
Elathras Narcinal |

Hey Thoron, just out of curiosity, any reason you don't change it on your Character sheet?

Elathras Narcinal |

hey brv, did we decide if elathras was carrying around the warg carcass, he could give it to the ogre's to eat :) of course they may be just as happy eating their own dead :(

Elathras Narcinal |

spendable income
43,669.7 gp + 8,000 silver pieces. So 44,469.7 gold pieces, divided by eight equals 5,558.71 per person.
I would recomend we spend the team portion on having cure wands made. Elathras will not have anything made if someone wants to 'borrow it' for an item just let me know.

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What about some of the items on the party mule? Or did you account for all of that?

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How are we doing on XP? 7th level anytime soon?

Elathras Narcinal |

What about some of the items on the party mule? Or did you account for all of that?
sorry didn't calculate the mule
quick math the mule has 3,080 plus the armors are Chainmail (2), Studded Leather Armor, Leather Armor, Buckler and Scale Mail we can calculate it quickly

Elathras Narcinal |

Chainmail (2) @ 75 gp.
Studded Leather Armor 12.5 gp
Leather Armor 5 gp.
Buckler 2.5 gp
Scale Mail 25 gp
So 120 gp + 3080 = 3200/8 = 400 gp. more so a total of 5958.71 per person, not counting the teak box that was showing magical but we never sorted out what and the limited wish ring.
Also Brooke Fire Mage and Sister Sheila are the two magic item crafters that moved here. They can make items but it will take a while.

Elathras Narcinal |

ok, there are no magical items for sale in the town, if we are going to have anything crafted we will need to speak to Brooke or Sheila, they have the buildings in red line drawn on the map. We have been introduced to Amelia the proprietor of the Inn.
Thoron, we have 5958.71 per person and as much in the 'group kitty' the reason I didn't answer in game is because elathras wouldn't have counted it, nor would he care much either way.
What are we going to do???

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Recommend at least 2 wands of cure light wounds as a group buy.

Elathras Narcinal |

two wands would be 1500, what else? Are there other first or second spells that we need? we can chip in to get a 2nd level wand if we need to

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I was thinking something along the lines of restoration (of the lesser variety since it is a wand). Lots of undead out there that play with your stats and HPs...

Elathras Narcinal |

Good idea Alana, a wand of lesser restoration will cost 4500 gp. another wand of cure light wounds, another 750 gp leaving 708 gp for potions. Lets do 14 cure light wounds potions to split up between us all.
the two wands Elathas purchased will go to the group as well

