Skull and Shackles: How to drown a Kobold

Game Master Hokina

The Ship
Crew, Ships, and Towns data
loot sheet
Old recruitment topic
Sea Map

Battle Map

Infamy: 10
Disrepute: 10
Ships:
Dragons' Kin | 1620/1620 HP | 20/20 Crew


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M Kobold Gunslinger (Bushwacker ACF) 4

How do you guys do loot splitting?

I added my equipment to a new tab on the party spreadsheet (I hope that's okay). Some of the items don't have weights because the beneficial bandolier takes care of that and maxes out at 2lbs (magic is so awesome).

I don't really see anything in the latest haul that Pew-Pew could use, except maybe the masterwork silver dagger. He doesn't have any daggers...that's like a huge adventurer fail, right?

Looking over the other party stores, I could use the potions of invisibility to trigger my shifty shot. Is stuff in party stores just up for grabs, or how does that work?


F Elf Kin/Rog 14 | HP 202/202 | AC 34, F 26*, R25*, W22, +2 vs trap | Resist fire 14 | Per 21, Stealth 26 | spd 50/fly 60

So far we haven't had much loot to split. Most pirates were very equitable about treasure. That's probably a good way to go.


Male Kobold Saurian Shaman 5 | HP: 38/38 | AC: 22 (14 Tch, 19 FF) | CMD: 16 | F: +6*, R: +4, W: +7* | Init: +5* | Perc: +11, SenseM: +3

Stuff in party stores is up for grabs. But we'll keep track on what everyone has so the same people don't grab everything all the time.

We'll sell the 'useless' stuff when we can, so the gold can be used to buy nicer stuff.

The Exchange

Small Male Kobold Hunter/4 Rogue/3 (HP 42/53 | AC:21 T:16 FF:16 | CMB:+8 CMD:23 | F:+7 R:+12 Evasion W:+6 | Init:+5 | Perc:+16 Darkvision 60ft | Move:30ft) +1 HB Trident +11 (1d6+7/20x2) | Panache 1/1 | AF 2/2 | Spells 1:4/5 2:1/3
Looseal:
Bird/6 (HP 23/39 | AC:21 T:14 FF:17 | CMB:+5 CMD:19 | F:+6 R:+8 (+12 vs Ench) W:+4 | Init:+4 | Perc:+6 Low-light vision | Move:10ft, Fly +11 80ft Avg) Bite +11 d4+2/20x2 | Attack,Bombard,Come,Deliver,Down,Flank,Seek,Watch
Skills:
Acro +13 Clmb +12 DD +12 EA +9 Fly +6 HA +5 Heal +8 Int +4 (Arcana) +2 (Dung) +5 (Geog) +5 (Local) +6 (Nature) +5 Perc +17 (Traps) +18 Prof Sailor +10 Ride +9 SM +8 SoH +9 SC +6 Stlth +18 Surv +13 (Track) +15 Swim +10 UMD +6

I'll be out most of tomorrow and unable to post. Feel free to bot me if you're waiting on me.


So, as much as I am completely in love with this character, I really can't continue to be in six play-by-post games at once now that I have a full-time job, and some of them have to stop. This one is one of the two I've been involved in for the shortest time, so I'm going to have to drop out of the campaign.

Good luck with Skull & Shackles! I'd appreciate it if you don't kill off Malicar - just have him swim off on his own and never be seen again.

Thanks for everything, and sorry I wasn't able to stay!

-Malicar

The Exchange

Small Male Kobold Hunter/4 Rogue/3 (HP 42/53 | AC:21 T:16 FF:16 | CMB:+8 CMD:23 | F:+7 R:+12 Evasion W:+6 | Init:+5 | Perc:+16 Darkvision 60ft | Move:30ft) +1 HB Trident +11 (1d6+7/20x2) | Panache 1/1 | AF 2/2 | Spells 1:4/5 2:1/3
Looseal:
Bird/6 (HP 23/39 | AC:21 T:14 FF:17 | CMB:+5 CMD:19 | F:+6 R:+8 (+12 vs Ench) W:+4 | Init:+4 | Perc:+6 Low-light vision | Move:10ft, Fly +11 80ft Avg) Bite +11 d4+2/20x2 | Attack,Bombard,Come,Deliver,Down,Flank,Seek,Watch
Skills:
Acro +13 Clmb +12 DD +12 EA +9 Fly +6 HA +5 Heal +8 Int +4 (Arcana) +2 (Dung) +5 (Geog) +5 (Local) +6 (Nature) +5 Perc +17 (Traps) +18 Prof Sailor +10 Ride +9 SM +8 SoH +9 SC +6 Stlth +18 Surv +13 (Track) +15 Swim +10 UMD +6

Sorry to see you go, but thanks for the notification.

