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Castle Hydell.

Posted by LegbreakerFor group 0
Legbreaker
GM, 108 posts
Thu 3 Feb 2011
at 13:16
  • msg #28

Re: Castle Hydell

Some of the treasure found was just too bulky to bring back (silver, copper, some of the electrum) but most was dragged through the wilderness to Nimborten.

Over a period of several days (and a few raise dead scrolls and a restoration for the identifying mage) everything was finally processed and paid for:

1 x Potion of Healing
1 potion of Extra Healing

1x potions of extra healing, healing, heroism and plant control

pile of 1,000 electrum, 2 x black pearls (500gp each), 1x potion fire resistance, 1x scroll (written at Level 9 ability) containing sleep, magic missile, clairvoyance and conjure earth elemental

flametongue +1, plate mail +1, shield +1, dagger +2, wand of paralyzation (few charges), halberd +1

three gems (2x 1,000gp emeralds, red ioun stone - +1 Dex)

5x 100gp gems, Cube of force

staff of curing (mid range charges)
eight scroll cases. Each contains  a scroll of one spell: protection from good, sanctuary, hold person, slow poison, animate dead, glyph of warding, curse and neutralize poison

cloak of protection +2, dagger +1, 3 500gp gems
Studded leather +1, mace +1, ring of plant control

potions of fire resistance, extra healing and poison
scroll of protection from undead, potions of longevity and love philter.
eyes of purification, hand axe +2
five continual light gems
elven cloak, clerical scroll of resist cold, resist fire and heal
5,000 gp, ring of levitation, necklace of strangulation

four silvery leaden flasks (prevent contents from being affected by dispel or detect magic). Inside each of the flasks are alien potions from the Negative Material Plane. They are used in the process of making slinks. If even tasted, they  remove one energy level (saving throw vs. death magic).

(If it's struck out, or simply not on the list, it either paid for the identification, or paid the medical bill....)
This message was last edited by the GM at 13:10, Sat 05 Feb 2011.
Jeremiah
player, 38 posts
Fri 4 Feb 2011
at 06:22
  • msg #29

Re: Castle Hydell

As regards to claims, Jeremiah initiated the discussion (aka bickering)

"I wish to claim Flametongue, I believe this will cause no controversy."
"I believe that a red ioun stone would come mighty handy on the front line, and wish to bargain with Prudence, the other obvious contender, over where it will do the most good."
"In the event of us not getting our kit back, I'll ask for the shield +1 and mace +1 to replace my other identical gear..."

"What about you guys?"
Natasha
player, 30 posts
Fri 4 Feb 2011
at 06:24
  • msg #30

Re: Castle Hydell

"I'd be interested to see if the cloak does any good; but otherwise I wish to use the axe... I will learn that skill when I regain my lost levelS.

"That's me..."
Brutus
player, 38 posts
Fri 4 Feb 2011
at 09:14
  • msg #31

Re: Castle Hydell

That +2 Dagger looks interesting. Oh, wait, I am using one, and a plus one. Are they the same ones?

It would be wise to grab the healing potions and scrolls and share them around, too.

The scroll is interesting, and Brutus looks at it to identify what level the conjure earth elemental spell is.

The ring of levitation...is that the one on Joan? If not, Brutus is interested in that and the cloak as well. But he needs to see if he can level up first, as he may have to pay for that instead of more items.
Brutus
player, 39 posts
Fri 4 Feb 2011
at 09:48
  • msg #32

Re: Castle Hydell

The cube of force is possibly the most powerful defensive item Joan has ever heard of, so she holds it until the fighters can reconsider, as it blocks too many spells to be so useful to a spellcaster.

The staff of curing is VERY interesting for Joan, and she wants to know how to recharge it.

The clerical scoll of healing is also useful, but Joan is particularly keen to ensure that the potions used to create undead are never used for that purpose again, but she is willing to sell them to good magical researchers under the auspices of a church.

Are those eyes of purification or petrification?
Jeremiah
player, 39 posts
Fri 4 Feb 2011
at 22:21
  • msg #33

Re: Castle Hydell

So settled then? I see no disagreements
Joan Ofdark
player, 20 posts
Sat 5 Feb 2011
at 05:04
  • msg #34

Re: Castle Hydell

But have the fighters and particularly the monk reconsidered the cube of force?
Jeremiah
player, 40 posts
Sun 6 Feb 2011
at 00:06
  • msg #35

Re: Castle Hydell

Jeremiah seemed to have a more certain idea now of what was useful where... defensive items for the front line!

'Hmmm... well, the cube of force would definitely come in handy here on the front line, and I think Natasha is keen on the cloak of protection, seeing as it would compliment her bracers'
Natasha
player, 31 posts
Sun 6 Feb 2011
at 00:09
  • msg #36

Re: Castle Hydell

'Shall we see what is available to buy in the way of oh, say, restoration scrolls for a vampire drained lady?'
Legbreaker
GM, 114 posts
Sun 6 Feb 2011
at 07:32
  • msg #37

Aftermath - day one

Back in Nimbortan, the townsfolk demand the slink owners destroy or deactivate their slinks (they are zombies covered by a vary advanced type of illusion plus a few other enchantments) and give them decent burials. Resentful owners comply, but there is talk of a formal investigation of the town council.

Grisson Oyle (advisor of council member Riga Cornover and slink sales agent) and the Monitor Guildmaster, Blane Thurgudman have fleed town. The Monitors are placed under the leadership of the High Sheriff, Gurney Dain.

Timber Tullane at the Inn of Fourteen Virtues offers the party lodging at more reasonable (1 gp/night) rates.

At Hydell, vigilante groups from Nimbortan cleanse what the guardsmen leave behind, lynching any guards they capture.

Exercising an ancient statute, MacKurian establishes the High Council's claim to Castle Hydell and its contents and under Sheriff Dain's leadership, the Monitors set up a guard post in the bailey of Castle Hydell, thus blocking subsequent treasure hunters.

Inquiries are made with the authorities as to return of the confiscated equipment, however they are not readily available (somebody lost the paperwork showing where they were taken, etc). You are told it could be a few days before that administrative mess is sorted out and then the application for their return needs to be heard by the council.

Joan, almost recovered from the use of the Resurrection scroll which brought Jeremiah back into the land of the living is moved back into the Inn of Fourteen Virtues. Another day or two at most will see her back on her feet again.

Prudence puts her hand up for the hand axe (she is already proficient). She's also shown great interest in retaining the Halberd (even though she's not yet proficient), the red ioun stone (it would improve her aim with the bow as well as improving her AC), the potion of Longevity (what woman doesn't want to be younger, and not just look it!?) as well as any potions. The ring of plant control also shows some promise in a Rangers hands....
This message was last edited by the GM at 08:07, Sun 06 Feb 2011.
Joan Ofdark
player, 25 posts
Sun 6 Feb 2011
at 11:19
  • msg #38

Re: Aftermath - day one

I believe Gertrude would also desire the Plate Mail+1, which is otherwise unclaimed...
Legbreaker
GM, 126 posts
Tue 8 Feb 2011
at 03:15
  • msg #39

Re: Aftermath

Most of the first day back is spent being debriefed by your employer, sorting out recovered valuables, finding somebody to identify them, maintaining equipment and catching up on sorely needed sleep in a comfortable bed. It also has Timber Tumberlane seeking out the party and appologising profusely for kicking them out of his inn. "I don't know what came over me," he says confessing that the other party did not in fact have reservations as claimed.
"First night back on the house. 1 gold per night per person after that." A bargain price for this earthsblood rush town.

Day two sees a LOT of time wasted trying to find out what happened to the confiscated equipment and cash. Further hours are used up acquiring a restoration scroll for the identifying mage, followed soon after by finding a second mage (damn necklace of strangulation!) and a raise dead....

Day two also sees a lot of action regarding the slinks. Many owners find themselves on the receiving end of lynch mobs as they initially resist the orders to destroy and deactivate them. Cries of "compensation" are heard, and ignored, with the council demanding owners pay for proper burials from their own pockets.

As word spreads that the party are the ones behind the slink "recall", more and more of the earthsblood field workers offer rounds of drinks and slaps on the back, very happy that their jobs (those that have them) are somewhat more secure (not that slinks were being used in the fields anyway).

Day three is even harder to do business what with dodging angry ex-slink owners and accepting drinks and invitations. It does find Joan back on her feet though, just in time to cure the poison that laid low the new indentifying mage....

The heros of Nimborten, toasted and praised by the working man, disliked by the slink owners and absolutely HATED by the mages.  ;)
Brutus
player, 46 posts
Wed 9 Feb 2011
at 07:45
  • msg #40

Re: Aftermath

Go on, the mages made a lot of money of us. We di have to pay for all the scrolls after all...
Jeremiah
player, 41 posts
Fri 11 Feb 2011
at 02:27
  • msg #41

Re: Aftermath

Jeremiah suggests,

"And so... Shall we rest here a few days until we run off with the caravan again?
I propose that we wait a few more days for our kit, even if it means parting with the caravan... we can always pay out our contract, hire new guards and apologise if the process takes too long.

Then where to after that, ladies and gents?"
Gertrude
Fri 11 Feb 2011
at 03:56
  • msg #42

Re: Aftermath

"You do remember the caravan master said they're not due to leave for about another four or five days don't you?" Gertrude, Joan's henchwoman reminds the party as a whole.
"Resting up here might be a good idea given that we've been on the road with barely a pause for months."
This message was last edited by the GM at 00:26, Sun 13 Feb 2011.
Joan Ofdark
player, 26 posts
Fri 11 Feb 2011
at 08:14
  • msg #43

Re: Aftermath

"The way I see it, we are part of the caravan. We also have a wagon, and supplies. If they just up and leave, it is them breaking contract, so that is their problem. I certainly will not feel guilty for them breaking their contract, especially when it is in their interest not to do so. Besides, we need to train Brutus, so no point in going too far without doing that. We have to get to Northending, and they are also interested in going that way as I understand. But Jeremiah is right, we also need to get our kit back. Perhaps we can leave Brutus here training, with a pleb or Gertrude, until he is finished, by which time they should have recovered what is ours."
Prudence
player, 11 posts
Mon 14 Feb 2011
at 12:01
  • msg #44

Re: Aftermath

Prudence confirms her request for the halberd, hand axe (to replace one she lost in Hydell), Ioun stone, potion of Longevity and ring of plant control.

She graciously accepts most of the proffered drinks, taking care to pace herself. One task she pays particular attention to is replacing her longbow, taken from her along with all weapons carried by herself, Brutus and Jeremiah's sole remaining retainer, Tyus, when the trio were led blindfold below to inspect slinks. Although almost every location within the complex was searched, the weapons were not recovered.
Jeremiah
player, 42 posts
Tue 15 Feb 2011
at 08:25
  • msg #45

Re: Aftermath

After a now familiar rummaging around in his pockets, Jeremiah turns to the group...

"My 4 odd magic items are;

Scarab of annoyance,
Cube of Force,
Gold Medallion (pro from evil), &
Ring of Spell Turning.

QED there's some stuff for the rest of the party.

Continual light gem - feel free to pocket it
Ring +2 - good for saves, useless to stack w/ any other AC items
Onyx dog - 'ol yeller (which is actually not yellow at all, but whatever)
2 x Xtra Healing potions - going to Joan, patching folks up is her job...

Anything unclaimed will be sold for training / donaion money. Maybe one day we'll buy a wish..."
Natasha
player, 34 posts
Tue 15 Feb 2011
at 08:39
  • msg #46

Re: Aftermath

Natasha similarly rummages around in her belongings to reduce unneccesary magics...

"Right, I'm keeping;

a weapon - h. Xbow +1 (when we get it back)

ad 3 random bits;

Bracers AC2 - mandy handy handy
Gauntlets of Hardcore-ness - see above
Ring of Invisibility - very fun

This means that one of the more fun goodies (cloak +2) is up for offers, as is a continual light gem.

It'll take a loooong time indeed for me to become wise enough for that cloak to be more useful than the bracers..."

As above, gear not claimed goes to training / donations. Naasha, when we have clear figures of cash from sales etc, will keep enough gold to train 2 levels lost (much, much later), 100GP for travelling random costs, and donate the rest.

Jer simply donates 10% of what he makes and dreams of building a castle from which to sally forth against evil...
Jeremiah
player, 43 posts
Tue 15 Feb 2011
at 08:46
  • msg #47

Re: Aftermath

"Right - sorted, finally, folks? Now, Natasha, an experiment with the good cube of forcefulness... You stand next to me, and I'll press face number 3. This is when you run away. If you succeed, we will try level 5. If you still succeed, I will simply be disappointed with my new toy."

Once the experiment is over, Jer then tries to knock over a table by walking towards it with level 2 activated, also observing the projection length and apparrent shape of the force as it bumps into random stuff
Brutus
player, 53 posts
Tue 15 Feb 2011
at 22:44
  • msg #48

Re: Aftermath

I think the onyx dog should go to Prudence,the part ranger who can speak with animals...but the medallion, doesn't that do the same as a Paladins normal Protection from evil, which Prudence does not have as far as I know...

Joan is happy to hold any potions of healing, as is Brutus.

Brutus is keen to look after the cloak +2.

Gems, bah, whatever. How much are they worth to sell? Miners should pay a premium for them...

Ring +2, $$$$$$$$$$$
Legbreaker
GM, 140 posts
Fri 18 Feb 2011
at 01:10
  • msg #49

Re: Aftermath

The Cube of Force is trialled in a nice quiet out of the way place.

The first face is activated, which you had been informed would keep out gases...
Apparently it works - besides a slight shimmer in the air approximately 4-5 feet away from the user, the mild breeze cuts off on activation.

Then the second face is tried. It also appears to work, a stronger shimmer observed...
Natasha then attempts to move through the field from the outside but with only limited success - although her flesh passes without hinderance, her clothing and equipment simply will not go through. She would have to strip naked to pass.

The second face is deactivated, Natasha stands almost touching Jeremiah (who is using the cube) and then reactivated.
In a flash, both Natasha AND Jeremiah are flung apart!
The field expanded in almost the blink of an eye, it's power only encompassing Jeremiah and pushing all Natasha's equipment (with her in it) away faster than she could react. Jeremiah, although heavier than the Monk, is likewise forced away from Natasha as he struggles to hold the cube in hand.

Then the third face is tried - sticks, stones, swords and almost everything else non-living it easily poked from both outside and inside the field, but living flesh, plants, even bugs bounce. It seems to be fairly effective however Jeremiah's sword is barely long enough to reach the field from within, rendering combat impossible with anything less than a six or seven foot long spear or *gasp* a missile weapon.

The fourth side works quite nicely against incoming magic with the added unexpected effect of refusing passage by magical weapons and other items. It is found though that everything tried passes from inside to out...

The fifth side works as advertised, keeping out EVERYTHING while preventing nothing from leaving (at least nothing you've tried).
Brutus
player, 57 posts
Fri 18 Feb 2011
at 01:54
  • msg #50

Re: Aftermath

Legbreaker:
Then the second face is tried. It also appears to work, a stronger shimmer observed...
Natasha then attempts to move through the field from the outside but with only limited success - although her flesh passes without hinderance, her clothing and equipment simply will not go through. She would have to strip naked to pass.


Brutus offers to test this with Natasha extensively! And privately...or Joan, if she prefers.

Value for sale of items? Enough for Brutus to train, and catch up later?
Legbreaker
GM, 142 posts
Fri 18 Feb 2011
at 02:31
  • msg #51

Re: Aftermath

On day three inquiries are made to find a buyer for some of the excess magical items. Unfortunately the town of Nimbortan was a sleepy backwater just a few years ago and is definitely far from being a frontier town. Those who have money are the recently rich with little interest in "common" studded leather, a necklace that strangles it's wearer to death, or a flask of poison. If it were bejeweled plate covered in dried orc blood, or a necklace of pure black diamonds, or even potion to improve one's beauty, there'd be no end of interest.

By the end of the day when you return to the Inn of Fourteen Virtues (nightly rate drastically discounted) and enjoy the usual free rounds of drinks and good food, it's realised carrying them with you to a major city such as Northending is the best option. Just from an encumberance viewpoint it's a good idea - the amount of coin you could hope to get for them would surely have to weigh more than the items themselves.

And with 10,000 peices of gold each waiting for Jeremiah, Natasha, Prudence, Brutus and Gertrude (and Tyus should they want it), there will be no shortage of coin for training in Northending...
Brutus
player, 58 posts
Fri 18 Feb 2011
at 06:34
  • msg #52

Re: Aftermath

But Northending is sooooo far away....
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