Chapter 1: Harvest (OOC)

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Talanall
Talanall's picture

Alright.

Ordinarily, identify does not require a material component if you cast it as a divine spell. But it's only accessible through the Magic domain, which makes the divine version a 2nd-level spell. Rasnak casts it as a 1st-level spell, so I feel comfortable saying that he still needs the component.

I figure he's going to go from most to least powerful. So . . .

darkwood rod set with jade and bloodstone cabochons (strong) - rod of flame extinguishing
smooth jade rod (strong magic) - rod of metamagic, empower
bracers (moderate) - bracers of armor +1

This still leaves the following items outstanding:
necklace (moderate)
2 black star sapphires (moderate)
potion, clear red (faint)
potion, murky brown (faint) (x2)
potion, milk-white (faint)
potion, transparent blue (faint)
potion, flat green (faint)

Anyone who has actual ranks in Spellcraft and at least a +5 modifier to the skill is capable of identifying the potions (the DC is 25). It'll require a lot of luck, but there are two characters who are technically capable of success, and it's at least worth trying if you think the potions might be useful later but are also trying to maximize the size of your share of loot. It takes about a minute, and does not cost anything. But if you fail, you can't try again until you get to 3rd level and gain another rank of Spellcraft (by the rules as written, it can't be tried again at all).

If you have Spellcraft and use detect magic, you can at least get an idea of what school of magic is involved with any of the above items. The DC for that is variable, but for the faint auras, it cannot possibly be higher than 17.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Obsidian_Spoon
Obsidian_Spoon's picture

I can try for the potions.

As for the auras thing, would it be just one use of detect magic?

Red, brown, brown, white, blue, green.
I rolled 1d20+5, the result is 8, 5 = 13.
I rolled 1d20+5, the result is 4, 5 = 9.
I rolled 1d20+5, the result is 4, 5 = 9.
I rolled 1d20+5, the result is 3, 5 = 8.
I rolled 1d20+5, the result is 18, 5 = 23.
I rolled 1d20+5, the result is 2, 5 = 7.
Talanall
Talanall's picture

So close.

And no, it's a Spellcraft check per aura.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Obsidian_Spoon
Obsidian_Spoon's picture

Right, but if the spell lasts for 2 minutes, and after two rounds you can start making spellcraft checks, could you conceivably lay the items out side by side and fit the checks in under one spell cast?

Talanall
Talanall's picture

Ah. I see what you're asking.

Spellcraft checks aren't an action for this purpose.

The way it goes is that you need to spend three consecutive rounds studying a given area, which must fit within a 60 ft. cone. At the end of the third round of study, you discern the strength and location of each aura, and make a check for every aura that is in your line of sight and within the range of the spell, whether there are two auras or twenty. If one item has a towel over it, you don't make a check for that item because the towel disturbs line of sight (but you still get location and strength). Also, a thick enough barrier (and how thick is "thick enough" depends on the material) can shut off your view of an aura altogether. That's pertinent if, for example, you are planning to use detect magic to try to sweep for magical traps, or as a guide to archaeological excavation.

None of that's pertinent here, of course. Vex is only looking at nine items. You still would want to lay out the items to be studied so that they are well separated, because if they're close enough to jumble together I'm at liberty to exercise some creativity about what you discern, but there isn't actually an upper limit, but you're not in a hurry or under any undue pressure, such as from combat, so I really see no reason to be difficult.

Nine Spellcraft checks should do it. There are some other characters who could try this, too, maybe.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Obsidian_Spoon
Obsidian_Spoon's picture

Well then, nine checks it is. I'll just assume I'm making the checks in the same order as your list above, starting with the necklace.

I rolled 1d20+5, the result is 5, 5 = 10.
I rolled 1d20+5, the result is 8, 5 = 13.
I rolled 1d20+5, the result is 15, 5 = 20.
I rolled 1d20+5, the result is 3, 5 = 8.
I rolled 1d20+5, the result is 12, 5 = 17.
I rolled 1d20+5, the result is 9, 5 = 14.
I rolled 1d20+5, the result is 10, 5 = 15.
I rolled 1d20+5, the result is 17, 5 = 22.
I rolled 1d20+5, the result is 16, 5 = 21.
Talanall
Talanall's picture

You had a run of decent rolls, so Vex learned a good deal.

necklace (moderate)
black star sapphire (moderate)
black star sapphire (moderate necromancy)
potion, clear red (faint)
potion, murky brown (faint conjuration)
potion, murky brown (faint)
potion, milk-white (faint abjuration)
potion, transparent blue (faint transmutation)
potion, flat green (faint conjuration)

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Obsidian_Spoon
Obsidian_Spoon's picture

He'll go ahead and pass any of that info on to the others.

