Dungeon Blaster´s Skulls and Shackles Campaign

Game Master Tim Bürgers


51 to 100 of 252 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>

Thanks Lewis, I figured out how to get the alias. I was waiting to be added to the characters.

Thought that may not be something I have to worry about....idk my head if fuld of mucus. It was hard to think before.


Ross Hearne aka poisonbladed wrote:

Thanks Lewis, I figured out how to get the alias. I was waiting to be added to the characters.

Thought that may not be something I have to worry about....idk my head if fuld of mucus. It was hard to think before.

I'm pretty sure you get automatically added after the first time you post on the gameplay part of the board.


Oh, and Tim, are we just using the built in dice roller for the board? Any particular formatting for them? They don't allow OOC coloring, but they are already colored green. Italics? Spoiler tags?


Eric Steinbrenner wrote:
Ross Hearne aka poisonbladed wrote:

Thanks Lewis, I figured out how to get the alias. I was waiting to be added to the characters.

Thought that may not be something I have to worry about....idk my head if fuld of mucus. It was hard to think before.

I'm pretty sure you get automatically added after the first time you post on the gameplay part of the board.

Yep that seems to have worked.


I think, the green color for dice is enough.

@Lewis: Thank you for your help organizing this so far.

@all: Roleplaying seems very entertaining to me! I guess, it will be lots of fun running S&S with you.


I love that the deterrent for the unwilling recruits in being out to sea, to an aquatic character that really isn't much deterrent. The brutes, whips, bows, and being without equipment on the other hand would be. Though I imagine being fished up in a net would be quite embarrassing for anyone trying to swim off. It's a good thing Ondir was looking for his chance to become an infamous pirate. Good to see us get rolling on our ways to being a scourge on the high seas.


isshou wrote:
I love that the deterrent for the unwilling recruits in being out to sea, to an aquatic character that really isn't much deterrent. The brutes, whips, bows, and being without equipment on the other hand would be. Though I imagine being fished up in a net would be quite embarrassing for anyone trying to swim off. It's a good thing Ondir was looking for his chance to become an infamous pirate. Good to see us get rolling on our ways to being a scourge on the high seas.

Yeah... I haven´t really thought about that... Maybe those pirates just keep a little closer look on you Fishmen... I guess that would be best to give you a plausible hook for the adventure.


Tim Bürgers wrote:
isshou wrote:
I love that the deterrent for the unwilling recruits in being out to sea, to an aquatic character that really isn't much deterrent. The brutes, whips, bows, and being without equipment on the other hand would be. Though I imagine being fished up in a net would be quite embarrassing for anyone trying to swim off. It's a good thing Ondir was looking for his chance to become an infamous pirate. Good to see us get rolling on our ways to being a scourge on the high seas.
Yeah... I haven´t really thought about that... Maybe those pirates just keep a little closer look on you Fishmen... I guess that would be best to give you a plausible hook for the adventure.

Yes, of course but Ondir's already set on becoming a pirate. Being a priest of Besmara he's not going to just let this situation go to waste. Though makes you wonder how much normal crews have interacted with fishmen or other races that are quite comfortable at sea.

Though knowing the seas of Golarian, being unequipped is deterrent enough. Otherwise one might be telling a tale of how they got eaten by a lowly shark, not even dire!


isshou wrote:
... eaten by a lowly shark, not even dire!

...that would be a dire fate indeed. Harharhar...


Uh oh, I didn't know you were joining the crew personally Lewis. Can you edit who you posted as or will we need to handle the mistake some other way?


I see we have an almost three way tie, I didn't know we were creating a party of monkeys. Well, with a +0 I don't think Ross' character will be joining the monkeys at the top.


Yeah, that was dumb. And I cannot edit it now. Maybe Tim can delete it.

EDIT: Fixed. I guess one can set default aliases for each board.

EDIT2: CAN'T...not can. I hate this Kindle Fire. Good thing I'll have my new laptop this weekend.


Lewis Depp wrote:

Yeah, that was dumb. And I cannot edit it now. Maybe Tim can delete it.

