| Sir Jack Balin |
Spheres does Leadership a bit differently. Basically I have a cohort for when I'm in Farholde (Morana), and a different cohort when I'm at the Horn (Aurex).
I have zero minions yet. I'll need another talent for that.
| the Shining Host |
Spheres does Leadership a bit differently. Basically I have a cohort for when I'm in Farholde (Morana), and a different cohort when I'm at the Horn (Aurex).
I have zero minions yet. I'll need another talent for that.
Ah I see, well, I'm sure there'll be some minions along at some point!
| the Shining Host |
Mephistopheles does spend the evening copying spells....
Which spells do you want to transcribe into your spellbook this evening?
| Mephistopheles. |
We are currently in the process of moving this week/weekend. Posting may be a bit sparse.
I started putting some in his Spellbook, but still need to do the Level 1s.
I will post it once finished.
| Sir Jack Balin |
UPDATED REMAINING LOOT LIST
Circlet of Disguise x2
+2 Leather Armor
+2 Studded Leather
+1 Chain Shirt
+1 Heavy Flail
+1 longbow
Composite Longbow (str +3)
Masterwork Cold Iron Light Mace
Masterwork Cold Iron Spiked Gauntlet
Efficient Quiver
blunt arrows (20)
durable arrows (95)
dye arrows (5)
incendiary arrows (20)
thistle arrows (20)
whistling arrows (20)
Paralysis Arrow (3) (Fort DC 11, 1d6 rounds paralysis)
Scroll of Spiderclimb
Spellbook with the following Arcane Spells-
Cantrips: All
1st level
- Endure Elements
- Protection from Good
- Shield
- Grease
- Mage armor
- Burning Hands
- Shocking grasp
- Enlarge Person
- Feather Fall
- Color Spray
- Disguise self
2nd level
- Scorching Ray
- Glitterdust
- Protection from Good, Communal
- Resist Energy
- Spider Climb
- Acid Arrow
3rd level
- Haste
- Lightning bolt.
| Mephistopheles. |
Spells copied
1st level
- Endure Elements
- Protection from Good
- Shield
- Grease
- Burning Hands
- Shocking grasp
- Enlarge Person
- Color Spray
2nd level
- Scorching Ray
- Protection from Good, Communal
- Spider Climb
- Acid Arrow
3rd level
- Lightning bolt.
He will also snag the Scroll of Spiderclimb.
| Tih |
Tih, I think you're the only one who hasn't chimed in. Is there anything you're interested in?
I don't think so.
| Malleck of Alerion |
So 1 circlet each. And then what ever we chose?
| Elliaria |
Within reason.
I think if you are taking things to sell personally, we'd have issues.
But for example, taking the quiver and all arrows would be reasonable if nobody else wanted any. The arrows are consumables and having the flexibility is likely worth more than their sell price.
| Malleck of Alerion |
He just wants money cause he needs to up his CHA as much and as close to 25 as possible. So level 8 + +4 CHA will make him hit the 25 mark
So that's all I'm working towards. His share of the gold is fine once everything is sold
| the Shining Host |
Spells copied
1st level
- Endure Elements
- Protection from Good
- Shield
- Grease
- Burning Hands
- Shocking grasp
- Enlarge Person
- Color Spray2nd level
- Scorching Ray
- Protection from Good, Communal
- Spider Climb
- Acid Arrow3rd level
- Lightning bolt.He will also snag the Scroll of Spiderclimb.
Note the Following Rules:
Adding Spells to a Wizard's Spellbook
Wizards can add new spells to their spellbooks through several methods. A wizard can only learn new spells that belong to the wizard spell lists.
Spells Copied from Another's Spellbook or a Scroll
A wizard can also add a spell to his book whenever he encounters one on a magic scroll or in another wizard's spellbook. No matter what the spell's source, the wizard must first decipher the magical writing (see Arcane Magical Writings).
Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell's level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his specialty school. If the check succeeds, the wizard understands the spell and can copy it into his spellbook (see Writing a New Spell into a Spellbook). The process leaves a spellbook that was copied from unharmed, but a spell successfully copied from a magic scroll disappears from the parchment.
If the check fails, the wizard cannot understand or copy the spell. He cannot attempt to learn or copy that spell again until one week has passed.
Writing a New Spell into a Spellbook
Once a wizard understands a new spell, he can record it into his spellbook.
Time: The process takes 1 hour per spell level. Cantrips (0 levels spells) take 30 minutes to record.
