"Well not to brag but my marksmanship was top tier maximum effort. I will have to write this into a song....My marksmanship, Gerry's perfectly timed heals, Jordy's stank breath of death, Neffy's axe splitting attacks and Dabbert....well you sure know how to lay there and do nothing.....almost like a dead fish..." Krumar writes this all down and then looks back up at the group "Should someone chase after that other goblin that I shot in the leg? Oh little girl are you ok? We were sent to save you and I must say 4 of us did just that"
"Don't forget I killed their king, Jordgubb the king killer, nice ring to it yesssss?" Jordy says picking his handaxe up out of a goblin corpse, this time notably in common. "you guys have thisss right? The girl the bodiesss I wanna chase that spells linger, someone wanna give me a boost?" And he jumps up on the brazier to the north west looking for the hole the goblin disappeared into.
Dabbert, Jordgubb, Krumar and Nefire each received an "inheritance" of membership into Red Branch. Some of you knew about this beforehand, perhaps even expected it. Or perhaps it came as a complete surprise and you had no idea what full membership in Red Branch entailed until you arrived at the place and found out. Whatever the case, you are now a member of Red Branch whether you like it or not... Welcome to the club.
Imril, a human male in sparkling plate armor and charisma oozing out of places that it somehow even manages to make charming, instructed you about Red Branch and sent you all, along with a meek Red Branch Aspirant practiced in healing arts, on your first mission - To track down the goblins which had grown so bold of late that they not only raided caravans but have now actually kidnapped a young girl, and to make them pay for their crimes. Saving Elissa Bookman wasn't a stated goal, nobody believed she would still be found alive...
Your team headed east past Arendia and about halfway to Derindin, finding the site of the ambush and from there following the goblin trail south into the woods known as The Forest Kingdoms. There was some minor skirmishes with goblins in the woods. Some creative and enhanced interrogation techniques employed. You heard talk of a Goblin King and that quickly became your target. Once you found the goblin lair you, of course, stormed in without restraint and the bodies started to fall...
Somewhere along the way (sorry, I honestly forget if it was in the forest or after you found the tomb the goblins were using for a base and in there) you found out that these woods used to be protected by a Lord Delius and a group of knights who dedicated themselves to him and his cause. This Delian Order cleared these woods of monsters, which was easy enough, but had to perpetually work on keeping out the goblins. Like rats refusing to give up their favorite bone, the goblins kept coming back for more. Alas, at some point tales of the Delian Order and their battle against the goblins fell out of fashion. Perhaps because they did their job too well and there was no goblins to worry about... And thus no fantastical battles to talk about. The Order was all but forgotten... And so too was the goblin threat until recently...
Currently...
So where are we now? The Delian Tomb has been cleared out. Almost. The King is dead and dead goblins paint the walls and floors of the tomb... But the CurseSpitter made a run for it! Scampering up the wall, over the ceiling and disappearing into some kind of rat hole up there.
Elissa Bookman was shockingly recovered alive - Seems the goblins had plans to use her as a sacrifice in some weird ritual - and the Red Branch Aspirant is currently untying her and tending to her injuries and such.
Climbing up the statue and following the CurseSpitter, Jordgubb is just now trying to crawl into the same hole in the dirt and rock to give chase...
Already tuning his instruments and trying to think of what rhymes with sanguine, Krumar is busying himself trying to compose the great epic he will make of this fight.
Disgruntled there is nothing left to charge and kill, Nefire is checking the corpses for coin and goodies...
Helping and also dragging the bodies into a pile, Dabbert is looking around the tomb and generally checking things out.
Dabbert draws upon his military history and determines this tomb was likely built for or by the Delian Order and locals likely came by to make offerings of food, supplies and coin to the order. It would make sense that a public presence was welcomed in the first part of the tomb and the main room was for meeting and offerings. Then the locked doors which could only be opened by those in the know... And the trap in the floor beyond just in case. This current room was likely for the Orders privacy - sleeping and praying, healing and study perhaps? He decides it is likely the statue in the main room here is Lord Delius himself, the statues in the more public room other well known and renowned members of the order. Likely any of the order who fell were buried nearby... Perhaps in the walls of the tomb itself... Until the order dwindled off and became no more.
