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Information Homework addendum - notes/info.
Posted by: Xura - 12-03-2018, 09:45 PM - Forum: Erath Extras - Replies (4)

Hi everyone, and by everyone I mean Symon and Thorfinn, I want to expand upon some of what DM and Kearse said in the Homework/Cargo thread. I hope this helps a bit with some of the backstory and detail.

* The standard wages for the crew on this ship now carry a bonus. Bahiyya (and Kearse, I think) authorized this. This is because bad news got around -- the storm, the 50% crew death rate, and the flight of 2/3 of the merchants. In game terms, this meant a -5 reputation penalty when it came to hiring. It turns out that boosting reputation has a price, and that price is exactly 3 sp per sailor. I felt that a few silver pieces were a fair trade in order to get rid of the tarnished reputation. Consider it "silver polish." Big Grin

* Speaking of crew: yes, 72 sailors. "The hell ... !?" you say. Well, here's the deal: when we went out last time, we had a much smaller crew. Losing 1/2 of that crew meant that we couldn't realistically sail onwards. That's why we're back at this port. Also, shifts can be spread out better amongst a larger crew, leaving the sailors more well-rested, and boosting morale among the ranks. This means they will work better, and less likely to mutiny. Plus, a surplus of crew means that we have more people to draw from if there is illness and/or death. This means we can keep going instead of turning back again.

In other words, Symon, I am living my dream by doing EXACTLY WHAT CORPORATE AMERICA REFUSES TO DO IN ITS HIRING PRACTICES UP YOURS CORPORATE AMERICA not that I'm bitter or anything.  Sleepy

Anyway, more crew = higher morale; better work; less mutiny; and a greater surplus/pool in case **** goes south again.

* Speaking of crew again: Did you know that there is a Seafarers' Guild? There is. They have nifty tattoos, indicative of membership and rank, and you can see these tattoos when you get into Fantasy Grounds again. Sailors who aren't guild members aren't necessarily bad, but I think the captain had a preference for guild members in good standing, especially ones of higher rank/experience. Ex-guild members -- those who have had their membership revoked by the guild due to bad behavior -- are obviously not desirable, and we weeded out at least one of those during the hiring process.

* Remember Oleg, the soldier from Onostia who sailed with us before as Hanter the Merchant's bodyguard? Oleg also accompanied us to the derelict Mary Celeste, I mean, Alexandra. Oleg is sailing with us again, y'all! Apparently he bought out his own mercenary contract and is no longer beholden to that merchant anymore. He likes the Acacia and wanted to sail with it again. He was worried about not being a Guild member, but Bahiyya found him on the docks and encouraged him to apply. She put in a good word for him, but the captain is pleased to hire him anyway, due to his past experience and his familiarity with the ship. Hurray! Thorfinn, did you know that he has a daughter of around Aurora's age? Smile

* Speaking of merchants: only Lyrlord will be with us for the redux voyage. Hanter and Ercell cut their losses and bailed.

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  Homework - Southold Cargo Lots
Posted by: Ravenblade - 12-02-2018, 09:49 PM - Forum: Erath Extras - Replies (23)

Bahiyya and Kearse purchased cargo lots over two days for shipping on the sea vessel Acacia, consisting of the following:

Day 1
Lot #1 = 10tuns @ 100d/tun (cost 10pp) - Purchased
Lot #2 = 15tuns @ 150d/tun (cost 22pp, 5gp) - Purchased
Lot #3 = 5tuns @ 250d/tun (cost 12pp, 5gp) - Purchased
Lot #4 = 10tuns @ 100d/tun (cost 10pp) - Purchased

(40 tuns) - Remaining Party cargo space: 551.625tuns

Day 2
Lot #1 = 18tuns @ 120d/tun (cost 21pp, 6gp)
Lot #2 = 7tuns @ 230d/tun (cost 16pp, 1gp) - Purchased
Lot #3 = 2tuns @ 240d/tun (cost 4pp, 8gp) - Purchased
Lot #4 = 20tuns @ 120d/tun (cost 24pp)
Lot #5 = 3tuns @ 350d/tun (cost 10pp, 5gp) - Purchased
Lot #6 = 13tuns @ 150d/tun (cost 19pp, 5gp) - Purchased
Lot #7 = 5tuns @ 200d/tun (cost 10pp) - Purchased

(30 tuns): Available Party Burthen: 521.625tuns

As an interactive exercise and save time during our next session, I will post available cargo lots over the next 5 days by 9pm.

