Habololy Forum

Seas of Habololy => Second Voyage of the Pride of the Rose => Topic started by: Asinjin on June 13, 2016, 12:29:57 PM

Title: Ship Construction
Post by: Asinjin on June 13, 2016, 12:29:57 PM
Replacement Thread.
Title: Re: Ship Construction
Post by: Asinjin on June 13, 2016, 02:45:56 PM
I cannot find a listing of things desired for the ship anywhere in my emails.
Title: Re: Ship Construction
Post by: Malchia on June 13, 2016, 03:44:12 PM
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.   

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
Title: Re: Ship Construction
Post by: Windblade on June 13, 2016, 07:29:37 PM
Nice job Malchia
Title: Re: Ship Construction
Post by: Hero on July 03, 2016, 01:36:26 PM
Here's the stuff I priced:

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?
Title: Re: Ship Construction
Post by: Asinjin on July 03, 2016, 04:24:23 PM
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 had used another spell, on a ice transportation spell converted to water.  I believe it was something like 12,500gc for several thousand feet.
Title: Re: Ship Construction
Post by: Valdis on May 20, 2017, 12:12:33 PM
Here's a thought, what if we make 'jet-ski' type items for the marines on the ship.  Essentially Carpets of Flying, but cast onto shortened surf boards or skim boards.  This will allow a strike force to get into position around enemy ships and board from any direction.  Add a 'sphere of invisibility' to them and they will be virtually undetectable on their approach.  Add 'shrink item' and they can be carried when not in use by boarding parties.
Title: Re: Ship Construction
Post by: Asinjin on May 20, 2017, 02:23:30 PM
That's a cool idea.
Title: Re: Ship Construction
Post by: Windblade on May 20, 2017, 03:43:46 PM
I love the idea.  I think we ran out of money.  How much does that cost.
Title: Re: Ship Construction
Post by: Valdis on May 22, 2017, 10:17:38 AM
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*
(*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)
Title: Re: Ship Construction
Post by: Windblade on December 01, 2017, 01:01:23 AM
Just bumping this topic.   We still need to price out the cost of the hull and figure out the stats on the hull.  However, this is a lot of good info in this thread.
Title: Re: Ship Construction
Post by: Valdis on December 01, 2017, 09:32:19 AM
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.   

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
Pricing Updates (All prices are List prices.  No discounts figured in)


Living Figurehead* - 40,000 to 100,000(*not sure we decided on a type, but I remember talking about this)
Oars of Speed - 2,500 per pair
Sails of Displacement - 120,000
Magically treated hull - 4,500
Sturdy Hull - +10% of base ship cost
Wooden Plating - +20% Base ship cost
Lantern of Revealing - 30,000
Title: Re: Ship Construction
Post by: Hero on January 27, 2018, 10:45:10 PM
They are pretty pricy.  $20k - $35k fair market value each*
(*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)
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.
Title: Re: Ship Construction
Post by: Hero on January 27, 2018, 11:08:59 PM
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.   

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
I am not sure what hull enhancements we added. But I am certain we had the following features:
Title: Re: Ship Construction
Post by: Asinjin on January 28, 2018, 01:29:37 PM
Did everyone contribute coin to the ship?  If so, how much?
Title: Re: Ship Construction
Post by: Malchia on January 28, 2018, 01:54:27 PM
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.
Title: Re: Ship Construction
Post by: Windblade on January 28, 2018, 03:30:11 PM
I don’t remember now since we had the ship completed and. I erased the money.   It was a lot and rin matched my contribution. I wish I remembered because we want to make sure we get into the same price range.   I want to say it was close to 250k for me.
Title: Re: Ship Construction
Post by: Hero on January 28, 2018, 10:13:26 PM
Did everyone contribute coin to the ship?  If so, how much?
Ssaskra contributed 100,000 gc.
Title: Re: Ship Construction
Post by: Windblade on January 28, 2018, 10:23:17 PM
For some reason I am remembering 235k for me and then Rin matched so that is 470k plus the 100k from Hero.
Title: Re: Ship Construction
Post by: Valdis on January 31, 2018, 03:17:23 PM
Valdis kicked in a chunk too.  I forget how much, but he didn't go on that big of a spending spree if I recall. So, probably in the 100K to 200K range
Title: Re: Ship Construction
Post by: Malchia on January 31, 2018, 03:20:32 PM
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. 
Title: Re: Ship Construction
Post by: Zunder on January 31, 2018, 03:31:37 PM
You all hired gnoble shipping to build her.
   Do you want me to draw her up?
Title: Re: Ship Construction
Post by: Asinjin on January 31, 2018, 04:43:35 PM
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.

I don't think there is any way to avoid spending at least part of the first session detailing the ship.
Title: Re: Ship Construction
Post by: Windblade on February 07, 2018, 02:21:46 PM
It looks like we spent 570k.  So we should start adding up the stuff and see how close we get to that.  DM do you have any stats on my ice cannon.  I thought there was an email but I can't find it.
Title: Re: Ship Construction
Post by: Asinjin on February 09, 2018, 01:09:15 PM
I will now begin the process of clarifying prices.

Submerge Ship:

Since there are all variety of people on the ship that may in theory e needed to activate the item, I don't imagine you want any discounts on it (only good, only human).  Would you want ranks in sailor to be a requirement for a 10% discount?

There is a 2,500gc item cost that cannot be discounted; as its a focus item for the spell.  This item would have to be on the ship and you have to note what it is.

For once per day without discount for 13 hours, the cost is: 36,400gc
Title: Re: Ship Construction
Post by: Asinjin on February 09, 2018, 01:14:27 PM
A standard lantern of revealing with a 25 foot radius is 30,000gc.  Again, you can discount this with Sailor or Spot rank requirements.  You can increase the radius for more cost; 6,000gc per five feet added to the radius.
Title: Re: Ship Construction
Post by: Asinjin on February 09, 2018, 01:20:49 PM
The Tactical Teleport that I am finding would allow you to go within line of sight once per day would cost 27,720gc before any discounts you want to apply.
Title: Re: Ship Construction
Post by: Asinjin on February 09, 2018, 01:21:57 PM
What was the intended purpose of the ice cannon?  To coat the ship in ice or to deal damage?
Title: Re: Ship Construction
Post by: Asinjin on February 09, 2018, 01:23:11 PM
The Everful Sails are 12,000gc per mast on the ship.  There are no discounts allowed with those.
Title: Re: Ship Construction
Post by: Asinjin on February 09, 2018, 01:31:42 PM
The magical hardening will grant a +7 hardness for a cost of 150gc per 10 cu feet of material.  Note that can be dispelled (although one 10 cu feet per dispel).
Title: Re: Ship Construction
Post by: Asinjin on February 09, 2018, 01:37:19 PM
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.

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.

Title: Re: Ship Construction
Post by: Asinjin on February 09, 2018, 01:39:59 PM
Looking at everything, there is a third way to get hardness.  The first was casting a spell.  The second was buying better wood.  The third is treating the wood with magical oils (not dispellable).  This costs 2,500gc per ton, but doubles the hardness of the wood (magical spell's bonus added after).
Title: Re: Ship Construction
Post by: Zunder on February 09, 2018, 01:50:17 PM
Gno will "ponder" the construction of the ship with his strategic excellence.  Thus giving my well paid ship builders a +2 to everything!!!!


If I remember correctly, you didn't want anything that clicks!


I think the general design was a 3 mast sloop of war (fast strike frigate)

Title: Re: Ship Construction
Post by: Malchia on February 09, 2018, 04:11:07 PM
Guys, let me know if you're short on funds.  Chase and Kasai have a little left over from their spending spree.  It's not much, but they're willing to contribute what they have to help fortify the ship. 
Title: Re: Ship Construction
Post by: Windblade on February 09, 2018, 06:23:09 PM
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.

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.
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.
Title: Re: Ship Construction
Post by: Windblade on February 09, 2018, 06:25:37 PM
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.
Title: Re: Ship Construction
Post by: Asinjin on February 09, 2018, 09:25:14 PM
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.

