Skulls and Shackles

Game Master Diamondust

A successful mutiny has given you your own ship. You do not have enough crew to fully man her. Rickety Hake can squib the ship so she is not recognised by anyone who might try to hunt you down and more crew are sure to be found in the town of Rickety Squibs.
Man's Promise Crew and Map


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Male
Skills:
Acro +9|Bluff +7|Climb +5|Diplo +11|Disable +6|Escape +6|Percept +9|Per. (sing) +11|Prof (sailor) +9|SM +7|Sleight +8|Stealth +9|Swim +3
Aasimar (Azata-Blooded)|HP: 17/31|Acid, Cold, Electricity resistance 5|AC: 15 (11 Tch, 13 Fl)|CMB: +4, CMD: 16 |F: 3, R: 7, W: 6|Init: +2 Godling (Clever)/4th|Speed 50ft (50ft)

Day 8

"Ah! The main mast. We meet again." The young sailor grumbles as he gazes skyward toward the crow's nest, his face getting wet almost immediately.

Rigger - Lookout
Climb DC 12 (working diligently): 1d20 + 2 + 4 ⇒ (4) + 2 + 4 = 10
Climb DC 12 (working diligently): 1d20 + 2 + 4 ⇒ (20) + 2 + 4 = 26
Perception DC 12: 1d20 + 7 ⇒ (6) + 7 = 13


Toby roll 5 more successful climb checks. The crows nest is 60ft. up.

Rosanne Climb: 1d20 ⇒ 13 7.5ft
Rosanne Climb: 1d20 ⇒ 2 falls
Rosanne Climb: 1d20 ⇒ 17 7.5ft
Rosanne Climb: 1d20 ⇒ 5 falls
Rosanne Climb: 1d20 ⇒ 8 fail
Rosanne Climb: 1d20 ⇒ 11 fail
Rosanne Climb: 1d20 ⇒ 3 fail
Rosanne Climb: 1d20 ⇒ 11 fail
Rosanne Climb: 1d20 ⇒ 2 fail
Rosanne Climb: 1d20 ⇒ 11 fail
Rosanne Climb: 1d20 ⇒ 15 7.5ft
Rosanne Climb: 1d20 ⇒ 3 falls
Rosanne Climb: 1d20 ⇒ 10 fail
Rosanne Climb: 1d20 ⇒ 5 fail
Rosanne Climb: 1d20 ⇒ 20 7.5ft
Rosanne Climb: 1d20 ⇒ 19 15ft
Rosanne Climb: 1d20 ⇒ 13 22.5ft
Rosanne Climb: 1d20 ⇒ 16 30ft

Rosanne Sailor working diligently: 1d20 + 5 + 4 ⇒ (3) + 5 + 4 = 12

Rosanne struggles greatly with climbing to the rigging but manages not to hurt herself and start repairing damage to the rigging.

Grok is not in her shop, she is helping the ship through the storm too. The low number of crew is quite serious, all the officers ore doing something.

After many hours of non-stop work, the ship's bell ring, quiet compared to the storm. The Captain instructs Fishguts to go get the ship's biscuits and feed the crew. The biscuits are bland but they help you keep going.

Just as you are about to have a quick bite of food you hear a shout. Cnut has fallen overboard while climbing down from the rigging! He manages to stay near the ship (10ft. away) but cannot climb up by himself and is in danger of drifting away and being lost in the storm.
Cnut swim: 1d20 + 8 ⇒ (13) + 8 = 21

Cnut needs help!
Round 1

Jacques is now fatigued


Male
Skills:
Acro +9|Bluff +7|Climb +5|Diplo +11|Disable +6|Escape +6|Percept +9|Per. (sing) +11|Prof (sailor) +9|SM +7|Sleight +8|Stealth +9|Swim +3
Aasimar (Azata-Blooded)|HP: 17/31|Acid, Cold, Electricity resistance 5|AC: 15 (11 Tch, 13 Fl)|CMB: +4, CMD: 16 |F: 3, R: 7, W: 6|Init: +2 Godling (Clever)/4th|Speed 50ft (50ft)

Climb DC 12 (working diligently): 1d20 + 2 + 4 ⇒ (14) + 2 + 4 = 20 +7.5
Climb DC 12 (working diligently): 1d20 + 2 + 4 ⇒ (5) + 2 + 4 = 11 No progress
Climb DC 12 (working diligently): 1d20 + 2 + 4 ⇒ (8) + 2 + 4 = 14 +7.5, 15ft.
Climb DC 12 (working diligently): 1d20 + 2 + 4 ⇒ (7) + 2 + 4 = 13 +7.5, 22.5
Climb DC 12 (working diligently): 1d20 + 2 + 4 ⇒ (12) + 2 + 4 = 18 +7.5, 30 ft.
Climb DC 12 (working diligently): 1d20 + 2 + 4 ⇒ (1) + 2 + 4 = 7 Fail
Falling Damage: 3d6 ⇒ (1, 3, 2) = 6 Current HP: 9
Climb DC 12 (working diligently): 1d20 + 2 + 4 ⇒ (9) + 2 + 4 = 15 +7.5
Climb DC 12 (working diligently): 1d20 + 2 + 4 ⇒ (18) + 2 + 4 = 24 +7.5, 15ft.
Climb DC 12 (working diligently): 1d20 + 2 + 4 ⇒ (2) + 2 + 4 = 8 No progress
Climb DC 12 (working diligently): 1d20 + 2 + 4 ⇒ (14) + 2 + 4 = 20 +7.5, 22.5
Climb DC 12 (working diligently): 1d20 + 2 + 4 ⇒ (6) + 2 + 4 = 12 +7.5, 30ft.
Climb DC 12 (working diligently): 1d20 + 2 + 4 ⇒ (17) + 2 + 4 = 23 +7.5, 37.5 ft.
Climb DC 12 (working diligently): 1d20 + 2 + 4 ⇒ (19) + 2 + 4 = 25 +7.5, 45 ft.
Climb DC 12 (working diligently): 1d20 + 2 + 4 ⇒ (7) + 2 + 4 = 13 +7.5, 52.5
Climb DC 12 (working diligently): 1d20 + 2 + 4 ⇒ (2) + 2 + 4 = 8 No progress
Climb DC 12 (working diligently): 1d20 + 2 + 4 ⇒ (2) + 2 + 4 = 8 No progress
Climb DC 12 (working diligently): 1d20 + 2 + 4 ⇒ (6) + 2 + 4 = 12 7.5, 60ft.
After a horrible tumble, Tobias manages to climb into the crow's nest.


