Second Darkness (KEJR's Pathfinder RPG Play-by-Post)


Play-by-Post Discussion

51 to 96 of 96 << first < prev | 1 | 2 | next > last >>

Tippello Tabinero wrote:
Mario Nedraid wrote:
OK by me!
As long as he's played well as an npc then I don't see a problem with it.

What he said. I'm good either way.


Female Gnome Sorceror (fey) 1

Fine by me

Liberty's Edge

Human (Minkai) Samurai (sword saint) 7 (Order of the Warrior)

As I think I have mentioned once or twice before, I work in retail. Today was a very long day for me. I will be back with post(s) tomorrow.


Male The rules don't contain a specific for a mix of all races..... Drafter 20/Father 8

I can do rogue if you need trapfinding. I like playing rogues. I will probably have the rogue made up tomorrow. 1st level correct?


I can use her. Just let me know what adjustments I need to make.


Daelin wrote:
I can use her. Just let me know what adjustments I need to make.

Other than moving her background to Riddleport, she should work just fine. She'll need some reason to be looking for a job at a local casino called the Gold Goblin, however.


DM Shisumo wrote:
Daelin wrote:
I can use her. Just let me know what adjustments I need to make.
Other than moving her background to Riddleport, she should work just fine. She'll need some reason to be looking for a job at a local casino called the Gold Goblin, however.

Do you know any of the campaign traits that I can trade one of mine for?


Daelin wrote:
DM Shisumo wrote:
Daelin wrote:
I can use her. Just let me know what adjustments I need to make.
Other than moving her background to Riddleport, she should work just fine. She'll need some reason to be looking for a job at a local casino called the Gold Goblin, however.
Do you know any of the campaign traits that I can trade one of mine for?

Second Darkness' campaign traits are really very strongly tied to the gambling tournament that opens the storyline, so I'm not sure it's worth the effort right now. That said, the SD Player's Guide is a a fairly cheap download, so if you want to take a look at it and see if anything jumps out at you, go right ahead. Otherwise, I'd leave it be.


DM Shisumo wrote:
Daelin wrote:
DM Shisumo wrote:
Daelin wrote:
I can use her. Just let me know what adjustments I need to make.
Other than moving her background to Riddleport, she should work just fine. She'll need some reason to be looking for a job at a local casino called the Gold Goblin, however.
Do you know any of the campaign traits that I can trade one of mine for?
Second Darkness' campaign traits are really very strongly tied to the gambling tournament that opens the storyline, so I'm not sure it's worth the effort right now. That said, the SD Player's Guide is a a fairly cheap download, so if you want to take a look at it and see if anything jumps out at you, go right ahead. Otherwise, I'd leave it be.

I will leave her as is. I can update her soon snd let you know.


She is good to go if you want to give her a once over real quick.


Daelin wrote:
She is good to go if you want to give her a once over real quick.

Check my math here:

Str 12 = 2 pts
Dex 15 (+2 racial) = 7 pts
Con 12 (-2 racial) = 2 pts
Int 15 (+2 racial) = 7 points
Wis 10 = 0 pts
Cha 15 = 7 pts
is 25 points total, yes? This is a 20-point game, I'm afraid. You could drop your Dex, Int and Cha by 1 rank each, still have all the same modifiers and even be able to buy Str, Con or Wis up by 1 point afterward...

Your touch AC should be 13.

Looks like your Bluff and Diplomacy modifiers are calculated as though you were getting a +3 from your Charisma.

Your Disable Device modifier is correct, but you didn't mention where the extra +1 comes from (I don't care really, but I thought you might want to do so for consistency's sake).

Your Linguistics rank gives you another language.

Otherwise, looking good! We'll be ready to hire you shortly, I believe! (I need to work through one more scene with the starting group, so watch this space and the game thread, and we'll get you in ASAP...)


Sorry it took a bit, but she is done. I'll keep an eye out on the IC thread.


To all of my awesome players for whom tomorrow is a meaningful day either religiously or culturally, I wish you the best of Christmases and the brightest of new years!


