Crusty's Skull and Shackles Campaign (Inactive)

Game Master Crustypeanut

Map of The Wormwood


151 to 200 of 300 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>

Mabelode was more comfortable in his veteran, wooden armor. He had carefully sanded smooth all of the nicks where splinters erupted. The past couple of days had been uncomfortable simply lacking the familiar weight. He was a bit surprised of the lack of reaction from Plugg or Scourge of his apparent full health. Either they didn't care or notice; both were equally probable.

When the order came to crew the jolly boat, he was again surprised. Given a little wind, he thought that they could sail this thing back to Port Peril.

His sea legs easily found him a seat in the rocking jolly boat. He grabbed an oar and sat opposite Osir to balance out their muscles. His strength was obvious. Mabelode's strength was oddly hidden within extraordinarily dense, whipcord muscles. The same surprising strength that muscled undead enjoy.

After rowing away from the Wormwood, Mabelode looks over his shoulder every several strokes surveying the flotsam.
_______________________________________
Mabelode is ready to row. Profession (sailor) +7 or Strength +3
Perception: 1d20 + 3 ⇒ (12) + 3 = 15


Male Half-Elf Wildblooded Sorcerer (Aquatic) 1
Stats:
HP: 6/6; AC: 12/12/10; Water Blast 7/7 day; Perception +3

Zenu looks quietly out at the oncoming ship, eyes narrowing slightly. Well, whomever they were, they were preferable to dying out on the ocean, though there were worse ways to die, he has to privately admit, thinking back to the time he had visited the outskirts of the Tanglebriar with some older elves who wanted to impress the younger half-elf with the suffering of their people. It had been most... enlightening, even though the proud princelings had nearly gotten them all killed with their flagrant use of magic - it had drawn a nasty demon of some sort, the name for which Zenu had never learned.

After he hears to Trevor's shouted warning about sharks, Zenu frowns, noticing the hammerheads himself. "Oh..." He whispers an Elven curse, then lets go of the piece of flotsam for a moment, surrendering himself into the embrace of the Arcadian Ocean. A tiny portion of its power enhancing his own, he chants the spell of protection, using the motions of treading water to strengthen its power. No harm in being prepared, after all. Letting the spell go with a whispered word, he clambers up onto the piece of flotsam with a grim smile, checking himself over for injuries that he hadn't noticed earlier. Aside from the shimmering, translucent armor that seems to be made of overlapping seashells (but that is likely far more protective), Zenu notes a few stinging splinters and a few cuts. "Oh dear..." He sighs, looking at the boat in the distance. Well, it was better than dying, he supposes as he begins to paddle through the water with his hands and keeping a keen eye out for sharks.

As he approaches the ship, the young half-elf examines the ship, trying to determine whether or not the Chelixian marine has returned to finish it's business, and readying his shortbow, just in case it had. Unable to notice it, he shrugs, and keeps one hand on his bow as he continues to move towards the ship.

_________
Casting mage armor, then moving towards the ship on the horizon.
Take 10 on Swim: 10+5=(15) to get himself back to the flotsam before it floats away, assuming that's a problem.
Perception: 1d20 + 3 ⇒ (5) + 3 = 8
EDIT: Not sure how far he can make it, but I'm assuming it's not to the little boat. Otherwise I would have said where he is now.


Male Aasimar Idyllkin Scion of Humanity of Caldaru Ethnicity Cavalier (Huntmaster) / 1

Despite the thick fog and the grumpy mood of the Captain and his cronies, Osir was in a good mood this morning. He’d slept well enough on the hammock, he was reunited with Pellinor who he spied sleeping high up on the foremast, and he had his equipment back. Dressing for the day he looked even more formidable then he previously had. Lacquered wooden plates along his shoulders, forearms, and torso provided him additional protection and displayed nautical themes in detailed paint. A rapier now hung at one hip and a coiled barbed whip on the other. He gloved one hand in a thick falconry gauntlet and in it he held a formidable trident. He grinned widely when his new arms caught a crewman’s attention.

While he was more than willing to take to the Jolly boat and explore, his natural suspicions were raised, especially when separated from Redbeard. The man was part of the little circle of alliances he had formed since coming aboard and he was worried as the separation. Once in the Jolly Boat, Osir pulled at his beard and looked to unsettling tiefling woman. He was loathe to give up the chance to pilot, but it was clear that her strength would not be enough to power the oars. “I’ll take to the oars, as we’ll be needing my strength. Thar ain’t no way we’ll get very far with either one of you crushing waves. That’ll leave the piloting to you or Robinton. Caerlei you make that call.” He then set his trident down in the boat and lifted his gauntleted hand, a thin whistle was lifted to his lips with his other hand and blew into it. The silent whistle was unnoticed by most, but the Osprey circling overhead responded within an instant. Powerful wings propelled the brown and white fish-hawk from the sky and it let out a sharp whistling Yewk when its talons grasped the upraised gauntlet of Osir. With a wingspan of nearly six feet and razor sharp talons and beak, the Osprey was a formidable raptor.

Osir allowed himself to smile. “Pellinor, track. Find people.” He then swept his arm in a motion out at sea amidst the fog and then sunk down next to Mabelode to begin rowing when given word.


Strength +4, Profession (Sailor) +6
Osir’s perception: +2, Osir’s Survival: +6

Pellinor
Perception +8, Survival +6 (+7 Tracking)


Female Vishkanya Ranger (Freebooter, Skirmisher) 1

Ughh, why couldn't they let her sleep... who was making all that racket whistling and shouting... Consciousness was slow to return to Saranaja, the scaly woman gradually stirring from unconciousness bordering on a coma. Memories of the previous night drifted their way through a skull overstuffed with cotton wool, cannons, fire, the mate dying--she had to smile at that--an explosion, then nothing... She sits up sharply as her thoughts sluggishly clear, and then groans, holding first her head, and then the chunk of hull she clung to as it rocks worryingly.

She lets out a pained groan as she more carefully straightens and takes stock of her situation. Her seabag was tied to her... she had recognized an unwinnable fight, and had no wish to go down with captain filth and his abominable mate. She hadn't jumped until she realized what was about to happen, and by then it was too late. She'd been broadsided in mid-dive... Apparently fortune had been with her however, and she had ended up on top of the piece of debris rather than in the water where she would surely have drowned or it seemed, been devoured...

Perform (wind instruments): 1d20 + 3 ⇒ (12) + 3 = 15

Moving carefully she reaches down to her beltpouch, and withdraws a small whistle, glancing at the still hollering Trevor. Putting the signal whistle to her lips she blows out a short series of blasts, which anyone familiar with proper signalling should recognize as a signal for help.

Trevor was still alive. Had anyone else survived? She couldn't tell in this blasted fog... She would have to wait and see what emerged...


Female Shackleborn (Kyton-Spawn Tiefling) Oracle of Metal 1

Stopping long enough to give a sarcastic salute to Plugg as the man barks orders to the Wormwood's new bloods, Caerlei nimbly glides onto the jollyboat behind the others. As the issue of who might pilot the small vessel comes up, Caerlei grins deviously at the rear of the boat. A gale of wind whips through her small frame and kicks locks the color of obsidian into a frenzy about the pale woman's head. Drawing a left hand over her face, she restrains the bulk of her hair behind ears, then shoots a cold look to Robinton that could still a heart.

"Up to me, huh? I suppose I can be the captain of the illustrious vessel beneath us. That is, unless Robinton here has any objections?" Caerlei pulls on a gauntlet as she poses the question to the gathering, cruel and wicked spikes rising from the knuckles and forehands of the dark steel to promise pain its owner would show no hesitation in delivering.

"Good! Now, get to rowing, dogs! First one to miss a beat loses his teeth."

