Skull and Shackles PBP

Game Master Jason Lillis

The Skull and Shackles Adventure Path!


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Looks that way, but sometimes I double post numbers just to be sure. Ten (10) does not equal Ten (DC 10).

Sorry for delay on results, meeting and driving this morning. Posting in a bit.


Female Half-Orc Cleric 1, hp 9/9, AC 10, touch 10, flat 10, F +3, R +0, W +5, Init +0, Perc +3
Octavia Selene wrote:

@Lazha, I'm on holidays right now but I might have time to draw your character when I get home. One question is the dress ankle, mid or short length? Is it kind of a barmaids black dress with shoulder straps over the red shirt? Basically the style of the dress would help most.

I enjoy drawing and I like to have a project so I'd be happy to draw your character when I have time. Same goes for the other characters if you guys want. Okay back to holidaying!

I hope you're having a great time on holiday.

Yes, the dress is a few inches above the knee, and has thick straps and a sweetheart neckline, with the shirt underneath. She *thought* she was going for a nice night out on the town.


A Day aboard the Wormwood

A typical day has been set by Captain Horrigan flows as follows:

  • Morning Bell
  • Breakfast
  • Work Day (Ends at dusk)
  • "Bloody Hour" (Punishments handed out)
  • Dinner and rum rations
  • Evening rest
  • Night Bell (all to sleeping quarters)/Night Actions


[b]Crew Tasks on the Wormwood[b]

Life on board the ship is not going to be easy. Each day there could be a wide variety of activities. Rather than detailing every coil of rope, mop, and biscuit, the following Mechanic will be used. One task will be assigned each day that the PC is required to complete, and success is accomplished by a series of checks, sometimes with bonuses and penalties influenced by their choice of Ship Actions (See next post).

For those on the rigging, each day means one of six broad types of activities:

  • 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) orDexterity 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.

For swabs, the following could each take a full day's work:

  • 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 belowdecks, 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.

The ship's cook has a particular set of challenges to deal with: a violence prone crew to feed and an oft-drunk ship's cook, Ambrose Kroop. Here are representative tasks for this crew member:

  • 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.


Ship Actions

You could do what you are told exactly when you are told to do it, and that will yield a certain kind of reward. Choosing otherwise might provide other rewards. Some ways of thinking about how your character will approach their work day include:

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.

You may use any of these approaches during your daily tasks. Be aware that discovery of shirking your duties carries risk of punishment. Too much punishment breaks down your body, and makes it hard to fully recover for the next day.

You can also take actions in the evening hours before the rest of the crew turns in to sleep. Each carries it's own benefit:

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.


Female Half Orc Diva 1, HP 9/9, NL-HP 0/9, AC 14, Touch 12, Flat 14, F +1, R +4, W +2 Init +2, Perc +4

I think Jericho mentioned it but do you want us posting all our planned actions for the day or do you want hat to go day the evening in separate posts?


Day and evening will be separate posts.

These first posts will be a little longer than I like, but mostly for description. My hope is that as things get described, I'll be able to make the posts shorter.


I am putting together the google docs database that will track NPCs, experience, treasure finds, that sort of thing. Do you have requests for what else it will track? Just let me know and I'll see what I can do, then post when it is ready.


Female Half-Orc Cleric 1, hp 9/9, AC 10, touch 10, flat 10, F +3, R +0, W +5, Init +0, Perc +3
S&S GM wrote:
I am putting together the google docs database that will track NPCs, experience, treasure finds, that sort of thing. Do you have requests for what else it will track? Just let me know and I'll see what I can do, then post when it is ready.

Maps would be nice, eventually, once we've explored enough to know where things are.


Lazha Slicksheen wrote:
S&S GM wrote:
I am putting together the google docs database that will track NPCs, experience, treasure finds, that sort of thing. Do you have requests for what else it will track? Just let me know and I'll see what I can do, then post when it is ready.
Maps would be nice, eventually, once we've explored enough to know where things are.

Fair enough. Sounds like a good weekend project. I should be able to get something up that represents the ship.

