Zaketta returns to work with the others, glad at least to get a little food in her stomach before taking another shift. Though she's not normally built for such taxing labor, she manages to keep up the pace well - probably thanks to the good night's sleep she managed to get the evening before.
Zaketta sucks in her breath when the wave strikes Shortstone and calls out to the crew, "Gnome overboard!". She nearly has her jacket off when she sees a green-skinned streak flash over the rail.
"Fishbait, you damned fool, you forgot the rope!" she calls out, simultaneously impressed with Ralo's courage and frustrated with his impulsiveness. Working as quickly as she can, Zaketta ties a loop in one end of a nearby rope, then tosses the line out to Ralo and Shortstone.
"Grab hold and we'll pull you in!"
Zaketta calls over her shoulder to the other crew:
"I need a hand here - Fishbait's a bit too fat for me to reel in by myself! Step lively and put your backs into it!"
(Job) Profession: Sailor 1d20 + 11 ⇒ (3) + 11 = 14 (Fatigue) Con Check 1d20 ⇒ 15 Zaketta will tie a quick loop on one end of a rope and toss the line out to Ralo. Not sure what checks (if any) I should make for this
Zarque watches from his vantage point, ready to direct anybody that needs to know where he went.
edit; it would be normal to tie oneself off during a storm since you would be staying in the same general area. Thus we would only have to pull him aboard before he took to much NL dmg from the cold or getting pulled under the ship and taking real dmg.
Mawj stays in the rigging and watches the action down below.
Fatigue Check 1d20 ⇒ 17
Job 1d6 ⇒ 3, upper rigging
Climb check 1d20 + 8 ⇒ (10) + 8 = 18
Profession (Sailor) 1d20 + 5 + 4 ⇒ (11) + 5 + 4 = 20
Day action, Working diligently
Durvin continues to stay in good spirits, even when most others would be grumbling. With the weather working itself up, he decides that it's no time to talk, and instead he focuses on what he's doing. As the gnome goes overboard he worries, but seeing Ralo jump in after him helps ease his fears. Were he not so high up in the lines he may go in just to try and help.
Ralo would need to make a touch attack to grab on to Conchobar, and Zak would need a ranged touch attack to see how close she could get the rope.
Conchobar tries to grab Ralo's arm as he drops into the sea next to him, but he is unable and Ralo sees him drift further astern as his short strokes fail to keep up with the ship or Ralo.
Swim:1d20 + 3 ⇒ (14) + 3 = 17 Touch Attack:1d20 + 2 ⇒ (10) + 2 = 12
Conchobar is 1 check away, Touch AC for a willing touch is 15 in the roiling waters.
Ralo grabs the Gnome who clings to him with a tight grip as Ralo catches the rope Zaketta throws. As several other sailors help to grab the rope they are able to drag the two sailors over the railing and leave them coughing back on the deck.
"Are you all right?" Samms asks, her eyes worried as she yells over the roar of the storm.
Everyone needs to make checks on the second shift of the job, some of you seem to have missed that.
As morning dawns the rains and winds slow. Several of the less experienced sailors begin to head below decks, but Plugg puts an end to that thought quickly. "Now fer yer daily tasks. And any man caught sleeping on the job gets six lashes." He barks quickly, making you realize the day was beginning again.
One more shift, everyone on their usual duties and a DC 18 Con check or become fatigued. Those already fatigued who fail the check fall unconscious and will be flogged.
Constitution 1d20 + 2 ⇒ (13) + 2 = 15 Mawj is fatigued.
1d6 ⇒ 4 Rope Work
Daytime Action: Work Diligently
Dexterity 1d20 + 6 ⇒ (8) + 6 = 14
Despite his fatigue from battling the storm, Mawj successfully completes his assigned tasks, hopping about the lines and rigging like a monkey to work the ropes.
Nighttime Action: Sleep
Exhausted and weary, Mawj retires for the evening to rest.
"You're an evil bastard, Plugg." Ralo's tone is even and cool as he simple states his mind as he heads back to the lines.
