#the one that costs like 10Ft
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trixibebe · 5 months ago
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Would kill for a zsemle now tbh
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anchoeritic · 2 years ago
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More dynamic hcs for human reader and sully? The HOLD that man has on me 😫
jake sully x human!reader might just be my new favourite thing in the entire universe.
• it doesn’t even have to be mentioned for it to be clearly known and acknowledged.
• having a 10ft boyfriend has more pros than cons!
• an example: not being able to reach a certain height of a tree of the top of shelves in your lil lab and he has to be the one to help you out.
• sometimes he’ll pick you up for you to get it yourself or if he’s feeling a bit generous, he’ll just grab it for you.
• your favourite seat is his lap.
• and his favourite thing to do is sneakily snake his arm around your waist.
• he likes that you’re a lot smaller than he is, it’s like you’re a cat just purring in his lap.
• SPEAKING OF THAT, HE LOVE HOLDING YOU.
• you’re like his prized possession and the one thing he knows damn sure to protect at all costs.
• he’ll quite literally hide you using only his arms
• and also to keep you from leaving him or doing work <3 he wants to be close w/ you 24/7
• he’s a clingy man-child.
• another thing he loves: resting his arm on your head like you’re his fucking armrest.
• every time you slap his arm away from your head, he only attacks you with kisses to distract you
• theeeeen it goes back to you being an armrest while he watches you do work on your lil computer.
• now onto the.. you know what i mean by now.
• HE LOVES TOWERING OVER YOU. I CANNOT TELL YOU ENOUGH.
• his favourite position is missionary but sometimes you’re able to convince him to do cowgirl
• he thinks it’s cute that you think that you can actually top him (spoiler alert: you never can)
• it’ll always end up in him fucking you mercilessly and you being too tired to even attempt to make him bottom out
• he’s so babygirl but at the same time.. SO DADDY?
• don’t ever call him daddy though.. he’ll cringe and look away.
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monstersdownthepath · 3 months ago
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Monster Spotlight: Boggart
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CR 4
Chaotic Evil Small Fey
Bestiary 5, pg. 50
No, no, not Boggards, Boggarts. This isn't the first time Paizo has run into the problem of critters with names that are too similar to already-existing monsters for one reason or another (like the ghul, ghoul, and ghole) and it's far from the last, especially since the world has a myriad of languages and many mythological or folkloric creatures often end up with names similar to one another. Or, in the case I mentioned in parenthesis above, legends spread across the world and slowly become different creatures while keeping roughly the similar name.
The biggest problem here is that Boggards and Boggarts live in roughly the same territory, nesting in swamps, marshes, or near bodies of water in forested areas, which can lead to a potentially amusing but definitely frustrating case of misunderstandings if a low-level party is sent to deal with one monster or the other and then finds out they're up against an entirely different foe. In some ways, though, finding a gang of Boggarts is much, much worse than a bunch of frog people; the frogs, for one, don't tend to be psychic.
Boggarts are tormentors and bullies through and through, being born from negative emotions and psychic influence infecting a more benevolent Fey (typically a Brownie or a House Spirit) and causing it to undergo a gruesome metamorphosis. They seem to feed on the same negativity, carefully cultivating an environment of fear and frustration in chosen families or towns as they terrorize livestock, shatter belongings, and vexes chosen targets with its psychic abilities to disorient them, but the book notes that such acts seem to stabilize the Boggarts, and that being deprived of the ability to do such acts--such as by harming or killing their targets, which is why they avoid doing so--gradually causes them to become more agitated and murderous... which, you know, is a creature's normal response when it begins to starve.
While Boggarts are menacing enough when they're being nice, they're significantly worse when they're starved of fear or being attacked by an adventuring party trying to drive them off. They're vicious and clever, able to swiftly build and set up simple traps in their territory while making them less obvious with Hallucinatory Terrain, and they have a penchant for drowning people. Their small statue and 5ft space is offset by their startling 10ft reach, their arms rubberbanding outwards to deliver two claw attacks for 1d3+2 damage each, but if both claws strike a target at once, the tiny Fey can Abduct the victim, dragging them 5ft (or more, depending on how low the target's CMD is!) against their will. Abducted victims often find themselves repeatedly dragged until they either reach a dangerous trap or are yanked into the water and held down until they drown, but this isn't the only method Boggarts have to dispatch their enemies.
As mentioned before, they come equipped with more than a few psychic powers, having 10 PE to divide among their abilities as they choose: they can become invisible or use Hold Person for only 2 PE, the former letting them easily sneak around in their cluttered territory (in which they already have a +23 to Stealth), the latter letting them freeze up a single victim to either keep them out of the way or to simply let them helplessly drown as the Boggarts breathe in the victim's terror. Making the situation worse is the Boggart's Aversion, an ability that only costs 2 PE to use but which marks a 60x60ft area as forbidden for the spells' target, nauseating them if they enter it and compelling them to leave it be. While using it to prevent anything from drawing too close to their lairs is its most common use, the book explicitly states that Boggarts will use their Aversion to stop anyone from coming to help their victims; even if they fight through the compulsion to leave, the target becomes nauseated and thus cannot help.
