Crusty's Skull and Shackles Campaign (Inactive)

Game Master Crustypeanut

Map of The Wormwood


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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!

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Male Huuuman. I think Expert 2

Alrighty guys, use this discussion thread to talk to me and each other aboot your characters. I'll get to work setting up the campaign tab itself.


Male Huuuman. I think Expert 2

Oh sod it, I had a good post going for the campaign portion and apparently I took too long. DAMNIT.

*Edit* Wait, I clicked back and it saved it.. WHEW. Note to self: Write this on a notepad first next time.


Male Huuuman. I think Expert 2

Question: Do you guys want to use Hero Points? Or do you not really care? I'm not used to using them, but I feel that this campaign could use them from time to time.. especially since I'm not a very forgiving DM ;)


Ar'Zarrcal here - regarding Hero points I have no opinion.

I am pondering potential ideas. What are your thoughts on the Waveblade Magus Archetype and the Deep caller summoner Archetype found in Wayfinder #8?

Some Paizo class ideas I was pondering - Bard (Animal Speaker or Dervish), Barbarian (Sea Reaver), Cavalier (Musketeer), Rogue (Pirate or Swashbuckler)

I will be pondering a character idea and then likely choose something within the above list that fits.


Male Huuuman. I think Expert 2

Hmm I haven't heard of those archetypes, lemme check them out, then I'll get back to you shortly on that. I've also posted some info in the campaign tab finally, though I'm not 100% done there.


Male gnome | HP 3/29 | HD 4/4 | 2nd 1/2 | Insp Used
Stats:
AC 13 | Str +0, Dex +2, Con +1, Int +3, Wis +2, Cha +6 | Initiative +2 | Perception +0

Arrr! Matey's! Ordrud here.

Hero points were vital to character survival in my current Skulls campaign. Primarily, because we don't have a full caster in the party. The APL+2 encounters almost TPK us every time. For a more balanced group, I don't think hero points are that big of a deal. Frankly, it's the first D&D game that I've played with hero points. My group got used to playing with them playing Star Wars Saga Edition with Destiny Points.

@Lurking
Styvanus offered to play a rogue (pirate), but I don't know how firm he is.

Korbo is a full cleric with Chaos (Protean) and Trickery domains. I'm open to change/modify if I hear a better concept. I'm already playing a Gunslinger/Ranger (freebooter), so I want to play a caster in this game.

cheers


Male Huuuman. I think Expert 2

Hahaha Boat Shield.. that is awesome. Why have I never seen this book before :X Haven't found the archetypes yet, but so far this Wayfinder is pretty damn awesome. Damn good art, too.


Male Huuuman. I think Expert 2

Alright Lurk, I'll allow the archetypes from Wayfinder #8. They all fit the campaign thematically really well, and they don't seem too strong. This is including the Argonaut, Marine, Commander, Shoal Runner, and the two you mentioned.

You guys will likely be seeing stuff from this, now that I've got my hands on it. It looks very well made, even if it is technically 3rd-party.

Edit: Yeah I saw Styv's submission, his looks good. And your Cleric looks great, as well, though I haven't looked into great detail on everything on it yet. As for Domains, both Trickery and Chaos[Protean] are good choices. Two of Besmara's other domains, Water and Weather, are pretty damn good for this campaign too.

As for your concepts, unless I see something really out of place, they'll probably be pretty good. I'm not even going to require you guys to have any semblance of a balanced party, if you so choose.

I can also make recommendations on classes/feats/skills and such if you want. I've already ran this to level 5, so I know how the entire first book plays, even if my own players kind of slaughtered it.


Hello there! It's Talavuc.

Hero Points: I use them for every game I run at this point, so I'm good with them.

For character ideas: I play a caster in nearly every game I'm playing and have played in the past. I'd like to play a Fighter with the Brawler archetype. Race wise, either a half-orc or a vanara, depending on whats allowed and how they build (I like the monkey-men). I may have missed it, but what races are allowed.

