Seadogs and Scallywags

Game Master Grymp

Man's Promise * Rickety Hake * Tidewater Rock

Plunder: 4
Rules

Gresham's Treasure Spreadsheet

No combat!:

BEAT TO QUARTERS, COMBAT BE AFOOT!

Round 7

Spleen: Attacked and grappled
Wreckers: One is grappled by spleen. Another disappeared.
Sandara: UP!!
Chaenath: UP!!
Doc: UP!!
G'Lub: UP!!
Vakarla:


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Male Human Inquisitor/5 | AC 19/12/17 CMB +4 CMD 16| F+6, R+3, W+8 | Per +11, Init +5 | HP 36/36 | Domain Rounds: 5/5

How would we sabotage the ship? Can we have Rogar design a way to get a few bombs or something to detonate underwater after a few rounds? Then try and swim in through the new hole in the hull?


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

Yeah it was just an idea but I don't think we have the skills or knowledge to do it. Just an idea. I think we should just go for vanilla sneak onboard.


Ok, so the Players don't have specific ideas, but the PCs certainly could.

The AP suggest a night time raid, as you guys have discussed, to climb aboard and damage the rutter on the ship.

Any full scale assault on the ship is likely destined to failure, as the ship is just too massive and well manned, so rather than destroy the ship, you can incapacitate it, and then sail on by. She will see you, but be unable to control herself, until she is fixed which will likely take days.


Male Human Inquisitor/5 | AC 19/12/17 CMB +4 CMD 16| F+6, R+3, W+8 | Per +11, Init +5 | HP 36/36 | Domain Rounds: 5/5

Again, can we have Rogar make an explosive or just a large vial of alchemist fire or something? We could use it on the rudder as a distraction, then sneak onboard from the bow. If possible, maybe we could have Alessandra in a tree or high up enough to give us a bird's eye view? She could take the goggles we found and pull off a Twilight Princess with that her bow.

If anyone has a proper stealth check, I can switch my teamwork feat to Stealth Synergy and be a proper shadow.

Does anyone else have any other ideas?


Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft

I like the idea of explosives! Burn down the ship, or at least give the sailors something to do other than stop us.

Inquisitor Ethron wrote:
If possible, maybe we could have Alessandra in a tree or high up enough to give us a bird's eye view? She could take the goggles we found and pull off a Twilight Princess with that her bow.

I've got Darkvision 90 ft; I can snipe from the bank, probably. Depends how close in they're moored.

Call her a princess though, and she'll smack you. Just sayin' ;-)

The Exchange

Male N Dwarf Alchemist (Chirurgeon) 7 | HP: 59/59 tmp 14 | AC: 2129 (14 16 Tch, 19 25 FF) | CMB: +5, CMD: 19 | F: +9/13/15, R: +8/12, W: +5/9 | Init: +2 | Perc: +14, SM: +4, Darkvision 60' | Speed 20ft | Bombs: 11/11 | Active conditions: mutagen, shield, see invisibility

I can't remember... Was this campaign with no gunpowder? How do the ships shoot at each other?

I'm with the AP here, assaulting the ship is (or should be) a suicide. Making a fire big enough to destroy it is beyond our capabilities. The rudder sounds easiest approach. Additionally we could create a diversion onboard long enough to prevent the enemy firing at Chimera while she passes the enemy. Maybe. Or die trying that. Maybe just sabotage the rudder...


We're playing with no guns or gunpowder.

Ships can use catapults, ballistae, fireballs and the like against one another, but not cannons.


Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft

Looking through character sheets, Doc has the best Profession sailor skill (+10!) so he's best to make the roll...

The Exchange

Male N Dwarf Alchemist (Chirurgeon) 7 | HP: 59/59 tmp 14 | AC: 2129 (14 16 Tch, 19 25 FF) | CMB: +5, CMD: 19 | F: +9/13/15, R: +8/12, W: +5/9 | Init: +2 | Perc: +14, SM: +4, Darkvision 60' | Speed 20ft | Bombs: 11/11 | Active conditions: mutagen, shield, see invisibility

I have to admit my vocabulary for sailing is pretty limited :P What you call the action to put on full sails?


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

I think we row in quietly and then run away at full sail.


"All hands aloft and prepare to raise sails. Mr. Jones, if you would please, I'll have every bit of sail on her as she'll hold, including the Quartermaster's largest pair of pants. And strike that false ensign and send up our own!"

