DM Variel's WotR Discussion thread


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Weapons and armors will easily be sold with the army there. Other mundane items over, I believe, 3000 gp are too pricey until the infrastructure is a bit better built. Under 3000gp sell away.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
DM Variel wrote:
Weapons and armors will easily be sold with the army there. Other mundane items over, I believe, 3000 gp are too pricey until the infrastructure is a bit better built. Under 3000gp sell away.

Sounds good. Thanks! Will be going through the loot list a bit later today. Errands and all that good stuff to do you know. :)


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

@Variel: We have a Headband with ???'s by it and also a Pearl of Power. Any chance we could snag the info on those from you?

Also, there's an item I don't really get. It says this:

"Here are 8 sets of heavy shields(20), heavy maces(12), light crossbows(35), daggers(1), and chain shirts(100)."

Does that mean we multiply all that mess by 8?! 'Cause man that is a lot.


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

I think the numbers in parens are the purchase prices of those things? ... and there are 8 of each (8 shields, 8 maces, 8 xbows, 8 daggers, and 8 chain shirts)


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Okay, folks, I'm gonna try and clear up some loot issues.

1. There's a Headband of Int +2. It's tied to Sense Motive. Pakak should take that one. Unless of course he flat out doesn't want it or is waiting for something different. But it would be quite perfect for him.

2. There's a Cloak of Resist +2. I'm torn between Nasira and Pakak for that one. Neither of you have a cloak and your saves are... not "well" I'd say. ;)
Good news is, Pakak can actually make a Cloak of any kind. Bad news is, I'm still stumped on how much cash each of us possesses.

I thought there was something else but I guess not.

One of you casters should take the Elemental Gem of Earth. That might come in handy at some point. A large elemental would be excellent fodder at some point. :)


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Maelchar wrote:
I think the numbers in parens are the purchase prices of those things? ... and there are 8 of each (8 shields, 8 maces, 8 xbows, 8 daggers, and 8 chain shirts)

OHHHHHHHHHHH, okay. Well that makes a heck of a lot more sense. That didn't even occur to me. Man I was wondering.

Cool. Thanks for the clarification.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

And if we sell all of that it would be:

A total of 672g.

I also have a Mwk Longbow(+2 Str) (300g) I wanna get rid of.

Add that to the 2 magic items we can sell per month: The Breastplate +1 and the Battle Aspergillum +1(1,825g combined) that I mentioned earlier and that'll be Month 1 on sold stuff.

Total = 2,797g

P.S. Simply for clarity's sake, all these prices are half of original cost.


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

don't we also have an unidentified breastplate? we don't want to sell the one that's not identified yet.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

The unidentified one was the Ghost touch breastplate. I'm guessing we identified it at some point because it's written out on the list.

I do remember that it was one of the ones we couldn't identify initially, but I can't remember for the life of me when we actually did identify it.


Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]
Javell DeLeon wrote:

Okay, folks, I'm gonna try and clear up some loot issues.

1. There's a Headband of Int +2. It's tied to Sense Motive. Pakak should take that one. Unless of course he flat out doesn't want it or is waiting for something different. But it would be quite perfect for him.

2. There's a Cloak of Resist +2. I'm torn between Nasira and Pakak for that one. Neither of you have a cloak and your saves are... not "well" I'd say. ;)
Good news is, Pakak can actually make a Cloak of any kind. Bad news is, I'm still stumped on how much cash each of us possesses.

I thought there was something else but I guess not.

One of you casters should take the Elemental Gem of Earth. That might come in handy at some point. A large elemental would be excellent fodder at some point. :)

It appears that Nasira's saves are generally better. She would rather Pakak take the cloak, in character, anyway. She would accept the gem if asked and agrees with regards to the headband.

Thanks for all the time you are spending on this, Morgrym.


I will have to look at the headband again and the pearl of power to give you the answer. Will do that tomorrow.


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

Will be at Gamex this weekend (Fri-Mon)... will check in as and when I can, but no guarantees - depends on hotel wifi and charging possibilities... Bot me as necessary to keep the pace of the game up, don't want to slow things down.


Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

At risk of telling the same folks the same thing repeatedly, I will share this here, as well.

