DM Immortal's Blood Red Roses: A Skull & Shackles Campaign

Game Master imimrtl

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Island of Empty Eyes Map Current Map

I understand the issues and sorry for not pushing things along. I have had a lot going on the last few days. This week will be interesting as well as I will not have any time to post while I'm at work due to the fact that I am teaching all day every day this week. I will be primarily posting at night when time allows. As soon as I get a plan for how you are getting back to the top of the cove and what you plan on doing from there then we can move things along.

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

SO quick question. If a light spell is on a dagger and then thrust into the belly of a creature, does it give off a red light now instead of a white light? Curious and bored at the same time. Or does it matter how much blood there is to determine if it is red light. Or better question, does the blood coat the dagger and thus block the light given. Again weird ramblings late at night. See you all tomorrow.


Island of Empty Eyes Map Current Map

I suppose we could test that if you sent us a sample of your blood to smear over a lantern and see what sorts of colors it sheds. ;-)


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)

Wouldn't it also depend on the color of the blood? I've heard orcs have black blood, and some people suggest that trolls have green blood... Hmm... very interesting possibilities for an unusual stained glass rendering.


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

Happy thanksgiving to everyone who celebrates it! Drive safely, Imm and enjoy your day with family.


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)

I should say that I'm a bit out of sorts right now.

My grandfather's surgery was postponed due to pneumonia - as I had said before. However, it seems he has become much worse. My sister has just messaged a few minutes ago and it seems he is at the hospital now, coughing up blood.

My father is with him - I don't know my grandfather's condition at this time, but it sounds very bad.

Needless to say; this may effect my availability and condition on the boards. I apologize for that in advance.

I'm going to go now. Meanwhile, I hope you all have a good day.


Island of Empty Eyes Map Current Map

I completely understand man. My grandfather just took a turn for the worse as well. In addition to all his other ailments he now has congestive heart failure. Sending good thoughts your way man. Take as much time as you need.

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

Sorry to hear about that for you both. Good luck again and thinking of you, especially during the holiday times.


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)

Thank you both.

I will keep your grandfather in my prayers. I will let you know what is going on.


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)

My father just messaged me.

My grandfather's bleeding has stopped. They don't know the cause - but he is currently stable.


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

Sorry to hear about both your grandfathers... take care and whatever time you need.


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)

I assumed it was a surprise because I took an action before they even had a chance to roll Initiative, and they didn't do anything but stand on the deck. If we rolled Ini at the same time and I drew I assumed he might have reacted. But it that doesn't matter.

Meanwhile, whenever "Group Ini" is done, mathematically the win goes to the smaller group. The enemy has seven members. Having the sailors roll as a group gives them an unfair advantage to us. But that doesn't matter either.

Early you stated specifically that in "Boss Battles" you insisted that we don't use "Group Ini" but each roll individually. If this is not a boss battle, I don't know what it is. That would mean we should be able to roll as individuals, not as a group.

But that not matter, either.

Finally, and this is just an opinion, I would prefer to roll my own dice in the future rather then simply being told I fail an action, if that is okay. There is no reason to have Hero Points, or "Re-rolls" if we aren't allowed to use them. When I keep finding out that I fail rolls that I don't get to make, without even using a spell to up my odds, or an action to defray it that ends up feeling unfair.

Please understand, this isn't meant as a complaint. I'm just putting that out there, that's all. If the enemy goes first, that's the way it is. No worries.


Island of Empty Eyes Map Current Map

If you wish to use a hero point you may do so. I rolled for you all for passive checks because it speeds things up significantly to not have to wait for each person to roll in order to progress. That is not to say you can't say I use a hero point to reroll. or I use a hero point to add +4 to the roll or whatever. I will continue to roll passive checks that need to be known in order to move things along with the caveat that if you wish to use a hero point to alter things you may.

Just because you use an action before they do does not automatically equal you get a surprise round. If you ambushed them while they were walking through a forest or something like that it would be one thing but as it is I gave you the surprise to make your shot.

In any case, as far as initiative goes, the only person that realistically would have had a chance to do anything would be Variel as Rain was activating abilities and drawing weapons.

Also your assertion that group initiative favors the smaller group is inaccurate. The more integers you have when averaging the closer to average you will get. Smaller groups have a greater chance for outliers such as very high or very low but statistically they won't be more often higher than lower.


