Taking 10 on the swim check to get there. Jack looks intently around for the crabs, then begins to whistle a jaunty tune, while diving in to grab crabs! Perception: 1d20 + 6 ⇒ (16) + 6 = 22
Perception: 1d20 + 6 ⇒ (11) + 6 = 17
Perception: 1d20 + 6 ⇒ (6) + 6 = 12 Got it! 2 crabs!
Perception: 1d20 + 6 ⇒ (4) + 6 = 10
Perception: 1d20 + 6 ⇒ (12) + 6 = 18
Perception: 1d20 + 6 ⇒ (7) + 6 = 13
Perception: 1d20 + 6 ⇒ (2) + 6 = 8
With three large crabs caught, Jack gives up the ghost! "I got three! Anyone catch up my slack?"
Day 9:
Acrobatics: 1d20 + 3 ⇒ (17) + 3 = 20 and Con check: 1d20 + 4 ⇒ (11) + 4 = 15 Jack works diligently, taking messages back and forth and staying quiet. Night: Jack pulls out his drums and begins a long slow beat, soothing his own nerves and hopefully others as well. Entertain: 1d20 + 9 ⇒ (19) + 9 = 28 Rum ration Fort Check: 1d20 ⇒ 20 adding 1d4 ⇒ 4 to his Charisma DAY 10:
Acrobatics: 1d20 + 3 ⇒ (11) + 3 = 14 and Con check: 1d20 ⇒ 1 Jack runs again, but he is fatigued by the end of the shift. Still he manages to hum a jaunty tune to himself Sea Shanty: 1d20 + 9 ⇒ (5) + 9 = 14 and revives immediately! In between his running, he visits Slippery Syl Lonegan, starting casual conversations with her and flattering her as much as he can! Bluff!: 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17 NIGHT: Jack spends the night singing call-and-response drinking songs with the lads! Sing: 1d20 + 9 ⇒ (5) + 9 = 14 It's not his best work, but it seems to get people singing. Then he drinks his rum! Fort: 1d20 ⇒ 19 adding 1d4 ⇒ 2 to his Charisma!
Level 2:
Nightdeath: As part of my class, I get either a monkey or parrot as a familiar. How would you like to handle that?
Jack watches the scene of the chanting pirates, the obviously daft Owlbear, his fellow mates ready for a fight. It's obvious this is going to end in blood or worse, so he murmurs a quick tune and a large drum appears in his hands (summon instrument). He begins to play a pounding beat, stepping up the tempo as he does. As the beat builds, he laces in a bit o' the magic, adding inspire courage to the music. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.
Jack decides to keep his head down today and see if he can contact Sandra when no one is watching. Swab Day Job: 1d6 ⇒ 3: Swab the decks... Hoboy.
Night time: Jack decides to stay quiet and simply listen to the conversations going on around him, hoping to hear anything of interest. He then drinks his rum and heads to bed. Fort Save vs Rum: 1d20 ⇒ 2 Oy. Jack's going to be a naughty boy tomorrow Con Damage: 1d3 ⇒ 3 OUCH. -1 on all Con-rolls...
DAY 3: Swab Task: 1d6 ⇒ 5 = Runner
NIGHTTIME:
Perception: 1d20 + 5 ⇒ (17) + 5 = 22
Jack, spitting out blood from his split lip, stands and smiles at his attackers. "The Queen of Pirates sees all, lads. It's a bad idea to ruffle her priests." Straightening himself up, he holds his head proud as he walks out on deck, waiting until he's away to curse and swear at the bruises spreading across his back...
Perception: 1d20 + 5 ⇒ (3) + 5 = 8
"Gentlemen! I say it is rare for a sailor of low rank on such an esteemed ship to be greeted by such fine looking men as yourselves this early in the morning! And I greet you, honored fellows, in the name of Besmara and her holy bosom! Indeed, I know our esteemed captain would approve so such camaraderie in the name of seamanship, but my compatriots and I have jobs to do, as do yourself, oh esteemed ones, so let us make our way skyward and give praise to the dawn for another day!" Jack begins to walk boldly forward! Bluff: 1d20 + 8 ⇒ (20) + 8 = 28 Day 2 Jobs: 1d6 ⇒ 6 Repairs: Prof Sailor: 1d20 + 9 ⇒ (8) + 9 = 17 Jack will work diligently and keep his eyes open for potential allies.
