Buying up buildings in Sunrise


Savage Tide Adventure Path


All,

After a long hiatus I am back in an ongoing game. We are playing the Savage Tide adventure path and have just finished up the first adventure. I want to buy some of the abandoned buildings in the Sunrise section of town, near Dead Dog Alley.

Any idea where there is information on how much empty buildings may cost to purchase in this part of town?

Thanks,

Fear the Frog


no idea frankly, but I gues cityscape might have information about prices of housing based on district and social strata (call it an eductaed guess, am away from the books atm )

But, allow me the question, WHY would you want to puchase a house in Sasserine ?


nevermind wrote:

no idea frankly, but I gues cityscape might have information about prices of housing based on district and social strata (call it an eductaed guess, am away from the books atm )

But, allow me the question, WHY would you want to puchase a house in Sasserine ?

I want to build an upscale restaurant "The Lotus Dragon" in the caves underneath the area. I figure that if I own the whole block, then I can market the thing as a "theme" restaurant and hotel style for those rich folks in town looking to add some "spice" to their lives. What rich lord and lady wouldn't want to dine in the most feared thieves den in the city???

Looking long term here...I want to use it as a front for my own thieves/spy guild. I am wooing Lavinia and hope to get her made ruler of the city before the end of it all, then marry her and run the intelligence agencies for the city.

Yes I know, the best laid plans of mice and men and all that, but a rogue on the run from the Bandit Kingdoms can dream can't he?

My character is a social rogue...he steals by wooing the ladies into "gifting" him their valuables. He figures that he has found the perfect lady to settle down with in Lavinia, and so is working on getting her put into power, and then being the true power behind the throne.

My DM is laughing about the whole thing...I think he has some unexpected surprises for me...


yeah... he probably does. Enjoy !


frog wrote:

My DM is laughing about the whole thing...I think he has some unexpected surprises for me...

No kidding, really ?

BTW if you are playing and want to keep things interesting and surpising - what are you doing on this board ?


vikingson wrote:
frog wrote:

My DM is laughing about the whole thing...I think he has some unexpected surprises for me...

No kidding, really ?

BTW if you are playing and want to keep things interesting and surpising - what are you doing on this board ?

Not reading any of the messages other than the one I posted on is what I am doing... :)

As for the other, I know that I don't have enough $$$ to buy them up now, but for the future it might be fun.

Frog


ymmv-check with your D:
One of my PCs also wanted to purchase the building to set up his (their) own shop(s). I told him that the buildings were abandoned and a port city like Sasserine pretty much treats them as abandoned ships--through scavenging laws or "finders keepers".* Of course abandoned buildings were left for a reason and fixing them up brings back your original question--how much will it cost? iirc day labor is in the DMG (PH?) so it might be a little easier than purchasing a whole building.

*This...

Spoiler:
... oh wait, you are a player. Never mind. O:)


frog wrote:
Any idea where there is information on how much empty buildings may cost to purchase in this part of town?

I've found that, generally speaking, $50 = 1sp is a decent D&D conversion rate.

Thus, if a building (be it a home, mansion, office, warehouse, whatever) would be worth $150,000 in the real-world then the cost is 300 gp in-game. Monthly rent of $1,000 is equal to 2gp, etc.

HTH,

Rez

The Exchange RPG Superstar 2011 Top 32

Rezdave wrote:
I've found that, generally speaking, $50 = 1sp is a decent D&D conversion rate.

::head cock:: Eh? About 6 sp will get ya a stay at an inn, and I doubt a standard longsword'll be a thousand or more dollars.


Sect wrote:
::head c%%@:: Eh? About 6 sp will get ya a stay at an inn, and I doubt a standard longsword'll be a thousand or more dollars.

Different markets. Conversions between different types of goods should have different rates. The $50 == 1sp is usable, but a little low for housing IMO. For items like a longsword, I would go with something like $1-2 == 1sp, so a real world Longsword would run between $150-$300. A service like an Inn stay could convert at about $5-6 == 1sp (Think Motel 6).

