The Many-Faced GM's Skulls and Shackles (Inactive)

Game Master Nickadeamous

Skull & Shackles roll20
The Covenant
Crew

Current Plunder: 5
Infamy: 2
Disrepute: 2


801 to 850 of 1,542 << first < prev | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | next > last >>

Male Monkey Familar (Pilferer) | Acrobatics +10, Climb +10, Disable Device +6, Escape Artist +2, Perception +1, Sleight of Hand +6 (+8 when stealing)
The Nightmare Man wrote:

Also, most familiars have 1 skill point of their own, which, due to having an intelligence of three or higher, they can put into any skill they like.

Edit: Looking at the Monkey stats, it looks like the monkey has 1 skill point in Perception, and a +8 racial bonus to Acro and climb (which the climb bonus is left out of the special modifiers section. must be a typo).

So if you wanted to Romelo to have a skill point in something, he'd have his Perception drop from +5 to +1.

Right, I dropped the perception already when I first made him, that point was put in Disable Device. :D 1 skill point, +2 Dex, +3 because it's a class skill is a +6 total.

Then I just put a point in Sleight of Hand on Baltzar so that transfers to him now(which I now realize actually was a mistake I upped them both at character creation when I should have only done it with Disable Device but he didn't use SoH yet, so it's fixed now.) :)


Curse of the Crimson Throne Roll20

I'm going to be trying to get things back on track and make some progress to sort of catch up. We've hit a few bumps along the way, but hopefully we'll have some smooth sailing (no pun intended) for the foreseeable future.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

Aye, we should move ahead at full speed, and stay on the course. ^_^


Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish

Rillum gains:

+1 BAB
+3 Fort save (+1 base, +2 familiar)
+1 Ref save
+2 to saves vs. Disease
Poison Use
Discovery: Tumor Familiar (rat with protector archetype)
+2 Extracts known: (Reduce Person, Bomber's Eye)
+1 1st level extract prepared
+1/6 discovery (favored class bonus)

Skills
+2 Craft: Alchemy (1 [Rank] +1[comp])
+1 Disable Device (1 [Rank])
+1 Escape Artist (1 [Rank])
+1 Knowledge: Arcana (1 [Rank])
+1 Perception (1 [Rank])
+1 Slight of Hand (1 [Rank])
+1 Spellcraft (1 [Rank])
+4 Stealth (1 [Rank] +3 [class])
+1 Survival (1 [Rank])
+8 Profession: Sailor (1 [Rank] +3[class] +4[Int])

+10 hit points 1d4 + 4 + 2 ⇒ (4) + 4 + 2 = 10


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)
Quote:
The only question now, is what will be the spark that ignites the whole powder keg...

Speaking of that, I think Rillum should be done with my knockout-drug and the spicy flavor for the doubly-poisonous rum ration?

^_^ I think a dead officer may be just what we need to kick this revolution into overdrive...


Curse of the Crimson Throne Roll20

Assuming Rillum continued to work on the items in the evenings, yes, they would be ready by the morning of day 16.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

I'm working on turning all our enemies against each other. In another day or two I should have them completely unable to trust each other or cooperate.

GM, since the crew has seperated into two sides, can we get the crew info document divided into the two camps?


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Also, for the sake of clarity-

Sandman is leaving all his spell slots open every day. If he doesn't need them he spends 15 minutes preparing Sow Thought. It's a gamble because he doesn't have anything actually prepared for instant cast.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

GM, your last post made me giggle like crazy.

I might be a one trick pony right now, but its one hell of a fun trick. :)


1 person marked this as a favorite.
Curse of the Crimson Throne Roll20

Thank you for that. It's reassuring to know that it's still enjoyable. I know the first few weeks of the campaign can be slow to develop and sometimes frustrating. It's not always quite as enjoyable as playing the hero and not starting with freedom or in a position of power can be troubling for some, but often the unusual stories can be the most memorable. It certainly was for me when I played through it.

