Blood in the Water - A Skulls & Shackles Adventure

Game Master GM Cello


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I’m interested in running one more PbP adventure here on the Paizo boards. I’m intrigued by the Skulls & Shackles AP and think it could work really well in this format. However, it requires a TON of random rolls and checks.

Thusly, I’d like to get 4-5 players who are familiar with the AP - perhaps they started in games that died or have just heard about the basics of the early “grind” - and are willing and able to shoulder some of the daily burden. Namely, rolling for all the day’s activities, understanding when they were successful and when they failed, and posting a full day’s action in one post.

Familiarity with the AP isn’t required to apply - I’ll share what rolls need to happen each day, the associated actions and the results of certain DCs.

Additionally, this requires a pretty loyal posting rate to pull off. One to two posts per day on weekdays would be mandatory.

If that sounds like something you might be interested in, you’re encouraged to apply!

Optional Variant - Co-GM’ing:

Additionally, I might be interested in trying out a co-gm game. I’ve never played in one, and if there’s someone who’s interested in taking over some of the NPCs and run combat if I get busy, that could actually be pretty nifty. PM me if you’re interested in taking on that task, rather than posting in-thread.

CHARACTER SUBMISSION

1. Come up with a character concept (obviously). This includes your background (this can be basic - I don't need a novel if you don't already have one), race, class, appearance and reason for being in Port Peril. You don't need to have a completed stat block to apply. 

2. Share how often you can post. I'm asking for a minimum of one-two posts per 24 hours (on weekdays). 

3. Share how familiar you are with the AP - and be honest. Having prior knowledge of the plot isn't going to keep you from getting in, but it does help me get a sense of what my players know going into the game. 

4. Share what you hope to contribute to the game mechanically - both in battles and out of them. 


CHARACTER CREATION
The following is posted for information only - you don't need to have a completed stat block to apply. In the interest of expediency (and my sanity) no exceptions will be made to the rules posted. Sorry.

  • Players will start at 1st level. 

  • I’m not huge on alignments, and this game allows for some flexibility. You just need to be reasonably ok with pirate activity and play well with others.

  • 20-point ability buy 

  • Max HP for your class 
-2 traits - one MUST be a campaign trait 

  • Core races preferred. May be willing to look at some more exotic races if the flavor is right.
  • All Paizo-created classes are allowed, excluding samurai, cavaliers and summoners. You should also probably not play as a Paladin. Though I would be interested to see the concept.

    LET THE APPLICATIONS COMMENCE!
    If you have any questions about the requirements or anything else not included here, please let me know.

    Cheers,
    GM Cello



  • I would like to submit a character.

    This is Chumtooth. He is a kuru, from the Isles of the Shackles Campaign Sourcebook, and a fighter. His backstory is fully detailed.

    I hope he is acceptable. I've been dying to give him a go.

    I can post daily, 2-3 times usually. I was in a previous Skulls and Shackles campaign (using a different character) that went belly-up before anything really cool happened (we went crab hunting, and were just about to attack a ship when the GM vanished).

    Chumtooth is a fighter, but will also be able to scare people into doing things. As a kuru, he has both advantages and drawbacks that I think will make him interesting to play.


    Once I find my pirate I created for this AP, I'll apply and if chosen, help where necessary. I can post multiple times per day, bit naturally that depends on if I have something to reply to. :-)


    I would love to join with either a gunslinger or a barbarian.
    I have basically no knowledge about the AP and can post several times per day.


    Right, it seems I don't have a prper build anywhere on my pc, so, to let you know, I'll be applying with and creating a Captain (aka Blackbeard, Barbossa, whatever) who leads, is very charismatic and bolsters his allies in combat....most likely from the helm of his hopeful ship. :)

    More details to follow tomorrow.


    I'd like to submit a 1st level sorcerer named Alain Shadestrom. Background still to come...

    edit: I'm not familiar with the AP but I just downloaded the players guide. I can post 2-3 times a day.

    Dark Archive

    I am very interested. In the interest of full disclosure, I am currently running this AP for my table-top group, but I'd like to experience it as a player. I can post at least twice daily (once in the morning and once in the evening) most days.

    My concept is a young woman of beauty and grace, quite out of place on a pirate vessel. Until, that is, one understands her background. Pirates took her beloved during a raid, you see, and she is determined to find him. To this end, she has taken up the sweet life. After several months of searching, her quest has brought her to Port Peril, where a (not-so) gentle caress of a sap to the back of her neck finds her in her current predicament...

    Edit: I should note that I am quite capable of separating player knowledge from character knowledge and keeping what I know to myself.


