Redbadge's Solo Skull and Shackles (IC) - Page 28




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  1. #271
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    I Defended The Walls!

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    "Well what are our options? And that cursed swill they have us drinking here would make anyone queasy, in a storm or on the dock."

 

  • #272
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    “Well, any angler knows that th' change in th' air and a warm rain will bring th' fish a feedin'. At least as long as there's no thunder a'poppin' to frighten them."

    "We also 'ave some shrimp nets and lobster traps, but I don't think th' water is a'shallow enough fer that. Otherwise, it's gruel and ship biscuits."

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    I Defended The Walls!

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    "Well then I guess I'll try my hand at the fish nets."

  • #274
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    The fishing itself is made more arduous by the pounding rain and whipping wind, but the cod should be out in force today with no thunder to frighten them. Your nets will be difficult to manage and take longer to deploy and retrieve, but each cast should be bulging with active and curious fish if you put the time in.

    Fishing
    You can restock the fish stores using the ship's nets. How many day's worth of food you want to catch determines the bonus you get on your Survival check. If you use Profession (fisherman) instead of Survival, you gain an additional +5 bonus (trained only). Choose one:
    1 Day's Worth of Fish: +14
    2 Day's Worth of Fish: +9
    3 Day's Worth of Fish: +4
    4 Day's Worth of Fish: -1
    5 Day's Worth of Fish: -6
    Etc. ...
    Your result determines how long the task will take:
    Code:
    Survival Result   Time
    3 or less         2d4+10 hours
    4 to 8            2d4+8 hours
    9 to 13           2d4+6 hours
    14 to 18          2d4+4 hours
    19 to 23          2d4+2 hours
    23 to 28          2d4+1 hours
    29 to 33          2d4 hours
    34 or higher      1d4+1 hours

  • #275
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    I Defended The Walls!

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    Jhiv tries to ignore the wind and rain and get some fish in quickly before any lightning scares them off. When he finishes he hurries back to the galley.
    Current Status
    Jhiv Viratek (Male undine druid/rogue 2)
    N medium outsider (native, aquatic [amphibious])
    Str 11 Dex 18 Con 10 Int 12 Wis 18 Cha 14

    Key Skills Acrobatics +11, Bluff +7, Climb +7, Diplomacy +7, Escape Artist +4, Heal +4, Intimidate +2,
    Knowledge (Any) +1, Knowledge (Local) +5, Knowledge (Nature) +3, Perception +10, Profession (Sailor) +10, Sense Motive +8, Sleight of Hand +8, Stealth +9, Survival +10, Swim +15

    Init +4 Spd 30 ft., Swim 30 ft. Senses Darkvision 60 ft. (normal light); Perception +10
    AC 17, touch 14, FF 13 HP 13/13 Temp HP 0
    Fort +3 Ref +7 Will +7 CMB +1 CMD 15
    Hero Points 3/3
    Infamy 3/8
    Disrepute 2/8

    Melee Attack Unarmed Strike +5 (1d3/x2) [nonlethal]
    Melee Attack Footlocker Key +1 (1d4/x2)

    Currently Wielding Nothing (Hands Free)
    Current Armor None (Explorer's Outfit)
    Stowed on Person (Sheaths, Straps, Pockets, etc.) [9 gp, 20 sp, 9 cp], Sprig of Holly, Mineral Prism, Footlocker Key
    Stowed in Packs (Backpacks, Belt Pouches, Saddle Bags, etc.) Belt Pouch (Nothing)
    Stored (Footlockers, etc.) Coin Purse (200 gp), Leather Armor, Darkwood Buckler, Rapier, Sap, Dagger, Shortbow, Arrows (20), Backpack (Masterwork), Mirror (Small Steel), Fishhook, Thieves' Tools, Twine (50 ft.), Tanglefoot Bag, Tindertwig (2)
    Current Encumbrance 13 lbs (light load) Medium Load 39 lbs Heavy Load 77 lbs Max 115 lbs

    Active Abilities
    1st-Level Spells:
    1/1 (Cure Light Wounds/Obscuring Mist), 2/2 (Remove Sickness/Obscuring Mist), 1/1 (Obscuring Mist)
    Cantrips: ~/~
    (Create Water, Light, Purify Food and Drink, Mending)
    Spell-like Abilities: 7/7 Storm Burst
    Combat Options: Charge (full round action), Sneak Attack (+1d6)
    Combat Maneuvers: Bull Rush, Dirty Trick, Disarm (Weapon Finesse), Drag, Grapple, Overrun, Reposition, Steal, Sunder
    (Weapon Finesse), Trip (Weapon Finesse)

    Defensive Abilities
    Resistances:
    Cold Resistance 5 (racial)

    Situational Modifiers
    Shackles Seafarer
    +1 trait bonus on Knowledge (Nature) and Knowledge (Geography) checks while on the ocean
    Besmara's Blessing once per week can reroll a Profession (Sailor) check and take the higher result (must announce use of this ability before the results of the check are known).
    Hydrated Vitality Fast Healing 2 for 1 round anytime submerged completely within a body of natural water; stagnant, poisoned, or trapped water does not activate this ability; can heal up to 4 HP per day with this ability
    Wormwood Reputation +2 bonus on all checks to influence crew-members of this ship (Bluff, Diplomacy, Intimidate, Perform). This circumstance bonus stacks with other bonuses.
    Windwalker
    penalties from natural or magical wind effects are treated as one step less severe

    Current Effects and Conditions:
    Flat-Footed
    Last edited by BudroThePious; Wednesday, 5th September, 2012 at 03:27 AM.

  • #276
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    Toilday, 24 Desnus, 4712 AR (11:30:05)
    Galley, The Wormwood, Unknown Waters, Off the Coast of Garund, Inner Sea Region, Golarion

    You return to the galley with your haul, dripping wet from head to toe. Fishguts motions to you when he spots you, Set today's mess on the counter there. The next day's can go in th' hold."

    After you pack the surplus fish, Fishguts is ready for your aid in preparing today's meal.

  • #277
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    I Defended The Walls!

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    OOC: What are today's cooking rules and modifiers?

  • #278
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    GM: The cooking scenario is pretty much as before, with the added bonus from the orderly galley.


    Cooking
    You assist Kroop in preparing the day's meal, requiring a Profession (cooking) or intelligence check. If Kroop is sober enough, you gain a +10 bonus on the roll (this replaces the +3 total bonus that you can get from the kitchen and cookbook). Otherwise, you must make do by yourself. How well you roll determines how long the task will take and how well the food is prepared:
    Code:
    Cooking Result  Time                 Food Quality
    5 or less       Until "Bloody Hour"  Very Poor
    6 to 10         2d4+1 hours          Poor
    11 to 15        3d4+1 hours          Average
    16 to 20        2d4+1                Good
    21 or higher    1d4+1 hours          Very Good
    Note that currently, the time you roll will be divided in half due to the orderly state of the galley.

  • #279
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    I Defended The Walls!

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    Jhiv bustles around helping Kroop.

  • #280
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    Toilday, 24 Desnus, 4712 AR (13:33:31)
    Galley, The Wormwood, Unknown Waters, Off the Coast of Garund, Inner Sea Region, Golarion

    You and Fishguts prepare the standard meal, slicing and searing fish fillets to go over rice. The chef adds a curry sauce to go over both. Not bad, Jhiv. That should do it, I would think. Looks like yer free for the rest of the afternoon, though it looks like th' rain isn't wont to let up anytime soon."

    With that, Fishguts grabs a bottle of booze and settles in to chat with Grok.

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