The Many-Faced GM's Skulls and Shackles (Inactive)

Game Master Nickadeamous

Skull & Shackles roll20
The Covenant
Crew

Current Plunder: 5
Infamy: 2
Disrepute: 2


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Curse of the Crimson Throne Roll20

The easier option would be to return to the ship and rest some place that is likely safe, assuming nothing eats you along the way and the ship hasn't left you yet...


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Alright, lets do that.


Male Dwarf 4th Level Bloodrager (Untouchable Rager) | HP 46/46 | THP 0/8 | AC 17 (15) | T 12 | FF 15 | CMD 19 | Fort +7 | Ref +3 | Will +4 | Init +4 | Perc +10 | Bloodrage 17/17

Hey all, so very sorry about my unexplained absence. My last night of work last week (Sunday), I was told I had rifle training Monday-Wednesday on no notice. The last three days were very fun, but very time-consuming and tiring. I was exhausted after getting home and tag on taking care of a toddler solo... well, I'm sorry I didn't at least get in to explain my absence.


Female Changeling (Sea) Witch (Hedge, Sea) 4 | HP 18/18 | AC 14 (+2 Dex +2 Natural) Touch 12 Flatfooted 12 | Saves F +0 R +2 W +3 | Init +2 | Darkvision 60; Perc +1, Sense Motive +0 | Allies within 10 feet get +1 morale bonus vs. fear (as long as she is conscious)

Okay, as far as I know everything is updated on my profile except for my skills. I raised my Int for my level 4 stat, so I need to go over my skill points again, won't remove anything of course, but I need to see that it all adds up and add the extra 5 points. Also I could have sworn my spells were up on the page, but apparently they aren't so I'll get them up there ASAP.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

The haunted house I help with every year is kicking into high gear. My posting time will be extremely limited until monday. Please bot me as necessary.


Male Dwarf 4th Level Bloodrager (Untouchable Rager) | HP 46/46 | THP 0/8 | AC 17 (15) | T 12 | FF 15 | CMD 19 | Fort +7 | Ref +3 | Will +4 | Init +4 | Perc +10 | Bloodrage 17/17

Sorry about my disappearance. I injured my back on Sunday and was bed-ridden on muscle relaxers and heating pad the past two days. I will get caught up with all my games nowish.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

My character might be obsessed with the educational qualities of pain, but I'm not. Enjoy your painkillers. Hope you feel better soon.


fluid fey-touched Dreamlord

All-game post:
Today the veterinarian told me, unexpectedly, that I will have to euthanize my companion of almost 13 years, my housecat Nikita.
She would not survive the weekend, and I will go to the doctor tomorrow to prevent her from suffering.
I am feeling both like crying all night and hitting walls with bare fists.
I will take a while off.
I have no idea. I may need a couple days to come to term with this loss, or I may be back soon hoping to put my mind somewhere else.

Please bot as needed. Apologies.


Male Dwarf 4th Level Bloodrager (Untouchable Rager) | HP 46/46 | THP 0/8 | AC 17 (15) | T 12 | FF 15 | CMD 19 | Fort +7 | Ref +3 | Will +4 | Init +4 | Perc +10 | Bloodrage 17/17

Very sorry to hear that, Mordred... As a lifetime pet owner, I understand the pain one feels during that time of loss. Take all the time you need.


Male Changeling Fighter 1, Monk 1, Rogue 1, Ranger 1, Actor 5

^ what Fargrim said. I'm sorry for your loss.


INACTIVE - GAME DIED

I will be camping and out of contact this weekend. Back Monday!


Female Changeling (Sea) Witch (Hedge, Sea) 4 | HP 18/18 | AC 14 (+2 Dex +2 Natural) Touch 12 Flatfooted 12 | Saves F +0 R +2 W +3 | Init +2 | Darkvision 60; Perc +1, Sense Motive +0 | Allies within 10 feet get +1 morale bonus vs. fear (as long as she is conscious)

*hugs* Losing your best friend is never easy.

I saw this poem on the website of the Cat Association of Topeka just after my 16 year old kitty passed away, and I found it so beautiful and so true, I hope it can help you as it helped me.

“Another cat? Perhaps. For love there is also a season; its seeds must be resown. But a family cat is not replaceable like a wornout coat or a set of tires. Each new kitten becomes its own cat, and none is repeated. I am four cats old, measuring out my life in friends that have succeeded but not replaced one another.”
― Irving Townsend


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Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

I am back on the boards, working through all the posts made in the games I partake in during my absence.
I hope to be posting again before the week is over. Just wanted to let you know I'm here again, and say thanks for your kind words.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

Well, heads up: I'll be travelling tonight to both my own and my SO's family in turn, over the weekend, inmediately followed by a work trip until next tuesday evening.

