Ascension - Merchant's Guild

Game Master bbangerter

Cliff Face


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Go with the following morning so Cindy has her spells back.

Following the middle passage where the drow were captured leads into a larger chamber where several cave fisher corpses are beginning to rot. There bodies showing the wounds from blades and arrows.

The passage continues, from which can be heard the sound of crashing water in the distance, and soon the air grows humid.

Rounding a bend opens into a large cavern with a high ceiling. From the roof overhead streams a waterfall into a small pool, which then drains through a wide and long fissure to the north. The pool is about 60' from the entrance to the cavern.

Three small frog-like humanoids with webbed claws and feet splash in the pool. The eyes of the creatures emitting a bright light, which reflects off the water and falls creating a rainbow of colors.

Kn Dungeonering DC 12:

These are blindheim, relatively harmless, unless attacked. They have only animal intelligence.


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

Knowledge (dungeoneering) : 1d20 + 9 ⇒ (14) + 9 = 23

These are blindheim, relatively harmless, unless attacked. They have only animal intelligence she says before moving forward


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

Kn dungeoneering: 1d20 + 7 ⇒ (14) + 7 = 21

Cormick nods his head in agreement with Aerin as they continue ever deeper in to the caverns. He keeps refreshing his dancing lights as needed, keeping them about 15'-20' ahead.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Before entering the cave Cindy will cast Mage armor and offer the spell to Issa for her bird (done with Pearl of Power - will last 7 hours). Next she casts her Frostbite to better arm herself. She then follows the group being as observant as she can be. When she sees the creature she will use a hex to turn on 10 minutes of natural armor.


Aerin and Cormick:

Blindheim are capable swimmers and climbers, and are excellent jumpers. If threatened they can cause their eyes to glow with an intensity capable of blinding others. They themselves are immune to this effect, or any other effect that would cause blindness.

Save the fissure where the pool empties into the darkness below there are no other exits from this chamber.

Captain Ceyz asks, "Any idea where this stream of water might lead to?"


M Half Orc Slayer 7 Hp 88/91; AC 28/27/14; (+11 Perc(*urban+2); +1 Init(*urban+2); Fort +10, Ref +9, Will +6)

Perhaps Hezrog can examine the fissure and use survival/perception determine something about what lies beyond? Maybe he could hear/smell if the stream opens soon into a large chamber, or perhaps he can find some traces of something using the stream for transport.

I haven't been down there, but I'll take a look at the fissure and let you know if I can discern anything.
perception: 1d20 + 11 ⇒ (20) + 11 = 31
survival: 1d20 + 11 ⇒ (13) + 11 = 24
Survival +3 if there are tracks


When Hezrog approaches, the blindheim leap into the pool and swim downstream, disappearing into the fissure.

The pool is easily 15' deep, with the stream running out of it perhaps 5' at the most shallow point.

Hezrog:

There is numerous evidence of blindheim. Fecal matter, bones of fish, and a few patches of mud with the creatures tracks in it. At a guess, at least several dozen of the creatures live in this area.

While the stream starts off at a shallow decline, further in, as it passes underneath the rock, the slope increases and the stream becomes narrow and swiftly moving. The water worn tunnel leaves about 2' of space overhead if one were to venture down it, though keeping your footing would likely be near impossible at the far edge of your sight.


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

So i guess we can mark the place as nothing of interest regarding our current concern. So we go and explore the passage from which the cool breeze came from ?


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

"It doesn't look as if there is much here, so yes, let us check the other location."


HP 80/80; AC20 (FF20/T10); +0 Init; Fort +9, Ref +3, Will +11; Perception +16; Sense Motive +12;
Remaining Ressources:
Channel 9/9; Blinding Flash 7/7; Nimbus of Light 8/8

I agree, let's go.


Heading back to the other passage, the group travels with their soldier escorts. The passage twists and turns, and soon becomes a steep incline. The air grows colder and after about a mile and a half of travel daylight can be seen ahead.

