Yo ho Yo ho, A Pirate's Life For Me: Skull & Shackles PBP

Game Master Heofthehills

The Story of Fury

A Disgraceful Crew

Infamy: 14 Disrepute: 14

Totals:
Rickety's Squibs: +5
Senghor: +5 (Capped for now)


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Female Human (Chelaxian) Gunslinger (musket master) 5 | AC17, T15, FF12 | HP 39/39 | CMD 19 | F+5, R+8, W+2 | Init+6 | Perception +9 (+12 if Rotgut within 20 ft) | Grit 4/4

Standing by Amos, Aramis looks out over the dark waters. On her shoulder, Rotgut ruffles his fathers before pecking at the recently-attached epaulets on the captain's purloined coat.

"Ye reckon we could take it, lad?" the gunslinger murmurs, glancing sidelong at the older man. "Worst comes ta worst?"


Amos doesn't take his eyes off where the ship disappeared. I trust this ship. And her captains. Still. I grew up in a place where this kind of thing happened all the time. Caution where things are unclear never hurt anyone.


"I don't mean to be an alarmist...but that ship was sailing directly into the wind." With that she shivers slightly as if someone had stepped on her grave and goes below deck to take her time at rest.


M HumanCONFIRM! Level 1 PBP GM

The following night, as the sun has just finished it's slow dive into the sea, the sky still a light purple, a thick bank of fog has rolled in with the evening, reducing visibility to only a few yards and navigation to guesswork. From the gloom comes the dull clanking of a rusted ship’s bell somewhere nearby, echoing eerily in the fog. Suddenly, the hulk of a ship looms in the fog off the port bow. Its hull is rotten and stained black with age and rot. Before the mists swallow the ship once more, the ship’s name can momentarily be seen
on its worm-eaten bow—Deathknell.

Know Local DC 10:

Legend says that the ghost ship Deahtknell stalks the Fevered Sea, captained by Whalebone Pilk, seeking sailors to feed it's undead crew.

Know Local DC 15:

Rumors say that the ghost ship stalks it's prey for two nights before dragging them to a watery hell on the third night.

Percption DC 5:

After the fog dissipates, there is no sign of another ship.


Know:local and perception take 10

Bloody banshee balls! I hate it when legends are true. We're being hunted.


Perception: 1d20 + 3 ⇒ (20) + 3 = 23
Indrana was surprised by the appearance of the ship, surprised, and very disturbed. Still, there was little she could do about it since it disappeared so quickly so she continued about her duties as best she could.

Crafting Time:
Don't know how much time I can arrange in a day to do this, the minimum is four hours, I'd prefer to do it in 8 hour chunks but that's likely impossible. Normally this would take 4 days in eight hour chunks, if I have to do it in 4 hour chunks though so be it, just take twice as long.

When they had the chance that day Indrana sat down with Sandara and arranged the various materials. A strip of silk that had belonged to her mother, a number of various pearls and aquamarines, and different substances that would serve as conduits for the magic being imbued in the headband. "As I begin I need you to start the prayer for the needed blessing. I doubt you need to stay nearby the whole time after that, but I could be wrong. Once the prayer is done I will catch it with my own magic and begin to work it into the various materials. I'll need at least four hours without interruption, eight would be better, but I'll take four if that's all that can be managed."

Once she begins she feels the blessing of Besmara from Sandara and weaves her own magics around and through it, catching it as though in a magical net. That accomplished she begins to work with the materials, handling each with care as she begins the process of attaching them to the silk. Over the course of the time she assembles the headband itself, attaching the various gems to it and slowly working in the blessing, permeating the material a bit at a time. Before she knows it she's reached her limit for the day and tried to push on, ruining part of the work she had just accomplished. "Well s%~@! Guess I'll try again tomorrow." She carefully packs the materials away to work on again tomorrow.

Spellcraft for progress on creation DC 13: 1d20 + 9 ⇒ (3) + 9 = 12
[ooc]So I made no progress and lost half of the materials, fortunately I can't roll low enough to create a cursed item. Not sure if Sandara can assist or not on the check, if so and she does that would succeed


Dwarf Druid (Shark Shaman) 5

"By what?" The dwarf asks as he reaches for the new axe at his side.


The Deathknell. Captained by the very dead Whalebone Pilk. He haunts the Fevered Sea in search of men to add to his undead crew. If the legend holds, he will attack tomorrow night.
Captains, I recommend we rest today if we can and prepare for battle. I have a feeling we are going to need every man at his best in about 16 hours.


Indrana:
I'll let her assist enough so that you don't lose mats ;) She doesn't have the feat, so she can't help but SO much

Sandara smiles and shakes her head, "I don't think that went the way you wanted it to go..."

Sandara nods to Amos. "Lovely...Seems Ol Bess isn't done with the challenges..." With that she goes below deck to work on somethings.

Grand Lodge

Male Human Swashbuckler 5

"Undead? Uh." Cassius pauses while the news sinks into him. "Anything I need to know about fighting undead?"


Female Undine Watersinger Bard/5
Vital:
HP: 36/36 | AC: 18 T: 13 FF: 15 | Init +3 | CMD: 15 | Fort +3 | Ref +7 | Will +5 | Percep +9

Can I do a bardic knowledge check on stories concerning Whalebone Pilk?

"By and large, they're giant pains in the arse, and we're too far from any shore to avoid becomin' his prey." Maera strums the wooden rail on the deck, racking her brain for what she knows. "Until I see what manner of beastie Pilk is, I can't know for sure but it's a fair guess my enchantments will be no good. At least Captain Sandara can maybe make some holy water, and hope like hell Bess smiles on us."


