Interlude in the City

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drpete
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Interlude in the City

#1 Post by drpete »

You guys are free.

I'd like to work out a bit of downtime activity in an abstract way, then figure out what you do next. While this *could* be handled in character, let's zip through some time... rest, sell some stuff, split up spoils, maybe carouse to regain spent luck, and decide what to do next.

There is a lead for a good day for a heist. If you want to deal with that, things are (relatively) simple. If you want to look for other leads/ ideas, we can do that. My goal is to handle this stuff, get you "in action" somewhere, and bring in Raamiz when the action starts, rather than during the downtime.
Last edited by drpete on Sat Sep 22, 2018 9:11 pm, edited 1 time in total.
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shaidar
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Re: Interlude in the City

#2 Post by shaidar »

Shmehk is certainly up for a bit of a rest to recover while we sell what we found, and see if we can find somebody to identify those potions. Also, he's interested in finding out where the green coins are from, and any rumours of missing persons, I'd like to know what we bumped into in case there are repercussions. Do we recover any memories of how we were captured?

Once he is feeling better, carousing sounds cool, and finding out more about the heist sounds like a good idea, but at the same time we should put feelers out for other jobs for further down the line.
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Re: Interlude in the City

#3 Post by drpete »

Alright...

To give things some structure, let's start with deciding where you guys want to live. I put up some neighborhoods, and in the most likely desirable neighborhoods, I included a typical cost of living, and some prices for going out "with a purpose" in that neighborhood.

So first, do you want to live:
A) in the Plaza neighborhood, by the theaters, the market and the park, which is a bit pricey
B) in the Carousing Districy, with the bars and bordellos
C) in the Slums, with the regular people and the gangs

We'll subtract this out to 2 "weeks" for now.

In terms of treasures:
  • The green coins are rare "Eevamarensee" coins, which you can easily fence for 10 gp each, but would probably be worth double that to the right buyer. The Eevamarensee are a semi-mythical, decadent hairless culture from very, very far from Lankhmar.
  • The magical implements can be quickly fenced for 50 gp, but would be worth up to 4 times that to the right buyer.
  • The Thieves Guild dagger can be fenced for 10 gp, but could be worth a lot more or get you in a lot of trouble.
  • The secret compartment ring can be fenced for 3 gp.
Identifying the powder or the pink liquid can be done for 5 gp from an alchemist in the night market, if you would like. The glowy one won't be as easy to get someone to ID for you.
Last edited by drpete on Sun Sep 16, 2018 3:11 pm, edited 1 time in total.
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Re: Interlude in the City

#4 Post by drpete »

If you want to hunt for rumors/ adventures or romance, you can spend money to go out, buy people drinks, etc.

Let me know which neighborhood you want to spend money searching. To succeed, roll a d20 under your personality.

Searching for love gives you some companionship, romantic or otherwise. This could include making friends, too.

Searching for adventure gives you rumors, or may give you an adventure/ trouble on the spot.
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Re: Interlude in the City

#5 Post by drpete »

If you are not healing during a week, you can go "Carousing". Pick how wild you want to be with a die size... the bigger the die, the more adventurous a bender you go on.

Doing this will let you regain spent luck. You will roll your die to determine what happened. There will be a 50-50 chance of a negative consequence which will land you in some (adventure worthy) hot water. You then roll dice to regain luck, expecting to regain about half of whatever you rolled.

The gains are very random, but you will, on average, regain about 1/4 of the die you picked, in luck.

For example, say you rolled d16, and got a 3...
Carousing:[1d16] = 3

You will regain 1d5 luck.. 1
Luck: [1d5] = 1

If you regain an odd amount of luck, you get a consequence:
Consequence [1d5] = 4
After a bout of epic debauchery you awaken to discover you now have followers. You have acquired (roll 1d5): (4) 1d12 escaped Mingol slaves;
Your followers have incurred 1d20 gp in expenses…and your coin purse is missing.
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shaidar
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Re: Interlude in the City

#6 Post by shaidar »

Shmehk is up for paying the 10gp to get the dust and pink liquid identified. That leaves 46gp, which is 15gp, 3sp and 3cp each.

