Skulls and Shackles (Inactive)

Game Master Xynen

Private game. Pirate Game.

The Wormwood



The Wormwood

This here is a discussion thread. For discussing.

So, I suppose that's what we'll do here, most likely.


Go through the motions to save it.


The Wormwood

Okay, so, since everyone is in to play I'm going to post a short "How To:"
post.

There is a short list of commands just underneath the text box for adding a new post to a thread, you just have to click "show" where it says How to Format Your Text

Typically roleplaying format on these forums uses this code in the following way:

Out of Character text
In character Text
"In character speech."
Emphasis or in character thoughts.
And of Course, Dice Rolls: 2d10 ⇒ (8, 6) = 14

Also Note: Dice rolls are saved once they are rolled, so if I accidentally closed this window after rolling the above, the next time I used the dice roller for 2d10, it would give me the same result. This is also handy so you can hit the "preview" button, it will show you your dice result, and you can tailor your characters action accordingly.

Paizo also offers what are known as Aliases on these forums. Multiple profiles all listed under the same account. If you were to click on my avatar and than click the Alias tab you would see I have a number of different profiles.

Obviously this helps if you are in multiple games, but it also helps for things like making a separate alias for an animal companion so you can keep it's stats separate from your PC. You can make a new alias at any point by clicking on "My Account" and then "Make New Alias". To choose who you are posting as, there is a drop down menu on the left side of the reply box.

Finally the matter of character sheets. Some people like to use Myth Weavers to host their character sheets.
Some like to keep them under the profile of their alias, like this. I'm fine with whatever.

Once everyone has an account and can post, I'd appreciate it if you could all post any rule sets you have a preference for. My own preference for the moment is Pathfinder, which is close enough to 3.5 that it wouldn't be difficult for anyone knew to pick up, but really I'm willing to play anything.


1 person marked this as a favorite.

Hey! I'm on. Also this seems like it's a pretty low data user, which helps us out on this side of the world! Considering we have only 2 months left I have considerable senioritis, and didn't really need another distraction :-) I'm excited about this. What's next?

As for rule sets I eventually want to play a game of Santhorn and a Star Wars game with all of you. As long as you agree to do those two things with me when we're back in the states I say game format is DMs choice. ;-) take it away Moose!


The Wormwood

I think I can accommodate that request!

I've asked Ellie to join us to make it a 4 member party, I wouldn't mind making it 5 if any of you know someone else who would like to join. I'd have asked the Rasta but he's been pretty open about his distaste for online formats in the past.

So just waiting on Ellie and Heidi to make accounts, then we can get started. I'll wait to see if anyone else has a preference, once everyone has had some input I'll get us started on character creation.


Registered! Also, I've been living on the equator for awhile, but I'm pretty sure that's a reindeer and not a moose, Moose.


The Wormwood

It was the only antlered avatar available!

Alright so most everyone is registered. Ellie has invited a fifth player for us, but as no one else has offered any preferences, then my vote would be the winning one anyway (haven't even started yet and DM privilege is already getting to my head) I'll add the character creation information.

I'm choosing to go with one of Pathfinders Adventure Paths, basically a premade campaign. Normally I'm not a fan of modules since I like to improvise a lot, but...it's a pirate campaign and after reading a bit of it I think it sounds like a lot of fun. The beginning also offers some really cool role-play opportunities.

So to start with, characters are to be made using a 20 point buy (link). I find this calculator to be particularly helpful as it has a drop down for different races.

For information on Pathfinder classes/races/feats etc here are two helpful links:
Pathfinder Reference Document (link)
and D20 Pathfinder Reference Document (link)
The first is the official Paizo run reference document but I find the second a bit easier to navigate. Races outside of core will need my approval, aside from that everything but the 3rd party section on the D20 site I consider acceptable.

For those of us in Africa with unreliable internet:
Pathfinder is VERY similar to 3.5, building a character based on those guidelines should translate for the most part and I can help you tweak it accordingly, if you do use 3.5 rules, stick to anything in the PHB and DMG. Note: Skills work differently in pathfinder, so don't apply them until I've had a chance to look over your character sheet.

