CrazyHedgehog's Skull & Shackles Game (Inactive)

Game Master CrazyHedgehog

Fun and Action on the High Seas!


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The Exchange

Hey guys, still here. Apologies for the delay, was caught up with work last week and then me and the family were all down with sickness bugs. Will hopefully be back to regular postings, but I am aware that things have really slowed down of late. As long as you all are still keen, I'd like to keep going, it may be I should drop one of my games I'm Gming, but I'd rather not if I can. If you can suggest any things that can speed up play I'd be all ears, cuz I can see a lot of exciting encounters ahead and I'd like to give your characters a chance to experience them.


Male Human (Preacher) Inquisitor 15 | AC 23/17/21 | HP 97/105 | F+15,R+16,W+14 (Stalwart)| +1 v charms, compulsions) (Stalwart)| Init.+12, Perc+18, SM+24 | Judgment 5/day |Determination 5/day |

The only way to speed up gameplay is to simply post more often, players and GM alike. No other way to get it done, IMHO.


Female Tiefling (Beastbrood) Bard 3; Init. +1; Perception -1, Darkvision 60 ft.; AC 14 (+1 Dex., +1 natural, +2 armour); hp 30; Fort 3, Ref +5, Will +3 (+4 vs. enchantment)

I'm just happy so long as the game doesn't die. ^^


I like pirates ... I'm down to keep on ... with the rum .. tum ... tum.


Human Warpriest lvl 3, AC 18, touch 14, flat-footed 14 (Armor +4, +4 Dex), HP 21/21(3d8+3), Fort: +4, Ref: +5, Will: +6

Yo Ho, Yo Ho, The pirates life for me...

The Exchange

Atajay wrote:
The only way to speed up gameplay is to simply post more often, players and GM alike. No other way to get it done, IMHO.

Yeah, I think that's the crux of it. Will see what I can do to up the tempo at this end. But, har har mateys, we sail on then! I can't wait to introduce you to the grindylows' big brother. And then it's back to pirates being...pirates.


One of my RL groups is about to start a pirate game, so looked at Sorcerer as a class, and although I'll go with Aquatic, I also looked at Stormborn bloodline. I noticed that one of the Stormborn's abilities is to add 1d6 damage to a weapon for a round by touching the weapon. Atajay, feel free to use this ability on Arven's weapon if you want.


Male Human (Preacher) Inquisitor 15 | AC 23/17/21 | HP 97/105 | F+15,R+16,W+14 (Stalwart)| +1 v charms, compulsions) (Stalwart)| Init.+12, Perc+18, SM+24 | Judgment 5/day |Determination 5/day |

I have to be able to touch your weapon to do that, Deevor. Therein is the problem right now...


Male Human (Preacher) Inquisitor 15 | AC 23/17/21 | HP 97/105 | F+15,R+16,W+14 (Stalwart)| +1 v charms, compulsions) (Stalwart)| Init.+12, Perc+18, SM+24 | Judgment 5/day |Determination 5/day |

Hp roll for level three 1d6 ⇒ 2
+1 Fort and Ref
Added Light cantrip as FC bonus.
Added Mage Armor spell.
One extra first level casting per day.
Skills: Swim, Know. Nature, UMD, Spellcraft
Feat: Spell Focus Evocation
Bloodline spell--Shocking Grasp
Bloodline Ability--Resist Electricity 5 and resist Somic 5.


Male Human Savage Barbarian 5
Spoiler:
HP:55(65)/55(65) AC 18/15/14 Saves F+7:R+5:W+3 Rage: 12/12;

HPs: +11 (avg7+con bonus 3+favoured class 1
Skills: rank added to Perception, Know(Nature), Swim, Acrobatics
Feat: Power Attack
Savage Barbarian:
Naked Courage +1 (Ex) +1 AC and save vs. fear when not wearing armor.
plus other misc things like saves...