One of the most unique powers available to Boggarts is Telekinetic Maneuver, but it's not unique because players don't have access to it or no other monsters have it! It's unique because it's 0 PE instead of the 3 it is for other creatures, essentially giving it the 3rd level Psychic spell at-will. This lets them disarm, trip, bull-rush, steal, reposition, or even grapple people from afar with a +12 bonus (+14 when dragging) instead of +7(+9 for drags) and no penalties due to size differences. With a flick of its wrist, it can slap weapons from the party's hand from high in a tree or from the middle of the water, push them into traps and pitfalls, drag them into more dangerous encounters, or pilfer their valuables from afar. If there's multiple Boggarts in the same battle, one can use Telekinetic Maneuver to grapple or trip a victim, while the others can then utilize their +1d6 Sneak Attack damage to augment their claws without fear. Telekinetic Maneuver at-will makes an already dangerous and annoying enemy into a menace, and when combined with the marshy environments they enjoy (and their penchant for hiding in bodies of water) and their love of creating dangerous traps, they become downright deadly even for a prepared party.
On the plus side, Boggarts are only protected by DR 5/Cold iron and little else; their massive +10 to Reflex saves closes off that particular vector of attack, but they have pathetic Fortitude saves and only okay Will. In addition, their Small size means that despite their proficiency with abducting people, they can often be body slammed by anything that can consistently beat their 19 CMD... and for added irony, they cannot breathe underwater, potentially allowing a party cruel enough to drown them right back. or at least throw them into their own traps. Of course, all of this doesn't mean much if the party can't even find the sneaky, usually-invisible buggers, let alone catch up to them through the environmental hazards and constant telekinetic battering, which is likely the biggest challenge of the encounter! One encounter with a Boggart may make the party sigh in relief when it turns out the next swamp menace they face is just a bunch of toad-men.
You can read more about them here.
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theramseyloft · 2 months ago
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Finally an update!!!
Coppy/Pasted from the Patreon Discord:
I am a dumbass.
I have been waiting to get the buildings moved over because I have been anxious af over the crazy lean that sick pine out front is developing. It has been months of hurry up and wait with the removal service.
And every month, we are spending rent on the house we don't live in because that's where my buildings are.
If I get those moved, we can stop paying that extra roughly $500 a month, and it'll make saving up for big jobs like that go so much faster.
If I had taken care of that first, we would already be out from under the trailer, and saved up enough to get the tree taken care of a few times over.
sigh
So, once the flock's quarantine enclosures are cleaned and the birds are fed, I'm going to start calling around and see if I can arrange a consultation.
We couldn't find movers willing over the phone, so I think I will need to ask to be met on the property to plan out how to get the buildings moved and how much it will cost.
I am just so frustrated that it's taken me so long to work out how much more the wait is costing us.
Well that was quick! Oakland Structures asked for photos of a few different angles, so I'll go take them some fresh ones!
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 The smaller loft building/future quarantine building, (14ftL x 10ft. w) taken for the mover's benefit.
Mom in law and I got the overgrowth all pulled.
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 The 10ft.L x 12ft.w Cresent building. (our future breeding loft)
Estimated $700 to move both!
We'll decide tomorrow whether that gets done this pay period or next.
Depending on whether or not we have enough for that, rent, and Mortgage.
If we do, we can finally go ahead and get out from under the rent!
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thepleasuregoblin · 1 year ago
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Thinking about the Bladesinger wizard from 5e. What a cool concept with a terrible execution.
Ok so first off you don't get your wizard specialty until 2nd level so at first level you're just a normal wizard. At 2nd level you get light armor proficiency and proficiency with one one-handed weapon. You also get a Bladesinging sort of stance you can go into, more on that in a sec.
Now naturally since the high concept of Bladesinger is a front-line(ish) wizard, you're gonna try to maximize your AC. You're still a wizard after all, so your best bet is not to get hit. The light armor proficiency helps with this a little, studded leather gives you 12 + dex. However the Mage Armor spell gives you 13 + dex, so I guess you're saving a spell slot at least. You also get to add your int bonus as long as you're Bladesinging. Assuming a very lucky character generation with 18 int and 18 dex you can have up to a 21 AC at 2nd level. Pretty dang good, but unlikely that you'll pull that off.
Now on to Bladesinging itself. If you're smart you went with a rapier and prioritized dex (after int) so you can actually hit something. It works basically like a barbarian rage without the crash, and has the restrictions you'd expect: can't wear medium+ armor or shields, ends if you're knocked out. Also it ends if you make a two-handed attack, which is frankly wack. The bonuses you get are: add int bonus to AC (pretty good), add 10ft to your speed (not bad), advantage on acrobatics checks (cool I guess but why), and add your int bonus to concentration checks (you're gonna need it).
All these seems very neat at first, your wizard can hop up and chill with the fighters, you know, save some spell slots and do... Less damage than you would with cantrips, and die in a couple rounds cause you still have d6 hit dice and even 21 AC isn't going to stop you from getting hit like. 5-10% of the time at least.
The later features are barely worth mentioning. Extra attack at 6th level, at 10th level you can use a reaction burn a spell slot to reduce the damage by 5 x the slot level, and that one could actually be pretty handy, but kind of a hefty cost, especially since some spells will do better at defending you than this feature. Finally at 14 you get to add your Int bonus to melee damage while in Bladesong. That does let you put out some pretty solid damage with your weapon, but you still have to be in melee, and your 20+ AC is gonna do you even less good at 14th level than at 1st.
Overall, just play war wizard. Or eldritch knight. Or multiclass wizard/fighter. Or, preferably, drop 5e entirely and make a magus or something in pathfinder.
