
Brillup the Dart |

Is she visibly wearing the holy symbol of Besmara?
Brillup moves over towards the halfling and, if no one looks about to speak up, introduces himself. Hullo there. I'm Brillup the Dart. Again, if he's not interrupting someone of the sterncastle (or wherever the officers are) he'll offer her a hand.

Durvin Tamish |

Durvin squints at the bright light above as he adjusts to the open sky on deck. Grouping up with the others, and seeing other new crewmates, he gives a brief wave. He holds up a finger as if to say wait, then points as the Captain begins to speak, like he's letting them know he will speak with them after the Captain has finished.
He didn't remember volunteering to be a part of The Wormwood's crew, but it does sound like something he would do. He nods, as if acknowledging that it's what had happened.
After the captain finishes his speech, he is about to introduce himself to the other crewmen when he hears Reck ask the question. Matter-of-factly he responds, "Well, a keelhaul is when they drag you by rope across the barnacled underside of a ship. You must hold your breath while the sharp edges of barnacles dig into you. A common sailing threat, usually resulting in death, but I've heard it threatened more than I've ever seen it executed... hehe, no pun intended." He continues. "The sweatbox, however, is usually a metal box, out in the sun, where they stuff you without food or water. It can cause death, but usually results in knocking someone out for a day or two. It sounds horrendously boring as well, not being able to do anything while in there."
Having answered, he renews his intent to speak with the others, but sees that Brillup has already approached the other halfling. A shame, he was hoping to get a chance to discuss where all she has sailed. He does love to meet other sailors of his race. He is about to speak with the gnome instead, when the bald man with the cat-o-nine-tails begins his approach. He decides to pay attention, as he wouldn't want to look like he was goofing off on the first day of work.

Noro_Kasuri |

Noro stands she closes her eyes and takes several deep breaths she appear trying to no "blow a fuse" and generally make this whole day very unpleasent. Her hands clench into fists she struggles to maintain calm.
Reck can tell one unpleasant sting of that cat-o-nine-tails on her she might just come up and try and shove that whip up his arse.

Brillup the Dart |

We can't be alone here. You can't live on a ship like that. He's being honest in his desire to find compatriots.
Besides... he says with a grin. I'm going to wind up talking to a lot of tall folk. I figured I'd start with you so my neck isn't sore and making me grumpy...
We short folk should stick together he glances over towards the gnome for just a second, Well, most of us.
Rolling Diplomacy, not to influence disposition, just to make a decent first impression.
Diplomacy: 1d20 + 7 ⇒ (10) + 7 = 17

Sarenth |

Perception to catch the subtler actions of his companions and hear Brillup: 1d20 + 3 ⇒ (8) + 3 = 11
Seeing that Brillup has already moved toward the Halfling woman, Sarenth shifts his place in line to put himself near, lineup permitting, the human woman and the gnome. Keeping an eye on Plugg, he whispers "Well, that escalated quickly. Sounds like they don't appreciate us."
Perception, Plugg: 1d20 + 3 ⇒ (3) + 3 = 6
Bluff, secret message: 1d20 + 2 ⇒ (15) + 2 = 17
Diplomacy: 1d20 + 2 ⇒ (20) + 2 = 22

Isabella Valencia |

Isabella raises an eyebrow at the eloquent halfling's explanation. "Bloody good lesson, lad; I'll bet ya read it somewhere. Keep that up and they'll likely show ye first hand. Talk like that'll just paint a target on your back that spells out 'lash me.'"
Upon eyeing the nearing officer, cat in hand, Isabella's eyes dart around to the new recruits, almost nervously, but she still has to focus on hiding her smile.

lexibean |

The halfling just eyes Brillup, though her expression does soften a little bit.
Both of those near Sarenth glance at him, but don't seem to dare respond just now.
Mister Plugg marches up and down along the line of new sailors, and gives everyone a good poke or two with the cat' (but no lashes).
Satisfied that none of them are falling over or dying, he stands firm in front of them, feet planted and hands on his hips.
"STEP TO, Landlubbers! As the captain says, we're short handed, so we're going to get right to it. I need a rigger, an' you're all gonna climb for the privilege!"
He waves his cat' at the bird's nest above, where another pirate waves back down at them. "First person to the top's our new rigger."
Its 60 feet up to the crow's nest, and unless you have accelerated climb, you're moving at 1/4 speed ... so make as many checks as you need to - least checks wins! If you roll less than 10, you fall off. Feel free to post this out yourselves - I don't wanna drag it out.

