Tides of Change ( Skulls and Shackles ) (Inactive)

Game Master Krumthi

Are you able to become the next Free Pirate?


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Images of the night's revelry flash in your mind; good loud music, flirty wenches of questionable morals, and numerous glasses of rum, ale and wine. The last thing you remember was plates full of sausages and meats being brought out to loud cheers and greedy handfuls.

It was truly a night worthy of the Pirate capital of the Shackles.

Those happy remembrances are immediately replaced by a pounding headache. You must still be drunk, as you feel the floor beneath swaying at regular intervals. Licking your lips, the taste of the wine is replaced by an ashy, unpleasant flavor.

Opening your eyes, you discover that you are in a ship's interior. You see others around you slowly coming to, faces you recognize from the Formidably Maid the night before - all of whom are worse for the wear, much like yourself. Looking around, you quickly realize that you've been stripped of all your belongings, with nothing more than the clothes on your back. No weapons. No magical components.

Nothing.

Lifting your head, you see a tall, skinny man in a long coat and breeches and boots. He wears a dark beard braided down his chest and his mouth gleams with gold teeth as he snarls cruelly at the lot of you. Six other burly men stand around him, all armed with saps.

His voice rings out in a shout as the whip in his other hand cracks out above your heads. "Still abed with the sun over the yardarm?! On your feet, you filthy swabs! Get up on deck and report for duty before Cap'n Harrigan flays your flesh into sausage skins and has Fishguts fry ye up for breakfast!"

You are on a boat. Against your will. And this man, standing above you, is apparently your new boss.

Your pirate career is off to a dramatically different start than you anticipated.


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

Blinking blearily Chaenath doesn't understand what's going on. What is this.. place. I was at the inn she slurs out slowly getting control of her body back.


Male Ratfolk Alchemist 1

Risam's mind starts whirling, taking everything in. From the taste in his mouth to the sudden surroundings. His hand quickly rest on his beloved mask and mantle, both accounted for yet his priceless formula book was gone along with everything else. His first thoughts are of vengeance but his more pragmatic side takes in his odds and current lack of items to use in said vengeance. He pulls himself to his feet and goes with the flow for the moment, he had to get his baring's before acting in one way or the other.

Craft (Alchemy): 1d20 + 11 ⇒ (1) + 11 = 12
Perception: 1d20 + 7 ⇒ (17) + 7 = 24


Male swashbuckler (inspired blade)/1, HP 11 [11], AC 17, FF 13, T 14, Fort +1, Ref, +6 Will +0, Init+4, Perc +3

Drak wakes up surprisingly bright eyed, I didnt drink much last night I guess it must have been leftover poison from those bastards the day before. Drak raises quickly from his hammock and looks over his fellow "new recruits." They're a sorry looking bunch right now but I think they have potential.

Drak knew that he didn't want to appear too eager but wanted to impress those around him. Especially the man he assumed was the quartermaster. " Aye Aye Quartermaster." He says to the skinny man. This was a man who he felt had no qualms killing those who disobeyed or threatened him. I'll need to keep an eye on him and stay on his good side. For now.

Drak then walks out into the sun to get his first look at the new ship he was serving on.


Male Halfling unarmored AC 14 Rogue(Pirate) 1
stats:
HP 9/9 Init+3 Perc+8 AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size) Fort +2 Ref +6 Will +2; +2 vs. fear

I didn't drink enough last night to feel this bad. Ben thinks as he rides out the pain pulsing through his skull. Panic grips him for a moment as he notices absence of the familiar weight of his weapons. No chains and I still have my cloths. Not a slave then. Not yet anyway. He thinks as he forces down the panic. Someone drugged me or I wouldn't feel like this. I am on a ship, but Port Peril doesn't have a navy. I couldn't have been press ganged? could I?

"Still abed with the sun over the yardarm?! On your feet, you filthy swabs! Get up on deck and report for duty before Cap'n Harrigan flays your flesh into sausage skins and has Fishguts fry ye up for breakfast!"

Well that answers that. Ben thinks as he climbs to his feet. He surreptitiously checks for to see if his captors missed any of his belongings when they searched him. Specifically the set of thieves tools he'd had hidden in the folds of his sash. As he follows the others up on deck to report to the "Cap'n" Ben looks around curiously, studying the faces of the people around him to see if he recognizes anyone from the night before.
perc: 1d20 + 8 ⇒ (19) + 8 = 27


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

Raising herself up Chaenath starts looking around frantically. Where's Swum... where's my pet otter!


Male Vanara Druid (Storm) 1 HP 10 / 10; AC 17/13/14; F+3/R+3/W+7; Init +3; Per +9

Ajani groans low in his throat, the sound more animalian than others might have been accustomed to. Of course, he wasn't exactly human. He slowly pushes himself to his feet, his long, simian fingers and toes flexing slowly as he grows accustomed to the sense of motion beneath him. "Oooh...my head..." he grunts quietly, lifting one hand to gingerly rub his throbbing noggin. At the sound of the yelling, he looks around, trying to quickly take stock of his surroundings...his immediate instinct, though, is that he and the others around him have just been...what was the human word?...shanghaied.

Perception: 1d20 + 9 ⇒ (7) + 9 = 16


Male Halfling unarmored AC 14 Rogue(Pirate) 1
stats:
HP 9/9 Init+3 Perc+8 AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size) Fort +2 Ref +6 Will +2; +2 vs. fear

shanghaied is the wrong word there is no such place as shanghai on Golarion, just like they can't have Lucerne Hammers because there is no Lucerne on Golarion. Kidnapped, pressganged, or simply pressed is probably the best we can do.


[DAY 1 - Morning]
---
Atack on Drak: 1d20 + 6 ⇒ (3) + 6 = 9
Atack on Drak: 1d20 + 6 ⇒ (10) + 6 = 16
damage: 1d3 ⇒ 1 nonleathal
---
[Risam Wakoshi]
Craft (Alchemy): 1d20 + 11 ⇒ (1) + 11 = 12
Perception: 1d20 + 7 ⇒ (17) + 7 = 24
[Ajani Ihejirika]
Perception: 1d20 + 9 ⇒ (7) + 9 = 16
[Ben Sandlock]
perc: 1d20 + 8 ⇒ (19) + 8 = 27


A DC 10 Perception
check discerns the aftertaste of oily nutmeg on
the tongue. A DC 15 Craft (alchemy) check or DC
10 Knowledge (nature) check recognizes this as a
clear sign of oil of taggit poisoning

---
Inn, tavern No, I do not ever remember letting you off the ship. You should know better then that.