Some terms


Two things:

1) Embedded in the update I just put into gameplay was the instruction to "level up to level 5" so hop to it!

2) With Malevor seemingly gone, are the rest of you comfortable proceeding with just the 4 of you? The module is written for 4, to be sure, but I didn't know if you wanted me to find 1 or 2 more. A game I was in, that just disbanded had some amazing players and RPers in it, and I didn't know if you guys wanted me to try and pirate a couple of them to augment your crew.


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

I'd say why not? Helps make me game resilient against attrition.


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Male Human Inquisitor/5 | AC 19/12/17 CMB +4 CMD 16| F+6, R+3, W+8 | Per +11, Init +5 | HP 36/36 | Domain Rounds: 5/5

Slashing Grace

HOW DID I NOT KNOW ABOUT THIS FEAT!?!?!?

If had gone with one of my ranged feats instead of weapon finesse for my retrain, I'd be able to take that at 7th level instead of 9th now! GODS DAMNIT!!!!

.......GM? Can I do more retraining?

EDIT: Whoa! I found another feat that's almost better! Duelist

Just need to take Weapon Focus and I'll be ready!

The Exchange

Male N Dwarf Alchemist (Chirurgeon) 7 | HP: 59/59 tmp 14 | AC: 2129 (14 16 Tch, 19 25 FF) | CMB: +5, CMD: 19 | F: +9/13/15, R: +8/12, W: +5/9 | Init: +2 | Perc: +14, SM: +4, Darkvision 60' | Speed 20ft | Bombs: 11/11 | Active conditions: mutagen, shield, see invisibility

@Ethron: I don't think Slashing grace will do that much for you, at least with your current stats. If you want to go falcata+buckler, I think there's many feats for that - duelist being one. Of course inquisitor is a bit short on feats for that.

GM: I'm fine either way. We'll probably do fine with four players, but if you have good players without game, there's room for more.


Ethron, which route do you want? And what is your thought regarding more players?


Ethron, with a STR of 12, how were you going to take Power Attack?


Male Human Inquisitor/5 | AC 19/12/17 CMB +4 CMD 16| F+6, R+3, W+8 | Per +11, Init +5 | HP 36/36 | Domain Rounds: 5/5

I went ahead and took Weapon Focus instead. I'm going to go Duelist at 9th, perhaps retrain a bow feat so I can take Slashing Grace, and purchase a dex belt or something. It'll all work out....probably....

As for working with only 4 players, I'm good either way, but I think we've got a nice, tightly knit group here and I don't want to break it up by introducing a new player all of a sudden. Yeah, that's what you did with me, but it worked out for me. It might not have the same effect on the next player that joins, if at all.


I didn't see any votes for "OMG we need another person," so 4 it is!


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

Took Summon Monster III and Water Walk as third level spells. Really the only thing Witchs get at third level.

Chaenath can Bless Water though only a bit and that's only somewhat useful against Ghosts.

Can she summon a

http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/psychopomp/psyc hopomp-nosoi

With Summon Monsters III?


Is it on the list?


Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft

Sorry - my default is more is better; if I wasn't happy about adding any more, I'd have said so.

Kinda busy right now, so updating to 5th level might have to wait a while; I'm mainly posting from my phone, which just isn't set up for that sort of paperwork.

The Exchange

Male N Dwarf Alchemist (Chirurgeon) 7 | HP: 59/59 tmp 14 | AC: 2129 (14 16 Tch, 19 25 FF) | CMB: +5, CMD: 19 | F: +9/13/15, R: +8/12, W: +5/9 | Init: +2 | Perc: +14, SM: +4, Darkvision 60' | Speed 20ft | Bombs: 11/11 | Active conditions: mutagen, shield, see invisibility

@Chaenath: I think the alternative summons list is for priests of certain deities. I imagine psychopomps are for Pharasma.

Level 5 brings mainly more bomb damage for alchemist. Also, do we have enough front-liners (I imagine that's Ethron's domain)? I'm toying with the idea of taking a mauler tumor familiar. Icky but efficient :)

Of course if we're taking another player, then it's probably overkill.


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

d20psfrd wasn't clear about that at all so it makes sense Rogar. Sad. Witch's aren't good at hurting monsters that don't have minds.


Haha, so a 5th then? Maybe a frontliner?


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

Kn:Religion: 1d20 + 11 ⇒ (7) + 11 = 18

What would Chaenath know about fighting ghosts? She can create four holy waters a day for 8 total before the third day. Would that help?


