Perils of Crescent Harbor (Inactive)

Game Master Profession Smith 6 ranks

Pirate-themed adventures in and around Port Peril.


1,251 to 1,300 of 2,720 << first < prev | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | next > last >>

The Man's Promise | Ship Actions | Current Battle Map
Vincent Cahaihnes wrote:

crap could've sworn that I was taken to her lab, well crap I can officially do nothing then and we can just say that vincent worked hard instead considering that this ship is my bane, in this case is it ok the be outside where the action is happening or am I sitting this one out?

Pretty much the whole crew (save some of the officers) is in or around the rigging during the storm, so Vincent's there to witness/participate in the drama.


The Man's Promise | Ship Actions | Current Battle Map

@Culder" You need multiple Climb checks to ascend/descend the rigging. I'm getting booted from the library, so I'll post first thing tomorrow.


Human, Barbarian [sea reaver] 2/Brawler [mutagenic mauler] 1 | HP: 14/33 | AC 18 (12t, 16ff) | F +7, R +4; W +3 | perception +9, initiative +2

I don't think I can fail the check... even with the -2, on a natural 1 I still hit a 12... and but for expediency....

climb: 1d20 + 13 - 2 ⇒ (2) + 13 - 2 = 13
climb: 1d20 + 13 - 2 ⇒ (20) + 13 - 2 = 31
climb: 1d20 + 13 - 2 ⇒ (4) + 13 - 2 = 15


M Human Vigilante (Stalker)2/Bard (Arrowsong Minstrel) 1 / hp (17/19) / AC 15 T13 FF10 / Saves F+1 R+8 W+6 /

"Oi, mates," Jordan yells behind him, "We got one of our healers down here, and he ain't ever been too picky about who he's been fixing!". Gritting his teeth against the weight, Jordan adds "Dunno 'bout you, but I'd rather we kept our healers safe so's they can keep us fit!"

Diplomacy: 1d20 + 11 ⇒ (16) + 11 = 27


The Man's Promise | Ship Actions | Current Battle Map

Quick question to Jarvis & Jordan: Anyone in particular (amongst the swabs) you want to target with your Diplomacy? I'll be pushing things forward a bit in an hour or so.


M Human Vigilante (Stalker)2/Bard (Arrowsong Minstrel) 1 / hp (17/19) / AC 15 T13 FF10 / Saves F+1 R+8 W+6 /

Fipps or Jape would be best, as I imagine they're among the stronger swabs, but if they are beyond my diplomacy roll, probably Badger or Jack Scrimshaw


Human, Barbarian [sea reaver] 2/Brawler [mutagenic mauler] 1 | HP: 14/33 | AC 18 (12t, 16ff) | F +7, R +4; W +3 | perception +9, initiative +2

whoever you target just send them to Tilly's rope- they'll only get in my way.

ps- I think we determined that with my speed i can get up or down in 2 checks, so those rolls should cover both I think.


M Human Vigilante (Stalker)2/Bard (Arrowsong Minstrel) 1 / hp (17/19) / AC 15 T13 FF10 / Saves F+1 R+8 W+6 /

That does beg the question, do i need to make a strength check to just hold the rope steady?


The Man's Promise | Ship Actions | Current Battle Map

Day 8: The Wormwood's Main Deck

Jarvis and Jordan shame Fipps and Jape into moving to help haul in the people attached to the ropes. There isn't enough room for them to help Jordan, Crimson, and Rosie drag in Tilly, and when they move to the other rope Culder angrily waves them away.

The threesome hauls Tilly back over the railing and onto the deck; moments later, Culder does the same with Aghon. Several members of the crew congratulate them on the rescue, some clapping Tilly on the back. It takes the bard a few minutes to catch her breath and spit some water out of her system, but eventually she gets around to thanking her rescuers as well.

Scourge eventually reaches the scene. "Great. Wonderful. Ye're all heroes an' crewmates in the truest sense o' the word. Now git yer soggy arses back in the riggin'!" He takes a moment to glare at Aghon as the priest unties the rope from around his waist; then he rolls his eyes, mutters under his breath, and stalks away.

I think this is a good opportunity to give you guys another +2 bonus on Diplomacy checks to Influence members of the crew when you next get that opportunity. Another post incoming shortly.

Secret GM Rolls:

Tilly Swim: 1d20 + 2 + 16 ⇒ (16) + 2 + 16 = 34
Tilly Swim: 1d20 + 2 + 16 ⇒ (9) + 2 + 16 = 27
Two Dice Beat As One?: 2d20 ⇒ (3, 14) = 17


The Man's Promise | Ship Actions | Current Battle Map

Night 8: The Wormwood’s Main Deck and Rigging

The good news? There’s no Bloody Hour this evening. The bad news? Supper consists of nothing more than ship’s biscuits washed down with water. The worst news of all? The entire crew is assigned night jobs as the Wormwood desperately tries to ride out the storm. As the light fails, you all see the occasional small island off the port railing and, less frequently, off the starboard rail as well. Plugg assigns two-man shifts in the crow’s nest in the hopes that the occasional flashes of lightning will light up the night enough to allow the lookouts to spot any reefs or islands in the ship’s careening path.

There's a bit of drama when "Barefoot" Samms Toppin, one of those assigned to the crow's nest, takes a nasty fall of almost 40 feet feet from the rigging to the main deck, but Scourge calls in Sandara Quinn to heal her up from her near-death experience and get the woman back on the job.

Culder Only:

Night #8 Job: 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.
NOTES: With the night’s heavy rain and wind gusts, all work checks for riggers carry a -2 penalty. Also, make a successful DC 14 Fortitude save or become fatigued; if you are already fatigued, you instead become exhausted.

NIGHTTIME SHIP ACTIONS
Work Diligently: Gain a +4 bonus on any one check for a job’s daily task (incl. Con check, if applicable)
Influence: Make normal checks for a job’s daily task and attempt to influence a single NPC.
Sneak: Make normal checks for a job’s daily task and briefly explore one part of the ship (the PC can make a single Perception check or other skill check with no chance of detection).
Shop: Take a -2 penalty on all checks for a job’s daily task and visit the quartermaster’s store (area A9).
Shirk: Take a -2 penalty on all checks for a job’s daily task and take time exploring one area of the ship. The PC can take 10 on a single perception check or other skill check, but must make a check to avoid being discovered.
Steal: Attempt to open a locked door or locker. The PC must make a check to avoid being discovered.

Co-Worker (Night): “Slippery” Syl Lonegan. She has little to say to you.

Jarvis Only:

Night #8 Job: Lookout: A climb to the crow’s nest 60 feet up, requiring DC 10 Climb checks followed by a DC 10 Perception check.
NOTES: With the night’s heavy rain and wind gusts, all work checks for riggers carry a -2 penalty.
Also, make a successful DC 14 Fortitude save or become fatigued; if you are already fatigued, you instead become exhausted.

