In this region, common (100gp) and uncommon (500gp) magic items are available in the larger cities, so you can purchase those with starting gold. I was thinking I wasn't going to get round posting ship info tonight, but that might be possible since my work meeting got cut short. Fingers crossed.
Anyone have an issue with Eclipse owning the ship? If not, I'll leave the naming of the ship to him.
I'm good with Eclipse owning the ship too. How long have we been together on the boat? Are we all newly hired for specific contract, or more long term? I'd like to put this into the backstory too.
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Tyrod- Sky-Pirates of Q’rath Set: Crew of the Reaver's Word
In this region, common (100gp) and uncommon (500gp) magic items are available in the larger cities, so you can purchase those with starting gold. I was thinking I wasn't going to get round posting ship info tonight, but that might be possible since my work meeting got cut short. Fingers crossed.
Anyone have an issue with Eclipse owning the ship? If not, I'll leave the naming of the ship to him.
To simplify things, assume that the characters are taking in a little more than what I post, and that the unspoken part is applied to the maintenance costs. Similarly, I'm assuming the work of any maintenance happens between scenes and doesn't need to be detailed unless a player feels like it for characterization purposes. As a general guideline I don't bother detailing the minutia.
I didn't make it automatic on the basis that some kinds of spider use webs and some don't. I was considering the idea of creating subraces, with some cultures being full of webbing and others using it barely if at all.
I'm guessing that was the write-up for the character prior to changing the race?
Oh, gotcha, thanks.
I actually still plan on HeikeZel being a Ranger-Hunter. The problem I'm running into is...well, I guess writer's block, or character-building block. Assuming the backgrounds of Outlander and Hermit, the closest to a backstory I've come is that HeikeZel was part of a family/clan/village/organization that had been keeping watch over a ruin, artefact, prison, or something equally important for many years now. Part of watching over it was that doing it solo (hence being a Hermit) was common as part of perhaps a coming-of-age ceremony (or something), and another part of that was prior training (hence Outlander and Ranger). Only, during HeikeZel's time as said hermit and/or guard, something happened (potentially being the hermit's Discovery feature) or someone/something escaped that shouldn't have, and part of HeikeZel going out into the world was to try and track down that someone/something (or something else that ties in). Also, potentially as part of the event that happened or from some other incident, HeikeZel is intent on making sure that nobody (else) ever dies on his watch, hence wanting to be a combat medic of sorts and wanting to stay at range in combat whenever possible.
I don't know, maybe writing that out helped part of the block go away. I also haven't fully settled on what additional feats to give HeikeZel, so there's a second reason for not yet filling out my application.
EDIT: I also thought of a question. Assuming that none of the PCs in the second group have bought/chartered the ship, would there be an NPC captain or someone? Or is there something else we're going with?
I always prefer to PCs in roles before NPCs, so I'd only put in an NPC captain if all of the PCs on a ship were dead-set against being captain.
Chasing after a stolen artifact is similar to our pixie character's backstory on the first ship. Perhaps the artifact is related to one of the other missing ones? And perhaps you're Discovery is something related to its nature? What kind of secrets appeal to you as a player? The dark secret of a family in power? Something that will challenge how a society sees itself? A vulnerability in a defense system guarding something juicy? A useful principle of magic, a cosmic truth, a threat from beyond the stars?
When I get writers' block, I start adding arbitrary rules to narrow my options.
Cool. We'll have to deal with only having three proficient crew. Unless becoming proficient is something one can do in a few weeks, Laitraxa will be trying to learn but the experience is simply too new.
Quick round of questions: Is there a crow's nest on top of either sail? What is the drop-hopper? How heavy is a ballista bolt?
Quick question regarding gliding and flight. Would there be any checks to maintain it if you're hit? If so would it be a skill check or a saving throw?
Cool. We'll have to deal with only having three proficient crew. Unless becoming proficient is something one can do in a few weeks, Laitraxa will be trying to learn but the experience is simply too new
I think this just means we don't get advantage when doing stuff. So it'll still be flyable, just not advantage-able.
I do notice that's there only 4 beds. 2 per room. With our 5 people. Is there an engine room? I'd be willing to sleep in a hammock or something in the engine room.
I think we can say you become proficient in 2 in-game weeks provided you do at least one scene of conversation on the subject with another PC who is proficient. Feel free to ad-lib the specifics of sky-sailing. You don't have to become proficient. Remember that lacking the Proficiency is a Flaw, and Flaws give you Inspiration when they come up.
There's no mast, so their's no crow's nest. The sails attach to the sides, with the balloon above, from which the ship hangs. Where the mast would be is a central pipe, called a mastduct, which feeds hot air into the balloon from the coal furnace below. Someone needs to shovel the coal every 15 minutes or so.
The drop-hopper is a device that sits atop the balloon. It's used to drop the ship out of the sky during an assault on a land target. The typical maneuver, called a 'wash-in', is to approach above the cloud line and drop through the clouds, stopping a couple of stories above the target. It's extremely dangerous to do this without a proficient captain, and still problematic for everyone on board who isn't proficient. Without a hopper people will typically see the ship coming (though possibly not at night). It's illegal to have one on a non-military vessel, but your letter of mark as a privateer ship includes a licence.
