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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Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

At the first opportunity Thren gets off the stage and starts for the catwalk, trying to remain out of the view of the audience. She uses her sleeves of many garments to get her attire to something resembling normal for one of the lighting crew as she goes.

When the bard arrives she keeps her eyes open for anyone else. "What's going on up here? Why aren't the lights right?"


Male Sylph Witch 8 |HP: 47/56| AC/T/FF 20/16/16| F 3 R 7 W 7 CMD 20| Init +5, Per +3, Prof (Sailor) +10

"There was an imp up here attacking stagehands and mucking with the works. Taniwha attempted to capture it, being faster than I, but he has failed in the attempt. Given the nature of the imp, unless he had some other assistance, these men are likely poisoned, but unlikely to die from it."


M Human Two-handed fighter-7 | HP 95/95 | AC 20, T 10, FF 20 | F+9 R+3 W+5 CMD 22| Init+0 Perception+8 | Brawler: 2/2 | Current:

sorry, overloaded at work
Corwin continues to watch the sylph's work above. He points out to Lark where he was headed so that the captain can attempt to rendezvous with Kahuranga as quickly as possible.
His face grows somewhat pale as Lark makes for the rafters. Grumbling about not being able to guarantee his safety, Corwin steps out of their box and tries to figure out the best way to get up towards the lights from where he's at.


Forces of Nature Battlemap

While the imp has flown, Taniwha hears (and sees, if he pokes his head through the still open hatch) the traitor gaffer trip and fall on the slippery roof tile. He conveys to Kahuranga there is time to catch up and give chase!

Lark runs up to the upper back stage area, which is curiously empty. He canhear others approaching behind from a distance, likely opera house staff trying to figure out what is wrong. At the far end, he sees Taniwha hovering at the hatchway to the roof. He can sprint and leap through the hatch at a successful DC 20 Acrobatics attempt. The dragon can simply fly through.

Thren when she arrives on the catwalk can see the now defused firework, and the darted, unconscious gaffer nearby.

Corwin can try to catch up with Lark at a pressed run (DC 15 Fortitude save or be fatigued for one minute) or climb up the curtains to the catwalk from where he stands, DC 15 Climb.


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

Thren looks around, wondering what's happening. If she can see Taniwha, the bard races in that direction.

If Thren can get close enough to the hatch to try to jump up, she will do so.

Acrobatics: 1d20 + 13 ⇒ (17) + 13 = 30


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Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

Lark rushes to the roof hatch flings himself through, drawing a dagger as he moves. That's Taniwha, I hope Kahuranga is close too.

Acrobatics, expert leaper: 1d20 + 13 + 12 ⇒ (16) + 13 + 12 = 41

Lark doesn't have his full kit, but he'd have a dagger at least.


Male Sylph Witch 8 |HP: 47/56| AC/T/FF 20/16/16| F 3 R 7 W 7 CMD 20| Init +5, Per +3, Prof (Sailor) +10

Taniwha will flit upward, trying to keep an eye on the gaffer. Move through the hatch into the air above(30 ft fly, so probably can only climb 15). Move action to perceive. Perception: 1d20 + 9 ⇒ (20) + 9 = 29

Dagger still in hand, Kahuranga's new jacket flaps in the breeze as he zips over the catwalk and up through the hatch. Assuming he can pick up on the gaffer from Taniwha's directions, I'll close the distance as much as I can. 60 ft fly.


M Human Two-handed fighter-7 | HP 95/95 | AC 20, T 10, FF 20 | F+9 R+3 W+5 CMD 22| Init+0 Perception+8 | Brawler: 2/2 | Current:

Corwin breaks into a run to catch up with Lark.
fort: 1d20 + 9 ⇒ (7) + 9 = 16


Forces of Nature Battlemap

Threnody and Lark run off at full speed before twisting into a breathtaking series of maneuvers to make a parkourser jealous, seem to practically fly through the hatch as gracefully as Kahuranga actually literally flies through it.

Corwin, lacking the lithe agility of his companions, makes up for it in sheer stamina, covering the distance with his giant long legs. He pushes a chair in front of him as he reaches the hatch to help him climb out.

The gaffer picks himself up and, suddenly seeing he is now being pursued by three dapper operagoers, a tiny dragon, and the (if now dressed down) Mighty Bodyguard of Lady Soroya, gives an audible yawp and scrambles atop the roof, quaffing a potion as he goes. He seems more surefooted as he tries to create distance.

All of you are standing on the roof of the Thrice-Horned Hall. As implied by the name, the domed roof rises into three curved spires, like horns, at the north, southwest, and southeast corners of the roof. The waning gibbous moon illuminates the outdoors well enough, especially reflecting off the copper alloy roofing material. The rest of the grand city lays out before you in beautiful silhouetted skyline... and well below you. You are probably at least six stories above ground.

The gaffer runs toward the northernmost spire... and begins to climb it with ease... as though he were an insect. He gets 10 feet up the spire. He is about 100 feet from you.

You can
1. Chase him up the spire by whatever means you have available to you. (Please roll an appropriate skill or ability check)
2. Head him off if you can fly (I'll need a Fly check to maneuver tightly around the spire)
3. Try something else that occurs to you (scream at him, look for the imp, or anything else that comes to mind.)

RNG willing, this will not be a long chase. Just thought it would be fun to do something a little different.


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

Thren races up to the spire, a knowing grin starting to cross her face. She stops a bit short once she spots the gaffer and chants a spell.

Thren casts grease on the spire the gaffer is climbing, just beyond where he's climbing.


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

Lark nods in approval at Threnody's work, then hurries after the gaffer.

Acrobatics, run across the roof: 1d20 + 13 ⇒ (13) + 13 = 26

At the base of the spire he calls out, "We dress fancy, but we fight dirty. Best surrender before this gets messy for you."

Intimidate, don't make us angry: 1d20 + 10 ⇒ (6) + 10 = 16


Male Sylph Witch 8 |HP: 47/56| AC/T/FF 20/16/16| F 3 R 7 W 7 CMD 20| Init +5, Per +3, Prof (Sailor) +10

Hmmm, what can be his exit strategy from the top of the spire? Or does he intend to climb inside somehow?

Kahuranga races toward the spire, thinking to get above him. Taniwha's wings flap furiously, attempting to keep up.

Fly: 1d20 + 12 ⇒ (8) + 12 = 20 Double move 120 feet. The dragon will be 40 feet from the spire.


Forces of Nature Battlemap

Corwin follows along slowly and carefully, the domed roof not being a place of sure footing, casting a menacing shadow in the moonlight. "We can break down that spire if we need to," he adds to Lark's threat.

Intimidate, Aid Another: 1d20 + 13 ⇒ (3) + 13 = 16

Gaffer Reflex Save DC 14: 1d20 + 7 ⇒ (3) + 7 = 10

The gaffer's hands slip, and he "falls" against the spire, arms and legs wrapped around it as he slowly slides downward until his feet leave the slippery area and he can stop himself. The scary people yelling at him don't help.

He tries to regain his grip and continue his ascent, in spite of his slippery circumstances. One action to essentially "stand up," one to move again

Acrobatics, shaken 1 round: 1d20 + 10 - 2 ⇒ (6) + 10 - 2 = 14

He climbs only 10 feet higher than where he was before, having lost height from the grease--but this also gets his hands clear of the slippery spot.

In negotiating how someone climbing under the effects of spider climb interacts with grease, I'm interpreting that it works like a normal person is standing on normal ground, but that since he's moving along the spire, his "down" is toward the spire in the direction in which he falls.

"Come on, come on, where are you?" he mutters.

The maneuver definitely has slowed him down and Kahuranga comes to easily hover above him.

