Brvheart's Skull&Shackles

Game Master brvheart

Become a pirate and plunder the Shackles and maybe one day challenge the Pirate King himself for leadership!


The Shackles


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Female Human Swashbuckler (Rondelero) 4 | hp 39 39/39 NL (0) | AC (gear) 19, t 15, ff 14 | CMD 19 | Fort +2, Ref +8, Will +2 | Init +6 | Perc +8 | Panache 3/3 | Conditions: none

Getting a relatively straightforward job, Capricia makes time during the day to visit the quartermaster's store to inquire about small weapons such as daggers and saps.

Capricia the Pirate Profession (sailor) Check: 1d20 + 6 ⇒ (19) + 6 = 25

Not sure if any of the other pirates walk around armed; if they're allowed, Capricia will buy as many daggers and saps as she can with the 21 gp she found in the bilges to pass out to the others that night.


Male Human Rogue6/Clr1 Current Map
Capricia the Pirate wrote:

Getting a relatively straightforward job, Capricia makes time during the day to visit the quartermaster's store to inquire about small weapons such as daggers and saps.

[dice=Capricia the Pirate Profession (sailor) Check]1d20+6

Not sure if any of the other pirates walk around armed; if they're allowed, Capricia will buy as many daggers and saps as she can with the 21 gp she found in the bilges to pass out to the others that night.

The only place to buy anything (remember you are on board a ship) is at the quartermaster's store. Grok will tell you that your stuff now belongs to the captain, but she will let you buy your dagger and one more for 4 gp. And no, they are not allowed so you will have to hide them on you.


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17

Getting my wrist sheath and darts would be on that line, maybe my spell component pouch, though I can substitute components from around the ship to make due.

Ear-Piercing Scream (components v,s), Mage Armor (Components V, S, F (a piece of cured leather)), Magic Missile Components V, S, Shield Components V, S

I presume swords are out of the question, and he has any gold we had in our pockets??


M Goblin Rogue4HP 28/28,Init+4,F3R8W3Per9AC17T15FF13

Manny has kitchen knives and his daggers. Plus a MW dagger he found in the kitchen


Male Human Rogue6/Clr1 Current Map

Day of the Storm (day eight)

After a day of heavy winds and rain, a storm well and
truly hits the Wormwood on the eighth day. 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.

Jobs rolls for the day
Manny's rigger roll: rnd: 1d6 ⇒ 6
nuts' rigger roll: rnd: 1d6 ⇒ 5
Capricia's rigger roll: rnd: 1d6 ⇒ 3
Emerald's rigger roll: rnd: 1d6 ⇒ 6
Laroisael's rigger roll: rnd: 1d6 ⇒ 3
Harask rigger roll: rnd: 1d6 ⇒ 4

The DC of all such tasks is increased by +2.


Male Human Rogue6/Clr1 Current Map

Manny and Emerald

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.

Aki

Lookout: A climb to the crow’s nest 60 feet up,
requiring DC 12 Climb checks followed by a DC 12
Perception check.

Capricia and Laroisael

Upper Rigging Work: Work in the upper rigging, 50
feet up, requiring DC 12 Climb checks, followed by a
DC 12 Profession (sailor) or Dexterity check.

Harask

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.


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17
brvheart wrote:

Manny and Emerald

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.

Seamanship +2 since its 2 of us working together: 1d20 + 9 + 2 ⇒ (3) + 9 + 2 = 14

constitution: 1d20 + 1 ⇒ (7) + 1 = 8

The work is hard but I have done this before. If we are to survive, I have to dig deeper and hold it together. Reflecting on my experience, I know we will make it

HAVE FAITH MANNY, HOLD YOUR TONGUE RIGHT, I HAVE A PLAN BECAUSE I AM THE PLAN (SHOUTING OVER THE STORM)

Country Born:

Benefit: A childhood of farm work, apprenticeship, or similar toil has granted you reserves of endurance.

