Ghilda Seaspray
|
Chorley hugs Kung and then hugs Giffer. "Fine work, Kung! Are you hurt, Giffer?" asks Ghilda.
Ghilda redoubles her efforts with the ropes.
Profession (Sailor): 1d20 + 8 ⇒ (12) + 8 = 20
| Louisiana Jane |
climb: 1d20 + 5 ⇒ (14) + 5 = 19
Finally making it up to the top of the ship and starts to fix the stuff.
profession sailor: 1d20 + 7 ⇒ (10) + 7 = 17
| GM_DBH |
The crew must stay up all night battling the storm—there is no evening rest or entertainment, and after the evening meal (ship’s biscuit only, on this occasion), you are assigned new tasks from the rigger task list.
The PCs must make DC 14 Constitution checks to avoid becoming fatigued at the end of their second shift; PCs who are already fatigued and fail this check become exhausted and drop to sleep at work, an act that earns them each six lashes the following day as punishment.
Barnabas II: duties: 1d6 ⇒ 2
Line Work: Hard work hoisting and lowering sails, requiring a DC 10 Profession (sailor) or Dexterity check. The PC must also make a DC 10 Constitution check to avoid being fatigued at the end of the shift.
Ghilda: duties: 1d6 ⇒ 4
Rope Work: Handling the ship’s ropes, including coiling them, stowing them, and securing them to cleats and single and double bollards, requiring a DC 10 Profession (sailor) or Dexterity check.
Jane: duties: 1d6 ⇒ 2
Line Work: Hard work hoisting and lowering sails, requiring a DC 10 Profession (sailor) or Dexterity check. The PC must also make a DC 10 Constitution check to avoid being fatigued at the end of the shift.
Kung: duties: 1d6 ⇒ 6
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.
Marnir: duties: 1d6 ⇒ 1
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.
No one is fatigued yet. Marnir your marlinspike does add +2 to your Profession (Sailor) check to repair and splice damaged ropes.
| Louisiana Jane |
con: 1d20 + 3 ⇒ (9) + 3 = 12
Pro. Sailor: 1d20 + 7 - 1 ⇒ (6) + 7 - 1 = 12
con: 1d20 + 3 ⇒ (10) + 3 = 13
Jane does feel a little bit tired from the work and the storm. but easily does her job and not get worn out.
Night Action, Jane will go to bed early and rest.
At the Night, Jane starts to sing an eerie song to haunt those working below.
Last night as I lay dreaming of pleasant days gone by
My mind being bent on rambling to Cassomir I did fly
I stepped on board a vision and I followed with the wind
And I shortly came to anchor at the cross of Spancil Hill
It being the 23rd June the day before the fair
When Cassomirian's sons and daughters in crowds assembled there
The young and the old, the brave and the bold their journey to fulfill
There were jovial conversations at the fair of Spancil Hill
I went to see my neighbors to hear what they might say
The old ones were all dead and gone and the young one's turning grey
I met with the tailor Quigley, he's a bould as ever still
Sure he used to make my britches when I lived in Spancil Hill
I paid a flying visit to my first and only love
She's as white as any lily and as gentle as a dove
She threw her arms around me saying "Johnny I love you still
" Oh she's Ned the farmers daughter and the flower of Spancil HiII
I dreamt I held and kissed her as in the days of yore
She said, "Johnny you're only joking like many's the time before"
The cock he crew in the morning he crew both loud and shrill
And I awoke in Taldo, many miles from Spancil Hill.
| Kungrusdak Nosvunkuk |
Kung takes a moment to wolf down the biscuit, but recognizes the work that remains to be done, and doesn't delay. Tasked with the main sail, he puts all he has into wrestling the large unruly beast of canvas under control.
Strength: 1d20 + 4 ⇒ (4) + 4 = 8
The sail proves more than he can handle, and the ropes fly out of his hands as a driving gust twists the canvas in the wind. He dives onto the flailing ropes and braces himself against the mast as he tries to regain control.
Strength: 1d20 + 4 ⇒ (9) + 4 = 13
Finally, he wrests control over the sail from the wind, and finds a rhythm that he can maintain to keep some small amount of control over the storm's fury. He glances over at Barnabus during a brief calm in the storm. Gozreh furious god. Fun, but furious.
I keep reading the Endurance feat to find out how it helps me in these situations, and I keep being dismayed to see that it's just not. Wrong kind of Con check, and the feat is annoyingly specific.