I will be traveling next week, but expect to have access to post in the evenings. A little jaunt to try new cycling trails that have been built on retired railbeds. Primary concern right now is the storms that seem to be a nightly occurrence in that part of the country.


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18
DM Variel wrote:
1 monastery that is currently 90% empty and looking to be filled.

Variel: Do you mean rooms, or the people? The rooms are already part of the monastery, correct?

====

Since I was missing 15 Goods, 6 Influence, 10 labor for the Monastery, I need to roll for these, correct?

So I would roll:

Goods - I would go with Disable Device +19, but I'm not sure if it makes sense... If with Craft (Bows) would be +14

Craft: 1d20 + 14 ⇒ (18) + 14 = 32=3
Craft: 1d20 + 14 ⇒ (9) + 14 = 23=2
Craft: 1d20 + 14 ⇒ (6) + 14 = 20=2
Craft: 1d20 + 14 ⇒ (10) + 14 = 24=2
Craft: 1d20 + 14 ⇒ (15) + 14 = 29=2
Craft: 1d20 + 14 ⇒ (5) + 14 = 19=1
Craft: 1d20 + 14 ⇒ (19) + 14 = 33=3

That is 7 days of work and 150 gold cost

Influence - I can also use Craft Bows, so:

Craft: 1d20 + 14 ⇒ (10) + 14 = 24=2
Craft: 1d20 + 14 ⇒ (4) + 14 = 18=1
Craft: 1d20 + 14 ⇒ (3) + 14 = 17=1
Craft: 1d20 + 14 ⇒ (7) + 14 = 21=2

That is 4 days of work and 90 gold cost

Labor - I can use Survival at +15

Survival: 1d20 + 15 ⇒ (13) + 15 = 28=2
Survival: 1d20 + 15 ⇒ (5) + 15 = 20=2
Survival: 1d20 + 15 ⇒ (13) + 15 = 28=2
Survival: 1d20 + 15 ⇒ (3) + 15 = 18=1
Survival: 1d20 + 15 ⇒ (1) + 15 = 16=1
Survival: 1d20 + 15 ⇒ (16) + 15 = 31=3

That is 5 days work, and 100 gold cost.

This completes all the needed resources for the monastery, correct?
Total needed gold: 340

=======

Zeriax plans to be on patrol/scout/guard duty once every three days, which leaves him 20 days to gain capital per month (16 already spent above).

I think it would make sense to upgrade the Ravens from Soldiers to Skirmishers - do you agree Variel?

Soldiers: Create 3 Goods, 2 Influence, 5 Labor (220 gp); Time 2 days; Size 5 people
Skirmishers: Create 5 Goods, 4 Influence, 7 Labor (360 gp); Time 6 days; Size 5 people; Upgrades From Archers, Guards, Robbers, or Soldiers

So the upgrade cost would be 2 Goods, 2 Influence, 2 labor and 4 days for each group of 5 (I am still pondering how big a group they should be from the start - 20 strong maybe?)

Does this look well thought out so far? :D


Zeriax I just had you borrow the resources from GArith but in effect you are just paying him back. Otherwise that looks well done. You forgot to include your bonus from having scouts working for you. I will look up the bonus once I get home as I do not have those rules with me at work today but I believe that you get 1.2 gp per day from them (taking 10 for quickness).

As for the monastery the rooms are completed yes but I did not know what you had in mind for who could or would join? Would it be for the Ravens exclusively or for others as well?

Upgrading the Ravens to skirmishers yes would take the above costs you listed. As for size that is up to you and how you plan on using them. They do provide some bonuses but they are not going to be exploring much in detail on the map. Yet each group would provide a chance at uncovering a rumor or sighting that happens in the worldwound.


Finally found the pearl of power and the headband if it is the right ones.

Pearl is 2nd level and headband is cha +2


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

would love a +2 cha headband...


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Maelchar wrote:
would love a +2 cha headband...

Might as well snag it. Because it doesn't do Morgrym any good.


Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

I don't know, he could use all the help he can get. :D

Nasira somehow has already gained one - I think you might have been behind that - and she's absolutely in favor of you having this one.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Lol!


