Though you still have unfinished business with Bors, Khaleed is thrilled that you have secured his property. As promised, he offers you the top two floors of his shop.
"My apologies for the lack of furniture my friends," he says sheepishly. "Perhaps a few comforts can be salvaged. We have much work to do in our rooms, but I am certain my wife can prepare us all dinner tonight."
Indeed after a bit of scrounging in the cellar and the rooms, you find an intact table, several chairs, a couple of bed frames, and enough mildewed mattresses to go around. You sup on a fine meal of spicy Calishite stew, and ponder what the coming days have in store for you.
“It was a mutually beneficial agreement Master Khaleed my friend. You have opened your doors to us and we are grateful.”
If we are planning on being here a month, this room will not do for Hope. She spends the next day or two trying to make it habitable, between cleaning it and setting up a bed to sleep on. She builds a rough table to set her things on doubles as a writing desk. She also procures a chair and oil lantern.
Once basic accomidations are set up, she will begin researching to find out what hat has happened to her family. Looking for the broker who made the sale possibly asking neighbors for info.
The whole time keeping an ear out for new work or word on Bors.
Collectively you and Khaleed cobble together enough shabby furniture and household necessities to provide the company with a Modest lifestyle. While your quarters on on the low end of the spectrum, it is balanced with excellent food and drink.
Did you guys ever divvy out treasure? After squaring away your rooms, you'll have about 10 days downtime to work with. How would you like to spend them?
Wil looks around his dusty room. "Better than most of the places I have slept."
Wil spends some time cleaning his room up and getting squared away. He will also help the other recruits get their bunks squared away as well. "Ya cant sleep on the floor ya nit wit! The fleas will eat ya alive!" "Leaning on that broom wont get yer floor clean!" "Look here! If ya set yer boots next ta yer bed ya can hop right up and be ready ta go!"
Any remaining downtime will be spent trying to acquire the tools/skills needed for arrow making.
As always Wil keeps a careful eye on Hope to make sure she is well guarded.
Once basic accomidations are set up, she will begin researching to find out what hat has happened to her family. Looking for the broker who made the sale possibly asking neighbors for info.
The whole time keeping an ear out for new work or word on Bors.
That will be Research, which take a workweek (5 days) and 100 gp. Make an Intelligence check, and also roll a d100 for me.
You'll still have another 5 days to do with as you please.
Wil heads to Riatuar's Weaponry in the Trades Ward, which sells finest bows in the city, to inquire about fletchers in the city who might teach their trade. The owner, who would clearly rather sell arrows than help you make your own, scoffs at a fully grown man seeking an apprenticeship better suited to boy. While Riatuar is in the back room, one of his assistants offers a name in exchange for a few coins.
The lad directs you to one of the shop's suppliers, Horatius, who plies his trade in a small second-floor workshop on Tornsar Alley. Horatius is an elderly chap, something of a curmudgeon, who smokes a foul smelling pipe. Initially he is resistant to taking on a student, particularly an adult who can only intermittently dedicate time to the work, but your offer of coin brings him around.
"Alright lad," he grunts around his pipe. "I'll expect you here every day at first light, if you can't make it 'cause you're off on some damn-fool adventure, send word. The bakery around the corner is shite, so bringing a proper scone with you might put me in a more agreeable mood. You'll fetch lunch at midday (which will be on you of course), and whatever I tell you to do, you'll do without question."
He gives you a list of things to bring, including tools and wood, and suggests the best places to find them. He warns you not to mention the arrangement, as he's sure it violates some bowyer & fletchers' guild rule.
OOC: Incidentals like cleaning up and drilling the troops can happen as part of downtime. I'd say a bowyer/fletcher relies on carpenters' tools. Learning a set of tools takes 10 workweeks (minus a number of workweeks equal to your Intelligence modifier) and 100 gp per workweek. You had 10 days (2 workweeks) of downtime, so you'll be 20% of the way there for just 200 gp (which include Horatius's fee, the bribe to the clerk at Riatuar's, a set of tools, meals, and material costs).
Each workweek brings an opportunity for complications, so roll d100 twice for me (click the d6 icon in the toolbar above your post for the dice roller).
After aquiring a simple bed and a desk/chair, Kayla plans to make some money and have some fun at the same time. For the first 5 days, it's dice and cards. Some people may call it gambling, but she knows better. A swish of the hair, a charming smile, and being perceptive enough to read faces makes this easy money.
