Orlan |
Orlan:
Spoiler:These are the final bids for the goods in the auction. Beat these and you can have them. The eleven obscene statuettes go for about 16 gp a piece, a little less than what they are worth.
Riding saddle -- 8 gp 5 sp
leather barding -- 34 gp
engraved goblet (150 gp value) -- 160 gp
Light warhorse -- beautiful, healthy, but tempermental 100 gp
The engraved goblet, which Wain Sarpis presents wrapped in silk, gets the most attention. When Sarpis unwraps it, he looks a bit disgusted at it for some reason. While there are a few early bids, one customer is quite persistent -- the man appears to be a hunter or woodsman of some sort.Spoiler:Orlan will bid on everything except the statuettes. He'll leave those items to folks with a taste for the lurid, but he'll probably get in some good-natured ribbing of anyone who bids on them. If he gets outbid on the riding saddle or leather barding, he passes on them. But he has every intention of winning the bids on the warhorse and the goblet.The following items are those that Orlan will use to generate enough funds to win those bids:
Masterwork dwarven battleaxe head
1 masterwork two-bladed sword
1 masterwork dire flail
1 masterwork gnome hooked hammer
1 masterwork spiked chain
1 masterwork suit of spiked scail mail
2 masterwork spiked small steel shieldsEach masterwork weapon is essentially worth 300gp plus the cost of a normal weapon of its kind. And each suit of armor is typically worth 150gp plus its normal cost. So with all of that, it would seem Orlan should have quite enough to win. If not, let me know...
As for the remainder of our trade goods, we still have the following that we can sell for procuring supplies for the Spires:
3 large tapestries depicting the Shoanti wars (75 gp each)
masterwork thieves tools
demonic idol 200 gp
10x50gp garnets from well
1 drow paperweight (2000gp)
6x25gp bloodstonesThat's still a lot of valuable stuff. The paperweight alone is worth more than everything else combined. So Orlan will try to find a special buyer who might be interested in it. I'm figuring with all of the connections between Korvosans and the Shoanti that the tapestries should fetch a decent price. I'm not so sure about the demonic idol, but Orlan will be quite happy to be rid of that for any reasonable price...hopefully to a collector and not someone who's actually into demon worship. The rest of the gemstones, he's more interested in showcasing to the merchant's guild as a sign of the wealth King Klyndak commands. And of course, the masterwork weapons will be passed off as a symbol of dwarven craftsmanship (regardless of whether dwarves actually made them).
So, that's the overall plan. Let me know if I need to do anything else. I believe you had indicated we wouldn't roleplay through the entire auction. But Orlan is definitely interested in anyone who shows a surprising level of interest in outbidding him on anything Badder used to own.
Tarren the Dungeon Master |
Orlan:
Lord Kerrigan ends up bidding on all of the weaponry. By the time he's bought the fourth nasty looking weapon, everyone seems convinced they are worth even more than they appear and the bidding gets hotter.
Later, you hear him mention that these nasty looking weapons will make great gifts to officials in Korvosa and he's happy with the investment. For the Masterwork dwarven battleaxe head, masterwork two-bladed sword, masterwork dire flail, masterwork gnome hooked hammer, masterwork spiked chain, masterwork suit of spiked scail mail, two masterwork spiked small steel shields, and the demonic idol you get 2100 gp less a 10 % commission to the auctioneer, for a total of 1890gp.
The three large tapestries depicting the Shoanti wars do not receive any bids from the soldiers. The only ones who seem vaguely interested in these are fat-fingered merchants who weren't in the Shoanti wars. You get 225 gp for these after commission.
Total: 2115 gp
The drow paperweight will not get any bidders at the auction.
You still have:
10x50gp garnets from well
1 drow paperweight (2000gp)
6x25gp bloodstones
masterwork thieves tools
As for the hunter who bids on the goblet, he bids up to 150 gp but then let's it go if you outbid him. Do you outbid him?
Orlan |
DM:
Total: 2115 gp
The drow paperweight will not get any bidders at the auction.
