[5e] Spell & Crossbones

[MENTION=6781406]Unsung[/MENTION] Figuring out things in play is where most of the fun is anyway! :) Though writing the setting and watching your characters come together has been pretty fun too!

So, another update: I just added the specific ship combat roles PCs can assume in the first post in "All Hands to Quarters!"

[SBLOCK=All Hands to Quarters!]
[h3]All Hands to Quarters![/h3]
"All hands to quarters" (or "beat to quarters, ye crack-handed deck apes!") is the command given when entering combat (or navigating a storm, in a chase, running a blockade, or other high tension situation); it advises all crew to take up their combat stations and be ready for a fight. The various "quarters" on a ship include:

Artillery: During combat, magic-users often fill the roll of artillery, applying spells to great effect against enemy crews and ships. Alternately, a character might man unconventional weapons like ballistae or Greek fire throwers.
Boatswain: During combat, the boatswain oversees the rescue of any men overboard and determines when to leave a man behind or to send an injured man to the surgeon. The boatswain player rolls the crew's saves, morale checks, and ability checks as normal, and also devises strategies and rolls (the precise check varies) to rescue men overboard.
Carpenter: The carpenter handles repairs in the heat of battle. The carpenter player rolls Craft (carpentry) or Dexterity (shipwright's tools), using the result as the amount of HP repaired (tables in Skull & Bones determine how long this takes). If the ship has taken than half its total HP in damage, then the carpenter can only patch it (restoring up to 25% of damage done) and further repairs must be done in field or port.
Captain: During combat, the captain is the ultimate authority, and his or her decisions about strategy and tactics are final. The player also handles crew melee attack and damage during boarding scenarios.
Crew: During combat, some of the crew stay on the sails while the rest either form powder crews to man the cannons or take to the deck to fire volleys of pistol and musket shot and prepare for boarding. A player character among the crew may take over crew ranged attack and damage rolls (for pistol/muskets) from the Master Gunner, and/or crew melee attack and damage rolls from the Captain.
Crow's Nest: During combat, a skilled sniper may be sent up into the crow's nest with several muskets and lots of shot (or a bevy of spells, scrolls, or wand) to wreck havoc during close naval combat and boarding scenarios.
Gunner: A gunner oversees the firing of some number of cannons by the crew and can personally fire one cannon. Typically a gunner will be responsible for all cannons on one side of the ship (i.e. fore gunner, aft gunner, port broadside gunner, starboard broadside gunner). The player rolls attack and damage for canonfire from the side of the ship under their command.
Helmsman: During combat, the helmsman's initiative (modified by ship Manueverability) determines the ship's initiative, the helmsman player rolls opposed Intelligence (watercraft) or Wisdom (watercraft) checks to resist/attempt boarding, and rolls attack when ramming.
Master Gunner: During combat, the master gunner takes on the role of a gunner for one side of the ship, and also determines overall rate of fire (timing being the great secret of cannon fighting), reloading protocols, and the use of any special shot (e.g. grape shot, chain shot, heated irons). The player handles all cannon fire not handled by a gunner PC, and also rolls crew ranged attack and damage (pistol and musket fire).
Quartermaster: During combat, the quartermaster handles the application of any non-traditional weapons created from cargo, such as sea mines and makeshift grenades.
Sailing Master: During combat, the sailing master player determines the ship's speed and makes any checks relating to the sails as normal. They also make opposed Intelligence (watercraft) or Wisdom (watercraft) checks when attempting to outmaneuver an enemy ship, or steal the wind from a ship's sails (or resist such an attempt).
Support: During combat, musicians and chaplains often take on a supporting role in order to rally the crew's morale (allowing them to make Sway checks with the captain's go ahead), orchestrate careful timing of a plan via drums/horns, attempt to demoralize the enemy with Intimidate checks, special abilities, or spells (or counter such attempts with Perform checks).
Surgeon: If not himself engaged in combat, the surgeon makes Medicine checks to stabilize the dying, performs emergency surgeries, and casts curative spells if they have access to magic.
[/SBLOCK]
 

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Also, here are the simple initiative rules I'm planning on using in case anyone was wondering...

