Tides of Change ( Skulls and Shackles ) (Inactive)

Game Master Krumthi

Are you able to become the next Free Pirate?


100

Players:

Chaenath Woodsea- CG Female Elf Witch
Ajani Ihejirika- NG Male Vanara Druid (Storm Druid)
Kashmyk Seafollower- CG Male Dwarf Fighter
Drak Roberts- CN Male Human Swashbuckler (Inspired Blade)
Risam Wakoshi- N Male Ratfolk Alchemist
Ben Sandlock- LN Male Halfling Rogue (Pirate)

There's adventure to be had on the high seas when a group of press-ganged strangers seizes a ship and becomes embroiled in the plots and politics of the Shackles—an infamous island chain dominated by pirate warlords. But as these new swashbucklers make names for themselves, rival scalawags, enemy navies, legendary sea monsters, and the infamous Hurricane King himself seek to see them walk the plank. Who will survive when there's glory to plunder?

Swab Jobs:

Swab Jobs:

1: Man The Bilges: Vile and sweaty work cleaning out the bilges.
requirements:
DC 12 Strength check
DC 10 constitution or fatigued check.

2: Rat Catcher: Catching vermin below deck.
requirements:
DC 10 Stealth, Survival or Dexterity Check

3: Swab The Decks: Backbreaking work mopping the decks and scrubbing them with sandstone blocks called holystones.
requirements:
DC 10 Strength or Constitution check.
Failing either check results in Fatigue.

4: Hauling 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.
requirements:
DC 10 Profession(Sailor) or Strength check
DC 10 Constitution or Fatigued Check.

5: Runner: Passing messages to the crew and officers of the Wormwood in all parts of the ship.
requirements:
DC 10 Acrobatics check
DC 10 Constitution or Fatigued Check.
A character with the Run feat or a Landspeed of 40 feet or more automatically succeeds.

6: Repairs: Things constantly tear or break aboard the ship and need repairs, whether sewing sails or splicing rope.
requirements:
DC 10 Profession(Sailor) or Dexterity check


Rigger Jobs:

Rigger Jobs:

1: Rigging Repair: The ship's rigging frequently is damaged and needs repairs.
requirements:
DC 10 Climb check(to 30ft)
DC 10 Profession(Sailor) or Dexterity Check

2: Line Work: Hard work hoisting and lowering sails.
requirements:
DC 10 Profession(Sailor) or Dexterity check
DC 10 Constitution or Fatigue Check.

3: Upper Rigging: Work in the upper rigging.
requirements:
DC 10 Climb Check(to 50ft)
DC 10 Profession(Sailor) or Dexterity check.

4: Rope Work: Handling the ship's ropes, including coiling, stowing and securing them to cleats and single bollards.
requirements:
DC 10 Profession(Sailor) or Dexterity check.

5: Lookout: A climb to the crow's nest.
requirements:
DC 10 Climb check(to 60ft)
DC 10 Perception Check.

6: Mainsail: Tough work raising and lowering the mainsail.
requirements:
DC 10 Profession(Sailor) Check or Strength check
DC 10 Constitution or Fatigue Check.


Cook Jobs:

Cook Jobs:

1 or 2: cooking: Assisting kroop in preparing the days meal.
requirements:
If he's sober no check is required
If he's drunk a DC 10 profession(cook) or intelligence check

3: fishing: catching tonight supper using the ships nets.
requirements:
DC 10 profession(Fisherman) or survival
failed checks result in a day in the bilges as punishment the following day.

4: turtle hunting: hunting leatherback sea turtles with harpoons, treble hooks and, nets.
requirements:
DC 10 profession(fisherman) or survival check
failed checks result in a day in the bilges as punishment the following day

5: bull season: drinking with crop and listening to in stories.
requirements:
Must drink an additional rum ration but, is able to make an additional ship action during the day .

6: special occasion: the captain is celebrating something special today and whats one of the ships pigs butchered and cooked for dinner.
requirements:
DC 10 profession(cook) or survival check
If kroop is sober no additional check required
If kroop is drunk DC 15 professional(cook) or intelligence check

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.

In addition, you can skip sleep altogether in order to take two more actions during the night. These actions are limited to Influence, Sneak, or Steal, however, and you will almost certainly be fatigued the next day.

Other Information

Rum Rations:

1: Dispose: DC 10 Stealth Check. No bonus/penalty. Lashings on a failed check.
2: Sip/Make Grog: A pirate often waters the rum down with water, ale, or whatever other liquid might be handy/less potent. A pirate who nurses his rum, or dilutes it to make Grog makes a DC 10 Fortitude Save, or is fatigued. 8 hours rest removes this fatigue. This is a poison effect.
3: Drink Deeply: A true pirate drinks his rum. He makes a Fortitude save at DC 15 or takes 1d3-1 Con Damage. He also gains a 1d4 alchemical bonus to Charisma for 8 hours (pass or failure). The next morning the PC must make a DC 10 will save or be fatigued until the PC can get 8 hours rest. This is a poison effect.

Entertain Mechanics:

Make a Perform check to entertain the crew. This is generally sea shanties, songs, or something similar. If you hit DC 20, you gain a +2 bonus to all Cha-based checks made to interact with any listener in the crew (including as part of the Influence action) for the next 24-hours.

