Showing posts with label Cosmo. Show all posts
Showing posts with label Cosmo. Show all posts

Sunday, April 7, 2013

Friday 13 July – Saturday 14 July 1280 (A busy day)

(OOC: I've "rewound" a bit to allow for the purchasing of items and for Gaven's conversation with Cosmo, so we start back in Cosmo's shop before you head back to the Tankard where you'll bump into Filbert)

Oloc wanders around Cosmo's place with huge eyes and an open mouth, eyeing all of the magical wares. Ultimately he ends on three items that he offers to buy: Ring of Spell Storing, the Returning Throwing Dagger, and the Potion of Cure Light Wounds.

Duran purchases one of Ruger's Perfect Arrows and one Losenge of Healing.

Gaven too looks over Cosmo's wares. Spotting Borland's Shield, the cleric says:  "This is a fine shield, I will take it."* Gaven also inquires: "When we spoke with Captain Belloc, he mentioned that Maggie the Moon Witch has been seen again. What do you know of her?"

Cosmo replies: "Mostly rumors. I've never met her. Some say she's a werewolf. Others say she's a witch. Many say she's both. I've never met her, so I can only speculate. But the latter assumption – that she is both werewolf and witch – is certainly a possibility. After all, any mage bitten by a werewolf can be transformed into one, and there is no reason to think that he or she would necessarily lose the ability to perform magic."

Cosmo then adds: "The last time you came in, I recall, you asked me about werewolves. So I divine your question may be connected to that ribbon I identified for you. If that ribbon was a gift, it may indeed be that Maggie is both a werewolf and a witch, and one who has managed to assert her human side over her wolfish aspect. Those with the strongest wills can. If she has seen fit to lend you aid for some reason – as a gift would suggest – she could be a powerful ally. Or a dangerous foe if crossed. It may also mean there is something she wants from you as well."

He lowers his voice, and looks around, as if even the walls in his secret back room might have ears.

"This may not mean anything," Cosmo whispers, "but I have sensed a tension in the night. It is difficult to explain, but it feels as if two primordial noctornal forces were about to clash. I have no idea what those forces might be, or if they're anything other than figments of an old mage's imagination. But if my senses aren't simply fooling me, a powerful lycanthrope – or a group of them – would certainly be a force to cause such an impression on my mind."

Then he shrugs. "Of course I cannot substantiate that feeling. And what do I know?" He smiles. "I've been sedentary too long, spent too many years avoiding adventures. So my senses may not be as sharp as they once were."

Finally you conclude your business for the evening with Cosmo, who sends you off with a cheerful farewell. "I assume you'll be in Fairbrook for a while refitting. If you have any more questions to ask me while you're here, feel free to stop by again," he adds as he sees you out the door to his shop.

*****

As darkness begins to fall, you return to the Red Tankard. When you enter the inn, the place seems a bit more crowded as travelers have arrived to spend the night, and the local townsfolk drink and talk. You barely get inside the door before you see a familiar face – it's Filbert.

The halfling jumps up and waves to you from across the room. "Hallo! Sadie and Sal told me you were back in town. Earlier than I expected too!"

Seeing Filbert's enthusiastic greeting, Oloc suggests quietly to the rest of you: "Blackwell Keep, anyone?"

Gaven smiles at the halfling, "Well met Filbert. I am glad to see you waited for us. Have you gathered any men?"

"No, no," Filbert says. "I've been waiting on you." He whispers to the group quite confidentially: After giving it some thought – and admittedly watching the fairly slim pickings around here in your absence – I've come to realize I should put my trust in you alone. I don't expect anyone would be more likely to help me get my wares back than you gents. And anyone else is just as likely to stab me in the back once I do recover my merchandise."

Greeting Filbert, Duran says, "Glad to see you did not set off without us. When were you planning to leave?

"Ah that," Filber replies. "I've passed my time well this past day. I went to the blacksmith who says he can have a fine new halfling-sized suit of armor done up for me in a week. So I wouldn't be ready to go before then. With that and..." he flings his cloak aside, "...this little beauty, I should be able to take what those bandits owe me right out of their hides if I can't actually retrieve my gems." Hanging from his belt is a finely made short sword.

The halfling has a determined look on his face. "I must admit, I was being a bit hasty wanting to run off half-cocked earlier. But Hazel, well, she's the voice of reason. Made me calm down, take a hard, realistic look at my situation, and convinced me that careful preparation and precautions were more important than fast action."

Gaven asks: "Have you heard any more rumors on the Grey Foxes?"

"Nothing in particular," Filbert says, "though I've been trying to keep my ears open. Just general rumors that there has been some activity up on the road past Blackwell. It's always been said that a man was safe walking the road past Blackwell as long as he did it in daylight. Apparently that's not entirely true any more. So I'm guessing they're up there alright, since I don't seem to be the only one they've robbed."

Duran says: "We may need some time to rest and refit. Our friend Varros here had a rough go these past few days."

