The Wormwood
Combat Round 1 - Recap: Nyk tries a little diplomacy before things get out of hand. Though his words of wisdom don't seem to stop most of the pirates in their current path, the screaming women and the half-orc do seem a little nervous when the cat mentions keelhauling. The big eared woman pink lowers her fists.
---------------------------------------------------------------- You may post your round 2 actions now.
GM info: Red -
The Wormwood
Toni:House Roll: 1d20 ⇒ 8
He's a very handsome gnome, in a very garish outfit, complete with eye patch and a large purple hat with a feather sticking out of it. After collecting his winnings he walks up to Toni and bows lows, flourishing with his hat. "My dear, you are as lucky as you are beautiful! I've never shared a hammock with a pair of wings but there's space enough for them, I'm sure!" He winks with his one good eye as he rises and smiles.
Iryana: The Udine woman spins a tale that many on the crew have heard in some form or another, but she quickly finds that pirates care very little about a retelling as long as the telling is good. The listen with more attention than they seem to give anything else on board. The ribald jokes go over well, causing waves of laughter, and the adventurous bits are quickly drowned out by the audience sharing similar stories from their own lives. When she finishes the crew give a round of applause as they get up and head toward the lower deck for a nights rest. The nights first story teller, the older half-elven, pats Iryana on the back. "Fine work new girl, but best be off to bed. Don't want to be too tired to work in the morning. We've set hammocks up for you newbies, just take whatever ones are open. I'm Badger by the way."
Nyk: Tilly looks up with a smile and a laugh. "You want me to help you discover manhood eh? I only met you this morning boy!" She laughs again and pulls Nyk onto the seat next to her. She's clearly drunk, as is Giffer who is once again her drinking companion. She drapes one arm across the young mans shoulders and pulls him in close. "Rum lad, rum is how you handle everythin' on board. Workin' too hard? Rum. Someone gets a keelin'? Rum. Just scored some booty? Rum!" She picks up her mug and drains it then steals another from a nearby pirate who is already passed out. "Drink up! And stick with me kid. I don't know about turning you into a man, but I can show you around the ship and keep your head on your shoulders!" Giffer watches the interaction with a big toothy smile as she drinks heavily of her own rum ration.
Nyk is the only one who succeeded in their influence check today, bringing Tilly Brackett from Indifferent to Friendly for the whole party. Another successful check could make her Helpful, the highest level a crew member can be brought to. As the activities wind down, the crew take to the hammocks on the lower deck and sleep through the night, the officers above keep watch to make sure no one steals anything or that no ship moves in to attack in the dead of night. Anyone who does not have a rank in Profession (Sailor), please give me a fortitude check on your next post. -------------------------------------------------------
As the bell tolls to signify the start of the work day, the pirate crew groggily gets up to head to their assigned officers, ready to receive their tasks for the day as breakfast is handed out. As the party makes their way out of the hold the discover a barricade of sorts, in the form of four pirates, blocking the stairs with their arms crossed, sneers on their faces. One of them, a human female with large ears poking our from her hair laughs before addressing the party.
Heal DC 10:
The scars on the second woman's arms look to be self inflicted and she seems to be having trouble focusing. It's very likely she is not at all sane. Go ahead, try to get past us half-elf. No one has eve beat Fipps Chummet in a fair fight!" Fipps, a large fat man with a shaven head pushes Tyr back while the short halforc behind him raises his fists and spreads his feet, clearly ready for a fight. None of the pirates are armed, the seem to be ready to fight with nothing but their fists.
Sense Motive DC 10:
You can tell they do no intend to kill or even really harm you. They're just trying to make you late. Initiative rolls:
Brine: 1d20 + 4 ⇒ (1) + 4 = 5 Nyk: 1d20 + 6 ⇒ (5) + 6 = 11 Tyr: 1d20 + 4 ⇒ (4) + 4 = 8 Iryana: 1d20 + 3 ⇒ (4) + 3 = 7 Surma: 1d20 + 3 ⇒ (4) + 3 = 7 Pirates: 1d20 + 2 ⇒ (9) + 2 = 11 The Map has been updated. As a reminder: everyone can post just once per round. You don't need to post in initiative order, I will sort things out once everyone has posted. If you would like to give me contingencies such as "Brine attacks the pirate the one in front, unless he's down, then the one to the right" feel free, otherwise I'll assume a contingent action and you can tell me if you would like to keep it. Please move your token according to your actions, if you can not, please let me know. Leave your flavor text in the standard black font, but recap your turn in ooc format. Ex: Nyk moves closer to the dragon. 5 step, once in reach he stabs with his rapier.
Pirate Fight Round 1
The Wormwood
Toni:
Since you don't have any gear or money, you won't have anything to bet, unless you want to bet your alchemists kit or healers kit, which I'm assuming you dont. So why don't we say you pocketed the holy water you found (worth 25gp) and you can use that to buy in to the game? If you dislike this option I'll let you choose a different action for this phase. Also, out of curiosity, what was the appraise roll made for? So the game the pirates play on board follows these rules:
Everyone else rolls 2 dice (2d20) and looks at their result. The house rolls a 3rd d20, but before they roll, the player must make their prediction on the outcome from the following options:
Finally, if the house rolls a number exactly twice as large as the sum of your rolls, you get half the current pot. Any money not won back at the end of the night is kept by the crew member who played the house, if the house goes bankrupt, the crew member playing the house must pay back what's owed within two weeks or cut off a finger. Go ahead and make two dice rolls of 1d20 each, and make your prediction if you choose to play, if not let me know what you would rather do instead. -------------------------------------
I'll have a response to Nyk and Iryana later today, and once Toni makes her gambling rolls or chooses another action I'll recap the night phase and we can move onto the next day.
The Wormwood
Yeah that seems reasonable. At the very least you would have noticed Iryana suddenly being armed shortly after the exchange and put together that the dagger came from Sandra.
The Wormwood
Brine The monk awkwardly shuffles over to Sandra who is enjoying herself near some of the more physical games the pirates are playing. As he tries to get her attention, he fails for a few minutes, she's heavily involved in making bets on the outcome of the arm wrestling and drinking often from her own rum ration for the day. When she does finally notice the dwarf she raises an eyebrow and tilts her head. "I don't think we've properly met! I'm Sandra, you're one of the new crew right? Bit of an odd group thy hauled you on board with."
Tyr: Jack laughs as he realizes Tyr is not new to ship life and cracks a smile. "This if my first ship, so I can't say I know if you're right, but I'll take your word for it. Been sailing for long?"
