Skull & Shackles: AP #55 - 60 (Inactive)

Game Master ThatEvilGuy

A night of revelry at the Formidably Maid sees four unlucky patrons become the latest additions to the crew of the Wormwood. Will the newcomers thrive in their new positions or become food for the sharks?


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Game Master

Gameplay thread open here.

Post away, but limit to one each to start out.


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

Excellent.


Female Half-elf Bennies: 3 Wounds: 3/3 Power Points: 0/10 Status: Shaken Pace: 6, Parry: 6(7 w/quarterstaff), Toughness: 5(1), Size: -1, Arrows: 11

Whelp, here's hoping he doesn't mind someone taking the initiative.
Night. gotta go to work in the morning.


Game Master

Nothing wrong with listening to the screaming lunatic.

Everyone, you all know that all your gear's been stolen. HOWEVER. Each of you has a little something that the less than thorough pirates didn't snag.

Jasmine---You still have your spell component pouch. Evidently a pouch full of miscellaneous bits and pieces didn't interest them.

Allysen---They somehow missed a dagger you keep in your boot, probably because you have so. damn. many.

Seijiro---Your thieve's tools are still stashed in your haramaki. I know you technically have two starting items, but I don't think it'd make sense for you to still have that equipment and not what it was snagged in. Besides, the haramaki looks mostly like a piece of clothing.

Amerdan---You have no gear at the moment so when your equipment is all bought up, let me know and I'll choose something from there to have you keep.

Oh, and you're all dressed in whatever clothes you wore but the bastards stole your hat, Jasmine.


Game Master

Also, clear your starting equipment to nothing but your clothes and the item they missed snagging from you. I've copied down your inventory and stashed it aboard the Wormwood. It goes without saying that all your starting coins are gone into the ship's chest.


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

I was posting my resonse before you added remaining items on our person. I assumed my boots were taken off. I bet someone took my hat, it'll be easy to spot.


Game Master

Your boots can be gone as well.

Ooof. So many people with the Touched by the Sea trait so they were all pretty liberal with the oars last night. Feel free to decide that you were drugged instead. ;)


Game Master

@Seijiro: Feel free to purchase any other starting equipment with whatever extra coins you have left over since they'll basically be whooshed away even if you do manage to get your starting gear back.

@Jasmine: INT check / Profession: Sailor check to know what a "swab" is, correct? Or just to realize that you're the victim of impressment?


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14
GM --- Skull & Shackles wrote:

@Seijiro: Feel free to purchase any other starting equipment with whatever extra coins you have left over since they'll basically be whooshed away even if you do manage to get your starting gear back.

@Jasmine: INT check / Profession: Sailor check to know what a "swab" is, correct? Or just to realize that you're the victim of impressment?

Basically to figure out what happened - the gangpressed, as things start to come back to her. I would think, she has heard the word Swab before given her upbringing.


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14
GM --- Skull & Shackles wrote:

Your boots can be gone as well.

Ooof. So many people with the Touched by the Sea trait so they were all pretty liberal with the oars last night. Feel free to decide that you were drugged instead. ;)

Well the knot on her head the taste of dried blood...she will run with getting whacked by something.


Game Master

@Jasmine: Alright. Yeah. It's pretty obvious what's going on. Kinda ironic for a slaver, innit? I figured that she would know the term but I was just making certain. Your family might have used different lingo being that your ship/family was ruled over by an elf.


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

Cool beginning...

Yeah its a bit ironic...


Game Master

Also, just to make certain, what sort of attitude is Jasmine projecting as she approaches them? Going to comply or something else in mind?


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14
GM --- Skull & Shackles wrote:
Also, just to make certain, what sort of attitude is Jasmine projecting as she approaches them? Going to comply or something else in mind?

She has seen many a chattel struggle and she knows how to act. Obedience, bide her time...gather her wits and get a situational awareness.


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

I edited my response towards the end to include the newly found spell component pouch.


Game Master

Alright, excellent.

