On an Evil Sea-Skull and Shackles (Inactive)

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Shackles Map

Island Map
Campaign Spreadsheet
Ship Actions
Tactical Map
The Wormwood Crew


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Please post here your current ship job and any conditions/damage/ability damage you are suffering.


I'm not quite sure how to get Gameplay going again. Back in July, you guys were discussing getting your stuff back during the night watch. There was some good interaction going there. Ideas?

Also, I'm going to invite Sapiens to create a Murat replacement.


HP 23/23; AC 17/13/14; Saves +3/+4/+4; Per +1, Init +5; DV 60 Arcane Reservoir 2/6 Male Grimspawn Tiefling Exploiter Wizard 3

Working on a gameplay post. At the moment, what I'm planning on doing is trading my gemstone away for the safe return of my belongings, and I'm about ready to sleep. Unsure about the rest of the crew.

Anyway, Veltisiel:
Is ship's Cook
Is suffering from magic withdrawals
And really wants to kill someone.


INACTIVE - GAME DIED

Hello! I'm joining up to help you guys get some more front-line fighting. SuperTumbler, I've built this character according to the original recruitment standards, let me know if you need any changes, or if you would prefer me to play a different kind of frontliner.


Male Vanara Warpriest (Sacred Fist) 3 | HP 32/32 | AC: 16, T: 16, FF: 13 | Fort: +6, Ref: +4, Will: +6 | BAB: +2, CMB: +5, CMD: 21, M.Attack +6(1d6+3) | Init: +3 | Perception: +10 | Fervor 4/4

Hello all! Thank you for this chance at S&S, an AP I've always wanted to play! I'll be your Besmaran Sacred Fist Vanara to attend to any monkey business, take all the necessary hits and dish out some buffs and debuffs.

I'm open to changes as well if needed. I have Craft(carpentry), so I could do that on the ship. Otherwise, with climb speed and high Perception, I can be a lookout.
As for morality, he's CN as Besmara, but he has no trouble whatsoever for thievery and murder. He just doesn't go out of the way to make others miserable.

One rule question: this archetype gains the monk's flurry of blows, may I get the unchained version? It would be a straight buff, so I'm cool either way.


Male Hobgoblin Alchemist 1 HP 10/10 | AC 15 T 13 FF 12 | F +4 R +5 W +1 | CMB +0 CMD 14 | Speed 30’ Init +4 Perc +6 Darkvision
Alchemy:
Bombs 5/5 | Shield, (open) | Dex mutagen

Just before the game died, I won a contest. One of the prizes was a bottle of wine which I gave the entire thing to Grok in exchange for my spell book and she said "I'll let ye be me friend". I accepted the terms of the trade but that was the last post so I'm not sure if I get my spell book that night or in the morning.

As we restart, I guess just finish the interaction with Grok (either I get my spell book now or in the morning) and then have us decide our nighttime activities.

Regarding jobs, I've just been taking whatever one I think I can make a roll on for the day.

Lastly, regarding adding some melee, I'm fine with that. I don't know Sapiens so can't say much. I'm in Jesse's ToEE game, so I'm fine with him joining.


Evil. What does that mean? I'd appreciate any comments you guys have on what you want out of an "evil" campaign, and what sort of evil you want to be evilling. I've run a fair number of Lawful Evil campaigns where everyone has similar motivations, but it seems like this one could skew a little more chaotic, so I would like to discuss a baseline on topics we want to avoid, whether PvP is acceptable (and in what ways).


Let's sub in Raush as a rigger since we have lost our hobgoblin rigger. Ravenna will have to settle for being a swab.

On a totally separate note, I see that the former GM used that whole speech where Harrigan says "don't talk to me." I'm not going to negate that, but I am going to make Harrigan a little more available as an adversary than the published adventure would allow. I want you to interact with him now so you really hate him. The adventure as written protects you from Harrigan, but I don't think that is necessary. It should be obvious to your characters that messing with Harrigan is dangerous. If it isn't clear enough, please test him.


INACTIVE - GAME DIED

Note to team: If you think the group would be better served with a different kind of combatant, just let me know and I'll happily play a fighter, a barbarian, a ranger, whatever!

I'm not terribly interested in muah-hah-hah, I-torture-people-because-it's-fun evil. I am especially not fond of I-mess-with-other-party-members-for-fun evil.

I tend to think of evil characters as passively or actively evil. Passive evil characters are selfish and pragmatic, who want things their way and don't care if other people get hurt along the way, and they have no compunctions about doing awful things, but they do those awful things because it gets them something they want. They have some goal (money, power, magic, whatever) and they will do terrible stuff to get it. Sometimes they have personal codes ("I would do anything for <x>, but I won't do that") and sometimes they don't.
Actively evil characters' goal is to do evil. Their goal is to ruin other peoples' lives, because they enjoy it. So they go out of their way to kick puppies and stab people because it's fun for them.

