Chapter 1: Port Nyanzaru
While he is out walking around and checking things out some things he is looking at is:
The different attire between the locals and the tourists,
How the locals react if they hear people talk in different languages besides common or if they speak anything else besides common,
How people are interacting with eachother (and learning that this is a bartering society hopefully)
And purchasing clothing that the locals wear
Purchasing 6 waterskins as diplomats kit doesnt include any
Purchasing an extra coin purse
Rolls
Paying full price while learning the customs w/disadvantage - (1d20+4, 1d20+4)
1d20+4 : (7) + 4 = 11
1d20+4 : (15) + 4 = 19
Heading over to the the house of repose Travers pays for the full week and drops off his stuff. He then heads out to look for some souvenirs in the market place trying some simple haggling, finding some small keepsakes he thinks his parents might like he purchases them for half price. Before wandering around the city for the rest of the day.
Haggling 18
Rolls
Haggle 1/2 - (1d20+2)
(16) + 2 = 18
Haggle 2/2 - (1d20+2)
(19) + 2 = 21
She makes a point of buying a souvenir. Something cultural and artsy, eventhough it is probably very fake anyway, and she makes a point to keep bugging Ha'aroo
"What do you think of that one? Oh, maybe that one? That is cute too..."
...
"Wait, what? They cost so much? Don't you feel ashamed charging a poor northern girl so much for that?"... apparently he does.
Rolls
Simple haggling - (2d20L1+4)
(919) + 4 = 13
"Oh yes that is way too expensive for that. Hey you cant blame them. They know people will come in from out of town and pay these crazy prices."
Talking to Travers before they depart: "Sure we can try something like that. Not sure how late we will be out tonight since this is the first night but a few of us will be staying at the Thundering Lizard if you want to see about meeting up there later. "
Rolls
Haggling to 50% off - (1d20+4, 1d20+4)
1d20+4 : (10) + 4 = 14
1d20+4 : (16) + 4 = 20
Some short time later, when she arrived at the quieter inn, she very happily handed over the eight gold pieces to reserve a room for the next seven days. Thanking the employees there, she secured her backpack, shield, and leather armor in the room. Her quarterstaff and mistletoe she kept with her, knowing how much walking she'd be doing. She turned around and headed back to the room when she got back outside, shaking her head. How could I forget to bring my waterskin?! she thinks to herself as she collects the heavy skin, finally heading back out into the town, content to wander around the harbor district for the day.
Cilia turns to Pacan. I think it sounds like a wonderfull idear meeting in the marked tomorrow morning. It will give each of use some time to explore, and tomorrow we can share what we have found.
Kaya’s House of Repose (8gp week)
Jim Corman
Pacan Lathalas
Travers
Thundering Lizard (4gp week)
Nebula
Lasme Jassan
Ha'aroo Jassan
As for day time
PC | Action | Huggle strategy | Roll | Outcome |
Ha'aroo Jassan | Buy souvenirs | Learning | 11 | Spend 10 cp (1silver) and gain 1 point of haggling XP |
Ha'aroo Jassan | Buy waterskin | Simple | 14 | waterskin paying 4 sp gain 1 point of haggling XP |
Lasme Jassan | Buy souvenirs | Simple | 13 | Spend 5 cp and gain 1 point of haggling XP |
Travers | Buy souvenirs twice | Simple | 18, 19 | Spend 10 cp and gain 2 point of haggling XP |
Nebula | Pub crawl | Simple 1gp | 13 | Spend 1 gp and buy 2gp worth alcohol worth of alcohol and gain 1 point of haggling XP |
Jim Corman | 1gp and merchant's district | Simple | 11 | Spend 1 gp (0.5 price and 0.5 tips) and gain 1 point of haggling XP |
Pacan | wander around the harbor | n.a. | n.a | - |
Huggle experience end of day 1:
Ha'aroo Jassan ⭐⭐
Lasme Jassan⭐
Travers ⭐⭐
Nebula ⭐
Jim Corman⭐
Pacan
Nebula was able to find one or few pubs and for the budget of 1 gp you are able to get 10 gallons of beer and obviously get a lot of people happy, or you could get 10 pitchers or common wine and drink it in a smaller company.
