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


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The Storyteller

@Dughal.

You can try to convice Krine, with a diplo, to add up to 2 npcs to the party.


The Storyteller
Black Dhugal wrote:
[dice=Diplomacy]1d20

May bad, you could use either bluff or Diplo.

I'll consider you test succesful, because with your bluff bonus you would be able to convince her.


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)

Sounds good. Do we get to pick the npcs?


F Gnome (Gear Gnome) Oracle 4 (Lore)
Vitals:
HP: 35/35 | AC: 23, T: 16, FF: 18 | Fort +5, Ref +7, Will +5 | Init +1 | Perception +3, Low-light vision
Spells/Day:
Lvl 1: 8/8, Lvl 2: 4/4

Now that we're in range, should Nthanda and I be posting our actions here, or in the other thread?


The Storyteller

@Victoriana, keep to the other thread. I'll update there in some hours, sorry, I've had some bad days last couple of days.

Also, I'm considering giving you and Nthanda the control over both NPCs, if you want to participate here too.


F Gnome (Gear Gnome) Oracle 4 (Lore)
Vitals:
HP: 35/35 | AC: 23, T: 16, FF: 18 | Fort +5, Ref +7, Will +5 | Init +1 | Perception +3, Low-light vision
Spells/Day:
Lvl 1: 8/8, Lvl 2: 4/4

That sounds fine, and no worries about post speed (I've just been bored at work the last few days). Will cut out here and only check on the other thread until things resolve (violently).


The Storyteller
Sh'torek wrote:
Sh'torek will reluctantly get ready to board, I guess. Not really sure on how to proceed so I'll just go with that.

Sh’ are you aware that this game is about being a pirate and doing pirate things right?

To plunder, murder, blackmail, capture and sell ‘foes’ as slaves and lots of others pirate things.
If you want to roll with a ‘good-pirate’ maybe you could do that for a ‘greater-good’ cause, or you don’t kill, but rather only disable your enemies. There are several of options here to make interesting choices. The game however, is based around (at least a great deal in the earlier parts) in being an infamy pirate. :)


The Storyteller
Black Dhugal wrote:
Sounds good. Do we get to pick the npcs?

I've answered this in gameplay thread.

Yes, you can choose from the crew list who you want to go with you;


Lieutenant Ambrose Jeggare wrote:
(...)I want to fluff mage armor as a Power Rangers-stlye henshin transformation so badly XD

Feel free to do so.

I don't mind you reflavoring your abilities/spells/feats as long their utility does not change.
The way I see it, everyone has ‘a particular’ way of conjuring a spell, so it’s normal while the mage armor do the same thing, the visual effects differs from one mage to another.


The Storyteller

My computer went and broke itself!

Anyway , I'm trying to have it fixed today or tomorrow.

-Posted with Wayfinder


The Storyteller

@Ambrose.

Please, update to level 2.

I'm pretty sure you'll not survive this part with level a level one char.


The Storyteller

Sandara Quinn
Female human cleric of Besmara 3
CN Medium humanoid (human)
Init +1; Senses Perception +3
DEFENSE
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 26 (3d8+6)
Fort +4, Ref +2, Will +6
OFFENSE
Speed 30 ft.
Melee mwk rapier +5 (1d6+2/18–20)
Ranged heavy crossbow +3 (1d10/19–20)
Special Attacks channel positive energy 5/day (DC 14, 2d6), surge (+5)
Domain Spell-Like Abilities (CL 3rd; concentration +6)
5/day—copycat (3 rounds)
Cleric Spells Prepared (CL 3rd; concentration +5)
2nd—instant armor* (DC 15), slipstream* D , summon monster II
1st—command (DC 14), doom (DC 14), inflict light wounds (DC 14), obscuring mist D
0 (at will)—bleed (DC 14), create water, purify food and drink, stabilize
D Domain spell; Domains Trickery, Water (Oceans subdomain*)
* See the Advanced Player’s Guide.
TACTICS
During Combat If she is expecting combat, Sandara casts instant armor, which increases her AC to 17. Sandara takes every fight seriously, and once she gets started, she finishes things. She targets her opponent with doom and summons a small elemental or 1d3 dire rats to fight by her side.
Morale Sandara is almost foolishly stubborn, a quality that might very well get her killed someday. She won’t surrender and doesn’t back down from a fight unless totally overwhelmed.
STATISTICS
Str 14, Dex 12, Con 12, Int 10, Wis 16, Cha 14
Base Atk +2; CMB +4; CMD 15
Feats Athletic, Combat Reflexes, Scribe Scroll
Skills Appraise +4, Bluff +6, Climb +4, Heal +7, Knowledge
(religion) +4, Profession (sailor) +8, Stealth +5, Swim +4


