Daytime Ship Actions
Work Diligently: Gain a 4 bonus on any one check for a job’s daily task
Influence: Make normal checks for a job’s daily task and attempt to influence a single NPC
Sneak: Make normal checks for a job’s daily task and briefly explore one area of the ship (the PC can make a single Perception check or other skill check with no chance of detection)
Shop: Take a –2 penalty on all checks for a job’s daily task and visit the quartermaster’s store
Shirk: Take a –2 penalty on all checks for a job’s daily task and take time exploring one area of the ship. The PC can take 10 on a single Perception check or other skill check, but must make a check to avoid being discovered (see below).
Nighttime Ship Actions
Sleep: Go to bed early and sleep through the night (automatically recover from fatigue)
Gamble: Play or gamble on a game of chance or pirate entertainment (see page 67)
Entertain: Make one Perform check to entertain the crew (see page 67)
Influence*: Attempt to influence a single NPC
Sneak*: Take time exploring one area of the ship. The PC can take 20 on a single Perception check or other skill check, but must make a check to avoid being discovered (see below).
Steal*: Attempt to open a locked door or locker. The PC must make a check to avoid being discovered (see below).
Please give me a d6, and then a half dozen d20s. I will tell you what your task is, and you can tell me what you want to use on the Daytime Actions list to augment your rolls, etc.
bq. Rolls: d6…3; d20’s…20!, 15, 12, 10, 16, 1!
bq. Constitution Roll (-2 penalty): d20’s…1!, 7, 16, 12, 8, 10
Ashriel while working his daily duties despite still feeling feverish, tries to influence Conchobar the venerable gnome bard.
‘’Mr. Shortstone! I’ve been meanin’ ta talk with ye, mate. We ain’t much but shipmates, but I need some help with a pressin’ ma’er. Since ye be the main sail when it comes to speakin’ with the ladies, says I, daresay ye be the best man for givin’ some a’vice me needs, says I.
‘’The fair Ms. Toppin ’as struck me ’eart. But I am just a poor wee wilk from Platform Town and a mangy one to boot.’’ At that Ashriel shows his shark bite and notched right ear. “She’d ne’er like a bloak like me, says I. Save I am able to woo her ‘way with rich and fee’anciful words of regalia. What say ye, Mr. Shortstone? Can ye help me?”
Roll: d20’s…19, 12, 16, 9, 3, 8
In the evening, Ashriel feeling very weak (despite the success of the above roll) tries to muster up enough energy to talk to Grok to influence her as he agreed with One-Gun.
“Ma’am, how did a lady like you end up on a ship like this with all these scallywags?”
Rolls: d20…20!, 5, 18, 18, 6, 2
The 6th has heavy rain, and the 7th has wind and rain, and the waves start to get larger. If you do not have the Profession: Sailor skill, you need to give me a d20 save vs sea sickness.
So, please give me what you’re doing during these two days/nights in the following format. Basically you’ve given this to me, so you don’t have to change it, just list it:
Day – Influence. Conchobar
Night 1 – Influence. Grok
Rum Ration – Drink
Night 2 – Nothing.
Day – Work Diligently.
Rum Ration – Sneak into a waterskin
Night 1 – Sleep
Night 2 – Nothing.
d20s: 15, 20, 5, 7, 13, 14.
The seas knocked hard against the starboard side of the rugged Wormwood tossing the deck to and fro. Ashriel did his best to keep his feet beneath him, yet having never really been at sea before his best efforts were not entirely adequate.
Rolls: d20…7, 7, 13, 4, 15, 19
That evening Ashriel did even try to stomach his rum. He simply snuck it, pretending to drink so as not to get caught. What he would do to have a water skin to start putting all this extra rum! He thought to himself, “Why is it so important to drink this vile stuff, anyway?”
Rolls: d20 (Bluff 9)…12, 6, 16, 18, 3, 1!
The next morning, Ashriel got to working, though not truly diligently…yet not shirkingly either. He was somewhat distracted trying to influence ol’ Conchobar still.
‘’What say ye, Mr. Shortstone? Will ye ’elp me, then? That blimey Ratline, I believe to be moving in on Ms. Toppin! Please give me a tipper o’ two?’’
Rolls: d6…4; d20 (Diplomacy 5)…6, 2, 18, 17, 18, 16
That evening Ash tries to buy a large waterskin flask from the Quartermaster’s Shop. While there he speaks kindly of Grok’s organizational skills.
Rolls: d20 (Diplomacy 5)…5, 4, 10, 9, 15, 16
With the newly aquired flask that he purchased with his fight-winnings, Ashriel again tries to sneak his Rum Ration. But this time saving it for a later event in his waterskin.
Rolls: d20 (Bluff 9, Sneak 8)…18, 9, 3, 1!, 3, 5