GM SuperTumbler |
What has us stymied? This is a thorny bit of sandbox for everyone to work out. I know that these kinds of things can bring PbP to a halt, so I want to do whatever we need to do to keep things moving.
In case no one has thought about it, your characters would probably be able to work out, or possibly overhear, that the captain wants to crew the Man's Promise rather than just letting it go. He wants to start building his own pirate fleet.
Grak Firethrower |
Level 2:
HP: 1d4 + 4 + 3 ⇒ (4) + 4 + 3 = 11
BAB +1
F +1 / R +1 / W +0
Discovery: Precise Bombs
Poison Resistance +2
Poison Use
+1 spell (True Strike)
Skills(Spellcraft, Appraise, Know (arcane), Survival, Perception, Slight of Hand, Swim, Profession (sailor), Craft (Alchemy))
Still need to update sheet.
Grak Firethrower |
Oops, I misread your post, sorry. Disregard part of my post about the loot.
The last few days have been busy so I wasn't able to post. While it could make for some interesting roll playing, I'll keep things PG and we can skip a trist between a hobgoblin and a half-orc. (I'm doing my best not to picture it, lol) Moving on ...
GM SuperTumbler |
Available in the quartermaster's store:
starknife, 3 flasks of acid, 6 flasks of alchemist’s f ire, four sets of thieves tools (one of which is masterwork*), and a battered iron box containing six candles, one of which is a candle of truth*, potion of barkskin, a potion of cure light wounds, a potion of haste, a masterwork climber’s kit, a disguise kit, 4 flasks of holy water, a magnifying glass, a set of manacles, and two tanglefoot bags, a masterwork light crossbow, three cutlasses (see Pirates of the Inner Sea), 31 daggers, three masterwork daggers, 43 masterwork darts, four saps, a masterwork sap, 120 arrows, 20 masterwork arrows, six +1 arrows, and 200 crossbow bolts, suit of banded mail, a breastplate, two chain shirts, masterwork leather armor, three suits of studded leather armor, 12 bucklers, two masterwork bucklers, and a +1 animal bane dagger* (Grok thinks this is just a normal +1 dagger), a +1 short sword, a masterwork warhammer, scrolls of cure moderate wounds, mage armor, magic missile, scorching ray, and summon swarm, and a wand of bless weapon (16 charges).
Veltisiel Ekai |
Definitely buying that, along with the 5 regular candles (to throw off suspicion). I can totally imagine Veltisiel looking over the selection of magic items for sale and it catching his eye. More pre-leaving stuff soon.
Raush Galavari |
Note on buying splash weapons: they are far more effective in the hands of Grak, that's why I didn't buy any.
Veltisiel Ekai |
So, a friend of mine recently got the Book of the Damned, and I looked over the new soul-using magic. Could I use the new soul magic system, but take levels in the classic Souldrinker? The new one has way too much 'worship the four horsemen' flavor to really fit Vel, while the classic (like the Diabolist) is much more of a 'daemonic emulator' class. You can compare the new with the old if you want, too. The biggest changes to the class are the entry requirements (the new are way harder), the new ones grant increased Obedience-gaining rates instead of a couple of summoning SLA, and the new negative level-bestowing power is a limited-use Enervation SLA instead of a melee touch attack. Personally, I like the idea of the squishy caster having to run into melee to gain soul points- it gives a sort of risk/reward dynamic that might be fun- is Veltisiel really crazy enough to jump into the fray for the chance to get a few soul fragments, or should he stay behind and content himself with a few slim pickings later?
If I have to use the new one it just means I'll only get going on my character concept a few levels later, pick up a few feat taxes, have a limited use more powerful ranged attack instead of a weaker at-will melee attack, and have daemonic boons instead of a summon ability. Plus, I have to do the obedience daily, and that just isn't something that's really appealing.
As for the souls, the long and short of it is that now souls are way more valuable, but spells like Create Soul Gem are really nerfed. Also, using souls for magic now requires a feat tax. Overall, it makes souls more valuable, and I like the idea of the pirate Veltisiel taking every last ounce of treasure from plundered ships- including the souls of the slain.
Grak Firethrower |
Vel - I don't know if you saw my post earlier but I'd like some time to copy a few of your spells.
As I said, I'm fine with spreading the splash weapons around. I can throw 6 bombs now.
Raush Galavari |
We're pretty low on Sleight of Hand, so I say we break into Plugg's cabin stealthily if we can, messily otherwise, take him out, get the keys, free Owlbear and then get to Scourge's cabin. If Sandara and Rosie are the most loyal to us, this leaves us with a good posse still.
Veltisiel Ekai |
I literally have a backdoor into the captain's cabin, so there's that.
(I'm assuming that as the ship's cook, I'm sleeping in the galley)
Out of curiosity, who are the two NPCs that Plugg is keeping an eye on?
GM SuperTumbler |
Just so I'm sure, the plan is to break into Plugg's cabin from below during nightwatch, hoping that his allies are asleep in their own cabins?
If so, everyone please make a post describing your preparations and make either a bluff check (to hide your intentions and planning), stealth (to represent getting yourself into place), or Sleight of hand (to misdirect prying eyes).
GM SuperTumbler |
I think we have a combination of board changing, real life issues, me being sick, and analysis paralysis.
I'm going to make some observations.
1. What you definitely want is to separate yourself from the Wormwood. The storm provides a good opportunity for that. Maybe some sabotage to make sure you end up far away at the end of the storm.
2. You probably don't want to attack from Veltisiel's room on the night of the storm. Captain Plugg would most certainly be on deck and you would be missed if you aren't on deck.
What I think should happen is that I create a sort of skill challenge with several layers and you guys Oceans 11 the thing to make sure the Man's Promise becomes isolated. If you have a chance to get rid of some people during the storm, all the better. After you are safely alone, then you can openly mutiny.
Raush Galavari |
Ah, alright, I had misread the situation. And if we manage to throw Plugg overboard during the storm, all the better.
Veltisiel Ekai |
I... did not expect that to work. Okay then! Was the spellcraft ID factoring in distance penalties? It takes the same ones as Perception (-6 from the storm, -1 per 10 feet), but he rolled high enough it likely doesn't matter.
Veltisiel Ekai |
Ah, right. Cool! No complaints there. I guess he just spotted a big patch of slippery seawater. ;)
I suppose he likely had a bit of nice gear on him that could have been nice to have, but I can't imagine that evil [u]pirates[/u] will go treasure-less for long.
GM SuperTumbler |
I can't remember if we talked about this in the past, but it will become pertinent pretty soon. How attached are you guys to playing the adventure path as written? When I ran this island in my face to face game, I changed one salient point quite a bit. If someone really wants to play Skull and Shackles as written, I wouldn't want to betray that, but I think the change made the island more dynamic. I can honestly go either way. Thoughts?
Raush Galavari |
Yarr-harr-fiddle-ee-dee, changing a few things is alright to me, do what you want 'cause a pirate is free, you are a pirate!
Veltisiel Ekai |
Fine by me. I'm just here to steal souls, summon fiends, and possibly kill a god/overthrow major nations. You know, the little things in life.
Raush Galavari |
My idea was to give Ordrax a flank and maximise the potential for AoOs, unless you'd prefer me to go in and hit them with my stick?