The other companion however is quick to talk. "Name's Cogward, Crimson Cogward to some, but I ain't too fond of that name. I volunteered to join! Heard Cap'n Hannigan looking for crew a few ports back, must have only been three or four days ago! Always enjoy life on ships though. The officers on this one are a bit rough, but I seen worse. Just gotta know who to trade favors with and who to leave alone, still working that part out." Iryana:Do you want to tell the story or would you prefer me narrate around it? If the later just let me know what kind of pirate tale you're telling. Dark/adventurous/mysterious, etc. Different pirates enjoy different stories so what type you tell may alter how the crew feels about their new Undine peer.
The Wormwood
Just covering my bases here, but as a reminder, you guys don't have to respond only to the last parts of my posts. Just because the story has progressed past Jakes Keelhauling doesn't mean you can't react to it, that said, if your characters would have just adjusted to the evenings activities, than you can ignore the above. Just want to make sure I'm not putting too much information in my posts. If everyone would prefer, I can take it a little slower. Starbuck (and DarlingAmatus because you have this trait too): Per the trait you need to pass a knowledge local or intelligence check in order to learn whatever story you're telling, and then you would need to pick a specific crew member to influence with that story for whatever phase you use it, in this case you would use the Perform (Oratory) skill to determine your success, instead of diplomacy. Since you just got on board, I'll say that you don't need to learn a story for this week, you just happen to know one already. Goshawn: Please make sure you are posting from the correct Alias in gameplay, when we get to things like combat it will make referencing your statistics a lot easier, and it also helps me find your posts when looking for them to respond to.
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As far as I can tell, if you pass the DC 15 knowledge local or INT check, it lasts until you tell the tale or until you learn a new one. Can take the bonus on an individual basis as far as crew us concerned.
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Tyr:Jake looks up from where he is sitting, listening to his fellow pirates tell stories on the poop deck (A3) and holds a finger up to his lips. He waves Tyr over to a vacant spot next to him, but won't speak until the story is over. The story, told by an older half elf woman with her greying hair shaven into stripes along her skull, seems to pertain to a past crew member who would often bet with other crew members but once made the mistake of betting with Captain Hannigan, and even worse, beat him. The story ends with the orator pointing to a cage hanging above the poop deck with a corpse still in it, long dead. Harmark Gruff was his name, and his ugly parrot Pluck still sits above the cage waiting for his master to wake. In the dim lantern light it's hard to see the faces of the other listeners, even with Tyrs inherited elven eyesight. However the man on his opposite side, a thick brutish looking man, punches him lightly on the shoulder as the story come to a close. "Classic pirate tale! Love 'em, exactly why I signed up for this crew!" Now that he's taking to Tyr the half elf recognizes the human as one of the other fresh looking recruits from earlier in the day. Jake also leans in from the other end, "Yeah thanks again for saving me. What do you think of then wormwood so far?" As Tyr enjoys his new popularity the pirates also start clamoring for the next story teller to step up.
The Wormwood
Sneaking will require a roll to not get caught regardless, and also a Con 10 check since you've taken your action for the night and would néed to stay up late to sneak. Also, you may talk to each other but since your actions may take you to different areas of the ship the conversation would have to be while Jakes was getting Keelhauled, or Dinner, both of which have you surrounded by the rest of the crew at least until everyone has chosen their night time action and knows how close they are to the rest of the party. And before I forget to mention this, a party member may not try to influence the same NPC more than once in a 24 hour time period.
The Wormwood
GM Rolls, Don't Look!:
1d20 ⇒ 5 Toni: Grok smiles at you again but shakes her head. "Flatter me all you want, Toni, I'll not get whipped for given a new swab the Captains newly gathered gear on her first day! You'll be back though, you lot always come back. Now get out of my store, it's Bloody Hour soon and the Cap'n will be cross if anyone misses it." Nyk: Poor Giffer nearly jumps out of her skin and knocks her drink and the dice onto the floor when Nyk taps her opposite shoulder. She whips her head toward the open sea and stumbles from her seat frightened. She walks away quickly mumbling something about sea ghosts. Tilly also vacates her seat as she doubles over laughing.
Nyk:
You get a +2 bonus to Influence Till for the next 24 hours. More on what this means will be at the bottom of this post. Day 1: Day Phase Recap
As you wrap up your jobs for the day, the Wormwood clock (a macabre brass-and-copper clock depicting worms writhing through whale corpses) chimes over the open sea, alerting the crew that their shift is up. Everyone starts to gather on deck, the phrase 'Bloody Hour' is bandied about and it doesn't take long for the party to realize that this is when punishments are handed out for failure to comply with the demands of the Wormwood. Captain Harrigan stands outside his Cabin, silently. From a steel box near where he stands, Mr. Scourge and Mr. Plugg pull out a human male, he seems to have been locked in this box for the better part of the day at least. Sweating and delirious, he cries softly while asking the questions put forth to him. Mr. Scourge cracks his whip, "Jakes Magpie, do you admit to stealin' from the quarter masters store? To breaking in and trying to keep the Cap'ns own booty fer yourself?" Jakes nods subtly at first until Scrouge cracks his whip again. "Yes! Yes I did it!" Plugg wheezes as he announces Jakes' punishment. "Keelhaul."
Perception DC15:
You can see the relish in Pluggs face as he tugs on the rope. You can tell he eagerly awaits seeing whatever remains of Jakes. It only takes a little over a minute, but what comes up over the port side of the ship is just a shredded mass of skin and bone that is quickly thrown over the side to feed the sharks. Heal DC 15:
You can tell Jakes took a lot of damage, in terms of mechanics it's roughly 24 points over about 12 rounds. Dinner is delicious, but quiet. Only the Officers and a few crew members seem able to enjoy themselves at first, but by the end a casual sense of leisure has set over the Wormwood and after clean up the crew sets back in to their routine. There are crew members telling stories, arm wrestling, and playing hog lob (a game to see who can throw an object the farthest) and Heave (an aptly named drinking game). Some are gambling and others shuffle off to bed, tired from their days work. ----------------------------------------------------------------- And so we begin the night phase of Day 1 aboard the Wormwood. Similar to the day time activities, there is now a post in the campaign tab full of night time activities. You may each choose one activity before going to bed for the night. You can also choose to take up to 2 more actions to scout the ship during midnight and early morning at DC 10 and DC 14 skill checks to avoid being fatigued during the next work day. (Brine because you worked two jobs today those checks would be DC 14 and DC 18). I can tell you what the pirate entertainments are if you choose that route. Your options now include the Influence option for either Day or Night Phases. Each crew member starts off either hostile, or indifferent to the party. You may make attempts to influence them, through Diplomacy or, for some NPC's, accomplishing tasks. A helpful or friendly NPC can assist with daily work checks or provide information about the Wormwood. As with any job, gaining friends can sometimes be the difference between failure and success. You've met a handful of crew already, and will meet even more in the coming days on board, how you interact with them is up to you. Toni please let me know if you've chosen to keep any of the items you found in the Galley.
