Ixrul Morcrom |
"No, no," Ixrul gestures at his skeletons. "That won't be necessarry. I may move all of the lab gear over, if there's a room I may set up."
Can I move the lab over?
Ixrul preserve Slick's head and body as well as Jrahk's leg.
Ixrul Morcrom |
"Ah... I will want to transcribe from your book as well. And my tome is fairly heavily trapped, so it would likely be best if I was present for the transcription."
He pauses. "I'm also thoroughly out of inks, so if I may borrow yours, that would be convenient."
Made a mistake. Ixrul currently has 2 skeletons and can only make 2/day.
Ixrul Morcrom |
Basically. And Ixrul has you paying.
The only spell Ixrul finds that he wants is Invisibility.
Cyrdic Forthill |
If Jrahk ever wants his leg back, Cyrdic figures it'd be easier to reattach it than regenerate it. He's not much of a magic guy, not really sure how it works. And if not, then he's curious to see if you attached the leg to Slick's head, and then did some sort of reanimation/create undead spell on it, if it'd turn into some horrifying leg/head combo. Like I said-he's not very knowledgeable when it comes to magic.
Ixrul Morcrom |
Beheaded undead as well.
Ixrul Morcrom |
Dagnabbit. Can I have Sandra do it?
Ixrul Morcrom |
To make him into a Beheaded.
Jrahk Lacertus |
Jrahk lazily watches the new recruit and his skeletal minions for a while until Arron's question snaps him back to reality.
"Speaking of which, I'm feeling a mite peckish. If you're not using it any more...?"
Jrahk shrugs. "Do what you want. Cannot put it back on, anyway."
"I like bigger ship. We go to port, sell Fat Dragon, move ballistae to Pallor. Maybe find magic-maker who can grow back leg, or build magic..."
He stumbles to find the right word "...pro-ste-tic? Fake leg that moves like real one."
He grins. "Maybe even put glamer on it to look like peg-leg."
Ixrul Morcrom |
Speaking of which, is that CWI or CRAF construct or CRAF armor or whatever?
Ixrul gives Jrahk's leg to Arron.
Arron Ivy, Ghast Pirate |
You don't need the head to be in good condition for that.
Prosthetics. Run particular examples by me first, I haven't vetted ALL of them).
And Regenerate is not an expensive spell (though requires a high level caster, so you'll need to pay one a bit to cast it), so there's that too. The only difference between you keeping the leg and you not is that the spell completes in 4 rounds instead of 6-23.
"Why thank you." Arron says.
"I think we'll get along nicely."
Ixrul Morcrom |
Clockwork leg is good and affordable.
Jrahk Lacertus |
Oh man, I wasn't even looking at the non-magical ones. Clockwork leg looks great.
Ixrul Morcrom |
Probably shell out an additional 30 for steel armor, upgrade it to adamantine later.
Also, what're we gonna do with the fat dragon? Sell it?
Ixrul Morcrom |
Ixrul continues to repair the Fat Dragon and animate undead servants, giving them spare armor if possible.
Starting Health: 719
Day 1 Repairs (See Last Page): 47
Day 2 Repairs: 20d6 ⇒ (5, 6, 4, 4, 5, 3, 5, 5, 6, 4, 6, 5, 6, 1, 1, 1, 5, 6, 2, 6) = 86
Day 3 Repairs: 20d6 ⇒ (2, 2, 2, 1, 2, 5, 3, 4, 6, 4, 1, 4, 2, 5, 1, 5, 2, 1, 5, 3) = 60
47+86+60 = 193
719+193 = 912 COMPLETELY REPAIRED
Ixrul repairs the Fat Dragon in a total of three days. During those three days, he will animate a total of six skeletons and make sure he has fourteen other corpses ready to reanimate.
Ixrul Morcrom |
@Rynjin: Assume we back so we can sell the ship.
Rynjin |
The crew heads back to town once more. As they're sorting through the loot, one of the crewmen overhears you talking about the Rock, and how you don't know where it is, and fills you in.
"Yeah, I know where it is. Most every pirate does, if he's been on the sea long enough. They say whoever cracks the Rock will have good fortune in their career, and for the most part it's held true over the years."
Party Fund |
Haggling for better prices on Plunder, anyone?
Total dosh:
Fat Dragon, sold: 5k
+1 Keen Falcata: 4k (yes, Gortus' sword is worth almost as much as your whole ship, why do you ask?)