Male
Skills:
Acro +9|Bluff +7|Climb +5|Diplo +11|Disable +6|Escape +6|Percept +9|Per. (sing) +11|Prof (sailor) +9|SM +7|Sleight +8|Stealth +9|Swim +3
Aasimar (Azata-Blooded)|HP: 17/31|Acid, Cold, Electricity resistance 5|AC: 15 (11 Tch, 13 Fl)|CMB: +4, CMD: 16 |F: 3, R: 7, W: 6|Init: +2 Godling (Clever)/4th|Speed 50ft (50ft)

Voice, what would Tobias have to roll to dive out of the crow's nest and onto the waters near Cnut?


Hmm, acrobatics has some 3PP rules for diving so lets try those. On a boat in a storm is DC 25 to dive successfully or take 2d3 nonlethal + 2d6 lethal. Then DC 20 swim check for stormy water.


Male
Skills:
Acro +9|Bluff +7|Climb +5|Diplo +11|Disable +6|Escape +6|Percept +9|Per. (sing) +11|Prof (sailor) +9|SM +7|Sleight +8|Stealth +9|Swim +3
Aasimar (Azata-Blooded)|HP: 17/31|Acid, Cold, Electricity resistance 5|AC: 15 (11 Tch, 13 Fl)|CMB: +4, CMD: 16 |F: 3, R: 7, W: 6|Init: +2 Godling (Clever)/4th|Speed 50ft (50ft)

How would you apply Tobias's Seaborn I Divine Trait to this scenario?

Seaborn I (Ex) The godling may always take 10 on a Swim check, even if threats and distractions would normally prevent him from doing so.


It would work as stated. You could take 10.


Male
Skills:
Acro +9|Bluff +7|Climb +5|Diplo +11|Disable +6|Escape +6|Percept +9|Per. (sing) +11|Prof (sailor) +9|SM +7|Sleight +8|Stealth +9|Swim +3
Aasimar (Azata-Blooded)|HP: 17/31|Acid, Cold, Electricity resistance 5|AC: 15 (11 Tch, 13 Fl)|CMB: +4, CMD: 16 |F: 3, R: 7, W: 6|Init: +2 Godling (Clever)/4th|Speed 50ft (50ft)

But that would do nothing to reduce the DCs. Oh well. If no one goes to save Cnut, Tobias (sigh) will attempt to climb down the mast and dive into the water to save the hirsute man.


M N human fighter 1 // soul warden 1 | HP 11/11 | AC 16 T 14 FF 12 | CMB +1** CMD 15* | F +3 R +4 W +3* | Init +6 Per +2 SM +5 | channel 6/8 MF 1/1 spell pool 3/5 stamina 2/2 | effects/conditions none

Jacques looks about quickly for a long rope, and when he sees that Tobias intends to dive in after Cnut, he rushes to give Tobias one end of it before he goes, intending to tie the other end to the mast.


Male
Skills:
Acro +9|Bluff +7|Climb +5|Diplo +11|Disable +6|Escape +6|Percept +9|Per. (sing) +11|Prof (sailor) +9|SM +7|Sleight +8|Stealth +9|Swim +3
Aasimar (Azata-Blooded)|HP: 17/31|Acid, Cold, Electricity resistance 5|AC: 15 (11 Tch, 13 Fl)|CMB: +4, CMD: 16 |F: 3, R: 7, W: 6|Init: +2 Godling (Clever)/4th|Speed 50ft (50ft)
Jacques Lacrimoisi wrote:
Jacques looks about quickly for a long rope, and when he sees that Tobias intends to dive in after Cnut, he rushes to give Tobias one end of it before he goes, intending to tie the other end to the mast.

Holy Sh|t! Yeah! Let's do this!!

Emboldened by Jacques's tether idea, the young sailor ties the rope around his waist, while making a silent prayer to Besmara. Mother, watch as your son does something potentially very stupid, but heroic; so I might be worth your time!
Tobias leaps off the crow's nest to dive into the stormy sea, tethered to the mast. "Geronimo!!!!"
Acrobatics: 1d20 + 7 ⇒ (7) + 7 = 14


Tobias attaches a long rope to himself before diving into the stormy sea. Rosanne comes to help Jacques hold the rope. Sandara sees and also come to help pull them in.

Round 2

Tobias is in just under the surface of the water 10ft. from Cnut. Start swimming. Swim DC 20. Fail by 5 or more and you go/stay under.
Cnut Swim: 1d20 + 8 ⇒ (11) + 8 = 19
Cnut sees him and tries to make his way toward him but makes no progress, only able to keep his head above the water.


Female Changling Sorcerer 2(Aquatic Bloodline)/Rogue 3. AC13/17*, Touch12/16*, FF 11/15* . HP34. Fort 1. Ref +5. Will +5. Per +10. (*Mage Armor)

Rosanne keeps a firm hold on the rope, not sure what use she'll be with her puny arms but ready to help.


Male
Skills:
Acro +9|Bluff +7|Climb +5|Diplo +11|Disable +6|Escape +6|Percept +9|Per. (sing) +11|Prof (sailor) +9|SM +7|Sleight +8|Stealth +9|Swim +3
Aasimar (Azata-Blooded)|HP: 17/31|Acid, Cold, Electricity resistance 5|AC: 15 (11 Tch, 13 Fl)|CMB: +4, CMD: 16 |F: 3, R: 7, W: 6|Init: +2 Godling (Clever)/4th|Speed 50ft (50ft)

Huh! Looks like the forums swallowed my previous post. Apologies.
Swim: 1d20 + 1 ⇒ (12) + 1 = 13


Make a few more swim checks.

Cnut Swim: 1d20 + 8 ⇒ (8) + 8 = 16
drift: 1d3 ⇒ 2

Toby and Cnut are both underwater holding their breaths and drift 20ft. further away from the Wormwood (so 30ft. away now). There is still plenty of rope.