Good luck with the new job!


Wow, 6. That is a lot of games to keep up with.


M Kobold Gunslinger (Bushwacker ACF) 4

First we loots the body!

lol, J/K. Good luck to you.


F Elf Kin/Rog 14 | HP 202/202 | AC 34, F 26*, R25*, W22, +2 vs trap | Resist fire 14 | Per 21, Stealth 26 | spd 50/fly 60

So long. It would have been cool to have earth and fire to balance my air and water.


Male Kobold Saurian Shaman 5 | HP: 38/38 | AC: 22 (14 Tch, 19 FF) | CMD: 16 | F: +6*, R: +4, W: +7* | Init: +5* | Perc: +11, SenseM: +3

cya, the stay was short, but 6 games is a lot indeed.

I'm combining 4 with a Masters thesis and exams. My posting is slow and short each post, but its manageable. More would be impossible for me as well.


M Kobold Gunslinger (Bushwacker ACF) 4

Question to the GM: How do you get the gameplay peripherals linked in the space under the title?

I have tried in a PBP I am running, but I can only get it on the campaign info tab.

Never mind, I figured it out. I was using the wrong box. :D


Male Kobold Saurian Shaman 5 | HP: 38/38 | AC: 22 (14 Tch, 19 FF) | CMD: 16 | F: +6*, R: +4, W: +7* | Init: +5* | Perc: +11, SenseM: +3

Updated the Party inventory again. I couldn't find weights for the last few items. I made some estimations. Its not that important I think, since we're not carrying them now anyway (as we left them in the cave for later collection).

Right now we have (from rich to poor):
Grauchi (I'm winning!!)
$4,180
33.02 lbs./50 lbs. (light load)

Skrelznit Stinklaw
$3,536
28 lbs./76 lbs. (light load)

Mopsank
$3,341
16.5 lbs./33 lbs. (light load)

Sassara
$3,150
24.5 lbs./26 lbs. (light load)

Pew-Pew
$2,276
24.5 lbs./37.5 lbs. (light load)

The value of restoratives (CLW and CMW potions) is not added to these values, so they could more easily be shared around. However, I would like to note that we should have our divine spell casters (me and Skrellznit cast our cure spells out of combat rather then using the potions).

We have 480g worth of items on the ship hidden (maybe found already?) and have found 9,889g worth of items to trade on this island. They weigh 307.8lbs.

There should also be a second lesser bracer of archery, likely in the cave. Combined they're worth 5,000g


M Kobold Gunslinger (Bushwacker ACF) 4

Since we aren't currently in a rush or under pressure would it be acceptable to take a 10 on my stealth roll, instead of that pitiful 4? I am not real clear on the take 10 rules.


Yes, you can take 10 on stealth rolls.
On the other claw, Stealth Synergy gives a good likely hood that the party would get better then a 10 (~93% for 4 PC's).


M Kobold Gunslinger (Bushwacker ACF) 4

If the rest of the party stealths.


M Kobold Gunslinger (Bushwacker ACF) 4

I didn't realize that we had lost Mopsank...that's unfortunate...


Sorry that I have been letting thinks keep me from responding as fast as I should.
I am going to start holding my self to posting at lest once a day.