What kind of range did you want on the cannon?
Title: Re: Ship Construction
Post by: Asinjin on February 12, 2018, 12:46:03 PM
We also need to describe the crew.  Here is from the last voyage:

Captain -       Ispolis
First Mate -       Rin
Ship's Master -       Sas
Able Seamen (10) -    Prof (sailor), Climb, Rope Use   Falcon      
Boatswain (1) -    Prof (sailor), Climb, Rope Use   Travis
Boatswain's Mate (1) -    Prof (sailor), Climb, Rope Use   Aemin
Cannon Master (1) -    Craft (blacksmith), Craft (Carpenter)   Howey
Carpenter (1) -    Prof (sailor), Craft (carpenter)   Kyle
Carpenter's Mate (1) -    Prof (sailor), Craft (carpenter)   Taji
Cook (1) -    Craft (cooking)   Paulo
Cooper (1) -    Craft (carpenter)   Tomis
Doctor (1) -    Heal, Knowledge (Hebalism)   Garet
Doctor's Mate (1) -    Heal   Len
Gunner's Mate (8) -    Prof (seige engineer)   
Helmsman (1) -    Spot, Survival, Prof (sailor)   Cheenen
Master Gunner (1) -    Prof (seige engineer)   Gabriel
Master Mariners (4) -    Prof (sailor), Climb, Rope Use + one other   Francis
      Henry
      Nathan
      Isyawi
Master of the Forecastle (1) -    Spot, Listen, Prof (Sailor)   Antwan
Master of the Tops (1) -    Climb, Rope Use, Tumble, Jump, Spot, Prof (sailor)   Parker
Master-at-arms (1) -    Bluff, Diplomacy, Intimidate, Sense Motive   Sal
Master's Mate (1) -    Prof (sailor), Intimidate   Thermon
Midshipmen (2) -    Prof (sailor), Climb, Rope Use   Chase
      Kel
Navigator (1) -    Knowledge (Geography), Prof (sailor)   Karven
Prelate (1) -   Knowledge (Religion), Heal   Lander
Quartermaster (1) -    Prof (sailor), Knowledge (Nature)   Claude
Sailmaker (1) -    Craft (tailor)   Veronica      
Ship's Mage (1) -    Prof (sailor)   Kasai
Steward (1) -    Diplomacy, Sense Motive   Theo
Title: Re: Ship Construction
Post by: Windblade on February 12, 2018, 01:01:15 PM
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.
Title: Re: Ship Construction
Post by: Asinjin on February 12, 2018, 10:00:40 PM
Unfortunately, a lot of the last few sessions was lost with the ship notes on the boards.

Beverly is the powerful planar spellcaster from Port Talp that was helping you, but she was not on the ship.

Amari was the one time captain and first mate when Evanni returned.  Was he who you had hired to test on the Destroytian Warship?
Title: Re: Ship Construction
Post by: Asinjin on February 12, 2018, 10:03:05 PM
There was Thermon the half-ogre who was the Master's Mate for Sal (the slick human Master at Arms).  From what I recall, after Sal got his cut, and before you all realized it, he had taken most of Thermon's take and fled.  I think you then hired Thermon for the new ship.
Title: Re: Ship Construction
Post by: Asinjin on February 12, 2018, 10:05:35 PM
Len was the cleric of Treetop doctor's mate who was some type of Fey.  Garet was the doctor, a human monk defender.

I believe Len stayed, but I don't remember if Garet did.
Title: Re: Ship Construction
Post by: Asinjin on February 12, 2018, 10:07:27 PM
Isyawi is a Master Mariner that has been on your crew for a while.  He is a Horarian is seems to be a competent and grizzled warrior.
Title: Re: Ship Construction
Post by: Windblade on February 12, 2018, 11:14:46 PM
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.
Title: Re: Ship Construction
Post by: Asinjin on February 13, 2018, 09:31:51 AM
Do you have a name for the ship?

Zunder, do you have the rest of the fundamentals?  (length, rudders, etc)
Title: Re: Ship Construction
Post by: Malchia on February 13, 2018, 04:46:22 PM
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? 
Title: Re: Ship Construction
Post by: Windblade on February 13, 2018, 05:24:09 PM
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.


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. 
Title: Re: Ship Construction
Post by: Malchia on February 13, 2018, 06:59:11 PM
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.


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.
That's fine.  I just don't remember the details of our previous arrangement.

Kasai is a Sorcerer with the elemental bloodline.  He specializes in fire, but he is able to use all elements equally, so wind, air, lightning, etc become options as I learn more spells.  I only become tied to a single element if I choose the Elemental Caster prestige class.
Title: Re: Ship Construction
Post by: Hero on February 13, 2018, 11:13:12 PM
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.
Title: Re: Ship Construction
Post by: Hero on February 13, 2018, 11:15:39 PM
Do you have a name for the ship?

The Seaward (https://www.youtube.com/watch?v=F3y00wvzeQs)?
Title: Re: Ship Construction
Post by: Hero on February 13, 2018, 11:18:50 PM
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.
Title: Re: Ship Construction
Post by: Hero on February 13, 2018, 11:21:04 PM
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.
Title: Re: Ship Construction
Post by: Malchia on February 13, 2018, 11:46:26 PM
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.  😀
Title: Re: Ship Construction
Post by: Windblade on February 14, 2018, 12:53:00 AM
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.  😀

OOC:   I know this is what was decided when we last played.  Trying to stay in character for the decision and not metagame because Kasai is a PC.   From what I remember there is no way Nathan would hire him as the ship's mage until he was higher and level and had more utility spells.  What level is Kasai?  We need to make sure the mage has proper spells in case any of our ships magic items are dispelled or not working for some reason.   We also want our mage to be able to give the ship a tactical advantage when fighting other ships.  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.  Unless Kasai plans to drop all fire spells and devote himself to Lakius and take only water and air spells I don't see Nathan budging on this right now.
Title: Re: Ship Construction
Post by: Valdis on February 14, 2018, 08:26:09 AM
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.
Title: Re: Ship Construction
Post by: Asinjin on February 14, 2018, 08:41:50 AM
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.

Correct, he used the Tri Blades.
Title: Re: Ship Construction
Post by: Asinjin on February 14, 2018, 08:47:18 AM
The other Gree is Ritvali.

There is another Horarian named Midiyro who seemed to gravitate to Claude and used a katana when battle arrived.

I believe that a number of crew from the Pride of the Rose chose not to join you on the next mission.  Correct my memory if wrong, but I believe the following did not join you:

Lander, Prelate cleric of Habastly, older human
Karven, Navigator loremaster, older human
Theo, Talpan steward
Title: Re: Ship Construction
Post by: Hero on February 14, 2018, 09:01:43 PM
The other Gree is Ritvali.
Is Ritvali a rogue? It might have been him that claimed the invisibility gem.
Title: Re: Ship Construction
Post by: Hero on February 14, 2018, 09:09:04 PM
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?
Title: Re: Ship Construction
Post by: Windblade on February 14, 2018, 09:13:33 PM
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.
Title: Re: Ship Construction
Post by: Asinjin on February 14, 2018, 09:19:18 PM
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.
Title: Re: Ship Construction
Post by: Malchia on February 14, 2018, 10:40:59 PM
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.   :-\
Title: Re: Ship Construction
Post by: Asinjin on February 16, 2018, 01:00:46 PM
Here is the price list we talked about last night for crew:

The seamen would cost 4gc per week; Gunner's Mate 5gc; Able Seaman 8gc, and master Mariner's 15gc.  The other specific crew would vary from 10gc per week to a lot more.

Those prices are for elite crew.
Title: Re: Ship Construction
Post by: Asinjin on February 16, 2018, 01:17:31 PM
Crew Sheet (currently 92 slots):

Captain -       Amari
First Mate -       Rin
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) -       
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
      
Navigator's Mate (1) -       
Prelate (1) -      Nathan
Purser (1) -       
Quartermaster (1) -       
Sailmaker (1) -       
Seamen (30) -       
Ship's Mage (1) -       
Title: Re: Ship Construction
Post by: Asinjin on February 16, 2018, 01:27:44 PM
Are there any: races, classes, alignments, faiths, etc that you immediately reject during the interview process?  This is for the general population, not the specific higher level crew.
Title: Re: Ship Construction
Post by: Windblade on February 16, 2018, 02:45:33 PM
Alignment: no evil
Faith: no evil, no fire based,
Race: any unless gremlin aura can effect boats.  Then no gremlins.
Classes: any
Title: Re: Ship Construction
Post by: Windblade on February 16, 2018, 02:55:53 PM
Crew Sheet (currently 92 slots):

Captain -       Amari
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) -       
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) -
Title: Re: Ship Construction
Post by: Windblade on February 16, 2018, 03:07:34 PM
Total Cost of Ship: 700,000
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 -
Title: Re: Ship Construction
Post by: Windblade on February 16, 2018, 03:09:54 PM
I made a list and added the total cost of the ship and the what we priced out so far
Title: Re: Ship Construction
Post by: Windblade on February 16, 2018, 03:14:23 PM
1. Sails of Displacement -
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 total
5. Living Figurehead* - 40,000 to 100,000(*not sure we decided on a type, but I remember talking about this)
6. Oars of Speed - 2,500 per pair
7. Sturdy Hull - +10% of base ship cost
8. Wooden Plating - +20% Base ship cost

These are some items that confused me
1.  SoD:  can these be combined with everfull sales if not then we do not have to price them
2. Did we pick one lantern over the other or do we need to price out both
3.  See 2
4.  I wasn't sure if we definitely planed to do this to the ship
5. Lets pick one and price
6.  Why do we need these?
7.  Is this the same as harden wood alchemy, special wood, and magical hardening or are these seperate
8.  see 7.
Title: Re: Ship Construction
Post by: Windblade on February 16, 2018, 03:16:21 PM
I think we pick one item and price it out.  Added it to the list and then modified the Total of Priced Items amount.

