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RPG Superstar 2015

Black Sails on the Horizon - A Skull and Shackles Campaign by Faol Mhor (Inactive)

Game Master Faol Mhor


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Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

This is the discussion thread for the Black Sails on the Horizon Skull and Shackles Campaign. The crew, as it stands, is as follows:

Aldon Longstrider – Gunslinger
Avakor Maekdidiz – Oracle
Almathea - Cleric
Marn Stonewood - Alchemist
Lex Sequitor – Inquisitor

Welcome aboard ye scurvy lot! Please check in indicating you made your way here.

I hope you have fun and I'll do my best to give you a consistent and fun game.

Questions are welcome at this time as well as discussion. Please take note that I will add relevant information about the campaign to the campaign information page as we progress.


Male Dwarf Alchemist (Grenadier) 2 HP: 14/14 AC: 15 FF:13 T:12 F:+4 R: +5 W:+1 Init:+2 Perc: +5

Marn Stonewood reporting for duty. Bombs away is all I have to say.


Male Elf Inquisitor 1 / HP -1/9, NLD 0, AC 16, Touch 13, Flat 13, F +2, R +3, W +5 / Init +3, Perc +10

The crew had best keep respectful of the Pirate Queen, or ye'll face an inquisition!


Female Human (Adopted Halfling) Cleric / 1 // Rogue / 1 -- HP 13/13, NLHP 0/8, AC 16, Touch 13, Flat 13, F +2, R +4, W +6 / Init +2, Perc +3

Almathea on deck cap'n.


Gunslinger 1, HP 10/10, NL-HP 0/10, AC 17, T 14, F13, F +2, R +6, W +2 Init +4, Perc +6

Checking in!


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

Okay just some house keeping before we start.

One thing that I find helpful and very useful is if you guys put some basic information in your classes/levels section in your characters profile. I personally use this format below in the spoiler but if you like to do it another way that's fine as well. (i'll put it in my profile so you can see how it looks on the board)

Example:

Bard 1, HP 9/9, NLHP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

GEAR

As to gear, the rumours are true, you will not have your gear when you wake up.

This may be a problem for characters who require spell books or spell component pouches.

There will be opportunities to get this stuff back, which is part of the fun, but to start with a key thing to remember is that your AC, if you had armour, will be reduced, so if you can take that into account for me ahead of time and temporarily remove your armour bonus from your AC that would make my life a great deal easier.

Some of you may have been able to hold on to some items, some of you may be able to roll a check to see if you had stashed an item on your person which wasn't found but we'll get into that in the gameplay

ABOUT THE GAME

One hugely important thing to know about this AP is that to begin with you are on a ship, and the story will progress day to day with a limited amount of actions that you can perform. This functions in some way to prevent certain characters from trying to explore the entire ship and talk to every NPC in one day and aims to reflect the challenges of being stuck aboard a vessel under the command of pirates.

What that also means is that if I post that you may perform your daily actions, but you leave it and don't post for a long time, it has the potential to hold up the adventure because I will want to give each player the opportunity to perform their day to day actions.

However that being said, I will be lenient with those who can't post as frequently, and I will be very lenient if you let me know you will be unable to post for a few days, we all have things to do and places to be...I may be out of internet reach for two days this coming weekend myself...

But if you don't post for a few days and we don't have any word from you I will simply move the story ahead and make the assumption your character simply worked hard at their job on the ship chatted with friends and then went to bed.

This will be different than if the group is in combat or in a situation of course.

One last thing, this AP is different, it may be challenging to find your character limited in where and what they can do to start with or who they can fight and kill, but freedom is earned by the PC's eventually. So what I would like to encourage you to do is build relationships, with each other's characters and the crew of the ship, gather information, find ways to get your gear and learn as much as you can about the life of a pirate. That doesn't mean you can't get in some scraps and fights along the way of course ;)

IN CONCLUSION

My overly ambitious desire is to take you all through this AP to the very end no matter how long it takes so you can enjoy this unique AP and have a ton of fun building a crew, capturing merchant ships, look for lost treasure and engage in naval combat. If that's something you are excited to try welcome aboard :)

Questions are welcome and encouraged, and because I know that some of you also GM PBP games on these boards I am also open to learning from your suggestions and advice so I can become a better GM.


