James makes his way down to the galley and takes a seat somewhere out of the way. Once seated, he visibly relaxes and with one hand lightly feels around where he was hit with the rope, wincing a little feeling the sting. He smiles and thanks Sericea for the food. James breaks the biscuit in half, placing one half of the biscuit in the soup and seeing if he can pocket the other half. He quietly eats the turtle soup and half biscuit, occasionally looking around at the rest of the crew, wondering if any of them might recognize him or already have and told the officers of the ship. Finding the biscuit a bit bland, James waves a hand over the bowl and quietly says, "I wish this was cornbread." and casts Prestidigitation to make the biscuit taste more like cornbread. He does not touch the shot of rum and just leaves it where it was sat in front of him.
Finished with his meal, James will make his way to the sleeping quarters. Once down there, he will look around to see if anyone else is there while finding an out of the way corner to sleep. Curling up in his corner and when he thinks he isn't being particularly watched; James will hold out his left hand while waving his right hand over it. He says "Hey Nox, you there?" and attempts to summon his little owl familiar in his left hand. (spell: Find Familiar using the action to summon from being temporarily dismissed)
This post has potentially manipulated dice roll results.
Con save from rum: 12
Sericea throws herself into her performance with Ventus. The drama classes she took as a child paid off many times in Port Peril, and she really hams it up on her first night on the Wormwood. The crew gives her a mixed reception, but some clap to the beat and try to sing along, and Sericea starts to almost enjoy herself.
Eventually the songs wind down and some of the crew head to their hammocks, but she is all wound up from the tumultuous day, and a little tipsy from the incredibly strong rum. She decides to press her luck- if she's going to be stuck on this boat, it may as well be on her own terms!
[Extra nighttime action: influence]
Sericea wanders back to the kitchen. She sees Ambrose cleaning up after dinner. It seems to be a slow process that involves a little splashing of plates with water, and a lot of splashing rum into his mouth. She offers to help with the dishes. While they work, she makes smalltalk about the turtle stew, then shifts to complimenting him on the preparation of the steaks for the officers. She explains how she always wanted to learn to cook, and then proceeds to drops not-so-subtle hints about how her and her fellow captives could help with all the ship's operations if they just had someone among the officers to give them a fair chance.
Persuasion check, with rum advantage, DC 12/indifferent: 24[I think this means Ambrose moves to 'helpful'?]
Ambrose seems to be receptive. Whether it is kindness or pity, Sericea isn't sure, but she thanks him profusely for taking her under his wing in the kitchen.
Con DC 13 check for exhaustion from staying up: 12
Sericea still isn't tired (or was that still the rum talking?). In any case, she headed out of the kitchen to look around.
[Extra nighttime action: influence]
As she was wondering what to do, Quartermaster Cut-Throat walked towards her, heading to her quarters. Although she hadn't joined in the song at dinner, she had nodded along to the tune a few times, so Sericea took another chance. She politely asked whether she could request a hat to shade her eyes the next time she was trying to spear turtles. After breaking the ice, Sericea asked a few other things about gear she could purchase. She had dealt with salty quartermasters and dockmasters before, and knew that anyone who respected their rules would move to the front of the line for requests. So she played the part of an obedient ship-mate, who was utterly dependent on the quartermaster's provisions.
Persuasion check, with rum advantage, DC 12/indifferent: 21[Does she also move to 'helpful'?]
Con DC 16 check for exhaustion from staying up again: 15
Add 2d4 via Favored by the Gods: 4
At this point, Sericea was feeling the toll of the day. But something about being at sea seemed to be keeping her spirits up. Still, tomorrow would be grueling. She crept down into the hold and found a hammock and immediately fell asleep.
Birel - Rosie gives you a withering look. "Rosie is my name, but don't go thinking just because I shooed that blighter Concho away from you means I'm sniffin' around wanting to be pillow pals or whatever you feckin' elves might call it. I ain't interested in spending time in a ladies nethers, and certainly not one as tall as you. I've got friends enough thank you."
