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Resting activities

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Matt said: Ted will spend his down time riding, getting familiar with the surrounding countryside and it's denizens; north as far as Ramvira, east to Egilmont, the dwarf holds and particularly the route/s to the Fallen Halls.  During his stays at the hall, he'll pass on any useful information and ask Tenho about his research. In Egilmont Ted hears of the terrible troll dwelling in the local marsh, that has been preying on livestock, travellers and farmers. Adventurers who've gone in search of it have either returned empty handed, or not returned. Lady Daetha Carlin has forbidden her husband Sir Rodney Carlin from going after it, seeing it as certain death. In Ramvira apparently a dungeon has been discovered beneath Narcissa's Festhall, accessible via the well in the cellar brew room. Dwarven miners have been shoring up the undercroft to prevent subsidence. More weirdly, there are rumours this dungeon connects to a much vaster one below, said to be 'not of this world' - the word 'Stonehell' is whispered. The stockaded dwarf holds make clear that half-orcs are not welcome within the walls and he better get out before they plant some x-bow bolts in him. Tenho talks of his studies with Sage Hardby 'the Drunkard' of Praka, learning of the Fallen Halls and the rich piles of dwarf-forged weapons and armour said to lie within. Ted gets the impression there's a lot more Tenho isn't telling him, though.
@Norrin - If you want to recruit and train men-at-arms for the Manor this is doable. Up to a dozen men could be recruited from the nearest human settlement at Forestedge for around 6gp/month each; you'd also need to equip them, and training them to basic 'Guard' level (HP 11, STR +1 DEX +1 CON +1) would take a couple months. You could potentially also recruit a couple Scouts from Forestedge too (HP 16, DEX +2, 2 attacks/round with shortsword or longbow) but these would be a lot more expensive, probably 15gp/month. They would come equipped, though.
Simon N. said: @Norrin - If you want to recruit and train men-at-arms for the Manor this is doable. Up to a dozen men could be recruited from the nearest human settlement at Forestedge for around 6gp/month each; you'd also need to equip them, and training them to basic 'Guard' level (HP 11, STR +1 DEX +1 CON +1) would take a couple months. You could potentially also recruit a couple Scouts from Forestedge too (HP 16, DEX +2, 2 attacks/round with shortsword or longbow) but these would be a lot more expensive, probably 15gp/month. They would come equipped, though. OOC: How would this affect the manor's finances? I'm thinking maybe 4-6 guards, and one scout to act as a sargent. Just someone to keep the peace in and around the manor. Leather, short sword or spear, and shield for the guards.
Geoff said:  Leather, short sword or spear, and shield for the guards. Erasmus could be commissioned to make the leather armour. It would be very nice and could be a uniform incorporating the crest like Barbara's.  He will charge for it, but it'll only cost the same as regular leather armour but with the Bos touch.  He'll do this in between excursions if the recruitment isn't done during this current rest period. 
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Currently the manor is running a 90gp/month surplus (3gp/day) so you could recruit 10 guards & 2 scouts= 90gp (or 12 guards & 1 scout=87gp) and still break even. With Fraener & his men, and Erasmus the leathersmith, your current smiths can craft armour & weapons at half the PHB prices, 50gp worth per day! Hide + Shield + Spear is a good combo giving AC 15 and not expensive, 10.5 gp per man with the half price. Let me know how many you want & I'll detail them out. You could give them thin leather for the same price & AC 14. Geoff said: Simon N. said: @Norrin - If you want to recruit and train men-at-arms for the Manor this is doable. Up to a dozen men could be recruited from the nearest human settlement at Forestedge for around 6gp/month each; you'd also need to equip them, and training them to basic 'Guard' level (HP 11, STR +1 DEX +1 CON +1) would take a couple months. You could potentially also recruit a couple Scouts from Forestedge too (HP 16, DEX +2, 2 attacks/round with shortsword or longbow) but these would be a lot more expensive, probably 15gp/month. They would come equipped, though. OOC: How would this affect the manor's finances? I'm thinking maybe 4-6 guards, and one scout to act as a sargent. Just someone to keep the peace in and around the manor. Leather, short sword or spear, and shield for the guards.
