Prankster Illusionist

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417 posts. Alias of Sandor Stouthammer.


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Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6
Slappy Wundershart wrote:
test

still


Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6

test


Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6

Still alive?


Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6

@DMS I wouldn’t worry to much at finding the “correct” algorithm for a DC. This isn’t ever going to be used for society, and I know I feel that you’ve been DMing long enough to set a reasonably challenging DC for us no matter what level we are. So if you say it’s DC 20 then I’m good with it.

Kind of like we trust you not to put us up against an ancient red dragon when we’re level 3 without the ability to run away.

Conversely if you put a Man-O-War with 36 cannons, and two supporting vessels against the Pirannah with no way to escape then I’m going to figure that were either going to be dead and fish food (make new characters, or become undead and give us the black pearl), or captives and have to escape.

So don’t put to much thought into it, just make it a challenge. If we outclass them it’s easier, if we are outclassed it’s harder


Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6

So, I would suggest if DMS would reset our current status with a post wrapping up what has happened in this combat so far with results from the corrected DC's.

I will summarize, but the DM needs to set the DC to determine success or failure. Remember * Skill check DCs default to CMD. Attack rolls are against the AC or CMD of whatever was targeted.

• 1st Upper hand check:
◦ Art's Upper hand check= 16 vs Opposing Ships Pilot/Captain
▪ Success= Great
▪ Failure=DM receives a danger point to use immediately or place in bank

◦ Kiltem: Cast Spell his concentration check =17 vs Opposing Ship’s Pilot/Captain.
▪ This one requires a bit of adjudication because of his written fiction. He is targeting masts and rigging so this would default to the ship’s AC to hit which would be super easy, but this is why we suggested a concentration check. Now this is a 5’wide 30’ long verticle bolt. So to fit with the “Fiction being presented” I would look at the hardness of the mast (probably 5), the average damage of the lightning bolt (10.5 for the 3d6 version, 16.5 for the 3d10 version) and determine if it is an easy, medium, or hard for it to “fictionally” cause some of the sail guides or runners to malfunction enough to hamper the next upper hand check. The CMD of a Galley is 18, but since the lightning bolt average dmg doubles the hardness I would probably reduce that by 2 for an effective DC of 16.
▪ Success= Excellent apply damge to ship, it has 1,560hp or give some 1 time bonus in accordance with the fiction.
▪ Failure=DM receives a danger point to use immediately or place in bank.

◦ Slappy: Exploit a critical weakness to remove a failure Slappy hits DC 26 (if Art didn’t fail, then Slappy would of course change action to either Deception, or Rally the Crew)
▪ Success= Remove Arts Failure
▪ Failure= DM receives a danager point to use immediately or place in bank. (to be honest I can’t see Slappy failing)

◦ Ko: Rally the Crew he rolled a 17 vs Opposing Ships Captian or Pilot CMD
▪ Success= +2 to Art’s next upper hand check
▪ Failure= DM receives danger point to use immediatelyor place in bank.

This wraps up all the rolls that have been made. If I was a guessing man, I would guess that the DC is 18 which would put us at.
• Upper hand: 0 Successes, 0 Failures (because Slappy removed it)
• DM has 2 danger points to use, probably bank 1, use one
• DM will award a 1 time bonus to aid the Pirannah (maybe a -1 to the DC to Ko’s intimidate because the lightning cracked just in time to add emphisis to Ko’s words) but this would remove one of the danger points I assumed.


Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6

Copied from Slack

CMD Sidebar
At low-mid levels the standard ship CMDs should work well. However, the PC skill checks will quickly outstrip the base, ship CMDs. Since, in these rules, CMD is a proxy for the NPC ship’s sailing check, the following modifications are suggested.
1) If a NPC ship’s Captain (or other relevant crew officer) has a sailing check that is higher than the ships CMD, for the purpose of these rules, the PC’s Upper Hand check DC equals 10 + sailing check bonus (this includes any sailing check bonuses from ship modifications).
2) Add a CMD bonus if the GM judges the NPC ship’s crew to be of higher than average quality. For a good crew add +1 and +2 for a crack/elite crew. If the crew is both crack/elite and 5 or more levels higher than the PC’s average level, add +5 instead.
3) Per GM discretion, may give a circumstance modifier to the NPC ship CMD (generally limited to a -2 penalty or +2 bonus). Modifying the CMD for circumstance may be easier than modifying PC checks, as it is mechanically equivalent, but has fewer points of failure (i.e. Players don’t need to remember the penalty/bonus for each roll).

Reasoning:
I guess I was assuming the NPC captains would have good sailing checks for their level, so this would about work out

Like, I don't think it would be strange for a NPC Ship CAPTAIN at our level to have a +10 or +12 sailing check. The GM can always give them one if they don't a DC 20 is not a guaranteed success for Slappy but, also, given the rules, even if Slappy can't fail, Art still HAS to succeed for that to be meaningful.

