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Organized Play Member. 25 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.




The party bard/sailing master had just married Lady Smythee for the Lordship of Tidewater Rock. He believed that as lord of the Rock, he should be in command of the party's ship.

The synthesist/captain, who had become increasingly bloodthirsty since leaving Bonewrack Isle, had made it clear from the start that he wanted to slaughter all of the inhabitants of the Rock but stayed his hand due to the combined pressure from all of his officers. The bard had gotten most of the other officers together to explain his plan: offer the captain the chance to resign in exchange for his life. The rogue (who was an honourary officer as a PC but didn't have an actual position) offered to simply assassinate the captain while he slept in exchange for some real power on the ship. The others agreed but the rogue betrayed them and alerted the captain to their plan. The gunslinger/gunnery master switched sides when he saw that the plan had gone awry and the bard & surgeon/cleric both ended up dead.

The bard and the cleric were Sandara Quinn's closest allies and she respectfully asked the captain to get off at the next friendly port (so she could go on to form Queen Bes' Own later in the game). The captain slew her on the spot. The gunslinger witnessed this and fired at the captain, which earned him a grisly death too.

The captain and the rogue launched an attack on Tidewater Rock next like the captain originally wanted to but lookouts had witnessed the fighting on the ship and had barred the entrance. The captain smashed it down and charged headlong into the keep as fast as he could looking for people to kill, the rogue hot on his heels. The garisson outflanked them and although Sergeant McCleagh was killed, he and the guards managed to kill the captain. The rogue tumbled through their lines and managed to escape. The session ended with the rogue swimming for the ship, an absent player's first mate/monk taking over as de facto captain and Tidewater Rock's ballistae firing upon them. The players want to roll up new characters but obviously, they can't just turn up onboard and start playing.

tl;dr

The party of six is now a party of two; players with dead characters want to begin playing again ASAP and the central plot location for the next several events is hostile and ready to defend itself.


My gaming group recently acquired a new player with fairly severe Cerebral Palsy. They're a great person and a witty roleplayer but their difficulties cause a few problems at the table. They frequently have muscle spasms which cause them to involuntarily kick out, they have trouble rolling just one die, let alone multiple dice, especially d4s, they're incapable of writing anything down (character sheet edits, note taking, etc) and though volume certainly isn't the issue, it's often difficult to make out what they're saying.

Does anyone have any experience with players with this kind of disability? I'm admittedly worried about brooching the subject directly for fear of making them feel like they're not wanted. Does anyone know of any accommodations we can make to ensure our games run more smoothly with them at the table?

I've already set up a little bucket suspended on a wire that others can place dice in and can simply be tipped forward to roll but does anyone have other suggestions?