Took a bit longer to get this out as most of it was either game accounting or round by round battles.
But the heroes finally seem to be making some progress into the temple, now they are of sufficient level to fight groups of multiple Hit Dice foes.
Still day 185
Dounil and Celest split up so they can enter Nulb
separately. With Celest stabling her horse first before ordering hot water and
washing with what she claimed was found silver. The new proprietor at the
Waterside Hostel accepts it without question. Later Dounil enters, having come
up with a clever addition to their original scheme. He wears his hood and
orders a room, hot water and washing, saying he’s been clearing the road of
monsters. Again, no questions but laundry and bathing costs more because of the
effort to get water from the river and boil it, 170cp for Dounil and another
15cp for Celest. They must dip into the funds they left to Mother Screng (Dounil
uses his Ring of Invisibility to make his way there). Celest paying 1sp and 5cp
and Dounil paying 1gp, 6sp and 10cp. Looking like he’s scrounging treasure from
various nefarious deeds.
The XP gained from delving was 19+145+270+0.8+50x2+15x2+20x17+25x10+125x2
= 1404.8/16=87.8 x 1.10 or 1.05 = 96 FXP 92 MUXP
Only 6000 raw XP to go and they will both level up as
Fighters.
At Mother’s Screng: 156cp, 845sp, 18gp, 49ep, 27pp
Adding to the haul to be taken to Hommlet: 125gp of silver
chain and gem. And 4 jars of oil to be used on any trolls.
Dounil’s cunning plan is to go into the room he paid for,
use his ring to sneak into Celest’s room and sleep there so no one who
remembers him will be able to ambush him in his sleep. This is ruined by Celest
telling him to just barricade his door. So, for the night, he sneaks into the
room formerly owned by Pearl. A roll tells me it’s not in use. He alights to
the bed and doesn’t need to light the candles in the candle holder, which is
totally covered in wax anyway.
Day 186 (15th of Ready'reat)
Waking the next day, Dounil uses the ring to knock on Celest
door when no one else is in the corridor and whispering under the door to let
him in. She says to do it after breakfast. Dounil discovers his room is untouched;
no one went in and disturbed even the bundle he left under the sheets as a
decoy. Downstairs, he and Celest take breakfast, talking low and in vague terms.
Dounil will take it easy for a few days and see Mother Screng for some
pain-reliving herbs. Celest should go and take a trip south, the road is good for
trade and meeting people. (Dounil will rest and recover with magical healing,
Celest should exchange the treasure in Hommlet but the road is dangerous).
They go to Mother Screng’s at a leisurely stroll to not aggravate
Dounil’s injuries, stopping at Otis so Celest can take her horse.
She asks Otis if he knows anyone trustworthy and discreet who could look after horses
in the wilderness. Otis suggests Elmo, a drunk wastrel in Hommlet (Dounil nods
which I good enough for Celest). He asks Dounil about stabling and feed and
Dounil says he’ll find some more money soon.
With Clest riding off on a dangerous road with bulging sacks
of treasure, 10gp and her share of the still-fresh rations, Dounil visits Y’dey
as Mother Screng. First to beg for some healing assistance and secondly to request
10sp for Otis and 155cp for his nightly rest. She is happy to grant both as the
heroes are making progress, HP 12->13 and Dounil comes away with 4ep 15sp
and 5cp, leaving 151cp, 830sp, 8gp, 45ep, 27pp in the hoard. With the electrum,
Otis is paid and it looks like he is receiving money more commonly used by merchants.
Dounil spends the rest of his day in Pearl’s room and heals 1 HP for it, HP 13->14.
It takes Celest most of the day to ride to Hommlet, passing
a merchant caravan on the way. Quite tense for her until they pass completely
from view for about 30 minutes. She follows Dounil’s advice and presents
herself to Rufus and Burne who are undoubtably worried about yet more promissory
notes they can’t yet pay. But as I am now using the OSE Advance update that
makes it even more AD&D, they offer her a special note, they will swap the magic
shield +1 and any number of promissory notes for equal value in training and
spells from Rufus’s spellbook, at 1000gp per spell. This is acceptable as
Celest was pretty sure she could not sell the magical item anywhere else around
here. They also issue her a new promissory note (as they feel they will get the
money back) for the broach, as the cameo coat of arms makes them concerned. 48000gp
on the note and 250xp for the shield. Which is 17 FXP and 16 MUXP.
