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  1. - Top - End - #1
    Orc in the Playground
     
    BardGirl

    Join Date
    Sep 2013
    Gender
    Female

    Default Skulls and Shackles OOC

    Skulls and Shackles
    Book One: The Wormwood Mutiny


    {table=head]Player|Character|Text Color|Experience
    AmusingSN|Betsy|Dark Red|0/2000|
    Barbarian MD|Henry|Navy|0/2000|
    Benson|Kreiya|Olive|100/2000|
    Escheton|Hallrún|Medium Turquoise|100/2000|
    Fishies|Mazin|Dark Orange|100/2000|
    Julian928|Thok|Sea Green.|100/2000|[/table]

    {table=head]Character|Initiative|Fort|Reflex|Will|AC [FF], [TA]|CMD [FCMD]|Perception|Sense Motive|Stealth|Special Senses
    Betsy|+2|+0|+4|+2|12 [10], [12]|14 [12]|+0|+0|+2||
    Henry|+3|+6|+5|+2|13 [10], [13]|15 [12]|+8|+2|+3|Scent|
    Kreiya|+4|+2|+6|+1|15 [11], [15]|17 [13]|+5|+5|+8||
    Hallrún|+5|+2|+5|+1|13 [10], [13]|17 [14]|+6|+5|+7|Lowlight Vision
    Mazin|+14|+2|+3|+1|14 [11], [14]|11 [8]|-1|-1|+5|Darkvision|
    Thok|+5|+3|+5|+5|16 [10], [16]|20 [14]|+7|+3|+11|Darkvision[/table]


    In Character

    Spoiler: Rigger Tasks
    Show
    Rigging Repair: The ship’s rigging frequently gets damaged and must be repaired, requiring DC 10 Climb checks to reach the rigging 30 feet up, followed by a DC 10 Profession (sailor) or Dexterity check.

    Line Work: Hard work hoisting and lowering sails, requiring a DC 10 Profession (sailor) or Dexterity check. The PC must also make a DC 10 Constitution check to avoid being fatigued at the end of the shift.

    Upper Rigging Work: Work in the upper rigging, 50 feet up, requiring DC 10 Climb checks, followed by a DC 10 Profession (sailor) or Dexterity check.

    Rope Work: Handling the ship’s ropes, including coiling them, stowing them, and securing them to cleats and single and double bollards, requiring a DC 10 Profession (sailor) or Dexterity check.

    Lookout: A climb to the crow’s nest 60 feet up, requiring DC 10 Climb checks followed by a DC 10 Perception check.

    Mainsail Duties: Tough work raising and lowering the mainsail, requiring a DC 10 Profession (sailor) or Strength check. The PC must also make a DC 10 Constitution check to avoid being fatigued at the end of the shift.

    Spoiler: Swab tasks
    Show
    Man the Bilges: Vile and sweaty work cleaning out the bilges, requiring a DC 12 Strength check. The PC must also make a DC 10 Constitution check to avoid being fatigued at the end of the shift.

    Rat Catcher: Catching rats and other vermin belowdecks, requiring either a DC 10 Stealth check, Survival check, or Dexterity check to catch and kill enough rats, cockroaches, and beetles for a good day’s work.

    Swab the Decks: Backbreaking work mopping the decks and scrubbing them with sandstone blocks called holystones, requiring a DC 10 Strength or Constitution check. Failing either check results in the PC being fatigued at the end of the shift.

    Hauling Rope and Knot Work: Tying and untying knots in the ship’s ropes and moving heavy coils of rope from one part of the ship to another, requiring a DC 10 Profession (sailor) or Strength check. The PC must also make a DC 10 Constitution check to avoid being fatigued at the end of the shift.

    Runner: Passing messages to the crew and officers of the Wormwood in all parts of the ship except officers’ cabins, requiring a DC 10 Acrobatics check and DC 10 Constitution check. Failing the Constitution check results in the PC being fatigued at the end of the shift. A PC with the Run feat automatically succeeds at this task.

    Repairs: Things constantly tear or break aboard the ship and need repairs, whether sewing sails or splicing rope all day, requiring a DC 10 Profession (sailor) or Dexterity check.

    Spoiler: Cook's Mate tasks
    Show
    Cooking: Assisting Ambrose Kroop in preparing the day’s meal. If Kroop is sober, no check is required. If Kroop is drunk, this requires a DC 10 Profession (cook) or Intelligence check.

