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Post by icnivad on Jan 23, 2013 14:06:32 GMT -5
Ren brought one of the breastplates with him when he attempted to find the hammer, but since he didn't find the hammer, he didn't sell the breastplate. Also, Ren would give the gold back to his friends when he caught up. And please keep the breastplate and warhammer separate, since it's not in my formula.
Here is the amounts I came up with for selling stuff: Merciful rod: 1500 * .6 = 900 12x studded leather: 300 * .6 = 180 +1 bow: 8375 * .6 = 5025 5x searing arrows: 7580 * .6 = 4548 5x light mace: 25 * .6 = 15 5x short sword: 50 * .6 = 30 10x dagger: 20 * .6 = 12 10x light crossbow: 350 * .6 = 210 7x thieves tools: 210 * .6 = 126 7x mw thieves tools: 700 * .6 = 420 13x tanglefoot bags: 650 * .6 = 390 green gem: 350 2x blue gem: 200 == 12406 gp. If you subtract the 3420 already given to the group, we should be receiving: 8986 gp. Of that, Gendrew gets 2986.93, Gettel gets 3796.93, and Ren gets 2202.13 with 1 copper left over. This is adjusted for the items that Gendrew (+1 breastplate) and Ren(+1 morningstar, Mst breastplate) are taking from the pool. Gettel and Ren donated breastplates to the pool, too, but since these are part of the loot that's going to The Hand, I didn't make an adjustment for this. Otherwise I would have given 100% of that sale to their respective people. I also didn't adjust for expendable items that we took.
Did I miss anything?
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Post by reefwood on Jan 23, 2013 19:12:54 GMT -5
Ren brought one of the breastplates with him when he attempted to find the hammer, but since he didn't find the hammer, he didn't sell the breastplate. Also, Ren would give the gold back to his friends when he caught up. And please keep the breastplate and warhammer separate, since it's not in my formula. That makes sense about the breastplate, and if the gold has been divvied up, can you list the amounts of gold each PC is currently holding? Here is the amounts I came up with for selling stuff: Merciful rod: 1500 * .6 = 900 12x studded leather: 300 * .6 = 180 +1 bow: 8375 * .6 = 5025 5x searing arrows: 7580 * .6 = 4548 5x light mace: 25 * .6 = 15 5x short sword: 50 * .6 = 30 10x dagger: 20 * .6 = 12 10x light crossbow: 350 * .6 = 210 7x thieves tools: 210 * .6 = 126 7x mw thieves tools: 700 * .6 = 420 13x tanglefoot bags: 650 * .6 = 390 green gem: 350 2x blue gem: 200 == 12406 gp. If you subtract the 3420 already given to the group, we should be receiving: 8986 gp. Of that, Gendrew gets 2986.93, Gettel gets 3796.93, and Ren gets 2202.13 with 1 copper left over. This is adjusted for the items that Gendrew (+1 breastplate) and Ren(+1 morningstar, Mst breastplate) are taking from the pool. Gettel and Ren donated breastplates to the pool, too, but since these are part of the loot that's going to The Hand, I didn't make an adjustment for this. Otherwise I would have given 100% of that sale to their respective people. I also didn't adjust for expendable items that we took. Did I miss anything? I kind of like to keep it simple with loot. Everyone takes what they want and the leftovers are sold for gold that is split evenly, but if you all prefer this method and can keep it straight, that's fine by me.
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Post by reefwood on Jan 24, 2013 18:53:12 GMT -5
Part 5a recap
Fireday, Neth 26 11:10a -Depart Obrigan Gate. 12:05p -Arrive at Tattered Sail to clean up. 12:35p -Depart Tattered Sail. 1:45p -Cross Bladewing Bridge. 2:25p -Arrive at Barley, give Gandry loot to sell, and store stolen items & equipment for Hand. Gandry doesn't know where to find special items but goes to sell loot. Gettul begins crafting acid (40/100sp? in 4 hrs).
3:50p -First evening bell. 4:20p -Second evening bells.
4:25p -Gandry returns slightly flustered by the hurry to get home before dark but was able to sell most items.
4:50p -Third and final evening bells. 10:00p -Bedtime.
