GMDQ's Skull and Shackles (Inactive)

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A small band of mariners find themselves press-ganged into service on the Wormwood, led by the fearsome Barnabas Harrigan. Will they turn their misfortune to glory on the high seas, or will folly lead them to an ignominious watery death?


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Forces of Nature Battlemap

For fun and profit, I've pasted Shackles Code into the campaign tab (under a spoiler). I've added an additional entry at the bottom, about it being guidelines and not rules, just to serve as a reminder. :)

I am also working on updating your crew roster. It would be helpful to know any new/changed officer/job assignments.

Here are all your crew, including new recruits (name, currently assigned role, microstatblock):

Prosperity “Lark” Greenwood, Captain, PC
Threnody Nocturne, First Mate and Bosun, PC
Lehland O’Neld, Quartermaster, PC
Wahhe, Seacaster???, PC

Sandara Quinn, Doctor/Healer, CN Human Cleric of Besmara 3
Ambrose “Fishguts” Kroop, Cook, N Middle-aged Human Rogue 3
Crimson Cogward Sailing Master’s Mate, N Human Ranger 1/Rogue 1
Owlbear Heartshorn, Watchstander, cargo hold, N Human Fighter 2
Conchobhar Shortstone, Rigger, N Gnome Bard 2
Barefoot Samms Toppin, Rigger, CG Human Warrior 2
Maheem, Rigger, LN Human Warrior 2
Giffer Tibbs, Swab, NG Gnome Warrior 2
Jack Scrimshaw, Swab, N Human Warrior 2
Tilly Brackett, Swab, N Human Warrior 2
Badger Medlar, Swab, N Half-Elf Warrior 2
Shivikah, Swab, N Human Warrior 2
Rosie Cusswell, Swab, CN Halfling Fighter 2
Yamtisy, ???, N Half-Orc Expert 4 (was bosun on the Magpie Princess)
Doc Imogene, ???, N Halfling Expert 3 (was doctor and carpenter)
Belina, ???, NG Half-Elf Ranger 2 (was Sailing Master)
Xosrov, ???, CG Half-Elf Warrior 3 (was rigger/lookout)
Anatoly, ???, CN Half-orc Warrior 3 (was rigger)
Natalia, ???, CN Human Aristocrat 2 (was swab on the Magpie)
Anezka, ???, NE Human Commoner 1/Rogue 1 (was swab on the Magpie)
Heavy Huldren, ???, N Commoner 9
Larry, ???, N Half-orc Warrior 5
Barry, ???, N Half-orc Warrior 5

A note about the last three: while they are higher level than the others, they are not built as sailors--they are new to the job. Larry and Barry are based on NPC Brawlers, and thus as statted appropriately. Huldren's stats are actually that of a constable, and he has Climb and some observation skills, so he wouldn't be a terrible rigger. His level seems high, but a 9th level commoner is basically just a walking pile of hit points.

I will also note that they are probably the highest level recruits you're going to find, save possibly for other named/known characters to the campaign you might run into down the line. Most other crew you hire on are going to be one of several base sailor/pirate NPC builds at 2nd or 3rd level. They are there to operate your ship and will do so just fine.

Also: congratulations: you now have 27 total crew! This puts you comfortably over the minimum 20 required to run the ship. You have max capacity for 40. The more crew, the more things you can do, so you don't necessarily want to stop recruiting forever--and also crew can get killed--but you are in a safe zone for numbers for now at least.

Last but not least; as a reminder, here are the officer roles currently unfilled:

Sailing Master (Navigator and master of the helm) (was Nadira; you possibly intended Cog to take over. Belina is now available as well.)

Master-at-Arms (Disciplinarian/Taskmaster)

Master Gunner (Cares for the ship's siege engines--your ship has ballista--and sometimes the ship's armory if the Quartermaster doesn't)

Carpenter (Doctor and Carpenter are often combined on ships; Sandara as your doctor is not a master builder by any stretch, so a separate carpenter might be called for)

Seacaster (a spellcaster who focuses on weather witchery and magical ship defenses) (I recommend Wahhe for this role)

Windsinger (a morale officer, often a bard, on larger ships in a magical world)

Cabin Boy/Girl (serves as a runner/errand person/general factotum for the other officers)

You can of course also assign "mates" to any given officer role save for Cabin Boy/Girl.

