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Youtube account: Earthgragonsage; currently uploading not an effing thing.

[hide=Memorable Crossroads Quotes.]

Reigan: NO MOOSE CAN SAVE US NOW; ...Had that been taken out of context, it would have been comical... Right now, it's terrifying.

[/hide]

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The source of Shadow Wing's Skills are:

6*6 = 36 points - Skill points for class levels

6*1 = 6 points - Skill points for Intelligence

6*1 = 6 points - Campaign specific points for Swim/Survival

6*1 = 6 points - Favored class bonus

Sum: 54 points

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Thanks to DrCue at DeviantArt for the signature source

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:)

Master of your domain? I am Lord of the manor, Queen of the castle, King of the county!

 

Former moderator of the original Dungeoneering

Former moderator of Ye Olde Hegemony

Moderator of the remake of Dungeoneering

Former Empress of the Lichten Empire (Hegemony)

Former President of the United States (Hegemony)

Former Emporer of Imperial Japan (Hegemony)

Czarina Catherine of Imperial Russia (Hegemony

 

 

The only difference between a disagreement between friends, an argument between strangers, and a feud between enemies is the ability to reconcile.

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Hi all, just reading through the D20 guide to Airships...for a varity of reasons...and came across this guide to lexicon (mostly copied from Naval Speak) But yeah, thought it might be helpful.

 

[hide]

Airman’s Lexicon

The terminology and slang of the airmen can be used to add a great deal of flavor

to an aeronautic campaign, and a lexicon is provided here for your use. While

many of these terms have origins in naval service, they have evolved and mutated

to suit the needs of airmen.

Abeam:

Any object or creature outside of the airship. This is normally used

to refer to enemy soldiers or other creatures that are approaching in the air but

are not yet aboard the airship.

Adrift:

Any object or airman who has either fallen over the side of the airship

or is in danger of being left behind. This is most often in reference to airmen

who are magically flying as a result of combat or while acting as scouts, especially

when the airmen is not able to catch up to his airship.

Aft:

The rear of the airship.

Alongside:

Any object or creature that is tethered or otherwise attached to

the airship but not currently on the deck is referred to as being .alongside the

vessel..

Astern:

Behind the airship.

Beam:

The width of the airship.

Bearing:

The direction of any object from the airship. Normal use is by compass

direction, so an object to the north of the airship would have a northerly

bearing.

Belay:

To secure a rope without knotting it.

Berth:

An allocated spot where a crewman or passenger is designed to sleep

and store his belongings. For crewmen, this is normally just a bunk and a footlocker,

for the passenger it may be an entire room below decks.

Bow:

The front of the airship.

Bulkhead:

The partitions inside of an airship.the would-be walls in a building

or on most other vessels.

Ditch:

A verb meaning to throw someone over the side of an airship. While

this is a common punishment aboard pirate vessels or airships crewed by evil

creatures, it is very rare and reserved for the worst crimes aboard any other airships.

Furl:

To roll a sail up the mast and secure it so that it no longer catches wind

and is stopped.

Fore:

At, near, or in the front of the airship.

Fore-mast:

The mast furthest forward on an airship.

Galley:

The airship.s kitchen.

Gangway:

Any recognized traffic route, or entrance to a traffic route, aboard

an airship. While a corridor is not necessary a gangway, any busy area of the

airship is given this name.

Gunwale:

The upper edge or rail of the airship.s deck. Airships tend to

have gunwales a bit higher than a sailing ship, with the edge of the deck often

rising as much as three and a half-feet above the level of the deck.

Hatch:

Any opening, covered or not, in the main deck that allows access to

the cargo hold or other areas below the main deck.

Heads:

The toilets of an airship. While many airmen are just as happy to

drop their waste over the sides of the airship and let the chips fall where they

may, as it were, most captains are not so keen on this activity. It not only puts

men at risk, but also stands a chance of annoying those below the airship. While

sailing vessels often placed their heads at the fore of the vessel as they moved

with the wind, the airship head is nearly always at the very rear of the airship,

most often just below the engine room.

Heel:

When an airship tilts more than 45 degrees due to an impact or the

force of the wind against its sides, it is said to be .heeling over..

Helm:

The apparatus by which the rudder is controlled. More often referred

to as the Wheel aboard an airship.

Jettison:

To throw overboard.

Lee Side:

The side of the airship away from the direction the wind is blowing.

