| Laroisael |
Profession Day 1: 1d20 + 5 ⇒ (13) + 5 = 18
Profession Day 2: 1d20 + 5 ⇒ (20) + 5 = 25
Constitution Day 1: 1d20 ⇒ 7
Constitution Day 2: 1d20 ⇒ 20
Diplomacy towards Shivikah: 1d20 + 9 ⇒ (2) + 9 = 11
Laroisael works through both days swimmingly, even if she is exhausted on the first day. By the 2nd day, she helps out Capricia in making a friend out of Shivikah.
| brvheart |
===========================================================
DAY 12
===========================================================Capricia is grateful for the change-up in scenery...and for the solitude it provides her. After hunting rats and bilge spiders for a while, she sneaks in a visit to chat up Badger Medlar, the lone elf from the Wormwood's original crew. Again, the two women's personalities clash, and Capricia ends up hurting relations rather than strengthening them.
DAYTIME ACTION: INFLUENCE ("Badger" Medlar)
As she was already friendly the DC was 5 so you succeed in making her Helpful. XP=40 for all
NIGHT 12
===========================================================[/b][/ooc]That evening, Capricia decides to chat up the ugly halfling nicknamed "Ratline," using her limited time in the rigging during the storm as an opening to talk in some depth with the halfling.
NIGHTTIME ACTION: INFLUENCE ("Ratline" Rattsberger)
[dice=Capricia the Pirate Diplomacy Check (Ratline)]1d20+5
You succeed in making "Ratline" Friendly
DAY 13
===========================================================[/ooc]The next day, granted the same easy daily task, Capricia decides to try to make amends with Crimson Cogward. To her surprise, things go swimmingly and the young pirate lass again finds herself unwittingly smitten by the man's rough good looks.
DAYTIME ACTION: INFLUENCE (Crimson Cogward)
[dice=Capricia the Pirate Stealth Check]1d20+9 – (+1 rank, +3 class, +4 Dex, +1 trait, -0 ACP)
[dice=Capricia the Pirate Diplomacy Check]1d20+5
===========================================================
NIGHT 13
===========================================================That night, Capricia seeks out the only other swab she's barely spoken to: the...
With that roll you move Crimson Cogward two steps all the way to helpful. Another 75 xp each.
The DC was 20 on Shivikah sorry. Hey 3 of 4 is great!!!!
| Ambrose “Fishguts” Kroop |
Manny starts to earn Fishguts' trust at this point and he starts to open up "“It’s poison, this ship, but don’t let anyone hear you say it aloud. The hull listens, see, and the cap’n hears it all. Poison the Wormwood is, though, rotten to the core. You’ll not meet a more nasty, sour piece of work than Cap’n Harrigan in all your days at sea, and his crew’s the same, ’specially the first mate, Mr. Plugg. Vicious little sod, he is. He’d take his own mother’s liver to the butcher to make pies with, he would. But they leave me alone, mostly. They know I can’t ’arm ’em.”"
| Nutѕ |
Lookout: A climb to the crow’s nest 60 feet up, requiring DC 10 Climb checks followed by a DC 10 Perception check.