Con DC 14: 1d20 + 3 ⇒ (17) + 3 = 20
| Marnir Saltvig |
Marnir looks on in horror from his position in the rigging as the gnome is tossed overboard by the storm, and can only watch as his friends rescue the sodden sailor. There is no let up from the storm, however, as a grey day turns into a black and stormy night. All hands remain on deck to keep the ship afloat and Marnir keeps working in the rigging, repairing the constant damage caused by the storm.
Climb: 1d20 + 4 + 2 ⇒ (3) + 4 + 2 = 9
Climb: 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 20
The lines and spars are slick with rain, and Marnir has to climb slowly and carefully to avoid being pitched to the rolling deck.
Profession (sailor): 1d20 + 9 + 2 ⇒ (10) + 9 + 2 = 21
Con check: 1d20 + 2 ⇒ (19) + 2 = 21
The storm doesn't let off in the slightest through the night, and the repair work is never-ending. No stranger to hard work and rough seas Marnir pushes on, working as hard as he's ever worked.
Ghilda Seaspray
|
Ghilda, despite the invigoration from helping saved the nearly lost gnome, drearily keeps at tending to the ropes on the decks. The sea is rough, but all pirates have gone through weather like this.
Profession (Sailor): 1d20 + 8 ⇒ (15) + 8 = 23
Wind, salt and sea..."Ahhh..."
CON Check: 1d20 + 1 ⇒ (13) + 1 = 14
Chorley stays low on Ghilda's shoulder, bearing the elements much like she does. "How much more can we take before more mishaps occur?"
| GM_DBH |
Day nine:
Dawn comes and the storm weakens, your struggle isn't over though. There is no respite as you are immediately sent back to work your normal day shift.
Barnabas II: duties: 1d6 ⇒ 5
Lookout: A climb to the crow’s nest 60 feet up, requiring DC 10 Climb checks followed by a DC 10 Perception check.
Ghilda: duties: 1d6 ⇒ 4
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.
Jane: duties: 1d6 ⇒ 6
Repairs: Things constantly tear or break aboard the ship and need repairs, whether sewing sails or splicing rope all day, requiring a DC 10 Profession (sailor) or Dexterity check.
Kung: duties: 1d6 ⇒ 3
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 the PC being fatigued at the end of the shift.
Marnir: duties: 1d6 ⇒ 6
Repairs: Things constantly tear or break aboard the ship and need repairs, whether sewing sails or splicing rope all day, requiring a DC 10 Profession (sailor) or Dexterity check.
All of you need to make a DC18 con check to avoid becoming fatigued, if you're already fatigued you become exhausted and fall asleep at your station. Earning yourself 6 lashes at bloody hour. If your duties have a con check listed make this one instead.
| Marnir Saltvig |
The night gives way to another grey and wet day. Marnir, fuelled only by a few dry and tasteless ship's biscuits, is sent back out on deck to continue repairing the storm damage.
Profession (sailor): 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 16
The relentless work, under the watchful eyes of Mr. Plugg and Scourge, is starting to take it's toll on Marnir.
Con check: 1d20 + 2 ⇒ (8) + 2 = 10
During the afternoon the day and a half of hard labour start to catch up with him, and Marnir is forced to work more and more slowly.
| GM_DBH |
The night gives way to another grey and wet day. Marnir, fuelled only by a few dry and tasteless ship's biscuits, is sent back out on deck to continue repairing the storm damage.
[dice=Profession (sailor)]d20+9+2
The relentless work, under the watchful eyes of Mr. Plugg and Scourge, is starting to take it's toll on Marnir.
[dice=Con check]d20+2
During the afternoon he cannot keep his eyes open or his limbs moving, and Marnir collapses to the deck unconscious.
If that is your first failed con check then you are only fatigued, not exhausted.
| Louisiana Jane |
con: 1d20 + 3 ⇒ (9) + 3 = 12
Jane finally falls victim to the long hours spent uptop, to where here at the bottom, she really can't do much.
Profession Sailor: 1d20 + 7 ⇒ (4) + 7 = 11
| Marnir Saltvig |
Good point, thanks. Post edited.
| Kungrusdak Nosvunkuk |
With the winds dying down, control over the mainsail is put into the hands of the real sailors on the ship, and Kung returns to the grunt work that he usually does. Normally he enjoying pushing his muscles to their limit, but today he's starting to become more interested in sleep than work.
Str DC10: 1d20 + 4 ⇒ (12) + 4 = 16
Con DC18: 1d20 + 3 ⇒ (14) + 3 = 17
Can Kung use a work diligently Day Action to get a +4 on that Con check?
