Downtime Activities for Party, Between Session 93 and 94

Downtime Activities for Party, Between Session 93 and 94

Axel

Axel can send word through Xenilum’Khel’s messengers to procure large chests for the cart. A large chest is 2 cubic feet, which translates to 30 slots of carrying capacity. With locks and reinforcements, these would cost 20GP each. Assuming Finklemur has a medium-sized cart (I don’t see any indication of the size on his sheet), you can fit two chests fully loaded on the cart before it breaks. Meanwhile, feed for the ox would be 1SP/day.

Sturloc will be happy to take Axel up on his offer to send the money to Em. He will explain that Talon felt especially protective of the girl, and, with his death, Sturloc feels its his responsibility now.

Idony can produce three more healing potions during the week if she hires Aribert Pouchemaker to hunt the ingredients down the mountain. It will cost 450GP/potion.

Chuq

Chuq can spend the remainder of the 21st studying the last few blueprints for automata that are with the party. His plan to reach the Chief Engineer’s room was sound and he encounters no one either on the way to Lupaa or between her chambers and the Power & Engineering facility. Studying the Bioforge cube Chuq gives him a +2 for the purposes of determining stuns/instant kills against the studied races/creatures normally eligible for such attacks when using an unarmed strike. Chuq can also attempt stun/kill strikes against the remaining creatures (i.e., those outside the usual size restrictions) but without any bonus. He can accomplish this for all the listed cubes/races within the seven days of downtime.

Edan

Edan finishes studying the remaining automata schematics on the 21st of Faurilden and then accompanies Chuq down to the Power & Engineering facility. While there, Kalgunn the Elder will suggest a trade: in exchange for stories about the history of the world since the fall of the ancient dwarves, he will teach Edan how to construct automata — with the caveat that the primary engines of these creations cannot be fabricated without special facilities. We can discuss Edan’s response to that offer and another suggestion (involving Thorfus’s viewing mask and its signal network) at the next session.

Quick Poll for Players

Quick Poll for Players

I’ve been reconsidering the use of fancy virtual tabletop maps with dynamic lighting and all those other dynamic Roll20 features. There’s a definite trade-off using them: 

Pros of VTT Map Use

– Players are much more aware of exactly where their characters are and there is less negotiation about exact distances/positioning

– Players will not make basic mapping mistakes because they misunderstood the DM’s spatial descriptions

– “Opening” a door and being face-to-face suddenly with tokens representing enemies is a good way of evoking in players some of the same feelings their characters would have in that situation.

Cons

– Technical issues caused by slow connections or the little bugs in the dynamic lighting system are not uncommon

– Using VTT maps creates a lot of token busywork when there are PCs, hirelings, etc. to move around during exploration (partly defeating the first benefit listed above when we just hand-wave token positioning because fiddling with them is a headache)

– The crutch of having a map right there on-screen (even if it is missing indications of finer details) probably has an adverse effect on room descriptions (both in terms of how I deliver them and the players’ attention)

Some of you were in the campaign before we made the switch and have experience with both approaches (pure theater of the mind vs. VTT map); others have joined afterwards. I’m interested in the perspectives and opinions of both groups about a possible reversion.

Book-keeping Notes, Session 93 (1/27/15):

Book-keeping Notes, Session 93 (1/27/15):

– We concluded the session in the early afternoon of the 21st of Faurilden with the party safely back at the ruined estate (this time with Ryker in tow). Since the party is waiting for Pons to train and the return of the messengers sent to Midmark, we will summarize the next week at the beginning of next session and skip to the 29th of Faurilden (it’s almost Jourilden!)

– Still Idling somewhere Underground: Finkleworm

– Ready to accept his Oscar: Ryker

– Mystified at how long the odor of his grandson’s socks have lasted in the chest: Kalgunn the Elder

– Resting in Pieces: Desric Threehorn

– Doing his best Steamboat Willy impression: Alaine Grell

#exploration-bookkeeping

Session 93

Session 93

20th Faurilden, 7:00am

We return to the party, haggling over our spoils with Marchmain, opting only to not sell the solitary pearl, as Axel and Edan believe it might work as a spell component.

Of particular note is his reaction to the information reliquaries, appearing almost excited. We feign ignorance at thier contents, only knowing what they were due our experiences in Midmark. He even presses us to reveal the names of who we might’ve sold the Midmark ones to in the past. We don’t, out of professional courtesy, but eventually sell them for 500 gold each to the eager dwarf.

We hint that we might have an ‘eyewitness’ for seeing the Naga leaving the Lower City, and will be returning to the city ‘officially’. We check in on Idony in the mean time, though nothing has happened in regards to Jagger.

The Sleeping Collossus is the next stop, and Thorfus is greeted quite happily by several of the guards. Svelnid is quite happy to see us, and sits down to talk to us about Vargan. She has a guest who arrived last night, sleeping upstairs after a trip from Midmark, asking after ‘Baldric’s Boys’. She noted he had a grey cloak.

He gets woken up and sent to us. It is indeed a young man in a grey cloak, Vane Pottak, sent to by Perette. He double-checks our identities by asking how we first met Perette. We ask a little about Vargen, which has apparently had some monetary boon that is being poured into building up the city’s fortifications.

