Out of Darkness- A Darklands Solo Game (Inactive)

Game Master Mowque

Kizzirark brings light to the endless dark of the Darklands.


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Ok, we'll try it your way! No harm done...

So what do you need from me for calculations?


Male LN half-orc ranger (deep walker) 6 | HP: 49/49 | AC: 20 (13 Tch, 18 Fl) | CMB: +9, CMD: 21 | F: +8, R: +8, W: +6 | Init: +4 | Perc: +12, SM +9 | Speed 20ft | Active conditions: None.

I think we only have to figure out the costs of the capitals...

Normally it would cost 20gp (Goods and Labor), 30gp (Influence) and 100gp (Magic) if I wish to 'buy' them... instead, it would cost half if Kizzirark made daily checks to 'earn' them.

In the case of Deepholt, I think Goods could cost twice as much (40gp) and Labor half as much (10gp). Even if there is less timber around, there is plenty of stone so I think it would only change the tipe of the building a little bit. Also, even if Labor would be somehow free, Kizzirark is actually against slave labor so he would 'pay' for the labor.

If you agree, that is all you need to do I think... I'll make the checks and present you with the results later today.

EDIT: I also need to know the 'size' of Deepholt (Thorp, Hamlet, Village...)


Works for me.


We'll go with hamlet for now. It has more people but many of them are prisoners so don't really count.


Male LN half-orc ranger (deep walker) 6 | HP: 49/49 | AC: 20 (13 Tch, 18 Fl) | CMB: +9, CMD: 21 | F: +8, R: +8, W: +6 | Init: +4 | Perc: +12, SM +9 | Speed 20ft | Active conditions: None.

Week 1:

Day 1
Heal: 1d20 + 9 ⇒ (5) + 9 = 14 1 Influence
Spends 1/1 Influnce and 0/2 Labor to recruit a team of Laborers
Goods 0; Influence 0; Labor 0; Magic 0; gp 1271

Day 2
Survival: 1d20 + 12 ⇒ (10) + 12 = 22 2 Labor
Spends 1/1 Influnce and 2/2 Labor to recruit a team of Laborers (finished)
Goods 0; Influence 0; Labor 0; Magic 0; gp 1261

Day 3
Diplomacy: 1d20 + 7 ⇒ (19) + 7 = 26 1 Influence
Laborers Team 1 - 1 Labor
Spends 1/1 Influnce and 1/2 Labor to recruit a team of Laborers
Goods 0; Influence 0; Labor 0; Magic 0; gp 1241

Day 4
Survival: 1d20 + 12 ⇒ (2) + 12 = 14 1 Labor
Laborers Team 1 - 1 Labor
Spends 1/1 Influence and 2/2 Labor to recruit another team of Laborers (finished)
Spends 0/1 Influence and 1/2 Labor to recruit another team of Laborers
Goods 0; Influence 0; Labor 0; Magic 0; gp 1231

Day 5
Knowledge (local): 1d20 + 8 ⇒ (14) + 8 = 22 2 Influence
Laborers Team 1 - 1 Labor
Laborers Team 2 - 1 Labor
Spends 1/1 Influence and 2/2 Labor to recruit another team of Laborers (finished)
Spends 0/3 Goods, 1/2 Influence, and 1/4 to recruit a team of Craftspeople
Goods 0; Influence 0; Labor 0; Magic 0; gp 1191

Day 6
Knowledge (dungeoneering): 1d20 + 10 ⇒ (18) + 10 = 28 2 Goods
Laborers Team 1 - 1 Labor
Laborers Team 2 - 1 Labor
Laborers Team 3 - 1 Labor
Spends 2/3 Goods, 1/2 Influence, and 3/4 to recruit a team of Craftspeople
Goods 0; Influence 0; Labor 1; Magic 0; gp 1136

Day 7
Knowledge (dungeoneering): 1d20 + 10 ⇒ (4) + 10 = 14 1 Good
Laborers Team 1 - 1 Labor
Laborers Team 2 - 1 Labor
Laborers Team 3 - 1 Labor
Spends 3/3 Goods, 1/2 Influence, and 4/4 to recruit a team of Craftspeople
Spends 0/1 Influence and 2/2 Labor to recruit another team of Laborers
Goods 0; Influence 0; Labor 1; Magic 0; gp 1101

Week 2:

Day 8
Heal: 1d20 + 9 ⇒ (13) + 9 = 22 2 Influence
Laborers Team 1 - 1 Labor
Laborers Team 2 - 1 Labor
Laborers Team 3 - 1 Labor
Spends 3/3 Goods, 2/2 Influence, and 4/4 to recruit a team of Craftspeople (finish in day 10)
Spends 1/1 Influence and 2/2 recruit another team of Laborers (finished)
Spends 0/3 Goods, 0/2 Influence, and 2/4 to recruit a team of Craftspeople
Goods 0; Influence 0; Labor 2; Magic 0; gp 1056

Day 9
Knowledge (dungeoneering): 1d20 + 10 ⇒ (13) + 10 = 23 2 Goods
Laborers Team 1 - 1 Labor
Laborers Team 2 - 1 Labor
Laborers Team 3 - 1 Labor
Laborers Team 4 - 1 Labor
Spends 2/3 Goods, 0/2 Influence, and 4/4 to recruit a team of Craftspeople
Goods 0; Influence 0; Labor 4; Magic 0; gp 996

Day 10
Heal: 1d20 + 9 ⇒ (7) + 9 = 16 1 Influence
Laborers Team 1 - 1 Labor
Laborers Team 2 - 1 Labor
Laborers Team 3 - 1 Labor
Laborers Team 4 - 1 Labor
Spends 2/3 Goods, 1/2 Influence, and 4/4 to recruit a team of Craftspeople
Spends 0/7 Goods and 3/8 Labor to build a Common Room
Goods 0; Influence 0; Labor 5; Magic 0; gp 961

Day 11
Heal: 1d20 + 9 ⇒ (7) + 9 = 16 1 Influence
Laborers Team 1 - 1 Labor
Laborers Team 2 - 1 Labor
Laborers Team 3 - 1 Labor
Laborers Team 4 - 1 Labor
Craftspeople Team 1 - 2 Goods
Spends 3/3 Goods, 2/2 Influence, and 4/4 to recruit a team of Craftspeople (finish in day 13)
Spends 0/7 Goods and 5/8 Labor to build a Common Room
Goods 1; Influence 0; Labor 7; Magic 0; gp 886

Day 12
Heal: 1d20 + 9 ⇒ (6) + 9 = 15 1 Influence
Laborers Team 1 - 1 Labor
Laborers Team 2 - 1 Labor
Laborers Team 3 - 1 Labor
Laborers Team 4 - 1 Labor
Craftspeople Team 1 - 2 Goods
Spends 1/7 Goods and 8/8 Labor to build a Common Room
Goods 2; Influence 1; Labor 8; Magic 0; gp 811

Day 13
Knowledge (dungeoneering): 1d20 + 10 ⇒ (8) + 10 = 18 1 Goods
Laborers Team 1 - 1 Labor
Laborers Team 2 - 1 Labor
Laborers Team 3 - 1 Labor
Laborers Team 4 - 1 Labor
Craftspeople Team 1 - 2 Goods
Spends 5/7 Goods and 8/8 Labor to build a Common Room
Goods 1; Influence 1; Labor 12; Magic 0; gp 731

Day 14
Heal: 1d20 + 9 ⇒ (8) + 9 = 17 1 Influence
Laborers Team 1 - 1 Labor
Laborers Team 2 - 1 Labor
Laborers Team 3 - 1 Labor
Laborers Team 4 - 1 Labor
Craftspeople Team 1 - 2 Goods
Craftspeople Team 2 - 2 Goods
Spends 7/7 Goods and 8/8 Labor to build a Common Room (finished on day 30)
Spends 0/4 Goods and 2/4 Labor to build a Kitchen
Goods 3; Influence 2; Labor 14; Magic 0; gp 631

Week 3:

Day 15
Heal: 1d20 + 9 ⇒ (7) + 9 = 16 1 Influence
Laborers Team 1 - 1.2 gp
Laborers Team 2 - 1.2 gp
Laborers Team 3 - 1.2 gp
Laborers Team 4 - 1.2 gp
Craftspeople Team 1 - 2 Goods
Craftspeople Team 2 - 2 Goods
Spends 4/4 Goods and 2/4 Labor to build a Kitchen
Goods 3; Influence 3; Labor 14; Magic 0; gp 540.8