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.
Title: Re: Ship Construction
Post by: Asinjin on February 16, 2018, 03:21:16 PM
Submerge Ship = 36,400gc

Teleport =27,720gc

Title: Re: Ship Construction
Post by: Windblade on February 16, 2018, 03:24:40 PM
Are we using the figurehead for the teleport or the submerge.  Are we getting both?
Title: Re: Ship Construction
Post by: Windblade on February 17, 2018, 10:00:16 AM
I know we had planned to do both of these.  Can one be done on the figurehead and the other done through something else?
Title: Re: Ship Construction
Post by: Windblade on February 17, 2018, 10:05:01 AM
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.
Title: Re: Ship Construction
Post by: Asinjin on February 17, 2018, 10:21:59 AM
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.

Good to note.
Title: Re: Ship Construction
Post by: Windblade on February 19, 2018, 06:03:15 PM
Update

Total Cost of Ship: 700,000
Total of priced items: 275580

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
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 -
Title: Re: Ship Construction
Post by: Windblade on February 19, 2018, 06:05:11 PM
Lets try to figure out the sails next. 

Are we doing everfull and displacement.  From what I remember I think we did both but I am not sure how that would be priced or if we definitely can do both.
Title: Re: Ship Construction
Post by: Hero on February 19, 2018, 09:24:17 PM
Crew Sheet (currently 92 slots):

Master-at-arms (1) -       Sas
What are the commissioned officer roles? Ssaskra would prefer one of those, if there's a match in skill sets.
Title: Re: Ship Construction
Post by: Hero on February 19, 2018, 09:36:47 PM
I think we pick one item and price it out.  Added it to the list and then modified the Total of Priced Items amount.

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.
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.
Title: Re: Ship Construction
Post by: Hero on February 19, 2018, 09:49:05 PM
I think we could combine the displacement sails (120k) with the everfull sails (12k). By the rules, combining cost is 1.5*more expensive item + the other one. So 1.5*120,000+12,000 = 192,000.
Title: Re: Ship Construction
Post by: Hero on February 19, 2018, 09:54:57 PM
2. Captain's Lantern (Stormwrack) - audible alarm activated by intruders = 12,000 gc
3. Latern of Revealing - 30,000.

I think we need both, they have different functions. Captain's Lantern will indicate when someone is on the ship that's not supposed to be, regardless of whether it is invisible, hiding mundanely, or disguised. Lantern of Revealing is an invisibility purge, which would allow everyone to see an intruder.
Title: Re: Ship Construction
Post by: Hero on February 19, 2018, 09:58:18 PM
4. Hallow w/Invisibility Purge (qty 2) - 4,000 gc ea = 8,000 gc total
I 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?
Title: Re: Ship Construction
Post by: Hero on February 19, 2018, 09:59:29 PM
6. Oars of Speed - 2,500 per pair
6.  Why do we need these?
I don't think we do.
Title: Re: Ship Construction
Post by: Hero on February 19, 2018, 10:02:54 PM
Total Cost of Ship: 700,000
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 -
We should also include a vault room. Lead lined with 3 masterwork locks (because the knock spell can undo 2 locks with one casting)
Title: Re: Ship Construction
Post by: Windblade on February 19, 2018, 10:23:18 PM
Update

Total Cost of Ship: 700,000
Total of priced items: 431580

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 -
Title: Re: Ship Construction
Post by: Windblade on February 19, 2018, 10:24:12 PM
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?
Title: Re: Ship Construction
Post by: Windblade on February 19, 2018, 10:28:15 PM
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?
Title: Re: Ship Construction
Post by: Asinjin on February 20, 2018, 08:47:15 AM
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?

Gabriel is the Cannon Master.

Wake would be a Gunner's Mate.
Title: Re: Ship Construction
Post by: Hero on February 20, 2018, 10:07:32 PM
Update

Total Cost of Ship: 700,000
Total of priced items: 431580

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.
Title: Re: Ship Construction
Post by: Windblade on February 20, 2018, 10:20:39 PM
Added the 42k for the conjure ice beast to the total of priced items
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.
Title: Re: Ship Construction
Post by: Windblade on February 20, 2018, 10:22:18 PM
Also the 700k isn’t a hard and fast total.  I might be as high as 750k
Title: Re: Ship Construction
Post by: Asinjin on February 20, 2018, 10:22:40 PM
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.
Title: Re: Ship Construction
Post by: Hero on February 20, 2018, 10:24:51 PM
One of these (http://www.d20srd.org/srd/magicItems/wondrousItems.htm#lyreofBuilding) would be really handy if we have funding available.

Taiji has ranks in perform(stringed instrument).
Title: Re: Ship Construction
Post by: Malchia on February 20, 2018, 10:33:16 PM
One of these (http://www.d20srd.org/srd/magicItems/wondrousItems.htm#lyreofBuilding) would be really handy if we have funding available.

Taiji has ranks in perform(stringed instrument).
This is really cool.
Title: Re: Ship Construction
Post by: Hero on February 22, 2018, 06:56:48 AM
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.
Title: Re: Ship Construction
Post by: Asinjin on February 22, 2018, 08:35:43 AM
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.

Amari says, "The submerge may save us from a few of them; and hopefully the teleport will save us from some others."
Title: Re: Ship Construction
Post by: Windblade on February 22, 2018, 08:58:03 AM
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.
Title: Re: Ship Construction
Post by: Asinjin on February 22, 2018, 10:36:49 AM
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.

Zunder, since Gno is designing the ship, can you provide a deck plan and where that room might go?
Title: Re: Ship Construction
Post by: Zunder on February 22, 2018, 12:40:51 PM
Yes.. yes.  I have plans sooo many plans...  It's amazing what you can find on this internet thing, it might work out.
Title: Re: Ship Construction
Post by: Malchia on February 22, 2018, 12:56:16 PM
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?
Title: Re: Ship Construction
Post by: Windblade on February 22, 2018, 11:30:55 PM
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.

I don't think we can afford to pay them without offering a share.  So I think we can take either one and they will be offered a share in the loot.  Nathan ask Rin who she would prefer and also gets feedback from Valdis and Sas
Title: Re: Ship Construction
Post by: Windblade on February 22, 2018, 11:43:13 PM
Captain -       Amari
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.
Title: Re: Ship Construction
Post by: Windblade on February 22, 2018, 11:50:34 PM
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?

Here is where we ended with pricing the items for the ship.  Let try to keep it going.

How many Captains Lanterns?
Will 3 lanterns of revealing cover the whole ship?
How much is the bulkhead that grants flight for a short distance?
Title: Re: Ship Construction
Post by: Malchia on February 23, 2018, 12:00:35 AM
Captain -       Amari
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.
Title: Re: Ship Construction
Post by: Valdis on February 23, 2018, 09:16:41 AM
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 Officer
Title: Re: Ship Construction
Post by: Asinjin on February 23, 2018, 09:38:03 AM
For Chase, midshipman is a junior officer, and that is the position he has held on the previous ships.
Title: Re: Ship Construction
Post by: Asinjin on February 23, 2018, 09:39:07 AM
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?
Title: Re: Ship Construction
Post by: Malchia on February 23, 2018, 09:39:28 AM
I think Chase, given his skill set, would make for a great Cabin Boy or Morale Officer
Thanks for the vote of confidence...there's just no appreciation for the bardic arts these days.
Title: Re: Ship Construction
Post by: Asinjin on February 23, 2018, 10:01:54 AM
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.
Title: Re: Ship Construction
Post by: Windblade on February 23, 2018, 11:33:05 AM
For Chase, midshipman is a junior officer, and that is the position he has held on the previous ships.


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?
Title: Re: Ship Construction
Post by: Windblade on February 23, 2018, 11:34:12 AM
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?

3rd level heals spells should be good to start out with. Any thoughts from the other owners?
Title: Re: Ship Construction
Post by: Windblade on February 23, 2018, 11:37:16 AM
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.

