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Oct 11, 2019 3:20 am
Well then she doesn't have to go ashore to get wood. Just needs her carver is all. Nobody to really notice a little bit of the wood vanished... I would imagine it takes a bit to cut down wood to make objects.
Last edited October 11, 2019 3:21 am
Oct 11, 2019 4:12 am
There would definitely be scraps and chunks left over from the landing pad construction. and if it necessary Pelner could always laminate two smaller pieces together to make a larger chunk for whatever Nela is thinking about. I'm really interested to hear what she has in mind!
Oct 11, 2019 5:21 am
It is a secret for only her carver to know. I would image she only needs about two good full hand size chunks. Of course more is merry. Always have to remember there is nothing normal about Nela.
Last edited October 11, 2019 5:22 am
Oct 12, 2019 3:37 am
Haha I really should have started a new chapter. But this dockmaster showing up is an unexpected turn of events even for me! We're really in uncharted territory now! XD
Oct 12, 2019 2:08 pm
Valkeelis says:
Making a roll to intimidate then spending 2 psi points to manifest 'Assess Foe' on the Dockmaster.How long would it have taken us to get to the floating market since the balloon crash. Would he have had time for a short or long rest?
Assess Foe (2 psi). As a bonus action, you analyze the aura of one creature you see. You learn its current hit point total and all its immunities, resistances, and vulnerabilities.
Jabes.plays.RPG sent a note to Valkeelis
• Before we continue, I want to make sure everyone who wants to level up to 9th has done so.
• Also, are you happy with the magic item distribution? Some grabbed more loot than the others. There would have been time to trade and attune before arriving at the Floating Market.
Quote:
Jineer[ +- ] The Hand Gun of Remembered Glory
This +2 magic pistol is meant to replace a severed hand.
[ +- ] The Mighty Duck Dynasty
(Wondrous Item)
This wooden figurine of a duck wearing a crown is small enough to fit in a pocket. If you use an action to quack the correct duck call and throw the figurine to a point on the ground (or water's surface) within 60 feet of you, the figurine becomes a flock of 7 giant ducks for up to 6 hours. Each duck has the same stats as giant ravens, but add a Swim Speed of 20 ft. If the space where the ducks would appear is occupied by other creatures or objects, or if there isn't enough space for the them, the figurine doesn't become a flock of ducks. After 6 hours have passed, the flock reverts to figurine form. The flock reverts to a figurine early if it drops to 0 hit points or if you use an action to quack the command again while touching it. Once it has been used, it can't be used again until 5 days have passed.
The ducks are friendly to you and your companions. They can be used as mounts by Medium or smaller creatures to fly in V-formation. The ducks fight only to defend themselves. They understand your languages and obey your spoken commands. If you issue no commands, the ducks defend themselves but take no other actions.
This wooden figurine of a duck wearing a crown is small enough to fit in a pocket. If you use an action to quack the correct duck call and throw the figurine to a point on the ground (or water's surface) within 60 feet of you, the figurine becomes a flock of 7 giant ducks for up to 6 hours. Each duck has the same stats as giant ravens, but add a Swim Speed of 20 ft. If the space where the ducks would appear is occupied by other creatures or objects, or if there isn't enough space for the them, the figurine doesn't become a flock of ducks. After 6 hours have passed, the flock reverts to figurine form. The flock reverts to a figurine early if it drops to 0 hit points or if you use an action to quack the command again while touching it. Once it has been used, it can't be used again until 5 days have passed.
The ducks are friendly to you and your companions. They can be used as mounts by Medium or smaller creatures to fly in V-formation. The ducks fight only to defend themselves. They understand your languages and obey your spoken commands. If you issue no commands, the ducks defend themselves but take no other actions.
[ +- ] The Black Pearl of Power
Wondrous Item (requires attunement by a spellcaster)
While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you have used the pearl, it can't be used again until the next stroke of midnight.

While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you have used the pearl, it can't be used again until the next stroke of midnight.

