Guildmasters of Golarion Discussion


Play-by-Post Discussion

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Guild-building and discussion will happen here.


HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0, Channel 8/8

Checking in! Looking forward to getting started.

My intro post will have to wait until tonight.


male Tengu Slayer 1st

I Have checked in


Working on a map.


Map is up. Don't forget to move your avatar as you explore.


HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0, Channel 8/8

Zorrin, are you keepig your character sheet elsewhere? I was looking to see who had the stealth skill and who didn't, and noticed you don't seem to have any stats.


Male human alchemist (vivisectionist) | Fort +6, Ref +6, Will +2 | HP 32/32 |AC 17 Touch 12 Flatfoot 15 | Init +6 |Perception +10

Yeah I completely forgot to move it onto my alias. I'm gonna post it today. Thank you for reminding me.


male Tengu Slayer 1st

Sorry I had issues the other day, but i am back


Male human alchemist (vivisectionist) | Fort +6, Ref +6, Will +2 | HP 32/32 |AC 17 Touch 12 Flatfoot 15 | Init +6 |Perception +10

Found something Jared and I can make together.


Male Changeling Fighter 1, Monk 1, Rogue 1, Ranger 1, Actor 5

Very cool. Not really Jared's style but he'd be willing to work on someone else if they wanted it.

Busy holiday weekend for me. Please bot me as needed. I'll try to get a post up tomorrow.


male Tengu Slayer 1st

Cool I would love to continue on


Human Ranger (Tactician) 2 | HP: | AC FF TCH | F/R/W: | Init +

We still have a lot of resources still available to us (ie spells, ammo, etc), so I vote continue on.


Male human alchemist (vivisectionist) | Fort +6, Ref +6, Will +2 | HP 32/32 |AC 17 Touch 12 Flatfoot 15 | Init +6 |Perception +10

I vote we keep going!


You each gain 100 XP.

3 votes to keep on exploring. Keep exploring it is. :)

Edit: Trade goods: You can use craft to create jewelry that counts as trade goods, but you must pay full cost of the item when it is created. The idea is to allow for treasure that is easy to carry, not break the economy.


HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0, Channel 8/8

Will we be tracking XP separately, or would it be possible for you to keep a tally in the Race line of your GM alias?

That would make the running total accessible to everyone every time you post. I've seen it work well in other campaigns. What do you think?


Yeah, I could do that.


Male human alchemist (vivisectionist) | Fort +6, Ref +6, Will +2 | HP 32/32 |AC 17 Touch 12 Flatfoot 15 | Init +6 |Perception +10

Should I post so it will be ready after Jared picks?


Go ahead.


Time to vote agian; Explore or downtime.

135 XP each.

Zorin should make a combat maneuver check to tie the mite up. That has not been done. (Poor little feller, I almost feel sorry for him.)


Male human alchemist (vivisectionist) | Fort +6, Ref +6, Will +2 | HP 32/32 |AC 17 Touch 12 Flatfoot 15 | Init +6 |Perception +10

I got another room in me.


Human Ranger (Tactician) 2 | HP: | AC FF TCH | F/R/W: | Init +

I have 2 channels left, plus a bless and my Domain spell. I say one more room would tap me out for this exploring session.


male Tengu Slayer 1st

I seek to redeem my rolls...to the Next ROOM


HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0, Channel 8/8

I've used almost none of my resources so far. Onward.


Another 135 XP each.


So... Explore ahead past the dire rat room, or check back on one of the other two passages? I don't want to assume.


Male human alchemist (vivisectionist) | Fort +6, Ref +6, Will +2 | HP 32/32 |AC 17 Touch 12 Flatfoot 15 | Init +6 |Perception +10

Oh sorry haha. I vote we go forward down this path.


male Tengu Slayer 1st

Going on is good


HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0, Channel 8/8

Onward! We can check the other branches later


Male human alchemist (vivisectionist) | Fort +6, Ref +6, Will +2 | HP 32/32 |AC 17 Touch 12 Flatfoot 15 | Init +6 |Perception +10

So I have been going around trying to see if their is anything that can be used to put people under for surgery with out them having to be awake through it all. A little to evil for my tastes. I was wondering if it would be possible to craft some sort of poison that would numb them or knock them out for the duration of it. Useless in combat since the dc would be to low, but wonderful for medicine where people would try not to resist the effects so they would not be awake. What do you think Waterhammer?


HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0, Channel 8/8

Extended Hold Person?

Lich Dust?


Male human alchemist (vivisectionist) | Fort +6, Ref +6, Will +2 | HP 32/32 |AC 17 Touch 12 Flatfoot 15 | Init +6 |Perception +10

Yeah but they still feel pain during all that. Zorin really dose t care to be honest but at the same time it would be best to reduce the stress of physical pain on his subjects


Male human alchemist (vivisectionist) | Fort +6, Ref +6, Will +2 | HP 32/32 |AC 17 Touch 12 Flatfoot 15 | Init +6 |Perception +10

I'm super pumped to get the guild going.


No secret doors in the explored area.

I'm tempted to use the random dungeon I made in the late 90s. It is riddled with secret doors. On the other hand, all the players that adventured in the place hated it. So maybe not. Plus I'd have to convert it to Pathfinder.


Male human alchemist (vivisectionist) | Fort +6, Ref +6, Will +2 | HP 32/32 |AC 17 Touch 12 Flatfoot 15 | Init +6 |Perception +10

You can never be to careful when it comes to secret doors.


Male human alchemist (vivisectionist) | Fort +6, Ref +6, Will +2 | HP 32/32 |AC 17 Touch 12 Flatfoot 15 | Init +6 |Perception +10

Merry Christmas everyone.


Male human alchemist (vivisectionist) | Fort +6, Ref +6, Will +2 | HP 32/32 |AC 17 Touch 12 Flatfoot 15 | Init +6 |Perception +10

Everyone have a good holiday?


HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0, Channel 8/8

Fun but exhausting. I'll be glad to get back to normal life.


Yeah, it was good to see the family.


Male human alchemist (vivisectionist) | Fort +6, Ref +6, Will +2 | HP 32/32 |AC 17 Touch 12 Flatfoot 15 | Init +6 |Perception +10

Any one got plans for the first steps of their guild?


Male human alchemist (vivisectionist) | Fort +6, Ref +6, Will +2 | HP 32/32 |AC 17 Touch 12 Flatfoot 15 | Init +6 |Perception +10

Also should we assume people take 10 on the apprase check?


The gems are 4 blue quartz each is valued at 10 gp. The black gems are obsidian, valued at 10 gp each. The necklace is silver and worth 100 gp. The chest can be sold for 1 gp.

So that makes the total: 406 gp

Divided 4 ways is 101.5 gp and 12 cp each.

Wealday, Abadius 3rd. 4716 A.R.

I'm assuming that the rest of Toilday was spent pawning your goods and resting. We will go till Sunday, Abadius 7th, making it a short work week. Once everyone has done their guild building, you can decide if you want to adventure, or do a full week of guild building. I don't mind if we mix it up either, as long as everyone is doing the same sorts of things at the same time.


Male human alchemist (vivisectionist) | Fort +6, Ref +6, Will +2 | HP 32/32 |AC 17 Touch 12 Flatfoot 15 | Init +6 |Perception +10

Hmm the first thing that Zorin will do is head out to pick himself up a healers kit as well as some embalming fluid. Usually one bit of it is good enough for one corpse but Zorin will split it up between five jars to place some things in. After selling off everything that day Zorin will retire to the free room with his spoils. He will spend the night vivisecting the Mite and the Rat.
heal: 1d20 ⇒ 8
He will do his best to keep them alive as long as possible before letting them pass. After he will save them to hand over to Jared for anything he would like to do with the bodies. He will however remove the Mite's eyes and place them in the jar of fluid. Once that was done he would spend the next day Zorin will head out onto the streets and into any local colleges to help discuss the current state of medicine in the city.
nature: 1d20 + 7 ⇒ (14) + 7 = 21 This will be to help generate influence. He will keep track of who seems most interested by this.
The next day he will focus on producing alchemical supplies for any future plans.
craft alchemy: 1d20 + 7 ⇒ (13) + 7 = 20
For that day he will spend all of it inside crafting, only going out to buy supplies for it.
On the third day he will head out and try and find some people to help him gather labor. For this he will attempt to talk to them and get their promise for a job for when he calls on the,
diplomacy: 1d20 + 4 ⇒ (3) + 4 = 7
Finally on the last day he will try again to gather some labor for help. This time he will try to use alchemical knowledge to trade favors with some of the towns many workers.
alchemy: 1d20 + 7 ⇒ (3) + 7 = 10
Once he was done for the day he would head back to the tavern to meet up with his friends to see how their own plans were going for that week.


