Diamondust's Skulls and Shackles

Game Master Diamondust

Having escaped Bonewrack Isle, the crew of the Man's Promise look to become anonymous before they can build their fame.
Rickety's Squibs


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At the top of the page in the campaign description I have added the jobs that you might be doing. You can roll for them each day, I won't be assigning them to you myself. I hope we don't get bogged down in the boring 'slavework' while you work up to being able to get your own ship.


Learning about the crew is easy enough and I am not requiring any diplomacy. Some basic information about each of the crew members is in the campaign tab along with their job and attitude towards you.

You may use 1 diplomacy or intimidate check each day to try and change someone's attitude and attempt to gain friends or influence among them. Intimidate will not gain friends just so you are aware but it can gain short or long term compliance if kept up.

You barely ever interact with many of the officers and changing their attitudes towards you is nigh impossible, except for Scourge, Plugg, Fishguts and Grok.


Diamondust wrote:
You may use 1 diplomacy or intimidate check each day to try and change someone's attitude and attempt to gain friends or influence among them. Intimidate will not gain friends just so you are aware but it can gain short or long term compliance if kept up.

is that I diplomacy check on each person you meet ;)


Female Undine
Quick Stats:
Init +4, HP 16/16, Senses darkvision 60 ft ; Per +6,AC 16, T13, FF14, BA+1; CMB+2; CMD 14,F+1, Ref+6, Will+5, +4 vs. Bardic Performance, sonic, and language-dependent effects, Resistances cold 5
Bard (Watersinger) 2
Quick Skills:
Acrobatics 6, Bluff 7, Bluff (Act) 7, Climb 7, Diplomacy 10, Disguise (Act) 7, Arcana 8, Geography 7, History 7, Perception 6, Act 7, Dance 8, Oratory 7, Sing 7, Sailor 5, Spellcraft 6, Swim 15

Ah rum biscuits! I forgot to count the +1 to charisma based checks for having a moderate scar! Plus I forgot to mention she had a scar!


I think you know what I meant from the winky face.

How do you get a +1 for having a scar?


Female Undine
Quick Stats:
Init +4, HP 16/16, Senses darkvision 60 ft ; Per +6,AC 16, T13, FF14, BA+1; CMB+2; CMD 14,F+1, Ref+6, Will+5, +4 vs. Bardic Performance, sonic, and language-dependent effects, Resistances cold 5
Bard (Watersinger) 2
Quick Skills:
Acrobatics 6, Bluff 7, Bluff (Act) 7, Climb 7, Diplomacy 10, Disguise (Act) 7, Arcana 8, Geography 7, History 7, Perception 6, Act 7, Dance 8, Oratory 7, Sing 7, Sailor 5, Spellcraft 6, Swim 15

It says so in the Skulls and Shackles player's guide. Page 4 I believe.

It's an optional rule but if you prefer we don't use it that's okay.


No that's fine. As long as there's a story behind it and not just trying to get another +1.


1 person marked this as a favorite.
Female Undine
Quick Stats:
Init +4, HP 16/16, Senses darkvision 60 ft ; Per +6,AC 16, T13, FF14, BA+1; CMB+2; CMD 14,F+1, Ref+6, Will+5, +4 vs. Bardic Performance, sonic, and language-dependent effects, Resistances cold 5
Bard (Watersinger) 2
Quick Skills:
Acrobatics 6, Bluff 7, Bluff (Act) 7, Climb 7, Diplomacy 10, Disguise (Act) 7, Arcana 8, Geography 7, History 7, Perception 6, Act 7, Dance 8, Oratory 7, Sing 7, Sailor 5, Spellcraft 6, Swim 15
Diamondust wrote:
No that's fine. As long as there's a story behind it and not just trying to get another +1.

Cool. I just got power back up so hopefully my wifi won't be that slow.


Hey guys I'm away from home for work for a couple days so i won't be able to post until wednesday.


And I'm back. Let's get this ship asailin'.


