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Re: LPDnD: You'll Never Walk Alone

Posted: Thu Apr 20, 2017 5:10 pm
by Furiel
"Bishop was his official title. Follower of Avandra working in or around Brackton. He was to be the centerpiece of a human sacrifice ritual as part of raising one of the locals to their nobility. That is until a daring rescue was staged and their sacrifice slipped through their fingers. And we gained another ally." Tony raises his glass to Franklin.
"Tony Plush would be rather interested in knowing his fate as well. We didn't go through all that trouble to save him in Brackton just to have him die in the wilderness or be recaptured. When Tony Plush rescues someone they stay rescued."

Re: LPDnD: You'll Never Walk Alone

Posted: Thu Apr 20, 2017 7:13 pm
by Blackferne
@Tony "A bishop of avandra in Brackton....ok I'll ask around." the Professor says.

@everyone else
The evening winds down and everyone settles for the night.

In the morning when you wake the professor is already gone and a note with a key is there. "Off to check on a few things, I only have one spare key. -Proffessor"

Tomaz and Franklin take off with Sadie to go meet with her associates.

In the apartment Trinal, Stavis (assuming he returned froma night playing at a tavern making 7g in tips), Syric, Maizan, and Tony.

Re: LPDnD: You'll Never Walk Alone

Posted: Thu Apr 20, 2017 11:56 pm
by Whiteness
"So... Syric pauses to consider his words,

"Magical artifact hunting...what do you think? I know we fumbled the Bha'al sack when we had it in our grasp, but we're different now. I could really use an added edge if we're about to escalate hostilities. I think it's a better use of our time then trying to go recruiting. "

Re: LPDnD: You'll Never Walk Alone

Posted: Fri Apr 21, 2017 1:06 am
by Jimer Lins
"I'm very interested in Stavis' vision, and I think it may be related to either an artifact or a new- or very old- source of power. But I agree in principle that additional firepower is a good thing."

Re: LPDnD: You'll Never Walk Alone

Posted: Fri Apr 21, 2017 4:37 am
by Staris
Staris meditating in a corner close to the group will state though not bothering to "get up" "Not to say we shouldn't think of what to do next but would suggest looking at this is a short vacation till after the party. As I imagine there'll be those that come specifically looking for us to tackle some task only a group such as ourselves can handle."

"That said I will be looking to help finance or otherwise get the ball rolling on an expedition to building a gate at Silvers Deep before we head off to our next task. Assuming we can easily seek an audience with the king."

Re: LPDnD: You'll Never Walk Alone

Posted: Fri Apr 21, 2017 5:38 am
by Jimer Lins
"I agree, I like the notion of setting up a gate at Silver Deep. This power of the gates is a game-changer and we should use it to its fullest. Also, we made promises.

But I'd be lying if I said I wasn't deeply curious about what the Professor said about a place for us to stay."

Re: LPDnD: You'll Never Walk Alone

Posted: Fri Apr 21, 2017 11:36 am
by Maizan
Maizan will keep to the edges and sees where this new group of peoples takes him. He will also look for/ask directions to where he can battle train.

Re: LPDnD: You'll Never Walk Alone

Posted: Fri Apr 21, 2017 3:02 pm
by Blackferne
After a few hours the Professor returns. "I did it, I got it secured!" He is very excited. "I was thinking that you guys would be best suited if you had a base of operations. The building is a little older, but I was able to get it at a really good deal. I've got the deed locked up, and I figured you guys could just buy it back from me if you like it after you are successful enough to buy it outright. Wanna check it out?" He asks enthusiastically.

Re: LPDnD: You'll Never Walk Alone

Posted: Fri Apr 21, 2017 3:26 pm
by Staris
Unless its been four hours since Stavis started meditating he will decline and ask the Professor to write up directions and he will head there once he has fully rested.

Otherwise will be willing to head over.