At Nira Melubb the moneychanger, he is torn over exchanging
the value and losing any excess coins he must use to do it. 80% of 245gp is
196gp and that’s easy enough for the ivory statuette, silver tube and silver
chain with gem (though he will need to wash and clean the stink of them). But
the gold chain with the rubies (7,000gp+3,000gp) and the ruby ring (4000gp) is
way beyond his ability to exchange. He will evaluate them for free as Celest’s
Reaction roll was Friendly. So that must go back to Rufus and Burn who are
upset but not appalled at the ghoul stench, being adventurers.
Celest is quite happy as she leaves with a promissory note
worth 14,196gp, a FXP of 975 and MUXP of 931 on top of what went before. She’ll
need to collect Dounil and then they need to train. She stays overnight at the
Inn of the Welcome Wench, at double the price of the Waterside Hostel (5gp 10sp)
but in far better conditions. She meets up with Elmo and explains her quest,
Elmo is happy to help as a paid retainer, though he asks for 100gp per day if
he is not going into the dungeon, to protect the horses outside the temple
grounds. Celest says that’s extortion but fair under the circumstances. The
contract will start when they return to the temple.
Day 187 (16th of Ready'reat)
Celest prepares to ride to Nulb to retrieve Dounil. Dounil
meanwhile repeats the same lazy day, spending 1gp on his horse and 14sp and 15cp
on his stay, leaving 141cp, 831sp, 7gp, 49ep and 27pp in the hoard, HP
14->16. Celest encounters 2 wild boars on the road, they surprise her and fortunately
her reaction roll is friendly, they merely grunt and swing their tusks. She
carries on with some more speed.
In Nulb she talks to Dounil and impresses on him the note
and the task. Recognising this is for the best but still not ready to travel, he
wonders if he could get healed in Hommlet. Celest said there was a church there
if he saw it there last. She takes the remaining 4sp and gets from Mother
Screng, all the gold, electrum, silver and copper pieces. Cannoness Y’dey says
to stop it for now, as it’s too obvious. She spends a gold coin on her horse
and 15sp and 5cp on her night and breakfast. Dounil buys dinner in the
Waterside Hostel for 2sp and 5cp.
Dounil decides that since h’s spent two days with no attempts
to murder him in his sleep, he’ll use the room he actually paid for before someone
notices he’s in the other room. He debates relighting the candleholder as it
might be seen as having been used. Inspecting the wax to see if use was even noticeable,
he sees the thing is quite reflective. Chipping away that night as he awaits
sleep reveals the holder is silver. He stashes that in his bag, reasoning that
it belonged to the temple-spies once and no one has claimed it like the other treasures
of the conspirators.
Day 188 (17th of Ready'reat)
They ride for Hommlet, possibly to spend the winter there,
NRE. By the end of the day, they have eaten their last rations, stabled the
horses (-2gp) and presented themselves to Rufus and Burne for training in the
martial and arcane arts the next day.
It will take Dounil 3 weeks to train to level 4 as a Fighter
and 3 for Celest to become a level 2 Fighter, she’ll then train as a level 2
Magic-User first for 2 weeks. At 400gp per week per level, that’s 8 weeks of
total training (5 weeks of time) at their current levels, so 400 x 3 x 3 + 400
x 1 x 3 + 400 x 1 x 2 = 5,600gp. That covers the promissory note for the shield
+1 and a new note for the other treasure is re-issued at 12,596gp.
On the 11th of Sunsebb as winter bites (milder
than historic Earthly norms for the latitude, probably normal for modern Earth)
Dounil finishes his training and can start healing again, Celest finish on the
25th, day 224. She learns Charm Person, a dangerous spell but still
cannot read the spellbook they have been lugging around and add it to their
own. As I bring this into alignment with
AD&D via the OSE Advanced update, she should have started with 4 spells, so
I need to roll 3 more times. She finally learns Read Magic as she also gain’s
Floating Disc (making her just as mobile as Dounil) and Protection from Evil.
Dounil gains Magic Missile (a fitting replacement for his lost AD&D
Shocking Grasp) and Read Languages (1 off Read Magic of the chart).
It costs the pair 36 x 5.9 x 2 = 424gp and 80sp for their
stay. They money comes from Dounil’s discovery of the candleholder. It’s a
silver case (75gp) with a sapphire (1,000gp) containing wax, but when the wax
was chipped off (eventually heated and dripped) it revealed 19 silvery coins
that were ultimately platinum when Dounil took them down to Melubb. That came
to 231gp plus the sapphire Melubb refused to transacted. That promissory note (it
was worth 900gp according to Melubb who undervalued the gem so he could undervalue
it again later for his lords) went to Olster Gundigoot who promptly cashed it
in for a tax write-off. I realised later I was 8gp off for Celest’s maximum XP
for her level but since I had already done everything, I just took 121gp and
9sp off this treasure.