Human Warpriest lvl 3, AC 18, touch 14, flat-footed 14 (Armor +4, +4 Dex), HP 21/21(3d8+3), Fort: +4, Ref: +5, Will: +6

Feats:
- Whip Mastery (Combat)
- Combat Reflexes (Combat)

SKILLS:
-----------

- Perception: +7 (Wis +3 / Ranks 3/Misc +1)
- Profession(Sailor): +10 (Wis +3 / Ranks 3 / Class Skill +3/Misc +1)
- Swim: +7 (Str +1 / Ranks 3 / Class Skill +3)


Female Tiefling (Beastbrood) Bard 3; Init. +1; Perception -1, Darkvision 60 ft.; AC 14 (+1 Dex., +1 natural, +2 armour); hp 30; Fort 3, Ref +5, Will +3 (+4 vs. enchantment)

HP
Now at 22 (+4 average +2 Con. mod.)

+1 Fortitude save

+1 Base Atk.

Skills
8 ranks (6 + 1 Int. + 1 favoured class)
+3 ranks Knowledge (arcana)
+1 rank Linguistics (taking Aquan)
+2 ranks Perform (dance) - adjusting Acrobatics and Fly accordingly, as per Versatile Performance
+1 rank Profession (sailor)
+1 rank Swim

Feat
Harrowed (going for the Harrower PrC in due time)

SQ:
Bardic performance +2 rounds / day, now 8 rounds / day
Inspire competence +2

Magic / day: +1 Spell slot, level 1
Magic known: +1 Cantrip (Daze), +1 1st-level spell (Hideous laughter)

DM:
If we get a chance to spend some money, I'd like to purchase a real Harrow deck so I can use my new feat. ;)


Male Human (Preacher) Inquisitor 15 | AC 23/17/21 | HP 97/105 | F+15,R+16,W+14 (Stalwart)| +1 v charms, compulsions) (Stalwart)| Init.+12, Perc+18, SM+24 | Judgment 5/day |Determination 5/day |

Can I take average HP as well? The only reason I rolled is I thought that was how the campaign did HP.

I will not roll again when we level, and will be content with the average.


Human Warpriest lvl 3, AC 18, touch 14, flat-footed 14 (Armor +4, +4 Dex), HP 21/21(3d8+3), Fort: +4, Ref: +5, Will: +6

I've been using full hp for level 1 and average for level 2 and 3

The Exchange

My rule of thumb that I've used elsewhere is full hp at 1st level. After that, you can either take average hit points or if you want to gamble on gaining more hit points you can roll for it instead. If you want to roll for hit points, you keep the results. If you take average hit points, round up (d6=4; d8=5; d10=6; d12=7). If you're all happy with that, we can use that going forward as a house rule.

Atajay, that's fine to take the average.


Male Human (Preacher) Inquisitor 15 | AC 23/17/21 | HP 97/105 | F+15,R+16,W+14 (Stalwart)| +1 v charms, compulsions) (Stalwart)| Init.+12, Perc+18, SM+24 | Judgment 5/day |Determination 5/day |

I'm not a gambler. If I make another level, I will take average all the way from now on...


+6 HP
+1 Rank in Swim
+1 Rank in Knowledge (Arcana)
+1 Rank in Use Magic Device
+2 Rank in Profession (Sailor)
+1 Rank in Spellcraft

+2 2nd Level Spells - Spectral Hand, Touch of Idiocy
Favored Class Bonus - +1 spell for familiar (Chill Touch)

For my feat, I was wondering if I could take the monster feat Ability Focus and apply it to Evil Eye, which would give it +2 DC. It's vague, simply stating that it applies to a "special attack" whereas I suppose a hex is a "class ability" so your call.


Accursed hex feat will give you a second chance on all hexes. might be a better buy...

Accursed Hex

You can make a second attempt at failed hexes.

Prerequisites: Hex class feature

Benefit: When you target a creature with a hex that cannot target the same creature more than once per day, and that creature succeeds at its saving throw against the hex’s effect, you can target the creature with the same hex a second time before the end of your next turn. If the second attempt fails, you can make no further attempts to target that creature with the same hex for 1 day.


Male Human Savage Barbarian 5
Spoiler:
HP:55(65)/55(65) AC 18/15/14 Saves F+7:R+5:W+3 Rage: 12/12;

Accursed Hex feat does not apply to Evil Eye, as written, because you can use evil eye as many times as you like per day on the same creature.

A better option might be Cackle (using Extra Hex feat), which for a move cption extends evil eye by 1 round, and also effect other named hexes too.