The party will have until 9pm the following day to select lots to purchase for shipping to the port of Durond. It is possible to delay a purchase in order to see if better cargo becomes available, but each lot not purchased has a cumulative chance of being bought by another vessel each day.

As of the third day the following lots are available to purchase:

(Day 2)
Lot #1 = 18tuns @ 120d/tun (cost 21pp, 6gp)
Lot #4 = 20tuns @ 120d/tun (Sold to another vessel)

Day 3
Lot #1 = 1tun @ 370d (cost 3pp, 7gp)
Lot #2 = 10tuns @ 190d/tun (cost 19pp)
Lot #3 = 8tuns @ 210d/tun (cost 16pp, 8gp)
Lot #4 = 10tuns @ 130d/tun (cost 13pp)
Lot #5 = 5tuns @ 230d/tun (cost 11pp, 5gp)

The deadline for this list is 12/3/2018 @9pm. Yes, there will be experience points awarded for participation Wink

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Lightbulb Upcoming Storm on HMS Acacia
Posted by: Xura - 11-05-2018, 11:08 AM - Forum: Erath Extras - Replies (6)

Hello all,

As noted at the ending of our last game session (November 4, 2018), a fierce storm is headed our way. I am trying not to meta-game, as my character doesn't have any ranks in seamanship or the like. However, she has a high intelligence, so I think it not-inappropriate to list out a few things here for the party's consideration.

* Kearse: I believe you have a Mending orison. Please keep that handy. Your ability to instantly mend a torn sailcloth, frayed rope, or bent plank, might save our lives!

* Ring of Energy Resistance (Electricity), Major: Who has this? Is anyone wearing it? If not, let's have somebody wear it -- Kearse, maybe? Thorfinn? the Captain? the Pilot? If it protects against electricity, that means somebody might stand a chance against a lightning-bolt strike.

* Speaking of resistance, Bahiyya is able to cast Resist Energy on anyone who may need it. The spell will grant DR/30 vs. a chosen energy type, for 130 minutes. She will gladly do this.

* In addition, Bahiyya can cast Animalistic Power (+2 Str, Con, Dex) upon someone if needed -- Thorfinn, captain, first mate, whoever.

* Symon: can your invocations -- namely Witchwood Step -- be invoked on/for others, or are they Self only? If they can apply to others, Witchwood Step would be a marvelous asset to anyone working on deck during the storm.

* Studded Leather +5 (Improved Balance): Is anybody wearing this right now? It grants a +10 competence bonus to Balance checks. Again, a great boon for anyone working on the deck. Does anyone want to wear it? If not, what about having one of the soldiers wear it? Oleg, for example? Or if the captain, pilot, or first mate are armored, maybe one of them could wear it? To be fair, you guys might not want to lend such armor to an NPC -- if something happens to the wearer and he is never seen again, the armor goes with him. But it's something to consider, maybe.

* Light: I don't know what time of day/night it is, but I assume that, regardless, it will be dark during the storm, with poor visibility. Furthermore, during a violent storm, normal flame-based light poses two problems: 1) being snuffed out and 2) causing fires. We have Everburning torches/lanterns, as well as (some of us) the ability to cast magical light. How about sharing some of those torches with the crew? And/or, those who can cast Light and Continual Flame spells, how about casting some in key areas of the deck, like on the steering wheel/helm, and/or right on the midmast or something? The idea is to provide safe, constant, non-flammable light for the crew.

* Kearse: You have several good Mass spells, such as Mass Aid, and Mass Conviction. You also have Divine Protection, and we have a Wand of Lesser Vigor too. Don't discount the great benefits of "smaller" spells like this. Boosting saving throws and temp. hit points of the crew could really help.

* Bahiyya can Dimension Hop to/from others, and also has the Regroup spell. E.g., if she suddenly saw a group of crew/friends being swept overboard or about to, she could cast Regroup to bring them back. She can also cast Stand, immediately setting a prone person on their feet. In addition, she can see invisible things (and magical things) if she casts spells for that. If the captain wishes her to go on deck and tie herself to a post or something and keep watch for these types of things, she will do so.

