TheRonin's Skull and Shackles

Game Master TheRonin

Be A Pirate, why not?


Day time Ship Actions!:

Day Time Ship Actions
Day Time ship actions are things you can do during your job

Work Diligently: Gain a +4 bonus on any one check for a diversion, such as attempting to open lockers when 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

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).

Night Time Ship Actions!:

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 (see page 67)

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

Pirate Entertainments!:

PIrate entertaInments

With time on their hands and precious few places to go, Shackles pirates have come up with an astonishing array of pastimes.

Entertain One way pirates amuse themselves is through songs and stories. Pirates love a good sea chantey, and characters with Perform skills quickly find themselves popular members of the crew (although pirates aren’t generally big on Chelish Opera). If a character succeeds at a DC 20 Perform check, he gains a +2 circumstance bonus on all Charisma-based skill checks made to interact with any listener among the crew for the next 24 hours. A Perform result of 9 or lower, however, indicates that the next time he attempts to use Perform to entertain the crew, everyone ignores him unless he makes a successful DC 15 Bluff or Intimidate check before doing so.
Aside from telling stories, singing songs, and other recreations (all of which might be simulated with the Perform skill), these pastimes have two things in common: they are dangerous, and they are played for money. When betting on any of the following games, the minimum bet is 1 gp, and the maximum ready cash any NPC in the lesser crew is likely to have is 20 gp. Some people are bad losers—the ramifications of this are left for the GM to decide.

Arm Wrestling: Not merely typical arm wrestling bouts, such matches are usually conducted on a barrel top covered in broken glass, knives, or caltrops. Participants make opposed Strength checks, with the higher result determining the winner, and the loser taking an amount of damage equal to 1d2 + the winner’s Strength modifier as his hand and arm are pushed onto whatever lies on the table.

Hog Lob: Participants lob a lead ingot covered in a greased piglet skin, the “hog,” as far across the deck as possible. This game is resolved by d20 checks between any number of players, who agree on a bet beforehand. The hog counts as an improvised weapon, imposing a –4 penalty on all rolls using it unless the thrower has the Throw Anything feat. Checks are resolved as attack rolls using the character’s CMB. Characters toss the hog a number of feet equal to their adjusted rolls; for example, a character who gets a result of 22 throws the hog 22 feet. Some pirates claim to have participated in games played against Asmodeus using a live hog.

Heave: This potentially deadly drinking game is played with rum and takes place between any number of pirates, who bet to predict the winner beforehand. Each pirate drinks a half pint of rum in one swig. Doing so forces participants to make a successful DC 15 Fortitude save or have the damage dealt by the rum ration increase by +1 (see sidebar; this is in addition to the normal effects of the rum ration). This DC increases by +3 for each consecutive drink. Pirates then take turns drinking until only one is left standing. Some tales tell of entire crews drinking themselves to death through this game, leaving ships of drunk ghosts wandering the shipping routes.

Rum Ration Rules!:

RUM RATION
Aboard many ships, half a pint of rum is distributed to each crew member at dusk. The rum is staggeringly strong, and is often watered down to make grog. Characters drinking the ration are affected as though they had taken an addictive drug (see page 236 of the GameMastery Guide for details on drugs and addiction). The rum ration is doled out more to keep the crew sated and docile than for recreation. The penalty for selling or spilling the ration is six lashes, or six lashes from a cat-o’-nine-tails for a second offense. Deliberately tipping away rum on board a crowded ship without being seen requires a DC 10 Stealth check. While on merchant or navy vessels rum rations are strictly limited, on pirate ships, crew members can often request more rum if they please.

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

Crew and Attitudes:

Captain Harrington

Ye Olde First Mate
Mr. Plugg

Ye Olde Officers, Misc
-------------------------
Peppery Longfarthing Female human Sailing Master
Riaris Krine female human Master Gunner
Habbly "The Stitchman" Quarne Surgeon and Carpenter
Kipper Male Human Gunner's Mate
Patch Patchsalt Female Gnome Boatswain's mate
"Caulky" Tarroom Female Human Cabin Girl
Master Scourge Boatswain and Master-at-Arms
Owlbear Hartshorn Male Human Simpleton Helpful
Cut-Throat Grok Quartermaster - Helpful
Ambrose "Fishguts" Kroop Cook - Friendly

Cook's Mate
------------------------
Ornotck

Rope-Swingin' Riggers
--------------------------
Barefoot Samms Toppin Female Human - Friendly
"Ratline" Rattsberger
Maheem
Slippery Syl/Sy/Sly - I swear I keep getting it wrong, Human Female - Indifferent
Tam "Narwhal" Tate
Conchobhar Shortstone Male Gnome - Friendly
Kyran

Scurvy Swabs!
-------------------------
Rosie Cusswell - Female Halfing - Friendly
Sandara Quinn - Female Human -Helpful
Crimson Cogward Male Human - Friendly
Giffer Tibbs
Jack Scrimshaw Male Human - Friendly
Tilly Brackett Female Human - Friendly
"Badger" Medlar
Shivikah
Aretta Banslon Female Human - Hostile
Fipps Chumlett - Male Human - Hostile
Jaundiced Jape
Jakes Magpie - Received a Barnacle Back-scratch for theft of the Captain's Goods.
Edeldhur
Henk
Kilarra
Trax
Lugo