    Fishing: Catching tonight’s supper using the ship’s nets. A DC 10 Profession (fisherman) or Survival check provides enough fish. A failed check results in a day in the bilges as punishment the following day.

    Turtle Hunting: Hunting leatherback sea turtles with harpoons, treble hooks, and nets. A DC 10 Profession (fisherman) or Survival check provides enough food. A failed check results in a day in the bilges as punishment the following day.

    Bull Session: Drinking with Ambrose Kroop and listening to his stories. The cook’s mate must drink an additional rum ration, but is able to take an additional ship action during the day.

    Special Occasion: Captain Harrigan is celebrating something today, and wants one of the ship’s pigs butchered and cooked for dinner. The PC must make a DC 10 Profession (cook) or Survival check to slaughter the animal, then help Kroop to clean, cut, and prepare the carcass. If Kroop is sober, no additional check is required. If Kroop is drunk, this requires a DC 15 Profession (cook) or Intelligence check.

    Spoiler: Ship Actions
    Show
    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.

    Spoiler: Daytime Ship Actions
    Show
    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

    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.

    Spoiler: Nighttime Ship Actions
    Show
    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

    Entertain: Make one Perform check to entertain the crew

    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

    Steal*: Attempt to open a locked door or locker. The PC must make a check to avoid being discovered.

    Spoiler: Entertainment
    Show
    Arm Wrestling: Not merely typical arm wrestling bouts, such matches are usually conducted on a barrel top covered in broken glass, knives, or caltrops. Participants make opposed Strength checks, with the higher result determining the winner, and the loser taking an amount of damage equal to 1d2 + the winner’s Strength modifier as his hand and arm are pushed onto whatever lies on the table.

    Hog Lob: Participants lob a lead ingot covered in a greased piglet skin, the “hog,” as far across the deck as possible. This game is resolved by d20 checks between any number of players, who agree on a bet beforehand. The hog counts as an improvised weapon, imposing a –4 penalty on all rolls using it unless the thrower has the Throw Anything feat. Checks are resolved as attack rolls using the character’s CMB. Characters toss the hog a number of feet equal to their adjusted rolls; for example, a character who gets a result of 22 throws the hog 22 feet. Some pirates claim to have participated in games played against Asmodeus using a live hog.

    Heave: This potentially deadly drinking game is played with rum and takes place between any number of pirates, who bet to predict the winner beforehand. Each pirate drinks a half pint of rum in one swig. Doing so forces participants to make a successful DC 15 Fortitude save. Two failed saves within an hour gives the Sickened condition for one hour. Two additional failed saves within an hour gives the Nauseated condition for one hour. After the next failed save, the pirate is rendered unconscious. Pirates then take turns drinking until only one is left standing. Some tales tell of entire crews drinking themselves to death through this game, leaving ships of drunk ghosts wandering the shipping routes.

    Spoiler: Rum Rations
    Show
    Aboard many ships, half a pint of rum is distributed to each crew member at dusk. The rum is staggeringly strong, and is often watered down to make grog. Characters drinking the ration are affected as though they had taken an addictive drug. The rum ration is doled out more to keep the crew sated and docile than for recreation. The penalty for selling or spilling the ration is six lashes, or six lashes from a cat-o’-nine-tails for a second offense. Deliberately tipping away rum on board a crowded ship without being seen requires a DC 10 Stealth check. While on merchant or navy vessels rum rations are strictly limited, on pirate ships, crew members can often request more rum if they please.

    Rum
    Type ingested; Addiction minor, Fortitude DC 5
    Price 2 sp
    Effect variable; +1d4 alchemical bonus to Charisma and fatigued for 1d8 hours
    Damage 1d3-1 Con

    Grog
    Type ingested; Addiction minor, Fortitude DC 5
    Price 2 sp
    Effect variable; +1d4 alchemical bonus to Charisma and fatigued for 1d8 hours
    Damage 1d3-1 Wis

    Grog and Rum are the same for purposes of addiction.

    Spoiler: Maps
    Show
    Spoiler: Upper Deck
    Show

    Spoiler: Foredeck
    Show
    This raised deck stands some 10 feet above the main deck, immediately behind the bowsprit, which is shaped like a rearing dragon. The foremast rises 30 feet above this deck.

    Spoiler: Poop Deck
    Show
    This raised deck stands 15 feet above the main deck (area A3). The mizzenmast rises 30 feet above this deck. The ship’s bridge protrudes forward of the mizzenmast, and holds the ship’s wheel. The wheel is 3 feet across and has 10 spokes decorated with silver inlays, its bolts carved to resemble kraken heads.

