Thursday, February 3, 2011

The Sinister Spire - GM Turn Post 10

Beyond the crater opens a wide Underdark vista lit by pale light shining through enormous columns that march into the misted distance. The benighted waters of a sunless sea meet a pebble-stewn shore a half-mile or so away. Across the dark water , a city glimmers around the base of the nearest column.

A cobbled road, which emerges from an opening in the dimly glowing cavern wall about a quarter-mile to the left, passes within 10 feet of the crater and continues on the right. It finally connects to a narrow but elongated stone formation that spans the shadowy sea, reaching more than a mile to the city.

Just across the road from the crater, a strange covered wagon sits. A broad and dusky dwarf, bald but with a white beard, stands in front of it, smiling. He wears a thick leather coat and gloves that have gold piping. Two large gray lizards stand idly nearby.

The grinning dwarf calls out in a deep baritone in perfect Common, “Node travelers, and unless I miss my mark, surfacers too! I am Bruthwol Coalhauler, a humble merchant! Perhaps you would like to see my wares?”

What do you do next? If your actions do not involve combat, we can resolve the turn though responses to this post.

Please submit your turn instructions using the Player Action Response - Turn Post Template.

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Conditions:

None

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Party Health:

Thurstan 62/62, Mr. Wolfe 43/43, Banjo 52/52, Clint 57/57, Dargoth 72/72,
Kirlic 69/69, Turok 67/67, N'Kima 63/63

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Map Key:

See "Map of the Great Grotto" in the PBB References section on the right.

The party came from E2 and is now at G1.
E1 is the chimney.
E2 is the earth node floor.
E3 is the cockroach warrens.
G1 is the earth node crater.
G2 is the road.

36 comments:

  1. "Why hello Bruthwol! Name's Banjo. Damn glad to meetcha. What sort of wares have you got there, and what can you tell us about yon city?"

    18, 10, 3, 9, 17, 9, 1, 3

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  2. "You have questions? I can try to answer them. An informed customer is a repeat customer!"

    The rear of his wagon holds his trade goods. He has just about one of anything priced under 10 GP under the Goods and Services section excluding animals, animal gear, lodging, transport, spellcasting and services. Some items, common and/or useful, he may have multiples.

    "This vault is the Great Grotto. Once a major center of trade, it has been relegated to a backwater by disease and war. Brigands, ne'er-do-wells, and refugees from this or that Underdark power inhabit the fallen drow city of Pedestal. See it surrounding the first column beyound the Sullen Sea? Of course, even lowlifes need trade to sustain them. Thus, I also call Pedestal my home."

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  3. Thurstan pipes up,"A-ha, might you have lamp oil my good Dwarf, i seem to have used a bit of mine up.'
    'Hey everyone, he has lamp oil, H-I-N-T, oh cockroach-spit, did i say that out load."

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  4. "Yes, good sir, I have a fair amount of lamp oil for sale. How much can I interest you in purchasing?"

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  5. "Ow!"

    Rubbing the bruise on his ribs from Thurstan's elbow, Banjo buys 5 flasks of oil.

    "So, Pedestal... lots of Drow, goblins, other unsavory types? It's a watch-your-back kinda place? Any notables we should avoid or seek out?"

    Has he seen a medusa/mysterious hooded woman/archer pass by?
    Has he heard of the Vanguard of Sertrous?
    Has he heard of the forgotten king or even Kingsholm?

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  6. Greeting Friend.

    What are you two (2) little friends names?

    My sly questions are how many different nodes does this node connect with? If that is the right question.

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  7. "Thank you, my friend."

    "Pedestal is populated by many kinds. Drow, duergar, derro, grimlocks, kuo-toas and wererats are the most common. Pedestal has no central power. Several groups claim sovereignty, but during bad weeks, the city is little better than a war zone. Good weeks are meerly lawless. Anarchy rose in the collapse of the drow hierarchy. A terrible plague ten years ago wiped nearly all of 'em out."

    "The three top power groups are the Inheritors, House Dusklorn, and the guild. I mean the Assisns' Guild, of course. The assassins are making a play for complete control by trying to ally with House Dusklorn, but the Inheritors oppose them. Who knows what the Inheritors want - they say a Pedestal free of drow and assassin control. Doesn't sound too bad to me."

    "You're looking for someone? Well, I have been camped here for a few days. Not too long ago, a cloaked figure, a female humanoid by shape, though I couldn't discern much else, emerged from this very node. Perhaps she is your quarry? That person ignored my greetingss and stalked off down toward the Oceanbridge."

    "If you want to locate someone, talk with Es Sarch. You can find him in the Dripstone Inn on the Street of Five Hanged, directly north three blocks from Pedestal's southern gate. He know everything about the city, but he's sure to want something in return for his help."

    "Vanguard of Sertrous? Forgotten King? Kingsholm? I am sorry, I have never heard or these things."

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  8. I wonder if he knows what these coins from the drow corpses are, and whether they carry any value to him? Shall we ask, or should we keep our corpse loot a secret for now?

    "What is your anti-toxin stock looking like today sir?" Kirlic looked at the shoddy wagon and its wares. He doubted this dwarf would have something that expensive. It figured the merchant at the door to spider-worship city would not carry anything for venomous bites.

