For a Sip o' Chelish Wine - Skull and Shackles PBP

Game Master Rafael Bronzatti

Map of the Wormwood


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Just setting up some space for the soon-to-be campaign. Details to come!


AC 16 || HP 50|| Fort/Refl/Will +5/+8/+1 (+2 enchantments) || CMD 19 (21 trip) || Perc +11 || Brine's sting +8 (1d6+4/18-20) || MAP HERE

Satinder, signing up!


Male Male Catfolk Slayer 1 | HP 12 | AC 16, FF 10, Touch 13 | F +5, R +6, W -1 | Init +3 | P +3

Lux wakes up and looks around.

I was taking a look at the recruit thread and it was not completely clear what everyone is playing. I did not want to delay the game so I tweaked Lux who is a fighter. If we need a healer I can come up with a divine or bard.


Male Human 1 Druid

Spoiler:
Iron sides washing ashore. Human Druid Str 10 Dex 15 Con 17 Int 15 Wis 15 Chr 10 Hp 9 Saves Fort 3 Reflex 3 Will 5 I took the Aquatic Archetype from APG. With permission, May I use a trident? Skills Climb 4, Fly 4, Know(Geo) 7 Know Nature 9, Perception 7, Profession Fisherman 7, Survival 9 Swim 4 Languages: Druidic, Sylvan, (Water Elemental) Aquan Feats: Animal Affinity, Improved Init, Weapon Focus Trident. Starting Gold 2D6X10 (3+5=8)(8X10=80)Gear( Fish Hooks, Netting, Block and Tackle, Bed Roll, 2 weeks rations, Water Skin, Silk Rope, Traveler's Clothes. I have a Seagull as my Animal Companion. I don't think I missed anything...


Day One

Ringing laughter and raucous cries. The smell of sweet meats and perfumes. Wild abandon and excess. And then blackness.

That was last night. You can't quite remember what happened, but you do know that all those rich sensations have been replaced by the taste of cheap wine in your mouth, a pounding in your head, and the cold hard wooden floor you are currently lying on. Everything sways. Everything creaks. It's dark, but you can make out others nearby in similar states of grogginess. You now realize where you are. A ship's hold.

You've been press ganged.

Bad news and good news, mateys. The bad news: you've been stripped clean of any and all personal items and valuables. Delete all items and currency from your inventories. And I mean physically remove all of it from your character sheets. The good news: They didn't take your clothes!

What happened to me? (DC 10 Perception):
You notice the faint aftertaste of oily nutmeg on your tongue.

If you suceeded at the Perception check(DC 15 Craft (Alchemy) or DC 10 Knowledge (Nature)):
This is a clear sign of oil of taggit poisoning. There is no doubt about it, you were drugged last night.

Individual Notes

Satinder:
It seems the press gangers didn't search you hard enough. You still possess your dagger and two gold coins.

Maeleg:
Those wrist sheaths were a smart investment. Neither one was discovered by the press gangers, meaning you still possess your dagger and the 5 paper cartridges that were hidden in them.

Skaldi:
Yes, they took your brother's helmet as well. You can't tell how much time has passed since you've been on the ship, but you can't imagine that the pirates would have had time to sell it, so hopefully it is still on the ship.

Jeggare:
Your spell book! Gone! You can't imagine that pirates have much time for reading, so hopefully you should be able to get it back with too much difficulty.

Gideon:
Judging by the grease stains all of your left sleeve and the floor next to you, one of the press gangers who stripped you got a little clumsy with one of your bottles of alchemical grease. Luckily for you, it seems like he gave up after that, and you still possess one flask of alchemical grease.

Old Ironsides:
Looks like the call of the sea finally got to you. You have no idea where your trusted seagull friend could be, but you're sure he find his way to you somehow. Now, to figure out what's going on here...

Gnomezrule:
Once you finalize your characters and equipment lists I'll post character specific info for you here.

Well, there you have it, folks. Get yourselves ready for a dangerous high seas adventure (emphasis on the danger). You'll need all your wits about you if you hope to survive the life aboard the Wormwood. Try not to dwell on it too much, but know that this fate could have been avoided if only you hadn't taken
A Sip O' Chelish Wine!