Rezdave wrote:
I've found that, generally speaking, $50 = 1sp is a decent D&D conversion rate.

My players are working on this same premise, that they want to buy up all of those properties surrounding Dead Dog Alley, including the Nemian's shop, so that they can secure the area and start their own businesses and as a base of operations. Rather than give them salavage claims, I opted to make it more like the real world, where the State (or City in this case) would sieze the property of the criminals for resale at some later date. The party already presented the evidence regarding Nemian and the LD to the Dawn Council, and the watch's continued investigation bore out the Council's right to take it over. As to the abandoned houses nearby, the DC has them too.

Cheers!


My players wanted to buy a medium wooden warehouse and i priced it at 5000 gp. What do you think?


Sect wrote:
Rezdave wrote:
I've found that, generally speaking, $50 = 1sp is a decent D&D conversion rate.
::head c!%%:: Eh? About 6 sp will get ya a stay at an inn, and I doubt a standard longsword'll be a thousand or more dollars.

My rate is based on the idea that an unskilled laborer earns 1sp/day in D&D or $50/day in our world.

I see now that a Poor Inn stay is 2sp and a Poor Meal 1sp in 3rd Edition. OK, so give your unskilled laborer $30/day which makes a night at the Roadway Inn $60. Forget the Value-Menu meal for the purposes of this discussion because you can't use anything that is "industrialized".

I've seen old price guides for inns, taverns, stables and so forth from the pre-industrial Colonial American era and pretty much 1 Night = 1 Meal = 1 Feed & Stable = 1 Day's common wages.

Incidentally, a decent hand-made sword of any quality that you'd want to fight with will run you $500-1,200 and a modern katana can be $1,200-3.000 easily.

Historically, a single bastard sword cost a knight the equivalent of something like 14 oxen or a couple male slaves or whatever. The History Channel gave specifics once, and it wasn't cheap.

I stand by my initial numbers, and they've served me well.

Rez


gaborg wrote:
My players wanted to buy a medium wooden warehouse and i priced it at 5000 gp. What do you think?

heh I thought this was warhorse and I am wondering how many it seats! Enough people to open the gate at least.

The Exchange RPG Superstar 2011 Top 32

Rezdave wrote:
Sect wrote:
Rezdave wrote:
I've found that, generally speaking, $50 = 1sp is a decent D&D conversion rate.
::head c!%%:: Eh? About 6 sp will get ya a stay at an inn, and I doubt a standard longsword'll be a thousand or more dollars.

My rate is based on the idea that an unskilled laborer earns 1sp/day in D&D or $50/day in our world.

I see now that a Poor Inn stay is 2sp and a Poor Meal 1sp in 3rd Edition. OK, so give your unskilled laborer $30/day which makes a night at the Roadway Inn $60. Forget the Value-Menu meal for the purposes of this discussion because you can't use anything that is "industrialized".

I've seen old price guides for inns, taverns, stables and so forth from the pre-industrial Colonial American era and pretty much 1 Night = 1 Meal = 1 Feed & Stable = 1 Day's common wages.

Incidentally, a decent hand-made sword of any quality that you'd want to fight with will run you $500-1,200 and a modern katana can be $1,200-3.000 easily.

Historically, a single bastard sword cost a knight the equivalent of something like 14 oxen or a couple male slaves or whatever. The History Channel gave specifics once, and it wasn't cheap.

I stand by my initial numbers, and they've served me well.

Rez

I still question the pricing.

If we go back to the weapons, a well crafted sword (masterwork, if you will) will cost you... three hundred and fifteen gold. If we try to covert that using your adjusted currency exchange (1 silver= 30 dollars), then a masterwork longsword would cost... ninety-four thousand, five hundred dollars. A run of the mill longsword, produced quickly and in large quantities for soldiers and guards, would cost four thousand five hundred dollars. In modern days, an M16 (a more complex weapon, though mass produced) would cost around eight hundred dollars.