Toby underwater 2 rounds, Cnut 1 round


Male
Skills:
Acro +9|Bluff +7|Climb +5|Diplo +11|Disable +6|Escape +6|Percept +9|Per. (sing) +11|Prof (sailor) +9|SM +7|Sleight +8|Stealth +9|Swim +3
Aasimar (Azata-Blooded)|HP: 17/31|Acid, Cold, Electricity resistance 5|AC: 15 (11 Tch, 13 Fl)|CMB: +4, CMD: 16 |F: 3, R: 7, W: 6|Init: +2 Godling (Clever)/4th|Speed 50ft (50ft)

Swim: 1d20 + 1 ⇒ (16) + 1 = 17 This is gonna be a tough one!


M N human fighter 1 // soul warden 1 | HP 11/11 | AC 16 T 14 FF 12 | CMB +1** CMD 15* | F +3 R +4 W +3* | Init +6 Per +2 SM +5 | channel 6/8 MF 1/1 spell pool 3/5 stamina 2/2 | effects/conditions none

Jacques also holds tightly to the rope, after making sure it is secure. To the sailors nearby, he shouts (to be heard above the storm): "When Tobias, he makes it to Cnut, we must heave the rope to drag them back!"


Cnut swim: 1d20 + 8 ⇒ (20) + 8 = 28
Cnut gets his head back above water and swims towards Toby and tries to grab onto him.
Grapple: 1d20 + 5 ⇒ (5) + 5 = 10

Toby underwater 3 rounds.

Rosie Cusswell joins the team at the rope, ready to pull it in.


Female Changling Sorcerer 2(Aquatic Bloodline)/Rogue 3. AC13/17*, Touch12/16*, FF 11/15* . HP34. Fort 1. Ref +5. Will +5. Per +10. (*Mage Armor)

"Get ready, they're close!" Rosanne calls. Her eyes easily cutting through the darkness of the storm.


Male
Skills:
Acro +9|Bluff +7|Climb +5|Diplo +11|Disable +6|Escape +6|Percept +9|Per. (sing) +11|Prof (sailor) +9|SM +7|Sleight +8|Stealth +9|Swim +3
Aasimar (Azata-Blooded)|HP: 17/31|Acid, Cold, Electricity resistance 5|AC: 15 (11 Tch, 13 Fl)|CMB: +4, CMD: 16 |F: 3, R: 7, W: 6|Init: +2 Godling (Clever)/4th|Speed 50ft (50ft)

Swim: 1d20 + 1 ⇒ (6) + 1 = 7 Grrrr.


Roll a few swim checks or this might take forever

Cnut Swim: 1d20 + 8 ⇒ (2) + 8 = 10
Cnut Grapple: 1d20 + 5 ⇒ (3) + 5 = 8

Cnut Swim: 1d20 + 8 ⇒ (7) + 8 = 15
Cnut Grapple: 1d20 + 5 ⇒ (4) + 5 = 9

Cnut Swim: 1d20 + 8 ⇒ (7) + 8 = 15
Cnut Grapple: 1d20 + 5 ⇒ (6) + 5 = 11

drift: 3d3 ⇒ (2, 3, 1) = 6
Cnut and Toby are both under water, unable to be seen by the others and keep drifting away from the ship, now 90ft. away.

This is making me laugh.


Male
Skills:
Acro +9|Bluff +7|Climb +5|Diplo +11|Disable +6|Escape +6|Percept +9|Per. (sing) +11|Prof (sailor) +9|SM +7|Sleight +8|Stealth +9|Swim +3
Aasimar (Azata-Blooded)|HP: 17/31|Acid, Cold, Electricity resistance 5|AC: 15 (11 Tch, 13 Fl)|CMB: +4, CMD: 16 |F: 3, R: 7, W: 6|Init: +2 Godling (Clever)/4th|Speed 50ft (50ft)

Swim: 1d20 + 1 ⇒ (18) + 1 = 19

Swim: 1d20 + 1 ⇒ (11) + 1 = 12

Swim: 1d20 + 1 ⇒ (1) + 1 = 2


Cnut Swim: 1d20 + 8 ⇒ (19) + 8 = 27
Cnut Grapple: 1d20 + 5 ⇒ (6) + 5 = 11

Cnut Swim: 1d20 + 8 ⇒ (3) + 8 = 11
Cnut Grapple: 1d20 + 5 ⇒ (9) + 5 = 14 grabbed

drift: 2d3 ⇒ (1, 1) = 2

Cnut surfaces for breath again, swimming to stay near Tobias as he drifts further away from the ship, now 110 ft. away. He finally manages to grab hold of Tobias but goes under again, tugging on the rope to signal those on board who can not see them through the rain and waves any longer.

Toby underwater 7/12 rounds before needing to make checks to keep holding breath.

Those on board make strength checks. The highest will be aided by the rest(+2) to see how far you pull them each round. 110ft. to get them in. Make 5 checks each (Toby make 5 more swim checks too).


Male
Skills:
Acro +9|Bluff +7|Climb +5|Diplo +11|Disable +6|Escape +6|Percept +9|Per. (sing) +11|Prof (sailor) +9|SM +7|Sleight +8|Stealth +9|Swim +3
Aasimar (Azata-Blooded)|HP: 17/31|Acid, Cold, Electricity resistance 5|AC: 15 (11 Tch, 13 Fl)|CMB: +4, CMD: 16 |F: 3, R: 7, W: 6|Init: +2 Godling (Clever)/4th|Speed 50ft (50ft)

Swim: 1d20 + 1 ⇒ (5) + 1 = 6

Swim: 1d20 + 1 ⇒ (19) + 1 = 20

Swim: 1d20 + 1 ⇒ (3) + 1 = 4

Swim: 1d20 + 1 ⇒ (8) + 1 = 9

Swim: 1d20 + 1 ⇒ (9) + 1 = 10


M N human fighter 1 // soul warden 1 | HP 11/11 | AC 16 T 14 FF 12 | CMB +1** CMD 15* | F +3 R +4 W +3* | Init +6 Per +2 SM +5 | channel 6/8 MF 1/1 spell pool 3/5 stamina 2/2 | effects/conditions none

