| GM Nayr |
Here's what we can do - first, you could pay me outright and we part ways, job done. Second - we can trade; I can buy and resell some of that plunder ya got in your hold, and we have places here in our small community that have needs of other goods you have. Third - I underwrite as a shareholder in The Oncoming Storm. That means I get one third of all your plunder till you've paid a third over the refitting cost total for squibbin' your ship. And, I'll throw in a five percent discount for any future refitting of ships in your fleet.
Above was Rickety's payment plans
| Sphen86 |
If it comes to it, I'm down for plunder splitting. We can take our time on that, Ricketty won't know how much we've really taken in.
| GM Nayr |
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Gotcha; and if you remember - Tap negotiated 500 GP off and 5% off of future dealings for your taking care of their poisoned water.
There was also quite the haul of items that you took away from the Charau-ka cavern, including that +1 set of full plate, which bought new is around 5K if I remember right
We're at the point at which we're going to get into some sandbox ship stuff soon; there are many encounters you can have on the open seas, but it'll be largely up to you. Keep in mind that you always have Fishguts and Sandara for advise - they've certainly been around the isles before. Just let me know how you plan to settle up, what if anything you plan to sell, and when you're ready to go...and where you're headed...that's all....
| Sphen86 |
Set sail for the open seas! We have a ship. Now let's get ourselves a fortress!
GM Nayr, how do you feel about any of us taking the Leadership feat? Sounds like we may need some bodies soon. Especially once we start our ARMADA OF DOOM!!!!
| GM Nayr |
No worries!
Yup, sure would, though you've got a ton of loot that could be liquidated. Some of it would be hard to sell here in this little outpost, but keep in mind that Rickety sees the coming and going of many pirates looking to spend some treasure for powerful items...with which to get more treasure
| TapTap |
I've been super busy too. Sorry.
How about we take a look at the Shackle's map linked to in my character's bi line, and decide on a destination?
Should we head to a city port to sell items?
Knowledge: 1d20 + 5 ⇒ (10) + 5 = 15Firegrass Isle
Knowledge: 1d20 + 5 ⇒ (1) + 5 = 6Goatshead
| TapTap |
Firegrass seems a whole lotta trouble, imo
Which thugs are we speaking about? Pegsworthy?
I'd prefer going to a larger city to offload loot and the ship's booty.
| TapTap |
avoiding other pirates for just a bit seems prudent...
| TapTap |
Is Senghor or Bloodcove on the Shackles map? I'm having a hard time finding either.
https://docs.google.com/drawings/d/1C_otaDX6y8J2CwtvKwY-JLRp6zlj_aTHneihu9h B3Qs/edit
| Sphen86 |
I still vote we go to the "abandoned" fort and take it over. Then go and sell off some treasures when we're tougher and more BA.
| GM Nayr |
Right now, you're at 40 tons out of a potential capacity of 150 tons, so you do have some room. Finding somewhere to sell some of your more exotic items would no doubt be good, and it would take one of those major ports.
Of course, you don't actually need a set destination. If you want to just track out west, north, or south, then you're bound to run into someone or something.
| GM Nayr |
I put some titles under Current Crew; please let me know who you'd like to assign to the following roles, if anyone. It doesn't make a ton of difference, but there may be some rolls that others have to make in combat, so we'd use their modifiers for associated skills.
Carpenter/Surgeon
Cabin boy/girl
Master Gunner
Quartermaster
| TapTap |
Nayr: I am not sure on what basis to make those decisions :)
btw, Tap as Captain never made sense. While he is charismatic, he has no ranks in sailing. So he is captain in name only, when it comes to maneuvering, battles, etc, either Rush or Jack should be the BATTLE CAPTAIN.
| TapTap |
Rush: Which fort are you talking about?
Let's sail west along the coast, eventually on our way either to Port Peril or Quenton, which I am guessing are major settlements?
| GM Nayr |
Understood, and yeah, you probably wouldn't
Were it me, I'd do:
Carpenter/Surgeon - Kerruk or Sandara
Cabin boy/girl - this would just be someone to pass messages about...don't really need to specify one
Master Gunner - kind of moot till you have some big artillery
Quartermaster - who do you trust to guard your loot from your crew, and sign out weapons and such?
| Sphen86 |
Rush has no desire to be captain. I can tell you that much right now. He is used to being a valued member of the crew with his ability to tell the weather so accurately. But he has never been in a command position before. Not to say he wouldn't take it, but it would have to happen organically. He wouldn't be opposed to giving commands in the heat of battle, however. A "battle master" or some such.
