GM Claigeann: Skull & Shackles

Game Master Faol Mhor



Male Human HP 8/8, AC 15, CMD 12, Touch 13, Flat 13, F +0, R +4, W +4, INIT +2, Perc +9

This is the discussion thread for my Skull & Shackles campaign. Recruitment is closed at present.

Those of you who are in the game are welcome to check in and post questions now.


Hey all. Just getting set up and checking in. More info will be posted tonight but I will be playing Nathan Abramson, Human White Linnorm (Draconic) Sorcerer, CG.


Male Human Fighter 1 HP 10/10, AC 17, CMD 16, Touch 14, Flat 13, F +1, R +4, W -1, INIT +6, Perc -1

Hello everyone. I haven't finished my background check yet, but I will be playing a Human Fighter (two-weapon), CN


Male Human HP 8/8, AC 15, CMD 12, Touch 13, Flat 13, F +0, R +4, W +4, INIT +2, Perc +9

Becuase not all of you may now how to play a play by post yet I'm including some basic instructions in this post. Below the box you type in you can find "how to format your text" all the applicable code is down there if you forget so it's an easy refrence. This is more a how to use it post.

In any case,

Here is a rough example of play.(explanations in brackets)
----------------------------------------
Markus Posts:
----------------------------------------

Markus enters the room.

I better not reveal my true identity (using the italics HTML for characters internal thoughts)

Markus introduces himself to Borim.

Borim, my name is Darrian. (using the bold HTML)

Bluff Check: 1d20 + 2 ⇒ (8) + 2 = 10 (using the dice command and adding +2 for his bluff mod)

GM I was wondering if my character could also take a perception check to see if Borim has any hidden weapons on him. If so my roll is hidden below (using the OOC HTML to talk out of character to GM or other players in the thread)

1d20 + 1 ⇒ (2) + 1 = 3

----------------------------------------
GM Posts:
----------------------------------------
yes you have time to make a the perception check as you walk in

Sense Motive Check: 1d20 + 6 ⇒ (7) + 6 = 13

As you approach, despite your best efforts you fail to notice the knife Borim is carying and he attacks you before you can react after recognizing you.

Attack: 1d20 + 5 ⇒ (9) + 5 = 14

His blade goes through your armour into your ribs

Causing 1d4 + 3 ⇒ (1) + 3 = 4 points of damage.

Ragnor:

Meanwhile Ragnor has been trapped in a back alley by two thugs, although they think they have the drop on you they underestimate your speed.

We have you now you bastard the taller one says.

Ragnor you are in combat and you win init and can take your actions.


Male Human HP 8/8, AC 15, CMD 12, Touch 13, Flat 13, F +0, R +4, W +4, INIT +2, Perc +9

Oh and I forgot to mention, for ease of refrence use this tmeplate or something similar in your classes slot in your profile.

Just an example:

HP 8/8, AC 15, CMD 12, Touch 13, Flat 13, F +0, R +4, W +4, INIT +2, Perc +9

See my GM character line beside GM Claigeann's name for how it should look.

Sorry fro the info download, any questions yet?


Male Halfling Rogue 1 (HP 10/10, AC 18, CMD 12, Touch 14, Flat 15, F +3, R +6, W +1, INIT +3, Perc +6 (+1 for traps & +1 for hidden things including traps))

It would appear that I am playing a halfling rogue. Trying for a sniper.


Male Halfling Rogue 1 (HP 10/10, AC 18, CMD 12, Touch 14, Flat 15, F +3, R +6, W +1, INIT +3, Perc +6 (+1 for traps & +1 for hidden things including traps))

Was curious when the estimated start date was.


Male Human HP 8/8, AC 15, CMD 12, Touch 13, Flat 13, F +0, R +4, W +4, INIT +2, Perc +9

As soon as we get all the characters ready to go. Not sure when that will be, hopefully soon. I need to look over people's back stories a bit to so it would help if people can add that to their profile or PM it to me.


Male Human Sorcerer HP 10/10, AC 14, CMD 12, Touch 14, Flat 10, F +1, R +3, W +1, INIT +3, Perc +0

Just have to write down my backstory, and talk to Emilio (Who I assume is Russ) about how we're connecting them. But otherwise all done. Character sheet is on Dropbox if you wanna see it, Andrew.


Male Human HP 8/8, AC 15, CMD 12, Touch 13, Flat 13, F +0, R +4, W +4, INIT +2, Perc +9

For background I mostly need the reasons your characters were at the formidably maid bar that one fine evening. Any other background you can work out a little later but what's key is that I know what campaign trait you took and what your character did before the bar and why they were at the bar.

Yeah, I think that's Russ, you guys had one more interested didn't you?