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)
DM Immortal wrote:

If you wish to use a hero point you may do so. I rolled for you all for passive checks because it speeds things up significantly to not have to wait for each person to roll in order to progress. That is not to say you can't say I use a hero point to reroll. or I use a hero point to add +4 to the roll or whatever. I will continue to roll passive checks that need to be known in order to move things along with the caveat that if you wish to use a hero point to alter things you may.

Just because you use an action before they do does not automatically equal you get a surprise round. If you ambushed them while they were walking through a forest or something like that it would be one thing but as it is I gave you the surprise to make your shot.

In any case, as far as initiative goes, the only person that realistically would have had a chance to do anything would be Variel as Rain was activating abilities and drawing weapons.

Also your assertion that group initiative favors the smaller group is inaccurate. The more integers you have when averaging the closer to average you will get. Smaller groups have a greater chance for outliers such as very high or very low but statistically they won't be more often higher than lower.

Cool.

So, quickly –

1. For group Ini – you know the math better than I do. Mentally I’m a bit disconnected, so if that’s the way it is, that’s cool with me.

2. As for the Hero Point, or the bonus re-roll thing; that is good news. Right now, it felt somewhat frustrating that right before a tremendous battle with the epic boss of this chapter I was suddenly struck with a fever which nerfed Dexterity and Constitution and there wasn’t anything I could do about it, even though there would normally be many things I could have done about it, if I had rolled, via the Hero Points, or the 3000 post re-roll.

Now that I know I can, that’s cool. Like I said, I’m not worried about it, and am not looking to ret-con the loss of Constitution or Dexterity at this time. Now that I know I can, it’s all good.

3. I don’t know if I said this before, but I generally assume that whatever I am doing is an automatic success, unless otherwise stated by you, the GM.

That’s not me trying to be obnoxious, but serious. In other words, if I said “Well, I’m going up the hill and looking around” – I would do that and wait for you to tell me what I see.

But I wouldn’t say “I’m going to be rolling a climb check – as the hill is 40 feet – with an incline of roughly 20 degrees, and the terrain is grassy, that seems like the DC may be a 5, but I will roll anyway – once for each 10 foot increment. If I fail, of course I’ll try to roll an Acrobatics check; then – having achieved the summit, I will use Perception to examine my surroundings.”

I mean, I figured that would really bog things down with a lot of rolling. I figured narrative actions should speak louder than dice – and most importantly – if you wanted us to make a roll for something, you’d say “Yeah, but to get up the hill, it’s steeper than you think, so I’ll actually need a climb check – but not until the last 20 feet – so that will only be 2 checks” – or something like that.

So the thing with the pistol/surprise round? I mean, yeah – I could have said “I am going to use an opposed Stealth check at this time against the bad guys Perception to see if he notices me pull my loaded gun out, swing it up at his face and fire; but I’ll augment said check via “Bluff” so even if he spots me, he may think I’m just checking the priming until I pull the trigger” – but I didn’t do either of that, because I figured it would slow the game down with lots of dice on the board (not to mention waiting for your responses to the dice).

I also figured if you want me to roll those things, you’ll ask me.

This does open a complicated issue in the future.

For example, if we fought a monster, every time we fought the monster (or any monster) – I could toss up a full “Knowledge: Check” modifier to glean all I can. But why bother? I mean to say – if you said “Well, you might know more about these bandits by their crest with either a knowledge; Nobility or Local check” – okay, I’ll roll those checks. But I wouldn’t even bother, unless you asked me.

So yes; I assume whatever I do at any time automatically succeeds, unless you tell me that I'm not God when everything I say is always right (hmm... gaming mirroring life? What are the odds?), and then you ask me for a specific roll, in which case I will do it.

I have slipped into a bad habit of “Rules Lawyering” and am trying not to do it (I know it is ruining the game for everyone, and I sincerely apologize for that, it is a bad habit I’m trying to break) but when I say “I am rolling this and that” – I have been trying hard to resist that urge, because it's a slippery slope for me, and leads to more "rules lawyering".

However – if you prefer me to be more precise in choosing what to roll on, please let me know now, and I will modify my style to fit the game. You’re the GM – just let me know your preference and it will happen.

Thank you for your patience.

Oh, and please tell Trystan I said “Raaaaaarrrr!”