Noro_Kasuri |

for convienence from Here
Climb DC Example Surface or Activity
0 A slope too steep to walk up, or a knotted rope with a wall
to brace against.
5 A rope with a wall to brace against, or a knotted rope, or
a rope affected by the rope trick spell.
10 A surface with ledges to hold on to and stand on, such as a
very rough wall or a ship’s rigging.
Accelerated Climbing
You try to climb more quickly than normal. By accepting a –5 penalty, you can move half your speed (instead of one-quarter your speed).

Noro_Kasuri |

Noro Climb checks
Base speed 30. 1/2 speed = 15, 1/4 speed = 7.5
DC15 for accelerated climb
check #1: 1d20 + 7 ⇒ (17) + 7 = 24up 15 feet
check #2: 1d20 + 7 ⇒ (10) + 7 = 17up 30 feet
check #3: 1d20 + 7 ⇒ (10) + 7 = 17up 45 feet
check #4: 1d20 + 7 ⇒ (20) + 7 = 27up 60 feet
just in case back down
check #5: 1d20 + 7 ⇒ (16) + 7 = 23 down 15 feet
check #6: 1d20 + 7 ⇒ (15) + 7 = 22 down 30 feet
check #7: 1d20 + 7 ⇒ (7) + 7 = 14 down 37.5 feet
check #8: 1d20 + 7 ⇒ (10) + 7 = 17 down 52.5 feet
Jump the rest down
jump check: 1d20 + 6 ⇒ (9) + 6 = 15

Reck'Avok |

you fall off if you fail by 5 or more, so I'm assuming DC to climb is 15. base speed of 30 /4 = 7.5 feet per climb. Do we drop fractions? If we do, 9 successful checks to the top. If not, 8. edit: ninja'd!
Reck grins a toothy smile. "I am well accustomed t' climbing th' trees and cliffs of my 'omeland!"
accelerated climbing DC 15: 1d20 + 7 ⇒ (11) + 7 = 18 up 15 feet
accelerated climbing DC 15: 1d20 + 7 ⇒ (15) + 7 = 22 up 30 feet
accelerated climbing DC 15: 1d20 + 7 ⇒ (19) + 7 = 26 up 45 feet
accelerated climbing DC 15: 1d20 + 7 ⇒ (11) + 7 = 18 up 60 feet, and into the crow's nest
looks like we have a tie. I rolled 84 in total. Noro rolled 85 in total so I'm willing to concede a photo finish victory to her.

lexibean |

Exactly, Reck. I just want to see the rolls - higher ones are technically faster / more skilled looking in a tie breaker, since I'm pretty sure DC 15 isn't that hard to do for most of you. Well, maybe the halfling ... Also, if someone doesn't climb accelerated, it takes longer. Mostly just going for the climbin' flavor and checking out how rolls work here. :)

Noro_Kasuri |

so far looks like Reck and Noro neck and neck.
I can sense Noro and Reck getting along quite well
Hearing Reck bragging about his climbing experience. Noro decides to add her own
got quite good climbing the outer wallsh after bushtin out of the Sheriff's jail

Reck'Avok |

fistfighting, climb checks, and speech impediments - the start of a grand friendship
Reck clambers into the crow's nest, a fraction of a rope-strand behind Noro. He fills his lungs with the fresh air at mast-top and looks around to get his bearings - especially hoping to catch a glimpse of the Eye of Abendago, the hurricane that called him to sea.

