Thowin Four Fingers, a fighter, and his
torchbearer, Boarface
Imorfin the elf
Durik the cleric
Fretta the Dark, a thief
Balork the Medium, a magic-user and Bursus, his man-at-arms
Sunday, 23 Harvester
We rejoin the party
as they sit around a table at the Bone House, the tavern/inn that they call
home for the time being. It is their first time together after a couple days of
individual exploration of the city. They recount their experiences of the previous
two days and discuss the next course of action….
Thowin Four Fingers and
Bursus
The fighter and
man-at-arms made their way down to the Arena District in search of an armorer
whose price list fit the budget of the adventurers. They had heard the best
armor and weapons were to be found in the Merchant District, but one paid
handsomely for that quality.
The streets of the
Arena District were filled with all manner of men. They saw slaves, slave
owners, fat merchants with their entourages, robed and perfumed and no doubt
looking to trade in human flesh, and of course the fighting men of the Arena.
The latter trained on small swaths of grass in between the streets, swinging
wooden swords and engaging in various forms of strength training. The massive
Arena loomed behind them.
Thowin yanked Bursus
by the collar to pull him to safety as a horse-drawn cart rumbled by. On the
back of the cart was a cage covered by a tarp. Loud and strange noises could be
heard from underneath - a combination of roaring and croaking. Whatever manner
of beast was in the cage, it was no doubt on its way to the Arena.
Eventually the pair
found an armorer and after some discussions about price, they were fitted for
new armor, plate for Thowin and banded for Bursus.
(The City
Encounter roll for Thowin and Bursus' jaunt came up empty and the only other
roll needed was for the time needed for the armor to be ready. The result
showed it would be ready the following day.)
Imorfin
(For
Imorfin the elf's visit to the Bazaar District, I made use of some random
tables I have yoinked from various blogs to find out what he came across during
his day out. I flesh out the 'finds' below. The City Encounter roll also came
back with a hit…)
The Bazaar was a
maze of narrow streets and alleys connecting larger squares where stalls and
shops of all sorts could be found. Imorfin smiled as he walked along, taking in
all the strange sights and exotic smells.
He stopped to watch
as a robed man created strange, smoky shapes out of thin air, weird colors
swirling about. Onlookers clapped and tossed a few coppers in a hat at his
feet. The man bowed and moved on to new tricks.
Imorfin also saw a
bearded man wearing a strange, purple hat selling frozen water in small wooden
cups. The elf had never seen 'ice' before and he readily paid the gold coin for
a small portion. As he enjoyed the cold treat he watched as islanders, the native
folk of the many smaller islands that made up the Southern Isles, tried to sell
all manner of exotic fruits and vegetables to passersby. He also kept a sharp
eye out for pickpockets, urchins, and other denizens of the Bazaar who were up
to no good.
Art by jbcasacop |
The rest of the day
was uneventful, but once he returned to the Bone House, he did pick up one
piece of information over ale in the Common Room…
Here is the process I used to determine Imorfin's
search for leads. First I asked Mythic if he picked up the rumor at the Bazaar,
but despite a high likelihood, the answer came back a big No. So it must have
been at the tavern. Then I made use of the below table which I have written
about before.
Try and discover new leads
Base
chance of success is 25% per day; increases by 25% per day up to max 75%; cost
is d12gp per day in drinks, food, and general schmoozing. If successful, roll
on d00 table below:
1-30:
Regarding known adventure locale (determine randomly)
31-60:
Regarding unknown adventure locale (create one!)
61-80:
Make a connection (see subtable)
81-00:
Potential patron looking to hire party (create a lead using TOAD)
So Imorfin ended up spending 18 gold (over two days)
and the roll on the above subtable (28) meant the info was about Stonehell. I
then made the below ad hoc tables to figure out exactly what he learned:
Is the lead about Level 1 (60%), Level 2 (30%), or
Level 3 (10%)? 69, so the second level.
I then looked over Level 2 and came up with the three
possibilities:
1 - Treasure can be found at the bottom of a well…
2 - Lizardmen infest the level beneath the Quiet
Halls
3 - An elevator room with access to the depths of
Stonehell can be found on the second level where the lizard folk live
I roll a 3, so Imorfin learns of the elevator room
and its general location.
To be continued with the rest of the party's actions…
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