I'm hoping to get everyone back to a daily posting rate for the most part because what comes next really changes the dynamics of the situation. Things begin to improve for the characters and some things should not be missed.


1 person marked this as a favorite.
Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

I'm here, and enjoying myself all the time. I've got some RL stuff coming up that may or may not cut back slightly on my time for posting, but I'm trying my best ;)


Female Changeling (Sea) Witch (Hedge, Sea) 4 | HP 18/18 | AC 14 (+2 Dex +2 Natural) Touch 12 Flatfooted 12 | Saves F +0 R +2 W +3 | Init +2 | Darkvision 60; Perc +1, Sense Motive +0 | Allies within 10 feet get +1 morale bonus vs. fear (as long as she is conscious)

Yeah, I've been kinda having a bad week, alternating insomnia and oversleeping but I think it's better finally today so I should be good going forward. It's rare this happens to me. :P


Male Dwarf 4th Level Bloodrager (Untouchable Rager) | HP 46/46 | THP 0/8 | AC 17 (15) | T 12 | FF 15 | CMD 19 | Fort +7 | Ref +3 | Will +4 | Init +4 | Perc +10 | Bloodrage 17/17

Same boat (pun intended :)), very busy last few days. Still enjoying the game, I was just reminded why it's nice to have some social skills lol.


Male Changeling Fighter 1, Monk 1, Rogue 1, Ranger 1, Actor 5

I have a couple questions, GM-

1) The wording on my new Dream Spinner ability is this: " when a dreamweaver casts a mind-affecting spell on a target that is sleeping because of her slumber hex or a spell she cast, she adds +1 to the mind-affecting spell's DC. If the target succeeds at the saving throw against the spell, it does not wake up, nor does it have any recollection of having resisted a spell."

Would you allow this to work on someone that was sleeping naturally?

2) What would happen if I used Slumber Hex on someone that was already asleep? When the Hex ended would they wake up, or would they just go back to sleeping normally?

Note, in case it matters: For any effect that is listed as "willing target only" Unconcious creatures count as willing.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

@Doomed Hero/GM:

As I think I mentioned earlier, the idea of this seems to be to limit the range.
Otherwise you could use "Dream" at limitless range to implant mind-affecting spells into anybody, anywhere.(with the added bonus of them not waking up/knowing they've been targeted by a spell...meaning you can just continually try until you succeed)

So it would probably work if it can be used on all sleeping targets, but only within 30 feet, regardless of wether they sleep naturally or because of slumber hex/spell.

my 2 cents.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

That's a very good point, and a great way to handle it IMO. Thanks. We'll see what the GM says.


Curse of the Crimson Throne Roll20

Okay, I'm going to be rather lenient with this until something breaks, at which point I will make changes to "fix" it. You can use either the slumber hex or a sleep spell on a sleeping character, but as has been pointed out, you'll need to be within range.

I will allow you to use it on normally sleeping characters, but you'll still need line of effect and need to be within range. At least until you get dream, which won't be for 7-8 more levels. Considering we've just got to level 2, it's going to be a long journey. If we make it to that point, I want to see what happens with the legend of the Sandman. If this was a normal campaign, I'd probably say no, but as a great scholar once said "Shiny, let's be bad guys."

I don't see this as game breaking, yet. The powerful abilities won't come until later levels, and I don't see them as extremely more powerful than spells of that level.

Important points to consider, and mainly why I'm allowing it, for now.

The sleep spell is medium range and 1 minute per caster level.

The slumber hex has a duration of 1 round per witch level and a range of 30 feet.

Dream Spinner "the details of how these elements fit into the dream is up to the GM."

Dream Thief "Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day."

Dream Possession "Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day."


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Sounds good to me. Thanks for the clarification.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)
Quote:
Rillum mentions to Nivian the next day her poison and flavoring is ready. The next night they can complete her part of the bargain.