The Exchange

Small Male Kobold Hunter/4 Rogue/3 (HP 42/53 | AC:21 T:16 FF:16 | CMB:+8 CMD:23 | F:+7 R:+12 Evasion W:+6 | Init:+5 | Perc:+16 Darkvision 60ft | Move:30ft) +1 HB Trident +11 (1d6+7/20x2) | Panache 1/1 | AF 2/2 | Spells 1:4/5 2:1/3
Looseal:
Bird/6 (HP 23/39 | AC:21 T:14 FF:17 | CMB:+5 CMD:19 | F:+6 R:+8 (+12 vs Ench) W:+4 | Init:+4 | Perc:+6 Low-light vision | Move:10ft, Fly +11 80ft Avg) Bite +11 d4+2/20x2 | Attack,Bombard,Come,Deliver,Down,Flank,Seek,Watch
Skills:
Acro +13 Clmb +12 DD +12 EA +9 Fly +6 HA +5 Heal +8 Int +4 (Arcana) +2 (Dung) +5 (Geog) +5 (Local) +6 (Nature) +5 Perc +17 (Traps) +18 Prof Sailor +10 Ride +9 SM +8 SoH +9 SC +6 Stlth +18 Surv +13 (Track) +15 Swim +10 UMD +6

Real Life comes first, and thanks for the heads up.


M Kobold Gunslinger (Bushwacker ACF) 4

first time playing gunslinger. Just to confirm, I can't fix the pistol until after combat during a rest, right?

If that's so I am pretty much out of this fight.

I feel bad, I built a pretty underpowered character.


Male Kobold Saurian Shaman 5 | HP: 38/38 | AC: 22 (14 Tch, 19 FF) | CMD: 16 | F: +6*, R: +4, W: +7* | Init: +5* | Perc: +11, SenseM: +3

You have the following ability:
Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.

A gunslinger without that is indeed UP.


M Kobold Gunslinger (Bushwacker ACF) 4

Ah, Thanks Grauchi...that makes all the difference.

Had I been on my PC instead of my phone I probably would have seen that.

I will use that as my action next time initiative comes around to me.


M Kobold Gunslinger (Bushwacker ACF) 4

Pew-Pew has no interest in captaining a ship...Sooner or later he wants to make it back to his clan. I am fine with any of the other party members...Grauchi or Sassarra probably make the most sense alignment wise.


M Kobold Gunslinger (Bushwacker ACF) 4

I am actually kind of fond of this flag.

Warning...the artist put it up at a huge resolution, so you may need to zoom out.

As for Trapfinding, I really need to get to level 5 ASAP to be competitive on the damage front. While the extra D6 of SA would be nice, the always on Dex to damage is better.

I will say though, doesn't have to be Rogue...could be Investigator...Trapfinding, Alchemy, Inspiration, and 1 1st level extract...that's pretty attractive for a level dip.

2 levels of a dip in slayer could get someone trapfinding as a slayer talent...

If we really need trapfinding to be functional as a party in this campaign setting the other suggestion I would have is maybe ask the GM to homebrew an animal aspect for Skrelznit that emulates the trapfinding class feature...maybe like:

Rat:The creature gains trap-finding, as the rogue class feature. At 12th level, the creature also gains trap-sense as a rogue of 1/2 the hunter's level

This gives a similar structure to Mouse, give's it a limited use per day, and does not seem overly broken...at least in my opinion.

I used rat because I have seen them finesse their way through circumventing a mouse trap...it's impressive.

The Exchange

Small Male Kobold Hunter/4 Rogue/3 (HP 42/53 | AC:21 T:16 FF:16 | CMB:+8 CMD:23 | F:+7 R:+12 Evasion W:+6 | Init:+5 | Perc:+16 Darkvision 60ft | Move:30ft) +1 HB Trident +11 (1d6+7/20x2) | Panache 1/1 | AF 2/2 | Spells 1:4/5 2:1/3
Looseal:
Bird/6 (HP 23/39 | AC:21 T:14 FF:17 | CMB:+5 CMD:19 | F:+6 R:+8 (+12 vs Ench) W:+4 | Init:+4 | Perc:+6 Low-light vision | Move:10ft, Fly +11 80ft Avg) Bite +11 d4+2/20x2 | Attack,Bombard,Come,Deliver,Down,Flank,Seek,Watch
Skills:
Acro +13 Clmb +12 DD +12 EA +9 Fly +6 HA +5 Heal +8 Int +4 (Arcana) +2 (Dung) +5 (Geog) +5 (Local) +6 (Nature) +5 Perc +17 (Traps) +18 Prof Sailor +10 Ride +9 SM +8 SoH +9 SC +6 Stlth +18 Surv +13 (Track) +15 Swim +10 UMD +6

Rogue or similar would be a good fit for Skrelznit. I'll explore options.


traps won't be a major part of the campaign. Still always a good idea to have someone who can disable traps, and locks. But I don't feel you need trapfinding to function at this time.

