Fever'd Seas & Pirate Intrigues (Inactive)

Game Master PirateDevon

A GM returns because he can't let his obsession go. Most of the old crew is gone but a plucky gnome recruits some new friends to dream of a life as Golarion's newest pirate dynasty.


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Here be the discussion thread. yar.


It is feast and famine in the wake of the escape of the Man's Promise and what remains of the group that crewed her from the Wormwood. After a mutiny against the mutineers Quillin, Fjori, Hassan and Mel took the remaining survivors and the rescued Sandra Quinn and set their course for Rickety Squibs just as the murderous self-styled "Capt Plugg" intended so that the Man's Promise would be reborn as a new prize with a new name and face, ready to be taken to sea.

Its been 3 weeks and things have been hard on the group. A few chance encounters, some bad weather and a few close calls with those Barnabas Harrigan might call "ally" have seen the treasures from Bonewrack Isle traded, many of the crew leaving for fear of concern of being captured and other such activities that see's Quillin now moored at the operation of Rickety Squibs, paid up for the work but missing an adequate crew to proceed. Most of the original group have moved on to other ships or bartered their way to other places in the world wishing the gnome and other luck in their ventures.

Luckily Quillin and those that remain with him have their health, adequate supplies and a small port with just enough activity to bring good prospects to them. With Ricktey Hake, the owner of the ship conversion business taking his sweet time, Quillin has the time to get the folks he needs.

Of the original crew Quillin still has:

Jake Scrimshaw (human, the single crew member who liked the gnome the best other than Quinn)
Sandra Quinn (human, cleric of Besmara)
Rosie Cusswell (halfling, part of the other group of shanghai'd newcomer to the Wormwood)
Giffer Tibbs (gnome, always looked "bedraggled" and sopping wet no matter)
Maheem (human, permanent scowl, for some reason is sticking around though he doesn't seem to like anybody)
"Barefoot" Samms Toppin (human, always shoeless)

And he probably needs at least 3 more to make the ship run with a skeleton group, something like 16 more to have actual officers and a crew not killing itself. Most of these folks can be found in area, mostly about how you want to go about recruiting them...by force, pay or something "else"

For the other PCs - Think of a good reason to end up in a port where people bring stolen ship to be made into ones that look like something new. With Voodoo's consent you can know Quillin from before he got press-ganged into service or know one of the other PCs from the last game as a "contact" who paves the way to meeting the gnome. Look here

Other than specific items of interest that I can think of:

Magic Map
Spellbook

It can be assumed that the crew before basically found enough opportunities to trade the various treasures so that Quillin had enough to have the ship repair/refit and have WBL. If anything specific from the first AP comes to mind just calculate its value. *shrug*

Let me know if there are questions. I will more properly flush out the town in my first post in the play thread.


Quillin's other spellbook:

1-ant haul, enlarge person, hold portal, jump, magic weapon, shield, comprehend languages, detect secret doors, detect undead, disguise self

2-create treasure map, stone call, web, flaming sphere, knock, pyrotechnics

3- invisibility sphere, slow


Very Good! It looks like Wolfwalker will be joining. He's thinking perhaps a Aquatic Elf Barbarian, possibly bloodrager if allowed.

Me thinks that sounds an awful like one of those mutant Sahuagin...

; )

The Exchange

Male Human Desk Monkey 2/ Logistics Guru 3/ Over-educated 2/Gamer 6
voodoo chili wrote:

Very Good! It looks like Wolfwalker will be joining. He's thinking perhaps a Aquatic Elf Barbarian, possibly bloodrager if allowed.

Me thinks that sounds an awful like one of those mutant Sahuagin...

; )

Bloodrager is a ok, sound.fun.


Male Gnome Sorcerer/9 - (HP: 49/49 - AC20;FF17;T18 - F+5;R+6;W+7 - Init+9 - Per+11)

Hmmm - I have settled on a Half-orc Slayer/Swashbuckler. I hope that we are not too melee and not enough divine. I know that our Alchemist can use CLW extracts, but I do not think that anyone will be able to use a CLW wand. I can dump points into UMD, but it is not a class skill unless I get it with a trait.


