DM Immortal's Blood Red Roses: A Skull & Shackles Campaign (Discussion)


Play-by-Post Discussion

1,051 to 1,100 of 5,863 << first < prev | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | next > last >>

AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

of course all that is circumstantial evidence and conjecture on Seijiro's part but it's why he's not partaking


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)
Seijiro wrote:

well,

a)you've never cooked for us before, and we have fishguts to cook for us, so why now?

b)no prof: cook

c)you were cutting up bodies and took them below decks to do who knows what to

d)don't know about the others, but all this leads Seijiro to think you are serving up plugg and scourge soup and wants nothing to do with it lol

anyway, I'm not sure skilled or expert driver are necessary for our helmsman if prof: sailor is enough per our GM - I will wait to hear what Imm has to say on the matter, but I have other things I want to do with my coming feats, so I don't want to take those, though I will take skill focus if nec.

I dunno... I'm eating the soup, too... It can't be that bad, right?

Plus, I like to think that my enthusiasm for cooking more than made up in my lack of skill points :)

As for Plugg and Scourge somehow being in the soup? Well, chances are that it's all just a big coincidence... I'm entirely sure.

But at least one of the lads in the "officers ready room" knows something about what's going on - sadly, he's not said a word on the subject yet.

Skilled driver gives you the +4, Expert gives you the standard to "move action" abilities.

The crux of the matter is; if we had been thinking team/officers/dividing responsibility from the beginning, than the person who was going to be the "helmsmen/pilot" could have had Skill Focus on level 1; and by level 5 they could have had expert driver already. Chances are that the same player would have had a modest wisdom for at least +3, meaning on level 5 they're pilot check would be roughly +18; which is not too shabby.

But then, we had no idea in the beginning what to do, and like a lot of PbP games there's a hell of a lot of turnaround.

Oh well; bad luck.

That's why I tried to make sure about 90% of my skills were at least good enough that I can "Aid" just about anyone who is awesome it - just to give them a little back-up.

Which reminds me - if you decide to go shopping to buy gear for the ship; do you want someone to come with you to "aid you" in trying to get a good deal? If so, I'll happily do what I can.

One last thing, do you know if we are keeping that "one sixth" of the treasure marked for Sko as "Ship's supplies", or is that an error?

Okay, have a great night!


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

not sure - i think we are keeping a 6th share for the ship - but if we need supplies beyond what that share totals, we may find we might all have to kick in extra - we have no idea how much refitting an entire ship is going to cost - not to mention some of the things are only going to sell for half value. We'll have to wait and see.

If Seijiro ends up as quartermaster, someone along with diplomacy to negotiate a better deal - both buying and selling - would be a good idea - Seijiro has no diplomacy - maybe he wouldn't make the best quartermaster, lol - he'd just be good at keeping things under lock and key which is why I volunteered him for that.

He'd prolly make a better bosun, though again he has no diplomacy - but he does have intimidate and bluff, and they would suffice for the role, I'm sure, plus he'd rather be up on deck then stuck in a hole with the supplies all day. And now he can help alleviate seasickness, exhaustion, fatigue and the like too, so that could help in a pinch if we're overworked in a storm or something. I'm sure we aren't going to push people to such a state daily like scourge and plugg did, but if it became necessary, he'll be handy to have around on deck at the time.

But we'll see where he's needed when we are ready to sail - he can wear multiple hats if necessary.

anyway - ni ni, see you tomorrow.


1 person marked this as a favorite.
Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)

I can come with you to broker a deal, if you'd like.

My Diplomacy/Intimidate is 7/6 respectively, and I have an Appraise of 6. Nothing too great - but they make a good backup for Aiding in a pinch.

Not to mention I'm alright in a fight, generally; if you want backup in that quarter.

As for having a sixth of the share for the ship; hopefully we won't even need that much. I can't imagine outfitting a ship would cost more than a few thousand at most - since a brand new ship is 10,000.

We could swap that harpoon for a brand new ship at this time, and sell the old one for half price.

Even if a person paid us 5,000 and refit their ship from scratch - if it cost them less then 4,000 to refit our ship - than they would have still got a good ship for less than 10,000 book price.

Maybe we should just sell this ship and the 1/6th loot and clean up? Who knows - we may get lucky.

But somehow, I don't think that will work.

Just so long as the next two or three days we sail to port I am able to work on my pistol with the GP amount of "loose scrap" on the ship, I'll be happy. If we can come into port and I have a second pistol or an improved pistol - I'll be quite pleased.

