We should ask around and see if anyone knows of a closer one.
[oog]
I’ll be going out of town to Origins for rest of the week, so I will not likely be around until next Monday
[/oog]
Have fun at Origins!
You ask around – there may be a smithy in Drillaton. That’s a little closer and it’s on the way to Tonot.
What are we waiting for? Let’s go to there!
Just to remind myself. We’ve had breakfast. It’s still raining. We haven’t talked to Sir Mayald yet this morning.
“I think we need to talk to Sir Mayald before just leaving. We can propose a course of action, but lords like to have their say. He may have heard something about the lizards or about a local cult, too.”
“If he’s feeling generous, trail rations would be nice.”
Sir Mayald is here. He had breakfast with you.
"Do you think if would be wise to further explore the cave on our way out of town? There might be something in it that we can use to uncover more of this mystery.
I’m unsure if we should go to a town around here to destroy the knife, we will surely have to explain to the smithy what we want to do in his forge and there is no way to know if there is a cult around this area looking for the knife. We might be better off heading to a religious house and letting them take care of the item."
"You raise good points.
"But the existence of this knife gravely worries me. I think we should dispose of it sooner rather than later. With Sir Mayald’s permission to destroy it and some official indication of such, plus I’m sure any other local priest will agree with my assessment, I do not think we will have trouble convincing any smith to lend his assistance.
“As for potential forbidden cultists, I believe we have the means to deal with them.” (Smiles sweetly at the men in our group.)
Making Tonot by lunch sounds good to me. The lizards seem to stay in the cave, and even if they come out - I’m guessing that the local folks can handle them.
“Well, if we’re going to do this we should get headed out as swiftly as possible. I would prefer to not sleep around that knife another night.”
Is that the plan, then?
Yep yep. Let’s move out.
OK. Mayald will hold onto both the key and Tarwal.
You pack up your gear and head out. Walking is hard because the road is very muddy and the rain is coming down in sheets. After a few hours you are pass by Drillaton. They might have a metalsmith.
“I don’t think we should stop. I don’t like the idea of lugging this knife all over creation but I also don’t like idea of carrying it into populated areas if we don’t have to. We don’t know if people are looking for this thing and I don’t want to advertise if they are let’s just keep our heads down and only stop when we know for certain we can destroy it.”
I concur.
Soon after, you reach Tonot. There are a number of shops here. There is a metalsmith and there is also a weaponcrafter.
“Symon, would a general blacksmith or a weapon crafter have a better forge for our purpose?”
This is one of those things that I should be answering, but I have no idea. This is where great Doper knowledge comes into play.
If there are steel weapons in the world then the weapon’s smith should be able to create a hotter fire then a guy working pure iron. I’d suggest we go there.
Would those temperatures reach cremation levels?