Approaching the entrance, a plateau can be seen. The last remnants of winters snow dotting the open area. Trails farther up into the snow covered peaks can be seen in the distance.

Several stone cairns can be seen dotting the plateau.


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

That is a way in not a way for for those underground. Hezrog any interesting tracks ? she ask


M Half Orc Slayer 7 Hp 88/91; AC 28/27/14; (+11 Perc(*urban+2); +1 Init(*urban+2); Fort +10, Ref +9, Will +6)

Let me look

Survival(tracking): 1d20 + 14 ⇒ (4) + 14 = 18


Taking several minutes to look around, Hezrog discovers the tracks of several large humanoid footprints, though the toes appear to be clawed.


Captain Ceyz looks across the snow swept plateau. "If there is another way up for the drow, it could take us months to find it here. Unless you've any ideas, I think our best option is going to be placing a heavy guard at the cave entrance."


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

For the moment we know of only one. There is still one path we haven't explored yet

reminder of passage left to explore: There is also another passage from where the scout was. The scout was found up a side passage from the main one, where the light of day shone through


Sorry, this was the second passage.
The waterfall cavern was a dead end, other than the river path leading deeper into the mountain, and not really accessible by any kind of normal means.
So you can explore the plateau if you want, but if there is a path back into the mountain it could take a while to discover it.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

That is what I recalled too.


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

so we have explored everything correct ?


Yes, from a practical perspective at least.


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

So is the passage(s) that the drow could come through been sealed?


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

I think it is guarded, not sealed.


It is largely filled in with rubble. and will now additionally be guarded by Ceyz men, and the engineers are working on blocking it further.

I wanted to give everyone a chance to explore other areas if they wished - but that was a sideline thing, and it doesn't appear anyone wants to go that route

Returning back to the main encampment of men there is nothing much more than can be done here. There is a soft pop and several startled cries. Standing nearby are four men. The center man is a little short, and a little overweight. He wears the robes of the Tower, though they are torn and smudged. The other three are dressed in the livery of the Tower guard.

The man is easy to recognize as Master Veray, first of the Council of Seven. Despite clear exhaustion on his face, he forces himself to stand erect. He looks around until his eyes rest on the group.

"I have just spoken with Governor Alding, and he has spoken highly of you and your aid to the empire. What is the current report?" He listens carefully to the details.

"Captain Ceyz, you and your men will remain here until your work is completed. Your presence is no longer required in Gumlat, the city has been reclaimed. Unfortunately the 50 sent several weeks ago were all slain. Ambushed in the pass to Gumlat by demons."

"I must return to Coran momentarily. As for you five, how may the Tower serve you this day?"


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

There was very little reason to go on an exploration trip. We know that the force of the Mage tower are planning an attack so on the Demons / barbarian that took Grumlat. That "punitive magical forces" needed boots from Akleta who may been delayed (drow's plan) while at the same moment having a sizable drow force in the middle of both town ready to either help Grumlat or jump on Akleta. (Before the First councilor showed up)

I personally ask for nothing First Councilor but it does appear that we have a collusion of dark elves at the top who want to carve a piece of the kingdom for themselves. Rewards are freely given when one think one is deserving she says with a smile


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Cindy speaks up. This action has been both dangerous and expensive for us Master Veray so we would be pleased to accept any reward the Tower sees fitting based on our level of success here. Know that anything you provide will be used to strengthen us, your agents, for any possible future needs. I would ask two other things if you feel indulgent. The first is that I have tried to work closely with your own agents in the past, building trust with them. I felt like I has made some progress but then there was a change of personnel and your new agents seemed both less trusting and less interested in an alliance. I would ask that you speak to them on our behalf expressing your desire that an alliance between the tower and merchant agents be strengthened. Second I ask that a few spare scrolls of magical incantations be spared for me to learn from. I am a student of the arcane, but working as an agent of the merchants I have had little chance to learn new spells.


