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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The human sees Griar get his battleaxe ready, and draws his shortsword in response. The brutes put out their arms to hold back your subordinates. One says, "You show 'im, Gerron!"

We'll use the Dueling rules from Ultimate Combat: Find them here. As you are each waiting for the other to move, initially, I assume you'd prefer to use your Sense Motive modifier over your Initiative modifier. He'll use his Bluff check, and we'll go in that order.

Gerron(Bluff): 1d20 + 6 ⇒ (5) + 6 = 11
Griar(Sense Motive): 1d20 + 9 ⇒ (7) + 9 = 16

You are only about ten feet from Gerron, and can take your action first.


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

Griar wastes no time in launching his attack.

Battle Axe: 1d20 + 4 ⇒ (14) + 4 = 181d8 + 3 ⇒ (7) + 3 = 10


Hit! One handing the battle axe or two? If two, and since he's your favored enemy(human), it's be another three points of damage (13 total)

The man reels under he blow, nearly taken completely off his feet. He hops back a step, pulls a vial from his pouch, and launches it at your chest.

Ranged Touch Attack: 1d20 + 4 ⇒ (3) + 4 = 7

It hits the ground just in front of you, and you take one point of damage as acid splashes over your legs.


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

Going with one handed, I guess. No reason to retcon.

"My boots! You bastard! You'll pay for that!

Griar's boots are well worn and comfortable. Now he'll have to get new ones. Grabbing the axe with both hands, Griar aims a massive up-cut at the fancy potion stirrer.

Axe: 1d20 + 6 ⇒ (15) + 6 = 211d8 + 6 ⇒ (5) + 6 = 11

Thought I was fighting a 1/2 orc.


[ooc]Nope, the half orcs had stepped to the side (bigger muscle, not in charge).

Another hit (dang, that's a lot of damage), and Gerron goes down. The two half orcs look at each other as your men pull out daggers, then raise their hands and begin backing away. One states, "Honor among thieves - this duel is yours. Beware - you have the attention of the Spiked Hand, now." If you permit them, they simply take Gerron's badge and walk away.

[ooc]After checking Gerron's body, you earn 135 GP.[/ooc


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/Lamashan/4710 AR

Upkeep
Step 1 - Add Up Costs: Guards, Storefront, Capital.
Step 2 - Pay Costs: 6 goods, 1 influence, 7 labor. 155gp
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: Add Guards, work at bow shop, start false front construction.

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

Daily activity:

11 Hire Guards. Gain Influence: 1d20 + 8 ⇒ (8) + 8 = 16 +1.6 gp labor. +1.3 gp crime.
12 Add labor: 1d20 + 12 ⇒ (8) + 12 = 20 +1.8 gp labor. +1.3 gp crime.
13 Add goods: 1d20 + 12 ⇒ (18) + 12 = 30 +1.8 gp labor. +1.3 gp crime.
14 Gain Influence: 1d20 + 8 ⇒ (12) + 8 = 20 +1.8 gp Labor. +1.3 gp crime.
15 Earn XP
16 Earn XP
17 Gain Influence: 1d20 + 8 ⇒ (14) + 8 = 22 +1.8 gp labor. +1.3 gp crime.
18 Add labor: 1d20 + 12 ⇒ (14) + 12 = 26 +1.8 gp labor +1.3 crime
19 Add goods: 1d20 + 12 ⇒ (4) + 12 = 16 +1.8 gp labor. +1.3 crime
20 Earn gold (take 10) +3.0 Labor. +1.3 crime. Start construction of False Front.

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

Flavor:
After the run-in with the spiked gauntlet, Griar decides he needs some muscle around, so he hires some of the local toughs. Pests have returned to the farmland so Griar spends time hunting, but mostly it's just work, work, work. He does find time to befriend some of the townsfolk. He needs to be known about town if he is to gain a position on the council.


Griar Brand wrote:
Campaign Date: 11-20/Lamashan/4710 AR

[ooc]Griar - could you help me make sure I understand your shorthand?

For example:
- 12 Add labor: 1d20 + 12 ⇒ (8) + 12 = 20 +1.8 gp labor. +1.3 gp crime.
To me, this means that you are making a roll to earn labor (20/7 = 2.67 = +2 Labor, -20 GP),
PLUS
Your laborers earn +1.8 GP
PLUS
Your cutpurses earn +1.3 GP

Is that correct? Just want to make sure I'm accurately representing your days.


