Bag of Devouring

Big Pile O' Booty's page

15 posts. Alias of Sundakan.


RSS


So, Plunder is sold at 130% value, meaning from this sale you get 13, 000 gp. -1 for the crew share = 12, 000 gp to start.
--------------------------------------------
Presumably, you sell off a bunch of junk as well.

-A scepter (300 gp)
-Coral statuette (125 gp)
-9 diamonds (900 gp)
-500 gp
-a ruby-studded scepter worth 400 gp, a silver tea set worth 75 gp, a gold ring worth 50 gp, two diamonds worth 500 gp each, three sapphires worth 250 gp each, eight fire opals worth 100 gp each, 12 aquamarines worth 50 gp each, 1,754 gp, 2,319 sp, and 6,438 cp. (5725 gp value)
-Assorted Treasures (5, 576 gp value)
-A bigass diamond (1000 gp)
-A jeweled headdress(800 gp)
-A jade necklace (350 gp)
-A darkwood mask, carved to look like the face of a Skum (100 gp)

Divided by 2 = 7, 688 gp
--------------------------------
I am assuming you don't want any of this:

-+2 Leather Armor
-+2 Shortsword
-+1 Pistol
-Spellbook
-43 gp
-Misc basic equipment (component pouch, thieves tools, etc.)

Besides maybe the spellbook, I'll get a list up later.

Total/2 (minus spellbook) = 7, 071.5 gp
------------------------------------------------

Or any of this:

-A Ring of Sustenance
+2 Shortsword (Large Dagger)
-Net of Snaring
+1 Glamered Elven Chain
+1 Keen Cutlass
-Cloak of Resistance +2
-Headband of Mental Prowess +2 (Int and Cha, adds ranks in Bluff)
-Gloves of Swimming and Climbing
-a Helm of Comprehend Languages and Read Magic
-a Ring of Improved Swimming.
-a Rod of Wonder

Total/2 = 51, 870 gp

-------------------------------

I am assuming you will keep:

-All consumables
-Pearl of Power III

Should there be no objections, this will be a final total of 78, 630 gp

Making everyone's INDIVIDUAL SHARE 15, 726 gp

Post any purchases in DISCUSSION.


Luckily, Gurram finds no enemies. If she had, and had followed Krom's orders, she would have ignited barrels of black powder belowdecks and destroyed the ship and the rum you came to get off of it.

As-is, she finds 5 Plunder worth of rum, each stamped with Arronax Endymion's seal.

Fargo himself has:

-+2 Leather Armor
-+2 Shortsword
-+1 Pistol
-Spellbook
-43 gp
-Misc basic equipment (component pouch, thieves tools, etc.)

He was an Arcane Trickster. Didn't live long enough to do anything with it.

The captain's cabin holds no special loot, but looking around the Jester's Grin itself might make a fin prize if you wanted to begin building a fleet. It is full of many hideyholes and smuggling compartments, and the have been fashioned so they can be deployed with extraordinary speed, so it can go from a standstill to a (considerable) top speed in a fraction of the time. Offensively and in raw size it is dwarfed by the Pallor, but not every ship needs to be a flagship, eh?


Whenever Ixrul figures out a way to get it off the bottom of the ocean and transport it to port, it will sell for 14, 000.

You guys ready to go smuggler hunting yet?


Those rules are in Campaign Info.

Quote:
There's a table, but copying that would be a pain, so here's the gist of it: The smallest town will only buy your s&!& for 10% of its value by default, but you can increase it to 20% with a successful skill check (Starting at DC 10, going up by 5 for every 5% after the normal value, for all but the largest towns which go up by 10 for every 10%, but can be pushed to give you MORE than the base value). Every step up in town size will buy 10% more of your stuff by default and can be pushed up another 10% for smaller towns, 20% for medium sized towns, or even 40% for large cities. The largest city size (Metropolis) will buy 100% of your Plunder by default, and can be pushed to 140% with a check.

