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Redbadge's Solo Skull and Shackles (IC)
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<blockquote data-quote="Redbadge" data-source="post: 5979000" data-attributes="member: 61463"><p><em>Wealday, 18 Desnus, 4712 AR (18:00:02)</em>, <em>Dusk</em></p><p> <em>Lower Holds, The Wormwood</em>, <em>Unknown Waters, Off the Coast of Garund, Inner Sea Region, Golario</em>n</p><p></p><p>The sun is setting behind you, washing the sea horizon with brilliant colors and leaving long shadows, as you head down into the lower holds with Sandara.</p><p></p><p>[sblock=Middle Hold, Lower Hold, and Crew Berths]Mornings and evenings the crew uses the stairs in the officers' cabin to move between the deck and the holds. At night, the ship is anchored and the officers' cabin is locked and guarded by Owlbear Hartshorn.</p><p></p><p>The middle hold (A6) is the ship’s main cargo hold. The hold is mostly empty at the start of the voyage, save for the 14 pigs; normally kept caged, they periodically escape and run loose within the hold. In the forward section, a flight of wooden stairs climbs up to the officers’ quarters (area A4), while a second set of stairs descends into the lower hold (area A10). Owlbear Hartshorn is invariably chained to the foremast here to keep him from causing trouble and to keep people out of the officers’ cabin at night. Another flight of stairs in the aft section next to the galley leads up to the captain’s quarters (area A5), but it is common knowledge among the crew that the door is trapped. Stored near the mainmast are two light ballistas, a disassembled light catapult, and 12 barrels containing 20 gallons of oil each.</p><p></p><p>Sixteen pillars support the deck above the lower hold and crew berths (A10). At night, the Wormwood’s common pirates tie their hammocks between the walls and pillars and sleep until dawn. Two of Mr. Plugg’s toadies, Kipper and Patch Patchsalt, have claimed the far forward section of the hold as their own, and their hammocks are strung between the foremast and the stairs leading up to the middle hold (area A6). A trap door just behind the mainmast opens onto the bilges below (area A11), and requires a DC 10 Strength check to lift. The hold is currently empty of cargo, but several footlockers line the walls. Each member of the crew has a locker, equivalent to a small chest. At the start of the voyage, only 18 of these lockers are in use, while 22 empty lockers are stacked along the walls.[/sblock][sblock=Owlbear Hartshorn]<img src="http://cdn.obsidianportal.com/images/762340/Owlbear_Hartshorn.JPG" alt="" class="fr-fic fr-dii fr-draggable " style="" />[/sblock]</p><p>Clumps of pirates are scattered about the ship, performing all sorts of activities: drinking rum, eating their evening meal (which they are not hesitant on complimenting the cook's mate for), singing songs, telling stories, and playing games. The crew gravitate towards boxing, arm-wrestling, hog lob (a variation of shuffleboard), heave (a drinking game), and dice. The officers prefer cards, dominoes, chess, and checkers, though it'll be tough to get into one of these games.</p><p></p><p>First things first, however, is dinner and rum. You are expected to drink a nightly rum ration, after which you can do whatever you wish until you decide to retire to your hammock in the lower hold area.</p><p></p><p>[sblock=Rum Ration]Aboard many ships, half a pint of rum is distributed to each crew member at dusk. The rum is staggeringly strong, and is often watered down to make grog. Characters drinking the ration are affected as though they had taken an addictive drug. The rum ration is doled out more to keep the crew sated and docile than for recreation. The penalty for selling or spilling the ration is six lashes, or six lashes from a cat-o’-nine-tails for a second offense. Deliberately tipping away rum on board a crowded ship without being seen requires a DC 10 Stealth check. While on merchant or navy vessels rum rations are strictly limited, on pirate ships, crew members can often request more rum if they please.