The Storyteller

Japes
Male warrior 2
Medium humanoid
Init +2; Senses Perception +1
DEFENSE
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 11 each (2d10)
Fort +3, Ref +2, Will –1
OFFENSE
Speed 30 feet
Melee cutlass* +3 (1d6+1/18–20) or dagger +3 (1d4+1/19–20) or sap +3 (1d6+1 nonlethal)
Ranged dagger +4 (1d4+1/19–20) or throwing axe +4 (1d6+1)
TACTICS
During Combat: Japes fight according to his loyalties. He always look out for himself first.
Morale: Japes withdraws from combat when reduced to 6 hit points or fewer, and flees when reduced to 3 hit points or fewer.
STATISTICS
Str 13, Dex 14, Con 11, Int 10, Wis 9, Cha 8
Base Atk +2; CMB +3; CMD 15
Feats Athletic, Skill Focus (Profession [sailor])
Skills Climb +7, Intimidate +4, Perception +1, Profession (sailor) +6, Stealth +3, Swim +7
Languages Common
Other Gear throwing axe, cutlass*, dagger, sap, basic pirate clothes*, personal effects such as cheap earrings, leather belt, lucky rabbit’s foot, hat with a parrot feather plume, etc.
* See Pirates of the Inner Sea.


Decide among yourself who'll control them.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
GM Aku wrote:

Sh’ are you aware that this game is about being a pirate and doing pirate things right?

To plunder, murder, blackmail, capture and sell ‘foes’ as slaves and lots of others pirate things.
If you want to roll with a ‘good-pirate’ maybe you could do that for a ‘greater-good’ cause, or you don’t kill, but rather only disable your enemies. There are several of options here to make interesting choices. The game however, is based around (at least a great deal in the earlier parts) in being an infamy pirate. :)

The bold emphasis is mine.

And as far as that is concerned, my character will not be doing any of this. Now, he won't having a problem taking out other pirate ships, but, he has no desire in taking out innocent ships.

Because all of those things that I bolded are made for an evil character. Sh'torek is not an evil character. And if that's what this AP is all about, then Paizo should have mentioned beforehand that this is for evil characters only. I would've then built an evil pc for it. It's far too late for that now, though.

So, having said all that, if this is gonna be a problem for you, DM, or for the rest of you, players, then let me know and I'll move on. No harm no foul. Because I'm not building an evil character at this point. I built this character for this AP because that's what I liked. I didn't realize it was suppose to be an evil campaign.


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 believe I should be at 11 HP, taking 3 and another 1 for favored class bonus.

Personally, I was hoping to take Ambrose in a more LE direction as time went on, but we just added two more good-aligned characters. That said, just because they're good-aligned doesn't mean they can't be pirates. It's something we'll have to work out.


Well, with my unasked-for two cents... yes, Nthanda is good-aligned, and I tended to assume more of a "daring, adventurous swashbucklers" type thing than a "hey, we raid towns, capture non-combatant townsfolk, and sell them into slavery". In other words, I was assuming more the romanticized/pulp fiction image of 'pirates' (for the PCs) than the grittier idea of "real" pirates who would have no problems setting a town ablaze, etc.

