Lyra Heatherly

Emerald Delta Waters's page

454 posts. Alias of GYPSY ROSE.


RSS

1 to 50 of 454 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17

Hi, I'm totally lost


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17

I'm going to dive in after them and swim to shore ahead of the boats.

swim speed 30 ft 3x move: 1d20 + 17 ⇒ (5) + 17 = 22


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17

Perception: 1d20 + 3 ⇒ (18) + 3 = 21

target, not sharks, boat 1: 1d12 ⇒ 4

boat 2: 1d12 ⇒ 11

miss chance: 1d100 ⇒ 39


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17

I'm here, , jump out of the rack getting on deck to find my target guess I will cast scorching ray at the enemy.

scorching ray at sharks, spending points to caster level and converting to electrical for CL7: 1d20 + 5 ⇒ (8) + 5 = 131d20 + 5 ⇒ (3) + 5 = 84d6 + 2 ⇒ (3, 4, 2, 6) + 2 = 174d6 + 2 ⇒ (4, 5, 4, 2) + 2 = 17


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17

initiative: 1d20 + 3 ⇒ (8) + 3 = 11


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17

initiative: 1d20 + 3 ⇒ (11) + 3 = 14

Wake up and Cast mage armor


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17
MannyGoblin wrote:
Wanna get tied up Emmy?


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17

You did and put your self on the team for notations while I'm focusing on a little negotiation of my own, the backroom kind.


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17

I guess we walk over

Hi, Royster, I'm Emma, the quartermaster and second mate, what can you tell me about this legendary fort called tidewater?? Your like totally hot, can I jump you later!?

For those who don't know me:
Every failed Wisdom-based check or save is a story opportunity (i fail in everysexual encounter to resist). You believe the lying NPC, which sets up a greater betrayal later. You get charmed into attacking your party, who now have to creatively neutralize you. You run away screaming from the dragon instead of fighting it as expected. You get lost on the wilderness and spend an extra day retracing your steps. You walk into traps and miss obvious details for hilarious effect. You're really bad at your job, which is maybe why you took up adventuring. From an RP perspective, Wise characters are calm, stoic, aware, grounded. Boring. Your character is reckless, impulsive, and emotional, just like every character in a comedy. You get to do whatever harebrained scheme or ill-advised action pops into your head, and damn the torpedoes! You have more potential for vices and flaws, with important life lessons to learn at every turn. Instead of a tightly controlled cutter, you go through a campaign like a wrecking ball of fun, no matter your alignment.

She has high intelligence and charisma but really low wisdom, making her impulsive; I'm a consumate cheerleader, mean girl or spoiled and entitled

Diplomacy: 1d20 + 2 ⇒ (11) + 2 = 13


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17
Capricia the Pirate wrote:
"Run up the white flag of truce," Capricia orders. "We'll try to parley come morning. But let's keep a close watch tonight; I imagine that any inhabitants of the keep already know we're here and might assume us to be hostile."

Sounds great, how can I assist? I have some skill at diplomacy but not the best.


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17

No


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17
Cerise "Ci Ci" Barchetta wrote:
"Maybe they're willing to strike a bargain and form a working partnership. After all, they have a keep and we have a ship..."

Who do we have to negotiate with them?


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17

I can carry people over if you want or cast spells for breathing under water. Also, my hat can be a boat.

Profession sailor: 1d20 + 12 ⇒ (16) + 12 = 28


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17

Yes, but it might hurt, unless your nova Cain


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17
brvheart wrote:

Reluctantly the entire crew will move the plunder over to your ship's hold.

No one going to try aid another besides Capricia?

I will

aide another: 1d20 ⇒ 19

Cast scorching ray at the bell

scorching ray, convert to electric
point to cl, cl7 :
1d20 + 5 ⇒ (9) + 5 = 14

scorching ray: 1d20 + 5 ⇒ (8) + 5 = 13

scorching ray: 4d6 + 2 ⇒ (1, 2, 6, 4) + 2 = 15

scorching ray: 4d6 + 2 ⇒ (4, 5, 2, 3) + 2 = 16


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17
brvheart wrote:

Who all is going into the hold to get the plunder?

Not me


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17

scorching ray Admixture sonic +1 cl, 1 point arcane pool to CL, casterlevel 7, 40 ft range, intense spell at the captain +3 dam, 2 rays: 1d20 + 6 ⇒ (13) + 6 = 191d20 + 6 ⇒ (18) + 6 = 24

scorching ray, 2 rays damage: 4d6 + 3 ⇒ (3, 4, 1, 3) + 3 = 144d6 + 3 ⇒ (3, 6, 2, 6) + 3 = 20


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17

Cast spider climb and climb the mast for some range support


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17

Yes I know, it wasn't easy decision either and we ain't changin it.