The Wormwood
Given that you are swabbing the same deck Brine is hoisting sails on, Tyr, it is likely that you would run into each other, but not for long, particularly as Iryana demands his attention for additional duties later on.
The Wormwood
Last but not least: Post 3: The Cook's Mate Toni Since you spend most of your day in the Galley (Area A8 on the map), it is 100% acceptable to make your perception check and still see the quarter master, let's see what you find!
GM Rolls Don't Look!:
1d4 ⇒ 22d14 ⇒ (5, 3) = 81d20 ⇒ 4 You find 11 knives, used for cooking and chopping most likely. And a vial that with your skill in alchemy you can tell is holy water. Do you take these items? Fishguts smiles as Toni talks, and is happy to banter a bit as they spend some time working together. "You lot might be the strangest of e'ry group been pressganged yet! And I don't even mean by the look o' ya. You all barely seem to mind forced labor! But listen sweat'eart, listen to me good!" He leans in, speaking softly.
His serious face turns bright at the mention of the chicken on his shoulder. "Ol' Bezzey here is my prize chicken! Black-Hearted Bezebel is 'er full name and she's a beaut! Love birds, an' chickens ain't 'alf so bad as folk think. Oh, taste this love, ain't that good! You bet your ass it is!" He laughs heartily and swigs his drink, clearly enjoying his job even if he doesn't think much of the ship he does it on. The day continues much like this until cookings done.
When Fishguts hears Toni is headed to the Quartermaster his eyes light up.
Toni Only:
As the Cooks Mate, you get a +2 bonus on all checks to influence the Quartermaster because they're good friends. More on influencing crew members will come later, but as far as bartering for goods goes, this means a +2 on Diplomacy/Bluff/Intimidate if you ever try to use it on her. As Toni heads into the ships store (A9), she spies the Quartermaster herself, a reedy half-orc woman with large scars across her neck. She wears dark clothes and has a number of throwing knives hanging from her waist in addition to a notched battleaxe slung on her back. Somehow, despite the cramped nature of the store, she manages to navigate if deftly. At Toni's introduction she turns, looks her up and down, and smiles a toothy grin.
If you would like to try to get your gear, you can try Bluff, Intimidate or Diplomacy, with the appropriate roleplay.
The Wormwood
Post 2: The Riggers. Brine and Iryana
Iryana, having recovered from her fall, shows a deftness at climbing halfway up the mast, though it remains to be seen if she'll ever be able to climb higher. Unfortunately, not knowing much about sailing in a ship this size, she is incapable of actually fixing the rigging. Brine, for his part, has a relatively easy day of it, the winds are favorable, so hoisting the sails and adjusting them is minimal work, giving him extra time to wander the deck. Before anyone has a chance to introduce themselves, Iryana calls from up above looking for aid, and Brine once again proves that you don't need two good legs to be a pirate. Leaving him to complete her job, Iryana shuffles back down to the deck and casually strolls over to inspect some of the more dedicated sections of the main deck. The first door she moves to is pretty clearly locked, but she can see through the window. Mr. Plugg is inside, taking a nap, and there seems to be one or two other bodies in hammocks beside him. The life of an officer must be easy! Also in the room are various chests, likely containing goods belonging to the individuals Iryana can see within. GM Rolls Don't Look!:
1d6 ⇒ 2 Before she can even consider trying to open the door Iryana hears a shout from up above. Both she and Brine can see a barefoot redhaired woman swinging from the main mast toward the fore mast. She climbs down to the deck with ease and stops near the Iryana, huffing. "Woah woah woah hun!" She says with a rural accent. "Now you don't wanna go trying those doors miss, lookey here!" She points to a few holes around lined up next to the door, "These here are the Officers Quarters, and they got 'em trapped real good. You touch that handle without the right key, and honey you won't be coming off the deck but in red soaked rags!" She looks up at the rigging on the main mast and giggles a bit, "I see you got that dwarf gentleman to do your work for ya, that might work for today, but you best be careful dear. You don't wanna get caught by Pluggers there. I ain't to keen on him my ownself, but I ain't gonna rock the boat!" She chuckles at her joke and starts to walk away. "Where are my manners! They call me Barefoot Samms Toppin, seein' as I don't like wearing nothin' on my feet!" She wiggles her toes for emphasis and struts off to continue her work, whatever it is. As Iryana meets Barefoot Samms, Brine finishes up the Undines work and climbs down If he wants, no check needed. There's still a little time before the end of the work day, but everyone seems to be anxiously as it closes near. Both Brine and Iryana hear someone talk about someone called 'Jakes' but any conversation quickly hushes. There are a few minutes left before end of phase, feel free to talk to each other. For a little bit if you want. -------------------------------------- By chance you guys seem to have met mostly female crew members. I promise this isn't some sort of harem on the sea!
The Wormwood
Woah! Didn't expect everyone to get their posts in so quickly. So, here is how this is going to go down. I'm going to Post 3 times tonight, I doubt any of you will manage to post between them, but just in case: Please hold off on posting until all 3 of my new posts (this one included) are in and done.
Once we have any interactions or conversations wrapped up, I'll post the next story update. We could technically move on right now, but the Wormwood is crewed with a number of unique individuals who you will be interacting with over the coming days, I'd like to introduce a few of them at a time. These crew members will be working beside you, so while you don't need to remember all of them, you would do well to make friends. As Tyr is about to prove, having each others back can prevent you from punishment, and has a number of other benefits as well that you will discover as we continue playing. ------------------------------------------------ Post 1: The Swabs. Tyr:
Mr. Scourge looks at Jack and lets go of the boy.
For his part, Jack looks mostly unscathed. He looks at Tyr and smirks a bit.
Rosie nods approvingly, but doesn't say anything else. Done with her repairs, she swigs some grog she'd kept nearby and walks away humming an old shanty. Tyr Only:
For the next 24 Hours you have a +2 Bonus to Influence Jack Scrimshaw. This is essentially a Diplomacy Check to improve his opinion of you. Though it can not be made right away. There will be more on Influence when we move into the Night Phase of our first day aboard the Wormwood. ---------------------------------------- Nyk Running back and forth around the various decks of the Wormwood is tiring work, especially for a newly pressed lubber who doesn't know his way around yet. However, despite the stress, Nyk does an admirable job, a few of the crew members start pointing him in the right direction when they realize that helping Nyk will make the officers happy, and improve their own standing aboard the ship.
GM Rolls Don't look!:
2d18 ⇒ (1, 7) = 81d15 ⇒ 3 At one point, when he is given a few moments to rest his legs, Nyk is called over by a couple of female pirates on the lower deck who are sneaking in some dice and drinking a little grog. The taller one, a brown haired human with scars up and down her arms smile at the young man.
