Tuesday, December 31, 2019

Happy New Year!

And Happy New Year - hard to believe we're about to start 2020. Where are my flying cars?

2019 I think was my most prolific year for this blog, although the least in terms of actual software development.

And from the Zhodani site, I made a cover for the game starting next week :)


Big Wreck Deck Overview

Scaling back a bit (and I need to establish the tonnage at some point) we get the following quick overview
The nuclear engine at the back is still running and probably a bit dangerous to be around. 100 meters or more up the core shaft we have the engineering and fuel processing decks. These decks monitor the engines and fuel processing from the tanks above them. The fuel processing is below the engineering deck, and there is an additional access point between the 2 decks.

Below the 4 domes is what was the engineering section but has been repurposed as the agri-engineering system deck. The only change from before is adding the two elevator systems to the middle deck.

The 6 habitation decks I've sort of got drawn out - they are also 3x3 geomorphs. What I've done is made the preliminary maps, so a 3x3 map with the ids. The central plan is one of the interesting elevator shafts. Deck 6, bottom deck, for instance, looks like:

125  115  125
111  205  111
125  115  125

Where 125 is a cargo deck (and goes to the deck above), 115 are the lower vehicle bays, with 116, the upper bays, on deck 5 above. 111 is the lower level of the arboretum with 112, the upper level above.

I'll map those out but I'll probably print them out to have at the table, along with my dry erase battle map if needed. There are medical facilities, more cargo, entertainment complexes and a variety of quarters. as each deck is 1800dT, this is still a huge ship.

Not sure what to do about the exterior docking port - will it or will it not dock with the ship our travelers use? Or will they have to make the leap - better hope everyone has basic vacc suit skills!

Towards the top we have the bridge and avionics, along with the magnetic shield that helped move stellar debris out of the way. I made these with 2 half geomorph edge sets. The avionics desk also has 2 obvious airlocks.




Big Wreck revision, overall game plan

After thinking about it a bit more, I've decided that the 1x3 geomorphs are too big for the core. So I will make them 1 standard geomorph which is 200dT, or a 30x30m square. I'll stick an elevator/stair case on opposite sides. That should make things a bit easier to manage as well as being more in scale with my original idea of the domes being about 100 meters in diameter.

So the new engineering deck looks like:
The elevators and stairs to either side give redundant vertical access, as well as acting as airlocks on some decks.

Shrinking them down to size also makes exploration a bit easier.

I've also given some thought on how this may play out. The players are all mustering out on Strand, meeting in an L7 bar or the one I've printed out & used before. Regardless, they meet their patron who has some information on the Big Wreck. Solomani agents are desperate to retrieve something from the ship (the macguffin of the story). This patron also knows that SolSec has an agent on board the King Richard, a luxury liner leaving tomorrow for its trip to Antiquity, a parsec away. He has tickets for the characters, or perhaps can get them stationed as stewards onboard, to get them on board the ship. Their goal for act 1 is to retrieve the files from the agent. These files should indicate the coordinates of the Big Wreck, and possibly the location of the item to be retrieved. Act 2 is to get a ship to the coordinates in deep space, an issue as it is about 4 parsecs out from Ahngrim, which itself is a jump 2 trip from Antiquity. There may be fuel available at the Big Wreck, or at least that is how the rumors are. But they will need a jump 4 craft or a jump 2 craft with drop tanks, to get to the spot in space. Plus, depending on how things go in Act 1, they may be pursued by SolSec.

Act 3 is arrival at the ship, and exploration. I've some ideas, other than Kafers, on how to make this work and be fun. As I am pretty sure we will have some gun bunnies along, combat is assumed :)

So:

Act 1: Introduction to the setting on Strand, patron encounter, passage on the luxury liner to Antiquity, and retrieving the files.  Including session 0 to set up the characters, I think this will take 2 or maybe 3 sessions.

Act 2: Passage to the Big Wreck from Antiquity. There will be funding available for a ship but is the chase on from SolSec? This middle part has at least 2 jump trips, some possible world exploration, and perhaps a few fights or at least espionage. 2-4 sessions.