How heavy is a ballista bolt? I'm gonna go with about 25kg.
"Would there be any checks to maintain it if you're hit? If so would it be a skill check or a saving throw?" You know, I've played a couple of Aarocokra (which my phone insists is spelled 'macrocosm'), for a total of about a year, and that never came up? I'm going with the idea that you fall if knocked prone.
Viper 15E is right about who's on which ship.
I was wondering if anyone was going to notice that we're short a bed. If we started play I was going to let it come up in-character. I figure the group can still address as you will.
The engine doesn't have it's own room, but it's in the center of the hold and has a coal trough by it.
Setting note: The term 'halfling' is considered offensive. They're called albioni. Other half- terms (half-elf, half-orc, etc), are considered impolite and human-centric, and are sometimes considered offensive, though there's no established alternative term. A superstition exists among the more sheltered nobility that it's impossible for the races to interbreed without magic. That gives you an idea just how often that happens among the nobility.
Does the rigging extend to the top of the balloon, in that I could climb up the rigging and perch on the top of the balloon as the ship flies around (assuming fire resistance keeps me safe from the hot air temperature)?
Would be an interesting tactic if I stuck to the top, then launch off as the ship does a drop-hop...
I'm having a hard time deciding equipment. Considering an uncommon magic item to allow access to the ship without it having to land. In order of preference based on the character conception: Ring of Jumping, Rope of Climbing, Winged Boots. Any thoughts / caveats about these? Or maybe not really necessary? My character is personality rich / power poor, so might even be most useful staying onboard during raids, ensuring a safe getaway / extraction.
Is anyone else considering an Abstracted Weapon? I'm tempted, but more than one on the ship might be silly.
In that regard, Rope of Climbing might be useful for more than just you, since everyone could climb up it with advantage for daring Errol Flynn-esque escapes if you're onboard. Alternatively, toss one end up while holding the other and tell it to attach to a railing. Lots of creative uses for that...
Isn't an Abstracted Weapon rare? It's a cool concept especially for a scholarly type, but don't think we'll be getting access to that right away.
How about the “Reaver’s Word”?
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Eclipse Faraway in Gallows Dancer
I'm good with Eclipse owning the ship too. How long have we been together on the boat? Are we all newly hired for specific contract, or more long term? I'd like to put this into the backstory too.
Tyrod - Sky-Pirates of Q’rath Set: Crew of the Reaver's Word
It’s your ship, your name :) but thats a good one
Gilgin Hardhammer - Mountain Dwarf Cleric (Forge Domain) - Icewind Dale
Petal - Forest Gnome Druid (Circle of the Land - Forest) - Unsung Heroes of Embera
Bazlachi is similarly ok with him owning the ship and would serve proudly on the Reaver's Word.
Another question. How to handle upkeep of the ship, ship’s supplies, etc.
Could have it as part of our charter that earnings go first to cover repairs to ship sustained on the job, then split evenly among crew?
And/or a portion of earnings equal to one crew person’s share is placed in escrow for “ship‘s improvements,” say?
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Eclipse Faraway in Gallows Dancer
To simplify things, assume that the characters are taking in a little more than what I post, and that the unspoken part is applied to the maintenance costs. Similarly, I'm assuming the work of any maintenance happens between scenes and doesn't need to be detailed unless a player feels like it for characterization purposes. As a general guideline I don't bother detailing the minutia.
Oh, gotcha, thanks.
I actually still plan on HeikeZel being a Ranger-Hunter. The problem I'm running into is...well, I guess writer's block, or character-building block. Assuming the backgrounds of Outlander and Hermit, the closest to a backstory I've come is that HeikeZel was part of a family/clan/village/organization that had been keeping watch over a ruin, artefact, prison, or something equally important for many years now. Part of watching over it was that doing it solo (hence being a Hermit) was common as part of perhaps a coming-of-age ceremony (or something), and another part of that was prior training (hence Outlander and Ranger). Only, during HeikeZel's time as said hermit and/or guard, something happened (potentially being the hermit's Discovery feature) or someone/something escaped that shouldn't have, and part of HeikeZel going out into the world was to try and track down that someone/something (or something else that ties in). Also, potentially as part of the event that happened or from some other incident, HeikeZel is intent on making sure that nobody (else) ever dies on his watch, hence wanting to be a combat medic of sorts and wanting to stay at range in combat whenever possible.
I don't know, maybe writing that out helped part of the block go away. I also haven't fully settled on what additional feats to give HeikeZel, so there's a second reason for not yet filling out my application.
EDIT: I also thought of a question. Assuming that none of the PCs in the second group have bought/chartered the ship, would there be an NPC captain or someone? Or is there something else we're going with?
I always prefer to PCs in roles before NPCs, so I'd only put in an NPC captain if all of the PCs on a ship were dead-set against being captain.
Chasing after a stolen artifact is similar to our pixie character's backstory on the first ship. Perhaps the artifact is related to one of the other missing ones? And perhaps you're Discovery is something related to its nature? What kind of secrets appeal to you as a player? The dark secret of a family in power? Something that will challenge how a society sees itself? A vulnerability in a defense system guarding something juicy? A useful principle of magic, a cosmic truth, a threat from beyond the stars?
