GM Trevor's Skull & Shackles

Game Master Trevor0828


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You all remember the night before—the ringing laughter of a wild night, the heady joy of excess, the scents of rich stewed meat and perfume lingering in your nostrils. You have a pounding headache, the sickly taste of cheap wine in your mouths, you lie on a hard floor, you hear a rhythmic creaking noise, and feel the room swaying, as if you are still drunk. Before the you can do much more than sit up, however, several pairs of heavy footsteps enter the dark room, and the harsh light of a lantern painfully spears your eyes.

A dark haired, evil looking man enters with six rough-looking pirates, armed with saps. An expression that might be mistaken for pain but which is clearly an attempt at a smile bruises his face as he cracks the whip in his hand and screams at the you.

“Still abed with the sun over the yardarm? On your feet, ye 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!”


One of the first things you notice is that you have none of your possessions. Onnello, you do have your thieve's tools in their well hidden location, and Nivian still has her lucky rabbit's foot. Other than that, you just have your clothes.

Nivian, once you stat up your familiar, let me know and I will tell you what's up with it.


Male 1/2 Orc Cleric 1 | HP 7/9| AC 15 Touch 13 Flatfooted 11 | Saves F 4 / R 2 / W 7 | Init +3 | Perc +4

It had been a good dream. Twin elven tavern wenches had been rubbing his shoulders and bringing him ale...one started to pour some ale into his mouth, when...

Hraak groans painfully and blinks, lying on his side and drooling onto the hard wood planks beneath him. Confused, he jolts when the whip cracks nearby, and he does his best to sit up and take in the surroundings. The creaking of the deck. The swaying of the room, and the smells that are oh-so familiar. His entire body aches, and he sees a half dozen others in a state similar to his own.

He didn't know who was who, or for that matter, what was actually going on. The priest almost channels some healing for everyone on reflex...but stops himself. It's in this moment that Hraak finally regains his senses and realizes all his stuff is gone. And then he realizes...they'd all been taken.

"Aye, sir...if'n I may... where exactly might we be?" Hraak groans a bit as he says this, rising slowly and painfully to his feet. He does his best to keep his demeanor neutral as he looks over at the pirates.


Helgash growled and opened his eyes - he realized immediately he had been a fool when he heard the gruff voice, his brain making the connection between the group menacing him... Them..? And the rhythmic creaking and swaying.

'Am I in a ship?' - he pondered to himself, trying to gain as much time as possible before even standing up. He could already feel that the man's tone was grating at him, and he knew that sensation - it usually made him do stupid mistakes.

'Not this time - you are smarter than this' - he took a steadying breath, and propped himself up, his head swaying - 'I didn't drink that much, did I?'

Hraak Rhegnaz wrote:
"Aye, sir...if'n I may... where exactly might we be?" Hraak groans a bit as he says this, rising slowly and painfully to his feet.

"I am betting we are in a ship of some sort" - he replied to the menacing looking half-orc - "But that one is no 'Sir'..." - he added with a nod at the man with the whip, and a snarl.

His hand went instinctively to the hilt of his rapier, as it usually did whenever he threw what he knew was an insult or a challenge of some sort. Yet there was no weapon to be found...

'Damn!'


Male Human Fighter(Aldori Defender) 1/Monk(Master of Many Styles) 1 AC18, FF14, T14; Init +4; F+6, R+7, W+3; Perc +9; Sense Motive +10; hp-22

Sebastion awakens to the disturbance. He gets up quickly, too quickly. The sick feeling and headache are excarebated by his sudden movement. His hand instinctively reaches for his sword, but finds nothing.

Disarmed? He looks at the man with the whip and his companions, then he looks at the others groggily getting up with him.

Hmm, I can take at least two, maybe three. Will these others help? Perhaps caution is best at the moment, let me see where we are and what the actual siuation is.

Sebastion glares at the man with the whip, but holds himself back for the moment.


Varisian Aasimar (Scion of Humanity) Bard (Sea Singer) 2 | HP 15/15 | AC16/T12/F14/CMD13 | F+2/R+6/W+5 | Init+2 | Per+6 | Bard Song 8/11; Perform+14

The crack of the whip snaps Ioney's eyes open, which he immediately recognizes as a mistake and snaps them closed again, his head spinning. Wait? That's a hammock's swing, not my head. Did he say yardarm? AM I BACK ON A SHIP?