    I've played almost to the end (we're in the last book). I'm playing it with another pbp group at the moment, with a very melee heavy character. If it's not a problem with that being common knowledge of me, and it doesn't prevent me from joining, I think I'd want to play either a sorcerer or oracle. Something castery and very much sea oriented. Sort of the mindset that there are two forces in the pirate's world that are unchanging (the sun and the sea). Everything else, he sees as very mutable and ever-changing. One must really flow in most cases and burn when all other options are exhausted.

    I can post a great deal of times per day (used to anywhere from 1/day to 7/day+ ).


    Hi, I would like to toss my hat into the ring.
    I was in another SS pbp with this character and am familiar with the early ship's actions grind, I actually liked the system. I believe we went all the way to the second half of book one. After changing players a couple of times and DM once the game finally died.

    I would love to sail the open seas in search of plunder one more time. Usually I can keep up with the one posting during week days easily but weekends are harder. If I get selected I will roll Skulls back to lvl one.

    Sczarni

    I'm interested. I can post many times a day and I have some experience with the daily grind. We only got a few in-game days into the module before our DM disappeared, but i got a fairly good feel for things. I'm going to start work on a ranger slaver who tracked some of his escaped "cargo" to Port Peril. The irony of being press ganged will not be lost on him.


    Changed bloodline and some other minor adjustments.

    Added a background. The personalities of most characters I've played tend to evolve over the course of a campaign. It seems that this character in particular is about to get a serious attitude re-adjustment right off the bat :-).

    You didn't mention starting money or equipment but from the players guide it sounds like that's not going to be an issue :-)

    You asked what I intended to contribute mechanically to the game in and out of combat but I'm at a loss to what you mean by that. I've been roleplaying for more than 30 years and I like to think I'm pretty good at it. Is that what you're after?


    Two things dragged me in here. I like the Besmara's Blesing campaign trait, and your line about being interested to see the concept of a Paladin caught my eye. Following those two thoughts to their conclusion, here's my character concept. A bit unorthodox, yes, but I like the idea. Honestly, the whole thing might be a bit too wacky, and I have an alternate class path in mind to take a similar idea down if the first doesn't work for you. But first:

    Presenting Zale Trelebor, unwilling Besmaran Paladin

    Background:

    Since his youth in the Varisian city of Riddleport, Zale had known of piracy. His family had long dealt with the thieves of the sea, seedy merchants and double-dealing traders all, but Zale chose to walk a different path. Blessed with an innate sense of fair play and an unimpeachable honor, he made his way to the Temple of Iomedae, where his strong sword arm (and chiseled jaw) soon served him well.

    A newly-initiated Paladin on his first tour of duty, Zale was gifted with a vision while staying the night in a sleepy provincial coastal village. In his dreams, Iomedae appeared to him. Besmara, the Queen of all Pirates and Goddess of Strife, had noticed this village's unusual visitor. She was there, then, a fiery redhead wearing a tricorn hat and a lusty grin. She offered him an impossible choice: To save the lives of the entire village, he must bind himself to Besmara's will. In return, the Black Lady would turn aside the impending pirate raid that was destined to raze the village to the ground, and keep such raids away for as long as he obeyed her will.

    Iomedae interceded then and laid down additional terms: Besmara could require nothing of Zale that would force him to break his paladin's vows. The dream of the Pirate Queen grinned her wild, sinister grin, spat on her palm, and offered it to Zale. With a grimace, he took her hand, and the bargain that would shape the rest of his life was struck.

    He woke with a start, thinking for a moment that the entire experience must have been a dream brought on by the anxiety of his mission - but on the back of his hand there lay the proof. The night before, Iomedae's holy sword was emblazoned there, a tattoo proclaiming his devotion to the Light of the Sword. Today, the sword was still there: but thrust behind the skull and crossbones.

    For a few weeks, he wandered, unsure now of his purpose or destination, until he arrived unexpectedly in the town of Port Peril, where he resolved to stay for the night at a tavern called the Formidably Maid. He decided to bend his vows ever so slightly that night and drown his sorrows in a single mug of ale...and then he awoke, in pain and darkness, to the sounds of a creaking ship at sea.

    Besmara had clearly decided it was time to put her new Paladin to use.

    There you have it. Bound into a deal to serve Besmara in exchange for innocent lives (granting him the Besmara's Blessing campaign trait), he's off to a life of piracy. There are a couple issues with this that I think we might be able to work around, mostly relating to the paladin's code of conduct - and a few others I'm not sure about. Obviously, he wouldn't be able to kill (or tolerate the cold-blooded killing of) any innocent folks. Assisting in robbing them, I think he can get away with under the umbrella of fulfilling his oath and thus protecting the village, as long as he doesn't directly profit from the plunder himself. What the crew does with it isn't his concern, but he wouldn't partake unless it was from other pirates (which an awful lot of the rewards are, so that should work out).