Female Undine
Quick Stats:
Init +4, HP 16/16, Senses darkvision 60 ft ; Per +6,AC 16, T13, FF14, BA+1; CMB+2; CMD 14,F+1, Ref+6, Will+5, +4 vs. Bardic Performance, sonic, and language-dependent effects, Resistances cold 5
Bard (Watersinger) 2
Quick Skills:
Acrobatics 6, Bluff 7, Bluff (Act) 7, Climb 7, Diplomacy 10, Disguise (Act) 7, Arcana 8, Geography 7, History 7, Perception 6, Act 7, Dance 8, Oratory 7, Sing 7, Sailor 5, Spellcraft 6, Swim 15

I'm surprised that diplomacy, intimidation, and bluff didn't make these guys leave us alone.


Human Alchemist(Vivisectionist) 4/Trickster 1 | HP 48/48 | AC19 T16 FF14 CMD19 | F+7 R+9 W+1 (+2 vs. poison) | Perception +8 | Init +9 | MP 5/5

I guess they really, really wanted a fight


or their more afraid of Plugg than us... or it was written like that ;)


Human Alchemist(Vivisectionist) 4/Trickster 1 | HP 48/48 | AC19 T16 FF14 CMD19 | F+7 R+9 W+1 (+2 vs. poison) | Perception +8 | Init +9 | MP 5/5

Oh, they'll be properly educated on whom to fear soon enough. >;)


1 person marked this as a favorite.
Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

They wanted to fight.

We bluffed, intimidated and tried diplomacy. Sometimes that works against groups. We also called them ladies, implied they were unthinking lackeys so we might have asked for it despite our success. LOL.


They definitely do not fear the new recruits yet.

Jerieth I think you need water in the room with you. And I think you need to be able to see water to move it. So water from outside the boat doesn't seem a good idea.


Female Undine
Quick Stats:
Init +4, HP 16/16, Senses darkvision 60 ft ; Per +6,AC 16, T13, FF14, BA+1; CMB+2; CMD 14,F+1, Ref+6, Will+5, +4 vs. Bardic Performance, sonic, and language-dependent effects, Resistances cold 5
Bard (Watersinger) 2
Quick Skills:
Acrobatics 6, Bluff 7, Bluff (Act) 7, Climb 7, Diplomacy 10, Disguise (Act) 7, Arcana 8, Geography 7, History 7, Perception 6, Act 7, Dance 8, Oratory 7, Sing 7, Sailor 5, Spellcraft 6, Swim 15

Hmm...Doesn't say that she has to see the water. It just says water 30 feet from the watersinger. I'm trying to check the rules but that's all I've found.

Also I thought I had the sleep spell not the ear piercing scream. Must have picked the wrong spell. Oh well. My goof.


Maybe you don't. Ok I'll allow it. Everyone on deck will see the water being pulled up and below of course. Just describe for me again where you're putting it and what you're doing in round 2.


Female Undine
Quick Stats:
Init +4, HP 16/16, Senses darkvision 60 ft ; Per +6,AC 16, T13, FF14, BA+1; CMB+2; CMD 14,F+1, Ref+6, Will+5, +4 vs. Bardic Performance, sonic, and language-dependent effects, Resistances cold 5
Bard (Watersinger) 2
Quick Skills:
Acrobatics 6, Bluff 7, Bluff (Act) 7, Climb 7, Diplomacy 10, Disguise (Act) 7, Arcana 8, Geography 7, History 7, Perception 6, Act 7, Dance 8, Oratory 7, Sing 7, Sailor 5, Spellcraft 6, Swim 15
Diamondust wrote:
Maybe you don't. Ok I'll allow it. Everyone on deck will see the water being pulled up and below of course. Just describe for me again where you're putting it and what you're doing in round 2.

Okay that works for me.

Jerieth is basically putting up a barrier that snakes between everyone but mainly allows the PCs to get to the stairs without having to worry about being blocked by our new buddies. However, Jerieth has to keep performing otherwise her watersong ability immediately ends.

So she'll being maintaining the watersong during round 2.


Haha that was unexpected. I'm filing away one 'night of passion with a half-orc' for Sejanus' future.


Male Human Kineticist (Fire) 3 -- HP 42 : AC 16 CMD 14 TAC 13 FAC 14 : kinetic blast +6 (touch), 2d6+2 : F+9 R+6 W+5 : INIT+8 Perc+8 CMB+2

I actually posted it as a lark, but I am liking it the more i think about it. Very yin-yang. I think I will continue to woo her.