Passively evil characters are interesting because they have goals and agendas and they will be ruthless to achieve them. Actively evil characters are boring because they are just evil for the sake of being evil, with no real personality or agenda beyond that.


Male Vanara Warpriest (Sacred Fist) 3 | HP 32/32 | AC: 16, T: 16, FF: 13 | Fort: +6, Ref: +4, Will: +6 | BAB: +2, CMB: +5, CMD: 21, M.Attack +6(1d6+3) | Init: +3 | Perception: +10 | Fervor 4/4

The subject of alignment is always subject to some gameplay-story segregation. Honestly, I'd like to be neutral in order to channel positive energy, but it's not fundamental.
I'd like to play Raush as a believer in two tenets: "There's no authority that's safe from rebellion" and "Things belong to those who can take them". Basically, an anarchist.
I'm another who doesn't like PvP, and I'll be a team player even if CN (I know, I've had my share of bad CN players as well).
And on the subject of neutrality, it would be more of an amorality; a belief that good and evil are only words created by the weak to rein in the strong (which is also a fundamental belief of Lawful Evil Cheliax, just to reinforce my idea that the alignment system is a headache). So he'll not be actively evil, but fine with anything that's necessary, or not so.


HP 23/23; AC 17/13/14; Saves +3/+4/+4; Per +1, Init +5; DV 60 Arcane Reservoir 2/6 Male Grimspawn Tiefling Exploiter Wizard 3

Veltisiel is somewhere between passive and active evil. He simply doesn't see most other people as human (or tiefling, I suppose). He just considers himself superior, not even consciously. He genuinely does not consider others to be sapient, to not experience the full experience of life, and so has no problems with mutilating them horribly for little more than fun or enjoyment. However, he doesn't go out of his way just to be evil. Rather, he seeks to rule over everyone. Not because he craves power per say, but more because he finds the idea of someone having authority over him offensive.

It's possible to get on his good side, and not simply have him see you as nothing, but it's not always easy.

As a player, I'd prefer to avoid PVP, even though it's slightly out of character for Vel.

Basically, Veltisiel unconsciously considers himself innately superior to everyone else, and acts accordingly.


Neutral is fine as an an alignment, as it was part of the initial character creation guidelines.


Try not to be frustrated by the tedium of these days of work. I'm trying to think of ways to speed them up, but it is good to use them to explore relationships with the crew. Those relationships will echo through the whole campaign. Also, I'm trying to make sure that I reintroduce all of the NPC's to make sure you have good details. Don't forget about the Crew Diagram link at the top of the campaign. Feel free to mark it up and to include those folks in the spreadsheet. The diagram is still missing a few people, but I'll try to get those up tomorrow.

Hope we hear from our other two crew members soon.


Male Hobgoblin Alchemist 1 HP 10/10 | AC 15 T 13 FF 12 | F +4 R +5 W +1 | CMB +0 CMD 14 | Speed 30’ Init +4 Perc +6 Darkvision
Alchemy:
Bombs 5/5 | Shield, (open) | Dex mutagen

Sorry for not posting yesterday, had the day off of work so was busy with the honey-do-list.

Getting back to your question about being evil. As LE, I'm accustomed to law and order. As a pyromaniac, if some innocents happen to die in a fire he set, oh well, did you see how high the flames were? He would be against PvP and knows that his ship mates have needed skills that he doesn't. However, he won't risk his own life to save one of them and may flee from a battle if he doesn't think they can win.

His goal as a pirate is to learn how to make bigger fires which includes learning how to use siege weapons.

Also, in case you missed it, my 1 item I had was my alchemist's crafting kit. Now that I have my formula book, I will leave my extracts open so I can mix something up as needed since it only takes a minute.


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Raush, unchained flurry is fine.


Male Hobgoblin Alchemist 1 HP 10/10 | AC 15 T 13 FF 12 | F +4 R +5 W +1 | CMB +0 CMD 14 | Speed 30’ Init +4 Perc +6 Darkvision
Alchemy:
Bombs 5/5 | Shield, (open) | Dex mutagen

I did win 5 gp. Can I just pay for the items I want?


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HP 23/23; AC 17/13/14; Saves +3/+4/+4; Per +1, Init +5; DV 60 Arcane Reservoir 2/6 Male Grimspawn Tiefling Exploiter Wizard 3
Raush Galavari wrote:
".... and nobody knows what kitsune say. ....."

It took me way too long to get this joke. Well played.


