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  1. - Top - End - #241
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    PallentisLunam's Avatar

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    Default Re: Skulls and Shackles pt 1: The Wormwood Mutiny (IC)

    The sailors wander down to the crew's hold guiding Anika with them. They all promptly fall into their hammocks upon arrival.



    The next morning it's business as usual aboard the Wormwood. Scourge seems especially nasty. Plugg seems especially demanding. And Harrigan seems especially disinterested in the goings on of the ship. He allows Plugg to man the helm and spends the day in his cabin with his other officers.

    Alistair is ordered to continue mending various odds and ends about the ship. Thellan is sent once again to reprise his roll as rat catcher. He seems to be getting a reputation for collecting vermin, at least in Scourge's mind. Grayson is assigned to hauling coils of rope. This order seems to come directly from Plugg, with a derisive comment about putting Grayson's strength to proper use. Gale is put on watch in the crow's nest.

    Finally, Fishguts comes out of his drunken coma. Glancing at Anika as he pushes past her to get some fresh air on the main deck. As he is laying on the gunwale of the ship he gives a shout and begins to chuckle. "Girl! Bring up tha harpoons! We've got tur'els!" Fishguts then proceeds to rapidly turn a sickly shade of green and puke over the side of the boat.

    Spoiler: Tasks
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    Spoiler: Alistair
    Show
    A DC 10 Profession (Sailor) or Dexterity Check.

    Spoiler: Thellan
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    A DC 10 Stealth, Survival, or Dexterity check.

    Spoiler: Grayson
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    A DC 10 Profession (sailor) or Strength check and a DC 10 Constitution check to avoid being fatigued

    Spoiler: Gale
    Show
    A 60 ft climb with base DC 10 Climb checks followed by a DC 10 Perception check.

    Spoiler: Anika
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    A DC 10 Profession (Fisherman) or Survival Check

  2. - Top - End - #242
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    NinjaGuy

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    Default Re: Skulls and Shackles pt 1: The Wormwood Mutiny (IC)

    Gale takes her time climbing up to the top of the ship, then keeps half an eye out for anything out on the horizon while keeping a close watch over the crew below.

    Spoiler: rolls
    Show
    I was going to take 10 but let's roll, why the heck not.
    Spoiler: oh the climb rolls!
    Show
    (1d20+5)[8] 0
    (1d20+5)[6] 0
    (1d20+5)[17] 7.5
    (1d20+5)[20] 15
    (1d20+5)[11] 22.5
    (1d20+5)[19] 30
    (1d20+5)[17] 37.5
    (1d20+5)[9] 37.5
    (1d20+5)[11] 45
    (1d20+5)[22] 52.5
    (1d20+5)[8] 52.5
    (1d20+5)[12] 60
    (1d20+5)[15]
    (1d20+5)[13]
    (1d20+5)[18]
    (1d20+5)[23]


    edit: made it up in 12...and I just realized that I literally can't fail that climb check, so that was really pointless.

    task perception (1d20+9)[20]
    sneak perception (1d20+9)[27]
    Last edited by theasl; 2017-07-27 at 12:27 AM.

  3. - Top - End - #243
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    Chimera

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    Default Re: Skulls and Shackles pt 1: The Wormwood Mutiny (IC)

    Thellan

    Thellan does his very best to not react to the pain in his back, not wanting to give anyone the satisfaction. He expects this day to be quiet and that few will speak to him wanting to avoid a connection with the new pariah.

    Spoiler: Crunch
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    Stealth (1d20+8)[23]

  4. - Top - End - #244
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    SwashbucklerGuy

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    Default Re: Skulls and Shackles pt 1: The Wormwood Mutiny (IC)

    Grayson decides to try and keep a lower profile for the day and keeps his head down. Lifting was not as horrible to him and he was able to imagine tossing certain pirates around as he went about it.

