Perelir

Sverinn Nistarc's page

96 posts. Alias of fnord72.


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Wizard 5, HP 20, AC 14{16}, T 14{16}, FF 11{13}; F +1{3}, R +4{6}, W +5{7}; Init +7, Perc +6, Low-light

bummer, but I'm moving this to my inactive, and largest, list of games.


Wizard 5, HP 20, AC 14{16}, T 14{16}, FF 11{13}; F +1{3}, R +4{6}, W +5{7}; Init +7, Perc +6, Low-light

Is this game dead?


Wizard 5, HP 20, AC 14{16}, T 14{16}, FF 11{13}; F +1{3}, R +4{6}, W +5{7}; Init +7, Perc +6, Low-light

"I think we will have to trust that our supplies will be ok. We can split the critical stuff up and just place it in different areas. Hopefully the Implings have a way to deter any predators anyway. I would suggest that everyone load up on a few days worth of provisions anyway."

Sverinn had spent the voyage over reworking her kits to make them easier to fit into her haversack, she added the supplies for her horse and checked that it was all cinched down, "the horse can carry some additional supplies if we mean to make an extended trip."


Wizard 5, HP 20, AC 14{16}, T 14{16}, FF 11{13}; F +1{3}, R +4{6}, W +5{7}; Init +7, Perc +6, Low-light

sorry to see you go rowan, i'm up for just leaving it at this point.


Wizard 5, HP 20, AC 14{16}, T 14{16}, FF 11{13}; F +1{3}, R +4{6}, W +5{7}; Init +7, Perc +6, Low-light

"Some exploration sounds good, starting with who ever put that blind in. And if there is one blind..." cleaning up after breakfast, Sverinn goes about securing the food stores and gear, working to keep as much of it secure from random animals as possible.

"Since it seems there may be others here, anyone have any ideas on keeping the gear from growing legs?"


Wizard 5, HP 20, AC 14{16}, T 14{16}, FF 11{13}; F +1{3}, R +4{6}, W +5{7}; Init +7, Perc +6, Low-light

here!


Wizard 5, HP 20, AC 14{16}, T 14{16}, FF 11{13}; F +1{3}, R +4{6}, W +5{7}; Init +7, Perc +6, Low-light

While talking with Jakiim and Jacen about the meaning and translation of the book Sverinn takes stock of their possessions, checking if anything had been disturbed.

Perception 1d20 + 7 ⇒ (15) + 7 = 22

"I am sure the others will be hungry upon their return." Pulling out a few fixings, she throws together a tasty stew for the group, with enough leftovers for the implings as well.

Craft: Cook 1d20 + 5 ⇒ (16) + 5 = 21


Wizard 5, HP 20, AC 14{16}, T 14{16}, FF 11{13}; F +1{3}, R +4{6}, W +5{7}; Init +7, Perc +6, Low-light

"The implings seem to consider this stuff some ancient evil. Which implies that they have some oral tradition of stories to be able to know this."


Wizard 5, HP 20, AC 14{16}, T 14{16}, FF 11{13}; F +1{3}, R +4{6}, W +5{7}; Init +7, Perc +6, Low-light

Linguistics 1d20 + 13 ⇒ (8) + 13 = 21

Sverinn shares what she has learned with the rest of the group "Seems this island has centuries of history in it. Based on the state of the magical aura's on this stuff, I expect that we may find quite a bit more that has also lasted to our age."


Wizard 5, HP 20, AC 14{16}, T 14{16}, FF 11{13}; F +1{3}, R +4{6}, W +5{7}; Init +7, Perc +6, Low-light

i've been having issues as well.


Wizard 5, HP 20, AC 14{16}, T 14{16}, FF 11{13}; F +1{3}, R +4{6}, W +5{7}; Init +7, Perc +6, Low-light

Arriving back at the camp, Sverinn goes to the Implings first to greet and thank them.

"Hello little ones, we thank you for your hospitality and friendship. Is there anything we may do for you in return?"

Setting out a few small portions of food, Sverinn shares with their camp companions before turning to the others.

"I'll take a look at that book now," settling down with her back to the Impling's tree she opens the book and starts studying the runes in it.

Linguistics 1d20 + 13 ⇒ (2) + 13 = 15


Wizard 5, HP 20, AC 14{16}, T 14{16}, FF 11{13}; F +1{3}, R +4{6}, W +5{7}; Init +7, Perc +6, Low-light

"These stones have some unusual properties, they will need more studying." Hearing the talk of the books Sverinn looks over, "I studied linguistics at the college."

