Yarrr, im a Pirate......Hunter!!!!

Game Master zomblisham

We will be having a jolly good time skipping up and down the Swords Coast.


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male human 1 crossblooded sorcerer

This is where you can ask ooc questions, post that you will be having issues with future posting, and general discussion of the campaign.


Male Undine Shaman 3; Init +1; darkvision 60 ft.; Perception +4; AC 14, T 11, FF 13; 26 HP; Fort +3, Ref +2, Will +7;

Awesome!

I'm really excited for this Play by Post game. I've never done this stuff before.

Just some general info, I work during all week except wednesday and sunday. Usually I can post during work because we're allowed to use the forums, it's just that sometimes it gets busy and I might end up taking like 30 minutes to actually write my post. Shouldn't be too much of a problem though. I'm not expecting many issues but if I put out a short reply post that seems to cut off that might be what happened. :C

Otherwise, let's have fun!


HP 28, AC 14, Fort 5, Ref. 1, Will 6; Perception 3, Diplomacy 8, Knowledge Religion 5, Knowledge Nobility 5, Sense Motive 9, Spellcraft 5 Human

Checking in

Question with purchasing gear.

I am putting 1,000 gp aside for scroll and item creation, do you want the money itemized or can it be a lump sum to pull from?


Female Human Brawler1 ;Init +4; Perception +6;Martial flexibility 4/4

Checking in

I will upgrade the description of Keila's appearance a bit


Male Human Fighter 1| AC 18 T 12 FF 16 CMD 16 (18 v Trip and disarm)|12/12 HP | F +4 R +2 W +3 | Init +2 | Perc +6

Robert checking in. trawets71's submission.


Male Human (Rashemi) Occultist 3

Guess I ought to throw my alias in here at some point. Here he is.


Male Undine Shaman 3; Init +1; darkvision 60 ft.; Perception +4; AC 14, T 11, FF 13; 26 HP; Fort +3, Ref +2, Will +7;

... Were we supposed to start yesterday? I thought zomblisham said he'd start on weds.


Male Vishkanya Vivisectionist Trap-Breaker Alchemist/3rd Level

He did, but apparently his internet connection has been wonky. He said he'd post as soon as he's got a solid connection.


Male Undine Shaman 3; Init +1; darkvision 60 ft.; Perception +4; AC 14, T 11, FF 13; 26 HP; Fort +3, Ref +2, Will +7;

Oh okay cool.


male human 1 crossblooded sorcerer

Sorry guys I live on a train with a circus. Our generator went out while I simultaneously have the flu. Needless to say it's been a roungh week. This will all be sorted by Sunday. Kind of just a perfect storm of events. BUT NO FEAR!!! I have not lost interest. Just throwing up in my hotel room every time I eat something has kinda gotten in the way.

But yeah we will for sure start on Monday. I'm feeling much better and we got a new generator so yay for me.


Male Outsider (native) Gamer 15 / DM 7 / Author 4
zomblisham wrote:

Sorry guys I live on a train with a circus. Our generator went out while I simultaneously have the flu. Needless to say it's been a roungh week. This will all be sorted by Sunday. Kind of just a perfect storm of events. BUT NO FEAR!!! I have not lost interest. Just throwing up in my hotel room every time I eat something has kinda gotten in the way.

But yeah we will for sure start on Monday. I'm feeling much better and we got a new generator so yay for me.

Really? Wow. O.o

First, living on a train with a circus sounds both cool and kinda hectic. That's pretty awesome though.

Second, glad to hear you're doing better and you have a new generator!


rungok wrote:
zomblisham wrote:

Sorry guys I live on a train with a circus. Our generator went out while I simultaneously have the flu. Needless to say it's been a roungh week. This will all be sorted by Sunday. Kind of just a perfect storm of events. BUT NO FEAR!!! I have not lost interest. Just throwing up in my hotel room every time I eat something has kinda gotten in the way.

But yeah we will for sure start on Monday. I'm feeling much better and we got a new generator so yay for me.

Really? Wow. O.o

First, living on a train with a circus sounds both cool and kinda hectic. That's pretty awesome though.

Second, glad to hear you're doing better and you have a new generator!

AWESOME :) and glad to hear, too.