He mentions an accident has happened, and it has cost Desric his life. Some explosion destroyed his entire shop and home, and he was here to see if we knew anything.

The next piece of news is a bit more sensitive, regarding Alain Grell. During his raid on Seabreeze, he specifically targeted the home of a Midmark Naval Officer, gaining the plans to a secret base on Curmidden. Said secret base was being used to test a new propulsion system for thier ships, and he destroyed it and stole the technology.

They emplore us to assist in tracking him down before he can cause too much more damage or give away the secrets and advantages of the technology, originally designed to stave of the Empire.

We discuss our options at length, Axel at least desiring greatly to go and chase down the younger Grell for his crimes, but eventually decide it may be far too much trouble trying to leave and come back, to say nothing of what the Silver Throne could do in our absence. We do have some leeway in time to deal with him though. The navy is pursuing him anyway, and it will take time to return our answer to any way, as the grey cloak is heading to Xenilum’Khel first.

We then fill the greycloak in on events from our side, the dark elves in Newton, and the Dark King to the north. Jager and the slavery ring, and how we have a potential ally that could provide for enough information for a raid on his property. Chuq takes the time to ask after his Grand Master, Master Dain and others of his order. Also the murder of Katin Alerio.

We spend the rest of the day poring over the plans for the Warrior, Monkey and Undying automatons, teaching the non-Ancient Dwarven speaking members also, allowing us to better combat them in the future.

We set watch that night, giving Thorfus’ clan men time to rest. Chuq and Pons take the first watch, and Chuq approaches Pons with the idea of becoming a full time henchman.

The next morning, we see Vane off of the mountain, then head up to the city entrance. There’s a dwarf militiaman sitting one of the bridges. He seems to be looking for Belroar, whom we haven’t seen for a little while, apparently still quite upset with him. Chuq’s ESP suggests the dwarf is looking to rough him up a little.

We’re greeted further up by Doree and four of Thorfus’ cousins, who are the assigned accompaniment for our trip down. Edan sends off the message to Ryker. Thorfus’ cousins introduce themselves as Glorimdur, Ginmonlim, Nadreat and Krargaeth. It’s a little awkward, one announces that his cousin the other ‘Lord Ironhand’, sends his greetings.

Down below, Ryker is attacked by one of the monkeys, still under Thorfus’ orders to grab any metal from anybody moving below. He tries to fend it off with his morningstar, eventually managing to send it away with a Command spell of ‘Sort’.

Back with the party, Thorfus begs off a little to pull on the circlet, and Chuq sends Pons to cause a distraction, who decides to ‘find’ Naga tracks. Whilst we look for measuring sticks we don’t have in the cart, Ryker runs into the hall calling for help.

After a pointed look at Doree. Thorfus meets him, and they begin the agreed up on discussion. The bluff seems to be working. After Ryker pretends to faint, Doree has him woken up and begins questioning him. Ryker begins telling him the story he told us of what happened in Newton and how he came to be underground.

Doree still seems to be skeptical that the naga has truly left, but announces we should take Ryker up to the surface and speak to Hakuun. Ryker at least is inordinately pleased to be back on the surface. Naturally our quick return and the new human cleric sets the mountain abuzz with rumours, and we’re quickly brought to Marchmain and Hakuun.

After some discussion, although the dwarves are disappointed at not having a trophy, they know that there is not much to be done since the naga has obviously left the lower city. Ryker is obviously telling the truth, and is also a cleric of the Ark, he has some weight to what he says. The Ironhands in the room reluctantly agree with the idea, as it makes too much sense.

Marchmain manages to convince Hakuun that the militia are no longer needed on the mountain, and they decide to finally leave. We decide to put Ryker up in our estate so he can readjust to the surface. Doree sends messages off to the Xenilum’Khel embassy and the Ark in Midmark.

The Ironhands leave grumbling, but obviously still don’t trust Thorfus one bit. They all but spit in his face though, and reveal they only supported us due to the other Ironhand clan’s dealings at the Lonely Isle.

All in all the plan was a success though, we got rid of the pressure of the militia on our necks, and resecured our rights to exploring the Lower City. The plan now is to wait a week to hear back from the Ark, allow Pons to train up and generally prepare to go back down into the City.

Gems & Jewelry IDs & Offers from Marchmain

Gems & Jewelry IDs & Offers from Marchmain

– Op. crimson stone (Coral; 100GP)

– Trans. deep blue gem (Spinel; 400GP)

– Op. rich brown gem w. gold center (Tiger Eye; 10GP)

– Op. pale blue gem (Blue Quartz; 30GP)

– Op. light blue-green gem (Turquoise; 10GP)

– Transl. pale blue-green gem (Zircon; 40GP)

– Transl. dark green gem (Alexandrite; 80GP)

– Transl. watery gold gem (Amber; 1GP)

– 2 Transp. deep purple gems (Amethyst; 160GP total)

– Op. mottled deep blue gem (Azurite; 10GP)

– Op. dark grey gem w. red flecks. (Bloodstone; 80GP)

