Skull & Shackles (solo, complete) (Inactive)

Game Master Whack-a-Rogue

Homebrew Website
Spheres wiki
Island of Empty Eyes

Infamy: 50
Disrepute: 1
Plunder: 21/22


1,651 to 1,700 of 2,286 << first < prev | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | next > last >>

1 person marked this as a favorite.

Essentially, "immunity to magic" means golems have unbeatable spell resistance, so any "SR: no" spell functions normally against them. Unfortunately, unless you're using battering blast, gore blast, shrapnel blast, or stone blast, destructive blasts are subject to spell resistance, so the golem will completely ignore those attacks.
--------------------------------------------------------------------------
Take a look at the Light sphere - particularly the [lens] talents. They're synergize well with gunslingers. XD


Thanks for the heads up on the 'Light sphere'

Your Benevolent Dictator wrote:
Mechanically, Morton's a gestalt Summoner (constructor)//Wizard. His Wizard spells have the typical restrictions, but his spherecasting has no verbal or somatic components. XD

LOL, well I knew he wasn't 'Vanilla' but that's a little extreme :)

I was trying to figure out how to keep him alive and sell him and his ship back to the consortium. It looks like I have two issues to deal with. Getting the ship off of the dock, which apparently has something to do with the anchor and keeping him under lock and key. I was intending to turn him over to Iryani for her to keep an eye on him. I'll still do that in game if it will work. Would she or any of the other officers be able to keep him contained?

As for the ship, it seems that getting the anchor up is the first problem in a long line of problems. Once we figure out if we can keep Milksop prisoner we'll work on the ship. I'll get a post up this afternoon.


Since this is a gestalt campaign, significant foes have been boosted so you won't one-round every combat. XD In Morton's case, he's very squishy but has an array of defensive spells that make him hard to pin down - as you saw.

Speaking of Morton, leaving him in the care of your crew isn't necessarily safe. Your strongest crew are around 5th level. Morton's a 10th-level gestalt character.


Cool, it's half-time on the game we're watching so I thought I'd jump online really quick. I guess I'm just asking if they can keep him unconscious.


Yes. You're more than welcome to keep someone standing over him with a padded club or something for whenever he wakes up. XD


Sorry the post took so long, football season's almost over, we watch the Browns (My wife's team) play spoiler to Washington and my Packers are playing their division rival to stay in the hunt for the play offs.

It hasn't helped that it seems like everyone has slowed down posting.

As for Milksop, I was hoping there would be a more sophisticated way for Iryani or Sandara to keep him asleep, but the sap works. Now to sort out if Elek can move the ship or if he just needs to leave it behind and just take Milksop. Will try cutting loose the anchor. If that works will put a crew on it. If neither work, we'll leave it behind. It does no one other than Milksop any good.

As for his magic. Wouldn't keeping him blindfolded help also? If he can't see he would be at risk to cast. Just trying to keep him alive so we can sell him back to the Consortium.


A blindfold can certainly be useful, but its effectiveness depends on what magic he's using. Blindly casting a fireball, for example, is a terrible idea, but summoning a creature doesn't require vision. XD


Ok, I wasn't sure if the 'consortium' will let Them leave without some kind of intervention or not. But I at least wanted to get a post up saying they were headed out and see what happens next.

This will give me a little time to decide what to do. I figured not getting a post up was just wrong. I've a couple ideas for the note, I'll include what I decide on the next post, once I've decided what to do with Milksop.

Sadly my original plan was to get enough money from him to replace the ship. But he was not convincible. Second thought about stealing his ship or burning it, but both seemed potentially problematic. So now I have to decide if I want to try and ransom him back to the consortium and if so, how to do that without endangering everyone.

It seems like kidnapping and extortion would work for pirates because they don't have a permanent home where they can be found...which is problematic since both the 'Rock' and the 'Isle of Empty Eyes' are pretty easy targets to a powerful worldwide evil conglomeration.

I want Elek to be ok with people 'leaving' as long as they don't effect the fleet. So I don't want him to kill Milksop just to make a point.

Anyway, the whole 'holiday season' has been depressing on the boards, it feels like that is overflowing a little here. I honestly have no idea what to do with Milksop now that we have him. But I'll decide what's in the note soon enough. I'm pretty sure I'm going to try and ransom him back to the company, just need to figure out the right time, place and amount.


