((Not sure where in the timeline of the four weeks this is, but..))
Abigail winces at the mention of Blackscale. "Rollo, good to see a friendly face. Let me buy you another drink and you can tell me about this work; I just happen to be coming off of a horrible expedition job in the mountains, so getting back on the water would make me very happy."
...
"If you do not have a full crew yet, I know two able-bodied mercenaries that could be interested as well. I warn you, I am not sure of their experience on water, but if we are sticking to the rivers, they should be able to hold their own."
This post has potentially manipulated dice roll results.
Having drunk in some of the 'finer' parts of civilized society during her first two weeks, Abigail turns toward more general pleasures and preparations.
((Giving Sim my two Silver Tipped Arrows.))
Shopping List:
To Sell (Persuasion: 15)
Dagger (1)
Alul's Gems (3)
Waterskins (2)
To Buy (Persuasion: 6)
Playing Card Set
Fishing Tackle
Traveler's Clothes
Nice Clothes (Not necessarily fine court-level clothing, but more like merchant/low level political wear)
Small Chest (I am thinking something a third the size of a normal chest - 3 cubic feet and holding up to 100 pounds - for keeping on the boat/in the camp/at the inn, etc. for those items not needed while adventuring out).
Lock for the Chest
The following two weeks are spent generally carousing with the locals, as Abigail is want to do when she has coin in her pocket. She frequents the markets, talking and haggling over various goods leading up to her next job. She buys herself some new clothing, so as not to scare people away from her uncouth apparel. She buys rounds for others and plays cards, stays out late and listens attentively to the bards tell their tales. Some days she hangs out to help the stable-hand at the inn she is staying at, other days she just goes for walks to see who she might run into.
I kind of see this as two weeks of general carousing with low and middle class people, but for game purposes:
Having drunk in some of the 'finer' parts of civilized society during her first two weeks, Abigail turns toward more general pleasures and preparations.
((Giving Sim my two Silver Tipped Arrows.))
Shopping List:
To Sell
Dagger (1)
Alul's Gems (3)
Waterskins (2)
To Buy
Playing Card Set
Fishing Tackle
Traveler's Clothes
Nice Clothes (Not necessarily fine court-level clothing, but more like merchant/low level political wear)
Small Chest (I am thinking something a third the size of a normal chest - 3 cubic feet and holding up to 100 pounds - for keeping on the boat/in the camp/at the inn, etc. for those items not needed while adventuring out).
Lock for the Chest
** Following Two Weeks of Carousing to Come **
Item Selling. (DC 15+ Persuasion, add 2 to the value. 8 silver becomes 10 silver or 1 gold, for example)
This post has potentially manipulated dice roll results.
Sim Week 3
You catch rumor of a group that's more of a whisper than anything. A group that some other people who live in the high society seem to know about. You spend 100 gold staying in the right place, following up on leads, and trying to not be too obvious. Eventually, a letter is slipped under the door of the rather nice hotel you're staying at. A simple card with the symbol of a geometric pattered owl mask, followed by a simple set of directions and a time. You head to the location, a small allyway with a false wall. A storage room turned into a auction house. Upon entering, a set of Iron Golems guard the door. A set of paper mache masks there, with another small figure handing one to you. Placing it on, you enter a make-shift auction house. Buyers, or their proxies, all wearing the masks given. You don't think this place is entirely legal. While some larger items - from items found via starfalls to rare art - are auctioned off; others are displayed on tables for basic sale.
(Ok, a Nat 20 definitely finds at least something I know you were looking for)
A magical longbow +1 : On the corner of it, it does have a symbol of the Faith, much like Cora's mask. You know this was made by the Faith, and is probably stolen or "stolen." Selling it will be harder. 200 Gold. 3Bead of Force strung together. Cost 2,500 gold Cloak of the Manta Ray. Cost: 300 gold Ring of water walking Cost: 400 gold Staff of the python Cost: 600 gold
(**Others can say they gave you their gold to pool for any of the items**)
During this week, you slum it a bit! Hanging around the seedier bars. Catching up on the gossip of thieves, the common man, and the passing by assassin. A few, like you, people that were hired by the Guilds and Companies. It costs you 10 gold, but you make two connections.
(These connections come from mercenaries, thieves, etc. I will say given a situation going forward, we can figure out exactly who they are when you'd like to "use them" for some kind of advantage or situational bonus in the next adventure. IE: "We have to rob this place? Oh hey - isn't it funny that the mercenary Gul'Ta is here (spend contact). Let's go hit them up for info - cue RP scene.)
Abigail! Week 4
After slumming it up, you decide to spend your last week before heading back out with those of higher status. Many of the different merchants, traders, and people that keep the supply chains going through-out the kingdoms come and go from Sumnergard. You make a single good connection with one of them as they head out of town. It costs you 50 gold during the week.