Cracking his whip towards Drak and cracking him across the body with fierce force that it hurts him but just barely.

You damn Swab I am not the Quartermaster I am your boatswain., Now Get on deck before something more happens to you

Otter? I haven't seen any otter


Chaenath Woodsea Give me a Spellcraft Check please


Male Ratfolk Alchemist 1

Knowledge (Nature): 1d20 + 8 ⇒ (17) + 8 = 25

Risam was already on deck, not stopping to ask questions but he did observe the boatswain and other "new crew". Seemed he was not the smallest but nor was he the norm. He wondered what they expected of him.


[DAY 1 - Morning]
---
[Risam Wakoshi]
Knowledge (Nature): 1d20 + 8 ⇒ (17) + 8 = 25
---

Risam you find yourself thinking that you had been poisoned by some taggit oil.

Taggit Oil:

Oil of Taggit

Type poison (ingested); Save Fortitude DC 15

Onset 1 minute

Effect unconsciousness for 1d3 hours; Cure 1 save


Male Halfling unarmored AC 14 Rogue(Pirate) 1
stats:
HP 9/9 Init+3 Perc+8 AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size) Fort +2 Ref +6 Will +2; +2 vs. fear

Inn, tavern No, I do not ever remember letting you off the ship. You should know better then that.
Oh come now! Ben thinks when he hears the bearded man's obvious lie. No one would believe that. This bilgerat is stupider than he looks. Probably stupid enough to be dangerous. best be careful.
He's a vicious sod too ain't he. Ben thinks as the bearded pirate slashes at one of the crew members with his whip.
I wonder what it is they gave me to knock me out?Ben thinks as he climbs the narrow ladder to the upper deck after the other small crewman. I can't say I care for the headache and the aftertaste. Tastes like nutmeg.


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

Scared and still searching for Swum, Chaenath moves outside as fast as she can while still searching for Swum

Spellcraft: 1d20 + 8 ⇒ (9) + 8 = 17


Male Vanara Druid (Storm) 1 HP 10 / 10; AC 17/13/14; F+3/R+3/W+7; Init +3; Per +9

I'm well aware there's no Shanghai on Golarion, but I think published materials might disagree with you regarding the lucerne hammer.
Perception: 1d20 + 9 ⇒ (8) + 9 = 17
Know (Nature): 1d20 + 6 ⇒ (15) + 6 = 21
Ajani narrows his eyes when he sees their captor with his whip. Clearly these people were not the type of pirate he had seen in Captain Saladeen...not that many of them were.

To the others nearby, he whispers,"I believe we were poisoned in the tavern. Taggit oil, from the nutmeg taste. Seems these thugs needed some new deckhands and we've been volunteered. I don't like it, but I would suggest we play their game for now."


[DAY 1 - Morning]

Chaenath Woodsea
Spellcraft: 1d20 + 8 ⇒ (9) + 8 = 17

you sense that Swum is safe but not sure of his location at this time


Male Halfling unarmored AC 14 Rogue(Pirate) 1
stats:
HP 9/9 Init+3 Perc+8 AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size) Fort +2 Ref +6 Will +2; +2 vs. fear

sorry I am a little ocd about immersion breaking stuff like that. I am not saying they can't have Lucerne Hammers just that they wouldn't be called Lucerne Hammers because there is no Lucerne Switzerland. They would have to call them something else. lol

Ben does a slight double take at the monkey like man. Then gives him a broad grin. Nutmeg is what I taste too so you must be right. We don't have a choice but to go along with them. they took all our weapons. Ben replies is a low voice.


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

Close enough to sense, and safe Chaenath thinks with relief. With that immediate worry gone she pauses to take in her surroundings for the first time. Perception: 1d20 + 6 ⇒ (8) + 6 = 14


Male swashbuckler (inspired blade)/1, HP 11 [11], AC 17, FF 13, T 14, Fort +1, Ref, +6 Will +0, Init+4, Perc +3

"Boatswain. Right my mistake." Drak says rubbing his ribs.
Bastard, I will remember that. Drak thinks to hime self as he steps out on deck.


Male Halfling unarmored AC 14 Rogue(Pirate) 1
stats:
HP 9/9 Init+3 Perc+8 AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size) Fort +2 Ref +6 Will +2; +2 vs. fear

Ben looks around with interest as he clambers out of the hatch onto the main deck. He makes note of how many crew are visible, what species the different crew members are, and the general layout of the ship.

perc: 1d20 + 8 ⇒ (17) + 8 = 25


Male Ratfolk Alchemist 1

Risam does not move from his attentive position among the others gathered as new crew but he whispers from behind his mask.

"Do shut up, unless you want the whip too. We can talk later."

By virtue of his mask or being a hidden ratfolk himself he does not seem disturbed by the many differences of those around him.


Male Vanara Druid (Storm) 1 HP 10 / 10; AC 17/13/14; F+3/R+3/W+7; Init +3; Per +9

Not wanting to further anger their captors, Ajani quickly gathers himself, forcing down the remaining disorientation from the taggit oil, before he moves to go up the stairs to the deck, shielding his eyes from any sudden brightness of the sun.


[DAY 1 - Morning]

---
Where are the others anyone heard from them? I am going to PM them one more time, if someone else could do the same I would appreciate it
---

The Tall Skinny man speaks again "Quite you landlubbers, make way for the Captain"

As you make your way to the maindeck, it’s quickly apparent that you are on a sizable ship in the middle of the ocean, far from any land. Port Peril and the mainland of the Shackles are just an ochre haze many miles astern. Figures cluster around the ship’s mainmast, looking up at the higher deck on the stern, where two figures stand. One of them is a broad, muscular Garundi man with a shaven head, a long beard bound with gold rings, and an eye patch - it is clear from the way he carries himself that this man is the captain. The other is a younger, balding man with a long black ponytail, wearing a long coat and carrying a well-used cat-o’-nine-tails.

