Dungeon Blaster´s Skulls and Shackles Campaign

Game Master Tim Bürgers


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Hey Tim.

Seeing how we are using Constitution checks for fatigue instead Fortitude saves how can my class ability Sea Chanty help?

Sea Shanty (Su): A sea singer learns to counter seasickness and exhaustion during long sea voyages. Each round of a sea shanty, he makes a Perform skill check. Allies within 30 feet (including the sea singer) may use his Perform check in place of a saving throw against becoming exhausted, fatigued, nauseated, or sickened; if already under such an effect, a new save is allowed each round of the sea shanty, using the bard’s Perform check for the save. A sea shanty has no effect on instantaneous effects or effects that do not allow saves. This ability requires audible components.


If we would strictly accord to the Rules, it would not help, because the fatigue from the work is a long term effect and - as you correctly said - requires no saves.

But I think, the authors of the adventure just did not have this ability in mind.

You wanna just spend a round to cure someone of this work-fatigue? Would that be okay?


My inital thought when seeing it was that it would be good to use while sailing a ship. Expect me to use it a lot more when I have ranks in Perform Sing. Working and plucking strings makes no sense.

Mostly I just wanted to clear its use. It seems that working on a rolling ship is what this ability was designed for.


Yes, seems so. But I think, the botched it a bit, because a duration that is based on rounds is by far not enough to use this ability on a ship.


True. The flavor to me is that some bard is singing while everyone is working. So it really just boils down to the reroll on a failed save.


@Dustin

Grok is a female.


Can somebody of you please keep an updated list of the NPCs attitudes towards you? We have some changes already, mostly to the better, and it gets more and more complicated with each change.


I know I'm keeping somewhat of a list so far, but was only doing it for my own use, I can tidy it up a bit or format it so I can pull out NPCs attitudes for various people of the party.

Here's the initial list (all crew and officers): google doc


Thanks Eric. I was keeping one just for discriptions and personal thoughts.

edit

Tam Tate in unfriendly to us all I believe, or at least to me.


I have only put the ones that we are sure about, there's a fair number we can guess.


Nonlethal Damage
Nonlethal damage represents harm to a character that is not life-threatening. Unlike normal damage, nonlethal damage is healed quickly with rest.

Dealing Nonlethal Damage
Certain attacks deal nonlethal damage. Other effects, such as heat or being exhausted, also deal nonlethal damage. When you take nonlethal damage, keep a running total of how much you've accumulated. Do not deduct the nonlethal damage number from your current hit points. It is not "real" damage. Instead, when your nonlethal damage equals your current hit points, you're staggered (see below), and when it exceeds your current hit points, you fall unconscious.

Nonlethal Damage with a Weapon that Deals Lethal Damage

You can use a melee weapon that deals lethal damage to deal nonlethal damage instead, but you take a –4 penalty on your attack roll.

Lethal Damage with a Weapon that Deals Nonlethal Damage

You can use a weapon that deals nonlethal damage, including an unarmed strike, to deal lethal damage instead, but you take a –4 penalty on your attack roll.

Staggered and Unconscious
When your nonlethal damage equals your current hit points, you're staggered. You can only take a standard action or a move action in each round (in addition to free, immediate, and swift actions). You cease being staggered when your current hit points once again exceed your nonlethal damage.

When your nonlethal damage exceeds your current hit points, you fall unconscious. While unconscious, you are helpless.

Spellcasters who fall unconscious retain any spellcasting ability they had before going unconscious.

If a creature's nonlethal damage is equal to his total maximum hit points (not his current hit points), all further nonlethal damage is treated as lethal damage. This does not apply to creatures with regeneration. Such creatures simply accrue additional nonlethal damage, increasing the amount of time they remain unconscious.

Healing Nonlethal Damage
You heal nonlethal damage at the rate of 1 hit point per hour per character level. When a spell or ability cures hit point damage, it also removes an equal amount of nonlethal damage.