EDIT: Fixed. I guess one can set default aliases for each board.

Hmmm, is that so? Where would one set the default alias for the gameplay section? Or do you just have to repost as the alias you wanted? It's good that it's got the correct name on it, unfortunately Lewis is still a character in the game as well. Maybe that's something Tim will be able to deal with. If not it's not as big an issue as the post from the wrong alias.


I tried to find a way to delete the wrong connection to your other alias, Lewis.... not successful.

I think it´s no biggie. We won´t notice it in the gameplay thread because it´s edited.


Yea, staggered condition allows single actions each turn. Thankfully it's not like disabled where you run the risk of taking an additional point of damage.

Hmmm I didn't think Riffelin had any bonuses on climb checks.

It'll be interesting to see how the rest of the jobs are dolled out.


Yep snuck a rank in climb there on ya. Figured it would be pointless to be on a ship with no ranks. Same for swim, but I am a bit better there.

However Jobs! No one said Jobs! lol Riff may have to bunk her way out of this one.

Also I was wanting to sneak in a Diplomacy check there, but I thought casting then a skill check was a bit much for one post.


Ross Hearne aka poisonbladed wrote:

Yep snuck a rank in climb there on ya. Figured it would be pointless to be on a ship with no ranks. Same for swim, but I am a bit better there.

However Jobs! No one said Jobs! lol Riff may have to bunk her way out of this one.

Also I was wanting to sneak in a Diplomacy check there, but I thought casting then a skill check was a bit much for one post.

That's good, with that roll you would have fallen off.

Come now, press ganged onto a ship and you expect to not wind up with a job? Last I checked there wasn't a prime need for certain trades on a pirate ship. After all if we're stuck a hand short out at sea then no sort of comfort is going to get us into a port.

You can always describe intent or OOC intent and wait for a response to roll a diplomacy check. Though it probably means waiting a while to post up part 2.


I was kidding about the jobs.


I used this site for the translation.

http://www.tilansia.com/langconvert.php


1 person marked this as a favorite.

A pirate´s day:
A pirate´s day

The Wormwood works on discipline and routine. Captain Harrigan’s philosophy is that a busy swab is a tiredswab, and tired swabs don’t pick fights with each other.
After breakfast, the crew work at their allotted jobs until dusk, when they gather on the main deck to witness punishments (the “Bloody Hour”), eat dinner, and receive their rum rations. After punishment time and the evening meal, the crew can do what they wish until dawn
bell the next morning.
Each day, you are assigned tasks to complete, based on the your jobs (cook’s mate, rigger, or swab). Each task represents a day’s hard work and requires at least one successful skill check to complete. Failing a task’s required skill check results in punishment.
You can just find out what punishment will be by failing some skill checks :-)
Work takes place under the watchful eyes of Mr. Plugg and Master Scourge.

Antal is in for an interesting life. The ship’s cook, Ambrose Kroop, spends half of his time senselessly drunk. Otherwise, he is merely drunk, but not helplessly so. If Kroop is insensible, Mr. Plugg supervises the cook’s mate instead.
When the cook is drunk, Antal must make the day’s meal for the pirates
by himself, in addition to her normal duties for the day. If the PC has to hunt or slaughter the food as well as cook, all checks for both tasks are made with a –4 penalty. In such cases, if the cook’s mate takes any ship action during the day other than working, all work checks
automatically fail (the cook’s mate does not receive the +4 bonus for working diligently in this case; see below). On a failed check, well... you will see what happens.
Regardless, food is still food, and the crew generally eat what they are given, no matter the results of the cooking checks (though they are still likely to complain loudly and frequently).
The captain’s cabin girl, “Caulky” Tarroon, collects the officers’ food from the galley each evening to take it to the captain’s cabin. She tastes the food for poison before serving the other officers (you can’t trust anyone on a pirate ship).

