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Six From Gate Pass - Chapter 3: Shelter From The Storm
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<blockquote data-quote="Gregor" data-source="post: 5727075" data-attributes="member: 11751"><p>********</p><p><strong>Lars and Arnir</strong></p><p></p><p>You spend a few hours in the market and going to various experts and shops: gem cutters, jewelers, smiths, food stuff merchants and general trade-all stores. You even stop by a recently opened pavilion in the market which is staffed by merchants from the Shahalesti blockade. They seem to be ignored by many of the Seaquen civilians and the armed elven soldiers serving as guards appear to provide an extra disincentive to do business. You barter and appraise your way around and eventually manage to sell all your items.</p><p></p><p>When all is accounted for, your profits equal 1388 pieces of gold. </p><p></p><p>[GM]All the art, the gems, the trade goods, etc. recovered and appraised is now sold off (unless a character indicated they were taking it for personal use - e.g. Hrimr and the wand).</p><p></p><p>In addition to the 1388 gp, the party also had a sack containing 368gp and the remaining 1600gp from your mission reward. In total, the party now has 3356gp. When split equally amongst the party, each character's share equals 559gp and 3sp.[/GM]</p><p></p><p>********</p><p><strong>Hrimr and Bannock</strong></p><p></p><p>The head cleric thanks you for your donation and the payment. He then sends an acolyte to the Lyceum to purchase the required material components. </p><p></p><p>Bannock is ushered into the middle of the temple, beneath a domed ceiling painted in a fresco detailing a great unfurled scroll surrounded by maps, instruments and other icons of knowledge. The head cleric instructs him to remove his armor and clothing, which is left with Hrimr, and many acolytes are summoned into the main chamber. For the next 8 hours, the head cleric and the acolytes prod, poke and examine every inch of Bannock's body. Strange instruments and tools measure unknown things, great tomes filled with drawings of the human body in gruesome detail are consulted and pages upon pages of parchment are scrawled upon by the acolytes. Presumably having learned enough, the clergy begins to organize the main chamber and return books to their proper places. The head cleric then announces that he is retiring to his chambers to request certain powers from Oghma. </p><p></p><p>Hrimr and a now robed Bannock are invited to dine with the clergy on a simple meal of stew and bread in the temple commons. When the meal is complete and you return to the main chamber, an ornate wooden table has been moved under the dome and Bannock is asked to lay there facing the iconography of their god painted upon the dome. Candelabras are brought out, filled with candles and lit whilst other acolytes stand ready with buckets of water should a fire break out in their treasured archive. The dimly lit temple is then filled with chanting as the head cleric returns dressed in his proper vestments. </p><p></p><p>Over the course of the next hour, the cleric calls upon Oghma, Lord of Knowledge and Binder of What is Known as he draws intricate designs with the diamond dust upon the chest of Bannock. Finally when the pattern is complete, the chanting reaches a crescendo and the cleric finishes uttering his direst words. Bright energy coalesces in his hands as if pure sunshine could be held in ones' palm. He reaches out and touches the design of diamond dust which immediately glows with intensity. The radiant arcane design upon Bannock pulses and soon the young warrior begins to convulse with tremors. His muscles flex, fists clench and sweat forms on his brow. Minutes pass as Bannock struggles with some kind of internal battle and then, as if from far off comes a scream. It begins low, just on the threshold of audibility and then grows, increasing both in pitch and intensity. The design pulses rapidly now and Bannock opens his clenched jaw to add a scream of his own. The two tones match perfectly and in the blink of an eye a translucent shadowy simulacrum of Bannock is ripped into existence from nowhere. The screaming image falls from a black rent in reality and lands into Bannock. At that precise moment the second scream ends and only Bannock's cry is heard. He runs out of breath and passes out from exertion. The design upon his chest, once glowing with sunlight, is now dark and it appears as if the diamond has turned to charcoal. </p><p></p><p>Bannock is covered with a blanket and left to rest, while the aged cleric stammers out a declaration that the warrior's soul has been restored. He is assisted by his acolytes back to his chamber where he retires for the evening. Hrimr, you are offered a bed in the commons.</p><p></p><p>[GM]Bannock you are once again a level 5 fighter and any negative levels are gone. [/GM]</p></blockquote><p></p>
