1st time GM Skull and Shackles (Inactive)

Game Master Adventurer#33

Skull and Shackles #1 The Wormwood Mutiny!
The Man's Promise


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Female Human Unchained Rogue 1 : Init +5 | Perc +5 | AC 16 / T 14 / FF 12 I CMB 0 CMD 14 | HP 11 / 11 | Saves F +0 / R +6 / W +1 Hero Points: 1/1

"What say you sell me five of them, at two gold apiece, and I'll throw-in another two gold for you. Call it a consulting fee, or a tip for good service."

Diplomacy roll, if needed:

Diplomacy: 1d20 + 6 ⇒ (9) + 6 = 15+1 more if Grok's into girls.


male Human Fighter lvl 1; HP=16; AC 16, T=11. FF=15; F:4, R:1, W:3; INIT:1; -5 ACP if armored

Connor makes his way to the largest gathering of the crew Anybody up for a good arm wrestling match?

Connor finds a barrel and readies himself.


Grok nodds her head and offers Allie her hand done! 12 gold for five daggers. she says Take your pick The daggers are different shapes and sizes but they are all have blades between 6 and 12 inches long. there are single edged and double edged, curved daggers, strait daggers, wavy daggers etc.

I will take you on! Connor's challenge is taken up by Tam "Narwhal" Tate a burly dwarf with a large misshapen nose. What are your stakes lubber? he growls as he squares off across the barrel from Connor.
I have 3 gold on Connor, who will match me? calls Sandara Quinn as the crew starts gathering around to watch. The offered bet is taken by Maheem. other crew members start making bets on who will win the contest.


Female Human Unchained Rogue 1 : Init +5 | Perc +5 | AC 16 / T 14 / FF 12 I CMB 0 CMD 14 | HP 11 / 11 | Saves F +0 / R +6 / W +1 Hero Points: 1/1

Allie hands over the coins, and considers the selection of daggers before her.

Allie is considering swapping out one of the ordinary daggers for one of the masterwork ones by Sleight of Hand. To do so, she is using her measure the mark cutpurse trait. What is Grok's perception roll?

"Let's see here... something light, easy to hide, that's also well-balanced for throwing..." she mutters to herself, as she runs her hand over each of the blades. She takes her time, watching Grok from the corner of her eye.


male Human Fighter lvl 1; HP=16; AC 16, T=11. FF=15; F:4, R:1, W:3; INIT:1; -5 ACP if armored

5 gold pieces

Spoiler:

1d20 + 4 ⇒ (17) + 4 = 21


male Human 2nd Cleric HP 15/15 AC 14

Allende also walks over. "I'll bet 5 gp on Connor" he says to Maheem.


AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7

fortitude: 1d20 + 1 ⇒ (1) + 1 = 2
fatigue: 1d8 ⇒ 2
charisma: 1d4 ⇒ 1
diplomacy: 1d20 + 8 ⇒ (12) + 8 = 20

Once again, Amamer gets completely wasted drinking her rum, but doesn't show any signs of minding it. Apparently there wasn't much strong liquor along the Slithering Coast. She attempts to uncross her eyes long enough to focus on the arm wrestlers.

"I'll take that five on Conner," she says to Maheem with a friendly smile. She sprawls on the deck beside him and grins. "Be a different shtory if it was you he was wreshling, 'shtead of the dwarf."


Is Amamer taking the 5 gp bet that Allende just made or is she also trying to bet on Connor?


Allie Grok's perception isn't specified in the book so I am gonna say it is the same as yours. But you won't be able to switch a master work dagger for a normal one. A masterwork weapon is more than just better constructed it is also a work of art. there is inlay and etching etc that set them appart as masterwork. By the way who ever has the shortsword recovered from the wreck once they clean it off they find that it is a masterwork shortsword. The leather on the grip has been damaged by the seawater but it is an easy repair to make.


