Marelle will tell you it took a year to just the brew the 20k healing potion and almost as long to track down all the compounds.
At the town hall you are greeted by a male halfling clerk. “ Well howdy and hello, my name is Uripos Bushville, town clerk and barrister. What can i help you with on this fine day?”
In the town hall Vox can see the job board and the small stack of blank post papers. Uripos the clerk explains how it works. To complete a job from the board you take the paper and have the clerk put his mark on it. Then, once the task has been completed bring the paper back, along with any required proofs or signatures from the individual whom posted the job and the clerk will payout the reward. In order to post a job, just fill out the paper and pin it up. He also will tell Vox about the town fundraiser. One gold piece to get a small basket of rotting fruit to throw at one of the criminals in the jail holding cells. He brags a little about how the humiliation seemed to work better than anything else they tried to curb crime in the town. When you mention your interest in building #10 on main street he asks, “ do you wish to rent the whole building or a section? The building currently has 3 divisions possible. 1000gp per month for the whole or 350gp per section per month business license included. Taxes are a quarterly deal or monthly as you prefer and is a mere 5% of gross sales. “
I thank them for their help and say all options are too expensive for a new merchant and leave
i walk to the message board and look for something I can do.
1) the Black Smith- needs some ore recovered from the southern hills mine. 200gp reward for every 4 crates recovered.
2) pest removal- Bounty on Giant Spiders 50g per set of mandibles brought to town hall. The forest is getting overwhelmed with webs
3) knockon Wood Library- mapping of the cave on Mt Abernath, in the Eastern range. 500 gp and a name plaque on wall of hero’s.
4) Morks Merchantile- lost shipment. 50gp for info only, 100-500gp for recovery of the materials. Was due to return via the west road.
5) information or capture of “ the Green Birdman” wanted for kidnapping and disruption of the peace. 50gp for verifiable information and 1,000gp for his capture. More details from Innkeeper Juggut Whittlefinger.
1) the Black Smith- needs some ore recovered from the southern hills mine. 200gp reward for every 4 crates recovered.
2) pest removal- Bounty on Giant Spiders 50g per set of mandibles brought to town hall. The forest is getting overwhelmed with webs
3) knockon Wood Library- mapping of the cave on Mt Abernath, in the Eastern range. 500 gp and a name plaque on wall of hero’s.
4) Morks Merchantile- lost shipment. 50gp for info only, 100-500gp for recovery of the materials. Was due to return via the west road.
5) information or capture of “ the Green Birdman” wanted for kidnapping and disruption of the peace. 50gp for verifiable information and 1,000gp for his capture. More details from Innkeeper Juggut Whittlefinger.
ponders the list...
Spider will likely kill me.. in fact most of these will likely kill me... lets go look for the Morks Merchantile- lost shipment on the west road. I start out on the west road...
Vox heads back out down the west road from which he entered town to begin with. Trying to recall what you may have seen on your initial journey that might now be suspect with this new information. The sun is now high in sky and still fantastic weather with a gentle wind from the north.
( roll an intelligence check to see if you recall anything from your prior travel)
I would look at the rugged door as i would attempt to kick it down.
11
Your kick dislodges the rusty hinge snd the door flies open, and you are ready to leap into action against anyone in here. You quickly realize this is room has been vacated and is empty, stone walls and floor with a pretty healthy blood trail leading through the lone door at the south eastern corner.
Vox heads back out down the west road from which he entered town to begin with. Trying to recall what you may have seen on your initial journey that might now be suspect with this new information. The sun is now high in sky and still fantastic weather with a gentle wind from the north.
( roll an intelligence check to see if you recall anything from your prior travel)
with a 10 int check id assume i dont recall anything.. so i just continue down the road... ( i did roll a 17 for perception as i walk down the road)- are you able to see the rolls in the game log?
nothing in particular comes to mind as you travel back along the road. You travel a little over an hour or so when you spot some crows circling the air off of southern side of the road. The area is hilly with more sparse trees as this part of the road begins to enter the open plains. As you approach nearer, you can just see what look like wagon tracks veering off in that direction. They lead up into the hills, at least 200’ at your guess.
nothing in particular comes to mind as you travel back along the road. You travel a little over an hour or so when you spot some crows circling the air off of southern side of the road. The area is hilly with more sparse trees as this part of the road begins to enter the open plains. As you approach nearer, you can just see what look like wagon tracks veering off in that direction. They lead up into the hills, at least 200’ at your guess.