I guess we'll just have to see on that account, though.


Human - (Status: normal) Varisian Sorcerer 5 (HP: 56/56, AC:21(14/19[+2]) /F:8,R:8,W:9 / MP: 5/5 / Init. +2 / Perc. +5/6(3))(Jack's Perc: +13/+15)
Variel Nightstorm wrote:
Finally, if Variel is captain, there is something iconic about the captain boarding a ship and going after the other captain. Harrigan did it and it seemed like great imagery. Well not the part about eating a heart, but you get the drift.
Sejiro wrote:
lol... ewww... eating the heart... just icky...

I on the other hand whant to know what ability lets you eat someone's heart and get health back from it, and how cn i get it. Cause that's actually pretty badass and i wanna be able to do that too!


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)

It's quite easy, actually.

What's delicious is that I know about it in game, and gave you clues in game too - of course, that was before we got to the island. But I'm sure you remember, now that I mention it ;)

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

Fom Dhaavan IC with my comments. Otherwise agree to most of it.:

Captain: Variel
First Mate: Dhaavan agree
Ship's Mage: Dhaavan/Variel agree
Ship's Surgeon: Bilbo when needed and Sandara helps frees up Flynn
Carpenter: Flynn He's already got the skills agree
Master Gunner: Flynn agreed gunslinger and all
Master-at-Arms: Rosie as both Flynn and Variel have other duties
Helmsman: Jiro when quartermaster duties aren't needed and Bilbo when surgeon duties aren't needed, Variel if both are busy
Quartermaster: Jiro on ship but Flynn helps in port with purchases or when Jiro is at the helm
Head Cook: Fishguts
Bosun: Valeros only one position as to me it will take up the whole day everyday


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)

Hey guys!

I spoke to the GM tonight. He’s doing okay, and wanted me to pass on some new to everyone when we’re considering leveling and also what to do with our current loot.

1. He first recommends we reconfigure the “Loot List” without the advantage cost of the harpoon intermixed with it.

The base cost of a ship of our class is actually less than that harpoon. He has suggested that based on the make-up of the port we are traveling to, it will not be easy to find a buyer for that item.

He also recommends that we “lend” the harpoon to someone on the ship who is good at using it. He suggests it is a weapon which will be very valuable for a while for the crew; but as long as one person isn’t “keeping it”, but just using it until we reach a larger port where we can sell it, then it would be a good idea to just hang on to it as “temporary ship’s goods”.

2. Once we recalculate the loot list without the value of the harpoon, he recommends we take the total value of the loot and divide it seven ways. He indicates that we can eliminate Sko from the equation, and instead replace his header with “the ship”. However, he suggests we give 2/7’s of the loot to the ship itself. He suggests that of the remaining 5/7’s of the loot; we share equally between the five us.

He will provide loot for the new player, but has suggested that the needs of the ship in the squib place may very well equal more than 6,000 GP at this time (and our current equal cut will change once we drop the harpoon from the equation).

3. He also recommends creating a pile of items that are valuable but fall under the jurisdiction of “basic plunder”. He indicates there is a procedure for selling just bulk goods for coin in a method of “Plunder for Gold” – he’ll provide more details on that later.

4. He indicates on of the things we may want to buy in the future is bulk goods we put under “Crafting Supplies”. He suggests there will be 2 distinct divisions: Mundane and Magical.

To make things more realistic in game; if we say “We invest 2,000 GP into mundane crafting parts (ore, lumber, cloth, etcetera); and 2,000 GP into magical crafting parts (satyr horns, fairy sweat, nymph saliva, or whatever) we won’t have to label them as such. But then, if someone like Dhaavan wanted to create a magical item, they would deduct the “supplies” from the “Magical Crafting Parts”. If it cost 500 GP in “parts” – he’d deduct 500 GP from the “Crafting Stores”. It’s like “Spell Components” – you don’t have to label them or anything, but you do need to make sure you have them laying around.

So that’s something to remember in the future, too.

Okay – that’s pretty much it. If I talk to him later, I’ll pass on more information to you.

Variel, the loot list is fantastic, sorry for having you rework anything regarding the math. I hope that’s not too much of a bother.

Meanwhile, the GM is currently on the way to NJ and will be home in a few days.

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

Actually the harpoon is already subtracted from the list when I figured out the share for each person. That is why the loot list has a section for party loot. Will add the handy haversack to the party loot list as well. To recalculate won't be that difficult.

