Because you mentioned that you wanted to craft alchemical items for a patron (one day owning your own lab), you can use your Craft Alchemy skill to earn capital. Choose one of the following types: Influence, gp or Magic. Roll a craft check. (To do this, type in the following format, without the asterick:) [*dice=Craft Alchemy]1d20+X[/dice] where "X" is your total skill modifier.
Griff spent the rest of New Year's Day preparing for the job. A few extra arrows, taking care of his backpack...all the little things that kept you alive out in the wild. He also spent a few evening hours staking out Petyr's apartment in Lowcleft to see if anyone came by.
I'm going to roll for Griff. I'll assume a Survival (Track) checks at +15 (+7 lvl, +2 Wis, +3 class skill, +3 Track class feature). Let me know if this if wrong. Day 1: 1d20 + 15 ⇒ (14) + 15 = 29
Thus, Griff can take gp of (29+18+23)/10 = 70/10 = 7gp, or
The seller, a wheezy representative of Lord-Mayor Haldmeer Grobaras, smiles brightly at the suggestion.
He'll take the 1k as a non-refundable deposit to hold the property for one month. You'd have 30 days to get the other ~8k, otherwise you forfeit the deposit. Do you accept?
Meanwhile, Griff responds to a request for aid. A local "provider of alternative financing options" needs help finding a customer who is behind on his payments. Rumor has it that the lad is living in the Mushfens just south of the city. Find the deadbeat (a Varisian by the name of Peytr), and you'll be rewarded. It will take 1d3 ⇒ 3 days to find Peytr. If you take this job, you may choose to make Survival (Track) checks to earn one of the following types of Capital each day: Goods, Influence or gp. DC 10 = 1 capital
If you choose "gp", you will earn your check results divided by 10. You make one check for each of the three days. If you don't want the job, you can do something else with your day.
It is a cold New Year's Day in Magnimar. A stiff wind blows in from the sea, but the sky is clear of clouds. Our heroes make their way around the city on various errands. Sylas Speedwell is searching the city for an abode. His major need? Sufficient grounds for labyrinthine gardens that will house exotic plants and animals from around the world. The lower city will be less expensive. The upper city will be ready for moving in! He spends the day Gathering Information with Thorough Questioning. It allows three Diplomacy checks to gather info. Questions can be different, or you can re-roll on the same question, or some combination. For the question: Are there good-sized properties for sale? DC 10:
Hargrim's Farm is for sale, just outside the city walls. There is a pile of rotting dung that needs to be dealt with, and the shack is kind of nasty, but it has the space Sylas's needs. At 2,090gp, the farm offers the following "Rooms": 1 Animal Pen, 1 Bedroom, 1 Farmland, 1 Garden, 1 Kitchen, 1 Lavatory, 1 Sitting Room DC 20:
A mansion in the upscale Naos district is quietly "on the market" due to the recent hard times of the Scarnetti clan. At 5,160gp, it's a bit steep, but it has the following "Rooms": 1 Bar, 1 Bath, 4 Bedrooms, 1 Escape Route, 2 Furnishings (Bedroom and Sitting Room), 1 Kitchen, 1 Laundry, 1 Lavatory, 1 Lodging, 1 Office, 1 Secret Room, 2 Sitting Rooms, 1 Stall, 2 Storages DC 25: An impressive noble villa in the exclusive Alabaster district is a once in a lifetime buying opportunity. One of the oldest such compound in Magnimar, all it lacks is a proper menagerie. The hedge maze is just what you had in mind. Its 8,920gp price tag offers the following "Rooms": 1 Bar, 1 Bath, 4 Bedrooms, 2 Courtyards, 4 Defensive Walls, 1 Escape Route, 2 Furnishings (Bedroom and Sitting Room), 1 Garden, 1 Gatehouse, 1 Kitchen, 1 Labyrinth, 1 Laundry, 1 Lavatory, 1 Lodging, 2 Offices, 2 Secret Rooms, 2 Sitting Rooms, 1 Stall, 1 Statue, 2 Storages, 1 Trophy Room, 1 Vault |