Freedom of the Open Seas

Game Master Steven_Evil

Leading a battered ship to Rickety's Squibbs, our intrepid pirates are very close to beginning a lucrative career as real pirates!

Initiatives:

[dice=Alistair]1d20-2[/dice]
[dice=Sunny]1d20+4[/dice]
[dice=Harvey]1d20+5[/dice]
[dice=Noro]1d20+1[/dice]

Infamy and Disrepute Charts
Side Quest: The Missing Ships:
You've heard only rumors, but it seems that the Miriam's Love isn't the first ship to show up dead in the water with no crew and no trace of what happened to them...

Side Quest: The Mysterious Slavers:
You've heard rumors at the Tavern in Rickety's Squibbs that a huge vessel, carrying slaves of an indeterminate race, came in for repairs. The guard onboard were heavily armed, and several people claim to have seen "lizardly humans" through port windows when they were able to sneak up. Voices were also heard at night, trying to get passers-by to release them, with promises of rewards.

The World Weapons:
It appears that there will be some sort of "demons" invading the Shackles, and the ancient Azlanti World Weapons are somehow connected. There is a cave, off of the cost of Rickety's Island, where you can learn more...

<<<COMBAT MAP>>>


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Liberty's Edge

Male Human Pathfinder Society GM

We'll hammer out the details of posting and what not here. Like I said earlier, I'll roll initiative for all of you, and the baddies, and then everyone can post at their leisure and I'll order the action and post results and all that. I like to play a healthy mix of RP and combat, and I like putting difficult decisions in there too. I do something in my home games I call skill challenges, which I took from 4e, in which the entire party has to try and accomplish something by using the skills they are good at, and the entire parties result determines the success or failure. A good example for this adventure would be maintaining course during a storm. One player might use a skill to control the ship, one might use a skill to keep the rigging tight, one might use a skill to maintain the crew and make sure they are doing their duties, and one might use a skill to navigate or something of the like. At the end of each round, successes and failures are noted and the next round begins. This way, non skill monkeys are included, but skill monkeys really get to shine. This is going to be very sandboxy, which I think is going to be a blast, so if I don't post for a while somedays I'm probably coming up with a response to something you did that I didn't expect. If there are any house rules you wish to use, or off the wall character ideas or things like that, tell me and we can make it work. I believe in the rule of cool, so I will try my damnedest not to say no to something awesome. Your characters look great from a first glance, I love the back stories, I'll look over mechanics later, but I suspect they are all fine. Welcome to the table!

Liberty's Edge

Male Human Pathfinder Society GM

Also, please post your time zones.


Male Gillman Huntmaster Cavalier HP 49/49, AC 19, T 13, FF 16, CMB 21, Fort+7, Ref +4, Will +0, Init +4, Perc -1, Intim +10

I'm in EST or Eastern Seaboard Time (I think) anyway I live In Florida. Hope you don't mind my character concept. It's a Gillman cavalier with the huntmaster archetype (from the Animal Archive) but instead of dogs it's Sharks.

Edit: got rid of unnecessary posts

One more question, how will you handle HP? I believe it's blank for many of us. Thank you for taking up this Champaign btw :D


Male Halfling Fighter (Unbreakable) 1/Summoner 4
stats:
HP 40 | AC 15 |

US Central Time.

I hope the others got my PMs; only three people including me have shown up.


Male Gnome Bard (Dirge Bard) 6 | HP: 50/50 | AC 16, T 12, FF 15 | CMD 12 | F +6, R +7, W +6 | Init +1,"Intim": 18 | Music: 18/20 | Spell: 1: 6/6, 2 : 4/4

I'm EST. Your ideas for the game sound great, I'm really looking forward to this!

Liberty's Edge

Male Human Pathfinder Society GM

I'm in EST. I live in Georgia. Glad you all like the ideas. If you have any, don't be afraid to bring them up. I'm willing to hear anything. Just nothing too silly or super cheesy. But rule of cool? I'm down as long as we can make it work by communication and agreement.


Male Gillman Huntmaster Cavalier HP 49/49, AC 19, T 13, FF 16, CMB 21, Fort+7, Ref +4, Will +0, Init +4, Perc -1, Intim +10

So at least the time zones work out lol. Check this out if you have time, it could give you a quick overview of the Naval combat rules along with some ideas for other ships GM

naval combat podcast


Male Lupin Fighter 2, Cleric 3

PST. As far as non PF races go, would a Lupin be usable? If questionable, any modifications you would suggest to make it more on par with PF races? Also, what is everyone playing? I like being a Fighter but I'll adpat to what we need.