Pathfinder also includes traits (link) in character creation, you have 2 trait slots, the first can be chosen from any of the ones linked here, the second is to be chosen from the campaign traits which I will list in full at the bottom of this post.

A bit of homebrewing here. In the interest of making a racially diverse party, I'm offering the Human Extra Feat at character creation to any of the core races, this will come at the cost of some other racial benefits (but not stat adjustments). Build your character, and we'll adjust accordingly if you choose to take advantage of this option.

I'd prefer your character be given it's own alias (as explained in my previous post), it's not required, but it is nice to help separate the player from the PC when roleplaying.

Make your character background as long or short as you like, but feel free to leave me with story hooks, just because this is a pre-made campaign doesn't mean we can't get sidetracked with some personal quests or vendettas.

If you have any questions about regions, deities, or cultural lore from the Pathfinder campaign setting, feel free to ask me, I have a number of different references that I can use to help flesh characters out.

Lastly, this is a pirate campaign. Your PC's, will be participating in looting and plundering on the high seas, so keep that in mind when choosing a class. It's one thing to start Lawful Good and change your attitude over time, it's another to start as a Paladin and quickly lose access to all of your class features.

Here are the campaign traits, if none of these fit the particular character you're creating, let me know and we'll create a new one that does.

Campaign Traits:

Ancient Explorer (Campaign): You are a student of the ancient history of oerth, and you’ve come to the Shackles to explore the crumbling and vine-choked ruins of the cyclops empire of Ghol-Gan, which have lain abandoned among the isles of the Shackles for thousands of years. You gain a +1 trait bonus on Knowledge (history) and Knowledge (local) checks, and one of these skills is a class skill for you. In addition, you gain Cyclops or Polyglot as a bonus language.

You went to a tavern called the Formidably Maid in Port Peril last night to meet a contact who supposedly had an old map of lost cyclops ruins to sell, but the drink was stronger than you had expected and you passed out before making the deal.

Barroom Talespinner (Campaign): You grew up listening to tales of adventure and piracy on the high seas and the sea chanteys of old salts in dockside dives. You learned all about what it’s like to be a pirate by talking with the sailors on shore leave, and learned how to tell a tale (or perform some other pirate entertainment) yourself. You gain a +1 trait bonus on Diplomacy checks and one category of Perform checks, and one of these skills is a class skill for you. In addition, once per week you can make a DC 15 Knowledge (local) or Intelligence check to see if you know a popular legendary pirate tale, the telling of which grants you a +2 circumstance bonus on checks made to influence NPCs crewing the same vessel you do.

You went to a tavern called the Formidably Maid in Port Peril to earn a few coins with your tales of the sea. The patrons seemed pleased with your performance and bought you a few drinks. You had just remembered a tale of an unfortunate sailor who found himself press-ganged on a pirate ship after his drink was drugged when suddenly everything went black.

Besmara’s Blessing (Campaign): You were born aboard a ship at sea or down by the docks in a port city on an auspicious day. Old salts and sea dogs nod knowingly and say that Besmara the Pirate Queen, goddess of piracy, sea monsters, and strife, has marked you for a greater destiny. You don’t know anything about that, but you’ve always felt more at home on the sea than on land, and your keen eyes can easily pick out a sail on the distant horizon. You gain a +1 trait bonus on Perception and Profession (sailor) checks. In addition, once per week you can reroll a Profession (sailor) check and take the higher result (you must announce that you are using this ability before the results of the check are known).

You came to a tavern in Port Peril called the Formidably Maid in search of your fate. You’re not sure how many drinks you had, but they quickly went to your head and you passed out on the table before you found your destiny — unless it lay in the bottom of a bottle. Then again, maybe you found your destiny after all...

