There be lootin' to do - Skulls & Shackles

Game Master Spazmodeus

Here be a despicable crew of pirates!

Today's Date: Moonday, 28th of Lamashan, 4712 AR
Weather: Sunny and hot

Current Map |
Ship Sheet | Loot Tracker |
Shackles Map | Campaign Bible

Infamy: 29 Disrepute: 14 Plunder: 16


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Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

Yes, I did use auto-detect language. I also tried Vietnamese and Thai, because I think I remember Norv saying that he used either one of those languages.

C'mon, Edward. Don't you want people talking about the rat hunting story of Captain Edward like our original GM came up with earlier. :)


Human Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5
+4 bonuses vs:
bardic performance, sonic, and language-dependent effects.
Init+6 Perc.+10 Performance 20/20

I completely forgot about that.

......'and that's how cap'ain Edward's heart ignited for the love of his life.'


Male

Gah, sorry about the Aquan...my bad, I got distracted by all the spellcraft checks. I don't remember the exact phrasing, but it boils down to him complaining about how already-dead people don't taste as good, nor are they as much fun to eat because they don't scream. :P

As for why I threw that at you...well, I figured I may as well introduce a minor wrinkle, and I like to keep key NPCs developing in multiple directions... ;)


Male

Oh, and I'm actually using Lao for the Aquan...it probably doesn't detect because I think Google's set to automatically pick it up in the original characters. I'm using the phonetic (?) Roman alphabet translation at the bottom.


Male Human (Mwangi) Aquatic Druid 4
Status:
  • HP: 30/30
  • AC: 14, T: 11, F: 13
  • F:6, R: 2, W: 8, Init: +1; Perception: +11
  • Channels Used: 1/7
  • 1st: hydralic push,air bubble, snowball (16), tripvine (15), calm animal
  • 2nd: slipstream, Gozreh's trident, agg thundercloud (16)

I'm back from Denver. Will get level up and dialogue in tonight. I'll be voting for Isaac as previously promised.

-Posted with Wayfinder


Male Human Warpriest 7 Blessings:6/6, HP: 55/55, Fervor: 5/5 Panache: 5 AC 18, T 13, FF 15; CMD 18; F+8, R+5, W+7, Init+3; +1 Grayflame Cutlass+10 1d8+4,18-20 x2; +1 Reliable Pistol+9, 1d8+4, x3
Skills:
Acro:13, Climb: 9 Diplo:10, Intimidate:12, Prof-Sailor:13, Swim:12

Gosh. I could wreck with that cutlass. It's already +1 so I could go straight into making it keen or flaming or something. Darn.


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

Well, crud. Alabaster wants it and I want it. That could be a problem.


Male Human Warpriest 7 Blessings:6/6, HP: 55/55, Fervor: 5/5 Panache: 5 AC 18, T 13, FF 15; CMD 18; F+8, R+5, W+7, Init+3; +1 Grayflame Cutlass+10 1d8+4,18-20 x2; +1 Reliable Pistol+9, 1d8+4, x3
Skills:
Acro:13, Climb: 9 Diplo:10, Intimidate:12, Prof-Sailor:13, Swim:12

Well, you are the captain. Lol


Male Human (Mwangi) Aquatic Druid 4
Status:
  • HP: 30/30
  • AC: 14, T: 11, F: 13
  • F:6, R: 2, W: 8, Init: +1; Perception: +11
  • Channels Used: 1/7
  • 1st: hydralic push,air bubble, snowball (16), tripvine (15), calm animal
  • 2nd: slipstream, Gozreh's trident, agg thundercloud (16)

Could roll for it. ..

