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Post by icnivad on Jan 4, 2013 14:20:20 GMT -5
We're technically losing XP, but it's actually much better for all of us. We're switching over to the fast advancement XP chart. Since 2nd level is reached at 1300 XP instead of 2000, we lose that 700 experience. However, Rabbit and I now have enough XP to level up to 3rd, and we only need to get to 6000 XP to hit 4th level, instead of 9000. You know, you're totally right. I wasn't exactly thinking straight last night. This actually gives Ren enough xp for level 3, too, which means 2nd level spells.
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Post by reefwood on Jan 4, 2013 17:31:19 GMT -5
Re: Level
The details are posted in the OOC thread, but Gendrew & Gettul gain a level, and Renold remains at his current level. Even with the double XP mistake, Renold would not have enough for 3rd-level (3,300 XP).
Also, I don't expect anyone to level up during the next session... unless we get through several things quickly... but even then, it would probly be toward the end with not enough time to take a break for it.
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Post by icnivad on Jan 4, 2013 20:04:52 GMT -5
Oh, right. I had it in my head that level 3 was at 3000 xp.
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Post by reefwood on Jan 8, 2013 16:21:14 GMT -5
Part 3 Recap - first half
Fireday, Neth 19 - Evoking Day Rielle departs for the safehouse at sunrise while Renold prays to Cayden for another day of blessings, Gettul prepares extracts, and Gendrew goes to the stable down the street to get the horses that belong to Hammer's uncle. The Hopcrusher trio load a pony keg on each horse to give them a business reason for being in Rego Cader. They lose money on a sale to the Tattered Sail, but Gendrew makes up the difference from his own coin purse.
Renold finds Thesing Umbero Ulvaud -son of a merchant family which prints coin for the city- berating a middle-aged man at the Horse & Shoe for failing to keep proper track of the horses. The young actor & opera singer is looking to rent a specific breed of horse for an Evoking Day performance and has a servant named Devan in tow to point it out, but it is missing. Renold signals the other to approach, and it turns out that Gendrew was riding the horse – a Drumish steed. Thesing questions why Gendrew chose this particular breed of horse and shares that he will use it in a mock duel at the Limehouse Theater later today – the retelling of Sir Galvad vs the Wyrm of Silversmoke.
The Limehouse Theater has risen and fallen in popularity over the years. It is well-known for its public rehearsals and has slowly been on the rise again, due in part to the occasional presentation of Theater Mortrescci (murderplay). The owner -Robahl Nonon- is known for his temper and getting the most out of actors. Gettul and Renold attend the show while Gendrew talks shop in the wine bar upstairs. Thesing takes the stage after intermission, but at the height of the duel, his horse rears and throws him with such force that he crashes through the wooden floor. The crowd is half-shocked and half-amused. A flustered and embarrassed Thesing storms off as Renold fails to calm him or the horse, but stagehands are able to lasso the horse and quickly do makeshift repairs. The finale is of a wizard who defeats an ice giant.
The theater clears out soon after the last curtain as people hurry home before curfew. It is a short walk for the Hopcrushers, and fireworks shrouded in darkness fill the sky at the start of evening bells.
Wealday, Neth 24 Larko enters the Barley early for a morning ale and tells Gendrew that Mother wants to see them for lunch. When the Hopcrusher trio arrive at the safehouse, Renold catches someone watching the street from an upper window and uses door sight to look inside. Everyone is in the main room except Mother, Moon, and Falcon. The group is very curious to hear the details of Rielle's rescue, but soon, discussion returns to a name and symbol for the group - a way to identify themselves to the public while remaining anonymous. Several ideas are proposed:
Mother - Flames of Hope Falcon - Shields of Aroden Big Brother - Smashers of Hell Little Brother - Halorens of Westcrown Hammer - Hell Breakers Quill - Justicars of Light Shadow - Children of Westcrown Sparkle - Champions of Westcrown Torch - First Light Whisper - Spirits of Aroden
Gendrew makes his case for The People's Hand, which can be displayed as a helping open hand or aggressive closed fist - as appropriate for the situation. This idea gains traction with the group.
