<strong>Day 2</strong>: The Wormwood<br/><span class="bbc_u">Weather</span>: Normal Weather<br/><strong>Morning</strong><br/><hr/>Morning comes and the call for folk on deck comes too soon for you all. As you get up and get your gear about you, several hands move to block access to the deck.<br/><br/>"Time you learn your place maties." One of them says as you move towards the deck, pushing the lead member of the party. The rest of them laugh ranchoursly. "In a hurry?" Another mocks.<br/><br/><hr/>@Muse: gimme another Fort Save (DC5) if you pass, you're immune to seasickness for the rest of this voyage.<br/><br/>There are seven pirates on the 'A10' deck with you. They are blocking access to the stairwell between you and the upper decks. None of them have weapons out but seem set to eager to 'put you in yer place'. (Init roll: 5, damnit!) (Announce your inits and intended actions pls)<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spoiler: Click to Show/Hide</div><div class="spoiler_body">Init Order: <br/>-Wormwood Pirates: Init: 7<br/>Placement: Basically there is a line of four of them along the 'A10' on the map and three on the stairs behind them.<br/></div></div>