Strength check: 1d20 - 1 ⇒ (19) - 1 = 18
Strength check: 1d20 - 1 ⇒ (3) - 1 = 2
Strength check: 1d20 - 1 ⇒ (17) - 1 = 16
Strength check: 1d20 - 1 ⇒ (19) - 1 = 18
Strength check: 1d20 - 1 ⇒ (14) - 1 = 13


Female Changling Sorcerer 2(Aquatic Bloodline)/Rogue 3. AC13/17*, Touch12/16*, FF 11/15* . HP34. Fort 1. Ref +5. Will +5. Per +10. (*Mage Armor)

strength check: 1d20 ⇒ 12
strength check: 1d20 ⇒ 18
strength check: 1d20 ⇒ 4
strength check: 1d20 ⇒ 15
strength check: 1d20 ⇒ 16

Better than I expected.


rolls:

Cnut Swim: 1d20 + 8 ⇒ (13) + 8 = 21
Cnut Maintain Grapple: 1d20 + 5 + 5 ⇒ (16) + 5 + 5 = 26

Cnut Swim: 1d20 + 8 ⇒ (11) + 8 = 19
Cnut Maintain Grapple: 1d20 + 5 + 5 ⇒ (7) + 5 + 5 = 17

Cnut Swim: 1d20 + 8 ⇒ (4) + 8 = 12
Cnut Maintain Grapple: 1d20 + 5 + 5 ⇒ (16) + 5 + 5 = 26

Cnut Swim: 1d20 + 8 ⇒ (18) + 8 = 26
Cnut Maintain Grapple: 1d20 + 5 + 5 ⇒ (13) + 5 + 5 = 23

Cnut Swim: 1d20 + 8 ⇒ (9) + 8 = 17
Cnut Maintain Grapple: 1d20 + 5 + 5 ⇒ (13) + 5 + 5 = 23

Sandara strength: 1d20 + 1 ⇒ (6) + 1 = 7
Sandara strength: 1d20 + 1 ⇒ (12) + 1 = 13
Sandara strength: 1d20 + 1 ⇒ (10) + 1 = 11
Sandara strength: 1d20 + 1 ⇒ (9) + 1 = 10
Sandara strength: 1d20 + 1 ⇒ (19) + 1 = 20

Rosie strength: 1d20 + 3 ⇒ (20) + 3 = 23
Rosie strength: 1d20 + 3 ⇒ (5) + 3 = 8
Rosie strength: 1d20 + 3 ⇒ (19) + 3 = 22
Rosie strength: 1d20 + 3 ⇒ (2) + 3 = 5
Rosie strength: 1d20 + 3 ⇒ (13) + 3 = 16

23+2+2-2 = 25ft.
18+2-2-2 = 16ft.
22+2+2-2 = 24 ft.
18+2+2-2 = 20 ft.
20+2+2+2 = 26 ft.
total = 111 ft.

Cnut does his best to swim with one arm, the other holding on to his lifeline, Tobias. Tobias himself struggles to keep his head up but does manage to fill his lungs once as the rope is pulled taut slowly fighting the wind and waves to pull the men in.

Jacques, Rosanne, Sandara and Rosie feel the sharp tug on the rope and begin pulling it back in. Hoping that it would be 2 that they were rescuing. They couldn't see further than 60 ft. past the railing.

Slowly but surely the rope was pulled in, equal efforts from all four made for a swift job. Cnut and Tobias were hauled aboard. Alive! The storm would not claim any lives right now. Sandara looks you over and quickly touches a hand to you, removing most of the injury from your fall earlier. "That was brave. But quite foolish. I am glad you survived."
CLW: 1d8 + 3 ⇒ (2) + 3 = 5

Tobias:

You get the feeling of someone shaking their head in disapproval at you. It passes almost as soon as you feel it.

After you have recovered your breath and eaten the ship's biscuits Fishguts had handed out for dinner (the rum ration was not brought out) Master Scourge assigns new jobs. "No one rests until we're out of the storm! Get to it!"

Day 8 Night Shift

Rigging Jobs
Jacques: 1d6 ⇒ 5 Lookout: DC 12 Climb checks followed by a DC 12 Perception check.
Jacques is assigned to climb to the crow's nest and keep an eye out for reefs, land, rocks and other dangers.

Toby: 1d6 ⇒ 1 Rigging Repair: DC 12 Climb checks to reach the rigging 30 feet up, followed by a DC 12 Profession (sailor) or Dexterity check.
Rosanne is assigned to repair the ship's rigging.

Rosanne: 1d6 ⇒ 1 Rigging Repair: DC 12 Climb checks to reach the rigging 30 feet up, followed by a DC 12 Profession (sailor) or Dexterity check.
Rosanne is assigned to repair the ship's rigging.

Everyone must also make a DC 14 Constitution check to avoid becoming fatigued (or exhausted if you are fatigued) at the end of your second shift.


Male
Skills:
Acro +9|Bluff +7|Climb +5|Diplo +11|Disable +6|Escape +6|Percept +9|Per. (sing) +11|Prof (sailor) +9|SM +7|Sleight +8|Stealth +9|Swim +3
Aasimar (Azata-Blooded)|HP: 17/31|Acid, Cold, Electricity resistance 5|AC: 15 (11 Tch, 13 Fl)|CMB: +4, CMD: 16 |F: 3, R: 7, W: 6|Init: +2 Godling (Clever)/4th|Speed 50ft (50ft)
Voice in the Maelstrom wrote:
Sandara looks you over and quickly touches a hand to you, removing most of the injury from your fall earlier. "That was brave. But quite foolish. I am glad you survived."

"Boy, I sure hope that cute besmara cleric saw", Tobias said with a wink.

Diplomacy: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27

A feeling washes over Tobias then leaves. "Damn." The young sailor says to himself.

Voice in the Maelstrom wrote:
After you have recovered your breath and eaten the ship's biscuits Fishguts had handed out for dinner (the rum ration was not brought out) Master Scourge assigns new jobs. "No one rests until we're out of the storm! Get to it!"