Elathras Narcinal |

Castle Calaelen (Cah-lay-lan) sits in ruin, built into the side of a small hill, west of Zelkor’s Ferry and north of the Mouth of Doom. Its construction was ordered by an Elven noble with more coin than sense. It pre-dates the fall of Tsar and the Sunken Graveyard, although time has not been kind to it. More a fort or manor than a proper castle, it has been home to anyone who wanted a roof over their heads — even if the roof looked like it was ready to fall in at any moment. The pale stone bricks of the walls have begun to crumble or roll down the hill, and the main building does not look to be in good shape; the entire structure leans to the east in a worrying way.
The castle is in a terrible state of disrepair, its outer walls crumbling into a dry moat now nothing more than a muddy pit. Rotting planks nailed together bridge the pit, and two gnolls stand guard in the shadow of the gatehouse at A
1: The courtyard is a small expanse of mud and overgrown grass. The ground gets muddier in the north-eastern end. Beyond that you see nothing moving.
2: The odd shape of this room and slightly neater construction suggests it was built after the main castle. A large forge sits just inside the room against the north wall, with a pile of broken wood to be used as fuel piled next to it, as well as some iron scraps. Half-finished weapons and armor (clearly goblin sized) hang on makeshift hooks and racks around the room. One goblin smith works the forge, not caring if the alarm has been sounded so engrossed is he in his craft. This is Gorbaz's forge
3: feed storage for the stable.
4: The stable has been repaired
5: A natural spring flows down the cliff and through a duct to make a small natural reservoir of clean water inside this small out-building..
6: South East Tower: it’s clear that the roof of the tower and its second floor have been broken in, leaving the tower hollow. There are stairs going up to level2
7: south west Tower: This tower has mostly collapsed in on itself.
8: Gnolls bedroom
Main building: first floor
9: entryway
10: The armory has clearly seen better days. There are enough racks, stands and cases to hold gear sufficient to equip a battalion, although they are nearly all empty and what little is left is either in disrepair or made for goblins.This tower is in good repair, with a ladder leading up to Area 0D-19.
11: Pretty much a mirror of 14
12: bedrooms
13: While the whole castle is showing signs of decay, this tower is seeing the worst of it. The spongy wooden floor gives a little when stepped on. There is a ladder against the far wall that is still traversable by a Small creature.
14: What was once a tea room is now is a mess of half-broken furniture and shattered crockery.
15: Inside the room the extra support beams and thick walls hint that this may once have been a safe room of some kind, however it was last used as a library, with wooden shelves and scroll-racks still supporting many tomes that have escaped the ravages of moisture elsewhere. The books are yellowing, relics of the original inhabitants of the castle. Many are dry historical books with a focus on the history of noble families and the local aristocracy. Anyone studying these topics and using these books for reference receives a +2 circumstance bonus to their Knowledge (history) or Knowledge (nobility) rolls. The remaining books are notes and diaries from the original owners, and of little use
16: Dining hall
17:The kitchen has been totally wrecked.
the 2nd floor: I don't have the map for the second floor up, so using the description from the game thread.
Above 10: Area 0D-19. This room has been emptied except for a desk, a chair and a pile of
skins made up into a crude bed. The only occupant of this room is Gorl
the gnoll.
above 13: The ladder goes up to the 2nd floor. Does not seem to be strong enough to support a medium sized creature though.
?: A few crates and bundles of cloth are roughly stacked in here. The crates were once filled with spare fittings and supplies, leftovers from the castle’s construction, but anything of value has long since been pilfered. The centerpiece of the room is a long, four-man canoe suspended by ropes from the ceiling and running the length of the room. It’s unclear how the boat got in here or what its purpose was, the river being a considerable distance from here.
?: This room was perhaps once divided up into four small spaces, but broken timber struts are all that remain. The goblins use this as a communal sleeping room or party room, as the mood takes them.
21: This chapel was once in honor of Muir but has been horribly defiled. Bones litter the floor and black cloth has been nailed to the walls. The odor of rotting flesh and dried blood is thick and the air is stale and smoky. At the far end of the room a statue of a bloated demon with a ram’s head and bat’s wings has been crudely constructed from stones and wood.
On the altar is a very well bound and detailed tome, praising Orcus and including prayers to him and some basic necromantic rites.
? in the north-east corner, This was once two rooms, perhaps a drawing room and master bedroom, but the adjoining wall has collapsed, leaving a large room that Jedra the priest of orcus had claimed as her own.
This is the information brv gave us that we could do:
There is a week’s worth of work in cleaning the castle and washing away the mess left by it's previous occupants, but the party should be free to hire labor (skilled and otherwise) from any nearby towns (such as Zelkor’s Ferry, or one of the GMs devising).
• 400 gp worth of repairs and a stable boy would see the stables operational again, taking care of the PC’s horses while they’re off adventuring.
• A cleric could re-sanctify the temple, and be available to tend to sick or injured characters, perhaps later picking up the ability to cast useful spells such as lesser restoration.
• 1,200 gp would see the gatehouse and drawbridge repaired, making the castle far more defensible against attack.
• The party could begin to hire guards, soldiers, cooks, cleaners or other staff and play more of the ‘castle life’ angle. The Leadership feat would play an important part in any party attempting to staff the castle with a large contingent of martial NPCs.
• A trophy room could contain keepsakes of victories or the toughest monsters the party has slain.
The party spent a week cleaning the fort ten hired guards, The first repair was to the stable, second repair was to the gatehouse and drawbridge. Next should be the two towers.

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Thanks for the description, sounds like it has lot of potential.
I might could re-sanctify the temple, but then it'd be to Freya, dunno if you all really want a Norse goddess having a temple here.
Brvheart, if we do decide to have me sanctify this place, is it even going to be feasible? And what kind of costs, materials and so on would we need?

brvheart |

You will have to clean the temple and cast consecrate.
I am not expecting much until after the holidays. I hope everyone has a Merry Christmas and a Happy New Year!

brvheart |

When the party wants I can put up level two, but I can only do one level at a time in Roll20.

Elathras Narcinal |

yes, have a merry christmas all.
hey brv, asked in game: "can we order the needed items when we get to town and have them shipped out?"

brvheart |

Sorry, we have been trying to locate her sheet for several weeks now. It was here the last time the group was in Zelkor's but has been lost in the nether. She is a 14th level fire mage so she has appropriate spells.

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Can I get Scorching Ray and Flaming Sphere? Maybe Fly? Can I confirm if she has Dragon's Breath (I am unable to cast it yet, but would like to know she has it when the time comes).

brvheart |

The first three should not be a problem and if she does not have dragon breath she can order a scroll.

brvheart |

If everyone is ready we can get started again now that the holidays are over. Put yourselves in marching over and roll perception.

