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Yaarrr Pirates! (Ryuko's S&S) (Inactive)

Game Master Ryuko

Five Swabs are faced with a life of ugly servitude. Will they rise above it?


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Male Half-Orc Fighter (Two-Weapon Warrior) 1

No problems here. I will be here whenever you are.


M Kobald 1 Sorcerer(gold dragon/ learned)

Didn't he have himself tied off? You should be able to yank him back up by his rope without jumping off.


Male Half-Orc Fighter (Two-Weapon Warrior) 1

I expected that lifelines would be in place, but I'm willing to try the swim checks to get to a thrown rope.

My motto: Do it for the story.


Yeah, I don't know that lifelines were established as part of the crew's m.o. so I didn't assume anything.


M Kobald 1 Sorcerer(gold dragon/ learned)

well for the official, lifelines are part of my m.o. in a storm (hope I don't need them)


Male Halfling Sea-Singer Bard 3 (AC: 17 [T: 14 /F: 14]; HP: 8/20; F+1, R+6, W+3; Init: +3; Perc: +8)

Just a head's up, for the next week I will be on leave. I may only be able to update here and there.


Male Human Super Cruel DM 10

Congratulations guys, welcome to level 2! Please post up changes when you get levelled up.


Male Half-Orc Fighter (Two-Weapon Warrior) 1

Health Roll
1d10 ⇒ 7


Male Half-Orc Fighter (Two-Weapon Warrior) 1

Ralo is updated. Took improved initiative.


Woot! I take it we're rolling for hit points?


Male Human Super Cruel DM 10

Sorry, rolled or average. If you roll you can't take average.


Male Tiefling Magus (Kensai) 1 -- HP 10 : AC 16 CMD 16 Touch 16 Flat 10 : scimitar+7; 1d6 : sling +6; 1d4 : F +4 R +5 W +2 : INIT +5 Perc +4 CMB +1

Just to let you know, Mawj will be taking another level of Monk. ;)


Male Tiefling Magus (Kensai) 1 -- HP 10 : AC 16 CMD 16 Touch 16 Flat 10 : scimitar+7; 1d6 : sling +6; 1d4 : F +4 R +5 W +2 : INIT +5 Perc +4 CMB +1

HP 1d8 ⇒ 8 woot!
+1 BAB
+1 F
+1 R
+1 W
Bonus feat - Stunning Pin
Evasion

Will update my character sheet later today.


M Kobald 1 Sorcerer(gold dragon/ learned)

HP: 1d6 ⇒ 4
+4 Skill points
1 Profession Sailor
1 Swim
1 Spellcraft
1 K Arcana
BAB=1
Will=3
+1 spell per day 1st
+1 spell known 0
Mage Hand


Male Tiefling Magus (Kensai) 1 -- HP 10 : AC 16 CMD 16 Touch 16 Flat 10 : scimitar+7; 1d6 : sling +6; 1d4 : F +4 R +5 W +2 : INIT +5 Perc +4 CMB +1

Updated completed.


Updated on my sheet:

+avg HP
+1 fort/will
+1 BAB
+1 ranks in bluff, diplomacy, knowledge: religion, profession: sailor, swim, and sense motive
+1 orison and +1 1st level spell


Male Human Super Cruel DM 10

I'm gonna have little to no internet access for the next week and a half or so. I apologize for the radio silence till I get a computer again.


Male Halfling Sea-Singer Bard 3 (AC: 17 [T: 14 /F: 14]; HP: 8/20; F+1, R+6, W+3; Init: +3; Perc: +8)

HP: 1d8 ⇒ 1, ick! Just cements his place as a non-combatant. Guess I'm taking the favored class HP.
+1 BAB
+1 Ref/Will
+1 0th lvl spell known and (Mage Hand)
+1 1st lvl spell known and /day (Charm Person)
+7 Skill points
Prof Cook
Survival
Know Nature
Know Local
Diplomacy
Prof Sailor
Perform

Gained Abilities:
+2 rds/day of Bardic performance
Sea legs
Familiar

I have a question or two about the familiar. First, are the pirate familiar options (introduced in the Player's Guide I think also more here) an option, since the Sea Singer ability says only Monkey or Parrot? Also, does it just appear, or is there somewhere I can get it on ship, or should I have to wait until I'm in an environment where it would be?


Male Human Super Cruel DM 10

I'd allow any of the pirate options, and as the dm I will try and fot some form of that creature into the adventure soon so Durvin can make friends with it.

Should be fulky back and moving forward by Tuesday. Sorry about my absence


Male Halfling Sea-Singer Bard 3 (AC: 17 [T: 14 /F: 14]; HP: 8/20; F+1, R+6, W+3; Init: +3; Perc: +8)

Cool, thanks. Ideally I would like either the Osprey, Toucan, or Monkey (in that order), but whatever is easiest to work into the story is fine.


