| Satinder Morne |
Before leaving, Satinder will walk up to Sandara.
"I ain't feeling too good. Got anything that can take the sting out off these wounds? Don't need much, but if I don't, I might want to fall over any minute now. Gotta keep up appearance, right?"
| Dantes Goldforge |
At Alwen's prompt, Dantes chimes in. "I would be much more useful to all of you if I had my belongings returned. I am a wizard of modest ability, and I would be willing to put that to service."
WhtKnt
|
Quartermaster Grok sees to it that Dante's goods are returned to him. Nothing appears to be missing. Sandra will apply a CLW where required (up to three people). Alwen manages to turn Giffer Tibbs to your cause (she is now helpful!). What are the rest of you doing as your nighttime actions? Also please remember to make checks against the rum ration.
| Chumtooth |
"Chumtooth must owe Sandara another boon, as Chumtooth must request Sandara's magic, again," Chumtooth says to the red-haired woman. "Ask boons of Chumtooth. It is shameful that Chumtooth must carry them."
Ayaki Kitsune
|
sorry my week had been hectic
Perform (oratory) Check: 1d20 + 7 ⇒ (19) + 7 = 26
Stealth Check: 1d20 + 0 ⇒ (11) + 0 = 11
Diplomacy on Shivikah: 1d20 + 8 ⇒ (14) + 8 = 22
| Dantes Goldforge |
Rum check 1d20 + 4 ⇒ (2) + 4 = 6 Whew! Close...
Dantes quickly checks over the gear, making sure it is all there. He seems quite relieved when he checks his waterproof bag and finds the book therein intact.
| Satinder Morne |
As Chumtooth is looking at Sandara to help him, she turns towards her and whispers
"Please ask him to do something fast. He gets it in his head, and it stays there."
After this, she points to the wounds on her own arm, and the one wound that's been gushing blood for 15 minutes now.
"Think you can stop the bleeding sweetheart?"
She sits down, and the blood rushes from her face.
"Maybe.. Maybe I just need to lay down."
--
At night, Satinder tries her best to lift the mood by singing a song. She doesn't even bother with the hiding of the rum.
I earned this!
When the alcohol touches her tongue, she starts to feel warm inside... And the song becomes a masterpiece!
Fort Rum Save: 1d20 + 2 ⇒ (5) + 2 = 7
Perform: 1d20 + 6 ⇒ (20) + 6 = 26
WhtKnt
|
Shivikah is now helpful!
Sandra patches up Chumtooth and Satinder.
CLW (Chumtooth): 1d8 + 3 ⇒ (1) + 3 = 4
CLW (Ayaki): 1d8 + 3 ⇒ (5) + 3 = 8
CLW (Satinder): 1d8 + 3 ⇒ (6) + 3 = 9
At Chumtooth's insistence that he owes her another boon, Sandra frowns and sighs. I'll have to find something to release him, she thinks.
The next morning, Scourge awakens you in his usual fashion, the whip cracking over your heads. "Get up, you lazy curs, or ye'll taste the lash!"
On deck, Mr. Plugg assembles the crew and gives assignments.
Alwen - Line Work: Hard work hoisting and lowering sails, requiring a DC 10 Profession (sailor) or Dexterity check. You must also make a DC 10 Constitution check to avoid being fatigued at the end of the shift.
Chumtooth - Hauling Rope and Knot Work: Tying and untying knots in the ship’s ropes and moving heavy coils of rope from one part of the ship to another, requiring a DC 10 Profession (sailor) or Strength check. You must also make a DC 10 Constitution check to avoid being fatigued at the end of the shift.
Ayaki - 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 you being fatigued at the end of the shift.
Satinder and Bangkha - Man the Bilges: Vile and sweaty work cleaning out the bilges, requiring a DC 12 Strength check. You must also make a DC 10 Constitution check to avoid being fatigued at the end of the shift.
Dantes - Cooking: 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.
Alwen: 1d6 ⇒ 2
Chumtooth: 1d6 ⇒ 4
Ayaki: 1d6 ⇒ 3
Satinder: 1d6 ⇒ 1
Bangkha: 1d6 ⇒ 1
Dantes: 1d6 ⇒ 2
Kroop: 1d100 ⇒ 20 (DRUNK!)
