Skulls and Shackles, The Wormwood Mutiny by Paizo

Game Master True Repentance

Pirates. Arrrrr!
Current Encounter


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Human

They are hero points for pirates pretty much. You can gain them by leveling (1 per level) or by doing interesting/crazy/genius/awesome things.


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

I will leave it to the gm for equipment.

We found both the buckler and the axe below. I would have locked those in my foot locker to avoid scrutiny when reporting to Scourge. If they are not among the whole group of gear. Which from the discussion you had with Grok I it was.

The problem we have now is that. Any gear that Hunter was dealing with Grok for is locked up in his locker unless he is running around the ship with it in his hands while he went back to work and then confronted Scourge. Because when I thought he already traded it in he said otherwise.


FeMale Half-Elf Gunslinger 7: Spd:30, Init:6, 67/67 HP, AC:22, T:17, FF:16, Fort:8, Ref:10, Will:6 +2 vs enchantment, Perc:8 lowlight

Actually I was wondering if anyone is opposed to PFS style loot.
The DM just hands out loot to each character as evenly as possible and you just sell off or trade what you don't want.

Also, I'm not carrying the unclaimed loot, I just put in in my profile.


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

I am willing to go with whatever the party decideds. I prefer role playing loot distribution. Different characters have different goals part of the charm of cooperative storytelling is resolution of the differences of characters. If the paladin finds the animate dead scroll he should destroy it. This might annoy the neutral cleric or the wizard who figures its worth some gold. If you had not attacked Scourge we would have talked about how I am glad you spoke to Grok already and caution every one to not imeadiately start carrying an abundance of things.

In our own case I am not cocerned with the list or even who ows it but who has access to it. I am playing this as a prison intrigue situation. Hence locking the items in our lockers was the goal I tried to push in character. I figured that leaving the items alone was safe and something we would work out slowly. Because we are prisoners already being watched.

You tried to work something out which is cool though I doubt all the items fit in one locker. I don't mind in the slightest that the list in your profile. But your profile is not on the ship. Its a meta game place not a place where we can go get them.

Nor are you in a place where you can tell us in character what you worked out with Grok.

So far you haven't sold them you aren't carrying them that means that they are in one or more of our lockers or all in your locker.

Don't get me wrong I am not upset out of character that you did anything with the items but you are treating them like a list of things to be managed on our equipment lists and not like items we have been sneaking around trying to recover. I don't have a way to interact with that.

I did not relize we had the buckler otherwise I would not have mentioned getting mine back. I would work fine with the hand axe. If we had those when we came up from the rats. Then I would have locked them in my locker.


FeMale Half-Elf Gunslinger 7: Spd:30, Init:6, 67/67 HP, AC:22, T:17, FF:16, Fort:8, Ref:10, Will:6 +2 vs enchantment, Perc:8 lowlight

I'm not quite sure we are prisoners though, I see this as a military, we are in training, but there are punishments.

As far as loot though, I will try to keep them secret next time IC.


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

Makes sense. If you don't see the need for secrecy in character don't let my characters desire for secrecy stop you.


Human

OMG Sapphire lol. You guys are hilarious.


FeMale Half-Elf Gunslinger 7: Spd:30, Init:6, 67/67 HP, AC:22, T:17, FF:16, Fort:8, Ref:10, Will:6 +2 vs enchantment, Perc:8 lowlight

How are you treating death? because more than likely Hunter is going to die.


[Party Loot] Female Half-Elf Magus (Bladebound Hexcrafter) 10, hp 83, AC 22|T 11|FF 20, F +10|R +4|W +7, Init +1, Perception +2 Low-light vision
skills:
bluff +3, climb +8, fly +12, knowledge (arcana) +13, knowledge (dungeoneering) +13, knowledge (planes) +13, spellcraft +13, swim +16, UMD +7

Dear Forum Dice Gods,

I don't know what I have done to offend thee, but whatever it was I am very sorry, please can you stop punishing me!

Sincerely,

Sapphire


Human

Death means you die. I'm not sure what you mean there Hunter. Looks to me like you will survive this time though. You made it through the second toughest punishment that the pirates can put you through! Unlikely anyone else would have a chance I don't think. You're one tough hobgoblin.