Yo-ho, scallywags!
(enhanced diplomacy) Intimidate Check: 1d20 + 11 + 2 ⇒ (9) + 11 + 2 = 22

Sovereign Court

Male Taldan Human Sea Singer Bard 1
Stats:
HP 9/9; AC 13, Flat Footed 12, Touch 11; CMD 12; Fort +1, Ref +3, Will +3; Perception +5; Initiative +1

Leaning away from Caerlei as she shows off her ability to procure sharp bits of metal from her body at will, Robinton quickly shakes his head from side to side. "Nope, no objections here. None at all." His eyes show that he is indeed, quite terrified of the insane woman and does his best not to cause her ire.

Getting in line with the others, Robinton quickly begins rowing.. wondering all the same if he prefers Plugg's company or this woman's. He hasn't decided yet..

Gameplay post coming very shortly on the heels of this post.


Male Huuuman. I think Expert 2

As the group of scallywags row the calm waters towards the wreckage nearly two-hundred feet away, they can hear something off the in the distance, coming from the direction they are headed. At first, the sounds are indescriminate, and nothing can be made of them. Robinton is the first to realize that the sounds are people - survivors as it would be.

"Oye.. those are people yelling! Sounds like there are survivors after all!" Robinton says, just before a loud, sharp whistle is clearly heard by the rest of those aboard the jollyboat.

With Caerlei expertly coordinating the rowers, they quickly obtain maximum speed and reach the wreckage within a minute. Despite the thick fog, the sight of burning debris and the dark shape of the half-sunk ship comes into view. A dead body bearing a single, small shark bite floats past the jollyboat. In addition, three people - two men and a woman - can be seen floating upon the wreckage, while four small hammerhead sharks swim around in lazy circles, looking for something to eat - apparently, they disliked the taste of the dead and look for fresher meat.

______________________

You guys are now at the positions seen in From the Jaws of Death Encounter Map and can all see each other, in addition to the sharks. For now, the four sharks are not hostile, and haven't taken any real notice of anyone.

The water is calm, requiring only a DC 10 Swim check to swim in - however, entering the water runs the risk of attracting one or more of the sharks - doubly so if the swimmer is injured. Alternatively, Caerlei and crew can row the boat to each of the survivors in turn. It takes only a DC 10 Acrobatics check to get into the boat without clumsily falling overboard. Those who fail fall in the water as the wreckage slips out from underneath them.

Caerlei, as you're manning the helm (Aka another oar), you get to choose the direction of where the boat goes. It can move 30 ft per round and has currently accelerated to such a speed, but cannot turn very sharply. It's forward facing is as seen in the encounter map. Normally, the ship moves forward or forward diagonal. When you move the ship forward, you may choose either the square directly in front or to either side for your front-end to enter. For example, as the boat currently sits, your first 10 feet of movement (One square) can be to D13, D14, or D15 - the rear of your ship enters the square right behind it, obviously. Each square you may change the direction of the ship as such as part of your movement.

Robinton, Osir, and Mabelode are considered to be taking their full round actions to row during this, so unless one of you wishes to stop rowing for a round, your actions are as such. Keep in mind that without at least four rowers (including herself), Caerlei takes a -10 to all sailing checks. Caerlei, each round it takes a standard action to control the ship, in addition to your sailing check (DC 5). I need you to tell me where you're headed - we're not in combat yet, so you can list multiple rounds worth of actions, unless someone attracts the sharks. Tell me each square your ship's front enters so I can see exactly what movement you're taking each round.

Saranaja, Trevor, and Zenu, you guys are free to do as you wish as you wait for Caerlei and the others to reach you. You are fatigued, so you guys take a -2 to strength and dexterity, and cannot run or charge. You can either choose to wait patiently or try something else as you see fit.

Also, Osir, keep in mind that although your actions are taken in a given round as you row, it's a free action to handle Pelinor, since you two are bonded. Pretty sure you know that, but I figured I'd double check.

Rolls:

Caerlei's Perception Check: 1d20 ⇒ 14
Mabelode's Perception Check: 1d20 + 3 ⇒ (2) + 3 = 5
Osir's Perception Check: 1d20 + 2 ⇒ (3) + 2 = 5 Well, there are Osir's usual rolls coming to haunt him in this campaign too. XD
Pelinor's Perception Check: 1d20 + 8 ⇒ (6) + 8 = 14
Robinton's Perception Check: 1d20 + 5 ⇒ (20) + 5 = 25


Male Human Rogue (Swashbuckler) 1

Trevor is going to wait. Being hurt, fatigued, and surrounded by sharks in the open sea with a possible rescue vessel in sight, no sense in not being patient.


Female Shackleborn (Kyton-Spawn Tiefling) Oracle of Metal 1

Caerlei continues setting a relentless pace for those unlucky enough to find themselves under her direction, keeping time with the oars by slapping the tip of her barbed-chain tail against the floorboard she sits above. Her small frame conceals more strength and endurance than it shows outwardly, and she keeps pace with her own harsh direction admirably. Seeing the flotsam suspended fools floating in the water beyond, she elects to loop around and approach from the burning ship's aft, strafing alongside the ruined vessel as they collect survivors. Passing so close to the much larger vessel might avail them further assessment of any valuables to be hoisted from the ship's carcass. "There! We'll pick up the woman first, then the pitiful looking fellas afterwards. Keep an eye out for that wreckage. I have a feeling if we don't bring back something besides bruised sailors, Harrigan will add a few bruises of his own to our lot. Best we try and win over the new bloods to our cause, I suppose. Safety in numbers, and all that, right?"

_________________________
For the sake of convenience and clutter avoidance, I'll be Taking 10 on the Intimidation checks (10+11=21) until we're officially declared in combat. Also plotting out a square-by-square approach, specific emphasis being placed on which Square we are picking up survivors in.

Round One: D15 -> D16 -> D17
Round Two: E18 -> F18 -> G18
Round Three: H18 -> I17 -> I16 [Saranaja]
Round Four: I15 -> I14 -> I13
Round Five: I12 -> J11 -> J10 [Trevor]
Round Six: J9 -> J8 -> J7
Round Seven: J6 [Zenu]


Female Vishkanya Ranger (Freebooter, Skirmisher) 1

The telltale sound of oars dipping into water and rattling in their oarlocks precedes the jollyboat hoving into view. Saranaja sighs in relief, tucking her whistle away in her pouch again, allowing herself to rest her head as the boat paddles towards her. She knew she should be taking a read on her rescuers, but even if they were slavers, well... enslaved was better than dead. People escaped slavery...

When the boat began to pull up alongside she finally looked at the motley lot crewing it, only a single human amongst 'em. That made her smile, revealing some pointy teeth, to go with the fine scaled skin, and the inhuman eyes. The four would likely not have seen Saranaja's like before, but then she hadn't seen Caerlei, or Osir's kind either, and she wasn't sure about the other pale fellow.

"Thank ya for the rescue." she says, pushing herself up on the wobbly chunk of debris. Her arms wobbled with the effort, but she managed to keep herself balanced, and rolled into the boat with a fair amount of grace considering the circumstances. "You're a damned site better looking than the sharks or those Chelish c*##s."

Acrobatics: 1d20 + 2 - 1 ⇒ (14) + 2 - 1 = 15

She simply sprawls against the side of the boat then, not even bothering to take a seat, just glad to have something a little sturdier beneath her than the precarious flotsam.


Male Huuuman. I think Expert 2

Alright, stop at round 3 - fun begins there, right after Saranaja gets on the boat. I'll post what happens in a little while. (Just woke up, half asleep still)


Female Vishkanya Ranger (Freebooter, Skirmisher) 1

Heh, sucks to be Trevor and Zenu :p


Male Huuuman. I think Expert 2

What, did you guys think this would be a cake walk? :P


Male Human Rogue (Swashbuckler) 1

But I like cake. Not walks, just cake.


Male Huuuman. I think Expert 2

Funny, because I prefer the opposite. :P On that note.. I'm going to be heading out for my morning walk and likely will be getting the post up once I get back.


