Here's the stuff I priced:
- Invisibility Sphere Item - 1/day, CL 6, 6 min, 60 ft radius = 12,960 gc
- Conjure Ice Beast 3 Hull Trap (qty 3) - 4 ice beast porpoises/trap, 20 ft hull section/trap, auto-reset, touch trigger = 14,000 gc/trap = 42,000 gc total
- Captain's Lantern (Stormwrack) - audible alarm activated by intruders = 12,000 gc
- Hallow w/Invisibility Purge (qty 2) - 4,000 gc ea = 8,000 gc total
- Portable Hole = 20,000 gc
I have no clue on how we priced the 1/day teleport function. The base price for the wondrous architecture was 50,000 gc for unlimited range, we reduced it somehow using a restricted distance. Anyone remember?
I love the idea. I think we ran out of money. How much does that cost.They are pretty pricy. $20k - $35k fair market value each*
Please bear with me as this is all from memory. I'm certain that some of this stuff is inaccurate and that I'm forgetting a lot of things you agreed upon, but I'm hoping that once you all see the post, more details will come back to everyone.Pricing Updates (All prices are List prices. No discounts figured in)
Base Ship - 100,000
Broad Rudders - 500
Everfull Sails - ?
Ice Cannon - ?
Revealing Lanterns - ?
Hardened Wood - ?
Additional Magical Hardening - ?
Fortified Aft Castle -
Modified Teleporter (1x/day for 250 miles) - ?
Hallow Spell for 1 year (possibly with Death Ward tied to it) - ?
Normal Jail with Silenced, Dimensional Anchor Shackles - ?
Ice Porpoise Summoning Alarm - ?
Submerge Ship (1x/day) - ?
Total Cost = ~472,500
They are pretty pricy. $20k - $35k fair market value each*A wand of phantom steed at CL10 would create mounts that can water walk. Cost =22,500 gc for 50 charges, so 450 gc/use.
(*Depending on size, not figuring in the Natsu pricing discount, if any)
The invisibility would add an additional cost as well
EDIT:
The above price assumes that they are permanent magical items. We can get them done a lot cheaper for single or limited use versions
if my math is right, single use, use activated Flying (overland flight) Skim board with invisibility sphere would cost around 1653gp before markup (using alignment and skill reductions)
Please bear with me as this is all from memory. I'm certain that some of this stuff is inaccurate and that I'm forgetting a lot of things you agreed upon, but I'm hoping that once you all see the post, more details will come back to everyone.I am not sure what hull enhancements we added. But I am certain we had the following features:
Base Ship - 100,000
Broad Rudders - 500
Everfull Sails - ?
Ice Cannon - ?
Revealing Lanterns - ?
Hardened Wood - ?
Additional Magical Hardening - ?
Fortified Aft Castle -
Modified Teleporter (1x/day for 250 miles) - ?
Hallow Spell for 1 year (possibly with Death Ward tied to it) - ?
Normal Jail with Silenced, Dimensional Anchor Shackles - ?
Ice Porpoise Summoning Alarm - ?
Submerge Ship (1x/day) - ?
Total Cost = ~472,500
Did everyone contribute coin to the ship? If so, how much?Neither Chase nor Kasai contributed to the ship. They went on an epic shopping spree at Natsu's emporium.
Did everyone contribute coin to the ship? If so, how much?Ssaskra contributed 100,000 gc.
Valdis, any chance of recovering the lost threads on ship construction, or has that ship sailed? See what I did there?
I'd hate to spend the first session or two reconstructing this ship from scratch.
The naturally harder wood comes in several varieties. The cost of this would just be for the wood. Note that natural wood also comes with increases hit points as well as hardness.This is a little different then last time we used a special type of wood that was double the hardness. Then we treated the wood with chemicals and then enchanted that. It all stacked.
For an additional 20,000gc, you get 10hp more per section and +1 hardness.
For an additional 40,000gc, you get 20hp more per section and +2 hardness.
For an additional 80,000gc, you get 25hp more per section and +4 hardness.
What was the intended purpose of the ice cannon? To coat the ship in ice or to deal damage?
It was too coat the deck. It was to mimic the sleet spell in terms of it being slippery but it caused no damage to the ship. You found another spell (not sleet) somewhere that was pretty close to the effect and we used that as the basis for the cannon.
This was the crew from the beginning of the season but by the end of the season we went back with the treasure from the dragon and commissioned the new ship. The ship was going to take a long time and we still had a mission to complete which was to get the floating isle. We decided to hold auditions for captain and other positions. We went to the dedestroytian port to get an old war ship and from there on a mission to the floating isle. Evanni answered our summons to audition for captain and lead the mission. When we completed this mission and got back we decided on the crew for new ship. Evanni was captain, Rin was first mate, and I was navigator. I know Malchia wanted to be ship's mage but we made him apprentice and hired another ship's mage that could cast at least 4th level spells and had better spells for being a utility ship's mage. We also hired an elite crew to crew the ship because we did not want to have such a powerful ship with a poor crew. I know we kept the assassin like guy from the old ship that got some pretty powerful magic item that made him invisible. I forget his name. I don't remember what crew positions that the other PCs took.Did Kasai get demoted? I remember having a stern talking to by the captain because I burned down the mast on an enemy ship, but I don't remember getting stripped of my Ship's Mage rank. If the Captain said that was the case, then Kasai will step down. I just don't recall. DM, can you confirm?
It wasn't a DM's decision. It was the owners of the new ship's decision. Kasai did not have the job on the new ship. We need Kasai on the ship but not as ship's mage. We need a more utility mage as ships mages and Kasai does not really have the utility spells needed. We talked about making him the assistant to the mage or creating a new position for him on the ship.That's fine. I just don't remember the details of our previous arrangement.
OOC: Kasai is a fire elementalist or something? If I remember he does not have spell like gust of wind, mend etc or other useful spells to maneuver, manager and repair the ship. He just destroys things? I don't think the title should effect you too much anyway especially if you plan to stay with our ship.