Starday, Neth 27 @ Barley 6:00a -Gettul prepares extracts & mutagen. 7:30a -Gendrew & Gettul depart for Horse & Shoe. 8:55a -G&G arrive at H&S to buy 3 war ponies and military saddles from Hammer's uncle. 9:05a -G&G depart for Obrigan Gate. 10:00a -G&G arrive at Obrigan Gate and ask for Arik. 1:00p -Arik arrives: asks for report, inquires about dwarves' night in Cader, and will have info about stolen items compiled in another day or two.
7:30a -Renold prays at dawn. 8:30a -Renold searches for darkwood tower shield (success! 2 hr). 10:30a -Renold searches for adamantine hammer (success but ran out of time). 1:00p- Renold departs for Obrigan Gate. 2:30p -Renold arrives at Obrigan Gate.
12:00p -Gandry goes to sell remaining loot & Renold's items.
2:30p -Hopcrusher trio reunites at Obrigan Gate and departs for Rotten Skull. 2:50p -Arrive at Rotten Skull to meet Grell. 3:35p -Grell & Hopcrushers arrive at old graveyard to search for Keep. There are well over a hundred graves, at least a score of monuments, and a more than a dozen mausoleums. Gettul can think of no family named Keep but recalls some old ones with the word “keep” in their name.
3:50p -First evening bell.
4:05p -Gendrew finds a mausoleum with a crumbling plaque that reads “k'eep” and Gettul identifies the name as Ark'eep. They were a lower class half-elven family that rose to some fame 400-500 years ago (current year is 4711 AR) due to their skill at smithing. However, the family fell into ruin when their connection to the Council of Thieves came to light during the quashing of that criminal organization in 4469 AR.
Gendrew fails to open the door with strength and begins to smash it with his hammer. Renold decides to look inside with door sight and sees several ruined stone coffins on stone slabs as well as some empty slabs. Gettul pushes open the door, and the group goes inside. The coffin in the center looks more grandiose and sits on a higher slab, but no one can read the inscription. The dwarves carefully search the ruined coffins. Gettul and Renold find little more than bones, but Gendrew discovers that one of the slabs can be moved. He and Grell push it aside to reveal an opening that drops down 30 ft. A rope is tied to the center coffin, and she climbs down with ease. The dwarves have a harder time of it but are eventually able to follow.
4:20p -A long passageway leads to a large stone room with narrow enclaves carved into the side walls and a pair of exits at the far end. The entire room is scorched, and the enclaves hold burnt muck & bone shards covered in dust. Grell takes her time carefully inspecting the enclaves while the dwarves pass quickly through the exits. Renold hurries ahead into a room full of statues: human children standing in the corners, a distressed half-orc laying on a stone slab at the south end with human adults and a tielfling standing around it. On the far side of the slab is a large statue of a woman: snakes in her hair, feathered wings on her back, swollen belly, and dagger raised high. It looks like a sacrificial scene.
Gendrew and Renold notice a change in the air as they move about. Gettul is between the rooms when everyone hears a scream from behind them, but only he seems flickers of light coming from that direction. Grell runs out of the scorched room singed and smoking but not terribly harmed. Gettul continues forward. He recognizes the large statue as a construct and representation of Lamashtu. Renold moves back to the scorched room. He sees no change to it and asks Grell what happened. Gendrew steps up to the child statue in the nearest corner.
Grell tells Renold that the scorched room burst into flame. Gettul throws a bomb at the construct, catches it on fire, and steps out of the statue room. The construct comes to life and begins to chant in an unknown language. Gendrew curses. Renold returns to the statue room. The adult statues begin to stir. Gendrew charges at the construct but misses. The child statues also begin to stir...
[OOC: The next session will begin at the top of Round 3 of combat, which is Round 6 after everyone climbed down.
Gettul drank the mutagen (30 min) before(?) entering the mausoleum and has used up about 10-15 minutes of it. He also drank an extract of expeditious retreat (4 min) after climbing down and has used up 5 rounds of it.
The opening under the stone slab goes down 30 ft. Characters with a speed of 20-30 ft can climb 5 ft per move action. Expeditious retreat does not affect climbing, but it does affect jumping. The dwarves can make it up or down the rope in 3 rounds with 6 successful Climb checks, but it took each of you about twice as long to get down the first time due to poor Climb checks.
