Gregor nods, "I have a few spells I'd like to work on from the book we obtained from the Guild. Once I'm done, I will join you in rat catching."
[If there is time before plot happens Gregor will try to master Unseen Servant (50 GP), Burning Hands (50 GP), and cast Find Familiar(10 GP plus however much it will cost to get a brass brazier. As he's discovered the workings of the Identify spell, he'll also be on the lookout for a 100 GP pearl.) 210 GP total +Brazier and 3 hours time.]
Where will Gregor be engaging in the necessary arcane rituals?
Gregor nods, "I have a few spells I'd like to work on from the book we obtained from the Guild. Once I'm done, I will join you in rat catching."
[If there is time before plot happens Gregor will try to master Unseen Servant (50 GP), Burning Hands (50 GP), and cast Find Familiar(10 GP plus however much it will cost to get a brass brazier. As he's discovered the workings of the Identify spell, he'll also be on the lookout for a 100 GP pearl.) 210 GP total +Brazier and 3 hours time.]
Gregor successfully adds the above spells to his known spell list, and summons a familiar of his choosing. You may assume the brazier is obtained freely, if not already owned. You may deduct the specified GP from your character sheet, and add the familiar as a custom "item" in your equipment list. The process is completed shortly before midnight on Day 3.
Gregor knows a thing or three about taking a piece of property and turning a profit, and comes up with the following estimates.
To cover the necessary renovations in order to render the place habitable and serve as a residence and base for the party: 100 gp.
To cover the furnishing, stocking, staffing, and licensing of a tavern:
One-Time Expenses
1,000 gp to renovate the property over 12 days
250 gp for guild licenses and contracts (paid up front)
Regular Expenses
50 gp per tenday for maintenance and wages of hirelings
10 gp per tenday for all other guild expenses
Percentile chance at profits per tenday:
01 - 10Loss at 1.5x the tavern's regular expenses.
11 - 20Loss equaling the tavern's regular expenses.
21 - 30Loss at half the tavern's regular expenses.
31 - 40Break even.
41 - 60Profit of 10d6 × 5 gp.
61 - 70Profit of 10d8 × 5 gp.
71 - 00 Profit of 10d10 × 5 gp.
Factors that could modify expenses and profits include - how the tavern is promoted, the party's reputation, choosing to skimp or spend on stock and staff, and possible future improvements - fine dining, lavish rooms, a courier service, a gambling parlor.
The party could also put the space to other uses - installing, for example, a workshop, observatory, library, or private vault.
Towards evening, Gregor will ritually prepare Alarm by the main door to the manor, and will instruct his spider familiar to alert him if it sees anything suspicious. He will be keeping the spider on his person, or in whatever room the party chooses to stake out.
After finishing his rituals and explaining what the Alarm should sound like once it goes off, Gregor will suggest bunking up in the common room so that everyone is to hand if something happens.
Bivouacking in the shambles of Trollskull Manor’s common room, the party sleeps about the length of a Short Rest before being awakened by the jangling of a bell - one of the Alarm spells has gone off, somewhere downstairs.
Ian says further, "So what's the plan then? It seems that Gregor's alarm has went off downstairs. Shall we go round up ourselves some critters or perhaps a ghost?"
Ian says further, "So what's the plan then? It seems that Gregor's alarm has went off downstairs. Shall we go round up ourselves some critters or perhaps a ghost?"
Gregor, only half present as he borrows his familiar's senses, hears nothing.
Irma, woken by the movement and sounds of the other waking up puts his shield away and readies his hammer. "Hmm, well now's a good time to test one spell."
Irma goes over to Ian and says, "this will give you some protection." Irma casts Protection from Good and Evil on Ian.
Irma, woken by the movement and sounds of the other waking up puts his shield away and readies his hammer. "Hmm, well now's a good time to test one spell."
Irma goes over to Ian and says, "this will give you some protection." Irma casts Protection from Good and Evil on Ian.
"Protection from Good and Evil"
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
Irma, woken by the movement and sounds of the other waking up puts his shield away and readies his hammer. "Hmm, well now's a good time to test one spell."
Irma goes over to Ian and says, "this will give you some protection." Irma casts Protection from Good and Evil on Ian.
Spell Slots Remaining: 1 of 2.
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Where will Gregor be engaging in the necessary arcane rituals?
Probably the Trollskull Manor library.
Gregor successfully adds the above spells to his known spell list, and summons a familiar of his choosing. You may assume the brazier is obtained freely, if not already owned. You may deduct the specified GP from your character sheet, and add the familiar as a custom "item" in your equipment list. The process is completed shortly before midnight on Day 3.
Refurbishment Assessment Roll [With Advantage] 15
Gregor knows a thing or three about taking a piece of property and turning a profit, and comes up with the following estimates.
To cover the necessary renovations in order to render the place habitable and serve as a residence and base for the party: 100 gp.
To cover the furnishing, stocking, staffing, and licensing of a tavern:
One-Time Expenses
Regular Expenses
Percentile chance at profits per tenday:
Factors that could modify expenses and profits include - how the tavern is promoted, the party's reputation, choosing to skimp or spend on stock and staff, and possible future improvements - fine dining, lavish rooms, a courier service, a gambling parlor.
The party could also put the space to other uses - installing, for example, a workshop, observatory, library, or private vault.
Addendum - the party may simply ignore the property, which would most likely fall into greater disrepair, with unforeseeable results.
To leave the manor as it is, but engage the necessary maintenance to keep it from further deteriorating, would cost 10 gp / tenday.
Towards evening, Gregor will ritually prepare Alarm by the main door to the manor, and will instruct his spider familiar to alert him if it sees anything suspicious. He will be keeping the spider on his person, or in whatever room the party chooses to stake out.
After finishing his rituals and explaining what the Alarm should sound like once it goes off, Gregor will suggest bunking up in the common room so that everyone is to hand if something happens.
Ian agreed to this strategy and will shack up in the common room.
Irma agrees and will set up camp in the common room. He will first head to the Inn for supper then come back to the Tavern-Base
Day 4 - Fourth of Eleint - Moondark
Bivouacking in the shambles of Trollskull Manor’s common room, the party sleeps about the length of a Short Rest before being awakened by the jangling of a bell - one of the Alarm spells has gone off, somewhere downstairs.
Ian, awakened by the disturbance, readies himself for a sortie. He says, "I guess we're not going to sleeping much tonight."
With a mental command, Gregor compels his familiar to investigate the disturbance. Closing his eyes, he shares the spider's senses as it heads below.
Please roll a Perception check, using the Wisdom modifier (+0) of the Spider Familiar.
19
Ian says further, "So what's the plan then? It seems that Gregor's alarm has went off downstairs. Shall we go round up ourselves some critters or perhaps a ghost?"
Gregor, only half present as he borrows his familiar's senses, hears nothing.
Irma, woken by the movement and sounds of the other waking up puts his shield away and readies his hammer. "Hmm, well now's a good time to test one spell."
Irma goes over to Ian and says, "this will give you some protection." Irma casts Protection from Good and Evil on Ian.
"Protection from Good and Evil"
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
Spell Slots Remaining: 1 of 2.