@Isshou,
Hey I not trying to be weird, gross, or off putting here, this is just something she would do. We have been gaming together for some time and you are a great role player so I expect only your normal excellence, and will play off of your style in the best way I can.

Whatever you decide to do with Ondir next is fine, but I only want to be so descriptive.


Maybe Kithranna should not talk to people. Sheesh.


Dustin Kane wrote:
Maybe Kithranna should not talk to people. Sheesh.

I think Kithranna should participate in more diplomatic efforts, it is hilarious.


Lewis Depp wrote:
Dustin Kane wrote:
Maybe Kithranna should not talk to people. Sheesh.
I think Kithranna should participate in more diplomatic efforts, it is hilarious.

Would that count towards entertaining the crew? Maybe Kithranna can take up comedy... maybe form a comedy duo with the charmer that is Valen?

Just as long as his antics doesn't cause any issue for Ondir. Then it'll have to stop. If they cause issues for Antal, that's fine.

On a side note, curse you Lewis. Stop having the same idea for what our characters are doing. We should just have our characters run into each other as they are trying to do their activities.


Ross Hearne aka poisonbladed wrote:

@Isshou,

Hey I not trying to be weird, gross, or off putting here, this is just something she would do. We have been gaming together for some time and you are a great role player so I expect only your normal excellence, and will play off of your style in the best way I can.

Whatever you decide to do with Ondir next is fine, but I only want to be so descriptive.

It's ok, kinda saw it coming. Poor Riffelan has to compete with a Goddess, though Besmara's teachings don't restrict her followers in that area of their life. We can only just see what happens later.


isshou wrote:


On a side note, curse you Lewis. Stop having the same idea for what our characters are doing. We should just have our characters run into each other as they are trying to do their activities.

I am about to stab Mister Plugg next if you want to start it off.


Lewis Depp wrote:
isshou wrote:


On a side note, curse you Lewis. Stop having the same idea for what our characters are doing. We should just have our characters run into each other as they are trying to do their activities.
I am about to stab Mister Plugg next if you want to start it off.

No, no you seem to get the drop on me in these sorts of things. Here you can take my dagger if you're still lacking one. Besides, Ondir so far has not gotten on the wrong side of the whip or rope. That's surely to come...

Though wouldn't it be a better idea to start from the top with the Captain or maybe start with the boatswain, who seems to have it out for us more so than Plugg.


Whoah, these posts grow to certain lengths... I have not much time the next two weeks, so sorry, if posts might be late or short or both. I'll do my best.


I thought Stealth would work for the repair position. If not Dex or what and a for or con. Just trying to get the right rolls for Kithranna.


Tim, do you have a description of what the jobs we get are?


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rigger tasks:
Rigger Tasks
1 Rigging Repair: The ship’s rigging frequently gets
damaged and must be repaired, requiring DC 10
Climb checks to reach the rigging 30 feet up, followed
by a DC 10 Profession (sailor) or Dexterity check.
2 Line Work: Hard work hoisting and lowering sails,
requiring a DC 10 Profession (sailor) or Dexterity
check. The PC must also make a DC 10 Constitution
check to avoid being fatigued at the end of the shift.
3 Upper Rigging Work: Work in the upper rigging, 50
feet up, requiring DC 10 Climb checks, followed by a
DC 10 Profession (sailor) or Dexterity check.
4 Rope Work: Handling the ship’s ropes, including
coiling them, stowing them, and securing them to
cleats and single and double bollards, requiring a DC
10 Profession (sailor) or Dexterity check.
5 Lookout: A climb to the crow’s nest 60 feet up,
requiring DC 10 Climb checks followed by a DC 10
Perception check.
6 Mainsail Duties: Tough work raising and lowering
the mainsail, requiring a DC 10 Profession (sailor)
or Strength check. The PC must also make a DC 10
Constitution check to avoid being fatigued at the end
of the shift.