While she is looking over their shoudlers at the books, she realizes they have been somewhat distracted, after a quick glane around for threats, she suggests "Let's go back to camp with this stuff and look at it there."

linguistics 1d20 + 13 ⇒ (16) + 13 = 29
perception 1d20 + 7 ⇒ (14) + 7 = 21


Wizard 5, HP 20, AC 14{16}, T 14{16}, FF 11{13}; F +1{3}, R +4{6}, W +5{7}; Init +7, Perc +6, Low-light

What kind of spells you want? call lightning is a nice nuke since you can get multiple attacks from it.

mad monkeys is a nice distraction and stone shape has a lot of good uses, as does sleet storm like ekembe mentioned.

In this environment spike growth might be a good one too


Wizard 5, HP 20, AC 14{16}, T 14{16}, FF 11{13}; F +1{3}, R +4{6}, W +5{7}; Init +7, Perc +6, Low-light

"Only items showing up as magicked are the stones..., which is good, sticky fingers!" Sverinn gives Jacen an indignant glare, "tis good ye waited to know that book be not trapped!"

To the extent possible, she will study each of the stones in turn, taking care to try and idnetify their magical properties without touching them or as little direct contact as possible.

spellcraft: baseball sized grey rock 1d20 + 15 ⇒ (7) + 15 = 22
spellcraft: oval blue saphire 1d20 + 15 ⇒ (14) + 15 = 29
spellcraft: black and green marbled stone, flawless sphere 1d20 + 15 ⇒ (14) + 15 = 29
spellcraft: polished rectangular black stone 1d20 + 15 ⇒ (20) + 15 = 35
spellcraft: rectangular reflective white pearl 1d20 + 15 ⇒ (18) + 15 = 33


Wizard 5, HP 20, AC 14{16}, T 14{16}, FF 11{13}; F +1{3}, R +4{6}, W +5{7}; Init +7, Perc +6, Low-light

"indeed, let's see if any of it is actively enchanted." Sverinn cranks up her detect magic and takes a gander at the contents. "don't touch anything yet, could still be trapped..."


Wizard 5, HP 20, AC 14{16}, T 14{16}, FF 11{13}; F +1{3}, R +4{6}, W +5{7}; Init +7, Perc +6, Low-light

"well that was unexpected, we could rig a rope and pull from a distance..."


Wizard 5, HP 20, AC 14{16}, T 14{16}, FF 11{13}; F +1{3}, R +4{6}, W +5{7}; Init +7, Perc +6, Low-light

Realizing the lock is already disabled, Sverinn blushes and releases the acid spell she had been holding, "Umm, you may want to step back..." at which point Sverinn quickly retreats 35' preferably outside the ring of stones and mostly behind somthing, or someone, before casting mage hand and lifting the lid.


Wizard 5, HP 20, AC 14{16}, T 14{16}, FF 11{13}; F +1{3}, R +4{6}, W +5{7}; Init +7, Perc +6, Low-light

"I am sorry, but while I have a vast understanding of the arcane arts, it is a field of study, and unlocking chests was not an area I had worked on, yet. I am still suffering some minor effects from the creatures." -1 INT

Sverinn studies the situation "There is always a brute force approach." Muttering a minor cantrip, Sverinn balls up a fist and acid starts dripping from her hand. "step back and I can try another method of removing the lock..."


Wizard 5, HP 20, AC 14{16}, T 14{16}, FF 11{13}; F +1{3}, R +4{6}, W +5{7}; Init +7, Perc +6, Low-light

"Eh? Oh, sorry, distracted by that butterfly."

spellcraft [dice]1d20+13[/ooc]


Wizard 5, HP 20, AC 14{16}, T 14{16}, FF 11{13}; F +1{3}, R +4{6}, W +5{7}; Init +7, Perc +6, Low-light

Level 5

Wizard +1
Hp 1d6 ⇒ 3

Feats:
Wizard: Craft Magic Arms and Armor
Level: Breadth of Experience

Skills 2+5
+1 Bluff
+1 Diplomacy
+1 Craft (Carpentry)
+1 Fly
+1 Linguistics (Osiriani)
+1 Perception
+1 Spellcraft

Spells: Spiked Pit, Haste.