NIGHTTIME SHIP ACTIONS
Work Diligently: Gain a +4 bonus on any one check for a job’s daily task (incl. Con check, if applicable)
Influence: Make normal checks for a job’s daily task and attempt to influence a single NPC.
Sneak: Make normal checks for a job’s daily task and briefly explore one part of the ship (the PC can make a single Perception check or other skill check with no chance of detection).
Shop: Take a -2 penalty on all checks for a job’s daily task and visit the quartermaster’s store (area A9).
Shirk: Take a -2 penalty on all checks for a job’s daily task and take time exploring one area of the ship. The PC can take 10 on a single perception check or other skill check, but must make a check to avoid being discovered.
Steal*: Attempt to open a locked door or locker. The PC must make a check to avoid being discovered.

Co-Workers (2): “Barefoot” Samms Toppin, Maheem. Maheem does a crappy job, claiming he can't see a thing in such conditions, leaving most of the work to you and Samms. By night's end, both are fatigued.

Aghon Only:

Night #8 Job: 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.
NOTES: With the night’s heavy rain and wind gusts, all work checks for riggers carry a -2 penalty.
Also, make a successful DC 14 Fortitude save or become fatigued; if you are already fatigued, you instead become exhausted.

NIGHTTIME SHIP ACTIONS
Work Diligently: Gain a +4 bonus on any one check for a job’s daily task (incl. Con check, if applicable)
Influence: Make normal checks for a job’s daily task and attempt to influence a single NPC.
Sneak: Make normal checks for a job’s daily task and briefly explore one part of the ship (the PC can make a single Perception check or other skill check with no chance of detection).
Shop: Take a -2 penalty on all checks for a job’s daily task and visit the quartermaster’s store (area A9).
Shirk: Take a -2 penalty on all checks for a job’s daily task and take time exploring one area of the ship. The PC can take 10 on a single perception check or other skill check, but must make a check to avoid being discovered.
Steal*: Attempt to open a locked door or locker. The PC must make a check to avoid being discovered.

Co-Workers (5): Sandara Quinn, Rosie Cusswell, Crimson Cogward, Jack Scrimshaw, Shivikah. Jack tells the new meat to pace themselves to avoid becoming fatigued or exhausted (i.e. – he’s using his +4 bonus for working diligently on his Constitution check). He says that the crew will likely only get a brief breakfast break before heading into a third straight work shift. Nonetheless, he and Rosie are fatigued by the end of the shift.

Vincent Only:

Night #8 Job: Line Work: Hard work hoisting and lowering sails, requiring a DC 10 Profession (sailor) check or Dexterity check. The PC must also make a DC 10 Constitution check to avoid being fatigued at the end of the shift.
NOTES: With the night’s heavy rain and wind gusts, all work checks for riggers carry a -2 penalty.
Also, make a successful DC 14 Fortitude save or become fatigued; if you are already fatigued, you instead become exhausted.

NIGHTTIME SHIP ACTIONS
Work Diligently: Gain a +4 bonus on any one check for a job’s daily task (incl. Con check, if applicable)
Influence: Make normal checks for a job’s daily task and attempt to influence a single NPC.
Sneak: Make normal checks for a job’s daily task and briefly explore one part of the ship (the PC can make a single Perception check or other skill check with no chance of detection).
Shop: Take a -2 penalty on all checks for a job’s daily task and visit the quartermaster’s store (area A9).
Shirk: Take a -2 penalty on all checks for a job’s daily task and take time exploring one area of the ship. The PC can take 10 on a single perception check or other skill check, but must make a check to avoid being discovered.
Steal*: Attempt to open a locked door or locker. The PC must make a check to avoid being discovered.

Co-Workers (4): Jordan, Giffer Tibbs, “Badger” Medlar, Aretta Bansion. Giffer and Badger suggest that Vincent and Banner pace themselves so as to avoid fatigue or exhaustion, as it’s likely there’ll only be a breakfast break between the night shift and tomorrow’s normal chores (i.e. – They’re putting their +4 bonus from working diligently toward their Constitution checks). Even so, Giffer passes out from exhaustion halfway through the shift, and you just know Aretta will be reporting that to Scourge. Badger's also fatigued by shift's end.

Jordan Only:

Night #8 Job: Line Work: Hard work hoisting and lowering sails, requiring a DC 10 Profession (sailor) check or Dexterity check. The PC must also make a DC 10 Constitution check to avoid being fatigued at the end of the shift.
NOTES: With the night’s heavy rain and wind gusts, all work checks for riggers carry a -2 penalty.
Also, make a successful DC 14 Fortitude save or become fatigued; if you are already fatigued, you instead become exhausted.

NIGHTTIME SHIP ACTIONS
Work Diligently: Gain a +4 bonus on any one check for a job’s daily task (incl. Con check, if applicable)
Influence: Make normal checks for a job’s daily task and attempt to influence a single NPC.
Sneak: Make normal checks for a job’s daily task and briefly explore one part of the ship (the PC can make a single Perception check or other skill check with no chance of detection).
Shop: Take a -2 penalty on all checks for a job’s daily task and visit the quartermaster’s store (area A9).
Shirk: Take a -2 penalty on all checks for a job’s daily task and take time exploring one area of the ship. The PC can take 10 on a single perception check or other skill check, but must make a check to avoid being discovered.
Steal*: Attempt to open a locked door or locker. The PC must make a check to avoid being discovered.

Co-Workers (4): Vincent, Giffer Tibbs, “Badger” Medlar, Aretta Bansion. Giffer and Badger suggest that Banner and Vincent pace themselves so as to avoid fatigue or exhaustion, as it’s likely there’ll only be a breakfast break between the night shift and tomorrow’s normal chores (i.e. – They’re putting their +4 bonus from working diligently toward their Constitution checks). Even so, Giffer passes out from exhaustion halfway through the shift, and you just know Aretta will be reporting that to Scourge. Badger's also fatigued by shift's end.


Male Halfling Male CG Halfling Bard 3|HP:19/19 |AC:13|CMB:+2|CMD:12 |F:+2/R:+7/W:+4| I:+2|P:+8|20'|BP:18/d|
Skills:
Stats:1|2|0|1|0|4 Acro+10 App+7 Climb+9 Esc+8 P(Sing+10|String (Lie|Diplo)+10) Sailor+6 Swim+7 | Dagger +3|d3+2/19

Jarvis scampers into the rigging, his feet slipping occasionally on the journey. When he finally makes it, he spends a few minutes catching his breath and talking to the pair of pirates in the nest with him.

Vile storm, isn't it mates? Maheem, take a bit of a spell watching us instead of the horizon if ya can't spot anything across the waves. It'd be hell if we fell outta here.

At some point while he spots along the horizon, Jarvis casts message again and targets Maheem. He lets him know that Aghon doesn't have the ability yet to remove disease. He lets him know that if he could find a scroll with the spell on it, Aghon would be able to at least make that work. I will keep my ears open for you though mate. If I get any wind that someone can help, I'll do my bit to convince them to help.