    So there's my mad idea. If you don't think we can make it work, that's totally understandable. Should that be the case, I have an alternate (similar) proposal: a somewhat less stand up guy, kind of a schmuck who owes some money to the wrong folks, in Port Peril to hide out. He makes a bargain with Besmara in his dreams to save his life from the blow over the head he just received while getting shanghaied. He becomes an Oracle of the Waves, newly receiving his powers directly from Besmara's Blessing.

    Now then, for info about me.

  • Generally speaking, I can post about once a day, twice if I happen to catch it at the right time.
  • I actually own, and have read through, the entire first volume of the AP with the intent to run it for my local group, but the scheduling fell through, so we never got started. Thus, I'm pretty intimately familiar with the first arc, but not much after that. I'm fairly confident in my ability to keep player and character knowledge separate, though.
  • If he works out, then in combat, Zale the paladin would focus on being a tank. Front line melee, possibly seguing into the Bodyguard feats later on. Out of combat, he would have some very fascinating roleplay opportunities as a moderately unwilling but nonetheless hardworking participant in the day-to-day of piracy, and a major help on those rare occasions we have to play nice. As far as utility, he'd be hitting up Diplomacy, as well as a decent Climb and Profession (sailor) to help out aboard ship.

    I figure I'll wait on the crunch until you decide if Zale might work as a concept, but it shouldn't take me long at all to work it up if you think it's a possibility.


  • Oh I'd love to play the Skull & Shackles AP! I'm only in one PbP game at the moment, and I'm looking for more to join. Will post back shortly after I come up with a character concept and set up an alias for it.


    My initial thoughts are a druid, shapechanger.


    [This is Full Metal Ferret's alias for the Skull & Shackles character submission]

    Offering Nedra Seaborn, daughter of a once-infamous Shackles Captain, eager to take ship and revive her family's fortune.

    GM Cello wrote:
    
1. Come up with a character concept (obviously). This includes your background (this can be basic - I don't need a novel if you don't already have one), race, class, appearance and reason for being in Port Peril. You don't need to have a completed stat block to apply.

    Concept:
    Nedra is an attractive human woman of mixed Mwangi and Chelish blood. Raised in Port Peril by her mother, a former courtesan and mistress of the once famous pirate captain Reis Seaborn, Nedra grew up listening to the tales of her father's exploits and of the Free Captains of the Shackles. A rogue at heart herself, she has already been on one or two short voyages to get her sea legs under her, and wants nothing more than to take to the high seas and become as famous... or infamous... as her father once was. She aims to be a pirate queen!

    GM Cello wrote:
    2. Share how often you can post. I'm asking for a minimum of one-two posts per 24 hours (on weekdays).

    Posting:
    At present I only have one active character in a PbP game, and I manage to post once or twice per day. Having another active character for which I could make posts would be a pleasure.

    GM Cello wrote:
    3. Share how familiar you are with the AP - and be honest. Having prior knowledge of the plot isn't going to keep you from getting in, but it does help me get a sense of what my players know going into the game.

    AP Knowledge:
    I haven't played the Skull & Shackles AP myself, but I have heard a lot about it from a group of friends who played right through it. Since they frequently refer to it in our current tabletop game, I've picked up bits and pieces about the AP, but hopefully not enough to spoil any surprises.

    GM Cello wrote:
    4. Share what you hope to contribute to the game mechanically - both in battles and out of them.

    Contribution:
    Nedra will be a buckle-my-swash, acrobatic melee combatant; while not a front-line fighter, she should have sufficient acrobatics and skill to make an effect flanking foil for others, and will be able to use her stealth and sneak attack abilities in appropriate situations to help take down foes. Out of combat, she has a decent Charisma and enough skill to act as a face for any group, and sufficient Wisdom and the Profession (sailor) skill to assist with ship-to-ship combat and running a pirate vessel.


    Glad to see there's some initial interest.

    To clarify one of the points in the submission guidelines, when I ask for what you'll contribute, I'm referring to your character - will he be a frontline smasher, ranged threat, arcane spellthrower, etc.? Out of combat, will he be a face, a fount of knowledge, a crafter? I just want to get a sense, beyond your class, what your character will do. Does that make sense?

    Dark Archive

    My character submission (later today) will be a skirmishes in combat, dodging in to make an attack and then getting out again. Out of combat, she is definitely a face, acting as the voice for the group.


    Chumtooth will be a straightforward fighter. Basically, hurl his harpoon, then wade in and slug it out toe to toe.

    Outside of combat, he is a scary dude. The crew will probably not be friends with him, but either afraid or at the very least, wary of him. Sometimes, the party's efforts at diplomacy may fail, so they may need to threaten someone with becoming Chumtooth's next meal.

    He has the profession:sailor skill, so he will be a competent swab or rigger. He may make a good bosun later on.


