Guild Building (Inactive)

Game Master Jason Lillis

Players competing against each other to build a successful thieves guild.

Guild Building Tracker


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OK! Work somewhat under control. I've got 15 mins.

The heist appears to be going well. Jhilad is proving a successful distraction for both workers and guards that are at the leatherworks.
Griar: Perception: 1d20 + 7 ⇒ (12) + 7 = 19
Saul: Appraise: 1d20 + 2 ⇒ (20) + 2 = 22
Griar helps keep a lookout, while Saul spots exactly the right suits of armor to split for the best profit. NICE!

As you are getting ready to split from the scene, Griar sees the same enforcers from the Tavern heist turn a corner at the end of the street, heading right for you! Distractions and good stealth save the day, however, and as the enforcers arrive, Griar hears them ask the guards if they've seen anything funny, or are missing anything. The guards do a check, and as you sneak down alleyways to escape, you all hear a general commotion from the direction of the leatherworks.

Uzziah gets back to Anandan the next day, who curses the your luck and his own to cross a place protected by the Spiked Fist. He takes the armors for sale, passing a pouch of coins and gems, and says, "Look, they'll be out in force for a couple weeks. I wouldn't try anything, just in case. Lay low, pick some pockets, but don't raid just yet. Do your research for something else really big in a month, then we'll get you all established as legitimate businessmen. Understand?"

You make 300 GP total on the Heist to split as you see fair. Let me know and I'll update the spreadsheet.
From here, finish out the first month (28-31), and then go ahead with the first 10 days of the next month, Arodus.


Also, in case it wasn't obvious from the warning, the DCs of Heist checks have gone up temporarily to reflect the attention you've drawn from your month of pulling heists. The Spiked Hand is not pleased.


Male Tiefling 4th

Heist=300g- 60g each to Griar, Jhilad, Saul, Buy and start construction of Sewer Access on the 29th, it will be finished on the 2nd. I keep the remaining 10, bringing my total to 65.18g

Date: 29-31/Erastus/4710 AR & 01-10 Arodus.

Upkeep
Step 1 - Add Up Costs: 0
Step 2 - Pay Costs: 0
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: None
Step 3 - Begin New Downtime Activity: Earn GP, Goods, Influence, Labor.

Rolls:

29th Earn GP: Slight of Hands 22 Gardening: 1d20 + 5 ⇒ (4) + 5 = 9
30th Earn GP: Slight of Hands 22 Gardening: 1d20 + 5 ⇒ (20) + 5 = 25
31st Earn GP: Slight of Hands 22 Gardening: 1d20 + 5 ⇒ (2) + 5 = 7
01st Earn Goods -10g
02nd Earn Influence -15g
03rd Earn Influence -15g
04th Earn GP: Slight of Hands: 1d20 + 12 ⇒ (4) + 12 = 16
05th Earn GP: Slight of Hands: 1d20 + 12 ⇒ (8) + 12 = 20
06th Earn GP: Slight of Hands: 1d20 + 12 ⇒ (16) + 12 = 28
07th Earn GP: Slight of Hands: 1d20 + 12 ⇒ (11) + 12 = 23
08th Earn GP: Slight of Hands: 1d20 + 12 ⇒ (15) + 12 = 27
09th Earn GP: Slight of Hands: 1d20 + 12 ⇒ (15) + 12 = 27
10th Earn Influence -15g

Income Phase
Step 1 - Determine Building Income: 0
Step 2 - Determine Organization Income: +1.86*3
Cutpurses working out of the shack. 29th thru 31st.

Step 3 - Determine Other Income: ..see ooc below..
Step 4 - Abandon Assets: None
Step 5 - Sell Assets: None

[Spoiler=Flavor Text]
Uzziah spends the next three days after the heist going fishing and doing some civil gardening around town, but is having issues reaching the taller trees to prune them. Trying to teach his curpurses some lessons. Uzziah spends the first three days hubnubbing with some gardeners and working out with his cutpurses teaching them the art of nabbing goods. He spends the last week mostly fishing and hobnobbing against with the commoners.

Cutpurse's spend 10 days earning Labor. and 3 days earning gold.
If my math is correct that should leave me with 77 Silver after paying my dues, as well as some goods/labor/influence (intending to use most of that stuff next week to upgrade the cutpurses to robbers.

Note: This is the only week that I have taken into account the Crime modifier to my rolls for my thievery stuff.


Male Halfling Sorcerer 1

Campaign Date: 28-31/Erastus/4710 AR, 01-10/Arodus/4710 AR

Upkeep
Step 1 - Add Up Costs: 2.8g (2s/day at Minotaur's Arm)
Step 2 - Pay Costs: None
Step 3 - Determine Capital Attrition: None
Step 4 - Determine Business Attrition: None

Activity Phase
Step 1 - Free Activities Performed: Supervise construction
Step 2 - Continue Ongoing Downtime Activity: None
Step 3 - Begin New Downtime Activity: Earn Capital (GP), Earn XP

Income Phase
Step 1 - Determine Building Income: None
Step 2 - Determine Organization Income: 18.28g (13/7/2)x12 + (13/7)x2 + (12/7)x2
Step 3 - Determine Other Income: 30.43g (+60g from Heist)

Rolls:

Perform: 1d20 + 12 ⇒ (10) + 12 = 22
Perform: 1d20 + 12 ⇒ (6) + 12 = 18
Perform: 1d20 + 12 ⇒ (12) + 12 = 24
Perform: 1d20 + 12 ⇒ (2) + 12 = 14
Perform: 1d20 + 12 ⇒ (14) + 12 = 26
Perform: 1d20 + 12 ⇒ (1) + 12 = 13
Perform: 1d20 + 12 ⇒ (20) + 12 = 32
Perform: 1d20 + 12 ⇒ (6) + 12 = 18
Perform: 1d20 + 12 ⇒ (4) + 12 = 16
Perform: 1d20 + 12 ⇒ (19) + 12 = 31
Perform: 1d20 + 12 ⇒ (17) + 12 = 29
Perform: 1d20 + 12 ⇒ (13) + 12 = 25

Step 4 - Abandon Assets: None
Step 5 - Sell Assets: None

Flavor Text::
Jhilad spends the next two weeks supervising construction of his 'clothier shop' in the day and performing with his entertainer facade in the evening for coin. Once construction is finally complete and his minions start using the false front, the sorcerer spends two days to himself focusing on his arcane practices.

Ding! :3


Male Ifrit Slayer 1| AC 16| T 13 | F 13 |HP 12| CMD 16 | F +3 | R +6 | W +2 | Init +3 |Per +4 |

Campaign Date: 28-31/Erastus/4710 AR

Upkeep
Step 1 - Add Up Costs: 1.4g (Minotaur's Arms)
Step 2 - Pay Costs: 1.4g
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: Gain XP 2 days: 400 XP.