Dice Rolls:

Climbing: 1d20 + 8 - 2 ⇒ (17) + 8 - 2 = 23
Climbing: 1d20 + 8 - 2 ⇒ (12) + 8 - 2 = 18
Climbing: 1d20 + 8 - 2 ⇒ (7) + 8 - 2 = 13
Climbing: 1d20 + 8 - 2 ⇒ (4) + 8 - 2 = 10
Climbing: 1d20 + 8 - 2 ⇒ (2) + 8 - 2 = 8
Climbing: 1d20 + 8 - 2 ⇒ (6) + 8 - 2 = 12
Climbing: 1d20 + 8 - 2 ⇒ (12) + 8 - 2 = 18
Climbing: 1d20 + 8 - 2 ⇒ (17) + 8 - 2 = 23
Climbing: 1d20 + 8 - 2 ⇒ (5) + 8 - 2 = 11
Climbing: 1d20 + 8 - 2 ⇒ (20) + 8 - 2 = 26
Climbing: 1d20 + 8 - 2 ⇒ (7) + 8 - 2 = 13
Climbing: 1d20 + 8 - 2 ⇒ (17) + 8 - 2 = 23
Climbing: 1d20 + 8 - 2 ⇒ (3) + 8 - 2 = 9
Climbing: 1d20 + 8 - 2 ⇒ (5) + 8 - 2 = 11
Diplomacy: 1d20 + 9 + 2 ⇒ (16) + 9 + 2 = 27
Perception: 1d20 + 7 - 2 ⇒ (9) + 7 - 2 = 14
Fortitude: 1d20 + 1 ⇒ (2) + 1 = 3

Annnnnd fatigued.


Human, Barbarian [sea reaver] 2/Brawler [mutagenic mauler] 1 | HP: 14/33 | AC 18 (12t, 16ff) | F +7, R +4; W +3 | perception +9, initiative +2

Culder shakes his head as he climbs back into the rigging. He struggles to stay focused on the task at hand as he is haunted by visions of the stormy night that claimed his ship and all his former crewmen.

frakking Scourge, I warned him we was heading for this...

As the night wears on and things seem to be going fairly well he begins to relax and even to talk to his work mate. "I like th'way ye fight- all wide eyed 'n' outta control," he says earnestly, "may haps one day we can fight t'gether 'stead o' 'gainst each other. Or, iffin ye ever get lonely out here, we could fight somewheres a bit more private... that kinda crazy can be a whole lotta fun, 'n' I'm sure I can get Aghon to patch us up after if needed..."

climb: 1d20 + 9 - 2 ⇒ (7) + 9 - 2 = 14
profession(sailor): 1d20 + 6 - 2 ⇒ (9) + 6 - 2 = 13
Fort: 1d20 + 6 ⇒ (16) + 6 = 22
diplomacy (Syl): 1d20 - 1 + 2 ⇒ (16) - 1 + 2 = 17

I meant that as an influence check, but I don't know Syl's sexual ethics... In honesty, if Culder had to choose between moving her to indifferent or staying unfriendly but being 'enemies with benefits' he'd choose the latter... (I mean, if they enjoy each other long enough I'm sure some sort of bond will form, right?)


M Human Vigilante (Stalker)2/Bard (Arrowsong Minstrel) 1 / hp (17/19) / AC 15 T13 FF10 / Saves F+1 R+8 W+6 /

Jordan heeds the advice given by Badger and Giffer, and does his best to pace himself. Seeing Giffer collapse, Jordan runs over to pick her up. "And what were you saying about pacing myself," he mutters, moving her out of the wind and rain. Coming back out, seeing the look on Aretta's face, Jordan says "Look, we're all tired, and the none of us have done anything to you." Looking back towards Giffer, he adds "Lay off on the little gal, if you will. You never know, a little kindness goes a long way."

Dice:

Dex: 1d20 + 3 - 2 ⇒ (12) + 3 - 2 = 13
Diplomacy: 1d20 + 11 + 2 ⇒ (5) + 11 + 2 = 18
Con Check: 1d20 + 1 - 2 ⇒ (3) + 1 - 2 = 2
Fort Save: 1d20 + 1 ⇒ (19) + 1 = 20


The Man's Promise | Ship Actions | Current Battle Map

Night 8: The Wormwood's Main Deck and Rigging

Maheem whispers his thanks to the halfling rigger for his efforts on Shivikah's behalf. Before the spell expires, he also whispers a bit of information/advice: Scourge's hatred of the new blood is no longer focused on "Captain" Culder's nickname--he's hell-bent on nailing Aghon, Banner, and Vincent for their recent shenanigans.

**********************************************************

Jordan's kindness to Giffer earns him the slightest of appreciative nods from Badger Medlar. Aretta, however, merely smirks at the cook's mate's words.

"I find kindness to be overrated. Got anything more tangible to offer to keep me mouth shut?"

**********************************************************

Syl Lonegan at first just ignores Culder, but as time passes and he does as well or better at their chore than she does, her icy exterior melts a bit.

"Fightin' on the same team would require you to switch to my side...the winnin' side," she says. "Listen--despite Scourge's constant bad-mouthin,' Plugg's impressed by the seamanship of both you and little Tar-Toes (she nods her head in Jarvis's direction). Distance yourself from your other troublemakin' friends or you'll be lumped in the same sinkin' ship with them."

Syl stares appreciatively at Culder's muscled form, though her eyes narrow and harden a bit when they reach his face. "I could be talked into some hammock acrobatics to seal the deal...assumin' I can get Aretta to part with some of her stash of birth control tea."

It seems at first that the irate woman's going to leave things at that, but then she says something else that catches the Captain's attention: "I know where your anchor is."

Culder Only: Sense Motive Result 10+:

Syl's a tough nut to crack. You get the feeling that she hasn't yet forgiven you for knocking her senseless during the Breakfast Brawl. She may not be particularly attracted to you but might well follow through on her offer if you were to switch sides and join Team Mean.

Culder Only: Free Bonus Info!:

You DO believe she knows where your anchor is because her voice sounds like one of the women who helped ferry you and the others off Crescent Harbor isle to the Wormwood.

Secret GM Rolls:

Syl Roll: 1d20 + 6 ⇒ (4) + 6 = 10
Syl Roll: 1d20 ⇒ 16
Syl Roll: 1d20 ⇒ 6


M Human Vigilante (Stalker)2/Bard (Arrowsong Minstrel) 1 / hp (17/19) / AC 15 T13 FF10 / Saves F+1 R+8 W+6 /

Jordan reaches into his pocket. "Aside form 5 pieces of silver? Not much I can offer. You know as well as me all my gear and gold were taken as soon as I set foot on this ship." Moving to put the coins back in his pocket, Jordan adds "The only other thing I got is to offer myself up for the beating I so richly deserve. Maybe Scourge'll even let you and your mates have a hand at the whip, if you ask nicely enough."