Female Human (Chelaxian) Gunslinger (musket master) 5 | AC17, T15, FF12 | HP 39/39 | CMD 19 | F+5, R+8, W+2 | Init+6 | Perception +9 (+12 if Rotgut within 20 ft) | Grit 4/4

"Ghost ships. Not so fonda bein' hunted by legends," Aramis mutters, eyes darkening as she watches the space where the ship used to be. "Come on, lad. Let's see if we can't go makin' these boomsticks more effective 'gainst ghosts." Nodding to Amos, she makes her way belowdecks, muttering something about balms and salts.


M HumanCONFIRM! Level 1 PBP GM

Sorry for the big delay...I really need to start prepping maps in advance, largely because I often don't like what they give me. That said...incoming text wall!

The following day is filled with preparation. The worry of the coming night had filled the crew, but seeing the officers working so hard to prepare did allow them a small amount of hope. Doc provided a holy weapon balm for Aramis, Diabolito, Cassius, and Amos. He also provided a couple of cure light wounds for Maera and Indrana.

With the coming of evening, a nor’easter off the Eye sweeps across the Fever Sea, bringing a front of high winds and a purplish-black sky. Even before nightfall, the hurricane lamps must be lit to pierce the gloom. As the ship rides up and down with the swells and sporadic rain lashes the deck, the strained clanking of a bell can be heard once again coming over the water. A red ship’s lantern shines in the darkness as the dark bulk of a derelict whaler looms out of the night.

The crew is quick to react on Fury and the ship is able to pull away without much trouble, seeing the red light fade into the darkness.

Only to immediately reappear just before them, only with quick reactions from the crew are they able to avoid taking a ramming directly on the side. The crew of the ghostly red ship was quick to toss out grappling hooks and pull the ship tight. Immediately gangplanks were put into place and it was clear on the other ship that one creature was above all others. A skeletal looking creature wearing a hat that clearly marked him as the captain. The infamous Whalebone Pilk stands ringing his bell to call his zombies to action.

While much of the crew was engaged with zombies all over, as the creatures swarmed Fury they were pushed back and held at bay, but the crew wasn't gaining ground.

It would be up to the officers to handle Whalebone and his retinue of zombies.

MINE:

1d20 - 1 ⇒ (6) - 1 = 5
1d20 - 1 ⇒ (13) - 1 = 12
1d20 - 1 ⇒ (15) - 1 = 14
1d20 - 1 ⇒ (11) - 1 = 10
1d20 - 1 ⇒ (15) - 1 = 14
1d20 - 1 ⇒ (6) - 1 = 5
1d20 + 8 ⇒ (12) + 8 = 20

Aramis: 1d20 + 6 ⇒ (10) + 6 = 16
Maera: 1d20 + 2 ⇒ (17) + 2 = 19
Diabolito: 1d20 + 2 ⇒ (20) + 2 = 22
Amos: 1d20 + 4 ⇒ (6) + 4 = 10
Indrana: 1d20 + 7 ⇒ (6) + 7 = 13
Cassius: 1d20 + 8 ⇒ (18) + 8 = 26

Sandara calls out, "Bes's blessin's, we can handle this. You lot get over there and handle the others," she shouts as she cuts down a zombie who was moving in for a killing blow on one of the crew members.

The map is up! The squares a bit rough because it is a 10' map, so try best to follow the lines Crew is up!

Know Religion DC22:
Whalebone Pilk appears to be a breath taker. Cursed to fulfill some unknown charge, he will return unless an artifact that is dear to him is destroyed.

Know Religion DC11:
The zombies are brine zombies. Pretty straightforward.

Know Religion DC16:
Oh, yeah, they have DR 5/Slashing and Fire Resist 10 due to being water-laden.


Crafting with Sandara:
earlier in the day Indrana would try to get work done on the item. go with only 4 hours of effort this time.
Spellcraft Dc 15: 1d20 + 9 ⇒ (20) + 9 = 29

As always I have mage armor up already, I'm going with I've had to cast it a second time today so I am down 2 first level spells already.

At the somewhat unexpected gift of a couple of potions from Doc Indrana purred out, "Thanks Doc, I appreciate it." As the day wears on Indrana became worried about the weather, the approaching clouds boded ill for their vessel. She went down to Maura and told her furry companion, "I think you'd best find someplace to ride the storm out in safety, it's going to be a bad one." The golden cat simply rubbed against Indrana's legs in response and then padded away as she went to find somewhere safe to stay where she wouldn't be underfoot or get crushed by tossed objects.

The storm, when it hit, turned out to be as bad as it looked. Indrana quickly became soaked, the water stuck in her fur and made her miserable, of course she made the mistake of saying it, someone had to, "Can this get any worse." No sooner than she had finished speaking the vessel gave a lurch as the phantom whaler rammed them. The disgusting zombies swarmed across and Indrana realized that ye, things could get much worse.

Before I post my combat action I want to check, are you requiring the concentration checks for casting spells during the storm. It's going to make a huge difference on what I try to do as it's a really steep check (I believe dc 20+spell level.


M HumanCONFIRM! Level 1 PBP GM

No, it isn't rocking the boat that badly


Ok, excellent! I notice that carfting role was crazy, too bad crits don't apply on skill rolls cause holy crap.

Indrana decided that her best bet to be of help was to try and soften up the captain of the ghost ship and to that end got a better view of him by moving towards his position and sent an arrow of acid in his direction.

Acid Arrow @ Enemy Captain: 1d20 + 5 ⇒ (16) + 5 = 212d4 ⇒ (4, 1) = 5


Dwarf Druid (Shark Shaman) 5

The dwarf rubs his hands together before drawing his weapons and crosses over to the enemy ship, his newly acquired axe glittering in the lightning and lantern light. The Morningstar leaves view as his jaws extend into the familiar shark-like shape.