Male Half-Elf Wildblooded Sorcerer (Aquatic) 1
Stats:
HP: 6/6; AC: 12/12/10; Water Blast 7/7 day; Perception +3

Do we get to post our round 2 actions? I have one that's pretty inventive, if I do say so myself. Wonder how fast I'll get to go... :o Maybe it'll even start stuff earlier.


Male Huuuman. I think Expert 2

Yes, if you had planned on doing anything in rounds 1 to 3, you may do so. I honestly was expecting you guys to sit patiently, but by all means - go ahead :D


Male Huuuman. I think Expert 2

Since Zenu has shown interest in not waiting patiently for Caerlei, I'll wait until he posts before I move us forward. If any of you else wish to make a post, do so as well.


Male Half-Elf Wildblooded Sorcerer (Aquatic) 1
Stats:
HP: 6/6; AC: 12/12/10; Water Blast 7/7 day; Perception +3

After several moments of none-too-useful paddling by hand, Zenu frowns and sighs impatiently. He has no real reason to wait for rescue, after all! Perhaps it would be better to demonstrate his talents... Plus, using his powers always sent delicious shivers throughout his body...

Settling himself in a kneeling position, he puts one hand at the back of his impromptu raft, concentrating on the power of the sea that filled his blood with magic, then let loose a burst of water from his palm, propelling him forwards and causing the flotsam beneath him to shudder briefly, nearly sending him overboard. "Ah!" He freezes, just moving with the waves and the water burst as salty spray is whipped up into his face. Steady, now... There! He manages to stay balanced, albeit only just. Thanking Desna he'd managed to stay upright, Zenu leans into the spray and grins widely, eyes twinkling. This was awesome!

_______
Water blast in the water, propelling him forwards!
Dexterity: 1d20 + 2 ⇒ (8) + 2 = 10 Just made it. xD


Male Huuuman. I think Expert 2

Heh you got lucky. I'll have the post up sometime tonight.


As Caerlei and crew reach Saranaja and help her board their boat, a gunshot rings off in the distance in the direction of the Wormwood, eerily echoing in the silence; The shot is followed closely by numerous additional gunshots, clanging of steel, and men yelling.

Before they can respond, however, the crew of the Wormwood's jollyboat have their own problems to deal with - out of the blue, the four sharks that had been lazily swimming around, occasionally nibbling on a dead body, burst into a frenzy of movement - directly towards their ship!

  

     << Encounter: "From the Jaws of Death" | Round I | Hazards: Fog | Encounter Map: From the Jaws of Death >>

  

Osir:
According your knowledge of aquatic animals, these sharks are acting erratically - not only did they go into a frenzy simultaneously, but the fact that they are all immediately targeting your ship is extremely suspect. They actually seem similar to a group of trained animals - if this is the case, their handler must be nearby in order to command them in such a way. As for the sharks, they are somewhat akin to a combat trained dog in their combat capabilities - except, of course, that they're aquatic.

Trevor, Saranaja, Zenu, Osir:
Among the indistinctive yelling and gunfire, you hear Captain Harrigan yelling quite plainly. "Ambush! Repel the boarders! Send these fishmen back to the depths!" You are unable to determine what anyone else is saying, besides the usual warcries of pirates defending their ship from boarders.

___________________________________

INITIATIVE
Caerlei: 21
Trevor: 19
Hammerheads: 15
Mabelode: 15
Saranaja: 10
Pelinor: 8
Zenu: 7
Osir: 7
Robinton: 2

CURRENT LOCATION:
Caerlei: I17, Lower Right
Trevor: I10, Any Quadrant (Pick on your Turn)
Mabelode: I18, Upper Right
Saranaja: I18, Lower Right
Pelinor: Unknown (Osir, choose any square for Pelinor, in addition to altitude.)
Zenu: I7, Any Quadrant (Pick on your Turn)
Osir: I17, Lower Left
Robinton: I18, Upper Left
---
Hammerhead #1: H4, Upper Left, Just Below Surface (50% Concealment)
Hammerhead #2: J13, Lower Right, Just Below Surface (50% Concealment)
Hammerhead #3: G19, Lower Left, Just Below Surface (50% Concealment)
Hammerhead #4: N20, Upper Right, Just Below Surface (50% Concealment)

Dice Rolls:

Trevor's Initative: 1d20 + 5 ⇒ (14) + 5 = 19 Fatigued, -2 Dex
Saranaja's Initative: 1d20 + 2 ⇒ (8) + 2 = 10 Fatigued, -2 Dex
Caerlei's Initative: 1d20 + 2 ⇒ (19) + 2 = 21
Robinton's Initative: 1d20 + 1 ⇒ (1) + 1 = 2
Osir's Initative: 1d20 + 1 ⇒ (6) + 1 = 7
Pelinor's Initative: 1d20 + 3 ⇒ (5) + 3 = 8
Mabelode's Initative: 1d20 + 1 ⇒ (14) + 1 = 15
Zenu's Initative: 1d20 + 1 ⇒ (6) + 1 = 7 Fatigued, -2 Dex

Hammerheads' Initative: 1d20 + 7 ⇒ (8) + 7 = 15

------

Trevor's Perception Check: 1d20 + 3 ⇒ (18) + 3 = 21
Saranaja's Perception Check: 1d20 + 2 ⇒ (13) + 2 = 15
Robinton's Perception Check: 1d20 + 5 ⇒ (3) + 5 = 8
Zenu's Perception Check: 1d20 + 3 ⇒ (14) + 3 = 17
Caerlei's Perception Check: 1d20 ⇒ 7
Mabelode's Perception Check: 1d20 + 3 ⇒ (5) + 3 = 8
Osir's Perception Check: 1d20 + 2 ⇒ (17) + 2 = 19

Osir's Knowledge(Nature) Check: 1d20 + 8 ⇒ (15) + 8 = 23
Robinton's Knowledge(Nature) Check: 1d20 + 6 ⇒ (19) + 6 = 25

Caerlei, Trevor: You're up!


Male Human Rogue (Swashbuckler) 1

Hearing the gunshots, shouting, and the sharks get riled up from all the commotion, Trevor sighs and begins rising to his knees while maintaining even balance on the flotsam. He pulls his shortbow from his back, and begins taking aim at the nearest shark. He lets an arrow fly into the water near it's dorsal fin, hoping it strikes flesh.

He then calls out to his would be rescuers, "Whoever is attacking your ship, we are not involved! I swear it!"
_____________
Going to make an Acrobatics check to make sure I don't fall off my makeshift raft while shooting at these things.
Move Action: Rise up and draw shortbow
Acrobatics: 1d20 + 8 ⇒ (19) + 8 = 27
Standard Action: Attack shark in square J13
Attack Roll: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d6 ⇒ 6
End Location: I10, lower right quadrant


Male Aasimar Idyllkin Scion of Humanity of Caldaru Ethnicity Cavalier (Huntmaster) / 1

Osir was searching the waters with his gaze as well for any floating wreckage that might still prove of value, being of the same mind as Caerlei, at least to a degree. Anything of true worth would likely never pass before the wretched Captain's eyes, for Osir had developed little love for Harrigon or his officers. Pellinor circled directly overhead, making a few high yewping calls as the Osprey remained alert to danger.

Powerful arms pulled the oars as he rowed under the commanding voice of Caerlei. When they pulled their small vessel up beside the stranded women, suspicion and interested came to his mind. "Welcome aboard, we'll have a nice little talk once we rescue the other survivors."He flashed a smile, though his lips twitched downward when he heard her Cheliaxians. He readied to take the boat to the next member of the floating castaways, when he heard commotion back the way they came. He turned his head back in that direction and spit out a curse. "Kraktora's blasted blood! The ships under attack and we may be too! Eagle eyes everyone, look sharp!"