[h3]Quickleaf's Quick n' Dirty Initiative Rules For Play-by-Post[/h3]
Players normally don't roll initiative (there are exceptions). Their initiative is equal to whatever their PC's initiative bonus is (usually just Dexterity modifier in 5th edition).

Monsters usually work as a pack (there are exceptions) and the DM takes an average initiative modifier as their base initiative. The DM rolls a d6 to determine how/whether their base initiative is modified: (1) -2 initiative, (2) -1 initiative, (3-4) no change, (5) +1 initiative, (6) +2 initiative.

In the case of ties, players always win.

Initiative is then divided into three segments: 
  • Players going before monsters post in any order they like.
  • Then monsters go.
  • Finally players going after monsters post in any order they like.
 


Thanks, all, for your thoughts, and encouragement. I will continue with Jim, and we'll see how it goes.

Katarina's extremely high ability score rolls do make it a little difficult to compete in terms of raw skills. But she's also a rogue, so she is of course going for skills at the expense of some fighting ability. I will say, though, that as a straight-up fighter, your main advantage would naturally be in combat, and that's nothing to sneeze at, either. Not strictly by numbers, because that's not how 5e works, but things like Second Wind, Action Surge, and Superiority Dice/Maneuvers really are pretty powerful-- the ability to be able to do almost all the same things as Katarina, almost just as well, but then keep pushing onward at a point when she might be exhausted.

All this is true, though with Katarina has some fighter, so she also gets second wind and (with another level) action surge.

To be clearer, though, my concern is not Barrington keeping up with Katarina directly so much as having a distinct niche in the party.

Well, I dig the gentleman, so I'd hate to see him go. You don't need me to tell you it's more in how you play the character, but I will say that two seemingly similar characters often become pretty dynamically different after a few 'sessions' of play.

I agree -- and thanks.

While I agree that Katarina may be a better overall candidate as Captain (due to her backstory and higher Sway), Jim could fit any of these other ship roles (in addition to being a Gunner in combat) and carve his niche there:

Thanks for these ideas, Quickleaf. I know there are still opportunities.

To me, it's so, so important to have that role that only you can fill. Don't think I haven't thought, well, how can Kat be a Captain when Hawken is better than me at almost everything! I think it's natural to compare our characters because we all need that one thing we can do best.

Thanks, Queenie -- Obviously there will be overlaps; that's to be expected. The overlaps are more extensive than I've experienced before, and -- disappointingly, to me -- my biggest relief was the decision *not* to take the more optimal Intimidation, so he has one skill different.
 

Got a buttload of work this weekend, but working as I can. Did a pass yesterday, then internet kicked out (cable guy for land lady cut my internet wires, so had to wait for another guy to come plug them back in).

I'm going for ship's surgeon, I guess, though we'll see how the captain race goes.
 

Hugo Van Haan's rotation

Morning (4:00-12:00)
4:00-6:00 Morning Tea. Hugo makes a still of tea and serves them from the kitchen on a first-come first-serve basis to the general crew, while taking a fine silver tea set into the captain's quarters to absorb reports from the prior night and report out on any shortages (quartermaster, surgeon, cook)
6:00-8:00 Breakfast. Hugo stores spices from every port in the Spanish Main. As a result he's often experimenting to keep things lively. If there's anyone on the ship who just wants a biscuit, for God's sake, they're probably annoyed. Hugo handles cooking, rationing, and clean-up. (cook)
8:00-12:00 Rounds. Hugo checks the ships stores against a mostly-well tabulated inventory, including everything from cannonballs to crackers.

Afternoon (12:00-20:00)
12:00-5:00 walks the decks, makes small-talk with near every member of the crew (whether they want to see him or not). Serves the purpose of checking up on the crew's moral, but Hugo would do this if his position were Captain or deck-hand. Helps out where needed. Has a junior member of the crew handle tea time. (crew)
5:00-20:00 Preps dinner, eats, joins in on after-dinner stories to add his beguiling viola or pipe to the background. Writes up a menu for the next day. (cook)

Night (20:00-4:00)
Takes evening tea, talks to the more depressive drunks to ensure they don't throw themselves to the sharks, sleeps. (long rest)
 
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Hey all. I posted in the main thread. I still have to update my sheet (which should be easy as Fenris gave me the changes last night) and do my routine. I woke up sick today and we have a party tonight (ugh), so I may not get the sheet done today.

