Good Day to you partners. I have arround 30 or 40 spare gold pieces to use if we need anything else for the journey. Any ideas???
Meanwhile Wildgeist pays his Spiced Porridge and eats it joyfully. :smallbiggrin:
Printable View
Good Day to you partners. I have arround 30 or 40 spare gold pieces to use if we need anything else for the journey. Any ideas???
Meanwhile Wildgeist pays his Spiced Porridge and eats it joyfully. :smallbiggrin:
I've got about 20. Nothing comes to mind as being needed for the trip. But I think I might see if Darkwater has a spare candle and a jug or some sort of stoppered container. Could be helpful in safely moving those tainted coins.
Henri goes off to seek the innkeeper once more, and relays his request. If Darkwater doesn't have those things, Henri goes off and procures them, and then returns.
Darkwater gets you a nearly-burnt down candle from one of the walls, and disappears into the cellar for a few minutes, returning with a small clay amphora. "Here, this one's got a chip in it, so go ahead. Cork wouldn't sit right anyway."
Thanks again, sir.
Henri goes back to the elf's room, lays the jug on its side, and uses the candle to nudge the coins into the jar, careful not to allow them to touch his skin at any point. He then corks it and carries it back to meet his companions.
That should be one problem solved. Though there's still the matter of actually getting rid of them.
Henri:SpoilerReflex save, please.
Surprising, but sure: [roll0]
As you attempt to remove the coins from the box, a sudden tingle in your fingertips is the only warning you receive, but you manage to act on it, jerking your hand out of the way just as a small, ghostly spider lunges for your fingers. Missing its target, it fades away into nothingness just as quickly.
"So! It wasn't the coins I guess... What do you make of it guys?"
I've never heard of such a thing. No doubt a bit of sorcery far beyond my meager magical knowledge. If we cannot remove the coins, it would appear the whole coinbox will have to be disposed of.
Henri now goes to Darkwater, returning the jug and politely requesting a larger box than that of the coinbox, with a sturdy lid. Possibly a supply crate, or something of that nature.
Darkwater manages to furnish you with a small cask formerly used for storing spirits, and no further attacks come as you close the coinbox and seal it inside.
So I guess we'll tote this along tomorrow, and find somewhere to dump it. So, any other preparations for the journey?
"I beleive I'm set and ready to go."
I´m good too but still got that extra money if you need it. It's your call Henri. :smallbiggrin:
We're ready. I'm going to turn in early, make sure I'm well rested for the beginning of the trip.
The next day dawns bright and clear, if still rather windy, but your new furs are remarkably effective. Olain is waiting for you at the north end of the river road, as promised, with a pair of odd-looking wagons; it takes a moment to realize that they have wooden runners mounted underneath the axles, and the wheels are likely designed to be removable. Each is harnessed to a caribou, and whatever goods they contain are covered by a tarpaulin.
"Hullo there! Right on time. Just put your things in the back corner of the wagon, there; I've left a spot for them. Would it be overly optimistic of me to ask what's in that cask?"
Accursed money that kept us occupied since we last saw you, friend. Don't worry, it will not be making the whole journey with us; as soon as we clear the city and make camp for the night I'll drop it off somewhere secluded. I don't want some poor treasure hunter to fall prey to its paralysis-inducing poison and be carried off by a bugbear or something.
Henri tosses his meager belongings into the cart, save for his weapons and armor, and the new clothes he is wearing.
Spells prepared for the day:
SpoilerLevel 0: Detect Magic x1, Light x1, Read Magic x1
Level 1: Magic Weapon x1, Comprehend Languages x1, Cause Fear x1
Thanks a lot Olain!!! Hope we have a safe and productive journey ahead!!! :smallwink: What are we carrying in these besides our few belongings??? Asks Wildgeist as he points to the wagons with his eyes and places his backpack inside one of them.
The dwarf shudders, gesturing at the wagon. "Definitely too optimistic. I don't know where all these curses come from, but that's the third I've heard about in the past two years. Well, just so long as it doesn't get out and into the blades."
