Maqan Qalara |
Campaign Date: 01/Erastus/4710 AR
Upkeep
Step 1 - Add Up Costs: None
Step 2 - Pay Costs: None
Step 3 - Determine Capital Attrition: None
Step 4 - Determine Business Attrition: None
Activity Phase
Step 1 - Free Activities Performed: None of consequence
Step 2 - Continue Ongoing Downtime Activity:
Step 3 - Begin New Downtime Activity: Earn Capital (GP)
Income Phase
Step 1 - Determine Building Income: None
Step 2 - Determine Organization Income: None
Step 3 - Determine Other Income: Perform (Wind) 1d20 + 12 ⇒ (19) + 12 = 31
Step 4 - Abandon Assets: None
Step 5 - Sell Assets: None
Griar Brand |
Campaign Date: 01/Erastus/4710 AR
Upkeep
Step 1 - Add Up Costs: None
Step 2 - Pay Costs: None
Step 3 - Determine Capital Attrition: None
Step 4 - Determine Business Attrition: None
Activity Phase
Step 1 - Free Activities Performed: None of consequence
Step 2 - Continue Ongoing Downtime Activity:
Step 3 - Begin New Downtime Activity: Earn Capital (GP)
Income Phase
Step 1 - Determine Building Income: None
Step 2 - Determine Organization Income: None
Step 3 - Determine Other Income: Craft:Bows: 1d20 + 7 ⇒ (11) + 7 = 18
Step 4 - Abandon Assets: None
Step 5 - Sell Assets: None
Working a normal 5 day week for now.
Uzziah Na'Gulmar |
Campaign Date: 01/Erastus/4710 AR
Upkeep
Step 1 - Add Up Costs: None
Step 2 - Pay Costs: None
Step 3 - Determine Capital Attrition: None
Step 4 - Determine Business Attrition: None
Activity Phase
Step 1 - Free Activities Performed: Seek out Anandan and speak with him
Step 2 - Continue Ongoing Downtime Activity:
Step 3 - Begin New Downtime Activity: Earn Capital (GP)
Income Phase
Step 1 - Determine Building Income: None
Step 2 - Determine Organization Income: None
Step 3 - Determine Other Income: Stealth: 1d20 + 9 ⇒ (16) + 9 = 25disable device: 1d20 + 9 ⇒ (17) + 9 = 26Perception: 1d20 + 4 ⇒ (20) + 4 = 24
Step 4 - Abandon Assets: None
Step 5 - Sell Assets: None
While looking around for Anandan I will be casing the area looking for an easy joint to break into after dark and grab some coin from the coffers.
Jhilad |
Campaign Date: 01/Erastus/4710 AR
Upkeep
Step 1 - Add Up Costs: None
Step 2 - Pay Costs: None
Step 3 - Determine Capital Attrition: None
Step 4 - Determine Business Attrition: None
Activity Phase
Step 1 - Free Activities Performed: Assessing town
Step 2 - Continue Ongoing Downtime Activity: None
Step 3 - Begin New Downtime Activity: Earn Capital (GP/10)
Income Phase
Step 1 - Determine Building Income: None
Step 2 - Determine Organization Income: None
Step 3 - Determine Other Income: Street Magic! Taking 10, for an 18 performance.
Step 4 - Abandon Assets: None
Step 5 - Sell Assets: None
GM Cyrioul |
No worries. It's really more about whether you are taking the weekends to do other things or not.
Let's say this: If a character wants to go with GP/7, then they'll need to commit to working the whole week making GP, no changing in the middle. Going with GP/10 gives you flexibility to change ideas mid-week. What do you think? Still developing the idea, myself.
Jhilad |
Bearing in mind this is from the inexperienced viewpoint of a newbie.. I worry that restricting options like that would end poorly. Looking at the material, it looks like you may be fiddling with the 'working weekends' section, which refers to craft and profession? In which case the idea seems to be to make one roll for the week/biweek..? Either way, I think an entertainer such as myself is simply a day-by-day skill/10.
Saul Goodman |
Campaign Date: 01/Erastus/4710 AR
Upkeep
Step 1 - Add Up Costs: None
Step 2 - Pay Costs: None
Step 3 - Determine Capital Attrition: None
Step 4 - Determine Business Attrition: None
Activity Phase
Step 1 - Free Activities Performed: Assessing town
Step 2 - Continue Ongoing Downtime Activity: None
Step 3 - Begin New Downtime Activity: Earn Influence (influence/10)
Income Phase
Step 1 - Determine Building Income: None
Step 2 - Determine Organization Income: None
Step 3 - Determine Other Income:
Step 4 - Abandon Assets: None
Step 5 - Sell Assets: None
perform: 1d20 + 8 ⇒ (15) + 8 = 23 figure take 10 I get a point, if I roll only 1/20 result in less than 1 pt.
Having arrived in Mut he spent a day just carousing in the bars spending his last gold getting a feel for the scene. He then made his way to Alizia Vors sent me he said with a charming smile as he began to look for the best room
Of course he did, you think he didn't let me know another one of his brutes was coming, I hope for your sake you've learned something of manners or you'll soon be starving in the gutter Alizia said cooley
I guess we'll see, I'm going to spend a little bit of time just letting folks know there some new meat in town... and tasting some of the cuisine myself.
GM Cyrioul |
After meeting Ehrlen coming to an understanding about the use of his shop, Griar makes +1.8 GP during the day. "Solid work fletcher. I'll let you know if a big order comes up for you to take on.
During the night, Uzziah avoids notice on the docks, picks the simple lock on the door, and makes a quick grab of goods (Sleight of Hand to determine amount: 1d20 + 7 ⇒ (12) + 7 = 19) and brings it back to Anandan, who pays him +2.4 gp for his efforts. [b]"Ok, looks like we've got a capable burglar here. I'll be in touch when I have a bigger score for you."
