GM Foxy's 2nd Legacy of Fire

Game Master Foxy Quickpaw

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Kitsune Game Master

So far only Ohrmizd has written about a conditional 'going to bed'. The rest is sitting at the bar, or watching the wildlife. So, I'm waiting on you.

As for my preferences. Due to the AP being DnD 3.5 and the monsters are weaker thete, I see the opportunity to have characters that do that stuff that is fun RP wise, or crazy character ideas that you'd never do in a 'normal' campaign, because it would hinder the survivability of the party. You'd simply need all those feats for combat and such.

This opportunity would be damaged, once a player who took advanced knitting as a feat gets the feeling of no longer being able to contribute to the party in a meaningful way. ;)


Current AC: 24 <> HP: 62/62 (Swiper: 31/31) <> Effects:

Roryx is doing a 'perimeter check' Foxy - I was waiting on you to let me know if he finds anything 'out of the norm' :D

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

Manuun also went to bed leaving me the option to tell me I need to find a different place.


HP 133/133 AC 33 29 TAC 17 13 FF 30 26 | CMD 31 27 | F +12 R +10 W +12 (Stalward) Resist: fire 30 | HL: 13/13 B: 9/13 Ju: 3/5 ST: 4/4 L1: 4/6 L2: 4/6 L3: 0/5 L4: 3/4 L5: 1/1 | Ini: +6 | Senses: +20 |
Skills:
Acrob+9,Bluff+12,Climb+11,Diplo+20,Disguis+3,Fly+7/+12,Heal+8,Intimidate+26 ,K.arcana+5/+9,K.planes+16/+20,K.religion+9/+13,K.history+11,Linguis+10,Sen sM+21,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 13 | GMW 12h, MV 12h

As you cited about a year downtime I was not expecting to keep working on an every-day basis posting, but I am happy to post something about Ohrmizd going to sleep and asking what else is needed next day.

I did not understood what you mean about the feats. Do you mean we are expected to get useless stuff as Tree Leaper, thematic but useless in practice like Sandwalker or some item creation feats to take profit of our downtime? Anyway we gain no feats at level 4, thus I am a bit lost about what you meant Foxy.

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

Manuun would also like to work with Father Zastoran in the coming das to learn about alchemy and potion making but I did Undertand that that is probaly more a discussion for tomorrow. But I am fully willing to roleplay that incuidng being send on menial errands to get him ingrediences from horrible places.


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Kitsune Game Master

That year downtime will come. But it hasn't started yet.


M Human (M'wangi) Cleric 12 | HP: 116/116||AC 22, Touch 16, FF 18 | Init: +4 | F: +11, R: +9, W: +13, +2 vs Illusion| CMB: +11, CMD: 25| Speed 30ft| Perc: +23, SM: + 20 | Active conditions: none

I'm guessing that B5 is the wharfmaster's manor... So I guess that 's what we're searching today...
Q's for Foxy
1) Am I right this is B5? (is there more to it - B4 , B3?)
2) Are you proposing to use the downtime rules from Ultimate Campaign?

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

Wharfmaster Mansio = B5 correct?


Kitsune Game Master

As told before, the downtime rules are much newer than the adventure and therefore there are some short descriptions of what players could do during the year, including the reward they'd earn. I'm not too fond of adding another complicated rules set to manage what we can have easily without. I just suggested crafting as an addition, because item crafting is nno real option in normal games for lack of time and some people like crafting their own stuff.

It is B5. B4 is a former stable, but that's not included in the manor, as it belongs to the common house B3.


Current AC: 24 <> HP: 62/62 (Swiper: 31/31) <> Effects:

Guys, do we have any extra loot to split on top of those 500 gold kindly offered by the Princess? I am getting to the point where I really need a better armor.

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

Loot Sheet

We have ~ 17K sellable goods, + various High level items we have assigned various people

But I don't think we should sell/buy, before the other traders appear, as the prices will be much better than.


Current AC: 24 <> HP: 62/62 (Swiper: 31/31) <> Effects:

Whaaaaa? I totally forgot the ring of protection +2... Sweet, that helps!

Thank you Manuum for the reminder.