    Spoiler: Main Deck
    Show

    Spoiler: Main Deck
    Show
    The ship’s main deck runs between the foredeck and poop deck. The mainmast rises from the center of the deck, extending 60 feet into the air and topped by a crow’s nest. Rigging connects the mainmast to the ship’s other masts and several strands of thick rope are secured to the foot of the mainmast for use as a whipping post. The ship’s clock, a macabre brass-and-copper object depicting worms writhing through whale corpses, hangs from the mast above the whipping post. Not only does the clock keep time, but its bell strikes at dawn and dusk to signal the beginning and the end of the workday.
    Two 10-foot-square hatches sit in the deck fore and aft of the mainmast. These hatches are thick wooden grilles and open onto the middle hold 15 feet below. At the fore of the ship, two doors lead into the officers’ quarters, while two doors aft lead to the captain’s quarters. A large wooden box bound in iron sits just beneath the bridge. This sweatbox, used to punish sailors, has just enough room to hold one Medium creature (and can be altered to confine a Small creature).

    Spoiler: Middle Deck
    Show

    Spoiler: Middle Hold
    Show
    A6. Middle Hold: This is the ship’s main cargo hold. The hold is mostly empty at the start of the adventure, save for the 14 pigs; normally kept caged, they periodically escape and run loose within the hold. In the forward section, a flight of wooden stairs climbs up to the officers’ quarters, while a second set of stairs descends into the lower hold. A large orc is invariably chained to the foremast here to keep him from causing trouble and to keep people out of the officers’ cabin. Another flight of stairs in the aft section next to the galley leads up to the captain’s quarters.

    Spoiler: Galley
    Show
    The galley is the domain of Ambrose “Fishguts” Kroop, the drunken ship’s cook. The cramped and chaotic kitchen holds two wooden worktables, several wooden cupboards, and two small stoves against the port wall, as well as virtually every cooking utensil imaginable and a frightening array of meat cleavers. A score of chickens and three goats wander freely throughout the chamber; the goats are meant to be caged, but have a distressing tendency to escape their bonds. The kitchen is a madness of dirt, food, and knives, and finding anything in here requires a Perception check. The stoves are perpetually lit, and large cauldrons bubble away atop them all times. A huge array of spices mingle with barrels of rainwater, two tuns of rum, cupboards full of ship’s biscuit and salted beef, barrels of sauerkraut, and a small supply of fresh vegetables picked up in Port Peril. Despite the chaos, the entire galley functions as a set of masterwork tools for Profession (cook) checks.

    Spoiler: Lower Deck
    Show

    Spoiler: Lower Hold and Crew Berths
    Show
    Sixteen pillars support the deck above this spacious hold. At night, the Wormwood’s common pirates tie their hammocks between the walls and pillars and sleep until dawn. Two of Mr. Plugg’s toadies, Kipper and Patch Patchsalt, have claimed the far forward section of the hold as their own, and their hammocks are strung between the foremast and the stairs leading up to the middle hold. A trap door just behind the mainmast opens onto the bilges below. The hold is currently empty of cargo, but several footlockers line the walls. Each member of the crew has a locker, equivalent to a small chest. At the start of the adventure, only 18 of these lockers are in use, while 22 empty lockers are stacked along the walls.

    Spoiler: Bilges
    Show

    Spoiler: Bilges
    Show
    The lowest deck of the ship, the bilges are a foul, damp place with thick cobwebs above and 1–2 feet of dark, brackish water that stinks abominably below. A ladder leads up to a trap door that opens in the lower hold, and a single bilge pump rests near the stern. The bilges also double as the ship’s brig, and six sets of manacles are fixed to the bulkheads in the forward portion of the deck. A number of discarded crates and boxes packed with straw lie in the bilges.

    1 square=5 feet
    Last edited by TheVitulus; 2014-03-03 at 09:29 PM.

  2. - Top - End - #2
    Orc in the Playground
     
    BlueKnightGuy

    Join Date
    Feb 2013
    Location
    The Mystical Land of Ohio
    Gender
    Male

    Default Re: Skulls and Shackles OOC

    The illustrious Hand-of-Living-Thunder (better known as Thok) shall speak in the appropriately named sea green.
    78% of DMs started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.

    Where did you start yours?

    In a small village, during the Rite of Passage for some promising young warriors.