HP 28, AC 14, Fort 5, Ref. 1, Will 6; Perception 3, Diplomacy 8, Knowledge Religion 5, Knowledge Nobility 5, Sense Motive 9, Spellcraft 5 Human

Feel better

What is your job in the circus!?


male human 1 crossblooded sorcerer

As of right now it's floor crew so mostly lifting heavy crap and putting acts together as well as taking them apart. However next couple of weeks I'll be getting a promotion. Least they could do, since I worked all week despite being sick.


male human 1 crossblooded sorcerer

Everything should be up by tonight. Looking forward to gaming!!!


Female Human Brawler1 ;Init +4; Perception +6;Martial flexibility 4/4

just out of curiosity, how much damage would I do if I wielded a Halfling using Catch Off-Guard


Female Human Brawler1 ;Init +4; Perception +6;Martial flexibility 4/4

is it ok to count her battle readyness as a prepared move action(for martial flexibility) in case battle starts, or do I need to make an extra post for that?


Male Undine Shaman 3; Init +1; darkvision 60 ft.; Perception +4; AC 14, T 11, FF 13; 26 HP; Fort +3, Ref +2, Will +7;
Keila Free wrote:
just out of curiosity, how much damage would I do if I wielded a Halfling using Catch Off-Guard

Well, I'm not sure what the DM would say about that...

But wouldn't he be considered an improvised club for a large size creature? So since you have catch off guard I think the only penalty you'd suffer was for the large weapon size (and have to use him with both hands for that matter)... but on the plus side, +1.5 str modifier for two handed weapons?


Female Human Brawler1 ;Init +4; Perception +6;Martial flexibility 4/4
Xanos Shoresong wrote:
Keila Free wrote:
just out of curiosity, how much damage would I do if I wielded a Halfling using Catch Off-Guard

Well, I'm not sure what the DM would say about that...

But wouldn't he be considered an improvised club for a large size creature? So since you have catch off guard I think the only penalty you'd suffer was for the large weapon size (and have to use him with both hands for that matter)... but on the plus side, +1.5 str modifier for two handed weapons?

He could also count as a Great Club, or even a Heavy Flail.


Male Human (Rashemi) Occultist 3
Keila Free wrote:
Xanos Shoresong wrote:
Keila Free wrote:
just out of curiosity, how much damage would I do if I wielded a Halfling using Catch Off-Guard

Well, I'm not sure what the DM would say about that...

But wouldn't he be considered an improvised club for a large size creature? So since you have catch off guard I think the only penalty you'd suffer was for the large weapon size (and have to use him with both hands for that matter)... but on the plus side, +1.5 str modifier for two handed weapons?

He could also count as a Great Club, or even a Heavy Flail.

I expect you'd have to succeed at a grapple to pin, and after that he'd be equivalent to a greatclub. *shrug*


male human 1 crossblooded sorcerer

I'll be posting in a couple hours. Sorry about yesterday. Spent it with my brother I haven't seen in 4 years.


Male Outsider (native) Gamer 15 / DM 7 / Author 4

Hey that's totally fine. if there's some way you could remove my colossal post mishap on the gameplay thread I'd appreciate it. It's what I get for trying to post from my phone :/

If not then that's okay I just feel kinda embarassed. Thanks for tolerating my noob-ness. ;)


male human 1 crossblooded sorcerer

No problem.


male human 1 crossblooded sorcerer

Pretty sure you have to delete it. But I wouldn't worry about it. You are doing just fine.


Female Human Brawler1 ;Init +4; Perception +6;Martial flexibility 4/4

@zomblisham: Family is more important


Male Undine Shaman 3; Init +1; darkvision 60 ft.; Perception +4; AC 14, T 11, FF 13; 26 HP; Fort +3, Ref +2, Will +7;

Would I be able to use my profession: Sailor in leiu of K: Geography? I thought it was going to take the place of it since it was going to be a naval scenario and I didn't realize it applied to both. :C


male human 1 crossblooded sorcerer

For this instance it will work however you make want to reallocate some points or at least when you level put some into knowledge geography.


Male Undine Shaman 3; Init +1; darkvision 60 ft.; Perception +4; AC 14, T 11, FF 13; 26 HP; Fort +3, Ref +2, Will +7;

Okay yeah Wayfinder is waaaay better. heck with the format quick buttons and pbp management I think I prefer doing mobile over my desktop! Additionally I have made the change to my character for the skills area. Removed K:Planes and took K:Geography, though that's only at a +2 right now. I'll put more points in it as I gain levels. :)


male human 1 crossblooded sorcerer

I will be posting later tonight about 8 or so. Also a couple of your characters crunch is not displayed in the alias. Such as skills, equipment, and such. It makes it difficult to plan adventures without that info.


