
Rain Taneththir |

Rain and Variel were never reimbursed for the 750gp they each forked out for the new silk sails when the old ones were destroyed in battle and there was not enough money in the ship's fund to buy them. And neither of us have asked for reimbursement, for those people being critical over the use of the ship's fund.

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Two wands of cure light wounds would max the ship funds out. If that is what people want then we can but realize that is the last of the spending until more is put into the kitty.

Rain Taneththir |

I don't think we should get two wands at this point. There are people among us that have healing spells and channels (including some npc crew members) and we can make do. Just my two cents worth.
btw, Immortal, what's happening with Adistan and Jamba/Shakka? Will they remain as npcs or will you be writing them out as well?

Horatio Flynn |

I don't think we should get two wands at this point. There are people among us that have healing spells and channels (including some npc crew members) and we can make do. Just my two cents worth.
I agree via the Two Wands, things. From what I've seen, the only real reason to buy a Wand is if we're on a dungeon crawl. Then, if we get hit hard, lose a bunch of HP, we can heal up and keep going. Given that a wand has 50 uses then I think we should be okay (hopefully) as - if things get really nasty, we can always leave the threat and go back to our ship and heal up and try again the next day.
After all, whoever is on this island has a limited amount of resources. If we go in, kill some of the guards then leave - the next day we come back fully healed. The enemy might be healed, but they'll have less guards the second time around :)

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Ok so I will just take out the 750gp for the wand of healing then.

DM Immortal |

I'd honestly forgotten about Adistan and Jamba, they will be disembarking here after having finished the race. Adistan is eager to get back to his people and Jamba has fulfilled one of his life goals by sailing in the Eye and so is searching for a new adventure.

Horatio Flynn |

Rain and Variel were never reimbursed for the 750gp they each forked out for the new silk sails when the old ones were destroyed in battle and there was not enough money in the ship's fund to buy them.
Rain, I had forgotten about the cost of that, but I think it's fair to say that we should all do what we can to help.
Given that, at the time, there were six officers (I think) - Horatio owes you 1/6 of that amount at least.
In this case he'll gladly put down 200 in Crafting Supplies that he purchased already to you and Variel to split between you two.

Horatio Flynn |

Can money be donated to the ship's fund?
And waiting on a response from Immortal from a pm. Once I get that, I'll be able to respond in game. Just a heads up.
Yes!
Typically we had 1 slot of divided loot for "the ship". So if we have 6 officers and found 7,000 GP - we'd all take 1,000 and the last 1,000 went to the ship.
Out of that fund we'd spend money on upgrades, cost for sailors and other things.
But you can definitely put money in to the fund if you like :)

Horatio Flynn |

GM: At this point I'm still waiting to know what's up with the ships "In-Game" - though out of game I don't believe that will matter.
To Clarify - I cannot offer any aid or RP at the body; Horatio is not there to do so. I had anticipated a bunch of different things happening after the body was discovered, and they haven't happened either, unfortunately.
If Horatio WAS there he would be using Knowledge: Arcana Checks, Religion Checks and Spellcraft checks to determine more information about the body; including identifying the strange symbol Adular drew in blood as well as trying to figure out what reasons his leg bones would be used, but he is not there.
At this point I know that Rain had indicated that she had a desire to help find the killers and has gone to find Horatio. I intended to play that out after I had finished with the Harbor Master - at this point I'm going to assume that RP is finished with the Harbor Master and that I will not be getting the information.
At this point I do not know what Dhaavan will do, but his knowledge on dark things and his skill set at this point could be helpful.
At this point I know that Jiro wants to be on the ship.
I am at a loss of what to do now, except for doing some RP with Rain; which I will do soon.
Meanwhile, if you can make it explicitly clear on what we can do to solve things here that would be awesome.

Rain Taneththir |

Migraines and full plate re work and family have held me up from rping. Flynn, I will have Rain help you when I make a post today. I'm sorry for the holdup but I'm getting ready for work (time zone differences are also a factor) and my Friday morning's going to be super busy. I will post as soon as I am able.