Male Gillman Huntmaster Cavalier HP 49/49, AC 19, T 13, FF 16, CMB 21, Fort+7, Ref +4, Will +0, Init +4, Perc -1, Intim +10

Check people's profiles, it should have classes/backstory. My build is a combat controller with his net. We might need something divine as we have a bard, a summoner, and another bard that's acting as the rogue. Try to avoid LG btw as we ARE pirates.


Male Lupin Fighter 2, Cleric 3

So the general consensus is lvl 5? Do we also do rolls with this style of play?


Male Lupin Fighter 2, Cleric 3

Rolling profile statistics...


Male Lupin Fighter 2, Cleric 3

I rolled all odds -3-

Anyway, profile is coming together quite nicely.


Male Lupin Fighter 2, Cleric 3

Also, because I'm sure you guys want to know, I can send you the Lupin racial statistics in PM.


My character is Laurestine Valerian. She is a bard archaeologist. I intended her to go the route of being skilled while still retaining some of the bard qualities. Kinda like a variant rogue. It appealed to me.

Liberty's Edge

Male Human Pathfinder Society GM

Ok, sorry I missed the HP question. We can do PFS rules or we can roll on thread upon leveling. Up to you guys. Darbius, we are using a 20 point buy, starting at level 5 with 10500 gp, and using all paizo races and classes. Please try to stick to aquatic and piratey races. So far everyone looks good.


M Human Gunslinger (Buccaneer) 6 Perception +10, AC 19, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 deflection) hp 40 (6d10) Fort +5, Ref +8, Will +2; +2 trait bonus vs. curse, fear, and emotion effects while wi

Crazy Pirate! I want Gunner! CST time zone, ( mostly post during the day time hours ) and early morning


1 person marked this as a favorite.
Male Halfling Fighter (Unbreakable) 1/Summoner 4
stats:
HP 40 | AC 15 |

Darbius, you should probably create an alias for your character. That way, no-one's confused if you are participating in multiple campaigns.


Male Gnome Bard (Dirge Bard) 6 | HP: 50/50 | AC 16, T 12, FF 15 | CMD 12 | F +6, R +7, W +6 | Init +1,"Intim": 18 | Music: 18/20 | Spell: 1: 6/6, 2 : 4/4

Hey Steven, I was curious if you were going to continue with the former DM's plan of each of our characters having a group of five NPC crew members whose race and class we choose.

As for the HP, Im fine with the Pathfinder Society rules. I don't mind rolling though.

Liberty's Edge

Male Human Pathfinder Society GM

We can certainly keep with that idea. It made this adventure unique, that's for sure. Just limit them to npc classes for now though


I feel that we need to determine what position each PC will hold. Once that is done, we can then build NPCs according to our need.

That's my idea, anyway. How does everyone feel about this?


Male Lupin Fighter 2, Cleric 3

OK Antal I shall do that. I hope I remeber the 20 point buy rules correctly


Male Lupin Fighter 2, Cleric 3

Did I do it right?


Male Gnome Bard (Dirge Bard) 6 | HP: 50/50 | AC 16, T 12, FF 15 | CMD 12 | F +6, R +7, W +6 | Init +1,"Intim": 18 | Music: 18/20 | Spell: 1: 6/6, 2 : 4/4
Grand Moff Vixen wrote:

I feel that we need to determine what position each PC will hold. Once that is done, we can then build NPCs according to our need.

That's my idea, anyway. How does everyone feel about this?

That's a great idea, I agree.

Liberty's Edge

Male Human Pathfinder Society GM

That sounds perfect. Great role playing so far as well. Darbius, are you going to post your alias soon?


Male Lupin Fighter 2, Cleric 3

Steven, it's not giving me the option to post an alias.


M Human Gunslinger (Buccaneer) 6 Perception +10, AC 19, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 deflection) hp 40 (6d10) Fort +5, Ref +8, Will +2; +2 trait bonus vs. curse, fear, and emotion effects while wi

Agreed to that.

Captain: Delben
Firstmate:Nalgi Wavecrester
Boatswain(Bosun):Sharkbait
Sailing Master:??
Quartermaster: ??
Master-At-Arms:
Master Gunner: Harvey
Carpenter/Surgeon: ??
Pilot: ??
Cook: ??

