Ahoy Me Matey! A Skull and Shackles campaign (Inactive)

Game Master Keith S.

A Skull and Shackles campaign. See the full campaign tab for a list of the crew map of Shackles

CURRENT MAP

siege engines and cannon link

Sea Hag Decks


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Male Half-elf barbarian/rogue 1/4 | HP 52/52 | AC 18 | T 14 | FF n/a | CMB+6 | CMD 19 | Fort +5 | Ref +7 | Will +2 | Perc +11/13 (traps)

Don't worry Cap, we're coming...


Human Druid-Student of War | lvl 1 | HP 12/12 | AC 15/12/13 | +3/+3/+6 | Init +2 | Per +8

A cure wounds wand for willy is definitely on the 'to do' list


Human Druid-Student of War | lvl 1 | HP 12/12 | AC 15/12/13 | +3/+3/+6 | Init +2 | Per +8

It was a knee-jerk action last night to bulls strength Noonan.

In the future, do you guys think using a buff like that is best on him, or should it go to Amaru or Darvan to buff up a non-full bab character?


male

I think the up front fighters should get the STR buff so either Noonan or Amaru should be fine.


Channel 2/9 G.AngelAspect,Shield of Faith(+4 AC) Cleric/Rogue 15HP87/112,Init+4,F13R11W17,Per+25,AC24T10FF24

Noonan can rage so someone else can get it if you are near them.


Human Druid-Student of War | lvl 1 | HP 12/12 | AC 15/12/13 | +3/+3/+6 | Init +2 | Per +8

we'll just roll with what I said last night this time.

That thing looks pretty big. We need to hit it pretty hard, pretty fast.


Channel 2/9 G.AngelAspect,Shield of Faith(+4 AC) Cleric/Rogue 15HP87/112,Init+4,F13R11W17,Per+25,AC24T10FF24

Level up to 5

HP: 1d12 ⇒ 6 +2=8
Bab +1
Rage rounds +1
Feat Weapon Focus-Greatsword
Improved Uncanny Dodge
Swim,Perception,Climb,Handle animal,Survival +1


male Human? pbp GM / 1 current map ; second floor

@ Noonan - we use average hp per level


Human Druid-Student of War | lvl 1 | HP 12/12 | AC 15/12/13 | +3/+3/+6 | Init +2 | Per +8

I've taken a stab at updating our Loot spreadsheet.

I figure we'll wipe the slate clean from the start of this year.

We have these potions to divvy up: (did we use one of these to heal Darvan?)

2 potions Cure Light Wounds (CL5)
3 Potions Cure Moderate Wounds (CL5)
1 Potion Bull's Strength (CL5)

I'm open to opinions on Divying up Consumable Items like Javelins of Lightning and Dust of Appearance. (I kinda think they shouldn't count when dividing up loot between us because they'll get used up quickly)

Who between Amaru, Noonan, and Wilma should take the Keen Longsword?

I lean towards Willy, because (a) Noonan has a lot invested in swinging a greatsword and (b) if Amaru isn't using the magic cutlass we found then nobody is.

Loot division is a democracy aboard the Sea Hag, so speak up and let me know what you guys think.

Sovereign Court

HP 33/33 | AC 14, T 12, FF 12, CMD 15 (17 vs Grap, Trip, Overrun) | Fort: +2, Ref: +6, Will: +4 | Init. +2 Perc +6 Human Bard (Sea Singer) 5

Sounds good. I don't swing swords that often (even less as more spells become available), but a +1 and double crit chance doesn't hurt

Updating the character:
+ Siege Engineer (Proficient with all siege equipment)
+ Cure light wounds
+ Heroism


Male Half-elf barbarian/rogue 1/4 | HP 52/52 | AC 18 | T 14 | FF n/a | CMB+6 | CMD 19 | Fort +5 | Ref +7 | Will +2 | Perc +11/13 (traps)
Wilma 'Fire Marshal' Stededving wrote:
Sounds good. I don't swing swords that often (even less as more spells become available), but a +1 and double crit chance doesn't hurt

I agree and quite frankly, given the crit range of the cutlass, it is very close to the +1 keen longsword (just a little less damage).

Does bull strength stack with rage?

Let's not forget that we need someone else to be able to heal besides the captain.


