>>5544064>>5544085>>5544137>>5544153>>5544202>>5544267>>5544296>Check out the blacksmith and armorer.You decide to try your luck with the smithery. You hold the mossfolk’s hand as you trail out through the small town to the forge: with the dark cobblestone tiling lining the building, chimney belching steel-flake speckled smoke, and the oaken sign reading BLACKSMITH, everything about this mound of stone screams “BLACKSMITH.”
You’re struck first by a wave of heat that crashes over your hood and face. Then, the crepitations of flames that curl and hiss like a snake. And finally a choppy, lumpy sort of voice that speaks as if he’d just eaten a film of emery: “Watch the door.” And sure enough, the gash-bitten hinge squeaks just a little too far and you have to grab at it to prevent it from clattering down over you.
The dwarf at the front sizes you up–small wizard man and big ass cloaked woman–before he returns his attention to his cow tongue hoagie. You take in the shop with your hands on your hips. It’s lined high with exhibits of pointed swords and daggers (pointed at you), small sidearms and handfuls of cartridges stocked about the walls, and lamellar and plate armor on shifty wooden mannequins.
You check the coin purse your master threw to you. You figure you’ve got enough to purchase two things, maybe–the DWARRIDEN MINE STRIKE up north has made metal products a great deal more expensive a commodity.
>Fetch a bladed weapon.>Purchase a gun, despite your master’s warnings about her and your ears.>Buy some armor for the mossperson (or, perhaps someone else).>Show the smith the warped steel wand you stole from that hitman. He ought to be able to repair it.>Write-In.