Post daytime actions, make any required rolls, and post nighttime actions, please. Don't forget the rum ration!
| Satinder Morne |
Don't take this the wrong way, but is there any way to speed these things up? We've been doing this for a lot of time now (OOC) and it's still the same.
STR: 1d20 + 3 ⇒ (6) + 3 = 9
CON: 1d20 + 1 ⇒ (6) + 1 = 7
Satinder is doing her job in a horrible way, but her backs makes her regret not doing it properly.
"Frak this..." she says when only Bangkha can hear it.
--
Influence Cog: 1d20 + 2 + 2 + 1 ⇒ (11) + 2 + 2 + 1 = 16
"Cog, you old rat... Care to drink with me? Satinder asks, when she arrives with her rum rations.
Fort: 1d20 + 2 ⇒ (4) + 2 = 6
Cha bonus: 1d4 ⇒ 2
Fat: 1d8 ⇒ 3
| Chumtooth |
Profession (sailor): 1d20 + 5 + 4 ⇒ (3) + 5 + 4 = 12 (working diligently)
Constitution Check: 1d20 + 3 ⇒ (9) + 3 = 12
Chumtooth sets himself to his work. Sandara's magic healed most of his injuries, but he was still badly bruised. He would not give Plugg or Scourge the satisfaction of adding to them.
| Alwen Gaelarean |
Profession (Sailor) (Shop!): 1d20 + 6 - 2 ⇒ (19) + 6 - 2 = 23
Con check: 1d20 ⇒ 6
Alwen never had trouble with working on the ship, but he did find it slightly annoying to do line work - anything that was particularly exhausting wasn't his cup of tea. He'd much prefer to be up in the crow's nest. Which is why during midday he stepped off to Grok's for a bit, to take a look a see what he could get himself with the money he'd won fighting Owlbear.
----------
Nighttime Action: Influence!
Fort Save: 1d20 + 2 ⇒ (2) + 2 = 4
Cha Bonus: 1d4 ⇒ 4
Fatigue: 1d8 ⇒ 8
After taking on his rum ration (And really, who didn't enjoy themselves a little nip every so often?) Alwen took a look around at the rest of the crew. He'd been slightly aware of both heightening moods and lowered ones when it came to him and the other new hands. So to make a better impression, he headed over to the only one who didn't seem like he'd pull a knife on him before talking.
"So, been on the crew long? I know we haven't gotten a chance to talk, which is something of a curiosity, considering the cramped quarters. But I'd just like to say that there's certainly no reason that we can't get along, don't you agree?" He asks Cog, grinning at him. "How about I put in a good word with you with that Satinder woman, eh? Ehhhh? That peg leg of hers is good for more than walking, if you know what I mean."
Diplomacy: Cog: 1d20 + 8 ⇒ (16) + 8 = 24
WhtKnt
|
There are three more days of routine, followed by a break in the norm, then seven more days of drudgery, and then something will happen that will change things up significantly. Here is the way that I see it. We can:
A: We play through, letting things go as they have been,
B: We handwave the boring bits and just say that things balance out in the wash and assume that everyone does their jobs as expected, or
C: We handle a couple of days in a single post, though this doesn't allow for failed rolls, which is why I am hesitant to do this.
That said, I will go by what the majority prefers.
| Chumtooth |
Nighttime Actions:
Rum Ration:
Fortitude Save: 1d20 + 5 ⇒ (15) + 5 = 20
Charisma Bonus: 1d4 ⇒ 1
Fatigue: 1d8 ⇒ 1 hours
Chumtooth downs his rum, and sighs heavily; disappointed at how watery it tastes this evening. He sits and listens to the evening's entertainment. He doesn't seem to be interested in talking.
Ayaki Kitsune
|
Ayaki - 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 you being fatigued at the end of the shift.
Con Check: 1d20 + 2 ⇒ (3) + 2 = 5
[dice=Influence "Tilly Brackett"] 1d20 +8[/dice]----
night time actions
---
Stealth Check: 1d20 + 2 ⇒ (15) + 2 = 17
Sleep: Go to bed early and sleep through the night (automatically recover from fatigue).
| Satinder Morne |
Personally, I want to get to the good stuff, so I'll choose option B.