Act 3: arrival at the Big Wreck. Exploration of the craft and whatever shenanigans occur there, probably 2 sessions.

So at a minimum I see 6 sessions, and possibly up to 9. As we've about 8 sessions for the Jan/Feb game, I think that will work out.

Of course, everything may go out the airlock and we head off in an entirely different location. Players!

Sunday, December 29, 2019

Great Rift - Strand

Time to expand out Strand a bit. From a previous post:

Allegiance: Third Imperium, Domain of Vland (ImDv)
System: F3 V 4 Gas Giants — 2 Planetoid Belts — 5 Other Worlds
Naval Base
UWP: A 5 4 5 6 5 4 – C
Starport: A Excellent
Size: 5 8,000km
Atmosphere: 4 Thin; Tainted
Hydrosphere: 5 50%
Population: 6 Millions
Government Type: 5 Feudal Technocracy
Law Level: 4 Light assault weapons prohibited
Technology Level: C Average Imperial
Importance: { 2 } Ordinary
Economics: ( E 5 6 +1 )
  Resources: E Extremely abundant
  Labor: 5 Hundreds of thousands
  Infrastructure: 6 Limited
  Efficiency: +1 Average
Culture: [ 4 8 3 A ]
  Homogeneity: 4 Harmonious
  Acceptance: 8 Friendly
  Strangeness: 3 Somewhat typical
  Symbols: A Abstract
Nobility: Knight, Baron
Remarks: Ag Agricultural Ni Non-Industrial An Ancient Site
Travel Zone: No Restrictions, Travellers' Aid Society Rating: Green


In orbit 5 of the Strand System, Strand is a smaller world 2.8AU from its primary, with a 40 hour day cycle and a 32 degree axial tilt. The poles have long days and nights depending on the season. One local year is 1,416 days, or 3.88 standard years. The Imperial Calendar Compliance office publishes information to map standard Imperial dates to the local dates.  With a 40 hour day, the typical work day is actually 2 10 hour shifts. Most people work 1 shift and have off 3 shifts, and generally there are 2 active shifts for most places for normal "working hours".

Running it though Heaven & Earth, we get the atmosphere has sulfur compounds, so a filter, and possibly a compressor, is suggested for outside activities. Everything has that wonderful sulfur smell - despite excellent filter systems, those in the poorer sections of various cities can not escape the smell. In fact, several neighborhoods have Hell as part of the name, such as Hell's Bells, Hellacious Underground, etc. In the poorest sections grav plating itself is often not even working.

The class A starport has the standard docking platforms on top, ranging from the L7 style for smaller shuttles to huge platforms for 1000+ ton craft. There are also underground and covered pads which range from twice the standard rate to 4 or 5 times, depending on the security level and access to the pads. There are both above ground sealed warehouses as well as underground facilities. There is also a large high port with extensive warehousing, the Port Authority, and entertainment facilities. The King Richard docks at the high port when it arrives at Strand. Shuttles are then taken to the surface, and sight-seeing excursions to the Ancient site are available for a mere Cr250 per person. Normal customs and checkpoints are in effect. Strand also supports Imperial GPS Standards so normal comm devices with GPS should function. The primary down port, Port Uttica, named after one of the early Imperial nobles stationed here, is located next to the coastal city of Griswaki.

All interior spaces use grav plating to have a consistent 1G, except for some of the poorer sections of towns, as well as some recreational areas. Cities are largely underground yet spacious for the most part. Scattered across the planet are 24 medium large cities (pop 45-55 thousand), almost 500 smaller towns/cities with 5000 or more citizens. Smaller enclaves are scattered everywhere as well. With a rich agricultural system, farmsteads dot the surface as well. The primary export is a local grain with a piquant taste due to the sulfur processing, yet has a high protein content and an interesting amino acid complex that is quite beneficial more to Vargr, for those Vargr who may be trying alternative diets. One of the main imports is farming equipment: fully enclosed combines and the like. The atmosphere tends to be rough on most equipment long term.