Human Druid-Student of War | lvl 1 | HP 12/12 | AC 15/12/13 | +3/+3/+6 | Init +2 | Per +8

1 or 2 Cure Light Wounds wands are on the agenda as soon as we reach civilization


Channel 2/9 G.AngelAspect,Shield of Faith(+4 AC) Cleric/Rogue 15HP87/112,Init+4,F13R11W17,Per+25,AC24T10FF24

Noonan is sticking with his greatsword. :)ME AM BARBARIAN!

Noonan would like a potion of CMW. He does like his bow for ranged combat.


Male Elf Wizard | lvl 5 | HP 24/24 | AC 13/13/10 | F+1/R+4/W+4

All seems good! I'll forgo taking any healing pots, I usually float around the back of combat anyways.


Human Druid-Student of War | lvl 1 | HP 12/12 | AC 15/12/13 | +3/+3/+6 | Init +2 | Per +8

How about this:

Noonan: 1 CMW, 1 CLW,
Amaru: 1 CMW, 1 CLW, 3 Javelins of Lightning, 1 Bulls Strength
Willy: 1 CMW, 1 +1 Keen Longsword
Dewyn: Mutjoy's Scrolls to add to his spellbook
Darvan: 3 Dust of Appearance

Any opinions?

@Amaru: Bull's Strength is an enhancement bonus to strength, Rage is a morale bonus so the two stack.


Channel 2/9 G.AngelAspect,Shield of Faith(+4 AC) Cleric/Rogue 15HP87/112,Init+4,F13R11W17,Per+25,AC24T10FF24

Sounds good to me.


Male Half-elf barbarian/rogue 1/4 | HP 52/52 | AC 18 | T 14 | FF n/a | CMB+6 | CMD 19 | Fort +5 | Ref +7 | Will +2 | Perc +11/13 (traps)

I'm good with the loot split.

Thanks.


Human Druid-Student of War | lvl 1 | HP 12/12 | AC 15/12/13 | +3/+3/+6 | Init +2 | Per +8

At some point there will be some armor/simple weapons that Darvan can use, or we'll invest in making something.

I know my 18 AC didn't feel high enough when I was getting pounded in those fights in the temple.


male Human? pbp GM / 1 current map ; second floor

Are we done leveling up?

Nothing left in the temple, time to ride the swamp boat back to the Hag


Channel 2/9 G.AngelAspect,Shield of Faith(+4 AC) Cleric/Rogue 15HP87/112,Init+4,F13R11W17,Per+25,AC24T10FF24

All done


Male Half-elf barbarian/rogue 1/4 | HP 52/52 | AC 18 | T 14 | FF n/a | CMB+6 | CMD 19 | Fort +5 | Ref +7 | Will +2 | Perc +11/13 (traps)

Done with character sheet and equipment.

52 hp
+1 reflex saving throw
18 to AC (dodge feat)
no longer flat-footed (uncanny dodge)
+1 bab
+1 ranks on: acrobatics, climb, disable device, perception, selight of hands, stealth, survival
+2 ranks of use magic device
Rogue talent: resiliency

and 1 CMW, 1 CLW, 3 Javelins of Lightning, 1 Bulls Strength


male Human? pbp GM / 1 current map ; second floor

@ Amaru - update your "header" when you get a chance.

That actually applies to everyone - I use that info more than you may know!

@ Dewyn - did you want to take any scrolls and convert them into spell book spells?


Human Druid-Student of War | lvl 1 | HP 12/12 | AC 15/12/13 | +3/+3/+6 | Init +2 | Per +8

@noonan are you still hurt?


Channel 2/9 G.AngelAspect,Shield of Faith(+4 AC) Cleric/Rogue 15HP87/112,Init+4,F13R11W17,Per+25,AC24T10FF24

32/54


Human Druid-Student of War | lvl 1 | HP 12/12 | AC 15/12/13 | +3/+3/+6 | Init +2 | Per +8

We had several days coming down river. Darvan would have channeled energy to heal you during that time.


