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Blast, whatever force is driving this piece o' scrap may be a tad too eager for me liking. I should do something or get rid of it or it may end badly eventually, Count Karnstein thinks while straining against the invisible force and racing through the portal. Skeletons will have to wait for their turn.

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"Oh my, ye got me! An' what a scary claws ye 'ave. Such a sharp fangs. Be careful, I beg ye. Is it true what folks say 'bout pussycats, that they like to play long'n'rough with their victims 'fore finishin' 'em off? Mhm, I bet ye can make this poor, pathetic mouse squeal," Count grins widely, then tries to imitate mouse's squeaking, followed by slightly unhinged laugh. Only then he realizes with dismay that they are not alone in the room and composes himself in an instant getting out of bed. "Felara, Cinara, call me Klaus. Pleasure to make yer acquaintance," he says with a wink.

Who would have thought that silver hammer will get confiscated for "identification"? Valuation, more likely. He promptly checks his belongings but finds nothing else missing. He will leave an apple on a nightstand (or any nearby shelf or counter). Cookie, I imagine, must be crumbled and wet from puddle water at this point. If this is the case, Count will dispose of it on nearest occasion outdoor or after brunch. But if it's intact by some miracle, he will chomp down on it, feeling starved now that he finally rested.

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Devsea: "Ye be a special case. It appears the shield hath already attached itself to ye. It be having a will of its own, but shouldst not harm ye. Though ye mayst find yerself compelled to acts of protective goodness and heroics, especially against undead."
"Whaddya bloody mean "attached"? How? I merely picked it up, fer Pete's sake. It must attach more easily than Cap'n BenKii to another chap's girlfriend! Last blasted thing that attached t'me straddled me face an' sprayed with ink due to a minor disagreement! I dread to think what this is capable of. Instant immolation?"
Count turns toward Felara and Cinara: "Ladies, point me to the nearest temple. 'Fraid I may be in dire need of an exorcist."
Post edited May 29, 2025 by ssling
Gilius approaches Devin and pinches him with his fingers, just to make sure this is not an illusion and that they are not still in that cursed dungeon, their minds being tricked by god-know-what malevolent force.

If nothing happens, Gilius will enjoy one hell of a big breakfast to recover from all those emotions from their adventure.





And if *something* happens... well... that's definitely bad !
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ssling: "Whaddya bloody mean "attached"? How? I merely picked it up, fer Pete's sake. It must attach more easily than Cap'n BenKii to another chap's girlfriend! Last blasted thing that attached t'me straddled me face an' sprayed with ink due to a minor disagreement! I dread to think what this is capable of. Instant immolation?"
Devin raises a brow at Count Karnstein's outburst. "Didst ye use it at all? It be a cursed item. Not all cursed items be harmful, some be beneficial, even if they be 'sticky'." He pauses a moment in consideration. "Although hadst ye been an undead it probably wouldst be a different tale ... mayhaps causing ye to bash yerself silly or drawing ye into a fire for that immolation you speak of. Since ye look fine it seems to have just attached itself to ye, and that Aura of Protection will give ye and any ally near ye quite the protective boost, as well as the added magical aura damage to any undead. Though it be having a presence of it's own so ye may find ye need to assert yer mastery over it, much as Captain Aylar doth with that necromancy sword of his." [Per GM, Arcana check results]

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Pouyou-pouyou: Gilius approaches Devin and pinches him with his fingers, just to make sure this is not an illusion and that they are not still in that cursed dungeon, their minds being tricked by god-know-what malevolent force.
Devin pinches Gilius back with a wink, just to prove he is indeed awake and here. Then he points the druid off in the direction of a filling breakfast with a smile.
Post edited May 30, 2025 by Devsea
Grog'tial, after getting his bearings and a good meal (even though, he thinks, it's not quite up to Argy's standards), informs Devin of the things the talking skull revealed about the Hag and her grudge match. He also shares the information that his dirk reacted to the graveyard painting.
[OOC: I may be out of internet access for the next hours, unsure if I can update properly before end of turn. In brief below, to be elaborated later if I can.]

Bellandra woke, seeing Argy and the food on the table, and hearing the owl gargoyle's words. "Uh, morning to ye, Argy, and to ye, friend owl. What... has happened?"

She looked around, realizing they must indeed be in the brothel the others had spoken of. There had been some establishments like that in the port town where she had lived after she had awakened as a shipkin during a shipwreck. She had never been inside one, but she remembered how she had sometimes taken note of the lithe grace some of their ladies had shown on errands about town, while Bellandra herself had only begun learning how to properly move the arms and legs she now had.

"Ah. Ye know, that food looks quite good, I will have some please." She picked up her armor and boots and put them on. "I expect others of the crew will be near. I have heard from me shipkin, too. At least I hear no ticking clock... for now, so tis be a time for many tales I wager." She added with a smile "And for proper food like yours, aye?"

As they arrived to meet the others later, she heard Devin's greetings, glad to see the bard again. She listened to the briefing, noting especially the concealed shipkin. She mentally asked the owl gargoyle what it knew of these shipkin, and if they saw anything of note aboard their Wolf ship. She also thought there might also be unawakened shipkin around, since Beckett's forces had apparently tried to stockpile them, and tried her senses in case she noticed anything.

She asked what they knew of the voice in the dungeon that had warned of dilly-dallying, andt the ticking clock. Same as the shadowy figure?.And what was their need for urgency?

She suggested that the owl could keep watch for Beckett's spies.

She also thought of her previous idea with the painting puzzles and wondered if they could contain a hidden portal deeper into the lighthouse than the base painting which had been an outside view.

She asked if Devin could identify the Scroll Case and Silver Spyglass that she had picked up in the dungeon.
Post edited May 30, 2025 by DiffuseReflection
Argy will shoo away any cat she finds in the room, and have breakfast with Bellandra, hoping it is not just another illusion. Afterwards, she swears to herself she will never enter that creepy dungeon again, nor meet that annoying hag again... but time will tell.
She will join the others and happily hug Devin. After the meeting, she'll focus on finding those ingredients for the hagsbane grog. If she must go outside to find them, she'll disguise herself and ask some matey to accompany her, preferably one that isn't known yet by Beckett's agents.

