Plunder & Infamy - A Skulls & Shackles PbP Adventure

Game Master DancingShadow


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M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

If only the dice roller was as nice to me in Baldwin's game..


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

Aye, true dat.

I be thinkin'...If this combat in Baldwin's game goes South. Or, heck, even is we pull through the fight with the undead-shadow-dinosaur? Of stepping back.

Shadow was always only meant to be a place-holder until the return of Suny. If Suny isn't coming back? *shrug*


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

So its about that time. Who is to be captain?

Thoughts IC or OC, pros and cons. ;)


Male Human Gunslinger(Musket master) lvl 4 (AC 18, CMD 17, HP 16/16, Fort: 4 Ref: 9 Will: 4, Init: 7, Perc: 9

Perhaps it would be wise for each person to post if they wish to be the captain or not.

That way we can see who's interested at all in being Captain.

(We have had this talk before but, some time has passed so it would be good to re state our feelings.)


M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

Torque would probably want to be Master-at-Arms.


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

Nuh-uh. Suny dun't want ta be Captain of this boat. Maybe another boat some times, ut not wantin' ta be Captain jus' yet. (^_^)


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Alright to keep things short I will place people in the role I think they should be. Some names will show up more then once sense I feel they are suitable for more then one role, does not mean they should have more then one role. No sense in pulling someone thin if they are not interested or up to it. Feel free to ask me why I choose what and such. ;)

Roles:

Boatswain: Sandra, Torque, Alestone, Rosie
Cabin Boy/Girl: Jack
Captain: Aoro
Surgeon: Sandra
Cook: Fishguts
Master-at-Arms: Torque
Master Gunner: Gene
Quartermaster: Fishguts
First Mate: Alestone, Aoro
Pilot: Alestone


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

Yay! I get ta be the Sailing Master! (^_^) *Bounces around happily/excitedly*

Hugs for every one! *Continues to bounce around and now hugs as many people as she can catch* (^_^)


Shade Psion 18

Sorry, but life's a bit full at the moment. Relatives are visiting from Georgia and taking up most of my time outside of work. I'll try to have a response up tomorrow evening. I'll let you all know that Scourge goes down and is pummeled to death while Plugg lies stable and on death's door. I'll give a description with the next post, but please solve the debate about the roles that each character is going to take on the ship.

Sunny, to answer your question about your sword, I don't do critical fumbles, so if you roll a natural 1, you simply miss.


M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

Master at arms/Religous advisor for non-Besmara types.


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Sunny what do you think a sailing master does?


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

Well in 'Master and Commander' they get's shot at dramatic moments? (>_>)

A Ship's Sailing Master should be the person in charge of ropes and canvas. When on watch, they are generally the one who makes sure the sails are properly set and also that the general maintenance etc of all the ship's ropes/rigging/canvas is seen too.

Does that help? (^_^)

So..Sunny gets ta be swingin' in'a riggin!. *laughs*

Wishing every one all the very best. (^_^)


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

That's what a boatswain is and then some. I am going off the PF definations btw.


Male Human Gunslinger(Musket master) lvl 4 (AC 18, CMD 17, HP 16/16, Fort: 4 Ref: 9 Will: 4, Init: 7, Perc: 9
Aoro Osris wrote:

Alright to keep things short I will place people in the role I think they should be. Some names will show up more then once sense I feel they are suitable for more then one role, does not mean they should have more then one role. No sense in pulling someone thin if they are not interested or up to it. Feel free to ask me why I choose what and such. ;)

** spoiler omitted **

Why do you feel you are the only person suited for Captain position?

nevermind. -> were can i find the PF list of positions and definitions?
link


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Question 1:

Well the three new people are just that new. They have no history with the rest of the crew and very little time to prove their worth or be trusted as much. A captain can not be someone who just came along at the right time, the crew would not trust them or be loyal which would leave enough room for an outside force to influence them like another captain or one of their own. They have also not suffered at all compared with the older crew. That leaves Sunny, Alestone, and Aoro. Sunny is simply too chaotic and impulsive, she also does not seem to understand what it means to be a pirate and accept its realities at this time. Alestone while he has age and exp does not show an interest in leadership or the drive needed to be captain, he has shown himself to be good at taking orders but not one to give them or take the initiative unless its an emergency. So that leaves Aoro, he has from the start planned and worked to improve his lot. He made alliances and gained favor where he could, also thinks carefully about things while trying to gain the most favorable result at all times. He did not want to be a captain just yet but he would not back anyone who he did not think could do the job well. Not to mention a good number of the crew are more friendly with him then anyone else.