Mother steps into the main room with Moon and Falcon and addresses the group. She is pleased that everyone is here, and even more so that no immediate backlash has resulted from her rescue. Rumors have circulated around the city as to the details of the ambush – claiming it was everything from a baseless lie to an outright slaughter of hellknights. Whisper has heard that one armiger died and the others were released from duty. Also, the Order of the Rack claims that the death was of a single hellknight carrying messages to-and-fro the city who was beset upon by bandits. Regardless of what is believed or not, it is an embarrassment for the Order. In the days that follow, hellknights conduct several raids in Rego Crua (Blood Sector) of Parego Dospera (Despair's Altar District) but receive push back from the city when they expand their efforts into Parego Spera (Hope's Altar District). City officials note that the attack took place outside the city, so the Order should focus their efforts there and not harass innocent Wiscrani.
Then, Mother tells the group - The People's Hand - why she has called them together:
“The hellknights are rigid & brutal, but there are good people among their ranks. Too often the dottari protect only their purses and those who fill them, but it was not always this way. The fiendish taint is what has spoiled the heart of our nation and plunged its soul into shadow. Hell has robbed too many of our citizens of freedom and joy... and even life. It is against this darkness we must strike.
We all know that crime has been slowly rising since summer's end. With little push back from those who claim to keep us safe. This month has seen even more of a surge, and it has become more than just random cut-purses and pocket thieves. There has been a string of burglaries - linked by a wooden coin found at each scene with a devilish aspect inked on one side and a number carved into the other - and the latest break-in resulted in a pair of murders. This... gang... seems to call itself The Orphans. This was scrawled on the front door of one crime scene in the infernal tongue, so it should be no surprise that they are... tieflings.
My arrest came after meeting a contact in Rego Crua (Blood Sector). Someone who lives in Rego Cader (Dead Sector). *some members gasp* This person has seen the tieflings slink from Cader to Crua during the evening bells. This was dropped by them -*holds up wooden coin with the devilish aspect on one side but no number on other side*- one morning as they made their way to a dilapidated temple in Cader.
I sent Falcon to verify what he could. Entering Cader alone would not be wise, but Sparkle was able to lend him a spyglass to observe the temple from afar - atop an empty building in Crua near the wall. The temple is a one-story building that takes up half the block with the skeleton of a slightly taller structure -only posts holding up a roof- filling the rest of the block. The nearby blocks have smattering of buildings left standing - either ransacked or boarded up.
Falcon only saw two figures. Someone in the bell tower of the temple and another person who took their place at midday. But there must be more. Tieflings tend to gather in large groups when not working for normal people.”
The Hopcrusher trio volunteer to investigate the temple. Mother informs them that there have been at least half a dozen burglaries this month. Victims include a gemcutter and moneylender, and the murders were of a weaponsmith and his wife. Falcon adds that the blocks around the temple hold very few buildings that are still standing, and they all appear to be boarded up or ransacked. Also, the wall-less remnants of a barn-like structure stands beside the temple. Renold is able to recall a Temple of Erastil (LG-family, farming, hunting, trade) in the area from before the fall of Aroden.
As lunch is prepared, Gendrew spars with some members of the group. Big Brother is the biggest among them, but the half-joking question (“Have you ever swung that axe at someone?”) posed by Madame last week may hold some merit; his wild swings have much force but little skill or patience behind them. Woodsman (Larko) is not nearly as reckless but has probably never used his scimitar to strike a moving target. Whisper wields no weapon and does a fair job of dodging Gendrew's swings and countering with quick jabs and kicks. Little Brother shows the most promise; he walks with a limp but wields a wooden plank with great strength in his left hand.
Meanwhile, Gettul asks if anyone has access to a spellbook. Sparkle speaks up to say she may be able to get her hands of one in exchange for help deciphering it. After lunch, Mother hands several healing potions to the Hopcrushers, and they depart to meet with Durotas Arik Tuornos about entering Rego Cader (Dead Sector)...
[OOC: I am no good at writing short recaps, heh. The rest will come later. Also, I think when meeting as a group or conducting actions, I will address members by their code names. Whereas, other times with members whose names you know, I will use their real names.
And we need to remember to take into account Renold's prayer time.]
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Post by reefwood on Jan 9, 2013 22:03:01 GMT -5
Part 3 Recap – second half
Wealday, Neth 24 - The marking on the wooden coin has no historical significance to Gettul, but a wooden coin at a crime scene is a throwback to centuries past when organized crime held significant sway in Westcrown. An indication to authorities to not mettle the matter.
