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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Welcome aboard & glad to have you!

Lark has a bad habit of jumping into fights half-cocked, so he'll be more than happy to gain a friend that can help keep him from dying again. Speaking of that habit, I think you'll see it on full display in our recent history. Enjoy! ;)

FYI to all - I'm still coming off a busy holiday week and I'm prepping for a family visit next week. My posting will continue erratic for the next week-plus.


Welcome to the game. We're pleased to have you.


Forces of Nature Battlemap

Welcome, Emberar/the Norv!

I'm not sure there's anything major you need to know for your PCs. The party's started building a reputation for themselves... you may have heard of the "heroes of Rum Punch" in the town of Lilywhite on Kotaku Island, the captain and the officers of Besmara's Whim, who performed well in that town's festival challenges and saved its lumberjacks.

Elsewhere there's word that this set of newcomers are fair and good fighters... if a bit gullible and hindered by their conscience.

You may not connect it to the party at first, but you may have also heard that the famous, terrifying pirate captain Barnabas Harrigan has lost a number of crew, first to a battle against the Chells in Port Peril a couple months ago, and then his first mate and a number of his crew disappeared with a newly conquered ship (perhaps having tried to steal it). Harrigan has been none too pleased at the embarrassment and has been working hard at his piracy to rebuild his terrifying reputation.

I'll PM you a bit about where you'll come in. As noted here everyone's coming off the holiday week so we'll be a little stuttery to get started. I know you are going on your honeymoon next weekend (congrats!) so no worries all around if we are a little slow to get started.

As a PLAYER, you may wish to review the stronghold map and review the upgrade options, as you can certainly weigh in on upgrades as it will matter to you and your character soon enough.

I'm waiting on thermopyle (Lark) and KeefX (Lee) to level their characters--I know you're both coming back on trips, but if you can't get your characters leveled within the week let me know.


Forces of Nature Battlemap

Lathiira, to answer your question -- yes, you would upgrade a section of the Graffiti room to Kitchens at cost (4 goods, 4 labor (160 gp), 12 days). Kitchens are 2-6 squares, so I'd recommend installing 1-2 Kitchens (along one of the walls to take up about 6 squares or so), and upgrading the rest to a Common Room at the discounted price listed in the guidelines provided (and then you could later upgrade the Common Room section into a "Sitting Room" e.g., dining hall.

The large table rooms in the northwest could have a kitchen installed at the cost of a kitchen +1 magic (and/or whatever else I said on the previous page).


Female Elf Bard (scholar of legends) 20

Welcome aboard! Pay no heed to us crazy folk :)


Here's Lee's proposed upgrades:

gain 7 hp
arcane bloodline feat - combat casting (It's like Lee casts in combat now. A lot.)
feat - improved familiar (For Muffin.)
skills - spellcraft, knowledge: arcana, diplomacy
favored class bonus - perception
Known spells added:
level 1 - Feather Fall
level 2 - Fire Breath (I wanted something that does AoE damage.)
level 3 - Dispell Magic (Arcane Bloodline bonus spell) & Lightning Bolt (Dispel Magic is a bonus, but I might have taken it anyway. Who doesn't love Lightning Bolts?)

Please critique and offer suggestions.


Forces of Nature Battlemap

If I may, I don't love lightning bolts and am tempted to ban you from taking it solely for your own personal protection. You do NOT need a second damage spell that melts/burns everything in its path (this is one of the few other spells that also does this) and the spell is further impractical because you need everything to line up (and remember it does not ricochet like its previous edition predecessors) to make it worth casting, which is rarely going to happen in this kind of game. I hope I have made clear by now that I WILL play out the consequences of area destruction aspects of spells like this. I believe you've destroyed at least 1,500 gp of treasure by now with poorly placed fireballs. (Though taking out the lower mirrors did prevent the golem from blinding you with its spinny light effect.) If you had no blasty/damage spells I'd understand the attraction to it (but only sort of, it's still a crappy spell), but you're fine in the blasty department already.

There are buckets and buckets of 3rd level spells that are way more useful to you and the party than lightning bolt, fly being on top of the list. You have fought with and had trouble with flying creatures, and they are only going to show up more often at high levels. If none of you can fly (and I believe you are the only person who is able to have the spell), you are going to get f~$@ed royally by high level flying monsters. It will also resolve your movement troubles (50 feet flight). Imagine if you had flight during the last couple fights, flying 50 feet above a ground-based monsters head and able to cast spells with impunity at it without risking attacks of opportunity.

Another high priority 3rd level spell would be haste, which if you had, you all would have been able to take down that golem with ease. (Well, at least if Lark could have rolled above a 2. :) ) Threnody can also get haste eventually, but I have seldom played a game where there were too many people who could cast that spell.

