After the battle with the mummy, the Blackrazors & Co. can have as much downtime in the city as they'd like.
So, how much time are you taking? Two weeks? Three? And what are you doing during that time?
Downtime in the Big City
- Hardcorhobbs
- Posts: 5423
- Joined: Mon Aug 01, 2005 7:38 am
- Location: Fort Wadsworth
[bump]
The expedition to Maure Castle looms. I'm not quite sure what the date is -- the last Maure Castle adventure was in Sunsebb 591, but the next adventure will take place after Skel's Lair.
Since that in turn takes place one month after the "Eyebiter" adventure, my question for Nate is: "When did Eyebiter take place?"
The expedition to Maure Castle looms. I'm not quite sure what the date is -- the last Maure Castle adventure was in Sunsebb 591, but the next adventure will take place after Skel's Lair.
Since that in turn takes place one month after the "Eyebiter" adventure, my question for Nate is: "When did Eyebiter take place?"
"Oh, I'm so sorry. Forgive me. I'll try and be a tad more quiet as I desperately struggle to break free -- and save all creation!" -- Doctor Strange
Ok, that works. So basically folks will have had two months downtime between the events of "The Mummy's Revenge" and the "Eyebiter" confrontation, and then another month between "Eyebiter" and "Skel's Lair".setanta14 wrote:Eyebiter would have taken place in early Coldeven 592 I believe... two months after the campaign kick-off in Needfest 592.
I'm assuming that the next expedition to Maure Castle will leave after about two weeks of downtime following the Skel adventure. That'll put us in late Planting 592 or early Flocktime 592, depending on how much time you're talking.
Everyone -- please post your out-of-game actions, such as scroll or magic item creation. Remember that Maure Castle is hideously deadly, so it's a good idea to have a stock of backup potions and scrolls ready. Previous expeditions have found themselves woefully unprepared because of a lack of these staple magic items (no doubt because everyone got used to relying on Merwyn for those essentials. )
"Oh, I'm so sorry. Forgive me. I'll try and be a tad more quiet as I desperately struggle to break free -- and save all creation!" -- Doctor Strange
Andulf shall create the following Wands:
Divine Favor, CL9, Cost 3,375gp, 135 xp
Will give recipients +3 attack and +3 damage for 1 minute
Endure Elements, CL1, Cost 375gp, 15xp
Comprehend Languages, CL1, Cost 375, 15xp
Cure Light Wds, CL5, Cost 1875gp, 75xp
Cures 1d8+5 hp
Bless Water, CL1, Cost 375gp, 15xp
Cure Moderate Wds, CL9, Cost 6750gp, 270xp
cures 2d8+9 hp
Remove Paralysis, CL3, Cost 2250, 90xp
Hold Person, CL3, Cost 2250gp, 90xp
Silence, CL3, Cost 2250gp, 90xp
Lesser Restoration, CL3, cost 2250gp, 90xp
Total Cost: 22,125gp, 885xp
Time to create: 28 days
Divine Favor, CL9, Cost 3,375gp, 135 xp
Will give recipients +3 attack and +3 damage for 1 minute
Endure Elements, CL1, Cost 375gp, 15xp
Comprehend Languages, CL1, Cost 375, 15xp
Cure Light Wds, CL5, Cost 1875gp, 75xp
Cures 1d8+5 hp
Bless Water, CL1, Cost 375gp, 15xp
Cure Moderate Wds, CL9, Cost 6750gp, 270xp
cures 2d8+9 hp
Remove Paralysis, CL3, Cost 2250, 90xp
Hold Person, CL3, Cost 2250gp, 90xp
Silence, CL3, Cost 2250gp, 90xp
Lesser Restoration, CL3, cost 2250gp, 90xp
Total Cost: 22,125gp, 885xp
Time to create: 28 days
- Hardcorhobbs
- Posts: 5423
- Joined: Mon Aug 01, 2005 7:38 am
- Location: Fort Wadsworth