    Here is my submission, stats will be updated a little later.

    I am currently running Skull & Shackles in real life, but due to the ex-wife of one of my players being a nut case and forcing him to move out of town, it is currently dead. I tried to get into one as a player, but that one is all but dead. I can commit to multiple posts most days. I am going camping August 3-7 but a) I should have cell service and b) If not, I am ok with being botted for a couple days.

    My character concept is a dwarf cleric of Besmara. I envision him being frontline fighter and healer, but I will have to see what I can come up with. Outside combat, I imagine him being a bit gruff, but he cares about his crew.


    Also, something I did for my campaign and am wondering if you would be willing to do, I changed the favoured weapon of Besmara to a cutlass instead of a rapier. The stats are the same, I just thought it fit the flavor of Besmara a little better. What do you think?


    GM Cello wrote:

    Glad to see there's some initial interest.

    To clarify one of the points in the submission guidelines, when I ask for what you'll contribute, I'm referring to your character - will he be a frontline smasher, ranged threat, arcane spellthrower, etc.? Out of combat, will he be a face, a fount of knowledge, a crafter? I just want to get a sense, beyond your class, what your character will do. Does that make sense?

    Perfect sense, thanks!

    Alain is an arcane spell caster in combat. Right now I see him as a blaster but I'll determine spell selection based on party needs rather than a pre-determined character concept.

    Outside of combat his best skill is diplomacy so he'd probably make a good Face (once he gets over his feeling of entitlement anyway).

    (I've also updated this on his character sheet.)


    Character concept: Randall McNally, Human (Varisian) Sea Singer Bard
    Share how often you can post: I can easily post once or twice a day, more if the action calls for it. 

    Share how familiar you are with the AP: I've played it twice now and never made it much farther than getting out of the hold...Oh, and the beatings. 

    Share what you hope to contribute to the game mechanically: Randall is definitely a morale booster and all around fun guy. I see him as a Buffer type bard with a little bit of Battlefield control thrown in.


    Gonna throw my hat in the ring.

    1. Concept, background, etc. is in the profile of this character.
    2. I can post typically a minimum of once a day, usually a few more. One heads up - I sometimes need to travel overseas for business (maybe on average every other month or so) and for that week my posting will drop; sometimes I won't be able to at all. However, I always give a week's notice and do not mind DMPCing in order to move the story along.
    3. Familiarity - I actually purchased the first chapter of this AP and read it. However, it has been a while and I didn't purchase any of the others.
    4. I intend to eventually go towards a multi-class rogue/fighter, potentially into duelist. So she will be dexterity-based melee combatant, although I also plan to have some social skills as well.


    Character concept: Alexander BadAxe, Human (Heart of the fields) Invulnerable Urban Barbarian
    Share how often you can post: I can easily post once or twice a day, more if the action calls for it. 
 In general I post just a little more then the DM more and it just spinning your wheels less means your falling behind.
    Share how familiar you are with the AP: I have a friend who is playing it right now and is always talking about it. I am overcome with jealousy. Hope this will change soon.
    Share what you hope to contribute to the game mechanically: Alexander BadAxe is front line melee combatant by choice knowing that it can be hard to do that in ship to ship combat I plan on learning to jump far. Or even better get so tough that you can shoot me at the other ship out of a cannon.
    Out of Combat: I plan on becoming alright at intimidate, survival and profession sailor.

    Extra note: I have a bunch of characters that I want to play is it alright to submit more then 1?


    ShadowyFox wrote:

    I've played almost to the end (we're in the last book). I'm playing it with another pbp group at the moment, with a very melee heavy character. If it's not a problem with that being common knowledge of me, and it doesn't prevent me from joining, I think I'd want to play either a sorcerer or oracle. Something castery and very much sea oriented. Sort of the mindset that there are two forces in the pirate's world that are unchanging (the sun and the sea). Everything else, he sees as very mutable and ever-changing. One must really flow in most cases and burn when all other options are exhausted.

    I can post a great deal of times per day (used to anywhere from 1/day to 7/day+ ).

    To further explain this one, he'd be a combination of control and damage in combat, with a real desire to schmooze with the locals. Might even consider wizard for water elementalist.


    Could I change my character to be a Blood Orc? Just saw Destroyer's Blessing and said to myself "I want a piece of that".


    @Faratim - I'm fine with the change.

    @Alexander - I'd prefer you just apply with one - that will make it easier to narrow down. And changing to a blood Orc is fine. Nothing's final until the game begins.

