For a Sip o' Chelish Wine - Skull and Shackles PBP

Game Master Rafael Bronzatti

Map of the Wormwood


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Male Aasimar (Garuda-blooded) Gunslinger 1

Maeleg spent his youth in the Shackles so anyone could have heard of him or saw him on a ship, etc. Being an aasimar, he's not really inconspicuous.

Liberty's Edge

Male Human Fighter (Corsair) 1

Sure thing Satinder. It would make sense (both mechanically and thematically) that the big hitter would be the rogue's best friend =P


One last thing I need from everybody before we start. If you haven't made an inventory list do so, and in addition I need you to denote which of your items you weren't carrying with you at the tavern (whether they were in your room or on a ship or whatever, just tell me where), and what if any items you carry concealed on your person (looking at you Satinder). Then we should be ready to embark!


Wizard/Swashbuckler 2 (HP 22/22) | AC: 12 (16) | T: 12 | FF: 10 | CMB +3 | CMD: 15| Fort: +0 | Ref: +4 | Wil: +4 | Init: +2 | Appraise +8 | Bluff: +3 | Diplomacy: +10 | Kn(Arcana, Geography): +9 | Kn(Planes): +12 | Kn(others): +4 | Prof. (Sailor): +7 | Perception: +6 | Sense Motive: +6 | Sleight of Hand +6 | Spellcraft: +9 | Stealth +5 | Swim +5 | Panache 5/5

My my, you're all so active today! I don't have my backstory posted yet, or even most of the profile, as I lost about a half-hour's worth of work last night due to some internet issues. I'll update my inventory; I won't start with much of anything (just spellbook, sword, clothes, and whatever was in my pockets), as my backstory has me captured by the crew of the Wormwood directly preceding the events that kick off the campaign at Port Peril.


AC 16 || HP 50|| Fort/Refl/Will +5/+8/+1 (+2 enchantments) || CMD 19 (21 trip) || Perc +11 || Brine's sting +8 (1d6+4/18-20) || MAP HERE

Right'e'o chief!

Hidden:
* Dagger (obviously) (1d20 + 2 ⇒ (5) + 2 = 7) > (take 20 if you will let me)
* Got only 1 or 2 gp on me, to pay for drinks.

On her body:
* Cat 'o' nine tails, proudly wearing it.
* Hide shirt
* Flute
* Sap

Rest:
In the chest.


Male Half-Elf Summoner 1

I wasn't planning on Skaldi having much of a kit to speak of. I'll update his inventory to reflect Armor and his brother's Helmet, though that doesn't really seem to be priced anywhere.

I might as well roll, as I won't be hurt that badly by a poor one.

Starting stuff: 2d6 ⇒ (5, 2) = 7

70 either way then.


Satinder Morne wrote:

Rest:
In the chest.

I need to know where this chest is located. Same goes for everyone else.


Male Aasimar (Garuda-blooded) Gunslinger 1

Character sheet updated.
I only have to add some informations to the backstory and I'll be ready (I think).


AC 16 || HP 50|| Fort/Refl/Will +5/+8/+1 (+2 enchantments) || CMD 19 (21 trip) || Perc +11 || Brine's sting +8 (1d6+4/18-20) || MAP HERE
monjebleu wrote:
Satinder Morne wrote:

Rest:
In the chest.

I need to know where this chest is located. Same goes for everyone else.

Your discretion, really.

Will I have a ship right now? If not, I'm guessing in a room that I am renting in an inn somewhere?
I won't mind, let me know :)


Satinder Morne wrote:
monjebleu wrote:
Satinder Morne wrote:

Rest:
In the chest.

I need to know where this chest is located. Same goes for everyone else.

Your discretion, really.

Will I have a ship right now? If not, I'm guessing in a room that I am renting in an inn somewhere?
I won't mind, let me know :)

Don't worry about it right now. We'll say it's in a room at the tavern for now.


So I've got everything I need to start the game and everyone but Dinkster has their characters essentially complete.

The campaign is going to start with sort of an "introduce yourselves to eachother" scene.

If everyone's okay with it I could throw up the first real post and you could have all your characters meet and I'll just suspend the action until Dinkster is caught up and ready.

Thoughts?