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.
Title: Re: Ship Construction
Post by: Windblade on February 23, 2018, 11:38:48 AM
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.

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.
Title: Re: Ship Construction
Post by: Asinjin on February 23, 2018, 11:51:38 AM


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?

Midshipman would likely be the only junior officer (officer in training).  It would go: captain, first mate, second mate (if the ship is big enough); all other officers; then junior officers.  Your past ships have typically had about ten officers (6 and then 4 midshipmen).  So roughly 10% of the crew.

Typically: Captain, First Mate, Second Mate, Ship Mage, Prelate, Doctor, Navigator
Title: Re: Ship Construction
Post by: Asinjin on February 23, 2018, 11:53:02 AM
3rd level heals spells should be good to start out with. Any thoughts from the other owners?

Amari says, "If neither of you can effect the undead specifically, I would feel more comfortable with a prelate that could do that."
Title: Re: Ship Construction
Post by: Asinjin on February 23, 2018, 11:53:59 AM
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.

You have to make an offer to either of them.
Title: Re: Ship Construction
Post by: Asinjin on February 23, 2018, 11:55:36 AM
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.

Evanni is not in the city to sit in on the interviews.

Her advice is pick people you get along with first and foremost.
Title: Re: Ship Construction
Post by: Asinjin on February 25, 2018, 03:00:12 PM
One of your interviewees strides in carrying a hefty pack which clearly contains scale mail armor.  He has black hair pulled into a top knot and is some part Horarian.  His a wide chested and muscled, more so than you typically see in a sailor.  He has some age and battle lines on his face.  When he sets down his pack, you see the hilt of a sword, carved from bone and brass.  His face is round and wide with bushy eyebrows.  He is clean shaven, although you get the sense that he couldn't grow a beard even if he wanted.

"My name is Tsari'moti.  I would like to apply for master of the forecastle abroad your marvelous ship.  I have fifteen years at sea.  I know much about seamanship and connand.  None will board will I defend the cassle.  I can demonstate my talents."

He stares at Nathan as he talks. 
Title: Re: Ship Construction
Post by: Windblade on February 25, 2018, 03:47:24 PM
If there is room somewhere I will be shape change and cast a spell on myself to spar with him
Title: Re: Ship Construction
Post by: Asinjin on February 25, 2018, 07:17:07 PM
If there is room somewhere I will be shape change and cast a spell on myself to spar with him

"Since you are looking for a sailow, then we should fight on ship."
Title: Re: Ship Construction
Post by: Windblade on February 25, 2018, 08:01:16 PM
Do we have a ship to fight on?  It isn’t ready yet.
Title: Re: Ship Construction
Post by: Asinjin on February 25, 2018, 08:44:09 PM
Do we have a ship to fight on?  It isn’t ready yet.

With less than a month to go, your ship is capable of hosting a sparring session on the main deck.
Title: Re: Ship Construction
Post by: Windblade on February 25, 2018, 08:56:38 PM
As long as their is nothing that can break and won’t hinder work on it then that is fine
Title: Re: Ship Construction
Post by: Asinjin on February 26, 2018, 08:53:22 AM
As long as their is nothing that can break and won’t hinder work on it then that is fine

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 crossbow.
Title: Re: Ship Construction
Post by: Zunder on February 26, 2018, 09:13:12 AM
Ok
 
During the building sessions you are asked as a group a couple questions by Gnimitz:


   - Do you want fore/aft castles?


They are unusual for a fighting ship as they sit high in the water and make juicy targets, but they create a much more comfortable space for meetings/housing.  Without castles there will be little questions when sighted of what type of ship you are.


  - Do you want a figure head?


Aesthetics only.


  -  Are you ok with mechanics. 


Not clickers, but he says he can save you 15% crew by using cranks, pullies,etc,  If a normal ship ship would use man power to hoist a sale with a 3:1 pully, he can create a 10:2 ratio using gearing and cranks to let 1 man do the work of 3.  Not a clicker, just some gears.  Similar to what was on the riptide, just larger.  You would be supplied with 2 backups of each system.
Title: Re: Ship Construction
Post by: Asinjin on February 26, 2018, 03:22:17 PM
Amari responds, "Yes to the castles and the figurehead.  We can win encounters just by presenting ourselves.  And I have no problems with some mechanics, just some."
Title: Re: Ship Construction
Post by: Windblade on February 26, 2018, 05:07:37 PM
I aggress with Amari and we are going to get a Magical figurehead but he can craft the design that we put the magic on.  I am also ok with some mechanics but does that mean we need to higher a mechanic in case it breaks and is the mechanic actually a tinker or can there be a non tinker mechanic?
Title: Re: Ship Construction
Post by: Windblade on February 26, 2018, 05:20:13 PM
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)

Recap of crew Nathan would like to have but still need input from other owners

Ships mages: I like both and can’t decide

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 would like either of the following.

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.


A Prelate that can effect on dead and can cast third level spells

Master of the Forecastle –I like our first interviewee

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 crossbow”.

I try to find out who he worships
Where he got his scale

And why he want to join our ship.
Title: Re: Ship Construction
Post by: Asinjin on February 26, 2018, 08:21:48 PM

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 crossbow”.

I try to find out who he worships
Where he got his scale

And why he want to join our ship.

His answers are, "To be on the best ship sailing it what I want."

"I am no cleric or holy warrior."

"I had it made for me after I killed the beast."
Title: Re: Ship Construction
Post by: Windblade on February 26, 2018, 09:51:50 PM
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?
Title: Re: Ship Construction
Post by: Asinjin on February 26, 2018, 10:01:39 PM
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?

You ask Claude to stop by and take a look.  He tells you, "From a baby."
Title: Re: Ship Construction
Post by: Asinjin on February 27, 2018, 12:06:50 PM
The crew you assemble includes the following seamen, of which you are bringing on 30.  If you have any issues or questions about them, post.

23 humans; of which 21 are non non-spellcasting class such as rogue, fighter, berserker, crafter, or 1st level bard (for you purposes of interviewing, they are mostly the same).

The remaining 2 are clerics, one of Tommimao (who is dedicated to travel and does not stink), and the other is a cleric of Treetop that Rin recognizes as an acolyte from the temple here in Port Talp.  There names are Adgar and Petric.

There are 4 Vass; three of which are standard non spellcasters, but the fourth is named Kassis Esslik and hails from one of the wealthiest Vass families in Port Talp.  He is young and well equipped.  Amari says at some point, "As captain, I suggest we take him on if for no other reason we gain favor with that community."

There is also a young Horarian and a plateau gnome.



Title: Re: Ship Construction
Post by: Windblade on February 27, 2018, 01:00:01 PM
Was Lakius or Treetop involved with the religions wars between Tommimao and Tyragatore?
Title: Re: Ship Construction
Post by: Asinjin on February 27, 2018, 03:01:00 PM
Was Lakius or Treetop involved with the religions wars between Tommimao and Tyragatore?

No
Title: Re: Ship Construction
Post by: Asinjin on February 27, 2018, 03:17:47 PM
The able able seamen you find consist of the following:

14 are humans of various non-magical backgrounds: fighters, rogues, crafters, berserkers, and rangers.

There are two more human clerics; Sven a cleric of Tfop from Port Talp and Zelek a cleric of Lakius from somewhere in the southern seas that has traveled to be part of Nathan's crew.

There is a Horairan ranger that knows Tsari'moti.

There is a dark green scaled Vass with a longer than usual tail.  His features are almost serpentine in nature.  Although he understands common, it is so slurred that it is easier to communicate in scalee.  When tested, he demonstrates a swimming speed and agility that matches a fish.  His name, for your purposes, is Was.

There is another gnome that Valdis asks to be put on the ship.  With darker than Plateau gnome but now quite Amatin gnome skin, he has some psionic powers.
Title: Re: Ship Construction
Post by: Asinjin on February 27, 2018, 03:24:56 PM
Your 14 gunner's mates are as follows:

9 are humans, seven of which are standard non-spellcasting types.  The final two are brothers; fraternal twins names Archie and Semois.  They come in separately and not next to each other in line, and only a keen eye figures out they are brothers by just looking.  Their story, however, gives them away.

Both say, "From a youth age I liked stone and metal.  Over the years, I found I could manipulate it and control spells.  They called me a sorcerer when I was a teen.  I've learned to do some clever things.  Being from the plateau, and using a firearm from a young age, I thought it would be useful to use spells that helped firearms; and for you, I mean cannon."
Title: Re: Ship Construction
Post by: Asinjin on February 27, 2018, 06:59:57 PM
One of the other mates is a gnomish tinker from the plateau.  He is level headed and insists he is not there to experiment, only to keep the cannon in order and earn money.  He demonstrates a click he designed which is a spinning brush to clean the barrels of firearms.

