Perils of Crescent Harbor (Inactive)

Game Master Profession Smith 6 ranks

Pirate-themed adventures in and around Port Peril.


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M Human Vigilante (Stalker)2/Bard (Arrowsong Minstrel) 1 / hp (17/19) / AC 15 T13 FF10 / Saves F+1 R+8 W+6 /

If we run, we might be herded into a spot where what little law there is comes after us too. But if we stay, we do risk character deaths, and it is a little early for that.


M Human Vigilante (Stalker)2/Bard (Arrowsong Minstrel) 1 / hp (17/19) / AC 15 T13 FF10 / Saves F+1 R+8 W+6 /

So, how is everyone doing?


The Man's Promise | Ship Actions | Current Battle Map

I'm here and good, still waiting for Moina's action. I really don't want to bot her, as her actions may decide whether this encounter becomes "fight" or "flight."

If Moina hasn't posted by tomorrow, maybe I can flip a coin. Or you guys could weigh in on a preference.


Human, Barbarian [sea reaver] 2/Brawler [mutagenic mauler] 1 | HP: 14/33 | AC 18 (12t, 16ff) | F +7, R +4; W +3 | perception +9, initiative +2

You could always have her hold her action too...


The Man's Promise | Ship Actions | Current Battle Map

Sorry about the slowdown, folks. I decided to place Moina at the bottom of the stairs since she was the second person to board the Gale's Teeth and someone's needed to keep Culder from getting flanked. Jordan--I'm assuming you're in the square to the right of Moina, able to fire without fear of provoking AoOs.


M Human Vigilante (Stalker)2/Bard (Arrowsong Minstrel) 1 / hp (17/19) / AC 15 T13 FF10 / Saves F+1 R+8 W+6 /

Is there anything around that I could shoot that may help to distract our combatants or assist us? Let me know if I need a perception roll on that.


The Man's Promise | Ship Actions | Current Battle Map

Yeah, actively, intentionally using Perception is a move action, so give me a skill check if you'd like.

GM Rolls While I'm At It:

Diplomacy: 1d20 - 1 + 7 ⇒ (19) - 1 + 7 = 25
Result: 1d6 ⇒ 3


M Human Vigilante (Stalker)2/Bard (Arrowsong Minstrel) 1 / hp (17/19) / AC 15 T13 FF10 / Saves F+1 R+8 W+6 /

How busy is the Rusty Drum likely to be at this time of night?


The Man's Promise | Ship Actions | Current Battle Map
Jordan Bain wrote:
How busy is the Rusty Drum likely to be at this time of night?

Pretty busy, I'd think. If I'm remembering correctly, you folks started the raid about an hour after sundown.


M Human Vigilante (Stalker)2/Bard (Arrowsong Minstrel) 1 / hp (17/19) / AC 15 T13 FF10 / Saves F+1 R+8 W+6 /

6 on 4 in a crowded bar...run or stay?


Male Halfling Male CG Halfling Bard 3|HP:19/19 |AC:13|CMB:+2|CMD:12 |F:+2/R:+7/W:+4| I:+2|P:+8|20'|BP:18/d|
Skills:
Stats:1|2|0|1|0|4 Acro+10 App+7 Climb+9 Esc+8 P(Sing+10|String (Lie|Diplo)+10) Sailor+6 Swim+7 | Dagger +3|d3+2/19

It's not going to be pleasant either way. I'm all for NOT getting into a tavern brawl, however.


Human, Barbarian [sea reaver] 2/Brawler [mutagenic mauler] 1 | HP: 14/33 | AC 18 (12t, 16ff) | F +7, R +4; W +3 | perception +9, initiative +2

Culder's not a big fan of possibly going to jail, and he's pissed about how poorly the last fight went... Unless someone else does something to prevent it, he's gonna start swinging...