Would be different in a real tabletop, but here every two days take a week of reallife dice rolling, and you say we have 10 more days ahead of us :)
| Dantes Goldforge |
In particularly good spirits with the return of his property, Dantes doesn't hesitate to get to work when he seems Kroop's condition. Indeed, he makes sure the jolly cook has some rum (though perhaps a bit watered down) to keep going, and encourages him to tell Dantes stories, even if he can't understand them well. Just before serving the food, Dantes even casts a Presdigitation spell on it to enhance the flavor before it goes out.
Profession cook 1d20 + 2 ⇒ (16) + 2 = 18
Rum fort save 1d20 + 4 ⇒ (12) + 4 = 16
Charisma bonus 1d4 ⇒ 2
Fatigue 1d8 ⇒ 3 hours.
I'd be inclined to go with B as well.
WhtKnt
|
Since most everyone seems content with option B, that's the one I'll use.
Two more days pass largely without incident. On board ship, things go pretty much as normal; each day begins with being roused by the crack of the whip, followed by the assignment of duties. The days are filled with backbreaking work, with nights given over to entertainment. Then...
Day 14:
After being awakened by Master Scourge, you assemble on the deck for your assignments as usual, but this morning, Mr. Plugg has a surprise.
"No duties today," he says gruffly. "Instead, you lubbers are going to learn how to board an enemy. Fer that, I'm turnin' ye over ta Master Gunner Krine."
He indicates a woman whose skin is darkened from countless days on deck under the sun, and her nose has the appearance of having been broken several times over. One of her legs has been replaced with a wooden peg leg, and a gold ring hands from between her nostrils. A kerchief covers her curly black hair and her brown eyes stare menacingly out from her weathered face.
"Right then, you #%$&ing #%$&s! Here's how this #%$& is going to work. This," she says, holding up a steel triple hook attached to a rope, "Is a #%$&ing grappling hook! It is thrown at the #%$&ed enemy to pull them closer to you #%$&ers! You #%$&ers," she says, indicating your group, "Are going into the #%$&ed jolly boat and try to grapple and board the #%$&ing Man's Promise. You'll go out two at a time, now who the #%$& wants to be first?"
| Satinder Morne |
"You'll be fine, Dantes. Don't you got any magical hoo-ha to help you? Maybe just fly on board?" Satinder says while she grabs the dwarf's shoulder.
"We'll go together, second wave, right after Chum and mr Sensitive."
When they start throwing, she'll try to see what kind of difficulties they are experiencing and how they adapt.
Any of the friendlies around?
WhtKnt
|
Sandra, having been a pirate for some time, is engaged in other duties, but Rosie, Cogward and Shortstone are also being taught.
Krine takes the jolly boat out to 40 feet off the port of the Wormwood (not the Man's Promise, sorry). "Alright you worthless @%#&s, throw the @%#&ing grapples and try to hit the @%#&ed railing. Once you hooked the @%#&ed railing, tie off the @%#&ing rope and get your @%#&ing arses onto the ropes and shimmy across to the @%#&ing ship!"
The railing is treated as AC 5, but due to the distance, you are at a -6 on your ranged attack roll. If/when you hit, you must spend a move action to tie off the rope, then begin to cross. Crossing to the Wormwood requires five successful (DC 15) Climb checks, with the usual problems for missing a check.
| Alwen Gaelarean |
Ranged Attack 1: 1d20 + 4 - 6 ⇒ (4) + 4 - 6 = 2
Ranged Attack 2: 1d20 + 4 - 6 ⇒ (11) + 4 - 6 = 9
Alwen's first throw clangs off the side of the hull, the elf shrugging and trying again - this time he lands a solid snag on the railing, taking a moment to tie the rope off and start shimmying up it, whistling all the while.
So long as Alwen isn't being rushed or threatened, he can easily climb to the ship by taking 10 (total 16). Which saves a lot of diceplay.
| Chumtooth |
Ranged Attack: 1d29 + 4 - 6 ⇒ (21) + 4 - 6 = 19
Chumtooth easily makes the throw, then ties off the line.
He begins climbing out on the rope:
Climb Check #1: 1d20 + 3 ⇒ (2) + 3 = 5
Climb Check #2: 1d20 + 3 ⇒ (20) + 3 = 23
Climb Check#3: 1d20 + 3 ⇒ (6) + 3 = 9
Climb Check #4: 1d20 + 3 ⇒ (10) + 3 = 13
Climb Check #5: 1d20 + 3 ⇒ (8) + 3 = 11
The rope climbing proves more difficult.