Male Human (Rashemi) Occultist 3

Do believe I have mine posted, though it was a bit more recent than was probably preferred. And I think everybody else's is at very least posted somewhere in the recruitment forum. Less convenient, but still there. I *think.*


Male Undine Shaman 3; Init +1; darkvision 60 ft.; Perception +4; AC 14, T 11, FF 13; 26 HP; Fort +3, Ref +2, Will +7;
zomblisham wrote:
I will be posting later tonight about 8 or so. Also a couple of your characters crunch is not displayed in the alias. Such as skills, equipment, and such. It makes it difficult to plan adventures without that info.

Mine *should* be on my alias page. I can repost here if need be.

-Posted with Wayfinder

Grand Lodge

male Human (orc subtype) sorcerer 1

Hey guys I kinda want to put the game on hold temporarily and reopen recruitment. Try to get an arcane caster for the group. If I cannot recruit one for the group I'll make an npc to fill the role.

-Posted with Wayfinder

Grand Lodge

male Human (orc subtype) sorcerer 1

I am thinking a couple days at most.

-Posted with Wayfinder


Male Undine Shaman 3; Init +1; darkvision 60 ft.; Perception +4; AC 14, T 11, FF 13; 26 HP; Fort +3, Ref +2, Will +7;

I'm not against it. This seems like fun and I don't want it to fall apart. If no one's game would I be able to just run two characters?


Male Vishkanya Vivisectionist Trap-Breaker Alchemist/3rd Level

I could potentially re-tool my guy to be an arcane caster. We have plenty of muscle and talking skills amongst the party. Up to you.


Male Human (Rashemi) Occultist 3

Or mine for that matter. Obviously I haven't really had to use any of my stats as yet, so it really wouldn't change much retroactively. And since my character is spec'd more as a generalist, I'd be happy to fill a more specific role we need for the party.

Do you have any specific function you'd like me to fill, or do you just want somebody to be the ship wizard? (and certainly I'd be happy to accept input from other party members on this topic as well).

Grand Lodge

male Human (orc subtype) sorcerer 1

Already recruited and introduced a new player.

-Posted with Wayfinder


Male Human (Rashemi) Occultist 3

OK NEVER MIND THEN GOSH lol


HP: 24/24 | AC: 12(16), T: 12(16), FF: 10(14) (Mage Armor: Inactive) | CMD: 14 | F: +3, R: +3, W: +2 | Init: +4 | Perc: -1 | Spell Save DCs: [Cantrip: 14] [1st: 15] | Spell Slots Used: 1st: 1/6 | Conc: +7 | Dehydrating Touchs Used: 0/7 | Wand MM: 48/50

Hey everyone :)

I'm looking forward to gaming with you all.


male human 1 crossblooded sorcerer

Captain

Most pirate captain's were democratically elected by the ship’s crew, and possess qualities of leadership and courage that inspire their crew to follow them and rely on their acumen in battle. Daring and decisive during any engagement, the captain is commonly looked upon with respect, as a knowledgeable leader of men. During chase or in a battle the captain's power is absolute and he can discipline anyone who disobeyed his orders. He also has life or death power over anyone taken as prisoner.
The captain has skills in navigation and seamanship, but first and foremost he has the type of personality required to hold together a rowdy crew of seamen. Other than battle, the captain usually would be delegating most of the everyday tasks to the quartermaster or other junior officers. He needs to be overseeing all shipboard activity with the barest level of discipline necessary to keep an even keel.

Since most pirate captain's were elected, they could be replaced at any time by a majority vote of the crewmen. For example some captains were voted out and removed for not being as aggressive in the pursuit of prizes as the crew would have liked. And others were abandoned by their crews for being a little to bloodthirsty and brutal. A few were even murdered by their own men.

1st Mate

The first mate on a pirate ship is the man the Captain picks as his second in command. In the event the Captain is killed the job falls to the quartermaster. Some ships also had second, third, even forth mates creating a chain of command. Some pirate ship crews had this position as the captain's right-hand man and the one who would assume his role if he were killed in battle or could no longer perform his duties. This was often considered the job of a lieutenant in a regular navy, and on most pirate ships the quartermaster and First Mate were often the same person.