M Human Vigilante (Stalker)2/Bard (Arrowsong Minstrel) 1 / hp (17/19) / AC 15 T13 FF10 / Saves F+1 R+8 W+6 /

Quick question as to the average clientele of the Rusty Drum...the sort who are law abiding and want to be helpful to the watch, or the sort that will gladly take a swing if the whole bar were to jump in on, say, a melee?


The Man's Promise | Ship Actions | Current Battle Map
Jordan Bain wrote:
Quick question as to the average clientele of the Rusty Drum...the sort who are law abiding and want to be helpful to the watch, or the sort that will gladly take a swing if the whole bar were to jump in on, say, a melee?

If it were later in the night, they'd be deeper in their cups and more likely to join in a brawl. Currently, though, they're sober enough to be moving away from your table and the watch.


The Man's Promise | Ship Actions | Current Battle Map
Jarvis X. Crookrows wrote:
we are expecting twins in August.

Although I hadn't announced it, I decided this week is International Get Your Piratey PbP Game Better Oraganized Week. I've been going through all my Private Messages (and am now into the game's Discussion Thread) for NPC names, hooks, forgotten tidbits and the like. And stuff that I totally missed!!

Congrats, Jarvis!

I suggest Fili and Kili for names. (Oops--wrong race).


Male Halfling Male CG Halfling Bard 3|HP:19/19 |AC:13|CMB:+2|CMD:12 |F:+2/R:+7/W:+4| I:+2|P:+8|20'|BP:18/d|
Skills:
Stats:1|2|0|1|0|4 Acro+10 App+7 Climb+9 Esc+8 P(Sing+10|String (Lie|Diplo)+10) Sailor+6 Swim+7 | Dagger +3|d3+2/19

Hah, that's alright! It's been a bit hectic at our house trying to get everything ready. Figures that this is the same time our AC decides to die. We've got Aurelia and Guinevere for names we're like 99% sure.


Jarvis X. Crookrows wrote:
Hah, that's alright! It's been a bit hectic at our house trying to get everything ready. Figures that this is the same time our AC decides to die. We've got Aurelia and Guinevere for names we're like 99% sure.

That's fricken awesome!!!! Congratulations. I must have missed that one as well... Those names rock the house. Next table game I run, I'm going to make some NPCs with those names in homage.


M Human Vigilante (Stalker)2/Bard (Arrowsong Minstrel) 1 / hp (17/19) / AC 15 T13 FF10 / Saves F+1 R+8 W+6 /
Jarvis X. Crookrows wrote:
Hah, that's alright! It's been a bit hectic at our house trying to get everything ready. Figures that this is the same time our AC decides to die. We've got Aurelia and Guinevere for names we're like 99% sure.

Ooh, that's not fun. We had our first last July, and AC and a good local pool were two of my wife's favorite things. Congrats!


M Human Vigilante (Stalker)2/Bard (Arrowsong Minstrel) 1 / hp (17/19) / AC 15 T13 FF10 / Saves F+1 R+8 W+6 /

Can we get an idea of what the cell we're in is like? I mean, it's large enough for 3 (or thereabouts) but is there anything in the cell?


The Man's Promise | Ship Actions | Current Battle Map

OK...from here we're got at least two distinct possibilities for the direction of the game.

1. I Can Run a Modified Version of Parts of the Skull & Shackles Adventure Path.

The bad news here (for those of you familiar with that AP) is that you'd temporarily lose all equipment and become a different sort of prisoners. The good news is that, if you survive, one of your PCs would end up with something he's been itching to get his hands on.

2. Get Out of Jail Free!
Justice and the law are a shadowy, shifting thing in Port Peril. In this case, you'd call in a favor from Beliza Odabio to get out of jail. From there, we'd likely proceed with missions in Port Peril and its environs, likely involving fallout from the strange storm and subsequent undead uprising.

Please let me know ASAP which of these options you prefer (or suggest something else, if you'd like).

The other bit of business.... Moina's been incommunicado on the Paizo boards for about two weeks now. Her player's pretty much up and vanished. Similar things are occurring in at least two of the games I'm playing in on these boards...maybe it's an end-of-school thing.

