D&D 5E Dwimmermount [IC]

TallIan

Explorer
Magen Brigward
Fighter 2


"An excellent plan. Let's enquire about the cost. Hunting is certainly sounds the most fun but won't bring in the income we require. Failing that a quick goblin hunt should make for a good start."

[SBLOCK=Mini Stats]
Passive Perception: 11
AC: 23
Initiative: +0
HP: 24/24 (HD: 2/2d10)

Offense:
Longsword: +5 5ft 1d8+3S
Longsword (2hnd): +5 5ft 1d10+3
H. Crossbow: +2 150/600 1d10P Heavy, Two handed

Second Wind: 1/1
Action Surge: 1/1
Inspiration: 3
[/SBLOCK]

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xynthoros

First Post
After a hot bath the night before and a quiet room with an actual bed Mikel slept in a bit. He woke feeling rested and rejuvenated after their long travels. He took some time to prep his spells for the day and then set out to find the rest of the group. They were already up and at'm trying to find work and sponsorship, he walked up as they seemed to be deciding on their present course of action.

"Finding out about the cost first would be the intelligent thing to do, my library offers sponsorship in exchange for any knowledge or tomes we uncover. However, their definition of knowledge may be a bit looser and more broadly applied than we would like."
 

eayres33

Explorer
Hunter Brightwood

Finishing his roll Hunter listened to Magen and Mikel, “I agree finding out the cost of the charter seems like a prudent idea.”
 

GreenKarl

First Post
The company heads towards the inner gate which is also just starting to open. There is and inner and outer portcullis, along with a heavy double wooden doors in the middle of the gatehouse. These doors are thick oak and iron reinforced.

There are four guards manning the gatehouse along with at least four additional crossbowmen on the walls above. The guards below are wearing mail armor armed with spears and don't seem terribly worried or alert when the company appeared. The corporal on duty waved their through after asking their business, adding "The Great Hall is to the north here. Enter through the double doors only, the other ways are locked."

Inside the inner keep the company easily spots the Great Hall to the north. There is another large building directly to the east of the gate that appears to be the soldiers Barracks and of course the Inner Keep in the middle courtyard before you. The Inner Keep is at least five stories tall, brick and stone construct, with the local Counts flags and heraldry towards the top. There appears to be a large stables just past the Barracks and partially concealed by the keep.

At the open doors of the Great Hall is a fairly large room with a heavy oak table set on one end and a number of heavy wooden chairs set like an for an audience before it. There is a heavy set man in green-gray robes sitting behind the table and writing on parchment before him. There are also three guards in mail armor and carrying shields and sheathed swords at their belts.

The one closes to the doors glances over at you and says "State your business"
 

TallIan

Explorer
Magen Brigward
Fighter 2


"We've come to inquire about a charter to enter The Dwimermount." says Magen. "We are looking into the possibility of sponsoring ourselves, though we may be able to secure sponsorship if needed."

[SBLOCK=Mini Stats]
Passive Perception: 11
AC: 23
Initiative: +0
HP: 24/24 (HD: 2/2d10)

Offense:
Longsword: +5 5ft 1d8+3S
Longsword (2hnd): +5 5ft 1d10+3
H. Crossbow: +2 150/600 1d10P Heavy, Two handed

Second Wind: 1/1
Action Surge: 1/1
Inspiration: 3
[/SBLOCK]

Sent from my Nexus 9 using Tapatalk
 

GreenKarl

First Post
The guard nods and directs you towards the sitting man scribbling away on the parchment before him. He mutters out "One moment please..." as he dips his quill into a nearby ink well and finishes.

He finally looks up at the company and says "The charter, of course, of course. We have two levels within the domain of the of Murtberg. The first is the Adventure Charter which is 50 gold crowns per signing member of the Company. These are issued for six months duration and allow the aforementioned company to act as an 'adventuring group' within the domain of Murtberg. The charter can be renewed every six months for the same among and modified by a changing membership. New members added to the charger before the end of this date must pay the membership fees, although it maybe prorated by the length remaining on the charter and not the full cost. Members that leave are not giving a refund.Hirelings, retainers and non-member mercenaries can be added at no additional charges but must be listed with the Charter. The Adventuring Company name must be listed and a Charter leader must be listed."

