GM Imperius' Skull & Shackles

Game Master Robert Henry

Combat Map...location map ...spreadsheet
Important numbers: Infamy: 29, Disrepute: 29, Plunder: 20, Sub-officers 9+1, crew 71
Ships watch/Bells ...Port Peril Map


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How very interesting, apparently my friend's estimation of a month was over rated!


Before I forget, how have you all been tracking wealth/loot?


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

I think there's a tracking sheet in the Discord.


I will double check in the morning, I'll get quick post up tonight, and get into full swing in the morning.

Out of curiosity what time zones are you all in?

I tend to post the most in the daytime and a little at night. But Tuesday is an exception for me. My wife spends the night with her mother on Tuesdays so she can see how she's doing health wise. So I tend to stay up later on Tuedays.

Not that it matters much. I just like the sound of my own voice keys tapping in the darkness.


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

I’m in US Central time (GMT-6). My posting is kinda unpredictable, sometimes I can do it throughout the day but other times it’s maybe only in the evening. Depends on work.

Does anyone know how to un-hide a game? I marked this game as hidden when we stopped, figuring that when I posted again it would un-hide itself, but it didn’t do that.


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To unhide the game, go to the Community / Forums / Online Campaigns / Play-by-Post On the line where it says 'Play-by-post' to the right it says "ADD NEW THREAD | FOCUS | SHOW ∅". Click on the SHOW ∅ (that will show the games you have hidden) and will now say HIDE ∅. Go down to the time of last night's posts. The print should be smaller and grey, signifying it was 'hidden.' All the way to the top right of that post it will tell thetime of the post and have a ∅ beside it, click on the ∅. The print should change to match the print on the rest of the page. Then, if you want it to 'hide' the games again click on the HIDE ∅ at the top.


A couple of loose ends I want to verify.

We will keep doing block initiative, us/them style and I will roll init and average it out. Tempest if your Init is the lowest, then the 'drawback' would come into play. Or, is there a better way to handle that?

When in initiative/combat I will also roll knowledge checks for each of you to identify the monster. I will do 'untrained' knowledge checks as well as trained for 'common' monsters who's DC check equals 5 + the monster’s CR. I realize 'common' is subjective, so it will depend somewhat on the location. In this AP I would think basic undead and 'sea creatures' would be more common than say 'demons' or 'desert creatures' would be in 'WotR or 'LoF.' But happy to have a conversation about it.

I figure a 10 + CR will get you the name and type of the creature and basic attacks which you would be able to identify by looking at it. Do we want to discuss what 'knowledge' you'd want to know beyond the basics? Like 'special attacks, or DR or immunities so I can include them if the initial 'roll' if it is high enough?


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

I love that idea. In fact I may write it down to use in my own games.

What’s most important to Ellie, not that she has a lot of monster knowledges, is what it attacks you with followed by any special abilities it has followed by DR.


Cool!

By the way, the spoiler 'insider information' is a pun, basically I'm sharing what the AP says, it helps me formulate why I do what I'm doing. Feel free to read it.


Ellie you asked about maps in slides in Discord. I have them map posted as a shared google document here at the top of the page. Could you explain more, possibly point me to a game that has what you're talking about? Once we sort it out, you can move yourself over onto the other ship.


Ellie Dewblossom wrote:

As the ships close, Ellie casts a spell over her ammunition pouch. This thing takes much too long to load. But no sense wasting bullets if I don't need to. Then she loads her pistol with a lead ball that instantly replaces itself. Feeling confident, she stows the weapon again and grabs a grappling hook. "ATTACK!"

Casting abundant ammunition and loading my pistol.

Ellie would you explain for me how you see 'abundant ammunition' working for your pistol? I'm looking into it on this end to make sure I understand the spell.

Honestly I don't play a lot of casters, so the area of magic is one of my weaknessess.


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

It doesn’t confer any special benefits on the pistol itself, it just replenishes the ammunition in the pouch. I do see now that I missed the part where the one you remove vanishes, so the first attack costs a “real” bullet.

On third reading, it occurs to me that spending a standard action to load the pistol means I’m not firing it that round. Does that mean this spell isn’t useful on firearms until I take Rapid Reload?


I discussed the spell with a GM friend of mine. The PFS understanding is that the spell will replenish the led ball in the pouch. But it does not replenish the gun powder in the flask/horn. The ruling is it only works on anything non-magical and non-alchemical classified as ammunition in the equipment table.