Female Human Unchained Rogue 1 : Init +5 | Perc +5 | AC 16 / T 14 / FF 12 I CMB 0 CMD 14 | HP 11 / 11 | Saves F +0 / R +6 / W +1 Hero Points: 1/1

Okay, no worries, then. Allie would be certainly be interested in the masterwork shortsword, though I don't know that we ever specificed who was carrying it when we got back on board.

Allie selects her five daggers, and sets them aside.

"Hey, one last request, do you happen to have a bandoleer or belt with a rivets or something that I could attach these to. You know, so I could draw them quick?" she asks the half-orc.


Grok sells Allie a bandolier for 5 silver.

There is heavy betting for a few minutes before the Arm Wrestling match starts. The Most of the bets are in favor of the Dwarf.

GM Rolls:
Narwhal str check: 1d20 + 1 ⇒ (15) + 1 = 16

Connor and the dwarf strain against each other. The contest seems even at first with neither making much progress in forcing the others hand down. Then Connor begins gaining ground. Narwhal's hand is slowly forced back and down. The Dwarf grits his teeth and tries harder but is unable to stop Connor from forcing his hand back. His face turns red with effort and the veins stand out in his neck but all his struggling is no use. Connor is stronger and the Dwarfs hand bangs down on the on the barrel. Connor wins!
Sandara Quin wins 6 gold
Allende wins 10
Connor wins 10
Amamer wins 10
Ashrem wins 5


male Human Fighter lvl 1; HP=16; AC 16, T=11. FF=15; F:4, R:1, W:3; INIT:1; -5 ACP if armored

WOOHOO! Nice try Narwhal, maybe next time, Connor says with a friendly smile and extends his hand to shake.


Female Human Unchained Rogue 1 : Init +5 | Perc +5 | AC 16 / T 14 / FF 12 I CMB 0 CMD 14 | HP 11 / 11 | Saves F +0 / R +6 / W +1 Hero Points: 1/1

"Ahoy, mateys!" Allie says facetiously, as she comes up from the galley carrying a large pot of fish stew, with Grok's assistance.

She sets the pot down, and does a turn, as if showing off a new ball gown. She is wearing a bandolier bristling with half-a-dozen daggers.

"How do I look? Pretty fearsome, huh?!"


AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7
Adventurer#33 wrote:
Is Amamer taking the 5 gp bet that Allende just made or is she also trying to bet on Connor?

She's betting on Conner while making nice with Maheem.


The ugly dwarf ignores Connors outstreached hand and stomps off. Several members of the crew, those known to be cronies of Master Scourge go with him.


Female Human Unchained Rogue 1 : Init +5 | Perc +5 | AC 16 / T 14 / FF 12 I CMB 0 CMD 14 | HP 11 / 11 | Saves F +0 / R +6 / W +1 Hero Points: 1/1

Sense Motive: 1d20 + 5 ⇒ (20) + 5 = 25

"Hmmm...this doesn't look good..." Allie murmers as she watches the disgruntled dwarf rejoin his comrades.


male Human Fighter lvl 1; HP=16; AC 16, T=11. FF=15; F:4, R:1, W:3; INIT:1; -5 ACP if armored

Somebody is a poor loser, laughs Connor, and yes Cat you look quite fearsome with those daggers, he says with a big smile.


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

"Well fanged" Sandman nods approvingly.


Female Human Unchained Rogue 1 : Init +5 | Perc +5 | AC 16 / T 14 / FF 12 I CMB 0 CMD 14 | HP 11 / 11 | Saves F +0 / R +6 / W +1 Hero Points: 1/1

"Thank you!" Allie replies, giving The Sandman a hug. "By the way," she whispers in his ear. "Is it possible to clean-up that sword we found on the reef? It would be nice to add another weapon to my intimidating arsenal."


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

Sandman smiled and shrugged returning her hug. "I'll see what I can do."


The next day is also brutally hot. The sky is a clear unrelenting blue and the sun beats down on the deck of the ship turning the spaces bellow decks into and oven. Many of the crew slept on the open deck to escape the heat bellow.