Ghilda Seaspray
|
Ghilda hauls in more fish, hoping to help nourish the crew, clearly tired of the hard tack biscuits.
Survival: 1d20 + 11 ⇒ (1) + 11 = 12
Wow looks like massive fail on both rolls...going to be super busy til late tonight
CON check: 1d20 + 1 ⇒ (7) + 1 = 8
| GM_DBH |
With the winds dying down, control over the mainsail is put into the hands of the real sailors on the ship, and Kung returns to the grunt work that he usually does. Normally he enjoying pushing his muscles to their limit, but today he's starting to become more interested in sleep than work.
[dice=Str DC10]1d20+4
[dice=Con DC18]1d20+3Can Kung use a work diligently Day Action to get a +4 on that Con check?
Nope. That only applies to the job, not stats.
| GM_DBH |
Ghilda hauls in more fish, hoping to help nourish the crew, clearly tired of the hard tack biscuits.
[dice=Survival] 1d20 + 11
Wow looks like massive fail on both rolls...going to be super busy til late tonight
[dice=CON check] 1d20 + 1
You made the survival check, so caught enough fish, you're fatigued like the others though.
| GM_DBH |
Waiting on Barnabas II's Con check. As he's made the others he can only end up fatigued, so we don't get him falling out of the crows nest asleep.
Jane. Fortunately Marnir shakes you awake when you start to fall asleep. You are by far from being the only one who is exhausted in the crew so attention is not as close as it normally would be.
Not going to bother picking on someone when most of the crew is dead on their feet.
| Louisiana Jane |
Jane looks up at Marnir, "Thank you. That was a long night." she goes back to working on the task handed to her.
Night Action, Sleep.
| GM_DBH |
Everyone collapses and sleeps as soon as possible.
A Fort save or stealth check for the next two days rums rations please.
If anyone wants to try a diplomacy roll to influence a crew member you can make two attempts, but remember what I said about the DC.
The next days pass quietly as everyone recovers form the strain of the storm.
Day 11:
Approaching the Slithering Coast, the waters become shallow and navigation is tricky. As the afternoon wears on, Mr. Plugg calls you together on the main deck.
At his feet lie four crab pots. Plugg informs you that the captain wants fresh crab for supper. Plugg points to a reef lying some 200 feet north of the ship and instructs you to swim to the reef, fill the pots with crabs, and swim back. Plugg brooks no further discussion.
The waters are calm (DC 10 Swim checks) and clear (visibility 100 feet). The initial swim across the open water passes without event, and the PCs soon approach a superb coral reef, measuring approximately 100 yards square, lying between 5 and 30 feet below the surface.
Many crabs inhabit the reef, and each round, each PC can make a DC
10 Perception or Survival check to spot a crab, followed by a DC 10 Swim check to swim down and catch that crab. Four crabs are required to fill a pot.
| Louisiana Jane |
Diplomacy: 1d20 + 3 ⇒ (13) + 3 = 16
Stealth: 1d20 + 16 ⇒ (4) + 16 = 20
Stealth: 1d20 + 16 ⇒ (5) + 16 = 21
Jane easily dumps her rum and tries to talk to the same woman again.
"The seas are rough sometimes. With people going too and from too much, it's hard to know who to trust. Where do you come from anyways?
| GM_DBH |
[dice=Diplomacy]1d20+3
[dice=Stealth]1d20+16
[dice=Stealth]1d20+16Jane easily dumps her rum and tries to talk to the same woman again.
"The seas are rough sometimes. With people going too and from too much, it's hard to know who to trust. Where do you come from anyways?
You fail, if it's Shivikah you're talking to the DC is 19, the other two women are 24. You didn't fail by enough to turn her hostile though.
| Marnir Saltvig |
"I'd do the same for any of you," Marnir replies to Jane as she staggers back to her feet, "I don't want Plugg or Scourge to get any satisfaction from working us to death."
Fort save: 1d20 + 5 ⇒ (1) + 5 = 6
Curses! Failed a rum save. What happens now?
Fort save: 1d20 + 5 ⇒ (9) + 5 = 14
| GM_DBH |
"I'd do the same for any of you," Marnir replies to Jane as she staggers back to her feet, "I don't want Plugg or Scourge to get any satisfaction from working us to death."
[dice=Fort save]d20+5
Curses! Failed a rum save. What happens now?
[dice=Fort save]d20+5
The DC for the rum save is 5, you're ok. One lightweight in the party is enough.
| Marnir Saltvig |
I'd assumed I'd failed on the natural 1
| GM_DBH |
I'd assumed I'd failed on the natural 1
True, congratulations. You are now addicted to the rum. There are now two lightweights in the party.
