| Emerald Delta Waters |
if he approved the prior ship actions from the night of the party, but instead of dealing with that 36 hr period, he keeps pushing the timeline forward, please stop and finish what we are doing before moving on to the next day. You are not giving us time to respond and it's getting confusing.
the party lasts for 36
hours, well into the next night. Naturally, no work takes
place during the party. During this time, the PCs can
take up to 5 ship actions of their choice, or do nothing.As they do, Mr. Plugg and Master Scourge pick out
several of the Wormwood’s original crew, telling them to
be aboard the Man’s Promise within 10 minutes to set sail
for Port Peril. The PCs are chosen to join the skeleton
crew as well, and Scourge smiles evilly at them as he picks
them.You have little time left on the Wormwood, but allow them to gather whatever gear or loot they may have acquired, and give them one last chance to purchase supplies from the quartermaster’s store. If any of the PCs have befriended Cut-Throat Grok, she cries as they leave. If she was made helpful, she gives Capricia a a potion of barkskin and a potion of cure light wounds from the stores on parting.
Anyone who did not have their gear, it will be returned before going to the new ship.The Man’s Promise is a three-masted sailing ship, 105 feet long and 30 feet wide. A minimum crew of 20 is required to sail her. Unless otherwise indicated, interior walls on the ship are of wood, 2 inches thick (hardness 5, hp 20, Break DC 20). Doors are of good wooden construction (hardness 5, hp 15, Break DC 18). Interior rooms are unlit during the day
(except for those with windows or portholes), and usually have a single hooded lantern for light at night.
Sandara and Rosie are assigned hammocks in the officers quarters where Plugg can keep and eye on them. The rest of you are in B9.Items available at Grok's, book price: Anything in the book non magical, Including Alchemical items and a wand of bless weapon 17 chug, scrolls of cure moderate wounds, mage armor, magic missile, scorching ray, and summon swarm, and some potions.
Note: A night has past so everyone gets 2 hp overnight.
I take all my gear, plunder, and stuff we hid, weapons and stores over to the new ship. Also, during the party, look around and see what else I can find and palm.
I also go to the ships store to say by to grok and buy some scrolls and potions.
what is the list of items available for purchase at Grok's store.
Purchase:
Scroll summon swarm at ??
Alchemists Fire x3 @ 60gp
2 potions of cure Light at 100 GP
Alchemical Kindness x10 @ 10gp
[dice=perform female Sabbaton covers]d20+1
Vikla sees what her allies are doing, and plans to distract everyone else from doing the same by singing some pirate warsongs to distract, hopeing that the pirates actually capable of singing join in! She does a decent job though!Vikla purchases 2 quickdraw sheaths, one extra holy smybol of Besmara, and a breastplate, selling her current hide armor.
Manny dons his crab suit and dances to Vikla's song, clacking his claws and singing something about yellow boats that go under water.
Get a healing potion. Trade you my super moonshine recipe? Dunno when we can meet again, so you can brew for other pirates! The one who controls the booze controls the waves!
Oh! Oh! Can I have the alchemy fire plz?
Sorry, I was talking to Emerald.
Manny buys two and even tells her the secret to bulking up stew with fresh rat!
Laroisael gets all her remaining gear
The elf is very glad to have gotten both her sword and bow back-parting gifts from some old traveling companions of hers. Of course, she's not too pleased at the evil grin Scourge gives as they're all selected.
Nuts moves his small backpack to the new boat. "No worries, manny. No horses here. I don't think horse choppers will be needed."
He does a double take. "Is that crab dress?"
Now what was everyone 5 ship action on the wormwood for the 36 hrs???
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 (area A9)
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 (see below).
| brvheart |
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 (area A9)
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 (see below).
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 (see page 67)
Entertain: Make one Perform check to entertain the crew (see page 67)
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 (see below).
Steal*: Attempt to open a locked door or locker. The PC must make a check to avoid being discovered
(see below).
