Sunday, January 13, 2008

In Search of New Armour (Part 1)

So Christmas has come (now gone) and the New Year is beginning. This is fitting for our heroes in the making as they have just finished their quest for the Life Stone, Cavell is alive and as they have found out, Shashari is too but that she has gone home.

The party head on over to their usual respite location here in Sel-kai, The Limping Dog. They pay for a few days rent and go and have dinner. Cavell heads off to the Temple of Kuor to speak with the high priest there to find out where a good armourer is located. He finds out that Eidolon is the best place but also very expensive. He decides to shop around this city first, starting tomorrow and if he has to, then Eidolon will be where he ends up.

The morrow comes quickly enough, so Xera and Asmodeus head off to their guild locations in the floating city of Eidolon to learn some much needed spells. Xera spends a little over a day in training, however, Asmodeus is away for several, very expensive days, costing him almost 90 gp. That’s what you get for trying to learn spell lists that are not normally meant for your profession. Cavell searches for armour and finds out that his armour will need to be reforged and blessed again by the priests of Kuor. It is a very expensive business even though he does supply the materials - in the end it costs him several hundred gold pieces. The other PCs simply relax for the day.

In researching the cost of regaining his armour, Cavell notices the High Priestess of Eissa leaving the Temple of Kuor. Upon investigation the High Priest of Kuor informs him that she has taken pity on him for his loss and has something to offer him as an additional favour for returning the Life Stone. The High Priest of Kuor does not divulge the High Priestess’ intentions to Cavell, but rather suggests that Cavell goes and sees her.

Cavell finds out that the High Priestess is offering him a suit of armour known as Plate Armour of Lesser Channeling (it is AT19 plus other bonuses of which I don’t want to spoil the surprise). It was once owned by a mighty knight of the land a few hundred years ago. The only problem is that it is located at their abandoned monastery a few days ride south of the city. The monastery is now in ruins as it was sacked by marauding orcs and the armour, if it is still there, will be located in the knight’s crypt in or near the chapel. Details are sketchy at best because of the time that has past. A written dispensation is provided to Cavell to take the armour from the monastery.

Seeing that profit could be made on this adventure, Rikku the rogue requests that the party be allowed to take any other treasure they find in the monastery. The High Priestess agrees and so provides an additional written dispensation on the proviso that any holy relics be handed over to the Temple of Eissa. Rikku whines that everything they find will be classified as a "holy relic" but agrees anyway.

Cavell decides that he will get his original armour fixed anyway and buys a new set of plate armour with no bonuses, just to fill in the time between reforging his old armour (1 month and 33 days wait) and his hopeful obtaining of this new armour. He is not fussed with costs at this time since he sold the magical bow for 6858 gp given that it was only worth about 5000 gp. His player’s Influence•Trading skill check roll was exceptionally high – he rolled 100 on the first roll!) Cavell shares the money with the rest of the players. At this time Hanu also sells her superfluous equipment.

A couple of days later and the party buys equipment, herbs and other relevant adventuring gear and sets off to find the ruined monastery. Their travel is uneventful, however, the most surprising situation occurs when Kodos calls forth an animal friend to lead them to the monastery. The rest of the party are so pleased to see Kodos using his skills – and to see the little bird take a dump on his shoulder when it initially is called.

The monastery is quickly found and camp is set for the night in the small valley in sight of the ruins. Xera used her Guess spell to locate the best place to leave the horses and this is where it suggested. The Guess spell has a 75 % bias in favour of a PC's best possible answer to a suitably limited number of options. The GM rolls the dice and if he/she gets over 25, will tell the PC the best option to relocate to otherwise it has the opposite effect. I will try and remember to let you know later the number I rolled for Xera and just where her decision led her.

That night the PCs get a restless sleep because of the noises in the open forest, but they are nonetheless now prepared to enter the monastery and seek out the armour.

Until next time …