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State of the Island of Baalor as we know it.

1422751856

Edited 1425568863
I thought a thread to condense everything we've learned and done to the island may be useful for planning our next moves since we have so many directions we can go. I'm not keeping up with the palace as that's a whole post in and of its self and I don't have all the details of what has been found there. Stilt Town (Whale Town?) Destroyed the two vampire children, thus gaining the support of the mayor and respect of the citizens. Brought a survivor of the palace to be their new town cleric. (only level two, but still) Brought a whale carcass back with us, totally changing the town in ways we've yet to learn the consequences of. Brought a whale carcass back, the townspeople butchered and rendered that thing into a massive financial boon for the town population, calling for major upgrades and build out of the town. Expansion is currently in progress with a tent city of laborers at the beach where the huntsmen camp was previously. Ondraedon has begun construction of a temple in the town dedicated to his god Krotus. Dwarven Outpost We've done work for them helping to clear their mining tunnels gaining good will with the military and populace. We've recovered and returned to the outpost several dwarven bodies from the palace. These had been citizens of the outpost, this maybe improved the religious relations? Learned that the dwarven religions covet gold to major degree. Are totally willing to exchange gold for equal(ish?) value gems and silver Learned that dwarven clerics are really odd by our standards and carry large knives instead of hammers or blunt instruments. Resurrected several dwarves found dead on the third level of the Palace, one being a 10th level fightingdwarf of the Marcogians(?) Leading to the dwarves of the colony giving the present party members Diamonds inscribed with the insignia of the colony. (What was the significance, I can't remember?) The dwarfs are currently inquiring with the party of willingness to help with an attempt to reclaim territory they've lost to the Vampire Queen, parts of their city and mines. Pirate Cove This place has been raided by us twice now, the first time for several children slaves and a stolen ship, more recently for a few slaves but two stolen ships and a concerning show of force in man power. We found a tunnel inside that has a high chance of leading to the palace. We have the ability to either secure the cove as a base or destroy it to prevent the further use of it by the pirates in the future. The area surrounding the pirate cove has been cleared, now we need to hire mercenaries to hold the land and now we need to expand the cove and lay claim to the area. Construction has begun on a fortification of the cove for the purposes of having a player held outpost on the island. Including a lighthouse at the NE bay entrance. Fire Mountain We saw the dragon mount of the balrog? fly there after disembarking at the palace. Curtis's gryphon has seen a large goblin army camped at the base of the mountain, as well as several small camps in the swamps. The Dead Forest The only thing we know is that Curtis's gryphon described it thus; A completely dead part of the forest to the west, the trees are leafless and at the center of the forest is a blasted heath with a clear view of the surrounding area. A lone twisted and spooky tree and rocks embedded into the hill are the only things upon the heath; open space surrounds the area for about a hundred yard radius around the hill. Ondraedon informed the group; "Krotus spoke of the blasted heath in my recent commune. T here is something guarded in death by fierce spirits of fire and flame that I need to recover from there." Buried under the rubble of the mound was a Lich, of respectable power. Upon touching the bones, one of our number had a portion of their soul stolen, reviving the dormant undead. The Lich had also enslaved three soul eating demons who had been feeding the Lich in his slumber, two were banished and the third was put down in deadly combat. The dead forest is a forest of undead ents. When leaving the heath a fireball thrown at random, used to try and set the forest ablaze, was met with the trees nearby all fleeing the flame. A slight problem that might be worth our time to correct at some point.
Excellent write-up John.
I saw we take the goblin army head on. Just have the fighters up front and have Clerics healing. They would have enough time because our fighters are meaty and will last an hour without (hopefully) taking too much damage. How dangerous can goblins be? Even two headed goblins were a cakewalk. What will a few thousand be?
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Kevin the Barbarian
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Can we get more detailed recon on the goblin army? What options are there for either heavily trapping or outright destroying the possibility of further use of the cove by the enemy?
I have cast continual light on 20 arrows. We can use these to see greater distances down hallways since they can be fired ahead of the party. It would have come in handy with Nekros and with the second giant slug we fought since they could have been fired towards these things so the magic users can keep more ranged spells flying. We can use them to see ahead in the wilderness as we clear the island too. They can also act as beacons (for certain actions like an attack on opponents from multiple sides) and as we wander into wilderness they can be fired into trees to act as a guide back to the paths. I would like to distribute them our fighters with bows. Maybe I could even cast it on some other items (daggers to be tossed into rooms, sling stones, items to be dropped into holes to try to determine depth, Gorg so everything attacks him and not the rest of the party)?
