HLoM: Rules and Rewards

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Nathan of the FoS
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Re: Hazlan, Land of Monsters: PC and NPC Miscellanea

Post by Nathan of the FoS »

PRICES FOR RP SPENDING:
1 "blind" reroll: 2RP
1 "after the fact" reroll: 3 RP
1 skill point: 3 RP
1 hero point: 3 RP (no more than 3 total may be held at any time!)
1 trait: 5 RP
1 feat: 10 RP
1 character build point (i.e., build your character as a 21 rather than a 20 pt build): 10 RP
1% increase in character wealth by level: 1 RP

AWARDING OF REWARD POINTS FOR THE PROLOGUE PHASE:
Isabella: Rashemani culture, Hazlani fashion, astrology, tarotka, Nova Vaasa, general all-around assistance, pictures of people with tattoos, extensive backgrounding. Hum. I am gonna lump-sum this out to 45.

NeoTiamat: Barovia (5) Falkovnia (5) Phiraz (2) 2 Houses (2) 10 NPCs (3), background (3) . 20 in total.

DeepShadow: Background (3), 2 houses (2). 5 total.
Revka: Background (3), 1 house (1). 4 total.
Kaitou Kage: Background (1), picture of Altan (1). 2 total.
[b]FEAR JUSTICE.[/b] :elena:
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Re: HLoM: Rules and Rewards

Post by Nathan of the FoS »

Notes on character creation:
You may use all material from this SRD: http://paizo.com/pathfinderRPG/prd/

You may NOT use material from this SRD if it's not in the other SRD: http://www.d20pfsrd.com/
The one exception is traits--it is hard to get into trouble with traits. But no spells, items, archetypes, classes, etc unless they appear in the approved SRD.

Material from 2e/3e Ravenloft products is also permissible, with appropriate amendment for Pathfinder. This will be based largely on Ryan's Pathfinder Ravenloft adaptation, as found here: http://fraternityofshadows.com/forum/vi ... f=1&t=8496

Special rulings will be made as necessary.
[b]FEAR JUSTICE.[/b] :elena:
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Re: HLoM: Rules and Rewards

Post by Nathan of the FoS »

Special ruling on the sorcerer/familiar/eidolon Aura of Menace from Ryan's Pathfinder document (see here: http://fraternityofshadows.com/forum/vi ... 6&p=181051 )--This drawback presupposes a generally negative societal attitude toward arcane magic, which is not the case in Hazlan. Mulani and many Rashemani will ignore the Aura of Menace quality.
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Re: HLoM: Rules and Rewards

Post by NeoTiamat »

Action, Observation, and Knowledge Checks
Skill rolls in the social system are divided into three categories:
Action Checks are rolls in which the character is actually saying something or doing something specific (a Bluff check to deceive, a Diplomacy check to make a deal). A character may only roll an Action Roll for a specific purpose once. In other words, you may only roll for a specific lie once, and then that Bluff roll stands for that lie.
Observation Checks are rolls in which the character is noticing something about the outside world (a Sense Motive check to empathize with someone). A character may roll a specific Perception check once per current situation; they must then accept that result until the situation changes enough for a new Perception roll to become relevant.
Knowledge Checks are rolls in which the character is checking to see if they have some specific information (a Knowledge: Local roll to pick up local customs, say). A character may roll a specific Knowledge check once per topic; they must then accept that result until new information becomes available or the adventure otherwise concludes.

Note: The Game Master is encouraged to answer all Observation and Knowledge questions fully, but only within the confines of the question. For example, a player who asks if there is something unusual about another character's actions should not receive a simple "Yes", but should be told what precise behavior seems unusual - however, the Game Master should not answer what could be causing it, as this is the answer to a different question.

Bluff

Deception
(An Action Check)

See below under Sense Motive (Empathy) and Sense Motive (Scrutiny).

Fast-Talking
(An Action Check)

Sometimes it doesn't matter what comes out of your mouth, so long as it's fast enough and with enough conviction. The art of Fast Talk is attempting to bamboozle by throwing words at someone until their brain gives up and shuts down. This only works while you keep talking, however - once you've left, the person might think over what you actually said, and realize she's been duped. Fast talking is not an elegant deception, it is blunt force word trauma to the head.