Jhilad delights the crowds throughout the day with his street performance infused with real magic, and gains +1.8 GP for his efforts.
Saul's meeting goes exactly as written (Thanks!), and he makes +2.3 GP in tips that day. Alizia invites you back for future "performances" as you are able.
2 Erastus 4710 - Go!
Jhilad |
Campaign Date: 02/Erastus/4710 AR
Upkeep
Step 1 - Add Up Costs: None
Step 2 - Pay Costs: None
Step 3 - Determine Capital Attrition: None
Step 4 - Determine Business Attrition: None
Activity Phase
Step 1 - Free Activities Performed: Find Residence/Preferred Performance location
Step 2 - Continue Ongoing Downtime Activity: Earn Capital (GP/10)
Step 3 - Begin New Downtime Activity: None
Income Phase
Step 1 - Determine Building Income: None
Step 2 - Determine Organization Income: None
Step 3 - Determine Other Income: Magic Performance! Taking 10, so 18 unless there's a bonus for entertaining rich people ;)
Step 4 - Abandon Assets: None
Step 5 - Sell Assets: None
If successful, Jhilad spends the rest of the day entertaining in and around the tavern. If the deal doesn't work, he finds a tavern where questions won't be asked, gets himself a room, and sets out to earn coin on the streets again.
Edit: Would've been nice to get some decent rolls. o.o
Uzziah Na'Gulmar |
Campaign Date: 02/Erastus/4710 AR
Upkeep
Step 1 - Add Up Costs: None
Step 2 - Pay Costs: None
Step 3 - Determine Capital Attrition: None
Step 4 - Determine Business Attrition: None
Activity Phase
Step 1 - Free Activities Performed: Find Residence
Step 2 - Continue Ongoing Downtime Activity: Earn Capital (GP/10)
Step 3 - Begin New Downtime Activity: None
Income Phase
Step 1 - Determine Building Income: None
Step 2 - Determine Organization Income: None
Step 3 - Determine Other Income: This heist is going to be planned.
Step 4 - Abandon Assets: None
Step 5 - Sell Assets: None
He will spend the day looking around for lodgings. Having successfully proved himself last night for his contact he will go out and find if there another place where he can make more then a couple gold as its going to take a good stockpile of gold to get started here. Every day this week he is going to go out randomly in town.
Maqan Qalara |
Campaign Date: 02-07/Erastus/4710 AR
Upkeep
Step 1 - Add Up Costs: None
Step 2 - Pay Costs: None
Step 3 - Determine Capital Attrition: None
Step 4 - Determine Business Attrition: None
Activity Phase
Step 1 - Free Activities Performed: None of consequence
Step 2 - Continue Ongoing Downtime Activity:
Step 3 - Begin New Downtime Activity: Generate Capital (GP)
Income Phase
Step 1 - Determine Building Income: None
Step 2 - Determine Organization Income: None
Step 3 - Determine Other Income:
2) Perform (Dance) 1d20 + 12 ⇒ (14) + 12 = 26
3) Perform (Dance) 1d20 + 12 ⇒ (13) + 12 = 25
4) Perform (Dance) 1d20 + 12 ⇒ (7) + 12 = 19
5) Perform (Dance) 1d20 + 12 ⇒ (5) + 12 = 17
6) Perform (Dance) 1d20 + 12 ⇒ (19) + 12 = 31
7) Perform (Dance) 1d20 + 12 ⇒ (2) + 12 = 14
Step 4 - Abandon Assets: None
Step 5 - Sell Assets: None
Uzziah Na'Gulmar |
Ammendment: Step 2 - Continue Ongoing Downtime Activity: Earn Capital (GP/10)
Change to Earn Capital (GP/7)
Slight of Hand: 1d20 + 8 ⇒ (17) + 8 = 25
Uzziah will remove his studded leather and put it into his mostly empty backpack while hes wanding around town looking like a gardener randomly fishing from good marks. As he is planning the Heist.
Griar Brand |
Campaign Date: 02/Erastus/4710 AR
Upkeep
Step 1 - Add Up Costs: None
Step 2 - Pay Costs: None
Step 3 - Determine Capital Attrition: None
Step 4 - Determine Business Attrition: None
Activity Phase
Step 1 - Free Activities Performed: Wander about town.
Step 2 - Continue Ongoing Downtime Activity: None.
Step 3 - Begin New Downtime Activity: None
Income Phase
Step 1 - Determine Building Income: None
Step 2 - Determine Organization Income: None
Step 3 - Determine Other Income:Make bows.: 1d20 + 7 ⇒ (17) + 7 = 24
Step 4 - Abandon Assets: None
Step 5 - Sell Assets: None
In the evening he walks the streets of Mut to take in the sights, before returning to the Minotaur's Arms for the night.
Saul Goodman |
ampaign Date: 02/Erastus/4710 AR
Upkeep
Step 1 - Add Up Costs: None
Step 2 - Pay Costs: None
Step 3 - Determine Capital Attrition: None
Step 4 - Determine Business Attrition: None
Activity Phase
Step 1 - Free Activities Performed: Find Residence/Preferred Performance location
Step 2 - Continue Ongoing Downtime Activity: Earn Capital (GP/10)
Step 3 - Begin New Downtime Activity: None
Income Phase
Step 1 - Determine Building Income: None
Step 2 - Determine Organization Income: None
Step 3 - Determine Other Income:
Step 4 - Abandon Assets: None
Step 5 - Sell Assets: None
perform: 1d20 + 8 ⇒ (19) + 8 = 27
GM Cyrioul |
Just remembered: Settlement Modifiers!