Male Human 1 Druid

Potion Belt added


Use ooc tags if you're posting ooc here from now on.


Male Human 1 Druid

OK Sorry about that..


Male Human 1 Druid

monjebleu:
Perception Check 13+7=20 I use my orison (know Direction)to tell me which direction we are going.


AC 16 || HP 50|| Fort/Refl/Will +5/+8/+1 (+2 enchantments) || CMD 19 (21 trip) || Perc +11 || Brine's sting +8 (1d6+4/18-20) || MAP HERE

Or post in the discussion, if it's completely ooc :)

"Urgh, my head...The guy that hit me is going to be sorry!!"

She feels around for her whip, and when she realizes she has nothing on her body, the cursing starts.

"$*^#@&$*^#@& !!!F*cking nutmeg? Really? YOU ARE SO DEAD!! May Calistria guide my hand, I will get my revenge!"

Perception: 1d20 + 6 ⇒ (5) + 6 = 11
Profession cook: 1d20 + 4 ⇒ (1) + 4 = 5

Is there light in here?
Oh, I tried a prof(cook) instead, but doesn't matter :)


Satinder Morne wrote:


Oh, I tried a prof(cook) instead, but doesn't matter :)

You whip up a quick batch of pancakes. They taste disgusting. Critical failure disgusting. Just kidding! :)

There is a very dim lantern hanging from the ceiling, providing just enough light to make out that there are indeed other people here.

Ironsides:
Know direction only gives tells you what direction north is. If you knew where the front of the ship was you could perhaps figure out its direction. Unfortunately it's currently too dark to make out much of the ship.


Male Aasimar (Garuda-blooded) Gunslinger 1

Perception : 1d20 + 7 ⇒ (11) + 7 = 18
Craft (Alchemy) : 1d20 + 6 ⇒ (17) + 6 = 23

Maeleg barely manages to refrain from swearing.
"Nice cursing girl. I guess you're not the one who drugged me. So, who are you ?"
He then realizes than his beloved musket as disappeared.
"$*^#@&$*^#@& !!!Sons of a Cheliaxan whore !"
If someone damages my gun, I'll <censored but it will really hurt the offender>.


Male Human 1 Druid

I go around and check to see if any one is severly hurt.


Male Half-Elf Summoner 1

A wake passes through Skaldi's mind. The disturbance from Myrkr shakes the young man like a dinghy rocked by the wake of a man-o-war. Myrkr wants him awake, and the beast is difficult to argue with.

Before opening his eyes, the young man takes stock of his situation.

Perception: 1d20 + 5 ⇒ (20) + 5 = 25

The helmet is missing. Blade and bag too. Pack with the armor in it.

I'm at sea. There are five others here. Some, at least, in the same trouble I am.

That smells like...

Mael? Can I blame you for this? Skaldi groans. Please tell me I can blame you for this. It'll make hitting someone much easier

Skaldi sits up and clutches his head. Ow. Ah.

Poisoned and hung over? This is a great start to the day.


Male Aasimar (Garuda-blooded) Gunslinger 1

"Skaldi ? They caught you too ? I guess that's a lesson : pretty faces and cheap wine can be more dangerous than Mountain Trolls.
So, anyone knows where we are ?"


Male Half-Elf Summoner 1

Always are. Skaldi mutters, seemingly a life lesson he's learned before.

We're at sea. I can tell you that much. I'd be you'd guessed that though.

He groans again, his head still bothering him. Are we locked in? Should we head above deck?


AC 16 || HP 50|| Fort/Refl/Will +5/+8/+1 (+2 enchantments) || CMD 19 (21 trip) || Perc +11 || Brine's sting +8 (1d6+4/18-20) || MAP HERE

"I hope you don't think I'm to blame," Satinder says with a smirk on her face.

She is looking around, quickly and on her guard for anything.

"Gideon, you old rotten bag of potatoes, is that you? What on earth are you doing here? I thought you always said nobody could get the best of you?"

She nudges her foot in his ribs, to hasten his awakening.

Liberty's Edge

Male Human Fighter (Corsair) 1

Gideon gives a groan as he begins to move and gather his senses, noticing he's missing his family's sword and cutlass.

"Why is it that whenever I wake up face down on the floor with half my equipment and gold nowhere to be found, you're involved, Satinder."