When attempting to fast-talk someone, the character rolls Bluff vs. the target's Sense Motive. If the target wins, the attempt fails, and is immune to further fast-talk attempts for the rest of the scene. If the fast-talker wins, the target is Distracted, taking a -2 penalty to Perception and Sense Motive rolls, increasing by -2 for every 5 that the fast-talker exceeds the target's Sense Motive (a Bluff of 33 vs. a Sense Motive of 15 will result in Distracted penalties of -8).

The target is Distracted only as long as the character keeps talking. Once they have stopped or left the area, they have a very short period of time before the Distraction ends. Once it does, the target rolls an Intelligence ability check against a DC of 8, with a penalty equal to the Distraction penalty. If they succeed, they realize what just happened, and will act accordingly - a spouse receiving a hasty explanation about why the fast-talker was out so late may simply roll his eyes and sigh, while a security guard will probably raise the alarm.

Diplomacy

Making a Deal
(An Action Check)

The wheedling rug salesman offers you the moon on a string. You've hear he's untrustworthy, but he is very convincing... Diplomacy is the art of wheeling and dealing, of making people want to do as you say. It's a powerful skill in anyone's arsenal, but it does have its limits - namely, it cannot make anyone do anything. The other party is free to walk away at any point in the proceedings, even after the deal is concluded, so most wheelers and dealers use Diplomacy to assist them in their dealings, rather than depending on it entirely.

The dealmaker rolls Diplomacy against a DC of 10+Encounter CR, and upon hitting the DC and for every 5 above it, they gain 1 Diplomacy Point. The dealmaker then uses their Diplomacy Points to "buy" benefits from the list below, assigning Diplomacy Points to each effect until they are out, or no longer able to purchase anything else. If the person being persuaded agrees to whatever they're being asked to do, they receive these benefits. They may spend the benefits at any later point to gain the bonuses provided by them. Once a benefit is activated, it is used up and gone.

Nothing stops the person from turning the offer down, and nothing stops someone from deciding not to accomplish the task they promised, beyond their own honor or fear for the consequences. Accepting a deal and then not honoring it applies a (-2 per Diplomacy Point spent) penalty on all future Social interactions with the dealmaker. If the dealmaker spent 5 or more Diplomacy Points on the Deal, then if jilted, they may at any future point cause a single roll of the welcher's in their presence to result in a Natural 1.

The request must be something that costs the character something in the way of effort, resources, time, or possibly dignity. Asking a friend to go fetch a soda is not likely to apply, unless said friend doesn't want to feel like a lackey and really doesn't want to fetch the soda. Multiple Diplomacy effects can stack, if the character is willing to get tangled in that many strings. The dealmaker may likewise purchase the same benefit multiple times. Unless otherwise noted, the benefits granted from a Diplomacy roll last until use, and unless otherwise stated a character is only granted these benefits if they agree to the deal.

1 Diplomacy Point - Resilience: +1 Morale Bonus to Fortitude Saves for one hour
1 Diplomacy Point - Adrenaline: +1 Morale Bonus to Reflex Saves for one hour
1 Diplomacy Point - Clarity: +1 Morale Bonus to Will Saves for one hour
2 Diplomacy Point - Strength of Purpose: +2 Morale Bonus to Strength for one hour
2 Diplomacy Point - Nimble Hands: +2 Morale Bonus to Dexterity for one hour
2 Diplomacy Point - Stout Heart: +2 Morale Bonus to Constitution for one hour
2 Diplomacy Point - Intellectually Stimulating: +2 Morale Bonus to Intelligence for one hour
2 Diplomacy Point - Wise Counsel: +2 Morale Bonus to Wisdom for one hour
2 Diplomacy Point - Charming Presence: +2 Morale Bonus to Charisma for one hour
3 Diplomacy Point - Hold: 1 Reward Point.
5 Diplomacy Point - Heroics: 1 Hero Point.

Read the Crowd
(An Observation Check)

Roll Diplomacy against a DC 10+Encounter CR. Upon hitting the DC, and for each 5 above it, the character asks one question from the following list about a group or gathering you are currently in.
•What are the local rumors?
•What is this group currently most focused on?
•Who among this group seems to have the most favor?
•Who among this group seems to have the least favor?
•Who among this group seems the most controversial?