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mynameis-a · 10 months ago
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Who are these little blorbos??? Tell me about these little mind creatures
ok so basically it takes place in a world where people can remove parts of their soul, and its a big thing to swap pieces of your soul with someone (like marriage level stuff) and sometimes people get scammed by others and are left with part of their soul gone (which is really bad for your health and can be deadly at times)
also these shadow beasts exist (theyre like really big fucked up wolves made of pure darkness. they can shapeshift a little but but they always look shadowy with solid white glowing eyes.) they dont have a proper scientific name yet but they will eventually i just havent come up with it yet. also they have no soul and are basically just really agressive and dangerous animals that should be avoided at all costs
this one girl named madeline found an injured shadow beast in her family's backyard when she was 3 and she could tell it didnt have a soul and she thought "if i give it part of my soul it will heal it!" and without knowing the threats or risks of either the shadow or the soul-giving-at-a-young-age thing, she gave half of her soul to the shadow
madeline is now basically dying because she's missing part of her soul and shes literally three. but by giving the shadow apart of her soul she also gave it sentience! and its friendly now!
the soul stuff is complicated and i havent quite worked it out fully but basically as long as the shadow stays close enough to madeline, shes fine! because the parts of her soul arent far enough away for her to suffer and die!
also the shadow can possess madeline and take control of her but typically only does so if its serious (her life is at stake) or if nothing bad will happen (stealing food from the family pantry) also when theyre out in public it just kinda hides inside madeline watching things from her perspective but where shes still in control and nobody can see it
surprisingly nothing angsty happens? its just a 15 year old girl and her 10ft tall cringy shadow wolf that technically owns part of her soul.
also its a metaphor for plurality (the watching-from-madelines-perspective thing is meant to represent cofronting and the possession is switching and the sharing-a-soul is like sharing a mind)
also the shadow doesnt have a name yet so its just called "the shadow" for now but it has decided to steal madeline's last name (which i still havent come up with yet) because, by being apart of her, he's technically part of the family
not sure how coherent any of this is but yeah those are the guys :D
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blissfulalchemist · 6 months ago
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🖊 + Alma please?
Ah yes! The new gal thank you! I gave a few because I just love her......
🖊- Alma is actually a bit near sighted and does not wear glasses. Which is a bit of pride based thing since it didn't really show up until she was a teenager, but also I have yet to see any other character wear them so they clearly don't exist in Valisthea (yet I wouldn't put it past Mid to figure it out and make glasses). Its not terrible (she would probably only need -1.00 prescription lenses) as she can still make out general expressions from people that are 10ft from her (and even then it has its limits if certain features aren't easy to see like pale skin and blonde eyebrows) but not much in the way of details. People she's known for a long time she can recognize most easily from a distance, like Joshua and Jote, but overall she's very good at identifying body language and voices because of it. This also leads to her holding a knife to Clive's throat the first time seeing him up close because well she didn't know the man's features.
🖊- Alma was actually born across the Narrow and lived in Ash until she was about 8 when her unbranded bearer parents made the choice to try and find a better life away from the Blight and growing zealotry for an old god. It was once they landed near the Empire that her mother and father were eventually branded and the three of them were forced into servitude until they tried to make their escape to Rosaria leaving Alma all alone when she was freshly 10. From there she would be taken in by the Undying and assisted in the care of one Joshua Rosfield.
🖊- Despite both of Alma's parents being bearers she was not one herself, though many believed it was only ever a matter of time. Which was fine in the end as the two were from long lines of healers and light aspected themselves so Alma got to have her start in learning both methods to have an understanding in magic and skills in a more physical sense as her family were believers in that you wouldn't always be able to have magic out in the field and so one should be ready at all costs (frankly Cid would have liked them and their methods and mindset).
🖊- Even before they were ever together in a romantic sense Alma and Joshua shared a bed since the age of 13. It started when it was decided upon that many of the ministrations would be performed by Alma since they were the same age and wanted to keep him calm/feel more comfortable seeing someone close in age to him often, but since he was still trying to recover after having woken up (in a very distant ghostly kind of way mind you) he was susceptible to the high possibility of his body failing him. This is exactly what happened and had Alma not been so diligent of checking on him almost hourly he would have died. It scared her so much and she didn't want to fail at her job, feeling like it cut it too close checking up on him hourly, so she started to sleep in the same room as him and sleeping in the same bed when the nightmares were really bad for him. It became a thing of comfort and continued on even after he was fully awake two years after.
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quirkwizard · 8 months ago
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Hey Wizard, I had a quirk I was working on an it could really use your opinion. It’s based on how super hot works but trying to be as balanced as possible. It’s an emitter quirk i’m calling Speed Boost. Whenever the user activates it, they speed up dramatically and so does their perception. They become significantly faster than a bullet, seeing them almost stall mid air. The thing is that the more the user moves, the slower they become. If they just run in one direction, they would return to normal speed after only 10ft. But any movement at all costs speed like drawing a weapon, standing up, dodging, aiming, or even breathing. They can spread this to anyone they touch but everyone affected is using the same reserve of speed so the more people, the faster it depletes. After the effect ends, the user has to wait 3 seconds to use it again.
So I think there is something in the concept, but it needs some work. The biggest issue right off the bat is how much it covers. The user is given "Overclock" levels of speed and can apply that affect to other people. "Overclock" is already pretty powerful so being able to use it on other people is frankly crazy. Especially with ten seconds, which can be a pretty long time to work with given the sheer speed at which the user is going at. And three seconds is a short time limit to get all of that back. That's next to nothing. Which is important since the recharge time is the only real major downside the Quirk has. And while I do think the shortening time limit is interesting mechanic, it doesn't justify the power on offer. I think this would work better if it it was just applied to the user and it only limited to one action at a time, such as dodging and aiming, and have the user grow it out until they can do more actions as they train it. It's still really useful to move at that level of speed and it makes the shorter recharge time limit more reasonable. On that note, I still think the time limit should be expanded out more to five seconds. Just something to make it a little more costly on their part and to make every action count.