Earn influence 1 day (Take 10 = 13 for 1 Influence.)

Earn Labor 1 day:
Craft bows: 1d20 + 7 ⇒ (18) + 7 = 25 2 labor total.

Earn Goods 1 day:
Craft bows: 1d20 + 7 ⇒ (6) + 7 = 13 1 goods

Earn gold 2 days:
Craft bows: 1d20 + 11 ⇒ (9) + 11 = 20
Craft bows: 1d20 + 7 + 4 ⇒ (9) + 7 + 4 = 20

Step 3 - Begin New Downtime Activity: Build a shack (3 goods 2 labor) built in 3 days.

Income Phase
Step 1 - Determine Building Income: None
Step 2 - Determine Organization Income: None
Step 3 - Determine Other Income: None
Step 4 - Abandon Assets: None
Step 5 - Sell Assets: None

Flavor Text:


Saul and Griar, go ahead and give me the first ten days of Arodus, as well. Thanks! Updating spreadsheet now.


Uzziah Na'Gulmar wrote:
Heist=300g- 60g each to Griar, Jhilad, Saul, Buy and start construction of Sewer Access on the 29th, it will be finished on the 2nd. I keep the remaining 10, bringing my total to 65.18g

Got it. Headed out for the next bit, but will finish updating your Cutpurses stuff tomorrow, plus other entries as well. Fun complicated math! Sorry it's taking me a while to get this all recorded, but we're moving days along faster now, too.


Male Human Anti-paladin 1

Campaign Date: 1-10/Arodus/4710 AR

Upkeep
Step 1 - Add Up Costs:
Step 2 - Pay Costs:
Step 3 - Determine Capital Attrition: None
Step 4 - Determine Business Attrition: None

Activity Phase
Step 1 - Free Activities Performed: Galavanting, getting young noble men/women attention, general corruption, and earning EXP
Step 2 - Continue Ongoing Downtime Activity: Gain XP 2 days: 400 XP.

Income Phase
Step 1 - Determine Building Income: None
Step 2 - Determine Organization Income: None
Step 3 - Determine Other Income: Earn Influence diplomacy: 1d20 + 14 ⇒ (9) + 14 = 23 (cost to earn 15gp per)perform: 1d20 + 12 ⇒ (4) + 12 = 16 (production +4 right? and society +7? The perform roll is if there's the chance to earn any gold in addition to the influence, and experience earning)
Step 4 - Abandon Assets: None
Step 5 - Sell Assets: None

Flavor Text:

Saul has gotten listless with the petty theft and "work" taking a week off he induldge in a spree of debauchry, earning him new notoriety and respect amongst the young gentry of the town. This influence will be vital to their success later, and more to the point vital to his well being, this place is boring!

talking to his comrades

I'm working on the nobilities youth, to learn the richer plumper targets and to create influence in this town, we'll need it to break into this place fully and establish ourselves. Continue to work to the goals, do you need help with the hideout and front? I'll be continue to stay at the sirens until we get a bit nicer place set up. I'd eventually like to work out of a nice bar or house of pleasure... until then the targets I'm aiming for us to rob and take advantage of.


Male Ifrit Slayer 1| AC 16| T 13 | F 13 |HP 12| CMD 16 | F +3 | R +6 | W +2 | Init +3 |Per +4 |

Campaign Date: 1-10/Arodus/4710 AR

Upkeep
Step 1 - Add Up Costs: 0 move into shack.
Step 2 - Pay Costs: 0
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: Gain XP 2 days: 400 XP.

Earn influence 1 day (Take 10 = 13 for 1 Influence.)

Earn Labor 1 day:
Craft bows: 1d20 + 7 ⇒ (9) + 7 = 16 1 labor total.

Earn Goods 1 day:
Craft bows: 1d20 + 7 ⇒ (6) + 7 = 13 1 goods

Earn gold 2 days:
Craft bows: 1d20 + 11 ⇒ (3) + 11 = 14
Craft bows: 1d20 + 11 ⇒ (12) + 11 = 23

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: None
Step 4 - Abandon Assets: None
Step 5 - Sell Assets: None

Flavor Text:
Griar clears all the vermin from around Mut, then turns his eye to the maze of tunnels and drains that web the underground of the town. He also continues his work at Ehrlen's shop during the day and visits the various taverns about the town at night. He is pleasant and personable, making a few friends here and there.

The end of this week should put Griar at 2nd level.


Sorry, team, another very long day. I'll update tomorrow afternoon.


Saul Goodman wrote:

Campaign Date: 1-10/Arodus/4710 AR

Upkeep
Step 1 - Add Up Costs:
Step 2 - Pay Costs:
Step 3 - Determine Capital Attrition: None
Step 4 - Determine Business Attrition: None

Activity Phase
Step 1 - Free Activities Performed: Galavanting, getting young noble men/women attention, general corruption, and earning EXP
Step 2 - Continue Ongoing Downtime Activity: Gain XP 2 days: 400 XP.

Income Phase
Step 1 - Determine Building Income: None
Step 2 - Determine Organization Income: None
Step 3 - Determine Other Income: Earn Influence [dice=diplomacy]1d20+14 (cost to earn 15gp per)[dice=perform]1d20+12 (production +4 right? and society +7? The perform roll is if there's the chance to earn any gold in addition to the influence, and experience earning)
Step 4 - Abandon Assets: None
Step 5 - Sell Assets: None

Flavor Text:

Saul has gotten listless with the petty theft and "work" taking a week off he induldge in a spree of debauchry, earning him new notoriety and respect amongst the young gentry of the town. This influence will be vital to their success later, and more to the point vital to his well being, this place is boring!

talking to his comrades

I'm working on the nobilities youth, to learn the richer plumper targets and to create influence in this town, we'll need it to break into this place fully and establish ourselves. Continue to work to the goals, do you need help with the hideout and front? I'll be continue to stay at the sirens until we get a bit nicer place set up. I'd eventually like to work out of a nice bar or house of pleasure... until then the targets I'm aiming for us to rob and take advantage of.

Saul-

The +4 would apply to perform checks, but the Society score would only benefit to making specific individuals' attitudes towards you change, and unfortunately you cna't both earn GP and Influence on the same day. I know I haven't been providing as many folks for you to interact with, but go ahead and help me make them up and we'll go from there.

Also, y'all should take a look at the spreadsheet and see what I'm missing/have wrong.


OK!

Jhilad - Unless I missed something, no ding yet. Check out the XP tab and tell me where I messed up. Otherwise, your "shop" is up and running.

