Difference between revisions of "Sailing the Silver Seas"

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(A Watery Grave)
(Player Characters and Henchmen)
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*[[Abeni]] (Sam I Am) -- Witch 6, AC 10, HP 15/15, Initative+0,
 
*[[Abeni]] (Sam I Am) -- Witch 6, AC 10, HP 15/15, Initative+0,
 
**[[Okunkun]] -- Abeni' panther XHD, AC 4 HP XX/XX, Initiative +X
 
**[[Okunkun]] -- Abeni' panther XHD, AC 4 HP XX/XX, Initiative +X
 +
**Abeni's Hexblade Henchman
 
*[[Cnut]] (Vektunaxa) -- Cleric 6, AC 1, HP 21/21, Initiative -1, Spear THAC0 15 1d6+2
 
*[[Cnut]] (Vektunaxa) -- Cleric 6, AC 1, HP 21/21, Initiative -1, Spear THAC0 15 1d6+2
 
*[[Sailing_the_Silver_Seas:_Eluan_Maerse_Tevdran  | Eluan Maerse Tevdran of Rhea's Ford]] (Atlictoatl) -- Assassin 6, AC 5 or 3, HP 25/25, Init +1, Sword & dagger THAC0 13 1d8+2 (roll twice, taking best result)
 
*[[Sailing_the_Silver_Seas:_Eluan_Maerse_Tevdran  | Eluan Maerse Tevdran of Rhea's Ford]] (Atlictoatl) -- Assassin 6, AC 5 or 3, HP 25/25, Init +1, Sword & dagger THAC0 13 1d8+2 (roll twice, taking best result)

Revision as of 09:11, 30 October 2020

Recruitment | OOC | IC

Wiki Image.jpg

Player Characters and Henchmen

  • Abeni (Sam I Am) -- Witch 6, AC 10, HP 15/15, Initative+0,
    • Okunkun -- Abeni' panther XHD, AC 4 HP XX/XX, Initiative +X
    • Abeni's Hexblade Henchman
  • Cnut (Vektunaxa) -- Cleric 6, AC 1, HP 21/21, Initiative -1, Spear THAC0 15 1d6+2
  • Eluan Maerse Tevdran of Rhea's Ford (Atlictoatl) -- Assassin 6, AC 5 or 3, HP 25/25, Init +1, Sword & dagger THAC0 13 1d8+2 (roll twice, taking best result)
  • Loman Greyhair (MonsterMash) -- Cleric 6, AC 3, HP 27/27 Initiative +0, Sword THAC0 17 1d8+0 played by MonsterMash
  • Stakmar (Safid) -- Berserker 6, AC 3, HP 48/48, Initiative +0, Sword THAC0 13 1d8+2 (1d8+8 while raging)
  • Vertaginous Karembeuleau (Random Task) -- Bard 5, AC 5, HP: 16/16, Initiative +1, Sword THAC0:17, 1d8 / Crossbow THAC0 16, 1d6 dmg


Use the following format

  • PC. Class/level, AC, HP, Initiative Modifier, Main Weapon THAC0 and attack damage
    • Henchman. Class/level, AC, HP, Initiative Modifier, Main Weapon THAC0 and attack damage
  • Blank Character Sheet

Mercenaries

  • 5 Longbowmen (stationed on the Horizon Treader) AC 5, Morale 8, longbow 1d6 70/140/210, sword 1d8, chainmail

A Watery Grave

  • Arkraesh the Bounty Hunter
  • Kemar (Sulldawga) -- Sorcerer 6 | AC 6 | HP 31/31 | Init +1 | Sword THAC0 16, 1d8+1 dmg | Crossbow THAC0 16, 1d6 dmg
  • Isidore Redbeard (Koren n'Rhys) -- Scout 6, AC 3, HP 27/27, Init +1, Short Sword THAC0 14 1d6+3 / Long Bow THAC0 15 1d6+2

Encumbrance Ape

Encumbrance Ape

Cost of Living

5th level PCs 300 gp per month, 6th level 600, and 7th level 1200.

CoL is due on the first day of each month, and is assumed to cover the following:

  • Food, drink, and lodging in civilized areas
  • Basic gear replenishment in civilized areas (torches, sacks, etc. Basically, if something costs less than 1-2 gp don't worry about having to replenish it, as long as you are somewhere where you can buy stuff)
  • Taxes, exchange rates (for converting gold to gems or vice versa)

First month of the game is considered already paid.