    All right, here's the current list of applicants:
    Chumtooth - Kuru Fighter - Besmara's Blessing
    Zale Trelebor - Human Paladin - Besmara's Blessing
    Faratim - Dwarf Cleric - ??
    Alain Shadestrom - Human Sorcerer - Barrom Talespinner
    Randall McNally - Human Bard (Sea Singer) - Barroom Talespinner
    Adelaine "Addy" Harthos - Half-Elf Rogue - ??
    Alexander BadAxe - Human/Orc Barbarian (Invulnerable) -
    Nedra Seaborn - Human Rogue (Pirate) - Buccaneer's Blood
    Four Skulls - Human Oracle of Bones - Besmara's Blessing

    We've got some great applicants here.

    One quick note, in addition to the class, it might be good to have some variety on the campaign traits - not everyone can be blessed by Besmara or the son of a famous pirate.


    Well everyone wants to be a good sailor seeing as we are going to be on the water.


    I figured I would ask. Are undines allowed? Seems like they'd make a great fit. :)


    Actually, for some reason, I find myself drawn to the peg leg one... I will probly take that one. I will also have him done sometime tonight. Right now, date night's about to start with the wife :)


    GM Cello wrote:
    One quick note, in addition to the class, it might be good to have some variety on the campaign traits - not everyone can be blessed by Besmara or the son of a famous pirate.

    Um... since according to the list you just posted Nedra is the only character so far to have taken the Buccaneer's Blood campaign trait, I'm guessing that several other folks have written into their backgrounds that they are also sons or daughters of famous pirates. I'll change to another trait if you wish, but I'll have to rethink the background story I was cooking up for Nedra. Just say the word...


    I think they're more meaning the Besmara's Blessing tonnage.

    Dark Archive

    This is the alias of WhtKnt, created specifically for this game.

    Isabella D'Rosini is a handsome young noblewoman from Cheliax. She stands roughly 5-and-a-half feet tall and is thin without being skinny. She wears her shoulder-length red hair piled atop her head in an intricate bun. Her clothing is clean and neat and while not of the highest quality, is sensible and dressy without being too pretentious.

    She has spent the last several months searching for her missing husband, taken in a raid by pirates. Her quest led her to Port Peril, where she was investigating a known pirate watering hole, the Formidably Maid. She was quenching her thirst and getting a lead on her husband's trail when something hit the back of her head, and everything went black.

    As I stated earlier, I am actually running this game, but I am perfectly willing to play dumb and enjoy the ride. In fact, I might even be able to make the GM's job a little easier by nudging the characters in the right direction now and again. I can post at least twice per day, and often more regularly than this.

    Isabella is mostly a skill monkey. In combat, she will eventually become a two-weapon terror, though initially, she will be hard pressed to wield both rapier and dagger. She is a skirmisher, using the terrain to her advantage. Out of combat, she brings to the table a decent pick pocketing skill, strong disable device skills, and decent stealth. She can climb, jump, tumble, and swim. In short, an excellent candidate for piracy. :)


    May I present for your consideration, Young Tully.

    Character Stats:
    Young Tully
    Male human sea singer 1
    CG Medium humanoid (Taldan)
    Init +2; Senses Perception +3
    DEFENSE
    AC
    hp 9 (1d8+1)
    Fort +1, Ref +4, Will +1 (+4 vs bardic performance, sonic, and language-dependent effects)
    OFFENSE
    Speed 30 ft.
    Melee
    Ranged
    Bard Spells Known (CL 1st)
    1st (2/day) – cure light wounds, sleep (DC 15)
    0 – detect magic, light, message, prestidigitation
    STATISTICS
    Str 12, Dex 15, Con 10, Int 13, Wis 8, Cha 18
    Base Atk +0; CMB +1; CMD 13
    Feats Dodge, Weapon Finesse
    Skills Acrobatics +6, Climb +5, Diplomacy +8, Perception +3, Perform (sing) +8, Profession (sailor) +4, Stealth +6, Swim +6
    Languages Common, Polyglot
    SQ bardic performance, distraction, fascinate, inspire courage +1, sea shanty, world traveler
    Traits Pirate, Peg Leg
    Gear
    Additional Gear

    Traits:
    Pirate: Although you might prefer life on board a ship, you often end up in the water for some odd reason. Benefit: You gain a +1 trait bonus on Profession (sailor) and Swim checks, and Swim is always a class skill for you. You might also have a peg leg or a hook for a hand, but that’s not so helpful.

    Peg Leg: One of your legs was bitten off below the knee by a shark when you were just a child, and was replaced with a wooden peg leg (Pathfinder Player Companion: Pirates of the Inner Sea 20). You’ve long since gotten used to your prosthesis, however, and take none of the normal penalties from having a peg leg. You’ve had to learn to deal with the pain of your injury as well, and you gain a +1 trait bonus on Fortitude saves. Ever since your accident you’ve hated sharks, and you also gain a +1 trait bonus on damage rolls against sharks and other animals with the aquatic subtype.