Liberty's Edge

Male Human Fighter (Corsair) 1

I'm down with whatever. I'm pretty flexible when it comes to Party-Familiarity


Male Aasimar (Garuda-blooded) Gunslinger 1
Quote:
If everyone's okay with it I could throw up the first real post and you could have all your characters meet and I'll just suspend the action until Dinkster is caught up and ready.

Okay, boss.


Male Half-Elf Summoner 1

S'good with me boss.


Wizard/Swashbuckler 2 (HP 22/22) | AC: 12 (16) | T: 12 | FF: 10 | CMB +3 | CMD: 15| Fort: +0 | Ref: +4 | Wil: +4 | Init: +2 | Appraise +8 | Bluff: +3 | Diplomacy: +10 | Kn(Arcana, Geography): +9 | Kn(Planes): +12 | Kn(others): +4 | Prof. (Sailor): +7 | Perception: +6 | Sense Motive: +6 | Sleight of Hand +6 | Spellcraft: +9 | Stealth +5 | Swim +5 | Panache 5/5

Let's get started! I've updated the alias profile with short descriptions of personality, appearance, and backstory. The backstory in particular has gone through something like three revisions, and I'm not afraid to change it again if you disapprove; it's a bit tricky finagling a reason for a marine officer to have fallen in among pirates.


It's settled then! Brace yerselves everyone, cause this ship is about to set sail!

(I'm about to lose wifi, so I can't kick off the campaign right away.)


And Lieutenant: your backstory is fine, save for the part about being pressed ganged by the Wormwood. All the PCs are going to start out freshly pressed ganged, so I can't have you spending time on the Wormwood beforehand! I am fine with you narrowly escaping an encounter with the ship or such, just no meeting it's crew yet. Perhaps the real question is what an Admiral like you was doing drinking with the low life's at the notorious tavern, the Formidably Maid!


First official post is up! Check the gameplay thread everyone!


Wizard/Swashbuckler 2 (HP 22/22) | AC: 12 (16) | T: 12 | FF: 10 | CMB +3 | CMD: 15| Fort: +0 | Ref: +4 | Wil: +4 | Init: +2 | Appraise +8 | Bluff: +3 | Diplomacy: +10 | Kn(Arcana, Geography): +9 | Kn(Planes): +12 | Kn(others): +4 | Prof. (Sailor): +7 | Perception: +6 | Sense Motive: +6 | Sleight of Hand +6 | Spellcraft: +9 | Stealth +5 | Swim +5 | Panache 5/5

Not an admiral, just a lieutenant. It breaks my suspension of disbelief when a level 1 character is a total badass in the backstory; his rank is more due to the fact that he's educated and has served in the fleet for longer than most of the actual admirals.

The difficulty I've had in every version is finding a reason for him to have been a) in the Shackles in the first place, and b) alone. That being said, I have another idea: instead of successfully repelling the pirate threat unscathed, the Imp's Purse was robbed and damaged. The pirates left the ship to sink, but instead it managed to limp to port. Ambrose was sent ashore to try and procure supplies, and next thing you know...

I'm still not really satisfied with it, as that still gives him strong motivations to escape as soon as possible rather than throw his lot in with the pirates down the line. Admittedly, it's still a lot better than the earlier drafts that had him marooned.


AC 16 || HP 50|| Fort/Refl/Will +5/+8/+1 (+2 enchantments) || CMD 19 (21 trip) || Perc +11 || Brine's sting +8 (1d6+4/18-20) || MAP HERE

Somebody blamed you?

"It's bad luck to bring a horned one on board, sir! Everyone knows that!!"

This caused a near-mutiny, and you were given a permanent shore leave. You ended up in the barmaid coz you were running out of money, and the ale is cheap there?

Dark Archive

Male Human Fighter (Lore Warden) 9

Ambrose, perhaps the ship itself sank and the lieutenant survived, clinging to a bit of flotsam. Some days later he washed ashore in Jeopardy Bay.


Male Half-Elf Summoner 1

@monjebleu: Skaldi's equipment (which isn't getting added to his sheet just to be removed again, is Studded Leather armor, Hring's Helmet, A ritual dagger with a handle carved to resemble a naked nymph (tied to Skaldi's Summon Eidolon class feature), a small bag of runestones and a larger sack hanging from his hip (these two are tied to Skaldi's Summon Nature's Ally class feature). The armor and helmet were in a backpack at his seat at the tavern.

If you're comfortable with Skaldi starting with either class feature available just have that equipment be on him. He may get over the crutch of needing these items eventually, but for now, it's how he focuses Myrkr's magicks.