M Human (M'wangi) Cleric 12 | HP: 116/116||AC 22, Touch 16, FF 18 | Init: +4 | F: +11, R: +9, W: +13, +2 vs Illusion| CMB: +11, CMD: 25| Speed 30ft| Perc: +23, SM: + 20 | Active conditions: none
Manuun wrote:

Loot Sheet

We have ~ 17K sellable goods, + various High level items we have assigned various people

But I don't think we should sell/buy, before the other traders appear, as the prices will be much better than.

We have less than 17K; Omari would like the strand of prayer beads,

https://paizo.com/campaigns/v5748p75ivl42/discussion&page=18#865

The fireball necklace is up for discussion.

We also have an unidentified phylacetry and a unidentified periapt on the list.

And we are missing what Roryx is holding out on us :

https://paizo.com/campaigns/v5748p75ivl42/gameplay&page=36#1756
(note the natural 20 spellcraft)
and
https://paizo.com/campaigns/v5748p75ivl42/gameplay&page=36#1751

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

Also there is an MW Breastplate still waiting for somebody to clean and use.


Current AC: 24 <> HP: 62/62 (Swiper: 31/31) <> Effects:

Damn you Omari! I was going to keep it for myself! :D

So that is the Elemental gem (fire) right?


M Human (M'wangi) Cleric 12 | HP: 116/116||AC 22, Touch 16, FF 18 | Init: +4 | F: +11, R: +9, W: +13, +2 vs Illusion| CMB: +11, CMD: 25| Speed 30ft| Perc: +23, SM: + 20 | Active conditions: none
Roryx wrote:

Damn you Omari! I was going to keep it for myself! :D

So that is the Elemental gem (fire) right?

You made the spellcraft check, not me...


Current AC: 24 <> HP: 62/62 (Swiper: 31/31) <> Effects:

I think it is - Manuum, would you add it to the loot list?

(Let me know if you would rather I do it)


Kitsune Game Master

As for the elemental Gem:

Foxy Quickpaw wrote:
The cask is one piece and can not be opened. But inside Omari detects magic.

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

The "loot" in the temple is not included in the 17K gp. This sum contains only those items explicitely listed on the party tab, so only those marked as grou on the main tab.

I was assuming we leave it in the temple treasure, including the necklace of Fireballs and the prayer beads, but if we don't, we have even more money.

Anyways for now all the things in D3 Sarenrae Crypt still are there and we should roleplay if we divy them up, after Ohrmizd declaration of protection.


Current AC: 24 <> HP: 62/62 (Swiper: 31/31) <> Effects:

Understood - so:

- The gem is still inside the cask;
- All the temple items are still there (guess it makes sense - I am assuming both Ohrmizd and Omari would be against such unholy pillaging :P)


M Human (M'wangi) Cleric 12 | HP: 116/116||AC 22, Touch 16, FF 18 | Init: +4 | F: +11, R: +9, W: +13, +2 vs Illusion| CMB: +11, CMD: 25| Speed 30ft| Perc: +23, SM: + 20 | Active conditions: none

Omari is of the opinion that a piece of magical gear is there to be used to fight against evil, not decorate a temple treasury... (especially because it's not Erastil's temple). He also thinks we need to go back and do a thorough search of the place.


AC 13 (18), touch 13 (17), flat-footed 11 (14) hp 68/95 F +6 R +7 W +8

What items do you think Heshan should buy for himself?


HP 133/133 AC 33 29 TAC 17 13 FF 30 26 | CMD 31 27 | F +12 R +10 W +12 (Stalward) Resist: fire 30 | HL: 13/13 B: 9/13 Ju: 3/5 ST: 4/4 L1: 4/6 L2: 4/6 L3: 0/5 L4: 3/4 L5: 1/1 | Ini: +6 | Senses: +20 |
Skills:
Acrob+9,Bluff+12,Climb+11,Diplo+20,Disguis+3,Fly+7/+12,Heal+8,Intimidate+26 ,K.arcana+5/+9,K.planes+16/+20,K.religion+9/+13,K.history+11,Linguis+10,Sen sM+21,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 13 | GMW 12h, MV 12h

I also think it does not have much sense the adventure puts some treasure at the hands of the adventurers but it is not to be used. That said Foxy said something about Ohrmizd to be supposed to leave the items at the crypt, and so, if there is anything on Sarenrae's tenets against it, he will strongly defend the place.

