Cap'n Voodoo's Freebooter PBP

Game Master voodoo chili

est. 2011
PF6 Fun and Plunder in Green Ronin's Freeport, around the Shackles, and Beyond
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Male Halfling Oracle of Gozreh 6

Loot from Faruqqing to Hole in the Wall:
2.5 plundery points
a glittering diamond the size of a halfling's fist

Manky Rabbit Hole... with Zombies:
bracers of armor +2
wand of remove disease with 7 charges left.
earring of protection +1 (Kaul)
potion of cure moderate wounds
3 darkwood darts carved like angry birds.

Birdcage of Insanity Loot:
Corvid's Corpse:
masterful (non-magic) longsword with quilled quillons
a scroll case made of a large hollow bone
pocketful of shiny jewels
silver symbol of a four winged birdman

Hagbird of Kwa-ZU-ZU:
small rubies and chelish coins from before the altar
ornate morning star
hag jewelry

Dallywags:
customized dagger
signet ring with the Dallian crest
pack is a coil of rope
potion
pair of barbed darts
bronze badge with the Aspis Consortium seal

I'm a thinking that's about right Cap'n?


Dibbets wrote:


I'm a thinking that's about right Cap'n?

That's it. Yay, someone's minding the store!


Male Half Orc Rogue (Thug) 7+5 | HP 70/70 | AC 21/14/NA | F+5, R+9, W+2 | IP 1 | Perc +10 (+11 Freeport), Darkvision 60ft | Init +3 | Move: 30ft. | Status: Bleedin' 3, Rage 2/6 & -4 with Claw arm

Dibbs - not up to speed on the comics anymore - was buying the trade paperbacks but am a chunk of them behind... + all my comics and graphic novels are still in storage as we continue the everlasting saga of home renovation... hence my hazy memory of the Hunters etc. Brutal survivalists is how they should have made them look. Dropped ball that sounds like its been picked up.

Still holding out for the Walking Draug - Vikings meets Walking Dead hybrid... Ragnar vs roamers lol.


Male Halfling Oracle of Gozreh 6

Kauly - the comics essentially 'resolved' the conflict with Negan, then took a two year skip forward. The hard core 'survivalists' aren't exactly what you might think but are in line with Kirkman's twisted noggin... and they look to be the new antagonists.

Right, now we've got the latest loot in order, looking back like:
Last vault deposit we've got 3,000gp left in there I think. I vote we convert that to Plunder points for ease of book-keeping?

Dibbs himself has 2k in tatt materials and ~2k in gems and gold from the last disbursement. Note: must force companions to take tattoos. I believe both Kaul and Jimmer have a bit left as well (Dingus spent his on the forcefangs ring).

Wee reminder of what we needs tae pick up on our way outa dodge...


Vault balance is under the Campaign Info tab- both Kaul and Jim have >3K left.

The deal with plunder points is that it meant to represent furnishings, bulk goods and odds and ends and the value might vary with the market (settlement size and renown).


Male Halfling Oracle of Gozreh 6

Stand corrected - the vault has:
Jim- 3900 gold sails
Kaul- 3100 sails

Edited: Fair enough - so the vault stays the vault.


Mark Sweetman wrote:
Hmm... now have 25,000 posts to my name... my 20,000 th was made on Oct 22 2013, so that's about 469 days for 5,000 posts... about 11 posts a day...

you've more than doubled me. You're ridiculous. ; )


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Male Halfling Oracle of Gozreh 6

I am ridiculous... for many reasons not withstanding the lack of social contact and incessant keyboard tapping :P

For those interested Kickstarter round 3 will be happening for Dwarven Forge tiles on the 8th of March. This time round it's Sewers and Castles and Buildings Oh My!
After going 2 sets, then 3 sets on the last two... I might be in for a bit more this time...

For Kaul and Jim - you're about to get stabbed repeatedly with a small needle by Dibbs in thread. I am suggesting a tattoo CMW for each of ye:
Price = 2 x 5 x 25 x 4 = 1000gp - halved to 500gp worth of inks.