Oh and when I checked your Character sheet in dropbox it seemed to be off somehow, the class skills were messed up as well as AC. (I gotta remember to update that sheet, i'll try to do that later this week)

We are waiting on one more friend of mine, and Nick I think Russ said.


Male Halfling Rogue 1 (HP 10/10, AC 18, CMD 12, Touch 14, Flat 15, F +3, R +6, W +1, INIT +3, Perc +6 (+1 for traps & +1 for hidden things including traps))

My sheet is done on Dropbox. I'll probably type out a character background today (Thursday) and keep it in my profile. I took eye of plunder. The skills may be off if we are adding the favoured class to skills which I did. It will say I get 9 / level before in because 8 + favoured. Nick has the info he just has to check it out.


Male Halfling Rogue 1 (HP 10/10, AC 18, CMD 12, Touch 14, Flat 15, F +3, R +6, W +1, INIT +3, Perc +6 (+1 for traps & +1 for hidden things including traps))

Backstory in profile.


Male Human Sorcerer HP 10/10, AC 14, CMD 12, Touch 14, Flat 10, F +1, R +3, W +1, INIT +3, Perc +0

Class skills were a little off because I went through and manually hit "true" on the ones that should be. My two traits give me Know Hist and Diplo. Also, I took dodge so I added the one into the misc slot (Cause there is no dodge bonus spot and I suck at macros/xcel editting. GET ON IT! Sheesh! ;) ) Hence the potential flubs.

Ill be typing up my backstory tonight.


Male Human Sorcerer HP 10/10, AC 14, CMD 12, Touch 14, Flat 10, F +1, R +3, W +1, INIT +3, Perc +0

Backstory all done. Character done.

Sooo... When do we start?


Male Human HP 8/8, AC 15, CMD 12, Touch 13, Flat 13, F +0, R +4, W +4, INIT +2, Perc +9

Well right now we need Nick and one more to check in and then I'll get us going, so if one of you can check with Nick that would be cool.


Nick here, will update character information shortly.


Female Human Witch 1 HP 6/6, AC 14, CMD 13, Touch 12, Flat 12, F +0, R +2, W +3, INIT +2, Perc +2

Got my character all made, just have to write up my backstory yet.


Male Human HP 8/8, AC 15, CMD 12, Touch 13, Flat 13, F +0, R +4, W +4, INIT +2, Perc +9

Perfect, if you two, Nick and Nadia, can just let me know tomorrow what campaign traits you guys took we can start maybe even tomorrow.


Male Human HP 8/8, AC 15, CMD 12, Touch 13, Flat 13, F +0, R +4, W +4, INIT +2, Perc +9

Okay Guys, I'm ready to go but we still need Jasmel and Boyden to get their back stories up and campaign traits. It would help me if you could put as much info in your character profiles as you can, (Dan and Russ no need, I have your Sheets via dropbox)

I will need characters to be finished soon but because some are waiting to get started I'm going to go ahead and post the first game post in the gameplay thread very soon.


Male Human Sorcerer HP 10/10, AC 14, CMD 12, Touch 14, Flat 10, F +1, R +3, W +1, INIT +3, Perc +0

Do you want us adding in the negatives from things like Dazzled when we do our dice rolls, or do you want us to leave that to you boss?


Male Human HP 8/8, AC 15, CMD 12, Touch 13, Flat 13, F +0, R +4, W +4, INIT +2, Perc +9

Go ahead and add them if you remember them. If not I'll try and keep track and apply it to your results when im letting you know what happens.

Just as another note if you make an attack in the game roll the dice for the attack and also roll the damage in the same post. It just saves time so I don't have to let you know you hit then you roll for damage. Make sense?


Male Human Sorcerer HP 10/10, AC 14, CMD 12, Touch 14, Flat 10, F +1, R +3, W +1, INIT +3, Perc +0

Roger roger.

I am actively excited about this.


Male Human HP 8/8, AC 15, CMD 12, Touch 13, Flat 13, F +0, R +4, W +4, INIT +2, Perc +9

Lol, I know, you and Russel both.

I was talking to Russel this evening. I'm going to hold off a bit until other people get a chance to post before I move the story along to much otherwise they might get left behind a bit.

I'll post probably in the morning sometime and then maybe in the evening if nobody else has posted.


Male Human Fighter 1 HP 10/10, AC 17, CMD 16, Touch 14, Flat 13, F +1, R +4, W -1, INIT +6, Perc -1

I've done my background now. Nadia's campaign trait is Ilizmagorti Native. The rest of her info is on her profile now, except she needs one more trait and to write her backstory up.


