Ghilda Seaspray |
Do I have time to meditate for an hour before the black-sailed ship comes? I know the answer to this question too :(
Ghilda Seaspray |
Ahh, OK - thanks! Since you're being lenient, I'll keep the same spells, but not renew my channeling. Fair? I have two channels left out of five, but I have all my spells back.
Ghilda Seaspray |
Let's not forget we have Disrepute to spend! We may need all the help we can get here. Not happy we're split up for the time being, and leaving the ship.
Ghilda Seaspray |
Big shout out to my Michigan Wolverines men's hoops team - plane accident Wednesday evening, no one hurt, and then they beat Illinois and then #1 seed Purdue to advance to the tournament semifinals.
Ghilda Seaspray |
Go Blue!
We just beat Minnesota...this team is playing with the most heart I have seen in a long time. Derrick Walton is playing at All-American level. U-M faces the winner of Northwestern and Wisconsin, tomorrow. GO BLUE!
Ghilda Seaspray |
1 person marked this as a favorite. |
And they have done it - Michigan are the Big Ten tournament champions, five days after a plane accident, and four days of consecutive basketball. GO BLUE
GM_DBH |
Loot from the battle of the beach.
26 Buccaneers killed or captured.
studded leather - 26
masterwork boarding axe - 8
masterwork cutlass - 18
throwing axes (2) - 28
Shortbow with 20 arrows - 14
Gold jewelry worth 30 gp
The longboat left on the beach has in a compartment under the tiller 6 potions of water breathing.
Captain Isabella 'Inkskin' Locke.
Brine’s Sting (+1 rapier) See below.
Masterwork daggers (2),
Amulet of natural armor +2
Headband of alluring charisma +2,
Svingli’s Eye See below.
Deep platinum shark brooch worth 1,000 gp
wooden false teeth with hidden compartment containing poison needle
Brine’s Sting
Aura moderate necromancy; CL 8th
Slot none; Price 10,320 gp; Weight 2 lbs.
DESCRIPTION
Brine’s Sting is a slim +1 rapier with a hilt guard in the shape of a writhing purple sea snake. On a successful hit that deals damage, the target must succeed at a DC 14 Fortitude save or take a –1 penalty on attack and damage rolls for 1 round as salty brine drips painfully onto the wound. A new saving throw must be made each time the weapon deals damage. On a successful critical hit against a creature with the aquatic or water subtype, the target takes an additional 3d6 points of damage as its flesh cracks and withers from dehydration as salt crystals form around the wound.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, horrid wilting;
Cost 5,320 gp
Svingli’s Eye
Aura moderate divination; CL 10th
Slot none; Price 28,800 gp; Weight 6 lbs.
DESCRIPTION
Unlike the heavy cast-brass mariner’s astrolabes normally used at sea, this astrolabe is of the more common type found on land, made of flat discs of brass. The famed navigator-astrologer Svingli of Morm, a drowned settlement of old Lirgen, was said to have sacrificed her eye to the instrument to grant her knowledge of things beyond mortal sight, thus giving the astrolabe its name. In addition to an astrolabe’s normal +2 circumstance bonus, Svingli’s Eye grants a further +2 competence bonus on Knowledge (geography), Profession (sailor), and Survival
checks when used to navigate on land or sea. Once per day, the user can make a DC 20 Perception check while using Svingli’s Eye as a move action to catch a glimpse of how things really are for 1 round, as if with a true seeing spell. While using the astrolabe’s true seeing ability, the user can also see through concealment caused by smoke or fog and gains a +10 competence bonus on Perception checks to spot hidden or disguised creatures or objects.
CONSTRUCTION
Requirements Craft Wondrous Item, know direction, true
seeing; Cost 14,600 gp
Marnir Saltvig |
I guess we can seek the buccaneers' stuff and split the potions up between us. I'd quite like the Cha headband, unless there are other takers? Also, that astrolabe is great - we should keep it as party loot on the Drake I think.
HP: 1d8 ⇒ 6
Levelling complete.
Kungrusdak Nosvunkuk |
Also, that astrolabe is great - we should keep it as party loot on the Drake I think.