    Your balance always gets a bit shaky after a few drinks, and last night at the Formidably Maid—a tavern in Port Peril—was no exception. That must be why you fell to the floor as soon as you tried to stand up. What happened next is hazy, but you’re pretty sure you were dragged out of the bar and onto a ship at the docks. At least they didn’t throw you to the sharks...

    Sea Shanty (Su): A sea singer learns to counter seasickness and exhaustion during long sea voyages. Each round of a sea shanty, he makes a Perform skill check. Allies within 30 feet (including the sea singer) may use his Perform check in place of a saving throw against becoming exhausted, fatigued, nauseated, or sickened; if already under such an effect, a new save is allowed each round of the sea shanty, using the bard’s Perform check for the save. A sea shanty has no effect on instantaneous effects or effects that do not allow saves. This ability requires audible components. This performance replaces countersong.

    World Traveler (Ex): A sea singer gains a bonus equal to half his bard level on Knowledge (geography), Knowledge (local), Knowledge (nature), and Linguistics checks. He can reroll a check against one of these skills, but must take the result of the second roll even if it is worse. He can reroll one additional time per day at 5th level and every five levels thereafter. This ability replaces bardic knowledge.

    Background:
    The rain lashed off of the tarpaulin above him. Ostensibly, the cover had been rigged for his comfort. Though in truth, the rain seemed to come from every direction but directly above and he was thoroughly drenched. It was blowing a three-reef gale directly from the south, and despite the Mediogalti storm-runner's more weatherly qualities, she was making prodigious leeway away from her intended destination.

    Port Peril was no more than a looming grey shadow on the horizon. At this moment, it stood due south, which meant it was right in the wind's eye. The ships petty officers were stirring, which could only mean that the ship was soon to go about on the other tack, an evolution which would call for "All Hands".

    A rogue wave caught the bow right as 'Young' Tully moved towards the ship's railing. He fetched up hard against the netting, the movement dispelling the last vestige of his control. Grasping the rigging with the strength of desperation, he leaned as far out as he dared and surrendered to his sea-sickness. The first excruciating qualm passed and he mastered himself as the boatswains piped the call for all hands. Tully held his place at the rail, so as to make himself less of a nuisance as the hands went about the business of the ship.

    When the ship was comfortably on the starboard tack, and the watch dismissed, he went back to the labor that had drawn him on deck. The next item he pulled from his 'dunnage', that strange nautical term for luggage had caught him off guard at the Westcrown docks, was a dagger with his noble House Tilernos crest engraved into the handle. The silvered item was lovely to look upon, but purely ornamental. He doubted the temper of the steel would survive striking anything thicker than parchment. With the casualness of a life of privilege and wealth, he tossed the dagger into the sea and dove back into his bag for more of his past life.

    Ledgers, duplicates of course, of the family holdings in Corentyn. His flimsy excuse for escaping Westcrown and his overbearing father's house. They went overboard easily. Several novels, high adventure in the high seas, the trappings of childhood fancy, were the next to find the deep. These two were technical manuals, Gannymeade's "Seamanship" and Claiborne's "Navigation in the South Sea". They were worth keeping. Noble's finery, not so fine after weeks at sea, was the next victim, though. Slowly, piece by piece, Master Aloysius Kejanus Tilernos, was abandoning his former life. Finally, he lifted the last bag, overturning it on deck.

    The last article of his past clattered to the deck. He picked up his father's old iron holy symbol. His father, Kejan Tilernos, Patriarch of House Tilernos, one of the twelve rulers of Westcrown, and a staunch Paladin of Iomedae, had never given up hoping his son would eventually follow his path. Right up until the day the shark had mauled him as he played in the surf. After that, the lectures had stopped, and the training, the daily regimen, all the attentions his father had heaped upon him.

    Tully suspected his father had easily seen through his "desire" to check over the family's estates in Corentyn. But, he had let him go all the same. Tully would never be a Paladin, even before the attack. There was too much of a wild streak within him. All he had to do was cast this last trinket into the unfathomable depths to be forever done with his past.

    The wind had backed several points, and moderated so much that only a single reef was necessary. If they could hold this course for another few hours, they would easily weather the point. Then a single tack would fetch them into the harbor within half a day. The choppy seas had calmed substantially, and Tully was once again master of his stomach. The rain and spray felt refreshing, rather than disheartening. 'Young' Tully swayed easily with the motion of the ship, free of his past...

    This is rebuilt from a character I originally created for another S&S game. I played through the first book, though I believe that it was pretty heavily modified by the GM. Things I have seen from other players lead me to believe that many things were left out of the version I played, though I have not verified this in any way.

    I have no problem posting twice per day, weekdays and weekends.

    Are we rolling for starting gold, or do we start with max per class?

    Thanks for considering!