"I will indeed let them know of your service to the empire, and to work with you in solving any problems the merchants guild needs assistance with."

"As for some spare scrolls, we can do better then that. When you return to Coran, make an appointment at the Tower and we will see that you have a day to peruse through our library to select additional spells from."

"For those in your company who are not of the arcane arts, I can arrange for the tower to place enchantments upon an item of your choosing. You will need to arrange for the funding of it, but we can complete the item in a much shorted time span than it normally takes."

While in Coran, anything less than 4k in cost is readily available anyway, but for anyone with cash wanting to spend more than that, it will only take a single day to have it crafted, rather than the usual 1 day per 1000 gold.

With the drow business taken care of, the group heads back to Akleta. Governor Alding provides the promised reward on behalf of Akleta and the empire.

Any further things you want to do while up north? Or ready to head back to Coran? Stopping by the goblin den/dwarven mines on the way back south?"


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

While the library sounds great I will remind you that Cindy, as a witch, cannot learn from a spellbook but must burn a scroll to learn a spell. This makes it a little harder for her to learn new spells.

As a representative from the merchant's guild Cindy would be remiss if she did not try to make some small profit by carrying trade goods in demand in Akleta from the north. She recommends the group pool some funds to invest and asks for Cormick's help in identifying a commodity and negotiating a purchase.


Assume scrolls (or another witch) will be available to share the spells Cindy.


HP 80/80; AC20 (FF20/T10); +0 Init; Fort +9, Ref +3, Will +11; Perception +16; Sense Motive +12;
Remaining Ressources:
Channel 9/9; Blinding Flash 7/7; Nimbus of Light 8/8

I'm back from my vacations and able to resume my usual post rate :)

As a master merchant, Issa agreed with Cindy for investing their money together.

I have not much left, as most of my wealth is invested in diamond powder, but I will be more than happy to share it with you. 100gp left

May be could we sell the weapons and magical trinkets we found on the drow to replenish our founds ? I have my ways with merchants if needed and I can help Cormick in his deals.


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

"Let me see what I can find to take back with us. My families interests should be of use here in Akleta."

Cormick gathers up what valuables the groups is contributing to the investment and then purchases the local wares and goods for the best deals he can.

Please let me know how much you will be contributing.


  • Issa - 100gp
  • Cormick - 150gp

GM Ascension wrote:

The governor sighs, "Whatever foul plans the demon had, it appears its claws were involved in many machinations."

"Will you again lend your aid to the government, and help us root out this additional threat? In return I see to it that your organization receives more favorable dealings here in Akleta than the empire has afforded them in the past. And for each of you personally another stipend from the treasury."

I could not find that was the stipend we were to receive for our efforts? I could not find it in any of the posts. I'll roll for the Diplomacy (with Honeyed Tongue) and Profession (Merchant) to gather the trade goods that will can take back to Coran. I will make sure to take advantage of the favorable dealing the Govenor has given, and the reputation we have gotten in the area for our good deeds.

[dice=Bluff (Diplomacy), Silver Tongue]1d20+23[/dice]
[dice=Bluff (Diplomacy), Honeyed Tongue, Silver Tongue]1d20+23[/dice]
Profession (Merchant): 1d20 + 5 ⇒ (16) + 5 = 21

Sure... can't roll worth a dang in combat, but high rolls for skills.

The Exchange

M Human (Keleshite) Inquisitor 12 (Sanctified Slayer) [ HP 87/87 | AC 23(26)/FF16(19)/T17(20) | Fort +11(13), Ref +13(15), Will +14(16) | Init +13 | Perception +18(+45)

Hezrog will also contribute 150gp, as he doesn't have enough to start thinking about making any major purchases.


Been trying to find the original parameters we used for making a profit from delivering goods from Coran to Akleta to use the same for a return trip, so far haven't had any luck finding those in the posts. With Cormick's rolls that should come out well for you.