Day 16
Knowledge (dungeoneering): 1d20 + 10 ⇒ (15) + 10 = 25 2 Goods
Laborers Team 1 - 1.2 gp
Laborers Team 2 - 1.2 gp
Laborers Team 3 - 1.2 gp
Laborers Team 4 - 1.2 gp
Craftspeople Team 1 - 2 Goods
Craftspeople Team 2 - 2 Goods
Spends 4/4 Goods and 4/4 Labor to build a Kitchen (finished in day 28)
Spends 2/6 Goods, 0/1 Influence, and 0/5 Labor to build a Bar
Goods 7; Influence 2; Labor 12; Magic 0; gp 425.6

Days 17
Knowledge (dungeoneering): 1d20 + 10 ⇒ (15) + 10 = 25 2 Goods
Laborers Team 1 - 1 Labor
Laborers Team 2 - 1 Labor
Laborers Team 3 - 1 Labor
Laborers Team 4 - 1.2 gp
Craftspeople Team 1 - 2 Goods
Craftspeople Team 2 - 2 Goods
Spends 6/6 Goods, 0/1 Influence, and 0/5 Labor to build a Bar
Goods 9; Influence 2; Labor 15; Magic 0; gp 287

Days 18
Knowledge (dungeoneering): 1d20 + 10 ⇒ (8) + 10 = 18 1 Goods
Laborers Team 1 - 1.2 gp
Laborers Team 2 - 1.2 gp
Laborers Team 3 - 1.2 gp
Laborers Team 4 - 1.2 gp
Craftspeople Team 1 - 2.1 gp
Craftspeople Team 2 - 2.1 gp
Spends 6/6 Goods, 1/1 Influence, and 3/5 Labor to build a Bar
Spends 10/10 Goods, 1/2 Influence, 10/10 Labor to build a Lodging
Goods 10; Influence 1; Labor 12; Magic 0; gp 276

Day 19
Knowledge (dungeoneering): 1d20 + 10 ⇒ (8) + 10 = 18 1 Goods
Laborers Team 1 - 1.2 gp
Laborers Team 2 - 1.2 gp
Laborers Team 3 - 1.2 gp
Laborers Team 4 - 1.2 gp
Craftspeople Team 1 - 2.1 gp
Craftspeople Team 2 - 2.1 gp
Spends 6/6 Goods, 1/1 Influence, and 5/5 Labor to build a Bar (finish in day 35)
Spends 1/10 Goods, 1/1 Influence, 1/10 Labor to build a Lodging
Goods 10; Influence 0; Labor 9; Magic 0; gp 265

Day 20
Heal: 1d20 + 9 ⇒ (12) + 9 = 21 2 Influence
Laborers Team 1 - 1.2 gp
Laborers Team 2 - 1.2 gp
Laborers Team 3 - 1.2 gp
Laborers Team 4 - 1.2 gp
Craftspeople Team 1 - 2.1 gp
Craftspeople Team 2 - 2.1 gp
Spends 3/10 Goods, 1/1 Influence, 3/10 Labor to build a Lodging
Goods 8; Influence 2; Labor 7; Magic 0; gp 244

Day 21
Craft: 1d20 + 9 ⇒ (12) + 9 = 21 2.1 gold
Laborers Team 1 - 1 Labor
Laborers Team 2 - 1 Labor
Laborers Team 3 - 1.2 gp
Laborers Team 4 - 1.2 gp
Craftspeople Team 1 - 2.1 gp
Craftspeople Team 2 - 2.1 gp
Spends 5/10 Goods, 1/1 Influence, 5/10 Labor to build a Lodging
Goods 6; Influence 2; Labor 7; Magic 0; gp 242.7

Week 4:

Day 22
Craft: 1d20 + 9 ⇒ (10) + 9 = 19 1.9 gold
Laborers Team 1 - 1.2 gp
Laborers Team 2 - 1.2 gp
Laborers Team 3 - 1.2 gp
Laborers Team 4 - 1.2 gp
Craftspeople Team 1 - 2.1 gp
Craftspeople Team 2 - 2.1 gp
Spends 7/10 Goods, 1/1 Influence, 7/10 Labor to build a Lodging
Goods 4; Influence 2; Labor 5; Magic 0; gp 253.6

