
KeefX |

Thanks again for asking if you can take over Muffin before just doing it. Feel free to do what you think is best (short of having Muffin become very curious about the insides of a wood-chipper or the like). In movies, dialog to animals is famously used as exposition and a way for storytellers to reveal characters' inner feelings (like the orangutang in the.Clint Eastwood movies or the bassett hound in "Smokey and the Bandit", for example).
Same thing goes for Lehland's bio. I made a lot of assumptions and wrote some extra things in there, but it's all there for you to use. If it doesn't fit in and isn't useful then it's how Lee got onto the boat and we can leave it all behind.

Lark Greenwood |

I realized you have not given yourself the two items I am allowing for gear (or I at least am not seeing it on your character sheet).
The revised bio looks great. Were your family always nomadic or did they come from a particular place.
Lark's worldly goods:
Cheap lockpick, sewn into trouser cuffAll That Glitters: 2d4 + 2 ⇒ (3, 4) + 2 = 9
The gold is hidden in the sole(s) of his shoes
I'll go ahead and add those to my character sheet, but just let me know if I should change anything.
Lark's family comes from a settled community, not travelers or nomads. It's noteworthy but not completely unusual for families to break off and try to spread the good word. Their choice of venue was viewed as... brave? foolhardy? I depends on who you ask.

GMDQ |

FYI I'll be going away for the weekend, but I hope to get you through the first day before I go. Every day will not be full of lengthy scenes like this (although that can depend on your dramatic roleplaying ;) ) but it starts like this to give you a feel for what life is like aboard the ship.

GMDQ |

And this is probably my last posting for a couple days. Talk amongst yourselves.
The crew reference is also linked in the campaigns tab.
You'll see some stuff about "day and night actions" that aren't in technically in effect yet but I don't mind if you read them, and may give you some ideas about activities you may engage in tonight.
Please be sure you switch to your alias when posting. :) (You can edit the post after the fact if you forget, but editing is only allowed for the first hour after posting.)
Since this is something some of you seem hung up on, but I am not being clear enough, and you had enough successes amongst you to realize this:
Keelhauling is nasty and has a high fatality risk BUT it is NOT intended to be instantly lethal, and a person pulling the rope should NOT be actively trying to kill a crewmate. Plugg however was actively trying to kill Magpie, and he got away with it. What you've witnessed--with your successful rolls--tells you more about Plugg than the punishment (which is bog standard on most pirate ships, and may sicken but should not surprise you).

GMDQ |

That is NOT a bad thing in this campaign.
Remember you can aid another as well.

GMDQ |

So: From here on, the story goes a bit into "slice-of-pirate" life mode. It is a sandbox designed to give creative, risk-taking PCs ways to make allies (and enemies), obtain gear, learn, and plan.
Daily activities are somewhat automated to help move things along. Each day you'll be given a work assignment, which will normally involve a DC 10 skill check.
On top of your daily work, you can take a "ship action." These are detailed on the Campaigns Tab. Some actions may give a bonus or penalty to your job. Ones with penalties give you some other benefit.
At night, you can also take ship actions--at least one, plus a second if you decide to pull an all nighter.
We will resolve all day actions before moving onto night.
This is a huge opportunity to roleplay and gain advantages. I encourage you to take it. The one way you are guaranteed to fail at this campaign is if you do not take risks. The rewards that come with taking a penalty here or adverse condition there--or punishments from Plugg-- are worth it.
If you hit a point where you've run out of ideas,say so and I can push us forward to the next event.

thermopyle |

Below is everything I wanted to do as Scourge approaches Lark, Thren and Cusswell. Would this be taking too much liberty? Should I only start an action like this and then wait to hear from GMDQ? Should I hold off on dice rolls until I know for sure what you want to see?
As Scourge approaches Lark kneels down over his work and palms a gold piece from his shoe.
Palm gp SoH: 1d20 + 7 ⇒ (3) + 7 = 10
Pointing at Scourge’s feet, Lark exclaims, ”Master Scourge! Master Scourge! Look at that!” Passing his apparently empty hand over the tongue of Scourge’s shoe he produces the gold piece and holds it out to Scourge. "It’s the cat’s luck, just like you said. It’s already working.”
Out of thin air SoH: 1d20 + 7 ⇒ (11) + 7 = 18

GMDQ |

I say go for it!
And yes, it is always fine to anticipate what die rolls may be needed. Speeds things up a lot.

