| Grailmont |
Grailmont sprang to action with everyone else, dropping his nearly empty flask, and charged the bandit, taking his shield and gripped it with his hand, swinging it at the bandits head:
Shield Bash: 1d4 + 4 ⇒ (1) + 4 = 5
Not sure if it would be at all possible, but that hit probably wont kill him, so I wish to follow through the swing, unsheath my sword, and make a lateral strike at the bandit.
Long Sword Strike, If Possible: 1d8 + 4 ⇒ (1) + 4 = 5
If all the damage goes through and the bandit dies, Im not sure if thats the end of my round but if at all possible, I wish to close some distance between Happs.
| GM Darkblade |
Grailmont first needs to roll to hit an AC 13, I will assume fighting two handed, with penalties included below and the bonus for his 5' charge.
Shield Bash Primary 1d20 + 1 ⇒ (6) + 1 = 7 misses
Longsword Secondary 1d20 - 3 ⇒ (12) - 3 = 9 misses
Grailmont remains engaged with Bandit B, who does not look too healthy and really not too happy, facing an armed and armored warrior with a broken spear shaft in his hands. He appears to be gauging Grailmont as he edges his free hand towards the short sword on his belt.Sidenote: It is always better to lead with the stronger weapon. Secondary strikes have a larger penalty and use half strength damage bonus'.
Wesley has disappeared into the shadows by the Trading Post, remaining out of sight.
End of the round. As Grailmont only moved roughly 5' to close with Bandit B, there is no real need to update the map, yet.
Irakli is next at the top of Round 5, 5' from Happs.
| Irakli |
Looking at Happs with a rage in his eyes he closes the gap between him and Happs "This mask will be the last thing you see before death!"
Swings rapier at Happs trying to land a good hit.
Hit: 1d20 ⇒ 19
Dmg: 1d6 + 1 ⇒ (6) + 1 = 7
To crit: 1d20 + 1 ⇒ (14) + 1 = 15
Crit: 1d6 + 1 ⇒ (3) + 1 = 4
| GM Darkblade |
Irakli thrusts his rapier quickly and cleanly through Happ's chest, just below the breast bone, a half-inch protruding from the brigand's back, narrowly missing his spine, before pulling the blade just as cleanly back out again. Happs stares in momentary horror as the pain and shock of the strike washes over him. Buhh, wahhh
Bandit A notices the attacks on Happs and his fellow bandit, eliciting another save vs DC 19, 1d20 + 4 ⇒ (14) + 4 = 18 deciding he didn't much care for the others anyways. Echo seems so much more 'commanding'. He draws his short sword as he moves towards Deudermont and the dog Rufus. Aww tha' aint far, healin' tha pup when I took'd such care in killin' it.
Kenzi, seeing the man throwing himself into harm's way to save his dog, spurs on his mount, even though he himself is deeply wounded. He charges the horse up and over the table to attack the cowardly bandit, Ride check 1d20 + 6 ⇒ (1) + 6 = 7, falling from his mount as the trained war beast strikes at it's target unawares.
Kenzi tries to catch his balance as he falls, 1d20 + 6 ⇒ (7) + 6 = 13 bouncing off the table and landing solidly on the ground. The landing drives the spear tip a bit further into his side as he slams his helmed head and knees against the packed earth. Damage 1d6 + 1 ⇒ (3) + 1 = 4. He rolls a moment, then collapses unmoving.
Echo is next.
| Echo Syne |
Echo announces loudly for all to hear.
Happs Bydon, for the crimes of brigandry in the form of Kidnapping, and for attempted rape of this fine lass,
you have been judged guilty and sentenced to death.
Deudermont, for the crimes of banditry in the form of stealing funds otherwise marked for education you have
been judged guilty and sentenced to death.
Wesley Wheaton, show yourself boy and this will be easier on you. Wesley, for the crime of Banditry in form of
bardic impersonation, for keeping money for services rendered, and not rendering service. You are to be
sentenced to death or hard labor. Come out now, and I will see what can be done to ensure that it is hard labor, and not death.
Mr. Pervert, for the crimes of lewd and lascivious behavior, for perversion in a public setting, you are found guilty by the
witnesses here and summarily sentenced to death.
While speaking, Echo moves toward Grailmont, keeping Grailmont between himself and the bandit, and proceeds to cast Magic Weapon on Grailmont's sword.
| GM Darkblade |
Happs snarls, this isn't over yet sunshine, taking a 5' step away from Irakli and launching another arrow at the rogue.
