Hello, Guest! | Sign In | My Account | Shopping Cart | Help/FAQ Paizo Pathfinder® Paizo Games
 About Paizo Messageboards News Paizo Blog Help/FAQ

Paizo
Community
Store

# Raiders of the Fever Sea (GM Reference)

### Skull & Shackles

 101 to 150 of 371 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>

 1 person marked this as a favorite.
Cojonuda wrote:
One point of plunder = 1 ton. How much space (cubic squares) does 1 tone equates to???? I know each ship has different cargo capacities. For example, 1 ton of cotton could fill the cargo capacity of a boat (space wise).

First, 1 point of plunder is 10 tons, not 1.

Second, the volume would be wildly variable. As the book explains, plunder can be pretty much anything, and more often than not is a combination of things. The whole point of the system is streamlining, and figuring out the volume necessary to transport things from "gems and grain," "cloth, copper and salt," and "various personal effects" is very much the opposite of streamlined. Cargo capacity is dealt with only in the context of weight, and for what plunder is used for in the AP that is really all you need.

metric ton = 1 square meter (9'x9'x9'squares)... then go by comparative density...

Mort,
THX. yep....1 point of plunder is 10 tons (typo).

Size will vary greatly depending on the material so I wouldn't try to find a particular measurement for it. For example, it's written in the first book that Plugg as a chest with 2 points worth of plunder inside. That would have to be one heck of a chest!

For resource-type things (like cotton, lumber, etc) you can hand wave a particular size, but some things they find will be quite valuable for their size (gems come to mind).

vikingson wrote:

metric ton = 1 square meter (9'x9'x9'squares)... then go by comparative density...

Huh? Metric Ton is a measure of weight, not size. One metric ton is 1000 kg (or 2200 pounds).

Tem wrote:
vikingson wrote:

metric ton = 1 square meter (9'x9'x9'squares)... then go by comparative density...

Huh? Metric Ton is a measure of weight, not size. One metric ton is 1000 kg (or 2200 pounds).

Sorry to all you users of imperial standard measurements. the relevant post was "How much space (cubic squares) does 1 tone equates to????" and.... nevermind calculating masses and densities from the metric ton does come a bit more easily to the European brain. And... yes a metric ton is a unit of space (mostly anywhere within the metric sphere of things ) .

We can of course opt for the GRT and allocate 2,83 sqm of space to etablish tonnage.... (which is out of business since 1994)

Nevermind this all turning... a rather ridiculuous later in the AP; where one takes up 5 tons of plunder in the shape of rum.. that would be 50 tons... (ahem ...app 140 cubic meters of rum ) in the shape of rum filled barrels.. for a single party.

Looks like anbother of the mini-systems went horribly off-board here ?

vikingson wrote:
Sorry to all you users of imperial standard measurements. the relevant post was "How much space (cubic squares) does 1 tone equates to????" and.... nevermind calculating masses and densities from the metric ton does come a bit more easily to the European brain. And... yes a metric ton is a unit of space (mostly anywhere within the metric sphere of things ).

I think there is a bit of confusion between terms here.

The "Ton," "Metric Ton," or "Tonne" (terms used interchangeably) is a measure of mass, set at 1000 kilograms. It isn't the same as nautical "Tonnage", which is a measure of volume. In my experience (on a few continents and in a few languages), the first use seems much more common (at least among us non-nautical types).

Basically, I think this is a landlubber/sailor issue rather than a metric/imperial one. It is the "Quartermaster is in charge of supplies" thing all over again.

EDIT: And it is the reason you really need to collect your various posts here into a proper "Historically Accurate Skull and Shackles" guide for those of us who get our information on ships from Pirates of the Caribbean.

Thanks Mort. I had a feeling we were talking about different things since I *do* primarily use the metric system and tons and are most definitely a measure of weight. Of course, as you point out, things are different if you talk to a sailor since they have quite their own vocabulary.

Wow - after looking up "Tonnage" I see that it's a measure of volume roughly 1/4 of the volume of the vessel, but it's untyped so a direct conversion to m^3 for instance, is impossible. What an odd usage!