It might have been amari who we hired as captain. I do remember Beverly and I know she is not staying with us. We hired a ships mage at the end of last season that never actually played and we also hired elite crew. None of the people you described are the assassin like guy that I am talking about. There was a magic item from the treasure that had a powerful invisibility on it and we let the assassin like guy have it. I think He planned to stay with us so he could continue to get more loot. The assassin like guy might have been a sandoo. Hopefully Hero will remember.I have in my notes that the 2 NPCs that assisted Taiji, Kasai, and Gabriel with the recovery of the dragon's loot were named Nessissik (a vass ranger) and Rodien (a rogue, no details on race, but I'm thinking Horarian). I think it was Rodien that took the superior invisibility gem in lieu of a cash settlement.
Do you have a name for the ship?The Seaward (https://www.youtube.com/watch?v=F3y00wvzeQs)?
If I remember he does not have spell like gust of wind,...Why does the ship mage need gust of wind? We have three of Lakius' artifacts and his high cleric.
We also need to describe the crew. Here is from the last voyage:Taiji humbly accepts the role of Master Carpenter/Co-Ship's Mage.
Why does the ship mage need gust of wind? We have three of Lakius' artifacts and his high cleric.True. Besides, after we're done pimping out the new ship, we shouldn't need many utility spells with additions like everfull sails, submerge, and magical hardening. We will, however, need someone capable of casting long range damage spells during ship to ship combat. 😀
True. Besides, after we're done pimping out the new ship, we shouldn't need many utility spells with additions like everfull sails, submerge, and magical hardening. We will, however, need someone capable of casting long range damage spells during ship to ship combat. 😀
I have in my notes that the 2 NPCs that assisted Taiji, Kasai, and Gabriel with the recovery of the dragon's loot were named Nessissik (a vass ranger) and Rodien (a rogue, no details on race, but I'm thinking Horarian). I think it was Rodien that took the superior invisibility gem in lieu of a cash settlement.
Rodied was a gree. He was one of two on the ship. He stayed because of the loot and the prospects of getting even more loot.
The other Gree is Ritvali.Is Ritvali a rogue? It might have been him that claimed the invisibility gem.
Kasai is a different type of weapon and his main power right now which is fire is not allowed to be used on the open seas if we are following the treaties which were established.We can’t use fire spells? I was not aware of that. Where is that specified?
DM can give better details but it is specified in some treaty somewhere that heavily destructive magic such as fireballs will not be used in ship to ship combat.
That is correct. The Merchant Order of Rights prohibits fireballs and similar spells against other ships signed on to the treaty.Oh, that's going to be a problem. Kasai's fireball (when he eventually learns it) will become the stuff of legend someday. I had no idea this treaty existed. That explains why the captain was so pissed at me when I lit up that mast. :-\
Alignment: no evil
Faith: no evil, no fire based,
Race: any unless gremlin aura can effect boats. Then no gremlins.
Classes: any
This might be more of an interview screening question but all applicants need to be ok with arcane magic. Actually not just ok but comfortable in seeing it being used because of all the magic devices on the ship.
Crew Sheet (currently 92 slots):What are the commissioned officer roles? Ssaskra would prefer one of those, if there's a match in skill sets.
Master-at-arms (1) - Sas
I think we pick one item and price it out. Added it to the list and then modified the Total of Priced Items amount.Figureheads are in Stormwrack. There are some options. Dragon types are probably not allowed (they give a bretah weapon plus energy resistance). There's a dolphin that doubles movement for a few hours and gives the ship the ability to "leap" for several rounds each day. There's a kraken that grapples other ships. I think the best is the shed, which grants limited flight.
I think we should first start with the Figuredhead.
Where are they and what are the choices? Then we will price it add it to the list and move on to the next item.
2. Captain's Lantern (Stormwrack) - audible alarm activated by intruders = 12,000 gc
3. Latern of Revealing - 30,000.
4. Hallow w/Invisibility Purge (qty 2) - 4,000 gc ea = 8,000 gc totalI think we steered away from constant invisibility purge because it impacted our own crew. Hallow with something else might be good - death ward, remove fear, resist energy, freedom of movement?
6. Oars of Speed - 2,500 per pairI don't think we do.
6. Why do we need these?
Total Cost of Ship: 700,000We should also include a vault room. Lead lined with 3 masterwork locks (because the knock spell can undo 2 locks with one casting)
Total of priced items: 211,460
Base Ship - 100,000
Broad Rudders - 500
Everfull Sails – 36,000
Invisibility Sphere Item - 12,960
Portable Hole = 20,000
Conjure Ice Beast Hull Trap (3) – 42,000
Hardened Wood Alchemy - ?
Additional Magical Hardening - ?
Special Wood for Hull -
Fortified Aft Castle -
Ice Cannon - ?
Modified Teleporter (1x/day for 250 miles) - ?
Hallow Spell for 1 year (possibly with Death Ward tied to it) - ?
Normal Jail with Silenced, Dimensional Anchor Shackles - ?
Submerge Ship (1x/day) - ?
Ice Porpoise Summoning Alarm -
What are the commissioned officer roles? Ssaskra would prefer one of those, if there's a match in skill sets.
Sas can pick whatever role he wants and it will just be an officer role on the ship.
DM what would Wake just be a Gunner's mate. What is Ken's character's name that will be in charge of all cannons and siege?
One of these (http://www.d20srd.org/srd/magicItems/wondrousItems.htm#lyreofBuilding) would be really handy if we have funding available.This is really cool.
Taiji has ranks in perform(stringed instrument).
Should we plan some defenses around the inevitable dragon retailiation? The previous owner of our loot will not have a very difficult time piecing together that a really expensive ship was commissioned immediately after a crew arrived in Port Talp carrying a massive amount of treasure. We were not very secretive about the whole thing.
After everything is priced maybe we can see if there is enough left over to help us with fear effects.
We also need the add into the design a room for storing the crown. I think we need a cylindrical tube to that room that goes up to the deck because it seems wrong to store the crown away without access to the sky or maybe we can keep the room on the upper deck. I am open to thoughts and ideas.
Yes.. yes. I have plans sooo many plans... It's amazing what you can find on this internet thing, it might work out.Would the Internet be considered a clicker or is that more of a Maze spell?
When the day comes to interview ships' mages; there are two that stick out at the top of your list. There are additionally five more, but they are less talented. If you pass on both of these, I will continue with their descriptions.
