Redbadge's Solo Skull and Shackles (IC)

BudroThePious

First Post
Jhiv gives it another try.[sblock=Actions]Move Action: Climb
Move Action: Climb
Free Action: Knowledge (Religion)[/sblock]
 
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Redbadge

Explorer
As Plugg and Scourge watch incredulously as Jhiv begins to scramble up the rigging with the aid of Sandara's spell, the boatswain yells out, "Sandara, ye and yer pet have earned three lashes each for this!"

Meanwhile, the other racers climb on. Marina finds she is just not strong enough to lift her body weight and abandons her attempt. Jhiv passes Elias, Conchobar, and Crimson "Cog" Cogward, and nears the half-giant Queepod, but Rosie Cusswell is well ahead, and the undine does not know if he has the skill to catch her.

[sblock=Race Status]
Code:
Init  Character  Ft.Up   HP
19    Jhiv       15'     8/8     [I]Bull's Strength [/I](29/30)
19    Conchobar  10'     14/14
13    Rosie      37.5'   17/17
[COLOR=Gray]13    Marina     0'      7/7[/COLOR]
07    Elias      5'      11/11
06    Queepod    22.5'   15/15
04    Cog        15'     19/19
[COLOR=Gray]04    Sandara    0'      20/20[/COLOR]
[/sblock]
GM: Get ready for round 3!
 
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BudroThePious

First Post
OOC: So far her spell has been a wash. It looks like Besmara obviously doesn't want me to be rigger.
[sblock=Actions]Move Action: Climb
Move Action: Climb[/sblock]
 
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Redbadge

Explorer
OOC: Rosie is the halfling; she also has the Fleet-Footed feat.


Wealday, 18 Desnus, 4712 AR (07:05:12) [Round 3]
Main Deck, The Wormwood, Jeopardy Bay, 10 Miles Offshore from Port Peril, The Shackles, Garund, Inner Sea Region, Golarion

At this point, the climbers are arrayed all up and down the rigging, and the pirate spectators seem amused, if disappointed that noone has fallen yet. They shout out insults, as well as words of encouragement, urging all of the climbers to move faster and more recklessly. They are pleased to see that at least two of the racers are putting all of their effort into it, even if it does appear that Jhiv will not be catching up to Miss Cusswell.

However, it seems that Rosie has decided to slow up a bit. After the halfling notices that she is well in the lead, and not wanting to chance a fall at this height, Rosie decides to go with the sure thing and move a bit more cautiously.
[sblock=Race Status]
Code:
Init  Character  Ft.Up   HP
19    Jhiv       30'     8/8     [I]Bull's Strength [/I](28/30)
19    Conchobar  20'     14/14
13    Rosie      50'     17/17
[COLOR=Gray]13    Marina     0'      7/7[/COLOR]
07    Elias      10'     11/11
06    Queepod    37.5'   15/15
04    Cog        30'     19/19
[COLOR=Gray]04    Sandara    0'      20/20[/COLOR]
[/sblock]
GM: One more chance!
 
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Redbadge

Explorer
Wealday, 18 Desnus, 4712 AR (07:06:01)
Main Deck, The Wormwood, Jeopardy Bay, 10 Miles Offshore from Port Peril, The Shackles, Garund, Inner Sea Region, Golarion

Rosie nears the top... and victory. But you never gave up, and a surge of strength and agility powers you through a series of quick pulls to grab the crow's nest moments before the halfling.

"It's the Fish-man, sir!" screams Patch while she jumps up and down in the nest excitedly. You hear a roar of approval from those back on deck, followed shortly by a slow, melodramatic applause. Looking down, you see that it is Mister Plug who is clapping.

"Well done, Fish-man! Well done." As you all cautiously climb back down to the deck (OOC: take 10), Mister Plugg continues, while Master Scourge looks on venomously, "I can see that I'll need to keep an eye on you. You're a rigger, and you report directly to me for your duties." He motions to Rosie, "We might need two. Yer a rigger too."