Are we using hero points?


Wizard 5, HP 20, AC 14{16}, T 14{16}, FF 11{13}; F +1{3}, R +4{6}, W +5{7}; Init +7, Perc +6, Low-light

Sverinn will move away, at least 30', placing one of the rocks around the formation between her and the chest, and standing outside the ring of rocks.


Wizard 5, HP 20, AC 14{16}, T 14{16}, FF 11{13}; F +1{3}, R +4{6}, W +5{7}; Init +7, Perc +6, Low-light

[i]Thank you, I think my friends are going to look at this danger, will this offend you?"

While waiting for an answer she speaks over her shoulder, Hold up on touching anything, I want to make sure we aren't going to be offending our neighbors."


Wizard 5, HP 20, AC 14{16}, T 14{16}, FF 11{13}; F +1{3}, R +4{6}, W +5{7}; Init +7, Perc +6, Low-light

will save 1d20 + 5 ⇒ (2) + 5 = 7
Perception 1d20 + 6 ⇒ (14) + 6 = 20

not sure what the will save was for...

Sverinn nods to the Implings, (Sylvan) "Do you know of this place? What is it?"


Wizard 5, HP 20, AC 14{16}, T 14{16}, FF 11{13}; F +1{3}, R +4{6}, W +5{7}; Init +7, Perc +6, Low-light

Round 7

Current Status: HP 9, INT -1

Sverinn sits up, "thanks Rowan, thought I saw my life flashing before my eyes. It wasn't a very long vision."

Not sure how well this plant can resist acid, Sverinn points one finger and launches a splash of acid at the bell.

acid splash; ranged touch 1d20 + 5 ⇒ (13) + 5 = 18
damage 1d3 ⇒ 2

If it appears to be effective, and the bell is still active next round, she will follow up with an acid arrow.

Acid Arrow; ranged touch 1d20 + 5 ⇒ (16) + 5 = 21
damage per round, 2 rounds 2d4 ⇒ (1, 4) = 5


Wizard 5, HP 20, AC 14{16}, T 14{16}, FF 11{13}; F +1{3}, R +4{6}, W +5{7}; Init +7, Perc +6, Low-light

I did, hopefully he wasn't stuck in super sarah


Wizard 5, HP 20, AC 14{16}, T 14{16}, FF 11{13}; F +1{3}, R +4{6}, W +5{7}; Init +7, Perc +6, Low-light

What's the hold up?


Wizard 5, HP 20, AC 14{16}, T 14{16}, FF 11{13}; F +1{3}, R +4{6}, W +5{7}; Init +7, Perc +6, Low-light

Round 6

Current HP -2, INT -1

Sverinn falls to the ground, unconscious.

Stabilize roll -2 penalty 1d20 - 2 ⇒ (10) - 2 = 8

And continues to bleed out.


Wizard 5, HP 20, AC 14{16}, T 14{16}, FF 11{13}; F +1{3}, R +4{6}, W +5{7}; Init +7, Perc +6, Low-light

Round 5?
Current Status: HP 10, INT -1
Fort save vs poison 1d20 + 1 ⇒ (13) + 1 = 14

What are the vines attached to? is each thing a separate creature? Perception: 1d20 + 6 ⇒ (4) + 6 = 10

Surveying the scene, Sverinn points her finger at the bell plant and fires a bolt of pure force.

magic missile 1d4 + 1 ⇒ (3) + 1 = 4,1d4 + 1 ⇒ (4) + 1 = 5


Wizard 5, HP 20, AC 14{16}, T 14{16}, FF 11{13}; F +1{3}, R +4{6}, W +5{7}; Init +7, Perc +6, Low-light

sorry about the delay's had a stressful week with a custody hearing.


Wizard 5, HP 20, AC 14{16}, T 14{16}, FF 11{13}; F +1{3}, R +4{6}, W +5{7}; Init +7, Perc +6, Low-light

Current HP 13, INT -1. Sverinn did not pass any of the stones, happy to remain outside the area and watch the others investigate, she was leaning up against a tree

Fort save vs sickened/poison 1d20 + 1 ⇒ (7) + 1 = 8

"Seriously, why me?"Sverinn manages to grunt out as she is racked with pain.

"Time to end this, burn vile plant, burn!"

Sverinn raises a finger and a searing beam of fire shoots from her finger towards the bell plant.

