Lady Oriana - Knight of the Shield - Chapter 11

Adventure Date: January 21, 2017
Last Updated: June 17, 2016


class:		Cleric/Fighter/Warblade/            race:       human (Illuskan)
                Vengeance Knight/Uncanny Trickster
level:		5 = 1/3/1/0/0                       alignment:	Lawful Evil
xp:		10,000				    deity:	The Hidden Lord

size: medium	age:	20	  gender:  female    height:   6'0"	
eyes: gray      hair:   orange    skin:	   white     weight:   180 lbs

Campaign: 	LIVE
Home Region:    Waterdeep	
Languages:      Chondathan, Giant, Orc

                current HP: 
====================================================================================
STR:	19/21   +4/+5	HP: 	43			      Speed:       30 ft 
DEX:	14	+2	AC:	22 (18 with glory & stance)				
CON:	10	+0	= 10   + 5+1   + 3      + 2   + 0    + 0   + 0       + 1 -2 -2
INT:	14	+2	  base + armor + shield + dex + size + nat + deflect + misc
WIS:	12	+1	AC touch:	13 (9)
CHA:	8	-1	AC flat-footed: 20 (16)		      Initiative:   +2
							      Base Attack:  0+3+1 = +4

- combat expertise: attack roll = -4 max, AC dodge bonus = +4 max
- when moving within or out of a threatened square, dodge bonus to AC = +4
- penalty to AC during combat until you drop an opponent unaided = -2
  - does not apply against a single opponent
- punishing stance = -2 AC if activated


====================================================================================
		Total	= base	  +Mod	  +resistance	  +misc
Fortitude:	+7	= 2+3+2	  +0
Reflex:		+3(+4) 	= 0+1+0	  +2	                 (+1*)
Will:		+6	= 2+1+0	  +1                      +2

- if HP = 21 or less, then gain a +3 morale bonus on saves vs fear
- if not flat-footed, gain +1 insight bonus to reflex saves (*battle clarity)


====================================================================================
- if HP = 21 or less, then gain a +3 morale bonus on weapon damage rolls
STANCES = 1
- S1  i1 = punishing stance = +1d6 dam, -2 AC
MANEUVERS = 3/3  recover all = swift action plus standard action (which can include an attack)
- M1  s2 strike = standard action = mountain hammer   = +2d6 dam, overcome DR and hardness
- M2  t2 strike = standard action = rabid wolf strike = +4 to hit opponent, +2d6 dam, -4 AC for 1 turn
- M3  t1 strike = standard action = wolf fang strike  = attack 1 target with 2 weapons, -2 to hit each
SPELLS
- Blade of Blood = swift action, dur = 1 round or until discharged, discharges if hit living creature,
		   weapon damage = +1d6 or +3d6 if caster takes 5 hp damage

Attack		Bonus	Damage	Critical	Range	Type	Notes
------------	------	------	--------	-----	----	-----
Longsword +1    +11     1d8+6   19-20/x2        -       S       magic
                           +1d6                                 punishing stance
                           +1                           fire    weapon crystal
                           +5		                morale  torc, charges/day = 3
                           +3                           morale  armor crystal, if hp = 21 or less

heavy shield    +10     1d4+5   x2              -       B       darkwood, masterwork
                           +1d6                                 punishing stance
                           +3                           morale  armor crystal, if hp = 21 or less

morningstar	+10	1d8+5	x2		-	B/P	masterwork

spiked gauntlet +10	1d4+5	x2		-	P	masterwork

dagger          +10     1d4+4   19-20/x2        -       P/S     silver, masterwork
- thrown        +7      1d4+4   19-20/x2        10 ft   P/S

longbow,        +6      1d8+1   x3              110 ft  P       normal
composite               1d8+1                                   cold iron
STR 12 = +1 dam		1d8					silver