The Hopcrusher trio make the long walk north across Parego Spera from Rego Sacero (Priest Sector) through Rego Pena (Coin Sector) and Rego Scripa (Scribe Sector) over the Bladewing Bridge into Rego Crua (Blood Sector). Gendrew leads the increasingly familiar way west to the southernmost tower of the Dosperan Wall to meet with the Durotas of the Rundottari. It is not until after the evening bells ring that Arik Tuornos arrives. He explains that Mayor Arvanxi has recently had him focus efforts along the eastern end of his district -the unwalled borders along the waterway- to supplement the Condottari's attempt to capture smugglers ferrying goods out of the city via the river.
Arik is not familiar with the crime spree in question, but he is willing to allow the Hopcrushers entry to Rego Cader (Dead Sector) in return for a detailed report of what they see and learn. The rundottari are spread thin and struggle to merely keep watch on the wall let alone patrol the grounds. Any information would help them focus their efforts, but he warns them to stay clear of the Ramble Gardens - an overgrown section in the heart of Rego Cader where a squad went missing in the summer. Also, since he cannot allow them on the streets after curfew, the Hopcrushers are welcome to spend the night in the barracks. Gendrew spars with Arik but struggles to imitate Little Brother's fighting style.
Oathday, Neth 25 - Arik leads the Hopcrushers along the Dosperan Wall to the Obrigan Gate - the only official point of entry into Rego Cader. The trio opts to make a direct line for the Temple of Erastil and risk the Ramble Gardens. A thick wall of brambles and vines hangs off the remaining buildings. There is no clear path through the vegetation, but a section is found where the thorns are sparser. The going is slow until the wall skirts around an open park with a dry fountain at the center. Across the way the wall continues, but another clearing comes into view. However, when the trio enter this clearing, the brambles spring to life and scratch at them while a particularly thick mass of vines grabs holds of Gendrew. Fire burns away the brambles but fails to deter the vines. Though, acid and blade put an end to it.
The trio inspects a nearby building on the verge of collapse. Its upper floors already fallen in on themselves. They are able to cut through enough planks to pull out a barrel full of liquid and something solid. Inside is stale ale and a stash of gold coins from the pre-Thrune era. Gendrew makes notes of all their findings, and they depart the gardens for the temple.
Renold spots movement in the bell tower, and upon reaching the front door, he calls up to the hidden watcher. A cloaked figure peers out and attempts to send off the dwarves. That is until Gendrew intimidates him into coming down to talk. He is a tielfling named Enzo and agrees to bring up the boss – whispered to be “Pal” behind the closed door. Renold uses door sight to inside the temple which holds four more tieflings and a mangy dog.
Enzo returns with others. The first is a leathery mummy shuffling behind him. The other is a cloven-hoofed man bearing the symbol of Asmodeus etched into the steer horns on his forehead, and the Hopcrushers presume him to be Pal - who doubts the dwaves can match the coin of his current sponsor but invites them in to talk. Renold attempts to offer them a better deal. If the Orphans cease their activity in Rego Crua, the Hopcrusher clan will pay them handsomely for valuables retrieved in Rego Cader. Pal is receptive, but negotiations stall when he refuses to halt current operations until payment from the dwarves begin.
[OOC: We can recap combat at the table.]
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Post by reefwood on Jan 11, 2013 16:42:56 GMT -5
[OOC: Gandry was able to sell the 3 necklaces for 60 gp. You would have received this payment before the latest meeting at the Safe House, so if you want to cash this in for an item you have on the current mission, that is okay with me, and we can decide this at the table.]
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Post by reefwood on Jan 15, 2013 19:11:18 GMT -5
Part 4 Recap
Oathday, Neth 25 The Hopcrushers their way through the temple, underground crypt, and carved out tunnels as they battle tielflings, dogs, mummies, and skeletal canines. Pal attempts to escape, conjures a fireball when backed into a corner, turns invisible, and even summons a minor devil but cannot defeat the dwarves - who themselves barely hang onto life and limb.
Renold slits the throats of the few tieflings who have not bled out, Gettul studies a makeshift lab, and Gendrew locates the stolen goods as well as 2 letters on a table and 1 letter crumpled on the floor. The table also has blank paper, quills, ink vials, and a stamp with the same devilish symbol as the wooden coin.
