Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

Downtime - Branderscar Prison

1545588326

Edited 1545604975
Please try to have any final decisions for your downtime done by Next Sunday December 30th.&nbsp; GM Malovec &nbsp;said: Helcack &nbsp;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&nbsp; Alchemist's Kindness ? Either way I plan on using&nbsp; Ears of the City &nbsp;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) · &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; I'll just use 8:30 AM as the time when I recover my spells. o &nbsp;&nbsp;&nbsp; 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 · &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Is it possible to gather alchemical components to make some&nbsp; Alchemist's Kindness ? o &nbsp;&nbsp;&nbsp; Sure, there is enough rando things here to come up with that, just remember typical crafting time rules · &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Either way I plan on using&nbsp; Ears of the City &nbsp;as many times as I can after discussing what information to try to find out with the rest of the group. o &nbsp;&nbsp;&nbsp; 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! · &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; &nbsp;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 &nbsp;&nbsp;&nbsp; The front gate where you first came in. § &nbsp;&nbsp; This post is empty, it looks as though those in here left in a hurry the door was left open. § &nbsp;&nbsp; There is an upside-down portcullis that looks rather easy to climb except it is already open. o &nbsp;&nbsp;&nbsp; In the main area (with the keep) § &nbsp;&nbsp; 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. § &nbsp;&nbsp; 7. Is the now empty dog kennel. § &nbsp;&nbsp; Guard house level 1 (You can enter it from the far left or the middle) · &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 3b – has arrow slits and a ladder up to 3d, which is the second level.&nbsp; It contains the a series of murder holes to pour hot liquid, sand, mud, or whatever you can think of. · &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 3a this is the main gate to the keep it has scorch marks from use of the murder hole over centuries of use. · &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; You can’t get to 3c from a or 3b you must go to the 2 nd &nbsp;level and go down. · &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 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 &nbsp;&nbsp;&nbsp; Second Level Gatehouse § &nbsp;&nbsp; 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 &nbsp;&nbsp;&nbsp; Third level gatehouse § &nbsp;&nbsp; Open air, made for sniping from the very top and scouting for visitors to the first gate across the bridge. · &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 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 &nbsp;&nbsp;&nbsp; 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 &nbsp;&nbsp;&nbsp; You estimate that it would take a very good climb check every 15 feet and if you fail a decent enough acrobatics check. o &nbsp;&nbsp;&nbsp; If you fail, you could be looking at an injury that could kill Grumblejack permanently from full health. o &nbsp;&nbsp;&nbsp; Overall since this is an Island you will find many places for searching like that.&nbsp; Helcack &nbsp;said: 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. Currently you have three days from Moonday: <a href="http://pathfinder.wikia.com/wiki/Calendar" rel="nofollow">http://pathfinder.wikia.com/wiki/Calendar</a> On Oathday at 6 pm you die.&nbsp; New guards come in, the old ones ship out to varyston for a while and the process begins.&nbsp; So whatever you can create in that time is fine.&nbsp; 1 hp is pretty low &gt;.&gt; 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. Indeed, grumblejack was also not seeming like he was "all there". Sense Motives would tell you more.&nbsp;
4:18AM (9 hours ago) Seagold Permalink &nbsp; Quote &nbsp; Edit &nbsp; Delete 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. There are no carts found on the premises. From the papers you recovered in Tomas' office, it is clear supplies are brought up here every so often and then stored here so guards can live here.&nbsp; I will post the loot later in this thread for you!&nbsp;
Please do. I was checking carry capacities, and between Carmilla quadruped form and large Grumblejack, should be able to manage 1180 pounds. So I think it's still doable.
1545600758