Do we want to wait a bit longer to see if Moina's player returns? Should we try a 4-person party for a while or should I recruit another player?


The Man's Promise | Ship Actions | Current Battle Map
Jordan Bain wrote:
Can we get an idea of what the cell we're in is like? I mean, it's large enough for 3 (or thereabouts) but is there anything in the cell?

Just a wooden bucket/chamber pot.


M Human Vigilante (Stalker)2/Bard (Arrowsong Minstrel) 1 / hp (17/19) / AC 15 T13 FF10 / Saves F+1 R+8 W+6 /

Never done Skulls and Shackles, but willing to give it a shot. Both options are fine with me, though I do tend to favor homebrew a little bit. I guess it depends on whatever's easiest for you to run and what everyone else wants. i like how the game has been going and I am enjoying the shenanigans happening in and around Port Peril, and whichever happens, Jordan will still try and pursue his goal of finding his sister.

Recruiting an arcane caster might be a good idea. I think we have good potential as a group right now, but it probably wouldn't hurt.


Human, Barbarian [sea reaver] 2/Brawler [mutagenic mauler] 1 | HP: 14/33 | AC 18 (12t, 16ff) | F +7, R +4; W +3 | perception +9, initiative +2

Whatever you want to do, GM. Personally, I kind of like the idea that the watch would sell us out to a shady crew rather than deal with us themselves (and then regret it when we take the ship over), but I'm cool with whatever.

As a side note- my one trait let's me keep brass knuckles when 'conscripted' in skulls and shackles, but I'd gladly lose those in favor of keeping my anchor (since it would be really difficult to take away, and really piss the cap'n off).


Male CG Human Cleric of Hanspur 3 | HP: 10/18 | AC: 15 (11 Tch, 15 Fl) | CMB: +3, CMD: 13 | F: +3, R: +1, W: +7 | Init: +0 | Perc: +4, SM: +4 | Speed 40ft | Icicle: 7/7 | Spells: 0th 4/~; 1st: 3/3; 2 0/2 | Channel Energy 2d6+1: 3/7 | Active Conditions: None

I also tend to like homebrew a lot more than published stuff. But, as a GM, I know how much easier it is to run published adventures. So, much like Jordan/Jon I'm fine either way. Whichever is easier for you is what I want. I'm really enjoying this campaign; it is one of the most fluid and dynamic campaigns I've ever played in, and I'm talking about all games. As far as Moina is concerned. I hate to disparage anyone, but Moina wasn't always a regular poster as things were. I'd say shoot her a PM, let her know we're on the verge of kicking her out, and if she doesn't respond in adequate time-frame (whatever time-frame you decide) let's recruit. I'm also with Jordan/Jon in that I think an arcane something, even witch, would be a good compliment to this group.


Human, Barbarian [sea reaver] 2/Brawler [mutagenic mauler] 1 | HP: 14/33 | AC 18 (12t, 16ff) | F +7, R +4; W +3 | perception +9, initiative +2

<-ninja pirate!

An arcane caster would be helpful. And I have an RL friend who might be interested in joining us as one if you decide to recruit.


The Man's Promise | Ship Actions | Current Battle Map

So much to cover!

But maybe we should wait for Jarvis to chime in....

Jarvis (not really) wrote:
"I'M an arcane caster, you big goofs!!"
The Captain wrote:
ninja pirate!

Isn't that an oxymoron? Or at least an abomination?

The Captain also wrote:


As a side note- my one trait let's me keep brass knuckles when 'conscripted' in skulls and shackles, but I'd gladly lose those in favor of keeping my anchor (since it would be really difficult to take away, and really piss the cap'n off).

Yeah, my initial feeling was there'd be no way Culder would be allowed to keep the anchor, but the adventure has some elements that would make such a handy weapon a drawback. (Not the least of which is that the anchor would function as--well, an anchor--if Culder were to get tossed over the rail!)