You still have:
10x50gp garnets from well
1 drow paperweight (2000gp)
6x25gp bloodstones
masterwork thieves tools
Noted.
As for the hunter who bids on the goblet, he bids up to 150 gp but then let's it go if you outbid him. Do you outbid him?
Indeed. Skinflint dwarf that Orlan is (get it? skinflint? flint? dwarves and stone and their greed complex? heh...), he'll bid just 155 gp...going up in 5 gp increments to outbid the guy. That should leave us with 1960 gp for shopping as well as the remaining gemstones, thieves' tools, and paperweight.
Sir Manfred VonFalkenburg |
Sir Manfred looks down, startled to find Yin's purse in his hand. He looks around to find Yin waving her fingers at him. He waves back automatically, then quickly recounts what he has, then he shouts...
"I bid fifty gold for the horse!"
Orlan |
Which one of you buys the horse?
As soon as Orlan realizes it's Manfred he's bidding against, he'll defer. That dwarven greed bug kicks in when he realizes he doesn't have to buy it for the boy...and that means more funds left over for the Hammerfoe treasury. ;-)
Tarren the Dungeon Master |
Okay, the horse is Manfred's if he wants it ... for 83 gp.
This may seem like a bargain, but here's the deal:
'Harsh' -- and you can rename him if you like -- is a bit unusual because of the abuse he suffered at Badder's hands. CON is 18 giving him an extra 1 hp / level. Here's the roll for his HP: 3d8+12=32 ... nice, eh? 32 friggin' hp!
The problem is whenever you fail a handle animal or ride check with 'Harsh', I will roll a 1d8 (you can roll it if you are sure you have failed):
1 = horse does nothing;
2 = horse bucks -- ride check DC 15 to stay on;
3-4 = horse rears -- ride check DC 15 to stay on;
5-6 = horse tries to throw rider (I'll handle this as a combat maneuver);
7 = horse rears, attacks nearest creature to front or side;
8 = horse charges forward.
Each week, you can choose to try to train him out of one of these nasty habits. You can make a handle animal check opposed by his will save (he's stubborn). Win, and one of these numbers is turned to 'does nothing'. Within a couple of months, Harsh could be an extraordinary mount. In the meantime, buckle your seatbelt. ;-)
Sir Manfred VonFalkenburg |
Feeling a little embarrassed at finding himself bidding against Lord Orlan, Sir Manfred finally walks away with the horse.
Carefully stroking the horse, Sir Manfred talks to him; "Well now, "Harsh" is it? What say we start a new life with a new name. How about "Trouble"?"
Tarren the Dungeon Master |
Manfred:
As boy meets horse and horse meets boy, a wise crowd gives them space. Trouble snorts in approval at its new name. A man that Manfred recognizes from the stables comes over: "Would ya like to bring 'im back to the stables? There's still two weeks paid in advance on his stable fees."
The guards who seemed so jovial at the prospect of Manfred buying 'Harsh' are now a little less certain of what might come next.
Orlan:
As the auction wraps up, Wain Sarpis invites you to gather up some of your purchases, a few of which are too much for one man to lift -- the barding, saddle, etc.
The goblet that attracted so much attention from the hunter stands on a cloth wrapping. The cloth wrapping is stained purple. Seeing your glance at the cloth Sarpis says, "My own fault, dear dwarf. I should have cleaned it. Took it from the floor of Badder's room this morning. Not like he had anymore use for it and he did have debts to be paid off."
Staring at the stains and fussing over his cloth, Sarpis asks "Do you think that's wine or blood? Either way the cloth is ruined, I think."
Yin:
Falcon glances at his father as you pass the auction. "He's bidding on that lot of evil looking weapons. He always was one for collecting the dark and nasty."
Continuing on, you pass several stores and workshops, the merchant's guild, a run of nicer and more private apartments for well-heeled guests and officers, and then reach the chapel. The statuettes reveal that various Gods of Varisia are represented there, but Irori, not normally a Varisian God, has a central place.