[ +- ] Purple Tentacle Whip
Rod, rare (requires attunement)
This rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute.
Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
[ +- ] The Tarantino Tarantula
While this bracelet in the shape of a spider is latched onto your arm with its fangs sunk in your wrist:
• You have resistance to poison damage.
• You have a climbing speed equal to your walking speed.
• You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
• You can't be caught in webs of any sort and can move through webs as if they were difficult terrain.
• You can use an action to cast the web spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the bracelet can't be used again until the next dawn.
• All your successful attacks, even those that don't deal a lot of damage, are spectacularly bloody and gory. And Danny Trejo keeps showing up no matter where you go.
• You have resistance to poison damage.
• You have a climbing speed equal to your walking speed.
• You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
• You can't be caught in webs of any sort and can move through webs as if they were difficult terrain.
• You can use an action to cast the web spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the bracelet can't be used again until the next dawn.
• All your successful attacks, even those that don't deal a lot of damage, are spectacularly bloody and gory. And Danny Trejo keeps showing up no matter where you go.
[ +- ] Trident of Fish Command

melee weapon (trident, martial)
Damage: 1d6 Piercing
Item Rarity: Uncommon
Properties: Range, Thrown, Versatile 1d8
Range: 20/60
Weight: 4
This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast Dominate Beast (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn.
In addition to beasts, this particular trident can be used to dominate dragon turtles.harges daily at dawn.
[ +- ] The John Woo Cloak of Billowing
While wearing this cloak, you can use a free action to make it billow dramatically, and cause illusory doves to flutter about.
[ +- ] The Heart of the Ocean
This amulet floats on water or other liquids. While attuned, The bearer can breathe underwater, and gains a swimming speed equal to his walking speed. To attune, you must spend a Long Rest wearing this - wearing ONLY this.


[ +- ] Jack's Medulla Oblongata
Magic weapon (requires attunement)
This gruesome magic flail beats down a creature's will to survive as bludgeons flesh, dealing an extra 2d4 psychic damage to any target it hits. Any creature that takes psychic damage from the medulla oblongata must also succeed on a DC 15 Wisdom saving throw or have disadvantage on Intelligence, Wisdom, and Charisma saving throws until the wielder's next turn.

This gruesome magic flail beats down a creature's will to survive as bludgeons flesh, dealing an extra 2d4 psychic damage to any target it hits. Any creature that takes psychic damage from the medulla oblongata must also succeed on a DC 15 Wisdom saving throw or have disadvantage on Intelligence, Wisdom, and Charisma saving throws until the wielder's next turn.

[ +- ] Quicksilver Sword of Crashing Waves
Magic weapon (requires attunement)
The bearer may use a bonus action to change the form of the weapon to any other simple or martial melee weapon. It always counts as a silvered weapon no matter what form it takes.
Once per short rest, when the wielder crits with this weapon, the target and all creatures within 5 feet of it (other than the bearer) must roll a DC 12 Constitution saving throw or be knocked prone by a wave of concussive force.
[ +- ] Eastwood Cigar
Makes you feel like a lucky punk. You have the Lucky feat while you smoke it. The cigar can be smoked a total of 1 hour (can be broken up into multiple short uses). It cannot be smoked underwater.


[ +- ] Jonah's Hex
Magic firearm (requires attunement)
Once per short rest, when you crit with this pistol, it casts Hex on the target. Roll a d6 to determine which of the target's abilities is weakened. You cannot transfer the curse to another creature.
If you crit again with this weapon before taking a short rest, in addition to casting Hex on the target, one of your abilities is also weakend (same ability as the target).
On the silver & coral inlay is engraved a gun-toting man on a ship being swallowed whole by a whale.

Once per short rest, when you crit with this pistol, it casts Hex on the target. Roll a d6 to determine which of the target's abilities is weakened. You cannot transfer the curse to another creature.
If you crit again with this weapon before taking a short rest, in addition to casting Hex on the target, one of your abilities is also weakend (same ability as the target).
On the silver & coral inlay is engraved a gun-toting man on a ship being swallowed whole by a whale.

[ +- ] Ole Dead-eye's Eyepatch
(requires attunement by person with 1 missing eye)
This leather eyepatch with a garish red eye painted on can only be attuned by a person who has one eye missing. While you wear and are attuned to this eyepatch, you gain a +1 bonus to attack and damage rolls with ranged weapons. While using firearms, however, you gain a +2 bonus to attack and damage rolls. Additionally, you have advantage on Intimidation checks.

This leather eyepatch with a garish red eye painted on can only be attuned by a person who has one eye missing. While you wear and are attuned to this eyepatch, you gain a +1 bonus to attack and damage rolls with ranged weapons. While using firearms, however, you gain a +2 bonus to attack and damage rolls. Additionally, you have advantage on Intimidation checks.

[ +- ] The Shyamalan Sash
• While wearing this sash, you have advantage on Perception checks to detect undead.
• You can cast Magic Circle once per long rest, but it only works on undead.