    GM, I appreciate the change! Faratim is complete now! Link to a character sheet is in his profile, and most of the important stuff is in his profile as well. Will work on getting more details into his profile off and on over the next couple days.


    GM Cello wrote:


    Alain Shadestrom - Human Sorcerer - Barrom Talespinner
    Randall McNally - Human Bard (Sea Singer) - Barroom Talespinner

    One quick note, in addition to the class, it might be good to have some variety on the campaign traits - not everyone can be blessed by Besmara or the son of a famous pirate.

    Hmmm... two handsome lads with spontaneous arcane spell casting in their blood? It might be that they're both son's of the same famous pirate. Dad was a bit of a scoundrel after all :-)


    Haven't built yet, but I decided that I will attempt, if undine is allowed, to go with an undine wizard (water elementalist). If not, I'll definitely have to change race.


    Welp, Zale getting included in the list of applicants makes me believe you think he might be capable of participating. Alright then, I'll go ahead and put a little thought into the crunch.


    I'd like to submit Lani
 (profile is far from done)

    1. Concept: Lani is a Halfling Monk using the Maneuver Master and Underfoot Adept archetypes and I intend to have her utilize the new kobold Style feats.
    She is an adherent of the Empyreal Lord Ghenshau and as such has a very relaxed and almost simple way of looking at life, she goes where her trade takes her though she lives a very disciplined and orderly life when one looks past her wandering. She is very much about taking life as it comes, but is intend to always be prepared for what it throws at her.
    She is a carpenter by trade and landed in Port Peril by being hired as a ship surgeon's assistant on board of a ship that left from her home city of Magnimar and that landed there to stock up on supplies. As such she will take the Ship's Surgeon campaign trait.
    Her parents are both escaped slaves from Cheliax and members of the Bellflower Network who work to help other escaped slaves find a place to live. Lani herself has never been a slave and know only the stories she heard from both her parents and their guests.

    2. Post rate: 1-2 posts per day on weekdays should be perfectly doable, the game itself permitting (if there is nothing to post about there really is no sense in posting). Do know that I'm in a GMT+1 timezone so my wake hours might not align perfectly with those of other players.

    3. Familiarity: I played the game just past the point where you hit level 2, then the GM vanished (for the second time)

    4. Contribution: In combat Lani is exactly what her class & archetype combination would make her out to be: a tripper. Her main goal would be to take foes out of the equation without outright killing them. She'd trip them and eventually also grapple those she knocks down by virtue of her kobold style feats. She'll mainly focus on targets like casters in order to reduce their usefulness. (only thing I'm worried about is being short on feats)
    Out of combat she is a carpenter and can repair things aboard a ship, including peg legs, and is adept at healing as well. In addition she can climb relatively well and would be suitable to be up in the crow's nest. She is fairly green when it comes to sailing though, having only worked on a ship for a few months before the start of the AP.


    @Everyone - I was just speaking in generalities about the traits, not specifically commenting on those who've already applied. No one needs to change, but new applicants may want to keep their trait in mind.

    Also, average gold for your class - sorry that I forgot to include that originally.

    @ShadowyFox - I'd allow Undines.

    @Viscount - I'm impressed so far - let's see what you got!


    Contribution: Tully is built for utility and enhancement. In combat, he will contribute with buff/debuff, utility spells, and battlefield control. Though, he will not be shy about stepping into melee either, primarily with maneuver controls, like trip and disarm. Outside of combat, he is highly social and has very relevant knowledge skills, and some general abilities as a sailor. He can contribute meaningfully from a leadership position, or from the crew.


    Here's the tentative profile for Zale. With his high Charisma, he could potentially be Captain, although I doubt it would be his first choice. If that happened to work out, it would certainly make his piratical career less hurtful to him - he'd probably end up leading a Robin Hood sort of crew, hunting other pirates. That being said, in my brain he ends up in a First Mate or Bosun-ish position, keeping everyone on the ship in line.

    For the moment, he's just a straight-up Paladin, focusing on hitting things very hard with a greatsword, but the build at this point is very flexible. I could easily take up sword and board, or even switch to Holy Gun if we're hurting for ranged combatants.
    (EDIT: I've gone ahead and switched over to that sword and board idea. Being all bodyguardy works better thematically for me then murdering things hard. Once again, though, I could easily switch over to fill a needed niche.)

    Went with the River Rat trait to reflect his time with his shady family early on, as well as...well, Swim. Pretty sure we're gonna be on a boat a lot.

    One thought about his equipment - it would amuse me if his weapon was a longsword with a distinctive family crest or something, that has since transformed into a cutlass while out of his possession.


    Alexander Badaxe is mostly good at hurting people and breaking things. However he has found that when you get really good at it there is a lot of variation in those two fields. So ya not really leadership material.

