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Plunder & Infamy - A Skulls & Shackles PbP Adventure

Game Master DancingShadow


701 to 750 of 2,085 << first < prev | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | next > last >>

Female Human Cleric/Holy Vindicator 7/5 Init +4 HP 74/86 AC 25 (touch 12 FF25) F13,R6,W17 Per+18

They Fight and Bite
They Fight and Bite
The Sunny and Owlbear show...


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Sunny I already got to Barefoot and I can say with some confidence that my roll is likely high enough to make her helpful. Would rather not see you waste your turn. If I were you I would try the woman loving gnome, easy victim for you. ;)


Island Elf(link) Perception:+8, Init:+4,

:P

I in't wastin' nuffin'. I be makin' friends. There be a difference a'tween people rollin' a' dice at folks an' peoples...um...interactin' with rollin' a' dice.....bugger You know whut I be meanin'.

Okeys, here's the deal. Who ever gets a name out'a th' lass first wins, okay? (^_~)

Much cheers to all.

*Quickly gives Anrea1 a huggin'*


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

I think you missed my post. He is talking her up, Aoro uses what he knows about people to make his interactions favorable on top of his smooth talking. Thats why he is so good at it. >;3


Island Elf(link) Perception:+8, Init:+4,

No worries. (^_^)

Still, nothin' aginst us both makin' friends, hey?


Human Oracle (Life) lvl 2 (AC 16, CMD 14, HP 13/13, Fort: 0 Ref: 3 Will: 3, Init 1, Perc 0/-4)

At this point what worries me the most is having hostile people on the map. As we already have lots of helpful's.


Island Elf(link) Perception:+8, Init:+4,

Ah... I think no matter what ever way we cut it, there's all-a-ways gon'a be folks who will stay on'a side of Plugg/Scourge and Co.

Still...havin' more on our side than their is all'a ways a plus, hey? (^_~)

Much cheers to all.


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Well thankfully my mod is high enough that I can convert hostiles with a good chance (11+ roll). Assuming none of the hostiles have a Cha mod then you have to at least be able to make a DC 25. Only Herbert and Duo stand a chance besides Aoro.

Which is why ideally I would have liked someone to turn Giffer from friendly to helpful, Aoro to snatch up barefoot in one shot, and our only female party member to work on the womanizer gnome sense they would likely get a bonus that a male member wont get. With a little luck we would end up with two helpfuls and a friendly going into the next day.

At which point we could finish up the gnome and depending if we get info on any indifferents. Pick them up, if no indifferents are left then half the party can work on dealing with the hostiles while the other half makes aid another rolls to grant us a better shot at turning them sense you only need to roll a 10 which anyone can make.

Thats what I was thinking.


Shade Psion 18

Attitude sheet is updated.

@Lanliss: I kept meaning to tell you that you got the name of the ship's surgeon, but I kept forgetting as well. I apologize. I've assumed in that post that you got it earlier.


Shade Psion 18

Descriptions for the Cook's Mate jobs are up.


Male Elf Alchemist 2nd (Armor Class: 15 /19 / Hit Points: 13 / Saving Throws Fort +3,Reflex +5,Will +1 / Initiative +2 / Perception +8 Alchemist 2nd

Aoro do you think I should continue to work on the doc? Or no man that is the only indiffent officer we have at the moment or what would like me to do sit since you seem to have a good handle on what is going on? I got fodder helpful with some lucky rolls so we are good there

@gm that is okay man I understood no problems at all that is why I did what I'd did to make sure that we could get him listed at least


Shade Psion 18

Yeah, I just feel bad for forgetting so much and forcing you to continue to ask. My bloody memory is damned inconsistent.


Male Elf Alchemist 2nd (Armor Class: 15 /19 / Hit Points: 13 / Saving Throws Fort +3,Reflex +5,Will +1 / Initiative +2 / Perception +8 Alchemist 2nd

never bothered me any. since I couldn't make him freindly anyhow this time around.

EDIT:
Doesn't having someone helpful with you give you a +2 to your checks for that time? anyone answer please?


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

I would leave everyone under the untouchables alone, odds are its a waste of time and could very well be dangerous on a bad roll.

I targeted Ratline but got a bad roll so he will only be friendly. If someone has a good chance feel free to try and finish him up. I am guessing he is indifferent, while the other two are most likely hostile. I dont see a ex slaver or murderer as being indifferent, would like to be wrong but not counting on it.

That leaves the womanizer gnome as the last indifferent standing. As for the first hostile I plan on targeting I am going for Cog sense he has the least apparent ties.

Looks like things are evened out, 9 on our side and 9 on Plugg's side. Now we just have to tip the balance.