She'll also ask Devin whether he knows any means to recharge the Bat Ring.
Post edited May 30, 2025 by Lone_Scout
Captain BenKii will have Devin identify the Silver Sickle that he had used earlier. Didn't know if he'd use it further but did admit it was quite useful for dismembering zombies. Plus it wouldn't hurt to have a Silver based weapon in his inventory. The next order of business would be to restock on consumables. He'll go to the shops at this port to see what wares they have in stock. The endgoal is still to defeat the Hag by getting the ingredients for Hagsbane from the other 2 paintings. So regroup, restock, then decide which painting to tackle next.
Post edited May 30, 2025 by BenKii
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Lone_Scout: she'll disguise herself and ask some matey to accompany her, preferably one that isn't known yet by Beckett's agents.
Kyp should be unknown to Beckett's agents (GM confirm)

If so Kyp will join you if you want and you ask him to join you.
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aCyborg: Kyp should be unknown to Beckett's agents (GM confirm)
GM confirms that as far as Crew knows, Kyp, Captain BenKii and Devin do not have posters out on them and shouldn't be known to Beckett's spies. For now.
Mission 7 - The Port, Turn 25
*Turn Ends 9PM UTC, 3 June 2025.*

Ordered for flow and information -

Captain BenKii: You think of Aeshma as you feel a gentle hand stroke through your hair and another caresses your chest. Aeshma, is that you? You mumble in your sleep. "Boy I had the worst nightmare ever. I was back in that dungeon from years ago fighting Nightmare creatures, zombies, and an evil demon bunny. Not to mention that Hag had returned toying with our sanity. But this dream feels a lot better in comparison. It's so good to see you again..." You open your eyes and see a very different woman than who you expected. This clearly isn't Aeshma. She hushes you before you can exclaim a curse. When she winks saucily you quickly get up from the lounge chair and straighten your shirt, feeling like you are betraying Aeshma somehow. "Apologies ma'am, thank you for your... umm... hospitality but 'fraid I've promised my heart to another," you say to Candy.

(roll dice) She pouts. "Oh fiddlecakes, Cap'n Honeybuns. I've looked so forward to meeting such a charming and heroic gentleman as yourself," she says in her soft sweet voice. "You're dashing my dreams, sir."

BenKii, smelling the coffee, eggs, bacon and fresh bread you turn from the uneasy situation to focus on Breakfast! "Is that food I smell?" You are in such a hurry to find this blessed food to fill your depleted stomach that you barely even notice Devin standing by the doorway. "Hey Devin!" you say, passing him on your way to the enticing scent of food. Wait, Devin?! You turn and backtrack to look straight at Devin, who's smiling at you. "Devin! It is you! Grog'tial was right about that cat looking familiar! Hey, where's the rest of the crew? The Admiral, Captain Aylar, Aeshma... they around here too?"

Devin: You swiftly step out of the way with catlike grace as Captain BenKii hurries past you. You smile as you see the realization hit him and he turns around to stare at you. "Aye, it be me. And aye, that be food ye smell. Brunch be served and ye don't want to miss Rose's baking or Gormi's cooking. I advise ye take care with yer comments. Gormi's also the bouncer here." You wink, knowing the half-orc cook comes as a surprise to many. You become more serious as you answer his last question. "Nay. M'Lady, Captain Aylar and the Ship be not here. My goddess assures me they be currently unharmed. The rest I will tell once all are gathered at the table."

BenKii, you nod as your stomach prods you to return to your original intent of finding FOOD. You take the stairs two at a time and after a brief glance to the parlor to the right, turn left into the dining area where you see a large table set with platters and plates. There you see a very pretty halfling that reminds you once again of Tanea. Before you can introduce yourself a massive half-orc in a large flowery apron with a big butcher's knife stuck in his belt beside an even bigger tenderizing hammer comes in with another platter of food and grins tuskily at you, reminding you of Devin's warning about the cook also being the bouncer and comments about the food.

Gilius: You look up to see Devin standing by the doorway as he greets Captain BenKii and the rest of the Crew. "Erm, Devin? Where be we? Was this all just a bad dream? Or be we dreaming right now?" you ask. You quickly check to see if Rocky's pet stone is still in your pocket and sigh with relief when you find it safe and sound. Then you check the rest of your equipment and find it all there.

Devin: You greet the Crew then turn to answer Gilius. "Nay, Gilius, it not be just a dream, though each of ye shouldst have awoken from a healing one now. I trapped the painting on this side. Anything that came through was put into deep sleep until I be sure nothing harmful came attached else be dealt with." You gesture to the empty wall. "I hath removed the paintings from their frames. They be stored safely for now. Outside the frames they shouldst not be able to let anything through. As for where we be, we be in the basement of The Silken Pearl, a brothel in the free port the Ship was to be heading for in the Weirding Sea." As you see Gilius looking over his equipment you assure him. "All shouldst be there. I only removed those things with magic not yet attuned to any of ye until I be sure none be cursed."

Devin, with that you turn to Count. "Ye be a special case. It appears the shield hath already attached itself to ye. It be having a will of its own, but shouldst not harm ye. Though ye mayst find yerself compelled to acts of protective goodness and heroics, especially against undead." You restrain a smirk and keep a straight face saying this, though you are greatly entertained by the thought of watching this play out for Count.

Gilius, you approach Devin and pinch him, just to make sure this is not an illusion and you are not still in that cursed dungeon with all your minds being tricked by god-know-what malevolent force. He pinches you back with a wink, then smiles and points you towards the tantalizing smell of a hot meal. You quickly follow your nose, ready to completely enjoy one hell of a big breakfast to recover from all those emotions from your adventure.

Count Karnstein: "Oh my, ye got me!" you say to the Felinoid ladies. "An' what scary claws ye 'ave. Such sharp fangs. Be careful, I beg ye. Is it true what folks say 'bout pussycats, that they like to play long 'n' rough with their victims 'fore finishin' 'em off? Mhm, I bet ye can make this poor, pathetic mouse squeal." You grin widely, then try to imitate a mouse's squeaks, followed by a slightly unhinged laugh. When you suddenly realize with dismay that you are not actually alone in the room, you quickly compose yourself and rise from the nest of silken pillows and cushions. "Felara, Cinara, call me Klaus. Pleasure to make yer acquaintance," you say with a wink.

"Oh, we very much like to play, 'Claws'" Cinara growls suggestively. "One of our favorites is 'pounce 'n' bounce'." She returns your wink with a grin, licking her fangs slowly and seductively.

Count, you check over your gear. Nothing is missing except the silver-headed warhammer. Who would have thought that silver hammer will get confiscated for "identification"? Valuation, more likely, you think to yourself. You leave the apple on a nearby side table and seeing the cookie is soggy and smashed, decide to dispose of it outside at your earliest convenience, sure the birds or rats will dispose of it. Then your brain catches up with what Devin has just said.

Count, you turn quickly, addressing Devin "Whaddya bloody mean "attached"? How? I merely picked it up, fer Pete's sake. It must attach more easily than Cap'n BenKii to another chap's girlfriend! Last blasted thing that attached t'me straddled me face an' sprayed with ink due to a minor disagreement! I dread to think what this is capable of. Instant immolation?" You look toward Felara and Cinara: "Ladies, point me to the nearest temple. 'Fraid I may be in dire need of an exorcist."