Krumar Krumars. He can roll a Performance check to see how his song, epic poem or dirty limerick about the recent battle is going. On a Nat 1 he breaks his instrument. Anything 19 or above and Dabbert and Nefire actually start subconsciously tapping their feet or humming along...
Jordgubb... Our favorite Dragonborn may be lizard like but not so much that he has a climbing speed or ability to cling to ceilings! Jordgubb, give us an Acrobatics check to see if you can make it from the top of the statue to the hidey-hole the CurseSpitter disappeared into. ((I honestly do not remember if you rolled one before the pause or not... So new roll, suckah!)). Beat a DC 14 and you could basically get work as a trapeze artist with the Bard's Gate Stationary Circus. Fail and you fall down and go boom. Krumar will laugh at you. So will Nefire and Dabbert but they may at least try to hide it... and you'll take 1d6 bludgeoning damage.
Dabbert runs his hands over the walls, over bas-reliefs and old, ornate architecture as he explains to the team what he believes this place to be. All this, of course, in between pulling bodies into a pile, and he's sure to wipe his gloves on his breaches before touching anything and getting goblin juice (read: blood) on anything. So many sections of the interior were warn from being touched over and over again across many years that it was clear to see how old this place was.
His nose scrunches up when Krumar starts to sing.
"Well...that was uh...almost alright." He said begrudgingly once he realized it wasn't going to be absolute complete shit. "And it didn't raise the dead so you're forgiven."
He looks up, watching Jordgubb trying to follow the Cursespitter.
"Give it a rest scaleybritches. You're not going to get that bastard that way. I'm certain we haven't seen the last of him."
Jordgubb once at the top of the statue begins wobbling. However gree he may be the similarities with goblins stops there as his taller slender frame begins displacing the statues center of gravity. As it rocks he makes a last ditch effort to jump over to the hole, but as he pushes off the statue, the statue begins to fall, leaving him stock still in the air having made no progress whatsoever, his jaw drops in shock, then the rest of his body drops a fraction of a second later and he finds himself on the floor in the rubble with a bump on the head.
Krumar playing one of his best songs to date scowls at Dabbert and switches tunes "Maybe you will like this one solja boy"
Dabbert climbed a pole so high, Reaching toward the evening sky. But with a slip, a sudden fall, He tumbled down, despite it all. Through the air, his arms did flail, Like a ship caught in a gale.
Not interested in the history lesson, Nefire takes a look at the treasures she actually does find. Looking at the potion of comprehending, she looks from Krumar to Dabbert and back again, then shrugging she finally hands it to Dabbert.
She cringes as she watches Jordgubb fall and is about to give him the potion of climbing when Krumar sings about Dabbert falling. Not wanting the same fate as these two, she decides to pocket the potion for herself.
"if itsss anything heavier than light armour then, it'll interfere with my magic, if itsss light I could take it, otherwise the redbranch may pay us for items hmm?." The green boy says clambering out of the ruinous statue and preparing to leave, "we have the girl, the goblin who escapes will share word of the death of their king. We did a good job."
Krumar takes the smoldering armor and puts it on. It accentuates all the wrong spots and looks like it was made for someone a bit smaller than himself. "Ahhhh perfect fit!"
"hmmm. Smokin'!... Anyway make sure we have the right girl will ya Nefire? If hate to get back to the branch and they send usss back" Jordgubb grumbles as he makes one last stop at a goblin corpse and rips himself off a leg for the road.
The Smoldering Armor, instead of making Krumar look dark and mysterious, makes him look like the survivor of a flash fire instead... But it's a look.
Goblins searched, the obvious parts of this tomb looked over, the party decides to take young Elissa Bookman away from here and head home, job accomplished and all right in the world once more. Or so they believe...