1131-424.8 = 706.2 (706.2-121.9) = 584.3/16 = 40 FXP and 38
MUXP. With 706gp and 2sp for the hoard. Or it would be had not Dounil been in
of healing. His pleas to the stern Canon Terjon require 10 gp per day/cast of
Cure Light Wounds for the needy and a 100gp donation for the castle
construction. The daily routine of bed rest and healing means it takes 4 days
and 140gp to bring Dounil to his full 22 HP. He spends the next five days
buying spells from Burne and scribing them in his spellbook, so he can prepare
them at times he desires (subject to being a level 3 MU). A fraught process for
Dounil’s Intelligence is 13 and still has a 70% chance to never be able to
learn the spell once he rolls for it. Dounil learns Burning Hands (AD&D
spell), Protection from Evil, Shield, Spider Climb and Ventriloquism. He still
can only prepare and cast 2 level 1 spells per day though. The promissory note
has been reissued as 7,596gp.
The evening of the 25th, they pay another 10gp
and 2sp for room and breakfast the next morning.
Day 225 (26th of Sunsebb)
It is cold and the temperature swings from 22 to 40 degrees Fahrenheit
(-5 to 4 degrees Celsius) over the course of the day. Fortunately, there is
neither rain nor snow. They purchase 21 days of fresh rations at inflated prices.
The two traders make a keen note for their report that the meddlers are
returning to Nulb and the temple.
They have 131cp, 819sp, 1113gp (1013gp) and 49ep across their
three saddle bags as Elmo accompanies them, having been paid his first day.
Arriving in Nulb, Elmo reunites with his brother and amid
that rejoicing, the heroes learn Otis will not charge his brother for his horse
and will let him stay in his home. Elmo said he’ll be rolling in the money once
the pair pay him. At the Waterside Hotel, Dounil and Celest take rooms, the proprietor
is mor than happy to accommodate returning and paying guests, paid with 2gp,
10sp and 10cp. The treasure hoard was given to Y’dey.
Day 226 (27th of Sunsebb)
It’s cold and not yet snowing/raining. The party ride forth
with a plan. The pair will sweep the tower again now they can advance freely around
the temple grounds. This countered by the front door being locked, they should
wait to go around the back again. Instead to go below to kill gnolls and ghouls
until they become too tired too or a large stretch is pacified.
Leaving at [8:00] and assume they arrive by [9:00], NRE.
Elmo is left with the horses at the foot of the temple and
as he leads them out, the pair begin to make haste through the side door. It
takes 2 and a half turns to enter and go down the left vestibule. The rest of
the third turn to reach the bottom of the stairs [9:30], NRE.
Another advance up the north corridor and shortened movement
to the east of the next crossing so they don’t get spotted by the gnolls
looking though the view slit. Celest has a plan, she will cast Charm Person and
induce the watcher to their side. Dounil prepared Shield, Detect Magic and Levitate.
They rest [10:00], NRE x3.
They put their plan into action, advancing up to the eye
slit on Room 121, Celest is unseen but she is heard, the gnolls grunts and she
quickly casts Charm Person with the gnoll failing the roll. While the other
gnolls inside get alert, Celest hurriedly explains they are friends and the
gnolls should get a share of all treasure they find to share among friends,
please let them in. The gnoll obliges to the surprise and cries of the other
ones.
Upon letting them in, Dounil tries to capitalise on the
moment and claims he is here to install himself as master of the temple and the
gnolls should join them and receive great rewards, a reaction roll of 3 means
this goes down poorly an the gnolls attack, prompting the charmed gnoll to
defend the heroes.
No surprise but the heroes move first. R1, 6 HD of damage
kills the gnolls before they can respond. The charmed gnoll is saddened by this
but is mollified by the party offering him or her (hard with gnolls) all the
treasure the dead gnolls could have, as the new temple’s Chief Gnoll/Soon to be
Flind, now 30ep, taking a round.
They push onto Room 122 and throw open the door; there is
again confusion and a pitch for a new gnoll-dominated temple. The gnolls are
indifferent and want to know what is on offer compared to a lifetime of loot
and violence for the Elder Elemental Eye. They want payment up front and the party
cannot provide that right now, so they attack. The heroes go first though (good
initiative so far). R1, 9 HD of damage clears the room.