Once per day, when an effect would normally leave you fatigued or exhausted, you may ignore the fatigue or exhaustion effect. This ability activates the first time you are affected by fatigue or exhaustion in a day — you cannot “save” it to apply it to a specific effect. Your traditional upbringing has sharpened your Willpower as well, granting a +1 bonus on Will saves.


M Goblin Rogue4HP 28/28,Init+4,F3R8W3Per9AC17T15FF13

Uh-oh..I knew I was forgotten to learn something

Profession Sailor: 1d20 + 2 + 2 ⇒ (15) + 2 + 2 = 19
Con: 1d20 + 2 ⇒ (16) + 2 = 18


Female Elf Bard [Archaeologist] 3/Fighter 1 | HP 20/28 | AC 15 | touch 13 | flat 12 | Fort +4 | Ref +6 | Will +4 | Init +3 | Perception +11 | Archaeologist's Luck (+1, 3/6)

Climb: 1d20 + 1 ⇒ (13) + 1 = 14
Profession (sailor): 1d20 + 5 ⇒ (17) + 5 = 22

Laroisael somehow manages to get up to the rigging and manage said rigging despite the fact that she is terrified for her life as she’s 50
feet high in a raging storm.

Now I really wished I knew how to swim!!! she screamed internally.


Female Human Swashbuckler (Rondelero) 4 | hp 39 39/39 NL (0) | AC (gear) 19, t 15, ff 14 | CMD 19 | Fort +2, Ref +8, Will +2 | Init +6 | Perc +8 | Panache 3/3 | Conditions: none

Capricia tries to climb fast early. All it gets her is frustrated...and perhaps entangled in the rigging.

Capricia the Pirate Climb Check (accelerated): 1d20 + 5 - 5 ⇒ (2) + 5 - 5 = 2
Capricia the Pirate Climb Check (accelerated): 1d20 + 5 - 5 ⇒ (4) + 5 - 5 = 4
Capricia the Pirate Climb Check (accelerated): 1d20 + 5 - 5 ⇒ (2) + 5 - 5 = 2
Wow--those are some bad rolls! Hope I'm right that because she's not at any height (yet) those failures result in nothing more than sheer embarrassment. I'll stop here to see if there are consequences.


Male Human Rogue6/Clr1 Current Map
Capricia the Pirate wrote:

Capricia tries to climb fast early. All it gets her is frustrated...and perhaps entangled in the rigging.

[dice=Capricia the Pirate Climb Check (accelerated)]1d20+5-5
[dice=Capricia the Pirate Climb Check (accelerated)]1d20+5-5
[dice=Capricia the Pirate Climb Check (accelerated)]1d20+5-5
Wow--those are some bad rolls! Hope I'm right that because she's not at any height (yet) those failures result in nothing more than sheer embarrassment. I'll stop here to see if there are consequences.

The good news is you have not made it off the ground in order to fall anywhere. The worst you are going to get is a tongue lashing from one of the officers who are all on deck.

Laroisael, you have only made it up 7.5'. Going to make more rolls to get to 50'


Male Human Rogue6/Clr1 Current Map

You see a bunch of officers you have not ever seen before, even at first call and rum ration. Gunnery officers, boatswain’s mate, master gunner and sailing master. The latter casting spells to try and help with the storm.
The ship is being tossed in the storm, while the captain does his best to steer into it. Any movement at all is difficult and climbing even worse.


Female Human Swashbuckler (Rondelero) 4 | hp 39 39/39 NL (0) | AC (gear) 19, t 15, ff 14 | CMD 19 | Fort +2, Ref +8, Will +2 | Init +6 | Perc +8 | Panache 3/3 | Conditions: none

Once she actually gets to where she needs to be in the rigging, Capricia performs admirably under duress.

