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Post by Wolfgar on Feb 23, 2005 22:33:18 GMT -5
In light of the fact that Dylan and David are not join the group do you think we should hire more experienced hirelings? I don't know anything about the Dwarf place but I wouldn't mind a higher level cleric especially if Liato isn't coming back immediately. Can we take care of this during the vacation or are we going to have to actively recruit people?
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Post by Dead Greyhawk on Feb 23, 2005 23:51:28 GMT -5
Weren't there some missing magical items that we had yet to assign? The water-breathing stone, the jade ring, and that potion in the metal flask that we never knew we had? Can we get a listing of those, too? So far, what's on the purchase list? I have: 2 custom longbows (R, O) Silvering for longsword (O) 10 pearls for identify (D, W) 1 regular spellbook (W) 2 travelling spellbooks (D) 12 units of spell ink. (D) Spell Training (D) Horsemanship training (?) Bind Wounds training (?) Getting Robe identified (W) New Spells (D, W) Can we get prices for all these, so we know about how much it will cost for everything? As far as new spells, Dell wants Magic Mouth and Featherfall. 1. The water-breathing stone is in the chest with the OES in the Hall. The jade ring is in the chest in Monmurg. That potion in the metal flask that we never knew we had is in the chest with the OES in the Hall. 2. Prices for items so far: 2 custom longbows (R, O) - 16 STR bow for Raven is 600 GP. 18/01 STR bow for Otto is 2400 GP. Silvering for longsword (O) - 50 GP 10 pearls for identify (D, W) - 1100 GP 1 regular spellbook (W) - 1100 GP 2 travelling spellbooks (D) - 1100 GP 12 units of spell ink. (D) - 130 GP Spell Training (D) - 1000 GP Horsemanship training - 700 GP for Raven, 200 GP for Otto, 100 GP if Raven teaches him. Bind Wounds training - 150 GP per character taught by Raven Getting Robe identified (W) - 400 GP New Spells (D, W) - Featherfall 200 GP, Magic Mouth 600 GP Total for this so far: ~9,730 GP Al has money available for reasonable shortfalls.
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Post by Dead Greyhawk on Feb 23, 2005 23:59:51 GMT -5
In light of the fact that Dylan and David are not join the group do you think we should hire more experienced hirelings? I don't know anything about the Dwarf place but I wouldn't mind a higher level cleric especially if Liato isn't coming back immediately. Can we take care of this during the vacation or are we going to have to actively recruit people? In game, you'll have to recruit hirelings. In some cases, you can't hire what you're looking for. Also, the vast majority of hirelings will be first level. The key here is to nurture your hirelings and treat them well. They will then feel loyal and continue with you. The Company has an atrocious track record with hirelings. NPCs greater than 1st level are significantly more capable than the average person, and as such are found leading average people, or occupying positions of authority. For example, a 5th level cleric is generally the priest for a town of around a 1000 people. A 5th level fighter is the constable of a similar sized town, the captain of a noble's guard troop, or the leader of a bandit group. In almost all cases, NPCs that are within 2 levels of the average of the party levels will not stay with PCs for longer than a single adventure. The three Pelorites are a good example of this phenomenon. They were willing to travel and fight with the Company against the Temple of Nerull, but not on any other mission and would not have continued to associate with the Company, should they have survived. The Company has had leads on potential cleric hirelings. If they wish to attempt to hire a cleric, they should follow those leads, or be forced to attempt to hire an untested mercenary priest. There is a post called Hireling Policy which details our last discussion about this. It is found at deadgreyhawk.proboards7.com/index.cgi?board=old&action=display&n=1&thread=91
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Post by Wolfgar on Feb 24, 2005 10:00:04 GMT -5
I am definitely going to need a loan to afford the bow. I have roughly 1600 with my share of the two adventures so far. So that leaves me over 1000 GP short. If this is more than someone wants to loan I can go for a cheaper bow.
Can I learn horsemanship for 200 GP and then teach Raven for less than 700 GP?