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

from IC thread

Seijiro wrote:
I think that might be you

We will have to figure that out later I guess because Variel is not the best skilled for the captain position. I guess I could dump all my points into profession sailor next level and rely on others for the navigating and plot charting itself.


Island of Empty Eyes Map Current Map

You can say things in narrative format Horatio but for example the pulling the pistol part no where in the narrative did it say anything about you trying to draw it subtly or avoiding notice or anything like that. You notice though that I did in fact give you the surprise round when no one else did as a result of your unexpected attack. At the same time I gave the enemies the chance to react with a check and gave you the benefit of the doubt.

I am pretty lenient when it comes to doing things for you guys rules wise but at the same time I try not to pull punches either when I can help it. I like the chips to fall where they may but I will always give you a fighting chance.


Human - (Status: normal) Varisian Sorcerer 5 (HP: 56/56, AC:21(14/19[+2]) /F:8,R:8,W:9 / MP: 5/5 / Init. +2 / Perc. +5/6(3))(Jack's Perc: +13/+15)

Flynn
With the not rolling checks, there is a bit of an issue. The GM has a lot to take into account, and deal with and there's some stuff that we as players should work on, and try to think of for ourselves.

While something like a tabard that we may notice, and the GM would ask for a knowledge check about that, but in terms of identifying monsters, a knowledge check will give weaknesses and information is something that we have to roll for ourselves. we can ask which check it would take based on the creature type, but still would take our initiative to think to roll it.

same thing with stealth and bluff. If you want to pretend to do something, or try to avoid scrutiny, then you need to roll one of those or at least make it a point to say that you are tryint to do something like that so the GM can ask for a check. but honestly, as it stands, he didn't even need to give you the chance to be stealthy, and few GM's that i've played with would have, but rather they'd have said, "Next time you should think to make a roll".

Throwing rolls really isn't an issue and doesn't bog down the game since it's just a bunch of text in a single post, but it does give the GM tools to work with. Throwing percpetion and stealth, bluff if you are trying to hide anything. But pulling a pistol and taking a shot without saying anything about being subtle or deceptive doesnt' necessitate benefit of the doubt there...

Variel
Does the captain need to actually be good at manning the con as opposed to taking a leadership role? If someone takes captain, someone else can do the actual steering and stuff


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

To Variel - basically I was thinking along the same lines - we need someone who can be a leader, the other stuff can be delegated.


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)
DM Immortal wrote:

You can say things in narrative format Horatio but for example the pulling the pistol part no where in the narrative did it say anything about you trying to draw it subtly or avoiding notice or anything like that. You notice though that I did in fact give you the surprise round when no one else did as a result of your unexpected attack. At the same time I gave the enemies the chance to react with a check and gave you the benefit of the doubt.

I am pretty lenient when it comes to doing things for you guys rules wise but at the same time I try not to pull punches either when I can help it. I like the chips to fall where they may but I will always give you a fighting chance.

Of course.

I have no problem with letting the chips fall where they may.

In this case, too - you may notice that in my narrative, any attempt at being subtle or stealthy would likely be negated when I said in fairly direct voice before I fired - "Surprise" - which is not actually a good thing to yell just before you are actually trying to surprise someone :)

However, that doesn't really answer my question.

As I mentioned before, I have been playing thus far under the impression that I say "I'm doing X" - and it succeeds. Unless it doesn't, because it can't. Or possibly it might - but in which case I'll need a roll.

If I do need a roll, I was assuming you would say "Okay - roll the following" - and than I would act on it.

I just wanted to know if you want me to start incorporating dice rolls into the actions I take; as in "Hey, GM - I roll Perception - now what do I see?" - as opposed to "I look over the water at the flag. What does it look like?"

They're both pretty much the same, only the second one I don't roll, I just let you tell me - and add on "If you want to know more, I can tell you with such and such a roll".

Some GM's want players to tell them what they're doing and use a roll at the same time; others don't. I just want to know your preference from here out, that's all.

Either way works with me, I just want to be on the same page.


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)
Dhaavan wrote:

Flynn

With the not rolling checks, there is a bit of an issue. The GM has a lot to take into account, and deal with and there's some stuff that we as players should work on, and try to think of for ourselves.

