| GM Cyrioul |
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Preferred posting format at this google document.
Campaign Date: DD/MM/4713 AR
Upkeep
Step 1 - Add Up Costs:
Step 2 - Pay Costs:
Step 3 - Determine Capital Attrition:
Step 4 - Determine Business Attrition:
Activity Phase
Step 1 - Free Activities Performed:
Step 2 - Continue Ongoing Downtime Activity:
Step 3 - Begin New Downtime Activity:
Income Phase
Step 1 - Determine Building Income:
Step 2 - Determine Organization Income:
Step 3 - Determine Other Income:
Step 4 - Abandon Assets:
Step 5 - Sell Assets:
| GM Cyrioul |
When a fight does break out between two rival organizations, we'll resolve it through a simplified series of skill checks and attack rolls. OFFENSE makes all attack rolls, DEFENSE has a static set of defenses against which success is measured.
When recruited, a TEAM has a set of statistics that's consistent for all players. For simplicity, we'll use either appropriate NPCs from the NPC Codex and the Gamemastery Guide, or I'll come up with appropriate stats for the team members.
AMBUSH PHASE
Stealth vs. Team Passive Perception check (10 + Perception)
- Success = +2 bonus on first roll in Combat Phase
- Failure = No bonus
COMBAT PHASE
OFFENSE TEAM makes 5 checks - [Attack Roll vs AC] or [Spell vs. Saving Throw]
- Success on <3 out of 5 = Failure - OFFENSE TEAM fails and PC loses 2d4 influence
- Success on 3 out of 5 = Go to Morale Phase
- Success on 4 out of 5 = +2 bonus on Morale Phase check
- Success on 5 out of 5 = DEFENSE TEAM removed from play for seven days
MORALE PHASE
OFFENSE TEAM tries to demoralize the DEFENSE TEAM [Bluff vs. Sense Motive] or [Intimidate vs. 10+HD+WIS]
Success = Defense runs, takes -10 to capital checks for one week (Essentially, -1 GP)
Failure = Defense escapes, takes no penalty
BTW - I'm all ears if you have suggestions for this aspect of the game. I can't say that I'm the best at coming up with new rule sets for tactical encounters.
| GM Cyrioul |
Pulling off a Heist
Heist is my general term for any scheme that attempts to make a lot of capital in a short amount of time. A PC can attempt to pull off a heist by selecting a target, gathering information, and carrying out the heist.
When a target is identified (generic or specific), I will tell you what skill checks will need to be made towards a successful heist, the window of opportunity in days, the danger level of the heist, and the legal implications of the heist.
You can then spend days to gather information, adjust attitudes, or otherwise prepare for the heist.
Whenever you choose to pull off the heist, you'll make the necessary checks, and I'll provide the follow up description.
Example: John's PC is a fourth level bard who wants to burgle a noble's house and score a piece of art worth 100-200 GP through the local fence, and that he's going to spend a day casing the house to better understand what he would need to do.
I give him the following options: Infiltrate a party in three days and walk out with it (success at three out of five: appraise, bluff, disguise, knowledge(nobility), sleight of hand), or force entry and grab the artwork after the party (success at 2 out of three: appraise, disable device, stealth).
The heist is moderately dangerous, but only if he is caught, in which case he will be thrown in prison for attempted burglary. If he succeeds, the settlement's law modifier will likely go up for a time while the guard searches for the perpetrator.
John chooses to try the former option. He spends two days researching the house by spending one point of influence to learn about the local noble's gossip (gaining a +2 bonus on Knowledge(Nobility)), and one point of labor to convince the caterer's porter to move a certain receptacle at a certain time (gaining a +2 bonus on Stealth to get the piece out without being seen).
John picks up a courtier's outfit (to avoid penalties for dressing incorrectly at the party), and rolls the following:
Appraise: 18
Bluff: 21
Disguise: 21
Knowledge(Nobility): 21
Stealth: 19
Since an Appraise check usually has a DC of 20, John thinks he has the right value piece, but since he's not going for a specific work, he manages to target a minor piece worth 130 GP.
John's PC is a well-practiced liar, convincing with his words, appearance, and understanding of the nobility to pass as a pleasant but relatively unremarkable courtier.
His stealth check goes against the passive perception of the two squads of elite guards who are aiding each other, 19 vs 17, and manages to get the artwork out successfully.