You see the problem? Now, I don't disagree with you on the point of the bastard sword, assuming it's well crafted, if we use the PHB as an example. Fourteen oxen would be about one hundred and fourty gold pieces, and adjusting for the greater usefulness of the beasts over the sword (manufactured weapons have a hell of a time breeding and providing milk), it would be about an even trade.

I just think your conversion rate is just plain wrong.


Sect wrote:

I still question the pricing.

If we go back to the weapons, a well crafted sword (masterwork, if you will) will cost you... three hundred and fifteen gold.

Well, I have issues with the book there. +300gp whether you're making a masterwork dagger or masterwork bastard sword?

Instead I use a 10x multiplier for masterwork weapons and 5x for most other items. A masterwork longsword in my game is 150gp. Keep that number in mind.

Sect wrote:
if we use the PHB as an example. Fourteen oxen would be about one hundred and fourty gold pieces, and adjusting for the greater usefulness of the beasts over the sword (manufactured weapons have a hell of a time breeding and providing milk), it would be about an even trade.

14 oxen = 140gp

1 masterwork longsword (Dave's HR 10x cost multiplier) = 150gp

And homefully things start to come into focus.

BTW, you can't make arguements with machined weapons like an M-16. Figure out the cost to craft one entirely by hand and then we can consider that. Still, probably better to stick with the pricing of swords, since people still actually make those by hand using traditional methods in the contemporary real-world.

Sect wrote:
I just think your conversion rate is just plain wrong.

Such is your right. But I've found that for most hand-crafted non-weapon/non-armor mundane items in the book it's pretty good.

Since the OP wants to know property values to purchase buildings rather than the contents of an armory, I'm offering this value as accurate in my experience.

Consider that your examples try to cite contemporary items like assault weapons while I've been citing pre-industrial examples from the Middle Ages and Colonial America.

Not to get snippy, but I still stand by my numbers. $30-50/sp with the caveats above about weapons and armor.

Rez


frog wrote:
My DM is laughing about the whole thing...I think he has some unexpected surprises for me...

Frog ... please remember to dig this thread out of the archives in 4 adventures and let us know how your plan has evolved.

Rezhas read the entire APdave


Rezdave wrote:
frog wrote:
My DM is laughing about the whole thing...I think he has some unexpected surprises for me...

Frog ... please remember to dig this thread out of the archives in 4 adventures and let us know how your plan has evolved.

Rezhas read the entire APdave

Sure thing

Although this post does sound a bit like you might be tweaking me about how the best laid plans go awry. :)

Frog


frog wrote:
Although this post does sound a bit like you might be tweaking me about how the best laid plans go awry. :)

Any they always do, but that's what makes it fun :-)

Besides, it's an Adventure Path meaning that many plot events in Sasserine are already pre-planned. I'm just curiious how you and your DM negotiate your way through them andhow your plans evolve. Regardless, I find the idea intriguing and simply want to know how it works out.

PCs in my homebrew kinda did something similar, but they didn't have they capital so instead they found an investor to buy up a few old tenements then moved in and began gentrifying an old, run-down neighborhood.

As they went through adventures they'd find people they liked and trusted such as a PCs widowed mother who was a part-time seamstress or a hard-luck NPC contact or the victim of some monster abduction and move them into the neighborhood. A carpenter they rescued lived rent-free and became the handiman for their buildings and eventually turned into a block-captain to keep an eye on things while they were adventuring. It was fun.

Good luck on your venture into real-estate.

Rez


Rezdave wrote:

Besides, it's an Adventure Path meaning that many plot events in Sasserine are already pre-planned. I'm just curiious how you and your DM negotiate your way through them andhow your plans evolve. Regardless, I find the idea intriguing and simply want to know how it works out.

PCs in my homebrew kinda did something similar, but they didn't have they capital so instead they found an investor to buy up a few old tenements then moved in and began gentrifying an old, run-down neighborhood.