</p><p></p><p><strong><u>SHACKLES RUM RATION</u></strong></p><p><strong>Type</strong> ingested; <strong>Addiction</strong> minor, <strong>Fortitude</strong> DC 5</p><p><strong>Effect</strong> variable; +1d4 alchemical bonus to Charisma and fatigued for 1d8 hours</p><p><strong>Damage</strong> 1d3 Con</p><p></p><p><strong><span style="color: Gray">OOC: According to the developers, it is intended that 1 point of Con damage is healed during the night, and 1 is healed during the day while you work. This makes it easier to completely recover from each night's rations, but you still might want to dump it every now and then to help recover from any accumulated damage.</span></strong>[/sblock]</p><p>After you eat and decide what to do with your rations, you have time to do one nighttime task during the evening's entertainments. After that, you can spend additional time attempting further actions, but you must then make a constitution check at the end of the night or become fatigued for the next day (DC 10 + 1 for every extra hour spent awake). Regardless, you can't spend more time than there are hours in the night. If one of your tasks would take you past dawn, it is automatically failed.</p><p></p><p>[sblock=Nighttime Ship Actions][code]</p><p>[B]Activity Time Check Effects</p><p>[/B]Sleep 12 hours None Go to bed early and sleep through the night (automatically recover from fatigue).</p><p>Influence 1d4 hours Diplomacy Attempt to improve the attitude of a crew member.</p><p>Gather Info 1d4 hours Diplomacy Attempt to learn something about a crew member or the ship in general.</p><p>Sneak 10d12 minutes Perception Explore one area of the ship (take 20 on Stealth and make a Perception check or other skill).</p><p>Explore 10d12 minutes Stealth Explore one area of the ship (make a Stealth check and take 20 on Perception or other skill).</p><p>Steal 10d6 minutes Disable Device Attempt to open a locked door or locker (make a Disable Device check and a Stealth check).</p><p>Gamble 1d4 hours Varies Play or gamble on a game of chance or pirate entertainment.</p><p>Entertain 10d6 minutes Perform Entertain the crew (make a Perform check).</p><p>[/code][/sblock]</p><p></p><p>[GM]You can decide how you'll spend the remainder of the night. Go ahead and list all of the things you do and make the appropriate checks, but remember, the alarm to start the workday will start at 6:05 AM tomorrow morning, and you are expected on deck before the clock finishes chiming, regardless of how much sleep you got.[/GM]</p></blockquote><p></p>
[QUOTE="Redbadge, post: 5979000, member: 61463"] [I]Wealday, 18 Desnus, 4712 AR (18:00:02)[/I], [I]Dusk[/I] [I]Lower Holds, The Wormwood[/I], [I]Unknown Waters, Off the Coast of Garund, Inner Sea Region, Golario[/I]n The sun is setting behind you, washing the sea horizon with brilliant colors and leaving long shadows, as you head down into the lower holds with Sandara. [sblock=Middle Hold, Lower Hold, and Crew Berths]Mornings and evenings the crew uses the stairs in the officers' cabin to move between the deck and the holds. At night, the ship is anchored and the officers' cabin is locked and guarded by Owlbear Hartshorn. The middle hold (A6) is the ship’s main cargo hold. The hold is mostly empty at the start of the voyage, save for the 14 pigs; normally kept caged, they periodically escape and run loose within the hold. In the forward section, a flight of wooden stairs climbs up to the officers’ quarters (area A4), while a second set of stairs descends into the lower hold (area A10). Owlbear Hartshorn is invariably chained to the foremast here to keep him from causing trouble and to keep people out of the officers’ cabin at night. Another flight of stairs in the aft section next to the galley leads up to the captain’s quarters (area A5), but it is common knowledge among the crew that the door is trapped. Stored near the mainmast are two light ballistas, a disassembled light catapult, and 12 barrels containing 20 gallons of oil each. Sixteen pillars support the deck above the lower hold and crew berths (A10). At night, the Wormwood’s common pirates tie their hammocks between the walls and pillars and sleep until dawn. Two of Mr. Plugg’s toadies, Kipper and Patch Patchsalt, have claimed the far forward section of the hold as their own, and their hammocks are strung between the foremast and the stairs leading up to the middle hold (area A6). A trap door just behind the mainmast opens onto the bilges below (area A11), and requires a DC 10 Strength check to lift. The hold is currently empty of cargo, but several footlockers line the walls. Each member of the crew has a locker, equivalent to a small chest. At the start of the voyage, only 18 of these lockers are in use, while 22 empty lockers are stacked along the walls.