The shorter one, and elderly gnomish woman with green skin and wispy blue hair turns her head to Nyk and looks him over. "D'ya like cat boys Giffer? D'ya? Maybe? Maybe you don't actually. Maybe ya just like them cause Tilly says ya should." It takes Nyk a moment before he realized that Giffer is not the human, but the gnome, and she's mostly talking to her self. Her clothes are a mess and she looks barely conscious. The human, presumably named Tilly from the gnomes grumbling, just smiles warmly at the old gnome and hands her another drink.
Nyk Only DC 15 Heal Check:
You can tell from the broken veins in her nose and numerous other signs that Giffer is clearly an alcoholic, and has been for a very long time. "Well?" Tilly says before Nyk can even respond. "Wait too long and they'll 'ave you runnin' again. Come on! Because you failed your Con check, you are fatigued at the end of the day phase. That means you take a -2 to Strength and Dex checks until you get 8 hours of bed rest.
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Brine you can definitely assist Iryana, but please make me a Constitution check DC 14 to not be fatigued by the extra work. Will have another update when I get home tonight!
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Glad you're enjoying it Starbuk! Santhorn, the initiative matches what you have on your character sheet so it looks like we both have it wrong.
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Tyr spends his day diligently mopping the deck, and scrubbing the floors with sandstone. The crew and officers barely seem to notice him at first, but as the day goes he starts to get attention for his clear work ethic. "Look at that guy go!" Says a young blonde human sitting on the deck carving a whale bone. As far as Tyr knows he was also assigned to swab the deck, but he's been slacking off for most of the day unless the officers are are on deck. "He's got the deck cleaner than it's ever been, don't you think Rosie?" Rosie is a well muscled halfling woman who has been running repairs on the deck all day. She can be heard cursing under her breath frequently about losing her fiddle, and Tyr is sure he heard her threaten to cut the fingers of a strange gnome that tired to grab her rear earlier in the day. "Maybe that's cause he actually works Jack!" She shouts back, following it with a rude gesture. The smile on her face quickly fades as she hears the crack of a whip near by. She scowls as Mr. Scourge walks on deck with a face equally unhappy.
As the angry boatswain drags the boy away, Jack calls out to Rosie for help, but Rosie just shrugs and looks away.
Sense Motive DC 10, Tyr Only:
You sense that she wants to help, but is holding back, you can't tell why. As Rosie clearly leaves the boy to his punishment he turns his attention to Tyr. " New guy, you can tell him! I was just resting my legs. I've been workin'! Right? Come on, tell him I've been workin'! Please!"
The Wormwood
Nyk:
Takes 1d6 ⇒ 5points of fall damage. Iryana:
Takes 3d4 ⇒ (4, 4, 4) = 12 points of fall damage, the first 4 is ignored by your acrobatics check, the second 4 is non-lethal damage (which I track) the third 4 is lethal damage. Your acrobatics check successfully ignored damage which would have knocked you unconscious! Plugg laughs as the group fails to climb the rigging, his wheeze even becomes an actual chuckle as Iryana drops thirty feet toward the deck, but she twists like a cat in the air and rolls with her fall, definitely bruised, but still healthy and in one piece. As she stands back up Plugg is clearly disappointed that no real damage was done. "Cat, follow the half-elf, you're a swab. You with the wings, you're working under Fishguts, our cook. You!" he points to Iryana, "Stay here, you at least made it halfway, you're a rigger too. I'll be right back to hand out your job!" With a glare he walks away, you get the sense he won't be gone for long though. No sooner has he left than a young redheaded woman in a tricorner hat (link) with a seagull feather in it runs to Iryana and takes her hand and grabs Nyk's too before he gets too far. With her head bowed she mumbles a few words under her breath.
Everyone Except Brine and Tyr, Knowledge Religion 10:
You hear what are clearly a couple of prayers to Besmarra, the pirate queen, a goddess worshipped by many in the Shackles. The young woman is asking for aid healing those who were hurt. Those of you around her feel a warmth surround you as good energy flows through your body and takes away any pain you may be feeling. Both Nyk and Iryana are healed to full! When she's done mumbling she looks up with a smile.
She unsheathes a dagger she has at her side. With a flourish she flips it in the air and catches the blade, handing it to Iryana hilt first, sitting nicely around it is an armband inscribed with blue designs all around it. Iryana recognizes both of these items as her own. "I was convincing the quarter master to give me back some o' my religious items, and, well, I convinced her to hand me a few extras too. She said these belong to you." She laughs lightly, and winks as she starts to walk away, leaving Iryana with her dagger and armband.
As quickly as she arrives, she leaves, just as Plugg returns with a large, unseemly looking man who can barely stand straight. The black chicken riding on his shoulder squawks softly as it has to readjust to stay on it's perch. Plugg turns to Surma, "This is Ambrose Kroop, the ships cook. Do what he tells you, now go. You too cat! You should be gone already!" The balding man scowls unpleasantly. "Well hell! You see that Bezzy? That girl has wings and a tail. Don't see that to often!" Ambrose seems to be talking to the chicken on his shoulder, but he does eventually turn his attention on the young Tiefling. "Well sweet'eart you can call me Fishguts, e'ryone else 'as been doin' it fer years! Come on, I'll show you the kitchen!" ---------------------------------------------------------------------
Each day aboard the is split in to two phases, the Day and the Night. Some of these days we will play one phase at a time, some of these days will be uneventful and we can just roll for both phases and move on. Since this is the first day aboard, we will run each phase separately. Each day you will each be assigned a task that requires one or more rolls, that result represents your work performance for the day. There are a number of actions that you can take to effect this result. Under the campaign tab there is a spoiler called 'Day Time Actions', once you have received your task below you can check out those actions and let me know what you want to do for the day. On the map each section of the ship is labeled, if you choose to take either the Sneak or Shirk options, let me know which area of the ship you'd like to explore according to the number on the map (A1, A2, etc.) I apologize if this is confusing, and I can clear up anything if needed, just ask if you need to. Jobs: Swabs (Nyk and Tyr):
When you report to Scourge he mostly over looks you for a few moments, making sure his men are all where they are supposed to be. When he finally looks at both of you, he takes a moment to think.
1st Nyk, 2nd Tyr: 2d6 ⇒ (5, 3) = 8 "You, furry boy, I need a runner today. That's you! You're taking messages back and forth. Get to it!" Nyk, Make a Acrobatics and a Constitution Check, both DC 10, remember to include any modifiers by the action you choose for this phase. "Half-elf, swab the deck, you'll find a mop and holystones over in that corner!" Tyr, DC 10 Strength or Constitution, up to you, remember to include any modifiers by the action you choose for this phase. Jobs: Riggers (Brine and Iryana):
Plugg calls Brine down from the mast and waits patiently for him to hit the deck. No climb check needed. Then stares at both of you as you wait for him to hand out your assignment.
