Dungeon Master S's "Skull & Shackles" (Inactive)

Game Master Chris Marsh

TACTICAL MAP |Island Gazetteer | The Shackles
HANDOUTS | MAP TEMPLATES | Naval Combat
CAMPAIGN RECORDS | DRAMATIS PERSONAE | Ports of Call

The Fleet

Current Date: Calendar

Initiative:

[dice=Foes]d20[/dice]
[dice=Kiltem]d20+1[/dice]
[dice=Ko]d20+6[/dice] (Always in surprise)
[dice=Arthur]d20+4[/dice]
[dice=Lucky]d20+11[/dice] (+2 in the water)
[dice=Slappy]d20+2[/dice]

Skill Quickpost:

Perception
[dice=Kiltem]d20+13[/dice]
[dice=Ko]d20+11[/dice]
[dice=Art]d20+9[/dice]
[dice=Lucky]d20+15[/dice] (+4 v. Traps, +2 in water)
[dice=Slappy]d20+17[/dice]

Stealth
[dice=Kiltem]d20+1[/dice]
[dice=Ko]d20+7[/dice]
[dice=Art]d20+1[/dice]
[dice=Lucky]d20+14[/dice] (+2 in Water)
[dice=Slappy]d20+14[/dice]

Sense Motive
[dice=Kiltem]d20+2[/dice]
[dice=Ko]d20+7[/dice]
[dice=Art]d20+0[/dice]
[dice=Lucky]d20+6[/dice]
[dice=Slappy]d20+14[/dice]

Prof Sailor/Pirate
[dice=Kilt]d20+8[/dice]
[dice=Ko]d20+10[/dice]
[dice=Art]d20+10[/dice]
[dice=Lucky]d20+12[/dice]
[dice=Slappy]d20+4[/dice]


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Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)
Arthur Cantor Delgado wrote:


I'm of the opinion that simply approaching the ship directly, without subterfuge, would put them off-balance (either confused as to "what are they REALLY planning?" or "man, they don't suspect anything! This'll be easy!!")

I"m also of the opinion (hunch really) that we should be able to convince at least some of the currently hostile crew to simply sit this out & see what happens. but again, that's a hunch only.

There is a couple that we will probably have to fight. But I think some will probably sit it out and follow whoever wins.

That colorspray scroll could come in very handy and probably incapacitate half of the low level crew members. They should give up after we kill Plugg and Scourge.


Male Bekyar Mwangi (Human) Slayer (Vanguard) 7, HP 65 (65), AC 19 (T32,FF16), Init +6, Per +11, Fort +7, Ref +8, Will +3, CMD 23, CMB +10

I suppose the main problem I have with the straightforward approach is, what happens when they don't let us give a rousing speech, and lob fire arrows at our boat from max range on the high ground behind cover while we slowly row up to them and then try to climb aboard the ship under a hail of missiles?


Male Bekyar Mwangi (Human) Slayer (Vanguard) 7, HP 65 (65), AC 19 (T32,FF16), Init +6, Per +11, Fort +7, Ref +8, Will +3, CMD 23, CMB +10

If we don't want to have a deception plan, which I will play along with, but think is tactically nuts, we should at least sneak aboard the ship under the cover of darkness and confront them on an even playing field


AC: +19, T: +14, FF: +15 (+1 vs. Traps) | Fort +3 / Reflex: +9 (+1 vs. Traps) / Will: +2 | Max HP: 45 | Character Sheet | Piranha | Tactical Map |TCELES B HSUP!
Harisko "Ko" wrote:
If we don't want to have a deception plan, which I will play along with, but think is tactically nuts, we should at least sneak aboard the ship under the cover of darkness and confront them on an even playing field

What he said. Even if the deception fails we haven't lost anything by trying it.

Ok so write a message about water in the sand with coconuts or undead corpses or something.

Sneak out to ship, hide.

If we can draw some off great.

Either way, give speech and/or fight. Focus speech on the crew, and fight on scourge/plugg. Slappy in support with crowd control via color spray.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

I'm back, but it'll be a bit before I'm caught up


AC: +19, T: +14, FF: +15 (+1 vs. Traps) | Fort +3 / Reflex: +9 (+1 vs. Traps) / Will: +2 | Max HP: 45 | Character Sheet | Piranha | Tactical Map |TCELES B HSUP!