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

Yeah, rolling for capital. The teams are earning gold pieces. After I posted, I was wondering if it might be a little confusing. I probably don't need to keep earnings from crime and honest work separate.


Male Tiefling 4th

Campaign Date: 11-20/Lamashan/4710 AR

Upkeep
Step 1 - Add Up Costs: See Daily Breakdown, no ongoing costs.
Step 2 - Pay Costs: Varies Applied in Daily Breakdown
Step 3 - Determine Previous Capital: 47.57Gold, 4 Goods, 5 Influence, 1 Labor, 0 Magic.

Activity Phase
Step 1 - Free Activities Performed:
Step 2 - Continue Ongoing Downtime Activity: None
Step 3 - Begin New Downtime Activity: Earn Capital (Gold)(Goods)(Labor)

Income Phase
Step 1 - Determine Building Income: Storage (+1.71g), Burial Ground(+2 GP) Pit(1.57)*15
Step 2 - Determine Organization Income: Robber(+2), Soldier(+2.14), Laborer(1.71)*4, Shack(0), Lavatory(+2 Fort)
Step 3 - Determine Other Income: None

Daily Breakdown:

11th 1* Robbers earn 2 Goods (-20),I earn 2 Goods(-20) Burial Ground(2),Storage(1.71), 15*Pit(23.55), Soldier (2.14), 4*Laborer(6.84). =>47.57-40+2+23.55+2.14+6.84 == 43.81Gold 9G, 5I, 1L, 0M

12th 4*Laborers earn 4Labor (-40), Burial Ground (2), Storage(1.71),15*Pit(23.55), Soldier(2.14), Robbers(2). I earn XP. =>43.81-40+2+23.55+2.14+6.84 == 35.21 Gold, 9G 5I 5L 0M

13th 3*Laborers earn 3Labor(-30), Burial Ground(2),Storage(1.71), 15*Pit(23.55), Soldier (2.14), Laborer(1.71). I earn XP. => 35.21-30+2+23.55+2.14+1.71 == 36.32 Gold, 9G 5I 8L 0M

14th Buy Capital: 1 Labor (-20)| Start Artisan's Shop: Stonemason's (-9G/L done start of day 3rd day/11th month/4710ar) 1 Laborer earn 1 labor(-10),Storage(1.71), Burial Ground(2), 15*Pit(23.55), Robber(2) Soldier (2.14), 3*Laborer(5.13). I earn XP. =>36.32 -20-10+2+23.55+2+2.14+5.13 == Gold, 1L, 5I, 0G, 0M

15th Storage(1.71),Burial Ground(2), 15*Pit(23.55), Robber(2) Soldier (2.14), 4*Laborer(6.84). I earn XP => 36.61+2+23.55+1.71+2+6.84+2.14 == 74.85 Gold, 1L,5I, 0G, 0M

16th Robbers earn 2 Goods (-20), 4*Laborers earn Labor(-40), Soldier earn 1 Labor(-10), Storage(1.71), 15*Pit(23.55), Burial Ground(2). I earn XP. => 74.85-20-40-10+1.71+23.55+2 == 32.11 Gold 5L, 5I, 2G, 0M

17th Start Bureaucrats: Barrister(-2G/L -4I, Done Start of 19th)| 3*Laborer earn 3 Labor(-30), Storage(1.71), 15*Pit(23.55), Burial Ground(2), Robber(2), Soldier(2.14), Laborer(1.71) => 32.11-30+1.71+23.55+2+2+2.14+1.71 == 35.22 Gold, 6L, 1I, 0G, 0M

18th Robber Earn 2 Goods(-20), Laborer earn 1 Labor(-10)+Storage(1.71), 15*Pit(23.55), Burial Ground(2),Soldier(2.14),3* Laborer(5.13) => 35.22-20-10+1.71+23.55+2+2.14+5.13 == 34.62 Gold, 7L, 1I. 2G, 0M

19th Barrister Done| Robber Earn 2 Goods(-20), Laborer earn 1 Laborer(-10)+Storage(1.71), 15*Pit(23.55), Burial Ground(2),Soldier(2.14),3* Laborer(5.13), Bureaucrats(2) => 34.62-20-10+1.71+23.55+2+2.14+5.13+2 == 41.15 Gold, 8L, 1I, 4G, 0M

20th(spend 1 Influence) Robber Earn 2 Goods(-20), I earn 2 Gooods(-20), Storage(1.71), 15*Pit(23.55), Burial Ground(2),Soldier(2.14) 4* Laborer(6.84), Barrister(2)
=> 41.15-20-20+1.71+23.55+2+2.14+6.84+2 == 39.29 Gold, 8L, 0I, 6G, 0M

*Notes
Teams = 1*Robber, 1*Soldier, 4*Laborer, 1*Barrister
Rooms = 1*Shack, 1*Storage, 1*Lavatory, 1* Burial Ground, 15*Pit

Under Construction
Artisan Shop:Stonemason's: Done 3rd Day Next Month.