Ship Actions:
Ship Actions

In addition to your normal jobs on the ship, you can also utilize your time during the day (and night) to explore the ship, scrounger for gear, interact with your shipmates, or attempt to influence NPCs.
Your activities aboard ship — carrying out your assigned tasks; exploring the ship; robbing, bullying, or befriending shipmates; working; or playing—are performed as part of ship actions.
These actions reflect the time required to set up or complete an activity, such as gathering enough crew to play a game, scouting out a
room to make sure it’s empty, and so on. Remember that even the cook’s mate has a job to do during the day, and ship actions are meant to reflect the available time you can carve out from his or her work time without going into too much detail.
Each one of you can normally take two ship actions each day, one during the day and one at night. You can also attempt to take up to two additional ship actions during the middle watch in the dead of night, but to do so the PC runs the risk of being fatigued for the next day.

Possible daytime actions

Work Diligently: Gain a +4 bonus on any one check for a job’s daily task
Influence: Make normal checks for a job’s daily task and attempt to influence a single NPC
Sneak: Make normal checks for a job’s daily task and briefly explore one area of the ship
Shop: Take a –2 penalty on all checks for a job’s daily task and visit the quartermaster’s store (who may or may not have precious equipment!)
Shirk: Take a –2 penalty on all checks for a job’s daily task and take time exploring one area of the ship. The PC can take 10 on a single Perception check or other skill check, but must make a check to avoid being discovered.

Possible nighttime actions

Sleep: Go to bed early and sleep through the night (automatically recover from fatigue)
Gamble: Play or gamble on a game of chance or pirate entertainment
Entertain: Make one Perform check to entertain the crew
Influence*: Attempt to influence a single NPC
Sneak*: Take time exploring one area of the ship. The PC
can take 20 on a single Perception check or other skill
check, but must make a check to avoid being discovered
Steal*: Attempt to open a locked door or locker. The PC
must make a check to avoid being discovered


Excellent, I hope you all enjoy fish fingers and custard.


Do we know who all is available to be influenced and how are we going to influence NPCs? Just diplomacy rolls or are other skills applicable?


Hey Guys,

just wanted to ask, how you like it so far. I know it´s pretty early, but since this is my first pbp in English, I feel that I need some feedback.


Dungeon Blaster wrote:

Hey Guys,

just wanted to ask, how you like it so far. I know it´s pretty early, but since this is my first pbp in English, I feel that I need some feedback.

So far, it's good. No problems with the English and the pace seems to be alright.

I do want to make a point that we should all watch our formatting tags. Computers being stupid don't work well when one tag isn't properly ended. Please use preview or read your post after it's posted so we can catch the tag mistakes during the editing time (only 1 hour). I know I've had to catch my own errors a number of time already.


Me too, but it works quite well, once you get accustomed to it.


Digging it just fine. I check the post a couple of times a night now, and always happy to read more of our adventure unfolding.

edit: added

But I wonder if we shouldn't put a bit more info on our characters, in same tab, so we can get a better idea of what they look like.


Ross Hearne aka poisonbladed wrote:
But I wonder if we shouldn't put a bit more info on our characters, in same tab, so we can get a better idea of what they look like.

It might be good to build out our character's profile. I've done a bit on mine so far and will probably edit it as time goes on and everyone learns more about him.


@Tim: I am enjoying the campaign so far and I've had no problem understanding your posts. Thanks again for agreeing to DM this AP for us.

@Ross: I put some of Antal's personality and features on the character sheet but I like the idea of letting that info out in-character as the story unfolds.


Game's going great for me. :-)

And I think Lewis has a good point on our characters. No matter how much we try not to meta-game, putting information other characters would not be privy to out for all to see kinda destroys the purpose of roleplaying and having your characters actually meet.


Oh I wasn't saying a whole character sheet. Mainly race and over all looks.


Tim, with the campaign trait I took I get one reroll for profession sailor checks a week in game. It has to be used before a result is known. How do we want to handle it?


Ross Hearne aka poisonbladed wrote:

Oh I wasn't saying a whole character sheet. Mainly race and over all looks.