The Spell is usable, but I don't think it works the way you were hoping. The ball is replenished in the pouch, you still need to load it normally.

Generally you will need to make your own powder and shot; I would recommend retconning the purchase of a 'Gunsmithing' kit to do so. Also go ahead and put Gunsmithing under your Feats.

The AP wrote:
Although rules for firearms appear in Pathfinder RPG Ultimate Combat, firearms are relatively rare on Golarion—they have been around for little more than 100 years, and are still uncommon outside of Alkenstar. As a result, firearms do not appear in the Skull & Shackles Adventure Path until the final adventure, when the PCs face the Hurricane King, one of the few Shackles pirates to possess firearms.

Since the AP didn't allow Firearms I had not planned on running the game with them until I saw the other GM put "Emerging Firearms" and that you had a pistol. Because of that I will not ask you to give it up. But there will be no 'firearm' related items for sale, so making your own powder and shot will be the way to go.

Were you able to access the map here on Paizo's page?


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

That’s fine. Early pistols are… not great weapons to begin with, and Ellie has no special class abilities to make them better (aside from being able to wield one at all), so I had envisioned her using it as much as a status symbol as anything else.

I can access the map, I just can’t modify it. I’ve never understood why Android phones, which come pre-equipped with the Google suite, can’t really use Docs.


Ellie Dewblossom wrote:
That’s fine. Early pistols are… not great weapons to begin with, and Ellie has no special class abilities to make them better (aside from being able to wield one at all), so I had envisioned her using it as much as a status symbol as anything else.
Cool
Ellie Dewblossom wrote:
I can access the map, I just can’t modify it. I’ve never understood why Android phones, which come pre-equipped with the Google suite, can’t really use Docs.

Ok, If you describe your location in reference to Mac's I can move you. ie what direction and how many squares. The square north of Mac' or some such. We'll work with it.


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Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

Please put me directly west of Mac, between him and the fog.


Ellie, the battle map is now a 'slide show' I hope that helps fix the map issue.


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

So Ultimate Intrigue did provide clarification for making cease-fire requests in combat:

Calling for a Cease-Fire wrote:

One of the first things that a potential diplomat might try in a combat is to call for a temporary cease-fire. The description of the Diplomacy skill in the Core Rulebook indicates that requests take 1 round or longer, and that shifting attitudes takes 1 minute. Since a cease-fire is a type of request, this would work fine, with the diplomat making the request over the course of a full round of combat and completing it just before her next turn. However, a character can usually only make requests of a target that feels at least indifferent toward that character, and the vast majority of battles involve characters that are unfriendly or hostile toward each other.

In this case, and in other instances of requests made to unfriendly or hostile characters, the GM should consider only allowing such requests that are couched in such a way that they seem to be in the target’s best interests. An unfriendly or hostile character certainly isn’t going to be doing the would-be diplomat any favors, but that doesn’t mean they will ignore an idea that is better for them than facing the consequences of the combat. Even if adversaries agree to a brief cease-fire to listen to the diplomat’s terms, they won’t let their guard down. Generally, they will also require the side calling for the cease-fire to make a show of their intentions by laying down or sheathing their weapons, dropping spell component pouches, or the like, while attempting Sense Motive checks to determine if the cease-fire is a ruse. Creatures that feel themselves to be at an advantage in the combat by virtue of a short-duration spell or other effect that would expire during a cease-fire almost never agree to a cease-fire, as it isn’t in their best interest to do so.

All this is to say you can make requests of hostile creatures, but only ones in their own best interest. So if it doesn’t work it doesn’t work, but that’s what I would like to do.


I've not got 'ultimate intrigue' so I've not seen this before. If I understand this correctly, it's a rule set up so that diplomacy can be used during a cease fire.

Ellie wrote:
...Even if adversaries agree to a brief cease-fire to listen to the diplomat’s terms, they won’t let their guard down. Generally, they will also require the side calling for the cease-fire to make a show of their intentions by laying down or sheathing their weapons, dropping spell component pouches, ...

I agree making a request of hostile creatures to do what is in their best interest is reasonable. But the diplomacy check requires time to do that, ie the 'cease-fire.' Or at least that seems to be what this is talking about.

Since, neither the characters nor the sailor who is climbing aboard the boat to escape, are the ones in charge of the battle; I don't think in the middle of this fight we're going to be able to get everyone to lay down their arms for a 'cease-fire' to discuss it.

