|
Post by Kelly on Apr 29, 2004 14:20:41 GMT -5
Ships Funds
28,000 (sale of one magic item and reward for evil item) + 5,503 (Endil's funds) = 33,503
33,503 - 3,000 (cost of 4 gaseous form potions) = 30,503 Remaining Ship Funds
The gaseous form potions will be become part of the ship's equipment if we do not need to use them during the investigation of the locked missing wizard's house.
|
|
|
Post by Hussar on May 11, 2004 8:14:34 GMT -5
Heh, good news and bad news. Depends how you look at it. Got a new suplement today (Yay) and it discusses augmenting ships. One things caught my eye.
For 50 gp/ton you can lose 1 ton of cargo space and gain room for 5 troops. Considering you have LOTS of cargo space, you may wish to invest in this.
|
|
|
Post by Kelly on May 11, 2004 12:29:35 GMT -5
Sounds like a good idea. We should also ensure that we have extra sails and wood for repairs aboard.
|
|
|
Post by Kelly on May 27, 2004 12:12:53 GMT -5
Ships Funds 30,503 GP - 21 GP (anchorage) = 30, 482 GP remaining.
Hussar please post the cost of the improvements made to the ship. I know that switching from catapults to ballistae was actually a move that made us money, but it is assumed that we invested the profits into ballistae bolts. So treat that as a wash and post how many bolts we have now.
You will need to tell us the cost of the fore and aft castles installed on the ship as well as the cost of the routine supplies we left Mithril with and presumably have used. I guess post the equipment and costs so we know what we have and how much money to subtract from the ship's fund.
|
|
|
Post by Hussar on May 30, 2004 0:42:00 GMT -5
Ship Manifest - The Tallywhacker, as of May 30
Magic wand of extended fireballs (charges = 50) Continual Flame Torches (as many as you want) Astrolabe (navigation tool) 85 gp 4 lbs Bilge Pumps 2 man 300 gp 75 lbs - 5 Captains Log 20 gp 4 lbs Charting Tools Masterwork 50 gp 1 lbs Compass 500 gp 12 lbs Log Line (tells ship speed) 8 gp 15 lbs Sextant 500 gp 3 lbs Ships Bell 25 gp 12 lbs Repair material 10 tons 2 launches (16 man each) (You're right Kelly, it doesn't make sense that you wouldn't have at least a couple of dingys)
So far, that's all been paid for before.
New stuff that has to be paid for out of the ship fund:
Hiring Crew Hiring marines food water weapons equipment
Give me a second to come up with the figures for that.
|
|
|
Post by Hussar on May 30, 2004 1:46:46 GMT -5
Crew Manifest:
56 Sailors Com 2, Profession Sailor 5, Balance 4 Climb 1, Signing 1 gp =56 gp 24 Siege Engineers: Expt 1 Profession Siege Engineer 4, Profession Sailor 4, Balance 4, Spot 4, Alchemy 4, Use Rope 4 ESigning 20 gp = 480 gp 120 Veteran Marines: Warrior 3, Signing 10 gp, Cutlass, crossbow and leather armor = 1200 gp
Total cost of crew= 1736 gp
Supplies for 1 month (3gp/crew) (206 crew including yourselves) = 618 gp (this includes food and water and sundry other supplies)
Miscellaneous weapons, repair, extra odds and sods = 1000 gp. (This money is spent and can be assumed to include anything you could reasonably be expected to carry in terms of equipment)
Total cost: 1736+618+1000 = 3354 gp
|
|
|
Post by Hussar on May 30, 2004 1:56:58 GMT -5
Did I miss anything?
|
|
|
Post by Kelly on May 30, 2004 10:51:14 GMT -5
Are the crew/marines/siege engineers costs for each month or the entire sailing adventure?
You forgot to include the price of the ship fore and aft castles to the price of updating the ship. I believe the typical price is 1000 GP each. Also the cost to convert 25 - 30 tons of cargo space to troop quarters (I cannot remember the exact amount we converted).
