| Lady Rose |
If Mysty ever caught lycinthropy, she would no doubt look like this
| Kitara Moonshadow |
I just..., I..., dear God in heaven..., hide your women and children.
| DM Aku |
Here are some suggestions for traps, places where it can be built and prices:
1-23 Capture Cell
The lock could be replaced in Farholde: simple (DC 20; 20 gp), average (DC 25; 40 gp), good (DC 30; 80 gp) and superior (DC 40; 150 gp) locks are available for sale. The pit trap could be rebuilt. You would need to decide if they want the simple version (nothing at the bottom), the capture-prisoners-alive version (a thick pile of soft skins at the bottom) or the take-no-prisoners version (iron spikes at the bottom).
==//==
Camouflaged Pit Trap CR 6
Type mechanical; Perception DC 25; Disable Device DC 20
EFFECTS
Trigger location; Reset manual
Effect 50-ft.-deep pit (5d6 falling damage); DC 20 Reflex avoids; multiple targets (all targets in a 10-ft. x 20-ft. area in room 2-1 above)
Cost 3,000 gp (half the usual cost of such a trap); the trap could be upgraded to automatic reset for another 3,000 gp in materials if someone can make a Craft (traps) skill check (DC 30).
==//==
Capture Trap CR 6
Type mechanical; Perception DC 25; Disable Device DC 20
EFFECTS
Trigger location; Reset manual
Effect 50-ft.-deep pit with padded landing (2d6 falling damage); DC 20 Reflex avoids; multiple targets (all targets in a 10-ft. x 20-ft. area in room 2-1 above)
Cost As Camouflaged Pit Trap above; plus 100 gp in furs, skins or blankets
==//==
Camouflaged Spike Pit Trap CR 8
Type mechanical; Perception DC 25; Disable Device DC 20
EFFECTS
Trigger location; Reset manual
Effect 50-ft.-deep pit (5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target for 1d6+5 damage each); DC 20 Reflex avoids; multiple targets (all targets in a 10-ft. x 20-ft. area in room 2-1 above)
Cost As Camouflaged Pit Trap above plus 2,000 gp for the iron spikes set into the floor
==//==
This is suggestion to other traps, mostly in the cave:
==//==
Spiked Camouflaged Pit Trap CR 3
Type mechanical; Perception DC 25; Disable Device DC 20
EFFECTS
Trigger Location; Reset manual
Effect 20-ft.-deep pit (2d6 falling damage); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+2 damage each); DC 20 Reflex save avoids; multiple targets (all targets in 10-ft.-square area)
Cost Nothing! Can be done with free boggard labor. Failing that, 750 gp worth of labor
==//==
Acid-Filled Camouflaged Pit Trap CR 4
Type mechanical; Perception DC 25; Disable Device DC 20
EFFECTS
Trigger Location; Reset manual
Effects 20-ft.-deep pit (2d6 falling damage); acid pool (2d6 acid damage); DC 20 Reflex save avoid; multiple targets (all targets in 10-ft.-square area)
Cost 1,000 gp worth of acid (see C2) plus free boggard labor. Failing that, it takes 750 gp worth of labor.
==//==
For more traps, consult: Traps.
==//==
About restoring the horn:
Restore the tavern: 200gp. (Increases morale of followers).
Restore Alchemy Laboratory: A great alchemy kit.
Forge: Just a matter of buying a tool kit, and that is 5gp for normal ones and 55gp for masterwork.
1-25 Torture Chamber:
1,300 gp and it adds +5 competence to intimidates.
This amount can be expended up to six times, to increase the torture capacity.
1-26 Holding Cell
A replacement lock could be bought in Farholde: either a simple (DC 20; 20 gp), average (DC 25; 40 gp), good (DC 30; 80 gp) or superior (DC 40; 150 gp) lock.
2-21 Hall of Murals:
Summoning rituals:
Helldogs: If three guard dogs (25 gp each) are poisoned with a very specific preparation (costing 2400 gp in total)
Mudman: A specially prepared concotion of rare earths and powered obsidian (worth 1200 gp);
Nightmare: If a fine heavy warhorse (worth 300 gp) is slain and then set aflame with a very specific and exotic mixture of incense, powered gemstones and prayer strips (costing 3000 gp)
Other than that, it takes 1000gp in labor to clear it completely (and three weeks’ worth of time.), and more 400gp of furniture’s for it to be able to offer a decent sleeping and living place.
| Hound |
Hound will get the spiked pit trap dug by the boggards and get them vial bombs to chuck if their are unauthorized intruders.
| DM Aku |
Eight things need to be done to restore the golem to complete functionality:
| Nahia |
Ok, I think we can handle clearing it ourselves, we have plenty of time.
Nahia's priorities would be:
1) Making it livable (400 gp)
2) Restore the Tavern (200 gp)
3) Two superior locks (300 gp)
4) get the boggards to repair the pit trap (or both spiked and acid if there are two, since we have that acid weeping pool in C2)
I wouldn't mind making that one trap a capture trap, but geez trap prices are steep.