[QUOTE="Gregor, post: 5727075, member: 11751"] ******** [B]Lars and Arnir[/B] You spend a few hours in the market and going to various experts and shops: gem cutters, jewelers, smiths, food stuff merchants and general trade-all stores. You even stop by a recently opened pavilion in the market which is staffed by merchants from the Shahalesti blockade. They seem to be ignored by many of the Seaquen civilians and the armed elven soldiers serving as guards appear to provide an extra disincentive to do business. You barter and appraise your way around and eventually manage to sell all your items. When all is accounted for, your profits equal 1388 pieces of gold. [GM]All the art, the gems, the trade goods, etc. recovered and appraised is now sold off (unless a character indicated they were taking it for personal use - e.g. Hrimr and the wand). In addition to the 1388 gp, the party also had a sack containing 368gp and the remaining 1600gp from your mission reward. In total, the party now has 3356gp. When split equally amongst the party, each character's share equals 559gp and 3sp.[/GM] ******** [B]Hrimr and Bannock[/B] The head cleric thanks you for your donation and the payment. He then sends an acolyte to the Lyceum to purchase the required material components. Bannock is ushered into the middle of the temple, beneath a domed ceiling painted in a fresco detailing a great unfurled scroll surrounded by maps, instruments and other icons of knowledge. The head cleric instructs him to remove his armor and clothing, which is left with Hrimr, and many acolytes are summoned into the main chamber. For the next 8 hours, the head cleric and the acolytes prod, poke and examine every inch of Bannock's body. Strange instruments and tools measure unknown things, great tomes filled with drawings of the human body in gruesome detail are consulted and pages upon pages of parchment are scrawled upon by the acolytes. Presumably having learned enough, the clergy begins to organize the main chamber and return books to their proper places. The head cleric then announces that he is retiring to his chambers to request certain powers from Oghma. Hrimr and a now robed Bannock are invited to dine with the clergy on a simple meal of stew and bread in the temple commons. When the meal is complete and you return to the main chamber, an ornate wooden table has been moved under the dome and Bannock is asked to lay there facing the iconography of their god painted upon the dome. Candelabras are brought out, filled with candles and lit whilst other acolytes stand ready with buckets of water should a fire break out in their treasured archive. The dimly lit temple is then filled with chanting as the head cleric returns dressed in his proper vestments. Over the course of the next hour, the cleric calls upon Oghma, Lord of Knowledge and Binder of What is Known as he draws intricate designs with the diamond dust upon the chest of Bannock. Finally when the pattern is complete, the chanting reaches a crescendo and the cleric finishes uttering his direst words. Bright energy coalesces in his hands as if pure sunshine could be held in ones' palm. He reaches out and touches the design of diamond dust which immediately glows with intensity. The radiant arcane design upon Bannock pulses and soon the young warrior begins to convulse with tremors. His muscles flex, fists clench and sweat forms on his brow. Minutes pass as Bannock struggles with some kind of internal battle and then, as if from far off comes a scream. It begins low, just on the threshold of audibility and then grows, increasing both in pitch and intensity. The design pulses rapidly now and Bannock opens his clenched jaw to add a scream of his own. The two tones match perfectly and in the blink of an eye a translucent shadowy simulacrum of Bannock is ripped into existence from nowhere. The screaming image falls from a black rent in reality and lands into Bannock. At that precise moment the second scream ends and only Bannock's cry is heard. He runs out of breath and passes out from exertion. The design upon his chest, once glowing with sunlight, is now dark and it appears as if the diamond has turned to charcoal. Bannock is covered with a blanket and left to rest, while the aged cleric stammers out a declaration that the warrior's soul has been restored. He is assisted by his acolytes back to his chamber where he retires for the evening. Hrimr, you are offered a bed in the commons. [GM]Bannock you are once again a level 5 fighter and any negative levels are gone. [/GM] [/QUOTE]
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