I'm totally fine with that, Rillum, but in character, I had suggested waiting a short while longer, until my deed with your spices is done...because it's likely they will check the lab if they find out anything.

You probably want the hole to be there AFTERwards...but I'll hurry, first chance I get, I'll try to get things done.


Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish

No worries. He understands the need for discretion. He'll just spend quality time with his new friend.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

Just as an aside:

Sweet. Looking at the Crew Spreadsheet makes me feel like a f***ing rock star. ^_^
So, ya, probably fitting if I play lure for the revolution...by being innocently accused of being involved with an Officers Death...I should have made bluff into the class skill :P


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

You sing in front of a crowd that loves you every night.

So yeah. Rockstar.


Curse of the Crimson Throne Roll20

I haven't heard from Rhemus for a few weeks now. I'm going to send him an email to see if he's planning on returning, but we may have another spot open up, hopefully not, but he's way over-due. Unless he's planning on returning soon, things may slow down some what. Milestone events happen in the next few game days, and it would be most beneficial for everyone to have all of our players available. Just a heads up.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

Understandable. it's all fine with me.
we can plot a bit about how we will go about doing things.

there 3 aspects to discuss:

1.: my planned murder of grok
2.: Rillums planned entry into the lab
3.: the mutiny

I dunno what will happen in the next few days, but we can assume we're not keeping 1 and 2 secret(even if our characters would), so that everybody can chime in if they want.

Would keep things going while Rhemus has time to return or, hopefully not, getting another replacement.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

I'm going to cast Mage Armor on myself just before bloody hour. If they decide to whip me they're going to have to do it for a really long time before I start to care.

(mage armor is invisible and hugs the skin)

"A whip deals no damage to any creature with an armor bonus of +1 or higher"


Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish

Rillum is likely going to join you in the Bloody Hour. Two days of 'slacking off' is too good an excuse. But he will sit and take it, and count the blows. That will be the number of drops of acid that fall into the whip-holder's eyes after the revolution comes!


1 person marked this as a favorite.
Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

best hope no whip mastery for the guy ;)

Actually, i think it may work in our favor is some of us get punished during bloody hour...who's next? It could be anybody...just because the officers want it so...


Curse of the Crimson Throne Roll20

I have talked to Rhemus and he wants to continue on with us, but he's working overseas and his internet connectivity is spotty at best. I will bot him as necessary for the immediate future until he is able to return, hopefully before too long.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Glad he's still with us.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

I have some reservations about the plan to kill Grok.

I don't get the feeling that she's actually against us. She's just doing her job. She was a bit of a jerk about it, but we're pirates and we really were trying to cheat the system. She just didn't let us. Also, she's good friends with Kroop who is actually an ally. I'm also worried about getting caught. The risk seems high, the reward not very big, and the motive kinda petty.

Sandman has fewer issues about this than I do, so I could be convinced. I'm just a little worried about it.

I don't think the plan has really been made clear to sandman before now, so I haven't brought it up in game yet. I wanted to say something in discussion now to start the conversation.


Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish

Who is Rillum to object to killing someone who wronged you? He's a lot of things, but a hypocrite isn't one of them. Plus, Grok was a jerk to Rillum when he first tried to get his pack back. It really seemed like she was having fun at his expense.

Grok isn't on Rillum's list . . . yet, but she is loyal to the officers. She's going to have to go sometime. Unless you think she'll switch, but I don't see any evidence of that.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

well, thing is, probably I would plot with Rillum, and not really involve others much. Same as you did your little psycho-games with sow thought by yourself.
The more people know, the higher the risk, plus if you guys don't know, you can claim I'm innocent, that you knew nothing of any plots, and don't even need a bluff check.