No work is being done so no one is working dilligently. It is a time for partying!
| brvheart |
No one knows they are going to the other ship until 10 minutes before you are leaving.
| brvheart |
I had a conversation with a gm that knowledge planes should clearly allow me to operate a biplane in reign of winter.
Vikla purchases 2 quickdraw sheaths, one extra holy smybol of Besmara, and a breastplate, selling her current hide armor.
Roflmao!!! Not exactly that type of planes. We didn't make it that far in ROW. Ended in Book Four.
| brvheart |
Oh! Oh! Can I have the alchemy fire plz?
Sorry Manny, the 60 GP was for all three. They are 20 GP each.
| MannyGoblin |
Manny suddenly finds himself with lots of spare time and that is a dangerous thing for a goblin to have. He thus explores the new ship and sees if he can sabotage the door to Plugg's cabin so he can easily open it even though it seems to be locked.
Disable Device: 1d20 + 9 ⇒ (12) + 9 = 21
| brvheart |
Manny suddenly finds himself with lots of spare time and that is a dangerous thing for a goblin to have. He thus explores the new ship and sees if he can sabotage the door to Plugg's cabin so he can easily open it even though it seems to be locked.
[dice=Disable Device]1d20+9
hehehe
| brvheart |
As the Man’s Promise sets sail, acting captain Mr. Plugg and
his first mate Master Scourge gather the crew together to
inform them that although this is a new ship, the rules are
the same, though discipline on the Man’s Promise will be a
good deal harsher than on the lackadaisical Wormwood—
all crimes are now punishable with the cat instead of the
whip. All of the crew keep the same jobs they had before
on the Wormwood, but they will have to work a good deal
harder, as the crew is smaller. From now on, the DC to
avoid fatigue for a daily task increases by +2, and you must
now make DC 8 Constitution checks to avoid fatigue for
those tasks where no fatigue chance previously existed.
Master Scourge ensures that the you continue to have the
worst jobs of the crew for the remainder of this journey
As night falls, the sails of the Wormwood disappear
over the horizon. Mr. Plugg does not believe in crew
entertainment or rum rations, and anyone caught above
decks after dusk without leave gets six lashes with the cat.
| brvheart |
As a reminder, here are your daily tasks
Manny
Fishing: Catching tonight’s supper using the ship’s
nets. A DC 10 Profession (fisherman) or Survival
check provides enough fish. A failed check results
in a day in the bilges as punishment the following
day
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 and Laroisael
Swab the Decks: Backbreaking work mopping the
decks and scrubbing them with sandstone blocks
called holystones, requiring a DC 12 Strength or
Constitution check. Failing either check results in the
PC being fatigued at the end of the shift.
Emerald and Vikla
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 12 Constitution check to
avoid being fatigued at the end of the shift.
| Laroisael |
Activating archaeologist's luck just in case she needs it
Strength check: 1d20 + 2 ⇒ (8) + 2 = 10
clearly for nothing xD
Although Laroisael tries her hardest...it takes a toll on her, and she's wiped out by the end of it.
| Capricia the Pirate |
Capricia spends her free time after the capture of the Man's Promise partying lightly but mostly checking in with all the fellow pirates she and the group have befriended aboard the Wormwood. She makes certain to wish each one good fortune in future endeavors, just in case they get assigned to the crew of the other ship. She spends more time with Sandara Quinn than anyone else, as the Besmaran has been the biggest help to the newly press-ganged pirates (outside of those individuals, of course).
When it comes time to move over to the Man's Promise, she gathers up her equipment and share of the loot (my computations puts that at 295.83, without selling anything) before scrambling across to the newly-won ship.
For the first full day aboard the Man's Promise, Capricia works diligently, waiting to see if Scourge and Plugg will follow through on their threats about discipline.