The people of Strand are Imperial citizens through and through. Although on the edge of Imperial space, there are no neighboring groups that are at odds with the Imperium. They are a friendly group in general, and live in a harmonious accord with the planet. Their one interesting custom is that political figures actually have smaller quarters than most others. It is a sign that they are not in it for personal gain but for the world. Most terms are 1 local year (almost 4 years) though some positions are for two local years. The government is considered a feudal technocracy, made up of several councils and a three-way division of authority: executive, legislative and judicial. Each branch has dozens of councils and groups. All posts are test-driven rather than voted. Those wishing to be part of the political system are constantly tested. Taxes ae a uniform 36% and most taxes do go into city maintenance and infrastructure projects. Strand is not an easy world to live on at times - the sulfur rains can cause significant damage to exterior surfaces.

Law level 4 implies light assault weapons are banned. There is abundant wildlife, some of it actually edible, and hunting is a popular pastime. Most families, and especially the farming groups, all carry weapons out and about the fields as there are some large predators that eat the animals that eat the crops. While in the cities people don't go walking about with hunting rifles, handguns and large knives are not unusual to see. Individual places may enforce no gun rules but that varies by location.

Perhaps because of the active Ancient site, and the distance from Core, psionics are not feared on Strand. While not obvious, there are actually a few psionic institutes to those who look. They specialize in clairvoyance, thinking that there is a link to the Ancient device. So far no real link has been found despite some adherents believing there is a real connection.

For characters disembarking from the King Richard, I may see if I can use the L7 port for those who are not in 1st class. It is here that they may be meeting their patron to start the adventure. Yes - I am determined to use those pretty posters!

Friday, December 27, 2019

Big Wreck - Main Engineering

Set above the main engines, the main engineering deck controls the main fuel lines from the fuel tanks to the engines, complete with purification systems. While radioactive from the leaking fission engine, the lead lined floors have kept the engineering deck in a serviceable if dangerous for too long condition. A standard vacc suit will protect a user for about an hour, and it will need to be decontaminated after use (most Imperial standard airlocks do contain devices to get rid of contaminations; radioactivity however will usually destroy the suits or make them unusable if exposed for too long).

The main elevator core is surrounded by the two fuel purification stations and four engineering sections. This area also has access to the engines via iris valves set in the floor; however, the radiation in the engines will prove fatal in a short amount of time.

Some questions about the Big Wreck may be answered via the service logs, or maintenance manuals. So far no one knows where or even when this huge craft is from. It has sub-light engines only. The engines are no longer functioning, but during scans of the exterior of the craft does not indicate a prolonged journey - there is a lack of the micro-fractures and hull decomposition that an extended near-C flight should show. The questions of how it got here and how long it has been here are still unanswered.

There are exterior airlocks that will still work. The atmosphere is dangerous and it is not advised to remove helmets or suits. But this is one of the ways to access the giant craft. The doors will require a manual process and may need some engineering work to open. Power is still available and indicators will show when air pressure is equalized.

There will be bodies in some of the offices. They appear human and have suffered decay from having an atmosphere. The air is not circulating - dust has settled everywhere. There are also boot prints disturbing the dust from one of the airlocks and leading straight to the main elevator core.

One of the engineering stations has a female slumped over what appears to be a console. The writing is not a language anyone can read but there is a plastic-encased operating manual next to her, a thick binder with thousands of pages. The interior of the covers appears to be some sort of screen and there are what appear to be connectors along the bottom edge. If there any historians with the group, they may recognize the language as isiZulu: this is one of the colonization ships from South Africa from the early 24th century. I am still thinking on how to stick a Kafar or more in here...perhaps there are blood streaks on the walls.

There could also be alarms to be triggered as well as mutated space rats. We've had space rats before.

I also need to organize things a bit more. In the elevator core only 1 cargo elevator remains in operational condition. a couple of the personal elevators also work, and there are always stairs. A lot of stairs...in the spaces between decks there are just the elevator shafts and the stair case: the other areas are various conduits and wiring accessible behind service panels. Perhaps enough space to actually fit in, as well as the traditional Jeffries tubes.


