
Xanthar Hammerhand |

"You need say no more to convince me to aid in this noble quest! Wresting holy relics from the hands of villainous foes is worthy of any person of faith."
Of course, the keys to a fortress is a nice incentive as well. Lord Xanthar...hmmm...it has a nice ring to it.

Ishmal |

Ishmal sits himself silently at the offering of food, and mumbles a bit to himself motioning the holy symbol of Yenomesh, as he portions out exact portions of the simpler foods, and pours himself a cup of water. When the others take a break from conversation he raises his eyes, and simply states out loud.
"Yenomesh has sent me here for a reason". "I will see it through".
He then resumes his orderly meal.

ScytheMaster |

"Excellent! I will take it from your replies that you are all on board, so to speak. Good, good. I will make the necessary arrangements for any equipment or supplies that you may need be brought here. You are free to rest here before you depart as well. Any questions regarding your destination and aid I can give, please feel free to ask me"
Barahil moves over to a large iron bound wooden chest and unlocks it before opening it to reveal several backpacks
"These each contain 15 days’ worth of rations, a small tent and a warm winter blanket for those who need them. The church will supply a full waterskin, and a pouch with 250 gold coins in for each of you, to cover any additional expenses." Barahil also lifts the following items from the chest, explaining that "these may come in useful as well." - 50 feet of hempen rope, a box containing tinder and three tindertwigs, 9 labeled potions of cure light wounds, three torches, a grappling hook, and 2 small bottles of Heart of Aeuly brandy and Stone Heart Reserve Whisky.
"I estimate that the distance to the Coast Road is about 80 to 100 miles over quite easy going terrain; mostly rolling hills as I recall."

Xanthar Hammerhand |

Xanthar's eyes light up at the mention of the brandy and whiskey.
"You can keep yer tents and fire sticks, the libations will provide all the warmth I require on those cold nights on the open trail. Of course, I won't be saying 'No' to the sack of coins, either.

Sinnoth A. Jorinn |

Sinnoth turns to the priest.
Well you have your self an adventuring party but wouldn't it be best if we did our own shopping. Handing of a list to you seems a bit weird. I mean you just handed us money and now we will be handing it back for purchases. Meh.
Hearing the others pick at the belongings Sinnoth will load himself up with anything they don't carry up.
I can carry another 268 pounds which is a bit more than the weight of the stuff in total.
If you guys aren't going to take this stuff I will ta-carry your share of extra's. We need to make a list of things to get before we go.

Tomkin the Doughty |

"Count me in. I assume my laden pony isn't really a mount. A riding dog would probably suit me better."
The hobbit came from a small town. Haggling in Daisytop was a common occurrence.

Mythandyr |

That pack looks like quite a burden for an old man, but should fit nicely in the saddle bags of the horse you have promised me.
The shared items... rope and grappling hook, matches and kindling, torches, potions, and spirits... would be a good fit for a pack mule. I request that one be counted among our mounts.

Sinnoth A. Jorinn |

Well the first thing we want to do is take 107 coins from everyones share and buy a wand of cure light wounds I will pay the difference. Do you know were we may purchase such a thing.
Sinnoth turns to the priest and grin a bit.

Ishmal |

Ishmal weighs the coin pouch in his hand, before counting out his share of the coin for the wand. He also takes one of the CLW bottles. He then grabs up the backpack, and heads outside to pick out his horse.
Upon loading up his mount, he heads back inside. "When shall we depart"? "I must pay a quick visit to my church, and pick up a few things, but am ready when everyone else is".
1d20 - 1 ⇒ (15) - 1 = 14 Handle Animal or Appraise (To pick out a good horse)

Xanthar Hammerhand |

Xanthar looks at Kendel approvingly, "Aye, the elf has the right of it. I'd rather be living in a gutter than lying dead in a grand mausoleum. If we are unable to secure the items desired at this temple perhaps I can obtain them from master Gruden Greybeard at the Temple of Dwerfater."

