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Post by Dead Greyhawk on Mar 15, 2005 23:51:04 GMT -5
Can we get a post of what Lord Morgan's deputy has to say? We can't really come up with a plan without knowing what he wants us to do. Your former compatriot, Ironhand Goodwin, meets you outside of the Bear Skull Inn. Since he has adventured with you before, he is not amazed at the fact that you have captured your foes. He is amazed that you have brought them for justice and that there are so many of them. You relate your exploits to Ironhand, informing him of the location of the moored hobgoblin boats. Several fishermen are dispatched to obtain the boats. Ironhand had brought with him several men-at-arms from Lord Morgan's manor in Grange, but not enough to handle such an entourage. Since the Company is honor-bound to return the injured and weakened Jordan to his home of Seaton, the Company volunteers to travel with Ironhand's band and escort the hobgoblins to Grange. Addy and Jordan are loaded into the cart while the hobgoblins are made to walk. After Ironhand takes care of the tab at the Bear Skull Inn, the entourage heads south. Nightly archery practice by Alouicious, Otto, and Raven is more than enough to quiet the hobgoblins and make them rue the day they took up raiding civilized lands. After several days of travel southwards, the entourage arrives at Lord Morgan's manor. Lord Morgan takes control of the prisoners, though Dell puts in a good word for his compatriot Addy. The Company provides the documents that they acquired from Tenma's room, as well as the information that Addy told to them. They also identify the hobgoblin leader for Lord Morgan. Begging Lord Morgan's pardon, the Company takes their leave of him and head to Seaton, where Jordan is returned to his temple. In response to Raven's question, Death of Ross Day is Growfest 4, in the middle of the Spring Festival, two months hence. Returning to Lord Morgan's manor the following day, the Company is paid by his steward, Anson, 1,000 GP for the freeing of the elven children and the destruction of the slavery ring. Anson mentions that Lord Morgan had so very hoped that his sister would be freed by the Company, but that Lord Morgan was pleased by the Company's efforts nonetheless. Anson then pays a bounty of 500 GP for the prisoners who were provided to Lord Morgan. He recommends that the Company stay for another day, as the hobgoblins have yielded much information in exchange for their lives, and that Lord Morgan may speak with them tomorrow. Indeed, Lord Morgan meets with the Company again on the following day. He informs the Company that much quality information was obtained from the hobgoblins, information that keeps his hopes alive for his sister's survival. He has confirmed that the slavemaster Tenma received captives from Morganville twice, both times brought to him by gnolls. The second batch of captives, who were sent out by barge at the same time that Tenma received his letters, likely held his sister Melba. The young girl described in the letter as having been assaulted and killed by "Executioner" is likely to have been Elohwin's assistant at his duties as farrier. The confluence of the hidden sea cave, the sea-worthy barge, and the prevalence of Pomarj bargeld lead Lord Morgan to suspect that the captives were shipped to the Pomarj and that payment came from there. Whether this was their final destination is unknown. Lord Morgan will request assistance from the Mayor of Seaton and the Lord Governor of Gradsul to determine what ships might have been in the area on the days marked in the ledger book as shipments from the tower. The Pomarj is a wild and rough land, and Lord Morgan has no ready assets to investigate the possible destinations of the captives. Anson suggests that the Company of the Blue Sun could be such assets. Lord Morgan puts forth a proposition to the Company. Lord Morgan will outfit a small group of his men and send them by ship to the city of Blue, which still nominally maintains the rule of law. This group, led by Ironhand Goodwin, will establish a secure base of operation in Blue and, using the insider knowledge that Addy is willing to provide, attempt to discern either the location of the captives or where they were sent to. The Company would arrive after a short delay, since the Company is likely to gather greater notice than some non-descript guardsmen, and attempt to free or follow the captives. Lord Morgan stresses that the release of Melba from captivity is a key goal, and that the rewards for doing so would be greater than the rewards for failing. When gently prodded about exactly how large the reward would be, Lord Morgan vaguely mentions that it would be in the thousands of gold eagles. After a brief discussion between Lord Morgan and Anson, an upfront offer of 500 GP for outfitting costs is also offered. Of course, any items recovered would become the property of those who found them. The Company takes their leave of Lord Morgan to consider. A quick perusal of maps on hand show that either a land or a sea route could be taken to the Pomarj. The lack of a time requirement might allow Winthrop to train, but funds are currently tight. Alouicious points out that the Pomarj is mainly lawless and so essential provisions, like binding treatments, should be purchased ahead of time.
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Post by Dell on Mar 16, 2005 9:00:46 GMT -5
I see tremendous potential for profit on this mission. Raven, do you still have that love potion? If we find the sister, you can marry your way into the nobility.
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Post by Dell on Mar 16, 2005 13:22:20 GMT -5
I think everyone is in favor of getting Winthrop trained before we go. How much money can we get from the sale of the boats?