Or am I miss understanding these couple of paragraphs?

Bu having said that, in the future, if a PC is like, "Look, we're laying down our weapons, What I have to say is in your best interest." And the party does so, then I think a 'cease-fire' would be plausible to discuss it. Do you think the DC for that situation would be similar to the DC it would take to change someone's attitude?


I've placed this in discord as well, figured I'd put it here to make sure everyone had a chance to share an opinion.

RH in discord wrote:
so I want to take a quick vote, As per the AP there are four days on 'the man's promise' of day and night activities, Plugg will make the punishment more severe, and I consider the eight Rahadoumi hostile towards the crew. do we want to roll out the four days/eight activities. Or shall I narrate and we get to the next plot point?


One of the reasons I don't like the 'daily actions' is the way they do 'influence.' Normally Influence Attitude is a part of diplomacy. Here, they've altered the rule so that influence can be diplomacy, bluff or intimidate.

So the NPC's can be effected by all three. But, wouldn't they be, or have been, influenced by the other NPC's in the same way? It's clear Plugg and the others have influenced them in some way, there are several who are considered friends of Plugg. Where would they side in a fight?

I'm tempted to rule that anyone who was originally hostile to the PC's are 'Helpful' to Plugg, anyone who was unfriendly to the PC's were friendly to Plugg, and any indifferent to the PC's were indifferent to Plugg and anyone Friendly to the PC's were unfriendly to PLugg.


CN Sylph Sorcerer 3 HP: 17/17 | AC: 13; T: 13; FF: 10; CMD: 12 | Fort: +3; Ref: +5; Will: +4 | Init: +3; Perc: +2 | Effects: None | Daily Abilities: Elemental Ray 8/8 Daily Spells: Lv.1 7/7

I disagree with that, personally. Most of the ones described as friends of Plugg or Scourge, we used specific wording when influencing them, showing them that the officers aren't really their friends, and would throw them to the wolves first chance they got. And they, for the most part, agreed with us.

Aside from that, from a meta-perspective, we worked our butts off to turn everyone Helpful. Ripping that out from under us would be a crappy thing to do.


M Human Cleric 5/Brk2 | HP 33/52 | AC 21 (T 14, FF 18, CMD 23) | F +8 R +5 W +9 | Mv 30' | Init +3 | Per +10 Spells 4/6/5/4/2 | Channel 3d6 3/4 | Agile Feet 5/5 | Active: Fly, Invis Purge, Enlarge, Shield of Faith, Heroism, Bull's

@GM, as a player, I definitely interpreted the Influence actions as about swaying the NPCs' loyalty from Plugg towards us.

There were several times when I just passed on Ship Actions, as we seemed to have had enough successes (and I would have been okay with leaving a few loyal to Plugg and Scourge to make it a challenging fight when we confronted them, so I wasn't hardcore on winning everyone over). Had there been any hint that Plugg and Scourge were winning back all of the people we had won to our side, I'd have jumped in with more Influence actions. There wasn't such a hint. It would not be fair to retroactively apply their counter-influence now.

I am pretty sure that the loyalty is exclusive. Anybody Helpful to us is Hostile to Plugg and Scourge. We are two opposing factions.


Ellie, you didn't place yourself on the map or roll your constitution. I will roll constitution for you if you don't get it posted before I roll Init. Please place yourself on the map.


A slight change in plans, I don't like the fort, so let's go ahead and level up to level three. Please post whatever changes here so I can add them to my sheet.

Edit:In Discord:

Brother MacLaren wrote:
Do I get the 2nd-level spells?
Robert Henry wrote:
hmmm hadn't thought about it, I need to decide if I want to do the spells retroactively or wait until you rest. Based on the AP's recommendation of levels, I'm going to say yes to spells and HP. But reserve the right to change my mind on future levels, ok?

Hopefully I will do a better job of leveling you when you can immediately rest, if not we'll see how this goes and may adjust.