This is a list from another game that was played a long time ago. but I think it might be helpful to keep this around... I think that to start that we have a good Idea. if someone disagrees please speak up and have yer peace!

Liberty's Edge

Male Human Pathfinder Society GM

You have to create an alias under the my account tab. Make the alias your character and post your stats and profile on that alias


Male Lupin Fighter 2, Cleric 3

Where's the button because It's not letting me make one in your thing either.


Male Lupin Fighter 2, Cleric 3

Getting it down


Male Lupin Fighter 2, Cleric 3

Not completely done but I have the alias ready.


Male Lupin 3 Cleric, 2 Fighter

Vyse Corbin here. The good lord Desna has guided me to bless this voyage with a safe journey.


Male Lupin Fighter 2, Cleric 3

Sheet: http://www.myth-weavers.com/sheetview.php?sheetid=764168

Not completely complete. Need to figure out spells but yeah


Male Lupin Fighter 2, Cleric 3

I really hope it let's you see it. It's derped before.

Liberty's Edge

Male Human Pathfinder Society GM

Look at the other peoples alias' and set yours up like that. It makes it easier for me to read during gameplay, and you can put your vital stats in your profile box so they show up under your name in posts.


Male Lupin Fighter 2, Cleric 3

OK


Male Lupin Fighter 2, Cleric 3

Do I have to lay out all my skill check modifiers?

Liberty's Edge

Male Human Pathfinder Society GM

Some people do, some people only do the really important ones.


Male Lupin Fighter 2, Cleric 3

I'm not putting my skills up because then that's gonna be way too much on the Alias sheet. Getting my feats done next


Male Lupin Fighter 2, Cleric 3

Should I put my spells up next or no?

Liberty's Edge

Male Human Pathfinder Society GM

You'll at least need the skills you have points in on your alias character sheet. Look at one of the other players sheets and set it up just like that.


Male Lupin Fighter 2, Cleric 3

I'll get it done later. College.


For those who may not fully understand what each role entails, here is a page on each position.

As for positions, here is my take.

Captain: Delben
Firstmate:Nalgi Wavecrester
Boatswain(Bosun):Sharkbait
Sailing Master:??
Quartermaster: Laurestine
Master-At-Arms:
Master Gunner: Harvey
Carpenter/Surgeon: ??
Pilot: ??
Cook: ??

If necessary, Laurestine would be willing to assist the boatswain to manage ship's supplies. Her skill at appraisal combined her social skills makes would make her excellent for procuring the best deals. Just an idea I had. I feel that she has what is needed to be a good quartermaster.

As for the character, I am changing some things around. For the rogue talent, I have these two which fit the theme I am going for. I really like both of them. Canny observer is always active and not limited in it's uses, while Charmer gives two rolls on diplomacy skill checks twice a day. Decisions, decisions. I have included the text of each ability for easy comparison. Thoughts?

Canny Observer (Ex): When a rogue with this talent makes a Perception check to hear the details of a conversation or to find concealed or secret objects (including doors and traps), she gains a +4 bonus.

Charmer (Ex): Once per day, the rogue can roll two dice while making a Diplomacy check, and take the better result. She must choose to use this talent before making the Diplomacy check. A rogue can use this ability one additional time per day for every 5 rogue levels she possesses.

Liberty's Edge

Male Human Pathfinder Society GM

Wow, those are both good fits. I would be torn between the two also. Personally, I would take charmer but neither is bad. Darbius, that's fine. Nothing overwhelming will start in gameplay until everyone is ready. It's just in character decisions and skill checks in a skill challenge encounter right now.

Liberty's Edge

Male Human Pathfinder Society GM

Whatever positions you don't fill yourselves can be filled by npc's you control, if you like. That way, you still manage the ship together, but it keeps realism in play by not having one character do three jobs.

Liberty's Edge

Male Human Pathfinder Society GM

Vyse, sheet looks good so far. Just add a background and the other things you are missing. Everyone else, this is shaping up to be a great adventure. I'm glad you allowed me to DM it. Thanks!


Male Gillman Huntmaster Cavalier HP 49/49, AC 19, T 13, FF 16, CMB 21, Fort+7, Ref +4, Will +0, Init +4, Perc -1, Intim +10

Do the pirate crew roles do anything significant? Can we just pick some random npcs and say their qualified or do will it come back to bite us?

I also can't seem to find these roles anywhere. Are they in the S&S player guide?