Saul - the young nobility are loving your excess, and just eat it up. Their parents and elders? Not so much. In that time, you've pulled together an impressive list of good blackmail material for the nobility.

Griar - Vermin, beware! You do an excellent job of cleaning them out, and your co-workers at Ehrlen's are enjoying your skilled work and company. You've also reached level 2!

Uzziah - Your cutpurses appreciate having a secure "drop" for their gains, and are able to start pulling in twice as much as a result. Not sure where our math differs that you would only have 77 sp - take a look and let me know where I'm off.

The Collector (who I forgot to describe last month) is a fastidious looking gnome who must find excitement elsewhere to keep his hair such a midnight shade of purple (so dark, it's almost black) without bleaching, but he finds each of you without fail on the tenth of the month and extracts Vors' 10% cut.

Go ahead for days 11-20. If you could put the numbers before each capital earning roll, i.e.
11
12
13
etc
that would help with the spreadsheeting. See Uzziah's last post.


Male Halfling Sorcerer 1

Yeah you seem to be right. I'm not sure how I was thinking I reached 2k. Brain fart maybe?

Campaign Date: 11-20/Arodus/4710 AR

Upkeep
Step 1 - Add Up Costs: 2g (Minotaur's Arm)
Step 2 - Pay Costs: 60g (Goods)
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: None
Step 3 - Begin New Downtime Activity: Earn Capital (GP & Goods)

Income Phase
Step 1 - Determine Building Income: 10x(12/7)= 17.14g
Step 2 - Determine Organization Income: 10x(13/7)= 18.57g
Step 3 - Determine Other Income: Entertaining and Swindling

Rolls:
11 - Peform 22 (GP)
12 - Perform 22 (22/7=3.14) (GP)
13 - Perform 22 (22/7=3.14) (GP)
14 - Perform 22 (22/7=3.14) (GP)
15 - Perform 22 (22/7=3.14) (GP)
16 - Bluff: 1d20 + 8 ⇒ (9) + 8 = 17 (Goods)
17 - Bluff: 1d20 + 8 ⇒ (18) + 8 = 26 (Goods)
18 - Bluff: 1d20 + 8 ⇒ (8) + 8 = 16 (Goods)
19 - Bluff: 1d20 + 8 ⇒ (7) + 8 = 15 (Goods)
20 - Bluff: 1d20 + 8 ⇒ (3) + 8 = 11 (Goods)

Step 4 - Abandon Assets: None
Step 5 - Sell Assets: None

Flavor Text::
After making himself available to the collector in one of his faceless facades, Jhilad returns to work. While the clothiers and his minions set about daily business the sorcerer spends a few days collecting coin through entertainment. Once he feels he has some spending room he takes another few days to go about town swindling the townsfolk and conning them out of their goods.

I'm going to make myself a common room soon, probably to be upgraded to a tavern.


Male Tiefling 4th

I think maybe I didn't add in the gain after the 1st of the month.. I am not exactly sure. I cant find the sheet with my math on it. (just reorganized my comp area and have four stacks of papers/parchment/notebooks. I will trust your math over mine that I cant find atm.

Campaign Date: 11-20/Arodus/4710 AR

Upkeep
Step 1 - Add Up Costs: 2g (Minotaur's Arm)
Step 2 - Pay Costs: 60g (Goods)
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: None
Step 3 - Begin New Downtime Activity: Earn Capital (Goods, Labor, Influence)

Income Phase
Step 1 - Determine Building Income: 0
Step 2 - Determine Organization Income: 0
Step 3 - Determine Other Income: 0

rolls:

11th Fishing 22 (earn Goods) Cutpurses earn Influence.
12th Fishing 22 (earn Goods) Cutpurses earn Influence.
13th Gardening 15(earn Labor) Cutpurses earn Goods.
14th Gardening 15(earn Labor) Hire Unit of Laborers, cutpurse earn goods
14th Gardening 15 (earn Labor) + Unit of Laborer, Cutpurse earn influence.
15th Gardening 15 (Earn labor) Laborers earn labor, cutpurses earn influence.
16th Gardening 15 (Earn Labor), Laborers earn labor, cutpurse earn Influence.
17th Gardening 15 (earn Labor), Laborers earn labor, Cutpurse earn Goods, Hire Labor unit,
18th Fishing 22 (earn Goods), Laborers both earn labor, Robbers day 1 of training.
19th Fishing 22 (earn Goods), Laborers both earn labor, Robbers day 2 of training.
20th Fishing 22 (earn Goods), Laborers both earn labor, Robbers day 3 of training.

Step 4 - Abandon Assets: None
Step 5 - Sell Assets: None

Flavor Text:

Uzziah spends most of this week doing hard labor in the various gardens around town or just pruning trees, he continues to build upon his network of commoners, hires two different groups of laborers to aid him in the city beautification project. His cutpurses spend the last part of the ten day training themselves to be robbers. Uzziah spends the three days the robbers are training up fishing himself earning some goods. Next ten day he should have a small pile of goods/labor/influence to work on the guild hall with.


Male Ifrit Slayer 1| AC 16| T 13 | F 13 |HP 12| CMD 16 | F +3 | R +6 | W +2 | Init +3 |Per +4 |

Campaign Date: 11-20/Arodus/4710 AR

Upkeep
Step 1 - Add Up Costs: 0 move into shack.
Step 2 - Pay Costs: 0
Step 3 - Determine Capital Attrition: None
Step 4 - Determine Business Attrition: None

Activity Phase
Step 1 - Free Activities Performed: Buy masterwork thieves tools.
Step 2 - Continue Ongoing Downtime Activity: 11th Earn XP 1 day 200 xp.

Earn Labor 1 day:
12th Craft bows: 1d20 + 8 ⇒ (9) + 8 = 17 1 labor total.

Earn gold 6 days:
13th Craft bows: 1d20 + 12 ⇒ (3) + 12 = 15
14th Craft bows: 1d20 + 12 ⇒ (7) + 12 = 19
15th Craft bows: 1d20 + 12 ⇒ (7) + 12 = 19
16th Craft bows: 1d20 + 12 ⇒ (16) + 12 = 28
17th Craft bows: 1d20 + 12 ⇒ (3) + 12 = 15
18th Craft bows: 1d20 + 12 ⇒ (16) + 12 = 28
20th Craft bows: 1d20 + 12 ⇒ (8) + 12 = 20

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: None
Step 4 - Abandon Assets: None
Step 5 - Sell Assets: None

Flavor Text:
Griar heads to a specialty shop and buys a set of lockpick tools. They will come in handy for the next heist. On his way back he is accosted by robbers. Griar gives them a beating they won't soon forget.

Some of the lads that he has been supplying with arrows have expressed an interest in working for Griar, so he pursues this further.