Nthanda could probably see her way to things like theft, and has no problems killing those who would kill her, but... I guess I'm in a similar boat with Sh'torek, in that I don't envision her as an evil character and that I did not necessarily grasp the adventure needing straight-up enthusiasm for evil actions.

I don't mind playing out moral conflicts and Nthanda needing to do cruel things to survive, but it would be just that from my corner: a moral conflict, and Nthanda needing to do cruel things to survive-- not her ever being happy about it.


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]

Well, I think the important point for the time being is that we are not the ones in charge. Regardless of alignment, we were all pressganged; we are expected to obey. Things might change later on, but I think our "just deal with it" attitude will take us a long way. We are already miserable, so being told to do evil stuff is a given.

That being said, Boldwin is a survivor.


F Gnome (Gear Gnome) Oracle 4 (Lore)
Vitals:
HP: 35/35 | AC: 23, T: 16, FF: 18 | Fort +5, Ref +7, Will +5 | Init +1 | Perception +3, Low-light vision
Spells/Day:
Lvl 1: 8/8, Lvl 2: 4/4

If we're all weighing in here—Victoriana is a treasure hunter at heart, and wants the opportunity to make grand and complicated contraptions and magic items. If that means taking some valuables from people who don't need them in the process, she'll probably be fine with that, but might prefer to bandage up as many survivors as possible and leave them on an island somewhere with plenty of food and water.


The Storyteller

Well, no one asked me, but I'll butt in too!

I partially agree with Ambrose. I mean, why play a pirate adventure path, without wanting to be a pirate?
I’m not saying to be cruel either, but attacking other ships, villages, stealing and breaking the law must be something your char is able to do.

You can be pirates that don’t ‘kill’ (more than necessary). It may be that you don’t take slaves, instead you capture then into your ship and releases them in the first opportunity.

There are lot’s of choices and chances that can lead to interesting roleplay development.

Anyway, unless you want me to change the entire adventure path, and I mean change it entirely, you must be willing to do piracy acts, not only survive, but to gain ‘infamy’, to be known, for any other reason you may think of.


Well, I certainly am not asking for you to change the adventure as written. I'm also not saying that Nthanda would be a wet blanket towards the members of the crew who do want to embrace the more savage side of pirate life, either-- I see her role as someone trying to make the best of a bad situation, where she would try to keep people alive, etc, but she's not going to mutiny against the other PCs or anything.


The Storyteller

Okay, reading my last post, it actually sounded bad.

I did not meant to sound defensive or aggressive.

I'll roll with anything you decide. It was just a head's up, so you know that avoiding piracy would lead to a different 'adventure'.

Sorry for my lack of ppl touch!

My pirate hearth is filled with pirate love for you! </3


F Gnome (Gear Gnome) Oracle 4 (Lore)
Vitals:
HP: 35/35 | AC: 23, T: 16, FF: 18 | Fort +5, Ref +7, Will +5 | Init +1 | Perception +3, Low-light vision
Spells/Day:
Lvl 1: 8/8, Lvl 2: 4/4

Sure. I'm just thinking in terms of something like Pirates of the Caribbean, or the Princess Bride—you've got pirate main characters, and some of them are a bit more noble and good-hearted than others, but as long as they're all willing to fight for their lives and keep working together, it's not a problem.


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

To be fair, both of those movies completely glossed over anything to do with actual piracy. Pirates of the Caribbean was especially bad about this; aside from Barbossa attacking Port Royal at the beginning of the first one, the series is mostly them having high fantasy adventures that have little to nothing to do with raiding, pillaging, plundering or the like. There isn't even any wenching.

