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   Сдвиг 1. Chapter 1. Death in Freeport (551)
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   Сдвиг 1. Chapter 2. Terror in Freeport (624)
   Сдвиг 1. Interlude II: Thieves and Liars (130)
   Сдвиг 1. Chapter 3. Madness in Freeport (1244)
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   Сдвиг 2. Chapter 3. Madness in Freeport (106)
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   Сдвиг 3. Interlude I: Holiday in the Sun (113)
   Сдвиг 3. Информаторий (6)
   Сдвиг 3. Chapter 2. Terror in Freeport (920)
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Freeport Adventures | ходы игроков | Сдвиг 1. Информаторий

 
DungeonMaster ZatriX
11.01.2012 01:20
  =  
Здесь будет выкладываться различная информация, добытая персонажами, дабы не лазить по всем страницам для поиска оной.

Список известных таверн Фрипорта:


Рассказ Эгила о Лючиусе:




Памятка Лючиуса:


Выдержки из дневника Лючиуса:


Городские новости:


Скарбелли о Лючиусе:


Милос:


Милос о Лючиусе:


Что узнала Киара, пока бродила отдельно:


Получатели: Киара, Мгамба, Ризо Нанс, Мутный Клайв, Сигимар Д. Блэк.
Отредактировано 16.01.2012 в 23:56
1

Мутный Клайв Ader
25.02.2012 22:08
  =  
Милос(дохлый ящур) = Девлин притворялся разорившимся торговцем и снимал комнату в какой-то таверне в Старом Городе.
Эгил, просит найти какой-то длинный свиток пергамента, который сперла ящерка из дома Лючиуса.

Верлейн (один из Совета Капитанов) замешан в этой истории. Его стражники охраняют храм.

Барт Винтерс - отправитель. Сундук с 6 золотыми кубками и кирпичами с рунами Неназываемого. Адрес: 100, Аллея Волн - Дом Главы Совета капитанов Верлейна.

Архив (Айв):Капитан Верлейн, глава Совета Капитанов.
Дата рождения: Неизвестно
Место рождения: Неизвестно
Возраст: около 45 лет

Бывший торговец. Весьма богат, имел несколько кораблей курсирующих между Фрипортом и материком. Ранее не замечен в интересе к политике. Первый раз баллотировался в совет капитанов 10 лет назад, после убийства Антона Драка.

Показал себя активным и влиятельным членом совета, неоднократно вступал в дискуссии и неизменно побеждал в них. Через два года, набрав достаточное количество сторонников, баллотировался на пост главы Совета и был выбран практически единогласно.

Ярый и последовательный сторонник интересов Милтона Драка, провел в совете практически все его начинания, включая постройку маяка.

За время, проведенное на занимаемой должности, значительно расширил свой бизнес, одновременно диверсифицируя его. В частности, на данный момент владеет более 75% долей городских кирпичных заводов.

В данный момент занимается поддержкой и управлением проектов Морского Лорда Драка, включая строительство маяка. Милос являлся одним из нескольких консультантов по строительству.


Люди Верлейна часто наведываются в архив - последний раз искали карты Восточного и Торгового района (канализации). Судя по всему искали соединение канализации с подземельем заброшенного дома.
Отредактировано 03.03.2012 в 15:45
2

DungeonMaster ZatriX
24.04.2012 13:15
  =  
New class: Corsair



Class Features
All of the following are class features of the corsair class.

Weapon and Armor Proficiency
You are proficient with all simple and martial weapons, light armor, and the buckler.

Bonus Feat
At 1st level, you select a bonus feat from the following list. You must meet all the prerequisites for that feat. At 5th level, and every five levels thereafter, you select another bonus feat from the list for that level or any earlier levels at which you gain a bonus feat.

1st-Level Bonus Feat: Acrobatic, Athletic, or Agile.
5th-Level Bonus Feat: Combat Expertise, Improved Unarmed Strike, or Weapon Finesse.
10th-Level Bonus Feat: Improved Feint, Spring Attack, or Two-Weapon Fighting.
15th-Level Bonus Feat: Greater Two-Weapon Fighting, Improved Disarm, or Whirlwind Attack.
20th-Level Bonus Feat: Any fighter bonus feat.


