
Please try to have any final decisions for your downtime done by Next Sunday December 30th. GM Malovec said: 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. Helcack 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. New guards come in, the old ones ship out to varyston for a while and the process begins. So whatever you can create in that time is fine. 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. Indeed, grumblejack was also not seeming like he was "all there". Sense Motives would tell you more.