Working the Crowd
(An Action Check)

Each application of Working the Crowd takes at least half an hour, and possibly longer depending on the size, which the character spends in conversation attempting to work people around to their point of view. The character rolls Diplomacy against a DC of 10+Encounter CR. Upon reaching the DC, and for each 5 above it, the character gains 1 Working the Crowd (WtC) Point, which they may spend to perform one or more of the following actions:

• Plant a rumor. The rumor strength is equal to the amount of WtC Points placed in it, ranging from a one dot rumor (known only to two people and their cat) to a five or more dot rumor (everyone in the group has heard it, people who have no reason to think otherwise may consider it fact). Rumors, barring any further manipulation from outside sources, fade in potency at the rate of one dot every week -- at the Game Master's discretion, this degradation may occur faster, due to other events overshadowing it or due to contrary evidence becoming public knowledge.

• Erode a local rumor. The character may spend one WtC Point to remove a dot of potency from a rumor over the course of them working the crowd, even going so far as to dispel the rumor entirely.

• Prime the crowd. For each WtC Point spent, the character can gain a +2 on a Perform roll used upon the same crowd within the next scene (max of +10). If not used by the end of the scene, the successes are wasted.

• Champion a cause. The character must pick a specific person, a group of people, or a topic of conversation. The character then choses if they are championing for or against that topic, group, or person. Each WtC Point spent is placed aside in a special pool. Whenever a non-perception social roll comes up involving the specified person, group, or topic, WtC Points are taken out of the pool to modify the applicable social roll. If the character championed for a specific topic, group, or person, then each WtC Point spent adds a +3 Morale Bonus to the social roll; if the character championed against a specific topic, group, or person, then each WtC Point spent subtracts -3 Morale Penalty from the social roll. An individual roll can only by modified by up to 3 WtC Points. Once a WtC Point is spent, it's gone, and if the WtC Points are not all spent by the end of the day, they are wasted.

Having multiple people championing the same cause is treated as a teamwork action.

• Hide a Lie in the Crowd. Since Diplomacy requires talking to people, all of its actions can be easily traced back to the source. However, they may spend one extra WtC Point per action to disguise where the source of that action came from. People may recall the character speaking to them about the relevant topic, but only as one face among many. This action cannot be used to convince the crowd someone else performed the character's action: this is the domain of Bluff.

Lay of the Land
(An Observation Check)

Roll Diplomacy against a DC 10+Encounter CR and spend at least a half hour chatting up people (larger areas may need longer). Upon hitting the DC, and for each 5 above it, the character asks one question from the following list.
•How can I avoid standing out in [location]?
•What can I currently see that might pose a threat to me?
•What areas are the police most active in?
•What areas are the police least active in?
•What are people in this location most likely to find acceptable?
•What are people in this location most likely to find unacceptable?
•What are people in this location most likely to value?
•Is this a fair deal or can I get better elsewhere?

Intimidate

Demoralize
(An Action Check)

This is unchanged, and operates as described here.

Knowledge

Note: The specific Knowledge used will vary based on the group that the character wishes to know about:
•Knowledge (Local) is the default roll (used if nothing else seems appropriate), and is used specifically for questions dealing with the the common folk, communities as a whole, and the criminal underworld.
•Knowledge (Nobility) is used for questions related to the Mulani Greater and Lesser Houses, or foreign aristocracy.
•Knowledge (Religion) is used for questions relating to congregations, churches and religious organizations (the Iron Inquisition, Vikhlran councils), and so forth.
•Knowledge (Arcana) is used for questions relating to the Red Academy or similar wizardly groups or schools.

Etiquette
(A Knowledge Check)

Roll Knowledge against a DC 10+Encounter CR. Upon hitting the DC, and for each 5 above it, the character asks one question from the following list.
•How can I make the best initial impression to [relevant group]?
•Are there any local venues that would suit [relevant person's] tastes?
•What is the proper etiquette for speaking to [relevant group]?
•Are there any known faux pas I should avoid committing with [relevant group]?

Street Smarts
(A Knowledge Check)

Roll Knowledge against a DC 10+Encounter CR. Upon hitting the DC, and for each 5 above it, the character asks one question from the following list.
•Does [location] have any known subcultures associated with it?
•Does [location] have any known Black Market or other illegal connections to it?
•Does [location] have any known dangers that I should be aware of?
•Does [location] have any known authorities that I should be aware of?
•Does [location] have any known shortcuts or secret entrances? (This question only covers entrances or locations which are known in the community)
•Does [subculture] have any known practices I should be aware of?
•Where can I find [relevant goods or services]?