Felara stretchs sensually. "Why point when we can take you? Although we're also good at 'exercising' out whatever ails you," she purrs.

Devin, you raise a brow at Count. "Didst ye use it at all? It be a cursed item. Not all cursed items be harmful, some be beneficial, even if they be 'sticky'. Although hadst ye been an undead it probably wouldst be a different tale ... mayhaps causing ye to bash yerself silly or drawing ye into a fire for that immolation you speak of. Since ye look fine it seems to have just attached itself to ye, and that Aura of Protection will give ye and any ally near ye quite the protective boost, as well as the added magical aura damage to any undead. Though it be having a presence of it's own so ye may find ye need to assert yer mastery over it, much as Captain Aylar doth with that necromancy sword of his."

Bellandra: (roll dice) You wake to see Argy and the food on the table, and hear the owl gargoyle's words in your mind. "Uh, morning to ye, Argy." And to ye, friend owl. "What... has happened?" Looking around you realize you must indeed be in the brothel the others had spoken of. There had been some establishments like this in the port town where you had first lived after you awakened as a shipkin during your shipwreck. You have never been inside one before, but you remember how you had sometimes taken note of the lithe grace some of those ladies had shown on errands about town, while you yourself had only just begun learning how to properly move the arms and legs you had. "Ah. Ye know, that food looks quite good, I will have some please," you say while putting on your armor and boots. "I expect others of the Crew will be near. I have heard from me shipkin, too. At least I hear no ticking clock... for now, so tis be a time for many tales I wager. And for proper food like yours, aye?" you add with a smile.

Argy: (roll dice) You look around the room, prepared to shoo away any cat, but don't see one. Instead you sit down to enjoy a nice breakfast with Bellandra, hoping it is not just another illusion. Afterwards, you swear to yourself you will never enter that creepy dungeon again, nor meet that annoying hag again ... but reluctantly realize time will tell.

Devin: Once the Crew have all gathered at the table you cast a Zone of Silence with yourself and the cat as anchors. "None beyond this table shouldst be able to hear us now for two hours," you tell them. "We may speak freely, though if someone comes in I wouldst advise caution lest they be able to read lips."

Devin, you proceed to brief the Crew. "Here be what I know. The old Lighthouse be corrupted by a Hag, mayhaps a coven. She or they must have been observing and working haggish magics. Those magics combined with the Lighthouse's own were powerful enough to temporarily 'trick' the wards Captain Aylar worked into the Ship. The first pulse took all of ye. The second pulse took the Ship itself, along with M'Lady, Captain Aylar and the permanently bound crew. The more extensive Ship's wards on their cabins must have protected them long enough for M'Lady to wrest the Ship free, but it still took them elsewhere. I be seeking where. Captain Baldbeard and his crew also be missing. Frosty reported seeing them sailing for the Lighthouse in an attempt to find the Ship and Crew, but they also disappeared."

Devin, you look over the Crew. "I not be knowing for sure the intent of the Hag, beyond the usual seeking of torment and power. It be hinted this one has a grudge match with a talking skull, and a dwarf and the Shadowy figure may also be involved. Ye shouldst know that this type of Hag can read and even alter memories. I be told two of ye had previous experiences in that dungeon, and all of ye have had a brush with at least two of the beings mentioned. Yer memories of such mayst be what drew the Hag's attention."

Devin: "I will answer any questions as I can, but I still be seeking information myself. For now, we be welcome here at The Silken Pearl. This be a free port and ye can find many things in the shops here, but lately a few of Beckett's spies have been spotted, so it be best we be cautious moving around port. The ladies here made it look like ye be part of a Wolf crew enjoying their services and there be a couple hidden rooms we be having access to. There be a Wolf ship docked currently and Captain Jac be on her way. There also be some scallywag and Wolf officer disguises ye can use. Bellandra, some of yer kin came with the Wolf ship and be staying concealed aboard it."

Grog'tial: You feel better after getting your bearings and a good meal inside of you. Even though it's not quite up to Argy's standards you think to yourself. Listening to Devin's briefing, you inform him of the things the talking skull revealed about the Hag and her grudge match. Then you share with the others the information that your dirk reacted faintly to the graveyard painting.

Bellandra:, (roll dice*5) As you arrive to the table to meet with the others later, you hear Devin's greeting, glad to see him again. You listen to the briefing, noting especially the concealed shipkin. Mentally you ask the Owl Gargoyle what it knows of these shipkin, and if they've seen anything of note aboard the Wolf ship. You also ask what they know of the voice in the dungeon that had warned of dilly-dallying, the ticking clock or the shadowy figure. And what was their need for urgency? Meanwhile you try to see if you can sense any unawakened shipkin around, since Beckett's forces had apparently tried to stockpile them.

You already know all of us, the Owl replies, reminding you. Pearl the mermaid, Finn the seahorse and Zephyr the griffon, were with you when you awoke Roan the lion, Sir Kay the knight and we three Owl Gargoyles. The bard called on us to help when he found where you were taken. We know of no voice or ticking and have only just heard rumors of a shadowy one, but we didn't 'dilly-dally.' We came as quickly as we could to help you once the bard called, and to help him free more of us now that he has done what the Admiral and Fae Captain told him to and found the ship carrying our creator's granddaughter with more unawakened kin. You sense it's satisfaction. The Wolves of the Sea are our allies. The lady Wolf captain comes swiftly to lead our raid now that the bard found a way and you have returned.

Bellandra, you suggest the Owl Gargoyle keep watch for Beckett's spies.

I am watching. One of them the bard led astray and has not returned. Two others sleep in a tavern watched by Sir Kay, the Owl assures you.

Bellandra, having gotten what answers you can for the moment, you ask Devin if he can identify the scroll case and silver spyglass you picked up in the dungeon. When you hear Grog'tial mention the graveyard painting, you return to your previous idea with the painting puzzles, wondering if they could contain a hidden portal perhaps deeper into the lighthouse than the base painting which had been an outside view.

Argy: (roll dice*2) You join the others and happily hug Devin. After listening to the briefing, you ask Devin if he knows any means to recharge the bat ring. Once the meeting is done, you decide to focus your efforts on finding those ingredients for the hagsbane grog. When you enter the kitchen to ask about ingredients, you meet the halfling baker and assistant cook, who happily introduces herself as Rose. She helps you tally the ingredients, but the brothel is missing a couple. Knowing you'll have to seek them outside, you ask about disguising yourself and if one of your mateys would accompany you ... preferably one who isn't known yet by Beckett's agents.