    Spoiler: ooc
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    working diligently (1d20+7)[24]
    Fatigue (1d20+4)[22]

  5. - Top - End - #245
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    PallentisLunam's Avatar

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    Default Re: Skulls and Shackles pt 1: The Wormwood Mutiny (IC)

    Anika does as she is told and together she and Fishguts haul up several soft-shell sea turtles. The cook cackles in a vaguely manic fashion at the size of their haul. The two take the cleaned and gutted turtles down to the galley and Fishguts teaches Anika the secrets of a good turtle soup.

    Alistair tries to engage Jack in some small talk, and while the teen is happy enough to gab he doesn't seem to be listening in the least to anything Alistair has to say. He rattles on and on about the ship boat gossip that he has scrounged up and seems to be of the mind that Alistair's interjections are mild inconveniences. However Alistair is listening and learns that there is a rumor going about the ship that the inner circle of officers are sequestered in Harrigan's cabin trying to come up with a strategy for taking the pirate vessel's first prize. Longfarthing, the ship's wizard, wants to call up a storm and ground an enemy, but Krine, the gunner, wants to take the foe with powder, grapnel, and steel.

    Gale notices that Scourge is playing very close attention to Plugg's mood, and the first mate's demeanor seems to be worsening as the day goes along. Anytime Harrigan's cabin girl appears from below decks with a message for Plugg he lashes out at a random sailor within a few short minutes. He is being very free with the punishments today, even for actions that would normally be undeserving of a spoken reprimand. Also from her perch, Gale is able to get an idea of where the Wormwood is. Small island chains have been common sights over the days but now the Gunslinger notes that they are passing between Motaku and the mainland. She hazards a guess that Harrigan is aiming for the shipping lanes of the South Fever Sea, still more than a week away.

    Throughout the day there are a few grudging acknowledgements of Grayson's strength and skill at brawling. But most of the crew, having bet against him is also grumbling about losing money in a fight that didn't really have an end, since it was Plugg who finished off Owlbear, not Grayson. Nobody is stupid enough to say this to Grayson's face though.

    Thellan's wounds ache at his awaking and the large scabs itch like mad. None of the crew seems to regard their Rat Catcher with any more or less warmth than they did the day before. There are even some sympathies offered by the more kindhearted salts, a relative term on the Wormwood. They all seem to hold the opinion that his woes will be less if he keeps his mouth in check, but they are friendly none the less. Grok pops out of her shop long enough to offer Thellan a healing salve to put on his wounds.

    The sky is a rather ominous purple when the Wormwood drops anchor for the night and the seas do not seem near as calm as they have on previous nights. Fishguts, Anika, and Grok must all take care to keep their various charges, the soup and the grog, from splashing out of their various containers.

    Spoiler: OoC
    Show
    Everybody has succeeded at their daily tasks. Night actions may commence

    The salve given to Thellan allows him to heal as if he has received full bed-rest

  6. - Top - End - #246
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    SwashbucklerGuy

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    Default Re: Skulls and Shackles pt 1: The Wormwood Mutiny (IC)

    Grayson could tell that he was losing favor quickly. After the work was done he decided to try and do something about it and looked for one of the games being played. His eyes passed over the gambling having little patience for such games, but the climbing caught his eye.

    He decided to get rid of his grog for the night, wanting to be more clearheaded for the game. He strides up and asks one of the contestants what the rules were.

    Spoiler: ooc
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    grog removal [Roll]1d20+2[roll]

  7. - Top - End - #247
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    Default Re: Skulls and Shackles pt 1: The Wormwood Mutiny (IC)

    Alistair Notelgamore, esq.

    After dealing with Grok's grog in the usual fashion, he joined her and the others at their table. Alistair was in high spirits, so he entertained the others with little anecdotes and jokes, and tried to lift their spirits as well.

    Finally, he looked for a spot so both Cog and Jape would be his audience, before he announced another of his stories, "The story of how I shared a hellknight's wife's bed and lived."
    It was a humourous tale, but still quite bloody, and full of feats of dexterity, which had barely saved his neck a number of times, until he finally made his escape. When Alistair finally ended, he took a bow and returned to their table, but not without subtly checking whether Cog and Jape had enjoyed the story or not.