Javell DeLeon |

Sorry to hear about the migraine, Rain. Those aren't no joke. My wife gets those from time to time and they flat out shut her down for the day. And I mean that literally. It's pretty much the next morning(or afternoon sometimes) before she's back to normal.
Hope and pray it goes away real fast for you.

Rain Taneththir |

Just a couple of things I'd like to raise, if that's okay. This is based on some feedback I received recently in regard to my character.
If PCs in game are having whispered/discreet conversations (made under spoiler and possibly in another language) and my own character is busy doing something else and conducting her own rp some distance away, then there is little chance (read this as pretty much no chance) Rain is eavesdropping in on the other conversation, even if she understands the language. It's not how I like to play my characters. If I did want Rain to overhear a private or semi-private convo, I'd roll perception to see if she can. If I don't, please accept it as Rain doesn't know what is being said (as she isn't directly involved in that conversation). In that vein, if a whispered conversation is meant to be for all PC's ears, then please say so much and not direct it at one PC in hopes all others will just listen in (and/or read the spoilers) and then respond accordingly. That makes little sense to me, but then again I tend to play a little differently to others. So basically directly involve my character in a convo or else I'm subsequently not listening in/engaging.
Secondly, great rp between Variel and Rajah. However, I think a lost opportunity as Variel sent the PCs away on their various tasks before we got any pertinent info via the GM and whatever Rajah disclosed was missed entirely by them and now has to be repeated so the remaining PCs are in the know. But mainly Flynn, Amen and Rain were going to go investigate and track, and, such information would have been helpful/insightful/useful before they undertook the task as they would have had more info to work with. Now, we have to wait until everyone's back onboard the ship at the same time so the info can be shared and maybe more investigation undertaken. Maybe we should be a bit more patient for Immortal to come back on the board and give us some info before the group divides up and makes a plan? I know I'd like that.
I'm honestly not having a dig at anyone. Just thinking on how we could improve things like rp, interactions and searching in game is all. Thanks, guys. :)

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Sorry for any of the RP confusion as far as timing goes. For what it is worth I did not mean to have everyone leave and then have the RP with Rajah. It just sort of came about that way. Indeed I would have preferred everyone to stay to chime in but was also trying to respond to everyone that had posted about taking other actions as well.
The main fault lies with me in seeing Rain console Sandara and trying to express Variel's concern for Rain and keep her safe and back at the ship.
sorry again for the RP timing issue.

Rain Taneththir |

It was understandable the rp Variel had with Rain. It's just that all the relevant info came after the other PCs had departed and that's kind of inefficient and just causing double handling of info, for me. I'm just thinking we should all wait to hear what is really going on (or as best as we are able to learn/detect) and then split up if there's a need to divide tasks.

Horatio Flynn |

Just a couple of things I'd like to raise, if that's okay. This is based on some feedback I received recently in regard to my character.
I understand, Rain. I guess it's fair to say that I RP the opposite way on a PBP game.
Basically, if a player writes it, I read it and my character will hear it and react to it; unless the player specifically states that they do not want me to hear things, I'm going to react to it.
However, I think that those styles can sometimes be difficult to reconcile.
For example, recently I made it a point to post that Horatio was speaking quietly so that NPC's eavesdroppers would not overhear me, given that we were in an alley with potential spies watching us, but I still meant it for all the other players to read it, too.
In the future I will make it a point to make sure I'm more clear about stuff, I didn't mean it confuse anyone.
Meanwhile, I hope you feel better. Migraines can be painful and I hope yours goes away soon.

Rain Taneththir |

Yes, we have difficult playing styles, Flynn. Just as long as you keep in mind I play differently, we should be okay. And, thanks for the well wishes. :)
Was feeling extraordinarily ill this afternoon, so I couldn't post. Flynn, I'll post some rp later tonight. Sorry for the hold up.