(roll dice) "You can wear one of my town dresses," Rose quickly suggests, "and accompany me on my afternoon run to the marketplace to pick up some extra groceries and shopping. I'll say you're one of my cousins come to visit. I have so many nobody keeps track. Since the regular marketers all know me it shouldn't look suspicious to anyone."

Kyp: Hearing Argy ask about having a crewmate that isn't known to Beckett's agents accompany her to the market, you offer to join her and Rose.

(roll dice) "Oh, that would be wonderful!" Rose quickly agrees. "You can help us pick out the freshest fish with the boats just coming in." She smiles as she notes your rapier, net belt and strong swimmer's form. "And I'd appreciate the help carrying everything back."

Captain BenKii: Hearing the others, you ask Devin to identify the silver sickle you used earlier. You don't know if you'll use it further, but it was quite useful for dismembering zombies. Plus it wouldn't hurt to have a silver based weapon in your inventory. Perhaps you should ask Devin about that, you think, remembering his previous use of his own. [blatant GM hint. ;) ] Your next order of business would be to restock on consumables. Hearing the plans of Argy, Rose and Kyp to go to the market, you decide to go along to see what wares they have in stock. Who knows what you might find? The end goal is still to defeat the Hag by getting the ingredients for Hagsbane from the other two paintings. So regroup, restock, then decide which painting to tackle next you tell yourself.

[Loot List, Marketplace and Shops in the following posts.]

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Brothel: Argy, Bellandra, BenKii, Count, Devin, Gilius, Grog'tial, Kyp
???: Aylar, Cliodhna, Aeshma, Refyx, Rummyfangs, Baldbeard
Post edited June 01, 2025 by bjgamer
You'll notice some things below that you didn't bring back from the dungeon with you. These are items Devin picked up in his adventures while trying to find a way to free Crew and find the Ship. (No, he wasn't on it when it disappeared.)

ATTUNEMENT: Previously I hadn't been publicly dealing with Attunement as there wasn't yet enough items that required it. That has changed. I had thought Clíodhna would be back by now to brief the Crew, but there are RL delays still for two players so for now we'll say Devin explained it to Crew but I'll post it here so it's with the Loot List.

Certain higher level magical items require attunement to be able to use and control all their magical features or properties. This is done by spending a few hours using, working with or studying the item. Aeshma magically enhances each gemstone to bring out its properties and allow it to attune to you while you wear it. These fit into a separate 'gemstone attunement slot' for Crew. To acquire a different gemstone you will have to unattune it by leaving it off for a day and trade it in before you take another. Beyond the gemstone attunement, each of you have 3 slots for other items that require attunement.
Crew's Attunement slots currently available are:
3 open = Argy, Captain Baldbeard, Grog'tial
2 open = Bellandra (hand-crossbow); Captain BenKii (musket); Devin (rapier); Kyp (rapier)
1 open = Count (shield, warhammer); Gilius (Druid Orb, Moonsickle)
Gemstone Slot Open: Aylar, Kyp

Cursed items almost always have attunement and a bad habit of doing it all on their own if you pick them up without precautions or use them. We have a good example of that here. Our dear Count Karnstein was wearing gloves, but used the shield in two battle situations, one against an enemy the shield is specifically adamant against, AND thought about becoming a paladin - even if a bit sarcastically without being truly serious. The dice said the shield liked this and decided Count needed it, especially considering his background. So the shield has attuned itself to Count. Usually you can put aside an item for a while and it will unattune to you, freeing that slot for you to attune to another item. With cursed items that doesn't necessarily happen. They tend to be 'sticky' unless someone can remove the cursed item from you. In the case of the shield, it has an awareness in it. So just like Aylar must assert his Will with the soul-stealing sword he took from the necrodrider, whoever has the shield will find themselves having to come to an understanding with it. Unlike the sword, this shield is geared to protectiveness, so won't necessarily try to get anyone killed, but it is also fervently against undead and will urge heroics in pursuit of such. When I rolled it up I had immediately thought of Captain BenKii and his previous actions in that dungeon, but it could prove very entertaining should Count elect to keep it. :D
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Devin brings out the magical items he's cleared and identified, and explains that some of these will require attunement and some are restricted by certain abilities.

LOOT: Each Crew member may choose 3 items;
Except: Gilius may choose 2 items if he takes the scroll, Count may choose 2 if he keeps the shield.
REQ ATT = requires Attunement slot

0 Blessed Heal Potion (Heal All short of death, single use)
1 Light Bending Potions, (single use, User invisible in light for 1d4+1 turns, except leaves footprints) *each = 1 choice
3 Jasmine Vanilla Teas (Mental Resist)
1 Vials Lightsheen (single use, use like weapon oil; especially deadly against Undead/Shadows) *each = 1 choice [Devin strongly suggests that the 2 crossbow wielders take 1 vial each]
(Kyp) - Amber Bee Pendant = summon bee swarm for 1d4+1 Turns 1/day (range 90', does 2d4+2 piercing dmg + 1d4 poison to ALL creatures within it.)
(Gilius) - Crystal Rings of Sending (pair) = send a short message between wearers (26 words) & reply any distance same plane 1/day.
- Jeweled Scarab Brooch (3 charges) = cast Turn Undead
(BenKii) - Raise Dead Amulet (silver w/diamond) = single use, place on dead body for 1 hour to Raise Dead. Consumed in use. [was in the small silver box]
(BenKii) - Ring of Light = silver w/star quartz; casts Light 3/day for 5 Turns (bright 20ft, dim to 40ft) in any darkness including magical. Can be covered to hide the light, but not turned off for 5 turns.
- Ring of Mage Hand = gold ring, cast Mage Hand 2/day (manipulate non-magic items up to 5lbs)
(Count) - Rose Signet Ring = Bloodstone, (Once attuned - when touched to wound will close wound, stop bloodloss and purify the blood of any disease or poison 1/day)
(Kyp?) - Deck of Illusions = 24 cards, can use once/mission. Card summons the illusion of a lifelike creature (dice roll determines creature), illusion only creature can do no dmg but frighten or distract.
- Silver Spyglass = sees phased or invisible but not hidden (2/day)
(BenKii) - Wand of Magic Missiles (7 charges) = range 120', 3 darts do 1d4+1dmg. Use up to 3 charges at a time, each addl. charge adds 1 more dart.