Space in the Spellbook
A spell takes up one page of the spellbook per spell level. Even a 0-level spell (cantrip) takes one page. A spellbook has 100 pages.
Materials and Costs
The cost for writing a new spell into a spellbook depends on the level of the spell, as noted on the following table. Note that a wizard does not have to pay these costs in time or gold for spells he gains for free at each new level.
Spell Level Writing Cost
0 5 gp
1 10 gp
2 40 gp
3 90 gp
---
In the alternative, you can simply retain the spellbook as your own and ONLY learn the spells, that saves time and gold.
---
Bottom line, not all of those spells will be at your disposal the next day, you'll need to pick what spell (or maybe 2 or 3) you want the most.
There will be some down time soon enough though and I'll hand waive you learning the balance of spells.
| Mephistopheles. |
Absolutely. He copy as time permits. He automatically succeeds at the Spell craft DCs and I've deducted the cost. It's in his Profile under Spellbook spoiler.
Only 18 hours of copious copying... carpal tunnel not even an issue....lol.
And he now owns two Spellbooks for page allotment...
| the Shining Host |
OK! Post up to get us going once more, about to head to the Horn and fully to get into the adventure after the brief prologue.
| Malleck of Alerion |
want to see what his share will be once the gold is sold, then perhaps ill get something, otherwise still a lot of saving to do
| Sir Jack Balin |
Shadow recommended not selling the extra loot, and instead saving it to outfit followers.
At the risk of spoiling things, unless Shadow changes things a lot, this story arc will have us developing and populating our own dungeon. We're going to have minions to outfit.
I think that Shadow's right. Saving our extra magic items as bribes and rewards is probably better than selling them for 1/2 their value.
On the upside, we're likely to come into a significant amount of money fairly soon. I wouldn't worry about not having enough for your plans. How about we hang onto things for now, and if the time comes that you need extra cash for your armor, we'll liquidate what we need to?
| Malleck of Alerion |
My Armor is sorted, no worries. And yeah. I know about loot gaining going up exponentially
So all good. Let's get a move on then =]
I need a stat boost on cha. That's what I'm saving for atm
| Storyteller Shadow |
I swear the last group had a wand of Infernal Healing. Let me see if I can find out what happened to to it.
Also, we have an NPC healer at the Horn. You'll meet him soon.
I believe that the NPC Healer has that wand.
| Sir Jack Balin |
Right! That makes sense. We might want to give it to someone else to diversify our healers.
A couple of tangential questions-
What qualifies as a "wand" for the purposes of enchanting? Does it have to be a wooden stick? Could it be metal or bone? Could it be a different shape? Could a "wand" be anything that can be easily held in a one hand?
If a wand runs out, can it be re-enchanted as a wand a gain?
I have a feeling Jack is going to be soaking up a lot of healing, so I'm considering investing in a healing wand for myself. I thought a smoke pipe might be a fun "wand."
| Mephistopheles. |
During Morning Preparations, Mephistopheles casts Mage Armor, extended and Nondetection, extended.
He will also use his Wand of Endure Elements and Wand of Fastidiousness if the weather/terrain merits.
Everything else is 10/minutes per, so need to wait for the most opportune moment....
The Wizard has Infernal Healing in his Spellbook. He also has a Wand.
Meph is definitely not outdoors type though, so expect a bit of complaining along the way.
| Storyteller Shadow |
Right! That makes sense. We might want to give it to someone else to diversify our healers.
A couple of tangential questions-
What qualifies as a "wand" for the purposes of enchanting? Does it have to be a wooden stick? Could it be metal or bone? Could it be a different shape? Could a "wand" be anything that can be easily held in a one hand?
If a wand runs out, can it be re-enchanted as a wand a gain?
I have a feeling Jack is going to be soaking up a lot of healing, so I'm considering investing in a healing wand for myself. I thought a smoke pipe might be a fun "wand."
A wand is a thin baton that contains a single spell of 4th level or lower. A wand has 50 charges when created—each charge allows the use of the wand’s spell one time. A wand that runs out of charges is just a stick.
I think a wand is traditionally a stick but I don't think that any RAW prevents one from making a wand out of something different or with different materials.
Elminster's Eversmoking Pipe If Elminster could do all of this with a pipe, I don;t see why a pipe, especially a long pipe that has a wandlike appearance couldn't be made into a wand!
| Malleck of Alerion |
Alignment wise : he pings as CN
Survival: I'm hoping that Profession Soldier will count for something
Healing : he has a bunch of potions on him
| Elliaria |
It looks like my +8 may be the best survival in the group. She will do her best to avoid hazards, keep the group on course, and find good campsites.
