Sky Piracy by the Stormborn (Inactive)

Game Master leinathan

Mythic Adventures.

The Airship.

Map of the Inner Sea region.

Golarion Worldwide Map.

Downtime Rules

Sky Piracy with a ragtag monster crew! Whee!


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Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

Here's the casting plan.

Prep: Secret Chest full of gold so we don't have to carry it with us. I can call it once we find a suitable merchant.

1) Mass protection from elements (fire) for initial protection from the plane.
2) Planeshift Outskirts of the city
3) Planar adaptation (mass)
---After this point the Protection from elements doesn't need to be maintained.
3) Teleport as needed till we get where we need to be.
4) planeshift back when we're done.

I'll do this for anyone who wants to go.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

I don't know how the sunlight thing is going to work in the city of brass. The captains will probably be fine, but planar cosmology is weird.


HP 75/250 | Init +11/12 | AC 43/20/37; 35/22/28 | CMD 45; 44 (+16/12 vs trip) | Fort +23/22 Ref +23/24 Will +22 | Dragon Senses, Per +26

Teleport lets one bring along CL/3 extra friends - so we shouldn't bring more then that. Sparel has a cl of 13 I belive, so that means Spa +4. Tar'jub can teleport on his own, so he doesn't count. So both the Captains and Lu can be brought along + 1 more.

Anyone wanna volunteer their cohort ^^?

Or one free slot could be nice if we intend to bring along a local guide.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

The more people go the shorter the duration of the Planar adaptation. Just saying.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Plane shift doesn't allow for picking specific location, remember, and teleport is notoriously imprecise, so you're definitely going to have to do some walking around. Not only that, but you can only teleport somewhere that you've at least seen before, and it's doubly imprecise then.

Also, Tar'jub can't teleport on his own.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
leinathan wrote:

Plane shift doesn't allow for picking specific location, remember, and teleport is notoriously imprecise, so you're definitely going to have to do some walking around. Not only that, but you can only teleport somewhere that you've at least seen before, and it's doubly imprecise then.

Also, Tar'jub can't teleport on his own.

Understood. I'd only want to teleport to get us near the city. With a description I can get us close. Since Tar'jub has teleport without error he can at least get close enough to provide a description. Assuming I don't cast teleport without error myself.

I recommend the captains + whomever gather the crew while Sparel, Tar, Lu, + whomever go to the city of brass.

Tha latter three seem to post more, so that should be a good split for the side quest.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Tar'jub doesn't have teleport without error, though. Or, as it's called in Pathfinder, greater teleport.


HP 75/250 | Init +11/12 | AC 43/20/37; 35/22/28 | CMD 45; 44 (+16/12 vs trip) | Fort +23/22 Ref +23/24 Will +22 | Dragon Senses, Per +26

Huh - look at that! I merely assumed he did ... Like all the proper devils :P

Oh well^^

But still, he seems to be one of the most suited for this excursion so I would bring him along anyhow!

----------------
Group 1 - Firey shopping
Spa
Tar
???
???

Group 2 - Kidna *ehm* Recruiting crew
The rest

-------------

It would seem logical if one of the Captains was in each group, just a thought ... I know I wouldn't trust anyone of us with my large pile of gold just like that ^^

And perhaps one slot open for a local guide or something ? Or one last party member/cohort/grunt to round it out.


HP 75/250 | Init +11/12 | AC 43/20/37; 35/22/28 | CMD 45; 44 (+16/12 vs trip) | Fort +23/22 Ref +23/24 Will +22 | Dragon Senses, Per +26

Also - on the topic of Teleport and its variants:

As soon as Spa can cast 8th level spells, we totally gonna track down a copy of Interplanetary Teleport and build a base on the moon. All the cool villains have one!


