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Chava is correct
Link to Plunder and Infamy Document ![]()
any one in the group can be the main infamy storyteller. I would prefer you have a consensus on who that is and make one roll. To gain Infamy, the PCs must moor their ship at a port for 1 full day, and the PC determined by the group to be its main storyteller must spend this time on shore carousing and boasting of infamous deeds. This PC must make either a Bluff, Intimidate, or Perform check to gauge the effectiveness of her recounting or embellishing. The DC of this check is equal to 15 + twice the group’s average party level (APL), and the check is referred to as an Infamy check. If the character succeeds at this check, the group’s Infamy and Disrepute both increase by +1 (so long as neither score is already at its maximum amount). If the result exceeds the DC by +5, the group’s Infamy and Disrepute increase by +2; if the result exceeds the DC by +10, both scores increase by +3. The most a party’s Infamy and Disrepute scores can ever increase as a result of a single Infamy check is by 3 points. If the PC fails the Infamy check, there is no change in her group’s Infamy score and the day has been wasted. ![]()
recruits: 1d4 + 2 ⇒ (2) + 2 = 4 Quara's half hearted attempt to recruit more sailors would have failed, if Chavakala and Atajay had not assisted with enthusiasm. While they got a few more, they are still a few sailors shy of a prize crew they would need to prize a ship. you need at least 2 more for a decent prize crew ![]()
Pete's color returns as he beats back the poison's effect with the help of Quara and her team. Villagers, and workers celebrate the groups bravery with hearty handshakes, hugs, and thanks. you would get a bonus to score infamy points right now, if you were inclined Hake walks up grinning ear to ear. I knew, I was backin' the right crew. Yer moneys no good here. Eat and drink on the town fer as long as you stay. you have 3 more days before your ship is ready to sale. ![]()
Town's people move in closer to touch and congratulate the heroes. Murmurs of the creature being a water naga, and how the drought is driving them further down the river, and insane with hunger. Pete seems out of it. Talk of Naga poison, and 'he may not make it' abound. heal checks to help The teenage boy hands the towel to Raven. He stands and watches her dry with a goofy look on his face. ![]()
images: 1d3 ⇒ 3
The water slows down Raven's arrow, causing it to curve and miss. Atajay, once again hits the enemy, but she shakes off the stunning effects. The snake woman appears to understand that she is out numbered and withdraws with extraordinary speed. She disappears from view into the briny water with the summoned creatures following after...never to be seen again. Combat is over The adventures return to the surface and the cheers of the town. ![]()
We'll move forward. Shocked by what she sees, Raven does not attack and treads water. Quara image: 1d6 ⇒ 1. Quara lunges at the woman, her blade pierces an image making it disappear Quara's dolphin makes a pass and misses the nimble enemy. Amaric image: 1d5 ⇒ 2. Americ launches into his own attack. He hits a duplicate leaving the real woman untouched. Chavakala image: 1d4 ⇒ 1. Chavakala piles on with expert attacks, but like her comrads, She only hits an illusion. Her pet missed entirely, possibly confused by the number of combatants. 2 images left, Atajay, its your go. Raven: Done
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Raven is drawn to the estuary by the rising voices, and sees her former crew amassing in the water against some unknown foe. She runs towards the water and takes a jumping dive Swim: 1d20 + 3 ⇒ (11) + 3 = 14 Raven slices through the water like an underwater ballista with her weapon at the ready. within 10' of enemy Quara begins to cast a lengthy and complex spell. Amaric does his best to move into position, but his weapon is making it hard to swim. He flounders as he tries to get closer. I'll assume you try another move action to make another swim check swim: 1d20 + 1 ⇒ (13) + 1 = 14 Amaric tries again, and compensates with his free hand to move through the water. within Melee of enemy. Again Chavakala's pet hits with a tentacle. images: 1d6 ⇒ 6 The tentacle strikes home, and does damage, but does not grab her. Chavakala produces waves of healing energy which knit the wounds of both Pete and Atajay. heal 7 damage Atajay releases his spell hoping for the best. images: 1d6 ⇒ 6 Atajay's luck is still with him, as he strike the real one. Fort: 1d20 + 5 ⇒ (4) + 5 = 9 The Snake Lady is dazed Raven: go