Re: LPDnD: You'll Never Walk Alone

Posted: Fri Apr 21, 2017 5:58 pm
by Jimer Lins
Trinal for one is eager to see this. "Definitely, let's go!" :rave:

Re: LPDnD: You'll Never Walk Alone

Posted: Fri Apr 21, 2017 6:27 pm
by Blackferne
The professor leads the party through some neighborhoods and to a three story building that has rustic masonry on the sides. The ground floor is slightly smaller than the second floor which overhangs a bit with vaulted exterior support. The top story looks like a towerish structure with a room and a wlakway around.

https://drive.google.com/file/d/0B4WEg8 ... sp=sharing

"Now this is an older building, but I think it will work out well for you guys. There is a cellar, a kitchen. A fireplace on the ground and second floor, as well as the kitchen. Six bedrooms and a lookout tower. The place came with some beds, a few tables, a workbench, and some empty crates down in the cellar. I paid ten thousand gold for it, but that is well below what this sort of building would typically sell for. The old owners were in a bit of a money crunch and needed the cash quickly. I sold some of my older items to a few collectors and got the scratch to put this together. So...what do you think? It needs a little love as far as decorations, but I think it is a good start. Slap a shingle out front, maybe hire an intern to manage while you are away? Well guys?" the professor says.

Re: LPDnD: You'll Never Walk Alone

Posted: Fri Apr 21, 2017 6:51 pm
by Jimer Lins
"It's... amazing." Trinal is in awe as he looks around at it. "But, ten thousand? We've collected a bit of coin in our travels, but I don't know that we have that much, at least not at the moment, Professor."

Chuckling, Trinal says "but that tower, now... it just reeks of 'Sorcerer's Workshop', does it not?"

Trinal's extremely pleased and hugs the Professor.

Re: LPDnD: You'll Never Walk Alone

Posted: Fri Apr 21, 2017 6:56 pm
by Blackferne
"I knwo it seems like a lot of money, but you guys need a base of operations, and I do technically owe you my life. You are under no obligation to buy it from me, and if need be we can find someplace else and sell this. Phoenix Guard can't exactly be a homeless operation or sleeping on my couch all the time. What if I'm entertaining a visiting scholar and want some privacy?" The Professor jokes.

Re: LPDnD: You'll Never Walk Alone

Posted: Fri Apr 21, 2017 6:57 pm
by Staris
[OOC Since Joun didn't say I stayed assuming I came a long.]

Stavis looks around sizing up the place and see how well sound will travel when he finished his assessment of the first floor common area giving the Professor 5plat "At least, might not hurt to hire a couple, that way we get a permanent chief as well."

Perception
Roll(1d20)+13:
5,+13
Total:18

"How much with the upkeep be?

"Could have it also work as a meal hall on the side. Wouldn't be able to serve alcohol at first but could help cover the upkeep and staff to man the place. Though would likely require some more tables on the ground floor and may even some upstairs to be worth it"

How open are things, as the bard Stavis would want to know how well his playing would travel as if it does become a meal hall would spend evenings play here. He will spend some time playing his Lyre to determine where best to setup.

Re: LPDnD: You'll Never Walk Alone

Posted: Fri Apr 21, 2017 7:11 pm
by Blackferne
"Well I own the building so upkeep would just be routine repairs, and that depends on what's broken, plus the annual property tax of 200g. I don't know if there is enough space to make it a meal hall though."

Downstairs acoustics have a bit of an echo from the masonry. The common room on the second floor however does sound better as most of the walls are wooden in nature. The downside to that is all the bedrooms open onto it, so if people are sleeping you figure they may be annoyed.

Hiring a cook would be 4gp/day. Hiring a housekeeper/property upkeep type would be 2gp/day.

Re: LPDnD: You'll Never Walk Alone

Posted: Fri Apr 21, 2017 7:15 pm
by Jimer Lins
"I think it's a bit small for a public house, although I like the idea on principle. Perhaps we can hold smaller invitation-oriented gatherings from time to time.

For now, I suggest we clean it up, hire a housekeeper and stock some victuals. As to a cook, I imagine we can handle those duties on our own."