Jean Calabrough is a human in his mid thirties. He is handsome and sports a long to one side hair cut; black and 'skater' style. His features are sharp and his skin is smooth. He wears matte black boots and a belt as half cloak; opposing his stylish cream colored shirt and royal blue pants. He has a golden necklace of lightning bolts and onyx armbands. He is a sight to behold. Hailing from Port Talp, he says that he has traveled the sea at times, and knows the basics of a ship. He is a wizard, and being from Port Talp of course knows alchemy. He would like to join this sure to be famous ship. He notes his favorite spell is Lightning Leap.
Camile is also a resident of Port Talp. She is barely over five feet tall and wears the clothes of a wealthy nun; thick and off white robes. She was an apprentice of Beverly's and thinks, especially after the recent attack, you could use her talents. She also knows the basics of a ship and claims she can be very effective in combat against evil creatures. She says she is a master of Celestial Brilliance, and can cast a variety of holy spells.
3 locks in the vault room sounds great. We also need a place to store the crown of Air on the ship.
How many Captains laterns do we need?
I think we decided that we need 3 latern's of revealing.
Hero how much is the bulkhead that grants a short fly distance?
Captain - AmariChase will put in an application for ship's mage, but will happily work in any officer's capacity. He has an assortment of healing spells, Refreshment, Detect Ship, and other useful spells. He's highly skilled in many things, and he's very charming.
First Mate - Rin
Navigator/Second Mate - Nathan
Ship's Master - Valdis
Able Seamen (15) - Nasisik
Boatswain (1) -
Boatswain's Mate (1) -
Cannon Master (1) -
Carpenter (1) - Taji
Carpenter's Mate (1) -
Cook (1) -
Cooper (1) -
Doctor (1) - Len
Doctor's Mate (1) -
Gunner's Mate (15) - Wake
Helmsman (1) -
Master Gunner (1) - Gabriel
Master Mariners (4) - Ritvali
Isyawi
Master of the Forecastle (1) -
Master of the Tops (1) -
Master-at-arms (1) - Sas
Master's Mate (1) - Thermon
Midshipmen (4) - Kasai
Midiyro
Chase
Prelate (1) -
Purser (1) -
Quartermaster (1) -
Sailmaker (1) -
Seamen (30) -
Ship's Mage (1)
Malchia or DM is there a spot that Chase fits in so we can make him an officer on the new ship. Just not sure what position to make him. I think our officer Rank is as follows:
1. Amari
2. Rin
3. Nathan
4. Sas and Valdi
5. Then Chase, new ships mage, new prelate and anyone else we need to make an officer.
I think loot should be given out as follows:
First take the loot and -minus the cost of the ship and its crew.
60% to Owners of the ship (the reason I say 60% is because we are also crew and officers and we will not take a share as those)
The 60% of loot should be decided based on how much you paid for the ship. So 35% Nathan and 35% Rin, 15% Valdis and 15% Sas
The remaing 40% will be given to Amari to divide among himself and the other officers and anyone else promised a share.
DM and the other owners of the ship please weigh in on this and let me know if this seems fair or if we need to modify it.
I also am not sure if I missed Claude on this and if he contributed to the ship. If so the numbers for Nathan, Rin Valdis and Sas will need to be modified.
Chase will put in an application for ship's mage, but will happily work in any officer's capacity. He has an assortment of healing spells, Refreshment, Detect Ship, and other useful spells. He's highly skilled in many things, and he's very charming.
I also offer to contribute to the ship if further enhancements are needed. I'd be willing to buy the Lyre of Building. That's really useful and particularly bardic in nature, so it fits in nicely with my beliefs.
I think Chase, given his skill set, would make for a great Cabin Boy or Morale OfficerThanks for the vote of confidence...there's just no appreciation for the bardic arts these days.
For Chase, midshipman is a junior officer, and that is the position he has held on the previous ships.
It appears as if you have not Prelate (ship's cleric). Since you have Rin and Nathan in other roles and are notable clerics (as well as Doctor Len as a cleric); how experienced of a cleric do you want to hire for the ship?
For Helmsman, you have five applicants of some note:
1) Claude (its a common Talpan name) Margen, a human sailor that is the near definition of typical. Mid twenties, married looking for a good job, several years of experience on several ships having seen minimal combat. Fit and passes all of the basic seamanship tests. Well spoken, calm, and respectable.
2) Marnid Kalmaltou, a young human with Intorian background that is excited and energetic. He has been on two voyages and speaks of the adventure on both, one was a recent corsair ship. He has not been Helmsman before but demonstrates the skills needed. He is lean and nimble, unmarried and ready to go on a moment's notice.
3) Fitolin Selso'anet, a half-elven noble. He comes highly recommended with three letters from notable members of Port Talp. He has a fine education, excellent equipment including two magic items (you note upon detect magic inspection). He conversation is polite and correct at every turn. He demonstrates a superior knowledge of the skill set required. He has been at sea many times, but not yet for a long voyage.
4) Esimato Etumi, a Horarian in his thirties. A long time fisher, he has switched careers. He has a family with three children. He shows the wear of two decades working at sea. He answers are a bit rough an uneducated and he speaks common as someone would that learned it later in life.
5) Marco Ponticelo del Vento is a Nipit whose name Chase and others that pay attention to the famous have heard before, and he arrives at your door. Bordering on flamboyant, he has been sailing the seas for over twenty years; sometimes along on a small ship to demonstrate his skill. He is talented and as skilled in seamanship, and likely more skilled, than any of you. He comes in dressed ready for a long voyage with gear that is top notch and a number of magical items. He is not overbearing when he speaks, and does not come across as if he thinks he is the deities' gift to you and the sea. He is confident, however, and would clearly expect a nice price for his considerable skills.
When the day comes to interview ships' mages; there are two that stick out at the top of your list. There are additionally five more, but they are less talented. If you pass on both of these, I will continue with their descriptions.
Jean Calabrough is a human in his mid thirties. He is handsome and sports a long to one side hair cut; black and 'skater' style. His features are sharp and his skin is smooth. He wears matte black boots and a belt as half cloak; opposing his stylish behold. Hailing from Port Talp, he says that he has traveled the sea at times, and knows the basics of a ship. He is a wizard, and being from Port Talp of course knows alchemy. He would like to join this sure to be famous ship. He notes his favorite spell is Lightning Leap.