Capricia the Pirate Climb Check (accelerated): 1d20 + 5 - 5 ⇒ (11) + 5 - 5 = 11
Capricia the Pirate Climb Check (accelerated): 1d20 + 5 - 5 ⇒ (10) + 5 - 5 = 10
Capricia the Pirate Climb Check (accelerated): 1d20 + 5 - 5 ⇒ (15) + 5 - 5 = 15 15'
I was getting ready to cue the Benny Hill music.
Capricia the Pirate Climb Check: 1d20 + 5 ⇒ (8) + 5 = 13 22.5'
Capricia the Pirate Climb Check: 1d20 + 5 ⇒ (15) + 5 = 20 30'
Capricia the Pirate Climb Check: 1d20 + 5 ⇒ (6) + 5 = 11 No progress
Capricia the Pirate Climb Check: 1d20 + 5 ⇒ (14) + 5 = 19 37.5'
Capricia the Pirate Climb Check: 1d20 + 5 ⇒ (8) + 5 = 13 45'
Capricia the Pirate Climb Check: 1d20 + 5 ⇒ (5) + 5 = 10 No progress
Capricia the Pirate Climb Check: 1d20 + 5 ⇒ (7) + 5 = 12 52.5'--Made it!

Capricia the Pirate Profession (sailor) Check: 1d20 + 6 ⇒ (13) + 6 = 19


Female Elf Bard [Archaeologist] 3/Fighter 1 | HP 20/28 | AC 15 | touch 13 | flat 12 | Fort +4 | Ref +6 | Will +4 | Init +3 | Perception +11 | Archaeologist's Luck (+1, 3/6)

Climb: 1d20 + 1 ⇒ (2) + 1 = 3 0 ft
Climb: 1d20 + 1 ⇒ (14) + 1 = 15 7.5 ft
Climb: 1d20 + 1 ⇒ (7) + 1 = 8 0 ft
Climb: 1d20 + 1 ⇒ (2) + 1 = 3 0 ft
Climb: 1d20 + 1 ⇒ (13) + 1 = 14 7.5 ft
Climb: 1d20 + 1 ⇒ (19) + 1 = 20 15 ft
Climb: 1d20 + 1 ⇒ (12) + 1 = 13 22.5 ft
Climb: 1d20 + 1 ⇒ (16) + 1 = 17 30 ft
Climb: 1d20 + 1 ⇒ (4) + 1 = 5
Climb: 1d20 + 1 ⇒ (9) + 1 = 10
Climb: 1d20 + 1 ⇒ (7) + 1 = 8
Climb: 1d20 + 1 ⇒ (4) + 1 = 5

aaaand she’s falling

Laroisael thought she made it good, but she tried to climb more and kept slipping. And just when she thought she was making progress, she lost her grip…


Male Human Rogue6/Clr1 Current Map

Man over board!!!

Laroisael falls into the open water. She can attempt to swim untrained, but it is largely up to the party to save her!


Female Elf Bard [Archaeologist] 3/Fighter 1 | HP 20/28 | AC 15 | touch 13 | flat 12 | Fort +4 | Ref +6 | Will +4 | Init +3 | Perception +11 | Archaeologist's Luck (+1, 3/6)

Swim: 1d20 + 1 ⇒ (7) + 1 = 8

Welp I tried…

HELP! HELP I CAN’T SWIM!!!” the elf screams. She didn’t want it to go out like this. Maybe getting trapped in a mummy’s tomb, or
cornered by an eldritch abomination, but not drowning in the ocean.


M Goblin Rogue4HP 28/28,Init+4,F3R8W3Per9AC17T15FF13

Manny grabs rope to throw at elf.


Male Human Rogue6/Clr1 Current Map

Manny, you need to make a ranged touch.