Flavor Text:

To build this fort Uzziah knows that he is going to need to hire some stonemasons for the walls, he figures that he may as well build them a shop to work out of. It will be done in a couple of weeks. He also sets about hiring some lawyers, some barristers to make sure his legal tail is covered, HE IS OFFERING THEIR SERVICES TO THE COUNCIL.

Ten days after the duel his brother fought, he spends but one tidge of influence to see what his contact know of the enemy. Hopefully after things have calmed down a bit. The rest of the days Uzziah spends crawling though the sewers and making them just a little bit safer.


Male Human Lvl 2 Fighter

Campaign Dates: 11-20/Lamashan/4710 AR

Upkeep
Step 1 - Add Up Costs: 2GP (2 for room at Minotaur's Arm through the 21st)
Step 2 - Pay Costs: 4 Goods to replace damaged Goods from event, Varies Applied in Daily Breakdown
Step 3 - Determine Previous Capital: 11.7GP, 2 Goods 4 Influence, 2 Labor, 0 Magic.

Activity Phase
Step 1 - Free Activities Performed:
Step 2 - Continue Ongoing Downtime Activity: None
Step 3 - Begin New Downtime Activity: Earn Capital (Gold)(Goods)(Influence)(Labor), hiring Scofflaws (on the 11th), build a Pit (14th)

Income Phase
Step 1 - Determine Building Income: Bar (+2.86GP), Common Room(+2.43GP) Storage(1.71GP), Pit(1.57GP)
Step 2 - Determine Organization Income: Laborers(+1.71GP), Scofflaws (+1.71GP)
Step 3 - Determine Other Income: Curdan's Extra Activities

Daily Breakdown::

11th Laborers earn 1.71GP, All rooms earn GP (total of 7GP) Curdan Earns Goods (see flavor text) (Stealth: 1d20 + 10 ⇒ (19) + 10 = 29) 29/10=2 Goods. Curdan also uses the goods immediately to restore the tavern to working order before it opens for the evening and sets out to hire some girls to entertain his guests in his establishment (Scofflaws, -3I,-2L,1Day)
--> 2.86+2.43+1.71+1.71= -11.29 Gold 2G -3I -2L 0M.

12th Laborers earn 1.71GP,Scofflaws earn 1 Good, All rooms earn GP (total of 7GP) Curdan Earns GP running his business (Sleight of Hand: 1d20 + 10 + 10 ⇒ (6) + 10 + 10 = 26) 26/10=2.6GP.
--> -10+2.6+2.86+2.43+1.71+1.71+1.71= 3.02 Gold 1G 0I 0L 0M.

13th Laborers earn 1 Labor, Scofflaws earn 1.71GP, All rooms earn GP (total of 7GP) Curdan Earns GP running his business (Sleight of Hand: 1d20 + 10 + 10 ⇒ (11) + 10 + 10 = 31) 31/10=3.1GP.
--> -10+3.1+2.86+2.43+1.71+1.71= 1.81 Gold 0G 0I 1L 0M.

14th All teams earn GP (total of 3.42GP), All rooms earn GP (total of 7GP) Curdan Earns GP running his business (Sleight of Hand: 1d20 + 10 + 10 ⇒ (16) + 10 + 10 = 36) 36/10=3.6GP. Curdan orders a pit to be built (-1G,-1L,1 Day)
--> 3.6+2.86+2.43+1.71+1.71+1.71= 14.02 Gold -1G 0I -1L 0M.

15th All teams earn GP (total of 3.42GP), All rooms earn GP (total of 8.57GP) Curdan Earns GP running his business (Sleight of Hand: 1d20 + 10 + 10 ⇒ (9) + 10 + 10 = 29) 29/10=2.9GP.
--> +2.9+2.86+2.43+1.57+1.71+1.71+1.71= 14.89 Gold 0G 0I 0L 0M.