Turning back to his work, Jordan says "I'd like to start playing nice with everyone, if that's alright by you. There wasn't anything else you had in mind that I could offer you, was there?"


Male Human Sorcerer (Stormborne) lvl 3 / hp (15/15) lethal, ()non lethal / AC 11 T11 FF14 / Saves F+2 R+2 W+4 /

time for diligent working

Dex: 1d20 - 1 ⇒ (9) - 1 = 8
Con: 1d20 + 3 ⇒ (9) + 3 = 12
Fort: 1d20 - 1 ⇒ (19) - 1 = 18

It becomes fairly obvious that vincent doesn't know jack about sailing.


Male CG Human Cleric of Hanspur 3 | HP: 10/18 | AC: 15 (11 Tch, 15 Fl) | CMB: +3, CMD: 13 | F: +3, R: +1, W: +7 | Init: +0 | Perc: +4, SM: +4 | Speed 40ft | Icicle: 7/7 | Spells: 0th 4/~; 1st: 3/3; 2 0/2 | Channel Energy 2d6+1: 3/7 | Active Conditions: None

Aghon smiles and gives Culder a huge slap on the back as he says, "thank ye kindly Cap'n." Then, looking over and seeing that Jordan got Tilly in without his help, and that he basically made things worse instead of better he apologizes. Sorry about that everybody. I guess my body reacted quicker than my head in that situation. Probably should have just waited to see if Tilly could grab a rope on her own. He then walks over to Tilly and gives her a bit of a side hug. Glad you're all right girl, hope the salt water hasn't ruined that great voice of yours. He says, and gives her his best debonair wink 'n' grin.

At the end of the day after washing down his biscuit and water, Aghon breathes a heavy and tired sigh, but puts his head down and gets to work.

Profession Sailor: 1d20 + 9 + 4 ⇒ (2) + 9 + 4 = 15
Consitution Check: 1d20 ⇒ 1
Fortitude Save: 1d20 + 3 ⇒ (14) + 3 = 17

Taking the +4 for diligent work on the Profession check as I know that gets a negative because of the conditions.


The Man's Promise | Ship Actions | Current Battle Map

A couple of loose ends to tie up and tide you folks over while I work on the Day 9 post.

"You followed your heart rather than your head," Tilly suggests to Aghon with a smile. "My heartfelt thanks to you all for my rescue."

**********************************

Aretta seems to consider answering Jordan but then opts to just walk away.

Secret GM Rolls:

Jordan's Day Job: 1d6 ⇒ 3


The Man's Promise | Ship Actions | Current Battle Map

Day 9: The Wormwood’s Main Deck

Jarvis, Jordan, and Aghon begin this shift fatigued.

The ship’s bell sounds, signaling night’s end and the start of a new day aboard the Wormwood. The rain and wind seem to have abated considerably, but work in the rigging will still be more dangerous and difficult than usual.

”No rest fer the wicked!” Scourge declares, cracking his whip to give added emphasis to his words. ”I know you lot be tired…but I don’t give a rat’s arse! This ship don’t sail herself, now do she? Git some nourishment in yer guts an’ steel yerselves fer another shift. Are ye pirates or are ye lubbers? Guess we’ll find out!” He and Plugg assign the day’s tasks to the nearly-worn out crew.

Before noon has come around, Giffer Tibbs again collapses from exhaustion. Scourge tries to shake her awake but when that proves useless he tosses the wet gnome over one shoulder and heads belowdecks.

Culder Only:

Day #9 Job: 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.
NOTES: With the day’s heavy rain and wind gusts, all work checks for riggers carry a -2 penalty.
Also, you must succeed at a DC 18 Constitution check or be fatigued at the end of your shift.

DAYTIME SHIP ACTIONS
Work Diligently: Gain a +4 bonus on any one check for a job’s daily task or Constitution check.
Influence: Make normal checks for a job’s daily task and attempt to influence a single NPC.
Sneak: Make normal checks for a job’s daily task and briefly explore one part of the ship (the PC can make a single Perception check or other skill check with no chance of detection).
Shop: Take a -2 penalty on all checks for a job’s daily task and visit the quartermaster’s store (area A9).
Shirk: Take a -2 penalty on all checks for a job’s daily task and take time exploring one area of the ship. The PC can take 10 on a single perception check or other skill check, but must make a check to avoid being discovered.

Co-Workers (1): “Barefoot” Samms Toppin. Though fatigued, the quiet woman makes it through the third straight shift without collapsing.

Jarvis Only:

Day #9 Job: Line Work: Hard work hoisting and lowering sails, requiring a DC 10 Profession (sailor) check or Dexterity check. You must also make a DC 10 Constitution check to avoid becoming exhausted and passing out during your shift.
NOTES: With the day’s heavy rain and wind gusts, all work checks for riggers carry a -2 penalty.
Also, you must succeed at a DC 18 Constitution check or be exhausted at the end of your shift (assuming you’re not there already).

DAYTIME SHIP ACTIONS
Work Diligently: Gain a +4 bonus on any one check for a job’s daily task or Constitution check.
Influence: Make normal checks for a job’s daily task and attempt to influence a single NPC.
Sneak: Make normal checks for a job’s daily task and briefly explore one part of the ship (the PC can make a single Perception check or other skill check with no chance of detection).
Shop: Take a -2 penalty on all checks for a job’s daily task and visit the quartermaster’s store (area A9).
Shirk: Take a -2 penalty on all checks for a job’s daily task and take time exploring one area of the ship. The PC can take 10 on a single perception check or other skill check, but must make a check to avoid being discovered.

Co-Workers: None.

Aghon Only:

Day #9 Job: Hauling Rope and Knot Work: Tying and untying knots in the ship’s ropes and moving heavy coils of ropes from one part of the ship to another, requiring a DC 10 Profession (sailor) or Strength check. The PC must also make a DC 10 Constitution check to avoid becoming exhausted and passing out during your shift.
NOTE: You must succeed at a DC 18 Constitution check or be exhausted at the end of your shift (assuming you’re not there already).

DAYTIME SHIP ACTIONS
Work Diligently: Gain a +4 bonus on any one check for a job’s daily task or Constitution check.
Influence: Make normal checks for a job’s daily task and attempt to influence a single NPC.
Sneak: Make normal checks for a job’s daily task and briefly explore one part of the ship (the PC can make a single Perception check or other skill check with no chance of detection).
Shop: Take a -2 penalty on all checks for a job’s daily task and visit the quartermaster’s store (area A9).
Shirk: Take a -2 penalty on all checks for a job’s daily task and take time exploring one area of the ship. The PC can take 10 on a single perception check or other skill check, but must make a check to avoid being discovered.

Co-Workers: None.