He sells it to his fence for 130 GP, and after counting up the costs incurred, John's PC has made around 75 GP. However, the crime is discreetly but quickly reported, and the town's law modifier does go up for a time, causing all criminals to have to lay low for a bit.
| GM Cyrioul |
What PCs know about the city of MUT
N small city
Corruption +3; Crime +3; Law –1; Lore +2; Production +4; Society +7
Qualities academic, prosperous, racially intolerant (gnomes), strategic location
Danger +5
Defense +10
DEMOGRAPHICS
Government council
Population 6,000 (4,500 humans; 450 halflings; 300 half-orcs; 200 dwarves; 550 other)
MARKETPLACE
Base Value 11,900 gp; Purchase Limit 37,500 gp; Spellcasting 7th
NOTABLE CITY DISTRICT BUILDINGS
Bank - Vaults for holding gold, place to request loans, target for heists
Caster's Tower - Source for Capital(Magic), magic item crafting, other magical supplies
Castle - Garrison for city guard, location of council meetings, long term jail for those imprisoned for serious crimes, Source for Capital(Influence)
Dance Hall - Place to make Perform checks, gather information
Dump - Place to dispose of incriminating things
Graveyard - Place to secure or dispose of dead bodies
Houses - Represents purchasable dwellings within the city
Inn - Place to stay if no other dwelling owned
Market - Where to buy gear and trade goods, practice sleight of hand, Source for Capital(Goods)
Noble Villa - Represents purchasable dwellings within the city, target for heists
Pier - Place to meet with seedier element in town, acquire loans from loan sharks at incredible interest rates, source for Capital(Labor)
Smithy - City area that provides a bonus to craft checks 5 days/week
Tavern - Provides a bonus to perform checks 5 days / week, place to gather information
Temple - Provides healing services for a fee
Tenements - Represents purchasable dwellings within the city
Trade Shop - City area that provides a bonus to profession checks 5 days/week
Watchtower - Post for the city guard, short term jail for those imprisoned for minor crimes
| GM Cyrioul |
Sounds good!
Just a reminder for all: acquiring Goods, Influence, Labor, and Magic have an associated GP cost even when earning them, and double the price below to buy them without earning them
1 Goods costs 10 GP
1 Influence costs 15 GP
1 Laabor costs 10 GP
1 Magic costs 50 GP
Since Saul doesn't have any cash on hand, let's treat the first roll as for GP instead of for Influence. Sound good?
I'll write up a day one summary and post in the morning.
| GM Cyrioul |
I feel like I should note that Jhilad goes to great measures to keep each of his 'personas' separate from each other. He doesn't want anybody to be able to make any connections between them.
Noted!
Maybe I should start working with the Fame/Infamy system for this. We're early enough in that it shouldn't be an issue, but the more your folks pull off the more they are going to get a certain reputation.
I'll think on this and get back to y'all - have a good Sunday!
| Romboldt |
I'm really looking forward to seeing how this all pans out. :3 I'm curious to see though just how I'm going to start making some proper coin. o.O I do know that I'm seriously considering starting a theatre (drew a floorplan for it even, bored to tears XD) and using it as a front as well as a draw for 'talent'.
| Romboldt |
Considering we have so many performers, I bet the theater would work out really well. o.O Need to think of a flashy name for the secret guild of con-artists behind the curtain. "Conners Thieves Guild"? "The Tale-Spinners Guild"? :3
| Uzziah Na'Gulmar |
After one of your shows, Uzziah approaches you and hands you a few coins on the sly. Slight of Hand: 1d20 + 11 ⇒ (19) + 11 = 30
"I got these while you were entertaining those fine fellows. They were kind of cheep with what they gave you. It was a good show, I enjoyed it."
Well, we did all get kicked off the boat together so to speak. The others seem to respectable working or dancing all day. Why couldn't I roll That on the Daily check..
| Jhilad |
The performer grins behind his mask, idly juggling about one of his presdigitation tricks as if entertaining a fan while the two exchange briefly. "Is that so? Misdirection and the unseen go hand in hand, my friend." He gestures to himself then to Uzziah indicatively."We could do brilliant work together. I hope to hear from you soon." With that he would casually bid him adieu like any other patron and wander off towards another table.