Camile is also a resident of Port Talp. She is barely over five feet tall and wears the clothes of a wealthy nun; thick and off white robes. She was an apprentice of Beverly's and thinks, especially after the recent attack, you could use her talents. She cream colored shirt and royal blue pants. He has a golden necklace of lightning bolts and onyx armbands. He is a sight to also knows the basics of a ship and claims she can be very effective in combat against evil creatures. She says she is a master of Celestial Brilliance, and can cast a variety of holy spells.
What are the different levels of officer? How many ranks are typically above junior officer on a ship like this.
Also I know we can decided this for ourselves because we are the owners but what are the positions that are typically officers on a ship like this?
3rd level heals spells should be good to start out with. Any thoughts from the other owners?
I like Fitolin Selso'anet and definitely Marco. What are the prices on each of them because that would weigh heavily into the decision. I am not sure if we can afford Marco when their is no war going on. Also I try to negotiate helms, ship's mage and any other position to accept a pay now which has the option to be raised if we are hired for a war.
I really like either of them. Especially since they are both wizards and can easily learn the spells we need. A lightning mage on a ship would be very helpful but so would Camile's spells selection and her connection to Beverly. I could go either way on this. What do you all think? Also if either of these guys is two pricey then who would be a third candidate? I find it hard to pick crew when I am not actually sure how the finances will work and what people typically make. I do speak to Evani about this to get her insight and also talk with her about joining the her fleet. If she has a consult that we could higher then I would pay them 50 gold to be at interviews and help with figuring out salaries for the crew.
If there is room somewhere I will be shape change and cast a spell on myself to spar with him
Do we have a ship to fight on? It isn’t ready yet.
As long as their is nothing that can break and won’t hinder work on it then that is fine
Tsari'moti – “Your sparring session shows you that he would be a match for any warrior you have on a ship. He wears his scale armor, which you find odd; but he is clearly experienced fighting on a boat. His Horarian cutlass is obviously magical and glows brighter when the wind blows. Once outside, you also notice that he has an enchanted heavy crossbow, so large it borders on a seige crossbowâ€.
I try to find out who he worships
Where he got his scale
And why he want to join our ship.
Is there anyway appropriate way to ask if that is dragonscale mail. Like for example “is that from one of the beast that must evoke the name of†and if,it is not dragon scale mail can I make a creature lore to see what type of animal it have come from?
Was Lakius or Treetop involved with the religions wars between Tommimao and Tyragatore?
Here is a recap of what we still need pricing on.
Hardened Wood Alchemy - ?
Additional Magical Hardening - ?
Special Wood for Hull -
Fortified Aft Castle -
Ice Cannon – (I think it was 40k)
Hallow Spell for 1 year (possibly with Death Ward tied to it) - ?
Normal Jail with Silenced, Dimensional Anchor Shackles - ?
Price of Laterns ? (how many and are we concerned that this could effect our own crew)
Who are my choices for navigator's mate?
3 locks in the vault room sounds great. We also need a place to store the crown of Air on the ship.Superior locks (open lock DC 40) are 150 gc each.
How many Captains laterns do we need?
I think we decided that we need 3 latern's of revealing.
Hero how much is the bulkhead that grants a short fly distance?Golden Shedu: This living figurehead is carved into a likeness of the forequarters of a shedu, a creature with the head of a bearded man and the body of a winged bull (see page 153 of Fiend Folio for more on this being). It is crafted of mahogany and overlaid with gold leaf. When animated, this living figurehead grants its ship a fly speed of 60 feet with poor maneuverability. In addition, the golden shedu allows its ship and crew to shift briefly from the Material Plane to the Ethereal Plane as the etherealness spell. The animated figurehead has a Charisma score of 16 but is otherwise treated as a Large animated object. Its flight ability can be used twice per week for up to 1 hour at a time. It can transport the ship to the Ethereal Plane for up to 10 minutes each week; the duration of the etherealness effect need not be consecutive periods.
I really like either of them. Especially since they are both wizards and can easily learn the spells we need. A lightning mage on a ship would be very helpful but so would Camile's spells selection and her connection to Beverly. I could go either way on this. What do you all think? Also if either of these guys is two pricey then who would be a third candidate? I find it hard to pick crew when I am not actually sure how the finances will work and what people typically make. I do speak to Evani about this to get her insight and also talk with her about joining the her fleet. If she has a consult that we could higher then I would pay them 50 gold to be at interviews and help with figuring out salaries for the crew.Sas agrees that Camile's connection to Beverly could prove useful.
Golden Shedu: This living figurehead is carved into a likeness of the forequarters of a shedu, a creature with the head of a bearded man and the body of a winged bull (see page 153 of Fiend Folio for more on this being). It is crafted of mahogany and overlaid with gold leaf. When animated, this living figurehead grants its ship a fly speed of 60 feet with poor maneuverability. In addition, the golden shedu allows its ship and crew to shift briefly from the Material Plane to the Ethereal Plane as the etherealness spell. The animated figurehead has a Charisma score of 16 but is otherwise treated as a Large animated object. Its flight ability can be used twice per week for up to 1 hour at a time. It can transport the ship to the Ethereal Plane for up to 10 minutes each week; the duration of the etherealness effect need not be consecutive periods.
Strong transmutation; CL 17th; Craft Wondrous Item, etherealness, fly; Price 100,000 gp; Weight 350 lb.
Added the 42k for the conjure ice beast to the total of priced itemsBrain dump:
Update
Total Cost of Ship: 700,000
Total of priced items: 473580
Base Ship - 100,000
Broad Rudders - 500
Everfull Sails and Displacement – 192,000
Invisibility Sphere Item - 12,960
Portable Hole = 20,000
Conjure Ice Beast Hull Trap (3) – 42,000
Teleporter - 27,720
Submerge Ship - 36,400
Hardened Wood Alchemy - ?
Additional Magical Hardening - ?
Special Wood for Hull -
Fortified Aft Castle -
Ice Cannon - ?
Hallow Spell for 1 year (possibly with Death Ward tied to it) - ?
Normal Jail with Silenced, Dimensional Anchor Shackles - ?Ice Porpoise Summoning Alarm -
Summon alarm and hull trap are the same thing.