GM: Norrin rounds up some strapping lads from the freehold of Forestedge. Drinking in the tavern there he finds Ischa, a tall blonde Soravian Nar woman. They get talking - a former soldier in King Virdin's army against the Witch King, since the war ended Ischa has been acting as a Scout for groups of prospectors who seek to pan for gold on the fringes of the Stoneheart Vale. About five or six months back the Paladin Dagny Carlin tried to recruit Ischa for her doomed expedition hunting the vile goblin shaman Skorg - Ischa refused, considering it a suicide mission. Ischa: "Commanding your Guard sounds like a good career move - long as I still get to go out and hunt ."
Simon N. said: Currently the manor is running a 90gp/month surplus (3gp/day) so you could recruit 10 guards & 2 scouts= 90gp (or 12 guards & 1 scout=87gp) and still break even. With Fraener & his men, and Erasmus the leathersmith, your current smiths can craft armour & weapons at half the PHB prices, 50gp worth per day! Hide + Shield + Spear is a good combo giving AC 15 and not expensive, 10.5 gp per man with the half price. Let me know how many you want & I'll detail them out. You could give them thin leather for the same price & AC 14. Norrin doesn't want to bankrupt them as his first action as Lord of the Manor, so I think we'll go with 8 guards and 1 scout to begin with. Sort of a squad unit, with the scout serving as NCO, if he's a little more experienced/skilled. We can pay him a bit more if it's warranted. Hide, spear and shield. We can always expand with more men and better equipment in the future, as finances and needs dictate. He's just a little paranoid that when word of Gurzun's "retirement" gets out, all sorts of unsavoury types will start sniffing around to see what kind of scraps they can find. Armed guards will send the message that the new festhall is safe for those who mean well, and dangerous for those who don't.
Geoff said: Norrin doesn't want to bankrupt them as his first action as Lord of the Manor, so I think we'll go with 8 guards and 1 scout to begin with. Sort of a squad unit, with the scout serving as NCO, if he's a little more experienced/skilled. We can pay him a bit more if it's warranted. Hide, spear and shield. We can always expand with more men and better equipment in the future, as finances and needs dictate. He's just a little paranoid that when word of Gurzun's "retirement" gets out, all sorts of unsavoury types will start sniffing around to see what kind of scraps they can find. Armed guards will send the message that the new festhall is safe for those who mean well, and dangerous for those who don't. Yes, it's definitely a good idea to have a substantial garrison at the Hall. 8 guards x6gp = 48 gp/month, plus Ischa will work as Sgt for 15 gp/m, making 63 gp/month total. 10.5 x8 = 84gp for home-made gear with the Erasmus flourish that I'll deduct from the manor treasury.
Simon N. said: GM: Norrin rounds up some strapping lads from the freehold of Forestedge. Drinking in the tavern there he finds Ischa, a tall blonde Soravian Nar woman. They get talking - a former soldier in King Virdin's army against the Witch King, since the war ended Ischa has been acting as a Scout for groups of prospectors who seek to pan for gold on the fringes of the Stoneheart Vale. About five or six months back the Paladin Dagny Carlin tried to recruit Ischa for her doomed expedition hunting the vile goblin shaman Skorg - Ischa refused, considering it a suicide mission. Ischa: "Commanding your Guard sounds like a good career move - long as I still get to go out and hunt ." "Absolutely," Norrin replies, grinning widely. He likes this Ischa, and thinks she will be a good fit. "And the festhall will compensate you for any game meat you bring in." He tells her of his plans for the house guards, how many and what equipment they will be provided. "We're not anticipating any problems, but we do want word to get out that this is a safe place for weary travellers. It'll be your and your men's job to make sure it stays so."
Simon N. said: Yes, it's definitely a good idea to have a substantial garrison at the Hall. 8 guards x6gp = 48 gp/month, plus Ischa will work as Sgt for 15 gp/m, making 63 gp/month total. 10.5 x8 = 84gp for home-made gear with the Erasmus flourish that I'll deduct from the manor treasury. Would Barbara and Norrin mind paying full whack (or 75%) for the armour so Erasmus can make some coin? He's saving up and this is a bit of a start. 
Tim M. said: Would Barbara and Norrin mind paying full whack (or 75%) for the armour so Erasmus can make some coin? He's saving up and this is a bit of a start.  Norrin will pay for half out of his own pocket, if the Hall's treasury can cover the other half.