Male Dwarf Alchemist (Grenadier) 2 HP: 14/14 AC: 15 FF:13 T:12 F:+4 R: +5 W:+1 Init:+2 Perc: +5

I'm just curious how far into the game we will be by the time Marn can get his hands on his Alchemist's Kit, simply because without it the only functioning class feature is the lvl 5 bonus to Heal.

As for the gear not being calculated in his stats, done that.


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

For vital equipment to your class I will be more lenient. Especially for characters who are extremely limited without certain items.

Other's like gunslingers it may be a little difficult at first because the firearms won't necessarily be handed out right away, but I will do my best to make sure it isn't frustrating.


Gunslinger 1, HP 10/10, NL-HP 0/10, AC 17, T 14, F13, F +2, R +6, W +2 Init +4, Perc +6

Chances of something being missed on our person? Such as my brass knuckles?


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

If it's reasonable to assume that the item was concealed when you were in the bar than you can make a sleight of hand check which will be opposed to the pirates perception.

The problem is this isn't their first time "recruiting" so they arn't to keen on missing certain things, while other things they may just over look and not care about.


Gunslinger 1, HP 10/10, NL-HP 0/10, AC 17, T 14, F13, F +2, R +6, W +2 Init +4, Perc +6

Untrained Slight of Hand 1d20 + 4 ⇒ (6) + 4 = 10


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

The question of combat came up in the other forum so i'll address it here as well.

For combat what I've found that works is using flickr, I have an art tablet and so I just use a photoshop program to make maps and move character tokens about. I currently use the maps from the AP itself, but I'm not sure if that is legal. However I did purchase the product so I don't think its a huge deal and I'm not selling it. If anyone knows let me know.

For fast and lose combats I may not bother but for important combats I'll do my best to use a map and link it each turn directly into the post.

Oh and initiative, I tend to just roll initiative myself for all characters, this seems to save time. Unless someone has a huge problem with this it's the way I would like to proceed for most combats. especially the big ones.

I'll be posting the first Gameplay post soon.

Aldon:

I'm assuming this is for the brass knuckles?

Opposed perception check: 1d20 + 1 ⇒ (3) + 1 = 4

Yup those brass kncukles are safely tucked away where ever they were before...I imagine in a place not even a pirate would want to look :)


Male Undine Oracle 2 (Dual-Cursed Oracle), HP 20/20, NL-HP 0/20, AC 15, Touch 11, Flat-Footed 14, F +2, R +1, W +5, Init +1, Perc +3

Avakor checking in. Got the basic information done. I'll be sure to get the rest of the character sheet done quickly.

Anyone know of a way to load your own pictures into the avatar image or is it just not an option. I've never really cared before.


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

Okay first post is up, go ahead and dive in.

As for picture I don't believe there is a way to upload your own.


Gunslinger 1, HP 10/10, NL-HP 0/10, AC 17, T 14, F13, F +2, R +6, W +2 Init +4, Perc +6

What I do for combat is roll group initiative, one for the players and one for the enemies, all the enemies act together and all the players act together, then you aren't waiting for one person in particular to post, just for all players to post before you continue. I find it works really well.

As for the LLC for maps from AP, as long as you purchased it, you can print and manipulate the maps however you like, as long as you don't sell it

That was for the brass knuckles, and yeah, probably tucked into the "inner pocket"


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

If anyone else feels like they have an item that was hidden in the bar and easily concealable let me know and roll a sleight of hand check for that item in this thread.


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

Aldon - I think that method would work well, in another game I have the rogue didn't really like the idea so i decided to roll separate initiatives for them but I think we can probably use your suggested method for more efficiency.


Male Undine Oracle 2 (Dual-Cursed Oracle), HP 20/20, NL-HP 0/20, AC 15, Touch 11, Flat-Footed 14, F +2, R +1, W +5, Init +1, Perc +3

Ugh... Unfortunate. I can't find a picture that I like in the batch. I wish they had the male undine from the Advanced Race Guide available. Oh well.