I'll also note that Yamtisy is an experienced Bosun and while Thren is Bosun at the moment, she could pass the job to Yamtisy--or someone else--if she wanted.


Female Elf Bard (scholar of legends) 20

Thren for her part would pass on the Bosun position, and if Yamtisy is a suitable candidate, that'd be her first choice. Captain Lark of course has final approval of all promotions! First Mate is enough to keep her busy. Wahhe definitely seems like a good call for Seacaster for some strange reason, not sure what it is though....

For carpenter, I'd say Doc Imogene if he's got the skills for it; I'm assuming so given it's the last job on the resume. I'd also definitely like Cog to take over as Sailing Master. And Thren would take Huldren, Xosrov, and Anatoly as riggers, spread out over shifts. Between them, Maheem, Barefoot Samms, and Conchobhar, that gives me 2 per 8 hours, and Thren available on the night shift. Probably Huldren on nights with Maheem or Samms, keep Xosrov and Anatoly together, then Conchobhar with one of the other two "veterans". That lets Thren and whichever veteratn she picks train up Huldren a bit more.

That's the tiefling's thoughts on these matters as she tries to develop into a better First Mate (so Lark can relax more and enjoy his captaincy).


Female Elf Bard (scholar of legends) 20

Other thoughts:

What's considered senior officer and junior officer as noted in the Shackles Code?

For Windsinger: Conchobhar, Rosie, myself all come to mind for that role.

The Exchange

Female Undine Adept [HP 32/32 AC 16 T 13 FF 13 | CMD 15 | BAB +3 | CMB +2| Fort +4, Ref +4, Will +8 | Init +3 Perc +9]

Wahhe will do as told. She has the community domain which is mostly healing instead of water domain, but some of the standard druid spells will work eventually to help with what we need.


Female Elf Bard (scholar of legends) 20

I wouldn't sweat it too much Wahhe. I'm a bard-what spells do I need to know as First Mate after all? Druids naturally (sorry, no pun intended) learn spells to communicate with creatures, mess with wood, and control weather over time. All useful for people floating around in a wooden ship on the ocean :)


Forces of Nature Battlemap

Re: Junior and Senior officer, that's in part up to you to determine. Looking at sample pirate codes, it's usually at least the Captain's mate and the Quartermaster.... interestingly enough. :) I would also say Sailing Master is pretty key/senior. the codes I'm looking at are real ones so of course they don't include fantasy roles like seacaster.

But you could also bear in mind senior-ity... who has served the longest, performed the most loyalty, etc. You could also decide all officers are "senior" -- or all "junior".

I'll note that all crew at this point are by default loyal crew, influence is still a factor. I won't be tracking it as zealously as I did in the first part of the campaign, but it can still come into play. All your new crew begin as indifferent. You can try to get to know them/figure out favors you can do for them/etc.

A lot of the spells in the community domain are great for a seacaster because they're group buffs--good thing to have for a crew.


Thren should absolutely pass on the Bosun position now that we have a good candidate. And thank you kindly for the other suggestions. The help is appreciated and they all look good to me.

I wonder if there's a good way to take advantage of Belina's pevious exprience as Sailing Master. Cog is known to be loyal and I don't want to demote him. I'll try and remember to ask him if he still wants the job when we get back to the ship.


Female Elf Bard (scholar of legends) 20

You're welcome, mon capitan! As far as Belina and Cog, maybe make Belina Cog's assistant for now to get him trained up and give her a different officer position?


Forces of Nature Battlemap

My advice would be to roleplay out a brief interview with both characters.

The Exchange

Female Undine Adept [HP 32/32 AC 16 T 13 FF 13 | CMD 15 | BAB +3 | CMB +2| Fort +4, Ref +4, Will +8 | Init +3 Perc +9]

Any feedback from fellow players on how I have Wahhe equipped? She has a chain that Undines carry that she equips, but i'm not sure if i have the right things in the wisest places.