Day 14 tasks:

Allende 1d6 ⇒ 3
Swab the Decks: Backbreaking work mopping the
decks and scrubbing them with sandstone blocks
called holystones, requiring a DC 10 Strength or
Constitution check. Failing either check results in the
PC being fatigued at the end of the shift.

Allie 1d2 ⇒ 1Kroop is sober for once, and the fat cook spends the day flirting and bantering with Allie as they work. 1d6 ⇒ 1Cooking: Assisting Ambrose Kroop in preparing
the day’s meal. If Kroop is sober, no check is
required. If Kroop is drunk, this requires a DC 10
Profession (cook) or Intelligence check.

Ashrem 1d6 ⇒ 6
Mainsail Duties: Tough work raising and lowering
the mainsail, requiring a DC 10 Profession (sailor)
or Strength check. The PC must also make a DC 10
Constitution check to avoid being fatigued at the end
of the shift.

Amamer 1d6 ⇒ 2
Rat Catcher: Catching rats and other vermin belowdecks,
requiring either a DC 10 Stealth check, Survival check,
or Dexterity check to catch and kill enough rats,
cockroaches, and beetles for a good day’s work.

Conner 1d6 ⇒ 1
Rigging Repair: The ship’s rigging frequently gets
damaged and must be repaired, requiring DC 10
Climb checks to reach the rigging 30 feet up, followed
by a DC 10 Profession (sailor) or Dexterity check.

Sandman 1d6 ⇒ 2
Line Work: Hard work hoisting and lowering sails,
requiring a DC 10 Profession (sailor) or Dexterity
check. The PC must also make a DC 10 Constitution
check to avoid being fatigued at the end of the shift.

Allie with Sandmans help is able to get most of the dirt and grime off the shortsword they found revealing the swords beautiful workmanship. The wrapping on the grip is damaged by the swords time in the sea but it is easily replaced. It would need to be taken to a skilled weaponsmith to really replace it properly. The sword is only worth half the normal value, but functions just fine.


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

Sandman wasn't a weaponsmith, but he knew his way around rope. It didn't take long to break away the old rotted wrapping and grip from the fine sword and replace it with simple tightly braided line.

He left a decent length lanyard when he was done to help Allie keep her grip.

Making a new grip out of rope. Adding a makeshift Weapon Cord to make it harder to lose.

Unfortunately, Sandman did not sleep well at all that night, tormented by something in his dreams. When he woke up he spent the early morning hours holding his wooden mask and speaking to it quietly as though having an obviously intense and private conversation. He came away from the experience harrowed and nearly unable to perform his duties.

Profession Sailor DC 10: 1d20 + 5 ⇒ (2) + 5 = 7
Con DC 10: 1d20 + 4 ⇒ (1) + 4 = 5


Female Human Unchained Rogue 1 : Init +5 | Perc +5 | AC 16 / T 14 / FF 12 I CMB 0 CMD 14 | HP 11 / 11 | Saves F +0 / R +6 / W +1 Hero Points: 1/1

Allie is amazed at how easy her job is when Kroop is sober. She chats away the afternoon with the old sailor, trading stories, songs and innuendos.

Diplomacy: 1d20 + 7 ⇒ (6) + 7 = 13

She takes some time from her work (on the premise of using the head) to explore the ship a bit. She decides to explore the foreward section of the ship, just ahead of the crew hammocks. She also takes an interest in the crew lockers, wondering if there might be something of interest in them.

Stealth: 1d20 + 8 ⇒ (10) + 8 = 18


Sandman:
Your dreams are filled with visions of darkness and water. Wide jaws filled with jagged teeth and the rotting corpses of women. You see the sun flash through the sky six times.

Master Scourge sweating profusely in his big black coat scolds and curses Sandman viciously for "slacking" and threatens him with lashes if he does it again.

Allie is able to move around the lower hold unnotice with everyone else up on deck. The Gunners Mate, and Boatswains Mate have claimed the forward part of the deck as their space. There are 18 crew lockers not counting those belonging to the members of the group. All of them have locks on them.