Swab Tasks:

Swab Tasks
1 Man the Bilges: Vile and sweaty work cleaning out the
bilges (area A11), requiring a DC 12 Strength check.
The PC must also make a DC 10 Constitution check to
avoid being fatigued at the end of the shift.
2 Rat Catcher: Catching rats and other vermin belowdecks,
requiring either a DC 10 Stealth check, Survival check,
or Dexterity check to catch and kill enough rats,
cockroaches, and beetles for a good day’s work.
3 Swab the Decks: Backbreaking work mopping the
decks and scrubbing them with sandstone blocks
called holystones, requiring a DC 10 Strength or
Constitution check. Failing either check results in the
PC being fatigued at the end of the shift.
4 Hauling Rope and Knot Work: Tying and untying
knots in the ship’s ropes and moving heavy coils of
rope from one part of the ship to another, requiring
a DC 10 Profession (sailor) or Strength check. The PC
must also make a DC 10 Constitution check to avoid
being fatigued at the end of the shift.
5 Runner: Passing messages to the crew and officers
of the Wormwood in all parts of the ship except
officers’ cabins (areas A4 and A5), requiring a DC 10
Acrobatics check and DC 10 Constitution check.
Failing the Constitution check results in the PC being
fatigued at the end of the shift. A PC with the Run feat
automatically succeeds at this task.
6 Repairs: Things constantly tear or break aboard the
ship and need repairs, whether sewing sails or splicing
rope all day, requiring a DC 10 Profession (sailor) or
Dexterity check.

Cook´s Mate Tasks:
Cook’s Mate Tasks
1 or 2 Cooking: Assisting Ambrose Kroop in preparing
the day’s meal. If Kroop is sober, no check is
required. If Kroop is drunk, this requires a DC 10
Profession (cook) or Intelligence check.
3 Fishing: Catching tonight’s supper using the ship’s
nets. A DC 10 Profession (fisherman) or Survival
check provides enough fish. A failed check results
in a day in the bilges as punishment the following
day (see the swab task Man the Bilges on page 23).
4 Turtle Hunting: Hunting leatherback sea turtles
with harpoons, treble hooks, and nets. A DC 10
Profession (fisherman) or Survival check provides
enough food. A failed check results in a day in the
bilges as punishment the following day (see the
swab task Man the Bilges on page 23).
5 Bull Session: Drinking with Ambrose Kroop and
listening to his stories. The cook’s mate must
drink an additional rum ration, but is able to take
an additional ship action during the day.
6 Special Occasion: Captain Harrigan is celebrating
something today, and wants one of the ship’s
pigs butchered and cooked for dinner. The PC
must make a DC 10 Profession (cook) or Survival
check to slaughter the animal, then help Kroop
to clean, cut, and prepare the carcass. If Kroop is
sober, no additional check is required. If Kroop is
drunk, this requires a DC 15 Profession (cook) or
Intelligence check.

Please determine your work at the start of each day yourself. In rare cases I may set a different work for each of you without rolling.

Har! :-)


Tim,

Is there anything we can do in character wise to determine a NPC's initial attitude towards us? Sense motive check would probably work, but would it be a ship action we have to take or maybe as part of the influence action?


Yes. Just tell me and make a sense motive check vs bluff (if that person wants to hide its attitude).


I think we are ready for rum rations and our nighttime actions, Tim.

I was thinking we could declare the end of day and night periods ourselves if that would help you out. Of course, if something particular is in store after one such period you could just mention it in a post so we don't get ahead of you. Would that help you keep the game flowing, Tim?


Nice idea. We´ll do it that way. Rum-Rules:

Each portion does 1d3 Con dmg and gives +1d4 CHA for 1d8 hours. Fort-Save DC 5 vs addiction.


And what happens when you fail the DC 5 Fort save? Because Antal did that a day or two ago.


1. As long as you are not under the effect of rum (i.e. outside the usual 1d8 hours), you suffer a -2 penalty to Con.
2. You must make to consecutive saves vs. the drug to get off of it. You can save once a day.
3. You may only save, if you haven´t indulged the drug within the last 24 hours.
4. The save DC increases by +2 each time you ingest rum while still within the 1d8 hours. It lowers by 2 for each day you remain "clean".


