Take what you can. Give nothing back. (Inactive)

Game Master Aku Warashi

"In an honest service there is thin commons, low wages, and hard labor; in this, plenty and satiety, pleasure and ease, liberty and power; and who would not balance creditor on this side, when all the hazard that is run for it, at worst, is only a sour look or two at choking. No, a merry life and a short one, shall be my motto." -Bartholomew "Black Bart" Roberts

Party Health
Ambrose------10/10
Boldwin-------16/24
Dughal--------13/19
Sh’torek-------11/26
Nthanda-------18/18
Victoriana-----13/16

Man's Promise;
Battle Map;

Wormwood crew


1 to 50 of 289 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>

The Storyteller

Let's start then!


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

I've let 'em know, Aku. And thanks for taking this on for us, bud. I appreciate it.


M Human Vigilante 1, HP 10/10, AC 15, Init +4, Fort +1 Ref +4, Will +2, Falchion +5 (2-8 +4 /18-20 x3)

Black Dhugal checking in. Thanks Aku for taking over!!!


Wizard/Swashbuckler 2 (HP 22/22) | AC: 12 (16) | T: 12 | FF: 10 | CMB +3 | CMD: 15| Fort: +0 | Ref: +4 | Wil: +4 | Init: +2 | Appraise +8 | Bluff: +3 | Diplomacy: +10 | Kn(Arcana, Geography): +9 | Kn(Planes): +12 | Kn(others): +4 | Prof. (Sailor): +7 | Perception: +6 | Sense Motive: +6 | Sleight of Hand +6 | Spellcraft: +9 | Stealth +5 | Swim +5 | Panache 5/5

We've been rescued! Welcome aboard, GM!

I'm loving the title. You wouldn't happen to have any plans to

Trivial AP Spoiler:
expand Whalebone Pilk into a more present Davy Jones-like antagonist

would you?


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Just a heads up, Dakcenturi(Jagray) won't be coming back.

This is the pm he sent me: "I would love to continue but things are getting a bit hectic as my side company is in the process of launching another Kickstarter campaign. I think I will sit this one out."

Which stinks because:
1: He was a good character and,
2: He was our lone healer.

Outside of that, we should be good to go when the others pop in.


Hey! I'm still sorting things out, but thanks and welcome. :)


The Storyteller
Lieutenant Ambrose Jeggare wrote:

We've been rescued! Welcome aboard, GM!

I'm loving the title. You wouldn't happen to have any plans to
** spoiler omitted **
would you?

I do not know, I have yet to read this AP, I've started the first book, I still do know know the one you are talking about :D

Anyway, I'm planning some changes in the game, to be more like a pirate move.

I'll talk more about this later. It may take some days yet to set up everything, but we'll get there. :)


Wizard/Swashbuckler 2 (HP 22/22) | AC: 12 (16) | T: 12 | FF: 10 | CMB +3 | CMD: 15| Fort: +0 | Ref: +4 | Wil: +4 | Init: +2 | Appraise +8 | Bluff: +3 | Diplomacy: +10 | Kn(Arcana, Geography): +9 | Kn(Planes): +12 | Kn(others): +4 | Prof. (Sailor): +7 | Perception: +6 | Sense Motive: +6 | Sleight of Hand +6 | Spellcraft: +9 | Stealth +5 | Swim +5 | Panache 5/5

I look forward to seeing what changes you've got, though, as you've indicated that you haven't read the AP yet, I've got a concern to mention. I've played the AP through the first book and have had some long discussions with that DM about the AP as a whole, so I have some knowledge of what your task requires.

The AP, as-written, becomes very sandboxy after the first book. There's a plot that provides structure, but the timetable isn't very strict, and there's quite a lot of potential that goes beyond the plot as laid out. I bring this up only because if you're planning on making changes to make it 'more like a pirate movie', you may end up having to cut a lot of that out to make it fit whatever vision you've got. Trust me when I say that the first book can quickly result in railroad fatigue; if done properly, that's its entire purpose - to get the players ready to take control of their own lives. While I love Pintel and Ragetti, I would much rather play as Jack, Will or Barbossa in an RPG.

The counterpoint to that is that, if you decide to keep the sandbox nature of the AP with the flexible plot structure/timeline, this could be a truly spectacular campaign. I have faith that you'll do a great job; this is merely friendly advice from somebody who knows more than they should. I sent the last GM a list of helpful threads via PM. I can send it to you if you'd like. If not, that's fine too.