Male Human Super Cruel DM 10

Back. New post in a moment. I can do an Osprey for you Durvin.


Male Halfling Sea-Singer Bard 3 (AC: 17 [T: 14 /F: 14]; HP: 8/20; F+1, R+6, W+3; Init: +3; Perc: +8)

Did we resolve whether Durvin and Mawj would trade the treasure they got? Mawj's Potion of CLW, for Durvin's Oil of Magic weapon.


Male Tiefling Magus (Kensai) 1 -- HP 10 : AC 16 CMD 16 Touch 16 Flat 10 : scimitar+7; 1d6 : sling +6; 1d4 : F +4 R +5 W +2 : INIT +5 Perc +4 CMB +1

I'm fine with that trade.


Should we post attack rolls now, or wait until the "little 'uns" post their boarding actions?


Male Human Super Cruel DM 10

Probably wait. You'll likely be able to hit only one or two since I'm sure some will miss their throws.


M Kobald 1 Sorcerer(gold dragon/ learned)

Hmm, looking at the rules and I think they need help, climbing a rope with hands and feet is just hard as pulling oneself up with hands only?

Either I in RL have a +15 to climb or these rules need adjusted a bit.(and the rules are supposed to be scaled for the elite of RL humans to be no more then level 5, so me with a +15 shouldn't happen, of course who knows what all PF did to that concept)

I just realized that take 10 is impossible on a straight rope unless you are way above average strength(at least str 20 for the +5), but yet kids are made to climb such ropes in school all the time, that doesn't seem right at all.

That DC base is too high, though I can understand a a higher DC for being shot at but still, in good conditions any of our characters should be able to take 10 and climb up a rope.


Durvin, I just want you to know that I totally laid that hook out for you.

And I'm TOTALLY glad you jumped on it ;-)

Durvin = Best bard EVAR!


Male Halfling Sea-Singer Bard 3 (AC: 17 [T: 14 /F: 14]; HP: 8/20; F+1, R+6, W+3; Init: +3; Perc: +8)

I had figured it might have been. I mean c'mon who uses flock of seagulls as an insult (unless you actually are comparing someone to the band)?

Thank you, but all I do is borrow other's songs, some bards on here do pretty well at coming up with their own.


Zarque wrote:

Hmm, looking at the rules and I think they need help, climbing a rope with hands and feet is just hard as pulling oneself up with hands only?

Either I in RL have a +15 to climb or these rules need adjusted a bit.(and the rules are supposed to be scaled for the elite of RL humans to be no more then level 5, so me with a +15 shouldn't happen, of course who knows what all PF did to that concept)

I just realized that take 10 is impossible on a straight rope unless you are way above average strength(at least str 20 for the +5), but yet kids are made to climb such ropes in school all the time, that doesn't seem right at all.

That DC base is too high, though I can understand a a higher DC for being shot at but still, in good conditions any of our characters should be able to take 10 and climb up a rope.

I think you're overstating how easy it is to climb a straight rope - at least, if you have no practice in it (i.e. 0 ranks). I imagine that an "untrained" climber would not know how/think to use their legs to help on a rope. A lot of kids in gym class can fake it because in that case, the rope is usually knotted (much easier DC).

In this situation, we've got a slippery surface (+5 DC) plus the ship itself is probably rocking/bobbing up and down (to say nothing of the waves). DC 15 sounds about right - especially if you think about how a 2nd-level fighter could handle it pretty easily (2 ranks in class skill, +3 str bonus = +8 climb).


Male Human Super Cruel DM 10

yeah... I really can't climb a rope worth a damn lol. This challenge may be overly tough but I'm not great at Skill DCs and I'm running it as written.*

*Mostly, the rules give no Climb check if you fail the Reflex after being hit. I thought that was... really harsh, and when my group ran it in real life that resulted in absolutely no one able to make it to the ship by the eventual time limit.


M Kobald 1 Sorcerer(gold dragon/ learned)

I figured that, but as a kid in fourth grade we had to climb a rope (one with knots the other without) half the kids tried the second and despite difficulty they actually made up and didn't fall. That's as kids, as adults it should be the same or easier.


Male Halfling Sea-Singer Bard 3 (AC: 17 [T: 14 /F: 14]; HP: 8/20; F+1, R+6, W+3; Init: +3; Perc: +8)

Not quite, the whole size/mass thing changes that. As a kid it is much easier to pull yourself up because you have much less mass compared to muscle to do it. As adults, we may have more muscles, but it is also much denser muscle, and bones as well. So, though we are stronger as adults than as children, is due in part to having to carry more dense weight around. Lifting ourselves becomes harder than when we weighed around 50-75 lbs at 3', now that we are around 150-250 at 6'.