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Post by Wolfgar on Mar 16, 2005 13:30:16 GMT -5
Returning to Lord Morgan's manor the following day, the Company is paid by his steward, Anson, 1,000 GP for the freeing of the elven children and the destruction of the slavery ring. Does this mean we won't be taking the children back to the elves? I figured they would have given us a better reward for their children. Lord Morgan will outfit a small group of his men and send them by boat to the city of Blue, which still nominally maintains the rule of law... A quick perusal of maps on hand show that either a land or a sea route could be taken to the Pomarj. Will Lord Morgan's men be keeping the boat while in Blue? If not we will need something to transport Melba and other captives back to Keoland. In which case it makes sense to charter a boat. Also are we going to have a problem with the "authorities" in Blue if we steal the slavers merchandise?
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Post by Mr. Trommer on Mar 16, 2005 14:35:16 GMT -5
Since Lord Morgan is looking into ships that were carrying slaves we should mention the Sea Ghost/Destroyer as doing so. I have some notes on when it last went through Grange but not what the ships name was. That way we might get our boat back.
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Post by Ginger on Mar 17, 2005 9:33:27 GMT -5
It sounds like we'd have a good bit of downtime during all that. Can we have our items identified by the time we start playing?
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Post by Dead Greyhawk on Mar 17, 2005 12:11:13 GMT -5
How much money can we get from the sale of the boats? There are 8 boats (5 hobgoblin and 3 human) and one barge. If you go collect them from the fishermen at Angler, they may be sold for a total of 300 GP. The hobgoblin boats are not well crafted, but the barge is larger than normal. Beyond the travel time, it will take three days for you to sell the boats and barge. This includes finding a buyer, haggling, and waiting for the buyer to come up with the money (I assume that you aren't taking any notes). Note I have edited the original post to reinforce that Lord Morgan will send a ship to Blue, since it is across the sea.
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Post by Ginger on Mar 17, 2005 12:22:25 GMT -5
Are Dell and Winthrop ok with using those 3 days to identify our ring, 2 potions, hammer, and mace?
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Post by Dead Greyhawk on Mar 17, 2005 12:22:42 GMT -5
1) Does this mean we won't be taking the children back to the elves? 2) Will Lord Morgan's men be keeping the boat while in Blue? If not we will need something to transport Melba and other captives back to Keoland. In which case it makes sense to charter a boat. 3) Also are we going to have a problem with the "authorities" in Blue if we steal the slavers merchandise? 1. You are not taking the children back to the elves. Since you were away killing hobgoblins when he arrived, Ironhand took control of your prisoners, including the elven children, when he arrived in Angler. Since Ironhand is a Sheriff's Man, his word carries Lord Morgan's weight behind it. The townsfolk in Angler, all Lord Morgan's serfs, certainly wouldn't dispute Ironhand's claim. 2. Anson envisons that the ship would not remain in Blue, but perhaps make a weekly trip into Blue. This way Ironhand's men would seem like regular passengers and they, and the ship, would not draw too much attention. He knows of several ships that he could hire such a service from, depending on whether they are in the area or not. If you choose to charter a ship that would be on-call in Blue, that would be a cost that the Company would have to bear. Lord Morgan's purse is not infinite, and he expects that you would balance your costs versus the reward you would get when you succeed. Anson is willing to pay for your passage to Blue, should you decide to travel by ship. The distance to Blue from Gradsul, the port you are most likely to sail from, is about 750 miles, or about 4 weeks sailing. Add another week if you are traveling from Monmurg instead. The land route would be a bit faster actually, being slightly over 3 weeks from Gradsul. Map online at www.greyhawkonline.com/canonfire/abyss_cy589_darlene_map_redo.jpg3. It seems likely that should Melba be held by persons of power in Blue that you might have "difficulties" with the authorities. On the other hand, where the slavers are operating from is precisely some of the information that Ironhand and his men would attempt to determine prior to your arrival.
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Post by Ginger on Mar 17, 2005 12:24:21 GMT -5
I love having difficulties with the authorities...except when it lands me in jail.
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Post by Mr. Trommer on Mar 17, 2005 12:33:21 GMT -5
I get the impression that we might want to keep the 'sea-worthy' barge to get us to the Blue. I'm not sure if tha means it can actually get us there. So the question is whether the barge is capable of doing so?
We still need to determine if there is enough funds to get me trained. Is it possible that I have a spell or two that could be added to the mix? Besides the identifying of magic items I would like to create enough continual light rocks that party members have five each.
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Post by Dell on Mar 17, 2005 13:23:05 GMT -5
I get the impression that we might want to keep the 'sea-worthy' barge to get us to the Blue. Showing up in a stolen slave ship has historically not been one of our better strategies. If there's not a significant time difference, it might be best for us to go the overland route. That way we'll have our carts, mules, and horses ready to haul off the loot. Or prisoners. Or slaves. Or whatever. Oh right, I'm the leader. I forgot. Yeah, we'll go overland. It's just more fun that way. And we'll get Winthrop trained, even if we have to sell all our cursed magic items to do so.
