Gunslinger 1 (Musket Master) | HP 12/12 | AC:17 T:14, F:13 | CMD:14, CMB:+0 | Save (F+4, R+6, W+2) | Init:+6 | Perc: +6 | Grit 2/2
Pretty much before it began Doctor Warren. Right, I'm going to hide this on my campaigns tab tomorrow, its been a pleasure playing with you all and I hope to get to do so again. I'm going to be doing PFS games pretty much exclusively from now on, due to their nice bite size nature and will port Zephry over. Good luck all!
Gunslinger 1 (Musket Master) | HP 12/12 | AC:17 T:14, F:13 | CMD:14, CMB:+0 | Save (F+4, R+6, W+2) | Init:+6 | Perc: +6 | Grit 2/2
@Kiana, I'm not sure where you've posted anything the players are meant to respond to? I think from my point of view all of the players have been great and I hope to get a chance to run with you all again. I'll probably move Zephry over to PFS, which is now my preferred form of PBP - nice short adventures that take about a month to play out and seem to move much faster than none PFS games. Sadly that's not an option for Kiana and Risdan would need a boon to run as an Undine. I suspect the fact that the DM gets a incentive to run, being able to use his DM credits to improve his own characters, etc., is very helpful in ensuring swift posting and completion.
Gunslinger 1 (Musket Master) | HP 12/12 | AC:17 T:14, F:13 | CMD:14, CMB:+0 | Save (F+4, R+6, W+2) | Init:+6 | Perc: +6 | Grit 2/2
Zephry is a little puzzled by the wildcat, surely the sand bank is not big enough to support such a creature? Must be land nearby... But he's not averse to a trophy and fires off a shot at the beast from close range. Touch Attack PBS: 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15 Damage: 1d12 + 1 ⇒ (3) + 1 = 4
Gunslinger 1 (Musket Master) | HP 12/12 | AC:17 T:14, F:13 | CMD:14, CMB:+0 | Save (F+4, R+6, W+2) | Init:+6 | Perc: +6 | Grit 2/2
Finally coming around to Heregrihm's side of the island Zephry approaches the big man waving, "Hey Heregrihm, there's some kind of predator with a den on the other side you want to come investigate with me? Might tell us something about what kind of place we've been brought to, my curisosity is peaked now."
Gunslinger 1 (Musket Master) | HP 12/12 | AC:17 T:14, F:13 | CMD:14, CMB:+0 | Save (F+4, R+6, W+2) | Init:+6 | Perc: +6 | Grit 2/2
Zephry warily examines the grotto, looking for any tracks or dung to try to get an indication of what manner of beast might dwell within. After he has either found something or determined that there is nothing to find he continues on hoping to enlist Heregrihm and the others in investigating the alleged creature - the possibility of an embarrassing end winning out over the comparatively minor potential glory of discovering the first ever Uniseal. Taking 20 with Perception for a 26, since I figure the quote below from the survival skill ought to apply here. PFSRD wrote: Alternatively, you can use the Perception skill to find a footprint or similar sign of a creature's passage using the same DCs, but you can't use Perception to follow tracks, even if someone else has already found them.
Gunslinger 1 (Musket Master) | HP 12/12 | AC:17 T:14, F:13 | CMD:14, CMB:+0 | Save (F+4, R+6, W+2) | Init:+6 | Perc: +6 | Grit 2/2
My apologies missed that, everyone makes mistakes its just better if we can avoid getting grumpy about it. PF has a great many rules so we are bound to get some wrong and should be told of it when we do. Worse case scenario someone still learns something!
Gunslinger 1 (Musket Master) | HP 12/12 | AC:17 T:14, F:13 | CMD:14, CMB:+0 | Save (F+4, R+6, W+2) | Init:+6 | Perc: +6 | Grit 2/2
Its not specifically for fly its for any movement, right in the stealth entry. And I'm sorry if I come across as adversarial. I'm just trying to ensure the rules are played correctly, I'm often wrong, and if I am doing something incorrectly I appreciate being informed. I find its generally much easier if you always assume the best motives to people online, it makes the internet a happier place! Disclaimer, unless they want your credit card, or are a Nigerian Prince, etc.! PFSRD wrote: You can move up to half your normal speed and use Stealth at no penalty. When moving at a speed greater than half but less than your normal speed, you take a –5 penalty. It's impossible to use Stealth while attacking, running, or charging.