Buccaneer’s Blood (Campaign): One of your ancestors was an infamous Free Captain of the Shackles, whose very name struck fear in the hearts of those who sailed the seas in search of an honest living. Piracy is in your blood, and you’ve always longed to follow in your forebear’s footsteps and plunder the shipping lanes. You gain a +1 trait bonus on Intimidate and Profession (sailor) checks. In addition, you gain a one-time +1 trait bonus to your Disrepute and Infamy scores (see “The Life of a Pirate” in Pathfinder Adventure Path #55 for details on the Infamy system).

You went to a tavern called the Formidably Maid, a notorious pirate hangout in Port Peril, eager to start your career as a buccaneer. While you were there, however, a dashing and flirtatious corsair caught your eye, and after a whirlwind night of booze and romance, you found yourself beaten senseless and stuffed in a sack, carried off to who knows where.

Dockside Brawler (Campaign): You grew up on the dangerous docks of one of the Shackles’ numerous ports or anchorages, and quickly learned that fists often make a better point than fancy words, especially when used the right way. You’ve always preferred action to talk, anyway. You gain a +1 trait bonus on damage rolls with brass knuckles (Advanced Player’s Guide 176) and improvised weapons.

While drinking at a tavern called the Formidably Maid in Port Peril last night, you got into a brawl with some of the other patrons. You handled yourself well, but a group of rough-looking characters ganged up on you and overwhelmed you, knocking you unconscious. Fortunately, you were able to conceal your brass knuckles when you were press-ganged, and you begin the campaign with them, regardless of your starting circumstances.

Ekul Native (Campaign): You grew up in the city of Ekul on the Tilvan Peninusla, a pirate port infamous for both the scoundrels who visit it and the feared Scarlet Brotherhood assassins who run it. You’ve been around pirates all your life, but you’ve learned to be wary in your dealings with people, as there’s no telling who might be a Scarlet Brother in disguise. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is a class skill for you. In addition, your familiarity with the pirate’s life allows you to make untrained Knowledge (local) checks regarding pirates or the region of the Shackles.

Looking to make your fortune, you hopped aboard a pirate ship in Ekul, and decided to celebrate your safe arrival in Port Peril with a few drinks at a tavern called the Formidably Maid. There were some suspicious-looking characters there, to be sure, and you decided to give them a wide berth, but as you left, feeling a bit woozy from drink, you were set upon by thugs in a dark alley and knocked unconscious.

Eye for Plunder (Campaign): You’ve always had a keen eye for the glitter of gold or silver, and you’ve robbed enough rich merchants and raided enough ships to have a feel for where the most valuable plunder is hidden. You gain a +1 trait bonus on Appraise and a +2 trait bonus on Perception checks to find concealed or secret objects (including doors and traps). In addition, you begin the campaign with a selection mundane trade goods worth 50 gp that you were able to scrounge together during your first day on the Wormwood.

You found yourself relatively well off when you got your share of your last voyage’s plunder, and decided to spend a few of your hard-won coins at the Formidably Maid, a popular pirate tavern in Port Peril. Maybe the shine of your new wealth distracted you, however, because you never saw the miscreants who slipped something into your drink, knocking you out cold.

One-Eyed jack (Campaign): You lost your eye to a fishing accident, although to hear you tell the tale, the fish was longer than you are tall. You have become used to the disability and overcome most handicaps, but you still suffer a -2 penalty on visual Perception checks. But when you use a telescope, you instead gain a +2 trait bonus on visual Perception checks, and your stylish eye patch has a romantic air about it, giving you a +1 trait bonus on Bluff, Diplomacy, Intimidate, and Sleight of Hand, and one of these skills is a class skill for you. You can also hide a Fine object in the hollow where your eye was, and with a successful Intimidate check it can escape detection even when the patch is lifted - no-one is very eager to inspect your wound.

You were enjoying a quiet night out at the Formidably Maid in Port Peril, when you were hit by a solid punch from your blind side - you awoke and could tell you were on a ship by the rocking of the loaded die hidden under your eyepatch. You found you still have a pair of genuine dice in your pocket.

