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Post by Hussar on Sept 25, 2003 7:55:10 GMT -5
Nautical Equipment
Astrolabe (navigation tool) 85 gp 4 lbs Bilge Pump 1 man 200 gp 30 lbs Bilge Pump 2 man 300 gp 75 lbs Captains Log 20 gp 4 lbs Charting Tools 15 gp 1 lbs Charting Tools Masterwork 50 gp 1 lbs Compass 500 gp 12 lbs Log Line (tells ship speed) 8 gp 15 lbs Rations Sea (For 100 people/day) 30 gp 400 lbs Sextant 500 gp 3 lbs Ship Repair Material (/hp repaired) 10 gp 100 lbs Ships Bell 25 gp 12 lbs Spyglass 1000 gp 1 lbs Telescope 2000 gp 1 lbs Timepiece (Clockwork) 3000 gp 2 lbs
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Post by Hussar on Sept 25, 2003 8:13:27 GMT -5
Weapons and Ammunition
Alchemist Fire load 225 gp (3d6 fire damage, heavy catapults can load 2/shot) 1/10 ton Heavy Catapult Shot 20 gp 1/6 ton Heavy Catapult 800 gp 1/2 ton Light Catapult Shot 10 gp 1/12 ton Light Catapult 550 gp 1/4 ton Ballista Shot 15 gp 1/50 ton (40 lbs) Ballista 500 gp 1/2 ton Ram 5000 gp 2 tons Damage = 2d10*relative speed, all to hull
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Post by Hussar on Nov 8, 2003 9:01:30 GMT -5
Ships Crew.
Sailor, apprentice ECom 1 Profession Sailor 4, Balance 2, Signing 5 sp Sailor ECom 2, Profession Sailor 5, Balance 4 Climb 1, Signing 1 gp Sailor, journeyman ECom 4 Sailor 7, Balance 4 Climb 3 Signing 5 gp Sailor, Master ECom 6 Sailor 9, Balance 4 Climb 3 Swim 4 Signing 10 gp
Siege Engineer EExpt 1 Profession Siege Engineer 4, Profession Sailor 4, Balance 4, Spot 4, Alchemy 4, Use Rope 4 ESigning 20 gp Siege Engineer Journeyman EExpt 3 Profession Siege Engineer 6, Profession Sailor 6, Balance 6, Spot 6, Alchemy 6, Use Rope 6 ESigning 50 gp Siege Engineer Master EExpt 5 Profession Siege Engineer 8, Profession Sailor 8, Balance 8, Spot 8, Alchemy 8, Use Rope 8 ESigning 250 gp
Marine EWarrior 1 Signing 5 sp Unequiped Marine Corporal EWarrior 3, Signing 10 gp, Cutlass, crossbow and leather armor Marine Sergeant EWarrior 4 Signing 20 gp, Cutlass, Crossbow and MW leather armor
A helmsman, navigator and any other hirelings will have to be paid for as per hiring a hireling.
All ships crew, including marines, expects that profits will be dividing according to guild law with 4 shares going to officers and 1 share going to each crewmember. The Hiring Hall also levies a 5 sp/crewman on all ships annually. Also note, crews do expect to be housed and fed when not in Mithril. Additionally, lengthy periods between payments will result in crew leaving to other ships.
The signing fee is to be paid at the time of signing.
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Post by Hussar on Nov 8, 2003 9:02:38 GMT -5
Large Carrack Size: Length 100E Keel 70E Beam 33E Depth 20Ebr>Crew: Optimal 56, Adequate 42, Skeleton 30 Minimum Sailor Ranks: 4 Rigging/Sails: Square Rigged Speed: 7 Acceleration/Deceleration: 1/3 Maneuverability: E (1* 30 degree turn/ round) Seaworthiness: Good +5 Cargo: 250 Tons Transport: 100 Armaments: Maximum E6 broadside large catapults, 2 fore and aft ballista. (Note, light catapults are 1/2 width of heavy catapults and ballista are equal to heavy catapults.)
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Post by Hussar on Nov 8, 2003 9:03:22 GMT -5
Crew Sailor Com 2, Profession Sailor 5, Balance 4 Climb 1, Signing 1 gp *60 60 gp
Max Weapons
12 Heavy Catapults (6 broadside 800 gp @) 9600 gp 4 Ballista (2 fore and aft 500 gp @) 2000 gp 64 Artillerists Expt 1 Profession Siege Engineer 4, Profession Sailor 4, Balance 4, Spot 4, Alchemy 4, Use Rope 4 1280 gp
Ammunition 240 heavy catapult stones 4800 gp 200 Ballista rounds 3000 gp
Troops 32 Veteran Marines Warrior 3, Cutlass, crossbow and leather armor 320 gp
Total 21030 gp
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Post by Hussar on Apr 8, 2004 8:13:27 GMT -5
Now that you are refitting the Tallywhacker, I'm going to bump this back up to the top and make it sticky. Somebody, possibly the guy that actually OWNS the ship, might want to keep track of what is actually on the ship.
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Post by Hussar on Apr 8, 2004 8:14:59 GMT -5
Explosive Bolt - antipersonel weapon - painted red - equal to an 8d6 fireball ref save dc 17 - Cost 1750 gp each
Anti Shipping bolt - painted blue - 6d6 additional piercing damage. Living targets get ref save DC 15 for half - Cost 675 each
Armor-piercing bolt - painted white - ignores hardness when determining damage (3d6) Cost: 1200 gp each
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Post by Kelly on Apr 8, 2004 11:53:53 GMT -5
I suggest we start a thread named ship equipment. Then we all post what we know or think is on the ship. I really have no idea except the wand of fireballs that was mentioned last night, 12 heavy catapults, 4 ballistae, 200 bolts, 240 catapult shots, and Endil's mundane equipment (minus the shortbow and mundane arrows which went to Evelyn). The list of Endil's equipment can be posted by him.
Obviously we have barrels on board b/c we had to guard the water supplies once. I would imagine there is an equipped kitchen, miscellaneous furniture, buckets, and ropes, but that is just a guess.
There are 19 torches with continual flame cast on them that I made on the way to the island long ago (one was given by me to the shaman of the dwarves).
We have 5503 GP in the ships fund, as well as some magic equipment from the party's treasure and Endil that can be sold also (the one's no one can use).
It sounds like each person in the party will have to kick in about 2000 GP to refit the ship and hire the crew (I think the last trip cost us 15,000 GP?). That will leave no money for equipment, except what we can trade for the magic items we will not use. I think that this refitting sum should be deducted from the next adventure (meaning that the crew and officers split the net profits, not gross profits - that way there is money for the next voyage).
As far as the party's/Endil's magic equipment, the only two I can use is the amulet of natural armor and the broach of blinding light. I would like to have one or both of these depending on what other people need.
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Post by Hussar on Apr 10, 2004 1:31:58 GMT -5
Note: About the net vs gross profit thing. That was done for the voyage to the island. Kelly, you received an extra 5000 gp (roughly) for a total of around 10k. See the Treasure list for details.
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