Large ship
Squares 1 (10 ft. by 20 ft.)
DEFENSE
AC 9; Hardness 5
hp 120 (sails 40)
Base Save +2
OFFENSE
Maximum Speed 120 ft. (wind); Acceleration 60 ft.
CMB +1; CMD 11
Ramming Damage 2d8
STATISTICS
Propulsion wind or current
Sailing Check Profession (sailor) (when using wind or current)
Means of Propulsion 10 squares of sails (one mast)
Crew 2 minimum to sail
Decks 2
Cargo/Passengers 2 tons/up to 12 passengers (depending on size)
Cookie:
Cookie: Human Expert 3, NG medium humanoid, CR 1
Defense: AC 11 (+1 Dex); HPs 15 (3D8); FOR 1 REF 2 WIL 5
Offense: Speed 30'; Init +1; Dagger +2 (1d4)
Ability Scores: Str +0 Dex +1 Con 0 Int +1 Wis +2 Cha 0
Skills: Acrobatics +7, Climb +8, Know: Geography +7, Know: Local +7, Prof: Sailor +11,
Perception +8, Survival +8, Swim +8
Feats: Skill focus: Prof Sailor; athletic Language: Marolingian Common (Greek)
Myrtis has a primary and secondary reason for coming to Atlantis.
The primary reason, why she considered coming at all, is to gain a better understanding of why she can use magic. Atlantis is the most learned city on earth. If she can't find an answer there, she's not going to find an answer anywhere.
The secondary reason is to hook into Atlantean trade in some way. She cares less about this personally, and made the promise to her father to sweeten her proposal to him about going to Atlantis. A promise is a promise though, so she will see it done. If she needs partners for this locally, she'd be looking for them.
Male Human, Celt Skald (Dragon Skald) 5, hp: 62 , Ac 22 t 12, ff 19, fort 8, ref 5, will 5. Perc+11, Init +5, Active Effects: NONE
Gheorix’s primary reason is to add to the sagas of his people and to learn the songs of other people/lands/cultures. Also because he’s spent a lot of time on ships, and is good at sailing.
It doesn't have to be really deep but you start the game not as individuals drawn together but as a group who has applied for the opportunity to do the longest cast. So, I thought it best to give you some discussion board time to tie yourselves together. We could do a hand wave of it and say regardless of how you came together, you have formed a small trading group specifically for this long cast and feel you have the requisite skills to succeed.
Also...
1) Language will likely be very important. At least early on. Please ensure you list the languages you speak. I just noticed that Eddrick has 5 levels in Linguistics but has not selected his five languages yet.
2) Sailing: Ships will be involved so having someone who can sail is always good.
3) You are a merchant group, I noticed Myrtis has profession Merchant so that is good
4) Survival: you are going into unknown wilds. Someone may want to take a point in Survival.
Please put in your profile header something along the lines of:
LG Half-Elf, Warpriest 1; HP 10/10; AC 16 TAC 11 FF 15 CMD 14; FOR 4 REF 3 WIL 4; PER +2; Conditions/ongoing effects:
So here's a gear question for y'all. Right now I have Myrtis armored up but it was pricey, which didn't leave room for certain 'quality of life' purchases like a couple of scrolls.
Right now she has Bless and Divine Favor as well as CLW of course as her spells.
I could drop down to light armor, going from AC 19 to 17 and buy a couple of scrolls like Comprehend Languages or maybe some alchemists fire, that might make things easier. But on the other hand I wasn't really expecting to be the tanky one in the group. But Myrtis is, at least here at the beginning.
Should I keep things as they are, or downgrade armor for the other purchases?
Howdy. Need to update with a campaign trait, but that's minimal.
My goal is to focus on support spells and illusion. I won't be blasting at all until I hit the shadow spells, and even then minimally.
I'll be revising a little bit, but it won't change much. The character is fairly gregarious, but con men usually are.
Will need to consider languages. I picked an origin in Atlantis because it's how I fit a near fae like a gnome in the real world. I'll have to pick a few languages. Probably greatly common ones, as you always want a broad net for a con.
Male Human, Celt Skald (Dragon Skald) 5, hp: 62 , Ac 22 t 12, ff 19, fort 8, ref 5, will 5. Perc+11, Init +5, Active Effects: NONE
Gheorix also has clw in his list, fitting with the theme of legends of Celtic bards also. I’m sitting at a 17 ac also right now, but no real consumables to speak of.
Sorcerer 2 | AC 13 FF 11 T13 | HP 18/18 | Fort +3 Ref +2 Wis +3 | CMD 11 |Per +2 | Init +2
OK, got it all fixed up. Added merchant for the campaign trait and maxxed out diplomacy. I figure between that and bluff, it should work for a face. Don't have sense motive however. That might be trouble.
