Ascension - Merchant's Guild

Game Master bbangerter

Cliff Face


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F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

All,

I will be traveling this weekend to help my daughter move into the house she just bought. I leave tonight and her new house is without internet until next Monday so my posting chance will be slim. I return Sunday night.


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

Glad this vampire is done with :)

Aerin will not go to the tower if any other from the group are going.

(after all we still have some business, to take care off, in the case of the man who was watching the Jumai that needs attending as soon as we can.

Regarding loot Aerin is like most fighter type interested in the boots of speed with a minor in the gloves of storing...


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

I guess we are not sure what the ring is. Artifacts to do not even radiate magic iirc. Hard to 5 items up between the two groups. I am gonna recommend as even value wise as can be managed then we can worry about who gets what in our group.


HP 80/80; AC20 (FF20/T10); +0 Init; Fort +9, Ref +3, Will +11; Perception +16; Sense Motive +12;
Remaining Ressources:
Channel 9/9; Blinding Flash 7/7; Nimbus of Light 8/8

I agree.


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

Cormick would obviously like the rapier, but what would be our other item of choice?
I agree with Serelina, we should not sell the items just buy them back.
Also if we don't liquidate the items, then there is none of this first right of refusal BS.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Maybe we try to get the +4 headband for Aerin and the rapier for you Cormick? Aerin could donate her +2 headband to the group for redistribution or sale.

Perhaps we could negotiate some cash or other goods or even service for giving them the boots and gloves. Cash value would be less than 26k on our side and more than 32K on their's. But the gloves, while worth the most are not as useful.


HP 80/80; AC20 (FF20/T10); +0 Init; Fort +9, Ref +3, Will +11; Perception +16; Sense Motive +12;
Remaining Ressources:
Channel 9/9; Blinding Flash 7/7; Nimbus of Light 8/8

Having no need for any of the items I will let you decides the way to negotiate.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

I don't need any items either but want to get us some upgrades if possible. I could use the gloves but they are a nice to have not a need.


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

Headband and rapier do sound like decent upgrade for our group over the rest (less competition than for the boots)

(if we get the headband lets see what i can do with mine since i got it with my starting cash :)


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

I would say let the other group have the Boots, Gloves and they pony up 5765gp (31256gp ending value).

Then we get the Headband, Rapier and the 5765gp (31256 ending value).

If they don't want to give us coin, we could ask for crafted items from them, say 4325gp in material costs of crafted items. They are the Mage Guild after all, and we are the Merchant's Guild.


HP 80/80; AC20 (FF20/T10); +0 Init; Fort +9, Ref +3, Will +11; Perception +16; Sense Motive +12;
Remaining Ressources:
Channel 9/9; Blinding Flash 7/7; Nimbus of Light 8/8

Lets do this.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

I had already send a PM to their mage (Their leader?) suggisting something like this. Though I for one would be willing take a little less that the full amount as I believe the gloves are not quite worth the full 25K value. She has not responded yet.

And what of the ring? If it turns out not to be some evil artifact that cannot safely be used by anyone we will have that to dispose of. Its not ideal for us that they seem to have control over it.

Hmm. We could recommend that they also give us the gloves and we give up any right to the ring. Thoughts?


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

She has responded with an offer to craft at least two items for us as time allows, giving us first priority on at least one of them. She suggested boots of speed. But we would need to supply the full crafting cost of 6000.00.

This is not a bad offer but I'd prefer to get some cash or other items. Thoughts?


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

Why would we pay the crafting cost? The division of loot value would have them at 37,000 vs 25,620, with us at a loss of 11,380. Splitting that value in half, results in the Mages needing to provide 5,690.

When you craft an item, the value you can sell the item for is the amount you paid in material components. So anything they may craft for us should be valued on the crafted cost not the market price.

My suggestion of 4,325 was 75% of the owed 5,690. This was intended as way to further offset the amount they (Mages) would owe to us, but still allow use to get some items of value.