Second what is in the chests that Plugg had in his room? If I am refiguring the loot I would like to know that as well. Just for paperwork of it.


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

well hopefully there was a key on the body... if not, Seijiro can try to open the boxes without one.

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

Go for it Jiro...if you can get out of the hammock that is ;p


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

lol.. but it's comfy


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)

Cool - hopefully we'll get the full details on the chests soon, and at the least the value of the magic hammock.

Meanwhile, the spread is good; but if we divide the cut by seven instead of 6 (giving "The Ship" 2/7ths of the spread, and the 5 of us each get 1/7 of the spread) it will likely effect things.

After talking to the GM tonight, I'm kind of nervous about upcoming costs for ship stuff.

Hopefully things won't be that bad, but I guess we'll find out :)


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)

Well, one other thing: I talked to the GM about me crafting a few things on the ship on the way to our next port. He said I could do that, and then deduct the cost from my cut of the loot.

For now I have to social RP where I got the materials (which I am doing via "scrapping part of the ship and adding price to "Squibbing" via my cut of wealth later).

For now I'm just looking for items of "loose change". Would anyone mind if I took various loot equal to a coin amount?

In other words, I don't want to take something like the "Bracers of Archery" - but the "Wedding Dress" or "Whalebone Tusk" is just valuable stuff that isn't doing anything.

If no one wants those kind of items (misc. gems or perfume that can be converted for cash later) - would anyone mind if I took

1,800 GP of misc. loot for crafting purposes?

I'd like to craft a few things on the ship before we get to port so that when we arrive I'm not wasting time when we step off the ship crafting items. If it's okay that I take just misc. loot to do this, I'll be much obliged. But you guys let me know.

Thank you again Variel for your work with list. It helps a lot and I really appreciate it.

If anyone wants me to craft them a firearm, though - just let me know and I'll do it for cost of parts.

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

Will do Flynn. I will assign you random 1800 gp of items for you if that is okay. Know that if some tems are not claimed and therefore sold for half that our individual share will change.


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)

Well, just remember - we may have more loot to come; after all - we know the hammock is magical. But how much is it worth? Who knows how much other stuff could be hidden in Plugg's cabin?

I was thinking about this the other night, and tossed it up on the thread, actually. It just seems to me that if Plugg was really planning on mutinying against Harrigan and sailing to this place to get it refitted then it seems pretty likely that he'd have to have at least enough coin on hand to get the ship refitted for himself.

Now that's just hopeful speculation on my part, but it seems like a reasonable gamble. But again, we'll just have to wait and see.

Also, I am not sure - but it could be that we can get more than half for re-sale value of items. I know the book value is generally for half value, but maybe with a good Diplomacy Check we may be able to bargain for a better deal?

Eh - it's a thought, I guess we'll see what happens next, but for now I'll be keeping my fingers crossed.


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)
Variel Nightstorm wrote:
Will do Flynn. I will assign you random 1800 gp of items for you if that is okay. Know that if some tems are not claimed and therefore sold for half that our individual share will change.

So I just realized - for all the items that are not claimed and that we have to sell; how does that work for total GP?

I mean to say; what if no one wants to claim a 7,000 GP weapon? If we had it in party loot, and divided loot seven ways (1/7 for us, 2/7 for ship), we'd have 1,000 GP in our total loot to spend (except for the person who keeps it, they'd be at -6,000 GP). But if we sell it, we only have 500 GP.

Since it's likely that it will radically effect how much actual wealth we'll have; maybe we should all determine what each of us wants specifically from the loot, then take the stuff we don't want, convert it to a "resale" pile, and then calculate from there?

Oh my God - the math is making my head hurt!

Anyway, that's just an option though. I don't mean to be a bother, just trying plan ahead.


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

items that can only be sold at half value should only be valued at half for split - so a 7000 gp weapon would be 3500 gp for the split, or 500gp each.

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

Exactly, that is hy once we get to town and sell items, everone's share will change. The math will work out in the end, justyo may be overdrawing from the party fund till more loot is covered. I am thinking such is the case with the pike, harpoon, and bracers of archery lesser. Same with the daggers and MW items people don't want as well.


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)

Right, that's why I was hoping that everyone would lay claim to gear sooner rather than later. That way we have a better idea of where we stand. I don't know if everyone has done that yet, or not.

Meantime, I guess for now we just have to play the waiting game...


