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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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'm on it - and I've ALWAYS played a natural 1 as auto-fail, I'm sure it was the rules; the only thing I don't use is the critical fumble system (too evil, even for me)...


Female Halfling Whipmistress 15 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 26 (+4 vs disarm/trip) | HP: 152/153(0NL) | F+18*, R+13*, W+18* | Init: +3 |Perc: +6)

A natural 1 is a fail on attack rolls and saves, but not skills.


Shaeda Stormborn wrote:
A natural 1 is a fail on attack rolls and saves, but not skills.

Lucky too. Never seen so many 1s!

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

There were quite many 20s as well. The dice algorithm feels weird sometimes. Somehow on tabletop it easier with real dice, you can always blame the die for bad rolls, and change your set, or do your favourite magic tricks to "charge" the dice :)

But here, it's just cold number-crunching on the background. On another online campaign I was getting so frustrated with my dice rolls that I had to calculate the averages (which were 6,875 for attack rolls and 5 for saves). It wasn't even that many rolls altogether, but as the game goes on for weeks and months, it was getting frustrating...


Female Halfling Whipmistress 15 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 26 (+4 vs disarm/trip) | HP: 152/153(0NL) | F+18*, R+13*, W+18* | Init: +3 |Perc: +6)

Ok, mission accomplished. Rather than have Ranger (Freebooter/Skirmisher), I just changed it to Freebooter. It made the spacing and such look really screwy with all of that in there. It's all still in my "stats" block spoiler in my profile still though.

Also, those stats are "with equipment" and obviously subject to change depending on if I grab the shield, etc. Do you want them to always be an "as is" right now?


Female Human Gunslinger 1 (Buccaneer) | AC: 14 [T: 13 FF: 11] | HP: 11/11, [0 NL] | F+2, R+5, W+1 | Init: +3 |Perc: +5
Skills:
Acrobatics +9, Craft (Clockwork) +7, Intimidate +6, Knowledge Engineering +7, Perception +5 (+1 to find concealed or secret objects, traps/doors), Perform (Singer) +6, Profession (Siege Engineer) +5, Survival +5, Swim +6

Alessandra, Bell wouldn't have called Alessandra "Fishguts." That was what Plugg said the cook's name was, and she'd rather not be near someone named thusly. ;)


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

All the same, I'm assuming that nothing good is about to come of my having failed that test, natural 1 or no; the cream cake fairy, for example, is probably not going to be visiting...

Bellara - my mistake, you were tending to Alessandra before you ran up the mast and I thought you were making a reference to that! My bad - one horribly embarrassed half-orc coming up...


Female Human Gunslinger 1 (Buccaneer) | AC: 14 [T: 13 FF: 11] | HP: 11/11, [0 NL] | F+2, R+5, W+1 | Init: +3 |Perc: +5
Skills:
Acrobatics +9, Craft (Clockwork) +7, Intimidate +6, Knowledge Engineering +7, Perception +5 (+1 to find concealed or secret objects, traps/doors), Perform (Singer) +6, Profession (Siege Engineer) +5, Survival +5, Swim +6

I can totally see that, which is why I wanted to clarify. :)

Bell has taken a liking to young Alessandra, and is more likely to take care of her as she has tried to do thus far.


Female Halfling Whipmistress 15 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 26 (+4 vs disarm/trip) | HP: 152/153(0NL) | F+18*, R+13*, W+18* | Init: +3 |Perc: +6)

Shaeda has also taken a liking to everyone, and is concerned for Doc, he took a hard fall.

It would appear we've largely botched our first day aboard The Wormwood, can't wait to see what tonight and tomorrow bring!