Added a level in Sniper Rogue. Was going to go with knife master, but sniper works with ranger a little better.


Male Human Anti-paladin 1

I thought it gave bonus to perform, sorry about that, what's the bonus to earning gold through "whoring/perform"Campaign Date: 11-20/Arodus/4710 AR

Upkeep
Step 1 - Add Up Costs: 2g (Minotaur's Arm)
Step 2 - Pay Costs: 60g (Goods)
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: None
Step 3 - Begin New Downtime Activity: Earn experience corrupting youth

Income Phase
Step 1 - Determine Building Income: 0
Step 2 - Determine Organization Income: 0
Step 3 - Determine Other Income: 0

rolls:

11th - whoring it out perform: 1d20 + 12 ⇒ (10) + 12 = 22 / 10? 2.2gold
12th - every day I'm whoring perform: 1d20 + 12 ⇒ (20) + 12 = 32 3.2gold
13th - and whoring perform: 1d20 + 12 ⇒ (18) + 12 = 30 3 gold
14th - and drinking and whoring perform: 1d20 + 12 ⇒ (11) + 12 = 23 2.3gold
15th - with my boats and hos perform: 1d20 + 12 ⇒ (8) + 12 = 20 2 gold
16th - oops I did it again perform: 1d20 + 12 ⇒ (19) + 12 = 31 3.1gold
17th - I'm like a broken record perform: 1d20 + 12 ⇒ (1) + 12 = 13 1.3 gold
18th - wham... perform: 1d20 + 12 ⇒ (11) + 12 = 23 2.3 gold
19th - bam perform: 1d20 + 12 ⇒ (3) + 12 = 15 1.5 gold
20th - thank you maam? perform: 1d20 + 12 ⇒ (18) + 12 = 30 3 gold

Total earned 23.9 gold?


Step 4 - Abandon Assets: None
Step 5 - Sell Assets: None

Sauls spends the week testing the limits of his Libido, while working with his clients he works out a plan on trying to build his own tavern. His even later night companions cheer him on in his tales of conquest and ambitious dreams. He encourages them to spend their fill and drink, women, and gambling... all the good vices that make for a strong constitution. All the while he's making a list of who is useful and not.

Speaking of which, this Jessie Pinkman fellow has some rich folks, perhaps that should be our next target...

During his nightly galavanting about he encourages each kid to talk about whatever extravagant wasteful purchase their parents have made, letting each one top the other... the condescension and scorn he and the others will pour unto their extravagant parents who clearly don't love their children as much as showing off their wealth... in particular he pays attention to pinkmans statements.


Griar - Looks like you skipped the 19th. What's your preference?

Saul - It's the +4 Production bonus. I've been figuring it in for earlier posts, but if you could include it here, that'd be helpful.
Thanks for filling in some names for us!
I'm actually dividing by 7 for GP accumulation rolls (since you are all mostly working all 7 days of the week) and that nets you 34.14 GP for the 10 day stretch. Sound good? Check out the spreadsheet for more info, or let me know if you can't see it.

Lord and Lady Pinkman are particularly fond of providing their son with new horses, bringing in fine stock for him to use until he tires of it, "...then bringing me one with a color I really want!" he finishes, and all laugh with the frivolity of the landed wealthy.


Jhilad - Common room sounds like a good call, and in line with your PCs needs. It's a beautiful week for a magician, and though you have a few opportunities to see the Spiked Hand thugs from your last couple heists, they don't appear to recognize you as they go about their work.


Male Ifrit Slayer 1| AC 16| T 13 | F 13 |HP 12| CMD 16 | F +3 | R +6 | W +2 | Init +3 |Per +4 |

OK, that's just embarrassing. gp for that day as well.

craft bows: 1d20 + 12 ⇒ (1) + 12 = 13


Male Tiefling 4th

Campaign Date: 11-20/Arodus/4710 AR

Upkeep
Step 1 - Add Up Costs: 0g, reside in shack (I forgot to delete the 2g cost for the inn room when I cut/paste initially)
Step 2 - Pay Costs: (earn Labor -40)??
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: None
Step 3 - Begin New Downtime Activity: Earn Gold & Capital: Labor

Income Phase
Step 1 - Determine Building Income: 0
Step 2 - Determine Organization Income: Varies.
Step 3 - Determine Other Income: 0

Rolls:

11th Cutpurse Earn Labor (-10g), I Earn Gold (slight of hand) (22 +3.14g)
12th Cutpurse Earn Labor (-10g), I Earn Gold (slight of hand) (22 +3.14g)
13th Hire Laborers(-1I-2L), both teams earn gold, as do I. +6.71g?
14th Laborers earn Labor (-10g), Cutpurses earn gold, I earn gold (22/7+13/7= +5g?)
15th Both teams and I earn gold +6.71g
16th Laborers earn Labor (-10g), Cutpurses earn gold, I earn gold (22/7+13/7= +5g?)
17th Hire Laborers (-1I,-2L) All earn gold (2*(12/7)+(13/7)+(22/7)=+8.42g ?)
18th All earn GP (+8.42)
19th Cutpurse earn Goods (-10g), 2 Laborers earn GP, I earn GP (+6.56gp)
20th Cutpurse earn Goods (-10g), 2 Laborers earn GP, I earn GP (+6.56gp)

For a final total of 3 goods, 1 Influence, 9.60gp?

I hope I did that right this time..


Step 4 - Abandon Assets: None
Step 5 - Sell Assets: None

Flavor:

Uzziah wanders around town doing civic gardening for most of the week, he manages to gain two small screws of laborers and he starts to work on coordinating his teams so that the cutpurses are aware of the laborers and know that they are not allowed to steal from any commoners. Even keeping to the merchants and nobles the cutpurses still manage to make a decent haul this ten-day.


Ok, I think I have things up to date. Go ahead and post for 21-31 Arodus (we'll finish out the month. The Fence, Anandan, gets back into town on the 24th, and if you want you can try to pull a heist.
FYI - Beginning on 1 Rova 4710 AR, I'll start rolling for random daily events from lists published in UCa. I'll post who needs to address what event which day, and provide a short description of what's required. You can address it in character. Ok?