As she gripes at you her eyes wander to the corner where Ventus is playing his flute and Sericea just began the dity about the one armed sailor with the cursing parrot. She sighs deeply and mutters to herself "...song's supposed to be backed by a fiddle, not a gorram flute. If I had my fiddle I would show them...stupid Cut-throat b*tch..." she stands up and walks away in a foul temper without another word. (You were just one off of changing her attitude...so close! But I dropped a hint for you as a consolation prize. ;) )
Builder2 - It seems the crew knows, or more likely assumes, that you do not need food. Someone does however shove a small glass of rum into your hand. (I need to know what you do about your rum ration, your resistance to poison will be effective on the saving throw to resist addiction if you decide to drink...but the alcohol will corrode your internal workings ultimately resulting in con damage just like a biological).
Your efforts in the bilges earn you unexpected rewards! As you search the bilges for the best place to apply your repairs, you find items that had been lost under the murky water flooding the bottom of the deck. You locate a suit of leather armor, 3 heavy maces, a wooden shield, a handaxe with a fine engraving on the axe head - evocative of waves, a vial of holy water, a bag of caltrops, and a money pouch containing 21 gp and 12 sp. Whether hidden here or lost by individuals that previously worked the bilges, it is impossible to say.
By the time you are done with your repairs you feel like you have staved off any serious problems for the foreseeable future. If you were responsible for the ongoing maintenance of the ship though you would still likely recommend to the captain a dry-dock maintenance inspection, likely a task that would take at least 2 weeks if not more. But knowing that he explicitly told all of the new hands not to speak to him, you feel certain that is information he would not accept from you.
Ventus & Sericea - Between the two of you you put on quite the night's show. Several pirates from above deck here about the singing and set aside their games of hog lob and arm wrestling to come and enjoy. (For any charisma based skill for the next 24 hours roll a d20 before rolling. On a result of 4 or better (85% of the lower-crew) the person you are speaking with saw your performance tonight, granting you advantage on the check)
James - The night passes without incident for you and you find yourself peering into the eyes of your friend, Nox. (please select an owl). He hoots at you softly and nuzzles into your hand.
(I am going to need a stealth check for you to slide away from your rum undrunk without someone noticing. It is a dc 10, fail and there will likely be words in the morning).
Varus - (It doesn't look like you need anything from me right now...have you taken your first night time action yet?)
Sericea - Mid-watch action - Overpowering Success! Ambrose's attitude has been improved from indifferent through friendly to helpful!
"Thas very kind o' you lass. You worked hard today, I appreshiate it." Ambrose has certainly been in his bottle hard this evening, but if anything it has loosened his tongue even more than you experienced earlier in the day. He nods along as you talk about wanting to learn how to cook and shows you the cook book he has hidden away in the galley for when his brain is too fuzzed to remember what he is doing. (Using this cookbook while cooking allows the user to add their proficiency bonus to any appropriate skill or tools check. If they already have proficiency with that skill or tool check this book effectively gives them expertise.) He also shows you the 6 bottles of Chelish Brandy he has hidden away for a special occasion. From your experience in the Formidably Maid you know each bottle is worth about 35 - 40 gold pieces to the right collector.
As the night wears on and you get close to finishing the cleaning up he tells you more about the other officers on the ship.
"Tha only one you can rightly trust is Cut-Throat. A fierce name she has, but she's a good lass. A bit superstitious though. Told her a ghost story once for a laugh, I sware I have never saw a green orc's face tern sheet white like that a'fore."He laughs in the way only a truly drunk man can, with no recognition of the volume, or the fact that it really isn't as funny as he seems to think. "For tha rest though? I'd stay outta their way if you can. Each one of them a vicious viper, and all the captain's men, to a fault."