Dhaavan |

hey, i had a long couple days at work, and am sorry for not posting. I'm playing catchup and will post presently. I'm not going to be able to post again until 3pm California time, at best, when i get off work, but i'll try to post then before i pass out after my 6am start time

Rain Taneththir |

Flynn, Rain's family's from Drowning Rock in Tempest Cay and not Drenchport although her grandfather is known there (He only travelled to and met in town upon Rain's behest). After their meeting, Rain's grandfather left to return home. So thus why Rain didn't suggest questioning him.

Horatio Flynn |

Flynn, Rain's family's from Drowning Rock in Tempest Cay and not Drenchport although her grandfather is known there (He only travelled to and met in town upon Rain's behest). After their meeting, Rain's grandfather left to return home. So thus why Rain didn't suggest questioning him.
Ah! I did't realize that...
Well, it's possible that he might not have left until the tide... In which case we might be able to catch him?
If not, it seems that would be the best tavern to gather information from, though, so there is that...
Do you want to try to get information there, then?

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long day at work and heading to bed. Will post more tomorrow but in the meantime unless Rajah or Dhaavan have any other ideas at the scene of the crime the Variel will escort Adular's body in the make shift coffin back to the Lady.
Night all and hopefully tomorrow sees you are rested and free from any ailments.

Rain Taneththir |

Hope you got some rest, Variel.
I'm having guests over for a BBQ and swim tomorrow. I won't be able to post again until my late evening. Sorry and thanks.

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Ha bbq and a swim. It is 20 degrees outside where I am. Enjoy the fun and sun Rain.

Javell DeLeon |

Hope you got some rest, Variel.
I'm having guests over for a BBQ and swim tomorrow. I won't be able to post again until my late evening. Sorry and thanks.
HA! I got a kick out of this too. We're not sitting nearly as cold as Variel but we're around 45. That's crazy to think about it the swimming and BBQ this time of the year(for us anyway). It won't be until May or June before swimming comes back our way.

Rain Taneththir |

Feeling the same as I was but that doesn't stop guests from coming over. ;)
We're having a very hot summer in Oz at the moment, so I'll send a little heat your way.
Thanks, guys. :)

Rain Taneththir |

To expedite the process of searching out Old Salt and questioning him, can we make our rolls and place our respective questions in a post and just have you answer them all in one go, Immortal? That way we can finish and the group can gather together again and share their respective information. Thanks.

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So before we head out to our island a few last clarifications.
1) did we find anyone to work the island while we were on Drenchport?
2) Were we able to purchase supplies for taming and repairing a fort?
3) Did Jiro ever get an answer as to what may be needed for hosting group of pirate lords so we can at least put in orders here for future pick up?
4) How much in supplies are we going to need for food for ourselves for the next 3 months? Everyone fine with spending 200gp in food and calling it good for the next 3 months?

Horatio Flynn |

Variel - I'm okay with doing what needs to be done; but won't we only be less than 4 days from several excellent ports? And if so, worst case scenario (especially given that we have 6 Months) won't we have the time to go back and get extra stuff if we need it?
Don't get me wrong - I have no problem with getting 3 months of supplies, put me down as "yes" for that, I just figured we'd have time to get a few things if we really need it.
Also, it occurred to me that we might need another Wand of Cure Light Wounds - if we don't, we don't - but it's only 750 GP.
Okay, that's all I got...