Perform

Perform vs. Bardic Music: Though similar and frequently overlapping, there are a few key differences between the basic application of the Perform Skill and the Bardic Performance class ability.
•Perform is a mundane effect, Bardic Music is supernatural.
•Perform takes longer to activate (how long depends on the performance, but at least five minutes is a good rule of thumb), Bardic Music takes only a Standard or Move Action.
•High Perform grants its bonuses to everyone that can hear it, friend or foe, while Bardic Performance allows the bard to target only allies.

Inspire
(An Action Check)

Roll Perform. A result of 9 or lower means that the character has failed their Perform Check and manages to look like a ninny (they flub their lines, they sing off-key, etc). A result of 10 to 24 means that the character has acquitted themselves honorably but not spectacularly. Upon reaching DC 25, and for every 5 above that, the performer gains 1 Inspiration Point.

The artist or performer uses their Inspiration Points to "buy" effects from the list below, assigning Inspiration Points to each effect until they are out, or no longer wish to purchase anything else. Once an Inspiration Point has been assigned, it cannot be used in purchasing another effect. Anyone who watches or is otherwise exposed to the artwork may elect to take all of the effects, or may decide the performance did nothing for him and forgo all of the rewards. Each effect may only be "purchased" once unless otherwise noted.

All Performance effects last for 1 hour, and a single effect may only be purchased once unless otherwise stated. Multiple Performances do not stack. Should a character encounter a different performance, they may choose to lose their previous benefits, and gain the new ones.

1 Inspiration Point - Resilience: +1 Morale Bonus to Fortitude Saves
1 Inspiration Point - Adrenaline: +1 Morale Bonus to Reflex Saves
1 Inspiration Point - Clarity: +1 Morale Bonus to Will Saves
1 Inspiration Point - The Best Medicine: Heal 5 Nonlethal Damage (may be taken up to three times)
2 Inspiration Point - Racing Blood: +2 Morale Bonus to all Strength, Dexterity, and Constitution Skill or Ability Checks.
2 Inspiration Point - Food for Thought: +2 Morale Bonus to all Intelligence or Wisdom Skill or Ability Checks.
2 Inspiration Point - Engaging Conversation: +2 Morale Bonus to all Charisma Skill or Ability Checks.

Sense Motive

Empathy
(An Observation Check)

The character attempts to read their target's mood and inclinations. Roll Sense Motive. If the target is not trying to hide conceal their emotions, this is a roll against a DC of 10+Encounter CR. Upon hitting the DC, and for every 5 above it, the character asks one question from the following list.

•What is this person's mood?
•Is there something unusual about this person's actions or reactions?
•What would make this person more inclined toward me?
•What would make this person less inclined toward me?
•What does this person currently expect from me?
•What known recent events caused this person to react positively?
•What known recent events caused this person to react negatively?
•Does this person seem to dislike anyone here?
•Does this person seem to favor anyone here?

If the target is trying to conceal their emotions, they roll Bluff in secret -- this is a Bluff (Deception) roll. What happens then depends on the relative results:
• If the Sense Motive result equals or exceeds the Bluff result, treat the Bluff Check as the new DC for calculating how many questions the Sense Motive result receives. (In other words, someone who rolled Sense Motive 27 versus Bluff 20 would get two questions).
• If the Bluff result is 1-to-4 higher than the Sense Motive result, then the Sense Motive result receives no questions. They can't read the target.
• For every 5 by which the Bluff result exceeds the Sense Motive result, the Bluffing character may choose to allow the Sense Motive character a single question from the above list, but the answer is whatever the Bluffing character wishes to grant. The Bluffing character can choose to grant fewer questions than they are entitled to (someone who rolls Bluff 40 vs. Sense Motive 20 may choose to grant only two questions), and they may not grant more questions than an uncontested Sense Motive result could have returned.

Scrutiny
(An Observation Check)

The character attempts to read their target's behavior and whether or not they are trying to deceive someone or are acting normally. Roll Sense Motive. If the target is not attempting to deceive, this is a roll against a DC of 10+Encounter CR. Upon hitting the DC, and for every 5 above it, the character asks one question from the following list.
•What is this person's ulterior motive?
•What is this person attempting to accomplish right now?
•Can I spot a discrepancy in this person's story?
•Is this person acting contrary to how I know them?
•Do I think this person is being coerced in some manner?
•Is this person trying to hide something from me?
•Do I think this person is being Dominated in some manner? (Requires a minimum Sense Motive result of 15)
•Do I think this person is being Charmed in some manner? (Requires a minimum Sense Motive result of 25)