Reading the relevent portions of the AP, they seem to be using "ton" in the sense of weight (which is good for the bulk of us reading it) since for smaller vessels they refer to cargo capacity in pounds (rather than tons). Of course, that still brings up the problem that one ton of cotton is going to take up a heck of a lot more space than one ton of ore. I guess this is something most of us will be hand-waving.

Since my game is running online, I'll have the time to do some conversions, but I'm not sure my players will really care too much for the details.

Mort the Cleverly Named wrote:
vikingson wrote:
Sorry to all you users of imperial standard measurements. the relevant post was "How much space (cubic squares) does 1 tone equates to????" and.... nevermind calculating masses and densities from the metric ton does come a bit more easily to the European brain. And... yes a metric ton is a unit of space (mostly anywhere within the metric sphere of things ).

I think there is a bit of confusion between terms here.

The "Ton," "Metric Ton," or "Tonne" (terms used interchangeably) is a measure of mass, set at 1000 kilograms. It isn't the same as nautical "Tonnage", which is a measure of volume. In my experience (on a few continents and in a few languages), the first use seems much more common (at least among us non-nautical types).

Basically, I think this is a landlubber/sailor issue rather than a metric/imperial one. It is the "Quartermaster is in charge of supplies" thing all over again.

EDIT: And it is the reason you really need to collect your various posts here into a proper "Historically Accurate Skull and Shackles" guide for those of us who get our information on ships from Pirates of the Caribbean.

No, sorry, metric ton is not a matter of "nautically correct" it's matter of current worldwide shipping standards.

We have the imperial ton (british at roughly 2200lbs+) and the slightly lighter one (US)for weight. Sorry to say, but even the British "grumblingly" do use the metric these days. I hate linkin to wikipedia, but http://en.wikipedia.org/wiki/Metric_ton seems pretty admant.
And giving a calculation for the square feet needed deducing from the metric ton does not seem too much off-opic. Whether it be an imperial long-ton, or a north-american short ton. Nautically correct would be going by the "barrel" of whatever stowed

You realize that the link you provided specifically says that a metric ton is a measure of weight, right?

Quote:

The tonne (SI unit symbol: t) is a metric system unit of mass equal to 1,000 kilograms (2,204.6 pounds).

A couple questions. My party just left rickety's last night and are out making a name for themselves, and I was just wondering what cities I should be aware of that they could go to besides port peril and blood cove? I am not very familiar with Golarion but want to have options for the crew.

Second question is what port did your parties choose as a "home" port when they hit the first infamy threshold? I know mine is looking at Port Peril just because they don't really know many other options so this goes back to my first questions.

 3 people marked this as a favorite.

A couple questions. My party just left rickety's last night and are out making a name for themselves, and I was just wondering what cities I should be aware of that they could go to besides port peril and blood cove? I am not very familiar with Golarion but want to have options for the crew.

Second question is what port did your parties choose as a "home" port when they hit the first infamy threshold? I know mine is looking at Port Peril just because they don't really know many other options so this goes back to my first questions.

Senghor

Port Eleder

And there is an assumption that there are many villages and hamlets along the Mwangi coast willing to trade and provision pirate ships. Truthfully though it does feel a bit empty and abandoned out there. I recommend inserting some of your own. Various ideas have been discussed in these forums including trade with undersea kingdoms, more settlements along the Mwangi coast or other Sargavan cities. I personally took these ideas.

 1 person marked this as a favorite.

A couple questions. My party just left rickety's last night and are out making a name for themselves, and I was just wondering what cities I should be aware of that they could go to besides port peril and blood cove? I am not very familiar with Golarion but want to have options for the crew.

Second question is what port did your parties choose as a "home" port when they hit the first infamy threshold? I know mine is looking at Port Peril just because they don't really know many other options so this goes back to my first questions.

Well, to start, you could take a look here: Shackles Map

Of course, they could also head south to ports along the Mwangi coast or Sargava. The ones mentioned in the AP are: Eleder, Crown's End, Port Freedom and Senghor. You'd need to look those up elsewhere if you wanted more detail about them.

EDIT: Ninja'd!

So, how often should the PCs encounter these other ships when they are patrolling? I mean, the Wormwood sailed around the Shackles for a few weeks before finding the Man's Promise.

