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DMJ's Skull & Shackles

Game Master Jonasty1031

Adventure and danger on the high seas! Can you claim your own Pirate destiny in the Shackles?

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Male Fisherman 4, Hp: 31/31, AC 17, T:12, FF:15, F+3, R+0, W+1

Thank goodness that most of the things that Ko'ulu can do require Str or Con checks. I have a decent chance of making the Str checks...he probably will end up addicted though. :(


Male Human Sea Singer 1

Wow. Two drinks of rum, and I'm already addicted... It gives new meaning to the phrase, "Got a little 'Captain' in ya?" doesn't it...


HP 27 || AC 15, T 13, FF 12 || F +4, R +4, W +8 || Init +7, Per +12

DM Question: Would the orison purify food & drink help with the rum any? Jirobo would probably be concerned when people start looking very ill from all that Con damage.


Male Human Sea Singer 1

By the way, Jirobo, the whole "Strix" thing was just my way of trying to generate introductions in a funny way. Unfortunately, the story kind of swept us right along past that point. Don't worry, we'll get it cleared up sooner or later.


HP 27 || AC 15, T 13, FF 12 || F +4, R +4, W +8 || Init +7, Per +12

Heh, we got all the time in the world...until these murderous pirates actually 'try' to kill us instead of just accidently do so...


Everyone: Two things.

1) Regarding Tully's latest Influence attempt. I'm not trying to discourage people from exploring this option. During this first part of the AP, I have a rather fleshed out list of NPC's that you are working with. They don't necessarily all hate you, but there is a whole gambit of differing characters. I choose them as appropriate. In this case, Tully decided in his post to indicate that the other whipped person was a Rigger (a choice I am fine with by the way, feel free to indicate where you want to go with something in your posts, if you overstep your bounds I will let you know but don't be afraid to explore all your options). I have a full list of crew, which includes their jobs, and I simply randomized it based on how many were riggers, thus the d5 roll. Just want you all to know that I'm not trying to be purposefully antagonistic. :-)

2) I noticed most of you decided to Sleep as your night action for Day 2 and I want to make sure I was clear on the Night Action stuff. You don't have to actively choose to Sleep in order to gain the benefits of a night's rest. You can choose any 1 option off the list, determine the outcome based on the choice, and still get a full night's sleep. The specific "Sleep" action is more a place holder if you don't want to do anything else on the list. So you can Influence someone and still sleep. Sneak and still sleep, etc. The only time you have to worry about Fatigue rolls or not getting a good night's rest is if you do 2 (or 3) non-sleep actions off the list. If you choose to Influence, Sneak, and Steal all in one evening, then you have to worry about being Fatigued the next day.

Of course if you are all choosing Sleep as an RP choice and really playing up the fatigue your character feels, then kudos to you guys. I just don't want people avoiding actions cause you're worried about the mechanics.


Male Human Sea Singer 1

Wow. Yeah, I just went with "rigger" because of the excuses he gave at his lashing. Hmmm... I sort of thought I would eventually be able to meet (and win over) most of the crew... This task has just become more daunting. New Plan: Mixer In The Galley! BYOR! From Dinner Bell until ?


An update on the Influence Action.

Now that we're developing a list of NPC's to Influence, there is a new mechanic available. As part of an Influence action, in addition to the normal roll, you may include a separate Diplomacy or Sense Motive check DC 15 to learn or detect something about the person that will help in your attempts to converse with them. Maybe a favorite hobby, food, etc. Something you can "bond" over. This will provide a +2 bonus to Influence checks made on that character for the rest of the adventure/module. Regardless of who made the check, the bonus will apply to anyone attempting to Influence that NPC in the future.

Note that this can only be done on an NPC you've "met" aka anyone currently on the list in the Campaign Info tab. If you're meeting someone "new", whether by choice or through random roll, you can't use this feature. So as an example, Tully wouldn't have been able to include this in his post for the rigger last night as it was his first meeting of him. But if he wanted to convert the surly dwarf and attempted a new Inlfuence action, now that Tate is on the NPC list, he could now include the Diplomacy/Sense Motive roll.