He opens his eyes again, slowly lifitng his head for a glance around. I AM on a ship! How in the name of the Accidental God's Bootstraps did I get HERE? Taking another look at the thug crew, he works his way out of the hammock, stumbling as his feet hit the moving deck, but his limited experience being enough to help him stay upright.

"Deck. Aye, aye." His eyes aren't on the way up, but start on the whip and saps in front of him. As he starts moving, they move around the cabin, searching for who else is around him. The crew obviously doesn't need seven armed sailors for little old Ioney.


Does Onnello know anything about Cap’n Harrigan?
Knowledge (Local): 1d20 + 2 ⇒ (3) + 2 = 5
well that's an auspicious start.

Waking to the rhythmic feel of the ocean and the sound of someone barking orders, Onnello, his head ringing, begins to rise. Reaching back running his hands through his white hair, feeling the knot on his head. He remembered drinking at a place called the 'Formidable Maid' celebrating his departure of Ilizmagorti. He remembered drinking a fair amount, but not enough to warrant his head throbbing like this. As he stood, getting his sea legs under him, he realized he was missing his armor, bandoliers and weapons. Standing there, looking at this idiot waiving his whip and screaming at him, remembering being jumped by the thugs in the alley, knocked unconscious. That would explain why he was on the deck of an unknown ship with this fool and his thugs. 'I'd have joined if they just asked me.' He resists the urge to smirk as he makes a show of tucking his loose-fitting white linen blouse into his faded blue canvas bell-bottomed dungarees, feeling bushing his hand over the interior pocket, feeling his lock picks. 'Well at least I still have my lock picks, those would be expensive to replace.'

Chuckling as the tattooed half orc beside him informs and corrects the other tattooed half orc, Onnello nods at the spry looking fellow beside him, raising an eye as the pretty fellow answers and begins to move. Looking toward the half orc who had reached for his missing weapon, he nods the general direction of the six rough-looking pirates. "We better move, those fellows look like they want to make an example of someone."


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

Woken by the initial shouting, Nivian remained motionless for a moment longer, trying to remember where she was - and more importantly: how she got here.
Ship...seems like it. Been drinking - but not that much. Pressganged - probably. Other seem confused, too - maybe drugged? One of those guys around last night?
She finally sits up to get a better look at the speaker:"Why, who could refuse such a lovely invitation.". She stretches, then pats her clothing - most of her possessions were gone, but it seemed like nobody violated her while she was out cold - which was a decent start for a forced work relationship, in her book. Starting to move towards the stairs, she turns her head to those still assessing the situation:"Shall we, Gentleman? Lets see what breakfast is like and what kind of tea the capt'n likes to serve..."

She was snarky on purpose - trying to elicit a response, or at least reaction from the men sent to fetch them.
If they don't respond at that point, while being perfectly compliant, she addresses the one with the whip:"You're not all cannibals, are you? That's bad for your health. And your temper."

She is not at all antagonistic and will follow orders. If told to shut up she will not go through with all the smack talk. She's trying to test how far she can push before someone pushes back, not trying to get smacked unconscious for being a smartass.


Onnello Ustradi wrote:
"We better move, those fellows look like they want to make an example of someone."

"You are probably right" - he grunted in reply at the tall, strong man, his eyes still fixed on the one with the whip.


Male 1/2 Orc Cleric 1 | HP 7/9| AC 15 Touch 13 Flatfooted 11 | Saves F 4 / R 2 / W 7 | Init +3 | Perc +4
Helgash wrote:
"I am betting we are in a ship of some sort" - he replied to the menacing looking half-orc - "But that one is no 'Sir'..." - he added with a nod t the man with the whip, and a snarl.

"Well, obviously it's a ship...but he certainly doesn't look like any Miss I've ever seen..." Hraak mutters back with a frown as he takes a small step forward, as if to follow the others.


Varisian Aasimar (Scion of Humanity) Bard (Sea Singer) 2 | HP 15/15 | AC16/T12/F14/CMD13 | F+2/R+6/W+5 | Init+2 | Per+6 | Bard Song 8/11; Perform+14

Despite the scene before him, and the implications for his immediate future, Ioney can't help but snicker at the comments from the two half-orcs. He looks up ALMOST apologetically at the man with the whip and waves his hand in the direction of the half-orcs as he continues moving.