WhtKnt
|
Oh, but he is being rushed. Krine is standing behind him shouting for him to get a move on. Let's see those rolls, please. :) And Chummy, that should be a d20 instead of a d29. ;)
Remember that if you miss a check by more than 5, you fall from the rope, so Chummy took a dip at least once. As an added challenge, when you are halfway across, several crewmembers begin gleefully throwing empty bottles, garbage, spoiled fruit and vegetables, and buckets of bilgewater at you. You also need to make a Reflex save (DC 10) or fall into the water.
| Chumtooth |
Even taking an additional -9 would still hit, so I won't bother re-rolling, unless you really need me to.
Reflex Save: 1d20 + 3 ⇒ (12) + 3 = 15
Chumtooth falls from the rope into the water. He pulls himself back up, and moves a short distance, only to fall again. After climbing on a third time, he finds unable to move forward, as he is pelted with garbage thrown overboard by Plugg and Scourge's cronies.
He tries again to move up the rope.
Climb Check #6: 1d20 + 3 ⇒ (9) + 3 = 12
Climb Check #7: 1d20 + 3 ⇒ (17) + 3 = 20
Climb Check #8: 1d20 + 3 ⇒ (10) + 3 = 13
Climb Check #9: 1d20 + 3 ⇒ (19) + 3 = 22
Climb Check #10: 1d20 + 3 ⇒ (7) + 3 = 10
After making some process, he falls in, again.
"Faugh!" he curses and splutters.
WhtKnt
|
No problem on the attack roll. It's meant to be easy to hit the target. There is good news, though. After this training, everyone will level up! Just a heads-up to let you go ahead and begin planning your progressions.
| Alwen Gaelarean |
Yay for leveling - and all we need to do is slough through dice rolling hell. Why on earth they'd actually require so many dice rolls to determine success is beyond me - just seems terribly tedious for something that should probably be simplified dice wise for a non-combat encounter.
Climb 1: 1d20 + 6 ⇒ (2) + 6 = 8 Fall in water.
Climb 2: 1d20 + 6 ⇒ (18) + 6 = 24
Climb 3: 1d20 + 6 ⇒ (17) + 6 = 23
Climb 4: 1d20 + 6 ⇒ (13) + 6 = 19
Climb 5: 1d20 + 6 ⇒ (12) + 6 = 18
Climb 6: 1d20 + 6 ⇒ (4) + 6 = 10 No progress.
Climb 7: 1d20 + 6 ⇒ (12) + 6 = 18 Success!
Reflex save: 1d20 + 5 ⇒ (16) + 5 = 21
After a bumpy start, Alwen gradually makes his way up the rope before hauling himself over the railing with a grin. "Who's next?"
| Chumtooth |
Chumtooth, wet and smoldering with barely contained fury, tries to climd the rope again.
Climb Check #1: 1d20 + 3 ⇒ (19) + 3 = 22
Climb Check #2: 1d20 + 3 ⇒ (16) + 3 = 19
Climb Check #3: 1d20 + 3 ⇒ (11) + 3 = 14
Climb Check #4: 1d20 + 3 ⇒ (14) + 3 = 17
Reflex Save: 1d20 + 3 ⇒ (11) + 3 = 14
Climb Check #5: 1d20 + 3 ⇒ (13) + 3 = 16
Climb Check #6: 1d20 + 3 ⇒ (4) + 3 = 7
Chumtooth makes it up to the gunnal, only to lose his grip and fall in as he is trying to maneuver off of the rope onto the deck.
He comes up from the water, again.
"Enough! Chumtooth is no monkey! Chumtooth is no fish!" he splutters.
He slowly paddles over to the jolly boat, and climbs back in.
"Give Chumtooth a hah-poon, and Chumtooth will spear the pilot to the wheel, and drag the ships together!" he says with certitude.
| Satinder Morne |
Satinder looks around, trying to find a harpoon in sight.
WhtKnt
|
No harpoons about, sorry.
Krine berates Chumtooth with a salty stream of curses and unkind epithets until he successfully completes the exercise, then rows the boat back to the Wormwood and loads up the next two participants. This continues until everyone has successfully completed the procedure.