You also notice that you are not the only new recruits - four others are standing with you on the deck, set apart by their relative cleanliness and apparent unease with their newfound situation. A dozen or so other pirates, clearly existing members of the crew, stand about on the deck or in the ship’s rigging.

Once everyone is on deck, the captain addresses the crew, his voice booming over the deck. “Glad you could join us at last! Welcome to the Wormwood! My thanks for ‘volunteering’ to join my crew. I’m Barnabas Harrigan. That’s Captain Barnabas Harrigan to you, not that you’ll ever need to address me. I have only one rule - don’t speak to me. I like talk, but I don’t like your talk. Follow that rule and we’ll all get along fine."

He stares out over the recruits, taking in each one individually. “Oh, and one more thing. Even with you new recruits, we’re still short-handed, and I aim to keep what crew I have. There’ll be a keelhaulin’ for anyone caught killin’ anyone. Mr. Plugg! If you’d be so kind as to make pirates out of these landlubbers, it’ll save me having to put them in the sweatbox for a year and a day before I make pies out of ’em.”

At the end of his speech, the captain walks away, leaving behind the man with the cat-o’-nine-tails - this, apparently, is Mr. Plugg. He looks down at the impressed captives and smiles unpleasantly.

"Scourge, it looks like you rounded us up a filthy lot of land lubbers who've never seen a day at sea in their lives," Plugg says.

He walks down the steps to the main deck. He takes in the six of you in particular. "We need a new rigger. One of you lot is going to earn that...honor. We'll decide who it will be with a little sport. Whoever makes it to the crow's nest first will be rewarded with the position. Now - climb!" He says, snapping his cat-o-nine-tails loudly.

You all need to make a series of DC10 Climb checks to see who reaches the top first. The crow's nest is roughly 60' above the main deck. You climb at quarter speed - or half speed with a DC15 accelerated climbing check - it will take most of you 8 successful checks to reach the top. Please post 15-20 climb checks in a spoiler tab and RP your climb to the top. I'll figure the success or failures for you.


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

Realizing where she is, and contended by the safety and proximity of her familiar, Chaenath actually giggles and claps. We're at sea? We're at sea! the giggle is odd, high pitched and out of tune as if Chaenath is not used to laughing at all.

She cocks her head to the side and looks up at the crow's nest. I should like to see from the top and begins her, most probably very very clumsy attempts to climb up the rigging to the nest.

first eight climb checks:

climb: 1d20 ⇒ 4
climb: 1d20 ⇒ 1
climb: 1d20 ⇒ 8
climb: 1d20 ⇒ 20
climb: 1d20 ⇒ 16
climb: 1d20 ⇒ 7
climb: 1d20 ⇒ 6
climb: 1d20 ⇒ 17

Do we fall or slip down if we fail the check by a large amount. I think we're only missing one out of the six characters right?


Male swashbuckler (inspired blade)/1, HP 11 [11], AC 17, FF 13, T 14, Fort +1, Ref, +6 Will +0, Init+4, Perc +3

Drak groans thinking, I hate the rigging all that climbing is exhausting. He move quickly to the rigging non the less and begins to climb as best he can.

Climb:

Climb: 1d20 ⇒ 3
Climb: 1d20 ⇒ 1
Climb: 1d20 ⇒ 6
Climb: 1d20 ⇒ 15
Climb: 1d20 ⇒ 20
Climb: 1d20 ⇒ 14
Climb: 1d20 ⇒ 16
Climb: 1d20 ⇒ 1
Climb: 1d20 ⇒ 2
Climb: 1d20 ⇒ 11
If its possible to sub profession sailor everything would have a plus 4


Male Halfling unarmored AC 14 Rogue(Pirate) 1
stats:
HP 9/9 Init+3 Perc+8 AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size) Fort +2 Ref +6 Will +2; +2 vs. fear

Ben wasn't happy with being press ganged and the captains little speach didn't do anything to ease his concerns over the matter. When the bald Mr. Plugg imperiously ordered them up to the lookout while most of them are still groggy from the drugs used on them the night before confirmed it.
Ben my lad. he said softly to himself as he moved to the ratlines. You have fallen in with bad company. He doesn't try to hurry as he climbs. He is a little slow getting started and slips several times on the way up but eventually manages to reach the crow's nest.

climb checks:

1d20 + 5 ⇒ (4) + 5 = 9
1d20 + 5 ⇒ (8) + 5 = 13
1d20 + 5 ⇒ (6) + 5 = 11
1d20 + 5 ⇒ (1) + 5 = 6
1d20 + 5 ⇒ (3) + 5 = 8
1d20 + 5 ⇒ (15) + 5 = 20
1d20 + 5 ⇒ (20) + 5 = 25
1d20 + 5 ⇒ (14) + 5 = 19
1d20 + 5 ⇒ (10) + 5 = 15
1d20 + 5 ⇒ (4) + 5 = 9
1d20 + 5 ⇒ (3) + 5 = 8
1d20 + 5 ⇒ (15) + 5 = 20
1d20 + 5 ⇒ (3) + 5 = 8
1d20 + 5 ⇒ (5) + 5 = 10
1d20 + 5 ⇒ (1) + 5 = 6
1d20 + 5 ⇒ (7) + 5 = 12


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

Assuming no slipping

Her first attempt sees Chaenath missing the rigging entirely, not understanding at all how to even begin to climb. After three aborted attempts she starts to climb almost skillfully up before missing her handhold and footing and only slowly starting to move up again

climb check 8 more:

climb: 1d20 ⇒ 3
climb: 1d20 ⇒ 13
climb: 1d20 ⇒ 15
climb: 1d20 ⇒ 6
climb: 1d20 ⇒ 5
climb: 1d20 ⇒ 9
climb: 1d20 ⇒ 15
climb: 1d20 ⇒ 18
climb: 1d20 ⇒ 2
climb: 1d20 ⇒ 20

It continues this way for a while, unused to physical strain there are moments of indecision followed by bursts of speed as Chaenath sways and struggles with the climb. The salt of the spray and the sight of the ocen invigorates her though and she finally makes it to the top with a burst of speed. She levers herself up to the nest and laughs.