Peg Leg (Campaign): One of your legs was bitten off below the knee by a shark when you were just a child, and was replaced with a wooden peg leg (Pathfinder Player Companion: Pirates of the Inner Sea 20). You’ve long since gotten used to your prosthesis, however, and take none of the normal penalties from having a peg leg. You’ve had to learn to deal with the pain of your injury as well, and you gain a +1 trait bonus on Fortitude saves. Ever since your accident you’ve hated sharks, and you also gain a +1 trait bonus on damage rolls against sharks and other animals with the aquatic subtype.

Your balance always gets a bit shaky after a few drinks, and last night at the Formidably Maid — a tavern in Port Peril — was no exception. That must be why you fell to the floor as soon as you tried to stand up. What happened next is hazy, but you’re pretty sure you were dragged out of the bar and onto a ship at the docks. At least they didn’t throw you to the sharks...

Ship’s Surgeon (Campaign): On a ship, a sailor often has to learn multiple skills, and this rule certainly applies to you. Your father was a woodworker, and you learned your first trade from him. But on your first voyage at sea you quickly found out that a carpenter is often a ship’s doctor as well — after all, who knows more about sawing off limbs than someone who saws wood for a living? People are a lot bloodier than wood, that’s for sure, but you haven’t had many complaints — those sailors who have enjoyed your services are either happy to be alive or dead, and there’s old salts who swear the peg legs you for made them are better than the real legs they used to have. You gain a +1 trait bonus on Craft (carpentry) and Heal checks, and Heal is a class skill for you.

You were between ships in Port Peril, and after stopping for a drink at a tavern called the Formidably Maid, you happened upon a damsel in distress in the alleyway outside. Thinking you could help, you didn’t notice the thugs hiding nearby, and they caught you unawares. You’ve been on enough ships to know a press gang by the blow of the sap on the back of your neck — you just hope whatever ship you end up on needs a surgeon. Although the majority of your equipment was taken away when you were press-ganged, you managed to hang on to a fully stocked healer’s kit, and you begin the campaign with it, regardless of your starting circumstances.

Touched by the Sea (Campaign): You’ve always felt the call of the sea and your blood surges with the ebb and flow of the tides. Perhaps one of your parents was a sailor or pirate, or maybe one of your ancestors had a bit of aquatic elf or undine blood in them. Whatever the reason, you’re as comfortable in the water as you are on land. You gain a +1 trait bonus on Swim checks and Swim is a class skill for you. In addition, penalties on attack rolls made underwater are lessened by 1.

You came to Port Peril in search of your destiny, and after a few drinks at a tavern called the Formidably Maid, you went down to the docks to take in a view of the sea. The last thing you remember is a blow to the back of your head and the waves rushing up to meet you.


The Wormwood

Forgot to include starting gold.

150gp at character creation.


Character Done


Male Catfolk Male CG Catfolk Rogue/1, Level 1, Init 6, HP 9/9, Speed 30 AC 17, Touch 14, Flat-footed 13, CMD 14, Fort , Ref 6, Will -1, CMB 0, Base Attack Bonus 0

Hi, dis be ellie, I got my Character all set ^_^x


The Wormwood
Santhorn wrote:
Character Done

Awesome, once his character sheet is up I'll look it over. I've looked over Nyktan at home, so that one is good to go.


Male Half-elf Kineticist:1 Initiative:4 HP:13/13 Speed:30 AC:13 Touch:12 Flat Footed:11 Fort:6 Ref:4 Will:2 BAB:0

Awesome, filling it out on Paizo now. I do have a couple questions for you Moose, but I figure we can work those out.


Male Half-elf Kineticist:1 Initiative:4 HP:13/13 Speed:30 AC:13 Touch:12 Flat Footed:11 Fort:6 Ref:4 Will:2 BAB:0

ok, my character is saved on here. Can you read it or do I have to send it to you?


