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Retech

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Everything posted by Retech

  1. Well you have crossroads tomorrow.
  2. Eh, chain leadership is not allowed. :) I'm already very iffy on having leadership, and it is still necessary to meet and recruit the people. They don't pop in fully formed.
  3. Or in other words, let me enslave them with ideology instead of shackles. Also, the stronghold might take a while to build, but I will "pause" the timeskip every week or at critical points to deal with important events (or rather, let you have the opportunity to deal with them or choose to ignore them, at your discretion).
  4. All the discussion happens right after I go to bed. It seems to have resolved itself nicely though. Nef, unseen servant is the same way, however notice that the spell has a range, so they can't travel farther than some 400 or 500 ft away from you. Or rather, you'd need to stay within 400 or 500 ft from all of them. So you'd need to stay with them. Also they cannot be used to craft magical items. :)
  5. Well we could go out of sync for a bit. Alternatively, if you want to return to the party soon, we could run the whaling incident at a separate time (or early during the session while the party discusses what to do) and merge the timelines back up. I believe that Nex is actually a day or two behind, so we could finish the encounter and Nex could probably return to the party, then go from there.
  6. If everyone agrees to a timeskip or a break, then we can always do that.
  7. Considering that's found on the same forum as Order of the Stick, I think it's suspicious that his name is Elroy.
  8. Unnamed Island No. 1 Known History: Party is shipwrecked on the island Notable Features: Acidic Volcano in the center, jungle natives in the east, monastery to Dahak in the west (destroyed), Fishing village in the north (destroyed) Only the central volcano and the jungle survives, because the beach was destroyed, making the village rather lopsided The Shackles (Located West of Unnamed Island No. 1 by a day’s journey by ship) Known History: The name of the island, settlement on the island, and also sometimes encompasses the group of very small islands nearby. Also the home base of many pirates, but not your captain Notable Features: Possibly the greatest pirate settlement anywhere in the Western world and the only thing even close to being considered a city in the Windward isles A sprawling shantytown filled with taverns and brothels catering to travelers landing in one of its five large piers for the greatest of the pirate vessels to the few dozen smaller piers jutting chaotically into the water for mostly smuggling operations The western part of the island is also filled with coves and natural harbors, though the currents have been known to smash ships against the rocks, so only traversed by experienced navigators. The coves frequently extend into large tunnel networks beneath the surface, though these have not been mapped The very center of the island is a small forest with the very tallest of the old growth trees. The rest of the forest has been used for building ships, but the pirates have been unable to take these trees down. The pirate council makes its base of operations here. Votes are tabulated based on the force of the opposing sides. If one side has the ships, manpower, and the will to back it up, their position is usually adopted as a decision. Hundreds of various small islands closely bunched together on the western side of the shackles, roughly the size of medium size ships (Probably would represent as dots on the map) Unnamed Island(s) 2,3,4 (East of Unnamed Island 1, half the length and width of standard) Known History: Three closely connected islands, actually part of one landmass. Due to erosion, only the tops of three large hills from the original landmass are above the water Notable Features: Generally looks like an eroded hilltop, so pretty smooth, but not much in the way of natural harbors The area between the islands is closer to a very deep swamp than the open ocean. There aren’t many currents there, and chains of interconnected floating plants can be found strewn across the water. It is possible just to hang onto the plans and pull yourself across. Unnamed Island 5 (North of 2,3,4. Only the tip should be visible on the map, extends north out of the map, rather large) Notable Features: Aside from a very narrow beach, entirely covered by jungle. --- Just a rough write up. When you guys find more, it will become more detailed and such.
  9. Keep in mind that Grim only flew over for scouting, so it's not like he can really tell what islands have tunnels or not. At least the only current places that you know have tunnels are the place that you landed in and the Shackles, which have their entire cove and tunnel system on the western side.
  10. If giving a nerve-racking musical performance is considered action, I've got just the anime for you! :)
  11. So I gave the details of Grim's explorations to Archi, so he is making a map. I'll post them up once he has the map. Also five of the islands are unnamed, and you've visited one already, so feel free to name them. :) Also if someone would like to be an archivist and record down stuff like the details of a location or a culture, or even information about the geography of the Windward isles, that would be really nice, so it can be something where the group keeps the knowledge. It's more interesting to see your own perception of something instead of what I say, because I was the one that planned things out. Possibly related could be writing a compelling blurb thing (maybe a paragraph) about the events of each session. It might help you notice things or patterns that you couldn't have seen before (but your character might have, since characters don't take a week off between sessions). I have space for them at the start of the thread, and I think I would be alright with awarding a pirate point once in a while for that. Just an idea. It helps with the immersion too.
  12. If you'd like a detailed map, I can come up with one pretty soon, but I think the rough description I gave should be enough to get you started. Hopefully you can decide on a destination by next session for the squid ship. :)
  13. So based on the party dynamics the first session, it's pretty clear that people have different interests on where they want to go. So a few addendums or changes to the rules: 1) PvP is acceptable in a roleplaying context. So if there's an actual reason to be fighting each other, then it's alright. (One reason that is not really a reason is general all-purpose greed or "I am evil, so I kill randomly." I am holding you to a higher standard of only randomly murdering NPCs, so an evil/neutral/pirate game can actually work. 2) If you would like to continue on a different path from the party or plan to do so in the future, please inform me of your intention to do so and a general idea of what you want to do or where you want to go so I can do some forward planning and generate some more detail on the area of the world that you're going. Of course, if you're continuing with the traditional party paradigm, then that's great too. The storyline that you guys are currently on is by far the most fleshed out. Also remember that the game starts at 2pm EST, or 1 hour before the last time we started (if you remember when that was).
  14. Are you hinting at something? :) Also if anyone is changing their characters around, then it needs to be complete before this week's session and then finally finalized. Preferably substantially beforehand so I actually have the chance to look.
  15. Oh yeah, we were going to play some time and we never have. :)
  16. I think it means that Wyvren may have already factored that in.
  17. Also it became such a hassle to keep up with every single quest. I think after I finished the first Grandmaster quest, I took a break and there were five or six quests when I got back.
  18. I thought it was annoying trying to remember which teleports and quest specific transportation methods that I had acquired would work for the situation the best.
  19. Oh, campaign specific perk is that everyone got an extra skill point per level (so 6) in either swim or survival. Since Wyvren's character wasn't made for this campaign specifically, I think that it is not on the sheet, so enjoy. If you have already have those maxed out, then you can always pick up another skill.
  20. There is actually a separate Craft (Ship) skill, but you could also use carpentry or creative use of another skill to make something makeshift too, but it might only be sufficient for travel between close islands in good weather.
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