Log Book:

These books are so treasured by pirates and other sailors that

they are kept under lock and key when not in use. The log book keeps an accurate

measure of everything that happens aboard the boat each day as well as a

detailed accounting of the course the airship takes during its journeys. Because

the log book is often very large and covers dozens of voyages by an airship, it

contains critical flight information that can be used to recreate trade routes, avoid

enemy airships, and generally figure out the lay of the land without every venturing

into the area. Military log books are always magically protected and are

destroyed by the captain if it appears they might be captured.

Mooring:

To secure an airship to an airdock, usually a tower, using lines or

spells to hold it in position.

Port:

The left of the airship, if you are standing on the deck and looking

toward the bow.

Rigging:

All the ropes used for supporting the masts and controlling the

sails. In airship terminology, this most often also includes the sails and masts

themselves.

Ship's Company:

All crewmen and officers assigned to, or working on, the

same vessel.

Sick Bay:

An airship's hospital, usually overseen by a cleric or trained healer

during long voyages, but left unmanned for shorter trips.

Sister Ships:

Vessels built to the same general design. Sometimes also used

in reference to airships created by the same engineer.

Skulk:

To avoid duty, usually by simply hiding while others are working.

Splice:

To join two ropes together by unraveling their ends and interweaving

them together. This type of work is often used as punishment aboard airships

because it is both difficult and tedious.

Starboard:

The right side of the airship, if you are standing on the deck and

looking toward the bow.

Stern:

The rear of the airship.

[/hide]

 

Retech, there is a lot of good information in the book.

Well I knew you wouldn't agree. I know how you hate facing facts.

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Are you hinting at something? :)

 

Also if anyone is changing their characters around, then it needs to be complete before this week's session and then finally finalized. Preferably substantially beforehand so I actually have the chance to look.

Master of your domain? I am Lord of the manor, Queen of the castle, King of the county!

 

Former moderator of the original Dungeoneering

Former moderator of Ye Olde Hegemony

Moderator of the remake of Dungeoneering

Former Empress of the Lichten Empire (Hegemony)

Former President of the United States (Hegemony)

Former Emporer of Imperial Japan (Hegemony)

Czarina Catherine of Imperial Russia (Hegemony

 

 

The only difference between a disagreement between friends, an argument between strangers, and a feud between enemies is the ability to reconcile.

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I'd like to change my character to a Briareos Hecatonchires Titan Mauler/Synthesist multiclass. :ugeek:

 

Nah, but really, I like my Barbarian the way they are.

10:53 PM - retech9691: I feel the need
10:53 PM - retech9691: To include many chasms in my story arc
10:53 PM - Resistance: You mean plotholes?

 

Remember, Remember, the 4th of November

RIP Dawngate ;-;

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So based on the party dynamics the first session, it's pretty clear that people have different interests on where they want to go. So a few addendums or changes to the rules:

 

1) PvP is acceptable in a roleplaying context. So if there's an actual reason to be fighting each other, then it's alright. (One reason that is not really a reason is general all-purpose greed or "I am evil, so I kill randomly." I am holding you to a higher standard of only randomly murdering NPCs, so an evil/neutral/pirate game can actually work.

 

2) If you would like to continue on a different path from the party or plan to do so in the future, please inform me of your intention to do so and a general idea of what you want to do or where you want to go so I can do some forward planning and generate some more detail on the area of the world that you're going.

 

Of course, if you're continuing with the traditional party paradigm, then that's great too. The storyline that you guys are currently on is by far the most fleshed out.

 

Also remember that the game starts at 2pm EST, or 1 hour before the last time we started (if you remember when that was).

Master of your domain? I am Lord of the manor, Queen of the castle, King of the county!

 

Former moderator of the original Dungeoneering

Former moderator of Ye Olde Hegemony

Moderator of the remake of Dungeoneering

Former Empress of the Lichten Empire (Hegemony)

Former President of the United States (Hegemony)

Former Emporer of Imperial Japan (Hegemony)

Czarina Catherine of Imperial Russia (Hegemony

 

 

The only difference between a disagreement between friends, an argument between strangers, and a feud between enemies is the ability to reconcile.

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.... Well I just ran away from Starcraft for nothing., I forgot today was saturday, not sunday.

FaladorTavern.png

Youtube account: Earthgragonsage; currently uploading not an effing thing.

[hide=Memorable Crossroads Quotes.]

Reigan: NO MOOSE CAN SAVE US NOW; ...Had that been taken out of context, it would have been comical... Right now, it's terrifying.