Drawing weapons and Totemic Transformation


Sitting astride his steet Bullet, Amos roars through the thunder, Push them into the sea, men! Give them back to Gozreh!
He urges Bullet across the gap and fires at the first undead he encounters on the enemy ship. (red)

attack, DA: 1d20 + 8 ⇒ (6) + 8 = 14
damage: 1d8 + 5 ⇒ (4) + 5 = 9


Female Human (Chelaxian) Gunslinger (musket master) 5 | AC17, T15, FF12 | HP 39/39 | CMD 19 | F+5, R+8, W+2 | Init+6 | Perception +9 (+12 if Rotgut within 20 ft) | Grit 4/4

What are our our options for getting across to the other ship?


Dwarf Druid (Shark Shaman) 5

Looks like gangplanks or grappling hooks.


Female Undine Watersinger Bard/5
Vital:
HP: 36/36 | AC: 18 T: 13 FF: 15 | Init +3 | CMD: 15 | Fort +3 | Ref +7 | Will +5 | Percep +9

Didn't Kroop have some magical grappling hook or was that on the Wormwood?


Gangplanks are already down because the zombies are boarding your ship...or trying to.

"Careful, Amos...Ol' Bess might not like you giving away her treasures!"


If she want's 'em, she can have 'em! the master gunner roars over the report of his firearm.


Female Undine Watersinger Bard/5
Vital:
HP: 36/36 | AC: 18 T: 13 FF: 15 | Init +3 | CMD: 15 | Fort +3 | Ref +7 | Will +5 | Percep +9

1d20 + 9 ⇒ (8) + 9 = 17

Maera gives a quite view of the battlefield, and says, "Slashing weapons should cut these brine zombies down handily, but they're too soggy for most flame attacks. As for Big and Ugly," she hesitates, and shakes her head, in unknown waters. "Well, let's see if we can make a ghost bleed."

With nothing further, she'll launch a bard song.

Inspire Courage +2


Dwarf Druid (Shark Shaman) 5

"Good thing, lass! Hopefully they don't taste as bad as they look!"


Female Human (Chelaxian) Gunslinger (musket master) 5 | AC17, T15, FF12 | HP 39/39 | CMD 19 | F+5, R+8, W+2 | Init+6 | Perception +9 (+12 if Rotgut within 20 ft) | Grit 4/4

Looks as though Whalebone is in point-blank range! :D

BLAM

The musket-fire rings out over the din of battle as Aramis empties a bullet (specially-coated in the balm Doc had so graciously provided) into the ghastly captain. Even as the bullet is on its path, she's heading over the gangplank, determined to get closer to her target.

Musket: 1d20 + 12 ⇒ (4) + 12 = 16 inspire courage, deadly aim, point-blank shot
damage: 1d12 + 10 ⇒ (12) + 10 = 22

I think this is the level at which Aramis gets a bit crazy.

Grand Lodge

Male Human Swashbuckler 5

Cassius will start his deadly work by finding a place to land on the opposing ship. "Avast Matey! Let none of these saggy peckers remain standing!"

Assuming his movement to the other ship checks out. Cassius will attack the light blue zombie.

Cutlass Attack: 1d20 + 13 ⇒ (13) + 13 = 26
Cutlass Damage: 1d6 + 10 ⇒ (4) + 10 = 14
Menacing Swordplay: 1d20 + 6 ⇒ (17) + 6 = 23


M HumanCONFIRM! Level 1 PBP GM

Amos's bullet rips into his target as Cassius slashes deep into his target, though the creature doesn't seem impressed by his menacing sword work.

Both Aramis and Indrana's attacks land on the captain.

2d4 ⇒ (3, 1) = 4

Dealing him quite a painful blow and he begins barking out orders in some guttural language.

Most of the zombies simply move into position, though two manage to swing at Cassius.

1d20 + 5 ⇒ (3) + 5 = 8
1d6 + 3 ⇒ (6) + 3 = 9
1d20 + 5 ⇒ (6) + 5 = 11
1d6 + 3 ⇒ (2) + 3 = 5

Though both fail to strike the wiry swashbuckler!

Stepping out a bit further, he looks to the cat looking female who had throw a spell upon him and hurls his harpoon and it flies perfectly toward.

1d20 + 12 ⇒ (2) + 12 = 14
1d8 + 4 ⇒ (5) + 4 = 9

Though the rope that it is attached to seems to slow it down and it falls up short.

He begins to reel it back in as HEROES UP!


Female Human (Chelaxian) Gunslinger (musket master) 5 | AC17, T15, FF12 | HP 39/39 | CMD 19 | F+5, R+8, W+2 | Init+6 | Perception +9 (+12 if Rotgut within 20 ft) | Grit 4/4

Aramis isn't happy. On the one hand, she wants to deal the killing shot to the ghostly captain, to claim him herself. On the other, Cassius is about to get swarmed with zombies.

Sighing, she takes aim at the one he's already damaged, sending a balm-coated bullet at it.

Musket: 1d20 + 12 ⇒ (11) + 12 = 23 on light blue; same modifiers as before.
damage: 1d12 + 10 ⇒ (3) + 10 = 13


That harpoon came far to close for comfort and Indrana decided she'd best do something about that. Rather than send another spell at the ghost captain she said several words and made a warding gesture, a second layer of force encasing her body to protect her.

Acid Arrow DoT: 2d4 ⇒ (4, 4) = 8
I cast shield on myself, AC now =21


M HumanCONFIRM! Level 1 PBP GM

The blast nearly took the head off of the zombie, removing it from the fight as the garish captain burned from the acid.