Elek's morals have definitely complicated things. The majority of parties just kill Morton on first contact. Turning him into a more important campaign figure's been fun for me. XD
--------------------------------------------------------------------------
Holidays generally slow things down a fair bit. I'm hoping CotCT is able to start back up again soon. On the plus side, the slowness has allowed me to get a fair amount of work done on my website. The Investigator's undergone a complete overhaul, class-specific feats have been added, and I'm currently redesigning all the Sorcerer bloodlines for added customization. XD


Random Observation: Assuming you're making a request to someone Indifferent toward you, the typical DC is (10 to 25) + their CHA. Since you have a +31 to Influence, I don't think rolling is necessary for the vast majority of situations. XD


lol, I will try and remember that. Guess I should have rolled to 'Influence Attitude' with milksop before I tried to get him to pay Elek off.


Influence Attitude wrote:
Diplomacy is generally ineffective in combat and against creatures that intend to harm you or your allies in the immediate future.

-------------------------------------------------------------------- ------

Generally, if a roll isn't required, I won't call for one. In the case of Olga, for example, here's the breakdown:

Serve as a Go-Between
Friendly (DC 10 + CHA)
Give Dangerous Aid (DC +10)
Total: DC 20 + CHA

Where Can I Buy Poison?
Friendly (DC 10 + CHA)
Give Simple Advice or Directions (DC -5)
Total: DC 5 + CHA

Olga doesn't have a 36 CHA score (minimum required for you to fail the first check), so I won't require a roll. XD And, of course:

Make a Request wrote:
Some requests automatically fail if the request goes against the creature’s values or its nature, subject to GM discretion.


LOL, what Milksop wasn't interested in having a pleasant conversation :)

Interesting idea to get rid of Grudd, not sure it's possible without a certain amount of evil intent. There are probably easier ways to get another ship.

I'll get another post up soon, if not before I start cooking supper then after.


Alternately, you could focus on upgrading your own ship's combat capabilities. That's certainly the easiest option for me. XD Plus, if you ever run into the Dominator again, you might be able to hold your own.


Apologies for the delay, but my work break ended today. The next few weeks will be a flurry of standardized testing and other mentally-draining things, so posting will probably be a little slower than the norm.


I was wondering when your break would be ending, my granddaughter went back today. Take your time on the posting I totally understand, Elek is one of the few characters I take enough notes on that I don't forget what he's doing :)


Crossover Episode: This is my in-person group - they're currently 5th level. In today's game, they encountered the Banshee's Revenge, and Elek made them the same offer you did here. What I just posted was their response. Since both of you were in the same area in your respective games, I thought it would be fun if the parties met for a minute - especially since you have similar positions regarding slavery. XD


My goodness, four 5th lvl PC's, hmmmmm I'm tempted to ask how you handled the introductions seeing as all of those things are what they will be doing.

How were their 'Influence rolls' in response? Half tempted to ask them to duel, two at a time, similar to how we did with Captain Sebastian Ungur.

I'm running between the Family room, watching football with my wife, and the PC. I'll be back in a bit with an in-game post.


I left those accomplishments out of your introduction. Instead, they'd already heard of your ship and knew that Elek was an extremely-powerful (and possibly cursed) Free Captain who's been making quite a name for himself over the last six months or so. The fact that you started by conjuring a storm and flying over to their ship made quite the impression. XD They made sure to be on their best behavior because they were afraid they'd be instantly killed if they said or did anything to annoy Elek. It was a rather tense encounter, to be honest. XD
--------------------------------------------------------------------------- -
Captain Corvan rolled a 26 (they have a +16 modifier) on their own Influence roll. Not nearly as good as your own, but pretty high for a 5th-level character.
--------------------------------------------------------------------------- -
Fun Fact: the alchemist has a "peg leg crossbow," so that player's particularly interested in your "cannon arm" - especially when he heard it can transform into different types of weapons. XD


a sixteen modifier is good, If Elek were indifferent a 20 would make him friendly hmmm 26 would make him helpful. How did you play it?


Since you recently said that people who don't want to join you are free to leave, that's what I went with. XD


Cool, I will offer them a wager....