If Art, succeeds, fails, succeeds, fails, and Slappy keeps canceling his successes, it still balances because of Danger Points. We can't just sit around making checks forever until we rack up 3 successes and 0 failures without consequence

That whole time the GM can pelt us with attacks for each failure or, the GM can save them and turn our perfect 3 success set-up into a mess.

If he has 4 danger points, he start us all in a tight spot, make us make check to get into the fight or, rearrange our characters before combat begins or, just save them all to after the fight and f our supplies, damage us, etc

We already have 3 danger points, none of which the GM has spent (meaning f us for later), so, regardless of if Slappy can cancel failures to the end of time, we might want to just take the first opportunity of 1 success and 0 failure to start the fight on even terms instead of gambling to let the GM rack up danger points

Now, my use of the CMD as the baseline for the ship's DC might have been off base. Looking through the player's guide, the CMD's seemed to be in the high teens, so, I figured that with some increases should do us well

If the actual ships in the book have CMDs all sitting in the high 20s to low 30s, I think that would make this system too punishing

So, we should use something else for the DCs. For my money, I would just have the GM set a level/challenge appropriate DC if we can't find a game stat that scales better than GM discretion


Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6

Never fear Cap’n. Ole Slappy’s on the job.. Slappy looks for something on the ship that might give up their next move.

Perception (Exploit a critical weakness): 1d20 + 17 ⇒ (9) + 17 = 26

”Cap’n, tack to the port, their is a knot blocking their boom from switching, if we can get under their wind they will be ours.

For DM, but everyone please read:
You may want to keep track of your Danger Points. As a reminder they can be spent immediately, or banked. When Art failed his upper hand check, you gained one. If Kiltem’s spell “aka concentration check” beats the CMD of the opposing ship, then the Damage from Call lightning succeeds, if not then you gain another Danger point.

If Slappy’s Exploit a weakness succeeds, then Art’s upper hand failure is removed, if not then that is yet a 3rd danger point.


Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6

Naval Combat Example

The Piranaha (P) finds itself facing off against the Silver Spear (SS), a mighty warship. It will be a tough battle, but reward much booty if the crew succeeds.

Round 1
The P’s fearless Captain Art, leads, making an Upper Hand check (UHC) against the CMD of the opposing Captain, Captain Dastardly Dew-Badyr (DD). Art rolls Profession (Sailor) gets a 17, but DD’s CMD is 18, starting the P off at a disadvantage with 1 failure. This grants the GM a Danger Point. The GM uses it to make an immediate attack. He has an archer on the other ship fire at Ko, but the attack misses.

With the UHC done, all the other characters MUST take an action:
• Ko Attacks, firing his crossbow, striking an opposing sailor.
• Kiltem tries to Exploit a Critical Weakness, trying to use Perception to spot how DD is tacking so they can cut him off. He rolls 15, failing to hit DD’s CMD. This grants the GM a Danger Point. He decides to keep it for later.
• Not wanting to let the round end in failure, Slappy decides to Coordinate, rolls Profession(Sailor) and succeeds with a 21. This allows Lucky to try to Exploit a Critical Weakness.
• Lucky decides to Bluff DD so he can Exploit a Critical Weakness, and has Art tack straight towards the SS. Lucky rolls Bluff and gets 22. Success!! The UHC failure is removed.

This brings the total number of UH successes/failures (S/F) to 0, meaning the battle can’t start yet.

Round 2
Art’s UHC succeeds, granting the P its first success.

With the UHC done, all the other characters MUST take an action:
• Ko Attacks, firing his crossbow, striking an opposing sailor.
• Kiltem tries to Rally the Crew and succeeds, granting +2 to Art’s next UHC.
• Slappy decides to Cast a Spell, and uses his bardic performance to use Inspire Competence on Art, granting +2 to his UHC.
• Lucky decides to implement a Deception Plan, using Bluff again, having Art start to make a tack away, only to tack back. He succeeds, causing the CMD and AC of DD and the SS crew to suffer a -2 penalty next round.

The P stands with 1 success, 0 failures. This brings the total number of UH successes/failures (S/F) to 1, meaning Art has to decide to initiate battle or continuing maneuvering for a better spot. If Art decided to start the combat now he would roll a d6 to determine the ships’ relative orientation, and then both sides would roll initiative. Whichever side had the lowest initiative roll would place figures on ship’s first. However, since Art has a +4 to his UHC for the coming round, he decides to keep maneuvering.

Round 3
Art’s UHC succeeds, granting the P its 2nd success.