This format seemed to work pretty well for tracking guild growth and expenses. If everyone could use it, that would be great... An Office Space allusion for your enjoyment. :)

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.

@ Zorin: from your K, nature roll you can gain 2 points of influence, but it costs you 30 gp as well. (15 gp per point of influence earned.)

Not sure of your intentions for the craft, alchemy roll. Are you earning gold, crafting items, or gaining capital?

Your diplomacy roll was too low to gain capital, but you could earn a little silver with that roll. (Probably begging.) If you meant that to be a roll to hire a team of laborers, you don't need to roll to acquire teams or rooms, just spend the gold or capital, wait the time stated (if any), and the team, or room, is formed.

For instance, a labor team costs 1 influence, and 2 labor to create, and form the moment you pay for them.

The experiments on the rat and mite were not very productive.


Male human alchemist (vivisectionist) | Fort +6, Ref +6, Will +2 | HP 32/32 |AC 17 Touch 12 Flatfoot 15 | Init +6 |Perception +10

Yeah the first alchemy check was to gather goods. The second roll was to try and gain labor, though it failed sadly. The second bit was enough to get one point of goods. I already spent the money to acquire them as well. For the failed role I will use it to gather a little bit of silver. Right now Zorin is looking to get a team of mages together. He wants to get a circle of researchers together before he starts buying up land and building rooms.


male Tengu Slayer 1st

I will work on this when I get home


Human Ranger (Tactician) 2 | HP: | AC FF TCH | F/R/W: | Init +

So, would I be going the "Brewer" route or something different?


male Tengu Slayer 1st

Hmmm might change it up and do something like scribe/messenger services, tome retrieval


Elijah Moore wrote:
So, would I be going the "Brewer" route or something different?

You could work as a brewer to earn gp as normal. If you want to build your own brewery/temple you would probably gain capital to purchase the rooms and teams. You can buy buildings and teams straight out, but that's an inefficient way to do it.

Here's a link to the rules on gaining capital.

Rolls that fail to gain capital should be considered lost. You make no money, nor would you gain capital. It would not cost any gold either. You can take 10 if desired.

As a small city, Kaer Maga has a limit of 35 for capital gains/day.

Kaer maga has a corruption index of +5(bluff, stealth), crime +7(sense motive, sleight of hand), economy -1(craft, perform, profession), Law -6(intimidate, diplomacy*) Lore +2(gather info, knowledge), Society -3(disguise, diplomacy**)

*Vs government officials. **Vs all others.

These modifiers will typically apply to rolls made to gain capital as well as earn gold.

Zorin rolled his first 4 rolls without settlement modifiers so every else can as well. Settlement mods will take effect after that.


Elijah Moore wrote:
So, would I be going the "Brewer" route or something different?

You could work as a brewer to earn gp as normal. If you want to build your own brewery/temple you would probably gain capital to purchase the rooms and teams. You can buy buildings and teams straight out, but that's an inefficient way to do it.

Here's a link to the rules on gaining capital.

Rolls that fail to gain capital should be considered lost. You make no money, nor would you gain capital. It would not cost any gold either. You can take 10 if desired.

As a small city, Kaer Maga has a limit of 35 for capital gains/day.

Kaer maga has a corruption index of +5(bluff, stealth), crime +7(sense motive, sleight of hand), economy -1(craft, perform, profession), Law -6(intimidate, diplomacy*) Lore +2(gather info, knowledge), Society -3(disguise, diplomacy**)

*Vs government officials. **Vs all others.

These modifiers will typically apply to rolls made to gain capital as well as earn gold.

Zorin rolled his first 4 rolls without settlement modifiers so every else can as well. Settlement mods will take effect after that.


HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0, Channel 8/8

Jared's first order of business is to establish himself as an Undertaker. This mostly involves offering his services at churches and to families obviously in need, and also collecting unclaimed bodies from rough areas of town (this is offered as a public service).

Diplomacy: 1d20 + 7 ⇒ (3) + 7 = 10
Profession Undertaker: 1d20 + 9 ⇒ (9) + 9 = 18

As part of establishing himself he will go and introduce himself to the various local houses of worship and make sure he has all their funerary rights correct.

Knowledge Religion: 1d20 + 9 ⇒ (16) + 9 = 25

That's pretty much it for my week.

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