|
Post by Shifty on Dec 29, 2013 23:21:42 GMT 9.5
Yep. It's downtime time. You have 19 days of downtime to do whatever you want before the next meeting of the Sandpoint Mercantile League. There are a billion different potential Downtime Activities to choose from, some of them a lot more complicated than others. The list of them is available here. Please post whatever you intend to do here. Where dice rolling is required, I can either take your word for it, or I can roll the dice myself and post the results. It's up to you. Some forums have nifty little dice rolling apps to make sure people don't cheat, but unfortunately not this one (as far as I know). One of the potential activites that I'm not really sure about is the Earn Xp activity. A fifth level character can earn 1,600 XP per day? WHAT THE HELL IS THAT SHIT? Obviously, we need to decide on the renovations of Killgull Cove and The Catacombs of Wrath, but the pirates of the Fog of War might also want to think about selling some of their ill-gotten plunder in nearby Riddleport, and talking themselves up in nearby taverns to increase their Infamy scores. Virgil might want to spend some time scribing scrolls, or copying some of those new spells into his spellbook. And we should probably divvy up the total amount of treasure we have available to us to potentially do some shopping. These are the magical items that are currently available in Sandpoint, generated randomly, and including a 5% discount for your newfound fame as the heroes of Sandpoint. 9 minor items Horn of Fog 1,900gp (This seems coincidentally thematic, but not very useful) +1 Thundering Repeating Heavy Crossbow 7,980gp (Wow, I rolled good on that one) Scroll of Magic Fang CL1 22gp Scroll of Liberating Command CL1 22gp Scroll of Web CL3 142gp Ring of Climbing 2,375gp Potion of Remove Sickness CL1 48gp Potion of Erase CL1 48gp Dust of Appearance 1,710gp (Hahaha! Where was this when you were fighting Malfeshnekor!?!) 2 medium items Goggles of Brilliant Light 8,360gp Potion of Neutralise Poison CL5 712gp
|
|
|
Post by rume2finguz on Dec 30, 2013 8:24:02 GMT 9.5
First thing Rumy needs to do is spend a day or two recovering HP and generally healing up. We should also set up the Merecenary's guild for good old Oric and whoever else might wanna join.
|
|
|
Post by Shifty on Dec 30, 2013 10:32:41 GMT 9.5
Two days of bed rest is probably a good idea. Sandara can tend to your wounds for the first couple of days to drag you back from death's door. The Ultimate Campaign book has a few standard buildings and organizations listed from page 107-113, including some nice maps of what the organization would look like. One of them is a Guildhall, which might be appropriate for the establishment of a Mercenary's guild. It costs 2,660gp to construct, and includes 1 Common Room, 1 Kitchen, 1 Lavatory, 2 Offices, 1 Secret Room, 1 Sitting Room, 2 Storages, and 3 Workstations. You could probably switch the workstations to a courtyard, a dojo, or a battle ring to make it more appropriate for training mercenaries.
|
|
|
Post by rume2finguz on Dec 30, 2013 11:17:36 GMT 9.5
So long as the mercenary's guild has "FOR MONEY!" engraved above the entrance I am down with whatever.
|
|
morkus
Goblin Refugee
Posts: 36
|
Post by morkus on Dec 31, 2013 0:42:21 GMT 9.5
If I remember correctly after financially backing the Glassworks and buying some magical equipment Morkus had about 4000 GP left over from the treasure chest. If everyone else didn't mind I'd like to sink that into building up Killgull Cove (which definitely needs a better name). I was thinking a Dock (320GP) with a Warehouse (something along the lines of Storage x3,Office, Vault, and a Guard Post for a total of 1100GP) a shrine to Besmara which incorporates the waterfall and also hides the entrance to the Catacombs (something like Altar, Statue, Reliquary, Escape Route = 860 GP) and a pirate bar/lodging ( Bar, Brewery, Kitchen, Lodging, Common Room, Game Room = 1820 GP)
That comes to a total of 4100GP, but I'm happy to put some of Morkus's own money in. Ideally I'd like to have it earning some money or capital to pay for more buildings etc and to be a source for NPCs, plot hooks, and player characters that make sense in the story. There'd have to be a strict "No raiding or stealing from Sandpoint in any manner or Captain Morkus kills you" rule of course.