With the UHC done, all the other characters MUST take an action:
• Ko Attacks, firing his crossbow, missing an opposing sailor. This grants the GM a Danger Point. He immediately spends this cause Discombobulation causing Art to suffer -2 to his next UHC.
• Seeing battle fast approaching, Kiltem decides to Cast a Spell, and casts Barkskin.
• Slappy decides to Cast a Spell, and uses his bardic performance to use Inspire Competence on Art, granting +2 to his UHC.
• Lucky Attacks, firing his crossbow and striking an opposing sailor.

The P stands with 2 success, 0 failures. This brings the total number of UH successes/failures (S/F) to 2, meaning Art has to decide to initiate battle or continuing maneuvering for a better spot. If Art decided to start the combat now he would determine the ships’ relative orientations, the SS would place their figures on their ship first, and the PCs would gain one of the following advantages: A) Free volley with all siege engines or other shipboard weapons, B) Place the PC’s figures on any square on both maps, not just on their ship, C) Gain a surprise round, D) Can Ram the opposing ship. However, Art decides to live dangerously and goes for the 3rd success.

Round 4
Art’s UHC fails, causing the P to have a failure, suddenly putting the P at a significant disadvantage. This also grants the GM a Danger Point, giving him a total of 2. He immediately uses 1 to make an attack, firing at Lucky and hitting him for 8 damage.

With the UHC done, all the other characters MUST take an action. They need to prioritize removing that failure, because if they end this round with 2 successes and 1 failure, that brings the total UHC to 3, meaning combat MUST start, and with even 1 failure, the PCs will be at a significant disadvantage:
• Ko tries to Exploit a Critical Weakness, using Diplomacy to get the crew working in tandem. However, he fails, granting the GM a Danger Point. He decides to keep it, bringing him to a total of 2.
• Kiltem decides to Coordinate, and rolls Profession(Sailor), granting a success.
• Since Kiltem used Coordinate, this gives Slappy another opportunity to try to Exploit a Critical Weakness. He decides to throw a wild Performance, distracting DD from his Captain duties. Success!! The failure is removed!!
• Lucky Attacks, firing his crossbow, missing an opposing sailor. This grants the GM a Danger Point. He decides to keep it, bringing him to a total of 3.

With this round’s failure removed, the P stands with 2 success, 0 failures. This brings the total number of UH successes/failures (S/F) to 2, meaning Art has to decide to initiate battle or continuing maneuvering for a better spot. Art really wants to get that 3rd success, but with the close call this round, he decides to initiate battle. Art decides to start the battle at broadsides, with the ships close for boarding. Art decides to take benefit B), Place the PC’s figures on any square on both maps, not just on their ship. The GM places his figures. Then the PCs place theirs, moving Art, Kiltem, Ko and Lucky onto the SS with Ko and Art flanking DD, while Lucky and Kiltem flank DD’s 2nd mate, Mr. Smee. However, just when the PCs are feeling good, the GM spends a Danger Point to Outmaneuver, moving DD out of flank and adjacent to Ko. He then spends another Danger Point for Shifting Tides, granting one of DD’s marines a free move action, and moves the marine to flank Ko with DD.

The battle commences and after much bloodshed and derring do, the PCs are victorious. However, GM spends his final Danger Point to add a Pyrrhic element to their victory, giving them a Supply Shortage, meaning the the PCs and crew suffer a -2 to all checks in combat until they resupply at port, unless they use up a portion of their plunder to resupply.


Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6

The following rules take effect once naval combat is inevitable, either because both ships want to engage in combat with each other, or because an evading ship was caught by a pursuing ship. Pursuit and evasion is done as per the Skulls and Shackles Player’s Guide pg 11-12

“Evasion and Pursuit
On the wide, open sea, one ship can spot another from miles away, making it virtually impossible to surprise another ship. If both ships want to engage in combat, the ships close with one another and begin ship-to-ship combat normally. If one ship wants to avoid combat, however, a chase ensues. At the GM’s discretion, a faster ship can always catch a slower ship, but even slow ships can take advantage of favorable winds, currents, or coastal terrain to make good their escape.
When two ships first encounter one another, the pilots of the two ships must make three opposed sailing checks. Whichever pilot wins at least two out of three of the opposed checks is victorious. If the pursuing ship wins, it catches up to the fleeing ship and ship-to-ship combat begins. If the fleeing ship wins, it escapes. If the result is a tie, the pilots should begin a new series of three opposed checks.
Such chases can take days, as one ship struggles to outmaneuver the other. At the GM’s discretion, roll 1d4 to determine the number of days a chase lasts.”