16th All teams earn GP (total of 3.42GP), All rooms earn GP (total of 8.57GP) Curdan Earns GP running his business (Perception: 1d20 + 4 + 10 ⇒ (5) + 4 + 10 = 19) 19/10=1.9GP.
--> +1.9+2.86+2.43+1.57+2.43+1.71+1.71+1.71= 13.89 Gold 0G 0I 0L 0M.

17th All teams earn GP (total of 3.42GP), All rooms earn GP (total of 8.57GP) Curdan Earns Goods running his business (Sleight of Hand: 1d20 + 10 + 10 ⇒ (3) + 10 + 10 = 23) 23/10=2 Goods.
--> -20+2.86+2.43+1.57+2.43+1.71+1.71+1.71= -8.01 Gold 2G 0I 0L 0M.

18th Scofflaws earn 1.71GP, Laborers earn 1 Labor, All rooms earn GP (total of 8.57GP) Curdan Earns GP running his business (Intimidation: 1d20 + 6 + 10 ⇒ (8) + 6 + 10 = 24) 24/10=2.4GP.
--> -10+2.4+2.86+2.43+1.57+2.43+1.71+1.71= 2.68 Gold 0G 0I 1L 0M.

19th Scofflaws earn 1.71GP, Laborers earn 1 Labor, All rooms earn GP (total of 8.57GP) Curdan Earns GP running his business (Perception: 1d20 + 4 + 10 ⇒ (1) + 4 + 10 = 15) 15/10=1.5GP.
--> -10+1.5+2.86+2.43+1.57+2.43+1.71+1.71= 1.78 Gold 0G 0I 1L 0M.

20th All teams earn GP (total of 3.42GP), All rooms earn GP (total of 8.57GP) Curdan Earns GP running his business (Sleight of Hand: 1d20 + 4 + 10 ⇒ (17) + 4 + 10 = 31) 31/10=3.1GP.
--> +3.1+2.86+2.43+1.57+2.43+1.71+1.71+1.71= 15.09 Gold 0G 0I 0L 0M.

Totals: 60.39GP 2G 1I 2L 0M

Rooms Listings::

Bar - 2.86/day - +10+10/7 (GP/Influence)
Common Room - 2.43/day - +7+10/7 (GP/Influence)
Storage - 1.71/day - +2+10/7 (GP)
Pit - 1.57/day - 1+10/17 (GP/Labor)

Team Listings::

Laborers - 1.71/day - +2+10/7 (GP/Labor)
Scofflaws - 1.71/day - +2+10/7 (GP/Goods/Labor)

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

Flavor Text:

The Gilded Nymph didn't miss a beat as it opened its doors the next night, no evidence of the fight that broke so many tables and chairs. Shortly thereafter bawdy barmaids were added to the staff that would entertain the customers as well as serve them. Curdan noticed a regular card game going on during the evenings and sat down to play with a few of them, winning a fair chunk of promised goods for cleaning a drunk dockhand or two out of their money.

Curdan's Activites::

11th - Curdan works for his Bitter Nobleman, stealing from local shopkeeps to pay their debts to the nobleman and promised Goods from them in return for his service. This is much riskier as it is done during the day, but he manages to pull it off with none the wiser.
12th - Curdan works at his tavern, overseeing the new barmaids/dancing girls and using their distractions to steal from his patrons.
13th - Curdan continues to work in his tavern, using sleight of hand tricks with the girls as helpers to entertain his guests.
14th - Curdan, while working, notices a regular bit of gambling going on with the dockhands and joins them, cheating of course.
15th - Curdan keeps his head down and listens while working at his tavern. The girls and the gambling seem to draw more people to his establishment.
16th - Curdan keeps to himself tonight, just wandering the tables and listening under the pretense of security.
17th - Curdan hits it big during the evening card game, cleaning out multiple dockhands. They agree to trade some goods for an unpaid bar tab.
18th - Curdan is able to trade some long bar tabs for labor he will need done shortly.
19th - Curdan is able to trade some long bar tabs for labor he will need done shortly.
20th - Curdan sets up a private table where the girls can more greatly entertain his higher end clients.


Griar Brand wrote:
Yeah, rolling for capital. The teams are earning gold pieces. After I posted, I was wondering if it might be a little confusing. I probably don't need to keep earnings from crime and honest work separate.

Got it. So from your rolls, I have you earning 6 Goods, 7 Influence, 5 Labor, but from your post, looks like you wanted to earn 6 goods, 1 influence, 7 labor. I'll figure out the latter set, rather than the former, which will total -165 GP (including the purchase of 2 Labor). Make sense?