Another is a Nipit sailor, who is likely the least amused Nipit you have ever met.  With no flare, and no humor, he reminds you of a dwarven attitude in a Nipit body.

There are two Vass that join as gunner's mates that know each other.  They are friends looking to serve on the ship.  They are humorous and well spoken, for Vass.  One is a ranger, who boasts and demonstrates his skill with all things thrown.  The other is a crafter, specializing in alchemy, specifically oils.
Title: Re: Ship Construction
Post by: Asinjin on February 27, 2018, 07:04:09 PM
From your last ship, the other Parker, who was Master of the Tops for the Pride of the Rose, comes in to interview.

"Seeing as how we have history, I thought you might like to have me back aboard.  I'd take the Master role I had on the Pride.  But seeing as how there are three masts, I expect the pay to be increased from two masts."
Title: Re: Ship Construction
Post by: Asinjin on February 27, 2018, 07:05:40 PM
Was Taiji going to be the Carpenter again?

Is Veronica returning as the Sailmaker?

Nathan get to pick the Navigator's Mate.

Title: Re: Ship Construction
Post by: Asinjin on February 27, 2018, 07:10:11 PM
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)


Claude will cast the Hallow for you, so the cost is only the cost of the components, which with the Death Ward is 5,000gc.  The ship is so large in requires two castings.  So the cost is 10,000gc.  Claude sets is so that only good characters share in the Death Ward (note that he has to set some prerequisite).
Title: Re: Ship Construction
Post by: Windblade on February 27, 2018, 07:11:35 PM
Who are my choices for navigator's mate?
Title: Re: Ship Construction
Post by: Asinjin on February 27, 2018, 07:21:49 PM
Who are my choices for navigator's mate?

You have lots of choices, so give me an idea of class, race, level and I will let you know.
Title: Re: Ship Construction
Post by: Hero on February 27, 2018, 10:36:42 PM
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.

Lead lining (Complete Scoundrel) would be helpful in the vault to prevent detection spells. 10 gc. No definition of item size.

How many Captains laterns do we need?
I think we decided that we need 3 latern's of revealing.

One Captain's Lantern will function for the entire ship, no limit on number of crew.

A Lantern of Revealing effects a radius of 25 ft. Would we want to constantly cover the entire deck (we would need multiple), or just bring it out as needed (just one would work)?

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.

Strong transmutation; CL 17th; Craft Wondrous Item, etherealness, fly; Price 100,000 gp; Weight 350 lb.
Title: Re: Ship Construction
Post by: Hero on February 27, 2018, 10:46:01 PM
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.

Taiji notably suggests we review their spellbooks to understand each candidate's available spell options. "Notably" because no one invited him to the meeting, but he's there offering his opinion nonetheless.
Title: Re: Ship Construction
Post by: Asinjin on February 27, 2018, 10:56:59 PM

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.

It would not be a shedu on Habololy, but whatever it is would work the same.
Title: Re: Ship Construction
Post by: Hero on February 27, 2018, 11:02:16 PM
Added the 42k for the conjure ice beast to the total of priced items
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:
Title: Re: Ship Construction
Post by: Malchia on February 27, 2018, 11:38:21 PM
Brain dump:
  • Lyre of Building - Is Chase picking this up?
As long as everyone agrees they want this, Chase will pick up the tab.

What's the final price on this after discounts, restrictions, etc.?
Title: Re: Ship Construction
Post by: Zunder on February 28, 2018, 08:09:21 AM

I believe what was discussed where orbs put around the ship which would contain a substance to extinguish magical and normal fires.


The sails are already fire proof, and a side benefit of choosing the "lite machanics" option is the ropes are fire proof as well.



Brain dump:
  • Can Claude alchemically protect the ship from fire? I feel like this was discussed before in the lost thread.[/l][/l]
[/list]
Title: Re: Ship Construction
Post by: Zunder on February 28, 2018, 08:23:51 AM
here is what I think the best image for the ship

alterations
(https://i.imgur.com/Z5O2kCO.jpg) 
Title: Re: Ship Construction
Post by: Zunder on February 28, 2018, 08:43:59 AM
here is what I think the best image for the ship is:  135 ft long. 

alterations
  •   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
(https://i.imgur.com/Z5O2kCO.jpg) <-- CLICK ON THAT LITTLE F HERE! FORUM WON'T LET ME APPLY H / W TO IMAGE ARRGH!!!


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.
Title: Re: Ship Construction
Post by: Windblade on February 28, 2018, 09:15:09 AM
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.

I do remember talking about Claude being able to protect the ship from fire.
I also remember talking about the banner for fear or maybe that was just Claude's banner.
The other ideas are good.  I think we can look at them after we get the other pricing done and see how much we have left.
Title: Re: Ship Construction
Post by: Windblade on February 28, 2018, 09:15:48 AM

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.

I love the picture of the ship.  It is nice to have the dimensions.
Title: Re: Ship Construction
Post by: Valdis on February 28, 2018, 09:15:58 AM

(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)
Title: Re: Ship Construction
Post by: Zunder on February 28, 2018, 10:28:18 AM
Fixed - (max H/W was set to 10x10  changed to 150x150)


LOL.. i was wondering why, Thanks!!
Title: Re: Ship Construction
Post by: Zunder on February 28, 2018, 10:49:31 AM
 outside view:


(https://i.imgur.com/Z5O2kCO.jpg)




internals


(https://i.imgur.com/J8G94yP.jpg)
Title: Re: Ship Construction
Post by: Zunder on February 28, 2018, 11:14:04 AM
As you visit Gnobel over the days unique things you notice about the ship:


The beams and keel are smaller then you would have expected.  On closer inspection you realize they are multiple thin layers of wood glued together alternating grain patterns in the premium wood purchased for the project.  Gnimitz explains that Claude provided a glue that made the resulting beam stronger then anything he's ever seen.  Gnimitz kept using the word Lamignoming for the process. 



There bow seems to be slightly more extended and raked then you are used to, having a little bit of a waist in the front before becoming more standard farther down.  (it's pointier then normal) Gnimitz explains when asked about lateral drag along the length of the ship.  He details a little to much and you loose focus as he picks up a little piece of string and a fountain pen trying to explain it like you a gnome child, folding the string in waves along a spare piece of wood.  Failing miserably.  But he finishes with " it's not for ramming ok!" 


At one point you notice massive temporary "kiln" build on premises where some process is done on the lumber to harden it.  It sits in there for a long time in something the workers call curing.  Claude giggling with glee as he advises the group of gnomish builders.

As the planking is attached to the ship you see clickers being used to shape the wood to what might be called "pathological precision".  Gnomes use calipers to check, double, and triple check each piece.  The hyper focus of the Gnomes' is second to none as the fuss over each timber. Each plank then fitted to the ship making a perfect seal without the usual use of traditional ship caulking (http://www.boat-building.org/learn-skills/index.php/en/wood/caulking-calking/ (http://www.boat-building.org/learn-skills/index.php/en/wood/caulking-calking/)) Each plank is then caulked as double protection.  The resulting external hull is smoother then you thought possible.  When sealed with a protective layer it gleams and shines almost like mithril.  Many workers stare at their master piece for hours in a massive feeling of pride.

Near the extra wide rudder, which is also several pieces Lanignomated wood, glued together you see little wings around the aft of the ship almost like the ridges of a crown turn on it's side.  These are explained as hydro-abatement ridges for drag, allowing the rudder to perform better.  Also suggesting that if you have something hanging out down here, a good place would be by these ridges.

At Some point two of the workers gets married and asks if it's ok, and if Armari can preside over the union on the ship.. feeling like this ship is their first child.


It appears that all the enclosures below or at the water line are also made water tight.  The hold, and individual room on the berth deck and be sealed to prevent sinking.  Gnimitz explains that it won't hold long, they aren't pressure doors, but they will slow down the leak enough to allow you to sail her home.

Title: Re: Ship Construction
Post by: Zunder on February 28, 2018, 11:19:29 AM
Veronica does work on the ship during the build, helping the gnomes with more of a creative feel as she pads railings, and designs fabrics for the inside of the ship. 