The B.S. flag is coming... I can feel it in my bones


Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)
"Lucky" Lucas D'Endrin wrote:
Harisko "Ko" wrote:
If we don't want to have a deception plan, which I will play along with, but think is tactically nuts, we should at least sneak aboard the ship under the cover of darkness and confront them on an even playing field

What he said. Even if the deception fails we haven't lost anything by trying it.

Ok so write a message about water in the sand with coconuts or undead corpses or something.

Sneak out to ship, hide.

If we can draw some off great.

Either way, give speech and/or fight. Focus speech on the crew, and fight on scourge/plugg. Slappy in support with crowd control via color spray.

okay, I'm willing to go along with that. We write a message in the sand, accented w/ coconuts. Hopefully we can lead at least a few to come investigate. Kiltem can cast cast FogCloud, focused on the ship. We sneak in under the fog. We dispell the fog and then execute.

How does that sound?

Does anyone want to take point and lay out a big colorful post?


M Human L7 Swashbuckler (Picaroon) HP 61 / 61 Init +5; Panache: 1 / 3 CL 4 / 4 AC 21 FF 15 T 16; F3 R8 W2(+2 vs fear); CMB 8
FA Tooth:
[dice=Tooth]d20+13[/dice] [dice=damage]d6+5[/dice] [dice=Tooth]d20+8[/dice] [dice=damage]d6+5[/dice]

Fog on the ship is an excellent idea, a winner!! (as is Lucky's idea of writing a message using undead corpses. Marks for originality)

rewriting/arranging for simplicity & to be sure I understand.

1) attempt some form of message to indicate "we found water but can't get it to the ship" to see if we can lure anyone out.

2) if successful, we either try to befriend/convince whomever comes out (barring that, incapacitate) if they're susceptible to same, or kill them if it's Plugg or Scourge (highly unlikely) We then get on our now-3 boats, and proceed to the "approach" part of 3)

3) if NOT successful, we split into 2 teams, using the 1 longboat we came in on, and the hat/boat (this will allow us to board faster than all on 1 boat), we approach the ship, after Kiltem Fogs it. That SHOULD allow us to close with it, and perhaps even board, with minimal risk.

4) as soon as we're on the deck, I or Slappy (or anyone else who wants to try?) make a quick appeal to anyone who is not Scourge or Plugg to depose them, or at least stand aside & let things play out.

5) Put a few more holes in Plugg & Scourge, and keep as much of the other crew as we can, and can trust (at least a little).

and THEN we decide whether to go to Port Peril & rejoin Harrigan, or if we strike out to be pirates on our own.

sound about right?


Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)

Yes!


AC: +19, T: +14, FF: +15 (+1 vs. Traps) | Fort +3 / Reflex: +9 (+1 vs. Traps) / Will: +2 | Max HP: 45 | Character Sheet | Piranha | Tactical Map |TCELES B HSUP!

No


AC: +19, T: +14, FF: +15 (+1 vs. Traps) | Fort +3 / Reflex: +9 (+1 vs. Traps) / Will: +2 | Max HP: 45 | Character Sheet | Piranha | Tactical Map |TCELES B HSUP!

1. Write a message in the sand at night.

2. Immediately, everyone sneaks out to the ship and waits in hiding in one big group. Maybe some baddies go out to the beach, maybe not...

3. Either way we suddenly jump out onto the deck and speechify and swashbuckle.

4. Take the ship.

5. Deal with the away team people when they return with additional swashbuckling.

6. Win D&D


M Human L7 Swashbuckler (Picaroon) HP 61 / 61 Init +5; Panache: 1 / 3 CL 4 / 4 AC 21 FF 15 T 16; F3 R8 W2(+2 vs fear); CMB 8
FA Tooth:
[dice=Tooth]d20+13[/dice] [dice=damage]d6+5[/dice] [dice=Tooth]d20+8[/dice] [dice=damage]d6+5[/dice]

I approve that amendment.

note on the "one big group:"
1) we may not all fit on one longboat
2) if we are in 2 boats, we are 2 targets & can unload twice as fast. We'll still stay physically together, but we should be in 2 boats.


Male Bekyar Mwangi (Human) Slayer (Vanguard) 7, HP 65 (65), AC 19 (T32,FF16), Init +6, Per +11, Fort +7, Ref +8, Will +3, CMD 23, CMB +10

Definitely good with amended plan and agree two boats are better than one.


Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)

We got some pretty good loot in the fight.

