Harrow Points:The following are the ways you can spend your Harrow Points.
Feldivarxon: 3 (No card)
Neva: 4 (The Trumpet)
Raliscar: 0 (The Tangled Briar)
Rutter: 3 (The Sickness)
Vyshael: 3 (The Mountain Man)
Constitution Rerolls: Spend a Harrow Point to reroll any one Fortitude save, or other Constitution-based d20 roll. You must abide by the new result (although if you have additional Haroow Points remaining, you can use them to attempt additional rerolls).
Fast Hit Point Recovery: Spend a Harrow Point after resting for a minute to catch your breath and recover from your recent ordeals - you heal a number of HP equal to your class level and 1 ability point of damage (but not ability drain) each time you do so. You may spend a Harrow Point in this manner once after each encounter.
Damage Reduction: Spend a Harrow Point to gain DR 3/-. This DR persists for the duration of the encounter in which you spent the Harrow Point.
Vyshael is able to determine the properties of the items belonging to the Doctor, but the one marked as the elixir of healing is actually an odd container known as an eversmoking bottle. The Rapier is especially potent against humans, the chain shirt bears just a simple protection enchantment, the amulet slightly increases the toughness of one's skin, and the vial can be used to remove disease.
Vyshael whistles, "A very useful blade, considering.... And the smoke bottle it's likely to come in handy, too." He looks around, then sighs, "I must confess that I'm getting a mite nervous being here too long -- it may be time to get back to a safehouse, with our guest in tow."
Neva, while going through the notes, you notice that there is regular mention of certain discoveries being made "down in the basement" or sometimes using it interchangeably with "down in the temple".
Neva looks up from her notes and calls the others around.
"He keeps mentioning discoveries being made 'down in the basement' or else 'down in the temple'. Where do you think that is? At the Hospice?"
INT check to recall where else the Queens Physicians might be:1d20 + 1 ⇒ (14) + 1 = 15
I'll also ask all the other PCs their thoughts, using my Touch of Recall domain feature to let them re-roll any failed knowledge checks with a +3 mod. I've got six uses.
The Physician's have only really been seen at the hospice, beyond any time they are seen out conducting rounds with the Gray Maidens. In fact, Rutter's stakeout of the place saw a distinct lack of coming and going of them outside of the official rounds, yet there was no sign of living quarters to support them while you were in the Hospice itself.
Okay, I couldn't find anything about this possibly happening in the threads about this campaign, but let me just say there is very much importance to be placed on 'the basement'. A local basement. One that the Dr. could access often/readily/easily, through some means at his disposal.
The building we just fought in is the Hospice. I had in my mind that we'd left, but I see Raliscar has just pulled up the cart. While he was doing that, I had been reading the notes. So, if we're still at the Hospice I'd like to search for a basement.
Raliscar frowns as the others wave him and Feldivar back in rather than coming out to load the bound doctor in the cart. Throwing his hands up with a sigh, he grumbles something into his beard as he leads his horse and the cart into the building through the loading bay door.
With another harumpf, he hauls the door shut behind him and turns back to the group. "Alright, stop wavin' those papers at me. What's this about a basement? We think this snake has another den? Here somewhere?" He waves his hands around to indicate the so-called hospice.
Rutter begins relieving the unconscious doctor of his belongings, except for the chain shirt, which would require untying him. "Well, you've all heard Vyshael identify this stuff. What do y'all want? The rapier's pretty nice, but too big for me."
Rutter carries the doctor downstairs, and then sets him down.
"Keep an eye on him. I'll start searching for the basement."
Rutter starts to head toward the loading area, and then stops. Then he heads toward the elevator. He steps in and looks at the controls.
Perception:1d20 + 11 ⇒ (9) + 11 = 20
If there's buttons or an empty socket, he'll come out and ask Vyshael if he has that button we found on the doctor for comparison.
Male Gnome Illusionist Extraordinaire AC 18, T 14, F 16| HP 38/38| F 5 R 6 W 6, +2 vs illusions| Init +6| Perc +10| Mage Armor
"Plan? I love good plans!"
He doesn't remember to follow up with the natural question as, "Oh! Did we ever check that room upstairs? The little one in the corner? It could have stairs!"