Your Benevolent Dictator wrote:
Since you recently said that people who don't want to join you are free to leave, that's what I went with. XD

Yeah, but I really want their ship, I can find people to work it...Now I have to decide if they turn down the offer if he would take the ship from them...


Your Benevolent Dictator wrote:
For reference, four 5th-level PCs is a CR 5 encounter. You're a minimum of a CR 12. They can only hit you with a nat20, and you pass any saving throw on a 2. After double-checking their sheets, you'll hit the highest-armored one on a 3, and your average damage will knock the tankiest one unconscious with a single hit. You have almost double the combined HP of the party. You'll also probably win initiative. I'd expect the four of them to last maybe two rounds in total, and you'd end up completely unscathed. Even if you were naked, weaponless, and missing your prosthetic, they still wouldn't last more than four rounds in total. XD

LOL, You're not making this any easier :)


hmmm items Elek will sell to purchase 5 potions of Scorpion Venom @ 200 gp. each.

550 gp. elixir of fire breath x 1
125 gp elixir of tumbling,
375 gp. Potion - heroism


Your Benevolent Dictator wrote:
As a matter of fact, aside from the Morton situation, there isn't anything else scheduled until the party. This should give you plenty of time to prepare.

Sadly that just leads to more questions...

Ok, first, how much longer until their done mapping the coral reef? What is the approximate time it will take to get the fort, fort buildings, docks and catamaran ready? How much 'hands on' does Elek need to do?

He'll throw the party on the ground floor of the tower, so tables and decoration will be set up in there. He will show them the tower, temple and tavern, and offer to show them Sumithia. They'll obviously see the fort, the 'catamaran' the coral reef and the docks. And the captured 'pathfinder' boat. Am I missing anything?

We have four more days of poison to keep Milksop under. I figure if we don't hear from the 'Consortium' by then we'll have to do something with him.

Should we throw a date on this? The campaign takes place in 4712 AR. So the Solecist is Sarenith 20, 4712 AR which was twenty days after the race. so on or around Sarenith 1. That means the party is Rova 1, 4712? You said he had about two months left around the same time he met Stella Fane. I'm counting that as eighteen days ago, does that sound right? which would put us at Erastus 19 or so?


When it comes to 'hands on' time for preparations, the general expectation is that you'll stay on the island supervising your crew as they get everything done. In your case, the fleet will provide a bit of passive income, but you've already spent all of the necessary gold to complete the construction and restoration, so any more spending would be for if you wanted to purchase more siege weapons or add more entertainment. This isn't intended to be a "management sim" (I'm not ready to run Kingmaker), so that's why I'm being so short on details: there weren't any provided. XD
--------------------------------------------------------------------------
I'll provide an update on the Morton situation before the poison runs out.
--------------------------------------------------------------------------
Honestly, when it comes to the date, you've put more thought into it than I have. Aside from the Sevenfingers sidequest I added, nothing in Book Four happens on a specific day. The dates you've come up with sound reasonable. XD


I was out of the house for a bit, so I just saw your post. So the things he needs to do before the party other than get the island ready. Deal with milksop, take the map maker back and pick up the entertainment. I'm happy to skip to those things if you'd like. As for Milsop, if his people don't contact us before the poison runs out, I have a plan for him.


Your Benevolent Dictator wrote:
After two days, Olga sends you a message: the Consortium claims that Morton isn't as valuable as he's led you to believe, and so paying his ransom makes no sense from a financial standpoint.

hmmmm what to do what to do?

How soon will the mapmaker be done?


Whenever it's convenient. Taking him home and picking up the theater troupe are both things that can be done in the background "off-camera."


ok, will have one of the other captains take him home, adn then decide what to do with milksop. I'm thinking the 'temple' we found underwater may be a good place for him.

so with Milsops str. @ 0, is he conscious just unable to move?


With STR 0, he's comatose. If he's conscious, he can potentially escape since he be able to use spherecasting. That's why you were warned against using DEX poisons. XD


cool, so one last question since I'm waffling, the 'magic' trap on the underwater temple, would Elek know if it would reset or not?


I'll have to check when I get home from work. I'll also check to see if the temple has air pockets.


Cool, while you're looking at it, could Elek reset the trap? I know with mundane ones he could, but not sure magical.

