The Many-Faced GM |
Aerel jumped into the water before anyone else did. Let's leave it alone and move on.
Aerel easily scales the rigging to the crow's nest and settles in for a boring day... too boring. He is idly watching a pod of dolphins capering in the wake of the ship's bow when he hears the call to come back down to the main deck. Rapidly descending along the ropes, he is down in scant seconds and follows the others to the bilge, stopping only to grab a net from his footlocker. If offered, he accepts one of the daggers from the halfling.
Looking down into the murky waters of the bilge, the elf shrugs and drops down, his net ready in one hand and the dagger in the other.
Nivian Mazu |
No, again, Aerel jumped into the hold in Round 1. Everyone seems to have missed that part of my post. His round 2 action was to slash at one of the dire rats with a dagger.
Almost nobody got to do a R1 action. I thought only the people with higher Init than the rats did get to do so, and you possible had lower dex than them meaning they were before. But it would seem GM clarified that meanwhile.
--Sandman-- |
Does the water provide Full or Partial concealment? (Can I see them enough to Target them with spells?)
Nivian Mazu |
Does the water provide Full or Partial concealment? (Can I see them enough to Target them with spells?)
I made my perception check and had to roll miss chance on the attack, so pretty certain its full concealment from the murky water.
--Sandman-- |
Well that shoots me in the foot then. Would it be possible to ready an action to target a rat when it reveals itself to attack or something?
The Many-Faced GM |
With Nivian in the water using her water sense to pin point where exactly the rat's are, you can ready an action to target one just before it strikes.
Nivian Mazu |
Rillum, I think they are hiding in the water...not sure how effective your bomb will be against them. It will be very effective against Nivian though ^_^
Anyway, I dunno inhowfar the rules for water combat are in effect, but listing them just in case...
Just posting all those in case they are relevant.
Because while I don't know the AP, I guess this could be an introduction to some aspects of aquatic combat...no idea which rules apply.
Dunno if they are underwater, but if they USE the murky water to have concealment from us, that would imply to me that they are diving around like little furry submersibles, mostly.
Clarification would be welcome...
The Many-Faced GM |
The water is murky enough and deep enough to provide partial concealment (20%). It also is considered difficult terrain and costs double movement to move through.
Rillum 'Bilge' Jimmings |
DM, I took a 5 ft step last round to avoid AoOs, not knowing this was difficult terrain. You may want to throw a few extra AoO my way to make up for it. Sorry about that.
Nivian Mazu |
DM, I took a 5 ft step last round to avoid AoOs, not knowing this was difficult terrain. You may want to throw a few extra AoO my way to make up for it. Sorry about that.
or you just moved there to begin with, thinking the spider is better company than the rats- i think that would be easier than ret-conning with AoO's, because when we entered, we were not yet aware it's difficult terrain.
just a suggestion-
also:
Wall Type: Wood
Typical Thickness: 6 inch
Break DC: 20
Hardness: 5
Hit Points(per 10x10 foot section): 60
Climb DC: 21
I think we don't have to hold back...the ship is probably more sturdy than I thought, so throwing bombs around near the walls will not turn the Wormwood into a Submarine ^_^
The Many-Faced GM |
Doesn't really matter either way. I wasn't sure where exactly you where when you moved to provoke so I made one just to be on the safe side and it missed. Besides, something about dire rats trying to eat a rat folk just doesn't seem right to me...i don't know, like midgets trying to eat tall people.
And yeah, the bombs would barely make it past the hardness on a good day.
Nivian Mazu |
...
And yeah, the bombs would barely make it past the hardness on a good day.
Aye. the more interesting part is the Break DC.
Screw Cannons, Ballistae, or Catapults.
We need to get a few Scrolls of "Summon Monster V" and "Summon Monster VI" for ship-to-ship combat.
Summon 1 or 1d3 Orca's. With 27 Streanght, thats a +8 modifier to their strenght. Then just send them off to ram the enemy ship below water to break their hull ^_^
With a swim speed of 80, and able to run in water for 320 feet per round, they have a pretty high effective reach, and cover+concealment being in water. Torpedoes away!