Male Tiefling 4th

Campaign Date: 11-20/Arodus/4710 AR

Upkeep
Step 1 - Add Up Costs: None, I Reside and operate out of my Shack.
Step 2 - Pay Costs: None
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: None
Step 3 - Begin New Downtime Activity: Earn Gold & Capital: Labor/Influence

Income Phase
Step 1 - Determine Building Income: 0
Step 2 - Determine Organization Income: Varies see below.
Step 3 - Determine Other Income: 0

Daily Breakdown:

21 Arodus 2 Teams Laborers earn Labor, Cutpurses and I earn GP =21.37-20+8.42=06.37GP
22 Arodus Hire Laborers (Cost -2L, 1I) 3 Laborers, 1 Cutpurse and Uzziah Earn GP = 06.37+10.13= 16.50
23 Arodus 1 Laborer earn Labor, all rest of us earn GP = 16.50-10+8.42 = 14.92
24 Arodus 1 Laborer earn Labor, all rest of us earn GP = 14.92-10+8.42 = 13.34
25 Arodus 1 Laborer earn Labor, all rest of us earn GP = 13.34-10+8.42 = 11.76
26 Arodus 1 Laborer earn Labor, all rest of us earn GP = 11.76-10+8.42 = 10.18
27 Arodus All Earn GP = 10.18+10.13 = 20.31
28 Arodus Cutpurse Earn Influence, 3 Laborers + me Earn GP = 20.31-15+8.27 = 13.40
29 Arodus Hire Laborers (Cost -2L, 1I) ).4 Laborers, 1 Cutpurse + Uzziah earn GP = 13.40+11.84 =25.24g
30 Arodus Curpurse Earn Influence, 4 Laborers + me earn GP = 25.24-15+ 9.98 = 20.22
31 Arodus Hire Laborer (Coast -2L, -1I), 5 Laborer, 1 Cutpurse and Me all Earn GP = 20.22+13.55 = 33.77g end of Ardus @ 3 goods remaining.

Step 4 - Abandon Assets: None
Step 5 - Sell Assets: None

Flavor:

Uzziah spends this ten day, more then doubling the size of his operation. He is actively seeking out halflings and gnomes to make up his five Team of Gardeners. He is vary happy, this month has done as was suggested and not done any heists to let the heat fade away. A couple of days the cutpurses actually spend doing civic gardening earning influence with my friend Berry Westus, the guy that ive been doing my gardening work for.

Uzziah intends to make up for it next month though brining everyone of the other leaders into each of the many heists he has planned, Tenitivally he has eight planned, but planning is only good in his head. Depending on how much the law relents their searches after this month off.

I do check in with my friendly fence to let him know that the law is still alert and to take it easy the next couple of weeks. I'll hint that intend to go on a massive fishing trip and try to catch some whoppers next month. See if he has any suggestions where I should work.


Male Ifrit Slayer 1| AC 16| T 13 | F 13 |HP 12| CMD 16 | F +3 | R +6 | W +2 | Init +3 |Per +4 |

Campaign Date: 21-31/Arodus/4710 AR

Upkeep
Step 1 - Add Up Costs: 0 (Shack.)
Step 2 - Pay Costs: None
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: None
Step 3 - Begin New Downtime Activity: Hire a labor team (1 influence, 2 labor) Work at the bow shop to replenish funds. Take a day off for hunting.

Income Phase
Step 1 - Determine Building Income: 0
Step 2 - Determine Organization Income: Varies see below.
Step 3 - Determine Other Income: 0

Daily Breakdown:
21 Arodus: Hire laborers
22 Arodus: Earn gold Craft bows: 1d20 + 14 ⇒ (13) + 14 = 27
23 Arodus: Earn gold Craft bows: 1d20 + 14 ⇒ (3) + 14 = 17
24 Arodus: Earn gold Craft bows: 1d20 + 14 ⇒ (5) + 14 = 19
25 Arodus: Earn gold Craft bows: 1d20 + 14 ⇒ (12) + 14 = 26
26 Arodus: Earn gold Craft bows: 1d20 + 14 ⇒ (12) + 14 = 26
27 Arodus: Earn gold Craft bows: 1d20 + 14 ⇒ (10) + 14 = 24
28 Arodus: Earn gold Craft bows: 1d20 + 14 ⇒ (8) + 14 = 22
29 Arodus: Earn gold Craft bows: 1d20 + 14 ⇒ (12) + 14 = 26
30 Arodus: Earn gold Craft bows: 1d20 + 14 ⇒ (3) + 14 = 17
31 Arodus: Earn 200 XP

Step 4 - Abandon Assets: None
Step 5 - Sell Assets: None

Flavor:
Griar hires some helpers at the shop, they are able to free him from having to perform the more menial tasks, but apparently they need some training. Griar takes a day to patrol the farmer's fields for vermin.

Should have taken ten that time. Would have made more money.


Male Halfling Sorcerer 1

Campaign Date: 11-20/Arodus/4710 AR

Upkeep
Step 1 - Add Up Costs: 2g @ Minotaur's Arm
Step 2 - Pay Costs: 50g
Step 3 - Determine Capital Attrition: None
Step 4 - Determine Business Attrition: None

Activity Phase
Step 1 - Free Activities Performed: Gather Information!

Gather Information:
Diplomacy: 1d20 + 14 ⇒ (11) + 14 = 25
Diplomacy: 1d20 + 14 ⇒ (7) + 14 = 21
Diplomacy: 1d20 + 14 ⇒ (15) + 14 = 29
Diplomacy: 1d20 + 14 ⇒ (18) + 14 = 32
Diplomacy: 1d20 + 14 ⇒ (3) + 14 = 17
Diplomacy: 1d20 + 14 ⇒ (11) + 14 = 25
Diplomacy: 1d20 + 14 ⇒ (1) + 14 = 15
Diplomacy: 1d20 + 14 ⇒ (15) + 14 = 29
Diplomacy: 1d20 + 14 ⇒ (15) + 14 = 29
Diplomacy: 1d20 + 14 ⇒ (18) + 14 = 32
Step 2 - Continue Ongoing Downtime Activity: None
Step 3 - Begin New Downtime Activity: Earn Capital (GP, Goods, Labor)

Income Phase
Step 1 - Determine Building Income: (12/7)x10= 17.14g
Step 2 - Determine Organization Income: (13/7)x10= 18.57g
Step 3 - Determine Other Income: Entertainment!

Rolls:
11- 22 Perform (3.14g) GP
12- 22 Perform (3.14g) GP
13- 22 Perform (3.14g) GP
14- 22 Perform (3.14g) GP
15- 22 Perform (3.14g) GP
16-Bluff: 1d20 + 8 ⇒ (12) + 8 = 20 Goods
17-Bluff: 1d20 + 8 ⇒ (8) + 8 = 16 Labor
18-Bluff: 1d20 + 8 ⇒ (15) + 8 = 23 Labor
19-Bluff: 1d20 + 8 ⇒ (3) + 8 = 11 Labor
20-Bluff: 1d20 + 8 ⇒ (8) + 8 = 16 Labor

Step 4 - Abandon Assets: None
Step 5 - Sell Assets: None

Flavor Text::
Jhilad bides his time performing to gather some coin before once again going on a conning spree to collect more materials and favors for his build project. He spends some free time each day in inconspicuous personas mingling with folk to loosen their tongues of their secrets. He focuses on finding any heists that would suit his repertoire, but keeps his ears open to any information of value.