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  9. "They are Meathead and Special. They came with the names but they have lived up to them. Not the smartest of creatures but they do their job as efficiently as I could ask."

    "I am not versed in node travel myself. I just know that folks travel this way and it seems to be a good place to try to earn a few coins."

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  10. You figure the coins to be local currency but they are the right size and weight to have a GP value each.

    "I'm afraid that you would have to seek antitoxin in town. The price is too high for me to stock on a regular basis.”

    The wagon appears to be of a sound and clever construction. It appears to be made to float.

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  11. ooc- (I get that his setup might be more impressive than I described it. Kirlic is just venting his displeasure at visiting Drow-town. Him and his former dwarven companions were none too fond of their kind)

    "Very well, I'll keep an eye out for it. By the way, are surface dwellers well received in town? Or are they conned and mugged in a more severe fashion than the rest of the general population?"

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  12. thurstan re-stocks his oil supply, and looks for anything unusual in the Dwarfs wares. anything new or local specific.

    and asks "Are there more of these nodes about?, and can he recommend an inn in town. "

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  13. I assume House Dusklorn is what's left of the Drow ruling class.

    "Who or what are the Inheritors?"

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  14. "Say... whats on that island out there?" Clint asks.

    OOC: Do any of these names mean anything to Clint, particularly the assassins guild?

    To the party: "Sounds like we are going to be heading off to town whether we like it or not..." Very curious to hear how the surface folks are received.

    Rolls:
    [7] [6] [1] [9] [6]

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  15. "Surfacers are not common but not unheard of in the Underdark. You should not expect special treatment either for good or ill."

    "This is the only node close to Pedestal. My trade route passes by this node and the yonder tunnel to the west. You never know who might use the node to travel quickly through the Underdark."

    "House Dusklorn is a newly formed noble house established by low-caste plague survivors that did not leave the city and those brave enough to return in the aftermath."

    Clint will need to get into town before gathering any specific information on the Assassins' Guild.

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  16. Are you done talking/shopping with the merchant?

    If so, what do you do next?

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  17. You never answered my question about the Inheritors

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  18. I typed it. Apparently the Internet gnomes ate it. Here is is again:

    "The Inheritors are a gang of derro, grimlocks and kuo-toas that want to take over the city and drive out the drow."

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  19. On behalf of Hans:

    Turok will prepare said spell. He will also buy 10 flasks of oil and 10 tindertwigs to use to start them.

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  20. Here is the info that I currently have related to the Node Door spell:

    Node Door

    School: Conjuration - Teleportation

    Allows teleportation between any known nodes.

    Details
    Level: Drd 3, Sor/Wiz 3
    Required Components : Verbal
    Effect Type : Target
    Effect : You and touched objects or other touched willing creatures.
    Range : See text
    Duration : Instantaneous
    Cast Time : 1 standard action
    Saving Throw : None and Will negates (object)
    Resistance : No and Yes(object)

    I will see if I have the full text in a printed book.

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  21. Um... it's a 3rd level spell? No Node-hopping for Banjo then.

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  22. In the previous description it was listed as 2nd level.

    (comment 4 under GM turn post 5)
    http://pbbpathfindergame.blogspot.com/2011/01/sinister-spire-gm-turn-post-5.html

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  23. The attuning to the node allows you to use a 2nd level spell slot. That requires 8 hours of contact. Taking the spell allows you to have it at the ready and would allow you to travel to any known node without having to wait 8 hours. (You only know of two so far so that may not currently be a big advantage.)

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  24. I see.

    Kirlic is finished with the vendor, and is looking forward to travelling down Not-a-Trap Bridge to EvilElf city. The idea of helping to overthrow the Drow brightens his day a bit though, and he starts to smile and whistle a Dwarven marching song.

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  25. THURSTAN is done with the vendor also, and ready to go to town.

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  26. Last call. Any more questions?

    Assuming no, what is your plan now? Head down the road toward town? I need direction to proceed with the next turn post.

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  27. "Mr.Wolfe and I head on down the road towards town, trying to thing mean and nasty thoughts, so as to fit in as surly townsfolk we're s'pecting ta meet."
    Thurstan looks back after a couple minutes to see if he's being followed by the group, then thinks twice about it.."They might still be a'talking 'bout their feelings or somethin'."

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  28. Banjo starts off towards town, wondering who pissed in Thurstan's trail rations. N'Kima, I bet.

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  29. Dammit, we forgot to ask him about the island. Does the dwarven font of information have any flavor text about that?

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  30. "That is Rikaryon's Isle. It is little more than a floating mass of fungus. No one lives there."

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  31. "Have you a boat or raft?"

    Turok would like to pick one up either here or in town. It would be good to have one in the event we wanted to get down and get fungi.

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  32. Bruthwol does not have either. "I do not trade in that sort of commodity. You may be able to make those kinds of arrangements in town."

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  33. "Hm. For living underground as much as they do, dwarves never seem to get fungi. Maybe theyre afraid of shriekers, and their fungi music."

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  34. how far down the road towards town are mr Wolfe and I?

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  35. I'm with Thurstan, I assumed we were going down Not-a-Trap bridge to town.

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  36. Clint is also on his way to town, having heard nothing more could be gleaned here... but you can't see him because he's clinging to the underside of the bridge, walking beneath you upside down..... ;)

    (I'm going to town, too... wheee!)

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