I should be able to post, but irregulary. I appreciate if you feel you can wait for me, but if I seem to delay a scene, do feel free to bot me.


Curse of the Crimson Throne Roll20

Apologies folks. I started a new job this past Wednesday, which turned out to be the same day my 3-year old came home with strep. He is feeling much better and I should have a game-play post up tonight or tomorrow.


Female Changeling (Sea) Witch (Hedge, Sea) 4 | HP 18/18 | AC 14 (+2 Dex +2 Natural) Touch 12 Flatfooted 12 | Saves F +0 R +2 W +3 | Init +2 | Darkvision 60; Perc +1, Sense Motive +0 | Allies within 10 feet get +1 morale bonus vs. fear (as long as she is conscious)

Oh man sorry about your three-year old, actaully I've been MIA this past week myself because both I and my cat are sick at the same time... I finally got her to start eating again today.


Male Dwarf 4th Level Bloodrager (Untouchable Rager) | HP 46/46 | THP 0/8 | AC 17 (15) | T 12 | FF 15 | CMD 19 | Fort +7 | Ref +3 | Will +4 | Init +4 | Perc +10 | Bloodrage 17/17

No worries, GM! I've been a little busy recently as well with the holidays.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Seems like life is kicking everyone's but lately. Take your time. We're not going anywhere.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

Aye, Christmas time is bad (I work in Logistics/IT).

My schedule should permit me to still get gameplay posts done most of the days, but yeah, no hurries! Take your time.


Male Dwarf 4th Level Bloodrager (Untouchable Rager) | HP 46/46 | THP 0/8 | AC 17 (15) | T 12 | FF 15 | CMD 19 | Fort +7 | Ref +3 | Will +4 | Init +4 | Perc +10 | Bloodrage 17/17

Hopefully everyone had/is having a happy holiday!


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

Aye, ready to move on. In another of his games, GM shared this:

Quote:
...I'm currently getting over the flu and recently started a new job and combined with the holidays, time and computer access have been severely impacted...

I belief we will move on before long.


Curse of the Crimson Throne Roll20

Alright, let's see if we can't get back on this horse.


Female Changeling (Sea) Witch (Hedge, Sea) 4 | HP 18/18 | AC 14 (+2 Dex +2 Natural) Touch 12 Flatfooted 12 | Saves F +0 R +2 W +3 | Init +2 | Darkvision 60; Perc +1, Sense Motive +0 | Allies within 10 feet get +1 morale bonus vs. fear (as long as she is conscious)

Yea, I think alot of us were kinda MIA with the holidays and other stuff, but looks like we're all back now with the RP in gameplay and now here... :)


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Now that we are off the wormwood, can we change the Campaign Info tab to a Ship's Roster and Ship's Stores listing? I'd like to have a list of the names, classes and any particular traits of each crew member, and I'd like to have a basic record of what we currently have in our ship's stores.

Also, lets talk about shipboard roles. It's been agreed that the Captaincy will be a joint command by the Coven. We're super short handed right now though, so we will still need to know who is doing what when we are under way.

Here's my basic outline of what I think is the way we are currently doing things-

Acting Captain/Acting 1st Mate: Baltzar and Sandman

Sailing Master (helmsman): Nivian

Bosun: Fargrim

Riggingmaster: Johara

Ship's Cook: Fishguts

Ship's Surgeon: Sandra

That's what I can remember off the top of my head. We still need a Cook's Mate, A Quartermaster, a Lookout, and a mess of swabs and riggers. I'd like to know who's doing what.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

List looks good to me.

I propose that Lucky become Quartermaster, if mentally capable of that. Not like his peg leg will serve him well in the rigging.
Plus due to being saved he has personal motivation and reason to be loyal to us.
I was considering Sandara but I think she'd prefer to be chaplain. IF Lucky can see well enough, those could be swapped...he should be able to climb to the crows nest, and he gets to be quite stationary there as Lookout, and Sandara can do QM.
Sandara could also make a good lookout, due to being Wisdom-Focused as a cleric...if she has a trait/feat giving her Perception as class skill, she could have among the highest values among the crew.

Cooks mate, we got Rosie and Conchabar. Both are halflings. Which means they are great at cooking. (yay casual racism). Another option might be owlbear. He won't mind peeling potatoes for a long time, and won't poison us or let someone do so.