FeMale Half-Elf Gunslinger 7: Spd:30, Init:6, 67/67 HP, AC:22, T:17, FF:16, Fort:8, Ref:10, Will:6 +2 vs enchantment, Perc:8 lowlight
DM Repentance wrote:
Death means you die. I'm not sure what you mean there Hunter. Looks to me like you will survive this time though. You made it through the second toughest punishment that the pirates can put you through! Unlikely anyone else would have a chance I don't think. You're one tough hobgoblin.

Okay, I did live.

By how you treat death, I meant, do I create a new character, do I resurrect with 500 GP, do I restart at level 1, do I get kicked out of the game, etc?


Human

I definately won't kick someone from the game for dying. That would be so mean. Perhaps another character being worked into the story at an appropriate point is most likely what I would do.


Female Merfolk Bard 1; Spells: Lvl 1 [3/4] Performance: [7/9]
Stats:
[HP 8/8] [AC 16, T 12, FF 14] [CMB -1, CMD 11] [Fort +0, Ref +4, Will +2] [Init +2, Spd 15ft, Swim 30ft] [Perc +4, SM +0] [Rapier -1, 1d6-1, 18-20/x2] [Coat Pistol 1d4, Crit 20/x3, Range 10ft (flare or paper cartridge)]
Skills:
Diplomacy +9, Knowledge (Local) +5, Knowledge (Nobility) +5, Perception +4, Perform (Sing) +12, Profession (Sailor) +4, Sleight of Hand +6

I feel your pain Sapphire. :(


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

Aria you are awesome!!!!

"feet was it?"

I was totally hearing Ariel from little Mermaid sing "running around on, what's the word, Feet."


Female Merfolk Bard 1; Spells: Lvl 1 [3/4] Performance: [7/9]
Stats:
[HP 8/8] [AC 16, T 12, FF 14] [CMB -1, CMD 11] [Fort +0, Ref +4, Will +2] [Init +2, Spd 15ft, Swim 30ft] [Perc +4, SM +0] [Rapier -1, 1d6-1, 18-20/x2] [Coat Pistol 1d4, Crit 20/x3, Range 10ft (flare or paper cartridge)]
Skills:
Diplomacy +9, Knowledge (Local) +5, Knowledge (Nobility) +5, Perception +4, Perform (Sing) +12, Profession (Sailor) +4, Sleight of Hand +6

Am I still unconscious?


Human

Sapphire healed you so no


Human

Earth to Rrruh. Come in Rrruh. Please continue combat.

Everyone else still here?


Male Catfolk HP (46/46) Subdual (46/46)
Stats:
AC18/Touch18/Flat 17 | Fort+8/Ref+9/Will +9 | Init +5
Skills:
Stealth + 12, Perception +9, Sense Motive +11, Survival + 4,
Class (Monk) (6)

d'oh sorry


FeMale Half-Elf Gunslinger 7: Spd:30, Init:6, 67/67 HP, AC:22, T:17, FF:16, Fort:8, Ref:10, Will:6 +2 vs enchantment, Perc:8 lowlight

yep, I'm just watching, so nothing for me to in Gameplay, but just read until fight is over.


[Party Loot] Female Half-Elf Magus (Bladebound Hexcrafter) 10, hp 83, AC 22|T 11|FF 20, F +10|R +4|W +7, Init +1, Perception +2 Low-light vision
skills:
bluff +3, climb +8, fly +12, knowledge (arcana) +13, knowledge (dungeoneering) +13, knowledge (planes) +13, spellcraft +13, swim +16, UMD +7

*stomp* *stomp* *clap*

*stomp* *stomp* *clap*

Rrruh you're a cat, with your big claws
Dancing on the deck gonna be a cap-tain some day
Owlbear's blood on yer face
We all had faith
Impressing your fish all over the place!

Singin'

'we will we will Rrruh you!'

;D


Human

That was genius. I had to instantly sing that out loud lol


Male Catfolk HP (46/46) Subdual (46/46)
Stats:
AC18/Touch18/Flat 17 | Fort+8/Ref+9/Will +9 | Init +5
Skills:
Stealth + 12, Perception +9, Sense Motive +11, Survival + 4,
Class (Monk) (6)

*wiggles very excited feline like* that was awesome!