The Cursespitter sits balled up in a corner of the dark hallway shivering in fear. At the sound of the loud BOOM and the crumbling crash of the great statue the scrawny little goblin has to clasp both hands over his mouth to not let out a scream! He shivers and shakes and sits in the darkness so deep and profound that even his enhanced vision cannot pierce it. He found the corner he squats in through feel and familiarity but he was afraid to move for long hours - At least two after the last noises from the group could be detected - before he dared scuttle his way to the secret door which led from this hallway to the main hall. He slowly cracks the door open (allowing in light at last!) and peeks around for the invaders... He grows more and more bold with each moment that passes without them jumping out and cutting him down...
Alive! he thinks to himself. I am alive! I survived! Not the king. Not the guards. Not the hench. Me! I survived! I is king now!!
But the Cursespitter knows he is not big and strong. He couldn't be king and hold on for it long without strength. He does have his magics but are they strong enough, he wonders? Or does he dare the other end of the hall? Surely there is much stronger magics down there... Yet also, he knows, much stronger dangers...
The group, meanwhile, is more or less trying to retrace their steps back through the Forest Kingdoms and back to the road where the initial ambush took place. The tramping through the forest takes several days but it's a couple days quicker than the trip to find the goblin lair - You all know where you are going this time, which helps, but you also find that you have far less random encounters with stray goblins. Those you do have end a lot quicker as the goblins either flee once things aren't going their way or you cut the disillusioned critters down quickly. Either news of their king being slain spread quickly or the mere fact of it somehow lessened the spirit of all surrounding followers...
Upon reaching the road the group turns west and heads to Arendia - the closest town and the home of the Bookmans. A caravan catches up to you perhaps after a half day on the road and at the very least your travel is quickened and your feet thankful. Your tale quickly spreads through the caravan and then even quicker through Arendia once you arrive there and you are all treated like local celebrities and heroes. Elissa is returned, wine is opened and shared, and there is a bit of a party in the street outside of their shop.
After resting the night in Arendia, or not depending on how late you wish to party, you easily find transportation back to Bard's Gate the next day... News of your success proceeded you there but there is less hoopla about your return when you reach Bard's Gate - It is a much bigger city with much bigger concerns than one girl and some goblins which hadn't actually bothered there streets. Upon reaching Red Branch itself you do get some cheers and smiles from the staff and those sitting around but it is still subdued in comparison. Red Branch is used to this kind of stuff...
"Imril is out of the city but expected back soon," you are advised by the elven bartender. "We'll have rooms made up for you, if you need, while you wait for him to return..."
And with that, you have some ill-defined amount of time before you can report back to Imril none the less be given a new assignment. During this time you all advance to level 2, if you have not already, and have time to "nest" a bit - Make your room at Red Branch your own, familiarize yourself with the town, etc etc etc. Basically do any level 2 type RP things you want to do :) Feel free to post about your training up or your exploring the town or any such... Interact with one another, if you wish, of go your own ways until you are summoned back by Imril. *shrug* This part is a little free-for-all that you can take advantage of or not. If you have questions about what you can buy (mostly just be reasonable, not magics quite yet) or do feel free to ask here or in your channels... If nothing much is being done then I shall move on soonishly.
Jordgubb is more than uncomfortable with a room, a room in a large building, a room in a large building without a dirt floor.
He makes his way around town on the first day returning with some bought items, a kit of some kind and a pack full of darts. As well as some flora and foliage that he seems to have collected through certain survivalist skills.
Most of the time his room is empty, or at least perceived to be empty, sometimes the door is left open and a sickly looking cat is curled up sunning itself on a bed with a scratched up frame. It's not long at all before the room is in a state of comfortable disrepair.