She will be mine. Oh, yes, she will be mine.


Male Spells 1-3/5 2-3/4 Human Cleric 4/M1 HP:44/44|AC:20|T:12|FF:17|CMB+5|CMD:16|Fort:+6|Ref:+2|Will:+8|Init:+1|Perc: +10 Channel Energy 0/5 Str surge 7/7 Agile feet 7/7 Mythic Power: 4

Lol


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

Just leaving this here


Male Human Kineticist (Fire) 3 -- HP 42 : AC 16 CMD 14 TAC 13 FAC 14 : kinetic blast +6 (touch), 2d6+2 : F+9 R+6 W+5 : INIT+8 Perc+8 CMB+2
Reinald Malcoms wrote:
Just leaving this here

"Hawt."

- Sejanus


Yep that is Cut-Throat Grok.


so should she dye her hair red?


Female Undine
Quick Stats:
Init +4, HP 16/16, Senses darkvision 60 ft ; Per +6,AC 16, T13, FF14, BA+1; CMB+2; CMD 14,F+1, Ref+6, Will+5, +4 vs. Bardic Performance, sonic, and language-dependent effects, Resistances cold 5
Bard (Watersinger) 2
Quick Skills:
Acrobatics 6, Bluff 7, Bluff (Act) 7, Climb 7, Diplomacy 10, Disguise (Act) 7, Arcana 8, Geography 7, History 7, Perception 6, Act 7, Dance 8, Oratory 7, Sing 7, Sailor 5, Spellcraft 6, Swim 15

Sorry to be the bearer of bad news everyone, but my iPhone is acting up, so I'm trying to get it fixed (could be a software issue, or worse the battery is messed up). This will impact my posting rate some, but I'll still try and post as often as I can from my laptop before work.

So, keep y'all's fingers crossed. And I apologize about this. I'm concerned that my phone got messed up during the hurricane when I had numerous power surges prior to losing power when Matthews came through.

Okay....

Crisis averted! After looking online, I found that sometimes if you let your iPhone's battery drain to 0% (which you're supposed to do occasionally), the battery may not have enough juice to charge back up. According to what I found online, simply using a blow dryer to warm the phone up enough for say 5-10 minutes and then immediately plug your iphone into a charger, the iPhone starts right back up. Phew! Glad that's over.


hey Diamondust, I figured I would move this over here. What is the proper Etiquette for weapons on the ship? Some of use have got our gear back, so are we allowed to carry everything, swords axes etc. or should it just be knives, or should it be nothing. I know I said Kunala had a couple hidden, I assumed that's what we should do. And apparently Jack had a dagger. So how armed should we be just hanging out on deck?


The crew doesn't usually work armed. They might only have a dagger or club(perhaps a cutlass) on them or nearby so carrying one weapon is normal. They also have only cloth or maybe leather armour too.

Officers are more well armed most of the time as they aren't doing so much menial work.
Scourge has a handaxe and a whip. Grok has her greataxe and some throwing knives. Plugg has a cutlass and the cat-o-nine. The captain a cutlass.

I'm not going to make it affect your work so wear as many weapons as you want. If Grok saw fit to give you back your possessions no one will really challenge it.


hey Diamondust, is there someplace that we could put the names of the crew whose attitudes we have changed and what we have changed them too?


Check the campaign tab


thanks, I didn't know if Kunala had affected Jack, he's indifferent now, don't know what he started at,


Male Spells 1-3/5 2-3/4 Human Cleric 4/M1 HP:44/44|AC:20|T:12|FF:17|CMB+5|CMD:16|Fort:+6|Ref:+2|Will:+8|Init:+1|Perc: +10 Channel Energy 0/5 Str surge 7/7 Agile feet 7/7 Mythic Power: 4

Sorry all.. I haven't seen any posts after my own (last tuesday) until now.. so none of the 10 plus posts... were showing to me in this game at all until just now.. and that was only with a notifier that there was one extra post in gameplay..


