
| Voice Of The Deep | 
 
	
 
                
                
              
            
            You can take 10 on an untrained profession, but the threat of getting beaten for a bad job means you can't take 20. However, some of the cooking jobs can have negative modifiers attached, so taking 10 would give a 6 (and a fail). On the other hand, several of the cooks jobs have alternative rolls you can choose to take (such as Int rolls or Survival rolls).

|  Nico Chainbreaker | 
 
	
 
                
                
              
            
            Oh, probably not haha. I just looked at your updated profile and noticed that you have 5 Wisdom. That's....well, no pun intended, but that's crazy haha.
Nico isn't that sociopathic, he just doesn't want Cayden's powers exploited for some slaver pirate :D

|  Nico Chainbreaker | 
 
	
 
                
                
              
            
            I've just had a hilarious vision, The Caydenites: Pirates so loved and well-known that any who would be enemies simply pull up aside the ship and join in the partying. Boarding parties bring their own rum.

| Voice Of The Deep | 
 
	
 
                
                
              
            
            So: a bit of an explanation of how shipwork runs. Plugg is going to stick you all in a job, he doesn't choose the best person for a job, just puts you wherever.
Each day, you'll each be given specific jobs to do, with specific tests to determine how you achieve them. You can attempt to totally skirk your duty, but Plugg and Scourge are your overseers, and they'll beat you. Your work takes all day, from just after breakfast until dusk.
In addition to your work rolls each day, you can also choose to take one of five daytime actions:
Work diligently: you work hard all day, get a +4 on a single roll for your days duties.
Influence: you take your rolls as normal, and get an opportunity to influence one of the people on the boat.
Sneak: you do your job as usual, but take one brief opportunity to sneak off and explore. You can take a single perception check about part of the ship, or any other single check if you want.
Shop: take a -2 on all your checks, as you got to visit the quarter master store.
Shirk: -2 on all your checks, explore the ship more broadly and take a 10 on perception, but you also have to make a check to avoid detection.

| Voice Of The Deep | 
 
	
 
                
                
              
            
            The above link contains all the areas you've currently seen, accessed. I'll add that URL to the description page so it's easy to find, and will update with any other maps as we go.
The current maps in order are:
(1) Lower deck: Where you awoke.
(2) Middle deck: Where you were dragged through.
(3) Maindeck A: Where you stood to hear the captains's address.
(4) Maindeck B: The are from which Harrigan + Plugg gave their addresses.
I've kept things you have inspected blacked out, but I'll try to make some of the symbols clearer so you at least know what is in each area you have seen. An example is in map 3: The arrows point at doors that lead into cabins that are not clearly marked on the map.
Also, sorry for the lack of posting today. I had an 11-hour day, and I'm knackered. I'm going to start posting now, but it may be a bit lacklustre.
EDIT: Also forgot to mention something I realized today when rechecking the maps. To access the main deck from the middle deck, you go up through the 10-ft square hatches you can see on Maps 3+4. I forgot to mention this in the story of you being dragged up before, you were dragged up via the left hatch.

| Voice Of The Deep | 
 
	
 
                
                
              
            
            Haha, it's alright, it's just that there are entire books about pirate tradition, and entirely different books about pirate folklore, so there's no way you'd get that from a single knowledge roll. Repaying humiliation is easier, but writing about all three at once would lead to a post of several thousand pages.

| Voice Of The Deep | 
 
	
 
                
                
              
            
            - Detect magic reveals more the longer you focus on it, and in particular when you focus on a particular aura. 
- When you have line of sight to an aura, you can make a Knowledge (Arcana) to determine the school of magic involved in the aura.
- When the aura comes from a item, Spellcraft check can be used to determine an items properties.
If you were trying to identify a divine aura, I'd permit the Knowledge (Religion), but you'd still need a Spellcraft for a Divine item.

|  Nico Chainbreaker | 
 
	
 
                
                
              
            
            I'm fairly certain that the huge majority of magic items are going to be arcane, though. Only like...artifacts blessed by dieties are gonna be divine.
Like...the Mace of St. Cuthbert or something XD

|  Nico Chainbreaker | 
 
	
 
                
                
              
            
            This is why I'm so grateful that my IRL group has got a half-elf wizard with skill focus (spellcraft). He's got a +13 base bonus to identify magic items, and then he's also got the identify spell and an amulet that gives him a bonus, too.

|  Nico Chainbreaker | 
 
	
 
                
                
              
            
            Totally reading spoilers that I can't, but basically they agreed that when we're in the position to be captains of anything, either Astein or Sandara get to be captain, and I DON'T get to be first mate.
Kind of an out-of-context conversation, considering we have no power and I've only helped people so far XD
 
	
 
     
     
     
	
  
	
  
	
  
	
  
	
  
 
                
                 
	
  
 
                
                