Ralo Half-Ear |
How much is this like an historical pirate ship?
Historically, any crew member has a voice in decisions made, can fill any role by popular demand or single combat, etc.
I'm not going to do anything stupid (I hope) I'm just curious. So far, it seems more like a navy ship.
Zarque |
Historically most pirate ships were democracies. The captain being elected. However my knowledge is slim so I don't know about how likely a press gang actually is. or tyrannical captains, I expect some mean ones but they probably wouldn't be likely to have a crew support a tyrant(towards them at least). Crews would be large and in reality having someone who can fight that many is very very rare.
Durvin Tamish |
I imagine a tyrant succeeds by having quite a few powerful supporters, and a fair amount of power themselves. I doubt the Captain, First mate and Bosun are all 1st level Commoners or Warriors, and any attempt we would have at a mutiny would need to be fostered amongst the crew. We would pretty much need to be certain we had a majority vote before making a move that bold.
Ryuko |
I imagine a tyrant succeeds by having quite a few powerful supporters, and a fair amount of power themselves. I doubt the Captain, First mate and Bosun are all 1st level Commoners or Warriors, and any attempt we would have at a mutiny would need to be fostered amongst the crew. We would pretty much need to be certain we had a majority vote before making a move that bold.
This is likely the best idea, and pretty clearly true. That said, your characters do not know that, and Captain Harrigan is in desperate need of sailors. He may make an example of one, but likely not any more or he'll be unable to drive the Wormwood right.
What I'm saying here is: Making your characters do something stupid may not be the worst move in Roleplaying terms, and I won't kill you straight off for it.
The truth is, Harrigan runs this boat because he could kill most everyone else on board if they turned on him. He trusts a few, and those he does trust are mostly higher level as well. Historically, pirates would have been mostly 1-3rd level Experts, Commoners, Warriors and rarely a Fighter or Rogue. Pathfinder allows one man to be able to kill a couple dozen, real life usually doesn't.
Durvin Tamish |
Regardless, Mutiny is a dangerous act, because typically if you don't have enough that agree with you to help, you get easily overpowered. Also, it is usually reserved for instances where the captain is acting in a manner dangerous to all the crew, putting their lives in danger for a reason that the majority of the crew disagrees with. So far, all we've seen is that he has no time the scrubs, and his first mate and bosun are cruel. Pirates are known for cruelty, and harsh punishment for breaking the ship's laws.
The only people we know that agree with us are the 5 of us, Sandara, and maybe the cook Fishguts. Together we may make up about a third to a quarter of the crew. It would be unwise, especially in character, to decide to act as we have little signs of support from the others. Let's not assume that because the adventure is called Wormwood Mutiny, that our first act should most likely be mutiny.
It may not be the worst thing to do something stupid in character, but all the same it may not be the best thing either. We can still be in character and assume IC that there hasn't been a mutiny on his ship, because there hasn't been enough reason to by the crew just yet. We have only 2 days on this ship, we only know what the few people that have spoken to us have said about it. Until we know more people support the idea, it is presumptous for a PC to think they are in a APL appropriate situation. Mutinys are planned and agreed on by many, and not enacted in hopes that the others rise up as well.
Zaketta Flynn |
Zaketta doesn't want to ruin her chance for revenge, so she's in favor of being patient and making sure everything is well-prepared for a mutiny. To that end, it seems like gathering allies should be our main priority. Ryuko, how many of those successful "influence" actions do we have to make until we can swing someone onto our side?
As it stands, it seems like the best division of labor is for Durvin and Zaketta to keep working on bringing people over to our side, whilst Mawj uses his excellent stealth and observation skills to keep sneaking off and finding out about the other parts of the ship.
Ralo could... um, beat people up some? I guess he could start gambling to get a further bonus to intimidate. ;-)
Zaketta Flynn |
One more thing: I think we (the PCs) have been mistakenly counting normal work as one of our 2 daily actions (I know I did for this current day). If I'm reading this correctly, we perform our tasks "automatically" and only use up a ship's action to "Work Diligently" (i.e. gain a bonus to our checks).
Unless I'm reading this incorrectly. In which case, just ignore my silliness ;-)
Mawj |
As it stands, it seems like the best division of labor is for Durvin and Zaketta to keep working on bringing people over to our side, whilst Mawj uses his excellent stealth and observation skills to keep sneaking off and finding out about the other parts of the ship.
*thumbs-up*
So should I stop trying to entertain the crew? I was anticipating using my Acrobatics to improve their perceptions, then leverage it (Aid Another) to make them more receptive to Durvin and Zaketta.
Zaketta Flynn |
So should I stop trying to entertain the crew? I was anticipating using my Acrobatics to improve their perceptions, then leverage it (Aid Another) to make them more receptive to Durvin and Zaketta.
Hmmm... an interesting idea. Mawj seems to have a pretty easy time w/ his ship duties - do you think u could manage both in one day?