1422821390
Kevin the Barbarian
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Lol. Bring it! Can you cast it on a few bolts?
Yeah, and How much health you got Kevin? I have 40.
By making the cove a stronghold for us, no enemy should be able to use it and the traps will be of our own making.
I can cast it on some bolts as well. I will deduct the 5 gp from my stash and create them for you tomorrow. Ka'Gron and Gorg shouldn't fight... I'll cast it on both of you and we'll just open doors and push you guys in to deal with whatever may be behind them!
The rate of enchanting each bolt or object with continual light is equal to the max number of continual light spells you can cast each day. You can only enchant as many as you would be able to in a real-life period, only counting days in which you do not adventure.
Continual light is level 3... so I can only have 6 level 3 at a time, then rest for 6(?) hours to refresh spells, then 6 then rest. So 12 a day? If so then it would only take me 4 days to do both scores.
6 a day then. No gaming the rules to excessively rest and meditate. I allow it to some extent in an adventure but I may decide to change that.
Not my intent... we hopefully won't have a need for 20 arrows and 20 bolts of continual light! I just want to have as many as possible available when we need them. I will cap the activity this week at 6 of each considering my other actions between sessions here, so just two days making them.
If Lorielle survives this week, she'll be trying to find investment opportunities. Either way, she'd like to buy one of the ships outright from the rest of the group.
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Kevin the Barbarian
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Jesse A. said: Yeah, and How much health you got Kevin? I have 40. lolwhut?
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Kevin the Barbarian
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James F. said: If Lorielle survives this week, she'll be trying to find investment opportunities. Either way, she'd like to buy one of the ships outright from the rest of the group. I think the plan was to keep one for the group and lease out the other one for a steady income source (and the ability to use it when it's no longer leased).
You can always simply buy a ship next time we are in strongmoor.
Or talk to a shipwright and have one build you a ship to your specifications. I'm sure Steven has that already figured out :D
Did you guys decide to keep both ships or sell one? Also leasing is an advanced economic concept requiring international trade authority and laws to enforce. It is not something you would find in the frontier of the Sparn Empire. I'm not entirely convinced that it would be present at all.
Let's sell it to Stilt Town so they can ship their whale goods! Or we keep both and have the bigger one outfitted with ballista's and have it patrol the bay near the cove to protect our smaller vessel and act as a buffer.
Ancient bitches be all up in the conceptual economic advances and shit. Just sayin. Btw that Athens mine leasing is exactly how Durthos Governor Protector leases out mines and Adventurer guild leases out adventure sites. ANCIENT BABYLONIA AND GREECE The earliest leases can be traced back as far as 5,000 years. Records establish the existence of a leasing company around 1800 BC in Babylonia. If an officer or soldier did not want to cultivate the land they received in return for service to the monarchy, he leased it to this company, the leasing specialist. The firm made lease payments to the soldier in advance and in turn leased the land to farmers. Ancient Greece was the first to develop mine leases. Mines of various sizes in Athens belonged to the State and were leased through a single authority to mining companies for 3 to 7 years. Ancient Greece also pioneered the concept of bank leasing. The first bank lease agreement was signed in 370 BC for assets including the name of the bank, its deposits, offices, and staff. UNITED KINGDOM One of the first laws to refer to leasing in the UK was the Statute of Wales written in 1284. The statute used existing land laws as a legal framework for leasing immovable property like farming equipment. <a href="http://www.bankofcardiff.com/leasing-history/" rel="nofollow">http://www.bankofcardiff.com/leasing-history/</a>
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Kevin the Barbarian
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TIL something I really didn't have the desire to know.
Nerd fight!
He's lying. I'm totally going to lease stuff in his Swords & Wizardry game now :D
Updated for current notes.
No mention of the 3 dwarves we rescued (from the carrion crawlers) and that sweet, sweet hammer that everyone in our party was coveting? Krotus spoke of the blasted heath in my recent commune. There is something guarded in death by fierce spirits of fire and flame that I need to recover from there. If I ever get to leave Stilt Town again I'll have to remember to stack up on Resist Fire spells when we go there!
Fixed for Freddy's points. Hammers come and go, especially that one (returning pun), but we made the dwarfs our extra special friends and that's better in Curtis's book.