18 checks required to get to top, 1 min 48 seconds?


Male swashbuckler (inspired blade)/1, HP 11 [11], AC 17, FF 13, T 14, Fort +1, Ref, +6 Will +0, Init+4, Perc +3

After a slow start Drak was making progress. But he managed to get himself tangeled and tries to get all the way up.

Climb:

Climb: 1d20 ⇒ 11
Climb: 1d20 ⇒ 19
Climb: 1d20 ⇒ 14
Climb: 1d20 ⇒ 6
Climb: 1d20 ⇒ 19
Climb: 1d20 ⇒ 14
Climb: 1d20 ⇒ 10
Climb: 1d20 ⇒ 14
Climb: 1d20 ⇒ 15
Climb: 1d20 ⇒ 19


Male Ratfolk Alchemist 1

Risam rolled his eyes behind his mask. Were they blind, dumb, or both. He is half the size of nearly everyone else with a body frame thinner then the arm of some of the humans. What made them think he was in anyway built for this, as if the all the vials they lifted was not a hint to his expertise. None the less he makes the attempt, maybe after he falls on his tail a few dozen times the brutes would understand. So his pitiful display began.

Climb:

Climb DC 10: 1d20 - 2 ⇒ (4) - 2 = 2
Climb DC 10: 1d20 - 2 ⇒ (3) - 2 = 1
Climb DC 10: 1d20 - 2 ⇒ (7) - 2 = 5
Climb DC 10; Passed 5 ft.: 1d20 - 2 ⇒ (18) - 2 = 16
Climb DC 10; Passed 10 ft.: 1d20 - 2 ⇒ (17) - 2 = 15
Climb DC 10: 1d20 - 2 ⇒ (2) - 2 = 0
Climb DC 10; Passed 15 ft.: 1d20 - 2 ⇒ (12) - 2 = 10
Climb DC 10: 1d20 - 2 ⇒ (3) - 2 = 1
Climb DC 10: 1d20 - 2 ⇒ (1) - 2 = -1
Climb DC 10: 1d20 - 2 ⇒ (2) - 2 = 0
Climb DC 10; Passed 20 ft.: 1d20 - 2 ⇒ (14) - 2 = 12
Climb DC 10: 1d20 - 2 ⇒ (6) - 2 = 4
Climb DC 10; Passed 25 ft.: 1d20 - 2 ⇒ (17) - 2 = 15
Climb DC 10; Passed 30 ft.: 1d20 - 2 ⇒ (14) - 2 = 12
Climb DC 10: 1d20 - 2 ⇒ (1) - 2 = -1
Climb DC 10; Passed 35 ft.: 1d20 - 2 ⇒ (19) - 2 = 17
Climb DC 10: 1d20 - 2 ⇒ (11) - 2 = 9
Climb DC 10; Passed 40 ft.: 1d20 - 2 ⇒ (15) - 2 = 13
Climb DC 10: 1d20 - 2 ⇒ (6) - 2 = 4
Climb DC 10: 1d20 - 2 ⇒ (10) - 2 = 8
Climb DC 10; Passed 45 ft.: 1d20 - 2 ⇒ (20) - 2 = 18
Climb DC 10; Passed 50 ft.: 1d20 - 2 ⇒ (18) - 2 = 16
Climb DC 10; Passed 55 ft.: 1d20 - 2 ⇒ (19) - 2 = 17
Climb DC 10; Passed 60 ft.: 1d20 - 2 ⇒ (20) - 2 = 18
Climb DC 10: 1d20 - 2 ⇒ (10) - 2 = 8

As expected he could not even get off the floor by pulling himself up by his arms. He had to hop and hook his limbs on the ropes to start. Then climbing like a drunk lazy spider he made his way haphazardly up. Only near the top did he seem to be blessed by luck or a strong wind and reach the summit. No doubt last and unimpressive by far. While fighting to draw breath.

Will edit based on results. Ended up rolling 25 times. xP


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

Those were incredible rolls Drak. Too bad they weren't used to stab something


Male Vanara Druid (Storm) 1 HP 10 / 10; AC 17/13/14; F+3/R+3/W+7; Init +3; Per +9

At hearing of their task, Ajani can't help but give a slight grin, though he does his best to hide it. He watches the others as they attempt to make it to the top of the rigging, then steps up to an open segment of it himself, putting his hands on the closest rope he can reach before he begins.

Since Ajani has a Climb speed of 30 feet, and having a climb speed means you can take 10 on a climb check regardless of adverse conditions, I opt to take 10 on two consecutive checks, giving me a result of 20 for each. Ajani makes it to the crow's nest in one round with two move actions. Do I have that figured right? If so...

Ajani rockets to the top of the rigging in mere seconds, making the 60-foot trip to the crow's nest look like mere child's play. When he reaches the top of the ropes, he very nearly cartwheels into the crow's nest, then peeps back over the edge and looks down at the others, giving an exaggerated wave.

"You all are taking far too long! You must pick up the pace!" he calls in a good-naturedly ribbing voice.


Male Kobold Ranger/1

"Goooooooooooood morning, all to the the scallies and wags!" comes a very scratchy and somewhat high-pitched voice from the direction of the galley below deck. Mere seconds later, a little kobold scampers up on deck, carrying what looks like a plate full of stuffed barnacles. Stuffed with what is up for debate, but judging from the steam, they appear to have been freshly cooked.

And is... is that an otter? On his head? More accurately, the creature seems to be hanging off his head and down his back. It looks comfortable enough, eyes open just enough to make sure his ride isn't going to knock him off... the kobold seems content as well, apparently using him as a fashion statement than a companion.

"Kuuthros has breakfast! Tasty sea-salty treats! His feisty Barnacle Bites!" Kuuthros says, offering up the plate of sea critters to "Scourge" before peering out from under it, looking up at the rigging above. "Oh no, no, and another no! Kuuthros not a climber! Kuuthros a cook! See? Barnacle Bites!" he replied, apparently not even going to attempt the climb. Hey, the monkey got there first... oh, a monkey! Kuuthros hasn't tasted that yet!