Dwarf Druid (Shark Shaman) 5

The dwarf grins and rubs his hands together, and extends his palm.

"Gozreh's blessed us!"

Growling from deep in his throat, a strange series of syllables escape as green tendrils of energy extend from his calloused fingers. The green swirls of energy coalesce behind the swarm of undead, appearing as a mass of kelp. Swaying for just a moment, the kelp explodes at the enemies, spraying acid.

Since there's room, casting Burst of Nettles. I can't use the map on my phone, if someone will arrange the burst so it doesn't hit us. 10 foot burst, DC 15 Reflex save to half initial damage & prevent secondary damage.

Initial Acid Damage: 3d6 ⇒ (3, 2, 4) = 9
Second Round Damage: 1d6 ⇒ 1


Challenging, deadly, ranged touch: 1d20 + 12 ⇒ (4) + 12 = 16
damage: 1d8 + 12 ⇒ (6) + 12 = 18

Oi! Over here, Soggy! Amos roars as he takes up the responsibility of firing at the captain.

Grand Lodge

Male Human Swashbuckler 5

"It appears my dance card is getting full! Cassius swipes at a zombie to keep it at bay, focusing on an intricate display of blade work.

Cutlass Attack - Combat Expertise -2 hit/+2 AC = AC 24: 1d20 + 11 ⇒ (1) + 11 = 12
Cutlass Damage: 1d6 + 10 ⇒ (4) + 10 = 14
Menacing Swordplay: 1d20 + 6 ⇒ (15) + 6 = 21


Female Undine Watersinger Bard/5
Vital:
HP: 36/36 | AC: 18 T: 13 FF: 15 | Init +3 | CMD: 15 | Fort +3 | Ref +7 | Will +5 | Percep +9

While maintaining her bardic song, Maera will weave spellwork into it, targeting the group of three brine zombies threatening Cassius with a Glitterdust.


M HumanCONFIRM! Level 1 PBP GM

Sorry folks, this weekend ended up being crazy, crazy busy with gaming and work...Maera and I got our first level 12 PFS characters!

4d20 ⇒ (5, 8, 6, 9) = 28

The four zombies all take the blast from the dwarf.

Amos's blast nearly takes the head off of the undead captain.

3d20 ⇒ (14, 14, 17) = 45

None of the zombies are bothered by the glitterdust.

Many of the creatures are very, very heavily damaged, but it isn't over just yet.

Diabolito: 1d20 + 5 - 4 ⇒ (6) + 5 - 4 = 7
1d6 + 2 ⇒ (5) + 2 = 7

Diabolito: 1d20 + 5 ⇒ (14) + 5 = 19
1d6 + 2 ⇒ (5) + 2 = 7

One slashes deeply into Diabolito.

Cass: 1d20 + 5 ⇒ (8) + 5 = 13
1d6 + 2 ⇒ (2) + 2 = 4

Cass: 1d20 + 5 ⇒ (6) + 5 = 11
1d6 + 2 ⇒ (5) + 2 = 7

Cass: 1d20 + 5 ⇒ (16) + 5 = 21
1d6 + 2 ⇒ (1) + 2 = 3

Taking a quick step to put himself between the crew that is carving through his zombies and his wheel and bell, he pulls the harpoon back and hurls it again. This time, he flings it toward Amos after the blast had hit him.

1d20 + 12 - 2 ⇒ (8) + 12 - 2 = 18
1d8 + 4 ⇒ (2) + 4 = 6

The harpoon strikes Amos and he realizes that he is now attached to the enemy ship by way of the the rope tied to the harpoon.


M HumanCONFIRM! Level 1 PBP GM

HEROES UP!


Amos takes the shot well (in that he doesn't start screaming) and eyes the captain. Why would he step in front of the wheel and bell? He decides to think about that later.
Amos reloads with practiced efficiency and takes aim again.
Challenging deadly ranged touch: 1d20 + 12 ⇒ (3) + 12 = 15
damage: 1d8 + 12 ⇒ (6) + 12 = 18

I am suddenly suspecting that this is a haunt and that we should be destroying either the wheel or the bell. What kind of check do I need to realize this in character?


Dwarf Druid (Shark Shaman) 5

Are these aquatic creatures? I'm not sure if a +2 on his AC will prevent a hit or not.


+2 AC for me would prevent a hit, yes


Dwarf Druid (Shark Shaman) 5

I was meaning for me. lol


M HumanCONFIRM! Level 1 PBP GM

Had to double check. The zombies are not. Whalebone is


Dwarf Druid (Shark Shaman) 5

Thanks! Good to know! I always have to ask if water or aquatic subtype, when we're in water.

Axe: 1d20 + 7 ⇒ (4) + 7 = 11
Damage: 1d8 + 8 ⇒ (3) + 8 = 11

Bite: 1d20 + 9 - 5 ⇒ (14) + 9 - 5 = 18
Damage: 1d6 + 3 ⇒ (1) + 3 = 4


Female Human (Chelaxian) Gunslinger (musket master) 5 | AC17, T15, FF12 | HP 39/39 | CMD 19 | F+5, R+8, W+2 | Init+6 | Perception +9 (+12 if Rotgut within 20 ft) | Grit 4/4

Oh no! Where did our map go??

"Amos!" Aramis yells in alarm as the harpoon embeds itself in the master gunner's leg.

"Rawwwk! Amos! Amos!" Rotgut screeches, perched unhappily on the captain's sidearm, bobbing his head in distress.

Muttering something about fried chicken and making do, Aramis takes aim - not at the ghostly captain, but at the rope attached to the harpoon.

