The players met with Baron, Shazz and Luci at The Red Grove Inn in Reywish where they swapped stories and made last minute preparations for their journey to Banuvo. Each player contributed 1500gp worth of goods to the caravan and shared the story of how they acquired those goods.
Dice Rolls, the DM, and the other players determined how much gold each player will receive after the Midsummer Festival in Banuvo, assuming that the caravan sells as much as the Siblings expect it to.
Breakdown as follows:
Calen - 3690gp
Barney - 3690gp
Nestor - 3915gp
Swarley - 3240gp
Howl - 3585gp
Mac - 3000gp
Erry - 3930gp
Farwyn - 3450gp
Jace - ????
Brandle - ????
Stoll - Encounter I [Economics][10 rounds]
The next morning the caravan left Reywish and began the trek east to Banuvo. Travel was easy, the weather was fair, and the road was well traveled. After about six hours the company reached the tiny community of Stoll. Stoll was founded as a logging camp ten years ago, and while it's still too small to be called a hamlet it is growing to be too large to just be called a lumber camp.
The players and siblings set up the caravan at a small crossroads in the "center" of Stoll and attempted to entice the locals to buy their wares. Barney Flax began performing feats of music and acrobatics to attract attention to their wagons, and the rest of the party worked to sell to the townsfolk.
Units of goods sold in Stoll:
Food - 9 units
Drink - 6 units
Raw Materials - 8 units
Finished Goods - 16 units
Arms and Equipment - 2 units
Magic - 1 unit
Luxuries - 0 units
Notable events include:
- Howl opened an Arcane Gate in the center of the square allowing for instant travel to and from the cart
- A number of customers inquired if raw materials being sold had originated in the "Mines of the Dutchman"
The party stayed the night in Stoll and left the following morning. East of Stoll the road begins to rise in elevation as it enters a limestone upthrust known as "The Mandibles". Two hours outside of Stoll the ground on the north side of the road begins to drop off steeply, and 30'-50' bluffs begin to hug the south side making the flat/navigable areas as little as 75' wide in some places.
To complicate the matter further, the areas to the sides of the roads are brushy with copses of mountain juniper and laurel. It quickly became apparent that this area would be perfect for an ambush, and sure enough, after rounding a corner the road ahead was blocked by a fallen tree.
Due to the exceptionally stereo-typical nature of the event, no members of the caravan were surprised, or even remotely impressed when three identical (and identically dressed) men jumped out of the bushes and demanded their goods or their lives. As the skirmish unfolded six more of the bandit's cronies appeared and began firing crossbow bolts and hurling javelins at the party. Several days prior, the bandits had coated many of the larger trees and bushes with flammable oils to help their "shock and awe" value along that stretch of road, but as the battle began to go poorly they set them on fire as an offensive tactic. Unfortunately, instead of helping them, the only real contribution from the fire was to severely burn one of the triplets.
Two of the bandits (one of the javelin throwers, and the burned triplet) managed to escape with their lives, but headed in opposite directions, complicating some players ideas of pursuit.
Here ends the first session of play.
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