Sericea - (I thought you were done...oops) The half-orc appraises you closely. "You did a good job with those turtles today. And you seem kind to Amrbose, which I like. Poor man has had a rough lot in life...it's nice of him to have something pretty near him, when he is awake enough to see it. Come by the store tomorrow if you have time, after dinner if you have to and we can see about getting you that hat. I think some of you and your friends' stuff was put into my store too...maybe we can work something out on those things so you don't have to pay full price for them. Don't really like that we steal from new crew members, but that's the way its always been."
The half-orc woman nods, satisfied that she has said all that needs to be said for the night, and heads to bed in the cabin she shares with Ambrose. (You are correct, Cut-throat has also skipped a level and gone all the way to helpful...good job!)
Accepting the cup, Builder frowns at it, then glances around. Seeing that everyone else appears to be drinking, and that it looks as if it is a requirement, he walks away before dumping it over the side.
Builder would take time to cast Detect Magic as a ritual, to check over the items he found, as well as to see if anything else was hidden down in the bilges that could be magical in nature.
James, really smiling for the first time in the ship, places the owl on his shoulder. He gives it instructions to keep watch while he sleeps and to hide if anyone gets too close. Sitting with his back against the hull of the ship, James tries to get what sleep he can before the morning.
Rollback Post to RevisionRollBack
Be excellent to each other, and roll for initiative dudes!
This post has potentially manipulated dice roll results.
Varus sighs as Ventus and Sericea finish up. He then stands from his finished meal, returning the dish before seeking out the gnome from earlier, making sure to loom as menacingly as he can as he speaks.
"You. Concho. Keep your eyes on your work, and watch yourself around me. Keep quiet, and we'll both get on with our lives. Otherwise..."
Builder2 - The only thing from your haul that glows magically is the vial of holy water, which has a slight aura of abjuration about it. You locate nothing else under the water scanning with the benefit of detect magic.
Varus - Concho sizes you up and down (mostly up) as a smile peeks at the corners of his mouth. He then begins laughing.
"That's a good one lad. You think you could keep me from looking at whatever fair lass might pop into my field of view? I think not. See, I'm not scared of you. But I think you might have reason to be scared of me.Fear"
He ends his sentence with a strange word you don't recognize. Perhaps it is gnomish? Just then you feel a strange sensation washing over you. (You need a DC13 wisdom save to resist his Cause Fear Spell, keep rolling until you succeed, just to see how long you are afraid.)
If you initially fail:
The smile on Concho's face grows broader as a feeling of confusion, anxiety, and finally outright terror comes over you. This man may be diminutive, but you suddenly realize he could do some serious damage...and you aren't sure you would be able to fight him off with your hand axe.
If you initially succeed:
Concho looks disappointed as the spell washes over you with no effect. Rather than continuing the conversation though he turns and walks away without a second glance.
The rest of the evening passes without incident. Through the night time entertainment you see several sailors playing matches of arm wrestling and hoblob. A few braver souls even enjoy a single round of Heave, although considering what the next day brings for them enjoy might not be the right word. One other thing the studious eye notices is the way Scourge scowls at any of you when you are in eyeshot. The few times that you notice this he is often in hushed conversation with another member of the crew. You notice in particular he speaks with the large half-orc and the human woman with the big ears that were involved in dragging James to the mainsail earlier in the evening, as well as a few other crew members including the only dwarf on board and an overweight human man you have not yet met.
Day 2: Late for Work?
As the dawn breaks and the bells chime on the second day of your voyage on the Wormwood you rise out of the hammocks that you spent the night in and head for the stairs with the rest. You find though that 6 other pirates block your way.
The human woman with the large ears speaks up first. "In a hurry?"she asks, with an unpleasant smile. Several of the others in the group smile as well, while others crack their knuckles. A few other pirates turn on the stairs and when they realize what is happening they linger to watch, but none step up to interceed. Notably Sandara is nowhere to be seen.
"Scourge told us how you are trying to show us up...making friends, whisperin' lies, tryin' to 'mpress the officeers. We were here before you. Seems like someone needs to put the new boots in their place."
