Postsession page for G120: The Fall of Ghaarn.
Martín
Martin will visit Peugot - following their last conversation he will offer a suit of chain +1, a prize of war from a fallen Darokinese captain, as well as a rare suit of fine chimera hide leather armor +1 in exchange for the suit of plate armor +1 that they had been haggling over.
"My other client, he values the plate mail almost as much as you," says Peugeot. "Even so, he is the only one willing to part with a suit of plate that I have found. After some discussion, we have set the price at the leather, the chain and one thousand gold pieces — including my finder's fee, which of course is smaller than normal as I do not wish to take advantage of you, my friend. The Company has been most generous in its dealings and I wish to repay that generosity."
After conferring briefly with the financially prudent Richard Loubou (and admiring the golden shimmer of the new Dandelion Armor that he wears), Martin scribbles a writ of debt to Loubou, and hands over both sets of armor and the recently loaned cash to Peugot. Any notes on this armor? (also, any weirdness on how xp is accrued? I assume Martín gets xp for this expenditure, but not the repayment of Loubeau - i.e. "no double dipping").
Martin will also contact tailors and haberdashers to assemble a raiment and scabbard that will fit over his larger plate armor (150gp). He will have these pieces cut in his traditional black, but he will instruct both craftsmen to take inspiration in both style and decoration from the ancient Thyacian empire, to agree with the fine new blade that he was entrusted with by Barnaby Flanders (latest in a long line of noble bearers).
At Roland's direction, Martin visits Erroll the Tailor, who happens to have a surplus of fine black wool with which to produce the desired items. He says the new raiment will be ready within a fortnight.
It seems likely that Martin will remain in Malinbois for at least another two weeks, he will have his new togs delivered to the lodge upon completion.
While in Glantri City, Martin will purchase 4 of the sturdiest goats he can locate (120gp), along with 4 small sets of saddle and tack (100gp) and seek an animal trainer (perhaps a retired circus performer?) to work with the goblins to master the basics of goat riding (500gp).
Mademoiselle Pépin, daughter of famed circus performer Jean-Baptiste Pépin, agrees to the task. She warns Martin that while the goats he's procured do look strong — largely because of their great size, massing over 200 lbs each — carrying a goblin's weight for long periods of time may injure the goats, especially if the goblins are laden with gear and supplies. She also observes that feeding and stabling the beasts will prove costly over time.
Fortunately, we have a fine pasture here behind the lodge for grazing, at least until winter comes. I will be sure to look to the needs of these fine creatures. "Welcome, Mademoiselle Pépin, at least for the time being, to the Company of Crossed Sword!".
Once this business has been resolved, Martín will ride for Malinbois (25gp in stabling and feed). The Second Goblinmaster of the House Hazart will pay another month's wages to his goblin retinue (100gp to millipede and 25gp to each Gobling). Martin will instruct them that they must measure their funds judiciously to cover their needs until their next allowance! The life of a squire requires not only the highest standards of prowess on the battlefield, but also rigor in ones fiscal and moral dealings! Lastly, Le Black will send a letter via silver raven to the Tower of The Boss, requesting that Hamish send one of his most lawful and capable acolytes (or even the great man himself!) to Malinbois 2-3 days out of each week to assist in the proper moral instruction of these budding Bossmen (payment of 50gp per month is offered for these services, not yet deducted). Martín will remain in Malinbois to supervise the Goblings instruction and act as a concerned (if somewhat removed) role model (50gp living expenses).
Martin keeps himself occupied with training during the day, while similarly occupying himself with fine wines and victuals in the evenings. The goblins — bearing the insignia of House Hazart to ensure that they go about their business unmolested — spend most of their time in the lodge and environs, traveling into the town proper only occasionally and under Millipede's supervision. Still, the enlarged presence of House Hazart is noted by the townsfolk. Certainly, it will be noted even further, according to a letter delivered to the Second Goblinmaster from Marcel Hazart, a cousin of Robert, who informs Martin of his intent to avail himself of the Goblinmaster's hospitality in Malinbois for the immediate future.
Martín recalls hearing some gossip or other about Marcel… but he can’t quite recall the specifics… In any case, any cousin of Robert will be like family to Martín, loyal retainer to the house that he is. While he fears that Marcel might find the lodgings at Malinbois somewhat plain for his noble tastes, Martín is sure that the town will provide myriad interests for the dilettante noblesse.
Richard Loubeau
In accordance with their arrangement with Gaumont Ox-Eye for Barnaby's reincarnation, Richard is spending a few weeks as an assistant to Gaumont. Is it possible that this work may also count as random spell research? Richard can fund a second and/or first level spell if it is considered tutored by Gaumont. Otherwise Richard is just out of action for a yet-to-be-determined period of time.
