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Post by Rabbit on Dec 17, 2012 15:51:39 GMT -5
I was adding the +2 sunder from the Lucerne to my attacks on the sewer lock. I was also adding it to the damage and not the attacks. Oops. The power attacks were being added correctly.
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Post by reefwood on Dec 17, 2012 17:08:37 GMT -5
I was adding the +2 sunder from the Lucerne to my attacks on the sewer lock. I was also adding it to the damage and not the attacks. Oops. The power attacks were being added correctly. You would've still hit the lock every time, and no worries on the damage. Good to get the kinks out early Also, I saw that you added ability scores to your answer in the Character Creation thread. That is good to see, but I was asking for the character traits, like the Town Sheriff trait.
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Post by Rabbit on Dec 17, 2012 18:26:32 GMT -5
Also, I saw that you added ability scores to your answer in the Character Creation thread. That is good to see, but I was asking for the character traits, like the Town Sheriff trait. Look again. EDIT: Do Trait bonuses stack? Westcrown Firebrand (+1 Initiative, +1AB) Reactionary (+2 Initiative) I currently have both of these. If that only gives me +2 initiative total I may want to alter something.
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Post by reefwood on Dec 18, 2012 14:46:38 GMT -5
Re: Bonus Types - Stacking Also, I saw that you added ability scores to your answer in the Character Creation thread. That is good to see, but I was asking for the character traits, like the Town Sheriff trait. Look again. EDIT: Do Trait bonuses stack? Westcrown Firebrand (+1 Initiative, +1AB) Reactionary (+2 Initiative) I currently have both of these. If that only gives me +2 initiative total I may want to alter something. Nope, they don't stack, so go ahead and switch one out. In general, bonuses of the same type don't stack.
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Post by Rabbit on Dec 18, 2012 16:32:28 GMT -5
Re: Bonus Types - Stacking Look again. EDIT: Do Trait bonuses stack? Westcrown Firebrand (+1 Initiative, +1AB) Reactionary (+2 Initiative) I currently have both of these. If that only gives me +2 initiative total I may want to alter something. Nope, they don't stack, so go ahead and switch one out. In general, bonuses of the same type don't stack. Changed. I dropped reactionary and added killer
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Post by reefwood on Dec 18, 2012 18:55:43 GMT -5
Re: Bonus Types - Stacking Nope, they don't stack, so go ahead and switch one out. In general, bonuses of the same type don't stack. Changed. I dropped reactionary and added killer That seems much more appropriate Dawn/DuskSince this campaign takes place in a Mediterranean-type area, and the daylight hours hold more significance than usual, I'm going to look up the sunrise and sunset times for Athens, Greece and tie those into this world. I think it will be neat since it is currently Neth (November) in Golarion, so the days will get shorter for the next month or so but then start to lengthen again after the winter solstice. FirearmsFirearms are an exotic weapon, and the cheapest one is 1,000 gp. Most only hold one round and take an action (or longer) to reload, and all have a 5-10% chance of misfiring, which can lead to the weapon exploding and being destroyed. Somewhat surprisingly, with all that, they don't do much damage, so I may actually tweak the rules for firearms, but overall, they are not common and usually in the hands of wealthy individuals.