Oh, a general question: for any rolls that I prompt you to do, like a reactive Knowledge check from seeing something, a Perception check from Stealth and the like, would you all prefer doing the rolls yourselves or that I just do the rolls in secret and impart information based on the results so you don't know if something happened or not.

IE. Pirate makes a Stealth check into a room where the party is in and I just roll a Perception from everyone and then let the people who saw it know, or just put out a general Roll a Perception check note?

I've always been a fan of secret "passive" checks so that there's no metagame "Oh, I must have missed something!" that can pops up.


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

It really doesn't matter to me. It may be easier and more efficient for you to make the roles and impar the information, especially if soemone is not avaialbe to post. That can get the story flowing.

Also, I have no problem if you take over Jasmine, if I happen to not be on line, or if a quick decision needs to be made. I'm one a lot - as you have probably realized - but it can happen.


Game Master

I'm content with waiting for people to make decisions for their characters. It may slow things down a bit but it does prevent any "My character wouldn't have done that/said that" moments.

Combat, on the other hand, may be a different issue depending on how long it takes. We're all on different schedules as far as I know so expecting someone to post while they're busy at work or with the family isn't fair.

I would appreciate a PM from anyone who is going to be away from game for longer than normal, just to keep everyone informed. I hear that PbPs tend to lose players at an alarming rate compared to what I'm used to with gaming groups.


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

No problem letting you know when I can't post. I run a Kingmaker in-person game every other Wed night, but I'm sure I can post when I get home. My in-person gaming group has been together for 6 years. I ran the Shattered Gates of Slaughterguard for 4 years, I made a massive campaign out of that module. PbP is understandably hit or miss.

What I posted is the type of response, movement, description and speech you can expect from me as a player. I figure it has to be hard trying to sort out who select and what type of player they will be.


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

Sorry haven't posted for a while - I was out seeing the Avengers... great movie, btw. Except for his weapons, coins, armor and thieve's tools, everything else would have been aboard his old ship, so I'm good with just missing his rapier, dagger, a harmonica and a few coins in a belt pouch. That's all he would have had on him in the tavern.


Male Human Sea witch 1, Init +2, AC 12, Fort +1, Ref +2, Will +4

Ack, sorry for the late post. I had to put all the finishing touches on Amerdan's transition to a sea witch.

Also, I don't know if adding minor details to the world immediately surrounding our characters is permissible, but adding the wind bit felt right. It was purely for story, but to our GM: If I should resist future urges to add such details, I will totally do so. :)


Game Master

Don't worry, post when you can. I'll be doing the majority of my posts first thing in the morning and late at night.

@Amerdan: As long as it isn't something huge, it's fine. When you're on a sailing ship and the wind suddenly shifts with gale force power, for example, it's hard to stay on course.

Also, the whole adventure doesn't railroad you this hard--since everyone said they were complying, I figured that would continue to be the case as they brought you up on deck bar any of the NPCs doing anything to provoke you more than they need to.


Game Master

@Seijiro: Are you in your humanoid or kitsune form?


Game Master

@Amerdan: Just out of curiosity, is there any reason you took Persistant Spell at 1st level? The soonest you can use it is at 3rd level for a cantrip since it bumps up the spell level by 2.


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

Seijiro is in his human form right now.


Game Master

@Seijiro: It'll take 2 successful accelerated climb checks to reach the crow's nest (it's 60 feet up and you only move 30 feet/check), so just make another check. I have no doubt you'll get to the top, and probably will be there first, but the Dice Gods sometimes frown on people.


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

done... whew, made the 2nd one too


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

I take it, it is 8 normal climb checks for a 60 ft climb. 30(normal speed) divided by 4= 7.5 ft per check. My math is correct?


Game Master

That's right.


Game Master

@Seijiro: Sorry. My math powers have failed me. It's FOUR accelerated climb checks. This is what happens when I neglect coffee.


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

@GM, If my math is correct Jasmine falls after reaching a height of 22.5 feet above the deck.


Game Master

'bout right.