Female Tiefling (Beastbrood) Bard 3; Init. +1; Perception -1, Darkvision 60 ft.; AC 14 (+1 Dex., +1 natural, +2 armour); hp 30; Fort 3, Ref +5, Will +3 (+4 vs. enchantment)

Internet trouble at home. Please DMPC me as needed...

The Exchange

Penta, are you still happy to manage the group's loot? It looks like as a group you managed to appraise and decipher the items. Here are the items found in Riptide Cove:

8 4-pound silver ingots (20gp each)
6 pearls inside colossal sea creature's tooth (75gp each)
422sp in assorted coins
512gp in assorted coins

scrimshaw shark's jawbone (250gp)
scrimshaw hammerhead shark skull (250gp)
harp made from orca jaw set with pearls (500gp)
walrus tusk set with gold and inlaid with map of Shackles (400gp)

4 +1 heavy crossbow bolts
1 silver spearhead
lesser bracers of archery
vindictive harpoon - to Arven

wand of mirror image (23 charges) - to Atajay
Besmara's tricorne from Sandara - to Atajay
1 headband or alluring Charisma (+2) - to Atajay
1 pearl of power (1st level spells) - to Batango
1 feather token (anchor)

whale skull (weighs 25 pounds) with scrimshaw carvings equating to arcane scrolls of alter self, black tentacles, blur, color spray, daylight, enlarge person, hypnotism, slow, touch of idiocy, vampiric touch - to Batango .

Vindictive Harpoon:

Vindictive Harpoon
Aura moderate transmutation; CL 9th
Slot none; Price 10,305 gp; Weight 16 lbs.
This +1 returning harpoon (Pirates of the Inner Sea 18) is
made from the jagged, scrimshaw-carved tusk of a narwhal
attached to a 50-foot length of woven sinew. Unlike most
thrown weapons, a vindictive harpoon functions as well
underwater as on land, and its wielder takes no penalties on
attack rolls underwater.

I'll do a full update tomorrow, so you still have time to post actions as you near the ship and/or initiative rolls.


Human Warpriest lvl 3, AC 18, touch 14, flat-footed 14 (Armor +4, +4 Dex), HP 21/21(3d8+3), Fort: +4, Ref: +5, Will: +6

It will be slow going this week. @CH Yes I can keep a loot list.

If no objections, I would like the lesser bracers of archery

The Exchange

Yeah, I do expect it will be quiet over the next few days - Happy Thanksgiving to my fellow Americans!

I'll put up the next post and we'll maybe pick up after the weekend.


That whale skull is a bit heavy for me to lug around and stay in a light load...any kind soul willing to shoulder it for me for the time being? I know with normal scrolls they can be burned/ground up and made into a tea and be given to a witch familiar to learn, but would the same go for the skull? Grind it up into a powder and stick it in a tea for Tabook to ingest? Bone dust, parchment...who's to say?


Male Human Savage Barbarian 5
Spoiler:
HP:55(65)/55(65) AC 18/15/14 Saves F+7:R+5:W+3 Rage: 12/12;

Arven will lug for you, for extra tasty rations of course....


Male Human (Preacher) Inquisitor 15 | AC 23/17/21 | HP 97/105 | F+15,R+16,W+14 (Stalwart)| +1 v charms, compulsions) (Stalwart)| Init.+12, Perc+18, SM+24 | Judgment 5/day |Determination 5/day |

In response to Quara's recent post, I agree wholeheartedly. It struck me the other day that if we didn't have her making those key Diplomacy rolls, we would probably be getting routed right now through mass numbers, rather than having a fairly easy time of it, knock on wood.

I like it!


Female Tiefling (Beastbrood) Bard 3; Init. +1; Perception -1, Darkvision 60 ft.; AC 14 (+1 Dex., +1 natural, +2 armour); hp 30; Fort 3, Ref +5, Will +3 (+4 vs. enchantment)

So Penta wants the role of disciplinarian.

Batango wants chancellor / spymaster.

Anyone else have a role in mind? ^^ I'm thinking of giving Crimson Cogward the task of drill sergeant.


Male Human (Preacher) Inquisitor 15 | AC 23/17/21 | HP 97/105 | F+15,R+16,W+14 (Stalwart)| +1 v charms, compulsions) (Stalwart)| Init.+12, Perc+18, SM+24 | Judgment 5/day |Determination 5/day |

What other roles should be filled? First Mate maybe, but what else?