'Well I think I know who they will try and make an example of.' Raising an eyebrow at the woman's flippant attitude, Onnello, chuckles at the tattooed orcs mutterings, as he steps closer to the undine. Answering her cavalier statement, "Sure, probably likes tea and crumpets." He moves towards the hatch with the other 'press-ganged' crewmembers as he glares at the nearest thug.


At the first talking, the dark haired man cracks his whip yet again, barely missing Hraak.

"Shut your damn traps!" He snarls.
"And don't be asking questions, especially on deck."

He surveys your group with obvious distaste. Seeing Sebastian's glare, he laughs.
"You givin' me the Stink Eye, boy? Best learn your place quick or I'll snap that eye right out of your head."
His whip lashes out barely touching Sebastian's shirt causing a small rip and a welt as well, The pain is intense.

"Now get your arses up them steps and on deck!"


When you reach the main deck, 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 — clearly 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 them on the deck, set apart by their relative cleanliness and their 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.

DC 10 Intelligence check:
You remember seeing the dark haired man that woke you up at the inn last night during the party.

DC 10 Perception followed by either a DC 15 Craft(Alchemy) or DC 10 Knowledge(Nature chaeck:
YOu have a cloting taste of nutmeg in your mouth that you recognize as a sign of oil of taggit poisoning


Male 1/2 Orc Cleric 1 | HP 7/9| AC 15 Touch 13 Flatfooted 11 | Saves F 4 / R 2 / W 7 | Init +3 | Perc +4

Int check: 1d20 ⇒ 13
knowledge(Nature) check: 1d20 ⇒ 2


Varisian Aasimar (Scion of Humanity) Bard (Sea Singer) 2 | HP 15/15 | AC16/T12/F14/CMD13 | F+2/R+6/W+5 | Init+2 | Per+6 | Bard Song 8/11; Perform+14

Int DC 10: 1d20 + 1 ⇒ (8) + 1 = 9
Know Nature DC 10 (makeable untrained): 1d20 + 1 ⇒ (19) + 1 = 20
Craft Alchemy DC 15: 1d20 + 1 ⇒ (11) + 1 = 12

:facepalm: Of course I miss the easy one!

Opening his jaw and scraping his tongue against the back of his upper front teeth, Ioney looks at the crew. Well, that explains how I got here, I guess. Keeping us out-numbered. No surprise there. Captain and First Mate? The guy with the whip the Bosun, then? Gotta learn the power structure before you can do anything but keep quiet and comply . . ..


Int: 1d20 + 3 ⇒ (13) + 3 = 16
Perception: 1d20 + 6 ⇒ (2) + 6 = 8

zzzzzzz...

I remember that one - the dark haired bastard. He was at the inn last night" - Helgash snarled to those closeby.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

While making her way to the main deck, Nivian manages to remember. The dark haired man definitely was at the inn last night. And there was a lingering taste in her mouth...like nutmeg. Which was sometimes used in spicy rum, but was unlikely to knock someone out cold. Unlike Oil of Taggit, which had a strong enough taste that it needs to be masked, but would explain their situation...

Intelligence: 1d20 + 4 ⇒ (15) + 4 = 19
Perception: 1d20 + 5 ⇒ (9) + 5 = 14
Knowledge(Nature: 1d20 + 8 ⇒ (8) + 8 = 16

"Aye, and the bastard drugged us. Oil of Taggit. ", she responds in as low a voice as she manages.
Clearly they were supposed to remain silent, and she didn't want to invite any lashes. Before looking at the man about to address them, she looked around...High seas - no land in sight, figures...; she was quite confident that she would be able to make her escape if she made it to the water - but where to? And certainly not without Carth...and truth be told, she WAS looking for a ship - so could at least hear the man out.