"Falcon!" says a calm but clearly pleased voice. A man in simple, loose-fitting burgandy robes emerges from a side room "And who is this?"
Orlan |
DM:
As the auction wraps up, Wain Sarpis invites you to gather up some of your purchases, a few of which are too much for one man to lift -- the barding, saddle, etc.
"Hunh!" Orlan frowns, "Looks like I might've bought up more'n muh arms can carry on muh own." He looks around for a stout lad or two. "Hey...yuh two! A quick coin's ta be made if'n yuh can help carry this back ta muh room." Once he's secured their services, he turns back to Sarpis.
The goblet that attracted so much attention from the hunter stands on a cloth wrapping. The cloth wrapping is stained purple. Seeing your glance at the cloth Sarpis says, "My own fault, dear dwarf. I should have cleaned it. Took it from the floor of Badder's room this morning. Not like he had anymore use for it and he did have debts to be paid off."
"That's quite alright," Orlan feigns a lack of immediate concern or interest, "I'm sure'n it'll polish up fine after a good cleanin'..."
Staring at the stains and fussing over his cloth, Sarpis asks "Do you think that's wine or blood? Either way the cloth is ruined, I think."
"Hopefully just wine," Orlan jokes, "I'd hate ta be thinkin' ol' Badder drank blood fer his nightcap..."
He then quickly changes the subject as he takes the goblet and puts it in his pack.
"I can say I've thoroughly enjoyed myself so far in yer fair keep," Orlan says, "Nothin' like a good auction ta liven the mercantile spirit! What say we have us a drink while we discuss muh King's overtures ta establishin' a trade presence here with yer guild?"
Tarren the Dungeon Master |
Orlan:
Sarpis snaps his fingers at a young man who only moments before escorted 'Trouble' (the horse formerly known as 'Harsh') to the auction with Manfred. "Kornelius, get one of the other caravan guards to help with these purchases."
As to the drink, he responds, "Certainly, would you like to see the Guild headquarters or 'The Old Mess'?". By the way he sniffs at 'The Old Mess' you know he thinks little of it.
Orlan |
DM:
Sarpis snaps his fingers at a young man who only moments before escorted 'Trouble' (the horse formerly known as 'Harsh') to the auction with Manfred. "Kornelius, get one of the other caravan guards to help with these purchases."
"Hunh! Much obliged," Orlan says, practically tossing the riding saddle to Kornelius without ever taking his eyes off Sarpis.
As to the drink, he responds, "Certainly, would you like to see the Guild headquarters or 'The Old Mess'?". By the way he sniffs at 'The Old Mess' you know he thinks little of it.
"The Guild, by all means," Orlan chuckles, "Why would anyone wish to discuss business at a place that willingly refers to itself as an 'old mess'...?"
Yintarah Fireweaver |
As they arrive at the chapel she looks around with great interest, silently kicking herself for not looking here last time she was in the keep with her interests in religion and history. Sometimes the inn was much too much of a lure.
Shaken from her thoughts by the unfamiliar voice she gives a bright grin and offers her hand to the man in the robes. "I'm Yin"
Tarren the Dungeon Master |
Orlan:
Wain Sarpis, although tactless and insincere in his jovial, does not miss a beat when it comes to the business of the Keep. Between the Market and the Guildhall, he points out at least a dozen guild members, their business, their needs, and how long they have been in the Keep.
The guildhall, which is in the more open area of the keep, is the best kept and furnished building with the exception of Kerrigan's own house/fort. The Merchant's Guild is more formerly titled 'A Guild Association of Merchants, Craftspeople, Venders, and Caravaners of Varisia and Beyond'. (In truth, the 'and Beyond' is nothing but wishful thinking and the guild has few members from further away than Kaer Maga).
Once inside, you find it cool and rather quiet. A servant is sent for fruit and ale. The fruit is mostly dried and the ale is not dwarven.