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Post by Dell on Feb 24, 2005 11:01:39 GMT -5
1. The water-breathing stone is in the chest with the OES in the Hall. The jade ring is in the chest in Monmurg. That potion in the metal flask that we never knew we had is in the chest with the OES in the Hall. Winthrop gets the water-breathing stone, Raven gets the Jade ring, Al gets the potion after it is identified. Dell has too many magic items, so he doesn't get anything. It would probably be wise to not carry them around, especially the ring... but they belong to those characters. Your leader has spoken. 2. Prices for items so far: 2 custom longbows (R, O) - 16 STR bow for Raven is 600 GP. 18/01 STR bow for Otto is 2400 GP. Silvering for longsword (O) - 50 GP 10 pearls for identify (D, W) - 1100 GP 1 regular spellbook (W) - 1100 GP 2 travelling spellbooks (D) - 1100 GP 12 units of spell ink. (D) - 130 GP Spell Training (D) - 1000 GP Horsemanship training - 700 GP for Raven, 200 GP for Otto, 100 GP if Raven teaches him. Bind Wounds training - 150 GP per character taught by Raven Getting Robe identified (W) - 400 GP New Spells (D, W) - Featherfall 200 GP, Magic Mouth 600 GP Total for this so far: ~9,730 GP Al has money available for reasonable shortfalls. What's the cost on the "Item" and "Explosive Runes" spells? Does this look good to everyone so far? Add in miscellaneous tools, home repair, and travel costs... we should be good to go. So next Sunday we'll start up in the Hall, with new spells written in new spellbooks and new weapons, ready to go forth and kick ass. First we'll begin to look for a cleric to help us. The church of Trithereon has offered to help us fight slavers. The priest of Hextor may still be looking for work, too. We can use the love potion on his female associate - it's the only way Raven will ever score. The priest of Wee-Jas is not ever going to help us. The church of Heironeous might owe us a favor, then again they might hate us. For financial convenience, would everyone prefer to pay for all this out of the 14,088 that we earned from last adventure, instead of splitting it up and then paying for stuff? Then we can split up the company fund and give everyone a share. The end result will be the same - the company fund will be low, and the members will be loaded - but we don't have to do as much accounting stuff. This also keeps Otto from needing a loan or anything for his bow.
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Post by Ginger on Feb 24, 2005 11:08:43 GMT -5
I will definitely pitch in for purchasing the bow. If it's calibrated for 18/01 strength, than I can use it if I have a strength spell cast on me. That would make my arrows hit for 12-22 damage at point blank range. That's a whole lot of damage. For comparison, my regular bow hits for 6-16, and the +1 bow that I'm buying would hit for 8-18.
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Post by Ginger on Feb 24, 2005 11:15:37 GMT -5
What are we going to do with the new guys? Assuming they both don't just quit, I'd suggest keeping the cleric and firing the assassin. Having a lawful evil PC is one thing, having a lawful evil hireling is entirely another.
If we agree to go after the Dwarven temple we should try to contract out a mid-level dwarven cleric, either in Longspear or a Dwarf town along the way. After we finish with him, we should contract out a cleric of Tritherion to fight the slavers. By that point, our new guy should be of sufficient level to pick up the slack.
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Post by Dell on Feb 24, 2005 11:29:06 GMT -5
What are we going to do with the new guys? Assuming they both don't just quit, I'd suggest keeping the cleric and firing the assassin. Having a lawful evil PC is one thing, having a lawful evil hireling is entirely another. I assumed that they would head back to their own country after we paid them off, but if not, then I agree.
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Post by Ginger on Feb 24, 2005 12:40:59 GMT -5
2 custom longbows (R, O) - 16 STR bow for Raven is 600 GP. 18/01 STR bow for Otto is 2400 GP. I think we'll want 2 STR 16 bows, since having a back-up bow is very, very important. I'll also pay 1200 for my part of the bow, bringing my total bow expenditures to 2400 GP. This must be 1300 GP, right? Is this the cost of Elmo doing the training, or Winthrop? How about Otto gets trained for 200 and he teaches me for 350 GP?