Climb: 1d20 + 7 ⇒ (6) + 7 = 13 10
Climb: 1d20 + 7 ⇒ (20) + 7 = 27 15
Climb: 1d20 + 7 ⇒ (11) + 7 = 18 20
Climb: 1d20 + 7 ⇒ (16) + 7 = 23 25
Climb: 1d20 + 7 ⇒ (5) + 7 = 12 30
Climb: 1d20 + 7 ⇒ (9) + 7 = 16 35
Climb: 1d20 + 7 ⇒ (3) + 7 = 10 40
Climb: 1d20 + 7 ⇒ (7) + 7 = 14 45
Climb: 1d20 + 7 ⇒ (20) + 7 = 27 50
Climb: 1d20 + 7 ⇒ (4) + 7 = 11 55
Climb: 1d20 + 7 ⇒ (5) + 7 = 12 60
Perception: 1d20 + 8 ⇒ (2) + 8 = 10
Climb: 1d20 + 7 ⇒ (18) + 7 = 25 5
Climb: 1d20 + 7 ⇒ (6) + 7 = 13 10
Climb: 1d20 + 7 ⇒ (4) + 7 = 11 15
Climb: 1d20 + 7 ⇒ (10) + 7 = 17 20
Climb: 1d20 + 7 ⇒ (3) + 7 = 10 25
Climb: 1d20 + 7 ⇒ (7) + 7 = 14 30
Climb: 1d20 + 7 ⇒ (13) + 7 = 20 35
Climb: 1d20 + 7 ⇒ (16) + 7 = 23 40
Climb: 1d20 + 7 ⇒ (8) + 7 = 15 45
Climb: 1d20 + 7 ⇒ (17) + 7 = 24 50
Climb: 1d20 + 7 ⇒ (2) + 7 = 9 50
Climb: 1d20 + 7 ⇒ (9) + 7 = 16 55
Climb: 1d20 + 7 ⇒ (16) + 7 = 23 60
Climb: 1d20 + 7 ⇒ (8) + 7 = 15 5
Climb: 1d20 + 7 ⇒ (6) + 7 = 13 10
Climb: 1d20 + 7 ⇒ (2) + 7 = 9 10
Climb: 1d20 + 7 ⇒ (4) + 7 = 11 15
Climb: 1d20 + 7 ⇒ (7) + 7 = 14 20
Climb: 1d20 + 7 ⇒ (12) + 7 = 19 25
Climb: 1d20 + 7 ⇒ (13) + 7 = 20 30
Climb: 1d20 + 7 ⇒ (13) + 7 = 20 35
Climb: 1d20 + 7 ⇒ (18) + 7 = 25 40
Climb: 1d20 + 7 ⇒ (6) + 7 = 13 45
Climb: 1d20 + 7 ⇒ (19) + 7 = 26 50
Climb: 1d20 + 7 ⇒ (7) + 7 = 14 55
Climb: 1d20 + 7 ⇒ (13) + 7 = 20 60
Perception: 1d20 + 8 ⇒ (17) + 8 = 25
Climb: 1d20 + 7 ⇒ (5) + 7 = 12 5
Climb: 1d20 + 7 ⇒ (10) + 7 = 17 10
Climb: 1d20 + 7 ⇒ (20) + 7 = 27 15
Climb: 1d20 + 7 ⇒ (7) + 7 = 14 20
Climb: 1d20 + 7 ⇒ (10) + 7 = 17 25
Climb: 1d20 + 7 ⇒ (1) + 7 = 8 25
Climb: 1d20 + 7 ⇒ (4) + 7 = 11 30
Climb: 1d20 + 7 ⇒ (10) + 7 = 17 35
Climb: 1d20 + 7 ⇒ (7) + 7 = 14 40
Climb: 1d20 + 7 ⇒ (10) + 7 = 17 45
Climb: 1d20 + 7 ⇒ (9) + 7 = 16 50
Climb: 1d20 + 7 ⇒ (8) + 7 = 15 55
Climb: 1d20 + 7 ⇒ (20) + 7 = 27 60
When not climbing on the rigging, he approaches Shivikah a few times to challenge them to an arm wrestling match.
"What? You scared of a little halfling?" he chuckles in their face.
Strength: 1d20 + 1 ⇒ (16) + 1 = 17
Strength: 1d20 + 1 ⇒ (18) + 1 = 19
Strength: 1d20 + 1 ⇒ (9) + 1 = 10
Strength: 1d20 + 1 ⇒ (15) + 1 = 16
Strength: 1d20 + 1 ⇒ (2) + 1 = 3
| brvheart |
Shivikah accepts the challenge
Str chk: 1d20 + 1 ⇒ (1) + 1 = 2
Str chk: 1d20 + 1 ⇒ (2) + 1 = 3
Str chk: 1d20 + 1 ⇒ (17) + 1 = 18
Str chk: 1d20 + 1 ⇒ (12) + 1 = 13
Str chk: 1d20 + 1 ⇒ (2) + 1 = 3
Shivikah did not take you seriosly at first especially at she is 6' tall, but gathered strength for the third contest. You win three of five and gain a +2 on your next attempt to influence her.
| Ambrose “Fishguts” Kroop |
Who are the other officers? Besides Scourge and Plugg
Fishguts thinks a minute, mulling over the answer:
"Well you know Cut-Throat Grok, the quarter master. Peppery Longfarthing, she's the sailing master and old friend of the captain, Riaris Krine, she's master gunner. Habbly Quarne, the “Stitchman”, he's ship’s surgeon and carpenter. Kipper is a bootlicker for Plugg and Scourge and gunner’s mate and Patch Patchsalt, she our female gnome rogue Boatswain’s mate and sycophant of Plugg and Scourge. She ain't no officer but there's also “Caulky” Tarroon the captain’s cabin girl."