Uzziah and Curden - I started working on yours this evening, but am not finished. I'll return to it tomorrow afternoon/evening.


Male Tiefling 4th

No worries. That 1 Influence, I forgot to say I was giving to Griar. I intended to past that in on the 11th, but I think I put it in the 20th. For his not backing down from the fight. Im spending most of this time in the sewers as well this tenday training down there and workin on cleaning it. Ill post a new map update each 10th when the collector comes.


Uzziah, I think I've got it. However, I don't have your actions for the 17th, 18th, and 19th.

Current Event Chance = 30%
Roll for Event: 1d100 ⇒ 41
Event: None
New Event Chance = 35%


Male Tiefling 4th

17th Uzziah earns XP.
18th Uzziah earns XP.
19th Uzziah earns XP.


Curdan enjoys great success from his new hires, and the Gilded Nymph brings in good coin.

Current Event Chance = 20%
Roll for Event: 1d100 ⇒ 41
Event: None
New Event Chance = 25%


Uzziah Na'Gulmar wrote:

17th Uzziah earns XP.

18th Uzziah earns XP.
19th Uzziah earns XP.

Thanks!


Ok, sorry team. I've been too long away. We should be caught up on the spreadsheet. Take a look, let me know what I've got wrong, and go ahead to post 21-31 / Lamashan / 4710 AR.


Male Tiefling 4th

Campaign Date: 21-31/Lamashan/4710 AR

Upkeep
Step 1 - Add Up Costs: See Daily Breakdown, no ongoing costs.
Step 2 - Pay Costs: Varies Applied in Daily Breakdown
Step 3 - Determine Previous Capital: 47.57Gold, 6 Goods, 0 Influence, 10 Labor, 0 Magic.

Activity Phase
Step 1 - Free Activities Performed:
Step 2 - Continue Ongoing Downtime Activity: None
Step 3 - Begin New Downtime Activity: Earn Capital (Gold)(Goods)(Influence)(Labor)

Income Phase
Step 1 - Determine Building Income: Warehouse (+1.71g), Burial Ground(+2 GP) Pit(1.57)*15
Step 2 - Determine Organization Income: Robber(+2), Soldier(+2.14), Laborer(1.71)*4, Shack(0), Lavatory(+2 Fort)
Step 3 - Determine Other Income: None

Daily Breakdown:

21st }Uzziah Earns 2 GoodsDisable Device: 1d20 + 16 ⇒ (2) + 16 = 18, 1*Robber earn 2 Goods (-40), 1*Storage(1.71), 1*Burial Ground(2), 15*Pit(23.55), 1*Soldier(2.14), 4*Laborer(6.84) ==>47.57-40+1.71+2+23.55+2.14+6.84 == 43.81 10G 0I 10L 0M

22nd } Uzziah earn XP, 1*Robber earns 2 influence, 1*Laborer earn 1 Labor (-40), 1*Storage(1.71), 1*Burial Ground(2), 15*Pit(23.55), 1*Soldier(2.14), 3*Laborer(5.13) ==> 43.31-40+1.71+2+23.55+2.14+5.13 == 37.84 Gold 10G 2I 11L 0m

23rd } Uzziah earn XP, 1*Robber earns 2 influence (-30), 1*Storage(1.71), 1*Burial Ground(2), 15*Pit(23.55), 1*Soldier(2.14), 4*Laborer(6.84) ==> 37.81-30+1.71+2+23.55+2.14+6.84 == 42.08 Gold 10G 4I 11L 0M

24th }Start training 2 Craftspeople (1 mason, 1 gardener)(done start of 26th)(-6g-4I-8L)Uzziah earns XP, 4*Laborer earn Labor (-40), 1*Storage(1.71), 1*Burial Ground(2), 15*Pit(23.55), 1*Soldier(2.14),2*Robber(2) ==> 42.48 - 40+1.71+2+23.55+2.14+2 == 33.48Gold 4G 0I 7L 0M

25th } Uzziah earns XP, 3*Laborer earn 3 labor(-30), 1*Storage(1.71), 1*Burial Ground(2), 15*Pit(23.55), 1*Soldier(2.14), 1*Laborer(1.71) 2*Robber(2.00) ==> 33.48-30+1.71+2+23.55+2.14+2+1.71 == 33.48 -30 1.71+2+23.55+2.14+2+1.71 == 34.59 4G, 0I 10L 0M

