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Next Game!

So I have the next session set for the 4th.  Same time. Max time 4 hours though. You all an discuss down time things now and what you want to do. As far as I'm concerned you have three entire days before literally anyone checks on this place, changes guards brings supplies, relieves current servant staff, or to execute the "prisoners."  I know your characters don't have a lot, but you all are extremely confident you have successfully emptied this prison of any threats and are in a good position to recoup before you journey across the dangerous moors. A journey only made less dangerous by the fact you may not get lost.  Because this is free flowing downtime, you can feel free to ask on this thread any questions and continue the minor uncovering in greater details of the prison over the board.  Important things to remember: Magic : For classes that prepare arcane spells, rest is extremely important. If rest is interrupted, each interruption adds 1 hour to the total amount of time the character has to rest and the character must have at least 1 hour of uninterrupted rest immediately prior to preparing spells. If the character does not need to sleep for some reason, he still must have 8 hours of restful calm before preparing any spells. Some spellcasting classes, particularly divine spellcasting classes such as clerics, druids, inquisitors (and others), do not need to rest to regain spells but instead regain spells at a set time each day regardless of rest. Provide Long-Term Care Providing long-term care means treating a wounded person for a day or more. If your Heal check is successful, the patient recovers hit points or ability score points (lost to  ability damage ) at twice the normal rate: 2 hit points per level for a full 8 hours of rest in a day, or 4 hit points per level for each full day of complete rest; 2 ability score points for a full 8 hours of rest in a day, or 4 ability score points for each full day of complete rest. You can tend as many as six patients at a time. You need a few items and supplies (bandages, salves, and so on) that are easy to come by in settled lands. Giving long-term care counts as light activity for the healer. You cannot give long-term care to yourself. Action/Time : 8 hours. Retry?  Varies. Generally speaking, you can’t try a Heal check again without witnessing proof of the original check’s failure. HP Recovery : Eight hours of normal rest allows a character to recover 1 hp per character level. A  disabled  character that is not aided by another can attempt a DC 10  Constitution  check after resting for 8 hours, to begin recovering  hit points  naturally (see the  disabled  condition for additional rules.) Twenty-four (24) hours of complete rest allows a character to recover 2 hp per character level. Long-term care : A character recovers hit points at twice the normal rate if attended to by a character who successfully uses the  Heal  skill to provide “long term care.” There are of course more than enough beds and comfortable area in this place to sleep.
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I'll just use 8:30 AM as the time when I recover my spells. Is it possible to gather alchemical components to make some Alchemist's Kindness ? Either way I plan on using Ears of the City  as many times as I can after discussing what information to try to find out with the rest of the group. I would also like to search the gatehouse and the other rooms we hand't explored(with detect magic and taking 20 on perception checks), and I would attempt to get a cart if there was one and load all the swords, armour, and other valuables(including the tapestries actually) into it. The last thing I would like to do is find a path down to the sea(while looking along the coast for any interesting plants), and also dive into the sea to look for any plants or animal eggs that might be useful to me. I wouldn't go more than 100 ft from the shore though unless I saw something particularly interesting(and I would ask if anyone could come with me to give me a light spell while I explore the depths)
Helcack said: I'll just use 8:30 AM as the time when I recover my spells. Is it possible to gather alchemical components to make some Alchemist's Kindness ? Either way I plan on using Ears of the City  as many times as I can after discussing what information to try to find out with the rest of the group. I would also like to search the gatehouse and the other rooms we hand't explored(with detect magic and taking 20 on perception checks), and I would attempt to get a cart if there was one and load all the swords, armour, and other valuables(including the tapestries actually) into it. The last thing I would like to do is find a path down to the sea(while looking along the coast for any interesting plants), and also dive into the sea to look for any plants or animal eggs that might be useful to me. I wouldn't go more than 100 ft from the shore though unless I saw something particularly interesting(and I would ask if anyone could come with me to give me a light spell while I explore the depths) ·          I'll just use 8:30 AM as the time when I recover my spells. o    I wasn’t really looking for a time for you to have to pick, I was giving it for more or less play info to decide how they wanted to spend their time here ·          Is it possible to gather alchemical components to make some  Alchemist's Kindness ? o    Sure, there is enough rando things here to come up with that, just remember typical crafting time rules ·          Either way I plan on using  Ears of the City  as many times as I can after discussing what information to try to find out with the rest of the group. o    I don’t see a problem using this, it looks like a stop gap for people who didn’t have a good Diplomacy skill and for adventure paths that don’t build in the time needed to let players go out and listen to the rumor mills. The only difference is you’re doing it after events have happened, so you have someone to touch vs being there in person. Go for it! ·           I would also like to search the gatehouse and the other rooms we hadn’t explored (with detect magic and taking 20 on perception checks), and I would attempt to get a cart if there was one and load all the swords, armor, and other valuables (including the tapestries actually) into it. o    The front gate where you first came in. §   This post is empty, it looks as though those in here left in a hurry the door was left open. §   There is an upside-down portcullis that looks rather easy to climb except it is already open. o    In the main area (with the keep) §   6 is really just the wall. You can get down from it from each of those roofed areas. 