    This will be my first time playing a melee character I usually play wizards. Should be nice not being made of glass


    Contribution to the party: In combat he will play the role of frontline smasher and offhealer with support abilities later on in the form of his undead minions. Out of combat Skulls have a good array of "face" skills.


    Had a very busy weekend, but will hopefully get my Pirate Captain up soon. I'm just bummed that I had a build, and for whatever reason it's done.

    Takes me a fair few hours to get a character made, then a few more to make a back story.


    When would you like to see the crunch by? Not sure I'll be able to get to it today, but should have it up by tomorrow evening...


    After a quick exchange of private messages with GM Cello, I've completely revamped my character submission. There were too many rogues and melee types on offer anyway! Nedra is now a sea witch...

    Character concept:
    Nedra was raised by the owners of a tavern in Port Peril after being abandoned as an infant on their doorstep. Being childless themselves, the halfling couple, Jory and Obelia Stoutfoot, adopted her as their own daughter despite some misgivings. Even as a child Nedra's moods were as changeable as the sea, and her strangely mismatched eyes likewise hinted at the touch of magic somewhere in her ancestry.

    Once she was old enough Nedra began helping her parents around the tavern, known as The Grumpy Pig, either helping her mother with the cooking or doing other chores around the place. With Port Peril being the rough and tumble place that it is the young girl also learned how to deal with the many sailors, thieves and misfits patronizing her parent's business.

    When Nedra hit puberty everything changed as her latent arcane blood began manifesting itself, often in inexplicable ways. She found that she could sense the moods and emotions of the sea creatures in and around the port. Also her nails hardened and lengthened, becoming razor-sharp, and Nedra found she no longer needed light to see by at night.

    Strange things would happen in her vicinity - objects moving for no reason, or fresh food she served instantly turning rotten, gaining Nedra an unwanted reputation for sorcery. Unable to explain what was happening with their daughter, the Stoutfoots asked a local hedge witch named Imani Zumal for help. Using her knowledge, spells and powers, the witch determined the source of Nedra's problems...

    She was the half-blooded child of a sea hag!

    Horrified by the revelation, but worried for their adopted daughter's well-being, Jory and Obelia convinced Imani to take Nedra on as her apprentice. In that way the young girl could learn to control her magic, and hopefully also temper her sometimes violently changeable emotions. It would also provide a cover for Nedra's magics, as being an apprentice witch would explain some of her abilities, without having to reveal her heritage to anyone else.

    Posting rate:
    As before, I would expect to be able to post a minimum of twice a day, often more.

    Familiarity with AP:
    I've heard a lot about the AP from friends who have played, and probably a few spoilers... one suggested I try to be the assistant to the ship's cook for some reason... but I've not played it myself yet.

    Contribution:
    As a witch Nedra will be a supporting arcane spellcaster, so in combat she would be assisting with hexes and the occasional spell, but would not be a main spellcaster or a melee character. Out of combat she has healing skills, for which I intend to take appropriate spells, feats and hexes later, and is quite Charismatic, so could be developed into a face character. Possibly I'd even look at taking a few levels of bard.


    Well, as I really wanted a spontaneous spellcaster who could fight with a cutlass and use magic that would likely scare his enemies, so it appears that I too will be using a Bard (1st time ever), as the concept I have for my guy is much like Blackbeard.

    Regardless of common misconceptions, Blackbeard was honourable in some ways, never killing his prisoners and things like that, and being a leader, a face and the authority of a crew, he would need to be good at supporting those who fight with and for him, so once I work out how to use a Bard, his stats I think will be as follows:

    Human (Dual Talent)
    Bard (Daredevil)

    Str: 14
    Dex: 13
    Con: 13
    Wis: 12
    Int: 10
    Cha: 18

    Focuses:

    Climb, Swim, Acrobatics and Intimidate.

    Note: As a leader, it makes no sense to have any dump stats, especially not in Intelligence or Wisdom.

    Question - Favoured Weapon: As an above poster asked for Besmara's FW to be a Cutlass, would any follower of Besmara be proficient with a Cutlass? It'll be my main weapon and it's not on the Bard's weapon proficiency list. :)


    Soon, yes very soon, all the Isles shall tremble at the name Randall McNally and I shall have my revenge upon my nemesis Funk, and his lackey Wagnalls.


    Randall McNally wrote:
    Soon, yes very soon, all the Isles shall tremble at the name Randall McNally and I shall have my revenge upon my nemesis Funk, and his lackey Wagnalls.

    Oh no... not another bard full to the brim with bad puns and cheap references! Does a pirate crew need a walking encyclopedia of bardic knowledge anyway? However will we navigate around that kind of threat? We'd need a map or a chart to plot a safe course... perhaps some kind of atlas or directory... :p

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