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Post by Hussar on Jul 8, 2004 7:24:36 GMT -5
As promised, here is your new thread.
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Post by Kelly on Jul 8, 2004 13:24:23 GMT -5
The Quarter Master is hereby instructed to post information on the ship and ship's crew. (Note much of this information can be found in the prior thread).
1. Ship's Fund after Treasure Split = 33,503 GP + 150 GP (from Capt'n Bobo) = 33,653 GP remaining.
2. We added 14 new ballistae to the ship. We can sell the old ballistae and add the money to the ship's fund. Quartermaster please get the sale amount from the DM and add to the ship fund.
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Post by Hussar on Jul 8, 2004 20:05:28 GMT -5
Used ballistae are worth 200 gp each.
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Post by Hussar on Jul 9, 2004 2:59:51 GMT -5
Found an excellent little diagram of the rigging of a large Carrack: This would make the netting thing very difficult.
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Post by Hussar on Jul 9, 2004 3:01:59 GMT -5
And here is a nice cross section of your ship:
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Post by shadowbane on Jul 12, 2004 8:51:20 GMT -5
Kelly please contact me as soon as you can to sort stuff out.
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Post by Hussar on Jul 13, 2004 1:10:26 GMT -5
Is there anything I can help you with?
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Post by Kelly on Jul 13, 2004 9:46:27 GMT -5
Sent a private message a day ago containing various methods to contact me.
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Post by Kelly on Jul 13, 2004 10:55:40 GMT -5
Last time we played, it was mentioned that perhaps we should invest some funds into arcane and divine scrolls to keep on board the ship for emergencies. Below are listed some divine scrolls we may want to acquire for that purpose. I assume that one or both of the arcane spellcasters will make the suggestions for arcane scrolls.
Scrolls = Comprehend Languages (25 GP), Detect Evil (25 GP), Jump (25 GP), Magic Weapon (25 GP), Obscuring Mist (25 GP), Make Whole (150 GP), Zone of Truth (150 GP), Gentle Repose (150 GP), Water Breathing (375 GP), Water Walk (375 GP), Wind Wall (375 GP), Control Water (700 GP), and Restoration (700 GP).
We should also acquire several 5000 GP diamonds as the material component of my Raise Dead spell. Without these diamonds, I cannot raise anyone from the dead.
We may also want to invest in a Cure Wounds Wand. The wand I have can only cure 1d8 + 1 per round. During the last combat, we had to lay flat on the ship's deck for several minutes while I cured people's wounds and even then this process was much quicker because I was also using high level cure spells combined with my wand. A better wand would allow me to get combatants healed and back in action much quicker and also to keep our party members alive, which could save all of us in future combat as the foes we face get much tougher.
Cure Moderate Wounds Wand (2d8 + 3) = 4,500 GP
Cure Serious Wounds Wand (3d8 + 5) = 11,250 GP
Please review these suggestions and post your thoughts. Obviously we cannot necessarily afford all of these items and all of the arcane scrolls too, but should consider using ship's funds to purchase at least some of them. I consider the material component diamonds an absolute must buy, and also a gentle repose scroll in case I am killed a bard could cast it on me to keep my body fresh. As long as I am alive, I can cast Gentle Repose on anyone who died.
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Post by Kelly on Jul 13, 2004 11:40:30 GMT -5
The posts below are intended to make the new members familiar with the ship and to get the new quartermaster up to speed.
1. SHIP - "The Tally Whacker"
Large Carrack Size: Length 100E Keel 70E Beam 33E Depth 20E br>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 (now 225 tons) Transport: 100 (now 225) Fore and Aft Castles 25 tons of converted cargo space for troops (125 troops can be housed here) Rail Hooks where Tower Shields with arrow slits can be hung for cover on deck
Maximum Armaments: Maximum E6 broadside large catapults (12 total), 2 fore and aft ballista (4 total). (Note, light catapults are 1/2 width of heavy catapults and ballista are equal to heavy catapults.)
Total Armaments: 10 New Ballistae below decks, 2 Fore Ballistae, 2 Aft Ballistae, and 2 Heavy Catapults. The new Ballistae are treated similar to heavy catapults, one operator, no minimum range, 6d6 damage, fire rate 2/minute and direct line of fire, no area attacks.
2. SHIP'S OFFICERS
Kelly - Captain Palai - First Mate Evelyn - Marine commander Turjan - Navigator Apoctus - Pilot Chey = Lookout, Quartermaster, Back up Navigator Nikkia = Crew Master, Back up Pilot
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Post by Kelly on Jul 13, 2004 11:52:20 GMT -5
Ship's Equipment
Ship Manifest - The Tallywhacker
1) MAGIC ITEMS
Magic wand of extended fireballs (charges = 50 less charges used recently) Continual Flame Torches (19) 4 Gaseous Form Potions (less any used) 2 Cure Light Wound Wands (50 charges each) Lyre of Building
2) SPECIAL ITEMS
Three 5000 GP Diamonds 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 Depth Line 8 gp 15 lbs Sextant 500 gp 3 lbs Ships Bell 25 gp 12 lbs Telescope 2000 gp 1 lb Timepiece (Clockwork) 3000 gp 2 lbs Repair material 10 tons 2 launches (16 man each)
3) MUNDANE ITEMS
Equipped kitchen; miscellaneous furniture; buckets; ropes; rigging; sails; water barrels; empty barrels; sacks; candles; map case; chalk; fishhooks; balls of string; flint and steel; vial of ink; ink pens; paper and parchment; soap; sealing wax; signet ring of the ship's captain; scraps of cloth; firewood; miscellaneous tinder; backpack, bedroll, grappling hook, silk rope, and belt pouch.