The other 5 days Kayla will spend transcribing some spells from James (don't know character names quite yet) spell book.
To Kayla's delight it turns out that there is a gambling hall just a couple of streets over on Palfrey Lane: King's Casino. The décor is a bit gaudy and the staff wear ridiculous tin crowns, but the action is impressive. You spend some time surveying they rooms, guaging which games are best suited to your abilities, and planning your bets.
OOC: First, let me know how much you are wagering as your stake for those 5 days, anything between 10 gp and 1,000 gp.
Next, make three skill checks: Insight, Deception, and Intimidation. Instead of one of these skills, you may instead make an Intelligence check using a gaming set (Int mod + Proficiency bonus). The DCs for these checks will be random, to reflect the random quality of the competition (I'll roll them after you make the checks).
Finally, roll d100 to see if there are any complications in your time at the gambling hall.
James Romans as Jade Freestone, Master Mage for The Northern Blades.
TL:DR and Game Mechanic version: Day 1: Jade befriends Kalheed's family. Then visits with group. Day 2: Jade begins the process of gaining a true apprentice, the wererat boy. Periodic check ion him over the 10 day. Day 3: Jade visits his Mother and Father for a cookout spending the night at his old home.Day 4 to Day 6: Jade spends time researching a variant of the "Find familiar" spell. Then visiting with the group. Day 7 and 8: Jade and Kayla share spells. Jade visits with the group. Day 9: Jade enjoys a date night with with a friend at the theater. Day 10: Jade visits the grave of his brother and the temple of Azuth. (Three actions over the 10 days. Work to gain apprentice, work to create new spell, teach Kayla)
Normal version: Jade will spend the first day of his downtime to assist in the creation and cleaning of the group living space as well as helping Kalheed and family set up shop using this time to get to know the family as friends. In the morning of the second day he will visit the young boy that is recovering from the wererat disease learning his name, making sure that he is progressing and that his cost to the temple is covered. Day three Jade visits his parents in the merchant district enjoying a homemade dinner and talking shop with Father (Jasper Freestone) and Mother (Julia "Coral" Freestone) while the family is introduced to his cousin Larimar's new wife Lauren "Tanza" Hightide. On the fourth to sixth day Jade spends all day hold up in his room studying and forgetting to eat dinner or sleep until the second day of study. On the seventh and eight day the common room in the upper floor is taken over by Kayla and Jade's spellswap. Many apologies are made for the state of the room and the accidental misfire of many spells. On the ninth day Jade is seen dressed very well and leaving around midday only to return in the early AM. The tenth day Jade makes his way to his parents home where a magic flash is seen as Jasper casts the teleport spell that takes his wife, his remaining son and a few other somberly dressed family members from the home only to return shortly before sunset and say their goodbyes to one another. Jade stops at the bottom of the stairs of the Temple of Azuth saying something unheard to himself before entering the temple.
I still need Hope's Intelligence check for the research. The check will determine how many (if any) pieces of information you get.
The cloak of protection will cost 200 gp in materials, take 5 workweeks (so 1 down, 4 to go), and most importantly it needs to be woven with lots of korred hair that has been sheared with a golden edge.
You inquire at numerous weavers and component shops around the city about the korred hair and get only blank stares and laughter. Seeing the look on your face, the kindly half-elf woman at Caldwell Components on Tharleon Street says, "Korreds are faerie folk who dwell in the woodlands. I have no idea where you'd find one specifically, but you can probably research that with one of the local sages. I know you'll need almost all the hair on the beasty's head, and make sure your blade is pure silver (OOC: the shears are included in the 200 gp expense); Surtlan's on River Street is where I'd go. If by some chance you manage to get an extra head's worth, we'll pay handsomely for it deary."
OOC: For everyone's benefit, things like cleaning or visiting friends and family are incidental and can take place in addition to downtime activities like crafting, training, stealing, gambling, shopping for magic items. Think of downtime as your day job, and everything else happens before or after work (16 straight hours of catching up with mom and dad sounds like a fast track to testing out the Insanity rules). Downtime is spent in 5-day blocks (called workweeks). You can certainly do all these things, while you spend your downtime on other activities:
Building a Stronghold
Buying a magic item
Carousing
Crafting an item
Crime
Gabling
Pit fighting
Relaxation
Religious service
Research
Selling a magic item
Training
Work
Now to James specifically. Seeking an apprentice/follower seems like something that would take up downtime though. I'm going to adapt the mechanics of training: It takes 10 (minus your Charisma modifier) workweeks of downtime plus 10 gp per workweek to earn the trust of an NPC. Those weeks need not be concurrent. I'll assume that is what you are spending the two workweeks of downtime doing, unless you tell me otherwise.