M Gnome Conjurer

I kinda wanted to keep Quinn's Besmara's Tricorne assuming that you don't actually have to be a cleric to use it because- hat/boat!

That and the ring of swimming put me at 5100 so I'll likely use the remainder on scrolls. One for putting arcane lock on my trunk, Don't touch my Stuff!

Prob take Touch of the Sea and Infernal Healing as my new spells.


Tirion Jörðhár wrote:
Hmmm - I have settled on a Half-orc Slayer/Swashbuckler. I hope that we are not too melee and not enough divine. I know that our Alchemist can use CLW extracts, but I do not think that anyone will be able to use a CLW wand. I can dump points into UMD, but it is not a class skill unless I get it with a trait.

As far as I can tell I think there is.some consideration to that in the AP which is why a cleric is presented from the beginning as such a strong opportunity foR an ally...


Quillin wrote:

I kinda wanted to keep Quinn's Besmara's Tricorne assuming that you don't actually have to be a cleric to use it because- hat/boat!

That and the ring of swimming put me at 5100 so I'll likely use the remainder on scrolls. One for putting arcane lock on my trunk, Don't touch my Stuff!

Prob take Touch of the Sea and Infernal Healing as my new spells.

N/p on the tricorne, she happily wants you to have it and no need to be cleric...and I guess its true that Quillin has plenty to be.wary of as far as boats not being as safe as they should be.

Spells look good.


M Gnome Conjurer

OR Q could get a medium darkwood chest enchanted with a permanent floating disk spell so that it follows him around whenever he beckons and if the ship goes down, he can just ride on top. hmmmm....

His magical traveling trunk and his bird, that's all Quillin really needs.


Female Half-Orc Slayer/1, Swashbuckler/3 (HP: 41/41; AC22; FF17; T15; F+7, R+12, W+4; Perc: +6, Init +6/+4)

Height: 53 + 2d12 ⇒ 53 + (6, 10) = 69
Weight: 110+2d12 ⇒ (1, 8) = 9*7 = 173

Age: 14 + 1d6 ⇒ 14 + (1) = 15


Female Half-Orc Slayer/1, Swashbuckler/3 (HP: 41/41; AC22; FF17; T15; F+7, R+12, W+4; Perc: +6, Init +6/+4)

HP: 3d10 ⇒ (7, 9, 8) = 24.


Quillin wrote:

OR Q could get a medium darkwood chest enchanted with a permanent floating disk spell so that it follows him around whenever he beckons and if the ship goes down, he can just ride on top. hmmmm....

His magical traveling trunk and his bird, that's all Quillin really needs.

Yes this must happen. Years ago my longest played character was in a Ravenloft game run in a game store that had a policy that anyone who came into play had to be allowed a seat at the table...3 years later, my specialty priest from Forgotten realms was the only remaining original character and he had a floating chest of holding that followed him and any time a new character showed up I would dole out gear as needed like a golf bag as I had accumulated some ridiculous.number of peoples gear.

tl;Dr got a soft spot for floating chests.


Female Half-Orc Slayer/1, Swashbuckler/3 (HP: 41/41; AC22; FF17; T15; F+7, R+12, W+4; Perc: +6, Init +6/+4)

Sorry, no floating chest on my character.


I despise the half orc age range, you honestly are 15? I mean its fine but it seems weird.

RPG Superstar 2013 Top 8

Looking forward to joining. A few questions...

What level?

What races are allowed?

Any content restrictions? All Paizo?

I'm thinking Barbarian for the Sea Reaver archetype. May dip a level of Cleric (Gozreh?) if that is allowed.


Wolfwaker wrote:

Looking forward to joining. A few questions...

What level?

What races are allowed?

Any content restrictions? All Paizo?