Female Human Gunslinger 1 (Buccaneer) | AC: 14 [T: 13 FF: 11] | HP: 11/11, [0 NL] | F+2, R+5, W+1 | Init: +3 |Perc: +5
Skills:
Acrobatics +9, Craft (Clockwork) +7, Intimidate +6, Knowledge Engineering +7, Perception +5 (+1 to find concealed or secret objects, traps/doors), Perform (Singer) +6, Profession (Siege Engineer) +5, Survival +5, Swim +6

I'm not familiar with this AP. I barely got to skim the Player's Guide when I rolled Bellara. There is a ship to ship combat section that takes up a good portion of the guide.

Does this mean we'll all get separated into our own ships? I hope not, since the party has people with stories I'd love to see unfold. I like character interaction too, so I'd hate to see that go away. :)


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

OK, let's redo that bit now that I the player know what your character was getting at.

EDIT: Actually I'm inclined to agree with Shaeda below; we can leave as is and I'll post once you have explained the misunderstanding. Unless you want to play it differently?


Female Halfling Whipmistress 15 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 26 (+4 vs disarm/trip) | HP: 152/153(0NL) | F+18*, R+13*, W+18* | Init: +3 |Perc: +6)

In the vein of Kingmaker, and Jade Regent, Paizo was putting out APs with rulesets to cover specific niche areas.

Kingmaker has kingdom building
Jade Regent has like a travelling caravan construct

Similarly, S&S woudl have like running and fighting a ship type rules? Earlier I was talking about the specific roles in Kingmaker. Different stats are important if you're the General vice the King vice the Magister, and all of that is right in the player's guide for KM.

I'll need to read the ship combat rules, but usually such rules turn the ship into somewhat of a "creature" with all of the same sorts of stats a creature would have, HPs, AC, Saves, Attacks, Speed etc. In this case, ship size probably affects some of these, and who is manning the guns affects attacks and such. That's how it's done in other systems.

The KM kingdom rules eventually got modified and put into Ultimate Campaign, but I don't know if the S&S ship rules got the same treatment. I saw that Lodestone had posted some rules on the front page, but hadn't read them yet. Figured I'd read them when ship combat started, hahaha. Might as well be surprised by the mechanic, hahaha.

Oh, and as promised, I read up on the Gunslinger. Honestly, the class itself seems fairly straightforward, grit is similar to ki and such (I actually think somewhere it says those pools can stack somehow?). The problem is it uses a whole bunch of niche terms for guns, so now I need to delve into guns to understand what all that means!

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Alessandra wrote:
OK, let's redo that bit now that I the player know what your character was getting at.

You know, why not leave it? Misunderstandings between people happen all the time, especially for first impressions. Play it exactly like it happened, including the apology, and "oh no, I meant that other guy!" Just my opinion.


Female Halfling Whipmistress 15 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 26 (+4 vs disarm/trip) | HP: 152/153(0NL) | F+18*, R+13*, W+18* | Init: +3 |Perc: +6)

Lodestone,

What's the word on multiclassing in this game? We all provided characters and backgrounds to get in, but as we go, it might make sense for characters to multiclass to fulfill their visions.

I'm not suggesting at level 2 that I'm going to multiclass into a full blown caster, that was expressed in your campaign concept of low magic.

What I am talking about, is that at level 10, I could very well see Shaeda being Freebooter 7/Rogue 3, with no idea yet as to what Rogue archetype that might be, and my 11th level might very well be Inner Sea Pirate!!!

Is multiclassing like that acceptable?


Female Human Gunslinger 1 (Buccaneer) | AC: 14 [T: 13 FF: 11] | HP: 11/11, [0 NL] | F+2, R+5, W+1 | Init: +3 |Perc: +5
Skills:
Acrobatics +9, Craft (Clockwork) +7, Intimidate +6, Knowledge Engineering +7, Perception +5 (+1 to find concealed or secret objects, traps/doors), Perform (Singer) +6, Profession (Siege Engineer) +5, Survival +5, Swim +6

Alessandra, posted in-character regarding the misunderstanding.

Shaeda, thanks. I'm also trying to read up on gunslingers. I think that in general, just let me know if I'm not rolling things I'm supposed to. I have precious little actual tabletop experience and most PbP games I've seen die before a lot of combat actually happens, so my gaming experience regarding actual Pathfinder rules has been limited.