Brain dump:As long as everyone agrees they want this, Chase will pick up the tab.
- Lyre of Building - Is Chase picking this up?
Brain dump:[/list]
- Can Claude alchemically protect the ship from fire? I feel like this was discussed before in the lost thread.[/l][/l]
here is what I think the best image for the ship is: 135 ft long.
alterations(https://i.imgur.com/Z5O2kCO.jpg) <-- CLICK ON THAT LITTLE F HERE! FORUM WON'T LET ME APPLY H / W TO IMAGE ARRGH!!!
- you chose castles. so our ship will have a for and aft castle. There is a dedicated gun desk, so this doesn't interfere with the castles, but catapult/crossbow placement can't be overlooked.
- your sail setup will be different on the fore mast
Brain dump:
- Lyre of Building - Is Chase picking this up?
- Can Claude alchemically protect the ship from fire? I feel like this was discussed before in the lost thread.
- Banner of the Storm's Eye (http://dnd.arkalseif.info/items/magic-item-compendium--73/banner-storms-eye--215/index.html) (MIC) will help with fear effects
- Any way to get nondetection on the ship so we can't be tracked?
- Maybe make the capt's quarters a scry proof room
- We should buy potions in bulk. Healing, restoration, waterbreathing, fly.
grumbles about this forum. This album contains internal side view.
Here is the link to the album
https://imgur.com/a/tw6ux (https://imgur.com/a/tw6ux)
length - 125 ft.
beam (width) - 35 ft
keel (height) - 72 ft.
death of hold - 14 ft.
poop deck - a top the aft castle, contains the mizzen mast
quarter deck - a top the fore castle.
main deck or action deck - remaining exposed main deck
gun deck - where the gun are, where the crew sleep
berth deck - mostly below the water line, where everything else on the ship is
hold - giant place for supplies.
(https://i.imgur.com/Z5O2kCO.jpg) <-- CLICK ON THAT LITTLE F HERE! FORUM WON'T LET ME APPLY H / W TO IMAGE ARRGH!!!
Fixed - (max H/W was set to 10x10 changed to 150x150)
close to the end.. Gno calls a meeting.
" Ok, it's time, I need a color scheme, and a figure head.. She needs a NAME"
I am still trying to remember some of the names that we came up with before.
Also I want to make sure the crew we are taking with are who they say they are. Since we are hiring an elite crew then I want recommendation for reach of our crew. I also want to hire an investigator to do background checks on each of them and make sure they are who they claim to be. We haven't kept the fact that we are building a ship secret but the details of magic items etc. I would like to keep a little more secret. As best I can I want to make sure the crew will not spill this information to wrong people which is why I want to do a check on them before we let them on to the ship and give them details about the ship.
I am still trying to remember some of the names that we came up with before.
Also I want to make sure the crew we are taking with are who they say they are. Since we are hiring an elite crew then I want recommendation for reach of our crew. I also want to hire an investigator to do background checks on each of them and make sure they are who they claim to be. We haven't kept the fact that we are building a ship secret but the details of magic items etc. I would like to keep a little more secret. As best I can I want to make sure the crew will not spill this information to wrong people which is why I want to do a check on them before we let them on to the ship and give them details about the ship.
"She needs a NAME"Millennium Talpan
I assume you have basic divination going for all interviews. Hiring an investigator to look into each of the near hundred crew will be costly, and you don't have enough time before you set sail, seeing as how the interviews are within two weeks of leaving.
You could pay a lot of money for magical investigation and get it done. Amari suggests, "How about you clerics cast some communes, divinations, and other prayers to ask in general if the crew is good and if we are making any errors in who we take."
Millennium Talpan
Enterprise (We're the flagship and we seek profit. A nice little pun on a classic name. Maybe better suited if Natsu was allowed to sponsor the ship. ;))
Nautical By Nature
Leviathan
Ocean's Pride
Manifest Destiny
That sounds good. I get Pierre to help us with that and ask the high cleric of Lakius if he has anytime to divine some of this information. Does Claude have enough cleric levels because we can ask him to help too.
I like the Ocean's Pride
Update
Normal Jail with Silenced, Dimensional Anchor Shackles - ?
Just a thought, do you think we should add a permanent 'Mages Private Sanctum' to the cells? That way any prisoners in them can't be scryed
close to the end.. Gno calls a meeting.
" Ok, it's time, I need a color scheme, and a figure head.. She needs a NAME"
Shackles of Silence are 6,000gc. Putting Dimensional Anchor on them is expensive, 112,000gc.
You are better off making the room anchored, or finding a lesser spell that accomplishes what you want.
Just cast or pay to have 'Forbiddance' cast on the area. It is already Permanent and prevents any extra-dimensional travelWon't Forbiddance undermine our ability to teleport and use the ice porpoise summoning trap?
Won't Forbiddance undermine our ability to teleport and use the ice porpoise summoning trap?
Won't Forbiddance undermine our ability to teleport and use the ice porpoise summoning trap?
Millennium TalpanSome more names...
Enterprise (We're the flagship and we seek profit. A nice little pun on a classic name. Maybe better suited if Natsu was allowed to sponsor the ship. ;))
Nautical By Nature
Leviathan
Ocean's Pride
Manifest Destiny
Also can we put alignment restrictions and ranks sailor restriction on the magic items to reduce some of the cost. So only good alignment with 5 ranks of profession sailing or something like that.
We still need to decide on crew. We need Rin, Valid, and Amari to weigh. I think hero already did.I know I'm not an owner, but what about Jean as Ship's Mage and Camile as Prelate?
Ship's Mage
I like both but I think there is a slight leaning towards Camile.
Jean Calabrough is a human in his mid thirties. He is handsome and sports a long to one side hair cut; black and 'skater' style. His features are sharp and his skin is smooth. He wears matte black boots and a belt as half cloak; opposing his stylish cream colored shirt and royal blue pants. He has a golden necklace of lightning bolts and onyx armbands. He is a sight to behold. Hailing from Port Talp, he says that he has traveled the sea at times, and knows the basics of a ship. He is a wizard, and being from Port Talp of course knows alchemy. He would like to join this sure to be famous ship. He notes his favorite spell is Lightning Leap.