Protective		AC 	Max 	Check 	Spell	
Item		Type	bonus	Dex	penalty	Failure	Speed	WT	Notes
-------------	----	-----	----	-------	-------	-----	---	------
chainshirt      light   +5      +6      +0      10%     30 ft   10 lbs  mithral, magic+1
                armor

dastana 	light 	+1	n/a	+0	 5%	n/a	5 lbs	masterwork
		armor	stacks

heavy shield,   shield  +3      n/a     +0      15%     n/a     5 lb    magic +1 
darkwood

if medium load  enc.    n/a     +3      -3      n/a     20 ft   n/a     run x4


====================================================================================
SKILLS:  Total = 20+15+7     max = 7/3	 Ability Mod	Ranks	Misc
+4	 appraise                        INT	 +2	2cc	
+6       appraise, metals                INT     +2      "      +2 scale
+4	 #balance		         DEX	 +2		-0 AC.enc/+2 tumble
-1	 +bluff				 CHA 	 -1		
+8	 *climb				 STR	 +5	1	-0 AC.enc/+2 kit		
+0	 #+concentration                 CON	 +0	
+2	 #+*craft	                 INT 	 +2		
no	 decipher script                 INT	 +2		
-1	 #+diplomacy			 CHA	 -1	        
no	 disable device		         INT	 +2		
+5(+15)  +disguise			 CHA	 -1	4	+2 kit/(+10 spell)
+2	 escape artist			 DEX	 +2		-0 AC.enc	
+2	 forgery                         INT	 +2		
-1	 gather information		 CHA	 -1		
no	 *handle animal			 CHA	 -1		-1 saddleback
+3	 +heal				 WIS	 +1		+2 belt
+2	 +hide				 DEX	 +2		-0 AC.enc	
+5	 #*intimidate			 CHA	 -1	6		
+8	 #*jump				 STR	 +5	1	-0 AC.enc/+2 tumble			
+3	 +knowledge, arcana		 INT	 +2	1	
no	 knowledge, architect/engineer	 INT	 +2		
no	 knowledge, dungeoneering        INT	 +2		
no	 knowledge, geography		 INT	 +2		
+3	 #+knowledge, history		 INT	 +2	1	
no	 #knowledge, local: Waterdeep    INT	 +2		
no	 knowledge, nature		 INT	 +2		
no	 knowledge, nobility/royalty	 INT	 +2		
+6	 +knowledge, religion		 INT	 +2	4	
+3	 +knowledge, the planes		 INT	 +2	1	
+1	 listen                          WIS	 +1		
+2	 move silently			 DEX	 +2		-0 AC.enc	
no	 open lock			 DEX	 +2		
-1	 perform                         CHA	 -1		
+5	 +profession, merchant           WIS	 +1	4	
+5	 *ride				 DEX	 +2	2	+1 saddleback
+0	 search                          INT	 +2		-2 farsighted
+3	 sense motive			 WIS	 +1	2cc	
no	 sleight of hand                 DEX	 +2		-0 AC.enc			
+3	 +spellcraft			 INT	 +2	1	
+4	 spot				 WIS	 +1		+1 farsighted/+2 helm
+1	 survival                        WIS	 +1		
+6	 #*swim				 STR	 +5	1	-0 AC.enc x2			
+7	 #tumble                         DEX	 +2	5	-0 AC.enc		
no	 use magic device		 CHA	 -1		
+2	 use rope                        DEX	 +2		
no	 speak languages		 n/a		0 cc		
no       #martial lore                   INT     +2     
na       skill tricks: tumbling crawl    na             2       (tumble = 5 ranks)
 

* = fighter; + = cleric; # = warblade

=============================================================================
SPECIAL ABILITIES / FEATS
Armor: 		all armor (light, medium, heavy)
Shields:	all shields (including tower shields)
Weapons:	all simple, all martial


WARBLADE
- Disciplines: Diamond Mind, Iron Heart, Stone Dragon, Tiger Claw, White Raven
  - effective initiator level = warblade + 1/2 other character levels = 1 + 2 = 3
  - Maneuvers known = 3, max maneuver level = 2
  - Maneuvers readied = 3
  - Stances Known = 1
- Battle Clarity
  - if not flat-footed, gain insight bonus to reflex saves = INT = +2 
    (but is only +1 since warblade level = 1)
- Weapon Aptitude
  - equivalent fighter level for feats = (warblade -2) + fighter = (1 - 2) + 3 = 0 + 3 = 3
  - spend 1 hour, re-designate feats specific to a single weapon