Taking a moment to focus, she discerns where true north was(Know Direction SLA), what direction they were going, and recalls the geography near Port Peril...knowing where they were and where they were headed could prove useful.
Knowledge(Geography): 1d20 + 9 ⇒ (9) + 9 = 18


Int: 1d20 ⇒ 5
perception: 1d20 + 5 ⇒ (8) + 5 = 13
knowledge (nature) untrained: 1d20 ⇒ 11

Raising an eyebrow as the dark haired man lashes the blond fellow, Onnello makes a mental note to kill him first. As they move towards the deck, he starts to rub us tongue on the roof of his mouth, was that nutmeg? No one used nutmeg for drinks. he quirks a smile as the blue woman comments about being drugged with 'Oil of Taggit.' Onnello nodded, he had heard that it tasted like nutmeg, but had never experienced it before. Turning slightly, he nods to her. "Good to know, I'm Onnello, by the way."

Realizing they were being led towards the ship's mainmast, where others were gathered, Onnello quickly turns around and pays attention to what was going on. Seeing the big, bald, black, man, he mumbles, as much to himself as to anyone. "I'll wager that's Harrigan."


Male 1/2 Orc Cleric 1 | HP 7/9| AC 15 Touch 13 Flatfooted 11 | Saves F 4 / R 2 / W 7 | Init +3 | Perc +4

"I've always hated nutmeg... Hraak quietly mutters, scowling, as he continues moving forward with the others towards the gathering at the mainmast. The captain, if indeed the Garundi with the patch was him, looked impressive and threatening, though no less so than the man armed with the cat-o'-nine-tails.

The half-orc priest sighs and looks up at the upper deck, trying to keep his face neutral, despite the wave of anger and terror he was experiencing right along with all the other new "recruits".


@ Nivian - Yes,your empathetic link is working. So, your familiar is within 1 mile (which means the ship). It is apprehensive right now, and hiding.

When everyone is finally assembled on deck, the Captain addresses you:
“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. 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 is Mister Plugg, the Wormwood’s first mate. He looks down at you and other impressed captives and smiles unpleasantly.


"Alright, you useless swabs, I need a rigger first, so up and at 'em! Climb to the crow's nest. NOW!!!" Mr. Plugg shouts.

Everyone needs to make Climb checks. The distance is 60' and your climb speed is 15' per round. So four climb checks are needed. After everyone does 4 checks, I will update the progress. Remember, you are wearing no armor at the moment.


Trevor, what is the DC for the climb? So we know how many rolls are successes. Also, can we Take10?


Male Human Fighter(Aldori Defender) 1/Monk(Master of Many Styles) 1 AC18, FF14, T14; Init +4; F+6, R+7, W+3; Perc +9; Sense Motive +10; hp-22

Sebastion rubs the still smarting welt from the whip and begins climbing.

Climb: 1d20 + 5 ⇒ (2) + 5 = 7
Climb: 1d20 + 5 ⇒ (16) + 5 = 21
Climb: 1d20 + 5 ⇒ (8) + 5 = 13
Climb: 1d20 + 5 ⇒ (4) + 5 = 9


Helgash wrote:
Trevor, what is the DC for the climb? So we know how many rolls are successes. Also, can we Take10?

I deliberately did not give the DC. And no, you cannot take 10 as you are being rushed. However, you can try and move double your normal climb speed by taking a -5 modifier to your climb check.

*EDIT:* If you have an ability that lets you reroll or modify a skill check AFTER you know if it is a success or not, let me know. For ones that require you to decide after the roll, but before knowing if it succeeds, you need to make that decision in the post where you do your rolls.


Also, btw, it would help if people added key info such as Initiative, AC, saves, and Perception to their headers. And put their complete character sheets in their profiles.


Another thing I forgot. Spellcasters have not been able to pray or study for spells yet today. Inate spellcasters do have their spells, but remember, no one has any spell components. All other daily use abilities are available.


Trevor0828 wrote:
You also notice that you are not the only new recruits—four others are standing with them on the deck, set apart by their relative cleanliness and their apparent unease with their newfound situation.

Can we have a description on these four? Onnello will take 10 (15) on perception to look at them for a second.

Watching the captain as he begins to address them, Onnello takes a second to peak at the other new folks gathered. 'Don't speak to him, easiest command I've ever had.' He smiles slightly 'But accidents can happen.' when the Captain commands 'no killing of crew.