Female Halfling Whipmistress 15 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 26 (+4 vs disarm/trip) | HP: 152/153(0NL) | F+18*, R+13*, W+18* | Init: +3 |Perc: +6)

Can I tell you how excited I am to see you actually use that Craft(clockwork) skill?

Having grown up in the 70s and 80s, I was a huge fan of Harryhausen, and in particular Clash of the Titans. Thus, deeply rooted in my psyche of things fantastic and mythical is the image of Bubo, the clockwork owl, in that movie!

I'm not proposing a clock owl, per se, but obviously Lodestone has some ideas for the campaign, and it will be exciting to see them play out.


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

Bellara - replied in kind.

Re guns, I've never played a gunslinger but I statted one up for a tabletop campaign that never went ahead, so I'm familiar with the rules - or I was. You're doing the sensible option and using a pistol, right? Will see what I can dig up. Strikes me that in a low-magic campaign, you are the boomstick... Provided it doesn't rain! ;)


Female Human Gunslinger 1 (Buccaneer) | AC: 14 [T: 13 FF: 11] | HP: 11/11, [0 NL] | F+2, R+5, W+1 | Init: +3 |Perc: +5
Skills:
Acrobatics +9, Craft (Clockwork) +7, Intimidate +6, Knowledge Engineering +7, Perception +5 (+1 to find concealed or secret objects, traps/doors), Perform (Singer) +6, Profession (Siege Engineer) +5, Survival +5, Swim +6

Shaeda - I remember that owl! Funny you mentioned it, I had an idea for something, I just need to figure out how gathering materials for it works.

Alessandra - Bell has a pistol, yes. Seemed the most sensible thing for her. Easy to carry and all that. I couldn't justify a pepperbox in my head.

EDIT: Replied. I think we're good! It's nice to have the spoilers so people don't have to wade through text that doesn't pertain to them.


Human Bard 2 | HP 14/14 | AC: 14, t:12, ff:12 | Fort 0, Ref 5, Will 3 | Init +2, Perc +3

It's great reading through these exchanges though. The ability to roleplay like that is one of the most enjoyable aspects of PbPs. I like getting a feel for the characters, even if Diego wasn't present for the conversation.


Female Human Gunslinger 1 (Buccaneer) | AC: 14 [T: 13 FF: 11] | HP: 11/11, [0 NL] | F+2, R+5, W+1 | Init: +3 |Perc: +5
Skills:
Acrobatics +9, Craft (Clockwork) +7, Intimidate +6, Knowledge Engineering +7, Perception +5 (+1 to find concealed or secret objects, traps/doors), Perform (Singer) +6, Profession (Siege Engineer) +5, Survival +5, Swim +6

Oho! So you DO peek, Diego! (Nope, nobody's talking about you...nope.)

I agree though, with PbP you get to really delve into a character.


Human Bard 2 | HP 14/14 | AC: 14, t:12, ff:12 | Fort 0, Ref 5, Will 3 | Init +2, Perc +3

Busted! I'm that guy who looks under spoilers not designated for him. Not so much when it's skill checks I haven't passed, or languages I don't understand... but conversations I'm not privy to are free game.

As Diego climbs the mast, his ears are burning...


Female Human Gunslinger 1 (Buccaneer) | AC: 14 [T: 13 FF: 11] | HP: 11/11, [0 NL] | F+2, R+5, W+1 | Init: +3 |Perc: +5
Skills:
Acrobatics +9, Craft (Clockwork) +7, Intimidate +6, Knowledge Engineering +7, Perception +5 (+1 to find concealed or secret objects, traps/doors), Perform (Singer) +6, Profession (Siege Engineer) +5, Survival +5, Swim +6

I figure that as long as whatever is under the spoiler tags remains player knowledge and not character knowledge, then I say peek away!

I'm hoping night brings them all together again or it'll get lonely pretty fast with all those hostile NPCs around Bellara.