CLERIC OF THE HIDDEN LORD
- Divine Spellcasting
	- can spontaneously cast "Trickery" domain spells 
          (PHB2, alternative class feature, page 37)
                 - can put "inflict" spells into the domain spell slot if needed
- Charm Domain
        - 1/day as free action, boost CHA by +4, duration = 10 rounds (1 minute)
- Trickery Domain
	- add to class skills: bluff, disguise and hide
- Rebuke Undead:
	- A rebuked undead creature cowers as if in awe (attack rolls 
	  against the creature get a +2 bonus). The effect lasts 10 rounds.
	- range = 60 ft, standard action
	- Times/Day = 3 + CHA + extra-turning = 3 + -1(+1) + 0 = 2/day (4/day)
	- Turning Checks = 1d20 + CHA + Knowledge synergy
			 = 1d20 + -1(+1) + 0 
			 = 1d20-1 (1d20+1) - see table in PHB pg 159 for highest HD rebuked
	- Turning Damage = 2d6 + cleric level + CHA 
			 = 2d6 + 1 + -1(+1) 
			 = 2d6 (2d6+2) = total HD rebuked
- Command Rebuked Undead: 
	- take a standard action to give mental orders to a commanded undead. 
	- can voluntarily relinquish command on any commanded undead creature 
	  or creatures in order to command new ones.
        - Max HD of commanded creatures = cleric level/2 = 1/2 HD
	- Total No. of undead HD being commanded = cleric level = 1 HD 
- Bolster Undead:
	- bolster undead creatures against "positive energy" turning in advance.
	- make a "rebuke" turning check, check HD on table in PHB pg 159, 
	  result becomes undead's effective HD for purposes of being turned by 
	  another cleric; duration = 10 rounds
- Dispel Turning:
	- can dispel a "positive energy" turning check of another cleric
	- contest of "Rebuke" Turning Check vs "Positive Energy" Turning Check
	- roll turning damage to determine No. of HD no longer affected 
	  by "positive energy" turning check.


Mercantile Background: Waterdeep regional feat (human bonus feat)
- sell goods at 75%, instead of 50%
- buy 1 item at 75% of cost, 1/game session (but cannot store, use it or lose it)
- get +300 gp at first level


Block Arrow (1st level bonus feat; Heroes of Battle, page 96)
- if aware and not flat-footed, can block one ranged weapon per round with shield


Iron Will (2nd level bonus feat)
- Will save = +2


Weapon Focus: longsword (1st level fighter feat)
- gain +1 to hit with longsword


Combat Expertise (2nd level fighter feat)
- select during an attack action or full-attack action
- changes to attack roll and AC last until your next action
- attack roll = -4 max
- AC dodge bonus = +4 max


Dodge (flaw bonus feat 1)
- gain a +1 dodge bonus to AC


Mobility (flaw bonus feat 2)
- when moving within or out of a threatened square = +4 dodge bonus to AC


Glory-Hound (flaw 1)
- You have an insatiable desire for glorious combat, fighting recklessly to prove yourself.
- You suffer a -2 penalty to AC during combat until you drop an opponent. 
  However, if you are aided in dropping the opponent, then the penalty persists.  
- This penalty does not apply if the combat is against a single opponent.


Harbinger of Ill Omen (flaw 2)
- You seem to be cursed to forever bump into a specific person, 
  time and time again. Each time you do, something bad happens 
  not long afterward. This person in no way does this purposefully, 
  it just happens with alarming frequency. 
- In game terms, this can be reflected through utilizing a specific 
  instance of the Misfortunate flaw when the Harbinger pops up to cause 
  you to automatically fail a successfully made check of any sort (this 
  does not prevent you from retrying, if such is applicable), or simply be 
  some creatively hindering roleplay situation (DM's discretion). 
- Lady Oriana is not sure who exactly this is yet (DM's pick).
  - A shadow creature under orders from Bly Ruldegost has demanded a status update
    which has distracted her during two critical moments.