Outside the walls of Bard's Gate are several different groupings of building and structures which are proof that the large city is still growing, unable to be restrained even by it's own walls. To the southwest of the walls, however, is perhaps an area that Jordgubb would find most comfortable - Tent City. Here is where the most ramshackle and dirty of Bard's Gate congregate and do business. There are no permanent structures here though some of the larger tents and lean-tos have been in place for as long as anyone can remember. It's part homeless encampment and part open air bazar. Goods and services purchased here are of course much cheaper than elsewhere... But are also far less reliable, fancy or safe. There is even less crime in this are than in the well patrolled streets of Bard's Gate since the people police themselves and know there is pretty much only one sentence passed... But still, perception doesn't always match reality and the good people of the Gate look down at those who would even step foot in Tent City and dirty and suspect.
((No need for Jordgubb to use Tent City... Just seemed like a place he may.))
At Red Branch those working there - room cleaners and such - often make attempts to enter Jordgubb's room and do the housekeeping duties most every other visitor expects if not demands. But I am guessing they soon give up... either due to the futility of the effort or due to being chased away by the sickly cat.
Krumar sets up his room with little trinkets and mementos from the various taverns he's played in across the realm. He is quite the casanova and with his new smoldering armor, he's bound to draw even more attention. He decides to put that to the test and heads out to the local tavern to play and smolder.
He wanders around town to the local store to sell his plain old leather armor and with his new found fortunes pick up a healing potion or 2....He doesn't want to die and he's not entirely sure his traveling companions would save him.
Once he finds what he is looking for, he would return back to "base"
Krumar finds a couple Open Mic nights to play but booking a paying gig in Bard's Gate is no easy task - The city is lousy with bards, balladeers, songstresses and all manner of performing arts acts. Must be something in the water. Still, roll a Performance check to see just what kind of attention you draw?
He can of course find an outfitter store in which to sell the leather armor though he only gets about half of what he paid for it. It is used after all... If he thinks to ask at Red Branch he'll find that they like to handle the buying and selling right there for members. You get a slightly better price in the selling, slightly lower price in the buying. Red Branch wants their people outfitted and isn't looking to make a profit on it.
As for Healing potions... These are not stocked on shelves just waiting to be purchased by any and every... Though with enough investigation and/or charm any of you could find a max of two for sale. This is a DC 16 Investigation or Persuasion check at the right store. You can each roll a maximum of twice choosing which (or one of each) you want to try. If you get 16 or better you can add one (or 2 if you do it twice) common Potion of Healing to your inventory. ((This is at outside shops, Red Branch in unhelpful here and suggest that is why they send a healer with you. "Keep your healer safe and you don't need potions, do you?"))
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"Well not to brag but my marksmanship was top tier maximum effort. I will have to write this into a song....My marksmanship, Gerry's perfectly timed heals, Jordy's stank breath of death, Neffy's axe splitting attacks and Dabbert....well you sure know how to lay there and do nothing.....almost like a dead fish..." Krumar writes this all down and then looks back up at the group "Should someone chase after that other goblin that I shot in the leg? Oh little girl are you ok? We were sent to save you and I must say 4 of us did just that"
"Don't forget I killed their king, Jordgubb the king killer, nice ring to it yesssss?" Jordy says picking his handaxe up out of a goblin corpse, this time notably in common. "you guys have thisss right? The girl the bodiesss I wanna chase that spells linger, someone wanna give me a boost?" And he jumps up on the brazier to the north west looking for the hole the goblin disappeared into.
Krumar does not help boost up Jordgubb instead he looks busy jotting down the king killer line
To recap...
Dabbert, Jordgubb, Krumar and Nefire each received an "inheritance" of membership into Red Branch. Some of you knew about this beforehand, perhaps even expected it. Or perhaps it came as a complete surprise and you had no idea what full membership in Red Branch entailed until you arrived at the place and found out. Whatever the case, you are now a member of Red Branch whether you like it or not... Welcome to the club.
Imril, a human male in sparkling plate armor and charisma oozing out of places that it somehow even manages to make charming, instructed you about Red Branch and sent you all, along with a meek Red Branch Aspirant practiced in healing arts, on your first mission - To track down the goblins which had grown so bold of late that they not only raided caravans but have now actually kidnapped a young girl, and to make them pay for their crimes. Saving Elissa Bookman wasn't a stated goal, nobody believed she would still be found alive...