As they went through adventures they'd find people they liked and trusted such as a PCs widowed mother who was a part-time seamstress or a hard-luck NPC contact or the victim of some monster abduction and move them into the neighborhood. A carpenter they rescued lived rent-free and became the handiman for their buildings and eventually turned into a block-captain to keep an eye on things while they were adventuring. It was fun.

Good luck on your venture into real-estate.

Rez

I figure a strategically used Leadership feat can gain me enough followers to begin keeping the place up to snuff. Who knows...the Lotus Dragons may rise again (under my control of course), but as a more benevolent force for the town.

Frog


This sounds like awesome character development and a great way to tie your character into the campaign world.

Just out of curiosity about your character, when you encountered that hot mama in charge of the Lotus Dragons (whatever her name was), did you consider wooing her and ruling the Dragons with her? I'm interested in hearing how a social rogue dealt with that possiblity.

As for buying a house, if your DM has access to Dragon Magazine number...umm...333(?), the Worm Food article features an awesome fix-er-up building. It doesn't help you with the cost of buying one, but if your DM can let you claim a ruined building, this article has some fun rules for using craft skills and the like to fix it up.


Fletch wrote:

This sounds like awesome character development and a great way to tie your character into the campaign world.

Just out of curiosity about your character, when you encountered that hot mama in charge of the Lotus Dragons (whatever her name was), did you consider wooing her and ruling the Dragons with her? I'm interested in hearing how a social rogue dealt with that possiblity.

As for buying a house, if your DM has access to Dragon Magazine number...umm...333(?), the Worm Food article features an awesome fix-er-up building. It doesn't help you with the cost of buying one, but if your DM can let you claim a ruined building, this article has some fun rules for using craft skills and the like to fix it up.

Wooing her? No, not really. He is a pure neutral and is out for what is best for him. In this case, trying to woo the woman whose entire organization you just wiped out in a rather ruthless fashion didn't seem like a wise idea...I mean, how can you trust her not to knife you? And as for ruling the Lotus Dragons with her? Well, she was about the only Lotus Dragon left when we got to her...we were pretty thorough.

Besides, I didn't like her dog. :)

Frog

The Exchange RPG Superstar 2011 Top 32

Rezdave wrote:
Sect wrote:

I still question the pricing.

If we go back to the weapons, a well crafted sword (masterwork, if you will) will cost you... three hundred and fifteen gold.

Well, I have issues with the book there. +300gp whether you're making a masterwork dagger or masterwork bastard sword?

Instead I use a 10x multiplier for masterwork weapons and 5x for most other items. A masterwork longsword in my game is 150gp. Keep that number in mind.

Hm... point taken.

Rezdave wrote:
Sect wrote:
if we use the PHB as an example. Fourteen oxen would be about one hundred and fourty gold pieces, and adjusting for the greater usefulness of the beasts over the sword (manufactured weapons have a hell of a time breeding and providing milk), it would be about an even trade.

14 oxen = 140gp

1 masterwork longsword (Dave's HR 10x cost multiplier) = 150gp

And homefully things start to come into focus.

I really had no problem with the trade issue, that part made sense. What I had problems with was the real world currency conversion issue.

Rezdave wrote:
BTW, you can't make arguements with machined weapons like an M-16. Figure out the cost to craft one entirely by hand and then we can consider that. Still, probably better to stick with the pricing of swords, since people still actually make those by hand using traditional methods in the contemporary real-world.

I half and half agree with you; it WOULD be helluva expensive to handcraft an M16. However, if you consider the worth of the two weapons based on the value of the weapons in their respective time periods, then they SHOULD be just about even.

... Uh... tell me if that made sense, because I have no idea.

Rezdave" wrote:
Sect wrote:
I just think your conversion rate is just plain wrong.

Such is your right. But I've found that for most hand-crafted non-weapon/non-armor mundane items in the book it's pretty good.

Since the OP wants to know property values to purchase buildings rather than the contents of an armory, I'm offering this value as accurate in my experience.

Consider that your examples try to cite contemporary items like assault weapons while I've been citing pre-industrial examples from the Middle Ages and Colonial America.