What might also be useful for the three of you (inc. Dingus) would be a tattoo air bubble:
Price = 1 x 5 x 25 x 4 = 500gp - halved to 250gp worth of inks.

And for himself one of obscuring mist:
Price: 500gp - halved to 250gp worth of inks.

If Dibbs works on those he can divest himself of the full 2k worth of inks.


actually, I also have something in game planned that might give submitting to Dibbs' needles some incentive.


Male Halfling Oracle of Gozreh 6

Knowing our dear lord and commander's tender ways I'm guessing that means yer about to be dunked underwater... and set on fire. ;)

Cap'n:
I've an OOC inkling as to what the wee fly is... but will leave it to Dingus to have a first stab at explaining it.

Especially given wee Dibbs has no clue what it is


Yeah, I should note that Dingus will actually have to roll Spellcraft for the Morningstar and fly.


Male Taldan Human Free-Hand Fighter/5 Inspired Blade Swashbuckler/2+5 | AC 22 T 16 FF 17 | HP 42/62 NL0| F +5 R +7 W +5 | Init +3| Perc +8

I'm not sure how Jim will feel about getting inked by sober-and-going-through-rum-withdrawal Dibbets.


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Male Halfling Oracle of Gozreh 6

S'all right though Jimmer... I sterrylized the needles inna guano like...


Male Half Orc Rogue (Thug) 7+5 | HP 70/70 | AC 21/14/NA | F+5, R+9, W+2 | IP 1 | Perc +10 (+11 Freeport), Darkvision 60ft | Init +3 | Move: 30ft. | Status: Bleedin' 3, Rage 2/6 & -4 with Claw arm
James "Madman Jim" Patterson wrote:
I'm not sure how Jim will feel about getting inked by sober-and-going-through-rum-withdrawal Dibbets.

Take it while you get it Jimmer. Wee soak is highly unlikely to be ever in this state again lol.


Outstanding episode of Walking Dead this week. really did a fantastic job of setting up Alexandria Safe-Zone and character development. The addition of the filmed 'interview' bits was inspired. loved it.


Male Halfling Oracle of Gozreh 6

I read the synopsis online and will have to try and catch an AXN replay.


honestly, I'm predisposed to let you all swing for the lack of survival skill. I don't know what the untrained DC would be... maybe 15, I'd give it to you for a 20. and I'd prob allow you to use your pro; sailor skill on the seas.

Jungle though... suits my evil intentions to put you at the mercy of Tum-Bobo. mwu-ha-HA!


Male Taldan Human Free-Hand Fighter/5 Inspired Blade Swashbuckler/2+5 | AC 22 T 16 FF 17 | HP 42/62 NL0| F +5 R +7 W +5 | Init +3| Perc +8

You might have mentioned this before, but you picked out the monkey icon very early on in the campaign and commented that we'd find out why soon. Was that for Tum?


Male Taldan Human Free-Hand Fighter/5 Inspired Blade Swashbuckler/2+5 | AC 22 T 16 FF 17 | HP 42/62 NL0| F +5 R +7 W +5 | Init +3| Perc +8

By RAW, avoiding getting lost is DC 15, and since Survival is one of those skills you can use untrained I'm not sure that the DC should be higher for untrained survivalists.


Male Half Orc Rogue (Thug) 7+5 | HP 70/70 | AC 21/14/NA | F+5, R+9, W+2 | IP 1 | Perc +10 (+11 Freeport), Darkvision 60ft | Init +3 | Move: 30ft. | Status: Bleedin' 3, Rage 2/6 & -4 with Claw arm

Oh the subject of Walking Dead - am hoping that Rick and co turn heel... become the Enemy Within lol (alas I'll likely be disappointed)

Actually think the fish out of water scenario of us stumbling in the jungle is a fun mechanic - plus means Tum is ever more indispensable ;)


Male Taldan Human Free-Hand Fighter/5 Inspired Blade Swashbuckler/2+5 | AC 22 T 16 FF 17 | HP 42/62 NL0| F +5 R +7 W +5 | Init +3| Perc +8

It'd help if we were a saner lot, though maybe not as much fun.