Your team headed east past Arendia and about halfway to Derindin, finding the site of the ambush and from there following the goblin trail south into the woods known as The Forest Kingdoms. There was some minor skirmishes with goblins in the woods. Some creative and enhanced interrogation techniques employed. You heard talk of a Goblin King and that quickly became your target. Once you found the goblin lair you, of course, stormed in without restraint and the bodies started to fall...
Somewhere along the way (sorry, I honestly forget if it was in the forest or after you found the tomb the goblins were using for a base and in there) you found out that these woods used to be protected by a Lord Delius and a group of knights who dedicated themselves to him and his cause. This Delian Order cleared these woods of monsters, which was easy enough, but had to perpetually work on keeping out the goblins. Like rats refusing to give up their favorite bone, the goblins kept coming back for more. Alas, at some point tales of the Delian Order and their battle against the goblins fell out of fashion. Perhaps because they did their job too well and there was no goblins to worry about... And thus no fantastical battles to talk about. The Order was all but forgotten... And so too was the goblin threat until recently...
Currently...
So where are we now? The Delian Tomb has been cleared out. Almost. The King is dead and dead goblins paint the walls and floors of the tomb... But the CurseSpitter made a run for it! Scampering up the wall, over the ceiling and disappearing into some kind of rat hole up there.
Elissa Bookman was shockingly recovered alive - Seems the goblins had plans to use her as a sacrifice in some weird ritual - and the Red Branch Aspirant is currently untying her and tending to her injuries and such.
Climbing up the statue and following the CurseSpitter, Jordgubb is just now trying to crawl into the same hole in the dirt and rock to give chase...
Already tuning his instruments and trying to think of what rhymes with sanguine, Krumar is busying himself trying to compose the great epic he will make of this fight.
Disgruntled there is nothing left to charge and kill, Nefire is checking the corpses for coin and goodies...
Helping and also dragging the bodies into a pile, Dabbert is looking around the tomb and generally checking things out.
Dabbert draws upon his military history and determines this tomb was likely built for or by the Delian Order and locals likely came by to make offerings of food, supplies and coin to the order. It would make sense that a public presence was welcomed in the first part of the tomb and the main room was for meeting and offerings. Then the locked doors which could only be opened by those in the know... And the trap in the floor beyond just in case. This current room was likely for the Orders privacy - sleeping and praying, healing and study perhaps? He decides it is likely the statue in the main room here is Lord Delius himself, the statues in the more public room other well known and renowned members of the order. Likely any of the order who fell were buried nearby... Perhaps in the walls of the tomb itself... Until the order dwindled off and became no more.
Nefire finds bout two pouches full of random coins, all told, and a couple miscellaneous weapons which may be of good enough condition to save, one suit of Smoldering Armor , a Potion of Comprehension and a Potion of Climbing.
Krumar Krumars. He can roll a Performance check to see how his song, epic poem or dirty limerick about the recent battle is going. On a Nat 1 he breaks his instrument. Anything 19 or above and Dabbert and Nefire actually start subconsciously tapping their feet or humming along...
Jordgubb... Our favorite Dragonborn may be lizard like but not so much that he has a climbing speed or ability to cling to ceilings! Jordgubb, give us an Acrobatics check to see if you can make it from the top of the statue to the hidey-hole the CurseSpitter disappeared into. ((I honestly do not remember if you rolled one before the pause or not... So new roll, suckah!)). Beat a DC 14 and you could basically get work as a trapeze artist with the Bard's Gate Stationary Circus. Fail and you fall down and go boom. Krumar will laugh at you. So will Nefire and Dabbert but they may at least try to hide it... and you'll take 1d6 bludgeoning damage.
Annnnnnnd....... GO!
Dabbert runs his hands over the walls, over bas-reliefs and old, ornate architecture as he explains to the team what he believes this place to be. All this, of course, in between pulling bodies into a pile, and he's sure to wipe his gloves on his breaches before touching anything and getting goblin juice (read: blood) on anything. So many sections of the interior were warn from being touched over and over again across many years that it was clear to see how old this place was.
