DM - Voice of the Voiceless |
I've been meaning to do something like that, but just haven't found the time to sit down and craft it all up yet. I need to go back to the time when I split you off from the Wormwood so I can remember who I actually sent with you! - then there will be a number of 'no-name' crewmen who have zero characterization.
One thing that I will raise is that I have no intention nor ability to make the crew list actually make realistic sense (in terms of either quantities of people, or numbers in each role). To do so would require far too much off-topic research and slog. So to an extent the crew is as detailed and personable as you want it to be. If you'd like to groom some 2IC type sailors, go ahead and mould them as you wish.
Lastly, in ship to ship combat I'll not be making d20 rolls for everyone on your and their crews. We'll focus on PCs vs Officers, and have the roiling chaos of battle take care of the rest.
DM - Voice of the Voiceless |
In other slightly related news:
Alternatively, if you are participating in the Skull & Shackles Adventure Path with an ongoing group undertaking the entire, six-chapter campaign, you may receive credit for playing the sanctioned portions of the adventure as if you had played a pregenerated character. In this case, GMs running the Adventure Path are not bound to the rules of the Pathfinder Society Organized Play campaign (such as 20-point buy, unavailability of hero points, etc.) when running the campaign or the sanctioned portion of the adventure. Pathfinder Society characters and characters from an ongoing Adventure Path campaign may not play in the same adventure.
Who wants? - you can get credit for Wormwood Mutiny as we've gone through that.
Nachni Charan |
I'm interested. Let me check that chronicle and see who I'll assign it to.
Edit: Ah, Kyrsaku, my Kitsune Sczarni Court Bard will appreciate that extra opportunity to boost intimidate and a ship could eventually be handy for smuggling for Guaril. PFS # is 8979-10. Thanks!
Nachni Charan |
Most of my non-PbP is Society Play. I mostly GM, but get a chance to play a few times a year. I run a chapter in the Chicago West Suburbs. We've got almost 50 players in our group and usually run 4-5 tables each weekend.
The main idea is to provide a means for organized play where players can move between groups and especially play at conventions and still have characters that are roughly balanced with one another. So, rather than house rules, Paizo has an organizer (Mike Brock) who is responsible for the organized play rules. Like a lot of GMs, they have ruled out a number of the more abused options.
The primary vehicle for play is a Pathfinder Society scenario. These are short adventures (playable in 3-5 hours) and Paizo releases about two of them every month. Each is designed for multiple levels. They also have shorter adventures called quests. They have also been sanctioning modules for a while and not too long ago started sanctioning APs.
You get experience for each adventure you play. A typical scenario nets you a single experience point while modules and APs net you 3 xp. It takes 3 xp to advance a level. So Kyrsaku who is currently 3rd level will now be 4th level.
Treasure is also controlled via the organized play element to help keep things in balance. For each completed adventure you get a set amount of gold (3,711 gp in this case) and you unlock various items that you can buy. For example, this one has wand of mirror image (23 charges; 2,070 gp, limit 1).
You also earn prestige. In most scenarios you get one for completing the scenario and another one for completing an important success criteria. In the case of something like this AP, you get 4 prestige. This can be spent on various items and boons. For example, 2 prestige points can be spent to get a wand of cure light wounds. All of the prestige you have ever earned is called your fame and also unlocks various options for your character.
Otherwise, it plays pretty similarly to regular play. The really nice part is having a lot of flexibility in your weekly games, because you could adventure with a different group every week and the ability to play at conventions with a character you've been playing for a while.
Happy to answer any other questions you might have if it sounds interesting.
John Rhasp |
Being a Necromancer, Deader is ineligible for PFS. I play him as sort of Chaotic Neutral, but casting Animate Dead is considered Evil. That's a big no-no in organized play. If I ever tried to bring him into another game, the first question would be "why do you have to zombie grindylos on your inventory?"
John Rhasp |
Who's John? ;)
]Interesting you should bring deader's name up right now. It was on my mind today.