If we follow their plan, we are out both the 6,000 (paid from our pockets) and the 5,690 (which they would owe from a even split of loot).

Now if neither group wants the gloves, then the gloves could be sold at 12,500 along with the MW Chain Mail at 150... resulting in a loot value after selling of 49,970.
If the Merchants kept the Rapier and the Headband (25,320), the Mages would end up with the rest (24,985). The Merchants would owe the Mages 167.5 to split the delta in half. Cormick can pay that much himself.

As for the ring, I think that will be a plot device for the GM and I don't see adding that into the equation.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

I am negotiating to try to get as much as I can. But I maintain that the gloves ae overpriced at 25K.

If you look at what you are proposing you say you do not want to give them the boots and gloves but you are willing to give them the books and almost all the money from the sale of the gloves. If that is the case, why not just give them the two items?


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

???

Mages expressed interest in the Boots (12000 value)
Merchants expressed interest in the Rapier and Headband (25320 value)
No one apparently wants the gloves or chain mail, so sell those items (12650 value)

Total resulting value (49970)
1/2 value for each group (24985)
--------------------------------------------------------

Merchants share is (335) over the 1/2 value [25320 - 24985 = 335]
Mages share is (335) under the 1/2 value [(12000+12650) - 24985 = -335]

Merchants keep Rapier, Headband and owe (335) to the Mages
Mages keep Boots and coinage from sale.

=====================================================================

If the gloves are kept than the value would be the full price value not the sell value. (25000)

So using a similar division of items but not selling the gloves

Mages - Boots and Gloves (37000)
Merchants - Rapier and Headband (25320)
Selling MW Chain mail (150)

Total resulting value (62470)
1/2 value for each group (31235)
--------------------------------------------------------

Merchants share is (5840) under the 1/2 value [(25320 +75) - 31235 = -5840]
Mages share is (5840) over the 1/2 value [(37000 +75) -31235 = 5840]

Merchants keep Rapier and Headband
Mages keep Boots, Gloves and owe (5840) to Merchants

================================================================

The loot value before division changes if the intent of the Gloves are to be kept as an item or if they are to be sold into coinage. Once the division is done each group can then do whatever they want with their portion.

My original post was off a little because I did not calculate the value using the coinage for the liquidation of the Chain mail.

In our home games the values the items are all calculated as if sold into coinage and then the characters can keep their potion of the loot as an equivalent of sell value of the items. This distribution works for a single group as the item are kept in group and used in group. But here we are working with two different groups and value needs to include intent of use for the items.


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

i like it :)


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

So you would be ok with the merchants keeping the Rapier and Headband (25320 value). And the Mages keeping the Boots (12000 value). And the selling the gloves for half price. We would then pay the mages all the gold from the sale of said gloves and 335 gold. But then if the mages actually are the group that purchases these gloves then end up with the boots and gloves while we still have to pay them 335. You state "nce the division is done each group can then do whatever they want with their portion." so I have to assume this would be ok with you.

I think I can do better for us than this specific split. It seems that what gold we owe or are due depends on what the mages do with their money by your logic.


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

The gloves are either sold for a value of 12500gp or they are kept at a value of 25000gp. You don't count it both ways.

Pile A --- 12500 gp coins (Value 12500)

Pile B --- a glove (value 25000)

How are you seeing these two piles to be even?

Who said the Mages are the buyers of the gloves? If the gloves are liquidated, then the gloves are gone, neither group gets the gloves.


Just an update for the overall state of the game:
Thieve's guild is inactive. I tried to reboot it with a different set of players, but it didn't get off the ground (some inter-party bickering over character builds of all things). So only the merchant and mage groups are left.

At this point I can either continue to run the various story line threads without any expectation of future PvP (mages and merchants are the two most compatible groups for working together - not that I plan to have the two groups combine into one and run the rest of the game that way - just there isn't any pressing conflict between the two), or I can start weaving the story to bring up some conflict between the two. Any preferences for one or the other from this group?