Female Tiefling (Beastbrood) Bard 3; Init. +1; Perception -1, Darkvision 60 ft.; AC 14 (+1 Dex., +1 natural, +2 armour); hp 30; Fort 3, Ref +5, Will +3 (+4 vs. enchantment)

Navigator?


Male Human (Preacher) Inquisitor 15 | AC 23/17/21 | HP 97/105 | F+15,R+16,W+14 (Stalwart)| +1 v charms, compulsions) (Stalwart)| Init.+12, Perc+18, SM+24 | Judgment 5/day |Determination 5/day |

I assume there would be some sort of ship's wizard position too, thinking about things. You know, that could cast Gust of Wind, things like that, when necessary. That would probably be Atajay's best spot, as his Bloodline spells will be pretty helpful there.

I see Arven being a right bulldog as a first mate, if he'd be interested in that spot.


Male Human (Preacher) Inquisitor 15 | AC 23/17/21 | HP 97/105 | F+15,R+16,W+14 (Stalwart)| +1 v charms, compulsions) (Stalwart)| Init.+12, Perc+18, SM+24 | Judgment 5/day |Determination 5/day |

Also, DM, Sandara gave me her hat as I recall. Did you ever say what it did? I didn't wirite it down, if so.

But nevertheless, I doubt I could use it while wearing my Charisma boosting headband, so I might want to come up with a nice way of giving it back to her without hurting her feelings, if that's true.


Male Human Savage Barbarian 5
Spoiler:
HP:55(65)/55(65) AC 18/15/14 Saves F+7:R+5:W+3 Rage: 12/12;

Good profession sailor would probably be the best helmsman/navigator. Whilst not the best, Arven does have +3 sailor, and a compass, for +9 survival, which I guess is useful for general navigation, though not maybe as accurate with reading maps etc.

Arven probably not the best first mate, doesn't have the charisma/intimidate skills that might be required.


Human Warpriest lvl 3, AC 18, touch 14, flat-footed 14 (Armor +4, +4 Dex), HP 21/21(3d8+3), Fort: +4, Ref: +5, Will: +6

I have a +10 sailor if it helps

The Exchange

Well I'm impressed how quickly you all put together a chain of command! Next time I'll post up a bit more about your crew, so you can determine if you have enough to keep your ship seaworthy.

Anyone injured will also be able to get healing from Sandara, and Penta I presume though may have to wait until the following day when your divines can prepare new spells. Also, Quara at least is beginning to feel the effects of ghoul fever - Sandara should be able to remedy that as well.

This officially ends the first part of the Skull & Shackles adventure path - The Wormwood Mutiny. Well done! If you all are happy to continue then I'll start posting up the into the next chapter in your saga: Raiders of the Fever Sea.

The Exchange

Atajay wrote:

Also, DM, Sandara gave me her hat as I recall. Did you ever say what it did? I didn't wirite it down, if so.

But nevertheless, I doubt I could use it while wearing my Charisma boosting headband, so I might want to come up with a nice way of giving it back to her without hurting her feelings, if that's true.

I may have posted it elsewhere, but in either case here are the powers of the hat:

Besmara’s Tricorne
Aura faint transmutation; CL 5th
Slot head; Price 2,600 gp; Weight 1 lb.
DESCRIPTION
This black leather tricorne hat is weather-beaten and saltstained. It grants its wearer a +2 competence bonus on Profession (sailor) and Swim checks.
If Besmara is your patron, once per day you can speak a command word to transform the hat into a small ship’s boat such as a cutter, jolly boat, or longboat (see the Skull & Shackles Player’s Guide). The boat is 20 feet long, has two pairs of oars and a single mast with a square sail, and can carry up to 12 passengers and crew. Upon command, or after 8 hours, the boat returns to hat form, dumping out any occupants.

Seeing as Sandara is the most significant follower of Besmara amongst the crew, it probably makes sense for her to hold on to it. I'm sure you'll find a way to give it back sweetly!


Male Human (Preacher) Inquisitor 15 | AC 23/17/21 | HP 97/105 | F+15,R+16,W+14 (Stalwart)| +1 v charms, compulsions) (Stalwart)| Init.+12, Perc+18, SM+24 | Judgment 5/day |Determination 5/day |

Excellent. I'm sure when we finish the second book, I'll have forgotten again, DM, lol!