The sudden change in behavior of the sharks and the calls heard from the distant Wormwood all seemed to point to one thing. Invaders from the deep. "That ain't normal, friends. These sharks are controled, and whatever's got them under it's sway has given them orders to kill." His deep voice rings out as he pushes aside the oar. His coral green eyes search the fog coated water for the creature that commands the loyalty of the aquatic predators.
____________________________

Appraise: 1d20 + 1 ⇒ (12) + 1 = 13
Perception: 1d20 + 2 ⇒ (5) + 2 = 7
Knowledge nature check: 1d20 + 8 ⇒ (11) + 8 = 19
Appraise and Perception to spot anything useful in the waters before the combat broke out. Knowledge nature to see if Osir knows of any creature capable of controling or training sharks.


Male Human Rogue (Swashbuckler) 1

Forgot to apply my penalty to dex on those, each should be one lower for an Acrobatics of 26 and attack of 15.


Osir:
As you and the crew row to rescue the survivors, you are unable to spot anything of value among the floating wreckage - oddly enough, there seems to be a lack of barrels and crates floating in the area. Some tattered clothes, pieces of sail, and lots of wood, but nothing of value.

In regards to the Knowledge Check:

Overall, there are two undersea races that tame sharks on a regular basis: Adaros, carnivorous shark-like humanoids who often plan raids on coastal communities or ships during storms, and Sahuagin, fiercely territorial undersea expansionists. The latter are known to be quite common in the Shackles, while both species are able to speak telepathically with sharks at distances ranging from 100 to 150 feet.


Female Shackleborn (Kyton-Spawn Tiefling) Oracle of Metal 1

Caerlei sails (Sorry, couldn't resist) to a position just above the prow of the jolly boat, eyes peering out into the surrounding waters to regard the approaching threat that is the four small hammerheads currently cutting a path through the waters to their vessel. Much as she had done the previous morning, the pale woman pinches one of the myriad silvery shards of metal protruding from her skin and begins to rip the metal sliver out of her forearm. As she continues yanking the object free, as one might a sword from a sheath, it becomes apparent that she is manifesting a fully metal glaive with wicked barbs and hooks adorning the blade's head. She whirls the weapon around with a familiar flourish that manages to avoid hitting any one else on the boat before yelling over her shoulder, "Prepare your weapons, fools! We're about to have some company."

Planting her feet firmly and defiantly, she hefts her weapon before her as the dark shapes beneath the water's surface skim towards her mighty ship.

_________________________
Moving up to make better use of the Reach weapon she's now wielding.

Move Action: 5 ft. stepping forward onto the front of the boat.
Standard Action: Using the Iron Weapon revelation to manifest a glaive.
Ending Location: I17, NE quadrant.


Shot's a miss by the way, Trevor. The sharks, being just below the surface, gain improved cover from attacks from land (ship counts as land in this case) - not to mention the miss chance from the fog, which I didn't roll for since you missed.

So while their AC is relatively high.. they can't really harm anyone in the boat either.. and Caerlei can always ram 'em with the boat. This is kind of a training exercise with boat tactics :P

*Edit*: Ah looks like Caerlei posted. Sharks time!


As if they are of one mind, the four sharks converge onto the jollyboat simultaneously, each trying to take a chunk out of the boat's structure. Trevor's arrow nearly hits one in the tail, but misses due to the water veering off its aim. The shark takes no notice. Another, however, is skewered by Caerlei's massive glaive - her blade goes right through the top of the shark's head and out the other side, as if she herself was an expert fisherman practicing her trade.

Two of the other sharks, meanwhile, fail to gain a hold on the ship - their mouths, although quite large in comparision to the rest of their body, are just not designed for biting something this much larger than themselves.

___________________________

Hammerhead #1: "Run" Action towards Jollyboat
Starting Location: H4, Upperleft
Ending Location: H16, Lower Right

Hammerhead #2: Charge the Jollyboat
Starting Location: J13, Lower Right
Ending Location: I16, Lower Right
Hammerhead #2's Bite: 1d20 + 4 ⇒ (9) + 4 = 13 Hit
Concealment: 1d100 ⇒ 15 Miss

Caerlei's Attack of Opportunity @ Hammerhead #2
Caerlei's Attack: 1d20 + 1 ⇒ (20) + 1 = 21 Hit
Confirmation: 1d20 + 1 ⇒ (19) + 1 = 20 Hit
Concealment: 1d100 ⇒ 67 Hit
Damage: 3d10 + 3 ⇒ (5, 8, 3) + 3 = 19 Killed Hammerhead #2 Outright

Hammerhead #3: Charge the Jollyboat
Starting Location: G19, Lower Left
Ending Location: H19, Upper Right
Hammerhead #3's Bite: 1d20 + 4 ⇒ (10) + 4 = 14
Concealment: 1d100 ⇒ 9 Miss

Hammerhead #4: Charge the Jollyboat
Starting Location: N20, Upper Right
Ending Location: J19, Upper Left
Hammerhead #4's Bite: 1d20 + 4 ⇒ (3) + 4 = 7 Miss

Everyone else: You're up! Also note that Hammerheads 3 and 4 have a -2 AC, though still gain +8 from being in the water for a toal of +6. Hammerhead #1, however, has lost its entire dex bonus, though still has improved cover.


Female Shackleborn (Kyton-Spawn Tiefling) Oracle of Metal 1

Hahaha, wow! Feel free to roll all of my attacks for me Crusty.


To be fair, you barely confirmed - after its -2 AC from charging, it still had a 20 AC. I'm not sure if I completely agree with them gaining +8 AC from cover against land-bound attacks.


Female Vishkanya Ranger (Freebooter, Skirmisher) 1

Well if they've come close enough to the surface to attack the boat then they'd have less cover one would think?

"Yeah? No kiddin'?" she asks sarcastically when the angelic descended one observes that the sharks aren't behaving naturally. She hauls herself to her feet, reaching for her bow before shaking her head; the string would be useless after the night in the water. She draws her sword instead, and stabs down at the nearby shark. The sudden movement causes her head to swim and she stumbles, almost dropping her sword overboard, causing the boat to rock as she catches herself.

Gladius stab: 1d20 + 4 - 1 ⇒ (1) + 4 - 1 = 4
Damage: 1d6 - 1 ⇒ (3) - 1 = 2


It specifically states that if they're at the surface (treading water, half submerged, etc), that they gain the +8 AC.


Female Vishkanya Ranger (Freebooter, Skirmisher) 1

Yeah that doesn't make sense...


"They are just sharks." Mabelode opines and continues to row. "Osir, don't you get frazzled, too. Keep rowing."

Mabelode does not have a weapon. Nor does he think it intelligent to jump in the water to attack the sharks. He continues to row and readies a fire bolt if a shark attacks him. He decides that he will never get used to her growing glaives from her arms.
________________________________
move action to row
ready to attack a shark if threatened with a fire bolt +1 to touch attack 1d6 fire damage


Female Shackleborn (Kyton-Spawn Tiefling) Oracle of Metal 1

any chance of slinging the skewered shark into the boat for cooking later?


It'll float, you can collect it afterwards.


Male Half-Elf Wildblooded Sorcerer (Aquatic) 1
Stats:
HP: 6/6; AC: 12/12/10; Water Blast 7/7 day; Perception +3

Zenu sighs as he feels the last of his magical water flow away slowly from his palm. It was always a bit of a letdown, to feel his power wane. A reminder, such as it was, that his union with the sea's limitless power was hardly complete, or even much more than started.

Regardless, the half-elf turns his attention to the small boat as he begins to hear shouts. Wait... boarders attacking the larger ship, sharks were attacking the smaller... Zenu smiles. If previous experience aboard the Grasp was any indication, the pirates of the Shackles were more welcoming when they knew a body could be useful. No time like the present, he figures, to prove his abilities.

Zenu reaches for his shortbow, grinning broadly, then reconsiders, realizing that he is currently too far out of range to actually do anything using it. Instead, he moves (very carefully) to the "back" end of his impromptu raft, where he puts his hands in the water and begins to paddle. However, with the pressure of the sharks behind him now, the young sorcerer can't resist throwing more glances over his shoulder than strictly necessary, rendering his paddling largely ineffective.