She squares her shoulder and puts up her fists. She seems ready for a brawl.
(Roll for initiative. Opposing pirates will be in a block based on their average roll, so you will either be going before or after the 6 of them.)
When he first woke up, James would have scratched Nox's head and temporarily dismissed the owl into its own pocket dimension. He looks around at the crew he is standing with, "I don't think this will end well for us; even if we fight or not."
James' Initiative: 17
Rollback Post to RevisionRollBack
Be excellent to each other, and roll for initiative dudes!
Sericea had again dreamt of the sea, this time definitely hearing a voice calling her name. In her dreams she felt the surge of the sea around the ship, and the winds filling the sails.
The morning bell woke her with a start, followed by a throbbing headache courtesy of the rum.
She heard a commotion, and noticed the line of scowling pirates walling off the stairs. She realized that while she would be able to charm some of the crew, the rest would require more direct confrontation. Her hand went to her small dagger. She wished she hadn't lost her quarterstaff!
Holding onto his flute, Ventus walked over to the group to see what was going on. Upon learning they were going to start a fight, he began to compose a list of personalized insults for each opponent in his head.
James makes his way down to the galley and takes a seat somewhere out of the way. Once seated, he visibly relaxes and with one hand lightly feels around where he was hit with the rope, wincing a little feeling the sting. He smiles and thanks Sericea for the food. James breaks the biscuit in half, placing one half of the biscuit in the soup and seeing if he can pocket the other half. He quietly eats the turtle soup and half biscuit, occasionally looking around at the rest of the crew, wondering if any of them might recognize him or already have and told the officers of the ship. Finding the biscuit a bit bland, James waves a hand over the bowl and quietly says, "I wish this was cornbread." and casts Prestidigitation to make the biscuit taste more like cornbread. He does not touch the shot of rum and just leaves it where it was sat in front of him.
Finished with his meal, James will make his way to the sleeping quarters. Once down there, he will look around to see if anyone else is there while finding an out of the way corner to sleep. Curling up in his corner and when he thinks he isn't being particularly watched; James will hold out his left hand while waving his right hand over it. He says "Hey Nox, you there?" and attempts to summon his little owl familiar in his left hand. (spell: Find Familiar using the action to summon from being temporarily dismissed)
Be excellent to each other, and roll for initiative dudes!
Con save from rum: 12
Sericea throws herself into her performance with Ventus. The drama classes she took as a child paid off many times in Port Peril, and she really hams it up on her first night on the Wormwood. The crew gives her a mixed reception, but some clap to the beat and try to sing along, and Sericea starts to almost enjoy herself.
Eventually the songs wind down and some of the crew head to their hammocks, but she is all wound up from the tumultuous day, and a little tipsy from the incredibly strong rum. She decides to press her luck- if she's going to be stuck on this boat, it may as well be on her own terms!
[Extra nighttime action: influence]
Sericea wanders back to the kitchen. She sees Ambrose cleaning up after dinner. It seems to be a slow process that involves a little splashing of plates with water, and a lot of splashing rum into his mouth. She offers to help with the dishes. While they work, she makes smalltalk about the turtle stew, then shifts to complimenting him on the preparation of the steaks for the officers. She explains how she always wanted to learn to cook, and then proceeds to drops not-so-subtle hints about how her and her fellow captives could help with all the ship's operations if they just had someone among the officers to give them a fair chance.
Persuasion check, with rum advantage, DC 12/indifferent: 24 [I think this means Ambrose moves to 'helpful'?]
Ambrose seems to be receptive. Whether it is kindness or pity, Sericea isn't sure, but she thanks him profusely for taking her under his wing in the kitchen.
Con DC 13 check for exhaustion from staying up: 12
Sericea still isn't tired (or was that still the rum talking?). In any case, she headed out of the kitchen to look around.
