Julius thanks Johannes, but still looks uncertain.
Crumlin steps in. “Julius, here’s some money to get you started. Your weapons are forfeit, but you won’t need them.
I’m going to send you South of here - well away from the Empire. You’ll be working on a farm as a labourer. All your meals will be provided (and they’ll be fresh food too!) and you can sleep safely in a barn.
Take your time and learn from the farmer.”
Julius cheers up and bows to Crumlin.
Crumlin turns to the party. “Right, that’s sorted. Now Dale, can you help me heal Quentin?”
Crumlin casts Cure Light Wounds on Quentin, inspects the wound and casts the spell again.
He steps aside to allow Dale access. “One more Cure should do it.”
He beams happily “Now I think you’re all ready for training - this is great progress!”
Crumlin thanks Dale, who has fully healed both Quentin and the Empire Soldier.
With the help of Jornilsson and Sir Cuthbert, Crumlin sorts out everyone’s training. (The party realise that they can do their own training from now on - even in the Wilderness if necessary.)
Crumlin advises everyone to get a good night’s sleep and load spells in the the morning.
He explains “I’ll give you a full briefing before you set off. But my plan is basically for you to travel North through the Wilderness to Freeport. There are a couple of minor tasks on the way and at the end of the journey, there will be a useful contact!”
Jornilsson strolls into the party’s tent and addresses Crumlin.
“The profits from the last combat were sufficient for everything you wanted. Here’s the replacement scroll - I’ll bring the rest of the stuff to the outskirts of the Arena tomorrow morning.”
He strolls out, whistling.
Crumlin hands the scroll to Plixican. "Here’s another Monster Summoning 1 to replace the one you used.
Now I’ve taken the liberty of buying mounts for all of you - except for Johannes, who already has a fully-trained Warhorse.
Quentin, you get a trained Warhorse. It will bravely carry you into battle and stay there - but not fight itself.
Dale and John, you get trained horses. They will not go into battle, but will give you time to dismount before they retreat to safety.
Dorric and Plixican, you get trained ponies. They will not go into battle, but will give you time to dismount before they retreat to safety.
These mounts are yours to keep.
Crumlin unrolls a map on the main table and invites the party to gather round. (see post #3)
“I’d like you to travel North to Freeport, on the Empire river. It’s an unusual place (as some of you know.)
Your route is easy to follow, since there’s a track all the way there.
There’s a Magic-User there called Elros. He runs a Magic shop and also offers his services as a Sage. The shop is easy to find - it overlooks the river on the East side of Freeport.
When you meet him, tell him you come from me and that I want him to start selling a new product that Versifal and I have come up with.”
Crumlin reaches into a pocket and produces a lump of a greasy-looking substance.
"This, gentlemen, is ‘soap’. You use it to wash with. You still need water, but this stuff really gets rid of grime.
The recipe is a closely-guarded secret and (to be honest) we’re still trying to get the balance right. It should be slightly less greasy.
Anyway that’s my concern.
Yours is to deliver a load of soap samples to Elros and get him show them around Freeport.
You can also help by coming up with a ‘brand-name’ for the soap. Since many of our customers will be tough fighting men (Ocean Barbarians, Empire Soldiers etc), it should be a ‘rugged’ name.
Well what do I know of such things? Dorric, I’m sure your Salesman Skill will come in handy here.
Oh, that reminds me. Maybe we could sell ‘soap’ to women too? But I exoect they’d like it to smell nice. On the way, could you use Skills like Herbalism to pick up some nice herbs and stuff to put in the mixture?
I’ll see you off tomorrow morning - we’ll pick up your mounts at the edge of the Arena and there are saddle-bags to carry your soap and normal gear (rations, waterskins, rope etc.)
Plixican nods as he examines the greasy soap, and starts muttering the names of various herbs he knows that could well be added to make it more appealing to the ladies. Lady gnomes, that is.
John uses Spellcraft on the soap, but finds nothing magical about it.
Plixican uses his Herbalism Skill and comes up with local plants + herbs such as lavender, mint and rose petals.
Johannes gets some of the greasy soap on his hands. He looks a bit concerned, so Crumlin carefully pours some water over the soap.
Johannes is amazed to see the grime of battle and travel disappear!
After marvelling at the usefulness of the soap, Johannes turns his attention to his Warhorse.
