Skull and Croak: A Skull & Shackles Game (Inactive)

Game Master Almonihah


Daytime Ship 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 (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.

Nighttime 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.

Pirate entertainment
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.

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.