The temple had that one room with air where the treasure was kept, I was thinking it would make a nice cell while Milksop considered his alternatives. I don't know if his casting style would let him escape easily or not. I assume he can summon something that would help him escape, I guess he could sacrifice something on the trapped door, but I think it would be a challenge.


Sorry about the delay: Paizo's been doing forum maintenance.

After doublechecking, the trap automatically resets 24 hours after being triggered. Because it's magical, I don't think Elek can reset it himself unless he has a way to cast the associated spell. Fortunately, that won't be needed in this case. It's a symbol of insanity, so if Morton triggers it and fails the save, he'll be permanently confused. That's pretty nasty. XD

As long as Morton's unconscious, there's no danger of him escaping. If he wakes up, though, all bets are off. He doesn't have any spherecasting drawbacks, so he can use the Warp sphere without issue. Summoning is done as either a spell-like ability (no components) or as a psychic ritual (no components) due to his Summoner levels. As you've gathered, he's a tough individual to pin down. XD


It's cool, the forum was still down when I went to bed. Apparently the maintenance was related to them announcing a new 'open license' apparently they announce the age of the ORC on their website here

Separate but related, if a rogue disables a trap, will it reset as if triggered? I've played a lot of rogues, but never had a desire to reset the trap before.

I'll decide what to do with milksop eventually...


Yes, I've been following that story for a week or so. Wizards of the Coast is causing trouble for the entire RPG industry, so it's great that Paizo's taking a stand.
------------
My understanding is that disabling a trap prevents it from activating, so there's nothing to reset. For example, if you cut a tripwire, it won't magically fix itself later.


That's what I thought, but in under the 'Task' DC it says Disable or reset a trap, but it doesn't clarify magical or not. So unless Elek has the 'spell' he can't reset it. So the trap is no longer functional?

I was hoping the 'trap' would keep milksop in place, but it doesn't look like it.


I'm not sure what you're referring to with the Task DC but could easily have forgotten about something I said previously. After a delve into the trap rules, I think I found an answer, but it'll have to wait until I'm home from work and can check my notes. A rogue can bypass a trap, leaving it active, by beating the Disable Device DC by 10. Otherwise, for a magic trap, disabling it leaves it inoperable unless you can fix it (which requires someone who can cast the spell, time, and possibly money).


Sorry the table was called; "Table: Common Disable Device Task DCs, Time Required and Modifiers" so I just said 'task.'

I went back and looked, on the disable device Elek took '10' for '46' to disarm. Bypassing the trap, would he have been able to keep it open for his officers? Then would he have had to bypass it to leave again?

I just realized your probably doing this on your phone, so, yuck. But thanks for responding to the questions, I really appreciate it.

(And) I know I'm taking a little time on it, but Elek would have spent a couple days trying to figure out what to do with Milksop before he got the 'sending.'

(and) I assume most of this is stuff he'd have known as someone who can disable device. I'm just the one not sure.

If it's a hassle, just tell me it's a hassle and we'll have the trap permanently disabled.

But he needs to have a conversation with Milksop somwhere out of the way.


I went back and looked at the "Table: Common Disable Device Task DCs, Time Required and Modifiers" under the chart you can disable or rig all types of 'devices.' But under 'magical traps' it just says 'disable' so I don't thing you can rig them. If you know a rule that allows it, that would be cool, but it doesn't look like there is one from what I see.


Yep! I'm phone posting while the kids are taking a test. XD

I'll double doublecheck that specific trap's DC when I get home, but based on your take10 result, as long as it's 36 or lower, Elek can allow himself and his allies to bypass it.

For magic traps, you need to be able to cast any associated spells if you want to reset them. I think there's also a Craft (traps) roll just like when you're creating a mundane trap, but I could be wrong about that. Traps aren't something that come up very often, and even then it's typically limited to permanently disabling them. Our current discussion is an extreme edge case - hence the difficulty in finding a straight answer. It's been fun for me, though. I enjoy increasing my PF1 knowledge. XD

That particular chart isn't actually relevant at the moment, by the way. It's more used for custom traps/devices. Pre-written traps normally have all that information included in the entry. That's why I can't give a definite answer until I get home. XD

EDIT: Don't worry about whether or not it's a hassle. The asynchronous nature of a PbP means we have a lot more flexibility. Case in point: Elek acquiring a fleet of ships would normally be a massive hassle for me to GM, but since we aren't playing in real-time, I'm able to make the necessary adjustments. XD In my other S&S games, it's explicitly disallowed.