Lark is about 60 feet away (bearing in mind he is running across a sloped roof, it slows him down but his athletics keeps him upright).

A flock of ravens (odd for this time of night) suddenly fly into view, encircling the spire. Lowering themselves downward they particularly get between Kahuranga and the gaffer.

Threnody and Kahuranga:
Getting close to the gaffer and with your darkvision, you can see he has a large dark sack tied close to the front of his body

1. Flying creatures trying to approach the gaffer will have to move through the ravens, automatically taking 1d6 damage and needing to succeed upon a DC 13 Fortitude save or be distracted AND need to take a DC 13 Reflex save or be blind for 1 round (the Reflex save is needed only if the Fort save is failed).
2. You can try to approach the gaffer by climbing, though now there is grease between you and him with the usual saving throws and Acrobatics checks required. If you don't have a climb speed, you need to succeed on a DC 20 Climb check simply to enter the greasy area before attempting the saving throws and Acrobatics checks; if you do have a climb speed you can ascend with the saving throw and Acrobatics check succeeded upon to move at half speed.
3. You can try other things against the gaffer and/or the raven swarm.

Forgot my environment notes last turn--you can run along the roof but need to make a DC 18 Reflex save or DC 20 Acrobatics check or fall; walking (moving your base speed) is unpenalized. It is dim light outside.


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

Lark nods at Corwin's suggestion. "Let's try and shake this punk loose. Thren, can you help Kahuranga with those birds?" He quickly examines the spire before throwing his effort behind Corwin. I wonder if these things have a weak spot?

Craft Carpentry: 1d20 + 3 ⇒ (9) + 3 = 12

STR, aid another: 1d20 + 1 ⇒ (3) + 1 = 4


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

"Hey Kahuranga, can you do something about the birds?" Thren calls up. She starts looking around, suspicious.

Perception: 1d20 + 10 ⇒ (3) + 10 = 13

"I'm not dressed for this," Thren mutters as she moves towards the spire. She focuses her attention on her spell, letting it go.

Thren dismissed her grease spell.


Male Sylph Witch 8 |HP: 47/56| AC/T/FF 20/16/16| F 3 R 7 W 7 CMD 20| Init +5, Per +3, Prof (Sailor) +10

"By the abyss.... Dealing with small avians is not my specialty. Hopefully this will not destroy our errant stage technician. I would hope to question him..."

Kahuranga moves to a point where he can target the ravens and the gaffer without hitting the roof or the spire (probably dropping down to level with the gaffer). He draws a bit of rabbit fur and a small rod of glass from a pouch at his belt, rubbing them together before pointing the rod at the gaffer.

Lightning bolt DC 17: 7d6 ⇒ (4, 4, 3, 1, 1, 6, 4) = 23

Hopefully the ravens are a swarm and they will take an extra 50% damage from that and he will survive it.

Taniwha catches up with his friend, his claws sinking into the leather pads on the shoulders of Kahuranga's new duds.


Forces of Nature Battlemap

There's almost no way you can really hit the gaffer and ravens without hitting some part of the roof or spire, because of the shape of the spire and the way he is wrapped around it. I can understand why you are trying to avoid it -- good noticing the roof is made of copper and the spell could therefore melt it -- but you're either going to have to risk that, or just target the ravens and not the gaffer.

Threnody notices a faint scent of brimstone in the air.

The first thing obvious to Lark about the spire is it is quite wide at its base--it is after all something to be seen from all over the city--and would be very difficult to break from sheer size at its base alone (were the gaffer close to the tip--he is about halfway up). Corwin's threat was more bravado than a practical solution. The unusual shape and construction material further makes him unable to notice any particular design flaws.

Corwin offers to get some rope from beneath the hatch if that would help.

Will not post on the bad guys' next action until some of this is resolved.


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

"I smell brimstone and it's not me," Thren warns. "Don't know if that's from an imp or what."


Male Sylph Witch 8 |HP: 47/56| AC/T/FF 20/16/16| F 3 R 7 W 7 CMD 20| Init +5, Per +3, Prof (Sailor) +10

Fair enough, I'll just blast the ravens. Catching this fool isn't worth burning the opera house down. Maybe I was trying to hard to be a bid damn hero. Hopefully someone else can take him.


Forces of Nature Battlemap

Being a big damn hero is good! This is a big damn hero sort of game. Am I being too picky? The way at least I am envisioning it I don't think it would work but you can't read my mind!

Need to get ready for meeting this morning, but I will post reflex saves and follow ups later


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

Indeed. Being a big damn hero can hurt sometimes, but it's also fun. Thren likes to try to do it a lot and she's still here in spite of the die roller's best efforts!


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

Heroics, we love them!

Lark will probably start climbing once the grease is dismissed, but maybe he can't start until after the lightning bolt and the reactions to it, etc. Anyway, here's a climb check, just in case.

Climb:

Climb, DC 20: 1d20 + 9 ⇒ (12) + 9 = 21


Male Sylph Witch 8 |HP: 47/56| AC/T/FF 20/16/16| F 3 R 7 W 7 CMD 20| Init +5, Per +3, Prof (Sailor) +10

I'm sorry, I didn't mean that as a criticism of DQ or anyone else at all. I meant that I was trying to do everything rather than just contribute to the team effort.


Forces of Nature Battlemap

I don't think anyone took it as criticism, don't worry. Just enthusiasm. I was worried I was bursting your bubble.

Reflex Ravens: 1d20 + 6 ⇒ (15) + 6 = 21

The ravens fly apart at the strike of lightning, dissipating the swarm. A stench of singed feathers fills the air. Many of the birds circle more widely, while two shiver in a strange way and in a burst of smoke now become two imps, who grab the gaffer on the arms and pull him off the spire.

Corwin has run off to get some rope.

Lark climbs up the spire and might be able to grab the gaffer's leg... Grapple check


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

"Lark! Can you grapple him with your grapple?" Thren calls as Lark gets close to the gaffer.


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

Lark makes a grasping lunge at gaffer's leg.

Gaffer Grapple: 1d20 + 6 ⇒ (18) + 6 = 24

Thren - the steadfast grapple is a good idea, but would Lark would have packed it along to the opera? I certainly didn't declare it...


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

No idea if you would. I just guessed!


Forces of Nature Battlemap

You need not declare ahead of time but your on hand items should make sense for you. You may well have kept some potions or alchemical items in your pockets or csrried a bag, for example. If you think you would have brought it say so. I'll leave it to you if you think you would have carried the grapple with you.


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

Thanks. I don't think Lark would bring it. A healing potion probably, a few daggers, definitely. Hopefully that plain, old reach-and-grab check I made will be enough. I'd hate to waste an 18 from the RNG ;)


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Forces of Nature Battlemap

Lark manages to grab the gaffer and needs no magic doohickey for assistance. Cornered by Lark and dangerously close to the wind witch who zapped them, the imps give a cowardly squeak and flee. Released, the gaffer falls, nearly straight on top of Lark, but still surrounded by enemies on all sides, he holds up his hands.

Threnody, being the type of sensible (in this particular way, anyway) First Mate and Performer who pays attention to the technical workers who make her work possible, recognizes the gaffer. With the paranoia on board in general at the operahouse (and throughout the city), the director was short on tech crew as well as performers. This fellow--Max? Maxin?--was hired on late to help with the lighting work after another crew member had a bad fall. He is trained in the bardic arts and was skilled with the magic needed to run the tech part of the show.

Corwin (bot, although I think the player should be back soon) helps hold down the captive and ties him up with the rope he procured.

You see "ravens" hovering near the area but seem reluctant to get too close. Whatever they were up to, they're intent on avoiding a fight now.