Female Human Unchained Rogue 1 : Init +5 | Perc +5 | AC 16 / T 14 / FF 12 I CMB 0 CMD 14 | HP 11 / 11 | Saves F +0 / R +6 / W +1 Hero Points: 1/1

Allie decides to look around the officers' area for anything interesting. She will also check the locks on the officers' lockers for signs of traps.

Perception: 1d20 + 5 ⇒ (12) + 5 = 17


AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7

dex: 1d20 + 2 ⇒ (3) + 2 = 5

Amamer is clearly too grossed out by the rats to catch many. She spends most of the day chatting with Fipps.

"Ugh. Filthy creatures," she says, after a half-hearted attempt to grab a rat. "So since you've been pirating, how many ships have you taken, anyway?"

diplomacy: 1d20 + 8 ⇒ (19) + 8 = 27


male Human 2nd Cleric HP 15/15 AC 14

Allende works hard at swabbing the decks.
Diligently working: 1d20 + 6 ⇒ (9) + 6 = 15

Its a job he dislikes, but he understands the importance of it.


male Human Fighter lvl 1; HP=16; AC 16, T=11. FF=15; F:4, R:1, W:3; INIT:1; -5 ACP if armored

Rolls:

climb: 1d20 + 8 ⇒ (4) + 8 = 12
climb: 1d20 + 8 ⇒ (8) + 8 = 16
climb: 1d20 + 8 ⇒ (14) + 8 = 22
climb: 1d20 + 8 ⇒ (7) + 8 = 15
prof sailor: 1d20 + 6 ⇒ (8) + 6 = 14

Connor makes quick work of climbing and completing his job during the day. I wonder how good the other crewmen really are if these dang riggings get this badly damaged, but oh well at least it's an easy job .


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

Sandman did not respond Scourge's threats, he just waited until the man ran out of new curses then tiredly went back to work, once again ignoring the man with the lash.


Fipps chumletts turns out to be a bad choice to chat with during the day. As soon as he gets a chance he goes to Master Scourge and reveals Amamer failer at rat catching. Scourge Demands to see the rats and beetles Amamer has caught during the day and we he sees how few there are he curses and scolder her viciously and then tells her as punishment she will get three lashes at bloody hour that evening.


Ashrem's work rolls
strength check: 1d20 + 2 ⇒ (5) + 2 = 7
con check: 1d20 ⇒ 16

Ashrem is able to complete his work with out being exhausted by the effort.

Allie:
The Gunners mate, and boatswain mates lockers are locked with simple locks DC 20 to open. Neither is trapped.

In the evening before dinner is served the crew is called together on the mid-deck. Mr. Plugg give a short speach about slacking and how it won't be tolerated. The Kipper the gunners mate and Jaundiced Jape are ordered to secure Amamer to the mast to recieve her punishment of three lashes. Master Scourge who is to carry out the punishment stands nearby coiling and uncoiling his whip, while Kipper and Jape carry out Plugg's orders.


Female Human Unchained Rogue 1 : Init +5 | Perc +5 | AC 16 / T 14 / FF 12 I CMB 0 CMD 14 | HP 11 / 11 | Saves F +0 / R +6 / W +1 Hero Points: 1/1

GM AD#33:

Allie decides to pick the locks and see what amenities the junior officers enjoy.

disable device on bosun's mate's locker: 1d20 + 8 ⇒ (15) + 8 = 23

disable device on gunner's mate's locker: 1d20 + 8 ⇒ (3) + 8 = 11


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

Once Anamer was secured to the mast, Sandman stepped out in front of her, blocking her from Scourge.

he raised his rumbling voice so that the whole ship heard him. "I failed in my duties today. I had not the strength to hoist. Others were forced to work harder because of my shortcoming. Me, you merely cursed at."

"She failed to catch rats."