"No rest for the extremely brave and handsome", Tobias sigh as he get gets his new assignment.

Day 8 Night Shift
Rigger - Rigging Repair

Climb DC 12: 1d20 + 1 ⇒ (5) + 1 = 6 Slip, but no damage.
Climb DC 12: 1d20 + 1 ⇒ (15) + 1 = 16 +7.5
Climb DC 12: 1d20 + 1 ⇒ (11) + 1 = 12 +7.5, 15ft.
Climb DC 12: 1d20 + 1 ⇒ (8) + 1 = 9 No progress
Climb DC 12: 1d20 + 1 ⇒ (13) + 1 = 14 +7.5, 22.5ft.
Climb DC 12: 1d20 + 1 ⇒ (13) + 1 = 14 +7.5, 30ft. (yay!)
Profession (sailor) DC 12: 1d20 + 7 ⇒ (3) + 7 = 10 (Using Besmara's Blessing)
Profession (sailor) DC 12: 1d20 + 7 ⇒ (6) + 7 = 13

Constitution DC 14: 1d20 + 1 ⇒ (8) + 1 = 9

Despite his admirable work on the rigging, thanks to the rescue effort, Tobias has had a long day. Joints that ache and heavily eyelids, the young sailor is feeling his mortality.


M N human fighter 1 // soul warden 1 | HP 11/11 | AC 16 T 14 FF 12 | CMB +1** CMD 15* | F +3 R +4 W +3* | Init +6 Per +2 SM +5 | channel 6/8 MF 1/1 spell pool 3/5 stamina 2/2 | effects/conditions none

Jacques nods his head to Tobias and Cnut, as if to say that he is glad they have survived.

He is feeling the effort in all of his limbs when he rests, and reluctantly struggles to his feet when new tasks are assigned.

Climb 60' DC 12, fatigued: 1d20 + 3 - 1 ⇒ (3) + 3 - 1 = 5 (slip, no damage)
Climb 60' DC 12, fatigued: 1d20 + 3 - 1 ⇒ (20) + 3 - 1 = 22 (+7.5', 7.5' up)
Climb 60' DC 12, fatigued: 1d20 + 3 - 1 ⇒ (1) + 3 - 1 = 3 (slip 7.5', no damage?)
Climb 60' DC 12, fatigued: 1d20 + 3 - 1 ⇒ (16) + 3 - 1 = 18 (+7.5', 7.5' up)
Climb 60' DC 12, fatigued: 1d20 + 3 - 1 ⇒ (17) + 3 - 1 = 19 (+7.5', 15' up)
Climb 60' DC 12, fatigued: 1d20 + 3 - 1 ⇒ (12) + 3 - 1 = 14 (+7.5', 22.5' up)
Climb 60' DC 12, fatigued: 1d20 + 3 - 1 ⇒ (12) + 3 - 1 = 14 (+7.5', 30' up)
Climb 60' DC 12, fatigued: 1d20 + 3 - 1 ⇒ (14) + 3 - 1 = 16 (+7.5', 37.5' up)
Climb 60' DC 12, fatigued: 1d20 + 3 - 1 ⇒ (14) + 3 - 1 = 16 (+7.5', 45' up)
Climb 60' DC 12, fatigued: 1d20 + 3 - 1 ⇒ (20) + 3 - 1 = 22 (+7.5', 52.5' up)
Climb 60' DC 12, fatigued: 1d20 + 3 - 1 ⇒ (9) + 3 - 1 = 11 Derring-do: 1d6 ⇒ 4 (+7.5', 60' up, success!)

Perception, DC 12: 1d20 + 6 ⇒ (8) + 6 = 14 Success!

Con check DC 14: 1d20 + 2 ⇒ (1) + 2 = 3 (Fail, will be exhausted.)


Female Changling Sorcerer 2(Aquatic Bloodline)/Rogue 3. AC13/17*, Touch12/16*, FF 11/15* . HP34. Fort 1. Ref +5. Will +5. Per +10. (*Mage Armor)

con check: 1d20 ⇒ 8 Fatigued.

climb Fatigued: 1d20 ⇒ 18 7.5.
climb Fatigued: 1d20 ⇒ 17 15.
climb Fatigued: 1d20 ⇒ 16 22.5.
climb Fatigued: 1d20 ⇒ 3 Slip

fall damage: 2d6 ⇒ (3, 5) = 8

climb Fatigued: 1d20 ⇒ 6 Slip. No damage
climb Fatigued: 1d20 ⇒ 18 7.5.
climb Fatigued: 1d20 ⇒ 14 15.
climb Fatigued: 1d20 ⇒ 2 Slip.

fall damage: 1d6 ⇒ 2

climb Fatigued: 1d20 ⇒ 17 7.5.
climb Fatigued: 1d20 ⇒ 18 15.
climb Fatigued: 1d20 ⇒ 17 22.5.
climb Fatigued: 1d20 ⇒ 12 30!

Profession Sailor: 1d20 + 5 ⇒ (13) + 5 = 18

I don't think Profession Sailor is effected by being Fatigued?

Battered, bruised and achingly tired Rosanne is almost grateful for the wind and rain hitting her as she clings to the mast. It keeps her eyes open as she struggles to repair heavy, sodden rope.


You aren't fatigued until the end of your shift Rosanne. And no, profession is modified by wisdom, so the -2 str and dex would not affect profession skill rolls.

Everyone manages to succeed at their jobs during the night shift as the storm raged away. Unfortunately Jacques became exhausted and fell asleep up in the crow's nest. He was awoken by an angry kick from Master Scourge who berated him and marked him down for 6 lashes if they survived the storm.

Toby and Rosanne are fatigued and Jacques is exhausted.

Day 9

Working through the night has made many of the crew very tired. There are too few crew to keep it up like this but the Captain demands that the Wormwood does not stop until the next evening. Thankfully the worst of the storm has passed and been reduced to just heavy rain which gets progressively lighter as the day goes on, abating completely late the afternoon of day 9.

Regular Jobs
Jacques: 1d6 ⇒ 3 Swab the Decks: DC 10 Strength or Constitution check and DC 18 Constitution check to avoid falling asleep again.
Jacques is assigned to backbreaking work mopping the decks and scrubbing them with sandstone blocks called holystones.

