Uncharted Edge (Inactive)

Game Master Matt, Garnished Game Designer

"We sail to the unknown, with the wind at our backs, and adventure ahead."


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The sea stretches out endlessly before us. The open main calling out to the brave and fearless. Long have we feared to leave the known shores of Carajan behind us, the fair fields of Malainea and the bustle of Saltport as well. Past beyond even the prison isle of Last Point do we plan to set sail. Though we have but the roughest of ideas of where we set sail, we sail nevertheless.

Though we pray that Maitre Mer be ever merciful and De le Vent bring about an ever promising wind at our backs, we know that we sail to waters and lands that no man alive has yet to witness. And though I shall not captain this vessel, I can only hope that my journals and notes one day return back to the lands of man, so that others can one day witness what we shall.

I know prepare to depart from the Long Lantern Tavern and seek other gentlemen and ladies of fortune willing to embark on such a perilous voyage. There must be other fools as daring and adventurous as I, willing to sail into the unknown. To adventure. To riches. To the Uncharted Edge.

- Journal Entry of Connor Whalend, Explorer.

The Uncharted Edge
While the recruitment posts continue for many a Skull & Shackles game, and my two other campaigns solidify themselves, I propose a slightly different adventure still following many of the themes presented in such an adventure. While this is not outright piracy, who knows what riches are ours for the taking on the Uncharted Edge?

You'll find that many of the suggested character options for S&S will fit right at home in The Uncharted Edge.

Character Recruitment
I want this to be a faster campaign and therefore am only taking a maximum of four characters. Recruitment will be open until Sunday Night. If by then I have exactly four completed characters then they shall be chosen. If I have more, then I shall make a choosing from among the characters present for each position.

The open posts aboard the RSS Paradiso are as follows:

Captain: Years of experience highly valued and high skill in both navigation and decision making.

Ship's Surgeon/Carpenter: A fine hand, bravery and deftness in both repairing ship and sailor.

Boatswain: Responsible for the ships's integrity, from hull to rigging.

Master-at-Arms: Responsible for all weaponry and artillery aboard the ship.

The posts of Master Gunner, Quartermaster and of all able bodied seamen have already been hired on.

RSS Paradiso:

The RSS Paradiso
Sailing Ship
Colossal ship
Squares 3 (30 ft. by 90 ft.)
DEFENSE
AC 2; Hardness 5
hp 1,620 (sails 360)
Base Save +6
OFFENSE
Maximum Speed 90 ft. (wind); Acceleration 30 ft.
CMB +8; CMD 18
Ramming Damage 8d8
STATISTICS
Propulsion: wind or current
Sailing Check: Profession (sailor)
Control Device: steering wheel
Means of Propulsion: 90 squares of sails (three masts)
Crew 20 (Captain, Boatswain, Quartermaster, Master-at-Arms, Master Gunner, Ship's Surgeon, Cook, Cabin Boy and 12 able bodies sailors.)
Decks 3
Cargo/Passengers 140 tons and 10 passengers

Current Passengers: Connor Whalend (explorer and the man in charge of financing the whole expedition)


Character Creation

- 3rd Level Characters

- 3rd Party Material must be cleared by myself

- 3,000 gp starting wealth

- Two traits

- Firearms and cannons available

- Clerics or other domain users must choose one of the deities below.

Faiths of the Edge:

Male
Maitre Mer: Liberation, Luck, Travel, Water
De le Vent: Air, Healing, Sun, Weather
Black Bones: Darkness, Death, Repose, Trickery

Female
Saint Christine: Artifice, Community, Law, Protection
Atara Maja: Animal, Chaos, Madness, Plant

Further questions to be directed on the discussion thread.


Answers to a Few Questions

How is HP being handled above first?
Maximum hit points for 1st, 2nd and 3rd levels. From there on out, you'll roll in the discussion thread.

How are we generating stats?
20 point buy. My apologies for not putting it up earlier.

What races are allowed?
Any official Pathfinder race except for: Aasimar and Drow. I have Blood of Fiends so I allow Tieflings but be warned that I will be aware of power issues.