Profession: Cook: 1d20 + 6 ⇒ (5) + 6 = 11

...I'd pass on breakfast, if I were ya'll.


Male swashbuckler (inspired blade)/1, HP 11 [11], AC 17, FF 13, T 14, Fort +1, Ref, +6 Will +0, Init+4, Perc +3

After watching Ajani rocket to the top Drak climbs down looking at the "cook." My god, i didn't think anyone could cook worse than Cookie on my last ship. I was wrong. He thinks to himself.
"Perhaps lunch my good cook. Still have an unsettled stomach from last night."


[DAY 1 - Morning]
You all need to make a series of DC10 Climb checks to see who reaches the top first. The crow's nest is roughly 60' above the main deck. You climb at quarter speed - or half speed with a DC15 accelerated climbing check - it will take most of you 8 successful checks to reach the top. Please post 15-20 climb checks in a spoiler tab and RP your climb to the top. I'll figure the success or failures for you.

Rolls:

Chaenath Woodsea

climb: 1d20 ⇒ 4
climb: 1d20 ⇒ 1
climb: 1d20 ⇒ 8
climb: 1d20 ⇒ 20
climb: 1d20 ⇒ 16
climb: 1d20 ⇒ 7
climb: 1d20 ⇒ 6
climb: 1d20 ⇒ 17

Drak Roberts

Climb: 1d20 ⇒ 11
Climb: 1d20 ⇒ 19
Climb: 1d20 ⇒ 14
Climb: 1d20 ⇒ 6
Climb: 1d20 ⇒ 19
Climb: 1d20 ⇒ 14
Climb: 1d20 ⇒ 10
Climb: 1d20 ⇒ 14
Climb: 1d20 ⇒ 15
Climb: 1d20 ⇒ 19

Ben Sandlock

1d20 + 5 ⇒ (4) + 5 = 9
1d20 + 5 ⇒ (8) + 5 = 13
1d20 + 5 ⇒ (6) + 5 = 11
1d20 + 5 ⇒ (1) + 5 = 6
1d20 + 5 ⇒ (3) + 5 = 8
1d20 + 5 ⇒ (15) + 5 = 20
1d20 + 5 ⇒ (20) + 5 = 25
1d20 + 5 ⇒ (14) + 5 = 19
1d20 + 5 ⇒ (10) + 5 = 15
1d20 + 5 ⇒ (4) + 5 = 9
1d20 + 5 ⇒ (3) + 5 = 8
1d20 + 5 ⇒ (15) + 5 = 20
1d20 + 5 ⇒ (3) + 5 = 8
1d20 + 5 ⇒ (5) + 5 = 10
1d20 + 5 ⇒ (1) + 5 = 6
1d20 + 5 ⇒ (7) + 5 = 12

Risam Wakoshi

Climb DC 10: 1d20 - 2 ⇒ (4) - 2 = 2
Climb DC 10: 1d20 - 2 ⇒ (3) - 2 = 1
Climb DC 10: 1d20 - 2 ⇒ (7) - 2 = 5
Climb DC 10; Passed 5 ft.: 1d20 - 2 ⇒ (18) - 2 = 16
Climb DC 10; Passed 10 ft.: 1d20 - 2 ⇒ (17) - 2 = 15
Climb DC 10: 1d20 - 2 ⇒ (2) - 2 = 0
Climb DC 10; Passed 15 ft.: 1d20 - 2 ⇒ (12) - 2 = 10
Climb DC 10: 1d20 - 2 ⇒ (3) - 2 = 1
Climb DC 10: 1d20 - 2 ⇒ (1) - 2 = -1
Climb DC 10: 1d20 - 2 ⇒ (2) - 2 = 0
Climb DC 10; Passed 20 ft.: 1d20 - 2 ⇒ (14) - 2 = 12
Climb DC 10: 1d20 - 2 ⇒ (6) - 2 = 4
Climb DC 10; Passed 25 ft.: 1d20 - 2 ⇒ (17) - 2 = 15
Climb DC 10; Passed 30 ft.: 1d20 - 2 ⇒ (14) - 2 = 12
Climb DC 10: 1d20 - 2 ⇒ (1) - 2 = -1
Climb DC 10; Passed 35 ft.: 1d20 - 2 ⇒ (19) - 2 = 17
Climb DC 10: 1d20 - 2 ⇒ (11) - 2 = 9
Climb DC 10; Passed 40 ft.: 1d20 - 2 ⇒ (15) - 2 = 13
Climb DC 10: 1d20 - 2 ⇒ (6) - 2 = 4
Climb DC 10: 1d20 - 2 ⇒ (10) - 2 = 8
Climb DC 10; Passed 45 ft.: 1d20 - 2 ⇒ (20) - 2 = 18
Climb DC 10; Passed 50 ft.: 1d20 - 2 ⇒ (18) - 2 = 16
Climb DC 10; Passed 55 ft.: 1d20 - 2 ⇒ (19) - 2 = 17
Climb DC 10; Passed 60 ft.: 1d20 - 2 ⇒ (20) - 2 = 18
Climb DC 10: 1d20 - 2 ⇒ (10) - 2 = 8

Ajani Ihejirika

Since Ajani has a Climb speed of 30 feet, and having a climb speed means you can take 10 on a climb check regardless of adverse conditions, I opt to take 10 on two consecutive checks, giving me a result of 20 for each. Ajani makes it to the crow's nest in one round with two move actions. Do I have that figured right? If so...

Kuuthros the Chef
Profession: Cook: 1d20 + 6 ⇒ (5) + 6 = 11


---
"Well, It appears that I have found my new riggers,
points at the monkey boy You Monkey Boy, and the Blonde boy pointing at Drak "The Rest of you Landlubbers are my new Swabs
cracking his whip above the Kobolds head
"Damn it you Filthy Kobold, I thought you told me you could cook, at the last port I picked up your sorry soul in.