Edited 1545601183
You're right it is pretty low, and they would totally have a wand of that if there was a high enough level spellcaster in the Asmodean Resistance Coalition(or whatever they're called, I just spelled ARC cuz it sounded cool). For the Herbs I was looking for: Dreamer's Star(outside near the tree's) and Merfolk's Comb(when I was underwater). I'll roll some Sense Motives for Grumblejack in roll20 as well. I will also hit Azor then Sandow with a cure light wounds on the first day after and roll those in roll20. My 1st gather info will be spent on hearing about the protocols for what methods to use(magical and otherwise) in case someone escapes the prison. I'll roll that too, using perception as the spell allows. I would link the rules and stuff I'm using, but AON is down right now for me, I'll edit it later when it is up. Current results for Herbs would be: 3 yields of Dreamer's Star(if there), and I failed to gather Merfolk's Comb(if it was there).
Here is the total available treasure is as follows (listing stuff you already got) Knot of Thorns Possible QTY Obtained Chests in Barracks Brandercar Prison Set of Peasants Clothes and Longsword Veil of Useful Items 1 Chain Shirt 18 A map of the nearby town Varyston including old Moor Road Heavy Steel Shield 18 Longsword 18 A bottle of absolute rot gut without label worth 5 gp. Leather Club 24 Longbow 18 A collection of cheap, tawdry, crudely printed&nbsp; Quivers of 20 Arrows 26 books (the so-called “penny dreadfuls”) about Bullseye Lantern 16 dashing heroes, daring do and amply bosomed Signal Horn 24 damsels prone to fainting and outdoor bathing Leaves for Belladonna Doses 3 (no resale value). Kitchen Knives (compare to improvised dagger)&nbsp; 6 Meat Cleaver (compare to improvised shortsword) 1 A surprisingly well written love letter ending in&nbsp; 50lbs of Rations a proposal of marriage to someone named ‘Michelle’ Iron Rations and a sapphire engagement ring worth 100 Shiv from metal comb (Improvised Dagger) 1 gp. heavy mace 1 spear 1 A change of peasant clothes. quaterstaff 1 battle axe 1 1g - 100 cp - 10 sp rapier 1 great sword 1 A small supply of absolutely delicious cookies trident 1 carefully wrapped in wax paper labeled ‘From Lil.’ glaive 1 &nbsp;Large GreatClub 1 A traveller’s outfit, a finely made pipe (5 gp) with torches 200 a good supply (1 lb.) of high quality shag tobacco 10 gallons of lantern oil 2 (2 gp). guard uniforms 6 50' rope 20 A small bag of doggy treats. "forsaken" brands 7 Prison map 1 A masterwork lute (worth 100 gp). Bottles of rotgut whiskey (5gp each) 12 1235 gp Ink, quill and a personal journal that reveals this Flask of Blackerly's Medicine week’s password “Hesterfield” – the Warden’s Tapestry&nbsp; (150g) 1 home town – and the details of Blackerly’s illicit 47 Books worth an average of 3g each total of 141gp gambling sessions including exactly when the next game will be (tonight! – see 3c. above). “Astra Mysterii” A rare treatise on astrology written by the mad monk Clivarus, worth 75 gp. It requires a Knowledge (arcana) (DC 15) or an Appraise (DC 20) to identify. “The Travels of Titus the Mendicant” by Artus Vellor. A valuable first edition of a popular title published before the author was well known, this book would fetch 120 gp amongst collectors. The tome requires a Knowledge (geography) (DC 15) or an Appraise (DC 20) to realize its true worth. “The Floralegium” by Branthus Hart. An imposing tome of no small age, this beautifully illustrated book of flowers is obviously something special. However it takes a Knowledge (nature) (DC 20) or an Appraise (DC 20) skill check to realize this book’s true value. It is worth 250 gp to collectors. Plaques that read office and private keep out (5sp each) warden’s spellbook. 350gp 1 noble outfits (worth 375 in total) 5 alchemist lab 1 alchemist chemicals (similar to wizard spell comp) potion of cure light wounds, scrolls of magic missile, sleep, hideous laughter and invisibility dagger, wizard’s college class ring (gold with diamonds worth 250 gp), ioun torch (used when he must go out at night)
<a href="http://viajon.net/pf/crafting/" rel="nofollow">http://viajon.net/pf/crafting/</a> Pathfinder Crafting Calculator A free online calculator for using the Craft skill in Pathfinder RPG. that is an awesome online calculator for pathfinder crafting skill Since there are no carts, you can try and make one Something you all can try and do is, see how much using the prison gaurd, 2x servants, and your party to construct a cart (15gp) with the craft skill. There is more than enough room here to setup an assembly line, and use aid another to attempt to craft one in the three days &nbsp;You also count at least 30 assorted bags of flour, salt, sugar, and basic cooking materials which are basically burlap sacks (holds 50lb pounds) each.&nbsp;
1545606635