Male Human/Vampire hp 212/212 | AC 33 touch 15 ff 27 | Fort +19 Ref +12 Will +10 | Init +10, Perception +10, Darkvision 60ft, Speed 30ft, Fly 40ft

It would make sense to have one captain in each party but honestly neither of us would want to miss a chance to go to the city of brass. Aisha is more than capable of overlooking the ship, and with our new recruit they could probably be fine when it comes to recruiting, but damn vampire captains are also good at recruiting, this is a conundrum and i will let Belor decide.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
leinathan wrote:
Tar'jub doesn't have teleport without error, though. Or, as it's called in Pathfinder, greater teleport.

Really? That's good to know. Regardless though, at least he can keep trying until he gets it right.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
Lucrecia Henderthane wrote:

Also - on the topic of Teleport and its variants:

As soon as Spa can cast 8th level spells, we totally gonna track down a copy of Interplanetary Teleport and build a base on the moon. All the cool villains have one!

Greater Teleport is 7th and I can cast it, though if you want a moonbase we may need interplanetary teleport (wiz 9). It's a close call, so it'd be DM Discression. However, I imagine there are plenty of Lich Bases locate on the far side of the moon. It's far, but not exactly difficult to get to. It's kinda perfect for liches.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1
Sparel Radtymah wrote:
leinathan wrote:
Tar'jub doesn't have teleport without error, though. Or, as it's called in Pathfinder, greater teleport.
Really? That's good to know. Regardless though, at least he can keep trying until he gets it right.

NO YOU DON'T UNDERSTAND THIS IS THE THIRD TIME I'M SAYING IT, TAR'JUB CANNOT TELEPORT AT ALL. HE HAS NO TELEPORTATION CAPABILITIES. NONE. ZERO. IMPS CAN'T TELEPORT LIKE THE OTHER DEVILS CAN.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
leinathan wrote:
Sparel Radtymah wrote:
leinathan wrote:
Tar'jub doesn't have teleport without error, though. Or, as it's called in Pathfinder, greater teleport.
Really? That's good to know. Regardless though, at least he can keep trying until he gets it right.
NO YOU DON'T UNDERSTAND THIS IS THE THIRD TIME I'M SAYING IT, TAR'JUB CANNOT TELEPORT AT ALL. HE HAS NO TELEPORTATION CAPABILITIES. NONE. ZERO. IMPS CAN'T TELEPORT LIKE THE OTHER DEVILS CAN.

OH. HA HA. My bad. Thats' a new thing in Pathfinder. I'm so used to Imps being able to teleport without error from previous editions that I keep forgetting.

No worries though. I may need to burn a Greater Teleport to save on other resources.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

We'll leave in the morning. Captains need to decide who's going where.


HP 75/250 | Init +11/12 | AC 43/20/37; 35/22/28 | CMD 45; 44 (+16/12 vs trip) | Fort +23/22 Ref +23/24 Will +22 | Dragon Senses, Per +26

Hmm I just winged it and assumed Interplanetary Teleport was an 8th level spell ^^

However, with some creative spellcasting one can get to the moon without it ... :)


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
Lucrecia Henderthane wrote:

Hmm I just winged it and assumed Interplanetary Teleport was an 8th level spell ^^

However, with some creative spellcasting one can get to the moon without it ... :)

Hell, Fly will get you there...eventually.


Male Human/Vampire hp 212/212 | AC 33 touch 15 ff 27 | Fort +19 Ref +12 Will +10 | Init +10, Perception +10, Darkvision 60ft, Speed 30ft, Fly 40ft

OMG could I as a Vampire be like f+*% it and Fly to the moon? just need a way to keep the sun off of me.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
Ser Praetorius Liviticus wrote:

OMG could I as a Vampire be like f$## it and Fly to the moon? just need a way to keep the sun off of me.

Perhaps a wide brimmed hat. :-)

Edit: and sunscreen. SPF 5000

Edit2: Which is probably just paint at that point.


Male Imp Consular Barbarian (Titan Mauler) 12; 201/201 (276) HP; init +8, percept. +25; AC 33/22/28 (33/20/28 raging); Fort +18 (+23/+28), Ref +15 (+15/+19), Will +11 (+14/+19); 30/31 Rage, 8/9 MP, 2/2 LP

Hah, I was wondering why y'all kept saying that Tar'jub could teleport. I kept looking at imps and not seeing any such ability.