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

not a lot that S. wants -

one of the amulets of natl armor would be nice, -

Since he has no healing of his own, the belt of healing would be nice too.

the sheath would be great if it actually gave a bonus to say surprising someone and getting sneak attack or something - but there's nothing inherent in what it is or does that would provide that, so he'll pass on the sheath. might be handy if we're ever in social situations that require us to go unarmed into someplace, but I'm not sure I see that in our future. Maybe if there's enough gold for a share to be worth 5k, but I doubt it.

As for the MW dagger, he'd like to keep that as well, though dagger isn't his primary weapon, he might get disarmed again like last time and have to use it again.

(btw Flynn, there were 3 MW daggers - the one Dhaavan, has, the one S. has and one more (plus a silver one), so there's still one left for you if you still want it - look at the line where Seijiro's is on the chart - there are 2 listed there.


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)
Seijiro wrote:

not a lot that S. wants -

one of the amulets of natl armor would be nice, -

Since he has no healing of his own, the belt of healing would be nice too.

the sheath would be great if it actually gave a bonus to say surprising someone and getting sneak attack or something - but there's nothing inherent in what it is or does that would provide that, so he'll pass on the sheath. might be handy if we're ever in social situations that require us to go unarmed into someplace, but I'm not sure I see that in our future. Maybe if there's enough gold for a share to be worth 5k, but I doubt it.

As for the MW dagger, he'd like to keep that as well, though dagger isn't his primary weapon, he might get disarmed again like last time and have to use it again.

(btw Flynn, there were 3 MW daggers - the one Dhaavan, has, the one S. has and one more (plus a silver one), so there's still one left for you if you still want it - look at the line where Seijiro's is on the chart - there are 2 listed there.

Cool! Thanks about the dagger idea, Seijiro.

I would like to pick it up, but right now I'm pushing heaving on loose change as my current expenditures are tapping up to around 5,000+ GP already, and we may not even have 6,000 GP to split after the fact.

Maybe we can hang on to the sheathe and try to find a good place to sell it if this place won't pay up good enough.

I'm hoping that when we touch down and try to meet potential buyers we could maybe rustle up Dhaavan to use some Diplomacy. If we can get buyers to be more friendly, they may give us more coin for our stuff (here's hoping :)

Well, not much more to do right now except hope!

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

Loot list updated with 2/7 going to party fund. As it stand rot now Flynn you only have 1300ish in gp available instead of the 1800 you wanted. Of course in the party fund is currently...

Handy haversack
Indicative harpoon
10780 gp of other loot for purpose of refitting the ship. Some of that loot can take the form of items we don't want and need to sell at half price but it is a decent start. Even if we put the bracers of archery and the stealth sheath that gives us a sell value of 5780 for refits and supplies. Not bad and definitely workable.


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

variel - you put seijiro down for the sheath - but he's not taking it - it's too much money for what it does. but he DOES want the belt of healing if there's no contention over that. if and when we find someplace where we can sell the sheath for full value, it will give us more for the ship fund

when you fix this, don't forget to change the 'taken' amount in the spreadsheet at the top and adjust his balance accordingly, thanks.

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

Just get down fixing the sheet and have to change it again. Okay give me two minutes and it will be corrected. The other thing to note is that consumables are not factored in at all. So if we need more gp we can sell the oil of taggert and the screaming bolts and the dark reader powder. It all adds up eventually. After we get to port, from here on out I think I will dole out shares based on sell value instead. It makes things a lot cleaner and easier to manage. Is that ok with you guys?

Immortal, would it be possible when you get back to post the link to the spreadsheet in the campaign tab? Thanks a bunch, that way everyone has access to it and I don't have to worry about reporting the link.


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)

Well I think that the reason my loot is on the low side seems to be because of two errors -

1. Under the header "9,303" you marked me as taken 302 GP - the cost of a masterwork dagger.

I have not taken one of those.

2. Under header "17,395" you have marked me as taken 2,000 GP for the Bracers of Armor +1.

But the cost of Bracers of Armor +1 is 1,000 GP.

- At this time my formal expenses should be:

Shortsword +1 = 2,310
Bracers of Armor +1 = 1,000
Misc. Loot worth 1,800 = 1,800

The total stuff I took is currently 5,110 GP.

It looks like an equal split is currently 5,924.

This would leave me under budget, and with about 814 GP remaining.

Sorry for any issues, and thanks again for all the work.

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

Dang it... That is what happens when I try to fix stuff at work. Earlier started the changes and forgot to save. Got home and never realized it until you said something just now. Will change it again. I am glad this is all formatted as it only takes a few second to change.

