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Post by kaptaincarbon on Mar 4, 2017 9:46:51 GMT -5
The group gingerly steps over the carcasses of the rats and proceeds down the hallway. Much to the prediction of Ypres the corridor to the left ascends into stairs and things are starting to look familiar as a few low value trinkets from the group can be seen littering the stairs most likely dropped in the hasty retreat from the Orc trap. All is quiet from upstairs and to the south is another dark corridor that breaks off to the east and west.
Torch: Nadre (1/6): 2 Rounds left.
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Post by sonofblashyrkh on Mar 4, 2017 14:08:45 GMT -5
Maybe we should get out of here, regroup, and get a larger party. Stock up on equipment and such. Make ourselves stronger.
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Post by dungeonsnake on Mar 6, 2017 10:55:44 GMT -5
Ypres concurs. With the money we could get from pawning that diamond, we could hire an army and wipe the upper levels of the dungeon clean. I think we should just take our chances and make a break for the exit. we might run into a few enemies, but we're still strong enough to take them (or just flee from them). if we push on further, we might not have the strength to get back out.
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Post by kaptaincarbon on Mar 7, 2017 7:20:33 GMT -5
The exit out of the dungeon there are about 4 changes of encountering wandering monsters wither through corners or rooms. The group decides to exit and hasitly backtracks through the first level consulting their map with things they have seen before.
1 on a roll = wandering monster. JSd8FDNP1-61-61-61-6
It is silent in the dungeon as the glimmer of light starts to cut thorough the gloom. A breath of brisk and bracing air greets your lungs. You made it and the heavy treasure in your pockets assures you you will have a good nights sleep. 1-6·1-6·1-6·1-6
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Post by kaptaincarbon on Mar 7, 2017 7:30:30 GMT -5
Town Sites and Things to do1. Guard Tower: Two guards lazily check visitors but have committed themselves to talking about drinking and gambling. 2. Toothless Dragon Inn: Local rowdy inn where services can be acquired and rumors can be heard.
4. Watchtower: Most likely unmanned 5. Beethles' Trading Post: Anything can be sold and bought for these prices. www.d20swsrd.com/for-players/characters/equipment/ 6. Hedgewickets House of Magic: Local kook who was once a reputable wizard and now runs something that looked like a store but mainly chases off adventurers who come in. Can also be seen at the Toothless Dragon drinking away what seems like an endless fortune in coin. 7. Sinn's House of Sin: Local Gambling house that attracts many of soldiers who come to wager gold against the house. Some leave rich, some leave with large debt. (Any ante can be made and two d20's are rolled one by the player and the other the house. Highest one gets the pot) 8. Stables 10. Church of the Saint Divine: Local Church run by a generous parish who offers food and beds for those Lawful in nature. Will not take any one who has a gambling debt. 11. Morgansfort Gate: Manned by 5 guards who check papers before letting people pass. 14: Mogansfort. An independent garrison attached to the town which operates on their own accord. They owe no fealty to the town of Happenstance and in fact find their proximity a nuisance with all of the gambling and drinking which allures the soldiers.
Hirelings: People in town can be hired for a night or two provided you have the coin to pay. There are always random adventures who will travel for 3GP per day and come with their own equipment and personality. Hirelings will be controlled by the player. Every player has a Max companion number and a penalty or bonus for any loyalty checks that need to be made in the heat of battle. Specialists: If a specialist is what you desire, they can be hired for a monthly or a flat fee: www.d20swsrd.com/for-players/characters/hiring-assistants/
Jurlis Advances to Level 2!
Ypres: 2000 GP Juris: 2000 GP NAdre 2000 GP
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Post by andrewwerdna on Mar 8, 2017 6:18:24 GMT -5
"First things first..." Jurlis mumbles as he wanders straight for Sinn's. He will gamble 500 gp, exercising some restraint by not betting it all.
Bet: KEWszbWO1d201d20
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Post by kaptaincarbon on Mar 8, 2017 9:16:49 GMT -5
Sim eyes the new customer putting 500GP on the table and yelling wildly as the dice comes up with an extremely low number.