Toby: 1d6 ⇒ 5 Runner: DC 10 Acrobatics check and a DC 18 Constitution check to avoid exhaustion and falling asleep.
Toby is assigned to passing messages to the crew and officers of the Wormwood in all parts of the ship except officers’ cabins.

Rosanne: 1d6 ⇒ 2 Cook: DC 10 Profession (cook) or Intelligence check and a DC 18 Constitution check to avoid exhaustion and falling asleep.
Rosanne is assigned to Assist Ambrose Kroop in preparing the day’s meal.

You are all able to take 1 Ship Action today.


M N human fighter 1 // soul warden 1 | HP 11/11 | AC 16 T 14 FF 12 | CMB +1** CMD 15* | F +3 R +4 W +3* | Init +6 Per +2 SM +5 | channel 6/8 MF 1/1 spell pool 3/5 stamina 2/2 | effects/conditions none

Jacques is falling over from fatigue, and so he decides to summon his unseen servant to help him with his tasks. He does his best to focus on the job and does not take any extra time to indulge in other activities.

Unseen servant Str aid check DC 10: 1d20 - 4 ⇒ (14) - 4 = 10
Con check DC 10, aid: 1d20 + 2 + 2 ⇒ (8) + 2 + 2 = 12
Con check DC 18, work diligently: 1d20 + 2 + 4 ⇒ (15) + 2 + 4 = 21


Male
Skills:
Acro +9|Bluff +7|Climb +5|Diplo +11|Disable +6|Escape +6|Percept +9|Per. (sing) +11|Prof (sailor) +9|SM +7|Sleight +8|Stealth +9|Swim +3
Aasimar (Azata-Blooded)|HP: 17/31|Acid, Cold, Electricity resistance 5|AC: 15 (11 Tch, 13 Fl)|CMB: +4, CMD: 16 |F: 3, R: 7, W: 6|Init: +2 Godling (Clever)/4th|Speed 50ft (50ft)

Day 9

Swab - Runner
Tobias struggled throughout the day as runner. Singing silly songs to himself, praying aloud to Besmara, pinching himself, and ultimately acting foolish; Tobias was able to deliver all messages in a timely manner. Sadly, the young sailor used up all his energy trying to stay awake, and he passed out.
DC 10 Acrobatics (fatigued): 1d20 + 7 - 2 ⇒ (17) + 7 - 2 = 22
DC 18 Constitution: 1d20 + 1 ⇒ (8) + 1 = 9


Female Changling Sorcerer 2(Aquatic Bloodline)/Rogue 3. AC13/17*, Touch12/16*, FF 11/15* . HP34. Fort 1. Ref +5. Will +5. Per +10. (*Mage Armor)

Profession Cook: 1d20 + 6 ⇒ (14) + 6 = 20

Con check to not fall into the pot: 1d20 ⇒ 20

Blinking her eyes furiously, and resorting to a pinch of pepper when she feels drowsy Rosanne does talk to Fishguts, "Surely it's better to stop the ship and check for damage after a storm like the one we went through?"


Tobias was just sitting down for a minute while had didn't have any messages to pass and accidentally dozed off. The next thing he know Plugg was shaking him awake. "Sleeping on the job! Perhaps you should have drowned when you jumped into the storm like an idiot. You'll get 6 lashes anyway once we're out of this storm."

Jacques used a bit of careful magic to help get his task done. "Can he do that?" Some comment when they see the holystones moving by themselves next to him.

Rosanne has the simple job of helping Kroop with the regular soup and thankfully has no mishaps in the galley. "You look like ye could fall asleep any minute. Ha, I feel like that meself. Well it would be nice wouldn't it. We'd have word from the bilges if something very bad had happened to the ship. The Captain seems in a hurry to get where he is going. Not even letting the danger of the storm stop him. Ah well, none of my business."

After 2 days of non-stop exhausting work, struggling through a terrible storm, almost losing 2 crewmen to the depths, the ship bell finally rings again, signaling work to stop. The rain has stopped several hours ago and is a nice cool afternoon. A shout from the crow's nest gets everyone's attention to the horizon. "Tide's bringing in a floater! Must've sunk last night!" The Wormwood wasn't the only ship to battle the storm, but she fared better than some.

Ropes are lowered when the crew sees someone is alive and help them aboard.
New player will drift in and introduce themselves.


M N human fighter 1 // soul warden 1 | HP 11/11 | AC 16 T 14 FF 12 | CMB +1** CMD 15* | F +3 R +4 W +3* | Init +6 Per +2 SM +5 | channel 6/8 MF 1/1 spell pool 3/5 stamina 2/2 | effects/conditions none

Jacques glares intimidatingly at the crewmembers questioning whether he can use magic to help with his duties on the ship, but does not get into a discussion about it. He tries his best not to look as tired as he feels.


M CG Dwarf Warpriest 3 | HP 32/32 | AC 16 T 13 FF 13 | CMB +5, CMD 15 | F: +6, R: +5, W: +6 | Init: +5 | Perc: +3, SM: +6, Darkvision 60 ft | Speed 20ft | Spells: 1st 0/4 | Fervor: 0/3 | Blessings 4/4 | Active conditions: None

The loud sounds of twenty men snoring come from a single ale barrel bobbing in the waves. As the ship approaches, the source of the sound can be identified as a single dwarf man clutching a dented pewter mug in one hand and a broken-off spigot in the other. He doesn't wake until one of the dropped ropes hits him in the face, prompting the replacement of snoring with a string of curses fit for the Pirate Queen herself.

"...wrong end of a gull and spit on yer watery grave," he concludes, pulling himself up over the ship's railing before collapsing in a pile of salty, soggy dwarf on Jacques' freshly-cleaned deck. "'N' who're you lot? Stop... stop spinning around and stand still so I can get a good look at yer." His eyes try to track Tobias's stationary form, but keep veering off to the side. "Or... or so 'elp me, sure as me name's Torgal Cailean, I'll... I'll..." His head hits the deck before he can finish his thought and once more the sound of snoring fills the air.