To speed things along, let's go ahead and have everyone make the required checks.
1. Try to hit an armor class 5 (with a -6 penalty).
2. Five successful Climb checks (DC 15) to cross the distance.
3. Reflex save (DC 10) to avoid falling while being pelted by garbage.
By day's end, you are all tired, wet, and grateful to be finished. During the bloody hour, those who did not succeed at the boarding procedures are subjected to rope bashes (a single bash with the sealed end of a ship's rope, causes a point of nonlethal damage) for each failed attempt.
Nighttime actions, please.
| Dantes Goldforge |
Dantes will use his enhancement for the throws and the first climb check (he won't try to use it when already on the rope).
To hit AC 5 1d20 + 2 ⇒ (11) + 2 = 13 Hit!
Climb 1 1d20 + 1 ⇒ (14) + 1 = 15
Climb 2 1d20 + 0 ⇒ (20) + 0 = 20
Climb 3 1d20 + 0 ⇒ (18) + 0 = 18
Climb 4 1d20 + 0 ⇒ (15) + 0 = 15
Climb 5 1d20 + 0 ⇒ (17) + 0 = 17
Reflex save DC 10 1d20 + 1 ⇒ (4) + 1 = 5 :/ I am at a loss. A complete, utter loss for words.
| Satinder Morne |
To hit AC5: 1d20 - 6 + 2 ⇒ (6) - 6 + 2 = 2
To hit AC5: 1d20 - 6 + 2 ⇒ (13) - 6 + 2 = 9
--
Climb DC15: 1d20 + 7 ⇒ (7) + 7 = 14
Climb DC15: 1d20 + 7 ⇒ (11) + 7 = 18
Climb DC15: 1d20 + 7 ⇒ (9) + 7 = 16
Climb DC15: 1d20 + 7 ⇒ (10) + 7 = 17
Climb DC15: 1d20 + 7 ⇒ (14) + 7 = 21
Climb DC15: 1d20 + 7 ⇒ (7) + 7 = 14
Climb DC15: 1d20 + 7 ⇒ (12) + 7 = 19
--
Reflex DC10: 1d20 + 4 ⇒ (7) + 4 = 11
As Satinder sees the dwarf climb up really fast, she wonders where he got so good at climbing all of a sudden. She is not suprised when he let's go of the rope when the pelting of the garbage starts, but still checks to see if he didn't hurt himself too much hitting the water.
| Dantes Goldforge |
Dantes was nearly to the top before a piece of garbage (if you can call a rock that size 'garbage') smacks him in the head and sends him into the water. Utterly miserable, he spends the rest of the day trying to recreate that amazing feat.
To hit AC 5 1d20 + 2 ⇒ (3) + 2 = 5 Fail.
To hit AC 5 1d20 + 2 ⇒ (3) + 2 = 5 Fail.
To hit AC 5 1d20 + 2 ⇒ (9) + 2 = 11 Success.
Climb 1d20 + 1 ⇒ (18) + 1 = 19 Success.
Climb 1d20 + 0 ⇒ (9) + 0 = 9 Fail.
To hit AC 5 1d20 + 2 ⇒ (4) + 2 = 6 Fail.
To hit AC 5 1d20 + 2 ⇒ (4) + 2 = 6 Fail.
To hit AC 5 1d20 + 2 ⇒ (18) + 2 = 20 Success.
Climb 1d20 + 0 ⇒ (5) + 0 = 5 Fail.
To hit AC 5 1d20 + 2 ⇒ (2) + 2 = 4 Fail.
To hit AC 5 1d20 + 2 ⇒ (9) + 2 = 11 Fail.
To hit AC 5 1d20 + 2 ⇒ (18) + 2 = 20 Success.
Climb 1d20 + 0 ⇒ (1) + 0 = 1 Fail.
To hit AC 5 1d20 + 2 ⇒ (11) + 2 = 13 Success.
Climb 1d20 + 0 ⇒ (7) + 0 = 7 Fail.
To hit AC 5 1d20 + 1 ⇒ (19) + 1 = 20 Success.
Climb 1d20 + 0 ⇒ (20) + 0 = 20 Success.
Climb 1d20 + 0 ⇒ (9) + 0 = 9 Fail.