M Goblin Rogue4HP 28/28,Init+4,F3R8W3Per9AC17T15FF13

ranged rope: 1d20 + 5 ⇒ (8) + 5 = 13


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17

Hearing the cry for help and seeing MANNY getting a rope, I tell manny, Secure the rope on the railing and give me the other end, I am going in to get her, and then manny sees gills flare on my neck as I wrap the rope around my middle and swan dive over the edge to grab her.

swan dive and swim stormy water, DC 20, can't take 10 in stormy water, ps can't drown, amphibious: 1d20 + 13 ⇒ (17) + 13 = 30

And it's a 4 point dive, if it was a competitive sport


Male Human Rogue6/Clr1 Current Map

If the attack hits, Laroisael gains a bonus on his
Swim checks equal to twice the total Strength modifiers
of those hauling the rope. Up to three characters can add
their Strength modifiers to help in this way. If she
fails the Swim check by 5 or more, he loses his grip on the
rope and it must be drawn back and thrown again or a new
rope must be thrown. So you can have three PCs help her by pulling on the rope to aid on her swim check.


M Goblin Rogue4HP 28/28,Init+4,F3R8W3Per9AC17T15FF13

Manny ties off the rope a dope.


Male CG Halfling Martial Artist 4 | Init +4 | Perc: +11, SM: +2 | HP 25 | AC 19; T 19; FF 13 | CMB 4 | CMD +20 | Fort +6; Ref +9; Will +7 | Speed: 30 ft | Stunning Fist DC 15 Fort (4/day) |

Job:
Lookout: A climb to the crow’s nest 60 feet up, requiring DC 12 Climb checks followed by a DC 12 Perception check.

Nuts climbs up the ropes into the crows nest. SLOWLY. Wet ropes are slippery, and the wind is blowing.

He takes his time climbing, and has problems finding purchase.

Climb: 1d20 + 7 - 5 ⇒ (3) + 7 - 5 = 5 0
Climb: 1d20 + 7 ⇒ (16) + 7 = 23 5
Climb: 1d20 + 7 ⇒ (6) + 7 = 13 10
Climb: 1d20 + 7 ⇒ (4) + 7 = 11 10
Climb: 1d20 + 7 ⇒ (15) + 7 = 22 15
Climb: 1d20 + 7 ⇒ (4) + 7 = 11 15
Climb: 1d20 + 7 ⇒ (14) + 7 = 21 20
Climb: 1d20 + 7 ⇒ (8) + 7 = 15 25
Climb: 1d20 + 7 ⇒ (19) + 7 = 26 30
Climb: 1d20 + 7 ⇒ (11) + 7 = 18 35
Climb: 1d20 + 7 ⇒ (17) + 7 = 24 40
Climb: 1d20 + 7 ⇒ (9) + 7 = 16 45
Climb: 1d20 + 7 ⇒ (8) + 7 = 15 50
Climb: 1d20 + 7 ⇒ (4) + 7 = 11 50
Climb: 1d20 + 7 ⇒ (4) + 7 = 11 50
Climb: 1d20 + 7 ⇒ (15) + 7 = 22 55
Climb: 1d20 + 7 ⇒ (11) + 7 = 18 60

"Whew!" he takes a breather as the ship is moving left and right, everything exaggerated by the height of the nest. He pulls out a rope and ties the thing around the mast, and then around his waist, with some 8 ft of length between.

Perception: 1d20 + 8 ⇒ (2) + 8 = 10

As he looks around, the rain peppers his face, and he has difficulties seeing anything at all. The flashes of lightning in the distance and rain sleets hitting his face is the only thing he can see, completely oblivious to the situation below.

"Can't see squat in this!" he shouts below.


Male Human Rogue6/Clr1 Current Map

No one can seem to hear either

Man over board!!!


M Goblin Rogue4HP 28/28,Init+4,F3R8W3Per9AC17T15FF13

Manny tries pulling...

str: 1d20 ⇒ 17


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17

grapple check to grab Lara: 1d20 + 0 ⇒ (14) + 0 = 14

second swim check after grabbing Lara to swim 10 ft dragging her in water half move: 1d20 + 13 ⇒ (4) + 13 = 17


Rosie helps Mannie pulling the rope
str chk: 1d20 + 3 ⇒ (4) + 3 = 7


Female Human Swashbuckler (Rondelero) 4 | hp 39 39/39 NL (0) | AC (gear) 19, t 15, ff 14 | CMD 19 | Fort +2, Ref +8, Will +2 | Init +6 | Perc +8 | Panache 3/3 | Conditions: none

Capricia yells to someone lower on the rigging. "Hey! Rosie! You've got muscles! Help Manny--someone's overboard!" Seeing Rosie already heading that way, Capricia yells, "Right! Good job!"