Thursday, December 26, 2019

Big Wreck - typical decks in the core

The ship has a central core made of up dozens of decks, many taller than your typical 3m height. Fuel decks have just the central elevator core with 24 meters of fuel - a baffled storage system 4 decks high. Cargo decks tend to be 5 meters high with cranes and equipment to help move cargo. Cargo was primarily food stores as well as the equipment and vehicles to colonize the new world.  As each standard deck is 600dT, this means a fuel deck is 1600dT of fuel - they were planning for the long journey.

A typical cargo deck (bottom image) has the elevator core and 2 flanking cargo areas, each generally separated out into smaller cargo spaces. Some sections would be refrigerated or frozen, carrying seed stock, frozen animal embryos, and other things they think they will need.

A typical passenger deck again has the central elevator core, and one of many several different habitation plans. Crew tended towards more standard, smaller staterooms while families and officers may have had more luxurious quarters.

Engineering decks were always under the fuel decks. Each engineering deck in theory could access all required engineering systems: the builders were fond of redundancy despite it eventually failing them (hence the wreck part!). In practice, though, each engineering deck tended to concentrate on specific things, such as the jump drive, maneuver systems and life support.

I'll have to do an outline of the decks based on the overall schematics. I figure there will be clumps of habitation decks (and I need to have a gym deck). As the ship is at least 400 meters long there is a fair amount of room for a lot of decks.

And Kafers. Let us not forget the Kafers. Probably won't put them in there but I do need to put in something interesting. And I need to map out the domes and some specific areas. Basically this could well be a dungeon crawl in spa-a-a-ace! But I actually do have some other plans...

All I can say is thank goodness for Robert Pierce and Another Traveller Site, where I got these geomorphs!


The Big Wreck

In the Great Rift set there is mention of the Big Wreck. Fortunately Mongoose left it vague enough so that we can do anything we really want to do with that. Just how large, where it is from, where it was going, even what tech level it is are all to the inventive GM.  Digging through my treasure trove of deck plans, I fond one that is large enough that it could span a few sessions of exploration. So behold, the Big Wreck (and like a lot of the stuff I find, I have no idea where this came from anymore other than the Star Frontiers game):

Trying to get a size on it, going with each dome is 100 meters in diameter, so each dome has volume of about 15,000dT (assuming it is not quite a full half sphere but still has some height to it. And assuming I did my math right, which is always a risky assumption). Of the 4 domes, 2 are still intact, 2 are broken and will require vacc suits if exploring them or using them as an entry. The 2 viable domes are similar to those of Silent Running, so the plant life should be able to tell explorers where it is from perhaps. Or not - what if this is a scientific craft and each dome has an entirely different biosphere in it? And this could help explain why there may still be a viable atmosphere in the rest of the ship. Regardless I will have to come up with some interesting biology and threats. The email thread did bring up Kafers from Traveller 2300. I never played it and don't have that rule set but I am sure if we go that route I can find some info and specifications to challenge the group. Or even the Chamax cold be running amuck!

Anyway, the group first has to get there assuming they take the job. My play style is pretty sandboxy so there will be other options but hopefully dangling large amounts of credits in front of the group will help persuade them. I will be starting the group meeting at Strand somehow, so a quick check of that system gives me (from TravellerMap.com):
Allegiance: Third Imperium, Domain of Vland (ImDv)
System: F3 V 4 Gas Giants — 2 Planetoid Belts — 5 Other Worlds
Naval Base
UWP: A 5 4 5 6 5 4 – C
Starport: A Excellent
Size: 5 8,000km
Atmosphere: 4 Thin; Tainted
Hydrosphere: 5 50%
Population: 6 Millions
Government Type: 5 Feudal Technocracy
Law Level: 4 Light assault weapons prohibited
Technology Level: C Average Imperial
Importance: { 2 } Ordinary
Economics: ( E 5 6 +1 )
  Resources: E Extremely abundant
  Labor: 5 Hundreds of thousands
  Infrastructure: 6 Limited
  Efficiency: +1 Average
Culture: [ 4 8 3 A ]
  Homogeneity: 4 Harmonious
  Acceptance: 8 Friendly
  Strangeness: 3 Somewhat typical
  Symbols: A Abstract
Nobility: Knight, Baron
Remarks: Ag Agricultural Ni Non-Industrial An Ancient Site
Travel Zone: No Restrictions, Travellers' Aid Society Rating: Green