Geoff said: Absolutely," Norrin replies, grinning widely. He likes this Ischa, and thinks she will be a good fit. "And the festhall will compensate you for any game meat you bring in." He tells her of his plans for the house guards, how many and what equipment they will be provided. "We're not anticipating any problems, but we do want word to get out that this is a safe place for weary travellers. It'll be your and your men's job to make sure it stays so." In the Forestedge tavern, Ischa back smiles slightly at Norrin's broad grin. "Very good. I'll whip your men into shape. I know spear-fighting well enough." She quaffs her drink - honey mead, it smells like. "Winter is coming, and a Festhall seems a warmer place to spend it than the mountains." For a moment her gaze turns to the lowering peaks of the western mountains. "There are signs in the mountains - evil things are more active now, even, than during the War. It feels as if they are coming together.  It will be a hard winter, I think."
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Geoff said: Tim M. said: Would Barbara and Norrin mind paying full whack (or 75%) for the armour so Erasmus can make some coin? He's saving up and this is a bit of a start.  Norrin will pay for half out of his own pocket, if the Hall's treasury can cover the other half. Only if you're sure. Not trying to swindle anything, just thought the hall could afford it.  If so, please could you confirm how much gold Erasmus gets please, Simon? Thanks. 
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Geoff said: Tim M. said: Would Barbara and Norrin mind paying full whack (or 75%) for the armour so Erasmus can make some coin? He's saving up and this is a bit of a start.  Norrin will pay for half out of his own pocket, if the Hall's treasury can cover the other half. Barbara will pay 10.5gp out of the treasury to equip each soldier. As far as she's concerned, if Erasmus wants to charge her commercial rates for his crafting, then he can darn well start paying Festhall rates* for his bed & board... Norrin diplomatically soothes things over. :D At 75% of market rate for each suit of armour, Erasmus makes a profit of 2.5x8 = 20gp, Norrin deduct 20gp from your personal cash. Or if you agree full rate it's 40 gp to Erasmus, -40gp from Norrin. *4gp/night for the double room, +1gp for food & drink. Baths extra. :p
Simon N. said: if Erasmus wants to charge her commercial rates for his crafting, then he can darn well start paying Festhall rates* for his bed & board...  If she's going to be like that, Erasmus won't make any money out of the work. But it won't be quite as nice as it would have been. :p
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Norrin will make sure Erasmus is paid fairly for the work. It’s in his best interest that the guards are adequately protected. Norrin is starting to realize how strong-willed Barbara is, which isn’t necessarily a bad thing, but it’s also one of the reasons why he prefers to stay out of the day to day business of running the fest hall. 
Geoff said: Norrin will make sure Erasmus is paid fairly for the work. It’s in his best interest that the guards are adequately protected. Norrin is starting to realize how strong-willed Barbara is, which isn’t necessarily a bad thing, but it’s also one of the reasons why he prefers to stay out of the day to day business of running the fest hall.  In that case, Erasmus takes extra special care. The armour is not as elaborate as Barbara's, but still bears the D'Ashe crest on the left breast. "Thank you, Norrin. I haven't been paid for my leatherwork since before... well, for a long time."
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Norrin will pay the full 40gp to Erasmus out of his own pocket. After all, he benefits from having well armed and armoured guards protecting his interests. Being lord of the manor is only one step toward his ultimate goal, and he doesn't want to lose it to a band of rabid orcs. He doesn't mind taking on the responsibility for the festhall's defence. "My pleasure, Erasmus. I have seen your work. It's worth every copper and then some. Plus, you have done plenty for me in our journey together, so consider this as partial payment for that."
Simon N. said: In the Forestedge tavern, Ischa back smiles slightly at Norrin's broad grin. "Very good. I'll whip your men into shape. I know spear-fighting well enough." She quaffs her drink - honey mead, it smells like. "Winter is coming, and a Festhall seems a warmer place to spend it than the mountains." For a moment her gaze turns to the lowering peaks of the western mountains. "There are signs in the mountains - evil things are more active now, even, than during the War. It feels as if they are coming together.  It will be a hard winter, I think." Norrin's gaze follows hers. He nods absently. "I feel it too," he says quietly, "as if it's waiting for the right moment." He reflects upon what Afrafa told him, but keeps it to himself. Shaking himself out of his reverie, he continues. "I will expect frequent updates, patrol reports, equipment maintenance, areas where we can improve. the usual. We can't get soft; if anyone is slacking, they'll need discipline and retraining. A week on latrine duty usually does wonders. But if anyone shows promise, that will need to be addressed as well."