Crime +3 = Bonus to Sleight of Hand to make money
Production +4 = Bonus to Craft, Perform, and Profession to make money
Go ahead and include these in your checks, I've updated the spreadsheet for Day 1.
The Masked Magician gets a relatively cool reception from the tavern owner, but warms him up a bit before making the request for a room. (Diplomacy: Attitude shifted from Unfriendly to Indifferent; Requesting Aid (Provide Performance Space) check: 1d20 + 7 ⇒ (13) + 7 = 20). The inkeeper agrees, amused by his mask and costume, and the performance nets a slight bonus on his funds from the slightly higher clientele, who view him as a charming amusement, +2.3 GP in tips.
Uzziah spends the day on the streets, nabbing a minor valuable here and there as he goes about the city, and lifting a small statue from a shop. Anandan fences the goods, takes a cut, and Uzziah walks away with +4 GP.
Griar gets some impressed looks from the others in the shop, and gains +2.8 GP as a commission for his craftsmanship.
Saul's acting once more impresses clients, earning +3.1 GP in tips.
Go for 03/Erastus/4710 AR
Jhilad |
Campaign Date: 03/Erastus/4710 AR
Upkeep
Step 1 - Add Up Costs: None
Step 2 - Pay Costs: None
Step 3 - Determine Capital Attrition: None
Step 4 - Determine Business Attrition: None
Activity Phase
Step 1 - Free Activities Performed: Seek inspiration for heist/con
Step 2 - Continue Ongoing Downtime Activity: Earn Capital (GP/10)
Step 3 - Begin New Downtime Activity: None
Income Phase
Step 1 - Determine Building Income: None
Step 2 - Determine Organization Income: None
Step 3 - Determine Other Income: Tavern Magic! Taking 10 again, for 22.
Step 4 - Abandon Assets: None
Step 5 - Sell Assets: None
Uzziah Na'Gulmar |
Upkeep
Step 1 - Add Up Costs: None
Step 2 - Pay Costs: None
Step 3 - Determine Capital Attrition: None
Step 4 - Determine Business Attrition: None
Activity Phase
Step 1 - Free Activities Performed: Continue Planning Heist, recruit Jhilad for assistance
Step 2 - Continue Ongoing Downtime Activity: Earn Capital (GP/7)
Step 3 - Begin New Downtime Activity: None
Income Phase
Step 1 - Determine Building Income: None
Step 2 - Determine Organization Income: None
Step 3 - Determine Other Income: Slight of Hand: 1d20 + 11 ⇒ (15) + 11 = 26
Step 4 - Abandon Assets: None
Step 5 - Sell Assets: None
Uzziah again wanders randomly though town grabbing a few small things here, not really grabbing anything huge that will be noticed. Noticing Jhilad Uzziah tries to go fishing from the people distracted with his magical show. Approach Jhilad afterwards and offer him half of what I make today while he was distracting the sheep with his entertainment.
Saul Goodman |
ampaign Date: 03/Erastus/4710 AR
Upkeep
Step 1 - Add Up Costs: None
Step 2 - Pay Costs: None
Step 3 - Determine Capital Attrition: None
Step 4 - Determine Business Attrition: None
Activity Phase
Step 1 - Free Activities Performed: Seek inspiration for heist/con
Step 2 - Continue Ongoing Downtime Activity: Earn Capital (GP/10)
Step 3 - Begin New Downtime Activity: None
Income Phase
Step 1 - Determine Building Income: None
Step 2 - Determine Organization Income: None
Step 3 - Determine Other Income: perform: 1d20 + 12 ⇒ (18) + 12 = 30
Step 4 - Abandon Assets: None
Step 5 - Sell Assets: None
Griar Brand |
Campaign Date: 03/Erastus/4710 AR
Upkeep
Step 1 - Add Up Costs: None
Step 2 - Pay Costs: None
Step 3 - Determine Capital Attrition: None
Step 4 - Determine Business Attrition: None
Activity Phase
Step 1 - Free Activities Performed: Wander about town.
Step 2 - Continue Ongoing Downtime Activity: None.
Step 3 - Begin New Downtime Activity: None
Income Phase
Step 1 - Determine Building Income: None
Step 2 - Determine Organization Income: None
Step 3 - Determine Other Income:Make bows: 1d20 + 7 ⇒ (15) + 7 = 22
Step 4 - Abandon Assets: None
Step 5 - Sell Assets: None
GM Cyrioul |
Griar's work at Ehrlen's nets +2.6 GP.
Saul's acting continues well, raising +3.4 GP in tips. He overhears a few choice tidbits from the upper class, but nothing directly applicable yet.
Uzziah pounds the pavement, fencing them for +4.14 GP with Anandan. He makes particular note of the Dragon's Flame armory, a noted smithy with particularly excellent weapons, including several proudly displayed (and carefully watched) magical implements.
Jhilad makes a fine showing at the inn again, but notes that the generosity of the wealthier clientèle is waning a bit, making +2.3 GP in tips.
Go for 04/Erastus/4710 AR!
Uzziah Na'Gulmar |
Campaign Date: 03/Erastus/4710 AR
Upkeep
Step 1 - Add Up Costs: None
Step 2 - Pay Costs: None
Step 3 - Determine Capital Attrition: None
Step 4 - Determine Business Attrition: None
Activity Phase
Step 1 - Free Activities Performed: Speak to others and brings them all up to speed on the Heist.
Step 2 - Continue Ongoing Downtime Activity: None.