(Though I suspect ships are extra sturdy, but hey, the thought is nice)
--Sandman-- |
Thoqqua. Their burrow ability seems like it would be really bad for a ship. Just cast a spell on it to let it swim, then have it start boring out circles with a 40 foot circumference into the hull every round.
As a Medium Elemental they're a viable option for Summon Monster 4.
Given that our job as pirates is to raid and capture ships, and not scuttle them in a couple rounds, I think we should probably keep this tactic as an absolute last resort. Or just say no now.
Maybe Thoqqua have some kind of pathological fear of ships, or aren't a valid Summon Monster selection in this game?
Nivian Mazu |
hm. interesting. most burrows either leave no hole behind, or don't work on artificial objects/walls.
The main idea was the reach, btw...since you can easily send the orcas from 3000 feet away and still sink the enemy...just like a torpedo strike.
But those definitely seem like a great option for closer quarters.
As for scuttling ships...we can just dive down and fetch their stuff, can't we? ^_^
pity Salvage is not on our class spell lists- because otherwise, we could sink a ship, wait until everybody is dead, salvage it via a scroll, sail it back to port, and sell it for a profit.
Regarding stopping Thoqua, some of their stuff does not work underwater, by default. (A supernatural fire effect is ineffective underwater unless its description states otherwise.) So we could simply say since their "burn through things"-ability(Molten Body (Su)) is disabled and since thats coupled with their burrow, burrow is also disabled while submerged in water.
Summoning one ON a ship and having it burn its way into the ocean...a different story ;)
--Sandman-- |
Thoqqua burrow is special. It notes that they melt their way through things, and can do it to pretty much anything, up to and including stone.
I really like the idea of orca missiles.
The Many-Faced GM |
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Ahh, I miss the good old days of summoning orcas from 200 feet up and dropping them on sleeping dragons. Good times.
--Sandman-- |
Sadly you can't do that one anymore.
You can use feather tokens though. Anchors are good. Swan Boats are better.
In this game they are even thematically appropriate.
Nivian Mazu |
1 person marked this as a favorite. |
Well, you can do teamwork.
1. Cast "wall of stone" one or more times to create a "pool".
2. Fill with multiple castings of "Create Water".
3. "Summon Monster" a few Orcas into the pool.
4. Cast "Fly"(or have Overland Flight active).
5. Dimension Door with the Orca(s) to 200 feet above the sleeping dragon
6. (optional) if more bombardment is wanted, place a Wall of Force above dragon before, and make 2 or 3 Dimension Door trips stacking Orca's up before dismissing the Wall of Force.
very costly in daily spells. But at some point, you just need to drop a Orca on a Dragon, and it's good to know it still can be done :)
--Sandman-- |
So the gear we found-
Medium leather armor isn't really usable by any of us but Aerel, so that should go to him.
The masterwork Hand Axe should probably go to him as well. (we can give it to someone else once he gets his preferred weapons back)
The heavy maces could go to the Witches three.
Rillum has his bombs, so that just leaves Rhemus as the one who drew the short stick.
Maybe we can use the money to buy a weapon for him or something?
Rhemus Frayne |
I have no issues with that. I am trying to get Rhemus' gear back by bribing Grok with some fancy brandy. If that does not work may need to sweeten the deal with some cash, so will let Crew know as soon as GM responds to Action for the day. The fight with the dire rats delayed that outcome.
Rillum 'Bilge' Jimmings |
Rillum is planning at least one more late night foray into the quartermaster's room to grab the rest of the flasks he found there. Let him know what to look for, he can try your stuff as well.
Nivian Mazu |
Mace, Heavy....8 lbs.
WAY too heavy. :)
Plus I got my crossbow back. So I would say sell one of the maces.
If we want a matching set of theme weapons for the coven, I'd suggest an Athame or something like that.
@Rillum, the time in the bilges was fast-forwarded, but I would expect I could have asked you for the 2 vials of acid because it would seem likely you have those. Maybe Soap, too.
Another important question: Any volunteers for bookkeeping?