I'm thinking Barbarian for the Sea Reaver archetype. May dip a level of Cleric (Gozreh?) if that is allowed.

Level 4, nonstandard races subject to approval...I like many of them but I've been drowning in aasimars and tieflings and other crazy things lately looking around the board..although TBPH there is probably little I would deny if the hook is good...so probably whatever. LOL

Paizo only unless the.concept desperately needs 3pp.

The Gozreh dip Sea Ravager thing is just fine.


Male Dwarf Alchemist 4- Grenadier

DC Devon-
What is the PFS policy on hitpoints? I'm not up on PFS.

Is the Grenadier archtype ok? It is not in the main Paizo books, but apparently came from the PFS Field Guide. It is on the PFSRD online.

Is it ok that I bought my Alchemical items at half price figuring I crafted them myself? Here's what I "bought":
-Acid 12
-Alchemist Fire 2
-Tanglefoot Bag 2


Female Half-Orc Slayer/1, Swashbuckler/3 (HP: 41/41; AC22; FF17; T15; F+7, R+12, W+4; Perc: +6, Init +6/+4)

I can up her age. I thought the age was pretty weird. Still thinking about the race, I like halfling, but hate being small. None of the other races really struck me as fitting the character.

Also, the character sheet is only about 1/2 done, so don't make any strange comments yet.


Dread Captain Devon wrote:
I despise the half orc age range, you honestly are 15? I mean its fine but it seems weird.

I think it fits. Life is tough for orcs- get big fast or you're lunch. They'd have to mature quickly, at least physically and how much mental develop is really needed anyway.

Is it any weirder than elves being teenagers for a over a century?
demihumans, sheesh.

RPG Superstar 2013 Top 8

Oh, how many points for stats?


@wolfwaker: 20

@khuzdac: average+1 per die so 5 on d8

@voodoo: yeah I know, some reason the elf thing makes more sense to me but if i'm honest i've meet plenty of really sharp or dedicated teens so i'm not sure what my hang up is.


Dread Captain Devon wrote:
@voodoo: yeah I know, some reason the elf thing makes more sense to me but if i'm honest i've meet plenty of really sharp or dedicated teens so i'm not sure what my hang up is.

So you're saying orcs can't be sharp or dedicated. it's simple, you're Racist!

I'm on the opposite end as I actually teach 12-14 year olds and honestly if they behaved that way for 50 years, they'd never live to adulthood...


M Gnome Conjurer

Q may have known Sooty in Ilizmagorti- seems we have 2 short people on the run.

It's prob a good idea to think ahead about dealing with underwater action. I'm thinking we may need a wand of touch of the sea as party gear so it doesn't take up most of my spell slots. The duration is going to suck though.

I no swim good, Sooty has the spell, Pfarna prob will need it and maybe WW.

Next the question about breathing underwater: 4 scrolls of water breathing @ 375?

Any other group gear?


Male Dwarf Alchemist 4- Grenadier

I can use a wand of CLW with out a UMD roll since it is on my spell list, correct?


voodoo chili wrote:
Dread Captain Devon wrote:
@voodoo: yeah I know, some reason the elf thing makes more sense to me but if i'm honest i've meet plenty of really sharp or dedicated teens so i'm not sure what my hang up is.

So you're saying orcs can't be sharp or dedicated. it's simple, you're Racist!

I'm on the opposite end as I actually teach 12-14 year olds and honestly if they behaved that way for 50 years, they'd never live to adulthood...

Racist? Or is it Speciest? I have friends that are half-orcs? Gah!

Yeah, I suppose we must assume in a world that is magic and in cultures that are harsh "miracles" of one form or another would happen when it comes to youth and being functional. I don't envy you though. I work at a college and marvel my interactions with 17-21 yr olds I can't imagine younger teens on a regular basis....thought my toddler is educating me quickly about what might be to come in the next decade or two.

@Khuzdac Yeah you can use the wand.