She'll need to store some stuff on the ship, I guess, but I have been struggling with figuring out encumbrance and what is necessary.


Forces of Nature Battlemap

I am not a "fellow player" :) But I can say you've made one oversight when it comes to encumbrance:

You have a Masterwork backpack (refluffed as a masterwork duffel bag): this improves your effective carrying capacity, treating your Strength as 1 higher than it is for the purposes of encumbrance. This means your Max Light Load first of all is not 26 lbs, but 30 lbs.

Secondly, I would review what you have listed as stowed away and think whether you want to have with them --- notably, potions have no weight and you should probably have those with you.

(To the other folks, the 10' chain is just a refluffed pouch, more or less. It's a chain you can clip small pieces of gear to.)

Regarding encumbrance: it is something I pay attention to, BUT, a few things to bear in mind:

- if you're like within a half a pound of light load, it's okay to just handwave that it's light load.

- I don't think you are, but just in case, don't count the weight of the clothing you are wearing. This is text that somehow disappeared between 3.x and Pathfinder, but I grandfathered in the 3.x rule that worn clothing does not count against encumbrance. (Extra clothing, however, does, so, like, an extra outfit in your bag would count, but you don't have that so it doesn't matter.)

- If you are at Medium or Heavy encumbrance and combat begins, you can always drop your duffel bag (a free action) to temporarily lighten your load. Just be sure you can drop it in a place you are sure you can retrieve it later. I did this with a low Strength character I played (in fact, a low Strength gnome, and Small creatures have much lower carrying capacity than Medium ones), as well as with an archeologist I played who just had a habit of carrying loads of tools with her (she eventually got a handy haversack which resolved the issue).

- The effects of encumbrance are that you are slowed to 20 ft base speed and incur a -3 check penalty to the same skills that Armor Check Penalty applies to (e.g., Acrobatics, Climb, etc.). While this isn't nothing, it also is something you can just opt to accept and deal with when you feel you need to carry a lot of gear--just one of the things one accepts that happens when you dump Strength. There are other party members that do things like Acrobatics and Climb, and as far as movement goes, you're not necessarily going to want to be at the "front of the pack" anyway. And if you do...

- Remember your Strength goes up by +2 when you use Wild Shape to change into a Medium sized animal. This means your Strength goes up to 10, plus you keep the effects of your gear with you, so with the masterwork duffel bag, your effective Strength for the purposes of encumbrance goes up to 11, meaning your max light load goes up to 38 lbs. when you shapeshift. So if you're carrying more than 30 lbs of gear but no more than 38 lbs, when you shapeshift, you will no longer be encumbered (so in a pinch, you can use your wild shape to boost your strength and thus movement). Also, quadrupeds can carry 1.5x more stuff than bipeds, so if, for example, you wild-shaped into a wolf (a Medium sized quadruped), your carrying capacity in fact increases to 57 lbs max light load. (((You do want to note though that your carrying capacity DROPS when becoming Small, on the other hand.)))

- Finally you're high enough level you'll eventually be able to get a bag of holding or handy haversack, and the issue will become moot. It is at best a temporary inconvenience. I advise not letting this issue distract you too much. :)

Hope that helps.

The Exchange

Female Undine Adept [HP 32/32 AC 16 T 13 FF 13 | CMD 15 | BAB +3 | CMB +2| Fort +4, Ref +4, Will +8 | Init +3 Perc +9]

merci beaucoup. now to figure out what makes sense to go where. :)

The Exchange

Female Undine Adept [HP 32/32 AC 16 T 13 FF 13 | CMD 15 | BAB +3 | CMB +2| Fort +4, Ref +4, Will +8 | Init +3 Perc +9]

Hey so I rolled for the stirges to hit and then realized I have no friggin idea what i'm doing. :(


Forces of Nature Battlemap

So first of all, the casting time for summon nature's ally, which I assume is what you're casting, is 1 round (not 1 standard action which is the case for the majority of spells). So what happens here is you are spending the whole round summoning, and the stirges will pop up at the start of your NEXT turn, at which point you can direct them. So for now you need do nothing except state that you're casting the spell. We can continue with the round.