Vincent Only:

Day #9 Job: Runner: Passing messages to the crew and officers of the Wormwood in all parts of the ship except officers’ cabins (areas A4 and A5), requiring a DC 10 Acrobatics check and DC 10 Constitution check. Failing the Constitution check results in you becoming fatigued. A PC with the Run feat automatically succeeds at this task.
NOTE: You must succeed at a DC 18 Constitution check or be fatigued (or exhausted, if you become fatigued earlier) at the end of your shift.

DAYTIME SHIP ACTIONS
Work Diligently: Gain a +4 bonus on any one check for a job’s daily task or Constitution check.
Influence: Make normal checks for a job’s daily task and attempt to influence a single NPC.
Sneak: Make normal checks for a job’s daily task and briefly explore one part of the ship (the PC can make a single Perception check or other skill check with no chance of detection).
Shop: Take a -2 penalty on all checks for a job’s daily task and visit the quartermaster’s store (area A9).
Shirk: Take a -2 penalty on all checks for a job’s daily task and take time exploring one area of the ship. The PC can take 10 on a single perception check or other skill check, but must make a check to avoid being discovered.

Co-Workers (2): Shivikah, Conchobhar Shortstone. The gnome becomes increasingly tired as the day grows later but manages to avoid collapsing. You’ve got access to any of the swab NPCs if you want to try to Influence them during the course of the day.

Jordan Only:

Day #9 Job: 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.
NOTE: You must succeed at a DC 18 Constitution check or be exhausted at the end of your shift.

DAYTIME SHIP ACTIONS
Work Diligently: Gain a +4 bonus on any one check for a job’s daily task or Constitution check.
Influence: Make normal checks for a job’s daily task and attempt to influence a single NPC.
Sneak: Make normal checks for a job’s daily task and briefly explore one part of the ship (the PC can make a single Perception check or other skill check with no chance of detection).
Shop: Take a -2 penalty on all checks for a job’s daily task and visit the quartermaster’s store (area A9).
Shirk: Take a -2 penalty on all checks for a job’s daily task and take time exploring one area of the ship. The PC can take 10 on a single perception check or other skill check, but must make a check to avoid being discovered.

NOTE: I mistakenly asked for DC 14 Fortitude saves at the end of the last shift; these should have been Constitution checks and the error's been corrected for this shift...though the DC rises to 18.


Male Halfling Male CG Halfling Bard 3|HP:19/19 |AC:13|CMB:+2|CMD:12 |F:+2/R:+7/W:+4| I:+2|P:+8|20'|BP:18/d|
Skills:
Stats:1|2|0|1|0|4 Acro+10 App+7 Climb+9 Esc+8 P(Sing+10|String (Lie|Diplo)+10) Sailor+6 Swim+7 | Dagger +3|d3+2/19

Jarvis pours his heart and soul into hoisting and taking down the sails. Not paying much attention to how taxing the particular work was, before too long, he falls over, completely exhausted from the toils of last night and the day.

Diligently Sailoring: 1d20 + 5 - 2 + 4 ⇒ (16) + 5 - 2 + 4 = 23
Constitution during Work: 1d20 ⇒ 4
Didn't even throw the second con check with that low of a check during work. Diligence wouldn't have helped him through it even. :(


Male CG Human Cleric of Hanspur 3 | HP: 10/18 | AC: 15 (11 Tch, 15 Fl) | CMB: +3, CMD: 13 | F: +3, R: +1, W: +7 | Init: +0 | Perc: +4, SM: +4 | Speed 40ft | Icicle: 7/7 | Spells: 0th 4/~; 1st: 3/3; 2 0/2 | Channel Energy 2d6+1: 3/7 | Active Conditions: None

P:S: 1d20 + 9 ⇒ (14) + 9 = 23
Gut Check: 1d20 + 4 ⇒ (8) + 4 = 12

Once again Aghon has no problem doing the rope work, but doing that kind of work over and over and over again gets to a man, no matter how steely his countenance. So, at the end of his third work shift in a row, Aghon all but collapses on the poop deck, thoroughly pooped himself.

Edit:

Intestinal Fortitude?: 1d20 ⇒ 17


The Man's Promise | Ship Actions | Current Battle Map

@Aghon: I need a second Constitution check from you. I'll say you passed the first one for the general toughness of the labor; I'll need another DC 18 one for the shock to the system from working three straight shifts.


M Human Vigilante (Stalker)2/Bard (Arrowsong Minstrel) 1 / hp (17/19) / AC 15 T13 FF10 / Saves F+1 R+8 W+6 /

Glad to be away from the ropes, Jordan tosses the ships nets over the side and lets them drag for a while, dozing a bit in the warm sun. It doesn't quite even out to a full night's rest, but it does keep him from getting completely overwhelmed with how long he's been awake.

Survival: 1d20 + 5 ⇒ (9) + 5 = 14
Con: 1d20 + 1 + 4 ⇒ (16) + 1 + 4 = 21


Male Human Sorcerer (Stormborne) lvl 3 / hp (15/15) lethal, ()non lethal / AC 11 T11 FF14 / Saves F+2 R+2 W+4 /

a con check of 18, you are killing me GM

acro: 1d20 + 1 ⇒ (17) + 1 = 18
con: 1d20 + 1 ⇒ (10) + 1 = 11
fort: 1d20 + 1 ⇒ (11) + 1 = 12

could I make a general influence check to just be kind to everyone I run into and improve their thoughts about me?


The Man's Promise | Ship Actions | Current Battle Map
Vincent wrote:
could I make a general influence check to just be kind to everyone I run into and improve their thoughts about me?

Nope, got to choose a single target to have any chance of shifting their attitude.


Human, Barbarian [sea reaver] 2/Brawler [mutagenic mauler] 1 | HP: 14/33 | AC 18 (12t, 16ff) | F +7, R +4; W +3 | perception +9, initiative +2

Yesterday
Culder scampers across the rigging right up next to Syl. "Ye know where me anchor be?!?" he asks a bit wide eyed himself, "Where? Where is it?!? Listen, I can' turn on th'folks that's had me back but ye get it back fer me and I'll do me bes' t'stay outta any trouble. Hells, I'll e'en do me best t'stop any trouble. Where is it?!?"
* * * * * * * *

After a quick, nearly worthless breakfast Culder climbs back into the rigging for even more work. Which, once again, he does very well.
climb: 1d20 + 9 - 2 ⇒ (13) + 9 - 2 = 20
profession(sailor): 1d20 + 6 - 2 ⇒ (17) + 6 - 2 = 21
Con: 1d20 + 2 + 4 ⇒ (15) + 2 + 4 = 21


The Man's Promise | Ship Actions | Current Battle Map

Night 8 (Culder)

Syl seems genuinely disgusted that you'd stick with your swab friends through thick or thin. Then she shrugs. "Your funeral, more like than not. You'll need to stay alive until we finish whatever mission or raid the Cap'n's plannin' if you're to regain that anchor you've grown so...attached...to. Scourge and Longfarthing used acid to remove it when we picked up you and your friends in that jail on Crescent Harbor. It's still there unless the crooked jailor got rid of it."