Rutter was so focused on disabling the lift on his first foray into it that he almost kicks himself for missing the odd empty space barely noticeable in the underside of the single control lever for the lift. With a fair assumption on his part, he retrieves the odd solitary button they found on Dr. Davaulus, and tests it against the space. The thing seems to be a perfect fit.
"Rutter!" Raliscar shoots the halfling a wide-eyed look of admiration. "You sure you're in the right line of work, lad? That was brilliant!" The dwarf claps Rutter on the back and gives him an approving nod.
His demeanor then darkens as he considers the device. "Now, if these inhuman devils thought all of that was suitable for keeping in plain view," he nods to the gurneys and strapped down figures, "then there's no telling what kind of nastiness we're about to stumble into." He frowns at the thought as his gaze bounces across the group.
Male Gnome Illusionist Extraordinaire AC 18, T 14, F 16| HP 38/38| F 5 R 6 W 6, +2 vs illusions| Init +6| Perc +10| Mage Armor
Even Feldivarxon's brow creases at that implication. "If someone awaits, there's little chance the elevator would move unnoticed. And it sounds like you have had a very long day - would be best to let them stew in their own juices overnight while you rest and prepare?"
Rutter grins, "I love it when a plan comes together."
Rutter leaves the lift to drag the bound doctor back to the lift with him. "Nobody wants any of this stuff? Someone's got to take the amulet! Neva?" He weighs the rapier in his hand. "It's big, but I can try it out if no one else can use it here." He sheathes it if no one else volunteers to make use of it. "And I'm already carrying one of these eversmoking bottles. Here, gnome, maybe you can tie it to the dog, take the stopper off, and send him after someone. His sense of smell will give him an advantage in the smoke." He tries to hand the new bottle to Feldivarxon.
With the doctor at his feet, he returns his attention to the lift controls. "Hopefully, I ain't broke it too well."
After handing off the doctor's stuff to the others, Rutter examines his handiwork on the lift from before. With a more focused look at it, he realizes that the efforts he made earlier in jamming it were for naught. All the same, it saves him time, as the thing remains operational.
Neva looks very tired and she seems conflicted about waiting.
I don't have any spells left, but I can make sure everyone is at max HP, and we can continue downstairs. I'd hate to leave this for later, 'cause if I were DM, I'd screw us for backing off. :-)
Also, as a player, I suck at treasure. I don't like tracking it or dividing it up, or remembering to use it or anything. Neva should probably take the amulet of natural armor, and the mithral shirt +1 is a definite boost. But I can't imagine her wanting others to do without. So, everyone else gets first picks, and she's not going to take any treasure that isn't specifically given to her by another character.
Male Gnome Illusionist Extraordinaire AC 18, T 14, F 16| HP 38/38| F 5 R 6 W 6, +2 vs illusions| Init +6| Perc +10| Mage Armor
Feldy is allergic to physical violence. It gives him hives. ;-) He has some ideas for the eversmoking bottle, but will defer on any of the other gear. I really don't feel like he's been in the group long enough to earn much swag.
Vyshael says, "Someone should use these things -- if only for now -- they might be useful depending on what we find in the basement. We can divvy up for real later."
Male Gnome Illusionist Extraordinaire AC 18, T 14, F 16| HP 38/38| F 5 R 6 W 6, +2 vs illusions| Init +6| Perc +10| Mage Armor
Rutter wrote:
Rutter grins, "I love it when a plan comes together."
Rutter leaves the lift to drag the bound doctor back to the lift with him. "Nobody wants any of this stuff? Someone's got to take the amulet! Neva?" He weighs the rapier in his hand. "It's big, but I can try it out if no one else can use it here." He sheathes it if no one else volunteers to make use of it. "And I'm already carrying one of these eversmoking bottles. Here, gnome, maybe you can tie it to the dog, take the stopper off, and send him after someone. His sense of smell will give him an advantage in the smoke." He tries to hand the new bottle to Feldivarxon.
Feldivar tips his hat and accepts the item. "'Eversmoking', you say? That had potential to disrupt one's foe's plans, if used well."
Adding the eversmoking bottle to my bag of tricks, but will happily surrender it later if the party wishes.
"A wise gnome once said, if you want your warriors to stay on their feet, your healer must stay on theirs. Lady Vallastoi, if any of these items would keep you from harm, you should have it."