Talanall
Talanall's picture

Okay, excellent. I think that covers all of our bookkeeping work for the time being.

I am installing hardware upgrades to my PC as soon as all of the parts come in (CPU, mobo, GPU and replacement on my primary HDD, which shat itself messily on Sunday); ideally this will happen either this afternoon or tonight. If they go smoothly, I should be back up and running in a matter of two or three hours after I start the project.

If they DON'T go smoothly, I may be out of touch for several days while I deal with whatever is the problem. Regardless, I will advance this game as soon as I finish the upgrade, restore backup data and reinstall every damn thing.

Some of you are getting this notice twice, because you are playing in both of my games.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

Rolls

I rolled 1d100, the result is 19 = 19.
I rolled 1d100, the result is 4 = 4.
I rolled 1d100, the result is 52 = 52.
I rolled 1d100, the result is 45 = 45.
I rolled 1d100, the result is 99 = 99.
I rolled 1d100, the result is 70 = 70.
I rolled 1d100, the result is 41 = 41.
I rolled 1d100, the result is 6 = 6.
I rolled 1d100, the result is 100 = 100.
I rolled 1d100, the result is 5 = 5.
I rolled 1d100, the result is 39 = 39.
I rolled 1d100, the result is 7 = 7.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

More rolls.

I rolled 1d100, the result is 31 = 31.
I rolled 1d100, the result is 42 = 42.
I rolled 1d100, the result is 64 = 64.
I rolled 1d100, the result is 49 = 49.
I rolled 1d100, the result is 24 = 24.
I rolled 1d100, the result is 45 = 45.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

A few more.

I rolled 10d10, the result is 9, 6, 4, 3, 4, 10, 9, 2, 6, 8 = 61.
I rolled 1d6, the result is 4 = 4.
I rolled 4d3, the result is 3, 1, 3, 1 = 8.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

Last ones.

I rolled 2d8, the result is 5, 7 = 12.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

Okay, let's have Spot and Listen checks from everybody, please.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Cronono
Cronono's picture

Who dat?

Spot, Listen
I rolled 1d20+5, the result is 6, 5 = 11.
I rolled 1d20+5, the result is 12, 5 = 17.
Darker

Rolling

Spot THEN Listen
I rolled 1d20+2, the result is 16, 2 = 18.
I rolled 1d20+2, the result is 2, 2 = 4.
Fixxxer
Fixxxer's picture

Butts

Spot; Listen
I rolled 1d20+1, the result is 18, 1 = 19.
I rolled 1d20+1, the result is 14, 1 = 15.
Dafyd
Dafyd's picture

Spot, listen

I rolled 1d20+8, the result is 19, 8 = 27.
I rolled 1d20+3, the result is 15, 3 = 18.
Talanall
Talanall's picture

Secrets

I rolled 1d20+11, the result is 13, 11 = 24.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Obsidian_Spoon
Obsidian_Spoon's picture

Rolls.

Spot, Listen
I rolled 1d20+7, the result is 7, 7 = 14.
I rolled 1d20+7, the result is 6, 7 = 13.
deadDMwalking
deadDMwalking's picture

Spot/Listen

Spot/Listen
I rolled 1d20+3, the result is 1, 3 = 4.
I rolled 1d20+3, the result is 2, 3 = 5.
deadDMwalking
deadDMwalking's picture

I'll just point out that my ability to pay attention to my surroundings has nothing to do with why you guys brought me along.

Talanall
Talanall's picture

Rolling for Evrinel. Arkenian's been in contact with me through other means.

I rolled 1d20+4, the result is 19, 4 = 23.
I rolled 1d20+4, the result is 10, 4 = 14.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

Secrets

I rolled 1d20, the result is 5 = 5.
I rolled 1d20, the result is 13 = 13.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

More secrets

I rolled 1d20, the result is 4 = 4.
I rolled 1d20, the result is 4 = 4.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

Raksha

I rolled 1d20+3, the result is 19, 3 = 22.
I rolled 1d20+3, the result is 11, 3 = 14.
I rolled 1d20+1, the result is 20, 1 = 21.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

Is Leland bringing Horace for this?