Female Human (Adopted Halfling) Cleric / 1 // Rogue / 1 -- HP 13/13, NLHP 0/8, AC 16, Touch 13, Flat 13, F +2, R +4, W +6 / Init +2, Perc +3

Did they leave me my holy symbol? I'd think a pirate would consider it ill luck to steal Besmara's symbol.


Male Elf Inquisitor 1 / HP -1/9, NLD 0, AC 16, Touch 13, Flat 13, F +2, R +3, W +5 / Init +3, Perc +10

This is my first time playing a divine caster, so I just wanted to clarify a few things.

  • I only need my holy symbol to cast a spell if the spell has a DF requirement.

  • My spells replenish at the same time everyday (probably dawn) regardless of how much rest I got.

  • As a spontaneous divine caster, I don't need to spend any time praying for my spells, I just get them.

I think of my most important items, my holy symbol and my wrist sheath (containing a dagger) are the least likely to be found. My holy symbol is on a necklace under my shirt, while my wrist sheath gives a bonus to SoH to conceal it. At this point, my holy symbol isn't super important (the only spell I know with a DF listed is light) so if I had my pick, I'd choose the dagger.

Sleight of Hand mod: +3 Dexterity (additional +2 on wrist sheath)
Sleight of Hand to conceal the dagger in the wrist sheath 1d20 + 5 ⇒ (15) + 5 = 20
Sleight of Hand to conceal the holy symbol 1d20 + 3 ⇒ (2) + 3 = 5


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

Almathea, unless it was concealed than no, they would have grabbed it. Any religious symbol along with anything that remotely looks valuable would have been taken off your person, the only thing they wouldn't have found are items deliberately concealed prior to last night in the bar.

Lex:

Opposed Perception Check 1d20 + 1 ⇒ (18) + 1 = 19

You keep the wrist sheath and dagger but not the holy symbol.


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

Lex - I believe your assumptions around divine spell casting is correct.


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

Okay well I am off to bed for the night which should give everyone a chance to post their turn. I'll try and post again tomorrow morning but my mornings are early and very busy, however I should be able to post anyway. I will then post again after work around supper or a little after.

My goal is to be able to post twice a day, once minimum, and just so everyone knows I am on Pacific time.

glad to have you all on board and have fun.


Male Dwarf Alchemist (Grenadier) 2 HP: 14/14 AC: 15 FF:13 T:12 F:+4 R: +5 W:+1 Init:+2 Perc: +5

And my free healer's kit

As for the initiative thing, what I've had in the past and really like is as follows:
Initiative is rolled for all PC's separately and for the monsters as a group.
First the PC's with initiative higher than the monsters act, then the monsters, then all PC's act (for some this is round one and for others round two), then the monsters act, etc, etc.


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

Marn - Yes you have the healer's kit.

That system seems to give the PC's with higher init a fair opportunity to use it.


Male Undine Oracle 2 (Dual-Cursed Oracle), HP 20/20, NL-HP 0/20, AC 15, Touch 11, Flat-Footed 14, F +2, R +1, W +5, Init +1, Perc +3

Interesting... I'm still getting used to the dice roller here. So, when I previewed the post the first time, I had the Bluff check in earlier and it can up a 16 for a total of a 19, but after that, I inserted the Concentration check, and it came up a 16. Does this mean that the roller rolls checks and applies them sequentially to the rolls in the post?

I'm very concerned about abusing such things. Randomness is part of the game. I also deleted the +3 on the Bluff roll and replaced it afterward, deciding to use the base modifier for both eventualities and put a note for the potential modification of my spell. That was the only other thing that I noted in the post that could've changed it.

Either way, I'm amused by the change to the Bluff check. Looking forward to seeing what happens with my Bluff of a 5 (or 4). :)


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

There is the possibility of abusing the system but over all I`m happy with the way it works.

I find that most people on the forums seem to be the role-players rather than players who are okay with a failed rolls on occasion.