Also the party is level 4.


M Kobold Gunslinger (Bushwacker ACF) 4

Really? Well I am down a level then, I am only level 3. Is that on purpose because of the late introduction or did I miss a level up bell?

If I am in need of leveling I will do the bump tomorrow.


Okay, if people vote me Captain, then I'm not going to half-ass it. I'm going to need more skills in order to be a good leader. I want to have the velvet glove to go with the iron fist. And that means I need more skill points and more class skills. Going rogue for a level will get me a big boost to those skills. It will also give us a trapfinder. It means I have to wait another level before flying, but I'm willing to put that off if you put your lives in my hands trust me as your captain.


Male Kobold Saurian Shaman 5 | HP: 38/38 | AC: 22 (14 Tch, 19 FF) | CMD: 16 | F: +6*, R: +4, W: +7* | Init: +5* | Perc: +11, SenseM: +3

Pew-Pew, that was the level bell. :)

I'll be updating later today. As a spell-caster taking a level of rogue would be really terrible I think. Especially a druid where so many abilities are level depended.

Level 4! Animal companion and wild shape!


M Kobold Gunslinger (Bushwacker ACF) 4

Level Up!

I have finished the leveling process. Here are my notes:

Correct Saves: Noticed I had base saving throws of level 1 gunslinger by mistake, so corrected that.
Gain saves: +1 Fort & +1 Reflex
Gain BaB: +1 BaB
- Correct attack modifiers on weapons to reflect this
Gain HP: 1/2 1d10 rounded up - Now at 35 Hp
EDIT:Gain Class Feature: Bonus Feat - Extra Grit. Max Grit per day is now 4 instead of 2.
Gain Class Feature:

Sneakshot:
- At 4th level and every four levels thereafter, a bushwhacker deals 1d6 points of extra damage when using a firearm to attack opponents who are unable to properly defend themselves. Unlike with the shifty shot ability, she deals this extra damage regardless of whether or not she has any grit points when making the attack. Except for the requirement that she makes a firearm attack, this works identically to a rogue's sneak attack class feature. This extra damage stacks with sneak attack and the damage from shifty shot.

Gain Ability Score Point: Put it into Intelligence moving it from 9 to 10 to represent Pew-Pew's growth in the world.
Gain skill points: 4 + 3 for int modifier changing from -1 to 0
Gain 2 background skill points

Skill point assignment:
Bluff
Stealth
Swim
Survival
Sleight of hand
Perception
Climb

Background Skill assignment:
Linguistics (Pew-Pew learned Common!)
Perform (Guntricks)


F Elf Kin/Rog 14 | HP 202/202 | AC 34, F 26*, R25*, W22, +2 vs trap | Resist fire 14 | Per 21, Stealth 26 | spd 50/fly 60

For officer roles, I was thinking Garuchi as First Mate, Skrelznit as Quartermaster and Pew-Pew as Master-at-Arms. How does that sit with everybody?

The Exchange

Small Male Kobold Hunter/4 Rogue/3 (HP 42/53 | AC:21 T:16 FF:16 | CMB:+8 CMD:23 | F:+7 R:+12 Evasion W:+6 | Init:+5 | Perc:+16 Darkvision 60ft | Move:30ft) +1 HB Trident +11 (1d6+7/20x2) | Panache 1/1 | AF 2/2 | Spells 1:4/5 2:1/3
Looseal:
Bird/6 (HP 23/39 | AC:21 T:14 FF:17 | CMB:+5 CMD:19 | F:+6 R:+8 (+12 vs Ench) W:+4 | Init:+4 | Perc:+6 Low-light vision | Move:10ft, Fly +11 80ft Avg) Bite +11 d4+2/20x2 | Attack,Bombard,Come,Deliver,Down,Flank,Seek,Watch
Skills:
Acro +13 Clmb +12 DD +12 EA +9 Fly +6 HA +5 Heal +8 Int +4 (Arcana) +2 (Dung) +5 (Geog) +5 (Local) +6 (Nature) +5 Perc +17 (Traps) +18 Prof Sailor +10 Ride +9 SM +8 SoH +9 SC +6 Stlth +18 Surv +13 (Track) +15 Swim +10 UMD +6

Did I just volunteer to do a job? Gah, I hate when that happens! ;-)

Yeah, sounds good.