The bandit by Grailmont takes a 5' step as he draws his short sword, ducking under Grailmont's shield to get closer to Echo. Think yer so tuff does ya? How's this fer feeling sa tuff?
Deudermont, seeing the sudden carnage all around him, hearing the proclaimation against him, turns his gaze to the fallen knight who saved him and his dog. A momentary flash crosses his eyes as he makes his decision.
Rufus howls a low, pained rrhowwhhll sensing his master's passing, unable to move to be with him, the spear still pinning him to the ground.
Grailmont is next, glowing magical blade in his hand.
| Grailmont |
As Grailmont recovered from his swinging, he noticed the bandit had not be hit at all, and saw an arrow plunge into Irakli. Gritting his teeth, he turned around, watching the spell hit his blade and light it up as Echo was slashed. Feeling the magic pour through the hilt into his blade and up his arm, and he let out a loud yell before rearing himself and swinging down horizontally in the middle of the bandits head.
Damage: 1d8 + 4 ⇒ (1) + 4 = 5
| GM Darkblade |
As Irakli steels himself to continue the fight a strange look washes over Happs. The bandit leader, caught in battle, back to the wall suddenly startles to chuckle. Will Save DC14 1d20 + 1 ⇒ (12) + 1 = 13 failure
The laughter grows, the man first doubling over, then falling to his knees, hysteria and panic evident in his eyes. Tears stream down his face as maniacal laughter erupting in peeling waves, Happs struggling to stop but helpless in the face of whatever grips his mind. Hahaha Gods, no, please. Heeheehee Help me, make it stop. Noooo, hahaha HAHAHA, HEEHEEHEE, snort. He tries to feebly ward himself from Irakli's coming strike, his arm waving his bow to and fro, but to little avail.
Irakli is next.
Perception check if anyone is interested, possibly to realize what happened to Happs.
| Echo Syne |
Move action with the horse to move as far back (west) as I can. Finish Happs. Someone check on Kenzi, make sure he is stable, and let loose our fine hosts...and then if nobody minds, I am going to just pass out.
| GM Darkblade |
Irakli missed his strike, even with the correct bonuses and penalties.
Kenzi manages to slowly stand, picking up his sword as he does so, glancing briefly to the hound before turning towards Happs. For Justice this must end. He draws back and throws his sword at the prone bandit.
Happs' second Will Save DC14 1d20 + 1 ⇒ (15) + 1 = 16
My sharp pain of Kenzi's blade piercing his chest gives the bandit the mental clarity to break the strange spell affecting him. He dies before you, gurgling, But I'm a Stag, I can't die, I will uhh... clutching a small silver medallion pinned to his cloak.
Deudermont continues bleeding out before you. The dog is whimpering softly, still bleeding and pinned to the ground near the paladin and it's master.
Grailmont is next. Wesley is the only bandit still active, but ran off into the shadows.
| GM Darkblade |
Your group hears a couple of quick staccato sounds coming from the shadow of the trading post. Kla kata neta and suddenly a blur comes running from the dim lighting, headed quickly for the southern closed gate. Thanks for the offer, but I'll take my chances on the road than your false justice. Framed once, not again...
Spellcraft check for those with the skill to determine the spell cast
Wesley seems to run full out towards the gate, a glint of something glass one hand, his lute in the other.
Irakli is next up, followed by Echo and Grailmont. Kenzi is hunched over the dog, attempting to remove the spear from the beast without doing any more harm. Heal check 1d20 + 8 ⇒ (20) + 8 = 28 Success
| GM Darkblade |
Happs is dressed in masterwork studded leather armor, with a belt scabbard, small sheath, heavy boots, and a few pouches clipped about his armor. Nearby lays his masterwork composite longbow, with a STR 14 pull.
On Happs' body Irakli finds the following:
Quiver of 18 masterwork arrows
Plain dagger
Plain shortsword
Ceramic vial with a brown B painted on
Tin vial with a white HH in a red circle painted on
2 flasks of Alchemist's Fire
A money pouch of mixed coins
| Irakli |
After picking up the items on Happs he sees the necklace Happs grabbed before dying. Removes the necklace from Happs body and puts it on his neck and tucks the pendent under his armor's neck line.
You don't need this anymore.