Isabella Valencia |

Isabella sees the two brutes launch themselves at the ropes with fervor, and waves them off. "Let the monkeys have the ropes, I say. No chance a me catchin' that kind of speed."
just not worth all the dice tracking and adding right now. More than double my bonus? Nah. Only way I'd win is by outstanding luck, which I am not known for. Tried a batch of rolls just to see, and it wasn't pretty.

lexibean |

Looks like Mister Plugg is not interested in Isabella's reasoning, flicking the cat-o-nine-tails in her direction.
Cat' Tap: 1d20 + 8 ⇒ (17) + 8 = 25
Currently it just stings more than damages, he's swinging more to make a point than to injure a new recruit.
"That wasn't a suggestion, scum! Everybody climbs, and let that be a lesson in followin' orders!"
As long as you don't fall off at 50 feet! XD If you're not climbing accelerated you probably won't fall, so I'm happy to hand wave that. IC, however, Mister Plugg is a mite more grumpy. :D

Sarenth |

So if I'm understanding correctly, it's a DC 10 to climb at quarter speed, effective DC 15 to climb at half speed? I'll take a chance with my +0 bonus.
Accelerated Climb untrained1d20 ⇒ 20 for 15 ft.
Climb untrained1d20 ⇒ 12 for 22.5 ft.
Accelerated Climb untrained1d20 ⇒ 15 for 37.5 ft.
Climb untrained1d20 ⇒ 10 for 45 ft.
Accelerated Climb untrained1d20 ⇒ 16 for 60 ft.
Soooo barely made that.

Durvin Tamish |

For the record, accelerated climbing is a choice BEFORE the roll, and gives you a penalty, not raise the DC. It does not count as accelerated if you climb normal, and just beat the DC by 5 or more. So, if you choose to climb accelerated, you take a -5 to your roll, and your chances of falling go up by 5. Otherwise accelerated climbing just becomes a bonus for rolling well.
When Durvin hears that they will climb to compete for who gets to work the sails and rigging, he beams with excitement. He realizes that many of the others have height and reach on him, and regardless how hard he practices, they can always climb faster than him. He sets his mind to moving up the rigging as his absolute fastest despite the risks. Many people underestimate that due to his size, he can't climb as well for some reason.
Accelerated Climb on all
1d20 + 7 - 5 ⇒ (19) + 7 - 5 = 21 up 10'
1d20 + 7 - 5 ⇒ (1) + 7 - 5 = 3 fall
1d20 + 7 - 5 ⇒ (1) + 7 - 5 = 3 No progress
1d20 + 7 - 5 ⇒ (2) + 7 - 5 = 4 No progress
However, my complaint is moot since all dice, electronic or polyhedral, hate me.
Acrobatics for the fall 1d20 + 9 ⇒ (6) + 9 = 15
Durvin starts strong, but so do the two big lunks, as he watches them speed past him. Even the scrawny human somehow gets up faster than him, and his form is all wrong, almost like he's never even climbed before. His spirits low, he then hears Isabella refuse and get the cat. His concern and irritation overwhelm him and he loses his grip as the other two clamber beyond him. He drops from the lines, but nimbly spins to land on his feet. He goes back to the contest, but sees the other two too far ahead for him to ever catch up. He lets out a heavy sigh, takes a deep breath, then congratulates them, hollering up the mast, "Way to go guys, that was a close one!" He turns to Isabella, and asks softly "Are you okay?" concern evident on his features. His cheerful demeanor returns, after the dark cloud, that saw him kept from what he loves, passes.

lexibean |

And, Mister Plugg flicks at Durvin too, this time less out of a desire to punish him and more out of habitual motion. Get them used to the slap of leather, maybe, or maybe he just likes hitting people. He laughs at the halfling, too, despite his acrobatic dismount. Not very nicely either. Man, pirates are jerks, who knew?
Cat'n Durvin: 1d20 + 8 ⇒ (19) + 8 = 27
Man, and the dice like me ... this is problematic ... no damage, just being unpleasant.

Noro_Kasuri |

I also kind of agree with the halfling about the climb rules. I also dislike the swim rules a bit as well.
not sure how to improve them either depending if Noro is deared the winner or not, Noro will try and swap positions with ya once she knows its your desire. Noro is best suited as a swabbie (she has been a dock worker for years dealing with cargo)
if reck is the winner then Noro will just pick on him until he gives you the rigger job

Sarenth |

The only thing I can think of to change the climb rules to a flat speed as opposed to a speed-base mechanic is to change it to be more like the Acrobatic jump rules. 1/4 roll for normal distance climbed, with a flat modifier to the roll for surface difficulty, 1/2 roll with a boost to the minimum DC of the surface, full roll with a significant modifier to the surface difficulty.
Sarenth gladly accepts the hand that helps him up at the top. "I'm not cut out for this. Better suited to being down there. But the view is nice."