Male Halfling Oracle of Gozreh 6

Partially I think the lack of Survival is a symptom of the hole left when the Groom departed. He took most of our Knowledge skills and a decent Survival skill (+9) with him... sniff.

Dibbs might have picked up Survival... if he didn't have to buy Climbing, Swimming and Acrobatics as three separate skills. A 4+Int skill point set only goes so far eh.


James "Madman Jim" Patterson wrote:

You might have mentioned this before, but you picked out the monkey icon very early on in the campaign and commented that we'd find out why soon. Was that for Tum?

Aye. I wasn't really sure what I'd do with him, but it tickled me fancy.

a little inspiration perhaps? linky


Male Taldan Human Free-Hand Fighter/5 Inspired Blade Swashbuckler/2+5 | AC 22 T 16 FF 17 | HP 42/62 NL0| F +5 R +7 W +5 | Init +3| Perc +8

Cool story, thanks.

Dibbets, can you do an anchor tattoo on Kaul's forearm with a bull's srength spell in it? Only problem would be that when he activates it, this music starts playing....


Dibbs- remind me which rule set we're using for the tattoos. I know you're eager, but i'm not sure the jungle is the best setting for inkworking. I also want to keep in mind the time requirements.


Male Halfling Oracle of Gozreh 6

RAW the tattoos work the same as scrolls, just 4 times the price. Which means that Dibbs can only scribe spells that he actually knows - which cuts down on the options.
I might petition that in the future Dibbs could attempt to tattoo a spell off a scroll, but for the moment it's just the spells Dibbs can already cast

The ruleset agreed was as per Inner Sea Magic, but after the Razor Coast book came out the Cap'n said that I could potentially use the standard tattoos from there - but that the Tulita tattoos were out of bounds (which is fine and dandy by me).


ok, I was a bit confused because ISM spell tattoos are spell completion items. i don't think a non-caster could activate them? i'll have to look up Razor Coast again.

original post


Male Halfling Oracle of Gozreh 6

Read read read... hmm... read read read... hmmm... sh1t...

You're right Cap'n - which in my mind takes them from massively overpriced yet flavorful, to complete and utter tosh and not worth it at all. Not sure how I missed that, but RAW it's a horrifically sh1te option then.

Looks like Dibbs has got another 5 skill ranks and feat doing pish all for him.

As it stands right now - Dibbs could only scribe the Mermaid's Blessing from RC... which has the incredibly crap output of allowing someone to hold their breath for twice as long as normal once a day.

Note: Entirely my fault, and symptomatic of the completely asinine way Dibbets is built... but he isn't actually any good at almost anything - just the Perception skill... which isn't doing him really any good in the game thread anyhow. He's essentially just a walking CLW / CMW machine.


Male Half Orc Rogue (Thug) 7+5 | HP 70/70 | AC 21/14/NA | F+5, R+9, W+2 | IP 1 | Perc +10 (+11 Freeport), Darkvision 60ft | Init +3 | Move: 30ft. | Status: Bleedin' 3, Rage 2/6 & -4 with Claw arm

Worth considering a cheeky wee rebuilt for the wee fella? Would allow him to fill some gaps and be less of a healing sticker?

Given he's the one with the monkey idol reckon Kaul should pick Survival up next level-up.


Dibbets wrote:
Looks like Dibbs has got another 5 skill ranks and feat doing pish all for him.

settle down now, Dibbs. i still see potential. it's an ace-in-the-hole spell that can't be taken from you and serves in a pinch with just a touch. granted 4x scroll cost, but scrolls are dirt cheap.

and couldn't you use it with Imbue with spell ability? L4 and actually pricey, but what you were aiming for. and as I hinted, I might have a few bones to throw yet as well.


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Dibbets wrote:
Note: Entirely my fault, and symptomatic of the completely asinine way Dibbets is built... but he isn't actually any good at almost anything - just the Perception skill... which isn't doing him really any good in the game thread anyhow. He's essentially just a walking CLW / CMW machine.

I like suboptimal. It makes for a much more interesting game. Builds character, I'd say!

As for healing bit, such is usually the case with a divine caster. Keep the front line standing and get a shot in where you can. It's not a glorious job, but someone's gotta do it.