Re: LPDnD: You'll Never Walk Alone

Posted: Fri Apr 21, 2017 7:35 pm
by Furiel
Tony will reserve judgement for the moment. When looking around Tony will be thinking the following...
1) If they had something I wanted, how would Tony Plush break into this place?
2) Where would there be good locations for a secured vault?
3) Where would there be a location for a decoy vault?
4) What security concerns would we have at this location?

Re: LPDnD: You'll Never Walk Alone

Posted: Fri Apr 21, 2017 7:44 pm
by Blackferne
Furiel wrote:
Fri Apr 21, 2017 7:35 pm
Tony will reserve judgement for the moment. When looking around Tony will be thinking the following...
1) If they had something I wanted, how would Tony Plush break into this place?
2) Where would there be good locations for a secured vault?
3) Where would there be a location for a decoy vault?
4) What security concerns would we have at this location?
Make a perception check or take a 10.

Re: LPDnD: You'll Never Walk Alone

Posted: Fri Apr 21, 2017 7:58 pm
by Furiel
Perception: 1d20+11 = (13)+11=24

Re: LPDnD: You'll Never Walk Alone

Posted: Fri Apr 21, 2017 8:14 pm
by Blackferne
@Furiel looking athe property you figure if you were to break in the windows and doors are the obvious weakspots. The masonry would probably withstand a small to moderate sized explosion, though it would be weakened by it. But given the technology of doors and windows of the era they are enough protection against common street thieves. Building a property fence and have a gate would probably decrease this even more. Given the overhang nature of the second floor, windows on the upper floors would be naturally tougher to get to and break in. Nearby buildings are far enough away that it would take trained skill to make some sort of attempt on upper floors.

The cellar has no windows and the walls are all stone. You can't tell the exac thinkness, but they seem to be the same shape as the exterior walls which places them at probably 12 inches thick. The cellar has a doored wall separating the workroom from the storage room. This wall is stone as well though only about 10 inches thick. You figure if you were to reinforce that room with an iron (or stronger gate) it would be a good place for a secure vault against all but skilled assailants.

If you were to do it right you could convert the wookroom (room 10) into a decoy vault and hide the real vault somehow. There is a wall (not doored) separating the woorkroom from the stairs to the first floor common room.

Security concerns would be relatively minimal, the neighborhood seems merchant class, the exterior doesn't invite the perception of wealth at this point, but with some cosmetic changes that could be turned around. City guards have a station just a few blocks over and you aren't terribly close to the city walls incase of invasion.

Ultimately though you know that no location is ultimately unpenetrable to people skilled at your level or beyond in such matters, throw in magic and various monsters, that makes it even harder to counter without the appropriate wards, illusions, and traps.

To answer your question if you were breaking in, you'd probably pick the lock on the kitchen door at night when peole would be likely asleep or in a common room.

Re: LPDnD: You'll Never Walk Alone

Posted: Fri Apr 21, 2017 8:19 pm
by Jimer Lins
What's the top floor/tower like? Is that an open-air walkway around the outside or is it enclosed?

Re: LPDnD: You'll Never Walk Alone

Posted: Fri Apr 21, 2017 8:21 pm
by Jimer Lins

Re: LPDnD: You'll Never Walk Alone

Posted: Fri Apr 21, 2017 8:30 pm
by Blackferne
Jimer Lins wrote:
Fri Apr 21, 2017 8:19 pm
What's the top floor/tower like? Is that an open-air walkway around the outside or is it enclosed?
The stairs go to an open air set up. That room in the center is enclosed. but imagine the room in the center is a self standign structure placed on a castle tower top. The 4 black blocks aon the corners are just the crenulation.

Re: LPDnD: You'll Never Walk Alone

Posted: Fri Apr 21, 2017 8:36 pm
by Jimer Lins
How big is the center room? Just a small guard shack type space?

Re: LPDnD: You'll Never Walk Alone

Posted: Fri Apr 21, 2017 8:45 pm
by Blackferne
Jimer Lins wrote:
Fri Apr 21, 2017 8:36 pm
How big is the center room? Just a small guard shack type space?
20x20ft (4x4 on battle grid)