Adventurer#33 |
Welcome I hope this is a fun experience for all of us. I apologize in advance if this doesn't turn out well.
some things you need to know.
First
Each PC can normally take two ship actions each
day, one during the day and one at night. A PC can also
attempt to take up to two additional ship actions during
the middle watch in the dead of night (any nighttime ship
action marked with an asterisk), but to do so the PC must
make a successful Constitution check (DC 10, +4 per extra
ship action taken) or be fatigued for the next day.
Daytime Ship Actions
Work Diligently: Gain a +4 bonus on any one check for a
job’s daily task
Influence: Make normal checks for a job’s daily task and
attempt to influence a single NPC
Sneak: Make normal checks for a job’s daily task and
briefly explore one area of the ship (the PC can make a
single Perception check or other skill check with no chance
of detection)
Shop: Take a –2 penalty on all checks for a job’s daily task
and visit the quartermaster’s store (area A9)
Shirk: Take a –2 penalty on all checks for a job’s daily task
and take time exploring one area of the ship. The PC can
take 10 on a single Perception check or other skill check, but
must make a check to avoid being discovered (see below).
Nighttime Ship Actions
Sleep: Go to bed early and sleep through the night
(automatically recover from fatigue)
Gamble: Play or gamble on a game of chance or pirate
entertainment (see page 67)
Entertain: Make one Perform check to entertain the crew
(see page 67)
Influence*: Attempt to influence a single NPC
Sneak*: Take time exploring one area of the ship. The PC
can take 20 on a single Perception check or other skill
check, but must make a check to avoid being discovered
(see below).
Steal*: Attempt to open a locked door or locker. The PC
must make a check to avoid being discovered (see below).
Theft, Pilfering, and Secrecy Aboard
the Wormwood
The Wormwood is a pirate ship, filled with dubious and
murderous characters at best. Theft is common, but the
key is not getting caught.
To perform any action unobserved, a PC must generally
make an opposed skill check, such as a Sleight of Hand
or Stealth check against an NPC’s Perception check.
On a crowded ship, however, it’s not practical to make
opposed checks against potentially dozens of NPCs.
Instead, the PC should make an appropriate skill check
(usually Sleight of Hand or Stealth) to represent a typical
situation, using the following guidelines to set the DC of
the check.
Attempting a stealthy action in a crowd, such as casting
a spell with verbal or somatic components without being
noticed: DC 20.
Attempting a stealthy action where there is a chance
of discovery, such as visiting the quartermaster’s store
during work, exploring a room during the day, or
attempting to open a chest in a room while its occupants
are sleeping: DC 15.
Attempting a stealthy action under cover of a suitable
diversion, such as attempting to open lockers when
the rest of the crew are working or on deck enjoying
themselves: DC 10.
Failing this check by 4 or less means the PC attempting
the action is merely disturbed and is unable to complete
the action. Failing the check by 5 or more means the PC is
caught red-handed by a random crew member
Second your relationships with other members of the wormwood crew will be important in the story. Winning the other crew members respect and friendship will be beneficial to you.
Third All your posessions are taken from you at the begining of the adventure it will be possible to get them back eventually but you will start with practically nothing. Any unspent gold is gone for good but you will be able to replace that.
Welcome to the Wormwood Maties!
Rowan Gideon |
I'm currently in Okinawa, Japan for the tail end of our deployment, so UTC +9. I'm stationed in Hawaii though, so we'll be UTC -10 sometime late Nov-mid December.
Adventurer#33 |
Okay gang I need you to check through these gear lists and see I missed anything you purchased for your character. All of this except for a few things has been taken away.
Caltrops;
Leather armor
Brass knuckles
Cutlass, Dagger
Dagger(2)
Backpack (empty)
Belt pouch (empty)
Chalk (10)
Dice
Drug, flayleaf
Flint and steel
Grappling hook
Hooded lantern
Hooded lantern, waterproof
Loaded dice
Manacles
Mirror
Piton (10)
Silk rope
Snorkel, masterwork
Soap
Thieves' tools
Torch (5)
Trail rations (5)
Waterskin
6 GP, 2 SP, 7 CP
Lamellar (leather) armor
Crossbow bolts (10)
Light crossbow
Morningstar
Artisan's tools (Craft [ships])
Backpack (empty)
Holy symbol silver (Silver Coin with Jolly Roger)
Waterskin
3 GP
(10) daggers
oak club
sling w/ 20 bullets
leather armor
Healer's Kit
Backpack
Water Skin
Bedroll
Fishhooks (5)
Fishing line (50ft)
Holly & Mistletoe
Rations, Trail (x6 days worth)
Artisan's tools (carpentry)
Fortune-teller's Deck (common)
Leeching Kit (x2)
Caltrops (5)
Oil (10)
Studded leather armor
Cutlass
Dagger(2)
Flight arrows (100)
Longbow
Backpack (empty)
Bedroll
Bell
Belt pouch (empty)
Blanket
Block and tackle
Bottle (2)
Bullseye lantern
Candle (5)
Canvas (sq. yd.)
Flask
Flint and steel
Grappling hook
Perfume, common (worth 50gp)
Rope Sack (empty)
Waterskin
Whetstone
10 GP, 1 SP
Vaelor your thieves tools and 2gp were hidden in your cloths well enough to keep them from being taken.
Allende the pirates left you your holy symbol rather than risk Besmara's wrath.
Ashrem you still have a full healers kit.
Lucanorr at the end of the first day you will have 50gp worth of perfume and other small items of plunder that you managed to scrounge in various parts of the ship during the day.