    Spoiler: Performing a story!
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    (1d20+8)[10]


    When he returned to the table, he turned to the others.
    "Have you heard? The captain and his officers are talking about taking our first prize soon."
    Avatar made by lankybugger - Thanks a lot!

  8. - Top - End - #248
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    NecromancerGirl

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    Default Re: Skulls and Shackles pt 1: The Wormwood Mutiny (IC)

    Anika

    Disappointed in her last attempt at sneaking around being so quickly derailed she slips below deck to try again. Taking pains to avoid any traps.

    Spoiler
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    (1d20+5)[24]

  9. - Top - End - #249
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    Chimera

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    Default Re: Skulls and Shackles pt 1: The Wormwood Mutiny (IC)

    Thellan

    Thellan thanks Grok for the salve.

    Spoiler: Crunch
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    Diplomacy (1d20+5)[21]


    After that he seeks those who might seem encouraged by his show of courage.

  10. - Top - End - #250
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    NinjaGuy

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    Default Re: Skulls and Shackles pt 1: The Wormwood Mutiny (IC)

    Gale for the first time doesn't feel like drinking - she follows Alistair's lead and dumps the mug. She then takes to the rigging as usual, though far more silently than before.

    Spoiler: ooc
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    (1d20+3)[5]

    no action (so I guess default sleep) yeah I know I'm boring she's boring everyone's boring

    edit: ohcrap
    Last edited by theasl; 2017-08-01 at 05:52 PM.

  11. - Top - End - #251
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    PallentisLunam's Avatar

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    Default Re: Skulls and Shackles pt 1: The Wormwood Mutiny (IC)

    A drunken Cogsward swaggers up to Thellan. "Yuh, got a mouf on you, kid." The sailor sways for a moment scowling at Thellan before his face breaks into a sloppy grin. "Ah, like that." Cog throws and arm around Thellan's shoulders oblivious to the discomfort it causes. "Been kinda rough, yer first few days? Ah remember my first nights *hic* spent 'em scroungin' an' stealin' ta gets ahead. Now ah gots enough squarreled away ta stay comfy if'n I needs tu."

    Grayson subtly tips his cup of grog over the side of the ship while he pumps Rosie for the details of piratical trick climbing. Rosie relates that its anything goes. The 'mast'er of the game ties both contestants dominant hands behind their backs but after that whoever reaches the top first wins. The only thing that limits the violence is Harrigan's prohibition on killing.

    Alistair's story doesn't go over nearly as well as his first one did. Rather than listening with rapt attention this time the crew regularly heckles and jeers making Alistair the butt of many crude jokes as he spins his yarn.

    Anika slips into the officer's quarters, loud drunken snores reverberate around the spacious cabin, clearly Harrigan has been free with his rum. Anika spots a door that is ajar. Inside she finds the ship's armory, packed with arms and armor enough to equip a full crew for battle. There are even several firearms and a pair of large sacks of powder.

    Just as the last drops of grog pour out of Gale's mug into the sea one of Scourge's toadies shouts, "HEY! She's wastin' grog!" while pointing an accusatory finger at Gale who isn't able to cover quickly enough. Plugg, who is already half drunk snarls from his seat on the gunwale, "Tha's six lashes on the morrow, and another drink tanight!" Gale is hauled over to stand in front of Plugg and Scourge as a fresh mug is pressed into her hand. "Drink it," Scourge orders with a horrible glee, glancing over at Plugg for approval.

  12. - Top - End - #252
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    NinjaGuy

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    Default Re: Skulls and Shackles pt 1: The Wormwood Mutiny (IC)

    Gale stammers as she's dragged over: "It was just an accident, won't happen again, I swear!" She drains the mug in one swift motion.

    Spoiler: ooc
    Show
    some kind of cha check to get out of lashes, maybe? they're all the same modifier so it doesn't really matter (1d20)[9]

    con damage (1d3)[2]
    fatigued (1d8)[7] hours
    cha bonus (1d4)[2]
    fort save (1d20+4)[11] - 1 for con damage
    Last edited by theasl; 2017-08-01 at 09:11 PM.