Scourge continues to scowl, "Don't think this relieves ye of yer lashes. Ye'll report on deck at the 'Bloody Hour', just afore yer evenin' meal." The master-at-arms turns to Marina and Elias, "Ye, and ye, go down and clean up the mess the Fish-man made in the lower hold!" With that Scourge turns and starts doling out responsibilities to his new swabs.

Plugg begins giving you and Rosie your duties, addressing the halfling first,
"You, monkey woman, we'll start you on rope work. You'll handle the ship’s ropes, including coiling them, stowing them, and securing them to cleats and single and double bollards, as needed." Plugg motions to a pile of ropes. Rosie Cusswell, who normally lives up to her name quite well, looks defiant only for a moment before resigning herself to her task.

The mate then turns to you, pausing to think for a second before continuing with a twisted, amused look on his face,
"A busy swab is a tired swab, I always say, and tired swabs don't cause trouble. First, you have some rigging to repair," he motions to where the weight of all the climbers (the half-giant in particular) has clearly damaged the rigging. "After that... well..." He looks uncertainly at your skinny build before continuing, "I hope you can cook, even if you don't appear to eat. Our cook has a problem with the drink, and the captain is tired of eating rubbish. After you finish with the rigging, you'll report to Fishguts Kroop in the galley." He begins to laugh, "There's a thought, Fishguts and Fishman working together to fix up the fish." He turns and walks away, still laughing, and leaving you to your duties.
[sblock=Reward]+100 XP[/sblock]
 
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Redbadge

Explorer
Wealday, 18 Desnus, 4712 AR (07:10:00)
Main Deck, The Wormwood, Jeopardy Bay, 10 Miles Offshore from Port Peril, The Shackles, Garund, Inner Sea Region, Golarion

The sun is already well in the sky, and you have a long day ahead of you, so you better get started working.

[sblock=Rigging Repair]The ship’s rigging frequently gets damaged and must be repaired, requiring a Climb check to maneuver through the rigging, followed by Profession (sailor) check to make the repairs. Roll once for each (you can take 10 in most situations). How well you roll determines how long the task will take:
Code:
[B]Climb Result    Time
[/B]5 or less       10d6 minutes
6 to 10         5d6 minutes
11 to 15        3d6 minutes
16 to 20        1d6 minutes
20 or higher    1 minute

[B]Sailor Result   Time
[/B]5 or less       3d4+1 hours
6 to 10         2d4+1 hours
11 to 15        1d4+1 hours
16 to 20        1d4 hours
20 or higher    1 hour
After you know your Climb and Profession (sailor) results, consult the chart and make a roll to determine how long you spent working. This is important because it determines how much time you have for other tasks on the ship. If you do not completely finish all of your assigned tasks before the bloody hour (1 hour before dusk, approximately 5:42 PM), then you will be subject to punishment.[/sblock]

Once you finish with the rigging, you've noted that the vile Plugg wants you to report to the galley for ship mate's duties as well.

GM: As you work your way through the day, I'll introduce the rules subsystems bit-by-bit. Up next, for example, is the galley, which will use a similar system. Then, if you want to start by mapping the ship after that, we'll probably use a Gather Information or Knowledge (Local) check at 1d4 hours.
 

BudroThePious

First Post
After finishing with the rigging Jhiv heads to the galley.
OOC: Jhiv takes 10 on the climb check
[sblock=Current Status]Jhiv Viratek (Male undine druid/rogue 1)
N medium outsider (native, aquatic [amphibious])
Str 11 Dex 18 Con 10 Int 12 Wis 18 Cha 14

Key Skills Acrobatics +10, Bluff +2, Climb +6, Diplomacy +6, Escape Artist +4, Heal +4, Intimidate +2,
Knowledge (Any) +1, Knowledge (Local) +5, Perception +9, Profession (Sailor) +9, Sense Motive +4, Stealth +8, Survival +10, Swim +15