When there are larger areas to explore, I'll get those up to.

The trick is having to redraw everything, as I can't just copy and paste out of the AP books without running afoul of legal troubles.

But good idea!


@Octavia - I didn't give you a chance to influence another NPC during the workday, and Sandara is already "Helpful." Did you want to try and influence another NPC, or pick another work day action?


Female Half Orc Diva 1, HP 9/9, NL-HP 0/9, AC 14, Touch 12, Flat 14, F +1, R +4, W +2 Init +2, Perc +4

I would like to try and influence someone if I could. Is there anyone that I was working with that I would have the opportunity to try with?


Hmm, you may have interacted with one other person on the crew at that point. Roll me a d12 and a Bluff, Intimidate, OR Diplomacy roll (your choice).


Female Half Orc Diva 1, HP 9/9, NL-HP 0/9, AC 14, Touch 12, Flat 14, F +1, R +4, W +2 Init +2, Perc +4

k I rolled them in the gameplay thread


This is a little how I picture Jericho.


Female Half-Orc Cleric 1, hp 9/9, AC 10, touch 10, flat 10, F +3, R +0, W +5, Init +0, Perc +3

Wow! Well, I guess that's one way to bring a party together.

So nonlethal damage converts to lethal once you go below zero, doesn't it? So 11 nonlethal damage out of 9 means I'm now down to 7/9 hp, correct?


Lazha Slicksheen wrote:

Wow! Well, I guess that's one way to bring a party together.

So nonlethal damage converts to lethal once you go below zero, doesn't it? So 11 nonlethal damage out of 9 means I'm now down to 7/9 hp, correct?

No kidding! Party unity from the start. You made some good friends this day. And more enemies, hooray!

That's correct, you are at 7 out of 9, and currently unconscious.


Also wanted to add, sorry for my posts being somewhat longer lately. Will try to keep them shorter, more spoiler tagged, when possible.


Female Half Orc Diva 1, HP 9/9, NL-HP 0/9, AC 14, Touch 12, Flat 14, F +1, R +4, W +2 Init +2, Perc +4

No problem, I don't mind.


Female Half Orc Diva 1, HP 9/9, NL-HP 0/9, AC 14, Touch 12, Flat 14, F +1, R +4, W +2 Init +2, Perc +4

lol, I'm having a lot of fun playing this character so far, still keeping my secret. I keep expecting to be found out.

GM: Realy enjoying the game, keep up the great work.

Everyone Else: Really enjoying your characters so far. Its a fun group.


Rogue(Scout) 7 , hp 45/45, AC 20(T14/FF16) CMD 20, Init +7, Perc +10 (+12 traps). F+5/R+10/W+3 Vanish 5/5

I agree, things are going swimmingly. Keeping the posts short has really kept thing moving along nicely.


Female Half-Orc Cleric 1, hp 9/9, AC 10, touch 10, flat 10, F +3, R +0, W +5, Init +0, Perc +3

Don't worry, Octavia. I'm sure your secret will be revealed at the most dramatic moment possible. :)
And I agree -- I'm having a blast with this.


Thanks, team! You are fun. Glad you like the short post strategy. I'd play by tweet if I could, so this is as close as we can get.

I'm hoping to have the ship info worksheet up by this weekend, if that's not too late for you all.


One additional note:Influencing NPCs.

There are slightly modified influence rolls in this AP. To change the attitude of another sailor (Hostile > Unfriendly > Indifferent > Friendly > Helpful), you can make a diplomacy check, or - because they are a rough and tumble lot - you can also increase their attitude via intimidate or bluff rolls. These latter would just be handled as though they were using the Diplomacy Rules.

Any questions?


Sorry I was out for a full day, will update game thread asap.


S&S GM wrote:
This is a little how I picture Jericho.

I do not know how I missed this, but this pic is beautiful! Thank you very much for it :-D


Jericho Fiendaxe wrote:
S&S GM wrote:
This is a little how I picture Jericho.
I do not know how I missed this, but this pic is beautiful! Thank you very much for it :-D

No problem! That guy has some great stuff. This is what you can find when you troll DeviantArt for character concept drawings.