Please explain me your PC choice of drinks and strategy for choosing people to drink with. In any case please roll be a con save (for getting drunk), charisma (persuasion) and wisdom (insight) and I will narrate the outcome and amount of rumors you collected.
Pacan learns following
If the characters wish to travel by sea, they can book passage on the Brazen Pegasus at a cost of 10 gp per day (for the whole party). A 60-foot sloop built for speed, she has a single mast flying a square mainsail plus two triangular foresails, one aft sail, and a small topsail. All that canvas gives her a top speed of 10 mph under ideal conditions
Goldenthrone
This palace serves as the meeting place for the merchant princes of Port Nyanzaru and is recognized as the seat of the city’s loose government. It was built decades ago by an Amnian trader and is one of the most opulent structures in the city, rivaled only by the grander temples and the merchant princes’ villas. An honor guard of eight Chultan gladiators is always on duty, to keep away loiterers in the daytime and thieves in the night.
Merchant Prince’s Villa
Each merchant prince has a private villa in the city. These residences have beautifully plastered walls adorned with bright murals, patios and arcades festooned with fresh flowers, garden courtyards open to the sky, and enormous cisterns equipped with water wheels to power
Grand Souk
The Grand Souk, or market, is one of the three beating hearts of Port Nyanzaru—the others being the jewel market and the Red Bazaar. True to its name, the Grand Souk is the grandest of the three.
Traders from up and down the Sword Coast come to this market to buy timber, spices, medicines concocted from jungle plants, dinosaur skulls and claws, iron, tiger pelts, carved ivory, Batiri and grung handiwork, colored feathers, tropical fruit, monkeys, plesiosaur meat, and all the other riches of Chult. Business begins before the sun comes up, and dealing doesn’t stop until well after darkness edges across the city. It’s a noisy, jostling, aroma-rich circus. Guards are numerous, but less numerous than the urchins and pickpockets. Street performers and tabaxi minstrels add to the cacophony. Colorful awnings protect the market from sun and rain but also trap the heat and smells.
Temple of Savras
Savras is a deity of wizards, fortune tellers, diviners, and those who unfailingly speak the truth regardless of whether listeners want to hear it. His symbol is a monstrous eye, or a crystal ball filled with eyes. Savras’s temple is one of the oldest, grandest buildings in the city. The tiled roof of its great dome resembles an unblinking eye, staring skyward.
A deity devoted to revealing the truth might seem to have a weak draw in a city of merchants, but Savras was widely worshiped in Chult long before the Spellplague. In those years, Savras’s clergy were valued because they could keep tabs on the activities of the inscrutable yuan-ti. The snake people still loom large as bogeymen in the imaginations of Chultans, but nowadays the clergy of Savras scries into more mundane matters: portents around business affairs, the outlook for newborn children, and affairs of the heart.
The head priest of the temple is Grandfather Zitembe.
Temple of Gond
The boxy stone temple of Gond looms behind the royal docks. It’s popular among Port Nyanzaru’s many artisans, craftspeople, smiths, ivory carvers, and hydro-engineers. Where most such temples have a forge as a centerpiece, this one features an immense fountain whose water jets shift continually to create amazing shapes. It’s all done with nozzles and valves moving on cams, driven by the city’s plentiful water pressure.
Temple of Sune
Isolated atop a rocky formation in the sea, the temple of Sune is reachable only by an elevated causeway from Temple Hill or by boat. Steep steps wind up the cliff from the temple’s small harbor. When seen from a distance, the temple’s roof seems to float in midair—an illusion created by mirrors lining the outside walls. Inside, Sune’s faithful and casual visitors alike can partake of public baths, receive lessons in applying makeup and styling one’s hair, and learn to dress in a manner that suits the individual’s body, profession, and the climate.