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  Symon CS INV changes
Posted by: rimmermac - 06-03-2018, 12:52 PM - Forum: Erath Extras - No Replies

Honestly I don't have much to change. Get rid of the expended Ring of the Ram and store the Headband of Intellect +2. Actually store the Staff of Swarming Insects as well. I have no extra weapons, potions are always useful and the scrolls and wands are my only way to cast spells.

We beat the party items to death last week so I'm good there.

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Information Equipment input/output : Bahiyya
Posted by: Xura - 06-02-2018, 09:11 PM - Forum: Erath Extras - No Replies

FROM MY CHARACTER SHEET

  • Arrows, standard, 63
    Quiver, arrows standard, 20
    Shortbow +1 (composite, +1 Str)

= store these three in my room, unless a party member needs them. Does Wolf need arrows? He can have some.

Kukri = store in my room, unless a party member needs it

Potion of Shield of Faith +2 = give to party member -- Symon? Wolf? -- or donate to a worthy charitable cause or something



PARTY TREASURY/VAULT SUGGESTIONS FROM BAHIYYA

A thought re: armor and weapons: I think Thorfinn had mused aloud at one point about having a weapon(s) and/or armor(s) to pass on to Aurora and begin her training. So I'm in favor of him taking some of these items from our vault if he finds them appropriate for his daughter.

All/most gems: Keep. They're a good, handy, lightweight way of storing and carrying wealth.

Fire opal pendant on fine gold chain: Keep, or we could make a gift of this to the Shandeerin court.

Golden circlet with four aquamarines: Keep. If it's something that looks more like a woman's circlet, maybe Bahiyya can borrow it to wear at court.

Greataxe + 1: sell, unless someone needs it.

Large wool tapestry: Let's keep this for our house! At first I thought it'd make a nifty gift for the Elven court, until I tried to visualize the huffing, puffing, and general gracelessness that would ensue as the party lugged the thing into court. Awkward. Besides, it will look nice in our dining room or common room.

Longsword +4 (glows): A fine gift for the Shandeerin royals no doubt, but it's worth 32,315 gp, so I say we keep it and sell it for ourselves, or else let a party member use it -- maybe Wolf could use this?

Potions: Whatever we aren't carrying on our persons, we can store in the house.

Retributive amulet: This thing is awesome. Somebody use it! Not me though; I plundered enough of our loot last session.

Ring of Communication: We need to grow a pair. No, seriously -- this thing is awesome IF we can find its mate.

Rings of Counterspells, Major Electric Resistance, Protection +2, and Water Walking: These are some mighty fine rings, y'all. Use them. (Bahiyya already has 3 rings, so doesn't need any more.) (Would be kind of awesome if my 3 rings were the three rings for the Elf-Lords under the sky. Oh well.)

Scrolls: Whatever we aren't carrying on our persons, we can store in the house.

Shield, heavy steel +1 variable: This is a cool item. I say we keep it (for our use or sale).

Silver chalice (2) with lapis lazuli: Keep them for our dining room!

Silver-plated steel longsword with jet jewel in hilt: Sell it, or hang it as a memento over our fireplace, gift it ... whatever.

Studded leather +5 (improved balance): Use it, or sell it.

Sword, bastard +2 (goblinoid bane): Bahiyya thinks it would make a fine gift for the Shandeerin court. Bahiyya's player thinks its 18,335 gp would make a fine gift for the party's coffers.

Sword, short +1: sell this, unless somebody is actively using it.

Wand of Lessor Vigor: I assume Kearse or Symon wields this.


BAHIYYA'S NEEDS BEFORE SETTING OUT FOR SHANDEER
  • a nice box/chest for gifts -- make sure to include some nice silk and maybe a little pillow, for elegant presentation
  • new clothes, shoes, silk headscarves, etc. (PHB lists "Noble's Outfit" as 75gp, let's go with that, or 100gp+ as I'm asking for a rush job, alterations, and/or unusual designs)
  • almond oil or olive oil
  • attar of roses
  • maybe some unique local fruits or trinkets

In addition, she will brush up on royal/court etiquette, correct Ye Olde High Elvish forms of address, and so on. This can be done mentally, or with help from the House's library.