I would remind you that while you have obviously been on adventures where there are monsters galore that need a hurtin', there's also loads of intrigue/city/skill challenge type play in this AP and you need to be prepared for all kind of situations.


I'll re-read [i]Haste]/i]. After the nerfing it took in an earlier iteration I've ind of avoided it (Just me being bitter, probably).
I like the idea of [i]Fly{/i].
Will look at 3rd level spells again.


Female Elf Bard (scholar of legends) 20

Just for your info, KeefX: Thren took haste. Not as good as earlier incarnations? Definitely. Still worth it for the bonus attack during a full attack for those of us who make many swings e.g. Lark. Strangely enough, Thren also got featherfall, because sooner or later her luck will run out when climbing something.

Fly would definitely be a worthwhile spell to have, regardless.

For 2nd-level, some suggestions from the CR:

Knock.. Simple and straightforward.
Mirror image.. If you want more defense, that's a good one.
False life. Far better to lose temporary hp than real ones, no?
Resist energy. Let's see: drakes with acid spit, tengu with shocking grasp, burning tarps...need I say more?
Glitterdust. Area effect crowd control.
See invisible.. Because you're not the only arcane caster on Golarion with invisibility and even magic missile can't hit what you can't see.
Acid arrow.. If you insist on more energy damage, here you go.

Of these, resist energy, false life (1 hour/level or till used!), and glitterdust come to mind as high priorities. The various 'animal endowment' spells (e.g. bull's strength, cat's grace) can be useful and traded out later when/if we find appropriate items that duplicate their effects. A Charisma boost would help your save DCs for a bit; Thren uses cat's grace for more AC and other boosts on herself and Lark. And so on.


Forces of Nature Battlemap

Haste gives you +1 to AC and Reflex saves and a speed boost, in addition to the extra attack when full-attacking. It's a good spell, and appropriately powered for its level.

Lathiira has excellent advice on 2nd level spells as well. The only thing I would comment on is glitterdust has never worked well for me in practice as it does in theory. The radius is small, the DC is easily beatable, the dust only blinds the first round, and if you're using it to try to a reveal an invisible creature you have to hope you target the right area to begin with. It doesn't mean it doesn't have its uses, but I've struggled to make it work as well as folks say it should.

Here are all of your choices for 3rd level spells (a couple that shouldn't be in there might have snuck in--e.g. mythic or certain race only spells--because the PRD's Spell Index doesn't work correctly).