Also I'd like to spend the rest of the downtime trying to sell Plunder to help pay for things and to spread the word about this new pirate haven.
|
|
|
Post by Shifty on Dec 31, 2013 8:02:16 GMT 9.5
If I remember correctly after financially backing the Glassworks and buying some magical equipment Morkus had about 4000 GP left over from the treasure chest. If everyone else didn't mind I'd like to sink that into building up Killgull Cove (which definitely needs a better name). I was thinking a Dock (320GP) with a Warehouse (something along the lines of Storage x3,Office, Vault, and a Guard Post for a total of 1100GP) a shrine to Besmara which incorporates the waterfall and also hides the entrance to the Catacombs (something like Altar, Statue, Reliquary, Escape Route = 860 GP) and a pirate bar/lodging ( Bar, Brewery, Kitchen, Lodging, Common Room, Game Room = 1820 GP) That comes to a total of 4100GP, but I'm happy to put some of Morkus's own money in. Ideally I'd like to have it earning some money or capital to pay for more buildings etc and to be a source for NPCs, plot hooks, and player characters that make sense in the story. There'd have to be a strict "No raiding or stealing from Sandpoint in any manner or Captain Morkus kills you" rule of course. Also I'd like to spend the rest of the downtime trying to sell Plunder to help pay for things and to spread the word about this new pirate haven. This is all hella cool. But I have three simple questions: If it's not called Killgull Cove, what is it called? What should the bar be called? A cool piratey name would be nice. Which NPCs do you want staffing any of these places? Sandara might be the obvious choice as an attendant cleric at the waterfall, Maybe Fishguts could serve at the bar, and Cutthroat could be in charge of the warehouse and dockyard area until she can afford her own shop front for an armoury.
|
|
|
Post by rume2finguz on Dec 31, 2013 11:12:47 GMT 9.5
One of the potential activites that I'm not really sure about is the Earn Xp activity. A fifth level character can earn 1,600 XP per day? WHAT THE HELL IS THAT SHIT? This sort of makes sense to me as a downtime activity because it looks like it can only used by lower-XP characters (or characters who have missed a session or quest) in an effort to catch up and balance the party out a bit for the next quest. It'd probably be useful for Virgil (and anyone else who isn't level 5? Are Vae n' Crunch level 5 yet?) because they can get up to where the rest of us are, but I don't know how you'd want to regulate it.
|
|
|
Post by Shifty on Dec 31, 2013 11:53:32 GMT 9.5
Yeah. I get that it's just meant to balance the party out to the same level, but 1,600 xp per day is a LOT. That's more than most players get for an actual full session encounter. It just seems too easy, yknow? It seems like the lower level characters would actually be better off doing the Earn XP downtime event than actually adventuring. I think I should either ban the option entirely, or significantly decrease the amount of XP earned. Maybe half? or a quarter? At the moment, the highest level character is Morkus, and he has about 13,000 XP. That's more than half way to 6th level. I mean, how does Morkus feel about that? Doesn't it sorta cheapen the experience of being the more experienced adventurer?