Okay, here's what Larur has for you guys to divide amongst yourselves and/or sell (sale price - that is, half list price - in parens):

* 4 rapiers (10 gp each)
* 3 saps (5 sp each)
* 3 shortbows w/quivers of 20 arrows (15 gp, 5 sp each)
* 3 sets of leather armor (5 gp each)
* 13 daggers (1 gp each)
* masterwork leather armor (80 gp)
* light crossbow and 10 bolts (18 gp)
* wand (?)
* scroll (?)
* set of well-made bronze bracers (?)
* spellbook (?)
* 6d6 + 50 ⇒ (3, 1, 6, 6, 3, 1) + 50 = 70 gp


My guess would be that the wand and scroll will be arcane and only easily useable by Lyre. The bracers (which I assume are probably bracers of armor if magical) would be most useful to either Lyre or Tsadok. Since Lyre I believe is a sorcerer the spellbook won't be of much use to her, it can probably be sold. As for the rest I'd say anyone take what they might need and cash in the rest to split amongst the party.

Sadly, I don't think either of us casters took spellcraft at 1st level so I don't think we can reliably identify the possible magic items (bracers and wand).

But I think it would be wise to hang onto them until we can.


Just as a reminder, in a city the size of Riddleport, spellcasting services for hire - especially for something as basic as detect magic or identify - are readily available. The Order of Cyphers charges 10 gp per item or 10% of the item's resale value, whichever is greater, but they "kindly" waive the cost if you then sell the object to them.


Male

Tsadok would be happy to take a small stipend from the 'loot,' although he's not quite sure why he gets their stuff. Oh well, he thinks.
Whatever gold's left after everyone chooses what they need/want he'd be happy to take. He's not greedy, but does realize he need a place to stay, hopefully a small apartment of some sort.


Working at the Gold Goblin: What a Way to Make a Living

The Gold Goblin Gaming House is still something of an up-and-coming business. It’s gotten off to a rocky start, and Saul still has a number of debts he needs to settle in terms of the start-up costs. Casinos generally make money, but it remains to be seen whether this one can make it fast enough to become a viable business.

For our purposes, the Goblin’s profitability is abstracted onto a 9 point scale: -4 to +4. At 0, it’s exactly breaking even, with positive numbers indicating increasing profits and negative numbers indicating increasing red ink. Once a week, Saul will be making a profit check – a Profession (gambler) check, with his +6 bonus, modified by the current profitability of the Goblin. At the moment, the Goblin stands at -1. As you can see, he’s serious about needing your help. The check DC is 25; if it succeeds, the Goblin’s profitability improves by +1. On the other hand, if it fails by 5 or more, the Goblin’s profitability will actually drop by -1.

You can, however, play a role in helping out. What role(s) you choose to take on are up to you, but here are your options:

Bluff or Perform (oratory), DC 15: Act as a barker outside the Goblin, persuading passersby to stop in and check the place out. Takes 2 hours each day.
Craft (varies), DC 10: Spend 10 gp/week to make eye-catching advertisements. Takes 2 hours each day.
Diplomacy, DC 15: Act as a greeter and pit boss, gladhanding customers and managing staff. Takes 2 hours each day.
Diplomacy, DC 20: Work the streets to drum up business. Takes 4 hours each day, grants a +2 bonus.
Intimidate, DC 15: Act as a bouncer, keeping the ruffians in line. A significant failure here might result in a fight. Takes 2 hours each day.
Intimidate, DC 20: Find customers of other gaming halls and “persuade” them that a visit to the Gold Goblin would be good for their long-term health. Might set a dangerous precedent for the other casinos, however. Takes 4 hours each day, grants a +2 bonus.
Perception, DC 15: Take a station on the security catwalks, looking for troublemakers or cheaters. Takes 2 hours each day.
Perform (varies), DC 15: Entertain the patrons on the casino’s main floor. Takes 2 hours each day.
Profession (gambler), Profession (tavern keeper) or similar, DC 15: Work the casino floor as a dealer/croupier, or work the bar in the Goblin’s Tankard. Takes 2 hours each day.