While something like a tabard that we may notice, and the GM would ask for a knowledge check about that, but in terms of identifying monsters, a knowledge check will give weaknesses and information is something that we have to roll for ourselves. we can ask which check it would take based on the creature type, but still would take our initiative to think to roll it.

same thing with stealth and bluff. If you want to pretend to do something, or try to avoid scrutiny, then you need to roll one of those or at least make it a point to say that you are tryint to do something like that so the GM can ask for a check. but honestly, as it stands, he didn't even need to give you the chance to be stealthy, and few GM's that i've played with would have, but rather they'd have said, "Next time you should think to make a roll".

Throwing rolls really isn't an issue and doesn't bog down the game since it's just a bunch of text in a single post, but it does give the GM tools to work with. Throwing percpetion and stealth, bluff if you are trying to hide anything. But pulling a pistol and taking a shot without saying anything about being subtle or deceptive doesnt' necessitate benefit of the doubt there...

Variel
Does the captain need to actually be good at manning the con as opposed to taking a leadership role? If someone takes captain, someone else can do the actual steering and stuff

You make excellent points, Dhaavan.

Of course, at this time you may have noticed I wasn't trying to be stealthy.

On the other hand, there are quite a number of things which I feel don't need to be rolled, because it's assumed - like riding a horse to a barony. Why make the ride check? Sure a natural 1 could be bad - but on the other hand; you're riding a horse from point A to B - do you really need to make that check?

It's really a fine line, I suppose, but especially with issues regarding coding - and especially if you end up writing a lot - it means I'd have to write a heck of a lot more coding for things I take for granted.

I will do that, though - if needed, though I am not eager to. But I don't know what exactly the GM is looking for at this time, though.


Island of Empty Eyes Map Current Map

The best way would be to do both. Give me a narrative and then add any additional checks that might be needed. For instance,

---------------------------------

Horatio moves into the room, staying in the shadows and quickly looks around to ascertain the situation.

Checks if needed: Stealth 1d20 + 8 ⇒ (15) + 8 = 23 ; Perception 1d20 + 8 ⇒ (18) + 8 = 26

---------------------------------

Something like that works perfectly and I can disregard any unnecessary rolls.


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)

For what it’s worth –

1. Even though Sko has not posted in our game in 3 weeks – he has posted in other games. Specifically twice this Thanksgiving weekend. If people had time to post in other games, and they don’t post in this game – especially after 3 weeks – that means that not only do we have to keep holding up combat waiting for them, but it means that we end up with an extra mouth to feed via keeping tabs on an NPC.

But that’s just tossing it out there.

2. As far as I know – the “Pilot” is the person on a ship who is charge of “Steering” and “Navigating”.

These are literally the technical skills of getting the ship from point A to B. Anyone who wants to be a “Pilot” should have those skills.

The “Captain” was not the pilot – but he was the person “In Charge” of the ship. He said “Do X” and X was done. The pilot needed the technical skills; but the Captain needed the Charisma and/or legal mandate to lead the ship/crew.

So anyone can be the Captain I would think – that’s a matter of social RP.

But the “Pilot” is someone who needs to have the technical skills to “steer the ship” – and “plot a course”.

As an interesting aside – historically most Captains would take 10% profit on the ship’s import/export profits as their earnings. But the Pilot would take 15%; as a skilled pilot was often more rare.

In our case – the pilot could even be an NPC; but the Captain wouldn’t have to know how to plot a course or steer, per se – though it wouldn’t hurt. However – whoever the captain is doesn’t have to take any ranks in “Profession: Sailor” – unless they want to, I guess.

This is a good question for the GM – what are new players looking to play at this time?


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)
DM Immortal wrote:

The best way would be to do both. Give me a narrative and then add any additional checks that might be needed. For instance,

---------------------------------

Horatio moves into the room, staying in the shadows and quickly looks around to ascertain the situation.

Checks if needed: Stealth 1d20+8 ; Perception 1d20+8

---------------------------------

Something like that works perfectly and I can disregard any unnecessary rolls.

Drat - that's quite a bit of extra coding in my writing.

However, if that is your preference, from now on I'll do it.

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

My 2 cp...