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17
Emerald wrote:
Cast magic missile at captain

damage magic missile: 3d4 + 5 ⇒ (3, 2, 1) + 5 = 11


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17
Cerise "Ci Ci" Barchetta wrote:
Fellow PCs: Make sure to claim one of the five Greater Hide From Undead uses I just cast. It might save your life!

I claim one and that bard magic too


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17

init: 1d20 + 3 ⇒ (9) + 3 = 12


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17

captain, where can I be of use, I don't much about undead or necromancy, I skipped those classes to Specialize into evocation, but I will do what you need me too

I could spend time preparing these spells
whale skull weighing 25 pounds whose scrimshaw carvings function as
arcane scrolls: scrolls of alter self, black tentacles,
blur, color spray, daylight, enlarge person,
hypnotism, slow, touch of idiocy, and vampiric touch


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17

Cool, I like sonic spells and electric


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17
Ciri Princess of Cintra wrote:
Kaliban the Wayward wrote:
Sorry, traveling for work... will level ASAP. I missed the call to level up.

Me too, I was busy cutting the rudders and lost track, will post changes soon.

Hello by fellow arcana bard, will have to compare notes and see how to coordinate spells.

Oops, my sister must be pretending to be me, or was it me in Disguise?


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17
MannyGoblin wrote:
Manny struggles to climb up.

I'm climbing right below you. If you slip, I will catch you!!

climbing: 1d20 + 9 ⇒ (19) + 9 = 28

Lol on the Manny video

scorching ray to burn the rope and everything it's attached to.

Scorching Ray: 1d20 + 5 ⇒ (2) + 5 = 74d6 + 2 ⇒ (3, 2, 2, 4) + 2 = 13


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17

Well I think I will destroy the rudder from under the ship first then climb up

Swim dive: 1d20 + 17 ⇒ (6) + 17 = 23

spiderclimb: 1d20 + 11 ⇒ (17) + 11 = 28

Stealth with vanish: 1d20 + 23 ⇒ (10) + 23 = 33


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17
Ciri Princess of Cintra wrote:
MannyGoblin wrote:
I could sneak in and cut ropes. We have any magic that makes me even sneakier?
I can swim under the ship and cut the rope at the rudder ifs self or destroy it.


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17

Seems I might be able to know that ships ways


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17

CRAFT SHIPS: 1d20 + 9 ⇒ (9) + 9 = 18


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17

Wonder if I can use invisibility to make the ship invisible, or what about a fog cloud

We could put a barrel of booze out for them to find and hope they get drunk.

Could sneak someone on board invisible and sabotage the ballistas and Canon


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17

Did we just use plunder or did we sell the valuables


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17

My items
lesser bracers of archery
amulet of natural armor +1
mwk aldori dueling sword +6 (1d8/19-20) or
. . mwk dagger +6 (1d4/19-20) or
intense spells +2
concentration +11
Skills, Knowledge (arcana) +11, Perception +3, Profession (sailor) +12, Spellcraft +11 (+13 to identify)
SQ amphibious,water breathing (can speak and cast normal under water)
Languages Aquan, Celestial, Common, Draconic, Elven

Tracked Resources:
Treasure tracking:
* six spears (hard as poles to carry barrel)

* large 4 man tent - used to carry barrels.

* two light ballistas - on ship

* light catapult - on ship

Wand of cure light wounds- 5/8 charges
Wand of summon nature's ally II-11/11 charges

small masterwork silver dagger
leather flask w/ depiction of a crocodile
potion of cure moderate wounds
MW Greatcoat with five large silver buttons (Button is a anchor feather
token)
2 silver hatpins set with tiny obsidians worth 5 gp each
moonstone ring 30 gp
a silver locket depicting a beautiful, buxom young blonde woman worth 45 gp.
A finely tailored courtier’s outfits, worth 30 gp
40 gp, 99 sp, 98 cp

Chest containing:

* Scattered gems worth a total of 250 gp, 56 gp, and 97 sp.

* scrimshaw blade of great workmanship depicting an octopus worth 125
go.

* jawbone of a shark carved with scrimshaw images of a vast
octopus eating whales and containing a dozen silver and
gold rings hammered into it (worth 250 gp),

* a huge hooked tooth from some colossal sea creature with a seaweed
plugged cavity containing six pearls worth 75 gp each.

1 finely tailored courtier’s outfits, worth 30 gp each. 1 each person and two in the chest.

lobster pot containing:

* Eight 4-pound silver ingots, each worth 20 gp.

Loot:

* 3 Giant Coconut crab carapace for bone armor

* 3 small quarter cask barrels preserved food

* Two small Octave barrels of very cheap perfume worth 25 gp each.

