Some important notes about Chapter Three: Antimony’s Still.
DON’T TOUCH powerful ‘patalogical objects unless you know precisely what you are doing.
If an action reasonably begins with shouting, “Leeroy Jenkins!” DON’T DO IT.
You are in possession of an Egg that does something very important, but you haven’t figured out exactly what the Egg is all about.
The Baron was at The Still to collect ink, but when?
What did the Baron need ‘patalogical ink for, in the first place?
The ship you are on is a warship for transporting marines or mercenaries.
(Also, you are about to battle a Roc on a warship… A WARSHIP… A W A R S H I P)
You don’t know what the “lombards” on the ship are, but they are clearly important. What else can you find on a W A R S H I P that might be useful when fighting a Roc at sea?
Antimony’s Still is a powerful ‘patalogical artifact. Where is it now?
There was a key on the altar just in front of the still. It was taken.
There were three doors you were unable to access in the service area of the Vat Room.
You don’t have enough ink. You don’t have enough ink to do what exactly?
The Traveller is a player in all of this, but what The Traveller wants, assuming the The Traveller wants anything at all, is as mysterious as everything else going on.
The ‘pataphysical sorcerers had generals. Grimble and Collman were Pataphor’s generals. The book Celaena took from the library identifies Antimony’s generals as Droolian and Gogmagog.
There is a goblin with a duck emblazoned on his tabard who you’ve lost track of. What was here there to do? What became of him?
The black dragon got away. It’s likely he’s not the forgiving or forgetting sort. Sure, but what the heck is a black dragon doing that far north?
You are still in possession of the thing that the Baron used to make celestial observations. What became of The Still?
Many of you are starting to be troubled with dreams.
– Celaena dreamt about the Baron.
– Kahseer hears weeping just before waking.
– Dani dreams of three frightening figures wearing exquisite facial hair.
– Brialle is, from time to time, lectured in her dreams by someone surly and impatient.
– Flex isn’t even dreaming. The Traveller is coming to him directly.
You’ve learned that ooze is pain to fight. If you slash it or bash it, it sprays on you.
You’ve learned that it is very hard to die if you work together. In most cases, you have at least two turns solve the problem of a dying party member. Healing Word is a BONUS ACTION and doesn’t require touch. Healing potions can be administered to unconscious players. Spare the Dying will stabilize a player, and it’s a CANTRIP. Gentle Repose will prevent a player from decaying, and can be used to get that player to a temple where you can get rez (for a price, and probably more than one) from a Cleric there.
Talk over your “it’s going very, very wrong” strategies among yourselves, at some point.
Kahseer and Brialle may be the most powerful and important members of your party.
And… this is the big thing that should be dawning on the party: Long rests aren’t free. They’re always a trade off, but you don’t always know what you’re trading.