The process of scribing spells into your spellbooks is listed in the Wizard class (2 hours and 50 gp per level of the spell, less if copying it to your own backup spellbook). It doesn not require downtime per se (assume each day of downtime has 8 free hours to spend as you like on things like this).
That said, I'm not just going to let the two wizards effectively double their spell lists by trading spells back and forth without consequence… For each spell you copy from each other's book you'll need to make an Intelligence (Aracana) check, subtractng the level of the spell (remember cantrips cannot be scribed) and consult the table:
1 or less It all blows up in your face, literally. Your spellbook is destroyed. This is always the result of a natural 1.
2-3 Something went terribly wrong. (sub-table wouldn't fit)
4-6 You just can't wrap your head around it. You don't scribe the spell, and simply cannot no matter what you try.
7-9 You messed something up. The scribing fails, and you need to start over.
10-12 Your scribing is fundamentally flawed. Each time you cast this spell, roll on the Sorcerer's Wild Magic Surge table
13-14 The scribing proves difficult. The spell is scribed, but it cost twice as much time and money.
15+ Everything goes just fine, enjoy your new spell.
We said your brother is misssing, does that mean the family buried an empty casket?
Jade's visit with the family proves enlightening. After your cousin and his wife leave, your parent tell you that you all need to talk. Your mother solemnly starts. "Jadey, you can't go around town dropping the family name at our, er, side ventures. It could be dangerous."
Your parents exchange a look, and your father sighs. "Son, its time you learn some hard truths about the family business. You know there's always been a lot of competition in the gem and jewel market; it can be hard to turn a profit sometimes, especially when adventurers flood the market with dungeon stones--just a few moths ago some group called the Wardens apparently sailed in with a dragon turtle's hoard, it'll be at least a year before the market settles.
"Well, years back, the business was in real trouble. You grandfather got it in his head we needed to invest in other types of business. He took out some loans, called in some favors, and well, you know the rest… we've got small stakes in lots of different businesses around town. But there's a reason it's always a small stake, and we're silent partners.
"Guild law is clear. If we own a stake in another business, we have to be dues-paying members of that guild too. Maybe if your grandfather had just settled on one type of business, but he kept saying we need to 'diversify'…"
Your mother interjects, "he was like a man possessed. I don't know where he got the notion, but it took hold and he couldn't shake it…"
You father puts an arm around her and continues. "The point is, we were wrapped up in so many different industries we'd have to pay dues to a half-a-dozen guilds. We'd've been crippled under the weight of it, so your grandfather kept it secret to avoid the dues. Maybe it he'd just bit the bolt an done it things would be different, but now we're looking at twenty years of back dues. If the business were doing better, maybe we could swing it if we liquidated most of our stock, but the business is just barely hanging on… Damn that son-of-an-orc Halazar and his prices!"
Your father's face is turning beet red, a vein throbbing angrily in his forehead at the mention of the family's long-time rival and current speaker of the jewelers' guild. You mother tries to calm him, reminding Jasper what the leech said about his humors. After a while his complexion lightens and he resumes.
"Anyway, paying the back dues is out of the question… so that means assassins. Gods help us all if they bring in the killers the Puppeteers' Guild uses…" He hangs his head.
You mother, her eyes welling with tears, says "so sweetling, you can't toss the Freestone name around so casually. If the wrong person had heard what you said at the sewerers', we'd all be in danger. Stromquil Halazar would love to crush us… we have… history."
With that settled, you are about to head to your old room, when they tell you they've rented it out for the summer ("Every extra coin helps... dragon turtle hoard... sweet Beshaba, what did we ever do to you?"), but the sofa is all yours.
Your parents exchange a look, and your father sighs. "Son, its time you learn some hard truths about the family business. You know there's always been a lot of competition in the gem and jewel market; it can be hard to turn a profit sometimes, especially when adventurers flood the market with dungeon stones--just a few moths ago some group called the Wardens apparently sailed in with a dragon turtle's hoard, it'll be at least a year before the market settles.
"Anyway, paying the back dues is out of the question… so that means assassins. Gods help us all if they bring in the killers the Puppeteers' Guild uses…" He hangs his head.