| brvheart |
Harak has been confined in the Sweatbox for failure to do his duties. (He has been out of touch for over two weeks and not responding to pms either.) He will stay there during the day until needed.
| Emerald Delta Waters |
Emerald
Rat Catcher: Catching rats and other vermin belowdecks,
requiring either a DC 10 Stealth check, Survival check,
or Dexterity check to catch and kill enough rats,
cockroaches, and beetles for a good day’s work.
Well I never, As if, Get all that shell fish for the crew and make it though the storm, and this is the thanks I get!! Being back where I started from, in the bulges, she mumbles grunting down the steps[
yes sir, eye eye, will do as you wish sir!! (knowing full well not to mouth off in front of an officer.)
Day 1 constitution, working diligently, Strength: 1d20 + 1 ⇒ (3) + 1 = 41d20 + 4 ⇒ (15) + 4 = 19
Day 2 constituion, working diligently; Strength: 1d20 + 1 ⇒ (5) + 1 = 61d20 + 4 ⇒ (5) + 4 = 9
Day 3 constitution, working diligently; Strength: 1d20 + 1 ⇒ (17) + 1 = 181d20 + 4 ⇒ (11) + 4 = 15
| Emerald Delta Waters |
Night action strike up conversation with jaundice Jake and Shivikah about the beautiful ocean plants and animals in the reef. Ask if they want to game.
Diplomacy: 1d20 + 2 ⇒ (16) + 2 = 18
Diplomacy: 1d20 + 2 ⇒ (11) + 2 = 13
| brvheart |
Night action strike up conversation with jaundice Jake and Shivikah about the beautiful ocean plants and animals in the reef. Ask if they want to game.
[dice=Diplomacy]1d20 + 2
[dice=Diplomacy]1d20 + 2
Jaundice Jake is hostile so the DC 25 and Shivikah is unfriendly so the DC is 20
| brvheart |
Seems Conchobhar Shortstone was left off the NPC list. He is a gnome bard and female characters gain a +2 bonus on all checks to inf luence
him. He finds Rosie Cusswell magnificent. a foppish dandy and womanizer. His initial attitude is unfriendly, but
| brvheart |
Day 14: Boarding School
You are excused from their regular work today, as they are to be trained in boarding. This training is carried out under the watchful eye of Riaris Krine, the Wormwood’s master gunner. Krine’s skin is darkened from countless days on deck under the sun, and her nose has the appearance of having been broken several times over. One of her legs has been replaced with a wooden peg leg, the result of a wayward catapult shot that took off her leg below the knee. She may be the most viletongued wench the PCs have ever met, and her language makes Rosie Cusswell sound like a nun.
Grappling hooks are an essential part of piracy, used to grapple enemy ships and draw them closer for boarding. Being able to use them is therefore considered a vital pirate skill. Krine orders the jolly boat on the main deck (area A3) to be launched at dawn for the day’s work. She takes two of you out at a time to instruct them in using grapples.
The exercise consists of the characters in the jolly boat throwing grapples onto the Wormwood from 40 feet away, tying the rope off, and then boarding the Wormwood by climbing along the rope. To make it interesting, however, Krine has instructed four random crew members to hurl objects at the boarding characters in an attempt to knock them off,
simulating a real attack.
Throwing a grappling hook (Core Rulebook 155) requires a ranged attack roll, treating the hook as a thrown weapon with a range increment of 10 feet. The Wormwood’s rail is AC 5. At 40 feet away, you have a –6 on their attack rolls. Once the hook is set, the PC must tie off the rope as a move action, then shimmy along the rope, requiring DC 15 Climb checks.
Capricia and Nuts will be first
Laroisael and Manny second
Emerald and Harak last
This should be fun!
| Capricia the Pirate |
Capricia is very prim and proper when dealing with Riaris; she hasn't really had a meaningful reaction with the woman previously and would prefer to either stay anonymous to her or get on her good side. When it's her turn to try to grapple-hook the railing, she twirls the hook around a few times over her head before letting it fly!
