Skulls and Shackles

Game Master Diamondust

A successful mutiny has given you your own ship. You do not have enough crew to fully man her. Rickety Hake can squib the ship so she is not recognised by anyone who might try to hunt you down and more crew are sure to be found in the town of Rickety Squibs.
Man's Promise Crew and Map


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M CG Dwarf Warpriest 3 | HP 32/32 | AC 16 T 13 FF 13 | CMB +5, CMD 15 | F: +6, R: +5, W: +6 | Init: +5 | Perc: +3, SM: +6, Darkvision 60 ft | Speed 20ft | Spells: 1st 0/4 | Fervor: 0/3 | Blessings 4/4 | Active conditions: None

Given that Torgal doesn’t really have anything of value to wager at this point (except for the holy symbol he literally just got back), he’s just here for the free drinks. Jacques might want to wager something though.


Well, you could bet money that you don't have and be in debt if you lost.


M N human fighter 1 // soul warden 1 | HP 11/11 | AC 16 T 14 FF 12 | CMB +1** CMD 15* | F +3 R +4 W +3* | Init +6 Per +2 SM +5 | channel 6/8 MF 1/1 spell pool 3/5 stamina 2/2 | effects/conditions none

Jacques gives Torgal half of what he has, hoping that they can both make wagers.


I had ability damage slightly wrong and was treating it almost like ability drain where your ability score is reduced (albeit temporarily).

Rules here

Torgal has 1 strength damage left which doesn't give any penalties.

Rosanne has 4 strength damage left which give a -2 penalty to strength based things.


Male
Skills:
Acro +9|Bluff +7|Climb +5|Diplo +11|Disable +6|Escape +6|Percept +9|Per. (sing) +11|Prof (sailor) +9|SM +7|Sleight +8|Stealth +9|Swim +3
Aasimar (Azata-Blooded)|HP: 17/31|Acid, Cold, Electricity resistance 5|AC: 15 (11 Tch, 13 Fl)|CMB: +4, CMD: 16 |F: 3, R: 7, W: 6|Init: +2 Godling (Clever)/4th|Speed 50ft (50ft)
Torgal Cailean wrote:
Since apparently there are some people who don’t enjoy Torgal’s free booze or singing, he’ll stop trying to influence folks for the time being. Is there something else someone would want him to do instead?

Torgal, play the dwarf any way you wish. You've had some comically disastrous dice rolls, but we all have. I like the way Torgal tries to shine as brightly as Tobias. Besides, screw what that 'pretty-boy' said, Torgal's gonna do whatever he wants, godsdamm|t!


M CG Dwarf Warpriest 3 | HP 32/32 | AC 16 T 13 FF 13 | CMB +5, CMD 15 | F: +6, R: +5, W: +6 | Init: +5 | Perc: +3, SM: +6, Darkvision 60 ft | Speed 20ft | Spells: 1st 0/4 | Fervor: 0/3 | Blessings 4/4 | Active conditions: None

Indeed, but he's also not drunk enough to not realize that when a fight breaks out he wants more friends than enemies. XD


Male
Skills:
Acro +9|Bluff +7|Climb +5|Diplo +11|Disable +6|Escape +6|Percept +9|Per. (sing) +11|Prof (sailor) +9|SM +7|Sleight +8|Stealth +9|Swim +3
Aasimar (Azata-Blooded)|HP: 17/31|Acid, Cold, Electricity resistance 5|AC: 15 (11 Tch, 13 Fl)|CMB: +4, CMD: 16 |F: 3, R: 7, W: 6|Init: +2 Godling (Clever)/4th|Speed 50ft (50ft)
Rosanne wrote:
Sing all you want. Rosanne is a bit of a b#$%+. :)

That's okay by Tobias. Rosanne reminds the young sailor of his mother.


Male
Skills:
Acro +9|Bluff +7|Climb +5|Diplo +11|Disable +6|Escape +6|Percept +9|Per. (sing) +11|Prof (sailor) +9|SM +7|Sleight +8|Stealth +9|Swim +3
Aasimar (Azata-Blooded)|HP: 17/31|Acid, Cold, Electricity resistance 5|AC: 15 (11 Tch, 13 Fl)|CMB: +4, CMD: 16 |F: 3, R: 7, W: 6|Init: +2 Godling (Clever)/4th|Speed 50ft (50ft)
Jacques Lacrimoisi wrote:
Jacques does nothing to conceal his dislike for Shivikah, and when his reaction to Tobias is outright hostility, Jacques takes a moment to menace him. "Do not choose the wrong side, or surely you will regret it," he threatens. "Stay out of our way and you may survive. Cross us and suffer the consequences. You understand, oui?"

WHOA!!


Looks like you are now assigned the jobs you complained about the most or that least suit your skillset.

While you've been making friends, so have Plugg and Scourge. Indifferent crew move to unfriendly (there were none), unfriendly crew move to hostile. Sorry Jacques! You were having some great rolls.


Female Changling Sorcerer 2(Aquatic Bloodline)/Rogue 3. AC13/17*, Touch12/16*, FF 11/15* . HP34. Fort 1. Ref +5. Will +5. Per +10. (*Mage Armor)

Unlike me.

Rosanne might have to start adding something extra to our enemies meals. :)


Male
Skills:
Acro +9|Bluff +7|Climb +5|Diplo +11|Disable +6|Escape +6|Percept +9|Per. (sing) +11|Prof (sailor) +9|SM +7|Sleight +8|Stealth +9|Swim +3
Aasimar (Azata-Blooded)|HP: 17/31|Acid, Cold, Electricity resistance 5|AC: 15 (11 Tch, 13 Fl)|CMB: +4, CMD: 16 |F: 3, R: 7, W: 6|Init: +2 Godling (Clever)/4th|Speed 50ft (50ft)
Voice in the Maelstrom wrote:
While you've been making friends, so have Plugg and Scourge. Indifferent crew move to unfriendly (there were none), unfriendly crew move to hostile. Sorry Jacques! You were having some great rolls.

Well. Let the Games Begin, mutherfu<kers.


Officers
Crew
Here are some colourful attitude charts I have kept on google docs. I added them to the campaign tab too.


Male
Skills:
Acro +9|Bluff +7|Climb +5|Diplo +11|Disable +6|Escape +6|Percept +9|Per. (sing) +11|Prof (sailor) +9|SM +7|Sleight +8|Stealth +9|Swim +3
Aasimar (Azata-Blooded)|HP: 17/31|Acid, Cold, Electricity resistance 5|AC: 15 (11 Tch, 13 Fl)|CMB: +4, CMD: 16 |F: 3, R: 7, W: 6|Init: +2 Godling (Clever)/4th|Speed 50ft (50ft)

Hi Everyone,

Tomorrow I'm having a catheterization on my left side tomorrow, so I won't be on the boards that day. But I hope to be back on during the weekend. Thanks all.


Best of luck mate.

Torgal, are you preparing spells each day? I don't see any on your character sheet.


Female Changling Sorcerer 2(Aquatic Bloodline)/Rogue 3. AC13/17*, Touch12/16*, FF 11/15* . HP34. Fort 1. Ref +5. Will +5. Per +10. (*Mage Armor)

Good luck Toby. Hope everything goes well.

Sorry for going quiet. We had an internet outage over much of the lower North island. No internet for 7 hours! Withdrawal is real.


M CG Dwarf Warpriest 3 | HP 32/32 | AC 16 T 13 FF 13 | CMB +5, CMD 15 | F: +6, R: +5, W: +6 | Init: +5 | Perc: +3, SM: +6, Darkvision 60 ft | Speed 20ft | Spells: 1st 0/4 | Fervor: 0/3 | Blessings 4/4 | Active conditions: None

Apologies - I kept forgetting to update those when I wasn’t on mobile. Done now!


It is pretty hilarious how much Torgal can not hit a tune to save his life.