Roleplay-wise, I think Soraya had the mission to restore the temple of Sarenrae. I know about Abadar usually having vaults with items, but never heard of Sarenrae, but it would have some sense too I guess as most religions have their relics.

I guess the adventure wealth assumes we use the items, but if Foxy sees this as defiling, I am ok to just say Ohrmizd helps securing Sarenrae's treasures back there and act as a defender while he helps Soraya rebuild the temple.

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

Well Manuun has spend the last 10 years robbing graves so I do not mind, as long as the clerics are fine with it. But I think they deserve whatever Fate throws their way for it.


Kitsune Game Master

The Wahrfmaster Manor is about 45x60 feet on the map and it ahs three stories. Besides that there is nothing in the book. Feel free to make something up.


HP 133/133 AC 33 29 TAC 17 13 FF 30 26 | CMD 31 27 | F +12 R +10 W +12 (Stalward) Resist: fire 30 | HL: 13/13 B: 9/13 Ju: 3/5 ST: 4/4 L1: 4/6 L2: 4/6 L3: 0/5 L4: 3/4 L5: 1/1 | Ini: +6 | Senses: +20 |
Skills:
Acrob+9,Bluff+12,Climb+11,Diplo+20,Disguis+3,Fly+7/+12,Heal+8,Intimidate+26 ,K.arcana+5/+9,K.planes+16/+20,K.religion+9/+13,K.history+11,Linguis+10,Sen sM+21,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 13 | GMW 12h, MV 12h

It has been a tough day of programming... my creative juices are exhausted, but just wanted to fall around and say I am following you all pack, and enjoying Omari's slowly build up of Erastil's faith.


Current AC: 24 <> HP: 62/62 (Swiper: 31/31) <> Effects:

So... Who is cooking dinner? :D

For now Roryx hasn't got much more to do apart from helping setting up the manor (furniture, doors, windows, food, drink, etc), getting some private stuff like sheets, writing implements and lighting for his room.

Then in the long run, I think he will try to mesh with the patrols, if there are any. Planning on a cutscene to meet up with his familiar.


Current AC: 24 <> HP: 62/62 (Swiper: 31/31) <> Effects:

Foxy, would you like us to summarize a descriptive post of how the next year of downtime develops for our characters, or do you have something else in mind?


Kitsune Game Master

As Manuun told, you wanted to check on Kardswann.

If you're done with all the stuff you want to do before the downtime you can summarize what you start to do. How that comes out I'll provide then. It depends on what you're going to do.

If you become part of the town militia to patrol around Kelmarane there isn't much to set up. If someone goes into item crafting, more posts might be necesary.

There is also another dungeon to crawl. I guess this will interrupt the downtime in the near future.


Current AC: 24 <> HP: 62/62 (Swiper: 31/31) <> Effects:

Gotcha! On to checking up on Kardswann first then.


M Human (M'wangi) Cleric 12 | HP: 116/116||AC 22, Touch 16, FF 18 | Init: +4 | F: +11, R: +9, W: +13, +2 vs Illusion| CMB: +11, CMD: 25| Speed 30ft| Perc: +23, SM: + 20 | Active conditions: none
Spellcraft Wrote wrote:
...When using detect magic or identify to learn the properties of magic items, you can only attempt to ascertain the properties of an individual item once per day. Additional attempts reveal the same results...

Foxy, Assuming that we have plenty of downtime, can we just assume sooner or later we make successful spellcraft checks to ID the currently unidentified periapt and phylacetry?


Kitsune Game Master

Father Zastoran would for sure lend a hand with that too.

phylactery of faithfulness, a periapt of Wisdom +2

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

Foxy, what do you think we could do in this conversation? Normally I would suggests he atone for his sins by helping uns rid the town of whatever Dangers remain in the area, but I don't think you want to give us a high level NPC because we might be overpowered.

He also does not seem to be able to provide much knowledge apart from the things we already know, so is there anything left to do, bbut to and him over to the justice of the princess?


Kitsune Game Master

He has his own princess and will leave.


Kitsune Game Master
Roryx wrote:
Foxy, let me know if you want me to change the trait for something else.

I don't see that the content of the feat has become invalid as it all is in the past. To invalidate it, you'd have to choose a different class, but still would be stuck with the trait.