I'm assuming that Capricia's already 50 feet up in the rigging. If not, maybe she can use some of my previous rolls to descend and help out.


Male Human Rogue6/Clr1 Current Map

Laroisael, make another swim check please.


Female Elf Bard [Archaeologist] 3/Fighter 1 | HP 20/28 | AC 15 | touch 13 | flat 12 | Fort +4 | Ref +6 | Will +4 | Init +3 | Perception +11 | Archaeologist's Luck (+1, 3/6)

Swim: 1d20 + 1 ⇒ (7) + 1 = 8


Male Human Rogue6/Clr1 Current Map
Laroisael wrote:
[dice=Swim]1d20 + 1

Add +6 for twice Rosie's STR bonus. This will allow the two of them to swim to the ship.


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17

Monkey Fish:

School: transmutation
Casting Time: 1 standard action
Components: V, S
Range: personal
Target: you
Duration: 1 minute/level (D)
Summary: Gain a climb speed and a swim speed of 10 ft.

Casting a spell and swim to hop up to grab and climbing up the ship.

Swim speed 40'; climb speed 10': 1d20 + 17 ⇒ (17) + 17 = 341d20 + 9 ⇒ (17) + 9 = 26


Male Human Rogue6/Clr1 Current Map

That should get them back aboard ship.


M Goblin Rogue4HP 28/28,Init+4,F3R8W3Per9AC17T15FF13

Manny flexes his goblin muscles. It is quite obvious that he saved everyone.


Female Elf Bard [Archaeologist] 3/Fighter 1 | HP 20/28 | AC 15 | touch 13 | flat 12 | Fort +4 | Ref +6 | Will +4 | Init +3 | Perception +11 | Archaeologist's Luck (+1, 3/6)

Laroisael coughs up a lot of sea water before flopping on her back. She looks at Manny, Emerald and Rosie and says while catching her breath, “Thank you. Oh thank you thank you thank you…


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17

When I made this character, I had a idea I might have to swim to save my life, but never at first level to do that kind of heroic feat. I definitely have to add ranks in acrobatics and climb.


M Goblin Rogue4HP 28/28,Init+4,F3R8W3Per9AC17T15FF13

Manny jumps up and down on Laroisael's back, making sure all the booze is out.


Male Human Rogue6/Clr1 Current Map

The crew must stay up all night battling the storm—there is no evening rest or entertainment, and after the evening meal (ship’s biscuit only, on this occasion), everyone gets new tasks from the rigger task list.

Manny's rigger roll: rnd: 1d6 ⇒ 5
Nuts' rigger roll: rnd: 1d6 ⇒ 5
Capricia's rigger roll: rnd: 1d6 ⇒ 2
Emerald's rigger roll: rnd: 1d6 ⇒ 1
Laroisael's rigger roll: rnd: 1d6 ⇒ 4
Harask rigger roll: rnd: 1d6 ⇒ 1

Posted in discussion in error, I tried to fix and it would not come up with the same rolls so we will go with what rolled over there since I already posted up the tasks.


Male Human Rogue6/Clr1 Current Map

Manny and Nuts

Lookout: A climb to the crow’s nest 60 feet up,
requiring DC 12 Climb checks followed by a DC 12
Perception check.

Capricia

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 and Harask

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.

Laroisael

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.


M Goblin Rogue4HP 28/28,Init+4,F3R8W3Per9AC17T15FF13

Cue hiliarity

Nutsssss! Could you give me a hand here?

Aid another, also willing to Aid another for Nuts. Still stormy?