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Post by Mr. Trommer on Feb 24, 2005 17:19:29 GMT -5
The spells I was thinking of were:
Reduce (revese of enlarge) Detect Invisibility Invisibility 15' Lightning Bolt Fly
I would be willing to trade any I have. Though I think we are not willing to to do so out of the OES.
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Post by Ginger on Feb 24, 2005 17:41:28 GMT -5
I thought that Invisibility 15' was in the OES? Why do we need to buy it?
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Post by Mr. Trommer on Feb 25, 2005 8:59:04 GMT -5
You are probably correct. I don't remember if it was in it so I thought I might as well include it on the list.
I should probably also try and get a spellbook just for cantrips. Maybe there is a Dispel Cantrip spell.
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Post by Dell on Feb 25, 2005 9:40:40 GMT -5
I should probably also try and get a spellbook just for cantrips. Maybe there is a Dispel Cantrip spell. There is a "Protection from Cantrips" spell - it's 2nd level. I'm sure that Elmo will have it, since he has so many apprentices. He'll probably let you have it for free, since you've given him so many spells over time.
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Post by Mr. Trommer on Feb 25, 2005 11:54:24 GMT -5
Oh, I know about the Protection from Cantrips. I was just trying to figure out if there was a lesser Dispel Cantrips. That way they can be removed from others...
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Post by Dead Greyhawk on Feb 25, 2005 12:26:31 GMT -5
Can I learn horsemanship for 200 GP and then teach Raven for less than 700 GP? Yes. The cost for you to train Raven would be half of the above cost, or 350 GP. Apparently Raven is a bad horseman.
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Post by Dead Greyhawk on Feb 25, 2005 12:28:47 GMT -5
What's the cost on the "Item" and "Explosive Runes" spells? The item spell is imbalancing and not in the campaign. Explosive Runes may be purchased for 1200 GP.
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Post by Dead Greyhawk on Feb 25, 2005 12:31:37 GMT -5
1. This must be 1300 GP, right? 2. Is this the cost of Elmo doing the training, or Winthrop? 3. How about Otto gets trained for 200 and he teaches me for 350 GP? 1. It is 1300 GP for the pearls, late night typo on my part. Sort of sad when midnight is considered a "late night". 2. The cost is for Winthrop training Dell. 3. Yes. See above post. BTW pears are not pearls. yeesh I can't type.
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Post by Dead Greyhawk on Feb 25, 2005 12:37:07 GMT -5
The spells I was thinking of were: Reduce (revese of enlarge) Detect Invisibility Invisibility 15' Lightning Bolt Fly I would be willing to trade any I have. Though I think we are not willing to to do so out of the OES. Reduce costs 200 GP. Detect Invisibility costs 600 GP. Invisibility 10'r. costs 2000 GP. Lightning Bolt costs 2000 GP. Fly costs costs 1200 GP. In general combat spells cost more than non-combat spells, and higher level spells cost more than lower level spells. Some of these spells are not available from the Silent One, but are available in Monmurg, and vice versa.
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Post by Dell on Feb 25, 2005 14:15:43 GMT -5
Okay. The total of all the available funds - the 14,088 from the last adventure, minus the 15% paid to Dylan and David's characters and the church of Pelor, plus the accumulated funds owned by the company in all three locations, equals 19,734 gp.
The total for things we're listed as buying:
Two 16 STR bows - 1200 18/01 STR bow - 2400 GP. Silvering for longsword - 50 GP 10 pearls for identify - 1100 GP 1 regular spellbook - 1100 GP 2 travelling spellbooks - 1100 GP 12 units of spell ink. - 1300GP Spell Training - 1000 GP Bind Wounds training - 150 Horsemanship training - 550 (200 + 350) Getting Robe identified - 400 GP New Spells: Featherfall - 200 GP Magic Mouth - 600 GP Explosive Runes- 1200 GP Reduce - 200 GP Detect Invisibility - 600 GP Lightning Bolt - 2000 GP Fly - 1200 GP
Total - 16350
Remaining funds = 3,384 gp.
