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Devon, I swear that I have finally figured it out! Not only is this the character that I have decided upon, but it will fit more organically into the adventure, but he will also prevent you from having to read through every adventure to find places to insert firearms. He also will give me a new and interestingly piratey way to create a character archetype that I've always considered trying - the lancer... with a pike. Plus, I think a fighter would be more useful in the party than a gunslinger.
Sorry, it came to me in a flash of inspiration.

Bartolomeo da Cofresi |

And here is the statted-up character. He's a salty fisherman from Port Peril. If this meets your approval, Devon, I'm ready to start this whenever you are.
BARTOLOMEO COFRESI CR 1
Male human fighter (polearm master) 1
N Medium humanoid (human)
Init +1; Senses Perception +0
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DEFENSE
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AC 15, touch 11, flat-footed 14 (+1 Dex, +4 armor)
hp 12 (1d10+2)
Fort +4, Ref +1, Will +0
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OFFENSE
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Speed 30 ft.
Melee boarding pike +6 (1d8+6/x3) or
brass knuckles +5 (1d3+5) or
cutlass +5 (1d6+4/18-20) or
dagger +5 (1d4+4/19-20)
Ranged dagger +3 (1d4+4/19-20)
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STATISTICS
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Str 18, Dex 13, Con 14, Int 13, Wis 11, Cha 8
Base Atk +1; CMB +5; CMD 16
Feats Combat Expertise, Improved Trip, Weapon Focus (boarding pike)
Traits Dirty Fighter, Dockside Brawler
Skills Climb +6, Intimidate +2, Survival +4, Swim +6
Languages Common
PP 0; GP 31; SP 7; CP 8
Gear backpack (2 lbs.), belt pouch (1 lb.), block and tackle (5 lbs.), boarding pike (9 lbs.), chain shirt (25 lbs.), cutlass (4 lbs.), dagger (1 lb.), fishing net (5 lbs.), pitcher of rum (8 lbs.), trail rations for 10 days (10 lbs.), traveler's outfit (5 lbs.), waterskin (4 lbs.)
Total Weight Carried 79 lbs.
Light Load 100 lbs. or less; Medium Load 101-200 lbs.; Heavy Load 201-300 lbs.
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SPECIAL ABILITIES
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Dirty Fighter (Ex) You wouldn’t have lived to make it out of childhood without the aid of a sibling, friend, or companion on whom you could always count to distract your enemies long enough for you to do a little bit more damage than normal. That companion may be another
PC or an NPC (who may even be recently departed from your side). When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.
Dockside Brawler (Ex) You grew up on the dangerous docks of one of the Shackles’ numerous ports or anchorages, and quickly learned that fists often make a better point than fancy words, especially when used the right way. You’ve always preferred action to talk, anyway. You gain a +1 trait bonus on damage rolls with brass knuckles.

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I am plague..er...recovering? Certainly not plagueless but on my way.
Still AP less though. That should be fixed very very soon.
And Bartolomeo looks great.
So two hefty fighter types, one mobile fighter/rogue type, sorcerer and druid water shenanigan types.
We should have one more. I mentioned earlier on I was thinking about 6 and I totally missed the other person I wanted to play (and their reminder, still getting used to the PM system). Hopefully he got my message and will join us.

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Will we be using Hero Points or any other fancy optional rules? Also, it is my sincerest hope that Papa Nurgle's attentions either take their leave of you or that he at least bolsters you until said plague no longer bothers you (Preferably the first, as a plaguebearer would make a cool, but likely ineffective GM).

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Yeah most of Chaos' potential gifts are wasted on me when I don't have the gift of physical presence to abuse my players. Arguably my best option is to throw in with Slaanesh and lure you to some sort of Youtube channel that melts your brain with horrible music or something....I was always more of a Tzeentch man myself. Having adequately beaten that horse I am slowly but surely feeling better.
As to "fancy rules"...other than beating you up and chopping off limbs I hadn't thought to, though I am by no means opposed to other rules if they seem appealing to the group.
So.
That said: What about the rest of you guys, want Hero Points? Violently opposed? Discuss.

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I, sadly, worked in a game store for a long time where I could buy such things at cost. In my lifetime I have owned just about everything save Dark Eldar and Orks when it comes to 40k. Its been a while since I played but Firelight is the (proud?) owner of probably my most favorite group/army, Necrons...though I doubt he has played with them in years.
Mhmm I am a disciple of lager too ;-p

Firelight |

Its been a while since I played but Firelight is the (proud?) owner of probably my most favorite group/army, Necrons...though I doubt he has played with them in years.
Not since 5e came in and ruined them. From what I understand the new codex made them kinda awesome again, but my 40k days are mostly behind me. I sold some of the figures off, but I still have most of them.
Anyhoo, I'm not really much for hero points. I like the occasional random hand of fate stepping in. I do like the idea of that permanent injuries thing... peg legs and eye patches and such.