Male Taldan Human Free-Hand Fighter/5 Inspired Blade Swashbuckler/2+5 | AC 22 T 16 FF 17 | HP 42/62 NL0| F +5 R +7 W +5 | Init +3| Perc +8

Jim's not exactly optimized, either. d6+6 for a fifth level fighter? I think I had a fourth level PFS trip fighter doing 2d4+12 with a guisarme power attack, and his trip feats, weapon choice, and need for high INT made him less of a damage dealer than a fourth level greatsword fighter would have been.


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Male Halfling Oracle of Gozreh 6

Yeah yeah, I know - don't interrupt me when I'm getting needlessly morose :P

I was actually finally planning to do some shopping / contingency planning to round out the character after the realisations... but who knows when we'll see a shop again!

Imbue with Spell Ability would do the trick... starting at level 10... and at the cost of investiture of 4th level slots...


Male Human Sorcerer 6/4, Cleric 1: HP 44/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/5, 2:7/7, 1:7/6) IP-17

Were we able to get enough sleep / rest to recharge spells?


Dingus Mack wrote:
Were we able to get enough sleep / rest to recharge spells?

You had a night's rest after the Aerie and I don't think Dingus has used any spells traveling today.


So Kaul was inquiring about insanity points and madness. I've been kinda following the IP system in the Freeport rules, but not really the Madness part which allows IP exchange for Madness of various intensity and durations. I haven't really paid much attention to them as I didn't want to nerf combat too much and I like having a pernicious kind of crazy creep. It has suited evil GM intentions at times. Here's what I've put on the Campaign Tab:

Insanity points:

Jim = 4, Dingus = 6, Kaul = 8
IP may be gained in encounters with extra-planar beings or Fear effects, not typical encounters with standard death, undeath, and dismemberment. IP count against your WIS ability score for everything except spell casting, however they benefit occult knowledge checks.

Occult knowledge is a catch-all similar to bardic knowledge with regards to planar, aberrations, cults, etc. You may add half your IP score to your INT modifier to make an untrained check for anything that might fall under Occult Knowledge.

Insanity points result in an affliction that can be major or minor. In times of stress a Will Save DC 10+IP is required to act normally. Lesser restoration has no effect on insanity, but Restoration cures IP up to the caster level. Greater restoration, Heal, Limited wish, Miracle, or Wish immediately cures a target of all insanity.

I haven't really followed the 2nd sentence of the last paragraph, "In times of stress a Will Save DC 10+IP is required to act normally". I think I should clarify this and maybe grant an easier way to defer IP as well more closely follow the Freeport rules where IP can be 'spent' on Madness at a time of stress.

I'm considering-
Temp madness (2 IP) shaken, lasts for one combat
Short-term (4 IP) roll on FP table, Will DC 20 each day to end
Indefinite (8 IP) roll on FP table, Will DC 20 each week to end

Madness buys must be at the highest cost to total points so someone with 6 IP can only buy Short-term, 8 can only buy Indefinite. What do you think?


Male Taldan Human Free-Hand Fighter/5 Inspired Blade Swashbuckler/2+5 | AC 22 T 16 FF 17 | HP 42/62 NL0| F +5 R +7 W +5 | Init +3| Perc +8

I'd like to give that a little more thought. Once you spend IP on some variety of madness, your generic penalty to WIS-related rolls is reduced, but you're left with a more specific set of penalties/behavior modifiers?


Male Halfling Oracle of Gozreh 6

I'm all for the Short-term and Indefinite madnesses - as it gives us a tangible way to remove the IP without needing to shunt back to a priest and beg for restoration scrolls (which are darned expensive). Aids with the RP by giving a focus for the insanity, as well as tangibly changing it from the present you're really crap at Wisdom rolls to you're a bit broken inside feel.

The temporary seems a bit light on though - shaken isn't too bad a penalty and it'd only be a single fight.


