Diamondust's Skulls and Shackles

Game Master Diamondust

Having escaped Bonewrack Isle, the crew of the Man's Promise look to become anonymous before they can build their fame.
Rickety's Squibs


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Tasks are slightly more difficult now as the ship is running on a skeleton crew. Since Plugg and Scourge hate you they have made you swabs where you can easily be watched.


Just grabbing some quick stats from your character sheets and I think Jerieth and Sejanus have an extra HP somehow.

Jerieth You have no con or toughness and I think your favoured class is going into skills? So 2d8 should be 16 HP.

Sejanus I can see that your favoured class is going into skills so 2d6+6+3 should be 21 HP.


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

Are we the only crew now? Did others make the cross.


My post lists every skeleton crew member.


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

I see. Sorry about that my phone had 3 new posts in disscussion but nothing in game play so I checked here.


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

Hi all, nice to be aboard (well for me, but perhaps not Morgan!). Thanks for picking me, this looks great.


I've updated the campaign tab with the current crew and I will keep a list of notable contacts that you guys make during the game starting with all those you knew from the Wormwood, whether you ever meet them again or not.


Female Undine
Quick Stats:
Init +4, HP 16/16, Senses darkvision 60 ft ; Per +6,AC 16, T13, FF14, BA+1; CMB+2; CMD 14,F+1, Ref+6, Will+5, +4 vs. Bardic Performance, sonic, and language-dependent effects, Resistances cold 5
Bard (Watersinger) 2
Quick Skills:
Acrobatics 6, Bluff 7, Bluff (Act) 7, Climb 7, Diplomacy 10, Disguise (Act) 7, Arcana 8, Geography 7, History 7, Perception 6, Act 7, Dance 8, Oratory 7, Sing 7, Sailor 5, Spellcraft 6, Swim 15

Hello! And nice to meet you Morgan!


Human Alchemist(Vivisectionist) 4/Trickster 1 | HP 48/48 | AC19 T16 FF14 CMD19 | F+7 R+9 W+1 (+2 vs. poison) | Perception +8 | Init +9 | MP 5/5

Welcome to the crew!


First day on the new ship and everything is already going wrong.


Female Undine
Quick Stats:
Init +4, HP 16/16, Senses darkvision 60 ft ; Per +6,AC 16, T13, FF14, BA+1; CMB+2; CMD 14,F+1, Ref+6, Will+5, +4 vs. Bardic Performance, sonic, and language-dependent effects, Resistances cold 5
Bard (Watersinger) 2
Quick Skills:
Acrobatics 6, Bluff 7, Bluff (Act) 7, Climb 7, Diplomacy 10, Disguise (Act) 7, Arcana 8, Geography 7, History 7, Perception 6, Act 7, Dance 8, Oratory 7, Sing 7, Sailor 5, Spellcraft 6, Swim 15

Crap! I think Paizo ate my post about what I got from the ship's store!

And now, I can't remember what I bought!


I was hoping you would have reposted something/anything by now but I won't stall the game any longer. You won't fail your jobs but you won't get to do any other special actions either.


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

Just trying to confirm something, does being fatigued affect whether Morgan can try to do a special action? Or is it just as the condition? Probably wouldn't do much at this stage anyway, new ship, knackered and trying to find the lay of the land, but for future reference.


Fatigued. It is only the effects of the condition, which goes away after a night of sleep or rest.

Also I realised I forgot to say one important thing about the ship actions you can take since the start of the game.........

Instead of interacting with the crew you are allowed to put all of your energy into your work. This means no diplomacy or sneaking, stealing, entertaining, gambling, playing games. You automatically complete your task for the day(treat your roll as exactly equal to the DC but you are fatigued from having worked so hard).

I didn't realise until just now when 4 of you received massive punishments but oh well, you're still alive... right. Oops.


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

16 and 21 to know if we think that they can sail without us.

Also what's weapon status at this point. Do we have everything still. Is it suspicious to keep swords on your hip?


Female Undine
Quick Stats:
Init +4, HP 16/16, Senses darkvision 60 ft ; Per +6,AC 16, T13, FF14, BA+1; CMB+2; CMD 14,F+1, Ref+6, Will+5, +4 vs. Bardic Performance, sonic, and language-dependent effects, Resistances cold 5
Bard (Watersinger) 2
Quick Skills:
Acrobatics 6, Bluff 7, Bluff (Act) 7, Climb 7, Diplomacy 10, Disguise (Act) 7, Arcana 8, Geography 7, History 7, Perception 6, Act 7, Dance 8, Oratory 7, Sing 7, Sailor 5, Spellcraft 6, Swim 15

It's cool GM. Just my lost I guess. Although Paizo has been acting wonky for me lately, such as eating up my posts and stuff. But it's alright. Also, it hasn't been updating my notifications of new posts lately, and I apologize about this.