Capricia the Pirate Strength Check (Working Diligently for a change): 1d20 + 1 + 4 ⇒ (14) + 1 + 4 = 19
Quick Questions: Are we allowed to openly wear our arms and armor abourd the new ship?
Also, any chance that Capricia could do an Aid Another action to help Laroisael when she notices her struggling with the day's task? Maybe by halving or removing her +4 Working Diligently bonus to make the Aid Another attempt?
| MannyGoblin |
Manny works diligently.
Profession Fisherman: 1d20 + 2 + 4 ⇒ (20) + 2 + 4 = 26
Con: 1d20 + 2 ⇒ (7) + 2 = 9
Manny says to Fishguts. This Plugg is a stoopy head, how he ever get trusted by Harigan?
Manny gets a whooollleee lotta fish! He gets the best fish for his friends and fishhead for the rest.
| brvheart |
Capricia spends her free time after the capture of the Man's Promise partying lightly but mostly checking in with all the fellow pirates she and the group have befriended aboard the Wormwood. She makes certain to wish each one good fortune in future endeavors, just in case they get assigned to the crew of the other ship. She spends more time with Sandara Quinn than anyone else, as the Besmaran has been the biggest help to the newly press-ganged pirates (outside of those individuals, of course).
When it comes time to move over to the Man's Promise, she gathers up her equipment and share of the loot (my computations puts that at 295.83, without selling anything) before scrambling across to the newly-won ship.
For the first full day aboard the Man's Promise, Capricia works diligently, waiting to see if Scourge and Plugg will follow through on their threats about discipline.
[dice=Capricia the Pirate Strength Check (Working Diligently for a change)]1d20+1+4
Quick Questions: Are we allowed to openly wear our arms and armor abourd the new ship?
Openly wear arms? No, except a dagger.
You can always work dilligently for a +4 or get aid from an NPC for +2
It just means she and Manny are fatigued and need to rest for the evening. Plugg isn't allowing anything but rest so it has not a great deal of affect.Also, any chance that Capricia could do an Aid Another action to help Laroisael when she notices her struggling with the day's task? Maybe by halving or removing her +4 Working Diligently bonus to make the Aid Another attempt?
| Emerald Delta Waters |
Emerald and Vikla
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 12 Constitution check to
avoid being fatigued at the end of the shift.
Deciding to use a little magic to help out in the bulges while working diligently, I activate a little mage air conditioning.
Fortitude with resistance and prestidigitation to cool - 40 degrees, dry and clean adding + 2: 1d20 + 1 + 2 + 1 ⇒ (11) + 1 + 2 + 1 = 15
Strength, working diligently: 1d20 + 4 ⇒ (9) + 4 = 13
Uses
Chill: You reduce the temperature of an object by about 40° F, but never below freezing (32° F). After an hour the object's temperature returns to normal.
Clean: You remove dirt, dust, and stains from floors, walls, dishes, windows, and the like, leaving these surfaces or objects spotless. You can clean an object with a volume of 1 cubic foot, or 1 square foot of the surface of a larger object, each round. The effect does not remove any foreign object of Fine size or larger. Dirt you remove is permanently gone, but objects you clean can get dirty again just like anything else.
Dirty: You soil, spot, and sully walls, floors, dishes, garments, or the like, leaving them dusty, filthy, or stained. You can dirty an object with a volume of 1 cubic foot, or 1 square foot of the surface of a larger object, each round. Dirt you add remains after the effect ends, but objects you soil can be cleaned again just like anything else.
Dry: You remove dampness and excess moisture from an object. Moisture you remove does not return after the effect ends, but the object can become wet again just like anything else.
| Ambrose “Fishguts” Kroop |
Manny works diligently.
[dice=Profession Fisherman]1d20+2+4
[dice=Con]1d20+2Manny says to Fishguts. This Plugg is a stoopy head, how he ever get trusted by Harigan?
Manny gets a whooollleee lotta fish! He gets the best fish for his friends and fishhead for the rest.