(Count) - *Cursed* Aura of Protection Shield (better w/higher Charisma; BenKii, Count, Devin) = Aura of Protection (+your Charisma bonus to saving throws for you and all allies within 3m/10' of you). The shield also causes 1d4+(your Charisma bonus) as radiant damage/turn to any Undead within that aura. REQ ATT

(Count) - Banishing Warhammer of the Silver Flame = +2 attk, a silver flame descends on hit dealing +2d8 radiant dmg (3d8 for Undead); foe is banished 1d4 turns vs Charisma save. REQ ATT

Battleaxe of the Dire Wolf (req 18 STR, Count or Baldbeard only) = +1attk/dmg/AC, dual wield, keen hearing/smell, Bite of the Dire Wolf (added 2d4 + 2 magical piercing dmg on hit) REQ ATT

(Bellandra) - Chain Whip of Desires (mithril chain bracelet) = +1 chain whip, Binds/Bleeds its victims while lashing them with conflicting desires (Id Insinuation, 1d12 psychic dmg) for 1d4 turns vs Wisdom save/resistance roll. Can be used to pull large to small movable objects towards you. (Looks like a mithril chain bracelet, on command leaps to your hand and changes to chain whip. Strong but light.)

(Gilius) - Moonsickle (Moon-Blessed silver-bladed sickle) = +1 attk/dmg (+2 vs Undead), +1 to druid spells, +1d4 to heals. Druid weapon. REQ ATT

(Gilius) - Carved Oak w/Silver Inlay Scroll Case - Guardian of Nature Scroll [Druid only, single use or inscribe into spellbook]

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Miscellaneous Loot, kept by finder:
Argy - Jewel Hairpin - contains a sharp hidden needle (non-magical)
Bellandra - Cloisonne Boot Dagger - Pretty dagger, well balanced, can be silvered and blessed.
Grog'tial - Emerald Nib Inkless Pen - for all those secret messages (love notes?) or if he ever writes his memoir.

============

Trade Tokens (TT) = 10 gp (gold pieces)

MARKETPLACE: Here you find everything from mundane to unusual; foods, fabrics, herbs, teas and traders in strange, wonderous or exotic items.

Food Vendors:
Fruit (in season) ... 2 p8 ... apple, 4 cherries, lemon, lime, orange, peach, pear, plum
Grains (small sack) ... barley = 2 p8; oat = 5 sp; rice = 5 p8; wheat = 1 sp
Mushrooms (basket) ... 1 sp
Vegetables (bushel) ... 2 p8 ... cabbages, carrots, lettuces, onions, green peppers, potatoes, tomatoes, turnips
Vegetables (bushel) ... 4 p8 ... corn, leafy greens, broccoli/cauliflower, legumes
Baked Goods ... Loaf Bread = 2sp; Pastry = 1 sp; Tart = 2 sp; Meat Pastry = 3 sp
Meats ... Beef/Deer = 3 sp; Chicken/Goat/Pork = 1 sp; Salted/Dried/Rabbit = 4 p8
Fish/Shellfish = 6 sp; Eggs (dozen) = 1 sp
Cheeses (wedge) ... Cheddar = 1 gp; Parmesan = 5 sp; Brie = 2 sp; Curds = 4 p8
Herbs (bunch) ... Cooking = 1 sp; Healing = 2 sp
Teas ... 1 sp ... British Breakfast/Earl Grey/Lemon Ginger/Mint/Orange Spice
Spices (ground) ... Cinnamon = 2 gp; Cumin/Ginger/Mustard/Nutmeg/Saffron = 1 gp; Pepper = 1 sp; Coriander/Salt = 4 p8

Drink Vendors:
Ales (10 gal cask) ... Dragon's Breath = 2 gp; Halfling's Best = 5 gp; Old One Eye/Shark Bite = 3 gp
Wines (10 gal cask) ... Abbey/Bloodwine = 12 gp; Fire/Spiced = 6 gp; Ruby = 5 gp; Table = 3 gp
Liquor (bottle) ... Brandy = 8 gp; Jolly Roger Rum = 1 gp; *Seawitch Rum = 3 gp; Whistler's Whiskey = 5 gp

Fabric Trader:
3 - Canvas (bolt), light or dark ... 4 sp
5 - Cotton (bolt), white/ivory/blue/lavender/pink ... 6 sp
5 - Linen (bolt), ivory/tan/yellow/navy/black ...1gp
4 - Silk (bolt),white/red/green/blue ... 6 gp
2 - Brocade (bolt) gold/silver ...8 gp
12 - Ribbons (specify color) ,,, 4 p8

Outfitter:
2 - Backpack of Holding ... 20TT ... holds 150lb (weighs 5lb); 3 section, 25lb/2.5 cu. ft. sides/100lb/10 cu. ft. middle, sorts.
0 - Satchel of Holding ... 10TT ... holds 80lb (weighs 3lb), 8 cu. ft, can be attached to belts or tied under backpacks
2 - Herbalist Satchel ... 1TT ... watertight satchel w/compartments for herbs

Trinkets:
1 - Bear Claw ... 2 sp
6 - Bells, small brass ... 1 sp
2 - Bells, small silver ... 1 gp
6 - Charms, small, colored glass ... blue dolphin, golden dove, green frog, green/yellow parrot, pink heart, red rose, violet skull
4 - Charms, small silver (non-magical) ... 1 gp ... anchor, compass star, heart, raven
4 - Crystals, small ... 1TT ... feather, heart, leaf, star
4 - Crystals, med. ... 2TT ... cat, hummingbird, rabbit, rose
3 - Fans, painted ... 1 gp ... colorful hummingbird w/flowers, ship at sea at dawn, sleeping cat
5 - Feathers, small colorful ... 4 p8 ... dark blue, light blue, green, red, yellow
9 - Glass Beads, small plain ... 1 sp ... various colors, suitable to string on ribbons or in hair.
3 - Glass Beads, med. decorative (set of 2) ... 4 sp ... multi colored (pastel or bright); sized for earrings, pendants or belt.
2 - Glass Eyes ... 1 TT ... Blue eye or Brown eye
1 - Wolf fang ... 1 sp

Hedge Witch:
Potions & Elixirs:
2 - Cure Disease Potion ... 10TT
2 - Fire Resist Potion ... 20TT
1 - Necrotic Resist Potion ... 60TT
2 - Poison Resist Potion ... 40TT
1 - Potion of Beast Shape ... 75TT ... assume the form/power of any sm-med mundane animal for 5 turns.
0 - Potion of Darkvision ... 30TT ... 8 hrs see in dark (does not work in magical darkness)
0 - Silvertongue Potion ... 20TT ... 8 hrs +2 Diplomacy/Persuasion/Taunts when speaking.
2 - Sleep Potion ... 10TT
1 - Elixir of Love ... 15TT ... sweet elixir, whoever drinks it is charmed with the first creature they see afterwards vs Will save (Charm Person; only works on humanoids medium or smaller) Wears off in 1d4 hrs.
2 - Elixir of Swimming ... 25TT ... +10 to swim/swim spd for 1 hr.
0 - Elixir of Truth ... 50TT ... forces whoever drinks it to say nothing but the truth for 10 min vs Will save.
Charms & Tokens:
1 - Feather Token, Tree ... 40 TT ... causes a great oak to spring into being where planted (5'd trunk, 60'h, 40' canopy).
1 - Fly Charm (2 charges) ... 40TT ... become a fly for up to 1 hr.
1 - Spider Charm (2 charges) ... 40TT ... become a spider (your size) for up to 1 hr & cast Web once.
Services:
Bless Item ... 25TT (overnight)
Remove Curse ... 6TT