Now, this doesn't cover the cash on our sheets. So to simplify bookkeeping, we'll keep our cash on hand the same as last week, and have the 3,384 (minus incidentals) as the company account in Longspear.
Can we get a rough assessment of what the incidental fees will be for our vacation? Travel, food, lodging, all that sort of thing? After all that is subtracted out, everyone should get an extra disbursement from the company fund - I was thinking 100 gp or so - and then we start our next adventure sailing back into Longspear.
Anyone disagree?
PS: how is the Item spell imbalancing? I just wanted to be able to carry my spellbook without being crippled by the massive weight.
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Post by Ginger on Feb 25, 2005 16:09:34 GMT -5
Just through my brief calculations, it looks like Otto and I want about 2000 GP of stuff each, while you and Winthrop want about 6000 GP worth of stuff each. Al and Liato want 0 GP worth of stuff. (at least according to this list) As such, I think we should use the system we decided, and have all of the characters get all of the gold that's due them, and we can loan/give the rest of our cash out to the other guys.
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Post by Dell on Feb 25, 2005 17:04:38 GMT -5
Two 16 STR bows - 1200 (R) 18/01 STR bow - 2400 GP. (R+O) Silvering for longsword - 50 GP (O) 10 pearls for identify - 1100 GP (E) 1 regular spellbook - 1100 GP (W) 2 travelling spellbooks - 1100 GP (D) 12 units of spell ink. - 1300GP (D) Spell Training - 1000 GP (D) Bind Wounds training - 150 (R) Horsemanship training - 550 (O+R) Getting Robe identified - 400 GP (W) New Spells: Featherfall - 200 GP (D) Magic Mouth - 600 GP (D) Explosive Runes- 1200 GP (D) Reduce - 200 GP (W) Detect Invisibility - 600 GP (W) Lightning Bolt - 2000 GP (W) Fly - 1200 GP (W)
Totals: Raven = 3120 Otto = 1670 Dell = 5620 Winthrop = 5720 Al = 220
(I split the cost of the pearls 5 ways, so there's not any issue about paying to have things identified.
Cash from last adventure: 2,113 to ADR+W; 1,408 to O. Payout from liquidating the various company funds: 1,969 to ADR+W.
So Al, Dell, Raven, and Winthrop each have 4,082 to spend, while Otto only gets the 1,408. Totalling this all up, we get:
Raven = 962 Otto = -262 Dell = -1,538 Winthrop = -1638 Al = 3,862
(Note that the 1500 that we owe Liato is still in the company account, plus an additional 500 for general expenses. I remember these things, which is why I'm the boss.)
I imagine Al will probably be learning horsemanship, and buying beer, and... well, his grandmother's been sick... I also don't know how willing Al will be to pitch in to get Winthrop another damage spell. Although it might be an interesting change for him to be electrocuted instead of fried.
Anyone want to loan the spellcasters some cash?
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Post by Ginger on Feb 25, 2005 17:44:07 GMT -5
The 150 for wound binding is for whoever wants it. I'd suggest everyone gets it, but each person can spend their 150 gp however they'd like.
I'm sure Al will loan out a lot of cash if he can get a "no fireballs" clause put into Winthrop's deal. I also have about 600 extra, which I'd be happy to loan out in addition to the 962 noted below.