Male
Skills:
Acro +9|Bluff +7|Climb +5|Diplo +11|Disable +6|Escape +6|Percept +9|Per. (sing) +11|Prof (sailor) +9|SM +7|Sleight +8|Stealth +9|Swim +3
Aasimar (Azata-Blooded)|HP: 17/31|Acid, Cold, Electricity resistance 5|AC: 15 (11 Tch, 13 Fl)|CMB: +4, CMD: 16 |F: 3, R: 7, W: 6|Init: +2 Godling (Clever)/4th|Speed 50ft (50ft)

A dwarf, newly salvaged, flops down at Tobias's feet. Looking wordlessly at Jacques, the young sailor attempts to pick up the drowsy newcomer.
Strength: 1d20 + 1 ⇒ (14) + 1 = 15


M N human fighter 1 // soul warden 1 | HP 11/11 | AC 16 T 14 FF 12 | CMB +1** CMD 15* | F +3 R +4 W +3* | Init +6 Per +2 SM +5 | channel 6/8 MF 1/1 spell pool 3/5 stamina 2/2 | effects/conditions none

Jacques looks around furtively, his eyes narrowed with suspicion. "When they see him, they will take everything from him. If we desire to befriend him, ah, perhaps we should hide his equipment elsewhere for him, oui?


Male
Skills:
Acro +9|Bluff +7|Climb +5|Diplo +11|Disable +6|Escape +6|Percept +9|Per. (sing) +11|Prof (sailor) +9|SM +7|Sleight +8|Stealth +9|Swim +3
Aasimar (Azata-Blooded)|HP: 17/31|Acid, Cold, Electricity resistance 5|AC: 15 (11 Tch, 13 Fl)|CMB: +4, CMD: 16 |F: 3, R: 7, W: 6|Init: +2 Godling (Clever)/4th|Speed 50ft (50ft)

Eyes wide, Tobias looks at Jacques in disbelief. "With this many eyes on him?" Shaking his head, the young sailor attempts to steal save some item from Grok's store.
Slight of Hand: 1d20 + 7 ⇒ (5) + 7 = 12


M N human fighter 1 // soul warden 1 | HP 11/11 | AC 16 T 14 FF 12 | CMB +1** CMD 15* | F +3 R +4 W +3* | Init +6 Per +2 SM +5 | channel 6/8 MF 1/1 spell pool 3/5 stamina 2/2 | effects/conditions none

Jacques takes a deep breath and tries to cause a distraction. "Look at this mess this dwarf-man has made on the deck, the deck I have only just finished with the work of all day and night! See here, it is scratched! And here! Step back, all of you, or you will make it worse!"

Intimidate: 1d20 + 9 ⇒ (2) + 9 = 11 (If you need a roll for this?)


Female Changling Sorcerer 2(Aquatic Bloodline)/Rogue 3. AC13/17*, Touch12/16*, FF 11/15* . HP34. Fort 1. Ref +5. Will +5. Per +10. (*Mage Armor)

Rosanne is below deck in the galley so won't have seen this. If it gets noisy atop she's too tired to care.


No one seems to care if Jacques' work is ruined and many crowd around Torgal, but in the commotion Tobias slips something small into his pockets.

Master Scourge pushes through to see the dwarf just before he falls unconscious. He wears a red bandana, a long dark beard and several earrings and other jewelry around his neck and on his fingers. A long and slightly tattered black cloak covers his trousers and leather covered chest. A nasty looking hand-axe rests in his belt and a dagger sheath is strapped to his right thigh. As you look up at him from the floor his dark eyes glare at you of an arrow shaped nose. "Welcome aboard the Wormwood. We're glad to have you join us."

Once he is out Scourge directs several of his sycophants to carry the dwarf below and tie him up. "For his own safety." He will wake tomorrow, confused as the rest of you were. Aretta, Fipps and Tam see to carrying him, with a couple grunts about his weight thrown in.


Scourge sees to the confiscation of Torgal's equipment into Grok's hands though they leave him holding his tankard. Tobias has also pilfered his Iron Holy Symbol of Cayden Cailean before they took him below.

The crew sleeps deeply, many are fatigued and no one stays up late this night.

Day 10

The ship bell rings calling the crew on deck. Master Scourge comes below and surrounds the sleeping Torgal with Fipps and Jape. Jape has a bucket of cold seawater and tosses it in Torgal's face to wake him up. "On your feet, ye filthy swab! Get up on deck and report for duty before Cap’n
Harrigan sends ye to the bottom o' the sea trapped inside that old barrel!"
Scourge commands.


M CG Dwarf Warpriest 3 | HP 32/32 | AC 16 T 13 FF 13 | CMB +5, CMD 15 | F: +6, R: +5, W: +6 | Init: +5 | Perc: +3, SM: +6, Darkvision 60 ft | Speed 20ft | Spells: 1st 0/4 | Fervor: 0/3 | Blessings 4/4 | Active conditions: None

Jape has to duck as the dwarf's tankard flies through the air and bounces off the ceiling near where his head was. "Oi, try that one more time ye lily-livered hedge-pig!" Torgal bellows, his long wet hair and beard flat against his head and heaving chest (respectively). "What's all this noise about reportin' fer duty? Can't a fellow get some rest after survivin' a shipkiller storm?" Begrudgingly he gets to his feet, collects his tankard and hangs it on his belt, and slowly makes his way up to the deck.


Scourge's whip cracks through the air. "Why don't ye go and put yer grievances b'fore the Cap'n! On deck, now!" Up the stairs, through the main hold and up a ladder brings you to the main deck.

As you get on deck, the crew has started to work already, getting the ship under way. The day is sunny, quite hot after the last several days' winds and rains. The other crew members are going about their jobs, swabbing or up in the rigging, constantly adjusting the sails to keep the ship moving at full speed. In front of you the main mast rises up 60 ft. in the air topped with a crow's nest. The rigging connects each of the three masts and their sails. At the foot of the main mast, thick strands of rope have been wound around it for use as a whipping post. A foot above that hangs the ship’s clock, a macabre brass-and-copper object depicting worms writhing through whale corpses. On the port side a jolly boat is tied with oars secured nearby.