Ah, I wasn't aware our characters were aware of each other. ^_^ I certainly would have no objections to a partner in crime for a proper heist. :3 Also Jhilad wasn't being dismissive there, simply cautious. A drawn out conversation in such a place could lead to ruin.
| Uzziah Na'Gulmar |
Uzziah goes back to sipping his 'wildershins wild crystal exliar' (water) nodding politely as Jhilad got exactly the message that he intended to send. looking around at the others he tries to figure out how best a fletcher and dancer, two performers and himself can shake up this town and prove to Vors' collector in 8 days that we are compentent.. not just as a single tool but as perhaps well.. that's in the future. He takes another sip and enjoys the performances.
"Get out of Oppara and head for Mut - it's right on the shore and should be a good place to lay low and build up some new facilities quietly. Get a crew together, establish a new guildhouse for me, and - if you're really good - get a seat on the town council. The Collector will find you on the 10th of each month for my cut - 10% off the top of what you make, so keep a good ledger. The best of you will take point in the city once our foothold is secure, so show me what you're worth. Watch out for the Spiked Hand - this is their territory, and if they catch you it'll be clear that we're encroaching. I'll check in personally in one year - until then, keep an eye out for word from me." -Vors the Vicious
Those were your boss's words as you left your home for the small Taldane city on at the mouth of the river Porthmos as it opens onto the Inner Sea. As a young blade in employ of Vors the Vicious, you are being tasked with establishing a new Thieves Guild after pulling off a successful heist with him, but the heat is on to you.
The four of you have traveled for two days by foot to get here, and with the last of your coins you've negotiated a week's stay at the Minotaur's Arms Inn. It's time to hit the streets, raise some capital, and become the dominant guild in the city
We do know each other and have tasks within tasks within tasks to accomplish in 8 more days.
| GM Cyrioul |
Well, you have many more days beyond the 10th - that's just when "The Collector" shows up to collect Vors' cut.
Uzziah, is your Sleight of hand check here to replace what you did for the day? Otherwise, let me know a specific amount to hand him, and we'll say that this handoff definitely goes unnoticed.
| GM Cyrioul |
Yeah, let's ignore those other sheets. For my own sanity, I'm only going to track the first page on the spreadsheet. Was trying to track days of the month, but that is getting out of hand to switch between. I'm going back through the posts to correct things to current rolls (plus I'm also guessing that on day 3, Uzziah paid Jhilad 2 GP, about half his take for the day).
The formula is either (Roll+SettlementMod)/10 or (Roll+SettlementMod)/7, depending on what you told me for the day roll.
Lets do this: It makes more sense that just /7 is easier. You all aren't taking weekends off, you are finding ways to work through them. Right? SO each day should be /7. (See, Jhilad, I'm still new at this, too).
Sound good? Days 6 and 7 are "Weekend" days, and most folks in the city are not working. But you aren't most people. :)
| Griar Brand |
@ GM Cyroul: Would it be possible to earn money using Survival? I was thinking of what to do with Griar's 'weekend'.
Maybe the farmers outside town have problems with predators? Or maybe the predators have all been cleared out, and there too many deer or rabbits that devour the crops.
| Jhilad |
*gasp* I HAVE A PLAN! O.O
Saul updates Jhilad on the crazy lady, Jhilad uses a disguise to approach the lady looking like a young lad asking for help with a potted plant he bought for the lady he's courting. I'd be spending my day to earn some influence which could be used later for the heist. :3
| Uzziah Na'Gulmar |
Looks like we got two heists going down.. that one Saul taking point on and im not yet aware of and the one that at the smithy that ive brought ya all on board with. The smithy one Is going down day 7 night, less one of you thinks of a better night. perhaps you could have me hit both places the same night.. should be able to nab some stuff from both.
| Uzziah Na'Gulmar |
Well you found a good piece to nab.. was there anything else that caught your griar's eye in there?
Far as your stealth.. yeah that's why I put my armor into my backpack even a couple points makes a difference.
You could keep a sort of watch on a rooftop with one of them bows you've been making.
| Romboldt |
Heh. Thus far on the boards the dice gods have frowned quite heavily on me. o.o Another campaign I'm in with a sorcerer I've thus far only had 3 rolls in double-digits. That's an alarming majority of 9 or lower. o.o