KeefX |

And yes, it is always fine to anticipate what die rolls may be needed. Speeds things up a lot.
I agree.
I thought about this and imagined how long it would take to ask about rolling, wait for a response, roll, wait for a ruling, continue action based on the ruling. It seemed excessive.
I would rather anticipate and make the roll, describe something in a more generic manner, and give GMDQ more latitude and license to have cool things happen. And then respond to that.
The game goes faster and it gives our GM opportunities to make the world more interesting (and do cool things).

GMDQ |

So today I found myself researching chicken breeds and then coming up with appropriate Golarion equivalents. What I do for you people! ;)

GMDQ |

On another note... since we're talking about ship actions and die rolls and such...
The option to influence NPCs is there for good reason. (Hint: the name of this chapter is called "The Wormwood Mutiny." The AP designer was not subtle.)
You all have been doing a PHENOMENAL job of describing your interactions with NPCs so far. Keep it up. I am weighing roleplaying heavily when it comes to the disposition of NPCs... and even if things don't always seem immediately good, difficult situations can always be turned to other opportunities.
Because of the nature of the challenges of this campaign, you can't make a single Diplomacy check to adjust attitudes (e.g., "unfriendly" to "indifferent"). Such attitudes WILL change over time, with multiple successful interactions. You CAN make Bluff, Intimidate, and Diplomacy checks related to influence that will eventually have cumulative effects. BUT I want the focus to be on roleplay first, die rolls when necessary or to supplement interaction (and help me determine a reaction if they might be on the fence otherwise). I've actually played in this section of Skull and Shackles before, and found overemphasis on die rolling discouraged good narrative conversation specifically and roleplaying in general--which in turn made this part of the story a real drag. So I'm trying to avoid that. Still, you should NOT feel you have wasted points in social skills and they WILL come in handy--the aim here is to find balance.
And for this and all things, questions, concerns, and suggestions are welcome.

GMDQ |

Don't feel bad, thermopyle, the die roller here has a long reputation for having a cruel sense of humor.
In the Skull and Shackles game I played here I almost never rolled higher than a 4.

GMDQ |

Oh, I keep forgetting some nitty gritty rules stuff:
House Rule regarding Aid Another: PCs who want to work together determine ahead of time they are aiding each other. They both roll dice at the same time (ish, given this is PBP and you post when you're able). The highest roll is considered the base result, and any additional results equal to or greater than 15 add the additional +2.
(I'm trying this out because universally, it seems whomever declares they are aiding ends up rolling higher than the person declaring the primary attempt.)
How Combat Will Work
1. To help keep everything moving smoothly, I will roll everyone's initiative and post it when combat begins. I will post enemy AC and other relevant defenses as well so you know whether you hit or not, etc.
2. You post your action when you can. You can wait for someone ahead of you if you want, but you don't have to (in case you're worried you can't post later). It is, to an extent, fine to roll conditional actions, e.g., "If Bob is still standing, I move to flank with him, but if Bob is dropped by the bad guy, I go cast cure light wounds on him."
---a. You may have noticed the link "S&S Tactical Map" under my username. That is where you will see the battle map (the one that is actually there is not current, fear not). You should be able to move your character's marker to wherever you want to move. (You can actually move anyone's marker, but I trust you to only manipulate your own and to the extent of your move.) I will try to start you off in a reasonable starting position based on the details of your posts.
---b. When posting your actions, please post all of your die rolls for attacks, damage, etc. You can "roll" your attack and then edit to add damage rolls if you hit, etc. If you cast spells, please note the DC in the text of your attack so I don't have to look it up. If I post the enemy's saving throw you can even roll it yourself. Please be clear, if you're taking a lot of actions and/or if it is not otherwise obvious, what are your move/standard/swift actions, etc.
---c. PLEASE BE SURE I am aware of any temporary changes to your defenses, etc. so I am attacking the correct ACs, rolling the right saving throws, etc.
3. When all turns are taken in a round, I will summarize what happens in initiative order, and post the next round, with any status updates for enemies and PCs alike.
Please let me know if you have any questions.