- - - - -
As far as the golem goes:
1) A make whole scroll would be cheaper if we can find one.
2) This may need to wait, but no reason we couldn't pick up a drifter or something.
3) We should see if the Baron will get this for us, otherwise it could seem really odd for someone to just show up and ask for something like this to be made.
4) I'll find this while restoring the alchemy lab.
5, 6, and 7) I'll buy the materials to make these myself.
8) I already picked this up earlier.
| Nahia |
And on a related note, given how often we keep running into it, dipping into the party treasure for a half-wand of Make Whole might not be a bad idea, if we can find one.
We can also pick up some scrolls of Arcane Lock for 175 gp each that I can Use Magic Device with a 50/50 chance to give those locks a DC 50 pick lock check.
And for 1000 gp I can make an iron spike of safe passage that we can use to hide some of the tunnels down in the caverns, or some of the hallways in the horn itself. We'll also be able to recover them and use them later too, so it might be kind of a long term investment.
And for 6500 gp, I can put together a Lyre of Building so that we can get a LOT of work done (300 human days of work in 30 minutes) once a week. This might be a lot cheaper (1/3 the cost, or nothing if we already have the materials) for these traps than actually buying the stuff for them. Again, another long term investment.
This all assumes we can get the items or I can make the rolls to come up with some of these item ideas (like the Lyre).
| Nahia |
Also, we could make a Treasurer's Seal (5000 gp), which would let us alarm and arcane lock three portals (the two holding locks and the hidden door in the caverns) that would both increase the DC and alert the bearer if someone else opens them.
Just throwing some ideas out there.
| Lady Rose |
Nahia's priorities would be:
1) Making it livable (400 gp)
2) Restore the Tavern (200 gp)
3) Two superior locks (300 gp)
4) get the boggards to repair the pit trap (or both spiked and acid if there are two, since we have that acid weeping pool in C2)
I agree with this. Lets start with the basics.
Maybe a checklist of rough priorities is in order, starting with these?
| Kitara Moonshadow |
I want that Nightmare so bad....
Gotta fight me for it.
| Nahia |
Ok, a correction to make. The Lyre can work for at least an hour per week, and for another hour for each DC 18 perform check made. If we can change it from a lyre (perform[Strings]) to a songbook (perform[sing]), then I might be able to get a second hour out of it. But I wouldn't count on it.
- - - - -
@Aku - I'm not too worried about followers yet. In my original schemes I was thinking a sisterhood of witches, which might take some time to develop, especially with our need for secrecy.
Still, I might start laying the groundwork for it. Maybe I'll find a way to leave an enchanted item in towns that witches would recognize? Maybe something related to my hag ancestry? Anyway, it's something to think about. Besides, we should have plenty of followers with everyone else.
| DM Aku |
Ok, a correction to make. The Lyre can work for at least an hour per week, and for another hour for each DC 18 perform check made. If we can change it from a lyre (perform[Strings]) to a songbook (perform[sing]), then I might be able to get a second hour out of it. But I wouldn't count on it.
Ouch, what? Sorry, I didn't understand a thing! :D
| Nahia |
Nahia wrote:Ok, a correction to make. The Lyre can work for at least an hour per week, and for another hour for each DC 18 perform check made. If we can change it from a lyre (perform[Strings]) to a songbook (perform[sing]), then I might be able to get a second hour out of it. But I wouldn't count on it.Ouch, what? Sorry, I didn't understand a thing! :D
The lyre says this:
The lyre is also useful with respect to building. Once a week, its strings can be strummed so as to produce chords that magically construct buildings, mines, tunnels, ditches, etc. The effect produced in 30 minutes of playing is equal to the work of 100 humans laboring for 3 days. Each hour after the first, a character playing the lyre must make a DC 18 Perform (string instruments) check. If she fails, she must stop and cannot play the lyre again for this purpose until a week has passed.
Basically, you get an hour without a check, but you can continue for another hour for each DC 18 perform check made.
I was basically saying two things:
1) We get an hours worth of work (600 man hours of labour) each week without a check.
2) If I could change it from a stringed instrument to something like a book of work hymnals, then I could make a perform (sing) check instead, and might be able to make the DC 18 check. But it isn't likely. (I only have a +4 bonus, so I need to roll a 14 to make the check, so only a 35% chance of making it).
| DM Aku |
Also,
I think some vengeful god hates me.
I was safely driving back home, and then I needed to reduce my speed, because the guy ahead of my stepped on the brake.
It wasn't even a sudden brake from my part, but the guy behind me, maybe was talking on the phone or distracted, didn't saw me braking and hit me from behind, throwing me off my bike, at 50 miles per hour.
>.<
I think I’m going to buy a car…
| Nahia |
I'm sorry to hear that. And that is why I won't buy a bike. I trust my driving abilities, just not everyone elses...