  13. - Top - End - #253
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    SwashbucklerGuy

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    Default Re: Skulls and Shackles pt 1: The Wormwood Mutiny (IC)

    Grayson considers his stump leg. The thought of taking on a fully able swab while missing two of his own limbs seemed ridiculous, however the recent rise in the name "Stumpy" gave him the desire to prove his ability more than just winning a slugfest. So long as the game wasn't 'rigged' he should be fine.

    "Tell you what, I'm in. Nothing wrong with a h'armless' race right?" and he turns his back and crosses his arms for them to be tied.

    Spoiler: ooc
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    Thank you for joining in on the puns!
    Last edited by thegoldenfedora; 2017-08-01 at 09:51 PM.

  14. - Top - End - #254
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    Default Re: Skulls and Shackles pt 1: The Wormwood Mutiny (IC)

    Plugg scoffs at Gale. "Get outta my sight, you sniveling bilge rat."

    Both sailors are bound and the betting begins. The onlookers bang their cups on anything at hand. They begin to chuckle at Grayson when he offers his hand to the other climber. "Such honor," one of them says with feigned awe. "You sure yer a pirate?" another one calls. Grayson's opponent rolls his eyes but also extends his hand. He is caught completely off guard when Grayson's knee slams into his stomach. The crowd roars with approval.
    Last edited by PallentisLunam; 2017-08-03 at 01:29 PM.

  15. - Top - End - #255
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    SwashbucklerGuy

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    Default Re: Skulls and Shackles pt 1: The Wormwood Mutiny (IC)

    "I'll see you at the top!" he calls as he rushes for the rigging. He grabs on with his left hand, hauling himself up as he tries to figure out what to do with his peg leg. He forgoes trying to place it and simply jumps up higher.

    Spoiler: climb
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    move action to climb 10 feet (1d20+4)[13]
    Standard action to climb 10 feet? [Roll]1d20+4[10/roll] including penalty for a missing hand

  16. - Top - End - #256
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    Default Re: Skulls and Shackles pt 1: The Wormwood Mutiny (IC)

    Grayson's opponent doubles over, apparently winded by the cheap shot he was dealt, but it quickly becomes apparent that something else is going on. There are knowing laughs from the crowd as he draws a knife from his boot and cuts the rope tying his hand. Flicking the knife away so that it thuds quivering into the deck he leaps to the base of the mast and calls, "You'd better climb fast!"

    Spoiler: OoC
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    Move action to draw a hidden weapon. Standard action to cut the rope. 5 ft. step to the base of the mast.

    Round 2 starts with Grayson.

  17. - Top - End - #257
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    SwashbucklerGuy

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    Default Re: Skulls and Shackles pt 1: The Wormwood Mutiny (IC)

    "If that's really what you want! I thought I would move a little slower to keep it fair for you" he calls back down. He redoubles his efforts, worried more about what the monster would do to his antagonizer than what the pirate would do to him.

    Spoiler
    Show
    move climb 10 feet (1d20+4)[5]
    Standard climb (1d20+4)[8]
    Last edited by thegoldenfedora; 2017-08-03 at 09:15 PM.

  18. - Top - End - #258
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    PallentisLunam's Avatar

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    Default Re: Skulls and Shackles pt 1: The Wormwood Mutiny (IC)

    Grayson reaches for a piece of rope that should be secure but the knot slips loose and he goes tumbling to the deck below landing with a reverberating thud that makes the whole ship break out in uproarious laughter. Meanwhile his opponent shimmies up the mast like a monkey. He calls down triumphantly, "You'll not be gettin' past me now!"

  19. - Top - End - #259
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    SwashbucklerGuy

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    Default Re: Skulls and Shackles pt 1: The Wormwood Mutiny (IC)

    Without both arms free, Grayson plops to the ground painfully. He punches the deck in frustration before rising to his feet and retaking his climbing position. He gave up on trying to banter with the pirate. Instead he grits his teeth, tucks down and leaps forward to climb up.