Scorching Ray; ranged touch 1d20 + 5 - 2 ⇒ (10) + 5 - 2 = 13
damage 4d6 ⇒ (6, 3, 1, 2) = 12

If the bell plant is still up, Sverinn will use acid arrow next.


Wizard 5, HP 20, AC 14{16}, T 14{16}, FF 11{13}; F +1{3}, R +4{6}, W +5{7}; Init +7, Perc +6, Low-light

Since Sverinn is still not fully recovered from the attack just a little while ago, she is content to lean against a tree trunk and watch the others.

She is also checking out the local flora and fauna.

Reflex 1d20 + 4 ⇒ (11) + 4 = 15
Perc 1d20 + 6 ⇒ (6) + 6 = 12
Will 1d20 + 5 ⇒ (11) + 5 = 16

Know:Nature 1d20 + 9 ⇒ (19) + 9 = 28


Wizard 5, HP 20, AC 14{16}, T 14{16}, FF 11{13}; F +1{3}, R +4{6}, W +5{7}; Init +7, Perc +6, Low-light

Current Status HP 13, INT -1

Mark the Dorian tree?


Wizard 5, HP 20, AC 14{16}, T 14{16}, FF 11{13}; F +1{3}, R +4{6}, W +5{7}; Init +7, Perc +6, Low-light

spells:
Suggested interpretation for the spells: Wouldn't soften earth last longer? it's an instantaneous duration, which means it takes effect and then requires an outside source to make changes, such as the ground settling and the water evaporating. But with us in a rain forest, the water shouldn't evaporate very quickly, so we may end up with the mud settling to the bottom of the area and standing water on top, which could then be routinely renewed by additional castings.

Not sure about the warp wood, unless it was to change the shape of wood that is placed between the tree trunks, that spell does state it is a permanent effect (sucks when a ranger gets their bow warped).

Anywho, just my two cents, and easily ignored

anyone have lesser restore?


Wizard 5, HP 20, AC 14{16}, T 14{16}, FF 11{13}; F +1{3}, R +4{6}, W +5{7}; Init +7, Perc +6, Low-light

Current HP 7, INT -1

2nd blasr, 3rd save 1d20 + 3 ⇒ (14) + 3 = 17

While the group discusses immediately leaving the clearing on some exploratory trek, Sverinn, still on her knees, reels from another blast but is able to steel her mind before the energy coalesces through her body.

"Before we go trapsing off into the woods, I could use a little medical assistance." Slowly climbing to her feet, she stumbles over to the keg of water and scoops some into a basin before going through the process of cleaning the blood that has fortunately stopped flowing from her ears.

Shaking her head to one side she works her jaw to release the pressure in one ear then the other.


Wizard 5, HP 20, AC 14{16}, T 14{16}, FF 11{13}; F +1{3}, R +4{6}, W +5{7}; Init +7, Perc +6, Low-light

Current HP 12

Seeing that the lizards were not effected by her grease, she tries to dismisses it, but not before they get another jagged screech out.

Fort save with +2 from Ekembe 1d20 + 3 ⇒ (18) + 3 = 21
DC 16 vs 6 dam, success
Fort save with +2 from Ekembe 1d20 + 3 ⇒ (3) + 3 = 6
DC 15 vs 5 dam, fail, current HP 7
Fort save with +2 from Ekembe 1d20 + 3 ⇒ (9) + 3 = 12
DC 16 vs 5-1 Int, fail, lost 1 Int

Sverinn slumps to the ground with blood pouring from her ruptered ears and she has a glassy look to her eyes as she blinks and stares at the grease, trying to dismiss it.

"heal the wounded Impliangs!"


Wizard 5, HP 20, AC 14{16}, T 14{16}, FF 11{13}; F +1{3}, R +4{6}, W +5{7}; Init +7, Perc +6, Low-light

So the island is around 600 square miles. That's a pretty good chunk. I'm thinking it's big enough to focus in one area for a few days before wandering too far.

Fort save with +2 from Ekembe 1d20 + 3 ⇒ (6) + 3 = 9

"de pain, de pain!" Sverinn staggers as blood trickles down from her ears. "Enough is enough! and she casts grease at the area the small creatures are focused in.


