| Dewyn Falassion |
I'm partial to The Sea Hag myself, solid spooky pirate ship name. As for plunder, I say we spend what we have to so we can get repairs done and all that, increase our pirate street cred and then worry about being broke :). I'm sure we'll have many an opportunity to score more plunder.
So in short.
Repairs
Upgrades
Pirate street cred
Wilma 'Fire Marshal' Stededving
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Diplomacy for Plunder value: 1d20 + 9 ⇒ (12) + 9 = 21
Diplomacy: haggling to get the price down: 1d20 + 8 ⇒ (20) + 8 = 28
The Sea Hag she's called, and she wears many a jewel, if ye be catching my drift.
Nice name! That should work well, for calling a ship 'she': the Hag is waiting! Back to the old Hag!
Fix er up well, and and you'll see your share of it.
Can I craft siege weapons here, to have a lower cost? If so:
Craft(Siege), aid from Crew: 1d20 + 8 ⇒ (3) + 8 = 11
Craft(Siege): 1d20 + 8 ⇒ (20) + 8 = 28
Bookkeeping: 5 point of plunder at 40% value: 2000 gp. 2050 of loot.
We pay: 2400 (minus any discount?) for repairs, squibbing
Cannon are not available? In that case, can I change my Weapon proficiency to ballista? I've always seen that choice as Weapon Prof (Standard available siege weapon on a ship), so if that is ballista, that's what it should be :)
800 for a heavy ballista (400 if crafting)
My suggestion: pay with actual gold first, we will get a much better price for the plunder in a big port. That would be:
Expenses: 3200
Pay with: Gold 2000
Plunder: 3 points (1200 gp at 40%)
| Darvan Waverider |
no dice on the possible 4th player. the search continues.
in the meantime, if we need muscle, I say we use Owlbear. He'll be simple enough to run if he just beats people with an oversized club.
The fact that he's a little slow means that it won't be too amiss if he doesn't say much or object to being bossed around by the rest of the crew.
| Keith S. |
Yes. Make a roll each time it is the player's turn (before you bleed).
| Keith S. |
Possible Rules change.
I am considering (very seriously) to convert this campaign to commonplace firearms (from emerging firearms).
This is a link to those rules.
One primary change is that firearms become martial weapons.
Firearms are also muzzle loaders - flintlocks, wheelocks, etc. Single shot per barrel.
No cartridge based guns (advanced firearms).
Most siege engines would be replaced by cannon and bombards.
Folks could modify their characters to fit the new rules without qualm, although you have to stick with the levels you have chosen. This means cannon are available here in Ricketty Squibs and Wilma can change her siege weapon choice.
What do you think?
Wilma 'Fire Marshal' Stededving
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Sounds like something that is far better suited for a pirate campaign, so I'm all behind it.
Having ships with ballista mounted on top seemed very inefficient to me (though there is something appealing about having a whopping catapult on your deck). I think ships with guns give better flavour :)
At the next level, I'll be taking that feat that gives me proficiency will all siege weapons anyway, so for me the character rebuild is very minimal (just read 'cannon' where it now says 'ballista'). In fact, for a technical reason (PcGen doesn't recognise cannon as a siege weapon), I'm leaving my character sheet unchanged for the moment, if you don't mind.
| Keith S. |
OK. That's the direction we will go. There are not many firearms at Squibbs but you can purchase basic pistols or muskets but not anything else.
He also has a few cannon available for 6,000 gold each - so refund yourself the ballista price that you paid earlier and decide what you want to buy in the way of cannon.
| Darvan Waverider |
I updated the loot sheet and removed all references to Atri.
Bad news: we're close to broke
Good news: 3-Way Split!
Keith, can we get a key to the numbers on the map for the ship?
What are areas B6a and B7a?
B6 is first mates cabin?
B7 is the captain's cabin?
B9 looks like crew quarters.
What's up with B8, B10, B11, B12, and B13?
If we find some money and get to civilization, is there a good space to set up an alchemy workshop for Dewyn?
Do we have enough weapons to arm the crew we took on here at Rickety Squibbs?
Did we get provisions?
Do we have stats on our small boats? How many people do they carry?
| Darvan Waverider |
| Keith S. |
legend and map link added to campaign info tab.
Two ship's boats, each can carry 2 tons of cargo or 12 passengers or some combination thereof.
The Sea Hag is fully provisioned.
I fixed the hp on the campaign tab too (my bad for missing that).
I added the ballista back to the description.
| Keith S. |
The crew is armed with the normal motley collection of weapons - boarding pikes, axes, cutlasses, knives.
You are short on firearms.
To where do you sail?
| Darvan Waverider |
I'm thinking we sail south along the coast to one of the larger ports in Sargava ... either Eleder or Bloodcove.
The goal being to either find ships to raid or a decent sized city to sell our loot.
We could sail north through the shackles, but I'm thinking other ships will be better armed through there.
Opinions?
| Keith S. |
Dewyn - your character shows as level 3 in the "title bar" or whatever it is called alongside your avatar.
You are 4th now.