"Plugg was here when Harrigan gots here. Hired on by the previous captain. He's got stuck with 'em. 'n we've got stuck wit 'im."
| Nutѕ |
During the celebrations, Nuts enjoys the revelry, to an extent. He doesn't do much else but occasionally chats with most of the crew. When they move to the new ship, he sighs disapprovingly at the choice of the officers picked to manage the Man's Promise.
"Sweet. Stuck with these two knuckleheads." he mumbles quietly to nobody in particular as he heads to the bunks to store his gear.
~~~ Day job ~~~
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.
Prof Sailor: 1d20 + 6 ⇒ (14) + 6 = 20
Constitution: 1d20 + 1 ⇒ (14) + 1 = 15Despite his disdain for Plugg and Scourge, he performs his duties.
At night, he sneaks out to the deck to see whether he can see inside the officers' quarters through any windows or glass panes on the doors. Not looking for anything in particular, just to see the general layout and the situation.
Stealth: 1d20 + 12 ⇒ (3) + 12 = 15
| brvheart |
Vikla, you need to perform your daily duties. Failure to do so will result in six lashes from the cat at Bloody Hour.
| Vikla Ragnardottir |
strength dc12: 1d20 + 1 ⇒ (20) + 1 = 21
con dc 12: 1d20 + 1 ⇒ (5) + 1 = 6
Vikla performs her duties with aplomb, but manages to fatigue herself over it.
Во имя пылких мечтаний, нежных ласк, Клиппотса под ним оттрахает мою гребаную жизнь!
Murmuring some colorful swearing in an unusual at the least tounge
You think its Abyssal
Sounds like Alyushinyrran accented Abyssal.
Vikla is not a native speaker, but was evidently thought by one from the midnight isles. The way she pronounces Qlippoth gives it away, noone who has ever seen one speaks that word neutrally.
By the ardent dreams gentle caress, Qlippoths beneath bugger my non existent lovelife!
| brvheart |
Keeping everyone fatigued is what Plugg has in mind. He hopes that they will be too tired to think of mutiny, but things start to stir anyway.
Day 2: Whispers of Mutiny
Friendly NPCs begin whispering their concerns to the
PCs on the second day of the voyage. If the Man’s Promise
is sailing back to Port Peril, what is to become of the
group of press-ganged crew? Rumors begin to spread
among the friendly NPCs that Mr. Plugg might decide to
claim the Man’s Promise for himself and establish himself
as a pirate captain in his own right. These rumors
become more certain when a friendly NPC deduces (if
the PCs haven’t already) that the ship has changed course
and is heading east toward Bloodcove, a notorious port
on the edges of the Mwangi Expanse. If the PCs have not
considered staging a mutiny themselves, friendly NPCs
begin making that suggestion for them, but only when
the time is right. And that time seems to be getting very close, very close indeed....
During the evening, Kroop suggests to the PCs that he
knows where the Man’s Promise might be heading—to a
seedy, isolated dry dock on the Slithering Coast west of
Bloodcove called Rickety’s Squibs. For a price, old Rickety
Hake completely refits ships into “squibs,” providing
new identities by changing ships’ lines, silhouettes, and
general appearance to be unrecognizable to their former
owners or anyone else familiar with them.
| brvheart |
Vilka, you should be at full hp at this point. You missed Sandara channeling for 6 and it has been 2 days at 2/day of natural healing (1pt/lvl resting). At this point only Capricia is down 2 hp at 20 of 22.
Those should heal the second night.
| brvheart |
Plugg has also chained Owlbear Hartshorn to the mast with
manacles and a 15-foot-long chain (hardness 10, hp 10,
Break DC 26, Disable Device DC 20; Mr. Plugg has the keys),
instructing him to kill anyone who enters the captain's cabin.
Now he won't actually kill anyone who has befriended him.
| brvheart |
Emerald has a Profession (sailor) of +9
Nuts has a +6
Manny has a +7
This is the skill required for sailing a ship in this AP.