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8-bitpixelheart · 2 years ago
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Who hasn't looked at the artificer class and been like, "yeah, I wanna be the Saw guy"
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Trapmaker
Tinker, build, set, wait, snap, crack, scream. You aren't a pursuit predator. You do not chase. You wait. Eventually, your prey will come to you. Eventually, they will make a mistake. You build to break. You live to kill.
Trapmaker Traits
Artificer Level Feature 3rd Trapmaker's Spells, Arcane Traps, Trapmaker's Toolkit 5th Bait 9th Consequences 15th Teaching Lessons
Trapmaker's Spells
At 3rd level, You always have certain Spells prepared after you reach particular levels in this class, as shown in the Trapmaker Spells table. These Spells count as Artificer Spells for you, but they don't count against the number of Artificer Spells you prepare. Artificer Level Spell 3rd Snare, Zephyr Strike 5th Rime's Binding Ice, See Invisibility 9th Counterspell, Motivational Speech 13th Fabricate, Sickening Radiance 17th Telekinesis, Wall of Force
Arcane Traps
At 3rd level, you gain the ability to build dangerous traps. You gain a number of components equal to twice your intelligence modifier, and an additional amount of components equal to your intelligence modifier at level 6, 10, 14, and 18. Components can be used to build traps according to the Arcane Traps options seen below, each trap requires a base.
Setting a trap requires an action unless it has a quick-set component, and you must set it within 5ft of yourself without a flung trap component. Creatures caught in your traps suffer damage and effects each turn until they escape from your trap. They can use an action to make an athletics or acrobatics check against your spell save dc to escape.
Trapmaker's Toolkit
At 3rd level, you gain expertise with tinker's tools. In addition, if you spend at least an hour collecting scraps in an urban environment, you can create a new set of tinker's tools.
Bait
Starting at 5th level, you gain proficiency with insight. As a bonus action, you can make an insight (wisdom) check against a creature's deception (charisma). If you succeed, the target has disadvantage on all of your trap saves.
Consequences
Starting at 9th level, when a creature successfully saves against one of your traps, they still suffer the trap's base effect.
Teaching Lessons
Starting at 15th level, whenever a creature is below half health, they have disadvantage saving against your traps. Succeed, or learn.
TRAPMAKER | BY 8BITPIXELHEART
Trap Components
Trap Base: Bear Trap Cost 2
This trap base forces a creature to make a dexterity save or take 2d8 bludgeoning damage.
Trap Base: Tripwire Cost 2
This trap base forces a creature to make a dexterity save or fall prone.
Trap Base: Snare Cost 2
This trap base forces a creature to make a strength save or have their speed reduced to 0.
Trap Base: Pressure Plate Cost 2
This trap base forces a creature to make its next constitution save at disadvantage.
Quick Set Component Cost 2
This component lets you set traps as a bonus action.
Poison Gas Component Cost 1
This component deals 2d8 poison damage to a target, and forces them to make a constitution save or become poisoned.
Acid Spritzer Cost 1
This component deals 2d8 acid damage on a failed trap.
Multi-Target Component Cost 2
This component allows you to set a trap large enough to trap two separate 5ft squares or one 10ft cube. You can take this component multiple times, adding an additional square or increases the cube by 5ft.
Piercing Arrow Cost 1
This component allows you to deal an additional 1d10 piercing damage.
Enchanting Trap Cost 3
This component causes your trap to deal magical damage.
Shocking Component Cost 2
This component causes your trap to deal 2d8 lightning damage.
Stunning Component Cost 3
This component causes your trap to stun its target.
Paralyzing Component Cost 4
This component causes your trap to paralyze its target.
Freezing Component Cost 2
This component causes your trap to deal an additional 2d8 cold damage.
Necrotic Component Cost 2
This component causes your trap to deal an additional 2d8 necrotic damage.
Prismatic Component Cost 2
This compontent lets you combine multiple damaging components, like Freezing and Necrotic, onto one trap.
Blinding Component Cost 2
This component blinds its target.
Restraining Component Cost 1
This inflicts the restrained condition on its target.
Antimagic Component Cost 5
This forces its target to make a spellcasting ability check against your spell save dc in order to cast a spell. On a failure, the spell is wasted.
Petrifying Component Cost 5
This petrifies its target over 3 turns.
Vampiric Component Cost 3
This component transfers damage dealt as health to you.
Flung Trap Component Cost 3
This component lets you set a trap up to 30ft away.
Spider Component Cost 2
This component lets you set traps on verticle surfaces and ceilings.
Bleeding Component Cost 3
This component deals an additional d8 force damage that cannot be resisted.
Hidden Trap Cost 2
This component hides the trap with a stealth of 20.
Invisible Trap Cost 4
This component makes the trap invisible to enemy creatures.
