Joined: Aug 2010 Gender: Male Posts: 261 Karma: 21
Re: Episode 15: Leaving Arkham aka Voyage of the B « Reply #300 on May 25, 2012, 4:41pm »
[OOC: The rest of you players, you can tell me your actions in the aftermath of the fight, or skip ahead to the next morning and you're leveled up and almost to Fall River. It is OK for the PCs' timelines to drift a little during leveling-up limbo; everyone likes to celebrate the passage in different ways.]
Joined: Dec 2010 Gender: Male Posts: 9 Location: Detroit Karma: 1
Re: Episode 15: Leaving Arkham aka Voyage of the B « Reply #301 on May 25, 2012, 7:02pm »
Minion emerges from his cabin halfway through the next day, wide eyed and ecstatic. Gathering his sorcerous compatriots, he informs them: "Not only is there a ritual spell within the book.. there are three.. 1. The Accursed Pits of Sighing: imprison the Shambler of the Endless Night, 2. Accursed Sorcelling of the Poisoned One: torment the Foul Putrescence, 3. The Accursed Sounding of the Void: Invoke certain inhuman intelligences that brood in the deepest intergalactic gulfs.
"The captain of the submersible, Ruby Redwood, traveled the eleven seas from Carcosa to Frisco in search of sorcerous knowledge. The craft must have quite a history!"
Re: Episode 15: Leaving Arkham aka Voyage of the B « Reply #303 on May 25, 2012, 9:33pm »
Nope, please go ahead, kipper! I'll have Shade learn the rituals from Minion or Breath (I think Mush said that was possible...) and we can save one more language skill for another time.
Breath's new XP total: 6897 Also, as stated in the OOC thread, she adds +1skillpt to Languages (now 3-in-6)
Yup, moving fast today... that wandering monster encounter took almost 2 months real-time, eager to keep up the pace!
I love the names you've chosen for your henchwomen! Only thing is, if you want them to be skill specialists, you need to choose the Specialist class. (NPCs don't necessarily get all the cool benefits of being a PC, like bonus skill points.) You could have 3 fighting-women and 1 specialist with 1 point in each of the 4 skills, or 2-and-2, etc.
Also I am house-ruling it takes 1 day of study to learn a ritual, so theoretically for all 3 of you to pass the book around and learn all 3 of the rituals will take 9 days--better work out some kind of schedule! If one of you learns the rituals and then teaches the other 2, that would cut the time to 6 days.
Also I am house-ruling it takes 1 day of study to learn a ritual, so theoretically for all 3 of you to pass the book around and learn all 3 of the rituals will take 9 days--better work out some kind of schedule! If one of you learns the rituals and then teaches the other 2, that would cut the time to 6 days.
Joined: Aug 2010 Gender: Male Posts: 261 Karma: 21
Re: Episode 15: Leaving Arkham aka Voyage of the B « Reply #306 on May 26, 2012, 10:27pm »
Captain Jack Records has a 70% system shock and rolls 11. The tough son of a gun makes it through the night, although he still hasn't regained consciousness.
Also I am house-ruling it takes 1 day of study to learn a ritual, so theoretically for all 3 of you to pass the book around and learn all 3 of the rituals will take 9 days--better work out some kind of schedule! If one of you learns the rituals and then teaches the other 2, that would cut the time to 6 days.
I cool with the latter, if everyone else is...
OK with me too, although if Breath isn't chosen as the teacher, she'll want to go through the rituals herself (from the book) to make sure nothing was inadvertently missed by the 'teacher' .
Joined: Aug 2010 Gender: Male Posts: 261 Karma: 21
Re: Episode 15: Leaving Arkham aka Voyage of the B « Reply #308 on May 26, 2012, 10:48pm »
ps I think "chirurgery" is a great skill selection for Breath's henchwoman, and since herbalism is an integral part of becoming a chirurgion, I'd allow you 2-for-the-price-of-1 on that skill, rather than purchase separate skills.
ps I think "chirurgery" is a great skill selection for Breath's henchwoman, and since herbalism is an integral part of becoming a chirurgion, I'd allow you 2-for-the-price-of-1 on that skill, rather than purchase separate skills.
Great ! I've posted up my final choices in the OOC thread.
Joined: Aug 2010 Gender: Male Posts: 261 Karma: 21
Re: Episode 15: Leaving Arkham aka Voyage of the B « Reply #310 on May 26, 2012, 11:39pm »
It is late afternoon on April 21 and the Bagel limps into Fall River with the crippled submarine in tow. Captain Jack is immediately rushed to the hospital! The shipyard quotes a price of 1,500sp to repair & refuel the sub. Miskatonic University will cover the repairs to the Bagel on their credit.
At this stage of the journey, you'll be saying goodbye to the crew of the Bagel--temporarily--while they tend their wounds, repair the ship, and complete various mission tasks. Your mission is to continue into the swamp and retrieve the giant stone head with your henchmen, the green men Buck, Lance, and Rod Quarry, and 1d brontosauruses.
Fall River is a reasonable size city, therefore let us assume the full equipment list is available to restock your supplies and equip your new henchmen. (Lamentations of the Flame Princess free PDF pages 24-29) You may wish to discuss amongst yourselves some guidelines for allocating party funds. Do not worry about food, tools, and basic supplies, which are furnished by the expedition: concentrate your funds on military preparations.
I do not have a map or any plot hooks for Fall River. If the players have strong interest in exploring the city for a few days, I can roll on the random city encounter tables and we'll see what happens. Otherwise let's assemble tomorrow morning 0800 hour at the dinosaur paddock, and I'll start a new thread whenever you're all ready with henchmen and shopping...
Some quick prices to save you looking them up:
leather 25 all prices silver pieces chain 100 plate 1,000 shield 10 weapon, great 50 (attack as Armored Foot) weapon, medium 20 (Heavy Foot) weapon, small 10 (Light Foot) longbow 75 (includes infinite arrows) shortbow 25 heavy crossbow 30 light crossbow 25 spear 5
Joined: Dec 2010 Gender: Male Posts: 9 Location: Detroit Karma: 1
Re: Episode 15: Leaving Arkham aka Voyage of the B « Reply #311 on May 27, 2012, 5:07pm »
After learning all three rituals, Minion will happily teach them to Shade and Breath.
"We have 13,299 silver and 3 copper to spend on repairing the sub and equipping our new followers. Do we want to agree on weapons and armour for all of them?"
Joined: Aug 2010 Gender: Male Posts: 261 Karma: 21
Re: Episode 15: Leaving Arkham aka Voyage of the B « Reply #312 on May 27, 2012, 7:04pm »
The matriarch of the dinosaur squad is a 9HD behemoth. On her broad back she bears a covered war howdah where a trio of sorcerers could study the mystic rituals while the brontosaurus lumbers the day's miles away.
Dinosaurs are a brand new technology; they were genetically engineered on a mysterious island. None have yet stopped growing and their ultimate size potential is unknown. Breeding efforts are stymied by severe mutations in the second generation. So far a third generation has not been successfully bred.
After learning all three rituals, Minion will happily teach them to Shade and Breath.
"We have 13,299 silver and 3 copper to spend on repairing the sub and equipping our new followers. Do we want to agree on weapons and armour for all of them?"
I only have the one minion, and he comes pre-plated, so I'm good.
Joined: Aug 2010 Gender: Male Posts: 261 Karma: 21
Re: Episode 15: Leaving Arkham aka Voyage of the B « Reply #314 on May 28, 2012, 11:37am »
Since nobody is screaming, "Dinosaurs suck, we want to hang out in Fall River and roll on the random harlot table! YEAH!!!" I'm going to go ahead and start a new thread with the dinosaur statistics and logistics. Maybe that will help you decide how to equip your henchmen, to inspire a certain ratio of archers/spearmen/pike/lancers. (Can you joust on a brontosaurus or are they too big/slow? Maybe if you mounted a saddle on the neck/head you could achieve a charge attack even if the body of the dinosaur was stationary??)
If any of you players doesn't feel like handling the details/math of equipping your henchmen, the simplest method is to just choose Light Foot or Heavy Foot. Light Foot is free (they can scavenge weapons from the dead) and Heavy Foot is around 150sp for chain, shield, 1 medium weapon, 1 light weapon, backpack (with bedroll and basic gear), clothes. (Distinctive uniforms for your personal minions/bodyguards/elite-troops would be nifty!). Armored Foot would be over 1,000sp (due to the price of armor) so that should be a group decision. (On a personal note, I like campaigns where plate armor is expensive. Among other storytelling benefits, costly plate armor heightens the impression when a squad of armored troops approaches--you know whoever is fielding these knights-in-shining-armor must be rich!)
Shade's deep one does indeed come pre-armored. You'll have to think of a good one-hand weapon for him. Maybe rig him up with some kind of hook or prosthesis. And you'll definitely need to figure out how to keep him out of sight while in civilized areas! If you go back and check from when you equipped Shade, you'll find the price for concealing hood, robes, and gloves. Even that would be a temporary disguise due to the strange breathing sounds and awful fish stench of your new... pet? minion? bodyguard? sidekick? apprentice?