*****************************

As for recruiting, does anyone object to Culder seeing if his friend is interested? The other option would be to recruit on the Paizo boards and then deciding amongst ourselves which character seems like the best fit.


Male Halfling Male CG Halfling Bard 3|HP:19/19 |AC:13|CMB:+2|CMD:12 |F:+2/R:+7/W:+4| I:+2|P:+8|20'|BP:18/d|
Skills:
Stats:1|2|0|1|0|4 Acro+10 App+7 Climb+9 Esc+8 P(Sing+10|String (Lie|Diplo)+10) Sailor+6 Swim+7 | Dagger +3|d3+2/19

I'm a semi arcane. I'll never be a cannon, so a sorcerer or witch would rock.

As for homebrew vs AP, I don't care either way.

In terms of Moina, I'm not super attached either way. If Culders friend is down, that's groovy.


Male CG Human Cleric of Hanspur 3 | HP: 10/18 | AC: 15 (11 Tch, 15 Fl) | CMB: +3, CMD: 13 | F: +3, R: +1, W: +7 | Init: +0 | Perc: +4, SM: +4 | Speed 40ft | Icicle: 7/7 | Spells: 0th 4/~; 1st: 3/3; 2 0/2 | Channel Energy 2d6+1: 3/7 | Active Conditions: None

If Culder is vouching for his friend, I'd say let's go that route first, because you never know who you're going to get with the boards. As we level up, I'm thinking, especially if our new recruit is arcane caster, Jarvis or Jordan might need to think about dropping skill points into some of the roguish skills, like disable device...? Disable device would sure come in handy right now, in our current jail predicament.


Human, Barbarian [sea reaver] 2/Brawler [mutagenic mauler] 1 | HP: 14/33 | AC 18 (12t, 16ff) | F +7, R +4; W +3 | perception +9, initiative +2

Lol, I might be able to sell my friend on a sorcerer with the seeker archetype if people really want trapfinding/disable device...


Male Halfling Male CG Halfling Bard 3|HP:19/19 |AC:13|CMB:+2|CMD:12 |F:+2/R:+7/W:+4| I:+2|P:+8|20'|BP:18/d|
Skills:
Stats:1|2|0|1|0|4 Acro+10 App+7 Climb+9 Esc+8 P(Sing+10|String (Lie|Diplo)+10) Sailor+6 Swim+7 | Dagger +3|d3+2/19

I'd be willing to even look at dipping into rogue. I've never multiclassed in Pathfinder before, the most I've done is old 3.5 stuff, and I know there are differences, but I don't know what all has changed.

ETA: Rogue or Ninja


M Human Vigilante (Stalker)2/Bard (Arrowsong Minstrel) 1 / hp (17/19) / AC 15 T13 FF10 / Saves F+1 R+8 W+6 /

The Vigilante class (if it's allowed, I know it's really new) would also be pretty applicable to Jordan as well.


Male CG Human Cleric of Hanspur 3 | HP: 10/18 | AC: 15 (11 Tch, 15 Fl) | CMB: +3, CMD: 13 | F: +3, R: +1, W: +7 | Init: +0 | Perc: +4, SM: +4 | Speed 40ft | Icicle: 7/7 | Spells: 0th 4/~; 1st: 3/3; 2 0/2 | Channel Energy 2d6+1: 3/7 | Active Conditions: None
Jordan Bain wrote:
The Vigilante class (if it's allowed, I know it's really new) would also be pretty applicable to Jordan as well.

That's actually what I was thinking of, as I wrote that post. :) The Vigilante class fits Jordan/Jon so well it's like it was designed just for him. :)


Male Halfling Male CG Halfling Bard 3|HP:19/19 |AC:13|CMB:+2|CMD:12 |F:+2/R:+7/W:+4| I:+2|P:+8|20'|BP:18/d|
Skills:
Stats:1|2|0|1|0|4 Acro+10 App+7 Climb+9 Esc+8 P(Sing+10|String (Lie|Diplo)+10) Sailor+6 Swim+7 | Dagger +3|d3+2/19
Aghon wrote:
That's actually what I was thinking of, as I wrote that post. :) The Vigilante class fits Jordan/Jon so well it's like it was designed just for him. :)

I'm just reading up on it. It really is (basically him already). I love the concept.