26 } 2*Craftspeople done. Uzziah Earns XP, 3*Laborer earn 3 labor(-30), 1*Storage(1.71), 1*Burial Ground(2), 15*Pit(23.55), 1*Soldier(2.14), 1*Laborer(1.71) 1*Robber(2.00),2*Craftspeople(4) ==> 34.59 -30+1.71+2+23.55+2.14+2+1.71+4 == 35.11 Gold 4G 0 I 13L 0M

27th } Uzziah Earn Xp, 1*Craftspeople earn 2 Goods, 1*Laborer earn 1 Labor (-30), 1*Storage(1.71), 1*Burial Ground(2), 15*Pit(23.55), 1*Soldier(2.14), 3*Laborer(5.13) 1*Robber(2.00),1*Craftspeople (2)
==> 35.11 -30 + 1.71 +2 +23.55 +2.14 +5.13 +2 +2 == 2=43.66 Gold 6G 0I 14L 0M

28th } 2*Craftspeople earn 4 Goods (-40) Uzziah earns GoldSlight of Hand: 1d20 + 11 + 5 ⇒ (19) + 11 + 5 = 35 (5), 1*Storage(1.71), 1*Burial Ground(2), 15*Pit(23.55), 1*Soldier(2.14), 4*Laborer(6.84) 1*Robber(2.00),2*Craftspeople(4) ==> 43.66 -40 +5 +1.71+23.55+2.14+6.84+2 == 44.90 Gold, 10 G 0 I 14L 0 M

29th } Uzziah earns XP, 1*Craftspeople earn 2 Goods, 1*laborer earn 1 Labor (-30), 1*Storage(1.71), 1*Burial Ground(2), 15*Pit(23.55), 1*Soldier(2.14), 3*Laborer(5.13) 1*Robber(2.00),1*Craftspeople(2) ==> 44.90 -40 +1.71+23.55+2.14+5.13+2 == 38.53 Gold 16G 0I 15L 0M

30th } Uzziah earns XP, Start 14*Pits(-14 G/L),1*laborer earn 1 Labor (-10) 1*Storage(1.71), 1*Burial Ground(2), 15*Pit(23.55), 1*Soldier(2.14), 3*Laborer(5.13) 1*Robber(2.00), 2*Craftspeople(4) ==> 38.53-10+1.71+2+23.55+2.14+6.84+2+4 == 70.77 Gold 2G, 0I 2L

31st }Uzziah earns XP, Hire 1 Laborer(-2G/L)(done now)1*Storage(1.71), 1*Burial Ground(2), 15*Pit(23.55), 1*Soldier(2.14), 5*Laborer(8.55) 1*Robber(2.00), 2*Craftspeople(4) ==> 70.77=1.71=2+23.55+2.14+8.55+2+4 == 114.72 Gold No Capital

End of Month Notes:

Teams: Added 2*Craftspeople (14/7) & 1*Laborer(12/7)
Rooms: 1*Artisan's Shop(20/7) done on the 3rd, 14*Pit(11/7) done on the 1st.

I am completely surrounded by a 20' wide 15' deep stonelined pit, with the exception of a 10' wide path in up in the NE corner Map Update coming on the 10th next month.
I reached Level 5 on the 31st (15220 XP)

Flavor Text:

Uzziah starts the week out with him and his robber hitting up that warehouse where they lost one guy a few weeks ago and nabbing some goods in there. He order all rooms to focus on generating gold and all teams to focus on expanding the pits to almost finish the moat. Uzziah then spends most of the remainder of the month in the sewers making sure that they are as cleaned up of critters as he can make them.

On the 31st Uzziah goes come back and meets with the others of the Council, after making sure nothing too bad happened while he was down in the sewers.


Thanks, Uzziah. If you could humor me, as this is a question that I should have asked when you started them, how exactly are the pits creating income for your organization/building? I think if they were dump sites that people could use for a fee, that would make sense, but as a moat, they are a defense, not an income generator. Thoughts?

Current Event Chance: 35%
Event Roll: 1d100 ⇒ 53
Event: None
New Event Chance: 40%


Male Tiefling 4th

That is a good point. I can let them be a refuse pit. It will make people sneaking in make more noise as they try to sneak around broken things. I may have to hire some alchemists and have focus 100% on alchemists fire.. so if things go bad I can just burn the refuse. It will also be kinda funny when i get the 20' tall wall with guard posts along it.. surrounded by the city dump..


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/Lamashan/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: None.
Step 2 - Continue Ongoing Downtime Activity: None
Step 3 - Begin New Downtime Activity: Add soldiers, work at bow shop.