[Extra nighttime action: influence]
As she was wondering what to do, Quartermaster Cut-Throat walked towards her, heading to her quarters. Although she hadn't joined in the song at dinner, she had nodded along to the tune a few times, so Sericea took another chance. She politely asked whether she could request a hat to shade her eyes the next time she was trying to spear turtles. After breaking the ice, Sericea asked a few other things about gear she could purchase. She had dealt with salty quartermasters and dockmasters before, and knew that anyone who respected their rules would move to the front of the line for requests. So she played the part of an obedient ship-mate, who was utterly dependent on the quartermaster's provisions.
Persuasion check, with rum advantage, DC 12/indifferent: 21 [Does she also move to 'helpful'?]
Con DC 16 check for exhaustion from staying up again: 15
Add 2d4 via Favored by the Gods: 4
At this point, Sericea was feeling the toll of the day. But something about being at sea seemed to be keeping her spirits up. Still, tomorrow would be grueling. She crept down into the hold and found a hammock and immediately fell asleep.
Birel - Rosie gives you a withering look. "Rosie is my name, but don't go thinking just because I shooed that blighter Concho away from you means I'm sniffin' around wanting to be pillow pals or whatever you feckin' elves might call it. I ain't interested in spending time in a ladies nethers, and certainly not one as tall as you. I've got friends enough thank you."
As she gripes at you her eyes wander to the corner where Ventus is playing his flute and Sericea just began the dity about the one armed sailor with the cursing parrot. She sighs deeply and mutters to herself "...song's supposed to be backed by a fiddle, not a gorram flute. If I had my fiddle I would show them...stupid Cut-throat b*tch..." she stands up and walks away in a foul temper without another word. (You were just one off of changing her attitude...so close! But I dropped a hint for you as a consolation prize. ;) )
Builder2 - It seems the crew knows, or more likely assumes, that you do not need food. Someone does however shove a small glass of rum into your hand. (I need to know what you do about your rum ration, your resistance to poison will be effective on the saving throw to resist addiction if you decide to drink...but the alcohol will corrode your internal workings ultimately resulting in con damage just like a biological).
Your efforts in the bilges earn you unexpected rewards! As you search the bilges for the best place to apply your repairs, you find items that had been lost under the murky water flooding the bottom of the deck. You locate a suit of leather armor, 3 heavy maces, a wooden shield, a handaxe with a fine engraving on the axe head - evocative of waves, a vial of holy water, a bag of caltrops, and a money pouch containing 21 gp and 12 sp. Whether hidden here or lost by individuals that previously worked the bilges, it is impossible to say.
By the time you are done with your repairs you feel like you have staved off any serious problems for the foreseeable future. If you were responsible for the ongoing maintenance of the ship though you would still likely recommend to the captain a dry-dock maintenance inspection, likely a task that would take at least 2 weeks if not more. But knowing that he explicitly told all of the new hands not to speak to him, you feel certain that is information he would not accept from you.
Ventus & Sericea - Between the two of you you put on quite the night's show. Several pirates from above deck here about the singing and set aside their games of hog lob and arm wrestling to come and enjoy. (For any charisma based skill for the next 24 hours roll a d20 before rolling. On a result of 4 or better (85% of the lower-crew) the person you are speaking with saw your performance tonight, granting you advantage on the check)
James - The night passes without incident for you and you find yourself peering into the eyes of your friend, Nox. (please select an owl). He hoots at you softly and nuzzles into your hand.
(I am going to need a stealth check for you to slide away from your rum undrunk without someone noticing. It is a dc 10, fail and there will likely be words in the morning).
Varus - (It doesn't look like you need anything from me right now...have you taken your first night time action yet?)
Sericea - Mid-watch action - Overpowering Success! Ambrose's attitude has been improved from indifferent through friendly to helpful!
