Flavor and depth is what I was going for, glad you like it! Ideally these downtime posts will introduce plot hooks, NPCs, and and background.
The Google Doc I emailed about earlier in the week for the adventure logs had a list of the treasure. It hadn't been split yet, but it looks like 94 cp, 689 sp, 241 gp, and 17 pp each (unless of course you set up some sort of group fund).
As to spellbooks, it might be wise to work on creating a backup copy, just in case (the cost for that is only 1 hour and 10 gp per spell level, plus the cost of the spellbook itself).
It might be a good idea to start setting aside a percentage of coin to operate the company. We will need to start planning for our own headquarters and there will always be travel expenses, food, etc. What do you guys think about setting aside 10% of each haul?
also for the info let’s find out where we can get the fairie hair. See just how much this lady will pay for it or keep the extra to make additional cloaks.
“This money will be used for incidentals, travel expenses, and health care.”
Hope eventually winds up at the home of the elf sage Aerel Greenleaf, a purported expert on all things fey. His sitting room is full of clutter--books, scrolls, and knickknacks cover every surface, along with random cups and bowls, articles of clothing, and numerous broken pairs of spectacles. As soon as you begin to talk you discover the elf's mind is just as disorganized as his household. After many tangents, asides, and an instance where he gets up without a word and leaves you for a half hour, you start to think you may be wasting your time, when he meanders to the point:
"Of course korreds are a secretive, reclusive lot--like so many of their fey kin--peaceful until some fool threatens them. Their connection to earth and stone sets them apart. Some folks claim they can smell gems. I have some suspicion they hail from a part of the Feywild linked to the Elemental Realm of Earth. They almost always live in caves, usually in small tribes. If you want to find one, you'll look to mountains, cliff, and hills... something in or near a forest I should say, since all the fey crossings are in the woodlands.
"I know for certain the High Forest has enclaves of them near the Star Peaks, but that’s a mite far... Kryptgarden Forest runs up to the Sword Mountains, I'd say its the most likely place within 200 miles of us. I met a fellow from Phandalin whose father claimed to have seen a creature I think must have been a korred in those parts."
He looks you square in the eye. "It's the hair you're after I assume? Poor creatures are always hunted for their hair... just remember young lady, its a poor shepherd who kills the sheep for its wool... of course, sheep aren't known to be so good at killing. Ah well, should you actually find one, and live to tell the tale, I'd love to hear your remembrances of the encounter." You excuse yourself as he starts prattling on about the wool of fey rams.
Pair of engraved ivory dice worth 25 gp - given to Matt
1 potion of greater healing
Agate - cut in shape of lions head - Stone of luck-- Andy has
Long sword +1, hilt wrapped in fish scale - Brad has
Gem of Brightness - 50 charges - Needs a home
Free- shed bright light in 30 ft radius
1 charge - causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become Blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
5 charges - causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word.
When all charges are used, the gem becomes a nonmagical jewel worth 50 gp.
Group treasure held back 10%
CP - 7
SP - 116
GP - 167
PP - 9
Each party member gets
CP - 11
SP - 174
GP - 251
PP - 13
I will add a running a total to the group treasure only...
If we have downtime. The good Friar would like to obtain a scroll of find familiar and then spend the rest of his days praying to his goddess for assistance and guidance in summoning Pudge the Almiraj as his familiar.
There will indeed be downtime (about a week)... but find familiar isn't on the cleric list (or anyone other than the wizard I think), so Fatrabbit wouldn't be able to cast it, scroll or no. That said, there is nothing that prevents you from having a pet (no downtime necessary), you just can't gain the benefits of a familiar.
I'll be out of town through Sunday, so I probably won't be able to reply to any posts over the next few days, but feel free to post how you would like to spend your downtime and I replay when I can. Generally speaking, downtime is spent in 1 workweek (5 days) increments on the following options:
Friar Fatrabbit would like to spend his downtime researching the location of the fearsome beast known as the Gorgon... If there is time he would also like to purchase a specimen kit, a large one and extra vials and bottles to swap out when needed and his own bag of holding for research and collecting purposes.
I assume the loss of Jade is a blow to the party, and it seem reasonable that they will take some time to grieve and reflect (and recruit), so I'm going to say you have 20 days of downtime (4 workweeks) before the next session.
One workweek should be sufficient for Fatrabit's research. It will cost 100 gp to track down the information, and then I need an Intelligence check (click the d6 icon above your reply for the dice roller) to determine what you discover. I have to flesh out the details, but perhaps next session will focus on finding and defeating both a gorgon and a korred...
Finding a a specimen kit is a simple matter, no downtime required, let's say it costs 20 gp, and can hold 12 samples. Tracking down a bag of holding (or any magic item) will use downtime. It takes 1 workweek and 100 gp to do so, but every additional workweek or 100 gp adds a +1 to the Charisma (Persuasion) check at the end. The process is largely random, but I think we can allow a bit more choice with a high enough roll... let me think about it a bit.
It is worth noting that the party does have one bag of holding, and its capacity is 500 lb. (64 cubic feet).