This is just the way I see things as they have come along so far. ;)

Question 2:

Its in an article in The Wormwood Mutiny, The Life of a Pirate. Here is a link to that section I found online from the article.


Male Human Gunslinger(Musket master) lvl 4 (AC 18, CMD 17, HP 16/16, Fort: 4 Ref: 9 Will: 4, Init: 7, Perc: 9

Thanks Aoro.
I have a long post partly set up not on the forums explaining my logic in stats / skills and based on quality's I/we as player/s have seen/displayed. After going over several web pages and links (yours and mine) I will post my thoughts on who should go were.

That said I understand your logic and will take that also into consideration while placing (just the main group + Sandara / Kroop).

(I should have it up by noon or 1PM CST)


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Yeah OOC their are some needed skills for certain roles. Ships for example use the Profession (Sailor) skill for all their stats in ship combat and such, which is why I vote Alestone as pilot. He has the highest sailor mod if I remember right. ;)


M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

Torque of course would be helping in whatever role is needed when he is not doing the Master at Arms duties. So combo MaA/Boatswain I guess.


Male Human Gunslinger(Musket master) lvl 4 (AC 18, CMD 17, HP 16/16, Fort: 4 Ref: 9 Will: 4, Init: 7, Perc: 9

This was done in notepad so please forgive grammer and spelling XD

Aoro's qualifications IMO:

stats:
hp 12
AC 13
t 12
ff 11

skills:
Acrobatics +2
Climb +0
Diplomacy +15*
Perception +5
Linguistics +2
Sense Motive +9*
Stealth +2
Swim +0

Aleston's qualifications IMO:

stats:
HP 19 ([8+3] [5+3])
AC 16 (+2 Dex, +4 Wisdom)
T 16 (+2 Dex,+4 Wisdom)
FF 14 (+4 Wisdom)

skill's
+6 Acrobatics (Dex +2, Ranks 1, CS +3) [+2 Balance]
+4 Climb (Str 0, Ranks 1, CS +3)
-1 Diplomacy (Cha -1)
-1 Intimidate (Cha -1)
+9 Perception (Wis +4, Ranks 2, CS +3) [+2 underwater treasure]
+9 Profession, Sailor (Wis +4, Ranks 2, Class Skill +3) [+2 at sea]
+4 Sense Motive (Wis +4)
+2 Stealth (Dex +2)
+5 Swim (Str +0, Ranks 2, CS +3)

Gene's qualifications IMO:

stats:
HP: 16
AC: 18
Touch: 13
Flat Footed: 14

skills:
acrobatics 7 = 5 + 1 + 1
climb 2 = 0 + 1 + 1
perception 6 = 2 + 1 + 3
profession(sailor) 6 = 1 + 2 + 3
sense motive 1 = 1 + 0 + 0
sleight of hand 8 = 5 + 2 + 1
stealth 3 = 5 + 0 - 2
swim 3 = 0 + 1 + 2

The Quality's of a good ship captain:

Left blank these are just to show some criteria kept in mind.
Creativity:
Proper Navigation:
Repair:
Gunnery:
Fighting:
"Being Human":
Taking Risks(as players):
Tactician/Decision Maker:
Cooperating with your Officers:
web page used for some of the above

With all this in mind I added a position and got these results:

Captain: Gene
Sailing Master: Aoro
Quartermaster: Aleston
Boatswain: Sunny
Master-at-Arms: Torque
Master Gunner: ^
Surgeon: Sandra
Cabin Boy/Girl: ^
Cook: Fishguts

explanation:

Though new Gene (I hope) has shown great tactical skill
and wisdom when it comes to decisions making so far.
His understanding of gun useage in combat is 2nd to
none on the ship making what risks he may have to take
as the crews leader less then that of a normal leader.
In the last two battles Gene has shown tactical creativity
as well as cooperation with those in his group.

