This post has potentially manipulated dice roll results.
Rollo making the smooth turns...24 The Windhook trying to make a Dex save: 14 v DC (18)
Bombs, and more bombs: 6 (x2 to hull) Windhook Dex Save v 1/2
Rollo gives a bit of a nod as Morgan flies overboard and takes to the sky. Darting - even if slower than normal - around and blasting some of the unexploded ordinance they spot floating in the water and drifting from the wrecks. Rollo begins to turn, heading over towards the path that's being cleared. Glancing around he gives a bit of a curse; the seeming easy pathway being a bit of a ambush. Mines at varied levels seeming to drift out from the wreckage.
With Morgan pushing a path forward; Tarak sends out a spiritual weapon. it crashing into those he can spot and doing his best to turn them away. In the moments a few get through Abigail fires off the Ballista at any big enough to cause serious harm. A few strike the side of the Windhook; going off but either due to age or previous damage, don't impact that heavily.
It's a slow and tense few minutes. A blast here. Explosion there. Turning and trying not to strike any that seem to pop up from behind. Some sort of mechanism releasing them into the water as they are detonated behind them. Some old war relic still keeping the area 'secure.' Luckily, the size of the Windhook being so much smaller than a regular Warship, it does give her a bit of an advantage.
The moment passes, as the Windhook gains clear sailing, the shoreline and the lighthouse coming into view. Towers and fortifications of cannons and artillery along the shore. What was once a beautiful port city now ruins. Scored from bombardment. Once lush fields burned and salted, leaving little to grow except the husk of a city. A single lighthouse guiding those into the mouth of the river. The lighthouse itself now carved into a symbol of the King of Ossus (Ossus the II). A regal and strong looking Rana; in this case painted gold and holding a orb above his head - where the lighthouse resides.
Rollo gives a nod. "Good job all. Get some rest. I'll turn on the engine in the morning and we should be at our destination within the week."
One Week Later: (You've all gained 1 level, and have finally gotten a long rest)
Tri-River-City, Ossus
The Windhook begins to pull into port of the Tri-River-City. A medium sized metropolis built around the confluence of three separate rivers that merge and head out to sea as one new, wide river. Small fishing and ferries dot the area. Larger vessels that head up and down to the ocean sit at the docks, as well as a few Wreckers and other sea worthy vessels docked. Perhaps this time with a newfound respect that these sea vessels traveling up the mighty river know how to navigate the mine fields and the reef. There is likely a map somewhere out there.
Along the docks, several large statues sit and look down on arrivals. The base of the stone statues are carved with the local laws. Most dealing with stealing, theivery, lying to the protectorate, and murder. In a majority of cases, it seems to be the offending party to pay back 5 fold the worth of what they took, damaged, or destroyed. If they are unable to, they work off debt through some kind of indentured servitude. Murder, or going against the Protectorate, including inciteful mischief, results in death. The laws are repeated in multiple languages: Common, Rana, Dwarven, Goblin, etc... making sure that all who come see it. Know it. And understand.
The small series of rooms that Rollo has been keeping at the Angry Cow Tavern is nice enough. Off the beaten path, secluded, with decent food and good beds. This afternoon he sits back down at the table with the crew, handing out a slip of paper to each of the crew members. A Blackmire bank note for 4,207 gold. "Payment," he gives a nod. "After a cut for the boat, self, and other expenses incurred along the way. Seems our benefactor was not joking in how much we were to get in this case."
He sighs, leaning back for a moment. "I have to admit. Right now," his look is sort of long and off in the distance. Past everyone. "I may take a break from being a Captain. I have to go see if Mr. Firmin is alive, or if not, make sure his widow and child are taken care of. I can certainly bring you somewhere in the meantime, but there are rail stations here in the city. They'd likely be faster if you're trying to get somewhere quicker."
((This'll lead into some downtime activities, things to do over these 8 months after a bit of narrative play, then picking up in Pt 3 after a 8 month time jump when Abigail gets notice that someone has finished a boat...
If there are particular things you'd like for your character to do, or small hooks - maybe saying you're staying with Rollo to go see if Mr. Firmin is alive. Or heading over to the Faith to turn in gauntlet, doing researching regarding X, etc... these will likely be done in some cutscene style fashion as things you're up to over this time beyond the list of downtime activities.
Heck perhaps some of you simply spend 500 gold and live the life of luxury for a month with fine wine, drink, etc. Very open to ideas and concepts on what with a small fortune you'd do.
Some options will be things like skill & feat training. These will require a bit of luck, coin, and lots of random rolling. Buying magical items via the Court of the Lion or the Court of Owls - which will still be some luck and spending money for some connections combined with a few random rolls. Gambling dens / Fighting Pits / Honest Work / Mercenary for hire / etc are all open as well with random rolls that may result in more or less coin / contacts
I'll likely be doing some alterations and changes for Pt 3 on how combat and a few things are structured to make it a bit easier as folks get access to more and more powerful abilities and to tweak the 'ease' of theatre of the mind style as well. But we'll discuss those via chat first))
Morgan salutes Rollo for probably the last time, "I hope you find Mr.Frimin alive and well. Adventure awaits you. You've got more salt in you then any sea captain I've ever seen. May the wind be at your back and may we see each other soon."
As he leaves Morgan wipes something away from their eye. They look at the team and sigh heavily, "I think it's also time for me to leave as well. I need to really focus on freeing my soul from this sword snake, and I don't want to bring you guys into it. The is going to be trouble, fighting, crimes, ...probably explosions... You know a non-stop action thrill ride you guys wouldn't normally do so it wouldn't be right for me to ask you join me. I realize this is going to leave morale at an all time low but fear not! I'm sure our paths will cross again."
