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Post by Shifty on Nov 13, 2013 19:00:15 GMT 9.5
Here we can discuss whatever renovations we plan to make to establish our secret base below the glassworks. I'm not gonna tell you exactly what to build here, because this is something you guys gotta make basically from scratch, but I will suggest a couple of possibilities. As such, you'll be paying the full price for most of it, unless indicated otherwise. In some cases, there might be enough pre-existing paraphenalia in the room to give you a discount for certain things. Again, refer to this page on the PRD for room descriptions and function. Map ID | Room name | Suggestion | Build credit | B1 | Guard cave | The obvious choice is a Guard post (320gp), but you might also want to brick back up that wall with a Secret room (220gp) to prevent access from the smuggling tunnels. | No credit, there is nothing left of the wall, and the cave is nothing more than a cave. | B2 | Old storeroom | Storage? Armory? This could be anything | No credit, it's nothing more than a rubble strewn room. | B3 | Welcoming chamber | There is already a Statue (60gp) here, but it's a statue of a rather nasty looking woman. You might want to knock it down and build another in your own image, considering it will be the first thing a person will see upon entering the hideout from beneath the potential bakery access in B5 | Full credit if you keep the statue, No credit to knock it down and build a new one. | B4 | Washing pool | Bath (130gp) or, since it's basically right in front of the bakery access, maybe a guard post (320gp) a Gatehouse (630gp), a Trap (price varies depending on trap nastiness), or even another False front (190gp) to fool intruders into thinking this is just part of the bakery's basement. It really depends on how paranoid you are. | Partial credit for Bath | B5 | Stairs to the Bakery | Obviously an Escape route (360gp)/Secret room (220gp) | Partial credit for Escape route, but it's going to cost extra to tunnel up into the basement of the bakery. | B6 | Ancient Prison | The obvious choice is a lot of Cells (180gp each) but I thought you might convert this entire room into an opulent Lodging (430gp) for your characters to rest here, considering it seems to be the most secure and large location. | Partial credit for up to 18 Cells. | B7 | Interrogation chamber | Henric's Torture chamber (330gp), obviously. | Probably no credit. The torture devices in the room would be far too ancient to be of much use, but they sure do look intimidating. | B8 | Ancient study | The main room could be a Sanctum (190gp), Alchemy lab (390gp) or perhaps just an Office (120gp) or Scriptorium (320gp) for experiments and scroll scribing, while the three cells (A, B and C) could be left as Cells (120gp) for the safekeeping of victims of the torture chamber in room B7, or I believe Anita mentioned something about wanting to keep the three malformed skeletons as trophies, which means the whole chamber could be converted into a Trophy room (250gp) | Partial credit for three Cells. | B9 | Prisoner pits | It's a large room with a bunch of holes in the floor, so you could leave the holes and turn it into one great big Pit (40gp) to dump your trash, or you could cover up the floor and use this for basically anything. A Ballroom (760gp) and Auditorium (910gp) or perhaps your own personal tavern (Bar/Kitchen/Brewery). It could also be a War room (300gp) for plotting your next heist, or a Workshop of some kind. | Full credit for a Pit, because that's exactly what it is. | B10 | Blocked stairs | It sorta depends where the hell this staircase leads, doesn't it? It could yawn straight down into the maw of the Underdark, from which the very hounds of hell could belch forth. | No credit. | B11 | Meditation chamber | This room has a permanent Levitate effect cast on it, so it would make a great Scrying room (550gp) a Sanctum (190gp) or a Magical repository (730gp). | Partial credit for a Sanctum. | B12 | Shrine to Lamashtu | This is already a working Altar (210gp), but do you really want a working altar to a wrathful god in the middle of your hideout? I don't know, maybe you do. If you don't, this place might need a good Consecrating. At the moment, the shrine still constantly generates 4 doses of The Waters of Lamashtu every day. | Full credit for an Altar to the goddess of monsters? | B13 | Cathedral of Wrath | The Minor Runewell has been depleted, but, as a font from which Sinspawn spring, it will remain an obvious source of nervousness until you can cast Hallow on it. The large room could become a proper Summoning chamber (1,040gp), a Ceremonial room (1,180gp) or even a Throne room (1,650gp) | Partial credit for a Summoning chamber, but at what cost to your sanity? |
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Post by Shifty on Nov 13, 2013 19:10:37 GMT 9.5
This is kinda unrelated. But I stumbled on this picture in my travels. Some lunatic made a model of these catacombs outta that modular terrain stuff. It's not exactly very accurate, but it's definitely badass.
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Post by Henric on Nov 13, 2013 19:33:13 GMT 9.5
First things first, we need to 'consecrate' the shrine and 'hallow' the sin spawn chamber. I know I'm kind of an evil guy and all, but I still worship Erastil & would see it my duty to cleanse this place.
If this place is supposed to be our covert, secret HQ I don't see the point of having ball rooms and throne halls. But I do like the idea of a tavern for some reason. It would be pretty cool to try and start a spy network out of a secret tavern below the glass works. Trade in information that I get from pulling teeth out of foreign advisors the pirates have kidnapped from other kingdoms... I don't know, just a thought.