This will count as assisted spell research with a reduced weekly cost. Richard will still need to spend money on his researches, however, unless he wishes to avail himself of Gaumont's reagents and paraphernalia on the sly.
Richard will forego the spell research for now. He'll instead pay the 1,000g to Peugeot to secure the enchanted plate (when he's contacted by Martin).
Snickwick
“And a-hey nonny no, was he never seen again…” The marionette gives a twirl and a flourished curtsy as a final tinny chord marks a rousing end to the latest number, even as the little gnome slumps to the floor, utterly spent from his antics.
“Bravo! Master Snickwick, BRAVO! One more song, one more tale before we take our rest!” Wheezing, and gaffawing with glee, Louis Lamont collapses back in his chair, pounding a bottle on the table, hacking and swaying.
After many long evenings performing marathon puppet shows for a manic Louis Lamont, Snickwick finds his hands riddled with splinters, his throat horse from extended falsetto, and his catalog of fables nearly tapped. Yet the aged magus is insatiable! He wakes the Gnome at all hours of the night, drunken and staggering, pounding at the door demanding more stories! More songs! More puppets!
Snickwick has never been very good at saying no to people, so rather than decline Lamont’s constant demands, he recalls a forgotten series of notes from the Company Grimoire… and a plan is hatched.
Snickwick will begin work upon a small wooden golem. He will use the recipe Louis has provided, the notes found in Phoebe's study, and his own magical and mechanical intuition to build an animate mannequin, a gnomish Pinnochio to do his bidding and entertain his inebriate companion. Snickwick has 500gp in coin, with which he will begin to gather materiel for his labors.
- Standing five hands high, the creature is built with the aspect of a red cheeked young gnome.
- Like a Marionette, the construct will have flexible limbs and joints allowing it to dance and cavort.
- Snickwick will install a a simple music box to give the creature a "voice" .
- With clever woodcraft, Snickwick will equip the creature with articulated hands to perform fine tasks (sewing, cooking, playing a tiny harp, etc).
- A hidden compartment will be built into the golem’s body to secret away small objects.
The gnome begins construction of the device, whose details he has been pondering for some time. The initial construction is of soft, fine-grained linden wood — perfect for the level of detail Snickwick desires. The puppet's apple-cheeked visage is charming even without the application of dyes or paints, and its joints are intricate and flexible.
Enchantment, however, is another matter. Snickwick ponders the use of certain stones and herbs, and the forces inherent in certain sorts of wild places. Perhaps his knowledge and power are sufficient to essay the summons of one of the least spirits of the natural world…
Further research will have to see what entity would prove most viable and amenable for such a physcial relocation, certainly some playful woodland spirit of wind and song would prove a fine fit. Snickwick will also consider the possibility of applying the Lionsblood potion in an effort to bolster the creature's ability (could this be used to reduce the cost of develoment?)
Audrey Carcasonne
The spear-maiden swings her bruised, cut body to the Temple of Trianoma and does not request so much as insist to have a meditation room among the scented, pillared, secretive enclaves within its multifarious center.
There, she crosses the Hammer of Lilith with one of her humble, chipped and nicked spears. She unlimbers her orcish-made armor and slips into one of the temple's robes, waiting for the particular combination of incenses and token scents regarded as holy to Seff, the three-armed goddess's sometimes fiery, pig-headed lieutenant.
She apologizes for her anger, for slaying the prisoner goblins, but then annoints the anger with the proper spirits of vengeance. She apologizes for straying so often to the magical hammer, which is filled with the blackness of night - yet womanliness, too. It is a far more powerful tool than a mundane spear, and she is intoxicated with wonder at the brutish might it wields. Pounding, splintering bone, crushing elbows, battering brains… contra the clean, expert strikes of the civilized spear.
Once done, she ignores her stomach crying for food, only taking water for the first day, and begins sketching the parameters for a new spell. Surely one that has been seen before; but she needs to call to Seff to guide her in its determination. A spell to carve herself away from a combat - against her blood's desire - in order to employ herself tactically. To reset herself to advantage, to tend to the wounded, to hunt down a panicked friend…
She spends the next two weeks, steadily regaining strength and returning to the accepted forms of eating and drink, away from fasting, as she prays in concordance with Seff for mastery of the spell. [Which succeeded at the table.]
