Since I expect that there will be LOTS of classes offered during our sea voyage, and LOTS of dice rolling, I've been pondering ways to make this travel thread easier to follow, and I think that I've hit upon a way to do this.
Here is a link to the Synopsis for the Chapter 5 IC thread. In this synopsis thread, you'll find an index to each day's/week's schedules of classes, and also an index of everyone's dice rolls for skill increases. The class schedules will be posted by Prof. Moore in the IC thread, and the OOC thread will hold the die results, so I thought it best to provide links to everything in the Synopsis.
As a general note regarding skills increases:
- Each class offered by the expedition NPCs offers the opportunity to improve one or more skills. During this portion/chapter of our campaign, I am ruling that our skill increases will differ slightly from the standard CoC rules. Normally, according to the CoC training rules, a character must take a class for 6 months to increase their skill by 1d10.
- For chapter 5 of this campaign: to gain a chance to increase one's skill, the character who's taking the class must have a skill level that is lower than that of the instructor
- For chapter 5 of this campaign: the first day of class has a chance to increase a character's skill. After that, a character must attend one week's worth of a particular lesson to have a chance to improve that skill(s). Ill keep track of how many days you each have been to a particular lesson, so you can shift and mix classes day by day, if you'd like.
- If any of you want to run classes of your own, or help one of the NPCs to run theirs then Ill find a suitable reward in place of the skill boosts. You just need to mention it to Moore, then chalk yourself up on the chalkboard that morning. (ie make a post or PM me).
- The classes only run for an hour or two each, so you can attend several in the same day if you want, or enjoy some free time. The same classes wont be running every day, but each class will run several times.