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

"Let's get him back down and stash him somewhere, then look to make sure any other surprises are accounted for. Then we can turn him over to the local authorities." Thren suggests. "And quick. I need to be ready to take a bow in a bit." She adds, tongue in cheek.


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

"Yeah, Thren you go finish up whatever you need to do. Corwin can drag this fellow along with us." Lark glares at the tied-up gaffer, "If he knows what's good for him he'll tell us right quick if there's any more fireworks in store."

As the group heads back to the roof hatch Lark prods the gaffer with the flat of his dagger, "Well? Start talking."


Forces of Nature Battlemap

I assume you take him to the attic/catwalk area

The gaffer is winded and terrified. He clearly wasn't expecting this. "No, no. Only needed the one... No one should have noticed, gods dammit..."


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

I did. You messed up the lighting. Anyone on stage might notice that. If the Lord is a big fan of opera as I hear, he might have noticed too." Thren tells the prisoner smugly. "So what was the plan here? Who was the target?"


Forces of Nature Battlemap

"You didn't take a look at it? Where is it?" He is frowning, half smug, half worried.


M Human Two-handed fighter-7 | HP 95/95 | AC 20, T 10, FF 20 | F+9 R+3 W+5 CMD 22| Init+0 Perception+8 | Brawler: 2/2 | Current:

Corwin lifts the man off his feet by the scruff of his neck and shakes him a bit. "Where's what? What else are you hiding?"
intim: 1d20 + 13 ⇒ (7) + 13 = 20


Forces of Nature Battlemap

"The firework, you brainless wall of meat! You did find it, didn't you? Or else why are you wasting your time here?"


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

"Damn it! Beat him senseless if you gotta Corwin. We need to find that firework and make sure it doesn't go off."

Perception: 1d20 + 10 ⇒ (1) + 10 = 11

The bard starts the search in the catwalk area, knowing it gives a good view of the theatre from above. She focuses on any location where someone might easily hide something or that gives a good view of the stage or the Lord's seat.


Forces of Nature Battlemap

Guys, you found the firework already. Kahuranga cut the fuse. Anyone who went up on the catwalk would have seen it. There is, however, the question of whether you abandoned it on the catwalk or took it with you (which I am not actually sure of). If you took it with you, you have it. If you did not take it with you... well discuss with Kahuranga if he took it with him or someone else did. We'll discuss what happens next if you left the firework unattended...

If you're confused about any of the events that transpired, then please reread the thread to refresh your memory.


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

I think we left the device in place. Once Kahuranga cut the fuse I assumed it was disarmed...

Lark growls at the gaffer, You're some piece of work. If you're so worried about your little toy then you can look forward to helping us take it apart. Come on Corwin, let's drag this toad to the catwalk."


Male Sylph Witch 8 |HP: 47/56| AC/T/FF 20/16/16| F 3 R 7 W 7 CMD 20| Init +5, Per +3, Prof (Sailor) +10

I assumed the firework was a big one, cartoon style in my head, not something I would have just picked up. If it was smaller, I might have, but let's say I didn't.


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

Thren doesn't trust there to have been just one, hence her searching. Besides, she's now used up a natural 1 for a die roll, so there's a benefit to it!


Forces of Nature Battlemap

I did describe it as "large" but had to be a size an imp (size Tiny) could carry. Sorry for not describing it more explicitly but it would have been about a foot or so in length and a few inches in diameter.

You run back to the catwalk, but the firework is nowhere to be found, and there is no sign of any others. Another stagehand, usually one who does not run lights, is now up on the catwalk, frantically tapping the lanterns to be sure the right ones are on and chatting with the stage manager via a message spell. He is wearing goggles and earplugs. The final battle is being waged on the stage below, with Andaro about to cast his big spell...

Maxin, your captive, struggles, trying to reach for his pocket. (If you look, there is also goggles and earplugs in the voluminous pockets). "Oh gods," he says, paling.

Because this is when, as Threnody is aware, all of the fireworks set in the semi concealed chutes on either side of the theater go off. And this was mentioned in the thread earlier

The new stagehand runs to the edge of the catwalk and ducks. The little rockets fly high into the ceiling. The opera boxes are hooded to protect the occupants from ash, though ash does rain down on the greater masses--but the ceiling is high enough that it is--or should be--harmless. The fireworks erupt into what is for the audience, a splendid, colorful display that inspires them to rise up in a roar of joy.

From up here, however, it is awfully burny, smoky, and bright. Take 1d6 burn damage, Reflex save DC 10 or your fancy clothes catch fire. If you catch fire you need to spend a round putting yourself out.

Also, Fortitude Save DC 10, Fortitude save DC 12 and Reflex save DC 12. Failing the first you are sickened for the next hour from inhaling smoke and ash. Failing the second you are deafened for the next 10 minutes. Failing the last, you are blinded for one minute.

The display stops after a good several minutes. Your prisoner begins weeping and shaking. But when the display ends, people are still cheering. The prisoner opens his eyes and sighs in audible and obvious relief, realizing whatever it is he thought was going to happen didn't.

The cheering crowd keeps cheering as the hero and heroine go into their final duet. Curtain call is soon.


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

fire damage: 1d6 ⇒ 2
Reflex save or catch fire, DC 10: 1d20 + 9 ⇒ (1) + 9 = 10
Fort save vs. sickened, DC 10: 1d20 + 5 ⇒ (14) + 5 = 19
Fort save vs. deafness, DC 12: 1d20 + 5 ⇒ (18) + 5 = 23
Ref save vs. blindness, DC 12: 1d20 + 9 ⇒ (3) + 9 = 12

Fireworks go off in amazing sprays of sound and light. Thren pauses in her running around to enjoy the show and a smile of childlike wonder crosses her face as she remembers a better time in her childhood. Lights and smoke and loud booms go off and she claps her hands together in glee. As the smoke starts to settle and clear, Thren's expression grows wistful. She turns to head down the catwalk to the stage and realizes the smell of smoke has changed. Looking around to see if something is burning, she realizes that what is burning is her clothing. The Mighty Bodyguard stops and hits the floor, trying to put out her shirt before she goes up much like the fireworks but without the pretty colors and loud booms.


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

Fire damage: 1d6 ⇒ 2
Relex save vs pants on fire, DC 10: 1d20 + 10 ⇒ (5) + 10 = 15
Fortitude save vs sickened, DC 10: 1d20 + 4 ⇒ (8) + 4 = 12
Fortitude save vs deafened, DC 12: 1d20 + 4 ⇒ (10) + 4 = 14
Relex save vs blinded, DC 12: 1d20 + 10 ⇒ (9) + 10 = 19

Lark squints through the brightest lights and sidesteps a falling ember. The young man smiles fondly at Threnody's obvious enjoyment of the show. As the smoke thickens he steps over to help Corwin hold the tied-up gaffer, just in case the big man is shaken up by the pyrotechnics.

Lark startles when Thren drops and rolls, but he stays put since she has the small flame well in hand. "Ah, Thren, I'm sorry about your costume, but a little fire doesn't really faze you, does it. Do you need to go take your bow? We'll keep this fella wrapped up."

When there's a chance Lark will question the replacement stagehand during curtain call, maybe? "Hey, did you see a spare firework here on the catwalk? Was anyone else around when you came to fill in?"