Also I claimed the MW cold iron and silver daggers to make life easier and you never know when you need magic and material to bypass DR. Since I can swift action weapons to make them magical it only seems appropriate that Variel have one of each material until he can get a weapon to +3 enhancement. Granted that is fiftH level already but you never know what will happen till then.

By the way does everyone have a copy of the skull and shackles players guide? Just wondering if people have looked at the costs in the back for upgrades to a ship. Some interesting ones there that is for sure.


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

I have the player's guide but didn't read that section yet. I guess I should, eh?


Human - (Status: normal) Varisian Sorcerer 5 (HP: 56/56, AC:21(14/19[+2]) /F:8,R:8,W:9 / MP: 5/5 / Init. +2 / Perc. +5/6(3))(Jack's Perc: +13/+15)

Flynn, Bracers of armor do not stack with normal armor, so +1 brcers are only useful if you do not have any armor, and currently you are wearing studded leather according to your character sheet.

Studded leather gives a +3 armor bonus, as opposed to the +1 of the bracers.

SOrry i didn't see those earlier, and this is the first i've been on in a bit. SO i apologize Variel, but guys, may i have the bracers as i am unable to wear any armor at all and everyone has some sort of armor that grants at least a +1 to AC, please?
FLynn, the enhancement from Bracers does not stack with the Armor bonus of mundane armor.

I will also give up my ring of swimming,

SO my account should stand at:
Amulet: 2000
Bracers: 1000
Mwk Dagger: 302

the Pike is currently up in the air, and if nobody wants it, Dhaavan would appreciate it, but if anybody else does, Please feel free to claim it. I am on Low Priority for that particular goodie. we should keep it tho, in order to use for boarding, as it will help in that situation.

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

You would say that now Dhaavan about giving back the ring just when I had it updated ;p

Quick update now and will update tomorrow once people finalize decisions. Perhaps Flynn takes the amulet of Nat armor you have and you get the bracers of armor. That should bring you right on track of wealth with giving the ring back but taking the pike.

The problem we are going to run into is people are claiming the small stuff and the big ticket items are still there. That means when we get to port half of our party loot is going to be gone from selling items at half price. Granted if Valeros claimed the bracers or sheath that problem would go away fast but I don't know if he wants them or not.

Don't forget to claim the consumables. If you don't have a healing potion there are three on the list still. I know Jiro said he didn't have one. Grab it now. You should be able to put your name on the spreadsheet to claim it.


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

Since Jiro took the belt of healing, he'll only take the cure light potion, and leave the cure moderate for someone else.

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

Night all


Human - (Status: normal) Varisian Sorcerer 5 (HP: 56/56, AC:21(14/19[+2]) /F:8,R:8,W:9 / MP: 5/5 / Init. +2 / Perc. +5/6(3))(Jack's Perc: +13/+15)

Instead of Updating tomorrow, I think it would make sense to sell off the items then get an idea of the value of what we have. less work to update the spreadsheet, and that way we dont' have our wealth fluctuating too much.

it does complicate things to have our value drop due to selling items, but i think we should wait to alter the sheets based on them. so we can claim items as we like, and if anythng isn't taken, then it's converted into gold and we use that value? blegh, math...


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)
Dhaavan wrote:

Instead of Updating tomorrow, I think it would make sense to sell off the items then get an idea of the value of what we have. less work to update the spreadsheet, and that way we dont' have our wealth fluctuating too much.

it does complicate things to have our value drop due to selling items, but i think we should wait to alter the sheets based on them. so we can claim items as we like, and if anythng isn't taken, then it's converted into gold and we use that value? blegh, math...

Well, I'll happily swap with you the amulet with the bracers of armor +1 then.

Meantime, I agree with Dhaavan - we shouldn't sell the items until we at least claim what we want first. After all, there is no point in selling the Bracers of Armor and all the Amulet's of Natural AC right now if we actually want them.

And hopefully we'll be alright - we're still waiting on updates from the GM on the remaining hash that we found on the ship, though there's no hurry on that front.