Male Elf Alchemist 2nd (Armor Class: 15 /19 / Hit Points: 13 / Saving Throws Fort +3,Reflex +5,Will +1 / Initiative +2 / Perception +8 Alchemist 2nd

If the Doc is Indiffernt wouldn't it be worth a chance? unless their rolls are ungodly


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Well OOC we all know that everyone on the untouchables list is well untouchable. They will not be swayed to our cause. In the case of Plugg and Scourge due to their base character, ego has that effect on people. In the case of the other officers I would say out of loyality (maybe fear) to the captain sense we have had no interaction with them. From what I have seen the officers all hang out with each other or no one at all. Even the rat dual dont get face time with them, I expect a swab would at best be dismissed from their presence. Much less get away with trying to talk them up.

I would rather work on those that are in our league and have no real vested interest in the wormwood. Thats just my take on it. The doc is indifferent take a shot if you want, you may have to find him first. Cause unless I am forgetting something the doc has yet to show up anywhere.

Edit-Nice roll Lanliss, I think we may have gotten a helpful. ;)


Shade Psion 18

I'll post this up on the Campaign Notes in a bit.

Friendly crew members will aid you during the day in job rolls. They won't help on Ship Actions.

Helpful crew members will help during the day, evening, and night on job rolls and Ship Actions.


Human Oracle (Life) lvl 2 (AC 16, CMD 14, HP 13/13, Fort: 0 Ref: 3 Will: 3, Init 1, Perc 0/-4)
DM Bound Shade wrote:

I'll post this up on the Campaign Notes in a bit.

Friendly crew members will aid you during the day in job rolls. They won't help on Ship Actions.

Helpful crew members will help during the day, evening, and night on job rolls and Ship Actions.

sweet!


Male Elf Alchemist 2nd (Armor Class: 15 /19 / Hit Points: 13 / Saving Throws Fort +3,Reflex +5,Will +1 / Initiative +2 / Perception +8 Alchemist 2nd

so does that mean I get a plus 2 on my str and my con check? PLEASE???


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

If I get a +2 on diplomacy from crew member and someone gives me an aid another then my mod will jump up to +18. Hostiles will need a 7 roll if they have no Cha mod. Nice. <3


Shade Psion 18

Attitude sheet link moved into the new section.

Lanliss, I'll alter the section appropriately.


Shade Psion 18

Edit done. Both on my post and the NPC Attitude sheet.


Male Elf Alchemist 2nd (Armor Class: 15 /19 / Hit Points: 13 / Saving Throws Fort +3,Reflex +5,Will +1 / Initiative +2 / Perception +8 Alchemist 2nd

so am I still Fatuiged or no?


Shade Psion 18

Nope, you're fine. I'll typically put the status effect in a ooc note.


Male Elf Alchemist 2nd (Armor Class: 15 /19 / Hit Points: 13 / Saving Throws Fort +3,Reflex +5,Will +1 / Initiative +2 / Perception +8 Alchemist 2nd

Oh sweet thanks gm! I wasn't sure


Shade Psion 18

No worries. I'll add, never be afraid to ask. I'd rather people ask me than assume incorrectly. I promise that I'm a big cuddly (deadly) teddy bear.


Male Elf Alchemist 2nd (Armor Class: 15 /19 / Hit Points: 13 / Saving Throws Fort +3,Reflex +5,Will +1 / Initiative +2 / Perception +8 Alchemist 2nd

Duo is going to kill me since he is Fatuiged now.. Arugh sorry man... don't kill me bro


Male Human (Taldan) Rogue / 1 (AC: 15 / HP: 9 / Fort: +0 Ref: +5 Will: +0 / Init: +3 / Perc: +4)

DM Bound Shade:
I found this list of goods that the old GM agreed to. I didn't worry bout it when you picked the game up. I plan on giving the whole campaign a thorough reread this weekend. I hope to get back in touch with the pipe smoking opium addict Herbert. I have a decent weekend ahead to get back on track. If you are okay with this list I would like to move forward with trading.

list:

Goods for Trait
2 Pipes and 4 Pouches of Tobacco - 4gp
Vials - 2gp
Cap (art) - 20gp
Hooks and nets in need of minor repairs - 10gp
A selection of "holystones" - 3gp
A few random coins that equal - 11gp (let's give you the full value of your trait!)
Total Haul: 50GP


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

That reminds me, DM Bound Shade would you let me know how much gold was in the fight winnings pouch. We have yet to split it.

If I missed it somewhere let me know.


Shade Psion 18

@Herbert: Seems good to me.

@Aoro: S##*! Right, there was a 100 gp in the pouch.


Shade Psion 18

Would you all mind if I sped the rate of covering the days up a bit by merging the daytime and evening stuff into one?


Human Oracle (Life) lvl 2 (AC 16, CMD 14, HP 13/13, Fort: 0 Ref: 3 Will: 3, Init 1, Perc 0/-4)

that would be fine by me.