House Gambling Roll VS a 2 ool|waiS1-20
Sim's smile grows as he sidles up next to Jurlis. "Don't fret brave adventurer. I can loan you a credit of 500 to keep on playing. No need to pay us back until you come across something in that dark dark dungeon you keep going to." Sim holds out a coin purse of 500 Gambling credits. 1-20
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Post by dungeonsnake on Mar 8, 2017 16:26:03 GMT -5
Ypres is curious if there are any trained dogs for sale. Fighting dogs or guard dogs which would follow him into the dungeon and protect him. Ypres has always preferred the company of dogs over men, as dogs do not judge him for his odious personal habits, inane conversation, or lack of oral hygiene. Much like Ypres himself, they ask only for a kind word now and then and a comfortable spot to curl up on the floor.
Ypres is also interested in hiring some companions, and will head to the tavern to see if any are willing to follow him, now that he carries a fortune.
Ypres is also curious if any of the establishments in town such as the tavern or gambling den which would welcome a cash investment, in exchange for a portion of the profits. Or perhaps might even entertain an offer to be bought outright...
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Post by andrewwerdna on Mar 9, 2017 5:36:59 GMT -5
Jurlis sighs and reluctantly tells Sim "No thanks," and leaves the gambling den 500 gp poorer.
Jurlis then will go into Hedgewickets House of Magic. He will politely introduce himself and see what they got for sale.
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Post by kaptaincarbon on Mar 9, 2017 12:38:09 GMT -5
Ypres' Shopping Trip Ypres walks over to the barracks and loudly asks anyone about good training dogs. One of the guards by the name of Underwood says he could be be persuaded to sell a few of them for the right price. Underwood has KusHcR|D1-10 dogs for sale at 50 GP each. They each have 1d4 HP and do 1d4 dmg but are noisy as hell and require food. The guards eye over Ypres as he absently clinks to coins in his pocket.
"you know, if you were looking for an investment for your coin that ol' shop back there across from Beethles has been empty for a long time now. I imagine you could buy that place for 500 GP and get yourself supplied for another 500GP and be set while you adventure. You could even will it to a distant relative or me if something ever would happen to you in the dungeon. I might say you could sell anything you would like as there are a bunch of people coming through here"1-10
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Post by kaptaincarbon on Mar 9, 2017 12:46:59 GMT -5
Jurlis knocks on the door as he pushes the heavy and creaky wooden door to the side. Papers and rubbish drag across the floor in a room that is covered with what looks like a melange of cryptic artifacts and trash. An old gnomish wizrd peers from a book.
"well, come on in, I already know what you want, you don't have to shout." he says never taking his eye from his book. A cloud of pipe weed dances around his head as he uses a stack of old books as a stool. The gmow points to the table with three boxes each emblazoned with sigils and seals. Jurlis eyes them over while the gnome looks at his book.
"its 100 for the small wooden box, 500 for the medium bronze, and 1000 for the large golden box. Just put the amount you wish to pay and then be on your way with your box. I can't verify or even know what is in those boxes. It could be great treasure or what some might call trash. All I know is those are what is for sale."
The gnome chuckles and then gets frustrated at the book that is obviously upside down.
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Post by andrewwerdna on Mar 10, 2017 6:21:05 GMT -5
Jurlis strokes his chin and considers this for a moment. "Well, if you already know what I want, then you know I want treasure. If I buy the gold box, then the box itself is sort of treasure, but probably worth less than the gold or why would you sell it for such a price? So there could just be trash within and it will not be an outright scam. The same point can be made of the bronze box, the box itself has inherent value, so likely the item within will not be worth much. But a simple wooden box is worthless, so the item inside must have some value, lest this be entirely a scam... So I'll take the wooden box," Jurlis says. He plops the 100gp onto the table, grabs the box and marches out as the gnome instructed. He then tries to find a somewhat secluded spot nearby where he'll open it up.
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Post by sonofblashyrkh on Mar 10, 2017 10:19:07 GMT -5
Nadre wants to hire good, loyal fighterse. He is most concerned about the party's numbers. Maybe the fort would be willing to hire out?