Farsighted (trait 1)
- You have difficulty focusing on nearby objects, 
  but your distance vision is more keen than normal.
- You gain a +1 bonus on Spot checks.
- You have a –2 penalty on Search checks.


Saddleborn (trait 2)
- You are a natural in the saddle, but you have little patience for 
  handling animals when not riding them. 
- You gain a +1 bonus on Ride checks. 
- You take a -1 penalty on Handle Animal checks. 


=============================================================================
SPELLS  0: 3  1: 2+D  2: 0  3: 0  4: 0  5: 0  6: 0  7: 0  8: 0  9: 0
   DC
0: 11	detect magic, guidance, resistance
1: 12	charm person (D), cure light wounds, blade of blood (PHB2)

- can spontaneously cast "Trickery" Domain spells 
- can put "inflict" spells into Domain spell slot
- Charm or Trickery domain spells = +1 caster level

Charm Domain Spells:
(1) charm person; (2) calm emotions; (3) suggestion;
(4) good hope; (5) charm monster; (6) geas/quest; 
(7) insanity; (8) demand; (9) dominate monster	

Trickery Domain Spells:
(1) disguise self; (2) invisibility; (3) nondetection;
(4) confusion; (5) false vision; (6) mislead; 
(7) screen; (8) polymorph any object; (9) time stop


==============================================================================
GEAR	Total WT= 66.5 + 85 = 151.5
	load: light = 153	medium = 306	heavy = 460

WT	Item
---	---------------------
0	traveler's outfit
0	wooden unholy symbol: broken stag horn (1 gp)
2	HEAD:	  Helm of Vigilance (400 gp)
			- gain a +2 competence to Spot
0	FACE:	  OPEN SLOT
1	THROAT:	  Torc of the Titans (3,300 gp)
			- gain a +5 morale bonus on Strength checks, Strength-based skill checks, 
			  and melee weapon damage rolls for 1 round = 3/day
0	SHOULDER: OPEN SLOT
10	BODY: 	  Mithral Chainshirt +1 (2,100 gp)
0                 Least Rubicund Frenzy Armor Crystal (2,000 gp)
                  	- if HP = 50% or less, than gain:
                  	  - a +3 morale bonus on weapon damage rolls
                 	  - a +3 morale bonus on saves vs fear 
                  	- only usable on magic armor +1 or better (on chainshirt)
0	TORSO:	  OPEN SLOT
1	WAIST:	  Healing Belt (750 gp)
                        - gain +2 competence bonus on heal checks
			- has 3 charges/day, renewed at dawn
			  - heal 2d8 damage = 1 charge
			  - heal 3d8 damage = 2 charges
			  - heal 4d8 damage = 3 charges
0	FEET:	  OPEN SLOT
5	ARMS:	  dastana, masterwork (175 gp)
2	HANDS:	  Guantlets of Destruction (6,610 gp)
                  	- part of magic item set: Armor of the Watching Master
                  	- grants +2 enhancement bonus to STR
		  	- swift action: activate gauntlets to enable the next melee attack 
 					made during your turn to overcome damage reduction 
                                  	and ignore hardness as if the attack were made
                                  	with an adamantine weapon. Usable 3/day
		  	- each guantlet is a masterwork spiked gauntlet
0	RING1:	  OPEN SLOT
0	RING2:	  OPEN SLOT
5	SHIELD:	  Heavy Darkwood Shield +1 (1,257 gp)
                  	- bears sigil of the Knights of the Shield

		
1       "Corruptor" silver unholy symbol: broken stag horn (597 gp)
        - the Hidden Lord whispers instructions to Lady Oriana through this item
        - can be used in combat as a masterwork silver dagger
        - when used to cast Charm or Trickery domain spells, a broken stag horn 
          increases your effective caster level by 1.