Wizard 5, HP 20, AC 14{16}, T 14{16}, FF 11{13}; F +1{3}, R +4{6}, W +5{7}; Init +7, Perc +6, Low-light

The guy that dropped us off hopefully did more than spot land off in the distance and then turn around to go find some suckers to get closer. I would expect, at the least, a circumnavigation by the boat that discovered the island, which would give an idea of size between something like a strip of land in a lagoon to new zealand. The bigger the island, the less likely I am to go too far in exploring before I have a base of operations set up.

Jakiim, from what I read, the lizards are being treated as swarm, not individuals. A swarm is an auto hit and generally has saves against the damage or other effects.


Wizard 5, HP 20, AC 14{16}, T 14{16}, FF 11{13}; F +1{3}, R +4{6}, W +5{7}; Init +7, Perc +6, Low-light

How big is the island?


Wizard 5, HP 20, AC 14{16}, T 14{16}, FF 11{13}; F +1{3}, R +4{6}, W +5{7}; Init +7, Perc +6, Low-light

Sverinn decides to move her bunk under the Dorian tree. "probably best if the rest of you keep your distance from the tree, at least until they see we mean no harm. Since they seem to at least tolerate me, I'll set up here, give the rest of you room in the clearing."

After finishing her own breakfast and setting out her gear she works to organize and secure the group's supplies.

"We need to secure a water source, fill in the gaps in some of these trees to make this clearing more defensible, and then look for additional local food stores. That fishy guy says he can keep us in fresh seafood, so that's not an immediate concern." Taking a look about their clearing, and the size of the trees surrounding it, "What do you think about going upwards? We have enough supplies that with a bit of planking we could build some platforms suspended above the ground. Good defensive points for anything that might not like us, better visibility, and we can also string up the extra sail cloth to make water catches."


Wizard 5, HP 20, AC 14{16}, T 14{16}, FF 11{13}; F +1{3}, R +4{6}, W +5{7}; Init +7, Perc +6, Low-light

Just waiting to hear the screams from the party member that keeps wandering off on their own, and I can picture a creepy guy in a black cloak with a scythe, laughing hysterically


Wizard 5, HP 20, AC 14{16}, T 14{16}, FF 11{13}; F +1{3}, R +4{6}, W +5{7}; Init +7, Perc +6, Low-light

Upon waking and seeing their visitors Sverinn slowly gets up and walks over to the water barrel. Dipping out a cup she takes a careful sip, and splashes the rest on her face.

Feeling somewhat refreshed, she collects some more fruit and nuts. Walking towards the Durian, stopping 15' from the base of the tree (or if the Impliangs show any signs of displeasure, she'll take a step back from that point) and settles down onto her knees.

Sylvan:
"Greetings and peace to you. My friends and I thank you for the hospitality and shelter under your home last evening. It is time for me to partake of my breakfast, and I invite whoever represents your tribe to dine with me. I hope that we may come to an arrangement that will be mutually beneficial to each other."

Should one or more of the Impliangs come forward, she will place the large leaf she has placed her fruit and nuts into and place it between her and their spokesperson.

I'm guessing they eat durian's or, revere them as sacred.

diplomacy 1d20 + 10 ⇒ (4) + 10 = 14


Wizard 5, HP 20, AC 14{16}, T 14{16}, FF 11{13}; F +1{3}, R +4{6}, W +5{7}; Init +7, Perc +6, Low-light

Sverinn was sitting against a tree a few feet from the fire, with her toes tingling from the heat of the small fire. In her lap she had a plate with a few selections of fruit and nuts that she was idly snacking on. "We should discuss a few basic tactics. That run in with the pirates was nearly a..." Sverinn stops at the sudden intrusion of seven small creatures jumping out of one of the trees that ringed their small clearing.

know: nature 1d20 + 9 ⇒ (9) + 9 = 18

Imps are intelligent and can speak, these as well? and does 18 in know nature give me their natural language?

Perception 1d20 + 6 ⇒ (13) + 6 = 19

Sverinn doesn't move at the sudden interruption and quietly informs he rest of the group. "Be calm and easy, these creatures can be dangerous."

Trying Common, then Sylvan, followed by Infernal, Sverinn addresses the Impliangs, "We mean you no harm, be at peace."

With gentle and slow motions, she will pick up her plate of fruits and nuts and place it on the ground next to her and slowly slide it towards them, using one foot to push it away from herself.

"A small gift for use of this space beneath your roost."