Yintarah Fireweaver |
Yin gives a grin at the priest's enquiry "I always have questions" She replies brightly before giving a small sigh "Although today I'm not here toquench my own curiousity but rather to try to find someone who can aid Falcon and I in investigating an event that occured here in the keep. How much do you know of poisons and of Erastil?"
Tarren the Dungeon Master |
Yin gives a grin at the priest's enquiry "I always have questions" She replies brightly before giving a small sigh "Although today I'm not here toquench my own curiousity but rather to try to find someone who can aid Falcon and I in investigating an event that occured here in the keep. How much do you know of poisons and of Erastil?"
"Poisons and Erastil? I know something of both, child, but would find them odd to come together in the same sentence," the priest says but without much humour. "I've cured Lord Kerrigan of a number of nasty 'spider bites' and am familiar with other types of poisons as well that the soldiers have suffered. As for Erastil, the hunter does not make use of poisons as it would taint the meat."
Tarren the Dungeon Master |
Sir Manfred comes back to the present after admiring his new horse. "Sir Kornelius right? I suppose I should see about stabling Trouble now and get back to work."
After stabling the horse, Manfred is brought up into one of the towers. The first floor holds bunks for the men of this tower. Each bunk has a chest at its foot.
The second floor contains eating quarters and a common room for the guards in this tower. When Manfred enters he hears:
"He was a right bastard at times but ..."
There are five guards in the room playing cards. Another is eating a bowl of peppery green mash. When they see Manfred they fall silent, glance at him, and turn back to their cards.
Orlan |
Orlan:
Spoiler:Wain Sarpis, although tactless and insincere in his jovial, does not miss a beat when it comes to the business of the Keep. Between the Market and the Guildhall, he points out at least a dozen guild members, their business, their needs, and how long they have been in the Keep.The guildhall, which is in the more open area of the keep, is the best kept and furnished building with the exception of Kerrigan's own house/fort. The Merchant's Guild is more formerly titled 'A Guild Association of Merchants, Craftspeople, Venders, and Caravaners of Varisia and Beyond'. (In truth, the 'and Beyond' is nothing but wishful thinking and the guild has few members from further away than Kaer Maga).
Once inside, you find it cool and rather quiet. A servant is sent for fruit and ale. The fruit is mostly dried and the ale is not dwarven.
"Well now," Orlan says as he sets aside the foul-tasting ale after a single courteous sip, "Let's get down ta business. King Klyndak feels that the dwarves o' the Foehammer Spires will have plenty ta offer the marketplace here at Kerrigan's Keep...and thru yer fellow members o' the guild, all of Varisia and Beyond! I'm sure'n yuh're curious 'bout our wares and prices an' such. As yuh could tell by the quality o' the weapons I auctioned to Lord Kerrigan, it's clear yer ruler has an eye fer well-made steel. An' there'll be more o' it ta be comin' fer sure."
Orlan then fishes out one of the bloodstones from the pouch at his waist and tosses it onto the table between him and Sarpis. "There also be this..." he comments, letting the gemstone clatter and sparkle in the morning light from the nearby window. "The mountains be bountiful in both metals and stones, so it be no wonder they drew muh kinsmen here so many years ago. With King Klyndak havin' cleared the Spires o' all manner o' beasts, monsters, and threatenin' things, we be plannin' ta reopen the mines. An' soon there'll be stones aplenty ta decorate the most priceless and beautiful jewelry in the region."
"With these offerin's," Orlan continues, "Yuh can see we have much ta offer the Guild o' Kerrigan's Keep. But access ta wares such as these don't come cheap o' course. We dwarves are hard workers...willin' ta go inta the deepest o' places ta find the best resources the mountains can offer. And we be diligent in our craftin', takin' pride in the works o' art we be creatin' fer others ta enjoy. By merely havin' our goods sold here in yer markets, it will no doubt draw merchants from far and wide ta buy or barter for them. That will increase yer membership ten-fold from where it be today. So, as yuh can see, the dwarves o' the Foehammer Spires would make fer quite the feather in yer cap, Mr. Sarpis, if yuh were ta secure as a member o' yer Guild.