Female Undine
Quick Stats:
Init +4, HP 16/16, Senses darkvision 60 ft ; Per +6,AC 16, T13, FF14, BA+1; CMB+2; CMD 14,F+1, Ref+6, Will+5, +4 vs. Bardic Performance, sonic, and language-dependent effects, Resistances cold 5
Bard (Watersinger) 2
Quick Skills:
Acrobatics 6, Bluff 7, Bluff (Act) 7, Climb 7, Diplomacy 10, Disguise (Act) 7, Arcana 8, Geography 7, History 7, Perception 6, Act 7, Dance 8, Oratory 7, Sing 7, Sailor 5, Spellcraft 6, Swim 15

Ouch. The message boards must be acting up again. :(

Also seems we best continue making some more friends.


Hoorah! Your first fight as a team and you won. Bad luck to Jerieth for contracting Filth Fever though. Onset: 1d3 ⇒ 2 days. Fort DC is 11.


Female Undine
Quick Stats:
Init +4, HP 16/16, Senses darkvision 60 ft ; Per +6,AC 16, T13, FF14, BA+1; CMB+2; CMD 14,F+1, Ref+6, Will+5, +4 vs. Bardic Performance, sonic, and language-dependent effects, Resistances cold 5
Bard (Watersinger) 2
Quick Skills:
Acrobatics 6, Bluff 7, Bluff (Act) 7, Climb 7, Diplomacy 10, Disguise (Act) 7, Arcana 8, Geography 7, History 7, Perception 6, Act 7, Dance 8, Oratory 7, Sing 7, Sailor 5, Spellcraft 6, Swim 15

Yeah it is unfortunate, but two days isn't that bad I guess. I can reroll again the next day right?


1 person marked this as a favorite.
Male Human Kineticist (Fire) 3 -- HP 42 : AC 16 CMD 14 TAC 13 FAC 14 : kinetic blast +6 (touch), 2d6+2 : F+9 R+6 W+5 : INIT+8 Perc+8 CMB+2

I'm pretty sure this isn't the first time Jerieth has contracted something, amirite?


In two days you roll and every day after that until you make 2 saves in a row. If someone can do a heal check on you you add +4 to your roll.


Female Undine
Quick Stats:
Init +4, HP 16/16, Senses darkvision 60 ft ; Per +6,AC 16, T13, FF14, BA+1; CMB+2; CMD 14,F+1, Ref+6, Will+5, +4 vs. Bardic Performance, sonic, and language-dependent effects, Resistances cold 5
Bard (Watersinger) 2
Quick Skills:
Acrobatics 6, Bluff 7, Bluff (Act) 7, Climb 7, Diplomacy 10, Disguise (Act) 7, Arcana 8, Geography 7, History 7, Perception 6, Act 7, Dance 8, Oratory 7, Sing 7, Sailor 5, Spellcraft 6, Swim 15

Okay cool. Btw I'm at work but did I need to roll for a job like Jord?

Also too bad we don't have any way to restore the ability damage I'll get from the disease. Well at least it doesn't hurt my strength ability since I'm a rigger and all.


If you didn't earlier before being sent to hunt the monsters in the bilges then yes roll for a job.

If you make both disease saves you won't take any dmg.


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hey Diamondust, Kunala attempted a diplomacy check with jack 'scrimshaw' for influence attitude, after Jack got bit. did it count or should Kunala try it again after they are done working, either way trying to influence Jack will be Kunala's "once a day" for today.


Female Undine
Quick Stats:
Init +4, HP 16/16, Senses darkvision 60 ft ; Per +6,AC 16, T13, FF14, BA+1; CMB+2; CMD 14,F+1, Ref+6, Will+5, +4 vs. Bardic Performance, sonic, and language-dependent effects, Resistances cold 5
Bard (Watersinger) 2
Quick Skills:
Acrobatics 6, Bluff 7, Bluff (Act) 7, Climb 7, Diplomacy 10, Disguise (Act) 7, Arcana 8, Geography 7, History 7, Perception 6, Act 7, Dance 8, Oratory 7, Sing 7, Sailor 5, Spellcraft 6, Swim 15
Kunala wrote:
hey Diamondust, Kunala attempted a diplomacy check with jack 'scrimshaw' for influence attitude, after Jack got bit. did it count or should Kunala try it again after they are done working, either way trying to influence Jack will be Kunala's "once a day" for today.