*************************************

Day 9: The Wormwood

I'll catch up with Vincent's action when I can...likely on Wednesday.

When Jarvis runs out of gas, Scourge carries him belowdecks as he did earlier with Giffer Tibbs. When the ship's bell rings to end the hellish marathon of thankless toil, Captain Harrigan puts in a rare appearance on the bridge to congratulate the crew on riding out the storm. "Bloody Hour is cancelled this evening. Get some rest or unwind if ye're able, ye louts!" To Master Scourge and Plugg he adds, "Anyone owed a lashing can have their reckoning tomorrow instead."

Pick a spoilered section below and read it.

Go Belowdecks to Check on Jarvis And Giffer:

You find the halfling and gnome loosely lashed to their hammocks, slowly regaining their strength. Their hands, however, have been tied tightly to the hammocks' mesh to ensure they don't escape once they've awakened.

It would be a simple enough thing to untie the pair. There are no obvious witnesses about.

Stay on Deck:

As the food (fish chowder!) and rum rations are passed out, Scourge seems to be gathering Team Mean together. He orders Sandara Quinn to use her magic on Jape and Syl Lonegan, who both look like they're ready to collapse from weariness. After Red casts her spells, the weary pair seem a bit less worn out.


Male CG Human Cleric of Hanspur 3 | HP: 10/18 | AC: 15 (11 Tch, 15 Fl) | CMB: +3, CMD: 13 | F: +3, R: +1, W: +7 | Init: +0 | Perc: +4, SM: +4 | Speed 40ft | Icicle: 7/7 | Spells: 0th 4/~; 1st: 3/3; 2 0/2 | Channel Energy 2d6+1: 3/7 | Active Conditions: None

Now what's all this?! Aghon says as he bleary-eyed staggers into the ship's hold. He wastes no time but immediately goes and unties both Giffer and Jarvis. There now, at least you can sleep at ease. He says, and then all but falls into his own hammock, barely remembering to mutter his prayers to Hanspur before falling asleep.


Human, Barbarian [sea reaver] 2/Brawler [mutagenic mauler] 1 | HP: 14/33 | AC 18 (12t, 16ff) | F +7, R +4; W +3 | perception +9, initiative +2

Night 8
frakking Scourge... I knew that frakking bilge rat had somethin' to do with this...

"Now, don' go turnin' yer nose up at me," Culder answers, "I seen what happens t'Scourge's friends- gettin' crap jobs like gettin' their asses beat by fresh meat he don' like fer no real reason... 'Sides "its prolly back in Port Peril" ain' exac'ly gettin' it back fer me. Still, I like yer kinda crazy; far as I'm concerned we got no problem b'tween me 'n' you. Lemme know how it goes with th'tea, I migh' just be able t'cook somethin' up if she ain' got extra."

what would the DC be to craft birth control with alchemy?
******************************

Evening of Day 9
Culder climbs spryly down from the upper rigging and even flips down out of the lower ropes. Whether it's the new information about his anchor, or the sense of superiority he gets from watching the older crew members struggle through their work and wrestle with fatigue, he is wearing one of his exceedingly rare smiles. He saunters over to the chow line and proceeds to eat bowl after bowl of fish chowder until he's ordered to stop.


M Human Vigilante (Stalker)2/Bard (Arrowsong Minstrel) 1 / hp (17/19) / AC 15 T13 FF10 / Saves F+1 R+8 W+6 /

At some point during dinner, Jordan walks past Jape and mutters (loud enough for the half-orc to hear) "Thanks for helping me pull Aghon in. Dunno if I could've done it myself." There wouldn't be too much more to say to the quiet half-orc, but maybe it would help ease some tensions if credit was given where credit was due.

Diplomacy: 1d20 + 11 ⇒ (12) + 11 = 23


The Man's Promise | Ship Actions | Current Battle Map

Night 9: The Wormwood

Scourge briefly gathers Team Mean out of earshot of the rest of the crew for a brief discussion; then he, Syl, Narwhal, Fipps, and Jape proceed down into the Lower Deck. When he finds the hands of Jarvis and Giffer untied, Scourge asks, "Who...?" but upon seeing Aghon he eats the rest of his question, likely having guessed the answer. "Remember--punishments are just put off a day, not forgiven," he says to the crew in general before heading up to the main deck.

Along with the four aforementioned members of Team Mean, several other exhausted pirates call it a night after supper: Sandara Quinn (though she'd given a hammock in the midst of the four Team Mean pirates to keep her from socializing with the 'wrong types"); Rosie Cusswell; Conchobhar Shortstone; "Badger" Medlar; Jack Scrimshaw; Tilly Brackett; and "Barefoot" Samms Toppin. The other handful of crew spend some time up on the main deck, where the rain has finally stopped and a few stars peek through the diminishing cloud cover.

That should at least give those not zonking out immediately an idea as to who's available for Influencing this night should you go that route. I'll try to get answers to Culder's question and other loose ends caught up tomorrow.


M Human Vigilante (Stalker)2/Bard (Arrowsong Minstrel) 1 / hp (17/19) / AC 15 T13 FF10 / Saves F+1 R+8 W+6 /

Jordan walks up to Crimson Cogward. "Thanks for pulling Tilly in. Dunno that I could've done it myself, what with everything going on."
Diplo: 1d20 + 11 ⇒ (11) + 11 = 22


Human, Barbarian [sea reaver] 2/Brawler [mutagenic mauler] 1 | HP: 14/33 | AC 18 (12t, 16ff) | F +7, R +4; W +3 | perception +9, initiative +2

I think all 3 of you actually pulled in Tilly together because I was strong enough to just lift Aghon out of the water without any checks...


Male Human Sorcerer (Stormborne) lvl 3 / hp (15/15) lethal, ()non lethal / AC 11 T11 FF14 / Saves F+2 R+2 W+4 /

well there isnt anyone I can particularly think of that is in a position of power and worth influencing, so i'll drop the influence for now

at some point in the evening vincent would like to find badger at some point and talk to her. he just casually says high and then says "this ship has become a bit foul... there's a tension between everyone and it doesn't seem to stop growing. what are your thoughts on the whole problem and dealing with it?"


M Human Vigilante (Stalker)2/Bard (Arrowsong Minstrel) 1 / hp (17/19) / AC 15 T13 FF10 / Saves F+1 R+8 W+6 /

either way, during the time it took you to get there (say 30 seconds?) I still had to hold Aghon's rope by myself before I could help them


The Man's Promise | Ship Actions | Current Battle Map

Night 9: The Wormwood

Jape pretty much ignores Jordan's words (as he provided no aid, having been waved off by the mighty Culder) but Crimson grins at the praise. "Couldn't lose a beauty like Till now, could we? Plus, I hear she can be a healer, too, in a pinch. Glad to have been of assistance."