She nearly takes off Riaris's head in the process but hooks the railing on her first toss! Tying the end of the hook's line off to the jolly boat's seat, she takes a deep breath and tries to shimmy up the rope. She's surprised that it's a lot easier than she expected. Once she's on the Wordwood's deck, she shouts encouragement to her new friends. "Come on Nuts--you've got this!"
Capricia the Pirate grappling hook toss (range penalty): 1d20 + 5 - 6 ⇒ (7) + 5 - 6 = 6
Capricia the Pirate Climb Check: 1d20 + 5 ⇒ (18) + 5 = 23
| brvheart |
Capricia, you need to make climb checks to get you 40'. So far you are 7.5.
Four of the crew start throwing rotten vegetables, garbage and empty bottles at you.
ranged att impr wpn: 1d20 + 4 - 4 ⇒ (15) + 4 - 4 = 15
ranged att impr wpn: 1d20 + 4 - 4 ⇒ (3) + 4 - 4 = 3
ranged att impr wpn: 1d20 + 4 - 4 ⇒ (19) + 4 - 4 = 19
ranged att impr wpn: 1d20 + 4 - 4 ⇒ (2) + 4 - 4 = 2
You were struck twice so you can make two DC 10 Reflex saves or one
DC 12 Reflex save.
| brvheart |
This just got a lot harder....
[dice=Capricia the Pirate Reflex Saving Throw (vs. DC 12)]1d20+6
You fall in the water.
"Git back in the jolly and try again!"
Yells Krine.
Next round, only two will throw at you and two at Nuts
You notice the four that are throwing are the ones that are syncompats of Scourge.
| brvheart |
Laroisael and Manny can make their rolls when ready. I will just hold on to them until the first group is done.
| Capricia the Pirate |
Capricia climbs back into the jolly boat and tries again.
Capricia the Pirate Climb Check: 1d20 + 5 ⇒ (13) + 5 = 18 (7.5 ft.)
Capricia the Pirate Climb Check: 1d20 + 5 ⇒ (8) + 5 = 13 (7.5 ft.)
Capricia the Pirate Climb Check: 1d20 + 5 ⇒ (17) + 5 = 22 (15 ft.)
Capricia the Pirate Climb Check: 1d20 + 5 ⇒ (17) + 5 = 22 (22.5 ft.)
Capricia the Pirate Climb Check: 1d20 + 5 ⇒ (18) + 5 = 23 (30 ft.)
Capricia the Pirate Climb Check: 1d20 + 5 ⇒ (4) + 5 = 9 (SPLASH!!??!!)
| brvheart |
Capricia climbs back into the jolly boat and tries again.
(SPLASH!!??!!)[/ooc]
ranged att impr wpn: 1d20 + 4 - 4 ⇒ (11) + 4 - 4 = 11
ranged att impr wpn: 1d20 + 4 - 4 ⇒ (18) + 4 - 4 = 18Only if you fail a DC 10 Reflex save, if not then you can continue to climb. You just slip but can keep a hold of the rope if you make your save.
| brvheart |
Let's see 8 plus your 4 ranged -6 for the range is 6 and the AC is 5. Yep, good there.
ranged att impr wpn: 1d20 + 4 - 4 ⇒ (2) + 4 - 4 = 2
ranged att impr wpn: 1d20 + 4 - 4 ⇒ (6) + 4 - 4 = 6
You can continue to climb Manny
| Capricia the Pirate |
This time, Capricia clings tenaciously to the rope line and avoids a spill. Then she continues climbing toward the Wormwood's railing.
Capricia the Pirate Reflex Saving Throw: 1d20 + 6 ⇒ (20) + 6 = 26
Capricia the Pirate Climb Check: 1d20 + 5 ⇒ (3) + 5 = 8
Capricia the Pirate Climb Check: 1d20 + 5 ⇒ (18) + 5 = 23 (37.5 ft.)
Capricia the Pirate Climb Check: 1d20 + 5 ⇒ (13) + 5 = 18 (40+ ft.)
| brvheart |
This time, Capricia clings tenaciously to the rope line and avoids a spill. Then she continues climbing toward the Wormwood's railing.
[dice=Capricia the Pirate Reflex Saving Throw]1d20+6
[dice=Capricia the Pirate Climb Check]1d20+5
[dice=Capricia the Pirate Climb Check]1d20+5 (37.5 ft.)