As for her preventing us from cheating the system: There were no rules placed on us...I would expect if something is not available, it would not be in the ship storage, but rather in some officers private stash.
Instead, she made a fool of me, which earned her the first place on death row.
Nivian is pragmatic...if we want to take over the ship, all officers will need to be removed. We can't just take over and keep the old leadership around under new management.
That involves everybody who hinders us or does not stand with us. By preventing us from aquiring goods we could use, she picked her side in Nivian's eyes.
Also, evil alignment and vengeful personality...

@Risk, I understand the risk involved. Same thing as you did. They could have locked your mask in a little box with stones and throw it overboard. Your Sow Thoughts could have backfired into someone trying to kill you(as you are clearly the most "demonic" being on board).
Also the same as with Rillum trying to get access to the lab. Thing is, no matter what action we take, it's always a risk.
And if you continue to "remove" their crew through madness and killing each other, they may feel a need to replenish in a harbor(especially with the current "atmosphere" on board)...oh, and while they are press-ganging new people, get rid of the troublemakers on board. So there's also risk in that.(I know that was originally a plan i suggested, too, but I mostly meant to take out 2 of them that way...continuing on your path may yield a higher rate of "disfunctional crew members")
Any action we take, could carry a heavy penalty, but ultimately, we will need to go ahead and cause a mutiny. I fully expect to be considered "involved", but without clear evidence to my guilt. So, my life being "threatened" could well be just what it needs to push everybody "helpful" into action.

If not, and I get a keelhauling, I do at least get a bit of fast healing in water, for a short while, and could try to escape...if I manage to slip the bonds, I can stick with the ship in the ocean, until another opportunity arises(an option I think only I have, really).
Honestly, if you have a good idea how to start the revolution, I'm all ears. But looking at the crew spreadsheet, I think using me as bait is our best shot.

Oh, also looking at the spreadsheet: Both Grok AND the Cook are hostile towards everybody except Grok to you and the Cook to Rhemus...


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

You have a lot of good points. I'm still dubious but I'm willing to go along with it. Grok likes sandman, but she's clearly not a real ally so he's not terribly interested in protecting her.

There's issues with the whole mutiny plan that go way beyond Grok though. We're second level. The crew is mostly first and second level.

The officers are not. If we act up I'm pretty sure they're going to wipe the floor with us.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)
--Sandman-- wrote:

There's issues with the whole mutiny plan that go way beyond Grok though. We're second level. The crew is mostly first and second level.

The officers are not. If we act up I'm pretty sure they're going to wipe the floor with us.

That is a persistant problem, though, is it not? Unless we gain a few more levels while in our current situation, they will probably always outclass us. And I doubt they sleep with unlocked doors and exposed throats.

If we wait until another ship is taken as prize, things may become worse. Syl told me Plugg wanted to make it into a "pleasure cruise" with the female crew members. That may mean we get split up(e.g. they have Rhemus and Ambrose, one for each ship...if Plugg takes the cook with him for the second crew, Rhemus is stuck. Same with you and the Ship Doctor...unless Plugg intends to sail alone, it's unlikely we all get to stay together, and all the officers on the other ship.

Or am I missing something there?


Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish

I think its increasingly apparent that the officers are going to act against us. We just don't know when. The fact is we are going to come into violent conflict. All you are worried about is going to come to pass.

I think limiting their allies and picking our own time can mitigate their overwhelming advantage into just a 'whelming' advantage. But Scourge and Plugg want us dead or gone, they will attack at some point. I don't think lying low and waiting is a survivable strategy anymore.


Male Dwarf 4th Level Bloodrager (Untouchable Rager) | HP 46/46 | THP 0/8 | AC 17 (15) | T 12 | FF 15 | CMD 19 | Fort +7 | Ref +3 | Will +4 | Init +4 | Perc +10 | Bloodrage 17/17

I'll just lay my thoughts on the table from Fargrim's perspective. He doesn't care if any of the crew is killed; he was pressed ganged into essentially slavery, and while he is finding that he loves being on the ocean, he hates his current situation. He is basically biding his time until he can take care of the officers and anyone who stands with them.