Quartermaster

The quartermaster is next in line after the captain in exercising authority over the crew. His authority on the ship takes up where the captain’s leaves off. Whenever the ship is not in chase or battle, the quartermaster makes most of the decisions regarding the day-to-day ship activities.
The Quartermasters main purpose was the distribution of things. He distributed rations, powder, work, prize, and punishment. Pirates didn't trust authority and therefore saw no reason to let all the power of a ship rest on one man. Therefore they split the power between the Captain, who led the ship in battle and navigated the ship, and the Quartermaster, who usually led the way on any boarding party, and kept custody of all prize or booty. As expected all gold, silver, or coin was taken, but beyond that, it was the quartermaster who decided what else was worth taking. He made his decisions based on time and on how much room the ship had. If the ship was already cramped, spices and exotic materials may be burned rather that stolen.

During the Golden Age of Piracy, most British and Anglo-American pirates delegated unusual amounts of authority to the Quartermaster who became almost the Captain's equal. The Captain retained unlimited authority during battle, but otherwise he was subject to the Quartermaster in many routine matters. The Quartermaster was sometimes elected by the crew to represent their interests and he received an extra share of the booty when it was divided. Above all, he protected the Seaman against each other by maintaining order, settling quarrels, and distributing food and other essentials.

The quartermaster also watched over the treasure until it was divided among the crew. The quartermaster who did the dividing, with the crew's supervision, and there was rarely a dispute about how the loot was divided. The quartermaster also settled individual quarrels and if need be, acted as a witness to any duels, to insure that duels were fair and just.

Serious crimes were tried by a jury of the crew, but the Quartermaster could punish minor offenses. Only he could flog a seaman after a vote from the Crew. The Quartermaster usually kept the records and account books for the ship. He also took part in all battles and often led the attacks by the boarding parties. If the pirates were successful, he decided what plunder to take. If the pirates decide to keep a captured ship, the Quartermaster often took over as the Captain of that ship.

Boatswain / Bos'n / Bosun

This position may be compared to the modern chief petty officer. The Boatswain supervised the maintenance of the vessel and its supply stores. He was responsible for inspecting the ship and it's sails and rigging each morning, and reporting their state to the captain. The Boatswain was also in charge of all deck activities, including weighing and dropping anchor, and the handling of the sails. A ship of any size would require the boatswain to oversee several junior officers who would share his responsibility for the crew's morale and work efficiency as well as the maintenance and repair of the hull, rigging, lines, cables, sails, and anchors.
Bosun's Mate

A Note on Mates:

On a large ship there was usually more than one Mate aboard. The Mate served as apprentice to the Ship's Master, Boatswain, Carpenter and/or Gunner. He took care of the fitting out of the vessel, and examined whether it was sufficiently provided with ropes, pulleys, sails, and all the other rigging that was necessary for the voyage. The Mate took care of hoisting the anchor, and during a voyage he checked the tackle once a day. If he observed anything amiss, he would report it to the ship's Master. Arriving at a port, the mate caused the cables and anchors to be repaired, and took care of the management of the sails, yards and mooring of the ship.

Ship Master / Sailing Master

This is the officer who is in charge of navigation and the sailing of the ship. He directs the course and looks after the maps and instruments necessary for navigation. Since the charts are often inaccurate or nonexistent, his job is a difficult one. It is said that a good navigator is worth his weight in gold. He is perhaps the most valued person aboard a ship other than the captain because so much depended upon his skill. Many Sailing Masters are forced into pirate service.

Master Carpenter

A person in this apprenticed trade worked under the direction of the ship's Master and/or Boatswain using their skill to not only repair battle damage to masts, yards, hatches, and the hull, but to keep the ship's leaky seams in check with wooden plugs and oakum fibers. He would often have separate quarters combined with a workspace. Each carpenter would usually have an assistant in apprenticeship. There could probably be no more highly regarded artisan in a pirate ship crew when your life and livelihood depended on the soundness of the wood around and beneath you.

Carpenter's Mate
See "A note on Mates" above.