Camile is also a resident of Port Talp. She is barely over five feet tall and wears the clothes of a wealthy nun; thick and off white robes. She was an apprentice of Beverly's and thinks, especially after the recent attack, you could use her talents. She also knows the basics of a ship and claims she can be very effective in combat against evil creatures. She says she is a master of Celestial Brilliance, and can cast a variety of holy spells
Helmsman I like Fitolin the best but would be open to Marco
3) Fitolin Selso'anet, a half-elven noble. He comes highly recommended with three letters from notable members of Port Talp. He has a fine education, excellent equipment including two magic items (you note upon detect magic inspection). He conversation is polite and correct at every turn. He demonstrates a superior knowledge of the skill set required. He has been at sea many times, but not yet for a long voyage.
5) Marco Ponticelo del Vento is a Nipit whose name Chase and others that pay attention to the famous have heard before, and he arrives at your door. Bordering on flamboyant, he has been sailing the seas for over twenty years; sometimes along on a small ship to demonstrate his skill. He is talented and as skilled in seamanship, and likely more skilled, than any of you. He comes in dressed ready for a long voyage with gear that is top notch and a number of magical items. He is not overbearing when he speaks, and does not come across as if he thinks he is the deities' gift to you and the sea. He is confident, however, and would clearly expect a nice price for his considerable skills.
Master of the forecastle the only candidate so far but he seems fine to me.
Tsari'moti
The gunner's mate's seem fine to me. The only one of concern is the gnomish tinker. What does everyone think of him,
Master of the tops
Parker seems fine but not if he cost to much. How much more are we going to have to pay him
We still need candidates for prelate.
We still need to decide on crew. We need Rin, Valid, and Amari to weigh. I think hero already did.Ok for Ships Mage
Ship's Mage
I like both but I think there is a slight leaning towards Camile.
Jean Calabrough is a human in his mid thirties. He is handsome and sports a long to one side hair cut; black and 'skater' style. His features are sharp and his skin is smooth. He wears matte black boots and a belt as half cloak; opposing his stylish cream colored shirt and royal blue pants. He has a golden necklace of lightning bolts and onyx armbands. He is a sight to behold. Hailing from Port Talp, he says that he has traveled the sea at times, and knows the basics of a ship. He is a wizard, and being from Port Talp of course knows alchemy. He would like to join this sure to be famous ship. He notes his favorite spell is Lightning Leap.
Camile is also a resident of Port Talp. She is barely over five feet tall and wears the clothes of a wealthy nun; thick and off white robes. She was an apprentice of Beverly's and thinks, especially after the recent attack, you could use her talents. She also knows the basics of a ship and claims she can be very effective in combat against evil creatures. She says she is a master of Celestial Brilliance, and can cast a variety of holy spellsOk for Prelate
Helmsman I like Fitolin the best but would be open to MarcoEither is fine. Forced to choose, Valdis would choose the Half-Elf
3) Fitolin Selso'anet, a half-elven noble. He comes highly recommended with three letters from notable members of Port Talp. He has a fine education, excellent equipment including two magic items (you note upon detect magic inspection). He conversation is polite and correct at every turn. He demonstrates a superior knowledge of the skill set required. He has been at sea many times, but not yet for a long voyage.
5) Marco Ponticelo del Vento is a Nipit whose name Chase and others that pay attention to the famous have heard before, and he arrives at your door. Bordering on flamboyant, he has been sailing the seas for over twenty years; sometimes along on a small ship to demonstrate his skill. He is talented and as skilled in seamanship, and likely more skilled, than any of you. He comes in dressed ready for a long voyage with gear that is top notch and a number of magical items. He is not overbearing when he speaks, and does not come across as if he thinks he is the deities' gift to you and the sea. He is confident, however, and would clearly expect a nice price for his considerable skills.
Master of the forecastle the only candidate so far but he seems fine to me.Fine unless a better candidate comes along
Tsari'moti
The gunner's mate's seem fine to me. The only one of concern is the gnomish tinker. What does everyone think of him,The tinker is fine as long as he doesn't start experimenting on board
Master of the topsNot much, all of the sails and rigging are magical and/or made easier with mechanics. Same rate as the last time.
Parker seems fine but not if he cost to much. How much more are we going to have to pay him
We still need candidates for prelate.see above
That could be possible. Dm does she have any cleric levels?
Another role that has to be filled is the Purser, the crew member in charge of handing out the money, accounting, negotiation of price of fees at other docks, money-changing, etc.
One of the interviewees for the position is an employee of the bank by the name of Braden Lewis-Kormier. He is a well kept man in his early twenties with two letters of recommendation from the bank. He says that he has been to sea twice on long voyages, although they were before the war. Since then, he has been a money changer at the bank. He looks fit, although he is clearly not a hardened sailor.
The other good option for purser is a slick talking older human with a receding hairline and hair as slick as his talking. He is a veteran sailor and says he has been negotiating deals in foreign ports since before you were born (humans among you). His language is sailor expected, and he has the wear on his face and arms to prove his hard life at sea.
If someone can post final decisions or changes that were made last night so that we have a record. I will work on listing the crew.
We got rid of flight and added a captains lantern and 3 lanterns of revealing and one item that prevents fear I forget what it was called. I think it was a standardI thought we went with 1 captains lantern, 2 lanterns of revealing, and 3 anti fear banners.
Natsu’s suggestion to Rin for repairing the Dreadnoct is a Repair Moderate Damage item that can be used 5 times per week to repair 2d8+6 hp per use. Will fully heal the construct if you expend all the charges (based on average rolls). It’s best for out of combat healing, but restores enough hp to warrant using in combat if necessary. The weekly charge basis assumes you won’t need it every day. Market price (budgetary) will be ~8k; that’s before any discounts from restrictions or you funding the xp. Natsu recommends keeping the item generally useable by anyone since you will likely have other things occupying your time when you need to repair the Dreadnoct.
By comparison, a 5 use/day item is ~43k.
Edit: Could also do an item based on Empowered Repair Moderate Damage to heal 22.5 hp per use. Better for in combat use. A 5/week item is ~15k.
Which option?
I order 1!!!
Which option?
You paying xp?
EmpoweredRepair Moderate Damage
You paying xp?