Sim Selling
You're able to sell the 5 gems for 45 gold (total) The scale mail, being used and somewhat destroyed, sells for 10 gold
Again, you take up some local work. Simple papers, nothing like border crossing. But enough to get entry to some warehouses. You again spend 25 gold, getting the required materials and supplies. Sneaking around, seeing what they look for and what they don't. Again, the job on such a short timeframe isn't your absolute best work. But you pass it off. Again, the guild pays you back the 25 gold you spent.
Lafetha (Week 1 - 4 : happen as well before the following)
Sim, Lafetha, and Abigail have a last meal in Sumnergard. Again, with the Jacobsen family. The kids doing the cooking this time as their own thank you for their journey outside of the safety of town. Their mother has a talent for some pastries and buttery dough. With her kids, she assists in their more shepherds pie style dish.
That next morning, the three of you board the rail. Heading out to a junction, before knowing you'll have to get some horses and head over to one of the towns that Captain Rollo Wednesday mentioned. It seems after a few good jobs on his previous boat, Rollo's become a Captain of his own boat. Invested in it; not without his own struggles. But, he's got some hot leads and signed deals. All of which should bring in a pretty penny.
Epilogue Badlands - Keun: The City of Flags - Grand Opera House
Two women sit in a private booth, three floors up, the curtain falling as intermission begins. One woman, a five horned- red velvet skinned tiefling, lowers her viewing binoculars. Her gemstone necklace catching the bits of light that begin to turn back on as she gives a small sigh.
"You know," the tiefling begins. "If you had told me you were hiring a delve job, I might have made sure we sent some experts."
The other woman continues to lean against the railing of the private booth. A elaborate white gown. Long sleeves covering the majority of her hands. Faint outlines of ancient elven tattooed across her fingers and seeming up her arms. Her fingers wrap on the banister as she keeps a focused gaze on the people below. "Gresselle, that isn't how we operate."
"It's Lady Blackmire."
The tattood woman's eyes look back over to Lady Gresselle Blackmire. "Funny you didn't know it was us asking about that delve. Your pride is always connected to... knowing things."
"Like what happened in Visk?"
The two woman sit in silence. Looking at each other. Neither of them blinking. Until they both seem to smile and laugh.
"How about a drink?" Greselle stands, smoothing out her pale yellow dress.
((Not sure where in the timeline of the four weeks this is, but..))
Abigail winces at the mention of Blackscale. "Rollo, good to see a friendly face. Let me buy you another drink and you can tell me about this work; I just happen to be coming off of a horrible expedition job in the mountains, so getting back on the water would make me very happy."
...
"If you do not have a full crew yet, I know two able-bodied mercenaries that could be interested as well. I warn you, I am not sure of their experience on water, but if we are sticking to the rivers, they should be able to hold their own."
Having drunk in some of the 'finer' parts of civilized society during her first two weeks, Abigail turns toward more general pleasures and preparations.
((Giving Sim my two Silver Tipped Arrows.))
Shopping List:
The following two weeks are spent generally carousing with the locals, as Abigail is want to do when she has coin in her pocket. She frequents the markets, talking and haggling over various goods leading up to her next job. She buys herself some new clothing, so as not to scare people away from her uncouth apparel. She buys rounds for others and plays cards, stays out late and listens attentively to the bards tell their tales. Some days she hangs out to help the stable-hand at the inn she is staying at, other days she just goes for walks to see who she might run into.
I kind of see this as two weeks of general carousing with low and middle class people, but for game purposes:
Week 3 is with low class - Persuasion: 12
Week 4 is with middle class - Persuasion: 16
Item Selling. (DC 15+ Persuasion, add 2 to the value. 8 silver becomes 10 silver or 1 gold, for example)
Dagger - 8 silver
Waterskin - 8 copper (each)
3 Gems - 28 Gold total
Item Buying (Separate DC 15 Persuasion cost in parenthesis)
Playing Cards - 5 silver (5 silver)
Fishing Tackle - 1 gold (1 gold)
Traveler's Clothing - 4 gold (3 gold, 2 silver)
Fine Clothing - 20 gold (17 gold)
Small Chest / Footlocker- 3 gold (2 gold, 5 silver)
Regular Lock - 10 gold (8 gold)
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Sim takes the deal for the helm.