Curse of the Crimson Throne Roll20

Oooh, plotting. I'm giddy!


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

The wormwood is running a skeleton crew. We have about a third the numbers the ship is designed to work on.

If there is a prize ship taken they'd have to press hang a lot more people, and they'd have to already know how to sail. That's a pretty big obstacle for the whole pleasure cruise idea.

That's also why laying low isn't a bad plan for now. As long as Harrigan's 'no killing' rule is in place they can't really move against us overtly. If they had viable ways of moving against us subtly they would have done it by now. Between Nivian's amazing charisma, Rillum's slow sabatoge and Sandman's erosion of their sanity they are fighting a war of attrition and losing badly.

Until the situation changes we are actually in a really good position. That's why sandman keeps counciling patience. We're winning.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

I disagree.

Operative keywords: "they are fighting a war of attrition and losing badly."

You are not the only one who realized that. I'm pretty certain they understand what is going on. As you say, they would probably wipe the floor with us in a direct confrontation.

They may just decide that may be a great idea if we wait too long. It's not like they are static non-responsive entities who can't act on their own, but only react to what we do.
In regards to Harridan's "no killing" rule. Guess what, that rule was made by the Captain. The boss of the officers who want us dead. I would assume if he decided to repeal that law, we will be the first ones to find out...(it's not like they will casually tell us that killing on board is now ok, and they'll come for us tomorrow afternoon).

Patience, will get us killed, if they feel a mutiny is brewing, their allies are going mad, and we're behind both.
(Not to speak of what will happen once Rillum gets into the lab...)

@prize ship, no need really. All they need is a SINGLE level 4 spell as a scroll for their ship wizard..
Problem solved. Those from the other ship who don't work voluntarily, will fill in after their demise, same as everybody who goes down during any fight there may be.
So Plugg could take a few Officers including the mage, a few females to abuse, and use a real "Skeleton" Crew to sail into a port, while survivors from that ship fill in for those people he took from the Wormwood.
Voila, Troublemakers split in two. I'm not sure if the AP has an idea for what happens in that case but I figure we should avoid it if possible.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

IF they had access to that spell they would be using it. Why bother press-ganging at all?

I don't get the feeling the ship's mage has that kind of clout. 3rd level casting, maybe, but definitely not 4th. If there was a caster who could sling 4th level spells on this ship, we would know. That's big league magic.

As for the officers, I get the feeling that its really only Plugg and Scourge against us. The rest don't seem to care. If we get uppity, they'll kill us. If Plugg and Scourge can't do their jobs, they'll replace them (maybe killing them too).

As for the prize ship issue, I don't see it. It isn't up to Plugg and Scourge. It will be the captain's call, and he's more interested in making sure everything's running smoothly. If anything, the captain will try to separate the two factions and put a couple of officers on each one to babysit.

Honestly, I think we could flat out kill Scourge tonight if we wanted to. We have stealth and a lock picking monkey. Then a combination of Ill Omen or Misfortune and Slumber Hex sets him up for coup de grace. We can probably even frame someone for it and get them killed too. The crew has no shortage of people going crazy right now. The only real hurdle is making sure we're sneaky enough.

Want to try for it?


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

@casting...we KNOW that peppery casually cast dispel magic in the fight against owlbear. So at least spell level 3 is there.
Makes it a real possibility to have some level 4 stuff around for emergencies.
The possibility to turn dead into a crew is a very valid assumption. What if their raid on another ship goes bad, dead and dying everywhere, not enough people to crew either vessel? Considering the price of a ship, leaving it is not exactly a great idea either.
Plus, and thats another big one: If you have it, your crew suddenly becomes expendable in case of a mutiny. You don't have to hold back. Great insurance.

