GM bloodred Skulls and Shackles

Game Master Alexander Sabadosa

Roll 20

for roll 20 if we end up using it, there are several hand outs to help with Ship jobs and Ship actions.


101 to 138 of 138 << first < prev | 1 | 2 | 3 | next > last >>

Male Samsaran Druid 1 HP:10 AC:12/12/10 Init:+2 Perc:+10 Fort+3,Ref+2,Will+7

Cooks a nice job, til you screw up and get everyone on the ship angry at you all at the same time. Then you get the worst jobs on the ship and not an ounce of pity from anyone.


Female Skinwalker (Seascarred) Hunter 1

Yeah, it's me whose missing. The reason is that I'm a bit confused where to post what since there is gameplay stuff in the discussion and discussion stuff in the gameplay and I'm not sure as to where to leave all the rolls and such.


Male Samsaran Druid 1 HP:10 AC:12/12/10 Init:+2 Perc:+10 Fort+3,Ref+2,Will+7

Well it got rolled into the Discussion due to me/tris and our nonsense but we are now unconscious in a box on the deck and Scourge has a knife in his leg.
It stands to reason that you ought to post in the game play as all the timelines are lining back up, who knows though. Certainly not me, as I'm in a box.


Fortunately even while sitting in a box nevandi can be right, you can post in either and i will accept it, however we will be moving back to the gameplay thread.


Male ru-shi Thassilonian gluttony specialist / cruoromancer 1 HP 8/8 {effects: none} | AC 11 (T11 FF10) | F+2 R+1 W+1 *| Init+1 | darkvision 60', low-light vision, perc -1

Ostarian will humbly accept the cook's job. He does have Profession (cook), although it's a Wisdom skill, so it's not that great.


Male ru-shi Thassilonian gluttony specialist / cruoromancer 1 HP 8/8 {effects: none} | AC 11 (T11 FF10) | F+2 R+1 W+1 *| Init+1 | darkvision 60', low-light vision, perc -1

I was able to fool Roll20 into thinking my phone was not a phone, but I don't have complete functionality. I can read the actions, more or less (it shows up under some icons in places) but I can't move around/resize the map area to see what/who is where.


Male ru-shi Thassilonian gluttony specialist / cruoromancer 1 HP 8/8 {effects: none} | AC 11 (T11 FF10) | F+2 R+1 W+1 *| Init+1 | darkvision 60', low-light vision, perc -1

What is the roll for the rum ration?


Shackles Rum Ration
Type ingested; Addiction minor, Fortitude DC 5
Price 2 sp
Effect variable; +1d4 alchemical bonus to Charisma and
fatigued for 1d8 hours
Damage 1d3 Con


obviously if you are given the rum ration you do not need to pay for it.


Male ru-shi Thassilonian gluttony specialist / cruoromancer 1 HP 8/8 {effects: none} | AC 11 (T11 FF10) | F+2 R+1 W+1 *| Init+1 | darkvision 60', low-light vision, perc -1

So I'd roll a DC 5 fortitude save or become addicted? Is there no save against the fatigue or Con damage?


Male Samsaran Druid 1 HP:10 AC:12/12/10 Init:+2 Perc:+10 Fort+3,Ref+2,Will+7

Drugs have no save for the damage in pathfinder, you only get to fort vs. addiction. Auto fatigue, auto con damage. But hey, you're pretty right?

I would also say that it makes absolutely no sense to play rum on a pirate ship as that painful of a thing. Taking 1d3 con damage each day and taking a full 8 hour rest(recover 1 ability damage) still means you will be losing 1 con per 2-3 days or so.
Which would mean the average pirate with 10-12 con would last at absolute best 1-2 months before keeling over dead. Almost always going to be less than that as getting even slightly unlucky on addiction checks or the con damage rolls mean you die.
I can understand living a fast life, but I'd really appreciate if we could negotiate to a slightly less deadly version of alcohol. I mean unless Scourge is spiking it with some Heroin/meth cocktail I can't see mundane rum being that stupidly dangerous to imbibe.


i agree, im thinking just a straight 1 con damage.


Checked Nevandi, and Triss Fort Saves vs the Hot Box. you both are okay the first two hours. Both of you awake after 1 Hour and are actually not to bad off for the 2nd Hour. Now are you casting anything or doing anything while in the Hot Box.

Also Rolls are on Roll20


Male Samsaran Druid 1 HP:10 AC:12/12/10 Init:+2 Perc:+10 Fort+3,Ref+2,Will+7

Repeated casting of Create water would turn the hot box into a warm-ish bath. We would be prune-y but unharmed.
After rendering the punishment we are being given moot Nevandi will likely dialogue with Triss. We can do it as spoiler boxes "Chattin' in the hotbox" or someting. Other option would be a PM/ chat chain between us and just sending you a copy afterword so you can know what your players are talking about.
Nevandi likely struggles to pull it off but failing a concentration check only matters if you have a limited number of uses of a spell. Good thing Create water is an orison.

I'm surprised that Scourge wouldn't have a job picked out for us when we exit the box, but lets see where fate lands me.
I mean unless by Job Roll you were saying "Roll your checks for workin' tha' bilges ya filthy swine!"
Job roll: 1d6 ⇒ 3
So if i'm a rigger, thats-
Upper rigging work
If i'm a Swab its-
Swab tha' decks!


HP 28/28, AC 16/13/13, F 2+. R 4+, W 4+, Init 3+, Perception 11+

GM I am going to be out of commission for a week it seems, the jackals of verizon struck again... Getting new internet connection, that is going to take at least a week unless I get real lucky... Bot me until then.


Im sorry Nevandi, i thought i had posted you and triss are swabs.
-
-
-
Now i need someone to keep track of who has had their attitude changed, if someone would please keep up with that it would be great.

People on the ship:

Crimson Cogward (N Medium humanoid (human)
Job:Swab
Initial Attitude: Unfriendly

Rosie Cusswell (CN Small humanoid (halfling)
Swab
Initial Attitude:Indifferent

Conchobhar Turlach Shortstone (N Small humanoid (gnome)
Job:Rigger
Initial Attitude: Unfriendly

Barefoot Samms Toppin (CG female human): a former fisherwoman from the Sodden Lands who never wears shoes;
job: rigger
initial attitude: indifferent

Giffer Tibbs (NG female gnome): a bedraggled gnome with one eye;
job: swab
initial attitude: indifferent

Jack Scrimshaw (N male human): a young lad talented at scrimshaw;
job: swab
initial attitude: indifferent

“Ratline” Rattsberger (N male half ling): a rat-faced half-ling with long arms and three missing fingers;
job: rigger
initial attitude: indifferent

Tilly Brackett (N female human): a tough joker who likes her rum;
job: swab
initial attitude: indifferent

“Badger” Medlar (N female half-elf ): an older woman who shaves her gray hair into stripes
job: swab
initial attitude: unfriendly

Shivikah (N female human): a very tall Mwangi exslaver;
job: swab
initial attitude: unfriendly

Aretta Bansion (NE female human): a bad tempered exharlot with big ears
job: swab
initial attitude: hostile

Fipps Chumlett (NE male human): a fat, pushy bully with a shaved head
job: swab
initial attitude: hostile

Jaundiced Jape (CE male half-orc): a humorless, greedy half-orc mute
job: swab
initial attitude: hostile

Maheem (LN male human): a big Rahadoumi with a permanent scowl;
job: rigger
initial attitude: hostile

Slippery Syl Lonegan (CE female human): an unhinged murderer who fled to sea to escape the gallows;
job: rigger
initial attitude: hostile

Ship Actions (Day):

Work Diligently
Gain a +4 bonus on any one check for a job’s daily task

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 (the PC 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 (area A9)

Shirk
Take a –2 penalty on all checks for a job’s daily task
and take time exploring one area of the ship. The PC can
take 10 on a single Perception check or other skill check, but
must make a check to avoid being discovered (see below).


Ship Actions (night):

Sleep
Go to bed early and sleep through the night (automatically recover from fatigue)

Gamble
Play or gamble on a game of chance or pirate entertainment (see page 67)

Entertain Make one Perform check to entertain the crew

Influence* Attempt to influence a single NPC

Sneak*
Take time exploring one area of the ship. The PC can take 20 on a single Perception check or other skill check, but must make a check to avoid being discovered (see below).

Steal*
Attempt to open a locked door or locker. The PC must make a check to avoid being discovered (see below)

Im Considering a nighttime rendezvous (your second nighttime action to need a stealth roll)


Job Actions, Cook's Mate:

Cook’s Mate Tasks

1 or 2 Cooking:
Assisting Ambrose 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.

3 Fishing:
Catching tonight’s supper using the ship’s
nets. A DC 10 Profession (fisherman) or Survival
check provides enough fish. A failed check results
in a day in the bilges as punishment the following
day (see the swab task Man the Bilges on page 23).

4 Turtle Hunting:
Hunting leatherback sea turtles
with harpoons, treble hooks, and nets. A DC 10
Profession (fisherman) or Survival check provides
enough food. A failed check results in a day in the
bilges as punishment the following day (see the
swab task Man the Bilges on page 23).

5 Bull Session:
Drinking with Ambrose Kroop and
listening to his stories. The cook’s mate must
drink an additional rum ration, but is able to take
an additional ship action during the day.

6 Special Occasion:
Captain Harrigan is celebrating
something today, and wants one of the ship’s
pigs butchered and cooked for dinner. The PC
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.


Rigger Jobs:

Rigger Tasks

1 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.

2 Line Work:
Hard work hoisting and lowering sails,
requiring a DC 10 Profession (sailor) or Dexterity
check. The PC must also make a DC 10 Constitution
check to avoid being fatigued at the end of the shift.

3 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.

4 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.

5 Lookout:
A climb to the crow’s nest 60 feet up,
requiring DC 10 Climb checks followed by a DC 10
Perception check.

6 Mainsail Duties:
Tough work raising and lowering
the mainsail, requiring a DC 10 Profession (sailor)
or Strength check. The PC must also make a DC 10
Constitution check to avoid being fatigued at the end
of the shift.


Swab Jobs:

Swab Tasks

1 Man the Bilges:
Vile and sweaty work cleaning out the
bilges (area A11), requiring a DC 12 Strength check.
The PC must also make a DC 10 Constitution check to
avoid being fatigued at the end of the shift.

2 Rat Catcher:
Catching rats and other vermin belowdecks,
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.

3 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 either check results in the
PC being fatigued at the end of the shift.

4 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. The PC
must also make a DC 10 Constitution check to avoid
being fatigued at the end of the shift.

5 Runner:
Passing messages to the crew and officers
of the Wormwood in all parts of the ship except
officers’ cabins (areas A4 and A5), requiring a DC 10
Acrobatics check and DC 10 Constitution check.
Failing the Constitution check results in the PC being
fatigued at the end of the shift. A PC with the Run feat
automatically succeeds at this task.

6 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.


Female Human Musket Master 1 Init +7; Hp:12/12; AC: 18; Touch: 15; FF: 13, Fort: 3; Ref: 7; Will: 3; CMB: +4; CMD: 19; Perception +8, Sense Motive +3

I'm still here of course. Been waiting ages for things to move along. I think it's because of the fight as the start which slowed things down so massively. Hopefully we can pick up some speed now.


Male Samsaran Druid 1 HP:10 AC:12/12/10 Init:+2 Perc:+10 Fort+3,Ref+2,Will+7

What with this being a group of pirates are there any chances of me improving someones opinion in general by showing off skill at being frightening? I figure most normal people wouldn't be impressed by such things but Pirates tend to like intimidating folk.


Male Samsaran Druid 1 HP:10 AC:12/12/10 Init:+2 Perc:+10 Fort+3,Ref+2,Will+7

Also is there anyway for me to take additional actions at a larger penalty?
As it stands Nevandi can complete rigger jobs 2,4,6 and swab jobs 2,4,6 without rolling a check. (excepting the constitution checks for mainsail/line work

I figure if Nevandi is mostly useless at diplomatic tasks he can at least succeed in doing more than his share of work.


I would be okay for you aiding another on their check. And or taking over for them if they want to rummage around a certain area of the ship.


Male Samsaran Druid 1 HP:10 AC:12/12/10 Init:+2 Perc:+10 Fort+3,Ref+2,Will+7

Alright, I was mostly asking relating to the NPC's around me as none of the party members seem to have really encountered one another after waking up on the ship with the exception of Sylvianna and Turin.
Though if any of you find the desire to step in Nevandi does seem to be hunting for information and failing spectacularly at diplomatic speech.

Is there anything to prevent me from preparing speak with animals each day and giving Garm a job or two as well? She doesn't have much else to do beyond sleep and unnerve scourge by making him watch his step around every rope.


Sounds good and the Npcs that you help will give your diplo +2 but you can only use it that day for that person. and once.

Also im probably not going to allow you to use the +20 on the Diplo Check. otherwise you could wait till night and just turn two people to your way of thinking pretty easily.

No problem for talking to snakes, but again having garm in a role that is visible is not a good idea, and she (garm) will need to make stealth checks for moving around anywhere on the top deck, or cargo hold. During the day he can move around the crew quarters without problem.


Male Samsaran Druid 1 HP:10 AC:12/12/10 Init:+2 Perc:+10 Fort+3,Ref+2,Will+7

Yep... definitely need to reevaluate my skill investments.
Meh, hopefully someone in the party is capable of speaking well.
Seems that the dice gods dont like me and being a L1 character it is in my nature to suck at what I do. I imagine I'll fix the problem later on.

As to Garm, I don't have any real intention of having her pop up on deck. I do like my companion alive and well rather than roasted and being fed to me. Though messing with Scourge is something I might have to try on days that it rains or vision is otherwise made more difficult.

Looks like of the jobs provided that Garm can do are (cook)fishing, (Cook)turtle hunting and (Swab)Rat catching. The rest of the jobs all seem to require interaction with other pirates or Limbs of some kind.
Working the bilges could be something she could help on with a bit of clever thinking. A pump just requires someone pulling up/down which a snake could likely help with. Don;t think she has any chance of being able to do it herself though.