"I be hopin' we can come ta an equitable arrangement on includin' us in yer membership," he goes on, "I would like ta urge yuh ta convene a meetin' o' yer current members and request a special circumstance fer the joinin' o' muh kinsmen ta yer ranks. If'n it would be possible ta waive any joinin' fee, negotiate a suitable percentage o' profit ta support the Guild, and make fer the provisionin' o' a prominent location in the market from which ta sell our goods, I think it would go a long way ta buildin' good relations between our people and our businesses. I'll be leavin' that gemstone with yuh as a token o' our appreciation...and as evidence o' the wealth we dwarves might bring ta yer fair settlement. I be hopin' yuh can share this evidence o' our goodwill with the other votin' members o' the Guild. So, do yuh reckon all o' this would be worth somethin' to yuh then?"
Yintarah Fireweaver |
Yin gives a small nod of agreement "That's what I thought as well, and I actually really hope I've made a wrong assumption, which is why we're here to see you. When you have a spare moment could you help us look at a few things to see if my analysis of a poison, and assuming that a straw doll is connected to Erastil, are correct or possibly a little wrong.."
Tarren the Dungeon Master |
Orlan:
"Well now," Orlan says as he sets aside the foul-tasting ale after a single courteous sip, "Let's get down ta business. King Klyndak feels that the dwarves o' the Foehammer Spires will have plenty ta offer the marketplace here at Kerrigan's Keep...and thru yer fellow members o' the guild, all of Varisia and Beyond! I'm sure'n yuh're curious 'bout our wares and prices an' such. As yuh could tell by the quality o' the weapons I auctioned to Lord Kerrigan, it's clear yer ruler has an eye fer well-made steel. An' there'll be more o' it ta be comin' fer sure."
"Certainly, but poorly made shields are in greater demand than well-made double-bladed swords. We need to talk about quantity."
Orlan then fishes out one of the bloodstones from the pouch at his waist and tosses it onto the table between him and Sarpis. "There also be this..." ...
Sarpis has been chewing on something that looks more like a root than a fruit but is unrecognizable to Orlan. He stops chewing when he sees the bloodstones.
"With these offerin's," Orlan continues, "Yuh can see we have much ta offer the Guild o' Kerrigan's Keep. But access ta wares such as these don't come cheap o' course. We dwarves are hard workers...willin' ta go inta the deepest o' places ta find the best resources the mountains can offer. And we be diligent in our craftin', takin' pride in the works o' art we be creatin' fer others ta enjoy. By merely havin' our goods sold here in yer markets, it will no doubt draw merchants from far and wide ta buy or barter for them. That will increase yer membership ten-fold from where it be today. So, as yuh can see, the dwarves o' the Foehammer Spires would make fer quite the feather in yer cap, Mr. Sarpis, if yuh were ta secure as a member o' yer Guild.
"There are certain advantages, to be sure, but to get those goods to market requires the hiring and maintenance of a caravan guard. There's a day worth of hot, treacherous ground between here and Kaer Maga and that is at a horse-killing pace. Kerrigan seems to have no mind for profit and it is a mystery to me how he manages to continually pour more and more gold into this Keep. He cares not about guarding the road so that falls to us in the guild."
"I be hopin' we can come ta an equitable arrangement on includin' us in yer membership," he goes on, "I would like ta urge yuh ta convene a meetin' o' yer current members and request a special circumstance fer the joinin' o' muh kinsmen ta yer ranks. If'n it would be possible ta waive any joinin' fee, negotiate a suitable percentage o' profit ta support the Guild, and make fer the provisionin' o' a prominent location in the market from which ta sell our goods, I think it would go a long way ta buildin' good relations between our people and our businesses. I'll be leavin' that gemstone with yuh as a token o' our appreciation...and as evidence o' the wealth we dwarves might bring ta yer fair settlement. I be hopin' yuh can share this evidence o' our goodwill with the other votin' members o' the Guild. So, do yuh reckon all o' this would be worth somethin' to yuh then?"
