Load all the crap. I think a few of us want armour/weapon upgrades or additions and maybe the armourer will give us a little something for the scrap. If nothing else it adds proof to the numbers we dispatched.
Best course of action seems to be (1) load up all the possible salvage (except disgusting bits) and (2) leave the corpses for the birds because we need to complete the contract and a pyre would take too long.
Any disagreement?
Other than the shortbow and arrows, is anyone interested in non-crap weapons?
Sounds like majority rules for leaving bodies on side of road to deal with later. We'll have a short rest (breakfast), then we'll load all the armour, weapons, and cloaks into the wagon then sally forth.
While others with bulging pectoral muscles handle the heavy lifting of the bodies, Erbert sits in the wagon taking notes and making drawings in his journal, taking notes about the encounter. He uses Arcane Recovery to regain a spell slot.
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
While others with bulging pectoral muscles handle the heavy lifting of the bodies, Erbert sits in the wagon taking notes and making drawings in his journal, taking notes about the encounter. He uses Arcane Recovery to regain a spell slot.
While the searching the bodies and collecting the items of interest onto the wagon is taking place, Erbert takes notes of what has transpired here. When all is completed, you set off again for the town of Shalecliff. The land here is rather beautiful. The Spine of the World mountains are to the north. Spread out below you to the south are forests, smaller mountains and rivers. You continue your slow climb uphill along the road to Shalecliff. There is still no traffic on the road with you. Your stop for lunch and watering the oxen is uneventful save for Gneuman finding a four-leafed clover. A cliff develops to the south as the road drifts northward towards the base of the mountains. In the afternoon you start to encounter farmsteads and crops. Later that evening you finally see the walls of Shalecliff in the distance as it sits by a river falling out of the mountains to the north. There are watch fires lit on the tops of the towers and the gatehouse has guards at duty on the walls. There are many houses and buildings around the walls as well. You can see people going about their business as you approach the gate.
This is a small, walled town in the foothills of the Spine of the World mountains. It is located between Luskan and Mirabar. The town is settled mostly by humans and dwarves. There are a few half-orcs in town as well. They tend to keep amongst themselves more out of habit than any real animosity from the other residents. There is one prominent mercantile in town that caters to the needs of miners, Lionshield Coster. A well-stocked livery serves the horses and mules used by the miners as well. Tanning and blacksmithing are also present. Two temples dominate the religious aspects of town. There is a temple to Chauntea and another that serves Tyr, Ilmater and Torm. There are several inns and taverns here as well. The town proper is ringed with a wooden wall with watch towers. There are four gates to enter town. Each gate has a drawbridge door with a portcullis flanked by two, square wooden towers.
You are scheduled to meet up with Cleggor Stonejaw at Jortun's Tavern when you arrive.
Notable locations:
Merry Pigeon – One of the taverns in the NW corner of town.
Smithy – Iron smithing available
Tanners – Tanning of hides to provide leather to the leather workers
Lionshield Coster – Trading outpost. They bring in supplies from other places for sale here in Shalecliff. They provide much of the goods used by the mines and some farmers.
Jortun’s – Tavern run by a retired adventuring dwarf, Jortun. He welcomes all in his roadhouse and expects others to do the same.
Balton’s Sundries – Another mercantile that skews towards needs for farmsteads.
Jeweler – The gnome Hanny Peddlestump purchases rough stones from the mines and cuts them to sell in nearby cities.
Constable – The Sheriff works here to coordinate the militia as well as jail people as needed.
Hallowed Tree Inn – Large inn with common room serving travelers with room and board.
Livery – Run by humans Yerrid and Alomah Mannol. Married couple who raises horses and trains them. They can provide a few horses and more mules for work uses. They do not have warhorses.
Arnak’s Tower – Raised magically by the wizard Arnak Binabintarfar. He is a retired from adventuring gnomish wizard (conjurer).
The guards at the gatehouse ask for you to stop as you approach the gate. There are two on each tower with crossbows you can see watching you. The two guards on the ground have spears with swords at their sides. They approach, "Greetings, Travelers. We will need to examine your wagon and contents before you can bring it inside the walls. What is your business here?" They seem amiable enough, but also as though they expect an answer.
”We were contracted to deliver most of the goods in this wagon to Cleggor Stonejaw at Jortun's Tavern. There are some additional sundries in the wagon that we relieved from some miscreants along the road. They should be dining with crows by now.”
The guard snorts a laugh at Hoid’s description of the journey. They look under the tarp to see all of the mining equipment. The goblin weapons get their attention as do the two red cloaks. Picking one of the cloaks up, “These yours, or, the ‘miscreants’ cloaks?”
The guard looks to Chadwick, actually up at Chadwick. “Okay,” he says. “Our Captain may want to talk with you as well. Jotrun’s is where you are headed?”
He points through the gate, "Head to the center of town. Jotrun's is to your left. You may want to see Alomah about your oxen and wagon to be taken care of at the livery. You will see them just to the right as you get through the gate."
Load all the crap. I think a few of us want armour/weapon upgrades or additions and maybe the armourer will give us a little something for the scrap. If nothing else it adds proof to the numbers we dispatched.
Best course of action seems to be (1) load up all the possible salvage (except disgusting bits) and (2) leave the corpses for the birds because we need to complete the contract and a pyre would take too long.
Any disagreement?
Other than the shortbow and arrows, is anyone interested in non-crap weapons?