Male Halfling Sea-Singer Bard 3 (AC: 17 [T: 14 /F: 14]; HP: 8/20; F+1, R+6, W+3; Init: +3; Perc: +8)

I'm still here and having fun with both the adventure, and the character. I can see how this task could get tedious with too many failures, but I like the skill heavy aspect of the module thus far.


Sorry to b AWOL; had my sister in town. Post up tonite.


Male Halfling Sea-Singer Bard 3 (AC: 17 [T: 14 /F: 14]; HP: 8/20; F+1, R+6, W+3; Init: +3; Perc: +8)

To follow up on Ralo's post, for this event, an initiative tracker may make it easier to follow.


M Kobald 1 Sorcerer(gold dragon/ learned)

Actually counter to the initiative, I think everyone posting for the round(with a round tracker) regardless of order and the GM fitting it together is better then trying for ini order.


Male Halfling Sea-Singer Bard 3 (AC: 17 [T: 14 /F: 14]; HP: 8/20; F+1, R+6, W+3; Init: +3; Perc: +8)

What more could we skip out on that isn't part of the story?

Day 1: Intro/work roles given
Day 2: Fight with cronies
Day 3: mostly glossed over
Day 4: Rats in the bilges
Day 5: Fight with Owlbear
Days 6-8 (I think): Dealing with the storm
Day 9: glossed over
Day 10: Boarding class

It seems everything we've done thus far is part of the story. I don't want to just skip from one combat to the next, or ignore everything except the the most important NPC interactions. I think this AP does a good job of making skills meaningful and relevant even for simple tasks.

I don't think the medium (PbP vs. TT) affects this one much. Each day I have found a way to do something or work toward some goal, even when there wasn't a given task. If it seems slow or dull, don't wait for the GM to change the scene to one you would rather see, instead add to the scene you're in to help make it one you would enjoy. As many people say, RPG's are cooperative story-telling games, so if there hasn't been a post in a bit, and you want to see an update, add one. Interact with the environment, or if the environment hasn't changed, interact with your fellow players.

Sorry if this seems ranty.


Um, could we all do the ooc discussion of the game in the... y'know, ooc discussion thread? It's a bit irksome to have to go back and forth between the two.

As for my two cents, I've enjoyed every part of this so far - as Durvin says, everything we've been doing has been building toward a goal (gathering enough allies to take command of the ship), and the challenges so far have been varied and interesting. I don't particularly want to "fast-forward" through anything.


M Kobald 1 Sorcerer(gold dragon/ learned)

I was just refering to the fact that it sometimes seems like we are just waiting and trying fill our time with menial tasks and we can't do anything (to change our position in the story or to progress the story) until the next major event.

Any good author pays careful attention to pacing, it's easy to fill in the days with small stuff but your readers will set the book down and not pick it up again. In a book every scene should have you reading in such rapture that the suggestion to stop reading would be unthinkable.

An rpg is the same way, playing the inbetween scenes are alright but just alright, it's not fantastic or amazing or make me wait with unbridaled anticipation for the next post. And that is what should be sought, if you have that, it no longer matters about the in between.

After all, why doesn't Rowling write about Harry's summers? She could write all kinds of things to happen and occur but she doesn't because they don't progress the story.

Edit; I have enjoyed things alright so far, I am just waiting for the next event.


Male Halfling Sea-Singer Bard 3 (AC: 17 [T: 14 /F: 14]; HP: 8/20; F+1, R+6, W+3; Init: +3; Perc: +8)

I understand, but the difference is that with a novel you just sit back and get entertained by the author. You have no control over what happens in the story, so they NEED to give you a reason to not want to put it down.

In an RPG, more often than not, you have at the very least an inactive role. Typically an active one. If we want the story to progress, we can add to it without having to wait for the DM to flip the page to the next scene. We have the main characters under our control, and we decide their motivations and how we want to accomplish their goals. When I run a game as a DM, I love it when the players get swept up in IC chat amongst them, even when it doesn't have anything to do with the story, because it gives me insight into the way the character is represented and I can use it to motivate them. When the IC chat I get is responses to my statements/questions as the GM (not even responding to NPC's) it ends up feeling more like I'm pulling teeth to get the players to be involved. If the players don't step up and add input unprovoked, then it ends up being DM story hour, and I don't run to tell a story, I run to build one with the players.

In this story, what we do during these 'menial tasks' may very well set the scene for later in the adventure.

The fight with the cronies, now we have reconizable enemies amongst the crew, and we can try to win them over to our side, or work on removing them as a threat.

The fight with Owlbear, did we win over some of the crew? Does the big lug consider us his friends?