1st Brine, 2nd Iryana: 2d6 ⇒ (2, 1) = 3 "Alright Dwarf, you can climb. Let's see. Line work, that's next. Hoist the sails!" Brine, make a Profession (Sailor) or Strength check, your choice. Make a constitution check after that. All DC 10, remember to include any modifiers from the action you choose for this phase. "And the faller. You probably broke the rigging. Go fix it. Now!" Iryana, make 2 successful DC 10 Climb checks to reach the rigging, followed by a DC 10 Profession (Sailor) or Dexterity check, your choice. Remember to include any modifiers from the action you choose for this phase. For the purpose of working, you do not fall on a failed climb check, you just halt progress. Jobs: Cooks Mate (Toni):
As you follow Fishguts to the kitchen, Plugg whispers "You're lucky he's sober today!"
When you enter the kitchen, it's havoc! A score of chickens and three live goats all wander about, dirt food and knives are everywhere. You see two wooden workstations, two small stoves and cupboards everywhere. Fishguts wanders in, seemingly uncaring about the state of his work environment and grabs a bottle of rum from one of the cupboards, he raises an eyebrow at you, as if asking if you want any, as he considers what needs to be done for the days meal. 1d6 ⇒ 2 "Everything is basically done! You just gotta help me cook it. What's your name anyway bird-girl?" You are lucky! Todays job is cooking, but since Fishguts is sober he automatically passes your skill check for the day! You can take any of the Daytime actions without penalty. If you want, you can also roll a Perception check, DC 10, to see if you can find anything useful in the kitchen. Feel free to roleplay your successes or failures. Unless you're doing anything that requires my response, this is all I need from you until the next story update. The Wormwood Crew is mostly ignoring you today, but feel free to talk to any of the other party members who are working in your area. I'm not going to hold anyone to the 36 hour standard because I don't want to rush you guys, particularly with all the information in this post. Just respond when you have the time.
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Toni: Since you never actually made progress with the climb, you never even left the ground, so however you want to roleplay the low roll is fine with me!
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Iryana: Good timing, just happened to be on checking my games! Normally acrobatics is for a purposeful fall, but I'll allow it for this time. That said you were actually 30ft (15ft per success from your 30ft speed) so maybe instead of landing with flair you rolled to mitigate damage after slowing your fall.
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Giving Iryana and Surma the weekend to respond to the climbing test. I'll move us forward when they respond or on Monday which ever happens first.
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As Tyr turns to comply with Pluggs demands he seems to trip over his own feet, kilt flying up as he tumbles head over foot, landing sprawled on the deck.
Perception DC 15:
Was that a blue ribbon you saw? The group can hear a few of the pirates working on the main deck laugh at the half-elf, a strange wheezing sound comes from the first mate, it might be a laugh but none of you can really be sure. "We have a helmsman, one with sea-legs, which you obviously lack." He narrows his eyes and strokes the cat-o'-nine-tails at his hip. "Let's hope the rest of you prove better than this swab. Report to Master Scourge on the lower deck, half-elf, you'll be working under him unless I say otherwise." Plugg turns to the rest of the group and points once again to the crows nest, waiting to see if any of you make it close enough to the mast to actually begin the climb. On the bright side you don't take any fall damage! Yes you still have your kilt, I forgot that it also counts as armor, as did the pirates obviously since they did not strip you of it. And Brine posted at the same time as me so... Plugg seems almost impressed as the dwarf hauls himself up the rigging, almost.
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The man with the whip does not answer Nyktan or Tyr, he just stands and waits. As the party comes to, and offers little in the way of resistance, the man with the whip signals his men and they surround all of you, ushering you out of the lower deck and upward through what you discover is a sizeable ship. You hear a few of the men joke with one another as they show you where to go. "Want's to get his things he does! Don't he realize they belong to the Cap'n now? Thinks he gets a break even!" "Haha, yeah, see 'em playin' 'round, thinkin' they got a say!" The man with the whip snarls at them. "Shut yer mouths or it's the sweat box!" Which is followed by a collective "Yes Master Scourge." Eventually you find yourselves on the main deck A3 on the map where a large number of bodies mull about the main mast, staring at the stern of the ship. A quick glance around shows not a thing but the sea, no land in sight. Perception DC 10:
You see a little over a dozen other men and women on the main deck, curiously, there are four, all within close proximity to one another, that look almost too clean to have been on the ship long. Judging from their lack of communication with the rest of the crew, you can assume they're another batch of 'new recruits'. On the upper deck in the back of the ship stand two figures, one, a broad muscular Garundi man with a shaven head, eye patch and long beard bound with gold rings, his demeanor suggests he is The Captain. The man next to him is a younger, balding man with a long black pony tail wearing a long coat and a cat-o'-nine-tails whip on his hip, presumably the The First Mate. The Captains strong voice addresses the late comers. "Ah, look, the new volunteers have arrived! I'm Barnabas Harrigan, which to you lot is of course Captain Harrigan. Not that you'll ever address me. I've got one rule: don't talk to me. I love talkin' but I don't care a wit what you have ta say, follow that rule and maybe you'll do alright in the sweet trade. As fer the rest o' you lot! Just because we got some new bodies doesn't mean you can start slacking off! We're still short a full crew, and I find anyone ditching their work, they'll be punishment. You kill anyone and that's a keelhaul." He raises an arm to the first mate, "Mr. Plugg here is gonna find you new lubbers your place on this here pirate crew. See that you perform well or it's the sweat box for a year and a day!" With that, Captain Harrigan walks away and Mr. Plugg sneers at the remaining crew. He dismisses all the pirates but the newest five and walks down the the main deck. "Simple work. You do what you're told, you get paid and you live. Simple work. I have a question for you. Can any of you cook?" Before anyone can respond he points to the crows nest.
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Alright, excellent posts all around! I'll have an update sometime between 2 - 3 am EST when I get home from work, until then I have posted a map of Thr Wormwood the ship you're on, you can see it under my name on each of my posts or at the top of the page. For reference you have woken up in A10.
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A few points I want to add about skill checks: Any character may make a knowledge roll even if they are not trained in that knowledge, the only restriction is that they may not learn any information above a DC of 10 no matter how good their roll is. If GM Moose rolls Knowledge (Astrophysics): 1d20 + 1 ⇒ (18) + 1 = 19
Second, PC's can feel free to share their information at any time. If you have succeeded in a knowledge check and get to read the relevant spoiler, feel free to let your party members know what you read (in character please!).
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Feel free to keep the RP and the dice rolls in the same post, you can use the preview button to see what the rolls are ahead of time, and they won't change once rolled.