In order to help out, you can take on one of these roles for up to 4 hours a day (any more and you will be cutting into adventuring time!); if you do the work for an entire week, you make the listed check at the end of the week. Success grants a +1 bonus to Saul’s Profession check (unless otherwise listed), but a failure by 5 or more will actually apply a -1 penalty to his roll. You cannot take 10 on these rolls, and certainly not 20. Other skills might be possible; as a general rule, they have a DC 15, take 2 hours a day and grant the standard bonus, or a DC 20, take 4 hours a day and grant a +2 bonus. Other special abilities might grant you a bonus to a check; if you have any ideas on ways to use spells or class abilities, ask and we’ll discuss the options. You might instead (or also) choose to invest some of your earnings into the casino; each 50 gp invested grants a +1 bonus to Saul’s roll for that week only, to a maximum of 250 gp/+5.
The Goblin is open Moonday-Starday, and Saul makes his check and pays your wages on Starday. As he mentioned, it will take a few days for the Goblin to reopen, so it will open its doors again on the coming Moonday the 18th, 4 days from now.

Here’s an example of how you could help out. Antianel, as head of security, could spend two hours each day working the door, collecting weapons and keeping troublemakers out. This would be an Intimidate check. He might also put his elven eyes to use as a spotter on the catwalks in the casino ceiling, making Perception rolls to notice cheats. Together, these two tasks take up about 4 hours a day, leaving enough time to do other things (like have the story keep moving forward). So, assuming he manages to do both things every day for the week, on Starday he will make a DC 15 Intimidate check and a DC 15 Perception check. If he makes the DC, he will add a +1 bonus for each successful roll to Saul’s weekly profitability check. If he rolls a 10 or less, however, he will actually inflict a -1 penalty on the roll for each roll so failed.


Hey Daelin - if you're still watching and haven't given up hope, you're on!


DM Shisumo wrote:
Hey Daelin - if you're still watching and haven't given up hope, you're on!

I was waiting in anticipation :)


Daelin wrote:
DM Shisumo wrote:
Hey Daelin - if you're still watching and haven't given up hope, you're on!
I was waiting in anticipation :)

Awesome. Just show up for your interview! ;)


DM Shisumo wrote:
Daelin wrote:
DM Shisumo wrote:
Hey Daelin - if you're still watching and haven't given up hope, you're on!
I was waiting in anticipation :)
Awesome. Just show up for your interview! ;)

Posted, good sir.


DM Shisumo wrote:

Okay, here's what Larur has for you guys to divide amongst yourselves and/or sell (sale price - that is, half list price - in parens):

* 4 rapiers (10 gp each)
* 3 saps (5 sp each)
* 3 shortbows w/quivers of 20 arrows (15 gp, 5 sp each)
* 3 sets of leather armor (5 gp each)
* 13 daggers (1 gp each)
* masterwork leather armor (80 gp)
* light crossbow and 10 bolts (18 gp)
* wand (?)
* scroll (?)
* set of well-made bronze bracers (?)
* spellbook (?)
* 6d6 + 50 gp

Did you guys ever decide what you were planning to do with all this stuff? it would have been easy enough to sell it, or get it identified, or both, in the 4 days between the tournament and opening day.


Female Gnome Sorceror (fey) 1

Cant speak for anyone else bit I would be fine just selling it all off except for maybe the wand and the scroll

Sovereign Court

Male Human Swashbuckler/Bard Gestalt L4 | AC21T16F15) CMD22 | HP 48/48 | Save F2R8W3 | Init +6 | Percep +3 | Panache:4/4 | Bard Perf: 12/12

Agreed. Sell it all but the Wand, Scroll and Bracers.


We can assume that at some point Tippy prepped read magic and determined that the scroll is an arcane scroll of shrink item, worth 75 gp if sold. Similarly, he could read through the spellbook and determine that it has all the basic arcane cantrips, plus grease, hold portal, identify, magic aura, magic missile, shield, sleep and true strike, and is therefore worth roughly 130 gp if sold (131 gp, 2 sp and 5 cp, to be precise). But what are your plans toward the wand and the bracers?