Jasmine: You need 6 more successes and Allysen still needs 8 (half for accelerated climbing). Seijiro just needs another 30 feet. We'll go for one more round of it (2 for Amerdan when he gets here) and then we'll move on.

I'm being snagged by work so I'll be gone for at least 9 hours.


Female Half-elf Bennies: 3 Wounds: 3/3 Power Points: 0/10 Status: Shaken Pace: 6, Parry: 6(7 w/quarterstaff), Toughness: 5(1), Size: -1, Arrows: 11

8*15=120 feet. I thought it was only 60.


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

3rd climb check, accelerated 1d20 + 6 - 5 ⇒ (5) + 6 - 5 = 6
4th climb check, accelerated 1d20 + 6 - 5 ⇒ (12) + 6 - 5 = 13

makes no progress on the third climb check, (failed by 4 or less)

5th climb check, accelerated 1d20 + 6 - 5 ⇒ (18) + 6 - 5 = 19

makes it on the 5th try, thank goodness.

If I'd realized there were 4 checks, I probably wouldn't have tried it accelerated, but oh well, at least he didn't fall, since he doesn't feather fall.


Female Half-elf Bennies: 3 Wounds: 3/3 Power Points: 0/10 Status: Shaken Pace: 6, Parry: 6(7 w/quarterstaff), Toughness: 5(1), Size: -1, Arrows: 11

Yeah unlike poor Allysen, she just got clobbered.


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14
Allysen wrote:
Yeah unlike poor Allysen, she just got clobbered.

This is partly why I thought the air elementalist would be good fit. Figured sailors tend to fall from the masts. Ole Murphy's law, if someone was going to fall...it'll be my character.


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

lol, good choice... feather fall is indeed a handy ability to have aboard a ship! Not to mention, having an air mage on a sailing vessel has to be an asset!


Game Master

@Amerdan: Sorry for skipping you but I figure that Seijiro's climb speed is the fastest at this point.


Female Half-elf Bennies: 3 Wounds: 3/3 Power Points: 0/10 Status: Shaken Pace: 6, Parry: 6(7 w/quarterstaff), Toughness: 5(1), Size: -1, Arrows: 11

By the way, did Allysen take damage in that fall?


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

I'm assuming I needed to roll to climb down as well... if not, ignore the rolls and the acrobatics/bluff checks as they won't be necessary either.


Male Human Sea witch 1, Init +2, AC 12, Fort +1, Ref +2, Will +4

@GM: Persistent Spell seemed like a good choice for the future. Sure, no immediate benefit, but applied to debuff spells, it'll synch well with Jasmine. Plus, a persistent 4th-level lightning bolt also sounds nifty.

Everyone here is really diligent, I'll step up how often I check in!


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

I think with 3d6 of damage, any of us might have died, or at least come close ... You were lucky, Amerdan! Good thing you could heal yourself... surely the pirates should have some respect for a conscriptee who can heal them as well... let's hope so anyway.


Game Master
Allysen wrote:
By the way, did Allysen take damage in that fall?

No, you made your Acrobatics check so you rolled with it.


Game Master
Seijiro wrote:
I'm assuming I needed to roll to climb down as well... if not, ignore the rolls and the acrobatics/bluff checks as they won't be necessary either.

You can actually "take 10" with your +6 Modifier. Because the minimum you can roll is a 7 (which is better than 4, the number where you fall with the Climb DC), I'll allow it. It'll just take you some time to get down as you're being pretty careful.


Game Master

@Jasmine: Not sure if you missed it, but Mr. Plugg just bashed you with a rope and told you something. ;) Though you could be trying to provoke him further, I'm just pointing it out.


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Game Master

I think this belongs on the Discussion board a bit more than the gameplay one.

Jobs on the Wormwood

Each day everyone will be assigned jobs depending on whether they are a cook's mate, a rigger or a swab. Each task represents a day's worth of hard work and there is a set DC to make to succeed at your job. Failing a task results in punishment that is doled out during the "Bloody Hour". Work takes place under the watchful eyes of Mr. Plugg and Master Scourge, and getting away from it is not easy.

