Re: Interlude 1: Drellin's Ferry
The party spends about two weeks in Drellin's Ferry. During this time party members engage in a wide variety of downtime activities, everything from: gleaning new adventure leads, making new contacts about town, visiting various provisioners and merchants to acquire new or mend worn equipment, obtaining potions from Ologeon, carousing in several of the town's taverns and taphouses, and the like. But much of this time is spent resting and preparing for the next adventure.
With new rumors afoot, the party is soon eager to seek out adventure far from the comforts of The Green Apple, Gausler's Brewhouse, etc.
Marklin managed to do quite well for himself at the gaming hall, basically covering the cost of keeping himself inebriated, well attended by women of questionable virtue, and well fed. At the end of 14 days, against all odds, he still has something to show of his earnings, despite his best efforts to piss it all away on vice!
Valthur, his oft-time carousing companions fares less well in the monetrary department, but interestingly develops a romantic interest. In Drellin's Ferry no less! Who'd a thought it? Perhaps it was the town smith, Morlin Coalhewer's, comely offspring...or some other lucky soul? At any rate, the dwarf hits the road with a new amorous connection who begs him not to leave so soon and asks him to promise to return 'home' soonest. This potential love interest will certainly be pining for Valthur while he is gone and perhaps give the dwarf something to look forward to coming back to? Maybe. The interested party certainly hopes so!
Honoring their commitment to see to it that Yhus' family is informed of his unfortunate demise, the party, joined by a new companion (Charlotte) agrees to set out toward Terrelton. The group has a few leads for adventure along the way, the most notable being gaining an audience with the Insatiable Savant in the Nimon Hills. Of course, they have also heard a band of thugs known as the Jackals operates in those same hills, so they head out fully aware of the dangers of even reaching the deathless sage's dungeon. Then there is the matter of dealing with the Insatiable Savant itself!
The adventure continues...
OOC:
Aldara Eoni, and Valthur spend 1gp x 14 (14 gp) days maintaining a modest lifestyle.
Marklin does not need to spend anything maintaining a modest lifestyle. He covered his lifestyle costs gambling. He is free to squander all of his coin on booze and women however, but he fared reasonably well at games of chance and could depart town with his coinpurse intact.
Sarah spends 10 gp maintaining a modest lifestyle.
Valthur is able to purchase arms and armor from Morlin's smithy at normal cost. Additionally, Morlin will purchase any weapon or item the party wishes to sell for 50% of full value.
[Private to Sarah: Sarah pocketed about 3 gp worth of minor trinkets and coins during the past 2 weeks. It was tough working the town safely and all you were able to come away with is a few silvers or coppers here or there.
You also established a fence contact at the Old Bridge Inn, a halfling by the name of Marco Shadowbanks, a cousin of the proprietor, Kellin Shadowbanks.
Marco warned you not to steal from townfolk because it brings on undue attention. This is partly why you were not very successful. Basically he said to target people passing through, merchants and travelers. He also mentioned avoiding stealing from adventurers, which he said is a general no-no because adventurers are unpredictable. ]
This message was last edited by the GM at 16:11, Wed 25 Jan 2017.