Griar Brand wrote:
Campaign Date: 21-31/Arodus/4710 AR

Griar - Since hiring Laborers takes 0 days, you can also work, gain XP, or act otherwise. Kind of like how you can get day Laborers at the beginning of any day in most cities in the states.


Jhilad - If you could, go ahead and post for 8/31/4710. I'll PM with what you discover via Diplomacy.


Male Ifrit Slayer 1| AC 16| T 13 | F 13 |HP 12| CMD 16 | F +3 | R +6 | W +2 | Init +3 |Per +4 |

Alright, I'll take 10 on earning gp for that day.


Male Halfling Sorcerer 1

8/31/4710..? Not sure what you need or why. >_>; Oh also I just noticed my last post had a typo. It was supposed to be 21-30.


Sorry, in game terms, that's 31/Arodus/4710


Male Anumus (Wolf) Ranger 1 | HP: 11/11 | AC: 18 | TAC: 13 | FFAC: 15 | CMD: 17 | FCMD: 14 | Fort: +3 | Ref: +5 | Will: +1 | Init: +3 | Perc: +7

Campaign Date: 31/Arodus/4710 AR

Upkeep
Step 1 - Add Up Costs: 2s @ Minotaur's Arm
Step 2 - Pay Costs: 10g
Step 3 - Determine Capital Attrition: None
Step 4 - Determine Business Attrition: None

Activity Phase
Step 1 - Free Activities Performed: Gather Information Diplomacy: 1d20 + 14 ⇒ (16) + 14 = 30
Step 2 - Continue Ongoing Downtime Activity: None
Step 3 - Begin New Downtime Activity: Earn Capital (Labor) Bluff: 1d20 + 8 ⇒ (19) + 8 = 27

Income Phase
Step 1 - Determine Building Income: 12/7= 1.71g
Step 2 - Determine Organization Income: 13/7= 1.86g
Step 3 - Determine Other Income: None
Step 4 - Abandon Assets: None
Step 5 - Sell Assets: None

Flavor Text::
Jhilad continues conning people out of favors owed while his front and his crew go to business as usual.


Griar indeed learns that day laborers are not the most skilled at work, but the coin they bring in is helpful.

Uzziah and Barry get a good amount of gardening work done with all of Uzziah's hired hands. The shack is starting to see a lot of activity with all the pickpockets and laborers coming and going.

Jhilad has a successful tenday of information gathering, and the front continues drawing a minimal number of real customers and hiding the comings and goings of the pickpockets.

Ok, back from Holiday and ready to roll onward. Go ahead and post for 1-10/Arodus/4710 AR.
Saul, when you get a chance, go ahead and cover the whole span for the previous time frame as well.


Male Ifrit Slayer 1| AC 16| T 13 | F 13 |HP 12| CMD 16 | F +3 | R +6 | W +2 | Init +3 |Per +4 |

Campaign Date: 1-10/Rova/4710 AR

Upkeep
Step 1 - Add Up Costs: 0 (Shack.)
Step 2 - Pay Costs: None
Step 3 - Determine Capital Attrition: None
Step 4 - Determine Business Attrition: None

Activity Phase
Step 1 - Free Activities Performed: Case establishments for burglary Appraise: 1d20 + 1 ⇒ (20) + 1 = 21
Step 2 - Continue Ongoing Downtime Activity: None
Step 3 - Begin New Downtime Activity: None.

Income Phase
Step 1 - Determine Building Income: 0
Step 2 - Determine Organization Income: Varies see below.
Step 3 - Determine Other Income: 0

Daily Breakdown:
1-4 Rova: Craft bows (Take 10+14=24)
5 Rova Craft bows: 1d20 + 12 ⇒ (12) + 12 = 24- Laborers take a day off.
6-9 Rova: Laborers back to work. (Take 10+14=24)
10 Rova Craft bows: 1d20 + 12 ⇒ (4) + 12 = 16 Labor takes day off.

Step 4 - Abandon Assets: None
Step 5 - Sell Assets: None

Flavor:
Griar keeps his head down and works hard. He keeps his laborers hard at it as well. He does find the time to window shop, though. All work and no play makes Griar a dull lad.


Male Tiefling 4th

Campaign Date: 01-10/Rova/4710 AR

Upkeep
Step 1 - Add Up Costs: 0 (Shage)
Step 2 - Pay Costs: 80GP(over period)
Step 3 - Determine Capital Attrition: None
Step 4 - Determine Business Attrition: None

Income Phase
Step 1 - Determine Building Income: 1 Day's worth see below!
Step 2 - Determine Organization Income: Varies see below.
Step 3 - Determine Previous Income: 34.08GP, 3 Goods Previous

Daily Breakdown:

01Rova 3 Laborer gets Labor(-30g), 2 Laborer gain Gold(+3.42GP), Uzziah earns Gold(3.14), 1 Cutpurse earn GP(1.86GP)Start Shack02(-3Goods, -2Labor) =4.08+3.42GP+3.14+1.86= 13.4 GP1, 1 Labor
02Rova ,1 Laborer earn Labor(-10), 4 Laborer earn GP(6.84),1 Cutpurse earn GP(1.86) Uzziah earns Gold(+3.14) =3.4+6.8+1.86+3.14+1 Labor =>15.2GP 2 Labor
03Rova 1 Laborer earn Labor(-10), 4 Laborer earn GP(6.84),1 Cutpurse earn GP(1.86) Uzziah earns Gold(+3.14) = 5.2+6.84+1.86+3.14 = 17.04GP, 3 Labor
04Rova All earn GP (13.55) 17.04+13.55 = 31.09,3 Labor
05Rova Uzziah earn 2 Goods(-20), Cutpurse earn Goods(-10), 5 Laborers earn 8.54 GP = Shack02 Finished at Sunset Transform shack02 into storage(-3G/L) = 9.64 GP
06Rova All Earn GP(13.55) = 09.64+13.55 => 23.19
07Rova All Earn GP(13.55) = 23.19+13.55 => 36.74
08Rova All Earn GP(13.55) = 36.74+13.55 => 50.29
09Rova I earn XP, all crew off, Storage Finished end of day =>50.29GP + XP
10Rova I earn XP, All crew off, Storage earns GP (1.71) => 50.29+1.71 => 52 GP

Flavor Text:

For the first the gardeners are our putting in favors with bricklayers and carpenters, uzziah has a small stockpile of goods that he trades to those dwarves for them to build him a second shack, it will take four days.
The next two days are the same, some of the laborers do some more work for the dwarves, everyone else is busy earning gold.
Everyone works hard on the next day.
I lead my crew of cutpurses to snag some building supplies for our warehouse, but feel guilty about it so go back and leave some gold in its place. The dwarves agree to start turning that new shack into a warehouse.
The next three days everyone busts their butts earning gold.
I give the crew from the 8th to the 10th off. I spend my time poking around in the sewers for those two days, as well as setting up a little hidey hole for a few coins in the warehouse. i return early on the 10th and take a good shower and cleaned up before we meet with the Collector.