Quillin |

Quillin doffs his tri-corner releasing a torrent of turquoise dreadlocks and dislodging a gray parrot that curses in infernal as it flaps up to a nearby awning. "Sorry I'm late. I got carried away with drinks and dice at the Formidiably Maid. Actually it was pretty lively tonight. I might head back if you care to join me."

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The new necron codex did make them quite awesome, though there are some rather interesting (read major) fluff changes... namely "killing" all the C'tan. But I digress. I don't really care one way or the other on hero points. Just wanted to know whether I needed to put them on my sheet. Personally, though, I think a campaign like this is better suited without them as the PC's aren't in the strictest sense heroes. Btw, love the nautical gnome, though the players in my home games aren't fans after having to put up with Gelik Aberwhinge in Serpent's Skull.

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As to magical gear: if you can afford it with your initial earnings go for it. I would prefer to not see anyone in a loincloth with one magical item but if you want to tempt fate...
*Special DM NOTE!* Come hell or high water I should have Wormwood in the next 24 hours. SO ---> Please review your character sheets and make sure that you are ready to go.
At this point we will keep it clean. No hero points, yes to mutilating the players horribly.

Firelight |

Here's my gear:
Starting wealth: 2d6x10 = 120 gp
Waterproof Bag 5 sp
Daggers (5) 10 gp
Shortspear 1 gp
Spell Component Pouch 5 gp
Charcoal (2) 1 gp
Scroll Case 1 gp
Scroll of Comprehend Languages 25 gp
Scroll of Charm Person 25 gp
Scroll of Disguise Self 25 gp
Remaining Wealth: 26 gp, 5 sp

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Once you have determined your full gear, please post it to this thread. Once that is done, delete it from your character sheets please. I'll let you know what you recover and will maintain checklists as you work to find your gear.
Ajani - I think Wellard's estimate is fair, 2gp should suffice for a small basic chapbook (say 20-30 pages, soft bound). Something built to be more robust (say waterproof or bound in leather to reduce water issues) would probably be +5 gp or more based on your preferred size and number of pages.
I'm going to get us started but do follow up with your gear in this thread. Avast!

Melissa Evendale |

Mel's Dunnage the stolen stuff
Combat Gear
Leather 10gp 15lbs
Aldori Duelling Sword. 20 gp 2lbs
Kukhri 8Gp 2lbs
Light Crossbow 35gp 4 lbs
20 Bolts 2gp 2lbs
Other Gear
Belt pouch 1 gp 0.5 lbs containing:
MW Thieves Tools 100gp 2 lbs
Flint and steel 1 gp (no weight)
Back pack(fitted for quick release)2gp 2lbs :containing
Crowbar 2gp 5lbs
Hammer 5sp 2lbs
Winter Blanket 5sp 3lbs
10 Candles 1sp 1lb(nominal weight)
cash 14gp 1sp

Bartolomeo da Cofresi |

Monies: PP 0; GP 6; SP 7; CP 8
Gear: backpack (2 lbs.), belt pouch (1 lb.), block and tackle (5 lbs.), boarding pike (9 lbs.), masterwork chain shirt (25 lbs.), cutlass (4 lbs.), dagger (1 lb.), fishing net (5 lbs.), pitcher of rum (8 lbs.), trail rations for 10 days (10 lbs.), traveler's outfit (5 lbs.), waterskin (4 lbs.)
Also, as per my trait, I get to keep my brass knuckles. Do we get to keep basic clothes?

Ajani Ihejirika |

PP 0; GP 22; SP 7; CP 0
Combat Gear Hide, Shield, Light Wooden, Shortspear; Other Gear Backpack, Masterwork (5 @ 15.5 lbs), Bedroll, Compass, Ink (1 oz. vial, black), Inkpen, Rope, silk (50 ft.), Seashell (Holy Symbol), Waterskin, Weapon Cord, Waterpoof Journal

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Just so you know, Devon, I'm back on rotation, but just for a week. So if it comes down to waiting on me any, Bartolomeo sticks pretty close to his stereotype so you can make his actions for me if need be rather than hold everybody else up waiting. You've put up with it enough in Wellard's game to know how it goes. I'll try ot keep up, but sometimes sleep gets the better of me.

Fjori Ulfsson |

Ok...here is the equipment that Fjori would have had with him at time of capture.
Boarding Axe, Cutlass, Dagger, Leather Lamellar Armour, Backpack, Bedroll, Flask (Ulfen Mead), Flint and steel, Belt Pouch, Ulfen Drinking Horn, Waterskin
Out of all these items, the drinking horn would have been his most important item.

Quillin |

yeah, with a parrot familiar I've got linguistics up the yinyang.
le sigh. i suppose we don't really need to mutiny to take a ship. i could just forge a new title. Hell, we should just start a forgery ring.
Quillin- the white collar pirate king!
Captain of the Crimson Permanent Assurance!!