Work Diligently - Pr: Sailor 1d20 + 9 ⇒ (7) + 9 = 16
Fort Save 1d20 + 4 ⇒ (13) + 4 = 17
Night Action: Sleep
Ralo is fatigued after his work and stumbles back to his hammock.
Despite the long night, Zaketta remains as fresh as ever. She can't help but silently nod at Ralo's curse, though, when they walk past Plugg.
Their time will come soon enough, she thought to herself as she headed below to man the bilges.
After a long night in the bracing sea air, Zaketta found the stench and thickness of the air below stifling. Though she was no slouch, keeping up the pace left her more than a little tired by the end of the day. After mess, Zaketta happily collapses into her hammock for a good night's sleep.
Job 1d6 ⇒ 1 Daily Action: Work Diligently Str Check 1d20 + 5 ⇒ (8) + 5 = 13 Fatigue 1d20 ⇒ 13 Drink Moderately of Rum Night Action: Sleep
job: 1d6 ⇒ 4
STR: 1d20 ⇒ 15
Fatigue: 1d20 + 4 ⇒ (14) + 4 = 18
CON: 1d20 ⇒ 10
Zarque is very glad he drew lookout duty last night cause he is not sure he would still be standing if he had tired himself out like some of the sailors had to last night, he is getting very tired as it is.
Zarque nods in agreement with Ralo's words.
When night finally comes he is asleep almost before hitting the hammock.
edit get a plus four for work diligently (think I may have forgotten that a lot)
Fatigue Check 1d20 ⇒ 6
State of Fishguts 1d4 ⇒ 2, not soused, yay
Day's Job 1d6 ⇒ 6, special occasion
Survival Check 1d20 + 1 + 4 ⇒ (10) + 1 + 4 = 15
Durvin wanders around, a weary smile and half-lidded eyes dominate his features. He perks up when he hears that the Captain has something he wants to celebrate. He works cheerfully at slaughtering the animal needed for the occasion, despite his not liking the grisliness of the task. He easily avoids the drink, and makes his way to bed for the night.
Night action, avoid rum 1d20 + 7 - 1 ⇒ (17) + 7 - 1 = 23, and Sleep.
After a restful night, the new crewmembers are made to arise with the sun once again. When getting ready for the day's work the new crewmembers, including our heroes, Conchobar, Rosie, Sandara and Crimson Cogward, are pulled aside by Riaris Krine, the master gunner on the ship. "Now it's my job to make sure you sacks of reefclaw s!$@ are up to code when we get us a big haul of loot and plunder. The next time we get up to a big ass merchanter I need to make sure you ugly pukes don't get your stupid asses killed before you can kill at least one of those worthless merchant a%*!@!+s. So..." Riaris spits a hearty helping of redweed over the rail of the ship. "Today, you pukes get to get trained in boarding under the rip-roarinest b~$$& on the open seas." Riaris gets all of you over to the lifeboats. "So who's climbing and who's repelling boarders?" She asks with an ugly gleam in her eyes. "Boat only holds 6, so choose carefully."
Durvin seems amused by the master gunner's manner of speech, like he's experiencing just another part of getting to be a pirate. "Oooh, I would like a chance to do some more climbing. The rigging work I did during the storm was a thrill."
REMINDER: To all players, Durvin has mentioned (and I have reminded) previously that you can get all your gear (except weapons) from Grok just by asking her yourself. Wasn't sure if it was missed, or just didn't matter if it wasn't weapons.
"All right then, let's put the little'uns vs. the big'uns." Riaris says, motioning the halflings, gnome and kobold into the ship and leaving the other five on the main deck. "The rest of you, go gather some ammo. Nails, junk rope, old buckets, bilgewater. Whatever you think'll make this lot fall off their ropes." As Zaketta and Crimson get a grinning look the gunner snaps at them. "Don't be too excited. You get to climb next while being pelted by the tinys you just threw crap at." The gunner releases the small jolly boat and rows it about 30 feet out from the side of the boat. "Now then, this here..." She hefts an ugly spike turned into a hook. "Is what we call a boarding hook. Ye'll be throwin' it at the Wormwood and trying to hook the side, then you try to climb up while they knock you off." She hands one to each of you with a laugh. "Got a prize for whoever reaches the top quickest. GO!"