Male Elf Wizard | lvl 5 | HP 24/24 | AC 13/13/10 | F+1/R+4/W+4

Err.. To be honest I didn't even know that was a thing? I'm sure it's beneficial to do but I'll look up on the rules for it to get a full grasp on it


male Human? pbp GM / 1 current map ; second floor

Assume everyone is healed up and full on spells. I should have said that.


male Human? pbp GM / 1 current map ; second floor

Movement actions for a ship

full ahead! accelerate by its rating. Move straight forward, or into either diagonal square ahead of the bow. If the sailing check is failed, it moves only straight forward and speed doesn't change.

hard to port or starboard (if the current speed is twice the acceleration the check is at -5; if three times the acceleration, the check is at -10). Turn the ship 90 degrees at any point in the move (change facing by putting the rear of the ship where the bow is and rotating by 90 degrees).

Heave to! slow the ship by the acceleration rate. Note that a failed sailing check means the speed doesn't change and the ship moves straight forward only.

stay the course! Move without accelerating or decelerating. If sailing check is passed, it can move diagonally forward.


male Human? pbp GM / 1 current map ; second floor

I am going to propose a house rule that allows ships to turn 45 degrees. The 90 degree rule seems restrictive to me.

Any objections?


Human Druid-Student of War | lvl 1 | HP 12/12 | AC 15/12/13 | +3/+3/+6 | Init +2 | Per +8

makes sense


Channel 2/9 G.AngelAspect,Shield of Faith(+4 AC) Cleric/Rogue 15HP87/112,Init+4,F13R11W17,Per+25,AC24T10FF24

Sounds good


Human Druid-Student of War | lvl 1 | HP 12/12 | AC 15/12/13 | +3/+3/+6 | Init +2 | Per +8
player's guide wrote:
Outside of combat, the base DC for all sailing checks is DC 5. In combat, the base DC for all sailing checks is DC 20.


male Human? pbp GM / 1 current map ; second floor

Willie asked a question under gameplay that I think may bear some discussion.

Should she roll once for the entire broadside or once per shot?

My thought is roll once for each shot - that way some will miss and some will hit, as is "realistic" (if that applies in a game like this).

BUT...if the broadside fires under Willie's direction, each shot gains a benefit from her shooting and any reload skills.

If the cannon crews end up firing individually, they don't get her bonus (or a maximum of 1 cannon does, the one she is working with).

Also - first cannon shot of a battle gets an extra +2 to hit for anyone because it is the most carefully loaded. Thus has more consistent powder and tamping is more accurate.

How does all that sound?

And where will I write that down so we can find it again?


Human Druid-Student of War | lvl 1 | HP 12/12 | AC 15/12/13 | +3/+3/+6 | Init +2 | Per +8

sounds good by me


Male Half-elf barbarian/rogue 1/4 | HP 52/52 | AC 18 | T 14 | FF n/a | CMB+6 | CMD 19 | Fort +5 | Ref +7 | Will +2 | Perc +11/13 (traps)

Sounds good to me to too.

Write any and all house rules like this in the Campaign Info Tab.

If it's getting too crowded then put it under a 'spoiler'.


Channel 2/9 G.AngelAspect,Shield of Faith(+4 AC) Cleric/Rogue 15HP87/112,Init+4,F13R11W17,Per+25,AC24T10FF24

Okay to me

Sovereign Court

HP 33/33 | AC 14, T 12, FF 12, CMD 15 (17 vs Grap, Trip, Overrun) | Fort: +2, Ref: +6, Will: +4 | Init. +2 Perc +6 Human Bard (Sea Singer) 5

Sounds excellent!


Human Druid-Student of War | lvl 1 | HP 12/12 | AC 15/12/13 | +3/+3/+6 | Init +2 | Per +8

so 5 more shots from Willy at the Nitro?


male Human? pbp GM / 1 current map ; second floor

So give me some feedback (and I am an adult so I can take it)

Is this campaign what you want it to be?

We are off the rails from the Skull and Shackles storyline a bit (or more than a bit).

I am sort of going with "Kingmaker with Ships" sort of format.

Is it working? Is everybody involved enough?

Is the map(s) too complicated / too small / good the way it is?


Male Half-elf barbarian/rogue 1/4 | HP 52/52 | AC 18 | T 14 | FF n/a | CMB+6 | CMD 19 | Fort +5 | Ref +7 | Will +2 | Perc +11/13 (traps)

I'm at work right now but I'll provide some feedback later tonight.