We should at least short rest before continuing.
Kragen consolidates the bodies and is willing to finish the task of delivering the goods.
/watching for a plan
Sounds like majority rules for leaving bodies on side of road to deal with later. We'll have a short rest (breakfast), then we'll load all the armour, weapons, and cloaks into the wagon then sally forth.
We can use our original marching order.
Agree
While others with bulging pectoral muscles handle the heavy lifting of the bodies, Erbert sits in the wagon taking notes and making drawings in his journal, taking notes about the encounter. He uses Arcane Recovery to regain a spell slot.
A wizard is never late, nor is he early, he arrives precisely when he means to.
Hoid takes note of the contribution.
While the searching the bodies and collecting the items of interest onto the wagon is taking place, Erbert takes notes of what has transpired here. When all is completed, you set off again for the town of Shalecliff. The land here is rather beautiful. The Spine of the World mountains are to the north. Spread out below you to the south are forests, smaller mountains and rivers. You continue your slow climb uphill along the road to Shalecliff. There is still no traffic on the road with you. Your stop for lunch and watering the oxen is uneventful save for Gneuman finding a four-leafed clover. A cliff develops to the south as the road drifts northward towards the base of the mountains. In the afternoon you start to encounter farmsteads and crops. Later that evening you finally see the walls of Shalecliff in the distance as it sits by a river falling out of the mountains to the north. There are watch fires lit on the tops of the towers and the gatehouse has guards at duty on the walls. There are many houses and buildings around the walls as well. You can see people going about their business as you approach the gate.
Shalecliff map
Shalecliff
Population 2,200
This is a small, walled town in the foothills of the Spine of the World mountains. It is located between Luskan and Mirabar. The town is settled mostly by humans and dwarves. There are a few half-orcs in town as well. They tend to keep amongst themselves more out of habit than any real animosity from the other residents. There is one prominent mercantile in town that caters to the needs of miners, Lionshield Coster. A well-stocked livery serves the horses and mules used by the miners as well. Tanning and blacksmithing are also present. Two temples dominate the religious aspects of town. There is a temple to Chauntea and another that serves Tyr, Ilmater and Torm. There are several inns and taverns here as well. The town proper is ringed with a wooden wall with watch towers. There are four gates to enter town. Each gate has a drawbridge door with a portcullis flanked by two, square wooden towers.
You are scheduled to meet up with Cleggor Stonejaw at Jortun's Tavern when you arrive.
Notable locations:
Merry Pigeon – One of the taverns in the NW corner of town.
Smithy – Iron smithing available
Tanners – Tanning of hides to provide leather to the leather workers
Lionshield Coster – Trading outpost. They bring in supplies from other places for sale here in Shalecliff. They provide much of the goods used by the mines and some farmers.
Jortun’s – Tavern run by a retired adventuring dwarf, Jortun. He welcomes all in his roadhouse and expects others to do the same.
Balton’s Sundries – Another mercantile that skews towards needs for farmsteads.
Jeweler – The gnome Hanny Peddlestump purchases rough stones from the mines and cuts them to sell in nearby cities.
Constable – The Sheriff works here to coordinate the militia as well as jail people as needed.
Hallowed Tree Inn – Large inn with common room serving travelers with room and board.
Livery – Run by humans Yerrid and Alomah Mannol. Married couple who raises horses and trains them. They can provide a few horses and more mules for work uses. They do not have warhorses.
Arnak’s Tower – Raised magically by the wizard Arnak Binabintarfar. He is a retired from adventuring gnomish wizard (conjurer).
Guess we head on over to Jortun’s and see if Cleggor is there.
The guards at the gatehouse ask for you to stop as you approach the gate. There are two on each tower with crossbows you can see watching you. The two guards on the ground have spears with swords at their sides. They approach, "Greetings, Travelers. We will need to examine your wagon and contents before you can bring it inside the walls. What is your business here?" They seem amiable enough, but also as though they expect an answer.
Hoid:
”We were contracted to deliver most of the goods in this wagon to Cleggor Stonejaw at Jortun's Tavern. There are some additional sundries in the wagon that we relieved from some miscreants along the road. They should be dining with crows by now.”
The guard snorts a laugh at Hoid’s description of the journey. They look under the tarp to see all of the mining equipment. The goblin weapons get their attention as do the two red cloaks. Picking one of the cloaks up, “These yours, or, the ‘miscreants’ cloaks?”
The miscreants. As you can tell by blood on them, we acquired them while delivering Tyr's vengeance against those who would rob innocents.
We kept them since we wondered if there might be a bounty for taking out these evil doers who have been plaguing the roads.
The guard looks to Chadwick, actually up at Chadwick. “Okay,” he says. “Our Captain may want to talk with you as well. Jotrun’s is where you are headed?”
Hoid
“You are correct, sir. Can you point us in the direction of Jotrun’s? The gods have yet to provide me knowledge of the layout of your town.”
He points through the gate, "Head to the center of town. Jotrun's is to your left. You may want to see Alomah about your oxen and wagon to be taken care of at the livery. You will see them just to the right as you get through the gate."
(( Owlbear access granted ))
Chadwick claps him on the shoulder in a friendly way while passing through.
"May Tyr look out for you while you stand watch over the town good sir."
Let’s drop off the wagon and oxen as suggested and head to Jotrun’s.
If Cleggor isn’t there, Hoid will peruse the town to see if anyone has a great sword or longbow for sale.