And finally, what alignments are allowed?
Any, preferably non-evil. Evil characters that wish to join may, but only for roleplay reasons, not as a reason to murder everything in sight.


Naming Conventions
English, French, Spanish, Italian and Portuguese would most likely fit.


Sounds interesting got a couple of ideas already bouncing around my head, get back to you soon.


Tim Woodhams wrote:
Sounds interesting got a couple of ideas already bouncing around my head, get back to you soon.

"Take your time my good sir. The RSS Paradiso is far from ready to launch. I'll be here until the sun does set. In the meantime, I will continue sampling these fine ales... hmmmmm... what did you say it was called? Ah yes, Brimstone Brew. Quite like that name."


And with that, I am done. I submit Mathurin Kerbouchard for consideration.


"Well, you sure seem like a capable fellow. Ah, but what job is it you seek? Captain, Surgeon, Boatswain or Master-at-Arms? I most definitely need to know!"


I seek the job of surgeon, carpenter and navigator.


"You're in luck, no one has yet to apply for the job of surgeon-carpenter. Perhaps you will be the lucky one to embark on this voyage! You certainly seem capable but what about your... what are they called again? Craft (ships or carpentry) and Profession (surgeon)?"


Maitre Mer has brought me to the RSS Paradiso to serve where I can. I am an experienced captain but understand that some might have problems with a deaf captain so will serve on such a trip as Botswain or Ship's surgeon/Carpenter if that is what you need
Background done, I have go out so will get stats up later.


Apologies. Slight revision of Mathurin. Profession: shipwright is changed to craft: carpentry and stealth is changed to profession: surgeon.

"I am capable as a surgeon. If you need someone who can tend to the sick and wounded I am skilled and experienced at the task.
As for the ship, I am able to repair and maintain the ship with not too much difficulty. I also excel though at being a navigator as well."


"Well this fine fellow Mathurin here seems a fine surgeon so if you wouldn't mind, the post of Boatswain might be more available at the present moment. So tell me about your past experiences at sea my friend. You seem quite in tune with the great spirits of the land."

"Ah, I see you are quite experienced Mr. Kerbouchard. However, I seem to recall asking for crewmen with slightly higher experience. *cough cough, see above, cough* I'm sure that if you run outside and beat up some goblins on the hill you'll be fine."


Bah! Sorry, while I made the character at level 3 I put in that he is level 1. Sorry. I fixed it. He is indeed level 3.


"Then it is indeed my error. I did not see the trail of goblin corpses behind you. The brew must be getting to me sooner than I thought."


"I think I shall try one of those ales. Mathurin takes a drink. Ahh! Most satisfying."


"Well, if you join on and our good friend Delmar as well, we shall only be missing a Master-at-Arms and a Captain. Everybody else is well accounted for and already aboard my beautiful vessel. Yes, that's her, standing proud at harbor. Of course, the hold is still quite empty. But fear not, I have money stashed well away and ready to finance all the gear we'll ever need. Of course, it needs to all fit in the hold..."

The very first step will be to purchase all the gear we could ever need. There will be a gold limit set as well as the 140 tons maximum of space. We must also not forget food, water and rhum. So if you think you're going to be hired on, start thinking about items you think we'll need.


Terribly sorry to break up the wonderful roleplaying - I was merely wondering how the campaign will work. Will you be playing via forums, or via a program like Skype?

Thanks very much.


Pyratheon wrote:

Terribly sorry to break up the wonderful roleplaying - I was merely wondering how the campaign will work. Will you be playing via forums, or via a program like Skype?

Thanks very much.

"Ah hello there Pyratheon. You seem to have a few questions obviously that can only be answered by my father's wizard friend. In short, the campaign involves an expedition to the other ends of the world and will take place either by posting on this forum or at designated times on Skype. I am open to both though I know that Skype sessions tend to take more planning while PbP leaves us with more time. (Personally I'd prefer Play-by-post. However I have no clue what anything I just said means... do you?"


It's all vile witchcraft as far as I'm concerned. I'll have none of it.