My players want to kind of patrol near Bloodcove. Since they'll be fairly close to a good-sized city, should they have a ship encounter every couple days?

And how often should I roll for random encounters? A few times per day?

Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber
Story Archer wrote:

Incidentally, the 'Maiden's Promise' is both the name of our ship and the means by which we've been gaining infamy. Our female captain (who personally prefers female company) has had the story spread about her that she is a virgin (lie) and that she and her ship will only by captured by the man who tames her heart.

That must be a theme in this campaign because our female first mate happened to marry the Lady Smythee herself (pretending to be 'captain') which irritated the real captain once he found out. I guess all's fair game in the shackles.

I agree 100%. Great addition to the thread for those laboring over this!

Fitzwalrus wrote:

I have a question regarding elapsed time and the apparent spread of information about the PCs' actions. This isn't a particularly big deal to me personally, but knowing my players someone is going to tally up elapsed time between various events and start asking embarassing questions.

** spoiler omitted **

As I say, I'm happy with RAW but I know my group... ;D

I use this often and it works great. My PCs start thinking about what the answ could be. They come up with great ideas and sometimes I use them. After all they are putting thought into the game, it would be a shame not to reward them. And sometimes one of their thoughts will trigger cool plot devices I hadn't thought of before.

This is really how good collaborative storytelling while playing RPGs goes down!

"Yes, that is mysterious isn't it?"

(And then say no more, leaving the answer a mystery)

 1 person marked this as a favorite.

I like this idea. The sahuagin subplot seemed too similar to the grindlylows in the first AP book- at least from encounter standpoint... Go inside aquatic creature lair and crawl...

ferrinwulf wrote:

My players are loving it so far, the muntineed before getting to bonewrack in book 1 and the last time we left it they had been shipwrecked (on hold for a month due to holidays),

I'm also finding this book fairly easy to change around and keep the good bits. Rickety Squibs I kept, the piracy sandbox im keeping, tiderock is being kept (I'm having Pegsworthy and Kroop explain the background of it so it makes more sense for them to want it). The whole Shaughin subplot is going and I'm replacing the reason for the attack at Tiderock by Inkskin as a reprisal by Harrigan. I figure he is a bit miffed by having his new ship stolen which has thrown him into a rage (the start of his decline in to madness in book 5). He is lashing out at anyone and just wants the lady of the Rock dead and the rock finally his. Inkskin is his weapon as he is elsewhere (gives me a chance of having Harrigans presence in the book which I think is lacking, it seems a shame to not have him somewhere in it as his is a major villan).
This will also mean that I could have Inkskin change sides and become an NPC fairy easily. The map on her back Im using to get them to the Bonjo Tomo Isle adventure in Dead Mans Chest which is a really good jungle island with cannibals, apes a Giant Ape god and a really good cave/dungeon with good traps and puzzles to get to the treasure. I plan to finsh it with the Death Knell chasing the party being the dead crew claiming their treasure back and wanting them dead.

About to begin this book but I may run into some trouble. My players want to spend 20 days on Bonewrack Isle and raise the Invernus from its watery grave instead of go to Rickety Squibs. They want to skip the chop shop and refit the Man's Promise by themselves.

I want them to be able to do things they want but I'd sure like them to get to Rickety Squibs.

My initial thoughts are that even with their talented wizard and his make whole spell, they don't have the right tools on the ship to refit the ship and "squib" it.

Anyone have thoughts or have players skip Rickety Squib's?

danmasucci wrote:

Anyone have thoughts or have players skip Rickety Squib's?

Rickety's isn't crucial to the plot or anything. If they skip it they wouldn't miss much. They'll probably still need a port to provision their ship and more importantly recruit crew. Rickety's could serve for that if you want to steer them that way, or they can head on to Bloodcove or somewhere else.

If it were me I'd let my players follow their desires in this case.

Remember that there was a little XP needing dished out at Rickety's though (wasps, boar, water naga attacks...) and a potentially helpful NPC in Merril Peggsworthy. I'd consider still having them run into some trouble while they stay at Bonewrack refitting their ship. Then maybe make Peggsworthy an encounter on the open ocean or in another port.