With that settled, you are about to head to your old room, when they tell you they've rented it out for the summer ("Every extra coin helps... dragon turtle hoard... sweet Beshaba, what did we ever do to you?"), but the sofa is all yours.
Sorry for the part I’ve played in your family’s struggles Roman, that Dragon Turtle was a nice haul though.
OOC: Hope learns 2 pieces of useful information (each a true statement about a person, place, or thing). Obviously one is about the sale of the estate, what would you like for the other? It could be inquiries about Bors, or perhaps where one might encounter a korred, or other insights about your family.
You received word of your father's death while in the north, near Luskan. Given how long it takes both news and people to travel, your father has been dead about three months by the time you arrived. The estate broker is a weaselly man with a slight limp whose eyes constantly drift to your body. "von Hornsaat Estate," he mutters, licking his lips. "How could I forget? The widow von Hornsaat, "his eyes flick from your chest to your horns, "clearly your kin… makes an impression!
"She and her, um, friend approached me two moons ago. He did most of the talking, said she was to distraught--veil made it hard to say one way or the other. That fellow, Tophet I think his name was, did all the talking. Truth be told, whatever he claimed, it seemed like he was the one in charge. He said she was eager to sell the manor… too many sad memories. He said they would be willing to take a reduced price if needs be."
He consults his ledger book and nods. "A reduced price it was, but still a fair sum… and a fine commission. Last I saw the both of them was when they came in to sign the deeds over. I, um, overheard them talking about Amn. Plenty of ships bound for the south come through the docks, plenty of options for passage."
His eyes move up to yours for a moment, and your expression appears to have some impact. He bites his lip and looks away. "Now I could be wrong about this, but I, er, got the impression they were more than just friends… I'm afraid that's all know."
I love the additional flavor and depth! As for Jet's remains, the Freestone's tend to cremate so it was symbolic ashes that were buried in a very tiny urn. The report from one of the only two survivors to return to Waterdeep, a fellow guard on the caravan, Devon Doggly, reported seeing him slain with his own eyes. Devon claims to have fought off three lizard men in a attempt reach Jet but was barley able to manage saving his own life losing his left hand in the process.
Matt, sharing my spell list with you may be easier in person at the next session and you can always ask the others in the party to grant favor to your check. Also, everyone gets to see us blow up when we both roll natural 1's on the first try.
I have no idea how much gold each member of the party received so I have no idea how much I can spend as I think we did not divide loot at the end of the last session.
*I now see the treasure split on the word document.
TREASURE
Treasure from Adventure
CP - 480
SP - 4055
GP - 1400
PP - 107
2 potions of healing
1 potion of greater healing
Scroll of mage armor
Breastplate of gleaming
2 lanterns
5 flasks of oil
2 50-ft coils of rope
5 sacks
2 bedrolls
Treasure Split
CP - 94
SP - 689
GP - 241
PP - 17
NOTES
We still have silvered weapons in loan to us from the church.
Though you still have unfinished business with Bors, Khaleed is thrilled that you have secured his property. As promised, he offers you the top two floors of his shop.
"My apologies for the lack of furniture my friends," he says sheepishly. "Perhaps a few comforts can be salvaged. We have much work to do in our rooms, but I am certain my wife can prepare us all dinner tonight."
Indeed after a bit of scrounging in the cellar and the rooms, you find an intact table, several chairs, a couple of bed frames, and enough mildewed mattresses to go around. You sup on a fine meal of spicy Calishite stew, and ponder what the coming days have in store for you.
“It was a mutually beneficial agreement Master Khaleed my friend. You have opened your doors to us and we are grateful.”
If we are planning on being here a month, this room will not do for Hope. She spends the next day or two trying to make it habitable, between cleaning it and setting up a bed to sleep on. She builds a rough table to set her things on doubles as a writing desk. She also procures a chair and oil lantern.
Once basic accomidations are set up, she will begin researching to find out what hat has happened to her family. Looking for the broker who made the sale possibly asking neighbors for info.
The whole time keeping an ear out for new work or word on Bors.
Dragonlance Chronicles - Xorn
Sail On, Sailor - Sebastian Blackhand
LMoP 20 - Tonk Thunderclaw
Collectively you and Khaleed cobble together enough shabby furniture and household necessities to provide the company with a Modest lifestyle. While your quarters on on the low end of the spectrum, it is balanced with excellent food and drink.