Week 3 he starts putting out feelers for other magic items.
persuasion 24
Sim takes som time to sell the 5 Gems he picked up on the mountain and his Scale Armor since he has his new breastplate.
persuasion 7
Sim Week 3
You catch rumor of a group that's more of a whisper than anything. A group that some other people who live in the high society seem to know about. You spend 100 gold staying in the right place, following up on leads, and trying to not be too obvious. Eventually, a letter is slipped under the door of the rather nice hotel you're staying at. A simple card with the symbol of a geometric pattered owl mask, followed by a simple set of directions and a time. You head to the location, a small allyway with a false wall. A storage room turned into a auction house. Upon entering, a set of Iron Golems guard the door. A set of paper mache masks there, with another small figure handing one to you. Placing it on, you enter a make-shift auction house. Buyers, or their proxies, all wearing the masks given. You don't think this place is entirely legal. While some larger items - from items found via starfalls to rare art - are auctioned off; others are displayed on tables for basic sale.
(Ok, a Nat 20 definitely finds at least something I know you were looking for)
A magical longbow +1 : On the corner of it, it does have a symbol of the Faith, much like Cora's mask. You know this was made by the Faith, and is probably stolen or "stolen." Selling it will be harder. 200 Gold.
3 Bead of Force strung together. Cost 2,500 gold
Cloak of the Manta Ray. Cost: 300 gold
Ring of water walking Cost: 400 gold
Staff of the python Cost: 600 gold
(**Others can say they gave you their gold to pool for any of the items**)
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Abigail! Week 3
During this week, you slum it a bit! Hanging around the seedier bars. Catching up on the gossip of thieves, the common man, and the passing by assassin. A few, like you, people that were hired by the Guilds and Companies. It costs you 10 gold, but you make two connections.
(These connections come from mercenaries, thieves, etc. I will say given a situation going forward, we can figure out exactly who they are when you'd like to "use them" for some kind of advantage or situational bonus in the next adventure. IE: "We have to rob this place? Oh hey - isn't it funny that the mercenary Gul'Ta is here (spend contact). Let's go hit them up for info - cue RP scene.)
Abigail! Week 4
After slumming it up, you decide to spend your last week before heading back out with those of higher status. Many of the different merchants, traders, and people that keep the supply chains going through-out the kingdoms come and go from Sumnergard. You make a single good connection with one of them as they head out of town. It costs you 50 gold during the week.
Sim Selling
You're able to sell the 5 gems for 45 gold (total)
The scale mail, being used and somewhat destroyed, sells for 10 gold
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Sim buys the Magic Bow and the Cloak of the Manta Ray and sells his items.
Then he returns to the guild to Settle his Affairs there and takes part of one more job. DC 10
stealth 17
Calligraphy 6
Deception 25
Sim Week 4
Again, you take up some local work. Simple papers, nothing like border crossing. But enough to get entry to some warehouses. You again spend 25 gold, getting the required materials and supplies. Sneaking around, seeing what they look for and what they don't. Again, the job on such a short timeframe isn't your absolute best work. But you pass it off. Again, the guild pays you back the 25 gold you spent.
Lafetha (Week 1 - 4 : happen as well before the following)
Sim, Lafetha, and Abigail have a last meal in Sumnergard. Again, with the Jacobsen family. The kids doing the cooking this time as their own thank you for their journey outside of the safety of town. Their mother has a talent for some pastries and buttery dough. With her kids, she assists in their more shepherds pie style dish.
That next morning, the three of you board the rail. Heading out to a junction, before knowing you'll have to get some horses and head over to one of the towns that Captain Rollo Wednesday mentioned. It seems after a few good jobs on his previous boat, Rollo's become a Captain of his own boat. Invested in it; not without his own struggles. But, he's got some hot leads and signed deals. All of which should bring in a pretty penny.
Epilogue
Badlands - Keun: The City of Flags - Grand Opera House
Two women sit in a private booth, three floors up, the curtain falling as intermission begins. One woman, a five horned- red velvet skinned tiefling, lowers her viewing binoculars. Her gemstone necklace catching the bits of light that begin to turn back on as she gives a small sigh.
"You know," the tiefling begins. "If you had told me you were hiring a delve job, I might have made sure we sent some experts."
The other woman continues to lean against the railing of the private booth. A elaborate white gown. Long sleeves covering the majority of her hands. Faint outlines of ancient elven tattooed across her fingers and seeming up her arms. Her fingers wrap on the banister as she keeps a focused gaze on the people below. "Gresselle, that isn't how we operate."
"It's Lady Blackmire."
The tattood woman's eyes look back over to Lady Gresselle Blackmire. "Funny you didn't know it was us asking about that delve. Your pride is always connected to... knowing things."
"Like what happened in Visk?"
The two woman sit in silence. Looking at each other. Neither of them blinking. Until they both seem to smile and laugh.
"How about a drink?" Greselle stands, smoothing out her pale yellow dress.
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Diadochi misses you
Lafetha decides to see what she can get for her crossbow and 13 crossbow bolts persuasion 14
She is also going to purchase 2 health potions.
She is going to survive the 4 weeks until the crew heads out.