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HP 9/[9] AC 15 Male Halfling Rogue (Thief)/1
![]() I'm here. If you want to stay on current game it may be best to do a big post that outlines whats happened and whats about to happen. I think some of us were about to fight. I'd probably skip a day or so of sailing events (easily resolved around a table, pain in the butt in a pbp and move on to the next event whatever that may be (or even create one) after the fight and once we are back in the rhythm then go back to sailing events etc. ![]()
HP 9/[9] AC 15 Male Halfling Rogue (Thief)/1
![]() Spoiler:
Rigger Tasks (roll 1d6) 1 Rigging Repair: The ship’s rigging frequently gets damaged and must be repaired, requiring DC 10 Climb checks to reach the rigging 30 feet up, followed by a DC 10 Profession (sailor) or Dexterity check. 2 Line Work: Hard work hoisting and lowering sails, requiring a DC 10 Profession (sailor) or Dexterity check. The PC must also make a DC 10 Constitution check to avoid being fatigued at the end of the shift. 3 Upper Rigging Work: Work in the upper rigging, 50 feet up, requiring DC 10 Climb checks, followed by a DC 10 Profession (sailor) or Dexterity check. 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 10 Profession (sailor) or Dexterity check. 5 Lookout: A climb to the crow’s nest 60 feet up, requiring DC 10 Climb checks followed by a DC 10 Perception check. 6 Mainsail Duties: Tough work raising and lowering the mainsail, requiring a DC 10 Profession (sailor) or Strength check. The PC must also make a DC 10 Constitution check to avoid being fatigued at the end of the shift. 1d6 ⇒ 5 5 Lookout: A climb to the crow’s nest 60 feet up, requiring DC 10 Climb checks followed by a DC 10 Perception check. DC 10 Climbing checks
Additional Rolls 13 1d20 + 5 ⇒ (3) + 5 = 8 Can't make progress here
Perception DC10
Ahhh life in the 'Nest... there is nothin' like it. Bit buggered by the climb though. Ropes and lines all seem to be in the wrong place, he thinks to himself. ![]()
HP 9/[9] AC 15 Male Halfling Rogue (Thief)/1
![]() Initiative 1d20 + 3 ⇒ (20) + 3 = 23 Aye aye Mr Plugg. Sweet William takes it easy, not wanting to fall afoul of unfamiliar rigging, moving twice in a round (DC 10 so 4 and under be bad...) Climb rolls
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HP 9/[9] AC 15 Male Halfling Rogue (Thief)/1
![]() Awww feck, Sweet William says with some feeling. What in t' name o' Sarenrae's flamin' t*$$ 'ave Ah gotten meself into? He rises and squints around, trying to work out the situation with all the shouting. Perception 1d20 + 6 ⇒ (17) + 6 = 23 Okay... Ah'm at sea, nay bad there... but the way Eld bilge mouth is shoutin' 'bout the Cap'n Ah'd say Ah've been slipped a bit o' Press Gang Juice... Awww feck, he says again.
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