Male Undine Oracle 2 (Dual-Cursed Oracle), HP 20/20, NL-HP 0/20, AC 15, Touch 11, Flat-Footed 14, F +2, R +1, W +5, Init +1, Perc +3

Don't get me wrong, I'm not worried about others abusing the system. Whatever they need to do to enjoy the game, as long as it doesn't take away from the experience of others, is fine by me. I worry about accidentally flubbing a mechanic in favor of myself. So, "abusing" probably isn't the right word. Maybe I'm just worrying more about appearances than anything else. *sigh*

I just found the roll changed, so I'm trying to understand what's going on underneath the hood, but honestly, maybe it's just better to not think about it, you know?

Honestly, I've been very impressed by the role-playing skill that I've seen on these forums. I think it's what really got me wanting to join a game and start being active. I've played... very little in the past several years. I'm almost always running local games. It's exciting to actually play again, and it took me forever to actually come up with a character that I like.

Sorry if it seemed like I was coming off aggressive towards others. I was worried about my own mistake there in the formatting. I won't worry about it so much in the future.


Gunslinger 1, HP 10/10, NL-HP 0/10, AC 17, T 14, F13, F +2, R +6, W +2 Init +4, Perc +6

Being a player again is why I play in online campaigns. Currently I GM 4 nights a week. I run to Adventure Paths out of my house and I'm the Regional Event Coordinator for Pathfinder Society in my area, so I run two games a week for that. Never get the chance to be a player unless I'm on here


Male Dwarf Alchemist (Grenadier) 2 HP: 14/14 AC: 15 FF:13 T:12 F:+4 R: +5 W:+1 Init:+2 Perc: +5

So two down already, though one temporarily. No wonder they are short on people.


Gunslinger 1, HP 10/10, NL-HP 0/10, AC 17, T 14, F13, F +2, R +6, W +2 Init +4, Perc +6

I've heard this is quite normal. Climbing for 12+ checks and not rolling a 5 or lower is tempting fate


Male Dwarf Alchemist (Grenadier) 2 HP: 14/14 AC: 15 FF:13 T:12 F:+4 R: +5 W:+1 Init:+2 Perc: +5

Makes you wish you had a natural climb speed


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

The interesting thing about this section of the AP is that normally someone could simply take 10 to climb on the rigging but since it's a race it seems like it's meant to force people to take that chance.

At least this is how I read it. If everyone simply took 10 then it wouldn't be much of a race.


Male Dwarf Alchemist (Grenadier) 2 HP: 14/14 AC: 15 FF:13 T:12 F:+4 R: +5 W:+1 Init:+2 Perc: +5

Hmm, I'm not sure here what to do. Marn can't really cook but if he manages to get his hands on his gear the food is the best way to poison the pirates.


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

Just letting you all know I'm still around. vacation is just ending tonight. Will head home tomorrow and get back into the swing of things. Thanks for your patience and hope you are enjoying so far.


Male Dwarf Alchemist (Grenadier) 2 HP: 14/14 AC: 15 FF:13 T:12 F:+4 R: +5 W:+1 Init:+2 Perc: +5

I assume Marn gets to prepare his extracts and mutagen?


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

Yeah, I'm going to assume that you spend some time each night before bed working on brewing your extracts and mutagen's.

I think If I assumed that it took one of your late night actions to do it it could hamper your character and give him an unfair disadvantage.

For now anyway lets say he's free to spend an hour before bed with no ill effects to his performance the next day. If you want to take a late night action in the middle of the night we'll deal with that later. does that sound okay? Suggestions, thoughts?


Male Dwarf Alchemist (Grenadier) 2 HP: 14/14 AC: 15 FF:13 T:12 F:+4 R: +5 W:+1 Init:+2 Perc: +5

Sounds good to me. My idea was to have him fix it before going to bed. If I'm short on time I'll just skip the mutagen as the two extracts only take 2 minutes.


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

Well I was thinking that your first night, because the conversation with the other dwarf didn't take long you would have time to prep the mutagen. Extracts are no problem at all. But I was thinking that if you had a full day and wanted to do the mutagen it might run into late night actions causing you to take a con check to avoid being fatigued the next day. but that forces you into a position that isn't really fair, but I could also do that for any magic users who need time to prep as well.