Gunslinger 1 (Musket Master) | HP 12/12 | AC:17 T:14, F:13 | CMD:14, CMB:+0 | Save (F+4, R+6, W+2) | Init:+6 | Perc: +6 | Grit 2/2
I understand what you are saying, but its simply not supported in the game system - that I'm aware of anyway, it could be hidden away somewhere. I often spot planes which are thousands of feet above, I've never been surprised by a kite ;) You are also not applying speed penalties for stealth which I believe would begin to make flight more difficult depending upon manoeuvrability. Flight is already an incredible ability for a 1st level PC, it hardly needs to be made any better.
Gunslinger 1 (Musket Master) | HP 12/12 | AC:17 T:14, F:13 | CMD:14, CMB:+0 | Save (F+4, R+6, W+2) | Init:+6 | Perc: +6 | Grit 2/2
My understanding is that you are required to have cover or concealment in order to use stealth, you also have to move at half speed or take a penalty of between -10 and -5. So I would say its impossible for Kiana without darkness or something to hide behind.
Gunslinger 1 (Musket Master) | HP 12/12 | AC:17 T:14, F:13 | CMD:14, CMB:+0 | Save (F+4, R+6, W+2) | Init:+6 | Perc: +6 | Grit 2/2
"So what do you think we'll find in the hold, fabulous wealth, the animated corpses of the last poor bunch of fools who boarded The Queen, kumquats?" Zephry asks, his wolfish grin flashing briefly as he congratulates himself on his own wit.
Gunslinger 1 (Musket Master) | HP 12/12 | AC:17 T:14, F:13 | CMD:14, CMB:+0 | Save (F+4, R+6, W+2) | Init:+6 | Perc: +6 | Grit 2/2
I'm down for that, really hoping this is a temporary blip in HWs schedule, I've seen too many PBPs die in the early stages and it would be a real shame with such a great bunch of RPers.
Gunslinger 1 (Musket Master) | HP 12/12 | AC:17 T:14, F:13 | CMD:14, CMB:+0 | Save (F+4, R+6, W+2) | Init:+6 | Perc: +6 | Grit 2/2
We are scouting the hold first though right, can't scout that from the air presumably. But for the sandbar yes. Incidently I always thought a sandbar was essentially just a barren small strip of sand, google seems to agree, is there something obscuring our vision of it that means we need to explore it?
Gunslinger 1 (Musket Master) | HP 12/12 | AC:17 T:14, F:13 | CMD:14, CMB:+0 | Save (F+4, R+6, W+2) | Init:+6 | Perc: +6 | Grit 2/2
@Zephry
As for IC justification, pirate crews are not lead by the weak or meek. You only hold your rank by proving your deserving of it on a regular basis. Anyways the higher ups are expected to handle everything so anything that needs doing is ours first and foremost. Sorry missed this somehow, nice catch, and yes far beyond us sadly, but maybe that is how the ship has sailed previously unseen magical crew? They are invisible afterall.
Gunslinger 1 (Musket Master) | HP 12/12 | AC:17 T:14, F:13 | CMD:14, CMB:+0 | Save (F+4, R+6, W+2) | Init:+6 | Perc: +6 | Grit 2/2
Mmmm, yes okay that makes sense. So for the gunnery you would have say Zephry and his mate dedicated, repairing cannons sifting powder, etc., and the rest would come as needed with additional time for drills?
Gunslinger 1 (Musket Master) | HP 12/12 | AC:17 T:14, F:13 | CMD:14, CMB:+0 | Save (F+4, R+6, W+2) | Init:+6 | Perc: +6 | Grit 2/2
Good points Rissdan, we could certainly do with expanding the crew. I am sure I recall an Unseen Servant variant spell that provided a number of crew members, not sure it was in Pathfinder though. I suppose our next action has to be to investigate the mysterious locked hold?
Gunslinger 1 (Musket Master) | HP 12/12 | AC:17 T:14, F:13 | CMD:14, CMB:+0 | Save (F+4, R+6, W+2) | Init:+6 | Perc: +6 | Grit 2/2
I think the entire crew are going to be in combat when the ship is in conflict, its a bit pointless saying everyone is an armsman. I'm thinking of them as the combat elite a dedicated strike force. I'm presuming we won't always be fighting ship to ship, these could be our raiders, our combat specialists. I kinda worry about how we are going to find IC justification for actual adventuring, it would be a bit weird to send the majority of the command structure. But its doable I suppose Kirk always went on missions, I guess we just leave Minasa in charge? Thinking about it wouldn't we pretty much have to leave either the Captain or the 1st Mate aboard?
Gunslinger 1 (Musket Master) | HP 12/12 | AC:17 T:14, F:13 | CMD:14, CMB:+0 | Save (F+4, R+6, W+2) | Init:+6 | Perc: +6 | Grit 2/2
Hmmm, on a wholly metagame note I would feel better with a couple more good guys in the gun crew, but I've got a fair few already. Hungry Waters, how many cannon does The Queen have? I believe I need a two or three man team for each, ideally three.