Then sits down about a foot from Happs body waiting on Kenzi.
| GM Darkblade |
Echo was at too great a distance to realize a spell was being cast until it was too late. As it was, he sat atop his horse watching as the blur that was Wesley charged for the southern gate. With no spells handy to stop the lad, Echo began loading his crossbow. Ride Check to manage his mount during the process, 1d20 + 2 ⇒ (13) + 2 = 15 Success
Grailmont failed to notice Wesley, intent as he was untying the bonds holding Svetlana. Milady, my friends have need of softer hands than mine, ones that may heal rather than harm.
Wesley clears the cap of his vial downing it as he moves towards the walls and gate. He makes a sudden leap as the potion courses through his body, Running High Jump Acrobatics 1d20 + 23 ⇒ (14) + 23 = 37 easily soaring nearly ten feet off the ground, grabbing the top of the wall and hopping up onto the edge. He turns, calling Happs was a monster, his two men little better. Deudermont was an innocent, like myself. Farewell and good luck.
Round 7 is up. Kenzi manages to stabilize Deudermont then moves to Irakli. This will take ten minutes of work to perform his healing check to attempt to cure his wound. Svetlana first frees Oleg then moves to help Kenzi. It is up to Echo and Grailmont to act this round.
Wesley is sitting balanced on the southern wall to the east of the gate, about to drop down the other side.
| Echo Syne |
Wesley, you are free and clear; we will not pursue. However, you saved my life and the lives of others here today. I owe you. The judge is on his way here and I would like to speak on your behalf. I can not speak alone, you must be here to stand for yourself as well. In addition, I meant what I said earlier. There is work for those that can earn it, and you certainly have earned it. Honest work, doing the trade you love. We can use a good man like you. We won't hold you accountable for the company you kept. You can keep running from the world, or you travel it with us.
With that, Echo unloads and lowers his crossbow, in light of the new information and proposition before them.
| GM Darkblade |
Wesley looks back at the group, still perched atop the wall. If Deudermont survives he'll know how to find me. I'll consider your offer only if he agrees as well. The Surtova Throne has lied and betrayed us before. With that the bard drops over the side of the wall. Good luck to you, the Stag Lord is not one to be trifled with... his voice trailing off as he runs away to the south-east.
Kenzi and Svetlana work on the group's injuries, treating Irakli, Echo, and Deudermont. She and Oleg both thank you for all you have done to help them today.
Searching over the bodies of the fallen bandits, you find all of them succumbed to their injuries, death nearly instantaneous. You collect all of the items of value and pile them upon one of the tables before the trading post. Common miscellaneous gear Oleg claims for the post, in compensation for the victimization he and his wife have suffered over the past few months. Tis only fare, most o' tha lot came from our stores.
2 suits of leather armor
1 suit of masterwork studded leather armor
40 arrows
18 masterwork arrows
2 longbows
1 masterwork composite longbow
3 shortswords
1 shortspear
1 broken shortspear
2 vials of alchemist's fire
1 potion of Barkskin
1 potion of Cure Moderate Wounds
1 silver stag's head pendant
70 gold pieces
14 silver pieces
22 copper pieces
On Deudermont you find the following:
1 silver dagger
1 morningstar
1 suit of studded leather
2 parchment scrolls
1 vial of alchemist's fire
1 silver holy symbol of Nethys
1 smokestick
1 spell component pouch
1 tindertwig
8 gold pieces
9 silver pieces
8 copper pieces
Ifin thar be stuf ya donn wann, I'll trade ya fare.
Oleg offers you a fair trade value for the horses and tack the bandits possessed. 60gp value in post credit per horse, four horses. I hae ta resell tha ponies furst ifin ye wann tha coin.
The wagon is stacked with a few goods and items already "tithed" from other Greenbelt residents. Oleg defers to your group how they wish to handle the stolen goods. I will offer a good deal ifin ya wann ta trade tha goods
Wagon and team value 110gp
1 suit of leather armor
1 heavy wooden shield
1 hand axe
2 javelins
24 arrows
1 spear
1 vial of antitoxin
6 torches
1 common lamp
4 candles
7 days of trail rations
(mostly cheese, hard bread, and dried venison)
2 barrels of water
1 coil of hemp rope, 50' length
1 medium tent
10 animal furs worth a total of 15 gp
a chest containing:
108 cp
55 sp
14 gp
Oleg and Svetlana further invite you to sit and enjoy a meal with them, while you wait for the others to arrive.
| Echo Syne |
Leave Deudermont's belongings aside, please. Let's talk to him find out some information, and talk about the crimes against him.