Ship's Fund --- 30,482 GP - 3354 GP = 27,128 GP Remaining
|
|
|
Post by Hussar on May 31, 2004 3:11:45 GMT -5
The crew costs are one time. At least until you pay out the crew their shares and they go away. Most will stay with you for at least a single season, so long as the promise of payout is high enough. Going too long without any hope of payout is a recipe for mutiny.
The fore and aft towers are 1000 gp each.
The conversion of cargo to troop space is - 50 gold/ton (5 troops/ton). You converted 25 tons, so 1250 gp.
So, knock off another 3250 gp for ship improvements.
|
|
|
Post by Kelly on May 31, 2004 11:57:54 GMT -5
Ship's Fund
27,128 GP - 3,250 GP = 23,878 GP Remaining Balance
|
|
|
Post by Kelly on Jun 4, 2004 16:43:32 GMT -5
Ship's Fund after Hedrad
23,878 GP - 9,800 GP (iron ore and loading) = 14,078 Remaining Funds
|
|
|
Post by Hussar on Jun 5, 2004 0:44:22 GMT -5
Something to remember is to keep track of how much money you started with. Any profits would first go to paying that back and then divided between you and the crew. Obviously shares are only paid out on profits, not on expenses. It might be an idea to count upwards and downwards at the same time. Or at least make sure we know how much the fund started with.
|
|
|
Post by Kelly on Jun 5, 2004 16:35:23 GMT -5
I believe we started with 33,503 in cash in the ship's fund.
|
|
|
Post by Kelly on Jun 30, 2004 23:15:11 GMT -5
Ship Update
1. Crew - the old crew and marines were paid when we returned to Mithril. We will hire a new crew and marines (inviting back any that want to return) and will reprovision the ship. The quartermaster is in charge.
2. Spent 640 GP on mooring fees.
3. Ship's Fund after Treasure Split = 33,503 GP remaining.
4. New Ballistae = 14 Ballistae - treated similar to heavy catapults, one operator, no minimum range, 6d6 damage, fire rate 2/minute and direct line of fire, no area attacks. We can sell the old ballistae and add the money to the ship's fund. Quartermaster get the sale amount from the DM and add to the ship fund.
5. New Officers and Members of the Fist of the Dragon
a) Chey = Lookout, Quartermaster, Back up Navigator
b) Nikkia = Officer in charge of Crew, Back up Pilot
|
|
|
Post by shadowbane on Jul 2, 2004 9:33:57 GMT -5
Possible requisitions
Prices for the following:
Spell stored arrows: burning hands (cast at level 1, 2, or 3) (for cheap magic assault for the regular marines vs the ship or arcane creatures (eg dragons) )
Fireball (cast level 5?) (vs dragons, or crew, very effective, costly. preferably used by pc's or elite archers)
Flaming sphere arrows (cast L3?) (as burning hands but adds more damage + spreads more fires)
Fog cloud arrows (cast L3) to obscure the enemy ships deck neutralizing the enemies archers and making their weapons mostly inneffective for a few rounds.
Light, everburning or continual light arrows. (to act as flairs and to light up the target allowing better accuracy of attacks in night fights)
Explosive rune or firetrap arrows (don't need to be spellstored) for use as fireball arrows.
+1 arrows (for pc's and elite archers only)
Masterwork arrows (note all the previous are asumed to be masterwork quality and prices and effectiveness should match this)
arrows designed to carry a small charge of greek fire or other cheminal in a delicate vail in the arrowtip, or designed tpo be soaked in lamp oil lit them fired. ____________________________________
weapons: Heavy crossbows or masterwork heavy crossbows for 60 or all of the 120 marines.
large sheilds for marines + training them how to create defensive formations (sheild wall to provide cover and increased protection.)
______________________________________
Ship alteration: turn some of the banisters along the ships side into archery possitions with crossbow slits, to allow people to fire from the ships edge with 90% cover or concealment. (eg add sheeting with + shaped archery possitions along the ships banisters)
Netting: placed over sensitive areas this simple design sould reduce the imact or accuracy of catapult rounds to certain areas of the ship and reduce casualties from 'scatter' catapult rounds. it is set up so it streches over the top of sebnsitive areas to slow/deflect attacks from above (eg catapults rounds and dropped rocks), while not very effective it is an option that could be used t protect the fore and aft castles and the cargo hatch.