Male Human Freebooter 3 / Pirate 1 [HP 37/37 || AC 17, T 12, FF 14 || F +4, R +7, W +2]
DM_Jonasty wrote:
I noticed most of you decided to Sleep as your night action for Day 2 and I want to make sure I was clear on the Night Action stuff. You don't have to actively choose to Sleep in order to gain the benefits of a night's rest. You can choose any 1 option off the list, determine the outcome based on the choice, and still get a full night's sleep. The specific "Sleep" action is more a place holder if you don't want to do anything else on the list. So you can Influence someone and still sleep. Sneak and still sleep, etc. The only time you have to worry about Fatigue rolls or not getting a good night's rest is if you do 2 (or 3) non-sleep actions off the list. If you choose to Influence, Sneak, and Steal all in one evening, then you have to worry about being Fatigued the next day.

Hi, just want to clarify this statement. If we are fatigued going into the night from our day's work, we can still perform an action (other than sleep) and not be fatigued the next morning?

Out of curiosity, more of a conceptual rules question (which is something that could conceivably happen here), what happens when two people at the same time play sort of good cop/bad cop? So the first person Intimidates for the temporary "friendly" attitude, and then the other person throws in their Dimplomacy on that "friendly" attitude to make them "helpful". What happens after the 10-60 minutes of the intimidate wears off? Do they go back to their original attitude, original +1, or unfriendly (or unfriendly+1=indifferent)?
Or is it handled differently (like Intimidate check to 'aid' the Diplomacy)?


Ko'ulu, I stand corrected. As Tully's job shows, Profession (fisherman) is separate enough from Profession (sailor) that the AP points it out in the mechanics. So extra kudos to you for deciding to take them as separate skills.


Male Human Sea Singer 1

DM, just so I'm clear. If I take the work diligently action does that mean I get the work diligently bonus + the double-job penalty for a cumulative zero? Or am I getting a -4 to both jobs, regardless?

Second question: Ko'ulu, would you mind shirking your duties today? ;-p


Callum Carnvegas wrote:

Out of curiosity, more of a conceptual rules question (which is something that could conceivably happen here), what happens when two people at the same time play sort of good cop/bad cop? So the first person Intimidates for the temporary "friendly" attitude, and then the other person throws in their Dimplomacy on that "friendly" attitude to make them "helpful". What happens after the 10-60 minutes of the intimidate wears off? Do they go back to their original attitude, original +1, or unfriendly (or unfriendly+1=indifferent)?

Or is it handled differently (like Intimidate check to 'aid' the Diplomacy)?

Yeah this needs some clarifying, my apologies again. The Influence action is somewhat separate from the "normal" influencing an NPC rules. When you take the Influence Ship action, you can make either a Bluff, Diplomacy or Intimidate check. No matter which of these you choose, for this particular use they all follow the Diplomacy table about changing attitudes and they're all permanent unless you screw them up later. I know this kind of goes against the norm, especially with Intimidate but this is a specific game scenario designed this way.

So if you take the Influence action and use Intimidate, you can hit the DC to move them from Indifferent to Friendly and they will stay that way until you make another check (using any of the 3 listed skills) that changes it further, whether up or down. They are so overawed by your force of personality, even if it's a bit aggressive and mean in the case of Intimidate, and want to be your friend. You're not giving yourself bonuses with Bluff or Intimidate, they're other ways of "making friends".

So Callum, with your Intimidate score you actually are almost as good at chaning NPC attitudes as Tully could be. You don't have to use Diplomacy. I would of course encourage you to flavor your posts appropriately depending on if you use Bluff, Diplomacy or Intimidate.