A final thought: Bahiyya surely has some insight into what kinds of gifts are suitable to present to a Shandeerin Elvish court. If the DM puts any of these insights into Bahiyya's player's scope, she will have Bahiyya choose gifts accordingly.  Wink

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  Create magical items
Posted by: rimmermac - 02-18-2018, 01:58 AM - Forum: Erath Extras - Replies (3)

Ok everyone Symon has reached a level where he can create magical items and picked up the feat to craft wands. With that in mine, is there anything we are lacking? It's easier to create arcane wands but it's possible to do divine. I would suggest a wand of sleep for when Thorfinn fails his will save for getting out of a rage.

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  Disease Variant Rules (Under review for 5e)
Posted by: Ravenblade - 03-15-2017, 03:37 PM - Forum: Concordant Opposition - No Replies

Taken from "Better Disease Implementation" D&D 3.5e variant rule, found at https://dnd-wiki.org/wiki/Better_Disease...iant_Rule). Thanks Aarnott!

Diseases now come in stages. When a character is hit by an attack that causes disease (or exposed to some disease-producing effect), they must make a Fortitude save or else immediately enter Stage 1 of the disease. Multiple failed saves against a disease-producing attack do not advance the character further in the disease progression (normally). Each disease has different effects described for each of its stages and the effects are cumulative between stages.

Diseases also have a cycle, which is how often the character must make a new Fortitude save to see if they improve or advance further with the disease. These Fortitude saves are taken at the initial disease saving throw DC. A success means the disease does not advance for that cycle. A success by 5 or more means that it improves by 1 Stage. A failure means that the disease advances 1 stage. Bed rest reduces the DC by 2 and a heal check can be substituted for the saving throw in the case of long-term care.

Like the original rules, diseases can be caused by Contact, Ingestion, Inhalation, or Injury. Any disease can be caused by injury if it is carried by a monster, but otherwise, the listed infection type is the only way the disease can spread.

Generally, the base save DC for a disease should be 7 + 1/2 the monster's CR + its Constitution modifier. If the creature does not have a Constitution score, use its Charisma modifier instead.

Addendum for the Erath Campaign:
The updated/new spells listed in the "Better Disease Implementation" D&D 3.5e variant rule do not apply to the Erath campaign; all remain as listed in the core rules.

Each disease may have its own special rules for starting stage, treatment, and conditions.

While disease damage is cumulatively applied for each stage as the infected worsens through a disease's stages, it is not reapplied as he/she improves; disease damage will applied again should the infected worsen to a previous stage after improving.

Aid Another can be used to assist the long-term care provided by a character, but is limited to the number of patients (maximum 6) the Heal check is made for.

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  Burning Slumber Outbreak
Posted by: Ravenblade - 03-15-2017, 05:41 AM - Forum: Erath Extras - Replies (18)

Locale:
Settlement Name: Paendley, Barony of Dulrain, Kingdom of Errod.
Settlement Type: Agricultural Manor
Typography: Forested Lowland
Gross Acres: 2210 (Woods: 331, Crops: 906, Pasture: 973)
Cleared Acreage: 1879 (Tenant: 972, Demesne: 907)
Total population: 117 (44 households)

Persons of Note:
Bellan (Village Reeve, answers directly to the Baron of Dulrain)
Dassell (Yeoman, Light Bowman)
Erron (Laborer, visiting the "Hayl & Hearthy" Inn)
Gwenet (Hune's daughter)
Hayl (Innkeeper, proprietor of the "Hayl & Hearthy" Inn)
Hucan (Tinker, Lauley's father)
Lauley (Tinker, Hucan's son)
Hune "Ol' Sod" (Farmer, Gwenet's father)
Laun (Yeoman-Seargant, Light Footman)
Laurew "Lew" (Village Beadle, Bellan's second of authority)
Locke (Innkeeper's Apprentice)
Olotte (Hune's wife)
Trenn (Laborer, visiting the "Hayl & Hearthy" Inn)
Vira (Veterinarian/Midwife)

Background:
Paendley, originally called Paend's Lee, got its name from a leaning stone formation formerly existing just outside the settlement's edge. The town's founding father, a miserly man named Amon Paend, was known to frequent the stone formation at odd hours, and was rumored to have hidden a large portion of his wealth there. Try as anyone might, no one could determine whether the gossip was true or not.
The stone formation collapsed during a particularly heavy rain storm about 57 years ago, leaving signs that a large tunnel had existed beneath it. Since this event coincided with the disappearance of Amon Paend, it was assumed that the old miser met his doom in the collapse. Many attempts were made over the years to dig up Amon's body and treasure, but neither have been found to this day...

