SotS's War of the Burning Sky campaign


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begooler

First Post
Hope everything is okay Zayed!

I finally wrote down a back story, so Tansley has a wall of text to call her very own.
[sblock]
Tansley was born in Gate Pass. Her father was a successful merchant who for a few years sat on the city council, and her mother was a druid who settled down in the city after spending most of her life in the woods. As a young girl, Tansley was taught the druidic language and magic from her mother, who never being happy in the city her mother abandoned the family while Tansley was still young. Shy and withdrawn, Tansley continued to study nature, reading mountains of books, and spending a great deal of time in the parks of Gate Pass or in the woods outside its walls, observing the natural world and taking notes. As an adolescent, Tansley was somewhat unruly, often running away for weeks on end to prove that she could take care of herself in the wilderness. She also mastered sneaking past the city guard. As she matured, Tansley became embarrassed of this rebellious streak, though it will occasionally reignite when she has something to prove.

Though her interest in science and magic is of pure curiosity, she was urged by her father to seek out practical pursuits and at his prodding found herself a position as the city’s minister of weather. In addition to making predictions about crop yields, Tansley was tasked with ensuring that the weather performed desirably during holidays and feast days. Of course, actually controlling the weather patterns would require much more powerful magic than could be found in all of Gate Pass, and finding workaround solutions was at times an interesting challenge for Tansley, and at other times a nuissance. Civic minded, Tansley has made other contributions to Gate Pass, including at one time management of the horticulture section of the library, submitting designs for new parks, and advocating for free admission to several of them.
Though she has a respect for tradition as a method of keeping order in society, Tansley is extremely cynical and skeptical of folklore and superstition. In particular, she is dubious of prophesies or visions, which she explains as psychological phenomena that humankind uses to inflate their perceived significance in the world. She engaged in a heated argument about this matter with a colleague just before the last Festival of Dreams. To prove a point, Tansley wrote an inappropriate wish as her contribution to the collection of dreams: that she would not have to deal with weather accommodations for any more silly festivals in Gate Pass.
When the city happened to be sacked by the Ragesian army shortly after, Tansley became even more committed to her skepticism in order to protect herself from potential guilt.

Since fleeing Gate Pass with the rest of the party, Tansley has not seen many of her contacts and friends, who include her aging father, a small cadre of academic colleagues, and a carpenter friend with whom she was infatuated but too shy to instigate a romantic relationship.

Tansley is strongly invested in the city of Gate Pass, and hopes to contribute to freeing it and resettling there. She also has some ideals and lofty utopian visions for society that she hopes to see implemented in the city’s rebuilding. Obviously, she’s concerned for people she left behind, but does relish the opportunity to travel and experiment with magic.[/sblock]
 

StreamOfTheSky

Adventurer
Ah, you guys...establishing connections to Gate Pass way after you left, heh. Makes me feel bad that I skipped 95% of the first chapter now. Tansley...when you guys do go back to Gate Pass...which will be quite a while, I'll keep that stuff in mind, try to tie it in. Also, maybe your father knew councilman Menash (the dude who got you the horses and uniforms to sneak out of the city with that you "met" off-screen pre-campaign as part of my synopsis of stuff you skipped).

Finished loot for the Dracotaur fight and the Sanderson Handrea sisters. Torrent wants to hold onto the elixers of love, or at least have anyone other than Lily possessing them. ;)

A memento of the Enthrall you all so loved (considering all the failed will saves). Again, my own little spoof of "I put a Spell on You" from Hocus Pocus, except sung by demented cannibal witches who have the same name and speak in the 3rd person. :)
[sblock]Handrea put a spell on you, and now...you're mine.
You can't stop the things we do, and soon we dine...
It's been so many years, lost track of the days
And now the witches are back, and there's hell to pay
Handrea put a spell on you., and now...you're mine.
Handrea put a spell on you, and now...you're gone.
Handrea put a spell on you, and it was strong...
Your wretched little lives have all been cursed
Cause of all witches working...Handrea's the worst!
Handrea put a spell on you, and now you're mine.
If you don't believe, you'd better get superstitious
Ask Handrea's sisters! Your end will be delicious.
Handrea put a spell on you.
A wicked spell.
Handrea put a spell on you...[/sblock]
 
