A Warlock Alone, Island Empire solo game

OOC: Todd, I suspect you are right. I forget how tightly packed crews were on historic sailing vessels. You should indeed be able to increase the crew as well as put in the required soaking baths. I didn't get time to research the magic item prices today. I think your ballista figures may be off. The cost of pluses goes up dramatically. Check the DMG. I'll look at it more tomorrow.
 

log in or register to remove this ad

Weapons

OCC: Scott, I got the price from calculationg +1 for 2000gp and one ability for an additionaly 2000gp, much like we did with the sword for the ranger. Was this a correct calculation?

I do wish lol they would hurry up and post if they dont get along, I am more than willing to bascially skip Mermaids Rest and just pic up NIcholas and i can be breifed later on what happend via My Messeage book with Rook.
 

OOC: Some additional abilities have a set cost, but each succeeding plus adds a lot. A plus 2 or two plus one abilities costs 8,000, while plus 3 or 3 plus 1 abilities is 18,000. Dual weapons such as a staff have the cost at both ends. For Angelo I paid the fixed staff of fire cost and then Angelo enchanted both ends himself at the +2 level to keep costs down.

Yeah things have been dragging in the other game. I'll see if I can't get things moving along. You need a little break to work on the ancient language stuff and get the revised four lands document out anyway. :D
 

Weapons

Well at the very least, I may create several heavy crossbows and enchant them with flaming damage..but am not for sure,,,As to the ballistas, given that new information, it should cost me some 2500 each to build with about 100 xp ..............using the 1/4 and 1/25 ratios for creation...so let me know...

As to the other,,, almost got it done just tweaking it some...as to the delay all i can say is la la la la lala
 

Alchemey

OCC: The terrible delay in getting on with it has had some good benefits lol... Looking over the alchemical sectiona, I did indeed find lots of goodies that could in time be tailored to help us a great deal. One of the original concepts was to make and eventually hire a really good gnom alchemsit, to make special weapons and tools for us..so I think that is going to work out quite well.

I did find "Sparkstone" in Arms and Equipment and they should work nicly when paried with the modifed Thunderston. In affect they do 1d6 worth of electrical damage and then arc 5' to hit a secondary target if one is within range. MIchael will try to modiy one, when he can make one or buy several, to be triggered by immersion in water. While not a lot of damage, given that the will be triggered while underwate, may well give them an area of affect beyond their normal scope as well as a little additional damage/decrease in sujbects ability to resist/dodge. LIke i sadi, lots of good potiential there as well as being a very nasty little suprise.
 

OOC: I can see I am going have to get things moving in the other game to keep your fertile mind out of mischief. The spark stone does sound like a winner.
 

Approaching Mermaid's Rest

An hour after dawn, Michael is informed that fishing vessels from Mermaid's rest can be seen. The place should be visible within the hour. Grond asks, "Any orders before we arrive sir?"
 

Approaching Mermaids Rest

Michael will motion Grond over to the rear portion of the quarterdeck and ask those within earshot to move to the forward portion. Lowering his voice he will say "I have no idea what awaits us here and thus can not think of a current course of action. Nicholas will find us quickly as he should arlready be here or will arrive within the next day. Until then we shall just conduct a reconissace of the place and try to buy some more trade goods if possilble. I do not wish the crew to disperse into the various dives and given the racial make up of our crew I think it will be easy to persuade them to stay aboard and allow us to bring the diversions to them...so until we find out what we may be facing, we shall play it by ear"


Turning to the other officers he will say "Captain Chandar, please see to setting watches and secruing the ship for our arrival, we have a nice cargo aboard now and I do not wish to lose any to thieves"

Michael will the call for the flag of Storm and Company to be raised. This is a black background with a blue/white cloud trasfixed a red lighting bolt. All made from the dyes acquired in tergere> A great way to advertise my wares. Hopefully, Nicholas will pick up on the symbolish.
 

Approaching Mermaid's Rest

As the little ship gets the Storm and Company flag up, a call comes down from the rigging. A ship! A ship is making directly for the Retribution. As the two ships close more information comes down. The ship is old and a little bigger than the Retribution. It flys a flag with the image a of busty Mermaid reposing on rocks over a blue background. The crew is a rough looking sort, but three persons stand on the foredeck resplendent in some sort of uniform. There is no question that they intend to link up with the Retribution.
 

Ship from Mermaids Rest

7th day of Sun's Time in the 2nd year of the reign of Xenieda the First
Morning
30 minutes from Mermaid's Rest


Acknowledging the call, Michael will call "Slow us down Mr Mangrum and prepare to bring us to a stop to receive guests if necessary. Captain Chandar prepare your men to recive our guest with and honor guard if necessary and or reple boarders as necessary." Lieutians Imaprrell, open the arms locker so the men may prepare themself."

While this preparation is occurin, Michael will clean himself up with a cnatrip and those of his men and or officers that may need it to make a good impression.
 

Pets & Sidekicks

Remove ads

Top