Sandman pulled his sarong down off of his shoulder, letting it fall around his waist and turned, revealing a back that was covered in whipping scars. Layer upon layer of angry, multicolored scars ranging from white or red to a terrible purple-blue.

Some looked recent, having been earned on the slave ship they escaped from. That time he'd taken the lash for Allie.

"If you need to whip someone, you will start with me."

He pressed his hands against Anamer's, interlocking his fingers with hers. He gave her a gentle squeeze and waited.


Insolent bilge rat! Plugg's face turns purple with fury. How dare you he screams. You want to save her from the lash. Fine, you can take her place. Kipper, Jape put the half-orc in the girl's place.

The gunners mate and Jaundiced Jape quickly free Amamer and tie Sandman in her place. You done it now mate. Kipper hisses to Sandman with an evil smirk.

when Sandman is tied in place Plugg says Scourge give the whip to the girl. She is going to give the lashes. Master Scourge isn't happy about giving up the whip but he does as he is told and hands the whip to Amamer. Plugg whispers something in Amamers ear and then steps back. Twelve strokes. Begin! he barks at the girl.

Amamer:
Pluggs breath is hot on your ear as he leans in to whisper Don't even think about refusing. you'll weild the lash and you deliver good hard strokes or I will have your friend Keel hauled, and I promise you he won't survive it. if you give him the lashes roll 1d3 damage 12 times


Female Human Unchained Rogue 1 : Init +5 | Perc +5 | AC 16 / T 14 / FF 12 I CMB 0 CMD 14 | HP 11 / 11 | Saves F +0 / R +6 / W +1 Hero Points: 1/1

(Allie is in two different time periods with the posts. This will relate to the events on deck. I will post on the previous events of the day once the response to my spoiler is listed.

Allie gasps at Scourge's order. That bastard's gonna pay for this. she growls inside her head.


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

Sandman doesn't struggle or resist. He's even helpful to the people strapping him to the mast. It isn't a show of bravery or false bravado. He's acting pretty much the way he always does, as if this were no different than any other unpleasant duty.

He looks back over his shoulder and gives Anamer a small smile.

Sandman will periodically heal himself if he needs to. I fully intend to be conscious when this is done.


AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7

Amamer shakes her head at Sandman as he approaches, but it's too late. Plugg is even more enraged than he was before, and as Scourge binds Sandman in her place, she stands helplessly. Then he hands her the whip, and whispers to her.

Amamer stares at him, and then at Plugg, and realizes that there's no other option.

"I'm sorry," she says to Sandman, offering no further explanation as she steps away, giving the whip a few practice swings before she brings it down across his back as hard as she can.

Assuming I don't need to roll to hit since they'll make her keep at it til she does hit.
damage: 1d3 - 2 ⇒ (2) - 2 = 0
damage: 1d3 - 2 ⇒ (1) - 2 = -1
damage: 1d3 - 2 ⇒ (2) - 2 = 0
damage: 1d3 - 2 ⇒ (3) - 2 = 1
damage: 1d3 - 2 ⇒ (2) - 2 = 0
damage: 1d3 - 2 ⇒ (3) - 2 = 1
damage: 1d3 - 2 ⇒ (1) - 2 = -1
damage: 1d3 - 2 ⇒ (3) - 2 = 1
damage: 1d3 - 2 ⇒ (3) - 2 = 1
damage: 1d3 - 2 ⇒ (2) - 2 = 0
damage: 1d3 - 2 ⇒ (3) - 2 = 1
damage: 1d3 - 2 ⇒ (2) - 2 = 0
5 points total

When she's done, she drops the whip on the deck where she had been standing, and goes to Sandman, untying him carefully.

"No more heroics today, please," she whispers in his ear. "They'll only do worse if we provoke them.

"Please forgive me, my friend," she says, loud enough to be heard.


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

He barely flinched as the lash striped him. He didn't cry out or sag. He just took it without complaint.

When Anamer came to untie him he shook his head. "There is nothing to forgive."