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M Human Cleric 5/Brk2 | HP 33/52 | AC 21 (T 14, FF 18, CMD 23) | F +8 R +5 W +9 | Mv 30' | Init +3 | Per +10 Spells 4/6/5/4/2 | Channel 3d6 3/4 | Agile Feet 5/5 | Active: Fly, Invis Purge, Enlarge, Shield of Faith, Heroism, Bull's

Level-up:
+7 HP (new total 24)
+1 BAB
+1 Reflex
Feat: Two-Weapon Drunkard (now he will pretty much always have sword + tankard in hand, and can cast spells like that)
Skills (3): Climb, Acrobatics x2 (each is now +4, or +0 after ACP)
Background skills: Profession (Cook), Profession (Brewer)
Channel goes up to 2d6
Gets 2nd-level spells (taking for now Sound Burst, Lesser Restoration, and Bull's Strength for the domain spell)


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CN Sylph Sorcerer 3 HP: 17/17 | AC: 13; T: 13; FF: 10; CMD: 12 | Fort: +3; Ref: +5; Will: +4 | Init: +3; Perc: +2 | Effects: None | Daily Abilities: Elemental Ray 8/8 Daily Spells: Lv.1 7/7

Level Up!

+5 HP
+1 Fort
+1 Ref
Feat: Precise Shot
New Spells: Snowball, Burning Hands (from bloodline, damage type is Electricity)
Bloodline Power: Stormchild (Resist 5 Sonic/Electricity)


Male Halfling Hunter 7 | AC: 19 tch 14 flat 17 | Fort +8, Ref +9, Will +8 | CMD 20 | Initiative +2 | Perception +17 | Sense Motive +4 | Helm

NEXT LEVEL: 3:
Hunter, Divine Hunter Archetype (Good) 3
+6hp (5, +1 Con) (21)
+1 BAB (2)
+1 Will save (3/3/1)
+1 resistance bonus to saves (1)
+9 skills (6, + 1 fav, +2 background†) (Climb, Handle Animal†, Knowledge Geography, Perception, Profession Sailor†, Ride, Sense Motive, Stealth, Survival)
+1 Wild Empathy (3)
+1 Feat: Phalanx Formation
Otherworldly Companion (Su): The animal companion gains the celestial template (darkvision 60’, SR 5 + CR (8)), 1/day smite: +HD Dam (3)). The companion’s CR is considered to be equal to its Hit Dice for the purpose of the celestial template (3rd lvl for resist acid, cold, and electricity 5). This ability replaces hunter tactics.
Domain: The divine hunter must select one domain from those available to her deity (Good). She gains the granted powers of this domain, using her hunter level -2 as her cleric level for determining when the powers are gained and what effects they have (1).
Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier (6).
Gain Protection from Evil as a spell known.
+1 First level spell per day (4)
+1 Cantrip known (Stabilize)
+1 First level spell known (Cure Light Wounds)
Spells Known (Caster Level 3, Concentration +6, DC 13+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Spark, Stabilize
. . 1st (4/4): Cure Light Wounds, Goodberry, Magic Fang, Protection from Evil, Summon Nature’s Ally, Touch of the Sea

Kasin Celestial Capybara
+2 natural armor bonus (4)
+1 strength (13)
+1 bonus trick (Watch)
Gain Evasion (Reflex for full or no damage)
See Otherworldly Companion above for further additions


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Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

Level Up:
+6 HP
+1 Reflex & Will saves
+1 BAB
+3 rounds bardic performance (2 for level, 1 for alternate FCB)
Feat: Rapid Reload (pistol)
Bonus feat: Combat Casting (Arcane Duelist archetype)
New spells known: prestidigitation (0th), vanish (1st)


Ellie, I do not see a gunsmith’s kit in you gear. I believe you were going to retcon purchasing one before you were pressganged. You will not be able to make bullets/powder without one and no one else in the Shackles has guns yet...


M Human Cleric 5/Brk2 | HP 33/52 | AC 21 (T 14, FF 18, CMD 23) | F +8 R +5 W +9 | Mv 30' | Init +3 | Per +10 Spells 4/6/5/4/2 | Channel 3d6 3/4 | Agile Feet 5/5 | Active: Fly, Invis Purge, Enlarge, Shield of Faith, Heroism, Bull's

The Spell Cartridges feat could be a solution... also good against those wraith pirates.


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

Oh, yes you're right. This has been fixed.

Brother MacLaren wrote:
The Spell Cartridges feat could be a solution... also good against those wraith pirates.

Ooo I like this feat! Problem is, strictly speaking it doesn't do anything until level 5.

EDIT: OK I did some digging, and technically if I took the feat now it would let me shoot force bullets that deal 1 damage (from Arcane Strike). So not quite nothing, and could be useful in certain circumstances, but I think I'd rather have Rapid Reload which lets me get some use out of abundant ammunition.