Level Spell Name School Description
3rd Ablative Barrier conjuration Surrounds the target with layers of force.
3rd Adjustable Disguise illusion As disguise self, but you can change the disguise as a swift action.
3rd Air BreathingM/DF transmutation Breathe air freely.
3rd Air Geyser evocation Blast of air deals 2d6 bludgeoning damage and knocks opponent upward.
3rd Ancestral Regression transmutation The target drow transforms into a surface elf.
3rd Anchored Step transmutation Vines beneath your feet stabilize you but slow you down.
3rd Animate Dead, Lesser necromancy Create one skeleton or zombie.
3rd Anthropomorphic Animal transmutation Animal becomes bipedal.
3rd Apport Animal conjuration Send or receive a Tiny or smaller animal via teleportation.
3rd Aqueous Orb conjuration Creates rolling sphere of water.
3rd Arcane Sight divination Magical auras become visible to you.
3rd Ash Storm conjuration Hamper vision and movement.
3rd Aura Sight divination Alignment auras become visible to you.
3rd Aversion enchantment Cause the target to avoid an object or location.
3rd Babble enchantment Target becomes nauseated and causes nearby creatures to become fascinated.
3rd Barrow Haze necromancy Fog obscures the vision of others and extends the range of your hexes.
3rd Beast Shape I transmutation You take the form and some of the powers of a Small or Medium animal.
3rd Bleed Glory necromancy Increase mythic power cost for all path abilities, feats, spells and other effects used by the target by 1.
3rd Blink transmutation You randomly vanish and reappear for 1 round per level.
3rd Blood Biography divination Learn about a creature with its blood.
3rd Blood Scent transmutation You greatly magnify the target's ability to smell the presence of blood.
3rd Blood SentinelM transmutation Animate an animal sculpture to be your temporary familiar.
3rd Burrow transmutation Target gains a burrow speed of 15.
3rd Campfire Wall evocation Creates a shelter around a campfire.
3rd Catatonia necromancy Make a willing target appear to be dead.
3rd Chain of Perdition evocation Creates a floating chain of force.
3rd Clairaudience/Clairvoyance divination Hear or see at a distance for 1 min./level.
3rd Cloak of Winds abjuration Creates a whirling screen of strong wind around you.
3rd Contagious Zeal enchantment Grant bonuses and temporary hit points that spread from creature to creature.
3rd Contingent Action evocation Set the condition for triggering a target's readied standard, move, or swift action.
3rd Control VerminDF/M transmutation Treat vermin as animals for Handle Animal and Ride checks.
3rd Countless Eyes transmutation Extra eyes give all-around vision.
3rd Darkvision, Communal transmutation As darkvision, but you may divide the duration among creatures touched.
3rd Daylight evocation 60-ft. radius of bright light.
3rd Deep Slumber enchantment Puts 10 HD of creatures to sleep.
3rd Detect Mindscape divination Sense the presence and attributes of mindscapes.
3rd Devolution transmutation Target eidolon temporarily loses 1 evolution +1/five levels.
3rd Disable Construct transmutation Touch attack makes a construct helpless for 1 round/level.
3rd Discharge abjuration Dissipate charges from one technological object.
3rd Dispel Magic abjuration Cancels one magical spell or effect.
3rd Displacement illusion Attacks miss subject 50% of the time.
3rd Distracting Cacophony evocation Noise makes it difficult to cast.
3rd Draconic Reservoir evocation Subject can absorb energy damage and enhance melee attacks with it.
3rd Ectoplasmic Snare evocation Tendril of ectoplasm grapples a creature and tethers you to it.
3rd Eldritch Fever necromancy Target gains the eldritch ague spellblight.
3rd Elemental Aura evocation Creates an aura of energy around you.
3rd Enter Image transmutation Transfers your consciousness to an object bearing your likeness.
3rd Eruptive Pustules transmutation Acid boils burst when you are attacked.
3rd Excruciating Deformation transmutation Target takes Dex and Con damage.
3rd Explosive Runes abjuration Deals 6d6 damage when read.
3rd Fearsome Duplicate illusion You create a larger and far more menacing version of yourself.
3rd Fins to Feet transmutation Transform the target's fins, flippers, or tail into legs and feet, allowing it to walk on land.
3rd Fire Trail transmutation Flammable liquid oozes from your pores, dripping onto the ground and spontaneously combusting.
3rd Fireball evocation 1d6 damage per level, 20-ft. radius.
3rd Firestream evocation A rushing stream of fire sprays from your outstretched hand, dealing fire damage to every creature in the area.
3rd Flame Arrow transmutation Arrows deal +1d6 fire damage.
3rd Flash Fire transmutation Ammunition in the targeted firearm creates a tremendous flash capable of blinding the weapon's bearer and those around him.
3rd Fly transmutation Subject flies at a speed of 60 ft.
3rd Force Punch evocation Target takes force damage and is pushed away.
3rd Gaseous Form transmutation Become insubstantial and fly slowly.
3rd Gentle Repose necromancy Preserves one corpse.
3rd Gloomblind Bolts conjuration Create one or more bolts of negative energy infused with shadow pulled from the Shadow Plane.
3rd Halt Undead necromancy Immobilizes undead for 1 round/level.
3rd Haste transmutation One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
3rd Healing Thief necromancy You siphon half of all magical healing that the targeted creature receives.
3rd Heart of the MetalM transmutation Enable weapons to overcome DR like adamantine, cold iron, or silver.
3rd Heroism enchantment Gives +2 bonus on attack rolls, saves, skill checks.
3rd Hold Person enchantment Paralyzes one humanoid for 1 round/level.
3rd Hostile Levitation transmutation Levitates the targeted creature up off the ground.
3rd Howling Agony necromancy Screaming pain limits the target's actions.
3rd Hydraulic Torrent evocation Creates torrent of water that bull rushes any creature in its path.
3rd Illusory ScriptM illusion Only select creatures can read text.
3rd Improve Trap transmutation Improves one specific element of a trap chosen at the time of casting.
3rd Inflict Pain enchantment Target takes a –4 penalty on attack rolls, skill checks, and ability checks.
3rd Invisibility Sphere illusion Makes everyone within 10 ft. invisible.
3rd Irradiate conjuraiton Flood an area with radiation.
3rd Isolate illusion Target is invisible and silent, but only to allies.
3rd Keen Edge transmutation Doubles normal weapon's threat range.
3rd Ki Leech necromancy Add to your ki pool when you critically hit.
3rd Lightning Bolt evocation Electricity deals 1d6/level damage.
3rd Loathsome Veil illusion Nauseates and/or sickens weak creatures.
3rd Locate Weakness divination You roll damage twice when you roll damage for a critical hit and take the best damage.