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

Daily Breakdown:

11 Hire Soldiers. Add Labor: 1d20 + 12 ⇒ (1) + 12 = 13 +3.1 gp earned
12 Add labor: 1d20 + 12 ⇒ (6) + 12 = 18 +3.1 gp earned
13 Add goods: 1d20 + 12 ⇒ (2) + 12 = 14 +3.1 gp earned
14 Gain Influence: 1d20 + 8 ⇒ (9) + 8 = 17 +4.6 gp earned
15 Earn XP
16 Earn XP
17 Gain Influence: 1d20 + 8 ⇒ (5) + 8 = 13 +4.6 gp earned
18 Add labor: 1d20 + 12 ⇒ (19) + 12 = 31 +4.6 gp earned
19 Add goods: 1d20 + 12 ⇒ (17) + 12 = 29
20 Earn XP +4.6 gp earned

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

Flavor:
Griar adds some soldiers. If the gauntlet wants to rumble, griar will be ready for them. Griar finds an old crypt and slays a good number of undead.


Gentlemen,

I am a horrible GM to leave you for a month with no word. I stopped checking right during a busy period at work, and failed to come back around until now. Mostly, I'm worries that I've not prepared a very well-crafted campaign for you all, in addition to my interest in pursuing the downtime rules as a campaign basis was waning. They really are best in the midst of a good ongoing story that has more happening than what I've out together here, so I'm sorry for the subpar experience.

That said, I'm happy to continue your story against the Spiked Fist, supporting Vors, and seeing who comes out wealthiest at the end. Let me know what you think, and we can pick back up. OR, if you'd prefer to play something like a module, scenario, or AP where I'm not the one in charge of crafting all the content (much easier for me), then I'll be happy to offer you the first spots.

Regards,
GMC


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,

Playing just the numbers game was Ok, but it did seem like something was missing. If you feel up to running a published adventure, I'm game for it.

Which one(s) were you thinking of?


Sure, I was looking at Reign of Winter or Carrion Crown as two options. I like that Reign of Winter is a bit more straightforward than Carrion Crown, but I only own the first ROW book, while I own all 6 of CC. Your preference?


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

I would love to play either one of those, so which ever works best for you is cool with me.


Sounds good. Let's go for Carrion Crown. I'll post a recruitment thread for 3 other players. What manner of Character would you prefer for this AP? I can encourage folks away from that. Save them some time and guesswork.

Also, saw from another post that Uzziah's player (Klokk) has had to take care of his mother for the past several weeks, as she's recovering from back surgery. Doubtful we'll get him back, but I sent him a message to see how he's doing, just in case.


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

I was thinking I'd like to keep this character. With any reworking that is needed. Get rid of the levels above first or whatever it takes to fit the new campaign.

Is that OK with you, Cyrioul?


Male Tiefling 4th

You got me. Ill be back home on the 1st, if our theory is correct that she wont need as much help from me then. I just cant promise ALOT of time before then.

I like uzziah a lot, given the choice id keep going with this campaign, if nothing else continue playing as Uzziah. Hes one of my favorite guys so far of all my characters ive made in pathfinder.

Both of you wish to move to Carrion Crown. If were just going to move our guys form your current game into the new campaign I would love that.

I don't want to level up from 1st to 5th again.

So im on board if Grair can be Griar and I can be Uzziah?

just updated character sheet before coming here


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

We're both rogues, actually, Uzziah. Maybe I'll do something different, then. Hmmm. But what?

I'll have to think about it.

Silver Crusade

Male appears as a Dwarf to the Eye DM Level 0

sorta.. im a ranger/rogue your a fighter/rogue.


Hmm, the tricky is in bringing in new players. If there are new folks to add in to the campaign, we will need to restart. The good news of that is that the level increase will be mostly through combat and story, not just choosing from the downtime list.

As to you both being rogues, well, it's the kind of campaign where starting that way isn't really a problem. However, by level two, one might wish to pursue something more magical, divine, or martial.

Would Griar be ok as a ranger?


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

I'm a ranger/rogue also. Trapper/sniper archetypes.

How do feel about paladins? I would play it, sort of Judge Dredd style. Somewhat more merciful, of course. Question is for you as well, GM Cyrioul.


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

Ah, you ninja'd me, GM. Griar started out as a Ranger, so yeah, I'm OK with that.

I figured, APs always start you at 1st level. Plus, come on, we really didn't earn a lot of those XP. Some, but not all.