Dirty Fighting
If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals extra damage any time your target would
be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not) or when you flank your target. This extra damage is 1d4 at 1st level, and it increases by +1d4 at 5th level and
again every five levels thereafter. Should you score a critical hit with dirty fighting, this extra damage is not multiplied. Ranged attacks can count as dirty fighting only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, you can use dirty fighting to deal nonlethal damage instead of lethal damage. Unlike the rogue’s sneak attack, you can use any weapon to deal nonlethal damage with dirty fighting by taking a –4 penalty to the attack roll. You can use dirty fighting against only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to dirty fighting. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot use dirty fighting while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach. Extra damage from dirty fighting stacks with similar types of extra damage including sneak attack damage.

Corsair's Luck (Ex)
You have an uncanny ability to escape danger unscathed. Starting at 2nd level, you can use corsair’s luck to add one-half your class level (maximum +10) as an insight bonus to any attack roll, ability or skill check, or saving throw. You need not declare the use of this ability prior to the roll, however, you must declare use before the GM announces the success or failure of the roll.

Sea Legs (Ex)
At 3rd level, you gain Sea Legs as a bonus feat. You need not meet the prerequisites to gain this feat.

Canny Defense (Ex)
Starting at 4th level, you can add your Charisma bonus (if any) as a dodge bonus to your Armor Class. You retain this bonus even if caught flat-footed. You lose this bonus, however, if you wear medium
or heavy armor or carry a heavy load.

Rope Monkey (Ex)
At 6th level, you gain Rope Monkey as a bonus feat. You need not meet the prerequisites to gain this feat.

Uncanny Dodge (Ex)
Also at 6th level, you can react to danger before your senses would normally allow you to do so. You retain your Dexterity bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized. If you already have uncanny dodge from a different class, you automatically gain improved uncanny dodge instead.

Improvised Weapon Fighting (Ex)
You can use just about anything as a weapon. Beginning at 8th level, you take only a –2 penalty on attack rolls when fighting with an improvised weapon or a weapon with which you are not proficient. In addition, when fighting with a weapon inappropriately sized for you, you take only a –1 cumulative penalty per size difference.

Fast on your Feet (Ex)
At 9th level, you can maneuver more easily. In place of taking a 5-foot step, you can immediately exchange positions with an adjacent ally.

Improved Uncanny Dodge (Ex)
Upon attaining 11th level, you can no longer be flanked, denying opponents from dealing sneak attack damage (or similar extra damage effects) to you when flanking, unless the attacker has at least four more levels than you do. If you already have improved uncanny dodge from a second class, the levels from the classes that grant uncanny dodge stack to determine the minimum level required to flank you.

Defensive Roll (Ex)
Starting at 14th level, you can roll with a potentially lethal blow to take less damage from it than you otherwise would. Once per day, when you would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), you can attempt to roll with the damage. To use this ability, you must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, you take only half damage from the blow; if it fails, you take full damage. You must be aware of the attack and able to react to it in order to execute your defensive roll—if denied your Dexterity bonus to AC, you can’t use this ability.

Greater Improvised Weapon Fighting (Ex)
You can use just about anything as a weapon. At 16th level, you never take a penalty to attack rolls made with an improvised weapon, nor do take a penalty when fighting with a weapon one size larger than you. You do, however, take a –1 penalty to attack rolls when using weapons more than one size larger or smaller, such as a Medium corsair fighting with a Tiny greatsword or Huge dagger. Finally, when fighting with a weapon with which you are not proficient, you take only a –1 penalty to attack rolls.

Uncanny Tumbler (Ex)
At 18th level, you gain a +5 bonus on Tumble checks. When making a Tumble check, your movement is not penalized, so each square of movement you Tumble through costs only 1 square of movement
for you. In addition, as an immediate action, you can substitute a Tumble check for a Reflex save and if you succeed, you may move up to one-half your speed. You must wait 5 rounds between each
substitution use of this ability.