ScytheMaster |

"I am able to provide a pack mule for your journey. I will accept no coin for this beast. And I can supply two wands of cure light wounds. Again, as you will probably have need of these, they are to be considered a parting gift. If you will provide a complete list of the scrolls you require, i will make the necessary arrangements to get them prepared. Again, I will accept no coin. I feel you may have need of your money on the journey."

Tomkin the Doughty |

Tomkin prepares of list of spells that he cannot perform, but knows his mentor could write down for him if the small town decided to spend the money.
"I would like the following spells scribed. Please do not drain the church resources too much as each of these spells costs a full 75 gold to scribe."
Silence: Negates sound in 20-ft. radius.
Augury: Learns whether an action will be good or bad.
Find Traps: Notice traps as a rogue does.
Summon Monster II: Summons extraplanar creature to fight for you.
Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
Bull's Strength: Subject gains +4 to Str for 1 min./level.
Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Consecrate: Fills area with positive energy, weakening undead.
Delay Poison: Stops poison from harming target for 1 hour/level.
Find Traps: Notice traps as a rogue does.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Shield Other: You take half of subject's damage.
Zone of Truth: Subjects within range cannot lie.

Sinnoth A. Jorinn |

Startled and a bit worried by the priest generosity Sinnoth speaks up a bit.
Since you are being so helpful I wonder if I can have my weapons replaced with Cold Iron and Silvered weapons in case of fey, undead or other such creatures and Mythandyr could get access to some arcane spell books. I also suggest a few scrolls of magic weapon in case of incorporeal enemies.

Tomkin the Doughty |

Hide from undead works on one creature. It can guarantee that one 'distress buoy' PC can return and mention that spectres killed off the rest of your friends. :-)
"Sinnoth, the correct blanches and alchemical treatments can help. Cold iron daggers are quite cheap, we should by quite a few. Maybe silvered ones too."
Looking over his riding dog, he claps his hands in glee:
"I will name him Baxter and hope he protects me from all evil."
Anchor man reference--see the sequel if you can!!

Tomkin the Doughty |

"Well alchemists are quite the braggarts. That problem as well as the lead to gold transmutation problem they claim to have solved is probably all hot air. I will buy a cold iron dagger and an alchemical silver one. Some holy water vials would probably be useful too."

ScytheMaster |

"Alas, I cannot procure the weapons that you require. Those you will have to source from another. But your mention of undead perils makes me think that it would be remiss of me if I were indeed to let you depart without providing each of you with a vial of holy water. I will have these added to your supplies." The priest busys himself rummaging through a large chest, before bringing forth several rolled up parchments bound in ivory inlaid wooden scroll cases. " As to your request for scrolls. Would these suffice?" He lays them before you on the table.
Augury: Learns whether an action will be good or bad.
Find Traps: Notice traps as a rogue does.
Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Consecrate: Fills area with positive energy, weakening undead.
Delay Poison: Stops poison from harming target for 1 hour/level.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.

Xanthar Hammerhand |

"Remember lads, don't go mistaking the holy water for the brandy! T'would be a terrible shame to waste a good bottle of spirits by lobbing them at some ghoul who I expect has NO appreciation for good liquor."
Xanthar looks disdainfully at the proffered scrolls and nods to Tomkin, "Help yourself to the lot, lad. I prefer cracking skulls with old Ingril to squinting at a bit of parchment when battle is afoot."