[dice=Capricia the Pirate Climb Check]1d20+5 (40+ ft.)
In a lot more colorful language than is allowed on Paizo, Riaris Krine congrats you on being the first to complete boarding training, "Well that was one of a farkin' job ya did there lanlubber. Ya r now in charge of da boardin' crew ya r! Tell, Gruk to give ya yer stuff. Yer needs needs it fer boardin'"
FYI, Sandara channeled two days ago for 9 hp and you would heal for 1 point a day so no one should be down any at this point. Also, you gain 100 xp for completing boarding school. 200 xp for getting your stuff back.
| brvheart |
Manny channels his inner monkey goblin and keeps going.
Sorry Manny, the Climb DC is 15 so you go no where but are a target for trash and yesterday's dinner.
ranged att impr wpn: 1d20 + 4 - 4 ⇒ (17) + 4 - 4 = 17
ranged att impr wpn: 1d20 + 4 - 4 ⇒ (7) + 4 - 4 = 7
Make a DC10 Reflex save Manny
| Capricia the Pirate |
"Aya-aye!" Capricia barks in reply to Riaris's (sorta) kind words and (semi-) praise. Though she seems to be beaming at her accomplishment and watching the others try to cross the ropes, she's surreptitiously watching to see which of the quartet of toadies are doing the best job of pelting her chums and which of the jerks seems to be taking the most joy in it.
Capricia the Pirate Perception Check: 1d20 + 5 ⇒ (3) + 5 = 8 (Meh!)
| brvheart |
Manny farts at the tossers.
One more round of tossers before you get to the ship
ranged att impr wpn: 1d20 + 4 - 4 ⇒ (9) + 4 - 4 = 9
ranged att impr wpn: 1d20 + 4 - 4 ⇒ (9) + 4 - 4 = 9
Manny joins Capricia on deck
100 xp for completing boarding school
| Emerald Delta Waters |
"Back in school again, thought I had graduated already, well always game to try something new."
Throw the grappling hook 1st attempt: 1d20 + 3 - 6 ⇒ (5) + 3 - 6 = 2
Admonishing myself, you can do this, but it slips out of my hands and goes wild making everyone duck out of the way.
Throw 2nd attempt: 1d20 + 3 - 6 ⇒ (4) + 3 - 6 = 1
This time I held on too hard and hit myself, ouch!! QUIT THROWING LIKE A GIRL!! Because I am a girl, duh!!
Sleight of Hand/Stealth to cast a spell (monkey fish) with my hand tucked in my pockets: 1d20 + 3 ⇒ (19) + 3 = 22
climb 10 ft: 1d20 + 9 ⇒ (1) + 9 = 10
Well, I know how to get on there and climb, I think. Apparently not!!
climb 10 ft: 1d20 + 9 ⇒ (8) + 9 = 17
climb 10 ft: 1d20 + 9 ⇒ (15) + 9 = 24
Throw 3rd attempt: 1d20 + 3 - 6 ⇒ (3) + 3 - 6 = 0
I believe, I believe, it's stupid but I believe!!
Throw 4th attempt: 1d20 + 3 - 6 ⇒ (1) + 3 - 6 = -2
If first you don't succeed, go fishing and come back tomorrow.
Throw 5th attempt: 1d20 + 3 - 6 ⇒ (20) + 3 - 6 = 17
Throw 6th attempt: 1d20 + 3 - 6 ⇒ (18) + 3 - 6 = 15
| brvheart |
"Back in school again, thought I had graduated already, well always game to try something new."
So, you are 20' out on the rope
ranged att impr wpn: 1d20 + 4 - 4 ⇒ (16) + 4 - 4 = 16
ranged att impr wpn: 1d20 + 4 - 4 ⇒ (15) + 4 - 4 = 15
| brvheart |
Emerald Delta Waters wrote:"Back in school again, thought I had graduated already, well always game to try something new."