Filbert eyes poor Varros, who still looks a little the worse for wear. "Say no more. I reckoned you fellows would have your own business to attend to after your excursion to the south. So why don't you take a day or two to take care of your business, and then we can talk sometime in the next few days about how to proceed."

With that the halfling bids you good evening, leaving you to ponder your options.

*****

No sooner has Filbert left you than Karnak flies through the window to perch on Varros' shoulder. Sadie raises an eyebrow and opens her mouth to comment on the presence of what she must consider just some filthy animal. But seeing how much the weakened Varros perks up at Karnak's arrival, her expression softens, and she goes about her business, turning a blind eye to the presence of a raven in her common room.

*****

After you breakfast the next morning, Oloc locks himself in his room and begins copying out the spell from the scroll you picked up from the bandits. It will take him all day, and the rest of you realize you won't see him again until suppertime.

The hirelings, who have received quite a decent bonus, are pleased and go about the town on their own for a few hours to enjoy their new wealth.

Gaven prays for the healing of Varros' wounds, and the fighter rapidly feels better (OOC: Varros is back at full hp at the end of the day, so he can train if he wishes).

Gaven visits the temple to aid as he can and to pray for guidance on the group's next mission. He asks after Abbot Cuthbert, but is informed simply and politely that the abbot is "away on business near Ham's Fork." One brother says he believes that the abbot went to visit brother Abraham, but beyond that Gaven gets no further details out of anyone.

Gaven then visits with Elsie Miggins, Bob Barley and Dagwood.

Elsie welcomes him, and seems genuinely pleased to see the cleric. But she smiles sadly and distantly as they converse.

Bob Barley appears to be doing far better than Elsie, despite the recent loss of his son. They chat about this and that – mostly about Bob's memories of Bill – though Bob does seem eager to express his gratitude for the concern shown for his son by way of discounted prices should Gaven and his companions need mounts or beasts of burden.

Dagwood expresses thanks on the part of the Mayor for the Free Company's actions in stomping out the Red Serpent bandits. He also confirms Filbert's statement about Grey Fox bandit activity in the vicinity of Blackwell keep. Dagwood's theory is that with their competition out of the way, the Grey Fox bandits may be getting bolder, intent on expanding their nefarious activities.

Meanwhile Duran spends the day tracking down Sergeant Ragnar, and talks to him about training times and cost, and making plans to begin training the following day.

Varros, feeling better after Gaven's pious ministrations, spends most of the day convalescing, but by evening he feels in full form, and is up and about as if he had never been injured at all.

*****

Evening comes again with your respective activities for the day completed, you find yourselves seated once more around your usual table in the Red Tankard. Amid the buzz of others' conversations, you discuss your next job.**

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OOC: Actions?

*I took the liberty of just assuming that you had the cash with you. I think from now on, whenever you want to buy anything in Fairbrook (which is, at least for the time being, your home base), that I will just handwave the details of actually going to the bank and depositing/withdrawing moneys. Whenever you need the gold to buy something there, I'll just assume you snagged it before heading to the merchant's shop.

**The developing consensus seems to be heading up to Blackwell after the bandits with Filbert. Let me know if I'm wrong in this.

Also, let me know if there are other people you want to talk to before heading out to Blackwell (or elsewhere). Feel free to buy any remaining equipment.

Dienekes: if you decide to have Varros train with Ragnar, too, let me know.

There was discussion before about mules/horses/etc. If you decide to buy one or more, we'll say that Bob Barley is willing to sell you horse(s), mule(s), saddle(s), saddlebag(s) all for 5 gp below book cost each (prices are on p. 21). Was the mule a done deal? The horses seemed in question.

If you want to hire someone to handle the animal(s) (i.e. to stand watch over it outside Blackwell) we'll say that you can find someone (equivalent in cost to a porter). If you wanted to hire someone to actually guard the animal(s), that would just be a merc.

Lastly, if I overlooked anything anyone mentioned in the comments from the last post, let me know, and I'll work it into the next post. I think I got it all, but you never know.

Wednesday, April 3, 2013

Friday 13 July 1280, All Day (Good Housekeeping)

Duran listens as the others ask questions, suddenly feeling exhausted.

Gaven, whose curiosity outweighs his fatigue, asks Belloc: "any news on the Grey Fox bandits?"

"Not much," replies the captain. In fact, most of what I know comes from you. There have been some robberies on the road near Blackwell, but otherwise nothing you haven't already told me yourselves. The appearance of the 'grey men' that Alanna sent to do you in makes me wonder if she has joined up with them. Odd, since one of my own detachments reported seeing her heading southwest..."

The captain trails off as if thinking.

Gaven then asks: "What of the giant south of here we sent word on?"

"Ah, him," says the captain. "I've dispatched a diplomatic mission on that front. We've had the odd giant in the vicinity before. They're not all bad, some of them are fairly decent creatures. They come in, build a small cabin pasture some giant sheep for a season or two then move on. That type you can talk to and usually come to an understanding with them – making sure they keep off the roads and somewhat out of sight so as not to frighten travelers and merchants. The other type...well, let's just say I hope this one isn't the other type. In a day or two we should know which kind this fellow is."