The storm, Conchobar was saved, we experienced the biggest environmental danger typical of sailing, and got an idea on how to deal with it.

Boarding class, like an introduction to what may come in taking another ship, it may even cause players to decide to take points in skills relevant to the task.

All the while, we spend whatever days in between becoming a part of the crew, investigating the ship, winning friends and making enemies. Despite it not being 'major events' (even though they are the major events at this stage), everything we've done has modified the story in some way, and even moreso by our stepping up and adding to it instead of waiting to be told the story. We haven't had but one or two in between scenes. These ARE the scenes, these ARE the obstacles we need to overcome as press-ganged sailors. If we don't manage to do these well, or become a part of the event as it happens, then we're unlikely to move on from the role of press-ganged sailors. The adventure may be called The Wormwood Mutiny, but that doesn't mean that it has to happen in the very first scene. There is going to be a little plot-building, Character/NPC development, and most likely some foreshadowing. These are the things that make the AP's so great, and the AP's are the only reason I play PF.

Again, sorry for the rant, but I have another game I'm running where there is silence unless I present an obstacle. They don't originate chat with NPC's, they don't originate chat with each other, they just wait for me to tell them what is the next thing they need to do. If they don't make plans and discuss what they are doing/going to do, then there is no next, because the world around them can't react to the characters, if the characters don't act in the first place.


Seconded. I'm quite certain that everything we're doing now is going to have an impact on the climax of the chapter, and I LOVE when APs do that, because it makes every challenge/encounter actually MEAN something. I don't know if any of you have played the Savage Tide adventure path from Dragon, but it does this really well in one section: the PCs have an event that's coming, and everything they do up until that event will have an impact on its outcome. Sure, you could just "fast forward" to that event, but that's much less fun, because it makes the outcome seem inevitable.

I'd also point out that we're in a rather unique set of circumstances in this adventure (at least at this point):

1) We're on a boat (nowhere else to go)
2) We've been forcibly subjected to higher-level NPCs (we have people who can flat-out kill us telling us what to do)

Quite literally, our "story" IS one of helplessness, to an extent; we're not prepared yet to launch our mutiny and take control of the ship. Plus, we're only 2nd level. At this point in any AP, things tend to be a little more rail-roady.

I've enjoyed getting to interact with the crew and learn about their personalities - that means we have a real cast of characters, not just a bunch of nameless NPCs. All of these smaller events have provided us the time and context to do that.

Now one thing I will say about this AP is that it makes it a little hard for us to interact as a group. Our daily chores keep up us separated, and our focus on gathering as many allies in our spare time as possible has meant that we, the players, have spent more time interacting with NPCs than with each other. That's probably an unintended flaw in the structure of the adventure, but I'm sure it will correct itself after certain key events happen. We should try to mitigate this by making a concerted effort to include each other in our posts, even if it's just an aside or sarcastic remark. I feel like Zaketta is already beginning to sketch out her relationship with the other characters, but I could definitely improve on that.


Male Human Super Cruel DM 10

All right, good input from both sides. I'll be skipping the boarding action training and moving forward, and I'm actually glad to have gotten this feedback since after this event there are a few long stretches of nothing I was wondering if I should cut down. Now I know I should. If it helps at all with motivation the period of "Slave Labor" is getting pretty close to over and there's a lot more action/exploration/new things beyond that.


M Kobald 1 Sorcerer(gold dragon/ learned)

I quite luckily noticed that I didn't include the class skill bonus for perception (draconic sorcerer, the one thing that is kept from the bloodline is the class skill)

So I fixed that.


[taps mic]

This thing still on?


M Kobald 1 Sorcerer(gold dragon/ learned)

"Shhh! I hear something." *looks around*


Male Human Super Cruel DM 10

Sorry, had a rough couple days, still in it for the long haul, got no intention of disappearing on you guys.


Durvin, just when I think u can't top your last bard song, you go and do it. BEST BARD EVER.


If Zaketta ends up tanking the whole way through this, she is never going to let Ralo and Mawj live it down ;-)


Male Tiefling Magus (Kensai) 1 -- HP 10 : AC 16 CMD 16 Touch 16 Flat 10 : scimitar+7; 1d6 : sling +6; 1d4 : F +4 R +5 W +2 : INIT +5 Perc +4 CMB +1

Many apologies for my absence of several days. I have a small mountain of schoolwork to finish and I've been swamped.

In the interest of not holding you guys up, I'm going to have to duck out of this game. Everyone has been great, and I hope you have a lot of fun, but I need to cut back a bit. Take care.


Male Human Super Cruel DM 10

Damn shame to see you leave Mawj, a very interesting character, I'll keep him around for a bit and you're welcome to step back into his um... paws? Anytime.

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