Crumlin agrees that it would save time if the party inspected their mounts and arranges this with Jornilsson.
The party travel to the Arena stables, where everything has been prepared for them.
They notice that a large grey horse is clearly the leader of the small ‘herd’ that the party now own.
Johannes explains that this horse ‘Silverfoot’ is a Destrier and has been trained by Versifal. As he (Johannes) knows advanced horsemanship, both Johannes and Silverfoot can fight in combat.
Quentin learns that his chestnut Rouncey is called Gaerfindel and the Ranger practices mounting and dismounting (as he will need to do in combat.)
Dale and John also get acquainted with their hobbies (light riding horses) and also get the hang of dismounting (e.g. for spell casting.)
Plixican and Dorric both have ponies - Plixican’s is called Fourfoot. (They too will need to dismount for combat purposes.)
Johannes offers to check that all these mounts are properly equipped - and duly pronounces himself satisfied with all the tack.
Whilst Johannes is doing his inspection, Quentin notices a wild dog nearby and nudges Plixican, telling him the dog is showing interest in the party (rather than fear.)
Plixican asks the party to stay relaxed and strolls over to study the dog (who seems to be in good condition.)
Plixican casts Animal Friendship - and the dog wags its tail!
Soon Plixican uses the power of the spell to come up with three command words that his dog will obey.
Although the dog has a plain brown coat, Plixican announces that his name is Spot!
That evening, the party have a celebratory meal with Crumlin. He makes a short speech, explaining how he will miss them - and hopes they will all survive! :eek:
He states he will see them off in the morning, after they have all fully loaded their spells.
He reminds them that they are to travel to Freeport and find Elros’ shop; then get him to order soap (based on the samples they carry.)
Crumlin states that Freeport is less than two days journey, but it does go through Wilderness, so the party must stay alert. He tells them there is a way-station about halfway, where they are welcome to stay. There is also a small shrine to Heimdall at the way-station and the attendant Cleric will be pleased to see them.
The night passes peacefully and soon it is time to go. Crumlin, Jornilsson and Sir Cuthbert turn out to see ‘Crumlin’s Company’ off…
Dorric see’s Crumlin’s display with Johannes and is amazed. “Crumlin, this is brilliant. I should have no problem selling as much of this fantastic stuff as you need.”
The party set off along the well-worn track.
Crumlin snuffles slightly, Sir Cuthbert wishes Dorric ‘good luck’ in Thieves Cant and Jornilsson gives a huge belch.
The ride is easy and Spot has no difficulty keeping up.
The wilderness is mainly scrub (Dorric notes that the bushes are high enough for him to Sneak around in), boulders, a few streams and an occasional river.
A couple of hours pass peacefully and the party confidently expect to reach the way-station late in the day.
There is a breeze blowing towards the party and Spot suddenly stops and leans forward alertly.
In the far distance, the party can just make out a large humanoid on the path ahead…
Seeing possible trouble, Dale will move up towards the front of the party. He won’t draw his weapon, exactly, but he will loosen the carrying straps on his shield and put his hand on his mace, ready to draw.
He sees a a large boulder blocking the track.
In front of it is a short (four foot tall) ugly humanoid; behind it is a large (9 foot tall), burly humanoid.
The short chap has a short sword and scruffy leather-type armour.
The large fellow has a thick tree branch and makeshift chain mail.
Dorric uses his Ambush Skill and quietly warns the party there are more humanoids hiding in the boulders to the North of the track.
Dorric doesn’t see anyone in the bushes to the South (though he notes that he could Sneak around in them.)
Quentin is also at the front of the party (with Dale close behind him.)
He looks at the humanoids blocking the path and quietly tells the party “The small one is a Goblin. Weaker than an Empire Trooper, but they usually make up for it by attacking in numbers.
The large one is an Ogre - very strong, very greedy and very stupid. Much tougher than a Decanus.
Fortunately the size of the Ogre means both my Two-Handed Sword and Johannes’ Long Sword will do more damage to it.
Also as a Ranger, I do extra damage to all Orc-Kind - which both of these are.”
Quentin does 1hp / level extra damage to all Orc-Kind.
Quentin uses his Tracking Skill to determine that the boulder in the middle of the road was dragged there (it used to be with the other boulders away from the track.)