R2, as the party supply the gnoll with the treasure, another
gnoll arrives from Room 123, party wins initiative again and kills it. Four
rounds till the turn is over 20sp, 10p and 10gp.
Advancing to Room 123, the gnolls and hobgoblin are very
aware of the fighting but utterly confused as to why two bandits are being escorted
by a gnoll. Dounil makes another speech, it’s cautiously received but with no
money forthcoming, violence begins. The inhabitants have been hearing violence
and win initiative.
R1, two attack each member of the party, with the hobgoblins
going after the traitorous gnoll. All gnolls miss but one hobgoblin hits the
charmed gnoll, doing 1 HD of damage HD2->1. The party does 13 HD in return,
killing them all. I don’t know if the dice are good or having the chance of 4
HD per hero, an extra +2 to hit and an additional 2 damage dice are turning the
tide.
With two turns to go, the heroes turn to leave but the gnoll
says there is a passage beyond the wall, the pair having missed it last month. 12sp,
6ep and 6gp with 27pp under the brazier coals.
Throwing the hidden door open, the party move into Room 124,
where two ogres have heard all the fighting but have dismissed the fighting as
per their description. They are therefore aware and when Dounil declares the
gnoll time has come there is no negotiation. The heroes win Initiative only by
1 but win all the same.
R1, Spell Fray from Celest, but Dounil can bring his sword
to bear on the 4 HD ogres. Only thanks to Celest’s magical sword can she hit
the ogres in their bronze platemail alongside Dounil and the gnoll misses. 9 HD
of damage kills both ogres. Marking another section of the temple that will
stay cleared until those ogres can be replaced in 2 weeks. The turn finishes up
with a through looting of the room [10:10], 1/6 NRE. The chest is useful if
they wanted to equip a squad but the gnoll has a weapon, the gnoll almost loses
their footing lifting the spear barrel in the eagerness to find the ogres’ stash.
For they know there should be one. Lifting the slab is another round for Dounil
as the 36sp and 22gp treasure is given to the gnoll. The gnoll receives the 870sp
and silver bracelet (170gp + 6 x 10gp azurites).
Passing into Room 125, it takes two rounds of cautious
movement 3/10, to advance to the T-junction, where they see many remains of a
fight from long ago with many gnawed bones or complete skeletons and maybe some
external passages. The gnoll said the middle was forbidden as a central
corridor. They hear the rattling of bones and metal, as the assembled undead
begin to emerge on either side, grey shapes on a grey background to all their dark
vision.
The skeletons do surprise them.
Surprise (4/10) Round, the undead advance and begin to slash
with various weapons, kept sharp through being positioned within their ribcages
and off the floor. Celest is hit for 2 damage, HP 14 -> 12. The gnoll dies
to a single successful bow out of 6 attempts.
Round 1, wining initiative, Dounil says he’ll take the gnoll
skeletons, they both hit. 2 gnoll skeletons collapse and 6 human skeletons do. No
skeleton gets through their magic armour.
Round 2, again wining initiative, 3 human skeletons crumple
and 1 gnoll skeleton does as well, another takes 1 HD damage, HD 2 -> 1. Again,
the heroes are untouched.
Round 3, The undead have the initiative, Dounil takes 1
damage, HP 22 -> 21. Finishing off the human skeleton with a casual flick of
her sword Fray, Celest turns to assist Dounil, destroying the gnoll skeletons.
They roll their charmed gnoll and retreat back to the door
to Room 124 and bandage; eyes and ears perked for reinforcements. HP 21 ->
22 and HP 12 -> 14, 3/6 [10:25], NRE.
They spend the next 3 turns, one rest and 5 rounds in Room
125 exploring each end (making it 3/6 [11:10]). No treasure can be picked out
in their dark vision as coin-shaped metal. But they see many weapons left in the
hands of the formerly risen skeletons. Dounil thinks the southern passage to
the west matches his prior map and marks the NE passage. They move on to Room
126.
Again the description of the ogre being aware but uncaring
of the fighting means surprise comes from him alone. And surprises he does the
pair but misses with his battle axe. He calls for help.
R1, both Frays and Celest miss but the 4 HD from Dounil’s
sword + magic + strength kills the ogre leader.