Wayfinder #8 looks pretty awesome. I like the argonaut. I may grab stuff for my own S&S games.


Male Huuuman. I think Expert 2

Most races are allowed. Vanara are good. I just don't want people having fly or swim speeds. XD

Which races are allowed is on the campaign tab.


I have not yet settled on a character concept. Still pondering stuff and working out someone I would enjoy to play. I'll avoid Rogue and Cleric since those are handled unless I really must be one for a character idea. I have also considered a Drunken Monk (tailored to the theme - probably more of a drunken brawler) though it seems Talavuc is leaning that direction as well. I also want to read over my Paizo Animal Companion guide this evening and see if anything from that strikes my interest. I bought it and haven't yet had a chance to use anything from it.

Race wise I am leaning human, though I did have some ideas that mingled with Sylph, Suli, or another half-blood.


Male Huuuman. I think Expert 2

Well, no matter what class/race you guys pick, there are a few skills that are extremely useful in this campaign.

These include: Swim, Profession (Sailor), and Climb, although plenty of other skills will see use too. I'd avoid a few things when it comes to classes: Alchemist's cannot use their extracts underwater, although I think their bombs work. Their formula books, in addition to spellbooks for wizards and magi, are more susceptable to water and can really screw a person over if they're destroyed by water. Gunslingers, although very thematic, have the issue of not being able to fire their guns underwater without magical aid.

For those who haven't played this, there -will- be underwater combat, and you will almost always be around water. Heavy armor.. is less than recommended for those reasons.

Dont' forget that underwater, blunt and slashing weapons are at a major disadvantage, as well. Same for spellcasting, actually. You have to make a Concentration check to cast a spell underwater, unless you can breath water. And don't get me started on fire magic :P


Male Huuuman. I think Expert 2

That being said of course, those classes that are hampered underwater will do fine above water. Theres more above water action than underwater, but they'll just be less than useful underwater, without aid.


Male gnome | HP 3/29 | HD 4/4 | 2nd 1/2 | Insp Used
Stats:
AC 13 | Str +0, Dex +2, Con +1, Int +3, Wis +2, Cha +6 | Initiative +2 | Perception +0

@Crusty

I read over your Campaign Info and have only two issues FWIW:

Hp I detest rolling for hit points. I think the half plus one hit points per level is one of the underestimated evolutions of the game. Before that, I felt that every character I played had less than average hit points, which aggravated me to no end. Please give the option.

Death I'm not a big fan of putting the replacement character one level behind. At first blush, it appears to motivate the player to avoid death; however, I believe all good players are significantly motivated to keep their creations alive. I feel that the policy actually penalizes the party who now has one character one-level weaker than the average. Yes, at higher levels the gap effectively closes, but until then it can be painful. I would suggest the replacement character comes in at APL with average party wealth.

This being written (i.e. that being said), I completely respect your decision to run the game however you want, so take my comments for a couple of coppers.

cheers


Male Huuuman. I think Expert 2

#1: Actually I usually allow that if the player wishes, anyways. I totally forgot to write it down in the rules though.. thank you for reminding me. So yes, you may either roll or take average +1, up to you.

#2: Hmm.. I'll give it some thought. Since we are going to be heavily roleplaying, in addition to having intense combat, it is true that you guys are likely to try and avoid death anyways. I've never had enough deaths in my campaigns to decide which I like better anyways.

What are your thoughts on being at the Average Party Level, but being behind one level when it comes to wealth? Its very likely the other players will have salvaged your previous character's loot, so it might be bringing in too much money to the party if I gave you full WBL.


Male gnome | HP 3/29 | HD 4/4 | 2nd 1/2 | Insp Used
Stats:
AC 13 | Str +0, Dex +2, Con +1, Int +3, Wis +2, Cha +6 | Initiative +2 | Perception +0
Crustypeanut wrote:
What are your thoughts on being at the Average Party Level, but being behind one level when it comes to wealth? Its very likely the other players will have salvaged your previous character's loot, so it might be bringing in too much money to the party if I gave you full WBL.