Mysterious Trader: He looks like an old Chinese gentleman
(BenKii) - Adventurer's Pack ... 1TT ... a backpack, bedroll, clothes (1 set), lantern, 50' rope, antitoxin, bandages, splint, small tent, waterskin. It looks a bit used with an old rusty brown stain on it.
(Gorg'tial) - Chime of Opening (7 charges) ... 300TT ... 1' long hollow mithral tube, 1lb. When pointed at a specific object and struck the magical vibration causes locks, lids, doors, valves, and portals to open. Each sounding only opens one form of locking.
1 - Dust of Dryness ... 850TT ... turns up to 15' cube of water into a small marble. Marble can be smashed to release the water. Water elementals or water weirds within 5' take 10d6 necrotic dmg (1/2 dmg w/save)
(BenKii) - Fancy Compass 'Pip-Boy' ... 20TT ... very strange compass; supposedly plays music, has a 'Gi-grr' counter, produces a beam of light when button is pressed, and tracks where you are to point the way back?
1 - Flying Carpet (6'x8') ... 3500TT ... carries 400lb.
(Kyp) - Old Map ... 2TT ... an old yellowed hand drawn map, supposedly to the Elixir of Youth
(BenKii) - Sprint Potion ... 40TT ... Haste (1 min.)
(Gorg'tial) - Walking Staff of Whimsy ... 5TT ... a slender, wooden staff adorned with small colorful gems at its tip. When activated, the gemstones shimmer with varying hues of light in a 10' radius for 5 turns, exuding a whimsical aura. (Faerie Fire effect, casts dim light and reveals invisible)

Shady Trader (fence):
2 - Acid (vial) ... 2TT
0 - Aniseed Extract (vial) ... 2 sp ... pour across your path, impedes scent-based trackers for 1d4+1 hrs.
1 - Blinding Powder ... 1 sp ... highly abrasive powder irritating to the eyes. Throw into victim's eyes. Victim takes 1d4 dmg to eyes + disadvantage to attk & Perception (sight) rolls 1d4+2 turns unless washed out.
1 - Caltrops (bag of 20) ... 1 gp
2 - Dog Pepper (packet) ... 1 sp ... less potent than Aniseed; place packet and any dog/scent tracker coming within 10' must make save or unable to scent for 1d4 turns. Or scatter in air (10' cube for 1d4 turns) any scent tracker entering during that time will completely loose the scent.
2 - Flash Powder ... 1TT ... double effect against darkvision
2 - Smoke Marble ... 1 TT ... works even against darkvision
1 = Silver Cane Sword ... 15TT ... looks like a gentleman's cane with Silver head. Can be used as heavy club while concealing Silvered Shortsword. Release hidden catch to draw sword.
1 - Wrist Sheath ... 5 sp ... sheath for concealing dagger, allows a free action to slide dagger into hand.
Poisons:
4 - Poison, Basic ... 10TT ... single use 4 turns on blade or 4 bolts, lasts 1d6 turns vs Resist
1 - Assassin's Blood ... 15TT ... must be ingested, 1d12 poison dmg lasts 24hrs vs save; or half dmg.
2 - Drow Poison ... 20TT ... single use 4 turns on blade or 4 bolts, lasts 1hr vs save; victim falls unconscious if save fails by >5.
1 - Torpor ... 60TT ... must be ingested, poisoned and incapacited 4d6 hrs vs save.
Post edited 3 days ago by bjgamer
PORT SHOPS: Shops have limited inventory that changes per turn and may not carry everything (depending on dice) Some shops won't haggle, while others might ... especially the traders in the marketplace stalls. The best hagglers available in the Crew are: Devin (you charmer you), Count (if he doesn't insult too much), Argy (puppy eyes) and BenKii (courteous w/command confidence). Feel free to have fun with it and RP if you like, or ask one of these four to go along and try. It will depend on attitude, skill, luck and the dice.
Don't go wild with buying, you have limited inventory room, both in game and in the inventory post in thread.

Trade Tokens (TT) = 10 gp (gold pieces)

Adventurer’s Shop: for all your adventuring needs
6 - Backpack, Reg. ... 2 gp ... holds 1 cubic ft, 30 lbs
1 - Bedroll ... 1 gp
2 - Blanket ...5 sp ... thick quilted blanket
1 - Candle ... 1 p8 ... burns 1 hr, lights 5' radius, dim addl 5'
0 - Chest ... 5 gp ... holds 12 cubic ft, 300 lbs
1 - Climber’s Kit ... 25 gp ... 10 pitons, boot tips, gloves, 50 ft hemp rope, harness
2 - Clothes, Cold Weather ... 10 gp
7 - Clothes, Sea and Travel ... 2 gp
0 - Flask ... 2 p8 ... holds 1 pint
0 - Grappling Hook ... 2 gp
1 - Hammer, Iron head ... 1 gp ... 1 handed regular hammer
1 - Hourglass, Standard... 25 gp
0 - Lantern, Hooded ... 5 gp ... Burns 6 hrs/flask oil; casts light 30’, dim addl 30’, can be hooded to 5’ dim light
0 - Oil (flask) ... 1 sp ... holds 1 pint
2 - Pot, Iron ... 2 gp
2 - Pouch, Reg ... 5 sp ... holds 6 lbs
5 - Rations (1 day) ... 5 sp
0 - Rope, Hempen 50’ ... 1 gp ... 2 hp, safe load 800 lbs
2 - Rope, Silk 50’ ... 10 gp ... 2 hp, safe load 800 lbs
4 - Sack ... 1 p8 ... holds 1 cubic ft, 30 lbs
1 - Shovel ... 2 gp ... standard shovel
3 - Signal Whistle ... 1 sp
2 - Spyglass ... 1000 gp ... twice magnification
2 - Torch ... 1 p8 ... burns 1 hr; casts light 20’, dim addl 20’
1 - Waterskin ... 2 sp ... holds 4 pints