I know Syl remained on the Wormwood, but I'm not sure about Cog? If Cog is still with us, he also was saved from certain death and should be highly loyal...but I THINK he's still with Harridan.

Those are my thoughts on the matter.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

@lockbox...lets wait. We will want masterwork tools for johara anyway, so no problem getting those here and letting her try. Can still smash the lock if she can't get it open. And nothing inside will help us before we are in a port to trade/sell/buy anyway...


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

I think Cog became the Wormwood's new quartermaster after Cutthroat was killed.

I reeeeeally hope Fishguts never finds out what you did. That could get ugly.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

Even if he finds it out, SOMEHOW, there's no way anybody could prove what happened.
The one who made the ingredients/poison was Rillum, and it's not like I would openly admit it, unless I was about to kill him.
So...yeah, ...could be ugly, especially in that we would need a new cook in that case - so lets try our best to prevent that scenario :)

Still, Cog as Quartermaster there is also not bad. He did go overboard and would have died...and Syl was my friend and confidante, where most of her old posse got killed...just saying having a few people over at the Wormwood who hold us in high esteem could be valuable, sometime later, even if right now it would be better to have them with us to fill certain positions.


Curse of the Crimson Throne Roll20

Baltzar, Nivian, Sandman, Fargrim, Johara, Owlbear, Conchobhar, Rosie, Sandara, Ratline, Maheen, Barefoot Samms, Jape, Fishguts, and some of the Rahadoumi sailors (of which one is now named Lucky) are currently aboard your ship.

Yes, you have 2 days worth of meat.

I will work on the other details once I'm away from work.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

What is our current cash total?

Do we have any magical gear we were planning on selling? (Wasn't there a magical harpoon laying around?)

With Blood Money and Masterwork Transformation, Sandman can crank out about 150 GP worth of trade goods per casting. He can only cast it twice a day, but since it looks like we are going to be here for a week anyway, I think it shouldn't be an issue.

The big problem with this is that he'll take some HP and a point of strength damage every casting, so if any encounters happen while we are here Sandman will probably be pretty beat up.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

So, we are going to try and break the economy?
*sigh*
Never was a big fan of these money-from-nothing shenanigans(not Blood Money+Fabricate, either). But then, the non-official quote seemed to be that yes, you can use Blood Money despite the casting time of Masterwork Transformation.

The usual handling, however, seems to be using downtime rules as per UC, in that there is not always demand for what you create...so you can make 200 MW Daggers over a week, but your business simply fails to sell them, because they are mighty expensive over a normal Dagger and people not willing to pay, unless you roll high enough on the earn-money checks.
When I saw the dedicated builds allowing blood money to be used with Wish, I slowly backed away and shook my head.

Anyway, I know you would do that for the team, but we should consider very carefully if we want to start down that path.
Because honestly, in a few more levels, when we get a clump of adamantine and Fabricate, we could simply open up a legit business and and earn WAY more than adventuring or pirating.


INACTIVE - GAME DIED

I haven't been rigorously tracking loot but shouldn't we have the jewels and stuff we found on the island?

I'm also a little leery of trying to break the economy, I think it'll be more fun if we go out pirating, if we are really hurting for cash we might be able to make a trade deal with this guy or perform a service or something, too (which is always a great way to get another adventure hook).


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

I'm not planning on trying to break the economy. I'm not sure that's possible given the rules. I used to be worried about the whole something from nothing aspect of the combo too. At third level it is definitely a powerful combination that can skew the game's wealth system.

At this point, though it essentially amounts to 150 gp in trade for one hour, two spell slots, and 1 Strength damage. That is comparable with how much I could be getting for simply selling spellcasting services.

The other things that made me consider this a viable option are that we are pretty badly under-geared for our level. We don't have much to our names and need to make up the difference somehow. Also, ships in general, from supplies to repairs, are an order of magnitude more expensive than anything else we deal with. Right now we can't afford to buy food for the crew, let alone pay them. We're going to be looking at desertion if we can't figure out a way to make money.

If you don't want me using Blood Money to make sellable gear, that's fine. I just won't do it. We will need your suggestions about what we can do to make money instead.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

Honestly, this is mostly metagaming.
Of course, "in character", I should jump in joy, and be happy for free stuff aplenty. On spellcasting services: I think I was never in a game where NPC's actually PAID PC's for casting, unless material components were involved. As in, I never got to sell my level 7+ spells to people paying me listed price for casting.

But I digress.

The reason I am worried is that we are not doing some homebrew, here. There must have been designers intent behind this. They could not have depended on the party having access to any of a number of magical shenanigans to cheat their way out of being basically bankrupt.