    Spoiler
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    move action accelerated climb to move 20 feet (1d20+4)[14]
    Standard action to climb 10 feet at normal pace (1d20+4)[14]

  20. - Top - End - #260
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    Default Re: Skulls and Shackles pt 1: The Wormwood Mutiny (IC)

    The crew nearly dies laughing as Grayson scrambles a few feet up the mast only to slip back down. Taking a deep breath he manages to successfully climb to just below the pirate. The other man kicks viciously at Grayson's hands. Before shimmying further up the mast.

    Spoiler: OoC
    Show
    You have triggered the pirate's readied action. Unarmed Strike: (1d20-2)[5] ; Damage (1d3)[1] Nonlethal; If his Grayson must make a DC 10 climb check.

    Pirate's actions:
    Double Accelerated Climb - (1d20-1)[7] ; (1d20-1)[11]

    Opponent is now 30 ft off the deck.
    Last edited by PallentisLunam; 2017-08-04 at 05:14 PM.

  21. - Top - End - #261
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    SwashbucklerGuy

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    Default Re: Skulls and Shackles pt 1: The Wormwood Mutiny (IC)

    As the crew begins to laugh at his efforts, Grayson begins to feel his brand burning underneath his bandage, painfully reminding him of all of his previous failures. He tries to shut that part of him away and continue climbing up. Grabbing high and then jumping and pulling himself up. Repeating the process by quickly letting go and snapping his only hand to the next available handhold.

    Spoiler: climb
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    double climb for 10 feet each
    (1d20+2)[3]
    (1d20+2)[8]

  22. - Top - End - #262
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    Chimera

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    Default Re: Skulls and Shackles pt 1: The Wormwood Mutiny (IC)

    Thellan

    Thellan watches the race hoping Greyson will win or at least lose only by a little. The crew is cruel and weak and the officers crueler. Who knows what will happen.

  23. - Top - End - #263
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    Default Re: Skulls and Shackles pt 1: The Wormwood Mutiny (IC)

    "Looks like I can take my time!" the pirate calls down before focusing on careful climbing.

    Spoiler: Rolls
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    Climb 7.5 feet (1d20+4)[20]
    And another 7.5 feet (1d20+4)[5]


    With a scream the drunken sailor slips and falls over forty feet to the deck where he lies motionless. At first the onlookers find it hilarious but when he doesn't stir the laughing quickly dies down and nervous looks pass around. "Umm, maybe somebody should get the stitchman."
    Last edited by PallentisLunam; 2017-08-04 at 07:49 PM.

  24. - Top - End - #264
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    SwashbucklerGuy

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    Default Re: Skulls and Shackles pt 1: The Wormwood Mutiny (IC)

    Once again Grayson hits the ground. His brand burns with shame and he can barely focus on anything besides his inability to climb. Then he hears the scream, and his opponent lands next to him. He looks wide eyed with astonishment at the sudden corpse.

    He rises slowly and backs away, not wanting to interrupt whatever was going to happen next. He glances around to see if Sandara was nearby but the thought that it was too late seeped into him.
    Last edited by thegoldenfedora; 2017-08-05 at 01:56 PM.

  25. - Top - End - #265
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    NinjaGuy

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    Default Re: Skulls and Shackles pt 1: The Wormwood Mutiny (IC)

    A quick break in the action as...

    Gale, embarrassed at being caught, slinks of to bed early, not talking to anyone - and completely missing the commotion abovedecks.

  26. - Top - End - #266
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    Default Re: Skulls and Shackles pt 1: The Wormwood Mutiny (IC)

    The injured crewman gives a sudden shuddering gasp arching his back and coughing blood into the air. "GET QUARNE!" Scourge barks elbowing his way through the circle.

    "Aye!" a pirate calls and goes running below decks. Moments later the Wormwood's surgeon appears on deck with his instruments. He gets Shivikah stabilized quickly and orders a litter be constructed to take the wounded pirate below deck.

    "A'right. Lights out the lot o' ya. Enough fun's been had tanight," Plugg says in a vaguely sinister voice that brooks no argument.