Heists:

I would like to hit the following targets.
01st Warehouse01 & Warehouse02 }Have been casing it for a week, I want to bring each of the partners onboard.

Four all the Heists I am going to stage all 5 teams of gardeners nearby as a distraction, doing some loud civic gardening.

04th Whatever target Griar has found.
07th Whatever target Jhilad has found.
09th Whatever target Saul has found.

Split will be 50% to whoever heist's it is, rest split between everyone.

PS what Day of the week is the 10th? Ive lost track


Male Tiefling 4th

Warehouse 1:

Solo Job Adding +3 to "crime" Rolls, nothing to perception
To see if anyone notices me Perception: 1d20 + 9 ⇒ (20) + 9 = 29+ 10 (5Laboroers at +2 each unit? whatever the 30 Halfling gardeners add far as a distraction goes.
Popping the lock on the warehouse door Disable Device: 1d20 + 11 + 2 + 3 ⇒ (12) + 11 + 2 + 3 = 28 with the curpurses aiding me by handing me the correct tools.
Casing the warehouse to find the best loot in the joint Preception: 1d20 + 9 + 2 ⇒ (19) + 9 + 2 = 30 with the cutpurses aiding me in this.
Unlocking chests and locks to get at the better loot in here.Disable Device: 1d20 + 11 + 2 + 3 ⇒ (11) + 11 + 2 + 3 = 27 Which is an Average(40gp lock)
Trying to pop open that one Good(80g) lock.Disable Device: 1d20 + 11 + 2 + 3 ⇒ (15) + 11 + 2 + 3 = 31 and smiling at the soft click as it pops open.
To make sure that we are all moving around quietly ill roll separately.
Uzziah's Stealth: 1d10 + 11 + 3 ⇒ (3) + 11 + 3 = 17 Curpurse's Stealth: 1d20 + 4 + 3 ⇒ (16) + 4 + 3 = 23 They are fairly quiet, I however am somewhat distracted with keeping an eye on them.
I lock things up behind us as we depart.

That's a thought for one of the warehouses, if you didn't mind me trying to solo a heist using all of my teams. IF not no worries. Its going to be intense ten day pulling off four other heists beside this one. Good thing that warehouse 2 is clear across town, near where the second task that Barry had for the gardeners and uzziah tonight is at. Its a risk I know..


Griar: Just so you know, for the other PCs I've been adding an additional (Take 10 + Bonus)/7, rather than just adding their bonus to the day job roll.

In between work hours, Griar is sent to a smithy to pick up components for Ehrlen, the owner of the bowyery. While there, he sees a particularly valuable-looking double-axe. When asked, the proprietor says, "Indeed! Forged here, this masterful creation. Specially made for a private collector, I've not met the man myself - just his agent."

Uzziah: You don't do things by half-measures, do you! :) I'll reply tomorrow. The 10th would be a Fireday (analagous to Friday). You can always look at the calendar for 2010 - the dates line up the same, and Rova = September. Also, let me know if others are in on the heist, or if you are going solo on them.

The Exchange

Male Kelshite Millrite of Sarenrae

I had a change of thought, just slightly. And no.. Frankly I rather happy and very much a smiling tieflin when I saw those roll results.

For the two warehouse heists. If you will let me use the teams.. This spoiler here is for the 2nd heist. Im going to try and pull it also off by myself.

Warehouse 2:

Solo Job Adding +3 to "crime" Rolls, nothing to perception
To see if anyone notices me Perception: 1d20 + 9 + 10 ⇒ (11) + 9 + 10 = 30 (5Laboroers at +2 each unit? whatever the 30 Halfling gardeners add far as a distraction goes.
Popping the lock on the warehouse door Disable Device: 1d20 + 11 + 2 + 3 ⇒ (15) + 11 + 2 + 3 = 31 with the curpurses aiding me by handing me the correct tools.
Casing the warehouse to find the best loot in the joint Preception: 1d20 + 9 + 2 ⇒ (17) + 9 + 2 = 28 with the cutpurses aiding me in this.
Unlocking chests and locks to get at the better loot in here. Disable Device: 1d20 + 11 + 2 + 3 ⇒ (11) + 11 + 2 + 3 = 27 Which is an Average(40gp lock)
Trying to pop open that one Good(80g) lock. Disable Device: 1d20 + 11 + 2 + 3 ⇒ (9) + 11 + 2 + 3 = 25 and frowning as it refuses to open for me.
To make sure that we are all moving around quietly ill roll separately again.
Uzziah's Stealth: 1d20 + 11 + 3 ⇒ (5) + 11 + 3 = 19
Curpurse's Stealth: 1d20 + 4 + 3 ⇒ (5) + 4 + 3 = 12
This time they are spending too much time paying attention to me and not what they are doing.
I lock things up again behind us as we depart.


Male Halfling Sorcerer 1

I believe I'm waiting on a PM regarding the heist I've been planning. :P


Uzziah - sorry for not reading the spoilers more closely than intended.
All, Uzziah is putting his teams at your assistance, so if you want to pull off a heist, he'll take a cut and - to simplify - let's say that you gain a +2 bonus (like Aid Another) on the checks.
Sound good?


Also, just as a reminder, the settlement modifiers have specific Skills that give you bonuses to rolls. Check out the Gamemastery Guide for specifics - i.e., "Crime" is not a universal bonus to committing crimes.


Warehouse 1:

Perception - Success! You see a pair of guards posted, but as crime has been relatively low in the city over the past couple weeks, they look bored but curious at all the gardening happening. You skirt their patrol route and find a good back door to approach.

Disable Device - Success! Your cutpurses help you pop the lock on the back door.

Looking for the most valuable treasure is an appraise check. However, your perception check does help you find a pile of chests.

Disable Device - You are able to get through a couple chests that have average locks on them, and begin pulling valuables and stashing them in sacks.
Since the "Crime" modifier does not apply to Disable Device rolls, you unfortunately are not able to open one of the better appointed chests of goods.

Stealth - vs. Guard's Perception: 1d20 + 4 ⇒ (18) + 4 = 22 - UH OH! As you are locking up behind your guys heading out of the building, you hear a voice call out, "Hey, who are you all - STOP! GUARDS!"
Diplomacy to call for guards: 1d20 - 1 ⇒ (20) - 1 = 19, Time to town guard arriving: 1d6 ⇒ 1 - 2 for beating the DC of 5 by 10+ - 1 for the town law modifier = the town guards arrive on the scene in 9 rounds (see the Gamemastery guide for details on calling the town guard).