-Posted with Wayfinder


Male Human (Mwangi) Aquatic Druid 4
Status:
  • HP: 30/30
  • AC: 14, T: 11, F: 13
  • F:6, R: 2, W: 8, Init: +1; Perception: +11
  • Channels Used: 1/7
  • 1st: hydralic push,air bubble, snowball (16), tripvine (15), calm animal
  • 2nd: slipstream, Gozreh's trident, agg thundercloud (16)

+1 level aquatic druid

+1 Con

+6 HPs

+1 Skill points to:

Knowledge Nature
Spellcraft
Swim
Survival

+2 to perception

Gain Resist Ocean's Fury

+1 memorized 1st level spell
+1 memorized 2nd level spell


Male

That's what I was going to suggest (rolling for it). Not everything has to be resolved in character... :P

I will say, this campaign has plenty of fun, magical one-handed blades coming up. So no worries on that front!


Male Human Warpriest 7 Blessings:6/6, HP: 55/55, Fervor: 5/5 Panache: 5 AC 18, T 13, FF 15; CMD 18; F+8, R+5, W+7, Init+3; +1 Grayflame Cutlass+10 1d8+4,18-20 x2; +1 Reliable Pistol+9, 1d8+4, x3
Skills:
Acro:13, Climb: 9 Diplo:10, Intimidate:12, Prof-Sailor:13, Swim:12

I'm game to roll for it, Isaac, if you are. What die should we use, or should we let Norv roll for both us?


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

And, don't forget, Alabaster. You're the only one of us who can use firearms.


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

Sorry. Didn't see your latest post, Alabaster. I'm fine with letting Norv roll for it.


Male

I leave the ultimate decision up to you guys, but if you want to roll for it I'll just give you each a d100 and highest roll gets it?


Male Human Warpriest 7 Blessings:6/6, HP: 55/55, Fervor: 5/5 Panache: 5 AC 18, T 13, FF 15; CMD 18; F+8, R+5, W+7, Init+3; +1 Grayflame Cutlass+10 1d8+4,18-20 x2; +1 Reliable Pistol+9, 1d8+4, x3
Skills:
Acro:13, Climb: 9 Diplo:10, Intimidate:12, Prof-Sailor:13, Swim:12

Honestly, the only reason it even piqued my interest is because it's a cutlass that already has a magical enhancement. That gives my sacred weapon class feature a massive boost.

It only works with cutlasses and pistols too.


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

You can take the cutlass then, Alabaster.

Also, I wanted to take up Ahriel's new suggestion for Scourge. I'm not sure if you carried out his sentence yet.

I'll make a post about it soon.


Male Human Warpriest 7 Blessings:6/6, HP: 55/55, Fervor: 5/5 Panache: 5 AC 18, T 13, FF 15; CMD 18; F+8, R+5, W+7, Init+3; +1 Grayflame Cutlass+10 1d8+4,18-20 x2; +1 Reliable Pistol+9, 1d8+4, x3
Skills:
Acro:13, Climb: 9 Diplo:10, Intimidate:12, Prof-Sailor:13, Swim:12

Actually, you keep it Isaac. It makes more sense from a story point for you to have it, taking over as captain. Also, Alabaster doesn't really need it. He's doing quite well in the combat department, so mechanically, it makes sense for you to have it as well. Two +1 weapons in the group is better than one +2, especially if we hit something with DR.

Therefore, I officially withdraw my interest in the cutlass.

Also, I'm able to cast Masterwork Transformation now, so everyone will be getting masterwork weapons and armor as we get the gold for it.

As for the punishments, I'm ok with Alabaster carrying out the ship's punishments. It'll keep you guys from eating an alignment change, and it fits with his worship. The ship might resent a teenager being the one to dole out such things though, which should be interesting.

As far as ship decisions, Alabaster will always back Isaac, because of Isaac's heritage. Unless he does something grossly wrong according to the pirate code, that is.

After we figure out the situation with Scourge and Plugg, we should probably reiterate who's taking what job/role on the ship as well.


Human Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5
+4 bonuses vs:
bardic performance, sonic, and language-dependent effects.
Init+6 Perc.+10 Performance 20/20

I volunteer for morale officer and negotiator if Isaac isn't available/in the mood.


Male Human (Mwangi) Aquatic Druid 4
Status:
  • HP: 30/30
  • AC: 14, T: 11, F: 13
  • F:6, R: 2, W: 8, Init: +1; Perception: +11
  • Channels Used: 1/7
  • 1st: hydralic push,air bubble, snowball (16), tripvine (15), calm animal
  • 2nd: slipstream, Gozreh's trident, agg thundercloud (16)

Jesal would like to be navigator.