Shackles Rum Ration
Type ingested; Addiction minor, Fortitude DC 5
Price 2 sp
Effect variable; +1d4 alchemical bonus to Charisma and
fatigued for 1d8 hours
Damage 1d3 Con
Make the DC5 fort save twice to be cured, only take the con damage if you're not drinking the rum at night.
| Marnir Saltvig |
Hmm, low level alcoholism.
So I become addicted night 1, gain the Cha bonus and become fatigued. Sleep night 1, bonus and fatigue go away.
Then pass the Fort save night 2 but I still get the Cha bonus and become fatigued, which clears overnight on night 2.
So theoretically I am still addicted while crab-fishing and have to pass the save after crab fishing to kick the habit. Is that right?
A chance to get off the ship and into the warm calm waters is welcome after the recent days' storm. With his leather jerkin cinched tight and a dagger strapped to his belt Marnir dives into the water and swims out towards the reef, a crab pot dragging behind him on a cord. "Finally off that bloody ship! Come on then, let's find us some crabs" he calls to the others, a broad grin on his face.
I assume we can Take 10 on Perception and Swim checks for now, seeing as the water is calm and nothing is trying to eat us?
| Marnir Saltvig |
I thought I might be able get away with leather armour, seeing as it has no ACP?
| Barnabus II |
Two more days of rum...
1d20 + 1 ⇒ (16) + 1 = 17
1d20 + 1 ⇒ (13) + 1 = 14
"Worry not I will not drown"
Barnabus is glad to be in the shallow waters he swims down to the depths searching for crabs....
Perception
1d20 + 5 ⇒ (15) + 5 = 20
1d20 + 5 ⇒ (15) + 5 = 20
1d20 + 5 ⇒ (11) + 5 = 16
1d20 + 5 ⇒ (1) + 5 = 6
1d20 + 5 ⇒ (7) + 5 = 12
Swim checks
1d20 + 5 ⇒ (5) + 5 = 10
1d20 + 5 ⇒ (2) + 5 = 7
1d20 + 5 ⇒ (16) + 5 = 21
1d20 + 5 ⇒ (1) + 5 = 6
1d20 + 5 ⇒ (13) + 5 = 18
1d20 + 5 ⇒ (11) + 5 = 16
.....water lung hex is great!
| Kungrusdak Nosvunkuk |
Travel
Grateful for a few uneventful days after the storm, Kung rests up overnight and drinks his rum down happily.
Fort day 9: 1d20 + 9 ⇒ (9) + 9 = 18
Fort day 10: 1d20 + 9 ⇒ (19) + 9 = 28
Crabbing
Kung doffs his hide shirt before swimming out. Easy swim. I think it's more fun in rough water, but not bad. Nice to not fight the waves. Relaxing.
Round 1
Perception, Take 10: 10 + 5 = 15
Swim, Take 10: 10 + 8 = 18
Round 2
Perception, Take 10: 10 + 5 = 15
Swim, Take 10: 10 + 8 = 18
Round 3
Perception, Take 10: 10 + 5 = 15
Swim, Take 10: 10 + 8 = 18
Round 4
Perception, Take 10: 10 + 5 = 15
Swim, Take 10: 10 + 8 = 18
Kung fills up his crab pot quite easily. He continues to splash around in the water while others finish filling theirs, waiting until all are done before returning to the ship. While waiting, he cups his hand against the water's surface and watches for Marnir to come up for air. As the northern reaver surfaces, he pushes his hand forward, sending a spray of water towards the Ulfen pirate.
Horseplay
Ranged Touch: 1d20 + 5 ⇒ (19) + 5 = 24
| Marnir Saltvig |
Marnir dives down to the reef and spends some time underwater marvelling at the multi-coloured sea creatures, having never experienced anything like it before in the cold waters of the far north. He has little trouble catching the bright blue crabs which scuttle across the reef, and quickly fills his crab pot with the creatures.
Taking 10 - Perception 15, Swim 16
As he surfaces Marnir tries to take a deep breath to refill his lungs and is met by a face full of sea water. He coughs and splutters as the water fills his lungs, and looks over at Kung. "Bloody hells man, trying to drown me?!" he laughs, before coughing up another lungful of salty water.
| Louisiana Jane |
Jane dives into the water to retrieve the crabs.. Coming up she talks again. "I mean, we don't really know this captain and we could do better with one of our own."