If your Perform check result is a 9 or lower, however, the next time you attempt to Entertain the crew, you must first make either a Bluff or Intimidate check DC 15 to get them to stop ignoring you, at which point you can then make a Perform check.

Gamble Mechanics
You may play and/or gamble on the following entertainments. Minimum bet is 1gp (or an item of equivalent value).

Arm Wrestling - Not the typical contest, rather this is usually done on a barrel with broken glass, caltrops or some other dangerous hazard. It's an opposed Str check with the higher result winning and the loser taking 1d2+the opponent's Str modifier in damage.

Hog Lob - A game where contestants attempt to hurl a lead ingot covered in a greased up piglet skin the farthest. A bet is agreed on before starting. Contestants roll a d20 and add their CMB to this. The ingot counts as an Improvised weapon and suffers the appropriate -4 penalty to the roll. If you have the Throw Anything feat it negates this. Your final numerical result is the number of feet you threw it, with the winner being the one who threw it the farthest.

Heave - A potentially deadly game where you try to drink your opponents under the table. Bets are made beforehand. Each person swigs a half pint of rum. You then make a DC 15 Fort save or take increased damage from your rum rations. Each next swig increases the DC by +3. The game lasts until only 1 pirate is standing.

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Crew Members (and current attitude)

Sandra Quinn (helpful)
Rosie Cusswell(Indifferent)
Crimson "Cog" Cogward ()
Giffer Tibbs ( )
Jak Scrimshaw ( )
Tilly Brackett ( )
Badger Medlar( )
Shivikah (Unfriendly)
Aretta Bansion ( )
Fipps Chumlett ( )
Jaundiced Jape (Hostile)
Jakes Magpie (Dead)

Riggers
conchobhar Turlach Shortstone ( )
Tam "Narwhal" Tate ( )
Rattsberger (Indifferent)
Maheem ( )
Barefoot Samms Toppin (Helpful)
Slippery Syl Lonegan (Unfriendly)

Officers Description
Barnabas Harrigan Hostile Ship's Captain (Hostile)
Mister Plugg Hostile First Mate (Hostile)
Scourge Hostile Boatswain (Hostile)
Ambrose “Fishguts” Kroop Ship's cook (Friendly)
Cut-Throat Grok Quartermaster (Helpful)
Peppery Longfarthing Sailing Master (Hostile)
Riaris Krine Master Gunner (Hostile)
Habbly Quarne Surgeon/Carpenter (Hostile)
Klipper Gunner's mate (Hostile)
Patch Patchsalt Boatswain's Mate (Hostile)
Tarroon Captains help (Hostile)
Owlbear Plugg's "pet" ( )

Roles on Ships:

Boatswain: The boatswain, or bosun (pronounced
“bosun” either way), is responsible for the upper deck of the
vessel and above. This makes the boatswain accountable
for all rope, rigging, anchors, and sails. At the start of the
day, the boatswain and those under her weigh anchor, raise
the sails and report on the general condition of the ship’s
deck to the captain. As she oversees many of the ship’s
basic daily labors, the boatswain is often responsible for
keeping discipline and dispensing punishment.
Cabin Boy/Girl: Servant to the captain and other officers,
this low-ranking and typically young crew member assists
other sailors in their duties and runs various errands
across the ship, requiring him or her to gain a measure of
understanding of almost all the ship’s roles.
Captain: The ultimate authority on any ship, his word
is law to all on board. The captain chooses where to sail,
what to plunder, and who fills the other stations aboard
the vessel, among many other command decisions.
Leadership often proves perilous, however, as a captain is,
above all, meant to secure success for his ship and crew.
Failing to do so increases the threat of mutiny.
Carpenter/Surgeon: No matter what enchantments or
alchemical unguents augment a pirate ship, its heart and
bones are still wood. This simple fact makes the carpenter
one of the most important positions aboard any vessel.
Carpenters are chief ly responsible for maintaining the
ship below the deck, finding and plugging leaks, repairing
damage, and replacing masts and yards. As the crew
member most skilled with the saw, the carpenter typically
serves as a ship’s surgeon as well—bones cut just as easily
as timbers.
Cook: While the quartermaster normally allocates the
rations, the cook and his apprentices make and distribute
meals to the crew. Although some better-outfitted vessels
employ skilled cooks to attend to the captain and the
officers, many cooks are drawn from crew members who
have suffered crippling injuries, allowing them to still
serve even after such trauma.
Master-at-Arms: Concerned with the security of the
ship, the fitness of the crew, and the dispensing of justice,
the master-at-arms typically is one of the most feared and
dreaded of a ship’s officers.
Master Gunner: The master gunner is in charge of all
shipboard artillery, ensuring moisture and rust don’t ruin
the weapons and that the crew knows how to use them. On
board ships with firearms, the master gunner maintains
the vessel’s cannons, firearms, and powder supplies; on
ships without such weapons, she maintains the ballistas,
catapults, and so on.
Quartermaster: The quartermaster oversees the supplies
and items stored aboard the ship. She maintains the
supplies of food and weaponry, oversees the disbursement
of food to the cook, and doles out the rum ration to the crew.
Rigger: Riggers work the rigging and unfurl the sails.
In battle, next to that of a boarding party, the riggers’ job
is one of the most dangerous, as they pull enemy vessels
near enough to board.
Swab: Any sailor who mops the decks. Also used as slang
for any low-ranking or unskilled crew member.