***************************************

Syl Lonegan gives Culder a vague nod and says, "We'll see...."

The night tea that Aretta has is merely a plant/herb; I know I saw something similar that may have been alchemical (Calistria's Kiss? Blessing?) in a PFRPG supplement, but damned if I could find it online.

***************************************

Vincent finds a very tired Badger belowdecks in her hammock. The tired woman shrugs at his words, looking around at the other exhausted pirates. "Beats me. A sense of camaraderie, maybe? Not havin' to work three straight shifts? Decent weather?" Lowering her voice, she adds, "Knowing where we're sailin' and seeing a bit of gold in payment for our efforts wouldn't hurt either."


The Man's Promise | Ship Actions | Current Battle Map

Day 10: The Wormwood’s Main Deck

Morning comes all too soon for the weary pirates of the Wormwood. If there’s any saving grace to Day 10 out of Port Peril, it’s that the stormy weather has passed. A blue sky seems to promise a fresh start of sorts and perhaps an uptick in the overworked crew’s attitudes.

”Well, well me hearties,” Scourge says to the entire crew, ”seems we’re in fer a bit o’ a change o’ protocol, leastways fer this mornin’. New meat: Which o’ ye can swim better than ye sink? Step forward!”

Crimson Cogward and Sandara Quinn emerge from the throng to stand before Scourge; Rosie Cusswell shakes her head while Conchobhar Shortstone actually takes a step backwards. Scourge grabs Sandara roughly by the wrist and pulls her to his side. ”Not ye, Red—I be needin’ ye onboards fer the other job this morn.” Anyone else gonna step up?

Once the Swim Team’s assembled, Scourge points off the port rail. ”Ye numbskulls see that reef off yonder? It oughtta be teemin’ with crabs. ‘Cuz o’ that storm, we been blown a bit off-course. The Cap’n an’ navigator will be spendin’ the next few hours figurin’ out exactly where we be, an’ the skipper’ll be wantin’ somethin’ special fer supper. That be where ye lunks come in. Swim over to the reef an’ fill them four crab pots so’s our fine Cap’n can enjoy a decent meal this evenin’. I assume ye’ve all got daggers? That oughtta be enough to protect yerselves.”

”As fer the rest o’ ye worthless louts…. Seems we picked up a nasty stowaway in Port Peril—a strange critter that be part rat, part man.”

Giffer Tibbs gasps and blurts out, ”Another wererat!”

”Not a wererat, ye glow-in-the-dark halfwit!” Scourge snarls at the gnome. ”Ye just added another three lashes to yer tab fer speakin’ outta turn, runt! Nah, what we be lookin’ fer is the size o’ a biggish rat, but with the face o’ an ugly-arsed man—even more hideous than Narwhal here. We’re gonna search this ship from the silt in the bilges to the crow’s nest. Any volunteers to flush the beastie out?” His gaze settles upon Vincent as he speaks these last words.

Basically, you've got two choices: go diving for crabs (assuming you can swim) or help hunt down the elusive ratling. Let me know your choices.


Male Halfling Male CG Halfling Bard 3|HP:19/19 |AC:13|CMB:+2|CMD:12 |F:+2/R:+7/W:+4| I:+2|P:+8|20'|BP:18/d|
Skills:
Stats:1|2|0|1|0|4 Acro+10 App+7 Climb+9 Esc+8 P(Sing+10|String (Lie|Diplo)+10) Sailor+6 Swim+7 | Dagger +3|d3+2/19

Jarvis, feeling moderately refreshed from his unintentional sleep session, decides to throw luck in with the waves, rather than be the small person hunting rats, which'd surely put him as the point person down in the bilges. He steps forward when Scourge calls for swimmers.

Leastwise, if I'm in the water, no one can try lashing me to a mast. Further, it'll give me a chance to maybe offset some upset from passing out mid-work if I can find any decent-sized crabs for dinner for the Captain.


Human, Barbarian [sea reaver] 2/Brawler [mutagenic mauler] 1 | HP: 14/33 | AC 18 (12t, 16ff) | F +7, R +4; W +3 | perception +9, initiative +2

"I can swim as good as I climb," Culder offers stepping forward.

if ye think this lot can manage a rat without me... he thinks but decides, now that he's trying to stay out of the trouble, to keep it to himself.

I best find Jordan tonight and let him know what I learnt, and the cost... and maybe even that I might need to kill Scourge for taking my anchor...


The Man's Promise | Ship Actions | Current Battle Map

Day 10: The Wormwood's Main Deck

Plugg seems momentarily unhappy that his two newest riggers volunteer instead of Scourge's expendable swabs, but then his face softens a bit. Scourge nods at the two riggers and says, "Got four pots an' only three crabbers. Who else wants to volunteer before I start volunteerin' folks meself?"


Male CG Human Cleric of Hanspur 3 | HP: 10/18 | AC: 15 (11 Tch, 15 Fl) | CMB: +3, CMD: 13 | F: +3, R: +1, W: +7 | Init: +0 | Perc: +4, SM: +4 | Speed 40ft | Icicle: 7/7 | Spells: 0th 4/~; 1st: 3/3; 2 0/2 | Channel Energy 2d6+1: 3/7 | Active Conditions: None

Aghon steps forward, not enthusiastic about the swim, but very much enthusiastic about getting the hell off of this ship, even if only for a little while, especially with some of his good friends.

I'll swim, Scourge, sir. Plus I have a bit o' magic could help make crab catchin' a mite easier. He says, and then offers up another of his patented wink'n'grins.

Just rearranged/updated spells, forgot to do that before Aghon went to bed. Hopefully that's okay. The only switch was read weather for doom. Everything else I kept the same.


Male Human Sorcerer (Stormborne) lvl 3 / hp (15/15) lethal, ()non lethal / AC 11 T11 FF14 / Saves F+2 R+2 W+4 /

vincent feels scourges gaze and decides to not really care about the man, so he shrugs his shoulders and steps forward. "I'll catch your little pest, its an interesting creature and I'd love to get the chance to dissect and see if I can uncover why it has innate magic abilities. besides it likes magic, so it'll probably be watching anyone with any type of magic to see if it can learn a few tricks."

please let there be scrolls, I am a mage and a scholar and nothing excites me more than the potential of getting my hands on any magic things


The Man's Promise | Ship Actions | Current Battle Map

Day 10: Crabbing on the Reef

Jordan can catch up when he decides to hunt crabs or the ratling.

Well this sucks.... I apparently left my copy of The Wormwood Mutiny at home. Pretty sure I remember most of the relevant details, though.

The reef is about 120 feet west of where the Wormwood is moored. Post-storm, the seas are calm but clouded with silt, seaweed, and other debris stirred up by the tempest. Swim checks are DC 10, and you may take 10 (except when your character is in immediate danger). Perception checks are DC 15 to locate a crab of sufficient size and you are NOT allowed to take 10 to simulate the possibility that there simply may not be any crabs of the correct size in sight when the check is made. Four crabs fill a pot and your group has four pots to fill.