He begins to pick himself up and pats his body down and notices he still has some grease and his clothes on.

"Well at least my pants aren't missing this time....." he mutters to himself. "Nice to see you too."

He finally notices he's in the hold of some ship. ".......huh."


Male Half-Elf Summoner 1

Skaldi spies the shadowed form of "Lux" over in the corner and decides to leave him or her to slumber. At least someone can recover a bit longer.

Using a wall for support, he slowly rises to his feet.

He mutters something under his breath and makes his way towards the door.

mutter for anyone listening:
pass best seen from the mountaintop... He sounds a bit like he's surrendering to something.

Anyone know anyone else down here? What about you? he asks Iron Sides.


AC 16 || HP 50|| Fort/Refl/Will +5/+8/+1 (+2 enchantments) || CMD 19 (21 trip) || Perc +11 || Brine's sting +8 (1d6+4/18-20) || MAP HERE

"Gid, usually you don't mind..." she says with a big grin and a suggestive look. "Like that time on board the Wooden Parrot, remember?"

She walks up to Skaldi and Maeleg. "Well, you seem to have experienced the same thing. Shall we call you pointy and horny?"she says smilingly,"Or do you have something different in mind? I am Satinder Morne, the best cook in the Shackles! Hahaha!" You can tell she has trouble controlling her smirk.

"Gideon, get up and stop staring at my behind. We need to find a way out of here. Maybe we're not too far from the shoreline, and we can make a swim for it."

Is the door closed/locked/open?


Male Aasimar (Garuda-blooded) Gunslinger 1

Maeleg rises to his feet.
"My name is Maeleg. My red-haired friend is called Skaldi."
A slow smile appears on his face as he winks at Satinder.
"I'm sure you and your friend have fascinanting stories to tell us about your common past... "


A set of stairs leading up to a heavy trapdoor are barely visible in the darkness. Anyone closely examining the trapdoor will find that the thin sliver of sunlight peeking from between them is broken in the middle but the shadow of something on top of the trapdoor. It looks like you're barred in.


AC 16 || HP 50|| Fort/Refl/Will +5/+8/+1 (+2 enchantments) || CMD 19 (21 trip) || Perc +11 || Brine's sting +8 (1d6+4/18-20) || MAP HERE

"$*^#@&$*^#@& !!! They locked us in.. AAARGGHH!!

Don't throw a tantrum! Don't throw a tantrum!"

Liberty's Edge

Male Human Fighter (Corsair) 1

"Let's just figure out how to free ourselves at the moment."

Gideon quickly interrupts trying to change the subject

"So, I take it we were all drugged and pressed....does anyone have a weapon on them in case we need it?"

His thoughts immediately going into a fighting mindset

"Who ever patted me down missed a flask of grease I've got in my pockets. But I don't think it'll be of much help freeing ourselves."


Male Half-Elf Summoner 1

Looking up at the trapdoor, Skaldi sighs. Feel like opening that for me?

No? Didn't think so.

He turns to his new companions and offers a hand. Skaldi the Tallest. He makes sure the byname is stressed. Pleasure to meet you both. I don't suppose one of you in inhumanly strong? He glances at the trapdoor once more.


Male Aasimar (Garuda-blooded) Gunslinger 1

"Usually when you press gang someone, you don't keep your ship near the coast. So if we manage to escape, we could be on the high seas. It may be best to plan for that before trying to open this door. What do you know about sailing, repairing a ship or charting a course ? "


Wizard/Swashbuckler 2 (HP 22/22) | AC: 12 (16) | T: 12 | FF: 10 | CMB +3 | CMD: 15| Fort: +0 | Ref: +4 | Wil: +4 | Init: +2 | Appraise +8 | Bluff: +3 | Diplomacy: +10 | Kn(Arcana, Geography): +9 | Kn(Planes): +12 | Kn(others): +4 | Prof. (Sailor): +7 | Perception: +6 | Sense Motive: +6 | Sleight of Hand +6 | Spellcraft: +9 | Stealth +5 | Swim +5 | Panache 5/5

Somewhere in the black:
Chirping. It's the sound of strange, garbled chirping that Ambrose first hears, somewhere deep in his brain, giving depth to the impenetrable darkness that engulfs him. It's unintelligible at first, but it's something. He lays there in the black listening to it, and for a time it's the only thing in the world. After a time, the chirping takes on the form of words. "Wake up... wake up... wake up!" Suddenly, a sharp pain in his head brings him back in full, and the clamoring sounds around him set his head to dull pounding. His eyes flash open, and his world is pain.