He turned and stood facing the crew, his face impassive, waiting patiently to be dismissed.


male Human Fighter lvl 1; HP=16; AC 16, T=11. FF=15; F:4, R:1, W:3; INIT:1; -5 ACP if armored

Connor rushes to Sandmans side to help, and whisper, they will pay for this,


Allie:

1d20 ⇒ 9
1d3 ⇒ 1
1d100 ⇒ 13
you aren't able to get the lock on the gunner's mates locker open but you are able to pick the lock on the bosun's mates locker. Besides some dirty clothing you find 9 gold pieces and a flask of acid inside.

Get back in line you mangy scum! Plugg barks as Connor and Amamer go to Sandman's side. Scourge, Kipper, Jape. Lock this insubortinate bilge rat in the sweatbox. I am in command of discipline on this ship and I will not allow my judgement to be questioned. Am I understood? Plugg stands glaring at the crew as Scourge, Kipper, and Jape take Sandman away and lock him in the sweatbox.

sweatbox:
A cramped metal box left
on deck and exposed to the sun, a sweatbox is terribly
confining and replicates unbearably hot conditions. Each
hour a character spends in the box, he must succeed
at a DC 15 Fortitude saving throw or take 1d4 points of
nonlethal damage. The DC of this save increases by +1 for
each consecutive hour the character spends in the box.
Any creature with fire resistance is immune to the effects
of the sweatbox. Victims typically spend 8, 12 or even 24
hours locked up in the sweatbox.


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

This seems like exactly the sort of thing that Endurance is for. Oh, also, Endure Elements says screw you box!

Sandman goes into the box without a word. Anyone who comes near the box as the hours pass can faintly hear Sandman humming sea chanteys to himself.

So how long are they going to leave him in there?


12 to 24 hours


HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

He'll come out well rested. :)

Enjoy your day guys, I'll be in my box!


Female Human Unchained Rogue 1 : Init +5 | Perc +5 | AC 16 / T 14 / FF 12 I CMB 0 CMD 14 | HP 11 / 11 | Saves F +0 / R +6 / W +1 Hero Points: 1/1

GM Ad#33:

Allie snags the gold and the flask and latches the chest.

She then moves through the crew area to Fipps's locker, and works the lock.

Disable Device: 1d20 + 8 ⇒ (5) + 8 = 13

Sighing in frustration, she moves over to Fipps' hammock. She loosens the stopper on the acid flask, then wraps it with the gold pieces in his filthy blanket, joslting it so that it begins to leak.

She then heads back to the galley to rejoin Kroop.


Female Human Unchained Rogue 1 : Init +5 | Perc +5 | AC 16 / T 14 / FF 12 I CMB 0 CMD 14 | HP 11 / 11 | Saves F +0 / R +6 / W +1 Hero Points: 1/1

Allie watches as The Sandman is led away to the sweatbox. He didn't deserve this! she fumes silently.

She aids Kroop and Grok in the serving of the evening meal and the rum rations.

As she pours the mug for herself, she only feigns turning the tap, then quickly gulps down a cup full of nothing.

Stealth: 1d20 + 8 ⇒ (20) + 8 = 28

As the evening rolls on, she mingles about with the crew, speaking just loud enough near the bosun's mate about the strong odor that burned her nostrils coming from the crew bunks that she could smell over the cooking food in the galley.

"It was horrible. Worse than unwashed skin. It smelled like stomach-sick, only much stronger," she prattles on insipidly.


male Human 2nd Cleric HP 15/15 AC 14

Allende waits by the sweatbox, playing with Besmara's coin. As Sandman enters he emits a burst of healing energy.
Postitive Energy Burst: 1d6 ⇒ 2
He does it a second time as they are putting him in the box.
Positive Energy Burst: 1d6 ⇒ 6


By the time Fipps Chumlett returns to his hammock that evening the acid leaking from the flask left in his blankets by Allie has disolved enough of the surrounding blanket that several of the stolen gold coins have slipped out into view. Which is where Fipps finds them when he comes down to got to sleep. He excitedly reaches into the depths of the acid soaked blankets for the gold and jostles the flask of acid enough to dislodge the stopper completely. The powerful acid floods over his hand. Fipps shrieks in pain and runs for the ladderwell. It is several minutes before his friends can figure out what is wrong and get him to the ships surgeon. No one has any idea who could have left the acid in Fipps bunk. Fipps is perfectly happy to claim the nine gold pieces that were left in his bunk with the acid.