Plugg's is a +7 and Scourge is a +8.
Navigating the eye of a hurricane is a DC 25.
| Nutѕ |
"I mean..." Nuts whispers back to Manny as they discuss the potential mutiny. "I'm down. We all learned something during our time on Wyrmwood. So it's either taking a chance of getting rid of them, or going with them... wherever they're taking us and either be Plugg's slaves, or to someone else, if they decide to get rid of us."
He pauses, and looks at the Plugg Fanboy Club to check whether they are listening in or something of the sort.
"Either way, the man doesn't sit right with me. Perhaps some sort of poison first? He seems capable."
| Laroisael |
Laroisael is quiet during the meeting; while she’d love to punch Plugg’s very punchable face, a full mutiny carries just as much risks as it does rewards.
| Vikla Ragnardottir |
Vikla is neutral. and has a profession sailor of +8
Captain Harrigan is formidable, if we make our move, we should do it when further away from him. And if he is disobeying Harrigans orders, we have pretty good cause even.
| brvheart |
Just a couple of issues with sneaking at night. You all sleep in B9 with the crew loyal to Mr Plugg. Sandara and Rosie sleep in the officer's quarters with Master Scourge on the other end of the ship from the captain's quarters. All food for the Officers is tasted by Owlbear first as the cabin girl stayed on the Wormwood who did it there.
Being caught on deck after dusk without leave gets six lashes with the cat according to Mr Plugg.
| Emerald Delta Waters |
I overhear the discussion in whispers, casting message on our group so we can hear without bunching together.
whisper, only heard by party: I am not as concerned about him keeping the ship or being captain as much as him mistreating crew and keeping us prisoner, or worse, selling us into slavery for his own profit or throwing you guys overboard, or worse. If it comes to it, I am with you to protect all of you.
| brvheart |
The next two days pass while the crew makes their plans. The weather takes a turn for the worse on
Day Four
A storm hits the Man’s Promise in the early hours of the
fourth day. The wind blows with incredible force, driving
the Man’s Promise far off course. The ship is tossed about
on the high seas, and all hands are called on deck to work,
including the cook’s mate. All of the crew is required in
the rigging, and the PCs are assigned random tasks from
the rigger task list. The DC of all such tasks increases by
+2. Toward dawn, as the sky begins to brighten almost
imperceptibly, the storm redoubles its ferocity, and dark
shapes loom out of the sea all around the ship—small
islets and coral reefs that dot this area.
Jobs rolls for the day
Manny's rigger roll: rnd: 1d6 ⇒ 1
Nuts' rigger roll: rnd: 1d6 ⇒ 6
Capricia's rigger roll: rnd: 1d6 ⇒ 1
Emerald's rigger roll: rnd: 1d6 ⇒ 4
Laroisael's rigger roll: rnd: 1d6 ⇒ 5
Vilka's rigger roll: rnd: 1d6 ⇒ 2
| brvheart |
Manny and Capricia
Rigging Repair: The ship’s rigging frequently gets
damaged and must be repaired, requiring DC 12
Climb checks to reach the rigging 30 feet up, followed
by a DC 12 Profession (sailor) or Dexterity check.
Vilka
Line Work: Hard work hoisting and lowering sails,
requiring a DC 12 Profession (sailor) or Dexterity
check. The PC must also make a DC 12 Constitution
check to avoid being fatigued at the end of the shift.
Emerald
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
12 Profession (sailor) or Dexterity check.
Nuts (switching Nuts and Laroisel,. Even Plugg knows he needs his best at lookout)
Lookout: A climb to the crow’s nest 60 feet up,
requiring DC 12 Climb checks followed by a DC 12
Perception check.
