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Redbadge's Solo Skull and Shackles (IC)
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<blockquote data-quote="Redbadge" data-source="post: 5980280" data-attributes="member: 61463"><p><em>Oathday, 19 Desnus, 4712 AR (15:19:00)</em></p><p> <em>Galley, The Wormwood</em>, <em>Unknown Waters, Off the Coast of Garund, Inner Sea Region, Golario</em>n</p><p></p><p>The half-orc is easy enough to talk to, and with Kroop joking around with you and contributing to the stories, you discover a bit about Grok.</p><p></p><p>[sblock=Cut-Throat Grok] Cut-throat Grok is the Wormwood’s quartermaster, a no-nonsense character with a huge scar across her neck. Growing up among pirates is tough for anyone unusual, and Grok got her scar fighting a gang of cutthroats in the alleys of Port Peril who robbed her and left her for dead when she was only 11 years old. Grok is a reedy half-orc who favors dark clothing. She carries a notched greataxe and an array of throwing axes hangs from her belt. Grok frequently grins toothily, and uses appalling curse words, particularly when drunk. Grok is renowned for being tough, and she doesn’t suffer fools, but she is a close friend of Ambrose Kroop, whom she sees as someone who’s had even worse luck than she’s had.</p><p></p><p>Grok is usually found in the quartermaster’s store (area A9) during the day. In the evenings, she locks the store and carouses on deck, drinking and gambling with the other pirates before returning to her cabin (area A7) to sleep it off.</p><p></p><p>Grok loves unusual drink and fine songs, and a character who provides her with at least 20 gp worth of alcohol that isn’t rum or who makes a successful DC 15 Perform (song) check gains a +4 bonus on all checks made to influence her. If Grok is made friendly, she allows the PCs into the quartermaster’s store after normal hours, where PCs can negotiate for equipment with her.</p><p></p><p>Everyone aboard the <em>Wormwood</em> knows that the quartermaster, Cut-Throat Grok, oversees equipment and booty, which is where your possessions currently are. Grok is used to dealing with impressed sailors’ requests for the return of their personal equipment, and always tells such persons that their goods are now the captain’s booty. However, there are three ways such items might be recovered.</p><p></p><p>On a successful Bluff check, Grok returns 10 gp worth of a PC’s equipment for every point by which the PC’s Bluff check exceeds her Sense Motive result. As Grok is also incredibly superstitious, anyone using superstition to bluff the quartermaster gains a +4 circumstance bonus on Bluff checks against her (this is how Sandara recovered her gear so quickly). You cannot try to bluff Grok more than once in a 24-hour period.</p><p></p><p>In addition, you are also free to purchase or barter for items from the quartermaster’s store, including gear other than your starting equipment.</p><p></p><p>Finally, you can try theft, but stealing from the store can be very risky. You might have options where this route is the most successful.</p><p></p><p><img src="http://cdn.obsidianportal.com/images/762346/Cut-Throat_Grok.JPG" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" />[/sblock][sblock=Ding!]Cut-Throat Grok is now friendly![/sblock][sblock=Reward]<span style="color: PaleGreen">+100 XP<span style="color: White">[/sblock]</span></span></p><p></p><p>Since your cooking shift is over, you are free to do as you please until Bloody Hour at 17:42. Any action that takes longer than this automatically fails, unless you want to risk showing up late.</p><p></p><p>[sblock=Daytime Ship Actions][code]</p><p>[B]Activity Time Check Effects</p><p>[/B]Take a Nap X hours None You gain a +X bonus to your Constitution check to avoid fatigue for taking additional nighttime ship actions tonight.</p><p>Influence 1d4 hours Diplomacy Attempt to improve the attitude of a crew member.</p><p>Gather Info 1d4 hours Diplomacy Attempt to learn something about a crew member or the ship in general.</p><p>Sneak 1d4 hours Perception Explore one area of the ship (take 20 on Stealth and make a Perception check or other skill).</p><p>Explore 1d4 hours Stealth Explore one area of the ship (make a Stealth check and take 20 on Perception or other skill).</p><p>Steal 10d12 minutes Disable Device Attempt to open a locked door or locker (make a Disable Device check and a Stealth check).</p><p>Spy 10d6 minutes Perception Eavesdrop on a specific pirate or officer (make a Stealth check and a Perception check).</p><p>Shop 10d6 minutes Diplomacy Visit the quartermaster's store and barter for gear (make one Diplomacy, Appraise, or Bluff check).</p><p>[/code][/sblock]</p><p></p><p>[GM]This should give you plenty to think about. On Day 3, even more options open up for you.[/GM]</p></blockquote><p></p>