She does have the advantage of not sleeping, so she will take all watches. Are we doubling up or just letting her take care of it?
| the Shining Host |
It looks like my +8 may be the best survival in the group. She will do her best to avoid hazards, keep the group on course, and find good campsites.
She does have the advantage of not sleeping, so she will take all watches. Are we doubling up or just letting her take care of it?
Not to worry, this trek is quite short as the opposition to your journey was already defeated. The trip will essentially be a handwave, I just need to get free time to move the group forward now that I believe all RP in the current scene is completed. I'll probably update tomorrow morning.
| Sir Jack Balin |
We killed most of the nasties on the way to the Horn, and Jack has a pretty unerring sense of where the Horn is. He's a terrible survivalist, but in this particular case he has a couple ways to cheat.
| Malleck of Alerion |
Death and undeath by dragon fire is quite the feather in the cap
| Raaven, Hell's Mouth |
Raaven is Grumble's Fiendish Boon and Familiar, and the way I keep from losing my mind from playing a stupid character.
She's an incredible scout, has pretty good knowledge skills, and can Commune with Asmodeus/Cardinal Thorn/Tiadora once a week, so she's a great source of information when we get stuck.
She'd also love to have someone to talk to that isn't a lumbering moron. Please be her friend. She's a good meatball.
| Storyteller Shadow |
I could watch you folks RP all day long... :-)
I'll move us forward tonight or tomorrow night!
| Grumble Jack |
Not sure how Shadow wants to handle showing you all the portions of the horn that we've already explored. I don't think exploration of a big empty dungeon sounds very fun.
I'm thinking I could do a Tour Guide style write up of the first floor that you could read as you scroll around the map.
This is our home base for the foreseeable future, so we're going to want to get well aquatinted with it. There's a ton of repairs that need done, mysteries to figure out, and choices to make about how to turn the place into a functional lair, but I don't want to spend weeks in game discussing that stuff.
My proposal is, we get you all aquatinted with the first floor as quickly as possible, and then we start exploring the second floor and discuss logistics and mysteries at the same time. I don't think there's any need to be sneaky during our exploration, so we can just go around kicking doors open and talking.
How's that sound?
| Mephistopheles. |
The Wizard raises an eyebrow at the Ogre.
Kicking doors down. Yes. Delighted to watch that.
Mephistopheles suddenly turns into Grumble Jack! He starts flexing.
Easy peesy.
Oops! Muse took my pen!
EDIT
Oh, yes. Agreed. We can easily converse, investigate, bully, bash, kick, punch, claw, roast those that impede our progress. Multitasking is easy.
| Storyteller Shadow |
Not sure how Shadow wants to handle showing you all the portions of the horn that we've already explored. I don't think exploration of a big empty dungeon sounds very fun.
I'm thinking I could do a Tour Guide style write up of the first floor that you could read as you scroll around the map.
This is our home base for the foreseeable future, so we're going to want to get well aquatinted with it. There's a ton of repairs that need done, mysteries to figure out, and choices to make about how to turn the place into a functional lair, but I don't want to spend weeks in game discussing that stuff.
My proposal is, we get you all aquatinted with the first floor as quickly as possible, and then we start exploring the second floor and discuss logistics and mysteries at the same time. I don't think there's any need to be sneaky during our exploration, so we can just go around kicking doors open and talking.
How's that sound?
I was contemplating this same issue as well. My plan was to do something similar for the first floor. Plus allow some RP for the more pertinent issues that are present there.
The second floor has been partially explored, but I may have some surprises there since the last time the Ninth went exploring...
| Malleck of Alerion |
I'm trying to write in as much emotion to his actions as I can. As that eventually go away
| Grumble Jack |
Since we're about to take the tour and have some downtime while we wait for Shadow to move us forward, now would be a good time to familiarize yourselves with the map.
If you click the Dungeon of the Horn link at the top of the page, you can take a look around. I've added some basic notes about locations that are more than just bare stone and signs of a 50 year old battle.
The entrance is at 1-1 in the lower left corner. Our current basecamp is in 1-16, near the fountain, and 1-9 in the old Tavern.
