Skull & Shackles (solo, complete) (Inactive)

Game Master Whack-a-Rogue

Homebrew Website
Spheres wiki
Island of Empty Eyes

Infamy: 50
Disrepute: 1
Plunder: 21/22


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Good, a crazy first week seems normal, but staying that way all year would really suck.


Nice work! That was a rather complicated fight. Hopefully (aside from your cannon's uncooperative spirit), you enjoyed it. XD


I read this first then checked the game and came back. Yeah, it was a good fight, I'm sure we could have make it more complicated with swim checks and such, but I'm glad we didn't PBP is difficult enough some times.

I will confess it is a little disconcerting not seeing the math on what's happening to the other members of the team. When it's players with visible stats your like "Ok XX has ten more HP, BB Has fifteen." With this it was like O crap, what if I get them killed. When Breaker had to deal with the undead alone I was sure I killed him...

But yeah, a good time was had, hopefully by all :)


Yeah, underwater combat is absolute hell is you play rules-as-written. That's why I kept it 'theater of the mind.'

I'm keeping allied NPC math offscreen for a couple reasons. It keeps my posts from getting too cluttered, and it allows me a bit of wriggle room if the situation turns bad. This is a solo game, after all, so I'm trying not to be a 'killer GM.' The goal is to create interesting challenges and let you struggle - not use my limitless power to crush you. XD


LOL, I figured as much, I hope it also makes it easier on you to run the game. I've been enjoying the style, the challenges have felt, errr, challenging? Like I said, it adds another dimension because I can't calculate the risk for anyone other than myself which adds a layer of the unknown.

It looks like the harpoon is not a weapon on the list for pirates, does he get a dispensation since he uses one already? :)


Looks like you can only gain proficiency through either Bounty Hunter or Huntsman Training. That's rather weird, so I'm fine adding it to the Pirate Training list.

Work in the morning, so I'm heading to bed now. Have a good night.


Very good, haven't decided if he's going to keep it or give it to a pet crewmember. I'm thinking that most of the magical gear will be kept and distributed. If I can get them to take the items.

Yeah, Monday morning will come early, have a good night and a good day at school.


so going to need to learn more about the flying skills, I'm not real sure about them.

So once the stirges are dealt with, would Elek have enough skill or wherewithal to lift the characters one at a time and fly them to the top?


Honestly, Fly is even more complicated than the underwater rules. I'll be ignoring them as long as your actions are plausible. In your case, that's half speed with no sudden maneuvers or sharp turns.

I believe Elek will be able to fly everyone up one-at-a-time. It'll be extremely slow due to encumbrance, but it shouldn't be a problem.


very cool, half speed, etc works for me. I will work on learning the rules, and not using it much until I can take ten and cast higher.

Sorry about the lateness of the post, I had a meeting that went from 6:30 to 9:30.


Not a problem; it's been a rather busy day for me as well.


Cool, I at least got a post up, if you happen to get another one up I'll post in the morning. If not I understand.

Hope the week started out well. Have a good night.


shoot, applying what I learned about caster level not being the same as class level, I will not be able to effect weather above a 4

SoP wrote:
At 1st caster level, you may create weather of severity level 1, 2 or 3. This improves by one severity level per 7 caster levels to a maximum of severity level 7.

well, slow flying is better than no flying at all.


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Severe Weather talent and the "X Lord" legendary talents are the way to go. You can also use wild magic to give you a caster level boost to bump up the category quicker. Wild Magic boost + Severe Weather can get you to weather category 5 at character level 10, for example. It's definitely a sphere where you get the most benefit by being a High caster, though.

EDIT: That's a big post with a lot of roleplay, so I'll respond to it tomorrow. XD


Ok, was watching venom with my wife, and just ended. Need to think about a plan for a bit, so probably will post in the morning.

About what time did we leave the 'mans promise' yesterday? I know it hasn't been 24 hours yet. trying to determine what time the 36 hrs is up. I'm thinking attacking at night would be the safest. But not if were expected back late.

Might explore more of the island, might not, not sure I want to waste resources.


You left the Man's Promise about mid-morning yesterday. You expected to be back around early evening tomorrow.


hmmm, so either send the others back at the right time without him, because they can't leave anyway until morning. Or everyone wait until night time when only Owlbear is on the deck.