As in, i believe we ARE to be in a situation were we should deal with this situation, and possibly feel "forced" to accept a plot hook that otherwise would not appeal to us. Simply because we have no other options.

If, however, we DO have other options, such as simply "printing money", then that may result in either skipping some minor local content that would have provided the funds needed to get the repairs done, or it may mess with the story overall. I am certain GM would find a way around any breakage...but why, then, not simply have us dismiss the crew that does not want to stay, sell spellcasting and create masterwork stuff, stay in port for a month or two, then set sail with a fully upgraded ship and elite crew, and whatever magical items we found for sale?

Because while for us as players, going out doing pirate stuff would be more fun, in-character there is little reason to do so suboptimally equipped if we can generate free income.

In other words, I have few suggestions on how to pay for the repairs or for the crew, I am aware that it is an issue, but I believe it is so by design. We DID scan the whole island, it's not like we decided to skip content, there, missing out on money we'd need now. I believe we are supposed to be in a situation that is financially desperate. And as such, am wary of bypassing it with a spell that has high table variance exactly for that kind of application.

How about we at least hear them out, see if they offer a deal of sorts, or we run into a job that would settle the debt. If nothing of the sort comes up, we can STILL go with blood money...


1 person marked this as a favorite.
Curse of the Crimson Throne Roll20

Most of this will be discovered in game but;

1. You have a few items of value, the +1 small harpoon comes to mind.

2. You can reach an agreement to make payments once the work is completed.

3. Once opened, the sunken chest has 500 gp.

4. I don't worry too much about breaking the economy. At this location, there isn't much of one. As has been said, certain items are in demand, most others are not.

5. Just because you're stuck here for a week doesn't mean you get a week of down time. You can thank the writers for that one.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Well, Blood Money and Masterwork Transformation was how is planned on outfitting the party and paying the crew while we were broke. If there's no objection to that, I could just keep that combo "in house." I can come up with in game reasons why Sandman would not want that service made available to the general public, or to sell goods he makes that way.

The Harpoon and the money in the chest out us pretty close to the 2k we need. I am sure we could make up the difference somehow.

We will still need to figure out how to come up with money to buy provisions though. Keeping the crew well fed will be a pretty big expense.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

In-game reason would be easy indeed, as by using them as a component that is not "consumed" in casting, but rather becomes an inherent part of a object, you would leave "parts" of you all over the place, leaving you vulnerable to a good many spells you would not want to be targetted by.

@outfitting: All good, I had expected as much when I saw the picks. Since a good many of us are not heavily equipment-dependent, that seemed a reasonable bypass.

Regarding paying the crew: Even if we go by the normal hireling prices, they should only take up a small share of our loot, as long as we regularily manage to raid other ships. I honestly had not really worried about them, as my understanding was that most of those who "hire on" with a pirate ship expect to be paid afterwards, which means after plunder/bounties/etc... making it less of an issue.

@Keeping them fed: I think there's a problem...but mainly that we won't want to run out of food, nor overload our cargo hold with rations. I suppose we should look into an Arcane variant of "Create Food and Water"...but even Sandara would help. For Level 3 spells, she will be level 5. So 15 people per casting can be fed, more as she levels...
Matter of fact, if one of us picks up Leadership, that would solve both problems, making the crew into followers, and Sandara into a Cohort to have slightly more control over her clerical spell choices and making sure she stays around.
Maybe our Level 7 GM-given bonus will be a party-based leadership-feat, where we as a group get to pick one NPC and get a replenishing crew of followers? *hint-hint/nudge-nudge*

Long story short: I am not inherently opposed to what you want to do, but I would prefer if we keep it "in-house", and we play by the rules of the world most of the time. (e.g. if we're facing a mutiny because no plunder, feel free to give them masterwork stuff as payment, but don't just hand them out to every recruit to save us a couple coppers per day on wages). Sound ok?


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Yeah, that sounds fine. Thanks for talking it out.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

@GM: I think one of the terms of the crews being on our side/serving us was the option to leave once we made it to port. There's not many places they could go to except other pirate ships, but still, some may decide that it's risky staying with us, or go for a ship setting sail towards their home.

We are not exactly going to be upstanding citizens, but I would prefer if we honor deals, especially of this sort(keeping crew on the ship against their wishes will lead to low performance, motivation and morale...if possible, I would prefer a volunteer crew simple for their increased enthusiasm and lower chance of mutiny...but obviously it's a group decision...I just think press-ganging did not work well for Scourge and Plugg ;)

Basically what I'm trying to ask: How many people would we lose if we let them go as was agreed? And how many would we need for a full crew?
We will have to run basic recruitment during the week we are here, if there's any sailors to be had in the place.
So knowing a rough estimate of how many we'll need to recruit may impact our approach once we see how recruiting goes after a day or two.


