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Post by Wolfgar on Sept 26, 2017 21:46:59 GMT -5
Here are some questions for the party attendees and servants - Are there multiple (lantern) ships?
- If so where do they dock?
- Did anyone else arrive via a ship?
- Where are people from?
- How long have they been here?
- Does anyone know how to control the ship?
- Is there a guidebook?
- Is there a library here?
- What land are we in?
- What is with the murals?
- Can you move to other lands/worlds through them?
- Are there guest chambers we can rest in?
- Is there a marketplace near by where we can purchase supplies?
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Post by Bolo on Nov 1, 2017 17:17:48 GMT -5
What is the name of the servant we rescued from this place?
Eustace would like him to accompany us on our adventures, preferably as a skilled assistant or apprentice rather than just a general servant. Eustace will offer to outfit him with tools and supplies suitable for whatever skills he may have (which are what? carpentry? blacksmithing? cooking? preparation of simple potions? maybe a mending cantrip?).
If he's not interested in that, Eustace will try to get him a job as Selvaster's assistant. He certainly has more years of experience serving mages than anyone else around here.
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Post by Wolfgar on Nov 5, 2017 14:33:36 GMT -5
While we rest and let Eustace do some reading, we'll do a thorough inspection of the rooms of the Lantern. We'll dispose of anything that is dead or decaying (unless Selvaster has some use for desiccated beholders and amorphous blobs). We'll see if there are any other items or books of interest. Do a thorough inspection for secret doors. I believe we have a wand that we can use a couple times a day to search for secret doors and traps.
Can one of the wizards test to see if the lantern is proof against teleportation? Or at least dimension door and/or misty step? I would hate for those guys to just show up in the middle of the Lantern while we are asleep. I'll check to see if you can use clairvoyance to view the interior of the Lantern.
If we had 1000 gp I could cast Hallow to help make the Lantern more secure. For 450 gp I could do a Legend Lore on the Lantern.
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Post by Bolo on Nov 5, 2017 22:27:17 GMT -5
Eustace can't help with the teleportation question, but I believe Jake's wizard (sorry, I'm blanking on his name) knows both Misty Step and Dimension Door.
Eustace will certainly offer Selvaster the desiccated beholder bits, etc. Depending on their apparent value, perhaps Selvaster might offer us another spell or two in exchange?
Eustace can cast Alarm as a ritual without wasting a spell slot, but it only lasts 8 hours, so he'd need to keep casting it over and over, multiple times every day. If we want to do this, Jake's wizard should learn Alarm too, so he can set the alarm(s) if Eustace happens to be away from the lantern or resting or otherwise occupied.
Or Eustace could cast Magic Mouth to shout a warning whenever a non-party member approaches the lantern entrance. This costs 10gp in jade dust, which is cheap enough, and it has the advantage of being permanent. OTOH, I think it won't trigger on an invisible target, which I think Alarm will. (Question for the DM: is this correct?)
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Post by venger on Nov 7, 2017 15:56:44 GMT -5
What is the name of the servant we rescued from this place? Eustace would like him to accompany us on our adventures, preferably as a skilled assistant or apprentice rather than just a general servant. Eustace will offer to outfit him with tools and supplies suitable for whatever skills he may have (which are what? carpentry? blacksmithing? cooking? preparation of simple potions? maybe a mending cantrip?). If he's not interested in that, Eustace will try to get him a job as Selvaster's assistant. He certainly has more years of experience serving mages than anyone else around here. Bartolocus would accompany the party as a hireling if provided a fair wage. He is proficient with the following artisan's tools which would need to be purchased for him to provide any work: Brewer’s supplies: 20 gp Carpenter’s tools: 8 gp Cobbler’s tools: 5 gp Cook’s utensils: 1 gp Leatherworker’s tools: 5 gp Mason’s tools: 10 gp Tinker’s tools: 50 gp Weaver’s tools: 1 gp Woodcarver’s tools: 1 gp Bartolocus desires one day to return to his homeland across the sea. He is not of Seree descent, enslaved at an early age by the evil, conquesting wizard empire. While we rest and let Eustace do some reading, we'll do a thorough inspection of the rooms of the Lantern. We'll dispose of anything that is dead or decaying (unless Selvaster has some use for desiccated beholders and amorphous blobs). We'll see if there are any other items or books of interest. Do a thorough inspection for secret doors. I believe we have a wand that we can use a couple times a day to search for secret doors and traps. Can one of the wizards test to see if the lantern is proof against teleportation? Or at least dimension door and/or misty step? I would hate for those guys to just show up in the middle of the Lantern while we are asleep. I'll check to see if you can use clairvoyance to view the interior of the Lantern. If we had 1000 gp I could cast Hallow to help make the Lantern more secure. For 450 gp I could do a Legend Lore on the Lantern. I'll provide a schematic of the Lantern and inventory its contents in another thread. The wizard would purchase any intact beholder eyes. There are a couple secret doors in the room with the now-sunken pedestal, as well as a concealed switch which you believe might possibly reset the pedestal and the magical traps. There is a secret door on the 2nd level between the surgical bay and the main corridor. Beyond that the wand detects no additional traps or secret doors. The Lantern does not appear to be proof against the teleportation magic the party possesses, though it is proof against external clairvoyance. Eustace will certainly offer Selvaster the desiccated beholder bits, etc. Depending on their apparent value, perhaps Selvaster might offer us another spell or two in exchange? Or Eustace could cast Magic Mouth to shout a warning whenever a non-party member approaches the lantern entrance. This costs 10gp in jade dust, which is cheap enough, and it has the advantage of being permanent. OTOH, I think it won't trigger on an invisible target, which I think Alarm will. (Question for the DM: is this correct?) He'll pay 400GP for the eyes. Magic Mouth can be overcome with invisibility and a successful stealth roll. It has an audible / visual trigger component. Alarm triggers whenever something enters the area that isn't ethereal.