Watch Order, Marching Order, etc.

Character Mounts

Ships

Horizon Treader.jpg

Treasure and Goods

Carried With Party

On the Ship

47 tons cargo, half-full hold

  • Cloth, 23 loads, 11.5 tons (purchased Joruth)
  • Tools, 24 loads, 12 tons (purchased Joruth)
  • Hides/furs, 19 loads, 9.5 tons (purchased Joruth)
  • Hides/furs, 56 loads, 14 tons (Deepwater warehouse)

Eluan Maerse's Ship's Hold Inventory spreadsheet

Warehoused

Deepwater Warehouse

Company Coffers

Deepwater Trading & Adventuring Company

Thirdmonth

  • +8000gp initial capital investment by partners
    • -2500 ship's improvements
    • - 150 extra quarters x3
    • - 600 ship's pay and upkeep (captain, first mate, 10 sailors, 100gp upkeep)
    • - 50 marines (5 longbowmen)
    • -1005 cost of cargo in Deepwater
  • 3695 gp
    • +21239 goods sold in Joruth
    • - 2887 goods purchased in Joruth
    • - 4336.75 profit distribution to owners
  • 17710.25 gp


Accepted Proposals

Proposal #1: Each PC buy into the Deepwater Trading and Adventuring Company with a 1000 gp share. That'll give us 8000 gp starting capital, with which we can purchase the 2500 gp improvements discussed here (improved rudder, fore-and-aft sail, tender), and leave 5500 gp for any personnel and goods that we we want to start with, as well as coin for purchases in foreign ports, if we discover something of value.

Proposal #2: While we're getting our enterprise started, I propose that any profits we earn from trade goods be majorly kept within the Company coffers, with a 25% extraction to be divided amongst the principal partners and a 5% extraction to be distributed to the captain and crew. For every 1000 gp we make in profit (proceeds after expenses), partners would divide 250 gp, the crew would divide 50 gp, and 750 gp would be reinvested into the Company for growth. As we get more mercantile experience under our belts, we can revisit this profit distribution.

Proposal #5: When the party uses an individual's treasure map to secure treasure, the individual who owns the map gets 3 full shares of treasure. (For every 10,000 gp the map owner gets a 3000 gp share and the other party members get 1000 gp shares.)

Proposal #9: Build out Extra Quarters x3, at a cost of 150 gp and 15 tons cargo space.

Maps

Overview Maps

Starting East and Central Maps

Hexes

Other Maps

Information

Trade Info

  • Each urban center has the following information.
    • Hex and Market Class are given in parenthesis)
    • General Notes.
    • Demand Modifiers.
    • Refer to p. 16 of Domain Building for information about Market Classes and p. 37 of the same for information about Trade modifiers.

Deepwater

  • Class 5 market
    • Surplus (3). Hides/Fur -3, Grain/Vegetables -1, Salt -1
    • Demand (1). Wood, common +3

East Map, North Section

  • Joruth (04.60, MC 5)
    • Surplus (3) Cloth -1, Hides -2, Weapons/tools -3
    • Demand (3) Monster parts +3, Grain/Vegetables +1, Textiles +3
  • Maar (31.63, MC 6)
    • Surplus (3) Wood (precious) +3, Wine/Spirits +1, Meat (preserved) +3
    • Demand (1) Tea/Coffee +3
  • Sachar (21.53, MC 5)
    • Surplus (0)
    • Demand (2) Oil +1, Hides/fur +3
  • Grim (26.53. Harbor is too shallow for Horizon Treader, MC 3)
    • Surplus (1) Fish (preserved) -1
    • Demand (0)
  • Tachris (31.53. Harbor is too shallow for Horizon Treader, MC 4)
    • Surplus (0)
    • Demand (3) Gems +3, Porcelain +1, Beer/ale +1
  • Ankim. (38.53. Dragon controls the waterways), MC 4
    • Surplus (3). Metal (common) -1, Metal (rare) -3, Fish (preserved) -2
    • Demand (1). Wine/Spirits +1
  • Canpher (41.63, MC 5)
    • Surplus (3). Metals (common) -3, Dye/Pigments -2, Wine/spirits -2
    • Demand (0)
  • Lastine (18.83, MC 5)
    • Surplus (0)
    • Demand (3). Hides/furs +1, Pottery +2, Grain/vegetables +3
  • Berric (36.85, MC 6)
    • Surplus (2). Textiles -2, Grain/vegetables -2
    • Demand (1). Weapons/tools +2