I'm fine with either, although I'm in the UK, so time-zones may differ, and have never played a game using Play-by-post. At any rate, when I wake in the morning, I shall have a look at this thread again, and if you still have room, I will certainly make a character.


I'm aiming to have all my characters by sunday. PbP is easy trust me. In any case, take your time!


"So which one of you are Mr. Whalend? I heard you have need of able men rather then a bunch of worthless bilge rats, which means you are in need of MY services. I am Graskkator One-Eye, since most seem to dislike saying that just call me One-Eye."

Here is my character the redeemed orc pirate. Hope he can find a berth here :)


Delmar watches the lips as people speak quickly switching back during a conversation. Delmar takes a hefty swig of rum then starts
You are curious of my experience? I am 31 atleast to my best estimate 29 years ago I was plucked from the sea and I have been sailing since. The first 19 years learning the ropes, there isn't many jobs I have done or mind doing. Then I spent 5 years as a captain, until I couldn't resist of Maitre Mer any more. Since then I have been following Maitre Mer's call, helping out on ships that are short crewed or in trouble, once they are out of trouble or at dock Maitre Mer calls me to a new ship.
I have been called here, so unfortunately I suspect you will need. I will take any position and have experience in them all but Master at arms.

Delmar speaks with a odd accent which is very hard to place.
Maitre Mer has made me deaf the cost for saving my life more times than I know but don't let that put you off as I have been more than compensated.


Mata/Obsidian wrote:

Delmar watches the lips as people speak quickly switching back during a conversation. Delmar takes a hefty swig of rum then starts

You are curious of my experience? I am 31 atleast to my best estimate 29 years ago I was plucked from the sea and I have been sailing since. The first 19 years learning the ropes, there isn't many jobs I have done or mind doing. Then I spent 5 years as a captain, until I couldn't resist of Maitre Mer any more. Since then I have been following Maitre Mer's call, helping out on ships that are short crewed or in trouble, once they are out of trouble or at dock Maitre Mer calls me to a new ship.
I have been called here, so unfortunately I suspect you will need. I will take any position and have experience in them all but Master at arms.

Delmar speaks with a odd accent which is very hard to place.
Maitre Mer has made me deaf the cost for saving my life more times than I know but don't let that put you off as I have been more than compensated.

Wrong personage perhaps?


Current Characters Applied
EDITED

Mathurin Kerbouchard: Ship's Surgeon
Delmar de Arcadia: Ship's Surgeon or Boatswain
Grasskator One-Eye: Boatswain or Captain

Pyratheon: undecided


Actually I am zouron ;) and for position I think Grask works best as Boatswain or captain.


Thanks, I edited up above. Well actually so far everyone has a job except a Master-at-Arms... this means that if Pyratheon or someone else takes that then we've got ourselves our crew.


"A Master-at-Arms you say? Then luck be with the both of us, for it's a skill I'd be proud to offer to the crew of the Paradiso."

created character to be posted by tomorrow morning, maybe tonight if I get to it after Grimm :)


Bombadil wrote:

"A Master-at-Arms you say? Then luck be with the both of us, for it's a skill I'd be proud to offer to the crew of the Paradiso."

created character to be posted by tomorrow morning, maybe tonight if I get to it after Grimm :)

"Well it's a pleasure to see more fine gentlemen interested in such a venture. I shall have to thank Mr. Gregory (that's our cabin boy). He recommended me this fine establishment as a perfect place to find crew."


oops correct account now
Delmar watches the lips as people speak quickly switching back during a conversation. Delmar takes a hefty swig of rum then starts
You are curious of my experience? I am 31 atleast to my best estimate 29 years ago I was plucked from the sea and I have been sailing since. The first 19 years learning the ropes, there isn't many jobs I have done or mind doing. Then I spent 5 years as a captain, until I couldn't resist of Maitre Mer any more. Since then I have been following Maitre Mer's call, helping out on ships that are short crewed or in trouble, once they are out of trouble or at dock Maitre Mer calls me to a new ship.
I have been called here, so unfortunately I suspect you will need. I will take any position and have experience in them all but Master at arms.

