HolyMan
Thy wounds are healed!
The last tone of the brass clock dies away and the crowded deck is as slient as a ghost.
....
....
....
"Master Scourge!" bellows Mr. Plugg to break the silence. "We are missing some crewmen. Are we not?"
"Aye!"
"Then find them and make sure they are lashed good, before you bring them up on deck."
Master Scourge heads below but not before giving everyone in your little group a stern look first.
Mr. Plugg turns back to the gathered sailors. "And as for the rest of you.."
*SNAP*
*SNAP*
*CRACK*
"The rest of you gets to work. Or it's the whipping post for the lot of you!"
[sblock=OOC] Ok, we are going to play through a couple days here. To help speed things along but still allow you to take you Ship Actions I wish to break things down this way.
Odd days you will have to make your work checks, and even days you will not. All days you will take your two Ship Actions (one day and one night) but they could be modified by your work roll.
So for everyone next post you will be playing through the next three days. Note that you will work everyday I just don't want to slow things down with a lot of extra rolls (but post fluff accordingly).
In an ooc block please list the following...
Day 2: day action, night action
Day 3: day action, night action
Day 4: day action, night action
I have added all the NPCs attitudes and DCs to change. That way you may move on if you know you are successful. For fluff purposes you all learn these attitudes during Day 2 as talk of the fight spreads.[/sblock]
[sblock=Work Day 3]
Kolto - Lookout: A climb to the crow’s nest 60 feet up, requiring DC 10 Climb checks followed by a DC 10 Perception check.
Reiko - Bull Session: Drinking with Ambrose Kroop and listening to his stories. The cook’s mate must drink a rum ration, but is able to take an additional ship action during the day.
Jaakali - Hauling Rope and Knot Work: Tying and untying knots in the ship’s ropes and moving heavy coils of rope from one part of the ship to another, 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.
Bella, Tara, and Kalir - Swab the Decks: Backbreaking work mopping the decks and scrubbing them with sandstone blocks called holystones, requiring a DC 10 Strength or Constitution check. Failing either check results in the PC being fatigued at the end of the shift.
Lightning - Rat Catcher: Catching rats and other vermin below decks, requiring either a DC 10 Stealth check, Survival check, or Dexterity check to catch and kill enough rats, cockroaches, and beetles for a good day’s work.
Nightstorm - Runner: Passing messages to the crew and officers of the Wormwood in all parts of the ship except officers’ cabins (areas A4 and A5), requiring a DC 10 Acrobatics check and DC 10 Constitution check.
Failing the Constitution check results in the PC being fatigued at the end of the shift. A PC with the Run feat automatically succeeds at this task.[/sblock]
....
....
....
"Master Scourge!" bellows Mr. Plugg to break the silence. "We are missing some crewmen. Are we not?"
"Aye!"
"Then find them and make sure they are lashed good, before you bring them up on deck."
Master Scourge heads below but not before giving everyone in your little group a stern look first.
Mr. Plugg turns back to the gathered sailors. "And as for the rest of you.."
*SNAP*
*SNAP*
*CRACK*
"The rest of you gets to work. Or it's the whipping post for the lot of you!"
[sblock=OOC] Ok, we are going to play through a couple days here. To help speed things along but still allow you to take you Ship Actions I wish to break things down this way.
Odd days you will have to make your work checks, and even days you will not. All days you will take your two Ship Actions (one day and one night) but they could be modified by your work roll.
So for everyone next post you will be playing through the next three days. Note that you will work everyday I just don't want to slow things down with a lot of extra rolls (but post fluff accordingly).
In an ooc block please list the following...
Day 2: day action, night action
Day 3: day action, night action
Day 4: day action, night action
I have added all the NPCs attitudes and DCs to change. That way you may move on if you know you are successful. For fluff purposes you all learn these attitudes during Day 2 as talk of the fight spreads.[/sblock]
[sblock=Work Day 3]
Kolto - Lookout: A climb to the crow’s nest 60 feet up, requiring DC 10 Climb checks followed by a DC 10 Perception check.
Reiko - Bull Session: Drinking with Ambrose Kroop and listening to his stories. The cook’s mate must drink a rum ration, but is able to take an additional ship action during the day.
Jaakali - Hauling Rope and Knot Work: Tying and untying knots in the ship’s ropes and moving heavy coils of rope from one part of the ship to another, 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.
Bella, Tara, and Kalir - Swab the Decks: Backbreaking work mopping the decks and scrubbing them with sandstone blocks called holystones, requiring a DC 10 Strength or Constitution check. Failing either check results in the PC being fatigued at the end of the shift.
Lightning - Rat Catcher: Catching rats and other vermin below decks, requiring either a DC 10 Stealth check, Survival check, or Dexterity check to catch and kill enough rats, cockroaches, and beetles for a good day’s work.
Nightstorm - Runner: Passing messages to the crew and officers of the Wormwood in all parts of the ship except officers’ cabins (areas A4 and A5), requiring a DC 10 Acrobatics check and DC 10 Constitution check.
Failing the Constitution check results in the PC being fatigued at the end of the shift. A PC with the Run feat automatically succeeds at this task.[/sblock]