On your NEXT turn (during round 4), you'll need to place them on the board where you want them to appear (I created some chits for them on the side of the board so you can just move them where you want them to go), and you can then direct them to attack (or do whatever).

Yes, you will need to have the stats for them available (just use the PRD since it's right here), and roll their attacks. You should roll for each creature separately.

As for bonuses/penalties: the only thing I am aware of is the fact that you have Augment Summoning, which gives your creatures +4 to their Strength and Constitution scores. The EASY way of thinking of this is rather than think about the scores themselves, think about the important modifiers that this affects. So rather than recalculate everything, just remember this: Augment Summoning gives your summoned creatures +2 to Attack (including combat maneuvers) and Damage, +2 hit points, and +2 to Fortitude saves. Rarely this might affect some other things (e.g., +2 to Swim checks if needed, +2 to a Constitution-based save DC). In the case of your stirges, their attack is actually modified by Dexterity (they have Weapon Finesse) so the bonus to Strength doesn't really do anything for their bonus to hit (it will still be +7) but importantly for them, their grapple will be improved by +2 (total of +13) which is important for their attach ability.

The Exchange

Female Undine Adept [HP 32/32 AC 16 T 13 FF 13 | CMD 15 | BAB +3 | CMB +2| Fort +4, Ref +4, Will +8 | Init +3 Perc +9]

Ok, thanks for taking the time to explain all of that. I was wondering how the obscuring mist will affect them now that I've cast it. They attack based on site, not smell, so they will be obscured too, n'est-ce pas?

I'm learning more by play-by-post, than I ever have.

I swear you should create youtube tutorials, DQ.


'Direct or Redirect a Spell' is indeed a move action. Per Summon Nature's Ally they'll keep "...attacking your opponents to the best of their ability" without further orders.


Forces of Nature Battlemap

I realized I never answered Wahhe's question about the stirges: I think you figured it out but, while concealment affects them because it still makes it hard for them to pinpoint a target, they do have the Scent ability which means they can try to locate something's general vicinity by smell. While it's not relevant at the moment, if say they had a target in the mist, and they were outside the mist, they could try to track it with Survival or look for it with Perception because they have Scent and can sniff it out even if they can't see it. They would know what direction the creature was in, and fly toward it (and hopefully find it).

Re: Youtube tutorials: if you have the video filming and editing capability, I'll do it. :)

=========================================

Random note to everyone:

I note your loot sheet does not reflect the loot you obtained from the final battle with the pirates on the island (e.g., Scourge's whip or Plugg's cutlass). I think some folks did keep some of the items found. I know you did sell a bunch of stuff off, but I'm not sure what. (What you said to me was you were selling of a certain amount of stuff worth X gold and I just took that as okay.) I don't need to know what you sold, per se, but I do want to be sure your gear is up to date, and I don't want to see you going, "Gee, why do I have 'masterwork sword' listed on my character sheet when I know I have a +1 sword?" later on. Remember I am NOT tracking your loot so if you've forgotten to record anything and can't find a treasure list after the fact, it's lost.

You should review and make sure you have the stuff you have and have sold the stuff you don't. (I'm especially curious what you did with Plugg and Scourge's gear. Not for any suspicious reason, but some of that stuff was pretty nice. Related to that, Plugg's weapon was a cutlass, and as cutlasses and scimitars are completely identical mechanically speaking, I am fine with anyone who is proficient in scimitar to be proficient in cutlass as well (which might just be Wahhe, but still important to note for everyone). As far as they can tell the only reason they included stats for "cutlass" in Pirates of the Inner Sea is for the unimaginative twerps who, when they were told, "just use a scimitar, it works similarly" it still annoyed them that they didn't have the word "cutlass" on their character sheet.)

You should probably also track your plunder points on your loot sheet, as that also represents cash resources you can liquidate if needed.