Once Naval Combat begins, the captain attempts to maneuver into a good position to start the battle. Conceptually this plays out as the captain gambling for more successes by risking more failures. The first gamble begins by the captain (or his designated pilot) making an “Upper Hand” check, which is a Sailing check against the opposing ship’s CMD. After this first check, all other PCs MUST take an action. If, after these actions, the number of Upper Hand successes or failures equals three, combat starts, with the parameters as noted below. If the number of Upper Hand success or failures is two or less (including 0), the captain decides to continue maneuvering, or allow the battle to start. If the captain decides to keep maneuvering, another Upper Hand check is made and the process repeats itself until combat begins.

The starting set-up of the battle is determined by whether or not the PC’s have any failures, and the PC’s number of successful Upper Hand checks:
1+ failures and any number of successes- The opposing ship gains a massive advantage. If the opposing Captain wants to ram, he can ram. If he wants to try and sink the PC’s ship, he sets the range when initiative is rolled. Regardless, the NPC captain decides the relative orientation of the ships (at broadsides, broadsides to stern, etc). Prior to initiative being rolled, all of the NPC captain’s siege engines or other shipboard weapons get free attack rolls against the PCs. The PCs then place their figures on their ship. After the PCs place their figures, the opposing captain places the NPC tokens on the map (if the NPC captain rammed or wanted to board, he can place NPC tokens on either ship). Combat begins with the NPCs having a surprise round.
1 success, 0 failures- The ships come together on roughly even terms. Roll 1d6, 1-3 they start at broadsides, on a 4 the PC’s broadside is to the NPC’s stern, on a 5 the NPC’s broadside is to the PC’s stern, on a 6 the two ships are bow to bow or stern to stern (PC choice). If the PC’s are trying to sink the other ship, they decide what range to start at. If boarding is in order, they start close. Roll initiative. Whichever side’s combatant rolls the lowest initiative, places their figures on their ship first. Then the other side places their figures on their ship. Combat then begins as normal with the top of the initiative order.
2 successes, 0 failures- The PCs start with a significant advantage. The PCs decide the relative orientation of the ships (at broadsides, broadsides to stern, etc). The NPCs place their figures on their ship, after which the PCs place their figures on their ship. The PCs then gain one additional advantage from the following list:
A) Free volley with all siege engines or other shipboard weapons
B) Place the PC’s figures on any square on both maps, not just on their ship.
C) Gain a surprise round
D) Can Ram the opposing ship
3 successes, 0 failures- As above, except the PCs gain all advantages from the list.

After each Upper Hand check all other PCs MUST take an action from the following list*:
1) Attack- make a ranged attack with an available weapon. The distance defaults to 50 feet if the Upper Hand check result was even, and 100 feet if the result was odd. Only one PC per round may choose to use a siege weapon for this attack.
2) Cast a Spell- cast an available spell. Must make a concentration check for the spell to succeed. If range is a factor, distance defaults to 50 feet if the Upper Hand check result was even, and 100 feet if the result was odd.
3) Rally the crew- Use diplomacy or intimidate to get the crew working harder. Success grants +2 to the next Upper Hand check. Only one PC may do this per round.
4) Exploit a critical weakness- PC describes how they notice and use their opponent’s weakness against them. This cancels one Upper Hand failure. Only one PC may do this per round.
5) Coordinate- The PC describes how they help their team work better together, and makes an appropriate skill check. If they succeed, they allow one PC to repeat an action that can usually be done only once per round. Only one PC may do this per round.
6) Deception Plan- Describe how you confuse, trick or taunt the opposing ship. Success imposes -2 penalty on the CMD and AC for all checks and attack rolls next round except the Upper Hand check. Only one PC may do this per round.
* Skill check DCs default to CMD. Attack rolls are against the AC or CMD of whatever was targeted.

Danger Points!
As the ships are maneuvering into position, each failure on a skill check or attack roll grants the GM a “danger point.” The GM can use a danger point to oppose the players with an immediate, delayed, or after action.

Immediate Action- The GM spends a danger point immediately upon gaining it to do one of the following.
1) Attack- a member of the opposing ship makes an attack against a PC or other crew member. The distance defaults to 50 feet if the Upper Hand check result was even, and 100 feet if the result was odd.
2) Cast a spell- a member of the opposing ship casts a spell. If range is a factor, distance defaults to 50 feet if the Upper Hand check result was even, and 100 feet if the result was odd.
3) Discombobulation- the PCs crew gets out of synch. Apply a -2 penalty to the next Upper Hand check. Only one Danger Point may be spent in this way per round.

Delayed Action- The GM may spend a danger point to take one of these actions any time after initiative has been rolled.
1) Outmaneuver- Move any figure to any square on either ship (may only move figures between ships if the ships are within boarding range). This may only be done prior to the first round of combat.
2) In a spot- The GM puts a PC in a tough position that requires a save or skill check to get out of. Maybe a grappling aboard attempt goes wrong and the PC is stuck between ships, a heavy wave might send the PC sprawling or overboard, or a cut sail falls atop the PC.
3) Shifting Tides- The GM gains a free move action to grant a single NPC.