I suppose she could steal things if I marked them somehow but it would be much easier if someone who was simply good at theft did it.
I suppose she could also move through port holes and enter places the rest of the party couldn't but I don't much fancy her chances of sneaking past the captain.

Can't think of much else clever that my snake can do right now on a ship mostly full of pirates that would like to kill her.


Female Human Musket Master 1 Init +7; Hp:12/12; AC: 18; Touch: 15; FF: 13, Fort: 3; Ref: 7; Will: 3; CMB: +4; CMD: 19; Perception +8, Sense Motive +3

A snake cooking? I'd pay to see that!


I 2nd that, although the snake did already dance.

i think hes just talking about the fishing activities not actually cooking. And i would suggest only allowing garm to help people at (Swab) Rat Catching if you trust that they wont say anything to Scourge. (That might be an interesting path to go down, putting a bounty on the snake... Nah its not like it swallowed his Hand)


Male ru-shi Thassilonian gluttony specialist / cruoromancer 1 HP 8/8 {effects: none} | AC 11 (T11 FF10) | F+2 R+1 W+1 *| Init+1 | darkvision 60', low-light vision, perc -1

Question: I've been putting together the list of crew we've tried to influence in my profile. Can you tell me if the failure makes them have a worse attitude or leaves it alone, or it depends on the person (in which case we'll need to know which)? Also I'm not sure which rigger Sylvianna was talking to when she failed.


Male Samsaran Druid 1 HP:10 AC:12/12/10 Init:+2 Perc:+10 Fort+3,Ref+2,Will+7

Hrmm... I would argue that Garm is a great hunter herself. I had thought just building a mound of dead vermin corpses over the night and leaving it for morning being the idea.

N "Hey, want to avoid working today?"
P "Huh, sure?"
N "Go check behind the salt box in the crew quarters, should be enough to satisfy scourge. "

But yes, there would be the question of why Nevandi knew where to find a big pile of dead things. Could easily get me lashes and other negative attention if folks reported it rather than taking the easy day of work.
Dunno about the crews attitude in general but I can't help but think a fair number of pirates are unlikely to look a gift horse (or pile of vermin) in the mouth.

As to Scourge, do you think he'd be the person to value his appearance?
Advanced Scurvy sounds like quite a bit of fun. And I could plant it on Garm having her jump scourge at some point during the day to transfer it.


Female Human Musket Master 1 Init +7; Hp:12/12; AC: 18; Touch: 15; FF: 13, Fort: 3; Ref: 7; Will: 3; CMB: +4; CMD: 19; Perception +8, Sense Motive +3

Pretty sure the hold has enough food we dont need to resort to cooking rats though


Male Samsaran Druid 1 HP:10 AC:12/12/10 Init:+2 Perc:+10 Fort+3,Ref+2,Will+7

Nah that's for the rat catcher job. They are supposed to fill up a bag with vermin, I've doubts scourge will notice or care if the vermin looks a little less than fresh.


9 and below if a DC20 will result in a lower attitude. 5 and below on DC 15.

Sure Nevandi for the Rats. Also no on the scurvy or at-least caring what he looks like.


look folks i hate to do this but im feeling less and less satisfied playing PBP, unfortunately im probably going to stop in maybe 2 or 3 weeks from now. I will post in recruitment looking for a GM to take over and ill also ask my friends if they would like to. (my friends probably dont)

ill try to stick around until someone takes the game up


So Crew 1 is being taken over by Raven. (one of the recruits to replace Tariel) Should we continue with this?(for a short time) Dump the game? or would someone like to take over?


HP 28/28, AC 16/13/13, F 2+. R 4+, W 4+, Init 3+, Perception 11+

Continue till we find a new GM or you get way too sick of pbp...


HP 28/28, AC 16/13/13, F 2+. R 4+, W 4+, Init 3+, Perception 11+

question GM, why are you dissatisfied with pbp?


not sure i just am not really liking the format. sorry im currently figuring that doing homework is more fun (thats a bit of a problem).


Male ru-shi Thassilonian gluttony specialist / cruoromancer 1 HP 8/8 {effects: none} | AC 11 (T11 FF10) | F+2 R+1 W+1 *| Init+1 | darkvision 60', low-light vision, perc -1

Perhaps, rather than continuing a game that you are not enjoying, we should just call it a day.


HP 28/28, AC 16/13/13, F 2+. R 4+, W 4+, Init 3+, Perception 11+

leaving game, goodluck


Male Samsaran Druid 1 HP:10 AC:12/12/10 Init:+2 Perc:+10 Fort+3,Ref+2,Will+7

Hate to say it but my interest in this game has waned pretty badly.
I'm withdrawing, apologies folks.

101 to 138 of 138 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / GM bloodred Skulls and Shackles Discussion All Messageboards

Want to post a reply? Sign in.