  3. - Top - End - #3
    Barbarian in the Playground
     
    RedWizardGuy

    Join Date
    Jan 2006

    Default Re: Skulls and Shackles OOC

    Ahoy, mates! Betsy Drake's player here, reporting for duty! "Dark Red" if it pleases!

  4. - Top - End - #4
    Orc in the Playground
     
    BardGirl

    Join Date
    Sep 2013
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    Female

    Default Re: Skulls and Shackles OOC

    I believe Escheton said that zie will be unavailable until tomorrow, so we probably won't begin immediately, but once everyone is accounted for, I will throw up an IC thread.

    In the meantime:
    If anyone has any suggestions as to the pace of the thread (minimum of once a day/every two days) or the adventure in general or has any special considerations or needs, I would be very interested in hearing them, either here or in private.
    If anyone has any preferred pronouns for themselves or their character which they would like to make known, I will honor those and ask that anyone else who posts here does the same.
    Cursing is fine. You're a ****ing pirate. That said, try to avoid slurs, even in character.

  5. - Top - End - #5
    Orc in the Playground
     
    Goblin

    Join Date
    Sep 2005
    Location
    GMT-8

    Default Re: Skulls and Shackles OOC

    Mazin shall communicate using DarkOrange.

    I will definitely try to post once every day or two; if/when life gets busier I'll make a post in OOC to give a heads-up.
    Spoiler: PbP Games
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  6. - Top - End - #6
    Troll in the Playground
    Join Date
    Dec 2010

    Default Re: Skulls and Shackles OOC

    Quote Originally Posted by TheVitulus View Post
    Cursing is fine. You're a ****ing pirate. That said, try to avoid slurs, even in character.
    what about in universe type of slurs? Like how goblins refer to humans as longshanks?
    ====

    anyways, Olive for Kreiya!
    Last edited by Benson; 2014-02-23 at 02:55 PM.

  7. - Top - End - #7
    Orc in the Playground
     
    BlueKnightGuy

    Join Date
    Feb 2013
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    The Mystical Land of Ohio
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    Default Re: Skulls and Shackles OOC

    Quote Originally Posted by Benson View Post
    what about in universe type of slurs? Like how goblins refer to humans as longshanks?
    I think Vitulus means real world slurs. Calling an Elf "knife-ear" isn't terribly likely to offend a human being.
    Last edited by Julian928; 2014-02-23 at 02:57 PM.
    78% of DMs started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.

    Where did you start yours?

    In a small village, during the Rite of Passage for some promising young warriors.

  8. - Top - End - #8
    Orc in the Playground
     
    BardGirl

    Join Date
    Sep 2013
    Gender
    Female

    Default Re: Skulls and Shackles OOC

    Quote Originally Posted by Benson View Post
    what about in universe type of slurs? Like how goblins refer to humans as longshanks?
    That's fine. Anything relating to sexuality, gender, gender identity, etc. in real life is what I'm concerned about.

    Quote Originally Posted by Julian928 View Post
    I think Vitulus means real world slurs. Calling an Elf "knife-ear" isn't terribly likely to offend a human being.
    Indeed. It's players and myself, as well as anyone reading, that I don't want to hurt.
    Last edited by TheVitulus; 2014-02-23 at 03:02 PM.

  9. - Top - End - #9
    Troll in the Playground
    Join Date
    Dec 2010

    Default Re: Skulls and Shackles OOC

    I figured, but I just wanted to make triple-y sure ^^
    ---

    So, to ask a question for the question asked about asking questions in regards to the adventure itself.

    Its safe to assume, given how we will end up on the ship, that our gear will have been taken from us? What about hold out weapons? Such as maybe Kreiya keeping a dagger hidden?

    Would that be rolled-based or something to determine that before the start of the adventure?

  10. - Top - End - #10
    Orc in the Playground
     
    BlueKnightGuy

    Join Date
    Feb 2013
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    The Mystical Land of Ohio
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    Default Re: Skulls and Shackles OOC

    Quote Originally Posted by Benson View Post
    I figured, but I just wanted to make triple-y sure ^^
    ---

    So, to ask a question for the question asked about asking questions in regards to the adventure itself.

    Its safe to assume, given how we will end up on the ship, that our gear will have been taken from us? What about hold out weapons? Such as maybe Kreiya keeping a dagger hidden?