Male Sylph Witch 8 |HP: 47/56| AC/T/FF 20/16/16| F 3 R 7 W 7 CMD 20| Init +5, Per +3, Prof (Sailor) +10

Kahuranga
fire damage: 1d6 ⇒ 5
Reflex save or catch fire: 1d20 + 5 ⇒ (17) + 5 = 22
Fortitude vs sickened: 1d20 + 2 ⇒ (13) + 2 = 15
Fortitude vs deafened: 1d20 + 2 ⇒ (14) + 2 = 16
Reflex save or blinded: 1d20 + 5 ⇒ (7) + 5 = 12

Taniwha
fire damage: 1d6 ⇒ 3
Reflex save or catch fire: 1d20 + 7 ⇒ (17) + 7 = 24
Fortitude vs sickened: 1d20 + 5 ⇒ (15) + 5 = 20
Fortitude vs deafened: 1d20 + 5 ⇒ (2) + 5 = 7
Reflex save or blinded: 1d20 + 7 ⇒ (15) + 7 = 22

The winds that surround Kahuranga deflect the worst of the projectiles and smoke. He immediately feels Taniwha's discomfort as his delicate hearing goes silent.

This performance has suddenly become much less enjoyable...

"Should we return to our seats, or be found here for an awkward explanation?"


Forces of Nature Battlemap

Can't familiars use the best of saves, their own or yours?

Lark grabs the attention of the new stagehand, who sees Lark and Kahuranga flanking Corwin, holding the struggling, bound saboteur, who is coughing wildly. The stagehand looks the group of you up and down, but also takes note of Threnody running back toward the stage.

"You'd best wait here." He touches his ear and messages someone, asking them to meet a party on the upper level by the lighting entrance.

You wait through to the end of the performance, and the curtain call. You are greeted by one of the security-ushers in the opera house (the security here is a bit more heavily armed than you might expect elsewhere--this is a pirate town, after all), who asks you to follow him backstage, to join Ms. Nocturne.

Meanwhile, Thren makes it for her bow, Quinn waiting backstage who, while fixing Thren's shirt with a mending cantrip, notes they are supposed to meet with the director in her office after the show, with a look of "what the hell is going on?" (If the party agrees to follow the guard, they are also taken to the director's office)


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

"Thanks Sandara. I didn't feel the fire really, but I was trying to get back to the stage for the final curtain call. Otherwise I'd have fixed my shirt myself." The bard nods. Then she leads the way to the director's office for the after-show discussion.


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

Lark leads his group after the guard to join Threnody in the director's office. If the director asks Lark will layout the story of what they saw and how they intervened. "I know what we'd do with this fellow at sea. What I've heard, the lord of this town is maybe even less lenient. I'm just sorry we don't have that imp to hand over as well."


Forces of Nature Battlemap

When the party arrives, the director, a bit of sweat on her brow, waves them in. Marizee is a tall, sharp-jawed, stern-faced woman. Worry tinges her eyes.

The long firework sits on her desk, partially wrapped in a cloth.

Another man none of you recognize stands with her, dressed in clothing that is simply cut but made of fine fabrics, with a gold-hilted saber at his hip.

Marizee asks you your tale, and you tell it. She explains she and the stage manager noticed the lights weren't going right and sent someone to explore, shortly after Thren had bolted.

"I wish you had said something to one of us instead of just running up there, but I'm glad you and your associates caught the scoundrels in the act. Leesa wasn't getting responses to her messages from the lighting crew, but there was a problem with one of the curtain pulls that delayed her. No doubt sabotage as well." She glares at Maxin.

"Unfortunately, the first crew member who picked up the firework got its contents all over his hands. A poison in powder form. He's now catatonic. Not too hard to figure out that the firework would have gone off at the same time the rest did, but sprayed the poison all over the audience. Some of the most powerful people of the city, all knocked out long enough for some real chaos to happen all over the city. Though, I will point out, it was not a lethal poison--though who knows what follow up act Maxin and the imps had planned. We'll soon find out, won't we, Maxin?"

Maxin whimpers. "No one was gonna be hurt, you said it yourself! Was just a message! None of us can live when everyone accuses us of bein' a spy for spittin' in the wrong side of the street!"

Lark offers his observations at this point.

And then the gentleman with the saber speaks. "No, my lord is not lenient. Spy or no spy, you have declared yourself an enemy of the people, and an ally to the devils--and I don't mean the Devil's Own." The last, you have picked up while in the city, is the name of Endymion's personal retinue and crew. "I am Darius, Lord Arronax Endymion's First Mate. And I will be sure to tell Lord Endymion to whom he owes the assurance of the safety of himself, his people, and his opera house--not to mention," he turns to Threnody, "A fine, fine performance. Sadly, it shall be your first and last, for this show. On behalf of Lord Endymion I am ordering the other performances cancelled, so that better security measures can be installed into the opera house."

Marizee sighs, visibly dejected.

"Lord Endymion of course will fund the security measures," he adds, though this seems of little comfort to the director. He then turns back to the rest of you. "I'll take the little bastard from here." Corwin hands him over, roughly. "And my thanks to you and to Besmara's Whim."

You have gained 1 infamy point! You are now "Despicable" and can purchase Despicable level impositions... as well as qualify for applying for Free Captaincy of the Shackles!

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Forces of Nature Battlemap

From any number of ports in the world, whether fleeing from or toward something, you found your way to a life on the sea, on the privateer sailing ship Aurora’s Kiss. Your captain was a man named Golly Fleetfoot, whose jovial demeanor belied shrewd sailing skills. While you mainly carried cargo and fought the occasional sea monster, you battled pirates as well, although as the youngest members of the crew you had yet to see a good deal of action. Still, as mercenary mariners, many saw you as little more than pirates yourself.

Headed to Port Peril to turn in a monster bounty—only to find your ship accidentally caught in the middle of a battle between the Chelish Navy and the Free Captains of the Shackles—Cheliax had been trying to wrest control of the Shackles, and the Free Captains were successfully fighting them off. Flying no colors of your own, your ship was quickly presumed by both sides to be the enemy’s hired help (nor were you especially keen to assist, however accidentally, the Pirate Lords or the devil-loving Chelish). While Captain Golly skillfully steered the ship to the edge of the fray, avoiding the worst of the great battle, your ship was rocked by fireball blast from a formidable pirate ship with a dragon-shaped mastheard: the Wormwood. While your fellow crew scrambled to evade the ship, Captain Golly jumped to fire your ship’s one ballista and managed to seriously damage a chunk of the Wormwood’s deck, knocking at least four pirates overboard in the process. However, a huge Garundi man manually tossed a whaling harpoon at your Captain. The harpoon cleanly pierced him through the middle and nailed him to the mast behind. The mast shattered moments later, and as it toppled, your ship became unbalanced enough to capsize. Only you few made it safely to the ship’s lifeboat.

You managed to get to Port Peril, but with no Captain and no ship, you were stuck in the dangerous city with few trustworthy prospects and little plan of how to start over. Your letters of marque were damaged or lost in the scuffle. After a week of looking for reliable work—and failing—you’d sought solace in some grog and gambling at the Formidibly Maid Tavern. One evening, before heading back to your boarding house while tired, disheartened, and probably a little drunk, you were caught unawares by the five thugs appearing out of nowhere in the alleyway. While you fought as best as you could, you had little useful gear on you and were unable to gain advantage. The leader of the five, you recall, was notably fast and hit hard. Overwhelmed by your foes, unidentifiable due to bandanna-masks and the shadows around you, the last you remember is more sap-blows to the head and darkness.


Forces of Nature Battlemap

Character Creation:

- Ability Scores: 20 point buy

- Books used – Pathfinder RPG line with exceptions/specifics listed below. Anything used can be found in the Pathfinder Reference Document (www. paizo.com/pathfinder/prd). Do NOT use d20pfsrd.com as it mixes in 3rd party and setting stuff I am not using.