I'd prefer to stay out of the slums for a few weeks, but unless we sell some of the stuff we have won't be able to afford it. I think Shmehk just wants to get rid of the green coins and magic tools as quickly as possible, but I think he'd agree to just selling some of the green coins for now, just so we can afford the carousing district.
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shaidar
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Re: Interlude in the City

#7 Post by shaidar »

Can you go carousing while recovering from Spellburn?
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drpete
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Re: Interlude in the City

#8 Post by drpete »

The green powder is a sleeping poison, made from an eastern flower. It can be put in food or drink, or inhaled, and will cause several hours of sleep.

The alchemist seems excited by this, and offers to buy them, on the spot for 50 gp each. They are probably worth significantly more than this...

The pink liquid is a healing salve. (It will heal 1d4 damage, or 1d6 if administered by a healer).
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Re: Interlude in the City

#9 Post by drpete »

shaidar wrote:Can you go carousing while recovering from Spellburn?
You can't really carouse during it and heal, but theoretically it's a 1 day thing. Doing it ends the abstract "downtime", since we'll probably need to address the fallout of the carousing, or it'll be otherwise complicating things a bit much to just handle things abstractly.

Technically, permanent ability damage healing can't be mixed with carousing during downtime, but spellburn damage can.
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Re: Interlude in the City

#10 Post by shaidar »

so, each vial of powder is a single dose?

I'd suggest we keep them, they could come in handy.
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Re: Interlude in the City

#11 Post by drpete »

Yes, each is a single dose, though you could probably get a reduced effect from a smaller amount....
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Re: Interlude in the City

#12 Post by drpete »

Alright, so if you are going to sell some stuff, what will that be? Then you'll need to divide the money/ treasure into 3, and we'll say goodbye to Dunulk. I think.
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Re: Interlude in the City

#13 Post by ctcharger »

Fiapy.JPG
Fiapy.JPG (10.78 KiB) Viewed 2453 times
Fiapy:

"The secret ring may come in handy down the road, people are always passing secret notes back and forth and they usually pay well to do it."

"I would like to keep the dagger, I will start thinking about a cover story now though in case we come across any of their members unexpectantly."

"The rest we should try to find the right buyer if we can although I am sure it may attract some attention."

"As for living quarters, I say we pick the 2nd worst neighborhood.... and then go get something to drink!"
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Re: Interlude in the City

#14 Post by drpete »

Super...

Does this mean Fiapy is going to go in search of adventure (getting into fights, looking for rumours, etc), looking for love (romantic or friendship), carousing, or some of more than one?

If you go carousing in the first week, that probably means the next adventure starts from the aftermath of that.

If you just want to quietly hang out, waiting, that's fine, too, for now. Going out drinking costs money, as described above... :)
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shaidar
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Re: Interlude in the City

#15 Post by shaidar »

OK, so if Fiapy doesn't want to sell anything immediately we get 15gp, 3sp and 3cp each fro the cash. To me this means we have to live it up in the slums.

Shmehk want to do some carousing to get luck back before looking for rumours/adventure.
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Re: Interlude in the City

#16 Post by drpete »

Ok... as the example shows, carousing is likely to kick off something like an adventure, or at least a complication, so as I understand it, you want to heal up, then go party (essentially, that would be your first "week" after escaping, so...

Pay upkeep... 7 if in the Carousing District, or 3.5 in the Slums. To carouse, pick a die size, and roll... will figure out what happens... :)
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Re: Interlude in the City

#17 Post by shaidar »

Ok, how about for that first week Shmehk treats himself to the carousing district, may have to move to the slums after.

Going to roll a d16:

Carousing: [1d16] = 1

lol
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Re: Interlude in the City

#18 Post by drpete »

Alright... so, you can roll 1d3 for your luck recovery, and we'll see what comes of it.
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Re: Interlude in the City

#19 Post by shaidar »

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Re: Interlude in the City

#20 Post by drpete »

Alright, so you recovered 1 luck that week, and you have no significant after effects of the binge.

Let's see what Fiapy wants to do (it sounds like he's playing it safe, spending 7 for upkeep, but not going out partying hard or searching for love or adventure in the first week, but let's check), then we'll go from there...
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