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whatdoesshedotothem · 2 years ago
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Monday 9 December 1833
1 ¼ pm
11 ¼
terrible night - tremendous window and rain could not sleep for the noise of these and the water dashing against my head and the vessel striking every now and then against the wooden breakwater - the wind still high and rain continued till just before I got up - so late, had no breakfast - washed a little the first time save dipping my hands yesterday - a turn or 2 on deck and then dinner from 2 20 to 3 20 - R.N. lieutenants  and midshipmen know nothing about managing vessels - the master always manages a man of war (i.e. works the ship) - the naval officers are only for frightening - all the steamers lost, were commanded by R.N lieutenants  or midshipman except the Erin (commanded by an East India company’s officer) which founded in the Bristol channel - our captain (Corbin) was on board of her the night before she sailed from the Thames - an E. Indian of 1400 tons had sometime before run against her and struck off 10ft. of her stern which had been temporary repaired for her to go to another voyage before being laid up for thorough repair - probably this temporary work had given away – 510 miles English from Hamburg to London – 64 miles from H- to Cuxhaven – 30 miles from C- to the sea – 600 miles from Harwich (government sailing packets with the mails every Saturday) to Gothenburg – voyage ordinary of 4 or 5 days – longest known in 3 weeks – worst weather often in the spring in April – 20 hours by steam from Gothenburg to Copenhagen – speaking of my liking to go to Iceland, the captain said the Copenhagen vessels were a long time in going – did not care how – best hire an English fishing smack, fishing for cod between there and Newfoundland in winter – accustomed to those seas – but having little to do in May June and July (there no night in Iceland) and he knew of a very nice one, the Sarah Mary, 60 or 70 tons, of Deptford, for £80 or £90 per month crew about 7 men – I should be as safe in  [?] as in my own house – should besides have to provisions to find for myself and servants and perhaps £10 or £12 to lay out in making the cabin comfortable – it might hold 4 or 5 ladies – but I should find myself and servants enough – In this way, for £300, in 3 months might [visit] the Orkneys, Zetland islands, Faroe ditto and sail round Iceland – the smack would come round for me to Hull, and I must allow her for time back to England if I was left anywhere else – Captain John P. Corbin always to be found at the general steam packet office 69 Lombard street London and would be glad to arrange for me about the smack or do anything for me he could – he knows a gentleman Mr. Seebright [Sebright] (son of Sir John Seebright [Sebright]) and now in Sweden whom he has also advised to hire a smack for Iceland instead of going in another way – only 2 steamers since they began to run on this station have put into the Texel because no coals there - we (the Columbine) can carry 75 tons of coal exclusive of cargo - took in 6 tons yesterday - in fine weather burn a ton an hour - in bad weather (because of resistance so great the engines cannot make so many revolutions) ¼ ton an hour (25 cwt. = 1 chaldron) - the Columbine draws 10 ft water - cost £22000 building - about 5pm the Harlequin (Captain Corbin’s elder brother commanded by) came into the roads from London and threw up a blue light to announce her arrival it being almost dark - the steward says the voyage from London here is generally better than from here to London because westerly winds prevail 9 months out of the 12 - walking on deck from 3 ½ to 6 - the deck wet and my shoes wet thro’ - looking at maps and reading a little - tea from 6 ¾ to 7 ¾ for our American gentleman passenger and I talked for the 1st time and the captain seemed more communicative – American money is dollars (=4/. English) and cents i.e. a dollar/100 – our Captain says our P. office must gain a great deal by this last arrangements (since last August) that the Rotterdam and Hamburg mails are conveyed by the steam company’s boats for £13000 a year for letters which used to be 10d. are now 1/8., and the P.O. saves the overland from London to Harwich, the packets at £1000 a year each from Harwich to [Helvoetshirs] and the overland from there to Rotterdam, and the packets from there to here (Cuxhaven) and the overland from here to Hamburg – tho’ now thro’ the interest of the corporation of Harwich there are 6 sinecurists (all Harwich men?) on board there steamers in the persons of 6 mail-guards at £100 a year each who have nothing in the world to do but take care of the mail-bags – nothing to do with the captains nor the captains with them – Before this arrangement the captains were allowed to bring letters, as ship-letters, at 2d. each (much paid then better than they are paid now) and were capable of taking care of these in an open and of perhaps ½ a million of property entrusted to them (for the mails often went without a single letter) but now that the government seal is put on the bags, there must be a man a guard on  purpose to take charge of them – on board the Kings’ packets (from Dover etc.) there is no guard – our captains’ salary is £160 a year and he finds his own provisions – the captains of the government packets have £500 a year – till ten years ago, the Falmouth packets were contracted for from the mercantile interest who built vessels in purpose conveyed the mails for 1/3 of the present expense and there never was an instance of a packet being lost – now that the government has taken this in hand and made it a naval establishment, 4 vessels (16 gun brigs – long vessels for speed, that have gone straight down and foremost) and all hands have been lost – our American has been in all the W. India islands except Jamaica, St. Croix (Santa Cruz, he calls it) the finest – St. Thomas’s likewise belonging to Denmark a free port – passage to America 30 guineas and thence to India £100 – Captain Corbin says we shall get from London to India for £100 after next April when the trade is thrown open – and says one may go in a merchant man from London to Cadiz provisions and everything found for £20 (packet passage from Falmouth £40)
say once a fortnight every voyage of the Columbine to Hamburg and back costs about £300.
crew = 21 at £50 a week wages exclusive of the captains’ £160 per annum
carpenter has 28/. a week and men 21/. a week – find themselves which costs them 5/. a week Don Pedro paid the company £50 a day for the use of each steamer
from 8 to 9 ¼ wrote all the above of today - fair this afternoon and wind abated a good deal this evening - some hope of better weather - F47 ½° now at 9 ¼ in my cool cabin - terribly rainy and stormy till about 1 pm today – our captain went on board the Harlequin – she left English land at five am yesterday – and was here at 5pm today i.e. in 35 hours – very heavy gale last night – saw the Sir Edward Bankes (that left Hamburg last Wednesday and that I was too late for) at 70 miles from England (from Lowestoff) yesterday – the chances are she will reach London – if she has not coal enough must return here or to Heligoland [Helgoland] where the steam co. has also a depot - wrote 13 or 14 lines more to M- (small and close dated tonight) saying we had broke from our moorings and lost our bowsprit on Saturday night (at midnight) etc - raining again now at 10pm till 11 reading the times newspaper of Friday the 6th inst. - do not hear it raining now,  and there does not seem to be very much wind.