Quoted from the AP to hopefully help further clarify:
"PC's can attempt to change an NPC's attitude using Bluff (to pretend to be friendly), Diplomacy (to be genuine), or Intimidate (to frighten an NPC into submission). The checks are treated as Diplomacy checks to change a character's attitude, regardless of the skill chosen."

You aren't aiding the other person, you're building off of whatever they already did. Which is why it helped that you and Tully rolled so well on your Influence checks to help salvage the interactions with Grok after Jirobo fumbled his Influence roll with her.


Young Tully wrote:
DM, just so I'm clear. If I take the work diligently action does that mean I get the work diligently bonus + the double-job penalty for a cumulative zero? Or am I getting a -4 to both jobs, regardless?

You're right on the second one. -4 to both jobs regardless. When Fishguts is drunk, it REALLY sucks to be the cook's mate.


Male Gnome Rogue-4 (Saves-F+2,R+8,W+1; Perception +9(10 vs traps);HP 21/27)

Can we seek someone out to influence them? For example... Xanxan might want to talk to one of those mentioned by Miss Quinn, but if his day job is never near them, he may not get the chance to during said day if he is stuck at the bilges full time.


Male Human Sea Singer 1
DM Jonasty wrote:
When Fishguts is drunk, it REALLY sucks to be the cook's mate.

Hmmm... The masthead doesn't seem quite as intimidating as it used to. Want to trade, Callum? No? Well, nuts...


Callum Carnvegas wrote:
Hi, just want to clarify this statement. If we are fatigued going into the night from our day's work, we can still perform an action (other than sleep) and not be fatigued the next morning?

This is correct. I almost didn't include the Sleep Action in the list cause I was worried that just this sort of confusion would happen. But yes, even if Fatigued (or Exhausted cause of the nightly rum + work fatigue) you can still take an action and get a full night's sleep. You'd have whatever penalties Fatigued/Exhausted would give you when you take the Night Time action, something to keep in mind, but you would sleep those conditions off AFTER the Night Time action was completed.

The Sleep action is really only to be used if "I REALLY don't want to risk screwing up a roll so I'm going to avoid that and sleep through the night." Otherwise, you basically always want to use one of the other options.

The only time you need to worry about starting off the next day Fatigued is if you take multiple Night Time ship actions, which is an option although you risk being Fatigued the next day.


Xanxan Gimblewabe wrote:

Can we seek someone out to influence them? For example... Xanxan might want to talk to one of those mentioned by Miss Quinn, but if his day job is never near them, he may not get the chance to during said day if he is stuck at the bilges full time.

Absolutely. You don't need to stick with your job as to who you can talk to. Whoever you want, there will be some point during the day where you've got a few minutes to talk to whomever you want. Hell maybe you're both taking a leak off the side of the boat and that's how you interact. While the jobs sound confining, they're not suppsoed to be really. Callum's up in the crow's nest today but Plugg might call him down for a report or he might come down to piss, and in that time maybe that's when he uses Influence or Sneak.

Talk to whoever you want, hell try to Influence Scourge or Plugg. Although I'll give you a hint and tell you it probably won't work on either of them. Massive penalties to the rolls if you tried. ;-)


Male Human Freebooter 3 / Pirate 1 [HP 37/37 || AC 17, T 12, FF 14 || F +4, R +7, W +2]

Re the Influence stuff. Good to know. I still feel a little leery about Intimidate on people you actually want to be friendly with. It's hard for me to see them as people you'd be able to count on (maybe to follow orders but dunno about helping just for the sake of it). I think, for now, I'll save Intimidate for those folks who have a poor attitude towards us already. Or maybe just use Diplomacy on those in key, non-officer, positions (like the quartemaster).

It's an artefact of class selection that makes intimidate higher than Diplomacy. Next level I was thinking dipping into Rogue (Pirate) which will open up the options more, so I figure my use of Diplomacy fits with that plan.

Hmm, just realized that those folks "hostile" to us require a DC25+CHA to change attitudes (a lot more difficult than regular intimidate, lol). I guess we'll have to send more than just officers along the plank. ;)

And good to know about the fatigue, thanks. I'll remember that for tonight's action.