If the target is trying to conceal their emotions, they roll Bluff in secret -- this is a Bluff (Deception) roll. What happens then depends on the relative results:
• If the Sense Motive result equals or exceeds the Bluff result, treat the Bluff Check as the new DC for calculating how many questions the Sense Motive result receives. (In other words, someone who rolled Sense Motive 27 versus Bluff 20 would get two questions).
• If the Bluff result is 1-to-4 higher than the Sense Motive result, then the Sense Motive result receives no questions. They can't read the target.
• For every 5 by which the Bluff result exceeds the Sense Motive result, the Bluffing character may choose to allow the Sense Motive character a single question from the above list, but the answer is whatever the Bluffing character wishes to grant. The Bluffing character can choose to grant fewer questions than they are entitled to (someone who rolls Bluff 40 vs. Sense Motive 20 may choose to grant only two questions), and they may not grant more questions than an uncontested Sense Motive result could have returned.

Analysis
(A Knowledge Check)

While a simple use of empathy is great for telling how someone is feeling from moment to moment, it is not so good on explaining why. Analysis allows them to pick through events and data that they know, trying to uncover trends in a person's personality.

To use Analysis, the character must pick a target and name three pieces of information about the target, which the character believes has something in common with one another. The information may be as simple as something the target said, or a facial expression they made at someone else's comment. The character then attempts to compare the information to determine an underlying cause behind them... if there is one.

Roll Sense Motive against a DC of (10+Target's HD+Wisdom Modifier). If the character succeeds, they can piece together a larger meaning from the fragments -- if there is one. The closer the three data points are in actual motives, the better the information returned is. Should the motivations behind one or more of the stated actions have nothing to do with one of the others, the Game Master may instead inform them which, if any, of the facts are related, if not how.

This action can be used to determine things such as, but not limited to: whether the target was acting under his virtue or vice, whether the target has a specific condition, what the target's relationship with another person is, or any other underlying trends in the target's personality (such as a hair-trigger temper, a political affiliation, or an extreme distaste for a certain topic). It is important to note that Analysis can only be used to uncover motives, not more facts - Sense Motive may recognize that a character is acting with extreme remorse, but unless what prompted that remorse is also known, it cannot tell why that character feels that way.

The character may use inferred information or hearsay for their three data points, but at a risk. In the event that the character attempts to use incorrect information, the attempt automatically fails, but the Game Master does not have to immediately state this. Instead, if the character rolls enough successes that they would have succeeded, the Game Master is free to return incorrect information that would make sense on the assumption that all three data points are correct.
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Re: HLoM: Rules and Rewards

Post by NeoTiamat »

One of the issues that comes up with adventures is that the character is of necessity smarter about packing and making sure appropriate equipment is at hand than the player. Rojan Arnolfssen the Ranger has been packing for wilderness expeditions for years, has been taught how to do so by senior rangers, and has a lot more time to decide what to bring than his player does.

Preparedness, therefore, is an effort to render basic packing and equipment issues in a more abstract form, handwaving away the question of what, exactly, a character brings along. The hope is that this allows players to spend less time pouring over equipment lists of chalk and rope, and also avoid situations of "Did anyone in this entire party bring a lantern?"


Appraise

Preparedness

Preparedness is a function of the Appraise Skill that allows a character to have an appropriate item on hand. It's an abstraction of the character's ability to predict needs and pack useful gear ahead of time. It is rolled when an item is called for.

Check: Roll Appraise against the DC of an item. If you succeed on your roll, you have the item on hand and its cost is deducted from your spare gold. If you don't, you do not have it and may not roll again for that item until such a time as you could have resupplied somewhere.

The base DC for an item is 10 + (cost in GP/10, rounded up) + (Weight in lbs / 2, rounded up). In other words, cheap and small items have a lower DC than expensive and bulky items.

Example #1: A vial of Antitoxin (50 gp, -- weight) is DC 10+(50/10)+(0)= DC 15.
Example #2: A scroll of Knock (150 gp, -- weight) is DC 10+(150/10)+(0) = DC 25.
Example #3: A tent (10 gp, 20 lb weight) is DC 10+(10/10)+(20/2)= DC 21.
Example #4: A Noble Outfit (75 gp, 10 lb weight) is DC 10+(75/10)+(10/2)= DC 23.