Immortal has a been great at answering questions and giving feedback in a timely manner. This if you indicate that you are doing a task and narrate a course of action that warrants a check, then immortal will tell us. This occurs within the day and thus is not much time lost. Likewise I have found Immortal to be lenient in the gray areas. As a GM myself for RL games I can tell you that as soon as you drew your pistal we would have entered combat as that was a offensive action without any justified reason. If a story was being told about how we fought the eel and you drew your pistal for a shot to end the creature and used that as us 'prop' then no initiative roll until you fired.

As far as the captain position, if you want a leader for decisions and leave the piloting and navigation to others then ok. I can fill tht roll. If you want someone to manage both the leadership and the navigation then I think we should discuss the matter more. If you want the all in one leader and navigator then next level I will definitely add more ranks to sailor and combined with the tricorn hat from Sandara will provide a profession (sailor) check of +9. I can not see myself ever taking the piloting feats but may take skill focus profession sailor to augment the lack of a wisdom modifier.

Edit* Ok just looked and no one has a real high wisdom anyways so Variel is only off by +1 based on that and with the hat bonus is actually higher than most. Being a Int based character I have the skill points to invest in profession sailor so if the party is wants this direction, then I will do my best to fulfill that roll.


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

I have ranks in prof sailor and prof navigator so would be happy to do either for the ship, but have no interest in being captain...


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)
Variel Nightstorm wrote:

My 2 cp...

Immortal has a been great at answering questions and giving feedback in a timely manner. This if you indicate that you are doing a task and narrate a course of action that warrants a check, then immortal will tell us. This occurs within the day and thus is not much time lost. Likewise I have found Immortal to be lenient in the gray areas. As a GM myself for RL games I can tell you that as soon as you drew your pistal we would have entered combat as that was a offensive action without any justified reason. If a story was being told about how we fought the eel and you drew your pistal for a shot to end the creature and used that as us 'prop' then no initiative roll until you fired.

As far as the captain position, if you want a leader for decisions and leave the piloting and navigation to others then ok. I can fill tht roll. If you want someone to manage both the leadership and the navigation then I think we should discuss the matter more. If you want the all in one leader and navigator then next level I will definitely add more ranks to sailor and combined with the tricorn hat from Sandara will provide a profession (sailor) check of +9. I can not see myself ever taking the piloting feats but may take skill focus profession sailor to augment the lack of a wisdom modifier.

Edit* Ok just looked and no one has a real high wisdom anyways so Variel is only off by +1 based on that and with the hat bonus is actually higher than most. Being a Int based character I have the skill points to invest in profession sailor so if the party is wants this direction, then I will do my best to fulfill that roll.

Thank you for your feedback regarding narration and checks.

Regarding the drawing of my pistol - I had my own reasons, though I understand if they may not seem clear at this time.


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)

The hat does add bonuses to Profession: Sailor - but it seems that it would best if the person who is formally steering the ship possesses that hat, as they will be the one who needs it most. Or just was well; a Cleric might be well suited to having that Hat, as it has powers for certain types of clerics.

Currently the captain is not decided, and may be end up being Variel, or Dhaavan, or Jiro, or Valeros or myself, or potentially a new player. I don't know who they will be - but it seems logical that any item that gives advantage to piloting/"Steering" a ship would be useful to that person.

Meanwhile, I have read the "Shackles: Add On" book at this time, as well as subsequent rules for Sailing. I have seen no specific information about "Profession: Navigator". I only see "Knowledge: Nature" which seems to be used to navigate. If there is a formal use for "Profession: Navigator" that someone has found, please let me know, I would like to see it.

As an aside, the rules do stipulate that the ship can be sailed with "half a crew" or skeleton crew. You don't need a full crew to sail the ship; you only need at least half. However, if you do not have the full "Crew Compliment" then you suffer a -10 to Sailing Checks. And the add-on also suggested most checks didn't need a roll, except in combat, as the Pilot can "Steer" the ship with a "Take 10".

Finally, I do not believe that given the history of my character and Variel's character that I would follow him as captain.

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

I think you misunderstand when I said captain and navigator. I did not mean someone to put ranks in profession navigator in order to sail the ship, rather it was a title for the person sailing the ship using profession sailor.

I would agree that a wis based character would have a better static bonus and thus a better check for profession sailor. However none of us currently fulfills that criteria and would require adding someone just for that purpose. I would rather see someone from the original group be the captain than mutiny just to find someone else to captain the ship. Storywise it does not make sense to me at all to have the new person be the captain.