* Wedding dress inlaid with pearls and set with three tiny rubies (worth 400 gp), - Sandara carrying

2 silver hatpins set with tiny obsidians worth 5 gp each, (2 each person) - Sandara wearing

* Among the furnishings in the lodge looted from the ship Infernus, wrecked on the beach, including a comfortable bed, a small writing desk, cooking gear. - leave in place.

* A score of chickens and three goats wander freely throughout the
Kitchen chamber. - on ship

* 12 barrels containing 20 gallons of oil each, - on ship

* 14 pigs - on ship

everyone received over 200 GP for their share of taking the Man's Promise.

Plugg +1 Cutlass and a MSW Cat O Nine Tails.

2 points of punder will be needed for squibbing the ship.

potion of cure moderate wounds,
screaming bolts (3);

tidewater cutlass (+1 cutlass; see page 59),
masterwork cat-o’-nine-tails*,
light crossbow with 10 bolts, , bracers of armor +1,
shackles of compliance (see page 58),
leather drinking cup,
betting stash of 100 sp and 200 gp
potion of blur,
potion of cure light wounds,
black adder venom (on punching dagger);
leather armor,
punching dagger,
masterwork handaxe carved with notches for kills,
shortbow with 12 arrows in leather quiver with a buttoned shutter to protect them from the elements,
whip,
boatswain’s call,
corked dark green bottle containing 8 doses of oil of taggit,
six gold teeth worth 5 gp each,
hefty waxed coat with many hidden pockets,
leather snuff box with a diamond stud worth 100 gp containing 1 dose of dark reaver powder,
silver wedding ring worth 25 gp, 14 pp, 29 gp

Wand of cure light wounds- 5/8 charges
Wand of summon nature's ally II-11/11 charges
2 lesser bracers of archery
small masterwork silver dagger
leather flask w/ depiction of a crocodile
potion of cure moderate wounds
MW Greatcoat with five large silver buttons (Button is a anchor feather
token)
2 silver hatpins set with tiny obsidians worth 5 gp each
moonstone ring 30 gp
a silver locket depicting a beautiful, buxom young blonde woman worth 45 gp.
A finely tailored courtier’s outfits, worth 30 gp
40 gp, 99 sp, 98 cp


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17

Off to see the wizard, follow the yellow brick road, oh wait, that's me and I follow the captain.


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17

Get well soon


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17

I can give you the inventory but I need to figure out what we sold of it?

I'm sure we have spyglass, I recall fixing it. It's probably in my bag if no one else claimed it.


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17

Perception: 1d20 + 3 ⇒ (12) + 3 = 15

Up in the hull of the ship, sword out and searching for a target.


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17

Trying to sneak up from bottom


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17

in the water and coming up from the bottom of the ship, I bravely traverse the breach in the hull to find survivors and pull them to the surface, fighting any fish people along the way.

Casting spider climb on my self


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17
Cerise "Ci Ci" Barchetta wrote:
Cerise "Ci Ci" Barchetta wrote:

Are any of the magic items in that pile up for grabs?

The Amulet of. Natural Armor and Wand of Cure Light Wounds would be
very useful for a cleric.

Soooooooooo, are y’all good with me claiming these two items?

Yes


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17
Kaliban the Wayward wrote:
No one's acknowledged Kaliban, so I'm waiting. Checking daily.

Welcome to the game, sorry, holidays getting back now


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17
Cerise "Ci Ci" Barchetta wrote:

Are any of the magic items in that pile up for grabs?

The Amulet of. Natural Armor and Wand of Cure Light Wounds would be
very useful for a cleric.

Sure


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17
Capricia the Pirate wrote:
Welcome aboard, Nico!

Ditto for sure


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17
Capricia the Pirate wrote:
"My first inclination is to check the trawler out for survivors," Capricia tells the crew. Grinning a bit she adds, "Anyone want to talk me out of that notion...or come with me?"

so I will take of my robe off and jump in water to search for survivors.

Swimming: 1d20 + 17 ⇒ (5) + 17 = 22


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17

* large 4 man tent - used to carry barrels.

* two light ballistas - on ship

* light catapult - on ship

Wand of cure light wounds- 5/8 charges
Wand of summon nature's ally II-11/11 charges
2 lesser bracers of archery
small masterwork silver dagger
leather flask w/ depiction of a crocodile
potion of cure moderate wounds
MW Greatcoat with five large silver buttons (Button is a anchor feather
token)
2 silver hatpins set with tiny obsidians worth 5 gp each
moonstone ring 30 gp
a silver locket depicting a beautiful, buxom young blonde woman worth 45 gp.
A finely tailored courtier’s outfits, worth 30 gp
40 gp, 99 sp, 98 cp

Chest containing:

* Scattered gems worth a total of 250 gp, 56 gp, and 97 sp.

* scrimshaw blade of great workmanship depicting an octopus worth 125
go.

