Skull & Shackles (solo, complete) (Inactive)

Game Master Whack-a-Rogue

Homebrew Website
Spheres wiki
Island of Empty Eyes

Infamy: 50
Disrepute: 1
Plunder: 21/22


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Any help on infamy if we 'crack the rock'?


That's a good question! XD


I totally forgot to finish getting a flag, you care if I retcon purchasing one, or did we find a jolly rogers laying around, if not we can send up a piece of black cloth...

something like this


That's a pretty great flag. XD Feel free to retcon a purchase.


Thanks, the flag sight was great to play with. If I had the graphics I would change the 'bones' crossing in the back to the silhouette of his estoc and harpoon-hand, will work on the retcon for the next post or two.

Still need to decide who's manning the ballista's and watching the ship. How many crew on each ballista?


Just one is needed. It takes two full-round actions to reload it, though, so putting a second crewmate on each ballista might be a good idea to speed that up.


hmmm looks like I forgot the + 1 to the estoc's damage so instead of 29 points of damage (assuming the crit hit) it should be 31 :)


What do to with the ship and crew indeed. So this becomes the puzzle, what to take and what to leave, How many crew does the ship have and how many does it need to sail it? Are there any passengers worth kidnapping? Does Elek have any idea what the value of the ship would be to sell if he were to Squib it?

Assuming the cost for Squibbing would be about the same, that would be all the plunder. But probably worth it in the long run. Let me make an influence roll to see how many crewmembers we get in comparison to how many crewmembers there are and how many we need to sail the boat, then I will decide.

Does the boat have any 'ships boats' we could put people adrift in?


This ship requires 20 crew at minimum to sail. There are no ransom-worthy passengers, but if you feel like joining the slave trade, you'll get 1 point of plunder for the crew. I'm guessing that's not an option for Elek, though.

As long as it's relatively undamaged, you can typically sell a ship for 5 points of plunder. The best options for ports are Bloodcove and Senghor due to their size.

No 'ships boats,' unfortunately.


wow, so some kind of damage resistance or something. The problem with sphere's is theirs a lot I don't know. Both her abilities and my own.

With his fly skill at +12, if he decides to fly and attack with the cannon. I assume a move action to fly and an attack action to fire the cannon. Assuming he'd stay flying nearby to stay within the 35 ft what would he need to roll for the flying?


That's part of why I'm doing this - for exposure. XD She's using several things from the Duelist sphere. Eventually, you'll run into enemies with abilities from multiple spheres. The system has many synergistic talents that enable interesting videogame-esque combos.

For what you're wanting to do, it's a DC 10 to "move less than half speed and remain flying." Your maneuverability will add a modifier. If [clumsy], I believe it's a -8 to the check, so as long as you roll a 6+, you'll be fine. You'll also want an Acrobatics check to avoid an AoO.


Not sure I'll go that route, but it's an option. I'm hoping with his 'nothing to lose' mentality that he'll prevail, but don't want to be too predictable.

So need to get maneuverability a little higher for the roll to be automatic.


If I recall correctly, your maneuverability improves based on wind conditions. As your storm ramps up, you'll fly better.


That's what I'm thinking, also planning on picking up "Severe Weather" for that exact reason. The question just becomes how soon, I'll probably pick up "Lengthened Weather" first.

edit: Also hoping to find out if the Captain is a Thrune, or if it's just one of those "I am Negan" things. If she is she'd make a nice prisoner...


She isn't a Thrune. Just a particularly dedicated commander.


Darn, still might make a good prisoner, assuming Elek didn't kill her, I probably should go check out the game thread.

edit:
So how many wounded?


I believe Goatshead is the nearest port, how far is it?

also, how many crew does the chelaxian ship have?


It'll take one day to sail to Goatshead. The Chelish ship requires a minimum of 20 crew to sail, so counting yourself, I think you have just barely enough people to get her where you're wanting to go.


Wow, so did the ship have any plunder?

So in theory he could dump the crew and captain in Goatshead. Would he be able to sell the ship there? How far would Bloodcove and Senghor be from there?

Guess I should decide if I'm doing one ship or a fleet, thinking just one ship but it is tempting.

So were watching the grandkids (one and a half and four), so not posting quite as quick as usual, but will get at least one more in today.


Your Benevolent Dictator wrote:
The captain has a MW cutlass and a MW chain shirt on her. You can ransom her at Bloodcove for 50gp.

hmmm, thought she had a longsword, but is her cutlass nicer than Crimsons?

not sure he'll ransom her, may just let her go.


You can sell the ship at either Bloodcove or Senghor. Both are about one day away from you.