Co-DM's Tricorne |

1) Did we find anyone to work the island while we were on Drenchport?
Yes, two people. They can be either 2nd of 3rd level characters and can be anything the party wants - they fill the party's biggest need in terms of help, but no magic classes can be chosen for these two NPCs.
2) Were we able to purchase supplies for taming and repairing a fort?
I didn't see this played out via diplomacy checks on the game board (if I missed the rp post/s, my apologies). So, as winners of the regatta, I'm going to say the Lady's crew earned 10% discount off goods at Drenchport's general store for general supplies and equipment. As long as they're general items such as shovels, nails, hammers, rope etc you will be able to find them readily. Please provide me with a list of things the group wishes to purchase to fix the fort.
3) Did Jiro ever get an answer as to what may be needed for hosting group of pirate lords so we can at least put in orders here for future pick up?
There's no single majordomo for such events as each Pirate Lord's staff and the majordomo in their respective households take care of their formal dinners. The Master of Gales gave no further detail other than they will expect to be feted as befits pirate lords of their stature. The majordomo in the Master of Gales household could be interviewed. He will tell Jiro that the number of prominent Pirate Lords will depend on those willing to make the voyage to the island or curious to see what the group have accomplished over the course of the three months. There are 6 prominent Pirate Lords on the Council and other lesser pirate lords. So to expect 5 or 6 at least and maybe more depending on the inclinations of the other pirate lords. The Master of Gales majordomo will suggest that the general crew could be used as servers - at least 2, possibly 3 will suffice if there are only 5 or 6 pirate lords. Fine pottery or colourful ceramic plates and bowls, ornate goblets for wine and tankards for the ale, metal flatware and linen or silk cloth for the table and for wiping one's mouth and hands. The finest bottles of rum and wine and casks of ale for drinking. Good quality tobacco and pipes for smoking; fine cigars/cheroots for after dinner. To provide music/entertainment for the pirate lords - they enjoy a good story of battles on the sea or a lively tune. Large tables to sit all the guests together with high-backed cushioned chairs. Large, floor rugs/mats. Food - mainly assortment of fish and mussels - smoked and baked - with rich sauces and thick gravy. Wheels of cheese and fresh, crusty bread. Spicy soups served in ceramic bowls and a variety of vegetables and fruits to snack on. Perhaps a roasted pheasant (with its plumes for decorative appeal) or honey-glazed roasted boar served on large platters. Candlelight and lanterns to light up table and/or chamber. (I hope that helps. You may add more as you see fit. These are just suggestions.)
4) How much in supplies are we going to need for food for ourselves for the next 3 months? Everyone fine with spending 200gp in food and calling it good for the next 3 months?
It's an uncultivated island where dinosaurs roam (via Varyan Taneththir's information), possible cyclops (if history/island lore is anything to go by) and large statues with empty eyes on the cliff tops. There may be things like certain fruits and fresh water rivers you could find in this place, but it is a dangerous island (with overgrown foliage etc) as you have been advised via your previous checks. So, having a ready supply of food/food products and drink (including extra barrels of fresh water) would be wise. Rain is fine with spending 200gp on food and drink. Is the group buying donkeys/mules or carts to carry goods and supplies especially to repair the old fort?
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Note: There are no maps of this island or where it is situated in the sea as very few navigators/sailors have gone to this part of the world/ocean in a very long time. The only thing to navigate by is a heading: The island is 100 miles west of Drenchport. We'll have to plot a course and make alterations to the course as we go. It will take a few days to reach the Island of Empty Eyes if everything goes to plan.