3rd Mad Monkeys conjuration Summon a swarm of mischievous monkeys.
3rd Magic Circle against Chaos abjuration As protection spells, but 10-ft. radius and 10 min./level.
3rd Magic Circle against Evil abjuration As protection from chaos, but 10-ft. radius and 10 min./level.
3rd Magic Circle against Good abjuration As protection spells, but 10-ft. radius and 10 min./level.
3rd Magic Circle against Law abjuration As protection spells, but 10-ft. radius and 10 min./level.
3rd Magic Weapon, Greater transmutation Weapon gains +1 bonus/four levels (max +5).
3rd Major Image illusion As silent image, plus sound, smell and thermal effects.
3rd MaledictionF necromancy Gain hero points from a dying creature
3rd Marionette Possession necromancy As magic jar, but limited to line of sight.
3rd Mindlocked Messenger enchantment Target gains a message that can be given only to its intended recipient.
3rd Minor Dream illusion This spell functions as the dream spell, except the messenger must be yourself or a gnome touched.
3rd Monstrous Physique I transmutation Take the form and some of the powers of a Small or Medium monstrous humanoid.
3rd Nauseating Trail conjuration Creature leaves a trail of stinking cloud squares.
3rd NondetectionM abjuration Hides subject from divination, scrying.
3rd Oneiric Horror illusion Distract and fatigue the target with a creature from its nightmares.
3rd Pain Strike evocation Inflicts 1d6 nonlethal damage 1 round/level.
3rd Paragon Surge transmutation +2 enhancement bonus to Dex and Int, and are treated as if you possess any one feat for which you meet the prerequisites.
3rd Pellet BlastM conjuration Creates an explosion of conjured metal pellets.
3rd Phantom Driver conjuration Conjures a phantom to drive vehicles.
3rd Phantom Steed conjuration Magic horse appears for 1 hour/level.
3rd Pierce Disguise divination See through low-level magical disguises.
3rd Polymorph Familiar transmutation Give your familiar the shape of another animal.
3rd Prehensile Pilfer transmutation The target's tail moves and acts more quickly, almost with a mind of its own.
3rd Protection from Arrows, Communal abjuration As protection from arrows, but you may divide the duration among creatures touched.
3rd Protection from Energy abjuration Absorbs 12 points/level of damage from one kind of energy.
3rd Pup Shape transmutation Transforms a single animal or magical beast into a younger and cuter version of itself for a short period of time.
3rd Rage enchantment Gives +2 to Str and Con, +1 on Will saves, –2 to AC.
3rd Raging Rubble transmutation You animate an area of rubble, creating a dangerous, rolling area of debris.
3rd Rain of Frogs conjuration Summon a swarm of poisonous frogs.
3rd Ray of Exhaustion necromancy Ray makes subject exhausted.
3rd RechargeM evocation Restore up to 1 charge/level to a battery or technological item capable of being charged by a battery.
3rd Reckless Infatuation enchantment Target is compelled to stay near another.
3rd Resinous Skin transmutation You gain DR 5/piercing and +4 to CMD against disarm attempts.
3rd Resist Energy, Communal abjuration As resist energy, but you may divide the duration among creatures touched.
3rd Returning Weapon, Communal conjuration As returning weapon, but you may divide the duration among weapons touched.
3rd Sands of Time necromancy Target temporarily ages.
3rd Scale Spikes, GreaterM/DF transmutation As scale spikes, but gain enhancement bonus equal to +1 every 4 caster levels.
3rd Secret Page transmutation Changes one page to hide its real content.
3rd Seek Thoughts divination Detects thinking creatures' thoughts.
3rd Sepia Snake SigilM conjuration Creates text symbol that immobilizes reader.
3rd Share Glory transmutation Targets are treated as mythic creatures for the duration of the spell.
3rd Share Language, Communal divination As share language, but you may divide the duration among creatures touched.
3rd Shield Companion abjuration As shield other, but affecting your companion creature.
3rd Shifting Sand transmutation Creates difficult terrain and erases tracks, can carry along some creatures and objects.
3rd Shrink Item transmutation Object shrinks to one-sixteenth size.
3rd Silver Darts conjuration Cone of silver darts deals 1d6 piercing damage/level, more against unarmored targets.
3rd Sleet Storm conjuration Hampers vision and movement.
3rd Slow transmutation One subject/level takes only one action/round, –1 to AC, Reflex saves, and attack rolls.
3rd Spider Climb, Communal transmutation As spider climb, but you may divide the duration among creatures touched.
3rd Spiked Pit conjuration As create pit, but filled with spikes.
3rd Stinking Cloud conjuration Nauseating vapors, 1 round/level.
3rd Strangling Hair transmutation Your hair animates and grapples.
3rd Stunning Barrier, Greater abjuration Magical field grants a +2 bonus to AC and on saves, and stuns multiple creatures attacking you.
3rd Suggestion enchantment Compels a subject to follow stated course of action.
3rd Summon Monster III conjuration Summons extraplanar creature to fight for you.
3rd Sundered Serpent CoilM conjuration As black tentacles, except with a Large decapitated snake that can attack different targets
3rd Swarm of FangsM conjuration Summon a swarm of animate, flying teeth that deals 2d6 points of damage in its area of effect.
3rd Thunderstomp, Greater evocation Trip multiple creatures within range.
3rd Tiny Hut evocation Creates shelter for 10 creatures.
3rd Tongues divination Speak and understand any language.
3rd Touch Injection transmutation You can deliver an infusion, elixir, poison, or potion as a touch attack.
3rd Toxic Gift necromancy Target suffers the effect of the poison in you.
3rd Trial of Fire and Acid evocation Coat a target creature in burning acid that deals 1d6 acid and 1d6 fire damage per round.
3rd Twilight Knife evocation Floating knife attacks with you.
3rd Unadulterated Loathing enchantment Target is compelled to avoid another creature.
3rd Undead Anatomy I transmutation Take the form and some of the powers of a Small or Medium undead.
3rd Unliving Rage necromancy As rage, except affecting only undead.
3rd Unravel Destiny divination Target takes a cumulative -2 penalty on ability checks, attack rolls, saving throws, and skill checks for every hero point it has
3rd Vampiric Touch necromancy Touch deals 1d6 damage/2 levels; caster gains damage as temporary hp.
3rd Versatile Weapon transmutation Weapon bypasses some DR.
3rd Vision of Hell illusion Illusory hellscape makes creatures shaken.
3rd Wall of Nausea illusion Creatures that pass through the wall are nauseated and might fall prone.
3rd Water Breathing transmutation Subjects can breathe underwater.
3rd Wind Wall evocation Deflects arrows, smaller creatures, and gases.