You're right, actually. She has a longsword. We've had so many people with cutlasses and rapiers that I completely forgot. XD


So is Bloodcove large enough too purchase silk sails.

Was it 1 plunder for crew and resupply? and then 1 plunder roughly equals 1,000 gp?

How do we go about selling the Caravel? How do we go about ransoming the captain. not sure I'm going to yet, but I like the option :)

Still need to figure out who to give the chain shirt an longsword to, do you thing Breaker would use them?


You can purchase silk sails from Bloodcove.

Crew shares and resupply is 1 plunder, and plunder is approximately 1,000gp. It's dependent on the size of the port, though. Bloodcove will be more profitable than Goatshead but less profitable than Senghor.

Selling the Dowager Queen will take about a week, and you can ransom the captain at any time.

Buying/selling/equipping crew are mostly abstracted to save time. Crew Upgrades are something you can purchase, and giving everyone higher-quality gear is one of the options. Since you've been doing this person by person, it'll end up being a very cheap upgrade whenever you're ready to pull the trigger on it. XD


Ok, it looks like 800 for plunder, can he sell the rest of it, or is it one a day as well. How do we go about selling the ship?

So how do we go about with "crew Upgrades"? And is giving out the gear to each person the best way or would you recommend doing something else.


Yes, it's one plunder per day, just like Influence and crew recruitment attempts. XD

For selling ships and/or ransoming prisoners, you just need to let me know you want to do it, and I'll let you know how much you earn. Pretty much everything's abstracted to save time.

Here's the list of crew upgrades.
Got Your Back: lessens crew casualties (2,500gp)
Masterwork Arms: increases crew attack/defense (10,000gp)
Vicious Fighters: crew deals extra damage against enemy crews (10,000gp)
Well Paid: increases crew morale/health (10,000gp)

The special gear you've been giving out can be used to reduce the price of the crew upgrades. For example, the MW armor/weapon you just gave Breaker could knock 225gp off the cost of the Masterwork Arms upgrade.


Cool, so the magical, mw equipment he passes out gets resale value for the MW arms. So I will calculate all of that. At some point I had told Bonnie to pass out the MW weapons to the 'new' Rahadoumi does that count as well, or does it have to go to 'named' characters?

I intend to let the chelaxian captain go when we leave Bloodcove.

So he needs 10 pts infamy to be recognized as a legitimate 'free captain' can he keep gaining infamy, or is it not as important as some other things. (I know he can only get three here in Blooodcove, but thought I should ask.)


Do I get to count the "Shackles of Compliance" (resale value 1,930 gp.) which I gave to Artful as part of The special gear given out?

Also, once I purchase the "Masterwork Arms" can I keep applying the gifts to other upgrades, or are we done?

Also when start recruiting crew can I focus on race or skill, I'd like to pick up at least two sailors with 'night vision' one of which can handle the helm the other the crows nest. Once I'm at 60 sailors we will work in three shifts. I figure when we attack, well Wake whom ever is asleep to man the ship and then the rest of us attack. So 40 fight, 20 stay on deck.

edit: this is just a reminder to myself that I need to sell the Whale skull covered in scrimshaw that functions as spell scrolls - alter self, black tentacles, blur, color spray, daylight, enlarge person, hypnotism, slow, touch of idiocy, and vampiric touch.

Since were using the ABP do we calculate magical weapon prices normally? so the animal bane dagger would be 8,302 gp./2 = 4,151?


So Mathematically speaking: Prices calculation

Tidewater Cutlass: 1,855 gp
Boarding Pike of Repelling: 2.308 gp.
Vindictive Harpoon 5,305 gp
animal-bane dagger: 4,151 gp.
"Shackles of Compliance:" 1,930 gp.
MW Handaxe (with notches to indicate kills): 153 gp.
MW Handaxe: 153 gp.
MW Dagger x2: 302 gp.
MW Silver Dagger - Bonnie: 161 gp.
MW Cold Iron Sickle: 156 gp.
MW longsword: 157.5 gp.
MW chain shirt: 125 gp.

Total 16,756.5 gp


Anything you pass out to the crew counts - including the shackles of compliance (reduces a boon's cost by 1,640gp). Any gifts you give the crew will apply to a crew upgrade of your choice.

Ten points of Infamy will unlock the first tier of Disrepute options. You can gain up to 100 Infamy over the course of the campaign. To be recognized as a Free Captain, you'll need to obtain what's essentially a letter of marque from the Hurricane King. You'll need a fair bit more than 10 Infamy to secure an audience.

You can actually earn up to 5 Infamy per port.