As far as slaving goes, I really like the idea of attacking a slave ship, freeing the slaves, and taking the slavers themselves as slaves to be sold. Especially if they're Chelaxian >:) As far as attacking other ships goes, simply cannibalizing the other pirates for our plunder is a terrible long-term strategy. Certainly there will be conflict and we'll be fighting other pirates, but the Shackles is truly a pirate nation-state. If we make a name for ourselves as pirate-hunters, we'll likely find ourselves branded as enemies of the state and hunted by the rest of the Free Captains. Considering that the Shackles is a nation-state, albeit one that isn't formally recognized by any other nations besides Sargava, Free Captains could technically be considered privateers.

Aku, I do have some ideas for how you might be able to salvage the AP while avoiding some of the more unpleasant things. I'll PM them to you.


F Gnome (Gear Gnome) Oracle 4 (Lore)
Vitals:
HP: 35/35 | AC: 23, T: 16, FF: 18 | Fort +5, Ref +7, Will +5 | Init +1 | Perception +3, Low-light vision
Spells/Day:
Lvl 1: 8/8, Lvl 2: 4/4
Lieutenant Ambrose Jeggare wrote:
As far as slaving goes, I really like the idea of attacking a slave ship, freeing the slaves, and taking the slavers themselves as slaves to be sold.

That sounds like something the right CG characters might be able to get behind, and we are pretty close to Cheliax, with all its devils and whatnot.

Sir Francis Drake actually did a bit of this, back in the 16th century—there are reports of him attacking slave-plantation Spanish silver mines, then taking the silver, freeing the slaves and arming them so that the Spanish would have more trouble setting up the same system in the future.

Also, I believe somewhere there's material about the AP that discourages evil alignments—or maybe not, and I just misread it. That said, there might also be some room for general alignment shifting towards neutral as characters become more cynical.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Just DMPC me for now. Or just delay Sh'torek. That'd be fine too. I've had a long day and it's late and I need to call it a night. Sorry.


The Storyteller

Kinda super busy last day. I'll update in some hours.

I apologize for the delay.


The Storyteller

Okay Gang, hear me out.

I’ve still not really read the other books in this Ap, but I have now a general outline of what will happen to it.
Anyway, Let’s talk about pirates.
At some point in the future, as I’m sure you are expecting, you’ll find yourself commanding a ship.
At that time, the adventure assumes you are intending to become free Captains yourself. Pirates braving the shackles. And for a brief period of time, you must gain ‘infamy’ enough to be considered true pirates.

After this part, the game turns more into ‘pirate’ politics than acting as a real pirate.

How to gain infamy?

“Carve your name on the ever-changing sea with a saber of terror and triumph. Fight for plunder, fame, and glory, and earn your place among the legends of the sea.”
—Besmara’s Code

By attacking merchant ships, raiding settlements, and squabbling with other pirates. That’s how you make your name.
Note that, it does not mean senseless murder.

Anyway, it comes down to this: If you want to be pirates and be known as pirates, even using a different approach from the standard, we’ll be able to continue this game as intended.
If however, you don’t plan in following that particular road, the game may take a 180° turn and be something else entirely.

Choose your destiny! Anyone got the reference? :D


F Gnome (Gear Gnome) Oracle 4 (Lore)
Vitals:
HP: 35/35 | AC: 23, T: 16, FF: 18 | Fort +5, Ref +7, Will +5 | Init +1 | Perception +3, Low-light vision
Spells/Day:
Lvl 1: 8/8, Lvl 2: 4/4

Terror always sounds fun. Especially if it's "Ride around on a flaming fiery ship with dragon wings and magical gibbering sails and scare people into giving us their money" terror.


The Storyteller
Lieutenant Ambrose Jeggare wrote:
Can I acid splash some rope holding sails or masts? Aside from a pitiful nova, I don't have a whole lot of tactical options that are immediately available without the aid of GM fiat.

I'm pretty much open to clever ideas and unconventional methods.

Tell me what you are thinking.


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

:D

Let's see, I've got an unseen servant that can do simple tasks, acid splash as a ranged touch attack that can damage rope and sails, a magic missile that's guaranteed damage on a single target when I need it, and mage hand for other small things like throwing lamps, torches, small cannonballs if there are any.