thermopyle |

In the Skull and Shackles game I played here I almost never rolled higher than a 4.
I definitely can't complain, I've had some good rolls too.
Thanks for all the work you've put in to running the game. It's great fun so far!
What do you think about adding that Aid Another rule to the Campaign Info page? It might be a handy reminder - but maybe you don't want that page to get too full of rules...

Lathiira |

The dice roller is evil and crankipated. I did some experimenting earlier and it will determinedly roll the same number over and over again (I did it with a Perception roll earlier, just to see what would happen). Therefore, it is a perfect emulator of actual dice, which are evil and crankipated.

GMDQ |

No, please make all die rolls for Muffin. Now that you're reunited, I'll only "play" him less and largely if he would have information/ability/position you as a player could not be aware of.
ETA: Now that his role is established on the ship, there is actually a possible "daily task" of rat catching and I'm tempted to have you roll for that as well, as it comes up. :)

KeefX |

I think setting up a night shift is smart. One of the things that makes shipping via boat so efficient is the fact that (in our world) the boat never stops. Day and night, it keeps making headway. No stopping to make camp. No maintaining draft animals. The night shift would be smaller, because things like repairs (basically everything that is not 'making the boat keep going straight') happens in the daylight. A crew with darkvision, though, could run all operations around the clock.

GMDQ |

Remember darkvision is limited to 60 feet for most typical creatures, which means on a moonless night (or without the lighting that makes darkvision unnecessary anyway), you can't even see from one end of the ship to the other (the ship is 100 feet long) and only so far out past the edges of the boat. Even with a whole crew with darkvision would be limited in what they could see coming. And while there are probably crew with some utility divination to help things along, the Wormwood is not equipped with radar or LORAN.
That said, yes, I thought it didn't make sense to have no night shift, and many members of the night-shift are NPCs with low-light or darkvision.

GMDQ |

Looks like Google Drive is having a bad day--I can't see it either and I'm logged into my drive.
Hopefully it will return shortly. Would you like me to email you the handouts? I can do that.

GMDQ |

I've emailed you the crew list and the ship map.
Some additional crew notes, for your reference:
People who are day-shift swabs in addition to Lark:
Sandara Quinn, Rosie Cusswell, Crimson Cogward, Giffer Tibbs, Jack Scrimshaw, Tilly Brackett, Shivikah, Fipps Chumlett.
People who are day-shift riggers in addition to Thren:
Conchobhar Shortstone, Barefoot Samms Toppin, Maheem, Slippery Syl
Folks who are on the night shift, that you have been able to observe as crew pass back and forth: Rattline Rattsberger, Badger Medlar, Aretta Bansion, Jaundiced Jape, Narwhal Tate. They are overseen by Patch Patchsalt the bosun's mate, and Kipper, the gunner's mate. You know this because they berth on the lower deck, same as crew (but they get more room) and have seen them come to bed as you get up.
Peppery Longfarthing, the navigator and 2nd mate, seems to keep an irregular schedule.