Your Benevolent Dictator wrote:
If you'd prefer a stealthy approach, Sandara believes the third option you presented is the best. She's very good at lying to people, after all. The problem is that Plugg will almost certainly proceed to sail away as soon as the water barrels are on board. You're not a fast flier, so the Man's Promise will rapidly outpace you.

So I thought they had to leave with the next tide, which would be 48 hours, or did I misunderstand something>


Your Benevolent Dictator wrote:
Based on the timing of the tides and Plugg's estimate regarding repair time, you should have approximately 48 hours until Plugg is able to set sail....

Just trying to get my options straight :)


You're correct. What I meant was Plugg will leave as soon as he's able, and the ship sails significantly faster than you can fly. You'll need to be on the Man's Promise before it sets sail or else you'll be left behind.


but it's definitely sailing in the morning, not at dusk when they would arrive at 36 hrs.


lol, I was looking at the map to see how far the Island was from the boat, so if Elek was going to fly, where he should probably take off from. And I just noticed the sunken ship off of he south/southwest side


Yes, it's definitely sailing in the morning. All I was meaning was if everyone else returns at dusk and claims you're staying behind, you'll need to be aboard before morning so it doesn't sail away without you. As long as you fly aboard before the Man's Promise sails, you'll be fine.


Since you're plan involves splitting the party (in a matter of speaking), we can jump ahead to when your part in the mutiny begins. Give me a general sense of the timing, and I'll figure out how things went once everyone else returns to the Man's Promise with the water barrels.

Unless you'd prefer to explore the island a bit first. You haven't skipped anything important, but there's always the possibility of finding more loot. There's also the shipwreck you noticed yesterday, if you feel like taking another swim.

In regards to the mutiny, there'll be quite a few NPCs in play, but the majority of the action will be handled offscreen - just like the capture of the Man's Promise. Since you've mentioned having plans for at least a few of your crew, let me know if there's anyone you'd prefer to either slay or keep alive. I don't want to wreck any of your plans without giving you the opportunity to affect matters, after all. XD


So near the 36 hour mark, sailing with the crew to the northeastern point and disembarking just before they come into view of the ship. will keep the telescope and watch to see when everyone is off deck and then give it an hour or so.

I didn't know if going to a point to where we could see the ship would cause 'exploration' to happen or not, since we moved past it that's fine. No exploration needed.

I'm assuming he never actually saw the sunken ship so no biggie.

as for the mutiny, obviously going to try and keep everyone that's not red alive. Will land on deck, talk to owlbear, talk to the crew, go free owlbear, then confront Plugg, scourge and Fipps, Once it's over if their alive their all going overboard with nothing but a knife, their close enough to the Island to swim. Tate can stay if he wants as long as he swears loyalty. Not sure yet what to do with Syl.

Having watched enough pirate movies, I figure marooning them is more likely than executing them. But if they choose to fight, then if they die they die.


I hope it's ok, I went ahead and posted my intent.


I didn't think about it, but sorry if I jumped the gun on the post.


Sorry about the delay, I was sitting here working on updating a character and forgot to check the boards...


If Elek attacks him I'm assuming it would be a surprise round, is that right or would it be a full round action?


It's actually an initiative roll. He's ready for hostilities, after all. XD I'll have a post up in a minute.
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Apologies for my slowness, by the way. Work's been rough, and I've been completely exhausted all week. I'll get back in the saddle eventually, but it looks like it'll be a bit.


Ok, I wasn't sure if it was a surprise round or first round, first round I would have gone with either the feint or two weapon, but I go impatient and posted like it was a surprise round.

As for the pace, it's cool, take your time, this is supposed to reduce the stress not increase it. If you get a post up early I'll try and answer it so you can get a second one if you want to. But if it's just one post a day at least we're still moving.


I'll definitely post as much as I can. It's a nice respite from my current 'work life intruding on home life' situation. I just don't have any energy left when I get home and am mentally fatigued pretty much 24-7 at this point. Things are starting to look up, though; should have a better picture of things by the end of next week. Thanks for being patient. XD


Nice! Don't know if I have the mental energy to get another post up tonight, but I will start working on one. Might get it up tonight, might get it up in the morning.

Edit:what is the waxed coat?

Next he will check the cabins. Is there a list on what kind of officers he should have?