"Do you know if the halfling merchant Filbert is still in town?" asks Gaven. "Filbert...Filbert..." says Belloc. "Was he that little fellow with the banged up head back at the Northstar Inn last week? Had a run-in with some grey men too, didn't he? To be honest, I'm not too sure. I haven't much thought of him with all the post-battle refitting and the new situations with the giant and Alanna."

Gaven asks one last question: "Any other rumors or concerns of note?"

The captain says: "Just that Maggie the Moon Witch was spotted again up near the Northstar again, though no trouble came of it. And there was the usual report of wolf – or werewolf – howls down Blackleaf way. With the full moon out right now, I'd say you were fortunate not to run into any yourselves."

The captain reads the fatigue on the faces of the party members. "You men look like you need a rest now. Go on back to the Red Tankard. If that giant turns out to be the wrong sort, and you're not engaged in any other work, you'd certainly be welcome to help us deal with him."

Oloc thanks the Captain for his generosity, and suggests that the party get a table at the inn to divide up the treasure and discuss their next course of action. He wants to see about getting a room, then take a bath, eat, and the hit the sack.

Duran, too, wants only to go to the Tavern, divide up the loot and get a meal, drink, bath and a bed. 

*****

With that you leave Belloc's office most of the party head to the Red Tankard, Gaven goes first to the Temple to pray then joins the rest of you at the inn.

Sadie and Sal greet you warmly. Sal starts making you a good hot meal while Sadie runs upstairs to get some rooms ready. The inn itself is rather quiet this morning – all the travelers have resumed their journeys, and the locals tend to show up only at meal times.

Shortly Sadie comes back down and tells you baths are prepared and your rooms are ready. Since Sal's food isn't quite ready, you go upstairs and clean yourselves off, before returning to the common room for your meal. After that, barely able to keep your eyes open, you head up to your rooms to get some sleep.

After a few hours, the noise of the lunch crowd wakes you and you take another meal in the common room, before heading out to sell off the mundane items and valuables you picked up in your foray against the bandits. All told, you manage to pull in 1824 g.p, 5 s.p. for those items. Along with the coins you picked up from the bandits, your total monetary haul comes to 2629 g.p., 7 s.p.

By the time you sell everything off, it's the dinner hour, and you head back to the Tankard to take another meal and divide up your coin, each of you taking a share of 657 g.p., 4 s.p., 3 c.p.

You still have some potentially magical items to deal with. Gaven asks to take possession of the vial of pale green liquid, and he and Oloc both look at the scroll you picked up. Gaven finds the words unreadable, but Oloc can decipher it with little difficulty – the scroll contains an arcane variant of a "Protection from Chaos" spell.

*****

With a few hours of daylight left, you decide, at Gaven's suggestion, to go to Cosmo's to identify the potion, and just to look around at any new items the old mage may have in stock.

On the way there, you pass by the temple once more and Gaven steps in to make a donation. Pleased with Gaven's substantial donation, the brothers reward Gaven with an amulet. "This amulet," a brother tells him, "is called the Medallion of the Righteous. It will grant you protection against the dead who have returned to the living (OOC: +1 to AC vs. undead)."

Leaving the temple, you continue on your way to Cosmo's.

*****

Cosmo seems genuinely pleased to see you, and as you walk down the long dimensionally transendental corridor to his back room, you have plenty of time to relate your tale, which is punctuated frequently by Cosmo's "oohs" and "ahhhs" that make you think he misses adventuring now that he seems too old for it himself.

Once in the back room, Gaven hands the vial of green liquid to Cosmo.  Cosmo looks at it, swishes it around, peers at it with candle-light behind it, gives it a sniff, then smiles.

"Ha!" he says. "I know what this is!" He sticks the tip of his finger into the liquid and licks it off. "Sure as the sunrise!" he exclaims. "I made this one myself. Distillate of Bezoar, is what you've got there my young cleric. That will cure any poison known to man, as long as the victim drinks it before the poison manages to kill him."

Then he frowns. "You picked that up from the bandits you say? Hmph! I've never sold to any bandits. Harlon and a few other screen my customers carefully for me, as you well know. The rotten no-goods must have stolen it from one of my legitimate customers."

He thinks a moment and then adds. "Tell you what. I'm so glad you took that away from those ruffians, I'll let you have the identification for free – I'd hate to think anything I made or sold fell into the wrong hands!"

Cosmo then glances at the rest of the party members milling around the back room. "See anything you like lads?"

