DM - Voice of the Voiceless |
Pfft - bribery ain't needed and I've more than enough modules sitting on my electronic shelf if you wanted to run through something like that instead of homebrew stuff... but not many modules allow for proper exploitation of the pimp wagon.
The very next post I make will be goading you into a chariot style fight pimp wagon vs *Redacted* which will come with harassing outriders. Then into the jungle for four armed apes and that sort of thing.
Fighting will come.
The Packwagon |
I just put the weapon info for the packwagon into it's alias. (and realized that a large trident deals 2d6, not 1d10)
Other features, like storage space and details about the crew hold will come later.
Voice, please take a look and tell me if there's anything that really needs changing.
Drannigan "Doc" Piper |
Right now the main way in and out is the rear hatch, which raises and lowers like a draw bridge.
There's also a hatch underneath it for you sneaky folks. It's basically a secret entrance that only unlocks with a special magnetic key (Doc gave you all one before heading out), or can be opened easily from the inside.
If you climbed up on top you could get in through the rear gunner's hatch (where Doc currently is), which is up on the wolf's rump.
I should probably put a hatch in the front in the wolf's chest, but at the moment there isn't one. Something to fix later.
Right now, Grusk would probably be slipping under the wagon and entering through the belly hatch.
Memluk "Blaze" Seljuk |
Hey Voice,
Not sure bout the others, but I for one know you generally don't post on the weekends, so if you're a day or two late its not that big a deal.
Not saying the heads up are unwanted, but you did tell us quite some time ago that you wouldn't really post on weekends, especially with the new little.
Anyways, thanks for lettin us know what's up.
Drannigan "Doc" Piper |
Voice, rules clarification/question-
I'm pretty sure that you don't have to make a handle animal check to get an animal to do a trick it's already trained to do. You just have to use a move action to give it an order.
If needing to roll for each direction is in the skill description, I missed it.
DM - Voice of the Voiceless |
In this case it's the first time taking the ankheg into a combat situation, they're a little bit antsy and it would take some coaxing to get them to do what you want as opposed to what they feel like doing.
In general there isn't a need for making an animal do a trick they're trained to do, and in the future there might not with the ankheg - but this is the first time taking them out of the stable and getting them combat tested.
They're either going to charge or wheel, and I'd let the dice decide - unless Blaze / Sentis / Grusk / Doc wanted to try and convince them otherwise.
DM - Voice of the Voiceless |
Aaaaaarrrgh - DM rut in full force. I keep approaching this campaign and getting partially into a post before my motivation and creativity disappear and I end up putting it off 'till later'; which then obviously results in the sort of tardy behaviour you've had to put up with from me for the last while.
Failing is all mine, and trying to keep you guys as updated as possible rather than shuffling into the corner and hiding away. However it does result in what Blaze may have alluded to above - and finding an appropriate railroady AP / Module / other to suit the party level so that it's simpler and easier for me to keep things rolling.
I think we're solidly down to just the four of us now as well (Doc, Blaze, Sentis and Grusk). I'm assuming y'all are happy to keep just to that? - or do you think a little fresh blood would help?
Thoughts?
DM - Voice of the Voiceless |
There is still room at the inn if you want back onboard Kaavel.
Blaze - yep, so if there is anyone that you guys think would be a good addition feel free to let me know.
As to what to do as far as a published adventure - I think we're probably at the point where APs have already taken flight in a variety of directions. The only one that I could weld back in would be Serpent Skull - which would essentially result in a whole bunch of dungeon exploration and such.
Razor Coast is at about the right level, but would be a big genre shift to put you back by the water and engaging in piratey stuff.
Outside of that I'm open to suggestions.
Drannigan "Doc" Piper |
Are you kidding? Give me a few weeks and I could turn the Wagon into boat. Maybe even a submarine. :)
Seawolf.
Or, I could turn it into a Zepplin and we could be sky-pirates.
Airwolf.
Functionally, the Wagon, the Zepplin, The Submarine and the Boat are the exact same narrative device. They're a mobile base of operations.
In a normal adventure, you go to a dungeon and then back to your base of operations. In a naval adventure, you take your base of operations from adventure to adventure. (the Star Trek formula)
So it doesn't really matter. The end result is the same. It's just a matter of flavor.
I'd be up for anything, really. Whatever inspires the GM.
We could even find a Spelljammer Helm and become Spacewolves. :)
Sentis Spinis |
Whatever's clever!
Im up for anything also. Although if we go swashbuckling then Sentis will porbably have to ditch Baran. I'm not entirely opposed to that idea as I've really struggled at times to bring him in RP wise. Might want to switch to straight up druid if thats the case.
DM - Voice of the Voiceless |
Well Monkeygod has suggested City of Golden Death a Paizo module.
I have Razor Coast - which has significant non-piratey stuff as well as the piratey.
This one from Frog God looks like it would fit.
Or I'm open to any suggestions outside of that?
Grusk II |
I am open to anything, as long as some type of adventure is involved.
A module might be an easier handle.
As far as pirates game goes, we could be pirate hunters or treasure recoverers or anything not directly piratey (since Blaze wants to sing and dance instead of pirate).....
Memluk "Blaze" Seljuk |
I actually could dance, not overly well, but I do have two ranks in Perform(Dance).
That Frog God Mod is pretty sweet as well. I didn't look through 3rd party, just too much.
I wouldn't mind some sea adventure stuff, I just don't want the whole game to be only ship based.
Also had a thought:
Take a ship to Qadira, Blaze's homeland, where he's a member of a minor but prominent noble house...
Plenty of awesome adventure could be found there, like stuff with genies and flying carpets.
Blaze so needs one of those.
Drannigan "Doc" Piper |
Our original squad concept was something along the lines of "the guys who get hired to clear and survey dangerous places" Which is really just a reason to be able to move from one stand-alone dungeon to another.
Going back to the serial dungeon crawl format might make things easier on our GM.
DM - Voice of the Voiceless |
Firstly - post will be incoming whence childer goes slumbering.
Second - advanced warning that your DM will be on vacation starting 27th June all the way through to 17th July. We will be taking our first big ol' vacation in six years and swanning off to Hawaii (both Kauai and Oahu). Our first trip to the US, and despite needing about 16 hours in a plane to get there - we are still super excited :)
However since we'll be travelling with only an i-pad for computer support it will be wholly untenable to keep DM-ing for you during that time. So the thread shall go on a short hibernation while I'm off sinking deep into Kalua pig, malasadas and loco moco. Fear not for I shall return fully recharged and reinforced for the onward push towards the jungle ruins and the horrors that dwell within.
I'll aim to have the top level and exterior laid out before I go link dead, but any serious plunderings of depths will need await my return to Malaysian soil.