So na, I'm not willing to bet that a Mage capable of 3rd-level spells does not have certain scrolls of 4th level+ available. As for why not using it: Because I would rule you need actual fresh corpses, and can't reanimate skeletons you already "used" for the spell. In that case, it's a great emergency tool to have around, but not something to use permanently.(and it would make sense, considering it has a long duration, but not a permanent one...if you could simply recast it, the duration seems pointless).
Also, maybe 3rd level is the best the mage can do? Or he could prepare it, but has no need to use it, because some harbors may also get a bit weirded out if a ship loaded with undead sails in?
Most importantly: Those guys cannot even defend themselves. Not really great for a pirate crew, hu? If we attack another ship, I would expect we're all expected to participate in boarding. Those Skeletons, they simply can't...which does make them an emergency option, but not a good regular idea.

As for the officers, please, do check the crew spreadsheet. ALL the officers are hostile to us now, even those who started indifferent. As said, that includes Grok and the Cook, who hate everybody except their respective contacts.

@Kill Sourge: And you are telling me about risks involved? All it takes is the mage having cast Alarm, or a unlucky roll on checking for traps, or one failed Stealth-roll...and here, there's little chance to talk our way out of it.
Plus, even if you try to frame someone, I believe on the next death, even if it WAS someone else, they would rather try and frame one of us for it, to get rid of us. Most likely, you or me. You seem to unnerve the crew(as with the whipping), I seem to make them rebel. Both things they could probably do without.

If you want, you and Baltzar(+monkey) can go for Scourge, while I drink with Grok and try to get her, but I would not abandon the plan involving her for trying to murder Scourge in his sleep- I understand how you mean to do it, but that seems too risky for me(especially since I neither raised Stealth nor made it a class skill).

Also, please elaborate on that part: "If anything, the captain will try to separate the two factions and put a couple of officers on each one to babysit."
The way I saw it, it's pretty much "Faction 1: Crew(with 2-3 exceptions), Faction 2: Officers"...which would mean exactly the aforementioned result, that me and baltzar may get stuck on one ship, and you+Rhemus+Rillum on the other. courtesy of splitting both the crew faction and the officer one... I doubt they would split themselves thin, but leave us troublemakers together on one ship with only half as many officers watching over us.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew
Nivian Mazu wrote:
Also, please elaborate on that part: "If anything, the captain will try to separate the two factions and put a couple of officers on each one to babysit."

Aside from Plugg and Scourge the ship's officers aren't actively against us. They are passive threats. They haven't done anything to make us think that they are more than just generally hostile. If we don't get their attention they don't bug us. They are les like adversaries and more like environmental hazards.

Really, the factions are Plugg, Scourge, Maheem, Aretta, Jape against us.

The rest of the crew with us (or at least with Nivian and one or two of the rest of us). Ratline and Barefoot might be kinda undecided so far.

As for killing Scourge, I really don't see any more or less risk involved in that then there will be with killing Grok. Both plans are dicy. I just hate Scourge more.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

Regarding the officers, I would like GM input on that.

"Haven't done anything" in this case just means they have not openly acted against us yet. The problem I see is this: IF they act against us, it will be swift and final.
We did not really RP any interactions with them, but I think they DO have an idea of what's happening on board. That is, long-time members of the crew dying, everybody singing revolutionary songs during work, generally control slipping away from them.
They MAY blame Scourge and/or Plugg, if it's their job to keep us in line. But that does not make it less of a problem for THEM. If the crew mutinies, they are not exempt...they can't expect that in case of a revolution, only Scourge and Plugg will get murdered and people go back to work peacefully afterwards.
So if they are not completely oblivious to what is going on on-board, I think their attitude-change reflects more than just being passively against us. The officers do talk, and I believe they are on edge, hoping that things can be solved by keeping a close watch on us and giving us s%+%ty jobs. If that fails, I am quite certain they would be willing to go a step further. They are pirates. They pressgang crew, murder other people and take their ships. I doubt they would be opposed to killing some troublemakers.