I'm busy for a day or so. Please speak out here in discussion tab and lay claim to loot you want. I'll make note of stuff in the party bucket in a day or two.


Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)

Does anyone NOT wear armor? Bracers of Armor would be for that person

I'm assuming EVERYONE would like the Amulet of Natural Armor? We can dice for it.

Ko? Delgado? Lucky? Who wants the Tidewater Cutlass?

The Wand of Mirror Images is pretty sweet. I think Slappy is the only one who can use it, unless Lucky's UMD is higher than I think it is.

A couple of good potions too

Masterwork Ax, someone should grab that. Decent secondary weapon and/or throwing weapon.


AC: +19, T: +14, FF: +15 (+1 vs. Traps) | Fort +3 / Reflex: +9 (+1 vs. Traps) / Will: +2 | Max HP: 45 | Character Sheet | Piranha | Tactical Map |TCELES B HSUP!

Can anyone else see the tidewater cutlass? The link takes me to the handouts slides, where I only see the hat and about 7 other slides.


Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)
"Lucky" Lucas D'Endrin wrote:
Can anyone else see the tidewater cutlass? The link takes me to the handouts slides, where I only see the hat and about 7 other slides.

It takes me to handout slides too, but I can see it. There is a slide for the cutlass, a pic and short description


Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)

4th level 1d8 ⇒ 7 Hit points


Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)

4th level!!!

4 Skill points: Perception, KnowNature, Survival, Flying

4th level ability score raise: +1 to Str

Storm Druid ability: Eyes of the Storm (can see through 10' of magical or natural mist/fog/gas/wind/rain, nullifying any concealment

Kilt's 1st and 2nd domain spells are ObscuringMist and FogCloud. He plans on using said mist/fog to wreak havoc, he can run into fog w/ fog's concealment and strike at foes who gain no concealment benefit. Will try to do this without screwing the rest of the party. Maybe just target archers/casters and go after them. Let rest of party go after the others.

and

WILDSHAPE!!!!!!


Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)

I hate to sound like a broken record. Please check on the "party bucket" header on my character sheet where I keep track of treasure.

There are still items that I don't think anyone is using.

Like the TideWater Cutlass. Its fragging magical +1 with a once a day watery bullrush. Someone should be jumping on that.

Amulet of Natural Armor +1, this is a sweet AC bonus. We probably all want this. How about we roll for it? highest D20?

Bracers of Armor +1, I think we all wear armor of some sort. I'm assuming we are selling this when we get the chance.

Wand of Magic Mirror, Slappy this is yours, a second wand for you

Please claim stuff and track it on your sheet.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |
Kiltem Stormcrow wrote:

I hate to sound like a broken record. Please check on the "party bucket" header on my character sheet where I keep track of treasure.

There are still items that I don't think anyone is using.

Like the TideWater Cutlass. Its fragging magical +1 with a once a day watery bullrush. Someone should be jumping on that.

Amulet of Natural Armor +1, this is a sweet AC bonus. We probably all want this. How about we roll for it? highest D20?

Bracers of Armor +1, I think we all wear armor of some sort. I'm assuming we are selling this when we get the chance.

Wand of Magic Mirror, Slappy this is yours, a second wand for you

Please claim stuff and track it on your sheet.

This is a theme in so many games!


Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6
Kiltem Stormcrow wrote:

4th level!!!

4 Skill points: Perception, KnowNature, Survival, Flying

4th level ability score raise: +1 to Str

Storm Druid ability: Eyes of the Storm (can see through 10' of magical or natural mist/fog/gas/wind/rain, nullifying any concealment

Kilt's 1st and 2nd domain spells are ObscuringMist and FogCloud. He plans on using said mist/fog to wreak havoc, he can run into fog w/ fog's concealment and strike at foes who gain no concealment benefit. Will try to do this without screwing the rest of the party. Maybe just target archers/casters and go after them. Let rest of party go after the others.

and

WILDSHAPE!!!!!!

sweet!!!

We need to come up with a battle language that allows you to give coordinates of enemy positions. That way I can thundercall before all you suckers get into melee.

Is that cool Chris, or are their rules?


Male Bekyar Mwangi (Human) Slayer (Vanguard) 7, HP 65 (65), AC 19 (T32,FF16), Init +6, Per +11, Fort +7, Ref +8, Will +3, CMD 23, CMB +10

Any ideas how we should go about claiming magical treasure? Roll for it? Let the Captain distribute? I'm good with anything.