[/sblock][sblock=Owlbear Hartshorn][IMG]http://cdn.obsidianportal.com/images/762340/Owlbear_Hartshorn.JPG[/IMG][/sblock] Clumps of pirates are scattered about the ship, performing all sorts of activities: drinking rum, eating their evening meal (which they are not hesitant on complimenting the cook's mate for), singing songs, telling stories, and playing games. The crew gravitate towards boxing, arm-wrestling, hog lob (a variation of shuffleboard), heave (a drinking game), and dice. The officers prefer cards, dominoes, chess, and checkers, though it'll be tough to get into one of these games. First things first, however, is dinner and rum. You are expected to drink a nightly rum ration, after which you can do whatever you wish until you decide to retire to your hammock in the lower hold area. [sblock=Rum Ration]Aboard many ships, half a pint of rum is distributed to each crew member at dusk. The rum is staggeringly strong, and is often watered down to make grog. Characters drinking the ration are affected as though they had taken an addictive drug. The rum ration is doled out more to keep the crew sated and docile than for recreation. The penalty for selling or spilling the ration is six lashes, or six lashes from a cat-o’-nine-tails for a second offense. Deliberately tipping away rum on board a crowded ship without being seen requires a DC 10 Stealth check. While on merchant or navy vessels rum rations are strictly limited, on pirate ships, crew members can often request more rum if they please. [B][U]SHACKLES RUM RATION[/U][/B] [B]Type[/B] ingested; [B]Addiction[/B] minor, [B]Fortitude[/B] DC 5 [B]Effect[/B] variable; +1d4 alchemical bonus to Charisma and fatigued for 1d8 hours [B]Damage[/B] 1d3 Con [B][COLOR=Gray]OOC: According to the developers, it is intended that 1 point of Con damage is healed during the night, and 1 is healed during the day while you work. This makes it easier to completely recover from each night's rations, but you still might want to dump it every now and then to help recover from any accumulated damage.[/COLOR][/B][/sblock] After you eat and decide what to do with your rations, you have time to do one nighttime task during the evening's entertainments. After that, you can spend additional time attempting further actions, but you must then make a constitution check at the end of the night or become fatigued for the next day (DC 10 + 1 for every extra hour spent awake). Regardless, you can't spend more time than there are hours in the night. If one of your tasks would take you past dawn, it is automatically failed. [sblock=Nighttime Ship Actions][code] [B]Activity Time Check Effects [/B]Sleep 12 hours None Go to bed early and sleep through the night (automatically recover from fatigue). Influence 1d4 hours Diplomacy Attempt to improve the attitude of a crew member. Gather Info 1d4 hours Diplomacy Attempt to learn something about a crew member or the ship in general. Sneak 10d12 minutes Perception Explore one area of the ship (take 20 on Stealth and make a Perception check or other skill). Explore 10d12 minutes Stealth Explore one area of the ship (make a Stealth check and take 20 on Perception or other skill). Steal 10d6 minutes Disable Device Attempt to open a locked door or locker (make a Disable Device check and a Stealth check). Gamble 1d4 hours Varies Play or gamble on a game of chance or pirate entertainment. Entertain 10d6 minutes Perform Entertain the crew (make a Perform check). [/code][/sblock] [GM]You can decide how you'll spend the remainder of the night. Go ahead and list all of the things you do and make the appropriate checks, but remember, the alarm to start the workday will start at 6:05 AM tomorrow morning, and you are expected on deck before the clock finishes chiming, regardless of how much sleep you got.[/GM] [/QUOTE]
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