Musket: 1d20 + 12 ⇒ (5) + 12 = 17
damage: 1d12 + 10 ⇒ (9) + 10 = 19


Indrana chanted and sent another arrow of acid at the captain, Maera's song aids her in sending the arrow on it's way and it splats with a satisfying smack into the dread captain's skeletal remains.

Acid Arrow: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 262d4 + 2 ⇒ (4, 4) + 2 = 10

Love inspire courage, adds damage to my weapon-like spells, it's a wonderful thing! Too bad I forgot it before. Need a ruling though, does it add to the DoT damage as well or just the initial hit?


M HumanCONFIRM! Level 1 PBP GM

my gut is no, it doesn't, I will check though. For now we will say no. That said...I was passing out while updating stuff last night, I'll find the map...


Dwarf Druid (Shark Shaman) 5

forgot to add the +2 to Attack and damage rolls from the inspire courage. I always seem to forget that.


M HumanCONFIRM! Level 1 PBP GM

Without warning...the captain falls and the ship lurches violently and begins to sink...with Amos attached to it.


Female Human (Chelaxian) Gunslinger (musket master) 5 | AC17, T15, FF12 | HP 39/39 | CMD 19 | F+5, R+8, W+2 | Init+6 | Perception +9 (+12 if Rotgut within 20 ft) | Grit 4/4

Did I fail to hit the rope?

-Posted with Wayfinder


M HumanCONFIRM! Level 1 PBP GM

No, I just missed that post ;) Aramis's bullet rips through the rope, freeing Amos, though he does still have the harpoon impaled within his flesh.

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As it appears the other Skull & Shackles game is about to be done with recruiting, I'm going to post my attempt at one.

Pros: I have a ton of experience in writing, I hit the computer several times a day, and I have been roleplaying for over 20 years.

Cons: This is the first time I have GM'ed play by post, but you can check, I've been consistently playing in two for several months now, posting daily, and hungry for more.

The Fine Print

Skull & Shackles is not for the faint of heart or the pure of heart for that matter. If being a pirate is going to not work for a character...probably shouldn't submit it. There is plenty of info in the player's guide that you can snag.

Oh, I bet you want to know about Character Creation, don't you? Yeah, it's going to be pretty simple:

Stats: We are going to go with PFS stats here. 20 pt buy and nothing lower than a 7 before racials.

Races: Speaking of Races...I'm going to go with let's be rational. If you want to play one of the more rare ARG races, I'll consider it, but you had better have a story for it. If there is a cert to play it in PFS, I will almost certainly allow it, but make me buy into it.

Classes: See the race section. The only class/archetype I'm not a big fan of is Vivasectionist because I think it belittles the rogue and ninja. Beyond that, I'll look at anything.

Backstory: This is where you will wow me. Anyone can crunch a character, but it takes something special to transform an idea into something other people care about. Make me want to have your character on the Wormwood. I am prone to giving away odd bonuses for people who give me good backgrounds (I gave away a trait to each player in one game based off their backgrounds, who knows).

I am not a huge fan of powergamers, especially in a situation like this. Let your characters grow into their strengths and it is more enjoyable, in my mind. If that is not the case for you, maybe not a good place to apply. Not keen on character interactions? Probably not the best place to apply. Looking for a GM that wants to have fun and ensure his group is having fun? Ok, maybe the place to apply.

I will say, I am looking for 3-4 players, as I have two. Neither of the two have made characters, but one is almost certainly going to fill an "other" roll with their character and the other will build whatever is left with a hole in the needs category.

As of right now, I'm planning to end recruiting on October 4th and hopefully start by the 7th.


Are you looking for a solid piratey feel? - as in hard neutral with some allowance for cruelty and such?

I'd assume two traits as per standard? - and will you require one from the Player's Guide?


Dotting for interest, I was planning on GMing this at some point but my IRL group didn't bite, sadly. Will write up a character asap.


Ive been meaning to get into a game of SnS for a while now. Ive been thinking of playing an acrobatic youth who usually serves as a rigger on the ships hes been on. Undecided on whether to go with Monk or Gunslinger.

This is basically a longwinded dot.


The meaning by it being a pirate game is that there is no way a lawful character will handle it. CG can do ok, but I don't want party conflict.

Traits: THREE Traits, one of which has to be a campaign trait.


I haven't played Skull & Shackles, does it have any major aquatic component? As in if I make a character with some investment in swimming and suchlike, am I going to feel it wasted?


Had this guy in a failed S&S game before. He'd be all about another shot at the Wormwood.

Full stats and background in character profile.


Most of Skull & Shackles takes place on a ship/at sea. Swimming is not a wasted investment.


Riven, you get one more trait and then you meet all the specs.


GM Hills wrote:
Riven, you get one more trait and then you meet all the specs.

Sweet! I'll take a look now.


GM Hills wrote:
The meaning by it being a pirate game is that there is no way a lawful character will handle it. CG can do ok, but I don't want party conflict.

Keeping to your word and "honoring the code", all while having a taste for combat, drink and loose women, wouldnt be out of the question for Lawful-Neutral or Lawful-Evil would it?


Potentially, I could definitely see that interpretation, as long as you have your defined code and you stick to it, that is, in fact, lawful. I think alignment is probably the one thing that I think is far, far too rigid in most RPGs, so you will find I'm a little more...freeform with it.


That's the character starting to flesh out a little. Still have to C/P a lot of the mechanical stuff.

Not sure whether to stay CG or go CN; I just have a kneejerk reaction to Chaotic Neutral from heroic-style campaigns, I suppose.


Dotting for interest.

May I ask what kind of characters you are looking for? Do you want a band of pirates who want to be pirates, or do you delight in the fish out of water approach? Perhaps a mix of both? I have a few ideas swimming around in my head, and would like to present the best fit for your idea of what your game will be.