Male Half-Elf Summoner 1

For Gnomesrules' benefit

Current PCs:
Skaldi – Summoner
Maeleg – Gunslinger
Gideon - 2H Fighter
Ambrose – Wizard
Satinder – Rogue
Old Iron Sides – Druid
Lux – 2H Fighter

My vote, for a healer, would be a bard. But play whatever is fun for you.


Skaldi the Tallest wrote:

@monjebleu: Skaldi's equipment (which isn't getting added to his sheet just to be removed again, is Studded Leather armor, Hring's Helmet, A ritual dagger with a handle carved to resemble a naked nymph (tied to Skaldi's Summon Eidolon class feature), a small bag of runestones and a larger sack hanging from his hip (these two are tied to Skaldi's Summon Nature's Ally class feature). The armor and helmet were in a backpack at his seat at the tavern.

If you're comfortable with Skaldi starting with either class feature available just have that equipment be on him. He may get over the crutch of needing these items eventually, but for now, it's how he focuses Myrkr's magicks.

Thanks, and don't worry too much about getting by without them, there will be ways to reacquire stolen gear soon enough.


AC 16 || HP 50|| Fort/Refl/Will +5/+8/+1 (+2 enchantments) || CMD 19 (21 trip) || Perc +11 || Brine's sting +8 (1d6+4/18-20) || MAP HERE

LOOT!!

Satinder is quite pissed about what you did, monjebleu. I can't be held responsible for her dagger, you know ;)


Male Half-Elf Summoner 1

I'd figured. S'why I tied my class abilities to some equipment. I figured that me having an eidolon while the gunslinger doesn't have a gun was a bit unfair.


AC 16 || HP 50|| Fort/Refl/Will +5/+8/+1 (+2 enchantments) || CMD 19 (21 trip) || Perc +11 || Brine's sting +8 (1d6+4/18-20) || MAP HERE

I love me an honest player! :)

I am so happy I had time to hide the dagger on my person. Probably will be able to get my hands on them soon enough (Hello kitchen duty!) but still, don't feel 100% without it.


As soon as Ambrose and Gnomezrule's character have posted we can start advancing the plot.


Wizard/Swashbuckler 2 (HP 22/22) | AC: 12 (16) | T: 12 | FF: 10 | CMB +3 | CMD: 15| Fort: +0 | Ref: +4 | Wil: +4 | Init: +2 | Appraise +8 | Bluff: +3 | Diplomacy: +10 | Kn(Arcana, Geography): +9 | Kn(Planes): +12 | Kn(others): +4 | Prof. (Sailor): +7 | Perception: +6 | Sense Motive: +6 | Sleight of Hand +6 | Spellcraft: +9 | Stealth +5 | Swim +5 | Panache 5/5

Uh...I'm guessing I start with my zero-level spells, but none of my first?

I like the sunken ship bit. That works better than the other thing. It takes care of the motivation, too.


Correct, the press-gangs took your spell book, but you still have the cantrips memorized.


Wizard/Swashbuckler 2 (HP 22/22) | AC: 12 (16) | T: 12 | FF: 10 | CMB +3 | CMD: 15| Fort: +0 | Ref: +4 | Wil: +4 | Init: +2 | Appraise +8 | Bluff: +3 | Diplomacy: +10 | Kn(Arcana, Geography): +9 | Kn(Planes): +12 | Kn(others): +4 | Prof. (Sailor): +7 | Perception: +6 | Sense Motive: +6 | Sleight of Hand +6 | Spellcraft: +9 | Stealth +5 | Swim +5 | Panache 5/5

Well, the assumption is that I used all my first-level spells before. If I hadn't, I'd still have them even though my spellbook is gone. But you've answered my question; they're used. Also, I'm assuming they also took my rapier and dagger? It wasn't mentioned, but I doubt they left them on my person.


Correct. Also I meant to take away all familiars, but seeing as I forgot to tell you and you already included yours in your post, we'll just say that little thrush of yours escaped the pirates' clutches... for now.