The boarding hooks are improvised ranged weapons with a range increment of 20 feet. To hook the rails of the ship you have to beat its AC of 7. After that you have to climb for 40 feet up the side of the ship, making DC 15 climb checks. If hit by a piece of garbage, you have to make a DC 15 Reflex save or be forced to make a DC 10 climb check to avoid falling. Those who fall have to swim out to the jolly and try again.
Those repelling boarders treat various pieces of garbage as improvised ranged touch attacks and may attack one target a round once the target is at least beginning to climb.
Just to make sure I got all my mods right:
-4 for improvised
-2 for range increment
Climbing is 1/4 speed, so it would be 8 climb checks, or 4 if accelerated climbing.
Durvin takes the rope and hook, giving it a twirl before he launches it at the side of the ship. He manages to get it over the side, and hooked in decent enough. He tries to hurry his way up the rope, always loving a bit of sport. He grabs the rope and starts hauling himself up it, scurrying up it like he was born to it.
Standard, Attacking Ship 1d20 + 4 - 4 - 2 ⇒ (14) + 4 - 4 - 2 = 12
Move, Accelerated climbing 1d20 + 8 - 5 ⇒ (20) + 8 - 5 = 23, climb 10'
This feels like middle school dodgeball for some reason...
I am with Ralo, I missed it but would have been right next to Ralo gathering my things.
Zarque will make a slip knot belt to make it easier to stay on the rope and easier catch himself if needed, yet would be a quick release at the top.
"Rawr! I shall not be stopped! Good thing I have practice with grappling hooks. Ha ha." He throws the hook for the rigging rather then the rail.
The hook: 1d20 + 3 - 4 ⇒ (15) + 3 - 4 = 14
Climb: 1d20 ⇒ 9
Rosie:1d20 - 1 ⇒ (2) - 1 = 1
Conch:1d20 - 2 ⇒ (2) - 2 = 0
Both Conchobar and Rosie happen to miss their own throws, and annoyedly begin winding in to try again, Zarque makes no progress up, but Durvin makes significant progress. Crimson Cogward and Sandara decide to focus on the nail that sticks up and try to throw small chunks of scrap wood over the edge to try and hit the little halfling, though they seem to be in good cheer.
Crimson:1d20 - 2 ⇒ (16) - 2 = 14
Sandara:1d20 - 1 ⇒ (10) - 1 = 9
Zarque, it depends. A rope with a brace wall is 5. An unknotted rope is 15. We are climbing not from beside the ship, but from a lifeboat 30' away from the side of a ship, both of which I doubt are sitting perfectly still. The rocking may make it harder, and the angle easier, to balance out at a decent 15 (or the base for an unknotted rope without a wall to brace against).
Durvin makes his way up, but is unable to avoid the shot by Crimson due to his limited ability to move away. It takes him a little by surprise, but he's able to maintain his grip. In typical fashion, he also maintains his good spirits, and encourages his shipmate. "Good shot, Crimson, that was a close one. I'm sure you will become a natural at repelling boarders in no time with that level of enthusiasm."
Reflex 1d20 + 7 ⇒ (14) + 7 = 21
Just realized, ranged touch attacks while climbing, that's a no dex no, armor situation. I'm glad they all rolled so low.
Unable to resist the chance to torment Durvin just a little, Zaketta takes careful aim with an old, moldy biscuit.
"Here it comes, Short Stuff!" she yells as she lets fly, her biscuit catching Durvin square in the temple.
"Ha! That's a point for me, you swabs! Who taught you how to throw, a flock of seagulls?"
1d20 - 1 ⇒ (13) - 1 = 12
Reflex 1d20 + 7 ⇒ (9) + 7 = 16, still waiting for the throws from Ralo and Mawj before I do my 2nd round of climbing.