Also, what is your opinion on rethemes of spells? Could burning hands become a fan of scalding water? Could entangle become grasping ropes?

Dark Archive

Dotting. If I fail to get into the one I'm currently trying for (will know today), then I'll apply for this one. (Hi, Mez!)

Lantern Lodge

I'm interested in this one, thinking of playing the bad guy, maybe a rogue.


I'll make a druid and see if I get in.


Dotting. Character concept forthcoming - when I get the chance to dedicate time to writing something out.


dotting for interest


I'm dotting for interest. Thinking either like a fighter (corsair) or a gunslinger (buccaneer). I'm gonna start writing it up now. I'm so glad to see the interest in S&S again.


This is Mark Sweetman's fluff for what will likely be an Elven Ranger. Crunch will follow once mulled over appropriately.

In the interest of full disclosure - I currently DM a S&S PbP here on the boards. However I can keep player vs character knowledge distinct.

Background:
Raveneau Delahaye was born afloat in the Shackles and has not left the isles in his life. His parents were seafaring elves who plied their trade in service to the Free Captains of the Isles. Skilled at their work they were rarely unable to secure positions… but never kept to a single captain for longer than a few voyages. Roughly ninety years ago, when he was still a youngling of thirty, they answered a clarion call.

Queen Kaala had settled the isle of Kepre Dua as a haven for the elves of the shackles. His parents were among the first disciples to arrive and swear fealty to the newly crowned Queen and became staunch supporters in her inner circle. Life on Kepre Dua was idyllic for the young Raveneau. His days filled with time in the water, both atop and below, while his nights were equally sated with training in the myriad ways of his divine mistress. His adolescence was spent training with the loose military that the elves kept in defense of the isle. They fought with net, whip and blade from above deck and below. Especially well drummed into the recruits was the best ways in which to combat the lesser humans that served as the main threat to their life of purity on the Isle.

It was a scant five years prior when his parents were given the rare honor of accompanying the Queen of the Veil as she paid homage at the holy site of the Obelisk. Raveneau begged to be able to attend, but was denied and watched as two parents left…. and only one returned. His father stumbled back to their home in Alendruan Harbor the next day lacking his left eye and arm, barely alive. As he attended to his convalescing father he was told only that his mother was dead – and nothing of how it occurred or how his father was injured. Looking into the eyes of his father he saw something missing as though he returned a man of lesser mind as well as body that day.

This tragic event snapped something within Raveneau and his mind swung from an idyllic enjoyment of all that was on offer to a wholehearted embrace of the lesser known aspects of his wasp goddess. Dark thoughts of vengeance and hate filled his thoughts. As his father seemed even more devout in his support of Queen Kaala, Raveneau applied himself body, mind and soul to his training at war and awaited an opportunity.

His opening came when a pirate clipper out of Port Peril docked at Alendruan Harbor after faring poorly in a storm. Despite warnings to the contrary… one of the half-elves on the crew stepped foot on land and was judged to be worthy of receiving Calistra’s Whisper. As the ill-fated half-elf was subjected to the hedonistic pleasures of the palace, Raveneau stole aboard the pirate’s vessel and bargained passage off the isle. It was thus he was born anew, sailing away in the dead of night as the half-elf was sacrificed in the Queen’s chambers.

The voyage to Port Peril was uneventful, and upon arriving Raveneau was cajoled into joining the crew for a drink at the Formidably Maid. It was there, nestling an ale and thoughts heavy on his forward path that he failed to detect the strange aftertaste of the brew…

Appearance:
Raveneau has a countenance that is typical of most elves of Golarion. The attractiveness of his fine features is countered by the scowling disdain that sits ever-present upon his face. His long hair is often tamed by a silken bandanna tied tight to his skull. His frame is slight, though hung with strong sinews and possessive of a wiry strength to complement his dexterous movements. His skin remains relatively fair despite many hours spent in the sun, and his skin is free of adornment excepting a tattoo upon his chest. The tattoo is of a yellow circle with three daggers radiating outwards from it, easily identifiable as the sign of Calistra, the Savored Sting.

Plot Hooks:
  • Father (Galrend) survives upon Kepre Dua, and Raveneau fully plans to return for him one day.
  • Kaala may not like the fact that he has defected… and may seek his death or to reclaim him.
  • Beyond his soon to be crew, he will be seeking to surround himself with likeminded elves to support his eventual claim upon Kepre Dua.


Mulling it over for the past hour, while I should have been working :D

I think I'm going to work on a Halfling Air Sorcerer that spends most of his time in the crow's nest.


While I'm thinking of it, would you prefer characters posted here or sent to you via PM?


As far as creating pirates vs. creating reluctant pirates...I can go with either one, just make your character believable and your reasoning for being in Port Peril rational.

Repurposing spells: I will do it on a case by case, caster by caster basis, but no, I have no problems with it.

As far as sending me your characters, if you wish to put your backstory in your profile or in spoilers, go right ahead. If you have aspects you would prefer others not to know, then send it to me in a PM. I don't want to get bombarded, but I understand wanting to keep secrets.


Works for me, I'll get the backstory writ tonight/tomorrow. I realized after asking you that going Elemental (air) bloodline would allow the reflavoring of spells to be completely legit as it's one of their class abilities.


@ Gm Hills

adding the foolwing Regional Trait

Stormrunner

You have sailed on some of the roughest seas.

Benefit: You’re accustomed to the pitch and yaw of sailing vessels, even in a storm, and gain a +2 trait bonus on Acrobatics checks to keep your footing on uneven ground or unsteady surfaces.