Uncanny Balance (Ex)
At 19th level, you may always take 10 on a Balance check even if rushed or threatened. When making Balance checks, roll twice and take the better result. You never lose your Dexterity bonus to AC while being attacked when balancing, and you take no penalty for accelerated movement while balancing. Finally, when opposing a trip or bull rush attack, you may substitute a Balance check for your Strength or Dexterity check to oppose a bull rush or trip attack made against you.
Отредактировано 24.04.2012 в 13:20
3

DungeonMaster ZatriX
24.04.2012 13:18
  =  
New Feats:

Sea Legs
Your time at sea has taught you how to keep your feet in foul weather and dangerous seas.

Prerequisite: Balance 1 rank

Benefit: You are never considered flat-footed when balancing. In addition, whenever you succeed on a Balance check to move across a precarious surface, you may move at full speed. Finally, if you take damage from an attacker while balancing and your Balance check exceeds the DC by 5, you gain a +1 circumstance bonus on your attack rolls against the target that attacked you until the end of your next turn.

Normal: Unless you have 5 or more ranks in Balance, you are considered flat-footed while balancing. A successful Balance check lets you move half-speed over a precarious surface.

Rope Monkey
As an experienced seaman, you can climb rigging and ropes with the speed and agility of a monkey.

Prerequisite: Climb 1 rank

Benefit: You always retain your Dexterity bonus (if any) to Armor Class when climbing. Opponents gain no special benefit for attacking you while you are climbing, even if they have higher
ground. Finally, if you take damage from an attacker while climbing and your Climb check exceeds the DC by 5, you gain a +1 circumstance bonus on your attack rolls against the target that attacked you until the end of your next turn.

Normal: While climbing, a character loses his Dexterity bonus to Armor Class. Opponents gain a +1 circumstance bonus on attack rolls against characters against whom they have the higher ground.
Отредактировано 24.04.2012 в 13:20
4

DungeonMaster ZatriX
24.04.2012 13:23
  =  
New race: Azhar

The azhar (singular azhari) are a race of native outsiders that ply the waters around Freeport. Traders, explorers, and pirates, they are among the finest sailors in the World of Freeport. They claim descent from the efreet of the fabled City of Brass, though if true, it is a distant kinship. Despite their fiery heritage, they are a race of great seamen, famed for their sailing prowess. Azhari merchants (and no few pirates) are fast becoming a common sight in the World of Freeport. To the unfamiliar, an azhari looks like any other human, albeit with swarthy skin and bronze hair. All azhar have the same gleaming red eyes reminiscent of the flames of their descent. Although it’s often hard to tell from a distance, an azhari has an iris—often of a slightly darker color—and a pupil that is invisible without close
inspection.

Azhari Racial Traits
• –2 Wisdom. Azhar are impulsive and reckless.
• Medium. As Medium creatures, azhar have no special benefits or penalties due to size.
• Azhari base land speed is 30 feet.
•Azhar gain a +2 racial bonus to all saving throws against spells and spell-like effects with the fire descriptor.
• Darkvision: Azhar can see in the dark out to 60 feet. Darkvision is black and white only, but is otherwise like normal sight. Azhar can function just fine in no light at all.
• Might of the Efreet: The azhar carry the blood of the efreet in their veins. All azhar have a reserve of power from which they can draw in times of need. As an immediate action, an azhari can call upon his gift to gain a +4 inherent bonus to his Strength score for a number of rounds equal to his Charisma bonus (minimum 1 round). An azhari must wait 1 hour between each use of this ability.
• Gifted Sailors: Azhar gain a +2 bonus to Balance, Climb, and Profession (sailor) checks.
• Vulnerability to cold. Azhar take half again as much (+50%) damage as normal from spells and effects with the cold descriptor, regardless of whether a saving throw is allowed, or if the save is a success or failure.
• Native Outsider: As outsiders, Azhar can’t be targeted by spells or effects that specifically affect humanoids like charm person or hold person. However, as native outsiders, they may be raised, reincarnated, or resurrected as normal creatures.
• Automatic Language: Azharan and Common. Bonus Languages: Draconic, Dwarven, Elven, Gnome, and Ignan.
• Favored Class: Corsair. A multiclass Azhari’s corsair class does not count when determining whether he takes an experience point penalty for multiclassing.