The hit is good, and Durvin almost loses his grip, but continues to be a tenacious little scamp. "Don't knock the ferocity of seagulls. I was attacked by a flock once, and believe me I ran. I ran so far away, I almost couldn't get away."
Yay, saved by being small. I would assume that the rope cutting would be discouraged. The class is to practice boarding, those repelling are just to make it harder on the boarders. Not to mention probably not wanting their ropes cut.
I am just gonna roll a few instead of one, as this is one thing that will be horrible performance.
1d20 ⇒ 18
1d20 ⇒ 17
1d20 ⇒ 6
Zarque tries to clamber up the rope, taking his time and using his tail to swing away from any incoming debris.
edit, wow actually made some progress.
It would be bad sport to cut the ropes, but no one told Ralo that so I could see him making the attempt. It's up to you. Also, in regards to Durvin's thought, I don't mind allowing Dex to armor while climbing on a rope, there are situations where I'll deny it (clinging to a cliff face, on a rope with nothing to move against) but it's fairly easy to move on a rope to avoid things.
1d20 - 1 ⇒ (12) - 1 = 11
1d20 - 2 ⇒ (6) - 2 = 4
1d20 + 6 ⇒ (4) + 6 = 10
Rosie's throw catches the side of the ship, though she makes little progress. Conchobar finds himself still unable to grapple on and begins to reel in the hook again, his frustration evident. "Damnit I wasn't made for this."
The two sailors at the deck take aim, Crimson with a bucket of bilgewater and Sandara with a broken bucket, then let fly at Rosie and Zarque.
1d20 - 1 ⇒ (12) - 1 = 11
1d20 - 2 ⇒ (19) - 2 = 17
Crimson misses Rosie, who sends a stream of obscenities up at him.
Mawj waits until the climbers get closer, then hurls an old boot at Zarque.
No offense. I just picked you at random. ;)
1d20 + 1 ⇒ (16) + 1 = 17
Zaketta grabs an old, moldy fish head and tosses it playfully back and forth between her two hands. She winds up and hurls the refuse at Rosie, connecting solidly on her shoulder.
"Heads up, Rosie, gal! It's not gonna be that easy!"
1d20 - 1 ⇒ (14) - 1 = 13
I'm assuming I hit, given that we're attacking touch ac
Reflex:1d20 + 3 ⇒ (7) + 3 = 10
Climb:1d20 + 6 ⇒ (8) + 6 = 14
"Zaketta when I make it up there I'm gonna make you regret you were ever born." Rosie claims, trying to continue upward after the squishy fish head knocked her for a loop.
Accelerated Climb:1d20 + 4 ⇒ (14) + 4 = 18
Rope Throw:1d20 - 2 ⇒ (16) - 2 = 14
Climb:1d20 + 6 ⇒ (19) + 6 = 25
"Much as I enjoy the view from down here I'm gonna catch you singer-man." Rosie claims as she closes the gap between herself and Durvin. conchobar manages to catch the edge of the ship and whoops with cheer as he swings over, though his climbing is obviously a little less daredevil than Rosie's. Seeing that Durvin is up there and may get the prize, Sandara tries to thorw down another small bit of wood at him, while Crimson seems to take out his frustrations on Conchobar far below.
Attacks:1d20 - 1 ⇒ (10) - 1 = 9///1d20 - 2 ⇒ (3) - 2 = 1
"Why thank you Rosie, that is kind of you to say. I do try to stay in good shape for the demanding rigors of sailing." He blushes slightly at the compliment. Seeing the others finally making progress, he decides to press on. He hit a snag at the halfway point, and ended losing his grip without even being hit by anything. He drops with a splash, and instantly begins swimming for the boat.
Accelerated climb, 1d20 + 8 - 5 ⇒ (3) + 8 - 5 = 6
Swim to boat 1d20 + 7 ⇒ (11) + 7 = 18,
Swimming sucks, as a move action, I can go quarter speed 5', or as a full-round action, 10'