Additional bonus of 1000g each from Governor Alding.

As Aerin mentioned in the discussion thread, there are other things you could look into here in Akleta if you wish rather than returning now. Just need a vote or some kind of consensus from the group, though if you want my vote it would be to get you back to Coran :).

While some plans are made are laid out for a return trip Miss Nasha suggests, "With the short war in Gumlat, may I recommend furs? The area around Gumlat is likely to have a shortage of wild beasts for the hunters and trappers there. I'd anticipate a rise in the value of pelts in the area for a time. That's going to be a bit bulkier than the spices you brought north with you... it may be worth your time to invest in a few wagons."


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

before we go anywhere Aerin will want to take a couple of day's rest ...


Tracked down the info on pricing, added a spoiler in the campaign tab for it. For furs/pelts/leather the base gold cost is 3gp per square yard.

Based on Cormick's rolls that is a 30% discount off those prices. For up to 1000gp worth of trade goods - so your cost is 700gp.

For purposes of storage I'm going to place a square yard at 2 lbs. So 50 square yards would fit in a single handy haversack.

If the group wants to individually, or together, purchase wagons they can be bought at the normal price of 35gp. Each wagon can carry up to 400lbs, so 2 wagons would be needed to carry the max available goods of ~670lbs - plus a horse or two for each wagon at the normal costs.

If sold in Coran prices could go up to 60% above normal based on the diplomacy rolls. Or up to 70% over if you travel to Gumlat instead.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

We still have the riding lizards. I bet that would get some looks. :)


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

I am sure it would...With the nice pay check we just got Aerin is willing to invest 5 000 gp toward buying things to sell in Coran


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

How long would it take to travel with 2 wagons to Coran or Gumlat?

700gp - Trade Goods (furs/pelts/leather)
70gp - 2 Wagons
800gp - 4 Hvy Horses
8gp - 4 Animal Harness
2gp - Feed for 4 animals (2sp/day)
6gp - 2 Hirelings, Trained, teamster (6sp/day)
===============================================
1586gp investment
.
10 days travel time (just an estimate for above calculation)
.
Profit in Coran
900gp - selling only Trade Goods
453gp - selling Trade Goods and Transports
.
Profit in Gumlat
1000gp - selling only Trade Goods
553.5gp - selling Trade Goods and Transports

This is just a question for clarification, isn't the 400lb list in the CRB for wagon the weight of the wagon and not the load of the wagon? If you look at the wagons listed in the Ultimate Equipment, the light wagon has a cost of 50gp (roughly the same price), but has a max load of 1000lbs.
I am good either way, just wanted to point it out.


HP 80/80; AC20 (FF20/T10); +0 Init; Fort +9, Ref +3, Will +11; Perception +16; Sense Motive +12;
Remaining Ressources:
Channel 9/9; Blinding Flash 7/7; Nimbus of Light 8/8

Issa is ready to invest his gold in wagons and trade goods. For now, he has no imperious needs.
Issa has also profession (merchant) and can help in the trade


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

cormick aerin can cast multiple mount spell per day. This would take care of that purchase as well as feeding for them. Further reducing our expences. (and don't forget that issa and i can invest a good amount of cash)


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)
GM Ascension wrote:

Tracked down the info on pricing, added a spoiler in the campaign tab for it. For furs/pelts/leather the base gold cost is 3gp per square yard.

Based on Cormick's rolls that is a 30% discount off those prices. For up to 1000gp worth of trade goods - so your cost is 700gp.

For purposes of storage I'm going to place a square yard at 2 lbs. So 50 square yards would fit in a single handy haversack.

If the group wants to individually, or together, purchase wagons they can be bought at the normal price of 35gp. Each wagon can carry up to 400lbs, so 2 wagons would be needed to carry the max available goods of ~670lbs - plus a horse or two for each wagon at the normal costs.