Female Half-Orc Slayer/1, Swashbuckler/3 (HP: 41/41; AC22; FF17; T15; F+7, R+12, W+4; Perc: +6, Init +6/+4)

I have a 7 and a 9 year old. Pretty much shows what goblins are like.


M Gnome Conjurer

DCD- Are we assuming we found the scrimshaw spell skull at the end of Wormwood Mutiny? I thought that was where you were going with the locked book and to be honest, I was looking forward to access to: alter self, black tentacles, blur.

No thoughts on the group purchasing scrolls of water breathing and a wand of touch of sea? we'd have plenty of breathing time and could hit the swim speed button as needed.


Quillin wrote:
DCD- Are we assuming we found the scrimshaw spell skull at the end of Wormwood Mutiny? I thought that was where you were going with the locked book and to be honest, I was looking forward to access to: alter self, black tentacles, blur.

Ah hahaha...my oh my.

Truth be told I confused myself the last couple of days. I had a recollection (and less than spectacular notes) that you found a spellbook and then a locked book in the tree fort/hut. But me oh my, I forgot that it I combined the books.

So. The spellbook you have in hand actually has about 20-30 pages of real estate used by a non-caster as a journal (the guy in the hut) to explain about the sunken ship off the coast and other things. Mostly as a hook for the transition to this AP...

So yeah. ANYWAY. Any of the treasure of the AP is fair game and I had forgotten about the whale skull, you are fine to have taken that and copied them to your book...not sure if that is something that you plan to lug around or not. Or we can say it was traded after you copied it to cover the various expenses of getting the ship rigged/modified. I find it more flavorful than anything after you get access to the spells so you can keep it or not.

On another note I am going to assume that you would want (assuming you had the funds) to have Rickety Hake modify the ship to include smuggline compartments as it allows for some fun things and is relatively cheap. If you think I am wrong in my assumption, let me know.

You lot also need to think of a new name for the ship.


M Gnome Conjurer

Hokey Dokey! yeah, I was assuming the grindies had the key to the found book, but it was never really resolved. I will gladly copy the spells from the skull which will unfortunately burn them, but I think the demagicked headbone will still look fantastic on the wall of the captain's quarters.

Dread Captain Devon wrote:
You lot also need to think of a new name for the ship.

Does Paizo have rules for tricking out a ship? I've got a copy of "Fire as She Bears" from the Razor Coast line. I think we're still getting our PCs set. Ship talk will follow.

BTW maybe we get the Gameplay tab started so it's activated in my campaigns and I don't have to search for this thread every time...


I cannot believe I forgot that part, I HATE the gameplay not being up. IT is ready to go!

Edit:

No the AP offers rules for infamy and plunder which will come up, and Pirates of the Inner Sea offer some othe social things but no book as far as I can see offers detailed ship modifications. The smuggling options by Hake are specific to the operation character. There may be more things like *that as the AP progresses but if you have a resource that seems decent and you guys are interested in looking into that level of involvement with the ship, I am game to look at it.

RPG Superstar 2013 Top 8

OK, I'm thinking Barb 4/Cleric 1, still not sure about the race. Any feelings on skinwalkers/wereshark-kin?


Wolfwaker wrote:
OK, I'm thinking Barb 4/Cleric 1, still not sure about the race. Any feelings on skinwalkers/wereshark-kin?

Kinda hilarious, certainly would be interesting.


Dread Captain Devon wrote:
Wolfwaker wrote:
OK, I'm thinking Barb 4/Cleric 1, still not sure about the race. Any feelings on skinwalkers/wereshark-kin?
Kinda hilarious, certainly would be interesting.

Although you should be building to level 4. I may have confused the issue at one point sorry for that.


Female Half-Orc Slayer/1, Swashbuckler/3 (HP: 41/41; AC22; FF17; T15; F+7, R+12, W+4; Perc: +6, Init +6/+4)

Wolfwalker, if you want a melee character with some divine potential, have you looked at the Warpriest from the Advanced Class Guide (playtest version?) It is a 3/4 BAB class, but if you are using your chosen weapon, then you function as a full BAB. It has a bunch of bonus feats, decent divine spells (caps at level 6), and some channel ability.