Edited 1545633313
No matter what happens if the others let me, I'm disguising them and everyone with a positive chamod(now including servants) could assist. Everyone other than me and Grumblejack would only need minor details and they are supposed to be rolled by the GM in secret so: Azer/Carmilla/Sandow Bonus= +26(same race/gender/age category) My bonus= +27(Young Human Hunter) Grumblejack bonus(and we tell him not to say his name I mean he has 10 int he should understand that we are disguising him)= +19(Hill Giant)
Carmilla, after aiding the crafting of the cart (add another night of guard lovin'), would dump the contents of two of the chests found in the barracks and pack in all of the remaining chain-shirts (and I believe Blackerly had a chainmail?) into them. Using the rope found she proceeds to strap both chests on Grumblejack's back. (Should now be around 500 [16*25+40=440] out of his 920 maximum load used - he's still at medium). She would help load the Tapestry (did you say it weighed 80?) onto the cart, plus all of the 13 longbows [300-80-18*3=166], so we can still load another 166 onto it. Prolly the rations and outfits. I believe the books, the spellbook, and jewelry can be put inside sacks, and Sansow said he has a pretty good Str? Another chest could also be strapped onto Carmilla's back with some help from the party.
(this will take place only when we are about to leave) Carmilla walks into the cellblock dragging the warden's body behind her, paying no mind to the servants nor the guard. She unlocks the cell and shackles the corpse to the wall before chaining his feet together. She ensures the others are chained as the party was before the prison break. Before leaving, the half-elf plants a kiss upon the guard's lips and says "Thank you for keeping me company at night, handsome. It was pretty hot." she locks the cell and smiles wickedly after turning her back to the prisoners. After locking the cellblock door once more, Carmilla makes way to meet the party. "Now where's that oil?"(^v^)
1545629211

Edited 1545630164
Carmilla, in chat (roll20) you may roll 2d3 for your evil treatment of the warden's body. You aided quite a lot into getting them so terrified before Bless converted them. Well done.&nbsp; The precise calculations of how to get as much loot as possible out of this place earns you another 2d3 to be rolled.&nbsp; Your aiding of the cart creation is 1d3 more. Roll 1d3 for coming up with the idea for covering the tracks with survival.&nbsp; &nbsp;You are currently at 2780 exp. Roll 7d3 in chat and earn yourself that much more percentage of 2780.&nbsp;
"I have convinced them to join us in some capacity each. The guard named Dorun won't kill for us, but he won't tell on us either and will help us escape in what capacity he can. I will learn how to bring his dog back to life as the gods gift me with more divine power, I wish I didn't have to hurt his dog in all honesty as I love animals. The man named Gregor is starting a bakery where he will spread the belief of another god, I did not wish to put him in harms way directly as he has a family. The woman named Sam wishes to join us in combat, and leave her life of servitude behind. I am training her how to use armour, shields, and weapons while we have time during our travels. I'm sure she will surpass me in some capacities as she has a vigour to her that I haven't seen in many years."
How many people are resting and for how long each?&nbsp;
1545713968

Edited 1545714137
8 hours (during a period of 10 hours as I'm assuming each of us is taking a 2 hour shift keeping watch)? And nooooope, Grumblejack nor the newly recruited prisoners are allowed to keep watch.
1545764215

