D&D 4th Edition Adventure: The Lost Workshop (DM: Iron Sky, Judge: renau1g) - Page 4




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  1. #31
    Once Kasha's quick maneuvering saved them from crashing into the other merchant's ship, Frost breathed a sigh of relief. He reached into his pack and grabbed a sunrod, activating the device and illuminating the vessel. "Alright, we don't have much time, this thing will only last for a few hours so we need to find some more permanent light" the shifter says loudly to his allies.

    "Once we get the lighting sorted out, I can help with some work here as well, I'm no sailor, but I've got a good set of eyes and can hopefully keep some of the sails under control" he adds

    ooc

    Frost will look for a lantern, torch, or some other container that may safely hold a fire. Passive Perception is 19, I can roll if you'd prefer that.

 

  • #32
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    Kasha looks back from her place at the wheel with a slightly maniacal smile, wild-eyed and flushed with excitement. "Sounds like a plan, Frost. This thing has gotta have some lanterns or torches stowed somewhere, right?" She doesn't sound very certain. A ship with a crew like this... who knows how badly-provisioned it might turn out to be.

  • #33
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    Frost doesn't find any light-sources on the top deck, but going below he finds four lanterns and gallons of oil. With the deck lit, the ship is underway.

    Now that the ship is safely under-sail and well lit, you have two days of sailing to literally "learn the ropes", investigate the ship, and/or whatever else you want to do during that time. The weather is clear, the sailing smooth, and the crew barely competent. They still don't speak and there is no sign of the robed figure who hired you.
    Last edited by Iron Sky; Tuesday, 6th April, 2010 at 02:15 AM.

  • #34
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    RAM TIGER seems content that everything is going well on his ship. He hasn't eaten anything in minutes, however. So, he prowls around the boat, above and below decks, looking for vermin and other things to eat.

    Poop

  • #35
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    Kasha mostly spends the time revelling in her assumed role of Captain. This isn't really the kind of ship she imagined, and the crew leave an awful lot to be desired, but she still manages to spend some quality time living out her Dread Pirate Captain fantasies.

  • #36
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    You can do whatever you wish in those two days, but each day you can focus on one of the following things. Pick two of the below or pick the same one twice; if you pick the same one twice, its results stack. You can select and view the Mechanical Benefits of day 1's results before selecting day 2's.

    Please post which one(s) you are doing, once everyone has, we'll move on to the next part of the adventure.

    Train
    You spend a day practicing with your weapons/powers, to keep your skills sharp and prepare for whatever lies ahead.

    Mechanical Benefit:
    Open if you spend a day Training
    +1 to the first attack and damage roll in combat and +1 to initiative rolls for the rest of the adventure, per day spent training.


    Learn to Sail
    You spend a day learning how to sail, first by watching the crew bumble about, then, when you (quickly) eclipse their abilities, begin teaching yourself how this sailing stuff works.

    Mechanical Benefit:
    Open if you spend a day Learning to Sail
    +1 to all skill checks while aboard the Nexal, per day spent learning, until the end of the adventure.


    Get to know your Companions
    You spend a day chatting, eating, and practicing with your fellow adventurers, learning more about them and bringing the group together.

    Mechanical Benefit:
    Open if you spend a day socializing
    You gain +1 to saving throws and damage rolls when adjacent to an ally and +1 to skill checks if an ally also makes the same check during the same round, per day spent socializing, until the end of the adventure.


    Repair the ship
    Even a landlubber can see places where the ship can be patched up: torn sails, missing planking, broken railings, fraying ropes, and a dozen other signs of neglect. You set out to mend, fix and/or repair what you can.

    Mechanical Benefit:
    Open if you spend a day making repairs
    All skill checks made by any character related to sailing the ship get a +1 bonus, per day spent, until the end of the adventure.


    Lounge around/Rest
    You spend a day lounging in the sun, napping, drinking, eating, maybe gambling if someone else is willing; essentially doing as little as possible.

    Mechanical Benefit:
    Open if you spend a day resting
    You gain 5 temporary hit points that last until the end of the next combat, per day spent resting.


    Investigate the Ship
    You go below decks and into the captain's cabin, finding it a disorganized mess. You spend a whole day digging around, sorting, stacking, and looking for anything interesting or useful.