Day 23
Craft: 1d20 + 9 ⇒ (8) + 9 = 17 1.7 gold
Laborers Team 1 - 1.2 gp
Laborers Team 2 - 1.2 gp
Laborers Team 3 - 1.2 gp
Laborers Team 4 - 1.2 gp
Craftspeople Team 1 - 2.1 gp
Craftspeople Team 2 - 2.1 gp
Spends 9/10 Goods, 1/1 Influence, 9/10 Labor to build a Lodging
Goods 2; Influence 2; Labor 3; Magic 0; gp 264.3

Day 24
Craft: 1d20 + 9 ⇒ (15) + 9 = 24 2.4 gold
Laborers Team 1 - 1.2 gp
Laborers Team 2 - 1.2 gp
Laborers Team 3 - 1.2 gp
Laborers Team 4 - 1.2 gp
Craftspeople Team 1 - 2.1 gp
Craftspeople Team 2 - 2.1 gp
Spends 10/10 Goods, 1/1 Influence, 10/10 Labor to build a Lodging (finish on day 54)
Goods 1; Influence 2; Labor 2; Magic 0; gp 275.7

Days 25-28
Kitchen finished
Goods 1; Influence 2; Labor 2; Magic 0; gp 319.3

Week 5:

Days 29-35
Common Roon and Bar finished
Goods 1; Influence 2; Labor 2; Magic 0; gp 408.2

Week 6:

Days 36-42
Goods 1; Influence 2; Labor 2; Magic 0; gp 506.2

Week 7:

Days 43-49
Goods 1; Influence 2; Labor 2; Magic 0; gp 604.2

Week 8:

Days 50-56
Goods 1; Influence 2; Labor 2; Magic 0; gp 704.6

So to summarize, Kizzirark started with 1276 gp (using the total that Sir Raquir should have paid since for this process I imagine it is fair to assume that he would have withdraw resources from Deepholt), assembled the men and halflings in six teams, two of heavy laborers and two of specialists.

Along the two months, they constructed a common room, a kitchen, a bar and a lodging, finishing it just two days ago. The Inn is still not fully complete (more rooms could be added in the future) but Kizzirark is happy with their progress so far.

Now, Kizzirark still have 704 gp and 6 sp and also 1 Good, 2 influence and 2 labor.

At the end of each day, his Inn will be able to provide him with:
Bar: gp or Influence +10
Common Room: gp or Influence +7
Kitchen: gp or Goods +4
Lodging: gp +12

Assuming he will 'lose' three of his laborers teams as he'll guide them to the surface, the remaining team would be able to provide:
Laborer: gp or Labor +2
Craftspeople: gp, Goods, or Labor +4

In gp, it means that, each day, 7gp and 6sp in profits. Holm will be left in charge of the Inn for any period of time that Kizzirark Spends outside, costing him 2gp/day... This amount seems small but it really makes me feel that he is contributing!


So, you have an Inn and it took 8 weeks. Does it have a name?


You around?


Male LN half-orc ranger (deep walker) 6 | HP: 49/49 | AC: 20 (13 Tch, 18 Fl) | CMB: +9, CMD: 21 | F: +8, R: +8, W: +6 | Init: +4 | Perc: +12, SM +9 | Speed 20ft | Active conditions: None.

Sorry, thought I had posted... will do so in a couple minutes.


You forget to post again?


Male LN half-orc ranger (deep walker) 6 | HP: 49/49 | AC: 20 (13 Tch, 18 Fl) | CMB: +9, CMD: 21 | F: +8, R: +8, W: +6 | Init: +4 | Perc: +12, SM +9 | Speed 20ft | Active conditions: None.

Hum, kind of...

I've been thinking about this game and I'm not sure if I really want to continue with it... not your fault of course.

The thing is that I actually miss the interaction with other players. I have never tried a solo game before and now I reached the conclusion that it is not the kind of game that I really enjoy.

I'm really sorry Mowque.


It happens! Obviously, I can't give you interaction with others players. NPCs not enough, eh? Was fun while it lasted!

Want me to mark it inactive?


Male LN half-orc ranger (deep walker) 6 | HP: 49/49 | AC: 20 (13 Tch, 18 Fl) | CMB: +9, CMD: 21 | F: +8, R: +8, W: +6 | Init: +4 | Perc: +12, SM +9 | Speed 20ft | Active conditions: None.

Yes, please. Once more, sorry to drop this game. I was having fun until... I was not anymore.


No hard feelings. Not every game is for everyone. Thanks for playing!

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