Laroisael
Mainsail Duties: Tough work raising and lowering
the mainsail, requiring a DC 12 Profession (sailor)
or Strength check. The PC must also make a DC 12
Constitution check to avoid being fatigued at the end
of the shift.
| Capricia the Pirate |
Capricia finds the rigging slick and slippery when she first tries to climb it, but after that makes the ascent without further issue. She does her task wordlessly but well.
Capricia the Pirate Climb Check (accelerated): 1d20 + 5 - 5 ⇒ (8) + 5 - 5 = 8
Capricia the Pirate Climb Check (accelerated): 1d20 + 5 - 5 ⇒ (12) + 5 - 5 = 12 15 ft.
Capricia the Pirate Climb Check: 1d20 + 4 ⇒ (10) + 4 = 14 22.5 ft.
Capricia the Pirate Climb Check: 1d20 + 4 ⇒ (18) + 4 = 22 30 ft.
Capricia the Pirate Profession (sailor) Check: 1d20 + 7 ⇒ (14) + 7 = 21
| Vikla Ragnardottir |
ropework prof sailor: 1d20 + 8 ⇒ (20) + 8 = 28
Vikla absolutely knows her ways around with ropes.
Suspiciously well
More fun doing ropework with a half Succubus on the ship
She thinks to herself.
con: 1d20 + 1 ⇒ (13) + 1 = 14
and is not fatigued, invigorated by time on a funnier ship indeed.
| Nutѕ |
Lookout: A climb to the crow’s nest 60 feet up, requiring DC 12 Climb checks followed by a DC 12 Perception check.
Climb: 1d20 + 7 ⇒ (13) + 7 = 20 15
Climb: 1d20 + 7 ⇒ (16) + 7 = 23 20
Climb: 1d20 + 7 ⇒ (5) + 7 = 12 25
Climb: 1d20 + 7 ⇒ (6) + 7 = 13 30
Climb: 1d20 + 7 ⇒ (17) + 7 = 24 35
Climb: 1d20 + 7 ⇒ (20) + 7 = 27 40
Climb: 1d20 + 7 ⇒ (4) + 7 = 11 40
Climb: 1d20 + 7 ⇒ (11) + 7 = 18 45
Climb: 1d20 + 7 ⇒ (4) + 7 = 11 45
Climb: 1d20 + 7 ⇒ (5) + 7 = 12 50
Climb: 1d20 + 7 ⇒ (16) + 7 = 23 55
Climb: 1d20 + 7 ⇒ (14) + 7 = 21 60
Perception: 1d20 + 9 ⇒ (1) + 9 = 10
Oh dicebot. You are a fickle mistress.
Nuts sighs reluctantly and starts climbing up to the nest. His foot slips occasionally, but he manages to reach the top. Once there, he ties himself to the mast again. In this weather, one can never be too sure.
"Hah! Man, ain't this an emotional storm?" he laughs and shouts towards the deck.
With the wind blowing heavy sleets of rain into his face, he is not able to keep his eyes open long enough.
"It's water everywhere, Captain! Under the ship, in the air, in my eyes... Might as well be looking through a waterfall."
He shrugs, and decides to wait the thing out. Probably better than a lashing.
He looks below, to the sails and the ropers on them. "You guys need any help? I can't see a thing in this cursed weather." he shouts.
| MannyGoblin |
Climb: 1d20 + 4 ⇒ (2) + 4 = 6
Climb: 1d20 + 4 ⇒ (2) + 4 = 6
Climb: 1d20 + 4 ⇒ (16) + 4 = 20
Climb: 1d20 + 4 ⇒ (12) + 4 = 16
Climb: 1d20 + 4 ⇒ (10) + 4 = 14
Profession Sailor: 1d20 + 7 ⇒ (3) + 7 = 10
Manny is having a bad time and ends up wrapped in the ropes.
| brvheart |
[dice=Climb]1d20+4
[dice=Climb]1d20+4
[dice=Climb]1d20+4
[dice=Climb]1d20+4
[dice=Climb]1d20+4
[dice=Profession Sailor]]1d20+7Manny is having a bad time and ends up wrapped in the ropes.