"I'm carrying metalwork, for the most part. We'll stop in Actia tonight and pick up some instruments, then head for the usual spot." He mutters a few words to the caribou, urging them forward, and the wagons slowly start rolling north.
"To the north we go!"
I hope that the possibility of this curse seeping out is the only thing we have to worry about on this journey. But somehow, I doubt it.
"Hah, indeed! If that were our only worry, I'd hardly need to hire you. But cheer up, disposing of a cursed object is sure to earn us some good luck in return."
The winds strengthen and the temperature drops noticeably as you climb out of the delta valley, the trail Olain follows taking you some distance away from the river, although it remains in sight. A light dusting of snow grows on the ground as you walk, although it is not yet deep enough to impede the wagons' progress. A lone wolf shadows you at a distance for a while, and twice you surprise ptarmigans near the trail, but it is still early spring, and there is little life visible as you travel.
As evening nears, you descend into a small valley on the leeward side of a large rock outcropping that seems to have been sheared off vertically at some time in the past. There is little evidence of rubble, and the valley is host to a small village that seems to have been constructed recently. Most of the buildings are wooden, but there are three of stone, and all of them match the style you saw in the gnomish district back in Seurd.
"Actia," says Olain as you approach, perhaps unnecessarily. "Think they're planning on planting this valley come spring proper, but for now they've had a fair bit of free time, and where gnomes are involved, that means music. The traders appreciate a good instrument, so I'll be doing some acquisition tonight. They were fairly accommodating last time I came through, so we shouldn't have to worry about the wagons; they've got a small inn here that'll keep them safe. You three can do as you wish for the night, so long as you're ready to leave at first light tomorrow."
The inn he leads you to seems to be serving mostly as a gathering place for the locals; they probably don't see too much traffic. Perhaps the largest of the stone buildings in town, the inn is sturdy and well-built, for the small fire in the hearth keeps it surprisingly warm for its size. Olain pays for your rooms and a place for the wagons, and after a few words with the gathered gnomes, leaves in the company of two of them, presumably to make his 'acquisitions.'
Henri is slightly weary from their travels, but hoists the cask containing the tainted money onto his shoulder nonetheless. He addresses his two comrades. I don't want to toss this off too close to the community here, so I'm going to walk out a bit to dump it. If the two of you want to come that'd be great, and if not I should be back later this evening.
"Although he said it was safe, I beleive someone must remain guarding the wagons, and someone should go with you. I volunteer to remain behind with wagons"
Henri nods, and turns to address Wildgeist in Orcish:
SpoilerWell then blood brother, that leaves you and I. I'm going to head out so I can dispose of the cask before the light has fled from the sky entirely. Follow along if you wish; I'm sure my tracks will be easy to spot in this light snow.
The expanse around you is mostly featureless, aside from the large rock face. A few stunted trees are scattered across the landscape, but the ground under your feet is still frozen, and little growth can be found.
SpoilerAnything in particular you're looking to do with that cask?
Wildgeist answers in orcish also.
Spoiler
Indeed I'll go with you blood brother!!!
Amy, take care of my backpack before the wagons are properly parked and guard it well please. :smallwink:
((Just dropping it somewhere isolated and not immediately noticeable.))
Keep an eye out for any rock formations or trees large enough for us to put this behind, so that it isn't too visible. I really don't want some poor treasure hunter to happen upon this and die out here, unable to lift a finger in their defense. I'd even suggest we keep it on the wagon as a possible trap for thieves, but I don't know enough about whatever has possessed that money to say that it would stay contained in the cask. Too chancy.
Ameretat stays still guarding the wagonery in the meantime...
Several minutes out from the town, you manage to find a tree that has been split in two by some unknown force, and hide the cask in the slowly growing hollow at its base. Olain is nowhere to be found upon your return, but the inn is welcoming enough, and the keeper serves you bowls of a soup consisting mostly of potatoes and root vegetables. Most of the inn's furnishings are rather out of scale for the two half-orcs, although a couple higher benches can be found.
"Delicious food, now if nothing else is required, I shall go wander and see what I can find of interest around here, before going to rest..."