Quickleaf, I will go with Notoriety since it fits. I think I will also take both Wanted and Enemy, from your description both will work and fit from her backstory. She is also Accursed for certain. So either way I am taking all three Ill Fortunes though I know I don't have to. Good fortunes are Devil's Own Luck and Monkey Magnet. Would you consider also letting her take Ally? I think it fits. No biggie if it doesn't work :)
 

Do you have a Rogue's Gallery thread?

Which if you are unfamiliar is usually a seperate thread where all the PCs are posted and occasionally an NPC. makes it easier to find us all.
 

Got a buttload of work this weekend, but working as I can. Did a pass yesterday, then internet kicked out (cable guy for land lady cut my internet wires, so had to wait for another guy to come plug them back in).

I'm going for ship's surgeon, I guess, though we'll see how the captain race goes.
I don't know about normal etiquette with play-by-post, but you've done two things which bother me by posting in the roleplay thread and I consider "bad form."

First, you've posted using a character I have not yet given the go ahead for, and is still clearly in a state of flux both concept-wise & stat-wise.

Second, making your character Ship's Surgeon steps on the toes of [MENTION=6777934]Maldavos[/MENTION] who had dibs on Ship's Surgeon before you. You guys should have talked about this BEFORE you posted to the roleplay thread.

So, before you continue, we need to resolve those two issues. I hope that's fair? It's nothing insurmountable, but to be fair to me and [MENTION=6777934]Maldavos[/MENTION] we should hash these things out in this thread before you post further in the roleplay thread. For example, I could see Hugo Van Haan as filling more of a quartermaster role, acting as assistant surgeon to Dr. Hawkens when needed. But it's up to you guys.

Queenie said:
Quickleaf, I will go with Notoriety since it fits. I think I will also take both Wanted and Enemy, from your description both will work and fit from her backstory. She is also Accursed for certain. So either way I am taking all three Ill Fortunes though I know I don't have to. Good fortunes are Devil's Own Luck and Monkey Magnet. Would you consider also letting her take Ally? I think it fits. No biggie if it doesn't work
Sure! It's balanced by taking both Enemy and Wanted (look out though! :devil:).

What Ally did you have in mind? Her undead father Blackheart?

Do you have a Rogue's Gallery thread?

Which if you are unfamiliar is usually a seperate thread where all the PCs are posted and occasionally an NPC. makes it easier to find us all.
No I don't have one, but I've put links to your characters in the first post of this thread. Would you like me to start one or would you like to start one?
 
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Genuinely sorry about that. I thought your posting the RP thread meant we were starting, despite most of the characters seemingly being hammered out or revised. Queenie, for example, adjusting her rogue, or Gentleman Jim being under discussion. So I posted to stay in the game.

Also, I hadn't seen that Surgeon was taken, I thought that was free from what I'd read.

Here is a revised version-so-far.

















[tr] [td]NAME[/td] [td]GENDER[/td] [td]RACE[/td] [td]BACKGROUND[/td] [td]CLASS[/td] [td]LEVEL[/td] [td]ALIGNMENT[/td] [/tr] [tr] [td]Doctor Hawken Varlok[/td] [td]male[/td] [td]Human (variant feat)[/td] [td]Hermit[/td] [td]Warlock[/td] [td]4[/td] [td]Chaotic Good[/td] [/tr]



[sblock=basics]
[tr] [td]APPEARANCE[/td] [/tr] [tr] [td]Description[/td] [/tr]



[tr] [td]BACKGROUND[/td] [/tr] [tr] [td]Description[/td] [/tr]

[/sblock]