Delmar speaks with a odd accent which is very hard to place.
Maitre Mer has made me deaf the cost for saving my life more times than I know but don't let that put you off as I have been more than compensated.


just to clarify Delmar would be happy to be captain, but won't push for it as many man wouldn't be happy to follow a deaf captain.


A young woman walks through the doors of the tavern. "I was told there'd be work for a master at arms aboard a fine vessel. Was I told truly?"

This character was made for another application, so I'd need to update her stats and such if selected.


Ah, so I see you've got a full band of adventurers. Do let me know if someone regrets their decision, as I'd be happy to take their place, and set sail.


Master-at-Arms, Elwood Markley:

ELWOOD MARKLEY CR 2
Male Human Fighter (Tactician) 3
LN Medium Humanoid (Human)
Init +4; Senses Perception +6
--------------------
DEFENSE
--------------------
AC 19, touch 13, flat-footed 16. . (+6 armor, +3 Dex)
hp 36 (3d10+3)
Fort +4, Ref +4, Will +2
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Brass Knuckles +6 (1d3+3/20/x2) and
. . Dagger +6 (1d4+3/19-20/x2) and
* Masterwork Cold Iron Greatsword +7 (2d6+4/19-20/x2) and
. . Scimitar +6 (1d6+3/18-20/x2) and
. . Silver Mace, Light +6 (1d6+3/20/x2) and
. . Unarmed Strike +6 (1d3+3/20/x2)
Ranged Crossbow, Light +6 (1d8/19-20/x2)
--------------------
STATISTICS
--------------------
Str 16, Dex 16, Con 12, Int 11, Wis 12, Cha 10
Base Atk +3; CMB +6; CMD 19
Feats Cleave, Furious Focus, Power Attack -1/+2, Siege Commander
Traits Birthmark, Eyes and Ears of the City
Skills Acrobatics +0, Climb +4, Craft (Siege Engines) +6, Diplomacy +4, Escape Artist +0, Fly +0, Handle Animal +4, Intimidate +4, Knowledge (Engineering) +4, Perception +6, Profession (Sailor) +5, Profession (Siege Engineer) +7, Ride +4, Sense Motive +5, Stealth +0, Survival +5, Swim +4
Languages Common
SQ Armor Training 1 (Ex)
Combat Gear Bolts, Crossbow (20), Brass Knuckles, Breastplate, Crossbow, Light, Dagger, Masterwork Cold Iron Greatsword, Scimitar, Silver Mace, Light
Other Gear Acid Flask, Alchemical Grease, Alchemical Solvent, Alchemist's Fire Flask, Alchemist's Kindness, Alkali Flask, Gunsmith's Kit, Handy Haversack (17 @ 37.5 lbs), Holy Water Flask, Pouch, belt (1 @ 1.12 lbs), Pouch, belt (3 @ 1.5 lbs), Powder (3), Rope, silk (50 ft.), Sunrod (2), Tanglefoot bag, Thunderstone, Tool, masterwork: Craft (Siege Engines), Traveler's Kit, Waterskin, Whetstone
--------------------
SPECIAL ABILITIES
--------------------
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Birthmark +2 save vs. charm & compulsion
Cleave If you hit your first target, attack an adjacent target at the same attack bonus in exchange for -2 AC.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Siege Commander Grant weapon crew +4 on assemble or move checks

First draft, just stats, I might make a few changes to feats and build to make him a more well-rounded Master-at-Arms. He will definitely keep the 'craft: siege engines' and 'profession: siege engineer' skills. Alias and Background to be added, quick summary, Elwood's early career was as a city watchman (eyes and ears of the city trait), but the sea kept calling to him and eventually he heeded the summons and took to life on the waves.


Continue to finalize characters as I will be selecting the final crew on Sunday, as well as posting the first gameplay thread on that day.


Lucille should be good to go, apart from spending all my cash. Can't wait to see who gets picked.


As far as I know Grask is good to go as well, looking forward to seeing who gets picked as well.