I think for the time being, we need to focus on getting the Glassworks up and running. Maybe Vae can befriend a family of cave bears or something and stick them in the guard cave to protect us from any sin spawn or who knows what else might be lurking around down there till we have the time and money to trick it out...
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Post by Shifty on Nov 13, 2013 20:24:26 GMT 9.5
Two problems with Hallow: One - It's really goddamn expensive. Spellcasting services cost (caster level x spell level x 10)gp + 1,000gp for spell components + 1,000 gp for the level of the spell to be included in the hallowed area. That's a minimum of 2,450gp. Two - The local cleric in Sandpoint is young and inexperienced. He's only caster level 7, and you need someone that's caster level 9. So you're going to have to find a higher level cleric in Magnimar, convince him to help you, pay to have him transported to Sandpoint and put him up for the night, and maybe even slip him a little bit extra to keep his mouth shut about what he sees down there. Which is basically another way of saying Hallow is REALLY expensive.
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Post by Shifty on Nov 13, 2013 21:03:38 GMT 9.5
Consecrate is pretty cheap. It'll only be 85 gp, and Father Zantus will be able to cast it no problem. That will effectively "curse" the shrine, and temporarily cut off its connection with Lamashtu. Then perhaps just barring the door between area B12 and B13 could be a decent temporary solution.
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morkus
Goblin Refugee
Posts: 36
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Post by morkus on Nov 13, 2013 22:48:49 GMT 9.5
I'd love to excavate a tunnel that leads straight to a hidden dock for The Fog of War or something, that might be prohibitively expensive though. Does anyone have any useful craft skills? We could have a workshop.
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Post by Shifty on Nov 13, 2013 23:18:11 GMT 9.5
I'd love to excavate a tunnel that leads straight to a hidden dock for The Fog of War or something, that might be prohibitively expensive though. Does anyone have any useful craft skills? We could have a workshop. I don't think I talked about this much last saturday, but the smuggler's tunnels actually sprawl for a significant distance underground... The long tunnel leading from this room winds for some distance through the bedrock below Sandpoint. Built decades ago by smugglers, the tunnel remains stable and serviceable as it winds lazily northeast for just over 1,750 feet before reaching a dead end... [this is] a secret door that opens into a 30 foot diameter cave on the side of the cliff overlooking the Varisian Gulf. The cave mouth slopes down to a narrow beach; no Survival check is required to note the crude collection of goblin beds or remnants of their meals strewn about the cave. From the tunnel's southern half, two side tunnels branch off. One leads east to a collapse after 400 feet (it once led all the way to the Turandarok River), but the one to the west seems to have once been bricked over at the point where it diverges from the main tunnel. The book doesn't mention anything else about the beach on the Varisian gulf, but that sounds to me like a perfect cove to hide a pirate ship. I will draw up a small map of exactly where these underground tunnels lead next game, but the actual spelunking of them will probably not occur until we get back to Sandpoint.
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Post by Shifty on Nov 14, 2013 11:06:38 GMT 9.5
I did find a neat map of the Smuggler's tunnels that someone has already made, however it differs significantly from how I've chosen to describe the area. For the sake of simplicity, and to make the Catacombs a more immediate threat, I chose to present the dungeon as directly beneath the Glassworks, rather than diverging off a path further north. I have a couple of other reasons for doing this, but I shouldn't go into them here. The path that branches off to the north west is still there, it just leads to a bricked up wall. Here's the map anyway.
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Post by rume2finguz on Nov 14, 2013 13:08:13 GMT 9.5
We really did quite the pub crawl last Saturday didn't we. Also, is Sandpoint Savories the bakery and is that still a possible conquest?
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Post by Shifty on Nov 14, 2013 14:17:46 GMT 9.5
We really did quite the pub crawl last Saturday didn't we. Also, is Sandpoint Savories the bakery and is that still a possible conquest? Yes. Sandpoint Savouries is the bakery. As far as possible conquests go, well... We shall find out how receptive the baker's daughters are to the charms of the sea dog in due time. Although, perhaps that is a job better left to Virgil Barclay, the charming silver fox. That is, assuming he does not already consider himself betrothed to Ameiko Kaijutsu.
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Post by rume2finguz on Nov 14, 2013 15:11:05 GMT 9.5
Rest assured I'm only concerned with monetary gains, violence and drinking competitions. Get in there, Virg!
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Post by Henric on Nov 19, 2013 18:42:38 GMT 9.5
I can cast Consecrate I was thinking as part of Henric's inner struggle of good Vs. evil, I would Consecrate the area of the well and turn it into a shrine of Erastil. I also wanted to turn the chamber into the burial catacombs of our fallen party members. Once we get it set up, we can exhume Pinto and/or Sunatra and lay them to rest in dope looking concrete sarcophagus where we can go and pay our respects when need be. I mean, i'm sure a lot more of us are going to die during this adventure path, it would be cool to have our own memorial...
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