Tin Golem

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Very very nice!


There's no time line on when SWW has to be run. If they're waiting around in Sasserine have them wait. Describe it day by day until they are finally ready to sail off with Lavinia.


The following mini quests improve Farshores GP Limit:
6, +1,000
7, +1,000 (after 3 months)
10, Meravanchi wins, +5,000 (in 1d6 months)
16, +1,500 (after trade routes)
18, +1,000 (after trade routes)

Farshore's GP Limit starts at 800 and can be raised for a total of 10,300, but not right away and only if Meravanchi wins which might not be the most desired result.

Many more of the mini quests add directly to the Assets and not the gp limit. What I plan on doing is calculating the new Assets after the new GP limit is figured (and loss of population if neccessary) and then adding these Asset increases as a bonus after that.

However, that still doesn't really help adventurer's buy new items. You could if you wanted to reverse engineer these bonuses back into GP Limit increases. (Using the default 240 pop, would change of course if population changes)

Formula from GP limit to asset is
Assets = GP/2 * (Pop/10)

2 x (Assets/(Pop/10)) = GP Limit
we know the population is 240, so

2 x (Assets/24) or Assets/12 = GP Limit

So, take a 1/12 of the bonus to assets and add to GP Limit if you wanted to help out the adventurers more and to keep the GP Limit and Assets in the correct ratio

So, the following increase Assets and give you an added GP Limit of:

5, +833
7, +416
11, +250
12, +500
13, +833
19, +416
20, +416

With a total of 13,964.

So, even if the party manages to do every quest AND you convert the Asset bonuses back into GP Limit increases, it's still pretty small compared to the level of the party and only a little more than quarter of Sasserine's gp limit.

I think they are suppose to feel like they can't do a lot here and that's why they should take opportunities where they can get them later. I think Scuttlecove has a higher GP limit but I'm not sure but of course the planar merchants later can trade them anything.


First, some vocab that I think will help.
Population centers have 2 stats, GP Limit and Assets.

From page 137 of DMG, Community Wealth and Population

GP Limit = the price of most expensive item anyone could buy.

Assets = the ammount of ready cash or the value of everything for sale at any one time. Assets are derived from the GP Limit.

In general, it's the GP limit that is more important for adventurer's than the Assets.

So, if a village has a 200 gp limit and Assets of 8,000, then they could purchase a Oil of Bless Weapon (100gp) but couldn't purchase a potion of cure moderate wounds (300gp). They could purchase 80 oils of bless weapon but no more (would be past the assets).

Next post info on Farshore:


Yeah, I'd suggest that if future DM's want the battle to be a little more entertaining to increase the size of the rooms. It just doens't leave enough room for her to do things that the tactics suggest.


I needed NPC names for the Seekers so I came up with the following, Tordek, Regdar, Mialee, Jozan, Devis, Lidda, Krusk...etc etc.


That's great! Thanks for the link! That's exactly the language example I was looking for. I'll make my deed and post it when done.


I'd like to present a printed out document deeding the Sea Wyvern to one of the PCs but I'm horrible at speaking legalese.

In normal speak, I'd like to basically say:

The ship known as the Sea Wyvern now belongs to "character's name" due to local salvage laws by the city of Sesserine.

Obviously, needs to be worked up better than that. I've tried to find examples of ship deeds online but have not been successful.

I was wondering if anyone could point me to some online examples of deeds that I'd be able to use as a template, or if anyone could work out the language directly. I'd create the document with the character name left out and post it for others to use.


The PC's open the door to the kitchen and Diego gets a face full of hot "soup". They spotted the rope being pulled into the other room.

They open the door to Churtle's room and one of my player's grabs a miniature that I've been using to represent the the Lotus Dragon thieves, ready to place it in the room.

I described the room and they all looked at me confused.

"No thief?" "No one's in the room"

Nope.

Then one said "Uh, wait--there's no one in the room but there's a big pile of blankets and pillows in the corner?"

Yep.

They all broke out laughing. After a few minutes to compose themselves, they walk into the room and start stabbing the heap. One hits something and they hear a moan. Result: Churtle dead.


There will be OGL for 4E. Someone at Paizo posted say such in another thread discussing 4E. And I think you're comment is exactly why Wotc needed to bring the OGL for 4E. If they left it at 3.5 they would have more compatition.


Dimble, 2nd Level Gnome Bard
"There is No Honor"
Caves under Parrot Island
Ravenous Zombie

The party finishes off the crabs and 6 of the zombies and then face 2 more zombies and the Huecuva at the end of the east hallway. Amicus (Rog1/Cle1) turns the 2 zombies and the party face the Huecuva. With his DR they were in trouble but were able to defeat him using a wand of cure light wounds that they had pooled their resources together to buy right before.

So, now we have 2 zombies at the end of the hall waiting for the turning check to expire (3 more rounds). Amicus and Diego (Swash2) are the front line types with Ivan (Fig1/Rng1) using ranged weapons from behind and Dimble (Brd2) usually inbetween using bardic music. But not this time...

10 foot hallway. Dimble moves up to engage one of the zombies. Amicus moves up to attack one of the others (breaking the turning effect). (Also, I should add that they did know that these zombies had a grab attack.) Dimble gets grappled by one of the zombies (his grapple check is -3). Amicus proceeds to roll nothing but 2,3,4 for the rest of the night. Ivan can't do much anyway with his arrows but misses each shot regardless. Diego can only attack from around a corner and miss due to cover a few times.

On my part, I screwed up a grapple rule which definately hurt them but I also fudged a couple of rolls to keep Dimble alive longer (my dice were on fire that night). A few rounds later, Diego and Dimble are unconscious and Ivan and Amicus have done nothing. One zombie is destroyed and the one currently eating Dimble is at only 6 hit points (and both Ivan and Amicus have slashing weapons out). Zombies turn, I have him make the save and he fails and so continues to eat Dimble. So instead of just doing damage to him again which would have been enough to kill Dimble, I tell them it will Coup de grace Dimble, provoking attacks of opportunity, which of course they both miss. I have the zombie eat Dimble for 3 more rounds...they still do no damage to him. Finally, it turns to feed on Diego, any damage would have possible killed him as well, so I do the Coup again, provoking 2 more attacks which they finally hit and destroy it. (Dimbles player wanted me to keep track and Dimble ended up with -36 hit points)

Now, here's the best part...or worst part. They scoop up the remains of Dimble and put it into his backpack. They easily destroy the last remaining zombie and discover Penkus' body. These are very loot happy players but instead of taking anything of value or looking around for anything, they find the sea tunnel out which Diego easily swims out of and they leave. They next spend over an hour of real time selling almost all of their equipment in order to bring have a druid cast Reincarnate on Dimble. Dimble comes back as a Human who is in denial of not being a gnome any more. Dimble's player immediately says "You guys didn't take anything off of that zombie priest or look for anything else". They say no, decide to go back, and of course find the treasury and then spend another hour of real time buying back all of the stuff that they had previously sold. Priceless.


I noticed that as well. I have 2 different suggestions. Under the listed of Shira the docent it says that the docents were suppose to hold the Quori. So, you can think of these Quorcraft as empty Vessels that the ancient Quori used to possess like the Inspired of "today". So, back in the day, they would have been more like living constructs.

Or, what I plan on doing is just making the Quorcraft living constructs with a penalty (-4 or -6 perhaps) to both Intelligence and Charisma.