Human Bard 2 | HP 14/14 | AC: 14, t:12, ff:12 | Fort 0, Ref 5, Will 3 | Init +2, Perc +3

Indeed, hopefully the new recruits aren't separated at that point. Cautions, however: Diego is going to smell FOUL. The bilge isn't exactly filled with potpourri and ginger snaps...


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
Diego Vallenci wrote:
The ability to roleplay like that is one of the most enjoyable aspects of PbPs. I like getting a feel for the characters, even if Diego wasn't present for the conversation.

I agree, I should have moved to PbP ages ago, feel a bit like a kid in a candy store... Still getting used to it, so if I'm doing anything wrong don't be shy in telling me


Human Bard 2 | HP 14/14 | AC: 14, t:12, ff:12 | Fort 0, Ref 5, Will 3 | Init +2, Perc +3

Ha, and I like Alessandra's save after she points out Bellara is pretty.

What I picture - for those so inclined.


Female Halfling Whipmistress 15 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 26 (+4 vs disarm/trip) | HP: 152/153(0NL) | F+18*, R+13*, W+18* | Init: +3 |Perc: +6)
Diego Vallenci wrote:
Indeed, hopefully the new recruits aren't separated at that point. Cautions, however: Diego is going to smell FOUL. The bilge isn't exactly filled with potpourri and ginger snaps...

Glad to help you clean those hard to reach spots deary.


Female Human Gunslinger 1 (Buccaneer) | AC: 14 [T: 13 FF: 11] | HP: 11/11, [0 NL] | F+2, R+5, W+1 | Init: +3 |Perc: +5
Skills:
Acrobatics +9, Craft (Clockwork) +7, Intimidate +6, Knowledge Engineering +7, Perception +5 (+1 to find concealed or secret objects, traps/doors), Perform (Singer) +6, Profession (Siege Engineer) +5, Survival +5, Swim +6

No, no, no...that clip would apply to Diego later. LOL

Alessandra, I started gaming in PbP and tried to move to tabletop. It's not the same!


Female Halfling Whipmistress 15 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 26 (+4 vs disarm/trip) | HP: 152/153(0NL) | F+18*, R+13*, W+18* | Init: +3 |Perc: +6)

See how much more fun the interaction was by roleplaying out the misunderstanding, hahaha.

Alright Lodestone, so how badly did we botch our various tasks around the ship today?

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

Is the addiction check made before or after the Will save penalty?


Female Halfling Whipmistress 15 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 26 (+4 vs disarm/trip) | HP: 152/153(0NL) | F+18*, R+13*, W+18* | Init: +3 |Perc: +6)
Rogar "Doc" Ironsail wrote:
Is the addiction check made before or after the Will save penalty?

You're a daredevil in my book for even contemplating it!!!


Human Bard 2 | HP 14/14 | AC: 14, t:12, ff:12 | Fort 0, Ref 5, Will 3 | Init +2, Perc +3

Dang, just posted my update but lost the forums in posting it. I'll try to recreate it in the morning I'm afraid. Night crew mates.


Rogar "Doc" Ironsail wrote:
Is the addiction check made before or after the Will save penalty?

After, but includes patently from the previous day.


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
Shaeda Stormborn wrote:
See how much more fun the interaction was by roleplaying out the misunderstanding, hahaha.

Absolutely, great suggestion - keep 'em coming!

Diego Vallenci wrote:
Indeed, hopefully the new recruits aren't separated at that point. Cautions, however: Diego is going to smell FOUL. The bilge isn't exactly filled with potpourri and ginger snaps...

+1 to hoping we get to stay together

I admit to being as ignorant on this point as my character, but didn't sewage just go over the side? Why store it in the bilge? I thought the bilge was just the bottom of the ship, where the water seeps in through the wood: rank, damp and unpleasant, yes, but not actually a sewer


Human Bard 2 | HP 14/14 | AC: 14, t:12, ff:12 | Fort 0, Ref 5, Will 3 | Init +2, Perc +3

I believe you're right Alessandra. Any sewage in the bilge should only come from the pigs on board, maybe rats. Other than that it's mostly stale water, sweat, and vomit (thanks to both of us).