"Tarak, your God sucks and most of the people that follow her do too... But you don't suck... As much. I know anything that comes after you will be felled by your mighty blade."
"Lafetha, you're a weird forest witch, your powers freak me out and I love it. If anyone is plotting against you, they can't because no one can prepare for your whole deal."
"And Abigail" Morgan kisses Abigail, more tenderly this time "there's whole wide world out there. Give it hell... Wildcat if the sea."
Morgan heads off for great adventures, to hopefully return at some point.
Abigail shakes Rollo's hand. "It was a pleasure working with, or for you, again. I hope our paths cross sometime in the future, captain. Until then. Safe journeys, and fair winds."
To Tarak, Abigail glances down at the bracer, "You are not half bad Tarak... Look me up if and when you get that thing taken off of you and perhaps we can work together again some time."
When Morgan comes to kiss Abigail good bye, she secretly slips a note into their pocket instructing them to meet her later for a more intimate parting of ways.
If Lafetha will have her, Abigail also hunts around for some mercenary work (at least in the short term). She has larger plans, but not sure what all will be achievable during that time...
She wants to learn Carpentry Tools (so that she will know how to patch up her eventual ship)
She also would not mind search around for a magic weapon, or see if it is possible to get her weapon enchanted - she is not sure how all that sorcery works.
Also, somewhere in there she is more than open for some pit fighting, gambling, and debauchery... She does have a reputation to uphold.
Minimum Lifestyle: Wealthy+ Time: 1 Week Cost: 100 gold Bonus: For every additional week, and/or, every additional 100 gold, +1 to final roll to a maximum of +10 Mechanic: Roll Persuasion ; plus any bonus for additional weeks / gold spend Extra: If seeking specific item, state the item / ask GM. Same mechanic roll, but 15 DC for Uncommon DC. 20 DC for Rare. 25 DC for Legendary. Issues: Roll 1d10. If it's a 1, something happens / will happen.
Selling a Magic Item
Minimum Lifestyle: Comfortable+ Time: 1 week Cost: 25 gold Mechanic: Roll Persuasion. Result is offer on item. Issues: Roll 1d10. If it's a 1, something happens / will happen
Training in a Tool
Minimum Lifestyle: Comfortable+ Time: 10 weeks Cost: 25 gold per week Lore Required: 2 Issues: Roll 1d10. If it's a 1, something happens / will happen.
Training in a Language
Minimum Lifestyle: Comfortable+ Time: 10 weeks Cost: 25 gold per week Lore Required: 1 Issues: Roll 1d10. If it's a 1, something happens / will happen
Training in a Feat
Minimum Lifestyle: Comfortable+ Time: 10 weeks Cost: 25 gold per Week Lore Required: 3 Issues: Roll 1d10. If it's a 1, something happens / will happen Possible Feats: Athlete, Dual Wielder, Chef, Crusher, Durable, Fighting Initiate, Piercer, Skill Expert, Slasher, Tavern Brawler
Someone Forging a Magic Item
Lifestyle: Any Time: Varies (Common: 1 week. Uncommon: 2 weeks. Rare: 10 weeks. Very Rare: 25 weeks) Cost: Varies Minimums are: (Common: 50 gold. Uncommon: 200 gold. Rare: 2,000 gold. Very Rare: 25,000 gold) Lore Required: 5 Issues: Roll 1d10 per week. 1 results in issue / further cost / complications
Research
Lifestyle: Comfort+ Time: 1 Week Cost: 50 gold Bonus: Per additional week and/or extra 50 gp, +1 to final roll to a maximum of +6 Mechanic: Intelligence Check. Advantage if you TRAVEL to a location with a well stocked library Results: Gain LORE. Can spend LORE on finding out true statements on creatures / places / things. Some downtime actions need LORE spent. Issues: Roll 1d10 per week. 1 results in issue / further cost / complications
Crime
Lifestyle: Any Time: 1 week Cost: 25 gold Mechanic: Choose target DC (10 / 15 / 20 / 25). Roll; Stealth, Thieves' Tools + Dex, and one of the following: Investigation, Deception, Perception. If 0 successes; jailed (pay fine equal to score and jail time per 25 gp of score). 1 success; escape with 0 payout. Complication happens. 2 success: escape with 1/2 payout. Possible complication. 3 successes: success DC Targets: 10 (50 gold), 15 (100 gold), 20 (200 gold ), 25 (1,000 gold) Complication: on 2 successes; roll 1d10. On 1, complication occurs.
Gain Favor (Religious)
Lifestyle: Any Time: 1 week Cost: Free Mechanic: Make a Religion check or a Persuasion check. 11-20 gain 1 favor (based on religion). 21+ gain 2 favors (based on religion) Bonus: Assumed to be The Faith. Spending 1 Lore gives opportunity to gain favor from other cults. Extra: Can hold a number of favors equal to 1 + CHA Modifier (1 minimum) Issues: Roll 1d10. On a 1, complication happens.
Carousing
Lifestyle: Poor+ Time: 1 week Cost: 10 gold (lower), 50 gold (middle), 250 gold (upper) Mechanic: Persuasion Check. 1-5 gain 1 hostile contacts. 6 - 10 nothing. 11-15 gain 1 favor. 16 - 20 gain 2 favors. 21+ gain 3 favors. Bonus: Contact is based on where the character is when Carousing occurs Extra: Can hold a number of favors equal to 1+ CHA Modifier (1 minimum) Issues: Roll 1d10. On a 1, complication happens.