Slowly, he pushes himself into a sitting position, holding his head. He closes his eyes, shutting out the world, and tries to ignore the sounds around him. He's vaguely aware of a small mass on his head, somewhere above the still-stinging spot where he felt the pain first.

Memories:
Flashes of memory. The deck of a ship, looking out to sea. The storm, raging all around. Rain pounding, lighting exploding through the clouds, wind whipping and tearing at the sails, at clothes, at everything. Waves tossing the ship like a toy. And then the pirates. Flurries of motion, men clashing, steel ringing, shouts on both sides. A deafening crash as the mast meets the deck. An even louder boom, and the deck beneath him shatters apart. He's in the water, clinging to a piece of wood. Barely conscious, more animal than man, he holds on for dear life as the waves thrash him about. Then, washing up on shore. He drags himself, half-dead, onto the sand. And then the tavern. People, laughing, shouting, drinking. A taste of something that isn't blood, and isn't saltwater. He gulps it down. And then the black...

Perception: 1d20 + 2 ⇒ (3) + 2 = 5
Knowledge (nature): 1d20 + 4 ⇒ (8) + 4 = 12

Ambrose opens his eyes again. The dull pounding has faded to the background. His mouth is dry. He looks around, sees that he's in a hold. On a ship. The familiar rocking is comforting, despite the pain and the confusion. He hears words. They seem to be coming from other people, and soon he can see the everything clearly. He holds out his finger, and the mass on his head disappears only to reappear there. Ambrose smiles at the small bird perched there. At least I still have you.

With a deep sigh, he looks back up at the others, taking everything in. "Who are you all?"


Male Half-Elf Summoner 1

Not one to give Mael a chance to mis-name him twice, Skaldi speaks up. Skaldi the Tallest. He says, not being particularly mindful of everyone's headaches. He strides over the the newly risen Lieutenant and offers him a hand up.

He gestures off to the others. Maeleg, Satinder and... Gid, no?


AC 16 || HP 50|| Fort/Refl/Will +5/+8/+1 (+2 enchantments) || CMD 19 (21 trip) || Perc +11 || Brine's sting +8 (1d6+4/18-20) || MAP HERE

"Hey, that one is awake too.. But I believe it is only proper to introduce yourself first, horny!"

Whisper to Gideon:
I've got a dagger, but that's for emergencies. Let's see where this takes us.

Liberty's Edge

Male Human Fighter (Corsair) 1

"Gideon, yes." confirming Skaldi's hesitation.

He nods to Satinder in acknowledgement


All of a sudden, thudding footstep sound outside the door, which swings open to reveal the harsh light of the sun. Within moments, 6 rough looking Wormwood pirates armed with saps file in lead by a lanky, sneering man with a braided beard and almost a complete set of gold teeth. The man cracks a knotted whip and shrieks a command:
Still abed with the sun over the yardarm? On your feet, ye filthy swabs! Get up on deck and report for duty before Cap’n Harrigan flays your flesh into sausage skins and has Fishguts fry ye up for breakfast!


Male Half-Elf Summoner 1

Scaldi's face is a snarl for just a moment. No! Your purpose won't be served by that. No displays yet.

He bites back whatever almost rose to the surface and heads out the door. Shile ascending the ladder, he checks once again for either his sack or his dagger. He gets the feeling he'll be doing that a lot.


Male Aasimar (Garuda-blooded) Gunslinger 1

For a moment, Maeleg dreams of attacking the sneering man but he's quick to understand it's a dumb idea.
Keeping his mouth shut, he quickly follows Skaldi.

Liberty's Edge

Male Human Fighter (Corsair) 1

Resisting the urge to take matters into his own hands, he ascends.


AC 16 || HP 50|| Fort/Refl/Will +5/+8/+1 (+2 enchantments) || CMD 19 (21 trip) || Perc +11 || Brine's sting +8 (1d6+4/18-20) || MAP HERE

Satinder follows Gideon up the stairs, while trying to look as innocent, shy and scared as possible.