Human - (Status: normal) Varisian Sorcerer 5 (HP: 56/56, AC:21(14/19[+2]) /F:8,R:8,W:9 / MP: 5/5 / Init. +2 / Perc. +5/6(3))(Jack's Perc: +13/+15)

Dhaavan actually would like to have the amulet as well as the bracers. The bracers literally do nothing whatsoever for Flynn as they do not stack with the armor that he wears. whereas Dhaavan will have an AC of 14 with both which is still lower than Flynn's. I'll make you an amulet when you get the money and It'll be nice and cheap for yea after we get to port

It's bloody expensive to equip a Sorcerer... but I dont' want to waste spells on Mage Armor yet.

once i get to the point where I'm crafting Wondrous items and have supplies, it would make sense to have them all half price on the loot list cause i can make em for that price, so it make book-keeping much easier


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)

Yikes! Sorry, Dhaavan, I just meant you could keep the bracers and amulet, I'll take the other amulet because for some reason I thought the other Amulet was up for play. I forgot that Seijiro took the other one and was kind of looking for my own armor bonus at some point, as I often do fighting somewhere near the front.

But no worries, it's all good.

For now I have only the:

+1 Shortsword (2,310)
Loose Change for crafting = 1,800

For a total spending of 4,110 GP.

I don't know how much more we'll earn after sales and everything, but I hope that will be enough for my character at this time.

Which reminds me - Dhaavan; what does it take to enchant a pre-existing weapon or item?

In other words: as the odds are very rare that we'll see firearms laying around (and apparently "Bracers of Firearm Use" are even MORE rare :) if I could take my pistol and make it a +1 or even +2 pistol - that would be nice.

Is there a specific feat that is needed to place magic enhancements on a pre-existing weapons? If so; can that be done?

If it comes to it, I may have to get that feat for myself, if Bards are able to do it. But I don't know the book is kind of vague on that point. Right now I'd rather not have to spend a feat you can use "Craft Wondrous Items" to do it, though I don't know how it works. I'll give it a whirl on checking it out myself.

I figure that since we're going to be more "Self-Sufficient" that we'll I'll probably have sacrifice at least one feat in the future for crafting/skill focus/misc.

On the other hand; that's okay, because in the long run we'll be likely at sea for days at a time with nothing to do but "Craft" anyway, and it will give our little ship some more versatility.

That reminds me - maybe we might think of a "Shopping List" for the ship?

Right now we have a heck of a lot of potions in supply for healing. But I can cast Cure Light Wounds, and so can Valeros and (I assume) our coming Cleric. Maybe we could swap in some of those lighter potions for a "Cure Light Wound Wand"?

Those are only 750 GP and would free up a lot of potions slots. I mean, we could still keep potions, but any "Cure Light" potions we could get rid of.

That reminds me - to Crate a "Cure Light Wound" wand you need to be a caster level of 5. The spell is 1d8+ "Caster Level". So is the caster level = the crafter; or the guy who is using the wand?

Either way, if I use the wand it's at least 1d8+2, if Valeros uses it is 1d8+3 (or 4, depending on what he does to level). That could free us up a lot of potions and be handy in a "First Aid" kit.

While we're at it; if someone had a "Wand of Unseen Servants" - we could have a theoretical supplement to a skeleton crew.

At this time (if we cast it) - we have body which works four hours at labor that is fairly minimal; but they could be told to "Swab Decks", "Pump the Bilges", "Scrub Decks", or a lot of other useless jobs in a pinch. It may be worth thinking about in the long run? But I'm just tossing it out there.

Okay, sorry for all the questions/chit chat. I'm kind of bored, ready to play, and just looking for stuff to do, and I figured I'd toss it out there.

Dhaavan, when/if (we hope :) you level and can get the feat "Craft Wondrous items" - I'd like to be putting aside a shopping list for you. More about that later... By the way, as I'm working on crafting a bit anyhow, did you want me to make you any more of those little totem things which up your crafting power? By now I should have the first one completed. I may have time to make a second, depending on how many days the journey takes us.

Oh; and I think at some point we'll likely need to craft/create a "box" or casket that is nicely made for Valeros to sleep in regarding the fact he needs to sleep in water, or keep his skin moist. That should be easy, but it might be nice to make him something cool.


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

flynn - as a side note - items that are enchanted must start out as masterwork, so your pistol, to be enchanted, has to have been masterwork - maybe you can buy a masterwork pistol or craft one?


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

also note that wands are made at a particular caster level, and spells cast from the wand are at that caster level (it is NOT dependent on the user's level or ability). Wands made at caster level above minimum cost more to buy or make as well. wands can always be made at minimum level, regardless of the level of the creator.