5

DungeonMaster ZatriX
24.04.2012 14:16
  =  
New Weapons: Firearms

Rules For Firearms
Although these weapons are fast becoming popular, they are still expensive and uncommon at best, thus using these weapons without penalty requires the Firearms Proficiency. Even with this feat, reloading these weapons is particularly slow. Powder must be poured down the barrel and the lead shot rammed home. It takes 3 rounds to reload a firearm, and the reloading provokes attacks of opportunity (the Firearms Drill feat reduces the reload time to just 1 round).
Firearms are still in their infancy, and are not always reliable. Whenever a 1 is rolled on an attack roll made using a firearm, roll another d20 and consult Table 4–2: Firearms Misfire.
If you have iterative attacks, you can only use them if you have several firearms ready to fire and in hand. In fact, unless you have the Quick Draw feat and a loaded pistol or pistols at the ready, you may still
only make one attack per round. This limitation also applies if you have the Rapid Shot feat.
Firearms can be magically enchanted like other ranged weapons, but the ammunition cannot. Firearms follow the standard rules for magical item creation and cost. However, they cannot be enchanted with the special abilities Speed or Brilliant Energy.

Wet Powder
One of the greatest limitations of firearms is the vulnerability of black powder to moisture. Not only does this make firearms useless underwater, but they might also misfire or refuse to work even if they
are merely splashed by seawater or dampened by rain and humidity. Keeping one’s powder dry is not always easy.
In response to this limitation, Johann Krupp, an alchemist living in Freeport, developed a “wet powder” that is resistant to moisture. Wet powder is a blend of conventional black powder with fine magnesium filings. It will burn when damp, and even underwater, but does not have the explosive force of conventional black powder in ideal conditions.
Wet powder behaves similarly to conventional powder with the following exceptions:
• Out of the water, the weapon’s damage is reduced by 2 (minimum 1 point of damage), and the weapon’s range increment is halved (round down to the nearest 5-foot increment).
• In the water, the weapon’s damage is reduced by 4 (minimum 1 point of damage) and the weapon’s range increment is one- quarter its normal distance (round down to the nearest 5-foot increment).
Ammunition that includes wet powder costs three times the normal amount.

Clubbing Firearms
The long reload time of firearms make them less than useful after the first round of combat, especially in close quarters. However, pirates, being such resourceful types, have learned to “club” a discharged firearm—grasping it by the barrel and using the wooden stock as a bludgeoning weapon for melee combat. Clubbed pistols deal 1d4 points of damage, while clubbed muskets and similar weapons deal 1d6 points of damage. You cannot use a swivel gun in this way. All clubbed firearms threaten a critical on a natural 20 and deal ×2 damage on a confirmed critical hit. Any attack roll that results in a natural 1 using a firearm in this way indicates the weapon is ruined and cannot be fired until repaired, requiring a DC 20 Craft (firearms) check and raw materials equal to one-half
the firearm’s list price.