Raliscar shoots Feldivarxon a wry look. "A wise gnome, you say? And did this 'wise gnome' also happen ta be a healer? Ha!" The dwarf shakes his head and checks his crossbow as he waits for the others to finish readying themselves.
"It'd be nice to rest, but I think someone would notice this place got robbed if we left it for half a day. I think this is our only chance to finish it."
"Everyone ready?"
When everyone is ready, Rutter puts the missing button in its place and then pushes it to activate the lift.
As everyone crams into the space of the elevator, Dr. Davalaus dropped on the floor in a bundle, with Feldivar astride his dog crammed in the middle, Rutter replaces the missing button and presses it. The thing rattles to life, churning and creaking as it slowly descends below the level of the hospice floor. The measure of distance is hard to calculate, but it takes about half a minute for the cage-like lift to reach the bottom with a soft thunk. A single door rests in front of you.
Rutter had less trouble squeezing to reach the door, though he couldn't manage to draw a weapon in preparation. "Here goes," he helps Neva push the door open and stumbles out on the other side.
The lift opens into darkness that only a few of you can pierce, but as soon as the light is introduced the scene within almost comes to life. The scuffed stone walls of this chamber have been plastered over and then decorated with lurid murals of skeletons cavorting among the dead of a Korvosa completely succumbed to blood veil. Simple wooden doors lead to the north, south, and west, each bearing a painting of a scythe-wielding skeleton. A sizable double door stands on the east wall, appearing in the mural as a massive set of double doors opening into the pyramid foundation of Castle Korvosa. Two more scythe-wielding skeletons decorate these large doors.
I figure someone has/will have a light. So, remind me again what the light source is/will be.
Male Gnome Illusionist Extraordinaire AC 18, T 14, F 16| HP 38/38| F 5 R 6 W 6, +2 vs illusions| Init +6| Perc +10| Mage Armor
The gnome casts a simple spell and reaches down to touch the dog's harness on its chest so the animal can see. He looks around and sniffs disdainfully, "Oh, please. Haven't we seen enough dancing skeletons to fill an elf's lifetime? I mean, really, doesn't anyone even try for originality anymore?"
"What is it with these people and the dancing undead? I don't know about the rest of you, but I had my fill of it back at that gods-forsaken manor." The dwarf, suddenly more dour than he had been all night, steps forward and starts looking around, though he keeps his crossbow ready. "I'm thinkin' fire is the answer here. Burn this whole wretched place to th' ground and be done wi' it!"
Both Feldivar and Raliscar hear the muffled sounds of movement from behind the door to the south. Beyond that, there is nothing else of note in the roon beyond the macabre decor of the walls themselves.
Vyshael pulls out a small stone from his bag and casts light upon it, then closes his hand around it, allowing the light to spill out from between his fingers. "I was going to say that it never hurts to have a second light to see better, but that was before I noted the decor."
Rutter draws a kukri as he steps out, but waits for the light before moving out of the doorway of the elevator to let the others exit.
"I didn't even make that connection, Raliscar, about the dancing skeletons and the dancing zombies at the manor."
Perception:1d20 + 11 ⇒ (16) + 11 = 27
He looks to Feldivar and Raliscar to verify the sound he hears from the southern room. "Let me borrow some light to check the door."
Perception vs traps:1d20 + 12 ⇒ (17) + 12 = 29
Great. Let's use all these good rolls now, to do redundant checks and look for traps that probably don't exist.
He then checks whether the door is unlocked.
Despite his certainty that anyone down here would have heard the elevator, he still tries to be a quiet as he can.
Stealth:1d20 + 14 ⇒ (3) + 14 = 17
If the door is trapped, he'll try to disable it (mod is +13); if locked, he'll try to unlock it (mod is +12) until he gets it. You can roll the disable attempt(s).
Before opening the door, he'll draw a kukri, and make sure Raliscar and Neva are in position to fire on anyone behind the door.
As Rutter steps out it takes just a brief second to get his eyes to adjust to the room deep below the hospice. As he does, he picks up on details that might go missed by the naked eye. There was some outline around the doors to the north and east that was connected to the skeletons along the walls. It looks like, if someone doesn't open them the right way, that the skeletons themselves react in some way. The door to the south, however, appears to be neither trapped, nor locked.