Horatio Flynn |

1) Did we find anyone to work the island while we were on Drenchport? Yes, two people. They can be either 2nd of 3rd level characters and can be anything the party wants - they fill the party's biggest need in terms of help, but no magic classes can be chosen for these two NPCs.
Good. In which case Horatio will pay for two 3rd level characters. I’ll have the stats for them soon; does it matter what Race I pick? Also, is it standard 20 Point Buy for these two, or something different?
2) Were we able to purchase supplies for taming and repairing a fort? I didn't see this played out via diplomacy checks on the game board (if I missed the rp post/s, my apologies). So, as winners of the regatta, I'm going to say the Lady's crew earned 10% discount off goods at Drenchport's general store for general supplies and equipment. As long as they're general items such as shovels, nails, hammers, rope etc you will be able to find them readily. Please provide me with a list of things the group wishes to purchase to fix the fort.
At this point I’m not sure specifically what we would need. I’m assuming that the fort is going to be similar to the wooden stockade via Treasure Island, which is I why I had focused largely on Carpentry Tools (though it is possible there may be some stone towers there, not unlike the ones from Tidewater Rock, so having some good with brick laying or masonry might not hurt).
For now my plan had to simply buy Crafting Tools of various sets – in our case 20 sets of Carpentry and 10 sets of Masonry tool. As for actual supplies, to make it simpler I had also assumed we would simply be using “Mundane Crafting Supplies” like we typically do for any Crafting Project – in other words; no specifics, just hoping to make it simple. This also coincided with how the GM laid out his House Rules for Crafting when we did stuff at Tidewater Rock (basically the GM indicated that to make it simpler he had ruled that when building buildings and things to treat "Crafting Supplies" kind of like how we treat "Plunder" for our crew, or something like that, but I don't totally remember how he wants to do big projects as I'm only re-reading my notes on the subject he set up a few years back and I can't find the original messages from him).
Anyway, at least regarding "Crafting Supplies" - Does that strategy work for you, or do we need to keep it very specific? Either way is good for me, I just want to be sure is all.
3) Did Jiro ever get an answer as to what may be needed for hosting group of pirate lords so we can at least put in orders here for future pick up?
Not sure what to do with that specifically – for now I’m assuming it’s something that will have to be taken care of, but it feels like having people for this task shouldn’t be too worrisome yet. After all, we’ve gone from Level 1 to our current level and it’s been roughly 4 Months in game. We have 6 Months to get things set up, so I’m assuming that a lot of it will be “Down Time” between us defeating the monster/villain at the ruined fort for getting things built. During that time we could be getting plenty of NPC’s to aid with stuff, but first we have to defeat the villain.
Also, if we’re going to be on an island that has almost no food, won’t having “House Servants” along just be more mouths to feed?
Anyway, those are my thoughts. Whatever anyone wants to do, I’m all for it.
4) How much in supplies are we going to need for food for ourselves for the next 3 months? Everyone fine with spending 200gp in food and calling it good for the next 3 months? It's an uncultivated island where dinosaurs roam (via Varyan Taneththir's information), possible cyclops (if history/island lore is anything to go by) and large statues with empty eyes on the cliff tops. There may be things like certain fruits and fresh water rivers you could find in this place, but it is a dangerous island (with overgrown foliage etc) as you have been advised via your previous checks. So, having a ready supply of food/food products and drink (including extra barrels of fresh water) would be wise. Rain is fine with spending 200gp on food and drink. Is the group buying donkeys/mules or carts to carry goods and supplies especially to repair the old fort?
Cool – so it sounds like, on the plus side, the fort will likely be guarded by a Cyclops with maybe a few dinosaurs on the island to contest with; challenging, but not impossible (hopefully).
As for what to do when we get there? Well, at this point I’m for bringing dried foods – but given that we can use the spell Create Water, I think that we probably won’t need to bring freshwater. Also, given that dinosaurs are on the island, they’d need fresh water, too – so I’m betting we could find at least some fresh water streams or springs.
As for bringing donkeys and carts? Sure – I’m all for that, too – but not on this mission.
If we get there and beat a Cyclops and get to work on the fort, since it has been reported that all the island has foliage in it then I’m betting that we’d have to at least spend days clearing out brush between the docks and the fort enough that we can bring a cart through – meaning that donkey’s won’t be very helpful at first. We’ll likely need them in time, but carrying carts on the ship, and donkeys, and a full crew, and the supplies – when we still have to clean out the island of the monster?
I’m for getting them on another trip – unless we have room to put everything on our ship on the first venture.
To be perfectly honest, if we can fit everything we need on the first ship in one trip - then yeah; let's get everything we need, from the donkeys, carts, and servants. If we have to choose for space issues I'm for getting "Mundane Crafting Supplies" for now - until we at least have the big stuff taken care of.
Also, I’m 100% positive that it’s a Game Mechanic that none of this island appears on any chart, but the fact is – if it’s 100 miles from Drenchport then it’s 5 days back to Drenchport (5 days at worst; standard travel speed makes it 4 days, but since our Pilot is better than that, I’d wager maybe even less than 4 with some good rolls), but given that it’s west of Drenchport means that we have several other friendly ports between Drenchport and our island which are far closer to get supplies.
Plus, after beating the monster/villain I’m betting that we might get some treasure, and then I’m for returning to a decent port and buying more/better stuff.
Okay, that’s it for now from me.
GM – and Co-GM – I’ll have the stats up for the new NPC’s soon, and you have all my questions posted to consider.
Have a good day, all!