His nose scrunches up when Krumar starts to sing.
"Well...that was uh...almost alright." He said begrudgingly once he realized it wasn't going to be absolute complete shit. "And it didn't raise the dead so you're forgiven."
He looks up, watching Jordgubb trying to follow the Cursespitter.
"Give it a rest scaleybritches. You're not going to get that bastard that way. I'm certain we haven't seen the last of him."
DM of AURYN: The Measure of Devotion - Escape from New York
Krumar playing one of his best songs to date scowls at Dabbert and switches tunes "Maybe you will like this one solja boy"
Dabbert climbed a pole so high,
Reaching toward the evening sky.
But with a slip, a sudden fall,
He tumbled down, despite it all.
Through the air, his arms did flail,
Like a ship caught in a gale.
From the rubble a chuckle emanates along with a thumbs up form the fallen dragonborn, glad that once again the bard has left him out of the songs.
Krumar looks around the room and sees a thumb "Who are we missing? Is that a goblin thumb?"
Not interested in the history lesson, Nefire takes a look at the treasures she actually does find. Looking at the potion of comprehending, she looks from Krumar to Dabbert and back again, then shrugging she finally hands it to Dabbert.
She cringes as she watches Jordgubb fall and is about to give him the potion of climbing when Krumar sings about Dabbert falling. Not wanting the same fate as these two, she decides to pocket the potion for herself.
"Anyone want this armor? Won't fit me."
"if itsss anything heavier than light armour then, it'll interfere with my magic, if itsss light I could take it, otherwise the redbranch may pay us for items hmm?." The green boy says clambering out of the ruinous statue and preparing to leave, "we have the girl, the goblin who escapes will share word of the death of their king. We did a good job."
Krumar walks over "May I see it? It may hug all the right places and make the lady folk swoon even more"
Nefire smirks and hands over the armor. It takes all her will power not to say anything.
Krumar takes the smoldering armor and puts it on. It accentuates all the wrong spots and looks like it was made for someone a bit smaller than himself. "Ahhhh perfect fit!"
"hmmm. Smokin'!... Anyway make sure we have the right girl will ya Nefire? If hate to get back to the branch and they send usss back" Jordgubb grumbles as he makes one last stop at a goblin corpse and rips himself off a leg for the road.
The Smoldering Armor, instead of making Krumar look dark and mysterious, makes him look like the survivor of a flash fire instead... But it's a look.
Goblins searched, the obvious parts of this tomb looked over, the party decides to take young Elissa Bookman away from here and head home, job accomplished and all right in the world once more. Or so they believe...
The group, meanwhile, is more or less trying to retrace their steps back through the Forest Kingdoms and back to the road where the initial ambush took place. The tramping through the forest takes several days but it's a couple days quicker than the trip to find the goblin lair - You all know where you are going this time, which helps, but you also find that you have far less random encounters with stray goblins. Those you do have end a lot quicker as the goblins either flee once things aren't going their way or you cut the disillusioned critters down quickly. Either news of their king being slain spread quickly or the mere fact of it somehow lessened the spirit of all surrounding followers...
Upon reaching the road the group turns west and heads to Arendia - the closest town and the home of the Bookmans. A caravan catches up to you perhaps after a half day on the road and at the very least your travel is quickened and your feet thankful. Your tale quickly spreads through the caravan and then even quicker through Arendia once you arrive there and you are all treated like local celebrities and heroes. Elissa is returned, wine is opened and shared, and there is a bit of a party in the street outside of their shop.
After resting the night in Arendia, or not depending on how late you wish to party, you easily find transportation back to Bard's Gate the next day... News of your success proceeded you there but there is less hoopla about your return when you reach Bard's Gate - It is a much bigger city with much bigger concerns than one girl and some goblins which hadn't actually bothered there streets. Upon reaching Red Branch itself you do get some cheers and smiles from the staff and those sitting around but it is still subdued in comparison. Red Branch is used to this kind of stuff...