Sarpis eyes the bloodstone. "I think we understand each other. But there is no need to convene a meeting of the guild. Decisions such as this are mine alone. Your fees will be waived for this year. As for setting up prominent location, ... that will have to wait until you are ready to take occupancy. I can not ask a standing member to abandon their location only to have it remain empty. When would you be thinking of having someone here?"
The bloodstone disappears into his sleeve.
Tarren the Dungeon Master |
Yin gives a small nod of agreement "That's what I thought as well, and I actually really hope I've made a wrong assumption, which is why we're here to see you. When you have a spare moment could you help us look at a few things to see if my analysis of a poison, and assuming that a straw doll is connected to Erastil, are correct or possibly a little wrong.."
"'Postponing a worthy task makes it take longer.' Let us go now. I have until the dinner hour unless one of our guards stabs another ... or your father goes exploring his 'wine cellar' again," the priest says with an inexplicable wink to Falcon. He snuffs out a few candles with his fingers and washes his hands and face in a copper bowl before leaving the chapel.
Falcon Warchild |
"Teacher, I know you taught me to be observant but I cannot make sense of what we have seen," says Falcon as he leads the way to the tower where Badder bunked. "We found spilled wine but no bottle. Some straw that looked like a child's doll, but missing its arms and legs. A fighting man who did not put up a fight."
"Well, you have noticed well what was not there. Did you notice as well what was there?"
"What do you mean?" asks Falcon.
"Where was the wine? Where was the straw? Where was the fighting man?"
"The wine was on the floor by the bed, under the dead man's hand. The straw was between the window and the bed. Badder ...,".
"CAPTAIN Badder," interrupts his tutor.
"Captain Badder was in bed," Falcon finishes. "No. He was on the bed. But not dressed for bed."
When you arrive at Badder's quarters, you are told that his body has been moved to the cooler cellar. "Begging your pardon, sirs, but he was starting to smell."
Yintarah Fireweaver |
Yin breaths out a small breath of annoyance, hoping that the removal of the body didn't disturb the substance on Badder's hand and around the wound. "Were you careful?" She asks curiously "There were substances on the body that really are best avoiding contact with" She warns.
Tarren the Dungeon Master |
The men blanche at Yin's comment.
"I thought he was murdered ... Do you mean he had a disease? Are we ...?," fear flashes across his face before he pulls himself together. "We were careful ... we carried him in his blanket."
The man leads the way to the stairs that descend lower in the tower to a small, cool chamber.
Badder's body rests on his blanket on the floor.
Orlan |
For DM:
"Certainly, but poorly made shields are in greater demand than well-made double-bladed swords. We need to talk about quantity."
"Good craftmanship takes time, my friend," Orlan replies, "Quality over quantity will be assurin' higher prices...and with that, higher profits. And once word gets out that Kerrigan's Keep has the best shields within a week's ride, yuh'll have caravans comin' here instead o' havin' ta send 'em to Kaer Maga. But we'll be adaptin' ta the market dependin' on what buyers we have, o'course. If'n coin be less plentiful at the Keep, we may sell some o' our less expensive wares here and look ta ship the better stuff towards Kaer Maga, Janderhoff, and on to Korvosa, if necessary."
"There are certain advantages, to be sure, but to get those goods to market requires the hiring and maintenance of a caravan guard. There's a day worth of hot, treacherous ground between here and Kaer Maga and that is at a horse-killing pace. Kerrigan seems to have no mind for profit and it is a mystery to me how he manages to continually pour more and more gold into this Keep. He cares not about guarding the road so that falls to us in the guild."
"Yuh can be restin' assured that King Klyndak will be seein' ta the safety o' our own caravans, both in bringing goods here ta the Keep and sendin' 'em ta other parts o' Varisia," Orlan explains, "As a courtesy ta the Guild, we can be offerin' plenty o' stout warriors ta help guard any other caravans yuh might be sendin' through the mountain passes as well. Believe me when I be tellin' yuh that we dwarves are here ta stay. And we'll be makin' the land safer fer it..."