Not to get snippy, but I still stand by my numbers. $30-50/sp with the caveats above about weapons and armor.

Rez

I still say a fourty-five thousand dollar sword is utterly ridiculous.

Of course, we haven't even considered such things as inflation and whatnot...


Sect wrote:
I really had no problem with the trade issue, that part made sense. What I had problems with was the real world currency conversion issue.

Not sure if you're saying just that my conversion value is wrong or that my entire use of a real-world conversion system is misguided.

Since not every item potentially purchaseable in the D&D world is listed in the PHB, we have to have some way to account for that and price new items. The OP asked about the value of buildings, which are not listed in the PHB.

I agree that my value gives a bad conversion for weapons and armor and magic items. However, for most mundane, hand-crafted items and services and wages I find it to be a good approximation. That's the entire reason I use it for items that fall into those categories.

Now when I need to value a given product or service I can find out the real-world cost remember, goods need to be hand-crafted so use prices from Farmer's Markets, Craft Fairs, Artist Collectives, "Locally Hand-crafted" stores and so forth and get an in-game approximation that's in the right ballpark.

Sect wrote:

if you consider the worth of the two weapons based on the value of the weapons in their respective time periods, then they SHOULD be just about even.

... Uh... tell me if that made sense, because I have no idea.

It made sense, but I disagree. Japanese sergeants carried both swords and rifles into combat in WW II and chose the overall value of the rifle significantly over the sword. Remember, D&D has repeating crossbows.

Not to thread-jack, but let me throw this out. An M-16 really should be considered a magic-item. Surely you know the phrase, "Any sufficiently advanced technology will be considered magic by those unable to comprehend it" (paraphrease). Last session my GF got the spell Amanuensis in her spellbook for the first time, read the description and laughed "I've got a copy machine spell." Point is, things that we produce with industry and technology (light-bulb) in D&D are produced with magic (ever-burning torch).

Thus, the M-16 has the value of an auto-loading improved rapid-shot 30 quarrel capacity repeating crossbow of distance not the value of a longsword. Tell me how much that magic item would cost.

Anyway, if you want to discuss technology or weapondry conversions, make a new thread and I'll follow.

For now I'm sticking to my guns (no pun, sorry) about the $30-50 silver piece.

Oh, and IIRC a gold piece has traditionally weighed about an ounce. Real-world gold for a couple decades had been priced at $350-500 per ouce (aside from the recent mortgage collapse and the run-up to $850). That makes an SP at 1/10th of a GP equal to $35-50.

Just trying to help Frog and his GM.

BTW, looking forward to your stories, Frog. If they're short put them here. If you make them longer, put them in Campaign Journals and then post a link in this thread, since I don't generally look at the Journals.

Thanks,

Rez

P.S. I really am trying to stay OT and not thread-jack.

The Exchange RPG Superstar 2011 Top 32

Rezdave wrote:
Not sure if you're saying just that my conversion value is wrong or that my entire use of a real-world conversion system is misguided.

Thinking about it, I think the fault lies in trying to convert fantasy gold currency to real world currency, especially when we have so little information on how their economy actually runs.

Rezdave wrote:
Now when I need to value a given product or service I can find out the real-world cost remember, goods need to be hand-crafted so use prices from Farmer's Markets, Craft Fairs, Artist Collectives, "Locally Hand-crafted" stores and so forth and get an in-game approximation that's in the right ballpark.

Point taken.

Rezdave wrote:
It made sense, but I disagree. Japanese sergeants carried both swords and rifles into combat in WW II and chose the overall value of the rifle significantly over the sword. Remember, D&D has repeating crossbows.

The point I had meant, but jacked up in explaining, is that a M-16 is regarded as a standard weapon for a grunt, as a longsword, or longspear, or whatever other weapon was considered a standard weapon for a grunt.

Though, for that to actually work, the M-16 would actually be the cheaper but comparable AK47...

Rezdave wrote:
Last session my GF got the spell Amanuensis in her spellbook for the first time, read the description and laughed "I've got a copy machine spell."

