Seadogs and Scallywags

Game Master Grymp

Man's Promise * Rickety Hake * Tidewater Rock

Plunder: 4
Rules

Gresham's Treasure Spreadsheet

No combat!:

BEAT TO QUARTERS, COMBAT BE AFOOT!

Round 7

Spleen: Attacked and grappled
Wreckers: One is grappled by spleen. Another disappeared.
Sandara: UP!!
Chaenath: UP!!
Doc: UP!!
G'Lub: UP!!
Vakarla:


151 to 200 of 1,065 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Female Halfling Whipmistress 15 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 26 (+4 vs disarm/trip) | HP: 152/153(0NL) | F+18*, R+13*, W+18* | Init: +3 |Perc: +6)

Rogar can CLW as well right?

The Exchange

Male N Dwarf Alchemist (Chirurgeon) 7 | HP: 59/59 tmp 14 | AC: 2129 (14 16 Tch, 19 25 FF) | CMB: +5, CMD: 19 | F: +9/13/15, R: +8/12, W: +5/9 | Init: +2 | Perc: +14, SM: +4, Darkvision 60' | Speed 20ft | Bombs: 11/11 | Active conditions: mutagen, shield, see invisibility

Once he gets his Alchemist's kit, he can.


Female Halfling Whipmistress 15 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 26 (+4 vs disarm/trip) | HP: 152/153(0NL) | F+18*, R+13*, W+18* | Init: +3 |Perc: +6)

Ahhhhhhh!


Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft
Rogar "Doc" Ironsail wrote:
Once he gets his Alchemist's kit, he can.

And his formula book... And then only on himself until level 2... And we don't look like getting THERE any time soon...

Don't despair though - if you have no success with the quartermaster, maybe one of us sneaky types can "visit" the lab at night!


Female Human Gunslinger 1 (Buccaneer) | AC: 14 [T: 13 FF: 11] | HP: 11/11, [0 NL] | F+2, R+5, W+1 | Init: +3 |Perc: +5
Skills:
Acrobatics +9, Craft (Clockwork) +7, Intimidate +6, Knowledge Engineering +7, Perception +5 (+1 to find concealed or secret objects, traps/doors), Perform (Singer) +6, Profession (Siege Engineer) +5, Survival +5, Swim +6

Lodestone, regarding your question about whether or not Bell wants to go into the Captain's quarters, I was basing her move on what she would likely do as well as the information regarding A2: The Poop Deck. It says in the Campaign Info that the Captain and Mr. Plugg spend most of their time there when they're on deck, so I figured there would be time for her to slip away when the Captain obviously isn't in his quarters.

Plus, there is the Sneak option that I thought worked this way: if she passes her checks for the day (which she did), then she can briefly explore an area make one Perception roll or other skill roll with no chance of detection, which is why I thought it was safe to check out the Captain's quarters under those circumstances.

Going to bed, but I thought I'd ask my question first.

Thanks!


No problem,...

You have no chance of being detected if you make sure you go when the Captain's on deck. However, the cabin girl (Caulky) could be there and the area you want to explore must be accessible (it may be locked). You can, essentially use the time to check out areas that are accessible easily (e.g. loitering in the kitchen till Fishguts is occupied with something and having a good look around - perception, or grabbing a knife - slight of hand). Some areas will be locked (but there's only one way to find out :)

This action is mostly for checking out areas in more detail than you would usually be able to, you can use it to make one perception, slight of hand, disable device, craft etc. (those are probably the most useful) roll with no chance of detection - doesn't mean that you succeed on the roll (you may see nothing). To check out Plugg and Scourge's cabin, which you now know is locked thanks to Alessandra, you'd either have to a) loiter outside till the door is open to get a perception check to see inside (not entering). or b) pick the lock (disable device) and then sneak in (stealth) and then look around (perception) then sneak out (stealth) - choosing which 1 of the 4 checks you could do without any chance of detection - you only get 1!

Sorry its a bit unclear - the module's a bit scarce on some details.


Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft

That makes it MUCH clearer, thanks! Can we coordinate? So, I pick the lock as my free action, signal to someone else who then looks round inside as their free action, etc?


You can coordinate to an extent chaining 'undetectable' actions like that is a good idea - but you would still need multiple sneak actions to get somewhere off-limits (1 to get in, 1 to get out) and a perception to get anything more than a general description whilst you're inside... It might be an idea to ask someone you know about off-limits areas rather than trying to get in. It's a keelhauling for some actions,.. if you're caught.