As for raising the Infernus I told my players it had been sunk a couple months ago and ground pretty hard against the reef in the meantime and there was essentially no chance of making it seaworthy again. Plus Aaron Ivy had already salvaged any useful or valuable scrap from the ship to make his little fort.

I dont think the wizards make whole spell won't do it( 10 cubic ft per level) plus they will need the resources, and expertise to make it work. Nothing to say you can't do it though. Ricketys is not essential, you will just need to add in a few encounters to get the xp and find a way for them to meet pegsworthy maybe. As for the infernus...show them the map... It's just sodden wood in a vague outline and not all there, nothing to bring to the surface even using make whole will do nothing I would think.

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber
danmasucci wrote:

About to begin this book but I may run into some trouble. My players want to spend 20 days on Bonewrack Isle and raise the Invernus from its watery grave instead of go to Rickety Squibs. They want to skip the chop shop and refit the Man's Promise by themselves.

I want them to be able to do things they want but I'd sure like them to get to Rickety Squibs.

My initial thoughts are that even with their talented wizard and his make whole spell, they don't have the right tools on the ship to refit the ship and "squib" it.

Anyone have thoughts or have players skip Rickety Squib's?

Do any of the players have any profession or knowledge skills regarding carpentry or shipbuilding? I believe the player's guide has info on modifying ships, as well as the necessary skills and skill DCs.

Just finsihed Rickety Squibs last night. To say as wriiten its a bit underwhelming is an understatment.

I did find it pretty hard to run to be honest and had to kind of force the encounters to work, not good. My problem was that the party wanted to do their own thing each day and not stick together only seeing each other in the taproom in the evening, one is carving a figurehead, another is lending his service as a cook and another was shopping for supplies and getting crew so there was no real time to have the encounters run as they were.

Unfortuatley it turned into a boring rail road. The Naga was forced on them on the 2nd morning and the wasp encounter was really difficult to get right as during that day one player was in the taproom cooking, another was in the market area and another was carving a figurehead outside. In the end I had to have to dockwokers cowering under a cart with 3 wasps coming to attack them to get the party together.

I think I made a mistake this time round and should have ditched the encounters and just played out the first day then have the players tell me what they would do for the rest of the time there and work out events based around this maybe something similar to the work/task on the wormwood in book one to speed up play. I can't really see the need to have 5 long days in a small village waiting around for the ship to be more than half an hour game time to be honest and the fixed encounters are a bit bland and don't really make much sense.

Bad idea, oh well you live and learn.

Anybody else have a similar problem?

ferrinwulf wrote:

Just finsihed Rickety Squibs last night. To say as wriiten its a bit underwhelming is an understatment.

Anybody else have a similar problem?

Part of the problem with Rickety's is that it comes after a rather lengthy railroad and a lot of players are anxious for the opportunity to stretch their legs a bit. I would recommend to other GM's to let your players do what they want for a while in this section.

Some of the encounters I ran with the party split. The wasps for example you can do by just saying the wasps are attacking all over the settlement and let the PC's fight from wherever they are. Kinda makes it fun if they have to run across town to help each other.

The Naga thing too. Let some of the PC's be present and have the others hear and have to come running.

My two cents.

So this book is the first time I find myself having to build my own actual quests (as opposed to just using book quests). I just finished writing my first quest ever and would really appreciate it if one of you more experienced GM's could take a look at it and see if it works decently. If someone has the time that is. I can either send it PM or drop the link to it on my google drive.

drop a link, hey maybe I would like to use it if you dont mind.

link to the small quest. I worked in the hourglass item from the back of the book. there is an optional NPC character to join the team goblin rogue Nyuk-Nyuk Pigwhistler, that I have a character sheet made up for if you wanna see that too.

The base idea for the quest is that a Leprechaun is screwing with one tribe of goblins claiming that another is trying to kill them. he wants to convince the players to go wipe out the other tribe, basically because he hates goblins and wants to screw with them. He gives them a magic flute that the goblins refer to as "the stingin' stick" which once per day can summon a random swarm, but doesn't control it, so its mostly a trap item to create a swarm that will turn around and attack the group. While the party is dealing with the other tribe, he convinces the first tribe that Lamishtu and the Goblin Heroes have spoken to him and have decided that the party are agents of good and must be destroyed.
While he doesn't have anything against the party he does want to cause havoc to the tribe and kill as many of them as he can.

