Ich mochte die Katze putzen lassen
| From: | Dungeon Master |
| To: | All |
| Date: | Tue 31 Aug 1993 0:10 |
I'm a bit pressed for time right now so I'll try to answer your questions all
in turn.
I'm not exactly sure about rules regarding thieves fighting with two short
swords and backstabbing, etc, and I really haven't the time to check. I'll get
back to you on that one.
Aardvarkin takes the gauntlets and the flail. Nobody will be seriously
encumbered, but it's not like it's going to matter much anyway. You're going
back the the surface..
Aardvarkin walks over to the chest and kicks it sharply with the toe of his
boot, but this does not elicit any response whatsoever from the cat.
As for the poision, despite repeated attempts by Carideth to stop him,
Aardvarkin at least TRIES to SEE if he can get the poision. Unfortunately, not
being an expert on arachnid anatomy, he finds the task rather difficult, and
ends up puncturing the venom sacs, spilling the putrid green goo all over the
place. Well, at least next time he tries to extract the poison, he'll know
where to slice.
Borack also wants the flail, but sees that Aardvarkin has already claimed it.
After a bit of conversation, the thief gives in, and Borack quickly grabs a
bow and prepares himself for the journey back to the town. Ivan, too, is
interested in what the thief carries - his gauntlets - but decides that it
would be best to negotiate afterwards.
Carideth, meanwhile, grabs any weapon that looks useful, and, after stuffing
them in his and Ivan's pack, picks up Chester and attempts walking out of the
room. The cat meows sadly and turns its head towards the chest. It even makes
a half-hearted attempt to jump out of Carideth's grasp, but decides against it
and calmly nuzzles itself in the ranger's strong arms. Meanwhile, Ivan takes
everything else (with a little help from the rest of the party) and sets off,
following Carideth.
Greenbolt and Aardvarkin help carry Malcolm out of the room. The priest can
barely walk, but at least he's able to support himself to an extent. Borack
brings up the rear guard, carrying a re-lit torch in one hand, and a couple of
shields in the other. Carideth also takes one of the extinguished torches and
lights it for the benefit of the rest of the party members. Together, you all
manage to make it safely to the surface and back to the town.
You arrive in the town just at dinnertime. Eager to eat after having missed
your mid-day meal, you decide to sell your bounty as quickly as possible.
Amongst the two armouries, here are the best deals you can get for the weapons
and armor:
7 shields: no offers
3 breastplates: 1 gold crown each
3 leg guards: 5 silver pieces each
4 crude bows: no offers
10 arrows: no offers
1 short sword: 5 silver pieces
12 spears: 5 silver pieces each
2 hand axes: no offers
1 2-H sword: 1 gold crown
1 dagger: 5 silver pieces
Should you decide to sell all of this, the total will come to 12 gold crowns
and 5 silver pieces.
And also, will you be taking a room at the inn tonight?
By the time you're done haggling over the prices of the equipment, the only
place you can think of to cure Malcolm, the alchemist's, is closed, and
despite furious knocking on the door, there is no answer.
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Sage's Desk AD&D