Thomas pulls a thick leather tome from the bookshelf and hands it to Arnir.
"I am also a generalist. Those who work with Lady Timor generally are. The book I've handed you is one of my spell codices. I generally keep my spells spread out across a number of books as its a good safeguard against theft and, as you can imagine, I have alot of free time on my hands in this town. Flip through briefly and see what catches your eye. You're free to copy spells you desire, but I will ask for a small fee ..."
A knock on the door rouses Thomas from speaking. He heads out into the hall to greet the visitor and tells Arnir to peruse for a bit and he'll return shortly. As he exits the room he adds:
"Its likely that Sir Delphin has returned and the Baron wants to start the meeting. In any case, you'll need a few hours to copy any spells and you can do so this evening."
GM: | Thomas' spellbook contains the following spells:
Cantrips - all
1st Level - identify, burning hands, ventriloquism, jump, erase, comprehend languages, chill touch
2nd Level - false life, see invisibility, fog cloud, continual flame, shatter, detect thoughts
3rd Level - fireball, slow
Thomas' fee is 1/2 the normal cost for scribing each new spell into your spell book (as if you learned it on your own / found it on a scroll) | |
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Lars, the tailor kicks other patrons out of his small shoppe in the market when he hears of your willingness to pay double the market rate. Having already served a wealthy elven adventurer, he is eager to continue doing business with people other than farmers looking for new boots. He assures you your order will be ready on the morrow and scrambles to measure you and ensure he has appropriate materials. With a smile on his face he wishes you well and sets to work on the new clothing.
Up at the keep, you are ushered towards the small stable that sits near the guard barracks. The stench of manure and hay fills your nostrils as you enter and inquire about horses. The stable master is a short pudgy man with dirty hands and greasy hair. While he would love to sell you eight horses, he explains that the keep serves no cavalry and only has 2 light steeds for messenger riders to use. Only the four knights in town have the other horses and those are their battle mounts. The stable master is willing to sell you a mule and a cart though for 23 pieces of gold. He says he'll throw in the harness and a week's worth of feed as well.
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Bannock, the smith's relative runs a small forge in town and it is staffed by fellow dwarves. They appear to focus mainly on making and repairing the weapons and armor of the soldiers stationed here in East Watch.
The smith is happy to give you 1/2 the market value of the weapons you wish to sell. As for your glaive, both he and his assistants spend a great deal of time fawning over it. It is clearly beyond their skill to forge and they mention that its metal is completely unknown to them. Further, despite attempted washing and polishing, the jagged blade seems to be continually stained with blood.
"Tis a gorgeous if evil lookin' weapon," says the smith,
"but methinks it carries a curse o' somethin' magical aboot it. Ye need yerself a mage to crack that nut! The Baron has one up at tha keep."
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Back at the Inn, Sir Delphin answers questions while he waits for Bannock's return from the forge.
"I believe I have already stated that his interest is in your reported trip through the Innenotdar Fire Forest. Given that nobody has traversed that obstacle in forty years, the Baron likely wants to discuss such an adventure. As one of my liege's sworn knights, it would be dishonourable of me to infer anything beyond that. The Baron will discuss the finer matters with you at the keep. Rest assured that food and lodgings will be provided should the discussion run into the late hours."
Upon Bannock's return to the forge, Sir Delphin introduces himself and then leads the party through town and up to the keep. When everyone arrives, you wait in the courtyard for Lars to finish his business with the stablemaster. Once Lars rejoins the group, you have your weapons confiscated and are ushered into the keep and asked to wait in a furniture filled sitting room on the second floor. Sir Delphin remains with you and continues to answer questions as asked, but sends a guard with a message that you have arrived.
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GM: | Phew! Just wanted to bring everything together and get the story moving again. If you're doing business and such, just feel free to tack on your last minute things to your post and we can assume it all happens before you're waiting to meet with the Baron. | |