Step 3 - Begin New Downtime Activity: None
Income Phase
Step 1 - Determine Building Income: None
Step 2 - Determine Organization Income: None
Step 3 - Determine Other Income: Slight of Hands Jhilid performance: 1d20 + 8 ⇒ (11) + 8 = 19 Slight of Hands Saul performance: 1d20 + 8 ⇒ (13) + 8 = 21
Step 4 - Abandon Assets: None
Step 5 - Sell Assets: None
Uzziah to Griar - "I need you to go case the Dragon's Flame armory as a smith you should be able to do so easy enough without drawing attention to yourself as anything to do with me."
Uzziah to Saul - "I need you to find out what you can about the Spiked Hand, they are our opponents here. WE need to know well anything about them if we are going to stay out of their sight. Be subtle. Also find out what you can about the Dragon's Flame armory."
Uzziah to Jhilad - "When I go in, I will need to come up with a diversion incase it goes back. Find out what you can that will assist us in the project, I have brought the others up to speed."
Saul Goodman |
Campaign Date: 03/Erastus/4710 AR
Upkeep
Step 1 - Add Up Costs: None
Step 2 - Pay Costs: None
Step 3 - Determine Capital Attrition: None
Step 4 - Determine Business Attrition: None
Activity Phase
Step 1 - Free Activities Performed: (doing the usual hedonist thing daily)
Step 2 - Continue Ongoing Downtime Activity: Getting the scoop on the affluent of the town, the foolish, and the easy marks.
Step 3 - Begin New Downtime Activity: None
Income Phase
Step 1 - Determine Building Income: None
Step 2 - Determine Organization Income: None
Step 3 - Determine Other Income: earn gold "carousing" 1d20 + 12 ⇒ (17) + 12 = 29
Step 4 - Abandon Assets: None
Step 5 - Sell Assets: None
Jhilad |
Campaign Date: 03/Erastus/4710 AR
Upkeep
Step 1 - Add Up Costs: None
Step 2 - Pay Costs: None
Step 3 - Determine Capital Attrition: None
Step 4 - Determine Business Attrition: None
Activity Phase
Step 1 - Free Activities Performed: None
Step 2 - Continue Ongoing Downtime Activity: Earn Capital (GP/10)
Step 3 - Begin New Downtime Activity: None
Income Phase
Step 1 - Determine Building Income: None
Step 2 - Determine Organization Income: None
Step 3 - Determine Other Income: Tavern Magic! Taking 10 for 22
Step 4 - Abandon Assets: None
Step 5 - Sell Assets: None
You don't have enough gold yet to get influence. Costs 15g to earn.
Griar Brand |
Campaign Date: 04/Erastus/4710 AR
Upkeep
Step 1 - Add Up Costs: None
Step 2 - Pay Costs: None
Step 3 - Determine Capital Attrition: None
Step 4 - Determine Business Attrition: None
Activity Phase
Step 1 - Free Activities Performed: Visit the armory. Appraise: 1d20 + 1 ⇒ (13) + 1 = 14
Step 2 - Continue Ongoing Downtime Activity: None.
Step 3 - Begin New Downtime Activity: None
Income Phase
Step 1 - Determine Building Income: None
Step 2 - Determine Organization Income: None
Step 3 - Determine Other Income:Make bows: 1d20 + 7 ⇒ (13) + 7 = 20
Step 4 - Abandon Assets: None
Step 5 - Sell Assets: None
GM Cyrioul |
Uzziah manages to pocket a few coins and baubles from his tavern wanderings, and make contact with the others.
Saul's investigations turn up a name: Elhaym van Graaten, and old, widowed noblewoman who lives alone in the noble's district. She sounds like an easy target, though you would have to investigate to know more.
Jhilad's performance nets additional funds.
Griar notes a particularly valuable looking piece of armor in the store that is made of leather, and notes also that it is not far from a window.
Go for day 5!
Also, please only post one roll for Gaining Capital. It covers the whole day.
Jhilad |
Campaign Date: 05/Erastus/4710 AR
Upkeep
Step 1 - Add Up Costs: None
Step 2 - Pay Costs: None
Step 3 - Determine Capital Attrition: None
Step 4 - Determine Business Attrition: None
Activity Phase
Step 1 - Free Activities Performed: Casing the Dragon's Flame Armory.
Step 2 - Continue Ongoing Downtime Activity: Earn Capital (GP/10)
Step 3 - Begin New Downtime Activity: None
Income Phase
Step 1 - Determine Building Income: None
Step 2 - Determine Organization Income: None
Step 3 - Determine Other Income: Tavern Magic! Taking 10 for 22. I don't trust my income to chance, lol. Knowing my luck if I'd been rolling these I'd only have 4g so far.
Step 4 - Abandon Assets: None
Step 5 - Sell Assets: None
Saul Goodman |
Campaign Date: 04/Erastus/4710 AR
Upkeep
Step 1 - Add Up Costs: None
Step 2 - Pay Costs: None
Step 3 - Determine Capital Attrition: None
Step 4 - Determine Business Attrition: None
Activity Phase
Step 1 - Free Activities Performed: (doing the usual hedonist thing daily)
Step 2 - Continue Ongoing Downtime Activity: Getting the scoop on the affluent of the town, the foolish, and the easy marks.
Step 3 - Begin New Downtime Activity: Go talk with Elhaym Van Graaten, small advances in potential relationship diplo: 1d20 + 9 ⇒ (5) + 9 = 14
Income Phase
Step 1 - Determine Building Income: None
Step 2 - Determine Organization Income: None
Step 3 - Determine Other Income: earn gold "carousing" 1d20 + 12 ⇒ (6) + 12 = 18
Step 4 - Abandon Assets: None
Step 5 - Sell Assets: None
Uzziah Na'Gulmar |
Campaign Date: 05/Erastus/4710 AR
Upkeep
Step 1 - Add Up Costs: None
Step 2 - Pay Costs: None
Step 3 - Determine Capital Attrition: None
Step 4 - Determine Business Attrition: None
Activity Phase
Step 1 - Free Activities Performed: look around for someone hiring a gardener.