Uzziah - Do you go on the offensive, or try and run?


Male Ifrit Slayer 1| AC 16| T 13 | F 13 |HP 12| CMD 16 | F +3 | R +6 | W +2 | Init +3 |Per +4 |

GM Cyrioul: Griar wants to try to grab the double axe, if you can let me know which skills he needs to roll for, I'll go for that.


Male Halfling Sorcerer 1

Mythweavers is down. :/ Otherwise I'd be preparing my heist and my 10-day. I look forward to it. :)

The Exchange

Male Kelshite Millrite of Sarenrae

Corruption to bluff/sneak. Fair enough, ill erase that crime from disable device modifiers - have a whiteboard here.. figured may as well jot down what goes with what.

Spoiler:

Myself and the cutpurses are going to beat up the person that yelled for the guards, for 2 rounds. Not saying a word, keeping our hoods up. The largest of the cutpurses will taunt the person with threats that he makes up on the spot but thinks our enemy would say. Then in round 3 we scatter into the sewers and make our way to the second warehouse a couple of hours later after things calm down.

The gardeners - would appear to panic when they hear the call for the guards and start packing up, loudly grumbling " how unsafe this area is. all they are trying to do is just clean up the city and make it look better, but no someone has to yell for the guards, whats a poor Halfling to do, even a score and five of us? Whoever yelled for you is probably long gone. Will you escort us over to area two for us? We still have two more places that we are supposed to clean up tonight before we can go to sleep."


Male Halfling Sorcerer 1

Campaign Date: 1-10/Rova/4710 AR

Upkeep
Step 1 - Add Up Costs: 2g @ Minotaur's Arm
Step 2 - Pay Costs: 40g
Step 3 - Determine Capital Attrition: None
Step 4 - Determine Business Attrition: None

Activity Phase
Step 1 - Free Activities Performed: Begin Construction of Common Room
Step 2 - Continue Ongoing Downtime Activity: None
Step 3 - Begin New Downtime Activity: Earn Capital

Income Phase
Step 1 - Determine Building Income: Linens! (12/7)x10= 17.14g
Step 2 - Determine Organization Income: Stealing! (13/7)x10= 18.57g
Step 3 - Determine Other Income: Performance! (22/7)x1= 3.14g
Step 4 - Abandon Assets: None
Step 5 - Sell Assets: None

Daily Breakdown:
1. Earn GP
2. Earn Labor Bluff: 1d20 + 8 ⇒ (4) + 8 = 12
3. Earn Labor Bluff: 1d20 + 8 ⇒ (6) + 8 = 14
4. Earn Labor Bluff: 1d20 + 8 ⇒ (16) + 8 = 24
5. Begin Construction of Common Room. Jhilad begins personal training regimen. (Earn exp)
6. Earn exp
7. Earn exp
8. Earn exp
9. Earn exp
10. Earn exp

Flavor Text::
Jhilad spends another day earning coin to fund his escapades to earn favors from the dimwitted locals. Satisfied that he has the resources necessary, he begins construction of his new Common Room immediately. He spends the week afterward overseeing the project, honing his own skills, and preparing for a heist he has learned of.

Should I wait for next time period for my heist rolls then? Lady arrives on the 11th and the big show is on the 13th.

The Exchange

Male Kelshite Millrite of Sarenrae

No pick a building/store/warehouse for me to hit this week with my teams aiding - similar to the two warehouses I hit for myself. In addition to whatever you have planned for a Lady and your big show -This is my (Christmas) Gift to the Members of our Thieves Council(other players)- Same goes for Griar and Saul as well.


Griar Brand wrote:
GM Cyrioul: Griar wants to try to grab the double axe, if you can let me know which skills he needs to roll for, I'll go for that.

Stealth to get in unnoticed, Perception to analyze the situation, Disable Device to get the axe free, Stealth again to get out.


Martin Na'Gullis wrote:

Corruption to bluff/sneak. Fair enough, ill erase that crime from disable device modifiers - have a whiteboard here.. figured may as well jot down what goes with what.

** spoiler omitted **

The person calling for the guard is himself a warehouse guard, and has a partner that quickly rounds the corner. These guards actually appear to be very well trained, and your pickpockets clearly more suited to working crowds than rough-housing professional soldiers. Your Pickpockets launch darts at the guards to slow them down, but have trouble penetrating the guards' armor. The two Guards draw longswords and charge in, causing lots of damage to your team.

Your own rapier causes some damage and manages to drop one of the guards, but not before two of your own men go down and the remainder of you scatter through the smokescreen of your gardeners.

You still come away with 150 gp in goods, but clearly didn't get everything. Over the next two days, you recruit additional pickpockets to recruit the two you lost. The CRIME modifier of the city increases by 2, as the citizenry react to the violent crime, and the LAW modifier increases by 2, as the city guard become more vigilant. (Sorry, misprinted the gp reward when posting earlier)


Jhilad wrote:

Campaign Date: 1-10/Rova/4710 AR

Should I wait for next time period for my heist rolls then? Lady arrives on the 11th and the big show is on the 13th.

Yes, rolls should be when she arrives, next batch of dates.


Martin Na'Gullis wrote:
Warehouse 2

Perception: You note easily that there are now at least two roving Guards (CR 1) within range of each warehouse, keeping their eye out for illegal activity. You manage to time their patrols to best approach the side door of the warehouse.

Disable Device: You do manage to open the "average" quality lock on the back of the warehouse.

Appraise (Not Perception): You do find a small coffer in the warehouse office that clinks significantly when you shake it.

Disable Device: You have difficulty with the good quality lock on this small coffer, and it is too bulky to take with you unnoticed. Your pickpockets find another pile of trade goods of value, and you split the total weight among you to take out of the warehouse more quickly.

Stealth: vs. Guard 1 Perception: 1d20 + 5 ⇒ (1) + 5 = 6, Guard 2 Perception: 1d20 + 5 ⇒ (9) + 5 = 14. You exit the building successfully, but one of your new pickpockets get spotted as he's celebrating his heist, and the whole group has to split again. The new guy gets nabbed, but doesn't really know enough to give you up to the guard.

You gain another 150 GP from the sale of trade goods from this fight, but the CRIME and LAW modifiers do not change.


On the 10th, the Collector finds you without trouble, goes over your books, and takes a cut for Vors. Before he leaves, he states, "The Boss is pleased so far with your monthly take. Keep it up, he's upped his timetable to visit, and will be here on the 1st of Pharast, early next year."

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