
Capricia the Pirate |

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.

brvheart |

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.

Emerald Delta Waters |

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??

brvheart |

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.

brvheart |

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.

Emerald Delta Waters |

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)
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.

Laroisael |

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.

Capricia the Pirate |

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.

brvheart |

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'

brvheart |

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.

Capricia the Pirate |

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

Laroisael |

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…

brvheart |

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!

Laroisael |

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.

Emerald Delta Waters |

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

brvheart |

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.

Nutѕ |

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.

Emerald Delta Waters |

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

Capricia the Pirate |

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.

brvheart |

[dice=Swim]1d20 + 1
Add +6 for twice Rosie's STR bonus. This will allow the two of them to swim to the ship.

Emerald Delta Waters |

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

Laroisael |

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…”

Emerald Delta Waters |

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.

brvheart |

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.

brvheart |

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.

MannyGoblin |

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

brvheart |

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.

Capricia the Pirate |

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

Laroisael |

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.

Emerald Delta Waters |

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 = 26climb/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

Nutѕ |

"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.
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
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.

brvheart |

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

brvheart |

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

brvheart |

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