Horatio Flynn |

Quick Addendum: Jiro - the main reason I had also hoped to wait off on the servant types is that we don't have much of a great selection at this point.
My hope is that if we get them later (when we have more time to pick) then the GM's will let you design the Servants personally. Having Servants that are handing out food and drink and entertainment to important diplomats is one thing - having them with classes good at being a "Spy" (as in; Diplomacy via Gather Information, Bluff, Sense Motive, that sort of thing) could be a real asset to us later.
Plus, you'd be able to (potentially) create your own "Spy Network" for the island and possibly more for later...
What does everyone think about that?
Meantime, I'm off to work - see you all tonight!

Seijiro |

I wasn't planning on hiring serving staff and such until we tamed the island and nearer to the time we are going to host the pirate lords, so that's all fine. And as said, that can wait, as we might be able to use crew for that as well.

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Horatio, where are you getting 6 months from? We only have 3 months plus a wedding in there that will tie up at least 10 days. As for supplies I will get an ic post up shortly with Variel's purchases.
Edit just read the campaign update and might be too late for any last ,minute purchases oh well.

DM Immortal |

EDIT regarding last post on Gameplay
the 3rd level characters are hirelings like the other crew you have. They are not to be additional characters for anyone to play. Also ignore my post with the links to the journeyman carpenter. you can make 3rd level but again, they will only be background fodder to help with building things and the like. NOT extra characters for anyone to play.

Co-DM's Tricorne |

Variel, you may quickly retcon any last minute purchases. That's fine. Then we can move forward to the island. If you'd like, just list what items you require here on the discussion thread. Thanks! :)
Flynn, the hirelings are a 20pt build. Just remember, they won't be making any checks/rolls in game - they're just like the rest of the NPC Crewman on the ship. The party just needs to state what their role/purpose is for eg carpenter, engineer etc. Thanks!

Horatio Flynn |

Variel, you may quickly retcon any last minute purchases. That's fine. Then we can move forward to the island. If you'd like, just list what items you require here on the discussion thread. Thanks! :)
Flynn, the hirelings are a 20pt build. Just remember, they won't be making any checks/rolls in game - they're just like the rest of the NPC Crewman on the ship. The party just needs to state what their role/purpose is for eg carpenter, engineer etc. Thanks!
So to clarify - are they doing Take 10 or Take 20 on specific rolls via Crafting?
Also - we've been using the NPC's on the ship for a lot of things (such as Sandara's healing spells, or Rosie's spells or Bardic Lore). It's all good for me either way, I'm just trying to get a feel on how it will effect their crafting (i.e. - a hireling with a Craft of +20 is certainly more helpful than one with a +5, but if they aren't supposed to make rolls, how will it matter?)
Okay, that's pretty much it for now; sorry for the questions, I'm just trying to get a handle on things is all.

Co-DM's Tricorne |

Flynn, per crafting: Take 10 is fine/acceptable and Take 20 will be assessed on a case by case basis. Understood re the skill modifier. You can still stat them up (i.e. the 2 recruits), but they won't be played out in game via rp or rolls (more like toss up a Take 10 with the applicable modifier and GM will provide the result via narrative). :)
Flynn and/or whoever else is statting up the 2 new recruits, thank you for doing that. Could you please post the stats up here on discussion once you're done for all to see? You may use spoilers. That way anyone in the party can toss up a post for these recruits crafting or other activity and the game continues to move forward. Thanks!

