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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.