Looking to Mister Plugg, the Wormwood’s first mate raising an eyebrow as the man smiles unpleasantly and begins to speak. 'Needs riggers...Now?' Realizing the first mate had commanded them to climb in some sort of competition, Onnello burst towards the rigging and begins climbing hand over hand.

climb: 1d20 + 8 ⇒ (14) + 8 = 22
climb: 1d20 + 8 ⇒ (17) + 8 = 25
climb: 1d20 + 8 ⇒ (4) + 8 = 12
climb: 1d20 + 8 ⇒ (10) + 8 = 18


Understood!

Without a word, Helgash set himself to the task at hand.

Cimb: 1d20 + 5 ⇒ (18) + 5 = 23
Cimb: 1d20 + 5 ⇒ (7) + 5 = 12
Cimb: 1d20 + 5 ⇒ (18) + 5 = 23
Cimb: 1d20 + 5 ⇒ (12) + 5 = 17


Varisian Aasimar (Scion of Humanity) Bard (Sea Singer) 2 | HP 15/15 | AC16/T12/F14/CMD13 | F+2/R+6/W+5 | Init+2 | Per+6 | Bard Song 8/11; Perform+14

"Climb?" Ioney looks nervous.

Climb: 1d20 + 0 ⇒ (8) + 0 = 8
Climb: 1d20 + 0 ⇒ (17) + 0 = 17
Climb: 1d20 + 0 ⇒ (12) + 0 = 12
Climb: 1d20 + 0 ⇒ (18) + 0 = 18

Hopefully somebody makes it at this point and I can SLOWLY work my way down . . ..


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

Nivian raises an eyebrow. Water was her element. Not the rigging. But the man didn't seem like the type to argue - or listen to logic.
She makes her way over to the rigging, then does her best. Incidentally, that is not very good.
She resigns herself to being laughed at this time around...knowing full well that none of those present could beat her in water.(as far as she knows)

Climb: 1d20 - 1 ⇒ (4) - 1 = 3
Climb: 1d20 - 1 ⇒ (13) - 1 = 12
Climb: 1d20 - 1 ⇒ (1) - 1 = 0
Climb: 1d20 - 1 ⇒ (8) - 1 = 7


Nivian Mazu wrote:


Taking a moment to focus, she discerns where true north was(Know Direction SLA), what direction they were going, and recalls the geography near Port Peril...knowing where they were and where they were headed could prove useful.
[dice=Knowledge(Geography)]1d20+9

Nivian, you are headed out to the open ocean, no particualr place that you can tell. Probably to cruise along normal shipping lines to search for targets,


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Once Hraak rolls, we can move on as we have a winner (unless Hraak somehow beats him).

*EDIT* Since it is only Hraak left, I will roll for him, hope you don't mind for now Hraak.

Climb: 1d20 + 2 ⇒ (12) + 2 = 14
Climb: 1d20 + 2 ⇒ (14) + 2 = 16
Climb: 1d20 + 2 ⇒ (11) + 2 = 13
Climb: 1d20 + 2 ⇒ (10) + 2 = 12


The crew bursts out in laughter and jeers as Sebastion, Vivian, and Ioney get tangled in the ratlines at the start of their climb. Then as Vivian moves up 15', she falls to the deck (her fall somewhat cushhioned by falling down the ratlines), causing the crew to roar with more laughter. Hraak, Helgash, and Onnello all succesfully climb to the top with no hitches. But it is Onnello who just beats out Helgash to the crow's nest.

Nivian's falling damage (nonlethal): 1d6 ⇒ 5

Mr. Plugg yells out (pointing at Onnello), "Alright! You are a rigger in my section."

He next lines all of you up (except Onnello) and asks each of you if you know how to cook.

Everyone gets down fine. Now respond to Mr. Plugg's question.


Varisian Aasimar (Scion of Humanity) Bard (Sea Singer) 2 | HP 15/15 | AC16/T12/F14/CMD13 | F+2/R+6/W+5 | Init+2 | Per+6 | Bard Song 8/11; Perform+14

"ANYBODY can cook. Just some of us shouldn't. I probably shouldn't." Ioney gets that out with a big grin and a shrug.


Male 1/2 Orc Cleric 1 | HP 7/9| AC 15 Touch 13 Flatfooted 11 | Saves F 4 / R 2 / W 7 | Init +3 | Perc +4

Nope, no issues with you moving things forward. Besides, he made it up, so...no worries. :)

"Sorry to say, Mister Plugg, that my education in the kitchen leaves much to be desired. I have been known to burn water, on occasion..." Hraak offers a shrug of his own, and gives Ioney a nod.