Alchemist Shop: for potions, elixirs and oils (note, this is likely to make you appreciate Aeshma and Refyx)
Healing:
6 - Potion of Cure Disease ... 100 gp
2 - Potion of Cure Poison ... 100 gp
10 - Potion of Heal ... 50 gp ... heals 2d4 + 2hp
5 - Potion of Greater Heal ... 100 gp ... heals 4d4 + 4hp
1 - Potion of Superior Heal ... 500 gp ,,, heals 8d4 + 8hp
Miscellaneous:
3 - Acid (vial) ... 25 gp
2 - Oil of Slipperiness ... 250 gp ... Freedom of Movement 8 hr; or Grease 10 ft square
8 - Perfume (vial) ... 5 gp
1 - Potion of Climbing ... 75 gp ... Bonus to climbing, climb speed for 1 hr
2 - Potion of Acid Resist ... 100 gp
1 - Potion of Fire Resist ... 100 gp
1 - Potion of Lightning Resist ... 100 gp
3 - Potion of Poison Resist ... 100 gp
6 - Potion of Water Breathing ... 100 gp ,,, breath underwater for 1 day
5 - Poison, Basic (vial) ... 100 gp ... single use 4 turns on blade or 4 bolts, lasts 1d6 turns vs Resist

Arcane Shop: spells, scrolls and magical wares
Magic Item Appraisals and Identify done here.
Items anyone can use -
Magical:
2 - Candle of the Deep ... 2 gp ... this candle continues to burn underwater
1 - Crystal ... 10 gp ... arcane focus
1 - Perfume of Bewitching ... 300 gp ... single use/1 hr Advantage to all Charisma Checks within 5 ft
1 - Scroll of Protection (Undead) ... 180 gp ... creates 5' radius barrier against Undead vs. saving roll
1 - Wand of Magic Detection ... 1000 gp ... 3 charges, anyone can use to Detect Magic
Miscellaneous:
2 - Abacus ... 2 gp
2 - Case, Scroll (Leather) ... 1 gp ... empty, can hold 10 rolled paper or 5 rolled parchment
1 - Component Pouch ... 25 gp ... small, watertight leather belt pouch w/compartments for magical components
4 - Ink 1 oz ... 10 gp ... to write spells in spellbooks or inscribe scrolls
1 - Ink Pen ... 2 p8
3 - Paper, 1 sheet ... 2 sp
4 - Parchment ... 1 sp
2 - Robes ... 1 gp
Spellcasters Only - I'll PM you the list of choices available for your spells.

Blacksmith: metal armors, items, repairs and services
Medium Armor:
1 - Chain Shirt (Med) ... 50 gp
1 - Chain Shirt (Lg) ... 75 gp
1 - Scale Mail (Med) ... 50 gp
Heavy Armor:
1 - Ring Mail (Med) ... 30 gp
1 - Plate (Med) ... 1500 gp
2 - Shield ... 10 gp
Miscellaneous:
2 - Chain 10' ... 5 gp
0 - Crowbar ... 2 gp
4 - Hunting Trap ... 5 gp
2 - Lock w/key ... 10 gp ... standard padlock
2 - Manacles ... 2 gp
2 - Pick, Miner's ... 2 gp
1 - Spikes, Iron (10) ... 1 gp
Services:
Repairs ... by appraisal
Sharpening ... 5 sp
Silver Plate Weapon (8hrs) ... 100 gp

Fletcher: bows, crossbows and ammo
11 - Arrows, Reg ... 1 gp
6 - Arrows, Hard ... 2 gp
0 - Bolts, Reg ... 1 gp
3 - Bolts, Hard ... 2 gp
8 - Hand Bolts, Reg ... 1 gp
5 - Hand Bolts, Hard ... 2 gp
1 - Light Crossbow ... 25 gp
1 - Heavy Crossbow ... 50 gp
2 - Hand Crossbow ... 75 gp
1 - Longbow ... 50 gp

General Goods: common everyday items
3 - Barrel ... 2 gp
4 - Blanket ... 3 sp ... woven blanket
2 - Boots ... 2 sp
3 - Bucket ... 4 p8 ... holds 3 gallons liquid or .5 cu ft
0 - Kettle, iron ... 3 gp ... holds 2 gallons liquid
2 - Lg. Candle ... 2 p8 ... burns 2 hrs, lights 5' radius, dim addl. 5'
3 - Clothes, Common ... 5 sp
1 - Jug ... 2 p8 ... holds 1 gallon liquid
1 - Merchant's Scale ... 5 gp
2 - Soap (scented) ... 3 p8 ... lavender, mint, rose, spice
0 - Tankard, ... 2 p8 ... holds 1 pint
0 - Teapot, iron ... 1 gp

Jeweler: gemstones, jewelry items and appraisals
Charms:
1 - Heart, Gold ... 10 gp
1 - Rose, Gold ... 10 gp
Gems:
1 - Amethyst ... 100 gp
(Gilius) - Coral ... 100 gp
1 - Jade ... 100 gp
2 - Pearl ... 100 gp
1 - Black Pearl ... 500 gp
Jewelry:
2 - Locket Necklace, Silver ... 1 gp
(Gilius) - Locket Necklace, Gold ... 5 gp
1 - Star Ruby Gold Necklace ... 1500 gp
1 - Turquoise Gold Ring ... 25 gp
1 - Silver Star Rose Quartz Ring ... 60 gp
1 - Silver Charm Bracelet ... 3 gp
1 - Bejeweled Gold Bracelet ... 250 gp
Services:
Gemstone Appraisal ... 1 gp
Jewelry Appraisal ... 2 gp
Set Gem <100 gp value ... 40 gp
Set Gem 100-1k gp value ... 70 gp

Leather Worker: hides, leather goods, pelts and tanning
Light Armor
1 - Leather (Med) ... 10 gp
1 - Studded Leather (Sm) ... 30 gp
1 - Studded Leather (Med) ... 40 gp
Medium Armor
1 Hide (Med) ... 10 gp
Miscellaneous:
1 - Hand Drum ... 6 gp
3 - Leather Cord, 15' ... 1 gp
2 - Leather, Tanned ... 5 gp
3 - Pelts ... 2 gp
2 - Sling ... 1 sp
2 - Snare Traps ... 3 sp