Step 2 - Continue Ongoing Downtime Activity: Earn GP/7.
Step 3 - Begin New Downtime Activity: None
Income Phase
Step 1 - Determine Building Income: None
Step 2 - Determine Organization Income: None
Step 3 - Determine Other Income: Slight of Hands: 1d20 + 8 ⇒ (7) + 8 = 15
Step 4 - Abandon Assets: None
Step 5 - Sell Assets: None
Id like to set the date for this two nights from now, unless any of you see any reason to move quicker or slower?
Ill go fishing at all three performances for whatever I can.
Griar Brand |
Campaign Date: 05/Erastus/4710 AR
Upkeep
Step 1 - Add Up Costs: None
Step 2 - Pay Costs: None
Step 3 - Determine Capital Attrition: None
Step 4 - Determine Business Attrition: None
Activity Phase
Step 1 - Free Activities Performed: Talk to the cook (at the Minotaur's Arms.) Diplomacy: 1d20 + 3 ⇒ (15) + 3 = 18
Step 2 - Continue Ongoing Downtime Activity: None.
Step 3 - Begin New Downtime Activity: None
Income Phase
Step 1 - Determine Building Income: None
Step 2 - Determine Organization Income: None
Step 3 - Determine Other Income:Make bows: 1d20 + 7 ⇒ (13) + 7 = 20
Step 4 - Abandon Assets: None
Step 5 - Sell Assets: None
GM Cyrioul |
Day 5 Recap
The shop shows Jhilad a fine selection of both solid wood and metal capped quarterstaff options. The staff is gestured towards, but as it is the end of the work week, they are all quite busy fulfilling orders for customers, and more than the sales staff cannot be spared.
His performance goes off decently well.
Saul knocks on Lady Elhaym's house, and when she answers he sees a woman old enough to be his great grandmother. She is clearly uninterested in the young man, and barely shoos him away before shutting the door in his face. He does get a sight of the inside of the house, and with a quick mental calculation, is able to discern a few things about the place: Get her attention, convince her you know what you are talking about with either the nobility of town or your knowledge about her gardenias, grab something,
To HEIST Lady Elhaym's manor - Make the following checks on the same day:
- Diplomacy OR Bluff
- Knowledge(Nobility) OR Knowledge(Nature)
- Appraise
- Disable Device OR Sleight of Hand
Saul's "carousing" nets him some more tips.
Uzziah's pickpocketing is not as successful as previous days, likely due to his preoccupation with pulling off a heist. He finds no sources for "Gardening", but does get asked if he's offering to be a literal gardener for the city.
Griar's weekdays at the shop finishes up, and Ehrlen - pleased with Griar's work - offers him the chance to get extra work in at the shop over the weekend if he chooses to. At the Minotaur's Arms, the kitchen staff gives him a funny look, looks in their larders, and comes back with a shrug. "Not sure. What are you expecting?" as they hand out more bowls of gruel.
Go for Day 6!
Jhilad |
Campaign Date: 06/Erastus/4710 AR
Upkeep
Step 1 - Add Up Costs: None
Step 2 - Pay Costs: None
Step 3 - Determine Capital Attrition: None
Step 4 - Determine Business Attrition: None
Activity Phase
Step 1 - Free Activities Performed: Gather Information Diplomacy: 1d20 + 12 ⇒ (1) + 12 = 13 Not sure if there are any town-specific bonuses?
Step 2 - Continue Ongoing Downtime Activity: Earn Capital (GP)
Step 3 - Begin New Downtime Activity: None
Income Phase
Step 1 - Determine Building Income: None
Step 2 - Determine Organization Income: None
Step 3 - Determine Other Income: Taking 10 for 22.
Step 4 - Abandon Assets: None
Step 5 - Sell Assets: None
Aha, I can gather information using my diplomacy and it doesn't cost me a day of downtime. :3 I can put my best skill to use. ;) I'm starting to wonder though just how well my magic is going to come into play, I see nowhere to put it to use. o.O Using the downtime system, that is.
Edit:Oh god, that's why I take 10 on my income. Yeesh.
Uzziah Na'Gulmar |
Date: 06/Erastus/4710 AR
Upkeep
Step 1 - Add Up Costs: None
Step 2 - Pay Costs: None
Step 3 - Determine Capital Attrition: None
Step 4 - Determine Business Attrition: None
Activity Phase
Step 1 - Free Activities Performed: Register with the city as an official gardener.. (I need a cover after all)
Step 2 - Continue Ongoing Downtime Activity: Earn GP/7.
Step 3 - Begin New Downtime Activity: None
Income Phase
Step 1 - Determine Building Income: None
Step 2 - Determine Organization Income: None
Step 3 - Determine Other Income: Slight of Hands:: 1d20 + 8 ⇒ (19) + 8 = 27 =
Step 4 - Abandon Assets: None
Step 5 - Sell Assets: None
That person I spoke with that asked me yesterday if I want to be a gardener for the city. I return with my tools visible the next day and ask where I sign up along the way I go fishing for a few babbles to sell off to my friend. Will also get things all squared away for tomorrow night.
