| DM Haldhin |
Treasure:
I've gone through the adventure and compiled a list of treasure that you have found so far. I need to spend some time formatting the list and going through everything, but I'll have it done tomorrow.
In the meantime, is your plan to recover until dusk, then return to Plague House to discover who shows up at night (the captive you found said he heard several voices, but only at night)? If so, I will continue in Gameplay while we work through treasure in the Discussion thread.
Also, I'll keep a tally of treasure going forward. I need to do it anyway and I don't want you guys spending time just doing exactly what I'm doing.
Google Drive:
I'll count Zavier's comment as a "preferably not" - so I'll try to figure something else out. Thankfully, it's kind of a convenience right now, nothing really you guys NEED to see for a bit.
| Zavier Vitoly |
I don't want to keep anyone from using google drive if it's the best option for everyone else. I'll just have to bug the rest of you for info on what's happening some times is all :)
| DM Haldhin |
I went ahead and posted the treasure in Google Drive until I come up with another solution. Let me know if you want to keep anything.
Zavier, are you able to look at blog pages? For example, dieheretic.blogspot.com? If not, I'd be happy to email it to you to let you see it until we get this sorted.
Going to make another gameplay post assuming shopping has been completed. Who knows, you might meet somebody who's been waiting a while to get into the game. :)
| Racket RPG Superstar 2014 Top 16 |
I am fine with us keeping all of those things, as long as one of us can make use of them. Since we don't have an arcane caster, I'd say we can sell any arcane scrolls, and you can hang onto all the divine stuff.
So, if we keep the three potions, these scrolls (barkskin, ghostbane dirge, summon swarm), and the wand of cure light, then we lose 485 gp of sell value.
If no one has an issue with it, Racket would take the MW chain shirt and the MW hand crossbow, as well as the case of bolts, and that would take us to 835 gp of lost sell value.
What else might people want to keep? With the suggestions I've made, we're still getting 932 gp each.
| Zavier Vitoly |
Yeah. It's the only thing Zavier can use from the list and will make him a better meat shield for Racket anyhow. Will drop Zavier's Leather Armor into the communal pot so the party is only losing 45 G rather than 50. :)
Edit: Sorry meant 120 GP instead of 125!
| Racket |
Forgot that Racket is small and those items are medium. @GM, would you be alright with calling the hand crossbow Small size, for simplicity's sake? If not, we'll include it in the sold items and I'll buy a MW light crossbow instead.
| DM Haldhin |
So I think it goes like this:
Zavier
MW chain shirt
Racket
MW hand crossbow and bolts (small size is fine)
Grok
Chainmail
Katrezra
Divine scrolls (barkskin, ghostbane dirge, summon swarm)
Unassigned:
Wand of CLW, potion of shield of faith +2, oil of magic weapon, potion of darkvision
Please let me know where those go, I could guess but I don't want to assume anything. :)
And don't forget about the additional 834 gp in coins you found when doing your calculations. I've updated the sheet to mark out anything you're keeping. I'd appreciate somebody double-checking me when it's convenient.
| DM Haldhin |
Different topic so new post.
No problem with Grok's speech. Your explanation is how I was interpreting it, so we're good there.
I'm fine with Racket riding on Grok. As for the climb checks, you don't really have to worry about them unless it's a major hit, or Grok gets knocked out, falls off a cliff, or something like that.
Now that we have a full party, how do you want to proceed? Going to help secure the town, or head directly to the Plague House?
(and don't forget to update characters if they got new items!)
| Racket |
Cool, thanks I had forgotten the 834 gp. So if no one else wants more of those items, then we each get 1,140 gp and 5 sp from selling the loot.
@GM: Racket will plan to make some alchemical items in any downtime we have over the next few weeks with some of his share. He'll be making the following:
3 Fungal Stun Vials (75gp)
3 vials of Fury Drops (50 gp)
3 Alkali Flasks (30 gp)
3 doses of Dimmer Dust (25 gp)
3 doses of Deodorizing Agent (30 gp)
3 vials of Impact Foam (25 gp)
3 doses of Adamantine weapon blanch (100 gp)
Each of these can be made in an hour or less normally, though to hit the DC for a few of them (like the adamantine blanches) Racket will have to take 20, which means the three doses will take a full day.
So basically, I'll put this list of alchemical items on my profile in strikethrough font, keep track of downtime we get, and will slowly remove the strikethroughs as we find the time for the items to be created. Cool?
| DM Haldhin |
So that's all the treasure allocated. Thanks
Racket, where should I go to refresh myself with crafting rules? Specifically, taking 20 on craft checks, and crafting times. I looked at a number of online sources but I'm thinking the information may be outdated.
And to be clear, I don't have a problem with crafting, and I'm not necessarily going to slavishly follow RAW. Just want to know where to go in case I have other questions.
| Racket |
Crafting rules are annoying, TBH. As far as general rules, I follow the ones on d20pfsrd generally, and since these items are all relatively low cost, I use the "Progress by day" option.