Roryx wrote:


Foxy, what do you say? I think we can use Survival to skin/remove the plates correctly (I remember reading something on the forums about that)? We could store them until we find someone skilled in Armorsmithing, Tannery, or along those lines - would be extremely cool to have an armor or shield fashioned out of some of these plates.

You can have fire resistance 5 on one shield or armor by using the demon as material and reduce the cost of that to +1500gp. On the other side, you might face contempt from creatures who recognize the material.


Kitsune Game Master

As I told, I don't want to hand out jobs, I'm trying ot push you to voice your ideas about what you're going to do now. Guard officer is a given, as Roryx already told that he'd like something in that line of duty. Administration is just another suggestion, that isn't exactly obvious for adventurers and heroes, so I poointed that one out.

I just want to avoid that I move on the story and introduce the new population of Kelmarane occupying all the jobs that you wanted to have for your downtime.

Btu if you don't care about that, you don't have to. I'll write you up as wage slaves then. ;)


Kitsune Game Master

@Roryx
Initial evaluation is number of guards you think are necessary, and what kind of guards you want to hire.
Costs of hirelings.

@Omari
I leave it to you what the answer to the letter is in detail. As for the request of personnel I'd say no more than one cleric of level 3 and three acolytes of level one. Don't want your buddies to outshine Father Zastoran immediately.


Current AC: 24 <> HP: 62/62 (Swiper: 31/31) <> Effects:

Ok Foxy. I will need to ponder the info a bit. Which slide would you refer me to, so I can get an idea of the overall area needing to be 'guarded'?


Kitsune Game Master

Main concern is the town (slide 1). If you want to take care of the surroundings too, slide 12 has that. But it is really up to you what you want to organize and how deep you go into details. If you have fun with it, you can do all the accounting and shifts and what experts for what, or we can handwave it by hiring 5d6 guards of the same kind as the mercenaries are.


Kitsune Game Master

I'm unsure what the author of the adventure meant when they wrote "... of great value to an alchemist". As by pathifinder rules an alchemist isn't able to create that two wonderous items at all, as an alchemist doesn't have a caster level and thus doesn't qualify for any item creation feats.

But screw that. If it's something you can cook up in a cauldron, you can replace the spellcraft check with an alchemy check and drop the feat requirement. You still have to provide the spellcasting in any form (hired mage, wand, potion, ...).

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

And which to spells would that be?


Kitsune Game Master

Restorative Ointment

Marvelous Pigments

Those that are listed with the item. Everything missing can be left out by increasing the DC of the item by 5 if I remember the standard item crafting rules correctly. But if you don't want to create something cursed, you might want to delay the CL15 Marvellous pigments.


Current AC: 24 <> HP: 62/62 (Swiper: 31/31) <> Effects:

Hey Foxy, I started doing some math, and questions popped up (sorry since I was not here from the beginning):

- Kelmaranes seems to be atop a hill of some sort?
- The main avenue of ingress seems to be that road that passes by B1, then turns left towards B2, right?
- Would that mean that B1, B3, B4, B5, B6 and B7 are effectively... Outside so to speak?
- How easy is the climb to get access if you are not coming via the road? Say up to get at B12/B13?
- The road that goes away from B6/B7 could also allow access to Kelmaranes, from another direction. Correct?

I am trying to think how many points of entrance need protection. My reasoning is if we want to defend all structures, we would need to:

- Repurpose B1 as something like a guard post, keeping watch over the main access - at least 6 guards here at all times;
- Perhaps set a second defensive position at the bridge (near B5) (that would leave B6 and B7 out but is more defensible than simply camping in the middle of the road, and the bridge can be collapsed if needed in extreme urgency...) - 4 guards here;
- A third defensive position at B2 - 4 guards;
- A fourth at B9 since it seems to be a nice viewpoint - 4 guards;
- A fifth around somewhere south of B12/B13 to give us eyes on that side - 4 guards;

Then I would say.... 3 patrols of 2 guards roaming around Kelmaranes.

Total = 6 + 4 + 4 + 4 + 4 + 6 = 28 total

This is what I have for now just rough numbers - need to take into accounts they cannot be on guard all the time, so there will be shifts. 56 might be an exaggeration. The answer would be to diminish the amount of guards posted at each station.