Female Human Gunslinger 1 (Buccaneer) | AC: 14 [T: 13 FF: 11] | HP: 11/11, [0 NL] | F+2, R+5, W+1 | Init: +3 |Perc: +5
Skills:
Acrobatics +9, Craft (Clockwork) +7, Intimidate +6, Knowledge Engineering +7, Perception +5 (+1 to find concealed or secret objects, traps/doors), Perform (Singer) +6, Profession (Siege Engineer) +5, Survival +5, Swim +6

Argh. Leaving tomorrow for that long road trip. I'm not packed yet. Still have a million things to do, so I will likely be scarce today as well as this weekend.

The Exchange

Male N Dwarf Alchemist (Chirurgeon) 7 | HP: 59/59 tmp 14 | AC: 2129 (14 16 Tch, 19 25 FF) | CMB: +5, CMD: 19 | F: +9/13/15, R: +8/12, W: +5/9 | Init: +2 | Perc: +14, SM: +4, Darkvision 60' | Speed 20ft | Bombs: 11/11 | Active conditions: mutagen, shield, see invisibility

Just to let you know: I'll be on vacation next week, with unknown connectivity (there should be wi-fi, but you never know...)

The Exchange

Male N Dwarf Alchemist (Chirurgeon) 7 | HP: 59/59 tmp 14 | AC: 2129 (14 16 Tch, 19 25 FF) | CMB: +5, CMD: 19 | F: +9/13/15, R: +8/12, W: +5/9 | Init: +2 | Perc: +14, SM: +4, Darkvision 60' | Speed 20ft | Bombs: 11/11 | Active conditions: mutagen, shield, see invisibility
Diego Vallenci wrote:
Indeed, I'll help Rogar out today as I agree he seems in the most need. Depending on how well we keep out of trouble over the next couple days I'll work at getting everyone back up. Diego only gets 2 per day though, and I burned the first one on fearing Jape.

This would be much appreciated. Of course, Rogar doesn't know you can heal, so he won't come asking :)


Female Halfling Whipmistress 15 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 26 (+4 vs disarm/trip) | HP: 152/153(0NL) | F+18*, R+13*, W+18* | Init: +3 |Perc: +6)

Alrighty, so I'm back from the weekend road trip with the fam, and all set to get my pirate on!


Hi Guys,

I want to wait for Diego's action and confirmation of Bellara's before posting. I'll give them a few more hours before posting everyone else's results.


Female Halfling Whipmistress 15 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 26 (+4 vs disarm/trip) | HP: 152/153(0NL) | F+18*, R+13*, W+18* | Init: +3 |Perc: +6)

Sounds good!


Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft

+2 to influence hey? Nice.

BTW, is influence during the day limited to Diplomacy, or can I use Bluff/Intimidate as well (like you have listed under night-time actions)?


Can use bluff/intimidate


Female Halfling Whipmistress 15 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 26 (+4 vs disarm/trip) | HP: 152/153(0NL) | F+18*, R+13*, W+18* | Init: +3 |Perc: +6)

Woot! Knives! That's something at least.


Female Human Gunslinger 1 (Buccaneer) | AC: 14 [T: 13 FF: 11] | HP: 11/11, [0 NL] | F+2, R+5, W+1 | Init: +3 |Perc: +5
Skills:
Acrobatics +9, Craft (Clockwork) +7, Intimidate +6, Knowledge Engineering +7, Perception +5 (+1 to find concealed or secret objects, traps/doors), Perform (Singer) +6, Profession (Siege Engineer) +5, Survival +5, Swim +6

All that packing, two days of driving for hours and hours and hours...and we are finally at our destination!

Posted quickly. Let me know if I missed anything else. I skimmed things and just wanted to get Bell's alternate area to explore picked out before I unpack and dust this place. -.-


Female Halfling Whipmistress 15 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 26 (+4 vs disarm/trip) | HP: 152/153(0NL) | F+18*, R+13*, W+18* | Init: +3 |Perc: +6)

Glad you made it ok.


