Human*, Slayer 9/Inquisitor 4 | HP 113/113 | AC 24 (t16/ff19) | CMD 30 | F +14, R +14, W +13 (+2 vs evil) | perception (darkvision 60') +25, sense motive +23 | +9 initiative | active effects: protection from evil, focused scrutiny, heroism, resist energy (30), crusader's edge
Ok. I've posted the rules for Infamy and Plunder on the Campaign Tab. The TLDR; version is that doing piratey things and then telling the tale in various ports will increase your Infamy and Disrepute levels. The difference between the two is that Disrepute is spendable on Impositions (one-time benefits).
Plunder is just a simplified way to deal with buying and selling trade goods you relieve from merchant ships. It also handles the crew's portion.
I'll most likely move us along to the first bit of excitement some time tomorrow.
I have an image of Nime standing there in her normal regalia of shorts and no top, holding up a soaking wet blouse in one hand and looking at it quizzically and saying, "I don't get it."
I know she's not here, but she's one of my favorite characters, darn it, and she was made for this AP. :) :)
Human*, Slayer 9/Inquisitor 4 | HP 113/113 | AC 24 (t16/ff19) | CMD 30 | F +14, R +14, W +13 (+2 vs evil) | perception (darkvision 60') +25, sense motive +23 | +9 initiative | active effects: protection from evil, focused scrutiny, heroism, resist energy (30), crusader's edge
Uhh... you're the GM... if you want her hanging around Rickety's topless just throw her in as an NPC. Shoot, drop her to 1st or 2nd level and make her a crew member. You're in charge, you get to do those things if you want. Plus it might do us some good to have other bunkmates we can cycle through if we need space from one another, lol.
Human*, Slayer 9/Inquisitor 4 | HP 113/113 | AC 24 (t16/ff19) | CMD 30 | F +14, R +14, W +13 (+2 vs evil) | perception (darkvision 60') +25, sense motive +23 | +9 initiative | active effects: protection from evil, focused scrutiny, heroism, resist energy (30), crusader's edge
So group funds are 1768 with the 500 off from ship modifications. We can always divide it up or keep it where it is. Polli has a headband of alluring charisma and a cloak of resistance +1 in the queue as well.
Donomsail's pearl of power has already been removed from the money pile.
Human*, Slayer 9/Inquisitor 4 | HP 113/113 | AC 24 (t16/ff19) | CMD 30 | F +14, R +14, W +13 (+2 vs evil) | perception (darkvision 60') +25, sense motive +23 | +9 initiative | active effects: protection from evil, focused scrutiny, heroism, resist energy (30), crusader's edge
I’ve been trying to build as a switch-hitter... archery is my go to, but I can do alright in melee, especially if I can flank (because the attack bonus makes up for 2WF penalties and I can do sneak attack damage). Actually, flanking in melee is probably my highest damage output but my AC and HP aren’t especially high, and we can’t always get 3 people into melee, so archery is my preference.
I don’t currently have much of anything in the way of cc at all, but I could pick up some sneak attack debutfs as we go if needed.
OKay. group funds are down to 1268, and a cloak of resistance +1 has been made for Marisan. That would be all until after the next set of fun activities Itzi has planned for us.
After that, once we have 2000 plus a buffer for ship necessities a headband of alluring charisma for Harmony.
Dear Captain Tessa! Don't forget that your rapier has been made into a masterwork rapier, if you don't mind Polli casting a spell on it.
Human*, Slayer 9/Inquisitor 4 | HP 113/113 | AC 24 (t16/ff19) | CMD 30 | F +14, R +14, W +13 (+2 vs evil) | perception (darkvision 60') +25, sense motive +23 | +9 initiative | active effects: protection from evil, focused scrutiny, heroism, resist energy (30), crusader's edge
@Tessa- are you avoiding my question (in gameplay) on purpose?
With the 100gp reduction of the ship reconstruction, we are at 1368.
Do we wish to keep or sell the morningstar +1? Selling it will give us the amount needed to make a headband of alluring charisma for Harmony, once Polli and Donomsail have 2 days to construct it.
Polli's vote is to sell (if we are allowed to of course, given that it wasn't ours).
Human*, Slayer 9/Inquisitor 4 | HP 113/113 | AC 24 (t16/ff19) | CMD 30 | F +14, R +14, W +13 (+2 vs evil) | perception (darkvision 60') +25, sense motive +23 | +9 initiative | active effects: protection from evil, focused scrutiny, heroism, resist energy (30), crusader's edge
I’m for selling it, if anyone here will buy it from us
You've reached the end of Book 2, Part 1. Other than some scripted events, the next part is pretty sandboxy. The primary goal of the rest of this book is for you all to achieve enough Infamy to be able to petition to the Pirate King for the title of Free Captain (or Captains). That will give you standing in the Shackles and a certain amount of protection from other Free Captains predation.
A lot of the sandboxy nature of Part 2 is hunting down merchant ships and going all 'Piratey' on them. :) The question I have for you players is how much of that you'd like to play out in detail. I can see some people having fun with it. But in a PbP game, perhaps not so much. I can see it being a little grindy. So just let me know how detailed you'd like to get. The options range from fully detailed ship combat on one end of the scale to a simple hand-wave, some dice rolled and a descriptive montage on the other end.
Also please look over the Infamy, Disrepute, and Plunder rules on the Campaign tab.
I will defer to Tessa, the combat captain, but I'm fine with largely hand-waving. If our character RP turns up something interesting I'm sure the GM will give us encounters for it...
Human*, Slayer 9/Inquisitor 4 | HP 113/113 | AC 24 (t16/ff19) | CMD 30 | F +14, R +14, W +13 (+2 vs evil) | perception (darkvision 60') +25, sense motive +23 | +9 initiative | active effects: protection from evil, focused scrutiny, heroism, resist energy (30), crusader's edge
I’m fine with a good amount of hand waving, but I think we should maybe hang on to a little of the grinding, just to make room for the RP that can come with that.
Human*, Slayer 9/Inquisitor 4 | HP 113/113 | AC 24 (t16/ff19) | CMD 30 | F +14, R +14, W +13 (+2 vs evil) | perception (darkvision 60') +25, sense motive +23 | +9 initiative | active effects: protection from evil, focused scrutiny, heroism, resist energy (30), crusader's edge
Human*, Slayer 9/Inquisitor 4 | HP 113/113 | AC 24 (t16/ff19) | CMD 30 | F +14, R +14, W +13 (+2 vs evil) | perception (darkvision 60') +25, sense motive +23 | +9 initiative | active effects: protection from evil, focused scrutiny, heroism, resist energy (30), crusader's edge
Don’t worry, cap’n, you and I can do some grinding and I’ll let you be completely in control...
522 left in the group funds. Dividing it up to each of us to not have to keep track anymore and start fresh again.
104gp and 4sp each for all except 5. The last morning star would be the only item in question that would be divided up an extra share though that was mostly used for the headband.
Dedicated Rooms!!!! Yes, that would be lovely. Polli's can double as a carpentry workshop and medbay as well. If that sways our Captaintry in any way.
Or we could have split the captain's quarters into two. And the officer's quarters into two, with the four of us pairing off to mutually acceptable bunkmates. To keep storage.
Easy peasy, should just cost 150 and take an hour. Next level she's going to take craft arms and armor so we can upgrade Wayfinder and anything else people need.