She looks you all over with as smile sitting in the middle of massive sails the shimmer in the sun.  She checks the seams as they curl around her almost like water in waves pools..  " These might be the greatest sails known on the seas, you really don't need a sail maker with these.  They aren't going to rip, or burn, there isn't much use for little old me"
Title: Re: Ship Construction
Post by: Zunder on February 28, 2018, 11:20:42 AM
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"
Title: Re: Ship Construction
Post by: Valdis on February 28, 2018, 12:12:23 PM
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"

Valdis sugests "How about the 'Cormerant'.  I heard some sailors talking about this bird that flies, but can also dive under the water.  Seems appropriate, if a little on the nose."
Title: Re: Ship Construction
Post by: Windblade on February 28, 2018, 12:16:15 PM
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.
Title: Re: Ship Construction
Post by: Zunder on February 28, 2018, 12:53:24 PM
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.


Gnoble shipping is building her inside, with security.  While you can't hid giant shipments of wood, a lot of the techniques are proprietary.  Gno is hoping this turns out to be very profitable, and is making her close to cost.
Title: Re: Ship Construction
Post by: Asinjin on February 28, 2018, 12:55:29 PM
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 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."
Title: Re: Ship Construction
Post by: Malchia on February 28, 2018, 01:05:19 PM
"She needs a NAME"
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
Title: Re: Ship Construction
Post by: Windblade on February 28, 2018, 01:17:48 PM
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."

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.
Title: Re: Ship Construction
Post by: Windblade on February 28, 2018, 01:18:37 PM
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

I like the Ocean's Pride
Title: Re: Ship Construction
Post by: Asinjin on February 28, 2018, 01:53:05 PM
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.

Yes, I believe Claude is the most powerful divine caster you have.
Title: Re: Ship Construction
Post by: Asinjin on February 28, 2018, 01:55:07 PM
I like the Ocean's Pride

Amari says, "I think that's a bit too Lakian.  How about Righteous Enterprise?"
Title: Re: Ship Construction
Post by: Zunder on February 28, 2018, 02:20:25 PM
Gaurdian of the Tide, Justice's Balance, Nature's Vigilante, Vigilante of the Seas, Nature's Balance...


Gno watches with a little bit of a smirk as names are thrown out.. He unpacks his case as you talk, pulling out color swatches...
Title: Re: Ship Construction
Post by: Windblade on February 28, 2018, 02:23:47 PM
I really like Guardian of the Tide.  I also I like the Vigilante ones but they might too close to Evani's ship's name.
Title: Re: Ship Construction
Post by: Windblade on February 28, 2018, 02:39:19 PM
Update
Total Cost of Ship: 700,000-750,000
Total of priced items: 720,580
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
Figure Head of flight -  100,000 (I don’t know that we can afford this?)
Hallow Spell for 1 year (possibly with Death Ward tied to it – 5,000
Captain’s Latern – 12,000
Ice Cannon – 40,000
Hallow Spell for 1 year (possibly with Death Ward tied to it) – 5,000
Latern of Revealing (x3) – 90,000
Hardened Wood Alchemy - ?
Additional Magical Hardening - ?
Special Wood for Hull -
Fortified Aft Castle -
Normal Jail with Silenced, Dimensional Anchor Shackles - ?
Title: Re: Ship Construction
Post by: Valdis on February 28, 2018, 02:45:07 PM
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
Title: Re: Ship Construction
Post by: Asinjin on February 28, 2018, 02:48:46 PM
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.
Title: Re: Ship Construction
Post by: Asinjin on February 28, 2018, 02:50:26 PM
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

That costs the caster 2500xp, so my guess is that is incredibly expensive.
Title: Re: Ship Construction
Post by: Valdis on February 28, 2018, 02:54:26 PM
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"

the Raketomi Typhoon
Title: Re: Ship Construction
Post by: Valdis on February 28, 2018, 02:55:37 PM
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 travel
Title: Re: Ship Construction
Post by: Malchia on February 28, 2018, 03:00:26 PM
Just cast or pay to have 'Forbiddance' cast on the area.  It is already Permanent and prevents any extra-dimensional travel
Won't Forbiddance undermine our ability to teleport and use the ice porpoise summoning trap?
Title: Re: Ship Construction
Post by: Valdis on February 28, 2018, 03:03:44 PM
Won't Forbiddance undermine our ability to teleport and use the ice porpoise summoning trap?

You might have a point there
Title: Re: Ship Construction
Post by: Asinjin on February 28, 2018, 03:09:09 PM
Won't Forbiddance undermine our ability to teleport and use the ice porpoise summoning trap?

You would have to find someone that could shape the forbiddance to match only the rooms you want.  Even at that, the cost would be about 2500gc to forbiddance just the cells.

However, forbiddance does damage to those of a specific alignment chosen, so you may be limited as to who you could keep in the cell, and you probably wouldn't want to go in to get them.  You could have a different forbiddance on each cell for different prisoners.
Title: Re: Ship Construction
Post by: Valdis on February 28, 2018, 03:16:33 PM
You can tie a Dimensional Anchor spell into a casting of the Hallow spell in that area.. That will allow the Dimensional anchor to remain active for 1 year and you can craft the hallow spell to only target non-crew members
Title: Re: Ship Construction
Post by: Malchia on February 28, 2018, 03:35:26 PM
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
Some more names...

Liquid Courage
Final Frontier
Deep Dweller
Cyclone
Kraken Slayer
Chariot of the Seas
Calm Before the Storm
Mother Nature's Chariot
Horizon Catcher
Title: Re: Ship Construction
Post by: Windblade on February 28, 2018, 03:36:22 PM
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.
Title: Re: Ship Construction
Post by: Asinjin on February 28, 2018, 03:41:24 PM
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.

On some of them, yes.  I believe I have given a reduced cost where possible.  The shackles and the sails cannot have that put on them.
Title: Re: Ship Construction
Post by: Windblade on February 28, 2018, 05:39:35 PM
We still need to decide on crew.  We need Rin, Valid, and Amari to weigh.  I think hero already did.

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.
Title: Re: Ship Construction
Post by: Malchia on February 28, 2018, 07:29:50 PM
We still need to decide on crew.  We need Rin, Valid, and Amari to weigh.  I think hero already did.

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.
I know I'm not an owner, but what about Jean as Ship's Mage and Camile as Prelate?
Title: Re: Ship Construction
Post by: Windblade on February 28, 2018, 07:46:09 PM
That could be possible.  Dm does she have any cleric levels?
Title: Re: Ship Construction
Post by: Valdis on February 28, 2018, 07:57:07 PM
Here is Valdis' two coppers worth...

We still need to decide on crew.  We need Rin, Valid, and Amari to weigh.  I think hero already did.

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.
Ok for Ships Mage

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
Ok for Prelate

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.
Either is fine.  Forced to choose, Valdis would choose the Half-Elf

Master of the forecastle the only candidate so far but he seems fine to me.

Tsari'moti
Fine unless a better candidate comes along

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 tops
Parker seems fine but not if he cost to much.  How much more are we going to have to pay him
Not much, all of the sails and rigging are magical and/or made easier with mechanics.  Same rate as the last time.

We still need candidates for prelate.
see above
Title: Re: Ship Construction
Post by: Asinjin on February 28, 2018, 08:47:38 PM
That could be possible.  Dm does she have any cleric levels?

She does not.
Title: Re: Ship Construction
Post by: Asinjin on February 28, 2018, 10:25:53 PM
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.
Title: Re: Ship Construction
Post by: Windblade on February 28, 2018, 11:02:11 PM
I don’t know that we can afford both Camille and Jean.  Other then that it is a good idea.  We just might have to higher a much lower level prelate.
Title: Re: Ship Construction
Post by: Windblade on February 28, 2018, 11:03:32 PM
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.

I like the Kormier better.  The other guy seems shady enough to cheat us as well.
Title: Re: Ship Construction
Post by: Zunder on March 01, 2018, 07:48:25 AM
I prefer Marco!


Aaaand.. for purser, eh.. I like them both.


Ship name..


   Event Horizon?
   King of the Tides
   Gemini - ( as the symbol.. two faiths)
Title: Re: Ship Construction
Post by: Windblade on March 01, 2018, 08:57:19 AM
Let hero weigh in on the helmsman.  Since we have 2 leaning towards Fitolin right now.  If he goes for Fitolin then we take Fitolin and if he wants Marco then we go Marco.
Title: Re: Ship Construction
Post by: Asinjin on March 01, 2018, 12:19:39 PM
Here is posting xp for all of the work on the ship on the boards.  It may be given to your seafaring characters in any combination you prefer:

Malchia - 85xp

Valdis - 70xp

Hero - 115xp

Zunder - 75xp

Windblade - 290xp
Title: Re: Ship Construction
Post by: Asinjin on March 02, 2018, 09:15:31 AM
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.
Title: Re: Ship Construction
Post by: Hero on March 04, 2018, 10:22:09 AM
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.
Title: Re: Ship Construction
Post by: Windblade on March 04, 2018, 12:08:14 PM
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 standard
Title: Re: Ship Construction
Post by: Hero on March 04, 2018, 12:33:33 PM
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 standard
I thought we went with 1 captains lantern, 2 lanterns of revealing, and 3 anti fear banners.
Title: Re: Ship Construction
Post by: Windblade on March 04, 2018, 12:51:23 PM
Yes hero is right
Title: Re: Ship Construction
Post by: Zunder on March 05, 2018, 08:19:59 AM
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.


