Share
Go down
avatar
Admin
Posts : 15
Join date : 2018-06-19
View user profilehttp://bunezicrmeworpg.forumotion.com

Things So Far

on Thu Jun 21, 2018 12:53 am
So I can find this later, here were the results of the privateer campaign and your current challenge:

You lost a lot of crew to the sirens. Between your three ships you now have yourselves and 18 sailors (3 marines, 15 sailors). 4 of those sailors are from the Chalbat flour merchant you captured. All of those ships need a complement of 20 to "function normally". DM's guide rules that having less than a full complement makes the captain's Profession(Sailor) skill checks increase to 20 for moving and turning.
You have one captured merchant ship full of 40 tons of cloves and other spicy stuff worth 15 gp/lb. You have another ship full of 45 tons of flour, worth 2 cp/lb. Depending on who you turn it over to it may be worth more or less.
Your own ship has as much treasure as your 18 sailors could snatch before treasure island exploded. I'll call it 2000gp worth of gold, precious stones, art, etc. AND among them are these nifty magic items:
Boots of Surface Walking - move at your normal speed on the surface of the water. Rough seas = rough terrain. You may not want to know what happens if you manage to submerge them.
Everflowing Jug of Water - very popular on sailing ships, this jug just pours water when you tip it over and never stops. It can fill 4 barrels of water a day, an arbitrary number I invented to say you can water 40 crew per day with it.
Ring of Dolphins - once per day turn into a dolphin for 10 minutes, like Wild Shape. Watch out for those all-male pods tho...
Orb of Celestial Navigation - add +5 to all your skill checks used to determine where you are.
Eyepatch of Loyal Crew - casts Mass Suggestion as a 12th level caster once per 3 days.
Unknown Amulet - Greg couldn't identify this amulet, but it's definitely magical, and seems like it's probably a bad omen. It's made of some kind of dull silvery metal, but is much heavier than steel. It's wrought in the shape of an octopus on a field of kelp shaped like a spider's web.
Scuba Gear - two ordinary looking bottles that always have air in them. You can breathe out of them under water.
Harpoon of Ship Hunting - this +1 javelin does an extra 1d10 against wood, and returns to the wielder's hand on command.
And that's that. Your challenge is what to do with all this loot!  I attached the map with some useful markings for you - you are at the red X. Each grid is one day's sailing. The purple line marks the Perseid territory, and purple dots are friendly ports where you can report in.  The Chalbats are blue, and the blue dots are their ports. Any other dot is a non-aligned port trying to keep out of the fighting.
In non geographical terms, you're in possession of such a huge hoard of wealth that if you managed to sell it all for yourselves, you could probably buy in to the nobility of any civilized country. But only one of you. Being a noble is expensive.  You think that the Perseids will honor your privateer contract and give you your proper cut of 30%, but may do some shenanigans to attach strings. The Chalbats you think will pay you well, since the Perseid privateer fleet is really doing a number on their shipping and they're having supply problems. Assuming they don't just kill you and take your stuff.


Last edited by Admin on Thu Jun 21, 2018 10:27 am; edited 1 time in total
avatar
Admin
Posts : 15
Join date : 2018-06-19
View user profilehttp://bunezicrmeworpg.forumotion.com

Re: Things So Far

on Thu Jun 21, 2018 12:55 am

Richard for real
Guest

L33T L00T

on Wed Jul 11, 2018 3:30 pm
The loot you've accumulated so far!

You lost a lot of crew to the sirens. Between your three ships you now have yourselves and 18 sailors (3 marines, 15 sailors). 4 of those sailors are from the Chalbat flour merchant you captured. All of those ships need a complement of 20 to "function normally". DM's guide rules that having less than a full complement makes the captain's Profession(Sailor) skill checks increase to 20 for moving and turning.
You have one captured merchant ship (one mast Perseid merchant barge, 40ftX10ft, 20 crew complement) full of 40 tons of cloves and other spicy stuff worth 15 gp/lb. You have another ship (one mast Chalbat merchant barge, 50ftx20ft, 20 crew complement) full of 45 tons of flour, worth 2 cp/lb. Depending on who you turn it over to it may be worth more or less.
Your own ship has as much treasure as your 18 sailors could snatch before treasure island exploded. I'll call it 2000gp worth of gold, precious stones, art, etc loaded into your ship's hold. AND among them are these nifty magic items:
Boots of Surface Walking - move at your normal speed on the surface of the water. Rough seas = rough terrain. You may not want to know what happens if you manage to submerge them.
Everflowing Jug of Water - very popular on sailing ships, this jug just pours water when you tip it over and never stops. It can fill 4 barrels of water a day, an arbitrary number I invented to say you can water 40 crew per day with it.
Ring of Dolphins - once per day turn into a dolphin for 10 minutes, like Wild Shape. Watch out for those all-male pods tho...
Orb of Celestial Navigation - add +5 to all your skill checks used to determine where you are.
Eyepatch of Loyal Crew - casts Mass Suggestion as a 12th level caster once per 3 days.
Unknown Amulet - Greg couldn't identify this amulet, but it's definitely magical, and seems like it's probably a bad omen. It's made of some kind of dull silvery metal, but is much heavier than steel. It's wrought in the shape of an octopus on a field of kelp shaped like a spider's web.
Scuba Gear - two ordinary looking bottles that always have air in them. You can breathe out of them under water.
Harpoon of Ship Hunting - this +1 javelin does an extra 1d10 against wood, and returns to the wielder's hand on command.
Sponsored content

Re: Things So Far

Back to top
Permissions in this forum:
You can reply to topics in this forum