Ah that explains it, I'm glad it hasn't been too frustrating,

I'll get a post up for the 'second day'. Once you're comfortable with the answer on the traps, I'll spend the third day taking Milksop wherever Elek's taking him to have a conversation, since the damage was non-lethal, I'm assuming Milksop will be at full HP, but a strength of 1 when he awakes. At 1 would he be able to do anything other than think and possibly talk?

I realize he will be able to summon and teleport, but it makes me chuckle that to move he'd have to summon something to drag/carry him around.

edit
I assumed the fleet was 'off screen' so not a big deal, I know it will come into play later, but for now I'd hoped it wouldn't cause extra work, And yeah, I totally told the three folks that all wanted to be captains of their own ship that it wasn't going to happen, at least not until way later.


After doublechecking, the trap is DC 33, so your 46 result will allow Elek to bypass it (and let his officers through if they're with him), leaving it operational. Looks like Morton will have to figure out a way to deal with it. XD In case it becomes relevant, the trigger is "anyone who passes through the archway."
------------------------------------------------------------------------
STR 1 has a maximum heavy load of 10 pounds. According to the entry, someone with STR 1 is "Morbidly weak, has significant trouble lifting own limbs." STR 2 is "Needs help to stand, can be knocked over by strong breezes." Those are pretty debilitating, but Morton will be able to speak normally and can probably perform somatic components for his wizard spells. Retrieving material components (assuming you didn't take his spell component pouch) will be extremely difficult, though and would require significant effort on his part.
------------------------------------------------------------------------
Even off-screen, the fleet still adds three things for me to pay attention to: passive income that increases your WBL, roleplay factors (like when you sent them to Bloodcove as an intimidation tactic), and a gold sink that doesn't directly affect your power - the latter will become relevant once ship combat begins to play a bigger factor. Because you've spread the majority of your wealth across a half-dozen ships, none of them are a threat in and of themselves. The Dominator, for example, has more armaments than your entire fleet combined. XD

In addition, part of the campaign finale involves recruiting aid from other captains. Your fleet is larger than several of the people you're supposed to ask. Might make that part of the campaign a bit awkward. XD Finally, fleet combat uses a different set of rules (they're similar to the mass combat bits from Ultimate Campaign), so once we enter that portion, I'll need to manually calculate the statistics for both your fleet and the individual captains - which is a bit time-consuming.

All told, none of these things are a big deal, and I don't mind how it's gone thus far. Since you're GMing the campaign yourself, I thought it would be good to see how allowing multiple PC ships - even when they're almost entirely off-screen - has a rather large ripple effect. XD


*sigh* I typed a post yesterday, ending with a question for the mapmaker. I was surprised you didn't answer in game because you're really good about answering. So I opened the game thread just to double check if I missed it somehow and realized my post isn't there. I don't know if I didn't submit it properly or if paizo ate it. Either way I didn't save the post so I'm back to square one. I'll get a version of that post up and along with trying to deal with Milksop right after I get some coffee in me and can sit down for a moment.

So, the trap can work, but he might warp around it....

Ripple effect is right, I had no idea all the work that 'extra' ships would cause.


I hate it when that happens. Used to have a browser extension that let me recover posts, but it stopped being supported a few years ago.


I normally type on a 'sticky note' then copy and paste. I thought I had done that with the post, but I must not have hit the submit button. I don't know. I hate the fact that I didn't post every day, it's something I want to do in the games that are moving.


Now that Morton's chapter is complete, I can tell you that there was an immovable rod inside the anchor. When ready to leave, Morton would animate a portion of the anchor that would push the activation button. XD


nice, So the plan was, if the word didn't work, to go back and destroy he winch and leave the anchor there. But since you've shared the info, may I assume the 'Dryad's Grave' is beyond our reach?

Now Elek has to decide what rings he wants to wear...

1,651 to 1,700 of 2,286 << first < prev | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Discuss Pirate Things All Messageboards

Want to post a reply? Sign in.