What's that spell from?

Rezdave wrote:
Thus, the M-16 has the value of an auto-loading improved rapid-shot 30 quarrel capacity repeating crossbow of distance not the value of a longsword. Tell me how much that magic item would cost.

I have no clue, but that WOULD BE AWESOME.

But yeah, I'll concede, because I really don't have enough information to argue on the grounds of common items worth. I swear that there's a source that says how much it costs for buildings somewhere on the net...

Good discussion, though. Now I gotta found out how to make the Magic Assault Rifle...


You might want to check out the strong hold builders guide to get a beter idea of some pricing. Also, just because a building is run down and vacant doesn't mean that the land isn't owned by someone.

It sounds like you aren't interested in the land above anyhow. I suggest clearing it and replacing it with a park or something and then having a fancy little access building constructed that leads down into the caves below.

The stronghold builders guide has prices for bar/Inn type rooms of varying levels of fanciness and you just buy the number of units you want to give you the size of establishment you are looking for and then multiply that by a certain ratio to account for the addition expense of trying to build underground.


Sect wrote:

What's that spell from?

cantrip, not a spell, cleric (ok, orison in this case) and sorcerer level 0, from "Spell Compendium", originally from MoF (and much higher leveled back then ),

Remember to bring an equal amount of paper/bookpages etc. for the copy. No illustations, schemata, illuminations (which might be nasty for the start of medieval pages...), sigils or prints either.

Also keep in mind, that you can only copy 2500 words/level, at 250 words/minute with a single use - and a GM might limit/cap that ( we did at level 5, 50 minutes duration )

Considering that an average "Dungeon" adventure is around 90000 words... and english being a pretty compact language, say, in comparison to German or French...

The "close" range might be problematic, since you could possibly copy a book kept in the next room under look and key, but visible through a grating or hole in the door. Strikes me as quite powerful for espionage purposes


vikingson wrote:
Considering that an average "Dungeon" adventure is around 90000 words... and english being a pretty compact language, say, in comparison to German or French...

The average Dungeon adventure is not anywhere near 90,000 words. That's longer than most pulp novels. In fact, the average Dungeon magazine isn't even that long, plus it has artwork, maps, ads, etc. taking up pages.

Quoted from the Dungeon Writer's Guidlines, "Length: Our adventures typically range from 5,000 to 15,000 words in length."

For reference, 15,000 words would be a novella and 40,000 words a respectable short novel.

A single page of typed, single-spaced text in a "normal" font runs anywhere from about 600-900 words per page. I generally consider mine at 780 when I'm text-heavy. My current manuscript is dialogue-heavy, so its 100 pages come in around 64,000 works and if published in its current form I'm estimating 323 pages in a normal soft-cover. Personally, I'm looking to balance the dialogue with more description so targeting another 15,000 words.

Rez

P.S. You are correct that French and esp. German are longer than English. When editing any sort of production that will be translated, we need to allow extra space/time for that. Generally we leave an extra 20% - 25%.


P.H. Dungeon wrote:

You might want to check out the strong hold builders guide to get a beter idea of some pricing.

SNIP
The stronghold builders guide has prices for bar/Inn type rooms of varying levels of fanciness

I like Stronghold Builder's and have used it. The caveat is that while it works well for large buildings, it doesn't handle small ones well. Even with free-labor and harvesting your own supplies, a 1-room farmer's cottage is exhorbitantly expensive.

If you can get your hands on it, though, you can use it to price out a pretty cool complex. In my last campaign most of the PCs were in debt with mortages to pay for their unique bastions, build and computed using the SB pricing models (with some House adjustment, of course).

Rez


Rezdave wrote:


The average Dungeon adventure is not anywhere near 90,000 words. That's longer than most pulp novels. In fact, the average Dungeon magazine isn't even that long, plus it has artwork, maps, ads, etc. taking up pages.

Quoted from the Dungeon Writer's Guidlines, "Length: Our adventures typically range from 5,000 to 15,000 words in length."