Connor Whalend wrote:

"Well, if you join on and our good friend Delmar as well, we shall only be missing a Master-at-Arms and a Captain. Everybody else is well accounted for and already aboard my beautiful vessel. Yes, that's her, standing proud at harbor. Of course, the hold is still quite empty. But fear not, I have money stashed well away and ready to finance all the gear we'll ever need. Of course, it needs to all fit in the hold..."

The very first step will be to purchase all the gear we could ever need. There will be a gold limit set as well as the 140 tons maximum of space. We must also not forget food, water and rhum. So if you think you're going to be hired on, start thinking about items you think we'll need.

"With regards to provisions, how far do we intend to sail before we put in to port again? This will tell us how much food stuffs we need to get."

I am going to adjust my gear some. I think that there are more things I want to get for the voyage.


An aged male, grey flecking his hair at the temples, a stern gaze upon his weather etched face.
Gazing upon the would be captain, GJurn gruffs in a voice that is strained from shouting over the mightest of hurricanes.
5 years? Bah, just barely breaking in his sea leags, the young seadog. Name's Captain GJurn, been blessed with sailing on me mistress for neigh on 40 years. I've seen her at her nicest, and at her worst. I've fought against pirates, sea dragons, sea monsters, and sea hags. The sea is where i live, and it's where i will die. And i am sure you would want a man who can not only bark out commands to the sea dogs, but also be able to hear them, especially in times of danger. he adds with a glance at the deaf man.


Delmar turns his head to the side and give a bit of a tap, water pours out and onto the floor.
That better I can hear you properly now.
Background altered to reflect change of curse and flesh ou thoughts about Delmar. Character sheet is finish but for equipments. I have adopted one the traits from the default religions for Maitre Mar, if you don't think this is appropriate please let me know (I'll take what ever trait you think is best for Maitre Mar).
As for provisions beyond the essential food and drink I think the most vital resource is a method of rapid transport, maybe a scroll or two of teleport assuming a crew member could use it. It will serve many potential purposes.


Character modified, fully updated, and completed. A Master-at-Arms with 2 levels of fighter and 1 of gunslinger, craft skills in armor, weapons, and siege engines, armed to the teeth with a variety of weapons for every occasion, and a backpack full of gear for those situations when a conventional weapon won't do.

Elwood grew up poor in the backstreets of Saltport, a tough upbringing for any child. But for the thick limbed youth with a fighting attitude there was work to be found and when the opportunity to join a merchant caravan as a guard presented itself he jumped at the chance. His first journey from the port city established his love for traveling and for many years he served faithfully the merchant houses of the port city.

But the urge to travel further than the merchant routes grew on him. On every return to Saltport he looked across the sea and wondered what strange lands waited over the horizon. It was his last expedition that sealed his resolve. The goblin attack days before return to Saltport left a fresh new scar down the side of his face, and three of his long time traveling companions in shallow graves. If he was to die from his profession, then let it be in the midst of high adventure in strange lands, not on a muddy road he had trodden dozens of times.

Contemplating his new direction, he headed to the Long Lantern Tavern to mull it over a mug of ale. It seemed fate had directed him there, for an expedition was forming that matched his very desires, high adventure in strange lands, a quest into the unknown. With hope welling up, he strode straight to the man financing the mission and pledged his blade and skills as Master-at-Arms for the voyage.

Elwood Markley:

ELWOOD MARKLEY CR 2
Male Human Fighter 2 Gunslinger 1
CG Medium Humanoid (Human)
Init +2; Senses Perception +4
--------------------
DEFENSE
--------------------
AC 20, touch 13, flat-footed 17. . (+7 armor, +2 Dex, +1 dodge)
hp 35 (3d10+3)
Fort +6, Ref +4, Will +0
Defensive Abilities Bravery +1
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee
. . Brass Knuckles +7 (1d3+4/20/x2) and
. . Dagger +7 (1d4+4/19-20/x2) and
* Masterwork Cold Iron Greatsword +8 (2d6+6/19-20/x2) and
. . Masterwork Cold Iron Morningstar +8 (1d8+4/20/x2) and
. . Silver Mace, Light +7 (1d6+4/20/x2) and
. . Unarmed Strike +7 (1d3+4/20/x2)
Ranged
. . Crossbow, Light +5 (1d8/19-20/x2) and
. . Masterwork Pistol +6 (1d8/20/x4)
--------------------
STATISTICS
--------------------
Str 18, Dex 14, Con 12, Int 13, Wis 10, Cha 10
Base Atk +3; CMB +7; CMD 20
Feats Cleave, Dodge, Extra Grit, Furious Focus, Gunsmithing, Power Attack -1/+2
Traits Armor Expert, World Traveler: Sense Motive
Skills Acrobatics +0, Climb +6, Craft (Armor) +7, Craft (Siege Engines) +7, Craft (Weapons) +7, Escape Artist +0, Fly +0, Intimidate +4, Knowledge (Dungeoneering) +5, Knowledge (Engineering) +5, Knowledge (Local) +5, Perception +4, Profession (Sailor) +4, Profession (Siege Engineer) +4, Ride +0, Sense Motive +5, Stealth +0, Survival +4, Swim +6
Languages Celestial, Common
SQ Antitoxin (vial), Deadeye (Ex), Deeds, Grit (Ex), Gunslinger's Dodge (Ex), Quick Clear (Ex)
Combat Gear +1 Breastplate, Alchemical Cartridge, Flare (2), Bolts, Crossbow (20), Brass Knuckles, Crossbow, Light, Dagger, Masterwork Cold Iron Greatsword, Masterwork Cold Iron Morningstar, Masterwork Pistol, Silver Mace, Light
Other Gear Alchemical Grease, Alchemical Solvent, Alchemist's Fire Flask, Alchemist's Kindness, Alkali Flask, Antiplague (vial), Antitoxin (vial), Backpack, Masterwork (20 @ 38.5 lbs), Gunsmith's Kit, Holy Water Flask, Pouch, belt (1 @ 0.9 lbs), Pouch, belt (3 @ 1.5 lbs), Powder (3), Rope, silk (50 ft.), Sunrod (2), Tanglefoot bag, Thunderstone, Tool, masterwork: Craft (Armor), Tool, masterwork: Craft (Siege Engines), Tool, masterwork: Craft (Weapons), Traveler's Kit, Waterskin, Whetstone
--------------------
SPECIAL ABILITIES
--------------------
Antitoxin (vial) If you drink a vial of antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour. Like antiplague, this substance can augment certain healing spells. Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Armor Expert -1 Armor check penalty.
Bravery +1 (Ex) +1 Will save vs. Fear
Cleave If you hit your first target, attack an adjacent target at the same attack bonus in exchange for -2 AC.
Deadeye (Ex) At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm's first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes
Deeds Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longerlasting effects. Some deeds stay in effect as long as a gunslinger has at least 1 grit point. The
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Grit (Ex) A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it's more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks.
Gunslinger's Dodge (Ex) At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 to AC bonus.
Gunsmithing You know the secrets of repairing and restoring firearms.
Benefit: If you have access to a gunsmith's kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Quick Clear (Ex) At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire.


Scrolls of Teleport? That sounds quite nice, but you got to have been drinking too much sea water Mr. de Arcadia, what a ship needs for a long voyage is everything and I do mean she needs everything. We are talking basic things like lumber, tar, rope, cloth, thread and needle, carpenter tools, blacksmith's tools, spare weapons and ammunition, blankets, even manacles in case we need to restrain a crew member that goes south on us.
However the most important thing we need is currency when we are out there and I don't mean gold, no we need goods for trade, something suitable and cheap and useful or glamorous, so we can acquire our needs during the voyage and we don't have to turn back when things get a little rough.

The Orc shakes his head and sighs slightly

If we have the funds for such niceness as magical items I would certain love a things like wands and potions to cure wounds, these are certainly things that when we need them we are going to need them very badly. Hmm a musical instrument or two for those on board that knows how to handle them might be a good idea as well, to relieve the boredom on the long stretches and a ship is a rather small and confined place were friction can become a problem, music can relieve some of this.

One-Eye nods to himself and then says

In the end we need to be as self sufficient as possible and when reached that point we need to have the means to obtain it all and more as well. Though a scroll of Teleport can come in handy eventually.