"Thas very kind o' you lass. You worked hard today, I appreshiate it." Ambrose has certainly been in his bottle hard this evening, but if anything it has loosened his tongue even more than you experienced earlier in the day. He nods along as you talk about wanting to learn how to cook and shows you the cook book he has hidden away in the galley for when his brain is too fuzzed to remember what he is doing. (Using this cookbook while cooking allows the user to add their proficiency bonus to any appropriate skill or tools check. If they already have proficiency with that skill or tool check this book effectively gives them expertise.) He also shows you the 6 bottles of Chelish Brandy he has hidden away for a special occasion. From your experience in the Formidably Maid you know each bottle is worth about 35 - 40 gold pieces to the right collector.
As the night wears on and you get close to finishing the cleaning up he tells you more about the other officers on the ship.
"Tha only one you can rightly trust is Cut-Throat. A fierce name she has, but she's a good lass. A bit superstitious though. Told her a ghost story once for a laugh, I sware I have never saw a green orc's face tern sheet white like that a'fore." He laughs in the way only a truly drunk man can, with no recognition of the volume, or the fact that it really isn't as funny as he seems to think. "For tha rest though? I'd stay outta their way if you can. Each one of them a vicious viper, and all the captain's men, to a fault."
Sericea - (I thought you were done...oops) The half-orc appraises you closely. "You did a good job with those turtles today. And you seem kind to Amrbose, which I like. Poor man has had a rough lot in life...it's nice of him to have something pretty near him, when he is awake enough to see it. Come by the store tomorrow if you have time, after dinner if you have to and we can see about getting you that hat. I think some of you and your friends' stuff was put into my store too...maybe we can work something out on those things so you don't have to pay full price for them. Don't really like that we steal from new crew members, but that's the way its always been."
The half-orc woman nods, satisfied that she has said all that needs to be said for the night, and heads to bed in the cabin she shares with Ambrose. (You are correct, Cut-throat has also skipped a level and gone all the way to helpful...good job!)
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)
Accepting the cup, Builder frowns at it, then glances around. Seeing that everyone else appears to be drinking, and that it looks as if it is a requirement, he walks away before dumping it over the side.
Casting Guidance (as usual)
Sleight of hand: 16
Builder would take time to cast Detect Magic as a ritual, to check over the items he found, as well as to see if anything else was hidden down in the bilges that could be magical in nature.
After playing a wide variety of songs, Ventus heads down to the crew berths and falls asleep.
(Stealth: 15 to leave without touching the rum.)
James, really smiling for the first time in the ship, places the owl on his shoulder. He gives it instructions to keep watch while he sleeps and to hide if anyone gets too close. Sitting with his back against the hull of the ship, James tries to get what sleep he can before the morning.
Be excellent to each other, and roll for initiative dudes!
Varus sighs as Ventus and Sericea finish up. He then stands from his finished meal, returning the dish before seeking out the gnome from earlier, making sure to loom as menacingly as he can as he speaks.
"You. Concho. Keep your eyes on your work, and watch yourself around me. Keep quiet, and we'll both get on with our lives. Otherwise..."
Intimidation (Adv from Rum): 9
Con damage: 2
Sericea has 1 level of exhaustion from the rum and not sleeping it off, and con damage of 2
Builder2 - The only thing from your haul that glows magically is the vial of holy water, which has a slight aura of abjuration about it. You locate nothing else under the water scanning with the benefit of detect magic.
Varus - Concho sizes you up and down (mostly up) as a smile peeks at the corners of his mouth. He then begins laughing.
"That's a good one lad. You think you could keep me from looking at whatever fair lass might pop into my field of view? I think not. See, I'm not scared of you. But I think you might have reason to be scared of me. Fear"
He ends his sentence with a strange word you don't recognize. Perhaps it is gnomish? Just then you feel a strange sensation washing over you. (You need a DC13 wisdom save to resist his Cause Fear Spell, keep rolling until you succeed, just to see how long you are afraid.)
If you initially fail:
The smile on Concho's face grows broader as a feeling of confusion, anxiety, and finally outright terror comes over you. This man may be diminutive, but you suddenly realize he could do some serious damage...and you aren't sure you would be able to fight him off with your hand axe.
