Parley...OOC chat and questions for player characters.
- OGRE MAGE
- First Gentleman
- Posts: 39311
- Joined: Tue Mar 04, 2014 3:16 pm
- Location: The Birthplace of RPG's
Re: Parley...OOC chat and questions for player characters.
Got it.
Thank you!
Thank you!
Re: Parley...OOC chat and questions for player characters.
ok...
I'll finish my provisions in the morning...
Did we finalize whether we needed rations, etc? or will they be provided on the ships we sail upon? I have little money left over after my armor, sword and rum.
I'll finish my provisions in the morning...
Did we finalize whether we needed rations, etc? or will they be provided on the ships we sail upon? I have little money left over after my armor, sword and rum.
Dandelion - female half-orc beautyqueen in training (The Lone City in the Wildlands) OSRIC
Halfpint - female halfling badgirl wannabe (Lab Lord- The North Marches) LL
Mark'd - charismatic human fighter (Lab Lord- The North Marches) LL
Halfpint - female halfling badgirl wannabe (Lab Lord- The North Marches) LL
Mark'd - charismatic human fighter (Lab Lord- The North Marches) LL
Re: Parley...OOC chat and questions for player characters.
The ship will have all the on board cuisine you need of maggotty breads, mouldy cheese, half eaten drumsticks and vinegar wine.
Clerics who know 'purify food and water' are a real boon in the galley.
Clerics who know 'purify food and water' are a real boon in the galley.
Re: Parley...OOC chat and questions for player characters.
ok...
Geoffrey should be set (at least as far as a down on his luck pirate with no money can be)...
As a simple Breton fighter, does he have additional languages? His int allows 2 max. I can never remember how those work...
Do weapon proficiencies for the firearms work the same as legacy weapons? (ie, proficiency in musket is different than proficiency in pistol).
And would we need to use a proficiency on cannon, or is that a separate skill?
Geoffrey should be set (at least as far as a down on his luck pirate with no money can be)...
As a simple Breton fighter, does he have additional languages? His int allows 2 max. I can never remember how those work...
Do weapon proficiencies for the firearms work the same as legacy weapons? (ie, proficiency in musket is different than proficiency in pistol).
And would we need to use a proficiency on cannon, or is that a separate skill?
Dandelion - female half-orc beautyqueen in training (The Lone City in the Wildlands) OSRIC
Halfpint - female halfling badgirl wannabe (Lab Lord- The North Marches) LL
Mark'd - charismatic human fighter (Lab Lord- The North Marches) LL
Halfpint - female halfling badgirl wannabe (Lab Lord- The North Marches) LL
Mark'd - charismatic human fighter (Lab Lord- The North Marches) LL
Re: Parley...OOC chat and questions for player characters.
Young Mr Blood, fine pirate name Blood, will speak Common Breton and two languages, either other colonial languages Iberian, Haldane, Gauloise, an indigenous native language or a race language like elven, dwarf, goblin etc.
Martial trained Breton's have a to hit bonus using traditional longsword and longbow. You will have a standard proficiency, is using the weapon without penalty, in any two other weapons. Pistol, dagger, axe, mace, etc
Pistols and muskets are different weapons for proficiency purposes.
Cannons are fired as a crewed weapon. Unless noted like dwarves who begin with a +1 in gunnery you all start with 0 skill points. However as you practice using the cannons your skills may increase. In gunnery you skill may increase if you roll a critical hit at long range or cause max damage with a shot.
Martial trained Breton's have a to hit bonus using traditional longsword and longbow. You will have a standard proficiency, is using the weapon without penalty, in any two other weapons. Pistol, dagger, axe, mace, etc
Pistols and muskets are different weapons for proficiency purposes.
Cannons are fired as a crewed weapon. Unless noted like dwarves who begin with a +1 in gunnery you all start with 0 skill points. However as you practice using the cannons your skills may increase. In gunnery you skill may increase if you roll a critical hit at long range or cause max damage with a shot.
Re: Parley...OOC chat and questions for player characters.
Sounds great. He will know Gauloise and Iberian from his few years of classical education, before becoming the pirate apprentice.
Dandelion - female half-orc beautyqueen in training (The Lone City in the Wildlands) OSRIC
Halfpint - female halfling badgirl wannabe (Lab Lord- The North Marches) LL
Mark'd - charismatic human fighter (Lab Lord- The North Marches) LL
Halfpint - female halfling badgirl wannabe (Lab Lord- The North Marches) LL
Mark'd - charismatic human fighter (Lab Lord- The North Marches) LL
Re: Parley...OOC chat and questions for player characters.
Greetings! Pocc Vorche, my Druid, will be joining the group shortly.
- OGRE MAGE
- First Gentleman
- Posts: 39311
- Joined: Tue Mar 04, 2014 3:16 pm
- Location: The Birthplace of RPG's
Re: Parley...OOC chat and questions for player characters.
Welcome aboard! 

Re: Parley...OOC chat and questions for player characters.
Yes welcome aboard and a nice rounded group we have, enough to challenge me as well to create opportunities for you guys to express you skills and class gifts. There was one more interested but true to his name I think he got lost...
- thesniperknight1
- Ranger Knight
- Posts: 1425
- Joined: Tue Nov 25, 2014 7:11 pm
- Location: The New World
Re: Parley...OOC chat and questions for player characters.
Hello everybody, hopefully I will join you in the crew.....if I survive the swim 

“Don't ever tell anybody anything. If you do, you start missing everybody.” ― J.D. Salinger, The Catcher in the Rye
Re: Parley...OOC chat and questions for player characters.
Sorry i have been absent. Will be posting tonight
Brett
~A.K.A. Bluehorse
~A.K.A. Bluehorse
- OGRE MAGE
- First Gentleman
- Posts: 39311
- Joined: Tue Mar 04, 2014 3:16 pm
- Location: The Birthplace of RPG's
Re: Parley...OOC chat and questions for player characters.
Actually, I was speaking to him. (that's why it's in "dialog blue")Spearmint wrote:was that an effort at ESP or did you write that question down? I'll action the post as the latterHe stops almost immediately and looks into the mans eyes, trying something new. I was told that you cannot hear or speak. Is this true?
Just checking if he could really hear and speak. Or maybe at least read lips?