+1 Agile Dagger (4k)
4 Masterwork Armored Coats (300 gp)
Jrahk Lacertus |
Jrahk works with the various buyers to reach a mutually beneficial arrangement - one that doesn't end with their heads being ripped off their necks and skewered on his peg-leg.
Intimidate: 1d20 + 13 ⇒ (2) + 13 = 15
Spent a round of rage
Cyrdic Forthill |
Don't forget Slick's agile dagger. Sorry mate, but nobody can use it anymore-nobody here is both small and has the feat required for it. Also, totally didn't realize Jrahk already grabbed Slickjaw's amulet of natural armor. My bad. We've also got those 4 points of plunder to sell in addition to the things you listed, right?
Cyrdic helps Jrahk out with the negotiations, by demonstrating his newfound sniping abilities on some passing birds.
Intimidate: 1d20 + 7 ⇒ (10) + 7 = 17
Party Fund |
No dice, Jrahk.
4 Plunder sold for 4k gp.
3 masterwork weapons (450 gp)
+1 Heavy Shield (500 gp)
Gained:
Shares Per Person (3710 gp)
Devil's Pallor, Shackles Drekhar (Warship)
Magically Treated Sails (Doubled HP and Hardness on the sails)
Ram (+2d8 damage on ram, ignore damage to ship for first square entering solid object, take no damage for ramming a ship or object unlike normal)
Don't forget Slick's agile dagger.
Right. Typo. Editing.
Ixrul Morcrom |
Ixrul finishes his foul undead animation. Total 20 skeletons.
"Shall we crack this Rock, gentlemen?"
Ixrul Morcrom |
Kn Local About the Rock: 1d20 + 12 ⇒ (12) + 12 = 24
Jrahk Lacertus |
Jrahk buys a clockwork leg with steel armor.
Rynjin |
When a Free Captain named Magna Stormeyes discovered the natural harbor on Windward Isle over 2 centuries ago, she immediately recognized that it would make the perfect haven from which to launch a pirate fleet. Starting with just one ship and a small encampment on Windward’s harbor, she began to ply the trade of piracy. With the plunder from her initial hauls,she set about building a keep, which she called Tidewater Rock.
From the vantage point atop the Rock, she found she could pick out particularly ripe targets while receiving ample of warning of hostile ships approaching.
Over time, Stormeyes’ successes enabled her to build a sizeable fleet, as well as more strongholds on several different islands. She became the scourge of the southern sea lanes and eventually claimed the Hurricane Crown as her own.
Shortly after becoming the Hurricane King and relocating to Port Peril, she was assassinated by rival Free Captains. Stormeyes’ burgeoning fleet , naturally, fell apart among its squabbling captains without her to hold them together. Gerta Frome, first mate of Stormeyes’ flagship, the Cocksure, seized control of the Rock. Within only a few years, Frome became a powerful Free Captain herself, and the legend of Tidewater Rock was thenceforth known as both a powerful good luck talisman and an impregnable bastion.
Over the many years since, control of Tidewater Rock has passed from hand to hand, and its strategic location and practical defensibility have enabled its owners to enrich themselves substantially. With the rebellion of Sargava and its ostensible alliance with the Free Captains, Tidewater Rock became of less strategic importance, and its owners came to be of less prominence, but the age-old axiom of “Good fortune and sure sail await what one can crack the Tidewater Rock” has stood the test of time among the pirates of the Shackles and is often quoted (if seldom heeded) even today.
The most recent lord of Tidewater Rock was Bertram Smythee, captain of the Vale and three other brigs. Like his predecessors, he held Tidewater Rock as his seat, but controlled a few other small castles on surrounding slands as well.
Over a decade ago, “Iron Bert” Smythee went to sea with his small fleet in a feud with Free Captain Carola Antiochus and was never seen again.
Word came back that Antiochus had lured Smythee into the edges of the Eye of Abendego and ambushed him with the help of a previously unknown ally, (a fledgling Barbabas Harrigan) and that Smythee’s fleet was cut to pieces between the enemy fleets.
Though Captain Smythee managed to sink Antiochus’s Pergador, he was last seen on the deck of the crippled and sinking Vale at the mercy of the Eye’s hurricane winds.
Captain Harrigan claimed the remainder of Antiochus’s fleet and took control of several of Smythee’s undefended castles. He made an attempt to take the Tidewater Rock as well, only to discover that Smythee’s able widow had taken charge of its defenses. She managed to fend off his attack with such alacrity that Harrigan decided to leave the widow to rot in her tower.