[/hide]

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Aww. :(

Master of your domain? I am Lord of the manor, Queen of the castle, King of the county!

 

Former moderator of the original Dungeoneering

Former moderator of Ye Olde Hegemony

Moderator of the remake of Dungeoneering

Former Empress of the Lichten Empire (Hegemony)

Former President of the United States (Hegemony)

Former Emporer of Imperial Japan (Hegemony)

Czarina Catherine of Imperial Russia (Hegemony

 

 

The only difference between a disagreement between friends, an argument between strangers, and a feud between enemies is the ability to reconcile.

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Game's going on in about an hour or so, right?

FaladorTavern.png

Youtube account: Earthgragonsage; currently uploading not an effing thing.

[hide=Memorable Crossroads Quotes.]

Reigan: NO MOOSE CAN SAVE US NOW; ...Had that been taken out of context, it would have been comical... Right now, it's terrifying.

[/hide]

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Mmk. I'm all set up then. I'll just chill till I hear the call.

FaladorTavern.png

Youtube account: Earthgragonsage; currently uploading not an effing thing.

[hide=Memorable Crossroads Quotes.]

Reigan: NO MOOSE CAN SAVE US NOW; ...Had that been taken out of context, it would have been comical... Right now, it's terrifying.

[/hide]

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Might be just a tad late, nothing major.

10:53 PM - retech9691: I feel the need
10:53 PM - retech9691: To include many chasms in my story arc
10:53 PM - Resistance: You mean plotholes?

 

Remember, Remember, the 4th of November

RIP Dawngate ;-;

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Starts in 20 mins.

Master of your domain? I am Lord of the manor, Queen of the castle, King of the county!

 

Former moderator of the original Dungeoneering

Former moderator of Ye Olde Hegemony

Moderator of the remake of Dungeoneering

Former Empress of the Lichten Empire (Hegemony)

Former President of the United States (Hegemony)

Former Emporer of Imperial Japan (Hegemony)

Czarina Catherine of Imperial Russia (Hegemony

 

 

The only difference between a disagreement between friends, an argument between strangers, and a feud between enemies is the ability to reconcile.

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If you'd like a detailed map, I can come up with one pretty soon, but I think the rough description I gave should be enough to get you started.

 

Hopefully you can decide on a destination by next session for the squid ship. :)

Master of your domain? I am Lord of the manor, Queen of the castle, King of the county!

 

Former moderator of the original Dungeoneering

Former moderator of Ye Olde Hegemony

Moderator of the remake of Dungeoneering

Former Empress of the Lichten Empire (Hegemony)

Former President of the United States (Hegemony)

Former Emporer of Imperial Japan (Hegemony)

Czarina Catherine of Imperial Russia (Hegemony

 

 

The only difference between a disagreement between friends, an argument between strangers, and a feud between enemies is the ability to reconcile.

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We are looking for an Island with a Church and a SMALL Port that has been in service for a long time.

Alternatively an Island with a large population of domesticatable animals.

 

A cove would be nice, as would a stout hill overlooking the rest of the Island.

A Midway type Atoll (Or any sort of Lagoon) would be desirable as well.

If there are no other options we can settle for a Tombolo, though a Cuspate Foreland is entirely out of the picture.

 

Preferably not an Island that is dragon infested/has an huge shiny fort, with Templars/analgous (Though an Evil Fortress is not neccessarily a no, providing all the other needs are met) or an island that has a large settlement, especially those with a large port.

 

It would be nice to know where they trade routes are.

 

So required:

1 of the top/second group and nothing from the bottom group.

 

Desirable:

2 or more from the top/second group and nothing from the bottom group.

Well I knew you wouldn't agree. I know how you hate facing facts.

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While you young scamps run around in your little pirate hideout, I'll be over here in the Shackles, making money, perhaps even starting a mercenary company. :thumbup:

 

... I feel so alooooone

10:53 PM - retech9691: I feel the need
10:53 PM - retech9691: To include many chasms in my story arc
10:53 PM - Resistance: You mean plotholes?

 

Remember, Remember, the 4th of November

RIP Dawngate ;-;

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You know, you could sail for Pirate Island once you have...err...Liberated...your ship.

I go where the winds of plot take me!

 

Also I can take Leadership next level, even with Charisma as my dump stat it would be pretty cool to lead a guild of some sort. I can see it now... "The Guild of Pirates Who do Nothing".

