Take what you can. Give nothing back. (Inactive)

Game Master Aku Warashi

"In an honest service there is thin commons, low wages, and hard labor; in this, plenty and satiety, pleasure and ease, liberty and power; and who would not balance creditor on this side, when all the hazard that is run for it, at worst, is only a sour look or two at choking. No, a merry life and a short one, shall be my motto." -Bartholomew "Black Bart" Roberts

Party Health
Ambrose------10/10
Boldwin-------16/24
Dughal--------13/19
Sh’torek-------11/26
Nthanda-------18/18
Victoriana-----13/16

Man's Promise;
Battle Map;

Wormwood crew


House Rules:

Rolls:
Many rolls will be handled by the GM in secret. (Don’t worry, I don't fudge.)
Any result that can influence the character behavior will not be rolled open.
Ex: A Rogue try's a perception check to hear if there's anything on the other side of the door, he rolls 3 and add his bonus (+7), you got a 10 result. The char is not aware he was bad at listening, to him, he did not heard anything because there's nothing o the other side(he trust his skills, there is no "ops, I was bad at this listening attempt."), but the player will know that there is a high chance of something on the other side. And let's be fair, it's really hard not to change your character actions because of your bad roll.
Rolls that will be handled by the GM:
Perception(all of then).
Bluff.
Sense Motive.
Appraise.
Stealth.

Combat rules:
I'm a fair GM, I don’t roll combat in secret, I don't change results; I don't ignore bad calls from the characters.
Sometimes, character dies, but I'm not a player killer, if I think that an encounter will be easy handled, when it should be more challenging, I will make it a more challenging, if the party it's not prepared to face something, I will drop hints, if they insist... well killing one or two players never made me lack sleep...

Actions:
I'm a GM that does not punish the character for trying something new or cool, or even strange. Visual appealing actions are encouraged, the dc will of course depend on what are you trying, but you can try! If what you want to do is wicked cool, I can even bend the game mechanics to allow it! The most important part is: You are Pirates. Pirates are smart, resourceful and have style! Have you ever seen memorable Pirates that could just swing his sword and do nothing more?

Posting Rate:
If it could be done, I expect 1/day posting, if you can post more, it will really good.
During weekend, this rule does not apply. If you are able to post, great! But don’t stress over this, everyone need some time to rest (In my case, I need time to play and DM :D on my tabletop games).

Guns:
Guns will be treated as Emerging Guns, that being said, there’s only a exception: For pirates, the pistol is considered a ‘martial’ weapon that everyone can use. Everyone without the Gunsmithing feat take three times to reload it. It has only a single shoot with range increment of 20ft. Every ‘above’ average pirate that value his name has one of those, even if they never plans to use it.

Acrobatics:
When doing a acrobatic check for anything other than ‘Move through a threatened area’ or ‘Move through an enemy's space’, you gain half of your level (rounded down, minimum 1) as ‘pirate’ bonus.

Level up:
Aside from character creation, when you level up, if you want something not from core rulebook, you'll need to search it inside the game. Basically what you need to do is just show in game your character is searching for that knowledge. This rule is not meant to prohibit anything, I just don't like something like this: "Character always as a full caster, never picked up a sword in his entire life, and then he gain a new level and says: Master, I'll level up as a fighter now..."

The Man's Promise:

B1. Main Deck: Two 10-foot-square hatches sit in the deck forward of the mainmast and open onto the middle hold. Between the hatches and mast, a steep set of wooden steps descends into the middle deck (area B8) 15 feet below.

B2. Foredeck: The foredeck rises 10 feet above the main deck. The ship’s nameplate on the hull reads Man’s Promise, but a DC 10 Perception check notices a second nameplate beneath it. This second nameplate reads the Motley. Further investigation reveals marks in the wood of the hull that indicate that a previous nameplate existed before that one, but it has long since been removed.

B3. Aft Deck: The aft deck sits 10 feet above the main deck, and steps lead up to an even higher deck behind the mizzenmast. The ship’s wheel stands just before the rail overlooking the main deck.

B4. Sterncastle: This high deck sits behind the mizzenmast, 20 feet above the main deck. A pair of light ballistas sit upon this deck, next to a box containing a dozen ballista bolts.

B5. Ship’s Boats: Two ship’s boats, a cutter and a gig (see the Skull & Shackles Player’s Guide for statistics), hang from davits on the gunwales just forward of the aft deck. The boats are lashed to the ship and require three DC 10 Profession (sailor) checks or Dexterity checks to launch. Each such check is a full-round action. Each ship’s boat has four oars and a single mast. The cutter can carry up to 12 Medium passengers, while the gig can carry up to 8 Medium passengers.

B6. Officers’ Quarters: This tidy cabin has two portholes to allow light and fresh air to enter. A hefty trap door sits in the floor, leading to the middle deck (area B8). Mr. Plugg assigns Master Scourge and those pirates loyal to him to this cabin. He also instructs the Sandara Quinn and Rosie Russwell to sleep there.

B6a. Officers’ Storage: These two storerooms are both unlocked and hold the lockers and personal effects of those pirates berthed in the officers’ quarters (area B6).

B7. Captain’s Cabin: The rear wall of this luxurious (by pirate ship standards) cabin holds four gilt-framed windows that rise the full height of the chamber. The cabin contains a luxurious hammock, a dining table and chairs, and a few chests and bookshelves. A trap door opens directly into the cook’s cabin below (area B11). The two doors opening onto the main deck and the trap door are locked. The windows do not open. Mr. Plugg has claimed this cabin as his own, and has also chained Owlbear Hartshorn to the mast with manacles and a 15-foot-long chain.