And do you want any use restrictions? E.g., class, race, alignment, skill, feat.
Natsu presents to you the Nautilus of Empowered Repairing. It is a metallic softball sized shell made out of some type of alloy that Natsu tells you is highly corrosion resistant. He draws a dagger (you note it is adamantine) and proceeds to slice through the armor plating of the Dreadnoct. He then touches the Nautilus to the damage - dozens of thin, silvery tendrils snake out of the shell and latch on to the Dreadnoct’s “woundâ€, they all pulse simultaneously with a dim white light as the tear seals itself. The tendrils retract as fast as they emerged. It is all over in a matter of seconds, the Dreadnoct’s damage fully repaired.
hell no, I'm to rich to pay experience anymore.
and sure, make this only usable by class:cleric, alignment:ng
As long as everyone agrees they want this, Chase will pick up the tab.Lyre of Building market cost is 13,000 gc. We can probably do craft(carpentry) and chaotic as prerequisites.
What's the final price on this after discounts, restrictions, etc.?
DM, we’ll need a subcontractor to cast fabricate (Wz5). What’s the cost per day for that?
Malchia, I think this is a good opportunity for Profit to craft.Done and done.
Lyre of Building market cost is 13,000 gc. We can probably do craft(carpentry) and chaotic as prerequisites.I assume xp is provided by Chase?
Malchia, I think this is a good opportunity for Profit to craft.
DM, we’ll need a subcontractor to cast fabricate (Wz5). What’s the cost per day for that?
I assume xp is provided by Chase?No XP for this. I'll just pay the straight 13k.
No XP for this. I'll just pay the straight 13k.Is Profit funding the 328 xp?
Is Profit funding the 328 xp?No, Profit won't be using his XP.
No, Profit won't be using his XP.
DM, when do we make this purchase? Chase can provide the XP depending on the timing. If we get this right before we set sail (after we received downtime XP), I'm good.
If restrictions reduce the XP cost in addition to monetary cost, then you may as well add them.
Spyglass of Finding: slotless item, +10 Spot (competence), continuous Darkvision, continuous See Invisibility = 59,000 gc.The math:
Adding True Seeing per the "gem of seeing" (30 min of use/day) brings the total cost to 119,000 gc.
DM, will those effects work at spyglass range?
Spyglass of Finding: slotless item, +10 Spot (competence), continuous Darkvision, continuous See Invisibility = 59,000 gc.
Adding True Seeing per the "gem of seeing" (30 min of use/day) brings the total cost to 119,000 gc.
DM, will those effects work at spyglass range?
See Invisibility will, as will spot. True Seeing and Darkvision no.I’m okay dropping true seeing, but is there any way we could make dark vision work at spyglass range?
I’m okay dropping true seeing, but is there any way we could make dark vision work at spyglass range?There is a Psionic Power called 'Elfsight' that can make it so the user has low-light vision. It should work at spyglass range. It isn't darkvision, but it is close. Valdis can add that to the spyglass if needed.
You could use the darkvision spell to make the item and just bump the cost up to make it work at range.
You could use the darkvision spell to make the item and just bump the cost up to make it work at range.Found this (http://dnd.arkalseif.info/spells/unapproachable-east--33/superior-darkvision--3477/) spell in Unapproachable East, which gives unlimited range darkvision. Wz4, so making it a continuous effect on a held item will be expensive (2*2000*4*7=112k before adding any other features). But we have the money, and I think we need it. Total for this on a spyglass with see invisibility and +10 spot would put it around 150k.
Found this (http://dnd.arkalseif.info/spells/unapproachable-east--33/superior-darkvision--3477/) spell in Unapproachable East, which gives unlimited range darkvision. Wz4, so making it a continuous effect on a held item will be expensive (2*2000*4*7=112k before adding any other features). But we have the money, and I think we need it. Total for this on a spyglass with see invisibility and +10 spot would put it around 150k.Sounds like 150k well spent.
Sounds like 150k well spent.
Sounds like 150k well spent.Actually, we should probably buy two. One for each end of the ship.
5. Backup magical offense if the ship is attacked when Alpha Squad is on an away mission (e.g., magic missile wands, dispel scroll, greater dispel scroll, high level summoning, etc.): (cost?)How about a golem?
1. Spyglass of Finding: 150,000 ( I do not think we need to)
Can we start pricing the other upgrades.
2. Anti-scrying wards: Can we make this a room and what would the cost be?
3. Translator ("tongues" item): (cost?)
4 Resilient sphere effect on helm: (cost?)
5. Backup magical offense if the ship is attacked when Alpha Squad is on an away mission (e.g., magic missile wands, dispel scroll, greater dispel scroll, high level summoning, etc.): (cost?)
I really like the idea of a Rope Golem.I kind of like the Rope Golem too. Price is 90,000 gc for the basic 16 HD model. +5,000 gc/HD beyond that. Immunity to magic and improved grab are nice. Drawbacks are that it is vulnerable to fire (and since it has magic immunity we can't protect against that), it's not smart, has no ranged attack, and only has a land speed.
Hero do you have prices on any of this stuff.Continuous Tongues item is 30,000 gc if it takes up a slot space (maybe head, neck, or face). Double that for slotless.
DM, for the antiscrying wards and the resilient sphere, should we use the "wondrous architecture" rules from Stronhold Builders Guide for pricing? Similar structure to wondrous items, but cost is halved since the effect is fixed to a location (formula is similar to magic traps).
I will say yes, but I would think then that you could not use the other discounts you normally build into magic items.Using the wondrous architecture pricing, a “bulky but technically removeable†steering wheel that generates an at will resilient sphere around the helmsman would cost 1000*SL4*CL7=28,000 gc.
We should get this spell made into a single use item to keep as a lifeboat:
https://dnd.arkalseif.info/dndtools/spells/stormwrack--87/mordenkainens-capable-caravel--3334/ (https://dnd.arkalseif.info/dndtools/spells/stormwrack--87/mordenkainens-capable-caravel--3334/)
A scroll would cost 3500gc.I was thinking something anyone could use. So a single charge wondrous item.
I was thinking something anyone could use. So a single charge wondrous item.
