
AinvarG |

Ah, so I'll start on that Mosaic Mage. Once the storm druid is done, of course. Funny how the background has started to gel even though I wasn't really trying to figure it out yet -- and it's making some of the crunch decisions easier. I've been doing it backwards!!
Hoping to make some headway over lunch.

Stalwart |

The gang I'm planning on running through Skull and Shackles are talking about being rather evil, or at least amoral. I think almost reflexively, I'm tilting in the opposite direction by playing someone with a good heart. I didn't specifically set out to make someone as naive as Artavious is turning out to be, but the humor in such a character was hard to resist.
While I had originally envisioned the basic swashbuckling archetype, something of Bertie Wooster started creeping in, and before long, he had pretty much infected the whole concept. So now I'm pretty much rolling with it.
I don't have any preconceived notions about Artavious's journey. He may get disillusioned quickly, or may maintain his wide-eyed romantic notions of piracy long into the campaign. It may keep a paladin comrade from falling, or he may die a horrific death that causes that friend to fall. Sometimes the dice dictate the storytelling.
Basically, I plan on reacting to the events, successes and failures of his and his companions' as they come, and we'll see where that takes us. If you, as the game master, wish to guide things in a certain direction for a big payoff, then I certainly understand that and will hopefully accommodate.
Hmm. Like I said, I'm just rambling. Feel free to chime in, let this sink in, or disregard as you see fit.

AinvarG |

"Alamon Titus Seaborn at your service, mate. Most folks call me 'Chum' - you know, like shark bait. Just a little joke they have at my expense.
I don't know if the name is up to the standards shown by you lot, but I really enjoyed the backstory. A bit more polish and I hope to share it with the players, but it's unlikely to become known to the characters anytime soon.
I was pushing to get this all compiled into one place and think I got most of it, but I would appreciate any reviews and suggestions you might wish to offer. (He was built using the Lasting Caster feat from SGG - when calculating the duration of a spell, calculate with CL+2 rather than CL.)

Alamon Titus 'Chum' Seaborn |

Oh, yes. Starting money: 2d6 ⇒ (6, 3) = 9 x 10 gp for 90 gp.
OK, he has some gear now, including a nautical chart that he purchased but has not had time to verify. He picked it up at the Formidably Maid the night of the shanghai. I'll leave it up to the DM to determine what is actually on the chart.

Artevious de Poisson |

Port Peril! I thought as I strode through the fabled waterfront. What is that smell? I thought next. I couldn't rightly place it, but it was horrid. But no matter. I was here! After so many weeks at sea with the most dreadfully dull crew of sailors one could ever meet. They actually didn't want to meet a pirate vessel! All they wanted was to slip through these waters unnoticed and deliver their cargo.
I suppose that's the perspective of the other side of things, but I myself found a voyage through the legendary Shackles without an encounter of piracy to be exceedingly disappointing. When I voiced my complaints, the crew on the Jeniveve nearly locked me in my cabin. At least they promised that if we did encounter a pirate ship, I would be the first one to meet them.
My destination was a tavern that my father frequented in Port Peril. I inquired a few of the old salts that seemed to know such locales, but none had ever heard of Le Petit Foie Gras. I could only wonder what tragedy had befallen such a place, especially one which was no doubt made more famous due to its role in my father's adventures.
An idea struck me; perhaps my mother decided to protect the establishment's true identity from the many dastardly enemies my father had accrued. Of course. That had to be it. The owner, Gaspar Raison, was a good friend. Even he may have a different name.
I pondered. Quite the quandary. I suppose I must go from tavern to tavern, and perhaps regale the locals with the tales of Captain Poisson. Eventually, someone will make contact with me. No doubt.
I looked up at the first tavern I found. The Formidably Maid. That doesn't make any sense. I disregarded the name, and stepped over a couple of drunken bodies into the dingy interior.
Oh, that's what that smell is.

DM Shisumo |

Okay, then. I've got a fair amount of stuff I want to get up on the campaign page, and I need to check through everybody's sheets one more time; I might get it done tonight after work, but after work tomorrow is more likely. Still, stow yer gear and steady yerself, swabbies - soon, we set sail fer adventure!

DM Shisumo |

Your speed isn’t modified by your armor – is that intentional? Given how things are likely going to start out, I know you might be deliberately waiting to change it for your armored speed reduction, but I wanted to clarify one way or the other.

Alamon Titus 'Chum' Seaborn |

And as for shillegagh, that's just annoying. A near miss, I can accept, but a G instead of an L? Come on!
Oh, and they are adjusted.

DM Shisumo |

Okay, so here comes the Wall o' Rules Text. (I'll be copying this over to the Campaign Info page to keep it handy, but I wanted it here too in case you want to discuss it or ask questions.)
Now that you have earned yourselves spots on the Wormwood's crew, you'll have tasks assigned to you each day. These tasks will, as a rule, be assigned at random - the lists appear below. In addition to your work, each day you will have the option of performing two "ship actions," one during the day and one during the evening. (Some are exclusive to one or the other, and are noted as such.) You can attempt up to two extra ship actions during the night, but you will have to make a Constitution check, DC 10 + 4 per extra action, afterward or spend the next day fatigued. Ship actions represent an abstraction of how you scrape together a few minutes here and a few minutes there during your shift or among the other events of an evening to accomplish your own goals; as such, the timing limitations are basically hard and fast. Each morning, after I give you your shift assignments, I'd like you to reply with your intended ship action for the day; once we deal with anything... interesting... that might happen in the day, I'll announce it's evening and have you guys tell me your plans for that night.
The available ship actions are:
Daytime
* 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 purser’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.
Nighttime
* 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
* 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.
* Steal: Attempt to open a locked door or locker. The PC must make a check to avoid being discovered.
Only the Influence, Sneak and Steal actions can be taken by a PC who stays up late to take additional ship actions.
Ship's Tasks
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 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.
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.

DM Shisumo |

Influencing an NPC is basically a typical Diplomacy check to change an NPC's attitude, but there are a few twists. First off, you can actually use Diplomacy, Intimidate or Bluff to make the roll. Second, as part of the action you can also make a Sense Motive check, DC 15, to get a "read" on the person and determine their current attitude toward you (and maybe learn other things about them as well). Remember, however, that failing the roll by 5 or more will result in a worsening of their attitude by one step.
I'll get to what having friends can do for you onboard the Wormwood shortly.

Evril Cooper |

Each morning, after I give you your shift assignments, I'd like you to reply with your intended ship action for the day; once we deal with anything... interesting... that might happen in the day, I'll announce it's evening and have you guys tell me your plans for that night.
Is there a way to influence the D6 roll to determine the day's task?

DM Shisumo |

I need to make an unpleasant announcement. My laptop has been acting a little odd for the last couple weeks, and yesterday it become evident that the issue was less one to be filed under "annoying (mildly)" and more under "catastrophic (impending)."
The good news is, I have my stuff backed up and the laptop is under warranty; the bad news is, I'm about to go offline for probably at least a week while I get my computer fixed. I will have my phone to post with, but I don't think I'm going to be able to keep my games going for the moment. Hopefully, this will be a brief hiatus, and we'll be back in just a few days or a week or so. Watch this space for details.