"Aye, the orc speaks true, what good are a few high priced items when we find ourselves dead in the water with ripped sails and no way to mend them, or in a battle with a pirate ship and no black powder or cannonballs to defend the RSS Paradiso. My time with the merchant caravans taught me the importance of simple planning. Spare wheel spokes, extra axles, fresh harnesses, and the tools of the trade to complete repairs were more important to the wagons reaching their destination than a magic weapon or wand. Out on the seas our planning will be even more important, one mistake can be fatal for the whole crew."


I'll give the characters chosen the actual total monetary pool once we've started. It's divided into different sums; food is the main one. (Water is provided courtesy of some minor spellcasting). Then we'll have money for arming the ship, reinforcing the ship, supplies (general), magical and etc.

The final choice will be done Sunday evening. Looking over the characters now.


Delmar smiles at Graskkator.
You are totalling right my friend but I think you misunderstood me. I was never suggesting getting the scrolls before equipment to to maintain and repair the boat that would be foolish. The point I was beginning to make was a scroll or two is infinitely flexible and light. There is only so much we can carry, no matter how much of everything we pack we could unforeseen to us now need more of that one thing. Yes there are many of those things we can potential resupply along the way if we find land, but some will only be able to acquired at developed city and the scrolls can get those things. Yes they expensive but they save all our lives just in the sort of situation you describe either to get the supplies of black power and cannon balls after we have had 10th battle with a pirate ship or get all the people out when the find ourselves in the water with a boat after an encounter a Sea monster.
Now I don't know how how money we have so I spoke too soon. But I think we should start thinking of the items for the would be help list as well as the essential list. And yes I think a few high priced items do belong on that list.

Liberty's Edge

Gonna throw a submission in the hat, kinda late I know. He will be a tiefling Chirurgeon. Dr. Rodrigo Dantares, I am going with the standard tiefling. I would like to roll on the variant abilities table though, to give me a challenge.

1d100 ⇒ 57 "Your body exudes painfully freezing cold. Any creature that grapples you takes 1d4 points of cold damage per round." Okay... I'll get stats up before the end of the day.


I have finished adjusting my gear and making sure everything is ready to go. Let me know what you think Connor.


A tiefling of slightly more than average height and sleight build approaches the group. "Good evening. My name is Dr. Rodrigo Dantares, I came here because I heard that there is a ship setting out that may be in need of a doctor. I am an experienced sailor, and surgeon. I'd be happy for the chance to study the life beyond the uncharted edge. I'm also quite a capable alchemist, and speak the tongues of men, elves, dragons, demons, devils and orcs." His voice is a frozen monotone, the only part of him moving are his lips. If any of you stand close to him you can feel cool air radiating out from him. He doesn't once blink while addressing you. "I'm not too late am I?" He asks, his expression as rigid as a statue.

He is wearing long grey robes, reminiscent of a lab coat. They have some minor red accents around the collar and shoulders. He wears a well worn backpack. Under his robes, he wears simple yet well cut trousers and expensive looking boots.


The Orc glares sourly at the holy man pink skin

There is a huge gap between the essential food and drink provision to a luxury like rapid transport. As for scrolls we will need two at the least if we get any at all, just in case we need a method of returning and none are available.

Focusing on his fist One-Eye stops clenching them and instead folds his arms across his massive chest

That being said I am sure we should discuss more then just one part of the provision. I say we should make room for a bit of trade goods to trade with those we meet during this voyage. This will give us a currency, it can also provide the sailor's with something to look forward to as they could get a fitting bonus if we make an excellent trade. What are your feelings on this gentle men? And what do you feel would make excellent trading goods if it is a god idea?

One-Eye studies the gathering thoughtfully while absently nodding to the doctor that just arrived.


"Oh, I seemed to have interrupted a disagreement. My apologies. Who is in charge of the expedition? Perhaps I should address my application to them." He says in his cold voice. He stares at the people gathered stolidly, awaiting a response.

I probably won't be able to check back until after the selection is made. Best of luck to everybody! Hope to see you aboard.

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