Male Human HP 8/8, AC 15, CMD 12, Touch 13, Flat 13, F +0, R +4, W +4, INIT +2, Perc +9

Just so everyone is on the same page, we had one person drop out unfortunately. But never fear we will add two more players....it'll be fun :-)

So this is how it will work. One of the players will replace Boyden who I will say is still unconscious while the other one will also still be unconscious and not awake yet. They will both be in the hold. so that means we can keep moving forward with this current ah...situation without to much interruption until they get their characters ready and to go.

SOME NOTES:

I'd like to remind everyone that because it's play by post its almost more difficult to run in a linear fashion, so sometimes I will take license with sequence of play, while other times I will move the story forward without someone having the opportunity to post. That means that if you really had wanted to say something but the story has moved on a bit that's okay, just through it in a spoiler for the person you were going to say it to and carry out the conversation as well as playing in the present. It's not star trek but we can play with the space-time continuum anyway.

Another thing I've noticed when looking on the boards and heard it talked about in a thread is that the game tends to flow smother if players write their posts not as if they are doing something but rather as if they are laying out their plans.

For instance,

"Gregor charges to the door kicks it open and runs in hacking the nearest enemy with his longsword."

is a little more difficult for the GM because then the GM has to say "well actually you don't the door is locked."

Its better if you write:

"Gregor would like to run to the door, kick it open and if successful try and attack the closest enemy."

GM: Greogr you kick it with your foot but it doesn't budge. You hear the goblin on the other side of the door laughs at you.

But thats just a nit picky thing which I wont harp on either way.


Male Human Fighter 1 HP 10/10, AC 17, CMD 16, Touch 14, Flat 13, F +1, R +4, W -1, INIT +6, Perc -1

Can you make a ruling for us regarding Jasmel's Prehensile Hair hex. It's not clear and there seems to be much debate on the forums. There seems to be 3 options:

- Always considered a secondary natural attack
- always considered a primary natural attack as she doesn't have any other natural attack options
- Only considered a primary attack if she is not wielding another weapon in one of her hands.


Male Human HP 8/8, AC 15, CMD 12, Touch 13, Flat 13, F +0, R +4, W +4, INIT +2, Perc +9

I'm gonna have to say that based on the wording it's always a secondary natural attack because it doesn't indicate that its just a natural attack in the wording.

Second idea, that its a primary attack doesn't make sense because it directly says secondary in the language.

Yeah I think it should only be a secondary.


Male Human HP 8/8, AC 15, CMD 12, Touch 13, Flat 13, F +0, R +4, W +4, INIT +2, Perc +9

Just so you know I kinda moved the plot ahead abit here. You had all surrendered so I fast forwarded just a bit. That way Emilio can do more than drool lol.

Also I think this will be a good spot to have the other two characters join.


Male Human HP 8/8, AC 15, CMD 12, Touch 13, Flat 13, F +0, R +4, W +4, INIT +2, Perc +9

How daily actions work: Everyday you are assigned a job by Scourge, Plugg or Fishguts. during the day you are allowed one action, any of the Daytime Ship actions.

In the evening you will aslo get a ship action, this takes place right after supper during free time. These are the Evening/Night time free actions. You can choose any of these.

finally, during the night...when you are supposed to be asleep you can choose to take another two Night time actions, but only the ones marked with and (*) Note that for each Night time actions you take you must make a roll to avoid fatigue.

Daytime Ship Actions

Work Diligently: Gain a +4 bonus on any one check for a job’s daily task. Only 1 check if there are 2 checks to be made that day.

Influence: Make normal checks for a job’s daily task and attempt to influence a single NPC you are working with. Swabs can influence swabs, riggers can influence riggers, cooks mate has a bit more freedom so they can influence a number of different people during the day.

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 (which is in the galley)

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 (see below).

Evening/Night time 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.

I'll put up a map of the ship that you've explored so far in case you want to sneak around. :-) You might want to copy this information to a word document for easier access.


Male Human Fighter 1 HP 10/10, AC 17, CMD 16, Touch 14, Flat 13, F +1, R +4, W -1, INIT +6, Perc -1

Do we still have two more joining us or not anymore?


Male Human HP 8/8, AC 15, CMD 12, Touch 13, Flat 13, F +0, R +4, W +4, INIT +2, Perc +9

no idea, if they do they'll have to get on board some other way now :)


Male Human Sorcerer HP 10/10, AC 14, CMD 12, Touch 14, Flat 10, F +1, R +3, W +1, INIT +3, Perc +0

Steve will be rolling up his character tomorrow (under threat of death) and I have no idea whats going on with Jay.


Male Human HP 8/8, AC 15, CMD 12, Touch 13, Flat 13, F +0, R +4, W +4, INIT +2, Perc +9

yeah I talked with Stephen on the weekend I thought he'd have something up and running by now.

Okay I added a ton of info in the gameplay thread, maps and list of all the NPC's on board etc.

You can use the maps as reference to determine where you want to explore and the list to determine who you want to talk too.