After Action- The GM may spend a danger point to do one of these actions after combat ends.
1) Out of Ammo- The PCs expended all of their siege engine ammunition of one type. They will need to re-stock before they can fire their siege engines again.
2) Supply shortage- Either supplies were damaged/lost in the fighting, or the PCs and were so exhausted from the fight that they overindulge afterwards. In either case, the PCs and crew suffer a -2 to all checks in combat until they resupply at port (or use up a portion of their plunder).
3) Structural damage- Some piece of the ship was damaged in the fighting, GM choice. It needs to be repaired before it will function again.


Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6

Slappy can’t fail the know check. Shares info with everyone.


Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6

Slappy takes a few min to talk to Kiltem about the weather to give an assist.

Know Nature: 1d20 + 9 ⇒ (5) + 9 = 14
Survival: 1d20 + 3 ⇒ (13) + 3 = 16


Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6

Ok I have updated the Piranah as much as I can without party/gm help. The ship itself needs some love. We need some siege engines and a corvus, or we need to capture a better warship.

Currently we have an NPC as the ships pilot. If we use the Paizo rules this might not be a good idea, more on that later.

I have also compiled the rules for ship combat. I am going to post them on Discord, maybe they can be pinned.

A note on the rules. There are 2 sections in the first document. First is just basic ship combat rules, the second have been developed specifically for Skulls and Shackles.

I am also including the rules that Rich and I came up with. I still hold that these will work so much better than the clunky Paizo rules especially in a PbP setting. Much less to track, and keeps it PC centric so it will not matter if the Pilot is an NPC. Along with the rules will be an example of how they work.

Following are hyperlinks to Paizo ship combat:

Basic Ship combat Probably won't need this one
Advanced Ship combat
Naval Siege Engines
Spell Effects in Naval Combat
Vessels and Vessel customization


Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6
Dungeon Master S wrote:

Alright ye scallywags! Let's do this:

I'll need some people to help out with the following:

  • Fill in the details of the Pirhana. This involves looking up the ship stats and filling in the sheet. Takers?
  • I will give this a try,

    Quote:
  • We haven't been using the Ledger and Summary tabs. So unless someone objects, I'll excise them. Any objections?
  • None from me.

    Quote:
  • The Infamy and Disrepute tab is ugly and not very elegant. I'll clean it up. Chris
  • Not really sure what use it is anyway. Why not get rid of it? Seems like just having another ambiguous number to track. I mean if it provides some sort of benefit or hindrance, just tell us when it's applicable or have NPC's react accordingly.

    Quote:
  • We have NOT at all been using the Treasure trackers. It would be a BUTTLOAD of work to fix this, which is a shame, it works beautifully when kept up to date. Treasure is all you guys though, so if you...
  • None.

    Quote:
    Finally, we need a clean cheat sheet of ship combat. In the end, the by the book rules work just fine given post rates, etc. If anyone wants to look up the rules and build one, I'd be much obliged. Takers?

    I can try to do this while I look up the ship stats.

    It will be over the weekend before I can get to it.


    Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6

    Slappy travels with Kiltem and Mcleagh trying to get a read on the man like the Captain asked. Slappy will also talk and get to know the keeps other inhabitants trying to gauge their opinions of the Mcleagh and the rest of the senior staff.

    DM Please roll and let me know what I get. Slappy has +16 Bluff Intimidate, +15 Diplomacy and Sense Motive


    Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6

    ”Yay! It’s decided, we’re gonna have a married man as a Captain. Now the Shackles wedding seems fine, but she gets to spend as she sees fit within reason, we get to continue doing what we’re doing and at the end of the year she gets to keep this rock? What if it prospers? What if we end up with a fleet of ships? What if we don’t want to give the rock back? Can we get a buyout price after the year is up? We need assurances. This isn’t just going to be a inn for us when we need it, we need to make it a commerce center, put a town around it, or on another close island.

    After the lengthy blather Slappy realizes that he’s been rambling. He quickly shuts up and looks at everyone with raised eyebrows to see how his verbal diarrhea is taken.

    Performance for the greatness of Art: 1d20 + 15 ⇒ (13) + 15 = 28


    Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6

    Slappy can't fail that check

    Whomever we choose, I will do a performance praising their accomplishments. So whom do I start writing about?


    Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6

    Slappy spies the interest in Lucky's eyes. He quickly swallows his food, and takes a slurp of his drink. HA! A Korvosan bucaneer, and a Shackles Lady, it's a wonderful pair! I will make a song about it.