Isabella Valencia |

Isabella grimaces a bit at the sting, but stands her ground. "Aye lad, not the first time I've met leather on me back. Actually a little refreshing. I was still sleepy."
She then turns to Mister Plugg and points a thumb towards the green amphibian who practically flew up the ropes. "Looks to me like we've got our new rigger, eh?"

Sarenth |

Sarenth takes the careful road back down, being all too aware of what might happen if he falls. On his way down he looks around, trying to spot any sign of what might have become of Skipper.
Take 10 while climbing back down to the deck, 8 rounds down.
Perception: 1d20 + 3 ⇒ (1) + 3 = 4

Durvin Tamish |

Durvin prepares to 'catch' anyone falling with his spell, but sadly he has to time it so that he can use it as soon as they are close enough. If they come down at different speeds, he may just be able to help more than one.
The first one to fall will get a Feather Fall from Durvin once they are within 25' of him/the deck. If two fall in different rounds he will use it on the second faller as well.

lexibean |

Once they're back on the deck, Plugg pokes them all back into line and, starting with the gnome and his silly mustache, begins asking, "Do you cook?"
None of the four at the end cook, so next is Isabella, then Durvin on down the line. He also appears to be sizing them up.
Up in the rigging, San nods a bit, also watching the frog scamper across the ropes, transfixed for a moment before he replies.
"Right. Today you'll be..."
Rigger's Job: 1d6 ⇒ 4
"Doing rope work. Anything that needs tying off, extra rope that needs stowing, coiling, or anything like that, is all you today."
That's a DC 10 Profession (Sailor) check - Or Dex

Durvin Tamish |

When asked about his ability to cook, he cocks his head in thoughtful introspection, "I'm not sure, I've never really tried. This sounds like an interesting challenge, though. What do I have to do to win this one?" He rubs his hands together in anticipation of the next contest. His eyes are alight with eagerness, and his smile near infectious.

Noro_Kasuri |

Noro just remains quiet until asked.
cook? dependsh on how long ya want to live, Have a brother, hesh a cook, mashter chef by now
Noro does her best to keep calm, she also will maintain eye contact with Mr. Plugg trying to prove she's no girly girl.
she may occasionaly shift a glance toward Reck apparently she doesn't want to be out toughed by a half-orc.

lexibean |

Mr. Plugg pokes them all a bit, padding up and down the line again. He seems to be ignoring any preference they're voicing, maybe looking for something else. Finally he decides on Durvin. "You, report to the Galleys. Fishguts is probably insensible right now, do what you can to make sure lunch isn't s#@~." He shakes his head a bit.
"The rest of you are swabs. That means I tell you what to do, and you do it! Well, all the jobs mean that." He laughs at his own joke. Well, "joke".

Reck'Avok |

Reck nods his assent.
The hierarchy of these ships seems strict but predictable. Survival will depend on strict obedience. I assume us "swabs" will be given the least desirable tasks. My strength will ensure my ability - I must not show any sign of grievance. I will primarily distinguish myself through battle and spoils. All in all, almost exactly like my old tribe. This is acceptable.

lexibean |

Plugg, try as he might, can't seem to find anything wrong with these obedient new recruits. That seems to annoy him. He wanted to be mean, and doesn't bother hiding it.
He scowls at them and nods, shooing Durvin off towards the galley before coming back to his four swabs.
Isabella's Duty: 1d6 ⇒ 6
Sarenth's Duty: 1d6 ⇒ 6
"You two," He waves the whip at Isabella and Sarenth, "You're on repairs. Wood and nails for that are in storage, over there." He waves his whip at a structure for that on deck.
This is a DC 10 Profession (Sailor) or Dex check.
Then he grins, more evilly, at the two more dangerous-looking (and perhaps more rebellious) recruits.
Reck's Duty: 1d6 ⇒ 4
"You'll be hauling and stowing rope. Its hard work, but I don't want to hear any b&+!$ing."
DC 10 Profession (Sailor) or Strength,and also a DC 10 Constitution check not to be fatigued.
Noro's Duty: 1d6 ⇒ 1
And to Noro, because she put up a bit of a fight, or showed a little fight getting onto the deck, "And you're on the bilges." He points towards the steps down into another part of the deck.
DC 12 Strength check, and a DC 10 Con check not to be fatigued.