If we can come up with a way to deal with swarms, I'll gladly change out my 2nd level spell.
I'll look at the list of suggestions tonight.


Forces of Nature Battlemap

You have fireball/i] and [i]web and if the party has splash weapons, those all work. (Trap them in a web, then set the web on fire. *evil grin*) Heck, you can attack a swarm with a torch, it just doesn't do a whole lot of damage per round.

That said, a decent cone AOE spell has its definite uses and I understand why you're grabbing it (or thinking of grabbing it). Lathiira is just noting some good 2nd level spells that have some good things going for them as well.

Next level I think you can also retrain your spells for free if something isn't or isn't working out.


Female Elf Bard (scholar of legends) 20

Sorcerers and bards can retrain their spells for free at certain levels. I swapped out a spell at 5th and can do so every 3 levels; for sorcerers, it's 4th and every even numbered level (6th, 8th, etc.).


Forces of Nature Battlemap

Folks, can we have a check in? I know we're coming off a busy holiday week, and thermopyle has family stuff. Our new player is prepping for his honeymoon.

I am keen to get moving again as soon as reasonably possible, but no one is posting in the game thread right now except Lathiira/Threnody. (I realize that obviously Emberar hasn't been introduced yet.) You do need to discuss amongst yourselves your stronghold plans (the Norv you are welcome to comment on that as well). The one clear thing I've heard so far is you want to get the drydock up and running.

As a reminder, the costs for that are: 18 goods (360 gp), 2 Influence (60 gp), 16 labor (740 gp), and it'll take @ 30 days to build.

Your current capital is:
Goods: 50
Influence: 5
Labor: 6
Magic: 1

So one of the next two steps would be
1) hire more labor (where will you go? We can handwave some of this, but this can also help seed your adventure.
2) Determine what else you're going to do in that 30 days (including figure out what else you want to build up; Lathiira is the only one who has made suggestions).

Oh, and for step 3... there was some talk of asking Kroop (or someone else) to become steward of the stronghold?

My first question is--would you prefer to officially hold off on moving things forward until, say, Monday? While I'm eager to move forward, it seems to make sense to wait till everyone can be totally on board.

Secondly: Do Lark/Lee/Threnody have anything they need to do prior to my bringing Emberar into the game? Or is it okay if that is the next "event" in the story?