Re: Parley...OOC chat and questions for player characters.
Cravat signals to you pulling his ear going "Eh?". He is used to folk over exaggerating their speech in simple forms with additional hand gestures, are you okay?, Come here, look over there, fancy a beer? etc
He confirms he was born deaf and crushed his vocal chords while surviving being hung on a gallows, which he acts out with a rope. Healing potions or spells brought him back to health but could not restore his lost voice.
He confirms he was born deaf and crushed his vocal chords while surviving being hung on a gallows, which he acts out with a rope. Healing potions or spells brought him back to health but could not restore his lost voice.
- OGRE MAGE
- First Gentleman
- Posts: 39311
- Joined: Tue Mar 04, 2014 3:16 pm
- Location: The Birthplace of RPG's
Re: Parley...OOC chat and questions for player characters.
Thanks.
That sounds awesome terrible.
That sounds awesome terrible.

Re: Parley...OOC chat and questions for player characters.
Are the PC's on the same cannon or are we on different crews?Spearmint wrote:Geoffrey has the crossbow snatched form his hands and he is left on the deck with the others. Now as a group of five along with Pocc, Szmodics, Holden and Rexlin they jump to Doggers commands and load another cannon. The practice is good and hard but practice makes perfect. In four rounds the cannon is loaded, primed and ready to fire.
What do we need to roll when issued a command?
Re: Parley...OOC chat and questions for player characters.
ok... ill just say... a 1/20 chance of hitting a friendly is crazy. with 5-6 of us, that means that every 2-3 rounds there will be a friendly fire incident, even if we are not in melee range. crit fumbles are too powerful, considering hits happen less than 35% of the time anyway.
Dandelion - female half-orc beautyqueen in training (The Lone City in the Wildlands) OSRIC
Halfpint - female halfling badgirl wannabe (Lab Lord- The North Marches) LL
Mark'd - charismatic human fighter (Lab Lord- The North Marches) LL
Halfpint - female halfling badgirl wannabe (Lab Lord- The North Marches) LL
Mark'd - charismatic human fighter (Lab Lord- The North Marches) LL
Re: Parley...OOC chat and questions for player characters.
Okay let me try and answer these two questions.
Norjax
The five guys are loading the same cannon. The section in Weapons and Armour deal with loading and firing details. If commanded to do an action, either I will write a narrative or leave it for you to post a response. Longer term I envisage each party member leading their own crew team and thus being responsible for firing the cannon. The simple process would be to roll a hard dex or strength [4d6] skill check (if you are under fire, otherwise a normal 3d6 check), to determine how efficiently you load and roll a d20 to hit each round.
Onlyme
All the weapons, cannon included may be upgraded through enchantment, masterwork quality or skill of user to make them more efficient and powerful. So you get +to hit bonuses. Generally to hit - minus penalties are due to target range or unskilled users. A natural roll if 20 is a critical hit and will do double damage, a natural one (or even a - minus score) is a fumble which could cause anything from a catastrophic cannon blast to simply a damp wick causes you to miss a round, your bow string snaps, your pistol fires a dud, etc.
I set the target for a cannon to hit successfully at as 12. This is modified by range penalties but boosted by gunner crew skills or upgrade. For each 1 point short, the cannon is deemed to have hit short (or left or right) of the target by a few feet, 10/20/30 depending on range. So a 10 rolled to hit at long range may miss the Captain at the helm but strike the mast of the brig 60ft away.
Maybe not do much on ship where you can miss the shop but a land battle means that even at long range, the cannonball will explode somewhere on a roll of 6+, just not always on target.
Hope that all makes sense, any questions keep asking.
Norjax
The five guys are loading the same cannon. The section in Weapons and Armour deal with loading and firing details. If commanded to do an action, either I will write a narrative or leave it for you to post a response. Longer term I envisage each party member leading their own crew team and thus being responsible for firing the cannon. The simple process would be to roll a hard dex or strength [4d6] skill check (if you are under fire, otherwise a normal 3d6 check), to determine how efficiently you load and roll a d20 to hit each round.
Onlyme
All the weapons, cannon included may be upgraded through enchantment, masterwork quality or skill of user to make them more efficient and powerful. So you get +to hit bonuses. Generally to hit - minus penalties are due to target range or unskilled users. A natural roll if 20 is a critical hit and will do double damage, a natural one (or even a - minus score) is a fumble which could cause anything from a catastrophic cannon blast to simply a damp wick causes you to miss a round, your bow string snaps, your pistol fires a dud, etc.
I set the target for a cannon to hit successfully at as 12. This is modified by range penalties but boosted by gunner crew skills or upgrade. For each 1 point short, the cannon is deemed to have hit short (or left or right) of the target by a few feet, 10/20/30 depending on range. So a 10 rolled to hit at long range may miss the Captain at the helm but strike the mast of the brig 60ft away.
Maybe not do much on ship where you can miss the shop but a land battle means that even at long range, the cannonball will explode somewhere on a roll of 6+, just not always on target.
Hope that all makes sense, any questions keep asking.