Antal Wavecrest is very small for even a halfling at 2'8" and 33 pounds (81cm and 15kg for Tim). Which makes his speed that much more remarkable (30 ft) . He is comfortable on a ship and at sea though he prefers to choose the ship himself. He has unremarkable hair, eyes, and face but there is still something inviting about his appearance. Antal always dresses impeccably when he's not drugged and pressed in to service. So he is currently not feeling his best in his ale and vomit smelling clothes which appear to have recently gone through some rough use.


I usually tell you the result of profession-checks in advance.

You just name a corridor of natural rolls (e.g. below 10) and if your natural roll is below this number, the trait activates, if it is still unexpended.

What do you think?


I am enjoying it too. It always takes me a little bit to understand my character (I know I made him but he really needs to evolve in the story)

I foresee a hopefully long run for Kithranna.


Dungeon Blaster wrote:

I usually tell you the result of profession-checks in advance.

You just name a corridor of natural rolls (e.g. below 10) and if your natural roll is below this number, the trait activates, if it is still unexpended.

What do you think?

I know, in a spoiler, that's why I wanted to ask. Since I have the rolls, and then I can look at the results, it seems just activating it would be problematic.

hmmm, it might work but it'd be hard to just specify a blanket value for all situations. Pretty much all I need to use it on right now (in terms of jobs) is a roll of 1, which is probably a given. I could probably go with if the roll is less than a 5, then use the ability. If the initial situation, before needing to make the roll, is adverse I might say it'd be good to bump that up to less than an 10 for re-rolling. And if the situation is dire/life threatening less than a 20 for re-rolling. Since the trait is take the higher of the two rolls, getting two rolls on a dire situation to try and maximize the chance of success wouldn't be a bad thing.

Lewis has the same trait, did anyone else take a feat that allowed for a re-roll?


Its a class ability for me, involves certain knowledge checks.

Most rerolls in PF are the kind that removed the prior roll.

Some are roll twice and take the best.

I say post the DC as you have. If a player dosen't succeed on the first roll, its up to them post the reroll in a new entry. They will have to take that roll no matter what anyway. This way the rerolls maintain their impact on the game. Automatic activation well make them unimportant and worthless in my opinion. There are times when I will fail a knowledge local check and will not care that I have. Other times its too important of a roll. It is these times I want to use my reroll.

If you are going to roll twice, do both at the same time.


Ross Hearne aka poisonbladed wrote:
Its a class ability for me, involves certain knowledge checks.

So once per day re-roll of specific knowledges and linguistic checks (+1 per day at 5, then every 5)? Should still probably follow the same way decided to roll (for checks with DCs posted beforehand). We've been posting for about a week and are still playing the first day, so plenty of rolls that you might have aimed to take the re-roll on.

I'm just saying that because of the way skill checks are being done it should be an established model that everyone uses. Obviously since the forums keep track of your rolls you are required to show both. The main drawback with a specific choice is you are given more details than you should have when making it. This could affect how you perceive the value of a roll, after all being told make a knowledge check (no dc provided, no results to work off of) is different than being told to make a knowledge check (DC 12) and

Spoiler:
you know something
and certainly different if the knowledge check (DC 20) and
Spoiler:
you know the question to the answer of the meaning of life.
If there's a similar lead-up and you only roll just below the DC, you have a bit more incentive to re-roll on the higher DC.

1d20 + 8 ⇒ (9) + 8 = 17
1d20 + 8 ⇒ (20) + 8 = 28

Did I roll those at the same time or did I roll the first and preview then roll the second (and waste a nat 20)? You can't tell, you'd just have to take my word on it. In this case I rolled, previewed, and rolled again.


sorry isshou I posted an edit there on you.


Another thing we could do is the following:

Those double-rolls are statistically nearly the same as a flat +4 bonus (Yes, I figured it out and yes, it took quite a while because I didn´t know the right formula for it and therefore used a quite complicated excel.sheet).

If you are all okay with that, we will transform the double-rolls just into a flat +4 bonus. Maybe that´s the easiest approach. (Although the results differ in another way - you can reach higher DCs but you lack the constancy).


So Tim you are saying you roll once then if it doesn't beat the DC you just burn the daily ability reroll and get a +4 to that roll?