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)

Hmm... well, that's a shame. I mean, to craft a wand you need to be caster level of 5, so I figured "okay, no worries there" because the "Caster Level" would have to be at least five to craft it, so I was hoping that the spell would therefore have to be also at least five. I mean, I've always played it the way you say: potions and wands are like 1d8+1 only - but when I was reading things over now, I kept thinking "But if the Feat "Craft Wand" can't even be taken until 5th level, and the Cleric who is casting it is likely to be a fifth level Cleric (though he could be multi-classing, I guess) then I figured "Maybe I've been wrong the whole time, right?" Because the way the feat is written, the "Caster Level" for the creator would have to be fifth at the minimum.

Now, like I've said - all of my experience in gaming was always agreed with your point. Wands of Cure Light Wounds are 1d8+1. But the Feat seems to disagree (or at least, it seems pretty vague to me). So while I'm not trying to disagree with you, I was wondering if you could explain that rule to me. Seriously, I'm not trying to give you a hard time, I just don't understand how the rule works - you have to be fifth level, means your "Caster Level" is 5. That should mean the wand is 1d8+5. Except it isn't. So then I wondered "Has everyone just been playing it that way because that's the old school method from AD&D II edition to have a wand heal 1d8+1 - and when Pathfinder/D20 came out, no one ever bothered to recheck that rule?"

Again, not trying to argue - just trying to understand. If you don't mind explaining, I really would like to learn. Thank you!

Now, as for my pistol?

There's a caveat for Gunslingers class which states you start with a pistol that is "broken" and only you can use it.

If you buy a gunsmithing kit, you can fix the gun to "normal" - but only you know how to use the awkward weapon, and if you sell it, it's only worth scrap parts (roughly 4d10 GP for resale).

HOWEVER - for that gun alone, and only that gun - if you have a Gunsmithing Kit and under "Special" for the "Gunsmith Feat"; and have the time to do it; and 300 GP - you can then upgrade that pistol to "Masterwork" quality.

That's why I've been chomping at the bit for some "Spending Cash" as well as trying to figure out the time it would take to sail to port - as in, do I have the time to do it on the ride over so if we step off the ship and are attacked, I can raise my "Master Work" pistol to fight with.

And that's also why I haven't been so eager for a masterwork dagger. For 2 gold pieces less than a masterwork dagger, my pistol can be my masterwork weapon :)


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

You can craft the wand so it does 1d8+5, if you are caster level 5 with cure light wounds, but most people don't want to spend the extra money for the higher caster level wand. they want the basic 750 gp variety, hence why that is what most people make and buy - but if you want to craft one higher level, it costs more to craft, and to buy.


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)

Ah! So you're saying that even though the spell is a level one spell, crafted by a level 5 caster (like a level cleric casting a level 1 spell) - it is still treated as a "Higher Level" spell?

Shazbut!

Well, okay. That's fair enough. Even so, a wand of Cure Light wounds is still pretty cheap, and handier than a bunch of potions. It's not amazing, but it can be pretty good in a pinch, I guess.

Anyhow, I figured I'd toss it out there for a potential shopping item for the ship.

Does anyone else have ideas on other items like that?

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

Yeah a level one wand of cure light would be nice at 750. Still wondering what the cost will be to outfit the ship before I start thinking about other purchases like that.


Human - (Status: normal) Varisian Sorcerer 5 (HP: 56/56, AC:21(14/19[+2]) /F:8,R:8,W:9 / MP: 5/5 / Init. +2 / Perc. +5/6(3))(Jack's Perc: +13/+15)

Enchanting weapons requires the feat Craft Magical Arms and Armor, which becomes available at CASTER LEVEL fifth and your Caster Level must be 3 times the enhancement bonus of the weapon. Basically it needs to be a single class caster to make good use of the feat, and it can be used to enhance weapons. So I asked Variel if he had the feats to take Arms and Armor at fifth so he can enchant weapons, and it seemed like a possibility.

I can only make wonderous items and i can do that right now, or rather once i get the crafting supplies that i need.


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)

Ah – congrats on the Spellcraft Check. I didn’t notice it before. Well anyway, toss in a +2 to aid check for it then.

As for now, I guess we’ll all need to wait for the details. And again; hammock aside, we still need to know what else may be in the room. Who knows, we may be lucky?

As for the casting – I think it would be awesome if we could get the GM to make an NPC at some point to interact with. Not someone to overshadow the game, but maybe a “Mister Scott” – so when the away team is sent on the mission, he can sort of sit back on the ship and craft things for us.

Eh, it’s just a thought, though. But it would be fun to see.

”Mister GM – we’re heading ashore – you have the con!”