Bluff: 1d20 + 6 ⇒ (17) + 6 = 23

She uses a simple hand signal towards Gideon, to stay his hand.

I would love to gut these pigs where they stand, but this is not the time... Calistria, hear my call, I will have my revenge, in your honour!


Wizard/Swashbuckler 2 (HP 22/22) | AC: 12 (16) | T: 12 | FF: 10 | CMB +3 | CMD: 15| Fort: +0 | Ref: +4 | Wil: +4 | Init: +2 | Appraise +8 | Bluff: +3 | Diplomacy: +10 | Kn(Arcana, Geography): +9 | Kn(Planes): +12 | Kn(others): +4 | Prof. (Sailor): +7 | Perception: +6 | Sense Motive: +6 | Sleight of Hand +6 | Spellcraft: +9 | Stealth +5 | Swim +5 | Panache 5/5

Not my ship. Likely still in the Shackles. Probably pirates. Outlook: grim. Keep your head down, take stock of the situation.

Ambrose tries to swallow his pride. It's all he can do to keep the snarl off his lips at being ordered about by a filthy pirate. His eyes begin to spew a thin stream of smoke as they smolder in their sockets, but he does as he's bid, following the others. As he does, he whispers quick instructions to the little bird.

In Infernal:
"Poke around. Watch what I can't see."


Male Male Catfolk Slayer 1 | HP 12 | AC 16, FF 10, Touch 13 | F +5, R +6, W -1 | Init +3 | P +3

Confused Lux looks about seeing the others his eyes dart about careful to not look anyone directly in the eye. His nostrils flare slightly as he rises from the floor. He runs his hands about his clothing which at this point is just loose linen pants and a pair of supple boots. He shuffles trying to be unassuming. Once people start up the stairs he shifts about trying to take to the middle of the pack.

perception: 1d20 + 1 ⇒ (12) + 1 = 13
sense-motive: 1d20 + 1 ⇒ (7) + 1 = 8
The checks are to get a general sense of things and those around me. Who else is clearly conscript, who is obviously not and what the general sense of things.


The lot of you file up the stairs through a middle deck, and then out into the light of the main deck, all the time being pushed and prodded by the sap wielding pirates and the crack of the bearded man's whip.

DC 10 Intelligence check:
Having gotten a better look at the bearded man, you know recognize him as having been in the bar last night...and having paid for several of your drinks.

If you beat the check by 5 or more:
You also remember catching his name, though it was him who told you: Master Scourge.

Terz:
Its easy enough to tell the armed pirates from the prisoners who have nothing more than the clothes on their backs.

Ironsides:
Now that you can see the front of the ship, you can use what you know from the Know Direction spell to tell the ship's course. It is currently heading north.

Jeggare:
At your command, the bird flits out through the trapdoor the moment it is opened, unnoticed by any of the pirates.

In the full sunlight it is quickly apparent that you stand upon a sizable ship which is somewhere out on the open ocean. No land in sight.

Figures cluster around the ship’s mainmast, looking up at the higher deck on the stern, where two figures stand. One of them is a broad, muscular Garundi man with a shaven head, a long beard bound with gold rings, and an eye patch—clearly the captain. The other is a younger, balding man with a long black ponytail, wearing a long coat and carrying a well-used cat-o’-nine-tails.

Of not are four others standing on the deck, set apart by their relative cleanliness and their apparent unease. Clearly, another set of relatively new recruits. See below for their descriptions. A dozen or so other pirates, obviously existing members of the crew, stand about on the deck and in the ship’s rigging.

New Recruit #1:
This fiery redhead carries a look somewhere between annoyance and a smirk. A tricorne hat with a seagull feath sticking out, and the sailor's tattoos covering her arms mark as someone clearly used to life at sea. An attractive woman, she dresses in a way that accentuates her figure, and puffs gently at a clay pipe she holds in her mouth.

New Recruit #2:
A fierce-looking halfling female wearing a red scarf stands here. Her arms are knotted with muscle, she appears to be unusually strong for a halfling. Perhaps her most eye-catching feature is the razor-edged hatchet that hangs from her belt.