Taking 10. 18 Perception 10 Swim.
| Kungrusdak Nosvunkuk |
Kung smiles at Marnir. "You already look drowned, just finishing the job."
Hearing Jane's comment, he considers what she has to say. Which takes a beat longer than most people. "Never see captain. Only Plugg. But Plugg...." He stops and lets out an uproarious laugh. "Haha, sorry. I don't even try to say that. Hehe." He has to take a moment to regain his composure, treading water the whole time. "Plugg is face of captain, so if Plugg bad, captain bad." Kung looks to the others. "Agree with Jane. Maybe captain should be replaced. Who should we vote for? Rosie nice."
I hope that humor doesn't cross a line. I didn't plan it, but when I typed it, it just seemed perfect for Kung. :)
Also, *I* think any new captain should come from within our own party. Kung hasn't quite gotten there yet.
| Marnir Saltvig |
Took me a while to see that (it's been a long Friday!), but I'm fine with it.
Once he's finishing coughing, Marnir agrees. "I think you're right. Bad officers normally means bad captain. I don't know about mutiny though. I don't want to be slaving under these troll-faced halfwits for the rest of my days, but I'm not sure that we've got enough power to really challenge the likes of Plugg and Scourge, let alone the captain."
Ghilda Seaspray
|
Ghilda rests and feels rejuvenated after the hard work during the storm.
RUM
Fortitude: 1d20 + 4 ⇒ (1) + 4 = 5
Fortitude: 1d20 + 4 ⇒ (1) + 4 = 5
Ghilda strips down to her smallclothes to go swimming, armed solely with her masterwork dagger around her waist. "I hope we have some Old Bay in the galley! *hic*"
CRABBING
Round 1
Perception, Take 10: 10 + 6 = 16
Swim, Take 10: 10 + 2 = 12
Round 2
Perception, Take 10: 10 + 6 = 16
Swim, Take 10: 10 + 2 = 12
Round 3
Perception, Take 10: 10 + 6 = 16
Swim, Take 10: 10 + 2 = 12
Round 4
Perception, Take 10: 10 + 6 = 16
Swim, Take 10: 10 + 2 = 12
shamelessly stole Kung's formatting
After catching her allotment of crabs (and Chorley not trying as usual to free them from captivity), Ghilda listens to her friends' conversation. "Shivikah - we need her...the others who hate us seem too far aligned with Plugg and Harrigan. I doubt *hic* even imploring them to join us under Besmara's blessing will work."
| GM_DBH |
Barnabas II
As you scan for crabs under the waters you notice something out of place on the reef? Diving down you see the end of something long and squarish poking out of a small hole in the side of the reef. Whatever it is it's been wrapped in oiled leather to preserve it.
Everybody.
While this is going on everybody can make perception checks, you can't take 10 for these checks.
| Kungrusdak Nosvunkuk |
Perception: 1d20 + 5 ⇒ (9) + 5 = 14
Mutiny? Yes, guess this is mutiny. Hmmm. A look of concern passes over Kung's face. "Marnir right. No mistakes; we have to be ready. Also, Shivikah no like me. I no vote her captain."
| GM_DBH |
Barnabus hopes it is some artifact from the ancient long ago that he has been seeking clues about as an explorer, he goes in for a closer look....
It's light, about 4 feet long, a foot wide and deep. Tightly bound in oiled leather. You easily pull it from the loose sand covering it's length and swim back to the surface.
| Marnir Saltvig |
Perception: 1d20 + 5 ⇒ (16) + 5 = 21
"I don't know how ready we are. We've got some of the deckhands on our side, but the captain and his cronies didn't get where they are by being weaklings."
| Louisiana Jane |
Jane nods, "I agree, we need to be ready to strike." Jane smiles and jokes. "Who knows. I might be a good captain."
Knowledge Dungeoneering: 1d20 + 6 ⇒ (17) + 6 = 23
Weaknesses and Special attacks
Jane looks at those creatures that Kung and Marni point out.
Initiative: 1d20 + 3 ⇒ (7) + 3 = 10
| GM_DBH |
Jane, they are Reefclaws. Aquatic aberrations. The front of a lobster with the back half of an eel. No weaknesses and they like to grab you with their claws, which are poisonous. When dying they also lash out the nearest person with a full attack. A minor note, Reefclaws are very tasty, one will fill a crabpot completely.
Image of a reefclaw in pictures, also a map showing where you all are in the water. It's titled reef fight. The reefclaws are the red circles. No comments on my artistic skills thank you. I've just found a good mapping program and am learning it.
Remember you are all swimming, so speed is your swim speed.