@Rest of the crew: There's lots of people "unfriendly" towards many of us. If they discover Rillum breaking into the lab, I doubt many of the crewmembers would be willing to act against his keelhauling.(3xhostile, 7x unfriendly, 3 indifferent, no friendly, 2 helpful). Since we all do have individual favor ratings, I would expect that will be of relevance when it comes to pushing people into action...hence why I volunteered to be the bait/trigger.

@Risk: Difference being, if my attempt fails, there's just a few people with a hangover from exotic spiced rum. If it succeeds, there is no clear evidence linking me with the death, as I myself was passed out from the drink. I still do have hopes that during the suffocation, she throws up, and it's simply assumed she drunk herself unconscious(with help of Aerel's poisoned rum) and ended up dying because she suffocated on her own vomit. If I do end up being blamed, I have a chance of either inciting rebellion right there(3xhostile, 1 unfriendly, no indiffferent, 2 friendly, 11 helpful), or, failing that, hope to escape the keelhauling. Regulary people would need to get back on the ship, as being wounded and lost alone on the ocean would be just a slower death for them. If someone manages to slip me a small blade, or loosen my bindings, I could simply escape and actually force them to come to me. If either of you can throw me the tool Romello hid for me, I could start making small leaks in the hull from outside, underwater(nothing that endangers you guys, though). They WILL need to try and deal with me. Yet none of them should be able to catch me underwater. While I could get lucky with a color spray, then just rush straight down with them for 20 seconds before letting go.

If the attempt on scourge fails, whoever goes there may be killed on the spot, during self-defense(especially if not EVERY officer has their own cabin, which is likely. More likely, also, that there may be traps in place on the way to the officers section. Hard to hide he's being killed violently if you coup-de-grace him, so even if they could not prove who it was, they would know that scourge WAS murdered, causing them to inmediately step up their efforts, and/or lock people away.
If whoever does the deed ends up on trial, it's then or never, rousing the people into action.

You are right that both plans are dicy. Both will need to go, though. Hence why I suggested: If you want, you can ask Baltzar to help you out, I'm not sneaky anyway. Then you can go for Scourge, while I take care of Grok.
Excellent for me, as I will even have an alibi for when Scourge was killed, having drunk and gotten wasted with Grok(plus maybe the Cook).
And IF we need to mutiny tomorrow, then there's 2 less officers to worry about.


Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish

I am for reducing our probable foes. Grok and Scourge are two. I think both eventually need the axe, and we have plans for both. I lean toward Nivian's because it seems to follow the 'Mysterious circumstances' tack we have been playing up so far.

By the way, I think I have a better disable device than the monkey, especially with aid another from my new little friend, and a significant stealth score of my own.

As for my plot, I intend to make a small hole in the floor of the lab, reduce my new little friend to dimunitive and have him scout out the lab, ideally for a spellbook and any supply of poisons, etc there might be. If successful, we can have Rhemus bring poisoned food to the officers at a time of our choosing, cutting down on our opposition at a time of our choosing and overwhelming the officers by blowing the hell out of thier cabin, with clean up (and fire control) as needed afterward.

Just a brainstorming start, but I do think our time for subtlety is coming to an end soon.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

Sounds fine, Rillum, one thing however: AFAIK, the cabin girl acts as food tester, so we should not count on successfully poisoning the officers unless you can find something working very slowly...


Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish

We can get around that. (Remember I'm evil) Take out the girl first, then its likely one of us (or an ally) is chosen for the taster job. I prepare an anti-toxin first for the taster and we're all good.


Curse of the Crimson Throne Roll20

Rhemus confirms that the cabin girl is the food taster.

My opinion: If you can assume that they have access to the skeleton crew spell, you can assume they have access to the water breathing spell. They are experienced pirates surrounded my water.

The Officers: You've had very little interaction with most of the officers. You could make some Diplomacy (Gather Information) checks during activities to learn more about them if you like, but so far, that hasn't really been explored.

