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Blade Bare Hagglers

The expedition is ready to begin, but M. Krebeaux wants to make sure that his partners are as well equipped for the journey as they can be. His studies of previous expeditions into the wastes have told tales of the fell creatures that inhabit those arctic planes, and thus he gives the players a budget of money and bids them venture into Autumn's Landing during the festival of Blade Bare and see if they can procure some magic items.

Structure

Exposition

Blade Bare is one of the most beloved holidays in all of Unorrea, celebrated globally with martial competitions, great feasts, dances in the field at sundown and all other manner of celebration and joy. Amidst these pleasantries one can see the bitter tears of heartfelt farewells, as blade bare also represents a universal day of beginning long journeys and it is widely believed that any journey starting on this day is blessed by the Forces and all but guaranteed to succeed.

As you make your way through the packed streets of Autumn's Landing your senses are assaulted on almost every front. Street dancers wearing provocative outfits in wild colors twist and turn through the alleys and the crowd, providing a much appreciated distraction from the tinkers who have made their way from all corners of the kingdom to sell their trinkets and wears. Elsewhere in the river town someone is baking something sweet and fruity, and the powerful scent of spices laced into that delicacy almost tear you from your task, guiding you away as if bidden by some spell. Upon reaching the heart of the celebration: the small square at the foot of the Mage Tower, you hear music being played from three different genres and four different stages at different ends of the square. Each getting louder and louder in its own right as the musicians playing them joyfully battle one another for dominance. The smells here in the square are layered with hot food, sugary deserts, herbal drinks of every kind and your stomach rumbles and begs you explore those options. You see various carts, tents and kiosks set up rather haphazardly around the square displaying every manner of trinket, item and even weapons. Taking a deep breath you absorb it all, the warm sun's heat rising from the cobblestone street causing bits of perspiration to slide down your back, an almost welcome sensation in the hot summer air.

You almost forget the reign of terror that will soon hold sway over Amaranthine. Here there is peace, joy, laughter and excitement. This, my friends, is Aldir as it was meant to be. And you find yourself suddenly sorry that the expedition will soon take you away from here.

As you bask in the wonders of Blade Bare you are suddenly aware that you are being watched, and when you turn to the direction your instincts indicate you find a middle-aged dwarf grinning at you from behind his stall. Two young halflings stand to either side of the stall, looks of boredom and impatience on their faces. As you meet eyes again with the dwarf hawker he calls out to your group, "Why, unless my eyes be cheated by some spell, I'd wager you'd be adventurin' folk! Now hear this, if you got some gold left in those pocket o'yours I have some truly special items that are suited for your...unique line of work." He holds his arms out, thick fingers and palms spread wide over the collection of items on his table and beckons you hither. "Come, take a look for yourself!"

Components

Goals

The goal for the character in this encounter is to get gear to prepare themselves for the dangers of the wastes. While there are plenty of mundane armor and black smiths around the festival that can provide the characters with any manner of arms or armor they may be interested in, our dwarven hawker is indeed the only person who has collected any real items of magical worth.

Hooks

I'd Rather Have it and not Need it...

The character's do not know what awaits them in the Kazus wastes, but there are reasons that every expedition north of the Frost Mountains has failed thus far. It behooves them to gather any magical items they can that could be of worth to them.

Relations

Protagonists

Neutrals/Bystanders

Jonabar Kilroy - Dwarven purveyor of goods both mundane and arcane.

Dirk Dimriddle and Tully Stonethrow - Halfling guards who work for Jonabar and prevent the theft of his goods.

Backdrops

Encounters

Within the main square of Autumn's Landing the characters can find almost any piece of mundane gear they are looking for, whether that is new and fresher armor, new or better weapons or ammo or even some very common magical items like spell scrolls or healing potions.

The real goods however are located at Jonabar's stall. Should the characters be interested in what he is offering, they must succeed at a DC10 Wisdom(Insight) skill check to look over his goods and identify which, if any are of decent value. Should the character succeed on the test, they find some fancy bauble (examples include: a ring with a 50 gp diamond (used to cast chromatic orb), a gold necklace inlaid with a 100 gp pearl (used to cast identify), or a pair of platinum rings, each worth 50 gp (used to cast warding bond)). Jonabar sells each of these for 150% of their worth.

Should for every degree of success (5) they beat the DC10 by however, they find a magical item of even greater worth. For each degree of success roll on the Magic Item Table F. Should they beat the test by at least three degrees of success, netting a 25 or higher, they also discover a random item from the Magic Item Table G. Jonabar begins with an asking price of 600gp for each item from Table F, and an asking price of 3,000gp for each item from table G.

NOTE:Each character should only be allowed to make the test to purvey the dwarfs goods once, but the DM should give each character the chance to make this test before moving on to bartering, as the players will be allowed to barter for goods that the other players notice that they did not.

The Haggle

Obviously these prices are going to be a bit out of most, if not all of our character's grasps. But Jonabar is a business man, and he is not in any hurry to walk away empty handed. Especially since one does not come across adventurers all that often and if he doesn't sell these items now, its possible he never will. And so he is willing to barter a little.

The haggle is handled by a series of charisma checks. The characters need to describe exactly how they are going to haggle with Jonabar, and what tactics they will use to bring down the price. Once they figure this out, the character works with the DM to use the most appropriate social skill (Deception, Intimidation, Persuasion or Performance) and then the character makes a series of checks. For each check that results in a 10 or higher, the price is reduced by 10% or its original cost. 15 or higher reduces the price by 15% and so on. A check of 9 or lower is a failed check. There is no limit to the number of checks an individual character can make, however Jonabar calls his final offer when the total price has been reduced to 50% or the character fails three cumulative checks, whichever happens first.

NOTE:Some characters in the group may kinda suck at charisma checks (Looking at you Ouna Th'Rock). Any of these characters, if they so choose, may receive help from another character with a Charisma score of at least 14 or higher. They gain advantage on their skill checks with Jonabar as this player is whisper haggling tactics in the characters ear. There is a cost to this however, they character is thus limited to only three checks to reduce the price before Jonabar feels ganged up on and calls his final offer.

OTHER NOTE: While yes, an argument could be made to allow one character with the highest charisma barter for each player that is interested in an item, there is no fun in that. Players are required to barter for themselves using the above rules, this ensures a fun experience for all and the DM is encouraged to explain that the characters, while in a group, need to learn to lean on their own skills from time to time and not the Warlock's.
Plot type
Encounter
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