R2, the 3 gnolls rush to assist. They fail to surprise but
get the initiative. A lucky blow does 2 HP damage to Dounil, HP 22 -> 20. 11
HD back kills them. While Dounil bandages again HP 20 -> 22., Celest
searches the room and Dounil joins her the next turn, no random encounters
interrupt them. They then rest [11:40, NRE]. While they avoid the food as a
matter of course, the iron chest is found to be locked. They’ll take it with
them later. They loot the gnolls for 9sp 3ep and 9gp, and the Ogre Chief for
his copper belt (35gp) and his purse of 11sp 19ep and 38gp.
A brief look at some fan-made hierarchy tables tells us the Earth
Temple is down to its directly controlled Reavers, clerics and guards. 41
people, dangerous but perhaps the brigands might start questioning what makes
the temple so great if they lose another force.
Entering 127, they spend a round opening the empty wooden
box in the text description 4/10. Entering 128, they do not get to surprise because
there was a gnoll by the door, but the gnolls do surprise in return.
SR, no gnolls hit but the bugbear does to Dounil, HP 22 ->
21.
R1, a gnoll hits Dounil and Celest each, HP 21 -> 19 and
HP 14 -> 12. In return the bugbear takes 1 HD of damage HD 3 -> 2 and 4
gnolls die.
R2, the humanoids win and pass morale, the bugbear hits
Dounil again for 2 damage, HP 19 -> 17. Dounil kills the bugbear with a Fray
riposte, and their blades kill the rest of the gnolls.
They both bandage, HP 17 -> 19 and HP 12 -> 14, ending
the turn and spending the next one looting the room thoroughly and then having
to rest [11:40], NRE x 3. While there was no fireplace for the goblinoid to
stash the hoard, the flammable woodpile rattled when searched and it was found.
64cp, 61sp, 30ep, 48gp, 4pp and a necklace of 12 large gold coins (130gp).
Celest suggests they should see if they can find a Bag of Holding somewhere to
deal with all the coinage, which has almost tipped them both over to
encumbered.
The heavy crossbow is examined but deemed to be too heavy.
The peephole it fires through shows the back end of the corridor from the month
prior and good thing they didn’t explore or the gnoll didn’t bother firing as
they passed.
It’s the work of a moment to cross the corridor into Room
129, prompting no surprises and automatic reactions from the guards.
R1, Only the magic armour blocks the heavy crossbows. In
AD&D they probably would have punched right through. The javelins bounce off.
The heroes engage the lone crossbowman and the javelinists thanks to their slow
encounter move. As we move back into AD&D-like territory, I decide that
rather than give Fighter level number of attacks on the 0-level foes, I just
give the characters another Fray die. All that’s left is the crossbowman at “g”
calling out further down the passage.
R2, Celest, the crossbowman, the guards in 130 and then
Dounil. Celest advances and slays the crossbowman. The guards in 130 call out
for the fighters in the room beyond and advance to throw javelins. One hits her
for 2 damage, HP 14 -> 12. Dounil moves up and fires off his magic Fray,
killing one guard.
R3, Celest, guards, Dounil and the fighters. Celest rushes
forward and begins to swing her sword, five die. The guards with their longswords
fail to penetrate her shield and armour. Dounil follows and the last two die.
R4, the fighters advance from their trapezoidal barracks and
throw javelins, the leader throwing his Javelin of Lighting as these foes have
wrecked bloody havoc among the Earth Temple. No normal javelin hits in the
first volley, the Javelin of Lightning does though, hitting Dounil and both
heroes fail their saves. 20 damage would still be just 4 HP though. I’m willing
to bend the rules for such a blast and say it’s 8. Dounil HP 19 -> 10 and
Celest HP 14 -> 6. They both Defy Death for the first time, so the recalculated
HP after the half damage from what is now a successful save is; Dounil HP 11
and Celest HP 8. The Javelin of Lightning is unfortunately destroyed.
Due to the length of the corridor, the heroes can only
advance and cast their magic Fray. Celest’s bounces off the leader, but Dounil’s
wounds a fighter, HD 2 -> 1.
R5, All the fighters miss, the heroes make a final charge
and Celest cuts down the wounded level 2 fighter and another. Dounil deals 8 HD
in damage alone and kills both the level 3 fighter and the level 4 leader. Such
is the power of high Strength and a Longsword +1 for both.
Bandaging, they debate stopping here, but Dounil said he
wants to put down the ghouls again HP 10 -> 12 and HP 6 -> 8. Celest
thinks that’s an awful idea, but they don’t want the trail of bodies attracting
carrion-feeders over the next few days. Besides they are stronger now, 1/6 [11:50]
and NRE.