[sblock=Combat Stats]
[tr] [td]Hit Dice[/td] [td]Hit Point Max[/td] [td]Current Hit Points[/td] [td]PROFICIENCY BONUS[/td] [td]INITIATIVE[/td] [td]SPEED[/td] [/tr] [tr] [td]4d8+8[/td] [td]28 (half max)[/td] [td]28[/td] [td]+2[/td] [td]+4[/td] [td]30[/td] [/tr]

[/sblock]


[sblock=vitals]
[tr] [td]AGE[/td] [td]HEIGHT[/td] [td]WEIGHT[/td] [td]HAIR[/td] [td]EYE COLOR[/td] [td]HANDEDNESS[/td] [td]BODY MARKS[/td] [/tr] [tr] [td]25[/td] [td]6’2”[/td] [td]180lbs maybe?[/td] [td]White[/td] [td]Blue on black orbs[/td] [td]Right[/td] [td]A serpentine mermaid on his left arm sleeve, fingertips to shoulder, in black and green.[/td] [/tr]



[/sblock]


[sblock=ABILITY SCORES]
[tr] [td]ABILITY SCORES[/td] [td]ABILITY MODIFIER[/td] [/tr] [tr] [td]Strength 16[/td] [td]+3[/td] [/tr] [tr] [td]Dexterity 18[/td] [td]+ 4[/td] [/tr] [tr] [td]Constitution 14[/td] [td]+2[/td] [/tr] [tr] [td]Intelligence 15[/td] [td]+2[/td] [/tr] [tr] [td]Wisdom 12[/td] [td]+1[/td] [/tr] [tr]X [td]Charisma 18[/td] [td]+ 4[/td] [/tr]

[/sblock]




[sblock=Armor]
[tr] [td]ARMOR CLASS[/td] [td]TOTAL[/td] [td]BASE ARMOR[/td] [td]DEX[/td] [td]Misc[/td] [td]Misc[/td] [td]Misc[/td] [td]Misc[/td] [/tr] [tr] [td]Unarmored[/td] [td]14[/td] [td]10[/td] [td]+4[/td] [td]Misc[/td] [td]Misc[/td] [td]Misc[/td] [td]Misc[/td] [/tr] [tr] [td]Armor of Shadows[/td] [td]17[/td] [td]13 (mage armor)[/td] [td]+4[/td] [td]Misc[/td] [td]Misc[/td] [td]Misc[/td] [td]Misc[/td] [/tr]

[/sblock]


[sblock=Weapon and Attacks]
[tr] [td]WEAPON[/td] [td]MODIFIER[/td] [td]DAMAGE[/td] [td]TYPE[/td] [td]RANGE[/td] [td]SAVES[/td] [td]SPECIAL[/td] [/tr] [tr] [td]Pact Kitana (longsword)[/td] [td]+5[/td] [td]1d8+3[/td] [td]Slashing[/td] [td]Melee[/td] [td]…[/td] [td]Pact Blade, Versatile (1d10+3)[/td][/tr] [tr] [td]Eldritch Blast[/td] [td]+6[/td] [td]1d10+4[/td] [td]Energy (force)[/td] [td]120ft.[/td] [td]…[/td] [td]Cantrip[/td][/tr]

[/sblock]






[sblock=SAVING THROWS]
[table= “class: grid"]
[tr]
[td]SAVING THROWS[/td]
[td]ABILITY MODIFIER[/td]
[td]TOTAL BONUS[/td]
[/tr]
[tr]
[td]STRENGTH[/td]
[td]+3[/td]
[td]+3[/td]
[/tr]
[tr]
[td]DEXTERITY[/td]
[td]+4[/td]
[td]+4[/td]
[/tr]
[tr]
[td]CONSTITUTION[/td]
[td]+2[/td]
[td]+2[/td]
[/tr]
[tr]
[td]INTELLIGENCE[/td]
[td]+3[/td]
[td]+3[/td]
[/tr]
[tr]
[td]WISDOM[/td]
[td]+1[/td]
[td]+3[/td]
[/tr]
[tr]
[td]CHARISMA[/td]
[td]+4[/td]
[td]+6[/td]
[/tr]
[tr]
[td]DEATH[/td]
[td]+0[/td]
[td]+0[/td]
[/tr]
[/table]
[/sblock]