Looking over the shelves, you see that the stock has changed considerably since the last time you were here. You note the following items that could be useful for individuals in your line of work:

Potion of Invulnerability.....250 gp (OOC: +2 to saves; -2 to enemy's attack roll)
Potion of Fire Resistance.....250 gp (OOC: +2 to saves vs. fire; if no save allowed, half damage from fire)
Potion of Cure Light Wounds...200 gp (OOC: cures 1d6+1 hp)
Returning Throwing Dagger....150 gp (OOC: no bonus, but returns to throwers hand after each shot; ROF = 1)
Borland's Shield.....500 g.p. (OOC: Shield +1 to AC)
Hagar's Short Sword....500 g.p. (OOC: Short Sword +1 to hit/damage)
Rope of Climbing....1000 g.p. (OOC: leaps upward, ties and unties on command)
Ruger's Perfect Arrow.....250 g.p. each (OOC: only one use each; automatically hits the target and does double max damage; Cosmo has four in his stock)
Apprentice's Ring of Spell Storing.....300 g.p. (OOC: grants M-U one additional spell slot per day) Losenges of Healing (Wild Cherry).....50 g.p. each (OOC: heals 1 hp; Cosmo has four of these)

After looking around and deciding what you do or don't want, you conclude your business for the evening with Cosmo, who sends you off with a cheerful farewell.

*****

As darkness begins to fall, you return to the Red Tankard. When you enter the inn, the place seems a bit more crowded as travelers have arrived to spend the night, and the local townsfolk drink and talk. You barely get inside the door before you see a familiar face – it's Filbert.

The halfling jumps up and waves to you from across the room. "Hallo! Sadie and Sal told me you were back in town. Earlier than I expected too!"

Seeing Filbert's enthusiastic greeting, Oloc suggests quietly to the rest of you: "Blackwell Keep, anyone?"

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OOC: Actions? If you wished to buy anything from Cosmo, just let me know and we'll say you bought it while you were there. Simply tell me, subtract the g.p. and add it to your sheet.

Depending on whether or not you use magical healing to bring Varros back up to full hp, you may need to spend time in town to heal him up; Oloc may or may not want to spend some time copying the new scroll; Varros and Duran may want to spend time training, etc. Just let me now what you want to do. 

Note that for healing, any "light" activity like running errands, buying gear, etc. is considered "rest," allowing healing to take place. More rigorous activities (like martial training) do not count as rest and no healing takes place on a day when such activity occurs. So Varros (and anyone else who was down any hp) just healed 1 h.p. today.

Recovery of h.p. is at a rate of 1 per day of rest, unless magic is used.

If you want to buy specific pieces of equipment, just say so, subtract the g.p. and it's yours. Anything in the rulebook is available at price in town.

If you want to talk to Cosmo again, or the Abbot, the Mayor, Belloc, just let me know who you want to speak with and about what. Remember too, that you did hear tell of a Sage named Bede (see NPC page) who might know things that might relate to activities you wish to undertake (though you'd have to travel out to see him). 

Finally, here is the rundown on the new items you acquired/identified in this post:

"Protection from Chaos" Scroll (Magic-User version; chaotic creatures attacking M-U get -1 to hit, and M-U gets +1 to saves)

"Medallion of the Righteous" (given to Gaven for contribution to church; provides +1 bonus to AC vs. undead)

"Distillate of Bezoar" (pale green liquid Gaven had ID'd by Cosmo; cures any poison if taken quickly before death occurs)

Make sure you've made notes of these things on your sheet (along with whatever advantage they give you).

Friday, August 3, 2012

Friday 6 July - Monday 9 July 1280 (Resting and Refitting)


A PRIVATE CONVERSATION*

Once your business in Cosmo's back room is complete, the old man leads you back down the excessively long hallway to front room of his antique shop.

Oloc thanks Cosmo for allowing the group to examine his 'back room' and the magical treasures therein. "I definitely plan on returning in the future," he adds with a smile.

"You will always be most welcome," says Cosmo. "Do come back any time."

As the rest of the group files out of the shop, Gaven hangs back briefly to have a few more private words with Cosmo.

Gaven holds up the ribbon and says, "Whenever I hold this ribbon, I feel ...warmth... but when others hold it or even look at it, they feel repulsed. Why would that happen?"

Cosmo nods and says: "Yes, I noticed a midly unpleasant feeling when I picked it up – mild in my case because of my experience which causes magical items have comparatively little effect on me. Such an effect could have numerous causes. It is possible that the item was crafted specifically for you, and no one else. Or, it could be that the item was destined for anyone with some specific quality, and you just happen to have that quality, whatever it is. Alternatively, there are also magical items with some level of intelligence, for lack of a better word, that actively seek out their owners in such a manner. Which of these is the case, I cannot say."

Gaven then asks, "What do you know of Blackwell Keep and have you heard of Dagmar?"

Cosmo suddenly looks nostalgic. "Dagmar...now that is a name I've not heard in many years. What a wonderful woman she was – strong, committed. She asked me to go with her into Blackwell, you know. She wanted me as a guide. In my youth I made one or two trips in there myself – only into the upper levels though. Things have undoubtedly changed since then. When I went in, it was all spiders and other giant vermin. Now I hear that the place is overrun by kobolds and morlocks."

