
Dibbets |

Cap'n - quick question on plunder points... looks like we're getting thoroughly shafted on value if we convert here?
My understanding is that 1 plunder point is approximately 1,000gp worth of trade goods; and that trade goods are generally sold at a 1 to 1 payoff (or 1,000gp of trade goods is worth 1,000gp in coin)... so if we sell out here we lose over half the value?
Take the hag jewelry - it was stated as worth 'several thousand', which was rolled up with a few other items and turned into 2.5 plunder points - but if we sell it we get only 1,125gp out of it.
So 'several thousand' turns into just a smidgen over one thousand?

Dibbets |

Cap'n Voodoo |

yeah, what the market will bear and all. you def take a hit selling in small markets. another reason to visit big ports with frequency.
with compact goods like the gold and jewelry, it's better to be patient. For bulk goods and things like the tusks, bed, weaponry, etc. you may have to pay for space to carry it on someone else's ship.
If you wanted to cash out in Bloodcove, we can retro it. Cartegn would have given you 850gp/PP.

Cap'n Voodoo |

standard halfsies for selling magic goods.
It's prob be a good idea to know market size for the Shackles-
Metro (pop. >25,000): Freeport, Port Peril
Large City (10-25,000): Blood Cove, Hell Harbor, Quent
Small City (5-10,000): Drench Port, Ollo
Large Town (2-5,000): ?
Small Town (1-2,000): Arena, Little Opara, Plumetown
Village: many

Dibbets |

Updated Loot:
5 plundery points - I'd say lets turn between 2-3 into coin at retcon-Cove for 1700-2550gp, which will leave the leftover as jewels and other transportables... how about we get a smuggler's rum barrel or similar to transport them?
a glittering diamond the size of a halfling's fist
assorted garnet worth 500gp
small rubies - 1,000gp
chelish coins from before the altar - 95g, 627s
Keep for Proof of Dead Dallian: Dibbs will put on his profile.
customized dagger
signet ring with the Dallian crest
bronze badge with the Aspis Consortium seal
Magic Items:
ornate morning star (+2) - sell for 4,154gp
rope of climbing Kaul
5 x +1 wounding shrike darts Kaul
bracers of armor +2 Does Dingus want? - Dibbs will keep to his air barrier. Would be worth 1,000gp in coin
wand of remove disease with 7 charges left. Dibbets
earring of protection +1 Kaul
potion of cure moderate wounds Jimmer
Eloko bell compels up to 24HD of creatures to follw the bell for 7 rnds. Will DC 14. Two charges left ?
bird feather token Dibbets
swan feather token Dibbets
a scroll case made of a large hollow bone - dispel magic, cure moderate wounds, summon monster 3 Dingus

Dingus Mack |

Updated Loot:
5 plundery points - I'd say lets turn between 2-3 into coin at retcon-Cove for 1700-2550gp, which will leave the leftover as jewels and other transportables... how about we get a smuggler's rum barrel or similar to transport them?a glittering diamond the size of a halfling's fist
assorted garnet worth 500gp
small rubies - 1,000gp
chelish coins from before the altar - 95g, 627sKeep for Proof of Dead Dallian: Dibbs will put on his profile.
customized dagger
signet ring with the Dallian crest
bronze badge with the Aspis Consortium sealMagic Items:
ornate morning star (+2) - sell for 4,154gp
rope of climbing Kaul
5 x +1 wounding shrike darts Kaul
bracers of armor +2 Does Dingus want? - Dibbs will keep to his air barrier. Would be worth 1,000gp in coin
wand of remove disease with 7 charges left. Dibbets
earring of protection +1 Kaul
potion of cure moderate wounds Jimmer
Eloko bell compels up to 24HD of creatures to follw the bell for 7 rnds. Will DC 14. Two charges left ?
bird feather token Dibbets
swan feather token Dibbets
a scroll case made of a large hollow bone - dispel magic, cure moderate wounds, summon monster 3 Dingus
Yes. Dingus already has +2 bracers, and I believe the scrolls are of divine origin, though maybe the Captain can clarify.