New Recruit #3:
A man bearing a goatee and a silken blue Varisian scarf wrapped around his heads stands slightly behind the rest of the recruits. Scars crisscross his arms, and combined with his menacing stance, it is clear that this man is a fighter. The slight grin on hi face almost makes it seem like he is enjoying himself.

New Recruit #4:
The last new crewmember is a bizarre looking gnome clad in a foppish purple hat, matching trousers, and a fine white silken shirt. His hand rests upon a decorative cane. A curling moustache and an oversized eyepatch take up most of his face. His overall experience suggests that he is more likely to be a pretend pirate than a true buccaneer.

Once everyone has found places to stand on the deck, the captain addresses his crew:

“Glad you could join us at last! Welcome to the Wormwood! My thanks for ‘volunteering’ to join my crew. I’m Barnabas Harrigan. That’s Captain Barnabas Harrigan to you, not that you’ll ever need to address me. I have only one rule—don’t speak to me. I like talk, but I don’t like your talk. Follow that rule and we’ll all get along fine.
“Oh, and one more thing. Even with you new recruits, we’re still short-handed, and I aim to keep what crew I have. There’ll be a keelhaulin’ for anyone caught killin’ anyone. Mr. Plugg! If you’d be so kind as to make pirates out of these landlubbers, it’ll save me having to put them in the sweatbox for a year and a day before I make pies out of ’em.”

Finishing his speech, Captain Harrigan turns and leaves, giving the stage to the man with the cat-o'-nine-tails whom he addressed as Mr. Plugg.

As the rest of the crew gets back to work, Mr. Plugg begins angrily shouting in a booming voice:

"Listen up now yew piles a' filth! Like the captain said, we're short a few crew members, so I devised some tests t'assign yeh to your new jobs!
Right!
First test!
We need three new riggers! First three of yeh t'climb up the mainmast ta' the top a' the crow's nest get the job!
Ready?
Go!"


AC 16 || HP 50|| Fort/Refl/Will +5/+8/+1 (+2 enchantments) || CMD 19 (21 trip) || Perc +11 || Brine's sting +8 (1d6+4/18-20) || MAP HERE

Intel: 1d20 + 1 ⇒ (6) + 1 = 7


AC 16 || HP 50|| Fort/Refl/Will +5/+8/+1 (+2 enchantments) || CMD 19 (21 trip) || Perc +11 || Brine's sting +8 (1d6+4/18-20) || MAP HERE

Hmpf, stupid oaf. That's probably the one who took my whip, g!~ d$!n it! But fine, I'll race these buffoons.

"Ah, the sea wind! Thank you, signori Plugg, I have missed it so...
Pray tell, what are the other tests? Maybe I will find one more suitable for me, later on. I wouldn't want to be anything less than all I could be for this fine ship, now wouldn't I?
she says and shouts while climbing.

Ooc:
Do I get a penalty on my climb because of the talking?
And do you require one or several checks?
Climb check: 1d20 + 7 ⇒ (8) + 7 = 15


Male Aasimar (Garuda-blooded) Gunslinger 1

Intelligence check : 1d20 + 2 ⇒ (11) + 2 = 13
Maeleg hides his smile when he hears the comment in Infernal and his anger when he recognizes the man.
Besmara, give me luck and I'll sow chaos on this ship.
Without saying anything, he begins to climb the mainmast.
Climb check :1d20 ⇒ 15


Shaddup and climb yeh bloody wench!


AC 16 || HP 50|| Fort/Refl/Will +5/+8/+1 (+2 enchantments) || CMD 19 (21 trip) || Perc +11 || Brine's sting +8 (1d6+4/18-20) || MAP HERE

Whisper to those climbing close to her:

Stupid eunuch, probably as thick as a doornail that one..


Male Half-Elf Summoner 1

1d20 + 1 ⇒ (5) + 1 = 6

Skaldi blinks in the sunlight for a few moments, not stopping, but not entirely sure where he’s going. As vision returns, he assesses the scene. Without a moment’s hesitation he strides over to the four other newcomers and stands with them. He is trying to convey, with both his actions and his stance that he stands with them. He can tell now isn’t the time for words, but he’s at least willing to nod a greeting to each.