Ko's leveled, got like 10 skill points, notably have an ever sweetening Diplomacy and Intimidate check.


M Human L7 Swashbuckler (Picaroon) HP 61 / 61 Init +5; Panache: 1 / 3 CL 4 / 4 AC 21 FF 15 T 16; F3 R8 W2(+2 vs fear); CMB 8
FA Tooth:
[dice=Tooth]d20+13[/dice] [dice=damage]d6+5[/dice] [dice=Tooth]d20+8[/dice] [dice=damage]d6+5[/dice]

Magic items, IMHO, should go to who most benefits, dice for ties. Example: I think Ko & Kiltem should get Amu

I’ll consider the cutlass

I need a freakin gun...


AC: +19, T: +14, FF: +15 (+1 vs. Traps) | Fort +3 / Reflex: +9 (+1 vs. Traps) / Will: +2 | Max HP: 45 | Character Sheet | Piranha | Tactical Map |TCELES B HSUP!

Level 4: 1d8 + 1 ⇒ (7) + 1 = 8


AC: +19, T: +14, FF: +15 (+1 vs. Traps) | Fort +3 / Reflex: +9 (+1 vs. Traps) / Will: +2 | Max HP: 45 | Character Sheet | Piranha | Tactical Map |TCELES B HSUP!

Level 4 Hit Points - 8
Extra Ability Score: +1 Dex
Skills: Climb, Disable Device, Disguise, Escape Artist, Know: Local, Perception, Profession: Pirate!, Sense Motive, Sleight of Hand, Stealth, Swim, UMD
Class Stuff: Debilitating Injury, Uncanny Dodge, Rogue Talent: Favored Terrain: Water


Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)
Arthur Cantor Delgado wrote:

Magic items, IMHO, should go to who most benefits, dice for ties. Example: I think Ko & Kiltem should get Amu

I’ll consider the cutlass

I need a freakin gun...

Okay Amulet of Natural Armor +1 1d20 ⇒ 17 Ko roll a 17 or better and its yours.

Delgado or Ko, one of you should take the magic cutlass. Roll for it!

There is also the magic shackles. More of a “group treasure”, but someone should hold it and sort of be in charge of it. Who volunteers?


AC: +19, T: +14, FF: +15 (+1 vs. Traps) | Fort +3 / Reflex: +9 (+1 vs. Traps) / Will: +2 | Max HP: 45 | Character Sheet | Piranha | Tactical Map |TCELES B HSUP!

Lucky will take them under his protection and care.


Male Bekyar Mwangi (Human) Slayer (Vanguard) 7, HP 65 (65), AC 19 (T32,FF16), Init +6, Per +11, Fort +7, Ref +8, Will +3, CMD 23, CMB +10

amulet: 1d20 ⇒ 12


Male Bekyar Mwangi (Human) Slayer (Vanguard) 7, HP 65 (65), AC 19 (T32,FF16), Init +6, Per +11, Fort +7, Ref +8, Will +3, CMD 23, CMB +10

Amulet is yours Kiltem

cutlass: 1d20 ⇒ 4


Male Bekyar Mwangi (Human) Slayer (Vanguard) 7, HP 65 (65), AC 19 (T32,FF16), Init +6, Per +11, Fort +7, Ref +8, Will +3, CMD 23, CMB +10

Art, that cutlass is probs yours!


Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)
Harisko "Ko" wrote:

Amulet is yours Kiltem

[dice=cutlass]1d20

Direct, Amulet is already around Kilt's neck (and on his character sheet)

Art only uses piercing weapons, so the Tidewater Cutlass is yours!


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |
Slappy Wundershart wrote:
Kiltem Stormcrow wrote:

4th level!!!

4 Skill points: Perception, KnowNature, Survival, Flying

4th level ability score raise: +1 to Str

Storm Druid ability: Eyes of the Storm (can see through 10' of magical or natural mist/fog/gas/wind/rain, nullifying any concealment

Kilt's 1st and 2nd domain spells are ObscuringMist and FogCloud. He plans on using said mist/fog to wreak havoc, he can run into fog w/ fog's concealment and strike at foes who gain no concealment benefit. Will try to do this without screwing the rest of the party. Maybe just target archers/casters and go after them. Let rest of party go after the others.

and

WILDSHAPE!!!!!!

sweet!!!