We should get this spell made into a single use item to keep as a lifeboat:Could it be made into a wondrous item usable once per day, week, or month?
https://dnd.arkalseif.info/dndtools/spells/stormwrack--87/mordenkainens-capable-caravel--3334/ (https://dnd.arkalseif.info/dndtools/spells/stormwrack--87/mordenkainens-capable-caravel--3334/)
Could it be made into a wondrous item usable once per day, week, or month?
Once per day would cost 52,000We have the money, I say we go for it.
We have the money, I say we go for it.Agreed.
Staff of Greater Dispel Magic at CL 20, 50 charges, 1 charge/use is 90,000 gc.Do you have to be a spellcaster or have UMD to activate it or can anyone use it?
Do you have to be a spellcaster or have UMD to activate it or can anyone use it?A staff is a spell trigger item, so Greater Dispel Magic would have to appear on your class’s spell list to use it automatically. You can also fake it with a UMD check.
A staff is a spell trigger item, so Greater Dispel Magic would have to appear on your class’s spell list to use it automatically. You can also fake it with a UMD check.Okay, then I say we get one made. Many of us would be able to use it and that would be exceptionally handy to have onboard the Guardian.
Banishment might also be handy. It would be the same price as the Greater Dispel staff if we went with CL 20 (which means it could work on up to a creature of 40 HD).(https://wegeekgirls.files.wordpress.com/2014/02/make-it-so-captain.jpg)
Transaction | Value | Balance | Notes |
Starting Balance | --- | 9,281 | |
Windfall | +1,000,016 | 1,009,297 | |
Salvage Deposit | +102,000 | 1,111,297 | 6 months |
Raise Dead x2 | -10,000 | 1,101,297 | |
Item Identification | -12,500 | 1,088,797 | |
Book Sale | +500,000 | 1,588,797 | Thanks |
Crew Bonus | -240,000 | 1,348,797 | |
Spyglass of Finding | -144,000 | 1,205,797 | +10 Spot (competence), Superior Darkvision (continuous), See Invisibility (continuous) |
Helmsman's Shelter | -28,000 | 1,176,797 | At will Resilient Sphere on helmsman, CL7, wondrous architecture |
Life Boat | -52,000 | 1,124,797 | Mordenkainen's Capable Caravel (https://dnd.arkalseif.info/dndtools/spells/stormwrack--87/mordenkainens-capable-caravel--3334/) (SW), 1/day |
Staff of Greater Dispel | -90,000 | 1,034,797 | CL20, 1 charge/use |
Staff of Banishment | -90,000 | 944,797 | CL20, 1 charge/use |
Wand of Tongues | -11,250 | 933,547 | |
Rope Golem | -144,000 | 789,547 | 18 HD (Updated $ per MM3 entry "Hangman Golem") |
Living Figurehead-Golden Shedu | -100,000 | 689,547 | Limited flight and etherealness for the ship (SW), we can fashion it as a bird-like air elemental |
Wand of Sending | -11,760 | 677,787 | 28 charges, recovered from Dark Seas |
Wand of Fly | -8,775 | 669,012 | 39 charges, recovered from Dark Seas |
Wand of Water Breathing | -4,275 | 664,737 | 19 charges, recovered from Dark Seas |
MM Rod of Extend, Greater | -25,000 | 639,737 | Recovered from Dark Seas |
MM Rod of Extend, Lesser | -3,000 | 636,737 | Recovered from Dark Seas |
Holy Word Pearl | ???? | TBD | Recovered from Dark Seas |
Lightning Necklace | ???? | TBD | Recovered from Dark Seas |
Iron Flask | -170,000 | TBD | Recovered from Dark Seas |
Sales of dragon hide | +6,000 | TBD | |
Mayor extortion fee | -50,000 | TBD | For magic item procurement |
Ring Gates | -40,000 | TBD | |
Teleport Ship mod | -30,000 | TBD | Increase usage to 2/day |
Gem of True Seeing | -75,000 | TBD | |
Wands of Magic Missile | -33,750 | TBD | CL9, qty 5 |
A crystal of aquatic action aids the wearer while underwater. Any armor bearing this augment crystal does not impose an armor check penalty on your Swim checks. You gain a Swim speed equal to one-half your land speed (round down to the next 5-foot increment). You also take no penalties on attacks or movement while underwater (as if under the effect of freedom of movement) and you can breathe water as easily as air.
Would it make sense for us to purchase some Greater Crystals of Aquatic Action out of the ship funds?Love the concept, I am not sure armor crystals are the way to do it. Most of the crew won’t be able to use them. From the MIC appendix:
It would free up our casters from having to burn spells making sure we can survive underwater.
A greater augment crystal functions when bonded with an item with at least a +3 enhancement bonus. Only the item's actual bonus matters: a +3 dagger can house a greater augment crystal, but a +1 flaming keen rapier cannot.We do have a wand of wand breathing in our inventory.
I definitely like the idea of a security force. We should use the ships funds to hire someone. DM do you have price on how much the best security forces would cost. Ones that can protect us from the top thieve's guild.
I definitely like the idea of a security force. We should use the ships funds to hire someone. DM do you have price on how much the best security forces would cost. Ones that can protect us from the top thieve's guild.We do have a lead-lined steel vault room on the ship that is sealed with 3 superior locks (because 1 casting of "knock" unlocks 2). I suggest we post 2 armed guards outside of the vault at all times while in port. All of the portable magic items and cash should go into the portable hole, which gets neatly folded up into a small bundle and carefully hidden away on Nathan's person. Or Rin's. We can rotate. Point is that the vault is just a decoy because we'll never be able to cost effectively prevent a motivated and skilled thief.
We do have a lead-lined steel vault room on the ship that is sealed with 3 superior locks (because 1 casting of "knock" unlocks 2). I suggest we post 2 armed guards outside of the vault at all times while in port. All of the portable magic items and cash should go into the portable hole, which gets neatly folded up into a small bundle and carefully hidden away on Nathan's person. Or Rin's. We can rotate. Point is that the vault is just a decoy because we'll never be able to cost effectively prevent a motivated and skilled thief.
This public service announcement has been brought to you by Natsu Marvelmaker's Magic Item Security Services.
(https://media2.giphy.com/media/3og0IMJcSI8p6hYQXS/giphy.gif?cid=3640f6095be1095759424f556301dbae)