Climb,Aid another: 1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 205
Climb,Aid another: 1d20 + 3 + 2 ⇒ (6) + 3 + 2 = 1110 if normal, nothing if stormy
Climb,Aid another: 1d20 + 3 + 2 ⇒ (17) + 3 + 2 = 2215 or 10
Climb,Aid another: 1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 7 (Is this a fall?)
Climb,Aid another: 1d20 + 3 + 2 ⇒ (16) + 3 + 2 = 21
Climb,Aid another: 1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 25


Male Human Rogue6/Clr1 Current Map

Yes, it will be stormy all night. However, you and everyone can still add +4 for working dilligently to avoid falling there. As your move is 30, 1/4 is 7.5' so you s/b 37.5 up at the end of those rolls. Need two more successful rolls.


Female Human Swashbuckler (Rondelero) 4 | hp 39 39/39 NL (0) | AC (gear) 19, t 15, ff 14 | CMD 19 | Fort +2, Ref +8, Will +2 | Init +6 | Perc +8 | Panache 3/3 | Conditions: none

Capricia again performs her duties exceptionally; she hopes someone in charge notices her good work. Still, she'd give up any potential accolades to have been in position to help Laroisael when the elf took her unscheduled swim. At the end of the second shift, however, Capricia's feeling run-down and fatigued.

Capricia the Pirate Profession (sailor) Check: 1d20 + 6 ⇒ (19) + 6 = 25

Capricia the Pirate Constitution Check: 1d20 + 1 ⇒ (4) + 1 = 5


Female Elf Bard [Archaeologist] 3/Fighter 1 | HP 20/28 | AC 15 | touch 13 | flat 12 | Fort +4 | Ref +6 | Will +4 | Init +3 | Perception +11 | Archaeologist's Luck (+1, 3/6)

Profession (sailor) working dilligantly: 1d20 + 5 + 4 ⇒ (18) + 5 + 4 = 27

Constitution: 1d20 ⇒ 6

The near brush with thalassic death gave the elf a massive burst of adrenaline, and she works her rear end off handling the ropes, storm or no storm. By the end of it, though, she can feel the adrenaline fizzle out of her, and she can barely keep her eyes open, and the idea of getting flogged is what’s keeping her from collapsing and falling asleep right then and there.


M Goblin Rogue4HP 28/28,Init+4,F3R8W3Per9AC17T15FF13

Climb: 1d20 + 9 ⇒ (12) + 9 = 21
Climb: 1d20 + 9 ⇒ (15) + 9 = 24Perception: 1d20 + 6 ⇒ (15) + 6 = 21

Aghhh! I want to be back int eh kitchen!


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17
brvheart wrote:

Emerald and Harask

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.

climb/working diligently and Aide Another: 1d20 + 7 ⇒ (5) + 7 = 12

climb/working diligently and Aide Another: 1d20 + 7 ⇒ (19) + 7 = 26
climb/working diligently and Aide Another: 1d20 + 7 ⇒ (13) + 7 = 20
climb/working diligently and Aide Another: 1d20 + 7 ⇒ (13) + 7 = 20

Profession Sailor: 1d20 + 9 ⇒ (16) + 9 = 25


Male CG Halfling Martial Artist 4 | Init +4 | Perc: +11, SM: +2 | HP 25 | AC 19; T 19; FF 13 | CMB 4 | CMD +20 | Fort +6; Ref +9; Will +7 | Speed: 30 ft | Stunning Fist DC 15 Fort (4/day) |

Job:
Lookout: A climb to the crow’s nest 60 feet up, requiring DC 12 Climb checks followed by a DC 12 Perception check.

"Brace your feet near knots, man! they move less. Only a bit, but every bit helps."

Nuts starts climbing up the rigging again, helping Manny along the way.