Callum Carnvegas wrote:
Re the Influence stuff. Good to know. I still feel a little leery about Intimidate on people you actually want to be friendly with. It's hard for me to see them as people you'd be able to count on (maybe to follow orders but dunno about helping just for the sake of it). I think, for now, I'll save Intimidate for those folks who have a poor attitude towards us already. Or maybe just use Diplomacy on those in key, non-officer, positions (like the quartemaster).

Yeah the uses of Bluff and Intimidate in a Diplomacy-like fashion is a little counter-intuitive but it kind of fits with the Pirate-y theme of the AP. Some captains had crews who feared them but they were still super loyal because they knew they feared a truly great captain. Or maybe the captain was a consumate liar and the crew knew he was always blowing smoke with them but so long as he kept the gold coming they were fine to help him out. Thinking of it in that vein is how I envisioned their intent.

However you want to play it, I'm totally fine with. I just want everyone to knwo their mechanical options.

Also, I don't know if this is real world accurate or not but at least in the AP, the quartermaster is considered an office on the ship.


Male Gnome Rogue-4 (Saves-F+2,R+8,W+1; Perception +9(10 vs traps);HP 21/27)

Ok. He went up to influence Rosie... though my edit being so late may not jibe well with Ko'Ulu's own post so I can go back and edit again if need be?


Male Human Freebooter 3 / Pirate 1 [HP 37/37 || AC 17, T 12, FF 14 || F +4, R +7, W +2]

Ko'ulu's post brings up a good question. Can you use the "Work dilligently" action to bump up someone else's roll?


Human Witch 2 || HP 14/14 || AC 12 Touch 12, FF 10 || Fort +1, Ref +2, W +3 || Init +2, Per +6

Yeah, if people work together you could do an "average" DC or something. Poor Xanxan is doomed in the bilges otherwise! :)


Male Human Freebooter 3 / Pirate 1 [HP 37/37 || AC 17, T 12, FF 14 || F +4, R +7, W +2]

Or, if folks are doing the same tasks, allow one to work dilligently for another and that other could shirk to explore or influence more.


Xanxan: Your post is fine, keep in mind that your jobs take upwards of 8-10 hours each day so there is plenty of time for both things to have happened. Also to mention, as Rosie's name is on the NPC list as someone you've met/heard of, you can include a Diplomacy/Sense Motive check in your Influence action to potentially bump your Influence check.

Callum/Everyone: Here's my call on that and aiding each other in the job's in general, as the AP doesn't really address this.
1) You must be doing the same task/job or don't bother trying. (Unfortunately this means that Callum and Tully are unable to receive aid pretty much ever since there's generally no chance of you working with the others. Well maybe Tully but we'll cross that bridge when we get to it lol.)
2) The only way to aid another if you are doing the same task is to choose Work Dilligently. You may then give any amount of your +4 bonus to the task to someone else up to and including the entire +4, leaving you with 0. This will stack with any other Work Dilligently bonuses. There's no check for this, you just choose to give up your own bonus. Any other ship action choice will not leave you enough time to aid the other person.

So using Ko'ulu's post as an example, if he had chosen Work Dilligently, he could have given Xanxan up to a +4 to his check. If Xanxan also chose Work Dilligently(which he wouldn't necessarily have to), he would have a +8 or even a +12 if Jirobo chose the same and gave him all of his bonus. Now keep in mind, you are all INDIVIDUALLY responsible for your tasks, it's not a one and done thing. So even if Xanxan succeeds, if Ko'ulu fails his own check in the process, he'd still be up for punishment.


Male Human Sea Singer 1

Sigh... The gods of "Roleplay Equanimity" gave me exactly the rolls they should have. Damn them...


Human Witch 2 || HP 14/14 || AC 12 Touch 12, FF 10 || Fort +1, Ref +2, W +3 || Init +2, Per +6

I can't wait to see how Jonasty describes the depths of your failure.

Seriously, that stinks. I'm sorry.


Male Human Sea Singer 1

Meh. It wasn't a complete failure. I hit the cooking DC, just barely (which is about right for Tully). I just didn't have any fish to cook with (which, again, is perfectly right for Tully). Hopefully, throwing something in a pot will mitigate at least part of the failure. Though, truthfully, I foresee a bad evening for this unfortunate young man. /fingerscrossed


Male Human Sea Singer 1

DM: I just glanced at the Campaign tab and saw that I was taking the -2 Con penalty from addiction. Is that right? I thought I only gained that penalty if I chose not to drink, tonight. (Which I will. I'm building the story to give me that option {Fishguts' incapacity worked itself in perfectly}.) But, I did drink last night, which is the only reason I am addicted.


I double checked the rules again but yeah it would be there. As long as you are not under the affects of the drug you're addicted to, you take the associated addiction penalty. The drugs rules REALLY blow.

In order not to suffer the Con penalty, you need to be under the affects of the drug in question, which in this case only lasts 1d8 hours but if you were to take a shot of rum to alieviate the Con penalty, you'd then end up taking Con damage from the drink. It's a really messed up catch-22 type of thing.

EDIT: At least that's how I read them. Anyone else have an opinion? First time I've ever dealt with the drugs rules myself.


Male Human Sea Singer 1

Yeah, that makes sense, I guess. The rules seem to be built more for a hardcore drug, than for a slug of liquor. Nothing to do but suffer through it, I suppose. A turn at the pumps is better than a lashing (though it could easily lead to one), all things considered.


Male Gnome Rogue-4 (Saves-F+2,R+8,W+1; Perception +9(10 vs traps);HP 21/27)

I don't know what the official story is, but I think we could just say it's really sub par rot gut rather than decent rum hence the severe (Seriously, shouldn't the NPC crew be dead soon at this rate drinking that stuff ;) ) problems that come with it. If Jirobo tries Purify spells on it as he mentioned as a possibility, it might help it out


Human Witch 2 || HP 14/14 || AC 12 Touch 12, FF 10 || Fort +1, Ref +2, W +3 || Init +2, Per +6

I don't have anything to add, as I've never played with the actual addiction rules either, but I am surprised how quickly addiction comes - what is that based on/triggered by?


Male Human Sea Singer 1
Xanxan wrote:
Seriously, shouldn't the NPC crew be dead soon at this rate drinking that stuff

Nah. They probably just get dragged to their hammock, spend a few days in rum addiction-deprivation, get a few lashings for missing work, and start over again. It's probably assumed that NPC's take the min Con damage.


Male Fisherman 4, Hp: 31/31, AC 17, T:12, FF:15, F+3, R+0, W+1

I don't know if we are getting enough rum to get smashed with. I know that sailors in the 1800s were fermenting other stuff to supplement their rum ration. How much rum are we supposed to be getting by the book? If you want us all to be drinking a pint of rum...which is a LOT, then I say yep, use the drug rules.

The British navy issued an eighth of a pint. Using Imperial pints (20oz)that is about 3oz of rum, or about a shot. They would mix it with water in a 2:1 ratio to extend the amount that they had.

The easy answer is saying that we get a really big rum ration.


Also, Tully's description probably isn't too far off. Keep in mind, lashings are generally nonlethal and that all heals up each night for the most part. So if you dump a cup of rum and avoid the Con damage and addition issues, it's not too bad.

Ko'ulu's got it right. You could drink less but you're given a pint to keep you docile.

You guys have just been too eager to live the pirate lifestyle.


Male Human Sea Singer 1

Alchemically enhanced rum? There may be more to it than we know. Still, it feels like it's missing something. Like maybe a fort save to reduce the Con damage. Or maybe 1d3 just feels like a lot, because DM's rolling 3's. DC 5 to resist addiction isn't bad. Most melee-y types could do that with a 2 or better.