Adventurer#33 |
@Ashrem-your hawk was not captured it will show up shortly. can you post where you put your skill points I am coming up one short.
@Allende- can you send me your hero's Lab file stormin1979@gmail.com the way I am plugging in your character is coming out different than it did for you.
@Lucanorr-you seem to have one ability point too many could you post where you put your ability points and where your racial bonus was put.
I plan on opening the gameplay thread tomorrow morning. I am not going to require a particular posting schedule. Once a day would be nice but if you aren't going to be able to post for awhile (more than 3 days) let me know.
Also since this is my first time doing this feel free to point out problems and offer advice.
Lucanorr Merovin |
Aye, aye Cap'n! On US Eastern time (GMT -5 I think) normally, but about to board a flight out of pacific time back east right now. Working out the accounting on Lucanorr sounds vastly preferable to doing actual job work on the plane, so I'll work it out and post the updates when I land.
@Allende: where in AR are you? I lived in Little Rock until I left for college.
Lucanorr
Adventurer#33 |
@Ashrem-what is your favored class and what do you want for the bonus +1 skill point or +1 Hit point that is where the extra skill point came from.
@Allende -okay you are good now. Tactics isn't really one besmara's domains but I am going to allow it. you have some hero's lab resources that I don't have which was where I was running into problems.
Lucanorr Merovin |
Lucanorr's profile do be updated!
@ Adventurer33: Skill ranks should be good. I have 5 skill ranks (2 fighter + 1 favored Class+ 1 Int bonus +1 human race bonus). The intimidate is +1 because of the bully trait (which is technically from the APG, but there are no traits in the core rules, so I just pulled second trait from the online PRD).
Skill points invested in: Climb, Intimidate, Stealth, Survival, Swim
@Allende: I love that part of AR. It's beautiful this time of year especially on the drive up into the mountains!
@Ashrem: Never lived in Ohio, but driven through a few times and had a roommate from there once.
@Everybody: I'm so excited for this campaign!
Lucanorrrrrrr
Lucanorr Merovin |
I'm with Ashrem on this one. I have no idea how many there are or how big the ship is. Seven's a good sized crew plus the four of us, but I don't know what works for the story.
Here's a little something to get you all into the pirating mood!
Lucanorr Merovin |
I go both ways. They are fine, but if there's going to be a super low DC check then sometimes it just makes more sense to let a character know something on background: "You remember when you lived in the Dark Forest, the lumberjacks always told you to cut from both sides of the tree to avoid having it fall on you..."
Adventurer#33 |
@lucanorr the first day is a little involve introducing a lot of the crew and officers of the Wormwood. Just do your posts the way you want to do them and I will make things work. If we hit a problem we need to ret-con I will let you know.
@everyone- thanks for the vote of confidence. If any of you have anything you feel I could do differently let me know.
Adventurer#33 |
Here is the crew of the Wormwood. you can change their initial attitude toward you by making a successful bluff, diplomacy, or intimidate check DC 15. Failing a diplomacy check won't make their attitude unless you fail by more than 8. Failing a bluff check can make that crew members attitude toward you worsen. Succeeding in a intimidate check with improve the crew members attitude toward you for the next 24 hours but the next day it will be worse than before.
Rosie Cusswell (CN female halfling): Short but fierce, Rosie Cusswell has more muscles than most of the crew, and a fouler mouth than all of them put together. job: swab, initial attitude: indifferent.
Crimson "Cog" Cogward (N male human): is a loner, and prone to incredible rages and dark moods. job: swab, initial attitude: unfriendly
Conchobhar Turlach Shortstone (N male Gnome): a handsome, honey-tongued gnome who wears a foppish purple hat, an eye patch, and a white silk shirt, and carries a dandyish cane. job: rigger, initial attitude: unfriendly
Barefoot Samms Toppin (CG female human): a former fisherwoman from the Sodden Lands who never wears shoes; job: rigger; initial attitude: indifferent.
Giffer Tibbs (NG female gnome): a bedraggled gnome with one eye; job: swab; initial attitude: indifferent.
Jack Scrimshaw (N male human): a young lad talented at scrimshaw; job: swab; initial attitude: indifferent.
“Ratline” Rattsberger (N male half ling): a rat-faced half ling with long arms and three missing fingers; job: rigger; initial attitude: indifferent.
Tilly Brackett (N female human): a tough joker who likes her rum; job: swab; initial attitude: indifferent.
“Badger” Medlar (N female half-elf ): an older woman who shaves her gray hair into stripes; job: swab; initial attitude: unfriendly.
Shivikah (N female human): a very tall Mwangi exslaver; job: swab; initial attitude: unfriendly.
Aretta Bansion (NE female human): a bad tempered exharlot with big ears; job: swab; initial attitude: hostile.
Fipps Chumlett (NE male human): a fat, pushy bully with a shaved head; job: swab; initial attitude: hostile.
Jaundiced Jape (CE male half-orc): a humorless, greedy half-orc mute; job: swab; initial attitude: hostile.
Maheem (LN male human): a big Rahadoumi with a permanent scowl; job: rigger; initial attitude: hostile.
Slippery Syl Lonegan (CE female human): an unhinged murderer who fled to sea to escape the gallows; job: rigger
Tam “Narwhal” Tate (NE male dwarf ): an old friend of Master Scourge with a large, ugly nose; job: rigger; initial attitude: hostile.
Gladior Franchisee - Game Kastle College Park |
Ashrem Callister |
Sorry about that, we just had a typhoon hit the island so spent the last few days working and getting ready for it. There's supposed to be a stronger one coming sometime early next week so we may end up losing power/internet for a few days. If not, I should be able to post more often since no work until it passes over.