Saul Goodman |
Campaign Date: 06/Erastus/4710 AR
(and ret con previous day, get her attention, diplomacy: 1d20 + 4 ⇒ (19) + 4 = 23
knowledge nobility: 1d20 + 2 ⇒ (17) + 2 = 19
appraise: 1d20 + 2 ⇒ (13) + 2 = 15
perception: 1d20 + 0 ⇒ (11) + 0 = 11 (see if anyone is watching and who else is around)
slight of hand: 1d20 + 0 ⇒ (17) + 0 = 17
Upkeep
Step 1 - Add Up Costs: None
Step 2 - Pay Costs: None
Step 3 - Determine Capital Attrition: None
Step 4 - Determine Business Attrition: None
Activity Phase
Step 1 - Free Activities Performed: (doing the usual hedonist thing daily)
Step 2 - Continue Ongoing Downtime Activity: Getting the scoop on the affluent of the town, the foolish, and the easy marks.
Step 3 - Begin New Downtime Activity:
Income Phase
Step 1 - Determine Building Income: None
Step 2 - Determine Organization Income: None
Step 3 - Determine Other Income: earn gold "carousing" 1d20 + 12 ⇒ (17) + 12 = 29
Step 4 - Abandon Assets: None
Step 5 - Sell Assets: None
Griar Brand |
Campaign Date: 06/Erastus/4710 AR
Upkeep
Step 1 - Add Up Costs: None
Step 2 - Pay Costs: None
Step 3 - Determine Capital Attrition: None
Step 4 - Determine Business Attrition: None
Activity Phase
Step 1 - Free Activities Performed: Talk to the cook (at the Minotaur's Arms.) Diplomacy: 1d20 + 3 ⇒ (15) + 3 = 18
Step 2 - Continue Ongoing Downtime Activity: None.
Step 3 - Begin New Downtime Activity: None
Income Phase
Step 1 - Determine Building Income: None
Step 2 - Determine Organization Income: None
Step 3 - Determine Other Income:Make bows: 1d20 + 7 ⇒ (5) + 7 = 12
Step 4 - Abandon Assets: None
Step 5 - Sell Assets: None
GM Cyrioul |
Day 6 Recap
Despite his totally inept attempt to ingratiate himself with the citizenry, the townspeople are just gossipy enough that you overhear one of the smiths complaining that the Dragon's Breath Armory is only closed on Sunday - tomorrow, or in another 8 days. He'd like more time off!
Corruption +3; Crime +3; Law –1; Lore +2; Production +4; Society +7
Corruption: Corruption measures how open a settlement's officials are to bribes, how honest its citizens are, and how likely anyone in town is to report a crime. Low corruption indicates a high level of civic honesty. A settlement's corruption modifies all Bluff checks made against city officials or guards and all Stealth checks made outside (but not inside buildings or underground).
Crime: Crime is a measure of a settlement's lawlessness. A settlement with a low crime modifier is relatively safe, with violent crimes being rare or even unknown, while a settlement with a high crime modifier is likely to have a powerful thieves' guild and a significant problem with violence. The atmosphere generated by a settlement's crime level applies as a modifier on Sense Motive checks to avoid being bluffed and to Sleight of Hand checks made to pick pockets.
Economy: A settlement's economy modifier indicates the health of its trade and the wealth of its successful citizens. A low economy modifier doesn't automatically mean the town is beset with poverty—it could merely indicate a town with little trade or one that is relatively self-sufficient. Towns with high economy modifiers always have large markets and many shops. A settlement's economy helps its citizens make money, and thus it applies as a modifier on all Craft, Perform, and Profession checks made to generate income.
Law: Law measures how strict a settlement's laws and edicts are. A settlement with a low law modifier isn't necessarily crime-ridden—in fact, a low law modifier usually indicates that the town simply has little need for protection since crime is so rare. A high law modifier means the settlement's guards are particularly alert, vigilant, and well-organized. The more lawful a town is, the more timidly its citizens tend to respond to shows of force. A settlement's law modifier applies on Intimidate checks made to force an opponent to act friendly, Diplomacy checks against government officials, or Diplomacy checks made to call on the city guard (see sidebar).
Lore: A settlement's lore modifier measures not only how willing the citizens are to chat and talk with visitors, but also how available and accessible its libraries and sages are. A low lore modifier doesn't mean the settlement's citizens are idiots, just that they're close-mouthed or simply lack knowledge resources. A settlement's lore modifier applies on Diplomacy checks made to gather information and Knowledge checks made using the city's resources to do research when using a library.
Society: Society measures how open-minded and civilized a settlement's citizens are. A low society modifier might mean many of the citizens harbor prejudices or are overly suspicious of out-of-towners. A high society modifier means that citizens are used to diversity and unusual visitors and that they respond better to well-spoken attempts at conversation. A settlement's society modifier applies on all Disguise checks, as well as on Diplomacy checks made to alter the attitude of any non-government official.
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Uzziah finds the person he talked to about being a gardener, applies, and though his knowledge of the natural world is rudimentary, he has enough skill to get a job helping with the relatively unskilled job of cutting dead branches from trees. You'll start work on day 8, but without Knowledge(Nature) or Survival, you'll just gain 5 SP per day from this work.
- Appraise OR Craft(Armor) OR Craft(Weapons) - To identify a good item to take
- Diplomacy OR Intimidate - Charm or bully any guards to distract them
- Disable Device OR Escape Artist - To get into the building by picking the lock or by squeezing through an opening.
- Perception - To keep an eye out for the Town Guard in the event that you have to get away quickly.
- Stealth - To move quietly through the building.