Gunslinger 1 (Musket Master) | HP 12/12 | AC:17 T:14, F:13 | CMD:14, CMB:+0 | Save (F+4, R+6, W+2) | Init:+6 | Perc: +6 | Grit 2/2
I'd say take a bard to, one for gunnery one for boarding crews. Dibs on Latrina. I would also like to take Kaitlyn as Powder Monkey purely because Zephry would worry about her, he'll probably give up his cabin to some of the more vulnerable women and set up a hammock on the gun deck.
Gunslinger 1 (Musket Master) | HP 12/12 | AC:17 T:14, F:13 | CMD:14, CMB:+0 | Save (F+4, R+6, W+2) | Init:+6 | Perc: +6 | Grit 2/2
Hmmm, I think near the black powdered stores has a greater risk personally. I say we give them to Heregrihm as alchemists are great for going nuclear in combat and those bombs could mess up an enemy ship. And I don't really think alchemical cannon rounds are a thing, unless they have the Grenedier archetype which can couple alchemical items with weapons. You can create poison bullets, but its a bit of a waste of time given prices and rules. Depends on their builds to if they are Mr Hyde or Mad Bombers, etc.
Gunslinger 1 (Musket Master) | HP 12/12 | AC:17 T:14, F:13 | CMD:14, CMB:+0 | Save (F+4, R+6, W+2) | Init:+6 | Perc: +6 | Grit 2/2
I don't think the alchemists should be near the guns personally. We simply should not need them for the powder, and since their main weapon is fire I think having them near the powder and guns a bad idea. I am sure there are plenty of alchemical items they could be making, etc. With two gunslingers each capable of crafting 1000gps worth of powder or ammunition a day without rolling we basically need some people to fetch and carry and a people with decent aim for each cannon. I am not sure why a Sorcerer should be a gunner either, seems a few of her spells are likely to be ranged and she would be wasted.
Gunslinger 1 (Musket Master) | HP 12/12 | AC:17 T:14, F:13 | CMD:14, CMB:+0 | Save (F+4, R+6, W+2) | Init:+6 | Perc: +6 | Grit 2/2
Zephry glances out of the Captain's Cabin window c right.to, underwhelmed by their potentially otherworldly destination, "Well it is The Queen, whole point is she's magic right? Not like to find anything new and exciting bootling about the shipping routes." He moves back onto the deck when Warren and Heregrihm leave, leaning casually against the forecastle and keeping an eye on proceedings in case negotiations sour.
Gunslinger 1 (Musket Master) | HP 12/12 | AC:17 T:14, F:13 | CMD:14, CMB:+0 | Save (F+4, R+6, W+2) | Init:+6 | Perc: +6 | Grit 2/2
Very much in agreement with Rissdan, we don't know about this list in character and should act accordingly. But OOC once we know their abilities dibs on the gunslinger as my mate. Having an alchemist onboard is slightly worrying!
Gunslinger 1 (Musket Master) | HP 12/12 | AC:17 T:14, F:13 | CMD:14, CMB:+0 | Save (F+4, R+6, W+2) | Init:+6 | Perc: +6 | Grit 2/2
"Big world Wings, I'd be pretty damn surprised if there weren't anymore of your kind somewhere in it. Might not be your people, but plenty of time to change that. Me I'm going to live life hard and be a legend, Zephry Kreel's a name that needs to be sung."
Gunslinger 1 (Musket Master) | HP 12/12 | AC:17 T:14, F:13 | CMD:14, CMB:+0 | Save (F+4, R+6, W+2) | Init:+6 | Perc: +6 | Grit 2/2
Zephry nods to Warren, fully in agreement,, and meets Kiana's eyes expression serious for once, "Well I'd go out of my way to put down anyone capable of genocide like that, but ask yourself if you want to become the kind of person that kills babes. Seems to me that telling a bastard you'll hunt down the rest of his line hurts him as much as doing it. But, if I'd suffered that I might well feel the same."