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Post by reefwood on Dec 28, 2012 15:20:37 GMT -5
Re: Dawn/DuskSince this campaign takes place in a Mediterranean-type area, and the daylight hours hold more significance than usual, I'm going to look up the sunrise and sunset times for Athens, Greece and tie those into this world. I think it will be neat since it is currently Neth (November) in Golarion, so the days will get shorter for the next month or so but then start to lengthen again after the winter solstice. Okay, this is probly extra nerdy and over-the-top, but it was so easy to find this info: Nov 1, 2012 7:02 AM 5:13 PM 10h 11m 23s Nov 2, 2012 7:03 AM 5:12 PM 10h 08m 41s Nov 3, 2012 7:05 AM 5:11 PM 10h 06m 00s Nov 4, 2012 7:06 AM 5:09 PM 10h 03m 21s Nov 5, 2012 7:07 AM 5:08 PM 10h 00m 43s Nov 6, 2012 7:09 AM 5:07 PM 9h 58m 07s Nov 7, 2012 7:10 AM 5:06 PM 9h 55m 32s Nov 8, 2012 7:11 AM 5:04 PM 9h 52m 59s Nov 9, 2012 7:13 AM 5:03 PM 9h 50m 28s Nov 10, 2012 7:14 AM 5:02 PM 9h 47m 59s Nov 11, 2012 7:15 AM 5:01 PM 9h 45m 32s Nov 12, 2012 7:17 AM 5:00 PM 9h 43m 07s Nov 13, 2012 7:18 AM 4:59 PM 9h 40m 44s Nov 14, 2012 7:19 AM 4:58 PM 9h 38m 23s Nov 15, 2012 7:21 AM 4:57 PM 9h 36m 04s Nov 16, 2012 7:22 AM 4:56 PM 9h 33m 48s Nov 17, 2012 7:23 AM 4:55 PM 9h 31m 35s Nov 18, 2012 7:25 AM 4:54 PM 9h 29m 24s Nov 19, 2012 7:26 AM 4:53 PM 9h 27m 15s Nov 20, 2012 7:27 AM 4:53 PM 9h 25m 10s Nov 21, 2012 7:29 AM 4:52 PM 9h 23m 07s Nov 22, 2012 7:30 AM 4:51 PM 9h 21m 07s Nov 23, 2012 7:31 AM 4:50 PM 9h 19m 10s Nov 24, 2012 7:32 AM 4:50 PM 9h 17m 16s Nov 25, 2012 7:34 AM 4:49 PM 9h 15m 25s Nov 26, 2012 7:35 AM 4:48 PM 9h 13m 38s Nov 27, 2012 7:36 AM 4:48 PM 9h 11m 54s Nov 28, 2012 7:37 AM 4:47 PM 9h 10m 13s Nov 29, 2012 7:38 AM 4:47 PM 9h 08m 36s Nov 30, 2012 7:40 AM 4:47 PM 9h 07m 03s Also, I've noticed that sunrise and sunset take about 30 minutes, so I'm going to roll with that too. The evening bells will still ring the same, though. The first bell (one ring) is an hour before dark, the second bell (two rings) is at the start of sunset, and the third bell (three rings) is at dark and signals the start of curfew. I suppose it makes sense for there to be a bell at first light too, so there will be a morning bell at the start of sunrise (four rings - to wake everyone up! - though, in actuality, most people wake up before dawn in order to be ready to head out the door once the sun comes up, especially during the short winter days). Another thing to note about the disparity in Westcrown is with the fells. The regal island has multiple bells located every few blocks which are loud enough but not overbearing. The bells are more spread out on the mainland. More affluent neighborhoods have more bells, and the areas with less bells need louder bells to cover a bigger area, so living near a bell on the mainland might be obnoxiously loud, or you may not hear the bell if you are in a noisy building. The ruins have the fewest bells and are maintained the least, so even though they were once the loudest, some ruined areas furthest from their bells may no longer hear them. And the dawn/dusk times will be added to the Days & Months post in the World thread.
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Post by reefwood on Jan 1, 2013 19:49:40 GMT -5
Coming Up...Just want to give everyone a heads up about what I'll be working on and posting over the next couple days: - Safe house in-character thread. This will have all the group members available for conversation and will include some info that you learned about each one. Might be able to attach a document with the photos presented at the table.
- Recaps of what happened in the city between sessions and the last session.
- The next session will take place some days after freeing Rielle, and I may post some info about city going-ons a day or two before the next session.
Everyone receives another 300 XP. I forgot to dole that out for opting to flee into the sewers over taking a stand against the Hellknights in the abandoned house, and I am going to re-add all the XP earned just to make sure nothing was missed.
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Post by Rabbit on Jan 2, 2013 12:04:57 GMT -5
Everyone receives another 300 XP. I forgot to dole that out for opting to flee into the sewers over taking a stand against the Hellknights in the abandoned house, and I am going to re-add all the XP earned just to make sure nothing was missed. If that's the case then Michael and I might have leveled up by 5 points (5005 xp.) I'll hold off on leveling up until that is confirmed.