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intermodalcontainers · 6 days ago
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Used Shipping Containers for Sale Angola
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In Angola, there is a rising demand for shipping containers not only for transport but also for innovative storage and architectural solutions. The versatility, durability, and cost-effectiveness of used shipping containers make them a top choice for businesses and individuals alike. If you’re in the market for used shipping containers in Angola, you’ll want to know more about the benefits, uses, and purchasing options available. At Equip Intermodal, we offer high-quality, affordable used shipping containers for all your needs in Angola.
Why Choose Used Shipping Containers?
Opting for used shipping containers offers numerous benefits, particularly for those looking to save on costs without compromising quality. Here are a few key reasons why used containers are an excellent choice:
Cost-Efficiency: Used shipping containers are significantly more affordable than new ones, making them ideal for budget-conscious buyers.
Eco-Friendly Option: Reusing containers helps reduce environmental impact by minimizing waste and the energy required to manufacture new containers.
High Durability: Despite being used, containers are built to withstand harsh weather conditions, ensuring their longevity.
Versatility: Used containers are suitable for various applications, including storage, transportation, and even modified structures like container homes. More .....
Read More On Used Shipping Containers For Sale
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maxcontainersline · 2 months ago
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How to Look for New Shipping Containers for Sale for International Shipment
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In modern globalized economy, global trade depends heavily on effective and safe shipping solutions. Speaking shipping goods abroad, looking for new shipping containers for sale is a vital step to make sure the safe and dependable cargo transportation.
In this post, we will dive into the vital steps and considerations associated in buying a 10ft shipping container for sale for international shipment, backed by valued and authentic information.
Determine your needs
Commence by ascertaining your shipping requirements to pinpoint the size and type of the container for your cargo. Standard container sizes, like the 10 ft or 20ft shipping container for sale that dominates the market.
Know container types
Shipping containers come in different types customized to different kinds of cargo specifications. Dry containers, the most common one, are used for general cargo and account for almost 90% of the international container fleet. Specialized containers, like refrigerated containers, have witnessed an annual growth rate of 5% lately due to the growing demand for transporting perishable goods.
Select between Used and New Containers
While determining between used and new containers, consider your budget and the desired use of the container. According to industry reports, the international market for new containers may cross 10 billion by 2025. Nonetheless, used containers that make up almost 60% of the market provide a cost-efficient solution for those with budget limitations.
Verify the quality of the container
Quality assurance is profound to make sure cargo safety. Almost 90% of the world’s goods are transported in containers, focusing the vital role they play in international trade. Comprehensively inspect containers for dent, rust and structural damage, and prioritize those with a valid CSC plate to assure compliance with global safety standards.
Consider the age of the container
While new containers are clean and frequently preferred for high-value cargo, used containers can be a cost-efficient option when well maintained. On average, shipping containers have a lifespan of almost 20 years, with their durability depending on aspects like usage, climate conditions and maintenance.
Research on the container suppliers
The shipping container market is highly competitive, with various suppliers competing for success. You should research on different suppliers, considering factors like industry reputation, customer reviews and compliance to safety standards.
Get quotes and collate prices
Getting quotes from multiple suppliers and comparing them is a vital step in budget planning.
Conclusion
By considering the types of the containers, knowing market practices, and emphasizing statistical data, you can make a wise decision aligned with your cargo and budget needs. Prioritize compliance, quality with global standards, clear terms of negotiation, and discover financing options to make sure a successful and hassle free purchase in the dynamic world of global shipping.
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michael90james · 1 month ago
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Purchase a Portable Pipe and Drape Backdrop Kit for Easy Event Setup
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Pipe and drape portable backdrop kits are a great way to add some pizazz to your next event! Whether you’re setting up for a trade show, a convention, or even just a simple party, these backdrops can make your space stand out. Not only are they cost-effective, but they’re also easy to set up and take down. Plus, they come in a variety of colors and styles to match any theme or décor. If you’re looking for a fun and easy way to add some personality to your next event, consider buying a pipe and drape portable backdrop kit.
Introducing Pipe and Drape Portable Backdrop Kits
If you're looking for a quick and easy way to set up a backdrop for your next event, then you need a pipe and drape portable backdrop kit! These kits come with everything you need to create a professional-looking backdrop in just minutes, including PVC pipes, fabric drapes, and clamps.
Pipe and drape kits are perfect for trade shows, conventions, photo booths, and other events where you need a temporary backdrop. They're easy to set up and take down, so you can use them over and over again. Plus, they're lightweight and portable, so you can take them with you wherever you go.
When choosing a pipe and drape kit, be sure to select the correct size for your needs. Kits are available in a variety of sizes, from small 3ft x 5ft backdrops to large 10ft x 20ft backdrops. We also offer custom sizes if you need something specific.
