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Devil-spawn and Demon-taint: A Fiendish Take on Skull & Shackles (Inactive)

Game Master Mark Sweetman

Press-ganged to serve aboard the Wormwood, the crew with the outsider's touch must struggle to stay alive long enough to sate their desire for revenge...


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HP 31/31, AC 16, CMD 12, Fort +3, Ref +2, Will +6 Channel 6/6, Death Kiss 5/5 , Web 1/1, Coat 1/1

As a note, even though I came up with the name John Rhasp for him as part of the character pitch, he doesn't actually know what his name is.

It's pretty much up to the rest of you to dub him something. :)


Primordial Ooze

Well Plugg likely has a performance to use as inspiration now ;)

Count yourself lucky - the AP actually calls for you to climb up to the crow's nest... 60ft up. My ranger made it to 40ft before tumbling...


Primordial Ooze

Right - Jobs and Daytime Actions. Each day Plugg, Scourge and Kroop will be assigning jobs to each able sailor to contribute to the working of the ship. Those jobs are described below in the spoilers. Essentially it boils down into one or two skill checks that you cannot take 10 on. The only skills that I'll initially allow take 10s on are the Climb checks for the Rigger to get to height. Everything else must be rolled, and failed jobs carry consequences.

Rigger Jobs:
Rigging Repair: The ship’s rigging frequently gets damaged and must be repaired, requiring DC 10 Climb checks to reach the rigging 30 feet up, followed by a DC 10 Profession (sailor) or Dexterity check.
Line Work: Hard work hoisting and lowering sails, requiring a DC 10 Profession (sailor) or Dexterity check. You must also make a DC 10 Constitution check to avoid being fatigued at the end of the shift.
Upper Rigging Work: Work in the upper rigging, 50 feet up, requiring DC 10 Climb checks, followed by a DC 10 Profession (sailor) or Dexterity check.
Rope Work: Handling the ship’s ropes, including coiling them, stowing them, and securing them to cleats and single and double bollards, requiring a DC 10 Profession (sailor) or Dexterity check.
Lookout: A climb to the crow’s nest 60 feet up, requiring DC 10 Climb checks followed by a DC 10 Perception check.
Mainsail Duties: Tough work raising and lowering the mainsail, requiring a DC 10 Profession (sailor) or Strength check. You must also make a DC 10 Constitution check to avoid being fatigued at the end of the shift.

Swab Jobs:
Man the Bilges: Vile and sweaty work cleaning out the bilges, requiring a DC 12 Strength check. You must also make a DC 10 Constitution check to
avoid being fatigued at the end of the shift.
Rat Catcher: Catching rats and other vermin below decks, requiring either a DC 10 Stealth check, Survival check, or Dexterity check to catch and kill enough rats, cockroaches, and beetles for a good day’s work.
Swab the Decks: Backbreaking work mopping the decks and scrubbing them with sandstone blocks called holystones, requiring a DC 10 Strength or Constitution check. Failing the check results in the PC being fatigued at the end of the shift.
Hauling Rope and Knot Work: Tying and untying knots in the ship’s ropes and moving heavy coils of rope from one part of the ship to another, requiring a DC 10 Profession (sailor) or Strength check. You must also make a DC 10 Constitution check to avoid being fatigued at the end of the shift.
Runner: Passing messages to the crew and officers of the Wormwood in all parts of the ship, requiring a DC 10 Acrobatics check and DC 10 Constitution check. Failing the Constitution check results in you being fatigued at the end of the shift.
Repairs: Things constantly tear or break aboard the ship and need repairs, whether sewing sails or splicing rope all day, requiring a DC 10 Profession (sailor) or Dexterity check.