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Post by icnivad on Jan 4, 2013 0:23:56 GMT -5
Sorry, I haven't been able to check this forum for a while, but am doing so now. Ren now has 3005 XP. (450+45+270+803+300+637+200+300)
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Post by reefwood on Jan 4, 2013 18:17:04 GMT -5
Re: XPSorry, I haven't been able to check this forum for a while, but am doing so now. Ren now has 3005 XP. (450+45+270+803+300+637+200+300) Thanks for listing out these totals. It'll help me compare to see if we are all on the same page: PC XP: a) 450 - first session b) 45 c) 270 d) 803 e) 300 f) 637+200 g) 300 = 3,005 DM XP: a) 450 - first session b) 45 c) 268 d) 536+300 e) ?? (or 300) f) 836 g) 300 = 2,735 It looks like I did dole out the 300 XP for opting to go into the sewers but may have not remembered it after you were already in the sewers for a while. I think this is XP "e) 300" but should have been given before XP "b) 45", so everybody can drop off that last 300 XP ["g)"] that I mentioned in the earlier post. Also, there was a little bit of rounding off and slightly bad math during the session [gave 30 XP less for "d)"], so it looks like Renold is at 2,735 XP and Gendrew & Gettul are at 4,035 XP... essentially, you lose the 300 that was given twice but gain 30 that was left out. To help avoid confusion in the future, I'm going to jot down in-session XP on a piece of paper with info next to it for all to see. Fame PointsThe question came up last session of how much is a good fame total. Or how the PC total may compare to other people in the city. I haven't found any answers in my 2 adventure path books, and I think even if/when I do find them in the later books, I won't be revealing this info to the players. There is no obvious way for players to know what earns a fame point -unless I reveal it myself ahead of time, which I don't think is the intention- but you will know at the end of a session if you earn any, and maybe down the line, I'll tell you about some of the ones that were missed, if any. What I have been able to gather is that this is a measure of recognition and perhaps popularity of the PC actions. Although, it would seem to be somewhat anonymous, so the public will hear about certain actions but may not know with certainty the identities of those involved (unless identities are revealed to the public at some point). Some repercussions will be felt immediately, but this total will also come into play at a much later point (which we may or may not reach). I wouldn't stress it. Just try to act in the vein of your character and in what may be best for those you are trying to help.
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Post by reefwood on Jan 10, 2013 16:49:24 GMT -5
I've been reading up some of the Inner Sea nations near Cheliax and Highhelm, and it makes me want to run adventures in several of them! At first I thought the Inner Sea Guide may have not been nearly in-depth as Eberron. Maybe cos Eberron introduces such a different type of world and new races, religions, etc. Anyway, upon first glance, I was expecting it to be somewhat simple write-ups on the various nations, but it's actually pretty extensive even though it doesn't (or really can't) go super in-depth into every detail.
Being based out of Cheliax gets interesting because it used to be part of the Taldan Empire, and even Chelish Empire is now somewhat in decline with several nations that have broken free over the past century.
Oh, and one thing I came across... the Drumish steed that Thesing used in the play... it is a breed from Druma, which is the nation that hosted and helped negotiate the Kerse Accord that brought peace to the Five Kings Mountains (home of Highhelm) a couple thousand years ago. Druma is a nation that is all about wealth -reminds me slightly of the Ferengi on Star Trek- through which it holds great influence in the region. Anyway, it just amused me to see that horse has a connection to a place that has a connection to the Hopcrusher homeland.
On another note... I've been handling distances in the city somewhat loosely because it is something that isn't too well defined, but I'm going to make a chart to keep track of distances from your regular haunts (Barely, safehouse, southern rundottari tower, etc). Also, the city is somewhat sprawling and not really on a grid, so I've been adding modifiers to the distance. Therefore, if you ever learn to fly or walk through walls, you will be able to get to places faster by making a direct line from A to B instead of the winding streets and neighborhoods.
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Post by reefwood on Jan 14, 2013 14:23:07 GMT -5
Misc - Loot, Gandry, People's Hand, Chapter 2, etc...
It may be a couple days or so before I post the session 5 recap but wanted to go over the booty list and related topics while things are fresh in mind. Right now, it looks like the Hopcrusher trio is returning to the Barley... and perhaps the Safe House if there is enough daylight to get there this day... though, there may not be time to return to the Barley this day, but you could spend the night at the Safe House again. I will run the numbers and add them to this post soon.
You can make it to the Barley but not the Safe House. Although, you can tell Larko to arrange a meeting for the next day.
Loot It looks like the estimated total of the items I *think* you may want to sell comes to about 20k, so they would sell for 10k at market value. You would get 10% more through Gandry. It sounded like you would get less than market value at the Evening Market but could have perhaps sold stuff that evening. The hobgoblin seemed willing to give you market value for blades and shields right away. With the gems and coins, you will probably receive 3,500-4,000 gp EACH whichever way you sell these items. However, this is before handing out items to the People's Hand, but it is also well above the 3,000 gp starting wealth for a 3rd-level character, especially including everything previously obtained, so even if you giveaway a bunch of gear, you'll be doing just fine. The list of items is at the bottom of this post.