We may find that we want Deudermont to be able to defend himself.
None of the bandit's weapons interest me, however I am interested in the potions. Does anyone mind if I, hang on to them?
And a share of the coin of course. Counting out the total coin from the wagon leaves us at 84 gold, 69 silver, and 130 copper
pieces. Split 4 ways, that is 21 gold and 17 silver for each for Grailmont, Irakli, Kenzi, and myself. I recommend all the rest of the
coin-the remaining silver and all the copper- be thrown into our treasury.
Also, the following items:
1 vial of antitoxin
6 torches
1 common lamp
4 candles
7 days of trail rations
(mostly cheese, hard bread, and dried venison)
2 barrels of water
1 coil of hemp rope, 50' length
1 medium tent
10 animal furs worth a total of 15 gold
can be added to our caravan's stores for use in the days ahead.
Since we have no way of knowing who these goods belong, we will have to nationalize their use in our campaign. The wagon team can be converted to our armory, and all the weapons stored there.
Oleg, we can give you the other four horses, we have no use for them. And we would like to look through your wares, once we have rested and eaten a bit.
| Grailmont |
Grailmont sheathed his sword and pouched his gold, walking over to the wagon with stolen goods, pulling from it the spear, and the hand axe, and from the bandits table, two short swords, placing the gear on his horse. Once finished, he sat down and began to eat and drink, conversing with oleg. So friend, other than the bandits, are there any local tales or legends that we should be aware of? Perhaps more bandits? You'll have to pardon my lack of knowledge of this land, but generally the sword is my guide. he said, drinking down a pint of ale.
| GM Darkblade |
The remainder of the caravan arrives in the evening, and a make-shift celebration is arranged between everyone involved. The priests heals the wounded up, and the judge tells you that she will hear any arguements you wish to make regarding Deudermont and Wheaton whenever you are ready. The wagons are gathered around the Trading Post, and tents are arranged inside the walls where possible. The group spends a good time, playing music, singing songs, and just enjoying being off the road, at least for a few days. They know at some point the powers that be will decide upon a settlement site, and the real work will begin. Tonight is not that day.
| GM Darkblade |
As to Oleg's wares and goods, he has a limited stock at this time, mostly travel goods and a few arms and armaments, but he has access to a coop of pigeons that he can send to Restov to order most anything available there. It takes about two weeks for orders to arrive back at the post.
He does have a small selection of potions and remedies that Bokken offers in trade for supplies and eccentric "ingredients".
| GM Darkblade |
Neither of you appear familiar to the other. As you compare notes, you realize his caravan was from a further northern point of Brevoy, and did not come down through Restov. They were different caravans at different times. Deudermont and Wheaton were under the Stag Lord's "employ for nearly seven months now, only recently earning the right to travel away from Kressle's camp.
| Grailmont |
After downing a few more pints, grailmont noticed Irakli trying to get the truth from Deudermont, and figured it was for the best, you never know who you can trust. After finishing his meal he pulled a dagger from his armor and began to pick his teeth, leaning back a bit. Oy there Oleg.. so that ring of yurs mate, mayhaps som banits made off with it? HA, if I were you, I would start hangin bandit heads from outside yer walls as a warnen sign. So do tell, what did the bandits look like? Where should I start marchin?
| Echo Syne |
As we are speaking to the judge, I am including all the mitigating circumstances. Specifically that he did help us out/save our lives. Given the story he tells, and the action he has taken, we are hoping for a finding of innocent. However should that not be the case, and since he seems amicable to joining us, we could count that as hard labor, given the perils that may face us. Would this be amenable to his honor?
If the Deud abides and the issue is resolved, we can focus on helping Oleg out. The first step, I think, should be to head to Wesley, and enlist his help as well. We can scout and clear that area, to get an idea of the land. We can also work with the Bok-kenobi fellow and barter / buy some useful potions/oils/elixirs. Once that is resolved we can come back here, let Wesley tell his tale to the judge, resolving that matter. And then scout and clear our way to the bandits on behalf Oleg.