6a is the Privy, it’s pretty shitty. §   7. Is the now empty dog kennel. §   Guard house level 1 (You can enter it from the far left or the middle) ·          3b – has arrow slits and a ladder up to 3d, which is the second level.  It contains the a series of murder holes to pour hot liquid, sand, mud, or whatever you can think of. ·          3a this is the main gate to the keep it has scorch marks from use of the murder hole over centuries of use. ·          You can’t get to 3c from a or 3b you must go to the 2 nd level and go down. ·          C has a table setup, clearly this is where they play cards and drink each night. There is a deck of cards on the table as if there is a current game that was interrupted. There is roughly 5gp in assorted coinage here. There is an old battered wood table, six chairs and a small wooden shelf that holds a half filled keg of decent beer and collection of dirty mugs. o    Second Level Gatehouse §   This is an open place, it has ladders that go to the top of the keep the murder hole and a series of cauldrons that normally have a forge going but it isn’t lit now. There are also 360 degree arrow slits to fend of sieges or snipe those who were to get in. o    Third level gatehouse §   Open air, made for sniping from the very top and scouting for visitors to the first gate across the bridge. ·          The last thing I would like to do is find a path down to the sea (while looking along the coast for any interesting plants), and also dive into the sea to look for any plants or animal eggs that might be useful to me. I wouldn't go more than 100 ft from the shore though unless I saw something particularly interesting (and I would ask if anyone could come with me to give me a light spell while I explore the depths) o    Totally a real thing, but not around Branderscar not without serious precautions. You can tell just from walking along the bridge outside or the surrounding wall that this place is built pretty much on as little of the island as possible and the drop is sheer. o    You estimate that it would take a very good climb check every 15 feet and if you fail a decent enough acrobatics check. o    If you fail, you could be looking at an injury that could kill Grumblejack permanently from full health. o    Overall since this is an Island you will find many places for searching like that. 
I'm with Hel, a cart would be great. Either Grumblejack, or a reluctant Carmilla in Eidolon form to pull it. Loading all the valuables (all Chain-Shirts we did not equip, all the longbows [as they fetch a decent price for non-masterwork gear], and the tapestries). If you could very kindly copy and paste the warden's, sergeant's (?), and a guard's gear (and the total number defeated) so we can accurately edit the loot handout. Gonna edit it right now to reflect the Chain-Shirt and Quarterstaff she has 'borrowed'. I would like for us as a group to have enough to afford what we need and potentially 187 gold 5 silver each left to invest in a wand of Infernal Healing to patch boo-boos out of combat (I know that both her and Azor can activate it without any checks needed), freeing Bless to use his spells as he wants instead of healing. ^^ Carmilla could help with the Climb checks, with her climb speed she can climb any DC 20 surface with ease, covering 60ft in one round using 2 move actions. And for the 'fade-into-the-background' stuff, let's just say she "spends the night" with the chained guard. And, yep, he will need therapy after that.
Thanks Malovec! I picked the time because I looked at the section and it said spells cast within the 8 hours prior to the time where you regain spells means you don't regain them during that time(which might be relevant). I'm not sure if we'd be able to buy a wand of an evil spell around here unfortunately, due to everybody being a goody-goody. One of my traits make it so alchemical remedies I apply heal 1 hit point in addition to their other effects, the only downside is I'm gonna need a lot bottles to store the stuff, the upside is Grumblejack shouldn't mind since it isn't magic I hope. Also I work off the spell known system for my Inquisitor spells, so until we get 2 days and find a divine caster(or a meditation book, though I don't think those existed when this AP was made) I kinda only have the cure spell and the gathering info spell. For Malovec: How many doses worth of materials do I find?(each doses worth would be 3 silver 3 copper worth of alchemical components), also I'll write out the math for my crafting check below for how many I can make and such: Take 10+8(me)+2(alchemy table)=20(DC)*20(result)=400 SP/week 400 SP/10 SP(cost of creation)=40 items/7 days*2 days of work=11.4(rounded down)=11 doses is the maximum possible I could make costing me 3 gold 6 silver and 3 copper worth of components.
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1 hp is pretty low >.> And well, we exist and considering the Leadership rules we are using, it hints at a lot of other evil people existing also in Talingarde so I don't think we should rule out not being able to get a wand of a level 1 spell so quickly. The lady that came visit Sandow was a caster of some sort, charming Thomas and handing over the veil with a holy symbol of Asmodeus in it. So... they definitely have at least a crafter of wondrous items.