Congrats on a very successful first chapter to everyone! Anytime we make it through a full book, that deserves a shoutout. I'm up for keeping it going!


Male Human Savage Barbarian 5
Spoiler:
HP:55(65)/55(65) AC 18/15/14 Saves F+7:R+5:W+3 Rage: 12/12;

OK, Penta will make a better helmswoman/navigator than Arven, so if 1st Mate is still available Arven will happily help out with that.


Female Tiefling (Beastbrood) Bard 3; Init. +1; Perception -1, Darkvision 60 ft.; AC 14 (+1 Dex., +1 natural, +2 armour); hp 30; Fort 3, Ref +5, Will +3 (+4 vs. enchantment)

Quick notes:

By 'unstopper this bottle', Quara means for someone to yank the gag from Plugg's mouth.

Also, I have a fate in mind for Plugg. He won't be joining us... but he will be making a very intimate acquaintance of a piece of spare lumber and the wide, blue ocean.


Male Human (Preacher) Inquisitor 15 | AC 23/17/21 | HP 97/105 | F+15,R+16,W+14 (Stalwart)| +1 v charms, compulsions) (Stalwart)| Init.+12, Perc+18, SM+24 | Judgment 5/day |Determination 5/day |

Now Plugg is overboard...you mean Scourge, correct?


Female Tiefling (Beastbrood) Bard 3; Init. +1; Perception -1, Darkvision 60 ft.; AC 14 (+1 Dex., +1 natural, +2 armour); hp 30; Fort 3, Ref +5, Will +3 (+4 vs. enchantment)

Oh, right. ^^;


Sorry for my absence. Finally got someone out to fi my internet. Need to catch up, and will post soon

The Exchange

Hi all sorry game has stalled over last couple weeks. Work and family life have both gone a bit crazy and crowded out any free time. I did try to post a couple updates, but internet troubles said otherwise and then an update disappeared into the ether. I'm hoping to pick up the game, but I think things here are going to be busy yet for a few more weeks and then we are out of town (hurray!) for a few more weeks, so I think I need to call a halt to GMing duties until end of April. We'll have to blame it on michaelane's gremlins, but if you're all still wanting to play then I'll be back to pick up the game.


Dang, that's what you get from using Firefox to hold your page tabs and thus missing the counter of the discussion thread. Okay, have no problem with a break until Nick's got enough free time to re-don his GM mantle. I'll just open another tab to keep an eye on the discussion thread ;-)


Male Human Savage Barbarian 5
Spoiler:
HP:55(65)/55(65) AC 18/15/14 Saves F+7:R+5:W+3 Rage: 12/12;

Cool, still here ... will be here to pick up ...


Welcome back Nick. Ready to plunge in again!

The Exchange

Update coming soon. Been working on it last couple days but have had a few interruptions.


Female Tiefling (Beastbrood) Bard 3; Init. +1; Perception -1, Darkvision 60 ft.; AC 14 (+1 Dex., +1 natural, +2 armour); hp 30; Fort 3, Ref +5, Will +3 (+4 vs. enchantment)

A trick that worked well for me against rats in my very first AD&D-campaign was using Ghost Sound to create the hunting cry of many cats. As simple animals, the rats reacted instinctively by fleeing. Or at least some of them did...

The Exchange

That's a really novel approach, I'll have to remember that for my own characters. :)


Sorry I've dropped from the game, its just not easy to fit in with life at the moment. I've really enjoyed playing this adventure with you and want to thank you all for making it such fun. I've dropped from all my games on Piazo boards (the only boards I play), and will hopefully pick up again in the future.

It was a blast whilst it lasted, and I wish you all the best for the future.

aka Arven

The Exchange

Hey guys, I'm thinking of wrapping this game up. I'm enjoying it, but lately I've really been struggling to find the time to write the updates. I'm hoping if I fold one, I'll be able to keep the others going, in the meantime I'm very conscious that I've kept everyone hanging. I do hope you all have enjoyed it, and I'm sorry to stop it in the middle of an encounter with the rum gremlins, I thought they would be fun to throw in.

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