I'm pretty sure the first order of business after we finish clearing the 2nd floor is going to be cleanup. There's a ton of rotten old furniture and skeletal corpses scattered around. We'll be putting Meph's unseen servant to good use.
We're going to be here for a while, so start thinking of things we might need and ways to personalize the place. Also, I'm thinking we might want to invest in a Lyre of Building so we can do actual repairs and renovations at a reasonable speed.
Note that map squares are 10' scale. The place is a lot bigger than it appears at first glance. The doors are all huge. There's a Minotaur corpse in 1-4, which makes me think the Horn was built with Large creatures in mind.
| Raaven, Hell's Mouth |
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I'm going to write out a general description of the architecture of the Horn to set the tone before we get into specific rooms.
1) The exterior is covered in vegetation. It's lush and colorful. Mostly green, with a lot of red, purple, and green flowers all over the place. The stone is covered in moss. The entrance to the Boggard's caverns is a natural pool covered in algae, with spiky rock growths protruding out of it. A creek flows out from the pool, and down into the surrounding rainforest. The Horn itself is one of the water sources that feeds the delta around Farholde.
2) The whole place is limestone. The Horn is a Karst formation, just like all the other weird rocky spires that are common throughout Caer Bryr. The Sons of the Apocalypse carved the whole place right out of the stone. There's very little brickwork. It's all natural rock in various stages of finish. Important areas have been smoothed with Stoneshape or by hand. Unimportant areas are still covered in pick and chisel marks. It seems like the Sons of the Apocalypse were wiped out before they could finish what they were working on.
Fun facts about limestone: It's a sponge, and it melts! That's how most stalactites form. Water soaks into the limestone, carries away minerals as it flows on and through the stone, and deposits them wherever the water drips (forming stalagmites on the ground). So over time limestone in wet areas takes on a smooth, melted looking appearance, or a spikey appearance, depending on how the water flows. Lime is highly corrosive, so water that's soaked into limestone will corrode metals and softer stones quickly, and poison any plant life that hasn't evolved to survive in highly toxic environments. Natural limestone caves are really interesting looking. Definitely worth a google search if you want an idea of what the Boggard caverns look like.
3) There's art everywhere. The Sons of the Apocalypse were apparently a commune of sculptors. They were really good. Like renaissance masters who were obsessed with hell and apocalyptic imagery. All their art is big and lifelike. Permanent iconography and passages from their holy texts are carved everywhere. Massive reliefs are carved right into the walls all over the areas that got the most foot traffic. Most of it focuses on how awesome daemons are. On the second floor there's a whole hall just for carved murals, and the pillars and ceilings of the throne rooms are decorated similarly. A bunch of them depict a thin figure with six arms (which I think is Vetra-Kali). Daggers, Chalices, Water, and Skulls are other common themes.
4) The Horn is damp and stuffy. Limestone soaks up water really well, the area is a tropical rainforest, and the Boggard caverns have a massive natural spring. There's a waterfall down there, and there's a fountain on each floor of the horn, which indicates that there's a water source somewhere above the second floor (which makes zero sense from a geologic standpoint, but this is fantasy so there might be an unnatural explanation). So nothing ever dries out. The walls are damp to the touch. The uneven spots on the floors and walls have trickles of water flowing through them. Water drips from the ceiling where stalactites are starting to form. There's 50 years of darkness, perpetual damp, decomposing corpses, and rotting furniture all over the place, and this is the stronghold of the Daemon Prince of Virulence. Slime molds and fungi have had a long time to spread. It's gross.
There's one room that's an exception to this. I call it the Larder. It's dry, and nothing in the room spoils. There's a minotaur corpse there that's still pretty fresh, and there was a bunch of dried goods that would still be edible if it hadn't been gotten into by animals.
5) It's dark. There's no windows, and only one place with a permanent light source. (it's one of the fountains, I don't remember if it's the first floor or second floor). There are braziers and wall sconces everywhere. None of them are still working, but the rusty hardware is still there. During our initial exploration we put up a few torches, but mostly we just carried our light sources around with us. Coming up with a lighting solution that doesn't involve burning through barrels of lamp oil and a hundred torches a day is definitely on the agenda.
6) Between the murals and the dark, the place is creepy as hell. Imagine you're walking along with your torch and a monstrous face appears at the edge of the light. Turns out it's just the light reflecting of of a shiny, damp mural of a bunch of daemons throwing an apocalypse party.
That's the whole place. Dark, smelly, damp, with walls that look like demons are walking out of them.
Home sweet home.