I'm thinking I'm gonna go with maybe a magus or the gunslinger archetype of buccaneer. I have so many ideas rolling around, it's gonna just be a matter of narrowing it down.


Okay here is my Druid, Aquatic Archetype, Ben Gar

Back Story:
Ben grew up with only his mom. He had heard tales of his father being a feared pirate Capitan. He always played around, imagined being on a ship with his dad at command. He would always get beat up because the other kids didn’t believe him, but Ben knew that what his mom said was true. When he first started to learn how to swim it was in the ocean and, it came to him as naturally as walking. And one day when he was done swimming he found a dog washed up on shore. Ben took the dog back to his house and asked his mom if he could keep him, as all kids would do. After persistent begging his mom finally gave in and Ben was allowed to keep the dog he now named Blacktail. Since that day Ben and Blacktail were inseparable and whenever Ben would get into trouble with the other kids Blacktail would back him up.

A mysterious person came into to town years after Ben found Blacktail and started speaking in a language that nobody seemed to understand, except for Ben. The two were conversing and everyone around them thought that it was strange. When Ben finally asked the person what was going on and why everyone was looking at them like they just saw a devil rise from hell, the person said that they were speaking a language that most don’t know. The language was Druidic, and that had meant that Ben was a Druid. Ben asked what it meant to be a Druid and the person said that he was a guardian of nature, someone to protect and preserve whatever natural setting felt at home to Ben. After thinking for a little bit Ben knew what natural setting felt the most natural and that was in the water. When Ben told this new person what he felt as being the most natural setting to him, the person said his name was Brett and that he was going to instruct Ben in the ways of the Druids of Water. His mom flipped out after hearing the news that Ben was a Druid, saying that no son of hers could ever be a Druid after being kicked out of the order herself. Reluctantly she agreed to Brett teaching Ben in the ways of the Druids if only to ensure his future would lead away from becoming a pirate like his father before him.

Years passed and Ben finally learned the first steps to becoming a Druid, the rest he would have to learn as time went on and after many battles have been fought. He left home shortly after Brett finished teaching him leaving a note to his mother saying “I have left to tame the seas, I don’t know when I will return or if I ever will but know this: I will always love you.”

Ben found himself in Port Peril a few weeks after his journey started. With Blacktail at his side he went into the Formidably Maid for a drink, knowing that this was a pirate hideout. What better way to tame the seas than on a ship traveling across them? After his third or fourth drink he noticed a dashing and flirtatious corsair. With the booze clouding his mind he went to talk to her and after a while of talking found he was beaten senseless and stuffed in a sack, carried off to who knows where.

I will make an aliases for him after I've figured out what crunch I want.

Campaign Trait: Buccaneer’s Blood


Here's a list for people to know what's been offered so far-

Martial:
Mahr Dalen: Ranger
Raveneau Delahaye: Ranger

Divine:
Zotsune/Ben Gar: Druid
Shadowyfox: Salty, swearing, Dwarven Druid
Skills:
Riven “Jolly” Roger: Rogue
Hordshyrd: Rogue
WhtKnt: Rogue

Arcane:
Mezegis/Bramzit “Bzzt” Brightonspinner: Air Sorcerer

Undecided:
Deliverance: Monk or Gunslinger


@ GM: With the shark shaman druid archetype, you can choose several different domains instead of a companion. Is it allowable to choose one of the subdomains associated with those domains?


Sure, mostly, just make it make sense and it is hard not to with that situation.


:) Ok. I am actually going the route of a dwarf with the shark shaman archetype. Just because the image of a salty, swearing dwarf that embodies the most ferocious thing in the sea...Yeah, makes great sense to me. :)


I've updated the above list with Shadowy's choice.


Here is my submission.

Chumtooth, the Kuru Fighter.

Please note that kuru are native to the Shackles, and his back story explains his presence in Port Peril.

Thanks for considering me for your crew!


Working up a character now. ::)


How much gold do we get? Oh and thanks for the three traits!


Average for class, if you have any special requests or concerns, PM about them.


In terms of powergaming, what would you say to both Snowball (or in my case, Lightningball), and the the Magical Lineage trait with Intesify spell feat?

It would effectively allow me to use Snowball up to level 10 without raising the spell level. If either the spell or combination irk you, just lemme know.


I figured I'd dot with the dwarf Druid before I lost track. I'm gonna start writing up fluff for him.


David Longstar looking for adventure!


Sign me up! :)

Dark Archive

Well, I didn't get into the other one, so... This is WhtKnt's submission.

In the interest of full disclosure, I am running S&S in my home game, but I will keep character knowledge and player knowledge separate. I've been RPing since 1979 and am a pretty reliable poster. I can post a minimum of once per day during the week, and typically more often than that. Weekends may be spotty as I am pretty busy on my weekends, but I can usually manage once per day or better.

As for what I am looking for; I expect to have fun. This is a very fun adventure to run, and I expect that it would be as much fun to play. As for character interaction, I'm all about it. The primary reason to play an RPG is to stretch one's acting skills, and I do so. Mez will, I think, vouch for me, as I am in his Reign of Winter game and I'd like to think that we're having fun with the character interaction in that game.

Isabella's background is currently sparse, but I will expound upon it prior to the end of the submission period. I just wanted to get her up here for your approval.

The Exchange

Trying my luck here. I'm a big pirate fan and Skull & Shackles seems like an awesome campaign.

Sasha is a half-elf cleric of Besmara. She's not a very optimized build, but I think she'd be very fun to play. She's got the Magical Knack trait because I might give her a few levels in a class to add some skills to her repertoire—haven't decided yet, and even if I don't it fits nicely with her background. Do we have to pick three traits by the way? If so, her third trait will be Roof Racer (Korvosa).