-Posted with Wayfinder


AC 20/16t/18ff (12/12t/10ff) ; hp 35/35; saves: F 4 R 4 W 6; bab 3, melee 3, ranged 5; CMB 3, CMD 15; speed 30; init +4; human sorceror/6
skills:
climb 0, craft: tattoo 6, diplomacy 17, know arcane 10, perception 9+2, profession sailor 6, sense motive 0, spellcraft 12, swim10

not sure what Arhiel would be good for except a negotiator and ship's mage, her profession sailor is only 6, so that limits her a little, but she's willing to learn stuff (remember though she only gets 3 skill pts a level)


Male

I do indeed need to know who's taking over which positions. Just to get the ball rolling, some typical jobs on a ship are:

Captain: Isaac
First Mate: captain's right hand and often face, often a negotiator, works to hire and supervise crew, etc.
Bosun: in charge of discipline, etc. The one who interacts most frequently and directly with the common crew.
Navigator/Sailing Master: In charge of the day-to-day actions of directing and/or sailing the ship.
Engineer/Master-at-Arms: in charge of the ship's weaponry, including (in this case) siege weapons. In-game, ranks or an interest in ranks in Profession (Siege Engineer) or Knowledge (Engineering) would be useful.
Steward/Quartermaster: In charge of the ship's supplies.
Ship's Doctor: Keeps the crew in fighting shape.
Cook: Ambrose, presumably.

And, of course, you can fill some of these positions with NPCs or not fill some at all (or combine them, rename them, whatever) as you see fit. She's your ship! :)


Male Human Warpriest 7 Blessings:6/6, HP: 55/55, Fervor: 5/5 Panache: 5 AC 18, T 13, FF 15; CMD 18; F+8, R+5, W+7, Init+3; +1 Grayflame Cutlass+10 1d8+4,18-20 x2; +1 Reliable Pistol+9, 1d8+4, x3
Skills:
Acro:13, Climb: 9 Diplo:10, Intimidate:12, Prof-Sailor:13, Swim:12

Alabaster could fill both first mate and bosun.


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

Here's my thoughts and opinions on this.

Captain: Isaac
First Mate: Alabaster
Bosun: Either Alabaster or Edward. I did entertain the idea of Rosie being Bosun.
Navigator: Jesal
Sailing Master: This is a hard choice. Isaac has the highest profession (sailor) modifier. Although, Alabaster and Jesal come in a close second and tie.
Ship Mage: Arhiel
Negotiator/Diplomat: It seems to be a toss up between Isaac (as Captain), Edward, and Arhiel.
Engineer/Master-at-Arms: This is a hard choice to make. I originally thought about having Rosie as a Master-at-Arms as an amusing idea. But she really doesn't seem to have the skill set to be in charge of siege weapons. So, I don't think she would be able to work.
Steward/Quartermaster: I think anyone of the pcs or npcs could work for this role.
Ship's Doctor: Sandara
Cook: Ambrose

Any other roles for the ship, Norv?


AC 20/16t/18ff (12/12t/10ff) ; hp 35/35; saves: F 4 R 4 W 6; bab 3, melee 3, ranged 5; CMB 3, CMD 15; speed 30; init +4; human sorceror/6
skills:
climb 0, craft: tattoo 6, diplomacy 17, know arcane 10, perception 9+2, profession sailor 6, sense motive 0, spellcraft 12, swim10

Arhiel I think has the highest diplomacy, but not so much bluff or intimidate, so maybe assign her as back-up diplomat? She can make assist rolls with diplo automatically if nothing else.


Male

As I said, roles are totally up to you guys. Those were just some suggestions to get you started. :)

Just so y'all know, I'm probably going to use something along the lines of what's outlined in this post to run any naval (ship-to-ship) combat that comes up in the future. I'm not a fan of the way it's written in the AP, as it gives one player a lot to do and the others...not so much. So if you look at those four roles (and I'm going to be coming up with a fifth, hopefully), "who fills those" are probably the most pressing mechanical questions. But even that's not terribly urgent.


