|Round 1||Round 2||Round 3||Round 4||After the Action|
After a day of heavy winds and rain, a storm well and truly hits the Wormwood on the eighth day of the voyage. The ship is tossed about on the high seas and all hands are called on deck to work, including Dewshine, the cook’s mate. All of the crew is required in the rigging, and you are assigned random tasks from the rigger task list. The crew must stay up all night battling the storm—there is no evening rest or entertainment, and after the evening meal (ship’s biscuit only, on this occasion), You are assigned new rigger tasks. If you fail a Con check, you become exhausted and drop to sleep at work, an act that earns you each six lashes the following day as punishment.
In the early afternoon, a large swell covers the entire rigging, and Rosie Cusswell goes overboard. The Wormwood is steadily vanishing from sight and Rosie is getting lost at sea. You can try to rescue her by tossing her a rope. To get the rope close enough, you must make a ranged touch attack against the character in the water (range increment 10 feet). On the first round, she is 10 feet away. Each succeeding round, she drifts 1d3×10 feet farther away from the ship. If the attack misses, the rope lands too far away to help and must be drawn back and thrown again or a new rope must be thrown. If the attack hits, Rosie gains a bonus on his Swim checks equal to twice the total Strength modifiers of those hauling the rope. Up to three characters can add their Strength modifiers to help in this way. If Rosie fails the Swim check by 5 or more, he loses his grip on the rope and it must be drawn back and thrown again or a new rope must be thrown.
Everyone, give me 1d6, and initiative, and your first turn’s action.
‘’One-Gun’’ Floyd, leaving his duties ties a rope around his waist (Sailor – Standard Action), and then dives overboard and swim to Rosie (Swim – Move Action), all the while thinking, ‘Why do I think this is a bad idea?! I hope this knot holds, ’cause I ain’t the best if swimmers.’
Dewshine, also leaving her rigging duties, ties a rope to her pet, and sends it out to help One Gun get to Rosie. “Fetch that halfling, boy!” the green-haired gnome shouts to her demon-hound, while pushing the wet curls from her face. “Then swim them all in!” she adds as the massive beast plunges into the cold dark waters with a loosely tied rope around its haunches. [Pet Swim]
Thanks! So, none of you except Dewshine and Floyd noticed her fall in to the sea during the first 6 seconds. So, Floyd ties a perfect knot around his waist, but the waves make it difficult for him to get anywhere. He swims toward Rosie, and is only barely catching up… at this rate she’ll be lost!
Dewshine’s Eidolon flounders for a bit, the rope slipping off of her when she hits the water.