M Kobold Gunslinger (Bushwacker ACF) 4

Pew-Pew has arms...he bears them well. He can be master.

But seriously...for the purposes of RPing it, what is a Master-at-Arms responsible for?


On a pirate ship The captain and the Quartermaster (or the 1st mate) are the highest in rank. Normally the captain is the face of the ship. The pick where the ship goes, and leads in ship battles. While, the Quartermaster (or 1st mate) deals with everything else.
If a 1st mate is the closes to captain in rank, then the Quartermaster still does most of the same work. He says what loot the ship keeps, who gets what (rations, powder), and who does what work. Sometimes the 1st mate will take on some of the Quartermasters jobs.

On smaller ships you may not have any other "master"/officer or even any "mate" roles.
As a ship grows in size the other "master" roles take responsibilities from the Quartermaster/1st mate.

Master/officer roles: Master Gunner, Sailing Master, Boatswain, carpenter, Master-At-Arms, ... .
Master-At-Arms deal with keeping the ships crew training and punishment.

Mates (other then 1st mate) were the next under officer roles.
Sailing mate, Gunner mate, Boatswain mate, ...


Don't forget to sell any loot you want. The only thing they can't buy is the Harpoon (+1, Returning).


F Elf Kin/Rog 14 | HP 202/202 | AC 34, F 26*, R25*, W22, +2 vs trap | Resist fire 14 | Per 21, Stealth 26 | spd 50/fly 60

Do they have anybody who can identify the unknown items? How much does that cost?

We should probably set the spyglass as the ship's spyglass. We should keep the potions of water breathing, because I don't think this is the last time we'll need to go underwater.


Male Kobold Saurian Shaman 5 | HP: 38/38 | AC: 22 (14 Tch, 19 FF) | CMD: 16 | F: +6*, R: +4, W: +7* | Init: +5* | Perc: +11, SenseM: +3

You can attempt to identify once each day. So normally we should be able to identify all items, given time.

Spellcraft: 1d20 + 4 ⇒ (3) + 4 = 7
Spellcraft: 1d20 + 4 ⇒ (3) + 4 = 7
Spellcraft: 1d20 + 4 ⇒ (19) + 4 = 23 Third Day

From the loot-sheet:
Mundane Items to be sold:
5 pounds of pepper
Barrels of very cheap perfume
Empty crocodile flask
Gems
Golden ring
Ivory Walrus tusk
Jawbone of a shark carved with scrimshaw images of a vastoctopus eating whales and containing a dozen silver and gold rings hammered into it
Orca bone & pearl harp
Pearls
Scrimshaw blade of great workmanship depicting an octopus
Silver hatpin
Silver hatpins set with tiny obsidians
Silver tankard
Skull of Hamerhead Shark
Wedding dress inlaid with pearls and set with 3 tiny rubies
Whalebone corset set with mother-of-pearl inlays

I total 3030 though (I've left out the water barrel and the scroll-skull wasn't mundane)

I'll check the weapons/magic items now. That still needs an update since Mopsank left.
The bracers of archery are also now complete, and too expensive to sell here.