The shorter letter on the table has the devilish ink stamp on the bottom: The orphanage is thriving. Your generosity has allowed me to take in many children, which has resulted in the need for expansion. Property is dirt cheap, so additional housing is easy to acquire, but security is a concern. Children should be free to play and not worry about bad men taking them away. This is why I am requesting that our skeleton crew of sentries be doubled. I know they do not take orders from just anyone, but I guarantee they will now obey my command.
The longer letter is in the same handwriting as the first and has some lined out words but no stamp: It is -great- excellent to hear that my work has met with your approval. The children are in good spirits and look forward to new toys. In the meantime, we have scheduled several more outings to -entertain them- expand their learning and exercise their skills. Additionally, my staff and I have launched another -endeavor- venture. Public donations to the orphanage are more than enough to keep the children fed. Rather than let the excess sit idle or be squandered, we have entered into negotiations with an exporter establishing a new -underground- duty-free trade route. I expect that come winter, the orphanage will repay its loan and be self-sufficient. This should prove my business -aquiese- -aquisense- ability and make my application worthy of reconsideration. You will see that I can be a -valuable member- profitable addition to the board.
The crumpled letter is written in a different handwriting and has an 8-pronged star stamp at the bottom: We are thus far pleased with the return on our investment. Your rapid growth has been noted and presents the potential for future funding. However, we must stress the limited scope of this arrangement and note that further requests for an audience will result in the termination of your contract and liquidation of all assets.
Gendrew investigates the unopened doors connected to the dug out tunnels. They lead up to an empty woodcarver's home, an empty tailor's home, a carpenter's home where Gendrew makes quick work of two skeleton dogs. The last door leads up to a small building with a giant rot grub that almost kills Gendrew, but his kin pull him to safety. However, this means the dwarves must wait in the temple while Gendrew recovers from his grievous wounds. Gettul uses this time to further study the makeshift lab. He determines that the vials hold alchemical agents and tiefling blood which can be mixed together to fiendish effect.
Fireday, Neth 26 Renold prays, and then the dwarves finish off the rot grub. The stairs up are covered in gore, scraps of clothing, bone shards, and there is a big hole in the ceiling above the stairs. Upstairs, Gendrew finds a green gem in a half a shoe with half a foot. He also investigates the hole and climbs onto the roof. The hole was made by blades hacking down into the roof, and he finds a rope going down the outisde corner of the building. Gettul cuts open the rot grub to find a pair of blue gems and extracts a dose of poison.
The dwarves finish up their time at the temple by opening a sarcophagus in the first crypt (but find nothing of note) and making quick work of four skeletal canines in the second crypt. A hidden floor panel uncovers a trove of magic items: bow, arrows, scroll, rod. They load all the stolen goods, tiefling bounty, and magic items into three barrels, and Renold casts ant haul on everyone to make the loads bearable. But before departing, they prop up the charred corpse of Pal with a nail driving the devilish wooden coin through his chest and a closed fist drawn on the wall behind him.
The walk from the Temple of Erastil to the Obrigan gate is one hour. There is no sign of activity for two-thirds of the way when a tiny black gem is tossed in front of Gettul from an alleyway. A small humanoid wrapped in a black cloak and scarf stands in the shadows. His clothing is laced with tiny black gems and pale white hands rub together as he inquires about the barrels on the dwarves' backs. Gettul spots a second dark figure peering from another alley, but instead of gems, his clothing is dripping with thick, black sweat. The first figure introduces himself as Onyx and reveals that he helps to facilitate a marketplace that opens an hour before evening bells. It is located where Oak meets Anvil, and he directs the dwarves to the Rotten Skull tavern to kill time.
The Rotten Skull is near a collapsed dottari armory and is itself in the basement of a ruined building. Exterior doors in the ground open down to a dark, rank tavern. The stairs lead down to a rotten skull impaled on a spike on each side of the entryway. The room is surprisingly spacious with several tables around the bar at the center. A few closed doors are on the far wall. The patrons are mostly human, most of which are missing an eye or foot or hand or fingers. Gendrew recognizes the shields on the back of a pair of goblins - who don't kindly to his attention. He backs off when he realizes it is in the same styling as that worn by the goblins fought while escaping the hellknights in the sewers.