If you initially succeed:
Concho looks disappointed as the spell washes over you with no effect. Rather than continuing the conversation though he turns and walks away without a second glance.
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)
Varus's Wis Save: 17
Varus scowls before turning away and heading to sleep.
"Fiddle huh," Birel smiles. "Well then, maybe I can help you out with that. Tomorrow though, I'm getting tired,."
Elra Skylash - Human Cleric | Vanzaren Tanidoni - Half Elf Wizard
Mindartis Liadon - Eladrin Barbarian | Naivara Siannodel - Half Elf Ranger
Arrila Evenwood - Half Elf Paladin | Callaphe of Setessa - Human Rogue
Katernin Nemetsk - Aasimar Cleric | Melody - Tiefling Bard
The rest of the evening passes without incident. Through the night time entertainment you see several sailors playing matches of arm wrestling and hoblob. A few braver souls even enjoy a single round of Heave, although considering what the next day brings for them enjoy might not be the right word. One other thing the studious eye notices is the way Scourge scowls at any of you when you are in eyeshot. The few times that you notice this he is often in hushed conversation with another member of the crew. You notice in particular he speaks with the large half-orc and the human woman with the big ears that were involved in dragging James to the mainsail earlier in the evening, as well as a few other crew members including the only dwarf on board and an overweight human man you have not yet met.
Day 2: Late for Work?
As the dawn breaks and the bells chime on the second day of your voyage on the Wormwood you rise out of the hammocks that you spent the night in and head for the stairs with the rest. You find though that 6 other pirates block your way.
The human woman with the large ears speaks up first. "In a hurry?" she asks, with an unpleasant smile. Several of the others in the group smile as well, while others crack their knuckles. A few other pirates turn on the stairs and when they realize what is happening they linger to watch, but none step up to interceed. Notably Sandara is nowhere to be seen.
"Scourge told us how you are trying to show us up...making friends, whisperin' lies, tryin' to 'mpress the officeers. We were here before you. Seems like someone needs to put the new boots in their place."
She squares her shoulder and puts up her fists. She seems ready for a brawl.
(Roll for initiative. Opposing pirates will be in a block based on their average roll, so you will either be going before or after the 6 of them.)
Pirate initiative: (1d20+2) 54
Average: 11 exactly...wow!
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)
Initiative: 15
Also, con damage: 3
...forgot about the disadvantage on initiative, so one more time: 22
Elra Skylash - Human Cleric | Vanzaren Tanidoni - Half Elf Wizard
Mindartis Liadon - Eladrin Barbarian | Naivara Siannodel - Half Elf Ranger
Arrila Evenwood - Half Elf Paladin | Callaphe of Setessa - Human Rogue
Katernin Nemetsk - Aasimar Cleric | Melody - Tiefling Bard
Varus grimaces, looking at the other pirates with distaste, "Can't you just let a man do his work in peace?"
Initiative: 7
Disadvantage roll, since it is an ability check: 21
Builder initiative: 7
When he first woke up, James would have scratched Nox's head and temporarily dismissed the owl into its own pocket dimension. He looks around at the crew he is standing with, "I don't think this will end well for us; even if we fight or not."
James' Initiative: 17
Be excellent to each other, and roll for initiative dudes!
Sericea had again dreamt of the sea, this time definitely hearing a voice calling her name. In her dreams she felt the surge of the sea around the ship, and the winds filling the sails.
The morning bell woke her with a start, followed by a throbbing headache courtesy of the rum.
She heard a commotion, and noticed the line of scowling pirates walling off the stairs. She realized that while she would be able to charm some of the crew, the rest would require more direct confrontation. Her hand went to her small dagger. She wished she hadn't lost her quarterstaff!
Initiative with disadvantage: 7
Holding onto his flute, Ventus walked over to the group to see what was going on. Upon learning they were going to start a fight, he began to compose a list of personalized insults for each opponent in his head.
Initiative: 15
Second roll because disadvantage: 6