'Sunny' |
Suny's skills to aid others:
Appraise:1d20 + 4 ⇒ (17) + 4 = 21
K(Engineering):1d20 + 6 ⇒ (6) + 6 = 12
Profession Sailor:1d20 + 4 ⇒ (4) + 4 = 8
Sense Motive:1d20 + 4 ⇒ (2) + 4 = 6
Gotta love the averages on this dice roller. :P
Tarchinis Verance |
"Well, Master Rickety, We are, of course, looking for the best - and, all the word from Bloodcove to Riddleport has you as the best - and, of course, we know that the best costs. Not just for the job, but for the discretion that makes the job complete. But word is that you are not just very good, but fair.
Now, I would never insult a man, woman, or sea-demon in the Shackles by calling them 'Honest'. But we all benefit from 'fair'. And the word is that trade at Rickety's is fair.
We have a few goods in the old that might be of interest, and there may be some coin to be had. And, if a good squibbing were to be had at a fair price, you can certainly imagine that you would be a preferred port for our newly named vessel. Perhaps even as a preferred trading partner. But the price out of the gate...well, we wouldn't be trading with anyone. Might just cripple our endeavors from the start.
Now, as to particulars, I know that most would look at the line of the foc'sle..."[/b]
Tarchinis continues on for a while, using the shipbuilding, engineering, and sailor's knowledge the the officers demonstrated to look for ways to save cost - and let Rickety know that he has not, indeed, found suckers...
SO, GM Elton, you can decide if all of our rolls from the last few posts are enough to constitute a bonus. Also, folks, if anyone wants to throw in an Aid Another for Diplomacy (Hey, I'm not above parading naked-elf-chick around for distraction), now is the time. And, if possible, I will take 10 or 20 on the roll - though I doubt it.
So. Here we go.
Diplomacy for the haggling: 1d20 + 8 ⇒ (1) + 8 = 9
Edit: Are you FREAKIN' kidding me? Really? I should have laid money on the dice roller.
Gene Deathcraft |
Gene steps up next to Tarchinis. "Mr. Rickety Thank you for you kind offer we will have to decline." With that Gene turns and starts to walk away.
I sure hope there's more then one chop shop on hand.
"Mr. Tarchinis lets move on to the next place. I'm sure well find better pricing else were."
Gene Deathcraft |
"Perhaps I've been too hasty," He says. "Well, are you going to negotiate or what?"
Gene nods over at Drake as if to say do it.
I will take it over with the crew. Then ill be back to talk some more.what information did our knowledge(ship) rolls give us?
'Sunny' |
Suny continues to wander around the small port.
Ready to help out with things when folks need a dice roll or two. (^_^)
Drake Billingsby |
Alchemy Check: 1d20 + 16 ⇒ (3) + 16 = 19
DC is only 15 so i had no chance of failing but roll anyhow
---
Goes down to the ships hold area sets up a make shift lab and then starts creating the potion. Spending the time and the efforts, I create the potion and bring it up to the capt in a crystal vial.
Please sir, when your done give me the vial back, I will sterilize it and use it again for another potion down the road.
work fast sir, you got about 4 minutes worth of charm.
The transmuted creature becomes more poised, articulate, and personally forceful. The spell grants a +4 enhancement bonus to Charisma, adding the usual benefits to Charisma-based skill checks and other uses of the Charisma modifier. Bards, paladins, and sorcerers (and other spellcasters who rely on Charisma) affected by this spell do not gain any additional bonus spells for the increased Charisma, but the save DCs for spells they cast while under this spell's effect do increase.
Duration 1 min./level
'Sunny' |
Ready ta' help out with tha' negotiation and stuffs. (^_^)
'Sunny' |
*Hugz* Hope ye get better soon Master DM!
Wishin' every one all'a best in'a festive season. (^_^)
Gene Deathcraft |
Gene take the potion from Drake. "Thank you hopefully this will tip things in our favor."
He then approaches Master Rickety.
[b]"Master Rickety, We know our ship is worth 10,000gp it hardly seems like a worth while endever to pay the same price to get her slightly altered as it would just to sell her off.
Now I could see paying $1,500gp to $2,000gp as a fair price starting price but, not anything higher."
Diplomacy: 1d20 + 2 ⇒ (20) + 2 = 22
Edit: WHOOT!!! nat 20 XD
'Sunny' |
Diplomacy:1d20 + 3 ⇒ (12) + 3 = 15(Aid another)
(^_^)
GM Elton |
(2000 gp? are you sure?)
"Well, that seems reasonable, I can give you a good refit for that!" he said. He walks over to his crew. "Okay, boys, we start work on refitting this ship! Get to work boys!"
