Post by gamedave on Jul 28, 2020 14:43:54 GMT -5
The drab and dusty walled town of Shamash is located in the hills just north of the trade routes. It is notable only for two features. The first is a well-regarded roadhouse, known simply as "the Shamash roadhouse." As Shamash isn't directly on any major trade routes, it is often nearly empty, but travelers in the area know it as a fairly clean and safe, if boring, place to stay when they needs stray slightly off the beaten path. The second notable feature is the temple in the center of the town, dedicated to an obscure local deity, Qwarll. It is a humble structure, but as it is the only build of any size other than the roadhouse, and the only temple in the town, it attracts some notice from the occasional traveler.
It has also attracted the notice of Ghorl Two-Finger, a fence, fixer, and broker who operates some leagues away in the trade city of 'Ayn Arris. According to Ghorl, the idol of Qwarll is a crude, nearly featureless figure, with a single huge gem in its over-sized left eye socket. According to Ghorl, the temple is left unattended and unsecured after evening services, and the gem is simply there for the taking. He has an interested buyer, and is willing to pay well for a small band of adventurers to undertake an easy heist.
Your heroes have undertaken to secure the Eye of Qwarll for Ghorl Two-Fingers' unknown client. You have followed his admonishment to remain nondescript and unobtrusive. So far, everything as played out as Ghorl anticipated. You waited for evening services to conclude, entered the empty temple, pried out the Eye of Qwarll from the almost disturbingly crude idol, and returned to the Shamash roadhouse. You are waiting out the night, for the town gates to open at dawn, so that you might make good your escape before morning services reveal the theft. In the meantime, you are enjoying a simple but hearty meal.
GEAR
Pick one option from each bullet point. As usual, you may also make a pick from the "Right Tool for the Job" list, and may choose to have a dagger in addition to any other gear. Just keep in mind that the plan is to remain inconspicuous, and a heavily armed and armored stranger is very conspicuous indeed...
It has also attracted the notice of Ghorl Two-Finger, a fence, fixer, and broker who operates some leagues away in the trade city of 'Ayn Arris. According to Ghorl, the idol of Qwarll is a crude, nearly featureless figure, with a single huge gem in its over-sized left eye socket. According to Ghorl, the temple is left unattended and unsecured after evening services, and the gem is simply there for the taking. He has an interested buyer, and is willing to pay well for a small band of adventurers to undertake an easy heist.
Your heroes have undertaken to secure the Eye of Qwarll for Ghorl Two-Fingers' unknown client. You have followed his admonishment to remain nondescript and unobtrusive. So far, everything as played out as Ghorl anticipated. You waited for evening services to conclude, entered the empty temple, pried out the Eye of Qwarll from the almost disturbingly crude idol, and returned to the Shamash roadhouse. You are waiting out the night, for the town gates to open at dawn, so that you might make good your escape before morning services reveal the theft. In the meantime, you are enjoying a simple but hearty meal.
GEAR
Pick one option from each bullet point. As usual, you may also make a pick from the "Right Tool for the Job" list, and may choose to have a dagger in addition to any other gear. Just keep in mind that the plan is to remain inconspicuous, and a heavily armed and armored stranger is very conspicuous indeed...
- Outfit: Thick leather jacket (8) and rugged clothes; dark and supple clothing; travel stained clothes, boots and cloak; or a clever disguise
- Weapon: Light club (2); heavy club (5); dagger/knife (1); rapier (2); staff (4); short sword (2); or sling (1) and pouch with 20 stones (1)
- Tool: Grappling hook (2) and 20 yards of rope (15); lantern and 2 pints of oil (1 each); lockpicks (1); masterwork healer's kit (medic kit) (4); tool kit (5); or maul (10)
- Supplies: Waterskin (1) and trail rations (5 meals) (5); wineskin with 1 pint of strong wine (1) and trail rations (5 meals) (5); or wineskin with 1 quart of strong wine (2)
- Trinket: holy symbol; bundle of candles (1) and flint and steel (1); or healer's kit (first aid kit) (1)
- Motive: easy coin; Ghorl Two-Finger is blackmailing you; you've cut your own deal with Ghorl Two-Finger; you're just along for the ride with your friends; the lure of adventure; or figure out something else with the GM