The items stolen by The Orphans and the Orphan loot going to the People's Hand are still at the Barley. Also, I forgot to mention that the chest with the stolen goods has a small sack with 40 wooden coins that have the devilish head on one side and are blank on the other.
Everyone please calculate your carrying capacity and current load.]
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Post by icnivad on Jan 24, 2013 19:33:04 GMT -5
Ren has 554.8 GP, 9 SP, and 759 CP. He is carrying 117.4554 Lbs with a max load of 150 lbs.
Does this world have platinum pieces? Or some other form of common currency that comes in larger denominations?
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Post by reefwood on Jan 26, 2013 22:08:48 GMT -5
Ren has 554.8 GP, 9 SP, and 759 CP. He is carrying 117.4554 Lbs with a max load of 150 lbs. Do you know the money amounts for the other PCs too? At least what they currently have out of the gold received thus far? I'm just assuming it's all figured out and separated in whatever equation/sheet you used to do the math to figure out how much each PC should wind up with at the end... and I'm guessing they don't know since they haven't posted about it, heh.
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Post by michael on Jan 27, 2013 0:41:48 GMT -5
Yeah, I have no idea how much gold I have. I gave it all to Renold and let him figure it out.
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Post by icnivad on Jan 28, 2013 17:51:41 GMT -5
Uhm, You gave each PC 1140 already from the items sold. I have no idea how much they have currently, since I had no idea how much they had before, or how much they spent on other items. I assume they all have this written on their character sheets. Since the sale didn't go through, I didn't record how much each character was going to put in towards the sale.
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Post by reefwood on Jan 28, 2013 18:29:29 GMT -5
Uhm, You gave each PC 1140 already from the items sold. I have no idea how much they have currently, since I had no idea how much they had before, or how much they spent on other items. I assume they all have this written on their character sheets. Since the sale didn't go through, I didn't record how much each character was going to put in towards the sale. I thought you did a couple different things with everyone's money: #1) Collected it all together to buy items. #2) Accepted less loot money for Ren because he kept items from the loot, and therefore, gave more money to Gendrew and/or Gettul... depending on what they took from the loot. Gendrew and Gettul may know how much money they put into the pot, and they did most of their shopping before #1 and #2, so they probably know how much they had before Renold took it... but I'm not sure anyone knows how much they're getting from the loot money based on #2? I think the only things that G&G bought after #1 were the war ponies and military saddles, and that was the same amount spent on each dwarf, so those expenses evened out individually but would still have to be taken out of the overall pot. Or if I am incorrect about #2 and that isn't happening, then... each dwarf should have: (money at start of session 5) - (items bought) + 1140gp, 6sp, 6 cp - 65gp (for pony+saddle) And if this is the case, I'm guessing G&G have a relatively similar amount of money with Ren being in the same ballpark minus the darkwood shield price. EDIT: Or are you doing #2 for the loot money coming from the loot that still needs to be sold? And therefore, my above equation is correct for the current money... with the more complicated stuff coming later?
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Post by icnivad on Jan 28, 2013 19:32:15 GMT -5
You gave us all an equal amount at the table, and we did not collect it together until the very end when we were trying to figure out if we could afford Rabbit's weapon. When that fell through, I assumed each player held on to their gold (or was returned to them when Ren caught up). This whole sale thing kind of got hurried along at the end because we were taking up too much table time with it, and maybe we all made some assumptions about what was going on.
Your comment in the edit is correct. I wasn't expecting a fraction of the loot to be returned, and didn't have anything calculated. The Formula in my previous post gives Ren and Rabbit less funds from what's left because they each took items from the loot.
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Post by reefwood on Jan 30, 2013 18:58:13 GMT -5
Sweet. Looks like this is sorted out. Or does anyone else still have questions?
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Post by reefwood on Feb 1, 2013 12:40:30 GMT -5
Part 5b Recap
Each PC receives 650 XP. Any PC that levels up receives 1 hero point. Also, you will eventually receive fame from dealing with The Orphans. Not enough time has passed yet, but it will happen and be posted before the next session.
Not going to bother with a summary this time. I think everyone will remember the major moments! You are able to determine that Gettul and Grell are equally adept at searching, so split between the two of them, it takes just over 2 hours to search the rooms and hallways.