It looks like it's useful on land as well; I definitely think we should keep it.
HP: 1d12 ⇒ 2 That looks like a 7 to me. :)
Kung will level up when I get home tonight.
Ghilda Seaspray |
I've updated Party Loot with everything. Ghilda would like the rapier. I will take one water breathing potion (for emergencies), and you guys can take the five remaining ones as you see fit.
About to level - thank you!
Ghilda Seaspray |
Level Up!
1d8 ⇒ 2 I'll take the average (5). Added spells (1 x 2nd and 1 x 3rd) and three skill points.
Louisiana Jane |
I'll start leveling now... The main question... Alchemist or Witch level... I'll have to look.
Did she have a book or a pet to hold her spells?
Kungrusdak Nosvunkuk |
Barbarian (Unchained, Sea Reaver)
hp 7+3 (rolled 2, taking 7, +3 Constitution bonus)
+1 Fort save (now +10 total)
+1 BAB (now +5 total)
Rage Power: Intimidating Glare
+1 Superstition (now +4 total)
Skill points (2): Intimidate x2
Favored class bonus: +1/3 Superstition
The rapier looks good for Ghilda. Kung will snag another water breathing potion, but he currently already carries 1; this will make 2.
Kung will also take 2 throwing axes from the loot, retrieving his own from the beach will make 3. 50% chance that he finds the javelin in good shape (low is good): 1d100 ⇒ 2 He does, so now is down to 1 of those total. Next time we go shopping he'll grab some more.
Marnir Saltvig |
That's just happened to me this morning too, the last post I saw yesterday was Ghilda's and I didn't get notifications for anything after that. I wonder whether it's a site wide issue.
I'll claim a second potion of water breathing for emergencies. Unless anyone else wants the headband then I'll add it to my gear to increase my skills and spells. I agree with Kung, the rapier looks good for Ghilda. I don't know what people want to do with the he astrolabe - should one of us carry it all the time or shall we leave it aboard the Drake and only take it with us when we need it?
Markizio Voralius |
barely made it to 6th level :)
+8 hp;
+1 bab;
+1 on all three saves;
magus arcana (aquatic agility); (not awesome but flavorful)
+1 0 level spell/day;
+1 2nd level spell/day;
+2 spells known (scorching ray, bladed dash);
+6 skill ranks (acrobatics, k. arcana, k. local, perception, spellcraft, use magic device)
Kungrusdak Nosvunkuk |
That's just happened to me this morning too, the last post I saw yesterday was Ghilda's and I didn't get notifications for anything after that. I wonder whether it's a site wide issue.
It appears to be site-wide.
Kungrusdak Nosvunkuk |
I don't know what people want to do with the he astrolabe - should one of us carry it all the time or shall we leave it aboard the Drake and only take it with us when we need it?
It's good on land and sea; I propose that you keep it as part of your gear (it doesn't read like it's overly large, so that should be reasonable). You're making the Prof (sailor) checks at sea, so you'll use it most. If it's better in someone else's hands on land (for Know (geog) or Survival), you can hand it off then.
Ghilda Seaspray |
Party Loot updated:
- Ghilda gets Brine's Sting; placed her old +1 rapier in party loot
- Two H20-breathing potions subtracted (one for Kung, one for Marnir - I took one as well earlier)
- One pair of throwing axes (I think they come in pairs) to Kung
- Headband of Alluring Charisma and the Svingli's Eye astrolabe to Marnir
- Amulet of Natural Armor + 2 and wooden fake tooth to LJ
Marnir Saltvig |
Marnir Saltvig wrote:I don't know what people want to do with the he astrolabe - should one of us carry it all the time or shall we leave it aboard the Drake and only take it with us when we need it?It's good on land and sea; I propose that you keep it as part of your gear (it doesn't read like it's overly large, so that should be reasonable). You're making the Prof (sailor) checks at sea, so you'll use it most. If it's better in someone else's hands on land (for Know (geog) or Survival), you can hand it off then.
Sounds like a good plan to me. I've added the bonuses to my stats but if someone else needs it then I can hand it over.