I'd vote for giving the wand to Lyre, and maybe the bracers as well. Perhaps to make it more fair, let whomever does want them pay for their identification since we lack spellcraft at the moment. Otherwise if no one wants them then they can be sold and the cash split.


Tippello Tabinero wrote:
I'd vote for giving the wand to Lyre, and maybe the bracers as well. Perhaps to make it more fair, let whomever does want them pay for their identification since we lack spellcraft at the moment. Otherwise if no one wants them then they can be sold and the cash split.

I'm good with this plan.

Sovereign Court

Male Human Swashbuckler/Bard Gestalt L4 | AC21T16F15) CMD22 | HP 48/48 | Save F2R8W3 | Init +6 | Percep +3 | Panache:4/4 | Bard Perf: 12/12

Ok by me.


The bracers do indeed turn out to be bracers of armor +1, worth 500 gp if sold, and the wand is of shocking grasp with 9 charges remaining (worth 67 gp, 5 sp if sold). Someone else can do the total math, though, and you'll have to decide whether the scroll, wand and bracers are worth keeping.


I believe everyone has agreed to keep the wand and bracers. The wand will go to Lyre (unless she doesn't want it) and the bracers can go to either Lyre or Tsadok (whichever of them wants it and can get good use of it).

The rest will be sold, including the spellbook.

This leaves a total of 392 gp and 32 sp and 5 cp, plus the random 6d6 gp. (6d6 ⇒ (5, 4, 4, 1, 3, 2) = 19).

That makes for a grand total of 411 gp, 32 sp, and 5 cp.

Split 6 ways (Antianel, Tsadok, Lyre, Mario, Tippy, and Ormizd) comes out to 68gp, 10sp, and 4cp each (with a single cp left over, which if no one objects I'll pass off to a street urchin.

(I included Ormizd because he was involved in that fight, I didn't include Daelin because she was not, although if anyone objects I can redo the math.)

To DM:
Tippy will be reinvesting 50gp of his share back into the casino for a bonus on Saul's roll at the end of the first week.

EDIT: I forgot about the scroll, I vote to leave that with Lyre in case we may need it later for something.


Ormizd left before the loot showed up (and his player disappeared before the fight started), so there's no share for him.


Lyre is already wearing armor, so I would think Tsadok would be the better choice for the bracers.


Ok, dividing by 5 then makes for the following new totals.

82gp, 8sp, and 5cp


Female Gnome Sorceror (fey) 1

Quick question how much gold should Lyre have for her winnings she had
48 silver and 7 Copper in winning chips


DM Shisumo:

For the checks to help the profitability, I'd prefer to take two shifts as a greeter and pit boss. If that's not possible I'll take one shift as security on a catwalk and one shift as a greeter and pit boss.

I'll be using "Bit of Luck" on those two rolls, as well as Saul's roll for the week. So on that day of each week I will have already allocated 3 uses for that purpose. If you could remind me of that if for some reason we have other encounters on the same day.

Pit boss/greeter double shift
Diplomacy 1d20 + 7 ⇒ (6) + 7 = 13 or 1d20 + 7 ⇒ (11) + 7 = 18;
Diplomacy 1d20 + 7 ⇒ (8) + 7 = 15 or 1d20 + 7 ⇒ (9) + 7 = 16;

or

Catwalk security and Pit boss/greeter
Perception 1d20 + 4 ⇒ (18) + 4 = 22 or 1d20 + 4 ⇒ (18) + 4 = 22;
Diplomacy 1d20 + 7 ⇒ (13) + 7 = 20 or 1d20 + 7 ⇒ (4) + 7 = 11;

Also since two people (Mario and Daelin) declined Zincher's tip, I'll put that towards the casino's profits with another 42gp of my own money for a total of 100gp to help the Gold Goblins profitability the first week.

Edit: Looks like that should net a +4 to Saul's check the first week.


Lyre wrote:

Quick question how much gold should Lyre have for her winnings she had

48 silver and 7 Copper in winning chips

73 silver, 1 copper.