Underground Fighting
Lifestyle: Any Time: 1 Week Cost: Free Mechanic: Make the following checks: Athletics, Acrobatics, Attack roll 3 Success (200 gold), 2 Success (100 gold), 1 Success (50 gold), 0 Success (0 gold) Issues: Roll 1d10. On a 1, complication happens.
Work
Lifestyle: Depends on Rolls Time: 4 Weeks Cost: Free Mechanic: Make any 1 check. Athletics or Acrobatics (Mercenary). Tools + INT (craft work). Performance (Acting work). Musical Instrument + CHA (Bardic work). Under 10 (Poor lifestyle for the month). 10-14 (Modest). 15-20 (Comfortable). 21+ (25 gold + Comfortable)
Lifestyles per Month
Wretched Cost: Free Issues: 1d4 ; if a 1 you're robbed / equipment breaks / etc
Squalid Cost: 3 Gold Issues: 1d6; if a 1 you're robbed / equipment breaks / diseased / etc
Poor Cost: 6 Gold Issues: 1d10; if a 1 you're robbed / equipment breaks / diseased / etc
Ruffing It Required: Trained in Survival Cost: Free Time: 4 weeks Benefit: Acts as Comfortable in the wilderness, but eats at downtime
Modest Cost: 30 Gold
Comfortable Cost: 60 gold
Wealthy Cost: 160 gold Bonus: Travel Costs Included
Upper Crust Cost: 300 gold (minimum) Bonus: Direct Travel Costs Included
Traveling To a different country (regular) : 15 gold & 3 weeks time To a different country (direct) : 40 gold & 1 week
Within a country (regular) : 1 gold & 1 weeks time Within a country (direct) : 3 gold & 1 day ("free" / limit to once per week)
Ethuria Holy City (High Society + Religion) Vinyata (Major University)
Salais Dunnour (Port + Smuggling)
Badlands Depot (Middle Class + Mercantile)
Ossus Tri-River City (Industry + Middle class) Ossian (High Society + Major University)
Kventer Sumnergard (Exploration + Frontier)
Unity Dhram-Phal (Loxodon Capitol) Iron Port (Criminal + Port)
This post has potentially manipulated dice roll results.
Lafetha bids farewell to Tarak and Abigail and let's them know that she has decided to travel to Vinyata in Ethuria to the university to do some research for a couple of weeks. (normal travel 15 gold)
Once in Vinyata, she first finds a place to stay while doing research (comfort 50 gold), and spend most of her time studying up.
Tarak Gold Spend (Depends on how fast you want to get Ethuria : Holy City) Time: 4 Weeks (+ Travel)
The Ethurian Capitol itself is broken into three distinct districts. The Southern and Central side split by a large mountain; hollowed out for a tunnel and trolley system that goes through and up the mountain towards the homes that live there. The Southern portion being more industrial. Dirtier. Smellier. The Central District is where the heart and soul of Ethuria is. A split city; one part the Capitol of the country while the other a separate few blocks of a independent city state that is the heart of the Faith. The Twin Capitols; with a long and complicated history. At one point, the Faith and the Ethurian Monarchy were so intertwined that it lead to a near Faith-lead civil war.
Four Skyscrapers flank the High Temple, each tower being the home of one of the Towers. (Although its widely known that the Tower of Knowledge spends more time in Vinyata than anywhere). The High Temple itself is a marvel of construction and design. Across the city itself, the Ethurian Palace. Both seeming to look over each other, but the Faith seems to shine far brighter than the rest of the city. The streets are full of noise, shouting, and discussion. Coffee and Tea has replaced most the beer halls. Forums where people gather and discuss... and argue. Sometimes a wandering band of street performers, or cutpurse as well. Even here in the high city there is crime and the downtrotten. Even if they do their best.
A few hour walk would lead to the Northern District. A swampy harbor that contains the vast plantations and farmland before heading to the docks. Not technically a part of the city due to the more rocky land that makes dredging difficult. And provides a natural defense from the sea.
Tarak today, after arriving you find yourself in perhaps a place you did not expect to see. The Viscar - the Leader of all the Paladin Orders - requested a meeting upon your arrival. He's a older Gnome. A limp on one leg, wearing a deep purple embroidered set of robes. Long hat over his salt n pepper hair. A ring on each of his pointer fingers, while the Crimson Blade Exxet sits beside him. The legendary blade of the Iron Queen herself. Or so the legends say. The Viscar today is flanked by two others. The Saint of the Tower of Order. And the Saint of the Tower of War. The Saint of War being a rather intimidating woman; an aura of death and destruction about her. It's quite a different feeling than the warmth of the Saint of Order; a powerful and young Noctis man.
The four of you discuss in detail your adventure. Where you found the Gauntlet of Azir, and what you plan to do with it. Upon agreeing to release it back to the Faith, they begin their work. The Viscar telling and describing the trial. Knowing that the beast within it will do all it can to prevent this. Its in the conversation you get a small glimpse of the armor of the Viscar under the robes; it being nearly a full singular set of Ahamkara bones itself. Once the arm is severed, The Saint of Order works his magic. The severed arm slowly growing back over time. What's worse is being severed from magic; from all connection to the feeling beyond just yourself. How the Ahamkara entertwines with a person, how it can rip the essence from a person. But between the Saint and Viscar, you find yourself finding your way back. It being only temporary.