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Saul heads back to the house of Lady Elhaym, and makes the following HEIST attempt:
This description is going to be longer than most - if I write all this up every time, I'll get bogged down, and you don't want that. But so you know how I think about this, here's a longer description.
diplomacy: 1d20 + 4 ⇒ (19) + 4 = 23 + 7 (SOCIETY MOD) = 30 vs 25. The elderly woman doesn't remember you from the previous day, and becomes friendly enough to welcome you in for tea, like you are a long-forgotten great-grand-nephew.
knowledge nobility: 1d20 + 2 ⇒ (17) + 2 = 19 vs 15 (But without training this skill, the best you can get is a 10 - read more here.) - She is a little confused as to why you aren't more knowledgeable about the family lineage.
appraise: 1d20 + 2 ⇒ (13) + 2 = 15 vs 20 (Determine valuable item check) - There's a nice looking small vase that is on a higher shelf, but you think you could grab it and hide it on your person if she was distracted.
perception: 1d20 + 0 ⇒ (11) + 0 = 11 vs ?? (see if anyone is watching and who else is around) - There is a servant bustling back in the kitchen who is preparing lunch for the noblewoman.
slight of hand: 1d20 + 0 ⇒ (17) + 0 = 17 + 3 (CRIME MOD) = 20 vs 19 - You manage to visually distract Lady Elhaym for a moment, and she looks away long enough for you to grab and pocket the vase.
Saul takes the vase to a local pawn shop, and the storekeep gives him a funny look. "What, did your grandmother leave this to you? No wonder you're trying to be rid of it. I'll give you... hmm, 7 gold pieces. There's got to be some old bat who would love this for her sitting room."
HEIST Result = +7 GP
Saul gets a decent take in tips through his carousing.
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Griar is indeed quite distracted throughout the day. With the other weaponsmiths, bowyers, and fletchers out of the shop for the day, it's possible that he just works better with others around.
Go for day 7!
Please note in your Day 7 update where your PC be lodging for the next week.
- The Minotaur's Arms: 1.4 GP (2 sp / day) - Poor quality
- The Siren's Blessing: 3.5 GP (5 sp / day) - Average quality
- The Five Courses Inn: 14 GP (2 gp / day) - Good quality
Saul Goodman |
Campaign Date: 07/Erastus/4710 AR
Upkeep
Step 1 - Add Up Costs: None
Step 2 - Pay Costs: None
Step 3 - Determine Capital Attrition: None
Step 4 - Determine Business Attrition: None
Activity Phase
Step 1 - Free Activities Performed: find lodging at the siren's blessing
Step 2 - Continue Ongoing Downtime Activity: Recon on other gangs, who's wealthy and not, and who has influence.
Step 3 - Begin New Downtime Activity: None
Income Phase
Step 1 - Determine Building Income: None
Step 2 - Determine Organization Income: None
Step 3 - Determine Other Income:Make carousing: 1d20 + 12 ⇒ (3) + 12 = 15
Step 4 - Abandon Assets: None
Step 5 - Sell Assets: None
yeah knew about the max 10 on untrained knowledge checks, and thanks about the crime/social mods, didn't know about those =D
Saul finds himself discontent with the state of his life so far, things are just too gritty and real... He needs to make more gold and fast or he'll die of boredom here. The Five Courses Inn is of course where he would rather stay but he finds his feet at the Siren's Blessing... with any luck the bed will be free of other guests.
After settling on the fare with the innkeep he makes his way to his other cohorts to discuss the past week and to talk about doing something more elaborate.
We need to work in teams so we can pull more valuable items, and eventually we got to do something more meaningful here. I'm here to tell you now I will not die in obscurity or starve in a gutter here or continue to be a pillow mate to the bored stodgey women of this town! I'm going to see what I can find out about our "rivals" as if they even know we exist yet this week, and I hope you all to do the same. Lets consider this week a week of intel on who's who and what are the real players.
Saul smiles at his partners
we're new and we have that to our advantage, but we need to exploit that and soon
Jhilad |
Campaign Date: 07/Erastus/4710 AR
Upkeep
Step 1 - Add Up Costs: None
Step 2 - Pay Costs: None
Step 3 - Determine Capital Attrition: None
Step 4 - Determine Business Attrition: None
Activity Phase
Step 1 - Free Activities Performed: Armory Heist
Step 2 - Continue Ongoing Downtime Activity: Earn Capital (GP)
Step 3 - Begin New Downtime Activity: None
Income Phase
Step 1 - Determine Building Income: None
Step 2 - Determine Organization Income: None
Step 3 - Determine Other Income: Tavern Magic Taking 10, for 22
Step 4 - Abandon Assets: None
Step 5 - Sell Assets: None
GM Cyrioul |
Saul: When gathering intel, go ahead and roll both a Diplomacy Check with a +2 Lore bonus, then roll 1d4 to see how many hours it takes from the day. That will help me quantify what you learn about the competition.
Also, were you going to help with the Armory heist?
Jhilad: Nice diplomacy roll!
I had your agreement with the Captain's Quarters just to let you in the door to perform, not as a place to stay. You are welcome to ask, they are the same weekly rate as the Siren's Blessing (owner has a strong policy against giving away free lodging).
Once we've got the other two, I'll post the results from the day.
Uzziah Na'Gulmar |
Date: 07/Erastus/4710 AR
Upkeep
Step 1 - Add Up Costs: None
Step 2 - Pay Costs: 1.4 GP for a week at The Minotaur's Arms.
Step 3 - Determine Capital Attrition: None
Step 4 - Determine Business Attrition: None
Activity Phase
Step 1 - Free Activities Performed:
Step 2 - Continue Ongoing Downtime Activity: Earn GP/7.
Step 3 - Begin New Downtime Activity: None
Income Phase
Step 1 - Determine Building Income: None
Step 2 - Determine Organization Income: None
Step 3 - Determine Other Income: Slight of Hands:: 1d20 + 8 ⇒ (15) + 8 = 23
Step 4 - Abandon Assets: None
Step 5 - Sell Assets: None
Knowledge of Nature:: 1d20 + 1 ⇒ (5) + 1 = 6 I actually vollenteer for a few hours trimming up some trees to prove myself. Need to establish this cover, I know that I am not that skilled at it, but even if I am not a good gardener I need to do this.