Please see the Gameplay for your Chores for the day

Chaenath Woodsea Swab: 1d6 ⇒ 4---4: Hauling and Knot Work
Drak Roberts Rigger: 1d6 ⇒ 4--- 4: Rope Work
Ben Sandlock Swab: 1d6 ⇒ 4---4: Hauling and Knot Work
Risam Wakoshi Swab: 1d6 ⇒ 6---6: Repairs
Ajani Ihejirika rigger: 1d6 ⇒ 6---6: Mainsail
Kuuthros the Chef, Chef: 1d6 ⇒ 3---3: Fishing
Please Roll for your job for the day

Day Time actions:

Daytime Ship Actions

Work Diligently: Gain a +4 bonus on any one check for a job’s daily task.
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 area 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.
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.


Male Ratfolk Alchemist 1

Once Risam gets down and hears the exchange. He stops himself from snorting at the fool human with the whip. Kobolds could eat things that would make a maggot sick, granted so could his people. To make one a cook was asking for trouble if you didn't share similar diets. Those that did not, most of the crew he would wager, would suffer from the ill effects. But then again not his problem, he would not be sorry if the Captain used the whip that human favored so much back on the brute for his mistake.

Once assigned his chore of repairing things he goes about it. While trying to talk up a fellow swab. It paid to make friends and learn about the state of things on the ship.

Profession (Sailor) DC 10: 1d20 + 5 ⇒ (11) + 5 = 16
Diplomacy vs Rosie Cusswell: 1d20 + 7 ⇒ (11) + 7 = 18


Male Kobold Ranger/1

Kuuthros yelped at the whip, startled back and dropping his plate of 'food' at his feet and causing his otter passenger to snap it's eyes wide open in surprise. For a moment, Kuuthros looks at the lost meal and seems about ready to cry (can kobolds cry? If they can, Kuuthros seems close to it.)

Then, he chirps up, gathers his meal and puts it on the plate. "Kuuthros can cook, not work miracles! Couldn't find good food! Kuuthros will have to fish for it! Catch a tasty whale, have an all you can eat buffet!" he assured the big scary human, before skulking away to the ships' edge. Under his breath, his whispers up to his otter buddy. "(Poison too obvious. Needed nutmeg and fresh lettuce. Will have to kill them with the catch today, dump them back for the fishes to eat... hee hee hee, that is poetic irony, right?)" The otter simply yawns in response, but evidently, Kuuthros is not sitting idle. Not surprising for a kobold to be scheming.

Saddened by his failed barnacle baking, he hops up to the railing and tosses them off the side, setting the plate down before going about setting up a series of lines. Fishing wasn't his strong suit, but how hard can it be? They're stupid fish!

Kuuthros will be taking the work diligently to catch today's meals. (Preferably a blowfish. The poison isn't quite as obvious.)
Fishing Check: 1d20 + 2 + 4 ⇒ (10) + 2 + 4 = 16


Male swashbuckler (inspired blade)/1, HP 11 [11], AC 17, FF 13, T 14, Fort +1, Ref, +6 Will +0, Init+4, Perc +3

Drak sighs rigging it is. He works on the lines talking to the other riggers when he can. "Ajani I dont know if i have ever seen anyone get to the top of the rigging so fast." Looks at the older crew mates trying to learn more about them.

Profession Sailor: 1d20 + 4 ⇒ (15) + 4 = 19

Diplomacy VS Slippery Syl Lonegan: 1d20 + 3 ⇒ (15) + 3 = 18


Male Halfling unarmored AC 14 Rogue(Pirate) 1
stats:
HP 9/9 Init+3 Perc+8 AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size) Fort +2 Ref +6 Will +2; +2 vs. fear

profession Sailor: 1d20 + 6 ⇒ (14) + 6 = 20
constitution: 1d20 + 1 ⇒ (17) + 1 = 18

Ben has no trouble with the day work having spent his entire life onboard ships. As he goes about his task he introduces himself to Risam and to the other small sized members of the crew.
The names Ben, Ben Sandlock. Quite the welcome aboard we got. I am doubtful that the distribution of loot on this ship will be fair considering the first thing they did was steal all our belongings.

Influence Rosie Cusswell
diplomacy: 1d20 + 2 ⇒ (3) + 2 = 5


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

Chaenath drops down clumsily from the crow's nest and makes a beeline right for the kobold wearing Swum as a hat. Have you made a friend Swum? she asks looking at the cool with a odd tilt of her head and then a glare You won't cook him will you?

Unused to the tasks she is being put to Chaenath tries to do her best.

Knot work dilligent: 1d20 + 4 ⇒ (9) + 4 = 13

Con check: 1d20 + 1 ⇒ (1) + 1 = 2


[DAY 1 - Morning]


Risam Wakoshi
Diplomacy vs Rosie Cusswell: 1d20 + 7 ⇒ (11) + 7 = 18
---
Drak Roberts
Diplomacy VS Slippery Syl Lonegan: 1d20 + 3 ⇒ (15) + 3 = 18
---
Ben Sandlock Influence Rosie Cusswell
diplomacy: 1d20 + 2 ⇒ (3) + 2 = 5

----

I am going to update the Campaign Info with all of the information about the ships crew

My Name is Rosie Cusswell, These blasted pirates stole my fiddle
Name is Syl, and that is all your getting out of me you scumbag

as night Falls the Bells on the Ship to call the Bloody hour.

[DAY 1 - Dusk]
The Crew gathers on the deck at dusk
Mr plugg makes an announcement to the rest of the crew " Jakes Magpie here has admitted to stealing from the Quartermasters store last night. For that he will be keelhauled

Everyone give me a DC 15 perception check

DC 15:
A DC 15 Perception
check notices the relish with which Mr. Plugg, in
particular, tugs at the rope as the unfortunate Magpie is
dragged under the ship for 12 rounds. What appears on
the other side has been cut to shreds and is soon thrown
overboard to feed the sharks.