_______________________________________
Alchemical or spellstored balista bolts (same spells/specials as for arrows above)
Masterwork Balista bolts (shaped armour peircing heads (+1 to hit as any mw weapon))
Grappling balista bolts with ? length lines to fasten to enemy ship/ destroy rigging /sweep crew off deck and or destoy individual ship based weapons.
Specally designed 'sweeper' balista bolts with a \_/ or cresent shaped head, designed for slicing though crew, rigging, ropes and dealing damage to masts. ______________________________________
Troop Types: Special troops (these are just suggestions, i'm not sure if they would exist)
Forsaken Elf Archers: (i know they would be VERY rare and would expect to be payed a lot, but a few or even a single mercinary could be a great help. see human mercinary: archer for notes. the elves would also serve as the prefect gaurds during the night when human vision is impared.)
Dwarvish Heavy infantry: (not suitable really for for ships but they could still pack a temendous punch, especially as they wouldn't be expected)
Half/orc Bezerkers: (Very powerful but um.... i better not list their drawbacks)
Human Mercinaries: infantry: (level 5?) (10 heavily armed shock troops (with the corect feats and higher stats) onboard the ship could cut though regular marines and enemy crew with suprizing efficency. armament: either polearms + crossbows + chainmail, or sword + sheild +chainmail + crossbow. (lighter armour than chainmail when on ship)
Human Mercinaries: archers: (level 5?) (10 mercinaries with higher str/dex and the feats point blank shot, far shot and weapon focus, could greatly increase the ships effectiveness in ranged combat. especally if armed with masterwork weapons and spellstored or magic arrows. armament: studded leather or chainmail, mw heavy xbow, small sheild, short sword, masterwork arrows and whichever special ammo we have available)
Marine sargents: + troops training. squads trained specially to work together could expect to fight better if asigned a strong leader (maybe +1 bonus to hit damage after special training?) and the sargent inchange could intercept powerfuller creatures trying to get into melee with the squad. so instead of it fighting the marines, if would end up faceing a single skilled and well armed sargent allowing the marine squad to contine its previous actions and not get drawn into melee. (the sargent could act as an individual or an extra man when in squad formation but become an individual and intercept the enemy when the squad is threatened and doesn't what to be drawn into mellee)
(i know this is asking a lot but) Human mercinaries: Sorcerers: (level 1-3) Even 10 aprentice sorcerers in battle vs an armoured crearure could be a deciding factor. 10 magic missiles at 1d4+1 or 2d4+2 would be deadly (10d4+10 or 20d4+20), but getting these would be VERY expensive.
Human mercinaries: clerics: (L3?) Even a single cleric mixed in with a marine squad could easily reduce casuallities and if likewise armed and armoured wouldn't reduce the squads combat capabilities, not to mention the possibility of him blessing the squad before battle starts and treating the injured after the battle reducing recovery time significantly. Getting a few clerics shoulldn't be too dificult if rthe correct temple officials are aproached in the correct way.
Lone mercinaries: human ranger: while not a combat advantage, (he could be treated as a regular marine in squad battles) having a skilled tracker would be an asset on landbased missions.
___________________________________________
Squad asignment: We should split the squads into two dedicated groups. one with marines who show tallent at the bow the other who shows tallent at mellee. giving the archer unit access to heavy crossbows at least while keeping their gear the same. so all the marines who have high str are in one unit gaining bonuses to hit/damage in mellee, and in the other unit marines with higher dexterity, gaining higher ac and improvement on ranged attacks, and don't mix the groups.
In ship based battles the melee marines with light crossbows would move back allowing the archer units to the fore armed with heavy crossbows and increased accuracy. (as only half the marines on board can fire at any one time hehe) as soom as boarding actions start the melee marines can board the enemy ship while the archers can take up firing possitions and shoot any targets that come to bear.
During hiring the marines can be tested to see which catagory they show skill in.
___________________________________________
well thats all my comments for today.
|
|