    Would that be rolled-based or something to determine that before the start of the adventure?
    Since all of our stories include being knocked out, I would think we've been thoroughly searched (although, with all of the modifiers involved in hiding small weapons in baggy clothing and that massive Sleight of Hand --totals to something like +12, I think-- I'm not even sure that taking a 20 could properly frisk Kreiya, especially if she took 20 to hide it in the first place). The Campaign Traits include a few things that aren't lost though, like Thok's healing kit.
    Last edited by Julian928; 2014-02-23 at 04:46 PM.
    78% of DMs started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.

    Where did you start yours?

    In a small village, during the Rite of Passage for some promising young warriors.

  11. - Top - End - #11
    Orc in the Playground
     
    BardGirl

    Join Date
    Sep 2013
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    Female

    Default Re: Skulls and Shackles OOC

    Sorry! Got distracted for a while.

    You can designate one small item at my discretion that the pirates overlooked or didn't bother to take. This can be a light weapon, a spell component pouch, thieves tools, a holy symbol, etc. I have to approve it first, though.

    Edit: This goes for all of you, by the way.
    Last edited by TheVitulus; 2014-02-23 at 05:16 PM.

  12. - Top - End - #12
    Orc in the Playground
     
    BlueKnightGuy

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    Feb 2013
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    The Mystical Land of Ohio
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    Default Re: Skulls and Shackles OOC

    I just want the Healing Kit that the trait gave me (and that asks the DM to allow me to keep, but that's up to you).
    78% of DMs started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.

    Where did you start yours?

    In a small village, during the Rite of Passage for some promising young warriors.

  13. - Top - End - #13
    Barbarian in the Playground
     
    RedWizardGuy

    Join Date
    Jan 2006

    Default Re: Skulls and Shackles OOC

    I can usually post one or two times per day during the week.

    The weekend is unpredictable.

  14. - Top - End - #14
    Orc in the Playground
     
    BardGirl

    Join Date
    Sep 2013
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    Female

    Default Re: Skulls and Shackles OOC

    Quote Originally Posted by Julian928 View Post
    I just want the Healing Kit that the trait gave me (and that asks the DM to allow me to keep, but that's up to you).
    Healing Kit is definitely fine.

    Yeah. I generally have a computer or phone on me at all times, so I will have no trouble being available most of the day. Being unable to post is totally fine, especially if you give a little warning here if you know you will be unavailable. If any of you find yourself becoming unmotivated to post for whatever reason, please message me privately and we'll work something out.
    Last edited by TheVitulus; 2014-02-23 at 06:37 PM.

  15. - Top - End - #15
    Troll in the Playground
    Join Date
    Dec 2010

    Default Re: Skulls and Shackles OOC

    Its a toss up between her dagger and her vial of alchemists fire. I do like the idea of maybe if ever needed, causing a distraction by setting something on the ship on fire. xD

    Alchemist Fire flask it is
    ----


    I can post twice to three times per day due to my work schedule, in the mornings and at night.

  16. - Top - End - #16
    Orc in the Playground
     
    BlueKnightGuy

    Join Date
    Feb 2013
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    The Mystical Land of Ohio
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    Default Re: Skulls and Shackles OOC

    My days vary between being able to post from noon onward to 6pm (EST) onward, depending on whether or not I have the opportunity to go home immediately after class or wait until after rehearsal, but that'll change shortly. I'll be available enough to post at least once (certainly more if others are equally available) every day this week, and after Friday I'll have time aplenty for the foreseeable future.
    78% of DMs started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.

    Where did you start yours?

    In a small village, during the Rite of Passage for some promising young warriors.

  17. - Top - End - #17
    Orc in the Playground
     
    Goblin

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    Sep 2005
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    GMT-8

    Default Re: Skulls and Shackles OOC

    Mazin will have his spell component pouch.
    Spoiler: PbP Games
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  18. - Top - End - #18
    Ogre in the Playground
     
    Escheton's Avatar

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    Mar 2010
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    Netherlands

    Default Re: Skulls and Shackles OOC

    Hallrún will speak in the icy PaleTurquoise.

    And could his hidden item be one of his waterskins filled with mead?

    As for gender pronouns and the like, both myself and Hallrún are malebodied, and our minds usually follow suit. So he/him will do.
    And I recommend against the use of knife-ears around the viking-elf.

  19. - Top - End - #19
    Orc in the Playground
     
    BardGirl

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    Default Re: Skulls and Shackles OOC

    Yay. Glad to have everyone here. I'll probably put up the IC thread today. All of these items are approved. Just need AmusingSN's and we need to deal with Mazin's familiar. I doubt the pirates who grabbed you would try to capture a scorpion, so are you okay with saying that it followed your captors and is hiding on the ship somewhere? I'd say you could get it in the course of the adventure, but scorpions aren't really native to the ocean.