Gunslinger 1 (Musket Master) | HP 12/12 | AC:17 T:14, F:13 | CMD:14, CMB:+0 | Save (F+4, R+6, W+2) | Init:+6 | Perc: +6 | Grit 2/2
Zephry beams, "Ha, if there is one thing Zephry Kreel is not its usual... Wait... No, no, I'm good with that, heck I'm downright unusual!" Keeping Bethany hooked in the crook of his arm he moves to accompany those headed for the cabins whistling, "Wish I could fly, always wanted to be able to go where ever I wanted at a whim. My Pa was a pirate, and that's what I always thought he did, he'd swan in every few years with all these amazing stories... Then he got himself mutinied and murdered and now his crew are suddenly all blood and guts instead of swash and buckle. So I suppose I'm out for revenge, although I'm thinking of it more as putting down a pack of rabid dogs, they're dragging my Pa's name through the gore with there own. Think they're spelled a bit, Weresharks all most like now, makes a man change in more ways than one they say, makes him rotten to the core. A shark isn't evil, but they're men that think like sharks and that is a different thing."
Gunslinger 1 (Musket Master) | HP 12/12 | AC:17 T:14, F:13 | CMD:14, CMB:+0 | Save (F+4, R+6, W+2) | Init:+6 | Perc: +6 | Grit 2/2
Zephry barely manages to suppress the urge to say, "or both," and instead says, "We should all go, chances are we are going to need to evict people from those quarters. Besides what kind of a man would I be if I let you ladies go into danger alone?"
Gunslinger 1 (Musket Master) | HP 12/12 | AC:17 T:14, F:13 | CMD:14, CMB:+0 | Save (F+4, R+6, W+2) | Init:+6 | Perc: +6 | Grit 2/2
Okay so is everyone happy with... Captain = Warren Redmont
That appears to leave only the Boatswain and Carpenter/Surgeon as major unfilled positions, and I would be more than happy to have NPCs in those roles myself.
Gunslinger 1 (Musket Master) | HP 12/12 | AC:17 T:14, F:13 | CMD:14, CMB:+0 | Save (F+4, R+6, W+2) | Init:+6 | Perc: +6 | Grit 2/2
I think we have an agreement, Rissdan just basically said he doesn't care about being Captain, I think he's clearly unsuited for 1st mate because he's unlikely to be respectful to Warren as Captain, and this best distanced. Forgiven me if I'm misinterpreting Rissdan. I don't think a +3 Profession Sailor is too bad for our resident reader, and he would make the perfect strong right hand. Kiana to my mind makes too good a Navigation Officer to use as first mate and her attitude to humans probably makes her poorly suited for the role IMO. Plus I would be reluctant to leave either of those positions in filled by one of us.
Gunslinger 1 (Musket Master) | HP 12/12 | AC:17 T:14, F:13 | CMD:14, CMB:+0 | Save (F+4, R+6, W+2) | Init:+6 | Perc: +6 | Grit 2/2
Zephry nods approvingly, "Let me tally the powder and shot though, I'm happier knowing I've only got myself to blame and I'll probably mix most of the powder myself if I've the time, saves coin and I know the quality."
Gunslinger 1 (Musket Master) | HP 12/12 | AC:17 T:14, F:13 | CMD:14, CMB:+0 | Save (F+4, R+6, W+2) | Init:+6 | Perc: +6 | Grit 2/2
"Master Gunner suits me fine, Warren is Captain, I'm not serving under you Rissdan, you've got my back up too much for that and your too quick to reach for your rapier. I hope we can learn to be mates, I am not slow to reach for my weapon either, but I think there'll be mutiny within a day if your Captain, and I'd probably be in it, and I am not keen on mutineers..." He meets the undines eye, giving him a chance to respond before moving on. "I vote Heregrihm 1st mate, he'd couple well with a less imposing, no offense Warren, Captain, and it'll lend him more authority for leading boardings and that. Kiana seems suited to Sailing Master, and I reckon we'll want her scouting on the wing a fair bit, which would make the title of 1st mate less useful to her. I didn't have a notion of what a Strix is, and I doubt most humans do, but you don't look like good eating and having a mate who can fly just seems handy." He claps his hands together, "If this is sorted I say we go and find some quarters for ourselves, and I think we are going to need the Captain's cabin to make a point. If we take the plum quarters we'll declare our intent, and get the comfiest rooms besides, you lot in?"
Gunslinger 1 (Musket Master) | HP 12/12 | AC:17 T:14, F:13 | CMD:14, CMB:+0 | Save (F+4, R+6, W+2) | Init:+6 | Perc: +6 | Grit 2/2
As they approach sunrise Zephry attempts to gather the people he "knows" together around Rissdan on the wheel, "Look I know we've been getting along like a ship on fire, but the plain fact is we all need allies. We don't trust each other, but we do need each other, and that is almost as good. I say we make a pact to watch each others backs, and agree that we won't any of us go back on it without, say, a days notice. If we all take rooms near each other, maybe have someone on watch, then we can sleep without too high a risk of getting our throats cut. What do you say?"
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