Male Catfolk HP (46/46) Subdual (46/46)
Stats:
AC18/Touch18/Flat 17 | Fort+8/Ref+9/Will +9 | Init +5
Skills:
Stealth + 12, Perception +9, Sense Motive +11, Survival + 4,
Class (Monk) (6)

On a random note Hunter believe me when i say i am all for offing plugg... and I know the AP is called the Wormword mutiny, I just dont think its time yet to strike. Although this is the furthest ive been in this PbP, i have been in two others that died about here :( I got from the gist of the others that we should be making friends, biding time and prepping for the big moment. *lawls* dont let that need to rage overwhelm you my large friend. yes yes! I am so glad i didnt get splatted against the big guy too!


Human

Good point to remember guys. You might be able to gang up on 1 person somehow without alerting anyone else. But the rest of the crew are still there, and the officers, and the captain. Plenty of people that aren't on your side.


FeMale Half-Elf Gunslinger 7: Spd:30, Init:6, 67/67 HP, AC:22, T:17, FF:16, Fort:8, Ref:10, Will:6 +2 vs enchantment, Perc:8 lowlight

the big man might be on our side now, since he is about to get whipped. I would be risky, but getting him on our side might work.
As far as opposing crew, we can off them one by one by getting them isolated and save the boss for last. Throw them overboard in the water to hide the evidence.
Or we can wait till we are level 2 and be much more powerful.


Human

Aria, you still around?


Female Merfolk Bard 1; Spells: Lvl 1 [3/4] Performance: [7/9]
Stats:
[HP 8/8] [AC 16, T 12, FF 14] [CMB -1, CMD 11] [Fort +0, Ref +4, Will +2] [Init +2, Spd 15ft, Swim 30ft] [Perc +4, SM +0] [Rapier -1, 1d6-1, 18-20/x2] [Coat Pistol 1d4, Crit 20/x3, Range 10ft (flare or paper cartridge)]
Skills:
Diplomacy +9, Knowledge (Local) +5, Knowledge (Nobility) +5, Perception +4, Perform (Sing) +12, Profession (Sailor) +4, Sleight of Hand +6

Hey sorry I have some health issues and collapsed the other day. Had to get some major surgery done, but am back in it now. Everything turned out okay so hopefully this won't be happening again. At least any time soon. :3 Let me catch up and I'll make a post.


[Party Loot] Female Half-Elf Magus (Bladebound Hexcrafter) 10, hp 83, AC 22|T 11|FF 20, F +10|R +4|W +7, Init +1, Perception +2 Low-light vision
skills:
bluff +3, climb +8, fly +12, knowledge (arcana) +13, knowledge (dungeoneering) +13, knowledge (planes) +13, spellcraft +13, swim +16, UMD +7

Sorry to hear that Aria, glad you're on the mend :)


Female Merfolk Bard 1; Spells: Lvl 1 [3/4] Performance: [7/9]
Stats:
[HP 8/8] [AC 16, T 12, FF 14] [CMB -1, CMD 11] [Fort +0, Ref +4, Will +2] [Init +2, Spd 15ft, Swim 30ft] [Perc +4, SM +0] [Rapier -1, 1d6-1, 18-20/x2] [Coat Pistol 1d4, Crit 20/x3, Range 10ft (flare or paper cartridge)]
Skills:
Diplomacy +9, Knowledge (Local) +5, Knowledge (Nobility) +5, Perception +4, Perform (Sing) +12, Profession (Sailor) +4, Sleight of Hand +6

Thanks sapphire. :)

So with Mr. Plugg I was gonna try to convince him to let me pass letters for him to set him up with the captain, but since that's not working could I just get him to let me "lock up" the storage room after we're done? Maybe I could see if there's anything useful in those crates. '

edit: also it's apparently been more then "the other day" sorry about that. My perception of time is a little off at the moment. Apparently it's been more like a week. :(


Human

You can tell that it is an armoury storage. So weapons, armour, ammo. Nothing fancy or terribly useful in here.