Gunslinger 1, HP 10/10, NL-HP 0/10, AC 17, T 14, F13, F +2, R +6, W +2 Init +4, Perc +6

Since Brass Knuckles in our world have symbols upon the "knuckles", usually crosses and such, I think Aldon will have symbols on his. I'm thinking the Blue Eagle of Andor.


Gunslinger 1, HP 10/10, NL-HP 0/10, AC 17, T 14, F13, F +2, R +6, W +2 Init +4, Perc +6

Not sure if I mentioned what Aldon looks like. Did anyone see the show Lost and know the character Sawyer? Have you also seen the show Community and saw the wild wild west paintball episode. Well the actor that plays Sawyer was in that episode, and he was referred to as the "black rider". Essentially that is what Aldon looks like, more "cowboy sailor" then pirate, with a fantasy spin on him


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

Link to The Black Rider


Gunslinger 1, HP 10/10, NL-HP 0/10, AC 17, T 14, F13, F +2, R +6, W +2 Init +4, Perc +6

indeed! thanks for the link! Although Aldon's got a rifle instead of pistols


Female Human (Adopted Halfling) Cleric / 1 // Rogue / 1 -- HP 13/13, NLHP 0/8, AC 16, Touch 13, Flat 13, F +2, R +4, W +6 / Init +2, Perc +3

Aldon's not bad looking at all. ;)


Male Dwarf Alchemist (Grenadier) 2 HP: 14/14 AC: 15 FF:13 T:12 F:+4 R: +5 W:+1 Init:+2 Perc: +5

For Marn the picture I used is actually very accurate, though he doesn't wear goggles.


Male Elf Inquisitor 1 / HP -1/9, NLD 0, AC 16, Touch 13, Flat 13, F +2, R +3, W +5 / Init +3, Perc +10

My picture for Lex is pretty accurate, minus the scowl and the stubble. As an elf, Lex doesn't have facial hair.


Bard 1, HP 8/9, NL-HP 0/9, AC 12, Touch 12, Flat 12, F +1, R +4, W +2 Init +2, Perc +4

Just out of curiosity, how many of you are GMs in RL or on the boards? I know for sure Aldon you run several games. I was hoping to submit a character to your rise of the rune lords campaign but was in the midst of getting these games started and didn't have time to put together a decent submission.

And Avakor, you GM a RL game don't you?


Male Undine Oracle 2 (Dual-Cursed Oracle), HP 20/20, NL-HP 0/20, AC 15, Touch 11, Flat-Footed 14, F +2, R +1, W +5, Init +1, Perc +3

I GM two RL games, one S&S and the other is going to be starting as a Kingmaker. Other than this game on the boards, I just took over an S&S game that appears to have lost its GM.

Plus I'm a storyteller for a local LARP, but that's a whole different boat.


Male Elf Inquisitor 1 / HP -1/9, NLD 0, AC 16, Touch 13, Flat 13, F +2, R +3, W +5 / Init +3, Perc +10

I have GMed maybe three sessions for D&D 4e last summer and last fall joined my friend's Pathfinder group (his first time GMing PF and my first time playing PF, but he and his group had been playing D&D 3.5 for a long while). We played the first few books of the Kingmaker AP and it was really fun. We had to wrap it up early because we are all employees at a conference center so summer is our busiest time of year, and we all agreed we couldn't meet regularly. (The reason I only GMed three sessions was because that's all we could manage all summer!) I'm planning on starting a S&S campaign in the fall since our DM is moving away.


Male Dwarf Alchemist (Grenadier) 2 HP: 14/14 AC: 15 FF:13 T:12 F:+4 R: +5 W:+1 Init:+2 Perc: +5

Not a GM here. My experience is limited but so far it seams I'm too impatient to be a GM. That said, I'm more of a world builder. Built two extensive setting for friends, one of those settings he still runs games in today (7 years later). The setting started based on Nordic mythology but has since expanded dramatically.

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