Last edited:

firehorse

First Post
Unless anyone else objects, Zayed will confiscate: Bracers of Quick Strike, Tunic of Steady Spellcasting and Lesser armor crystal of Aquatic Action
 

StreamOfTheSky

Adventurer
Sorry I didn't do this sooner. Here is the loot breakdown for the stuff from Galt till entering Seaquen.
[sblock]Least armor crystal of Glancing Blows (+2 grapple to prevent one from being initiated on you) [250]
Cloak of Elemental Protection (Shoulders; Immediate 1/day gain resist 10 vs. energy type of choice) [500]
Snakeblood Tooth (Face; +5 save vs. ingested poisons; immediate 3 charges/day - 1: +5 saves vs. poisons for 3 rounds; 2: allies w/in 10' get +5 vs. poison for 3 rounds; 3: immune to poison for 1 round) [675]
Wyrmfang Amulet (Throat; unarmed and natural attacks count as magical) [675]
Cognizance Crystal, 1 point (gain +1 power point per day) [500]
Troll Gut Rope (Grows to 350 ft long for up to 12 hours/day) [250]
Elixer of Swimming [125]
1440 gp in gold and gems
2 Rowboats and portage to swamp: [-210]
Sold rowboats [30]
Tidereaver’s Tears [700]
[sblock]This glass sphere appears to be filled with blood, and leaks it constantly, though the drips soon evaporate. The bearer of the sphere likewise drips blood, which is eerie but harmless. The bearer can, for about an hour a day, travel through strong winds or water currents as though traveling through calm air or water. The sphere of bloody tears must be held in hand to provide this benefit.[/sblock]
Torchstaff [500]
[sblock]Resembling a shepherd’s crook with a flaming bronze lantern swinging from the end, this quarterstaff can be used to deal 1d6 points of fire damage as a melee touch attack.[/sblock]
Handrea's spellbook [1850] (I'm just going to price "all cantrips" at 500 gp)
[sblock]3rd – arcane sight, clairvoyance/clairaudience, slow, stinking cloud
2nd – combust, detect thoughts, glitterdust, hideous laughter, locate object
1st – blood wind, burning hands, comprehend languages, identify, mage armor, lesser orb of acid
0 - All[/sblock]
Lesser armor crystal of Aquatic Action (No acp on Swim; swim speed of 1/2 land speed) [500]
Lesser weapon crystal of Energy Assault (+1d6 electric damage) [1500]
Fountainhead Arrow (Hit flat surface (AC 5), creates 10 ft radius for 3 rounds, 2d8 acid damage each round, Reflex DC 14 half) [153]
Bracers of Quick Strike (Swift 1/day; Extra attack after full attack; doesn't stack w/ any other sources of bonus attacks) [700]
Blighter's Hex-eye (Swift 3/day; +2d6 melee damage to elves/plants for 1 round) [700]
Rock Boots (+4 vs. trip/bull rush; ignore diff. terrain 5 rounds/day) [1000]
Finned Gauntlets (Gain Swim 30 ft, +8 swim checks, take 10 on swim) [1750]
Tunic of Steady Spellcasting (+5 Concentration) [1250]
Dragon Spirit Cincture (+1 damage die for breath weapon; +1 save DC if holding weapon of same energy) [1000]
scroll of cure serious wounds [187.5]
four elixirs of love [75 each]
Universal Solvent [25]
Porcupine Elixer (+1 to natural armor & +1d6 piercing grapple damage; 12 hours) [400]
Dust of Illusion [600]
Salve of Minor Spell Resistance (Full Round; SR 17 for 5 min.) [675]
Potion of Tongues [375]
Potion of Fly [375]
mithral buckler [582.5]
4 mwk daggers [151 each]
dragonhide breastplate [350]
full plate [750]
heavy wooden shield [3.5]
Large spears x8 [5 each]
dagger [1]
Once-beautiful green dress [1000; needs make whole and prestidigitation to fix and clean it]
silver necklace with red glass beads worth 100 gp
300 pp in Shahalesti coins.
Damp clothes, rotted apprentice spellbooks, and rusted weapons or armor [500; needs a Make Whole spell]
[/sblock]