The Leprechaun is designed to be a reoccurring nuisance to the party, mostly because the party will happen to wander into his schemes to mess with other creatures.

Yes, there is the ship's wizard and he has Craft- ship building.

Of course they don't have the tools or man power to do the job.

Runnetib wrote:
danmasucci wrote:

About to begin this book but I may run into some trouble. My players want to spend 20 days on Bonewrack Isle and raise the Invernus from its watery grave instead of go to Rickety Squibs. They want to skip the chop shop and refit the Man's Promise by themselves.

I want them to be able to do things they want but I'd sure like them to get to Rickety Squibs.

My initial thoughts are that even with their talented wizard and his make whole spell, they don't have the right tools on the ship to refit the ship and "squib" it.

Anyone have thoughts or have players skip Rickety Squib's?

Do any of the players have any profession or knowledge skills regarding carpentry or shipbuilding? I believe the player's guide has info on modifying ships, as well as the necessary skills and skill DCs.

Looks like the link I posted was no good, here's a fresh one.

neither works for me.

dang

lets try this one.

nice

I guess that means it worked. let me know what you think.

I liked it. thinking of adding something similar to another game Im running. dont think my players would fall for the flute trich though. they would Id it one the way to the other tribe.

ferrinwulf wrote:

Just finsihed Rickety Squibs last night. To say as wriiten its a bit underwhelming is an understatment.

I did find it pretty hard to run to be honest and had to kind of force the encounters to work, not good. My problem was that the party wanted to do their own thing each day and not stick together only seeing each other in the taproom in the evening, one is carving a figurehead, another is lending his service as a cook and another was shopping for supplies and getting crew so there was no real time to have the encounters run as they were.

Unfortuatley it turned into a boring rail road. The Naga was forced on them on the 2nd morning and the wasp encounter was really difficult to get right as during that day one player was in the taproom cooking, another was in the market area and another was carving a figurehead outside. In the end I had to have to dockwokers cowering under a cart with 3 wasps coming to attack them to get the party together.

I think I made a mistake this time round and should have ditched the encounters and just played out the first day then have the players tell me what they would do for the rest of the time there and work out events based around this maybe something similar to the work/task on the wormwood in book one to speed up play. I can't really see the need to have 5 long days in a small village waiting around for the ship to be more than half an hour game time to be honest and the fixed encounters are a bit bland and don't really make much sense.

Bad idea, oh well you live and learn.

Anybody else have a similar problem?

Rickets went very smoothly for my group, they picked up a replacement pc day one form rickets to replace the bard that had just died from and I asked them what they did each day and they happily cast spells for scribing scrolls only hop at the chance of the presented encounters while being at less than full strength.

I did not apply the young template to the naga to keep things from being to easy one player almost drowned and the new charater finished it off while it was fleeing with 2 hp left. (keep in mind I have some advanced players)

The highlight came when the half orc subdue rouge decided to face off against captian pegsworthy alone by informing him that it was HIS Island and came up with the idea of using a whip to drag the captian off the boat as they were trying to leave and was handed a vital strike crit for near 60 damage for his trouble. the rest of the party let pegsworthy leave well those that weren't paralyzed from the giant wasps that is. I don't think i have seen players laugh so hard at a character death before

Oh one last thing, the late bard character had a monkey familiar... and guess what caught ghoul fever on the island near the end of the first book along with 2 of the pc's, I cracked up when it failed it's last fort save and a ghouled monkey started running around in the middle of the night in the crew quarters.

 4 people marked this as a favorite.
Trinite wrote:

I'm also having the *real* reason that Harrigan was sending the ship back to Port Peril be so that he could relay a message to his Chelish handlers. Mr. Plugg will be carrying a scroll on his person, protected by some ** spoiler omitted **

Unfortunately for Harrigan and the Chels, Plugg is secretly a worshipper of Mammon, and decided that he'd rather go into the pirate business for himself rather than serve in the invasion plot.