Didn't want to have you open the door in case you wanted to deal with the other two first.
Male Gnome Illusionist Extraordinaire AC 18, T 14, F 16| HP 38/38| F 5 R 6 W 6, +2 vs illusions| Init +6| Perc +10| Mage Armor
Feldivarxon moves his riding dog over to where Rutter is working so the light on the harness illuminates his work. He watches the halfling's skillful fingers do their work. "Very nice. I'm sure my uncle would approve of your technique. Well done."Here's hoping that was well done. I just placed myself at ground zero. ;-)
So the door to the south doesn't appear to have anything to do with the skeletons on the walls? Just the other two? If that's the case, Rutter will tell the others what he sees, but suggest they clear out whatever's to the south.
"Someone drag the doc off the elevator before we go further. Don't want him getting too far from us."
Neva did her best to drag the doctor off the elevator. She thought about propping him up on the walls Rutter suggested were trapped, but decided against it.
Having a look at alignments of the party, I did not realize everyone except Rutter is NG. I'm not saying either way of thinking is right or wrong, it's more of a question of what does the Good aspect of the alignment mean to each of you that has it? I don't need your answer or definition either.
This is not to sway, or say it is or isn't against your alignment. This is really just a question for yourselves as to how you personally define NG. I already know how Rutter's CN feels ;-)
Yeah, we don't need to get into a huge theological argument here. I just want to know what happens in PbP when one PC says "I carry the bound prisoner to the front room for further questioning" and another says "I smash the prisoner's head in."
As a player, it doesn't really matter too much to me, but I'd like to show that my character cares. However, both Neva and I want to know where this freak came from, and why she chose this house. (Did I simply forget that?)
For me NG means "do good, no matter the rules". It's a recognition that, while laws can protect the common good, an eye for an eye makes the whole world blind. I don't think Neva will be ready to execute helpless people until she's learned Raise Dead or Resurrection, i.e. is able to correct any mistakes in judgement she might make. I see that as a core part of her self-doubt, which in turn is one of the things that makes her wise.
So, unless it'll muck up stuff too badly, I'll have Neva try to stop Rutter, save the woman's life for a bit, and turn her over to Kroft, who will likely have Rutter smash her head in.
With the wererats, those were different circumstances, Rutter. While Raliscar's certainly not shy of putting down threats and is averse to leaving foes in a position to cause trouble again in the future, there's an awful frightful mess here.
In Raliscar's mind, there's a big difference between the sewers and a house on a street corner.
Plus, Raliscar doesn't want to be left holding the bag with no culprit left to be blamed or punished for this kind of sick crime.
In PbP, I think you have to allow some time for other players to interrupt your action. I posted Rutter's actions for the sake of expediency, but I understand that someone might interrupt them. I'm disappointed, because it seems out of character for this party and it seems to ignore the pervasive death and corruption that should define the experiences of the characters in this setting.
I understand your disappointment, but for Raliscar, there's a difference between killing foes who refuse to surrender in places where there are no guards (like the wererats in the sewers) and executing a tied-up, helpless foe 30 yards from the street. That's a line he's not ready to cross and, in his mind, he's doing Rutter a favor by not letting him cross it either.
And if there are consequences like Rutter suggests, then maybe that will be the push to get Raliscar to change his mind about how to respond to this kind of situation. He's not that ruthlessly pragmatic yet though.
And if there are consequences like Rutter suggests, then maybe that will be the push to get Raliscar to change his mind about how to respond to this kind of situation. He's not that ruthlessly pragmatic yet though.
Yes, but we know there won't be any consequences, because if the dice rolls were different, she could have died during the fight. We know the author(s) of the adventure(s) couldn't have planned to use her again because they couldn't count on her surviving this encounter. It's practically metagaming.
And as to concerns of getting caught, remember the setting. As I understand it, we should be imagining something similar to a town during the Black Death.
In this campaign, piles of undelivered corpses have hidden the entrance to a den of vampire spawn in a toymaker's shop - no one thought it unusual that it was closed, or noticed the toymaker missing. There's a hospice that no one seems to leave, and no one seems to question, out of fear of either the Grey Maidens or the diseased. And this mansion, full of influential people who never returned from the party, and no one sought help for them but the sister of one of the musicians.