I won't be at home this weekend. Depending on internet access, it might happen, that my next posts delay until monday.


Tim, I made a mistake on my character sheet. I forgot Pathfinder removed Open Lock and consolidated it under Disable Device. I would like to remove the rank from Knowledge (local) and put it in Disable Device. Otherwise, the masterwork thieve's tools I hid in a very uncomfortable place will be quite unusable. Is that fine with you?


Yeah of course, just do it. Thanks for asking.


Addiction


I do enjoy the songs, Ross.


Thank you, its one of my favorite parts in books. I always try to sing out the song, of course the dog doesn't like it much.

I could never play it this way in table top.


If everyone is done we could start the next day. Sorry my larceny took so long.


Oh, so everyone knows, I leave for my trip this Saturday so my last post will be either Thursday or Friday. I won't be back in town until October 1st or 2nd, so have fun without me. Not like my skills are in high demand right now :-P


Enjoy Europe, Kevin.


Ya, don't get hit by a bus.

Edit

I mean I love you.


We'll miss you Kevin, still planning on trying to post if you can or did you determine that's going to be unlikely?


@Tim

Do you know if we could consolidate some of the info spoilers for things like the Pirate's day, Ship actions, and the different job's tasks onto the campaign info or some other central location? It'd be handy to be able to get to that information quickly, eventually it'll be buried in the posts here.


@Kevin: If you are in Germany, let me know. I would be glad to show you Frankfurt/Main.

@all: Shall we interrupt playing until he returns?

I like the idea of consolidating those spoilers. Has anyone a good idea how we can handle this?

My post will be late or even be canceled the next few days. From monday on, it will be a lot better, because from then on I will have four months of "parental vacation" (a german legal construct allowing parents to stay home and be paid by the state).


Just post them in the Campaign information. The longer section. Keep it contrite and we should be ok. Maybe change it so often, as we move along.

I vote to move on, maybe Valen just moves to the background for a bit, busy making ugly faces and rude comments to the girls on deck.
If we halt it for too long I am liable to fall out of interest due to forgetting about it.


I could play Valen or we could say he is sick while Kevin is away.


...or maybe he just slides into the background for those two and a half weeks.


Here's a quick compilation of the details in spoilers (in the discussion posts). I didn't spend much time on it but it should suffice for now. I think I might add links to the characters. Or we can see if we can't pull this info into the Campaign info here. In the time being it'll be handy to have a reference, one that's easily bookmarked.

http://wanderingcode.net/ShacklesPBP/

Tim, let me know if you want anything added or removed from the compilation.


I was wondering if there is a map of the ship in the module? Could we post that somewhere? Naturally we are only going to know what some of the rooms are. It would also be really cool to get some pictures of the NPCS, if they have them.


isshou wrote:

Here's a quick compilation of the details in spoilers (in the discussion posts). I didn't spend much time on it but it should suffice for now. I think I might add links to the characters. Or we can see if we can't pull this info into the Campaign info here. In the time being it'll be handy to have a reference, one that's easily bookmarked.

http://wanderingcode.net/ShacklesPBP/

Tim, let me know if you want anything added or removed from the compilation.

Thanks, Eric.


isshou wrote:

Here's a quick compilation of the details in spoilers (in the discussion posts). I didn't spend much time on it but it should suffice for now. I think I might add links to the characters. Or we can see if we can't pull this info into the Campaign info here. In the time being it'll be handy to have a reference, one that's easily bookmarked.

http://wanderingcode.net/ShacklesPBP/

Tim, let me know if you want anything added or removed from the compilation.

Marvelous! Let's keep this nice thing updated.

Yeah, pictures. I'll put something in google docs these days.


Okay, I've got it:

NPCs and ship

Please consider this my daily post. I will answer in gameplay tomorrow.


I notice there's a Master Scourge and a Mister Scouge, I assume the latter is Mr Plugg?

Anyways, I've added these to the compilation. As it is kept up to date I may opt to actually work on the design, though I'll likely keep it simple.

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