For those not up to date, the importance, economics, culture and nobility all stem from T5. I am not really sure how to exactly handle them in-game other than the nobility. If any of the characters end up with noble rank they may need to meet up with the local nobility. The cultural stuff indicates these are your general Imperial citizenry so there should not be any hostilities. While I've one over the books briefly for the new world stuff, and explanation on what it really means seems lacking, or I am just missing it. Importance is used in trade routes and to me harkens back to the GURPS Far Trader book, which I really like although it posits a big ship universe. Mine tends to the small ship so I usually divide by 10 the volumes there.

Interestingly, there is an Ancient site here as well as on Antiquity. Perhaps related?

Strand is in the Strand subsector, and per Mongoose:
Like the Ian subsector, Strand lies well behind the
Imperial border to coreward and is generally secure.
Only three worlds in the subsector are not members
of the Imperium, lying ‘just offshore’ in the Great Rift
and reached by a jump-2 transit. The subsector thus
faces no serious external threats but is still considered
strategically important due to the amount of shipping
moving along the Corridor.
Nothing about Strand per se, so a tabula rasa for me to expand on, probably later today. But this is where everyone will either muster out at or be there for some reason, then I am still thinking the King Richard for at least a session or 2 on the luxury liner, perhaps some political intrigue as they will be needing to get some additional info about some things, and technically the Big Wreck is off limits.

Sunday, December 22, 2019

When A Goblin has to change his pants

It was a bit less time than I usually do for a game set up, but it worked out okay it seems. And honestly, by most standards I do tend to over prepare. But that is fun for me so I am okay with that.

Today's adventure started at the outlet for the under-city sewage and water system. There is a bit of sewage that passes through the natural and man-made subterranean system the underlies most of Edge city. A city office, Sir Francis, instructed the men that there were vagabonds and criminal elements living and storing their ill-gotten loot under the city. In addition, Crut's Guild wants him to mark the locations where the unlicensed thieves hang out with the official Guild symbol (this is ret-conned - I did not think of that prior to the game). Edge City has a strong and singular Thief Guild: they pay off the right people, crime is actually pretty low, and few lives are lost over a few coins (the Assassin's Guild also exists in Edge City but is not connected to the Thief's Guild). Each character will be paid 5 gold for what should be maybe half a day of somewhat dangerous work. Crut is also getting paid an extra gold per thief he kills, unbeknownst to his companions. And a new adventurer has been added to the part: Hans Kraus (I think that is the character's name). Part of the current City Guard, he is to go along with the motley group, and when possible, actually arrest the thieves. As wit most adventuring parties, pretty sure he may not be able to successfully arrest anyone as it is quite cut-throat in the underbelly of the city. Or more apt, the bowels of the city. We managed to convince the older brother to play. He has a single character that is not as well statted as the others, but will probably get a bit more experience points as this makes the foes more deadly (and as you can see below in the first session, he is the one who took the brunt of the damage!)

The group enters the exit path of the system, a wide path next to the water streaming out that meets and mingles with the F'urth River (and yes, there probably is a F'irst, S'econd and T'hird River somewhere :) ). The occasional bit of sewage adds to the ambience of the docks: the smell of tar and wet wood, clang of rigging on ships, the shouts of the fish mongers and fishermen leaving to capture the catch of the day. Daylight barely penetrates the tunnel, and Crut leads with way with a torch. Deeper in, they come to some soggy ground that turns to marsh and mud flats where it meets the underground river. To their right are boards on pylons, along with wet footprints. Runt smells a dead body, and Crut leads the way over the boards to the chamber beyond. There is light in that cavern, and it turns out there is a bench table and three ruffians eating. Cheeli roars in delight and rushes in. Our Guard also rushes with the spear in hand (the advantage of a spear is that it gets 1st attack regardless of adjDX). Crut moves off to a corner of the room, and Threndir has his bow ready. The three ruffians we drew from the deck of cards from the Legacy edition, and placed their markers on the board.

