End Game
Slay the Goose, Returning Goose, give: Feathered Cloak of the Fateless. Reality shaking honk when it dies.
DC 2 to skin. bones made of gold, meat is always perfect. death can see its bones. Death comes along. Doesn't do anything. Monastery under attack.
Loud voice cursing in primordial and Celestial, earthquake. Take the plunge.
fight:E. D. D. R. W.
victory earns:
DC 2 to skin. bones made of gold, meat is always perfect. death can see its bones. Death comes along. Doesn't do anything. Monastery under attack.
Show spoiler
AC: 19
Has a Damage Threshold of 15.
If destroyed, you're kinda F█████.
AC: 13
Filler words so this all fits nicely
If destroyed, the ship will lose all thrust.
Collects sunlight to power the thrusters at the rear.
AC: 17
Can only be targeted once Hull is at 50% hp.
If destroyed, the ship will immediately start crashing.
Uses mana steel and is therefore very dangerous.
Range decreases by 20 ft for every 10ft the target is higher.
This weapon gives you half cover and must be reloaded for 1 action after 4 shots. Cannon. (AC 19. HP 75.) Ranged Weapon Attack: +6 to hit, range 260/780 ft., one target. Hit: 8d10 bludgeoning damage. Rail Gun. (AC 17. HP 25.) Ranged Weapon Attack: +6 to hit, range 300/900 ft. one target. Hit: 2d12 Piercing + 2d12 Lightning Damage.
Can't target anything which is within 40ft Cannon. (AC 19. HP 75.) Ranged Weapon Attack: +6 to hit, range 260/780 ft., one target. Hit: 8d10 bludgeoning damage. Harpoon Ballista. (AC 15. HP 50.) Ranged Weapon Attack: +6 to hit, range 120/360 ft., one target. Hit: 4d12 piercing damage. On a hit, the target can't move more than 150ft away from the ship.
This weapon gives you half cover and must be reloaded for 1 action after 4 shots.
This weapon gives you half cover and must be reloaded for 1 action after 4 shots. Cannon. (AC 19. HP 75.) Ranged Weapon Attack: +6 to hit, range 260/780 ft., one target. Hit: 8d10 bludgeoning damage. Rail Gun. (AC 17. HP 25.) Ranged Weapon Attack: +6 to hit, range 300/900 ft. one target. Hit: 2d12 Piercing + 2d12 Lightning Damage.
Can't target anything which is within 40ft Cannon. (AC 19. HP 75.) Ranged Weapon Attack: +6 to hit, range 260/780 ft., one target. Hit: 8d10 bludgeoning damage. Harpoon Ballista. (AC 15. HP 50.) Ranged Weapon Attack: +6 to hit, range 120/360 ft., one target. Hit: 4d12 piercing damage. On a hit, the target can't move more than 150ft away from the ship.
This weapon gives you half cover and must be reloaded for 1 action after 4 shots.
Alternatively, you can make a DC 16 Mechanics check if you have that skill. On a success, give 1 ship component 2d12 HP. During a Short rest, for 200 gp, heal 1 ship component for 25 HP.
During a Long rest, for 800 gp, fully heal 1 ship component.
Karen the Daughter of Tiamat on her way.
Bring sword to The SoulFire.
Invite:https://fp.mythictable.com/invite/CGWWGC
Return:https://fp.mythictable.com/play/5fe291285046c98f0e8bf18d/debug
put the sword in, rainbow flame flares to life.
Excal-heim
Kyarl's Destroyer
Gargantuan vehicle, unaligned
Armor Class:
Hit Points:
Speed:
, fly: 20 ft
STR
20 +5
DEX
7 -2
CON
17 +3
INT
0 -5
WIS
0 -5
CHA
0 -5
Senses:
Max Capacity: 16 tons
48 crew/passengers.
Cargo capacity: 12 tons
Travel Pace:
7.5 mph (60 miles per long rest, 180 miles per day)Parts
Frigate Hull
Hp: 800AC: 19
Has a Damage Threshold of 15.