M CG Dwarf Warpriest 3 | HP 32/32 | AC 16 T 13 FF 13 | CMB +5, CMD 15 | F: +6, R: +5, W: +6 | Init: +5 | Perc: +3, SM: +6, Darkvision 60 ft | Speed 20ft | Spells: 1st 0/4 | Fervor: 0/3 | Blessings 4/4 | Active conditions: None

It’s incredibly in character. XD


Just a note. In the Elephant in the room feat tax rules we're using, nonlethal attacks do not take the -4 penalty. I copied the section from it below.

Nonlethal Damage
Nonlethal damage rules from the Pathfinder Core Rulebook
have been very slightly tweaked: players no longer take a
-4 penalty to attack rolls when inflicting nonlethal damage
with a weapon that deals lethal damage, but instead lose the
ability to confirm critical hits when doing so.

Nonlethal Damage with a Weapon that Deals Lethal
Damage:
You can use a melee weapon that deals lethal
damage to deal nonlethal damage instead, but you cannot
confirm critical hits when doing so.

Lethal Damage with a Weapon that Deals Nonlethal
Damage:
You can use a weapon that deals nonlethal damage,
including an unarmed strike, to deal lethal damage instead,
but you take a –4 penalty on your attack roll.


M CG Dwarf Warpriest 3 | HP 32/32 | AC 16 T 13 FF 13 | CMB +5, CMD 15 | F: +6, R: +5, W: +6 | Init: +5 | Perc: +3, SM: +6, Darkvision 60 ft | Speed 20ft | Spells: 1st 0/4 | Fervor: 0/3 | Blessings 4/4 | Active conditions: None

Torgal wouldn't resist overwhelming force trying to put him in the hotbox - though I pity the captain who has quarters nearby when the dwarf starts singing. XD


Well I'll guess we'll see what his reaction will be.

I'm just hoping to get reactions from all the players before I proceed with sticking you in the box.


M N human fighter 1 // soul warden 1 | HP 11/11 | AC 16 T 14 FF 12 | CMB +1** CMD 15* | F +3 R +4 W +3* | Init +6 Per +2 SM +5 | channel 6/8 MF 1/1 spell pool 3/5 stamina 2/2 | effects/conditions none

By tying off Torgal's rope, I'd intended that Torgal could hold on to his end of it while crossing on one of the other ropes! :) If Jacques had seen Torgal trying to cross that way, he would have shouted for him to use Jacques's rope, keeping the other for his escape if necessary. Falling into the water would be a lot less dire with a rope already in hand!


Torgal tied off his end too. Battle is chaotic.

Though I admit, rolls aren't going you guys' way so far.


Ok it might not have been clear.

The aid from Torgal got Rosanne to 16 on her climb check so she can climb.

Climb is a move action. You get up to 2 move actions each round.

Rosanne could try to aid Torgal with her other move action, to give him a +2. Or leave him and move into position to join the battle.

Torgal used 1 move action to aid Rosanne.

Aid using the climb skill is a move action. You get up to 2 move actions each round.

Torgal could use his other move action to attempt to climb (possibly aided by Rosanne).

Then you get round 4 actions. So far things aren't going your way much so I'm making sure you are not losing actions that you could take to change that.


If you guys are wanting to move your token on the map yourself, drop a msg in roll 20 and i'll give you control of your token.


Breakthrough for Tobias! That's a dead sailor.


Congratulations. The Man's Promise is yours! Well, Captain Harrigan's. But you won. After everyone makes a post or 2 post-battle I will move on to the post battle celebrations and treasure dividing.

You also have leveled up to level 3! (check the campaign tab for leveling rules)

Automatic Bonus Progression starts here giving you a +1 resistance bonus to saving throws.


Female Changling Sorcerer 2(Aquatic Bloodline)/Rogue 3. AC13/17*, Touch12/16*, FF 11/15* . HP34. Fort 1. Ref +5. Will +5. Per +10. (*Mage Armor)

Hp: 1d8 ⇒ 3

Average it is then.