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)
Variel Nightstorm wrote:

I think you misunderstand when I said captain and navigator. I did not mean someone to put ranks in profession navigator in order to sail the ship, rather it was a title for the person sailing the ship using profession sailor.

I would agree that a wis based character would have a better static bonus and thus a better check for profession sailor. However none of us currently fulfills that criteria and would require adding someone just for that purpose. I would rather see someone from the original group be the captain than mutiny just to find someone else to captain the ship. Storywise it does not make sense to me at all to have the new person be the captain.

Well, as for the captain/navigator thing - I think I am reading "navigator" as "pilot" in this case (my thanks to Jim Clavell and my enjoyment of "Shogun" for the constant use of "Pilot" - or as Seijiro might call it "Anjin-san" :)

But the reason I mentioned the question about "Profession: Navigator" was actually because Jiro had specifically mentioned he had the skill "Profession: Navigator".

While that skill makes sense in-game, for a completely mechanical application - I simply cannot find "in-game" use for it, though I've seen a few possibilities. In other words; is it worth taking? I hate to meta-game, but with limited skill points for our party, I'm not eager to invest what little skill resources we have in a skill that is not needed.

But at this time, I am not certain if we need it, or not.

Toward the end of "Navigating/Pilot" in general, we may consider buying some gear for the ship in that event, such a Star Chart, which could help us for Navigating.

But there is the rub - because in the use of a "Star Chart" (from "Advanced Race Guide - so I don't know if that's formally "In play" for us, but it might be) - it suggests "Knowledge: Geography" is used to avoid getting lost in the wild, which further confuses me on what skill the party needs in the long run.

Finally, I agree completely that the original party should be the wellspring which our captain rises. I mentioned a new player only because I didn't want to rule out options, but in principle, I agree - it should be someone who has worked and sweated for the job.

However, if we had a new player who was not only a cleric; but functioned as our "Pilot" that could work very well, as the Captain/Pilot doesn't have to be the same person, and we could use a cleric, or someone with "Channel Energy" to help us (FYI: Rogue/Cleric is an awesome combo - I almost played that instead, having done it in the past. Weak on first few levels, but when they get up there, they're a lot of fun).

I think someone mentioned at one point playing a cleric from one of the "Lurkers". They typically have high wisdom, and if they built their class with ranks in "Profession: sailor" - (easily done with a modest Intelligence, I would think) - then we'd be doing fairly well.

But again, that conjecture is only useful if it happens. As of now, I don't know any of the formal "Lurkers" - or if any are interested in playing a cleric - or if they are; if they are interested in playing a cleric that has ranks in Profession: Sailor. But it's possible...

Perhaps, after we deal with Plugg and his hash, but before we move on to "leveling up" formally - the GM can give us some information on that front.

This reminds me; a bit of an unusual situation, and it is in regards to the current party.

We formally agreed that if a PC "dies" we would pay to bring him back if we didn't have the spell for it a the time. But then that player would be responsible for paying the party back for the cost of the "raise dead" spell (if we needed to pay for it, that is).

At this time, it may be that Sko could die soon. Again - I don't like to meta-game, but if he is no longer playing the game (I assume this only because he hasn't posted in weeks on this board, but has in other boards) what happens if he dies?

Do we invest the money to raise him, only to have him leave the group? In game, I'd say, sadly - yes. But out of game I would say no.

What does anyone else think of that issue? I have no hard ideas myself, but I am curious on it. I would say that the same would likely apply to Rain at this time, I guess. As I assume she will leave us once we reach port "formally". Where does that leave her cut of the loot?

I am merely curious - but I suppose that is a long time between now and then. But hopefully, if all goes well, we can finish this combat and those questions by Friday at the latest.


Human - (Status: normal) Varisian Sorcerer 5 (HP: 56/56, AC:21(14/19[+2]) /F:8,R:8,W:9 / MP: 5/5 / Init. +2 / Perc. +5/6(3))(Jack's Perc: +13/+15)

I'd say we give the GM the call about what to do with Rain's cut of the lot as she's leaving, and it has to do with any changes he made to the treasure haul we got and his WBL which will determine wether we are put over or not. THat's sortof a balance decision on his part what works for him.
If we keep Rain's loot, and get less treasure from a fight, or give rain her cut and we get more from the next fight, we have the same amount of cash at the end of the day.

