Plunder & Infamy - A Skulls & Shackles PbP Adventure

Game Master DancingShadow


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Alright. In the interest of time, I might end up making the days roll on faster than the path suggests. That way, we don't spend two months doing nothing but rolls.

If that is fine with everyone, I can make a decent post tonight, allowing you to actually start roleplaying again, and move us forward tomorrow.

Even if it's not fine - I'll still do this. How's that sound?


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

Um...'Aye, aye, Captain DM, Sir!'

(^_^)

Looking forward to it.

Much cheers to all.


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

Sounds great


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

My only concern is getting allies for the mutiny coming sooner or later. I dont want to be vasty outnumbered by the enemy. >.<


Human Oracle (Life) lvl 2 (AC 16, CMD 14, HP 13/13, Fort: 0 Ref: 3 Will: 3, Init 1, Perc 0/-4)
Aoro Osris wrote:
My only concern is getting allies for the mutiny coming sooner or later. I dont want to be vasty outnumbered by the enemy. >.<

I have been thinking about that too. It may be a good idea for you to at lest get everyone out of hostile and the rest of us can start trying to get them to helpful.


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

Patience! It's only been one bloody day! (Maybe two) Give folks a few weeks, they'll come around. (^_~)

Much cheers to all.


DM Cross wrote:

Alright. In the interest of time, I might end up making the days roll on faster than the path suggests. That way, we don't spend two months doing nothing but rolls.

If that is fine with everyone, I can make a decent post tonight, allowing you to actually start roleplaying again, and move us forward tomorrow.

Even if it's not fine - I'll still do this. How's that sound?

You're running the game, run it however you like.


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

Yeah the number of hostiles are too high, that would take up all my time and more then we would have I wager. Also their is the fact that some will likey be unturnable due to AP reasons, because their rotten to the core, or loyal. Only the recent arrivals did not choose to come aboard the wormwood. It makes more sense to focus on those that were taken like ourselves first and want to escape. I only started with the officers cause they presented themselves.

Anyways one good roll with my mod could turn indifferent to helpful, while even my mod would likely only turn hostile to unfriendly due to the high DC of 25+Cha. The 15+Cha DC of an indifferent pretty much makes it almost impossible for me to fail to improve, if I go 5 over their DC then thats a instent helpful.

I just dont see the worth in gambling a win over a pretty much certain win. Not to mention I dont trust the dice roller on these boards at all. >.<


Don't you fret. I'm actually playing in this adventure path too (tonight, to be honest), and we've pretty much nailed this portion. I promise you, you won't be left without opportunities to do what's needed to be done.

That said, time for me to find where you are, and prepare a post tonight.


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

@GM umm dear gm I am about to have a lukcky lady in my hammock tonight. I offered her to come to my hammock after I was done doing my things. She was drinker then normal and I think she agreeed *wink wink* you can always make it happen all mighty GM


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
'Sunny' wrote:

*Giggles @ Lanliss' actions*

*Not to be outdone. Sunny runs over and claps Lanliss on the shoulder and plants a huge one on Herbert's lips*

(^_~)

Looking forwards to getting back in the swing of things.

Mighty ken to see a new day dawn upon this thread.

Again, three cheers to DM Cross! (^_^)

*Runs back over and glomp hugz Andrea1*

Much cheers to all.

*Hugz and sings the Nyan Nyan Song With Sunny


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

*Bounces up and down and sings along with Andrea1 Nyan, Nyan song * (^_^)

And hopin' we in't givin' folks diabetes, or some such...:P


Male Human (Taldan) Rogue / 1 (AC: 18 / HP: 8 / Fort: +0 Ref: +5 Will: +0 / Init: +3 / Perc: +4)

I'm putting the finishing touches on my GenCon plans. I plan on bringing my laptop so updating shouldn't be too bad. That said, it is likely that I will update before 8am and after 11pm, between Wednesday and Monday. If it comes to a grinding halt, feel free to take charge of anything you need to DM. Are any of you fine folks going to be in Indy?


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 my daughters birthday wasn't during the. Smack dab in the middle of it I would be there with the wife and kids


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

Yeah I got some business to deal with so I could not go. Oh how I long for the days when I rule them all. Then I can go to every Con I want and say its a business trip every time. Comp'ed Con, its so beautiful man so beautiful, I need a moment. ;)


I know what you mean. I have to find a job that allows me to be me...a tough order to fill. College mathematics instructor is my goal. I figure you can be as strange as you want to be in that job and you get summers off.