"Dagmar..." he says again. "I have often wondered these many years what fate befell her. When she came to me to serve as a guide, I had to decline as I had business elsewhere. Perhaps if I had gone with her she might not have disappeared. Or perhaps I would have been lost as well. At any rate, there is no changing such things. The dead are dead, and what has passed is done, as a mighty warrior friend of mine used to say."

Finally, Gaven asks: "What do you know of the bandit problem? Has anyone tried to fence stolen goods?"

Cosmo raises an eyebrow. "I can assure you that my goods are acquired legitimately and that my business is entirely above board. I have no knowledge at all of fences or any other personnages of such distasteful ilk. If you want to know about bandits and fences, you'll want to speak to Captain Belloc or perhaps to the mayor's secretary, Dagwood. I only know the rumors that everyone in town knows about the bandit activity to the south. Either of those two could fill you in on the most up-to-date details."

Gaven thanks Cosmo for his help before leaving and catching up to the others.

*****

RESTING AND REFITTING

You spend the next three days resting up and attending to business. As promised Sadie has put the word out and posted placards indicating the employment opportunity you offer. In all it costs you 30 gold to make the necessary postings and inquiries but the expense pays off rapidly. On the very first day you get one laborer, a young dwarf named Bill, and one human mercenary, named Jack. Two days later, you succeed in acquiring the services of a second mercenary, an elven female called Gweneth.**

As this is going on, Oloc spends two days locked in a room at the Tankard copying the spells from his newly purchased scrolls into his spellbook.

Duran and Varros take advantage of the down time to look for a trainer. Shortly after they begin their search, they bump into Sergeant Ragnar, one of Belloc's men, whom they had previously met in the aftermath of the battle with the goblins. In the course of their conversation, they mention to Ragnar that they are looking for a trainer. A grizzled veteran, Ragnar offers his services for a reasonable price, and a deal is struck. "Whenever you're ready to begin your training, come seek me out at the guard barracks."***

*****

TALKING TO BELLOC*

After the first two days have passed, and Oloc comes down from his isolation, you begin to consider your next task. Most seem interested in pursuing the bandits, and of course Filbert is all in favor of that: "I'm ready for some action!" exclaims the halfling. "I've got gems – and my pride – to recover!"

As a first step, down this path, Varros pays a visit to Belloc to inquire after aid in a few men or Karnak. Belloc says: "I'd certainly be glad to send Karnak with you. I'd like to be kept informed of anything you uncover about the bandit activity. Men, however, can be tricky."

"If you are going after the bandits my men in the south are already hunting, you should go to my lieutenant, Alanna. She's directing the operation on the spot down there, and can give you the latest information. She may even be able to spare you a few of her men, depending on circumstances."

"As for the bandits on the Woodfield road that robbed your halflings, I haven't the men to spare at the moment, nor have I anyone in place up there to deal with them right now. Many of my troops were wounded in the battle and are still recovering. Most of those that weren't have been sent out to mop up the goblins that fled."

"If you go north, you'll be on your own – though that's all the more reason for Karnak to go with you. Once you decide for certain what you intend to do, let me know, and I'll assign Karnak to you and give you a letter of introduction to Lieutenant Alanna, if necessary."

*************************

OOC:  Actions?

*Though I post private conversations openly on the blog, (as I've been doing, for example, with Gaven's exchanges with the abbot),  remember no PCs other than those involved in the conversation can act on the info the involved PC shares the info.

So, for example, at the moment, no one other than Gaven as yet knows about Brother Abraham (though there is general knowledge, in the newcomer's guide, about "a cleric of the light" who sets traps for werewolves in Blackleaf forest), the abbot's reaction to the ribbon, Gaven's vision or Dagmar's dream, or Cosmo's trips into the upper levels of Blackwell as a youth. The same applies to Varros' conversation with the captain. (So Dienekes and Professor P should simply mention which items, if any, they share with the group).


**Hireling costs:

30 gp for search costs
12 gp up front wages (5 for each merc, and 2 for the laborer)

42 gp total
42 gp divided 4 ways = 13 gp each (please subtract from your gold; if this was more than anyone bargained for, we can always edit down the number of hirelings).

Also, remember you'll need to purchase rations for the new hirelings before setting out. Let me know how much you want to buy for them. You'll also need to provide an updated marching order.


***Whenever you guys level up, he'll be there. The cost will be whatever you choose to spend for xp conversion.

Thursday, August 2, 2012

Friday 6 July 1280, Evening (Conversing with Cosmo)

Oloc examines all of the treasures in Cosmo's room with great interest. He asks questions about various items and listens intently to Cosmo. Finally he settles on two scrolls (Read Magic and Magic Missile) for purchase.

Duran thanks Cosmo for the information and says "I'll keep the arrows in mind when I have some extra coin." Duran says he may save up for it but now needs to use his money for training.

Varros too is ready to accompany Duran to check into training. Varros thanks Cosmo and asks about the symbols the party found carved into the tree.