While his exterior seems to be accepting, or at least dealing with the situation, inside, Mrs. Rhegnaz' little boy is anything but calm. This is really happening. Gods above, we've been press-ganged into service!


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

"I am not good with fire. If you are fine with raw fish, I can maybe help. Otherwise..." she vaguely gestures towards the others press-ganged.


"I can cook" - Helgash lied.

Bluff?: 1d20 + 3 ⇒ (14) + 3 = 17

He might have preferred to be up top, doing rigging work. But aside from that, the galleys could also be a good option for staying out of sight and out of trouble.

Not even sure what the default for cooking is :P Strange that Profession (Cook) cannot be used untrained.


Male 1/2 Orc Cleric 1 | HP 7/9| AC 15 Touch 13 Flatfooted 11 | Saves F 4 / R 2 / W 7 | Init +3 | Perc +4
Nivian Mazu wrote:
"I am not good with fire. If you are fine with raw fish, I can maybe help. Otherwise..." she vaguely gestures towards the others press-ganged.

Hraak arches an eyebrow and glances over at Nivian, whispering,"Does raw fish even count as cooking?"


Nodding to Mr Plugg as he descends the rope ladder, Onnello looks around at the other riggers, attempting to determine which of the riggers he may be able to ask for directions.

Dropping to the deck, he resist the urge to chuckle at the half-orcs quip about water. 'Raw fish, don't they call that sushi? Or is that Sushimi?'

Raising an eyebrow as the half orc who climbed well claimed to be able to cook, Onnello bit his lip. 'Climbs the rigging that well and can cook? He's either a liar or our next captain.' Stepping closer to the less talented, or more honest, half orc he whispered. "I think it's officially considered prepared, not cooked."

Don't know if identifying a competent rigger who he can speak with is perception, sense motive or profession sailor, I'll give you one of each
perception: 1d20 + 5 ⇒ (19) + 5 = 24
sense motive: 1d20 + 6 ⇒ (9) + 6 = 15
profession: sailor: 1d20 + 9 ⇒ (14) + 9 = 23


Varisian Aasimar (Scion of Humanity) Bard (Sea Singer) 2 | HP 15/15 | AC16/T12/F14/CMD13 | F+2/R+6/W+5 | Init+2 | Per+6 | Bard Song 8/11; Perform+14

Dude, with a +9 Profession (Sailor) YOU are the competent Rigger you are looking to find. You can't fail against any "untrained" tasks, and you have a 75% completion rate on the standard, mundane tasks within the scope.


Male Human Fighter(Aldori Defender) 1/Monk(Master of Many Styles) 1 AC18, FF14, T14; Init +4; F+6, R+7, W+3; Perc +9; Sense Motive +10; hp-22

Sebastian, after his run in with the whip, keeps his answers short.

"No, I can't cook."


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

"Didn't claim it was cooking. Just a way of putting food on the table.", Nivian whispers back, with a shrug and a smile.
She liked the attitude of those press-ganged with her, and one of them even volunteered as cook.
Which meant she wouldn't have to do that job. But she would need to have a word with the half-orc regarding any life ingredients kept on board. Wouldn't want to find out someone had planned snake stew for dinner when it was too late...


Plugg looks at Helgash with skepticism, but eventually nods.
"Fine, you are the new cook's mate. Report to Fishgut Kroop in the galley."
He turns to the rest of you.
"The rest of ya are swabs. You work in Master Scrouge's section." He indicates the dark haired man that woke you.
"Now get to work!" He shouts out.


Did Onnello see any sailor ordering the riggers, or perchance one that seemed friendly.

Hearing the tattooed orc was going to be working for the cook, instead of being on deck, Onnello almost felt sorry for him. Moving past the man, Onnello told him, "Names Onnello, let me know if you need anything."

Moving past the others, Onnello asked "Mr Plugg, who do you want me reporting to?"