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

Well i don't mind the competition with the Mages (even if it end up toward pvp) but it also depends on the story you had (after all even if we had some immediate common goals, there are still many thing opposing Merchants to the Mage tower).

one of the things i like about your game DM, is the somewhat sand box environment with the multiple plot elements. (right now there are quite a few things aerin would like to continue working on)


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)
Cormick Egerton wrote:

The gloves are either sold for a value of 12500gp or they are kept at a value of 25000gp. You don't count it both ways.

Pile A --- 12500 gp coins (Value 12500)

Pile B --- a glove (value 25000)

How are you seeing these two piles to be even?

Who said the Mages are the buyers of the gloves? If the gloves are liquidated, then the gloves are gone, neither group gets the gloves.

But the point is moot I believe. Their wizard has offered us your proposed deal: We get rapier and headband and they get boots and cash from sale of gloves. We pony up the delta to make it even. If they wanted the gloves more then I think we could have done better. But they are just too overpriced so I think we should take that deal and be done.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

The possibility of PVP is part of what made your game great Ascension, and I'd hate to remove it. That said I do not look for it now. For it to come about between the mages and merchants the merchant houses would have to try to overthrow the government or our group we have to go on the lamb against the merchant leader's wishes I think.

One plot line where we disagree is the fate of this supposed murderer. I have to admit that I have forgotten all the rumors and intel we have but I think the mages wants him dead asap and we were thinking there was more to the story and maybe he is at least in part someone trying to do good for the city. Do I have that right?

I'd rather have the two groups separate but able to call on each other for aid, advise, etc and to sometimes work together. It might even be fun to have an adventure or two when we mix up the teams, if there is reason to do so.


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

I don't mind some conflict between the groups, but it looks as if the Merchant group and the Mage group have developed a good working relation. Would hate to break that up now. I can see future scenarios where the two groups/organization may end up working for opposite 3rd party factions and we may have conflicts arise from that.

I liked teaming up with them in the chase for this vampire, even though I was not very effective with my ability selections.


HP 80/80; AC20 (FF20/T10); +0 Init; Fort +9, Ref +3, Will +11; Perception +16; Sense Motive +12;
Remaining Ressources:
Channel 9/9; Blinding Flash 7/7; Nimbus of Light 8/8

I agree with the deal and like what you have said :)


Cindy Lu wrote:


One plot line where we disagree is the fate of this supposed murderer. I have to admit that I have forgotten all the rumors and intel we have but I think the mages wants him dead asap and we were thinking there was more to the story and maybe he is at least in part someone trying to do good for the city. Do I have that right?

You are referring to Radgar the Butcher?

As Kelsier from the Mistborn series would say, "There is always another secret."


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Yes. That guy. Its been a while and I need to re-read the gameplay thread. But I was getting the idea that he was maybe not as bad as some would have us believe...


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Erin, Cormick, I'd say you both should claim your items and record them on your sheet now. Who knows. you might need them on the way to the tower...


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Cindy takes another level of Witch.

HP: 1d6 ⇒ 5

Her con increases by 1

She gains another hex and takes Scar

She adds two spells to her spellbook (or mask in her case).

She gains 4 skill points and spends them on Fly, Perception, Spellcraft, and Escape Artist.


HP 80/80; AC20 (FF20/T10); +0 Init; Fort +9, Ref +3, Will +11; Perception +16; Sense Motive +12;
Remaining Ressources:
Channel 9/9; Blinding Flash 7/7; Nimbus of Light 8/8

Don't we have full HP at each level ?


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Maybe. Could not recall.


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

yes it is full hp per hd...

(leveling up in magus)


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

I still need to pick 2 new spells. Good options include:

Arcane Eye
Charm Monster
Mass Daze
Fear
Summon Monster IV
Death Ward

Any thoughts on these or others?