|
|
|
Post by Virgil Barclay on Jan 1, 2014 17:26:08 GMT 9.5
Yeah. I get that it's just meant to balance the party out to the same level, but 1,600 xp per day is a LOT. That's more than most players get for an actual full session encounter. It just seems too easy, yknow? It seems like the lower level characters would actually be better off doing the Earn XP downtime event than actually adventuring. I think I should either ban the option entirely, or significantly decrease the amount of XP earned. Maybe half? or a quarter? At the moment, the highest level character is Morkus, and he has about 13,000 XP. That's more than half way to 6th level. I mean, how does Morkus feel about that? Doesn't it sorta cheapen the experience of being the more experienced adventurer? it is a huge amount, but, if its just used for people who need to catch up i think its fine. anyone already at lvl 5 doesn't particularly need to earn anymore. i dunno. Virgil could definitely benefit. haha
|
|
|
Post by Shifty on Jan 2, 2014 12:04:25 GMT 9.5
Glassworks income: Day 1: 1d20(17) + 116 = 133. Chance of event = 20%. Result = 10. Event = 2. Busy day! +10 to next income check. Day 2: 1d20(6) + 116 + 10 = 132. Chance of event = 20%. Result = 21. No Event. Day 3: 1d20(3) + 116 = 119. Chance of event = 25%. Result = 94. No Event. Day 4: 1d20(7) + 116 = 123. Chance of event = 30%. Result = 10. Event = 31. Slow day! No capital earned next day. Day 5: 1d20(17) + 116 x 0 = 0. Chance of event = 20%. Result = 57. No Event. Day 6: 1d20(5) + 116 = 121. Chance of event = 25%. Result = 32. No Event. Day 7: 1d20(7) + 116 = 123. Chance of event = 30%. Result = 49. No Event. Day 8: 1d20(4) + 116 = 120. Chance of event = 35%. Result = 15. Event = 66. Embezzler! Someone is skimming money from the shop. Someone has to make a DC 25 sense motive check to catch the culprit! 1d20 (7) + 8 = 15. FAIL! -10 to next income check. Day 9: 1d20(8) + 116 - 10 = 114. Chance of event = 20%. Result = 36. No Event. Day 10: 1d20(7) + 116 = 123. Chance of event = 25%. Result = 32. No Event. Day 11: 1d20(10) + 116 = 126. Chance of event = 30%. Result = 28. Event = 19. Busy day! +10 to next income check. Day 12: 1d20(16) + 116 + 10 = 142. Chance of event = 20%. Result = 74. No Event. Day 13: 1d20(19) + 116 = 135. Chance of event = 25%. Result = 9. Event = 14. Busy day! +10 to next income check. Day 14: 1d20(19) + 116 + 10 = 145. Chance of event = 20%. Result = 21. No event. The embezzler strikes again! DC 24 sense motive check to catch the culprit. 1d20 (2) + 8 = 10. FAIL! -10 to next income check. Day 15: 1d20(10) + 116 - 10 = 116. Chance of event = 25%. Result = 19. Event = 25. Busy day! +10 to next income check. Day 17: 1d20(16) + 116 + 10 = 142. Chance of event = 20%. Result = 46. No event. The embezzler strikes again! DC 23 sense motive check to catch the culprit. 1d20 (11) + 8 = 19. FAIL! -10 to next income check. Day 18: 1d20(12) + 116 - 10 = 118. Chance of event = 25%. Result = 45. No event. Day 19: 1d20(16) + 116 = 132. Chance of event = 30%. Result = 58. No event. Day 20: 1d20(15) + 116 = 131. Chance of event = 35%. Result = 22. Event = 45. Slow day! No capital earned next day. The embezzler strikes again! DC 22 sense motive check to catch the culprit. 1d20 (15) + 8 = Success! Fipps Chumlett is caught red handed! Never trust a traitorous pirate to run a legitimate enterprise. Day 21: 1d20(16) + 116 x 0 = 0. Chance of event = 20%. Result = 33. No event.
Total income generated = 2,295 sp. So... What do we do with a greedy sailor?
|
|
|
Post by Shifty on Jan 2, 2014 12:12:45 GMT 9.5
Oh, and I've decided I'm going to allow the Earn XP activity, but only at one quarter of the rate listed in the ultimate campaign book. So a level 4 character would earn 300xp per day, a level 5 would earn 400 per day. I think that strikes the right balance between allowing people to catch up, and preventing it from being abused. The maximum you're allowed to get it to is 13,244 at the moment.
|
|
|
Post by rume2finguz on Jan 2, 2014 12:15:12 GMT 9.5
We should definitely hold onto some of the money until at least after the next Mercentile meeting as evidence that we're turning a profit and things are going okay down in the Glassworks. Or is this self-evident? Either way I'm imagining something like Will Arnett in Arrested Development throwing coins all over the table while everyone scrabbles for it.