- Races: Core plus planarkin (aasimar, tiefling, ifrit, oread, undine). This list is firm. You may use alternate racial traits and favored class abilities from the Advanced Race Guide. I am allowing a player to use some alternate tiefling abilities from Blood of Fiends; I don’t have the equivalent books for the other races but if you want to use abilities from them, please run them by me before presuming (you CAN link appropriate stuff from d20pfsrd for that purpose).

- Classes: Core, Advanced Player’s Guide (EXCEPT Summoners), and Brawler from the Advanced Class Guide. Paladins are discouraged due to the campaign premise.

- Archetypes for allowed classes are fine, unless they incorporate features of disallowed classes (e.g., an archetype that gives characters summoner class features would not be acceptable). Of course the piratey archetypes in Ultimate Combat and the like are of course particularly appropriate.

- Alignments: No evil alignments.

- Traits: 2 traits, chosen from those listed in Ultimate Campaign and/or from the campaign traits listed in the Skull and Shackles Player’s Guide. You do not HAVE to take a campaign trait as one of your two, it is an option (and of course you can ignore the flavor text about being poisoned, etc.).

- I will be using hero points as described in the APG. HOWEVER I will not be allowing feats, spells, etc. that alter the use of hero points—I like the points themselves find but the other related mechanics too metagamey. You will regain hero points when you level and/or with adequately heroic stunts, excellently in-character behavior, worthwhile risk-taking that makes you the adventurers you are, and other things that mark your PCs as truly amazing and exemplary heroes, not losers who cower in the corner and hope the bad things go away.

- Please include a brief physical description of your character

- Please include a brief background of your character, 1-2 paragraphs long. Include the answers to the following questions:
---- What drew you to the life of a sailor/mariner/privateer/pirate?
---- What job did you perform on the crew of the Aurora’s Kiss?
---- What was your favorite thing about serving on the Aurora’s Kiss?
---- What are your goals as a sailor/mariner/privateer/pirate?

- A note on Firearms: I would like to keep firearm usage to a minimum. They do show up later in the AP itself, so I will not ban them, but they will not necessarily be plentiful. Bear in mind also you will start without much gear.

- Gear: Instead of buy gear normally, just list 1-2 small, mundane items that you could reasonably have concealed on your person or would not be considered a threat/left alone by the pirates. If you have 1 rank in Sleight of Hand, you can conceal some items others wouldn’t be able to. You may not have alchemical items beyond those listed. Example items:
- holy symbol
- small knife (1d3)
- one brass knuckle
- a book or journal of ordinary binding (not a spellbook)
- pen and/or ordinary ink
- candle
- flint and steel
- 1 tindertwig
- A cheap lockpick. This works like thieves tools, but is good for picking locks only (not disabling traps). Failure on a Disable Device check by 5 or more means it breaks.
- 1 flask of alchemist’s kindness, bloodblock, soothe syrup, or smelling salts
- Hunk of bread, cheese, dried meat, or dried fruit
- Deck of common cards
- Pouch of marbles
- Ball of twine/thread/string
- sewing needle
- fish hook
- Dagger or similar concealable, small, light weapon (req. 1 rank in Sleight of Hand)
- 2d4+2 gold (req. 1 rank in Sleight of Hand)
- Any descriptive, non valuable item (a wooden ring, etc.)

You can run by me something not listed here. Spell component pouches, spellbooks, formula books, etc. would have been confiscated, but you can try to get them on the ship. Note that if you choose a weapon there will be people unhappy if they find out you have one.

Presumably you were ambushed when you were not fully equipped and any gear you had was lost or stolen. You will have opportunities to recover/gain new gear.

For familiars or animal companions – run by me what you’d like them to be. Depending on what they are, you might either get the familiar as a new familiar aboard the ship, or your familiar might have snuck on board/followed the ship, etc. We’ll come up with something that fits the story; you might be without your friend for the initial story opening but get them back shortly.

Build Notes: While there will most certainly be combat in this adventure—potentially brutal at times, indeed—it is often reliant on a lot of skill and ability checks, and a well rounded party in this area is going to find the most opportunities. Also, of course, bear in mind a great deal of the story will take place on a ship, on the sea, and Profession (sailor) is used extensively. Not everyone has to have it, of course, but it is used a lot.


Forces of Nature Battlemap

And finally, welcome to my Skull and Shackles game! Please create your characters and aliases for your characters. You can discuss that, ask any questions, and generally gab here.

Here is a useful guide for basics of posting/posting etiquette for play-by-post games. If you need any specific guidance all you need to is ask. The hardest part is getting started.

Please do not post yet in the gameplay thread.


Female Elf Bard (scholar of legends) 20

OK, I see this and will build my character forthwith.


Forces of Nature Battlemap

Awesome!


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive

Stats:

Spoiler:

Class/level: Bard (arcane duelist archetype) 1
Alignment: CG
Ability scores: Str 12 Dex 15 Con 12 Int 15 Wis 10 Cha 16

Combat stats:

Spoiler:

BAB: +0
Full attack: +1 by weapon, dmg by weapon +1
AC: 12, touch 12, flat-footed 10
CMB: +1 CMD: 13
Fort: +2 Ref: +4 Will: +2
Hero Points: 1
HP: 9
Weapons/Armor: Proficient in all simple weapons, longsword, rapier, sap, short sword, shortbow, whip. Proficient in light armor and shields, no arcane spell failure for using bard spells in light armor.

Feats, traits, and skills:

Spoiler:

Feats: Eschew Materials, Arcane Strike (bonus)
Traits: Charming (+1 Bluff/Diplomacy if target could be sexually attracted to me, +1 DC language dependent spells used on such creatures), Resilient (+1 trait bonus on Fort saves)
Skills: Stealth +8, Climb +5, Perform (vocal) +7, Profession (sailor) +4, Swim +5, Disable Device +3, Perception +4, Sleight of Hand +7, Intimidate +7

Racial abilities:

Spoiler:

Native Outside: Thren counts as an outsider with the native subtype.
Size: Medium, speed 30'
Darkvision: 60'
Skilled: +2 racial bonus on Bluff and Stealth checks
Fiendish resistances: Fire res 5, cold res 5, electricity res 5
Prehensile tail: instead of fiendish sorcery, Thren can use her tail to retrieve small objects as a swift action (ARG p. 169)
Thren doesn't have the darkness SLA but also suffers no racial penalty to her Charisma score (already reflected above).
Languages: Common, Infernal, Halfling, Dwarven

Class abilities:

Spoiler:

Bardic performance: 4 + Charisma mod rounds/day, +2 rounds/level after first. Starts as standard, maintain as free.
Types of performance: 1) Rallying cry: may make an intimidate check each round, allies in 30' may use the check instead of a save against fear/despair effects or make a new save each round. Audible components, replaces countersong. 2) Distraction. As bard. 3) Fascinate: As bard. 4) Inspire courage: As bard.

Spells:

Spoiler:

Spells per day: 2 1st (includes ability score bonus)
Spells known:
0-detect magic, prestidigitation, mage hand, dancing lights
1-expiditious retreat, grease

About Threnody:

Spoiler:
Threnody was born into one of the noble Houses of Cheliax. As a tiefling, she was considered about as well as dirt. Her life was one of slavery, drudgery, and abuse. She put up with it for years until she managed to sneak away one night on an outgoing ship. It was unfortunately one of the Navy's ships; fortunately, it got sank by a pirate ship and she managed to talk the captain into taking her on. She's moved from ship to ship since then as fortunes have changed, picking up a few useful skills for the pirate's life. Her personal skills (as in her class abilities) were first developed as a slave, as she doesn't share the Cheliaxian disdain for halflings and her basic bardic skills developed there. She's tuned them since (no pun intended) into the skills that make the most sense for someone living on a ship. Threnody stuck around on the Aurora's Kiss because she just liked the atmosphere; sticking it to her homeland's ships was fun too. She served in the crow's nest as a lookout as well as boosting morale with her performances.