Female Changling Sorcerer 2(Aquatic Bloodline)/Rogue 3. AC13/17*, Touch12/16*, FF 11/15* . HP34. Fort 1. Ref +5. Will +5. Per +10. (*Mage Armor)

All done. Mainly fixing some mistakes in her build.

Sorcerer 1/Rogue 2 now. The level of Rogue to put points in her weak skills so she can actually sneak and climb now.

Rogue Talent - Trap spotter. Whenever you come within 10 feet of a trap, you receive an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.

HP +5

Saves +1

Bluff, Climb, Diplomacy, Disable device, Escape artist, Intimidate, Knowledge (Local), Perception, Stealth, Swim +1

Background skills Profession (Cook), (Sailor) +1

Feat Accomplished Sneak Attacker.

BAB +1


M N human fighter 1 // soul warden 1 | HP 11/11 | AC 16 T 14 FF 12 | CMB +1** CMD 15* | F +3 R +4 W +3* | Init +6 Per +2 SM +5 | channel 6/8 MF 1/1 spell pool 3/5 stamina 2/2 | effects/conditions none

Hit dice: 1d6 ⇒ 1


Male
Skills:
Acro +9|Bluff +7|Climb +5|Diplo +11|Disable +6|Escape +6|Percept +9|Per. (sing) +11|Prof (sailor) +9|SM +7|Sleight +8|Stealth +9|Swim +3
Aasimar (Azata-Blooded)|HP: 17/31|Acid, Cold, Electricity resistance 5|AC: 15 (11 Tch, 13 Fl)|CMB: +4, CMD: 16 |F: 3, R: 7, W: 6|Init: +2 Godling (Clever)/4th|Speed 50ft (50ft)

Level 3
HP: Average + 2 Con
+1 BAB +1 Fort

[u]Skills[/u]
Acrobatics +1
Diplomacy +1
Escape Artist +1
Knowledge (local) +1
Knowledge (religion) +1
Perception +1
Sense Motive +1
Stealth +1

Profession (sailor) +1
Perform (sing) +1

Scion Talents
As a clever godling gains experience, he learns a number of talents that aid him and confound his foes. At 3rd, 5th, 7th, and 9th levels, a clever godling gains one scion talent. A clever godling cannot select an individual talent more than once unless the talent states otherwise.

Scion of the North Wind (Ex): Your godling powers allow you to call upon the speed and constant might of the north wind. Your movement rate gains a +10 ft. bonus. Also, as a swift action you can move up to your movement rate. You may do this once per day, +1 additional time per day for every 5 levels you possess.

Feat Athletic

Automatic Bonus Progression: +1 resistance bonus to saving throws.


M CG Dwarf Warpriest 3 | HP 32/32 | AC 16 T 13 FF 13 | CMB +5, CMD 15 | F: +6, R: +5, W: +6 | Init: +5 | Perc: +3, SM: +6, Darkvision 60 ft | Speed 20ft | Spells: 1st 0/4 | Fervor: 0/3 | Blessings 4/4 | Active conditions: None

Hitpoints, Con, FCB: 22 + 1d8 + 2 + 1 ⇒ 22 + (7) + 2 + 1 = 32

BAB +1
Reflex +1

Skills
- Heal +1
- Knowledge (religion) +1
- Perform (sing) +1
- Profession (sailor) +1

Feats
- Deft Maneuvers
- Weapon Focus (light blades)

...and that's all, folks!


Male
Skills:
Acro +9|Bluff +7|Climb +5|Diplo +11|Disable +6|Escape +6|Percept +9|Per. (sing) +11|Prof (sailor) +9|SM +7|Sleight +8|Stealth +9|Swim +3
Aasimar (Azata-Blooded)|HP: 17/31|Acid, Cold, Electricity resistance 5|AC: 15 (11 Tch, 13 Fl)|CMB: +4, CMD: 16 |F: 3, R: 7, W: 6|Init: +2 Godling (Clever)/4th|Speed 50ft (50ft)

Pirates


Male
Skills:
Acro +9|Bluff +7|Climb +5|Diplo +11|Disable +6|Escape +6|Percept +9|Per. (sing) +11|Prof (sailor) +9|SM +7|Sleight +8|Stealth +9|Swim +3
Aasimar (Azata-Blooded)|HP: 17/31|Acid, Cold, Electricity resistance 5|AC: 15 (11 Tch, 13 Fl)|CMB: +4, CMD: 16 |F: 3, R: 7, W: 6|Init: +2 Godling (Clever)/4th|Speed 50ft (50ft)

Yo Ho!