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The gulls cry overhead and the ship sways on the ocean. For most of you it's a familiar feeling, but as you begin to rouse none of you can remember how you ended up on a ship. You're quite a motley crew, all laid unceremoniously about whatever room you were dumped in. There, in the corner is a woman whose skin looks almost blue in the dim light, not far from her is a young half elf male in a skirt snoring loudly. Halfway under the sole bunk is a dwarf with a peg leg and in that bunk, a winged tiefling. As you each get your bearings you notice a young man with a long furry tail who seems to have been up for a few minutes already. You vaguely recognize your fellow passengers from your time at the bar the night before, but everything about the previous evening seems hard to recall. The first thing immediately apparent is that most of your gear is missing, including your weapons and armor. Nyktan Only:
Despite the loss of almost everything else, you feel the comfortable weight of your dagger hidden among your clothes. Tyr Only:
Despite the loss of almost everything else, you feel the comfortable weight of your dagger hidden among your clothes. Brine Only:
You still have your barbed vest on. You notice a few spots of dried blood, it seems whoever took your gear chose to leave your vest on rather than risk more pain. Suma Only:
You still have your healers kit, and your alchemists kit. You notice neither kit is organised the way you had it, it seems after a bit of inspection, whoever picked you seemingly up did not find anything they considered useful. Before any of you have a chance to do much more than sit up, the door to your cabin bursts open and the piercing light of a lantern only reminds you of the pounding feeling in your skull, the resounding crack of a whip only worsens the pain. "Still abed with the sun over the yardarm? On your feet, ye filthy swabs! Get up on deck and report for duty before Cap'n Harrigan flays your flesh into sausage skins and has Fishguts fry ye up fer breakfast!" Squinting through the light reveals the man yelling at the party, a tall gangly man with a braided black beard in a frayed black trenchcoat , a long whip hangs loose in his right hand. Six nondescript silhouettes stand around him, each of them armed although you can't see with what, part just enough for you to exit the room, making it clear that do as told, or else. Perception DC 10:
As you listen to the tall human you notice the strange oily nutmeg taste lingering in your mouth. If you passed the perception test. Alchemy DC 15 or Knowlegde Nature DC 10:
You rcognize this as a clear sign of taggit poisoning. Used most commonly to keep the subject unconcious Intelligence DC10 (anyone):
You recognize the man with the whip from the tavern the previous evening buying rounds for everyone. Welcome to the high seas! You may each post your rection to the above, with any of the dice rolls included in this post, remember only read a spoiler that has
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That sucks! It's happened to me a few times too. As a general rule, I usually make all my posts or profiles in a notepad or word document first and cut and paste it over to Paizo, as sometimes the website will eat posts. Hopefully this tip will help everyone down the line.
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Alright, since we have most of our initial party down, I'm going to add in one final post with relevant information about how play by posts are run differently from face to face tables, and once we have Starbuks initial rolls, we will be good to go. I'll be rolling for my Part PC as well. Initiative, Combat, Botting PC's:
I will be rolling initiative for everyone involved in combat. This is because waiting on 4-6 players to add in a single, one roll post before combat is one of the greatest ways to slow down the game. Similarly, I will roll Perception checks for the party as a whole when determining Surprise Combat rounds. If you are ever concerned that combat may be right around the corner, or just on the other side of that door, you may roll for perception and I will take whichever result (yours or mine) is higher. Once initiative has been rolled, the party is allowed to post the action they want to take in whatever order they want. You may post once, and once only before I recap the round and move on to the next one. Speaking out of turn, attacks of opportunity, and immediate actions are the only exceptions to this rule. I will resolve the combat order, and if anyone needs to revise their action, I will give them a window of opportunity to adjust. During combat rounds there will be a 24 hour window to respond, at which point I will bot your PC in a way I believe is in line with their established behavior. Note: This is not some sort of punishment, but delaying the entire party for 1 round worth of action is unfair to the majority. Outside of combat, owing to the terrible internet of our PC's I will provide a 24-36 hour window for response before I move the story forward. If ever you wish to write a "flashback" to a previous event or question that I progressed passed that is fine, I fully support roleplay at every opportunity and do not mind the party getting side tracked with conversation or a trip to the local tavern, etc. even if it means flashing back to a day ago before getting on with the story. Roleplay Etiquette:
Play only your character. Do not assume the reactions of PC's or NPC's. While sometimes it may seem obvious what the result is, you can never be sure of what the GM has behind his screen. Spoiler Tags and Knowledge checks:
In the event of a party split, I will narrate each individual story out in the open, so everyone can get the full story, if however there is an even in which one character has secret knowledge from the rest, it will be placed under spoiler. Please do not read a spoiler not listed for your character as it adds a bit of fun to the experience.
When request knowledge checks, or sense motive checks, I will put the results for each category of success under it's own spoiler.
Last, I strongly encourage the group, once you have a feel for each others role in within the party, to create a few Standard Operating Procedures (SOPs). Examples: Every time the party reaches a door the GM can assume the rogue checks for traps, picks any lock and listens for threats before the warrior opens the door. SOPs allow me to assume certain behaviors instead of stalling story elements to wait on six different posts that say "I listen" "I look for traps" and "I open the door, but only if everyone agrees." If you thought doors and hallways stopped real time progression, it practically destroys play by post games. Looking forward to playing, I'm sure our Undine will be ready soon. Ysmero Fort Save: 1d20 + 4 ⇒ (10) + 4 = 14
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Alright thats another one done! Brine since you have given me access to your character sheet you don't need to link it to your profile but when you get a chance please add your vital statistics to your profile sheet as I explained to Tyr a couple posts a above. The easiest way would be to copy and past the grey text above Nyktans avatar and replace it with your relevant information under the race or Class line. Tyr please add your CMD and CMB Values. My temporary party PC is also ready to go, so once Starbuck is done we are good to begin. Brine, Tyr and Nyk I'd like you all to give me a Fortitude save and a slight of hand check. Since we have not started the adventure yet please use this thread, and not the gameplay thread, for your dice rolls.
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CMB and CMD are pathfinders version of opposed rolls for combat maneuvers like trip and grapple. CMB=BAB+STR Bonuse+Size Bonus CMD=10+CMD+Dex Mod+Size Modifier So Tyr's would be CMB: 0 CMD:12
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Alright Tyr just needs to update his health, sailor skill, and his 1/week reroll from the campaign trait then he is good to go. If you take a look at Nyktan just a few posts above you'll see that some of his vital stats are appearing on his posts. That's accomplished by adding that information into either the Race, or Class sections of the character profile, of you could add your vital stats Tyr I'd appreciate it, it makes referencing a lot easier during combats. Waiting on Goshawn and Starbuck, of we don't have a confirmed 5th player by then, I'll roll up PC until we get one.