To hit AC 5 1d20 + 1 ⇒ (8) + 1 = 9 Fail.
Okay, to succeed, he needs seven rolls of 10 or greater in a row. So, here goes.
1d20 ⇒ 12
1d20 ⇒ 8
1d20 ⇒ 13
1d20 ⇒ 18
1d20 ⇒ 16
1d20 ⇒ 5
1d20 ⇒ 8
1d20 ⇒ 15
1d20 ⇒ 4
1d20 ⇒ 5
1d20 ⇒ 8
1d20 ⇒ 6
1d20 ⇒ 20
1d20 ⇒ 9
1d20 ⇒ 20
1d20 ⇒ 7
1d20 ⇒ 16
1d20 ⇒ 17
1d20 ⇒ 5
1d20 ⇒ 3
1d20 ⇒ 17
1d20 ⇒ 1
1d20 ⇒ 1
1d20 ⇒ 18
1d20 ⇒ 18
1d20 ⇒ 11
1d20 ⇒ 17
1d20 ⇒ 2
1d20 ⇒ 4
1d20 ⇒ 1
1d20 ⇒ 7
1d20 ⇒ 1
1d20 ⇒ 17
1d20 ⇒ 19
1d20 ⇒ 4
1d20 ⇒ 10
1d20 ⇒ 20
1d20 ⇒ 10
1d20 ⇒ 16
1d20 ⇒ 17
1d20 ⇒ 15
1d20 ⇒ 2
Almost makes it, before being taken down again by a chunk of garbage.
1d20 ⇒ 16
1d20 ⇒ 1
1d20 ⇒ 7
1d20 ⇒ 2
1d20 ⇒ 12
1d20 ⇒ 4
1d20 ⇒ 9
1d20 ⇒ 17
1d20 ⇒ 5
1d20 ⇒ 10
1d20 ⇒ 10
1d20 ⇒ 16
1d20 ⇒ 15
1d20 ⇒ 6
1d20 ⇒ 9
1d20 ⇒ 19
1d20 ⇒ 16
1d20 ⇒ 3
1d20 ⇒ 13
1d20 ⇒ 10
1d20 ⇒ 7
1d20 ⇒ 14
1d20 ⇒ 10
1d20 ⇒ 6
1d20 ⇒ 15
1d20 ⇒ 14
1d20 ⇒ 1
1d20 ⇒ 8
Throwing the grappling line 1d20 ⇒ 18
Climb 1 1d20 ⇒ 17
Climb 2 1d20 ⇒ 11
Climb 3 1d20 ⇒ 10
Climb 4 1d20 ⇒ 11
Climb 5 1d20 ⇒ 17
Reflex save 1d20 ⇒ 19
Throwing a chuck of garbage back across at Krine to hit 1d20 ⇒ 20 Hit!
Confirm 1d20 ⇒ 7
Not sure what his punishment will be, but it will be worth it!
| Bangkha |
throw 1d20 - 5 ⇒ (16) - 5 = 11
climb 1d20 + 4 ⇒ (14) + 4 = 18
climb 1d20 + 4 ⇒ (8) + 4 = 12
climb 1d20 + 4 ⇒ (13) + 4 = 17
climb 1d20 + 4 ⇒ (11) + 4 = 15
climb 1d20 + 4 ⇒ (18) + 4 = 22
climb 1d20 + 4 ⇒ (8) + 4 = 12
reflex 1d20 + 2 ⇒ (15) + 2 = 17
Bangkha growls at anyone who attempts to talk to him for the rest of the day.
| Chumtooth |
Chumtooth chugs his rum ration without hesitation.
Fort Save: 1d20 + 5 ⇒ (9) + 5 = 14
Charisma Bonus: 1d4 ⇒ 4
Fatigue: 1d8 ⇒ 7 hours
He looks around for anyone, anyone who appears to be laughing at his expense.
Perception: 1d20 + 1 ⇒ (16) + 1 = 17
Sense Motive: 1d20 ⇒ 5
| Satinder Morne |
Bangkha, you need 5 succesful checks, not four :)
Satinder will join Chumtooth in drinking his rum, and tries to see how far she can go in explaining him the finer pieces of climbing.
Seeing CHumtooth is in a bad mood, she'll help him find anyone trying to laugh at his expense.