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Post by Bolo on Nov 7, 2017 22:43:06 GMT -5
What does Bartolocus consider a fair wage? Assuming the answer is reasonable, Eustace will agree to it. He'll pay Bartolocus his first week's wages in advance, in case he wants to purchase any personal items.
Eustace will accept Selvaster's offer of 400gp for the beholder eyes. He'll also ask Selvaster whether he knows anything about the land beyond the sea. How distant is it? Do merchant ships make regular voyages to it? What is its current condition and form of government? If Selvaster doesn't know, can he say who in town would likely be able to answer such questions?
Eustace will spend 101gp of the 400gp received from Selvaster to purchase all the listed artisan's tools. He'll tell Bartolocus that in addition to his wages, he can keep the tools as his own if he is still working for the party 12 months from now.
Is Eustace having any luck finding out useful magical or alchemical information in the books?
Remind me who the Seree are? Are they Rhadominus and the mages?
I'm not sure how paranoid we ought to be about the mages coming after us. Casting Alarm at the lantern entrance multiple times every day seems like a lot of work when they might not be coming after us in the first place, or might wait 6 months before coming after us, or might just teleport through the walls. But if the party's view is that it's worth doing, Eustace is certainly willing to do it.
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Post by Wolfgar on Nov 10, 2017 8:24:46 GMT -5
IMHO, we should be splitting gold we receive in trade for any item recovered from adventuring. It seems that Eustace is getting the lion's share from the most recent outing - monster parts, library books, the Librum.
We'll attempt to open the concealed and secret doors (unless you want us to do that in session). We can Knock them if we can't find the mechanisms.
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Post by Bolo on Nov 10, 2017 19:44:46 GMT -5
I didn't intend for Eustace to appropriate the 400gp. I'm fine with dividing up the remaining 299gp. I presumed that the 101gp for equipment for Bartolocus was a party expense, since his work will be available to all of us. If the party doesn't like the idea of hiring Bartolocus to come along with us, Eustace will be somewhat miffed, but he could try to get Bartolocus a job with Selvaster instead. What do others think?
Other party members are welcome to read the books, although I presume that by their nature they're not of much use to anyone but the wizards. So far, it's only Jake's wizard who has learned anything from the library books, although I hope that will change. And Eustace hasn't gotten anything from the Librum yet either, mostly because I don't really understand what it does or what the implications might be of trying to create a homunculus.
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Post by Wolfgar on Nov 11, 2017 8:35:21 GMT -5
I am happy to have Bartolocus along. If nothing else he can watch the Lantern while we are away from it.
We should buy extra provisions and supplies to keep in the Lantern. It looks like where we are going in the Land of Wizards won't have much in the way of cities.
Since the Lantern tends to arrive some distance above the local terrain it might be nice to have easier means to access it. Maybe a long rope ladder. Or just a knotted rope. Can the wizards prepare scrolls? Some additional high level Fly spells might be nice.
On that note, can Wolfgar create healing potions more cheaply than can be purchased?
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Post by Wolfgar on Nov 24, 2017 11:15:40 GMT -5
Maps of the Lantern and the caves around the full dark stone would be nice to have. Wolfgar can use repeated ritual Clairvoyance spells to map out the caves. Lighting could be a problem. Maybe Horm will let us borrow a skull knight to carry around a glowing stone. I could use Scrying to follow it through the caves. Or maybe Horm already has maps.
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Post by venger on Dec 12, 2017 20:50:45 GMT -5
Maps of the Lantern and the caves around the full dark stone would be nice to have. Wolfgar can use repeated ritual Clairvoyance spells to map out the caves. Lighting could be a problem. Maybe Horm will let us borrow a skull knight to carry around a glowing stone. I could use Scrying to follow it through the caves. Or maybe Horm already has maps. I should be able to post something before Sunday. I'll work up some maps.
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