I was going to ask the same thing about Rosie. I got her fiddle back for her so you would think that would make her at least friendly with us right?


I didn't forget Jack but I did forget Rosie. Both of them are friendly now.


Human Alchemist(Vivisectionist) 4/Trickster 1 | HP 48/48 | AC19 T16 FF14 CMD19 | F+7 R+9 W+1 (+2 vs. poison) | Perception +8 | Init +9 | MP 5/5

One detail I'm confused about. I was under the impression that Dr Genade had Jack Scrimshaw's knife. It's what I was using in the bilge rat fight, as I haven't gotten my gear back yet.

It's a small detail, but I'm just not certain whether I have a weapon now.


Dr. Genade wrote:

One detail I'm confused about. I was under the impression that Dr Genade had Jack Scrimshaw's knife. It's what I was using in the bilge rat fight, as I haven't gotten my gear back yet.

It's a small detail, but I'm just not certain whether I have a weapon now.

Oops! Totally my fault Dr. Genade! When Sejanus gave Reinald a knife I mistook him for you and thought it was Jacks knife. lets assume I got the one I gave Reinald back and gave it to you and gave the right one to Jack....


Human Alchemist(Vivisectionist) 4/Trickster 1 | HP 48/48 | AC19 T16 FF14 CMD19 | F+7 R+9 W+1 (+2 vs. poison) | Perception +8 | Init +9 | MP 5/5

That works.


Ok so just to clarify. You are allowed to either roll Diplomacy OR aid someone else once each day. So if you are intent on beating a difficult diplomacy check for someone(the worse the attitude the higher the DC) you are allowed to work together but for that day that person is the one you all focus you diplomacy-fu on.

Also I'm not a GM that will penalise you for not being creative if you're not sure what you might say to influence a person but I sometimes will give circumstantial bonuses (+2 usually) if you do say something particularly effective to that person, such as the joke Jord told which worked rather well.


Female Undine
Quick Stats:
Init +4, HP 16/16, Senses darkvision 60 ft ; Per +6,AC 16, T13, FF14, BA+1; CMB+2; CMD 14,F+1, Ref+6, Will+5, +4 vs. Bardic Performance, sonic, and language-dependent effects, Resistances cold 5
Bard (Watersinger) 2
Quick Skills:
Acrobatics 6, Bluff 7, Bluff (Act) 7, Climb 7, Diplomacy 10, Disguise (Act) 7, Arcana 8, Geography 7, History 7, Perception 6, Act 7, Dance 8, Oratory 7, Sing 7, Sailor 5, Spellcraft 6, Swim 15

Okay that makes sense.

So how does romancing work then? Is it still just a charisma roll then? I ask as I don't want to step on your toes and break any rules gm.


Diamondust wrote:

Ok so just to clarify. You are allowed to either roll Diplomacy OR aid someone else once each day. So if you are intent on beating a difficult diplomacy check for someone(the worse the attitude the higher the DC) you are allowed to work together but for that day that person is the one you all focus you diplomacy-fu on.

Also I'm not a GM that will penalise you for not being creative if you're not sure what you might say to influence a person but I sometimes will give circumstantial bonuses (+2 usually) if you do say something particularly effective to that person, such as the joke Jord told which worked rather well.

cool, I didn't figure the aid would count but it was fun to try, on a separate note I am going out of town for the weekend to a wedding, I will take the computer and plan on posting, but it may be a little thin, so I figured a heads up would be appropriate.


For the diplomacy question please redo your interactions that got cancelled from my small retcon of when the storm came. If you have a roll there that you made link the post you made it in.

Also you can bring attitudes from friendly to helpful. The whole attitudes system is based off the basic diplomacy levels. I forgot to mention that bluff(pretending to be nice) and intimidate(be my friend or else) also work as attitude modifiers.

Helpful NPC's come with the bonus of being able to give aid while working together, influencing others, lending items or doing other things the diplomacy skill says a helpful character might do.

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