Horatio Flynn |

Flynn, per crafting: Take 10 is fine and Take 20 will be assessed on a case by case basis. :)
Thanks for the info, but I do have a few follow-up questions at this point... Mainly, can we get a few ideas/specifics on when we're allowed to do Take 20's?
In the case of Crafting I spent many hours with the GM working on the House Rules which were codified for how he does Crafting in this game - his style of House Rules have a lot of changes from the Core Book, but if a Character (be it NPC or PC) can Take 10 on Crafting it completely alters all of the rules that were created - including the character build I've been working on; and if there are specific cases for Taking 20 then that completely alters the pace/speed/cost for everything we're going to be able to craft (in a completely huge and amazingly cheap and easy way; of course, so does the Take 10 - but it's still a pretty big change).
In this case, if the characters CAN take 10 - then it will not only effect how the NPC's will be built, but it will also effect a lot of the things I'm going to be planning out for the island.
Anyway - don't get me wrong - if we can really Take 10 on Crafting then that's totally awesome - although their design will be somewhat different, but yeah... it's going to make things very interesting...
Flynn and/or whoever else is statting up the 2 new recruits, thank you for doing that. Could you please post the stats up here on discussion once you're done for all to see? You may use spoilers. That way anyone in the party can toss up a post for these recruits crafting or other activity and the game continues to move forward. Thanks!
I'll have them up soon; but at this point I'm going to have to reconsider some things about their builds now; but I can get them done as soon as possible.

Co-DM's Tricorne |

I'm not certain if I was clear but I will clarify: The characters can take 10 on Crafting and honestly I think that's easier and less of a hassle than rolling/making checks and npc rp. I thought one of the recruits was going to be an engineer? I think perhaps you should get the other PCs to weigh in on what they want these recruits to be (re skills and alike), to fill the duties before you.
Immortal has not catalogued what crafting activities/moments in game he will allow a Take 20 on. It will be assessed in the moment (case by case) as the party does not know the breadth of work to be done or future decisions re the work and any other rp/activity in game. Scenarios will unfold based on need and PC decisions/directions at a particular point in time in the game. Once this is established and has unfolded, then Immortal can determine how much time there is for crafting at a particular point in time. Sorry, I can't give you any more than that, Flynn.

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So here is the OOC post you wish for purchases from Variel. There are no personal items but if possible Variel would look at purchasing 3 plunder (1000gp/ plunder) worth of lumber and stone each.
That would provide the raw materials should they need and if not used at all if the fort is in solid shape then he could sell them later.
Looking at the ship's catalog of supplies we have 4 plunder already 1 each of 4 types: clothing, silks, lumbar, liquor.
If this does not work that is fine and I will purchase them later.

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As for the 2 recruits, I would think 1 of them should be similar to a major domo so as to effectively run the fort and everything that goes along with it.
Horatio if you want me to create that background npc I will.