Renold orders a strong ale while Gendrew goes the safer route, but the watered down ale is not to his liking, so he opts for a strong ale - which leaves him nauseated, so he stammers outside. Then, Renold attempts to strike up a conversation with a cloaked figure at the bar but fails to get a response. Gettul sees that she is a hobgoblin and starts up a discussion in Goblin. Eventually, she warms up slightly and switches to Common. She buys and sells blades and shields at the evening market - where you get less and pay more since Mal gets a cut of all transactions. Renold says that he has goods to sell, and they walk outside to talk business. She is willing to buy blades and shields off them right now at market value and also offers them a job. There is a keep that she believes is protected by wards and old guardians that must surely hold something of value. If they help her investigate the keep, she will split the findings with them. The dwarves want to return to Parego Dospera today, so she tells them to meet her at the Rotten Skull tomorrow two hours before evening bells.
11:00am - The dwarves exit Rego Cader at the Obrigan Gate. They are questioned by the rundottari but are allowed to pass thanks to the documentation provided by Arik. The walk through Rego Crua is becoming more familiar, and it looks no different than yesterday. However, while crime will certainly be an ongoing issue and perhaps continuing to increase, the citizenry no longer have to fear such a large, organized, murderous gang as The Orphans. At least for time being... and what of their sponsor? ? ?
[OOC: I finally got around to more accurately measuring the distances between key locales in the city. Most of it was pretty close, and anything that took too long in prior sessions seems like it was offset by forgetting to have Renold pray. Anyway, there are a couple options based on what I think you want to do (ant haul expires @ 3:10pm, nightfall is at 4:50pm):
A) Go to Barley and Safe House - You can reach the Barley at 1:20pm, do stuff there (up to 1 hr, 15 min), and still make it to the Safe House today in another 2 hr, 15 min. However, ant haul will expire before you reach the Safe House. Although, you could leave stolen items and/or some loot at the Barley to lessen the load to the Safe House. But I guess you may want to give some (or all?) stolen items to other members to covertly return. But you could leave some loot (magic items?) behind for Gandry to sell. Also, you will have to spend the night at the Safe House and depending on when you arrive, there may not be time to send out word for a meeting to select loot and return stolen items.
B) Go to Safe House – If you go straight here, you can make it at 3pm with all the stolen items and loot while still under the effect of ant haul. You will still have to spend the night, but there is a better chance of sending out word to call for a meeting tomorrow, or for people to stop by whenever they can to select loot.
I think the only thing that matters for time is whether or not you want to meet the hobgoblin at the Rotten Skull tomorrow by 1:50pm (2 hrs before evening bells which start 1 hr before nightfall). Dawn is at 7:35am, so if Renold prays, you can leave the Safe House at 8:35am. If you swing by the Barley, it will take 4 hr, 45 min to reach the Rotten Skull, so that would be 1:20pm plus any time spent at the Barley. Or if you go straight from the Safe House to Rotten Skull, that would be 4 hr, 10 min, so 12:45pm.
Of course, if you leave the Safe House in the morning, this is before others can show up for a meeting, but you can leave the loot behind and have members bring the remainder to the Barley after the other members get a chance to select loot, or after a certain length of time (i.e. end of day, next day, 2 days, etc). Also, Mother can convey info to the members for you, but if you want to directly address the group as a whole or speak to certain members, that will mean hanging around for longer the next day.
Or you can not worry about the hobgoblin for now and try to pick it up later. Cos if you try to meet tomorrow, you probably won't have time to sell loot and buy new stuff, so I guess it somewhat depends on whether you want to take on a new challenge with your current equipment.
And who knows what will actually happen and what people will come up with as we play things out. I wanted to give you an idea about possible timeline, but right now, it's mostly just about where you want to go today, and we can go from there.]
Rewards Each PC receives 2900 XP and 1 hero point for leveling up. Each PC also receives 288 gp, 3 sp, 3 cp from the coins found in the temple. This does not include any payment for selling items or trading in gems because that has not been done yet. Also, we are still winding down this section, so there are some story-related rewards that may be coming soon but not quite yet. Renold should have a total of 5635 XP and G&G should have 6935 XP.
One other thing I forgot to mention is that the chest of stolen items had a small sack with 40 wooden coins that had the devilish ink stamp on one side and were blank on the other side.