I've put a link at the top of the page showing the crew that has been picked for the Man's Promise and maps of the ship and I've updated the campaign tab with the new crew too so you can see everyone's attitudes and jobs and such.

Best pirate theme


Female Changling Sorcerer 2(Aquatic Bloodline)/Rogue 3. AC13/17*, Touch12/16*, FF 11/15* . HP34. Fort 1. Ref +5. Will +5. Per +10. (*Mage Armor)

Thanks for your hard work. That does make everything much clearer.


Calculating in your 20% discount here is what you have bought or sold and my tracking of gold you have. A negative means you need to borrow from the party.

Rosanne buys: Masterwork Thieves Tools (-80 gp)
coins left: 145 gold 5 silver

Tobias buys: Thieves Tools (-24 gp)
Tobias Sells: Rapier (+12 gp)
coins left: 198 gold 5 silver

Jacques buys: 3 Flasks of Acid (-24 gp), Scrolls of magic missile and scorching ray (-140 gp), 3 Tanglefoot Bags (-120 gp)
coins left: -58 gold

Torgal buys: Wand of Bless Weapon (-192 gp), Scroll of Cure Moderate Wounds (-120 gp)
coins left: -82 gold

Rosanne and Tobias seem ok with lending the money.


Female Changling Sorcerer 2(Aquatic Bloodline)/Rogue 3. AC13/17*, Touch12/16*, FF 11/15* . HP34. Fort 1. Ref +5. Will +5. Per +10. (*Mage Armor)

Go for it guys. It's to all our benefit that you get these things.


M N human fighter 1 // soul warden 1 | HP 11/11 | AC 16 T 14 FF 12 | CMB +1** CMD 15* | F +3 R +4 W +3* | Init +6 Per +2 SM +5 | channel 6/8 MF 1/1 spell pool 3/5 stamina 2/2 | effects/conditions none

Would anyone else like to carry the tanglefoot bags? I figured they are useful enough that we should buy them, but since Jacques is basically borrowing from Rosanne and Tobias to do so, maybe someone else should have them?

Jacques will copy the scrolls into his spellbook as soon as he has a chance.


Female Changling Sorcerer 2(Aquatic Bloodline)/Rogue 3. AC13/17*, Touch12/16*, FF 11/15* . HP34. Fort 1. Ref +5. Will +5. Per +10. (*Mage Armor)

Looks like we do need to strike as quickly as possible. Toby's lashing will be all our fates at this rate.

Should we start a mutiny?


You could. But it would be advisable to have a plan. And one that your allies know what to do to try to give your side the best advantage.


Female Changling Sorcerer 2(Aquatic Bloodline)/Rogue 3. AC13/17*, Touch12/16*, FF 11/15* . HP34. Fort 1. Ref +5. Will +5. Per +10. (*Mage Armor)

Which is why I'm discussing it here so we can work out what we're doing. :)

Mutiny is dangerous, but getting gradually flogged to death over the slightest infringement is worse. They are not going to stop punishing us!


M CG Dwarf Warpriest 3 | HP 32/32 | AC 16 T 13 FF 13 | CMB +5, CMD 15 | F: +6, R: +5, W: +6 | Init: +5 | Perc: +3, SM: +6, Darkvision 60 ft | Speed 20ft | Spells: 1st 0/4 | Fervor: 0/3 | Blessings 4/4 | Active conditions: None

A pity the “captain” eats special food alone. If only we had access to something “special” to spice up his cuisine... XD

We’re just not being very successful at turning the crew against Scourge and Plugg. That would certainly make things easier. But that takes time (which it sounds like we’re running out of) and Torgal in particular is very bad at making positive impressions (try as hard as he might).