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Welcome back Raven! Quara breaks off and swims to Pete. you forgot your swim check. I'll roll it to save time swim: 1d20 + 6 ⇒ (5) + 6 = 11 She reaches him and supports his legs. she tries to push him to the surface. swim: 1d20 + 6 ⇒ (15) + 6 = 21 Quara and Pete make it to the surface. Amaric tosses the rope to Pete and Quara and hands off the rope to a bystander next to him. With a fluid movement, he pulls his weapon and dives in the water. Atajay sends sonic damage at one of the fluttering snake ladies. images: 1d7 ⇒ 7 Luck is with the caster as he manages to land the spell on the real monster. 8 damage Chavakala's squid attacks. The bite fails to hit anything, but the tentacles hit and an image pops. Chavakala swims to aid Quara with Pete. He grabs the rope and loops it over Pete's arms and secures it to his chest. images: 1d7 ⇒ 4 The snake lady looks angry and moves deeper into the estuary. 5' move away She launches missiles of force at Atajay. Damage: 4d4 + 4 ⇒ (3, 4, 1, 3) + 4 = 15 15 damage to Atajay Raven: go
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The snake lady K(Dungeoneering) leans with effortless grace away from Quara's blade. Even with the monster's acrobatics, the sword makes contact. However, Quara cannot overcome her hard scales to inflict damage. The snake lady seeing Chavakala and Atajay jumping in with a splash causes her to release Pete, but poor Pete is weak and can only make a feeble attempt to swim to the surface. The golden colored squid races towards the monster, who side steps the attack with ease. The woman snarls and moves away from the group a short distance 5' Arcane gestures and sounds precede the snake woman morphing into several images Mirror Image: 1d4 + 2 ⇒ (4) + 2 = 6 Quara: Round 2
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Quara: Go
As the others prepare themselves above water, Only Quara is brave enough to jump in with the monster. Her is vision blurred by the water, but she can plainly see a half woman, half sea snake biting into poor Pete's shoulder. @Quara, you've used a move action, you can use a standard action and you are in melee range. K(Dungeoneering) to identify @Amaric, unless Quara can break the grapple, you will drop down to last in init, and the new round begins with Atajay. ![]()
Init: 1d20 + 8 ⇒ (2) + 8 = 10 Init Order
The woman with the roped burned hands cries Will none save Crusty B#tthole Pete?!? The group peers into the water and can only see blurred blobs of dark color seemingly fighting each other. Ranged Attacks Underwater: Thrown weapons are ineffective underwater, even when launched from land. Attacks with other ranged weapons take a –2 penalty on attack rolls for every 5 feet of water they pass through, in addition to the normal penalties for range. Attacks from Land: Characters swimming, floating, or treading water on the surface, or wading in water at least chest deep, have improved cover (+8 bonus to AC, +4 bonus on Reflex saves) from opponents on land. Land-bound opponents who have freedom of movement effects ignore this cover when making melee attacks against targets in the water. A completely submerged creature has total cover against opponents on land unless those opponents have freedom of movement effects. Magical effects are unaffected except for those that require attack rolls (which are treated like any other effects) and fire effects. Melee Underwater. Without swim speed, you'll need to make a swim check DC 10. Only piercing does full damage, all others are -2 to hit and half damage ![]()