You only need one more climb check and Capricia and aid another with the Profession (sailor) +2
| Emerald Delta Waters |
Emerald's rigger roll: rnd: 1d6 ⇒ 4
Rope Work: Handling the ship’s ropes, including
coiling them, stowing them, and securing them to
cleats and single and double bollards, requiring a DC
12 Profession (sailor) or Dexterity check.
Seamanship Ropework: 1d20 + 9 ⇒ (18) + 9 = 27
Seamanship Ropework (if one is needed in evening or second day: 1d20 + 9 ⇒ (17) + 9 = 26
She easily shows that she is in her element, Storm Master.
Note: Vilka you put Ropework but you were doing Line Work
| Capricia the Pirate |
Capricia tries to aid Manny, showing him how to tie certain knots and reinforce sections of the rigging that are unsteady or broken.
You only need one more climb check and Capricia and aid another with the Profession (sailor) +2
Capricia the Pirate Profession (sailor) Check (Aid Another--Manny): 1d20 + 7 ⇒ (11) + 7 = 18
| brvheart |
Toward dawn, as the sky begins to brighten almost imperceptibly, the storm redoubles its ferocity, and dark shapes loom out of the sea all around the ship—small islets and coral reefs that dot this area. At this point, the storm is considered a powerful storm with strong winds, and visibility is practically zero, making Perception checks all but impossible.
Six creatures climb aboard unnoticed due to the storm and attack you, one each attempting to trip you knock you overboard into the churning
waters:
Capricia
trip: 1d20 + 4 ⇒ (16) + 4 = 20
Laroisel
trip: 1d20 + 4 ⇒ (6) + 4 = 10
Manny
trip: 1d20 + 4 ⇒ (9) + 4 = 13
Nuts
trip: 1d20 + 4 ⇒ (16) + 4 = 20
Emmy
trip: 1d20 + 4 ⇒ (7) + 4 = 11
Vilka
trip: 1d20 + 4 ⇒ (9) + 4 = 13
The attack is vs your CMD. Then roll init.
init: 1d20 + 2 ⇒ (19) + 2 = 21
Capricia, Manny and Nuts are now prone.
| Nutѕ |
Surprised by the presence of someone else in the crows nest, Nuts is suddnely swept off his feet and lands on the ground with a loud thud.
"What in the flying- YOU GUYS! STOCK UP ON ARROWS AND BOLTS! SOME WINGED BASTARD WANTS TO HAVE A GO AT US!" still on his back, he shouts out as loud as he can.
Initiative: 1d20 + 4 ⇒ (3) + 4 = 7
| brvheart |
Surprised by the presence of someone else in the crows nest, Nuts is suddnely swept off his feet and lands on the ground with a loud thud.
"What in the flying- YOU GUYS! STOCK UP ON ARROWS AND BOLTS! SOME WINGED BASTARD WANTS TO HAVE A GO AT US!" still on his back, he shouts out as loud as he can.
[dice=Initiative]1d20 + 4
The creatures attacked in the morning before you went back up to the crow's nest. You would not have stayed there all night. Had you been tripped up there it would have been a nastly fall into the sea.
| Vikla Ragnardottir |
my CMD is 13, flatfooted is 12 so I am probably prone
init: 1d20 + 1 ⇒ (17) + 1 = 18
Stab: 1d20 + 5 - 4 ⇒ (19) + 5 - 4 = 20
damage: 1d6 + 1 ⇒ (3) + 1 = 4
Stab confirm: 1d20 + 5 - 4 ⇒ (18) + 5 - 4 = 19
damage: 1d6 + 1 ⇒ (5) + 1 = 6
ALERT! WE ARE BEING BOARDED
Vikla shouts at the top of her lungs as she brings her rapier to bear. If her pretty good hit strikes true, she will stand up afterwards.