If you'd like some of your crew to have darkvision, that's perfectly acceptable. The crew is just an abstraction, after all, so it can consist of pretty much whoever you want.

An animal bane dagger would be 2gp dagger + 300 MW + 2,000gp bane enhancement = 2,302gp. Selling price = 1,151gp. Due to ABP, +X enhancements don't exist, so they don't factor into the calculation.

On a related note, due to ABP, magic weapons/armor (except for your bound equipment) max out at +5 worth of bonuses.


Tidewater Cutlass 1,355gp /2 = 677gp, 5sp
Boarding Pike of Repelling 2,308gp /2 = 1,154gp
Vindictive Harpoon 8,305gp /2 = 4,152gp, 5sp
Animal-Bane Dagger 2,302gp /2 = 1,151gp
Shackles of Compliance 3,280gp /2 = 1,640gp
All the MW items 2,413gp /2 = 1,206gp, 5sp

Total: 9,981gp, 5sp


Thank you for the explanation on the infamy points, any idea how many to get an audience with the Hurricane King? Is that something I can roll knowledge on, or will that information happen as we advance?

Once we get maximum infamy points I'll start rolling for crew. Like I said, will be looking for a couple of races with night vision, It looks like there are a fair amount of dwarves in the city so may hire a few.

so just running through the process outload to make sure I've got the right idea.

I totally forgot about the ABP, So I totally buggered up my math and will redo it. The list I gave you was at resale value not the cost for normally calculated items. So the PFSRD says

pfsrd wrote:
To determine the price of specific weapons and armor, remove the flat enhancement bonus and reduce the item’s cost by the amount listed on the table below. For example, a flame tongue is normally worth 20,715 gp, but under this system, it would lose its +1 enhancement bonus and its price would be reduced to 18,715 gp.

Are we following that? It looks like when you calculated the animal bane dagger you didn't subtract the value of the first bonus, instead you made the first bonus the 'bane' so by the PFSRD ABP cost would be 6,302 gp. and a resale value of 3,151 gp. by our calculations the original cost would be 2,302 gp. and resale cost of 1,151 gp.

I don't care either way, because it will come out in the wash, I'll make less selling items, but spend less buying them. but I may need some help recalculating as the other three items are 'specific' items.

The 'tidewater cutlass original cost is 3,395 gp. by the PFSRD ABP rules it would be 1,395. gp. the extra enhancement is not as valuable as + 1, but do I make it 2,315 gp the same cost as an enhancement?

The vindictive harpoon would original cost 10,305 gp. By the PFSRF ABP rules it would be 8,305 gp. Vindictive is + 1, but the benefit of functioning under water and taking no penalties aren't listed so we give them a + 1 as well; totaling + 2. Which would make it's purchase cost 8,305 gp. uh exactly the same....

Ok, last item, Boarding pike of repelling original cost 4,308 gp. PFSRD ABP rules, cost is 2,308 gp. If I calculate it using the ability to extend as a + 1 bonus then it's cost would be 2,308 gp. which is also the same.

So recalculating assuming a magical item as a minimum of a + 1 bonus, and the first bonus costs 2,000 gp. like you stated. Calculating original cost and resale cost.

Animal -bane Dagger: 2,302 gp./ 1,151 gp.
Shackles of Coompliance: 3,280 gp/ 1,640 gp.
Tidewater cutlass: 2,315 gp/ 1,157.5 gp.
Vindictive Harpoon: 8,305 gp/ 4,152.5 gp.
Boarding pike of Repelling: 2,308 gp./ 1,154 gp.
MW Handaxe (with notches to indicate kills): 306 gp./ 153 gp.
MW Handaxe: 306 gp/ 153 gp.
MW Dagger x2: 604 gp. (302 each)/ 302 gp.
MW Silver Dagger - Bonnie: 322 gp./ 161 gp.
MW Cold Iron Sickle: 312 gp./ 156 gp.
MW longsword: 315 p./ 157.5 gp.
MW chain shirt: 250 gp./ 125 gp.
20925 gp./10,462,5 gp.

Does that math work for you?