Upon the final days, the Saint of Order does approach you. Thanking you for trusting him and the Order to protecting such a dangerous artifact of the old world. In respite he had crafted a suit of armor for you. A expertly forged suit of Half-Plate. It's light. Very light, with barely a sound being made. It made of the precious and rare metal; mithral. (+1 Mithral Half-Plate)
This post has potentially manipulated dice roll results.
week 1-4.
Tarak waits while they set up the procedure. Knowing that severing his arm is going to hurt he does his best to prepare himself. Sadly it all is useless, as his arm comes off he screams. The screams are cut short as the magic dulls the pain and begins to regrow his arm then a new type of continuous pain as the bones grow and knot back together.
It takes a bit for him to realize his magic is gone. The pain covering a gnawing ache in his soul but during the long days of rest and recovery he feels a small spot like a seed. Maybe all is not lost.
One day the Saint of the Tower of Order comes to visit bringing with him the Mithril Armor. It is during this conversation that Tarak submits a formal request for an inquest to find out who promised the wayward youths in the loxodon country that they would come back for them. “I would like to formally request that a recruiter of the faith be sent to bring them and any other lost youths of the area back to be trained.”
As the month of recovery continues and his arm has regrown he spends the final time working out and conditioning his new arm to be up to par.
Moving in to month 2
Week 5 - Tarak then lives a wealthy lifestyle and visits the university. He spends one week looking for magical items. He pays 400 extra for +4
Persuasion 21
Issues2
Week 6-8 - he studies at university spends 50g extra per week for +1
Abigail's first order of business is to travel to Ossian in order to do some research over the next few weeks (five weeks).
Not sure if I am calculating this correctly, but I think this equates to 553 gp ((5 weeks @ 60 for comfortable) + (5 weeks x 50 for research costs) + 3 for travel)
Abigail spent some of her time in Ossian researching wood work and ship construction, before returning to Tri-River City in order to gain some real-world experience working with lumber and river boats.
Abigail is going to try and gain proficiency in Carpentry Tools (that is what we have been utilizing to-date for our ship repair, but if there is something more specific for that let me know - she wants to be able to be able to be able to make repairs to any ship she eventually gets). Random events roll: 7
Okay, let me see if I get it right this time. So, Comfortable 403 gold + 2 Lore ((15 per comfortable weeks x 10 weeks) + (25 per week x 10 weeks) + 3 for travel)
After feel like she has gained enough information, Lafetha then heads to Sumnergard in Kventer to forge for a rare magical item. (normal travel & comfortable lifestyle 2,075 gold?)
Having spent time developing her skills over the last couple of months, Abigail charts a direct path toward Dhram-Phal (-1 week, -40gp), where she tracks down K. JT Wares (pg. 46). She purchases the following from them (throwing in a bunch of other common stuff, that she either buys here or over the course of everything):
Tabaxian Longsword (x3) 450gp
Tabaxian Mace (x1) 25gp
Tabaxian Handaxe (x2) 50gp
Carpenter's Tools 8gp
Longbow 50gp
Basic Poison (x2) 400gp
She then charts a direct trip to Salais (-1 week, -40gp). Once arriving, Abigail opens an account with the local Blackmire group (she would like to pre-pay for a year - if possible). She is going to deposit the following items:
Tabaxian Longswords (x4) - Although she is going to be back for two of them prior to leaving Salais
Caltrops (bag of 20)
Double-Bladed Scimitar
Ruby of the War Mage
Tabaxi Trident
Short Sword
Short Bow
1,000gp
Then, she is going to spend the next comfortable month (-60gp) getting back to her pirate/scoundrel roots.
Two Weeks of Carousing:
One week of hanging out with the Middle Class (-50gp): 20 / 3 One week of hanging out with the Low Class (-10gp): 17 / 4
Two Weeks of Underground Fighting:
Week one of fighting like a demon (Athletics: 26 / Acrobatics: 22 / Attack: 25 ) / 6 Week two of fighting like a demon (Athletics: 16 / Acrobatics: 18 / Attack: 16 ) / 1
One week on hold in case something goes wrong with any of those random rolls...
Rollo making the smooth turns...24
The Windhook trying to make a Dex save: 14 v DC (18)
Bombs, and more bombs: 6 (x2 to hull)
Windhook Dex Save v 1/2
Rollo gives a bit of a nod as Morgan flies overboard and takes to the sky. Darting - even if slower than normal - around and blasting some of the unexploded ordinance they spot floating in the water and drifting from the wrecks. Rollo begins to turn, heading over towards the path that's being cleared. Glancing around he gives a bit of a curse; the seeming easy pathway being a bit of a ambush. Mines at varied levels seeming to drift out from the wreckage.
With Morgan pushing a path forward; Tarak sends out a spiritual weapon. it crashing into those he can spot and doing his best to turn them away. In the moments a few get through Abigail fires off the Ballista at any big enough to cause serious harm. A few strike the side of the Windhook; going off but either due to age or previous damage, don't impact that heavily.
It's a slow and tense few minutes. A blast here. Explosion there. Turning and trying not to strike any that seem to pop up from behind. Some sort of mechanism releasing them into the water as they are detonated behind them. Some old war relic still keeping the area 'secure.' Luckily, the size of the Windhook being so much smaller than a regular Warship, it does give her a bit of an advantage.
