Head Marshal Hawke |
Head Marshal Hawke elaborates further, "Each group seems to be led by a fire giant, along with a smattering of lesser giants or humanoids like ogres, and a band of goblinoids, orcs or the like. Many groups have some other monsters along as well, whatever they could convince to join on it seems."
"Since the addition of wyverns and manticores and other flying beings, we have not been able to gather as much information through scouting. We have tried divination, but it is time consuming and costly and we are out of time."
"If you are in, pick a spot on the map and we will assign it your group, and we will get you outfitted and on your way."
Tayanalla |
Tayanalla will look at the map and pick a target as far north as possible.
To the others she says "If we think the temple is somewhere up there buried under the ice, we might as well scout as far as we can."
Lump |
"True, but dangerous to walk that far with a fair bit 'o war going on."
Karkoran the Butcher |
"if the temple is there, we will find it." Karkoran studies the map, committing it to memory.
Karkoran the Butcher |
"If the temple is there, we will find it." Karkoran studies the map, committing it to memory.
Lump |
if all that ice isn't cool, *put son sunglasses* i dont know what is. YEEEAAAHHHHH
Tayanalla |
"It may take us time to reach that far north, but I think it will serve dual purposes of both helping the dwarves and scouting the mountains for sign of the temple."
we need to blow some cash on gear first. we probably need some warmer clothes if there's going to be a bunch of ice.
Karkoran the Butcher |
"Raw materials for crafting, and alchemy."
"Northern spot is good."
If we are done with the meeting lets move ahead with our other tasks.
Lump |
"I shall need a warm cloak, some warm clothes, warm boots, gloves, warm hat to cover my ear-holes... Snow shoes. A sled? Sleigh?
Lump |
"Also... shoot! Can I talk to Loremaster Cronin again really fast? Unless you can help me... I need a fairly robust book to translate from Celestial to your Common tongue. Something to read on the road. And maybe a book of your common songs, if I could impose so grievously..."
Head Marshal Hawke |
"Frogman, you can arrange that with Cronin. His schedule and research are dictated by the Thain though, but I venture he will be willing to see you. I see you have been assigned an assistant? She or Dorval can help with that as well. Have a list of your equipment needs drafted in our Common tongue, and delivered to one of my marshals."
Tayanalla |
"We need someone to appraise and change the loot we took from the giants we slew into coin of this realm. Can you point us at someone who will be willing to give unconventional folk, such as ourselves, a fair deal?" Taya asks Hawke.
Asheranthi |
"I could use some spells, do you know any other witches in town? Or scrolls, can we get scrolls, my familiar can eat them to learn the spells."
Lump |
Lump slowly interposes himself between Jopple and Tayanella, so as to calm their assistant girl, and translates questions asked of her as best he can.
Lump |
"so, looks like Jopple can take me to the market in the morning. I will need explicit directions on what you want to buy and what youre willing to pay, in ordered list form so i dont mess anything up." Lump says to the group.
Karkoran the Butcher |
"I'd like the following items:"
medium tent
10 medium sacks
flint and steel
ink
inkpen
iron pot
mess kit
animal call kit
200' hemp rope
piton(15)
250' twine
5 bear traps
5 candles
2 block and tackles
grappling hook
4 vials
37.5 gp alchemy base supplies ( makes 3 potions )
5 days trail rations for large person
lamp
6 lamp oilsvalue = 100 gp
Jopple |
The group gets their lists submitted to Hawke Waiting on Asheranthi yet. and you break from the meeting. You are given a copy of the map with the locale you chose marked. He admonishes you to protect that map at all costs, and destroy it if it will fall into enemy hands. You assume Grobly could chew it up pretty good if needed and it would be fairly well ruined.
The group is escorted back to your quarters where you plan further lists of items to have Jopple shop for.
In your room your take a moment to pile all of your loot from the hill giants into a stack and have Jopple look at it. Some of it is/was quite filthy but you had time to clean or polish some of it, knowing you would need to try and sell it.
Jopple Appraise roll: 1d20 ⇒ 9
Jopple Appraise roll: 1d20 ⇒ 14
Jopple Appraise roll: 1d20 ⇒ 2
Jopple Appraise roll: 1d20 ⇒ 11
Jopple Appraise roll: 1d20 ⇒ 10
Jopple Appraise roll: 1d20 ⇒ 11
Jopple Appraise roll: 1d20 ⇒ 20
Jopple Appraise roll: 1d20 ⇒ 16
You have no idea regarding her skill an appraiser. She looks at the stuff and scratches her head a few times, but after jotting down some notes and moving things into different piles, she states (to Lump). "Well this stuff is actually pretty valuable, very very valuable. Lots of gems, and jewelry here. Where did you get all this stuff? These ingots are pure too. It shouldn't be too hard to liquidate this stuff as people will be willing to invest in portable valuables like this with the oncoming danger and uncertainty. The problem is the price of goods are going to get expensive quickly. We need to move fast and get orders in for special gear and buy up stuff before it gets scarce. Gosh, I haven't dealt with stuff this expensive before, but I bet you could pull in fifteen thousand crowns with this pile." She runs her hands fondly over a gold bar. "You guys are going to be rich!" she says with perhaps a touch of envy. "The shops are all closed now, but I know some people who wouldn't mind me waking their butts out of bed for some serious business like this. I also...know some people who know some people who can get a hold of harder to acquire items. I would just be careful flashing this much wealth around. I don't feel comfortable carrying all this myself! Now, the streets here are safe and there isn't any crime really, the dwarves come down really damn hard on criminals and the crack the heads of anyone who doesn't play by the rules, but there are always those who can get by. Anyhow, I am babbling too much. What do we need to look for? I can start my work for you. I hope you remember helpful Jopple though!" She winks.