"I think we understand each other. But there is no need to convene a meeting of the guild. Decisions such as this are mine alone. Your fees will be waived for this year. As for setting up prominent location, ... that will have to wait until you are ready to take occupancy. I can not ask a standing member to abandon their location only to have it remain empty. When would you be thinking of having someone here?"
"That be fair," Orlan nods, "I just be askin' fer the opportunity ta market our wares in the best location possible when we're ready ta bring 'em here. We'll see how business goes in the first year. If'n it does well, then we'll gladly pay a Guild fee ta continue our partnership. If not, then we may have ta see 'bout other markets ta the south instead. As for when we'll be ready ta sell our wares here at the Keep, I'd say in three or four fortnights (that's 6-8 weeks). I be takin' that amount o' time ta summon more o' our kin back ta the Spires."
Tarren the Dungeon Master |
Orlan:
Wain Sarpis seems pleased with the understanding that you have reached and promises that when you return with your kin, a space will be made available in the market. He suggests that one of the spaces with apartments over stores would provide both a storefront and an apartment.
He continues to tell you stories of the Keep and the type of business they get. Though he doesn't say so in so many words, business could be better and he hopes that the presence of dwarves in this area will assure that.
Is there anything you want to know from him?
Tarren the Dungeon Master |
Yin:
"I'm sure you'll be fine, try not to worry too much about it. As long as you were careful there's no need to fret" Yin assures the man before taking another look at Badder's body, checking to see if the substances have been disturbed.
Badder's fingers and palm are still slightly purplish. Moving him did not at all disturb the colouring.
"I've seen this before, I think," comments the priest after inspecting it closely and casting a few orisons, "On your father, Falcon. It is some kind of paralytic. Though, as always, he would not tell me how he came across his injury."
Inspecting Badder further, he points to the wound and the leafy residue Yintarah found there: "Yes, you were right in your identification of this poison, Yintarah, this is Sassone leaf ... It weakens the body and is sometimes used in healing when the body is at war with itself. It seems Captain Badder has been poisoned twice: by both a paralytic and by Sassone leaf."
Orlan |
For DM:
Wain Sarpis seems pleased with the understanding that you have reached and promises that when you return with your kin, a space will be made available in the market. He suggests that one of the spaces with apartments over stores would provide both a storefront and an apartment.
"That sounds like a perfect solution," Orlan comments, "I'm sure our merchants will need a semi-permanent place to call home when they venture out of the mountains following the spring thaw."
He continues to tell you stories of the Keep and the type of business they get. Though he doesn't say so in so many words, business could be better and he hopes that the presence of dwarves in this area will assure that.
Without explicitly stating it, Orlan does his best to draw upon that information, choosing his words carefully so as to inspire confidence that business from the Foehammer Spires will truly take the Keep's marketplace (and the Guild) to a higher level of prosperity.
Is there anything you want to know from him?
Actually, yes.
"With our business concluded," Orlan asks, "What can you tell me of other recent arrivers to Kerrigan's Keep? Any distant travelers who might make for good customers that might spread word of the dwarven crafts soon to make their way here? Or any new merchants I should seek out or keep an eye on from a competition standpoint? You know, just between us..." He adds the last statement with a wink worthy of an economic co-conspirator.
Tarren the Dungeon Master |
For DM:
Spoiler:
"With our business concluded," Orlan asks, "What can you tell me of other recent arrivers to Kerrigan's Keep? Any distant travelers who might make for good customers that might spread word of the dwarven crafts soon to make their way here? Or any new merchants I should seek out or keep an eye on from a competition standpoint? You know, just between us..." He adds the last statement with a wink worthy of an economic co-conspirator.
Orlan:
Sarpis looks at you curiously. "Merchants trickle in and out but we haven't had as many as before. We've only recently suppressed some banditry that was hindering trade. The guild assisted in that regards."