For reference, 15,000 words would be a novella and 40,000 words a respectable short novel.

hmm I was (mis-)quoting from the editorial of Pathfinder#3 were JJ eulogized Nicolas Logue for his work on "the Hook Mountain Massacre" in the face of chaos, marriage and other adversity (one could almost get feeling that he actually liked Logue's work ), which he stated as "50000 words of backwood horror". Since the adventure itself is roughly half the issue of Pathfinder #3, I felt safe estimating the entire issue at about 90000 words.... averaging roughly a thousand words per page. Given the small print and twin columns I didn't consider that estimate too much off the target. Your assumption of 600 - 900 words/page in a normal font seems close enough as well.

Of course I should have typed PATHFINDER instead of DUNGEON...

...and perhaps I should not trust JJ as the editor-in-situ on the amount of work claimed in his forewords ?

mea culpa *grin*


We gamed over the weekend. We continued on to Krakens Cove.

We got p0wned.

Badly.

We should have known there would be trouble when we couldn't even dispatch the 4 mutant monkeys that attacked us when we were hiking to the cove from our landing spot. It's NEVER a good sign when you can't kill a monkey.

Things got worse from there.

We climbed down the cliffs and ended up fighting a couple of infected cannibals. By the time we were done, all but 2 of our party of 6 were infected by some kind of disease. We still don't know what we are going to do about that. We are hoping we can get back to Sasserine and buy some cure disease potions or treatment before they turn all "braaaaaaaaaaaains" on us.

We ignored the only boat left that wasn't on fire and went caving...found 3 more cannibals and killed them. We went into a tunnel and danged if we didn't get attacked by a flying monkey, with acid blood, that explodes when killed. Maybe we should have thrown water on it and seen if it would melt like the witch in the Wizard of Oz.

Moved into a large room hung with cloth...and got whacked by a mutated dinosaur. This guy took one look at our mage and decided he was lunch. By the time we were done, the mage was dead, one rogue had been shot in the back with a lt. crossbow by our cleric (our DM plays the "1 is a fumble, if you confirm it I get to screw with you" rule..the cleric rolled a fumble, confirmed the fumble with another roll of 1, then rolled two 20's in a row for the "to hit" on the rogue and maxed out the critical damage. The guy went from +13 hp to -5 in the span of an eyeblink).

So now we are here, one dead, out of spells, all but 2 infected, with a dead dinosaur laying there and praying that we don't have another one show up like in the picture that our DM showed us.

As I said, we got p0wned.

There is some good news though. Juanisimo (my character) is now at 4th level and so is the Cleric. The question is, do I take another level of rogue or do I split to a fighter/rogue to give us some help getting out of there? (our DM will let us level up between sessions...which is kinda nice of him)

Frog


frog wrote:

We gamed over the weekend. We continued on to Krakens Cove.

We got p0wned.

Badly.

... Moved into a large room hung with cloth...and got whacked by a mutated dinosaur. This guy took one look at our mage and decided he was lunch. By the time we were done, the mage was dead, one rogue had been shot in the back with a lt. crossbow by our cleric (our DM plays the "1 is a fumble, if you confirm it I get to screw with you" rule..the cleric rolled a fumble, confirmed the fumble with another roll of 1, then rolled two 20's in a row for the "to hit" on the rogue and maxed out the critical damage. The guy went from +13 hp to -5 in the span of an eyeblink). ...

Ah, the dinosaur. Good times. (He pounced on and nearly killed my players' ranger, then turned on and did kill the figher/rogue (including a critical hit).)

(Don't take that as a rogue vs. fighter/rogue suggestion, by the way -- it was just a coincidence.)


about 5000g it takes that much to make an okay place because i built things like that in our campain so maybe if the dm is nice about 3000g to 5000g good luck

Community / Forums / Archive / Paizo / Books & Magazines / Dungeon Magazine / Savage Tide Adventure Path / Buying up buildings in Sunrise All Messageboards

Want to post a reply? Sign in.
Recent threads in Savage Tide Adventure Path