And sorry for not posting. There's been some trouble at work (no I'm not in trouble, but one of my coworkers is!), and so I had to pull double shifts yesterday and the day before so I couldn't get online. :(


You can't sail this ship with less than 10 crew. You can sail with 10-19 crew but take a -10 penalty on sailing checks. 20 is the minimum to sail without a penalty. So you could do it and the sailing check is DC 5 out of combat (DC 20 in combat). Up to you guys how and when you decide to do it.


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

Understood.

What about weapons? Did they take them from us again? Are other crew carrying weapons in the open, or would it stand out?


Everyone has their normal weapons. No one has had their weapons taken. Things are the same as on the wormwood except you are worked harder.


Female Undine
Quick Stats:
Init +4, HP 16/16, Senses darkvision 60 ft ; Per +6,AC 16, T13, FF14, BA+1; CMB+2; CMD 14,F+1, Ref+6, Will+5, +4 vs. Bardic Performance, sonic, and language-dependent effects, Resistances cold 5
Bard (Watersinger) 2
Quick Skills:
Acrobatics 6, Bluff 7, Bluff (Act) 7, Climb 7, Diplomacy 10, Disguise (Act) 7, Arcana 8, Geography 7, History 7, Perception 6, Act 7, Dance 8, Oratory 7, Sing 7, Sailor 5, Spellcraft 6, Swim 15

Again I want to apologize for not being able to repost and slowing us down, GM.


Thanks for letting me know what's going on.


Female Undine
Quick Stats:
Init +4, HP 16/16, Senses darkvision 60 ft ; Per +6,AC 16, T13, FF14, BA+1; CMB+2; CMD 14,F+1, Ref+6, Will+5, +4 vs. Bardic Performance, sonic, and language-dependent effects, Resistances cold 5
Bard (Watersinger) 2
Quick Skills:
Acrobatics 6, Bluff 7, Bluff (Act) 7, Climb 7, Diplomacy 10, Disguise (Act) 7, Arcana 8, Geography 7, History 7, Perception 6, Act 7, Dance 8, Oratory 7, Sing 7, Sailor 5, Spellcraft 6, Swim 15
Diamondust wrote:
Thanks for letting me know what's going on.

You're welcome!


Female Undine
Quick Stats:
Init +4, HP 16/16, Senses darkvision 60 ft ; Per +6,AC 16, T13, FF14, BA+1; CMB+2; CMD 14,F+1, Ref+6, Will+5, +4 vs. Bardic Performance, sonic, and language-dependent effects, Resistances cold 5
Bard (Watersinger) 2
Quick Skills:
Acrobatics 6, Bluff 7, Bluff (Act) 7, Climb 7, Diplomacy 10, Disguise (Act) 7, Arcana 8, Geography 7, History 7, Perception 6, Act 7, Dance 8, Oratory 7, Sing 7, Sailor 5, Spellcraft 6, Swim 15

Oh btw y'all, here's a pic of Jerieth!

She looks sexy and exotic, just like a female pirate should look like! :)


Human Alchemist(Vivisectionist) 4/Trickster 1 | HP 48/48 | AC19 T16 FF14 CMD19 | F+7 R+9 W+1 (+2 vs. poison) | Perception +8 | Init +9 | MP 5/5

I'm getting a 403 Forbidden error on that link


I must have copy pasted the wrong link.

Basically in the evening those loyal to plugg are with him in the Captain's quarters discussing their plans.

Everyone else is in the crew quarters/berths or galley.

This evening the new sailing master has gone into Plugg's meeting.

Remember there is the roll20 map in the campaign tab. You just need to have or create a free account to view it.


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

No problem I will visit the site when I am not on my phone. I was just trying to get a feel for who separates from Plugg and Scourge at night and is in the same area as us or not.


Human Alchemist(Vivisectionist) 4/Trickster 1 | HP 48/48 | AC19 T16 FF14 CMD19 | F+7 R+9 W+1 (+2 vs. poison) | Perception +8 | Init +9 | MP 5/5

I meant Jerieth's link.


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10
Diamondust wrote:

I must have copy pasted the wrong link.

Basically in the evening those loyal to plugg are with him in the Captain's quarters discussing their plans.

Everyone else is in the crew quarters/berths or galley.

This evening the new sailing master has gone into Plugg's meeting.

Remember there is the roll20 map in the campaign tab. You just need to have or create a free account to view it.

As of now everyone loyal to Plugg is eating with him.

Diamondust wrote:
Not long after the meal is over the missing crew return to the middle hold and crew berths areas talking amongst themselves and sometimes looking at you with a grin. They soon head to sleep and the night passes without incident. Your vigilance notices no late night stirrings.

This is what happened last night. I am hoping to get a feel for who the "missing crew" includes. So we have an idea of who is sleeping with us verses who sleeps elsewhere.