"So, tell me, how many dwarves do you have in the spires? How about others, humans ... or elves?"
Sir Manfred VonFalkenburg |
Sir Manfred thinks that this may be tougher than he first thought.
After a moment, he goes up to the players; "Say what is that game you are playing?" He slightly bumps his coin purse against a chair as he does so.
Yintarah Fireweaver |
"Maybe we should look at the straw again" Shefinally adds to the two men with a small shrug,
Tarren the Dungeon Master |
Sir Manfred thinks that this may be tougher than he first thought.
After a moment, he goes up to the players; "Say what is that game you are playing?" He slightly bumps his coin purse against a chair as he does so.
The men glance at each other before one says "Doppleganger. It's called Doppleganger. You know it?"
Tarren the Dungeon Master |
Yin gives a small frown at the news, the confirmation that the second substance is also a poison just adding more complication to the investigation at hand. "But why?" She wonders aloud before shaking her head a little "It seems a little excessive does it not? Unless the paralytic he accidentally got elsewhere, or it's two seperate attempts to deal with him. Or perhaps the murderer wanted to paralyze him to do something or speak to him before finishing him." Her mind awhir with many possibilities she massages hertemples as she thinks.
"Maybe we should look at the straw again" Shefinally adds to the two men with a small shrug,
Yin:
The trip upstairs takes you through a room of guards playing cards, Manfred standing amongst them, and then into the captain's side chamber. A window in this room looks out onto the open area of the Keep. The only door exits through the sleeping chamber of the other guards.
The room is very much as you left it, other than the blanket being missing.
"Is this how you left it?" asks the priest.
Orlan |
Orlan:
Spoiler:"So, tell me, how many dwarves do you have in the spires? How about others, humans ... or elves?"
For DM:
"Oh, we have quite enough o' muh kin ta hold the Spires against bandits and all manner o' beasts," Orlan brags, "An' more're arrivin' ever' day. I expect we'll be burstin' at the seams when the rest o' our clan ventures up from Janderhoff."
"As fer others," he continues, "Well, I'm not sure'n what yuh're on about. I took a coupla humans with me ta explore the Spires many weeks ago, but brought them back with me earlier this mornin'. As fer elves...hunh!...perhaps yuh haven't heard, we dwarves don't get along too well with the forestfolk. We be cuttin' their trees fer our forges. And, well, they be actin' like that's a crime or somethin'...so, no...I don't expect ta be havin' any elves up ta the Spires anytime soon."
Yintarah Fireweaver |
Falcon Warchild |
** spoiler omitted **
Falcon looks embarrassed, "I ... didn't realize."
"He hasn't announced himself as much but if you were more observant, you would have noticed the holy symbol, hunter's garb that are too clean to belong to a hunter, and the little straw dolls he's given to all the children. ... Of course, if you HAD children, you might have been more likely to notice that."
Tarren the Dungeon Master |
** spoiler omitted **
"If you see something ...," Falcon begins somewhat testily before controlling his voice, "...perhaps you could tell us."
"I won't always be with you, Falcon, you must use your own eyes." The priest, of course, looks like he has another 20 or so years of vitality left in him.
However, with the guilt trip firmly in place, Falcon begins to scan the room again. As he does, he pleads to Yin "There's something else here. Help me look."
Yintarah Fireweaver |
Kornelius Rowel II |
Sir Manfred comes back to the present after admiring his new horse. "Sir Kornelius right? I suppose I should see about stabling Trouble now and get back to work."
Kornelius is back tracking a little. This takes place before you stable the horse.
"Well, congratulations for the horse."
"So, are you still up for a joust, Manny?"
Tarren the Dungeon Master |
Yin:
I don't know if the image is helpful but here it is.
Yin notices that there are some scrape marks on the floor that look recent, suggesting the table was pushed back. It looks like it would have been sitting between the window and the bed, much closer to the stain on the floor. She also notices that there are some bootmarks on the windowsill.
The straw doll was found near the window as well.