Dragon FP: This is the biggest type of pistol found in Freeport. It’s named for its huge, smoky discharge that’s reminiscent of a dragon’s breath.
Gorgon GG: The Gorgon is a musket developed shortly after the Privateer FP.
Harpy GG: This short-barreled weapon uses a simple charge to lob a crude grenade out to some distance. Not exceptionally accurate, it explodes in a 5-foot radius at the point of impact, dealing damage to the creature struck and half this damage to all adjacent targets (secondary targets are entitled to a DC 15 Reflex save to halve this damage).
Medusa GG: The Medusa has a shorter barrel than does the Gorgon due to its close-support role. Unlike other firearms, it is loaded with a bag of small lead pellets. This sprays out a hail of lead
in front of the firer, but has abysmal accuracy. A Medusa’s shot fills a 30-foot cone, dealing damage to all targets in the area (DC 15 Reflex half).
Privateer FP: A classic firearm, it is one of the more reliable firearms found in Freeport, granting a +1 bonus on the misfire table.
Stinger FP: A small discrete weapon, the Stinger FP is lightweight and easily concealed, granting a +2 bonus to Sleight of Hand checks to conceal the weapon on your person.
Titan GG Swivel Gun: A Titan is too big for a person to wield and so it must be mounted. Like the Medusa, a Titan fires a spray of lead pellets (or, in a pinch, nails or rocks). Ideal for boarding
actions, a Titan GG can sweep a deck clear in seconds. Anyone caught in the area of effect takes damage (Reflex DC 18 half). A swivel gun is normally crewed by two men. It takes one man 3 rounds to reload this weapon, or two men working together 2 rounds.

Firearms feats:

Firearms Proficiency
You are skilled in the use of firearms.
Prerequisite: Base attack bonus +1
Benefit: You may make attack rolls with firearms normally.
Normal: A character who uses a weapon with which he is not proficient takes a –4 penalty on attack rolls.
Special: A fighter may select Firearms Proficiency as one of his fighter bonus feats.

Firearms Drill
Spending long hours drilling with firearms makes reloading a snap.
Prerequisite: Dex 15, Firearms Proficiency
Benefit: You can reload a firearm in 1 round.
Normal: It takes 3 rounds to reload a firearm.

6

DungeonMaster ZatriX
14.05.2012 22:01
  =  
Важные гости на балу у Драка:

Томас Быстроногий


Турон (К'Сталло)


Милтон Драк:


Капитан Брок Валлас


Ариас Содерхейм:


Мелкиор Маэлорган:


Капитан Гарт Вареллион:


Капитан Гектор Ториан:


Лэди Элис Гроссетт:


Дэрвин "ловкие пальцы" Арниг:


Капитан Завиер Гордон:


Лиам Блэкхаммер:


Сестра Гвендолин:


Капитан Маркус Робертс:


Тармон:


Торстен Ротт:


Капитан Лидон:


Петра Фрике:


Отредактировано 14.05.2012 в 22:27
7

Ризо Нанс Sheks
01.11.2012 13:48
  =  
Лут из подводного Храма:

Предполагаемая сумма прибыли: 28643 золотых монеты. Или 7160.75 золота на человека.

Трофеи:

Оставляем:
1 x ring of protection +2 (кому нужно берите.)
1 x potion of cure serious wounds
1 x potion of bear's endurance,
3 x potion of lesser restoration,
1 x elixir of swimming,
1 x potion of spider climb,
1 х Keoghtom’s ointment

книга на Валоссианском (из комнаты с головой змея и ловушкой)
Копье Вроша - у Мгамбы


Дары Змея:
Амулет Змея - найден
Клыки Змея, - Восссможжно это клыки Аватары Йига. Это гиганссский Змей, что живет на нижнем уровне башшни. На арене
Яд Змея - найден
Чешуя Змея - найдена
продолжение следует
Отредактировано 17.04.2013 в 17:38
8

Ризо Нанс Sheks
09.01.2013 11:02
  =  
Лут в комнате с книгой, змеей и засохшим бонсаем: 500 gp, поушены - КМВ х2 и лессер ресторейшн х2
Отредактировано 09.01.2013 в 12:22
9

Жерар Фернандес Thaliorne
04.12.2013 10:00
  =  
Страшш-ш-ш-шные и Ужасс-с-с-сные стихи

Когда над миром воссияет Желтый Знак,
Лишь Йиг поможет волю вам собрать в кулак.
Громадный палец зла укажет в небо
Ты вспомни падших, былью станет небыль.

Разрушенное отыщи в волнах,
Вернись с нефритовой змеей в руках.
Когда в безумьи будет честь забыта
Нефрит один лишь станет вам защитой.

Лишь сердце Змея может укротить
То, что готово вновь с небес ступить.
чтобы потом не лазать и не искать судорожно.
10

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