So, you are 20' out on the rope
Jaundiced Jape yells outAh, batta, batta as he and Slippery Syl Lonegan throw heads of rotten lettuce at you[dice=ranged att impr wpn]d20+4-4
[dice=ranged att impr wpn]d20+4-4
So, you can roll one DC 12 reflex or two DC10 reflex saves
| Emerald Delta Waters |
Apparently not a fan favorite as I attempt to dodge getting litteral egg in my face or lettuce also (Reflex): 1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 23
Come on gang, were doing our best
climb 10 ft: 1d20 + 9 ⇒ (3) + 9 = 12
climb 10 ft: 1d20 + 9 ⇒ (17) + 9 = 26
| brvheart |
Come on gang, were doing our best
How about a couple of empty rum bottles?
ranged att impr wpn: 1d20 + 4 - 4 ⇒ (13) + 4 - 4 = 13
ranged att impr wpn: 1d20 + 4 - 4 ⇒ (3) + 4 - 4 = 3
One more reflex DC 10
| Emerald Delta Waters |
Continue to attempt to dodge getting a bottle in my face (Reflex): 1d20 + 3 + 2 ⇒ (8) + 3 + 2 = 13
I LIKE rum ration, occasionally, but you can keep the bottles.
| brvheart |
[dice=Continue to attempt to dodge getting a bottle in my face (Reflex)]1d20 + 3 + 2
You climb over the rail back aboard ship.
100 xp for finishing boarding training
| Laroisael |
Throw Grappling Hook: 1d20 + 2 - 6 ⇒ (1) + 2 - 6 = -3
Laroisael completely misses the first time. She huffs and tries again.
Throw Grappling Hook take 2: 1d20 + 2 - 6 ⇒ (17) + 2 - 6 = 13
This time she gets it. Now she has to climb to the other side.
Climb: 1d20 + 1 ⇒ (20) + 1 = 21
Climb: 1d20 + 1 ⇒ (7) + 1 = 8
Climb: 1d20 + 1 ⇒ (16) + 1 = 17
Climb: 1d20 + 1 ⇒ (11) + 1 = 12
She seems to have...some kind of hang to it. Possibly. Maybe not.
| brvheart |
She seems to have...some kind of hang to it. Possibly. Maybe not.
The other two toss garbage at Laroisael
ranged att impr wpn: 1d20 + 4 - 4 ⇒ (16) + 4 - 4 = 16
ranged att impr wpn: 1d20 + 4 - 4 ⇒ (4) + 4 - 4 = 4
Make a DC 10 reflex and if you make it keep rolling climb checks
| Nutѕ |
"Sure, Ma'am... I've been climbing ropes on the ship for the last two week. This should be child's play." Nuts gets on the jolly and tosses the hook at Wyrmwood's railing. "We got this!" he shouts at Capricia as they shimmy along. And then the carrots start flying. "Are they really throwing food at us? The crabs must have been a good haul." he laughs, and then Capricia is hit and falls into the water.
Schradenfreude hits in, and he grins a bit as he moves on. "Hah! Do your worst!"
Grappling hook DC 5: 1d20 + 4 - 6 ⇒ (13) + 4 - 6 = 11
Shimmy: 1d20 + 7 ⇒ (5) + 7 = 12 0
Shimmy: 1d20 + 7 ⇒ (6) + 7 = 13 5
Shimmy: 1d20 + 7 ⇒ (8) + 7 = 15 10
Shimmy: 1d20 + 7 ⇒ (18) + 7 = 25 15
Shimmy: 1d20 + 7 ⇒ (2) + 7 = 9 15
Shimmy: 1d20 + 7 ⇒ (19) + 7 = 26 20
Shimmy: 1d20 + 7 ⇒ (7) + 7 = 14 20
Shimmy: 1d20 + 7 ⇒ (9) + 7 = 16 25
Shimmy: 1d20 + 7 ⇒ (11) + 7 = 18 30
Shimmy: 1d20 + 7 ⇒ (20) + 7 = 27 35
Shimmy: 1d20 + 7 ⇒ (18) + 7 = 25 40
Waiting for the bottles.
| brvheart |
While pirates are adept at turning most trash into treasure, some things just don't recycle like crabs legs. They are tossing handfulls of them at you
For the first 20'
ranged att impr wpn: 1d20 + 4 - 4 ⇒ (9) + 4 - 4 = 9
ranged att impr wpn: 1d20 + 4 - 4 ⇒ (17) + 4 - 4 = 17
If you make that
ranged att impr wpn: 1d20 + 4 - 4 ⇒ (2) + 4 - 4 = 2
ranged att impr wpn: 1d20 + 4 - 4 ⇒ (5) + 4 - 4 = 5
They miss you four times. Krine makes you co-boarding master.