Cook’s Mate Jobs:
Cooking: Assist Kroop in preparing the day’s meal. If Kroop is sober, no check is required. If Kroop is drunk, this requires a DC 10 Profession (cook) or Intelligence check.
Fishing: Catching tonight’s supper using the ship’s nets. A DC 10 Profession (fisherman) or Survival check provides enough fish.
Turtle Hunting: Hunting leatherback sea turtles with harpoons, treble hooks, and nets. A DC 10 Profession (fisherman) or Survival check provides enough food.
Bull Session: Drinking with Kroop and listening to his stories. You must drink an additional rum ration, but are also able to take an additional ship action during the day.
Special Occasion: Captain Harrigan is celebrating something today, and wants one of the ship’s pigs butchered and cooked for dinner. You must make a DC 10 Profession (cook) or Survival check to slaughter the animal, then help Kroop to clean, cut, and prepare the carcass. If Kroop is sober, no additional check is required. If Kroop is drunk, this requires a DC 15 Profession (cook) or Intelligence check.

In addition to the jobs, the AP allows for an abstraction of what you attempt to achieve during the day - a Daytime Action (see below). For day 1, you can attempt Work Diligently, Socialize, Sneak or Shirk. (Influence and Shop will be available as of tomorrow)

I'll have a list of areas of the ship to search later tonight when I upload the deck plans. Similarly I'll update this information into the Campaign info tab and give you a crew list immediately after I post this.

Daytime Ship Actions:
Work Diligently: Gain a +4 bonus on any one check for a job’s daily task.
Socialize: make a job check with no penalty, and learn more about 1-2 pirates.
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 (you 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. You can take 10 on a single Perception check or other skill check, but must make a check to avoid being discovered.

Any questions, please ask away.


Primordial Ooze

In case it wasn't clear - today:
Nachni - Line Work
Joneth - Mainsail Duties
Cedrick - Repairs
Fish - Ratcatcher
Obisyth - Swab the Decks

John will find out when he wakes up the cook :P

Taldor

M Tiefling (Pit) Barb 5 HP:67/67, - AC: 18/T:12/FF:16 - Perception: +8(+10)(Dark Vision) F: +6/R: +3/W: +2 - CMB: +7 - CMD: 19, Speed: 40ft, Init: +4

Ok heading out, back in a couple of days!


Primordial Ooze

Roger that - you'll have some choice bits of information to pass on to your crewmates when you get back ;)


Primordial Ooze

Fish - the Fickle spoiler is just the name I use to hide random rolls.


Stats:
AC 16/12/14 HP 13/21 F+1 R+8 W+3 Init +4 Per+4

In my spoiler, but should have asked here. For socialize, do we roll or does it just happen?


Primordial Ooze

Socializing does not require a roll. It just reflects the information you'd glean through normal conversation.


Female Tiefling Witch 4, HP 26/26, AC 13/T13/FF10, F/R/W +2/+4/+3, Per -1

Ah, thanks.


Female Tiefling Witch 4, HP 26/26, AC 13/T13/FF10, F/R/W +2/+4/+3, Per -1

How much do we learn about the people we are working with?


Primordial Ooze

You'll find out tomorrow when I've time for a detailed post - but a reasonable amount. Likes, dislikes, friends, enemies, etc - essentially giving you a leg up on potentially influencing them later to be friendly to your group rather than the others.


Primordial Ooze

Behold the Wormwood in all it's Glory

I've put it on the campaign info as well, but that is the general overlay of where you can actually freely go on the Wormwood. I've named a few of the less evident areas for your convenience as well.

The places overlaid with grey boxes are either sealed cabins or compartments that you don't get a good look in.

Let me know if any part of the map isn't clear, or there are OOC questions you have on it.


Primordial Ooze

Oh - and for combats I'll be putting up separate focused maps with squares and portraits in proper perspective, etc.


Back... in the hurt locker tonight, but should be ok tomorrow :P


Stats:
AC 16/12/14 HP 13/21 F+1 R+8 W+3 Init +4 Per+4

Hey, popping in for a Last Call for Midgard Tales. Our GM and I are both patrons already. Maybe some of the rest of you are too, but if not, check it out. The Kickstarter is still open for about 7 more hours. At this point, the amount of content is amazing and if we can get another $479 in the remaining hours, we get even more - Christina Stiles's Freeing Nethus becomes its own 64-page standalone softcover book making room in the hardcover for two more adventures. You're already looking at nearly 200 pages of content, plus battlemats, extra art, and a standalone adventure written by Wolfgang Baur.