M Gnome Conjurer

Here's what I have for ship stats so far:

(former)The Man’s Promise:
Type: Barque
HULL AND RIGGING
Hull Locations 7 (100’ long x 20’ wide x 20’ high plus fore and aft castles)
Hull Defense AC 9, hardness 5, 150 hp each
Rigging Locations 5 (3 masts, 2,2,1 Locations per mast)
Rigging Defense AC 11, hardness 1, 75 hp each
Below the Waterline 210 hp
OFFENSE
Stern- 2 light ballistae (3d8/19-20 x2)
ABILITIES
Str 37 (+13), Dex 8 (-1); Base Speed +7 (Poor), Into the
Wind +3, With the Wind +14; Overland 3.5 mph
CMB +23, CMD 32
COMPLEMENT
Captain: Quillin, wizard 4. Loyalty +6.
Officers: Sandara Quinn, cleric 3 (Chaplain);
Khuzdac, alchemist 4 (Engineer/Gunner);
Pfarn, slayer 1/swashbuckler 3 (?);
WW (?);Rosie, Ftr 2 (Mate)
Crew: Jake (cabin boy); Giffer (cook); Maheem (swab); Samms (rigger)
Others --
EQUIPMENT
None; Total Weight: < 33,216 lbs. (light load)

As for officers: I don't honestly think Quillin is the best choice for captain as may soon become obvious, but he'll milk it while he can.

Other possible Officer roles: 1st–6th Lieutenant (Mate), Boatswain (Mate), Chaplain (Chaplain), Doctor(Surgeon), Engineer (Mate), Fire Chief (Mate), Gunnery Sergeant (Mate), Jailer (Mate), Marine Captain (Mate), Master-at-Arms (Mate), Midshipman (Mate), Nurse (Surgeon or Mate), Sailing Master/Navigator (Master), Ship’s Corporal (Mate), Surgeon’s Mate (Mate)

Also: Able Seaman, Armorer, Armorer’s Mate, Barber, Boatswain’s Mate, Botanist, Botanist’s Assistant, Butcher, Cabin Boy, Carpenter, Carpenter’s Mate, Clerk, Cook, Cooper, Coxswain, Fireman, Foreman, Gunner, Gunner’s Mate, Gunsmith, Helmsman, Landsmen, Logbook Keeper, Lookout, Master’s Mate, Medic, Nurse, Oarsman, Powder Monkey, Purser, Quartermaster, Quartermaster’s Mate, Rigger, Ropemaker, Sailmaker, Seaman, Steward, Stoker, Swabby, Tailor


Female Half-Orc Slayer/1, Swashbuckler/3 (HP: 41/41; AC22; FF17; T15; F+7, R+12, W+4; Perc: +6, Init +6/+4)

I do have 14 Charisma, some diplomacy, some bluff, and a fair amount of Intimidate (I dropped the half-orc bonus, but will pretty much be maxing out ranks in this.)

I can take on the captain role, or whatever else is needed. Not a lot of wisdom, but with 5 or 7 skill points each level, I can drop them in prof(sailor) and other social skills along with the usual (Stealth, Acrobatics, Perception).


Male Dwarf Alchemist 4- Grenadier

I think Engineer/Gunnery Sgt is perfect for Sooty. Also, I could probably give up 300gp for a wand of CLW and a not fully charged Touch of the Sea wand.


Quinns on board and she will defintely be talking herself up for first mate but we can RP that when we start.

edit: noticed her at chaplain..she would still try for mate but.she owes Quillin so shes flexible.


This being a pirate ship, the captaincy should be up for a vote and likely Pfarna can intimidate herself to the top...

Along those lines, my thoughts on Infamy and Disrepute: I posted on the S&S AP thread, but didn't get any comments. It's what I'm using for my own Freeport campaign. Just a suggestion, but I'd appreciate any comments or critiques.

