Your casual walk-by reveals the well to be in a deserted corner, with only a flower shop and a chain mail shop nearby. After dusk, the traffic would be minimal. On the other hand, there is no reason for law-abiding citizens to be there after dark so early evening would be hazardous. You would want to work quickly when the night was really dark. The well itself just looks like it is covered with loose planks
Kell pauses a moment looking at the ground around the well, then moves on with his two friends.
Kell says to the others, "Those loose planks wouldn't stop those big spiders from coming up from this well. Do you think something else was done to plug the well, or that maybe our roguish competitors just left them loosely covering the well after they came back up? "
Kelmult Dwarven Fgt-2 Olaf, the very lucky...so far! Human Fgt-2 Yusuf Kamal(Chainmail & Shield: AC 4, MV 6, HD 1, XP: 0, hp 6. #AT 1. 1d8 Sword, 1d6 Bow, 1d4 dagger x 2. Lucky Amulet, rations, waterskin x 2. GP: 0. [gold necklace & jewelry case with a few silver rings & bracelets...est. 70 gp])
You have five discontented city constables, all outfitted in leather with clubs. They are all friends, and hope to come as a package deal
William will talk to them for a while and see what their story is (as well as attempting to deduce the likelihood of their previous superior wanting them back).
If they seem like good prospects to him, he'll hire them for an initial payment of 150 gp each, with the promise of 10% of my share of any treasure we find (each).
OOC: the only thing that bothers me is that, with my charisma of 11, I can only have 4 henchmen. But that's a rules quibble and not a roleplaying one.)
Joined: Nov 2007 Gender: Male Posts: 724 Location: London, Canada Karma: 28
Re: Town Interval 11A « Reply #33 on Jan 2, 2011, 11:57am »
The five constables are a bit jittery, as they are supposed to be patrolling right now! They enthusiastically accept your offer, and once they have your cash, promise to resign today and meet you tomorrow morning at whatever place you appoint.
OOC: I am aware of the charisma limitation in the rules
Joined: Jul 2007 Gender: Male Posts: 2,503 Karma: 57
Re: Town Interval 11A « Reply #34 on Jan 2, 2011, 10:52pm »
William will tell them where he's is staying and suggest that they buy themselves some better armor and weapons before showing up. He'll expect them for luncheon at noon.
Joined: Nov 2007 Gender: Male Posts: 724 Location: London, Canada Karma: 28
Re: Town Interval 11A « Reply #36 on Jan 3, 2011, 7:33am »
OK - to sum up
-William is getting five henchmen at noon tomorrow -Jariel should have an elf henchmanin a week or so -Kipper should have a spell book in about ten more days -Yhency's rumor campaign is bearing fruit -Gallaine, Kell, and Patronus have scoped out a boarded up well, and learned there are crypts beneath the city
Assuming William;s henchmen show up tomorrow at lunch, what are the party's plans?
HIT POINTS Kelmult 15/22, William 12/20, Patronus 11/16, Jariel 14/14, Flandil 15/15, Asta 5/6, Einarr 5/5, Zaleeg 4/4
HIRED HELP Highdly 7/7, Sean 2/8, Jorman 7/7, Garfund 10/10, Kris 1/4, Petr 4/4
kenmeister Level 5 Thaumaturgist member is offline
Joined: Jun 2008 Gender: Male Posts: 337 Karma: 10
Re: Town Interval 11A « Reply #37 on Jan 3, 2011, 4:38pm »
Yhency is going to buy lots of holy water, and we are going to descend into the well at midnight with 2 objectives: 1. Go through the secret door and battle the undead. 2. Use a board to get over that pit and check out the room beyond.
Yhency is going to buy lots of holy water, and we are going to descend into the well at midnight with 2 objectives: 1. Go through the secret door and battle the undead. 2. Use a board to get over that pit and check out the room beyond.
Kell is planning to be going with Yhency.
He wants to bring some rope and grappling hook, as well. That should help with getting across that pit if the board isn't enough to do it.
"You are more experienced in this sort of thing than I am. So let me ask your advice." Kell says to the others, "If we face skeletons, or an ooze like we ran into last time, shouldn't we have some clubs with stone heads?"
"Stone doesn't dissolve in an ooze like metal does, and isn't it true that clubs and maces do more damage against some undead, like skeletons, than bladed weapons? That's what I've heard, but I've never taken on skeletons before so I don't know if that is true or just an old adventurer's tale."
Kelmult Dwarven Fgt-2 Olaf, the very lucky...so far! Human Fgt-2 Yusuf Kamal(Chainmail & Shield: AC 4, MV 6, HD 1, XP: 0, hp 6. #AT 1. 1d8 Sword, 1d6 Bow, 1d4 dagger x 2. Lucky Amulet, rations, waterskin x 2. GP: 0. [gold necklace & jewelry case with a few silver rings & bracelets...est. 70 gp])
Joined: Jul 2007 Gender: Male Posts: 2,503 Karma: 57
Re: Town Interval 11A « Reply #41 on Jan 4, 2011, 2:12am »
Since William still has money in his pockets, he'll scope out the local temples (all but the Spider guys) and see if there are any healing potions available.
Joined: Sept 2008 Gender: Male Posts: 1,217 Location: Melbourne, Australia Karma: 195
Re: Town Interval 11A « Reply #43 on Jan 4, 2011, 4:59pm »
Gallaine will give offer William gold for a healing potion too, if such wondrous concoctions can be bought anywhere, and then she will also purchase two fresh flasks of oil for her lantern, and then a skin of nice wine. She will also replenish her rations (a fresh week's rations should do).
Joined: Nov 2007 Gender: Male Posts: 724 Location: London, Canada Karma: 28
Re: Town Interval 11A « Reply #44 on Jan 5, 2011, 10:09am »
At Tyr's Temple, he has no Holy Water, but does have five Heal potions at 150 gp each. The Clerical Supply Shop is selling Holy Water for 50 gp each, and he has a lot in stock. Please let me know who buys what and how many.
Jariel spends 6 gp on 3 oil flasks, while Gallaine spends 4 gp on two of them. Kell spends 2 gp on a rope and grappling hook. Gallaine spends another 6 gp on rations, and 5 silver on a skin of nice wine (bought from the Singing Mountain Inn).
When William goes to meet his henchmen at noon, he notices two things: they are dressed up in plate mail, with swords, shields and crossbows, and there are only four of them. Apparently, they went out to the Balashei bar to celebrate, got a little drunk, then a fight broke out between one of them and some other constables, and he was killed in the skirmish (and retro-actively charged with drunk and disorderly, disturbing the peace and resisting arrest). They are sheepish and sober now. Their names are Edmar, David, Sean and Jorman.