[ +- ] The Fite Club
Magic greatclub (requires attunement)
• Treat as a +1 magic weapon when the wielder is raging.
• When the wielder reduces a creature to zero hit points they may use a bonus action to move half their movement speed towards another hostile creature.
• The wielder may also spend one of their hit dice to deal additional damage equal to the hit die roll.
• Treat as a +1 magic weapon when the wielder is raging.
• When the wielder reduces a creature to zero hit points they may use a bonus action to move half their movement speed towards another hostile creature.
• The wielder may also spend one of their hit dice to deal additional damage equal to the hit die roll.
[ +- ] Jar of mayonnaise
It's just a mundane jar of mayonnaise. Nothing special about it.

[ +- ] Dirt In Yer Eye
Rare Magic Item (requires Attunement)
While attuned to this item and have it on your person, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.
If speak the command word when you do not have the item on your person, you can see what the eye sees as long as you and it are on the same plane of existence.
Whenever you use the item again before taking a long rest, you must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion.

While attuned to this item and have it on your person, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.
If speak the command word when you do not have the item on your person, you can see what the eye sees as long as you and it are on the same plane of existence.
Whenever you use the item again before taking a long rest, you must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion.
[ +- ] Megalodon Tooth Greataxe
Magic weapon (requires attunement)
The item floats on water or other liquids. Wielding it underwater does not impose disadvantage on the attack.

The item floats on water or other liquids. Wielding it underwater does not impose disadvantage on the attack.

[ +- ] Jade Master Crystal Fist Big Trouble IV
Magic hand wraps (requires attunement by a monk)
These hand wraps grant a +1 bonus to attack and damage rolls of your unarmed attacks and to the saving throw DCs of your Monk special abilities.
In addition, you can regain 1d4 ki points as an action while wearing these wraps. You can't use this property again until you finish a long rest.
None of this works unless you give each unarmed strike combo a cool-sounding name.

These hand wraps grant a +1 bonus to attack and damage rolls of your unarmed attacks and to the saving throw DCs of your Monk special abilities.
In addition, you can regain 1d4 ki points as an action while wearing these wraps. You can't use this property again until you finish a long rest.
None of this works unless you give each unarmed strike combo a cool-sounding name.

[ +- ] The Wachowski Matrix
(magical spectacles, requires attunement)
What if I told you this is all just make-believe - thought up by a bunch of nerds sitting at their computers?
If you use an action to speak the command word while wearing these spectacles, you gain the ability to see things as they actually are. For 1 hour, you can see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, perceive the original form of a shapechanger or a creature that is transformed by magic, and notice secret doors hidden by magic all out to a range of 120 feet. Furthermore, you can see into the Ethereal Plane within the same range.
The item can't be used this way again until the next dawn.

What if I told you this is all just make-believe - thought up by a bunch of nerds sitting at their computers?
If you use an action to speak the command word while wearing these spectacles, you gain the ability to see things as they actually are. For 1 hour, you can see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, perceive the original form of a shapechanger or a creature that is transformed by magic, and notice secret doors hidden by magic all out to a range of 120 feet. Furthermore, you can see into the Ethereal Plane within the same range.
The item can't be used this way again until the next dawn.

[ +- ] The EleMental Ring
Magic ring (Requires attunement)
While wearing this ring and touching water, you can use an action to summon a water elemental, as if you had cast the Conjure Elemental spell. The ring can't be used this way again until the next dawn.
You have a telepathic link to the elemental you summon. If the conjured elemental is slain, banished, or dispelled by anyone other than you, the mental backlash causes you to go crazy as if under the effects of the Confusion spell. This effects lasts for half as long as the elemental was in existence.

While wearing this ring and touching water, you can use an action to summon a water elemental, as if you had cast the Conjure Elemental spell. The ring can't be used this way again until the next dawn.
You have a telepathic link to the elemental you summon. If the conjured elemental is slain, banished, or dispelled by anyone other than you, the mental backlash causes you to go crazy as if under the effects of the Confusion spell. This effects lasts for half as long as the elemental was in existence.