Since we're shedding our swabbie names, it's worth noting that Deader doesn't have one. Deader is the only name he knows. John was just the name I came up with to pitch in the recruitment thread, but it's never actually come up in game.
I've been thinking about what Deader might call himself, but nothing is striking me. I think that I'd prefer to have you guys name him.
In my little metagame thoughts about who Deader is and why he is that way, I think that this isn't the first time he's washed ashore and ended up on some ship somewhere. I think he's been doing this a long time, something like a regeneration cycle, or how Wolverine has a bunch of "past lives" he cant remeber (but sometimes come back to haunt him). There are probably people out there who have served with another version of him.
And every time he shows up, he's something similar but different, like a ship being squibbed.
So, in that vein, I think you guys should christen Deader with a new name. :)
John Rhasp |
There's a work-around for controlling intelligent undead (I thought I brought this up earlier. sorry)
I can command a creature under my control not to resist an effect. I just have to use a Command use every day, rather than every few days.
Which basically means that I can outright control a number of intelligent undead equal to the number of command attempts I have. If I try for more than that, or if I'm separated from the undead for more than a day, then I'm playing with fire.
As for the language thing, good to know. I'm going to have to figure out how to give verbal commands over long distances. Maybe a permanent Message spell or something.
DM - Voice of the Voiceless |
Deader - elegant... but I'm not 100% sold on that as a solid workaround. It just seems a bit off to sideline the intelligence aspect of the undead in question.
The Command Undead feat is written to allow for continual saves against the effect, which characterizes the struggle for dominance between the master and the underling - who continually wrestles to be free of the dominance. To let that struggle be sidelined without any risk or chance of failure kind of marginalizes the conflict to a non-issue.
Or to put it another way - a ghoul is a personification of cannibalistic hunger... and you're forcing it to live and breathe within smelling distance of human flesh, and commanding it not to partake. It should be chafing against your command. If we got into a situation where it was being fed with corpses regularly, then perhaps it would stop trying to free itself from your command - but until then...
So I want there to be an element of danger / struggle - even if it's just Deader taking a few moments in the morning to re-assert command (with some variance as to how much effort that takes in terms of number of uses) or living with the risk that he could break free from the domineering hold.
John Rhasp |
Claws do Bludgeoning damage? I just checked the chart. You are absolutely correct, and I *still* don't believe it. Bites I could see, but claws?
Looks like the summoned creatures are down. No problem. Retcon away. Sorry for the confusion. It read to me (and Nachi too, by my read) that you were handwaving the rest of the fight.
DM - Voice of the Voiceless |
I think it's an abstraction of if the claws don't penetrate that it's a quasi slam ish effect. Either that or making it a bit easier on animal companions and such for low level DR.
P'raps I'm not as clear as I need to be in stating if combat continues or not - I'll try and idiot proof it.
DM - Voice of the Voiceless |
Kids blessed us with some sleep - so I had some fun:
I think the ship is in a spot of bother
Kroop and Sandara in the Galley
Two pirates and Captains fair of different worlds
Rats in the Gun deck
Riding the mast
Weresharks on the rampage
Grindylow, sharks and swimming things
Half-orcen Captain in his quarters
MIDN. Cedrick Dragonne |
OK heading off this afternoon (Friday), back next weekend. Not sure what (if any) forum access I will have during that time but likely none… see you when I get back!
MIDN. Cedrick Dragonne |
Then perhaps this wont be so much about cracking the rock, but rather becoming its ally? We could use a friendly port hereabouts anyhow - and the enemy of my enemy and all that. Perhaps she has word on Harrigans movements? Can clue us in on who his allies etc are? Might lead us to some good targets.
DM - Voice of the Voiceless |
Hey guys, I was this close to updates late last night when my four year old woke up and the ensuing settling ended up with me sleeping on his floor in the wee hours of the morning.
Day at work has since been a bit too full on to squeeze in an update there - but it shall be incoming later tonight.
Patience is always appreciated.
Obisyth |
Yup - been there. Tough when the significant other schedules your day, and then the wee ones decide to monopolize the rest of your time.
We will all be here when you get to update things.