The Storyteller

We'll see.

Thanks for the advice. My modifications are not in the 'AP' itself.

I was thinking in some house rules about guns and acrobatics, to make the game more cinematic and fun, nothing that will limit your char, it will make you good at being a pirate with style. I am still thinking.

Over this weekend, I will read the first book and see what to expect from the next. I am running other games too, so I cannot really take the time needed to read the entire thing at once. :D


I've created the gameplay thread. feel free to dot.


Male Dwarf Brawler 2 [HP 16/24 | AC 17, Tch 12, FF 15 | Fort +5, Ref +2, Will +1 | CMD 16 | Init +2, Perc +1]

Whoops, thought I had dotted this one already.

And like the others said, thanks for picking this one up.


The Storyteller

@All, I've added some house Rules, please read then and if you have any doubt, ask it here.

@All Recount for me, in a few words, your experience in the Wormwood. (Really, I've tried to read the previous gameplay but hell, that was hard.)

I’m still waiting for the other member to check in; once he does that and everyone is okay we’ll begin again.


M Human Vigilante 1, HP 10/10, AC 15, Init +4, Fort +1 Ref +4, Will +2, Falchion +5 (2-8 +4 /18-20 x3)

We woke up within the ship's brig. Dhugal attempted to bluff his way into the good graces of the Captain, but failed, earning the ire of Scourge. We then competed for our crew positions. As punishment, Dhugal was assigned to bilge duty. That evening we drank grog and had some discussions amongst ourselves and the other crew members. That night Dhugal sneaked out and explored the ship. The following morning we were attacked by the ship's thugs. We made it through one round of the fight.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Yeah and Sh'torek hit the fat guy with a solid shot to the grill. Doing max damage(Like 5 non-lethal). But it was still awesome! :)
Typically my rolls just flat out stink. :P

Outside of that, Dhugal sums it up real well.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

I pm'd Duboris again yesterday. But it's starting to look like he's not gonna show. Maybe give him another day or two to see if he turns up.

If he doesn't, do we just go on and roll with four from here on out? Or should we look for another? Or maybe look for one at a later date?

Currently, we have a wizard, fighter, barbarian, and rogue.


M Human Vigilante 1, HP 10/10, AC 15, Init +4, Fort +1 Ref +4, Will +2, Falchion +5 (2-8 +4 /18-20 x3)

The APs are designed for four PCs, so we should be ok. It is concerning that we have no healing, but we'll figure something out.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Black Dhugal wrote:
The APs are designed for four PCs, so we should be ok. It is concerning that we have no healing, but we'll figure something out.

Sounds good to me.


Wizard/Swashbuckler 2 (HP 22/22) | AC: 12 (16) | T: 12 | FF: 10 | CMB +3 | CMD: 15| Fort: +0 | Ref: +4 | Wil: +4 | Init: +2 | Appraise +8 | Bluff: +3 | Diplomacy: +10 | Kn(Arcana, Geography): +9 | Kn(Planes): +12 | Kn(others): +4 | Prof. (Sailor): +7 | Perception: +6 | Sense Motive: +6 | Sleight of Hand +6 | Spellcraft: +9 | Stealth +5 | Swim +5 | Panache 5/5

There's always Sandara. I mean, that's kinda what she's there for, from the metagame perspective.


The Storyteller

Okay, we will start then next week.


The Storyteller

You guys have any doubts about the house rules or anything like that?

Also Jeggare, I would not be taking for granted that everything the in AP will stay just as you know, because, well, you already know then! That gives me freedom to chance lots of things! :D


Wizard/Swashbuckler 2 (HP 22/22) | AC: 12 (16) | T: 12 | FF: 10 | CMB +3 | CMD: 15| Fort: +0 | Ref: +4 | Wil: +4 | Init: +2 | Appraise +8 | Bluff: +3 | Diplomacy: +10 | Kn(Arcana, Geography): +9 | Kn(Planes): +12 | Kn(others): +4 | Prof. (Sailor): +7 | Perception: +6 | Sense Motive: +6 | Sleight of Hand +6 | Spellcraft: +9 | Stealth +5 | Swim +5 | Panache 5/5

Suspending all knowledge of the AP in 3...2...1...