The Exchange

Small Male Kobold Hunter/4 Rogue/3 (HP 42/53 | AC:21 T:16 FF:16 | CMB:+8 CMD:23 | F:+7 R:+12 Evasion W:+6 | Init:+5 | Perc:+16 Darkvision 60ft | Move:30ft) +1 HB Trident +11 (1d6+7/20x2) | Panache 1/1 | AF 2/2 | Spells 1:4/5 2:1/3
Looseal:
Bird/6 (HP 23/39 | AC:21 T:14 FF:17 | CMB:+5 CMD:19 | F:+6 R:+8 (+12 vs Ench) W:+4 | Init:+4 | Perc:+6 Low-light vision | Move:10ft, Fly +11 80ft Avg) Bite +11 d4+2/20x2 | Attack,Bombard,Come,Deliver,Down,Flank,Seek,Watch
Skills:
Acro +13 Clmb +12 DD +12 EA +9 Fly +6 HA +5 Heal +8 Int +4 (Arcana) +2 (Dung) +5 (Geog) +5 (Local) +6 (Nature) +5 Perc +17 (Traps) +18 Prof Sailor +10 Ride +9 SM +8 SoH +9 SC +6 Stlth +18 Surv +13 (Track) +15 Swim +10 UMD +6

Thanks, Grauchi. Excellent work. I say sell it all and upgrade the ship.

Harpoon is an exotic weapon, so I don't think anyone can use it yet. Suggest we keep it in ship's stores and decide later what to do with it.


Male Kobold Saurian Shaman 5 | HP: 38/38 | AC: 22 (14 Tch, 19 FF) | CMD: 16 | F: +6*, R: +4, W: +7* | Init: +5* | Perc: +11, SenseM: +3

I've sold all the mundane items for sell value 50% for equipments and sell value 100% for trade goods.
This totaled 2008g

For combat and magical equipment I've also sold the following (50% price) for 878.5g
Dagger (Medium Masterwork)
Dagger (Medium)
Dagger (Small Masterwork)
Handaxe (Small Masterwork)
Heavy Mace (Small)
Horsechoppers (Small)
Kukri (Small)
Leather Armor (Medium)
Leather Armor (Small)
Ratfolk tailblade (Could be made to act like a kobold tail attachment)
Sea-knifes (Small)
Switchblade knifes (Small)
Dagger
Light Crossbow
Bolts
Studded Leather Armor
throwing axe
sap
total = 2886.5

We still have some items left:
- Harpoon (+1, Returning)
Too expensive to sell atm.

- Lesser bracer of archery +1 (incl. Longbow, 40 arrows, 14mw arrows, 6 +1 arrows)
Since it grants bow proficiency, this seems very useful. Candidates (even if temporary)

- Amulet of natural armor +1
I have one, can't use another.

- bracers of armor +1
Can't use it in wild shape.

- Whale Skull with scrolls
Because its awesome, I want it installed on the bridge of the ship!

- Magic shackles
Needs identifying result (got a 23, unless I need to roll for each item individually).

- Magic Cutlass
Needs identifying result (got a 23, unless I need to roll for each item individually).

- Quinns Hat
Although worn by Sassarra, it still needs identifying result

- Courtier's Outfits - Chelish
I want to remake these to fit us, anyone opposed?

- Masterwork and mw silver daggers
upgrades for some normal daggers for some?

- Sickle (Small Rusting Masterwork Cold Iron)
For cold iron qualities.

So so far we have the ship refitted, a single smuggling compartment and 386.5g.


Been a few days so by now you would ID them:

Magic Shackles are Shackles of Compliance.
The Cutlass is a Tidewater Cutlass. It is a +1 Cutlass that can Once per day, cast hydraulic push.

The hat is a Besmara’s Tricorne.

I put the info in notes on the loot sheet.


F Elf Kin/Rog 14 | HP 202/202 | AC 34, F 26*, R25*, W22, +2 vs trap | Resist fire 14 | Per 21, Stealth 26 | spd 50/fly 60

Okay, since the hat's swim modifer doesn't stack with the ring of swimming, I should pass on the ring.

It looks like both Garuchi and Pew-Pew are at 5. Since Pew-Pew is going to avoid the water when possible, Garuchi is the smart choice.


M Kobold Gunslinger (Bushwacker ACF) 4

Going through a family crisis. Will not be able to post for a while. Possibly all this week. Hope to come back soon.