Diplomacy, if they are intelligent and understand one of the languages she is speaking. 1d20 + 10 ⇒ (6) + 10 = 16


Wizard 5, HP 20, AC 14{16}, T 14{16}, FF 11{13}; F +1{3}, R +4{6}, W +5{7}; Init +7, Perc +6, Low-light

So think Amazon basin with daily rainfall?

Lots of bugs, lots of heat and humidity.

This clearing will suck then, better back at beach where off shore breezes can cool us off and the sun can dry us out.

Unless we have enough casters willing to use prestidigitation constantly to dry clothes and gear, and someone with spells to ward against vermin. Otherwise diseases will be frequent (think malaria, foot rot, among others).


Wizard 5, HP 20, AC 14{16}, T 14{16}, FF 11{13}; F +1{3}, R +4{6}, W +5{7}; Init +7, Perc +6, Low-light

Extensive post on the discussion page.

Sverinn was quick to thank Gornack for the transportation and assisted with unloading all of their supplies.

Picking up her own haversack with additional gear attached to the outside, Sverinn got ready to head inland to find a place to set up camp with the others.

She explains and will discuss with the others her observations of:

Before leaving the beach, she looked around to get a feel for what the beech could tell her.

She looked first at how far out the swells were, was there a coral reef out there that would provide some calmer swimming and fishing near shore. She then took a look at the water line, trying to determine where the low and high tide marks were as well as any indicators of debris or damage from storm swells.

Sverinn takes a quick look about the clearing, before then walking around the outer perimeter to get a look from the outside.

Sverinn is looking for signs of water run off, or water pooled in the leaves of the plants.

She is also looking for animal signs, footprints, broken branches, trails in the undergrowth from small animals, sounds of birds/insects in the trees. The thorns on the trees may indicate some sort of large herbivore.

Perception to observe water conditions at the beach 1d20 + 6 ⇒ (12) + 6 = 18
Perception to observe tide marks on the beach 1d20 + 6 ⇒ (2) + 6 = 8
Perception to observe storm swell marks 1d20 + 6 ⇒ (17) + 6 = 23
Perception to review clearing area 1d20 + 6 ⇒ (6) + 6 = 12
Perception to outer perimeter 1d20 + 6 ⇒ (9) + 6 = 15
Perception to find sings of water 1d20 + 6 ⇒ (9) + 6 = 15
Perception to find tracks, not follow them 1d20 + 6 ⇒ (17) + 6 = 23

Her knowledge nature is a +9, giving her an auto succeed on anything that is a DC 10.


Wizard 5, HP 20, AC 14{16}, T 14{16}, FF 11{13}; F +1{3}, R +4{6}, W +5{7}; Init +7, Perc +6, Low-light

did we get a schedule for the next stop by the ship?
Also, types of trees?
What is the climate like?

I suggest picking a place on earth that is similar to what you want and we can go from there. Big difference between an island in hawaii, off the new england coast, northern washington, new zealand, or tropical africa. That or pick a tv show that has similar foilage.

Is this lush and dense tropical rain forest kind of area? If so, more than one canopy in the trees?

How close is the island to the equator? This will give an idea of the temperature and seasonal extremes.

We don't need to know all of these yet, but...

What's the annual rainfall like? Monsoon's?


Wizard 5, HP 20, AC 14{16}, T 14{16}, FF 11{13}; F +1{3}, R +4{6}, W +5{7}; Init +7, Perc +6, Low-light

Did we decide that all the loot from the pirate ship would remain ours?

If so, I had stated that tools were to be taken from the ship as well.

Since it's looking like this is going to be a robinson crusoe campaign, can we get an inventory?

(FYI: sailing ships would generally have a decently outfitted carpenter's shop)


Wizard 5, HP 20, AC 14{16}, T 14{16}, FF 11{13}; F +1{3}, R +4{6}, W +5{7}; Init +7, Perc +6, Low-light

Wait until tomorrow (in game) and all the casters can spellcraft it again, cheaper than using identify.


Wizard 5, HP 20, AC 14{16}, T 14{16}, FF 11{13}; F +1{3}, R +4{6}, W +5{7}; Init +7, Perc +6, Low-light

More specifically,

The amulet of natural armor +2 is immediately useful in combat and I suggest it goes to one of the front line combatants first.

The necklace of adaption is something more situational, and I would suggest that it go into group loot for use when needed (and yes the wizard would happily hold it for the party).