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Geoff said: Norrin's gaze follows hers. He nods absently. "I feel it too," he says quietly, "as if it's waiting for the right moment." He reflects upon what Afrafa told him, but keeps it to himself. Shaking himself out of his reverie, he continues. "I will expect frequent updates, patrol reports, equipment maintenance, areas where we can improve. the usual. We can't get soft; if anyone is slacking, they'll need discipline and retraining. A week on latrine duty usually does wonders. But if anyone shows promise, that will need to be addressed as well." Ischa nods. "Aye!" GM: Over the next week coming up to 3/9/59, Ischa starts whipping her men into shape. The Mercenaries took most of their gear with them, but she finds three heavy crossbows with bolts they left in the cellar, and assigns them to the men on the gate & overlooking the main hall. They begin practicing with them (currently non-proficient). The men are all young, too young to have fought in Virdin's War 1147-57, though several fathers and uncles went off to fight and never returned. There are some initial issues with a 'Nar barbarian woman' commanding them, but Ischa is nearly as strong as these former farmers, and far more combat skilled; she soon puts them straight. They all grew up together and get along well; Jocelyn gets a fair bit of wry teasing over his 'girl's name', but this seems to have been going on for years and seems unlikely to escalate. Overall, the men are highly appreciative of the opportunity for well* paid work with such good company as the Festhall girls; most of them send money back to their families in Forestedge. *Relatively speaking - the Guards earn 2 sp/day; the Festhall girls typically earn around 5 sp/day. They also get free bed & board - but a lot of the money the Guards earn ends up back in the Festhall coffers, so it works out. :) Ischa is somewhat concerned about the secret tunnel in the cellar, it's currently barricaded but a determined attacker could certainly break through. She suggests getting the Dwarves to collapse the tunnel.
After removing the armour Fraener ritually washes the body of his ancient kinsmen before laying it to rest in the prepared tomb in the Glitterhame.  He chants solemnly. His deep voice echoing from the glittering rock. Tears coursing down his rugged face.  “Over misty mountains cold To dungeons deep and caverns old From Carak Nur to MountainDoor They made their way, his people bold And brought their pale enchanted gold They shaped and wrought, and light they caught To hide in gems on hilt of sword On silver necklaces they strung The flowering stars on crowns they hung They meshed the light of moon and sun His folk of yore made mighty spells Their hammers fell like ringing bells In Glitterhame, the Black Mere weeps In Khundrakar, Durgeddin sleeps. “ Each piece of the ancient battle harness is lovingly cleaned, polished and blessed on the anvil.  To be cherished as an heirloom of house Durgeddin. Fraener will wear it in honour of his ancestors in the battles to come and as a symbol of his kingship. 
@Simon - can you confirm if this rest is 2 weeks long? If so, Syrus will spend 1 week crafting scrolls again and another with the Herbalists.  I need to catch up on the wonderful IC RP in the other thread too - expect another long post soon...!
Pretty sure it was only intended as a single week due to wanting to get back there, but I certainly have no issue with it being two if there are things you want to accomplish. 
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Yes, it is 2 work-weeks as a work week is 5 days and it takes 10 days of study for Malied & Fraener to level up. Add a couple rest or travel days & call it 12 days total. 4/9-16/9/59.
Ah yes, I had forgotten about the levelling up.
@SIMON: I would like to sell Gurzun's +1 sword before we leave for the adventure tonight. Can I? and how much would that fetch?