___________
Wisdom: 1d20 + 2 ⇒ (16) + 2 = 18
Not quite. Oh well.
Starting position: I7, upper right quadrant.
Ending position: I7, upper right quadrant.
Unless I have momentum from my Water Blast tactic last round, in which case Zenu's in I8, upper right quadrant (if he moved 10 feet.)

Perception (untrained): 1d20 + 3 ⇒ (16) + 3 = 19 This is to hear Osir, seeing as I'm pretty far. Of course, sound travels far over water. Just a general idea for how to phrase it, you see.


To hear Osir yelling is roughly equivilent of a DC -10 - or to hear the sounds of battle. The DC increases by 1 per 10 feet, which is roughly a DC 0 or DC 1. :P


Also, there was no momentum Zenu - that was just a one time move with your water ability for each time you use it. You have to actually accelerate with rowing if you want to keep moving.


Male Half-Elf Wildblooded Sorcerer (Aquatic) 1
Stats:
HP: 6/6; AC: 12/12/10; Water Blast 7/7 day; Perception +3

Understood.


Male Aasimar Idyllkin Scion of Humanity of Caldaru Ethnicity Cavalier (Huntmaster) / 1

“Keep rowing? Rowing without our ‘captain’ piloting the ship seems a right good recipe for disaster, my friend!” Osir called out to Mabelode even as he pulled the heavy oar back into the vessel and secured it so that no part of it still trailed in the water. For a man of his strength it was an easy feat. “Besides which, rowing with those sharks snapping their jaws about will more than likely lead to a broken oar or being dragged under with them. What we need to do is catch us some supper.” There was a laugh at the end of his words as he stood up on the Jolly boat and retrieved the Trident he had set aside when they first began rowing. It felt good to have the weapon in his hands again and this was an opportunity to show the other's what a man with Korzar blood could do. Not troubling himself with a shield for now, he gripped the tri-pronged weapon in both his hands and after moving into position he leaned over the side of the vessel. He intended to put himself in a prime position to anticipate and strike out at the shark that still plowed through the water toward the boat. He braced the trident against the rough wood and set his feet in position to prevent himself from falling overboard.

Letting out three quick whistled notes, Osir looked up to Pellinor for a moment and made a circling motion with his hand in the air, before he set that hand back to bracing his weapon. The Osprey responded with a loud call of its own and began widening its circling flight over the Jolly boat, it’s keen avian eyes searching the waters, not for prey as was more typical, but for whatever or whoever was guiding the sharks in their attack run.

_______________________________
Osir's Perception: 1d20 + 8 ⇒ (12) + 8 = 20
Osir will brace for a Trident attack against the shark that ran this turn. I am guessing it will charge next turn. Osir will try to spot whoever or whatever is guiding the sharks.


What will Pelinor be doing? Keeping an eye out? If she's not doing anything this turn, I'll post Robinton's turn and get the recap up. I see you posted her action in the description, but if you want, feel free to roll for her perception check as well.


Male Aasimar Idyllkin Scion of Humanity of Caldaru Ethnicity Cavalier (Huntmaster) / 1

I typed Osir's perception, but that is actually Pellinor's. Pellinor is surveying the area, trying to locate any additional threats and/or the creature guiding the sharks, whilst keeping to a high altitude.


Ah right, gotcha! I'll get the recap up shortly.


ROUND I RECAP

As Caerlei and crew reach Saranaja and help her board their boat, a gunshot rings off in the distance in the direction of the Wormwood, eerily echoing in the silence; The shot is followed closely by numerous additional gunshots, clanging of steel, and men yelling.

Before they can respond, however, the crew of the Wormwood's jollyboat have their own problems to deal with - out of the blue, the four sharks that had been lazily swimming around, occasionally nibbling on a dead body, burst into a frenzy of movement with each shark rapidly swimming directly towards the jollyboat.

Caerlei sails to a position just above the prow of the jolly boat, eyes peering out into the surrounding waters to regard the approaching threat that is the four small hammerheads currently cutting a path through the waters to their vessel. Much as she had done the previous morning, the pale woman pinches one of the myriad silvery shards of metal protruding from her skin and begins to rip the metal sliver out of her forearm. As she continues yanking the object free, as one might a sword from a sheath, it becomes apparent that she is manifesting a fully metal glaive with wicked barbs and hooks adorning the blade's head. She whirls the weapon around with a familiar flourish that manages to avoid hitting any one else on the boat before yelling over her shoulder, "Prepare your weapons, fools! We're about to have some company."

Planting her feet firmly and defiantly, she hefts her weapon before her as the dark shapes beneath the water's surface skim towards her mighty ship.

Hearing the gunshots, shouting, and the sharks get riled up from all the commotion, Trevor sighs and begins rising to his knees while maintaining even balance on the flotsam. He pulls his shortbow from his back, and begins taking aim at the nearest shark. He lets an arrow fly into the water near its dorsal fin, hoping it strikes flesh. The arrow misses, however, striking the water near the shark's tail. The shark isn't even phased.

He then calls out to his would be rescuers, "Whoever is attacking your ship, we are not involved! I swear it!"

As if they are of one mind, the four sharks converge onto the jollyboat simultaneously, each trying to take a chunk out of the boat's structure. Trevor's arrow nearly hits one in the tail, but misses due to the water veering off its aim. The shark takes no notice. Another, however, is skewered by Caerlei's massive glaive - her blade goes right through the top of the shark's head and out the other side, as if she herself was an expert fisherman practicing her trade.

Two of the other sharks, meanwhile, fail to gain a hold on the ship - their mouths, although quite large in comparision to the rest of their body, are just not designed for biting something this much larger than themselves.

Osir was searching the waters with his gaze as well for any floating wreckage that might still prove of value, being of the same mind as Caerlei, at least to a degree. Anything of true worth would likely never pass before the wretched Captain's eyes, for Osir had developed little love for Harrigon or his officers. Pellinor circled directly overhead, making a few high yewping calls as the Osprey remained alert to danger.

Powerful arms pulled the oars as he rowed under the commanding voice of Caerlei. When they pulled their small vessel up beside the stranded women, suspicion and interested came to his mind. "Welcome aboard, we'll have a nice little talk once we rescue the other survivors." He flashed a smile, though his lips twitched downward when he heard her Cheliaxians. He readied to take the boat to the next member of the floating castaways, when he heard commotion back the way they came. He turned his head back in that direction and spit out a curse. "Kraktora's blasted blood! The ships under attack and we may be too! Eagle eyes everyone, look sharp!"

The sudden change in behavior of the sharks and the calls heard from the distant Wormwood all seemed to point to one thing. Invaders from the deep. "That ain't normal, friends. These sharks are controled, and whatever's got them under it's sway has given them orders to kill." His deep voice rings out as he pushes aside the oar. His coral green eyes search the fog coated water for the creature that commands the loyalty of the aquatic predators.

"They are just sharks." Mabelode opines and continues to row. "Osir, don't you get frazzled, too. Keep rowing."

Mabelode does not have a weapon. Nor does he think it intelligent to jump in the water to attack the sharks. He continues to row and readies a fire bolt if a shark attacks him. He decides that he will never get used to her growing glaives from her arms.

"Yeah? No kiddin'?" she asks sarcastically when the angelic descended one observes that the sharks aren't behaving naturally. She hauls herself to her feet, reaching for her bow before shaking her head; the string would be useless after the night in the water. She draws her sword instead, and stabs down at the nearby shark. The sudden movement causes her head to swim and she stumbles, almost dropping her sword overboard, causing the boat to rock as she catches herself.

Zenu sighs as he feels the last of his magical water flow away slowly from his palm. It was always a bit of a letdown, to feel his power wane. A reminder, such as it was, that his union with the sea's limitless power was hardly complete, or even much more than started.

