Adventure:Land Ho! FWBTHW (DM:H.M.Gimlord,Judge:Ozymandias79)


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H.M.Gimlord

Explorer
[sblock=OOC]I'll post a description of the city some time tonight (USEDT). I'm hoping to make this the kickoff into the rest of the adventure. Sorry to delay.

My understanding is you intend to spend today stocking up on weapons and potions, and then, perhaps, try to use the portal ritual to find Hankel. Is that right?[/sblock]
 

evilbob

Explorer
[sblock=ooc]The only other thing I can think of is getting a dwarf to read the runes. Anyone else have any thoughts?[/sblock]
 


H.M.Gimlord

Explorer
After finishing the scraps of breakfast, the group descends the stairs and realizes that, despite their roomy accommodations, business in the tavern is even more crowded than the night before. Evidently the fight in the basement and the events in the thieves’ den went unnoticed by the general population. Blagarm, because of the business need, has not yet been incarcerated. He’s actually still behind the bar serving drinks and barking orders to the barmaids, cooks, and waitresses. A quick glance around the common room, though, reveals that he is being shadowed by a detachment of five members of the Night Watch (yes it is still mid-day). Blagarm seems none too happy about that, but considering it buys him some temporary freedom, he deals with it.

Upon inquiring where weapons may be purchased, a sentry responds, “Oh, well you can’t just buy weapons in the city. Hankel and the armorors only make them when Lord Ekton authorizes a commission,” he thinks for a moment and then continues, “but the port area and the market just outside the Mug is not regulated. Not much pickings, but you might get lucky,” he winks and says, “There’s a fellow in a back lot, behind the buildings to the southeast who keeps bragging that he’s got some special stuff,” he shrugs, “might be worth looking into.”

When asked about healing potions and things of that sort, he responds, “Well, the city has several alchemical shops, and an apothecary just inside the port gate. You can get healing materials and other useful chemistry there. You might also try the university. Magic’s not exactly smiled on in town either, but the university is, technically, free to study it, so long as its ‘experiments’ stay on grounds.”

When asked for someone who might be able to translate the runes on the dagger, he says, “Now that’s impressive. Seems like the only one who can help you is now off with Lord Hallmaster,” he thinks for a minute, “Again, you might try the university. The headmaster is Professor Aramista. He’ll at least be able to point you in the right direction.”


He goes on to describe the city, and then remembers that a map of the city is hanging on the wall in the common room. He walks the group over to the mural and points at it, describing the locations of various places of interest:
[sblock=Map]
38042_101793199877338_100001399744149_11360_4911933_n.jpg


BTW: North is to the LEFT

1.Port market
2.The Crystal Mug
3.Lord Ekton’s Keep Gate
4.Shops outside the city wall
5.Upper City Gate
6.Hankel’s forge, home, and shop
7.The alchemical shop
8.The apothecary
9.The University’s Main Building
10.Church to Erathis
11.Bridge into the Manufacturing District
[/sblock][sblock=OOC]Where to first?[/sblock]
 
Last edited:

Tenchuu

First Post
"Thank you, sir." The ronin said. "Master Riardon, perhaps we should acquire your weapon first."

ooc: shoppes outside please
 


Walking Dad

First Post
Riardon

"Then let's go. Hopefully it isn't that hard to find a simple magic javelin in this port." Riardon says, starting to move.

[sblock=OOC]

agreeing with Tenchuu.

-----

Everyone in 20 sq around Riardon gets a +2 to initiative.
When you spend an AP, you get a +1 on attacks.

[sblock=Mini stat block]
Riardon d'Caelis
Perception: 18 Insight: 13 Low-light Vision
AC 20 Fortitude 18 Reflex 17 Will 16
Initiative: +4
Hit Points: 49 / 49 Bloodied: 24
Temporary Hit Points: 0
Resist: -
Saving Throw: +5 vs Charm
Action Points: 1 Second Wind: 1
Healing Surge:11 Surges per day: 8 / 8
At-Will Powers: Directing Strike, Opening Shove
Encounter Powers: Inspiring Word 2/2, Arcane Mutterings, Chilling Cloud, Warlords Favor, Steel Monsoon, Feystep
Daily Powers: Calculated Assault, Stand the Fallen, Sunblade Burst, Double SW

Condition:

[/sblock][/sblock]
 

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