Why are we on a boat?

Kidding aside, the wording of that last house rule is confusing. You say that if we want anything not in the core rulebook, we have to look for it inside the game. That part makes sense; spells outside the core rulebook might not be as easy to come by, feats might be more special, etc. But the example of a wizard spontaneously multiclassing to fighter doesn't clarify the intent of the rule, as both the wizard and the fighter are in the core rulebook. I assume that you just mean that you want our characters to roleplay our progression, which is fine (and I have every intention of doing so, considering that I am a wizard intending to multiclass into fighter), but I have no idea what that has to do with searching for things not in the core rulebook.


The Storyteller

Well, as basis just this: You have to Rp for you progression! Sorry if it was confusing :D


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

I'm good with 'em.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Okay, Duboris has officially backed out. He got back to me and mentioned a great deal of work has come up. He sends his regards.

So we are officially at four.


The Storyteller

Edit:
We begin in morning, in the second day after you were press ganged into service of the Wormwood.

I'll try to finish that combat.

Also, I would like to ask you guys something:
When replaying to someone in the game thread, avoid using quotes; try to incorporate the question into your rp.

Something like this:

Lieutenant Ambrose Jeggare wrote:
Ambrose's upper lip curls into a derisive sneer as the ruffians issue their challenge and he exhales a stream of sulfurous smoke. Responding to Sh'torek out of the side of his mouth, he says, "Fighting has been a punishable offense on every ship I have ever been aboard. I doubt the Wormwood is any different. Defend yourself if you must; we'll all be punished for this as it is."

Sh'torek nods, turning his attention to the pirates. "What reason do you possess for wanting to 'beat the tar' out of us? Did the whip-wielding man order this?"

It could have been done as this:
Sh'torek nods after hearing Ambrose statement , turning his attention to the pirates. "What reason do you possess for wanting to 'beat the tar' out of us? Did the whip-wielding man order this?"

I think it makes the game more realistic, since you are incorporating the others actions in yours, instead of just putting then into a quote.


The Storyteller

I've set up a rolld20 map with your tokens.

I'll do a recap of the combat then we start.


Hey, Sorry! I'll update in some hours!


I've added in campaign info about the tasks. :)


The Storyteller

Move questions like those to Discussion please! :D

Lieutenant Ambrose Jeggare wrote:
I've got some questions about NPC attitudes. Before you took the game over, I had managed to influence Shivikah. We weren't shown their initial dispositions (to my knowledge), so I don't know what it would have been changed to. Is that still in effect, or has that been retconned? Also, since you're willing to change things up a bit, would we be allowed to attempt to alter the attitudes of officers other than Kroop and Grok?

I read the gameplay thread of the other campaign, and I saw you got to talk with the woman, but I saw nothing indicating you had changed her attitude towards you. If you put a really good RP with the other crew members, I may even not take the Diplo roll into account, but I did not saw that in the earlier campaign. I may have missed something; it would be good if you can show me what I got wrong.

About the officers, hum, that is a hard question. You can sure try to change their attitude, just remember that even if you are able to do it, I may not let then join you atm, because some of them are too strong as allies and for some other reasons. Anyway, to influence the officers, you need more than diplomacy. You RP must be something that will convince why they should abandon their current captain to join baby-born pirates without a ship or fame(or infamy)!


Wizard/Swashbuckler 2 (HP 22/22) | AC: 12 (16) | T: 12 | FF: 10 | CMB +3 | CMD: 15| Fort: +0 | Ref: +4 | Wil: +4 | Init: +2 | Appraise +8 | Bluff: +3 | Diplomacy: +10 | Kn(Arcana, Geography): +9 | Kn(Planes): +12 | Kn(others): +4 | Prof. (Sailor): +7 | Perception: +6 | Sense Motive: +6 | Sleight of Hand +6 | Spellcraft: +9 | Stealth +5 | Swim +5 | Panache 5/5

Looking back, I don't see that I ever rolled diplomacy with Shivikah at all. She simply didn't seem all that hostile to begin with. My apologies.