GMDQ |

So, I've been thinking about the rum ration, even before Lee's IC inquiry. I'd rather just talk this through with you for the sake of transparency. I've never been one of those hide-behind-the screen-GMs and I don't think this is an issue that will "spoil the story" for you.
As written in the AP, it gives the bonus to Cha, but forces the save versus addiction and automatically renders the imbiber fatigued AND automatically deals 1d3 Con damage. Bearing in mind, absent an appropriate healing spell, that you can only heal 1 point of ability damage per 8 hour rest, yes, this means if you consistently roll 2-3 Con damage, you will probably die within a week or two --- and by extension, this means that the entire crew of the Wormwood should be dead (no, the Wormwood crew does not consist of supernaturally powerful shapeshifted monsters from the otherverse. They're mainly 2nd level Warriors).
The writer thought "will probably kill you within a few days" was a reasonable tradeoff for "gives you a slightly better chance at succeeding on a Diplomacy check." Moreover, he thought this was an acceptable risk for 1st level characters to take. (Fortunately, he only wrote the first book.)
Wanting to reflect the danger of life on the Wormwood and how nasty the "rum" is (my understanding is that, while no, it's not laced with drugs or anything, it's more like floor cleaner made from sugar cane), I decided to keep the fatigued condition and put in the save-or-take-1-Con (which CAN be healed from rest), to make it feel nasty but not instantly lethal.
I'm realizing in practice, this still isn't working. Part of the issue is the fatigued condition --- not only is it unrealistic (if you say, get attacked by another pirate crew at night and everyone is awakened to fight, the whole crew is at a -2 Str and Dex penalty for fending off boarders, and no Captain worth his salt would allow that, not even a nasty brute like Harrigan), but it is also problematic given there's several other ways to easily get fatigued aboard the ship. I'm seeing that it's keeping you from wanting to explore or engage as much with the ship and in the crew AND THAT IS BAD. If you don't take some risks and do as much as you can aboard the ship in these early days, YOU WILL BE F&%*ED LATER ON (and I will play out those consequences as they come).
The INTENT of the rum ration is that Harrigan gives it out to keep his crew "complacent and docile."
In the spirit of this intent, I am proposing the following:
A Wormwood rum ration will give a +2 alchemical bonus to all Charisma-based checks, at the cost of a -2 penalty to all Wisdom checks and all saving throws. All of these conditions pass within 8 hours, rest or not. You will still have to make the saving throw versus addiction (it's still nasty stuff). The penalty to saving throws does not apply to the save vs. addiction unless you drink an additional cup.
Wormwood rum is stronger than other alcohol and you can drink 1+your Con modifier before it making you sickened, rather than 1+twice your Con modifier. Bonuses/penalties do not stack (you just get drunker) ;) .
This makes it much less physically dangerous (albeit the risk of addiction, which comes with Con penalties) but still creates some tradeoffs.
FURTHERMORE: the Sleight of Hand or Stealth check to dump your rum ration without drinking it will be an opposed check vs. Scourge's Perception check (which gives you a better chance at success, but is of course variable depending on luck). Upon reflection, the DC 20 check is unnecessarily high.
What do you think?
I will "fluff" the initial fatigue and Con damage as your getting used to the stuff, but now that you've had it a couple times, it doesn't affect you as strongly.

GMDQ |

Also: since the concern about the lashing was brought up IC:
I am not sure what Lee imagines ICly that he can or cannot endure, but remember whips deal nonlethal damage. Nonlethal damage only becomes lethal after it exceeds your max HP (Fishguts is a seasoned fellow and took minimal lethal damage, just enough to get him to start bleeding). Even if you did take the same punishment Fishguts did--and most standard punishments are 3 lashes, not 6--you'd be in negative HP but not dead.
You heal nonlethal damage at a rate of 1 per hour; Kroop will be back to full health by tonight.
Murder is not allowed aboard ships, even pirate ships (amongst crew--killing other ships' crews is fine)--although the Captain generally can get away with killing treasonous crew. Sailing punishments, even keelhauling, are not designed (technically) for the purpose of killing people, even if they come damn close or result in "accidental" death.
Yes, you saw Jakes Magpie get killed. You--specifically you three PCs--noticed Plugg did it on purpose. You succeeded on checks to do that. This means without succeeding on checks, people wouldn't notice that. A lot of people didn't notice that. Your characters are aware other people did NOT necessarily notice it--or were probably too afraid to confront the First Mate about it. You also did nothing about the information you gleaned--you shared it with each other, but no one else. Your nor anyone else's inaction in this one situation does not mean people get murdered all the time on the ship. It does mean, specifically, the first mate got away with murder -- in part, indeed, because you didn't call him out. Mind, you probably saved your own lives by not saying anything, but the fact remains -- Plugg got away with murder. That doesn't mean he should have.
I blame myself for doing a bad job of dramatizing the keelhauling scene for failing to convey properly what needed to be conveyed.
This is a pirate game and there are high stakes. I will reiterate however that playing it too safe now will leave you unprepared and very likely to die later in the campaign, and I will allow those consequences to play out as they will.