Male Half Orc Rogue (Thug) 7+5 | HP 70/70 | AC 21/14/NA | F+5, R+9, W+2 | IP 1 | Perc +10 (+11 Freeport), Darkvision 60ft | Init +3 | Move: 30ft. | Status: Bleedin' 3, Rage 2/6 & -4 with Claw arm

Agree with Madman and Dibbs - temporary is too meh. Short term and indefinite offers a better brand of crazy and will allow a venting of those pesky IPs whilst adding to the role-play ops by allowing a specific madness to seep out of our warped noodles.

Am definitely one for cashing in my 8IPs for making Kaul a wee bit more colourful lol - happy to act as the guinea pig to see how this would play out.

Hur.


and I was trying to be kind given as the temporary madness chart might result in fainting, screaming, stuck in place or the dreaded confusion.

We can use it if you like or just have a will save- make it shaken, fail frightened, fail >5 panicked?

So give me a d20 roll on the wheel of madness when you want to freak out.


Male Half Orc Rogue (Thug) 7+5 | HP 70/70 | AC 21/14/NA | F+5, R+9, W+2 | IP 1 | Perc +10 (+11 Freeport), Darkvision 60ft | Init +3 | Move: 30ft. | Status: Bleedin' 3, Rage 2/6 & -4 with Claw arm

To be fair the whole frightened, panicked scenario will likely be far more damaging to a small party like us. Having someone whose just bat $hit crazy will far more fun...

Thoughts are that I'll cash them in and have the craziness slowly manifest post-Pazuzu??

1d20 ⇒ 19 - hope that means in old skool money I get two for one hur-hur...


"Keelhaul" Kaul wrote:

Thoughts are that I'll cash them in and have the craziness slowly manifest post-Pazuzu??

1d20 - hope that means in old skool money I get two for one hur-hur...

yeah, can happen in any stressful time where you want to lose some IP.

19 eh, ouch. how about 1d3 + 1 ⇒ (1) + 1 = 2 afflictions. one down... give me another d20 if would be so kind.


Male Half Orc Rogue (Thug) 7+5 | HP 70/70 | AC 21/14/NA | F+5, R+9, W+2 | IP 1 | Perc +10 (+11 Freeport), Darkvision 60ft | Init +3 | Move: 30ft. | Status: Bleedin' 3, Rage 2/6 & -4 with Claw arm

Heheheh. This is fun.

1d20 ⇒ 19

Whoot - more madness than you can shake a shitey stick at hur-hur-hur!


ay-yi-yi: 1d3 + 1 ⇒ (1) + 1 = 2

keep rolling. you're gonna be worse than Dingus. maybe your madnesses will counteract each other.


Male Half Orc Rogue (Thug) 7+5 | HP 70/70 | AC 21/14/NA | F+5, R+9, W+2 | IP 1 | Perc +10 (+11 Freeport), Darkvision 60ft | Init +3 | Move: 30ft. | Status: Bleedin' 3, Rage 2/6 & -4 with Claw arm

1d20 ⇒ 3 :( bah.

(cough) worse (cough) than Dingus... surely not! ;)

Any more rolls required?


uno mas. one more time!


Male Half Orc Rogue (Thug) 7+5 | HP 70/70 | AC 21/14/NA | F+5, R+9, W+2 | IP 1 | Perc +10 (+11 Freeport), Darkvision 60ft | Init +3 | Move: 30ft. | Status: Bleedin' 3, Rage 2/6 & -4 with Claw arm

Let's go bananas ;)

1d20 ⇒ 8


yay! substance abuse and bipolar~!


Male Half Orc Rogue (Thug) 7+5 | HP 70/70 | AC 21/14/NA | F+5, R+9, W+2 | IP 1 | Perc +10 (+11 Freeport), Darkvision 60ft | Init +3 | Move: 30ft. | Status: Bleedin' 3, Rage 2/6 & -4 with Claw arm

He could be Scottish lol

Skipper - with regards the fun now to be had reworking some of Kaul's crunch - am I right in thinking that the IP penalty no longer exists? But I've now my madnesses to factor in :)


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Male Halfling Oracle of Gozreh 6

Soo... Cap'n... when is Kaul going to get his insanities? - I mean Bipolar and Substance Abuse are more his standard personality traits eh? :P

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