Base DCs are further modified by the following circumstances:
-2 DC = Character has access to luggage beyond just what they are carrying on them at the moment.
-4 DC = Character has access to a large amount of baggage (say, a full carriage)
-5 DC = Universal utility items (including but not limited to: notebooks, paper, writing implements and ink, lanterns or candles, a knife, a sandwich, a map)
-5 DC = Item is associated with the character's class or skills (lockpicks for a rogue, a first aid kit for a character with Heal).

+2 DC = Item is foreign or imported or otherwise not locally made (a mechanical clock in Hazlan)
+2 DC = Per additional copy of the item the character is trying to have prepared (5 vials of Antitoxin is DC 15 + 8 = DC 23)
+5 DC = Character has already prepared this item once before in this adventure (cumulative).
+5 DC = Item is one that the character can't use (magic scrolls for a barbarian without UMD, or a longsword for a Str 7 wizard)
+5 DC = Item is a particularly unlikely one to have at hand (a scroll of Touch of the Sea in the desert).

Action: None. You either have the item or you don't.
Try Again: A character cannot try again to have an item prepared until downtime has occurred in which it is plausible for the character to have gone shopping.
Special: You may Take 10 on a Preparedness Roll; You may Aid Another on a Preparedness Roll ("Did anyone pack rope?")
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Re: HLoM: Rules and Rewards

Post by NeoTiamat »

The Loot System

There comes a time in every adventuring party's life when they've robbed the tomb and are trying to scuttle off with the antipaladin's magic shield before someone spots them. In a word, it is the time of loot. However, HLoM tends to work more simply by way of Wealth-by-Level Tables, where at each level we get some money, and that's that. And yet, there is still occasional loot. So how do we work this?

The Basic Loot System
Loot, for the purposes of this, are items, moneys, or valuables that are acquired over the course of the game and are not explicitly directed to a specific player. When loot is acquired, it is set off to one side, and 'sold' for half its value. The resultant funds then go into a common pot, where they are divided into a number of shares equal to the number of players, plus one share for Party Expenses; rounded down. This money is over and above whatever the Wealth-by-Level Tables list.

Example: Lena, after the end of the battle with Feray, took a Longsword +1 (worth 2,000 gp) and a Ring of Protection +2 (worth 8,000 gp) off of Feray's corpse. These items are then 'sold' for a total of 5,000 gp. These funds are then divided seven ways (Richard, Lena, Altan, Avram, Vasili, Cattia, Party; Nuray came in later), so that everyone gets 714 gp, in addition to their WBL.

That's the basic system. A few complexities:

What do you mean by 'sold'?: It may come about that instead of actually selling an item, someone in the party wants to keep it. A Ring of Protection +2 is a pretty good item, after all. In that case, the player must 'buy' it for 50% of it's cost, minus his share. In other words, he can have the item, but he has to pay the rest of the party's shares.

Example: Richard the Paladin wants to buff his AC, and wants Feray's Ring of Protection +2. It costs 8,000 gp, and would be sold for 4,000 gp. Divided seven ways, that's 571 gp a nose. If Richard wants the Ring of Protection, he pays for everyone else's shares (a total of 3,429 gp), and is the owner of a shiny new Ring of Protection +2.

For obvious reasons, an item can only be bought once. This operates on a first-come, first-serve basis, and if two people want it at once, then we can either flip a coin or refer it to the GM to adjudicate.

The Party's Share: One of the shares, rather than going to a player, goes into a 'Party Use' pot. What's this for? Basically, we tap into it to cover expenses for things that benefit the entire party, such as the Mount Scrolls that got us up to Tristenoira in the first place, or a Wand of Cure Light Wounds that's used to provide easy healing without using spell slots out of combat.

Player Churn: When a player leaves the game, his shares are totaled up and thrown back into the loot system, to be divvied up among the remaining players. If a new player joins the game, they get shares only from Loot that was earned after their arrival.

Loot So Far

Chapter One
Longsword +1 (Feray’s) = 2,000 gp
[Available]
Ring of Protection +2 (Feray’s) = 8,000 gp
[Available]

Sold for: 5,000
Seven Shares: 714 gp each
Shares go to: Altan, Avram, Cattia, Lena, Richard, Vasili, Party Share

Chapter Two


Party Share
Available: 714 gp
Spent:
0 So far
Ravenloft GM: Eye of Anubis, Shattered City, and Prof. Lupescu's Traveling Ghost Show
Lead Writer & Editor: VRS Files: Doppelgangers; Contributor: QtR #20, #21, #22, #23, #24
Freelance Writer for Paizo Publishing
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