Threnody's goals for the future are to enjoy her freedom (once she gets it back-again!), stick it to Cheliax from time to time, and see what life throws her way. She's not used to being free to do what she wants, so she's still working this out.

Appearance:

Spoiler:

Threnody is an attractive woman-at least when she's well-fed. Thren is curvy and her muscles are toned from time spent working on a ship. She has pale skin, but between sun, wind, sea, and grime her skin has taken on a darker complexion. Her distinctive tiefling features include a tail with a mind of its own (or so it seems), her horns (curving up and back from her forehead; they can break off and hurt but grow back, they're not useful in combat but do keep the hair out of her eyes and she's fond of them), and her eyes (red, with slit pupils). Some swear she has fangs too, but she'll just tell them she bites hard! Her thick black hair is usually blowing free in the wind if she has a choice in the matter, though she does have an affection for good hats. Anyone who looks at her can readily recognize she has Cheliaxian blood in her veins to go with her fiendish blood.

Other notes:

Spoiler:
As per GM's instructions, Thren will have concealed a hunk of cheese and a ball of twine on her person at the start of play.


Forces of Nature Battlemap

Looks great! Only very minor thing I note is your Perform skill should be "oratory" or "singing" (there is no "vocal").

I think you went ahead and did this, but yes, you can swap your Charisma penalty for the loss of the SLA.

Could you please---and this goes for Keith and Eli too when they get here--do the following (even though this messes up how you've set up your sheet a bit):

In the "Race" field of your alias, please put the following:

(Race) (Class/Archetype) (level) [ HP: nn/nn AC nn T nn FF nn | CMD nn | Fort +n, Ref +n, Will +n | Init +n Perc: +n]

Obviously filling in the parenthetical bits and "n"s with actual stats.

This will make these stats appear under your name in the campaign threads. This makes it easier for me and others to be aware of your defenses and status and helps make combat go more smoothly.

You can also add things you want to track like rounds of performance per day/spells per day. Sometimes folks put their skill bonuses in the "class" field.

You can look at my aliases to see examples of what that looks like.


Holy cats! I have arrived.
Character creation process will now commence.


Who wants to bring in a 'bards only' party? Or rather, an 'all bard' party?


Forces of Nature Battlemap

I will say what I said to KeefX offline -- y'all can decide to do what you want, and what will or will not step on other folks' toes. You're experienced enough players to know how to balance a party (or intentionally unbalance one for fun and profit). This campaign would not suffer from having the PCs be (mostly) bards. I do fear that for some of the tougher fights you may not be able to produce high enough damage output, although bards do have some buffs to help with that.

If you decide to go that route -- or if at least KeefX also wants to build a bard -- I would strongly suggest vastly differing archetypes. One thing to note in particular is that while there are many bard archetypes that grant trapfinding or something akin to it, none of them actually grant Disable Device as a class skill (although there are traits that may do that).


This is me checking in - here I am!

I'm feeling out of practice, so any suggestions are welcome that will help create a fun and balanced party.

I'm not leaning toward bard right off the bat. Sorry, Keith ;)


Forces of Nature Battlemap

Excellent!

KeefX has since told me he's now leaning toward sorcerer anyway. :)

With a melee bard and a sorcerer, potential roles left are focused-melee, ranged, divine, scouting, traps (Threnody has Stealth and Sleight of Hand scores and did train Disable Device, but she doesn't have that as a class skill).

Given the nature of the game, I would note skilled characters are important, both with social skills, as well as some knowledges as well as good old physical skills like Acrobatics, Climb, Stealth, etc. I would suggest melee over ranged, but either could be useful. And yet on the other hand, there are always problems brute force might solve best.

I don't know KeefX's plans for building social skills; some Sorcerers go that way, some don't.

There is an NPC that depending on how things go, might assist with some divine support (but of course the nature of NPCs is they're not always there).

With the obvious exception of paladins, which just don't fit well with this game, most classes I'm allowing could find a good role here. With two arcane casters, the only thing I would strongly suggest veering away from is more arcane spellcasting. I can tell you what _I'd_ play with the group, but I don't want to push you in a direction you don't want to go.


Forces of Nature Battlemap

BTW, you can use these non-PRD archetypes (ONLY these ones); this is from Pirates of the Inner Sea:

Freebooter Ranger

Buccaneer Bard (not to be confused with the buccaneer gundslinger)

Corsair Fighter (not to be confused with the Corsair swashbuckler)

Smuggler Rogue

Please do not use this site for other resources as it uses a lot of books we are not using.

This is not to push anyone in a certain direction but just to be sure y'all are aware these are available.


Thanks for the suggestions, that's exactly what I was looking for.

Some sort of smuggler (rogue) is peaking my interest. Would that leave us dangerously under-powered in a stand-up fight?


Forces of Nature Battlemap

Clarification to my note above -- the archetypes are the only non prd archetypes I'm allowing; of course other archetypes in the PRD are allowable. Just in case anyone read that the other way.

There are a lot of things a rogue will be very good at in this campaign. But yes, you may well struggle in some fights and will have to coordinate well with the bard to flank to optimize your damage output.

I didn't mention this in my creation rules because I thought we would have more people and it would complicate things adding too much stuff (some players I invited had varying experience/tolerance for added material), but I am willing to allow Unchained (revised) versions of core classes--especially since it is a party of three. I don't know if you've seen Pathfinder Unchained, but the Unchained Rogue is here. (Guess I'm using that site more than I thought. Ah well.) This is a revision of the rogue that gives the rogue Weapon Finesse for free and a limited ability to use Dex for Strength for damage with finessable weapons, as well as a couple other things. Most abilities are added on, nothing is taken away, and it's easy enough to still use archetypes. If you are considering the rogue this may make it look more viable. (There's also the unchained barbarian and monk.)

Sorry for adding stuff halfway through all of your working on character creation but I realized for this smaller group this would make sense and give some added flexibility.


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive
GMDQ wrote:

Looks great! Only very minor thing I note is your Perform skill should be "oratory" or "singing" (there is no "vocal").

No problem. It should be singing.


No prob.
I've leaned away from the bard path myself.
I'm stuck in Cumberland, MD, so my gameplay will be spotty. I'll have plenty of time to think about things, but not a lot of time to do things.
Right now I am looking at Sorcerer Bloodlines and am leaning toward Arcane...

RPG Superstar 2015 Top 8

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KeefX if you can get your character alias at least started that would be awesome (the way Lathiira has made Threnody). If you need instruction on that let me know.

If you can also talk amongst yourselves about any existing party dynamics... you all served aboard the same ship so you know each other to at least some extent.

You're about to be thrown into a situation full of strangers, many of them hostile, so determining how you three work together and get along ahead of time will be beneficial to you.

Go to the Queen City Creamery and ponder the sorcerership over some ice cream. :)


"Would that leave us dangerously under-powered in a stand-up fight?"
Stand-up what?

"Go to the Queen City Creamery..."
Their weekend breakfasts are supposed to be excellent.

"KeefX if you can get your character alias at least started that would be awesome (the way Lathiira has made Threnody). If you need instruction on that let me know."
I was going to look at the raw html, but if there's a shortcut I would love it.


Forces of Nature Battlemap

For making an alias:

- Click on "My Account"

- On the left hand side, below messageboard settings, there should be a window that says "messageboard aliases." Inside that there should be a shiny button that says "Create Alias." Click it.