In addition to your normal jobs, you can also use your time during the day (and night) to explore the ship, scrounge for gear, interact with your shipmates, or attempt to influence an NPC.

Each PC can normally take two ship actions every day, one during the day and one at night. You can also attempt to take up to two additional ship actions during the middle watch in the dead of night, but to do so you must succeed at a Constitution check (DC 10, +4 per extra ship action taken) or be fatigued for the next day.

Daytime Ship Actions:
  • Work Diligently: Gain a +4 bonus on any one check for a job's daily task.
  • Influence: Make normal checks for a job's daily task and attempt to influence a single NPC.
  • Sneak: Make normal checks for a job's daily task and briefly explore one area of the ship (the PC can make a single Perception check or other skill check with no chance of detection)
  • Shop: Take a -2 penalty on all checks for a job's daily task and visit the quartermaster's store.
  • Shirk: Take a -2 penalty on all checks for a job's daily task and take time to explore one area of the ship. The PC can take 10 on a single Perception check or other skill check, but must make a skill check to avoid being discovered.

Nightime Ship Actions:
  • Sleep: Go to bed early and sleep through the night (automatically recover from fatigue).
  • Gamble: Play or gamble on a game of chance or pirate entertainment
  • Entertain: Make one Perform check to entertain the crew
  • Influence: Attempt to influence a single NPC
  • Sneak: Take time exploring one area of the ship. The PC can take 20 on a single Perception check or other skill check, but must make a check to avoid being discovered
  • Steal: Attempt to open a locked door or locker. The PC must make a check to avoid being discovered

Theft, Pilfering, and Secrecy Aboard the Wormwood:
The Wormwood is a pirate ship, filled with dubious and murderous characters at best. Theft is common, but the key is not getting caught.

To perform any action unobserved, a PC must generally make an opposed skill check, such as a Sleight of Hand or Stealth check against an NPC’s Perception check.

On a crowded ship, however, it’s not practical to make opposed checks against potentially dozens of NPCs. Instead, the PC should make an appropriate skill check (usually Sleight of Hand or Stealth) to represent a typical situation, using the following guidelines to set the DC of the check.
Attempting a stealthy action in a crowd, such as casting a spell with verbal or somatic components without being noticed: DC 20.
Attempting a stealthy action where there is a chance of discovery, such as visiting the quartermaster’s store during work, exploring a room during the day, or attempting to open a chest in a room while its occupants are sleeping: DC 15.
Attempting a stealthy action under cover of a suitable diversion, such as attempting to open lockers when the rest of the crew are working or on deck enjoying themselves: DC 10.
Failing this check by 4 or less means the PC attempting the action is merely disturbed and is unable to complete the action. Failing the check by 5 or more means the PC is caught red-handed by a random crew member, and might be turned over to Master Scourge for discipline.


These rules are in place so that it is possible to get through the voyage without spending several thousand posts on what everyone does at every single point and can let us focus on individual events and actions. Essentially, what you'll do is let me know what actions you're going to take and we'll go from there.


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14
GM --- Skull & Shackles wrote:
@Jasmine: Not sure if you missed it, but Mr. Plugg just bashed you with a rope and told you something. ;) Though you could be trying to provoke him further, I'm just pointing it out.

I sure did miss the bashing. I think I was typing when you posted under the discussion board.


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

Thanks for posting the day's action and the process we will follow, that will make it much less confusion for everyone.

From your standpoint is this flowing well for you? It has been very fun so far from my point.


Game Master

It is. It's going to get a little complex because everyone is going to branch off into their own actions for the day, though peeps will meet up again come nightfall.


Game Master

When people are given their jobs, do your rolls so I can determine what happens and then consult the "action chart" above to let me know what's going on so I can work out what happens accordingly. Talking to other PC's will be a bit difficult without sneaking off unless you're working on the same job, and I'll also have NPCs talk with you and events will happen.

Nightfall will be held off until everyone's had their full day's worth of RP and actions.

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