The men run around and get their tools and their wood and start walking towards the ship in preparation to repair and squib the ship. "IF you come by my office later, I can give you some of my plans for the ship. Right now, you might want to be finding a place to stay."
Gene Deathcraft |
Gene smiles "Well then I shall do that."
"Master Torque Tell the lady and men to get off my ship! They are to report back in a week. Lodging and food are on them to find and earn. However, if they start trouble... they are to know I will not know who they are."
It seems like a fair price and Gene really isn't the type to rip someone off even if he feels that person tried to rip him off.
'Sunny' |
Sunny happily skips and cavorts off the ship and begins to scamper about the town to see what there is to be seein'. (^_^)
Torque2 |
Torgue assembles the crew and gives them the lowdown about the squibbing and leave.
Enjoy yourselves but start no trouble here. The final day we are here, there will be no drunkeness since we need clear heads to sail our new ship. Dismissed!
'Sunny' |
Bounces up straight and gives Master Torque a jaunty salute, "Aye, aye Sir!" Before scampering off giggling. (^_^)
Drake Billingsby |
Alchemy check: 1d20 + 16 ⇒ (2) + 16 = 18
Knowledge (nature) check: 1d20 + 11 ⇒ (15) + 11 = 26
Aye, Aye Sir
Saultes and runs downstairs to pack up his kit and vials and things.after he creates a new potion
Invisiblity
After coming up stairs, I go over to mister Torque
Sir!, I am requesting permission to leave ship sir. Before I do leave though sir. Do we have a course after this so I might be able to help plot the course?
after leaving the ship, I scout around looking for a decent place to go. With no gold or anything he figures he will be sleeping under the stars.
I look over at the tavern and sigh. I go into the tavern and inquire about a room and food for the night.
I will worry about tomorrow tomorrow, I have to find a way to impress the capt as well. I think to myself
Once I get to the Tavern and inquire about food, I start to work looking at the maps, and start plotting a course.
I do not know where they want to go or what to do, but I plot a course out to a near by lesser known port and also a place where I think that would be good for ambushing other ships for us to take on.
'Sunny' |
*Skippy, skippy...* (^_^)
'Sunny' |
*Skippy, skippy, skippy...* (^_^)
GM Elton |
One month after, the ship was all finished to be squibbed. The maiden was replaced anew, and the whole ship looked like a whole different ship. It happened to be a work of art. There was still work to be had, two more weeks and she's ready to pull out.
If it weren't for the strange fog in the bay, you all would be scrambling to get off the island and head for sea. The fog is special, it's very special. it had a sense of forboding to it. The fog covered the ship, and it slowed down the rest of the refit.
It scares most of your sailing crew. They speak of evil spirits in the fog. Dreadful things, like ghost ships crewed and captained by the Undead souls that forgot they were dead. Such tales bring to life the tale of Davy Jones, Captain Harkness, and Captain Thog.
If you were expecting a canonical following of this adventure path . . . forget it.
Torque2 |
Toot toot! Everybody aboard and get ready to jump the rails!
Torgue squints at the fog. This looks bad, the crew's morale is dropping. If this fog has something supernatural behind it, we will have to deal with it so we can get off the island in pease.
'Sunny' |
(O_o)
*Gathers up everything gathered during the stay in the town and gets everything on board.*
"Wha' th'a dickens be happenin'?
Drake Billingsby |
GM, over the time that we're here, I would like to create a number of potions and try to sell some of them off and keep some for myself. All potions I create are at a dc 15 check I have a +16 to my alchemy
if we are there 30 days that would be 60 potions
I can do 2 a day with out any harm done.
So I do the following potions if you say that it is okay sir.
30 cure light wounds
10 Invisibility
10 true strike
5 Keen Senses
5 spider climb
Hoping to sell off 1/2 of the cure light wounds
putting in my Bandolier 5 CLW and 5 Invis 5 true stick 5 spider climb
Knowledge (nature): 1d20 + 11 + 2 ⇒ (9) + 11 + 2 = 22
------
Reporting back for duty sir!
For course plotted for several different courses for the captain to look over
Torgue sir.
hands him the charts I am made some charts for you and the captain sir, I hope you get a good look at them sir. Also sir, I've some potions to add to our quartermasters store sir.
GM Elton |
Sure, Drake
Then came the unmistakable sound of cannon fire.
BOOM! BOOM! BOOM!
The cannon balls seem to be missing the ship, as they are hitting an entirely different target. The town itself. The balls fly through the air and hit buildings, creating a lot of collateral damage. It's unknown if any of the balls actually blow up, until a small explosion is heard when one of the balls impacts.