The Exchange

Small Male Kobold Hunter/4 Rogue/3 (HP 42/53 | AC:21 T:16 FF:16 | CMB:+8 CMD:23 | F:+7 R:+12 Evasion W:+6 | Init:+5 | Perc:+16 Darkvision 60ft | Move:30ft) +1 HB Trident +11 (1d6+7/20x2) | Panache 1/1 | AF 2/2 | Spells 1:4/5 2:1/3
Looseal:
Bird/6 (HP 23/39 | AC:21 T:14 FF:17 | CMB:+5 CMD:19 | F:+6 R:+8 (+12 vs Ench) W:+4 | Init:+4 | Perc:+6 Low-light vision | Move:10ft, Fly +11 80ft Avg) Bite +11 d4+2/20x2 | Attack,Bombard,Come,Deliver,Down,Flank,Seek,Watch
Skills:
Acro +13 Clmb +12 DD +12 EA +9 Fly +6 HA +5 Heal +8 Int +4 (Arcana) +2 (Dung) +5 (Geog) +5 (Local) +6 (Nature) +5 Perc +17 (Traps) +18 Prof Sailor +10 Ride +9 SM +8 SoH +9 SC +6 Stlth +18 Surv +13 (Track) +15 Swim +10 UMD +6

Our thoughts are with you, Pew-Pew.


Male Kobold Saurian Shaman 5 | HP: 38/38 | AC: 22 (14 Tch, 19 FF) | CMD: 16 | F: +6*, R: +4, W: +7* | Init: +5* | Perc: +11, SenseM: +3

I second that.


Hope everything goes well for you.


I have updated the crew sheet to be "Crew, Ships, and Towns data". The towns listed are some of the major towns you can sell loot/people, get more crew, get information, repair/upgrade ship, and the like. There are many unnamed fishing villages and the like that are easier targets as many of the named cities are to big for just a few ships to take.
I have listed on the map many of the major places near by, and will add more as you explore, or gain more information.

The Exchange

Small Male Kobold Hunter/4 Rogue/3 (HP 42/53 | AC:21 T:16 FF:16 | CMB:+8 CMD:23 | F:+7 R:+12 Evasion W:+6 | Init:+5 | Perc:+16 Darkvision 60ft | Move:30ft) +1 HB Trident +11 (1d6+7/20x2) | Panache 1/1 | AF 2/2 | Spells 1:4/5 2:1/3
Looseal:
Bird/6 (HP 23/39 | AC:21 T:14 FF:17 | CMB:+5 CMD:19 | F:+6 R:+8 (+12 vs Ench) W:+4 | Init:+4 | Perc:+6 Low-light vision | Move:10ft, Fly +11 80ft Avg) Bite +11 d4+2/20x2 | Attack,Bombard,Come,Deliver,Down,Flank,Seek,Watch
Skills:
Acro +13 Clmb +12 DD +12 EA +9 Fly +6 HA +5 Heal +8 Int +4 (Arcana) +2 (Dung) +5 (Geog) +5 (Local) +6 (Nature) +5 Perc +17 (Traps) +18 Prof Sailor +10 Ride +9 SM +8 SoH +9 SC +6 Stlth +18 Surv +13 (Track) +15 Swim +10 UMD +6

What does "Pirate Run" refer to? (On the cities & towns tab)


The leadership is pirates or former pirates.


Don't forget to remove from the sheet anything you sold, and how much you spent on the ship.

Refit: 2,000 GP
smuggling compartments: 500 GP each (talked about 3 on the "Gameplay" tab, but one here.)
___________________________
subtotal: 2,500 GP
Discount: -500 GP
__________________________

2,000

If you wanted 3 just say so, as it does not add any time to work.


Male Kobold Saurian Shaman 5 | HP: 38/38 | AC: 22 (14 Tch, 19 FF) | CMD: 16 | F: +6*, R: +4, W: +7* | Init: +5* | Perc: +11, SenseM: +3

Somehow all but 1 gold disappeared? My last account here stated:
"So far we have the ship refitted, a single smuggling compartment and 386.5g."

We go for 2 compartments and the 386.5g or do I chip in 113.5g of my own and get the 3 compartments and a balance of 0g?

What did we pay for drinks/stay on the island?


The stay was free, but food and drink cost.
For the whole crew combine, the totaled was 92 GP (4 GP per person).

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