Also - assume you picked up enough spells while at Ricketty Squibbs to have your max allowable known in your spellbook.
| Darvan Waverider |
Would it be weird to carve a set of Augury bones out of sahuagin bones?
| Keith S. |
Yes it would be weird. But I am all about weird.
As a side note, I am heading off on a business trip early Sunday morning (who holds classes on Sunday afternoon and night?).
Should be back in touch on Wed. Maybe Tuesday if traveling goes well.
| Keith S. |
Ship combat refresher:
Your ship has hp on the hull (1620) and the sails (360).
Your ship's armor class is 2 plus the profession: sailor skill rank of the pilot (or Captain, if he is giving orders to the helmsman). You may substitute a wisdom modifier for this.
Your ship's saving throw is +6 plus half the profession: sailor skill rank of the pilot (or Captain, if he is giving orders to the helmsman). You may substitute half a wisdom modifier for this.
Cannons are in the world but not in this particular fight.
Each round starts with the opposing pilots (or Captains) making a sailing check; the winner has the "advantage" and can choose to close, maintain or increase distance.
Other PCs may fire cannons (one PC may command an entire group, such as firing a broadside, or both cannons on a bow or etc). Same applies to siege engines.
The campaign guide has some info on what various spells do; generally, will type spells won't affect a ship, but will affect the crew.
For purposes of this fight so far, Darvan is the Captain and his sailor skill is driving the ship.
| Keith S. |
sigh....And here I was thinking I should have started you with a smaller boat.
Let's figure out an easy ship combat, then a big one with cannons, and then we can worry about bigger boats.
| Darvan Waverider |
Lets all assume that we saved a collection of Sahugin scales for Willy to use as material components for her Alter Self spell.
Taking the form of a sahuagin will give her a swim speed, darkvision, and the str bonus (which is itself another bonus to swim)
| Keith S. |
I am back at home! Let's get this sea battle back on track!
| Darvan Waverider |
If the captain/pilot of the ship wants to do something else during a turn besides opposed rolls, what happens? I assume the other ship pulls away.
If we're 100' out and Darvan casts hold person at the enemy captain, does the movement happen before the spell? (i.e. Will he be in range or out of range?)
If the enemy captain/pilot is held or blinded or otherwise incapacitated, does the other side automatically win the opposed rolls until someone else takes over?
Note to Weezard: if ever there was a use for a True Strike spell, it would be casting it on a person lining up a shot with a giant crossbow to take out the other side's steering.
Second note to Weezard: if we can't get these guys to slow down and pull over so we can rob them, maybe you could fire one of those Screaming Bolts we got back on the island at them to shake them up.
| Keith S. |
If the captain wants to do something else, someone else can steer the ship (another character grabs the wheel) or a NPC takes the wheel and does it himself (using whatever his profession sailor number is, which I would look up. Prob +3 or +5 or something).
Movement after actions, so the spell goes off and then they move out of range.
You are gaining on them.
| Keith S. |
I have a few hectic days ahead of me so posting may be an issue. We will see....
| Darvan Waverider |
I've updated the loot sheet with the 1000gp and 2 loot points from the Truewind.
I would suggest that we divide the 4 potions as so:
Dewyn: Waterbreathing & Cure Moderate Wounds
Willy: Cure Moderate Wounds
Darvan: Neutralize Poison
| Keith S. |
90% as Quent is a large city.
You can attempt to haggle to get more; the DCs are:
20 =+10%
30=+20%
40=+30%
The most you will get is 120% of the base value of the plunder.
| Keith S. |
I think for simplicity sake, you don't need to worry about paying the crew.
We can assume they either have some plunder of their own they sell or you sell for a bit more than the table in the book, and it goes straight to the crew, or something along those lines.
You can still give crewmembers specific things. For example, you can buy everyone a pistol - in which case you need to purchase the pistols.
Otherwise everyone will have a typical pirate's equipment - probably no armor, a hand weapon or two, and maybe a distance weapon.
| Darvan Waverider |
loot spreadsheet here: Loot
Willy's roll gives us 4000gp from the sale of plunder.
Everyone has 350gp each in personal cash.
Nobody commented on the disposition of the potions
I say we start posting up wishlist items for ourselves and the boat.
Darvan is looking to pick up:
Masterwork Trident 315gp
Masterwork Breastplate 350gp
Wand of Cure Light Wounds 750gp
| Keith S. |
Just so you know - I am running a bit crazy getting ready for a holiday here! Too many folks coming in to visit, so that is affecting my ability to get posts in for you guys.
Hang in there, it should get better after Thursday.
| Keith S. |
Darvan -any of that stuff is available for purchase.
Remember you may want to recruit some crew. Consider that your base is now 35 plus your named members. Minimum crew is 20; you can hold up to 120.
You do have to cannons you can mount in the Hag.
More cannons can be bought.
Remember powder and shot.
Assume the rest of the stuff is included in some of your pricing - things like crew pay, fresh water, food, spare sails, rope, tools, etc.
| Keith S. |
A standard catapult. Are you keeping it or are you going for gunpowder weapons?