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I use a desk (dm screen and laptop up and open) and side leaf for all the books and journals (running 3 different campaigns based on player availability). Players play around two 3'x8' folding tables next to desk and the table is full of the buffet of food they bring and gaming supplies. The battle map is on the 32" tv on the wall. I use D20Pro and run my wife's laptop as a client for players to use. They still roll everything using real dice, nothing beats that. And we use d20pro for measuring distance and laying down spell templates or area of effect. I use pyromancers website to build custom maps, and have purchased about ten PDF maps off of Paizo.com for use as well.

The other two groups i have play online from across two provinces in Canada and use d20pro exclusively. So no table for that. Just the desk.

Hoping to finish nerd cave soon and have a bigger tv (55"-60"), and custom table with drawers and shelves for each player. Also, players chip in for gaming materials (adventure paths) and rule books i purchase. And they are also funding the custom table so i hope to put custom engraved trophy plaques at each players seat if they helped fund the table.


As per the Core Rulebook, pg 445. Unconscious characters must begin making Constitution checks immediately upon being submerged (or upon becoming unconscious if the character was conscious when submerged). Once she fails one of these checks, she immediately drops to –1 (or loses 1 additional hit point, if her total is below –1). On the following round, she drowns.

That being said, I belief the keelhauling does 1d3 points of damage on a slow keelhaul. Minimum of 1 point even if the character makes their reflex save. And it's a pretty good DC to save (Reflex 20). So if an average pc fails a few saving throws and you roll a decent roll here or there on damage, you could knock a pc out within 7-8 rounds and then the drowning danger comes in. Which I believe is the biggest danger of keelhauling.

I had a characters rogue keelhauled for stealing something from the kitchen. (He planted it in Fipps locker and when Mr. Plugg and Scourge went searching the ship with their handpicked search party they found it in the characters locker instead, heh!) Anyway. He had toughness as a feet and a con of 16 so he had 14 hp to begin with. He made a few saves and hit negative hit points after 10 rounds and made his first constitution check and failed the second...so basically he would have drowned had he been under water another round. Lucky for him it was only 12 rounds.

Just take one of your characters and run him/her through a mock keelhaul and see what would happen. Interested to know if anyone else has had to do this and the results.

Maglok wrote:

Apologies for the double post, but I was looking into piratical punishments some more and I had a few questions:

First of all the keelhauling, slow is 12 rounds, fast is 6 rounds. A character can hold his breath for twice his CON score if he doesnt take standard/fullround actions. Basically if you are keelhauled slow and you have 6 CON you are fine. If you run out of CON rounds, you still get to make a CON check every round to see if you actually drown. The basic pirate has 11 CON, thus 22 rounds of holding your breath. What am I doing wrong? Or is it really only supposed to be the dmg that do characters in? If anyone can pretty much live through a keelhauling with breathing it is not that scary.

Next up: Whipping! 3 lashes with 1d3+1 nonlethal dmg means your average d8 HD player of level 1 goes down on the third strike, cause really when does anyone really miss those slashes (I do roll to hit, but you know). So when someone gets 6 lashes it is lights out for anyone. It then takes an hour for every point of non-lethal dmg to recover. Which would mean the character is down to less hitpoints for at max his hp in hours. That's 8 on average in my campaign. (Though there is some healing available dont you worry). Am I doing it right in that almost no one can walk away from 6 lashes and most also buckle on 3 lashes?

Next up: The Cat! Lethal damage, nasty. Nastier, obviously, same thing though. Two-three lashes with the cat can drop someone in the negatives. I guess with the cat that is ok, since you gotta do some bad stuff.


the system only works that way Talon for deposit phase. And only when magic items value is less than 4000GP. If any one item is worth more than 4000gp it can be sold in the third phase of economy step.

Also my PC's were starting to withdraw money (1BP a month for 2000GP) as they could easily get rid of unrest. But they also didn't get the 1BP bonus following month for making stability check as their unrest was not at zero at start of upkeep phase. They also thought they'd each get 2000GP/6PC's per month for running the kingdom. I told them it would be 2000/11 councilors as the NPC's would want to get paid as well.


Talon Moonwalker wrote:
To answer your question though, the total sales of minor magic items have to be worth over 4k before it generates a single point of BP

So say the PC's sell minor magic items from 3 different cities/districts, and the total sales is over 4000gp in value you'd award them the 2 build points?


Hey guys. About to start running VV and have read through half of this posting so far. I have a quick question and it may be answered somewhere else in the KM forums. But concerning my party's kingdom growing slowly compared to others, i had a question regarding the generating of magic items for the kingdom. For those buildings that generate minor, medium, or major magic items I am using a generating program that does well when compared to actually using treasure generator and game mastery guide I find that about 85% of the time the minor items are potions/scrolls and well they should be. My question to you guys is: Are you automatically saying any minor item generated gives you 2BP for selling it regardless of what was generated? Or are you strictly generating magic items that meet the GP requirement to get BP's. Ie minor - 4000gp+ value Any links to other posts aprpreciated.

Thank you.