#1
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Experience Awards and Bonuses
Part 1 (Day 1) Group: 25 xp for surviving your first day on the Wormwood. 50 xp for making Rosie Cusswell helpful. Total: 75 xp. Sarah: 100 xp for successfully entertaining the crew. Other Bonuses: The group is now friendly with Quartermaster Grok, and anyone in it can attempt a DC 12 diplomacy check to retrieve all the gear they came onto the ship with starting on day 2. Should she be made helpful, the DC for this check drops to 2. Doing so during the day requires the Shop action, which bestows a -2 on any ship duty rolls made that day. Making Grok helpful will allow her to open the store outside of the normal hours, allowing shop actions at night without risk to ship duty rolls. Sandara Quinn is now helpful and can provide a +2 bonus to swab work rolls or ship actions. Rosie Cusswell is now helpful and can provide a +2 to swab work rolls or ship actions.
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Playing - High Risk, Heist Reward | The Grand Tour
Last edited by PopCultureBard; Feb 18th, 2013 at 09:36 AM. |
#2
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Part 1 (Day 2)
Group: 50 xp for making Cut-Throat Grok helpful. 200 xp for winning the morning scuffle. Total: 250 xp. Other Bonuses: Quartermaster Grok is now helpful toward the group. She can be persuaded to allow shopping after work hours and is open to Diplomacy checks to lend equipment. 'Ratline' Rattsberger is now friendly toward the group and can apply a +2 bonus to rigger work rolls.
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Playing - High Risk, Heist Reward | The Grand Tour
Last edited by PopCultureBard; Dec 7th, 2012 at 11:54 AM. |
#3
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Part 1 (Day 3)
Group: 200 xp for defeating the dire rats in the bilge. Total: 200 xp. Other Bonuses: Caulky is now friendly with the group. She has insight into the workings of the officers on ship and can provide appropriate information should the situation warrant it. This will be passed along as the GM sees fit.
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Playing - High Risk, Heist Reward | The Grand Tour
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#4
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Part 1 (Day 4)
Group: 50 xp for making Jack Scrimshaw helpful. 50 xp for making Owlbear Hartshorn helpful. 100 for defeating Owlbear in a non-violent means. 25 for making it to day 5 with no loss of life. Total: 225 xp. Thomas: 100 for your showing in the fight with Plugg. Other Bonuses: Owlbear is now helpful with the group. While he cannot help out much on the ship, his friendship could come in handy in the future. Jack Scrimshaw is now helpful and can provide a +2 to swab work rolls or ship actions. Everyone with less than 3 hero points gets 1 hero point back for making it this far. Everyone should be sitting at around 700, plus any character specific bonuses you may have obtained from entertainments. This is halfway to level 2 using the fast track. Good job, folks.
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Playing - High Risk, Heist Reward | The Grand Tour
Last edited by PopCultureBard; Feb 18th, 2013 at 09:35 AM. |
#5
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Part 1 (Day 5)
Other Bonuses: Samms Toppin is now friendly and can provide a +2 bonus on rigger work rolls.
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Playing - High Risk, Heist Reward | The Grand Tour
Last edited by PopCultureBard; Feb 18th, 2013 at 09:32 AM. |
#6
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Part 1 (Days 6-7)
Group: 50 xp for making Jaundiced Jape helpful. 50 xp for making Samms Toppin helpful. Total: 100 xp. Other Bonuses: Jaundiced Jape is now helpful and can provide a +2 on swab work rolls or ship actions. Samms Toppin is now helpful and can provide a +2 on rigger work rolls or ship actions.
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Playing - High Risk, Heist Reward | The Grand Tour
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#7
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Part 1 (Days 8-10)
Group: 50 xp for making Ratline helpful. 50 xp for making Caulky helpful. 50 xp for making Kroop helpful. 50 xp for making Cogward helpful. 100 for surviving the storm. Total: 200 xp. Other Bonuses: Ratline and Cogward are now helpful and can provide +2 bonuses to work rolls or ship actions. Caulky is now helpful and can provide indirect assistance during your stay. Kroop is now helpful and will provide better meal portions to you, giving everyone a +2 to checks against fatigue from work rolls. Tilly Brackett is now friendly and can provide a +2 to swab work rolls.
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Playing - High Risk, Heist Reward | The Grand Tour
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