Oct 12, 2019 6:06 pm
Well Astrias wasn't at that lovely encounter so she wouldn't have claimed anything.
Oct 13, 2019 11:13 am
A bunch of you have incorrect figures (initiative, hp, AC, etc) on your sheets. Please ensure your sheets are updated, because what else am I going to use as basis when resolving actions? XD
Oct 14, 2019 5:26 am
Just updated Grog's stuff from Fight Club. He went up only 7 HP, so now he has 108 from 101.
Oct 21, 2019 4:09 pm
Jabes.plays.RPG says:
OOC:
Ian: On your last turn, the Kestrel executed a 90-degree turn. Now you'll have to catch up to the Strumpet to fire a broadside. In the meantime, anyone can use their action to fire the forward gun.So starting Round 2 of this battle between the Kestrel and the Strumpet we're going to give these mechanics a try. That is, the ships will have their own initiative, and their own actions (which officers will direct). I will quote the relevant mechanics over on the House Rules thread.
Oct 22, 2019 7:13 am
The ring's description says:
Does that mean I have to maintain concentration? The spell text says:
Also, can the elemental ride Nela's wave the way Zale and Magda rode the wave in the earlier battle?
Quote:
...as if you had cast the Conjure Elemental spell...Quote:
If your Concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes Hostile toward you and your companions, and it might Attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it.Last edited October 22, 2019 7:15 am
Oct 22, 2019 9:06 am
Zale: yes, you must maintain concentration. Let's say you have advantage on the check while touching water. No, standing in a puddle doesn't work.
Sure, your elemental (and Astrias') can ride the wave if Nela sends another one. Sending a wave uses up Nela's action. Even while maintaining Concentration on Control Water, she can't send a wave if she spends her action doing something else.
Sure, your elemental (and Astrias') can ride the wave if Nela sends another one. Sending a wave uses up Nela's action. Even while maintaining Concentration on Control Water, she can't send a wave if she spends her action doing something else.
Oct 22, 2019 12:37 pm
Updated Jack, finally. Catching up on the game.
As for the loot, I'm more than happy for anyone to take some of the stuff. I will be keeping the cigar and the sword, so if anyone wants these, they are free to a good home:
As for the loot, I'm more than happy for anyone to take some of the stuff. I will be keeping the cigar and the sword, so if anyone wants these, they are free to a good home:
[ +- ] Jack's Medulla Oblongata
Magic weapon (requires attunement)
This gruesome magic flail beats down a creature's will to survive as bludgeons flesh, dealing an extra 2d4 psychic damage to any target it hits. Any creature that takes psychic damage from the medulla oblongata must also succeed on a DC 15 Wisdom saving throw or have disadvantage on Intelligence, Wisdom, and Charisma saving throws until the wielder's next turn.

This gruesome magic flail beats down a creature's will to survive as bludgeons flesh, dealing an extra 2d4 psychic damage to any target it hits. Any creature that takes psychic damage from the medulla oblongata must also succeed on a DC 15 Wisdom saving throw or have disadvantage on Intelligence, Wisdom, and Charisma saving throws until the wielder's next turn.

[ +- ] Jonah's Hex
Magic firearm (requires attunement)
Once per short rest, when you crit with this pistol, it casts Hex on the target. Roll a d6 to determine which of the target's abilities is weakened. You cannot transfer the curse to another creature.
If you crit again with this weapon before taking a short rest, in addition to casting Hex on the target, one of your abilities is also weakend (same ability as the target).
On the silver & coral inlay is engraved a gun-toting man on a ship being swallowed whole by a whale.

Once per short rest, when you crit with this pistol, it casts Hex on the target. Roll a d6 to determine which of the target's abilities is weakened. You cannot transfer the curse to another creature.
If you crit again with this weapon before taking a short rest, in addition to casting Hex on the target, one of your abilities is also weakend (same ability as the target).
On the silver & coral inlay is engraved a gun-toting man on a ship being swallowed whole by a whale.

[ +- ] Ole Dead-eye's Eyepatch
(requires attunement by person with 1 missing eye)
This leather eyepatch with a garish red eye painted on can only be attuned by a person who has one eye missing. While you wear and are attuned to this eyepatch, you gain a +1 bonus to attack and damage rolls with ranged weapons. While using firearms, however, you gain a +2 bonus to attack and damage rolls. Additionally, you have advantage on Intimidation checks.

This leather eyepatch with a garish red eye painted on can only be attuned by a person who has one eye missing. While you wear and are attuned to this eyepatch, you gain a +1 bonus to attack and damage rolls with ranged weapons. While using firearms, however, you gain a +2 bonus to attack and damage rolls. Additionally, you have advantage on Intimidation checks.

Oct 22, 2019 7:34 pm
No one's put out their eye or cut off their hand yet. For Dead-Eye's Eyepatch and the Hand Gun.
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