I've been bad about updating my character sheet with booty. This is the 2nd fight we've had that started without Lee wearing a Ring o' Prot (+1) and a necklace (thing?) of Natural Armor (+1).
That's just sloppy...


GMDQ - you're talking about the Google Sheet I made a while back named SS LOOT? I just dumped into it the list of everything I recorded from Bonewrack Island (and a bit before). It's unorganized, but folks could take a look and lay claim to anything they want for their character. The rest we can store on the ship and convert to cash, variously.

My notes say some things were already claimed. I marked them on the sheet, but just correct me if I'm wrong:
Lark - (Quinn's (Besmara's) Tricorne, some mw daggers, spyglass
Thren - amulet of natural armor +2, whalebone scroll case (was Quinn's)
Lee - ring of swimming

There's also a section titled 'Bonewrack Cash and Valuables.' Some of that is what Lark converted to cash when we arrived in Lilywhite. If there's anything on that list that someone really wants to keep maybe we can work that out.

https://docs.google.com/spreadsheets/d/1XO2fMdZ5OwKg9JKiCkYF4esVUGImxKUSfl2 GeS0PlrY/edit?usp=sharing


Forces of Nature Battlemap

Yes, I have linked to it under my name. Looks good! Doesn't have to be pretty as long as you've got it.

Lee I believe should have the steadfast grapple -- IIRC it was given to him by Kroop.

The scrollcase does belong to Sandara; I don't know if you want to give it back to her. (She does have Scribe Scroll so giving her a place to keep her scrolls wouldn't be terrible.)


Female Elf Bard (scholar of legends) 20

I forgot to return the scroll case to Quinn previously. I can remedy that back in town.

Of the Bonewrack loot, Thren would claim a courtier's outfit for herself, just because she has specific ideas what a wealthy pirate should look like :)

I'd suggest paying out the loot and wiping things clean, so to speak. That's just me though.


Forces of Nature Battlemap

From the gameplay thread:

Quote:


There seems to be two Concentration rolls for damage. The first is just regular damage (damage while casting) which, I assume is any one-time damage that occurs from the end of a caster's last turn to the beginning of the caster's next turn

No, this is damage you take during casting ON your turn (the description in the CRB is "injured while casting" -- this literally means while you are actively in the process of casting the spell). The most common example is if you do not cast defensively, and someone succeeds on an attack of opportunity against you and hurts you, you have to attempt a Concentration check, or the spell fizzles. Another way this would happen is if someone readied an action to attack a caster as soon as they started casting a spell.

The only time it would apply during an entire round (e.g., from the end of the caster's turn to the start of the next), was if the casting time of your spell was 1 round (the most common spells of this type are the summon monster and summon nature's ally school of spells). Because in this case you are actively incanting the spell for the entire round. Scorching ray I'm pretty sure only requires a standard action.

Your interpretation, if I am reading it correctly, would make spellcasters have to make concentration checks every single time they were successfully attacked -- this would be extremely cumbersome, and we have never played it that way.

Your turn was after the drake's so I can see an argument that the ongoing damage would start now, but I haven't been running it that way during this fight. And of course that would be the "continuous damage" clause of Concentration, not the "injured while casting" clause, as we discuss below.

Quote:
Then there's ongoing damage, which is less distracting than regular damage. DC = 10 + 1/2 ongoing damage + spell level (I think. I would look up the equation to verify. But I'm sure they are different). I would suspect that bleed is another version of ongoing damage.

Yes, it is described in the book as "continuous damage." Continuous acid damage and bleed damage are the most common versions.

Quote:


My question is: Once Lee (probably) goes sub-zero next turn (because his ongoing damage happens first), will he get a chance to scrape the goo off of himself to prevent further damage (because goo scraping happens last) and maybe create an opportunity to stabilize in later rounds?

You will NOT get to attempt a Reflex save if the damage you take drops you unconscious. It will be up to your friends to heal you and clean the goo off of you. Of course, a cure light wounds spell is probably enough to restore you that you could also attempt another Reflex save. Have some faith in your allies!


Awesome. Thanks for the clarification.