Female Merfolk Bard 1; Spells: Lvl 1 [3/4] Performance: [7/9]
Stats:
[HP 8/8] [AC 16, T 12, FF 14] [CMB -1, CMD 11] [Fort +0, Ref +4, Will +2] [Init +2, Spd 15ft, Swim 30ft] [Perc +4, SM +0] [Rapier -1, 1d6-1, 18-20/x2] [Coat Pistol 1d4, Crit 20/x3, Range 10ft (flare or paper cartridge)]
Skills:
Diplomacy +9, Knowledge (Local) +5, Knowledge (Nobility) +5, Perception +4, Perform (Sing) +12, Profession (Sailor) +4, Sleight of Hand +6

Any chance there's a coat pistol in there?


Human

That would actually be with with the rest of taken party gear in the quartermasters office.


Female Merfolk Bard 1; Spells: Lvl 1 [3/4] Performance: [7/9]
Stats:
[HP 8/8] [AC 16, T 12, FF 14] [CMB -1, CMD 11] [Fort +0, Ref +4, Will +2] [Init +2, Spd 15ft, Swim 30ft] [Perc +4, SM +0] [Rapier -1, 1d6-1, 18-20/x2] [Coat Pistol 1d4, Crit 20/x3, Range 10ft (flare or paper cartridge)]
Skills:
Diplomacy +9, Knowledge (Local) +5, Knowledge (Nobility) +5, Perception +4, Perform (Sing) +12, Profession (Sailor) +4, Sleight of Hand +6

understood cap'n! :D


Female Merfolk Bard 1; Spells: Lvl 1 [3/4] Performance: [7/9]
Stats:
[HP 8/8] [AC 16, T 12, FF 14] [CMB -1, CMD 11] [Fort +0, Ref +4, Will +2] [Init +2, Spd 15ft, Swim 30ft] [Perc +4, SM +0] [Rapier -1, 1d6-1, 18-20/x2] [Coat Pistol 1d4, Crit 20/x3, Range 10ft (flare or paper cartridge)]
Skills:
Diplomacy +9, Knowledge (Local) +5, Knowledge (Nobility) +5, Perception +4, Perform (Sing) +12, Profession (Sailor) +4, Sleight of Hand +6

Poor Rrruh. :( Everyone having health issues.


Male Catfolk HP (46/46) Subdual (46/46)
Stats:
AC18/Touch18/Flat 17 | Fort+8/Ref+9/Will +9 | Init +5
Skills:
Stealth + 12, Perception +9, Sense Motive +11, Survival + 4,
Class (Monk) (6)

hazard of being allergic to peanuts and on occasion something not being labeled... Im good now, just had a moment... oh yeah.. dont forget your epi pen at home when you go out to eat its bad.


Human

Ouch that sucks.

Speaking of ouch. Now you guys know (or at least hunter does) that the captain has quite a bit of resources available to him. If anyone talks to hunter he can tell you that there was a crossbow trap with a poisoned bolt that sapped almost all of his strength and it fired as soon as he tried to open the door.

Promise I did not make any of this up to be mean. It's all in my AP pdf.


FeMale Half-Elf Gunslinger 7: Spd:30, Init:6, 67/67 HP, AC:22, T:17, FF:16, Fort:8, Ref:10, Will:6 +2 vs enchantment, Perc:8 lowlight

okay, I was wondering where that came from, and here I though some other pirate woke up and got me from behind.


Human

My bad for not describing the sound of it properly.


FeMale Half-Elf Gunslinger 7: Spd:30, Init:6, 67/67 HP, AC:22, T:17, FF:16, Fort:8, Ref:10, Will:6 +2 vs enchantment, Perc:8 lowlight

It seems like this game is a catch 22. If we don't rebel, we will get hurt once we mess up, or even worse, we die as soon as soon as he is finished using us.

If we do rebel we hurt or even die for not following the rules.

There is no way around it.


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

I think that there are ways to survive. I am treating it like skill challenges and our quest givers are also the enemy. It is definitely not a standard AP in that regards.

Lots of pirate stories are based around the idea of being pressed into service. Jim Hawkins in Treasure Island has to work with the pirates until he gets a chance to work against them. I think there are like 5 minutes in the whole POTC quadrilogy where Jack is not a prisoner of other pirates. The missionary from On Stranger Tides in the movie and the book had to go along until the opportune moment. The series Black Sails that is all pirates (prequel to Treasure Island) John Silver is a con man trying to stay alive among pirates many who want him dead.