"The Dungeoneering Charter are 100 gold crowns per signing member of the Company but is only good for one months time. This charter allows members access to the Dwimmermount and the area immediately around it. Any treasure, magic or items removed from the Dwimmermount are the sole property of signed the Charter members. The town of Murtberg makes no claims on them then but we require all items and treasure be documented and listed within the Great Hall's recorders. Cursed items recovered from the Dwimmermount are not allowed within the walls of Murtberg. The city also has the right to restrict highly destructive or unstable items recovered from the Dwimmermount on a case by case bases."

"New and lost members, and the hiring of extra retainers or mercenaries are as listed under the Adventuring Charter, except for the renewal date and cost."

Looking all of you over he adds "Any questions?"
 

SunGold

First Post
"My lord, if I may ask - are there any services we could perform for the city in exchange for an Adventuring Charter? We would eventually like to purchase a Dungeoneering Charter, but until then, this would allow us to be of use to your city and show our goodwill. We all have skills that might be of use to the people here. Fighting, healing, and more."
 

GreenKarl

First Post
"Of course, of course" the scribe say, sitting up a bit straighter. With a smile he adds "Where there are two immediate needs that the Count is willing to waiver the fees for both the adventure and dungoneering Charters..."

"The first is extremely dangerous you understand. The adventuring charter for the Six Hands of Fate was recently revoked when it was revealed that company was a front for a cult of Ghaunadaur. They had kidnapped a number of townfolk last month and where in the process of sacrificing them to their dark lord when discovered by the town guard. They fought their way out of the city, injuring and killing several soldiers and a knight in the process. The only reason that we were able to drive them out was the timely arrival of Priestess Emelisse, of the Church of Tyr. Her holy powers countered the company's dark priest, one Hamlock Rulstone. The six members are all considered experienced and powerful. The Count believes that they are trying to disrupt or stop others from entering the Dwimmermount so that they can loot it for themselves."

Sitting back he adds, "The Count would also like an adventuring party to find and explore possible location of Eldritch Ruins located in the Aldleigh Forest to the south. The Eldritch Ruins are thought to have been a stronghold of the Red-Elves when they ruled over these lands centuries ago and were suppose to have been built prior to their invasion of the Dwimmermount. We believe that this is where they did various experiments on creatures, to create their aberrant army for the invasion. We know not what secret the ruins might hold but the Count fears that any left over secrets left by the Red-Elves could spell trouble now that the doors of the Dwimmermount are opened again."

"Both are dangerous. For undertaking either, the Count will waive the initial fee for an Adventuring Company for the first six months. Upon completion of he will also grant the successful company a two-month Dungeoneering Charter and waive that fee."

"If all members of the Six Hands of Fate are captured or killed or if proof is provided that they poss no additional danger to the city or to the exploration of the Dwimmermount, the Count will grant a permanent Adventure Charter to the group and a permanent discounted Dungeoneering Charter of 50%."

"For bring back proof of the Eldritch Ruins and a basic map description of the ruins along with any possible dangers, the Count will offer a discount of 50% on both the Adventure and Dungeoneering Charters for one years time. If you cannot find any ruins and bring back proof of your exploration the Count will pay 400 gold crowns. In this case it is expected that you have searched for at least one month time, exploring as much of the forest as you can. The count will pay an additional 100 gold crowns for a detailed map of the forest, with any important features noted."
 
Last edited:

Charwoman Gene

Adventurer
"Simply put, can we afford 300 gold, or not? I'm willing to pay 50 gold for myself, but I can't afford to pay more."

"Then again, working together a bit before tackling the Dwimmermount might be good."
 

Thateous

Explorer
Lucious takes his coin purse from his belt and drops it on the table spilling its contents, "I have this much for the cause." a quick count shows the contents to be 10 platinum pieces.

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