Thirdly: I know Lathiira is keen on the stronghold building stuff. If you have no opinion on that/don't want to bother with that, please state clearly so you can leave Lathiira to the nitty gritty of those concerns (which I have a sense he has no problem with). Some folks find that stuff very fun, others don't; I don't want to be waiting for someone to offer an opinion when they're just not interested. Please communicate clearly so we aren't holding up the group waiting for a response when you just have nothing to say.

Thank you.


Forces of Nature Battlemap

PS I have put a link to the guide to upgrading Ghoral Rey onto the campaigns tab.


Female Elf Bard (scholar of legends) 20

OK, that was the piece I didn't spot, the cost of the drydock. Good.

I'm fine with doing bookkeeping for the stronghold construction. Already started a spreadsheet with basic room costs last weekend (hey, the cable went out and it kept me occupied :) ).

As for Thren: so long as Sandara and I establish our working relationship proper-like, I don't think there's anything else for her to do at this time. I did make an alias for her among my others if you want to look at her. I just need to make sure her skill points are right.

I'm fine with bringing Emberar in anytime. And we'll definitely need to find labor, just to get different things going. Besides, our crew are pirates for reasons that I'm sure include avoiding honest work for some!

We should get that icky altar consecrated though. Just to make sure it's no longer a problem. That means a trip to town so to speak.

And I like Kroop as our steward.


Answers to GMDQ's questions:

1. Holding off until Monday would be nice. I'll not be bothered, though, if folks want to move some things forward. Hopefully I can kibitz a little. I'm not incommunicado, just focused on guests.

2. Go ahead with bringing in Emberar. Lark doesn't have anything else pressing to do.

3. I'm happy to have Lathiira take lead on the stronghold. I hope to have some input, but if Lathiira shoulders the nitty gritty that will be great.

p.s. I know you're still waiting for Lark's next level. I'll try and do that in the next few days.

Stronghold input:

-Hire more workers and/or figure where to go for same. Maybe some piracy on the way there or back since we need the capital.

-Good call on making kitchens a priority. What's the cost for building a rum distillery?

-Upgrading bunks to lodgings also sounds like a good idea.

-One of Lark's personal priorities would be converting that altar to Besmara, but all of the above takes precedence.


Female Elf Bard (scholar of legends) 20

You of course have input! It's not my stronghold it's OUR stronghold. Silly Lark!

We should probably hire workers because well, going out and pirating a ship doesn't likely get you people who make good workers unless you happen to get a slaver or something. Not very likely even then.

Your distillery isn't a standard room, so cost as per GMDQ.


Male Half-Elf Cleric of Keltheald 6/Horizon Walker 1 | HP: 79/79 | AC/T/FF: 19/12/18 | F+9 R+4 W+8 (+2 v. enchant) | CMD 19 (23 v. overrun/trip) | Channel: 4/4 | Agile Feet 5/5 | ToC 5/5

I’ll happily defer to the rest of the group as far as the stronghold is concerned; not only is Emberar not there yet, but I need some time to read over the subsystem before I can fully contribute to that discussion.

Definitely happy to have Lathiira take on the bookkeeping, as that’s not really my jam. :P

I’m finishing job Emberar’s gear, but I think I’m pretty much ready to jump in whenever!


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Forces of Nature Battlemap

The cost of a distillery is listed under "Brewery." (The description makes clear this also can be for distilling.) Note if you want to brew rum, you will need a source of sugar cane or molasses.

Okay--I have put up a big post to push us onward. The three "old" crew are welcome to add onto pushing-on dialogue and activities.

The ship that arrives toward the end of the post is your ship Emberar--you're welcome to add what you're doing upon arrival and any preparations as well.

Let me know if you have any questions. It's fine if things are slow through the weekend.


Forces of Nature Battlemap

Folks, I've just heard from KeefX (Lee) that is he is now going to be offline until Saturday.

Given I know thermopyle and the Norv are also busy, let's just officially put the game on a break until Monday and resume from there.

I'm sorry for the shift in plans but I think that is the most sensible thing to do under the circumstances.

As a reminder, I expect players to communicate if they anticipate being offline for more than a day or so. A very brief, few-seconds-to-write message is all that is necessary, via PM here, email (deathquaker at gmail) or for those of you who have my cell, text message. I am far more annoyed at people who say they want to/plan to show up but then don't, than people who are open and clear at communicating their realistic availability. Thank you.


Male Half-Elf Cleric of Keltheald 6/Horizon Walker 1 | HP: 79/79 | AC/T/FF: 19/12/18 | F+9 R+4 W+8 (+2 v. enchant) | CMD 19 (23 v. overrun/trip) | Channel: 4/4 | Agile Feet 5/5 | ToC 5/5

Deathquaker, if it’s ok with you I’ll still post my “intro” later today—have been planning it out and want to get it out before I forget it. I also know that Monday happens to be a day that I’m likely to have less WiFi in my travels, so I’d rather not slow us down!