Lump |
assuming it is later in the day, Lump will have a spell to spare for her to talk to all of us, and if that is the case he will cast it.
"Of course, Jopple. We will want to get some things for you as well, if you are to keep working for us, it is in our best interests. But, our first interest is to keep ourselves alive in the trouble ahead. But if we get close to fifteen thousand, I'll be sure to spare some of my personal share with you, even if the others won't. Their needs are more expensive than mine. Anyway, we got this stuff from the previous owners of those big heads we brought in."
Lump pulls out a piece of paper, and reads the list to her in priority order. Lump looks at Jopple's accoutrements. She'd probably need some armor and a weapon in the trying times ahead. And a jeweler's loupe and scale to help them in their appraisals.
15000 crowns would be 3000gp? for each of us, roughly? Please don't tell me crowns are silver, haha! Lump can spend some of his portion for Jopple if no one else wants to.
going to add adventurer's sash, and possibly a minor bag of holding (1000gp) and a +1 to that parade armor if possible, if Lump's share reaches close to 3000gp.
Lump |
You won't really be able to get any magical gear from either Hawke or from the town, except 1st level potions or scrolls maybe
Does that mean my (relatively common) magical items desired are off? +1 armor, minor bag of holding? Sleeves of many garments might be slightly less common but not all that crazy... traveler's any-tool?
CaveToad |
I have to check on some of those things, but probably not likely. There isn't a supermarket of magical items. Jopple might be able to hook you up with someone who can enchant items, but that hasn't played out yet. I don't generally play where you can just go into town and buy whatever items you can afford. Maybe in big cities with the right contacts you can obtain certain things, but out on the fringe like this anyone who can enchant stuff is likely to be pressed into service for the defense of the fort.
Lump |
I have to check on some of those things, but probably not likely. There isn't a supermarket of magical items. Jopple might be able to hook you up with someone who can enchant items, but that hasn't played out yet. I don't generally play where you can just go into town and buy whatever items you can afford. Maybe in big cities with the right contacts you can obtain certain things, but out on the fringe like this anyone who can enchant stuff is likely to be pressed into service for the defense of the fort.
Hmmm, alrighty. Well, the +1 armor could be made nonmagically by a good enough smith. i hope Jopple could find some magical bags. the other two things i might just be out of luck on.
Grobly |
Kark and I can make potions cheaper than what they would cost to buy.
Beyond some simple magic items and +1 armor, there is not much Grobly is interested in either. Maybe that sleigh that was mentioned.
Lump |
sleigh needs 2 large creatures to pull. Dogsled only one large creature to pull. Just for party consideration...
Tayanalla |
"We can assume it is going to be cold in the mountains. We need to give some thought to how we'll keep all of our animals warm, whether they're pulling a sled or not."
do we want to keep a common pool of party treasure, or split it up between us and keep track of it individually?
"Lump, could you ask Jopple if there is a bank where we could leave our gold? I don't think we want to carry this much with us."
Lump |
"Certainly." i will blanket-translate between the party and all folks that I can, provided that i will almost certainly... smooth over... any vile speech or threatening stuff in most situations."
Jopple |
Jopple replies "There is the Central Vault. It is quite efficient, as are many things dwarven. They keep fastidious track of people's valuables and many of the riches and wealth that come through this fort. I have heard that rumors of the large sum of stuff kept there, behind powerful magical wards, guarded by magical golems and have even heard of extra dimensional storage. It's all very fancy, but it comes at a cost. They charge you one percent of your wealth per month, a minimum of five gold and a maximum of two hundred fifty gold. If you all don't have any more questions right now, I can hit the streets and start rounding things up. In the morning when shops open, we will have better luck, but some people will be all right with me waking them up tonight."
Jopple |
The group settles in for the evening as Jopple heads into town to do some checking. She will return in the morning with any information. You can work on other things over night or sleep.
Day 6 - Morning
The morning arrives and the sentries outside awaken you and they bring supplies for your journey to the northlands. They wheel them in on small crates on wheels like a cross between a cart and a dolley. There is a marshal with them and they have you sign for the items. (Your share languages is probably still running).