Thats not to say we should not take actions like you took. We now know some of the traps are quite severe.


FeMale Half-Elf Gunslinger 7: Spd:30, Init:6, 67/67 HP, AC:22, T:17, FF:16, Fort:8, Ref:10, Will:6 +2 vs enchantment, Perc:8 lowlight

I'm thinking of the idea that as soon as we reach land or find another ship, we pay off whoever we can to kill the leader for us. Even if we are attacked by people from another ship, we keep them alive, ie. subdue them and accept their surrender and allow them to live under the condition that they kill our evil leader.


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

Vengeance is best served cold they say. When its time I imagine the status quo will change.


FeMale Half-Elf Gunslinger 7: Spd:30, Init:6, 67/67 HP, AC:22, T:17, FF:16, Fort:8, Ref:10, Will:6 +2 vs enchantment, Perc:8 lowlight

It is not about vengeance. It is called kill him before he kills us, I'm pretty sure we cannot be a real crew no matter what and he is just using us until he no longer has a use for us.

Edit: I hate bring WWII into this, but I'm going to use it as an example. If the prisoners in the camp would have rebelled they would surely die. But if you don't rebel they throw you into the gas chamber eventually. Well the prisoners outnumbered the guards. Hypothetically speaking, can 20 unarmed but weak prisoners take down 1 armed guard? You die either way, why not have everyone rebel all at once. Hypothetically speaking it does not matter how weak you are, enough numbers could take down the strong. That is true even in zombie movies and shows, you might be fast and strong, but all it takes is one bite from the hundreds that exist and you are done for.


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

I see what you are saying. But there are few things to consider;

Out of character- a story with no way to win is exactly fair. If this was a homemade adventure that could be the case but this is a published and well liked AP so from a meta-game standpoint there has to be an opportunity.

In game- Your WWII example has lots of merit. However it would work better if it were known to us that such an example already occurred. We would know that the end game was an eventual gas chamber. Here on a pirate boat we have been recruited by one of the 3 ways you end up on a pirate ship. 1- you want the job and your hired.
2- you want the job so bad you'll do it for free (or you know you'll find enough loot) cause you love the captain or the cause.
3- you get taken prisoner, or tricked into the job. It is really common.


Male Catfolk HP (46/46) Subdual (46/46)
Stats:
AC18/Touch18/Flat 17 | Fort+8/Ref+9/Will +9 | Init +5
Skills:
Stealth + 12, Perception +9, Sense Motive +11, Survival + 4,
Class (Monk) (6)

Hehe look Sapphire, I'm trying to pull the Ol switcheRrruh with you. :)


[Party Loot] Female Half-Elf Magus (Bladebound Hexcrafter) 10, hp 83, AC 22|T 11|FF 20, F +10|R +4|W +7, Init +1, Perception +2 Low-light vision
skills:
bluff +3, climb +8, fly +12, knowledge (arcana) +13, knowledge (dungeoneering) +13, knowledge (planes) +13, spellcraft +13, swim +16, UMD +7

Ha ha! :D

It was kind of you to step in when you saw how I was Sapphire-ing... ;p


Human

-_- wow guys. Those were so bad. You'll be walking the plank for that.


Human

Hey everyone hope you aren't getting too bored of the endless job checks and days at sea.

If you like I can condense things a bit and make some days where nothing out of the ordinary happens blend together. As in give you several days worth of jobs at a time.


[Party Loot] Female Half-Elf Magus (Bladebound Hexcrafter) 10, hp 83, AC 22|T 11|FF 20, F +10|R +4|W +7, Init +1, Perception +2 Low-light vision
skills:
bluff +3, climb +8, fly +12, knowledge (arcana) +13, knowledge (dungeoneering) +13, knowledge (planes) +13, spellcraft +13, swim +16, UMD +7

Hey DM!

That's ok about the job rolls, figure it will come to an end at some point with something happening!

I'm certainly happy to do several in a row :)


Male Human (Taldan) Fighter (Tactician) 4
Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30
Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

I am willing to speed up if you want to do multiple rolls.

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