Redbadge's Solo Skull and Shackles (IC)

BudroThePious

First Post
Assuming that nothing more happens out of the ordinary, Jhiv gets up and reports for duty on deck on time and well rested.[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 1/3

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, 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.) Leather Armor, Rapier, Sap, Dagger, Arrows (20), Backpack (Masterwork), Mirror (Small Steel), Fishhook, Thieves' Tools, Twine (50 ft.)
Current Encumbrance 9 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), 1/1 (Remove Sickness/Obscuring Mist), 1/1 (Obscuring Mist)
Cantrips: ~/~
(Create Water, 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, Fast Healing 2 (Hydrated Vitality)

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

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Redbadge

Explorer
Fireday, 20 Desnus, 4712 AR (06:05:00)
Main Deck, The Wormwood, Unknown Waters, Off the Coast of Garund, Inner Sea Region, Golarion

The third day begins...

You wake up having fully recovered from fatigue, and fortunately your trip from hammock to deck is uneventful this morning.

Plugg is moderately distracted this morning, and only assigns you general repair work, a task sometimes shared by riggers and swabs.

[sblock=General Repairs]Things constantly tear or break aboard the ship and need repairs. You are working on one of the spare sails today, which needs some sewing, and some rope, which needs splicing. You sit on the deck with Barefoot Samms Toppin, Shivikah, and Fat Fipps Chumlett, working on the sail and ropes. Since none of these crewmembers are at least friendly, you gain no bonus on your Profession (sailor) check:
Code:
[B]Sailor Result   Time
[/B]5 or less       3d6+1 hours
6 to 10         3d4+1 hours
11 to 15        2d4+1 hours
16 to 20        1d4+1 hours
20 or higher    1d4 hours
[/sblock]

[sblock=Work Options]You've unlocked new work options! While working, choose one of the following options to apply:

Work Normally: Make normal checks.
Work Diligently: You automatically get the best possible check on your work result, but you become fatigued. You make normal time checks. You can’t use this option if you are already fatigued.
Work Hastily: You make work checks at a -4 penalty, and are considered distracted, but the result of any time checks are halved. Working hastily fatigues you, and you cannot use this option if you are already fatigued.
Chat: You can make an influence check against any crew member you are working with, but you take a -2 penalty to the work check and the Diplomacy, Bluff, or Intimidate check. You are considered distracted while chatting.
Shirk: You can conduct any daytime ship action (except nap) while you go about your normal duties, but you take a -4 penalty on your work checks and are considered distracted. Roll time for the work actions normally, but count only half the time of the ship action you choose to take while shirking.
Slack Off: You make work checks at a -X penalty, and are considered distracted. You gain a +X/2 bonus to your next Constitution check made before tomorrow morning to avoid fatigue.[/sblock]
 
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BudroThePious

First Post
Jhiv gets to work on the repair, not devoting too much time to chatting or shirking. After he finishes he heads over to the galley.
OOC: Work normally, take 10
 

Redbadge

Explorer
Fireday, 20 Desnus, 4712 AR (09:08:33)
Galley, The Wormwood, Unknown Waters, Off the Coast of Garund, Inner Sea Region, Golarion

You walk into the galley, but Fishguts does not greet you like usual. He lies face up at the foot of his stool, surrounded by numerous empty bottles and snoring heavily. Grok peers groggily out of the shop window, and she doesn't look in much better shape.

She laughs drunkenly when she spots you, "Heh, heh, sorry. I done drunk him into the floor again... uhhhh." She grunts as she slides back down into the quartermaster's store.

GM: Time to take initiative, Jhiv!
 
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BudroThePious

First Post
Jhiv attempts to rouse Fishguts. "Well damnit all, wake up you bum." Jhiv casts Remove Sickness on Fishguts to see if that helps the situation.
 

Redbadge

Explorer
Fireday, 20 Desnus, 4712 AR (09:08:45)
Galley, The Wormwood, Unknown Waters, Off the Coast of Garund, Inner Sea Region, Golarion

[sblock=Kroop's Alcohol]ALCOHOL
Type
drug (ingested); Addiction minor, Fortitude DC 0
Effect 1 hour; +1 temporary hitpoint; see drunkenness
Damage -1 penalty to wisdom for 1d4 hours

Drunkenness

Alcohol is treated as a specialized poison. Ales and wines have a fortitude save DC of 5, most human spirits a 10, and dwarven or special spirits have a DC of 15. Like most poisons, continued “doses” increase the DC of subsequent checks by 2 each.