Female Elf Bard (scholar of legends) 20

I also saw a set of bracers of archery in our list of loot from Bonewrack Island. I might want to claim those at some point after this little excursion.

And as for Lee, I'll get to you ASAP. Apparently halfling is synonymous for 'lunch' with these things....


Forces of Nature Battlemap

I thought you had already claimed those. This is why y'all need to keep your sheets updated.

When I play in my PBPs, I automatically open my character in a new tab. That way if something happens in the gameplay thread, it's already there to edit right away.


Female Elf Bard (scholar of legends) 20

I'm assuming I didn't, but you may well be right. I thought I had not because I only remember finding one of them, then see in the lists of loot we did indeed find the matched pair. *shrug* That's on me.


Forces of Nature Battlemap

You volunteered in character to take them in this post here. :)

(The search thread function is very useful.)


Female Elf Bard (scholar of legends) 20

In my defense, that was the first night of our remodel and I'm trying to block out that entire portion of my life :) Now noted on my character sheet (s).


So, over in the gameplay thread we've kind of hit on a good vs evil question, that being "sentient creatures as crafting supplies".

I have no issue with seeing evil people wearing drake-skin shoes, but is that something good people would do? Do the drake's evilness make it so that good people can wear drake hide armor? If there's an animal with drake level intelligence, are they crafting supplies as well?


Forces of Nature Battlemap

On a mechanical note: animals (creatures with the type "Animal") don't have drake level intelligence unless they are familiars. By definition they usually can't have a higher Int than 3. The river drake has an Intelligence of 8 -- they're actually smarter than your mate Owlbear Hartshorn. I think I accidentally oversold the "less intelligent" bit in my fluff description of them -- they are less intelligent than dragons, who tend to have above average intelligence (a black dragon, the "big daddy" equivalent to a river drake, has an Intelligence of 14).

I brought up the morality in the post to Lee, because it is something that I think the way you play Lee, he would think about. I'm not going to make big blanket alignment judgements or slides based on what you decide--it is something for y'all to discuss and determine how your characters' personal ethics and morality would treat this. I'd rather you make the call rather than have me dictate to you the "correct" result. But it is something I want you to think about.

Culturally--you're in the Shackles, which is a largely amoral (and often immoral) place. Different folks' opinions on the matter would simply vary widely, so it's up to you.

I will say, if Peppery Longfarthing were still with you, she'd be harvesting those suckers stem to stern. ;)


Female Elf Bard (scholar of legends) 20

One thing that might make all such points moot: Wahhe is the only one of us who can wear hide armor I believe (unless Lark can as an Unchained Rogue). If she doesn't want to make drake-hide armor and there's no one in town to sell the stuff too, makes the whole discussion waaaaay too philosophical and not nearly practical enough for Thren :-)

From another persepctive: taking out the drakes and bringing their hides back to Lilywhite would likely help us boost our reputation. Sure, other pirates might be out chasing down Taldan merchants, but we're making a port safer for our kind of commerce.


The reason I asked about alignment and the drake parts is because I'm trying to gauge good and evil behavior based on the behavior of good people and evil people (or, in Peppery's case, people who have removed themselves from the whole 'good/evil' game).

(Of course, this brings up questions about the nature of 'good' and 'evil'. Are they absolutes or are they relative? Etc.)

And to answer Lathiira's post above, yes this is a discussion that may be waaaaaay to philosophical for our characters. But that's because our characters are steeped in the culture that surrounds them while us players are kind of peeking in and taking note of the interesting things. The ethical question of how one deals with remains has just turned up and I find it interesting. I've not thought about it. There's always been 'dragon hide this' and 'dragon scale that' in D&D (and now, by extension, Pathfinder). And groups I've been with have always said that if you are wearing dragon skin something and have to deal with a dragon that you will have issues (even a good dragon seeing you wear evil dragon derived gear would probably have some kind of problem).

Lee's experience with these kinds of things would probably be drawn from his family background. He grew up around wizards and other arcane casters. What would they have done? Could there have been a barrel of drake spleens in the basement?