GMDQ |

One more thing: just remember the scarring system in the player's guide and in the unlikely event PC death would occur, that's where the scarring system comes in---within reason, of course.
Also remember your hero points can get you out of a bind and you can re-earn hero points with sufficiently heroic actions.

GMDQ |

Did I just lose you all due to wall of text lecture?
Or are you just ready to move onto night 3?

thermopyle |

A weaker rum penalty is certainly in my own interest, so I won't really complain. The fatigue is part of what held me back and also the feeling (perhaps wrong) that we get one conversation or action per time period and then need to move to the next night or day. I think the solution for that is just to push my character harder and be more direct when talking to NPCs. Then you can tell us when we're pushing into "that's all you have time for."
I think Lark will propose a longer, private talk with Thren and Lee 'tonight.'

Lathiira |

For my part, yes, the fatigue has been holding me back too, since we're going to be guaranteed fatigued every night, no matter what, possibly exhausted. I want to do more, but given the exhaustion I've already done to myself, it's made me reluctant to get into more activities. That, and the fact that the odds have been against dumping the rum ration unseen, so the fatigue sets in....I've got no problems with the new effects. We definitely had a couple hard first days on the job!
I'm also trying to take a slower, steadier approach to dealing with NPCs. Suddenly trying to be all chummy with everyone would look suspicious. I'd rather make allies slowly and carefully.
But I can say I'm ready for night 3.

GMDQ |

In fairness, I just re-read the rules and I goofed -- the as-written fatigue penalty is 1d8 hours... but that seems pointless--you'd either wait an hour and be fine, or still be affected by it significantly enough you wouldn't be able to do much else that night. It made sense to me that conditions would stack and worsen and I stand by that, but it nonetheless slows things down unnecessarily. There's a lot of ways to get fatigued on this ship as it is--including if you want to pull and all-nighter--so I'm comfortable removing that from the effects of the rum. I think it overcomplicates stuff.
(Plus it means the NPCs aren't fatigued from the rum, so when they all try to slit your throats in the night, they have better attack bonuses. ;) )
Yes, I am fine with you going as much as you want to go--I'll let you know when enough is enough. Don't feel you have to spend an hour a day composing a masterpiece, however. This is supposed to be a fun break in the day, not an all-consuming project. :)
A slow, steady approach with NPCs is fine, and wise. It takes awhile to build a given NPCs' friendship, and the way things are set up, you can really get only significant interaction with one-two NPCs a day, and more incidental interactions otherwise (more informational/expository). There's a lot of them so I'm trying to remind you who is whom and what they're doing but don't expect you to try to talk to everyone all at once.
I'll wait for a couple more checks and then move us forward.

GMDQ |

GMDQ wrote:A slow, steady approach with NPCs is fine, and wise.That is what I'm having Lee do with Kroop and Grok (Kroop being the primary at this point). Not sure when/what to roll, though, to kind of solidify our influence.
I'm tracking both actions taken/words said as well as rolls to "solidify" influence, which I'm actually recording on a private sheet.
You do not HAVE to roll always, but if it makes it easier for you to track: as a guideline, you may make one Perception or Sense Motive roll per day or night to gain a better sense of what they're looking for, and one Bluff/Diplomacy/Intimidate roll to actually influence them. In other cases, there may be other appropriate rolls to try as well (e.g., Threnody attempting Perform checks with people who like music is a sensible thing to do).
Appropriate gifts, aid offered, and other things may gain influence. What is considered appropriate you'll learn through conversation and Sense Motive checks.
Influence of course can be lost as well -- insulting someone or giving them something they don't like of course could do more harm than good.

