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HM's Skull & Shackles AP
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<blockquote data-quote="HolyMan" data-source="post: 6003126" data-attributes="member: 84167"><p>The ship's crew works through the night and nearly everyone is on their last leg when the waves start to subside. As the world lightens with the rising of the sun behind the storm clouds the sea returns to it's normal choppy self and everyone gives out a cheer that they survived the night.</p><p></p><p>Rain still falls, but it is not the heavy stinging drops like during the heart of the thunderstorm. Wet and fatigued the crew is disheartened as the brass clock starts it's mournful tone, signally the start of a new work day. </p><p></p><p><span style="color: Plum">"Well? What did you think? That you'd get a day off because you worked a few extra hours? Ha!"</span> Mr. Plugg says as he joins the captain on the poop deck. <span style="color: Plum">"Master Scourge!"</span></p><p></p><p><span style="color: Olive">"Sir!"</span></p><p></p><p><span style="color: Plum">"Give them their daily assignments and put them to work."</span></p><p></p><p><span style="color: Olive">"Aye, sir! AYE!"</span></p><p></p><p>The crew moans in unison.</p><p></p><p>[sblock=Work]</p><p>Kolto -<strong> Mainsail Duties: </strong>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.</p><p></p><p>Bella, Tara, and Nightstorm -<strong> Hauling Rope and Knot Work:</strong> 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.</p><p></p><p>Jaakali, Kalir, Lightning -<strong> Repairs:</strong> Things constantly tear or break aboard the ship and need repairs, whether sewing sails or splicing rope all day, requiring a DC 10 Profession (sailor) or Dexterity check</p><p></p><p>Reiko - <strong>Cooking:</strong> Assisting Ambrose Kroop in preparing the day’s meal. If Kroop is sober, no check is</p><p>required. If Kroop is drunk, this requires a DC 10 Profession (cook) or Intelligence check. status= Fishguts is drunk.</p><p></p><p>Don't forget the -2 to STR and DEX checks for those that are fatigued.[/sblock]</p><p></p><p>[sblock=OOC]</p><p>Bella fatigued</p><p>Kalir fatigued</p><p>Kolto fatigued</p><p>Lightning fatigued</p><p></p><p>Tara - good to go</p><p>Nightstorm good to go</p><p></p><p>I'm very sorry sunshadow21 but I can't allow for re-rolling. I think it best to take the roll and change it by applying the right modifiers. It will help in the long run with things like - bless, bardic performances, and the like. If a person forgets to add those to their roll they can go back and add them in, but they can't re-roll the dice. So Lightnings roll would have been a 10.</p><p></p><p>Auto failing those that didn't post, so everyone but Tara and Nightstorm are fatigued, but the game wants everyone fatigued or exhausted. So now it is FORT DC 18 saves at the end of the day or become fatigued/exhausted.[/sblock]</p></blockquote><p></p>
[QUOTE="HolyMan, post: 6003126, member: 84167"] The ship's crew works through the night and nearly everyone is on their last leg when the waves start to subside. As the world lightens with the rising of the sun behind the storm clouds the sea returns to it's normal choppy self and everyone gives out a cheer that they survived the night. Rain still falls, but it is not the heavy stinging drops like during the heart of the thunderstorm. Wet and fatigued the crew is disheartened as the brass clock starts it's mournful tone, signally the start of a new work day. [COLOR=Plum]"Well? What did you think? That you'd get a day off because you worked a few extra hours? Ha!"[/COLOR] Mr. Plugg says as he joins the captain on the poop deck. [COLOR=Plum]"Master Scourge!"[/COLOR] [COLOR=Olive]"Sir!"[/COLOR] [COLOR=Plum]"Give them their daily assignments and put them to work."[/COLOR] [COLOR=Olive]"Aye, sir! AYE!"[/COLOR] The crew moans in unison. [sblock=Work] Kolto -[B] Mainsail Duties: [/B]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. Bella, Tara, and Nightstorm -[B] Hauling Rope and Knot Work:[/B] 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. Jaakali, Kalir, Lightning -[B] Repairs:[/B] Things constantly tear or break aboard the ship and need repairs, whether sewing sails or splicing rope all day, requiring a DC 10 Profession (sailor) or Dexterity check Reiko - [B]Cooking:[/B] Assisting Ambrose Kroop in preparing the day’s meal. If Kroop is sober, no check is required. If Kroop is drunk, this requires a DC 10 Profession (cook) or Intelligence check. status= Fishguts is drunk. Don't forget the -2 to STR and DEX checks for those that are fatigued.[/sblock] [sblock=OOC] Bella fatigued Kalir fatigued Kolto fatigued Lightning fatigued Tara - good to go Nightstorm good to go I'm very sorry sunshadow21 but I can't allow for re-rolling. I think it best to take the roll and change it by applying the right modifiers. It will help in the long run with things like - bless, bardic performances, and the like. If a person forgets to add those to their roll they can go back and add them in, but they can't re-roll the dice. So Lightnings roll would have been a 10. Auto failing those that didn't post, so everyone but Tara and Nightstorm are fatigued, but the game wants everyone fatigued or exhausted. So now it is FORT DC 18 saves at the end of the day or become fatigued/exhausted.[/sblock] [/QUOTE]
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