Hey guys sorry for the hold up but on call this weekend and busy. Will hopefully have a chance to get going tomorrow.


Male Dwarf Wizard (Abjurer)-9 (Mythic Archmage 2)(Current HP 54/62)

Sorry, I have hit a job opportunity I can't ignore and it's thrown my schedule out of whack

Please feel free to Bot Pakak I hope to be regular again starting tuesday


Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

Good luck with the job opportunity!


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Nasira Yusra Abujamal wrote:
As far as I can tell, she should be able to upgrade a ring of protection +1 to +3 with the expenditure of 4000 gp and 8 days' work. Does that sound right? With a Spellcraft DC of 10? (That seems low, but it says CL of item + 5.)

A ring of protection +1 is 2,000g. A ring of protection +3 is 18,000g. So, if you were to upgrade it in this way, you'd pay the difference which is 16,000g. But for you, it'll only cost 8,000g since you are creating it.

And by the way, you are correct on your numbers for what you earned.

Don't forget, folks, we can also generate gold instead of Capital. On average you're probably looking at 2 or 3 gold a day but that's not too bad. Especially since we're just getting started. But it's really gonna depend on what kinda buildings we have.

For example: Looking at the Smithy(Forge, office, 2 Storages)it earns +10 Goods or gold(Forge) and +4g(2 Storages at +2 gp each) each day. So each day you can apply these bonuses to your skill check however you wish. Obviously the Storage is strictly gold but the Forge part you can roll with however you wish. Use it all to generate gold/all to generate goods/or divide it in half at +5 each.


Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

My bad, I looked at the cost of making the ring thinking it was the purchase price - and halved it again. So my math was right, but my starting value was too low. Same result - she lacks the funds today to do it.

Does the redeemed corruption forge contribute, also?

EDIT: That's it for me, I'm shutting down before I hit the road to vacation tomorrow. May not be online much for a week, so have a great week, folks!


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
So'rien Zeru wrote:
Sorry for the lack of posting. Just not really sure what to do with So'rien at this point.

You ought to shoot for earning gold or Influence, So'rien. That's pretty simple to do. Here's the numbers for your magic shop:

MAGIC SHOP
RELIQUARY
Earnings gp or Influence +5

STORAGE
Earnings gp +2

STOREFRONT
Earnings capital +5 (of a type the building already generates)

--------------------------------------------------------------------

These numbers can be added to your skill check however you want. If you want gold, then add +12 to your roll. If you want influence then you can add +10 to that and also generate gold at +2.

I'm not sure about it's level of completion, but, regardless, you could still shoot for earning capital or gold. You've got the skills that could earn you any kind of capital. Just take 10 on all of them and go from there.


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

Wait a second... Zeriax has 31578gp??


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Zeriax wrote:
Wait a second... Zeriax has 31578gp??

Yeah I found that interesting as well.

Here's how that works. I was entering in values for some of the items that didn't have any listed. And I noticed that value you're speaking of changed depending on whether I added or subtracted.

So I went and did the math on it. Basically, any time a cost for an item gets implemented, it takes the "sell" cost - which is always half for us - and divides it by 6, adding each cost to that giant total we all have.

Of course, it's tricky now because we have 7 folks in this game.

But I gotta give props to waiph on that spreadsheet. That's pretty high tech to have the formulas integrated like that to where they respond to what's being entered.

That's pretty cool.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

One other thing, if you add all the cost to the items you possess and place that number in the box directly to the left of it, then that will take away from your 31,000g total.

For Morgrym, I'm way in the red. Between the armor(23,000g roughly) and the Medals(6,000g apiece for a whopping 18,000) I'm sitting at 41,000g total.

A total cost for everything for him is around 70,000. If you don't include the medals then he's at 52,000g. Which isn't too far off the suggested wealth at 9th level of 46,000g.

The armor is the big kicker for him. If I was rolling with +2 mithral agile breastplate(8,500g roughly) instead of this super-cool-awesome armor then I wouldn't be so overdrawn. That's not counting the medals of course.


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

I'm gonna play around with it :D

But my final question is - does Zeriax have that in gold pieces?