Decimated by the plague, the streets of Korvosa are policed only marginally more than the sewers. Which is how our characters ended up deputized guardsmen. If they say "this is what happened", the guard doesn't have the manpower to investigate crimes that other guardsmen have already solved. That level of lawlessness - of unenforceable law - is an understanding that should be palpable for the characters, which is why I think they'd continue to mete out justice like lawmen in a wild west show (and not Jimmy Stewart in a white hat; more like Timothy Olyphant helping a man with his fall [lots of cussing, of course - it's Deadwood]).
Raliscar, thanks. Rutter, I can dig all that. I'll try to get time to respond IC and address some of this stuff. (Please have the end of the year show up soon.)
Just a warning -- I'll be out of town for 9 days -- leaving Sunday the 14th, and back the 23rd (a Tuesday, I believe). I won't have internet access during that time (though, hopefully, I'll have a lot of sun and a nice beach).
Okay, here's what's going to happen. You guys go ahead and level to 6.
Remember, it's roll or take half for HP (do all leveling here in the discussion thread). You guys can discuss plans while leveling, to include any new capabilities you will gain from the new level.
After we finish this book, I will switch to awarding XP. Being an older AP, it's not laid out to when the PC's are expected to level. As such, I will be using XP so that I don't have to try and dig through the forums or books to try and see where it's supposed to happen.
Trying to figure out what spell to learn -- and might be less stressed about it if we're expecting to do a mite of shopping.
It's hard to resist the siren call of fireball, and, of course, it's hard to beat haste but given the vampire thing, it's tempting to take daylight or magic circle against evil.
Beyond that, the whole wading into melee makes things like Elemental Aura pretty spiffy.
Yeah, the more I think about it, the more I think some scroll-shopping might be in order. ;)
I think we'll have time.
Day 1: Leave Kroft's office, shop
Night 1: Rest, heal, level, etc
Day 2: Plan and learn spells or scribe scrolls
Night 2: "Investigate with extreme prejudice" at the Hospice.
We could even wait until Day or Night 3 if we wanted to scribe and re-set spells.
Taking 10 on Spellcraft gets me 25 -- should be enough for any potion or wand (unless someone's making them at CL 11, in which case they're very valuable!)
Neva will forgo treasure shares as she still needs to pay the party for the boots of striding and springing. So, calculate her share, and then she'll pay it back into the pot for everyone else. I still owe 1,750gp.
Okay, sorry, missed the taking 10 on spellcraft. Kind of why I hate the take 10 rules, but that's not a house rule I implemented here. I will update the loot list with what can be learned with a 25.
I just presumed she was snapping off screaming bolts, but Raliscar's pretty ignorant and not helpful in the least when it comes to identifying arcane things =)
HP 1/9 | AC 14 | Acr +5 Arc +3 Ath -1 Dec +2 Ins +3 Inv +5 Perc +3 SoH +7 Ste +7 | Saves: S -1, D +5, C +1, I +5, W +1, Ch +0 Adv charm, disease; Imm Sleep| Init +3 | PPerc 13; PInv 15; Pins 13; DrkVis | Spd 30' | Insp: No | HD 1/1 | Spell DC 13 (1: 0/0) |Spell Att +5 | Status: Normal
Here is my sheet! Helpful input more than welcomed.
Oh yeah, welcome Nik'olo. Is he given to us by Kroft? Or does he have something against the necromancer, Rolth, or some reason to suspect the Hospice or the Queen? This isn't just a question for you, but for everyone to think of hooks to draw Nik'olo into the gang, if you and Aardvark didn't have one already worked out.
Let Neva keep the crossbow. We need more magic weapons in this party.
Neva, I was going to ask if you'd be willing to sell (or at least loan) the boots to Rutter. He's pretty useless, and that +10 speed would at least offset his 20 ft speed.
If you'd like, or someone else, Rutter would be willing to trade/sell the Ring of Protection +1, since he took dodge and mobility on level-up. He paid the party 800 gp for it.