I order 1!!!
Title: Re: Ship Construction
Post by: Zunder on March 05, 2018, 08:34:24 AM
The Defender as 18 canon


  - 8 long range 6 pound breach loaders.  Normal effective range - 5 kilGnometer. (3.1 miles)


       Smooth bore, high velocity.  Sounds weird to the seasoned gunners when they are fired.  More of a sudden staccato pop, then a roar. Gnimitiz recommends firing on the downward rock of the boat as they slight top spin of the rounds will cause they to carry high more then slide low.  Should only be fired with solid and armor piercing shot. 


  - 10 - 9 pound breach loaders - Normal effective range - 1.5 kilGnometers (1 mile)


     Rifeled bore, low velocity.  Can be used with any "shot", for example, high explosive, chained, barred, etc.




All the guns react the same to being shot.  There are elevation, and degree markers on the scope that allow the guns to be reset easily over the recoil during the firing makes them slide up and back.   He also shows the gunners how to "shim" the sights if they feel they are off, or slowly adjust over time.

Title: Re: Ship Construction
Post by: Hero on March 05, 2018, 04:41:56 PM

I order 1!!!
Which option?
Title: Re: Ship Construction
Post by: Zunder on March 05, 2018, 06:57:04 PM
Which option?


EmpoweredRepair Moderate Damage
Title: Re: Ship Construction
Post by: Hero on March 06, 2018, 03:21:37 PM

EmpoweredRepair Moderate Damage
You paying xp?

And do you want any use restrictions? E.g., class, race, alignment, skill, feat.
Title: Re: Ship Construction
Post by: Zunder on March 06, 2018, 03:52:22 PM
You paying xp?

And do you want any use restrictions? E.g., class, race, alignment, skill, feat.


hell no, I'm to rich to pay experience anymore.


and sure, make this only usable by class:cleric, alignment:ng



Title: Re: Ship Construction
Post by: Hero on March 07, 2018, 12:16:42 PM

hell no, I'm to rich to pay experience anymore.


and sure, make this only usable by class:cleric, alignment:ng
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 “wound”, 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.

The Nautilus functions 5 times/week. Each use functions as an Empowered Repair Moderate Damage spell cast at CL 6, restoring 1.5*(2d8+6) hp to a construct. It is a standard action to activate.

Cost is 13,350 gc.

Users must be a cleric with ranks in swim.
Title: Re: Ship Construction
Post by: Hero on March 07, 2018, 12:54:45 PM
As long as everyone agrees they want this, Chase will pick up the tab.

What's the final price on this after discounts, restrictions, etc.?
Lyre of Building market cost is 13,000 gc. We can probably do craft(carpentry) and chaotic as prerequisites.

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?

Title: Re: Ship Construction
Post by: Asinjin on March 07, 2018, 01:19:32 PM
DM, we’ll need a subcontractor to cast fabricate (Wz5). What’s the cost per day for that?

You just need the spell cast, not the crafting skill to go with it, correct?  If so, 50gc.
Title: Re: Ship Construction
Post by: Malchia on March 07, 2018, 02:11:23 PM
Malchia, I think this is a good opportunity for Profit to craft.
Done and done.
Title: Re: Ship Construction
Post by: Hero on March 07, 2018, 02:46:21 PM
Lyre of Building market cost is 13,000 gc. We can probably do craft(carpentry) and chaotic as prerequisites.

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?
Title: Re: Ship Construction
Post by: Malchia on March 07, 2018, 03:40:09 PM
I assume xp is provided by Chase?
No XP for this.  I'll just pay the straight 13k.
Title: Re: Ship Construction
Post by: Hero on March 07, 2018, 08:25:38 PM
No XP for this.  I'll just pay the straight 13k.
Is Profit funding the 328 xp?
Title: Re: Ship Construction
Post by: Malchia on March 07, 2018, 08:59:46 PM
Is Profit funding the 328 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.
Title: Re: Ship Construction
Post by: Asinjin on March 07, 2018, 09:34:37 PM
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.

Timing depends on how much time Natsu had to make the items.
Title: Re: Ship Construction
Post by: Hero on June 05, 2018, 09:25:37 PM
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?

Title: Re: Ship Construction
Post by: Hero on June 05, 2018, 09:35:05 PM
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?
The math:
See Invisibility = 2000*(SL 2)*(CL 3)*(1.5 duration factor)*(2 slotless)*(1 stacking factor) = 36,000
Darkvision = 2000*(SL 2)*(CL 3)*(1 duration factor)*(2 slotless)*(0.75 stacking factor) = 18,000
Spot bonus = 100*(Bonus2)*(0.5 stacking factor) = 5,000

Stacking factor shifts once you add True Seeing:
Gem of Seeing = 75,000*(1 stacking factor) = 75,000
See Invisibility = 2000*(SL 2)*(CL 3)*(1.5 duration factor)*(2 slotless)*(0.75 stacking factor) = 27,000
Darkvision = 2000*(SL 2)*(CL 3)*(1 duration factor)*(2 slotless)*(0.5 stacking factor) = 12,000
Spot bonus = 100*(Bonus2)*(0.5 stacking factor) = 5,000

Stacking factor assumes the abilities qualify as being "similar."
Title: Re: Ship Construction
Post by: Asinjin on June 05, 2018, 10:01:39 PM
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.
Title: Re: Ship Construction
Post by: Hero on June 06, 2018, 07:28:53 AM
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?
Title: Re: Ship Construction
Post by: Valdis on June 06, 2018, 08:17:38 AM
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.
Title: Re: Ship Construction
Post by: Windblade on June 06, 2018, 11:12:03 AM
You could use the darkvision spell to make the item and just bump the cost up to make it work at range.
Title: Re: Ship Construction
Post by: Asinjin on June 06, 2018, 11:44:30 AM
You could use the darkvision spell to make the item and just bump the cost up to make it work at range.

Price would be as if the spell were one level higher for every 100% increase.  That's spell level, not caster level.  Cannot increase to a level above where the caster could cast a spell, and requires the appropriate metamagic feat.
Title: Re: Ship Construction
Post by: Windblade on June 12, 2018, 11:56:09 PM
1. Spyglass of Finding (dark vision, see invisible, +10 spot, maybe limited use true seeing)
2. Anti-scrying wards
3. Translator ("tongues" item)
4. Freedom of movement for the boat (I don't even know if this is possible)
5. Resilient sphere effect on helm
6. Backup magical offense if the ship is attacked when Alpha Squad is on an away mission (e.g., magic missile wands, high level summoning, etc.)

I just wanted to move the list to this thread and make comments.

1.  Lets continue to price the Spyglass.  I think it is fine to just hve the +10 spot and see invisibility.
2.  I think this is something we wanted to do with the original build.  Didn't we make a room that can't be scryed?  If not then this is a must.
3.  Sounds good.
4.  That would depend on the price if at all possible. (metagaming: we might not want to stop everything single things because then there will be no challenges to make sessions intereseting)
5.  Interesting thought.
6.  That shouldn't be too expensive.
Title: Re: Ship Construction
Post by: Hero on June 20, 2018, 08:33:01 PM
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.
Title: Re: Ship Construction
Post by: Malchia on June 20, 2018, 09:35:32 PM
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.
Title: Re: Ship Construction
Post by: Zunder on June 21, 2018, 08:33:35 AM
Sounds like 150k well spent.


Why do I feel the target getting larger and larger. 
Title: Re: Ship Construction
Post by: Malchia on June 21, 2018, 06:45:16 PM
Sounds like 150k well spent.
Actually, we should probably buy two.  One for each end of the ship.
Title: Re: Ship Construction
Post by: Windblade on June 21, 2018, 11:33:12 PM
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?)

Title: Re: Ship Construction
Post by: Hero on June 30, 2018, 10:04:55 PM
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?

Rope Golem (http://www.realmshelps.net/monsters/block/Golem,_Rope), Coral Golem (http://www.realmshelps.net/monsters/block/Golem,_Coral), Helmed Horror (http://www.realmshelps.net/monsters/block/Helmed_Horror), Relief Golem (http://www.realmshelps.net/monsters/block/Golem,_Relief) (assuming we can make it work for wooden structures instead of stone) all seem plausible options.
Title: Re: Ship Construction
Post by: Windblade on July 08, 2018, 11:25:47 PM
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?)