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Zeriax wrote:

I'm gonna play around with it :D

But my final question is - does Zeriax have that in gold pieces?

I'd have to say "no". Mainly due to the fact that that number is based off on those items as if they've been sold.

And when I say items, I mean ALL of them. Even those that are currently being used by the rest of us.
That's why I've been reluctant on getting Morgrym's hammer magicked. Otherwise, I'd be getting that done and buying a TON of capital and building this place up! Heck yeah!


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

@Variel: I'm gonna go ahead and go with a Smithy(Weaponsmith).

18 Goods, 1 Influence, 17 Labor

Which leaves me with 32 goods, 9 Influence, 33 Labor, 10 magic. (The 28 goods/28 labor are obviously still pending)

After thinking about it, it just makes sense.


Correct on all accounts with the spreadsheet. The amount on your line is what your character's share would be if everything was liquidated. However plenty of magic items have not been sold or claimed yet. Once they are sold or claimed that value is deducted giving you a running total of your assets. Hopefully after the 6 months of downtime you will have had a chance to sell the items you don't want and the spreadsheet will look nicer and you all will have gold to spend on things you want.

Javell will do with the weaponsmith granting you a total bonus of +4 to crafting weapons.


Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

Peeking in. How does that weaponsmith bonus interact with my existing bonus to craft (weaponsmith)? I would be game to contribute capital to that project, adjusting my earning targets as necessary.


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

Variel and Javell, does that mean that the 'hard cash' each one of us possesses is then in the 'Balance' column?


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

Ok, so picking up where I left off - I've done some additional math:

What I would like to build/have/buy/hire:

--Adding to the Monastery--
1xArchery Range
1xClassroom
1xGarden
1xGuard Post

--To populate the Monastery--
2xArchers (10 in total)
2xElite Archers (10 in total)
2xCavalry Archers (10 in total)
4xSoldiers (could these be monks in training instead?) (20 in total)
4xRavens Upgrade (20 in total)

--And additionally--
Master Scout 5gold/day
Sensei 2gold/day
Steward 2gold/day

Total Resources needed

Goods 86
Influence 39
Labor 105

With the 4 days that remain from the first month, Zeriax has a total of 44 days to gain Capital - he is on patrol/guard a third of his time.

Taking 10, he gathers either 2 Goods, 2 Influence, or 2 Labor a day. Totalling the Resources needed = 86+39+105 = 230.

This means he will work those 44 days for 88 resources (all the needed Influence + 49 goods), and needs 37 Goods and 105 Labor.

If he pays for all that is missing, he needs a total of 37*20=740gold + 105*20=2100gold.

Total needs would be:
44 days of work taking 10
+
2840 gold

Is this correct?

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

Additionally, I think we could ponder getting also a War Room and a Leather Workshop :D


Zeriax: Eventually that will be hard cash Zeriax but not immediately. AFter you sell items it will be cold hard cash.

Where are you getting the 44 days from. I understand the 4 remaining from the first month but the reaminder 40? Are you looking at using up the next 2 months already? The rest of the math looks good though and yes the soldiers would be monks in training.

Nasira: If Morgrym lets you use his forge then you would add 4 to your currently skill check!


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

The 44 days would be because I understood we had 3 months downtime ahead of us. Should we take it one step at a time?


I was going 1 month at a time and will move on to the next month here shortly. It seems that everyone is finished with the first month activities by now. Plus you will have another month to sell items to get your cash for purchasing capital!

Second month will have some nice developments for some of you as well.


Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

Let's see, with my +15, if I roll,

I have a 20% chance of only earning 1 unit of capital,
a 50% chance of earning 2 units of capital (same as if I take 10), and
a 30% chance of earning 3 units of capital.

And on fifteen rolls, I averaged slightly better than two units per roll.

I mention this because, Morgrym my brother, old buddy, old pal, if I can make use of your weaponsmithy, those numbers become

0% chance of only earning 1 unit of capital,
50% chance of earning 2 units of capital (same as taking 10), and
50% chance of earning 3 units of capital.

So what kind of capital do you need to finish the smithy and what kind should you and I be planning on earning for month #2? Waddya say, partners?

LOL


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

LOL!

