It is Tuesday afternoon, still the 10th of May.
As you settle into some food, talking to the Overseer, let's say that the general story is told. The Overseer will explain that when the called for clean up crew showed up, he sent them home, saying the problem had been sorted. You're the official clean-up crew now ... and the Overseer does want to know for sure that you're going to do your jobs.
Given that there is legitimacy, from your story, and the look of your wounded comrades, that there is danger, he lets you know that the fee for cleaning up a situation like this is typically 300 g.p., plus plunder.
"When are you going back in?" He'll ask. "I can help a little with supplies, but I'm afraid beyond a few tools and food, there's not much I can offer up front. I can probably set you up enough that you don't have to seek out supplies in Stavanger."
58 comments:
I thank him for that - we will definitely take him up on that offer.
After feeding, do we want to go in again today? It'll be past dark when we emerge again if we only go in as far as we've ready explored - how do we want to work this?
To answer Rob's question on the weather, it is cool, with a light breeze from the NE, with a crystal clear sky.
Valda and Rob were roughed up. I am out of relevant spells, and Engelhart used his Cure spell. Also, we have competition, and we have no idea how far that passage goes. Setting up a base camp seems like the prudent decision to me.
[thanks for the information]
I thank him too.
If we don't want to go back to the bottom right away we could take some time to set up a proper camp inside, and eventually do something to temporary block the passage toward the larger cave, to stop things from going out too easily...
I'll admit I'm a bit lost with respect to time. Did it take something like 1 hour to get back to the shriker room, then another hour to get back to the surface?
Also, how far in the afternoon are we?
*we have no competition
Embla: below the ground, there is little concept of day and night. I am ready to set out on a full belly, no problem.
Let's ask for some rope, some spikes and I'll fill up my backpack for the rations that we might need along the way.
Can we get a carrier for food & supplies? Valda and the others might do the trick, if you guys are willing.
Rob,
The party entered with this post: http://juvenis-campaign.blogspot.ca/2018/03/approaching-entrance.html, at 9am. You turned back after four hours in the dungeon, and it took you two hours to emerge again. It is 3pm.
Are you going to order Valda, Fjall or Willa to come along with you? If you are, they will go, and carry what you need. But hearing what they've heard, they would rather not go.
Was the donkey Pandred's? If so, she has taken it with her, but left your stuff, whatever it was, behind.
I bought at least one additional mule.
Can we get some other help from the dungeon crew, willing to shoulder our burden for pay?
[I'm going away from keyboard for a couple of hours, whatever you guys end up deciding is fine with me, if the party decides to camp for the day, I'll heal myself before hitting the sack].
That's fine. Let's call it. I have to work on a masterclass post and I can use the time.
Thanks everyone. Until Wednesday.
Here.
Ahm, here.
[good to have you back, Lothar].
[here]
Here too. Drinking coffee.
Starting off, is there any supplies you're still looking for. Let's get that out of the way first.
I rattled a small list but it was a spur of the moment thing. A rope ladder would be awfully nice. And some sets of shoulders to drag all this sapping gear, of course.
And,of course, the decision: are we digging back in at this time or not?
I can supply the rope, but not the people.
I asked if you intended to order Fjall, Willa and Valda to accompany you. I didn't get an answer for that, either.
I would also like to know the answer to Engelhart's last question.
I think the idea was to take some time to set-up camp inside the dungeon.
I think the wiser move is to rest first, recover our spells and make sure nothing we may have disturbed attacks our supply point.
Having said that, if someone someone else thinks we should go forward, I will go with no complaint.
That's three votes on the "hold back" front, so I'll fall into line. I'm guessing our ranger can fit onto the shoes of quartermaster and get us an uncompromised advance position.
The retainers are not mine to boss around, I can only promise to bless and tend to their spirits.
I, also, am not in any position to boss around Fjall, Willa and Valda until their rightful master grants me his/her leave to do so.
I'm going to need some exact specifications on what an "uncompromised advance position" means.
Somebody please take it upon yourself to start describing exactly what you mean. I'm sure that if you start detailing, others will simply come on board or make minor suggestions.
I think an extra lantern and oil would be good to have on hand. Valda is pretty beat up, so I don't feel like asking her to come down with us. Fjall is okay for the moment, so when we do go back in, I think I'll ask him to accompany us. Are we setting up a base camp in the cave room then?
I mean the deepest point where setting up s camp would be reasonable and there are only a few ways in and out. To my untr as ined eye, the room we met seems good.
I think Lothar was wounded, so I cast Clean on the wound to help prevent infection.
To me, a good position is one where one person can easily keep guard (e.g., only one narrow corridor toward the unexplored part of the dungeon), where there is the possibility to have some light (maybe have a fire without running the risk of choking on accumulating smoke), and which is not too far from the unexplored part of the dungeon (so as not to loose too much time).
This is why I suggested the multiple pit room (it has light, only 1 outgoing passage, is close to the larger cavern).
(note: the room where we met goes for me as well)
Take a lantern and ten flasks of oil, or 80 ounces. I can supply you with up to 50 torches as well. The lamp oil will last a total of 150 hours; the torches, 16 and a half more.
I believe the intent is to set up a base camp.
Where are we going to spend the night? I'd rather not camp in the pit room, what with the pits and all, and I'd like to have the majority of our stuff (food and weapons) easily accessible.
Engelhart, how much healing magic do you have left for the day?
Sorry, yes. We are planning on potentially trekking many miles underground. Having a place to fallback to if something goes wrong is my goal.
Wounds don't get infected by any rule I've imposed yet; and technically, Mikael doesn't know anything about "why" he would clean a wound. This isn't the 19th century. Lothar, I will accept, chose to bind his wound.
We don't have any idea what those orbs are in the pit room - I'm a little wary about spending the night there. What about the passageway leading to the pit room?
Both donkeys are mine, BTW.
I respect Willa's decision to not accompany us further into the cave, but I do ask that she tend to the campsite, wherever we set it up.
I'm ok with the passageway before the pit room.
My intent would have been to actually get most (if not all) our supplies there.
Willa will.
Please give me a better description than, "the passageway before the pit room"; there is no such passageway. "Before the pit room" was a sloping cavern.
The sloping cavern, provided the terrain is even enough to rest on.
Ah, I was basing that use on the description for the spell
I'm OK with this slopping cavern (drawn here).
I had stated that I would heal myself before sleep, but I see now that you're worse for wear, Lothar, I'll let you have the heal instead.
Alexis: Did Pandred's perma-salve exit stage with her or did we get to keep it as a parting gift?
The sloping cavern is 45 to 60 degrees. It is not practical for a camp.
Sorry, Mikael. I meant an infection that caused a skin condition, not a battle wound; clumsy writing on my part. I have corrected the cantrip to explain.
Also, just to try and get on the level with you folks: are we really all excited to spend the night in the general vicinity of a teleporting, blade-immune gunk-elemental like a bunch of Slasher-flick high-schoolers?
Pandred can present her salve to you, but I don't know how much she had with her.
('cause I'm pretty sure those rules about 'helpless defenders' don't look so hot when on the receiving end.. )
I mean, I'm not terribly excited by that, no. But I would like the opportunity to kill it once and for all.
What room precedes the sloping cavern? Might it be suitable for camping?
LOL, Engelhart.
Before the cavern was the pile of bones, and before that, the tunnel hallway where the workmen had broken through the wall.
You can't camp in that hall; it is only 8 feet wide and it is a traffic route for people who are plundering the dungeon that has been cleaned out.
OK.
In that case, might it just make more sense for our base camp to be outside the ruin anyway? Given the distances we might be trekking underground, the walk between pit room and ruin entrance is negligible.
I think we should split the party and investigate all strange noises.
I'm with Embla, outside seems the best bet.
Yes... I'm sorry, I just started thinking that no reasonable measure will ghost-proof our camp and the more I turned it in my head the heavier it got.
If we can at least remove ourselves from the ground marked with the "definitely haunted" signposts I'll be much more at ease.
Ok so if I resume:
Shrieker room : risk of teleport monster
Pit room : risk of teleport monster + unknown orb
slope carvern : risk of teleport monster + too much slope
pile of bone : risk of teleport monster (still?) + pile of bone (has been removed maybe?)
hallway : risk of teleport monster (still?) + too little
"frogling dwellings/mines." : mostly safe now?
" a large, common room. In the floor is a round hole"
"a huge room is covered in blood" : reeks
"the room with the statues"
"the well room." : has clean water
"the room where you twice fought the fire beetles."
What about the large common room with a round hole in the floor?
Otherwise, I'm OK with outside.
How much healing is that, Engelhart?
Okay.
Rob, your list is right in my book. The cleared dungeon is 99.9% safe. And if something happened, someone else would suffer it.
Let's accept that you're outside. Next question: how long do you wish to rest?
It was 3 PM, after we set up a camp and eat, it is like 5 or so. I have 3 spells to recover (45 minutes) and I'd like to be well rested, so how about until sunrise? That also let's ne cast Armor right away on whomever wants it.
I think once Engelhart has cast all his healing spells the next morning seems reasonable. And I think there may be a bit of confusion, at the very least on my part - did Pandred leave the everfull container of healing salve with us, or just the mundane salves?
All your wound requires: 15 hit points on average. I cast it on you, goes off for 16, as it turns out.
What healing is available? I'm down 8hp.
I concur with Mikael - let's rest until sunrise tomorrow.
Sure, let's rest until tomorrow.
Mikael cannot regain any spells without first sleeping for six hours.
AH, the everfull container.
Um, sorry, no. I can't let you have that magic item. Pandred the NPC would not depart with it. Pandred would be willing to give up any actual salves she was holding, but she keeps the flask of daily healing.
So do I study, then add sleep, or sleep, then study? I thought the former.
Once you cast the spells, your mind is too tired to study. You must rest first, to strengthen your appetite; when you are fresh after your rest, you have the energy to study.
The next post is up, starting us on Wednesday morning.
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