Anyway, I hope you're ok!
| Nahia |
That's the other reason I won't ride: the need to wear leathers. It's over 100f here right now. I'd sweat to death before I managed to get anywhere.
| DM Aku |
So, help me here:
How about this recommendation letter for a Kingmaker game?
==//==
Memorandum for Lord Alystair
Subject: Stolen Lands
1. I am privileged to write in support of one of our members, Corporal Sorry. Corporal Sorry was assigned to our campaign and has worked here for almost two years. During that time I have witnessed her tremendous growth and development. This development came not only in the area of combat arms, but in maturity and character as well.
2. Corporal Sorry arrived here as a trainee, eager to make her mark and expecting to make quick progress through the ranks. At first, she had difficulty accepting her place as a young, less experienced Soldier and resented the efforts of her superiors to further her training. But eventually, she learned the valuable trait of humility and enjoyed the opportunity to learn from her older peers and supervisors.
3. She quickly learned to manage her time, work in group situations under strict deadlines, and to recognize the importance of a strong work ethic, persistence, and integrity. She has become the most valuable and dependable member of our section and is a role model for newly assigned Soldiers.
4. I recommend Corporal Sorry to explore the Stolen Lands program with absolute confidence. She has made me proud, as her friend and supervisor, and I am sure will continue to do so as she grows in your care and beyond.
High General Dujek Onearm
==//==
Any suggestion is welcome.
| Nahia |
It's not bad, but the same letter could be written for any character. If you can make it any more personal to your character, I would. It does show a decent ability to write though.
Mysty
|
Watch out for those cars.
the letter looks ok, looks more like a job application than a letter of recommendation
| Kitara Moonshadow |
Stressful and long weekend. Sorry I was not a bit more present for everyone.
Will do my best to have something up later today.
I know that Kitara wants to go see the Baron, and also check out this Drownington place.
| Nahia |
Ok all, what do you all think of getting the Baron to have the mithral stuff made for the alchemical golem?
Also, any thoughts on the items I brought up earlier?
Mysty
|
Never liked the lyre of building much as a gm. Always felt it was op, especially linked with a bard in a Kingdom game.
Just saying.
| Nahia |
Eh, I think a lot of people make the mistake of thinking it produces the materials as well as the labor. It's not so bad when you consider those limitations.
That said, in something like Kingmaker that is quite different as well.
Also, how many times have you ever actually seen a player choose to purchase one? Because I've never actually seen one get used more than once in a game, much less sought.
| Lady Rose |
Whenever I play a necromancer it is one of my first purchases.
Skeletal Champion Bards can play them forever without needing to rest.
| Lady Rose |
Are we all going there?
I'd prefer to stick together aside from our shopping trips.
| Lady Rose |
Great.
Other than looking to buy a horse, I'm ready to go.
Mysty
|
and some doggies. And poison, maybe.
Mysty
|
Not, and I want to emphasize this, corgies. At all.
| Nahia |
Ok, so we've got 1 vote against the Lyre/Songbook of Building.
Any votes for/against the following:
1) Half wand of Make Whole
2) Scrolls of Arcane Lock to better secure our holding cells.
3) Iron Spike of safe passage.
4) Treasurer's Seal.
| Lady Rose |
| Lady Rose |
| Kitara Moonshadow |
How about a throwback to Branderscar?
Oh good, then we can all be Pound Puppies. God i'm old >.<
Yeah, I don't have make whole on my spell list, just stone shape. I'm guessing that I don't see a problem with any of those. I don't know if mending can help at all or not, cause I can swap out a orison to have that one ready, but i'm not sure if there are some things that mending can't handle.
Kitara is interested in seeing the people, the general attitude in Drownington, and trying to see if the people in this part of town could possibly be recruited to their cause, and maybe even using them as part of our ongoing effort at the horn.
| Nahia |
I've got mending as well, and Seren has Make Whole. Also, I've got Use Magic Device, so we can make use of it one way or the other.
| Hound |
Stone shape for repairing holes in walls and floors, any stone lids on pit traps, ermgency barriers..
| Nahia |
@Aku, would it be possible to find a half wand of Make Whole? It's a level 2 spell so a half wand would cost 2250 gp normally.
Also, just in case we decide on them, are a couple of scrolls of Arcane Lock available?
Mysty
|
wall of stone + stone shape = very quick building. Even better with fabricate.
BTW I'm not against the lyre of building, I was just saying as a GM I wasn't fond of it.
You see, you device a sort of minigame, characters hiring crafters and workers, devise role play encounters around them, negotiating with local rulers, and builder guilds, bandit gangs hinder supply and so on...
The the smart alec players go, we buy a lyre of building, and with our bards perform, the mages stone skin and the druid's woodshape and stoneshape, who needs workers and craft men. Fabricate is just insult to injury as the mage reveals that the circlet of intelligence gives him maxed out craft skills (stone work and carpentry). Within a week the fortress appears.
It's so...annoying.
I may be over reacting, of course.