Cosmo looks at the symbols and says: "Hmm...simply a pair of runes...G and F. I really couldn't say what they mean. Perhaps G is in love with F. Or perhaps someone with the initials G.F. was marking his property. Who knows?"

Cosmo carefully drops Oloc's money into a small box, closes it, and taps on the lid, muttering something under his breath. The lock on the box glows briefly, then the faint light fades. He places the scrolls into a fitted leather pouch and hands them over to the magic-user.

"The pouch is quite waterproof," he says, "– no extra charge. Is there anything else I can help you gentlemen with?"

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OOC: Other questions for Cosmo?

If you have any other questions for Cosmo, go ahead and ask; if not just put "no questions" or something like that in the comments. Once everyone's done with Cosmo, I'll have you guys head back to the inn, where you can plan your next move.

I'll include in that "return-to-the-inn" post a number of things that you've already indicated you want to do:

-- the training for Duran and Varros (this would take two weeks, if we're looking at the "martial training of the XP rules);
-- picking up your new hirelings (that will take a total of three days)
-- scroll copying for Oloc (I assume? – that will take two days)

All times will be concurrent, so doing all of this will take two weeks of game time (the time of Duran and Varros' training). After all your PCs have been through in 72 hours, they can probably use a two-week rest!

Also begin thinking about where you want to go next. The majority seem to want to wait to tackle the ruins once you hit level 2. But there are threads that can still be tugged on some more, and you can of course also come up with other ideas of your own, just looking at the map (e.g. plan a trip to X just to see what adventure comes up, etc.). Or you can even choose to wait and see if anything pops up while the two weeks of Duran's and Varros' training goes by. I'm always rolling for encounters, so something may simply pop up that way... :)

Tuesday, July 31, 2012

Friday 6 July 1280, Evening (Cosmo's Back Room)

Gaven accepts Cosmo's offer and shows him Maggie's ribbon. Cosmo places the ribbon on the lectern beside the inventory book, and begins mumbling and waving his hand over it.

*****

As Cosmo does this, Gaven's thoughts go back to his conversation with the abbot, and things the abbot said when the cleric spoke of Filbert and Hazel, the bandits, Blackwell, and his vision.

After expressing his sympathy over the halflings' misfortunes, the abbot said that such sad tidings are all too common on the highways these days, despite the best efforts of Belloc's men. While this was the first he'd heard of bandits to the north, he was not surprised – as the bandit trouble to the south is already well known.

Cuthbert was somewhat surprised to learn of Gaven's vision. He briefly led Gaven into a small chamber off the main chapel of the temple and showed Gaven a painting on the wall. Amazingly, although Gaven had never seen the painting before, the image on the canvas matched the scene from his meditation exactly. The abbot explained to Gaven that the painting was entitled "Dagmar's Dream."

According to the abbot, Dagmar was a cleric of the militant branch of the faith, much like Gaven himself. Some fifty years ago, Dagmar had had a dream, in which she claimed to have seen the very image that had come to Gaven. She decided that it was her calling in life to reconquer the ancient keep from the shadow which enveloped it. She gathered and armed a small band of fellow clerics, and led them into the keep. But she was never seen again, and the local church  has since considered her a revered martyr.

"Ah," Cuthbert had said. "If only the Light could be brought back into that place of darkness."

*****

"Well," says Cosmo, interrupting Gaven's reflections. Looking up, Gaven immediately notices that the ribbon is glowing faintly under Cosmo's hand. Your ribbon is indeed magical, and has been infused with the power of the full moon." He quickly puts his hand up as he sees the beginnings of a thought forming in the cleric's mind. "Not to worry my faithful soldier of the Light! The magic of the moon with which it is infused is not evil. It is the magic of nature, and as such, it is neither good nor evil. The magic of nature simply is."  He squints at a line in his ledger. "According to my notes, this moon ribbon will enhance the power of any weapon by attaching it to the haft or pommel – and due to its infusion of pure moonlight, it is particularly effective against were-creatures."*

*****

Duran wanders around the room looking at the various wares. Nothing grabs his interest as he has never been particularly interested of anything of the magical nature. Although he does take notice of the Lesser Magic Arrow and asks Cosmo about it.

"Those," says Cosmo, will increase your accuracy and the damage done, relative to a normal arrow. They are also more durable than a normal arrow, and easier to find – they give off a faint glow, so that if they miss their target, they are easier to spot, wherever they may land."**


*************************
OOC: Actions?

Gaven's cost for ID: 60 gp.

* Maggie's Moon Ribbon: Attach to any melee weapon; adds +1 to hit and damage; +2 to hit and damage vs. all were-creatures (does not stack by attaching it to an already magical weapon).

**Lesser Magic Arrows: +1 to hit and damage.

Sunday, July 29, 2012

Friday 6 July 1280, Evening (The Boys are Back in Town)

CONSIDERING THE RUINS

Oloc's eyes widen as he examines the piece of paper from Harlon. "Thank you sir," he says. "I definitely plan on paying him a visit!"