They are undead, for the most part it takes magic to hurt them, and of course positive energy will.


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

Holy water good?


Yes, although I believe it does only half damage to incorporeal creatures.


Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft

Levelling up!:

+1 BAB

+8 hit points

+1 to Studied Target bonuses

2nd studied target

Feat: Ranged Trip

6 skill points

Acrobatics
Intimidate
Perception
Stealth
Survival
Swim


Still waiting for Doc. Don't want to lose anyone to the ghost ship, just because we were impatient.

The Exchange

Male N Dwarf Alchemist (Chirurgeon) 7 | HP: 59/59 tmp 14 | AC: 2129 (14 16 Tch, 19 25 FF) | CMB: +5, CMD: 19 | F: +9/13/15, R: +8/12, W: +5/9 | Init: +2 | Perc: +14, SM: +4, Darkvision 60' | Speed 20ft | Bombs: 11/11 | Active conditions: mutagen, shield, see invisibility

Ah, sorry to keep you waiting...

Doc level up:
+8 skill points
+8 hp
+1 lvl 1 extract prepared
+1 lvl 2 extract prepared
+1d6 to bomb damage
learn new formula: Fox's Cunning
new feat: Steel soul
bonus feat from archetype: Skill focus (heal)


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

Chaenath will spend two days worth of spells creating 8 Holy Waters.


Male Human Inquisitor/5 | AC 19/12/17 CMB +4 CMD 16| F+6, R+3, W+8 | Per +11, Init +5 | HP 36/36 | Domain Rounds: 5/5

Guess I never fully posted my level up stats:

HP: 30hp - 36hp
Domain: 4 rounds - 5 rounds
Feat: Weapon Focus (Falcata)
Abilities: Bane, Discern Lies
Spells: 2nd - Deathbane Durge (Situation, yet in this situation it's perfect)
8 Skill Ranks


Not really required to post them, but I suppose it's nice.

Ok, so are we ready to face the ghost ship?


Male Human Inquisitor/5 | AC 19/12/17 CMB +4 CMD 16| F+6, R+3, W+8 | Per +11, Init +5 | HP 36/36 | Domain Rounds: 5/5

I'm ready. Let's go for it!

The Exchange

Male N Dwarf Alchemist (Chirurgeon) 7 | HP: 59/59 tmp 14 | AC: 2129 (14 16 Tch, 19 25 FF) | CMB: +5, CMD: 19 | F: +9/13/15, R: +8/12, W: +5/9 | Init: +2 | Perc: +14, SM: +4, Darkvision 60' | Speed 20ft | Bombs: 11/11 | Active conditions: mutagen, shield, see invisibility

Aye, Aye, bring 'em on!


I'll try and get a post up tonight to start this.


Male Human Inquisitor/5 | AC 19/12/17 CMB +4 CMD 16| F+6, R+3, W+8 | Per +11, Init +5 | HP 36/36 | Domain Rounds: 5/5

I love having so many points and bonuses into something like this!

Here's hoping there's quite a bit of loot for us after this.


Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft

...and yes, I'm aware I've done the 'witch, puh-lease' joke before. Some things never get old though, right guys... guys?


Right


I just want to give a heads up. We're going to be doing a Panama Canal cruise, so I will be cut off from Ye Olde Internette from like 19-31 December.


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

I think Enlarge Person on Ethron and if he Power attacks the bell two handed that should do decent damage right? If so Enlarge Person on Ehtron will be her first move.


Male Human Inquisitor/5 | AC 19/12/17 CMB +4 CMD 16| F+6, R+3, W+8 | Per +11, Init +5 | HP 36/36 | Domain Rounds: 5/5

Ethron doesn't have Power Attack. I had to go with Weapon Focus for another set of Feats in later levels.

Still, I can give a very heavy-handed swing with my extra +2 Strength bonus! I'll forgo using my buckler for a two handed-swing and get extra damage in.


Question: with Malevor being MIA, the Captain's slot is effectively an NPC. Are we ok with this?

There are advantages, and disadvantages to that. It allows me to be a bit more railroady, but do it in characte as Malevor, but then I don't want the NPC solving the problems, Chaenath, for example, figured out the solution to the Deathknell just fine.

Is there another candidate for Captain, or are you guys ok with status quo?


Male Human Inquisitor/5 | AC 19/12/17 CMB +4 CMD 16| F+6, R+3, W+8 | Per +11, Init +5 | HP 36/36 | Domain Rounds: 5/5

I'd say follow the chain of command, which puts Alessandra in the Captain's chair. If Malevor shows back up we can pick him up from the port we land at or something.