HP 80/80; AC20 (FF20/T10); +0 Init; Fort +9, Ref +3, Will +11; Perception +16; Sense Motive +12;
Remaining Ressources:
Channel 9/9; Blinding Flash 7/7; Nimbus of Light 8/8

Death ward is always good (even more if we fight undead).
Arcane is one of the best spell to explore.
My two choices.

Fear is good also (but not against undead) Mass Daze is good except it targets only humanoids.


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

Confusion,
Suggestion,
Lightning bolt

come to mind as well


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

I have confusion and lightning bolt.

Part of my indecision is I am not sure what our next mission might be. Will we hunt demons again? Or undead, or men?


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

So tomorrow I leave for a week + of skiing. Its quite a bit of traveling and my days will be pretty filled. I hope to have internet but am not sure about quality or time availability. I'll post as time allows but please do not wait on me. I'll be back home on Sunday the 19th.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

I am headed to a small con in Memphis and will be off line from noon tomorrow until Monday. Please bot me as needed.


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

Due to work commitments I need to drop out of all my current games. Thanks for letting me play with you and I hope to play again in the future.


Thanks for joining us over the last couple years Cormick. Best of luck to you. I'm travelling most of this week, but I'll put up a new recruitment post when I get home.


HP 80/80; AC20 (FF20/T10); +0 Init; Fort +9, Ref +3, Will +11; Perception +16; Sense Motive +12;
Remaining Ressources:
Channel 9/9; Blinding Flash 7/7; Nimbus of Light 8/8

:'(

I wish you well and you will be miss !
Good luck with your work. Hope you will be able to come back :)


New recruitment thread has been posted.

While I'm recruiting, does everyone else plan to continue? I'd like to push the group size back up to 6 for now.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Count me in. I'd like the pace to pick back up but still love this game!


As always with new recruitments, feel free to offer feedback on characters you like/don't like from the applications.


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

oh i am def staying around !!


Human Air Elementalist 8 HP 56/56, AC 17 | T 13 | FF 14 | CMD 17 (19 vs sunder) | Fort +4 | Ref +5 | Will +8 (+1 vs fear) | Init +4 | Perc +8 (Awareness Familiar)

I am glad to see this campaign still up. It was one of the funner ones... :P


HP 80/80; AC20 (FF20/T10); +0 Init; Fort +9, Ref +3, Will +11; Perception +16; Sense Motive +12;
Remaining Ressources:
Channel 9/9; Blinding Flash 7/7; Nimbus of Light 8/8

I'm still here even if I have less time than before.


Aria is going to be rejoining us, along with a sorcerer character (Mardoni) and a swashbuckler (Solian). With Aria, Cindy, Mardoni, and Aerin, that does make the group pretty heavy on arcane casters.

I did send Aria a message with some additional info for her character, I have not yet done so for Mardoni and and Solian.

We will get things going again here Friday.


M Half Elven UC Rogue 8 | HP 96/96 | AC:21 (24 w/ shield) Tch:16 FF:15 | CMD: 24 | Fort +6 Ref +15 Will +5 (+2 vs enchant) | Init +13 | Perception +17 (+4 vs traps) | Vanish 4/4

Thank you for the invite, GM Ascension! Oh...how I have missed this campaign! I really like Mardoni's story and personality, but I can make his crunch whatever will work best for the group. If we are too heavy with arcane, I can do a different role. You guys let me know what you think is most needed!


Earth Genasi Monk (MoMs) 2 War priest 3 HP:38/38|AC:17|T:16|FF:11|CMB:+7|CMD:21|Fort:+8|Ref:+8|Will:+10|Init:+3|Per c:+7| Stunning Fist 2:2 Blessings 4:4 Fervor 5:5

Hello all.

I should have the character sheet done in a day or so. Mostly done all ready just need to get it fine tuned.

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