The following is a rough approximation of the combat: Cheeli engaged the guy with the two handed sword, Hans the woman with a hammer, and Threndir was taking aim at the same woman. Across the table, the 3rd rogue, unable to attack anyone, jumped on the table to attack Cheeli from a height advantage. As a Dwarf is short already, he really had the advantage!

Our spearman managed to hit only twice during the combat: he would disengage and re-attack giving him the 1st blow each round, yet due to a low adjDX managed to hit just twice in about 8 rounds of combat. The last time he hit, he only needed to do 2 damage to kill her and rolled a 1, which her armor absorbed. It was not Hans' ideal moment! Threndir managed to get a couple of arrows in her, and Crut, with a newly enchanted +5 damage knife, managed to get a few wounds in as well. Meanwhile, Hans was getting hit by the screaming woman and took a fair amount of damage from her before she died. Runt was watching the walkway they came over, feeling he was not needed in the combat. Cheeli and his rogue went at it, while the one on the table, after a single hit realized he would not damage the stout Dwarf with his weapon, jumped down to attack Crut. Meanwhile, the ruckus had alerted two more rogues: fortunately Runt is short and the arrow went above his head. And at this point Runt added to the existing sewage in the dungeon. While a pretty smart Goblin Mage, he wears no armor preferring to have his full DX. He may be rethinking that after this adventure! At one point, Threndir was shooting at the foe attacking Crut, missed, but managed to hit the woman in the hex behind: I believe that was the killing shot for her.

The woman finally goes down with another arrow in her (a missed shot that hit her!), the crazy table-jumping rogue gets killed by Crut (ka-ching!) and Cheeli manages to splatter the sword wielder over the walls. Turning their attentions to the next group, Cheeli sprints as only a wide Dwarf in plate mail can run, but as it was only 3 hexes, he can still attack. Of course, he is blocking Threndir's shot. But Threndir is willing to take the risk, particularly as between Toughness 2 and plate, the Dwarf deflects 7 points of damage: he is the tank of the group!

In the end, the last two are readily taken care of, and the group rests a bit. The only one hurt, and he was hurt bad, was our Guard Hans. He downed my 'D4 in a jar' healing potion and recovered 3 points of damage. As he was down at least 7 or so, this was good. And, letting him roll on the random treasure chart, he rolled up 8 drafts of healing potion as well!

As a note, part of my general payments for quests so far have been a healing draught per character: those are somewhat expensive in-game magical elixirs, but I bump it up to 1d4 (sometimes the ingredients just don't hold up). So it gives the players a little bit of a safety net. Plus I just really like the sprinkle vial I am using - looks like it could be in a fantasy setting.

Overall, we had to play a shorter game - holiday outings. We played about 2 1/2 hours in the heated side of the warehouse this time, with a fancy desk for the gaming material and a table for the actual play.  As I've off this week from work, we may manage another game prior to next Sunday, but we'll see what the holidays portend.

I have the Hex Writer mapping software - while I did not do that Kickstarter, I did do a Bundle of Holding. Hey - some of the money goes to charity! So I played with making a hex map / dungeon crawl from that. While more attuned for an overland sort of outing, it works for a dungeon dive as well. The city docks are on the top left, along with the water system emptying out into the F'urth River. The columns are the exit for the system, and grey gravel the walkway next to the underground river. Runt started smelling something dead (beyond the normal sewer of dead rats and things) in the brown area, which is the marshy mud flats that are adjacent to the river. The walkway lead to the room of their first combat. And that is as far as we managed in that quick session today. My guess is that it will be two more sessions or so to complete this actually pretty short map.

And if we want to let the new player have 2 characters, we can have a captured person in there somewhere the group can rescue. If we do add more players we will have to get to 1 person, 1 character. So far I know I am good with about 3-5 players, above that I tend to get confused. But that is also a good size for conversation between characters.