I want to talk to Hope and Wil about finding a permanent base of operations for us. i was thinking of using my Folk Hero background to find an old farm outside of the city to buy with some stables, large barn to form a base of operations. Lots of land to grow food and set up training grounds as well as smithy, tannery, etc.
This is more an idea to flush out with the rest of the party.
The good friar makes a few inquiries and eventually learns that the foremost expert on monsters in the city is a learned half-elf named Amnglor Bethair. Benedick heads to the Castle Ward to Bethair's residence at the corner of Shesstra's Street and Gut Alley. He is greeted at the door by an aging man with a neatly trimmed beard and fashionable robes. The man looks expectantly at the halfling and says "well, what is it?"
Benedick barely gets out that he seeks a gorgon, and the sage says "come in, come in. I'm sure I can find something for you" He leads the friar to a chamber filled with tightly packed bookcases. Amnglor strokes his beard, surveying the shelves and muttering about gorgons. As he sets about pouring over titles in the shelves he occasionally asks questions, only to rudely interrupt any answers with seemingly random thoughts on all manner of irrelevant topics.
After nearly an hour of this, the sage exclaims in triumph. He pulls out a dusty tome and begins flipping through its pages. "Yes, yes," he says as much to himself as Fatrabbit. "There is said to be a gorgon in Undermountain... There is a detailed account with some hand-drawn maps in the journals of an explorer I acquired some years ago. Hmmm, yes, it shouldn't be too difficult to get to... there will likely be some dangers along the way, goblins most like, but a simple matter." He scrawls a few note sand a rough map on a piece of parchment, and directs Benedick to the Yawning Portal.
With a 21, your research provides 3 pieces of useful lore. Once is obviously where to find a gorgon, but the others are up to you. You could inquire about specific facts abut gorgons (attacks, weaknesses, etc.), or off-topic subjects gleaned from the sage's ramblings. Alternately, you can have a number of "unspecified" pieces of lore equal to your Intelligence modifier that you can effectively spend in play to learn facts on the fly.
During Bethair’s ramblings, one thing stood out to Benedick... an account of the creature’s furious attacks from a survivor. While being gored by the gorgon’s mighty horns and being trapped under its heavy hooves sound deadly, it’s breath, which can turn a man to stone, is most terrifying.
Flavor and depth is what I was going for, glad you like it! Ideally these downtime posts will introduce plot hooks, NPCs, and and background.
The Google Doc I emailed about earlier in the week for the adventure logs had a list of the treasure. It hadn't been split yet, but it looks like 94 cp, 689 sp, 241 gp, and 17 pp each (unless of course you set up some sort of group fund).
As to spellbooks, it might be wise to work on creating a backup copy, just in case (the cost for that is only 1 hour and 10 gp per spell level, plus the cost of the spellbook itself).
OOC
It might be a good idea to start setting aside a percentage of coin to operate the company. We will need to start planning for our own headquarters and there will always be travel expenses, food, etc. What do you guys think about setting aside 10% of each haul?
OOC
I’m fine with a Northern Blades cut of 10%
also for the info let’s find out where we can get the fairie hair. See just how much this lady will pay for it or keep the extra to make additional cloaks.
“This money will be used for incidentals, travel expenses, and health care.”
Dragonlance Chronicles - Xorn
Sail On, Sailor - Sebastian Blackhand
LMoP 20 - Tonk Thunderclaw
Hope eventually winds up at the home of the elf sage Aerel Greenleaf, a purported expert on all things fey. His sitting room is full of clutter--books, scrolls, and knickknacks cover every surface, along with random cups and bowls, articles of clothing, and numerous broken pairs of spectacles. As soon as you begin to talk you discover the elf's mind is just as disorganized as his household. After many tangents, asides, and an instance where he gets up without a word and leaves you for a half hour, you start to think you may be wasting your time, when he meanders to the point:
"Of course korreds are a secretive, reclusive lot--like so many of their fey kin--peaceful until some fool threatens them. Their connection to earth and stone sets them apart. Some folks claim they can smell gems. I have some suspicion they hail from a part of the Feywild linked to the Elemental Realm of Earth. They almost always live in caves, usually in small tribes. If you want to find one, you'll look to mountains, cliff, and hills... something in or near a forest I should say, since all the fey crossings are in the woodlands.
"I know for certain the High Forest has enclaves of them near the Star Peaks, but that’s a mite far... Kryptgarden Forest runs up to the Sword Mountains, I'd say its the most likely place within 200 miles of us. I met a fellow from Phandalin whose father claimed to have seen a creature I think must have been a korred in those parts."
He looks you square in the eye. "It's the hair you're after I assume? Poor creatures are always hunted for their hair... just remember young lady, its a poor shepherd who kills the sheep for its wool... of course, sheep aren't known to be so good at killing. Ah well, should you actually find one, and live to tell the tale, I'd love to hear your remembrances of the encounter." You excuse yourself as he starts prattling on about the wool of fey rams.
Treasure from last adventure
Treasure from Adventure:
I will add a running a total to the group treasure only...