INACTIVE - GAME DIED

I'll be out of town this weekend, back Monday! Please bot as needed!


Curse of the Crimson Throne Roll20

You would only lose two, Jape and Maheen, leaving you at 15 out of 20, or 10 our of 20 if you don't count the PC's.

To feed and pay the crew, you lose one point of plunder every time you SELL plunder points. That's how the mechanics of it are setup in the campaign.

You can make a DC 20 Bluff (to deceive), Diplomacy (to convince), or Intimidate (to press-gang) check to acquire more sailors for your crew. Each check takes 1 full day and success means 1d4+2 new crew are added.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

I'm fine with losing Jape and Maheen. Screw them if they are still going to be jerks after all we've done for them.

I would prefer that we only use Diplomacy to acquire crew.


Male Dwarf 4th Level Bloodrager (Untouchable Rager) | HP 46/46 | THP 0/8 | AC 17 (15) | T 12 | FF 15 | CMD 19 | Fort +7 | Ref +3 | Will +4 | Init +4 | Perc +10 | Bloodrage 17/17

Agreed with Sandman. Fargrim will not agree to press-gang anyone onto the crew.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

I concur, on both points.

Interestingly, the bad guys do usually have the "convinced" followers, those who really believe in what they are doing.
The "good heroes" are often deceived into action by someone.
And we all learned how press-ganging works out :)

So yeah, totally with you.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

How many Radahumi do we have?


INACTIVE - GAME DIED

...Checks pockets for loose Rahadoumi

...realizes she has no pockets


Male Changeling Fighter 1, Monk 1, Rogue 1, Ranger 1, Actor 5

I made a crew spreadsheet.

There's a lot that's still left to be filled in. It should be able to be edited by anyone.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Some thoughts on crew positions-

We need someone with a strong personality as Cook's Mate. Fishguts needs to be kept in check by someone who can keep him from drinking and not piss him off while he's jonesing though alcoholism withdrawals.

We need a qualified Ship's Carpenter. I'm not sure if any of our current NPCs have carpentry skills.

The Bosun and Bosun's mate should be loud with musical aptitude and the ability to motivate people. (When Nivian isn't captaining, this is an ideal role for her). Rosie might be a good pick.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

Hu-hum...we did have a talk on that a while back.
I think the idea was that the coven also "doubles" into the normal jobs.

As in, I meant to be helmswoman, and Sandman was to be ships doctor, besides captaining. I think Baltzar was Bosun on that plan.

The advantage would be that Sandara could be Chaplain and Cooks Mate...if any NPC is capable of providing the wisdom and guidance to get Fishguts to moderate his drinking(or become dry, since we can make water), it's probably her.

Lucky will take some time to adjust to his peg leg...which is why I had originally tagged him as Quartermaster(plus we saved his life, so chances are he will be VERY loyal to us).
I'm fine with Conchobar, too, but I think he had a thing for Rosie(which was not Human, if I remember right, but also one of the small races) and would probably prefer serving together with her over "a desk job".

I also can double as Carpenters Mate. I did pick up the relevant Craft Skill, and I can work below the waterline without problems. Nivian simply does not have the strenght to do that job regulary, but being able to assess the state of the hull from outside the ship, or try and use oiled cloth to stop a leak by applying it on the outside so it self-seals could be valuable.

Oh, also, I can only read the document, so I can't really make a column with my suggestions.

I also checked what exactly Bosun is supposed to do on Wikipedia: Originally, on board sailing ships the boatswain was in charge of a ship's anchors, cordage, colours, deck crew and the ship's boats. The boatswain would also be in charge of the rigging while the ship was in dock.
I lack the strenght to handle the anchors, I can't climb to deal with the cordage or handle the rigging...I could do colours, deck crew and ship's boats...but honestly, I'm happy simply driving ^_^
So I think Baltzar can do all that -


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

The Bosun did all that, and directed the crew in action, making the captain's orders happen by micromanaging the crew, either by yelling or with a small whistle and note-patterns that the crew drilled until they understood. Bosun's Pipes are pretty cool.

I made the adjustments you suggested. I like the idea of Sandra working with Fishguts. I've added us into the roles we double into, but at some point we are going to want to fill those roles with other crew.

I put Rosie as the Bosun's Mate for now. She seems like she'd be good at bellowing orders and responsible enough to check all the lines.

Oh, and Conch is a Gnome.

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