They spend two turns searching bodies and belongs up and
down the hall, dumping the weapons in a pile by the southern door for later,
NRE x 2. Besides some bone dominoes (5gp), there is 21cp, 47sp, 79ep, 78gp, 80pp,
4 bronze rings set with a jet stone (50gp x 4), 4 ornamental dagger (15gp x 4),
three jars of fuel oil and various bits of had food the pair snack on as they
shift material. With a heavy heart, they must dump their copper and silver on
the floor for want of coin weight. Hopefully nothing retrieves it by the time
they get back.
It takes another turn to advance down to the T-junction and
turn east and another turn but moving at x3 speed for having explored the area
to pass through the grating, sliming behind them with a clang as they have
weapons drawn and Dounil casts Shield. Nothing happens for a turn and the
Sheild isn’t giving anything better than his magic plate would anyway. It looks
like the ghasts and ghouls are dead, with decaying harpy corpses on the floor, 4/6
[12:30] NRE x 3.
This presents an issue for the pair. They are wounded but
otherwise are on a roll. They have killed over two dozen foes and probably reduced
the temple forces a bit. But they will need weeks of healing, causing the
forces to grow again. Since they lost most of their health to a one-use magical
item ad I keep filing to roll random encounters, they think they can chance it
later.
It’s a turn to lift the grate between them and advance to
the junction, where they rest invisible, [12:50] NRE x 2. And six more turns
and another rest, moving at explored and mapped speed (x 3) to cart all the
weapons and treasure from Room 121 to 130 into room 124 with the weapons chest and
move the iron chest from Room 126, 1/6 [14:10] NRE x 6.
Looking at the chest, Dounil decides the lock is not connected
and uses a battleaxe to break it off (the text said it’s breakable and so I say
it’s not integrated into the structure). It takes him 7 rounds to break it,
long enough to finish the turn by casting Detect Magic on the whole gathered
contents. There is nothing magical here, 2/6 [14:20] NRE.
Disappointed, the decide to return to Nulb before they get
too mauled down here. The take the iron chest contents of 311gp and 2 big and
perfect agates (100gp and 500gp).
They pass at speed to the western vestibule but are mt on
the stairs finally by a random encounter on the second roll, 4 gnolls, here to shore
up the numbers caused by repeated deaths. They surprise.
SR, Dounil takes a bastard sword though a gap in the armour,
HP 12 -> 10
R1, the heroes win initiative and 8 HD damage kills the
gnolls, they have no treasure. They bandage above in the vestibule, HP 10 ->
12, [14:45].
Though the shadows loom in the winter dimness, it’s not yet
twilight, so they encounter nothing as they walk out the main gate. Elmo grazes
the horses nearby, saying they should arrange a time to meet, otherwise he
would have left them there when it grew beyond twilight.
They shove into his hands 200 electrum pieces and tell him
to carry his pay home.
1410xp from dead monsters/16 x (1.10 or 1.05) = 96 FXP and 92
MUXP
85cp, 1066sp 204ep, 522gp and 84pp received/16 x (1.10 or
1.05) = 108 FXP and 103 MUXP, plus 45cp which is lost in rounding.
To be taken to Hommlet:
Silver bracelet (170gp + 6 x 10gp azurites), copper belt
(35gp), A necklace of 12 large gold coins (130gp), 4 bronze rings set with a jet
stone (50gp x 4), 4 ornamental dagger (15gp x 4), and 2 big and perfect agates
(100gp and 500gp).
With saddlebags bulging and darkness falling, they encounter
nothing on the road (lowest roll it could be for nothing). Otis gets his 2pp
for the horses, Y’dey gets everything obvious and heals Celest, HP 8 -> 10, and
the proprietor gets his 10cp, 15sp, 1ep and 1gp. An additional 1sp and 1gp buys
a large combined dinner with ale, though not that great all told.
Day 227 (28th of Sunsebb)
It’s an early night but also an early morning as the heroes
are awakened by a large owl apiece hooting into their rooms amid the first rays
of dawn. It stares at them quite intently and they reach for their weapons, as
it could be sinister. The owls were sent by Otis, for now the heroes can hear
heavy footsteps and banging outside as the newest brigands of the broken tower
have come to Nulb to ambush the heroes in their sleep. Celest can pull her
chainmail on, but Dounil doesn’t have time to buckle on his platemail.