Did you guys ever divvy out treasure? After squaring away your rooms, you'll have about 10 days downtime to work with. How would you like to spend them?
Wil looks around his dusty room.
"Better than most of the places I have slept."
Wil spends some time cleaning his room up and getting squared away.
He will also help the other recruits get their bunks squared away as well.
"Ya cant sleep on the floor ya nit wit! The fleas will eat ya alive!"
"Leaning on that broom wont get yer floor clean!"
"Look here! If ya set yer boots next ta yer bed ya can hop right up and be ready ta go!"
Any remaining downtime will be spent trying to acquire the tools/skills needed for arrow making.
As always Wil keeps a careful eye on Hope to make sure she is well guarded.
Wil heads to Riatuar's Weaponry in the Trades Ward, which sells finest bows in the city, to inquire about fletchers in the city who might teach their trade. The owner, who would clearly rather sell arrows than help you make your own, scoffs at a fully grown man seeking an apprenticeship better suited to boy. While Riatuar is in the back room, one of his assistants offers a name in exchange for a few coins.
The lad directs you to one of the shop's suppliers, Horatius, who plies his trade in a small second-floor workshop on Tornsar Alley. Horatius is an elderly chap, something of a curmudgeon, who smokes a foul smelling pipe. Initially he is resistant to taking on a student, particularly an adult who can only intermittently dedicate time to the work, but your offer of coin brings him around.
"Alright lad," he grunts around his pipe. "I'll expect you here every day at first light, if you can't make it 'cause you're off on some damn-fool adventure, send word. The bakery around the corner is shite, so bringing a proper scone with you might put me in a more agreeable mood. You'll fetch lunch at midday (which will be on you of course), and whatever I tell you to do, you'll do without question."
He gives you a list of things to bring, including tools and wood, and suggests the best places to find them. He warns you not to mention the arrangement, as he's sure it violates some bowyer & fletchers' guild rule.
OOC: Incidentals like cleaning up and drilling the troops can happen as part of downtime. I'd say a bowyer/fletcher relies on carpenters' tools. Learning a set of tools takes 10 workweeks (minus a number of workweeks equal to your Intelligence modifier) and 100 gp per workweek. You had 10 days (2 workweeks) of downtime, so you'll be 20% of the way there for just 200 gp (which include Horatius's fee, the bribe to the clerk at Riatuar's, a set of tools, meals, and material costs).
Each workweek brings an opportunity for complications, so roll d100 twice for me (click the d6 icon in the toolbar above your post for the dice roller).
After aquiring a simple bed and a desk/chair, Kayla plans to make some money and have some fun at the same time. For the first 5 days, it's dice and cards. Some people may call it gambling, but she knows better. A swish of the hair, a charming smile, and being perceptive enough to read faces makes this easy money.
The other 5 days Kayla will spend transcribing some spells from James (don't know character names quite yet) spell book.
15
49
To Kayla's delight it turns out that there is a gambling hall just a couple of streets over on Palfrey Lane: King's Casino. The décor is a bit gaudy and the staff wear ridiculous tin crowns, but the action is impressive. You spend some time surveying they rooms, guaging which games are best suited to your abilities, and planning your bets.
OOC: First, let me know how much you are wagering as your stake for those 5 days, anything between 10 gp and 1,000 gp.
Next, make three skill checks: Insight, Deception, and Intimidation. Instead of one of these skills, you may instead make an Intelligence check using a gaming set (Int mod + Proficiency bonus). The DCs for these checks will be random, to reflect the random quality of the competition (I'll roll them after you make the checks).
Finally, roll d100 to see if there are any complications in your time at the gambling hall.
James Romans as Jade Freestone, Master Mage for The Northern Blades.