Forces of Nature Battlemap

Sounds fine!


Female Elf Bard (scholar of legends) 20

Can't wait to meet our newest affiliate! Not an associate, that sounds like where I work, yuck.

I will note that we should probably do two things:

1) Explore the island for resources. This does include trimming the hedges growing out of our lighthouse windows :)

2) Go to a port. We're gonna need people to help build this stuff (i.e. to supply the 'Labor' part of things). Also, we need to spread word of our greatness (i.e. grow our Infamy).

Just notes for the weekend.


Here's Lee's upgrades:

gain 7 hp
Arcane Bloodline feat - Combat Casting (It's like Lee casts in combat now. A lot.)
feat - Improved Familiar (For Muffin.)
skills - Spellcraft, Knowledge: Arcana, Diplomacy
favored class bonus - Perception
Known spells added:
level 1 - Feather Fall
level 2 - Fire Breath (I wanted something that does AoE damage.)
level 3 - Dispell Magic (Arcane Bloodline bonus spell) & Haste (Dispel Magic is a bonus, but I might have taken it anyway. Haste is going to require some new "beginning of fight" strategy if everyone is going to get Hasted.)

Thanks for the suggestions.


Forces of Nature Battlemap

Threnody did point out she took haste for her 3rd level spell. This shouldn't make you change it, I just want to be sure you saw that.

I will have an "in narrative" answer about carrying Muffin, but I also wanted to make a note on mechanics given your max carry capacity for a light load is 24.75 lbs (for a Small character with a Strength of 10) and Muffin was probably about 15 lbs (ratter cats tend to be big ones like Maine coons), I should have always been having you track encumbrance if you wanted to keep picking him up, and taking penalties if carrying him became more than a light load. I kind of let it slide but given Lee is about the size of a typical six year old human--picture a child holding a large cat or even carrying it on his shoulders--it should have been more unwieldy than we really played. One thing was you were usually barehanded (so presumably had a hand free for somatic components), so that was okay, but something to also bear in mind.

Muffin is now about 20 lbs and that much more independent (and unlikely to want to be held during combat given he can actually get himself to safety now much better than you can). Given I am sure you have more than 4.75 lbs of stuff on you, he probably will push you into medium load. Yes, you can pick him up and carry him, but you will have to track encumbrance, and you will need to hold onto him with one hand (which means, since you need one hand free for somatic components, you need to be empty handed)--and he may more frequently assert wishing to be elsewhere in the manner in which cats (and silvanshees) may tend to do).


At long, long last...

Rogue 7
Max HP 68
BAB +5, Fort/Ref/Will 4/8/6
Sneak Attack +4d6
Feat Combat Expertise
+1 Hero Point = 1 total

Acrobatics +12, Appraise +6, Bluff +13, Climb +9, Craft Carpentry +3, Diplomacy +9, Disable Device +11, Disguise +7, Escape Artist +7, Heal +8, Intimidate +10, Know - Local +6, Know - Dungeon +6, Perception +7/+11, Percep Trapfinding +13, Profession Sailor +13, Sense Motive +10, Sleight of Hand +9, Stealth +11, Swim +12, Use Magic Device +7

Human Rogue 7 [HP 68/68 AC 18 T 13 FF 15 | CMD 19 | Fort+4, Ref+8, Will+6 | Init+7 Perc/sight+7/+11]


Forces of Nature Battlemap

Regarding activities to meet the ship:

I'm sorry, if Thren is not on the launch, I misunderstood the "prep the crew" statement and probably let too much time pass between writing my response and initially reading it. If Thren has remained behind, that's fine.

If Lee is in the launch as the only officer, then obviously Emberar only sees you.

As for Muffin--please forgive me for taking some narrative license. I should hope full well you know by now after three years I would not place your familiar in any position where it would be in any trouble--at least I do not ever recall doing so in the entire time this campaign has been running. If I recall we established that players control their allies tactically, but I am to perform their personality and behaviors in non-dangerous situations and where they might have some unique input. Muffin is having fun getting used to his new form.

This is a "introduce the new party member to the game" scene, and while Lee and Muffin may not know that and thus I might be "metagaming" a little, it is only to speed along the introduction process. I would like to get the new PC together with the rest of you as soon as reasonably possible.


Female Elf Bard (scholar of legends) 20

For my part, I interpreted "prepping the crew" to include getting the launch ready, but also all the other pirates, and shouldn't be on the launch. If it's easier to be there, not a problem.