:)


1 person marked this as a favorite.
Island of Empty Eyes Map Current Map

Hey everyone. Sorry about the extended absence. I've done quite a bit of driving over the last 3 days as well as all the things that go along with the funeral. It's also kind of annoying being the one person in the family not going to pieces and therefore are the one who is automatically the support structure for everyone else lol. In any event things went as well as could be expected and I'm back now. I'm pretty exhausted so my posts may be minimal tonight but should at least give you some stuff to talk about until tomorrow.

If you haven't already please read the Plunder & Infamy rules to familiarize yourselves with them as well as the ship modification rules.

Plunder and Infamy Quick Reference

Plunder

Infamy and Disrepute

Infamy Threshold

Impositions

I am also posting them on the campaign thread for easy reference.

Thank you to all of you for your patience.

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

One other quick thing, if you all could summarize anything you need from me and also a brief summary of what was discussed over the last few days would help a lot. I am reading through everything but I don't want to miss a request or a question.


Human - (Status: normal) Varisian Sorcerer 5 (HP: 56/56, AC:21(14/19[+2]) /F:8,R:8,W:9 / MP: 5/5 / Init. +2 / Perc. +5/6(3))(Jack's Perc: +13/+15)

Dhaavan wants an inventory of the stock, so we know if we have any plunder, or a supply of Booze and food to use for celebration. We're also going to be asking rosie and sandara to be officers, but haven't gotten to that yet.

mostly we settled on officers...

EDIT ALSO, will sko help out fishguts for the time he's on the boat?


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)

Well, I'm currently doing the craft thing.

I have the short sword +1 and 1,800 in GP for "Crafting" purposes.

I have a shopping list prepared of fairly mundane items. But I'll worry about that when we touch land and I get a sense of how much actual coin I can actually spend.

For myself - my working theory was that if Plugg was really planning on secretly sailing to this port and squibbing the ship, he wouldn't be dumb enough to sneak off without at least a good chunk of change to pay for the squibbing.

I'm hoping we find the change on the ship in the chests.

We've done some work divvying up title and position. For myself, it seems I was nominated and chosen as:

Gunnery Captain Cheliax Related Title - more can be found here...
Chief Carpenter
Surgeon's Mate (pending, until full surgeon is enlisted; currently acting Master Surgeon).

As an aside, I made some delicious soup, and no one was hungry... :(


Human - (Status: normal) Varisian Sorcerer 5 (HP: 56/56, AC:21(14/19[+2]) /F:8,R:8,W:9 / MP: 5/5 / Init. +2 / Perc. +5/6(3))(Jack's Perc: +13/+15)

When Dhaavan hears about supplies, and if he can offer his crew drink, or we have the plunder to use when we get to port to take the crew out. It'll affect his announcement to the crew.

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

Welcome back immortal. Glad it went as well as it could I guess. Don't run yourself ragged on out behalf.

As for the quick update
Variel is captain and splitting helmsman duties with Jiro until we get another helmsmen. Then we will rotate who is piloting so no one is on for more than 8 hours at a time. Depending on who good of a helmsman we find that person will be at the helm during all naval engagements. When not at the helm and alone Variel will Be available to meet with officers and if needed crew. As far as positions go the main ones are filled and if needed we can promote others when the time comes.

Loot is divided up somewhat until we get to port and find out prices and what we can sell.
Variel's skills have not yet been determined as we were still figuring out the roles of everyone.

Once the chests are opened and their contents are figured out then I will finalize the spreadsheet as best I can before we reach Rickety's.

Edit* character sheet updated with 2 ranks in diplomacy and intimidate each and 1in know local


Human - (Status: normal) Varisian Sorcerer 5 (HP: 56/56, AC:21(14/19[+2]) /F:8,R:8,W:9 / MP: 5/5 / Init. +2 / Perc. +5/6(3))(Jack's Perc: +13/+15)

I'd say we should track plunder seperatley, and not include that in the spreadsheet since the value is highly variable and we likely can't actually get decent value for Plunder at this point we may be better off using Plunder to get a boost to our Infamy rolls higher.

Speaking of which, our infamy check is currently DC 15+2(ACL) = 23
Skills are Intimidate, Bluff and perform.
Dhaavan's got a +8 to Bluff and Intimidate, so whoever's got that beat can play our infamy roller!

plunder can give a +2 per plunder?
can we use Hero-points our our 3000 post re-roll for infamy rolls?

1,051 to 1,100 of 5,863 << first < prev | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / DM Immortal's Blood Red Roses: A Skull & Shackles Campaign (Discussion) All Messageboards

Want to post a reply? Sign in.