Ok, some notes about where you are and the people you see:
The Wormwood is a three-masted sailing ship, 100 feet long from stem to stern, and 30 feet wide amidships. The ship needs a minimum crew of 20, and presently has just in excess of that number (including you). If the crew falls below 20 people for any reason, the work becomes harder, and the DC of all checks for work-related tasks increases by +2.

There are cetrain areas of the ship that are off limits to you. And the traps that guard such places are betond a 1st level character's ability to deal with. Also, there are people on board that are meant for story purposes at this stage and not assailable (for instance, Capt. Harrigan is a 16th level NPC).

What follows is a series of days of ship life. Each day you will be assigned a job based on your position (rigger, swab, or cook's mate). You also get actions. You get one daytime action while working, and one evening action between end of work and bedtime. I will detail these below.

There are 18 other crew members besides you, four of them are new to the ship like you are. There are also ten ship's officers and two non-crew. These will also be detailed below.


Ship's Crew

Officers
Capt. Barnabas Harrigan (male human)
Mr. Plugg (male human), First Mate
Master Scourge (male human), Boatswain
Ambrose "Fishguts" Kroop (male human), Cook
Cut-Throat Grok (female half-orc), Quartermaster
Peppery Longfarthing (female human), Sailing Master
Riaris Krine (female human), Master Gunner
Habbly Quarne (male human), the “Stitchman," Ship's Surgeon and Carpenter
Kipper (male human), Gunner's Mate
Patch Patchsalt (female gnome), Boatswain's Mate

Crew
Barefoot Samms Toppin (female human): job: rigger
Giffer Tibbs (female gnome): a bedraggled gnome with one eye; job: swab
Jack Scrimshaw (male human): a young lad; job: swab
“Ratline” Rattsberger (male halfling): a rat-faced halfling with long arms and three missing fingers; job: rigger
Tilly Brackett (female human): job: swab
“Badger” Medlar (female half-elf ): an older woman who shaves her gray hair into stripes; job: swab
Shivikah (female human): a very tall Mwangi; job: swab
Aretta Bansion (female human): job: swab
Fipps Chumlett (male human): a fat, pushy bully with a shaved head; job: swab
Jaundiced Jape (male half-orc): a humorless, greedy half-orc mute; job: swab
Maheem (male human): a big Rahadoumi with a permanent scowl; job: rigger
Slippery Syl Lonegan (female human): job: rigger
Tam “Narwhal” Tate (male dwarf): job: rigger
Jakes Magpie (male human): a thief caught stealing from the quartermaster’s store and sentenced to keelhauling; job: swab

New Crew
Sandara Quinn (female human): job: swab
Rosie Cusswell (female halfling: heavily muscled; job: swab
Crimson Cogward (male human): job: swab
Conchobhar Shortstone (male gnome): a handsome, honey-tongued gnome who wears a foppish purple hat, an eye patch, and a white silk shirt, and carries a dandyish cane; job: rigger

Specials
“Caulky” Tarroon (female human): the captain’s cabin girl
Owlbear Hartshorn (male human): simpleton and “pet” of Mr. Plugg


The first day is spent getting familiarized with your jobs and the ship (i'm skipping job rolls for this day).

Here are the actions you can take:
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

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

* these actions may be taken as additional late night actions.


Onnello Ustradi wrote:
Moving past the man, Onnello told him, "Names Onnello, let me know if you need anything."

Helgash nodded back - "Likewise"

----------

Reporting to the galley, he took the time to get his bearings - "It seems I will be your new cook's mate" - the half-orc commented - "My name is Helgash"

Without wanting to waste time, and needing to adapt to his new situation as fast as possible, he decided his best chances would be to listen carefully to Kroops's instructions (if any), keeping himself busy, and learning as much as he could, as quickly as he could.

Which means Helgash's daytime action will be to Work Diligently :)

@Trevor: What should I roll tomorrow for Cooking? Just a flat d20? Or modified by any stat bonus?

----------

During the night, he would keep mostly to himself, not having money to spend gambling anyway. Eventually as the activity diminished on deck, he tried to meander close to Grok, figuring it might be helpful to find some common ground with the Quartermaster.

Orcish:

"Master Grok - can I ask what I need to do, to prove I can carry a weapon around? I am asking you, assuming you have the gear I was carrying when I... Huh... Came on board?"

Diplomacy: 1d20 + 3 ⇒ (12) + 3 = 15

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