Jack Day One Work Assignment: 4 Hauling Rope and Knot Work: Profession Sailor (working diligently): 1d20 + 9 ⇒ (9) + 9 = 18 Con Check: 1d20 ⇒ 14 Jack keeps his head down on the first day, hauling the heavy ropes and tying knots while keeping his eyes out for any members of the crew who might make good bedmates or allies onboard. As the end of the day comes and everyone is looking tired, Jack begins a old sailor's song, his clear voice ringing through the sounds of work and sea! Perform (sing): 1d20 + 8 ⇒ (16) + 8 = 24 Anyone listening within 30' can use this in place of their Con check to avoid fatigue. That evening, Jack seeks to lead the crew in a rousing and very dirty round about a mermaid and her sailor love. Entertain (perform: sing): 1d20 + 8 ⇒ (2) + 8 = 10 However, his voice hoarse from the rope dust, he doesn't sing nearly as well as he might. He shrugs this off and smiles at the crew companionably as he drinks his rum ration! Fort: 1d20 ⇒ 18 The drink warms his stomach, granting him a CHA bonus!: 1d4 ⇒ 1 and making the rest of the crew look much more like a family than a band of cut-throat murderers stranded together in a leaky tree-trunk. Happy and warm, he heads to bed.
Jack shrugs, realizing the drama and pageantry that is life onboard requires a certain panache and cruelty, and moves swiftly to begin climbing up to the crow's nest. Climb: 1d20 ⇒ 7 no progress
HP -4/9 Jack's clearly not a ropes man, falling several times, but trying to make them seem more flamboyant than accidental. His last time, however, leaves him broken and bleeding unconscious on the deck, his leg at a bad angle. Edited to reflect the Doc's tender ministrations!
As Jack heads out onto the deck, he feels a slight weight in the small of his back and smiles. 'Guess they didn't find that one, did they!' He blinks against the sudden sunlight and his head aches for a moment. 'What did they give me anyway? Never had a hangover like this before!' He stands straight as he can, peering around, looking for a captain.
"Ahhh. Shang-hai'd?!? Great Besmara's Salty Breasts, man! If you'd asked, I prob'ly woulda come along fer the pay!" Jack stands and his neck cracks loudly. He looks around at the others and smiles mournfully. "Well lads, we're innit now. Up for the presentin' of the arms!" Jack would have kept a dagger if he could have.
I'm James. And Mike, I graduated from SPEA at IU Bloomington in 2004! Go Hoosiers! I now live in Davenport Iowa, am 35 and a single dad. I am Assistant City Administrator for a tiny city north of Davenport, where my job affords me much time to check the internet to avoid insanity. I post multiple times per day, and less so on weekends. I play in several PbP games, including one with Marik and I run a Curse of the Crimson Throne PbP on here. In RL I run a weekly Roll20 game with some chums from Southern Indiana and I do a lot of PFS games in the local area. Yo ho yo ho, a pirate's life for me!
A thin handsome sailor with an arrogant tilt to his head and mismatched clothes saunters into the bar. He grins wickedly as he looks around and takes a seat at the bar. "Bottle of whatever is clean." He looks around the room, his blue eyes flashing and his grin wide. "I have a good feeling about tonight, lads! Drink up, for tomorrow we die!"
The dwarf guffaws slightly. "I don't fish, lad. But I may ha' made yer leg. I'm a carpenter by training and a leech by chance. Got a bunk as Ship's Surgeon on the Elina May outta Cheliax. Leaves a' first light in tha' mornin'! Fat paycheck and easy work, lad. Not like yer fishin'. Jes' gotta keep the lads aboard alive, and no worries!" He raises the clay mug slightly to the fisherman and drains the chewable rum in one draw, smacking his lips as he does.
The door to the tavern opens and in steps a dwarf. At least it looks like a dwarf, though without a beard and missing most of his eyebrows, he could just be a very squat human. At any rate he grumbles slightly at the singing and takes a seat at the bar, knocking his knuckles on the bar top. "Rum or something stronger, if ye got it, lad! And be quick! I've an appointment with a Chelish ship o' the line and a fat paycheck to collect!"
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