Claimed Treasure +1 breastplate (1350 gp) Gendrew mw breastplate (350 gp) Renold potion of disguise self Gettul potion of cure light wounds I forget who took this? wand of cure light wounds (9 charges) Renold
Maybe Items +1 morningstar (2308 gp) Renold lesser merciful rod (1500 gp - metal rod wrapped in leather) Renold scroll of sacred bonds and 2 gold bracelets (1 drops, 1 vines) Renold
Armor breastplate (200 gp - Gendrew's old armor) 2x mw studded leather (350gp = 175 gp x2) 14x studded leather (350 gp = 25 gp x14)
Weapons +1 huntsman longbow (8375 gp) searing arrow x5 (7580 gp) 7x light mace (__35 gp = 5gp x7) 7x short sword (__70 gp = 10 gp x7) 16x dagger (__32 gp = 2gp x16) 14x light crossbow (_490 gp = 35 gp x14) 26x 10 bolts (__26 gp = 1 gp x26)
Other Gear 7x thieves tools (210 gp = 30 gp x7) 7x mw thieves tools (700 gp = 100 gp x7) 16x tanglefoot bag (800 gp = 50 gp x16)
Coins & Gems green gem (350 gp) 2x blue gem (200 gp = 100 gp x2) gold pieces (865 gp = 330 +50 +50x2 +20x7 +35x7)
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Post by reefwood on Jan 17, 2013 18:09:04 GMT -5
[OOC: What are you all feeling in terms of your destination for the remaining part of this day? The Barley or Safe House or both? Do you care about meeting up with the hobgoblin (this is what I need to know most in terms of prep). You can just give me general ideas, and I can post details with editing as needed.]
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Post by Rabbit on Jan 17, 2013 20:09:59 GMT -5
[ OOC: What are you all feeling in terms of your destination for the remaining part of this day? The Barley or Safe House or both? Do you care about meeting up with the hobgoblin (this is what I need to know most in terms of prep). You can just give me general ideas, and I can post details with editing as needed.] I was under the impression we wanted to drop off items with our rebel alliance (some basic items that members wanted) and then take the rest to the Barley Bitch to sell off. Then (either that day or the next) go find that hobgoblin and explore the old estate. Right, guys?
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Post by icnivad on Jan 18, 2013 15:33:28 GMT -5
I think we should A) head to the Barley (1:20) A1) Give Gandry some things to sell (lesser merciful rod, 14x studded leather, +1 huntsman longbow, searing arrow x5, 5x light mace, 5x short sword, 10x dagger, 10x light crossbow, 7x thieves tools, 7x mw thieves tools, 16x tanglefoot bag, all gems.) (Note, I'll hold on to the +1 morningstar for now, and deduct it's value from my take) A2) Tell Gandry to look for a Masterwork Darkwood Tower Shield. (Anyone else have any items they want her to search for?)
B) Head to the safehouse with the remaining loot. B1) Let the Hand members pick through the loot for a day. B2) Give the Hand all stolen items to return. B3) Do we want to set up a meeting for the day after tomorrow?
C) Wake up at dawn, and head to the Barley C1) Collect money, and any items ordered. C2) How much time do we have at the Barley, if we want to reach the Rotten Skull by our designated time? If we have at least an hour, I'll attempt to find the shield I'm looking for if Gandry wasn't able to.
D) Head to the Rotten Skull
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Post by Rabbit on Jan 18, 2013 16:55:32 GMT -5
I think we should A) head to the Barley (1:20) A1) Give Gandry some things to sell (lesser merciful rod, 14x studded leather, +1 huntsman longbow, searing arrow x5, 5x light mace, 5x short sword, 10x dagger, 10x light crossbow, 7x thieves tools, 7x mw thieves tools, 16x tanglefoot bag, all gems.) (Note, I'll hold on to the +1 morningstar for now, and deduct it's value from my take) A2) Tell Gandry to look for a Masterwork Darkwood Tower Shield. (Anyone else have any items they want her to search for?) B) Head to the safehouse with the remaining loot. B1) Let the Hand members pick through the loot for a day. B2) Give the Hand all stolen items to return. B3) Do we want to set up a meeting for the day after tomorrow? C) Wake up at dawn, and head to the Barley C1) Collect money, and any items ordered. C2) How much time do we have at the Barley, if we want to reach the Rotten Skull by our designated time? If we have at least an hour, I'll attempt to find the shield I'm looking for if Gandry wasn't able to. D) Head to the Rotten Skull That all sounds good with me. I'm not somewhere I can look up the costs right now but an adamantine lucerne hammer (to bypass hardenss) is on the top of my want list.