Master Gunner

The Master Gunner is responsible for the ship's guns and ammunition. This includes sifting the powder to keep it dry and prevent it from separating, insuring the cannon balls were kept free of rust, and all weapons were kept in good repair. A knowledgeable Gunner is essential to the crew's safety and effective use of their weapons.

Gunners

A gunner would be the leader of any separate group manning the artillery. His special skill would be in aiming, but he would oversee the four to six men required to take the gun through the steps of loading, aiming, firing, resetting, and swabbing for the next load. He would also work to ensure the gun crew's safety in avoiding dangerous overheating or excessive recoiling of the weapon. A master gunner would help to coordinate the timing and accuracy of the individual crews, especially when a broadside was ordered.

Sailmakers

In charge of maintaining all of the fabrics and canvases of the ship. Sails, Flags, hammocks, etc.

Surgeon

Another highly valued position, surgeons would often be grabbed from crews of captured ships, although they would not be ordinarily be asked to sign the articles. He would be expected to deal with colds, fevers, or sexual diseases with an assortment of mercurial medicines or other current treatments, and the carnage of battle often required amputations in hopes of saving the wounded. In the lack of a surgeon, a carpenter or even a cook would be asked to fill in. A carpenter would be certain to have the similar tools and cutting experience, but a cook as a surgeon would be quite a stretch.

Cook

More often than not, a cook would be a disabled pirate who was allowed to stay on ship if he could make food that didn't kill crewmembers. Perhaps it was felt that if a pirate crew survived his cooking, he could make something to help heal as a stand-in surgeon.

Cooper

If a pirate captain was fortunate enough to have a prosperous career, perhaps he could afford the services of a cooper, a barrel maker. Most everything not in a crate or canvas bag was in a barrel. Using steel hoops and strong wood, the cooper would make containers to keep gunpowder dry, food free of pests, and water and spirits from leaking into the bilge. With a changing environment and the constant shifting of the cargo, the hoops and staves of the barrels required constant upkeep to remain intact and tight.

Musicians

Those who could play drums, bagpipes, trumpets, accordions, fiddles, and other instruments were so well liked that they escaped torture if captured by pirates. With entertainment at a premium on most uneventful days at sea, they would be expected to play a jig to dance to, lead a shanty for work tempo, or provide dinner music. Musicians would usually play prior to and during a battle, blaring out martial tunes, nautical favorites, or simple loud noise to inspire the crew.

Able Seamen

The common sailor, which was the backbone of the ship, needed to know the rigging and the sails. As well as how to steer the ship and applying it to the purposes of navigation. He needed to know how to read the skies, weather, winds and most importantly the moods of his commanders.

Striker

Often overlooked, the Striker was a native of the West Indies , typically from Darien or the Mosquito Coast . They were expert hunters who trapped sea turtles and manatees; fished for sharks and other large fish; and also hunted wild game when the crew came ashore. Their knowledge of local plants aided in collecting edible fruits and vegetables as well as medicinal plants and herbs. Their expert ability at hunting and fishing earned them a spot among the crew, Their hatred of Spain assured their loyalty and ferocity in battle. They were not kept aboard for their seamanship, their job was to catch fish and kill Spaniards.

Cabin Boys

The cabin boy is typically a young boy of privileged birth who is sent to sea to learn the maritime trade. Typically the cabin boy waits upon the officers of the ship. In some instances he may act as the Captain's servant. The cabin boy will run messages and errands for the officers, prepare their uniforms, perhaps even fetch their dinners. Because he is an apprentice of sorts, he is also expected to learn all aspects of the maritime trade. The cabin boy works long hard hours. Even on pirate ships, the captain might employ a young energetic fellow as a cabin boy.

Powder Monkeys

Many powder monkeys were probably pressed into service, being kidnapped by press gangs and forced to serve aboard ship. Often the powder monkeys were young lads no more than eleven to thirteen years old. They mainly assisted the gun crews and learned most of the ships basics but were paid little (if anything), treated poorly, and were expendable. If they managed to live a few years, they might eventually make it to a position of more importance on the ship. Often, due to their harsh life, powder monkeys were quick to sign articles and desert a ship. On a pirate ship, new comers would serve the function of powder monkeys.

Prisoners / Brig

Not all ships had a brig, but if need be someone could just be restrained in many ways.