And that concludes Book One of the adventure! Very nice work - especially with the mutiny. Players typically go for a full-on battle, and it can get pretty complicated. You saved me a lot of tracking. XD

This also advances you to Level Four. According to my website, this gives you several benefits, starting with a +1 deflection bonus to AC and CMD. You also get to boost three separate ability scores by +2. Lastly, you'll get a Background Feat.
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You'll notice the Campaign header has changed. Now that you're captain, ship actions, job checks, and influencing the crew is no longer necessary. As long as you keep them happy and well-paid, there's no danger of a mutiny.

There are, however, two new things to track: Infamy and Disrepute. Infamy measures your reputation as a pirate and will unlock various benefits as you progress. Disrepute is what you spend to purchase these benefits. I'll put a list up in Campaign Info and will update it as needed.

EDIT: The waxed coat is what Scourge was wearing. It's nonmagical and has no special properties aside from a bunch of pockets.

I'll add the ship positions to Campaign Info shortly. You can appoint officers as you see fit.


Very cool, will work on level four probably monday morning. Need to reward the people who did the work, and can sort out the rest when the ship sales at high tide in the morning. Also will search the two cabins for anything else.


Sounds good. I added the only other valuable item to Campaign Info as it's attached to the ship.


LOL, was looking at the map of the boat and assumed their was a bed in the captains cabin, once I read about the hammock I had to go change my post,


Boatswain:
Cabin Boy/Girl:
Captain: Elek Kardforgato
Carpenter/Surgeon:
Cook:
Helmsman/Coxswain/Pilot:
Master-at-Arms:
Master Gunner:
Quartermaster:

The list of officers: so a couple of questions, has Elek seen enough of the crew in action to have actually seen any of them doing any of the above jobs?

I would think that Helmsman would need the sailor skill. What would 'Master Gunner' need? Engineering? Would Carpenter/surgeon (that's down right scary) need heal skill or craft wood?

Also, planning on Sandara being the second in command, are any of the above titles officially #2?

So the short list of people: Sandara, Ambrose, Crimson, Bonnie, Breaker, Artful and Owlbear. But I don't know if Owlbear has the mental fortitude to actually handle any of the jobs. And I'm leaning towards Jack being the cabin boy, cause he's the only kid and leaning towards Giffer being the engineer, cause she makes stuff. that's nine folks, might give Owlbear Elek's old job "Cooks assistance" at least we'd get a lot of crabs.

Before I make a final list anything that Elek has seen about those nine, or any of the crew really, that would help with the appointments?


Boatswain can work for the second-in-command position. Alternately, you could assign her as First Mate.

Helmsman definitely needs Prof:sailor, and Master Gunner needs Know:engineering. Carpenter/Surgeon uses either Heal or Craft:carpentery depending on the situation.

Jack is a good cabin boy, and Giffer is well-suited for the Master Gunner position. Kroop, obviously, is a good fit for Cook. Making Owlbear an assistant of sorts is probably the best plan. As for the others you mentioned, Artful or Crimson could be Master-at-Arms. Crimson or Sandara could be Surgeon. Breaker and Bonnie don't have any special skills in terms of position, so they'll be no better or worse than anyone else. The only other standout is Ratline. He's one of the original Wormwood crew and is arguably the most experienced pirate onboard.


Ok, he will post it on a piece of paper, along with some rules.

Captain: Elek Kardforgato
First Mate: Sandara
Helmsman: Ratline
Master-at-Arms: Artful
Master Gunner: Giffer
Carpenter/Surgeon: Crimson
Quartermaster: Bonnie
Cook: Kroop
Cabin Boy: Jack
Cooks assistant: Owlbear
Mast at Arms corporal: Breaker

So let's sort out the six Rahadoumi, he will ask them their names and tell them to consider if they want to stay. He will accept their decision in the next port.

Didn't know if I should throw another post up or wait for you, so will keep working on fourth level.


Feel free to throw up another post now that you've got the positions sorted. XD The Rahadoumi will stay with you; they have no particular loyalty one way or the other - just like the majority of any new crewmates you sign on as the campaign progresses.


ok, so the Rahadoumi are in, do you want to name them or should I go find the names of the first six people who showed up on Star Trek with red shirts?

Also 20 crew is the minimum. Does the ship have oars? it's listed as a speed, but I didn't think it had any. Either way, what would be the max. crew? I see it can carry 200 passengers, but that would be without cargo. Of course if we kept every ship we took we wouldn't need cargo space. Still trying to decide if a fleet is a good idea or not.