The Wormwood

Alright Tyr just needs to update his health, sailor skill, and his 1/week reroll from the campaign trait then he is good to go. If you take a look at Nyktan just a few posts above you'll see that some of his vital stats are appearing on his posts.

That's accomplished by adding that information into either the Race, or Class sections of the character profile, of you could add your vital stats Tyr I'd appreciate it, it makes referencing a lot easier during combats.

Waiting on Goshawn and Starbuck, of we don't have a confirmed 5th player by then, I'll roll up PC until we get one.


Male Half-elf Kineticist:1 Initiative:4 HP:13/13 Speed:30 AC:13 Touch:12 Flat Footed:11 Fort:6 Ref:4 Will:2 BAB:0

Cool, I'll do that, currently stealing the schools interwebs so I hope that works out. I'll update and change and keep bugging starbuk. YOu two are in charge of GoShawn.I think we should start without the 5th player and let tem jump in snce I feel like this is going to be a slow start in general.


Male Half-elf Kineticist:1 Initiative:4 HP:13/13 Speed:30 AC:13 Touch:12 Flat Footed:11 Fort:6 Ref:4 Will:2 BAB:0

What's CMB and CMD?


The Wormwood

CMB and CMD are pathfinders version of opposed rolls for combat maneuvers like trip and grapple.

CMB=BAB+STR Bonuse+Size Bonus

CMD=10+CMD+Dex Mod+Size Modifier

So Tyr's would be CMB: 0 CMD:12


The Wormwood

Alright thats another one done! Brine since you have given me access to your character sheet you don't need to link it to your profile but when you get a chance please add your vital statistics to your profile sheet as I explained to Tyr a couple posts a above. The easiest way would be to copy and past the grey text above Nyktans avatar and replace it with your relevant information under the race or Class line. Tyr please add your CMD and CMB Values.

My temporary party PC is also ready to go, so once Starbuck is done we are good to begin. Brine, Tyr and Nyk I'd like you all to give me a Fortitude save and a slight of hand check. Since we have not started the adventure yet please use this thread, and not the gameplay thread, for your dice rolls.


Male Catfolk Male CG Catfolk Rogue/1, Level 1, Init 6, HP 9/9, Speed 30 AC 17, Touch 14, Flat-footed 13, CMD 14, Fort , Ref 6, Will -1, CMB 0, Base Attack Bonus 0

fort: 1d20 ⇒ 4
soh: 1d20 + 3 ⇒ (19) + 3 = 22


Male Half-elf Kineticist:1 Initiative:4 HP:13/13 Speed:30 AC:13 Touch:12 Flat Footed:11 Fort:6 Ref:4 Will:2 BAB:0

Fort: 1d20 + 6 ⇒ (9) + 6 = 15

Slight of Hand: 1d20 - 2 + 2 ⇒ (16) - 2 + 2 = 16

This is so exciting!!!


[ooc]I find it slightly frustrating that my soh is higher then my fort save.


Male Dwarf Monk/ Level 1, Init 4, HP 12/12, Speed 20, AC 15, Touch 15, Flat-footed 13, CMD 18, Fort 5, Ref 4, Will 3, CMB 3, Base Attack Bonus 3

Fort: 1d20 + 5 ⇒ (9) + 5 = 14
Slight of Hand: 1d20 + 2 ⇒ (6) + 2 = 8


1 person marked this as a favorite.

Let Heidi know that she is killing me.


The Wormwood

Alright, since we have most of our initial party down, I'm going to add in one final post with relevant information about how play by posts are run differently from face to face tables, and once we have Starbuks initial rolls, we will be good to go. I'll be rolling for my Part PC as well.

Initiative, Combat, Botting PC's:

I will be rolling initiative for everyone involved in combat. This is because waiting on 4-6 players to add in a single, one roll post before combat is one of the greatest ways to slow down the game. Similarly, I will roll Perception checks for the party as a whole when determining Surprise Combat rounds. If you are ever concerned that combat may be right around the corner, or just on the other side of that door, you may roll for perception and I will take whichever result (yours or mine) is higher.