[This is the AD&D 1st Edition spell Sanctuary]
Sanctuary (Abiuration)
Level: 1
Range: Touch
Duration: 2 rounds + 1 round/level
Area of Effect: One creature (caster)
Explanation/Description: When the cleric casts a sanctuary spell, any opponent must make a saving throw versus magic in order to strike or otherwise attack him or her. If the saving throw is not made, the creature will attack another and totally ignore the cleric protected by the spell. If the saving throw is made, the cleric is subject to normal attack process including dicing far weapons to hit, saving throws, damage. Note that this spell does not prevent the operation of area attacks (fireball, ice storm, etc.). During the period of protection afforded by this spell, the cleric cannot take offensive action, but he or she may use non-attack spells or otherwise act in any way which does not violate the prohibition against offensive action. This allows the cleric to heal wounds, for example, or to bless, perform an augury, chant, cast a light in the area (not upon an opponent!), and so on. The components of the spell include the cleric’s holy/unholysymbol and a small silver mirror.
Audrey disappears into seclusion while she dedicates herself to the mysteries of Seff. She will not be available for Session #121.
Half-Moon Spike
When he sold Barnaby Flanders the ancient sword which so many of his family had died acquiring, he thought that he had finally put their memory to rest. But Barnaby's death has reopened that wound, as he is reminded yet again of the perils of adventuring. So that he can finally be at ease with their sacrifice, he must honor them in a public fashion, and let others know of their great deeds. In this way, the burden of remembering them will be shared, and not his to carry alone. He will therefore use the money he received from selling the sword in order to purchase a small plot of land in a nearby cemetery and a monument to go upon this land. The monument will speak of the great deeds, strength, cunning, and courage of the Spike family. All of the Spikes who died will have their names listed. A spot on the monument will be saved to record any further details about Half-Moon and his remaining brother Half-Chance.
He would like the monument to be tastefully done, well-built, and to have it's top part be in the shape of a large spike. He is unaware of the costs of such things, but is willing to spend up to 800 GP to have this done.
Half-Moon Spike bargains with Gandore, a withered old mason of Glantri City with an avaricious gleam in his eye. Waving his hands about like pale spiders, he sketches a verbal picture of a magnificent cenotaph carved from white marble, its flanks incised with memorial inscriptions and carved with stone wreaths. Certainly, he suggests, a mere eight hundred gold coins is not too much to immortalize Half-Moon's kith and kin! He takes the money and informs Half-Moon that work will begin shortly, once he's made the necessary arrangements.
Azure
Azure is new to this town and to the "Adventuring" ways. He is going to spend a few days just walking around and not really talking much. Just spending time in various stores and pubs listening and watching, learning the ways of this area (spends around 20 gold on various drinks and food).
Glantri City is a big place, though not as large as the great cities of Darokin. The towers of wizards rise from their estates on the banks of the rivers Loir and Vesubien; townhouses and shops overhang the city's web of canals and bridges; slums and shanties huddle in swampy areas plagued with vermin.
When he feels he has some semblence of an feeling for the town and its people he will then start his search for the local Thieves Guild (spends around 40 gold on bribes). Once he encounters the Guild he will register with the guild and state that he plans to stay in the area for awhile and would like to know the local rules and the Guilds regulations (not sure if there is an initiation fee).
An urchin directs Azure to the fortune-teller Mademoiselle Saffron, a gaudily-dressed middle-aged woman whose tiny shop reeks of cheap incense, who takes his money and offers him a reading of the cards. Couching her statements obliquely in the form of pronouncements from the spirits — presumably to deflect potential trouble should Azure prove to be an agent of the magistrates — she informs him that Black House, the city's thieves' guild, is an exclusive society which prefers to train its own apprentices. "You cannot find them," she intones, "but if they deem you worthy, they will seek you out."
Once that is out of the way I will spend some time looking for a small place to purchase with the intent of making it into a drinking hole at some point when I can afford it. I am looking for a location that is in the poorer section of town but not in a rough spot, more of a low end working class area (have 900gold minus the amount if any for the guild initiation fees).
Azure spreads 500gp around among various contacts to gather information on possible locales. For the remaining 500gp, he can pick up a tiny, rat-infested cellar in the Low Waterside district, stock it with the skunkiest beer and worst watered wine, and hire a pox-raddled barman or barmaid. Procuring something better will be more expensive.
When that is done I will then spend some time looking at street urchins and find 3 that I think have the most potental to garner information and hire them to bring me any information that overhear in their daily wanderings. I will set up a place for them to leave the notes (they must be able to write) and I will pay them 10 gold up front and promise them more as the info comes in.
Azure is, sadly, unable to find any available urchins blessed with literacy.
Roland
Having been rebuffed in some manner post-G108 in his quest to purchase real estate for the purposes of establishing a "Chateau de Zanzibar". Roland decides that perhaps it is better to approach the problem of cementing the legitimacy of his nobility in a different manner, rather to make something of his name around town in social circles. Roland will repair to Chateau Hazart (the only nobles he really knows in Glantri City) in the hopes of charming Robert's aunt to pen him a letter of introduction to any and everyone she can. He's looking to meet and greet! He wants to mingle! If at all possible, he'll look for galas, balls, or other parties in which to make himself seen and heard, leaning on his winning personality as much as possible to raise his profile among the elite of Glantri City.