Search: 123 squares x2 min = 246 min (4 hr, 6 min) / 2 searchers = 2 hr, 3 min → 6:25pm
Grell had already found some tiny black gems under the charred muck in the alcoves from when she first started searching. The only other notable items are more tiny black gems in the alcoves and items with the medium-sized humanoid skeleton behind Ebon. I will label which items radiate with magic. Give me your Spellcraft if you want to attempt magical identification, along with any other skills you want to use to gain info:
-8 tiny black gems (found in alcoves) -1 broken chainshirt (found on skeleton – MAGIC) -1 copper ring w/rosy crystal that has hammer & anvil carved onto it (found on skeleton – MAGIC) -1 broken falchion (found beside skeleton – MAGIC) -1 scroll (found in scrollcase behind skeleton – MAGIC) -2 vials of clear liquid (found in scrollcase behind skeleton – MAGIC) -spell components which include light brown crystalline dust (found in pouch #1 on skeleton) -1 compass with a glowing crystal inside the roof (found in pouch #2 on skeleton – MAGIC)
Grell wants the broken falchion (which she thinks she can repair) and 4 tiny black gems for her half of the loot.
Once we handle identification in the crypt, we can start to jump ahead (sleep in crypt, return to Barley, meet up with People's Hand, work, etc). We'll figure out what you want to do, and for the sake of moving things along, I'll just summarize what makes the most sense. There will probably be no further rolls -(except for Craft, Knowledge, Profession)- until the next session, which will kick-off Chapter 2. But for now, lets just see if you can identify the loot.
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Post by icnivad on Feb 1, 2013 13:45:43 GMT -5
Spellcraft: +8
Wow, that's a good amount of magic stuff! I'm particularly curious about the compass. And I think the gems and falchion sound reasonable.
I have Make Whole prepared once (I was planning on using it on the broken Tower Shield, but never found time), and can try to repair things, but if she has a way to repair magic items, she might have more luck, so I'd ask her about that.
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Post by michael on Feb 1, 2013 15:48:12 GMT -5
First, I would try to identify the 2 vials of clear liquid. I have a Craft (Alchemy) of +13. Then, if there are any items Renold fails to identify, I will spend 1 minute to prepare Identify with my final Extract slot.
My spellcraft for identifying items is now +18.
I, too, think the falchion and 4 gems is more than fair, but Gettul may change his mind if said falchion is particularly powerful. (More than just a +1)
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Post by Rabbit on Feb 1, 2013 16:17:15 GMT -5
If we need to sunder something Gendrew can do it.
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Post by reefwood on Feb 2, 2013 17:14:58 GMT -5
Magic Items
Spellcraft DC 15 +item's caster level Decipher Scroll DC 20 +spell level
Renold -chainshirt: 1+8 = 9 -ring: 4+8 = 12 -falchion: 7+8 = 15 -scroll: (detect magic) 1+8 = 9 / (decipher scroll) 14+8 = 24, success! vs DC 20 -vial #1: 2+8 = 10 -vial #2: 1+8 = 9 -compass: 15+8 = 23, success! vs DC 21
Gettul -falchion: (identify) 12+18 = 30, success! vs DC 18 -vial #1: (alchemy) 14+13 = 27 -vial #2: (alchemy) 20+13 = 33
Renold (next morning) -chainshirt: 16+8 = 24, success! vs DC 18 -ring: 8+8 = 16, success! vs DC 16
Broken +1 Falchion (1780gp; 5/20 hp, hard 12; 8 lb)
Broken +1 Misting Chainshirt (??gp; 7/30 hp, hard 12; 25 lb) The fine links of this +1 chainshirt form a pattern of roiling clouds. On command once per day, the wearer can transform it into thick fog that fills his space and provides concealment (20% miss chance). This mist moves with the character. Effects that disperse the mist or destroy it cause the armor to reform into its solid shape on the character's body, as does speaking the command word or entering a place where the fog-magic doesn't function (such as underwater). If the character tries to don another suit of armor while this armor is in fog form, it reforms at the character's feet.