As the party makes their way down to Fairbrook, the young Mage addresses the rest of the group. "Am I the only one excited about exploring the old ruins? Just think what treasures lie therein, waiting for the adventurous to come and take it! And Filbert, I'm sure we will take care of those bandits in the process!"

"I too would like a look at those ruins Oloc. However, Belloc seems to think the danger is quite great. I think maybe a bit more experience would aid us greatly in making an attempt on them." Varros considers for a moment and looks to Stan and Ollie, perhaps you might have some associates who would be interested in employment?" Varros turns back to Oloc, "Gaven suggested hiring some extra help, I feel that with a few men as good as Stan and Ollie and a bit more seasoning we will be ready."

Duran and Gaven seem to agree that the company should gain a bit more experience and some more manpower before tackling a target with such a reputation.

*****

AT THE TEMPLE

As the group approaches the tavern, Gaven says, "I would like to visit Cosmo's, but before I do anything I must visit the temple."

The company waits for him while he takes care of his spiritual obligations.

At the temple, Gaven prays to the Light and gives thanks for the Company's success and health. He also prays for guidance on the bandits and the ruins.

As he does so, his mind clears and he sees the image of a hilltop, in the far distance. The hilltop moves closer in dreamlike fashion, as if Gaven is being carried toward it. Ever closer, he can soon recognize the ruins of the keep that Belloc pointed out. But instead of the dirty, gray, mildewed stone he saw on the march, Gaven sees in his mind's eye stone that appears white and pristine, and the brilliant blue and white banner of the Light fluttering in a gentle breeze above it on a sunlit morning.

The vision ends as footsteps behind him break his meditation. Turning, Gaven sees Abbot Cuthbert approach. "Forgive me for disturbing your prayer my son. I was told by one of the brothers who saw you enter that you were here, and meant only to look upon you to be sure you had come to no harm. There are rumors in town you and your comrades had some excitement."

Gaven tells the abbot of the adventure and of Maggie. When the young cleric mentions the moonwitch, the abbot's face appears troubled.

"I've not heard that name in some time. And I suggest you forget it. Though I've not seen her personally, I've heard the same stories the farmers told you, and I believe they are right. If she is a werewolf, who knows? I have heard some suggest that she is, and I'm not inclined to disbelieve them. But I have not heard of Maggie for many, many years – indeed, I believed she must have died long ago."

Gaven shows Cuthbert the ribbon and tells him what happens when he and Oloc touch it, then asks whats the Abbot feels or knows of the item. The abbot becomes quite agitated.

"No good can come of such a thing! You should destroy it! This ribbon reeks of danger! Now put it away my son, I cannot bear to look upon it!"

Gaven puts the ribbon away, and the abbot rapidly calms down. "Apologies, my son. Forgive an old man who no longer has the strength to look upon evil, let alone lay a finger upon it. Indeed, I would not trust any of the brothers here with it. Suffice to say that I must trust you to do the right thing with that token of darkness."

With a sigh, Cuthbert returns to the broader subject of werewolves. "The only current werewolf activity I know of is down south in the Blackleaf forest, near Ham's fork. There is a brother of our order there, Brother Abraham. He has made somewhat of a study on werewolves, and is in the practice of hunting and trapping them in the forest – with some success I might add. If anyone can give you more detailed information on them he can."*

After thanking the abbot for his time and advice, Gaven donates one of his gems to the church, then returns to the inn.

*****

HELP WANTED

While waiting at the inn, the rest of the party considers the possibility of obtaining additional hirelings. Sadie happens to overhear the conversation. "If you boys want, you can leave some money with me and I'll be happy to get some placards printed up for you and start spreading the word around here. With the reputation you've gained yourselves in just three short days, finding help shouldn't be much of a problem for you!"**

*****

TOGETHER AT THE INN

Shortly, Gaven returns to the inn. Once everyone is settled in at the Red Tankard, Oloc asks if anyone is interested in heading over to Cosmo's.

"I'll tag along while we visit Cosmo's then perhaps Varros and I can see about finding a trainer in town."*** Duran downs a mug of Saddie's Crimson Ale.

Varros replies: "Yes, what say we take a look at this magic shop?"

Filbert and Hazel still somewhat shaken by their ordeal, decide to remain at the Tankard to relax and drink some ale while talking to the other customers.

*****

COSMO'S CURIOSITIES

You make the short walk north from the Tankard and soon arrive at the shop Harlon told you about. Above the front door hangs a gently swinging wooden sign board that reads COSMO'S CURIOSITIES in bright yellow letters. Beneath, in smaller print, you can see the words: Purveyor of Fine Antiquities.



Pushing the door open, you hear a small silver bell ring above the door. Looking around the room, you see shelves and display tables galore, stocked with ornate bronze lamps, finely crafted pewter goblets, statues of fat cherubs and mishievous satyrs, rows and rows of books with old, dusty cracked leather bindings, and all sorts of other odd knick knacks and bric-a-brac. On the counter stands a large, brass birdcage. On the bottom of the cage lies a blue parrot, flat on its back, with its feet in the air. You can't help thinking what a shame this is, given the bird's lovely plumage.