    Spoiler: OoC
    Show
    The night is over but I don't have time to write an opening day post. That'll come tomorrow afternoon. That said where is everybody lurking? Haven't had much interaction from everybody else on this night's activities.

  27. - Top - End - #267
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    NecromancerGirl

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    Default Re: Skulls and Shackles pt 1: The Wormwood Mutiny (IC)

    Anika

    Giddy after her discovery Anika spent the evening watching the festivities from a perch on a barrel. As the drop brings everything to a stop she follows the rest below to her bunk.

    Spoiler
    Show
    still getting storms here nightly. I swear I'm going to rip the power company a new one if I have to pay a full bill this month

  28. - Top - End - #268
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    SwashbucklerGuy

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    Default Re: Skulls and Shackles pt 1: The Wormwood Mutiny (IC)

    Grayson steps in to help create the litter, plying his woodworking skills as best he can to create something sturdy quickly. Once it is finished, he helps shift the unfortunate to it and then also grabs an end to carry it below decks.

    Once he gets Shivikah below to safety he calls it a night.

    Spoiler: ooc
    Show
    craft woodworking(1d20+6)[23]

  29. - Top - End - #269
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    Default Re: Skulls and Shackles pt 1: The Wormwood Mutiny (IC)

    The next day morning bells come with the sky still a dark angry blue without a hint of orange light. Thunder booms over the ship and lightning flashes from thunderheads directly before the bow. "Nowhere to go but in, me hearties!" Captain Harrigan announces in a voice to rival the thunder above. "If this storm don't make buccaneers out of you then it'll be because you've met the bottom! Secure lifelines! Make full sail! Yo ho, the Fever Sea awaits!"

    Harrigan takes over more of the details from Plugg than usual this day, shouting orders from the helm and merely allowing the first mate to relay them. Scourge gets his hands dirty assisting in many of the various tasks that need doing on the increasingly hectic deck. Grayson and Thellan are set to hauling and coiling rope, while Alistair is sent scampering between the decks carrying status reports from the various officers to Plugg and back.

    Fishguts apparently finds the whole ordeal to be far beyond his concern and he sits in his galley with Grok sharing a small keg of rum and chewing the fat as the ship rocks and rolls sending his various utensils, pots, and pans clattering across counters and the floor. When Anika reports for duty he invites her to join them and listen to the stories.

    Gale along with all of the other riggers is hard pressed to keep her feet underneath her in the rising winds and rain. She can barely hear Plugg's bellowed orders from below that send her nearly sprinting along taut, soaked ropes to haul on sails full to nearly bursting their seams.

    Spoiler: Tasks
    Show
    The ferocity of the storm makes ship actions impossible. This also means that you cannot receive a +4 for working diligently.

    Spoiler: Alistair
    Show
    a DC 10 Acrobatics check and DC 10 Constitution check to avoid being fatigued.

    Spoiler: Thellan
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    A DC 10 Profession (sailor) or Strength check and a DC 10 Constitution check to avoid being fatigued

    Spoiler: Grayson
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    A DC 10 Profession (sailor) or Strength check and a DC 10 Constitution check to avoid being fatigued

    Spoiler: Gale
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    a DC 10 Profession (sailor) or Dexterity check made at a -2 penalty and a DC 10 Constitution check to avoid being fatigued

    Spoiler: Anika
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    You may take an additional ship action. The above text does not apply to you.
    Last edited by PallentisLunam; 2017-08-06 at 09:38 PM.

  30. - Top - End - #270
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    NinjaGuy

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    California

    Default Re: Skulls and Shackles pt 1: The Wormwood Mutiny (IC)

    Gale, pelted by the downpour, scampers about the sails, driven by her embarrassment the previous night.

    Spoiler: ooc
    Show
    finally some excitement in the daytime rolls!

    prof sailor (1d20+5)[18]
    con (1d20+4)[12] (actually +2 for a 10)
    Last edited by theasl; 2017-08-07 at 01:01 PM.

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