Divine scroll of Waters of Lamashtu (375 scroll +250 amber powder = 625gp) School conjuration (creation); Level alchemist 2, cleric/oracle 3, druid 3, witch Casting Time 1 standard action Components V, S, M (250 gp of powdered amber) Range close (25 ft. + 5 ft./2 levels) Effect up to 1 ounce of the waters of Lamashtu per 2 levels Duration instantaneous Saving Throw Fortitude partial; Spell Resistance no
This spell generates what appears to be clear, pure water, but is in fact a foul secretion known as the waters of Lamashtu. The liquid functions in all the same ways as unholy water (see curse water). In addition, any creature that is anointed with or drinks this fluid must make a Fortitude save (drinking the waters of Lamashtu is particularly effective—creatures who drink the stuff take a –4 penalty on their save to resist its effects). Success causes the creature to become violently ill, vomit the fluid, and become sickened for 1d4 rounds. Failure indicates the water takes root and drives the victim mad (dealing 1d6 points of Intelligence damage) and twists and deforms the body (dealing 1d6 points of Dexterity damage). The subject’s Dexterity and Intelligence cannot drop below 1 as a result of this effect. Casting this spell creates approximately 2 ounces of the waters of Lamashtu, enough for one dose or use (if bottled) as a thrown weapon. The fluid can be created and stored indefinitely, though it cannot be created inside a creature. Extensive exposure to the waters of Lamashtu (such as drinking nothing else for months at a time) can have other long-term effects on the target, including the development of monstrous deformities or even total transformation into a beast, depending on the GM’s whim (these mutations are rarely, if ever, beneficial to the victim).
2 Doses of Waters of Lamashtu (625gp each = 1250gp total)
Ring of Arcane Sigils The amorphous, approximately 1-inch-square chunk of rosy crystal that dominates this otherwise plain copper ring forms itself into a specific rune, sigil, or similar identifying marker each time a person first puts it on. If the wearer expects this to occur, he can cause the crystal to adopt any shape he wishes. If the wearer does not expect this to occur, the crystal instead molds itself into an image that symbolizes the wearer or some dominant facet of his personality. Once the crystal assumes this initial form, it always does so whenever the wearer puts on the ring. The wearer can, as a standard action, embed this image on any object (as if using arcane mark) simply by pressing the ring against it. The wearer may choose the color and other cosmetic features of the image each time he uses the ring. The brand is otherwise permanent unless removed by dispel magic, erase, or a more powerful spell.
Compass (Renold Perception 25 - ??gp; 1 lb) The compass is silver with gold accents. A hinge on the back holds it together, and the clasp on the front flips up to open it. The inside of the bottom half has the typical directional face of a compass. The inside of the top has a cracked yet glowing crystal set into it. Closer inspection reveals that the crystal can be removed. A heatless flame springs from the crystal as it floats out of hand and begins to rotate around the head of the wielder.
Mechanics: A command word (standard action) causes the crystal to shine with the brightness of a torch. When removed from the compass (move action), the crystal emits a heatless flame (as the continual flame spell) and rotates 3 feet around the head of the wielder. The crystal must be set in the compass to be turned on or off. Additionally, the crystal can be activated to emit daylight for 1 hour. At the end of this hour, the crystal cannot be activated for 24 hours. Finally, the actual compass, grants a +2 circumstance bonus on Survival checks to avoid becoming lost. No light emits from the compass when the crystal is set inside and it is closed.
Broken items are worth 75% normal value. Items with obvious prices are listed. Unknown prices can be guessed with an Appraise check, or perhaps figured out later back in town. Any other questions about the crypt loot?
Moving Along
Everyone will spend the night in the crypt. Grell will part ways in the morning, and the Hopcrushers will head back to their district. From what I can recall, some objectives include: -collecting more Orphan loot money from Gandry -buying the adamantine lucrene hammer (not sure if Gendrew can afford it on his own?) -delivering leftover Orphan arms & armor to the Safe House -setting up a meeting with the entire Hand
Two weeks (Sunday, Neth 28 - Starday, Kuthona 10) will pass until the next in-game day. You spent too much time adventuring during the current week to get any decent amount of work done at day jobs, but let me know if you want to make Craft or Professions check for the next two weeks (1 per week). Of course, if you opt to do other time consuming things, such as crafting items, you may not have time to earn money from day jobs. The action will pick up again on Sunday, Kuthona 11... which happens to be the Ascendance Day for Cayden (icnivad can decide if Renold knows this).
One thing I need to know is what you will tell Mother and/or the People's Hand about what happened with the Orphans? Also, what do you tell Gandry about the crypt loot (if you ask her to sell any of it)?
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