Since Racket has a +10 on Craft (alchemy) when using his portable alchemist's lab, (2 ranks +3 class skill +2 Int +1 bonus from Alchemist level +1 from lab), he can take 10 to create anything with a DC of less than 20 and a value of <= 36 gp, and those will take a single "day" each. You can also make the items in shorter amounts of time if you hit higher than the DC, so anything with DC 15 or less I can essentially make 3 of in a single "day" of work. I can also cast crafter's fortune to essentially make my Take 10 a Take 15 for certain items.
Grok is actually the GM in a game that I'm playing in as an alchemist, and he's decided to use the Unchained version of crafting rules, which is a bit easier to follow and lets you craft a bit faster. If you're good for using those rules, I'd be super happy, as calculations are a lot easier. They're explained on that same page as well.
Taking 20, in any case, is one of those things that the rules don't say you CAN'T do, but they also don't spell out that you CAN do, for crafting. So that one's gonna be up to you. In any case, Racket will eventually be able to make all the items, and pretty quickly, it'll just depend how many resources and how much time he has to use up to make them.
| DM Haldhin |
Heh, fair enough. I'll take a look at crafting over the next few days and try to figure it out as fas as we're concerned. You'll have some free time at the conclusion of this adventure, and we'll have everything decided well before we reach that point.
Also still looking for guidance from the group on how to move forward in gameplay. :)
| Zavier Vitoly |
Ok from Zavier's share he pays back 140 to Church and 20 to Racket from way back (had to get healing)
and for simplicity's sake splurges most of his money on a cloak of resistance. Ready to go. Nice stealth roll Racket!
| Zavier Vitoly |
Maybe the best plan would be to have Racket bomb the person coming down the stairs and run back towards the ladder to lead him/her to us so the rest of us can ambush?
| DM Haldhin |
I want to be sure we're all on the same page - my fault for not taking time out to remind everyone about it earlier:
Trunau is built upon a large rocky hill. It is lowest on the north side, and rises as you move further south to a height of 40' - the sides are almost vertical, and studded with a variety of sharpened stakes, traps, and other defenses to make climbing the hill almost impossible for attackers.
The only gate to the city is on the north side of the hill, surrounded by a thick wooden palisade and stout towers. Any attackers hoping to succeed need to either breach the gate and palisade, or have some means of going over it (going over is also almost impossible on a large scale).
The Plague House is on the far south side of the city, at the foot of the 40' tall cliffs (outside the walls and defensive measures). It is approximately 1/2 mile from the Plague House to the city gate. So about 10-15 minute walk, or 5-10 minutes jogging.
-----
As for the drums, when you guys left, everyone in the city was preparing for a battle. They know an attack is coming (you guys warned them about it), and they are probably pretty well prepared. You guys also told the town that there were spies inside Trunau, so they are also watching for any suspicious activity.
Now to our present situation - you guys are on the south side of the city. Based on what you can see and hear, the army is moving against the gate in the north. The army may already be attacking, you can't tell, but if they aren't already attacking, they will be very soon.
Here are some options as I see them:
1. Try to beat the army to the gate, get through, and link up with defenders
2. Stay outside Trunau, fight against the army outside the city, aiming for critical supplies, leaders, materiel, etc.
3. Find another way into the city that doesn't involve the gate
4. Something else because invariably players are more creative than the GM. :)
Does all of that help set the scene a bit better? I just want to make sure everyone has all the information.
Phylotus
|
Ah, that does indeed set it up better. With this information perhaps we should send Zavier out all the same, but with the prisoner in tow to try and get him behind bars so we can question him more after the attack. As for the rest of us, we could either follow him or we could set a trap for the defenders, depending on what everyone else wants to do.
| Racket |
Yeah sorry it's been a very long time since that original stuff all happened, so yeah... we go toward the gate, I would say!
| DM Haldhin |
New post up. Just wanted to go behind the curtain a bit to explain how this is going to work...
During this battle, what your PCs do will impact what happens in the city, as well as how Trunau fares after the fighting stops. In the post I just made, the PCs get a choice about what "mission" they want to accept. Choosing a mission does not affect the battle - your actions when we get to the encounter are what will have an impact.
Another way of explaining this scenario is that missions you don't choose won't help or hurt the overall battle. So pick the missions your PCs really want to do - don't worry about if one is more important than the other, or if one "matters" more. The only missions that matter are the ones that you choose.
Hope that makes sense. Let me know if I need to clarify further, or if I can answer any questions.
| Zavier Vitoly |
Hrm I was pretty sure I was and this is what I see in my posts myself:
1st post:
Fort: 1d20 + 6 - 1 + 1 ⇒ (20) + 6 - 1 + 1 = 26
Maintain Grapple: 1d20 + 8 + 2 - 1 + 1 + 4 ⇒ (12) + 8 + 2 - 1 + 1 + 4 = 26
Damage from maintaining grapple: 1d6 + 4 - 1 ⇒ (2) + 4 - 1 = 5
2nd post:
Maintain Grapple: 1d20 + 8 + 2 - 1 + 1 + 4 ⇒ (13) + 8 + 2 - 1 + 1 + 4 = 27