Female Human Gunslinger 1 (Buccaneer) | AC: 14 [T: 13 FF: 11] | HP: 11/11, [0 NL] | F+2, R+5, W+1 | Init: +3 |Perc: +5
Skills:
Acrobatics +9, Craft (Clockwork) +7, Intimidate +6, Knowledge Engineering +7, Perception +5 (+1 to find concealed or secret objects, traps/doors), Perform (Singer) +6, Profession (Siege Engineer) +5, Survival +5, Swim +6

Thankee, Shaeda! :) I'm glad we made it okay too.

We were traveling with a cat who has never been in a car for longer than the few minutes it takes to get to the vet. Then we decided after a few test drives with her to take her cross country. LOL


Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft
Bellara Aramassio wrote:
Then we decided after a few test drives with her to take her cross country. LOL

Brave - almost as brave as trying to break into the cabin girl's quarters which are part of the Captain's cabin! - at least, if I'm seeing the map right :)


Human Bard 2 | HP 14/14 | AC: 14, t:12, ff:12 | Fort 0, Ref 5, Will 3 | Init +2, Perc +3

So sorry for the momentary silence guys! I'm at the coast currently with the family. So this is a phone update. I won't be able to get a good update until next week unfortunately. Sorry for the failure to give you a heads up. Friday things got hectic so I didn't inform you all.


So as to keep things moving I'll DMPC Diego until he can update. - If he wants to retcon anything we'll play it by ear. Diego: If you do have the time to post dot-points of your actions feel free and I can roll etc. for you.


Female Halfling Whipmistress 15 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 26 (+4 vs disarm/trip) | HP: 152/153(0NL) | F+18*, R+13*, W+18* | Init: +3 |Perc: +6)
Alessandra wrote:
BTW, I take it that the NL damage from yesterday is now gone?
PRD wrote:
Healing Nonlethal Damage: You heal nonlethal damage at the rate of 1 hit point per hour per character level. When a spell or ability cures hit point damage, it also removes an equal amount of nonlethal damage.

So it looks like we should be all healed up from our nonlethal damage.


Female Human Gunslinger 1 (Buccaneer) | AC: 14 [T: 13 FF: 11] | HP: 11/11, [0 NL] | F+2, R+5, W+1 | Init: +3 |Perc: +5
Skills:
Acrobatics +9, Craft (Clockwork) +7, Intimidate +6, Knowledge Engineering +7, Perception +5 (+1 to find concealed or secret objects, traps/doors), Perform (Singer) +6, Profession (Siege Engineer) +5, Survival +5, Swim +6

Awesome. Changing Bell's NL damage to zero then!


Female Halfling Whipmistress 15 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 26 (+4 vs disarm/trip) | HP: 152/153(0NL) | F+18*, R+13*, W+18* | Init: +3 |Perc: +6)

Hey Lodestone, is it safe to assume that one of those daggers is made for us wee folk?


Female Halfling Whipmistress 15 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 26 (+4 vs disarm/trip) | HP: 152/153(0NL) | F+18*, R+13*, W+18* | Init: +3 |Perc: +6)
Bellara Aramassio wrote:
I've always used Irish for the Halfling language, so I thought this was appropriate.

I started the following in my Living Greyhawk days, and nowadays we still do it.

My Half Orc characters tend to speak with a very gruff voice, and somewhat of a Japanese or Asian accent to them. However, if the occasion comes to switch over to speaking Orcish, I then give them a very high and mighty British accent, "cheerio old chap" and such. What's funny then, is that the other (non Horcs) in our group, then switch to gruff guttural speech when in Orcish. It's quite fun.

We've also, at times, used other accents for various languages, Dwarvish of course is a Scottish brogue.


Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft

And I've always thought of Elves as French (apologies to Tolkien)...


Female Halfling Whipmistress 15 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 26 (+4 vs disarm/trip) | HP: 152/153(0NL) | F+18*, R+13*, W+18* | Init: +3 |Perc: +6)
Alessandra wrote:
And I've always thought of Elves as French (apologies to Tolkien)...

Well they do take a disliking to you if you are in their country and not speaking their language!


Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft

Suave, fashionable, sometimes regarded as aloof/arrogant, their language is internationally regarded as the language of diplomacy and romance, their food (especially the bread and wine) are ascribed mythical properties, the list goes on...


Female Halfling Whipmistress 15 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 26 (+4 vs disarm/trip) | HP: 152/153(0NL) | F+18*, R+13*, W+18* | Init: +3 |Perc: +6)

So what's our strategy here? Make as many friendlies as possible? Get our gear, or replacement gear? It seems the QM will sell us our own gear, we'll need to get stuff maybe to trade?

Priorities seem to me:

  • Stay alive
  • Make friends
  • Gear up
  • Explore

Some of us are better than others at some tasks, and obviously we won't always have a chance to do everything, like today, no diplomacy for three of us!

What do others think?


Female Human Gunslinger 1 (Buccaneer) | AC: 14 [T: 13 FF: 11] | HP: 11/11, [0 NL] | F+2, R+5, W+1 | Init: +3 |Perc: +5
Skills:
Acrobatics +9, Craft (Clockwork) +7, Intimidate +6, Knowledge Engineering +7, Perception +5 (+1 to find concealed or secret objects, traps/doors), Perform (Singer) +6, Profession (Siege Engineer) +5, Survival +5, Swim +6

I'm with Shaeda regarding priorities. Trying to make as many allies as possible outside the party, but it's tough for Bell with her lack of Diplomacy.


Female Halfling Whipmistress 15 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 26 (+4 vs disarm/trip) | HP: 152/153(0NL) | F+18*, R+13*, W+18* | Init: +3 |Perc: +6)

Your perception is good though, so if that's your forte, then use what you've got!


Shaeda Stormborn wrote:
Hey Lodestone, is it safe to assume that one of those daggers is made for us wee folk?

A very fair assumption.

The Exchange

Male N Dwarf Alchemist (Chirurgeon) 7 | HP: 59/59 tmp 14 | AC: 2129 (14 16 Tch, 19 25 FF) | CMB: +5, CMD: 19 | F: +9/13/15, R: +8/12, W: +5/9 | Init: +2 | Perc: +14, SM: +4, Darkvision 60' | Speed 20ft | Bombs: 11/11 | Active conditions: mutagen, shield, see invisibility

Still traveling, haven't found a working WiFi yet :( So roaming from the phone & keeping the posts short
On strategy: Doc can influence the easy sounding ones, exploring also possible.


Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft

Priorities look good to me. Almost as important as making friends though, I think, is to find out everyone's attitudes - at the moment there's a lot of unknowns.

Another priority should be some way of getting some cash - we could try to buy back our gear (and/or get Doc to make some potions: 1st level potion = 25 gp if you make it yourself).

I need my thieves' tools if I'm going to make any headway with the exploring.

EDIT

Rogar "Doc" Ironsail wrote:
Doc will give knives to the others, he has no need for them

YES - I'll gladly take another knife! TWF FTW!!


Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft

Sorry, I've got confused with the cast of characters - is "Scourge" just Plugg's nickname? Or are they two different people? Which of them does what? I know it's Plugg who gives us the daily tasks, but what does Scourge do (apart from whip people, obviously)?


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10
Alessandra wrote:
Sorry, I've got confused with the cast of characters - is "Scourge" just Plugg's nickname? Or are they two different people? Which of them does what? I know it's Plugg who gives us the daily tasks, but what does Scourge do (apart from whip people, obviously)?

Plugg is the 1st mate, Scourge is the Boatswain. The Boatswain (Bosun) is in charge of daily activities and discipline. Meanwhile, Plugg is second in command. When the captain isn't on deck his word is L.A.W.


Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft

Bell, do you fancy being treasurer? I see you took the "eye for plunder" campaign trait, so you'll be good at appraising stuff. I'd offer, only, well, Rogue ;)


Female Halfling Whipmistress 15 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 26 (+4 vs disarm/trip) | HP: 152/153(0NL) | F+18*, R+13*, W+18* | Init: +3 |Perc: +6)
Alessandra wrote:
Bell, do you fancy being treasurer? I see you took the "eye for plunder" campaign trait, so you'll be good at appraising stuff. I'd offer, only, well, Rogue ;)

Bellara Aramasio, Gunslinger Accountant!


Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft

Men call her ... The Loan Arranger ...


Female Halfling Whipmistress 15 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 26 (+4 vs disarm/trip) | HP: 152/153(0NL) | F+18*, R+13*, W+18* | Init: +3 |Perc: +6)
Alessandra wrote:
Men call her ... The Loan Arranger ...

Ok, I definitely chuckled at that.