You can sell it for 200gp. Alternatively if you spend a work week researching a buyer (as opposed to eg learning herbalism) then the XGTE rules below apply - you spend 25gp & 1 work week on researching a buyer and schmoozing, you then roll a Persuasion check - on a roll of 1-10 you still only get a 200gp offer (so you're down 25gp if you take the offer), 11-20 offer is 400gp, 21+ the offer is 600gp. If you're ever selling a Rare+ item it's definitely worth taking the time to find the best deal! :) ____________________________ Selling a Magic Item Selling a magic item is by no means an easy task. Con artists and thieves are always looking out for an easy score, and there’s no guarantee that a character will receive a good offer even if a legitimate buyer is found. Resources.  A character can find a buyer for one magic item by spending one workweek and 25 gp, which is used to spread word of the desired sale. A character must pick one item at a time to sell. Resolution.  A character who wants to sell an item must make a  Charisma  (Persuasion) check to determine what kind of offer comes in. The character can always opt not to sell, instead forfeiting the workweek of effort and trying again later. Use the Magic Item Base Prices and Magic Item Offer tables to determine the sale price. Magic Item Base Prices Rarity Base Price Common 100 gp Uncommon 400 gp Rare 4,000 gp Very rare 40,000 gp Legendary 200,000 gp Magic Item Offer Check Total  Offer 1-10 50% of base price 11-20 100% of base price 21+ 150% of base price Complications .  The main risk in selling a magic item lies in attracting thieves and anyone else who wants the item but doesn’t want to pay for it. Other folk might try to  Undermine  a deal in order to bolster their own business or seek to discredit the character as a legitimate seller. Every workweek spent trying to sell an item brings a 10 percent chance of a complication, examples of which are on the Magic Item Sale  Complications  table.
Ohhhhhh! Thanks SImon I will do that instead! :)
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Simon, is it safe to assume the trinkets we found in the troll nest were worth 25gp each? A couple were claimed, so I'm just working out what's left.
Tim M. said: Simon, is it safe to assume the trinkets we found in the troll nest were worth 25gp each? A couple were claimed, so I'm just working out what's left. Yup
Ta. 
Simon N. said: Selling a Magic Item Selling a magic item is by no means an easy task. Con artists and thieves are always looking out for an easy score, and there’s no guarantee that a character will receive a good offer even if a legitimate buyer is found. Resources.  A character can find a buyer for one magic item by spending one workweek and 25 gp, which is used to spread word of the desired sale. A character must pick one item at a time to sell. Resolution.  A character who wants to sell an item must make a  Charisma  (Persuasion) check to determine what kind of offer comes in. The character can always opt not to sell, instead forfeiting the workweek of effort and trying again later. Use the Magic Item Base Prices and Magic Item Offer tables to determine the sale price. Magic Item Base Prices Rarity Base Price Common 100 gp Uncommon 400 gp Rare 4,000 gp Very rare 40,000 gp Legendary 200,000 gp Magic Item Offer Check Total  Offer 1-10 50% of base price 11-20 100% of base price 21+ 150% of base price Complications .  The main risk in selling a magic item lies in attracting thieves and anyone else who wants the item but doesn’t want to pay for it. Other folk might try to  Undermine  a deal in order to bolster their own business or seek to discredit the character as a legitimate seller. Every workweek spent trying to sell an item brings a 10 percent chance of a complication, examples of which are on the Magic Item Sale  Complications  table. Are characters able to assist each other in selling items (perhaps giving advantage on the Persuasion check)? In particular, does the owner of the item have to be the one making the checks, or can anyone do it?
I would think one character could assist another and give Advantage if they also spend the time and money and have appropriate demeanour or knowledge. The character making the check is normally the one in possession of the item, so they can show it to prospective buyers - they don't need to legally own it.
Good to know. Thank you. 
Looking forward to joining game again tomorrow night! @SIMON: Can you advise how many days of "down time" has passed since Syrus was in game?  Just so I can update him on learning Herbalism and creating scrolls etc...
I think 4 work weeks, 20 days or so.
Simon N. said: I think 4 work weeks, 20 days or so. That's Great news! Syrus already have done 7 weeks out of 10 weeks of Herbalism study before this resting period - so now he is fully proficient to make Healing potions and he has 1 extra week to either craft up 5x standard healing potions or 5 scrolls! (75gp deducted to finish Herbalism studies)
WOOT WOOT!! Proper little healing potion brewery we've got now, between Syrus and Beverley!
"Breaking Good"??
During the Short Rest outside the Mistwood Mine, Erasmus counts out the coin. 4 left over from Visthis's strongbox 1 left over from Athach 400 from troll nests 126 from choker cave 531 Total 531/16 = 33gp (3 left over) 33 x 2 = 66gp Therefore: 66gp each to Erasmus, Ilyria, Jyrdani, Malied, Qiviel, Strohm & Syrus and 34gp each to Norrin and Fraener, as they've done a session each of the last two - I think that's fair. :) This leaves a single gold spare which I'll add to the next haul. Feel free to check my workings!!
Thanks Tim, I'll add 66gp to Ilyria's sheet.
Thank you Tim