He listens to the captain and smiles in understanding.

When Mr. Plugg yells “jump” Skaldi doesn’t even take the time to say “how high.” He simply makes his way to the mast and starts climbing. He’s not shoving any newcomers out of the way and, if he has a chance to help one, he’ll do it in a heartbeat.

Will edit when I see how the climb rolls go. I’m not expecting anything exceptional here with that +2.

Climb Checks:

I'm making several, just to make sure I can get to the top.

ETA: Having just found the rules, Skaldi will attempt to show off and take a -5 to climb faster. I'm pretty sure that means I fail that first roll and then fall somewhere between 60 and 75 feet up. That's gonna hurt.

1d20 + 2 ⇒ (10) + 2 = 12
1d20 + 2 ⇒ (19) + 2 = 21
1d20 + 2 ⇒ (18) + 2 = 20
1d20 + 2 ⇒ (20) + 2 = 22
1d20 + 2 ⇒ (13) + 2 = 15
1d20 + 2 ⇒ (3) + 2 = 5
1d20 + 2 ⇒ (6) + 2 = 8
1d20 + 2 ⇒ (7) + 2 = 9
1d20 + 2 ⇒ (15) + 2 = 17
1d20 + 2 ⇒ (9) + 2 = 11


Male Male Catfolk Slayer 1 | HP 12 | AC 16, FF 10, Touch 13 | F +5, R +6, W -1 | Init +3 | P +3

Without a word Lux springs forward and swiftly to the nearest point in the rigging and attempts to climb recklessly fast.

How many checks to the top. I am moving as fast as possible I will make three if more or less or needed . ..

climb: 1d20 + 12 ⇒ (6) + 12 = 18
climb: 1d20 + 12 ⇒ (12) + 12 = 24
climb: 1d20 + 12 ⇒ (15) + 12 = 27

Liberty's Edge

Male Human Fighter (Corsair) 1

After giving a look of one part curiosity and three parts contempt, Gideon begins to ascend the ropes.

"Slow and steady..."

Climb:1d20 + 4 ⇒ (13) + 4 = 17


Sorry for forgetting to post details about the climb checks.

Climbing the Mast:
DC10 climb checks to climb at quarter speed (7.5 ft/round), -5 penalty to climb at half speed (15 ft/round). Failing by 5 or more is falling. Mast is 60 feet high. Note that all checks happen simultaneously so we won't know who wins until everyone has made multiple checks. Terz, you have a climb speed, meaning you can take 10 and always climb 20 ft (40 if you rush, which I believe you were). This means:
Terz will make it to the top in a round and a half.
Skaldi will reach the top in four rounds.
Satinder, Gideon and Maeleg have both gotten 7.5 feet up (15 if rushing).

The other recruits take hold of the ropes as well, led by the foppish gnome, a surprisingly fast climber for his size. The halfling follows him but let's out a $@&$! Git offa' me ya' #%@&$!@ bastard! and gets slowed down when the bandana'd man kicks off her shoulder to gain more height. The redhead begins climbing last; anyone paying attention to her would get the idea that she is purposely trying to lose the competition.

Liberty's Edge

Male Human Fighter (Corsair) 1

With a quiet resolve Gideon continues.

Climb:1d20 + 4 ⇒ (20) + 4 = 24 +7.5
Climb:1d20 + 4 ⇒ (15) + 4 = 19 +7.5
Climb:1d20 + 4 ⇒ (11) + 4 = 15 +7.5
Climb:1d20 + 4 ⇒ (1) + 4 = 5 FAIL AT 40 FEET
Climb:1d20 + 4 ⇒ (15) + 4 = 19
Climb:1d20 + 4 ⇒ (4) + 4 = 8
Climb:1d20 + 4 ⇒ (10) + 4 = 14


Actually it's only 30 feet.
DC 15 acrobatics to fall correctly and only take 2 nonlethal and 4 lethal.
Otherwise take the full 12 damage.

3d6 ⇒ (6, 2, 4) = 12

Will yeh look at that men? We got a real corsair on our hands, no? *spits*


Male Male Catfolk Slayer 1 | HP 12 | AC 16, FF 10, Touch 13 | F +5, R +6, W -1 | Init +3 | P +3

so I made it?

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