Male Hobgoblin Alchemist 1 HP 10/10 | AC 15 T 13 FF 12 | F +4 R +5 W +1 | CMB +0 CMD 14 | Speed 30’ Init +4 Perc +6 Darkvision
Alchemy:
Bombs 5/5 | Shield, (open) | Dex mutagen

*face palm* lol neither did I until you pointed it out. Nice one.


Male HP:24/24 AC:18 T:16 FF:14 F:+1 R:+7 W:+3 Perc:+8 Init:+6 Light Mace +7,1d4+4 CMB;+2 CMD:+15 Kobold Rogue (unchained) 3

Sorry, I kept looking for a game thread that was already there. my fault


Male HP:24/24 AC:18 T:16 FF:14 F:+1 R:+7 W:+3 Perc:+8 Init:+6 Light Mace +7,1d4+4 CMB;+2 CMD:+15 Kobold Rogue (unchained) 3

Hello all and thank you Tumbler for taking over.

As for jobs: He has not been assigned a job per say. He will do what is expected of him.

Evil: He wishes to only survive and as such he keeps quiet and head down as to not draw any attention to himself. He keeps mental notes on who does what to him and makes plans to replay as needed. He does not actively do evil but tries to work things around to his benefit. He wishes to survive and will manipulate whomever he needs to benefit himself first.


Grak Firethrower wrote:
I did win 5 gp. Can I just pay for the items I want?

You can buy things from the quartermaster with your cash.


Finally got the whole crew onto "The Wormwood Crew" image.


Updated the Crew part of the Spreadsheet with all of the crew. You don't much about them at this point.


Male Hobgoblin Alchemist 1 HP 10/10 | AC 15 T 13 FF 12 | F +4 R +5 W +1 | CMB +0 CMD 14 | Speed 30’ Init +4 Perc +6 Darkvision
Alchemy:
Bombs 5/5 | Shield, (open) | Dex mutagen

Baring an interaction that you indicate in the gameplay thread, how do you want us to initiate an interaction with an NPC? Should we just assume they are present and available and just start a conversation?


You can initiate contact with someone and create some context for the scene. Or if you want to talk to someone but don't know what they might be up to, just let me know and I'll set the scene. Generally, you are all on the ship and only the officers have separate quarters, so there are lots of times to bump into people.


I'm probably pushing things too hard? It's tough to balance. I'm going to let things simmer for a couple of days. You guys play out these morning events and then move on into the day when you are ready. I'd rather feel like I'm ahead of you than behind.


HP 23/23; AC 17/13/14; Saves +3/+4/+4; Per +1, Init +5; DV 60 Arcane Reservoir 2/6 Male Grimspawn Tiefling Exploiter Wizard 3

I like the pace. Especially as we settle into a routine, I'd be fine with us essentially moving through 1 day/post unless something interesting happens. For now, though, 2-5 posts/day seems about right.


It's challenging. The social dynamics of your relationships with the members of the crew really matter later in this chapter. At the same time, it is October 11. I don't want to get to Christmas and still be in this day to day grind. I think my goal is to get one day per day, but with everyone having two actions it makes that hard.

I don't want to abstract all of the conversations, because that seems to mess with the strength of PbP, but playing all of them out would take forever.


Male HP:24/24 AC:18 T:16 FF:14 F:+1 R:+7 W:+3 Perc:+8 Init:+6 Light Mace +7,1d4+4 CMB;+2 CMD:+15 Kobold Rogue (unchained) 3

I am also fine with the pace. I just want you to feel comfortable as you are the one running the game.


Male Vanara Warpriest (Sacred Fist) 3 | HP 32/32 | AC: 16, T: 16, FF: 13 | Fort: +6, Ref: +4, Will: +6 | BAB: +2, CMB: +5, CMD: 21, M.Attack +6(1d6+3) | Init: +3 | Perception: +10 | Fervor 4/4

Fine by me!


Male Hobgoblin Alchemist 1 HP 10/10 | AC 15 T 13 FF 12 | F +4 R +5 W +1 | CMB +0 CMD 14 | Speed 30’ Init +4 Perc +6 Darkvision
Alchemy:
Bombs 5/5 | Shield, (open) | Dex mutagen

Can we take 10 for our job rolls?


Male HP:24/24 AC:18 T:16 FF:14 F:+1 R:+7 W:+3 Perc:+8 Init:+6 Light Mace +7,1d4+4 CMB;+2 CMD:+15 Kobold Rogue (unchained) 3

The way I understand the rules...you can take 10 or 20 on ability checks.

d20PFSRD:Skills wrote:


Ability Checks and Caster Level Checks
The normal take 10 and take 20 rules apply for ability checks. Neither rule applies to concentration checks or caster level checks


There is nothing in the adventure that specifically says whether you can take 10 on these checks or not. My inclination would be no, because the point is that it is supposed to be grueling and difficult rather than breezy. If you guys want to be able to take 10, that can work. Scourge and Plugg will just have to find other ways to make your lives hell.