Female Human Gunslinger 1 (Buccaneer) | AC: 14 [T: 13 FF: 11] | HP: 11/11, [0 NL] | F+2, R+5, W+1 | Init: +3 |Perc: +5
Skills:
Acrobatics +9, Craft (Clockwork) +7, Intimidate +6, Knowledge Engineering +7, Perception +5 (+1 to find concealed or secret objects, traps/doors), Perform (Singer) +6, Profession (Siege Engineer) +5, Survival +5, Swim +6

I laughed too. I suppose I could be the treasurer. Warning though: I'm in the midst of doing some serious house cleaning where we are at and I'm a tad distracted, so I'll need you guys to double check!

So far I think we have:

21gp, 12sp
Golden earring set with ruby (Is this one item?) - given to Alessandra
Medium sized MWK dagger - given to Doc to trade
5 daggers - assuming 1 to each person, although Doc didn't seem to want one?

What did I miss?

Do I count the items that were already previous belongings like Doc's stuff and Alessandra's tools?

I'll turn this into a google doc when I have time.


Female Halfling Whipmistress 15 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 26 (+4 vs disarm/trip) | HP: 152/153(0NL) | F+18*, R+13*, W+18* | Init: +3 |Perc: +6)

21gp and 12sp? I'm keeping that for meself just now. Maybe I'm stingy , but I did give away the two big items!

Seriously, feel free to track everything.

Gaming loot should be distributed via a Socialist Meritocracy methodology.


Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft

Glad to amuse!

Thanks Bellara - I was thinking more, keep track of cash we acquire and make sure that we find out the value of any loot, rather than keep track of the old stuff (like my lockpicks) that we get back, or the mundane stuff like daggers and so on, which we can divvy up ourselves (I've got Doc's spare unless anyone else wants it, I can use 2 weapons).

ALSO, while I'm thinking about it: how do we identify any magic items we pick up? I don't think either Doc or Diego have Detect Magic. I'd hate for this earring to be some sort of Artefact of Ultimate Power and not know about it...


Female Halfling Whipmistress 15 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 26 (+4 vs disarm/trip) | HP: 152/153(0NL) | F+18*, R+13*, W+18* | Init: +3 |Perc: +6)

It's a low magic world, Shaeda has never owned anything magic, and she has archetypes that will keep her from ever casting, so color me ignorant!


Female Halfling Whipmistress 15 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 26 (+4 vs disarm/trip) | HP: 152/153(0NL) | F+18*, R+13*, W+18* | Init: +3 |Perc: +6)
Bellara Aramassio wrote:
I'll turn this into a google doc when I have time.

Will a BBCode table in a profile work?


Female Human Gunslinger 1 (Buccaneer) | AC: 14 [T: 13 FF: 11] | HP: 11/11, [0 NL] | F+2, R+5, W+1 | Init: +3 |Perc: +5
Skills:
Acrobatics +9, Craft (Clockwork) +7, Intimidate +6, Knowledge Engineering +7, Perception +5 (+1 to find concealed or secret objects, traps/doors), Perform (Singer) +6, Profession (Siege Engineer) +5, Survival +5, Swim +6

It may, but honestly I hate messing with profiles, resaving them each time. It's much easier for me to just have it in google docs. :)


Alessandra wrote:


... while I'm thinking about it: how do we identify any magic items we pick up? I don't think either Doc or Diego have Detect Magic.

So this is probably a good time to bring up how (most) magic items are going to work. Firstly, many "magic" items will be re-skinned as either a) clockwork, b) alchemical, c) 'enhanced'.

Clockwork items will be obviously "magical" and (generally) not hard to work out how to use.

Alchemical items (mostly potions) will often be labelled and Doc can probably work them out anyway.

Enhanced items probably need a little explanation.... This is the "+1 longsword" type item. Flavour-wise consider these to be well-crafted items (like masterwork) that have been treated with (magical) alchemical substances to enhance damage - When you use them I will give you the mechanical effect (e.g. +1 to hit, +1 dam), so these will be mechanically identical to standard magical items.

As for 'true' magic items, I think we can give Doc a way to determine this through alchemical means. - I'll think about a simple mechanic.


Female Halfling Whipmistress 15 (AC: 37 (*+2 Light Fort) (*+1 Haste) [T: 15 FF: 35] CMD 26 (+4 vs disarm/trip) | HP: 152/153(0NL) | F+18*, R+13*, W+18* | Init: +3 |Perc: +6)

Yes, sufficiently beyond Shaeda's experience to not be my problem, haha

Luckily I gave the dagger to Doc anyways.

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