DM Wren |
It is allowed to move part of your speed, open a door (which is a move action) and then finish the rest of your speed/movement. The whole thing counts as 2 move actions. Doing it this way is sorta a house rule, so I'm just letting you guys know that's how I play it.
The murder weapon has the stats of a medium sized short sword, which is what I assume you were referring to with Gill drawing a weapon.
Rougar |
He might've been talking about something else, since I've still got the short sword. If he is talking about that though, it's also masterwork.
DM Wren |
Oh right. I forgot you said you had that. Instead of the rapier? I can't remember. Could you update your Char sheet?
DM Wren |
Also, I put the combat grid up in the game info at the top of the page, for easier access.
DM Wren |
Alright so time is going to start going by more quickly. Each day can be broken up into a few quantifiable events. First you'll have your task, one each. This task generally takes all day until dusk, at which point you'll break for dinner and rum rations, then have the rest of the night off, until the next morning when it starts over.
Each day you have time cut from around your task to perform two "ship actions", one during the day and one after the evening meal at night. These are things that don't take up much time, but can be utilized to explore, talk to NPCs and the like. The list of Ship actions is as follows:
--Daytime Ship Actions--
Work Diligently - get a bonus to the days task by not cutting out any time
Influence - attempt to influence an NPC
Sneak - briefly explore one area of the ship and make perception/other skill checks depending. little chance of detection
Shop - take a penalty on daily task check and visit the quartermaster's store.
Shirk - take a penalty on the daily task and explore an area of the ship more thoroughly. Like sneak, but you can take 10 on the check and you run a higher risk of detection.
--Nighttime Ship Actions--
Sleep - go to bed early and recover automatically from fatigue
Influence - attempt to influence an NPC
Gamble - play and game and/or try and make some money
Entertain - make a perform check to entertain the crew
Sneak - explore an area of the ship thoroughly. character make take 20 on perception or other skill check
Steal - Attempt to open something locked, runs the risk of being discovered
Characters can also take time away from sleep to perform up to 2 additional Ship Actions. These extra ship actions may cause you to become fatigued for the following day.
This is the mechanical structure for the days to come on board the Wormwood, but feel free to try things out not defined by that structure and I'll make it work.
DM Wren |
Also, I should admit that a lot of this takes from the paizo Adventure Path called "Skulls and Shackles". Just in case you guys are checking out APs and don't want spoilers. Plus so you don't think I'm making this up on my own.
There's still a good deal of improvisation involved, but Adventure Paths are really nice published adventures. If you're interested in running a game and want to skip the world building and get right to the character building, they're really good for that. They have a lot of story traits and background to help the characters tie in and everything.
DM Wren |
Oh and I put the map up beneath my name. 1 to 4 is the order from highest level (#1) to the lowest level (#4).
DM Wren |
Yeah, just do max hit die HP. My reasoning for that is that damage is already randomized by the dice, so why have another randomized element in there. Plus I don't like the idea of rolling for anything permanent, anyway. Same reason why I prefer point buy.
Upload your character sheets in the shared Campaign folder on Google Drive, Here.
Rougar |
I uploaded a new version of my character sheet reflecting max HP
DM Wren |
Just so you guys know, those extra Diplomacy rolls I'm rolling for you won't effect you negatively. Diplomacy won't ever be negative, for that matter. It will only ever make them like you more, or do nothing. Basically anytime you engage in conversation for a few minutes with someone, you roll a Diplomacy to see if your character's influence adds any extra benefit, aside from what you actually say/role-play.
It might be obvious but: many of the crew members appear to just not like Rougar and Gill, for whatever reasons. They will take something more than just polite conversation to impress, because they're generally just salty folk.
DM Wren |
Making requests of people will require an additional check, which I think is the more typical way that Diplomacy is used/conceived. However, you can't even really 'try' this without the NPC being at least Indifferent, that is: not hostile or unfriendly. Your characters can say and do whatever they want, of course, but if the NPC you ask for a favor is hostile or indifferent, he or she will definitely say no and will require some buttering up (see the usage of Diplomacy in the previous post) to get them to consider requests.
Gill Xcehtoc |
Ya I get that but I was wondering why I didn't get the bonus from the fight in my diplomacy roll with peppery not that it woulda changed anything.
DM Wren |
Ah right. I just forgot. My bad. Could ya'll put diplomacy in your character info? Gill should put a little (+2 vs. Wormwood Crew) or something on there, too.