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Santhorn wrote: Character Done Awesome, once his character sheet is up I'll look it over. I've looked over Nyktan at home, so that one is good to go.
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It was the only antlered avatar available! Alright so most everyone is registered. Ellie has invited a fifth player for us, but as no one else has offered any preferences, then my vote would be the winning one anyway (haven't even started yet and DM privilege is already getting to my head) I'll add the character creation information. I'm choosing to go with one of Pathfinders Adventure Paths, basically a premade campaign. Normally I'm not a fan of modules since I like to improvise a lot, but...it's a pirate campaign and after reading a bit of it I think it sounds like a lot of fun. The beginning also offers some really cool role-play opportunities. So to start with, characters are to be made using a 20 point buy (link). I find this calculator to be particularly helpful as it has a drop down for different races. For information on Pathfinder classes/races/feats etc here are two helpful links:
For those of us in Africa with unreliable internet:
Pathfinder is VERY similar to 3.5, building a character based on those guidelines should translate for the most part and I can help you tweak it accordingly, if you do use 3.5 rules, stick to anything in the PHB and DMG. Note: Skills work differently in pathfinder, so don't apply them until I've had a chance to look over your character sheet. Pathfinder also includes traits (link) in character creation, you have 2 trait slots, the first can be chosen from any of the ones linked here, the second is to be chosen from the campaign traits which I will list in full at the bottom of this post. A bit of homebrewing here. In the interest of making a racially diverse party, I'm offering the Human Extra Feat at character creation to any of the core races, this will come at the cost of some other racial benefits (but not stat adjustments). Build your character, and we'll adjust accordingly if you choose to take advantage of this option. I'd prefer your character be given it's own alias (as explained in my previous post), it's not required, but it is nice to help separate the player from the PC when roleplaying. Make your character background as long or short as you like, but feel free to leave me with story hooks, just because this is a pre-made campaign doesn't mean we can't get sidetracked with some personal quests or vendettas. If you have any questions about regions, deities, or cultural lore from the Pathfinder campaign setting, feel free to ask me, I have a number of different references that I can use to help flesh characters out. Lastly, this is a pirate campaign. Your PC's, will be participating in looting and plundering on the high seas, so keep that in mind when choosing a class. It's one thing to start Lawful Good and change your attitude over time, it's another to start as a Paladin and quickly lose access to all of your class features. Here are the campaign traits, if none of these fit the particular character you're creating, let me know and we'll create a new one that does.
Campaign Traits: Ancient Explorer (Campaign): You are a student of the ancient history of oerth, and you’ve come to the Shackles to explore the crumbling and vine-choked ruins of the cyclops empire of Ghol-Gan, which have lain abandoned among the isles of the Shackles for thousands of years. You gain a +1 trait bonus on Knowledge (history) and Knowledge (local) checks, and one of these skills is a class skill for you. In addition, you gain Cyclops or Polyglot as a bonus language. You went to a tavern called the Formidably Maid in Port Peril last night to meet a contact who supposedly had an old map of lost cyclops ruins to sell, but the drink was stronger than you had expected and you passed out before making the deal. Barroom Talespinner (Campaign): You grew up listening to tales of adventure and piracy on the high seas and the sea chanteys of old salts in dockside dives. You learned all about what it’s like to be a pirate by talking with the sailors on shore leave, and learned how to tell a tale (or perform some other pirate entertainment) yourself. You gain a +1 trait bonus on Diplomacy checks and one category of Perform checks, and one of these skills is a class skill for you. In addition, once per week you can make a DC 15 Knowledge (local) or Intelligence check to see if you know a popular legendary pirate tale, the telling of which grants you a +2 circumstance bonus on checks made to influence NPCs crewing the same vessel you do. You went to a tavern called the Formidably Maid in Port Peril to earn a few coins with your tales of the sea. The patrons seemed pleased with your performance and bought you a few drinks. You had just remembered a tale of an unfortunate sailor who found himself press-ganged on a pirate ship after his drink was drugged when suddenly everything went black. Besmara’s Blessing (Campaign): You were born aboard a ship at sea or down by the docks in a port city on an auspicious day. Old salts and sea dogs nod knowingly and say that Besmara the Pirate Queen, goddess of piracy, sea monsters, and strife, has marked you for a greater destiny. You don’t know anything about that, but you’ve always felt more at home on the sea than on land, and your keen eyes can easily pick out a sail on the distant horizon. You gain a +1 trait bonus on Perception and Profession (sailor) checks. In addition, once per week you can reroll a Profession (sailor) check and take the higher result (you must announce that you are using this ability before the results of the check are known). You came to a tavern in Port Peril called the Formidably Maid in search of your fate. You’re not sure how many drinks you had, but they quickly went to your head and you passed out on the table before you found your destiny — unless it lay in the bottom of a bottle. Then again, maybe you found your destiny after all... Buccaneer’s Blood (Campaign): 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 Intimidate and Profession (sailor) checks. In addition, you gain a one-time +1 trait bonus to your Disrepute and Infamy scores (see “The Life of a Pirate” in Pathfinder Adventure Path #55 for details on the Infamy system). You went to a tavern called the Formidably Maid, a notorious pirate hangout in Port Peril, eager to start your career as a buccaneer. While you were there, however, a dashing and flirtatious corsair caught your eye, and after a whirlwind night of booze and romance, you found yourself beaten senseless and stuffed in a sack, carried off to who knows where. Dockside Brawler (Campaign): You grew up on the dangerous docks of one of the Shackles’ numerous ports or anchorages, and quickly learned that fists often make a better point than fancy words, especially when used the right way. You’ve always preferred action to talk, anyway. You gain a +1 trait bonus on damage rolls with brass knuckles (Advanced Player’s Guide 176) and improvised weapons. While drinking at a tavern called the Formidably Maid in Port Peril last night, you got into a brawl with some of the other patrons. You handled yourself well, but a group of rough-looking characters ganged up on you and overwhelmed you, knocking you unconscious. Fortunately, you were able to conceal your brass knuckles when you were press-ganged, and you begin the campaign with them, regardless of your starting circumstances. Ekul Native (Campaign): You grew up in the city of Ekul on the Tilvan Peninusla, a pirate port infamous for both the scoundrels who visit it and the feared Scarlet Brotherhood assassins who run it. You’ve been around pirates all your life, but you’ve learned to be wary in your dealings with people, as there’s no telling who might be a Scarlet Brother in disguise. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is a class skill for you. In addition, your familiarity with the pirate’s life allows you to make untrained Knowledge (local) checks regarding pirates or the region of the Shackles. Looking to make your fortune, you hopped aboard a pirate ship in Ekul, and decided to celebrate your safe arrival in Port Peril with a few drinks at a tavern called the Formidably Maid. There were some suspicious-looking characters there, to be sure, and you decided to give them a wide berth, but as you left, feeling a bit woozy from drink, you were set upon by thugs in a dark alley and knocked unconscious. Eye for Plunder (Campaign): You’ve always had a keen eye for the glitter of gold or silver, and you’ve robbed enough rich merchants and raided enough ships to have a feel for where the most valuable plunder is hidden. You gain a +1 trait bonus on Appraise and a +2 trait bonus on Perception checks to find concealed or secret objects (including doors and traps). In addition, you begin the campaign with a selection mundane trade goods worth 50 gp that you were able to scrounge together during your first day on the Wormwood. You found yourself relatively well off when you got your share of your last voyage’s plunder, and decided to spend a few of your hard-won coins at the Formidably Maid, a popular pirate tavern in Port Peril. Maybe the shine of your new wealth distracted you, however, because you never saw the miscreants who slipped something into your drink, knocking you out cold. One-Eyed jack (Campaign): You lost your eye to a fishing accident, although to hear you tell the tale, the fish was longer than you are tall. You have become used to the disability and overcome most handicaps, but you still suffer a -2 penalty on visual Perception checks. But when you use a telescope, you instead gain a +2 trait bonus on visual Perception checks, and your stylish eye patch has a romantic air about it, giving you a +1 trait bonus on Bluff, Diplomacy, Intimidate, and Sleight of Hand, and one of these skills is a class skill for you. You can also hide a Fine object in the hollow where your eye was, and with a successful Intimidate check it can escape detection even when the patch is lifted - no-one is very eager to inspect your wound. You were enjoying a quiet night out at the Formidably Maid in Port Peril, when you were hit by a solid punch from your blind side - you awoke and could tell you were on a ship by the rocking of the loaded die hidden under your eyepatch. You found you still have a pair of genuine dice in your pocket. Peg Leg (Campaign): One of your legs was bitten off below the knee by a shark when you were just a child, and was replaced with a wooden peg leg (Pathfinder Player Companion: Pirates of the Inner Sea 20). You’ve long since gotten used to your prosthesis, however, and take none of the normal penalties from having a peg leg. You’ve had to learn to deal with the pain of your injury as well, and you gain a +1 trait bonus on Fortitude saves. Ever since your accident you’ve hated sharks, and you also gain a +1 trait bonus on damage rolls against sharks and other animals with the aquatic subtype. Your balance always gets a bit shaky after a few drinks, and last night at the Formidably Maid — a tavern in Port Peril — was no exception. That must be why you fell to the floor as soon as you tried to stand up. What happened next is hazy, but you’re pretty sure you were dragged out of the bar and onto a ship at the docks. At least they didn’t throw you to the sharks... Ship’s Surgeon (Campaign): On a ship, a sailor often has to learn multiple skills, and this rule certainly applies to you. Your father was a woodworker, and you learned your first trade from him. But on your first voyage at sea you quickly found out that a carpenter is often a ship’s doctor as well — after all, who knows more about sawing off limbs than someone who saws wood for a living? People are a lot bloodier than wood, that’s for sure, but you haven’t had many complaints — those sailors who have enjoyed your services are either happy to be alive or dead, and there’s old salts who swear the peg legs you for made them are better than the real legs they used to have. You gain a +1 trait bonus on Craft (carpentry) and Heal checks, and Heal is a class skill for you. You were between ships in Port Peril, and after stopping for a drink at a tavern called the Formidably Maid, you happened upon a damsel in distress in the alleyway outside. Thinking you could help, you didn’t notice the thugs hiding nearby, and they caught you unawares. You’ve been on enough ships to know a press gang by the blow of the sap on the back of your neck — you just hope whatever ship you end up on needs a surgeon. Although the majority of your equipment was taken away when you were press-ganged, you managed to hang on to a fully stocked healer’s kit, and you begin the campaign with it, regardless of your starting circumstances. Touched by the Sea (Campaign): You’ve always felt the call of the sea and your blood surges with the ebb and flow of the tides. Perhaps one of your parents was a sailor or pirate, or maybe one of your ancestors had a bit of aquatic elf or undine blood in them. Whatever the reason, you’re as comfortable in the water as you are on land. You gain a +1 trait bonus on Swim checks and Swim is a class skill for you. In addition, penalties on attack rolls made underwater are lessened by 1. You came to Port Peril in search of your destiny, and after a few drinks at a tavern called the Formidably Maid, you went down to the docks to take in a view of the sea. The last thing you remember is a blow to the back of your head and the waves rushing up to meet you.
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I think I can accommodate that request! I've asked Ellie to join us to make it a 4 member party, I wouldn't mind making it 5 if any of you know someone else who would like to join. I'd have asked the Rasta but he's been pretty open about his distaste for online formats in the past. So just waiting on Ellie and Heidi to make accounts, then we can get started. I'll wait to see if anyone else has a preference, once everyone has had some input I'll get us started on character creation.
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Okay, so, since everyone is in to play I'm going to post a short "How To:"
There is a short list of commands just underneath the text box for adding a new post to a thread, you just have to click "show" where it says How to Format Your Text Typically roleplaying format on these forums uses this code in the following way: Out of Character text
Also Note: Dice rolls are saved once they are rolled, so if I accidentally closed this window after rolling the above, the next time I used the dice roller for 2d10, it would give me the same result. This is also handy so you can hit the "preview" button, it will show you your dice result, and you can tailor your characters action accordingly. Paizo also offers what are known as Aliases on these forums. Multiple profiles all listed under the same account. If you were to click on my avatar and than click the Alias tab you would see I have a number of different profiles. Obviously this helps if you are in multiple games, but it also helps for things like making a separate alias for an animal companion so you can keep it's stats separate from your PC. You can make a new alias at any point by clicking on "My Account" and then "Make New Alias". To choose who you are posting as, there is a drop down menu on the left side of the reply box. Finally the matter of character sheets. Some people like to use Myth Weavers to host their character sheets.
Once everyone has an account and can post, I'd appreciate it if you could all post any rule sets you have a preference for. My own preference for the moment is Pathfinder, which is close enough to 3.5 that it wouldn't be difficult for anyone knew to pick up, but really I'm willing to play anything.
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As the handsome mysterious man walks in, he sees an elderly dwarven woman in her nightgown sitting by the fire. She turns her head and her eyes goes wide. She leaps from her chair and grabs a poker from the fireplace. "You're not my husband! Get out! Get out!" :-)
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Gameplay thread, to be kept mostly in character. This is where the game will be run for the most part.
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This here is a discussion thread. For discussing. So, I suppose that's what we'll do here, most likely. |