Forces of Nature Battlemap

If you want to be on the launch to greet the away party, that's fine. If not, that's fine. Like I said, this is just to get the new party member in. This should be some time for fun, so do what you think would be most fun.

I misunderstood how long the Norv was going to be traveling so I believe he'll be slow posting, but I think we are still able to keep this moving.


It would have been easier if Lark kept the party together for this initial greeting - sorry about that.

I got distracted thinking about Lark being nervous because he's not sure how to greet visitors or if they're ready for guests - friendly or not.


Forces of Nature Battlemap

BTW level up looks good.


Thanks!


Female Elf Bard (scholar of legends) 20

Visiting our old friend over Philly this weekend, so you guys have to make up for my lack of banter till I get back Monday :)


Forces of Nature Battlemap

Tell them I still exist and say hello.


I also continue to stubbornly exist.
Feel free to say hello for me as well.


Female Elf Bard (scholar of legends) 20

Ok,back from PA. John says hello to y'all!


Male Half-Elf Cleric of Keltheald 6/Horizon Walker 1 | HP: 79/79 | AC/T/FF: 19/12/18 | F+9 R+4 W+8 (+2 v. enchant) | CMD 19 (23 v. overrun/trip) | Channel: 4/4 | Agile Feet 5/5 | ToC 5/5

Getting a quick post in just to let you all know that I'm still here and still down--who knew that on my honeymoon I'd have other things to occupy my time. :P Reading and getting caught up now!


Forces of Nature Battlemap

I figured things had not quite gone according to plan. Thanks for checking in!


Female Elf Bard (scholar of legends) 20

I read through what you posted regarding the Craftspeople and it looks like you got it right. Honestly, Labor is what we'll need the most after Goods, as pretty much everything requires Goods and Labor, a few things need Magic, and a moderate number of things require Influence.


Female Elf Bard (scholar of legends) 20

One correction:

To earn Capital, a check must be made. The Team gets a +4 bonus if they're the ones making this check, and they can only earn gp, Labor, or Goods. You may take 10 on this check. The results are compared to the table in Ultimate Campaign. Basically, for Capital you get 1 of that type for every 10 points of result. The Team's wages are subsumed into this. So by taking 10, this team can generate either 1 Goods or 1 Labor per day, which if we want it we must pay for at the given rate. Checks for Capital acquisition are once per day, though we can check once per type. GP take the check result and divide by 10 to get the amount of gp earned.

So, at that rate, the Team earns 1 Labor or 1 Goods per day. Mind you, this doesn't make much sense, as the Team is considered to be made up of 4th level experts and the normal skilled labor check is to use your skill ranks in an appropriate skill and basically make a skill check. Fourth-level NPCs with 4 ranks in a class skill get +7 right off the top, plus a relevant ability bonus (let's say +1), and may have Skill Focus (+3), for a +11 bonus. But I can only speak as to what the rules say.


Forces of Nature Battlemap

I think they were trying to just keep it as simple as possible for a meta-level of development (as different teams are going to have different skill bonuses)--though it's still not very simple.

I will leave it to you to track and do the party bookkeeping. You can probably deduct labor costs from the loot tracker document.


Female Elf Bard (scholar of legends) 20

I'll do the bookkeeping, no problem. I just need to make sure I am aware of how much Capital is gained and lost, hence my commentary about how much the team earns. If you go with a given rate, I just need to know. We'll definitely need to pull in Labor if we're going to make all the changes we want to make.

I also think the rate (which I believe others have commented on the UC subsystem not making sense) is best considered as 'a team is a bunch of NPCs, PCs can do better if they want' kind of deal.


If the Norv is still on the road should we spend more time discussing plans for the fortress? Or we could finish exploring the island.


Female Elf Bard (scholar of legends) 20

I'm fine with exploring the island, though it there are hostiles we might want him around. We should see if there's anything of use on the island. Also, find a good spot for that rum distillery of yours!


Forces of Nature Battlemap

The Norv, do you mind PMing me your email address? I sent the rest of the group a map of the Shackles awhile ago and I'd like to send it to you--indeed, I'm updating it and will send it to everyone.


Male

Will do! Also, feel free to make botting choices for me if we need to start exploring the island.


Male

And yes, I'm still traveling until Aug. 4.


Female Elf Bard (scholar of legends) 20

Lee could use the bracers if we can afford them. Given our concerns about the possibility of swarms, the wand wouldn't be bad for him either. A cure moderate wounds potion is always nice, and the efficient quiver isn't a bad call either. Subject to our funds of course.

I'd sell Orsilir's carapace to Drakerider. I'd also buy up all the Goods we can get for the future. Pay the crew from the Plunder too :)

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