Marnir Saltvig |
Has anyone got any suggestions for a good skald spell I can take as my new level 2 spell? I've taken fog cloud, which I get access to from my archetype, but I see that it's Ghilda's domain spell and I don't see much point in overlapping. I'm trying to use my spells for buffing and utility mainly, as I don't think my save DCs will ever be up to much.
I'm currently pondering alter self or cat's grace mainly for the buffing, but other suggestions would be welcome.
Kungrusdak Nosvunkuk |
Blistering Invective (you have a great Intimidate bonus, doesn't rely on save DC though worse for them if they do fail save)
Gallant Inspiration (useful in and out of combat - just missed the DC to improve our Infamy?)
Invisibility, Silence, Versatile Weapon all could also have their uses and don't rely on save DCs to be effective.
Marnir Saltvig |
Blistering Invective is a good call, nice debuff with a bit of damage and a chance of catching fire seems like a lot of effects. Thanks Kung!
Ghilda Seaspray |
FYI - GM sent me a PM yesterday (which I read a few hours ago) saying he was having problems reaching his campaigns on the website.
Kungrusdak Nosvunkuk |
Yeah, the sites been wonky for a couple of days. I think they just got it working again.
Louisiana Jane |
The site was wonky and i think it's now fixed..
Jane is leveled... her new spell was mainly for RP..
Ghilda Seaspray |
Our beloved Wolverine journey in the NCAA tournament is over - nice work by Oregon to disrupt our offense. Good season for us.
Ghilda Seaspray |
Well, if we just took a new ship again, like we do, do we have a chance to sell it before we explore what I expect will be a drag-out brawl?
Louisiana Jane |
Is it a better ship? Also, if we do come across a better ship... are we considering moving to that ship?
Marnir Saltvig |
That's a good question. I've assumed so far that the other ships aren't as good as the Drake, especially given the money we've sunk into upgrading her.
Ghilda Seaspray |
I know I'm one greedy pirate, and I want to sell every boat we take, but I can imagine that Kung's cabin is a mess, with Legos everywhere :)
Kungrusdak Nosvunkuk |
I know I'm one greedy pirate, and I want to sell every boat we take, but I can imagine that Kung's cabin is a mess, with Legos everywhere :)
Kung only does that to preserve his privacy. Nobody walks into a room with Legos all over the floor.
GM_DBH |
I was in a rush yesterday and forgot to give you the details, sorry about that.
Thresher
Shackles junk (junk) (Skull & Shackles Player’s Guide 23)
Init +2
DEFENSE
AC 10, touch 2; Hardness 5
hp 900 (sails 360), Save +10
OFFENSE
Ranged 10 light ballistae +4 (3d8/19–20), standard catapult +7
(6d6) , CMB +16; CMD 26, Ramming Damage 8d8
CREW
22 buccaneers (see page 14) (minimum 10)
EQUIPMENT
Gear 10 light ballistae with 100 bolts (port and starboard),
standard catapult with 20 stones (aft), narrow hull, rapid deploy
sails, silk sails
Cargo 1 point of plunder (ship’s arsenal and stores)
This flat-bottomed sailing ship from Tian Xia has two or three masts with junk-rigged sails, allowing it to be easily sailed by a small crew. Junks typically have a high poop deck and a flat bottom with no keel, and so rely on daggerboards, leeboards, or large rudders for stability.
A junk’s hull is divided into several watertight compartments, like a stalk of bamboo, which strengthen the hull and slow flooding. Junks are capable of ocean travel, and have a waterborne speed of 2 miles per hour
or 48 miles per day.
The Thresher has been poorly maintained by a Captain who was more interested in blood than sailing. She's set up as a 'Batter and board' type, usually overmanned due to the casualties such a style costs.
With some proper care and with a trained crew the Thresher would make a very good fast raider.
Red Mary and Sandara Quinn both express interest in having their own ship.
Kungrusdak Nosvunkuk |
In case it wasn't clear from my in-character post, Kung would like to claim the spiked gauntlets and the belt of giant strength. Any objections?
Marnir Saltvig |
No objections from me, go for it.