Once you have your pipe and drape kit, simply follow the included instructions to set it up in minutes. Then add your own personal touches like lights, flowers, or banners to create the perfect backdrop for your event!
How to Use a Pipe and Drape Backdrop Kit
Pipe and drape backdrop kits are a great way to create a professional-looking backdrop for your next event. They are easy to set up and take down, and they can be used over and over again. Here is a step-by-step guide on how to use a pipe and drape backdrop kit:
1. Assemble the kit according to the instructions that come with it.
2. Set up the pipes in the desired location, using the clamps to secure them in place if necessary.
3. Hang the fabric from the top of the pipes, using the hooks or clips that come with the kit.
4. Adjust the fabric to get the desired look, making sure that it is tight and wrinkle-free.
5. Attach any additional decorations, such as lights or banners, to personalize your backdrop.
Tips for Using Pipe and Drape Backdrop Kits
If you're looking for an easy and affordable way to create a backdrop for your next event, then you should consider using pipe and drape backdrop kits. Pipe and drape kits are available for purchase online and in many party supply stores. They typically include everything you need to create a professional-looking backdrop, including pipes, bases, fabric drapes, and clips.
Here are some tips for using pipe and drape backdrop kits:
1. Choose the right size kit. Pipe and drape kits come in a variety of sizes, so it's important to choose one that will fit your needs. For example, if you're creating a backdrop for a small stage, you'll need a smaller kit than if you're creating a backdrop for a large stage or auditorium.
2. Assemble the kit according to the instructions. Most pipe and drape kits come with detailed instructions that will walk you through the process of assembling the kit. It's important to follow these instructions carefully in order to avoid damage to the pipes or fabric drapes.
3. Hang the fabric drapes from the pipes using clips. Once the tubes are assembled, you can then hang the fabric drapes from them using clips. Make sure that the fabric drapes are evenly distributed across all of the lines before clipping them in place.
4. Weight down the base plates with sandbags or heavy objects. Once all of the fabric drapes
10 Reasons to Use a Pipe and Drape Backdrop Kit
Portable pipe and drape backdrop kits are an easy and affordable way to create a professional-looking backdrop for your next event. Here are 10 reasons why you should use a pipe and drape backdrop kit:
1. Pipe and drape kits are quick and easy to set up.
2. They are perfect for creating a temporary backdrop for events such as trade shows, conventions, and conferences.
3. Pipe and drape kits are lightweight and portable, making them easy to transport from one event to another.
4. The modular nature of pipe and drape kits makes them easy to customize to fit your specific needs.
5. Pipe and drape kits are available in a variety of colors, allowing you to create a backdrop that coordinates with your event's color scheme.
6. Some pipe and drape kits even come with built-in lighting, making it easy to create a well-lit backdrop for your event.
7. Adjustable Pipe and drape Kits can be used to create various types of backdrops, including straight walls, curved walls, arches, and columns.
8. Pipe and drape is an affordable way to create a professional looking backdrop for your event.
9. Pipe and drape is reusable, so you can use it for multiple events or reuse it at future events.
How to Choose the Right Pipe and Drape Backdrop Kit
When it comes to choosing the right pipe and drape backdrop kit, there are a few things you need to keep in mind. First, consider the size of your event space and the height of your ceiling. You'll want to make sure you choose a kit that is large enough to cover your entire event space and that the pipes are tall enough to reach the ceiling.
Next, think about what kind of look you're going for. Do you want a simple, clean look or something more elaborate? There are kits available in both styles so pick the one that best fits your event.
Finally, take into account any special needs or requests you may have. For example, if you need a particular color or fabric, be sure to include that in your search so you can find a kit that meets all of your needs.
By keeping these factors in mind, you can be sure to find the perfect pipe and drape backdrop kit for your next event!
Conclusion
Portable backdrop kits are an easy and affordable way to transform any space into a professional-looking event venue. Whether you're looking for a portable backdrop kit for your next trade show or trying to find a more cost-effective way to style your wedding reception, the pipe and drape kit offers a versatile solution. With so many sizes and colors available, it's easy to find the perfect pipe and drape kit for your needs. 
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monstersdownthepath · 1 year ago
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Monster Spotlight: Tophet
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CR 10
Neutral Large Construct
Bestiary 3, pg. 271
Construction Requirements: Craft Construct, Bull’s Strength,Endure Elements, and a caster level of at least 12. Craft (Sculpture) with a DC of 20.
A Tophet is built from at least 3000 pounds of iron, steel, and/or brass forged in heat comparable to that of an active volcano.
Cost to Build: The strict heat requirements and the formation of the Tophet's rotund body makes the final cost of this Construct a generous 23,500gp!
Open wide and say aaaaAAAAAAAAAAAAAAAAHHI'M BURNING
Often formed in the likeness of whoever the creator dislikes, the Tophet look like comically waddling, rounded caricatures of their inspiration, harmless as a jester and created only to be mocked. Much like a jester in a fantasy setting, though, the Tophet is more dangerous than it looks! Though its toddling gait and silly face can be disarming, it's still an animated hunk of solid metal, capable of dealing hefty blows with a duo of slam attacks for 1d6+8 damage each and having DR 5 that's only bypassed by adamantine weapons.