First, thanks for the positive reception of my comments.

My skulls campaign is at 7th-level, and we're WAY behind Wealth By Level (WBL). Maybe we're doing it wrong or investing too much in our crew and ship.

I think any replacement character should NOT be wealthier than the average party, which is why I wrote average party wealth, as opposed to WBL. Besides "average party wealth" will be a bit subjective, because who really accounts their character's wealth in total gp value all the time? Not me.

cheers


Male Huuuman. I think Expert 2

Thats true. My own players are above their WBL, with 6 players, but I did add a little bit of extra loot at the end of Book 1.. still, they also did not put too much effort in their crew or ship, although they're working on adding a full compliment of cannons to their ship at 3000 gp a pop (They can craft them). They have.. four? so far. They just hit 5th level last time we played.

Then again, they're also very book-keeping oriented, and loot EVERYTHING they can get their grubby little hands on and don't let even a silver piece get away. They're even planning on having the Summoner pick up crafting feats for magic items, since his Summoner is all but useless except for the odd spell. His Eidolon does all of his work.

So I guess to keep it simple we'll do that - new characters brought in will be of average party level and will get average party wealth, unless it ends up giving you guys too much money. But I guess if you keep dying, and adding new characters, you might NEED the extra gold he he he.

I'll change the campaign tab to reflect this.

And no problem about the positive feedback, I'm both a lenient DM and harsh DM at the same time.. but for all the different reasons. I enjoy feedback about how I'm doing or certain rules, as long as its constructive. When I played my Roll20 campaign, I had a guy constantly looking at the book, messaging me about things I wasn't doing according to the book, and complain about other things I did. Granted, one thing I did was my fault for sure, and that was for the past few years, even after moving to Pathfinder, I was stuck with the idea that a natural 1 on a skill check was a auto-failure and an natural 20 on a skill check was an auto-success (within reason). I was not aware it wasn't the case for skills, as it was so ingrained in habit for both me and my RL players. He got pissed off when three people fell from climbing due to natural 1's.. him from 50-feet up, to boot.

Won't be using that in this, though.


M Disciple of Brimley 20

Late to the party, I'll be able to post something far meatier when I get home tonight. I love hero points (mostly because I'm a big Savage Worlds fan, I think).

I will say briefly that I would like to avoid any arcane-influenced character of any sort. I just finished playing a Witch in a table-top game, and have a sorcerer and a necromancer (Fenyx) going elsewhere right now. If we're hard up for something in the vein of divine casters, I am not opposed at all to Clerics or Oracles.


Male Huuuman. I think Expert 2

We have a cleric already, though if you want to go with a cleric with vastly different skills, I can't see there being a huge issue. Korbo's cleric is a flighty, agile Tengu Cleric of Besmara with the Chaos and Trickery domains, apparently with plans on getting Crane Style.

Clerics and Oracles can be made into so many different styles.. you could do with an entire group full of them and be alright. I've certainly been wanting to try a Bad Touch Cleric sometime myself.

Theres also a Rogue with the Pirate Archetype, unless Styv changes his mind on that.

The other two are looking at some kind of CQC types.. though Ar'Z did mention a Magus or Summoner.

Theres also the Druid.. which can easily blur the line between offensive caster, support caster, and melee brute. :P

*Edit* In fact, I'd highly recommend a druid, either a Storm Druid or Shark Druid. Both's skills would be amazing in this campaign, and would fill a niche different than the cleric. Much of this campaign is out in the open, where a druid can shine.


Male Human Pirate
Spoiler:
  • HP 10/10
  • AC 16 ( T:13 / FF:13)
  • Init +3
  • Senses: Perception +5

Styv here(or Bi0philia)

here's the rogue.

I'll work on updating the character tomorrow.


Male Huuuman. I think Expert 2

All of you, don't forget to use the stat block I provided right under the Character Creation. It makes it a ton easier for me to read if you use that format. I've done the worst of the work for you, all you need to do is replace Kain's info with your own :P


M Disciple of Brimley 20

I think I've settled on something. Shackleborn Tiefling (Kyton-Spawn); Oracle of Metal. Haven't settled entirely on the non-Kyton portion of the heritage. Initial concept was half dwarf, but I might end up switching that up.

(And yes, the irony of it being a shackleborn race that is not actually from The Shackles in an AP called Skull & Shackles is not lost on me; I'll just say it's a sign of approval from those on high.)

Quick question—and I'll go ahead and post the rolls in case the answer is yes—if I wanted to take Fiendish Heritage as a Feat, would that be okay? I won't be heartbroken if the answer is no, but I just wanted to check before I completely sold myself on that route.

And now for teh rolling:

1d100 ⇒ 45
1d100 ⇒ 61
1d100 ⇒ 9


Male Huuuman. I think Expert 2

Yeah go ahead and take that feat, I'z no problem with it. Also nice rolls.. bonus to disguise checks (potentially useful in this campaign), instant shield, armor, or gauntlet spikes, or a bonus +2 to Cha! Nice rolls indeed XD

No ETA on the campaign yet, but you guys aren't in any rush. I'm just trying to get Teladon to join now, in addition to continuing to make adjustments and organizing myself, which sadly I did not do the first time I ran this. I regretted it.

Also, Styv, I didn't mention this, but I do like your rogue so far, though how did he get that Dodge bonus to AC?


Male Huuuman. I think Expert 2

Actually, Kage, you don't need to take that feat. Since Aasimar have something similar, without needing to spend a feat for it, I'm going to rule the same thing for Tieflings.

So just pick your Tiefling Heritage and use those three rolls. Anyone else who wishes to pick Aasimar/Tiefling may do the same, use three rolls.

My own Aasimar in Lucent's Roll20 campaign I did this with. He's an Emberkin and got the +2 to Strength alternate racial. He's a Cleric of Fire and Artifice, who plans on building a Clockwork Soldier and modify it so he can use it as armor. :3

Edit: Also don't forget to roll on that alternate physical feature list. Might turn out to add a few interesting things ;P (You don't have to, though)


Male Human Pirate
Spoiler:
  • HP 10/10
  • AC 16 ( T:13 / FF:13)
  • Init +3
  • Senses: Perception +5

It's just his combat expertise bonus factored in.

I considered making him an emberkin though. I'll see what the dice might say about variant abilities.

Rolls

Spoiler:

1d100 ⇒ 28
Once per day, for 1 minute, you can understand and be understood by any creature as though using tongues.

OR
1d100 ⇒ 61
You gain a +1 racial bonus on attack and damage rolls against evil outsiders.

OR
1d100 ⇒ 90
additional +2 charisma

interesting, if i go that route it'll either be the first or last option.


Male gnome | HP 3/29 | HD 4/4 | 2nd 1/2 | Insp Used
Stats:
AC 13 | Str +0, Dex +2, Con +1, Int +3, Wis +2, Cha +6 | Initiative +2 | Perception +0
Crustypeanut wrote:
All of you, don't forget to use the stat block I provided right under the Character Creation. It makes it a ton easier for me to read if you use that format. I've done the worst of the work for you, all you need to do is replace Kain's info with your own :P

I can modify my stat block to yours if necessary. But it won't be until Monday.

So do we need an arcanist? Or at least someone with area of effects? My current Skulls game has no AoE caster. We should have been TPKed twice when the flying, invisible sorcerer attacks. The GM gifted us with some Monty Haul gifts and stupid sorcerer tactics for us to prevail. Not being able to have character death removes the challenge of the game for me, which is aggravating.

I'll run a sorcerer if no one volunteers, because it's my issue.

cheers


Male Huuuman. I think Expert 2

Well, don't expect NPCs to be stupid just for the sake of your lives in this campaign. I'm going to be playing them as I'd expect them to act, even if it ends up being quite ruthless. Though some will act stupid, depending on the NPC or creature.

And I know what Sorcerer you were mentioning.. I was getting close to that encounter and wanted to run it so badly.

Do remember that, if you do not have an AoE caster, you can somewhat make do with alchemical weapons. Acid, Alchemist's Frost, Burst Jar, Fuse Grenades, Pellet Grenades (I love those last two), etc. Also, a rogue with a good UMD skill (Your rogue is charismatic enough to do that, Styv) can work well enough if you can get a hold of scrolls and wands.

I'm a huge fan of playing smart with alchemical weapons, personally. You guys should've seen this tribe of goblins I made for a homebrew campaign I'm semi-working on. They are scary, and they're only level 1 warriors. Half of them use heavy metal shields with torch sconces in one hand, and Keros oil in the other, fighting defensively and having roughly 20 AC and still a +1 attack (Touch) with fire. Their allies behind them are throwing flasks of oil and alchemist's fire. The floor is littered with caltrops and marbles, which means double the chance of something happening to you. I love those goblins :3


Male Huuuman. I think Expert 2
"Red Beard" Runolf wrote:
It's just his combat expertise bonus factored in.

Ah gotcha. Well, do remember that the combat expertise bonus only applies once you've made some kind of melee attack, rather than all the time.

Korbo wrote:
I can modify my stat block to yours if necessary. But it won't be until Monday.

No rush at all, I'm just reminding everyone that I'd like it done. Makes it far easier for me to read it, and so I'll have a less of a chance missing things.


Male gnome | HP 3/29 | HD 4/4 | 2nd 1/2 | Insp Used
Stats:
AC 13 | Str +0, Dex +2, Con +1, Int +3, Wis +2, Cha +6 | Initiative +2 | Perception +0

Fair enough. Blaster sorcerers are not my favorite, and I'd prefer to play Korbo. It's just the lack of AoE blasters is painful in a particularly wide-open combat settings that are typical for Skulls, as opposed to dungeon crawls.

cheers


Male Human Pirate
Spoiler:
  • HP 10/10
  • AC 16 ( T:13 / FF:13)
  • Init +3
  • Senses: Perception +5

alright so I'm really not trying to play another "captain" type character, and that's the feel I'm getting with him as a rogue. I'm going to give the character a reboot and build him as an arcanist.

So he'll be "Red Beard"Runolf the Sea Witch.


Male Huuuman. I think Expert 2

Thats true, he did seem like he'd be an awesome Captain. Sea Witch sounds good, and solves the problem of arcane caster all at once!

And Korbo can stick with his Tengu Cleric if he so wishes :P


M Disciple of Brimley 20

And one more question, what does our alignment lineup look like? I'm currently trending towards NE with what little backstory I've drummed up thus far, but I don't want to force a sociopath on a group that can't tolerate it.


Male Huuuman. I think Expert 2

As it stands, Korbo and Redbeard are both CN. I'm unaware of the others.


M Disciple of Brimley 20

I'll go ahead and slate her as thus, but if it raises concerns I will alter it to something less eeeevil.


Male Huuuman. I think Expert 2

Haha up to you! I had a mix of good and evil players in my RL group. Then all of them took the dive to neutral or evil after a certain event. It was glorious that I was able to create such hate for a certain few characters that would drive the players to do what they did.


M Disciple of Brimley 20

I'm eyeballing Ship's Surgeon, but the Craft (Carpentry) is pretty far afield from the character. Can I swap it for Craft (Clothing) and go with the whole needle-and-thread wound-stitching route instead?


Male Huuuman. I think Expert 2

Well you do have a lot of piercings I'm assuming.. so go ahead. It would mean you were the guy to go to for fixing sails and the like, instead of carpentry. Makes enough sense, and its a simple change from one craft skill to another, so they're equal enough.