| GM Darkblade |
The following morning, Justicar Korya Lebeda-Gregori agrees to hear the evidence you have gathered in the case of Deudermont. Ilimara Oniri takes notes on the matter while Sir Dramott Orlovsky asks pointed and sometimes blunt questions of both Deudermont and yourselves. Ultimately Justicar Lebeda-Gregori makes her wise deliberations and decides she is ready to pronounce her decision. She speaks briefly with Oniri who acts once more as her clerk, and records the decision upon the original warrant for Deudermont. Master Deudermont, you were tried in absentia for the crime of banditry in the theft of funds from Iceborn Academy. This court, acting as a body of the kingdom of Brevoy and not yet a colony unto itself, cannot overturn this conviction. However, in accordance with the information presented here today, I have the authority to amend your sentence. As such, I render judgement that you, Deudermont, are hereby commended to the authority of this colony, bound into service for a full year and a day, from today, the 30th day of Calistril, to use what skills and abilities you possess for the betterment of this body. Such judgment I render in the name of the Kingdom of Brevoy and the City of Restov.
The ring was taken by the bandits during their last "taxing". Deudermont confirms the ring was given to the bandit's leader, Kressle, and held back from passing on to the Stag Lord. The ring is a golden band, etched on the outside with a spiraling rose pattern. The inside contains an enscription "To she who holds my heart." Oleg promises the listed reward, and to do whatever is needed to aid your band in whatever missions they undertake.
Once the evening's festivities are thru, and the dawn has come, the people begin to murmur, the first stirrings of restlessness begin to appear. A few of the folk begin to wonder, when do they get started on the colony, on starting on our new lives. Is Oleg's to be the start of the colony? The season is beginning, every day lost is a day closer
to the winter. How long must we wait to begin? Colony building occurs in monthly installments, fail to meet the start of the month, you wait for the following month to start. You have 5 days to decide on a first hex or loose the month's building potential.
The journey to Bokken's hut will take a few hours hard ride, a full day if you take the time to scout the area and begin a detailed survey, to map the area and note anything of value. Which way do you wish to proceed?
| Echo Syne |
Lets take the day to go collect young Wheaton, then move a bit south, and start the colony. We should be able to start in four to five days. Once we get that started we can get more involved in helping Oleg out directly.
| GM Darkblade |
As I take it, your group plans to spend Fireday the 4th of Pharast searching for Wesley Wheaton, possibly to bring him into the fold. You can also use the opportunity to scout the area between Oleg's and Bokken's hut, noting collections of varied trees, wildlife and other natural resources.
You can begin a detailed map of the area, keeping track of things useful for a new encampment. Nothing in the area of Bokken's peaks colonial interests, not like the potential interest that Oleg's presents. Oleg's could theoretically be used, at only 1 BP of cost, to establish a useful city structure, whether a barracks, garrison, inn, keep, shop, smithy, stable, tavern or watchtower. The road would also be a useful free addition to your kingdom, allowing a free revenue friendly resource. Many of the members of the caravan were discussing these ideas as you left Oleg's.
Near dusk you reach your destination, a small log structure built into the side of a small hillock. You approach the structure, picking your way through patches of various plants, herbs and shrubbery, a strangely mixed knot garden. An aged looking yellow furred hound slowly and shakily rises to his legs from the delapidated porch. It gives a short, growl and bark, more a throat clearing and hacked cough than a serious threat. As the dog watches you, a small narrow window opens in the door, spilling a stream of light from within. A shadow moves before the light, obscuring what lies beyond. A cackling, crazed sounding voice calls out Ohh oes oot ere? Aught ohh onnt ehh? Eee onnt annt nee.
You have a few more days to find a suitable site to start your colony before you lose the month and will have to wait until the first of Gozran, in 27 days. With your mounts, it takes a full day to explore a hex and add it to the list of claimable hexes. As a small kingdom you can only claim one hex per month, and it takes the full month to clear and fully claim the hex for the kingdom. This costs an amount of BP dependant upon the terrain in question. The first hex claimed is both a kingdom hex and a city hex. You may build only one "House" and one kingdom building per city per month. If you have the opportunity of adding an upgradable or established kingdom building to your city, pre-existing in the declared hex, you may also add one of these per month. You may only declare one hex to be the site of a city per month, and a city may contain up to 36 squares worth of buildings before a second grid is needed.
| Echo Syne |
Hi Friend! We're looking for that Wheaton fellow. Our friend Deudermont here, thought you may have seen him nearby lately.