Robert's aunt Alzenia proves amenable to this, though she observes that the Glantrian social season is drawing to a close. Still, she would be pleased enough if Roland would accompany her sybaritic twin offspring, Dominic and Dominique, in the season's remaining events to minimize any unfortunate incidents. "Perhaps, if your chaperonage is satisfactory, you may help accompany my niece Melisande next year, after her debut."
Alzenia advises Roland to further upgrade his wardrobe before participating in Glantri City's high society events, however — including additional outfits and a modicum of personal jewelry. In addition, she strongly recommends that he procure the services of a trained valet.

Azure is new to this town and to the "Adventuring" ways. He is going to spend a few days just walking around and not really talking much. Just spending time in various stores and pubs listening and watching, learning the ways of this area (spends around 20 gold on various drinks and food). When he feels he has some semblence of an feeling for the town and its people he will then start his search for the local Thieves Guild (spends around 40 gold on bribes). Once he encounters the Guild he will register with the guild and state that he plans to stay in the area for awhile and would like to know the local rules and the Guilds regulations (not sure if there is an initiation fee). Once that is out of the way I will spend some time looking for a small place to purchase with the intent of making it into a drinking hole at some point when I can afford it. I am looking for a location that is in the poorer section of town but not in a rough spot, more of a low end working class area (have 900gold minus the amount if any for the guild initiation fees). When that is done I will then spend some time looking at street urchins and find 3 that I think have the most potental to garner information and hire them to bring me any information that overhear in their daily wanderings. I will set up a place for them to leave the notes (they must be able to write) and I will pay them 10 gold up front and promise them more as the info comes in.
Two weeks later, the citizens of Malinbois were upset to find a newly-erected clapboard shack lingering at the edge of town. It had all the charm of a home for the criminally insane. This was fitting, because it was the criminally insane who built it. The boards were scavenged from the scrapyards of Glantri and haphazardly pounded together to create something resembling a cube. Sharp spurs of rusty nails jutted out dangerously from every exposed surface, the curtains were a set of used bed sheets from the local brothel, and the desks were little more than log stumps arranged in a cluster. There was no blackboard, because the instructors didn't know how to write. A red-lettered sign reading "PROFESSOR HAMISH'S INSTITUTE FOR HIGHER LEARNING" was pounded into the front lawn, which was just a collection of knotweed and trash.
The school year had begun in Glantri.
The following day, Beaurice, Dagobert, Frumberta, and Pigtail are seen marching down the lane to the clapboard shack in their finest school-clothes (that is to say, black leather armor). Their hairs are slicked back, their faces freshly scrubbed, and each carries in hand a shiny red apple (well, Frumberta's apple does appear a bit rotten, and Pigtail seems to have taken a bite out of his). One by one, they file in to the tumbledown schoolhouse, eager to open their minds to the wonders of a real education, and to the ways of the Boss.
Nearby, under the shade of a poplar, Martín le Black and his spiritual adviser, Hamish the Dim, stand in deep conversation, their heads bowed. Several shave-headed degenerates look on in an approximation of interest. It is unclear whether the two are enumerating the virtues of Bossdom, or negotiating some business contract. It is clear they are stumped by some question of great magnitude as they count off some tally on their fingers, repeating the tabulation with increasing perplexity, and frustration. After several back and forths in this manner, Le Black throws up his hands and slaps a purse into the hand of the satisfied Vicar, pointing first his holiness, and then at each of his leering cronies, waggling a finger with a meaningful look towards the schoolhouse.
Martin will tithe 50gp to the church of the Boss (reformed), and commit this expenditure monthly, with the expectation that a representative of the faith will come in each week to teach the Goblings for 2 days. At least once per month, this should be Hamish.
I can't tell what makes me happier: Hamish's school, or the fact that one of the goblins is named Pigtail.
Note that if the money goes to Hamish, Martin will not receive XP (unless Hamish spends it as part of the same downtime action and Sternum allocates the XP to Martin).
My thought had been that this would effectively disappear away into the church of the Boss for… whatever it is they do. That said, if Sternum would prefer I am happy to make this an asset transfer and take no XP.
Nice of you to say, but if you saw his tail you'd realize it's really a pretty obvious nickname….
Using his income from the school, Hamish hires Snickwick to construct a Rube Goldberg-esque playground that's designed to test the most vital of Bossly skills. The activities include, but are not limited to: jumping over spike-filled pits, ducking under swinging blades, and wrestling a rabid badger. He calls it "The Danger Room," because it is very dangerous.