As far as the person that steers the ship whoever has the best skill, and a new person may fit the bill without needing to split their resources too much. as far as who's in charge, we have a bit o an issue with party cohesion, or rather lack thereof. we all were fond of Rain, and sko was neutral enough in everything that we could make decisions and he'd make a good tie-breaker if we had a disagreement.

Rule by committee is a pain in the ass, since we need everyone to vote on a point and discuss which takes a long time and a unifying character is always helpful, but it's gotta be someone everyone will get behind and not take issue following if need-be.


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)

Well, I'm not too worried about Rain, I figured the GM would take care of that; my actual thought was what do we do with regards to Sko?

For example - in a normal fight several of us would probably have attempted to heal him by now. As it stands? None of us have.

Also - if he dies, what then? Again, if hew as a regular PC, we'd probably Raise him, and then do what we need to do. At this time - I don't know.

Anyhow, I'm just curious is all; but of course, as of right now we still have a bloodbath to finish.

But it is something worth considering.

Also - did anyone find out a hard rule for the use/advantage/need for "Profession: Navigator"? Sorry to ask, but it is on my mind.

Thank you.


Island of Empty Eyes Map Current Map

Is anyone else enjoying the image of Variel and Plugg basically having a little kid fight over their favorite toy.

Variel: *rips cutlass out of Pluggs hand* That cutlass is mine!

Plugg: *smacks it out of Variels hand* no its mine

Variel: *picks it up with mage hand* Mine now!

Plugg: *smacks it out of Variels hand again and picks it up* Mine again! *sticks out his tongue at Variel*


Island of Empty Eyes Map Current Map

As far as navigation I think either Profession: Sailor or Survival covers that. I need to check more but I am pretty sure that's right.


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)

GM: Thank you for your answer via the Profession: Navigation ruling.

To All: Today, at roughly 9:00 AM my grandfather passed away.

My father has sent me some details via text; I don't know much at this time.

I was told he did not die in pain, and all of his children were with him, as well as my grandmother.

He was 95, and had his 69th wedding anniverary two thursday's ago.

I will try to post my action later today.

I am sorry for any issues with my posting; I am not doing very well right now.

I will write more later.

Thank you for your patience.


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

So sorry to hear about your grandfather.


Island of Empty Eyes Map Current Map

Take all the time you need. I am right there with you with my grandfather as you know.

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

Sorry Flynn about your loss. Hope you can keep the good memories alive and remember him that way.


Male Gillman Oracle (Waves) 4; AC 14 (T 11, FF13) / HP: 34/34 / F +4, R +3, W +5 / Init: +1 / Percep: +0

Sorry to hear of your loss Flynn. Thoughts are with you during this.


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)

Thank you all for your kind words and thoughts.

I appreciate them.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Congrats!

What, no taking Plugg alive for a little payback? Tsk. ;)


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)

On Friday I leave to go to PA to see my family.

The funeral is scheduled for Saturday morning.

I will be returning Saturday evening.

This has not been easy for me.

Your support has been very helpful. The game helps to distract me from these issues a lot, and that helps me a lot.

Thank you all again for your kindness.


Island of Empty Eyes Map Current Map

Celebrate the life bro. Let me know if you need anything.


Island of Empty Eyes Map Current Map

In the meantime, that is the end of book 1. There are lots of decisions to make which we shall be doing over the next few days in character. I would like to take this opportunity to say that it has been an absolute pleasure gaming with you all so far. I hope that you have all had a good time and am looking forward to the next book where you all are out from under the yoke of tyranny and oppression!

Any questions you may have for me, ideas for your character, things you would like to see in the future for your character, etc. Please let me know. If it is confidential let me know by PM.

I have tried to incorporate your backstories into the plot and I am continuing to do so. I have some fun things planned to that effect that I think you will all enjoy.

One last time: GREAT JOB!! I threw some twists and turns and surprises at you all and you persevered amazingly! I hope it was satisfying.


Island of Empty Eyes Map Current Map

Oh one more minor detail that isn't really that important.................................................................. ........................................................................... ........................................................................... ........................................................................... .........................LEVEL UP TO FOURTH LEVEL!!!!!!!