HP 1/9 | AC 14 | Acr +5 Arc +3 Ath -1 Dec +2 Ins +3 Inv +5 Perc +3 SoH +7 Ste +7 | Saves: S -1, D +5, C +1, I +5, W +1, Ch +0 Adv charm, disease; Imm Sleep| Init +3 | PPerc 13; PInv 15; Pins 13; DrkVis | Spd 30' | Insp: No | HD 1/1 | Spell DC 13 (1: 0/0) |Spell Att +5 | Status: Normal
Thanks! No idea how I will join the group, but certainly, the Field Marshall has had a thing for me ever since our eyes locked on one another, so I wouldn't be surprised if she gave my good name to you, as she probably thinks about me most of the time...
Sorry, Nik'olo, but unless you've been making advances on the Filed Marshal, she probably hasn't really thought about romance. She is a fairly high city official with a lot on her plate since the king's death.
She will introduce you, though, as a shared acquaintance of her friend Vencarlo Osiriani.
To the party as a whole, what are your plans? You've been discussing treasure. Are you taking a couple down days, intending on going to the hospice or Rolth's caves? If the hospice, what is your plan of entry/action?
Vencarlo's last name is Osiriani? As in "from Osirion"? That's odd.
As for the plan, I'm in favor of just taking a single day to regroup before we head off to Rolth's old tunnels or the sewers if nothing turns up there. Rutter's line of thought really caught me with them needing more than one way to get into the hospice and I think that's what we should go hunting for.
HP 1/9 | AC 14 | Acr +5 Arc +3 Ath -1 Dec +2 Ins +3 Inv +5 Perc +3 SoH +7 Ste +7 | Saves: S -1, D +5, C +1, I +5, W +1, Ch +0 Adv charm, disease; Imm Sleep| Init +3 | PPerc 13; PInv 15; Pins 13; DrkVis | Spd 30' | Insp: No | HD 1/1 | Spell DC 13 (1: 0/0) |Spell Att +5 | Status: Normal
Aardvark DM wrote:
Sorry, Nik'olo, but unless you've been making advances on the Filed Marshal, she probably hasn't really thought about romance. She is a fairly high city official with a lot on her plate since the king's death.
Of course the good Field Marshall has not noticed Corso. But that doesn't seem to matter too much to him :)
I'm happy with the plan. I need someone else to lead for the next week of posting, though as I'm swamped with work and family stuff for a bit. It clears up soon.
Sorry.
HP 1/9 | AC 14 | Acr +5 Arc +3 Ath -1 Dec +2 Ins +3 Inv +5 Perc +3 SoH +7 Ste +7 | Saves: S -1, D +5, C +1, I +5, W +1, Ch +0 Adv charm, disease; Imm Sleep| Init +3 | PPerc 13; PInv 15; Pins 13; DrkVis | Spd 30' | Insp: No | HD 1/1 | Spell DC 13 (1: 0/0) |Spell Att +5 | Status: Normal
Please note I'll be away for Eastern from Thursday to Monday, with little if no posting possible. Feel free to bot me as needed.
Neva, do you want the Ring/Protection +1 for 800gp toward the boots?
I'm good with day 1 to recover, day 2: morning check Rolth's old tunnels, if nothing there, then in the evening check the sewers and try to find an underground entrance to the Hospice.
Can someone use the Wand of Cat's Grace on Rutter in combat? If so, we'll keep it. If not, we'll sell it with the things below.
Is anyone 287 gp away from something important they needed to buy? If so, we can sell the glamered studded leather +1 now. If not, let someone wear it for now (it is +1), but we'll still consider it party loot. We'll split the gold when we sell it later, when we need the money. Rutter can't wear it - he's small - so is it an upgrade for Neva, Vyshael, or Raliscar? (I'm presuming Nik'olo was equipped with armor appropriate for him and wouldn't need it.)
Rutter: keep the Ring of Protection +1, as you're in melee more than me. Also take the Boots to increase your speed.
I'll take the Crossbow +1 as discussed, and I'll wear the armor unless someone else wants it (although it looks like Vysh and Raliscar have better armor than this).
Go ahead and add my normal Leather Armor and Lt. Crossbow to the "Sell" pile.
Okay, so you guys are taking a full day to recover, or did you mean the rest of this day? Is it recover on 19 Gozran (today) and explore Rolth's/Sewers on the 20th, or recover on the 20th and start exploration on the 21st?