The hireling prices are they per day or month?

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

Well I am happy you did not offer your services to KArdswann when we were scouting out the town for the princess.


AC 13 (18), touch 13 (17), flat-footed 11 (14) hp 68/95 F +6 R +7 W +8

I was thinking Heshan could also fund a crafting shop for magical items.


Kitsune Game Master
Heshan Antar wrote:
I was thinking Heshan could also fund a crafting shop for magical items.

Sure. You find the treasures in your mind and some workers to make them real. If you want to make only money, the idea is enough. If you want to create actual magical items for use by the party, then you need to back that with skill and rolls and stuff.


Kitsune Game Master
Roryx wrote:
Hey Foxy, ...

Kelmarane is described as rising from the bridge to the temple. The map suggests there is a difference in height in some places but nothing of that works like a wall or a moat. So you can approach Kelmarene easily from every side where there is not the river.

On the other side, Kelmarane is not under siege. And different from the time with the gnolls, it will be populated. When gnolls attack someone will scream. But you can for sure make a suggestion for building a bastion to Garavel.

Also there is the typical job of a city guard: keeping the peace inside between the people that shall be in Kelmarane.

Doing some metagaming here I'd say: How many guards does it take to get not overwhelmed, before the party gets into their grear and to the battle?

As I understood the lists the price for hirelings is per day.


HP 133/133 AC 33 29 TAC 17 13 FF 30 26 | CMD 31 27 | F +12 R +10 W +12 (Stalward) Resist: fire 30 | HL: 13/13 B: 9/13 Ju: 3/5 ST: 4/4 L1: 4/6 L2: 4/6 L3: 0/5 L4: 3/4 L5: 1/1 | Ini: +6 | Senses: +20 |
Skills:
Acrob+9,Bluff+12,Climb+11,Diplo+20,Disguis+3,Fly+7/+12,Heal+8,Intimidate+26 ,K.arcana+5/+9,K.planes+16/+20,K.religion+9/+13,K.history+11,Linguis+10,Sen sM+21,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 13 | GMW 12h, MV 12h
Foxy Quickpaw wrote:

I'm unsure what the author of the adventure meant when they wrote "... of great value to an alchemist". As by pathifinder rules an alchemist isn't able to create that two wonderous items at all, as an alchemist doesn't have a caster level and thus doesn't qualify for any item creation feats.

But screw that. If it's something you can cook up in a cauldron, you can replace the spellcraft check with an alchemy check and drop the feat requirement. You still have to provide the spellcasting in any form (hired mage, wand, potion, ...).

If it helps, the Alchemist class did not exist on the D&D 3.5 ruleset, so I guess they just meant someone with Craft (alchemy). That was what we called an alchemist before the Alchemist class was published a few years later on the Advanced Player's Guide.


Foxy Quickpaw wrote:
Heshan Antar wrote:
I was thinking Heshan could also fund a crafting shop for magical items.
Sure. You find the treasures in your mind and some workers to make them real. If you want to make only money, the idea is enough. If you want to create actual magical items for use by the party, then you need to back that with skill and rolls and stuff.

He's not quite up there with crafting yet, so he would stick to making money out of it.


Current AC: 24 <> HP: 62/62 (Swiper: 31/31) <> Effects:

Ok, so after careful consideration, I believe I will halve my numbers -same approach but approximately half the manpower.

- Repurpose B1 as something like a guard post, keeping watch over the main access - at least 4 guards here at all times;
- Perhaps set a second defensive position at the bridge (near B5) (that would leave B6 and B7 out but is more defensible than simply camping in the middle of the road, and the bridge can be collapsed if needed in extreme urgency...) - 2 guards here;
- A third defensive position at B2 - 2 guards;
- A fourth at B9 since it seems to be a nice viewpoint - 2 guards;
- A fifth around somewhere south of B12/B13 to give us eyes on that side - 2 guards;

Then I would say.... 2 patrols of 2 guards roaming around Kelmaranes.

Total = 4 + 2 + 2 + 2 + 2 + 4 = 16 total (Let us say 31 because of shifts)

Going with the Trained Hireling as the base + double pay for the Captain of the Guard, we are looking at 96 sp/day = 288 gold/month

Is that overboard? Because I still wanted another group that patrols outside Kelmaranes :P

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