Male gnome | HP 3/29 | HD 4/4 | 2nd 1/2 | Insp Used
Stats:
AC 13 | Str +0, Dex +2, Con +1, Int +3, Wis +2, Cha +6 | Initiative +2 | Perception +0
Crustypeanut wrote:
All of you, don't forget to use the stat block I provided right under the Character Creation. It makes it a ton easier for me to read if you use that format. I've done the worst of the work for you, all you need to do is replace Kain's info with your own :P

Done. A couple issues with your stat block:

1. No mention of favorite class. You take the bonus but do not identify it. It's OK if single class. I added it at the top.
2. No spells or super/extra abilities. I added what I usually have.
3. I left my skills and equipment as is, because I prefer vertical lists when there is no page limits. They are easy for me to read

cheers


Male Huuuman. I think Expert 2

Ah yes, Marcellano doesn't have spells and the like.. I should probably add that in for you guys.

Vertical lists for skills and items is fine. I just want them to be in the right area so I can find 'em easy.

I'll add the spells stuff for you guys so you can see how I want it. In fact I'll probably use an alternate character, who has that sort of thing.


Male gnome | HP 3/29 | HD 4/4 | 2nd 1/2 | Insp Used
Stats:
AC 13 | Str +0, Dex +2, Con +1, Int +3, Wis +2, Cha +6 | Initiative +2 | Perception +0

Can you copy my format for spells?


Male Huuuman. I think Expert 2

I was using the base Beastiary stat block for spells, and I've got it up on the campaign page. Feel free to use yours as well, though, if it helps you out. I don't mind extra stuff at the bottom or below the main stat block, as players who want to put notes and stuff are perfectly allowed to do so. I just need the main stat block for ease of DMing. If its not in a familiar format for me, I'm more prone to missing things.

I've also added the Favored Class as requested, its near the Experience Points.


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

(Kage/Fenyx here) I should have everything statted up and ready tonight, but I think I'm settled on the tiefling oracle for sure. Went with human as a base rather than dwarf, for previously mentioned reasons. Will still be going tentatively Neutral Evil, though as I said before, if any one thinks they might take issue with that, let me know and I'll budge on it.


Male gnome | HP 3/29 | HD 4/4 | 2nd 1/2 | Insp Used
Stats:
AC 13 | Str +0, Dex +2, Con +1, Int +3, Wis +2, Cha +6 | Initiative +2 | Perception +0
Caerlei wrote:
Will still be going tentatively Neutral Evil, though as I said before, if any one thinks they might take issue with that, let me know and I'll budge on it.

I personally don't have a problem with any alignment in the party. For me, it's always how the character is played with respect to party cohesion. If players play their characters such that they WANT to stay connected with the party, then there is never a problem. Obviously, IMHO.

cheers


Male Huuuman. I think Expert 2

I want to ask you guys - how dark and gritty of a campaign are you alright with? Are there any particular themes, especially those you might see with pirates, that you are not ok with?

I just want to ask now so I don't accidently include something that upsets my players. That being said, I'm also fond of humor in my campaigns.. dark humor, usually, though. My sense of humor is warped from Dwarf Fortress and it's associated forums... XD

And yes, I do agree with Korbo. You can play a group with good, neutral AND evil players if you so wish - whats more important is group cooperativeness. Just look at our RoW campaign as an amazing example of that. We have Three Lawful Neutrals, all of which seem closer to Lawful Evil than Lawful Good, then we have Four Chaotic Goods, and a Neutral Good. Kind of a nuts party, but we've been doing very well so far.


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

In a nutshell, she'll just lack a conscience. I figger that won't be much of a problem in a very pirate oriented game, but wanted to play it safe.