Values are in gp and what you get for selling it back. That means...a total of 25706.5 gp.
Divided between all six of you (Lily and Torrent get full shares of treasure), that's 4284.41 gp each.

Sophia donates her money, the rest of you...buy back what you want and do other purchasing NOW. I want shopping done before next session. Some things were already claimed from this batch by Zayed.
Remember, Seaquen has a 3000 gp purchase limit. That includes upgrades to existing items, so adding another +1 enhancement to +1 armor (1000 gp --> 4000 gp) is possible, for example. If it matters, anything up to CL 5 is available, stuff between CL 6-9 is possible, but unlikely to be available.

One last thing... it's up to you guys if Torrent and/or Katrina come along for this and other sidequests. If they do, they get a split of the loot. They'd certainly be helpful, though. Well, I'm not sure if Katrina would be so good at taking down the Attercop Pouncers nonlethally...
EDIT: If you intend to repair and take the ship back, you will need make whole and some mending. Probably a good idea to get scrolls. Not sure if anyone in the party besides Torrent can use those.
 
Last edited:

BassWalker

First Post
Here's Sophia's Wild Shape information for level 6.

BABSavesInitiativeArmor Class
+5+4 Fort, +7 RefDex+4+1 Armor, +1 Deflection, -1 Untyped
[sblock=Skills]
Balance
Dex+4
Climb
Str+0
Concentration
Con+0
Escape Artist
Dex+2
Hide
Dex+11+Size
Jump
Str+7+Spd
Move Silently
Dex+11
Open Lock
Dex+3
Ride
Dex+2
Sleight of Hand
Dex+0
Swim
Str+0+8*
Tumble
Dex+9
Use Rope
Dex+0


[/sblock]
Natural AttacksRoles
+1 Hit and Damage (Enhancement)
+1 Damage (Acid)
Combat - Deinonychus, Stingray
Grappling - Crocodile, Leopard, Squid
Stealth - Dark Stalker
Tripping - Cheetah