If destroyed, you're kinda F█████.
Solar Sails
Hp: 100AC: 13
Filler words so this all fits nicely
If destroyed, the ship will lose all thrust.
Collects sunlight to power the thrusters at the rear.
Arcane Dynamo:
Hp: 75AC: 17
Can only be targeted once Hull is at 50% hp.
If destroyed, the ship will immediately start crashing.
Uses mana steel and is therefore very dangerous.
Actions
Special:
Range increases by 20ft for every 10ft the target is lower.Range decreases by 20 ft for every 10ft the target is higher.
Port Side.
Harpoon Ballista. (AC 15. HP 50.) Ranged Weapon Attack: +6 to hit, range 120/360 ft., one target. Hit: 4d12 piercing damage. On a hit, the target can't move more than 150ft away from the ship.This weapon gives you half cover and must be reloaded for 1 action after 4 shots. Cannon. (AC 19. HP 75.) Ranged Weapon Attack: +6 to hit, range 260/780 ft., one target. Hit: 8d10 bludgeoning damage. Rail Gun. (AC 17. HP 25.) Ranged Weapon Attack: +6 to hit, range 300/900 ft. one target. Hit: 2d12 Piercing + 2d12 Lightning Damage.
Can't target anything which is within 40ft Cannon. (AC 19. HP 75.) Ranged Weapon Attack: +6 to hit, range 260/780 ft., one target. Hit: 8d10 bludgeoning damage. Harpoon Ballista. (AC 15. HP 50.) Ranged Weapon Attack: +6 to hit, range 120/360 ft., one target. Hit: 4d12 piercing damage. On a hit, the target can't move more than 150ft away from the ship.
This weapon gives you half cover and must be reloaded for 1 action after 4 shots.
Starboard Side.
Harpoon Ballista. (AC 15. HP 50.) Ranged Weapon Attack: +6 to hit, range 120/360 ft., one target. Hit: 4d12 piercing damage. On a hit, the target can't move more than 150ft away from the ship.This weapon gives you half cover and must be reloaded for 1 action after 4 shots. Cannon. (AC 19. HP 75.) Ranged Weapon Attack: +6 to hit, range 260/780 ft., one target. Hit: 8d10 bludgeoning damage. Rail Gun. (AC 17. HP 25.) Ranged Weapon Attack: +6 to hit, range 300/900 ft. one target. Hit: 2d12 Piercing + 2d12 Lightning Damage.
Can't target anything which is within 40ft Cannon. (AC 19. HP 75.) Ranged Weapon Attack: +6 to hit, range 260/780 ft., one target. Hit: 8d10 bludgeoning damage. Harpoon Ballista. (AC 15. HP 50.) Ranged Weapon Attack: +6 to hit, range 120/360 ft., one target. Hit: 4d12 piercing damage. On a hit, the target can't move more than 150ft away from the ship.
This weapon gives you half cover and must be reloaded for 1 action after 4 shots.
Repairs
As a Long Action, make a DC 12 Strength (Carpenter's tools) check. On a success, give 1 ship component 2d10 Temp HP.Alternatively, you can make a DC 16 Mechanics check if you have that skill. On a success, give 1 ship component 2d12 HP. During a Short rest, for 200 gp, heal 1 ship component for 25 HP.
During a Long rest, for 800 gp, fully heal 1 ship component.
All Strength (Carpenter's tools) checks can be bypassed with 3 or more people repairing.
The Mechanics skill can be learned after a year of training, however, Engineers and Artificers start with it. It is Strength + Intelligence + Proficiency.
The Mechanics skill can be learned after a year of training, however, Engineers and Artificers start with it. It is Strength + Intelligence + Proficiency.
Loud voice cursing in primordial and Celestial, earthquake. Take the plunge.
fight:E. D. D. R. W.
victory earns: