Edgar Arrowni |
So the answer is: "The throaty mermaid is the place to go to get sailors. Cheap, relatively clean, and they have a 'no throat slitting on your first visit' policy, strictly enforced by glaring half-orc thugs."
Edgar: "So where is the throaty mermaid?"
Eaton: "This way! ... No... wait... this isn't... uh..."
Phaedra: "This looks more like a pirate gang hide-out... I think that guy might be a wererat."
Eaton: "It... um... it does at that... erh... Don't hurt me I'm valuable!"
Edgar: "Perfect! So, we're looking for a crew..." ;P
Phaedra Valerius |
I'm guessing we're all going to take ranks in sailor when we hit 2nd level. I'm guessing we can justify it from learning from the pirates we have as crew. Phaedra will give Eaton private lessons in Spellcraft.
Shall we go ahead and decide who's going to be in charge of picking out new crew members? Does anyone have sense motive?
DM Rennick |
You won't all need it. So far for the jobs: the Captain, First Mate and Helmsman all need that skill. However either of the first two could also be the later.
I'm also semi-assuming Emilia would be captain until you claim the North Star (If you do)
DM Rennick |
Though, I'm not set on Emilia's path and think the game will dictate that. IF you make Emilia Captain now, as players you should talk about who would succeed her (Most likely whoever takes First Mate) and as such who would fill that gap.
Or just let it work itself out IC, your call. :p
Edgar Arrowni |
Edgar has no want of being captain, and due to his devotion to Emilia he would recommend her as captain, Especially sense he wishes to get her life back. He isn't against himself or others being captain, he just doesn't think he has the potential for leadership, regardless if he does or not. It might not be readily apparent, but Edgar thinks a bit low of himself. It's the main reason he didn't pop the question to Emilia before the pirate attack, and it is why he put himself in more dangerous situations to give the others a chance to escape.
AS far as Edgar is concerned, Emilia dieing is not an option. If Emilia dies, he had already be dead.
If someone makes a good case that putting Emilia as captain might put her life endanger, he would probably change his mind.
Edgar Arrowni |
Quote:DM Rennick, does Donell answer any of Edgar's questions?Sorry Edgar, I realized as I woke up today I forgot to put that in. I'll include what he learns in my next update as it's fairly important.
NP
Edgar Arrowni |
Few things I want to clarify before we go crew shopping.
1) Were any of the Captain's gear masterwork or magical, such as his Red leather waist coat or his tricorner hat? If they do have a magical Aura, lets see if we can identify them. I forget, can we take another stab at the Greatsword, or do we need to wait until next level?
2) So, are we going to try and have a normal sailing ship crew, or are we going to be pirates? (or something else entirely.) It doesn't matter to me/Edgar, but we need to decide, because it changes who we recruit and how they are paid, and what they are willing to do.
If we go pirates, we will have to probably attack ships (or find treasure or do something to make money) and possibly do things that might go against our character's alignments or personal views. Plus, unless DM Rennick wants to do something different, each pirate would essentially get a share of treasure with us getting a slight bigger share.
With a normal crew, they are paid no matter what, and they don't plan to engage unless to defend themselves. So we are going to have to find a way to continue paying them, and we will need to find a group that is willing to fight and go after Eredrin.
We might be able to try to get something in the middle, maybe a group of sailors accustomed to fighting who are ok with out plans of going against Eredrin, or a group of "good" pirates wanting to change their ways or something like that, but if we even can find such a groups, they will most likely be expensive due to their specialty.
If we start to force a group to do something they did not sign up for, there is a chance of mutiny, which will not be good anyway. We should probably be as truthful as we dare. No one is going to care about our personal revenge.
3) If we do pirates, they are normally paid by shares.
The captain and the quartermaster shall each receive two shares of a prize, the master gunner and boatswain, one and one half shares, all other officers one and one quarter, and private gentlemen of fortune one share each.
So unless DM Rennick has a different way of doing it, at best we are probably going to have 2 shares for the pc's and Emilia, and 1 share each for the crew. With a crew of 20, and booty of 3000gp would only gain each of us 200gp each (the rest going to the npc crew) and that doesn't take into account supples and repairs for the ship if needed.
In addition, we will most likely need a pirate code.
Bartholomew Roberts Shipboard Articles 1721
ARTICLE I - Every man shall have an equal vote in affairs of moment. He shall have an equal title to the fresh provisions or strong liquors at any time seized, and shall use them at pleasure unless a scarcity may make it necessary for the common good that a retrenchment may be voted.
ARTICLE II - Every man shall be called fairly in turn by the list on board of prizes,
because over and above their proper share, they are allowed a shift of clothes. But if they defraud the company to the value of even one dollar in plate, jewels or money, they shall be marooned. If any man rob another he shall have his nose and ears slit, and be put ashore where he shall be sure to encounter hardships.
ARTICLE III - None shall game for money either with dice or cards.
ARTICLE IV - The lights and candles should be put out at eight at night, and if any of the crew desire to drink after that hour they shall sit upon the open deck without lights.
ARTICLE V - Each man shall keep his piece, cutlass and pistols at all times clean and ready for action.
ARTICLE VI - No boy or woman to be allowed amongst them. If any man shall be found seducing any of the latter sex and carrying her to sea in disguise he shall suffer death.
ARTICLE VII - He that shall desert the ship or his quarters in time of battle shall be punished by death or marooning.
ARTICLE VIII - None shall strike another on board the ship, but every man's quarrel shall be ended on shore by sword or pistol in this manner. At the word of command from the quartermaster, each man being previously placed back to back, shall turn and fire immediately. If any man do not, the quartermaster shall knock the piece out of his hand. If both miss their aim they shall take to their cutlasses, and he that draweth first blood shall be declared the victor.
ARTICLE IX - No man shall talk of breaking up their way of living till each has a share of l,000. Every man who shall become a cripple or lose a limb in the service shall have 800 pieces of eight from the common stock and for lesser hurts proportionately.
ARTICLE X - The captain and the quartermaster shall each receive two shares of a prize, the master gunner and boatswain, one and one half shares, all other officers one and one quarter, and private gentlemen of fortune one share each.
ARTICLE XI - The musicians shall have rest on the Sabbath Day only by right. On all other days by favour only.
Not sure if DM Rennick would rather have us actually write one up or if it would be hand waived as a generic one.
4)If we do do pirates, it might be a better idea for one of us to be the pirate captain over Emilia. Due to her position, if she became know as a pirate captain, her career and family standing will be tarnished or destroyed. If one of us plays this role, or if we disguise her, then it might be better. thoughts?
5)I cannot remember if DM Rennick is running a published adventure or a home brew game. If the game expects us to be pirates, then we can make sure that we are. Just let us know.
DM Rennick |
Holding off a day to update, I'd like to take my time introducing Riddleport. If you'd like to write some more in the downtime, feel free to write about what you do in the second day of travel.
On your purpose and how you pay your crew: My original idea was that you would essentially fall under Emilia's "employ" (Once you kill capture or prove Eredin's crimes, she becomes the head of Valdermar's shipping company) To use the classic fantasy example, Emilia would in essence be your patron and her family would basically fund you, as long as your actions worked towards her goals. That said though, how exactly you choose to finance is up to you. This was simply the easiest way. The ship rules would allow you to effectively act as a cargo ship, earning wages that way, or you can go to piracy.
Another option, similar to being attaching yourselves to the Valdemars would be to seek out a letter of Marque that allows you to operate as privateers for a specific kingdom, country of faction. This isn't an option I've put alot of thought to though so I'd need some warning.
Also, if you need a crew but don't like the long term options that Riddleport offers; hire them for a job. Piracy by contract work doesn't seem that far fetched.
On Edgar's 5th question: Unhallowed Waters is my own campaign that's took its basic inspirations from the Savage Tide adventure path and has been designed to have the feel of an adventure path. (I'm pretty flattered you could confuse it, actually. ^_^ ) that said the only assumptions it makes is that the party would want to get back at Eredin (check) and will be interested in the mystery around Emilia's father (We'll see...) Aside from that, it's up to you guys.
And on that note because I never wrote it before: Thanks for the earlier compliment Eaton, I'm glad you're enjoying it.
And on the note of Eaton, two things:
Do you have any source for a shipboard forge or am I making this up wholecloth? the idea seems complicated and therefore costly to me.
and: You rant and rave at me about your social skills and then don't even bother to roll when I give you not one, not two, but three knowedge local options?! (You only get to roll once though. you can peek behind as high as your dice would let you)
DM Rennick |
Phaedra can get a second shot at the sword, and can take 10.
And the coat acts at a cloak of protection +1.
The following rules are incomplete AND a work in progress. But as you are starting to build your crew, I thought you should see 'em.
These rules have been adapted from the ship Rules presented in the Jade Regent Adventure Path, originally published by Paizo Publishing. Feel free to steal or modify as you see fit. They can be expanded upon to make fleets, I believe. But for now am simply focusing on single ships, as that was my players asked for.
Ship Statistics
Just as each Character has their own stats, so does your party's ship.
Name: The name of your ship. For the Unhallowed Waters campaign this ship is “The Laughing Rogue” though the PCs may choose to rename any ship they own.
Level: The Ship's Level increases with its highest regular PC. Each level gains a Ship Feat that helps to increase its statistics.
Primary Statistics
Each Ship has four primary statistics. Offence (The ability to inflict Damage), Defence (The ability to withstand damage and the speed at which it can be repaired), Mobility (The ability to navigate the waters and react to sudden dangers), Morale (The overall attitude and loyalty of the crew and passengers).
Derived Statistics
Each of a ship’s primary statistics inf luences its derived statistics. Derived statistics have no intrinsic maximum value. These statistics include Attack (the total modifier to a d20 roll when your ship attacks), Armor Class (the target number needed by a creature to successfully hit your ship), Security(the total modifier to a d20 roll for your ship to avoid a physical danger, such as a landslide, a muddy section of road, or a forest fire), and Resolve (the total modifier to a d20 roll for your ship to avoid a mental or spiritual danger, such as mutiny or a mass fear effect).
Attack check: 1d20 + Offense + bonuses granted by travelers, equipment, feats, and other sources
Armor Class: 10 + Defense + bonuses granted by travelers, equipment, feats, and other sources
Security check: 1d20 + Mobility + bonuses granted by travelers, equipment, feats, and other sources
Resolve check: 1d20 + Morale + bonuses granted by travelers, equipment, feats, and other sources
There is also a fifth Statistic: Unrest. See below.
Speed: The typical sailing ship's base speed is 32 miles per day. this speed can be increased by horse trains, the Faster ship feat, and by enhanced sails.
Hit Points: A Ship's hit points represent how much damage it can take and remain mobile. A Ship reduced to 0 is immobile, A ship reduced below 0 will start to sink.
Crew capacity and Cargo capacity.b] These values represent how much cargo and how many people your ship can carrry.
The Ship also has a fifth statistic that is independent of the others. A ship's [b]Unrest Score. On long and arduous journeys, such as the one your ship will likely face, tensions and unrest between sailors and travellers is unavoidable. As unrest grows, members of the crew may question a captain's leadership, want to turn back or sail via a different route, or otherwise disrupt the ship's function.
A mutiny can occur whenever a ship’s Unrest score exceeds its Morale score. Whenever this is the case, the ship takes a –1 penalty to its AC and on Attack, Security, and Resolve checks for every point by which Unrest exceeds Morale. In addition, a ship in mutiny must make a Resolve check (DC = 20 + the ship’s current Unrest score) each day. If it fails this check, the ship moves at half its base speed that day. If the ship fails this check by 5 or more, the ship either refuses to move or moves at half its base speed in a random direction (other than the direction desired by the PCs) that day.
A ship can offset its Unrest score by increasing its Morale statistic when it gains a level. Unrest has no upper limit, but it cannot be reduced below 0.
Gaining Unrest: When any of the following events occurs, a ship must succeed at a Resolve check (DC = 20 + the ship’s current Unrest score) or gain 1 point of Unrest: A sail is lost or the ship is heavily damaged, a traveler is killed (even if subsequently brought back to life), the ship is reduced to 25% of its hit points or fewer, or the ship makes no progress during a 12-hour travel day because of an adverse event.
Reducing Unrest: A ship’s Unrest score is reduced by 1 whenever the ship gains a level. In addition, a ship can attempt a DC 20 Resolve check with a penalty equal to its current Unrest score whenever the ship performs one of the following actions: Filling a new crew position, adding a ship improvement, spending a day resting (this does not include days spent making repairs or otherwise working, nor days spent unable to move because of adverse events or conditions. Also may not be used consecutively on the Open Sea.), or consuming double the ship’s consumption for 1 day. If any of these actions are performed while in a port, the ship gains a +5 bonus on its Resolve check. A success on this check reduces the ship’s Unrest score by 1 point. A failure results in no change. For every day a ship spends berthed in a friendly port, its Unrest Score reduces by 1.
In addition, certain situations throughout the Adventure Path may increase or decrease a ship’s Unrest score.
Giving away 1 cargo unit of trade goods to the ship crew also reduces Unrest by 1, and giving away 1 cargo unit of party treasure decreases Unrest by 3. However, buying loyalty in this way has diminishing returns, requiring 1 additional cargo unit to provide the same reduction in Unrest each time it is done. Cargo units used in this way are effectively expended, and no longer count toward a ship’s total cargo capacity.
Leadership Roles:
Captain: The Captain leads the crew of the Ship. - Profession: Sailor (Charisma, also useful)
First Mate: The First Mate acts as the Captain's right hand, Also oversees the crew during the Captain's off hours. -Proffesion: Sailor
Navigator – Plots the voyage, - Knowledge (Geography)
Quartermaster – Appraise check. Deals with ships supplies and the buying and selling of items.
DM Rennick |
I apologize for the absence. School work is done and I have one week of rehearsals before break. So I'm going to try and update before I go to sleep tonight, but it may need to wait until tomorrow morning.
Coming soon though, I promise!
DM Rennick |
I thought I stated earlier that I was taking 10 on the next day to identify it. I would have informed the rest of the group of the result.
I think the confusion (At least for me, :P ) came from that fact that while you asked about whether you could OOC, it was never written IC. Not surprising really as I skipped entirely over the day that you would have been able to. >.>
So, for now we'll go as norm, Phaedra scanned said items and everyone knows what they do.
I'll be using a house rule for fluid time to avoid such issues but still get as much info as possible in the game. I'll post it soon.
Purplefixer |
The portable forge is an actual thing. This would be somewhere half-way between. Masterwork tools alone can give a +2 bonus so I don't need a fully equipped full on full size full forge. Which is full. >.>
But with a stone case and iron-lined segment an actual hearth can be created in the rear of the ship. With other cargo balanced forward the rear section becomes a permanent emplacement made for the creation and maintenance of equipment floating on the sea. Anyone with a 16 intelligence and a genius bonus to Know: Engineering could design one for you. ;p
500gp should be sufficient even for a greedy gold-guzzler like Eaton to make it happen. Call it a cross between an alchemy lab and a forge, since he's going to be using it for Construct crafting.
DM Rennick |
My next update will have something for Tellar, I promise!
For the others, this is fairly free form, but I think I gave all the info for you to cover what you need and I will respond to where you go and what you do accordingly.
DM Rennick |
Screw that noise, Sin's still on the ship and I've yet to fill your spot with a replacement player. You want back in, you are in.
On a side note, presentations done. I'm going to sleep now (glorious sleep) But you'll be updated tomorrow morning my time.
Sinders |
Still on the ship huh...? Well damn... We can always say my sneaky little Ninja was hiding in the hold or something I guess. I will gladly jump back in, if everyone else is up for it! Thanks Rennick! :D Ill go read up on what I missed, so that I can jump straight in, if everyones okay with it!