As for the fort I was referring to, Tide Water Rock. As a player, I would love to have a fortress, even if it's just a little one. But it seems that more people want to go and off load some cargo and gain loot. Which I'm also good with.
| xeyed-jack |
Sunyata, I think you came along with all of us. TapTap has a nice hi-res Shackles Map linked to above his posts. We are discussing several options.
* there is a fortress on Tide Water Rock that we might want to take (if this is not a trap being set for us, btw), to use as a base of operations
* we have loot to sell. With the gold we get from that, maybe we can equip ourselves better, pay off our squibber too.
* if we're going to sell our loot, we need to decide where. the larger the city, the higher the price of the loot we sell, supposedly, and the more likely we can sell it, and the more likely we'll find items that we want to buy. some cities are evil and unlawful, some are neutral, some are lawful good. Lawful good cities are probably gonna hang us as pirates if we go in.
My vote is that we offload some of our loot and invest in our equipment and possibly additional crew, and then take the fortress. Problem is, I think that we'll need people to hold the fortress, while we are out pirating...
I have to assume the fortress is occupied. It could be that big artillery may be the kind of thing we need to take it on.
| GM Nayr |
Yikes Sunyata! Are you in the medical field perhaps?
Right, so what you have to weigh is:
Bigger the port, better chance to get a good price for loot and more items to sell, but higher visibility and the chance to run into Harrigan or someone equally distasteful
Smaller port, harder to sell loot, but less visibility
| TapTap |
Just a reminder of terms.
Loot: Treasure we find in adventures.
Plunder: Goods that we obtain and hold in our ships, and sell according to the plunder rules
plunder tracking sheet
[edit see next plost for plunder rulles link]
We have loot to sell, and plunder to sell. Our ship has room for more plunder.
In real life term, I bet taking the fort will take at least a month of real-life time.
| TapTap |
Well the was the tracking sheet: I think this is the shakedown of the plunder rules, as linked to on the game page:
| Sphen86 |
Also, why limit ourselves? Do we have a specific (in-game) reason to stay in the Shackles? Why not set sail for Absalom? Unlikely to run into Harrigan, HUGE city, exceedingly likely to find buyers and sellers of what we want, far enough out that they won't know of us and thus won't hang us for pirates.
GM, would that be kosher, or an "outside the scope of this adventure" sort of thing?
| GM Nayr |
Phew....that's a much bigger Sandbox!
Ultimately, I'd be fine with that, but I'm not sure you're up for that yet. There are wider, deep ocean concerns, the Chelish navy that would be a thorn in your side, and your DM's general lack of preparation for that.
That being said, I don't have a problem with it, I'd just need to dig up some encounter tables and prepare a bit.
Now...in the future, i.e. after Skull and Shackles, I'd fully expect your 20-level gang to go take over the world with your fleet.
You would also have one heck of a storm to try and get through, as well...
| Sphen86 |
Fair enough. It seems that the consensus is to go and sell things. I believe the biggest town would be the best. And we handle running into anyone who has a problem with us if it happens. Like pirates.
| TapTap |
I suppose one nice thing about having a captain is that we can create a decision making regime that is time efficient. While Tap is captain, I'll propose orders, and if one of Tap's officers says "aye aye sir", effectively seconding the order, the order will stand, or if a day of RL has passed without a player interjecting with a contrary idea, the order will stand. When contrary ideas are proposed in the absence of a seconding aye aye, we can vote between the two proposals. If a new captain is desired by a plurality, we can have a moot.
| TapTap |
I might have asked this before...but I feel like the Shackles Map I found is tooooo revealing....like it was the GM's copy.
Shouldn't we have a map that is more blank, or at least only with the major ports/landmarks listed?
| SubiculumHammer |
The map is highly spoiler-intensive since it gives the precise location for over 150 islands, towns, and sites of interest throughout the Shackles.--so says the source of the map.
Perhaps we should be given bits a and pieces at a time, except for major islands, major ports. My memory is not so great as to have memorized it.
| xeyed-jack |
1. Tap I accept your proposal. So I give my first AyeAye Capn' Tap!
2. I do agree the map is very detailed, and although I've given it a good look or two, there's a hells lot I don't remember. I don't want spoilers, but on the other hand, these aren't unknown waters, and any ship is going to have some good maps on hand, I'd guess.