Tailor: fabrics and fashions
3 - Cloak, Plain ... 7 sp
2 - Cloak, Fine ... 2 gp
5 - Clothes, Common ... 5 sp
3 - Clothes, Sea/Traveler's ... 2 gp
2 - Clothes, Merchant ... 5 gp
3 - Clothes, High End ... 10 gp
4 - Clothes Fine ... 15 gp
3 - Robes ... 1 gp
Fabrics (half bolt):
2 - Fabric, Cotton ... 4 sp
3 - Fabric, Linen ... 6 sp
4 - Fabric, Silk ... 4 gp
4 - Fabric, Velvet ... 2 gp
Miscellaneous:
4 - Bone Needle (3) ... 3 p8
2 - Steel Needle ... 1 sp
Cotton Thread, 30' ... 5 sp
Services:
Alterations/Fitting ... 4 sp
Hollow Boot Heel ... 20 gp
Inside Pocket, Apparel ... 1 gp

Tattoo Parlor: regular and magical tattoos
Regular – Black or Dark Blue ink, you pick the design
- Small/anywhere = 5TT; Med/arm or leg = 10TT; Lg/chest or back = 25TT
Regular – Colored ink, you pick the design
- Small/anywhere = 10TT; Med/arm or leg = 25TT; Lg/chest or back = 50TT
*Magical* - Magical tattoos are a way for even non-spellcasters to be to cast its spell by touch or command
(one time single use)
Spell – Cantrip ...15TT ... single use, choose: Eldritch Blast / Fire Bolt / Vicious Mockery or Sword Burst
Spell – Level 1 ... 30TT ... single use, choose: Chaos Bolt / Chromatic Orb / Feather Fall or Magic Missile
(consistent use)
Armsman Tattoo ... 200TT ... Tribal/on weapon arm = +1 attk/dmg with specific melee weapon
Coiling Grasp Tattoo ... 50TT ... Squid or Coiling Tribal/arm = Inky tendrils up to 15' do 3d6 + grapple to single creature
Mark of the Anchor ... 100TT ... Anchor/anywhere = +1 resist being moved or knocked down but -1 swimming
Mark of the Kraken ... 200TT ... Kraken/anywhere = evoke magical darkness 15’ radius centered on wearer up to 1hr
Mark of the Pufferfish ... 300TT ... Pufferfish/arm = when grappled tattoo extends sharp poisonous spines doing 1d4 poison dmg
Mark of the Viper ... 300TT ... Viper fangs/anywhere = advantage to saving throw against poisons + poison resist
Marksman Tattoo ... 200TT ... Tribal/anywhere = +1 marksmanship with familiar ranged weapon
Masquerade Tattoo ... 10 TT ... Small Mask/moves around = Disguise Self for 1 hr/day
Weapon Sheath Tattoo ... 50TT ... Weapon/upper or lower arm or leg = Stores weapon in tattoo, leaps to your hand by command.

Tavern: food & drink

Temple: blessings bestowed, curses removed, holy items
Holy Items:
Amulet ... 5 gp
Emblem ... 5 gp
Holy Water (vial) ... 10 gp
Holy Water (flask) ... 25 gp
Incense ... 1 p8
Services:
Blessing ... 100 gp ... choose +1 Fear Save or +1 vs Evil for 24 hrs.
Cure Wounds ... 10 gp ... close wound, restore 8hp
Gentle Repose ... 50 gp ... corpse doesn't decay or become Undead for 10 days
Lesser Restoration ... 50 gp ... cures single creature of blind, deaf, paralyze or poison
Remove Curse ... 100 gp ... ends curse on 1 creature/object; or breaks cursed magic item attachment
Raise Dead ... 1000 gp ... brings touched creature back from death if not dead over 10 days, return with 1 hp

Weapons Shop: melee weapons
2 - Cutlass ... 10 gp
1 - Cutlass +1 Quality/Sharp ... 250 gp
2 - Battleaxe ... 10 gp
2 - Dagger ... 2 gp
1 - Dagger +1 Quality/Sharp ... 100 gp
1 - Flail ... 10 gp
1 - Greataxe ... 30 gp
1 - Great Sword ... 50 gp
2 - Handaxe ... 5 gp
2 - Mace ...5 gp
2 - Longsword ... 15 gp
1 - Longsword +1 attk ... 500 gp
2 - Rapier ... 25 gp
1 - Scimitar ... 25 gp
1 - Shortsword... 10 gp
1 - Trident ... 5 gp
1 - Warhammer ... 15 gp
Post edited 2 days ago by bjgamer
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bjgamer: Felara stretchs sensually. "Why point when we can take you? Although we're also good at 'exercising' out whatever ails you," she purrs.
"Trust me, kitten, I'd rather not risk findin' out empirically what this metal puritan may think o' our pouncin' 'n' bouncin'," Count Karnstein replies in a serious manner. "Till I be none the wiser, a pleasant walk will 'ave to do in terms o' exercise. In the meantime, let's hope it's been blessed by one o' those whacky, liberal merrymakin' or fertility deities," he goes on in a less serious manner. "But first things first, I'm famished, we shall go after the feast. I see our good friend Devin is sponsorin' t'day."

Approaching the table, Count swiftly unsheathes his saber and jumps on a chair. "You there!" he shouts to Gormi while pointing a naked blade at him. "Yes, lad, I'm talkin' to ya. You's the look o' one savage cutthroat if I've ever seen one, am I right? Don't tell me 'tis but a pretense! Well, what are ye waitin' for? To arms, brute, fer time has come! Time to pillage, raid 'n' plunder... the cellar! Bring only the best wine fer best guests!"

"An' you, dearie," he now turns to Rose, "a tankard o' fine mead fer the merboy there," he points at Kyp. "That one's on me, don't think I've forgotten."

After the gathering, Count Karnstein will don the officer disguise and accept the twins' offer to take him to the temple where, upon seeing price tag for curse removal, he intends to only inquire about properties of the shield in detail. Particularly: what is the exact nature of its power and what should he especially be aware of as a user.

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bjgamer: 10 - Potion of Heal ... 50 gp ... heals 2d4 + 2hp
6 - Potion of Greater Heal ... 100 gp ... heals 4d4 + 4hp
2 - Potion of Superior Heal ... 500 gp ,,, heals 8d4 + 8hp
Are we privy to our max HP? Would be useful to not overspend :P
Post edited June 01, 2025 by ssling
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ssling: Are we privy to our max HP? Would be useful to not overspend :P
Yours is 82, Argy is the current lowest at 66 and the others are in the 70's. Another level should be coming fairly soon.

I've got RL commitments for now but the identified loot should be coming later. (Then you'll know exactly what that shield is.)
OOC: 66? That number largely surpasses the average player HP of any of my campaigns XD (I think only two half-giants from the Dark Sun setting reached that value)
While looking for ingredients for the Hagsbane grog, Argy will buy a hooded lantern and a good amount of ingredients for her kitchen (put around 80 TT for it). And afterwards, she'll be gone for a while...
Post edited May 31, 2025 by Lone_Scout