Corsairs of Varisia

Game Master dain120475

“Corsairs of Varisia” is a homebrew campaign which has low magic; emerging technology in the form of firearms; reavers, swashbucklers, buccaneers, and pirates.

“Corsairs of Varisia” campaign pits the starting party in a emerging town situated between Riddleport and Magnimar.

The town, formerly Roderic’s Cove, had been conquered by pirates from Riddleport, but has been recently liberated from support from the south to stop the advance of Riddleport into their waters.

The town was renamed “Beacon” and the lord of the town is calling on any who wish to make their fortune and become something great; with little to aid them but their wits and steel.


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HP 27 /37, AC 26, T12 FF24, Bab +4, Melee +7, CMB 6 , CMD 20, F +7, R +1(+2VsBursts&Spell Effects Wi Sheild), W +0/+2Vs Enchantment, Init +1, Perc+12, “Human”(DC21 Disguise) Titan Mauler2/Shield Master2,

Quick post.

@ Dain GM. Hehehe trap! :D

Also, potion vial weighs in at an ounce... not a pound.

Though I must admit to not having a good idea what either of those two measurements actually mean... :P

*Mumbles something about proper, metric, measuring systems...*

(^_~)


Melthune wrote:

Quick post.

@ Dain GM. Hehehe trap! :D

Also, potion vial weighs in at an ounce... not a pound.

Actually I checked several times - potions are 1 Pound.

Troll Styptic is typically not a potion, but a packet (seen here.

In your case you're carrying potions, not packets. The potions are designed so you can drink them as a Move Action. The other advantage to that is that you can use a "potion" of Troll Styptic against any damage, not just bleeding.

All potions (including Alchemist Fire; Acid; Holy Water, etc.) are 1 lbs.

If you prefer just the powder, that's fine, but the powder is designed to work against open wounds from slashing or piercing weapons.

It's your call, though - just keep me posted on what you'd like to do at this point before advancing.


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

Dain, can Snaga use a musket? I had Tais give him hers to use during this encounter (plus the ammo). Tais does't have a spare bow and I didn't hear back from any of the others whether they had a bow to give to Snaga to use.


HP 27 /37, AC 26, T12 FF24, Bab +4, Melee +7, CMB 6 , CMD 20, F +7, R +1(+2VsBursts&Spell Effects Wi Sheild), W +0/+2Vs Enchantment, Init +1, Perc+12, “Human”(DC21 Disguise) Titan Mauler2/Shield Master2,

Sorry Taissa. No spare bow on Mel. :(


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

No worries, Mel. From the main game board, it seems Snaga is good with the musket. :)


HP: 48/48 || AC 21, touch 13, flat-footed 14 (+3 armor, +3 Dex) || Inspiration (+1d6, 6/day) || Init +3
Current Status:
HP: 45/48 // AC: 23 = 17[Regular] + 2 [Natural AC from Mutagen] + 4 [Shield Extract] or 25 (assuming Prot Evil) // Effects: // Inspiration left: 5/6

I've got a bow, but it is not a spare one - I may need it :D


HP 27 /37, AC 26, T12 FF24, Bab +4, Melee +7, CMB 6 , CMD 20, F +7, R +1(+2VsBursts&Spell Effects Wi Sheild), W +0/+2Vs Enchantment, Init +1, Perc+12, “Human”(DC21 Disguise) Titan Mauler2/Shield Master2,

*Gruff voice*

"..And my axe!"

:D


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

I figured, Polux. It worked out -- Tais gave one of her back up weapons (musket) to Snaga. She still has the lucerne hammer once she's done using her bow. ;)


Taissa Sloane wrote:
Dain, can Snaga use a musket? I had Tais give him hers to use during this encounter (plus the ammo). Tais does't have a spare bow and I didn't hear back from any of the others whether they had a bow to give to Snaga to use.

Yes - he took it and is armed with it.

In this game Firearms are considered "Martial Weapons" and he's proficient in Martial Weapons.

Alright, I'll have the battle map up soon.


HP: 48/48 || AC 21, touch 13, flat-footed 14 (+3 armor, +3 Dex) || Inspiration (+1d6, 6/day) || Init +3
Current Status:
HP: 45/48 // AC: 23 = 17[Regular] + 2 [Natural AC from Mutagen] + 4 [Shield Extract] or 25 (assuming Prot Evil) // Effects: // Inspiration left: 5/6

Battle?! What battle?! :D


HP: 48/48 || AC 21, touch 13, flat-footed 14 (+3 armor, +3 Dex) || Inspiration (+1d6, 6/day) || Init +3
Current Status:
HP: 45/48 // AC: 23 = 17[Regular] + 2 [Natural AC from Mutagen] + 4 [Shield Extract] or 25 (assuming Prot Evil) // Effects: // Inspiration left: 5/6

I gotta crash people - Dain, you have my MO both in combat and out if needed.

Get'em!!


Polux wrote:

I gotta crash people - Dain, you have my MO both in combat and out if needed.

Get'em!!

No battle yet.

Polux would need to go through the door and alert someone else of his presence.

I don't know where Polux would go next; what he would do; how Stealthy he'd be; and what his plan is - there are a few rooms he may try before he moves direct for the stairs (if he moves direct for the stairs) and this assumes he doesn't stop to check for other traps.

Unless someone else wants to play for him - if they do, I need to know what they'd NPC him do; and the rolls, too.

Either way you slice it; good luck!


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

Polux scouting every room ahead is a solid plan. we are in tight quarters, and I agree with Polux that stealth will likely not factor in much after the initial encounter. If he wants to fall back with me and Melthune after, then that is fine. We just need to take every opportunity to flank so that the sneak attack damage can be applied for Polux. Ranged opportunities may be a bit iffy due to line of sight in such cramped quarters, but we shall do what we can.


HP 27 /37, AC 26, T12 FF24, Bab +4, Melee +7, CMB 6 , CMD 20, F +7, R +1(+2VsBursts&Spell Effects Wi Sheild), W +0/+2Vs Enchantment, Init +1, Perc+12, “Human”(DC21 Disguise) Titan Mauler2/Shield Master2,

*Nods*

Okay, happy to play door opener.


Hey guys,

Polux has decided to drop the game, too.

At this point is it worth continuing, or should we just pack it in?

Please let me know what you think.


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

We have attempted to bring in new players and they have not lasted long in game. We would need to replace Polux and Holystone this time around and I have a feeling we would end up in the same place in the end. Hack and Taissa can rp and do but with only the two of us now (sorry Melthune but honestly you don't really do much rp with us), I can't see the game surviving for much longer on the backs of 2 players. We're also in the middle of some tricky combat (GM's words) and it's crazy that Dain would be npcing three main characters (Snaga, Polux and Melthune/Holystone) plus the enemy.

Hack and Melthune what do you think?


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

I am thinking that we should just call it for all of the reasons that Tai has indicated above. We have tried valiantly to bring this together, but it feels like we are all grasping at straws.

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