Regardless, the half-elf turns his attention to the small boat as he begins to hear shouts. Wait... boarders attacking the larger ship, sharks were attacking the smaller... Zenu smiles. If previous experience aboard the Grasp was any indication, the pirates of the Shackles were more welcoming when they knew a body could be useful. No time like the present, he figures, to prove his abilities.

Zenu reaches for his shortbow, grinning broadly, then reconsiders, realizing that he is currently too far out of range to actually do anything using it. Instead, he carefully moves to the "back" end of his impromptu raft, where he puts his hands in the water and begins to paddle. However, with the pressure of the sharks behind him now, the young sorcerer can't resist throwing more glances over his shoulder than strictly necessary, rendering his paddling largely ineffective.

“Keep rowing? Rowing without our ‘captain’ piloting the ship seems a right good recipe for disaster, my friend!” Osir called out to Mabelode even as he pulled the heavy oar back into the vessel and secured it so that no part of it still trailed in the water. For a man of his strength it was an easy feat. “Besides which, rowing with those sharks snapping their jaws about will more than likely lead to a broken oar or being dragged under with them. What we need to do is catch us some supper.” There was a laugh at the end of his words as he stood up on the Jolly boat and retrieved the Trident he had set aside when they first began rowing. It felt good to have the weapon in his hands again and this was an opportunity to show the other's what a man with Korzar blood could do. Not troubling himself with a shield for now, he gripped the tri-pronged weapon in both his hands and after moving into position he leaned over the side of the vessel. He intended to put himself in a prime position to anticipate and strike out at the shark that still plowed through the water toward the boat. He braced the trident against the rough wood and set his feet in position to prevent himself from falling overboard.

Letting out three quick whistled notes, Osir looked up to Pellinor for a moment and made a circling motion with his hand in the air, before he set that hand back to bracing his weapon. The Osprey responded with a loud call of its own and began widening its circling flight over the Jolly boat, it’s keen avian eyes searching the waters, not for prey as was more typical, but for whatever or whoever was guiding the sharks in their attack run.

Robinton, meanwhile, starts whistling a jaunty tune - despite the fact the crew is surrounded by sharks and the Wormwood over yonder is being ambushed. The others feel their moral boosted by his upbeat performance. As he does so, he pulls out one of his daggers, though remains seated for now.

__________________________

Robinton's Actions:
Standard Action: Inspire Courage +1 Bardic Performance
Move Action: Draw Dagger

Everyone gains +1 to Attack and Damage as long as Robinton keeps up his music!

Meanwhile, Pelinor continues to circle, not having spotted the shark's handler - whoever or whatever they are, they aren't anywhere on the surface.


  

     << Encounter: "From the Jaws of Death" | Round II | Hazards: Fog | Encounter Map: From the Jaws of Death >>

  
___________________________________

INITIATIVE
Caerlei: 21
Trevor: 19
Hammerheads: 15
Mabelode: 15
Saranaja: 10
Pelinor: 8
Zenu: 7
Osir: 7
Pelinor: 7
Robinton: 2

CURRENT LOCATION:
Caerlei: I17, Upper Right
Trevor: I10, Lower Right
Mabelode: I18, Upper Right
Saranaja: I18, Lower Right
Pelinor: Unknown, Flying around
Zenu: I7, Upper Right
Osir: I17, Lower Left
Robinton: I18, Upper Left
---
Hammerhead #1: H16, Lower Right
Hammerhead #2: Dead
Hammerhead #3: H19, Upper Right
Hammerhead #4: J19, Upper Left

---
Everyone has +1 Attack/Damage for as long as Robinton keeps up his Bardic Performance.

Trevor, Caerlei, you're up!


Male Human Rogue (Swashbuckler) 1

This is pointless, this bow isn't going to accomplish anything. If only I had a harpoon.

Trevor slips the bow back over his shoulder, then lies down on the flotsam to distribute his weight. He then starts trying to paddle towards the rowboat. However, his fear of more sharks in the area keeps him from putting serious effort to the task, and it is evident he is more focused on watching the waters than making actual headway.
__________________

Rowing as far as I can toward the rescue ship. Continuing along the right side of the squares.

Profession (Sailor): 1d20 + 3 ⇒ (5) + 3 = 8
Perception: 1d20 + 3 ⇒ (18) + 3 = 21


Female Shackleborn (Kyton-Spawn Tiefling) Oracle of Metal 1

"Here, fishy, fishy, fishy! Come give momma a nice big..." Caerlei's words are interrupted by a well placed thrust towards the shark just off the port side of the jolly boat, "...kiss!" A sway in the boat pitches her slightly off balance and ruins what might have been a killing blow. Caerlei clicks her tongue against the roof of her mouth in vexation. Her weapon finds its mark, albeit with a less deadly precision than she had intended. Finding her feet again quickly, Caerlei hops back into the relative safety of the boat, glaive raised in anticipation of the shark's next approach.

Sparing a quick glance over her shoulder at her crew, Caerlei scoffs at the relative lack of results availed her brief survey. "Stop playing with yourselves and kill these chum-guzzling pests already!"

_________________________
Standard Action: Attacking the shark located at H16, then taking a 5-ft. step back to I17; Lower Right.
Ending Location: I17; Lower Right.
Glaive Attack: 1d20 + 2 ⇒ (19) + 2 = 21
Damage: 1d10 + 2 ⇒ (2) + 2 = 4


Do remember the fog, Caerlei - because you're 10ft away, he has 50% concealment. You hit his AC, but let me see if you hit him after that.

Concealment Check: 1d100 ⇒ 31 Miss :(


Female Shackleborn (Kyton-Spawn Tiefling) Oracle of Metal 1

Whoops! CURSE YE GOZREH!

251 to 300 of 300 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Crusty's Skull and Shackles Gameplay Thread All Messageboards

Want to post a reply? Sign in.
751 to 797 of 797 << first < prev | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | next > last >>
Lantern Lodge RPG Superstar 2014 Top 4

My home campaign just recently took a stop off in Southern Arcadia. They found a map made by ancient explorers of the region:

Azlanti Map

I made it in photoshop in about an hour.


What tool did you use for the trees/mountains? A pattern, like I did with the Shackles' Hexes?

I have photoshop myself, but I'm quite rusty at it.. still re-gaining the hang of it. Nor have I really tried making my own outdoors map before.


I've been meaning to get in the know with photoshop for about 10 years now. I'm not sure it's ever going to happen. GO, TEAM APATHY!


None

Same here. xD


Well, good news is that I've been working a lot more on getting this campaign up and running.

Bad news is.. I get distracted too easily. Heh XD

Weeeeee!

I'll see if I can get the official character build rules up soon though.. to make sure you guys can be ready when me arse is.

Also note, you won't be the only Hellknights sent down here. :p


None

Oh dear.


A teaser, so as to not leave you guys hangin'. I have much Fun planned for you!

I'll let you guys do the research on the Map of the Shackles and see if you can't find out a little bit of info on your soon-to-be destination ;)


With all this time to imagine, I've a new character concept to bounce off you guys:

Lawful neutral druid (menhir savant) with Aquatic Domain
- Order of the Nail serving in the Chelish Navy to supply Korvosa
- Worshiping Barbatos

I was thinking about Half-elf to get water child and almost swim speed. What do you think about the concept and race choice?

cheers


Mabelode wrote:

With all this time to imagine, I've a new character concept to bounce off you guys:

Lawful neutral druid (menhir savant) with Aquatic Domain
- Order of the Nail serving in the Chelish Navy to supply Korvosa
- Worshiping Barbatos

I was thinking about Half-elf to get water child and almost swim speed. What do you think about the concept and race choice?

cheers

Wow. My mother always told me not to say anything if I didn't have something good to say, so I'll take your collective silence as a vote of no confidence for that character concept.

cheers


Actually, I had been giving it some thought, and would have rathered waited until I fully decided on what to say about it :P

As mentioned in the messages, I liked the overall idea of an Aquaman-type character. (And you were right about the Corsair bit, not the Buccaneer bit - I got the two mixed up) I think this group would greatly benefit from someone with naval knowledge.. so far I don't think anyone in particular had planned on such skills, let alone focusing on it. I'm not sure how I feel about Barbatos.. but he's an archdevil I'm not too familiar with, so its not that I don't like him, its that I don't know much about him.