Tippello Tabinero wrote:
** spoiler omitted **

There's no issue with a double shift. Didn't you say something about healing animals in the arena though?


DM Shisumo:

Good point, I had forgotten about that.

Heal check 1d20 + 6 ⇒ (12) + 6 = 18 or 1d20 + 6 ⇒ (1) + 6 = 7;

I'm assuming it's also DC 15

Looks like it'll be successful, so +4 to Saul's check for the first week.


Male

Tsadok's player replying here:

I like the side quests, personally.

Lyre pointed out, however, there are an awful lot of spoilers going on here. I don't know how this will be factored in as far as the overall adventure is concerened. I like this, but think that maybe once after every major encounter/adventure would be most appropriate. I don't think that doing this all the time is a good idea, mainly because it's about the party's growth together.

However, it does allow us each a way to specialize in a type of knowledge about the adventure. In Tsadok's case, this is the Blot above Riddleport. I don't know what everyone else is doing, other than the snippets I've seen of Lyre's work.

I vote for more of these, but we need to continue with the main part of the adventure path for awhile after each of our scenes is played out.


Male The rules don't contain a specific for a mix of all races..... Drafter 20/Father 8

Daelin's player here:

I feel the same way as Darkmeer. I like the side quests, but feel there should be quite a bit of party time in between. Maybe all our side quests will somehow come together eventually.

Liberty's Edge

Human (Minkai) Samurai (sword saint) 7 (Order of the Warrior)

The sidequests were designed for two reasons: first, because I was calculating that you guys were going to wind up short on XP for where you should be as the module goes forward, and second, because some of you made characters with specific, not-exactly-addressed-by-the-mod character goals. I was hoping to kill both birds with this single stone. I honestly don't know that I will be trying it again in this game - much of that depended on how you guys responded to it - but I thought it was worth the experiment. Trust me, though, this isn't going to be the whole game, I guarantee.

Dark Archive

Shisumo wrote:
The sidequests were designed for two reasons: first, because I was calculating that you guys were going to wind up short on XP for where you should be as the module goes forward, and second, because some of you made characters with specific, not-exactly-addressed-by-the-mod character goals. I was hoping to kill both birds with this single stone. I honestly don't know that I will be trying it again in this game - much of that depended on how you guys responded to it - but I thought it was worth the experiment. Trust me, though, this isn't going to be the whole game, I guarantee.

To be fair I never said anything about the sidequests (which I am enjoying) it was more a casual question about everyone else putting everything in spoiler tags.


Male
Shisumo wrote:
The sidequests were designed for two reasons: first, because I was calculating that you guys were going to wind up short on XP for where you should be as the module goes forward, and second, because some of you made characters with specific, not-exactly-addressed-by-the-mod character goals. I was hoping to kill both birds with this single stone. I honestly don't know that I will be trying it again in this game - much of that depended on how you guys responded to it - but I thought it was worth the experiment. Trust me, though, this isn't going to be the whole game, I guarantee.

DM:

Spoiler:

Hey now, I like it! (I wasn't trying to be harsh, did I come across that way?) Besides, it is garnering us reputations various places... that we'll likely have to deal with.

The Exchange

Male Human Amatuer GM 2

Tippello's player

I like the sidequests, the pbp enironment really works quite well for delivering information to a single player without making it common knowledge. Although it does have the strange effect of seeing a wall of spoiler tags when you open the page. I'm still eager to rejoin the main quest but I believe the sidequests and spoilers help develop the individual characters and allow them to gain a little bit of a reputation on there own that isn't just because they're part of some group.

My halfling I hope is gaining the rep of being a tough customer despite his small stature.


Male The rules don't contain a specific for a mix of all races..... Drafter 20/Father 8

Sorry everyone, I have been out of town and starting a new job. I am going to try and get back on regular posting now. Again, sorry for the silence.

51 to 96 of 96 << first < prev | 1 | 2 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Second Darkness (KEJR's Pathfinder RPG Play-by-Post) All Messageboards

Want to post a reply? Sign in.