When I get writers' block, I start adding arbitrary rules to narrow my options.
The Reaver's Word
Hoping to get underway soon.
Cool. We'll have to deal with only having three proficient crew. Unless becoming proficient is something one can do in a few weeks, Laitraxa will be trying to learn but the experience is simply too new.
Quick round of questions: Is there a crow's nest on top of either sail? What is the drop-hopper? How heavy is a ballista bolt?
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Quick question regarding gliding and flight. Would there be any checks to maintain it if you're hit? If so would it be a skill check or a saving throw?
Also just to clarify, which PCs are on each ship?
Zoldier’s Curse of the Crimson Throne: DM/ Redii || Zoldier's Strange Aeon's: DM
Hopefully it's per the rules, where things are fine unless you are knocked "prone" or otherwise have your speed reduced to 0.
Bad juju when that happens and you fall 500 ft for a nice 50d6.
Reaver's Word:
Unnamed Second Ship:
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
I think this just means we don't get advantage when doing stuff. So it'll still be flyable, just not advantage-able.
I do notice that's there only 4 beds. 2 per room. With our 5 people. Is there an engine room? I'd be willing to sleep in a hammock or something in the engine room.
Tyrod - Sky-Pirates of Q’rath Set: Crew of the Reaver's Word
Yep. Doable. Could always hire a deck hand or something too if it becomes an issue.
Per the rooms, I imagine Laitraxa would be more comfortable making a nest in the cargo deck, if there is one.
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
I think we can say you become proficient in 2 in-game weeks provided you do at least one scene of conversation on the subject with another PC who is proficient. Feel free to ad-lib the specifics of sky-sailing. You don't have to become proficient. Remember that lacking the Proficiency is a Flaw, and Flaws give you Inspiration when they come up.
There's no mast, so their's no crow's nest. The sails attach to the sides, with the balloon above, from which the ship hangs. Where the mast would be is a central pipe, called a mastduct, which feeds hot air into the balloon from the coal furnace below. Someone needs to shovel the coal every 15 minutes or so.
The drop-hopper is a device that sits atop the balloon. It's used to drop the ship out of the sky during an assault on a land target. The typical maneuver, called a 'wash-in', is to approach above the cloud line and drop through the clouds, stopping a couple of stories above the target. It's extremely dangerous to do this without a proficient captain, and still problematic for everyone on board who isn't proficient. Without a hopper people will typically see the ship coming (though possibly not at night). It's illegal to have one on a non-military vessel, but your letter of mark as a privateer ship includes a licence.
How heavy is a ballista bolt? I'm gonna go with about 25kg.
"Would there be any checks to maintain it if you're hit? If so would it be a skill check or a saving throw?"
You know, I've played a couple of Aarocokra (which my phone insists is spelled 'macrocosm'), for a total of about a year, and that never came up? I'm going with the idea that you fall if knocked prone.
Viper 15E is right about who's on which ship.
I was wondering if anyone was going to notice that we're short a bed. If we started play I was going to let it come up in-character. I figure the group can still address as you will.
The engine doesn't have it's own room, but it's in the center of the hold and has a coal trough by it.
Setting note: The term 'halfling' is considered offensive. They're called albioni. Other half- terms (half-elf, half-orc, etc), are considered impolite and human-centric, and are sometimes considered offensive, though there's no established alternative term. A superstition exists among the more sheltered nobility that it's impossible for the races to interbreed without magic. That gives you an idea just how often that happens among the nobility.
Just an FYI. I got permission from the DM to switch from Battle Smith to Artillerist as my sub calling.
Tyrod - Sky-Pirates of Q’rath Set: Crew of the Reaver's Word
Does the rigging extend to the top of the balloon, in that I could climb up the rigging and perch on the top of the balloon as the ship flies around (assuming fire resistance keeps me safe from the hot air temperature)?
Would be an interesting tactic if I stuck to the top, then launch off as the ship does a drop-hop...
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
I'm having a hard time deciding equipment. Considering an uncommon magic item to allow access to the ship without it having to land. In order of preference based on the character conception: Ring of Jumping, Rope of Climbing, Winged Boots. Any thoughts / caveats about these? Or maybe not really necessary? My character is personality rich / power poor, so might even be most useful staying onboard during raids, ensuring a safe getaway / extraction.
Is anyone else considering an Abstracted Weapon? I'm tempted, but more than one on the ship might be silly.
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Eclipse Faraway in Gallows Dancer
In that regard, Rope of Climbing might be useful for more than just you, since everyone could climb up it with advantage for daring Errol Flynn-esque escapes if you're onboard. Alternatively, toss one end up while holding the other and tell it to attach to a railing. Lots of creative uses for that...
Isn't an Abstracted Weapon rare? It's a cool concept especially for a scholarly type, but don't think we'll be getting access to that right away.
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
I picked up a couple healing potions. Figure they'll come in handy..
Tyrod - Sky-Pirates of Q’rath Set: Crew of the Reaver's Word