    As I say it there is obvious relief in Ko's face. I can also see a look in the Captain's eyes. He knows deep down that you never accept the first offer, but it is a starting point.

    Well It looks like we have a starting point, lets get to negotiation. A straight forward Shackles marriage isn't as good a deal on our end, but it's a great start.


    Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6

    Watch posts you mentioned avoiding them. We have to assume that they have wandering patrols also. What kind of guards do they have at the watch posts? Capabilities? Human, Dragon? Any kind of info that would help us avoid, or kill them would be great.

    With a smile he adds in an obviously joking manner. And yes I know, stick them with the pointy end.


    Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6

    Slappy snickers at him saying kender. I've never been to Chilax, but dinner sounds great.

    Well not to get into the brass tacks, but the overall gist will be that we get to use this island and reclaim it's power in the area so we can build a bit of a fleet to take down Barnabus Harriagan. I'm sure that we will offer a portion of the spoils and income for you and your retainers thus increasing your name and standing.


    Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6

    Slappy darts over and hops up on a chair near the middle of the table his wild hair flopping back, and a knife and fork appearing in his hand.

    DINNER?! Why didn’t you say so. You can’t confuse me for a kender, I’m never late for dinner. I’t will be nice breaking bread with a new ally Slappy says it like it’s a forgone conclusion.

    He then focuses on McCleah. Cmon there big. umm His gaze darts between McCleah, Kiltem, and Ko well mostly big man put that steel in the corner and join us at the table ya can’t sit with that. Besides we’re under a parley now.. He switches to a loud whisper for comedic value. and did you hear, There’s gonna be food and the bowls won’t be sliding between you and your mate at Papa Storm’s whim.

    Mam if you would allow me to offer a blessing when the food and drink arrives?

    Diplomacy on the sgt at arms and lady: 1d20 + 17 ⇒ (11) + 17 = 28

    Everyone:
    Is there a way to disguise spell casting with a bluff? I want to cast purify food and drink like I do at every meal without the island dwellers knowing. If not I will inform them that I will be doing it.


    Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6

    Yes in a manner it is. So a siege you say, we will either have to sneak in, or break the siege. The second said with an understanding that that would be improbable at best.

    You're the expert here, so how can we get Spurhorn open to us to meet this Commander Pharamol?


    Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6

    Slappy chuckles and is upset that he didn't say it first, he might have to have a talk with the Captain later to let the humor up to him.

    Vanara? or Banana is he offering Kiltotang food? Slappy quietly asks Ko.

    Know Arcana: 1d20 + 6 ⇒ (5) + 6 = 11
    Spellcraft: 1d20 + 12 ⇒ (13) + 12 = 25

    With his voice full of excited wonder. Ohh by Heyzeus I know that breastplate. You can walk on water for just about as long as you like.


    Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6

    Fabled Iron Shirt?
    Slappy Know local: 1d20 + 6 ⇒ (5) + 6 = 11
    Lucky Know local: 1d20 + 13 ⇒ (17) + 13 = 30
    Ko Know local: 1d20 + 8 ⇒ (1) + 8 = 9
    Kiltem Know local: 1d20 - 1 ⇒ (7) - 1 = 6
    Captain Art Know local: 1d20 + 2 ⇒ (9) + 2 = 11


    Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6

    To young to be a widow ehh. Well Mr. Siggs I'm sure that we could come to a fine resolution in a parley with her. That not withstanding we promise not to tell Mrs Siggs about your umm proclivities if you put in a good word with us. Although I'm sure it wouldn't be news to her. Slappy finishes with a whisper, and gives a sly comedic wink to the old pirate. His last act is to draw his weapon of choice for the moment, his cup which is empty of beverage.

    Diplomacy: 1d20 + 16 ⇒ (6) + 16 = 22


    Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6

    Slappy moves and giggles a bit because he is going to try one of his new spells.

    Cast unnatural lust on red (DC16) I think he really really likes his friend.


    Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6

    I agree Captain, we need to act, but I need to be clear, we are going to murder hobo this? No chance at parley? What if they are stranded here, What if their boat sank? What if it is only women and children?


    Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6
    Arthur Cantor Delgado wrote:
    Where's the capybara...did I miss something??
    Dungeon Master S wrote:
    There's no sign of life on the island outside of the keep itself. (Indeed, Kiltem doesn't see anything larger than a capybara.) There is a light on in the main tower though, so someone is home.

    I can try to make friends for you if you want. It's not to hard talking to them.


    Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6

    I will use my bard ability to find out about the recently know state of Tidewater Rock from rumors and other songs of the island.. Know local = 26

    Well no ships here, and someone in the keep. This makes our choice simple. Captain, I recommend that we pull away from the harbor and see if any ships come in for the night, maybe even watch it for a day or two. If none come back they might be marooned and in need of assistance. If not, we might spend our time watching and fishing we might have something to barter with. Kiltem could spend one day in the water, and one in the air scouting. Knowledge is power friends, and we're not on a time crunch that I know about.


    Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6

    Round 3

    Current conditions: Haste, Inspire

    The now visible Slappy is kind of proud at the lethality of the Piranah crew, but not totally trusting enough that he goes onto the other ship as of yet. As he moves a bit closer, he pulls out his drum. The beat is inspiring and and culminates with Kiltem's lighting. Slappy feels the power of the storm and the beat, it is almost as if he can inspire the storm to send another bolt down, but the magic isn't there yet.

    Inspire courage +2


    Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6

    Round 2

    Current Conditions: Haste, Inspire Courage +2, Invisibility

    Slappy flings out a familiar spell that just misses the Captain and hits his intended target. The deck gets extra slippery as a pool of grease affects the red and black zombies.

    The still invisible gnome moves in order to keep everyone in range of his lingering performance.


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    Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6

    Ok active spells:

    • Heroism: Ko
    • Invisibilty: Slappy, Lucky
    • Enlarge Person: Ko
    • Grease on the aft boarding plank

    Round 1 actions

    After the synchronous ohh crap from watching the whaler dive and then surface, Slappy focuses on the task at hand. The party knows whats coming, and they feel the spell infuse their body increasing their focus, and reaction. As the haste takes over they can hear the gnome's slight chuckle as he spots a few fish flopping around on the other ships deck. The fish be flippy and floppy the water is salty, between Kiltem and Ko your second death will be woe.

    Actions: Standard castHaste

    Move action: inspire courage:
    bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls.


    Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6

    Ok I'm confused read slack.

    So if we are going with prep spells with this storm Slappy can Cast Tiny Hut 2/hr per level so 14 hrs. He will also cast Heroism on someone lasts 70 min, and Invisibility 7 min duration on himself and one other person.

    If we do want someone to board the other ship, maybe Ko, or Lucky (but I always forget if undead are affected by precision damage) one can be patient enough to sneak over to the ships captain after Kiltem softens him up with lightning.


    Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6

    Slappy decides to turn on the charm even while feeling a bit nervous himself of the supposed upcoming fight with yet more undead.

    Diplomacy: 1d20 + 15 ⇒ (7) + 15 = 22

    "Ya skallywags hear da Captain! Lets use the day to our advantage prep this ship for being boarded. Let us get our prayers to Besmara, and Papa Storm, and give this foe our absolute best, let em sleep with Davy Jone's locker.

    When he can find a break. Slappy talks to Kiltem I know you enjoy you taking on animal forms, but can you control the weather near us? Have Papa Storm keep some clouds and rain near? Have him energize any lightning you call down when needed?

    Lets prep fall back points if needed, and canalize any foes with boxes, and I can cast grease to slow them, or make them prone. Crew with long spears to porcupine any in our funnels.


    Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6

    Slappy waits till the officer meeting after dinner and a round of rum. Making sure that none of the crew is listening.

    Cap'n, brothers I think we need to prepare. It can't be good seeing a ghost Slappy does air quotes on the word ghost ship. This ghost ship is toying with us. I want to take heed to the warning and prepare. Kiltem if ya need ta pray for spells, lets pray for some that's good against the non living. We've fought them before, so what did we learn? I would prefer not to use fire out here on the sea. Cap'n, Ko what's can we wargame out our playbook?


    Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6

    Profession sailor aid Lucky: 1d20 + 4 ⇒ (16) + 4 = 20


    Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6
    Dungeon Master S wrote:
    In a different campaign the GM uses the THAC0 method. Skull & Shackles has used the "high is good" method.

    Ahhh yes nostalgia me misses THAC0, I will try to remember that high is good on percentiles then.


    Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6
    Arthur Cantor Delgado wrote:

    Arthur has a lot of coin to spend...so he looks for a

    [dice=Belt of Dexterity]d100 <--success

    and a

    [dice=cloak of resistance]d100 SRSLY????

    9 is very good right? I mean 75% and below is the logical way to do it, unless you use the THAC0 logic :D


    Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6

    Slappy purchase headband of alluring charisma

    Is headband avail: 1d100 ⇒ 11 Yes
    Diplomacy Barter for discount: 1d20 + 14 ⇒ (5) + 14 = 19 Failure so 4k


    Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6
    "Lucky" Lucas D'Endrin wrote:
    Lucky would love to spread tall tales far and wide, but he can't remember for the life of him how to do that.