[sblock=SKILL PROFICIENCIES]
[tr] [td]SKILL PROFICIENCIES[/td] [td]ABILITY MODIFIER[/td] [td]TOTAL BONUS[/td] [/tr] [tr] [td]Athletics[/td] [td]+3[/td] [td]+3[/td] [/tr] [tr] [td]Acrobatics[/td] [td]+4[/td] [td]+6[/td] [/tr] [tr] [td]Sleight of Hand[/td] [td]+4[/td] [td]+4[/td] [/tr] [tr] [td]Stealth[/td] [td]+4[/td] [td]+6[/td] [/tr] [tr] [td]Arcana[/td] [td]+3[/td] [td]+3[/td] [/tr] [tr] [td]History[/td] [td]+3[/td] [td]+3[/td] [/tr] [tr] [td]Investigation[/td] [td]+3[/td] [td]+3[/td] [/tr] [tr] [td]Nature[/td] [td]+3[/td] [td]+3[/td] [/tr] [tr] [td]Religion[/td] [td]+3[/td] [td]+5[/td] [/tr] [tr] [td]Animal handling[/td] [td]+1[/td] [td]+1[/td] [/tr] [tr] [td]Insight[/td] [td]+1[/td] [td]+1[/td] [/tr] [tr] [td]Medicine[/td] [td]+3[/td] [td]+5[/td] [/tr] [tr] [td]Perception[/td] [td]+1[/td] [td]+1[/td] [/tr] [tr] [td]Survival[/td] [td]+1[/td] [td]+1[/td] [/tr] [tr] [td]Deception[/td] [td]+4[/td] [td]+4[/td] [/tr] [tr] [td]Intimidation[/td] [td]+4[/td] [td]+4[/td] [/tr] [tr] [td]Performance[/td] [td]+4[/td] [td]+4[/td] [/tr] [tr] [td]Persuation[/td] [td]+4[/td] [td]+4[/td] [/tr]

[/SBLOCK]




[sblock=OTHER PROFICIENCIES]
[tr] [td]PROFICIENCIES[/td] [/tr] [tr] [td]LANGUAGES[/td] [/tr] [tr] [td]TOOLS[/td] [/tr] [tr] [td]WEAPONS[/td] [/tr] [td]ARMOR[/td] [/tr] [tr] [td]SPELL FOCUS[/td] [/tr] [td]Light Armor[/td] [/tr] [tr] [td]Simple Weapons[/td] [/tr] [tr] [td]Herbalism Kit[/td] [/tr] [td]Pact Blade (whatever form)[/td] [/tr] [tr] [td]Arcane Spell Foci[/td] [/tr] [td]English[/td] [/tr] [tr] [td]Chinese[/td] [/tr]

[/sblock]


CLASS ABILITIES
fill in the blanks. The second “misc” is for things like “uses per day”.


[SBLOCK=CLASS ABILITIES]
[tr] [td]CLASS ABILITIES[/td] [td]MISC[/td] [/tr] [tr] [td]Otherworldly Patron[/td] [td]Great Old One[/td] [/tr] [tr] [td]Eldritch Invocations[/td] [td]3 known[/td] [/tr] [tr] [td]Pact of the Blade[/td] [td]MISC[/td] [/tr] [tr] [td]Awakened Mind[/td] [td]30 feet[/td] [/tr] [tr] [td]Agonizing Blast[/td] [td]+4 to Eldritch Blast[/td] [/tr] [tr] [td]Fiendish Vigor[/td] [td]At Will[/td] [/tr] [tr] [td]MISC[/td] [td]MISC[/td] [/tr]
[/sblock]