Scenario: Erosion from recent rain storms have revealed a small cave; the cave consists of a tunnel leading to two chambers. The larger chamber is at the end, and is rather unremarkable. Of interest, however, is the entrance to the smaller chamber which appears to have been dug out from the main tunnel.
The glint of coins shines faintly in the torchlight, spread throughout the muddy floor of the small chamber. A DC20 Spot (or DC10 Search) check reveals a skeletal hand protruding from what appears to be the rubble of a collapsed tunnel at the back of the small chamber. If the party has been told about  Amon Paend and the related rumors, they may correctly assume that they have found the ill-fated miser and his treasure. Additionally, a thin layer of dust-like spores can be seen coating the chamber with a DC12 Spot check, and a DC15 Spot check reveals the presence of the spores floating in the torch-lit air.
The spores are a dormant, yet virulent strain of Burning Slumber. Typically found only in warm climates, this strain went dormant as the region cooled and became more temperate. However, once carried (by contact) or inhaled, the warmth of the body brings the Burning Slumber out of dormancy; this is particularly true when the disease is brought out of the cold into heated dwellings, and becomes air-born. The danger related to this strain of Burning Slumber is further compounded by the pneumonia that develops at stage 2 of the disease. The stats for Burning Slumber are found below:

Burning Slumber
Infection: Contact, Inhaled (DC 18)
Incubation: 1d4 days, 6 hour cycle
Damage: 1d4 STR, 1d4 CON
Stage 1: The infected takes disease damage from a high fever; also becomes exhausted.
Stage 2: The infected takes disease damage, plus an additional 1d2 CON as pneumonia sets in; becomes unconscious.
Stages 3 & 4: The infected takes disease damage, plus an additional 1d2 CON from pneumonia; remains unconscious.
Stage 5: Death

This disease is extremely contagious and deadly, but is usually found in warmer climates. At the end of the incubation period, the character must succeed on a DC18 Fortitude save or begin to show symptoms of this disease. After the initial failure, the infected starts deteriorating through the stages with each 6-hour cycle until reaching the stage of illness determined by the save result: a save failed by less than 5 means the infected reaches Stage 1; if a save failed by 5 or more, the infected declines to Stage 2; and a save failed by 10 or more means the infected declines to stage three.

Example: Sickboy fails his Fortitude save by 10 after Burning Slumber's incubation period, meaning he'll deteriorate through three stages of sickness over the following 18 hours (a 6-hour cycle for each stage). During the first 6 hours, he suffers 1d4 STR, 1d4 CON damage, and becomes fatigued. After 12 hours, he suffers another 1d4 STR and 1d4 CON damage from the fever, another 1d2 CON damage from the developing pneumonia, and falls unconscious. After 18 hours, Sickboy suffers another 1d4 STR and 1d4 CON damage from the fever, plus another 1d2 CON damage from pneumonia. If Sickboy survives to this point, he get to make another Fortitude save for each 6-hour cycle to determine whether he improves a stage, remains in his current stage, or worsens a stage per the Disease Variant Rule. Poor Sickboy...

Once the infected recovers from Stage 1 of the disease, he/she will be fatigued and require 1d6 days of bed rest. Immunity to the Burning Slumber is gained once a person recovers from the disease.

For the Disease Variant Rule, see the post in the House Rules forum:
http://ravenblade.net/forum/showthread.p...232#pid232

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  Shopping!!!
Posted by: Ravenblade - 06-05-2016, 06:29 PM - Forum: Erath Extras - No Replies

Please put you lists for procurement (equipment, tasks, etc.) here.

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  Motivation Station
Posted by: Ravenblade - 05-09-2016, 07:37 PM - Forum: Erath Extras - Replies (8)

Hey there, Guys and Gals!

As an experiment for extra credit, I would like everyone to post an answer and description to the following 3 questions:

1. What short term goal or desire does your character have?

2. What does your character feel the party should do next (in the way of adventure or current "game hooks")?

3. As a player, what type of scenarios would you like to see more of?

Remember, there are no right or wrong answers. Give it some thought and treat this as an open forum with suggestions and replies. Please make your posts more than single sentence answers, but less than a volume of War and Peace.

Award: 500xp for initial post.

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