The Current Battle Map link underneath my name should link to the makeshift reef map. Feel free to adjust your initial positioning. I'm assuming the group swam to the reef as a group at Jarvis's slower speed and that your characters are all treading water at the surface. The reef's shelves (and any scuttling crabs you spot) are located 10-30 feet below the surface.

If you succeed on a Perception check, please also roll a Depth check (1d3 x 10 ft.); then you can start Swim checks/take 10s to close on the crustaceans.

General Swim Rules:

Check: Make a Swim check once per round while you are in the water. Success means you may swim at up to half your speed (as a full-round action) or at a quarter of your speed (as a move action). If you fail by 4 or less, you make no progress. If you fail by 5 or more, you go underwater. If you are underwater, either because you failed a Swim check or because you are swimming underwater intentionally, you must hold your breath. You can hold your breath for a number of rounds equal to twice your Constitution score, but only if you do nothing other than take move actions or free actions. If you take a standard action or a full-round action (such as making an attack), the remainder of the duration for which you can hold your breath is reduced by 1 round. (Effectively, a character in combat can hold his breath only half as long as normal.) After that period of time, you must make a DC 10 Constitution check every round to continue holding your breath. Each round, the DC for that check increases by 1. If you fail the Constitution check, you begin to drown.

********************************************

For the ratling hunt, refer to the maps of the Wormwood's decks on the Campaign Info tab. PCs undertaking this task will be given a sort of leadership role to make a plan to hunt the elusive creature; I may have a helpful NPC or two make suggestions as well.

********************************************

Let the hunts begin!


M Human Vigilante (Stalker)2/Bard (Arrowsong Minstrel) 1 / hp (17/19) / AC 15 T13 FF10 / Saves F+1 R+8 W+6 /

"Any idea on where we're starting this hunt?" Jordan asks.


The Man's Promise | Ship Actions | Current Battle Map

Day 10: The Wormwood

Scourge smiles nastily at Jordan's question. "I'm thinkin' we need proper bait to draw it out--it went fer Red when she were danglin' all helpless in the brig. Mayhaps we can git someone to volunteer to play the helpless prisoner. If not, I'll choose someone who's owed punishment fer slackin' durin' the storm...like Tilly, for instance."

In a flash, Fipps and Jape each seize one of the bard's arms and pull them behind her back. Plugg closes, bearing the magical shackles that previously adorned Sandara's wrists.


M Human Vigilante (Stalker)2/Bard (Arrowsong Minstrel) 1 / hp (17/19) / AC 15 T13 FF10 / Saves F+1 R+8 W+6 /

"How 'bout we search the ship top to bottom first?" Jordan asks. "I'm owed some punishment, I know that, but if we can't find it on our own, then tie me up and toss me in the brig later. No sense in getting a pretty gal like Tilly in more danger than is necessary."

Diplomacy: 1d20 + 11 ⇒ (14) + 11 = 25


The Man's Promise | Ship Actions | Current Battle Map

Day 10: The Wormwood

Plugg and Scourge have a slight but not overly-heated argument when Banner speaks out on Tilly's behalf. Both men would like to see the turncoat bard hang in the brig as bait, but they'd also apparently enjoy seeing the new cook's mate hung in a similar predicament. Eventually, Plugg makes the decision.

"We'll take ye up on that suggestion, Banner, iff'n the thing ain't found an' dealt with swift! But the Cap'n wants more camaraderie amongst the crew, so...we'll give yer way a chance first. Ratline! Toppin! Git yer arses in the riggin' an' keep watch fer the critter from a high vantage point. The rest o' ye pair up an' start searchin' the ship!"

Jordan and Vincent: Choose a partner (you can form a team if you'd like) and an area of the ship you'd like to search (other than the officers' quarters or the bridge--those will be searched by the officers themselves).

IMPORTANT EDIT: The crew are all armed with cutlasses (martial weapon; one-handed; Damage (M) 1d6 slashing/18-20) for the hunt. Jordan's offered one as well.


Male Halfling Male CG Halfling Bard 3|HP:19/19 |AC:13|CMB:+2|CMD:12 |F:+2/R:+7/W:+4| I:+2|P:+8|20'|BP:18/d|
Skills:
Stats:1|2|0|1|0|4 Acro+10 App+7 Climb+9 Esc+8 P(Sing+10|String (Lie|Diplo)+10) Sailor+6 Swim+7 | Dagger +3|d3+2/19

Jarvis peers through the murky water and spots a crab scuttling around almost immediately. Drawing in a deep breath, he dives down, swimming for the reef as fast as his legs will let him.

For the breath holding rules, if I'm taking a full round action to swim, does that count against the breath holding? Or is that only for FRAs that aren't effectively double moves?

Dice Rolls:

Perception: 1d20 + 7 ⇒ (17) + 7 = 24
Depth: 1d3 ⇒ 3 (x10 Feet)
Taking 10 for 3 rounds down and 3 ro

17 (or 14, depending on the FRA Ruling above) rounds held breath remaining. 30' deep on the reef.


Male CG Human Cleric of Hanspur 3 | HP: 10/18 | AC: 15 (11 Tch, 15 Fl) | CMB: +3, CMD: 13 | F: +3, R: +1, W: +7 | Init: +0 | Perc: +4, SM: +4 | Speed 40ft | Icicle: 7/7 | Spells: 0th 4/~; 1st: 3/3; 2 0/2 | Channel Energy 2d6+1: 3/7 | Active Conditions: None

Okay so Aghon has air bubble ready to go, but how long is two minutes going to last hunting for crabs? I mean are we running the crab hunting almost like a combat, in rounds? Where two minutes is actually going to last a long time? Also, can he cast the spell while treading water above the reef? Would it be just like a vigorous motion concentration check?

Dice:

Concentration: 1d20 + 6 ⇒ (12) + 6 = 18 This would versus a DC of 11.
Looks like a successful air bubble spell.
Perception Check: 1d20 + 4 ⇒ (12) + 4 = 16
I'm guessing if we are running this like combat then a standard spell, and a perception check is all Aghon will get this round.
If not...
Depth: 1d3 ⇒ 2

Let me know how far to go here, and I'll narrate all this, or you can take the numbers and narrate for me. :)


M Human Vigilante (Stalker)2/Bard (Arrowsong Minstrel) 1 / hp (17/19) / AC 15 T13 FF10 / Saves F+1 R+8 W+6 /

Jordan takes the cutlass, holding it in one hand. Can't wait to get back my bow, he thinks.

Turning to Tilly, he asks "How d'you feel about returning to the bilges to look for that rat?"

1 to 50 of 2,720 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Perils of Crescent Harbor (GM Piratey Steve) All Messageboards

Want to post a reply? Sign in.