I guess that would work.

@issy, sorry ya lost me.


I'm fine with whatever, just as long as we're decided on it so it won't cause any second-guessing. Though I imagine Ross' re-roll would be a bigger boon than mine and Lewis' - after all 1/day vs 1/week is a lot different. Then Ross' re-roll becomes 2/day at 5th, 3/day at 10th, and 4/day at 15th, though we'll probably not reach 15 as part of the AP.

@Ross, normally in games the DM asks you for a roll but doesn't even tell you what you need to beat. Re-rolling is supposed to occur at that moment after you roll but before the DM tells you if you passed or failed. It makes it a guess/risk to keep a fair roll but one that might not be enough. Say we are making a profession sailor check, I roll a 7 and get 15 on my check. Fairly reasonable. However we know the check is something harder than normal due to circumstances (a storm, being attacks, currents, etc) so I might guess that it's not enough and making a second roll I have a good chance of improving my result or I might risk it and save my weekly re-roll for a worse roll. Now the DC could have been below a 15 or it could have been a 16. So my choice to re-roll or not re-roll could either mean success or failure.

In pbp the DC is being posted with the request for a skill check. While we can set it to the side in our mind it doesn't get rid of the fact the result, whether we fail or pass, with any given roll is just sitting there and a good chance sitting there from where we can see our own die rolls. All of the players know each other but Tim doesn't know us well, so I would think it is best if it we agree on how to use these re-rolls. Ideally Tim would know he can trust us to use them as if we didn't know the result but that's up to Tim how he want's to handle it.


Sorry I cannot post today. My mother's wedding and reception went until midnight and I am heading to bed. As far as I know she is not getting married again tomorrow so I should be able to post then. TTFN


Everything is alright for me. If you want to do it the "trust-way", than do it. It´s just a game after all. I just made suggestions. The only thing I consider important is, that everyone handles it the same way.

@Ross:

I meant, that you can apply +4 in advance of knowing your roll.


I wait with my next post, ´til everybody has reacted to the coming of the bloody hour.


Riff is collecting herself below deck for at least 3 hours to heal back some of that damage i/e cleaning herself and patching up her clothes. Feel free to post the bloody hour stuff, she just wont know whats going on as she is probably not there. Litterally I am waiting for my infromation that she gathered to come through.

I say we post rerolls in an additional post. Above that it's up to the honor system, which PBP is anyway.


May I suggest in the future we all wait on posting our separate actions until Tim declares the appropriate time. I know I had decided upon my nighttime action before I even knew the result of my daytime action. Maybe Tim can make a clear declaration of night and day to help avoid confusion.


The line between them is in game terms pretty simple: After evening meal, rum and bloody hour, nighttime begins.

I agree with Lewis. Declaring actions at the right time will help keeping the overview.


Dungeon Blaster wrote:

The line between them is in game terms pretty simple: After evening meal, rum and bloody hour, nighttime begins.

I agree with Lewis. Declaring actions at the right time will help keeping the overview.

I know it wasn't obvious but I was holding back declaring mine for that reason (and shifting what my nighttime activity would be or who I was deciding to influence).

To be honest I've read enough back when the 1st AP book came out (both me and Lewis have the books) to know the model, in general we'll have morning call, a daytime work activity, a daytime ship activity, and some potential for additional RP/Encounters/Etc during the day. Then everyone is supposed to attend to bloody hour, meal, and then rum rations. After that you get your nightly activity and then maybe more. There is, of course, some deviations to this as the plot gets told, but I'm actively trying not to remember all the details I first read.

In general, don't speed ahead, let Tim set the pace by these key events it hard to put it down than a few days later you get to do the action, or having to keep reminding what your action is going to be.


Now that we're getting experience, are we going to handle experience on which track? Or go with the listing in the APs for recommended leveling points?


Let´s just use medium advancement. I guess that´s the standard für APs.

251 to 252 of 252 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Dungeon Blaster´s Skulls and Shackles Campaign (OOC) All Messageboards

Want to post a reply? Sign in.