    Mechanical Benefit:
    Open if you spend a day investigating the ship
    You gain 50gp worth of consumable items(Ammunition, Potions, Whetstones, Consumables, Alchemical Items, or Scrolls) per day spent investigating the ship. You also find something of note (if you select this, I will let you know what it is then). Note: If you search for 2 days, you can combine the gold and so "purchase" items of combined value up to 100gp.


    Investigate the Crew
    You examine the crew, tying to determine who or what they are. It is difficult since they don't speak, are heavily garbed, and don't seem to sleep...

    Mechanical Benefit:
    Open if you spend a day investigating
    It takes a whole day of just watching and interacting with the crew to find that the crew are constructs. They do not seem to respond to verbal commands alone, but if you touch one first and direct it to someone already doing something, they will help that person.

    If you are adjacent to a crew member, you can direct it to Aid Another as a free action, either in combat or out.

    Open only if you also spend the second day investigating the crew
    You manage to "accidentally" rip off one of the sailor's heavy layers of clothing and examine it as it heads below to replace the lost garb.

    The constructs are clumsy and uncoordinated, yet made with remarkable craftsmanship. It looks like each has a place between its shoulders about the size of a fist where some device could be inserted. As it bumbles around the hold trying to re-dress, you notice several blind-spots and weak points on them...




    Mechanical Benefit: You gain a +1 to attack and damage rolls against Constructs until the end of the adventure.
    Last edited by Iron Sky; Tuesday, 6th April, 2010 at 09:12 PM.

  • #37
    Frost spends the first day of the adventure learning how to sail the ship, the shifter doing his best to rein in the rigging and adjust the sails to catch the wind. At first he grumbled as he worked, but by the end of the day, Frost found the work enjoyable and was smiling and joking during his efforts.

    After a deep sleep, Frost began investigating the ship while the others went about their business. If there was something here that could aid them in finding or recovering the workshop, he was going to find it.


    ooc

    Frost will Learn to Sail on day 1 and Investigate the Ship on Day 2

  • #38
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    Seros is enamored with the crewmen, he studies them in detail as they go about their business. The deva can't help but be drawn to them. They were a mystery to solve and he needed to know more about them. Seros spent all of their time aboard the ship with the crew.

    ooc

    Both days with the crew
    My PC's - http://www.enworld.org/forum/5164756-post71.html

  • #39
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    As the 'Captain' bit wears thin on the second day and Kasha starts to get bored, she takes to pestering her recently-acquired comrades in arms. She listens to the story of anyone who's willing to talk, and spins some fanciful tales of her own about her supposed heroic exploits.

    OOC
    One day learning to sail, one day socialising.

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    THE STARS CAME UP UPON THE LEFT,
    OUT FROM THE DOCK CAME WE!
    THE SHIP SHONE BRIGHT, AND ON THE RIGHT
    WENT OUT INTO THE SEA.

    AT LENGTH DID CROSS AN ALBATROSS,
    THOROUGH THE NIGHT IT CAME;
    AS IT HAD BEEN A TASTY SOUL,
    I HAILED IT IN MY DARK LORD'S NAME.

    IT ATE THE FOOD IT NE'ER HAD EAT,
    AND ROUND AND ROUND IT FLEW.
    THE NIGHT DID SPLIT WITH A THUNDER-FIT;
    KASHA STEERED US THROUGH!

    AND A GOOD SOUTH WIND SPRUNG UP BEHIND;
    THE ALBATROSS DID FOLLOW,
    AND EVERY DAY, FOR FOOD OR PLAY,
    CAME TO THE ADVENTURER'S HOLLO!

    IN MIST OR CLOUD, ON MAST OR SHROUD,
    IT PERCHED ABOVE THE SALTY BRINE;
    WHILES ALL THE NIGHT, THROUGH FOG-SMOKE WHITE,
    GLIMMERED THE WHITE STARSHINE.

    `God feed thee, smelly adventurer,
    From the hungers that plague thee thus! -
    Why slaver thou so? Please let me go!'
    "I ATE THE ALBATROSS."
    ________/


    Two days

    RAM TIGER spends the whole time eating and loafing.
    Poop

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