Human, Barbarian [sea reaver] 2/Brawler [mutagenic mauler] 1 | HP: 14/33 | AC 18 (12t, 16ff) | F +7, R +4; W +3 | perception +9, initiative +2

In pathfinder society play you're allowed to rebuild your character until you hit second level... perhaps our GM would afford Jordan the same opportunity?


The Man's Promise | Ship Actions | Current Battle Map

OK, while we're technically supposed to be staying close to the Core Rulebook for this campaign, I did pick up the Ultimate Intrigue pdf and was actually considering running another city-based intrigue-based game on the boards...until I hit all the rules about Social Combat and asked myself "Are these really the sort of Pathfinder rules you want to be learning at this point?" and even "Do these rules even seem like they'd be all that fun?"

It was then that any intrigue-based game got hurled onto the back burner, likely to stay there :)

That having been said...I'm still considering multiclassing into vigilante in another game I'm playing on these boards, though probably just for a level or three.

Before giving Jordan carte blanche to switch classes or multiclass into vigilante, let me ask you guys (who probably have looked at the class closer than I have): How tied to the Social Combat rules is the vigilante?


The Man's Promise | Ship Actions | Current Battle Map

Oops. Also meant to say that inviting Culder's friend to join is fine with me, if Culder thinks he's reliable and a good fit. That'll give us five player, six if Moina makes a return to the boards and our game.

I'm also leaning toward the Skull & Shackles story arc. I've been working up a lot of half-baked storylines for the campaign thus far, not knowing which hooks you guys would bite on. Having the campaign railroaded onto a ship (for the most part) for a while will allow me to focus better on what WILL be taking place in the game while also (hopefully) giving me some spare time to develop some of my half-baked ideas for use in the game's future.


Human, Barbarian [sea reaver] 2/Brawler [mutagenic mauler] 1 | HP: 14/33 | AC 18 (12t, 16ff) | F +7, R +4; W +3 | perception +9, initiative +2

I'm less familiar with the vigilante than any of the core/base/hybrid classes, but it seems to me like they're not directly tied to that system at all?

edit: and I'll text me friend and see if he wants in. Do people actually want him to be able to handle traps or no?


M Human Vigilante (Stalker)2/Bard (Arrowsong Minstrel) 1 / hp (17/19) / AC 15 T13 FF10 / Saves F+1 R+8 W+6 /

I don't think vigilantes are directly tied to social combat. As I can tell, it would give Jordan a little less HP, a few more social skills, a few roguish skills, and whatever class differences are involved.


The Man's Promise | Ship Actions | Current Battle Map
Culder 'the Captain' Hargraves wrote:
Do people actually want him to be able to handle traps or no?

From this GM's perspective, just because a PC party doesn't have a 'trap-handler' doesn't mean traps don't exist in the world. I'd cut down on them some, certainly, but not eliminate them altogether. And if we're going to be going the published adventure route for the next bit, there may very well be traps to deal with. If there are, I'll let those traps remain in play unless it's obvious to me that said trap provides the potential for a TPK, in which case I'll edit or remove it.

Fair enough?


M Human Vigilante (Stalker)2/Bard (Arrowsong Minstrel) 1 / hp (17/19) / AC 15 T13 FF10 / Saves F+1 R+8 W+6 /

I think an Arcane caster is what we need. To be fair, if we at least spot traps, we can either try and set them off from a safe distance or avoid them altogether.


The Man's Promise | Ship Actions | Current Battle Map

Jordan--You planning on changing to vigilante? Since everyone seems to agree it's what your PC is already, I'd be good with the switch.