TL:DR and Game Mechanic version: Day 1: Jade befriends Kalheed's family. Then visits with group. Day 2: Jade begins the process of gaining a true apprentice, the wererat boy. Periodic check ion him over the 10 day. Day 3: Jade visits his Mother and Father for a cookout spending the night at his old home.Day 4 to Day 6: Jade spends time researching a variant of the "Find familiar" spell. Then visiting with the group. Day 7 and 8: Jade and Kayla share spells. Jade visits with the group. Day 9: Jade enjoys a date night with with a friend at the theater. Day 10: Jade visits the grave of his brother and the temple of Azuth. (Three actions over the 10 days. Work to gain apprentice, work to create new spell, teach Kayla)
Normal version: Jade will spend the first day of his downtime to assist in the creation and cleaning of the group living space as well as helping Kalheed and family set up shop using this time to get to know the family as friends. In the morning of the second day he will visit the young boy that is recovering from the wererat disease learning his name, making sure that he is progressing and that his cost to the temple is covered. Day three Jade visits his parents in the merchant district enjoying a homemade dinner and talking shop with Father (Jasper Freestone) and Mother (Julia "Coral" Freestone) while the family is introduced to his cousin Larimar's new wife Lauren "Tanza" Hightide. On the fourth to sixth day Jade spends all day hold up in his room studying and forgetting to eat dinner or sleep until the second day of study. On the seventh and eight day the common room in the upper floor is taken over by Kayla and Jade's spellswap. Many apologies are made for the state of the room and the accidental misfire of many spells. On the ninth day Jade is seen dressed very well and leaving around midday only to return in the early AM. The tenth day Jade makes his way to his parents home where a magic flash is seen as Jasper casts the teleport spell that takes his wife, his remaining son and a few other somberly dressed family members from the home only to return shortly before sunset and say their goodbyes to one another. Jade stops at the bottom of the stairs of the Temple of Azuth saying something unheard to himself before entering the temple.
Dragonlance Chronicles - Xorn
Sail On, Sailor - Sebastian Blackhand
LMoP 20 - Tonk Thunderclaw
Will, your two weeks with Horatius are informative and challenging, but nothing of note occurs.
I still need Hope's Intelligence check for the research. The check will determine how many (if any) pieces of information you get.
The cloak of protection will cost 200 gp in materials, take 5 workweeks (so 1 down, 4 to go), and most importantly it needs to be woven with lots of korred hair that has been sheared with a golden edge.
You inquire at numerous weavers and component shops around the city about the korred hair and get only blank stares and laughter. Seeing the look on your face, the kindly half-elf woman at Caldwell Components on Tharleon Street says, "Korreds are faerie folk who dwell in the woodlands. I have no idea where you'd find one specifically, but you can probably research that with one of the local sages. I know you'll need almost all the hair on the beasty's head, and make sure your blade is pure silver (OOC: the shears are included in the 200 gp expense); Surtlan's on River Street is where I'd go. If by some chance you manage to get an extra head's worth, we'll pay handsomely for it deary."
INT 2
Dragonlance Chronicles - Xorn
Sail On, Sailor - Sebastian Blackhand
LMoP 20 - Tonk Thunderclaw
OOC: For everyone's benefit, things like cleaning or visiting friends and family are incidental and can take place in addition to downtime activities like crafting, training, stealing, gambling, shopping for magic items. Think of downtime as your day job, and everything else happens before or after work (16 straight hours of catching up with mom and dad sounds like a fast track to testing out the Insanity rules). Downtime is spent in 5-day blocks (called workweeks). You can certainly do all these things, while you spend your downtime on other activities:
Now to James specifically. Seeking an apprentice/follower seems like something that would take up downtime though. I'm going to adapt the mechanics of training: It takes 10 (minus your Charisma modifier) workweeks of downtime plus 10 gp per workweek to earn the trust of an NPC. Those weeks need not be concurrent. I'll assume that is what you are spending the two workweeks of downtime doing, unless you tell me otherwise.
The process of scribing spells into your spellbooks is listed in the Wizard class (2 hours and 50 gp per level of the spell, less if copying it to your own backup spellbook). It doesn not require downtime per se (assume each day of downtime has 8 free hours to spend as you like on things like this).
That said, I'm not just going to let the two wizards effectively double their spell lists by trading spells back and forth without consequence… For each spell you copy from each other's book you'll need to make an Intelligence (Aracana) check, subtractng the level of the spell (remember cantrips cannot be scribed) and consult the table:
We said your brother is misssing, does that mean the family buried an empty casket?
Jade's visit with the family proves enlightening. After your cousin and his wife leave, your parent tell you that you all need to talk. Your mother solemnly starts. "Jadey, you can't go around town dropping the family name at our, er, side ventures. It could be dangerous."
Your parents exchange a look, and your father sighs. "Son, its time you learn some hard truths about the family business. You know there's always been a lot of competition in the gem and jewel market; it can be hard to turn a profit sometimes, especially when adventurers flood the market with dungeon stones--just a few moths ago some group called the Wardens apparently sailed in with a dragon turtle's hoard, it'll be at least a year before the market settles.