– Op. crimson stone (Coral; 180GP)

– Transl. brownish gem with green mix (Garnet; 180GP)

– Transl. violet gem (Garnet; 400GP)

– Op. dark blue (almost black) gem (Jasper; 80GP)

– Op. light blue gem w. yellow specs (Lapis Lazuli; 10GP)

– Transl. violet gem (Garnet; 400GP)

– Transl. white gem that glows pale blue (Moonstone; 40GP)

– Op. pale pink gem w. gray mottling (Moss Agate; 1GP)

– Op. black gem (Obsidian; 10GP)

– Op. gem w. bands of black & white (Onyx; 80GP)

– Transl. pale blue gem w. gold mottling (Opal; 800GP)

– Transl. rich purple gem (Oriental Amethyst; 800GP)

– Op. white lustrous stone (Pearl; 80GP)

– Transl. rich olive green gem (Peridot; 400GP)

– Op. light pink gem (Rhodochrosite; 10GP)

– Transl. deep green gem (Spinel; 80GP)

– Transl. deep blue gem (Spinel; 800GP)

– Op. brown gem w. golden center (Tiger Eye; 5GP)

– Transl. deep blue gem (Spinel; 400GP)

– Transl. golden yellow gem (Topaz; 800GP)

– Op. light blue-green gem (Turquoise; 5GP)

– Wrought platinum ring w. transl. green gemstone (500GP)

– Wrought gold ring (100GP)

– Wrought silver & gold circlet (200GP)

– Op. light pink gem (Rhodochrosite; 10GP)

– Wrought Silver & gold bracelet (100GP)

– 1 transp. deep purple stone (Amethyst; 80GP)

– 1 transp. pale yellow stone (Citrine; 40GP)

– 1 transp. deep bright green stone (Emerald; 800GP)

– 1 op. stone with circles of blue (Eye Agate; 1GP)

– 1 transp. violet stone (Garnet; 900GP)

– 1 op. gray-black stone (Hematite; 10GP)

– 1 transl. light green stone (Jade; 40GP)

– 1 op. pale blue stone (Blue Quartz; 30GP)

– 1 op. black stone (Obsidian; 1GP)

– 1 transp. pale brown stone (Tourmaline; 80GP)

– 1 trans. gold & yellow stone (Topaz; 1800GP)

– 1 trans rich olive green stone (Peridot; 800GP)

– 1 op. deep black stone (Jet; 80GP)

– 1 op. white stone (Chalcedony; 90GP)

– 1 trans white stone with pale blue glow (Moonstone; 40GP)

– Ring (Wrought Gold; unmarked) (1200GP)

– Platinum choker with transl. green stone (Emerald; 6500GP)

– Ear Cuffs (Jade) (2800GP)

– Silver chain with 5 Black Pearls (4,850GP)

– 4 Cubes (2000GP)

– Chess Set (300GP)

– Playing Cards (160GP)

Total GP: 30,014GP

GP/XP Shares for PCs: 5,002

GP/XP Shares for Pons/Derich: 2,501

Remainder GP for Party Fund: 2GP

Was going to ask John this, but I realised you’re all veterans of DnD in one way or another. (Not to hijack the…

Was going to ask John this, but I realised you’re all veterans of DnD in one way or another. (Not to hijack the community page 😛 ).

I’ve started putting a setting together, with idea of perhaps one day DM’ing a game.

I’ve got a rough world overview, and a big more closer overview of what would be the starting area. A few places of interest, some of the local key characters, as well as a starting quest and a few potential ‘side-quests’.

Going to be concentrating on mapping next (mostly just to transfer the images from brain to paper), which will be a basic world map, a more in-depth region map, and then a couple of key locations/dungeons. The idea would be start growing it organically from there, not just putting in the important stuff, but flavour stuff as inspiration hits.

The question is, what stuff should I keep in mind? The plan is to build a setting bible (got a binder and everything), but any advice would be fantastic.

Is it weird to want to threaten an inanimate object – even if it intelligent?

Is it weird to want to threaten an inanimate object – even if it intelligent?

Ever since John mentioned that Kalgun knew about our fight with the automatons in Session 91 last night I’ve had the feeling that it’s not being completely honest with me about it’s abilities.

Furthermore, when I approached the lift (sword obviously sheathed) it again spoke up. Further making me consider threatening to take it up unless it told me the truth about it’s abilities.

The clincher was Luppa’s reaction to Kalgun.

That said – if Kalgun isn’t forthcoming after Edan confronts him about it (once we’re clear of the babysitters) – would you mind heading back to Engineering in order that Edan can up the ante. Edan wants it to be clear to Kalgun that he won’t tolerate shenanigans even if he is the key to Edan’s wish of mastering Dwarven Tech.

Treasure Gained, Session 92 (1/20/16):

Treasure Gained, Session 92 (1/20/16):

– Information Reliquary (from Assistant to Chief Engineer)

– Information Reliquary (from security room to the west of portal)

– Communication Brooches (XP Value for Use: 1000XP)

– XP Shares for PCs: 167XP

– XP Shares for Pons/Derich: 83XP

#treasure-gained