
Voice Of The Deep |

This thread is for the discussion of my Skull and Shackles game.
Some rules for operating
- I'll be checking the board at least once in the morning and once in the evening, and as such would appreciate one post-per-day as a minimum. That being said, I understand that life gets busy (mine has been that way lately). If you have to be away for a while, we have 3 options:
1) I can GMPC your character
2) We can find a way to determine your characters' rough actions in advance
3) We delay the game until you are able to get back again.
- I'd prefer if the maximum amount of OOC chat is conducted in here, to keep the game flowing.
- I'd appreciate formatting as follows: describing actions (especially in combat), dialogue, internal dialogue
- I'll be keeping track of XP, but leveling up should occur for the whole party at once to make sure you're all on the same page.
- To steal Leinathan's description:
I will run combat as the following: When combat is declared, I'll have everyone roll initiative and post their first action. When all of the actions are completed, (and I've also rolled initiative) I'll post stating what happened that round, and then declare round two. Rinse and repeat.
WELCOMES
With all that being said, I'm hoping you'll all have fun and you'll be patient with me as I get used to GMing. To get the discussion rolling in here, I'd love to know a few things from you all:(1) How many PbP games are you involved with at the moment?
(2) What past experience do you have with Skull + Shackles (Playing or Running)?
(3) What are the two items you wanted on your character?

Voice Of The Deep |

The Importance of Spoilers
I am a particular fan of limited information decision making. What do I mean by this? It means that at some points, I as a GM may give information to only select players, or, may give each individual player differing information. This is not intended to pit you as PC against each other. Instead, it is meant to reflect the fact that each of your characters is viewing the world through their own lens of perspective. This is especially relevant given the extreme nature of some of your characters. Therefore, whenever you see "Spoiler=SOMEONE", I'd kindly ask that you resist opening it unless it is addressed to you. If you really can't resist spoilers, then you must be capable of roleplaying without including any of that information. Similarly, players should feel free to address me as the GM in a similar manner. The following is an example:
Whilst out in a crowded market place, someone slips a piece of paper into your hand
In this particular example, feel free to read through everyone's spoilers. You'll note that whilst we're talking about the same object, the particular shades of importance your characters get are based on who they fundamentally are.
I of course apologize if these examples have missed how your character would react. I'll avoid doing these too much until I have a better feel for all your Characters and how you want to play them.

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Hehe, you stole my description :D
(1) How many PbP games are you involved with at the moment?
I am involved in four, two that I am DMing, and two that I am playing in including this one.
(2) What past experience do you have with Skull + Shackles (Playing or Running)?
I have zero past experience with Skull & Shackles.
(3) What are the two items you wanted on your character?
My holy symbol of Cayden Cailean (actually a miniature flagon) and a dagger.
Aaaaand hello! I see that I'm the first to post here. I'm all excited about this breakin' outta prison/the ship thing.
Also, I saw something amusing recently. Someone was comparing inquisitors of different dieties. "Inquisitor of Cayden: Oh, I see you're abstaining? I must insist that you try it. No really. Drink."

Tie My Shöelace |

If I understand correctly, during combat we are running readied actions during our turn order? I assume it won't be possible to change what we do once posted. With that said, am I allowed to declare two different actions, one vague/general and the other specific/conditional? This is because I can't see the layout of the field at the current time.
Example:Fight Starts in Surprise round, Grunt gets hit by arrow and makes him angry. General action: I charge the archer. Conditional action: anyone gets in my way I hit them instead.
This is to prevent unforeseen AoO (not that Grunt really cares about those) as well as playing the character how they would in an actual fight. Grunt would beeline for the archer knocking everything out between him and the archer.
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I am in two other AP PbPs, one dying/dead homebrew (really bad GM seemed to have scared off everyone), and this one. As for experience, none, done nothing with ships before or any other type of things dealing with water.
A Whetstone to sharpen his Falchion with and small (relatively, Grunt has big hands) palm sized polished piece of steel.
Grunt is fascinated with the reflective properties of the piece of metal, this is his most valued possession and the last time one of his crew mates tried messing with it they ended up with a broken nose and arm and a black face (rather than eye).
That is about all he has besides his Earthbreaker and his Falchion and Leather armor, and some pirate clothing. He doesn't find use of anything else, and if he needs something special it is either provided for him or he gets someone to do it for him.