Let me know if you have any questions cause there is a lot to take in


Male Human Fighter 1 HP 10/10, AC 17, CMD 16, Touch 14, Flat 13, F +1, R +4, W -1, INIT +6, Perc -1

Just want to point out that the spell component pouch is not overlly useful to Jasmel since she has the Eschew Materials feat. I don't think any of her spells require material components worth more than 1 gp.


Male Human HP 8/8, AC 15, CMD 12, Touch 13, Flat 13, F +0, R +4, W +4, INIT +2, Perc +9

I know :) But other than her familiar she doesnt have much and she has to get that back on her own.


Male Human HP 8/8, AC 15, CMD 12, Touch 13, Flat 13, F +0, R +4, W +4, INIT +2, Perc +9

Sorry, busy weekend, will post tomorrow around noon.


Male Half-Orc Barbarian HP 14/14 AC 15 CMD 17 Flat 13 Touch 12 F +4 R +2 W +1 Init +4 Perc +5

Guess who?!

That's right! Its Krank! (Stephen,Half-Orc Barbarian)

Backstory and profile just need to be updated. Character sheet is on Dropbox. Txt me with issues.


Male Human HP 8/8, AC 15, CMD 12, Touch 13, Flat 13, F +0, R +4, W +4, INIT +2, Perc +9

Holy @#$% you actually got a character up and running :) Glad to have you on here, i'll look to getting you into the campaign tomorrow I think after I look over the character and the back story.


Male Human Sorcerer HP 10/10, AC 14, CMD 12, Touch 14, Flat 10, F +1, R +3, W +1, INIT +3, Perc +0

I may have gone to his place and cracked the whip. Maybe.


Male Human Fighter 1 HP 10/10, AC 17, CMD 16, Touch 14, Flat 13, F +1, R +4, W -1, INIT +6, Perc -1

Sorry it took us so long to post. Nadia was busy with her Master's thesis defense and we lost water then power.


Male Human HP 8/8, AC 15, CMD 12, Touch 13, Flat 13, F +0, R +4, W +4, INIT +2, Perc +9

psssh excuses... :-) just kidding, no problem, stuff happens.


Male Human HP 8/8, AC 15, CMD 12, Touch 13, Flat 13, F +0, R +4, W +4, INIT +2, Perc +9

I have a busy morning so I'll try and post this afternoon.


Male Human HP 8/8, AC 15, CMD 12, Touch 13, Flat 13, F +0, R +4, W +4, INIT +2, Perc +9

Hey guys, its been a crazy busy few days, sorry for the lack of posting, I'll get on it again tomorrow evening. Just have no time right now.


Male Human HP 8/8, AC 15, CMD 12, Touch 13, Flat 13, F +0, R +4, W +4, INIT +2, Perc +9

Okay for clarity and ease of use I have compiled, and borrowed from another GM, a list of what the daily activities that you will be assigned during the day based on your job. They are to represent skill checks needed to accomplish the days tasks.

I have also included your options for how you can choose to go about the day's work or not, and also the options for the evenings events.

Each day during work you can take one action, in the evening you can take one action, and at night you can take certain actions with the likelihood of becoming fatigued and exhausted for the next day increasing.

DAILY WORK
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) or Dexterity 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.

DAY/NIGHT ACTIONS

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.


Male Human HP 8/8, AC 15, CMD 12, Touch 13, Flat 13, F +0, R +4, W +4, INIT +2, Perc +9

I'm going to add the Crew Disposition Chart to the campaign information page for reference as well as the job descriptions and available actions. Should make things move smoother.


Male Human HP 8/8, AC 15, CMD 12, Touch 13, Flat 13, F +0, R +4, W +4, INIT +2, Perc +9

I think you want to post this in the game play thread Russ :)


Male Human HP 8/8, AC 15, CMD 12, Touch 13, Flat 13, F +0, R +4, W +4, INIT +2, Perc +9

As for sneaking you've explored the two holds, middle and lower, you haven't explored the bilges or any of the cabins and officer's quarters, I don't think anyone has made their way up on the poop deck, which has the bridge.

Some area's you can try and explore more than once, just because you went there once doesn't mean there isn't something else. But that depends on where you end up going of course. Also at night some of the doors get locked.


Male Human Fighter 1 HP 10/10, AC 17, CMD 16, Touch 14, Flat 13, F +1, R +4, W -1, INIT +6, Perc -1

I had a funeral to attend and then we had our holidays so that's why we've been MIA. If everyone else is still in we are still interested.

Community / Forums / Online Campaigns / Play-by-Post Discussion / GM Claigeann: Skull & Shackles Campaign Discussion All Messageboards

Want to post a reply? Sign in.

The Game Master has not yet connected the recruitment thread for this campaign.