ScytheMaster |

After making sure that you are all adequately equipped as well as familiarising yourselves with your mounts, you gather in the small courtyard at the rear of the Church.
Barahil the priest is standing nearby, a solemn look on his face. "I will not go into a speech of departure, or even wish you luck. Luck can be a fickle thing and perhaps on this journey it is best not to tempt it. All I will say is that I hope that I do get to see you again on the successful completion of your quest. May the blessings of Muir and Thyr be with you."
For a moment, a shadow of what looks like doubt, seems to pass across Barahil's face, but then it is gone, replaced by a solemn look that signals the respect that the old priest has for you.
Two guards at the large wooden gate at the far side of the courtyard slowly open them, revealing the bustling lane beyond that leads East out of the city. The people of Bards Gate can be seen all going about their daily business, totally ignorant to the momentous journey that you are about to undertake.
The sky overhead is cloudless and a brilliant blue in colour. A slight breeze carries the smell of the city. A city that will soon be far behind you.

Xanthar Hammerhand |

Having finally situated himself atop his mount after several minutes of struggle and much cursing about the contrary nature and very existence of horses, Xanthar lifts his warhammer to the skies and offers the following benediction, "Oh, Great Forgemaster, in your infinite wisdom, grant us the courage to face the trials before us with steely resolve and guard us as we seek to reclaim relics of holy power that will aid all good folk in the eternal struggle with the forces of evil."
And may there be plenty of well-stocked taverns along the way... he amends silently.

Sinnoth A. Jorinn |

So see you again if we don't all die
He smirks a bit and leaves with his group.
--------------------------
Sinnoth sits on his horse looking around at the town before turning to the group.
So you guys ready to do this we will be on our own for a while so be prepared.

ScytheMaster |

With a last glance at your surroundings, you spur your mounts and canter out the courtyard, setting a brisk pace as you head toward the Eastern gates of the city. The citizens are busy going about their daily business and pay little heed to you as you pass. The fact that you head toward a destination that litters the history books and has such a fell reputation seems to have passed them by.
And then you are through the gates and out into open countryside. The road heading east has several merchants on it, some heading toward the city whilst others head off to who knows what destination. The East road is situated on a rise in the land and so gives you an excellent view of your surroundings. The landscape is a verdant sea of green rolling hills, with several small outcroppings of woodland, too small to be classed as forests. The glittering reflection of the midday sun reflects off the still waters of scattered lakes that you can see across the landscape. It looks like it is going to a pleasant day.

ScytheMaster |

Mythandyr |

Ok now we're talking.
The Great Eastern Road connects with the Coast Road at the City of Freegate, about 70 miles east of here. Halfway along the road is Derindin. There appears to be a shortcut to the Coast Road winding south east from Derindin, labeled "Trader's Cheat Way." My travels have taken me west of Bard's Gate, as far as Reme, but never toward's the Coast. What do you all know of Derindin and this "cheat way"?
Knowledge Local (untrained): 1d20 + 4 ⇒ (11) + 4 = 15

Mythandyr |

"It appears Derindin is some 40 miles. A days ride for a swift, unburdened horse, riding hard... but we have a pack mule and a small pony counted among us. Even if we waited for the morning to depart, we would not reach Derindin in a day without putting considerable strain on our mounts.
Unlike the road west to Reme, I see no mention of waystations for travellers on the Eastern Road. However, there is an abandoned abbey indicated on the map, less then thirty miles along the road. We could reach it in less then ten hours, if no other attractive campsite location has presented itself by then.
What do you all say?"
DM Scythemaster, the goings on at the Temple of Thyr took place in the morning, correct? I'm assuming it is some time before noon now?

Xanthar Hammerhand |

"Anything that gets us to our final destination faster and gets me off this confounded, flea-bitten nag as quickly as possible is desirable in my eyes." grumbles Xanthar.
Do each of the hexes equal 5 miles on this map?

Mythandyr |

Do each of the hexes equal 5 miles on this map?
6 miles/hex officially. I had misremembered and counted them as five when I cited Freegate as ~70 miles from Bard's Gate in my post above. I double checked since then, and they are 6 mile hexes, which is nice because it's more easily divisible into pathfinder movement rates.
Edit: Of course DM Scythemaster is the final word on this, he may envision the distances differently for his version of the campaign setting.