Init +4 Spd 30 ft., Swim 30 ft. Senses Darkvision (normal light); Perception +9
AC 14, touch 14, FF 10 HP 8/8 Temp HP 0
Fort +2 Ref +6 Will +6 CMB +0 CMD 14
Hero Points 2/3

Melee Attack Unarmed Strike +4 (1d3/x2) [nonlethal]

Currently Wielding Nothing (hands free)
Current Armor None (Explorer's Outfit)
Stowed on Person (Sheaths, straps, pockets, etc.) [8 pp, 4 gp, 8 sp, 9 cp]
Stowed in Packs (Backpacks, belt pouches, saddle bags, etc.)
Current Encumbrance 8.5 lbs (light load) Medium Load 44 lbs Heavy Load 87 lbs Max 130 lbs

Active Abilities
1st-Level Spells:
1/1 (Cure Light Wounds/Obscuring Mist), 1/1 (Goodberry/Obscuring Mist), 1/1 (Obscuring Mist)
Cantrips: ~/~
(Create Water, Light, 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, Fast Healing 2 (Hydrated Vitality)

Current Effects and Conditions:
Flat-footed[/sblock]
 
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Redbadge

Explorer
Wealday, 18 Desnus, 4712 AR (09:16:00)
Galley, The Wormwood, Jeopardy Bay, 18 Miles Offshore from Port Peril, The Shackles, Garund, Inner Sea Region, Golarion

You are quickly directed to the galley, which is just off the middle hold. You enter what can be best described as a jumbled and hectic mess.

The galley is the domain of Ambrose “Fishguts” Kroop, the drunken ship’s cook. The cramped and chaotic kitchen holds two wooden worktables, several wooden cupboards, and two small stoves against the port wall, as well as virtually every cooking utensil imaginable and a frightening array of meat cleavers. A score of chickens and three goats wander freely throughout the chamber; the goats are meant to be caged, but have a distressing tendency to escape their bonds. The kitchen is a madness of dirt, food, and knives, and finding anything in here requires a Perception check. The stoves are perpetually lit, and large cauldrons bubble away atop them all times. A huge array of spices mingle with barrels of rainwater, two tuns of rum, cupboards full of ship’s biscuit and salted beef, barrels of sauerkraut, and a small supply of fresh vegetables picked up in Port Peril. Despite the chaos, the entire galley functions as a set of masterwork tools for Profession (cook) checks.

[sblock=DC 10 Perception]Several items of value are lost among the ruin and squalor of the galley. OOC: Discovering any given random item takes a move action and a DC 10 perception check.
After spending several minutes taking in the entirety of the mess, you note the following: a masterwork dagger being used as a butcher’s knife, a pair of handaxes used as meat cleavers, 11 knives, a short sword, a loaded hand crossbow, a vial of holy water, smelling salts, a bullseye lantern, 8 pints of oil, a good lock hanging unused off a pantry cupboard, 2 pounds of soap, four waterskins, three flasks, two tindertwigs, a sunrod, 50' silk rope, a crowbar, three whetstones, a barrel of poor wine, six bottles of good Chelish brandy, three bottles of magnificent rum, a large cookbook (using the tome while cooking grants a +1 circumstance bonus on Profession [cook] checks), a prosthetic leg made of wood and edged with a silver band, a silver ring, a gold necklace, 12 sp fallen behind a cupboard, and various amounts of food, spices, grains, and herb trade goods (cinnamon, flour, ginger, garlic, pepper, saffron, cloves, salt, tobacco, and wheat). In addition, a trio of harpoons (one masterwork), a spear, and Kroop’s steadfast grapple hang on the walls.[/sblock]

It only takes you a moment to spot Fishguts, who is taking a nap on a stool in the corner of the galley, a bottle of some sort of alcohol clutched loosely in his grip and propped on his belly.

[sblock=Ambrose "Fishguts" Kroop]
Ambrose_Kroop.JPG
[/sblock]
 
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