Male CG Human Cleric of Hanspur 3 | HP: 10/18 | AC: 15 (11 Tch, 15 Fl) | CMB: +3, CMD: 13 | F: +3, R: +1, W: +7 | Init: +0 | Perc: +4, SM: +4 | Speed 40ft | Icicle: 7/7 | Spells: 0th 4/~; 1st: 3/3; 2 0/2 | Channel Energy 2d6+1: 3/7 | Active Conditions: None

Being that this is a Paizo published campaign, I can only assume there are a fair amount of traps. So, I'd very much like to have a character that can disable said devices. It would also be great if said disabler could disable magical traps. Since the GM has been so accommodating already, and we're in discussions to possibly rework a character, it might be nice if Jarvis or Jordan were allowed to take the Mummy's Mask trait trap finder. That way we wouldn't need a dedicated rogue to take care of any trap.

As for the social combat rules, the vigilante could benefit from those rules in certain campaigns, but there are certainly ways to build a vigilante that don't hinge their abilities on social combat at all, and I for one am perfectly fine if we don't incorporate those rules in this campaign. :)


Male Halfling Male CG Halfling Bard 3|HP:19/19 |AC:13|CMB:+2|CMD:12 |F:+2/R:+7/W:+4| I:+2|P:+8|20'|BP:18/d|
Skills:
Stats:1|2|0|1|0|4 Acro+10 App+7 Climb+9 Esc+8 P(Sing+10|String (Lie|Diplo)+10) Sailor+6 Swim+7 | Dagger +3|d3+2/19

I wouldn't be averse to swapping River Rat out for Trap Finder. It would make thematic sense with him being a pirate of some sort prior to the adventure (gotta check for traps on all that phat piratical loot, ya know). And I can put skill points into Disable Device with no problem.


M Human Vigilante (Stalker)2/Bard (Arrowsong Minstrel) 1 / hp (17/19) / AC 15 T13 FF10 / Saves F+1 R+8 W+6 /

I think it would be fun. I've got some errands to run today, but I should have everything ready by the end of the day.

RPG Superstar 2012 Top 32

The reason I asked about my friend being able to handle traps was because there's a sorcerer archetype that grants trapfinding... I'm not sure if he'd even be into that idea, but he could possibly handle traps and full arcane casting if you guys want me to ask?

I sent him a link to the character creation guidelines, and thought he might wander into this thread but I'll text him and see where he's at.


The Man's Promise | Ship Actions | Current Battle Map

While I'm generally averse to allowing campaign feats from non-related APs, I think I could make an exception in this case.

That is a pretty sweet trait. :)


M Human Vigilante (Stalker)2/Bard (Arrowsong Minstrel) 1 / hp (17/19) / AC 15 T13 FF10 / Saves F+1 R+8 W+6 /

I am excited to see where this campaign goes


Male Halfling Male CG Halfling Bard 3|HP:19/19 |AC:13|CMB:+2|CMD:12 |F:+2/R:+7/W:+4| I:+2|P:+8|20'|BP:18/d|
Skills:
Stats:1|2|0|1|0|4 Acro+10 App+7 Climb+9 Esc+8 P(Sing+10|String (Lie|Diplo)+10) Sailor+6 Swim+7 | Dagger +3|d3+2/19

You and me both Jordan. The whole concept is just fun, regardless of which direction we end up going.


The Man's Promise | Ship Actions | Current Battle Map

Sorry for the recent silence--had an unexpected off-day yesterday. I should post something either later today or some time tomorrow.

Rest assured, however, that I've been quite busy preparing the next stretch of the campaign.


Human, Barbarian [sea reaver] 2/Brawler [mutagenic mauler] 1 | HP: 14/33 | AC 18 (12t, 16ff) | F +7, R +4; W +3 | perception +9, initiative +2

Hey all, I just spoke with my buddy about the arcane caster... He said he's really sorry but he just got a huge project at work and wouldn't be able to build a character or post much in the foreseeable future. I'm sorry too, for holding things up with that suggestion. Please feel free to look elsewhere for someone.

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