The Hurricane King audience is actually the first bit of Book Three. XD The current section is the campaign is essentially a giant sandbox where you're working on increasing your Infamy enough that the Free Captains won't see you as "nameless easy prey." In addition to capturing ships and selling plunder, there are a few side treks that can be used to rapidly boost your reputation. Tidewater Rock is one of those. XD
------------------------------------------------------------------------
I'm not actually sure how Paizo's ABP works regarding pricing. I've just been removing the +X enhancement (if any) and recalculating manually. Here's my breakdown:

Tidewater Cutlass: subtract 2,000gp due to the +1 enhancement. New price 1,395gp/697gp, 5sp (I'd mistyped in my previous post)

Boarding Pike of Repelling: subtract 2,000gp due to the +1 enhancement. New price 2,308gp/1,154gp

Vindictive Harpoon: +1 returning is a +2 equivalent bonus, so the additional properties are worth 2,305gp. Then dd 2,000gp to bring back the returning property. New price 4,305gp/2,152gp, 5sp (I'd completely messed up in my previous post because I tried to do it all in my head)

Animal-Bane Dagger: subtracting the +1 enhancement makes this a +1 equivalent weapon. New price 2,302gp/1,151gp


So with the recalculated 'specific' items:

Animal -bane Dagger: 2,302 gp./ 1,151 gp.
Shackles of Compliance: 3,280 gp/ 1,640 gp.
Tidewater Cutlass 1,395gp/697gp, 5sp
Boarding Pike of Repelling: 2,308gp/1,154gp
Vindictive Harpoon: 4,305gp/2,152 gp 5 sp.
MW Handaxe (with notches to indicate kills): 306 gp./ 153 gp.
MW Handaxe: 306 gp/ 153 gp.
MW Dagger x2: 604 gp. (302 each)/ 302 gp.
MW Silver Dagger - Bonnie: 322 gp./ 161 gp.
MW Cold Iron Sickle: 312 gp./ 156 gp.
MW longsword: 315 p./ 157.5 gp.
MW chain shirt: 250 gp./ 125 gp.
16,005 gp./ 8,002 gp. 5 sp.


Sounds good to me. XD


Your Benevolent Dictator wrote:

[dice=Selling Plunder]1d20+17

While selling the last of your plunder,

You gain 850gp and two dwarven recruits.

in Full discloser Day 4:
Elek Kardforgató wrote:

As the crew started to arrive to return to the ship he told them they would be in port three more days. Knowing most of them had spent their last copper, he started passing out the last of the plunder so they would have a little gold in their pocket.

since were in town three days more than he originally told the crew, I hope it's ok to pass out the "plunder" and count it as "spending plunder" it seems like a theatrical way to do it, and it gives the crew money for the next three days to keep them happy.
day four infamy, going to 'spend' the last plunder to add + 2 to
to the infamy roll

[dice=influence (infamy)]1d20+17+2 lol, well so much for a little help!

I didn't sell the last of the plunder, I used it to give to the crew so they would have money to spend. But I'll be happy to take the two dwarves :)


Ah, I misunderstood. No worries; I'll just subtract that amount from the gold you'll get selling the Dowager Queen. XD


ok, just didn't want to cause any confusion, I will remember to add the amount in.

Also, doesn't the consortium run this town?


Yes, it does.


Retired to SUMITHA

great, I'm picking a fight with the folks who run the town, hopefully I can make it a matter of honor and justify chasing them off.

It may also give me a good reason to dislike the consortium and target their ships :)


Chanting and inanimate objects coming to life? Your not making this easy...


Heh. XD I'm running you through a PFS Scenario.


Cool, as long as I get a chance to sell the whale skull I've been setting on, I totally forgot about it.


Most definitely. There's still a few days until the Dowager Queen sells, so you have plenty of time.


So if this thing is heading his way, we may change that action.


So it's not hers, that's really disappointing, thinking retreat, not sure yet. I will at least redo the post a little


Ok so attempted to blow the small parts of the thing away, if that doesn't work will either full retreat or fly, can he 5ft step and fly away with out putting himself in an AOO?

Edit
I checked discussion, looks like the short answer is no.

If the thing gets close enough to hit him, will need the acrobatics roll to avoid the AOO, May have to full retreat before using the standard for 'Mantel'

It's getting late enough the brain has turned foggy...


Sorry about the confusion on the post last night. Trying to decide whether to run away or fight, and if fight, whether to do it from the ground or blast it from the air.

How big is the thing, what does elek know about it, since the image says 'garbage golem' I'm assuming its a construct, which would be an arcane roll (yeah I had to check to make sure it was arcane) You want to guess how often my characters are making 'arcane knowledge rolls? This may not be the first one but it's close.

knowledge( arcane): 1d20 + 9 ⇒ (14) + 9 = 23


It's a Large construct that's immune to most magic. If you fight it, make sure you've had your tetanus shot. XD


wasn't sure on the size wanted to see how long it's reach was.


Sorry, I should have asked, does the wind have any effect on the thing, or does it's actions change? Does the halfling take his hand or does she run off?

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