(22 stealth) follow the tracks. (15 perception if needed)
I follow the tracks but off to the side trying to leverage what few trees there Are for hiding
You are quiet and elusive as the wind as you work your way into the foothills. Hiding behind large boulders and trees as required. You find a good vantage point where you can see the wreckage of a wagon, its cargo spilled, mostly intact in crates spread around it. You see several goblin corpses along with a human and a dwarf laying about. Looks like a mini war zone. The only sound you hear are the crows, circling about. Occasionally dropping in for a nibble
I ritually cast detect magic watching the wreckage while I do so. Then advance cautiously and inspect. (Passive investigation 15)
(trying to figure out if any enemies, magic, near by horses, how bad wagon is , is the human and dwarf alive , anything of value about that n anyone etc)
are there outcropping that would be ambush points?
You don’t pick up any magic nearby. There is no sign of horses or the oxen that must have been pulling the wagon. The wagon is pretty much annihilated. As you get closer you can tell the goblins are all 100% dead. Some have standard wounds, likely from the man and dwarf. But others are mangled and crushed. The man has his entrails scattered, from what looks like a goblins scimitar, but the dwarf seems like he might still be clinging to life. Just barely. You can see the crates havent been touched other than being tumbled out of the destroyed wagon. if you through the goblin corpses ( req active investigation) you find about 50sp, 30cp and lots of useless bits of string, small animal bones, a single handmade 6-sided dice made of a rock.
I will cast healing ward 1st level to see if he regains consciousness. And suggest he takes a short rest Then will use the bardic song rest giving him an extra 1d6 Hp on short rest
if he is not conscious after 1 casting of healing ward I use a second. I do an investigation (passive 15) on trying to determine what would cause the cause of the mangled and crushed aspect of the fight. Or if there is another creature out there. I do look for the dwarfs weapon(hammer?) and if found try to match to wounds. and then return the weapon to the dwarf
I feed the dwarf food /water when he wakens and ask what happen and if anything other than goblins attacked them. And mention we need to find a safe place to rest (how many days have passed ) and if he knows of any goblins escaped?
He stabilizes and regains consciousness and looks around in terror. “ We must hurry…before it comes back…” he will get up and start to flee towards the road. As you look closer at the goblin bodies you can begin to see a pattern a large oval indentation with punctures evenly spaced. The shape is very large…and thats when you hear it. A thumping and scraping sound coming from just around the bend. Not more than 100ft or so, but obscured by large boulders and the hills.
I take the dwarfs weapon with me as we start running. I ask if he can “dash” so that we can put as much distance between us and the threat. I do look back to see if I can make out what it actually is.
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I thank them for their help and say all options are too expensive for a new merchant and leave
i walk to the message board and look for something I can do.
The message board contains a few job postings:
1) the Black Smith- needs some ore recovered from the southern hills mine. 200gp reward for every 4 crates recovered.
2) pest removal- Bounty on Giant Spiders 50g per set of mandibles brought to town hall. The forest is getting overwhelmed with webs
3) knockon Wood Library- mapping of the cave on Mt Abernath, in the Eastern range. 500 gp and a name plaque on wall of hero’s.
4) Morks Merchantile- lost shipment. 50gp for info only, 100-500gp for recovery of the materials. Was due to return via the west road.
5) information or capture of “ the Green Birdman” wanted for kidnapping and disruption of the peace. 50gp for verifiable information and 1,000gp for his capture. More details from Innkeeper Juggut Whittlefinger.
I would look at the rugged door as i would attempt to kick it down.
11
ponders the list...
Spider will likely kill me.. in fact most of these will likely kill me... lets go look for the Morks Merchantile- lost shipment on the west road. I start out on the west road...