Female Elf Bard (scholar of legends) 20

I understand what you're saying. I'm trying to keep it to an in-game, in-character perspective. Anything else bogs us down, and we're here to amass vast piles of loot, not solve the moral and ethical quandaries of the world :-)


Forces of Nature Battlemap

I know this is not the answer you want to hear, KeefX, but it's really up to you to decide that. I can say your family did probably not keep unicorn eyes and fairie wings around (parts of obviously benevolent and sentient). But especially your more coldly academic brethren would have probably had a number of samples of things for study.

Alignment does not rely upon cultural norms, it relies solely upon the definition supplied in the rulebook.

PRD wrote:

Good implies altruism, respect for life, and a concern for the dignity of sentient beings. Good characters make personal sacrifices to help others.

Evil implies hurting, oppressing, and killing others. Some evil creatures simply have no compassion for others and kill without qualms if doing so is convenient. Others actively pursue evil, killing for sport or out of duty to some evil deity or master.

People who are neutral with respect to good and evil have compunctions against killing the innocent, but may lack the commitment to make sacrifices to protect or help others.

I have bolded the portion that is most relevant to your concerns.

Your character's personal perception of what is good and evil is entirely up to you (and it is up to you to decide what your family taught you. This gives you a chance to flesh out your background!).

The "spell components" thing has always been a thing perpetuated by Y'ALL which I presume is baggage from prior editions (Alleywraith always collecting bits for spell components, etc.). Pathfinder lists what spell components are per spell and with the notable exception of transmutation spells requiring a piece of the creature to transform into the creature (but this can be shedded hair etc.), most spell components are mundane items that are not parts of creatures (e.g., butter, string, a mirror, etc.). And Lee doesn't use spell components at all unless they have a specific cost (and those are usually gems or precious metals). I believe Wahhe and Threnody do (Wahhe, if you don't have a spell component pouch on your charater sheet, write it down, I might have forgotten to include it in your started gear list, which is my bad).

I will allow for some "creature components" to make up for some cost of enchantment. I.e., if making a magic item costs 1,000, I can say the tooth of a purple platypus counts as 500 gp worth of that cost, or whatever. I'll adjudicate the value of that on a case by case basis.


Thanks.
I made my call for how Lehland wants to handle things in the Gameplay thread.


Female Elf Bard (scholar of legends) 20

I only need focus components in my case as I took Eschew Materials as my first level feat; made sense for someone who wouldn't have formal training or access to regular materials to take it. Hence, I have no spell component pouch and I'm not likely to harvest much from anything. If I do, it's going to be either because an NPC wants it (quest item) or because Thren thinks it looks cool :)

The Exchange

Female Undine Adept [HP 32/32 AC 16 T 13 FF 13 | CMD 15 | BAB +3 | CMB +2| Fort +4, Ref +4, Will +8 | Init +3 Perc +9]

Hey guys

I've been out of commission again, but I'm back and will post tomorrow.

Sorry

KD


Forces of Nature Battlemap

Thanks for checking in, KD. We look forward to your posting.


Welcome back! You're just in time for fireworks ;)


Just checking in. Winter has finally arrived in upstate NY - we've had close to 10" of snow in the past couple of days.


Stay safe on the road.


Female Elf Bard (scholar of legends) 20

Stay safe. And warm. Period.

The Exchange

Female Undine Adept [HP 32/32 AC 16 T 13 FF 13 | CMD 15 | BAB +3 | CMB +2| Fort +4, Ref +4, Will +8 | Init +3 Perc +9]

Hey Guys

Probably won't get to post again until Friday. I'm traveling tomorrow after work driving from MD to TN. Thursday is Thanksgiving. I'll see if I can't break away to post. Not taking my computer with me, so will have to use the ol' clunker at my 'rents. Happy Thanksgiving!

KD


Forces of Nature Battlemap

Happy Thanksgiving to all! Obviously we can all take a break for turkey day. :)


Forces of Nature Battlemap

Wahhe, as regards party wealth (I don't think I discussed this with you):

It is the party's job to track their treasure, expenditures, and purchases. thermopyle/Lark has largely been overseeing this. The link labeled "Loot" above my avatar pic leads to the spreadsheet y'all use for tracking.