Male gnome | HP 3/29 | HD 4/4 | 2nd 1/2 | Insp Used
Stats:
AC 13 | Str +0, Dex +2, Con +1, Int +3, Wis +2, Cha +6 | Initiative +2 | Perception +0
Crustypeanut wrote:
I want to ask you guys - how dark and gritty of a campaign are you alright with? Are there any particular themes, especially those you might see with pirates, that you are not ok with?

I don't know how to answer. Can you give examples to describe what you call "dark and gritty?"

Do you want to play with Wounds and Vigor?


Male Huuuman. I think Expert 2

I've looked at Wounds and Vigor, and I'm not hugely fond of it.. it doesn't look like a bad system, but I'm fond of good ol' simple Hit Points. I think I will allow Hero Points though.. I'm still deciding on that.

As for what kind of dark and gritty, heres one thing I'm somewhat worried about adding: First, I'm removing most of the women onboard the ships presented in the games. I'm going with the idea that women on board ships is considered 'bad luck' - I'll have a detailed description of why that will most likely be described in-game. The reason I'm doing this is because, I see pirates as being.. none too respectful of women's rights. The few women on board would have to be strong enough to take care of themselves and avoid any of the male crew's advances. There might come a time where some of the male sailors try to take advantage of a woman, and although I won't let it get 'too' bad.. you can see where I'm going with this. That being said, I'm not disallowing women characters of course! Players who play female characters just might have some issues where males would not.

Other things include mutilation, torture, gore, and just general lack of respecting basic human rights. They're pirates.. and plenty of them will sink low enough for these kinds of things. I honestly doubt the gore part would bother anyone here, as Lucent's already shown plenty of that, what with the zombies, keg of gunpowder, and my character blowing someone's jaw off. But I wanted to mention it, at least.


Male Human Pirate
Spoiler:
  • HP 10/10
  • AC 16 ( T:13 / FF:13)
  • Init +3
  • Senses: Perception +5

sorry for the flipflopping, but the character wants to be a rogue pirate so who am I to deny inspiration? : P

I'll put some ranks in UMD so that wands and that sort of thing can be an option down the road.


Male gnome | HP 3/29 | HD 4/4 | 2nd 1/2 | Insp Used
Stats:
AC 13 | Str +0, Dex +2, Con +1, Int +3, Wis +2, Cha +6 | Initiative +2 | Perception +0

Hmm. Women. DnD has always been much more progressive in civil rights than real life (RL). One could always make an argument in a fantasy setting that the absence of the male dominating RL practices (church & feudalism) could remove or lessen female discrimination. Is there a particular reason you want to go that way?

Hey in RL all male prisons, prisoners "try to take advantage of" other prisoners all the time. Even in the US military, crew-on-crew violence is higher than the regular population. I would suggest crew-on-crew conflict would be shaped with the alignment of the captain and average crew. Evil crews would probably act like prisons. Maybe the neutral crews would act like the military. Maybe good crews would act like the Boy Scouts? Just saying...

As for "other things," write your story how you want. I'll play. If you do cross some line that I can't imagine at this time, I promise to PM you to let you know.

cheers


Male Human Pirate
Spoiler:
  • HP 10/10
  • AC 16 ( T:13 / FF:13)
  • Init +3
  • Senses: Perception +5
Korbo wrote:

Hmm. Women. DnD has always been much more progressive in civil rights than real life (RL). One could always make an argument in a fantasy setting that the absence of the male dominating RL practices (church & feudalism) could remove or lessen female discrimination. Is there a particular reason you want to go that way?

Hey in RL all male prisons, prisoners "try to take advantage of" other prisoners all the time. Even in the US military, crew-on-crew violence is higher than the regular population. I would suggest crew-on-crew conflict would be shaped with the alignment of the captain and average crew. Evil crews would probably act like prisons. Maybe the neutral crews would act like the military. Maybe good crews would act like the Boy Scouts? Just saying...

As for "other things," write your story how you want. I'll play. If you do cross some line that I can't imagine at this time, I promise to PM you to let you know.

cheers

seconded!

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