10:53 PM - retech9691: I feel the need
10:53 PM - retech9691: To include many chasms in my story arc
10:53 PM - Resistance: You mean plotholes?

 

Remember, Remember, the 4th of November

RIP Dawngate ;-;

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Hehe

 

Retech: You are clubed over the head and bundled onto a boat. You wake up sometime later in an arena with Garmund and co cheering for something called "The Bloodening". Then a Huge Sized Ogre appears, brandishing a Man O' War and brings it down on your head.

Well I knew you wouldn't agree. I know how you hate facing facts.

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But I don't like Jellyfish

 

I suppose my Fortitude save can handle it though.

10:53 PM - retech9691: I feel the need
10:53 PM - retech9691: To include many chasms in my story arc
10:53 PM - Resistance: You mean plotholes?

 

Remember, Remember, the 4th of November

RIP Dawngate ;-;

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So I gave the details of Grim's explorations to Archi, so he is making a map. I'll post them up once he has the map. Also five of the islands are unnamed, and you've visited one already, so feel free to name them. :)

 

Also if someone would like to be an archivist and record down stuff like the details of a location or a culture, or even information about the geography of the Windward isles, that would be really nice, so it can be something where the group keeps the knowledge. It's more interesting to see your own perception of something instead of what I say, because I was the one that planned things out.

 

Possibly related could be writing a compelling blurb thing (maybe a paragraph) about the events of each session. It might help you notice things or patterns that you couldn't have seen before (but your character might have, since characters don't take a week off between sessions).

 

I have space for them at the start of the thread, and I think I would be alright with awarding a pirate point once in a while for that. Just an idea. It helps with the immersion too.

Master of your domain? I am Lord of the manor, Queen of the castle, King of the county!

 

Former moderator of the original Dungeoneering

Former moderator of Ye Olde Hegemony

Moderator of the remake of Dungeoneering

Former Empress of the Lichten Empire (Hegemony)

Former President of the United States (Hegemony)

Former Emporer of Imperial Japan (Hegemony)

Czarina Catherine of Imperial Russia (Hegemony

 

 

The only difference between a disagreement between friends, an argument between strangers, and a feud between enemies is the ability to reconcile.

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Pah, Pirate points. Now, if you were awarding Antipirate feats... :rolleyes:

 

I'm willing to contribute little analyses for reference and world-building, though.

 

Sedrial's Knowledge:

Morpeak (I name thee by the power of AMERICA!) Island - Average game and plant life, fresh water inland, potentially lies on some sort of weak foundations, dominating feature is a middling caustic mountain in the center. Prior to the beach's collapse, there was a single coastal village whose main export was shells similar or identical to those used in the Shackles as currency. Status of the villagers unknown.

Personal Contacts

-Kind Old Woman, friend of/introduced Trader Captain, shell merchant, acquaintance, presumed dead (?)

--Interactions: Received imitation Shackleshell (500) for 5 gp, invited to dinner

-Trader Captain, friend of Kind Old Woman, ran counterfeit Shackleshells, acquaintance/business, relocated

--Interactions: Helped during beach catastrophe, received passage to Shackles

 

The Shackles - Haven for organized crime; black marketeers, gangs, smugglers, and pirates (?) in abundance. The surrounding waters are certainly strewn with corpses and other underworld leavings. Uses shells of varying size as currency.

Personal Contacts

-Trader Captain (see Morpeak Island)

--Interactions: Recieved business card

-Whaler, no known relations, runs candle shop/captains whaling ship, employer, alive

--Interactions: Recieved Shackleshell (500) for whale nose advice, served on vessel

10:53 PM - retech9691: I feel the need
10:53 PM - retech9691: To include many chasms in my story arc
10:53 PM - Resistance: You mean plotholes?

 

Remember, Remember, the 4th of November

RIP Dawngate ;-;

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Nice try. :D

Master of your domain? I am Lord of the manor, Queen of the castle, King of the county!

 

Former moderator of the original Dungeoneering

Former moderator of Ye Olde Hegemony

Moderator of the remake of Dungeoneering

Former Empress of the Lichten Empire (Hegemony)

Former President of the United States (Hegemony)

Former Emporer of Imperial Japan (Hegemony)

Czarina Catherine of Imperial Russia (Hegemony

 

 

The only difference between a disagreement between friends, an argument between strangers, and a feud between enemies is the ability to reconcile.

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