Would doubling up and sailing at night be an option?

run six hour on and six off. Don't know if that would actually work, just spit-balling here.


Now that you have your own ship, there won't be much crew interaction unless you initiate it. Once the Man's Promise has been squibbed, it's very much an open world sandbox. As such, if you want to name crew, feel free. If not, having a bunch of faceless redshirts works just as well.

Maximum crew size is actually 120 if you carry no cargo - thanks for catching my typo. XD Getting a fleet is perfectly viable, by the way, but it's probably better to keep that as a long-term goal. Top priority at the moment is to gain Infamy so you can be officially recognized as a Free Captain of the Shackles. This'll prevent existing pirates from attacking you.

Sailing at night is an option as long as the lookout and helmsman have vision.


cool, food for thought.

Will need to look more into infamy, it's 5 times per port, is that each visit at port? And how many points do we need?

did you include Elek's trait?
(AP Trait)Buccaneer's Blood One of your ancestors was an infamous Free Captain of the Shackles, whose very name struck fear in the hearts of those who sailed the seas in search of an honest living. Piracy is in your blood, and you’ve always longed to follow in your forebear’s footsteps and plunder the shipping lanes. You gain a +1 trait bonus on Influence or demoralize and Profession (sailor) checks. In addition, you gain a one-time +1 trait bonus to your Disrepute and Infamy scores


It's up to +5 per port, but it'll refresh when you reach a new Infamy threshold. First one's at 10 Infamy - which will also unlock ways to spend Disrepute. You'll also unlock more ports once you're officially recognized as a Free Captain. Right now, you'll be wanting to stay on the fringes of the Shackles so you don't attract too much unwanted attention.


Cool, so we'll hit up Rickety's Squibs (village) Is there a map? I'm assuming after we refit at RS, we'll be able to hit some outlying areas.


Trying to finish up Elek's 4th lvl crunch. Looking at rogue Talents

Home wrote:

Duelist’s Precision (Ex): If a rogue makes a melee attack and deals sneak attack damage with a single light or one-handed weapon wielded in one hand and makes no attacks with any other weapon during her action, then she can roll double her normal number of sneak attack dice, choose half those dice, and total the chosen dice as her sneak attack damage for this attack. If a rogue uses this on her turn, she must choose to use duelist’s precision before making any attacks during her turn and if she does, she can only attack with a single light or one-handed weapon wielded in one hand until the end of her turn. A rogue can also use duelist’s precision with attacks outside her turn, such as attacks of opportunity, provided the other requirements are met.

Waylaying Charge (Ex) (requires 4th level): Whenever a rogue with this talent makes a charge, her attack deals sneak attack damage as if the target was denied its Dexterity bonus to AC. If the rogue makes more than one attack this turn, this talent applies only to the first attack. Foes with uncanny dodge are immune to this ability.

In reference to these 'talents' is a feint with the other hand considered an attack?


To trigger Duelist's Precision, you need to feint and attack with the same weapon. As for the Waylaying Charge, talent, it only applies to the charge attack, so feinting isn't typically an option in the first place.


Your Benevolent Dictator wrote:
... As for the Waylaying Charge, talent, it only applies to the charge attack, so feinting isn't typically an option in the first place.
Shoot, I hope I didn't screw up then, on my last attack
Elek Kardforgató wrote:

... Elek charges towards Plugg, Feinting at Pluggs sword arm with the cursed harpoon hand, then thrusting again with the bloody estoc.

Move action: charge AC 16. Feint w/harpoon hand, Attack: estoc, PA, feint, sneak
[dice=feint]1d20+7+1
[dice=attack]1d20+6-1+2 for [dice=damage]2d4+3+2 [dice=SA]2d6 [dice=FS]1d6

I charged and Feinted, should I have not done that?


Yeah, on a second look, that shouldn't have happened. Charging is normally a full-round action. Athletics:Skillful Charge is the talent you'd need. It lets you make an attack action at the end of a charge so your talents can trigger.

Alternately, Fencing:Verbal Feint could work. It lets you feint at range. Combined with your Fast Feint talent, you could feint a distant opponent and close to melee range before spending your standard action to attack. Add the Feint Strike talent, and that attack would become a swift action, so you'd still have your standard available.

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