We need to come up with a battle language that allows you to give coordinates of enemy positions. That way I can thundercall before all you suckers get into melee.

Is that cool Chris, or are their rules?

Aye. Just pick a real in game language and we'll say that you guys "practice" it.


M Human L7 Swashbuckler (Picaroon) HP 61 / 61 Init +5; Panache: 1 / 3 CL 4 / 4 AC 21 FF 15 T 16; F3 R8 W2(+2 vs fear); CMB 8
FA Tooth:
[dice=Tooth]d20+13[/dice] [dice=damage]d6+5[/dice] [dice=Tooth]d20+8[/dice] [dice=damage]d6+5[/dice]
Harisko "Ko" wrote:
Art, that cutlass is probs yours!

I relinquish claim to it. It's yours.


1 person marked this as a favorite.
AC: +19, T: +14, FF: +15 (+1 vs. Traps) | Fort +3 / Reflex: +9 (+1 vs. Traps) / Will: +2 | Max HP: 45 | Character Sheet | Piranha | Tactical Map |TCELES B HSUP!

No need for a blacklight on that hammock. It's right there in the description. Totally free of seamen.


Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)

We have 1 plunder we found in the locker. This is equal to roughly 1,000 gp. Lets use this.

Just from going through the party bucket and adding up gp for things Chris gave a monetary value for we have 2,659 gp.
This doesn't include the bonus gold we each earned when we took the Man'sPromise. Or the gold Delgado won betting on the fight.
This also doesn't include some weapons/armor we found/looted. I assume we should sell most of that.

Lets pay w/ 1 plunder (1,000gp worth) and an additional 1375 gp.

This leaves us with 1284 gp. Lets buy/requisition a Wand of CLWs (750 gp). This leaves the party bucket with a minimum of 534 gp left.

This will be more assuming we can also liquidate the rest of the stuff.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Hang on, you're in a village, plunder doesn't have as much value here. (check the chart).


Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6

I just did check the chart.

1 plunder in a village = 300 gp, to a max of 400 gp with a DC20 check. Which I'm sure we can reach.

I'm not a fan of getting a line of credit. I'm willing to gut our items to pay for it outright. I don't want to be beholden to this guy at all.


Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)
Slappy Wundershart wrote:

I just did check the chart.

1 plunder in a village = 300 gp, to a max of 400 gp with a DC20 check. Which I'm sure we can reach.

I'm not a fan of getting a line of credit. I'm willing to gut our items to pay for it outright. I don't want to be beholden to this guy at all.

I get not wanting to finance things.

However, can we finance it now. And sail into a larger port and get way more $$ for our stuff. Then sail back here and pay it off?

There may be some story/adventure here too. Like marauding monsters in the jungle we can hunt down for them or something (for reward).


Male Bekyar Mwangi (Human) Slayer (Vanguard) 7, HP 65 (65), AC 19 (T32,FF16), Init +6, Per +11, Fort +7, Ref +8, Will +3, CMD 23, CMB +10

These are the mods with DC 20 or less. Smuggling compartments sound good, but so do a Broad ruddern and Concealed weapon port. Looks like Sailing checks will be important in pirating and the baseline DC in combat is 20, so we will want to have some good ones.