Channel 2/9 G.AngelAspect,Shield of Faith(+4 AC) Cleric/Rogue 15HP87/112,Init+4,F13R11W17,Per+25,AC24T10FF24

Getting to do pirate stuff is fine for me.


Male Half-elf barbarian/rogue 1/4 | HP 52/52 | AC 18 | T 14 | FF n/a | CMB+6 | CMD 19 | Fort +5 | Ref +7 | Will +2 | Perc +11/13 (traps)
Keith S. wrote:

So give me some feedback (and I am an adult so I can take it)

Is this campaign what you want it to be?

We are off the rails from the Skull and Shackles storyline a bit (or more than a bit).

I am sort of going with "Kingmaker with Ships" sort of format.

Is it working? Is everybody involved enough?

Is the map(s) too complicated / too small / good the way it is?

Ok, here we go.

I think the campaign is really good.

The maps are fine and I think everyone is involved in the game.

I would bot players sooner, especially in combat situations. Give us 24 hours or bot us along.

Something I would do is give us a something to focus on. And maybe this is just me getting on the campaign late but what is the overall goal here?

Are we trying to be the best pirates? (kind of broad...)
Are we trying to get revenge on someone?

A tighter focus may help us (me at least) out.

Good job overall!

Game on.


male Human? pbp GM / 1 current map ; second floor

Thanks for the feedback. I will try to incorporate your thoughts.

But the focus is going to have to come from you guys. This is more of a sandbox game like Kingmaker, not your classic Skull and Shackles.

There are opportunities for you to find adventure and move yourself forward without a doubt.

Feel free to discuss in this tab what your goals are.

The initial goals were to escape from the Wormwood and set yourselves up as pirates.

More or less accomplished.

The next goal was to find hidden treasure. That part's done, you are working on surviving it now!

The next will be up to you.

Early discussion of that will help me prepare.


male Human? pbp GM / 1 current map ; second floor

Thanks for the feedback. I will try to incorporate your thoughts.

But the focus is going to have to come from you guys. This is more of a sandbox game like Kingmaker, not your classic Skull and Shackles.

There are opportunities for you to find adventure and move yourself forward without a doubt.

Feel free to discuss in this tab what your goals are.

The initial goals were to escape from the Wormwood and set yourselves up as pirates.

More or less accomplished.

The next goal was to find hidden treasure. That part's done, you are working on surviving it now!

The next will be up to you.

Early discussion of that will help me prepare.

Thanks again for the thoughts.

Sovereign Court

HP 33/33 | AC 14, T 12, FF 12, CMD 15 (17 vs Grap, Trip, Overrun) | Fort: +2, Ref: +6, Will: +4 | Init. +2 Perc +6 Human Bard (Sea Singer) 5
Amaru, Ekujae half-elf wrote:
Keith S. wrote:

So give me some feedback (and I am an adult so I can take it)

Is this campaign what you want it to be?
We are off the rails from the Skull and Shackles storyline a bit (or more than a bit).
I am sort of going with "Kingmaker with Ships" sort of format.
Is it working? Is everybody involved enough?
Is the map(s) too complicated / too small / good the way it is?

Ok, here we go.

I think the campaign is really good.
The maps are fine and I think everyone is involved in the game.
I would bot players sooner, especially in combat situations. Give us 24 hours or bot us along.
Something I would do is give us a something to focus on. And maybe this is just me getting on the campaign late but what is the overall goal here?
Are we trying to be the best pirates? (kind of broad...)
Are we trying to get revenge on someone?
A tighter focus may help us (me at least) out.
Good job overall!
Game on.

If I can add to that (thinking aloud here):

- I like enjoy having our own ship, and roaming around the shackles for loot. Willy is very fond of her ship, you know!

- I noticed that I've been drifting off a bit. I'd enjoy having a bit more role-playing interaction, but that admittedly also requires me to put some more time into it. I had great ideas for Willy, I just need them to come out.

- I can really recommend Painlords guide to PbP and Painlords guide to PbP GM-ing. I don't use all of his advice (and I don't necessarily agree with everything), but he does have a good number of ideas on how to make PbP smoother.
- My own favourite is 'the push and the hook' (I guess this goes for players more than the GM, but it's a good way a GM can interact with his characters). My chinese-new-year's resolution is to use this more:

Push/Hook:

Good players push...rarely leaving a post that doesn't move things along or offer a hook. That momentum will make it easier for the GM and other players to act and react as necessary. It's easier for a GM to slow things down if necessary, rather than create something from nothing. Do this because it can make your GM's job easier.