Are you kidding me?! Of course! The cost of the smithy is taken care of. No need to worry about that.

Don't forget, a Forge has this: Earnings: gp or Goods +10. So, if you take 10 you'd be hitting 35 every time. :)

Man you could really churn out the Goods.


Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

With the smithy's bonus, it would be 39. I would have a 50% chance of hitting 40 or better.

Of course that would cost 40 gp, which would take at least two weeks to earn, assuming weekends aren't spend at the forge.

There's a lot to consider here.

And just to toss out a curveball, what if she chose to create masterwork scimitars? How does that affect her ability to earn capital? Is it one or the other?

Following the instructions in the PRD:

Value of Scimitar in sp: 150
1/3 value for raw material cost: 50
Craft DC 15
Average progress, dividing result by seven for daily results:
29 * 15 / 7 = 62 sp/day => Scimitar component is completed after day three

Value of masterwork "component" in sp: 3000
1/3 value of raw material cost: 1000
Craft DC 20
Average progress, dividing result by seven for daily results:
29 * 20 / 7 = 82 sp/day => Masterwork component is completed after day 37

She could voluntarily increase the DC by 10, resulting in a finished scimitar after two days - not a great increase - and a masterwork component after 24 days, which is more significant.

Other weapons would have other completion times - warhammers and longswords would be faster, for example. Daggers could be cranked out in less than a day, maybe.

Anyway, now that I've geeked out over Craft rules, she could create a masterwork scimitar in 26 days and sell it for 315 gold after a cost of 105 gold for a profit of 210 gp. I guess I answered my own question - it's not as lucrative as the simpler earning gp capital rules, which would net her 4 gp/day. Interesting.


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

Hmmmmmm, ok Nasira, you have convinced me - I will start the math on upgrading my Mythic Longbow :D


Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

If you have a caster for the effect you want to add, I can get the rest done. That especially goes for Morgrym's hammer. It's not something I have done in the past, but it's cool to have a character that's capable, so I think I want to give it a go.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

It's gonna cost me 3,000g just to get it to +1.

Actually, regardless of what ability Zeriax wants to add to his bow, if you yourself do not have the required spell all it does is add +5 to the Spellcraft DC. Unless it's like a scroll or a potion of course.

You've really gotta have a high Spellcraft(or whatever skill is required but it's typically Spellcraft) to create magical weapons/armor.

Also, being 9th level won't allow us to make anything higher than a +3 weapon/armor anyway.


Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

Is it cold iron?


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Yep.


DM Variel wrote:

yes and no. I would allow you to use a blacksmith to create armor and weapons but not at the additional +2 bonus. If you built an armor/weapon smith then you would have the proper tools and get the +2 bonus for a total of +4.

btw after 1 month the city now has
•2 graveyards (might need to be purified at some point though

•1 castle (needs repairs at half cost)

•1 granary

•1 barracks

•1 wall (western front)

•1 blacksmith (generic blacksmith)

•1 house

•1 trade shop (butcher)

1 hospital
1 magic shop (2 items of 8000gp value per month to purchase but can sell magic items now! Magical reagents can also be purchased now!)
1 inn/tavern (rumor mill will start in month 2 thanks to this)
1 library (research into arcane and planar checks)
2 shrines (1 to Iomedae and another to Sarenrae) Iomedae is more popular but Sarenrae is still feeling the love.
1 monastery that is currently 90% empty and looking to be filled.

Nice job all. I will pause here though for a bit in the kingdom building as there is excellent RP going on with the story lines of Maelchar and of Zeriax and I think Nasira and Pakak will be doing some work on a forge.

Add to this Morgrym's weaponsmith!


There are a few rumors and the Jeskar shrine topic in the gameplay thread. Once I know your decision for the shrine I will start month 2 proper so you can all do your thing: sell more items, convert evil items to good for Nasira and Pakak, make money, build new buildings, research anything you want, or explore specific hexes on the campaign map in the Worldwound are some options.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

All right! Now we're cooking, folks.

As per the "Good Forge": Is it possible to turn "Soulreaver" to good? Or whatever that evil glaive weapon's name was. If not, maybe we can destroy it! Huh?! That'd be cool.

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