The moment passes, as the Windhook gains clear sailing, the shoreline and the lighthouse coming into view. Towers and fortifications of cannons and artillery along the shore. What was once a beautiful port city now ruins. Scored from bombardment. Once lush fields burned and salted, leaving little to grow except the husk of a city. A single lighthouse guiding those into the mouth of the river. The lighthouse itself now carved into a symbol of the King of Ossus (Ossus the II). A regal and strong looking Rana; in this case painted gold and holding a orb above his head - where the lighthouse resides.
Rollo gives a nod. "Good job all. Get some rest. I'll turn on the engine in the morning and we should be at our destination within the week."
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
One Week Later:
(You've all gained 1 level, and have finally gotten a long rest)
Tri-River-City, Ossus
The Windhook begins to pull into port of the Tri-River-City. A medium sized metropolis built around the confluence of three separate rivers that merge and head out to sea as one new, wide river. Small fishing and ferries dot the area. Larger vessels that head up and down to the ocean sit at the docks, as well as a few Wreckers and other sea worthy vessels docked. Perhaps this time with a newfound respect that these sea vessels traveling up the mighty river know how to navigate the mine fields and the reef. There is likely a map somewhere out there.
Along the docks, several large statues sit and look down on arrivals. The base of the stone statues are carved with the local laws. Most dealing with stealing, theivery, lying to the protectorate, and murder. In a majority of cases, it seems to be the offending party to pay back 5 fold the worth of what they took, damaged, or destroyed. If they are unable to, they work off debt through some kind of indentured servitude. Murder, or going against the Protectorate, including inciteful mischief, results in death. The laws are repeated in multiple languages: Common, Rana, Dwarven, Goblin, etc... making sure that all who come see it. Know it. And understand.
The small series of rooms that Rollo has been keeping at the Angry Cow Tavern is nice enough. Off the beaten path, secluded, with decent food and good beds. This afternoon he sits back down at the table with the crew, handing out a slip of paper to each of the crew members. A Blackmire bank note for 4,207 gold. "Payment," he gives a nod. "After a cut for the boat, self, and other expenses incurred along the way. Seems our benefactor was not joking in how much we were to get in this case."
He sighs, leaning back for a moment. "I have to admit. Right now," his look is sort of long and off in the distance. Past everyone. "I may take a break from being a Captain. I have to go see if Mr. Firmin is alive, or if not, make sure his widow and child are taken care of. I can certainly bring you somewhere in the meantime, but there are rail stations here in the city. They'd likely be faster if you're trying to get somewhere quicker."
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
((This'll lead into some downtime activities, things to do over these 8 months after a bit of narrative play, then picking up in Pt 3 after a 8 month time jump when Abigail gets notice that someone has finished a boat...
If there are particular things you'd like for your character to do, or small hooks - maybe saying you're staying with Rollo to go see if Mr. Firmin is alive. Or heading over to the Faith to turn in gauntlet, doing researching regarding X, etc... these will likely be done in some cutscene style fashion as things you're up to over this time beyond the list of downtime activities.
Heck perhaps some of you simply spend 500 gold and live the life of luxury for a month with fine wine, drink, etc. Very open to ideas and concepts on what with a small fortune you'd do.
Some options will be things like skill & feat training. These will require a bit of luck, coin, and lots of random rolling.
Buying magical items via the Court of the Lion or the Court of Owls - which will still be some luck and spending money for some connections combined with a few random rolls.
Gambling dens / Fighting Pits / Honest Work / Mercenary for hire / etc are all open as well with random rolls that may result in more or less coin / contacts
I'll likely be doing some alterations and changes for Pt 3 on how combat and a few things are structured to make it a bit easier as folks get access to more and more powerful abilities and to tweak the 'ease' of theatre of the mind style as well. But we'll discuss those via chat first))
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Tarak thanks Rollo and tells the crew he’ll be back then he heads off to see the Faith about securing this bracer.
once he arrives he goes to the Tower of Order to discuss his options for removal.
Lafetha thanks Rollo and wishes him well.
She will then set off to try to make some contact that might help with their next job/adventure.
Morgan salutes Rollo for probably the last time, "I hope you find Mr.Frimin alive and well. Adventure awaits you. You've got more salt in you then any sea captain I've ever seen. May the wind be at your back and may we see each other soon."
As he leaves Morgan wipes something away from their eye. They look at the team and sigh heavily, "I think it's also time for me to leave as well. I need to really focus on freeing my soul from this sword snake, and I don't want to bring you guys into it. The is going to be trouble, fighting, crimes, ...probably explosions... You know a non-stop action thrill ride you guys wouldn't normally do so it wouldn't be right for me to ask you join me. I realize this is going to leave morale at an all time low but fear not! I'm sure our paths will cross again."
"Tarak, your God sucks and most of the people that follow her do too... But you don't suck... As much. I know anything that comes after you will be felled by your mighty blade."
"Lafetha, you're a weird forest witch, your powers freak me out and I love it. If anyone is plotting against you, they can't because no one can prepare for your whole deal."
"And Abigail" Morgan kisses Abigail, more tenderly this time "there's whole wide world out there. Give it hell... Wildcat if the sea."
Morgan heads off for great adventures, to hopefully return at some point.
Abigail shakes Rollo's hand. "It was a pleasure working with, or for you, again. I hope our paths cross sometime in the future, captain. Until then. Safe journeys, and fair winds."
To Tarak, Abigail glances down at the bracer, "You are not half bad Tarak... Look me up if and when you get that thing taken off of you and perhaps we can work together again some time."