Liberty's Edge

Male Human Pathfinder Society GM

The only ones I will make you do checks for when needed are the ones you fill yourselves. I'll assume that the others will follow your orders to the best they can, and will only have them make checks or whatnot in situations that may arise that directly affect them(like if the food gets poisoned, or the ship needs a major repair, or an npc navigator has to help you get through a coral reef that circles an island rope for plunder), though I won't make that often. I want to focus on the pc's. That being said, the npc's you set to jobs should be ones of the five you control, so I would build them accordingly.


Male Gillman Huntmaster Cavalier HP 49/49, AC 19, T 13, FF 16, CMB 21, Fort+7, Ref +4, Will +0, Init +4, Perc -1, Intim +10

Okay, since I seem to be the most martial of the group I'll make a raiding party (there's a lot of ways to make a warrior lol) maybe a fellow Gillman that repairs the ship? He could be addicted to a drug and that addiction ties him to the ship.


Male Halfling Fighter (Unbreakable) 1/Summoner 4
stats:
HP 40 | AC 15 |

My five are all sharkbait. you can see them in my profile.


Nalgi Wavecrester wrote:

Do the pirate crew roles do anything significant? Can we just pick some random npcs and say their qualified or do will it come back to bite us?

I also can't seem to find these roles anywhere. Are they in the S&S player guide?

No, they are in the Wormwood Mutiny book.

Roles Aboard a Pirate Ship.

    A pirate crew is more than just a mob of cutthroats on a ship; all crew members have specific roles and responsibilities, with harsh punishments being meted out upon those who shirk their duties. Listed here are some of the standard roles aboard a typical pirate ship. Not all of these roles might be represented on every vessel, but such details can help players understand their characters’ daily duties.

  • Boatswain: The boatswain, or bosun (pronounced “bosun” either way), is responsible for the upper deck of the vessel and above. This makes the boatswain accountable for all rope, rigging, anchors, and sails. At the start of the day, the boatswain and those under her weigh anchor, raise the sails and report on the general condition of the ship’s deck to the captain. As she oversees many of the ship’s basic daily labors, the boatswain is often responsible for keeping discipline and dispensing punishment.

  • Cabin Boy/Girl: Servant to the captain and other officers, this low-ranking and typically young crew member assists other sailors in their duties and runs various errands across the ship, requiring him or her to gain a measure of understanding of almost all the ship’s roles.

  • Captain: The ultimate authority on any ship, his word is law to all on board. The captain chooses where to sail, what to plunder, and who fills the other stations aboard the vessel, among many other command decisions. Leadership often proves perilous, however, as a captain is, above all, meant to secure success for his ship and crew. Failing to do so increases the threat of mutiny.

  • Carpenter/Surgeon: No matter what enchantments or alchemical unguents augment a pirate ship, its heart and bones are still wood. This simple fact makes the carpenter one of the most important positions aboard any vessel. Carpenters are chief ly responsible for maintaining the ship below the deck, finding and plugging leaks, repairing damage, and replacing masts and yards. As the crew member most skilled with the saw, the carpenter typically serves as a ship’s surgeon as well—bones cut just as easily as timbers.

  • Cook: While the quartermaster normally allocates the rations, the cook and his apprentices make and distribute meals to the crew. Although some better-outfitted vessels employ skilled cooks to attend to the captain and the officers, many cooks are drawn from crew members who have suffered crippling injuries, allowing them to still serve even after such trauma.

  • Master-at-Arms: Concerned with the security of the ship, the fitness of the crew, and the dispensing of justice, the master-at-arms typically is one of the most feared and dreaded of a ship’s officers.

  • Master Gunner: The master gunner is in charge of all shipboard artillery, ensuring moisture and rust don’t ruin the weapons and that the crew knows how to use them. On board ships with firearms, the master gunner maintains the vessel’s cannons, firearms, and powder supplies; on ships without such weapons, she maintains the ballistas, catapults, and so on.

  • Quartermaster: The quartermaster oversees the supplies and items stored aboard the ship. She maintains the supplies of food and weaponry, oversees the disbursement of food to the cook, and doles out the rum ration to the crew.

  • Rigger: Riggers work the rigging and unfurl the sails. In battle, next to that of a boarding party, the riggers’ job is one of the most dangerous, as they pull enemy vessels near enough to board.

  • Swab: Any sailor who mops the decks. Also used as slang for any low-ranking or unskilled crew member.

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