Burrowing - Dire Badger
Climbing - Leopard
Flight - Dire Hawk
Swimming - Crocodile, Squid, Stingray
[sblock=Cheetah (Medium Animal)]
Str 16 (+3), Dex 21 (+5), Con 15 (+2)AC 17
Touch 15, FF 12
Speed 60ftTrip
Code:
[1d20+9] Bite, [1d6+4] Damage [1] Acid
[hr][/hr]
[1d20+9] Bite, [1d6+4] Damage [1] Acid
[1d20+4] Claw, [1d2+2] Damage [1] Acid
[1d20+4] Claw, [1d2+2] Damage [1] Acid
[/sblock]
[sblock=Crocodile (Medium Animal)]
Str 19 (+4), Dex 14 (+2), Con 17 (+3)AC 17
Touch 12, FF 15
Speed 30ft
Swim 30ft
Improved Grab
Code:
[1d20+10] Bite, [1d8+7] Damage [1] Acid or [1d20+10] Tail Slap, [1d12+7] Damage [1] Acid
[/sblock]
[sblock=Dark Stalker (Medium Humanoid)]
Str 14 (+2), Dex 19 (+4), Con 15 (+2)AC 17
Touch 14, FF 13
Speed 40ftFog Cloud, Poison Use
Shadow Cloak, Sneak Attack +3d6
Code:
[3d6] Sneak Attack
[/sblock]
[sblock=Deinonychus (Medium Animal)]
Str 19 (+4), Dex 17 (+3), Con 19 (+4)AC 19
Touch 13, FF 16
Speed 70ftPounce
Code:
[1d20+10] Talons, [1d8+5] Damage [1] Acid
[HR][/HR][1d20+10] Talons, [1d8+5] Damage [1] Acid
[1d20+5] Foreclaw, [1d3+3] Damage [1] Acid
[1d20+5] Foreclaw, [1d3+3] Damage [1] Acid
[1d20+5] Bite, [1d4+3] Damage [1] Acid
[/sblock]
[sblock=Dire Badger (Medium Animal)]
Str 14 (+2), Dex 19 (+4), Con 19 (+4)AC 18
Touch 14, FF 14
Speed 40ft
Burrow 10ft
Rage
Code:
[1d20+8] Claw, [1d4+3] Damage [1] Acid
[hr][/hr]
[1d20+8] Claw, [1d4+3] Damage [1] Acid
[1d20+8] Claw, [1d4+3] Damage [1] Acid
[1d20+3] Bite, [1d6+2] Damage [1] Acid
[/sblock]
[sblock=Dire Hawk (Medium Animal)]
Str 12 (+1), Dex 24 (+6), Con 15 (+2)AC 20
Touch 16, FF 14
Speed 20ft
Fly 80ft (Average)
-
Code:
[1d20+7] Talon, [1d4+2] Damage [1] Acid
[hr][/hr]
[1d20+7] Talon, [1d4+2] Damage [1] Acid
[1d20+7] Talon, [1d4+2] Damage [1] Acid
[1d20+2] Bite, [1d6+1] Damage [1] Acid
[/sblock]
[sblock=Leopard (Medium Animal)]
Str 16 (+3), Dex 21 (+5), Con 15 (+2)AC 17
Touch 15, FF 12
Speed 50ft
Climb 20ft
Improved Grab
Pounce, Rake 1d3+1
Code:
[1d20+9] Bite, [1d6+4] Damage [1] Acid
[hr][/hr]
[1d20+9] Bite, [1d6+4] Damage [1] Acid
[1d20+4] Claw, [1d3+2] Damage [1] Acid
[1d20+4] Claw, [1d3+2] Damage [1] Acid
[1d20+9] Rake, [1d3+2] Damage [1] Acid
[1d20+9] Rake, [1d3+2] Damage [1] Acid
[/sblock]
[sblock=Squid (Medium Animal, Aquatic)]
Str 14 (+2), Dex 19 (+4), Con 11 (+0)AC 18
Touch 14, FF 14
Swim 60ftImproved Grab
Code:
[1d20+8] Arms, [1] Damage [1] Acid
[hr][/hr]
[1d20+8] Arms, [1] Damage [1] Acid
[1d20+3] Bite, [1d6+2] Damage [1] Acid
[/sblock]
[sblock=Stingray (Small Animal, Aquatic)]
Str 8 (-1), Dex 19 (+4), Con 11 (+0)AC 16
Touch 14, FF 12
Swim 30ftPoison
Code:
[1d20+5] Sting, [1d3] Damage
Poison - Fortitude DC 13, Naseuated [1d4]hrs and [1d3] Dex Damage / Sickened [1d6] Rounds
[/sblock]
 
Last edited:

Celesyne

First Post
Laying claim to the Tidereaver's Tears and the Lesser Crystal of Energy Assault (Electric). Also curious whether or not we would be capable of purchasing a wand with less than the full amount of charges for a commensurately reduced price. Something along the lines of 11 or so charges of Make Whole for around a grand.
 

StreamOfTheSky

Adventurer
Sorry, wands aren't created at partial charges and it'd take quite a lot of random luck that someone recently sold a wand of the exact spell you want with exactly or close to the # of charges you want. Maybe something ubiquitous like wand of CLW... You'll just have to buy scrolls. Or a full 50 charge wand, but I doubt you want that.
 

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