Primordial Ooze

First few days aboard will be slow, as we all settle in to the roles and whatnot - but hopefully people are finding it enjoyable thus far. I think if we ease through the early time and give the fellow crew some time to germinate into personalities and such it should make the middle days easier to RP through.

As always - any questions or clarifications on how things work given that there is a bit of departure from RAW to suit the 'ships actions' aspect, you're always free to ask away in the OOC.


So far so good, getting a mind for Cedrick and his tactical approach...


Stats:
AC 16/12/14 HP 13/21 F+1 R+8 W+3 Init +4 Per+4

I'm enjoying it quite a bit too. Fun getting a feel for the character.


Primordial Ooze

Just had a first read through of part 2 - and it looks good! Will be some fun RP and combat moments.


HP 31/31, AC 16, CMD 12, Fort +3, Ref +2, Will +6 Channel 6/6, Death Kiss 5/5 , Web 1/1, Coat 1/1

Just chiming in on the question of gambling. I'm fine if other players want to run it. Myself, I'd prefer to handwave it. My character loves the game. Myself, I'm more interested in the story.


I don't mind, so long as it is quick.

It's the same problem with 'Stealth' based characters, waiting on one person to resiolve several turns can take days - I'm more a fan of them posting up a few relevant rolls and seeing the thing abstracted.

Maybe each 'Gamble session' could be covered by:

Profession (Gambler)
Sense Motive
Sleight of Hand (if you want to try cheat)
Perception

Throw up four rolls and maybe a 'lucky number' opr something. I found with Second Darkness it was soooooo sloooooow.


Primordial Ooze

Oh don't worry - regardless it's not going to play out in real time with the others standing around watching - if anything it would be in the background while plot marches on.

Just working myself up to writing a decent IC post now ;)


Thats ok, be prepared for a rapid reply... supposed to be studying, cant make myself do it :p


Primordial Ooze

Abstract Liar's Dice Rules:

Profession (Gambler) as a direct roll off, however you can improve your roll further through Bluff and Sense Motive 'aid anothers'. So make a DC 10 Bluff or Sense Motive, and you get a +2 on the Profession (Gambler) roll).

Stake is 1gp and winner takes all.

Nachni - want to gamble in detail? - or abstract it?


Yay a fight!


Primordial Ooze

Cue the Rocky music.

Just a reminder - it is not an offence to carry weapons (you seen other swabbies with them), but it is an offence to use them to murder/death/kill your fellow pirates.

Just something to keep in mind.


Primordial Ooze

Shifty - just slapped head and realised you've got a custom picture for Cedrick - so I've gone and ripped that and updated the icon on my map to suit - will be live as of next round.

Taldor

M Tiefling (Pit) Barb 5 HP:67/67, - AC: 18/T:12/FF:16 - Perception: +8(+10)(Dark Vision) F: +6/R: +3/W: +2 - CMB: +7 - CMD: 19, Speed: 40ft, Init: +4

Ahhh cool ty :)


Primordial Ooze

As a general combat note - I'm fine with people posting out of order for combats. I'll collate in chunks when able and give people the option to re-direct actions, etc if things change.


Ta, I tend to throw things up out of order if I am about to head to bed (like last night) so I dont hold the game up for 9 hours :P If things change they change, but theres nothing worse than waiting ages for one person to roll two dice... my opinion.


Stats:
AC 16/12/14 HP 13/21 F+1 R+8 W+3 Init +4 Per+4

Sorry for disappearing, I'm back and catching up...


Female Tiefling - Oni Spawn Druid(aquatic)/4 - HP 35/35; AC17/19 w/shield, FF15, T12; F+6,R+3,W+8; Per+11; Init+3

Could be worse, I am almost finished catching up. Had over 500 unread posts at one point, and that was in less than a week.


Stats:
AC 16/12/14 HP 13/21 F+1 R+8 W+3 Init +4 Per+4

That is a scary number of posts to catch up on :)


HP 31/31, AC 16, CMD 12, Fort +3, Ref +2, Will +6 Channel 6/6, Death Kiss 5/5 , Web 1/1, Coat 1/1

Interesting rules hickup I just thought of.