The loot list is correct, but add these items:

A potion of Heroism
-A Ring of Sustenance
-An anchor, made of bone and skulls. It detects as magical.
-A wand (made of bone) of False Life (23 charges)

-A bigass diamond (1000 gp)
-A jeweled headdress(800 gp)
-A jade necklace (350 gp)
-A darkwood mask, carved to look like the face of a Skum (100 gp)
-A lot of alcohol, ivory, whale oil, and other loot adding up to 10 Plunder.

The anchor is:

Bone Anchor:

SKELETON ANCHOR Aura moderate necromancy; CL 7th Slot none; Price 14,450 gp; Weight 100 lbs. DESCRIPTION

This ship's anchor is crafted offused bones and skulls, but it has the strength and hardness of iron. When attached to a ship by a
rope or chain and dropped into the water, the anchor increases its weight to properly anchor the ship it is attached to.

Once per day, the skeleton anchor can hold the ship it is attached to immobile for up to 1 day, or until commanded to release.

The greatest property of a skeleton anchor, however, is to summon undead skeletons from the corpses of drowned mariners, who rise from the depths ofthe sea and clamber up the sides of the ship to serve as its crew. The undead created by the anchor are 1 Hit Die skeletons (Pathfinder RPG Bestiary 250) that possess Profession (sailor) scores of +7. Each skeleton can perform the duties of one crew member but has no other abilities. The skeletons cannot speak, attack, or even defend themselves. They are not proficient with any weapons or armor. The skeletons obey the commands of the ship's captain or pilot, but they only obey orders pertaining to the operation of a ship.

A skeleton anchor can be used just once every 7 days to create up to 28 skeletal crew members. The skeletons do not count against the maximum total Hit Dice worth of undead creatures that the user can control. The skeletons act as crew for 1 week or until dismissed by the ship's captain or pilot. At the end of the week, the skeletons abandon the ship.

CONSTRUCTION Requirements Craft Wondrous Item, desecrate, levitate, skeleton crew (Pathfinder Player Companion: Pirates of the Inner Sea 29); Cost 7,250 gp


2 people marked this as a favorite.

Just saying, I'm more intelligent AND charismatic. I have the headband and everything.


Everywhere except the shipwreck. To save some time(since there are no encounters here and you can make that Percepton DC on a 1), let's skip to the treasure:

+I keen cutlass
-a watertight scroll tube
-A scroll of transmute rock to mud
-two scrolls of water breathin.
-a jeweled scepter worth 300 gp
-a coral statuette worth 125 gp
-nine diamonds worth 100 gp each
-450 gp

And with that, your exploration is complete.


Skeleton Anchor:

SKELETON ANCHOR Aura moderate necromancy; CL 7th Slot none; Price 14,450 gp; Weight 100 lbs. DESCRIPTION

This ship's anchor is crafted offused bones and skulls, but it has the strength and hardness of iron. When attached to a ship by a
rope or chain and dropped into the water, the anchor increases its weight to properly anchor the ship it is attached to.

Once per day, the skeleton anchor can hold the ship it is attached to immobile for up to 1 day, or until commanded to release.

The greatest property of a skeleton anchor, however, is to summon undead skeletons from the corpses of drowned mariners, who rise from the depths ofthe sea and clamber up the sides of the ship to serve as its crew. The undead created by the anchor are 1 Hit Die skeletons (Pathfinder RPG Bestiary 250) that possess Profession (sailor) scores of +7. Each skeleton can perform the duties of one crew member but has no other abilities. The skeletons cannot speak, attack, or even defend themselves. They are not proficient with any weapons or armor. The skeletons obey the commands of the ship's captain or pilot, but they only obey orders pertaining to the operation of a ship.

A skeleton anchor can be used just once every 7 days to create up to 28 skeletal crew members. The skeletons do not count against the maximum total Hit Dice worth of undead creatures that the user can control. The skeletons act as crew for 1 week or until dismissed by the ship's captain or pilot. At the end of the week, the skeletons abandon the ship.

CONSTRUCTION Requirements Craft Wondrous Item, desecrate, levitate, skeleton crew (Pathfinder Player Companion: Pirates of the Inner Sea 29); Cost 7,250 gp

In short, yes. You need at least 30 people to man your ship, so Captain Ixrul needs to keep at least one of you guys alive to man the boat with the skelemen.