Rhemus will tell you that Fishguts is no fighter. He's a coward, but would fight to save his own life. He was once a professional chef, but his drinking cost him more than his job.

Grok however, is a fighter, and as tough as they come. A good friend of Fishguts and likes to drink almost as much. She takes her job as quartermaster very seriously.

Mr. Plugg believes in loyalty through pain, obedience through punishment, and does not care about much beyond that. He is a fighter, through and through. Where Grok is tough, Mr. Plugg is ruthless.

Master Scourge is a bully to the letter. He preys on the weak, hides behind the strong, and ignores everything in between. Master Scourge is a fighter, when he knows he has the upper hand. Otherwise he is a conniving coward.

You know very little about the rest of the officers. One option at your disposal is your allies. You can always talk to them to gather information. Most of them have been on the ship longer than you have and have a better understanding of the officers.

One thing that is clear at this point is that the crew is clearly divided. While you guys have been building your alliances, so has Mr. Plugg. As you have poisoned the crew's mind towards the officers, he has been poisoning the officers' minds against you.

One reason this was advertised as an evil campaign was to give you a little more freedom in dealing with situations. You have a lot of leeway in how you approach and deal with problems.

A few things to consider...

1. Take the time to talk to your allies. This can bolster their support in you and gain you knowledge that you don't currently have.

2. You have some time. The pleasure ship rumor would require another ship, so unless you know that one has become available, it's not an immediate concern.

3. Murder is punishable by keelhauling, for anyone, even liked crew or officers. The "trial" usually consists of whipping the suspect until they confess, but confessions are not needed, but they are appreciated.

I'll allow some more time for discussion so you guys can decide on how to proceed, but before today is over, I'll be advancing the story line to the next day.


1 person marked this as a favorite.
Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish

Nivian,

How's your bluff? We could take out Scourge by framing him for your murder. Tumble out of his presence with a bloody dagger, screaming, "I told him no! I told him no but he kept coming! Then the knife . . .! The knife!!" Then fall overboard and disappear under the waves.

Again, more brainstorming.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

I'll back whatever you guys want to do. I don't think we're in a bad position now, but that's no reason not to take more direct action.

I kinda like the idea of Nivian framing someone and then just holding onto the hull underwater so she can wink at them as they get keelhauled.

Then she can just climb back up the next day and play up barely surviving and managing to swim after the ship.

Very clever idea.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

My bluff, same as my Perform(Act), is just my charisma, or +2.

So IF we want to do this, then best in a way where nobody can see clearly. E.g. if I am asking him to come with me in the evening, and go to a secluded spot on deck.
I could, then, spill some prepared blood and jump overboard, screaming.
If either of you has a better bluff, I could have confided in you that I wanted to talk his stalker-behaviour over with Scourge.

He probably expected I would give in to his advances, and stabbed me when he realized I was telling him off.

HOWEVER, if we do that, I'm out cold for a while. If they say Scourge did a good job getting rid of the singing troublemaker, instead of keelhauling him, that may be bad for ship morale, but basically locks me out from returning until the mutiny is done.
And IF he is higher level, and survives the keelhauling, I better not sit there smiling and waving at him, underwater...(though of course, I could try and coup-de-grace him while he's going by...afix myself to him, then slit his throat.)

So at the least, I would like to try and get Grok before, since we already did all the preparations for that.

An alternative, of course, is one or two of you being ready, then swarming Scourge and stabbing him to death right there, on the spot. Then he can't say what happened(except if they have speak with dead), and your story is uncontested. If they still try to keelhaul you, I would already be below the ship, and can heal 3 times, or try to clean the barnacles with a tool to lessen the damage they do...

801 to 850 of 1,542 << first < prev | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / The Many-Faced GM's Skulls and Shackles Discussion All Messageboards

Want to post a reply? Sign in.