Vox heads back out down the west road from which he entered town to begin with. Trying to recall what you may have seen on your initial journey that might now be suspect with this new information. The sun is now high in sky and still fantastic weather with a gentle wind from the north.
( roll an intelligence check to see if you recall anything from your prior travel)
Your kick dislodges the rusty hinge snd the door flies open, and you are ready to leap into action against anyone in here. You quickly realize this is room has been vacated and is empty, stone walls and floor with a pretty healthy blood trail leading through the lone door at the south eastern corner.
Salt Peet will see the blood and say, “ you hits that goblin goods, bet it hurts. Stinky goblin pays price for foul deeds.”
This door is made of iron and its locked.
I turn to peet and ask him if maybe a firebbolt could blast the door off its hinges? He also asked peet if they could make them lockpicks for him.
with a 10 int check id assume i dont recall anything.. so i just continue down the road... ( i did roll a 17 for perception as i walk down the road)- are you able to see the rolls in the game log?
( yes. I can see the rolls)
nothing in particular comes to mind as you travel back along the road. You travel a little over an hour or so when you spot some crows circling the air off of southern side of the road. The area is hilly with more sparse trees as this part of the road begins to enter the open plains. As you approach nearer, you can just see what look like wagon tracks veering off in that direction. They lead up into the hills, at least 200’ at your guess.
(22 stealth) follow the tracks. (15 perception if needed)
I follow the tracks but off to the side trying to leverage what few trees there Are for hiding
You are quiet and elusive as the wind as you work your way into the foothills. Hiding behind large boulders and trees as required. You find a good vantage point where you can see the wreckage of a wagon, its cargo spilled, mostly intact in crates spread around it. You see several goblin corpses along with a human and a dwarf laying about. Looks like a mini war zone. The only sound you hear are the crows, circling about. Occasionally dropping in for a nibble
I ritually cast detect magic watching the wreckage while I do so. Then advance cautiously and inspect. (Passive investigation 15)
(trying to figure out if any enemies, magic, near by horses, how bad wagon is , is the human and dwarf alive , anything of value about that n anyone etc)
are there outcropping that would be ambush points?
You don’t pick up any magic nearby. There is no sign of horses or the oxen that must have been pulling the wagon. The wagon is pretty much annihilated. As you get closer you can tell the goblins are all 100% dead. Some have standard wounds, likely from the man and dwarf. But others are mangled and crushed. The man has his entrails scattered, from what looks like a goblins scimitar, but the dwarf seems like he might still be clinging to life. Just barely. You can see the crates havent been touched other than being tumbled out of the destroyed wagon.
if you through the goblin corpses ( req active investigation) you find about 50sp, 30cp and lots of useless bits of string, small animal bones, a single handmade 6-sided dice made of a rock.
I will cast healing ward 1st level to see if he regains consciousness. And suggest he takes a short rest Then will use the bardic song rest giving him an extra 1d6 Hp on short rest
if he is not conscious after 1 casting of healing ward I use a second.
I do an investigation (passive 15) on trying to determine what would cause the cause of the mangled and crushed aspect of the fight. Or if there is another creature out there. I do look for the dwarfs weapon(hammer?) and if found try to match to wounds. and then return the weapon to the dwarf
I feed the dwarf food /water when he wakens and ask what happen and if anything other than goblins attacked them. And mention we need to find a safe place to rest (how many days have passed ) and if he knows of any goblins escaped?
Investigation check to see if there is a lever or button of some sort to open the door 16
He stabilizes and regains consciousness and looks around in terror. “ We must hurry…before it comes back…” he will get up and start to flee towards the road. As you look closer at the goblin bodies you can begin to see a pattern a large oval indentation with punctures evenly spaced. The shape is very large…and thats when you hear it. A thumping and scraping sound coming from just around the bend. Not more than 100ft or so, but obscured by large boulders and the hills.
There is no lever, this lock needs a key or needs to be picked.
I would ask salt peet if he could create some lock picks out of some spare metal bits found on the floor, or maybe some bone bits we saw earlier.
I take the dwarfs weapon with me as we start running. I ask if he can “dash” so that we can put as much distance between us and the threat.
I do look back to see if I can make out what it actually is.