Once Rummy's healed up, I'd like him to spend a few days setting up, promoting and recruiting for the Mercenary's Guild. I'm happy to do this in the pirate cove, or even somewhere in Sandpoint if it's more convenient for the locals.
|
|
|
Post by Shifty on Jan 2, 2014 12:25:25 GMT 9.5
I think it's going to be fairly self evident that the Glassworks is doing well. Especially if you're able to produce the stolen glassware. So I just have to figure out the statblock for the pirate cove. It'll probably take about 20 days to build the place, so it will probably be just finished by the time the Mercantile League reconvenes. Then I gotta figure out travel times to Riddleport, how much you can sell the plunder for, and the reputation/infamy bonuses. Is there anything I'm forgetting?
|
|
|
Post by Shifty on Jan 2, 2014 15:23:27 GMT 9.5
The distance between Sandpoint and Riddleport is about 220 miles, and the Fog of War can travel 48 miles per day, so that's about 5 days each way, plus 4 days for each day of trading, making it 14 days in total. Riddleport is a large city, so the standard price for a point of plunder is 90% (900gp). Morkus can bully a merchant into paying a higher price with a DC 10 intimidate check, +10 for every 10% you want to talk the buyer into. Morkus has an intimidate modifier of +11, so shall we try for a DC 20 100% price? 1d20(12) + 11 = 23. Success! Morkus sells a shipment of Rahadoumi silk for 1,000 gp. 1d20(3) + 11 = 14. Failure by more than 5! Morkus makes a bad first impression by punching a merchant in the dick, and only makes 800gp for a shipment of saffron. 1d20(11) + 11 = 22. Success! Morkus sells a box of miscellaneous trading goods for 1,000gp. 1d20(5) + 11 = 16. Failure! Morkus accidentally makes a suggestive remark concerning the anatomy of a merchant's wife, and only makes 900gp for a shipment of Andoran ale. Gets laid anyway.
Total profit = 3,700gp.
|
|
|
Post by Shifty on Feb 6, 2014 18:32:05 GMT 9.5
As of the 4th of Abadius, Anchorhead is a fully functioning hive of scum and villainy, bringing up our profit modifier to +201 per day (+116 for the Glassworks, +85 for Anchorhead.) Here are the income rolls for the last 4 days:
4th of Abadius: 1d20(20) + 201 = 221. Chance of event = 25%. Result = 97. No event. 5th of Abadius: 1d20(19) + 201 = 220. Chance of event = 30%. Result = 69. No event. 6th of Abadius: 1d20(7) + 201 = 208. Chance of event = 35%. Result = 71. No event. 7th of Abadius: 1d20(17) + 201 = 218. Chance of event = 40%. Result = 2. Event = Good Fortune. +4 to capital checks for the next week.
Well, that was pretty good luck. Total profits as of the 8th of Abadius = 867sp. Or, 86gp and 7sp.
I believe Morkus wanted to spend some time retraining out of his archetype? It's supposed to take 5 days for every class feature you want to retrain, but as I've said before, I don't think it's really fair that he was built for a different campaign - only to be landlocked in this one. So I'm just going to handwave it and say that it will take 5 days to retrain completely at no cost. This is a one time offer! No laybys! Everything must go! Closing down sale! Haggle! Haggle! Haggle!
So in the 5 days that will take, that potentially brings us up to the 13th of Abadius. Is there anything else anyone wants to do in this time? I think I will impose a limit on downtime activity at one week, which is the 15th of Abadius. The reasons for this are top secret and very mysterious.
|
|