When Morgan comes to kiss Abigail good bye, she secretly slips a note into their pocket instructing them to meet her later for a more intimate parting of ways.
If Lafetha will have her, Abigail also hunts around for some mercenary work (at least in the short term). She has larger plans, but not sure what all will be achievable during that time...
She wants to learn Carpentry Tools (so that she will know how to patch up her eventual ship)
She also would not mind search around for a magic weapon, or see if it is possible to get her weapon enchanted - she is not sure how all that sorcery works.
Also, somewhere in there she is more than open for some pit fighting, gambling, and debauchery... She does have a reputation to uphold.
Downtime Activities:
Buying a Magic Item
Minimum Lifestyle: Wealthy+
Time: 1 Week
Cost: 100 gold
Bonus: For every additional week, and/or, every additional 100 gold, +1 to final roll to a maximum of +10
Mechanic: Roll Persuasion ; plus any bonus for additional weeks / gold spend
Extra: If seeking specific item, state the item / ask GM. Same mechanic roll, but 15 DC for Uncommon DC. 20 DC for Rare. 25 DC for Legendary.
Issues: Roll 1d10. If it's a 1, something happens / will happen.
Selling a Magic Item
Minimum Lifestyle: Comfortable+
Time: 1 week
Cost: 25 gold
Mechanic: Roll Persuasion. Result is offer on item.
Issues: Roll 1d10. If it's a 1, something happens / will happen
Training in a Tool
Minimum Lifestyle: Comfortable+
Time: 10 weeks
Cost: 25 gold per week
Lore Required: 2
Issues: Roll 1d10. If it's a 1, something happens / will happen.
Training in a Language
Minimum Lifestyle: Comfortable+
Time: 10 weeks
Cost: 25 gold per week
Lore Required: 1
Issues: Roll 1d10. If it's a 1, something happens / will happen
Training in a Feat
Minimum Lifestyle: Comfortable+
Time: 10 weeks
Cost: 25 gold per Week
Lore Required: 3
Issues: Roll 1d10. If it's a 1, something happens / will happen
Possible Feats: Athlete, Dual Wielder, Chef, Crusher, Durable, Fighting Initiate, Piercer, Skill Expert, Slasher, Tavern Brawler
Someone Forging a Magic Item
Lifestyle: Any
Time: Varies (Common: 1 week. Uncommon: 2 weeks. Rare: 10 weeks. Very Rare: 25 weeks)
Cost: Varies Minimums are: (Common: 50 gold. Uncommon: 200 gold. Rare: 2,000 gold. Very Rare: 25,000 gold)
Lore Required: 5
Issues: Roll 1d10 per week. 1 results in issue / further cost / complications
Research
Lifestyle: Comfort+
Time: 1 Week
Cost: 50 gold
Bonus: Per additional week and/or extra 50 gp, +1 to final roll to a maximum of +6
Mechanic: Intelligence Check. Advantage if you TRAVEL to a location with a well stocked library
Results: Gain LORE. Can spend LORE on finding out true statements on creatures / places / things. Some downtime actions need LORE spent.
Issues: Roll 1d10 per week. 1 results in issue / further cost / complications
Crime
Lifestyle: Any
Time: 1 week
Cost: 25 gold
Mechanic: Choose target DC (10 / 15 / 20 / 25). Roll; Stealth, Thieves' Tools + Dex, and one of the following: Investigation, Deception, Perception. If 0 successes; jailed (pay fine equal to score and jail time per 25 gp of score). 1 success; escape with 0 payout. Complication happens. 2 success: escape with 1/2 payout. Possible complication. 3 successes: success
DC Targets: 10 (50 gold), 15 (100 gold), 20 (200 gold ), 25 (1,000 gold)
Complication: on 2 successes; roll 1d10. On 1, complication occurs.
Gain Favor (Religious)
Lifestyle: Any
Time: 1 week
Cost: Free
Mechanic: Make a Religion check or a Persuasion check. 11-20 gain 1 favor (based on religion). 21+ gain 2 favors (based on religion)
Bonus: Assumed to be The Faith. Spending 1 Lore gives opportunity to gain favor from other cults.
Extra: Can hold a number of favors equal to 1 + CHA Modifier (1 minimum)
Issues: Roll 1d10. On a 1, complication happens.
Carousing
Lifestyle: Poor+
Time: 1 week
Cost: 10 gold (lower), 50 gold (middle), 250 gold (upper)
Mechanic: Persuasion Check. 1-5 gain 1 hostile contacts. 6 - 10 nothing. 11-15 gain 1 favor. 16 - 20 gain 2 favors. 21+ gain 3 favors.
Bonus: Contact is based on where the character is when Carousing occurs
Extra: Can hold a number of favors equal to 1+ CHA Modifier (1 minimum)
Issues: Roll 1d10. On a 1, complication happens.
Underground Fighting
Lifestyle: Any
Time: 1 Week
Cost: Free
Mechanic: Make the following checks: Athletics, Acrobatics, Attack roll
3 Success (200 gold), 2 Success (100 gold), 1 Success (50 gold), 0 Success (0 gold)
Issues: Roll 1d10. On a 1, complication happens.