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

Yeah, still unpleasant! Have you considered not getting sent there again? :)

By the way, the forums ate one of my early drafts, too - it was quite a long one that I had to re-write from scratch. Since then, I've typed them in my email browser and copied and pasted them into the forum: that way if the forum crashes I haven't lost the post. Sounds slightly loopy now I type it out, but with the length some of my posts have been I really don't want to have to re-create them


Female Halfling Whipmistress 15 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 26 (+4 vs disarm/trip) | HP: 152/153(0NL) | F+18*, R+13*, W+18* | Init: +3 |Perc: +6)

With how bad the forums were last night, I was copying my posts before trying to post them, so if they failed I could just paste them back in when the server came up again. It was abysmal!!


Human Bard 2 | HP 14/14 | AC: 14, t:12, ff:12 | Fort 0, Ref 5, Will 3 | Init +2, Perc +3

The story of Sterv "The Perv" was brilliant! I had no idea where you were going with it. Well played.

And yeah, Diego should shut his mouth unless he wants to spend every day down there. Wise advice, Alessandra!


Human Bard 2 | HP 14/14 | AC: 14, t:12, ff:12 | Fort 0, Ref 5, Will 3 | Init +2, Perc +3

Yeah, and these forum have eaten more of my posts in the past than I can count. And I always tell myself I need to start copying them before I try to post. But often I'm so excited to see it come together that I hit "preview" before I get to copy/save it... which is when it locks. At some point I'll actually get that habit down.


Female Halfling Whipmistress 15 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 26 (+4 vs disarm/trip) | HP: 152/153(0NL) | F+18*, R+13*, W+18* | Init: +3 |Perc: +6)

As I was browsing the various archetypes I have chosen, and considering Shaeda's advancement, I was struck by how "piratey" the Skirmisher archetype can be.

I chose Freebooter because it's right out of Pirates of the Inner Sea, and it screams pirates at the top of its lungs.

But with the low magic nature of the campaign, I figured I could look into what archetypes would just do away with Ranger spellcasting and what you could gain from it. Without really reading the Skirmisher tricks at the time, I selected it.

But now I look at it, and things that look very piratey to me are:

  • Catfall (Ex): The ranger can use this trick as an immediate action when he falls 20 or more feet, ignoring the first 20 feet of the fall when calculating the falling damage. If the ranger takes no damage from the fall, he does not fall prone.
  • Quick Climb (Ex): The ranger can climb at his full speed as a move action without penalty.
  • Quick Swim (Ex): The ranger can swim at his full speed as a move action without penalty.
  • Stag's Leap (Ex): As a free action, the ranger can attempt a running jump without moving 10 feet before the jump.

And it's not quite as piratey, but skills seems a huge part of being a pirate, so:

Skill Sage (Ex): As a free action, the ranger can roll twice on any one skill check and take the better result. He must have at least 1 rank in that skill to use this ability.

If I run with my thought of at 10th level being Ranger 7/Rogue 3, then I can have chosen two of the above, as well as a Rogue talent (which could just be an extra feat, or some of them are similar to the above).

Rangers and Rogues get lots of skills, which is great for this campaign it seems.

I get so giddy at the start of a new character!


Female Halfling Whipmistress 15 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 26 (+4 vs disarm/trip) | HP: 152/153(0NL) | F+18*, R+13*, W+18* | Init: +3 |Perc: +6)
Diego Vallenci wrote:
The story of Sterv "The Perv" was brilliant! I had no idea where you were going with it. Well played.

Glad you enjoyed it. I'll try and keep those coming.