4) ARMAMENTS
2 heavy catapults on deck - 1 per side
14 ballistae (2 fore and 2 aft and 10 under deck)
400 ballistae bolts 240 catapult shots Silver Dagger 18 MW Arrows Fully provisioned ship's armory (Master work weapons recovered from the Steel Giant's Island).
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Post by Kelly on Jul 13, 2004 12:07:35 GMT -5
Our first voyage cost 15,740 GP to hire the crew and outfit the ship. The ship's fund is 33,653 GP right now.
1) Things we must buy now.
Hiring Crew - 56 sailors at 1 GP each Hiring marines - 120 marines at 100 GP each Siege Engineers - 24 engineers at 20 GP each Odds and Ends - 1000 GP food - 3 GP per person/month water - refill barrels at no cost
Remove old ballistae and install new ballistae - $? Install new cover and arrow slits along the ship's railing (note that this cover must still allow water to freely drain from the deck of the ship) - $?
Here are the stats of these purchases from the last voyage:
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
The new crew must be told that they will receive one treasure share and that it is based on the net profits from the expedition (if any). Essentially, we will retain enough money to refit the ship after each adventure and to recoup any expenses incurred during the adventure before profits are calculated and any money is split up. Officers receive four shares?
2) Things we can sell now
We have 20 old ballistae we can sell for 200 GP each. This sale will net us 4,000 GP which can be used to acquire magical or mundane supplies or it can be added to the ship's fund. These ballistae should be sold in mithril and to the official armory since siege weapons are a regulated item in the city. After the sale, the ship's fund will be 37,653 GP total.
Remember that we cannot spend all of the ship's fund to buy magic items. At least 1/3 of the money must be kept for unexpected repairs, to purchase cargo, to pay for provisions and docking fees, etc.
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Post by Kelly on Jul 13, 2004 12:19:49 GMT -5
There are many items which we may want to consider buying or making.
Quartermaster please review the last few posts made in the prior ship's thread. You will see many suggestions for items to buy or make. Please also review my post above regarding divine scrolls and equipment that we should consider buying.
Note that I can cast continual flame on arrows for the cost of 50 GP in material components. Also note that our arcane spellcasters can make certain magic items as well.
I suggest that items made for the ship should be made at the cost of the materials components and without profit, unless experience points must be used to create the item. A PC should be paid extra for using up experience points to create a magic item for the ship. Otherwise they should be made at actual cost.
Please also note that the idea of netting has been basically ruled as unworkable by the DM at this point. However, there are tons of other viable suggestions in that prior ship's thread for you to consider. List the ones that you feel are worthy purchases for us to consider. Then the officers will vote on what to actually purchase.
Here are a few suggestions that have been made that you would not find in the final posts in the prior ship's thread.
A wand of dispel magic might be a good investment. Cost = 11,250 GP
A Rod of Flame Extinguishing might be a good investment. Cost = 15,000 GP
We should consider trying to recruit marines with some sailing skills. On the last adventure, we lost some crew and barely had enough to sail two ships. If some of the marines had this skill, they could fill in as crew in emergencies.
Potions of healing. These could be useful for marine sargents wounded in battle and are fairly inexpensive.
Check these prior posts and come up with your list of suggestions. Then all of us can add to this wish list ourselves before we vote.
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Post by Kelly on Jul 13, 2004 12:25:59 GMT -5
Here are some items that we recovered from the island of the tiger dwarves. I do not believe that they were sold. Did the PCs take these items or are they part of the ship's inventory? Does anyone know? DM thoughts?
Arcane Scrolls Minor Image (l2, cl3) Levitate (l2, cl3) Identify (l1, cl1) Ray of Enfeeblement (l1, cl1) Unseen Servant (l1, cl1) Minor Image (l2, cl3) Detect Thoughts (l2, cl3) Mirror Image (l2, cl3) Change Self (l1, cl1)
120 Crystal tipped arrows (adds +d4 damage to each hit)
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Post by shadowbane on Jul 13, 2004 14:33:11 GMT -5
sugested purcheases
putting up 'archery blinds' along the banisters to allow for more cover.
two +1 heavy crossbows of distance
50 bolts of fireballs
maybe some bolts of sleep grease obscuring mist
200 bolts +1
Cure Moderate Wounds Wand (2d8 + 3) = 4,500 GP or Cure Serious Wounds Wand (3d8 + 5) = 11,250 GP
Scrolls = Comprehend Languages (25 GP), Detect Evil (25 GP), Jump (25 GP), Magic Weapon (25 GP), Obscuring Mist (25 GP), Make Whole (150 GP), Zone of Truth (150 GP), Water Breathing (375 GP), Water Walk (375 GP), Wind Wall (375 GP), Control Water (700 GP), and Restoration (700 GP). ((we don't need most of these but some would be usegful....... i myself feel a few scrolls of restoration would be invaluble aswell as a scroll of neutralize poison, cure desease, a remove curse))
10? diamunds at 500gp each
lyre of building a steal at 13k? (30 rounds of involunrability to danage to ship 1/day, and quickened repair times)
pipes of haunting (6500?) to cause fear in enemy crews as they aproach our ship.
decanter of endless water (9000)
marines or special troops. can or should we get hold of spme clerics or mercinaries?
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