GM Claigeann: Skull & Shackles

Game Master Faol Mhor


CURRENT CREW DISPOSITION LIST: LINK

DAILY ACTIONS:

How daily actions work: Everyday you are assigned a job by Scourge, Plugg or Fishguts. during the day you are allowed one action, any of the Daytime Ship actions.

In the evening you will aslo get a ship action, this takes place right after supper during free time. These are the Evening/Night time free actions. You can choose any of these.

finally, during the night...when you are supposed to be asleep you can choose to take another two Night time actions, but only the ones marked with and (*) Note that for each Night time actions you take you must make a roll to avoid fatigue.

DAYTIME SHIP ACTIONS


  • Work Diligently: Gain a +4 bonus on any one check for a job’s daily task. Only 1 check if there are 2 checks to be made that day.

  • Influence: Make normal checks for a job’s daily task and attempt to influence a single NPC you are working with. Swabs can influence swabs, riggers can influence riggers, cooks mate has a bit more freedom so they can influence a number of different people during the day.

  • 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 (which is in the galley)

  • 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).

EVENING/NIGHT 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.

  • 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.

DAILY WORK ASSIGNMENTS:

Rigger’s Jobs:

  • Rigging Repair: The ship's rigging frequently gets damaged and must be repaired, requiring Climb checks to reach the rigging 30 feet up, followed by a Profession (sailor) or Dexterity check.

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

  • Upper Rigging Work: Work in the upper rigging, 50 feet up, requiring Climb checks, followed by a Profession (sailor) or Dexterity check.

  • Rope Work: Handling the ship's ropes, including coiling them, stowing them, and securing them to cleats and single and double bollards, requiring a Profession (sailor) or Dexterity check.

  • Lookout: A climb to the crow's nest 60 feet up, requiring Climb checks followed by a Perception check.

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

Note: rigger can take 10 to make required climb checks

Swab’s Jobs


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

  • Rat Catcher: Catching rats and other vermin below decks, requiring either a Stealth check, Survival check, or Dexterity check to catch and kill enough rats, cockroaches, and beetles for a good day's work.

  • Swab the Decks: Backbreaking work mopping the decks and scrubbing them with sandstone blocks called holystones, requiring a Strength or Constitution check. Failing either check results in the PC being fatigued at the end of the shift.

  • 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 Profession (sailor) or Strength check. The PC must also make a Constitution check to avoid being fatigued at the end of the shift.

  • Runner: Passing messages to the crew and officers of the Wormwood in all parts of the ship except officers' cabins, requiring an Acrobatics check and 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.

  • Repairs: Things constantly tear or break aboard the ship and need repairs, whether sewing sails or splicing rope all day, requiring a Profession (sailor) or Dexterity check.

Cook’s mate Jobs:


  • 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 Profession (cook) or Intelligence check.

  • Fishing: Catching tonight's supper using the ship's nets. A 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 above).

  • Turtle Hunting: Hunting leatherback sea turtles with harpoons, treble hooks, and nets. A 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 above).

  • 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.

  • 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 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 Profession (cook) or Intelligence check.

POST GUIDELINES FOR DAY TO DAY ACTIONS:

Unless something occurs out of the ordinary, In the morning your character will be assigned by Mr. Plugg, Fishguts or Scourge a job to do.

What you will need to post in response is:

1) How you plan to work at your assigned task.(diligently, sneak, influence etc.)

2) Post the appropriate dice checks for the job you have been assigned including any modifiers I may have indicated or that are indicated by your desired method of working (for example +4 to one roll for diligent work, -2 for shopping or shirking, etc.

3) Include a brief description of what your character wants to accomplish so I know what you are trying to do. For example, What you want to say when you try and influence someone or what information are yu trying to get from them, What areas of the ship you want to explore etc.

In the same post include your evening actions:

4) Roll for rum benefits or roll to ditch the rum.

Drink, 1d4 Charisma bonus, 1d8 hours fatigued, Fortitude save.
Ditch, Attempt to get rid of it unnoticed. Stealth check

4) Choose an evening action and or night actions and make the appropriate rolls, including modifiers listed for the action, rum ration, fatigue etc.

All the information for the jobs, and the actions can be found on the campaign info tab as well as the current disposition of crew members you've met and a description of them. I'll also try and post a current known map of the ship as well when I get a chance.

If something happens during the day that is out of the ordinary then it may interrupt one of your actions, but it will most likely happen between your actions.

These don't have to be long posts but just overviews of your plans for the day, you will still be free to roleplay conversations with one another and the NPC's you have the opportunity to talk with.