Rillum 'Bilge' Jimmings |
@Nivian
Rillum did find a cache of alchemical supplies, including 3 vials of acid (he used one to cover his tracks.) He will reluctantly give the remaining two back to you. As for the soap, he has his personal grooming kit, but grabbed no extra soap.
Nivian Mazu |
@Nivian
Rillum did find a cache of alchemical supplies, including 3 vials of acid (he used one to cover his tracks.) He will reluctantly give the remaining two back to you. As for the soap, he has his personal grooming kit, but grabbed no extra soap.
@acid vials...no worrys, Rillum can keep them until we make it to a port and have a chance to restock.
Mainly, I got into the habit of bringing some kind of splash damage that is not weapon-based along with every character who can afford it. And since Alchemists Fire is right out for Nivian, she ended up with Acid. So keep them, and just give them back when they are more readily available ;)...just trying to get my stuff together again so I don't have to use bold/non-bold marking of what I have.
--Sandman-- |
GM, I added a second night action to my earlier post. Just wanted to make sure you saw it. I'm hoping to learn more about Giffer (and see if I can get her to Helpful).
Nivian Mazu |
@sandman, sorry, just rushed the morning action ahead because Baltzar may want to respond...we had one or two talks that started "properly" and went on over 2 more time slots. i thought I'd start that talk early, but did not mean to speed things up in general.
--Sandman-- |
No problem. I'm sure the GM can sort it all out. The nature of PbP games is that they are either kind of jumbled, or very slow. There's just no other way of doing it.
Personally I prefer jumbled as the lesser of two evils.
Rillum 'Bilge' Jimmings |
DM, any results to be aware of from my late night ship activities?
Rillum 'Bilge' Jimmings |
In addition to the stealth checks in my last post?
Edit: did I lose a response? I could have sworn I saw a reply.
<confusion>
Aerel De'Cawen |
I moved this to the Discussion thread...
Aerel could identify the grappling hook, but no one has asked him.
As for the nets, I wrongly assumed it could be done with Profession (sailor) checks, so that's what I've been using over the past couple of days. I'll make Craft checks going forward.
I did attempt to role play getting the rope from Baltzar and you told me it was everywhere and was no big deal to acquire it. I've been role playing the weaving of nets for the past several in game days.
The Many-Faced GM |
@Rillum - I did reply in the Discussion tab but deleted and thought in moved it to the game play thread. I will recheck.
@Aerel - agreed about the identifying. And yes, you have been mentioning it, no worries. I was more hoping for a "is that a net in your pocket or are you just happy to see me" type moment. No worries on the craft checks, generally they are once a week, although we could break them down to copper pieces for daily checks. Up to you, I don't mind either way.
Rillum 'Bilge' Jimmings |
DM, I saw.Thank you.
I am traveling over the next few days, so my posting will be a bit sketchy. I will post at least once a day.
--Sandman-- |
I think its the language barrier. Does Rhemus share any languages with Aerel?
Nivian Mazu |
I think they share elven, but Aerel is not a big fan of being spoken to in that. Also Aerel's playing on that whole "mystery" guy thing so it may be unclear what he can and can't do. He arcane marked his chest, I think, but thats no clear indication he knows about spellcraft, also it only really glows if the invisible mark is made and checked upon, so the "mundane" version may only reveal it's nature if detect magic is used, which Rhemus may not have done down there, thus not being aware of the mystery elves magical abilities, while Nivian obviously cast something during the welcoming brawl, and Baltzar stayed back with intention to heal if necessary during the Dire Rats.
Nivian Mazu |
Er, na, it's not a problem to ID stuff, it's just a general question if one could "take 10" on that kind of check? I know by RAW it's even possible to take 10 on a Knowledge check in Pathfinder, despite the Bards Loremaster seemingly implying something else(while actually it just means you can do so during stressful situations like combat, too). But I know that it's a very common rule to limit what you can take 10 on. E.g. not on knowledge checks, not on identify-checks, not on some other things...just verifying if it's possible to Take 10 with spellcraft here to identify, in this game. I don't understand the "duration" reference though. Take 10 is just one standard skill use, so if the duration is long enough to identify it with rolling, it would be lone enough to Take 10...just Take 20 would take longer but thats impossible anyway-
--Sandman-- |
I'm actually a really big fan of taking 10 on knowledge rolls. It provides a very clear threshold for what someone knows off the top of their head.