KeefX |

I have a question about Freddie Farmhand's Taldor Cooking School Cookbook that's probably better offline that to be a series of OOC comments in the 'Gameplay' section.
Are there drink recipes in the cook book?
Here's my germinal thought:
1. There are recipes for making the rum bearable in the book.
2. The officers and crew embrace better-tasting rum.
3. The officers and crew become accustomed to flavored rum and don't notice when the usual flavors are replaced with things that make you need to spend the day on the toilet or vomiting or fatigued or exhausted. Or all of that combined.
4. If only certain people have spiked rum, the takeover of the Wormwood goes off with less bloodshed and no capital crimes on the high seas.
I would not expect to see anything but wholesome, good tasting liquor drinks in the cook book. We'd have to sort out the spiking on our own.

GMDQ |

I made a mistake -- the book gives only a +1 bonus. (I need to actually check the book before I type things.) The kitchen still gives a +2 bonus, and I'm allowing these to stack.
As for its content... the book focuses more on food itself, however...
But you can use the cookbook (i.e., gain its bonus) for making a check to brew some better-tasting grog.
That said, you should be reminded the rum ration is enforced with lashing if you don't drink it, so obviously Harrigan feels strongly about people drinking this particular rum. Someone seeing you making a change to it would therefore raise suspicion.
You would also remember that anything sent to the officers is tasted by Caulky first. The rum for the crew is handed out to the crew with Grok and Scourge overseeing. (Grok also drinks copious quantities during the handout--and actually come to think of it, besides Grok, Scourge, and Kroop, you have not seen the other officers report for rum ration. They either don't drink it or receive it with their meal. The only people you've seen drink the stuff is Grok and Kroop, who have easy access to it and drink a lot of it.) The way the rum is dispensed is it is in a large container, a cup is scooped in it, and handed to a crewmate. So there would be no way to spike a crew member's specific drink (short of sneaking up to them and poisoning it afterward).
Point of clarification: this rum is not "flavored" in anyway. It's just really strong, badly distilled rum.
(BTW I've edited this a few times so you may want to reread if replying.)

GMDQ RPG Superstar 2015 Top 8 |

I want to talk about this since this has come up twice.
Taking 10 and taking 20 are of course fine ways to help gain success when you are not in a dangerous situation, and are generally under favorable conditions.
Being on the Wormwood is a dangerous situation. Period. It is a condition as favorable as standing in a leviathan's mouth. Please do not assume you can take 10 or 20. I'll try to specify when it's possible, and otherwise please ask.
You definitely cannot take 10 or 20 on the following:
- Daily work assignments
- Charisma-based checks to Influence NPCs
- Diplomacy or Sense Motive checks to gather information on NPCs
- Perception checks in crowds
- Stealth or Sleight of Hand checks when people are present. (I SHOULD have noted you could take 10--but not 20--to hide your stash in the bilges.)
You can take 10 or 20 if you take a Day or Night action says you can. (Some of those technically have "consequences" for failure" but the module specifies you can do those things in that way for these specific circumstances.)
You can take 10 or 20 in non-dangerous circumstances when using Perception to examine a room and/or search it for valuable. "Non-dangerous" means there is not someone in an adjacent room who could hear you or come across you.
There may be time later in the game when you are more in control of your circumstances, and things like mundane ship routines can be done with take 10 or even handwaved. Now is not that time.
You can take 10, as long as you are not actually in combat, for things like Knowledge checks and personal projects (non-ship tasks done at night) for things like Craft or Profession. Stuff like Appraise would also be fine, and when identifying magic items, I always assume take 20.
The way "take 20" works is that it pretends you roll to attempt what you're doing over and over and over until you get a "virtual 20." But that means on the way, you "virtually" roll a 1, 2, 3, 4, 5, etc. For situations where rolling low would result in a bad consequence (e.g., you failed hard on a Disable Device check on a trap, so you have triggered the trap), you can't take 20. (The daily tasks, even if not in a hostile environment, list consequences for failure, so I wouldn't allow taking 20 even if I did not otherwise consider the environment to be distracting and dangerous, which I do.)
The Core Rulebook says it is okay to take 20 on opening locks and searching for traps, but this does not make sense to me as either could have consequences for failure (not seeing the trap so you trigger it, jamming the lock). If my specific ruling on the search/open does not seem fair to you we can talk about it.
Being forced to roll for things like daily tasks is non-negotiable. It's part of the challenge of this part of the game.