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

*whistles a tune and has a glass of fine elvish wine while waiting *


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

Sea Creatures.


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

What about sea creatures?


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

They be hiding in the Sea!!! We should make them allies.


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

Yeah we are lvl 1's so a shark could kill us much less anything socialable enough to speak. xP


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

Pff we got to have guts!!! Picture a ship who's crew is composed of sea loving creatures. Who would mess with that ship?


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

Pirates thats who. ;)


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

Us that's who we would mess with'em


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

hmmm... now my mind is wandering lol.


There's been a hiccup in my plans, and I've found that, perhaps, my real life hangs in the balance. My time is not as plentiful as I once found it, for the influence of monetary gain (for I love coin, like a good pirate) is dire, and I need to fix this.

Therefore, I've gone to a lot of work to pass the reins along to a friend of mine, who will take over. I apologize I could not do so myself, but the workload may have been too much. Much joy to you all!


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

There's been a hiccup in my plans, and I've found that, perhaps, my real life hangs in the balance. My time is not as plentiful as I once found it, for the influence of monetary gain (for I love coin, like a good pirate) is dire, and I need to fix this.

Therefore, I've gone to a lot of work to pass the reins along to a friend of mine, who will take over. I apologize I could not do so myself, but the workload may have been too much. Much joy to you all!

Thank you for the update. I hope your Real life stuff gets fixed.


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

Yeah RL comes first. At least we dont have to go DM hunting again.


Shade Psion 18

Greetings and salutations, everyone!

So, I'm the new DM that Cross was speaking about. Pleasure to meet you all. Sorry to hear about your troubles with Apeture.

I've taken a look through the board quickly, but I'm currently in process of reading it more thoroughly. I've gotta figure exactly where you're at first.

I'll contact the webmaster about getting the thread transferred over.

A bit of background about myself as well. I've been running games for around 15 years now, with D&D, and now Pathfinder, taking up about 13 of them. I'm pretty new to the boards, this'll be my first game DM'ing here, and I'm playing in another Skull & Shackles on the boards at the moment. Also, I'm Cross' DM for the IRL S&S he's in, as well as a Kingmaker game that I'm getting off the ground at the moment.

Any questions? Anything pressing that needs to be said?

Also, that avatar might change. Kinda plain for my tastes, but oh well.


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

Very much wishing you the best of luck and hope things get better for you soon DM Cross.

*Ponders as to who this new DM is/will be...*


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

Well I see our new DM is a ninja xP

But the only pressing thing is getting back on track gamewise. Other then that I got nothing myself, cant speak for anyone else.

As for where we are at, last I checked we are at the end of Day 2. Everyone posted their actions so I guess your post would be to resolve the night time actions we took. I dont remember about the others but my character was trying to make the quartermaster helpful in my last game post.

Anyways nice to have you on board and hope you have a good time being our DM. ;)


Male Human (Taldan) Rogue / 1 (AC: 18 / HP: 8 / Fort: +0 Ref: +5 Will: +0 / Init: +3 / Perc: +4)

Good to meet you DM Shade. I'm excited to get underway.


Shade Psion 18

As am I, however, it'll take me a bit of time to get up to speed on everything here. Also, I'm no ninja, I just play one on the off-nights. :P

Hmmmm....

Timeline, wise for how I'm currently looking at everything:

I'm be putting up a description of how I'd like everyone to respond to jobs and ship actions. I like to have everything balled up into a nice header at the top of the post that I can reference. After that, I'm going to respond to the most recent batch of actions by everyone's characters.

So, as far as those items go, expectations:
Response Preferences: Tomorrow night, between 10pm - midnight est.
Restarting Roleplay: Tomorrow night, after midnight.

I am a night owl, as you might be able to tell, in my home area. These times will likely be my most active times. However, my schedule fluctuates heavily from day to day and week to week. Work and other such things are fairly inconsistent as things go. When at home, I'll try to monitor the forums on a regular basis. If, for some reason, I am unable to post for a day, I'll make sure that I inform you all of it.

As for my expectations, they're much in the same line as Aperture laid out. There are a couple of differences.

First, I have little to no care if you've read the module, are playing in another S&S game, or so on. What I care about is your ability to play an interesting character in a non-metagamey and enjoyable fashion. As long as you're not killing the game for others, it doesn't bother me that you have foreknowledge of the path.

