Before heading from camp Klar has 8 gp on hand and will sell his blanket for 3 gp to raise this to 11 gp.
Klar is going to purchase
Short bow 6 gp
24 arrows 2 gp
1 quiver 2 gp
total purchase 10 gp
This leave 1 gp on hand for Klar
Beowolf has on hand 40 gp and will purchase the following:
2 handed sword
Leather boots
Cloak
1 rations
1 water
1 small sack
cost 40 gp
Beowolf now has no gold left.
The party will head out to the flock site and seek a suitable place for camp. Preference would be some sort of natural holding pen for the flock so as to better protect them at night. If not possible a place where anything approaching would be clearly visible on the horizon. At night a raise that would allow the silhouette of a beast to be seen in the distance between the herd and the bush would be sought.
Once the site is found supplies (fire wood and fresh water) will be set in by Daphne and Beowolf. At the same time Kalfie and Klar will scout the area where the raiders are suspect to be coming from for tracks. Intention is to help determine numbers and possible creatures that are stalking the flock.
Kalfie to lead
Daphne is second lead
Walking order
Kalfie
Daphne
Beowolf
Klar
Beowolf will negotiate for us.
Some items to note:
1. Krakyn, you need to have a 75% activity rate to participate, please pick that up.
2. All players. How do you know where as you call it 'the flock site' is? In the scenario you will see that it says that you "heard" about it, not that you know where it is. Medieval is as close to real life adventuring as you will get, do not assume I will do any extras for the party or in other words automatically make life easy for them by pointing players exactly where they must go.
3. Klar. No selling of items unless it is haggled during game play, definitely one will not get back equal gold for what they paid for an item.
With those things in mind please return and post Party Order again. Thanks.
Kalfie gives 3 gp to Klar. (Kalfie 21 gp Klar 11gp) Then klar makes his before mentioned purchase.
Leaving camp once businesses are open Klar and Beowolf inquire about town to gather more information on the herder that is losing sheep. Each checking places they have done business with in the past and merchants who are related to their own skills.
Once complete we all rendezvous at the local inn, and compare notes as well Beowolf will inquire with the inn keeper prior sitting with the rest of the group.
The group splits up at this point to meet on the south edge of town in 20 minutes. Beowolf heads to the feed mill, the merchant who buys wool, and the home supplies merchant to see if they have better details on the farmer they seek to find. He will explain why he seeks them during the conversation, so as to put the other at ease with the inquiry.
The rest of the group heads to purchase 4 enchanted garlic necklaces, and meets Beowolf on the southern side of town. Kalfie buys two and hands one to Beowold, Klar and Daphne pay for their own.
If sufficient information is gathered they will head towards the homestead.
The party decides to go to the tavern in order to gather some information. They will probably take some drinks and inquire while there.
Klar decides to go to the southern part of the village and start inquiring of the farmers who needs some help with suspected wolves. If they are suspicious we can reassure them that we are here to help rid the village of any wolves that are causing harm to livestock or humans alike. Once he finds out, he will return to the tavern and let us know.
At the mean time, the rest of the group at the tavern will try its best to throw a coin or two if someone has any information about the farmer and the job he may offer.
The trio head from the inn after Daphne pays for the information(1gp) and Kalfie pays off the ale bill(2gp).
Once caught up with Klar they head to the farm.
Beowolf and Kalfie on one horse in the lead and Daphne, Beowolf on the second steed following. If the beasts seem overburden or begin to tire they will dismount and walk the horses. Once rested enough two will ride will the others jog beside the horses, switching when tired. First shift would be Beowolf riding and Kalfie and Klar jogging.
Their intention is to make the farm they now seek prior sunset. They hope the farmer will if they are at the incorrect location will at least let them settle in the barn for the night.
Beowolf stashes his weapons with the group and slowly with hands visible and head bare he cautiously approaches the house. Klar watching him intently to ensure non decide to place a few arrows Beowolfs direction.
Meanwhile Daphne intrigued by the ruckus the animals are making she is to investigate while Kalfie falls back a bit to watch her back and still be insight of the house. Daphne hopes to ensure no wolves or critters be messing with the stock.
Kalfie moves his bow and quiver to ensure access to them if the need arose..