Although Tidewater Rock remains a secure base and harbor, it does not command the reputation it once did. The current owner of the Rock is Agasta Smythee, widow of the late Iron Bert. Though Lady Smythee is a competent and formidable figure, without any of her late husband’s ships or network of castles, the Lady of the Rock has fallen upon hard times. Lady Smythee’s forces have been reduced to a small body of loyal guards and a few family retainers whom she employs to eke out a living.
The Rock still commands some treasures—its favorable location, its security, and the late captain’s fabled iron shirt from which he gained his nickname—but it is otherwise remote and at the mercy of what the sea chooses to throw upon its shores.
Rynjin |
Jrahk buys a clockwork leg with steel armor.
Jrahk manages to find someone with the expertise to construct and attach the automail clocwork leg after a few days, with the help of crutches and his friends.
In an excruciatingly painful process that leaves him too weak to move for several more days, the leg is attached to his nerves, clicking and whirring loudly for a while, but settling down into a gentle whirring with the occasional tick or hiss by the end of the process.
With the process complete, Jrahk is happy to note that this leg acts just as well as his old one, despite feeling a bit heavier and making a loud *CLANK* noise if he steps down too hard or tries to move faster than a walk (like running or Charging).
Cyrdic Forthill |
Cyrdic buys a belt of incredible dexterity (+2) for 4k gp.
Also, he thinks that Jrahk's leg is insanely badass.
Ixrul Morcrom |
This whole thing is basically OOC. (dont metagame plz rynjin)
We need a plan of attack. Direct assault is not the only way. I have a good bluff mod. We're lacking in diplomacy.
Additionally, I could send in things like a note with explosive runes on it. The lady might not be more than a low-level NPC class who could die to 6d6 damage (average 21).
Other options: Shrink Object + Animate Dead shenanigans to get a skeleton into her room.
Shrink Object shenanigans in general.
Sneak a dedicated strike force onto the island. Not sure how. Would probably have to approach on a dinghy at night.
------------
Since nobody else noticed it or seemed to know it was magic, Ixrul picks up Slick's haversack. I need it to carry my undead in.
Jrahk Lacertus |
Satisfied with his shiny new leg, Jrahk seeks out someone who can turn his trusty masterwork Falchion into a +1 Falchion.
Jrahk Lacertus |
Here's an idea: Send the crew to make some noise and draw out most of their forces, then sneak around the back while they're distracted.
I volunteer to lead the noise-making squad. Then the rest of you guys can do whatever sneaky thing you have in mind.
Ixrul Morcrom |
Ixrul picks up some spells while in town.
Ray of Exhaustion, 135 GP.
Burrow, 135 GP.
Clairaudience/Clairvoyance, 135 GP.
Aqueous Orb, 135 GP.
Gloomblind Bolts, 135 GP.
Knock, 60 GP.
Total: 600 GP
Ixrul also snatches Slickjaw's Snapleaf, because nobody else seems to have noticed that it was magical. I need it because I can fly but don't have room for feather fall.
Ixrul Morcrom |
Ixrul crafts a pair of Boots of the Cat (500), a Whip feather token (250), and a pair of Gloves of Reconnaissance (1000).
Boots: 1d20 + 14 ⇒ (8) + 14 = 22
Whip: 1d20 + 14 ⇒ (20) + 14 = 34
Gloves: 1d20 + 14 ⇒ (6) + 14 = 20
All are successful.
Rynjin |
I made a bit of mistake here, actually. Ixrul should not have gotten a full share, if any, since he started off with full WBL and this haul would be what brought the rest of the crew up to that point or thereabouts. Would you mind holding off on those items until you get a new influx of cash and remove the excess old? You can keep the successes and the spells you transcribed.
Ixrul Morcrom |
Ok.
I believe everyone else should get another 927.5 GP, then?
Cyrdic Forthill |
In that case, I'm buying a snapleaf of my own then. I needed like 200 more gold to get it, this is perfect.
Ixrul Morcrom |
I'll craft it. Cut the price in half. Also, I evidently pass on a take 10, so I'll do that.
Cyrdic Forthill |
"Thanks, Ixrul. Appreciate it."
With the money he saved by having Ixrul craft the snapleaf, he buys himself a swanky new cloak of resistance.
Ixrul Morcrom |
I'll craft that as well so long as it is +1. Not sure if I can make the +2 one without boosting my caster level first.