Female Human Brawler1 ;Init +4; Perception +6;Martial flexibility 4/4

for Keila's backstory: as a lokation for the Monastery she is from I was thinking about the Graypeak-Mountains or the Nether-Mountains, as my knowledge about the forgotten relms is a bit limited, I am open to sugestions. Probably a Monastery of Ilmater Monks( any nonevil-(preferably) Lawfull deity whith monks will do)

P.S. a location from where her travles would leed her close to the evermoor would be good(other part of her backstory)


HP 28, AC 14, Fort 5, Ref. 1, Will 6; Perception 3, Diplomacy 8, Knowledge Religion 5, Knowledge Nobility 5, Sense Motive 9, Spellcraft 5 Human

Thanks for the breakdown of the jobs.
Quatermaster is awesome!

-Posted with Wayfinder


Male Undine Shaman 3; Init +1; darkvision 60 ft.; Perception +4; AC 14, T 11, FF 13; 26 HP; Fort +3, Ref +2, Will +7;
zomblisham wrote:

Ship Master / Sailing Master

This is the officer who is in charge of navigation and the sailing of the ship. He directs the course and looks after the maps and instruments necessary for navigation. Since the charts are often inaccurate or nonexistent, his job is a difficult one. It is said that a good navigator is worth his weight in gold. He is perhaps the most valued person aboard a ship other than the captain because so much depended upon his skill. Many Sailing Masters are forced into pirate service.

... *Sniff* I do like feeling wanted.


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Male Human (Rashemi) Occultist 3

I don't feel this is 100% applicable, though, considering we are pretty decidedly not a pirate ship, and these definitions are all geared toward that. Otherwise, though, this at least gives a pretty good idea of what we should be shooting for.

Also, can you give any more info on the ship we're on? Apparently it's called the Sea Sabre, though I only know that because the captain posted that, lol. Otherwise I just have to guess as to, say, dimensions, crew size, whether or not cpt. Ventra just made up that name for the heck of it, and so on. And in the eventuality of a naval combat, it'd be nice to know what we're getting into, yeah? Anything you have to offer would be very useful. Otherwise I may just have to start making stuff up, and my version of the ship will have way more turbo engines and lightning cannons than I expect you'd like us to have.


Female Human Brawler1 ;Init +4; Perception +6;Martial flexibility 4/4
Semban Margav wrote:
I don't feel this is 100% applicable, though, considering we are pretty decidedly not a pirate ship, and these definitions are all geared toward that. Otherwise, though, this at least gives a pretty good idea of what we should be shooting for.

Oranisation wise we are close enough to pirates,as we are neither members of a navy, nor of a merchant guild, nor fisherman.


Male Human (Rashemi) Occultist 3
Keila Free wrote:
Semban Margav wrote:
I don't feel this is 100% applicable, though, considering we are pretty decidedly not a pirate ship, and these definitions are all geared toward that. Otherwise, though, this at least gives a pretty good idea of what we should be shooting for.
Oranisation wise we are close enough to pirates,as we are neither members of a navy, nor of a merchant guild, nor fisherman.

Fair enough. That second bit still stands, though. I want those lightning cannons.


Male Undine Shaman 3; Init +1; darkvision 60 ft.; Perception +4; AC 14, T 11, FF 13; 26 HP; Fort +3, Ref +2, Will +7;

Let's hope our new arcane caster takes the right craft feats? ;)

Though I think Ice would be a bit more versatile. Or just cannons that we could fire different types of blasts. Yay elemental ammunition!


Male Human (Rashemi) Occultist 3

Indeed. I suppose when it comes down to it, I'm not too picky to turn my nose up at ice.

Grand Lodge

male Human (orc subtype) sorcerer 1

I'll post stays on the ship soon enough. But gun powder is VARY rare. It's a creation of Gondish priests and only a few vessals carry it.

-Posted with Wayfinder

Grand Lodge

male Human (orc subtype) sorcerer 1

A brig was a sailing vessel with two square-rigged masts, one fore, one main; although some large brigs had three masts, like the Nemesis. During the Age of Sail, brigs were seen as fast and maneuverable and were used as both naval warships and merchant vessels. Their use dated back to before the 1600s, but were especially popular in the 18th century.

Your particular brig is not equipped with cannons as again gunpowder while lethal is extremely rare and at this time unstable. Instead you are equipped with a catapult on the rear and a large balista on both sides. The crew itself is about 100 strong. It is 120 ft long.

-Posted with Wayfinder

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