If you're armed you threaten squares, so someone swinging at you with their fists would provoke AoOs, but the AoO you take can be any attack action, including taking your own unarmed strike.

That means, when brawling, the best thing you can do is be armed, even if you don't use the weapon.

I think I'm investing in a cestus...


Primordial Ooze

Yep - definitely pays to bring a weapon to a fist-fight.


Female Tiefling - Oni Spawn Druid(aquatic)/4 - HP 35/35; AC17/19 w/shield, FF15, T12; F+6,R+3,W+8; Per+11; Init+3

The nice thing as a druid is I fight with a club, fortunately, there are a lot of clubs - aka pins, etc - on a ship.


Primordial Ooze

I haven't gone into detail, as no-one has asked yet, but there are mundane supplies on board as you would find on any typical age of sail sailing ship. The generic list is:

  • barrels
  • baskets
  • blocks and tackle
  • candles
  • canvas
  • grappling hooks
  • hemp rope (any length up to 200 feet)
  • lanterns
  • leather drinking vessels and waterskins
  • sacks
  • simple tools or hardware (especially carpentry tools such as hammers and nails)

...but I'm open to reasonable creativity beyond that. These items are the sort that you'd be able to collect discretely without really drawing too much attention.

Taldor

M Tiefling (Pit) Barb 5 HP:67/67, - AC: 18/T:12/FF:16 - Perception: +8(+10)(Dark Vision) F: +6/R: +3/W: +2 - CMB: +7 - CMD: 19, Speed: 40ft, Init: +4

Thanks for pre-empting that. At this point I had figured the first day or two would be best if Cedrick mainatained few/no possessions, as things might be 'taken the wrong way', however he will probably start building a kitbag soon...

Being a freshly minted Pirate he'd be ok carting a weapon around, just wasn't sure how theyd take to a freshly press-ganged member doing it. Figure that the little brawl we just had was them testing our mettle and seeing what sort of Pirates we might make; whether they might like the cut of our jib or not as it were. One has to have a hazing/testing eh?


Primordial Ooze

You can carry weapons, just as long as you don't use them on your fellow pirates.

Keep that sunny disposition in mind Cedrick... we'll see how long it lasts :P


DM - Voice of the Voiceless wrote:


Keep that sunny disposition in mind Cedrick... we'll see how long it lasts :P

An astute fellow would not that the great Al Searengen in Deadwood quite often had a 'sunny disposition'... look like a fluffy bunny, think like a rattlesnake.


HP 31/31, AC 16, CMD 12, Fort +3, Ref +2, Will +6 Channel 6/6, Death Kiss 5/5 , Web 1/1, Coat 1/1

Best character in that whole show, which is saying something.


Primordial Ooze

"Swedgen"


HP 31/31, AC 16, CMD 12, Fort +3, Ref +2, Will +6 Channel 6/6, Death Kiss 5/5 , Web 1/1, Coat 1/1

heh heh. creepy asian dude.


"Not Woo, WHO!?"

Well just note that both Deadwood and Hornblower are two of my fave shows, and that Al and Horatio might have had a bastard lovechild named Cedrick.


HP 31/31, AC 16, CMD 12, Fort +3, Ref +2, Will +6 Channel 6/6, Death Kiss 5/5 , Web 1/1, Coat 1/1

That's just terrifying.

Also, I think I hate you for that visual.


Primordial Ooze

Hopefully that adequately brought together the threads that were left. Job tasks and possible Daytime actions are in the Campaign Info as a reminder. You can take any Daytime action you like.

Fish is in trouble... but just how much remains to be seen for now...


Female Tiefling Witch 4, HP 26/26, AC 13/T13/FF10, F/R/W +2/+4/+3, Per -1

Now, just how can I kill five sailors and get away with it?


Female Tiefling - Oni Spawn Druid(aquatic)/4 - HP 35/35; AC17/19 w/shield, FF15, T12; F+6,R+3,W+8; Per+11; Init+3

Sleep + Coup de Gras


Primordial Ooze

Gah - just realised I had the mute talk... Jape is miraculously cured of his lack of speech *presto-posto*!

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