- It will take you to a page where you can name that alias and select an avatar for it (you can change your avatar later at any time, and you can change the name within the first 10 posts). Do that.

- You have an alias! This will now show up in your aliases tab in your profile.

- NOW: Click on your alias's name to enter its profile. It doesn't have one!

- Fix that by clicking the "Edit My Profile" button to the right of the page.

- Now you can enter your character sheet.
---- I recommend ignoring the fields on top at FIRST, and just putting your whole sheet in the space below them. Because I believe you are using PCGen for character creation, you can display your character sheet in PC Gen with one of the textbased statblocks (I suggest statblock5.htm) and copy and paste that straight into the text editing box below, which is easy. You'll have to add bbcode formatting for bold, italics, etc. Some other character generators like sCoreForge do generate BBCode automatically for you (and I wonder if a CodeMonkey has made a bbcode sheet for PCGen somewhere...)
----- Then in the "race" field do as I asked Lathiira to do with Threnody.
----- Of course you can fill in the other fields if you want, it's just not necessary.


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

Here's my first pass at a character background and Alias. No character profile yet (it's bed time!). Let me know if any of this is too setting or tone-breaking:

Prosperity ‘Lark’ Greenwood

Lark comes from a large family of missionaries. Avoiding punishments for impiety and greed first taught Lark the joys of hiding contraband. When his teenage rebellion hit hard he took those skills to the open sea and sought fortune from the illicit cargoes that flow endlessly through the Shackles.

Lark enjoyed the positive attitude encouraged by Golly and found a taste for adventure as well profit. As much as Lark repudiates his family’s teachings their morals still linger. He's learned to enjoy a good fight, but has no heart for cruelty or needless slaughter.

Always eager to reverse the indoctrination of his youth, Lark would have immediately tried to befriend Threnody. As they were wrong about so many things he expected and was glad to find her freedom-loving and basically decent. If Threnody takes it in good humor Lark might habitually ask for her opinion on moral questions, then teasingly chide her for answers that aren’t sufficiently “fiendish.”


Female Tiefling bard (arcane duelist) 9 [ HP: 81/81 AC 24 T 15 FF 20 (50% miss chance) | BAB +13/+8 CMB +7 CMD 20| Fort +6 , Ref +11, Will +7 | Init +4 Prc: +12 Prof (sailor) +12] Disruptive
Lark Greenwood wrote:


Always eager to reverse the indoctrination of his youth, Lark would have immediately tried to befriend Threnody. As they were wrong about so many things he expected and was glad to find her freedom-loving and basically decent. If Threnody takes it in good humor Lark might habitually ask for her opinion on moral questions, then teasingly chide her for answers that aren’t sufficiently “fiendish.”

Thren isn't one for deep moral questions. She's more of a 'well, so long as people are free to do what they want, what's it hurt?' kind of person at most. She takes teasing well, for the most part.


Forces of Nature Battlemap

Thermopyle, the concept looks good! Who were your family missionaries of? (My guess would be Iomedae) -- or were they just of a certain ethical ideology (e.g., the Prophecies of Kalistrade from Druma (which I just happened to stumble upon this morning))?

It may not become relevant but could be useful to know.


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

Testing?
Bueno!


Male Silvanshee (Familiar) (Level 9) [ HP: 28/28 AC 22 T 16 FF 14 | CMD 12 | Fort +4, Ref +6, Will +7 | Init +4 Perc: +7]

Mrow? <Testing?>


Male Halfling Sorcerer (Arcane Bloodline) (Level 9) [ HP: 56/56 AC 27 T 14 FF 13 | CMD 15 | Fort +4, Ref +5 Will +7 | Init +8 Perc: +9 Concentration +10 (+14 for Defensive Casting)]

I'm still being created.


Male Silvanshee (Familiar) (Level 9) [ HP: 28/28 AC 22 T 16 FF 14 | CMD 12 | Fort +4, Ref +6, Will +7 | Init +4 Perc: +7]

Mrow! <I'm ready to go!>


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]
Threnody 'Thren' Nocturne wrote:
Thren isn't one for deep moral questions. She's more of a 'well, so long as people are free to do what they want, what's it hurt?' kind of person at most. She takes teasing well, for the most part.

That's just the response Lark is looking for to play against the "bad demon" stereotype. When the attempts at humor get tired just box his ears - he's used to it.

GMDQ wrote:
Who were your family missionaries of? (My guess would be Iomedae)

Iomedae sounds about right. I've not done all my homework, but the family definitely eschewed worldly rewards in favor of spiritual ones. That's a big part of why Lark is running in the opposite direction and is all about the doubloons.

Muffin wrote:
Mrow!

Welcome aboard! If you enjoy hunting rats and keeping them out of the ship's stores then we are extra glad to see you!


Forces of Nature Battlemap

Yay! I'm getting excited! Looking good, guys. KeefX did you decide to stick with arcane sorcerer?


Forces of Nature Battlemap

KeefX, while by all means stick with the one you've got if you like it, there is a more cat-like cat avatar if you search under "aberrations." Don't ask me, I didn't make the avatar filter. (I like your new one for your default by the way.)


Muffin's profile is up.


Forces of Nature Battlemap

Why does Muffin have traits? Or are they your traits?

Statblock looks good though. Good example of what an alias's character sheet should look like. Just remember in the "Race" field to put in his/her defensive stats, as noted above.


Traits were enumerated in the PC Gen build process.
I picked two that were feline and amusing.


I'll make the requested changes once I get to a computer.
My iPad's spellchecker would have a seizure over a string of code like that.


Forces of Nature Battlemap

Your familiar should not have traits (as amusing as it may be, and even if PC Gen allows it). :) However, if you give yourself, for example, a trait that boosts your saves, she'll benefit from it because familiars can use your saving throws if they're better than their own.

Rock on!


Just a quick update - Jenn and I are jaunting out of town for a day and a bit so I'll be completely out of touch until Saturday night or Sunday morning. I hope to post my character sheet by Sunday day.


Forces of Nature Battlemap

Have a good trip.

If I find someone else who might be interested, would it be okay to invite someone else to play, since we're still generating characters?


I think adding players is fine at this point. There's no group dynamic to disrupt yet.


Female Elf Bard (scholar of legends) 20

I agree with the old man there.


Third-ed? Anyway, that's fine with me as well.


I just bought "The Inner Sea Primer" from Paizo.
Let me know if you all are interested in seeing it.


Forces of Nature Battlemap

Awesome.

I've got the .pdf and I think Lathiira has it too, but thanks!
)
I'll let you figure out how to show it to thermopyle. ;)

How are those character sheets coming?

PS: Lathiira, can you please paste all of Thren's character sheet into the "about" field of your profile?


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]

Now I'm real boy!

Classes/Levels Rogue - Unchained Rogue 1, Gender Male, Size Medium, Age 19, Alignment NG

Ability Scores Str 12 Dex 16 Con 12 Int 14 Wis 13 Cha 15

Skills
Acrobatics +7, Appraise +2, Bluff +6, Climb +5, Craft Carpentry +3, Diplomacy +2, Disable Device +8, Disguise +6, Escape Artist +7, Heal +4, Intimidate +2, Perception +5, Perception Trapfinding +6, Profession Sailor +5, Sense Motive +1, Sleight of Hand +7, Stealth +7, Survival +1, Swim +5, Use Magic Device +6

Feats - Dodge +1 AC, Improved Initiative +4 Initiative, Weapons Finesse (Unchained Rogue)

Traits - Ship’s Surgeon +1 Craft Carpentry +1 Heal (Heal is class skill), Resilient +1 Fortitude save

Other - Sneak Attack +1d6, Trapfinding

Languages Common, Gnome, Elven

Initiative +7
BAB: +0
Full attack: +3 w/ Light wpn, +1 otherwise, Wpn Dmg +1
AC 14, touch 14, flat-footed 10
CMB +1 CMD 15
Fort +2 Ref: +5 Will +1
Hero Points 1
HP 9
Weapons/Armor Proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. Proficient with light armor, but not with shields.