B7a. Captain’s Storage: These small storerooms do not have doors, but are separated by sliding walls that can also be removed and made into a folding table. The starboard compartment contains a small writing desk and a couple of chests.

B8. Middle Deck and Armory: The middle hold of the Man’s Promise is currently empty, though the weapon racks along the walls only need to be restocked to turn this hold into a working armory. Steps behind the foremast descend into the main hold (area B12). A second set of stairs against the aft bulkhead lead up to the main deck (area B1).

B9. Crew Berths: Ten supporting pillars behind the mainmast fill this spacious compartment, with room for over a score of hammocks. Plugg assigns all of the PCs and their friends to these berths, except for Sandara Quinn and Rosie.

B10. Galley: This sizable galley contains a large stove against the aft bulkhead and a single porthole in the starboard wall. In one corner, a derrick stands next to a trap door that opens into the secure storage below (area B13). The door is locked with a huge, good padlock. It takes a full round to raise or lower the line on the derrick, which can lift up to 200 pounds of cargo. The galley has been stocked for the journey to Port Peril, but the food is scant at best.

B11. Cook’s Cabin: This filthy cabin contains two dirty hammocks and a single porthole in the port wall. A rickety ladder ascends to a trap door in the ceiling, leading to the captain’s cabin (area B7). Ambrose Kroop sleeps here, and he has also stashed a small barrel of rum he managed to secure from Cut-Throat Grok before leaving the Wormwood.

B12. Main Hold: Essentially empty after being looted by the crew of the Wormwood, the main hold of the Man’s Promise contains a large water barrel secured to the starboard wall. Stairs behind the foremast lead up to the middle deck (area B8), while a trap door near the mainmast leads to the bilges, which contains two bilge pumps, forward and aft. If anything, there are more bilge spiders there than in the Wormwood.

B13. Secure Storage: This large compartment aft of the main hold is locked, but is presently empty.

The Crew:

Sandara Quinn (female human): a fiery redheaded cleric of Besmara; job: swab; attitude: helpful.
Conchobhar Turlach Shortstone (male gnome): Conchobhar Shortstone is a handsome, honey-tongued gnome who wears a foppish purple hat, an eye patch, and a white silk shirt, and carries a dandyish cane; job: rigger ; attitude: Helpful
Crimson “Cog ” Cogward (male human): is a loner, and prone to incredible rages and dark moods. He wears a blue Varisian scarf tied tight around his shaven head to hide the scar left when his ear when bitten off in a bar fight ; job: swab ; attitude: Hostile
Rosie Cusswell (female gnome): Short but fierce, Rosie Cusswell has more muscles than most of the crew, and a fouler mouth than all of them put together ; job: swab; attitude: Helpful
Barefoot Samms Toppin (CG female human): a former fisherwoman from the Sodden Lands who never wears shoes; job: rigger; initial attitude: Unfriendly.
Giffer Tibbs (NG female gnome): a bedraggled gnome with one eye; job: swab; initial attitude: Helpful.
Jack Scrimshaw (N male human): a young lad talented at scrimshaw; job: swab; initial attitude: Helpful.
“Ratline” Rattsberger (N male halfling): a rat-faced halfling with long arms and three missing fingers; job: rigger; initial attitude: Helpful.
Tilly Brackett (N female human): a tough joker who likes her rum; job: swab; initial attitude: Helpful.
“Badger” Medlar (N female half-elf): an older woman who shaves her gray hair into stripes; job: swab; initial attitude: Helpful.
Shivikah (N female human): a very tall Mwangi ex-slaver; job: swab; initial attitude: Helpful.
Aretta Bansion (NE female human): a bad tempered ex-harlot with big ears; job: swab; initial attitude: hostile - Cannot be influenced.
Fipps Chumlett (NE male human): a fat, pushy bully with a shaved head; job: swab; initial attitude: hostile Cannot be influenced.
Jaundiced Jape (CE male half-orc): a humorless, greedy half-orc mute; job: swab; initial attitude: Unfriendly.
Maheem (LN male human): a big Rahadoumi with a permanent scowl; job: rigger; initial attitude: hostile Cannot be influenced.
Slippery Syl Lonegan (CE female human): an unhinged murderer who fled to sea to escape the gallows; job: rigger; initial attitude: hostile Cannot be influenced.
Tam “Narwhal” Tate (NE male dwarf): an old friend of Master Scourge with a large, ugly nose; job: rigger; initial attitude: hostile Cannot be influenced.

The Officers:

Ambrose "Fishguts" Kroop (male human): ship's cook and hard drinker; attitude: Helpful.

Mister Plugg (male human): Acting Captain
Master Scourge (male human: First mate.

Daytime Actions:

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 (you can make a single Perception check or other skill check with no chance of detection).
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.
Other: Any action not listed here, subject to GM approval.

Nighttime Actions:

Sleep: Go to bed early and sleep through the night (automatically recover from fatigue, faster healing of ability score damage).
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. You 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. You must make a check to avoid being discovered.
Other*: Any action not listed here, subject to GM approval.
You may also attempt to take up to two additional ship actions during the middle watch in the dead of night (any nighttime ship action marked with an asterisk), but to do so the you must make a successful Constitution check (DC 10, +4 per extra ship action taken) or be fatigued for the next day.