Gain 100 exp

[DAY 1 - night]
After what appears to be a decent stew of fish that the kobold caught thru out the day The night begins to cheer up after that horrible sight of the keelhauling, There are games of strength and skill as well, as stories to be told, people to meet etc.
---

Rum:

b]Rum Rations[/b]:

1: Dispose: DC 10 Stealth Check. No bonus/penalty. Lashings on a failed check.
2: Sip/Make Grog: A pirate often waters the rum down with water, ale, or whatever other liquid might be handy/less potent. A pirate who nurses his rum, or dilutes it to make Grog makes a DC 10 Fortitude Save, or is fatigued. 8 hours rest removes this fatigue. This is a poison effect.
3: Drink Deeply: A true pirate drinks his rum. He makes a Fortitude save at DC 15 or takes 1d3-1 Con Damage. He also gains a 1d4 alchemical bonus to Charisma for 8 hours (pass or failure). The next morning the PC must make a DC 10 will save or be fatigued until the PC can get 8 hours rest. This is a poison effect.


night time actions:

Nighttime Ship Actions

Sleep: Go to bed early and sleep through the night (automatically recover from fatigue).
Gamble: Play or gamble on a game of chance or pirate entertainment.
Entertain: Make one Perform check to entertain the crew.
Influence: Attempt to influence a single NPC.
Sneak: Take time exploring one area of the ship. The PC can take 20 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.

In addition, you can skip sleep altogether in order to take two more actions during the night. These actions are limited to Influence, Sneak, or Steal, however, and you will almost certainly be fatigued the next day.

1d6 ⇒ 5
This fiery Red headed woman walks up to Risam Wakoshi and Says "My Name is Sandara Quinn, pleased to meet you. thrusting something into your chest she states "Keep it secret and safe, I got this from Grok last night just after you were taken aboard, I told her that it was cursed with the flames of hell" "Please do not let anyone know where you got it from at this point, we wouldn't want that Plugg, and Scourge know that your gear has been returned.

"I see you meet Rosie she was taken at the same time as myself just 3 days before you. She's a friendly type as long as she has her fiddle to play and is allowed to entertain, but that was taken away and she has been a pistol since, kind of disgusting really"

I will give some leeway to the others who haven't posted day time actions, if I do not hear from them, I will just say that they worked and kept their heads down. Submit night time actions please


Male Ratfolk Alchemist 1

Why only indifferent with a 18?

Perception vs DC 15: 1d20 + 7 ⇒ (6) + 7 = 13
Stealth vs DC 10 Dispose Rum: 1d20 + 12 ⇒ (1) + 12 = 13
Diplomacy vs Grok: 1d20 + 7 ⇒ (15) + 7 = 22

Risam takes his rum and hides it under his mantle. A while later he "relieves" himself, of the rum far from prying eyes. He then gets approached and bestowed one of his possessions by a woman called Sandara Quinn.

"Thanks and I will remember the kindness."

He leaves it at that as he finds his new target of friendship. Getting on a quartermasters good side is always smart, more so when she has the rest of your stuff. So he tries to talk her up and get into her good graces.

What did I get back? Saved by the mod. xP


Male Halfling unarmored AC 14 Rogue(Pirate) 1
stats:
HP 9/9 Init+3 Perc+8 AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size) Fort +2 Ref +6 Will +2; +2 vs. fear

perc: 1d20 + 8 ⇒ (12) + 8 = 20
constution: 1d20 + 1 ⇒ (7) + 1 = 8

Ben watches the Keelhauling with his face set in an expressionless mask. He doesn't fail to notice the look on Plugg's face. The poisonous bastard enjoyed that. He thinks to himself when the bleeding shredded wreck that was Jakes Magpie is dumped overboard to the sharks.
Ben accepts the cup of rum with the intention of drinking it, then he catches a wiff of the potent liqueur. Not drinking that strait. he thinks to himself. Ben mixes water into the rum to dilute the harsh drink. He takes his fish stew and grog and sits with the other swabs. He notices the exchange between the Risam and the red haired human.

You said your name is Sandara? I'm Ben. he says offering her his hand. You know where our belongings are? Ben asks. You seem to know what is going on on this ship. Who can we trust and who should we watch out for?
Ben eats his food and drinks his grog. He discovers that he didn't water the rum enough and immediately regrets drinking it. That stew was suprisingly good. I think I will go meet the cook. I hope it wasn't that crazy kobold. While chatting with the cook Ben looks around the Galley for anything that might be useful.

perc: 1d20 + 8 ⇒ (7) + 8 = 15
Diplomacy on Fishguts: 1d20 + 2 ⇒ (14) + 2 = 16


Male Vanara Druid (Storm) 1 HP 10 / 10; AC 17/13/14; F+3/R+3/W+7; Init +3; Per +9

Is it too late for me to post day-time actions? Apologies for posting yesterday. Things got ridiculously busy at work.


@Ajani Ihejirika you can post day time actions till I post next


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

Perception: 1d20 + 6 ⇒ (14) + 6 = 20

Chaenath is disturbed by the display of casual violence and, exhausted after the rigours of the day, is in no mood to cause problems or talk with anyone. The return of her otter comforts her and she goes to sleep early.

Sip Rum Con check: 1d20 + 1 ⇒ (18) + 1 = 19

Night time action: Sleep to get right of fatigued condition.

She does play with Swum for a bit before sleeping though and changes her spells for the next day.

Question for how to use Charm Person to Influence people on the ship. Would it just make a Diplomacy check to influence easier or just improve the influence one step if they fail the will check? What would happen if they pass the Will check? Would they know that someone tried to cast a spell on them?


Male swashbuckler (inspired blade)/1, HP 11 [11], AC 17, FF 13, T 14, Fort +1, Ref, +6 Will +0, Init+4, Perc +3

Perception: 1d20 + 3 ⇒ (14) + 3 = 17
Drak watchs the keelhauling looking as dispationate as he can. Stupid bastard. Getting caught stealing from the ship. And Mr. Plugg really seems to enjoy this.
Later he goes below for a suprisingly good dinner and gets his Rum ration. Which he waters down before drinking. "Wow Chef. This is a good stew."
Con: 1d20 + 1 ⇒ (20) + 1 = 21
Influence with Kuuthros the Chef: 1d20 + 3 ⇒ (1) + 3 = 4
Well he was being truthful. It was a good stew.


Male Vanara Druid (Storm) 1 HP 10 / 10; AC 17/13/14; F+3/R+3/W+7; Init +3; Per +9

Strength: 1d20 - 1 ⇒ (13) - 1 = 12
Constitution: 1d20 + 2 ⇒ (6) + 2 = 8

Sheesh...definitely need to put some points into Pro (Sailor) ASAP, but I didn't think it made sense to for first level since Ajani has technically never been a sailor.