During the night the wind shifts and the temperature drops. the oppressive heat of the last few days is gone and the morning is crisp and cool. clouds have blown in and are masking the sky and tempering the effect of the sun.

Day 15 Tasks:

Allende 1d6 ⇒ 1
Man the Bilges: Vile and sweaty work cleaning out the
bilges (area A11), requiring a DC 12 Strength check.
The PC must also make a DC 10 Constitution check to
avoid being fatigued at the end of the shift.

Allie 1d2 ⇒ 1 Ol fishguts is sober this morning 1d6 ⇒ 3
Fishing: Catching tonight’s supper using the ship’s
nets. A DC 10 Profession (fisherman) or Survival
check provides enough fish. A failed check results
in a day in the bilges as punishment the following
day. add 2 to your roll as fishguts is helping you today.

Ashrem 1d6 ⇒ 3
Upper Rigging Work: Work in the upper rigging, 50
feet up, requiring DC 10 Climb checks, followed by a
DC 10 Profession (sailor) or Dexterity check.

Amamer 1d6 ⇒ 3
Swab the Decks: Backbreaking work mopping the
decks and scrubbing them with sandstone blocks
called holystones, requiring a DC 10 Strength or
Constitution check. Failing either check results in the
PC being fatigued at the end of the shift.

Conner 1d6 ⇒ 1
Rigging Repair: The ship’s rigging frequently gets
damaged and must be repaired, requiring DC 10
Climb checks to reach the rigging 30 feet up, followed
by a DC 10 Profession (sailor) or Dexterity check.

Sandman In the sweatbox all day

Late in the morning Kipper the gunners mate comes up on deck and speaks with Master Scourge, who then goes and speaks with Mr. Plugg. The three of them speak quietly for a few moments then all go below decks. Several minutes later they come back on deck. Fipps Chumlett is called over to speak with Mr. Plugg. They question him for several minutes. He shakes his head repeatedly in response to the questions and holds up his bandaged hand. The four of them then go below decks for several minutes.

perception DC 10:
You over hear Fipps complaining to his mates about how Mr. Plugg made him give Kipper the 9 gold he found in his bunk the night before and that Kipper claimed the gold and the acid that he'd burned his hand with had been stolen from him.


Female Human Unchained Rogue 1 : Init +5 | Perc +5 | AC 16 / T 14 / FF 12 I CMB 0 CMD 14 | HP 11 / 11 | Saves F +0 / R +6 / W +1 Hero Points: 1/1

Survival: 1d20 + 1 + 2 ⇒ (17) + 1 + 2 = 20

Perception: 1d20 + 5 ⇒ (16) + 5 = 21

The day is just beauuuutiful. Kroop's sobriety makes the fishing an easy task, and one filled with lively banter. The day got even better when she overheard Fipps complaining about being accused of theft.

Who says life on the sea is hard? she muses, smiling.


AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7

con: 1d20 + 1 ⇒ (19) + 1 = 20
perception: 1d20 + 6 ⇒ (6) + 6 = 12
diplomacy: 1d20 + 8 ⇒ (18) + 8 = 26

Amamer smiles at Fipps when she sees his hand and his scowling face.

"What happened, did a rat bite you?" she says. "Or did ratting me out bite you? I'd say you picked the wrong friends, but you don't seem to have any friends anymore, do you?"

"Maybe you should go tell on me for talking to you," she says a moment later. "Or maybe we can try to get along. We're shipmates, after all."

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