Background:

Sasha grew up among the nouveau riche of Korvosa, a bastard child raised by two human parents, born out of her father's tryst with a temple prostitute of Calistria.

Her parents, both quite talented in the art of alchemy and the creation of magical knick-knacks, tried to raise the young girl as their own. And even though her father loved her very much, his wife had trouble forgiving her husband's indiscretion. Amongst the burgeoning Korvosan nobility, two human parents raising a half-elf was also the source of much gossip and ridicule, and so Sasha was pushed aside relatively soon in her life by her mother, in favor of Sasha's brother and two sisters. She was left more and more in the care of the family's pseudodragon, her mother too busy with more important things to look after the girl.

This didn't bother Sasha all that much, since she was too busy exploring the sights and sounds of Korvosa. She especially enjoyed going down to the docks, to watch the ships arrive from all the exotic locales. Her father had always hoped for his half-elven offspring to be able to attend the Korvosan Acadamae, which Sasha had zero interest in.

Eventually Sasha fell in with some people of ill-repute, a criminal gang of cat burglars called the Catsdew Lofties. She botched her initiation however, running into the Korvosan Guard. After a chase where she led them to the docks, the only way she saw fit to loose them, was to swim out to one of the ships that was just about to leave. Trying to stow away on the vessel, she was quickly found by the captain, who allowed her to remain on the ship until they eventually returned to Korvosa. In the meantime, she would have to work on the ship, just like everyone else.

But Sasha didn't want to return home. She'd finally gotten what she wanted; to be on the wide seas, sailing off into the unknown. Learning all that she could aboard the vessel, she soon found herself drawn to Besmara, the Pirate Queen. With the meager earnings that she was granted, she purchased an old, thin leather journal from a fellow sailor. The journal, embossed with a skull and crossbones, it holds a holy text known as Besmara's Code. She proceeded to carve her own holy symbol out of a piece of weathered old driftwood, and although it isn't much to look at, it seems to work for her. Eventually Sasha jumped ship in the Shackles, before she ever got to see Korvosa again.

Physical description:
This shapely half-elf has a smug expression on her face, and she walks with a confident swagger. Her bronzed skin is a tell-tale sign of a life spent outdoors. Clad in ill-fitting, waterlogged leather armor, her nimble movements are also without grace, and it's obvious she is a very candid individual. Her burgundy hair is held back by a cloth headband, one hand resting on a slender rapier at her hip. With narrowed gray eyes, Sasha looks upon the world with a mixture of inquisitiveness and wariness.


Ben Gar finally, an alias was created.


Maz, if you do that, it's not a huge powergame, in my eyes, but if you do that, buy back a lot of stats to give yourself a 20, and spend another feat or two on the spell, then yes, that's far, far too much.


Updates:

Martial

Mahr Dalen- Human Ranger (Skirmisher, Freebooter)-Crunch is Incomplete
Raveneau Delahaye- Elven Ranger -Crunch is incomplete
Chumtooth- Kuru Fighter -Complete(Not sure how I feel about race)
Aramis Steel- Human Gunslinger (Musket Master) -Missing Trait

Arcane

Ossok the Scarred- Half-Orc Scarred Witch Doctor -Missing Trait

Divine

Ben Gar- Human Druid (Aquatic) -Complete
Sasha Killigrew- Half-Elf Cleric of Besmara -Missing Trait
Diabolito Stormbeard- Dwarf Druid (Shark Shaman) -Crunch

Skilled

Riven "Jolly" Roger- Human Rogue (Pirate) -Complete
David Longstar- Gnome Rogue -List Traits (I see two of them in story)
Isabella D'Rosini- Half-Elf Rogue (Pirate) -Complete

I know there have been a lot of games lately and I'm glad to see people sticking to their characters from other attempts, some of the characters I'm glad to see come this way. Any questions can either be PM'ed my way or put in here, I check often when I'm not at work (and sometimes a little when I am).


Checking interest. This is Aramis Elizabeth Mirian Steele, female human gunslinger with the musket master archetype. Shipwrecked in the Shackles years ago, she's worked as a mercenary ever since, growing disillusioned with the "blessing of Besmara" she suppoedly carries, looking only forward to her next handful of coins, bottle of rum, and one-night stand.

I've played her in both an S&S game that went under on these boards, and a homebrew game that went under due to GM health issues. She's currently at 25-point buy, but I have a 20-point build half-finished in HeroLab (Dex dropped to 18, Cha dropped to 10), and I'll have that up with expanded fluff in a few days. Hope she's acceptable!


I chose a third trait. I went with Anatomist; to go along with his backstory as both a harpooner and his upbringing as a cannibal.

I have never played a kuru before, but I created Chumtooth because of a desire to play a Queequeg-esque character in the context of the story. He is a savage, but a savage smart enough to question the cultural norms of his people. I fully intend to roleplay him, not just hack n' slash. I fully expect that the crew, and perhaps even the other PCs, will be wary of him until he proves himself. Chumtooth isn't a hot-headed brute, but he knows that the very nature of what he is scares the heck out of most people. He's not above using that fear to his advantage.


I'd like to throw my pirate-y tricorn hat in, if that's okay. Zaketta is a character for another S&S PbP game here on the paizo boards that, regrettably, got derailed very early on (we were still doing chores on the ship). I had a great time with it, though, so if you're willing to consider me, I'd love to join.

Both fluff and crunch are in my profile - I think I'll need to pick out an additional trait, though.

Thanks in advance for your consideration.


Kismet, born of the sea, and blessed with divine powers from her murky depths, here for your consideration.

Backstory is up, crunch is to follow.

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