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

loot:

On Plugg-
-Potion of Cure Moderate Wounds
-2 Screaming Bolts
-A homebrew Belt that I saw from someone else on the boards called a Belt of Healing. A charged Item that has 2 charges per day that can cast Cure Light Wounds for 1 charge or Cure Moderate Wounds for 2 charges. For 2 charges once per week you can also use it to heal you with a cure light as an immediate action but then the belt must "rest" for a week in order to recharge. Worth 1000gp
-Tidewater Cutlass
-MW Cat'o'nine Tails
-Amulet of Natural Armor +1
-Bracers of Armor +1
-Shackles of Compliance in his belt pouch
-Leather Drinking Cup
On Scourge
-MW Handaxe
-Potion of Blur
-Potion of Cure Light Wounds
-Punching dagger smeared with a black substance
-Leather Armor
-Shortbow with 12 arrows
-Corked green bottle with 8 doses of Oil of Taggit Poison
-Leather Snuff box set with a diamond containing 1 dose of Dark Reaver Powder
-Silver ring with the word Shanxia inscribed on it
-25gp, 18 pp

On Brinebrood Queen
-Wand of Summon Natures Ally II (12 charges)
-Vindictive Harpoon

1) Posting the items here for ease to reference. Will try to get a value on everything and update the spreadsheet tomorrow.

2) I think before any major decision outside of loot, we need to decide on who is the captain and who as what officer position as that may affect loot choices, skill selections, and spells.

3) Great job everyone on making it to fourth level. Huzzah


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)

GM: Thank you for your words and support.

I have also enjoyed the game at this time as well.

As for leveling: there are some things I will want to know from the others regarding how we are splitting things up regarding skills before my character is fully leveled. Some of what I have in mind may be directly related to who is chosen to play with the group as a new player – if anyone. Is it possible to discover that information before formally leveling?

More on my leveling up via Private Message.

I promise it shall be brief.

After we level there are some basic issues regarding the division of wealth.

This will effect a lot of what my character does, and plans on doing – depending on what he earns in terms of money, and what exactly he can do with that money.

More on that via PM as well.

However, as a small favor – there are many things that need to get done.

I wondered if we could formally postpone the beginning of “book 2” until at least Sunday; perhaps Monday, so that I can get some personal things attended to.

In between now and when I leave tomorrow, I will likely be posting a bit, simply because it gives me pleasure to write, and helps relieve stress.

That said – GM, if you have a moment to check the PM, I await your pleasure.

As for everyone else, I will see you on the board.

Ninja'd by Variel, it seems. But as an addendum to loot, I recommend we think about skills as well. All of that also ties into a new potential player which the GM has hinted at. Is Sko formally out? If so - who replaces him? Do we have input on this decision? And that said - what comes next on that front? Thank you.


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

Imm - If 'profession navigator' is of no use inthe game to you mind if I re-spend those skill points?


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

rolling for hp's for 4th lvl:

1d8 ⇒ 7

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

Oh by the way would like the cutlass already without even knowing what it does or the cost yet along with the ring of Shanxia.


Island of Empty Eyes Map Current Map

That's perfectly fine Seijiro, I haven't decided formally on that, I just can't seem to find the rules on navigating at sea anywhere.

--------------------------------------------

As for starting book two, I need some time to prep for the second book as well as my wife is extremely nauseous as we just learned a couple of weeks ago that we are expecting our third soon-to-be little gamer in June.

We will probably start up book two on monday or tuesday. In the meantime we don't need to be idle. There are lots of things to discuss, of major note are:

1. Positions on the ship:
Captain
First Mate
Ship's Surgeon
Master Gunner
Helmsman
Quartermaster
Head Cook
Bosun
Ship's Mage
Master-at-Arms

Not all of these positions have to be filled and people can have multiple positions that they fill but here are some options.

2. Loot distribution

3. What you want the new name of the Ship to be once you get it squibbed?

4. Social RP and interaction.

5. How many new sailors you want to recruit once you get to port? 20 is the minimum to run without penalty for this type of ship. 10-19 and you take a -10 to all sailing checks. 0-9 and you are dead in the water and cannot sail at all.

This won't matter outside of ship to ship combat but within ship to ship it will be a big problem so it'll be good to have some spare bodies.

----------------------------

The new person, and I have selected them already, and I are coming up with concepts and character ideas. He will not be introduced until you get to Rickety's Squibs.

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