Inebriation: When a character consumes alcoholic beverages in excess, they go through gradual states of inebriation. Characters can consume a number of drinks in one hour equal to one plus his constitution modifier without having to make any checks. As soon he exceeds this amount, characters must make checks for each alcoholic beverage to avoid entering Stage I of inebriation.

Stage I: After a failed fort save at the DC of the beverage being consumed, the character becomes sickened for 1d4 hours.

Stage II: Upon entering Stage II, the character must immediately make a second Fort save at the DC of the beverage that caused them to enter this stage. Failure indicates taking 1d8 nonlethal damage and becoming nauseated for 2d4 hours.

Stage III:After a failed fort save while continuing to drink while in Stage II, the character becomes unconscious for 3d4 hours.

Hangovers: If a character reaches Stage II or III of inebriation, they must make a Fortitude save at a DC of what they were drinking when the effects of the nausea or unconsciousness wears off, or become hungover for 1d4+1 hours. Hungover characters are fatigued, but undertaking any activity which requires a check or concentration (attacks, saving throws, skills, casting spells) cause them to become exhausted.[/sblock]
Casting your spell finally allows you to awaken the cook. Fishguts sits up in a bluster,
"Huh, wot now? Wazzit goin' on? Unnhhh, why does my head hurt so much?" He shakes his head, and suddenly his eyes brighten. "Jhiv-buddy, wot are you doin' here. Is it that time already?"

GM: The first save was versus hangover. Your suppression of the drunkenness lasts for 10 minutes. If Kroop had failed the hangover save, not only would he have been fatigued for the duration of the spell, but he would have to save to avoid lapsing back into unconsciousness at the end. Since he made the save, once the spell has run its course, he will make another save to avoid lapsing into a hangover instead. All penalties are suppressed until that time.
 
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Redbadge

Explorer
"Huh?" says the man as he struggles to rise from the floor. "Oh, well, ye should prolly gather s'more fish first. If ye used th' last o' it yesterday, ye'll need to catch more."

[sblock=Fishing]You must 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: +10
2 Day's Worth of Fish: +5
3 Day's Worth of Fish: +0
4 Day's Worth of Fish: -5
5 Day's Worth of Fish: -10
Etc. ...
Your result determines how long the task will take:
Code:
[B]Survival Result   Time
[/B]0 or less         2d4+8 hours
1 to 5            2d4+6 hours
6 to 10           2d4+4 hours
11 to 15          2d4+2 hours
16 to 20          2d4 hours
21 to 25          2d4-1 hours
26 to 30          1d4 hours
31 or higher      10d12 minutes
[/sblock]
 

BudroThePious

First Post
Jhiv decides to go ahead and try to get 3 days worth of fish. When he's done he takes 2 days worth down to the hold and the rest he brings back to the galley.
 
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Redbadge

Explorer
Fireday, 20 Desnus, 4712 AR (12:10:02)
Galley, The Wormwood, Unknown Waters, Off the Coast of Garund, Inner Sea Region, Golarion

"I'm glad yer back, Jhiv," Ambrose says uneasily, his head in his hands. "I ain't feeling so hot. You'll have to take th' lead on this one."

[sblock=Cooking]You prepare today's meal, with the barely reliable help of Fishguts. Since Kroop is hungover, he can only serve as a sous-chef at best. You make a Profession (cooking) check with an additional +5 bonus (+2 aid another, +2 masterwork kitchen, +1 cookbook). How well you roll determines how long the task will take and how well the food is prepared:
Code:
[B]Cooking Result  Time                 Food Quality
[/B]5 or less       Until "Bloody Hour"  Very Poor
6 to 10         3d4+1 hours          Poor
11 to 15        2d4+1 hours          Average
16 to 20        2d4 hours            Good
20 or higher    1d4+1 hours          Very Good
After you know your Cooking results, consult the chart and make a roll to determine how long you spent cooking. Whether or not you finish entirely, the food will be served during the "bloody hour" and the food quality automatically counts as two steps lower than your roll would have normally qualified for.[/sblock]
 
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