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Post by reefwood on Jan 18, 2013 19:55:29 GMT -5
[OOC: It looks like this is the loot being taken to the Hand to pick from:
Armor breastplate 2x mw studded leather
Weapons 2x light mace 2x short sword 6x dagger 4x light crossbow 260 bolts
Also, I know that Gettul is taking some of the tanglefoot bags, but we don't need the exact number figured out right away. I'll try to get a post up tonight or tomorrow morning that moves things along.
Oh, and it looks like an adamantine lucrene hammer costs 3,015 gp.]
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Post by reefwood on Jan 19, 2013 18:03:49 GMT -5
Intermission
Fireday, Neth 26 11:10am - Depart Obrigan Gate.
12:40pm - Cross the Bladewing Bridge. Questioned by the dottari upon entering Parego Spera.
1:20pm - Arrive at Barley. Gandry inquires about the goods to be sold & takes your order. Larko is working on the dock.
1:30pm - Depart Barley (or 2pm if washing up) and Gandry goes to sell loot.
3:45pm - Arrive at Safe House (or 4:15pm if washing up) and greeted by Mother.
[OOC: The dottari at the south end of the bridge ask about your purpose in Parego Spera (the part of the city that you are entering and where you live) and the contents of the barrels. They don't question everyone who crosses, but you look pretty grimy & gross and are carrying notable loads. You won't be stopped, especially cos this is online, but I am curious what you tell them.
What do you tell Gandry about the loot? She will sell it and use the gold to buy what she can find from your list (darkwood tower shield, adamantine lucrene hammer, anything else?). How many tanglefoot bags does Gettul keep?
Do you want to clean up at the Barley to wash off the combat gore? If each of you takes a shower/bath, lets say 10 minutes each, so 30 minutes total.
What do you tell Mother about The Orphans: negotiations, combat, execution... everything? Or if you want to tell her almost everything, just tell me what you leave out.
Oh, and one thing I keep forgetting to mention is that in the chest with the stolen goods, there was also a small sack with 40 wooden coins that have the devilish head on one side and are blank on the other.]
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Post by icnivad on Jan 21, 2013 23:02:49 GMT -5
Sold: Merciful rod 12x studded leather +1 bow 5x searing arrows 5x light mace 5x short sword 10x dagger 10x light crossbow 7x thieves tools 7x mw thieves tools 13x tanglefoot bags green gem 2x blue gem
Offering to the hand: 2x breastplate 2x mw studded leather 2x studded leather 2x light mace 2x short sword 6x dagger 4x light crossbow 26x 10 bolts
Edit: Not sure where I got 2x breastplates from, but I changed that to 1x. Edit again: Figured it out. Old armor, one from Gendrew, and one from Renold.
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Post by reefwood on Jan 22, 2013 22:27:39 GMT -5
[OOC: Thanks for posting that item list. My gp total was higher during the session because originally all the studded leather was to be sold, but it works out now that I see 2 of those are going to the People's Hand. Anyway, everything seems fine in terms of the gold you will get in the end once everything is sold, but a few other things to clarify...
Renold gave Gandry his Heavy Wooden Shield and Warhammer to sell at 60%. Do you want me to keep this amount separate from the remaining Orphan loot?
Also, I remember that the party didn't have enough gold to buy everything at first:
Darkwood Tower Shield = 630gp 3x War Pony = 135gp 3x Military Saddle = 60gp TOTAL = 825gp +Adamantine Lucrene Hammer = 3015 TOTAL = 3840
If you found the hammer in time, this would have cost more than 400gp beyond what was doled out, so I know you all pooled your money together, and I remember that still wasn't enough, so Renold sold something on his own to increase the pot. Did he sell one of the breastplates that was going to the People's Hand? Anything else?
Renold is currently carrying ALL the remaining gold of Gettul, Gendrew, and Renold... correct? At this point, I'm not sure how you all are dividing the gold, but I want to double check that the personal gold put into this pot doesn't get counted again on your sheets when/if you get it back.
And right now, the items stolen by The Orphans and the Orphan loot going to the People's Hand are still at the Barley.]
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