Saturday, December 21, 2019

Fantasty Trip - Adventure 2 Set up

As my players just want to jump into the next adventure, we're just doing a quick overview of a few things. Eventually we should be able to roleplay more of these as well but I need to improve a bit, and maybe we need to bring in another person or 2 to have a bit more interaction. Father/son players are great but someone outside that familial familiarity may help with playing the characters. Of course, a parent has the right, no, the obligation, to embarass their children, so we've had several fun moments.

I forgot at the last sesson to reward Crut some extra experience points - as he has his own theme song when doing acrobatic or rogue moves, I'm giving him an extra 50 XP. Not enough to do much on its own, but these do add up. So far the characters have gained 220 XP (270 for Crut) and I think they have bumped some stats up so far.

The further adventures of Crut, Threndir, Cheeli and Runt 
After clearing out the caverns under the old guardhouse, our adventurers spent some additional time exploring the rooms. Several magical scrolls and close to 30 gold pieces were found, along with magical tomes, implements and ingredients. The dead goblins, per Runt, were taken out side and had a fiery funeral pyre. There was not much to tot Goblins – despite Vakkekara calling them her friends and setting up a pretty nice few rooms, there was only 34 coppers, a few cheap iron bracelets that Cheeli just snorted over, and some rabbit ears used as a belt. Loading up the chest that held the turtle stones, our group heads back to Hamor. Talking with Vaku Zrag, the Goblin merchant in the small hamlet, they find that he is not willing to take most of what they have recovered. He recommends his first cousin, Mool Zrag, who is the proprietor of The Calm Camel Market at the edge of the Merchants Quarter in Edge City. 
Early the next day, our group travels to Edge City, a journey that takes all day as it is about a 20 mile hike. It was not an entirely pleasant hike – the weather was taking a turn for the worst. It was the season’s first frost as they started out, with a chill wind blowing against them most of the morning. Taking a lunch break at a forkin the path, a light rain started. The path was a muddy mess as they continued their journey, arriving at Edge City at dusk. 
The town guard permitted them to pass – Crut was a resident with his city passport already, and managed to talk his way through the northern gate. Getting late, they found the Fattened Sow off of Pinny Ninny street near the docks, a place that Crut had stayed at before. It was a few streets over from the wharf-side bar his mother works at, the Sour Salmon Tavern. After their long journey, they ate and retired early. 
The next day, they find the Calm Camel Market. While Mool won’t take the magical scrolls (“ye can’t read them without them going off, so I’se no idea what I’d be buying”) they manage to get another 24 gold and directions to the Misbegotten Miracles Shoppe of Magical Findings. The very young witch, Esmer Sepecitus, was quite eager to purchase the scrolls. While scrolls run about 300-1500 silver based on the spells, without knowledge of what the scrolls actually contain, but knowing that they do contain magical spells, she is willing to pay 250 silvers per scroll, so 2000 silver (200 gold). A veritable treasure. She is also willing to take the magical equipment, but after the succesful transaction, Runt decides that the chest, with its remaining magical implements, will become his wizard’s chest.  
Crut has to return to the Thief’s Guild, Cheeli wants to check out the Smith’s Guild, Runt is itching to visit the Unseen University and nearby wizardly haunts, and Threndir, uncomfortable in the urban setting, wants to see if he can find his human girlfriend from years ago. The party goes their separate ways for the day, to meet back at the Fattened Sow later that night.  
Crut makes peace with the Guild, and is now welcome back in though under probation. In fact, they have a task for him and his new friends. There appears to be some unlicensed thieves that are hiding out in the city’s massive underground water system, which has both natural running water from the F’urth River that bisects the city as well as natural springs.  
The group now has an additional 224 gold, or 2,240 silver. Shopping may be in order – a lot is available here. Cheeli does find that he could apprentice here to learn the armorer skill (as soon as he gets enough XP and the IQ required for that skill). Runt is impressed by the magical library available, as well as the starting of his wizards chest. He does trade in the larger chest for something a bit more portable. He may want to get another wizard to put some sort of warding spell or something on there if he would like. Threndir cannot immediately find his ex-girlfriend, she has shifted taverns over the years at least once.