"Imril is out of the city but expected back soon," you are advised by the elven bartender. "We'll have rooms made up for you, if you need, while you wait for him to return..."
And with that, you have some ill-defined amount of time before you can report back to Imril none the less be given a new assignment. During this time you all advance to level 2, if you have not already, and have time to "nest" a bit - Make your room at Red Branch your own, familiarize yourself with the town, etc etc etc. Basically do any level 2 type RP things you want to do :) Feel free to post about your training up or your exploring the town or any such... Interact with one another, if you wish, of go your own ways until you are summoned back by Imril. *shrug* This part is a little free-for-all that you can take advantage of or not. If you have questions about what you can buy (mostly just be reasonable, not magics quite yet) or do feel free to ask here or in your channels... If nothing much is being done then I shall move on soonishly.
Jordgubb is more than uncomfortable with a room, a room in a large building, a room in a large building without a dirt floor.
He makes his way around town on the first day returning with some bought items, a kit of some kind and a pack full of darts. As well as some flora and foliage that he seems to have collected through certain survivalist skills.
Most of the time his room is empty, or at least perceived to be empty, sometimes the door is left open and a sickly looking cat is curled up sunning itself on a bed with a scratched up frame. It's not long at all before the room is in a state of comfortable disrepair.
Outside the walls of Bard's Gate are several different groupings of building and structures which are proof that the large city is still growing, unable to be restrained even by it's own walls. To the southwest of the walls, however, is perhaps an area that Jordgubb would find most comfortable - Tent City. Here is where the most ramshackle and dirty of Bard's Gate congregate and do business. There are no permanent structures here though some of the larger tents and lean-tos have been in place for as long as anyone can remember. It's part homeless encampment and part open air bazar. Goods and services purchased here are of course much cheaper than elsewhere... But are also far less reliable, fancy or safe. There is even less crime in this are than in the well patrolled streets of Bard's Gate since the people police themselves and know there is pretty much only one sentence passed... But still, perception doesn't always match reality and the good people of the Gate look down at those who would even step foot in Tent City and dirty and suspect.
((No need for Jordgubb to use Tent City... Just seemed like a place he may.))
At Red Branch those working there - room cleaners and such - often make attempts to enter Jordgubb's room and do the housekeeping duties most every other visitor expects if not demands. But I am guessing they soon give up... either due to the futility of the effort or due to being chased away by the sickly cat.
Krumar sets up his room with little trinkets and mementos from the various taverns he's played in across the realm. He is quite the casanova and with his new smoldering armor, he's bound to draw even more attention. He decides to put that to the test and heads out to the local tavern to play and smolder.
He wanders around town to the local store to sell his plain old leather armor and with his new found fortunes pick up a healing potion or 2....He doesn't want to die and he's not entirely sure his traveling companions would save him.
Once he finds what he is looking for, he would return back to "base"
Krumar finds a couple Open Mic nights to play but booking a paying gig in Bard's Gate is no easy task - The city is lousy with bards, balladeers, songstresses and all manner of performing arts acts. Must be something in the water. Still, roll a Performance check to see just what kind of attention you draw?
He can of course find an outfitter store in which to sell the leather armor though he only gets about half of what he paid for it. It is used after all... If he thinks to ask at Red Branch he'll find that they like to handle the buying and selling right there for members. You get a slightly better price in the selling, slightly lower price in the buying. Red Branch wants their people outfitted and isn't looking to make a profit on it.
As for Healing potions... These are not stocked on shelves just waiting to be purchased by any and every... Though with enough investigation and/or charm any of you could find a max of two for sale. This is a DC 16 Investigation or Persuasion check at the right store. You can each roll a maximum of twice choosing which (or one of each) you want to try. If you get 16 or better you can add one (or 2 if you do it twice) common Potion of Healing to your inventory. ((This is at outside shops, Red Branch in unhelpful here and suggest that is why they send a healer with you. "Keep your healer safe and you don't need potions, do you?"))