Male

I've added a loot tracker link (also here) to the campaign header! At the moment it just has stuff from the island and grindylow caves, but I'll add mutiny loot when I get a chance.

EDIT: I made items that I thought might be handy for combat red. ;)


Male Human (Mwangi) Aquatic Druid 4
Status:
  • HP: 30/30
  • AC: 14, T: 11, F: 13
  • F:6, R: 2, W: 8, Init: +1; Perception: +11
  • Channels Used: 1/7
  • 1st: hydralic push,air bubble, snowball (16), tripvine (15), calm animal
  • 2nd: slipstream, Gozreh's trident, agg thundercloud (16)

I'd like the wand of summon nature's ally.

I like the idea of the harpoon but I'm not willing to take a feat for it. Plus, is it small? We should sell it.

And what is the whale skull and why is it marked red?

-Posted with Wayfinder


Male

The whale skull has a bunch of strange scrimshaw writings on it that could be deciphered with a spellcraft check...

Or a "read magic" spell. ;)

But it weighs 30 pounds or something so I figure you're probably not carrying it around?


Male

I apologize, but a work crisis means I probably won't be getting a post in today. We'll pick up tomorrow morning at the latest.

Things look good vis-a-vis flies, though. ;)

Thanks for bearing with me!


AC 20/16t/18ff (12/12t/10ff) ; hp 35/35; saves: F 4 R 4 W 6; bab 3, melee 3, ranged 5; CMB 3, CMD 15; speed 30; init +4; human sorceror/6
skills:
climb 0, craft: tattoo 6, diplomacy 17, know arcane 10, perception 9+2, profession sailor 6, sense motive 0, spellcraft 12, swim10

no problem... life has a way of interfering with gaming, and as always, life must take precedence. Post when you can, and we will wait.


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

It's okay, Norv. Take your time.


Human Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5
+4 bonuses vs:
bardic performance, sonic, and language-dependent effects.
Init+6 Perc.+10 Performance 20/20

Yup man, take care of things.


Male

Haha, thanks for all the support. Really just a small one-day crisis...so here we go again! :)


Male

Sorry for the delay; some traveling went a bit screwy. Regardless, it looks to me as though you're all likely to just keep firing at this thing from the doorway (which makes perfect sense). If so, I'm inclined to just brush over the rest of the combat, as the odds of this guy getting out of his collar are functionally nil.

Unless anyone OBJECTS to that, I'll do that tomorrow!


Male

Don't forget about the loot tracker, gang! There's lots of unclaimed gear, and I think you should all be able to edit it, so if you want something just write your name in. :)

Of course, I guess you don't really need to decide on that until you get back to civilization...


Male

Sorry for the lack of posts over the last couple of days--busy times that took me by surprise! Great RP, though, that was fun to read!


AC 20/16t/18ff (12/12t/10ff) ; hp 35/35; saves: F 4 R 4 W 6; bab 3, melee 3, ranged 5; CMB 3, CMD 15; speed 30; init +4; human sorceror/6
skills:
climb 0, craft: tattoo 6, diplomacy 17, know arcane 10, perception 9+2, profession sailor 6, sense motive 0, spellcraft 12, swim10

Just a heads up. I am posting this in all my games, so you may see it more than once.

I am leaving for a cruise at 2am on March 5th. I'll be on the road all night and arriving at the ship midday. I won't have internet access til sometime the night of the 5th... For the next 2 weeks, I will have spotty internet (wifi at sea isn't the best), and I'll probably only be checking in at night once a day. Please if my character needs to take action between my own posts, GM feel free to bot me as necessary.

Ship returns to port on March 19th, and I will resume normal posting on the 20th.

Thanks, and sorry for any inconvenience my semi-absence may cause.


Male

No worries, Arhiel! Thanks for letting us know. Have a great cruise!


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

Have fun, Arhiel!