Yeah, a paladin build would be very appropriate to the AP. Sword and board, or divine hunter? I rather like the divine hunter archetype for certain brands of Aasimar. You'd be welcome to take one of the variant bloodlines of Aasimar if you like.


Male Tiefling 4th

Im open to changing things, it may be a bit tougher as a tiefling in a campaign like this.. what do you think? I havnt looked at the player guide in a while.


Ustalav is a place without much trust for anyone, especially non-humans. Given Tieflings' long lifespans, it might make sense for one to land in this AP. The player's guide recommends Changelings, Dhampirs, or Orcs as alternates to the core races, but anyone who isn't obviously human faces prejudice (Elves) or even physical violence (half-orcs).

Aasimar would fall into the former, Tieflings closer to the latter.


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

So, here is what Griar's stat block looks like when he is incarnated as a 1st level Paladin:

Paladin:
Unnamed Hero
Male Aasimar Paladin 1
LG Medium outsider (human, native)

Init +1; Senses darkvision 60 ft.; Perception +9
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 11 (1d10+1)
Fort +3, Ref +1, Will +4
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 20 ft.
Melee club +4 (1d6+3) and
. . dagger +4 (1d4+3/19-20) and
. . greatsword +5 (2d6+4/19-20)
Ranged shortbow +2 (1d6/×3)
Special Attacks smite evil
Spell-Like Abilities (CL 1st; concentration +3)
. . At will—detect evil
Aasimar Spell-Like Abilities (CL 1st; concentration +3)
. . 1/day—daylight
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 12, Int 12, Wis 14, Cha 14
Base Atk +1; CMB +4; CMD 15
Feats Weapon Focus (greatsword)
Traits seeker, subject of study
Skills Diplomacy +8, Heal +6, Perception +9, Ride +1; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Common, Draconic
SQ aura of good, hero points, scion of humanity
Other Gear scale mail, arrows (20), club, dagger, greatsword, shortbow, backpack, belt pouch, blanket, candle (3), flint and steel, wooden holy symbol (Erastil), rope, tindertwig (3), torch, trail rations (3), waterskin, 4 gp, 9 sp, 6 cp
--------------------
Special Abilities
--------------------
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.

Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise.
Smite Evil (1/day) (Su) +2 to hit, +1 to damage, +2 deflection bonus to AC when used.
Subject of Study (Evil Outsiders) Professor Lorrimor approached you as part of his studies, as he had heard that you had survived a recent encounter with a strange monster or had another fateful encounter. Interested in the conditions of the run-in and the means by which you avoided

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

I have the Rule of Fear book, so I'll use it to come up with a background that places the character in Ustalav.


Solid.

Forgive the D&D terms, but we'll have a Defender and a Striker this way. Just need a Leader (Healer) and a Controller. Maybe a +1 to make sure things keep moving.

I'll put up a recruitment this afternoon, I hope, and get a few folks on board to begin sometime next week.


Male Tiefling 4th

Ive switched from Tiefling to Catfolk.

Still working on both the crunch and fluff. This is what ive got so far.

Cat Burgler

Basically he makes his way through the world in his wagon reading fortunes for people (profession:fortuneteller) using either his standard fortune cards, or if the call is strong enough he will pull out the harrowing deck and read for people.

Hes armed with his comp short bow, a rapier and im not exactly sure what else yet.

He wears Rosewood armor, which needs a gallon of water a day.. but makes him smell like roses, not a wet cat.

Im looking at a few small teams for him
Driver to drive the wagon.
Laborer or Lackeys to handle setting up camps and getting supplies.
Guards to protect the wagon on the road.
Medium Covered Wagon pulled by a pair of Yak's.

Hes on the payroll, Professor Lorrimor used him to help move some things around the world undetected as well as to liberate some materials a few competitors had under lock and key.


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, average wealth. I bought equipment based on the default 150 gp that Hero lab gives you. Means I have +25 gp. So I have some adjustments to make. I'll probably turn in the scale and go with lamellar armor. Somewhat reduced AC, but gets my mobility up, so worth it, I hope.

I'll change my profile then post on the recruitment thread, so as to dot it.


Sounds good! I'm going to be busy most of the evening, but will try to get a list of current PC applications together by tomorrow morning, if possible, so that we have a sense of what is in so far.

Would like to get going by the end of the week, and have pre-written a good number of starting posts to keep things moving along, so it shouldn't be too crazy to roll right away.

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