You will have 5 days before ship is ready For two days the weather has been hot and muggy. Denizens complain about the drought they've been experiencing this month. The Crew of the Rabbit Prince seem popular in the little town. On the third day, the sky is cloudless and the color of iron, promising another scorching day. The jungle wilts under the unrelenting sun, and the river is shallow, murky, and sluggish, with wide swaths of cracked mud exposed along its banks. To pass the time, some of Rickety’s off-duty workers invite the Quara and her companions to join in a game of ninepins in the shade of the boathouse and share a small cask of beer that’s been cooling in the waters of the estuary. The group arrives at the boathouse to find a half-dozen of the locals setting up the game in the shade and another pair pulling on the rope where the keg of beer has been cooling in the water overnight. However, the rope jerks suddenly and one man is pulled into the water with a scream while the woman has the palms of her hands burned bloody where she was
Roll Initiative ![]()
did you guys want to make an infamy check? To gain Infamy, the PCs must moor their ship at a port for 1 full day, and the PC determined by the group to be its main storyteller must spend this time on shore carousing and boasting of infamous deeds. This PC must make either a Bluff, Intimidate, or Perform check to gauge the effectiveness of her recounting or embellishing. The DC of this check is equal to 15 + twice the group’s average party level (APL), and the check is referred to as an Infamy check. If the character succeeds at this check, the group’s Infamy and Disrepute both increase by +1 (so long as neither score is already at its maximum amount). If the result exceeds the DC by +5, the group’s Infamy and Disrepute increase by +2; if the result exceeds the DC by +10, both scores increase by +3. The most a party’s Infamy and Disrepute scores can ever increase as a result of a single Infamy check is by 3 points. If the PC fails the Infamy check, there is no change in her group’s Infamy score and the day has been wasted. ![]()
The revelry carries on into the late of night.Sea chanteys mixed with hand accordions and mouth harmonicas overrun the howls of laughter and fighting. It won't be until morning when Quara finds out exactly how successful her bid is. A few seem interested, but the party soon makes most of the sailors incoherent. With Arven gone, Penta can be seen looking bored, obviously there is no one who she deemed worthy of her attention. Raven seemed withdrawn and getting drunk does not lift her mood. She would have to be carried to her bunk later that night. Batango is nowhere to be seen. When you return to the ship later in the night, you notice his locker is empty. -------------- 1d4 + 2 + 2 ⇒ (2) + 2 + 2 = 6
In the morning, you find that four of your crew along with Penta boarded the Intrepid which set sail this morning. Raven still unconscious, lays splayed in her hammock. Someone has drawn a pencil thin mustache with curling ends on her upper lip. Upon closer inspection, The mark is made with a special alchemical permanent ink. The mustache might as well be a tattoo. It makes one wonder, who might have done that to Raven. Raven's mood is not improved once she rouses. Hake had offered her a job. This morning she leaves the ship to take it. Quara finds 6 sailors along with the 2 new comers waiting at the dock. The Rabbit Prince Has more than a full crew now, but not enough to prize a captured ship yet. ![]()
Remember goods like 8 4-pound silver ingots (20gp each)
scrimshaw shark's jawbone (250gp)
Are full price Magic Items, weapons, armor sell at half price 20 +1 bolts =2301 4+1 bolts= 460 Sale price 230 ![]()
un-liquidated Loot 8 4-pound silver ingots (20gp each)
scrimshaw shark's jawbone (250gp)
4 +1 heavy crossbow bolts
1 feather token (anchor) @Atajay If you liquidate the pool, I wish you would for a fresh start... remember you and Quara would only get a 1/6th share of the total each, as the remainder would go to the lost players. ![]()
@ Atajay if, you are assisting, it against the DC 10, and gives the supported character an additional +2 to the one roll to retention and recruitment used to determine final result, and you can use any of the three skills outlined. For instance, Quara has a +11 Diplomacy, your two rolls would add +2 on top of the +5 circumstance bonus. ![]()