I feel that having Aoro in this position would be most
effective. As Aoro is the only person at this time with
great skills in linguistics. Maps can be found in many
languages so that skill would stay useful. On top of
this Aoro's diplomacy and ability to influence others
would help him reassure others both officers and crew
that the path Aoro has chosen is worth the crews time and
energy. To drive this point home further Aoro's ability
sense the true motives of people He can pick out potential
trouble makers early on. Not putting Aoro in this position
is a terrible waste of his skills. As who else can the crew
trust to sail the ship around in potentially risky waters?

With Aleston as Quartermaster we can be sure that weapons
are being issued to who needs them and as a Dwarf would
know the value of fine workmanship of weapons and armor.

The last few are based on the posters interests. the arrow
up means these jobs could go hand in hand.


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

A bit of a response (kinda long):

There are some things I disagree with. For one a characters combat stats should have no bearing. Being strong or tough has nothing to do with a captain's ability to lead, not to mention it is subject to change based on gear and level, captain is no longer the strongest or toughest then lets switch captains. Does not make much sense to me. It also depends on fighting style, for melee types a high AC is good, for spellcasters and ranged types its less of an issue.

Skills as I said effect certain roles in game. PF has a number of systems for S&S that make use of certain skills. The two major skills so to speak are social skills (Diplo, Bluff, or Intim) and Profession (sailor). Some roles it is not a big deal but others it is a must. A Captain needs at least one high social skill and ideally a decent profession sailor skill as well, but the former is more important then the latter because the Captain speaks for the crew as well as deals with other leaders directly. The pilot needs the highest Profession (sailor) skill sense they control the ship and their checks will effect how the ship handles in everything from speed to a location to ship combat to avoiding hazards and moving thru reef's. The other roles are less vital in that a low or no score does not overly effect things.

Also I would point out the fact that if the crew trust someone else more then the Captain why would they follow the Captain. Thats why I said a high social skill is needed by a Captain, not to mention to recruit more crew and keep those crew loyal you need that social skill. Otherwise its the same cycle as what we just did.

So just to recap on what people want/willing to be, correct me on anything I mess up on.

Captain: Aoro, Gene
Boatswian: Sunny, Torque
Master-at-Arms: Torque

Seems only Alestone has not chimed in, Drake is MIA due to RL last I checked.


M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

Settle it with a knife-fight! :)


Dwarf Monk 2(Drunken Master/Sensei)/AC 16/19HP/F+7/R+6/W+7/Init +2/Percp +9

Alestone has no interest in being captain, it's not his style.


Male Human Gunslinger(Musket master) lvl 4 (AC 18, CMD 17, HP 16/16, Fort: 4 Ref: 9 Will: 4, Init: 7, Perc: 9

long chatter:

Gene is a ranged user however, at his stats show he can be in melee like the rest of our melee users. Aoro however, doesn't have the AC to stay up in melee combat. On top of this Gene's hit points are high without much put into them. Aoro's however... I say this because, a good enemy WILL focus on our groups weaknesses and how demoralizing is it for a crew to see there Captain fall? very.

Also to say that speaking skills are the most important skill for a captain is just wrong. It is important but, not the most important. A good Captain must know how to sail his own ship. If you can't you're just fooling yourself when you say "I'm the captain". A good crew will know full well if the captains words hold any real knowledge or not. So a captain who has speech issues could still be a Captain as long as he knows his stuff. That Captain just may not be the one to speak to the crew directly often.

If the captain shows his knowledge of the trade and can properly display such to the crew why would there be an issue? If the crew is treated fairly and not mistreated why would they revolt? I have yet to see a properly treated crew revolt. What Plugg's and scourge were doing to us is anything but fair treatment. Trust and loyalty are earned not given.
There is more then one way to earn trust social skills are just one of many and to say one is more important then another is just false.