If we have downtime. The good Friar would like to obtain a scroll of find familiar and then spend the rest of his days praying to his goddess for assistance and guidance in summoning Pudge the Almiraj as his familiar.
There will indeed be downtime (about a week)... but find familiar isn't on the cleric list (or anyone other than the wizard I think), so Fatrabbit wouldn't be able to cast it, scroll or no. That said, there is nothing that prevents you from having a pet (no downtime necessary), you just can't gain the benefits of a familiar.
I'll be out of town through Sunday, so I probably won't be able to reply to any posts over the next few days, but feel free to post how you would like to spend your downtime and I replay when I can. Generally speaking, downtime is spent in 1 workweek (5 days) increments on the following options:
Friar Fatrabbit would like to spend his downtime researching the location of the fearsome beast known as the Gorgon... If there is time he would also like to purchase a specimen kit, a large one and extra vials and bottles to swap out when needed and his own bag of holding for research and collecting purposes.
I assume the loss of Jade is a blow to the party, and it seem reasonable that they will take some time to grieve and reflect (and recruit), so I'm going to say you have 20 days of downtime (4 workweeks) before the next session.
One workweek should be sufficient for Fatrabit's research. It will cost 100 gp to track down the information, and then I need an Intelligence check (click the d6 icon above your reply for the dice roller) to determine what you discover. I have to flesh out the details, but perhaps next session will focus on finding and defeating both a gorgon and a korred...
Finding a a specimen kit is a simple matter, no downtime required, let's say it costs 20 gp, and can hold 12 samples. Tracking down a bag of holding (or any magic item) will use downtime. It takes 1 workweek and 100 gp to do so, but every additional workweek or 100 gp adds a +1 to the Charisma (Persuasion) check at the end. The process is largely random, but I think we can allow a bit more choice with a high enough roll... let me think about it a bit.
It is worth noting that the party does have one bag of holding, and its capacity is 500 lb. (64 cubic feet).
11
I have a +2 Int modifier if that is needed too.. So a total of 21
Let me think on the bag of holding...
I want to talk to Hope and Wil about finding a permanent base of operations for us. i was thinking of using my Folk Hero background to find an old farm outside of the city to buy with some stables, large barn to form a base of operations. Lots of land to grow food and set up training grounds as well as smithy, tannery, etc.
This is more an idea to flush out with the rest of the party.
The good friar makes a few inquiries and eventually learns that the foremost expert on monsters in the city is a learned half-elf named Amnglor Bethair. Benedick heads to the Castle Ward to Bethair's residence at the corner of Shesstra's Street and Gut Alley. He is greeted at the door by an aging man with a neatly trimmed beard and fashionable robes. The man looks expectantly at the halfling and says "well, what is it?"
Benedick barely gets out that he seeks a gorgon, and the sage says "come in, come in. I'm sure I can find something for you" He leads the friar to a chamber filled with tightly packed bookcases. Amnglor strokes his beard, surveying the shelves and muttering about gorgons. As he sets about pouring over titles in the shelves he occasionally asks questions, only to rudely interrupt any answers with seemingly random thoughts on all manner of irrelevant topics.
After nearly an hour of this, the sage exclaims in triumph. He pulls out a dusty tome and begins flipping through its pages. "Yes, yes," he says as much to himself as Fatrabbit. "There is said to be a gorgon in Undermountain... There is a detailed account with some hand-drawn maps in the journals of an explorer I acquired some years ago. Hmmm, yes, it shouldn't be too difficult to get to... there will likely be some dangers along the way, goblins most like, but a simple matter." He scrawls a few note sand a rough map on a piece of parchment, and directs Benedick to the Yawning Portal.
With a 21, your research provides 3 pieces of useful lore. Once is obviously where to find a gorgon, but the others are up to you. You could inquire about specific facts abut gorgons (attacks, weaknesses, etc.), or off-topic subjects gleaned from the sage's ramblings. Alternately, you can have a number of "unspecified" pieces of lore equal to your Intelligence modifier that you can effectively spend in play to learn facts on the fly.
I would to use one of my pieces of lore to learn about specific attacks to be on the lookout for. I will save the last for one for on the fly facts.
Treasure from last adventure
Treasure from Adventure:
Group treasure held back 10%
Total Group Coin
Weapons and Misc:
Each Individual party member gets
During Bethair’s ramblings, one thing stood out to Benedick... an account of the creature’s furious attacks from a survivor. While being gored by the gorgon’s mighty horns and being trapped under its heavy hooves sound deadly, it’s breath, which can turn a man to stone, is most terrifying.
Add items that Jade had. The wand of light 49 charges and the Mithril Armor
Jeff, For future reference the good Friar will be looking into a pair of Boots of Striding and Springing.. Either buying them or having some made.
Total Group Coin
Weapons and Misc:
Hope spends her next couple of weeks of downtown working on the cloak of protection with an emblem representing the northern Blades.
Dragonlance Chronicles - Xorn
Sail On, Sailor - Sebastian Blackhand
LMoP 20 - Tonk Thunderclaw