    Edit: Actually, Escheton, as wonderfully fitting as your color is, I really can't see it against the white background and I have to highlight it to read. Would you mind choosing something else? Medium turquoise is fine, if you want it.
    Last edited by TheVitulus; 2014-02-24 at 08:46 AM.

  20. - Top - End - #20
    Barbarian in the Playground
     
    RedWizardGuy

    Join Date
    Jan 2006

    Default Re: Skulls and Shackles OOC

    Betsy will try to keep her eyepatch, because it makes her look rugged and dangerous!

  21. - Top - End - #21
    Ogre in the Playground
     
    Escheton's Avatar

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    Mar 2010
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    Netherlands

    Default Re: Skulls and Shackles OOC

    "Tales of frozen heights and the migration patterns of juvenile purple worms."
    Yeah, medium should do.

  22. - Top - End - #22
    Orc in the Playground
     
    BardGirl

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    Default Re: Skulls and Shackles OOC

    Sounds good! I'll probably use several colors, but Dark Orchid will be the main one.

  23. - Top - End - #23
    Orc in the Playground
     
    BlueKnightGuy

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    Default Re: Skulls and Shackles OOC

    O' mighty DM, do you know when you want to begin?
    78% of DMs started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.

    Where did you start yours?

    In a small village, during the Rite of Passage for some promising young warriors.

  24. - Top - End - #24
    Orc in the Playground
     
    BardGirl

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    Default Re: Skulls and Shackles OOC

    I'll probably throw up the IC thread in an hour or so.

  25. - Top - End - #25
    Troll in the Playground
    Join Date
    Dec 2010

    Default Re: Skulls and Shackles OOC

    Hopefully soonish before I have to go to work xD I wont get to reply until like nine-ten hours later xDx

  26. - Top - End - #26
    Orc in the Playground
     
    BardGirl

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    Default Re: Skulls and Shackles OOC

    Sorry for taking so long. Was a bit occupied.

    Here's the IC thread. I'll also put it in the first post.
    Last edited by TheVitulus; 2014-02-24 at 01:54 PM.

  27. - Top - End - #27
    Barbarian in the Playground
     
    RedWizardGuy

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    Jan 2006

    Default Re: Skulls and Shackles OOC

    LOL Don't taze me, bro. An oldy but a goody!

  28. - Top - End - #28
    Orc in the Playground
     
    Goblin

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    Default Re: Skulls and Shackles OOC

    Quote Originally Posted by TheVitulus View Post
    I doubt the pirates who grabbed you would try to capture a scorpion, so are you okay with saying that it followed your captors and is hiding on the ship somewhere?
    Sure, that's fine.
    Spoiler: PbP Games
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  29. - Top - End - #29
    Orc in the Playground
     
    BlueKnightGuy

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    Feb 2013
    Location
    The Mystical Land of Ohio
    Gender
    Male

    Default Re: Skulls and Shackles OOC

    Quote Originally Posted by Barbarian MD View Post
    Henry quietly surveys the room, looking for weapons.
    Thok is a weapon.

    (The subsequent scene will have Henry hefting a Hobgoblin around the room, swinging him into pirates while he punches adjacent ones.)
    78% of DMs started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.

    Where did you start yours?

    In a small village, during the Rite of Passage for some promising young warriors.

  30. - Top - End - #30
    Orc in the Playground
     
    BardGirl

    Join Date
    Sep 2013
    Gender
    Female

    Default Re: Skulls and Shackles OOC

    Quote Originally Posted by Barbarian MD View Post
    Do any of the pirate mooks stand out for interesting weapons or articles of gear/clothing?
    Some have cutlasses or throwing axes, but many are only carrying saps and are otherwise unarmed. As for gear or clothing, they're all unarmored. Most have jewelry and a few have pretty neat hats.

    Quote Originally Posted by Julian928 View Post
    Thok is a weapon.

    (The subsequent scene will have Henry hefting a Hobgoblin around the room, swinging him into pirates while he punches adjacent ones.)
    I approve.

    By the way, I won't always wait for each person to post before responding, but since it's the first post of the campaign, I'm waiting for Benson to go before continuing with the scene.
    Last edited by TheVitulus; 2014-02-24 at 07:07 PM.

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