Lux is Gnomezrule


Male Male Catfolk Slayer 1 | HP 12 | AC 16, FF 10, Touch 13 | F +5, R +6, W -1 | Init +3 | P +3

Gnomezrule is Lux

;)


Wizard/Swashbuckler 2 (HP 22/22) | AC: 12 (16) | T: 12 | FF: 10 | CMB +3 | CMD: 15| Fort: +0 | Ref: +4 | Wil: +4 | Init: +2 | Appraise +8 | Bluff: +3 | Diplomacy: +10 | Kn(Arcana, Geography): +9 | Kn(Planes): +12 | Kn(others): +4 | Prof. (Sailor): +7 | Perception: +6 | Sense Motive: +6 | Sleight of Hand +6 | Spellcraft: +9 | Stealth +5 | Swim +5 | Panache 5/5

Well, I guess I'll just be expecting to lose it before long. It's got to get sacrificed for an imp at level 7 anyway, so it's probably best that I don't start getting attached now.


Male Aasimar (Garuda-blooded) Gunslinger 1

7 PCs : 2 fighters, 1 wizard, 1 summoner, 1 rogue, 1 druid and 1 gunslinger ?
May I suggest one of our fighters could maybe learn to use siege weapons ? (it's just a suggestion of course) I think that could be useful aboard a pirate ship.


Male Half-Elf Summoner 1

Bossman, it might speed things up if you hit us with DCs before a challenge. We can include some fluff about our performance that way.

Also, let me know if my PC dies on the first set of rolls... LoL.


AC 16 || HP 50|| Fort/Refl/Will +5/+8/+1 (+2 enchantments) || CMD 19 (21 trip) || Perc +11 || Brine's sting +8 (1d6+4/18-20) || MAP HERE
Skaldi the Tallest wrote:
Bossman, it might speed things up if you hit us with DCs before a challenge. We can include some fluff about our performance that way.

Seconded. :)

I assume the once who scored the highest will win, but maybe that isn't fair for the halfling and gnome, who can't climb as fast (quarter speed if i recall correctly).


Aaaaah so sorry, I meant to do that in the original post, but I got rather tired and it slipped my mind.


And yes you also need to make several rolls.


Male Half-Elf Summoner 1

Can you post those DCs then? And possibly how high we need to climb? *Crosses fingers hoping for 60 feet or less*


Just posted, Skaldi you made it!


Male Half-Elf Summoner 1

I actually fell at the vert start, but I hadn't gotten my footing yet. I'll hit the top in 5 rounds.


Wizard/Swashbuckler 2 (HP 22/22) | AC: 12 (16) | T: 12 | FF: 10 | CMB +3 | CMD: 15| Fort: +0 | Ref: +4 | Wil: +4 | Init: +2 | Appraise +8 | Bluff: +3 | Diplomacy: +10 | Kn(Arcana, Geography): +9 | Kn(Planes): +12 | Kn(others): +4 | Prof. (Sailor): +7 | Perception: +6 | Sense Motive: +6 | Sleight of Hand +6 | Spellcraft: +9 | Stealth +5 | Swim +5 | Panache 5/5

I've updated my sheet; as I'm no longer a human, I don't get the bonus feat, so my initiative is down to +3.


AC 16 || HP 50|| Fort/Refl/Will +5/+8/+1 (+2 enchantments) || CMD 19 (21 trip) || Perc +11 || Brine's sting +8 (1d6+4/18-20) || MAP HERE

I can't really read the map of the Wormwood. Is there any way you could enhance it? Make it bigger or something?


Male Male Catfolk Slayer 1 | HP 12 | AC 16, FF 10, Touch 13 | F +5, R +6, W -1 | Init +3 | P +3

Is working as a rigger based on climbing or sailor?


Jobs will require different skill checks each day. Check my latest post!

Satinder Morne wrote:

I can't really read the map of the Wormwood. Is there any way you could enhance it? Make it bigger or something?

Yeah I'll try to get a bigger copy up.


I've added descriptions of all the areas explored so far to the campaign description page, as well as some larger resolution maps.


AC 16 || HP 50|| Fort/Refl/Will +5/+8/+1 (+2 enchantments) || CMD 19 (21 trip) || Perc +11 || Brine's sting +8 (1d6+4/18-20) || MAP HERE

Thanks!


AC 16 || HP 50|| Fort/Refl/Will +5/+8/+1 (+2 enchantments) || CMD 19 (21 trip) || Perc +11 || Brine's sting +8 (1d6+4/18-20) || MAP HERE

Gideon, start acting like the tough fighter that you are.
I need my buddy to be alive and well when we mutiny! ;)

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