Work
Lifestyle: Depends on Rolls
Time: 4 Weeks
Cost: Free
Mechanic: Make any 1 check. Athletics or Acrobatics (Mercenary). Tools + INT (craft work). Performance (Acting work). Musical Instrument + CHA (Bardic work). Under 10 (Poor lifestyle for the month). 10-14 (Modest). 15-20 (Comfortable). 21+ (25 gold + Comfortable)
Lifestyles per Month
Wretched
Cost: Free
Issues: 1d4 ; if a 1 you're robbed / equipment breaks / etc
Squalid
Cost: 3 Gold
Issues: 1d6; if a 1 you're robbed / equipment breaks / diseased / etc
Poor
Cost: 6 Gold
Issues: 1d10; if a 1 you're robbed / equipment breaks / diseased / etc
Ruffing It
Required: Trained in Survival
Cost: Free
Time: 4 weeks
Benefit: Acts as Comfortable in the wilderness, but eats at downtime
Modest
Cost: 30 Gold
Comfortable
Cost: 60 gold
Wealthy
Cost: 160 gold
Bonus: Travel Costs Included
Upper Crust
Cost: 300 gold (minimum)
Bonus: Direct Travel Costs Included
Traveling
To a different country (regular) : 15 gold & 3 weeks time
To a different country (direct) : 40 gold & 1 week
Within a country (regular) : 1 gold & 1 weeks time
Within a country (direct) : 3 gold & 1 day ("free" / limit to once per week)
Ethuria
Holy City (High Society + Religion)
Vinyata (Major University)
Salais
Dunnour (Port + Smuggling)
Badlands
Depot (Middle Class + Mercantile)
Ossus
Tri-River City (Industry + Middle class)
Ossian (High Society + Major University)
Kventer
Sumnergard (Exploration + Frontier)
Unity
Dhram-Phal (Loxodon Capitol)
Iron Port (Criminal + Port)
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Lafetha bids farewell to Tarak and Abigail and let's them know that she has decided to travel to Vinyata in Ethuria to the university to do some research for a couple of weeks. (normal travel 15 gold)
Once in Vinyata, she first finds a place to stay while doing research (comfort 50 gold), and spend most of her time studying up.
Week 1: Int check 22 9
Week 2: Int check 20 3
Week 3: Int check 20 2
Week 4: Int check 16 7
Week 5: Int check 20 3
Lafetha
Gold Spend: 385 (15 travel: 2 months Comfortable 120 : 5 weeks researching 250)
Weeks Gone: 8 Weeks
Lore Gained: 12
Tarak
Gold Spend (Depends on how fast you want to get Ethuria : Holy City)
Time: 4 Weeks (+ Travel)
The Ethurian Capitol itself is broken into three distinct districts. The Southern and Central side split by a large mountain; hollowed out for a tunnel and trolley system that goes through and up the mountain towards the homes that live there. The Southern portion being more industrial. Dirtier. Smellier. The Central District is where the heart and soul of Ethuria is. A split city; one part the Capitol of the country while the other a separate few blocks of a independent city state that is the heart of the Faith. The Twin Capitols; with a long and complicated history. At one point, the Faith and the Ethurian Monarchy were so intertwined that it lead to a near Faith-lead civil war.
Four Skyscrapers flank the High Temple, each tower being the home of one of the Towers. (Although its widely known that the Tower of Knowledge spends more time in Vinyata than anywhere). The High Temple itself is a marvel of construction and design. Across the city itself, the Ethurian Palace. Both seeming to look over each other, but the Faith seems to shine far brighter than the rest of the city. The streets are full of noise, shouting, and discussion. Coffee and Tea has replaced most the beer halls. Forums where people gather and discuss... and argue. Sometimes a wandering band of street performers, or cutpurse as well. Even here in the high city there is crime and the downtrotten. Even if they do their best.
A few hour walk would lead to the Northern District. A swampy harbor that contains the vast plantations and farmland before heading to the docks. Not technically a part of the city due to the more rocky land that makes dredging difficult. And provides a natural defense from the sea.
Tarak today, after arriving you find yourself in perhaps a place you did not expect to see. The Viscar - the Leader of all the Paladin Orders - requested a meeting upon your arrival. He's a older Gnome. A limp on one leg, wearing a deep purple embroidered set of robes. Long hat over his salt n pepper hair. A ring on each of his pointer fingers, while the Crimson Blade Exxet sits beside him. The legendary blade of the Iron Queen herself. Or so the legends say. The Viscar today is flanked by two others. The Saint of the Tower of Order. And the Saint of the Tower of War. The Saint of War being a rather intimidating woman; an aura of death and destruction about her. It's quite a different feeling than the warmth of the Saint of Order; a powerful and young Noctis man.
The four of you discuss in detail your adventure. Where you found the Gauntlet of Azir, and what you plan to do with it. Upon agreeing to release it back to the Faith, they begin their work. The Viscar telling and describing the trial. Knowing that the beast within it will do all it can to prevent this. Its in the conversation you get a small glimpse of the armor of the Viscar under the robes; it being nearly a full singular set of Ahamkara bones itself. Once the arm is severed, The Saint of Order works his magic. The severed arm slowly growing back over time. What's worse is being severed from magic; from all connection to the feeling beyond just yourself. How the Ahamkara entertwines with a person, how it can rip the essence from a person. But between the Saint and Viscar, you find yourself finding your way back. It being only temporary.
Upon the final days, the Saint of Order does approach you. Thanking you for trusting him and the Order to protecting such a dangerous artifact of the old world. In respite he had crafted a suit of armor for you. A expertly forged suit of Half-Plate. It's light. Very light, with barely a sound being made. It made of the precious and rare metal; mithral. (+1 Mithral Half-Plate)
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
week 1-4.