Middle Map, North Section

  • Phiaric (68.56, MC 5)
    • Surplus (0)
    • Demand (0)
  • Pata (68.83, MC 4)
    • Surplus (2) Fish (preserved) -1, Pottery -2
    • Demand (2) Wood (common) +2, Hides/Furs +1
  • Taman (38.76, MC 5)
    • Supply (1). Semi-precious stones -3
    • Demand (2). Metals (common) +3, Dye/Pigments +3
  • Layge (58.26, MC 4)
    • Supply (0).
    • Demand (3). Weapons/Tools +1, Hides/Furs +2, Grain/Vegetables +3
  • Steste (52.37, MC 3)
    • Supply (0).
    • Demand (2). Weapons/Tools +2, Armor +2
  • Shala (37.24, MC 4)
    • Supply (3). Glassware -2, Wine/Spirits -3, Wood (Precious) -1
    • Demand (0)
  • So (14.54, MC 7)
    • Supply (2). Grain/Vegetables -1, Livestock (cows)-2
    • Demand (2). Textiles +3, Wood (precious) +2
  • Ma (15.58, MC 4)
    • Supply (1). Oil -3
    • Demand (2). Dye/Pigments +3, Pottery +3
  • Heswen (12.35, MC 4)
    • Supply (2). Salt -2, Beer/Wine -3
    • Demand (0)
  • Markdra (08.21, MC 5)
    • Supply (3). Weapons/Tools -1, Hides/Furs -3, Wine/Spirits -3
    • Demand (3). Cloth +2, Beer/Ale +3, Pottery +1
  • Miferd (02.31, MC 3)
    • Supply (1). Weapons/Tools -1
    • Demand (2). Semi-precious stones +2, Cloth +2

Ports

Joruth

From the water it looks to be at least as large as Deepwater, if not larger, nestled between the water and grassy, rolling hills. Three long docks run from the shore into the water at a sixty degree angle, spaced several hundred yards apart each. 1st docking

"Joruth is built like a lot of these port towns in hill country. Rich folks live up top, poors at the bottom. You'll find the mercantile district adjacent to the docks -- mostly warehouses, flophouses, gin joints. There are some businesses a little further up the hill -- a general store or two, apothecary, and so forth. Residential districts are mostly around the sides and the back. The Lord Mayor lives on top of the hill, along with the other wealthy folks. You'll find Halcyon House there, too, with a view of the Sea from three sides. Or so I've heard. Not my kind of place."

  • Lord Mayor
  • rumor of a magic-user in the hills outside town
  • Halcyon House (inn) is where the hoity-toity merchants stay -- almost more of a bread and breakfast than an inn
  • Captain's Bridge inn
  • Port of Call tavern
  • rough and tumble alehouses closer to the docks
  • Grimrah the Gourmand, mage, wants magical beast parts
    • especially basilisk eyes and displacer beast hides
    • first met

Rumors

Sachar

  • There's a race of eaglefolk dwelling in the mountains to the north. No one knows where there city is, but they come down to Sachar every so often. The rumors say they maintain a monastery where their kind train in various fighting arts.
  • The Dhezembur mountains contain dozens, perhaps hundreds of ruins, leftover from the Ancient Ones that rules Absalom at the beginning of recorded history. Every so often an expedition will head north, searching for the ancient technology they left behind.
  • Orcs and worse have been coming out of the mountains recently, causing several mines to shut down and the Duke to increase his levies upon the populace to raise more troops. Grim and Tachris are two vassal states to the Duke, but they have been unwilling -- or unable -- to provide aid. As Sachar is the only viable port the Duke is threatening restricting trade with them unless they can help.
  • One of the women drinking has a cousin that tends sheep in the foothills. She says that last fall, just before winter came, her cousin stumbled across an ancient burial complex that had been uncovered by tremors. She says for a fee she'll take the companions to see her cousin.

Important Posts

XP Distribution