The necklace of adaption I would normally suggest go to the face/rogue first. The wizard (me) would be interested in it for some role-play humor, not to mention she may be the party face of back-up face. though this item could also be considered group loot for specific situations.

Until we figure out the sword and robe (may need to work together on those tomorrow), we should probably hold off on any specific distributions.

And then we have the three flasks. Once we have a determination on what they are we can talk about who holds them too.

Unless someone wants something specifically from the misc stuff, I'd say put it in the party loot pile or ship and crew share.


Wizard 5, HP 20, AC 14{16}, T 14{16}, FF 11{13}; F +1{3}, R +4{6}, W +5{7}; Init +7, Perc +6, Low-light

Now those are questions that should have been answered before we hired on...

Are the ship's crew staying or just dropping us off? If staying then, they become part of the background clutter (except those wearing red vests and jerkins). Reason I ask is because it would have a bearing on how the loot splits.

Going on earth history...

Generally the crew would split up one or two shares. Officers would have a couple of shares each, number based on rank, with the captain having the second most shares. The ship owner would have the most shares, and the ship itself would generally have between 10 and 20 percent of the shares. This represents repairs, general food stocks, etc.

However, we are in a fantasy world. And, we are passengers on the ship, so we would generally expect a certain level of security from the ship and its crew. But, since we acted more like guards of the ship, and did the majority of the defense, we could argue for a significant portion of the loot.

My personal viewpoint is the general ship gear like rope, tools, sail cloth should be added to our ship's stores. The barrels should also be dumped into general loot that is part of the background that doesn't need tracking. The magic items, and any armor or weapons that can be used by any of the defense team (the players) gets divvied up amongst us first, the rest going into general (tracked) loot.

Unless we are going someplace with a market, (and I doubt it) we can expect that we will need to be self sufficient. Now, if we are just getting dropped off, then I would be asking for, and expecting, that all of the loot gathered that was not used to immediately repair our ship, should be dropped with us, since our next resupply would be some time in coming.

Now, as for tracking the stuff, unless someone wants to volunteer, I don't mind keeping track of the group loot on the bottom of my character profile. Any group loot carried with the party should be tracked by the character that is carrying the loot.


Wizard 5, HP 20, AC 14{16}, T 14{16}, FF 11{13}; F +1{3}, R +4{6}, W +5{7}; Init +7, Perc +6, Low-light

"Go get a crowbar or hammer from the ship's stores, and pry up that board."

Sverinn points out which items are worth taking. "Get those barrels moving, grab the silks, clothes, and weapons. Get everything to our ship, we can sort it there. This one won't stay on the surface for long."

Sverinn returns to deck and shouts across to our ship, "Get a spar rigged for hoisting we have some barrels to move. You and you, grab any sail, rope, tools you can find on deck get them over as well." Pointing at a pair of deck hands, Sverinn returns below decks to make sure everyone gets moving.

stuff:

Already had two spellcraft rolls (16 and 34), so here are the other three.

Listed in order:
Robe (16)
Amulet 1 (34)
Amulet 2 (31)
Hat (26)
Scimitar (27)

spellcraft 1d20 + 14 ⇒ (17) + 14 = 31
spellcraft 1d20 + 14 ⇒ (12) + 14 = 26
spellcraft 1d20 + 14 ⇒ (13) + 14 = 27

And a diplomacy roll to direct traffic: 1d20 + 10 ⇒ (14) + 10 = 24

I assumed I was assisting the others with their searching, so here is a list of loot found so far, unless anyone is going to try and hide anything:

blasting powder, barrel (3)
ale, dwarven, barrel (2)
food, nuts, barrel (1)
food, breads, barrel (1)
food, potatoes, barrel (1)
food, misc preserved, barrel (2)

Morning star (2)
crossbow (3) heavy or light? no bolts?
leather armor (2)
short sword (2)
Scimitars (several?)
Robe, mages' magical (1)
coin purse, full
jewelry box
chain, silver? 2g
amulet 1, magical (grey colored bone)
amulet 2, magical (shiny platinum)
coin purse, not as full
scimitar, blue handled
pirates hat, ruby red, 4 points instead of typical 3, magical?
gold chain, tempered steel, gold plated .7g
silk bed curtains
robes, numerous
box, darkwood crafted
gems (7) 3 of polished coral, 2 rubies, sapphire, onyx
coin purse

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