Here


Female Half-Orc Slayer/1, Swashbuckler/3 (HP: 41/41; AC22; FF17; T15; F+7, R+12, W+4; Perc: +6, Init +6/+4)

Ok, I think that Pfarna is pretty much finished. The background is probably not as well put together as some of mine, but I think ties things together.


Female Half-Orc Slayer/1, Swashbuckler/3 (HP: 41/41; AC22; FF17; T15; F+7, R+12, W+4; Perc: +6, Init +6/+4)
voodoo chili wrote:

This being a pirate ship, the captaincy should be up for a vote and likely Pfarna can intimidate herself to the top...

Along those lines, my thoughts on Infamy and Disrepute: I posted on the S&S AP thread, but didn't get any comments. It's what I'm using for my own Freeport campaign. Just a suggestion, but I'd appreciate any comments or critiques.

Here

Interesting. I really do not know much about Infamy or how PF has used it, so I do not know how much I can add to the discussion. I guess my only thought is that if Infamy is being used to grant magical powers, this is PF, a magical world. Perhaps the powers are sort of blessings from Besmara or some other patron of pirates and the sea.


Yeah, that's just a personal taste thing. The granted powers are all over the place and weird in my opinion anyway. I do find that being able to apply intimidate to more than one person has been a favorite for the crew that I GM.

BTW Tirion, I assumed you were playing a rogue archetype swashbuckler, but I'm not recognizing what you've got there.


Female Half-Orc Slayer/1, Swashbuckler/3 (HP: 41/41; AC22; FF17; T15; F+7, R+12, W+4; Perc: +6, Init +6/+4)

Na - I am playing the Swashbuckler class from the new Advanced Class Guide. It is a playtest version, but the DM has said to go with it. Same with the Slayer class. Neither seems to be terribly unbalanced and I like the sort of gritty flair that I can create with the classes.

I always hate it when they reuse names - like the Terrain Mastery rogue skill, and the Horizon Walker Terrain Mastery ability. There is now a Brawler ACG class and a Fighter(Brawler) archetype. Same with the Swashbuckler & Rogue(Swashbuckler). Also, I think there is a Bard(Skald) to go with the new Skald class.

There has to be other names available for these new classes somewhere.


voodoo chili wrote:

Yeah, that's just a personal taste thing. The granted powers are all over the place and weird in my opinion anyway. I do find that being able to apply intimidate to more than one person has been a favorite for the crew that I GM.

BTW Tirion, I assumed you were playing a rogue archetype swashbuckler, but I'm not recognizing what you've got there.

ACG buckler of swashes.

I have.some observations about the infamy thing, mostly pro voodoo tack but i'm on my phone ATM, so ill type all that out later.

RPG Superstar 2013 Top 8

So many decisions. I haven't started at this high of a level before. I'm busy at work and I should be in bed right now so probably won't have the character finished until this weekend.

I told myself I'd play something simple but I really like classes with a lot of special powers. I was going to dip cleric to get some interesting domain powers. But warpriest is looking quite interesting, more so than barbarian.


Female Half-Orc Slayer/1, Swashbuckler/3 (HP: 41/41; AC22; FF17; T15; F+7, R+12, W+4; Perc: +6, Init +6/+4)

Yeh, in D&D 2nd ed, which I played briefly I believe, they came out with "paladin" versions for every alignment. The Warpriest sort of seems like the PF version of a paladin for other alignments.

RPG Superstar 2013 Top 8

Update, I'm going with a human Warpriest of Gozreh, duel wielding kukris as his special weapon (forgot the term). Looks like he'll put out quite nice damage (warpriests get a favored weapon above their deity's one and do d6 damage with it, increasing at level 5 and above) and have some fun enhancements. Using your fervor to cast swift spells on yourself is pretty nice.

I guess we have cannons or some type of siege weapon? I may take the quick learner trait which lets me use non-proficient weapons at only -2 after one round so I can fire them in a pinch.

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