"Well, years back, the business was in real trouble. You grandfather got it in his head we needed to invest in other types of business. He took out some loans, called in some favors, and well, you know the rest… we've got small stakes in lots of different businesses around town. But there's a reason it's always a small stake, and we're silent partners.
"Guild law is clear. If we own a stake in another business, we have to be dues-paying members of that guild too. Maybe if your grandfather had just settled on one type of business, but he kept saying we need to 'diversify'…"
Your mother interjects, "he was like a man possessed. I don't know where he got the notion, but it took hold and he couldn't shake it…"
You father puts an arm around her and continues. "The point is, we were wrapped up in so many different industries we'd have to pay dues to a half-a-dozen guilds. We'd've been crippled under the weight of it, so your grandfather kept it secret to avoid the dues. Maybe it he'd just bit the bolt an done it things would be different, but now we're looking at twenty years of back dues. If the business were doing better, maybe we could swing it if we liquidated most of our stock, but the business is just barely hanging on… Damn that son-of-an-orc Halazar and his prices!"
Your father's face is turning beet red, a vein throbbing angrily in his forehead at the mention of the family's long-time rival and current speaker of the jewelers' guild. You mother tries to calm him, reminding Jasper what the leech said about his humors. After a while his complexion lightens and he resumes.
"Anyway, paying the back dues is out of the question… so that means assassins. Gods help us all if they bring in the killers the Puppeteers' Guild uses…" He hangs his head.
You mother, her eyes welling with tears, says "so sweetling, you can't toss the Freestone name around so casually. If the wrong person had heard what you said at the sewerers', we'd all be in danger. Stromquil Halazar would love to crush us… we have… history."
With that settled, you are about to head to your old room, when they tell you they've rented it out for the summer ("Every extra coin helps... dragon turtle hoard... sweet Beshaba, what did we ever do to you?"), but the sofa is all yours.
Dragonlance Chronicles - Xorn
Sail On, Sailor - Sebastian Blackhand
LMoP 20 - Tonk Thunderclaw
OOC: Hope learns 2 pieces of useful information (each a true statement about a person, place, or thing). Obviously one is about the sale of the estate, what would you like for the other? It could be inquiries about Bors, or perhaps where one might encounter a korred, or other insights about your family.
You received word of your father's death while in the north, near Luskan. Given how long it takes both news and people to travel, your father has been dead about three months by the time you arrived. The estate broker is a weaselly man with a slight limp whose eyes constantly drift to your body. "von Hornsaat Estate," he mutters, licking his lips. "How could I forget? The widow von Hornsaat, "his eyes flick from your chest to your horns, "clearly your kin… makes an impression!
"She and her, um, friend approached me two moons ago. He did most of the talking, said she was to distraught--veil made it hard to say one way or the other. That fellow, Tophet I think his name was, did all the talking. Truth be told, whatever he claimed, it seemed like he was the one in charge. He said she was eager to sell the manor… too many sad memories. He said they would be willing to take a reduced price if needs be."
He consults his ledger book and nods. "A reduced price it was, but still a fair sum… and a fine commission. Last I saw the both of them was when they came in to sign the deeds over. I, um, overheard them talking about Amn. Plenty of ships bound for the south come through the docks, plenty of options for passage."
His eyes move up to yours for a moment, and your expression appears to have some impact. He bites his lip and looks away. "Now I could be wrong about this, but I, er, got the impression they were more than just friends… I'm afraid that's all know."
I love the additional flavor and depth! As for Jet's remains, the Freestone's tend to cremate so it was symbolic ashes that were buried in a very tiny urn. The report from one of the only two survivors to return to Waterdeep, a fellow guard on the caravan, Devon Doggly, reported seeing him slain with his own eyes. Devon claims to have fought off three lizard men in a attempt reach Jet but was barley able to manage saving his own life losing his left hand in the process.
Matt, sharing my spell list with you may be easier in person at the next session and you can always ask the others in the party to grant favor to your check. Also, everyone gets to see us blow up when we both roll natural 1's on the first try.
I have no idea how much gold each member of the party received so I have no idea how much I can spend as I think we did not divide loot at the end of the last session.
*I now see the treasure split on the word document.
TREASURE
Treasure from Adventure
Treasure Split
NOTES
We still have silvered weapons in loan to us from the church.