Voice Of The Deep |

Sorry about the delays. I meant to have the post up a few hours ago, but we've had a blackout, and my neighbours have a wedding at their house today, so we've been helping them not freakout over the black out. All sorted though. I'll try and have the opening posts up in about a half hour.
@Shoelace: Having multiple actions is fine (assuming you're not presenting me with 15 action choices). Your example is perfectly alright though. In the case that you proposed just the one action ("Grunt charges straight at the elf in front of him") and that character dies before his turn arrives, I'll just send him to the next logical choice. If it becomes obvious that there will be conflict between people's actions, I might offer people lower in the Initiative order the chance to change actions, but it really doesn't happen that often.
@Viluki: I'm planning to use the power of your imagination. At least for the start of this AP, there is very little dungeon trawling (you're on a boat). However, if you guys desperate think you need maps, I'll upload them to a dropbox file and will update each time you reach a new place.

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You know, I bin' thinking, and something tells me Grunt would be an awfully great asset to have aboard a ship.
Also, hooray! Ready to get to some YARRRRRRRRRRRRRRRRRRRRRR
Sorry. Lost control for a second there.

Voice Of The Deep |

The traditional pirates code is as follows:
Most of a pirate’s code focuses on mutual defense and avoiding conflict through equal wealth distribution.
• Every member of the crew gets an equal share of treasure. Anyone caught taking more than his fair share of loot,
or refusing to report its discovery in a timely manner, shall be marooned. The captain receives extra shares of any treasure, as do shipwrights, carpenters, and officers to lesser degrees.
• Every member of the crew must tend to his own weapons and keep them ready for battle.
• Anyone who shows cowardice in the face of the enemy or deserts in battle shall have his throat cut or be marooned.
• No crew member shall hide his abilities from the crew. A sailor who can perform magic shall use his abilities on behalf of the ship.
• No crew member shall take a position on a new ship or talk of leaving until each crew member has acquired at least 1,000 gp worth of treasure through his labors.
• No fighting is allowed between crewmates. Quarrels shall be set aside until shore leave, at which point grievances may be settled with violence on shore.
• All crew members must obey the captain and his officers.
• Any pirate found stealing from crewmates shall take 30 lashes and be put ashore at port.
• The person who spots a sail shall have first pick of its loot.
• Any crew member who loses a limb in service to the ship shall be paid 800 gp for its loss.
• Every sailor has an equal right to vote in decisions put to the crew by the captain.
Emphasis added. It's important to note though: This is the code of an honourable pirate ship. You'll quickly learn that Mr Plugg and the boatswain who dragged you to the topdeck don't fit this code by much. They have their own rules of punishment.
On that note, in theory you can request a duel, but given that you've all just been shanghai'd, don't expect it to be granted to you. If they did grant you a 'duel', it'd likely be stacked against you. You should pick up pretty quickly that these guys aren't the best of blokes.

Voice Of The Deep |

Also for your enjoyment are the rules of Shipboard conduct. Captain Harrigan's crew pretty much don't follow these at all, or if they do, it is only selectively.
• Any sailor caught below deck with open flame, magical or mundane, will suffer 10 lashes. All candles and lanterns are to be extinguished at sunset.
• No sailor is to play cards or dice for money while onboard, nor use such things to take advantage of her crewmates on shore.
• No sailor is to bring aboard a husband, wife, child, person of ill virtue, or any passenger unbeknownst to the captain. Both sailor and passenger face marooning.
• Every sailor must do her fair share of work, and neither shirk her duty nor pass off work to another, lest she face 20 lashes. A ship’s bard may rest 1 day per week, but must stand ready to entertain on all others.
• Every sailor receives an equal share of food and drink, and 1 ration of liquor every day.
• Any sailor found drunk on duty shall face 10 lashes. Any sailor too drunk to function effectively during battle shall be killed.
• A sailor who suspects a hazard, be it storm cloud, sea monster, or enemy ship, must raise the alarm immediately. Any sailor who sees an unfamiliar sea creature must inform the captain immediately.
• A sailor shall not speak to any creature of the sea without the captain’s permission.
• A sailor must not speak ill of the dead lest they summon restless spirits to the ship.

Voice Of The Deep |

line number 5 will be interesting...
Like I said, those are the rules of a normal pirate ship. Expect Mr Plugg's version to read as follows:
- No crew member shall take a position on a new ship or talk of leaving, or I'll keelhaul them.
EDIT: Master Scourge's version would be even more graphic. It might involve your intestines, and seagulls.

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Lorin, THAT is how you do social skills :D Please don't get us all murdered now.
We need our arcane people, you're right.
Although one of them is lexibean, who is having problems.

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I traded Sense Motive and Intimidate bonuses to similar bonuses to Diplomacy and Bluff, so I'm capitalizing on my strengths haha.
Hey, Nico just wants to get free, and he sees "wait" as the way to do it, but if shit goes down he's still got a weapon and his full daily complement of spells :D (although that's only two spells)

Voice Of The Deep |

So, we have effectively had one character drop out. I've contacted a back out to replace him, we'll just have to pause until such time as he turns up.
Sorry guys. Rest assured though, I have my next post pretty much prepared for when he gets here.