Male

Thank goodness Jesal and Isaac hit the eel! I was getting worried about whether there would be a good reason for this big dumb eel not to just grab its prey and retreat to its lair. :P


Male

Congratulations on finishing the first book, everyone!! :D

I've added a "ship sheet" up in the campaign header, which isn't super important now but will become important in the next book. Feel free to take a look at it and make sure that my creation is legible and makes at least some sense to you. :P

We'll continue very shortly--I don't want to make it seem like that post was meant to indicate any sort of end or break--but due to some craziness in my life/schedule right now I may not be able to get a post up until tomorrow night or Monday, so I just wanted to get that wrapping-up done. I'll also be posting links to some documents for how we can handle ship-to-ship combat (which is the thing that roles on the ship, for you guys, are most crucial for) and the rules for Infamy/Disrepute/Plunder. (Which I also added trackers for in the campaign header.)

One question before we proceed too far: the next two books have a lot of sailing about, going from place to place, etc. Do you want the chance to roleplay each "day," or would it generally be preferred that we just skip to notable events? For example, would you like the chance to do things the next day, or should I elide the couple of days spent sailing to Rickety's squibs so that we cut to the chase?

Thanks, and again, congrats!


Human Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5
+4 bonuses vs:
bardic performance, sonic, and language-dependent effects.
Init+6 Perc.+10 Performance 20/20

I'd prefer no rolling for physical labor.....the dice seem to mock me alot if we roll for them. :)


Male

Hahaha I should've said, there will be no more daily tasks requiring rolls, etc. You're not just swabs now, your crew does most of the work! So there really won't be much "happening" unless there's something you want to make happen, on many days. Just sailing sailing sailing EVENT! sailing sailing...


Human Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5
+4 bonuses vs:
bardic performance, sonic, and language-dependent effects.
Init+6 Perc.+10 Performance 20/20

*Throws arms into the air, woohoo!*


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

Yes! Book 2! And the boat stats make sense. Thank you, Norv.


Male Human Warpriest 7 Blessings:6/6, HP: 55/55, Fervor: 5/5 Panache: 5 AC 18, T 13, FF 15; CMD 18; F+8, R+5, W+7, Init+3; +1 Grayflame Cutlass+10 1d8+4,18-20 x2; +1 Reliable Pistol+9, 1d8+4, x3
Skills:
Acro:13, Climb: 9 Diplo:10, Intimidate:12, Prof-Sailor:13, Swim:12

Yeah, I like the way you want to skip to events Norv. My home game made it about three "days" into the second book and that's how we did it. Unfortunately, the table fell apart.

Good news is though, I never read ahead so I don't know anything about this adventure from here on out and I can quit "playing dumb"!


Male

Huzzah for not "playing dumb!" :P

Sorry for the delay in getting that up, but I wanted to make sure I had the Campaign Bible, as I'm calling it, completed first. This Google Doc explains the various subsystems that Skull and Shackles uses that aren't standard Pathfinder; I wanted us to have a place to go to for reference, so that you guys would always be able to follow anything that was going on. I've added a link for the Campaign Bible, and a tracker for Infamy, Disrepute, and Plunder, to the campaign header.

On to Book 2!


Male

OH also, re: ship-to-ship combat roles...

The system I used requires a little re-jiggering to make sure everyone has a useful role (the party it was originally designed for clearly had someone who was big on siege engines...which as far as I know here, no one is). I've devised a combat role for Jesal, the Navigator, and put Isaac, Edward, and Alabaster into what I understand their desired roles to be. The only person I don't have a combat role for yet is Arhiel, but as she's the ship's mage I'm not as concerned about this...there are many spells that can be used on ships or targets on a ship from range, so magic-users often find themselves focusing on that sort of thing while ship-to-ship is starting.

Let me know how you guys feel about that system, if anyone wants to change roles or foresees problems, and if you guys have any questions about anything in the Bible!


Male

In addition to smuggling compartments, Rickety can install any ship improvements from the S&S Player's Guide that don't involve magic or large quantities of metal or glass (as he doesn't have those resources immediately to hand).

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