With me still working on the details anyways, I'm trying not to get too focused on critiquing everyone's character concepts, anyways - at least not yet.

Plus.. I know it isn't stated anywhere that they can't be Hellknights, but a Druid just doesn't feel very Hellknighty. I kind of liked your Fighter concept better, to be honest - the Eldritch Heritage Feat is a neat feat. I had used it in Rob's Ascension campaign - or planned on doing so - in order to get my Cleric a Familiar, which he planned on eventually upgrading to a Clockwork familiar.


I'm just lazy :p Haven't really worked on my own character much more since I last posted about him let alone thinking about anyone else's :p


OK I have a relatively high post frequency.

I'll plan both the concepts out and review. Any ideas are greatly welcome.

cheers


AC 20 (22) FF 19 T 11| HP 30| F +6 To R +2 W +6| Init +2| Percep +6

Also was being lazy.


Hey guys.. been talking to Rob about stuffs... aaand:

What would you all say to running Ruins of Pathfinder: Shattered Star, instead of Beneath the Black Flag?

Rob's into the idea, but I'm curious as to all of your thoughts. Since this campaign is already made (Just needing some adjustments), I could get it up and running MUCH faster - within two weeks, tops - I just need to do some preliminary runs, but considering I got through Book 1 of WotR in less than a week, it won't take long.

You guys would be working under an Pathfinder Society-like organization under Karzoug, which specializes in researching and retrieving ancient Thassilionian and Azlanti Artifacts. Basically the.. Thassilion Society. No thats not the final name of it, but I'll come up with something.

....also, as Rob pointed out to me.. the Advanced Class Guide Playtest starts Tuesday. I might allow you guys to run with those classes, if they don't look totally broken. (Er mah gurd, Swashbuckler!)

What say you all?


I don't know anything about Shattered Star. Need to read, but I'm entirely open and probably prefer it. I'm already in a Skulls game and really like the idea of starting sooner.

cheers


Shattered Star is the spiritual sequel to Rise of the Runelords - you are sent on an epic quest to reassemble an ancient, Thassilonian Artifact linked to each of the seven sins. You are Pathfinders in the newly created Varisian Pathfinder Lodge in Magnimar.

Its basically a series of massive dungeon crawls that take you all over Varisia - including Magnimar and Kaer Maga!

Only, in this timeline, you will be working for Karzoug, much as Fenyx and Ar'Zarrcal are! In fact.. I'm thinking that the Temple of Lissala might be a major organization that you work for - or a branch of it, possibly. At the very least, her religion will be blossoming in Shalast.

Its going to be set right in the middle of the Reign of Winter, as well.. so that'll be an added difficulty. And, as a plus, your group of mostly-spellcasters will work quite well! It might be interesting to see even :3

My 'playtest' group, which I will be modifying the campaign around while also running it to get a feel for it, consist of:


  • CN Human Gunslinger (Younger Brother of #2)
  • LN Human Monk (Older Sister of #1)
  • LE Human Cleric of Lissala (Older sister of #4)
  • LN Human Sin-Specialist Wizard (Younger Brother of #3)
  • N Human Fighter
  • LE Human Inquisitor of Lissala

Randomly rolled their classes and personalities and boy, they're an interesting group! #1 mass murdered a group of children for 'justice' in his youth, though regretted it later.


None

Hm... That sounds interesting. I like it! :D


I may actually go with my witch again in that case. The urge to go all winter witch has crept up on me it seems.


Well, being all spellcasters would be pretty hilarious... Since you are all Cyphermages. Lets just say.. they've been happy with Karzoug's return, and have blossomed underneath Karzoug. They are now the leading experts at retrieving ancient Thassilionian Artifacts.

But, not all Cyphermages now are spellcasters - just many.


I could keep my bloodmarked alchemist too! :p Hmm, working under Karzoug. Could be interesting... May look at changing to a full wizard too though and look at the Thassilonian schools and such.

Just as a heads up, I have been listening to an Actual Play podcast of a group playing the original Shattered Star, so am familiar with most of the original book 1. I also spoiled the end of it by peeking/minis :p Considering you're going to have to make some significant changes anyway it shouldn't be too big a deal.


The overarching questline will remain the same.. but I'll be adding my own touches, just as Rob is doing with Reign of Winter (I mean, were any of us REALLY expecting a mythic Troll with that one? Rob threw a fast one on us there :P)

So don't worry about that!

Also, where be this podcast on that? I'd love to listen to a group run through Shattered Star. Or is it live only?


Not actually reading Reign of Winter myself, so not sure what you're talking about, but fair enough :p

http://www.rpgmp3.com/, it features a number of groups that play all sorts of games, and a lot of different systems; though a lot of them have a tendency not to follow through all the way on campaigns. I suppose that can be said of any group though :p I think a number of them have started playing Shattered Star, but the one I am referring to is a game involving the creator of the website, his wife/partner, the GM of one of the other groups, and a third player from another group again :p There's some really good stuff buried in the archives, but a lot of mediocre stuff too :p Anyway, the one I am referring to is here. I'm only up to episode 13 of 27, so they're probably near the end of book two or start of 3 by now. Also available on iTunes

One group I can heartily recommend, especially for an awesome Kingmaker campaign is the Strand Gamers. They used to post on RPGMP3 but then moved to their own website and did an awesome game called Inquisition of Blood using a system called Burning Wheel. Sadly they have been in an extended hiatus after the runner of the site and main GM had some personal issues, but I'm still hoping they come back.


Ah nice, thanks!


And now the hurdle of transplanting a winter witch to Varisia. Would the idea of a Jadwiga who opposes Elvanna jive? I can PM you more if required. I don't want to get too carried away and risk spoiling any Reign of Winter plots, but I'm sure the implications of a winter witch ally/thrall during the threat of an impending ice age would not be something Karzoug or his agents would risk overlooking.

* Thron and I are playing RoW in our weekly IRL game; have almost concluded the first book (which sheds a lot of light on how much work Rob has put into his Ruins version: and may I say, bravo sir!). I love me some Irrisen witches. I had initially resolved to avoid another winter witch as I had played one previously, but... they so fun. Going to go back on that self imposition.


And they just killed me to boot. How rude. Not like I did anything to deserve it.


I had nothing to do with your racist elf getting murder-killed by Super Devil and Captain Conniving. In fact, I'm pretty sure I'm the only person in the party with anything remotely resembling a moral compass.


None

>_>


Hah well, this'll be an interesting group I think.

...I fully plan on keeping an up-to-date Obituary for this group once we get started. >:P And considering I nearly TPK'd MYSELF once while running my WotR campaign.. mercy is for the weak!


Right now I'm mainly trying to decide if I want to give you 15 or 25 point builds.. my original run through with PCs will be 15-point builds.. but this IS Ruins of Pathfinder.

That means high-powered shenanigans. What are your thoughts on this, guys?

Do note that.. if we go 25 point builds.. I will not be going easy on ye! Heck I won't be doing that anyways though.. MUAHAHAHAHA. o_o


None

I've already built my character with 25 points, I think... o_o


I'm not a fan of low point-buys, speaking for myself. I think it's obscenely punishing on MAD characters, and can result in heroes that feel not very heroic. More points to spread also alleviates getting carried away with stat dumps, lets characters put points into something other than what their class itself demands, etc.

To be fair, though, I'm not a big fan of point buys in general. I see the appeal, and understand why very plainly; I grew up playing random rolls, however. Ultimately, I'll roll with whatever is decided upon without complaint, but if I have a vote to be counted, it will always be Random Roll > 25-pt > 20-pt > 15-pt.


