How close is the boat that dropped us off here? Assuming Sunny remains in her state I was thinking of dropping her off if we're going to try exploring any further.
Sunny is in the boat currently with Syl and Alestone and Aoro are looking down at the two.
Generally speaking, I'll try to let you know if you need to hold on and if you've got a question about it, feel free to ask. I realize that probably not the case currently, but I wanted to note it for future reference.
Also, about fire on board ships: You can try to starve the fire, beat it out, or throw water on it. None of that requires magic. Maybe just a large enough piece of cloth or a bucket.
Male Aasimar Tattooed Sorcerer (AC 13/ HP 12/ Fort +1, Ref +2, Will +4/ Init +2/ Perception +5)
Sorry my service was out for a day, because the phone company is a jerk. The guy next door is the one that did not pay his bill but they cut me off, oh yeah I got a discount on my next bill for that. -.-
Male Elf Alchemist 2nd (Armor Class: 15 /19 / Hit Points: 13 / Saving Throws Fort +3,Reflex +5,Will +1 / Initiative +2 / Perception +8 Alchemist 2nd
sunny we all know that when come out of the fire unharmed and with tons of treasure that your going to put your arms around me and give me a great big ole smooch and then we're going to hop into bed together and woo hoo.
Male Aasimar Tattooed Sorcerer (AC 13/ HP 12/ Fort +1, Ref +2, Will +4/ Init +2/ Perception +5)
@Alestone
I think you posted in the wrong thread.
Cant believe your going deeper into the ship, at this point I think its safe to say the entrance is fully engulfed in flames due to the time taken. Well pass a minute. So thats one area your going to have to run thru fire. x[
Opps, so I did. Depending on how many flames separate us from them will likely lead to a not following them through the door but perhaps checking out the hold from on deck.
Male Aasimar Tattooed Sorcerer (AC 13/ HP 12/ Fort +1, Ref +2, Will +4/ Init +2/ Perception +5)
As far as I know only two ways below deck were stated. The entrance (currently on fire) and the hatch which has a rusted unbroken grate. So unless they made it to the spider filled room with the grate, their only way back is thru fire. If they do make it to that room then their is the issue of getting the grate open (acid again I guess) but even then a way up to the grate. Aoro does not have rope on him, dont know if any is on deck, so their is that problem too. Not to mention the many spiders in that room to begin with which I am guessing will attack, along with the place being covered in webs. Their is also the effects of fire below deck on the ships hull, spring some new leaks due to being weakened by fire would make it sink faster.
Yeah alot of things to consider. Anyways I would suggest escape over treasure at this point. The charts are something, anyways no reason to think the ship was not already looted long before we came across her.
@Lanliss: So, yeah... That bundle of actions is a mess, right now.
I see nothing on your character sheet that allows you to drink a potion as a free action, so drinking that potion is a standard action.
You only get 1 standard action a turn, as well as a move action, a swift action, and as many free actions as I'll allow based on what you're doing. So, right now, you're trying to perform 3 standard actions, and one of them is not really a standard action as I see it written, but I'll get to that.
Note: You are in melee combat, so drinking anything, a potion, extract, or mutagen, draws attacks of opportunity. I will tell you ahead of time that the tiny spiders cannot make them, but the medium ones certainly can. Also, I'll state that you've got spiders surrounding you, inside your reach, so they can't be hit with you longspear at such a close distance.
Creating a shield extract is different from drinking it. If you have already prepared one, it takes a standard action to draw and drink it. If you haven't made one already, it takes a minute to mix the reagents in the proper amounts, something that is probably impossible in combat.
Another Note: Healing for a potion of cure moderate wounds is 2d8 + 3.
I need you to give me a legal list of actions for your character, otherwise, I'm just going to go down it until you can't do anything anymore.
Also, I'll just note that you all may not like me very much shortly. *Insert evil grin here.*
On another note: I am hand reproducing the map, as this is from an old dungeon issue. It'll take me longer than I wanted, but, eh? What're ya' gonna do about it?
Male Aasimar Tattooed Sorcerer (AC 13/ HP 12/ Fort +1, Ref +2, Will +4/ Init +2/ Perception +5)
Yeah I really dont see how a spider infested sinking burning ship can get worse. Unless their are powder kegs still in the hold above the water line and someone's fire ignites them in which case if the blast does not kill the elf then Aoro will.
If Lanliss doesn't post a new set of actions for the turn by tomorrow morning, I'll move on. Also, I forgot to mention earlier in my previous post regarding actions and their limitations: It takes a move action to draw a potion from a pouch or other container in addition to the standard action to drink it.
Male Aasimar Tattooed Sorcerer (AC 13/ HP 12/ Fort +1, Ref +2, Will +4/ Init +2/ Perception +5)
Well unless its in an adventurer's sash (old version) or bandolier (new version), then just a move. Sadly the old version cost to much when we started out that I did not pick one up. Need to get a bandolier whenever we get to a town.
Yes, with such an item, the action to pull the potion out is lessened, but without it, there is a move action to get the potion (a stored item) and then a standard to drink it.
Male Elf Alchemist 2nd (Armor Class: 15 /19 / Hit Points: 13 / Saving Throws Fort +3,Reflex +5,Will +1 / Initiative +2 / Perception +8 Alchemist 2nd
I had no access to the internet the last day and a 1/2 I am sorry that I did not get to it.
The way that I had played and was taught with this is that alchmeist are free actions to drink any potion and also to drink a mutagen, that was the way I was thought and told thru out the game play so sorry that I was wrong and that the style of play is differnt, I am playing another alchimest in another game that is able to do this with no issues so I thought it was the same way here. so SORRY.
anyhow.
done and over with next topic
Male Aasimar Tattooed Sorcerer (AC 13/ HP 12/ Fort +1, Ref +2, Will +4/ Init +2/ Perception +5)
Yeah that was likely a houserule. Being in a few games myself I tend to fall back on core unless told otherwise, in which case I place a note in my sheet as a reminder. Gets confusing sometimes to keep everything right otherwise.
Male Aasimar Tattooed Sorcerer (AC 13/ HP 12/ Fort +1, Ref +2, Will +4/ Init +2/ Perception +5)
Is there any rope on the ship or do I have to roll?
As I said earlier Aoro does not have one, which is why Duo and Lanliss could not escape even if he got the grate off. Which was never addressed now that I think about it. >.<