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Dafyd
Dafyd's picture

Oh yes. He's disinclined to leave Horace unattended for long periods of time since he met his first owlbear.

deadDMwalking
deadDMwalking's picture

Henrik Initiative

Init
I rolled 1d20+2, the result is 5, 2 = 7.
Talanall
Talanall's picture

This is actually the rare scenario in which a PC becomes aware of a potential encounter without the other side also knowing about him. It's technically possible that you could get through this without ever entering initiative. First we'll see what Leland does, though.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Obsidian_Spoon
Obsidian_Spoon's picture

Things are a little unreliable with me for the moment, so I may or may not be present as frequently as normal. That being said, for this next stage of the story Vex's task is somewhat strait forward, so once he's in position he will take 10 on his pact check and summon his fiery friend, and then explain the plan to him. Since Vex can speak to him directly now, that shouldn't be too difficult.

If I have a role to play and I am absent for more than a day or so, feel free to manage it for me if you'd like. I don't know that that will happen, but I want to mention it's a possibility.

Talanall
Talanall's picture

Thank you for letting me know. If I think it necessary, I'll step in to keep things moving along. I hope things get steadier for you soon, dude.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

The first four hours of work have killed about eight acres' worth of trees overall. There are somewhere around 100 to 150 acres in all, so you're looking at nearly a week's worth of very hard work to get them all. You could get it done faster by (in essence) force marching.

It's up to you whether you want to do that, and whether your characters are even willing to keep on with this gig.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Fixxxer
Fixxxer's picture

To Johten, there seems to be little reason not to finish the job. We knew it would be hard work when we started. The question of whether to "force march" is ultimately up to Mbali, and Johten is good following her instruction.

Obsidian_Spoon
Obsidian_Spoon's picture

Do Elves only sleep for 4hrs in this version? I can't remember. If the answer is yes, Vex could just about keep the magmin going 24/7, right? Each summon lasts 4hrs, and I can call him 6 times a day.

That could be a very bad idea, so anyone feel free to poke holes. I'm having some major issues in the RL right now, so my brain isn't fully functioning. Vex's is, so he'd make a smarter decision than I would at the moment.

deadDMwalking
deadDMwalking's picture

We have food. We have good money. After this gig, we'll probably get ourselves killed. I don't mind spending a week killing a forest.

Talanall
Talanall's picture

Obsidian_Spoon wrote:

Do Elves only sleep for 4hrs in this version? I can't remember. If the answer is yes, Vex could just about keep the magmin going 24/7, right? Each summon lasts 4hrs, and I can call him 6 times a day.

Elves don't sleep; they enter a state of waking dreaming. You're remembering correctly that they have a psychological/physiological need for four hours a day in this state. However, elves that cast arcane spells still need to rest for a total of eight hours a day, and that means they still have to sit around and chill for an additional four hours.

Vex casts divine spells, so that's not really an issue for him. Technically he could go 20 hours a day (leaving him a single unused spirit pact each day), stopping only to answer biological needs, get his four-hour reverie, and meditate for spells, but doing so would require the rest of the expedition to either camp out to be near him, or him to be alone and isolated in country that has been demonstrated to be very dangerous, even to people traveling in groups. Also, in actual practice it's incredibly difficult to do something for 20 hours straight, especially if it's simultaneously both tedious and dangerous (and following a magmin around through an expanse of flammables would count).

Getting to and from the plantation from the cavern is about an hour's walk each way, so if you want to ensure that those who need actual sleep can get enough of it, your best option is for the rest of the expedition to work 8 hours, and then "force march" and/or rest while Vex puts his elemental through a third summoning. With some luck, the mundane expedition members can squeeze 9 or 10 hours of work out of the day without being fatigued when it's time to walk home (and possibly fight monsters on the way), and Vex gets an extra 4 hours of time with his summoned critter. This also has the benefit of leaving Vex with three spirit pacts that he can pull out in response to any sudden emergencies.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Darker

Rasnak also has nothing pressing, he's debating on whether or not to return to the caves and seek out others of his faith (or start preaching to gather some). He plans to use unused spells in the evening to ID goods until they all are identified. He's not a big fan of going back to the plantation everyday, but he's even less of a fan of being left alone without others there that could defend the place.

Obsidian_Spoon
Obsidian_Spoon's picture

If that's the schedule the rest of us want to stick with, that sounds glorious to me.