Tarak waits while they set up the procedure. Knowing that severing his arm is going to hurt he does his best to prepare himself. Sadly it all is useless, as his arm comes off he screams. The screams are cut short as the magic dulls the pain and begins to regrow his arm then a new type of continuous pain as the bones grow and knot back together.
It takes a bit for him to realize his magic is gone. The pain covering a gnawing ache in his soul but during the long days of rest and recovery he feels a small spot like a seed. Maybe all is not lost.
One day the Saint of the Tower of Order comes to visit bringing with him the Mithril Armor. It is during this conversation that Tarak submits a formal request for an inquest to find out who promised the wayward youths in the loxodon country that they would come back for them. “I would like to formally request that a recruiter of the faith be sent to bring them and any other lost youths of the area back to be trained.”
As the month of recovery continues and his arm has regrown he spends the final time working out and conditioning his new arm to be up to par.
Moving in to month 2
Week 5 - Tarak then lives a wealthy lifestyle and visits the university. He spends one week looking for magical items. He pays 400 extra for +4
Persuasion 21
Issues2
Week 6-8 - he studies at university spends 50g extra per week for +1
Intel Check 18
Intel Check 13
Intel Check 15
issues 7
Total cost of this segment
wealthy 160
Find magic item 500
study 300
total 960
.
Abigail's first order of business is to travel to Ossian in order to do some research over the next few weeks (five weeks).
Not sure if I am calculating this correctly, but I think this equates to 553 gp ((5 weeks @ 60 for comfortable) + (5 weeks x 50 for research costs) + 3 for travel)
Research - Week 1: 13 / 6
Research - Week 2: 18 / 1
Research - Week 3: 10 / 2
Research - Week 4: 18 / 3
Research - Week 5: 19 / 2
Abigail:
Time Spent: 373 (3 travel. 250 research. 120 for 2 months comfortable.)
Weeks Gone: 5
Lore Gained: 9
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Abigail spent some of her time in Ossian researching wood work and ship construction, before returning to Tri-River City in order to gain some real-world experience working with lumber and river boats.
Abigail is going to try and gain proficiency in Carpentry Tools (that is what we have been utilizing to-date for our ship repair, but if there is something more specific for that let me know - she wants to be able to be able to be able to make repairs to any ship she eventually gets). Random events roll: 7
Okay, let me see if I get it right this time. So, Comfortable 403 gold + 2 Lore ((15 per comfortable weeks x 10 weeks) + (25 per week x 10 weeks) + 3 for travel)
After feel like she has gained enough information, Lafetha then heads to Sumnergard in Kventer to forge for a rare magical item. (normal travel & comfortable lifestyle 2,075 gold?)
Week 1: 5
Week 2: 8
Week 3: 10
Week 4: 8
Week 5: 2
Week 6: 5
Week 7:10
Week 8: 10
Week 9:9
Week 10: 10
Tarak
Possible Items from the Court of Lions
Scroll of Power Word Stun (10,000 gp)
Potion of Storm Giant Strength (87,000 gp)
Arrow of Slaying Tortle (10,000 gp)
Quiver of Ehlonna (100 gp)
Cloak of Protection (400 gp)
[magicitem[ Warhammer +1 [/magicitem] (600 gold)
Lore: 4
Weeks Gone: 8 Weeks
Total Spent: 960
Lafetha
Weeks Gone: 21 Weeks
Total Spent: 2460
Helm of Teleportation
-5 Lore
Abigail
Weeks Gone: 15 weeks gone
Gold Spent: 743 + (373 + 3 Travel +250 training + 120 comfortable 2 months)
-2 Lore
Gained Carpenter's Tools Proficiency
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Tarak buys the Quiver and the Cloak. -500g
Shifting to a comfortable lifestyle moving forward. lifestyle cost for the remaining 6 months -360g
Week 9-18 (10 weeks) Tarak will train in the feat Dual wielder -250g and -3 lore.
issues 3
Week 19 - Research 17
issues 5
Abigail continues to hone her martial capabilities, sparing and training with her swords.
Abigail is going to try to train up for the Dual Wielder feat. Random roll of randomness: 7
Another 10 weeks at comfortable, at same rate of training costs, so another 370 gold and -3 Lore?
Having spent time developing her skills over the last couple of months, Abigail charts a direct path toward Dhram-Phal (-1 week, -40gp), where she tracks down K. JT Wares (pg. 46). She purchases the following from them (throwing in a bunch of other common stuff, that she either buys here or over the course of everything):
She then charts a direct trip to Salais (-1 week, -40gp). Once arriving, Abigail opens an account with the local Blackmire group (she would like to pre-pay for a year - if possible). She is going to deposit the following items:
Then, she is going to spend the next comfortable month (-60gp) getting back to her pirate/scoundrel roots.
Two Weeks of Carousing:
One week of hanging out with the Middle Class (-50gp): 20 / 3
One week of hanging out with the Low Class (-10gp): 17 / 4
Two Weeks of Underground Fighting:
Week one of fighting like a demon (Athletics: 26 / Acrobatics: 22 / Attack: 25 ) / 6
Week two of fighting like a demon (Athletics: 16 / Acrobatics: 18 / Attack: 16 ) / 1
One week on hold in case something goes wrong with any of those random rolls...
Tarak continues.
Week 20-29 he trains in the feat Skill Expert - 250g
issues 9
if no issues.
Week 30- Underground Fighting
Athletics 22
Acrobatics 13
Attack 10
Issues 10