Edited 1545764298
So would you prefer to have grumble jack take full days rest every day you are here (2hp a level instead of 1)
I suppose he *could* aid in a watch, but Carmilla is smart/wise enough not to let an ogre roam around with no supervision. He was still hurt from combat, I guess? That could help him heal extra health, but since he was providing aid in the crafting of the cart I believe that removes the full day rest option off the table. He'd be able to do 16hrs rest max, but I dunno if that would be any better than 8hrs.
Carmilla approaches Bless when she finds him by his lonesome and says "I respect you, but I hope you know what you are doing. I find it foolish to be so trusting of the ones that wouldn't even allow us to talk amongst ourselves when we were chained. Or perhaps you have forgotten how they barged not once, but twice and threatened to beat us when we did so? What is so special about them? I hear a deal has been struck, and it shall be honored. I just hope we do not live to regret this.&nbsp; We had a real opportunity of faking our deaths by letting them burn with this place. .."
1545807962

Edited 1545808025
"I understand your concern. The guard and the girl I do not completely trust, but it is important to build allies here. If the first allies we make see that we follow and provide for those that work with us, it will show an example to other followers we may gather. In time being outcast's will reveal the Mitran's as the tyrannical religious oligarchs that they truly are, and more will see the order we establish will be one that benefits all residents and allows for a stronger and more just society. If that justice need be a swift death to those that stand in our way, so be it. Yet if we can persuade them to join us without the need to sacrifice them, I believe we should take that chance. We must grow our pack, so that we may establish our dominance."
Seagold said: I suppose he *could* aid in a watch, but Carmilla is smart/wise enough not to let an ogre roam around with no supervision. He was still hurt from combat, I guess? That could help him heal extra health, but since he was providing aid in the crafting of the cart I believe that removes the full day rest option off the table. He'd be able to do 16hrs rest max, but I dunno if that would be any better than 8hrs. Yeah as of right now Grumblejack is eating people and drinking barrels. Lol. Not stellar for guard duty,&nbsp; but he's got moxie.&nbsp; He'll always keep trying!
Helcack said: "I understand your concern. The guard and the girl I do not completely trust, but it is important to build allies here. If the first allies we make see that we follow and provide for those that work with us, it will show an example to other followers we may gather. In time being outcast's will reveal the Mitran's as the tyrannical religious oligarchs that they truly are, and more will see the order we establish will be one that benefits all residents and allows for a stronger and more just society. If that justice need be a swift death to those that stand in our way, so be it. Yet if we can persuade them to join us without the need to sacrifice them, I believe we should take that chance. We must grow our pack, so that we may establish our dominance." (Just to be clear, I did not mind the action at all, just thought she would have said something in character. wink wink ) GM Malovec said: Seagold said: I suppose he *could* aid in a watch, but Carmilla is smart/wise enough not to let an ogre roam around with no supervision. He was still hurt from combat, I guess? That could help him heal extra health, but since he was providing aid in the crafting of the cart I believe that removes the full day rest option off the table. He'd be able to do 16hrs rest max, but I dunno if that would be any better than 8hrs. Yeah as of right now Grumblejack is eating people and drinking barrels. Lol. Not stellar for guard duty,&nbsp; but he's got moxie.&nbsp; He'll always keep trying! That's the spirit, Grumblejack lmao
1545869090

Edited 1545915266
Recap: Azor has befriended The Ogre Grumblejack and has actually converted him (in theory) to Asmodeus.&nbsp;&nbsp; Bless, through diplomacy and contract negotiations recruited the coorperation of the Guard Dorun, Servant Gregor, and Servant turned future Investigator Samantha.&nbsp; &nbsp; With the help of everyone except Sandow, Carmilla is crafting a basic cart, to haul what loot can be hauled out.&nbsp; Grumblejack will be wearing enough chests full of items to bring him down to medium encumbered status.&nbsp; Sandow with the aid of everyone will be creating a replica shrine to Lyssa, godess of Barbarians, raiders, reavers, and plunderers. A god of Chaos, Destruction, Strength and War.&nbsp; &nbsp;Along side this the bodies will be piled and set a blaze in a pyre as will the rest of the prison.&nbsp; Melting down of the unused weapons/armor into metal igots to to remove emblems.&nbsp;&nbsp;
1545914359

Edited 1545950430
(The only difference is that Bless asked Sandow to train Samantha to be an Investigator as she couldn't cast spells at all or use a number of the class abilities if she became an Inquisitor. Also I was wondering if I could have made a different alchemical item as I read my trait wrong, probably salt tablets.)