As far as influencing other officers goes, I'd be interested in trying to ally myself with Peppery Longfarthing. I wouldn't really be trying to get her to join the eventual mutiny. It would be more about advancing Ambrose's position on the ship and securing some work that is suited to his talents (as he is both a navigator and wizard) and that shields him somewhat from Plugg and Scourge. Unless it's been changed, Peppery is the sailing master and a spellcaster of some sort, which makes her the ideal person for Ambrose to try and get in good with, even if it's only for a few weeks.

I think Sandara may have introduced herself to Edgard, but I don't believe that anybody left in the game had met her. The previous DM let me start with my spellbook, but I can roll with the retcon. Over the course of day one, I also found my familiar, a small hell-plumed thrush that speaks Infernal. Will that be retconned as well?


Don't need, keep the familiar. Let me change just this for the spellbook. I'm not a fan of retcons.


Wizard/Swashbuckler 2 (HP 22/22) | AC: 12 (16) | T: 12 | FF: 10 | CMB +3 | CMD: 15| Fort: +0 | Ref: +4 | Wil: +4 | Init: +2 | Appraise +8 | Bluff: +3 | Diplomacy: +10 | Kn(Arcana, Geography): +9 | Kn(Planes): +12 | Kn(others): +4 | Prof. (Sailor): +7 | Perception: +6 | Sense Motive: +6 | Sleight of Hand +6 | Spellcraft: +9 | Stealth +5 | Swim +5 | Panache 5/5

That's fine. I understand that there will be a couple of hiccups here and there for the first couple of IG days, especially since blackaeon's posts tended to be large walls of text. We all appreciate you taking over!


Wizard/Swashbuckler 2 (HP 22/22) | AC: 12 (16) | T: 12 | FF: 10 | CMB +3 | CMD: 15| Fort: +0 | Ref: +4 | Wil: +4 | Init: +2 | Appraise +8 | Bluff: +3 | Diplomacy: +10 | Kn(Arcana, Geography): +9 | Kn(Planes): +12 | Kn(others): +4 | Prof. (Sailor): +7 | Perception: +6 | Sense Motive: +6 | Sleight of Hand +6 | Spellcraft: +9 | Stealth +5 | Swim +5 | Panache 5/5

So, since I just got my spellbook back, does that mean I don't have any spells prepared? Or do I just keep the ones that I had?

If I get to keep them, I have Silent Image prepared :D


The Storyteller

You can keep then. Let's say you had then prepared and still had not used it.


The Storyteller

Okay boys. I want to move this part. Tell me what will you do, and how. I'm afraid that even then, Dhugal will stay in Bilges for a day at least. :(


Wizard/Swashbuckler 2 (HP 22/22) | AC: 12 (16) | T: 12 | FF: 10 | CMB +3 | CMD: 15| Fort: +0 | Ref: +4 | Wil: +4 | Init: +2 | Appraise +8 | Bluff: +3 | Diplomacy: +10 | Kn(Arcana, Geography): +9 | Kn(Planes): +12 | Kn(others): +4 | Prof. (Sailor): +7 | Perception: +6 | Sense Motive: +6 | Sleight of Hand +6 | Spellcraft: +9 | Stealth +5 | Swim +5 | Panache 5/5

The volumetric limits on silent image don't allow for too much, and I was trying to think of something suitably distracting that wouldn't get us lashed for being disruptive. As tasteless as it may be, I think a showgirl might be our ticket. As bonus points, they shouldn't actually care that it's an illusion. I'm thinking we get Rosie Cusswell to provide the music, somebody (Ambrose could do it) stands up and asks for everybody's attention, the show is about to begin, yadda yadda, somebody else extinguishes the torches, Ambrose casts the spell, and we sit back and let Sandara do her sneaky thing.

Would this count as a pirate entertainment?


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Yeah I don't know a whole lot about magic so I just threw that out there.

That sounds like a good distraction plan to me. I say we roll with it.

Unless Boldwin prefers to, Sh'torek will put out any torches. Attempt to anyway.


The Storyteller
Lieutenant Ambrose Jeggare wrote:

The volumetric limits on silent image don't allow for too much, and I was trying to think of something suitably distracting that wouldn't get us lashed for being disruptive. As tasteless as it may be, I think a showgirl might be our ticket. As bonus points, they shouldn't actually care that it's an illusion. I'm thinking we get Rosie Cusswell to provide the music, somebody (Ambrose could do it) stands up and asks for everybody's attention, the show is about to begin, yadda yadda, somebody else extinguishes the torches, Ambrose casts the spell, and we sit back and let Sandara do her sneaky thing.