    Herroooo senior lucky


    Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6

    Round 1

    The bough doesn't break but Kappi's ribs do. Ed might need to remind the lad to wait till Vojtek attacks before he unleashes his sneaky stabbity against such an intimidating foe. Still the oradin strides foward to get Mr. Matarito in range. As the life force flows out of him to heal Kappi and Vojtek, Ed sends one of Apsu's stranger blessings to the lad.

    Move in range, Standard: Cast Shield Other

    Kappi, Vojtek heal 5, Ed take 10 current hp 78/88


    Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6

    Charisma check to sell plunder: 1d20 + 4 ⇒ (18) + 4 = 22 [ooc]Unless you want to use my first roll up above, but to equal we can see if 2 people can assist to get the same result[/dice]


    Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6

    I'm sorry I thought I posted some diplo, local, Sense Motive and intimidate checks a few days ago

    Know Local: 1d20 + 6 ⇒ (10) + 6 = 16 find the best place for each item
    Sense Motive: 1d20 + 14 ⇒ (7) + 14 = 21 figure out the best thing to say to merchant
    Intimidate/Bluff: 1d20 + 15 ⇒ (6) + 15 = 21 if I found dirt on a buyer
    Diplomacy: 1d20 + 14 ⇒ (10) + 14 = 24 If the buyer is a upstanding pirate umm err I mean citizen


    Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6

    Lucky I'm always willin to play a role. So I'll do it if necessary, might be easier just to ask the port master. But if Harrigan is there we might need ta make sure that he never leaves.


    Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6

    Arrrrgh Kiltem runnin inta Harrigan wouldn’t be a bad thing at Port Peril. We could take care of business quickly there. I’d rather not run into him at sea where he might have more than 1 ship. All I know is that I don’t care what it takes, his last breath will be a very satisfying sound, and I don’t care by what means that happens.


    Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6

    Aye Captain, I don’t wanna leave the booty behind unprotected, and chasing a ship with ones own holds full is crazy, we’d be low and slow, and ripe for the picking ourselves Look we need to get a few more ships before we take on Harrigan. Well either that or find him in port and well do unportly things to him.


    Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6

    @Dungeon master

    Just a quick note to update the skills quick post up top

    Perception +17
    Stealth +14
    Sense Motive +14
    Pirate: No change


    Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6

    Level Up Info:
    Class: Bard Skills:

    Know Eng, Know Geography, Perception, Perform: Comedy, Oratory, Spellcraft.

    Feat: Spellsong

    Gained magic items: Staff of Minor Arcana, Cloak of Resistance +1, Lens of Detection.


    Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6

    Ok I don't see anyone else rolling on the cloak of resistance +1

    Cloak Roll off: 1d20 ⇒ 5 or if I don't get the cloak Ring of Protection roll off: 1d20 ⇒ 16

    And I will take the staff of minor arcana, and lens of detection.


    Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6

    Spellcraft check for cyborg arm: +2 arm. Attaching it requires severing an arm and a long recovery period. Sell, or for one of the crew?
    Magic pistol: +1 pistol Slappy.. naw just kidding Art
    Tuna belt: Belt of Incredible Dexterity +2 Anyone
    Monkey belt: Monkey Belt Anyone, but can see Art so he can drop a weapon and pick it up with the tail
    Turquoise cloak: Cloak of Resistance +1 Slappy will Roll
    Magic ring: Ring of Protection +1 Slappy will roll
    Magic Boots: Jaunt boots Anyone can use them, but makes sense for Lucky.. if he doesn't want them though....
    Magic Potion: Cure moderate Wounds One of the melee
    Gleaming Staff: Staff of Minor Arcana Slappy he's the only arcane caster??
    Glass/Crystal thing from stained glass golem: Lens of Detection Lucky has the best perception as it is, Ko, Kiltem, and Slappy can Track. Someone claim it, and others maybe borrow it if able to?


    Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6

    So lets get this treasure sorted I hope the 25 on identify works. I've put some guesses as to what they are

    From the zombified pirates you fought:
    Magical cold iron scimitar.
    Her mechanical arm radiates as magical.
    Magical potion (royal blue)
    Magical pistol (17 bullets)
    Magical belt. The buckle is plain, but the leather is stamped to show a tuna cutting through the water.
    Magical turquoise cloak
    Magical silver ring
    225 Gp
    Jeweled necklace worth 400 Gp
    Magical stylish black leather boots are stitched with images of winding roads and trails through peaceful orchards. Boots, Jaunt Maybe our Rogue so he can get into flank easier
    Magical furry brown belt which resembles the tail of a monkey monkey belt Say maybe our captain so it can pick up any dropped weapon and put it in a pouch. But I can see anyone here enjoying the item.
    Magical gleaming staff is made of polished silver and capped with a simple gemstone. Not sure if this is correct.. Staff of Minor Arcana Slappy is the only arcane caster sooooo.
    6,022 Silver coins
    3 Points of Plunder

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