1d20 + 2 ⇒ (8) + 2 = 10
Cha: 1d4 ⇒ 1
Fat: 1d8 ⇒ 2
Ayaki Kitsune
|
sorry I was gone for a while, at least I did not miss much
Attack Roll #1: 1d20 - 4 ⇒ (5) - 4 = 1
Attack Roll #2: 1d20 - 4 ⇒ (16) - 4 = 12 hit
Climb Check: 1d20 + 0 ⇒ (10) + 0 = 10 no distance
Climb Check: 1d20 + 0 ⇒ (2) + 0 = 2 fall
Climb Check: 1d20 + 0 ⇒ (10) + 0 = 10 no distance
Climb Check: 1d20 + 0 ⇒ (18) + 0 = 18 Make
Climb Check: 1d20 + 0 ⇒ (15) + 0 = 15 Make
Climb Check: 1d20 + 0 ⇒ (1) + 0 = 1 Fall
Climb Check: 1d20 + 0 ⇒ (20) + 0 = 20 Make
Climb Check: 1d20 + 0 ⇒ (1) + 0 = 1 Fall
Climb Check: 1d20 + 0 ⇒ (18) + 0 = 18 Make
Climb Check: 1d20 + 0 ⇒ (20) + 0 = 20 Make
Climb Check: 1d20 + 0 ⇒ (1) + 0 = 1 Fall
Climb Check: 1d20 + 0 ⇒ (9) + 0 = 9 Fall
Climb Check: 1d20 + 0 ⇒ (6) + 0 = 6 Fall
Climb Check: 1d20 + 0 ⇒ (19) + 0 = 19 Make
Climb Check: 1d20 + 0 ⇒ (7) + 0 = 7 Fall
Climb Check: 1d20 + 0 ⇒ (4) + 0 = 4 Fall
Give up
----
Night time action: SLEEP
Con Check: 1d20 + 1 ⇒ (1) + 1 = 2
Stealth check: 1d20 + 3 ⇒ (10) + 3 = 13
after an exhausting day, I just find a corner of the ship and sleep
| Bangkha |
climb: 1d20 + 4 ⇒ (3) + 4 = 7 He falls. Poop. Thanks a lot, Satinder ;)
climb: 1d20 + 4 ⇒ (1) + 4 = 5 He falls.
climb: 1d20 + 4 ⇒ (6) + 4 = 10
climb: 1d20 + 4 ⇒ (10) + 4 = 14
climb: 1d20 + 4 ⇒ (2) + 4 = 6
climb: 1d20 + 4 ⇒ (7) + 4 = 11 He falls.
Eventually, he climbs aboard, snarls at everyone nearby, and tells Plugg, "Just give me the bloody lashes."
fort: 1d20 + 4 ⇒ (7) + 4 = 11
fatigue: 1d8 ⇒ 7
charisma: 1d4 ⇒ 4
He drinks his rum ration and takes his lashes without complaint.
| Satinder Morne |
Sorry Bangkha :(
| Dantes Goldforge |
In bloody hour, do they stop beating Dantes when he's unconscious? Or do they still to one strike for each failure? Because that will kill him, and then some. Like, three times over kill him. Edit: The first 9 non-lethal will knock him out, and additional is treated lethal. So the additional 38 strikes would take him to -29. So only two and a half times kill him.
WhtKnt
|
It is a painful bloody hour for several of you. In lieu of rope bashes, Dantes receives six lashes with the cat for insubordination (tossing the cabbage back at Krine and knocking her into the water). Bangha, Chumtooth, and Ayaki receive six lashes each for their refusal to complete the task.
You are considered flat-footed, being roped to the mizzenmast.
Dantes
Scourge vs. Dantes: 1d20 + 6 ⇒ (9) + 6 = 15
Scourge vs. Dantes: 1d20 + 6 ⇒ (1) + 6 = 7
Scourge vs. Dantes: 1d20 + 6 ⇒ (14) + 6 = 20
Scourge vs. Dantes: 1d20 + 6 ⇒ (10) + 6 = 16
Scourge vs. Dantes: 1d20 + 6 ⇒ (4) + 6 = 10
Scourge vs. Dantes: 1d20 + 6 ⇒ (4) + 6 = 10
Damage (nonlethal): 1d3 + 2 ⇒ (1) + 2 = 3
Damage (nonlethal): 1d3 + 2 ⇒ (3) + 2 = 5
Damage (nonlethal): 1d3 + 2 ⇒ (3) + 2 = 5
Damage (nonlethal): 1d3 + 2 ⇒ (2) + 2 = 4
Damage (nonlethal): 1d3 + 2 ⇒ (1) + 2 = 3
Total Damage: 20 points.