Embrace hooks: leave them everywhere. In PbP terms, a hook is a call to action, a point of interest, a *something* that someone else can react. It's hard to react in a vacuum, much easier to react to what others are doing and what else is happening. So try to have a hook in every post!

Compare the following two posts and pretend you're next to post:

Post #1: Hektir enters the room and looks around. 1d20 + 4 ⇒ (12) + 4 = 16 Perception

Post #2: Hektir enters the room, spits, and looks around. "Smells like goblin farts in here," Hektir says, sniffing the air. 1d20 + 4 ⇒ (7) + 4 = 11 Perception

Which post would you rather respond to? The second sets up a few more opportunities, if ever so slight. You might react to the spit on the ground, noticing it only when you make (or fail) your perception check. Or you might ask how Hektir knows what goblin farts smell like. Or comment on Hektir sniffing. When you reply, you should try to leave a hook (or 2) of your own.

Always look for other people's hooks when you're setting up your own. Try to respond to them in a way that can both encourage their character to elaborate while expounding on yours. An excellent Play-by-Post isn't simply the combats, with each characters' stories bordering it like a frame- it is a rich tapestry of a thousand threads, woven together to create the beautiful whole.

- I'd enjoy having a bigger goal. I think we have a nemesis roaming around somewhere, but we could always go for claiming our own island and setting up our base from there. Build our own little armada. Boss around some other pirates. Capture the Cheliax treasure fleet.

- I like that you take the effort to make the enemy captain in this encounter an actual NPC. It's the details that matter, and it adds great flavour

- Would it be possible to have all non-game discussion in 'ooc' tags? It's really far easier for me get what is going on if I can quickly distinguish description from comments.

- In my games, I use an initiative tracking list during encounters. It makes it easy to see who is up for actions. here is an example (link).


Male Half-elf barbarian/rogue 1/4 | HP 52/52 | AC 18 | T 14 | FF n/a | CMB+6 | CMD 19 | Fort +5 | Ref +7 | Will +2 | Perc +11/13 (traps)

I also use the push/hook in my games (I call them 'tags') but the problem is that there's only so much a player can do. If you see that your efforts are not being rewarded then you stop doing them.

I firmly believe that these games are contagious in that if a couple of players and the DM start producing some decent posts then the rest of the players will follow (and those that don't should just be dropped). Harsh yes but that's what it boils down to. This is voluntary and if you agreed to post a decent post once per day then you need to be a big boy/girl and do just that.

Sovereign Court

HP 33/33 | AC 14, T 12, FF 12, CMD 15 (17 vs Grap, Trip, Overrun) | Fort: +2, Ref: +6, Will: +4 | Init. +2 Perc +6 Human Bard (Sea Singer) 5

Let's try it and see what happens, then ;-)


Human Druid-Student of War | lvl 1 | HP 12/12 | AC 15/12/13 | +3/+3/+6 | Init +2 | Per +8

Well, we did steal this ship from harrigan, so he's a villain to look out for.

Theres some fishmen we owe a little payback as well.


male Human? pbp GM / 1 current map ; second floor

I am not sure I agree with Willie and Amaru.

Some folks like detailed, in depth posts.

Some like to role play a lot.

Some folks (on the other end of the spectrum) treat the game like a miniature based combat system.

I am somewhere in the middle. I am interested in telling a fun and entertaining story. And roll some dice along the way.

But your points are all fair.

There have been several clues of folks to worry about from a long term standpoint. There will be more.

I won't be handing them out on a silver platter, however.

Good luck!


Human Druid-Student of War | lvl 1 | HP 12/12 | AC 15/12/13 | +3/+3/+6 | Init +2 | Per +8

btw, Darvan has evolved into the character he had to be.

In the beginning (with an entirely different cast of characters) we needed healing so I made a cleric.

Then we needed somebody who could drive a boat, so I maxed prof(sailor).

Along the way I decided to build him into a dreadlocked version of aquaman.

I don't take this "captain" part very seriously. The group is a democracy, Darvan only shouts orders because somebody has to.

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