I hope to have my players keep wondering, "What was in that exploding note?" for most of the rest of the AP. :)

I did the same thing, except instead of being a worshipper of Mammon, I've had Plugg come across some information about Wolf's Treasure in Mancatcher Cove, and is going to be taking this opportunity to search it out for himself.

More specifically, Plugg knows the location of Mancatcher Cove, and has recently obtained a written copy of the five line verse that was originally supposed to be on Inkskin Isabella's back. Isabella's back only has the location of the island imprinted on it, and she is desperately searching for clues for the specific location of the treasure. The whole Sahuagin element has been removed (reserved to make a potential interesting encounter if the party braves known Sahuagin invested waters, such as south of Shark Island or Desperation Bay near Eleder). The canopy creeper and the ancient mariner remain to guard the treasure.

In my game, Plugg was killed without giving up the location, and the PCs got the verse, knowing it was a link to a treasure, but not knowing where to begin the search. After they spend some time subtly asking around, they come to the conclusion that it may have something to do with the famous Captain Wolfe. However, this information tips off Isabella to the fact that the PCs may have a clue to the treasure.

In an attempt to find the verse, Isabella infiltrates the PCs crew (easy for me to do as the GM, since I have been giving them interesting crew mates here and there with miscellaneous specialties and bonuses). Obviously she covers her tattoos, and for metagaming sake, she wears her hair in a ponytail and goes by a different name (my players have seen the front cover of this module after all...). She wishes to get the information, and leave the ship with the PCs none the wiser, but during a time when the PCs are away, an important NPC (like Kroop or Sandra) catches her off-guard, and sees the tattoo to Mancatcher Cove. She charms the NPC to interrogate them about the treasure verse. When she is done, she blasts the NPC, leaving them for dead, and flees to her ship.

When the PCs return, they find a barely alive NPC who is able to tell them what happened, and can even direct them roughly towards the direction of Mancatcher Cove. Now its a race towards the Cove, with a final showdown happening on the isle itself, with the canopy creeper and ancient mariner acting as wild cards however I need them.

Merkatz wrote:

I did the same thing, except instead of being a worshipper of Mammon, I've had Plugg come across some information about Wolf's Treasure in Mancatcher Cove, and is going to be taking this opportunity to search it out for himself.

More specifically, Plugg knows the location of Mancatcher Cove, and has recently obtained a written copy of the five line verse that was originally supposed to be on Inkskin Isabella's back. Isabella's back only has the location of the island imprinted on it, and she is desperately searching for clues for the specific location of the treasure. The whole Sahuagin element has been removed (reserved to make a potential interesting encounter if the party braves known Sahuagin invested waters, such as south of Shark Island or Desperation Bay near Eleder). The canopy creeper and the ancient mariner remain to guard the treasure.

In my game, Plugg was killed without giving up the location, and the PCs got the verse, knowing it was a link to a treasure, but not knowing where to begin the search. After they spend some time subtly asking around, they come to the conclusion that it may have something to do with the famous Captain Wolfe. However, this information tips off Isabella to the fact that the PCs may have a clue to the treasure.

Ooh, I like it! I think I'll go ahead and add that in. :)

tomorrow we are having a wedding, that is if they survive the ghost ship, which is where we left off. both ships grappled together. probably be an easy enough fight for them, but we will see. Now as for tidewater rock, that I have been looking forward too. You see im not changing anything about Isabella, except her tactics. Why highlight yourself with casting lightning bolts when you can breath water. She will go invis up to the door and start summoming water mephits to drop stinking clouds through arrow slits and water elementals to batter the doors down. This should have my players off balance enough for her to start her attacks from above, while her 30 troops make it to the door. I really hope this does not turn into a TPK, but that I give them a good black eye.