I go fishing for stuff along the way to where I am supposed to trim trees at as my real way of making money today.
Notes: Leaving armor in the room in the inn. I will buy another week at the same place we have been staying.
I want to nab that item Griar mentioned to me the other day as being a good find. I also want to try and grab a few other small weapons I can stash in my backpack, using my travelers cloak to sorta muffle the sounds a bit.appraise: 1d20 + 5 ⇒ (15) + 5 = 20 I don't want us to only end up making 10 or 20 gold for this heist, im looking for a couple hundred if possible.
I am going to trust that Jhalid can deal with the guards if any come by in the 5 or so minutes I am inside.Jhalid please roll for the Diplomacy OR Intimidate check to deal with any guards. Perhaps you could put on a show for them.. an illusion that someone is breaking into a place down a couple blocks over may help.
To get inside pull out my tools and go to work on the lock. Dice=Disable Device]1d20+10[/dice]
To move through the building quietly I try to keep light of my feet.Stealth: 1d20 + 10 ⇒ (16) + 10 = 26
To get away if there IS a guard.. I am trusting that Jhalid can keep any I come across distracted with his magics. Not sure which of us should roll this perception check.
Griar Brand |
Campaign Date: 07/Erastus/4710 AR
Upkeep
Step 1 - Add Up Costs: 1.4
Step 2 - Pay Costs: 1.4
Step 3 - Determine Capital Attrition: None
Step 4 - Determine Business Attrition: None
Activity Phase
Step 1 - Free Activities Performed: Stand guard on the Armory heist. Perception: 1d20 + 7 ⇒ (13) + 7 = 20 +2 if the guards are human. (Favored enemy)
Step 2 - Continue Ongoing Downtime Activity: None.
Step 3 - Begin New Downtime Activity: None
Income Phase
Step 1 - Determine Building Income: None
Step 2 - Determine Organization Income: None
Step 3 - Determine Other Income: Hunter/Exterminator of pests. Diplomacy: 1d20 + 3 ⇒ (20) + 3 = 23 Survival: 1d20 + 5 ⇒ (14) + 5 = 19
Step 4 - Abandon Assets: None
Step 5 - Sell Assets: None
He is sure to make it back in time to pay for the next week at the Minotaur's Arms, then later, help with the armory heist.
The survival skill actually allows a character to subsist in the wilds. Maybe that's how it should work: Allow a way to get out of paying for an inn. Just a thought.
GM Cyrioul |
Saul pockets a few coins from his carousing, but it's clear that he has a bit of malaise from his boredom today. It takes some time to gather intel while he's about town...
1d20 + 9 ⇒ (15) + 9 = 24
1d4 ⇒ 4
Jhilad does an excellent job of getting the guards at the door distracted from Uzziah's breaking and entering, before casually walking away from the scene to perform again at the Captain's Quarters.
Uzziah breaks into the armory while Jhilad poses a distraction, and quickly spies the piece that Griar had mentioned: an exceptionally well crafted suit of scale mail armor, and nearby it a Taldane falcata. Both the blade and the armor are emblazoned with the same sigil of a stag's head within the outline of a sunburst. They are secured behind a grate with a lock, which Uzziah sets about picking...
Looks like your roll didn't quite work for Disable Device, and I'll give you three tries with Jhilad's guard distraction: 1d20 + 10 ⇒ (14) + 10 = 24
1d20 + 10 ⇒ (8) + 10 = 18
1d20 + 10 ⇒ (15) + 10 = 25
Griar's hunting skills are welcomed happily by a grain farmer outside of town, and he spends the day catching rats out of the barn. The farmer welcomes him back any time. "These rats just keep coming in from the city - can never seem to get them all!"
Unless you object, let's say that Griar comes back to play lookout for the heist with his Perception: 1d20 + 7 ⇒ (14) + 7 = 21.
Running out of time - will finish this post this evening, but the upshot is that we need to decide what role - if any - Saul will have in the HEIST.
Jhilad |
If I notice the guards getting suspicious enough to investigate despite me, may I use my "Disguise Self" spell to pose as the guard investigating so as to dissuade a real one from doing so?
Jhilad can maintain the disguise for 20min, and it gives him +10 to his disguise roll. Disguise: 1d20 + 21 ⇒ (8) + 21 = 29
GM Cyrioul |
Sorry team, heavy work weekend, and website ate a post from my iPad. Here we go, from the desktop.
Saul learns that Spiked Hand primarily works out of the pier district of the city, though which business is their front is hard to say. Word on the street is that they primarily run a protection racket for businesses in the city.
Jhilad: Do you want to use disguise self before talking to the guards or afterwards? There are two guys watching the front door, dressed in armor and carrying polearms. Mostly, I'm thinking you do want to disguise yourself somehow, and with that roll they have no idea who you really are.
Uzziah has successfully stolen the blade and chain shirt, and your fence, Anandan, notes that they bear the crest of a noble house here in the city. He'll have to sell them in Absalom, which will take time. "Don't come back for two weeks, at least. Get some intel on the Spiked Hand in the meantime. Here's what I think we'll get for this, minus my cut." He hands you a pouch with coins in it, totaling 260 GP, for you to split with the others as you wish. Please tell me who all was in on the heist - I think Saul was invited, but I'm not sure how he participated.
Griar, your coming back to be a lookout was very helpful!
Since your best fence has told you to not come back for two weeks, I think that Saul's request to jump ahead makes sense. You can do this: either tell me that your taking 10 with your moneymaking skill, or go ahead and make the number of rolls for days your character would work. After that, we'll handle the Collector and your next steps.