Talanall
Talanall's picture

Alrighty, then. I'd like to see five Constitution checks from each player, please. If you happen to have the Endurance feat, it applies.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Cronono
Cronono's picture

Rollin rollin rollin

Con rolls!
I rolled 1d20+1, the result is 7, 1 = 8.
I rolled 1d20+1, the result is 17, 1 = 18.
I rolled 1d20+1, the result is 1, 1 = 2.
I rolled 1d20+1, the result is 13, 1 = 14.
I rolled 1d20+1, the result is 12, 1 = 13.
Darker

Rasnak will not work himself into exhaustion -- not unless it in trying to run away from something. Mostly because he wants to make sure he maintains some ability to run away.

I rolled 1d20, the result is 11 = 11.
I rolled 1d20, the result is 9 = 9.
I rolled 1d20, the result is 7 = 7.
I rolled 1d20, the result is 20 = 20.
I rolled 1d20, the result is 10 = 10.
Obsidian_Spoon
Obsidian_Spoon's picture

Checks

I rolled 1d20, the result is 20 = 20.
I rolled 1d20, the result is 5 = 5.
I rolled 1d20, the result is 1 = 1.
I rolled 1d20, the result is 2 = 2.
I rolled 1d20, the result is 9 = 9.
deadDMwalking
deadDMwalking's picture

I also want to avoid fatigue. Can I work for two hours and then take a 1 hour nap to avoid the '8 hours of strenuous activity'?

If Dwarves have a bonus other than the racial modifier to Constitution, I haven't included it here.

Constitution Checks (if necessary)
I rolled 1d20+2, the result is 15, 2 = 17.
I rolled 1d20+2, the result is 9, 2 = 11.
I rolled 1d20+2, the result is 12, 2 = 14.
I rolled 1d20+2, the result is 5, 2 = 7.
I rolled 1d20+2, the result is 10, 2 = 12.
Talanall
Talanall's picture

Dwarves have no such bonus.

In the interests of transparency, what I'm doing here is having you all roll up your Constitution checks for a full week's worth of work, consisting of 8 hours of normal activity, then a ninth hour of "force march" activity each day. At worst, if you fail your check for the ninth hour, you'll take 1d6 points of non-lethal damage.

Since part of your planning involves the mundanes working for 9 hours, then hanging around for an additional three or so while Vexandi finishes up with his magmin, you should never be fatigued by the time it is time for you to go back to the cave. You're all 2nd level, so you naturally recover 2 points of nonlethal damage per hour. And per the forced march mechanic that we're using, you stop being fatigued after you recover from the nonlethal damage.

Since it only takes a little more than half an hour to walk all the way to the cave, you're probably okay unless one of the local boogeymen decides to attack you while you are literally right in the middle of the plantation grounds.

I won't get into details about why that's unlikely, but suffice it to say that until recently the area was inhabited by mindless undead and necromancers, and most predators, whether living or undead, don't want to be too near that sort of thing. Also, the whole area smells of smoke, and wildlife tends to avoid fire. It's not impossible that you could wind up fighting a random encounter while you're trying to work, but it's very improbable.

And no, you can't do two hours of activity and then rest for an hour to get around the possibility that you will get tired from performing strenuous physical labor. The "fatigue timer," so to speak, resets with 8 hours of rest during which you do nothing more strenuous than idle conversation, tending to bodily needs, or keeping watch.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Cronono
Cronono's picture

Vandersrike does not exert himself overly much in order to gird the trees. He might perform 1/4th the effort of the larger party members. The other 75% of the time he will look for a way to do this without working so hard.

Fixxxer
Fixxxer's picture

Rolls

Con Checks
I rolled 1d20+1, the result is 1, 1 = 2.
I rolled 1d20+1, the result is 12, 1 = 13.
I rolled 1d20+1, the result is 20, 1 = 21.
I rolled 1d20+, the result is 11 = 11.
I rolled 1d20+1, the result is 8, 1 = 9.
Dafyd
Dafyd's picture

Though the streams are swollen. . .

I rolled 1d20+2, the result is 7, 2 = 9.
I rolled 1d20+2, the result is 7, 2 = 9.
I rolled 1d20+2, the result is 1, 2 = 3.
I rolled 1d20+2, the result is 7, 2 = 9.
I rolled 1d20+2, the result is 19, 2 = 21.
MinusInnocence
MinusInnocence's picture

Quote:
The "fatigue timer," so to speak, resets with 8 hours of rest during which you do nothing more strenuous than idle conversation, tending to bodily needs, or keeping watch.
I guess that all depends on which bodily needs you're referring to. Some are quite taxing all on their own.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

Talanall
Talanall's picture

Oskav would have an easier time of things if he would eat more fiber. He could eat a goddamn salad once in a while. Just saying.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

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