GM_DBH |
Sorry everyone, my live group ran long yesterday, we just finished Iron gods. I was running it and found it really enjoyable. The players all liked it as well.
A change from the normal fantasy, not something you'd want to play every time but it was fun to have some weird science thrown in to the mix.
We had a Cleric of Brigh, a Brawler, a Arcanist and a Ranger/Gunslinger/Rogue overly specialized Robot slayer.
One thing we did learn was not to specialize on just killing robots, there is a nice mix of enemies to get through.
Markizio Voralius |
Sorry everyone, my live group ran long yesterday, we just finished Iron gods. I was running it and found it really enjoyable. The players all liked it as well.
One thing we did learn was not to specialize on just killing robots, there is a nice mix of enemies to get through.
Please let me know if you ever want to run that AP as a PBP as I'd like to submit a PC for your consideration and hopefully play. :)
GM_DBH |
GM_DBH wrote:Please let me know if you ever want to run that AP as a PBP as I'd like to submit a PC for your consideration and hopefully play. :)Sorry everyone, my live group ran long yesterday, we just finished Iron gods. I was running it and found it really enjoyable. The players all liked it as well.
One thing we did learn was not to specialize on just killing robots, there is a nice mix of enemies to get through.
I am thinking about it right now. As I said, it was a very enjoyable AP to run. Plus it's all still fresh in my mind. I am kind of interested in seeing how a different group would approach it?
Kungrusdak Nosvunkuk |
I just started playing a PbP of Iron Gods. I'm running a witch; I was actually inspired by Barnabus to play the class.
I'm glad to hear there's more than just the robots, because we just started the encounter against the first one, and I've realized that a witch is VERY BAD against mindless constructs.
GM_DBH |
Oh yes, Undead, Abominations, Humanoids. Iron gods has a good balance of challenges.
Our Ranger/Rogue/Gunslinger absolutely slaughtered any Robot she met, but her damage dropped severely against anything else, even with sneak attack.
While the Cleric of Brigh ended up with more ranks in Heal and Knowledge (Engineering) than in Knowledge(Religion). Along with the feats Technologist, Create Technological item, Create Cybernetics, Create Technological weapon. And spent a lot of time installing cybertech into the other PC's.
With an Arcane caster you should go for any spells that use electricity to deal with Robots.
Markizio Voralius |
I just started playing a PbP of Iron Gods. I'm running a witch; I was actually inspired by Barnabus to play the class.
I'm glad to hear there's more than just the robots, because we just started the encounter against the first one, and I've realized that a witch is VERY BAD against mindless constructs.
Hey, that is the game that I applied and was rejected. :(
The GM seems like he knows what he's doing so it should be a fun game.
As for your witch, cackle and misfortune are your friends, even against mindless constructs. :)
Marnir Saltvig |
Hearing positive reports about Iron Gods makes me want to look into it a little more. When it was first announced I had zero interest in it - the whole Numeria mixing magic and technology really turned me off. I managed to read the player's guide and about half of the first adventure before I gave up on it. I own it all as an AP subscriber, so maybe I'll take another look.
GM_DBH |
I've never been a big fan of mixing sci-fi with fantasy myself, and one of my players is against Gunslingers being in the game, let alone high tech items.
We both ended up really enjoying ourselves with Iron Gods. Running and playing the AP, adjusting to the new tech and themes seemed to work better than just reading it. It helps that it was pretty good from book one to book six, book two being the weakest we felt.
It had a good variety of locations, opponents and goals which kept us enjoying ourselves all the way through.
Once you adjust to the new items and tactics they produce it does play very smoothly.
Markizio Voralius |
Hearing positive reports about Iron Gods makes me want to look into it a little more. When it was first announced I had zero interest in it - the whole Numeria mixing magic and technology really turned me off. I managed to read the player's guide and about half of the first adventure before I gave up on it. I own it all as an AP subscriber, so maybe I'll take another look.
C'mon, you know you want to. :)
Seriously, it'd be good to play with you in another game and, since the GM already knows you, I'm sure you'll get preferential service.
Bird in the hand is worth two in the bush and all that. :)
Game on!