Male Elf Alchemist 2nd (Armor Class: 15 /19 / Hit Points: 13 / Saving Throws Fort +3,Reflex +5,Will +1 / Initiative +2 / Perception +8 Alchemist 2nd

I do not think that would be too bad I think it might be wierd but okay


Island Elf(link) Perception:+8, Init:+4,

Yay! More things happening all at once! Who need attention spans! (^_^)

j/k


Shade Psion 18

Worring about pace, especially considering how fast you all are polarizing the crew. Happened with my RL game.


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

I am fine with it.

Ok so 100 gp and 6 people. Everyone gets 16 gp except Sunny and Duo who get 18 gp. I think thats fair if not you guys figure it out Aoro is fine with 16 gp considering his bet paid off.

DM I would make a more even number loot in the future if only to make it easier to break up into 6 shares. xP

Also unless that gnome has an ungodly Cha mod greater then even mine and then some he is now helpful and the last indifferent is done. So anyone going to be my aid another buddy for taking down the hostiles?

P.S. No one use fishguts please for anything sense he is the only NPC that can aid diplomacy and I will be using him everyday.


Male Human (Taldan) Rogue / 1 (AC: 15 / HP: 9 / Fort: +0 Ref: +5 Will: +0 / Init: +3 / Perc: +4)

Works for me. I will partition my post so you know what's up.


Shade Psion 18

Yeah, I occasionally forget that the adventures are designed for 4 rather than 6.

Also, your Diplomacy checks are ungodly, but I can understand it. My undine Oracle is having such a time with low rolls.

They should be able to use Fishguts during the day, as NPCs can only help with Influence rolls during the evening or night.

Also, I'm starting up a Shattered Star game. Dungeon crawling goodness. The recruitment forum is up.


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Not so much ungodly as I pushed the mod as much as I could. If I have things my way the mutiny will be one sided by far. A high death count means less crew for the ship. ;)


Shade Psion 18

What? You don't want to murder the whole crew and get a new one later?

I've got a sneaking suspicion that my RL game group might just do that...


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

A ship needs a minimum crew to run smoothly, currently the numbers are not high enough for that. So I will gladly kill those who are beyond help such as the two rats but everyone else will get a chance, at least until we find a source of fresh recruits. Those who made the right choice of sideing with us early get preferred treatment while those that survive and did not join our side early will get the short end of the stick along with watchful eyes. Waste not. >;3


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Human Oracle (Life) lvl 2 (AC 16, CMD 14, HP 13/13, Fort: 0 Ref: 3 Will: 3, Init 1, Perc 0/-4)

You mean the gunpower in the hold Duo's been rigging has been for nothing?


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)
Duo Skybreaker wrote:
You mean the gunpower in the hold Duo's been rigging has been for nothing?

You lost me on this. What have you been doing?


Male Elf Alchemist 2nd (Armor Class: 15 /19 / Hit Points: 13 / Saving Throws Fort +3,Reflex +5,Will +1 / Initiative +2 / Perception +8 Alchemist 2nd

I get to blow up the ship remember I can burn it down anyhow


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Well Lanliss nice knowing you, your going to die. From what I hear she is a sorceress with a bad tude. Or maybe thats just the way most DM's play her off. Anyways not one to mess with, still maybe our DM will be nice cause those rolls are evil. xP


Dwarf Monk 2(Drunken Master/Sensei)/AC 16/19HP/F+7/R+6/W+7/Init +2/Percp +9

I wonder if I could help dispose of people's rum by trading mugs and drinking it...


Male Elf Alchemist 2nd (Armor Class: 15 /19 / Hit Points: 13 / Saving Throws Fort +3,Reflex +5,Will +1 / Initiative +2 / Perception +8 Alchemist 2nd

Okay aero you were right I am going to die currently at -7 hp now I hope someone finds me other then the officers

That is not good all well it is a game after all and I am having fun


Human Oracle (Life) lvl 2 (AC 16, CMD 14, HP 13/13, Fort: 0 Ref: 3 Will: 3, Init 1, Perc 0/-4)

Ouch! thats not good Lanliss is in trouble!!!


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Just hope your death would leave them short handed or that Plugg is sadistic enough to make you suffer over time. Their is also the whole not killing without the captains say so, if your still alive they may only punish you or at least keep you alive to make another public example of you.

Still not game over, Aoro may even be able to talk them out of a death sentance if I get a good roll. Everyone give me an aid another.

But do know that he will say I told you so, that is a certainty. xP


Male Elf Alchemist 2nd (Armor Class: 15 /19 / Hit Points: 13 / Saving Throws Fort +3,Reflex +5,Will +1 / Initiative +2 / Perception +8 Alchemist 2nd

Aoro deep down in that heart of yers I know ye love me and wants no harm done I Bet that I will be in the bilges for the rest of the time for this if not in the hot box

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