[QUOTE="Redbadge, post: 5980280, member: 61463"] [I]Oathday, 19 Desnus, 4712 AR (15:19:00)[/I] [I]Galley, The Wormwood[/I], [I]Unknown Waters, Off the Coast of Garund, Inner Sea Region, Golario[/I]n The half-orc is easy enough to talk to, and with Kroop joking around with you and contributing to the stories, you discover a bit about Grok. [sblock=Cut-Throat Grok] Cut-throat Grok is the Wormwood’s quartermaster, a no-nonsense character with a huge scar across her neck. Growing up among pirates is tough for anyone unusual, and Grok got her scar fighting a gang of cutthroats in the alleys of Port Peril who robbed her and left her for dead when she was only 11 years old. Grok is a reedy half-orc who favors dark clothing. She carries a notched greataxe and an array of throwing axes hangs from her belt. Grok frequently grins toothily, and uses appalling curse words, particularly when drunk. Grok is renowned for being tough, and she doesn’t suffer fools, but she is a close friend of Ambrose Kroop, whom she sees as someone who’s had even worse luck than she’s had. Grok is usually found in the quartermaster’s store (area A9) during the day. In the evenings, she locks the store and carouses on deck, drinking and gambling with the other pirates before returning to her cabin (area A7) to sleep it off. Grok loves unusual drink and fine songs, and a character who provides her with at least 20 gp worth of alcohol that isn’t rum or who makes a successful DC 15 Perform (song) check gains a +4 bonus on all checks made to influence her. If Grok is made friendly, she allows the PCs into the quartermaster’s store after normal hours, where PCs can negotiate for equipment with her. Everyone aboard the [I]Wormwood[/I] knows that the quartermaster, Cut-Throat Grok, oversees equipment and booty, which is where your possessions currently are. Grok is used to dealing with impressed sailors’ requests for the return of their personal equipment, and always tells such persons that their goods are now the captain’s booty. However, there are three ways such items might be recovered. On a successful Bluff check, Grok returns 10 gp worth of a PC’s equipment for every point by which the PC’s Bluff check exceeds her Sense Motive result. As Grok is also incredibly superstitious, anyone using superstition to bluff the quartermaster gains a +4 circumstance bonus on Bluff checks against her (this is how Sandara recovered her gear so quickly). You cannot try to bluff Grok more than once in a 24-hour period. In addition, you are also free to purchase or barter for items from the quartermaster’s store, including gear other than your starting equipment. Finally, you can try theft, but stealing from the store can be very risky. You might have options where this route is the most successful. [IMG]http://cdn.obsidianportal.com/images/762346/Cut-Throat_Grok.JPG[/IMG][/sblock][sblock=Ding!]Cut-Throat Grok is now friendly![/sblock][sblock=Reward][COLOR=PaleGreen]+100 XP[COLOR=White][/sblock][/COLOR][/COLOR] Since your cooking shift is over, you are free to do as you please until Bloody Hour at 17:42. Any action that takes longer than this automatically fails, unless you want to risk showing up late. [sblock=Daytime Ship Actions][code] [B]Activity Time Check Effects [/B]Take a Nap X hours None You gain a +X bonus to your Constitution check to avoid fatigue for taking additional nighttime ship actions tonight. Influence 1d4 hours Diplomacy Attempt to improve the attitude of a crew member. Gather Info 1d4 hours Diplomacy Attempt to learn something about a crew member or the ship in general. Sneak 1d4 hours Perception Explore one area of the ship (take 20 on Stealth and make a Perception check or other skill). Explore 1d4 hours Stealth Explore one area of the ship (make a Stealth check and take 20 on Perception or other skill). Steal 10d12 minutes Disable Device Attempt to open a locked door or locker (make a Disable Device check and a Stealth check). Spy 10d6 minutes Perception Eavesdrop on a specific pirate or officer (make a Stealth check and a Perception check). Shop 10d6 minutes Diplomacy Visit the quartermaster's store and barter for gear (make one Diplomacy, Appraise, or Bluff check). [/code][/sblock] [GM]This should give you plenty to think about. On Day 3, even more options open up for you.[/GM] [/QUOTE]
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