GMDQ |

Would it be helpful if I prefaced the start of day and night sections thusly:
DAY X
- FIRST: Please post a day action: work diligently, influence 1 NPC, shop, shirk, or sneak.
- SECOND: Incorporating in any bonuses or penalties from the day action you chose, roll your work task check (you may not take 10 or 20 on this roll)
- THIRD: Post any RP/questions/detail on your work day and resolve any additional rolls. Bear in mind what can be reasonably accomplished in addition to your regular duties.
NIGHT X
- Shackles Rum: DC 5 Fort save or be addicted; +2 alchemical bonus to Cha, -2 penalty to Wisdom
- FIRST: Please post a night action: rest fully, influence 1 NPC, gamble, entertain, infiltrate, or steal.
- SECOND: Post any RP/questions/detail on your evening activity and resolve any rolls. Bear in mind what can be reasonably accomplished in the course of an evening.
- THIRD: If you choose to take a 2nd night action, knowing you will be fatigued the next day, declare that and post any details and relevant die rolls.
Just to remind folks of options, and make sure any actions/rolls get posted in the proper order (because I don't want you, for example, to make a work check but then choose a day action that would reduce or increase it).
I know this is anal, but I don't want to have to keep backing up because someone forgot to declare an action or roll a die.
If this section of the game--working on the Wormwood goes for about three in-game weeks, to give you plenty of time to make allies and gather gear and information--gets tedious, please let me know. My hopes is by being sure this all gets done up front, we can automate/fast forward quickly if things drag.
Your feedback as always is much appreciated. There is a private message function if you want to contact me that way (click on my user name to go to my profile and you should see an option to PM) or of course you can text or email me.

GMDQ |

BTW updated campaign tab, with summary of events and other things. Also that post above is wrong, the rum is a +2 to Cha-based CHECKS and likewise to Wis (you add +2 to the roll, not +1).

GMDQ |

BTW goofed-- tonight is night 4.
Task: 1d6 ⇒ 3
Task: 1d6 ⇒ 6
Task: 1d6 ⇒ 2
Kroop Breathalizer: 1d100 ⇒ 57

KeefX |

I can see the benefits of posting in a standardized manner. I'm willing to conform. It's not anal. It's organized and a way to keep track of a lot of moving pieces.
In order to make informed decisions, though, it would be helpful to have some info that would be useful for helping us judge what is best to do. Like in the case of Day #4, Lee had intended to spend the day exploring around but finding Kroop all drunked up, he decided to work diligently instead, thus keeping managerial attention off of his area.
So, maybe a set of facts to start the day (weather? coworker situations? other pertinent facts?) to which the players then respond with some standard days activities (Using the example above, maybe "Kroop seems to be hitting the rum kind of hard this morning," would be a good way to judge what the day will bring down in the galley. Or "Weather is looking rough today," would imply that being in the rigging would involve some extra precautions or maybe an excuse to be on the deck.)? Then situations evolve and we react. Then all that should set the stage for the players' evening activities.