Male Human Sea Singer 1
DM wrote:
You guys have just been too eager to live the pirate lifestyle.

Nah. Tully was just so out of sorts that first day, he was never going to rock the boat, as it were. Then, having gained the max benefits and the min penalties the first night, that second cup looked far to good to pass up! It seems there's an ugly side to rum, however...


Male Gnome Rogue-4 (Saves-F+2,R+8,W+1; Perception +9(10 vs traps);HP 21/27)
DM Jonasty wrote:


You guys have just been too eager to live the pirate lifestyle.

The wenching isn't coming along as quickly as we hoped :)


HP 27 || AC 15, T 13, FF 12 || F +4, R +4, W +8 || Init +7, Per +12
Xanxan Gimblewabe wrote:
DM Jonasty wrote:


You guys have just been too eager to live the pirate lifestyle.
The wenching isn't coming along as quickly as we hoped :)

Pfft, at least you got women your size on board. As the only two avian members of the ship, I say me and Tobias petition for some female companions of the feathered sort.


Male Gnome Rogue-4 (Saves-F+2,R+8,W+1; Perception +9(10 vs traps);HP 21/27)

Tall women aren't an obstacle... they're a fun challenge!

"Climb every mountain, swim every stream...."


Just checked the Alcohol listing in the drugs rules and it's not nearly as severe as what you guys are dealing with now. This isn't normal beer or ale or wine. This is Pirate's Rum and it's the strong stuff!


Male Human Sea Singer 1

Wow. Bad day for Tully. Sigh... Afk until late tonight. Assume Tully accompanies the rest to Grok's, if someone give him the word. I would introduce myself to Xanxan, but the way things are going, I would probably turn him hostile. Oh well... The sun'll come out, tomorrow. Unless, of course, it rains. Weather roll 1d100 ⇒ 91


Male Gnome Rogue-4 (Saves-F+2,R+8,W+1; Perception +9(10 vs traps);HP 21/27)

SNARL! KILL BARD!

nah. :)


Human Witch 2 || HP 14/14 || AC 12 Touch 12, FF 10 || Fort +1, Ref +2, W +3 || Init +2, Per +6

Oh man. Now you've done it, Ko'ulu.


HP 27 || AC 15, T 13, FF 12 || F +4, R +4, W +8 || Init +7, Per +12

That's like calling him out...that won't end well. Bravo, sir!


Male Fisherman 4, Hp: 31/31, AC 17, T:12, FF:15, F+3, R+0, W+1

Ko'ulu is going to get whooped something fierce.

This is the first time that someone got whipped for not drinking, so I hadn't thought about it until right now. He really isn't into people forcing him to do things that don't make sense. Taking care of the boat is one thing, you gotta do that to keep from sinking and dying. So collectively its everyone's responsiblity. But forcing someone to drink? That didn't make any sense to Ko'ulu. He probably should have offered it to Plugg to drink rather than pouring it out, but I couldn't resist the imagery.


Male Gnome Rogue-4 (Saves-F+2,R+8,W+1; Perception +9(10 vs traps);HP 21/27)

Xanxan will treasure that image for the rest of his life!

Of course, he's worried Ko'Ulu's own life is now of somewhat more limited duration


Male Gnome Rogue-4 (Saves-F+2,R+8,W+1; Perception +9(10 vs traps);HP 21/27)

And our DM will have lots of fun things to ponder when he gets back.


Male Human Sea Singer 1

I'm not sure this has any chance of success. Mechanically, I might have rolled just high enough to push the dwarf 5 feet. Who knows?

I hate being heroic. It usually makes me much less alive.


Male Human Freebooter 3 / Pirate 1 [HP 37/37 || AC 17, T 12, FF 14 || F +4, R +7, W +2]

Just to clarify, since this is the first combat with scattered initiative. I hold off my post until after the dwarf, since he goes before me, correct?

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