Jewel Market
The jewel market is intentionally styled as a miniature, more exclusive version of the Grand Souk. Its chief business is buying and selling the rich supply of jewels that are dug out of Chult’s mines, but many other rare luxury items are also traded here. This market is largely secure against pickpockets and thieves, thanks to the privately hired security agents patrolling it openly and undercover. All of them work for the merchant prince Zhanthi, who has a monopoly on the jewelry trade in Port Nyanzaru.
Rolls
Pacan random encounter chance - (1d20)
Note to everyone: when you purchase anything full price is 4 times the prices noted in PHB, but you could Huggle (with it would take time). Effectively if you huggle aggressively (as any local does) you could buy things for 4/5 of the PHB price (i.e. pay 80% of the sum you would pay normally )
I have updated my previous post accordingly.
Nebula tries to socialize with those with the loudest mouths and the largest ears - bards, innkeepers (free drinks!) and anyone who looks particularly interesting
Rolls
Con Save (Getting Drunk) - (1d20+3)
(1) + 3 = 4
Charisma (Persuasion) - (1d20+5)
(14) + 5 = 19
Wisdom (Insight) - (1d20-2)
(7) - 2 = 5
Jim did try:
'Guided tour on foot, 1gp, learn a 1 of 4 city districts : market, harbor, merchant's district or old town.' with 19 and 11 for haggling. I marked off 1gp and merchant's district knowledge.
'Buy souvenirs, 0.1 gp, no mechanical benefits, random events may occur. You may do it twice a day.' with 16 and 6 for haggling. I marked off 1sp and added a souvenir to inventory.
Didn't think I could do buy souvenirs twice in the same day as guided tour.
I failed to understand that I had to specify the Bargaining Strategy before rolling. I suggest that 'learning' since it is was his first day of doing haggling. Not a problem if that is no Star toward getting 3.
Leaves Jim Corman with 13gp, 4sp.
Rolls
Jim encounter - (1d20)
Rolls
Haggling 1/2 - (1d20+2)
(17) + 2 = 19
Haggling 2/2 - (1d20+2)
(19) + 2 = 21
It is late evening city life slows down. It is dark, but the bar in the inns you stay is still crowded. Nebula is drunk (mechanically poisoned condition will apply till the morning).
Everyone - please explain what do you do before going sleep.
If you stay in the bar and try to acquire new friends/information do
1) Con save if you drink alcohol
2) Either Int, Wis or Cha check twice (I may apply advantage or disadvantage and I may add your prof. bonus depending on what you do). The choice of ability depends on either you try to use your knowledge/erudition (INT), share experience (wis) or use jokes to earn friends (cha).
If you do something else, just pick your choice of ability score you think is more appropriate and also roll twice.
Intelligence measures mental acuity, accuracy of recall, and the ability to reason.
Wisdom reflects how attuned you are to the world around you and represents perceptiveness and intuition.
Charisma measures your ability to interact effectively with others. It includes such factors as confidence and eloquence, and it can represent a charming or commanding Personality.
And yes, beer in your inn is included in your week payment. You could add tips or buy wine or something, but it is not necessary to pay anything if you stay in your inn.
Rolls
Secret Roll
Rolls
Drinking CON save - (1d20+5)
(8) + 5 = 13
New Friends INT save (disadvantiage) - (2d20L1+0)
(1217) = 12
Rolls
Wisdom check - (1d20+2)
(18) + 2 = 20
Wisdom check - (1d20+2)
(3) + 2 = 5
As he is down in the bar he uses this time to share all the things he saw in the market to the others in the group, "...they got these little grabbers where you dont have to bend down to pick something off the floor and the silly thing is its looks like a lizard head..." and he also spends this time to talk with a few locals.
Will be rolling widom for the shared experience option. Being a traceling man he has several experiences to draw from to relate to some locals and hopefully form a connection
Rolls
Wisdom roll - (1d20+2, 1d20+2)
1d20+2 : (10) + 2 = 12
1d20+2 : (8) + 2 = 10