The battle has developed a little bit since my last post, so there are a couple more viable options. Currently, we've got what appears to be the primary enemy mostly surrounded, and she's standing near the rail. That gnome's casting is a problem, and we don't yet know the results of her most recent attack. I could use a readied action to cast magic missile when she seems to be about to cast another spell in the hopes of disrupting it, or I could try to damage the ropes enough to send a boom swinging around at the clustered group, kind of like a huge bullrush. Either magic missile or acid splash would be helpful. Alternatively, I could use mage hand or unseen servant to do something to mess with the other two enemies standing at the aft rail.

If it simplifies things, I'll default to readying magic missile to disrupt another spell by the gnome.


The Storyteller

Okay.


The Storyteller

Just pointing:

I know you guys know that the black-skinned and the gnome are our other party members! Remember you will be working together, and while I find it cool to have some in character interaction, just remember that, what you need is more allies, not enemies. The wormwood is already crawling with your enemies.


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

*Facepalm*

I thought those were placeholder tokens. In retrospect it seems obvious, but I didn't realize that that's how you were introducing them.


Glad you liked it. :P


The Storyteller

@Nathanda, Victoriana.

Please, post your actions for round eleven here. :)


The Storyteller

I'm very busy today. It'll take me some time to update things.

Promise I'll do my best to get things moving again today. :)


The Storyteller

@Boldwin.

Kroop is already helpful.

I'll move your good diplo roll to another pirate.


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 he was at friendly for some reason. Thanks!


The Storyteller

@Javell

I'll move things, but I'm still wanting to see your actions :D


The Storyteller
Victoriana Whitecap wrote:
Are we staying on the Man's Promise, then?

yup.

Just remember you got nothing with you. Everything was taken by the pirates.


F Gnome (Gear Gnome) Oracle 4 (Lore)
Vitals:
HP: 35/35 | AC: 23, T: 16, FF: 18 | Fort +5, Ref +7, Will +5 | Init +1 | Perception +3, Low-light vision
Spells/Day:
Lvl 1: 8/8, Lvl 2: 4/4
GM Aku wrote:
Just remember you got nothing with you. Everything was taken by the pirates.

And of course, they took her tools, so she can't make new things. Though that might just make it more fun when she gets a few levels and has to make improvised tools, use them to make proper tools, and use those to secretively craft magic items.


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
Victoriana Whitecap wrote:
GM Aku wrote:
Just remember you got nothing with you. Everything was taken by the pirates.
And of course, they took her tools, so she can't make new things. Though that might just make it more fun when she gets a few levels and has to make improvised tools, use them to make proper tools, and use those to secretively craft magic items.

That's pretty much how modern engineering developed. It just took thousands of years.


The Storyteller

I'll let you guys have this time to talk and know each other.

Tell me when you are ready to move foward.


The Storyteller

Hey!

I'm recruiting one more for my Way of the Wicked game.

Here is the link.

Feel free to apply if you are interested.


The Storyteller

I'll give you until today night, if no one else is saying or doing anything, I'll move things foward.


F Gnome (Gear Gnome) Oracle 4 (Lore)
Vitals:
HP: 35/35 | AC: 23, T: 16, FF: 18 | Fort +5, Ref +7, Will +5 | Init +1 | Perception +3, Low-light vision
Spells/Day:
Lvl 1: 8/8, Lvl 2: 4/4

Sounds like the ship's stacked with our people! Although unfortunately it's probably Plugg's pirates who actually know how to fight.


The Storyteller

Plugg and Scourge are kinda high level.

both are level 5+


The Storyteller

@Boldwin.

You don't too wait for me. Please post your actions for about three or four days.

The spoiler is avaliable after the questions from the other pirates.

Meaning, when they asked, you did not had that information.


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]

Oh, I know. Was a little short on time so I just posted that. I'll be posting to interact with everyone else and whatnot.

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