Spoiler:
Broad Rudder: A wide rudder makes a ship more nimble, granting a +1 bonus on all sailing checks.
Requirements: Craft (ships) DC 16
Cost: 500 gp
Concealed Weapon Port: The ship’s belowdecks area undergoes major reconstruction in order to house Large direct-fire siege engines, such as light ballistae or cannons, if they are in use in the campaign. A concealed weapon port can only be recognized on a successful DC 15 Perception check. Each concealed port reduces a ship’s cargo capacity by 5 tons, in addition to the space required by the weapon itself.
Requirements: Craft (ships) DC 16
Cost: 100 gp per port (in addition to the cost of the weapons)
Extended Keel: The ship’s keel is longer than usual for a vessel of its type. The ship’s measurements from bow to stern are 10% longer than normal, though cargo capacity is not appreciably affected. The ship is more stable, and grants a +1 bonus on all sailing checks. This improvement must be installed at the time of the ship’s construction and cannot be added later.
Requirements: Craft (ships) DC 19
Cost: 10% of base ship cost
Figurehead: Some ships sport fanciful carvings on their bowsprits. This modification is strictly cosmetic, with no real impact on game play. Players are encouraged to design their own custom f igureheads, such as dolphins, mermaids, and other such creatures of myth.
Requirements: Craft (carpentry) or Craft (sculptures) DC 10
Cost: 100–1,000 gp, depending on the port and the craftsman
Glass Bottom: The bottom of the ship is inset with wide windows, permitting those inside to gaze into the ocean. This has no effect on ship performance, other than making the ship’s bottom only as strong as thick glass (hardness 1, hp 3, Break DC 8).
Magically Treated Control Device: The ship’s steering wheel or tiller is magically treated, doubling its hit points and hardness. This improvement can only be added by a spellcaster with the Craft Wondrous Item feat.
Requirements: Craft Wondrous Item, Craft (ships) DC 15
Cost: 1,000 gp
Magically Treated Hull: The ship’s hull is magically treated, doubling the ship’s hit points and hardness. This improvement can only be added by a spellcaster with the Craft Wondrous Item feat.
Requirements: Craft Wondrous Item, Craft (ships) DC 15
Cost: 4,500 gp per square of ship
Magically Treated Oars: The ship’s oars are magically treated, doubling their hit points and hardness. This improvement can only be added by a spellcaster with the Craft Wondrous Item feat.
Requirements: Craft Wondrous Item, Craft (carpentry) or Craft (ships) DC 15
Cost: 100 gp per oar
Magically Treated Sails: The ship’s sails are magically treated, doubling their hit points and hardness. This improvement can only be added by a spellcaster with the Craft Wondrous Item feat.
Requirements: Craft Wondrous Item, Craft (sails) DC 15
Cost: 500 gp per 5-foot-square of sails
Ram: The ship bears a standard ram, usually sheathed in bronze or iron, mounted on its bow. A ship equipped with a ram deals an additional 2d8 points of damage with a ramming maneuver, and ignores the damage for the first square it enters of a solid object, and all damage from ramming creatures or other objects (such as other ships).
Requirements: Craft (ships) DC 10
Cost: 50 gp (Large ship), 100 gp (Huge ship), 300 gp (Gargantuan ship), or 1,000 gp (Colossal ship)
Silk Sails: Few ship improvements are as beautiful as the addition of silk sails. These sails can be designed in whatever color the player desires; they are often embroidered with striking images of the sea. Such sails are usually imported from faraway lands. Silk sails give the ship superior rates of movement, as they capture and displace the wind more efficiently. A ship with silk sails gains a +1 bonus on opposed sailing checks to gain the upper hand. The ship’s tactical speed in ship-to-ship combat is not affected, but its waterborne speed is increased by 10%.
Requirements: Craft (sails) DC 16
Cost: 15% of base ship cost
Smuggling Compartments: The ship’s bulkheads are modified so that gaps between them can serve as hidden cargo storage areas. This does not change a ship’s cargo capacity. A smuggling compartment can hold anything that fits within a 5-foot cubic space. If you are using the plunder rules (see “The Life of a Pirate” in Pathfinder Adventure Path #55 for details on the plunder system), in general, two smuggling compartments are required to hold 1 point of plunder. A DC 20 Perception check is required to locate smuggling compartments in a search of the ship.
Requirements: Craft (ships) DC 19
Cost: 500 gp per 5-foot-square compartment
Sturdy Hull: The ship’s body has had additional supports and layers of wood added to it, making it thicker and more resilient. The hull’s hardness is increased by 2, but the ship’s cargo capacity is reduced by 10%.
Requirements: Craft (ships) DC 16
Cost: 10% of base ship cost


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Also, because I want the game to be about Skulls and shackles, not interest rates and ledgers, you can agree to finance, and then earn gold the ol'fashioned way, killing monsters.


Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)
Dungeon Master S wrote:
Also, because I want the game to be about Skulls and shackles, not interest rates and ledgers, you can agree to finance, and then earn gold the ol'fashioned way, killing monsters.

Excellent!

So Mr Hake, do you have any monster problems?


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M Human L7 Swashbuckler (Picaroon) HP 61 / 61 Init +5; Panache: 1 / 3 CL 4 / 4 AC 21 FF 15 T 16; F3 R8 W2(+2 vs fear); CMB 8
FA Tooth:
[dice=Tooth]d20+13[/dice] [dice=damage]d6+5[/dice] [dice=Tooth]d20+8[/dice] [dice=damage]d6+5[/dice]

For the cost (50 gp?!?!) a ram is a necessity!!


Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)

Just to be clear, Kiltem bought a partially used Wand of CLWs for the party. Its on his character sheet for now. However, in the future it may be better for Slappy to be the keeper of the wand. Because when Kiltem is wildshaped, he can't use a wand and all his gear is "unavailable" to the party.

Spent 435 gp for wand out of party bucket. We are keeping all our valuable treasure to sell in a larger market where we can get a better price for it. All I did was total up the coin for this purchase. At the bottom of the party bucket is coin totals. There is 64 gp and 14 pp left over for party expenses.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

You can sell your stuff at the normal 50% The only special rules are for plunder.

Once I get a free moment I'll try to make a singular post that consolidates this stuff. Also, once we get used to it, it should be easy.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

AVAST YE PIRATES AND READ THIS!

Main Theme:

Be pirates! Now that you've got a ship, it's time to actually do some pirating. This is going to entail a few things:

  • Plot hooks offered up by me.
  • Opportunities to simply pick a port or a target and head there.

    In the mean time, you've got a bone to pick with Captain Harrigan, and he most certainly will have one to pick with you. Now, you can't simply hunt him down, or even claim to be pirates right now. Pirates need a reputation. So get your sea-legs about you by starting small. Once you're infamous enough, he'll figure out what happened.

  • Infamy:

    This is old hat to people who play PFS, but if not it can be a bit confusing. In this campaign we measure how infamous you are by your infamy score. It's a number that acts like a level. A pirate with 11 infamy is more infamous than one with 5. You can earn infamy by:

  • Completing major plot points.
  • Going into town and spending a day spreading the word.

    Disrepute is a resource. Whenever you get an infamy, you get a resource. The more infamous you get, the more options you'll have for spending this resource.

  • Plunder and Economy:

    There are a few values to note that each port of call has:
  • Base Value: This is the value of the most expensive item you can shop for. Most times there will be some items guaranteed (and they'll be listed), but it's the maximum you can spend on any one item.
  • Purchase Limit: This is the maximum amount of money a Port of Call can handle being spent in a week. The value completely resets every seven days. I'll track it on the calendar
  • Spell Casting Services: This is the highest level spell you can have cast by an NPC in town. Some specific NPCs can break this rule.
  • Plunder!: Plunder is a special unit of treasure in the game. Buying, selling, and using plunder is it's own thing, and isn't affected by the values above.
  • Downtime:

    When the game "zooms out" and it's not an adventure you have a list of options available to you. This is called Downtime. Each of these options sucks up "1 day". I'll list the options here for ease of reference:

  • Gain Infamy
  • Add spells to a spellbook
  • Craft Mundane/Magical item/New Spell
  • Diplomacy (Gather Information) "Thorough"
  • Heal others
  • Replace an animal companion/familiar
  • Recruit replacement pirates
  • Research Facts and Lore
  • Rest
  • Retrain
  • Train an Animal
  • Ply a Profession to make money

  • M Human L7 Swashbuckler (Picaroon) HP 61 / 61 Init +5; Panache: 1 / 3 CL 4 / 4 AC 21 FF 15 T 16; F3 R8 W2(+2 vs fear); CMB 8
    FA Tooth:
    [dice=Tooth]d20+13[/dice] [dice=damage]d6+5[/dice] [dice=Tooth]d20+8[/dice] [dice=damage]d6+5[/dice]

    Day 1: Art plies his trade, trying to gain some extra cash.

    Profession (pirate): 1d20 + 8 ⇒ (20) + 8 = 28 <--buh-buh-BAM!!


    MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

    lol The bad news is, that's 2 gold and 8 silver for the day. Still, it's money


    AC: +19, T: +14, FF: +15 (+1 vs. Traps) | Fort +3 / Reflex: +9 (+1 vs. Traps) / Will: +2 | Max HP: 45 | Character Sheet | Piranha | Tactical Map |TCELES B HSUP!

    Yeah, the money for nothin' stuff kind of sucks. It is to ensure you actually go out and slay dragons I'm sure. Even at his height, Odric would be lucky to pull in 4 or 5 GP in a day if I recall.


    Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6

    So, Slappy is going to be mad alchemist by day, and barroom talespinner at night.

    So besides making Alchemical fire, and Tanglefoot bags... any requests from the crafting?

    Alchemical items

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