100 xp for finishing boarding school
| Nutѕ |
"Well..." Nuts turns to Capricia. "makes you wonder what happened to the previous boarding masters, huh?"
"Anyway. Up to us now." he thigh-fives Capricia to celebrate. A bittersweet victory.
He starts cheering for the rest of the bunch. "Loop your legs around the rope, guys! In case your hands slip!"
| Laroisael |
Reflex save: 1d20 + 4 ⇒ (15) + 4 = 19
Climb: 1d20 + 1 ⇒ (8) + 1 = 9
Climb: 1d20 + 1 ⇒ (12) + 1 = 13
Climb: 1d20 + 1 ⇒ (19) + 1 = 20
Climb: 1d20 + 1 ⇒ (19) + 1 = 20
Climb: 1d20 + 1 ⇒ (5) + 1 = 6
Climb: 1d20 + 1 ⇒ (4) + 1 = 5
Climb: 1d20 + 1 ⇒ (8) + 1 = 9
Climb: 1d20 + 1 ⇒ (12) + 1 = 13
Climb: 1d20 + 1 ⇒ (3) + 1 = 4
Climb: 1d20 + 1 ⇒ (18) + 1 = 19
After a LOT of struggling due to making sure the garbage didn’t strike her, Laroisael seems to have made it to the other side.
| brvheart |
After a LOT of struggling due to making sure the garbage didn’t strike her, Laroisael seems to have made it to the other side.
Riaris Krine congrats you on making on board Ya look like a bobber on fishen pole but ya made et!
xp = 100 for completing boarding school
| brvheart |
Day 14 & 15
Manny's galley roll: rnd: 1d6 ⇒ 6
Nuts' rigger roll: rnd: 1d6 ⇒ 4
Capricia's Swab roll: rnd: 1d6 ⇒ 3
Emerald's Swab roll: rnd: 1d6 ⇒ 5
Laroisael's Swab roll: rnd: 1d6 ⇒ 1
| brvheart |
Manny
Special Occasion: Captain Harrigan is celebrating
something today, and wants one of the ship’s
pigs butchered and cooked for dinner. The PC
must make a DC 10 Profession (cook) or Survival
check to slaughter the animal, then help Kroop
to clean, cut, and prepare the carcass. If Kroop is
sober, no additional check is required. If Kroop is
drunk, this requires a DC 15 Profession (cook) or
Intelligence check. (Well Kroop ain't sober so this will take two days rolling each day)
Nuts
Rope Work: Handling the ship’s ropes, including
coiling them, stowing them, and securing them to
cleats and single and double bollards, requiring a DC
10 Profession (sailor) or Dexterity check.
Capricia
Swab the Decks: Backbreaking work mopping the
decks and scrubbing them with sandstone blocks
called holystones, requiring a DC 10 Strength or
Constitution check. Failing either check results in the
PC being fatigued at the end of the shift.
Emerald
Runner: Passing messages to the crew and officers
of the Wormwood in all parts of the ship except
officers’ cabins (areas A4 and A5), requiring a DC 10
Acrobatics check and DC 10 Constitution check.
Failing the Constitution check results in the PC being
fatigued at the end of the shift. A PC with the Run feat
automatically succeeds at this task.
Laroisael
Man the Bilges: Vile and sweaty work cleaning out the
bilges (area A11), requiring a DC 12 Strength check.
The PC must also make a DC 10 Constitution check to
avoid being fatigued at the end of the shift.
| Nutѕ |
Dexterity: 1d20 + 4 ⇒ (11) + 4 = 15
Nuts' day ends with several rope burns and a series of cramps in both his forearms. He is, nonetheless, amused with Manny smelling like boiling lard. He asks what is that about.
After two weeks, Nuts may have finally gone nuts. His eyes go wide as Manny tells him what he was doing that day. He shakes his head in disbelief. "I'm sorry, did you just tell me we have pig pens on this ship?"
The halfling starts cackling loudly. "Hehe.... he... This is just a fever dream. I am stranded somewhere, dying of heatstroke, and this whole experience is just my head's death throes... No... I don't believe you."
He looks around the bunk room. "Hehe. None of you are real!"
He starts cackling again, and pulls off his shirt. He comes to Lonegan's bunk, pulls out, and starts showering the bunk in... well, urine.
"What? What are you gonna do? You're all just in my head! Haaaa-hahahaaaaa!"