Horatio Flynn |

I'm not certain if I was clear but I will clarify: The characters can take 10 on Crafting and honestly I think that's easier and less of a hassle than rolling/making checks and npc rp. I thought one of the recruits was going to be an engineer? I think perhaps you should get the other PCs to weigh in on what they want these recruits to be (re skills and alike), to fill the duties before you.
Co-GM - Don't get me wrong, Taking 10 is AWESOME!
I mean, it's a major difference mainly because the time it takes to get anything Crafted is completely dependent on the roll, and a failed roll can not only delay the Crafting considerably, but it can also botch/destroy the project.
Now, as we're in the need for speed, what this means is that all projects will not only automatically succeed, but with the adjustments to Cost/Ratio variable that was created, plus the variables put into play for improving the speed, it will dramatically lower the time to get things done, as well as cut out a huge portion of risk via our supplies; plus, it means that projects will be done super easily!
Now - as for Engineer - that could be a way to go; but - luckily - there is no way any player at third level could equal Horatio at Engineering. He currently has a +15 in Engineering - can always Take 10 on it, and can also Take 20 on it as required - but according to the House Rules, Knowledge: Engineering is not even needed for Crafting (though it can augment it, of course).
As for picking the features for the NPC's - to be honest, I'm happy to have others weigh in, but I'm also pretty sure that I know this feature pretty well. I mean, I worked with the GM for over seventeen hours on these rules (if you count the time we actually crafted/cut metal to make him some actual armor for an unrelated RL thing; but we did use the time we spent on the armor as sort of a "Control Number" to adjust the predictions via the way the book did it) - and that doesn't count IM's, PM's, texts, phone calls and other times we worked in person on the nuances over the years.
Based on what he decided (and in this case I took very, very good notes) I'm completely confident that we'll not only kick ass with this project, but we can knock this thing out of the park - and that might even be before we bring in any new NPC's...
Immortal has not catalogued what crafting activities/moments in game he will allow a Take 20 on. It will be assessed in the moment (case by case) as the party does not know the breadth of work to be done or future decisions re the work and any other rp/activity in game. Scenarios will unfold based on need and PC decisions/directions at a particular point in time in the game. Once this is established and has unfolded, then Immortal can determine how much time there is for crafting at a particular point in time. Sorry, I can't give you any more than that, Flynn.
Co-GM: No worries; we're good! In fact, we don't even need the Take 20 thing at this point :)
Meanwhile, I should make an addendum -
Given that these NPC's are not meant for any feature except Crafting, it makes sense to completely nerf their stats to 8's so that the primary stat can be bumped as high as possible - and it also makes sense to take only abilities that specifically effect how they can craft, and craft only.
Now, the way I see it, that's power gaming, and though people disagree with me, I feel Power Gaming is dishonest. I mean; how does a guy get to be a successful Crafter in The Shackles if he's got an 8 in all of his stats? How would he even live long enough to get there?
In this case I'm going to make the characters as good as I can; but they'll be more - believable.
Sure, their primary stats will be good, but I'm not going to make them suck at everything else just so they can have the "Uber Crafting Stat".
That being the case, I'll have something up soon as possible.
Also, while I'm at - if anyone has any thoughts/insights on what specific things might need to be crafted on this island, let me know and I'll do what I can to make it happen...

Horatio Flynn |

As for the 2 recruits, I would think 1 of them should be similar to a major domo so as to effectively run the fort and everything that goes along with it.
Horatio if you want me to create that background npc I will.
Well, I do know a lot about the Crafting Rules, but at the same time, I'm not very sure about how to Craft a good Major Domo...
If you'd make one, that'd be cool... As an aside, I had an idea for a Halfling Ninja that might be handy with the role - (they have a huge amount of Skill Points to invest in whatever skills we need, and they automatically can use Poison, which means they should also be able to Craft Poison, and on level 2 they get a Rogue Talent which could easily translate to Skill Focus).
Plus, given that Ninja use Charisma as a special bonus, and given that Halflings have a Bonus to Charisma, that could be pretty handy if we want someone as a spy and Major Domo...
Man - now I'm totally excited about this!
If you have any other ideas, go with them - but I am curious to know: what did you think of the concept :)
Cool - whatever you got, I'm totally down for!

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Horatio the thing to consider is that having another civil engineer may be a good idea. There is no guarantee that you are going to be able to spend the entire time at the fort crafting. While you are helping to tame the island (get rid of Cyclopes) the civil engineer can still be doing whatever it is that he needs to do.
Also I am not so sure that creating a crafter is the way to go. For the majordomo I would look at more of a profession skill set. I could see the same thing being done for a civil engineer. They are the ones who makes the plans and have others under them who do the actual work. Granted they would need some skill in crafting to represent their initial endeavors.
I would not be maximizing the NPC's at all by making a hafling ninja to get max skill ranks with a charisma modifier.
It would likely be either a human or half-elf aristocrat/expert.