Second, I like to customize the APs to my group and add additional content. I'm doing it for my RL group, and I plan on doing it here. I like running fun games that allow the players to have their characters explore and get into all kinds of trouble.

Third... GUNS! I like pirates like most other people, but feel that no good pirate game can be run without guns. They're loud, violent, random, and dirty... just like pirates. I'd rather run under the commonplace guns variant rule, rather than the standard for Golarion, emerging guns. This would only apply to the area of the Shackles, though.

Fourth, hero points. I like 'em, you've got 'em.

Finally, I'll note that I'm very negotiable on all of this. If you have issues with such things, please speak up. I want to run a game that everyone will enjoy. Afterall, this is a shared storytelling experience; everyone's input is valuable.


Shade Psion 18

I'll also note that I was a bit sad at first, because I had miscounted the number of players as five. I typically like a group of six, but then to my belated surprise, I noticed that the roster had six on it. Joyous day!


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:


So, as far as those items go, expectations:
Response Preferences: Tomorrow night, between 10pm - midnight est.
Restarting Roleplay: Tomorrow night, after midnight.

That should work fine for me. I am also constantly moving around in the same general area but, may have to wait a bit for a reply.

DM Bound Shade wrote:


First, I have little to no care if you've read the module, are playing in another S&S game, or so on. What I care about is your ability to play an interesting character in a non-metagamey and enjoyable fashion. As long as you're not killing the game for others, it doesn't bother me that you have foreknowledge of the path.

As mentioned in the comments in the discussion thread I have part of the ap so that is good to see. If you feel I'm using player knowledge please mention it to me and I will correct the problem.

DM Bound Shade wrote:


Second, I like to customize the APs to my group and add additional content. I'm doing it for my RL group, and I plan on doing it here. I like running fun games that allow the players to have their characters explore and get into all kinds of trouble.

Again, that sounds good.

DM Bound Shade wrote:


Third... GUNS! I like pirates like most other people, but feel that no good pirate game can be run without guns. They're loud, violent, random, and dirty... just like pirates. I'd rather run under the commonplace guns variant rule, rather than the standard for Golarion, emerging guns. This would only apply to the area of the Shackles, though.

Yea GUNS!!! (At my local store gun haters are strong. I'm one of the few who like them.)

DM Bound Shade wrote:


Fourth, hero points. I like 'em, you've got 'em.

There like D&D 4eds action points correct?

DM Bound Shade wrote:


Finally, I'll note that I'm very negotiable on all of this. If you have issues with such things, please speak up. I want to run a game that everyone will enjoy. Afterall, this is a shared storytelling experience; everyone's input is valuable.

Do you except private messages?


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

Well, hmmm. going thru 2 GM's well it doesn't matter DM Bound Shade sounds like that he is going to be a great one. I am looking forward to starting back up again. I do have to say that your style fits mine a little bit stronger then DM Cross's but who knows. Please see all of my Dissuccion post about play towards DM Cross because I am not going to repeat all of them again....

unless you want me too. then I will sir.

Damn... if I knew that Hero points was going to be a part of this I might have taken a couple of things.... hmm intresting..

How are you working the Hero Points Daily or Session wise or what? and what is your bonus for them +2 or +4? I know some GM's are harsher with them and there are some that are a lot looser with them.


I will read up on hero points.

Guns...not really for or against guns. I mean come on magic would kick gun's asses, right? That in mind,how far along are the guns we're talking about? Like sixteenth century or civil war?

Give me a format and I'll follow. Lucky for you I am nearly a blank slate. Thank you again!


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

@HeroicSort

Hero Points


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

Yay! I be glad fer th' DM's views on guns. Since I wan'a be a Gunslinger! (^_^)

Lookin' foward t'bein' all Piratey fer ye! (^_^)


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

*runs and jumps and hugs Sunny again just for giggles*


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

*Happily hugs Lanliss even as she continues to hug Andrea1* (^_^)


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

@HeroicSort

Hero Points

firearms as well.


Shade Psion 18

@Duo: Yes, I'm good with PMs. The more communication, the better in my mind. As or Hero Points, they're similar to 4E's Action Points, but less swingy in terms of their overall power. They give less nova bonuses, but aid in making sure that you succeed. I harken them back to 3E's Eberron version of the Action Point. More plentiful, but less powerful.