He'd also like to see what shields and helms are available so he can better protect the party.
We still have a potion and ring that we never identified from the statue room. Nadre would like to take these to be identified by either Hedgewicket or the church.
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Post by dungeonsnake on Mar 10, 2017 10:19:56 GMT -5
Ypres Zo will purchase all 5 dogs for 250 gp. He is very pleased to have them yapping and leaping all over him, licking his face and gamboling about. He names them Odd, Zod, Yod, Frod and Ypres Junior. He inquires with the stablehand about what they like to eat, how much per day, and where he can buy some.
With his new-found furry friends in tow, Ypres heads over to the empty shop behind Beethles's. He has always dreamed of being a property owner, which he imagines would somehow catapult him into decent society. He pictures himself dressed in silks and furs, walking elegantly through a masquerade, and nodding grandly to high-born ladies. However, he remembers that he is only a simple cut-throat, and has no knowledge of business. Plus, the various markets in Morgansfort seem pretty well cornered. He heads to the tavern to spread some gold around, and see if perhaps there is a commodity or industry which the area is lacking, or if there are any intrepid entrepreneurs in need of an angel investor.
before that, though, he will stop off at Beethles, where he notices that lamp oil is only 0.1 gold per pint. He will purchase 3 gallons, for 2.4 GP, and a small cask to hold it in, for 2 GP. and to round his purchase up to a whole number, he will also purchase a hammer for 0.5 gp, and 2 iron spikes for 0.1 GP, bringing his total up to 5 GP.
250 GP for dogs 5 GP for oil, cask, hammer, spikes
Ypres also has a small gambling debt of 5 GP, which he will happily pay off.
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Post by kaptaincarbon on Mar 13, 2017 7:47:42 GMT -5
Jurlis
Jurlis: Treasure Table rolls
uhldmj6v1-41-601-6
Jurlis sits by the tree and open the small wooden box. The box is full of leaves and grass and with some digging, Jurlis finds a gnarled wooden ring that looks greet with strange magic.
Mammal Control: The wearer controls 1d8 mammals at a range of up to 60 feet. Control does not extend to people or to giant animals.
Nadre
Nadre wanders over to the fort and inquires about some fighters willing to delver deep in the dungeon. The soldiers look you over and concede there isn't much to do and they would have 1-10 Men At Arms available for 5GP a day [AC 15 / DMG 1d6 / 5HP]. He also says that some of them might decide to come back if things look a little dangerous (when someone dies, they will make a morale check)
Nadre wonders on this and plays with the ring he just had appraised:
Treasure Roll 1-21-10
The ring is a Clerics Keeper with 1-6 spells stored in it.
There are a 1-41-41-41-4 level spells stored inside of it
Level 4 Spell: 1-6 Sticks to Snakes Level 2 Spell: 1-6 Silence Level 3 Spell: 1-6 Remove Curse Level 2 Spell: 1-6 Find Traps
Hedgewicket eyed the ring greedily and said he would give you 500GP for it. Once spent the spells will need one full day to recharge.
Ypres:
Ypres makes his way to the local tavern with bottles of oil clinking around his dogs play gleefully with each other chasing local patrons in and out of the bar. A constant happy barking can be heard from inside as the patrons eye Ypres wearily. After spending 1-20 GP on a few drinks for people everyone stays their distance and mutters about how loud the dogs are. One person however can be heard talking and giving kind words to the dogs before coming into the bar and looking around. A great big man with a bushy red beard comes and sits down with Jurlis and introduces him self as Diggut a local wildsmen and animal lover. He tells of great tales about his exploits with fighting animals and would love to start a school for dungeon dogs where strays are fed and trained to be well mannered dungeon delvers. He sadly hadnt the capital and would need 1-10 X 100 GP to start. He looks off into the distance hearing the dogs play and bark at strangers. 1-4·1-20·1-6·1-10·1-2·1-10·1-6·1-4·1-4·1-4·1-4·1-6·1-6·1-6·1-6·1-20·1-10
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