Trying to come up with something in way of a plan maybe.


As for sleeping;

Captain Plugg and Owlbear sleep in the Captain's Quarters(B7).

Master Scourge, Kipper and Patch Patchsalt sleep in the Officer's Quarters(B6).

Fishguts sleeps in the Cook's Quarters(B11).

The rest of the crew sleep in the Crew's Quarters(B9).


This exact question came up in another of my games not long ago.

Non-lethal CdG is fine. Following all the usual non-lethal damage rules. The fort save is to avoid being knocked unconscious rather than to avoid dying.


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

Sounds impossible lol.


Ships have a minimum crew to move without sailing penalty.

A minimum crew can only do 1 shift without high risk of fatigue.

More crew is necessary to fill more shifts and be able to sail 24/7. 3 times the minimum crew is optimal where everyone does an 8 hr shift (job checks are also alot easier too).

Right now it is like doing a 10 or 12 hour shift + being worked harder because the captain hates you.


So in the campaign tab I have separated hostiles and friendlies. The two in the middle you are unsure about.


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

Are Jiran and Cog in the room with us now?


No they are with Plugg.


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

Are the hammocks canvas or netting.


They are made of a tough cloth fabric. No netting.


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

Travelling to Greece tomorrow to see the In-laws. Will be able to post from there, but probably not until Sunday or Monday.


Prefer you ask big questions in the discussion thread.

You are all on the neutral line except for Jord being CG. You decide what your character would be for our against. I play the NPC's as their own opinion not as a subtle way to get you to do what I want. Listen to them or ignore them.

Fire will cause damage that will need repair. It won't sink you but if you go to the same place Plugg is headed that Fishguts told you about to get the ship squibbed they could repair it for you for a price.


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

Do we think we can find the breach repair supplies or are the locked down?


HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Half-Elf Ranger (Freebooter) 3

I know I might be making more of the fire thing than is relative for the game, however historically sailors were terrified of fires. Wooden ships caulked with tar in every crack and tarred ropes everywhere, burn well and it doesn't take a lot for fire to get out of control. On top of that a bucket chain isn't the most effective firefighting method. Obviously having spell casters effects that, but I figure most ships wouldn't have many available. So I hope Morgan doesn't seem too over the top.


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

Yeah I understand and historically speaking though part of that was gun powder related. That is why I asked the GM for what would be reasonable common sense for us, I have tried tactics before that were positively viewed by GMs only to be seen as ridiculous by others.


Male Spells 1-3/5 2-3/4 Human Cleric 10 HP:44/44|AC:20|T:12|FF:17|CMB+5|CMD:16|Fort:+6|Ref:+2|Will:+8|Init:+1|Perc: +10 Channel Energy 0/5 Str surge 7/7 Agile feet 7/7 Mythic Power: 4

Hello GM it seems we need a bit of help to make a decision here r at least to keep the game progressing.


So you're attacking early morning right? I wasn't sure if you were finished planning yet.

1. Knock out sleeping crew.

2. Take out Plugg(has Owlbear with him)

3. Scourge and officers?


Male Human Kineticist (Fire) 3 -- HP 42 : AC 16 CMD 14 TAC 13 FAC 14 : kinetic blast +6 (touch), 2d6+2 : F+9 R+6 W+5 : INIT+8 Perc+8 CMB+2

Come on, everyone! Let's not lose steam on this game.


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

Are we in round 2 now?


Gotta keep things moving. Hope Jerieth is able to continue posting soon. It is now the start of round 4.


Female Undine
Quick Stats:
Init +4, HP 16/16, Senses darkvision 60 ft ; Per +6,AC 16, T13, FF14, BA+1; CMB+2; CMD 14,F+1, Ref+6, Will+5, +4 vs. Bardic Performance, sonic, and language-dependent effects, Resistances cold 5
Bard (Watersinger) 2
Quick Skills:
Acrobatics 6, Bluff 7, Bluff (Act) 7, Climb 7, Diplomacy 10, Disguise (Act) 7, Arcana 8, Geography 7, History 7, Perception 6, Act 7, Dance 8, Oratory 7, Sing 7, Sailor 5, Spellcraft 6, Swim 15

Sorry y'all. Been busy with work and finishing up my taxes.

Go ahead and bot me. I should be able to post normally Monday.


Male Spells 1-3/5 2-3/4 Human Cleric 10 HP:44/44|AC:20|T:12|FF:17|CMB+5|CMD:16|Fort:+6|Ref:+2|Will:+8|Init:+1|Perc: +10 Channel Energy 0/5 Str surge 7/7 Agile feet 7/7 Mythic Power: 4

We seem to be losing a bit here...


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

There are no more enemies on deck. Even the icons are gone. Are we too assume that means Kip Patch and Squourge are standing down?

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