Myrtis and Perblentious took Merchant trait, so it makes sense for one of them to have been the founder, more likely Myrtis from the backgrounds, but maybe a joint venture. So they would have been the ones to choose the name.
Gheorix and Alejandro are Sailors, Eddrikk is Marine, so it seems more like we were brought on for nautical experience.
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If there is some discussion after everyone signs on, Alejandro won't bring up anything on his own, but if pressed will suggest "Unknown Endeavours Trading Company"
Hm, if I were Joe Investor would I put money behind "Unknown Endeavours Trading Company"? It feels a little too "you'll just love what's in this box you can't open until you buy it, honest!" to me.
I'll vote for "Far Horizons Trading Company".
So Myrtis is company founder and the public face because she's the one who isn't sleazy? Alright!
Looking back over her BAP, I almost think I should have just gone with Paladin for Myrtis. :p
I agree about keeping CLW Gheorix. As much as "all the the most expert" players agree that healing in combat is a great sin, at low levels it isn't always possible to avoid doing it. If Myrtis is always engaged, she may not be able to use the spell if/when an emergency comes up.
Gheorix should be fine to swap it out for something better at 5th level though.
As for other early spells on the Bard list, my 1st level go to spell is Grease. So versatile! Targets Reflex saves! Not irrelevant after a successful save! Can target multiple foes! 1st level spell with good battlefield control! 3 distinct and valuable types of use!
Actually just thought of something - perhaps cold weather gear? I mean if we get dropped into sub zero temperatures and we're dressed for Mediterranean climes, it will be a short campaign.
Male Human, Celt Skald (Dragon Skald) 5, hp: 62 , Ac 22 t 12, ff 19, fort 8, ref 5, will 5. Perc+11, Init +5, Active Effects: NONE
Yeah I'll pick up Grease eventually, I went with obscuring mist because it was an archetype added spell, and Cause Fear seemed thematically useful. Myrtis, you can always add levels of paladin as we go! :D
And yes while in-combat healing isn't mathematically great, I think its necessary, and in the games I run, absolutely needed.
Male Human, Celt Skald (Dragon Skald) 5, hp: 62 , Ac 22 t 12, ff 19, fort 8, ref 5, will 5. Perc+11, Init +5, Active Effects: NONE
I was just thinking cold weather gear, a shovel, blankets, a tent, things like that. Gheorix also has 26 gp which he'll kick into the pot. If we have an archer, we should buy more arrows than we think we need, things like that would be my vote.
Do we know how reliable the transportalizer is in terms of if we end up on land or over sea?
I'm assuming it's not going to send us 20d6 up in the air, or into a giant rock.
The majority of expeditions have returned. It is basically a safe teleport going for the nearest land but conditions, beasts and natives are the question. Some have never returned but most doubt it was an issue with the caster.
Male Human, Celt Skald (Dragon Skald) 5, hp: 62 , Ac 22 t 12, ff 19, fort 8, ref 5, will 5. Perc+11, Init +5, Active Effects: NONE
Okay, purchased a bunch of survival gear for any potential environment and upgraded my armor to bump my AC to 19. Also purchased feed for the Ox for a few days!
Noteworthy:
Alchemist's fire
Acid
antiplague
antitoxin
rope
grappling hook
I've updated my equipment and think I'm ready. I've got a fishing kit which should be useful for food if we're near water, plus a couple of CLW potions for emergencies.
Sorcerer 2 | AC 13 FF 11 T13 | HP 18/18 | Fort +3 Ref +2 Wis +3 | CMD 11 |Per +2 | Init +2
Picked up cold weather gear, bedding, and a couple antitoxin, antiplague, and CLW potions. I've still got 59 GP and it's not a bad idea to keep some spare money.
Alright, upgraded armor to Breastplate and added a couple of Alchemist fires, Antiplagues, and a tanglefoot bag. Also added alchemical silver to a light hammer. Picked up a cold weather outfit and an extra week's worth of food.
I have added a calendar and a treasure tracker to the Campaign description. Please follow each link to ensure you can open it. The calendar is view only right now. If you wish to make edits let me know and I will make it editable. The treasure tracker is editable and will be the go to doc for what you do and do not have. Please update the Initial cell with your remaining gold.
Maps will be on roll20. Is that an issue for anyone?
Just a clarification as to your original mission, it is not just to trade away your wares but to use them as examples of the goods available and attempt to establish trade back to the homeland. Depending on where you are, you may find that no longer feasible but it was the intent of the trip.