It takes a few hours for Quara and crew to hammer out the changes they'd like to make. Hake slides beads on his calculator, and looks up. If'n you're needin' to help keep yer crew and add some more. I got a large shipment...10 barrels of Ale and 5 casks of rum I can give yas. Drunken sailors are more apt to join in yer ventures. With the upgades and booze...Let's call the debt owed 20,000. Hake spits on his hand and stretches it out to Quara to seal the deal. Should the group agree to booze...During the partying tonight, The booze will give you a circumstance bonus of +5 to retention and recruiting rolls. Make 1 roll for retention and/or 1 roll recruitment (assists are ok) using Bluff, Intimidate, or Diplomacy. Every 5 over DC 20 increases retention and recruiting ![]()
LitanyOfCurses wrote:
Below are the new statistics for the Rabbit Prince The Rabbit Prince (Sailing Ship)
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Increased Cargo Capacity Benefit: The ship's cargo capacity is increased by 10%. Cost: 1950 Movable Deck Cost: 5200 Ram Cost: 1,000 4x Smuggling Compartments Cost 500 gp per 5-foot-square compartment Broad Rudder Benefit: A wide rudder makes a ship more nimble, granting a +1 bonus on all sailing checks. Requirements
Sturdy Hull The ship's body has had additional supports and layers of wood added to it, making it thicker and more resilient. Benefit: The hull's hardness is increased by 2, but the ship's cargo capacity is reduced by 10%. Requirements
Rapid-Deploy Sails The ship's rigging undergoes a wholesale change as improvements in engineering enable the sails to be raised and lowered much faster than normal. Benefit: Any sail adjustments can be made in half the normal time, granting a +1 bonus on all sailing checks. Requirements
2x Ballista 500 gp 3d8 19–20 120 ft. The ballista can be mounted fore and aft on main deck with 270 degree arc. You will need to add weapons ports to add anything more Using a downpayment of 1 plunder. The price of the upgrades come to 13,250 gp Your team will need to pay back 19875 gp to Hake Please let me know if this is finalized, and we'll move forward ![]()
the refitting, will give you plenty of time. If you plan on taking ships as prizes, you'll need a prize crew in addition +18-20 crew, 1 additional Plunder Edit: To clarify you can try and recruit from attacked ship, but only get 1 day to do so, the rest of the crew either need to be put to sea or killed. I will give situational bonuses ![]()
Hake squints at the newly minted captain. He pulls a pipe from his jacket pocket and takes a few seconds puffing it to life. Aye. No shortage of scurvy ridden sea legs lookin' to put their mark for a share of plunder. At some point, the PCs will no doubt be interested in acquiring more sailors for their crew. They may do so at any port or settlement, or upon the successful capture of another ship, by making a DC 20 Bluff (to trick sailors on board), Diplomacy (to convince people to join the crew), or Intimidate (to press-gang new crew) check. Each such check takes 1 full day, and a successful check results in 1d4+2 new crew members for the PCs’ ship. pirate crews do not have a daily wage. Instead, they are paid shares of the ship’s plunder taken in acts of piracy, when that plunder is sold. Rather than try to recreate the complexity of share amounts for historical pirate crews, the PCs should simply deduct 1 point of plunder from their total each time they attempt to sell plunder. This represents the shares of the plunder paid out to the crew, regardless of the actual amount of gold received for its sale. ![]()
Hi Nachni, you'd be 4th level use WBL for equipment. I believe the point buy is 20. Full hp 1st, roll, or use average after. The group is mostly good aligned, but you can play any alignment other than CE. 2 traits, one must be from Skulls and shackles players manual. Pathfinder Classes/feats/traits/Archetypes. I think the group could benefit from divine/martial or divine character most, but you can play anything you want. Please wiegh in on ship modification if you like ![]()
@Atajay You currently have 1 plunder in the hold of your ship. for ship improvements 1 plunder = 1000gp Rickety offers to underwrite their burgeoning careers as pirates as a major shareholder in their ship; the PCs will have to pay him one-third of all plunder
Realistically you could pay back 30-40k in improvements, if you prize the ships you attack...selling them as well as taking plunder. @ Crazy Drop 1st roll
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