10 points to Slytherin.


10 Plunder is a lot of stuff to transport. As a reminder each single point of Plunder is TEN TONS of goods. Your ship can't even carry that much (you have a 50 ton capacity, increased to 75 tons by your Captain's Chest).

That's probably adjusted down a bit sine some of that is in gems, so that shaves off a ton or two. The bigger issue is getting it all up top.


You transfer safely into the room, and collect yon booty.

You find:

-A potion of Heroism
-A Ring of Sustenance
-An anchor, made of bone and skulls. It detects as magical.
-A wand (made of bone) of False Life (23 charges)

-A bigass diamond (1000 gp)
-A jeweled headdress(800 gp)
-A jade necklace (350 gp)
-A darkwood mask, carved to look like the face of a Skum (100 gp)
-A lot of alcohol, ivory, whale oil, and other loot adding up to 10 Plunder.

Ixrul dispels the Symbol of Insanity while the loot is searched, so everything can be moved through the door...though the long swim may still make retrieving this treasure problematic.


In the ship is a locked chest. presumably you bring it to the surface, and have someone unlock it or bust it open.

Inside is:

-A +1 Keen Cutlass
-1 scroll of Transmute Rock to Mud
-2 scrolls of Water Breathing
-A scepter (300 gp)
-Coral statuette (125 gp)
-9 diamonds (900 gp)
-500 gp

Updated the Booty profile by the way, tell me what's in there that has been claimed already.


It is a Ring of Improved Swimming.


Opening the secret door leads into...a small room. Very small, in fact, only 6 feet tall. No wonder the cyclopes missed it.

Inside are a number of small chests and crates, and a robed skeleton.

Inside these are:

+1 glamered elven chain
-a bag of holding (type II)
-gloves of swimming and climbing
-a helm of comprehend languages and read magic
-an oil of magic weapon
-a potion of lesser restoration
-a scroll of control water
-a scroll of displacement

-a ruby-studded scepter worth 400 gp, a silver tea set worth 75 gp, a gold ring worth 50 gp, two diamonds worth 500 gp each, three sapphires worth 250 gp each, eight fire opals worth 100 gp each, 12 aquamarines worth 50 gp each, 1,754 gp, 2,319 sp, and 6,438 cp.

= 5725 gp

On Bikendi's body:

-Cloak of Resistance +2
-Headband of Mental Prowess +2 (Int and Cha, adds ranks in Bluff)
-A spellbook
-A journal (in cipher, needs Linguistics to translate)

Spellbook:

0th: All

1st: Mage Armor, Magic Missile, Ray of Enfeeblement, Shield, Silent Image, Ventriloquism

2nd: Detect Thoughts, Invisibility, Minor Image, Mirror Image, See Invisibility, Touch of Idiocy

3rd: Deep Slumber, Dispel Magic, Dust of Twilight, Ray of Exhaustion, Vampiric Touch

4th: Arcane Eye, Bestow Curse, Enervation, Major Image, Shadow Conjuration

5th: Feeblemind, Nightmare, Phantasmal Killer, Shadow Evocation


I'm not an innuendo! I swear!


The net is a Net of Snaring.

The rod is a Rod of Wonder, the gambler's favorite rod.


G5: In the pool with the big manta ray is a +2 Large Dagger (usable as a +2 Short sword).

G22: This is a storeroom that holds many boxes full of incense. Arron's alchemical skills identify it as Ishtaval incense, a mind altering drug that produces temporary blindness. It's also mildly addicting.
He also opens the arcane locked door on the opposite side of the room, leading into a vault.

G23: A number of magical items reside here, including a magical Net, a magical Rod, A Pearl of Power (level 3), a Wand of Summon Monster IV (23 charges), a potion of Neutralize Poison, and a Scroll of Divination.

There are also assorted treasures here totaling 5, 576 gp.

Finally, you figure out the magic of the well: A Marid is trapped here, and she greets you when you approach.

"Please! Save me from this prison and I'll reward you!"