@Heroic: Yeah, magic and bows, really. Unless you're a gunslinger, firearms in PF tend to be less mechanically viable. That said, expect to see enemies whose choice of ranged weapons are firearms (and thus some gunslingers and other firearms based archetypes) a bit more, as well as enemies that use firearms as an opener. (As one of my players said to another that was playing a gunslinger who shot first when surprised, "What?! Are bullets like handshakes to your people?!") The firearms will be more of the 16th century, Caribbean pirate, flintlock, loud, angry, and smokey variety. Advanced firearms will be largely unavailable. Also, ballistas and catapults say, "Greek trireme" to me more than "Pirate."

@Lanliss: Read through the posts with Cross, but not exactly sure what you're referring to specifically. You don't need to expound it if you feel it'd be redundant, though. As for Hero Points, the bonuses are going to be handled as written. I've got no problem with them giving big bonuses, but mainly because I like to hand them out based more on roleplaying and story progression than anything else. The only regular ones you'll get are the hero points you gain for leveling. As for taking other things, I don't mind if you make some minor changes and switches, as long as the whole of the character remains consistent. Just let me know what you're wanting to modify so that I am aware and can okay them.


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

Guns are a mixed bag for me. As long as they are done well I have no problem. I have played in a game where they used firearms and two things that really annoyed me was the whole sniper theme where they could outrange people in a insane scope, think endless magic missiles with higher die and the ability to crit, most enemies were dead before anyone else got in range. Then their was the scatter gun style where it was akin to a dragons breath weapon only every turn. Those two styles could make most of the party uselss or feel as such. So as long as they are managed well I got no issues. When it comes to ship mounted firearms I have no exp, unless you count magical cannons with spell shells, that I had on my flying ship, with bird people that I befriended as crew, I will stop talking about my 3e days now. xP

As for hero points kinda blank on that so I will read up. I look forward to playing as I have some good ideas that less flexible DM's would likey bulk at but I run that by you when we cross that bridge. ;)


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

Day xx

After days being a drift at sea with no captain and crew just a few people left on board the end is in sight. There is rumor that the captain will reappear soon and that our actions will not be in vain. Hopefully one day they will be rewarded for it. I for one am in limbo just thinking about what happened all my tools and my supplies gone no where to be found my book disappeared with no trace. My lack there of a romantic encounter hanging in the balance and myself unsure of the outcome. I am afraid yet relieved if this captain comes back to guide us again. That first mate and his cronies though shall pay by my hand that will be my revenge. I just hope that we can make some more friends on this journey if they reappear or not

Lanliss Rainscribe


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

Oh geez so dramatic, only Alestone has gone dark and who knows maybe he just has had nothing to say. We all have the same curse of being active. ;)


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

*Coninues snuggling with Sunny*


Shade Psion 18

So... Preferences on how I want people to respond.

Daily Jobs and Ship Actions: I'd prefer it if everyone responds to these with an OoC section stating the specific action that they wish to do, rolls for the jobs they're doing that day, rolls for rum (if applicable), and rolls for the actions that they're performing. Mine for the S&S I'm playing in is typically as follows:

Day 1 - Daytime Action: Influence (Grok)
Profession (sailor) Check: 1d20 ⇒ 20
Diplomacy Check: 1d20 ⇒ 6

So something that generally looks like that. It doesn't need to be the exact same, so long as it has the same important bits. If you are doing something with your Ship Actions that doesn't fall neatly into one of the existing categories, I'd note as 'Special' or with a one or two word description, and then explain it a bit further down in another OoC section. I'm trying to avoid confusion as much as possible, plus I like things neat and easy to read. :)

Combat: I'd prefer to have concise breakdowns of the what you're doing with each of your actions on your turn, placed in an OoC block at the beginning of the post. Summaries of your character's current stats, ammunition totals, spells remaining and in effect, and so are nice, but not necessary. Example:

Round 1
Move Action: Move to B5.
Standard Action: Attack blood-thirsty mutant with chair leg.
Swift Action: Pee pants.
Free Action: Scream like little girl.
Attack Roll: 1d20 ⇒ 8

You don't need to note speaking actions, though. Bold text works just fine for that.

If you want to do something crazy, off the wall, or just plain ol' not covered by the rules, feel free to ask. At worst, I'll say no. At best, it'll be awesome.

Questions? Comments?


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

Do you plan on putting up maps or anything? Otherwise we just post actions based on text. So their would be no Move to B5, more like Move to nearest enemy (flank if I can).


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

Isn't there already ship maps up?

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