We might want to go for the head of the serpent. With them gone, everyone else might be more willing to let their grievances go until they can disembark at port. If our friends can keep the unfriendly crowd busy, that would make our job of tumor removal easier.


You might have also noticed attitudes changing in your enemies favour. You aren't the only ones trying to get people on your side.


M N human fighter 1 // soul warden 1 | HP 11/11 | AC 16 T 14 FF 12 | CMB +1** CMD 15* | F +3 R +4 W +3* | Init +6 Per +2 SM +5 | channel 6/8 MF 1/1 spell pool 3/5 stamina 2/2 | effects/conditions none

I was thinking we should make a concentrated effort to convert at least the indifferent crew to our side, but we may not have time. If we are going to do something, I think it would be best to do it at night. Let's jump Fipps and the other hostile crew members and try to get them out of the way before Scourge and Plugg realize what is happening? We might be able to do some last-second conversions of the indifferent ones at that point, or at least convince them not to intervene.


M N human fighter 1 // soul warden 1 | HP 11/11 | AC 16 T 14 FF 12 | CMB +1** CMD 15* | F +3 R +4 W +3* | Init +6 Per +2 SM +5 | channel 6/8 MF 1/1 spell pool 3/5 stamina 2/2 | effects/conditions none

Well, I'll try to cow Syl back into Indifferent with my action, but I think we should proceed as if this is our last night before the mutiny. The more sneaky among us may want to search the ship.


You should think of indifferent as 'don't care either way'. So in a fight they are unlikely to do anything to help either side.

Hostile will definitely fight, as will helpful.

Friendly and unfriendly may or may not fight depending on the situation.

Just wanted to make it clear so you know what kind of stuff to expect.


Female Changling Sorcerer 2(Aquatic Bloodline)/Rogue 3. AC13/17*, Touch12/16*, FF 11/15* . HP34. Fort 1. Ref +5. Will +5. Per +10. (*Mage Armor)

Rosanne is going to suggest waiting until people are asleep and then killing anyone who know for certain is in Plugg & Scourges faction.

Those with stealth perform Coup de grace while those that don't keep watch ready for things to start going wrong. As they will. :)


M CG Dwarf Warpriest 3 | HP 32/32 | AC 16 T 13 FF 13 | CMB +5, CMD 15 | F: +6, R: +5, W: +6 | Init: +5 | Perc: +3, SM: +6, Darkvision 60 ft | Speed 20ft | Spells: 1st 0/4 | Fervor: 0/3 | Blessings 4/4 | Active conditions: None

Torgal would argue against that course of action, saying that we can chop off the snake’s head and then shake the tail to make sure no venom remains hidden inside. Remember that Plugg and Scourge haven’t stooped to killing us in our sleep yet, so we shouldn’t prove ourselves worse than they are. Just barricade the doors so nobody else can interfere.


M N human fighter 1 // soul warden 1 | HP 11/11 | AC 16 T 14 FF 12 | CMB +1** CMD 15* | F +3 R +4 W +3* | Init +6 Per +2 SM +5 | channel 6/8 MF 1/1 spell pool 3/5 stamina 2/2 | effects/conditions none

"They do not have to kill us in our sleep, mon amie," Jacques will argue with Torgal, "because they can force us to work all day and whip us if we step out of line. They have the upper hand, and if we want to stop them, we must act. There is no question that they are worse than we are-- have you ever press-ganged anyone into service? Whipped someone for talking or singing? You did not see, for you were not here yet, but on the first day after our enslavement, they keel-hauled one of the crew for slacking. Dragged him beneath the boat and ripped him to shreds. I say we should take every advantage we have, for it is them or us."

He agrees with Rosanne, killing their support will make our mutiny more likely to succeed and may cow some of the undecided crew so that when Plugg and Scourge attempt to punish us, we can use the opportunity to even the odds.

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