Wednesday, April 15, 2009

Barrow of the Forgotten King - GM Turn Post 11

After paying each of you, Ian Turbrand speaks, “I’ll pay you each an additional five times the 50 to go into the mausoleum and catch or destroy whoever or whatever defiled the place. That’s a total of 300 gold pieces each for the deed.”

Do you accept the offer?

The skeletons each carried a shortbow and 10 arrows. There are also 4 magic +1 flaming arrows. The short bows can be sold for 45 GP while in town. The arrows, magic and mundane, will be added to the party treasure inventory.

Is there any other business while you are in town?

By this point the Mage Armor spells have expired. It is around dinner time and it will grow dark within a few hours.

8 comments:

  1. Torvald has always intended to return to the mausoleum. He almost tells Ian to keep the money but then he looks at his companions and decides to keep quiet. However, he pulls Ian aside and tells him that he agrees to return to the mausoleum but for half now and half when he returns. Should Ian agree, Torvald gives his 150 advance to Tyra. With his 50gp he will purchase 100' of strong rope, iron rations and a water skin. If the party does not mind, he would like one of the ever burning torches. (These are not truly on fire right Keith? Assuming that is the case he has the local tinsmith cut him a cover for the torch something like a can that can be slid over the torch.) When he has his gear he waits for the rest of the party.

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  2. The everburning torches have Continual Flame cast upon them. These belong to the townsfolk and are part of the mausoleum. The party decided not to take them. You could likely borrow one but they are currently still in the tomb.

    Ian and the townsfolk will take care of Tyra. He will not pay until the task is completed.

    You have no problems buying the equipment that you have listed. Please deduct the cost from your total. You could purchase a lantern if that is what you are looking for.

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  3. Clint pockets his gold and agrees to return with the rest of the party for the additional reward... Assuming that the party plans to rest for the night here in town, Clint quietly slips away and searches for some local informants to chat with. Looking for anyone who has seen or heard of other strangeness in or around the graveyard. I would also like to see about getting some vials of Holy Water to take with me... are there some available, and at what cost?

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  4. Banjo will ask Ian (or the village crackpot, if it looks like he has clues) about the mausoleum. Is there some ancestral artefact in there that a group of humanoids would want?
    How big is the place?
    Do we need a map?

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  5. Please supply a set of die rolls to go with your actions. I will add the appropriate skill (Knowledge, Pereception, Diplomacy, etc.) to determine the results. I can answer questions based on the results of these skill checks.

    Does the group plan to head right back to the mausoleum or do they plan to stay in town for the night?

    Are you selling the shortbows and splitting the proceeds? I someone going to carry the magic arrows?

    Please run your shopping list past me if you are buying stuff. Assume that every character had 27 GP to start the game. You can add 50 GP for the payment from Ian and the split from the shortbows (7 GP, 5 SP) assuming they are sold.

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  6. Matt,

    Holy water will cost 25 GP each. You can afford as much three vials based on the money assuptions from my post above. How many are you looking to buy?

    You find that the only cleric in town is a human named Hergon Hilltopple. He is a cleric of Pharasma, goddess of fate, death, prophecy and birth. Apparently he is the only cleric living in town since the cleric of Sarenrae, goddess of the sun, redemption, honesty and healing, passed away and her acolyte moved to a larger congregation. He is usually shunned by the towns folk but they will go to him in times of need for assistance.

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  7. Die rolls for cluegathering: 19, 12, 16, 17, 19, 7, 8, 19, 6, 11

    We give all the magic arrows to Clint.

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  8. Thurstan Howl - responce to GM turn post #11

    Talk to townsfolk – i agree also to go back. before
    we breakup the meeting with the townsfolk, i lead
    us all in prayer, while doing so i work a "blat"
    into it, and heal all present for 4 hit points.
    and hope for a sence of general well-being.

    praise Godzil-er-um, GOZREH.

    i assume they want us to head back now, i'm fine
    with that, i pocket the 50 gold, and am ready.
    [actually i set aside 20% for the workings of
    Gozheh, and pocket 40]

    but in the event they allow us to return in the
    morning, and only then, i will gather all the
    still wounded people, and 'blat' again for 3.
    before calling it a night.

    i'm also fine with selling the bows.


    action - 'blat', and possibly 'blat' again,see above

    Move 1 - NA

    Initiative roll[+1] - NA

    Attack roll [+6] - NA

    Damage roll [d8+5] - NA

    Special Damage – 4 HP blat [maybe 3 more later]

    Rolls for saving throws/skill checks-5,2,14,3,10
    -------------------------------------------------
    T.H.Wolf

    action - observe & protect

    Rolls for saving throws/skill checks-2,10,18,13,8

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