Oxnard |
Oxnard will get a better rope, and a sconce added to his shield.
Any chance of some CLW potions, and maybe an Everburning torch?
He will also try to get a mule, and packsaddle / lead rope.
Baalîantar |
Baalîantar's Shopping List
- • One donkey = 8 gp
• One pack saddle (for said donkey) = 5 gp
• One short bow (not composite) = 30 gp
• 60 arrows = 3 gp
• 30 sling bullets = 3 sp
• 1 shovel = 2 gp
• 1 miner's pick = 3 gp
• 1 falchion = 75 gp
Grand total of 126 gp, 3 sp with regular rules pricing, etc.
All about extra, weapons supplies and ammunition for the road.
If Oxnard and Baalîantar each have one donkey, we should have loads of carrying capacity!
brvheart |
Brandlin Denby provides supplies for caravans and general travel, and is often called upon for special equipment for more adventuresome travelers. Pale, balding, and soft-spoken, with a perpetual cough, he may not look like the average person’s idea of a consultant to daring adventurers. However, Denby collects every tale of every amazing exploit – as long as it involves equipment. When not otherwise occupied, his sharp mind is busy imagining how better or different equipment could have improved a situation. He knows where to get almost any type of item desired, and has a knack for putting together substitutes from common pieces when necessary. He sometimes wishes he was brave and healthy and could go see the things he only hears about, but then someone arrives with another challenge for his equipment.
Baalîantar |
Baalîantar will modify his shopping list a bit:
• One donkey (a mare named "Chuckles"; just because)
• One pack saddle (for Chuckles)
• One short bow (regular, not composite)
• 60 arrows (40 as spare ammo)
• 10 sling bullets (spare sling ammo)
• 5 days trail rations
• 1 shovel
• 1 miner's pick
• 1 falchion
• 2 blankets (one for Chuckles, and the other for Baalîantar)
Grenz |
Brandlin Denby provides supplies for caravans and general travel, and is often called upon for special equipment for more adventuresome travelers. Pale, balding, and soft-spoken, with a perpetual cough, he may not look like the average person’s idea of a consultant to daring adventurers. However, Denby collects every tale of every amazing exploit – as long as it involves equipment. When not otherwise occupied, his sharp mind is busy imagining how better or different equipment could have improved a situation. He knows where to get almost any type of item desired, and has a knack for putting together substitutes from common pieces when necessary. He sometimes wishes he was brave and healthy and could go see the things he only hears about, but then someone arrives with another challenge for his equipment.
I am going to assume this is common knowledge? Or at least Grenz knows this?
"Well met Master Denby" - he offers - "I am new to Endhome, but from what I have heard around town, you should be the one to look for" - he smiles and bows - "Probably from our attire you gather we are looking for travelling supplies, and... Something more" - the rogue adds, peering around the store.
Is this store selling only general gear, or weapons also?
"I am looking for a few things in particular..."
Is it commonly accepted to buy thieve's tools, as adventuring gear? Or do I nee to go to the shady part of town brvheart? Looking to buy those, wrist sheaths, another cold iron dagger, and perhaps some alchemical concoctions, like alchemist fire :D Would those be available?
Oxnard |
Oxnard shows up ready to leave, dragging an obviously unwilling Mule by it's lead.
"Common Buck. You're not really going to make me drag you all the way there are you? I promise my will is stronger than yours, so you might as well give in".
"Are we ready to go"?
Tork the wanderer |
Tork has been mulling about trying to think what he can do in combat to improve our odds of survival after some deep thought which of course takes him some time he decides to buy a weapon that will allow him to make attacks on opponents out of his kicking and punching range
"Hey guys...look what I bought..."
He proudly displays his Flying Blade.
he's not proficient with it =-4 penalty to attacks, but the Flying Blade receives a +2 when making attacks of opportunity caused by movement, which is the only time Tork will use the weapon. Any non-AOO attacks will remain unarmed strikes. Seems like a good idea. A -2 to an AOO that he otherwise would not have been able to attempt
Tork is ready to go
brvheart |
It is 1100 miles to Remballo, but there are a couple of cities along the way.
brvheart |
We all ready to hit the road? If so same order or march? Made sure to get plenty of provisions.
Oxnard |
Oxnard travels enjoying being on the move again, except for the still slightly uncooperative Mule trying to stop and eat every blade of lush grass along the way.
"Come on! You'll get dinner tonight when the rest of us do"!
brvheart |
You head out of town to the west. Being near the city you only encounter travelers and an occasional wagon heading into the city to sell their wares. It is getting about time you need to set up camp for the night. Watches?
brvheart |
Yessir, means second watch gets an encounter. Roll a perception please.
enc: 1d100 ⇒ 58
enc: 1d4 ⇒ 1
enc: 3d6 ⇒ (4, 3, 5) = 12
brvheart |
Grenz, you and Tork are on watch and a dozen goblins approach the camp attempting to have you for dinner!
You two roll init! The new map is up/
Tork the wanderer |
brvheart |
Grenz
goblins
Tork
You have one action. Then the rest can roll for round one.
Oxnard |
1d20 ⇒ 15 Initiative
Brvheart I don't know how everyone else feels, but I would be very happy with you rolling initiative for everyone. Really speeds things up in PbP.