[sblock=EQUIPMET]
[tr] [td]EQUIPMENT SLOT[/td] [td]ITEM[/td] [td]PROPTERY[/td] [/tr] [tr] [td]HEAD[/td] [td]Hat[/td] [td]Stylish[/td] [/tr] [tr] [td]MAIN HAND[/td] [td]Pact Blade[/td] [td]Kitana[/td] [/tr] [tr] [td]OFF-HAND[/td] [td]…[/td] [td]…[/td] [/tr] [tr] [td]ARMOR[/td] [td]Armor of Shadows(Mage Armor)[/td] [td]PROPERTY[/td] [/tr] [tr] [td]CLOTHING[/td] [td]Sailor[/td] [td]PROPERTY[/td] [/tr] [tr] [td]CLOAK[/td] [td]Dark Coat[/td] [td]Stylish, officer-like coat[/td] [/tr] [tr] [td]NECK[/td] [td]ITEM[/td] [td]PROPERTY[/td] [/tr] [tr] [td]GLOVES[/td] [td]ITEM[/td] [td]PROPERTY[/td] [/tr] [tr] [td]RIGHT RING[/td] [td]ITEM[/td] [td]PROPERTY[/td] [/tr] [tr] [td]LEFT RING[/td] [td]ITEM[/td] [td]PROPERTY[/td] [/tr] [tr] [td]BELT[/td] [td]ITEM[/td] [td]PROPERTY[/td] [/tr] [tr] [td]MISC[/td] [td]ITEM[/td] [td]PROPERTY[/td] [/tr] [tr] [td]MISC[/td] [td]ITEM[/td] [td]PROPERTY[/td] [/tr] [tr] [td]MISC[/td] [td]ITEM[/td] [td]PROPERTY[/td] [/tr] [tr] [td]MISC[/td] [td]ITEM[/td] [td]PROPERTY[/td] [/tr] [tr] [td]MISC[/td] [td]ITEM[/td] [td]PROPERTY[/td] [/tr]

[/sblock]


[sblock=MONEY]
[tr] [td]TREASURE[/td] [td]number[/td] [/tr] [tr] [td]Gold Coins[/td] [td]number[/td] [/tr] [tr] [td]Silver Coins[/td] [td]number[/td] [/tr] [tr] [td]Copper Coins[/td] [td]number[/td] [/tr] [tr] [td]Platinum Coins[/td] [td]number[/td] [/tr] [tr] [td]Gems[/td] [td]Value[/td] [/tr] [tr] [td]Art Object[/td] [td]Value[/td] [/tr]

[/sblock]




[sblock=ON-HAND EQUIPMENT]
(belt pouches, potions, sheaths, boot-knives, quivers of arrows or wands, and other carried items that are “on-hand”, that you can reach in combat with your action or movement)


[tr] [td]ON HAND EQUIPMENT[/td] [/tr] [tr] [td]One[/td] [/tr] [tr] [td]Two[/td] [/tr] [tr] [td]Three[/td] [/tr] [tr] [td]Four[/td] [/tr]

[/sblock]




[sblock=BACKPACK EQUIPMENT]
(things in your assumed-to-have backpack. Because you need to put it down and rifle through it to get to these. BTW, copy/paste this if you have a bag of holding, too, even if it’s on your belt: those things are bigger inside than a backpack, so you may not be able to get in and out easily in a fight.)




[tr] [td]BACKPACK ITEMS[/td] [/tr] [tr] [td][/td] [/tr] [tr] [td][/td] [/tr] [tr] [td][/td] [/tr] [tr] [td][/td] [/tr] [tr] [td][/td] [/tr] [tr] [td][/td] [/tr] [tr] [td][/td] [/tr] [tr] [td][/td] [/tr] [tr] [td][/td] [/tr] [tr] [td][/td] [/tr]
[/sblock]


[sblock=SPELLS]


[tr] [td]SPELL LEVEL[/td] [td]SPELLS KNOWN[/td] [td]SAVE DC[/td] [td]SLOTS[/td] [/tr] [tr] [td]CANTRIPS[/td] [td]Eldritch Blast, True Strike[/td] [td]Save DC14[/td] [td]total[/td] [/tr] [tr] [td]1st level[/td] [td]Hex, Expeditious Retreat[/td] [td]..[/td] [td]Save DC14[/td] [/tr] [tr] [td]2nd level[/td] [td]Spider Climb[/td] [td]2[/td] [td]Save DC14[/td] [/tr]
[/sblock]
 
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