Dibbets |
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Roight - well if the Cap'n is going to be generous enough to make Air Barrier a deflection, then I ain't sayin no. Dibbs will keep the bracers and hold onto the eloko bell as well (it does have some great potential uses - empty a bar, create a distraction, etc).
Which breaks us down to the following:
3 plunder points at 850 per point = 2,550 gp
+2 morning star = 4,154 gp
garnet and rubies = 1,500gp
chelish coin = 95gp
chelish coin = 627sp = 62.7gp
Total = 8,361.7 -> 2,090.4 gp each to spend

"Keelhaul" Kaul |

Does indeedy.
Lads I'm off to my cousin's wedding tomorrow and won't be home from said shindig until Saturday sometime...
May be weekend afore I'm posting with regularity again.
Cheers

James "Madman Jim" Patterson |

Sure, I'm good with that.
-Posted with Wayfinder

"Keelhaul" Kaul |

None go with it. We're (re: I'm) frankly pish at spending coin, but I've a hankering for getting Lops enchanted up a mite.
Was thinking perhaps Furyborn or Defiant...

Dibbets |

Grumble grumble bloody dice roller on these forums grumble grumble.
I maintain that it's grown sentience...
Edit: that said, some enthusiastic "Bwahahaha" or "Oh Snap" or "Ye better cheer fer me lad or I'll lop off yer nads" from my mateys in the audience would be welcome ;)

"Keelhaul" Kaul |

I promise he's at least 65% likely to finish up his 'display' without stabbing someone in the face...
Alas with Kaul sensing a chance at mayhem I cannot guarantee the same :)

Dibbets |

Dibbs was definitely up for it... but the buggers were all too much interested in walking on their hands and calling him short :P
As to the Gauntlet in my game... aye, but probably for the best. There were psychotropics, hallucinogenics and even dragonsmoke in the last few shots ;)

James "Madman Jim" Patterson |

As it happens, I'm also in a PFS Plunder & Peril game. One of the PCs is an undine sea singer bard, and she's got the sea shanty performance type:
Sea Shanty (Su): A sea singer learns to counter seasickness and exhaustion during long sea voyages. Each round of a sea shanty, he makes a Perform skill check. Allies within 30 feet (including the sea singer) may use his Perform check in place of a saving throw against becoming exhausted, fatigued, nauseated, or sickened; if already under such an effect, a new save is allowed each round of the sea shanty, using the bard's Perform check for the save.
She was a tough one to beat.

Dingus Mack |

I forgot I needed to lower Jim even further, which I couldn't do and press the button on the rod. And now for another question. Since pushing the button activates the Rod, could Dingus use Mage Hand to activate / use the rod. It only weighs 5 lbs?

Dibbets |

Cap'n - to expand on the query in thread.
Dibbs was hit by a claw, then grabbed by the free action grapple. He suffered claw damage, but not constrict damage. (based on description)
Then round 2 and it looks like the crab maintained the grapple (which should have cost it a standard action?) but you've used the word constrict which implies the constriction special rule?
Then the crab attacked Kaul (which would have been a standard action as well) and hit him, then got him with the auto-grapple.
Was the use of the word constrict just an artefact of language? - as if the crab had the constrict ability, then Dibbets should have suffered both claw and constrict damage in Round 1 (and likely would have ghosted out then).
The ability of a creature to grapple multiple enemies at once is a gray / grey area in the rules from what I can tell... makes sense for a big ol' crabby to be able to - but I can't remember actually seeing a breakdown of how / whether it's explicitly possible.
All is moot anyway... as Dibbs is going to be forced to go ghost and be an observer only for the rest of the combat... but was wondering on the rules aspects.

Cap'n Voodoo |

hmm, so I found this: grab-a-thon
basically cl-awful can release Dibbs and then full attack with grab catching both Kaul and Dibbs up again on good hits.

Dibbets |

Yarp - that's the usual way of managing it (as in the release a whack)... the grey area comes in around actually maintaining a grapple on two separate parties... which as I said sounds reasonable for a massive gargantucrab - but I've not seen explicitly answered in RAW.

Dingus Mack |

Yeah that was kind of a sucky roll. Kind of par for the course with this group. We either make great rolls or lousy rolls. Nothing in between. I agree about the damage bonus. That's one of the reasons I've switched to 5E in real life games. The bounded limits make things a lot easier to balance.

James "Madman Jim" Patterson |

I'm going to be on vacation for the next couple of weeks, and for at least part of that time will be in a part of the country with inconsistent cell service. I'll try to keep up, but if you need to 'bot me to keep things moving go ahead.