Just imagine the havoc Tar'jub could wreak if he could teleport around! Probably better for everyone he doesn't have it...

Sparel: Have you seen Tar'jub around today?
Lucrecia: No, but I am sure he's somevere on de ship... he has to be, no?

Meanwhile Tar'jub flies around setting buildings on fire in some random city half a world away.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

I'll figure out my spells and post something tonight or tomorrow to get the excursion started.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

Actually, I'm bored at work so I reworked my spells.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

When i get 9th level spells I'm going to make a Tardis. Just trying to figure out how to go back in time. :-)


HP 75/250 | Init +11/12 | AC 43/20/37; 35/22/28 | CMD 45; 44 (+16/12 vs trip) | Fort +23/22 Ref +23/24 Will +22 | Dragon Senses, Per +26

post updated :)

@Limit of characters - Teleport allows you to bring CL/3 extra people with you - so more then that and we'll have to use it multiple times if needed. And that is a hassle with its inherent inaccuracy. Unless you plan on using the Greater version ? =)

Edit: Also - couldn't we just stuff on or two of the captains in the Secret Chest :P?


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
Lucrecia Henderthane wrote:

post updated :)

@Limit of characters - Teleport allows you to bring CL/3 extra people with you - so more then that and we'll have to use it multiple times if needed. And that is a hassle with its inherent inaccuracy. Unless you plan on using the Greater version ? =)

Edit: Also - couldn't we just stuff on or two of the captains in the Secret Chest :P?

teleport is the backup plan.

If you put living things in the chest it stands a chance of failure. Unliving would probably be fine, but we don't want the chest until it's time to pay.

They could go in bags of holding should it be needed.


HP 75/250 | Init +11/12 | AC 43/20/37; 35/22/28 | CMD 45; 44 (+16/12 vs trip) | Fort +23/22 Ref +23/24 Will +22 | Dragon Senses, Per +26

That is of course why I suggested the Captains : P

Btw - you can totally trust your Evil crew with this guys - just step into the chest ... :D


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

I thought the vampires had a way around the sunlight issue.

If they had not I would have kept penumbra memorized.


Male Rogue (Knife Master) 12 | hp 188/188 | AC 31 touch 18 ff 24 | Fort +16 Ref +22 Will +9 | Init +15, Perception +22, Darkvision 60ft, Speed 30ft, Fly 40ft

I think I'd rather stay back with the ship actually and crack some pirate skulls... I mean look for new recruits. I'll be making a gameplay post in a minute, but overall the plan reads well to me.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

So Beaufort, Vimes and Belor are going to play recruiter in the Shackles while Lu, Sparel, Praetorius and Tar'jub head to the Plane of Fire. Is Tris coming? Is Lima?


HP 185/185 | Init +5 | AC 26/14/21 | CMD 37 | Fort +11 Ref +15 Will +16 | Darkvision 60 ft., low-light vision; Perception +3

Lima won't come - too likely she'll get eaten by something.

And I'm thinking of having Tris stay at the ship so I can hedge my bets ^^


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Cool. So we've got two players' characters staying behind to help with recruiting.

I put the traveling to the Plane of Fire thing down - I'll have something about the Shackles soon. Probably tonight.


HP 75/250 | Init +11/12 | AC 43/20/37; 35/22/28 | CMD 45; 44 (+16/12 vs trip) | Fort +23/22 Ref +23/24 Will +22 | Dragon Senses, Per +26

@Spa - Wild Arcana costs 1MP to use, with no other limits, if I am not sorely mistaken. : )


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

^ I believe that she's right. You also get a 2-CL boost when using Wild Arcana, so if you wanted to re-cast phantom chariot with it, the chariot could fly.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

This is my first real mythic game. Good to know. For some reason I had it in my head that it was 1/d.

I'll recast the chariot.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Mine, too. I need to remember to ramp up your enemies even more than I'm used to - you guys are kind of ridiculously powerful. And I need to remember that utility challenges will be very difficult, as y'all can basically do anything you want.