"Glad you could join us dwarf! 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." Another voice booms out from above you to the front of the ship. At the guardrail of the poop deck above stands your captain, a broad, muscular Garundi man with a shaven head, a long beard bound with gold rings, and an eye patch.

Next to him is a younger, balding man with a long black ponytail, wearing a long coat and carrying a well-used cat-o’-nine-tails. "Oh, and one more thing. Even with recent 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 a pirate out of this landlubber, it’ll save me having to put him in the sweatbox for a year and a day before I make pies out of ’im."

Mr. Plugg grinned next to him and looked at the sweatbox behind you, an iron-bound wooden box under the bridge that would get extremely uncomfortable if you were to be stuffed inside. Captain Harrigan walked away to allow Plugg to take charge. With his cat-o-nine in hand he examines you with a sharp eye. "As our Cap'n said. We're short on crew. My name is Mister Plugg to you and any failure to complete your assigned duties will answer to me and my cat 'ere." He dangles the cat-o-nine in the air for emphasis. "Go see Master Scourge for yer duties Swab."


M CG Dwarf Warpriest 3 | HP 32/32 | AC 16 T 13 FF 13 | CMB +5, CMD 15 | F: +6, R: +5, W: +6 | Init: +5 | Perc: +3, SM: +6, Darkvision 60 ft | Speed 20ft | Spells: 1st 0/4 | Fervor: 0/3 | Blessings 4/4 | Active conditions: None

Torgal’s hand goes instinctively to his tankard as the so-called “captain” speaks, but he doesn’t remove it from its home on his belt. Judging by how red his face is getting though, the dwarf is either extremely sensitive to sunlight or is struggling very hard to keep himself under control.

Once Master Plugg finishes speaking, Torgal gives up the fight. ”Then why in the name of the seven slimy Hells did y’all send me up here just t’ go back downstairs t’ get bossed around som’more!?” he roars. ”Are ya tryin’ t’ use that overgrown hairpiece as compensation fer somethin’ that’s missin’ ‘tween yer legs?” He continues to grumble loudly as he retraces his steps back down to the hold where he had awakened - or to this Master Scourge, if he’d moved.

Buncha bean-brained, water-drinking, two-teethed bildgerats - the whole lot! Lucky Drunk, at least send me something t’ drink t’ make this slavery bearable.


Scourge followed you up on deck.

Day 10

Jobs
Jacques: 1d6 ⇒ 2 Rat Catcher: DC 10 Stealth check, Survival check, or Dexterity check.
Jacques is assigned to catching rats and other vermin belowdecks.

Toby: 1d6 ⇒ 2 Rat Catcher: DC 10 Stealth check, Survival check, or Dexterity check.
Toby is assigned to catching rats and other vermin belowdecks.

Torgal: 1d6 ⇒ 5 Runner: DC 10 Acrobatics check and DC 10 Constitution check.
Torgal is assigned to passing messages to the crew and officers of the Wormwood in all parts of the ship except officers’ cabins.

Rosanne: 1d6 ⇒ 1 Cook: DC 10 Profession (cook) or Intelligence check.
Rosanne is assigned to Assist Ambrose Kroop in preparing the day’s meal.

You are all able to take 1 Ship Action today.


Female Changling Sorcerer 2(Aquatic Bloodline)/Rogue 3. AC13/17*, Touch12/16*, FF 11/15* . HP34. Fort 1. Ref +5. Will +5. Per +10. (*Mage Armor)

profession cook: 1d20 + 6 ⇒ (4) + 6 = 10 Just squeaked in.

"It won't kill anybody." Rosanne says with a shrug, looking at the finished meal.

With the meal being prepared and edible Rosanne will slip into the Lower hold and look around for anything that she can use, or trade with Grok?

Coin or valuables that aren't easily identified.

If anyone is there she doesn't lift anything until it's safe.

Perception: 1d20 + 7 ⇒ (6) + 7 = 13


Male
Skills:
Acro +9|Bluff +7|Climb +5|Diplo +11|Disable +6|Escape +6|Percept +9|Per. (sing) +11|Prof (sailor) +9|SM +7|Sleight +8|Stealth +9|Swim +3
Aasimar (Azata-Blooded)|HP: 17/31|Acid, Cold, Electricity resistance 5|AC: 15 (11 Tch, 13 Fl)|CMB: +4, CMD: 16 |F: 3, R: 7, W: 6|Init: +2 Godling (Clever)/4th|Speed 50ft (50ft)

Day 10
Swab - Rat Catcher
Both Wraithborn and Lacrimoisi had rat catcher duty, which made Toby smile. Finally, someone he knew well to work together with! Both sailor worked well as a team, covering for the other one's shortcomings and magnifying their strengths. Rat Catching also didn't seem like work that day.
Stealth DC 10: 1d20 + 7 - 2 ⇒ (12) + 7 - 2 = 17
Can I give Jacques some kind of aid bonus since we're doing the same job?

Daytime Ship Activity - Shop
Toby thought now was his chance to finally see if he can shop for the rest of his stuff.
Stealth: 1d20 + 7 ⇒ (12) + 7 = 19
Diplomacy: 1d20 + 8 ⇒ (2) + 8 = 10


M CG Dwarf Warpriest 3 | HP 32/32 | AC 16 T 13 FF 13 | CMB +5, CMD 15 | F: +6, R: +5, W: +6 | Init: +5 | Perc: +3, SM: +6, Darkvision 60 ft | Speed 20ft | Spells: 1st 0/4 | Fervor: 0/3 | Blessings 4/4 | Active conditions: None

Acrobatics vs DC 10: 1d20 + 3 ⇒ (7) + 3 = 10
Constitution vs DC 10: 1d20 + 2 ⇒ (13) + 2 = 15

Torgal’s gait may be unsteady at times, but the dwarf almost looks like he’s enjoying running around the ship’s deck and through the hold. During a brief moment of solitude in the belly of the Wormwood, he pauses and murmurs softly into his tankard before grinning and downing the entire mug of ale in one gulp. ”Aye, that’s more like it. Cheers!” Splashing the last of the drink on the deck as a libation to the Lucky Drunk, he gets back to work.

Entertainingly, worshipers of Cayden can use create water to make ale or wine instead of water - and it doesn’t even need a holy symbol! XD

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