Expedition planning and discussions

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GreyWolfVT
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Re: Expedition planning and discussions

#121 Post by GreyWolfVT »

Stirling wrote: Sun Sep 05, 2021 12:09 pm Hey Greywolf VT do you want to join up on some trek across the Barrow Moor and help a crazy priest bless a spooky Mound and turn it into a sanctuary?

There is a promise of lots of gold and probable certain death.

If Dalin wants to come just acknowledge here. I read your post with Red Erik and it seems you have a few days spare.
sure. Already almost died once or twice what's a third time eh?
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Re: Expedition planning and discussions

#122 Post by Spearmint »

So just let me check.

Orgoth wants to go hunting or scouting in the forest with Isvand. Is this perceived as 'an expedition' so you leave town and roleplay what happens or is this just fluff to fill in time while the two mages prep spells before returning to the Barrows?
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Re: Expedition planning and discussions

#123 Post by Rex »

Expedition. Would leave town at dawn and hunt/explore the forest and plan on being back to town by nightfall. Want to be ready to leave with the mages when they can so mainly to take up time but also to earn some XP, so close to 2nd level.
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Re: Expedition planning and discussions

#124 Post by Spearmint »

Okay I understand. So if you leave to adventure for even a day or two in game time, it may take a week or two or more of real life time to actually complete a trek. Encounters, finding stuff, checking, scouting etc. So that would be fine but it delays the Sven: Barrow Mounds III leaving until you both return.

So why don't I suggest this and see if it works for you. I checked your sheet so you are 178xp short of level two. If you spend your 30gp on say for example using the plumed helm and getting it inscribed with Steban or Fabian's name on, give it to Bollo to hang off a niche in the tavern, that would get you +30xp as a tribute.

Then remember the Lord Krothos owes you a favour. So ask to spend a fews day crash course training with his militia, learning new weapon skills, military tactics, drill parade,etc then I can mark that 'debt' paid but ascribe 100xp for the investment in your class advancement.

That only leaves you 50xp short but you will have gained that many retrospectively by participating in the Mayday activities.

So if you go with that, I am prepared to hand wave your +180xp so you can advance to 2nd level pre-Barrow trip departure.
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Re: Expedition planning and discussions

#125 Post by Rex »

Sounds good to me. Thanks! I will make some posts later tonight covering everything. Off to make dinner now.
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Re: Expedition planning and discussions

#126 Post by OGRE MAGE »

Cool!

Our intention this trip is to leave at first light again so we can get to the mound during the daylight.

The bricked up snake tomb is our goal, so we will be going there first and if anyone survives, do some more exploration with any time we have left.
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Re: Expedition planning and discussions

#127 Post by sastaz »

Spearmint, is there such a thing as a "first aid kit" in your campaign? To stop a bleeding/stabilize? I couldn't find a mention in the PHB equipment list.
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Re: Expedition planning and discussions

#128 Post by Spearmint »

First Aid Kits: may be purchased, they contain such items as spider silk bandages, sutures, plasters. They may be administered by any character and will stem further blood loss if such an effect is in place, subject to a skill check to diagnose and apply the aid correctly.
From the House Rules topic on Healing and Death.

If available, a single 1st Aid kit may be administered which will stop ongoing blood loss or give positive modifiers to ongoing checks such as Constitution saves vs poison or disease.

They may also be applied after using a 4d6 vs wisdom score to assess and bind any open wounds. A successful skill check means that d4 healing may be restored to the victim at a rate of 1hp per hour.

Cost of each kit, weight 1lb, is 25gp and includes spider silk bandages, sutures, wound staples, disinfectant, etc.
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Re: Expedition planning and discussions

#129 Post by OGRE MAGE »

Sven has a tab started, so those can be added and he will cover it for now.
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Re: Expedition planning and discussions

#130 Post by sastaz »

Okay, eager to get going on next plunder expedition!

Gerdal has purchased a hooded lantern to replace her old one as well as restocking 3 flasks of oil and 4 days of iron rations 13 gp deducted

If possible, she would like to purchase 2 first aid kits, and the 50 gp would be put on the group tab, which Sven keeps.

Then our group needs to purchase pickaxes and shovels to crack that wall. Could not find a price for those in the PHB.

Anything else, or are we good to go as soon as the various threads in Helix topic is finished?
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Re: Expedition planning and discussions

#131 Post by Spearmint »

The pdf lists Sledgehammers (and picks or spades) available from Turgen's at 5gp each. (hoes are available in the Foul Pheasant at 4gp).
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Re: Expedition planning and discussions

#132 Post by Spearmint »

Just post what you buy, every basic is available and deduct the gold. List on your inventory.

Do you wish to take your mule?
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Re: Expedition planning and discussions

#133 Post by sastaz »

I was planning to keep it stabled (and pay for it) just like last time, for the reasons mentioned last time, but I want the input from Sven, Orgoth and Isvand on that first. I guess it depends on the number of wrecking tools we want to bring along :mrgreen:
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Re: Expedition planning and discussions

#134 Post by Spearmint »

And bodies you might want to bring back. Did Mazzah ask for a live ghoul?
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Re: Expedition planning and discussions

#135 Post by sastaz »

He might have :)
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Re: Expedition planning and discussions

#136 Post by Rex »

If we can manage it I would rather not bring the mule. I just have 55sp so no major purchases for me. If no one objects I will take a first aid kit on the group money, my chance to use it successfully is awful but at least its a shot in an emergency.
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Re: Expedition planning and discussions

#137 Post by OGRE MAGE »

Keep track and I will put it on the tab.

I don’t think we need to get carried away with tools. We have a pry bar there already (I hope) so if we bring a pick and hammer we should be good. I think the gnomes already have some tools as well.

I am impartial on the mule, but would rather travel as light as possible unless we know we will have a heavy load to return with. I haven’t seen a lot of success with animals on the moor so far.
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Re: Expedition planning and discussions

#138 Post by Rex »

Added a first aid kit.

25gp to deduct from group coin.
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Re: Expedition planning and discussions

#139 Post by Spearmint »

I have unlocked the expedition threads so you can kick start the trek. Remember whatever is not recorded on your sheet now is left in the village.

Everyone back at full hp and spells memorized.
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Re: Expedition planning and discussions

#140 Post by OGRE MAGE »

Sven brings the idea of a snake catching noose sling mechanism built into the end of a staff to the gnomes to see if they are willing to run with it.

They are the ones who want to catch one of these things after all. :D
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