I'm not apposed to co-Captaining the ship with Aoro. Your strong points fit nicely with Gene's but, on your own I feel that your life as Captain will be very short lived. As there is only so much words can do for you.


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

More chatter:

If my Captaincy would be short lived then thats not really an issue sense I would just roll up a new character and likely join up as a swab at some point. Then whoever was next in line takes my place. Your kinda saying what I am going to do, not what I have done. Your also pointing out alot of what if's like I will be attacked and killed out of nowhere when I am speaking to someone. Their is a reason for a first mate and officers sense they make up for the short comings of a captain as all captains have them, on this I would agree with you. But a captain is the one that has to meet with other leaders, is the one that gives an impression, is also the one that deals with everything important. I think the best captain right now would be someone that gains allies and favors, which Aoro has proven himself to be capable of already. Dont get me wrong the captain that beats everyone is just fine too and may very well get a similair result, but its not the type of captain to be when your weak, which we all are.

Everyone will be a captain in time. Just think the one needed most right now is someone who can get the best deal, recruit the most hands, and avoid costly or unneeded battles or problems. Personally I dont see the point of Co-Captains, thats why you have a first mate or consort. Their second, but if their is a disagreement (always is at some point) its clear who has the final word for good or ill. Co-Captains would only split the crew or be a false title at best, netheir of which is good for a number of reasons.

Really I dont see any IC reason why Gene would be chosen over Aoro, and we both have our own views OOC on the subject. DM may have to step in at this rate. Like I said Aoro would back a good captain choice, Gene is just to much of an unknown for him to do so. Alestone was the only one he would consider if he made a good case, damn him and his dwarven disinterest. xP


M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

I think Aoro, RPwise is a better choice.


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21
Torque2 wrote:
Settle it with a knife-fight! :)

Bah! I in't interested in sharp an' pointy!

now, ye think ye can win a wrassle with m'self? That be a whole nuther barrel of chowder!

*Crouches lower and opens arms wide.* >:)

Who's got tha' oil or grease? (^_^)


M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

Only if you wrestle Sandara.


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

Okeys! (^_^)

Wait? Whut position is she gon'a be in again? (>_>)


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Yeah I know it was a little dirty to use my diplomacy but just proving a point, anyways I am a pirate sense when do I play fair. xP


Male Human Gunslinger(Musket master) lvl 4 (AC 18, CMD 17, HP 16/16, Fort: 4 Ref: 9 Will: 4, Init: 7, Perc: 9

Your lucky I didn't play dirty...


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Gene if you want to captain a ship so bad wait a few levels or less depending. We will be taking ships soon enough. Your going to need Aoro's "words" when you want to recruit people to man that ship. Sense they require a social skill, I would avoid intimidate (press ganged) sense we all know how that ended. The DC is 20 so at 6th level its an auto pass for Aoro. xP

Btw anyone else considered what ship they want?

I plan on having a shackles man-'o-war or frigate built, sense some work needs to be done during the building process.


Shade Psion 18

...

Really?

This is grinding to a halt because of an argument over who is to be captain?

I'll step in and solve it if I have to, but I'd rather not. This is supposed to be a choice for the players.

Do I need to do something?


M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

Torque is fine as a Master at Arms. No ship needed.


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

I've deck plans a-plenty. Am looking for something 'fast' and 'frigate' sized. (^_^)

Will work on what I consider 'The Best' and post it some wheres so people can peruse her lines. (^_^)


Dwarf Monk 2(Drunken Master/Sensei)/AC 16/19HP/F+7/R+6/W+7/Init +2/Percp +9

Well it's been nice sailing with you all for the past 6 months but here is where I bow out. I've got some minor complaints here and there, but who doesn't?

However the fact that I'm taking 18 credit hours this semester to finish my degree in May weighs heavily on my decision to leave.

Thank you all, especially to DM Bound Shade for stepping in and GMing for us after we lost our first two GMs.

DM Bound Shade: If you manage to make it to any con's this summer, lemme know and I'll buy you a drink if I can.