Once initiative has been rolled, the party is allowed to post the action they want to take in whatever order they want. You may post once, and once only before I recap the round and move on to the next one. Speaking out of turn, attacks of opportunity, and immediate actions are the only exceptions to this rule.

I will resolve the combat order, and if anyone needs to revise their action, I will give them a window of opportunity to adjust. During combat rounds there will be a 24 hour window to respond, at which point I will bot your PC in a way I believe is in line with their established behavior. Note: This is not some sort of punishment, but delaying the entire party for 1 round worth of action is unfair to the majority.

Outside of combat, owing to the terrible internet of our PC's I will provide a 24-36 hour window for response before I move the story forward. If ever you wish to write a "flashback" to a previous event or question that I progressed passed that is fine, I fully support roleplay at every opportunity and do not mind the party getting side tracked with conversation or a trip to the local tavern, etc. even if it means flashing back to a day ago before getting on with the story.

Roleplay Etiquette:
Play only your character. Do not assume the reactions of PC's or NPC's. While sometimes it may seem obvious what the result is, you can never be sure of what the GM has behind his screen.

Spoiler Tags and Knowledge checks:
In the event of a party split, I will narrate each individual story out in the open, so everyone can get the full story, if however there is an even in which one character has secret knowledge from the rest, it will be placed under spoiler. Please do not read a spoiler not listed for your character as it adds a bit of fun to the experience.

When request knowledge checks, or sense motive checks, I will put the results for each category of success under it's own spoiler.
Ex: Know Nature DC10 - Information
Know Nature DC20 - Information
This allows knowledge checks to be done a bit faster, so the PC can roll their check, see the result, and open every spoiler of equal or less value to their skill check result. Please do not read spoilers you have not achieved the appropriate result for. While I trust you all to separate player and PC knowledge, it again adds a bit of mystery to the game.


Last, I strongly encourage the group, once you have a feel for each others role in within the party, to create a few Standard Operating Procedures (SOPs). Examples: Every time the party reaches a door the GM can assume the rogue checks for traps, picks any lock and listens for threats before the warrior opens the door.

SOPs allow me to assume certain behaviors instead of stalling story elements to wait on six different posts that say "I listen" "I look for traps" and "I open the door, but only if everyone agrees."

If you thought doors and hallways stopped real time progression, it practically destroys play by post games.

Looking forward to playing, I'm sure our Undine will be ready soon.

Ysmero Fort Save: 1d20 + 4 ⇒ (10) + 4 = 14
Ysmero SoH: 1d20 - 5 ⇒ (12) - 5 = 7


Hey guys! Sorry, just spent the last hour making my profile and it didn't save. Almost out of data, so I'll have to wait until I can get more tomorrow to start over:-(


The Wormwood

That sucks! It's happened to me a few times too.

As a general rule, I usually make all my posts or profiles in a notepad or word document first and cut and paste it over to Paizo, as sometimes the website will eat posts. Hopefully this tip will help everyone down the line.


All done! I think - can you check to make sure I didn't do anything illegal, Moose? And if I did, it's all Santhorn's fault!

Sleight of Hand: 1d20 + 3 ⇒ (9) + 3 = 12

Fortitude: 1d20 + 3 ⇒ (4) + 3 = 7


Female Tiefling Alchemist/1, Init: 3, HP: 8/8, Speed: 30, AC: 16, Touch: 13, Flatfooted: 13, Fort: 2, Ref: 5, Will: 1, CMB: -1, CMD: 13, BAB: +0

All finished. Mind taking a look see?

Here are my results:
Sleight of Hand: 1d20 + 7 ⇒ (8) + 7 = 15
Fortitude: 1d20 + 2 ⇒ (11) + 2 = 13


The Wormwood

A few points I want to add about skill checks:

Any character may make a knowledge roll even if they are not trained in that knowledge, the only restriction is that they may not learn any information above a DC of 10 no matter how good their roll is.