Job Rolls:
Climb: 1d20 + 7 ⇒ (6) + 7 = 13 5
Climb: 1d20 + 7 ⇒ (7) + 7 = 14 10
Climb: 1d20 + 7 ⇒ (8) + 7 = 15 15
Climb: 1d20 + 7 ⇒ (17) + 7 = 24 20
Climb: 1d20 + 7 ⇒ (5) + 7 = 12 25
Climb: 1d20 + 7 ⇒ (3) + 7 = 10 25
Climb: 1d20 + 7 ⇒ (19) + 7 = 26 30
Climb: 1d20 + 7 ⇒ (1) + 7 = 8 30
Climb: 1d20 + 7 ⇒ (1) + 7 = 8 30
Climb: 1d20 + 7 ⇒ (3) + 7 = 10 30
Climb: 1d20 + 7 ⇒ (1) + 7 = 8 30
Climb: 1d20 + 7 ⇒ (10) + 7 = 17 35
Climb: 1d20 + 7 ⇒ (8) + 7 = 15 40
Climb: 1d20 + 7 ⇒ (9) + 7 = 16 45
Climb: 1d20 + 7 ⇒ (5) + 7 = 12 50
Climb: 1d20 + 7 ⇒ (14) + 7 = 21 55
Climb: 1d20 + 7 ⇒ (19) + 7 = 26 60

Perception, Work Dilligently: 1d20 + 8 + 4 ⇒ (2) + 8 + 4 = 14

Assist rolls:
Climb, Assist: 1d20 + 7 ⇒ (18) + 7 = 25
Climb, Assist: 1d20 + 7 ⇒ (19) + 7 = 26
Climb, Assist: 1d20 + 7 ⇒ (19) + 7 = 26
Climb, Assist: 1d20 + 7 ⇒ (11) + 7 = 18
Climb, Assist: 1d20 + 7 ⇒ (18) + 7 = 25
Climb, Assist: 1d20 + 7 ⇒ (11) + 7 = 18

Once they are up top in the crows nest, the halfling pulls out a rope again, and ties both himself and Manny around the waist after tying the mid-section on the main mast.

"Alright. We should be fine here. Uh... Why did you get this post today, anyway? Who's making food? And why was Laroisael so wet last night? Is there a bath on the ship I don't know about?" he looks in the distance.

"Oh man, I could go for a hot bath right now." he muses as the rainstorm peppers his damp clothes.


M Goblin Rogue4HP 28/28,Init+4,F3R8W3Per9AC17T15FF13

Big storm means everyone gotta help. Err.. Dat good question, I guess biscuit? Elf fell in ocean. Mamny used rope ta get her out.

Manny hunkers down and is miserable.


Male Human Rogue6/Clr1 Current Map

Harask

First shift

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.

Profession (Sailor): 1d20 + 8 ⇒ (10) + 8 = 18

Second Shift

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.

climb): 1d20 + 2 + 4 + 2 ⇒ (19) + 2 + 4 + 2 = 27
climb): 1d20 + 2 + 4 + 2 ⇒ (13) + 2 + 4 + 2 = 21
climb): 1d20 + 2 + 4 + 2 ⇒ (11) + 2 + 4 + 2 = 19
climb): 1d20 + 2 + 4 + 2 ⇒ (9) + 2 + 4 + 2 = 17


Male Human Rogue6/Clr1 Current Map

Looks like while several ended the day fatigued, no one got exhaused which is a good thing.
Everyone gets 100 XP for surviving the Storm.
xp= 40 for saving Laroisel
xp= 40 amking Tilly Brackett helpful


Male Human Rogue6/Clr1 Current Map

In order to speed things up I am going to do one job roll for the next three days. Everyone can attempt to influence a total of 5 people, 1 day and 1 at night. The afternoon of the 11th, you will be doing something else.

Jobs rolls for the day
Manny's galley roll: rnd: 1d6 ⇒ 3
Nuts' rigger roll: rnd: 1d6 ⇒ 1
Capricia's Swab roll: rnd: 1d6 ⇒ 3
Emerald's Swab roll: rnd: 1d6 ⇒ 2
Laroisael's Swab roll: rnd: 1d6 ⇒ 3
Harask Swab roll: rnd: 1d6 ⇒ 3

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