Would this count as a pirate entertainment?

Yeah, that could work, just becareful with how you put out the lights, you dont want about 15 pirates thinking you are trying to rob then in the dark....


Okay Fellow, to make this work, you need to: Talk with the bard. Put out the lights and create a festive mood so no one will thing you are scamming then.

Get to work! Lets move!


Wizard/Swashbuckler 2 (HP 22/22) | AC: 12 (16) | T: 12 | FF: 10 | CMB +3 | CMD: 15| Fort: +0 | Ref: +4 | Wil: +4 | Init: +2 | Appraise +8 | Bluff: +3 | Diplomacy: +10 | Kn(Arcana, Geography): +9 | Kn(Planes): +12 | Kn(others): +4 | Prof. (Sailor): +7 | Perception: +6 | Sense Motive: +6 | Sleight of Hand +6 | Spellcraft: +9 | Stealth +5 | Swim +5 | Panache 5/5

Oh crap. We don't actually know that there's anybody on board that can play music. I guess we'll have to make do.


I'm a little busy today. I dont know if I'll be able to post. Sorry


M Human Vigilante 1, HP 10/10, AC 15, Init +4, Fort +1 Ref +4, Will +2, Falchion +5 (2-8 +4 /18-20 x3)

Well done Ambrose.


Wizard/Swashbuckler 2 (HP 22/22) | AC: 12 (16) | T: 12 | FF: 10 | CMB +3 | CMD: 15| Fort: +0 | Ref: +4 | Wil: +4 | Init: +2 | Appraise +8 | Bluff: +3 | Diplomacy: +10 | Kn(Arcana, Geography): +9 | Kn(Planes): +12 | Kn(others): +4 | Prof. (Sailor): +7 | Perception: +6 | Sense Motive: +6 | Sleight of Hand +6 | Spellcraft: +9 | Stealth +5 | Swim +5 | Panache 5/5

Heh, maybe you spoke too soon.


The Storyteller

@Ambrose: She has made out.

I'm giving you all time to say something before the other pirates.

Do your best.


Wizard/Swashbuckler 2 (HP 22/22) | AC: 12 (16) | T: 12 | FF: 10 | CMB +3 | CMD: 15| Fort: +0 | Ref: +4 | Wil: +4 | Init: +2 | Appraise +8 | Bluff: +3 | Diplomacy: +10 | Kn(Arcana, Geography): +9 | Kn(Planes): +12 | Kn(others): +4 | Prof. (Sailor): +7 | Perception: +6 | Sense Motive: +6 | Sleight of Hand +6 | Spellcraft: +9 | Stealth +5 | Swim +5 | Panache 5/5

Is that to say that I should take back my post about saying nothing?


The Storyteller

That was not my intention. :D

I'll proceed with the action and see what we can do.


Wizard/Swashbuckler 2 (HP 22/22) | AC: 12 (16) | T: 12 | FF: 10 | CMB +3 | CMD: 15| Fort: +0 | Ref: +4 | Wil: +4 | Init: +2 | Appraise +8 | Bluff: +3 | Diplomacy: +10 | Kn(Arcana, Geography): +9 | Kn(Planes): +12 | Kn(others): +4 | Prof. (Sailor): +7 | Perception: +6 | Sense Motive: +6 | Sleight of Hand +6 | Spellcraft: +9 | Stealth +5 | Swim +5 | Panache 5/5

It looks like we're skipping over the rest of the night. Should I roll a Diplomacy check to influence one of the NPCs that got Scourge off my back?


No, we'll continue it inside a spoiler. :D


The Storyteller

Any news about Boldwin?

I'm waiting for his action so I can continue with the game.

Also, Ambrose, you can do your influence attempt. Just put it inside a spoiler.

Influence: NPC - X:

Hey gal, you are pretty! <3


Male Dwarf Brawler 2 [HP 16/24 | AC 17, Tch 12, FF 15 | Fort +5, Ref +2, Will +1 | CMD 16 | Init +2, Perc +1]

Sorry about that GM, for some reason I thought I had posted something already. I went ahead and put both actions up.

1 to 50 of 289 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Take what you can. Give nothing back. All Messageboards

Want to post a reply? Sign in.