Hero do you have prices on any of this stuff. 

I really like the idea of a Rope Golem.
Title: Re: Ship Construction
Post by: Hero on July 09, 2018, 10:15:47 PM
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.

I am also partial to the Helmed Horror because it's intelligent (so it gets feats), can see invisible, can air walk, and has a ranged attack (it can use a crossbow). And it's buffable.
Title: Re: Ship Construction
Post by: Hero on July 09, 2018, 10:26:26 PM
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.

We could do an item with daily charges at 1 hr/charge for 6,480 gc/charge (slotted) or 12,960 gc/charge (slotless).
Title: Re: Ship Construction
Post by: Hero on July 09, 2018, 10:40:27 PM
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).
Title: Re: Ship Construction
Post by: Asinjin on July 10, 2018, 08:14:46 AM
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.
Title: Re: Ship Construction
Post by: Hero on July 10, 2018, 10:21:20 PM
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.
Title: Re: Ship Construction
Post by: Hero on July 10, 2018, 10:27:50 PM
We could do “nondetection” on the entire ship. Wondrous architecture pricing is 500*SL3*CL for each 20x20x10 ft space. That spell would potentially block any attempts to cast divinations on the space or those within it unless the divination caster succeeds on a caster level check vs nondetection CL+11. So ideally we would need a CL of 20 to be effective, so call it 30k gc per 20x20x10 ft space. That’s probably non cost effective to do the entire ship.
Title: Re: Ship Construction
Post by: Hero on July 31, 2018, 10:27:50 PM
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/)
Title: Re: Ship Construction
Post by: Asinjin on August 01, 2018, 12:02:01 AM
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.
Title: Re: Ship Construction
Post by: Hero on August 01, 2018, 05:44:44 AM
A scroll would cost 3500gc.
I was thinking something anyone could use. So a single charge wondrous item.
Title: Re: Ship Construction
Post by: Asinjin on August 01, 2018, 09:10:48 AM
I was thinking something anyone could use. So a single charge wondrous item.

So that looks like 6500gc

Title: Re: Ship Construction
Post by: Malchia on August 01, 2018, 12:33:11 PM
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/)
Could it be made into a wondrous item usable once per day, week, or month?
Title: Re: Ship Construction
Post by: Asinjin on August 01, 2018, 02:55:09 PM
Could it be made into a wondrous item usable once per day, week, or month?

Once per day would cost 52,000
Title: Re: Ship Construction
Post by: Malchia on August 01, 2018, 03:23:32 PM
Once per day would cost 52,000
We have the money, I say we go for it.
Title: Re: Ship Construction
Post by: Hero on August 02, 2018, 11:54:07 AM
We have the money, I say we go for it.
Agreed.
Title: Re: Ship Construction
Post by: Hero on August 02, 2018, 12:09:34 PM
Staff of Greater Dispel Magic at CL 20, 50 charges, 1 charge/use is 90,000 gc.
Title: Re: Ship Construction
Post by: Malchia on August 02, 2018, 12:30:23 PM
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?
Title: Re: Ship Construction
Post by: Hero on August 02, 2018, 12:42:40 PM
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.
Title: Re: Ship Construction
Post by: Malchia on August 02, 2018, 12:48:34 PM
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.
Title: Re: Ship Construction
Post by: Hero on August 02, 2018, 12:57:02 PM
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).
Title: Re: Ship Construction
Post by: Malchia on August 02, 2018, 01:00:08 PM
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)
Title: Re: Ship Construction
Post by: Hero on October 14, 2018, 01:46:30 PM
Are we going back to the Seas campaign next season? If so, we should probably finalze our spend plan.
Title: Re: Ship Construction
Post by: Asinjin on October 14, 2018, 04:59:57 PM
Seas in November is the plan.
Title: Re: Ship Construction
Post by: Windblade on October 15, 2018, 10:07:35 AM
How much of the million left over do we actually have to spend.  How much were repairs and compensation to the families.
Title: Re: Ship Construction
Post by: Hero on October 21, 2018, 02:50:16 PM
I’ll post current spend plan and remaining funding tonight.

How much down time are we taking?
Title: Re: Ship Construction
Post by: Windblade on October 23, 2018, 09:31:03 AM
Nathan and the captain has a long discussion and we think somewhere between 4-6 months.  It gives us time to upgrade the ship and buy magic items. 
Title: Re: Ship Construction
Post by: Hero on October 26, 2018, 10:57:41 PM
Ship Expense Account
Transaction               Value               Balance          Notes
Starting Balance---9,281
Windfall+1,000,0161,009,297
Salvage Deposit+102,0001,111,2976 months
Raise Dead x2-10,0001,101,297
Item Identification-12,5001,088,797
Book Sale+500,0001,588,797Thanks Rin Claude!
Crew Bonus-240,0001,348,797
Spyglass of Finding-144,0001,205,797+10 Spot (competence), Superior Darkvision (continuous), See Invisibility (continuous)
Helmsman's Shelter-28,0001,176,797At will Resilient Sphere on helmsman, CL7, wondrous architecture
Life Boat-52,0001,124,797Mordenkainen's Capable Caravel (https://dnd.arkalseif.info/dndtools/spells/stormwrack--87/mordenkainens-capable-caravel--3334/) (SW), 1/day
Staff of Greater Dispel-90,0001,034,797CL20, 1 charge/use
Staff of Banishment-90,000944,797CL20, 1 charge/use
Wand of Tongues-11,250933,547
Rope Golem-144,000789,54718 HD (Updated $ per MM3 entry "Hangman Golem")
Living Figurehead-Golden Shedu-100,000689,547Limited flight and etherealness for the ship (SW), we can fashion it as a bird-like air elemental
Wand of Sending-11,760677,78728 charges, recovered from Dark Seas
Wand of Fly-8,775669,01239 charges, recovered from Dark Seas
Wand of Water Breathing-4,275664,73719 charges, recovered from Dark Seas
MM Rod of Extend, Greater-25,000639,737Recovered from Dark Seas
MM Rod of Extend, Lesser-3,000636,737Recovered from Dark Seas
Holy Word Pearl????TBDRecovered from Dark Seas
Lightning Necklace????TBDRecovered from Dark Seas
Iron Flask-170,000TBDRecovered from Dark Seas
Sales of dragon hide+6,000TBD
Mayor extortion fee-50,000TBDFor magic item procurement
Ring Gates-40,000TBD
Teleport Ship mod-30,000TBDIncrease usage to 2/day
Gem of True Seeing-75,000TBD
Wands of Magic Missile-33,750TBDCL9, qty 5
Title: Re: Ship Construction
Post by: Hero on November 03, 2018, 03:32:13 PM
We’ll need pricing for the 2 items marked by ??? ? to determine account balance. These are items that were part of Dark Seas’ hoard that we included in the loot distribution value.

For the other items we’re keeping, I used full value pricing from the DMG, not sure if that’s accurate.
Title: Re: Ship Construction
Post by: Zunder on November 05, 2018, 10:00:20 AM
We have to talk about security in harbor with this amount of magic we are going to attract more then your casual thief

Title: Re: Ship Construction
Post by: Valdis on November 05, 2018, 10:06:19 AM
Would it make sense for us to purchase some Greater Crystals of Aquatic Action out of the ship funds? 
Quote
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.

It would free up our casters from having to burn spells making sure we can survive underwater.
Title: Re: Ship Construction
Post by: Hero on November 05, 2018, 07:35:27 PM
Would it make sense for us to purchase some Greater Crystals of Aquatic Action out of the ship funds? 
It would free up our casters from having to burn spells making sure we can survive underwater.
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:
Quote
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.
Title: Re: Ship Construction
Post by: Windblade on November 05, 2018, 09:55:59 PM
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.
Title: Re: Ship Construction
Post by: Asinjin on November 05, 2018, 10:17:10 PM
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.

Do you mean while at port?  Who and or what do you want protection for?

Kormiere Security Solutions
Title: Re: Ship Construction
Post by: Hero on November 05, 2018, 10:29:26 PM
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.

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)
Title: Re: Ship Construction
Post by: Windblade on November 06, 2018, 10:59:39 PM
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)

I forgot we had all of that.  So I guess we don't need to hire a security force.  Hero has a solid plan.
Title: Re: Ship Construction
Post by: Zunder on November 07, 2018, 08:15:10 AM
Yeah, the Dread Nought helps to.. It comes on board at port!