You all should probably also track Plunder points as well as regular wealth, as it is interchangeable for such (I think you have about 4 pts).

Generally folks keep what items from a treasure pile they want, and then sell the rest, divvying up the shares equally. The drake fight was Wahhe's first fight, so Taryn's prize of 250 gp plus the profits from anything from it that you sell (perhaps one of the handaxes, and the torc with 1 plunder/1,000 gp) would be split between the four of you.

I think there is still some loot--though not all--that you have not yet sold (though I'm not sure). If it hasn't yet, whether y'all want to split that with Wahhe is up to you. (Anything gained by the crew also has to be split by the crew, but I would say stuff like the drake fight was definitely just the four of you and the loot does not have to be shared with them crew--but that is also up to you to decide).

I find that this group in particular is also not stingy about providing assistance/shares to a PC if there's something they really need. This group tends to operate by the principle that what is good for one member of the team is good for all, most of the time. So, for a hypothetical example, if you wanted to buy a bag of holding to relieve your encumbrance issues, and the other party members agreed to sell 2 points of plunder so you could do so, they would probably be happy to have you do so.


Female Elf Bard (scholar of legends) 20

I have no problems with selling some plunder so Wahhe can deal with her encumbrance issues.

Happy Thanksgiving to everyone. I will of course work tonight and tomorrow night so that selfish and morally bankrupt individuals can shop in person. Instead of, y'know, spending time with their families like the holiday is all about, they will act as if buying items at reduced prices demonstrates how much they value said loved ones :-)


I'm going to be traveling this weekend as well.
I'm carrying an iPad, so I can read and offer brief responses but it will be sporadic.

Everyone have a good, safe holiday.


I hope everyone had a good holiday and that Lathiira survived the morally bankrupt crowds ;)

Here is another pass at the official list of things we're selling. If anyone sees something they want to keep please let me know. The total value of this list is 5,455 GP.

5455 - 2000 (repairs) - 500 (supplies) - 2500 (BoH) = 455

I think we should definitely go in on a bag of holding for Wahhe. I trust we can talk her into carrying food and supplies as well. We need this as a party since none of us are good at carrying heavy things.

Lark can also raise another 2k GP from the 'God's Revel Champion' gold arm cuff. In character he doesn't want to immediatley pawn it unless necessary. His current plan is to use it to fund the send-off party. Maybe Cailean's Keg will take it in trade for a night of drinking for the crew and some kegs "for the road."

The List

A length of gold chain of half-inch long links, with a tourmaline gemstone carved into the shape of a rose, worth 1,000 gp or 1 point of plunder
2 points of plunder, Plugg's share of Man's Promise loot
a curious harp made from the jaw of an orca set with pearls worth 500 gp.
A walrus tusk set with gold, scrimshawed with a map of the Shackles worth 400 gp
a scrimshawed hammerhead shark skull worth 250 gp
8 silver ingots (each worth 20 gp)
4 finely tailored courtier’s outfits in good condition, all Chelish in style, worth 30 gp each.
leather snuffbox with a diamond stud (worth 65 gp)
gold wedding ring (worth 50 gp)
silver tankard worth 30 gp
silver wedding ring (worth 25 gp)
three pairs of silver buckles, each pair worth 5 gp each.
In Cash: 100 sp, 293 gp, 13 PP, 11 sp and 156 gp in assorted coinage and trade bars, some of which are quite old, others of which likely came from the Chelish ship.
250 GP, reward from Taryn for slaying drakes


Female Elf Bard (scholar of legends) 20

The crowds were mostly gone by the time I got to work. I had a peaceful night, thanks!

OK, nothing there I want, I had already claimed a courtier's outfit. I'd say liquidate it. We should pay out to the crew, I think. Brings up the issue of who's an officer, I know, but still, let's treat our crew well right out of the gate. Though the party is a nice touch!

For my part, I'm going to buy a masterwork backpack as well; I don't have Wahhe's issues with encumbrance, but fully loaded with gear I'm right about to the edge between light/medium encumbrance.

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