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Post by Dead Greyhawk on Mar 17, 2005 14:54:38 GMT -5
1) So the question is whether the barge is capable of doing so? 2) Is it possible that I have a spell or two that could be added to the mix? 1. The barge is strictly a coastal vessel, able to sail within sight of land. It could take you to Blue, if you hired a crew to sail it, in about 32 days, again departing Gradsul. 2. The value of the spells in the OES can only be determined by trying to sell or trade them. You have some notion of what spells are rare and what are not by the ease or difficulty you have had in getting other mages to part with them for gold.
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Post by Wolfgar on Mar 17, 2005 14:59:30 GMT -5
Also a nice slow overland trip might be a way to level up the cleric so that he will have a reasonable store of healing spells by the time we reach Blue. However it is likely that Melba would just ship back with Lord Morgan's men after we rescue her. No need for her to take the dangerous land route all the way back.
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Post by Mr. Trommer on Mar 17, 2005 15:44:27 GMT -5
I don't have the OES with me (it in Monmurg). So I can't used the fourth level spells that are in it. The Protection from Normal Missiles and monster Summoning I are the only rare ones that I have with me. You are right that I have no idea what they are worth. I suppose we could try to find out by trying to buy them to see what we would be charged for them. That is the only way I can think of how to come up with the money without depleting the party if we happen to have eough money.
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Post by Ginger on Mar 17, 2005 16:37:16 GMT -5
Monster summoning I was 2000, if I recall correctly. The Silent one would not put a price on Protection from Normal Missiles, so I'm sure that it's quite valuable.
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Post by Dell on Mar 17, 2005 17:04:24 GMT -5
The name spells are rare - too rare to be purchased, normally. So the "Leomund's Secure Shelter" that you have should be worth some good money.
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Post by Mr. Trommer on Mar 18, 2005 10:44:07 GMT -5
Good point. So my potential barter is:
Monster Summoning I Protection from Normal Missiles Leomund's Secure Shelter Robe of Mites Wand of Enemy Detection Some very minor cash
If the value of what I have to barter is greater than the cost the maybe they have Detect Illuision for when we run into San.
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Post by Ginger on Mar 18, 2005 12:28:16 GMT -5
Leomund's Secure Shelter is on a scroll and can't be copied until you're trained, right? We'd have to make some deal to get it copied to your books before we trade it away.
Also, who are you planning to get training from? Buralis? He's the only one in the area. He seemed to be pretty well stocked, but perhaps Lord Morgan could persuade him to give us a more generous than usual deal.
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Post by Mr. Trommer on Mar 18, 2005 14:18:20 GMT -5
That is worth a try. Put in for the Lord Morgan discount as it will certainly help the chances of bringing his sister back. But you should know how mages are about those type of things. Who knows maybe Liato will be back from his quest. I may even be dangeous and try the Find Familiar spell.
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Post by Dead Greyhawk on Mar 29, 2005 8:24:52 GMT -5
1. Leomund's Secure Shelter is on a scroll and can't be copied until you're trained, right? 2. Also, who are you planning to get training from? Buralis? He's the only one in the area. 1. Any mage can attempt to scribe any spell into his spellbook at any level. The level of the spell and the level of the caster play a factor in determining the likelihood of a successful transcription. Transcribing a spell from a scroll destroys the scroll. Assuming Winthrop has an 18 INT, he has an 80% chance of successfully scribing a 4th level spell. (That does remind me that we didn't roll for all of the spells that were scribed and copied during the vacation period. Ah well, my error.) Winthrop needs to be 7th level to write scrolls, and then those scrolls can be only of spells you can actually cast. 2. Baralis is in Burle. There is also Alex (sp?) in Seaton, though his power level is undetermined. You could always make the trip back to Monmurg as well, assuming that Elmo's replacement has arrived. W/r/t Baralis and trading spells. Baralis would be less likely to take trade in spells such as monster summoning and protection from normal missiles, since he probably has them already. Spells are only valuable in trade is the recipient doesn't already have them. I'd agree with Dell that the most valuable spell you have for trading with those more powerful than you is Leomund's Secure Shelter, a rarer named spell. W/r/t trading magic items. The wand of enemy detection has some clear utility and value. The robe of mites has a much lower value, since, really, it's a cursed item.
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Post by Mr. Trommer on Mar 31, 2005 14:15:17 GMT -5
Assuming that I have enough funds/barter for the training the trip to Monmurg would be ideal. That would also allow me to copy the 4th level spells in the OES. That is a very important thing to do. I msy also be able to use my 10% discount as a member and beneifit from some goodwill from the OES spells they got.
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