Elathras Narcinal |

so Marching order?
One row: Elathras, Cuthalian, Silvash, Mitleid, Alana, Thoron,
Are we on the way to the village, on the way to RA, or back in RA?

brvheart |

Mitleid has been out since the end of November. Let him stay at the ferry and can rejoin the party if he comes back.

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Here's my new info. One of the CLW wands is half used I've marked that on my sheet
Thoron
No race
Medium
Init +0; Senses Perception +0
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Defense
--------------------
AC 10, touch 10, flat-footed 10
hp 0 ()
Fort +0, Ref +0, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
--------------------
Statistics
--------------------
Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10
Base Atk +0; CMB +0; CMD 10 (can't be tripped)
Languages Common
--------------------
Special Abilities
--------------------
--------------------
Thoron
Male dwarf cleric of Freya 6
NG Medium humanoid (dwarf)
Init +0 (+2 while underground); Senses darkvision 60 ft.; Perception +4 (+6 to notice unusual stonework)
--------------------
Defense
--------------------
AC 25, touch 11, flat-footed 25 (+9 armor, +1 deflection, +5 shield)
hp 57 (6d8+24)
Fort +8, Ref +3, Will +10; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee +1 morningstar +6 (1d8+2) or
+2 warhammer +7 (1d8+3/×3)
Ranged light crossbow +4 (1d8/19-20)
Special Attacks channel positive energy 5/day (DC 15, 3d6 [+6 vs. undead]), hatred, sun's blessing
Domain Spell-Like Abilities (CL 6th; concentration +10)
7/day—rebuke death (1d4+3)
Cleric Spells Prepared (CL 6th; concentration +10)
3rd—cure serious wounds[D], prayer, remove blindness/deafness, water breathing
2nd—aid, cure moderate wounds[D], remove paralysis, lesser restoration, shield other
1st—bless, cure light wounds[D], endure elements, remove fear, stunning barrier[ACG] (DC 15)
0 (at will)—light, purify food and drink (DC 14), read magic, stabilize
D Domain spell; Domains Healing, Sun
--------------------
Statistics
--------------------
Str 13, Dex 10, Con 15, Int 10, Wis 18, Cha 14
Base Atk +4; CMB +5; CMD 16 (20 vs. bull rush, 20 vs. trip)
Feats Combat Casting, Toughness, Turn Undead
Traits ease of faith, tunnel fighter
Skills Acrobatics -5 (-9 to jump), Appraise +5 (+7 to assess nonmagical metals or gemstones), Diplomacy +3, Heal +9, Knowledge (dungeoneering) +1, Knowledge (engineering) +2, Knowledge (local) +1, Knowledge (religion) +6, Perception +4 (+6 to notice unusual stonework), Spellcraft +4; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ healer's blessing
Combat Gear wand of cure light wounds, wand of cure light wounds, caltrops, healer's kit, oil (3); Other Gear +3 chainmail, holy blinding steel shield, +1 morningstar, +2 warhammer, crossbow bolts (20), light crossbow, cloak of resistance +1, handy haversack, ring of protection +1, bedroll, belt pouch, belt pouch, everburning torch, flint and steel, grappling hook, hammer, ink, inkpen, paper (6), piton (6), sack, silk rope (50 ft.), silver holy symbol, trail rations (14), waterskin, winter blanket, 208 gp, 7 sp, 10 cp
--------------------
Special Abilities
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Cleric Channel Positive Energy 3d6 (5/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Cleric Domain (Sun) Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Healer's Blessing (Su) Your cure spells are empowered for free.
Rebuke Death (7/day) (Sp) As a standard action, touch heals 1d4+3 dam to negative HP target.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Sun's Blessing (Su) +6 to channel damage vs. undead and they don't get channel resistance.
Turn Undead (DC 15) Your Channel Energy can make undead in 30 ft flee for 1 min.
--------------------
1000 G Mixed Diamonds
200 GP Mixed Pearls
250 Gp Mixed Onyx
Spell Save DC 14+Caster Level -6
VS S.R +6
Conc Check +10
Melee Touch +5
Range Touch +4
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Elathras Narcinal |

hey brv, are we jumping straight to RA or are we doing the eight days on the road, if we do the eight days we can continue the discussion, about which level we will go to, on the way.

Elathras Narcinal |

brv says the monsters are big and bad with lots of attacks, we may want to consider moving into the rat tunnel, or a moving retreat to the rakshasa's rooms, brv did move his barbarian from the second floor to the third to help in place of Mitleid, we just need to decide how or if we want to fight these things.