Story Archer wrote:

A couple of interesting times when our Master Summoner was instrumental to our success in book #2:

Tidewater Rock
** spoiler omitted **...

made same mistake in GMing the other day. You cant earth glide through worked stone though, so that wouldn't work. BTW, I have read some of your master summoner posts and I am not trying to troll here, but have done the math with MSs. they can spam an encounter up to 3 CRes higher than they are. So one of equal level as the party could give them an epic battle. I love summoning things. Just had my first celestial dire tiger do 194 points damage to bad guy. I say this cause I am a GM that will use player tactics against the party. bad guys can be smart too. I also know that if I unleash a MS on them I would TPK them, but where is the fun in that. If you are all having fun than keep enjoying, but I know my players wouldnt be. Not a huge fan of the MS I guess. It just concerns me I suppose. well its late and I should have gone to bed hours ago, so please dont take this as criticizing you, not my intention.

I am having a problem with ship to ship combat. It doesn't keep all of my players entertained. One is really excited about it while the other sits bored until its done. Any suggestions?

Terrivar wrote:
I am having a problem with ship to ship combat. It doesn't keep all of my players entertained. One is really excited about it while the other sits bored until its done. Any suggestions?

Have you asked your players what they dont enjoy about it? Is it because only one person is making the rolls? Honestly, I'm skipping most of it, or diluting it into a series of opposed rolls.

The combat ended up being one player and myself rolling back and forth opposing prof sailor checks. the other player sat bored until we managed to grapple the ship and start regular combat. I am mainly wondering if there is any way to include the other player? or would it be better to just skip it?

you could do what Im thinking of doing, the piolt/navigator rolls to pilot the ship, the captian can roll to aid another to help and my other pc is the master gunner/wizard so he's going to be assisting the ballista crew by making another aid another roll or firing one himself and possibly using spells when in range.

Im also going to let my captain try for a bluff/diplomacy roll at the start in the form of a victory speech to get the crews morale up and eager to fight.

To be honset I have no idea how this is going to play out yet and it could get boring for the other players too.

Hey guys, I just wrote up my attempt at modifying ship combat so that it is interesting and involves the whole party. Let me know what you think.

I was having the same concerns about ship to ship combat and was just going to skip it, but sabe's changes make me want to try it out.

Tidewater rock- went off ok. problem is that they split the party. only 2 stayed in the tower, while 4 slept on ship. this probably happens alot. should have saw it coming. They gave the necklace to the bride. this was funny. knocked her out within a few rounds and probably could have tpk'ed the party but had to tone it down some.

 Vendor - Fantasiapelit Tampere

I have a question about the Infamy/Disrepute. So you need 20 Infamy score before you can even think about becoming a free captain and receiving the letter of marque. I counted the infamy/disrepute points that are listed in the adventure, put that counts barely as ten. Do you receive any infamy/disrepute from the Wolves of the sea-part where you go all pirate? I'm having real difficulties getting the hang of the Infamy/disrepute system and how plunder affects it.

Any help?

read page 63 wormwood mutiny...winning infamy and repute.

in essence, head to a port, boast about you're exploits in a tavern or some such, roll bluff, intim or perform DC15 + average party level. if you succeed you get up to +3 infamy.

You can spend plunder points adds +2 to the bluff/intim or perform roll above.

That's it really.

So yes Wolves of the sea part you gain the extra infamy, its all part of the sandbox, you could use the major ports along the Sargavan coast such as Bloodcove for this or just small ports of call along the way. Its where event 9 any Port in a Storm comes in to play. You could also use Ricketys as we did below and Tidewater as well.

for instance My group gained 3 points of infamy from doing the above at Rickitys tap room

so my party, having befriended one of the goblin tribes, has decided to storm tidewater by bringing the goblins to the fort and basically use them as an army to kill everything.

my solution to this: by the time they get back, the inkwell pirated have already taken Tidewater and it'll be an all out war the party will have to deal with, with the inkwells coming from the fort while the sanguahns come from the sea.

What do you guys think?

Absolutemarc wrote:

so my party, having befriended one of the goblin tribes, has decided to storm tidewater by bringing the goblins to the fort and basically use them as an army to kill everything.

my solution to this: by the time they get back, the inkwell pirated have already taken Tidewater and it'll be an all out war the party will have to deal with, with the inkwells coming from the fort while the sanguahns come from the sea.

What do you guys think?

I think it sounds awesome. Let us know how it turns out.

 101 to 150 of 371 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>