2 day actions = ais another/sneak
night action = entertain ...?
Ryuko |
One more thing: I think we (the PCs) have been mistakenly counting normal work as one of our 2 daily actions (I know I did for this current day). If I'm reading this correctly, we perform our tasks "automatically" and only use up a ship's action to "Work Diligently" (i.e. gain a bonus to our checks).
Unless I'm reading this incorrectly. In which case, just ignore my silliness ;-)
Actually I suppose I must have been misunderstood here. You have one daily ship's action, and one nightly, with the option for two more nightly if your character gets very little sleep. It is true that your daily action is not used up unless you work diligently, but you do not get 2 Actions during the day.
Ryuko |
HEY DM! Would it be possible to get a list of the locations available to search and explore? Mawj would like to do some slinking about, but I don't know what locations are available.
Done! Also finally got those descriptions of the rest of the crew up, though those I've already described got just a link to their introductory post.
Also, not an issue for one day, but Mawj is not a Swab, he's gotta roll on the Rigger table.
Mawj |
From the Spell Descriptor entry:
Cold: Cold effects deal damage by making the target colder, typically by blasting it with supernaturally cooled matter or energy. Cold effects also include those that create ice, sleet, or snow out of nothing. They can cause frostbite, numbness, coordination problems, slowed movement and reactions, stupor, and death.
I'm guessing it's reasonable that a cold spell would put out a fire. But with a 0th-level spell? I'm guessing you could maybe put out a torch if you made your ranged touch attack. *shrugs* DM call.
Ryuko |
I left off my night actions for Day 4 because it looked like there was going to be a "scene" in between day and night. I can go back and adjust this if I'm mistaken.
This is true. In fact, this day will have no work checks at all.
Question can ray of frost be used to put out a fire? Slow maybe but...
From the Spell Descriptor entry:
Cold: Cold effects deal damage by making the target colder, typically by blasting it with supernaturally cooled matter or energy. Cold effects also include those that create ice, sleet, or snow out of nothing. They can cause frostbite, numbness, coordination problems, slowed movement and reactions, stupor, and death.
I'm guessing it's reasonable that a cold spell would put out a fire. But with a 0th-level spell? I'm guessing you could maybe put out a torch if you made your ranged touch attack. *shrugs* DM call.
If the 0 level spark can start a fire, I'd argue that ray of frost could extinguish one.
I'd say that Ray of Frost could probably extinguish one 5 ft square of fire per casting, but since fire generally spreads to fill one more five foot square per square already aflame per round, that makes it very impractical for more than attempting to contain the blaze.
Durvin Tamish |
Durvin, your songs make you by far the BEST bard I have ever gamed with ;-)
Thank you, I find sometimes songs pop into my head based on the situation (or movie lines), and being a bard I try and tap into that.
Zaketta Flynn |
So, let's divvy up the loot!
Seems to me a fair/efficient way of doing this is:
40gp each
Potion of healing to Mawj
Scroll for Zarque
Oil (of magic weapon?) for Durvin
Garnet for Zaketta
The masterwork dagger for Ralo
Anyone have any objections to this? It seems to play to everyone's strengths (Mawj will have free hands to use a potion, Zarque can use scrolls, Durvin is a buffer, Ralo can use a good off-hand weapon, etc). And of course, Zaketta loves pretty shiny things!
Durvin Tamish |
It does work on Monk's attacks. I would be willing to take the cure potion instead. As a mainly non-combatant Durvin would be able to administer it to someone if needed. It would be more odd to have him try to apply the weapon buff in the middle of combat.
Durvin Tamish |
Sadly, both those effects are mainly from his cook's mate job for the day, of drinking with Ambrose. I don't think he can stealth out of that as it is just he and Ambrose, and maybe Grok. He would tough it out as much as he could to try and stay as their friends. He can take about another 2-3 days of drink deeply (with avg rolls and recovery/night) before he drinks himself to death. If he fails that addiction check though, that may just do him in.
EDIT: Zaketta I had brought up a while ago every morning Durvin uses his Sea Shanty power. It allows all allies to use his perform as a save vs fatigue. With lingering performance, I spend 1 round of Bard song, get 3 rounds and 3 saves out of it. I just forgot to roll them. If it matters
1d20 + 7 ⇒ (17) + 7 = 24
1d20 + 7 ⇒ (16) + 7 = 23
1d20 + 7 ⇒ (18) + 7 = 25
Ryuko |
Hey guys, just wanted to warn everyone, for a little while, this pace is likely where things will stay. My job has picked up and now I'm searching for another in most of my spare time, and my time on the boards is going to suffer from it. I'm sorry to slow it down, but it's all I can manage.
I'm dropping several projects but this isn't one of them, I'd like to keep this going if I can, and I appreciate those of you who will work with me as I go ahead.