M Human Cleric 5/Brk2 | HP 33/52 | AC 21 (T 14, FF 18, CMD 23) | F +8 R +5 W +9 | Mv 30' | Init +3 | Per +10 Spells 4/6/5/4/2 | Channel 3d6 3/4 | Agile Feet 5/5 | Active: Fly, Invis Purge, Enlarge, Shield of Faith, Heroism, Bull's
Ellie Dewblossom wrote:

Ooo I like this feat! Problem is, strictly speaking it doesn't do anything until level 5.

EDIT: OK I did some digging, and technically if I took the feat now it would let me shoot force bullets that deal 1 damage (from Arcane Strike). So not quite nothing, and could be useful in certain circumstances, but I think I'd rather have Rapid Reload which lets me get some use out of abundant ammunition.

Oh, huh, that's worse than I thought. Someone had it in an Iron Gods game and when I glanced at it I thought it was a base 1d4 damage plus 1d4 per 5 caster levels. It is not.


Female Human Magus 7 | HP 59/59; AC 17 (21 with Shield), Touch 12, FF 16 (20 with Shield); | F:+8 , R:+4, W+4 | Init +1; Perception +8 (+10 with Blackblade); Low-light vision | Arcane Pool 6/6, BB 2/2| Spells: 1st: 5/5 2nd: 4/4 3rd: 2/2 |Active:

Level Up:
+8 HP (5 +2 con +1 fcb) Total 27
+1 BAB
+1 Ref

Skills (5): Acrobatics, Intimidate, Knowledge (dungeoneering), Perception, Spellcraft
Background skills: Knowledge (Geography), Profession (Sailor)

@GM: Are crafting feats allowed, and if so, will we be able to get any crafting done aboard the ship? I'm considering taking either Craft Wondrous Item or Rime Spell for my feat this level. Neither are going to be relevant right now, so we can keep going if you're okay with me thinking it over a bit more. If not, I'll just go with Rime Spell as the simpler option.

I also get the Blackblade this level, but it doesn't really feel right to just suddenly be able to use it. I'll wait for a more oppurtune time to do it. Or feel free to have the thing tell me to draw it - it has a will of its own and can talk to me telepathically, after all.


N Female Halfling Swashbuckler (mouser) 1/UnRogue (vexing dodger) 2 | HP 24/28 | AC 19, T 15, FF 15 | CMD: 15 | F 3, R 10 (+1 trample), W 0 (+2 fear) | Init. +4 | Perc. +5

I'll update my tag soon.

Level up:
+8 HP
+1 BAB
+1 Ref
+1 to each save
Skills: Many skills, can't remember what I did earlier today.


Female Human Magus 7 | HP 59/59; AC 17 (21 with Shield), Touch 12, FF 16 (20 with Shield); | F:+8 , R:+4, W+4 | Init +1; Perception +8 (+10 with Blackblade); Low-light vision | Arcane Pool 6/6, BB 2/2| Spells: 1st: 5/5 2nd: 4/4 3rd: 2/2 |Active:

I forgot to include what I'd be preparing in the new first level slot. It should be an extra shield spell, if it's still okay to decide with combat about to start.


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Brother MacLaren wrote:
It would be a move action to shut it and I doubt that it would actually be effective at halting the movement of a swarm. So did not close the door.

I moved this here not to clutter up the game thread. It's interesting how we imagine different things. I don't think the door would actually stop a swarm. But I was thinking the closed door would remove the distraction of a person moving about. I don't know that a magical attack would cause the swarm to go "Hey that guy blasted us with magic, get him!" So was thinking the swarm would get more stirred up by the attack, but not necessarily be distracted towards the character.

Anyway, haven't fought a lot of swarms...

The AP commented about the quantity of flies, but had the swarm 'rise up' when characters walked in the door. I guess I wanted to give a little more warning...


Veronica Blackblade wrote:
Do we know how close we are to our destination? Don't think we've ever got a estimate on how far/how long it'd take to get to Rickety Squibs. I do have Knowledge(geography), if it would help to get an idea.

The Island you're on is uncharted, you have no idea how far the storm blew you. You know you were south of the mainland when the storm hit. Once you sail North to the mainland or a charted Island, you'll be able to tell where you're at. I'm not avoiding the question, but the AP doesn't say and the island isn't on the AP map or the interactive one.

I still need to double check how long 'travel' takes, before were done here I'll have that sorted out. But you won't be at sea a long time before you hit Rickety Squibs, well, I mean unless you intentionally head the wrong direction...