M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

Well drat. Hate to see you leave.


Shade Psion 18

Agreed and good luck, Alestone.

I rarely make cons, but if I do, I'll let you know. :)


Shade Psion 18

We are now down to four: Aoro, Gene, Sunny, and Torque. Do you all wish to try and find at least one more person?


M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

Sure.


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Alestone you will be missed.

I am fine with finding another player if needed for the game. Any certain class needed?

Unless I am mistaken its been agreed Aoro is Captain this go around, so their is no need to wait on that front.


Male Human Gunslinger(Musket master) lvl 4 (AC 18, CMD 17, HP 16/16, Fort: 4 Ref: 9 Will: 4, Init: 7, Perc: 9

Alestone I wish you the best.

I am fine with grabbing another player or two if the Gm wants it.

Aoro is correct, Aoro is Captain this go around, so their is no need to wait on that front. The issue was over something else and its been solved.


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

*Hugz the departing Alestone* (^_^)

We be keepin' a pace fer ye, if'n ye should find time ta come back! (^_^)

*Waves*

Aye, another bod would be dandy! (^_^)

An', speakin' fer the only female PC here abouts, might the genders be a tad more balanced out, d'ya think? (^_~)

*Giggles*

Truth told, I in't fussed. Am happy fer the DM ta take their pick of those lubbers wishin' ta board! (^_^)

Very best wishes fer every one and all'a theres! (^_^)


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

So whats the loot off of Plugg and Scourge?

Any pirate clothes, maybe a hat. Every good Captain needs a hat. xP


M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

Give it to Sunny, she needs to wear something at least. ;)


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Sunny has clothes, she simply refuses to wear them. Thats why she is mistaken for a drow, thats one sun burnt elf. ;)


Island Elf(link) HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

:P

I in't burned, I is 'tanned'.

An' as said, I has cloth...T"is jus' I in't found any stuffs what I feel like wearin' regular, like. (>_>)

Very mch cheers to all. (^_^)


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Well I think judgement by crew is in order.

Personally Plugg and Syl have my votes for the death sentence. The others will get off with some light lashing for backing the wrong guy (on so many levels).

Wonder if I will have to push or pull on this one. xP

Anyone else voting one way or the other?


M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

Plugg gets keehauling for being a sadistic SOB and mutiny against Harrigan(irony ahoy). Plugg and Scourge didn't give two poops about the ship, just bloodshed.

The sailors that were captured from the Man's Promise should get a light rope bash for backing the wrong guy and given a chance to work for us or get dropped off at Squibb's.

How about some new rules for the ship?

1.Messing up on the job doesn't get you lashed but denied any luxeries like good rum. Keep screwing up and you are dropped off at port and not let back on until you can show you have improved.

2.Fighting. Knuckles and knees means a lash for all involved and put on the beach to settle it. Weapons means lashing and sweatbox and dumped on a beach to settle it.

3.Killing another crewmember means keelhauling unless it can be proven that it is in self-defense.(Magic will be used to determine the truth)

4.Betrayal means keelhauling unless the captain/crew decide otherwise. If someone is blackmailing you, GO TO THE CAPTAIN! Pass a note or something so we can mess over who dares to blackmail one of us.

Just some suggestions that can be choosen or discarded.


Male Aasimar Tattooed Sorcerer (AC 13/ HP 22/ Fort +2, Ref +3, Will +5/ Init +2/ Perception +5)

Something I wont do is let old crewmen go at this time. Rather thats more for those that sided with plugg. Sense we dont need disloyal crewman with a grudge free to sell information on us and our ship, maybe even plan some revenge with another pirate. Pirate on pirate attacks are not uncommon, more so for fresh meat like us.

For now I think we need to keep ourselves as under the radar as we can get until we are ready to make a name for ourselves.

Any idea's on a new name for the ship?


Shade Psion 18

So, I'm getting the idea that Plugg's f++%ed. The fate of the pirates under him, plus the rahadoumi are still up debate. Aoro, what do you mean by not letting them go? Are you going to hold them on the ship? Keep them from taking leave?

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