If GM Moose rolls Knowledge (Astrophysics): 1d20 + 1 ⇒ (18) + 1 = 19
I still don't get to read any spoilers that have a dc of 11-19.

Second, PC's can feel free to share their information at any time. If you have succeeded in a knowledge check and get to read the relevant spoiler, feel free to let your party members know what you read (in character please!).


The Wormwood

Alright, excellent posts all around! I'll have an update sometime between 2 - 3 am EST when I get home from work, until then I have posted a map of Thr Wormwood the ship you're on, you can see it under my name on each of my posts or at the top of the page.

For reference you have woken up in A10.


I just wanted to say that I am really, really enjoying this so far. And that's mainly because everyone is killing it. I didn't realize how awesome everyone here is at writing! Feels like I'm living a double life. :-D


Hey, Moose, I think my initiative might be off on your quick initiative list thingamabober


The Wormwood

Glad you're enjoying it Starbuk!

Santhorn, the initiative matches what you have on your character sheet so it looks like we both have it wrong.


1 person marked this as a favorite.

Laughed out loud at this, Moose.

"Iryana, having recovered from her fall, shows a deftness at climbing halfway up the mast, though it remains to be seen if she'll ever be able to climb higher."


Moose, if I entertain tonight in an attempt to gain influence with my Barroom Talespinner, does that bonus to influence last into tomorrow?


The Wormwood

As far as I can tell, if you pass the DC 15 knowledge local or INT check, it lasts until you tell the tale or until you learn a new one. Can take the bonus on an individual basis as far as crew us concerned.


OK, made a post but not sure if I used that ability right.


The Wormwood

Just covering my bases here, but as a reminder, you guys don't have to respond only to the last parts of my posts. Just because the story has progressed past Jakes Keelhauling doesn't mean you can't react to it, that said, if your characters would have just adjusted to the evenings activities, than you can ignore the above. Just want to make sure I'm not putting too much information in my posts. If everyone would prefer, I can take it a little slower.

Starbuck (and DarlingAmatus because you have this trait too): Per the trait you need to pass a knowledge local or intelligence check in order to learn whatever story you're telling, and then you would need to pick a specific crew member to influence with that story for whatever phase you use it, in this case you would use the Perform (Oratory) skill to determine your success, instead of diplomacy.

Since you just got on board, I'll say that you don't need to learn a story for this week, you just happen to know one already.

Goshawn: Please make sure you are posting from the correct Alias in gameplay, when we get to things like combat it will make referencing your statistics a lot easier, and it also helps me find your posts when looking for them to respond to.


I had writing my post, and double checked to make sure the profile was on Brine. I copied the contents, and then when i went to post, the site was down. When i came back later to paste it in, I forgot to check the Alias. Sorry.

Also, I figured I couldn't have heard anything that was said, but could have witnessed her handing over the dagger sense I was free of any duty other than observing.


The Wormwood

Yeah that seems reasonable. At the very least you would have noticed Iryana suddenly being armed shortly after the exchange and put together that the dagger came from Sandra.


To be honest, I totally forgot about the keelhaul by the time I was able to post, but that was just because I ran out of data before I was able to last time. More information is nicer for me, just because I can get online fairly rarely and I enjoy having a lot to read when I do!


The Wormwood

Happy Thanksgiving everyone!


The Wormwood

It's been almost a month since hearing from some of the players, so I just want to do a quick roll call. If you are still checking the forums and interested in continuing in the future just type a yea or nae here in the discussion. I don't expect full posts as I understand it's a busy time of the year, but I do want to make sure that keeping tabs here is enforced so this doesn't get left unfinished.

And as a reminder for anyone returning, still up for the present combat round are Brine, Iryana and Toni.


Hey, Heidi and I are definitely still in!!!


Sorry... Yea


Yea

Community / Forums / Online Campaigns / Play-by-Post Discussion / DM Moose & Co. All Messageboards

Want to post a reply? Sign in.