Ellie Dewblossom wrote:
Edit because I didn't check the Discussion thread: OK so we currently have no idea where we are.

LOL, I did put it there because I thought you said it was difficult sometimes to get on discord. We'll someone did say that anyway.

When you all are ready to head back, let me know what route you take. On the map D is where the Grindylow were 'playing' in the water. If you cut straight there remember the jungle is much slower with out a path, it's still early afternoon, so you have time to do whatever.


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14
Robert Henry wrote:
Ellie Dewblossom wrote:
Edit because I didn't check the Discussion thread: OK so we currently have no idea where we are.
LOL, I did put it there because I thought you said it was difficult sometimes to get on discord. We'll someone did say that anyway.

I did say that and I appreciate it! I'm fairly active on Discord right now simply because I'm still in recovery from the appendectomy (and therefore at home full-time with little else to do), but once I go back to work it'll be true again. It's just that this time I posted in Gameplay before I checked the Discussion thread.


I probably should have included 'profession: Sailor on the spoiler as well, I just wanted to let you all know about the tide.

Ellie Dewblossom wrote:
After checking to make sure her weapons were all in place and easily accessible, she leaves the ship for their second exploration of the island. Hopefully one that will prove more fruitful than the first.

So the grindylow you all saw we're in the water on the southern side of the Island. I'm assuming your eventually going to sail the 'Man's Promise' over that way.

I commented on travel time so you'd know about what time you got there. It should be close to low tide, which may aid you.

Does anyone want to get the ship moving that way so I can give you a description of what you find in the cove?


Posting is still slower than I thought it would be, I probably should have asked if everyone was back to a regular posting schedule. If you're good to go, please 'sound off' here in discussion. Once everyone, or nearly everyone, is ready hopefully we can move forward.


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

I'm here, I wasn't sure if we were waiting on something. I'm back to a normal posting schedule though.


Male Halfling Hunter 7 | AC: 19 tch 14 flat 17 | Fort +8, Ref +9, Will +8 | CMD 20 | Initiative +2 | Perception +17 | Sense Motive +4 | Helm

Sorry, yes, I'm here too - just a bit busy today. :)

Also back to a normal posting schedule.


M Human Cleric 5/Brk2 | HP 33/52 | AC 21 (T 14, FF 18, CMD 23) | F +8 R +5 W +9 | Mv 30' | Init +3 | Per +10 Spells 4/6/5/4/2 | Channel 3d6 3/4 | Agile Feet 5/5 | Active: Fly, Invis Purge, Enlarge, Shield of Faith, Heroism, Bull's

I am here!


Ellie Dewblossom wrote:
I'm here, I wasn't sure if we were waiting on something. I'm back to a normal posting schedule though.

I think we're just waiting to enter one of the chambers.

I didn't feel comfortable moving he group in, I would rather each person decide what they will do with the 'lake of hooks' in the two chambers.

IN D3 there is a shallow tunnel to the south, though I'll not promise it goes anywhere.


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CN Sylph Sorcerer 3 HP: 17/17 | AC: 13; T: 13; FF: 10; CMD: 12 | Fort: +3; Ref: +5; Will: +4 | Init: +3; Perc: +2 | Effects: None | Daily Abilities: Elemental Ray 8/8 Daily Spells: Lv.1 7/7

I'm here. I've been here, just quiet.


Female Human Magus 7 | HP 59/59; AC 17 (21 with Shield), Touch 12, FF 16 (20 with Shield); | F:+8 , R:+4, W+4 | Init +1; Perception +8 (+10 with Blackblade); Low-light vision | Arcane Pool 6/6, BB 2/2| Spells: 1st: 5/5 2nd: 4/4 3rd: 2/2 |Active:

Sorry for my lack of posts this week - it was a pretty hard week at work and I ended each day completely drained. Things should be getting back to normal now, so I should be able to get back to our usual schedule now.


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N Female Halfling Swashbuckler (mouser) 1/UnRogue (vexing dodger) 2 | HP 24/28 | AC 19, T 15, FF 15 | CMD: 15 | F 3, R 10 (+1 trample), W 0 (+2 fear) | Init. +4 | Perc. +5

Hi. I'm back, trying to get into a posting rhythm. I'm struggling pretty hard with some mental health stuff, but I'm back. Sorry.


Nothing to apologize for Melli, Welcome back!

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