And, of course, their mouth. Unhinging and opening up like some nightmare portal, the Tophet's bite deals 2d6+8 damage and Grabs whatever it locks down on. Any creature that can't break out of the grapple by the time the Tophet's turn rolls around again is sucked straight into its hollow but cramped interior. The Construct itself has no Swallow Whole damage, acting purely as a prison cell (or, in desperate times, an armored transport) and even having a doorway to let out anyone who can succeed the DC 30 Disable Device check to pick the lock (with a -2 penalty because they're still grappled) or who has the key. The Tophet itself can be ordered to open and shut the hatch at any time, and it automatically shuts it as a free action whenever a creature picks the lock to escape, resetting the mechanism.
However, being a living prison cell is only its primary function. It's also a torture device and, in some cases, an executioner. Immune to Fire damage, these rounded guardians are Conductive, transferring half of any Fire damage they would have taken to their prisoners instead. While a party needs only to hear the screams of their roasting ally once to stop hurling Fireballs and Scorching Rays at the thing, the Tophet's commander has little reason to not hurl as much fire as they can at their mechanical ally, roasting the victim inside with no saving throw allowed. The book points out that Tophet can be ordered to stand in lava to execute their prisoners, with total immersion dealing 20d6 Fire damage a round; that's an average of about 72 damage, so captured victims take 36! And with nowhere to escape but into the lava... well... Not a pretty way to go.
On the plus side, Tophet are unintelligent, entirely beholden to the orders of their creators and with no tactical flexibility. Their entire game plan is to waddle up to a target and Full-Attack as early and as often as possible, something they actually struggle a little with despite their CR and Large size; their silly little arms are good for the court's morale but not for the machine itself, which possesses a 10ft space but only a 5ft reach, and their silly little legs mean they only move at 20ft a round, allowing most parties to stay out of their reach. They're not exactly meant to fight, they're meant to swallow people who are brought to them already bound and gagged and act as an emergency last line of defense between a prisoner and people who want them freed. If a Tophet is in battle, it's likely because the party is trying to rescue someone who was put inside one earlier... and a DM wanting to make an encounter with one especially harrowing can put a time limit on it, with the Construct sitting atop a fire pit, pinging its held victim's health every round it can't be moved...
You can read more about them here.
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herrfivehead · 2 months ago
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Spells I absolutely NEED at least one person in my bg3 party to have:
Longstrider- the extra 3m/10ft really makes a difference, especially when you’re playing as a short race. And if you have a wood elf or half-wood elf barb or monk wearing crusher’s ring AND with longstrider cast on them, it’s the funniest image ever. Druids, wizards, rangers, bards, eldritch knight fighters, and arcane tricksters can learn this spell.
Spike growth & Darkness- darkness mixed with spike growth makes you nearly untouchable in chokepoint areas unless the enemy can fly or jump over spikes. It’s how I’ve cheesed multiple bosses like flind, w’wargaz, viconia, cazador, haarlep (if you fight him on the stairs and not the boudoir), most of the thorms you find at reithwin if you don’t decide to talk them to death instead, etc. For enemies that don’t use ranged attacks, having a warlock with the repelling blast invocation or a swords bard with mobile flourish also keeps them from getting too close to you. Warlocks, wizards, sorcerers, land druids (swamp), arcane tricksters, oathbreaker paladins, eldritch knight fighters, bards with access to magical secrets, drow, half-drow, and asmodeus tieflings can learn darkness. Druids, rangers, nature clerics, and bards with access to magical secrets can learn spike growth.
Guidance- yes, I know in tabletop there are so many instances where guidance is discouraged because the person you’re talking to will know you’re using it, but bg3 has no such limitations, and it’s a cantrip so take advantage of that extra 1d4 to all ability checks, the only possible downside could be breaking a different spell’s concentration. Druids, clerics, and warlocks who took the pact of the tome can learn this cantrip, but there’s a pendant in act 1 that gives you unlimited use.
Mage armor (usually, sometimes it’s not completely necessary depending on builds)- it’s great for an unarmored non-DBS caster, but often completely pointless for an unarmored monk (assuming they have high enough WIS), barbarian (assuming they have high enough CON), or draconic bloodline sorcerer (whose base unarmored AC is already 13 instead of the standard 10). Also useless for armor users, but that’s obvious. Wizards, sorcerers, eldritch knight fighters, and arcane tricksters can learn this spell. A warlock with the armor of shadows invocation can cast it (on themselves) once per long rest.
Speak with animals- aside from just being fun, conversing with animals in the game will occasionally help you either avoid fights or advance certain quests. Also like longstrider, it’s a ritual spell that costs no spell slot. Druids, bards, nature clerics, ancients paladins, rangers, wildheart barbarians, and forest gnomes can learn this spell.
Aid (early game) and/or heroes’ feast (late game)- aid ups your entire party’s max hp by 5 so it’s great for early and mid game. Heroes’ feast increases everyone’s max hp by 12, conjures a great deal of camp supplies, and makes it so your party can’t be poisoned, diseased, or frightened. Clerics and paladins can learn aid. Druids and clerics can learn heroes’ feast.
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focus-point · 5 months ago
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Name: Astris Vanette Sex: Female Age: 30 - 40 Height: 10ft (304cm) Weight: 970lbs (439kg)
Abilities: Enchantments, Freezing breath, Strength, talons Notable features: Four eyes, two in each socket, Tri-tipped tail
One of my OCs, Astris. A humanoid Monoz Engine.
She is the leader of the Heirlook Research Team
She gave up her humanity to rescue researchers who had been kidnapped. She had done this due to an injury that would have been quite fatal.
She has Djinn like powers, not of the Djinn we know in mythology. The Djinn of this universe have the ability to enchant unliving things to their will, for almost any reason, with the cost that the greater the spell the more likely it'll kill them in exchange.
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