Jopples returns in the morning also. She says "Well, I was able to wake a few people up and get a line on some materials and crafters for some of the items you wanted. I wasn't able to find any magical items. We can keep trying though. Lump, are you ready to go? We can get escorted to town and see what we can buy."
Lump |
"Indeed, I am ready."
CaveToad |
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Lump and Jopple stop by Loremaster Cronin and he supplies you with the Celestial language primer, then head into town, there is an initial escort through the fort as usual, heavily armed unit of dwarves, and through the massive fortified gates. At the gates you are met by a smaller external unit, just two dwarves who are to accompany you through town.
To be clear this is your shopping list for in town:
Lump:
Parade Armor (25gp)
Sled (20gp)
+1 Parade Armor from this country (1175gp)
Minor Bag of Holding (1000gp)
Sleeves of Many Garments (200gp)
Thieve's Ring (300gp)
Traveler's Any-Tool (250gp)
Mwk Appraisal Tool for Jopple (50gp)
Alchemical Reagents and Unguents for Kark (25gp)Tayanella:
heatstone (20gp)
MW longsword (315gp)Karkoran:
large cold weather clothes 16gp
large waterskin 2gp
large belt pouch 2gp
large backpack 4gp
large blanket 2sp
large bedroll 10sp
heatstone 20gp
camouflage nets (2) 20gp ea
easily worked wood/metal for 4 new huge aklyses - I am not sure actually how much a huge aklys weighs or costs and the ratio of wood to metal, so whatever that is GM?
alchemists lab 200gp
masterwork artisan tools for weapon craft 55gp
artisan tools for leather craft 5gp
raw ingredients for potion making 100gp (to make 8)Grobly:
leather barding for Bazzt (20gp)Let me know if I missed anything, most of the other mundane stuff you requested from Hawke was granted including some alchemical supplies from those lists. You can buy more in town though easily.
You make major stops at leathercraft and tailor shops giving the measurements of the people for clothing, bags, animal clothes and barding and so forth. It will take a few days to make the various items so everything should be ready in four days.
You swing by the alchemy street where several shops run by gnomes are set up and sell all sorts of supplies. You purchase the lab and base ingredients as well as the heatstones etc there.
You make inquiries and are able to purchase a masterwork longsword for Tayanella, as well as base wood and metal for Karkoran. ( I think a huge aklys is 6 lbs and I will say 25% metal 75% wood. Calculate the costs for whatever you are using and tally the gold. Wood and steel are plentiful here.)
You find the outdoor items, nets, sleds and crafting tools in various other shops.
Jopple takes Lump into another small shop where they purchase the thieve's ring, but the transaction look like they bought a book. The ring is actually in the book's binding. The dwarven guard with you know nothing of it.
You spend a considerable amount of time trying to find the other magic items. (Changed my mind, there is a 75% chance for magic items 1000gp or less)
GM Roll: 1d100 ⇒ 11 - bag
GM Roll: 1d100 ⇒ 31 - sleeves
GM Roll: 1d100 ⇒ 39 - any tool
It takes most of the day and you are able to purchase those three items. The parade armor needs to be custom made, which will take the armorsmith you found 4 days, and to do he uses easily worked raw materials to speed it along, this costs an extra 12.5 gp however. Keep in mind this is non-masterwork quality however, it will take longer if you want it masterwork for enchantment. You do enquire around town and there is someone who would enchant it if you had the required piece.
I think this accounts for everything.
Karkoran the Butcher |
Karkoran will ask to be led to the forge area and about hiring some assistants for a few days once he has his artisan tools. He will be there for a few days to craft some new weapons.
Lump |
nice, slick on the ring-book thing. I'll take the extra 12.5 gp cost of speeding up my armor out of what I would have given Kark, and I'll use Masterwork Transformation on the finished piece before handing it over to get enchanted. That'll be cool anyway since Lump can add his own touches of flair to the armor as he is more personally magically crafting it in his image (though can't modify it too much since it still has to be patriotic with respect to this nation). The material cost I had already planned on paying will instead be the material component of the spell.
CaveToad |
Any chance of a hat of disguise or efficient quiver?
I think I want to up my order to 5 heatstones. (I think 100gp is worth not freezing to death for 5 nights)
Both of those items are too expensive for a settlement this size and Jopple is not able to locate any. You can get extra heatstones easily.
CaveToad |
nice, slick on the ring-book thing. I'll take the extra 12.5 gp cost of speeding up my armor out of what I would have given Kark, and I'll use Masterwork Transformation on the finished piece before handing it over to get enchanted. That'll be cool anyway since Lump can add his own touches of flair to the armor as he is more personally magically crafting it in his image (though can't modify it too much since it still has to be patriotic with respect to this nation). The material cost I had already planned on paying will instead be the material component of the spell.
No problem, you can transform your armor at the end of the 4 days when you pick it up and have it ready to enchant.