I doubt he'll be back. He has posted in the last week and other posts recently including a post announcing a 16th birthday, so my guess is we've been dropped.


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

Honestly it would be very odd to tie him back in at this point. Hate to say it but I think we can decide that he's not going to be a PC in this campaign any longer?


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

So I think we should head to port and get a little bit more Infamy before we move on the next phase.


Looking back, I saw this post from Chaenath. So continuing on towards Tidewater Rock...

Let me give you a stack of history on Tidewater Rock, which the AP suggests needs a skill check, but really, you need some of this, so here:

When a Free Captain named Magna Stormeyes discovered the natural harbor on Windward Isle over 2 centuries ago, she immediately recognized that it would make the perfect haven from which to launch a pirate f leet. Starting with just one ship and a small encampment on Windward’s harbor, she began to ply the trade of piracy. With the plunder from her initial hauls, she set about building a keep, which she called Tidewater Rock. From the vantage point atop the Rock, she found she could pick out particularly ripe targets while receiving ample of warning of hostile ships approaching.

Over time, Stormeyes’ successes enabled her to build a sizeable fleet, as well as more strongholds on several different islands. She became the scourge of the southern sea lanes and eventually claimed the Hurricane Crown as her own. Shortly after becoming the Hurricane King and relocating to Port Peril, she was assassinated by rival Free Captains. Stormeyes’ burgeoning f leet fell apart among its squabbling captains. Gerta Frome, first mate of Stormeyes’ f lagship, the Cocksure, seized control of the Rock. Within only a few years, Frome became a powerful Free Captain herself, and the legend of Tidewater Rock as both a powerful good luck talisman and an impregnable bastion was born.

Over the many years since, control of Tidewater Rock has passed from hand to hand, and its strategic location and practical defensibility have enabled its owners to enrich themselves substantially. With the rebellion of Sargava and its ostensible alliance with the Free Captains, Tidewater Rock became of less strategic importance, and its owners came to be of less prominence, but the age-old axiom of “Good fortune and sure sail await what one can crack the Tidewater Rock” has stood the test of time among the pirates of the Shackles and is oft-quoted—if seldom heeded—even today.

The most recent lord of Tidewater Rock was Bertram Smythee, captain of the Vale and three other brigs. Like his predecessors, he held Tidewater Rock as his seat, but controlled a few other small castles on surrounding islands as well. Over a decade ago, “Iron Bert” Smythee went to sea with his small fleet in a feud with Free Captain Carola Antiochus and was never seen again. Word came back that Antiochus had lured Smythee into the edges of the Eye of Abendego and ambushed him with the help of a previously unknown ally—one Barnabas Harrigan—and that Smythee’s fleet was cut to pieces between the enemy fleets. Though Captain Smythee managed to sink Antiochus’s Pergador, he was last seen on the deck of the crippled and sinking Vale at the mercy of the Eye’s hurricane winds.

Captain Harrigan claimed the remainder of Antiochus’s fleet and took control of several of Smythee’s undefended castles. He made an attempt to take the Tidewater Rock as well, only to discover that Smythee’s able widow had taken charge of its defenses. She managed to fend off his
attack with such alacrity that Harrigan decided to leave the widow to rot in her tower.

Although Tidewater Rock remains a secure base and harbor, it does not command the reputation it once did. The current owner of the Rock is Agasta Smythee, widow of the late Iron Bert. Though Lady Smythee is a
competent and formidable figure, without any of her late husband’s ships or network of castles, the Lady of the Rock has fallen upon hard times. Lady Smythee’s forces have been reduced to a small body of loyal guards and a few family retainers whom she employs to eke out a living. The Rock still commands some treasures—its favorable location, its security, and the late captain’s fabled iron shirt from which he gained his nickname—but it is otherwise remote and at the mercy of what the sea chooses to throw upon its shores.

The location of Tidewater Rock is Windward Isle, the westernmost island in a small archipelago south of Motaku Isle. This puts it roughly 100 miles west of Rickety's Squibs.

Should you decide to try "cracking the rock" there are roughly three methods to try - force, stealth, and diplomacy. And those methods need not be mutually exclusive.

Ok, so that's a load of info for you.

You guys have sold plunder and stuff right? Have you spent your cash to get yourselves kitted out with gear? Rickety's could be used if you have some plunder now, or you could try it at Tidewater Rock even.

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