* jawbone of a shark carved with scrimshaw images of a vast
octopus eating whales and containing a dozen silver and
gold rings hammered into it (worth 250 gp),

* a huge hooked tooth from some colossal sea creature with a seaweed
plugged cavity containing six pearls worth 75 gp each.

1 finely tailored courtier’s outfits, worth 30 gp each. 1 each person and two in the chest.

lobster pot containing:

* Eight 4-pound silver ingots, each worth 20 gp.

Loot:

* 3 Giant Coconut crab carapace for bone armor

* 3 small quarter cask barrels rotten food, now purified food,

* Two small Octave barrels of very cheap perfume worth 25 gp each.

* Wedding dress inlaid with pearls and set with three tiny rubies (worth 400 gp), - Sandara carrying

2 silver hatpins set with tiny obsidians worth 5 gp each, (2 each person) - Sandara wearing

* Among the furnishings in the lodge looted from the ship Infernus, wrecked on the beach, including a comfortable bed, a small writing desk, cooking gear. - leave in place.

* A score of chickens and three goats wander freely throughout the
Kitchen chamber. - on ship

* 12 barrels containing 20 gallons of oil each, - on ship

* 14 pigs - on ship

everyone received over 200 GP for their share of taking the Man's Promise.

Plugg +1 Cutlass and a MSW Cat O Nine Tails.

2 points of punder will be needed for squibbing the ship.

potion of cure moderate wounds,
screaming bolts (3);

tidewater cutlass (+1 cutlass; see page 59),
masterwork cat-o’-nine-tails*,
light crossbow with 10 bolts, amulet of natural armor +1, bracers of armor +1,
shackles of compliance (see page 58),
leather drinking cup,
betting stash of 100 sp and 200 gp
potion of blur,
potion of cure light wounds,
black adder venom (on punching dagger);
leather armor,
punching dagger,
masterwork handaxe carved with notches for kills,
shortbow with 12 arrows in leather quiver with a buttoned shutter to protect them from the elements,
whip,
boatswain’s call,
corked dark green bottle containing 8 doses of oil of taggit,
six gold teeth worth 5 gp each,
hefty waxed coat with many hidden pockets,
leather snuff box with a diamond stud worth 100 gp containing 1 dose of dark reaver powder,
silver wedding ring worth 25 gp, 14 pp, 29 gp

Laroisael gear RETURNED:
Wand of cure light wounds- 5/8 charges
Wand of summon nature's ally II-11/11 charges
2 lesser bracers of archery
small masterwork silver dagger
leather flask w/ depiction of a crocodile
potion of cure moderate wounds
MW Greatcoat with five large silver buttons (Button is a anchor feather
token)
2 silver hatpins set with tiny obsidians worth 5 gp each
moonstone ring 30 gp
a silver locket depicting a beautiful, buxom young blonde woman worth 45 gp.
A finely tailored courtier’s outfits, worth 30 gp
40 gp, 99 sp, 98 cp

Plunder Points: 1
Party's Plunder 2


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17

Well unless we are planning on going to a larger port, I don't think we will get a better price here. However, we do have some barrels and items from smugglers cove that we fence to increase the value of the plunder and take the ship to the bigger port.


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17

Arcanamirium
Arcanamirium
(Organisation)
Type Magical college
Leader Darchana of House Madinani
Alignment Neutral
Headquarters Absalom
Goals Increase use of magic throughout society
Scope International
Source: Faction Guide, pg(s). 6-7
The Arcanamirium is Absalom’s foremost magical academy. Practicality and generalism are emphasized there at the expense of f lashiness, abstraction, and specialization. Journeymen are encouraged to practice and experiment with industrial and commercial uses for magic, and many of Absalom’s export goods owe their higher quality to the innovations of an Arcanamirium maven’s transmutations. The Arcanamirium strives to populate the world with wizards who are capable of using magic to help those around them, not just in times of crisis but for everyday needs as well.[1]


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17

My vote is Crown’s End, it's close to where I attended school and running into cut throats and slavers might lead to trouble. TROUBLE IN PORT IS FOR LOOSERS!!


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17

Fire scorch ray

ScorchingRay: 1d20 + 5 ⇒ (17) + 5 = 224d6 + 2 ⇒ (5, 6, 6, 1) + 2 = 20


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17

Two more more ballistas to fire at point blank range, I will move up and fire one.

light ballista with thunderstaff/bloodline evocation: 1d20 + 6 ⇒ (20) + 6 = 263d8 + 1d6 + 2 ⇒ (2, 8, 5) + (5) + 2 = 22

light ballista confirm crit: 1d20 + 6 ⇒ (5) + 6 = 11

light ballista crit damage: 3d8 + 2 ⇒ (8, 2, 7) + 2 = 19

1 to 50 of 454 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>