Male Hobgoblin Alchemist 1 HP 10/10 | AC 15 T 13 FF 12 | F +4 R +5 W +1 | CMB +0 CMD 14 | Speed 30’ Init +4 Perc +6 Darkvision
Alchemy:
Bombs 5/5 | Shield, (open) | Dex mutagen

In keeping with the spirit of the check, I'll continue to roll.

@GM - When we are continuing a dialog, do you prefer we use "reply" to copy what has happened previously? It makes for longer posts but I think it helps summarize what has happened so we don't have to scroll back.


You don't have to quote the entire conversation, but some part of it, at least the most recent thing you are responding to, is useful. I try to quote you guys just to help me keep track of who I'm talking to and to make it easier for you to stay in the flow.


Male Vanara Warpriest (Sacred Fist) 3 | HP 32/32 | AC: 16, T: 16, FF: 13 | Fort: +6, Ref: +4, Will: +6 | BAB: +2, CMB: +5, CMD: 21, M.Attack +6(1d6+3) | Init: +3 | Perception: +10 | Fervor 4/4

Sorry I missed my turn. Owlbear will have to wait this evening to be cleaned.


Male HP:24/24 AC:18 T:16 FF:14 F:+1 R:+7 W:+3 Perc:+8 Init:+6 Light Mace +7,1d4+4 CMB;+2 CMD:+15 Kobold Rogue (unchained) 3

I will post in the morning...long day and very tired.


I apologize for my absence the last few days. Depression and anxiety have gotten the better of me.


Male Hobgoblin Alchemist 1 HP 10/10 | AC 15 T 13 FF 12 | F +4 R +5 W +1 | CMB +0 CMD 14 | Speed 30’ Init +4 Perc +6 Darkvision
Alchemy:
Bombs 5/5 | Shield, (open) | Dex mutagen

@GM - sorry to hear that. I know that's not a good combo. No pressure here.

@group - I just noticed that Wade the shaman hasn't posted. Has anyone reached out to him to see if he's continuing?


Male HP:24/24 AC:18 T:16 FF:14 F:+1 R:+7 W:+3 Perc:+8 Init:+6 Light Mace +7,1d4+4 CMB;+2 CMD:+15 Kobold Rogue (unchained) 3

I sent a message with the new recruitment thread to that player. That player posted in that thread but has not done anything since then. The player is active on the boards and has posted just a couple of days ago. I can only guess that they no longer want to play this game but I will sent another message to him to see if he is planning on joining us.

Shadow Lodge

Male (M) Aasimar (perikin) Oracle (bones, aboleth curse)

I thought the recruitment thread died after I didn't see a response for a while and then I forgot about it

Shadow Lodge

Male (M) Aasimar (perikin) Oracle (bones, aboleth curse)

Sorry about being gone
Anyone know how I could enter smoothly?


Male Hobgoblin Alchemist 1 HP 10/10 | AC 15 T 13 FF 12 | F +4 R +5 W +1 | CMB +0 CMD 14 | Speed 30’ Init +4 Perc +6 Darkvision
Alchemy:
Bombs 5/5 | Shield, (open) | Dex mutagen

NP. Glad to have you back. I view the boards from my phone often and it makes it difficult to notice if someone is missing.

As far as an entrance, it looks like one of the punishments is confinement to a sweatbox. Maybe you were in there? We are only at the start of day 3 since the reboot so you haven't missed much.


I like the idea that Wade did something pretty bad and got three days in the box. Gives him a good reason to hate Plugg and Scourge.

Shadow Lodge

Male (M) Aasimar (perikin) Oracle (bones, aboleth curse)

Heh sure
What's going on with the current combat?


The group was sent into the bilges (which is a swab duty, but sort of also a light punishment duty) to deal with something that attacked an NPC yesterday. They found a nest of dire rats. We are still in the first round of combat. Plugg could easily open the hatch to the bilges and drop you in, "Here's one more for luck."

This is a nice scene, because it is the first time the characters are all together in a semi-private place.

Shadow Lodge

Male (M) Aasimar (perikin) Oracle (bones, aboleth curse)

If I were to join you for the fight, what would I have to kill rats with?
Would I have my spell book?

Shadow Lodge

Male (M) Aasimar (perikin) Oracle (bones, aboleth curse)

Regarding reasons why I was punished, maybe I was caught in the maps room when I was supposed to be working, trying to find out where we are so I could escape on a life boat?


Wade, don't you prepare spells by communing with a spirit animal, or do you have an archetype or something. I've never used the Shaman class before, but my reading of it makes me think they work more like a witch with her familiar. You can have one light weapon or other small item, or you can pick up something improvised.

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