As Ollie brings up the rear and the door closes behind him, the bell gives a final jingle. Hearing the bell, the parrot suddenly cocks open an eye and jumps up on his perch, startling Stan.

"Oh, I see," says Stan, recovering. "He's not dead, he's resting."

"Of course," says Ollie, stepping up to the cage. "They prefer kipping on their backs."

"Grraaaawwwk!" says the parrot. "Cosmo! Customers! Graaaawwwwwk!"

Out of the back steps a bent and wizened old man with a hooked nose, wearing a robe and a rounded, close-fitting cap with flaps that come down over his ears.

"Yes, gentlemen? What can I do for you?"

Oloc shows Harlon's parchment to the old man, whose face splits in a smile of recognition. "Ah, friends of Harlon's! Wonderful! I take it you're not looking for antiques, then. Let's see what we can dig up shall we?"

He motions for you to come around the counter and follow, then leads the way through the door to a corridor to the back room. "Keep an eye on the shop, Morpheus!" he calls over his shoulder to the parrot.
"Okay, Cosmo! Grawwwwwk!"

The hallway is dark, and poorly lit by dim candles at regular intervals. You notice cobwebs near the ceiling, and dust near the sideboards along the floor.

The corridor is long, very long, too long in fact to possibly fit inside the building in which Cosmo's shop is located. You walk down the hallway for a full ten minutes. Looking behind, you can see only darkness. A few minutes more, and another door opens before you, and you find yourselves in what appears to be a stockroom with rough shelves lining the walls, and a large book on a pedestal – it appears to be some sort of inventory ledger.

"We don't have a large stock at the moment," says Cosmo, "but feel free to take a look around. All top quality merchandise, I assure you. It all comes with my personal guarantee. If any member of your party dies due to the defective functioning of any of my items, I will personally refund to your estate three times what you paid for it." He pauses, then adds, "It should reassure you that I've been in business fifty years, same location. And no one has ever requested a refund."

Two of the wooden shelving units are completely empty. The others contain a variety of items. Some are so strange you have no idea what they might be, and you can't imagine how they could possibly be of use to an adventuring party.  Mostly self-washing dishes, brooms that sweep on their own, and similar items.

On one shelf, Ollie spots several rolls of a thin, white, almost parchment like material labelled "never-ending toilet paper."

"I wonder what a toilet is..." mutters the porter.

Stan on the other hand, finds a bright pink whip that hops into the air and lashes itself over and over again screaming "yes, yes, oh yes!" The mercenary stumbles over himself in a panic, backing away from the thing.

Cosmo laughs. "I do get some customers with...unusual tastes."

Examining the shelves, however, you also see some items that could be of use to you. From each dangles a tiny tag with a name and a price inscribed in crimson cursive:

Potion of Cure Light Wounds....400 gp (there are three of these)
Potion of Speed.....450 gp
Potion of Levitation.....400 gp
Scroll of Magic Missile.....300 gp
Scroll of Read Magic.....300 gp
Scroll of Protection from Lycanthropes.....3000 gp
Lesser Magic Arrow.....250 gp (there are five of these)
Lesser Magic Shield.....2,500 gp
Wand of Polymorphing.....25,000 gp
Ring of Spell Storing.....25,000 gp

As the rest of the party examines the shelves, Gaven shows Maggie's ribbon and asks Cosmo if he can shed any light on her or it. Cosmo can tell Gaven little more about Maggie than you already know. If she is a werewolf, as the abbot suggests, she'd likely be found near Ham's Fork, which is the only place Cosmo has heard of werewolf sightings. Looking at the ribbon, Cosmo states: "As a matter of fact I do offer the service of identifying objects. I charge 10 gold as a consultation fee; 50 gold if it turns out that the item in question has any magical qualities."

Turning back to the rest of the group Cosmo says: "Do let me know if there's anything you like. I have associates who collect these things for me, and others to whom I sell wholesale. So my inventory changes constantly."


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OOC: Actions?

*If Gaven has any additional questions for the abbot, I can retroactively work them into the next post in the form of a "report" of the conversation to the party.

**Seemed like an easy way to narratively get the ball rolling on this. So far, the consensus seems to be for one more laborer and two more mercs. Let me know if anyone objects. The cost and time for those searches would be:

1 Laborer: search cost 10 gp; guaranteed find (*), time 1 day.
2 Mercs: search cost 20 gp; guaranteed find(*), time 1 day for the first, 3 days for the second.
(*) guaranteed find in this case given the fact that your currently having 15 minutes of fame following the rescue of Elsie Miggins and thwarting the goblin horde back to back. All times are overlapping, so a grand total of 3 days to acquire all three hirelings.

If you opt to get a pack mule (now or later), it's very likely Barley will give you some degree of discount (compared to book value) for having brought him closure regarding his son.

***I'll work the trainer issue into the next post.