DM Wren |
Right. But can you put it in your character info so I don't have to look it up?
DM Wren |
I'm gonna post a longer post tomorrow. It'll cover a couple days time.
Dinkus the Gnome |
hey wren I put my character sheet in the drive, can you hook me up with a player/character thingy and then I guess I can just slip in after the big post tomorrow?
DM Wren |
I can't figure out how to invite you. You might have to make your profile first. What did you mean by player/character thingy?
DM Wren |
So they each get 1 day-time ship action and 1 night-time ship action for the first day. The second day, just Rougar gets a day-time ship action (Gill 'worked diligently'), and they both get a night-time ship action.
Also, let me know what each of you wants to do with your rum. Gill finds that others are watching while he stashes his rum in his footlocker, so he should make a Stealth check as well to stash it there. He also notices that the footlocker will run out of space soon.
DM Wren |
Maybe if you post something in the gameplay tab. You could make up a shanty that the crew sings, or you could just post something OoC. I'll give you exp if you make up a shanty.
DM Wren |
Fantastic. Just so you are aware, Dwyer, I dole out Exp at resting spots and/or at the end of the day. right now it's usually at the end of the day.
Also, we're just waitin' on Jon to post before I get into the next day.
DM Wren |
Aight. Close enough. Dinkus you'll be, after the exp from the song, at 2400 exp.
Dinkus the Gnome |
Hey Wren, I just noticed on my character sheet,
my modifier for my str skills, climbing, swim, etc is at -3 even though my str is at 10
is that just the auto fill thing on my character sheet f~!#ing up or is it because I don't have any points in them?
climb at least, is a class skill but does it have to be trained?
oh wait i just noticed, my armor check penalty is -3 so that's probably it, but I thought that only applied to dex skills?
DM Wren |
You're right, it's check penalty. Check penalty is for any sort of like.. athletic-type skill. Anything that wearing armor would impede, ya know.
Dwyer |
Hey wren, can I do a take 10 on my climb?
my climb speed isn't as fast as tim's so I guess it would take longer.
I can just roll the climb checks.
also would the take 10 like, just make me roll 10 every time? and it would be 10 and then the penalty? or would I roll 13s to make up for the penalty?
I was never super clear on how those worked
DM Wren |
Yeah, so taking ten is like getting a 10 on a roll, so yeah you'd subtract your penalties, which means Dinkus might not make it on taking 10. And by might not make it I mean, he will. It's a knotted rope so it's a pretty easy climb.
Originally, I was thinking that how you approached the climb would effect the DC in this particular case, but really I think that knowing the right way to climb would be encompassed in having skill points in Climb.
You can take 10 on nearly anything, as long as you are not rushed.
DM Wren |
Yeah he gets assigned to be a swab. You'll get a task each day. The boarding exercise counted as work for the day
DM Wren |
Hey. It's cool if we're just posting slowly right now, I just wanna check to make sure you guys are still into this. It's about to pick up some, and then pick more up soon after, so if you guys wanna get it moving, just have your characters go to bed.
Rougar |
Yeah, I've kind of been waiting for people to respond, but I'm just gonna put my guy to bed
Gill Xcehtoc |
Sorry I've been preoccupied a lot lately but I'm still totally into it. Meeting the captain was actually a mistake I just went with lol I meant to stalk around the officers cabin but accidentally said captains.
DM Wren |
It's all good. You guys are posting a lot. I'm glad you're not rushing through the days, even though you could more if you wanted to. It's nice to have the party getting to know each other so much for once.
DM Wren |
Do you guys wanna do anything the night after the storm ends, or should we just skip to the next day? Your characters probably wouldn't have much energy to do stuff anyway. And Dinkus is in the bilges.
Rougar |
I'm cool with skipping ahead. I'll see if I can get the other guys to weigh in and level up their guys.
Gill Xcehtoc |
Ya sorry been busy with crap all leveled just need to upload it I guess and I posted.
DM Wren |
Hey are you guys still into this? We're right on the cusp of things changing up a bit, but I could change it up more drastically if you're losing interest. Honestly, I'm not really into the pirate-theme in general right now.
Rougar |
Yeah, I'd still be interested in where this is going. I kinda started losing interest when nobody else was posting though. I'll try to get the other guys to say something again, but that doesn't seem to be working.