HP 75/250 | Init +11/12 | AC 43/20/37; 35/22/28 | CMD 45; 44 (+16/12 vs trip) | Fort +23/22 Ref +23/24 Will +22 | Dragon Senses, Per +26

Indeed.

Some Mythic thingys gives tons of power, like about half of the "Class powers" like Wild Arcana or Fleet Charge (yey pounce!). Some are more tame :P


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
leinathan wrote:
Mine, too. I need to remember to ramp up your enemies even more than I'm used to - you guys are kind of ridiculously powerful. And I need to remember that utility challenges will be very difficult, as y'all can basically do anything you want.

Well, my goal was to be a magical swiss army knife. It would appear I was successful. :-)


HP 75/250 | Init +11/12 | AC 43/20/37; 35/22/28 | CMD 45; 44 (+16/12 vs trip) | Fort +23/22 Ref +23/24 Will +22 | Dragon Senses, Per +26

Wild Arcana is almost cheating in that regard thou :P


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

^ Yeah, just a little bit.

It's nine arcane bonded spells per day, with a caster level boost to boot, AND you don't even need to KNOW them.

I just need to hit you with a greater volume of challenges, I guess. And brute force challenges.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

Right. It's basically why I know every spell.
All I'd need to do is use it to make scrolls then scribe those scrolls.


HP 75/250 | Init +11/12 | AC 43/20/37; 35/22/28 | CMD 45; 44 (+16/12 vs trip) | Fort +23/22 Ref +23/24 Will +22 | Dragon Senses, Per +26

You're missing some Bard & Druid spells I think, plus the Paladin & Anti-Paladin unique spells =)


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
Lucrecia Henderthane wrote:
You're missing some Bard & Druid spells I think, plus the Paladin & Anti-Paladin unique spells =)

Give it time.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

There's a smattering of inquisitor-only spells too.


HP 75/250 | Init +11/12 | AC 43/20/37; 35/22/28 | CMD 45; 44 (+16/12 vs trip) | Fort +23/22 Ref +23/24 Will +22 | Dragon Senses, Per +26

And like 2 Oracle only spells. Plus racial spells. Rangers have one or two also ?

^^


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

Patience, Patewan


HP 185/185 | Init +5 | AC 26/14/21 | CMD 37 | Fort +11 Ref +15 Will +16 | Darkvision 60 ft., low-light vision; Perception +3

You know, there should be plenty of dreg and low-life in port peril that would be intrigued enough by our flying ship to sign up willingly. We might not have to capture them ...

On the other hand, we might want to have some standards ... : )

Btw - do we have a budget for our recruiting ? Some gold to pay them with and to buy basic supplies (both for the ship and things like cloths suitable for our altitude, as well as healing and maintenance wands.)

We should probably get a ship doctor too, unless Spa wants to bother with every ooh and ache.


HP 75/250 | Init +11/12 | AC 43/20/37; 35/22/28 | CMD 45; 44 (+16/12 vs trip) | Fort +23/22 Ref +23/24 Will +22 | Dragon Senses, Per +26

...Some Alchemist "spells" ... :P


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

Sparel will not be handing out magical aspirin. If the crew need a nursemaid you should pick up an adept or low level cleric. Better yet a witch with the healing hex.


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Male Imp Consular Barbarian (Titan Mauler) 12; 201/201 (276) HP; init +8, percept. +25; AC 33/22/28 (33/20/28 raging); Fort +18 (+23/+28), Ref +15 (+15/+19), Will +11 (+14/+19); 30/31 Rage, 8/9 MP, 2/2 LP

Tar'jub can always sting the crew if they're in pain. The burning sensation of poison will make them totally forget whatever else they were b#@$!ing about. Also Tar'jub totally won't eat them, even if they're incapacitated by the poison. Probably.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
Tar'jub wrote:
Tar'jub can always sting the crew if they're in pain. The burning sensation of poison will make them totally forget whatever else they were b%$~%ing about. Also Tar'jub totally won't eat them, even if they're incapacitated by the poison. Probably.

Because he's a problem solver.

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