GMDQ wrote:
How are those character sheets coming?

Talk about serendipity. I was formatting my post as you were asking that question.

What are the odds I got everything right here on my fist try? Not likely. Please let me have it with corrections and suggestions.


Forces of Nature Battlemap

LOL. Great minds.

Looks good. Am I calculating this right that your CMD is including your Dodge feat? Which is correct--just remember if you lose Dex to AC you lose that dodge bonus as well to CMD as well as AC.

What's your favored class bonus in? (I did not count up skill points so I realize it may be there.) Same question for Threnody; forgot to ask (just want to be sure y'all take the bonus).

The ship's surgeon feat should come in handy!


Female Elf Bard (scholar of legends) 20
GMDQ wrote:

Awesome.

I've got the .pdf and I think Lathiira has it too, but thanks!
)
I'll let you figure out how to show it to thermopyle. ;)

How are those character sheets coming?

PS: Lathiira, can you please paste all of Thren's character sheet into the "about" field of your profile?

Sure, give me a bit. My favored class bonus went into skill points, for the record.


Human Rogue 8 [HP 64/84 AC 20 T 13 FF 15 | CMD 19 | Fort+5, Ref+9, Will+6 | Init+8 Perc/sight+12/+8]
GMDQ wrote:

Am I calculating this right that your CMD is including your Dodge feat?

What's your favored class bonus in?

The ship's surgeon feat should come in handy!

Yes, that CMD number includes the Dodge feat. With my favored class (surprise! it's Rouge!) I took an extra skill rank.

I was glad to find a campaign trait that I liked and that fit with Lark's goals. I've fleshed out the background I wrote to include Lark's work on the ship and some of his goals. I'll include it here behind a spoiler tag.

Too Much Text:

Lark comes from a large family of Iomedaen missionaries. His parents brought them to the Shackles in a misguided (he feels) attempt to save the souls of the pirates and their victims alike. Growing up on the islands (he was born during the ocean crossing) Lark has always felt at home on the water and never tires of traveling from one port to the next. Where he never felt comfortable is within the strictures of religion as practiced by his family.

Avoiding punishments for impiety and greed first taught Lark the joys of hiding contraband. When his teenage rebellion hit hard he took those skills to the sea and sought to make his fortune from the illicit cargoes that flow endlessly through the Shackles.

Lark enjoyed the positive attitude encouraged by Golly Fleetfoot on the Aurora’s Kiss and there he found a taste for adventure as well profit. As much as Lark repudiates his family’s teachings their morals still linger. He has learned to enjoy a good fight, but has no heart for cruelty or needless slaughter.

On the Aurora’s Kiss Lark worked with the ship’s carpenter and the cargo master. He was happy to learn all he could about keeping valuable goods safe, unbroken and hidden when needed. He imagines much of his future wealth will come from moving goods through the Shackles and past local authorities. Lark also sought to become one of the crew’s go-to sources for special items. Extra grog and unspoiled food were a forte. He is not yet sufficiently skilled in reading value to turn much profit from small luxury items.

Lark is young and looks even younger. Almost gawky, he doesn’t appear to have finished growing yet. He isn’t as charming as he thinks, but his large, hazel eyes help with his much-practiced “innocent look.” He is deeply tanned from a life outdoors, and the sun has bleached blond highlights into his longish hair. It’s often worn in a bun or topknot.


Okay.
Bios are done.
Character sheets are posted.
Things look good for proceeding...


Forces of Nature Battlemap

Thermopyle: Quick thing, I realized you have not given yourself the two items I am allowing for gear (or I at least am not seeing it on your character sheet). The revised bio looks great. Were your family always nomadic or did they come from a particular place (e.g., Andoran or Taldor, etc.?) (There's a wiki to reference on that here: http://pathfinder.wikia.com/wiki/Golariopedia)

KeefX: Overall looks good. I take it you also put your favored class bonus into skill?

Minor things: I'll let the sling fly even though you don't have a rank in SOH. You could probably wrap the cord around something and make it look innocuous.

I note Muffin DOES, creatively, have a rank in Sleight of Hand. I'll allow this even though Muffin does not have hands (Per the rules: "Regardless of a familiar's total skill modifiers, some skills may remain beyond the familiar's ability to use") but she cannot conceal items on her "person," (or yours); I will allow the cat to use the skill to hide appropriately tiny items in unexpected places (e.g., hide a small vial under a box, a dead mouse in a pirate's house, dice under the couch, poop in your shoe, etc.).

I do like Muffin's added extraordinary ability. We'll see if that extends to Hurricane Kings...

Where was your family from? Golly can be presumed to have sailed into a number of ports. Probably not Cheliax, as they have a habit of enslaving halflings. This is not crucial information but might be relevant at some point.

Oh, one more thing: I will leave it to you to play Muffin in combat and RP as you like, but is it okay if I use him as needed for certain narrative points (e.g., if he notices something you don't, etc.)? Also so I can bring him in at the beginning. :) I promise not to hijack him unnecessarily.

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

Right! think we're it and I'd like to get started. There is time to do final tweaks as needed. But I am heading over to the gameplay section, which will now be officially open for business!

If you cannot post for more than a day or so PLEASE give me a heads up so I can bot you if needed to keep things moving (mostly if we are in combat).

If _I_ have to go somewhere and we will be in the middle of combat, I will try to fast-forward to the end so you are not waiting for my response. Hopefully that can be avoided.

As a reminder, dialogue goes in Bold. Under the posting box there's a thing that says "how to format your text" if you need a reminder on how to do that.

Please put brief, game-related ooc commentary in (ooc) tags: this is an ooc comment.

Please put longer and/or non-game related commentary in this here discussion thread.


"Overall looks good. I take it you also put your favored class bonus into skill?"
Yes, though I forget which skill I applied it to.

"I'll let the sling fly even though you don't have a rank in SOH. You could probably wrap the cord around something and make it look innocuous."
A Hafling sized sling does the same damage as the allowed small knife and while less useful seems more in character. It is a wrapped leather bracelet with a symbol of Desna on the back of the pocket.

"I note Muffin DOES, creatively, have a rank in Sleight of Hand. I'll allow this even though Muffin does not have hands (Per the rules: "Regardless of a familiar's total skill modifiers, some skills may remain beyond the familiar's ability to use") but she cannot conceal items on her "person," (or yours); I will allow the cat to use the skill to hide appropriately tiny items in unexpected places (e.g., hide a small vial under a box, a dead mouse in a pirate's house, dice under the couch, poop in your shoe, etc.)."
I agree with all that. He's extraordinary but still a cat.

"I do like Muffin's added extraordinary ability. We'll see if that extends to Hurricane Kings..."
It's amusing...

"Where was your family from? Golly can be presumed to have sailed into a number of ports. Probably not Cheliax, as they have a habit of enslaving halflings. This is not crucial information but might be relevant at some point."
Absalom. It is in my bio now.

"Oh, one more thing: I will leave it to you to play Muffin in combat and RP as you like, but is it okay if I use him as needed for certain narrative points (e.g., if he notices something you don't, etc.)? Also so I can bring him in at the beginning. :) I promise not to hijack him unnecessarily."
Please feel free to make use of him as you wish. When I'm running him I'm resolved to run him as a cat, not a mindless minion.

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