Favored Son: Tavern Owner Gandry provides the 10% higher rate from having good connections. Since this will be a recurring element, I am going to flesh this out a bit. Nothing major, but I want to breathe a little life into it and place it in the setting. Also, as I mentioned during the session, using this connection will take time. Again, nothing major, but if you show up during evening bells with items to sell, Gandry won't have be able to sell it until at least the next day. Or if you have a ton of items, or a very expensive item, or very unique item, it could take extra time. Finally, she is a law-abiding citizen, so she may not be willing to touch items that seem sketchy for you to have - like a distinguished item (i.e. royal crown), or common notable item (i.e. dottari or hellknight armor).
The People's Hand As mentioned previously, the level of NPC involvement is somewhat up to you. Thus far: Gendrew has sparred with Big and Little Brother, Whisper, and Larko the Woodsman; Gettul has agreed to help Sparkle decipher spell if she can provide a spellbook, and Renold has been drinking with the Madame.
NPC members can benefit from items you pass onto them. Mother, Moon, and Falcon all seem decently geared up. Big Brother has a greataxe, Little Brother has a club, Larko has a scimitar, and Shadow has a short sword. You haven't seen any notable gear on the others. When you get to the Safe House, you won't find everyone there. You've seen a few members spend the night there, but it is clearly not where most of them reside. Assembling a meeting can take time, and the only time you saw everyone there was at the meeting to discuss The Orphans. My point is that if you go to the Safe House, everyone won't be there to claim items, so if you want everyone to get a chance, you may have to wait a day or two for everyone to swing by. Also, they would be willing to help covertly return the stolen items.
Chapter 2 These adventure books are set up with a few major plot points that happen in a certain order as well some minor plot points that are more fluid. We've tackled all the big stuff from Chapter 1. I won't always announce this but wanted to give you an idea of where we are in the overall story. Also, I received Chapters 3-6 in the mail today. I don't know if we'll make it to the end, but it will be useful for me to get a more detailed look at the big picture and weave plot points & NPCs smoothly into the story.
Booty List
This should be everything obtained during the last two sessions. I know that Gettul took at least a couple tanglefoot bags, but I wasn't sure about the exact amount, so I just listed the total found as unclaimed thus far.
Claimed Items +1 breastplate (1350 gp) Gendrew mw breastplate (350 gp) Renold broken tower shield Renold potion of disguise self Gettul potion of cure light wounds Renold failed to identify, Gettul succeeded, but I forget who took it wand of cure light wounds (9 charges) Renold
Maybe Items +1 morningstar (2308 gp) Renold lesser merciful rod (1500 gp - metal rod wrapped in leather) Renold scroll of sacred bonds and 2 gold bracelets (1 drops, 1 vines) Renold
Armor breastplate (200 gp - Gendrew's old armor) 2x mw studded leather (350gp = 175 gp x2) 14x studded leather (350 gp = 25 gp x14)
Weapons +1 huntsman longbow (8375 gp) searing arrow x5 (7580 gp) 7x light mace (__35 gp = 5gp x7) 7x short sword (__70 gp = 10 gp x7) 16x dagger (__32 gp = 2gp x16) 14x light crossbow (_490 gp = 35 gp x14) 26x 10 bolts (__26 gp = 1 gp x26)
Other Gear 7x thieves tools (210 gp = 30 gp x7) 7x mw thieves tools (700 gp = 100 gp x7) 16x tanglefoot bag (800 gp = 50 gp x16)
Coin & Gems green gem (350 gp) 2x blue gem (200 gp = 100 gp x2) gold pieces (865 gp)
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Post by icnivad on Jan 14, 2013 15:17:24 GMT -5
Woot! go loot! Lookout Adamantine Full Plate, here I come!
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Post by icnivad on Jan 14, 2013 17:25:45 GMT -5
My vote is that we sell everything with a price tag next to it. Exceptions being whatever The People's Hand wants and the +1 breastplate that Gendrew is using. That sells close to $14874.6. Or 4958.2 apiece. (or 5228.2 for Ren and Gettle, and 4418.2 for Gendrew if we account for the +1 breastplate)
I think I'm going to hold off on new armor and try to buy adamantine full plate when I can afford it (this puts me about 1/3 of the way there), so I would use that masterwork breastplate in the meantime.
edit: actually thinking I might go Mithril, which puts me almost halfway there.
edit again: Reefwood: Do you mind if I swap out the feat I took at the table (heavy armor prof) for Tower Shield Prof?
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