Nivian Mazu |
Not opposed to it either, Sandman. Just saying its a very common houserule because it represents the chance to sometimes remember obscure details(that kind of devils weakness was what?) as well as the chance that you misremember something that would be rather "basic" information. So, you never had to do with orcs, but while it's very basic knowledge that they have darkvision, you simple don't think of that or don't remember it.
When I GM, i usually allow Taking 10 on knowledge with some kind of references/research possible, with approbiate bonus, or on things they reasonable had experience with recently.
The Many-Faced GM |
Yes, the line about the duration came from me confusing it with taking 20. I have no problem with taking 10 in most situations. To me, the biggest limiting factor is the "distracted or in danger" caveats.
The other concern that comes to mind is retrying. Somethings you only get one chance at, or have to wait a specified period of time before trying again, like spellcraft.
The short answer is yes, you can take 10 on spellcraft check, but I think if we go this way I'm not going to the put Spellcraft DC on a spoiler. You can risk taking 10 on the item, and if that doesn't identify it for you, you'll have to wait until the next day to try again.
Nivian Mazu |
The short answer is yes, you can take 10 on spellcraft check, but I think if we go this way I'm not going to the put Spellcraft DC on a spoiler. You can risk taking 10 on the item, and if that doesn't identify it for you, you'll have to wait until the next day to try again.
Actually, the idea was that for streamlining reasons, with several people trained in spellcraft, we could "skip" that part, under the assumption that 3 out of 4 people will make their spellcraft aid another check, and one person(with highest spellcraft) "takes 10".
I don't know the other's values, but I would be at 18 with take 10, if 2 or 3 people assists it would be 22 or 24 respectively.You could simply rule everything "below" a certain difficulty, due to what i mentioned above, we can automatically figure out when we have some time to look at it, and simply put the info for it, and only require spellcraft checks beyond that treeshold, to lessen the amount of "Spellcraft" "Aid Another" "Aid Another" "Aid Another" "Aid Another" post groups ;)
(or simply roll for us, if the others are fine with it...highest value takes a look, the others assist)
--Sandman-- |
The short answer is yes, you can take 10 on spellcraft check, but I think if we go this way I'm not going to the put Spellcraft DC on a spoiler. You can risk taking 10 on the item, and if that doesn't identify it for you, you'll have to wait until the next day to try again.
That's a great way of handling it.
Can't identify it at a glance? You'll need to wait until tomorrow when you can really sit down and take your time.
--Sandman-- |
Did my Influence checks not work with Scrimshaw and Giffer last night, or has the sheet not been updated?
The Many-Faced GM |
Did my Influence checks not work with Scrimshaw and Giffer last night, or has the sheet not been updated?
Haven't tallied yet.
Aerel De'Cawen |
Yeah, Rhemus and Aerel have spoken in Elven and, I thought, Polyglot, but maybe that was just with Sandman. Aerel also cast a spell on the main deck in view of the whole crew, but there was a race for the crow's nest going on and he did wait until everyone else had started, so no one may have even noticed. Of course, he delayed because he didn't understand the instructions and just stood there until it became obvious what was wanted.
By the way, the arcane mark is still glowing quite visibly. He made a production of placing it in frond of most of the crew just to illustrate that no one on board had a clue about him. He made it visible as a constant reminder.
The Many-Faced GM |
It's also what keeps most of the crew away from him and why he finds himself left alone more often than not...the mark that is.
The average crew member is too simple to understand complex magic gestures. Most think they're quick prayer's to the gods, different cultural superstitions, or just crazy people being crazy.
The officers on the other hand, and well aware and understand more than they let on and are plotting every minute of every day.
And for the record, the only possession that Aerel received back was his mask from Sandman. He still doesn't have his spellbook.