Once we return to Oleg's with Wesley, we want to move as far south as we can, and claim the first hex before the new month. I think that should put us 2-3 hexes south of Oleg's. That is where want to start the Kingdom & City. We will travel as far south as we can, without spending time scouting the hexes, just traveling. Once we arrive, we will scout/claim/begin building on that one hex, and then scout/claim the hexes in between.
| GM Darkblade |
You hear a faint scratching as the figure behind the door shifts it's weight, calling back to you. Aht's a eaten? Ooh's a uedermon? Idn't een o'on ately, uss e n da ound ere, a'epp.
The hound watches you warily, the beast's eyes narrow and dark as it watches you for signs of aggression. It moves a little closer to the door. You see the porch is piled with makeshift shelves and racks covered in small potted plants, bunches of drying herbs, jars of petals or stacks of cut roots, a veritable riot of colors and shapes, all jumbled in a hap-hazard display of both utility and clutter.
| Grailmont |
Placing his shield on his back, Grailmont pulled a pouch from his side, filled with various dried meats and berries, the rations he took from the barrels. He approached the dog on the porch, and shook the back around a bit, tossing a bit of dried meat in front of the beast. Her' ya go doggy, eat up.
| GM Darkblade |
The voice behind the door calls out as Grailmont offers the hound his ration morsels, changing as it does. Hey now, do I go offerin your peoples a dog's food? No, so don't be goin and tryin to poison Blu with your rotten junk and such. He has a sensitive pup's pallet.
The door opens and a cranky looking old codger, dressed in a loose robe and bed gown standing backlit by the warm glow of a hearth deep within the hovel. He leans on a smooth black staff carved with faint runes and sigils. Deudermont leans back and says, That's Bokken. Wasn't sure for a moment. Moving forward slightly, he calls to the old man. Oy Bokken. It's me Deudermont. Wesley and I escaped the bandits. These are friends, they seek to put an end to the Stag Lord. Have you seen Wesley?
The old man uses his staff to sweep the hound back from the rations, then mutters a word as a small three inch cyclone appears, picking up the bits, and with the speed of good breeze tosses the bits across the garden. What, hey, you still with Wheaton? Yeah I seen him. Came round bout dusk last evening. Said he'd fled the troop and needed a place to rest. Damnable beggar fool made off this morning before breakfast. If you are with him, then you owe me my horse, a goodly stock of my potions, and near 30 gold in stores and stock he stole this morning outta me cupboards. The old man looks your group over indignantly, waiting for a reply. Deudermont looks sheepishly at Bokken and at you all, shoulders shrugging and eyes apologetic. I didn't think he'd rob a friend.
| Grailmont |
Grailmont gritted his teeth and tethered the pouch back to his belt and lifted his shield, standing in front of the party. Not that you'd have the generosity to do such a thing, I had no idea you took such care of your dogs diet. Grailmont retorted. And no, he is not "with us." As a matter of fact, Justicar Korya Lebeda-Gregori is held up nearby to us to adjudicate his past, now present, and more than likely future crimes. While we're sorry that he did this to you, it is not our responsibility to replace your stolen wares, however the duty of catching him lies with us, so any information you can provide on his whereabouts so that we may bring him to justice would be useful. The other Guardians will also wish to trade with you, and will more than likely pay you well for your leftover stock.
| GM Darkblade |
Wit ya or not, he's gone. Headed off ta tha Southeast. Won't get too far on Runion, she's ain't the mare what once was. The old man squats down next to his hound, scratching it's ears and rubbing it's coat. Glue in tha makin she was, just dinn't have tha heart ta put her down. Figure one more season to see an let her go wit tha fall. He looks over at you all, taking your measure. Dohn care much fer Brevies, some Rostlanders are ok I suppose. I dinn't expect another ta pay a man's debts. They be his, but those wat he's wit share in tha guilt, same in as they share in tha gold. So you ain't wit him, good enough, you is free to skeedadle if ya wants. If'n you wants ta pay back his debt, then do me this here favor instead. Find me some o' tha green fangberries, not yet ripe. I makes most o' my better stock from tha juice 'n pulp. I'll work ya a deal, quarter off any wares ya takes fer a month. Find me other things I kin use ta bolster my wares, we kins work somethin out.
Standing up, he scoots the hound on the flank with his staff, sending the dog off into the garden as a soft glowing yellow orb goes bounding through along a twisted pathway. As fer wat I gots left, just a couple mending draughts, a syrup ta toughen yer hide, an a gumball wat makes ya clear like, fer a few moments anyways. Invisible ta friend or foe. I charges a little lessen wat tha big city wizards do, onna count my stuff's all natural, an most city folk have trouble wit that.