While Ajani somehow musters the strength to complete his job with the mainsail, he clearly is not accustomed to duration of the work and he is unable to keep up with the pace of the others. He does, however, try to take advantage of the time he has to speak with one of the other crewmembers, however breathlessly he does so, hoping that things may go easier for him if he is able to make some friends amongst the others who were forced into this service.

Targeting Barefoot Samms Toppin.
Diplomacy: 1d20 + 4 ⇒ (8) + 4 = 12

Well...probably not enough to improve her attitude, but hopefully not bad enough for it to slide.

Perception: 1d20 + 9 ⇒ (17) + 9 = 26

The brutality of Mr. Magpie's execution shakes Ajani to his core, particularly the gusto with which Mr. Plugg drags the condemned man against the underside of the hull. He couldn't help but compare the brute to Captain Saladeen, one of the most honorable men Ajani had ever recalled meeting. One day something would be done about this, he was sure. Plugg would get his comeuppance...and all those like him.

After being given the nighttime grog ration, Ajani frowns at his mug, licking his lips nervously. He much preferred just having pure water over anything else. Surreptitiously he attempts to dump the contents of it out when he thinks no one is looking.

Since you say no stealth bonus/penalty I'm going to roll it without my normal +4 bonus to Stealth checks. I'm assuming that's what you meant, correct?

Stealth: 1d20 ⇒ 15

For his nighttime action, Ajani will once more try to chat with Samms Toppin, asking her about how long she's served on the crew and where she is originally from; he also seems particularly interested in how she acquired her nickname "Barefoot."


Male Kobold Ranger/1

Perception: 1d20 + 6 ⇒ (11) + 6 = 17

Kuuthros seems proud of his catch, happily walking around and offering extras to others. He seems to be in good spirits. Upon receiving his rum, Kuuthros studies it, before opting to try and hide it. It could be useful later, one never knows... for cooking, or slitting a throat with a broken bottle....

Hide Rum: 1d20 + 7 + 4 ⇒ (1) + 7 + 4 = 12

As the darkness of the sea starts to cover the ship and the lanterns go out, Kuuthros sees this as an opportunity to make use of his kobold traits. His little eyes slip open and take in his sights; with perfect vision in the dark, he had little trouble getting to the locked cabinets where he'd seen the equipment of the new arrivals get stored. Kuuthros would rather try to take over command himself, but the new recruits didn't seem so bad... the woman who had the otter seemed like a good pet owner... and none of them had treated him poorly. In fact, they actually appreciated his hard work! It might be worth siding with them... for now, anyways.

Tapping his chin, Kuuthros started to finagle the lock on the door. Getting to the cabinet was easy and quiet, but actually getting it open without a lockpick... or skill with it... or anything conventional, really, was bound to make plenty of noise if he wasn't careful!

Making a check to try and open the locker without making too much noise.
Stealth Check: 1d20 + 7 + 4 ⇒ (20) + 7 + 4 = 31


Male Vanara Druid (Storm) 1 HP 10 / 10; AC 17/13/14; F+3/R+3/W+7; Init +3; Per +9

Forgot to roll my diplomacy to influence Barefoot Samms! My bad!

Diplomacy: 1d20 + 4 ⇒ (20) + 4 = 24


Risam:

@Risam Wakoshi
Risam Wakoshi
Diplomacy vs Rosie Cusswell: 1d20 + 7 ⇒ (11) + 7 = 18

Ben Sandlock Influence Rosie Cusswell
diplomacy: 1d20 + 2 ⇒ (3) + 2 = 5

This is why she is still indifferent
You got back your Formula book back sorry I thought that I wrote that in there


------
[Day 1 Night]

@Risam Wakoshi

Diplomacy vs Grok: 1d20 + 7 ⇒ (15) + 7 = 22

@Ben Sandlock
Diplomacy on Fishguts: 1d20 + 2 ⇒ (14) + 2 = 16

Ben:

You said your name is Sandara? I'm Ben. he says offering her his hand. You know where our belongings are? Ben asks. You seem to know what is going on on this ship. Who can we trust and who should we watch out for?
Ben eats his food and drinks his grog. He discovers that he didn't water the rum enough and immediately regrets drinking it. That stew was suprisingly good. I think I will go meet the cook. I hope it wasn't that crazy kobold. While chatting with the cook Ben looks around the Galley for anything that might be useful.
[b] Ben, what a good name, I hope that we will be able to become good friends, The person who has your gear is going to be named Grok she is the ships Quatermaster

Chaenath:

[ooc] @Chaenath Woodsea
Question for how to use Charm Person to Influence people on the ship. Would it just make a Diplomacy check to influence easier or just improve the influence one step if they fail the will check? What would happen if they pass the Will check? Would they know that someone tried to cast a spell on them?
[spoiler=Charm]
This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target's attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.

@Drak Roberts
Drak and Kuuthros:

Influence with Kuuthros the Chef: 1d20 + 3 ⇒ (1) + 3 = 4
I'll let you two play that out

@Kuuthros the Chef

Chef:

Disable check: 1d20 - 20 ⇒ (15) - 20 = -5
You're able to get to the chest and everything kuuthros, but with out the tools you are unable to open any lockers that are there.

@Ajani Ihejirika
Targeting Barefoot Samms Toppin.
Diplomacy: 1d20 + 4 ⇒ (8) + 4 = 12
&
Diplomacy: 1d20 + 4 ⇒ (20) + 4 = 24

I have updated the Campaign Info with current attitudes


Male Halfling unarmored AC 14 Rogue(Pirate) 1
stats:
HP 9/9 Init+3 Perc+8 AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size) Fort +2 Ref +6 Will +2; +2 vs. fear

After chatting with the ships cook "Fishguts" Kroop for a little while Ben finds himself getting sleepy so he excuses himself explaining that the rum was a bit too strong for someone his size and he is starting to feel it's effects. He goes to the crew area and finds a free hammock. He spends several minutes cursing the thieving bilgerat of a captain he has been stuck with, but eventually manages to fall asleep.
I need to find this Grok tomorrow and see about getting my things back. he thinks to himself as he drifts off.

ready to move on to the next day

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