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Post by Dead Greyhawk on Feb 25, 2005 18:01:59 GMT -5
PS: how is the Item spell imbalancing? Item (Alteration) Level: 3 Range: Touch Duration: 6 furns/level* Area of Effect: 2 cu. ft. per level of caster Components: V; S, M Casting Time: 3 segments Saving Throw: Special * Duration quadrupled if used on non-living material. ExplanationlDescription: By means of this spell, the magic-user is able to touch any normal, non-magical item of a size appropriate to the allowable area of effect and cause it to shrink to one-twelfth of its normal size. Optionally, the caster can also change its now-shrunken composition to a cloth-like one. Only living things are entitled to a saving throw versus spell, but each such save is at + 4. Objects and creatures transformed to cloth make saving throws normally (as if not altered) against subsequent attacks. Objects changed by an item spell can be returned to normal composition and size merely by tossing them onto any solid surface or by word of command from the original spell caster. It is possible to affect a fire and its fuel with this spell.Right off the top of my head: 1. "Oh look, it's a dragon!" Dell casts Item. Poof! 2. "Oh look, it's 100,000 GP in a pile. Too bad we're are in the middle of nowhere. How will we haul this out?" Dell casts Item and rolls up the pile. 3. "Oh look, we need [insert item here]. I wish we had thought to bring it." Dell pulls out his item-ized 10 cubic foot chest filled with things and provides it to the party. 4. "I wonder how we'll get into this keep?" Dell casts item on the wall, creating a 10 cubic foot hole. Big problems with this spell.
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Post by Dell on Feb 25, 2005 19:27:59 GMT -5
Right off the top of my head: 1. "Oh look, it's a dragon!" Dell casts Item. Poof! 2. "Oh look, it's 100,000 GP in a pile. Too bad we're are in the middle of nowhere. How will we haul this out?" Dell casts Item and rolls up the pile. 3. "Oh look, we need [insert item here]. I wish we had thought to bring it." Dell pulls out his item-ized 10 cubic foot chest filled with things and provides it to the party. 4. "I wonder how we'll get into this keep?" Dell casts item on the wall, creating a 10 cubic foot hole. Big problems with this spell. 1. There are plenty of spells that are instant death unless you save - admittedly few of them are third level. Besides, a human is roughly 3 cubic feet, so a typical dragon would be beyond the ability of the spell to handle, except for a much more powerful wizard... who has spells that will kill dragons without giving them a +4 to their saving throw. 10 cubic feet would only let me get something ogre-sized. Still, we can disallow the spells use on living things... 2. Well, yes, that's pretty much what it's for, moving treasure around. But it takes a third level spell slot. if you're going to use it. 3. Another handy use, but again it requires my going into a dungeon without a fireball or slow or something else nifty. (Okay, it lasts 20 hours, so I could theoretically prepare it the night before.) And it doesn't work on magic items at all, which is... well, it's bad. 4. I wouldn't let it work on a portion of something like a wall or building, or the ground or what have you. Of course, the killer combo was to get a 10 cubic foot iron ball made. It would weigh, if solid, around 5,000 pounds at full size. Roll the miniature ball at something, and then cancel the Item spell - rolling death! For added fun, cast Enlarge on it... Okay, you're right, the spell is abusive.
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Post by Dead Greyhawk on Feb 26, 2005 11:19:04 GMT -5
This is the rough timeline for the vacation period.
Day 1 - Otto, Raven and Dell go to Longspear. Raven buys pearls. Otto gets longsword silvered. Dell begins hiring folk for the Hall.
Day 2 - Otto begins training in horsemanship
Day 4 - Dell and Winthrop visit Silent One, buy featherfall, magic mouth, reduce, detect invisibility. Drop off robe for identification.
Day 7 - Otto finishes training.
Day 8 - Winthrop, Raven, and Otto travel to Archer’s Bluff
Day 10 - Buy 2 16 STR bows, buy 1 18/01 STR bow.
Day 11 - Return from Archer’s Bluff via Longspear.
Day 14 - Head to Longspear, charter boat.
Day 15 - Head to Saltmarsh by boat. Dell begins training under Winthrop. Al learns how to sail.
Day 29 - Arrive Saltmarsh
Day 30 - Depart Saltmarsh for Monmurg.
Day 32 - Arrive Monmurg. Buy from guild explosive runes, spellbooks, ink, lightning bolt, fly.
Day 33 - Raven begins to teach Otto bind wounds. Otto begins to teach Raven Horsemanship.
Day 45 - Raven finished learning horsemanship.
Day 46 - Dell finished training.
Day 47 - Otto finished learning bind wounds
Day 48 - In Monmurg ready to adventure.
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