Yeah after giving it some thought, I'll just stick with 25 point buys. Though you guys will be starting at level 1.

Do note, though, that these APs are designed around the idea of 4 PCs, each built with 15 point builds - so I'll be beefing up the encounters as appropriate, using this as a guide. Do note that there are spoilers for the Kingmaker campaign in that link. Obviously, due to the setting changes, not everything will remain the same.. ;)

I am aiming for this to be a difficult campaign.. though not backbreakingly difficult. :P

Though, my first playthrough to get a feel for the campaign is going to be using 15 point buys.. but thats mainly to get a feel for whats what, so I can adjust it as appropriate while also giving you guys a challenge.


So which section of the ruins of pathfinder write up should I read up on that would be most pertinent to this campaign?


Theres not much on Varisia in detail yet, actually - I'm going to be getting that up within the next few days. Rob is giving me a fair bit of creative freedom regarding it.. :3

However, since you guys start in Magnimar, know that the city is controlled by Karzoug's forces, and the city itself was spared devastation thanks to Lord-Mayor Haldmeer Grobaras. In an effort to spare his city the Runelord's wrath, (Not really, more like to spare his own portly ass), he surrendered immediately to Karzoug once he heard the Runelord was on the way. Though he did it more to save his own skin than his city's, the city remained 'relatively' autonomous and he was allowed to stay in charge of the settlement - though he is 'advised' by none other than Karzoug's greatest champion, a former Mercenary Guildmaster from Riddleport known as Viorian Dekanti, wielder of the Sword of Greed, Chellan. She herself is aided by numerous Rune Giants, who are often seen wandering around the city's outskirts or within the city itself, a sight that helps remind the city's denizens who they now serve.

You are all part of the newest branch of the Cyphermage's guild in Magnimar - their headquarters, previously in Riddleport, has since migrated to Xin-Shalast itself. The Cyphermages are the leading experts on retrieving ancient Thassilonian and Azlanti artifacts from the pre-Earthfall era. In that regards, they provide a similar role as the Pathfinders - though, unlike the Pathfinders, they serve Karzoug. Most of their number are arcane spellcasters - Wizards in particular, though with their expanding order, they have come to allow nonspellcasters into their ranks, if only as bodyguards at the least, for recovering ancient artifacts is no child's play.

While the city is still relatively autonomous, poverty levels have grown due to rising taxes - taxes that are used to appease Runelord Karzoug. Those who cannot pay are forced into slavery, to be sold at Sandpoint - which itself has been turned into a massive slave market.

Sandpoint, one of Magnimar's holdings and the starting point of both the Rise of the Runelords and Jade Regents AP, fared far worse. Most of the settlement's population were enslaved. With the discovery of a Minor Runewell of Wrath beneath the town, Karzoug's forces have converted it into a Minor Runewell of Greed - fueled by the greedy souls above who work the slave markets. In addition, Karzoug is attempting to rebuild the Old Light - once a powerful weapon controlled by his ancient rival, Runelord Azlanist. The Cyphermages are on the forefront of the reconstruction efforts - and they look forward to making the weapon operational again.

In addition, (I'm basically writing the entire history piece by piece in this post, haha!), all of Varisia is suffering beneath food shortages due to the Reign of Winter. Food prices have skyrocketed as a result - the Aspis Consortium, who have negotiated a trade agreement with Karzoug (Runelord of GREED? As in filthy rich? The Aspis Consortium is all over that), and as a result, they have been making a pretty penny off of the Runelord.


Might make me a bodyguard type character then. If anybody wants to work with me on something, just shout it out. Any alignment restrictions/suggestions?


Any alignment except Chaotic Evil. Most good-aligned souls have either been enslaved, sacrificed, or have fled the region - so Neutral / Evil are the most common, especially Lawful ones. The church of Lissala is LE - and her cult has been rapidly growing with Karzoug's return.


Thinking a Lawful Evil fighter. Rough n tumble kinda type, always out for number one, but, at the moment, the best way to do that (in his mind) is to throw in with the winning side as opposed to being made a slave. So he sold his services off to the Cyphermages as a bodyguard.

VERY rough sketch at this point, and definitely willing to work with anybody on it still.


Do note that I *might* be allowing the new classes when the playtest is released - so if you want to take a look at those, feel free to. I'm personally excited for the Swashbuckler :3


Man that sounds super awesome. My guy would fit right in I think :) Unfortunately I may be absent for a while, likely a couple weeks and perhaps more depending on how things work out, so I may have to withdraw from this game. At the least you guy will probably have to start with out me. Basically if you don't hear from me after monday go ahead without me and have fun!


I was probably going to be starting us up around the 25th, in fact - maybe a little earlier, depending on how fast I go through this :x

It probably will not be difficult to get you into the group at a later date should you still want to join Peanuts - so we'll start without you should you not be available, then work you in when we can, should you still want to join us.


Cool. I hope I make it back in time to participate then! :)


The Shattered Star campaign thread is up!

For now, refrain from posting in the gameplay thread EXCEPT to dot it. I also have the character creation rules up on the campaign tab. Consider the description/personality/background requirements the same as was for other Ruins of Pathfinder campaigns.

Should you want an added bonus, give the random background generator in Ultimate Campaign a try! Rolling for things like where you were born, your parents current status, siblings, and childhood events add a surprisingly interesting level of flavor to your character. If you randomly roll these things, you will gain an additional bonus in the form of a free story feat or two bonus traits! Either of which must be from the story feats/traits you rolled, however.

Also note the changes to both food and coins in this campaign. If you have any questions, hollar at me in the discussion thread over there. I will be working on getting more specific info up on what has happened to Varisia soon!


DM Crustypeanut wrote:
Do note that I *might* be allowing the new classes when the playtest is released - so if you want to take a look at those, feel free to. I'm personally excited for the Swashbuckler :3

Where are these new classes you to which refer?


Not out yet - Rob mentioned to me that the playtest for them will be released.. Tuesday?

Can't wait :x

A list of them thus far are as follows:


  • Arcanist - Mix of Sorcerer and Wizard
  • Bloodrager - Mix of Barbarian and Sorcerer
  • Hunter - Mix of Druid and Ranger
  • Shaman - Mix of Oracle and Witch
  • Slayer - Mix of Ranger and Rogue
  • Swashbuckler - Mix of Fighter and Gunslinger
  • Warpriest - Mix of Fighter and Cleric
  • Investigator - Mix of Alchemist and Rogue

There are two more as of yet unreleased. These are all hybrids, as you can tell - the Magus could be considered the basis for all of these, combining two classes with a twist. Supposedly, however, these are all ALTERNATE classes - If, for example, you are an Arcanist, you cannot take levels in Wizard or Sorcerer - much like you cannot take levels in Ninja and Rogue or Cavalier and Samurai.

That may have changed, though.. we'll see.


The other two are Skald (Barbarian and Bard) and Brawler (Fighter and Monk) I believe.


We'll see tuesday! Needless to say, I look forward to checking them out. Unless they look horribly broken, I would not be against you guys trying them out in this campaign!

What a better way to introduce new classes and new races than a Ruins of Pathfinder campaign set in a brand new empire!

;)


Btw, Brimley, go get your butt over to the Shattered Star discussion thread. I've also gotten portions of the alternate history down in the Campaign tab - this is, afterall, the region that Fenyx is from!

...maybe his family in Magnimar will make a cameo? :P (On that note, you should send me some info through a message about Fenyx's family, if you have any idea about them. Feel free to even make a sibling of Fenyx be your character!)

Magnimar will be the primary city we'll be in, after all. I'd love to include cameos of other campaigns' characters if at all possible! :D

751 to 797 of 797 << first < prev | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Crustypeanut's Skull and Shackles Discussion All Messageboards

Want to post a reply? Sign in.