If sold in Coran prices could go up to 60% above normal based on the diplomacy rolls. Or up to 70% over if you travel to Gumlat instead.

Per GM Ascension's post, we can get up to 1000gp worth of trade goods.

Using the mount spell and we can each contribute 155.2gp
- we will each get 320gp back (a 164.8gp profit) from Coran
- we will each get 340gp back (a 184.8gp profit) from Gumlat

Great to know we have another merchant in the group.


Was looking for a weight capacity and didn't find it, thanks for that Cormick. Use the 1000lbs load, so only one wagon needed.

Travel time is about 3 weeks.

Aerin, expect a PM from me tonight.

Travel back to Coran is uneventful, and the group adds their wagon to the line of wagons that Aima is leading back to the capitol.

Upon arriving a messenger from the guild asks you to come to the hall at your earliest convenience.


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

Thanks GM Ascension.

Ok... final numbers... If everyone contributed 148.26gp, then gain 320gp for your character. That was a 171.74gp profit.

Cormick has the trade goods they brought, delivered to the Egerton Import & Export House, so the sales can be expedited via family contacts and interests.

He meets up with his fellow associates at the guild house at the appointed time, and distributes promissory notes to each member, from the Egerton Import & Export House for 320gp, payable to the bearer, with a expiration date of 90 days from signatory date.
Signed and dated: Sebastion Egerton, Owner, [today's date]


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

171.74 profit. Check. But what was the other "from Gumlat" number? I got confused somewhere along the way I guess.


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

if we had traveled to Gumlat, we would have gotten that number. We traveled to Coran.


Going to push things forward to the merchant guild offices.

Raseb welcomes you back and does a little small talk about the journey to Akleta and the recovery off Miss Ashin's lost shipment. "Mr. di Alkanov left something for you." Raseb hands over a voucher, detailing the profits made off the additional ship that was added to the fleet, and your share in the profits. 1500gp total, to be split however.

"We have a new assignment for you. You remember Mr. Jumai? The glass merchant that the thieve's threatened. We've had a pretty heavy guard around his home and shop, and we'd like to pull back on that at this point. We fear though that the group that threatened him may think this an opportunity to cause he or his family some harm. So rather covertly, we'd like you to keep an eye on he and his family for a short duration - handle anything that may crop up and deal with it appropriately."


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

1500 / 5 = 300 gp per person

Sure thing. How long do you want us to go and babysit him ?


HP 80/80; AC20 (FF20/T10); +0 Init; Fort +9, Ref +3, Will +11; Perception +16; Sense Motive +12;
Remaining Ressources:
Channel 9/9; Blinding Flash 7/7; Nimbus of Light 8/8

Thieves are not good for business. You can count on me for this task, protecting merchants is a sacred duty.

Issa turned to Aerin and added

I can ask my God, for this week, if needed.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Cindy considers for a moment before responding. Of course we will do this, but I want you to understand that we are at a disadvantage. We have been out of the city and have no intel of the thieves group or other activities that might relate to them. They now have a strong home field advantage and we could use your help evening that up a little. When we were last here we left a thieves guild prisoner with the wizard's tower. Might we be able to consult with them to learn what the prisoner's fate was, and what intel they have on the thieves? Perhaps they might even want to work with us to set a trap for the thieves... Also I want to make sure everyone knows that when we last tangled I was at least somewhat responsible for one of the thieves guild death and the capture of another. They have been looking for me since and could even be tracking my movements even now.


M Half Orc Slayer 7 Hp 88/91; AC 28/27/14; (+11 Perc(*urban+2); +1 Init(*urban+2); Fort +10, Ref +9, Will +6)

Is there a reason Mr Jumai needs to stay at home? I think he might be much safer if the thieves guild doesn't know where to find him.


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

Yes, someone will need to catch me up on the who, what, where and whys of Mr Jumai. I like to be informed of the situation before hand so I can prepare."

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