Female Halfling Whipmistress 15 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 26 (+4 vs disarm/trip) | HP: 152/153(0NL) | F+18*, R+13*, W+18* | Init: +3 |Perc: +6)
Diego Vallenci wrote:
And yeah, Diego should shut his mouth unless he wants to spend every day down there. Wise advice, Alessandra!

Hahaha, but then he tells "the tale of a man much like our good friend Plugg, and the young man who hunts him."

You enjoy the whipping that will come from this!!


Human Bard 2 | HP 14/14 | AC: 14, t:12, ff:12 | Fort 0, Ref 5, Will 3 | Init +2, Perc +3

You don't think that counts as laying low? It thought it... subtle.


Female Halfling Whipmistress 15 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 26 (+4 vs disarm/trip) | HP: 152/153(0NL) | F+18*, R+13*, W+18* | Init: +3 |Perc: +6)
Diego Vallenci wrote:
You don't think that counts as laying low? It thought it... subtle.

I've been wrong before.


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
Zahir ibn Mahmoud ibn Jothan wrote:
Alessandra wrote:
Actually, that's a good point - Lodestone, when do I stop being Nauseated? Can't do any sneaking around if I'm having to heave every few minutes...
I snuck into home and dorm while nauseated/drunk all the time in my youth.

And if caught, were you keel-hauled? Alessandra is emphatically NOT going to leave an incriminating trail of sick. She enjoys risk, but not suicide.


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

Hm - re-reading that, it sounds more confrontational than I meant it to; point is, the sea sickness has been giving me a -4 penalty on my rolls and that's quite a big deal when the consequences of failure could be... severe.


Female Halfling Whipmistress 15 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 26 (+4 vs disarm/trip) | HP: 152/153(0NL) | F+18*, R+13*, W+18* | Init: +3 |Perc: +6)

Leave it to me to miss the "and mute" part at the end of his description. So let's recap: of the two swabs I've attempted to influence, one is now dead, and the other is mute? Yeah, I'm totally rocking this pirate thing! Let's see what plague I can bring to someone tomorrow!

Question for the GM: For the NPCs now listed as "helpful" does that mean they are helpful to all of us, or just the one that did the diplomacizing?


Female Human Gunslinger 1 (Buccaneer) | AC: 14 [T: 13 FF: 11] | HP: 11/11, [0 NL] | F+2, R+5, W+1 | Init: +3 |Perc: +5
Skills:
Acrobatics +9, Craft (Clockwork) +7, Intimidate +6, Knowledge Engineering +7, Perception +5 (+1 to find concealed or secret objects, traps/doors), Perform (Singer) +6, Profession (Siege Engineer) +5, Survival +5, Swim +6

I'll post later in the day. I have a bunch of appointments lined up today.


Female Halfling Whipmistress 15 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 26 (+4 vs disarm/trip) | HP: 152/153(0NL) | F+18*, R+13*, W+18* | Init: +3 |Perc: +6)
Bellara Aramassio wrote:
I'll post later in the day. I have a bunch of appointments lined up today.

Any of them with the Quartermaster to get our gear back?


Female Human Gunslinger 1 (Buccaneer) | AC: 14 [T: 13 FF: 11] | HP: 11/11, [0 NL] | F+2, R+5, W+1 | Init: +3 |Perc: +5
Skills:
Acrobatics +9, Craft (Clockwork) +7, Intimidate +6, Knowledge Engineering +7, Perception +5 (+1 to find concealed or secret objects, traps/doors), Perform (Singer) +6, Profession (Siege Engineer) +5, Survival +5, Swim +6

Sadly, Bell's stealth isn't the greatest.


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
Shaeda Stormborn wrote:
Leave it to me to miss the "and mute" part at the end of his description. So let's recap: of the two swabs I've attempted to influence, one is now dead, and the other is mute? Yeah, I'm totally rocking this pirate thing!

That really did make me laugh out loud - but I forfeited any right to mock when I rolled a 1 on a (rather critical) DC 5 test; I can't tell you how much I'm looking forward to tomorrow's... [/sarcasm]

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