Female Half Orc Diva 1, HP 9/9, NL-HP 0/9, AC 14, Touch 12, Flat 14, F +1, R +4, W +2 Init +2, Perc +4

That was a close one there Jericho ;-)


Female Half-Orc Cleric 1, hp 9/9, AC 10, touch 10, flat 10, F +3, R +0, W +5, Init +0, Perc +3

So, in the very first campaign I ever GMed, I had a major NPC named Sandara. She was a Rogue who infiltrated the party as a double agent. She adventured with them for over a year (about 10 levels) before betraying them to her twin brother Thandara, one of the most powerful Wizards in that world.

So I do a double-take everytime I see her name. And if she ends up double-crossing us...


Ha ha ha! That's fantastic! Well, I guess now you'll constantly be watching you back with her.

Thanks for the insight!


Crew Database linked here.


Just to note that I am still here, and that I am thoroughly enjoying the game, even though Jericho is not present. I have chosen to play him this way, and I was fairly certain that consequences will be like this, if not even harsher. So, as I said - I do not have much to post in-game, but I'm still here, and I am really enjoying your posts girls&boyz :-)


Female Half Orc Diva 1, HP 9/9, NL-HP 0/9, AC 14, Touch 12, Flat 14, F +1, R +4, W +2 Init +2, Perc +4

yeah...octavia feels kinda bad about getting Jericho into that situation :)

Glad you are enjoying it. I'm really enjoying it as well.


Good to know! Thanks for posting in all the same. Feel free to plan on Jericho going a little stir crazy by being stuck in a box for a day in tropical weather.


Female Half-Orc Cleric 1, hp 9/9, AC 10, touch 10, flat 10, F +3, R +0, W +5, Init +0, Perc +3
S&S GM wrote:
Sorry for delay, weekend vacation.

No worries; I hope you had a great time.

S&S GM wrote:

Given Jericho's absence, we have two options: re-recruit, or GMPC. I'm currently favoring the latter, in the event that Jericho comes around again and because 3players are easier to manage than 4. You all have quick posting times, which makes short post length games move quick.

If I can post this evening I will. Otherwise, I'll get you something tomorrow.

Whichever you'd like to do is OK by me.


Rogue(Scout) 7 , hp 45/45, AC 20(T14/FF16) CMD 20, Init +7, Perc +10 (+12 traps). F+5/R+10/W+3 Vanish 5/5

Just GMPC for the moment, if Jercho turns up, great, otherwise we can always re-recruit later.


Female Half-Orc Cleric 1, hp 9/9, AC 10, touch 10, flat 10, F +3, R +0, W +5, Init +0, Perc +3

So I'm posting a link to the Campaign Journal I'm writing for the face-to-face game I'm in, just in case any of y'all are interested. We're doing the Jade Regent Adventure Path, so there are spoilers for that, and for the module Feast of Ravenmoor.

We're not making very good time -- 12 sessions so far and we haven't finished the first book yet.

Viriel's a very different character than Lazha. She's a young Half-Elf Rogue/Witch working her way towards Arcane Trickster, with a personality I would describe as a cross between Willow (from Buffy) and Elle (from Legally Blonde) with a touch of Catwoman thrown in. And it is very much an in-character journal -- there's more than a little bit of unreliable narrator.

Here 'tis.


Female Half Orc Diva 1, HP 9/9, NL-HP 0/9, AC 14, Touch 12, Flat 14, F +1, R +4, W +2 Init +2, Perc +4

Thanks for sharing that Lazha, I'll take a look.


Female Half-Orc Cleric 1, hp 9/9, AC 10, touch 10, flat 10, F +3, R +0, W +5, Init +0, Perc +3

All right, I'm off to WorldCon so I'll be incommunicado until Tuesday. Feel free to play Lazha as you need to -- she's concentrating on influencing unfriendly people.

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