Ayaki
Scourge vs. Ayaki: 1d20 + 6 ⇒ (8) + 6 = 14
Scourge vs. Ayaki: 1d20 + 6 ⇒ (7) + 6 = 13
Scourge vs. Ayaki: 1d20 + 6 ⇒ (3) + 6 = 9
Scourge vs. Ayaki: 1d20 + 6 ⇒ (10) + 6 = 16
Scourge vs. Ayaki: 1d20 + 6 ⇒ (2) + 6 = 8
Scourge vs. Ayaki: 1d20 + 6 ⇒ (19) + 6 = 25
Damage (nonlethal): 1d3 + 2 ⇒ (2) + 2 = 4
Damage (nonlethal): 1d3 + 2 ⇒ (1) + 2 = 3
Damage (nonlethal): 1d3 + 2 ⇒ (3) + 2 = 5
Damage (nonlethal): 1d3 + 2 ⇒ (3) + 2 = 5
Total Damage: 17 points.
Chumtooth
Scourge vs. Chumtooth: 1d20 + 6 ⇒ (7) + 6 = 13
Scourge vs. Chumtooth: 1d20 + 6 ⇒ (16) + 6 = 22
Scourge vs. Chumtooth: 1d20 + 6 ⇒ (1) + 6 = 7
Scourge vs. Chumtooth: 1d20 + 6 ⇒ (14) + 6 = 20
Scourge vs. Chumtooth: 1d20 + 6 ⇒ (6) + 6 = 12
Scourge vs. Chumtooth: 1d20 + 6 ⇒ (18) + 6 = 24
Damage (nonlethal): 1d3 + 2 ⇒ (2) + 2 = 4
Damage (nonlethal): 1d3 + 2 ⇒ (2) + 2 = 4
Damage (nonlethal): 1d3 + 2 ⇒ (3) + 2 = 5
Damage (nonlethal): 1d3 + 2 ⇒ (3) + 2 = 5
Damage (nonlethal): 1d3 + 2 ⇒ (2) + 2 = 4
Total Damage: 22 points.
Bangkha
Scourge vs. Bangkha: 1d20 + 6 ⇒ (7) + 6 = 13
Scourge vs. Bangkha: 1d20 + 6 ⇒ (15) + 6 = 21
Scourge vs. Bangkha: 1d20 + 6 ⇒ (9) + 6 = 15
Scourge vs. Bangkha: 1d20 + 6 ⇒ (1) + 6 = 7
Scourge vs. Bangkha: 1d20 + 6 ⇒ (1) + 6 = 7
Scourge vs. Bangkha: 1d20 + 6 ⇒ (19) + 6 = 25
Damage (nonlethal): 1d3 + 2 ⇒ (3) + 2 = 5
Damage (nonlethal): 1d3 + 2 ⇒ (3) + 2 = 5
Damage (nonlethal): 1d3 + 2 ⇒ (2) + 2 = 4
Damage (nonlethal): 1d3 + 2 ⇒ (1) + 2 = 3
Total Damage: 17 points.
There is much laughter as Master Scourge, obviously tiring with the effort, nearly lashes himself on three occasions. All of you are beaten nearly to the point of being bloody, though Bangkha fares better than most, and Dantes worst of all. Afterward, Sandra does her best to patch up each of you.
Dantes CLW: 1d8 + 3 ⇒ (5) + 3 = 8
Chumtooth CLW: 1d8 + 3 ⇒ (2) + 3 = 5
Ayaki CLW: 1d8 + 3 ⇒ (5) + 3 = 8
Bangkha CLW: 1d8 + 3 ⇒ (8) + 3 = 11
She will continue to cast cures each day following until everyone is caught up.
Alwen works his magic on Tilly, bring her attitude to helpful! No one dares make eye contact with Chumtooth, most being cowed by the massive kuru warrior.
Everyone may level up!