4       "Razor" Longsword +1 (2,315 gp)
0       Least Weapon Crystal of Fire Assault (600 gp)
        - add 1 point of fire damage to weapons damage
        - only usable on masterwork or magic weapons (on longsword)


6 	morningstar, masterwork   (308 gp)

3 	composite longbow: STR 12, dam +1 (200 gp)
3 	quiver w normal arrows (5 cp/arrow = 1 gp) 	= 20
3 	quiver w cold iron arrows (1 sp/arrow = 2 gp) 	= 20
3 	quiver w silver arrows (2 gp/arrow = 40 gp) 	= 20


0.5     bandoleer, masterwork = 4/12 items (5 gp)
3               - flask of acid (10 gp) x3
1		- flask of alchemist's fire (20 gp) x1

1	potion belt = 3/6 vials (1gp)
		- retrieving a potion/vial is a free action once per round
		  - Potion of Cure Light Wounds (50 gp) x1
                  - Potion of Lesser Restoration (300 gp) x1
		  - vial of black ink (8 gp) x1
		
0.5     belt pouch (1 gp)
1               - coins (sp, gp, pp)

0.5     belt pouch (1 gp)
0.5             - small steel mirror (10 gp)
0		- set of dice
0		- deck of cards
				
2	spell component pouch (5 gp)

0.5     scroll case (1 gp)
0               - sheet of parchment x4 (8 sp)

0.5     scroll case (1 gp)
0  		- Divine Scroll: conviction, SL=1, CL=1 (25 gp)
			- Subject gains +2 or higher morale bonus to saves
0		- Divine Scroll: ironguts, SL=1, CL=1 (25 gp)
			- Subject gains +5 alchemical bonus on saving throws against poison

0.5     scroll case (1 gp)
0               - Red Wizard Divine Scroll: magic weapon, SL=1, CL=1 (25 gp)
0               - Red Wizard Divine Scroll: obsuring mist, SL=1, CL=1 (25 gp)
0               - Red Wizard Divine Scroll: protection from chaos, SL=1, CL=1 (25 gp)
0               - Red Wizard Divine Scroll: detect poison SL=0, CL=1 (12.5 gp)
0               - Red Wizard Divine Scroll: guidance SL=0, CL=1 (12.5 gp)


4       waterskin, full (1 gp)

2	hooded lantern with continual flame (117 gp)
                  - illuminates 20 ft radius, shadowy 40 ft radius

2       backpack (2 gp)
0.5     	- belt pouch (1 gp)
2			- coins = 100 gp
0.5     	- belt pouch (1 gp)
2			- coins = 100 gp
5		- bedroll (1 sp)
3		- winter blanket (5 sp)
20              - trail rations, 20 days (10 gp)
20		- hemp rope x2, 50 ft [hp 2, burst = STR DC 23] (2 gp total)
4		- grappling hook ["use rope" check to hook DC 10 +2/10 ft] (1 gp) 
5               - climber's kit (80 gp)
                  - gain a +2 circumstance bonus on Climb checks
8               - disguise kit (5 gp/use = 40 gp)
                  - gain a +2 circumstance bonus on Disguise checks; uses = 8
2		- empty sack x2 (2 sp)
1               - merchant's scale (2 gp)
                  - appraise vs precious metals/wt = +2 circumstance bonus
0               - inkpen (1 sp)
1               - sealing wax (1 gp)
0               - chalk x5 (5 cp)
0               - flint and steel (1 gp)
1               - whetstone (2 cp)
8               - sunrods x8 (16 gp total)
                  - illuminates 30 ft radius, shadowy 60 ft radius, lasts 6 hours



==============================================================================
TREASURE			
pp =  6			signet ring (5 gp)
gp = 12	                Knight of the Shield Gold Coin (3 gp each) x5			
sp =  1			
cp = 			pouch with 100 gp x2


=============================================================================
In Storage:
pp = 		
gp = 	
sp = 	
cp = 	

- quiver w 20 arrows (5 cp/arrow = 1 gp)	
- torches x10 (1 sp total)
	- illuminates 20 ft radius, shadowy 40 ft radius, burns 1 hour

==============================================================================

To Do: Ogres vs Do-Gooder Mercs
------

In Uluvin, pretend to be travellers wandering through, keen on avoiding the danger
but also wanting to learn about those brave souls who are fighting the ogres so that
their tale can be told to all.

Ask why do people look scared and nervous?
- Ah, Ogres are attacking near the river and road just outside town. 
Can you mark on a map showing where, so we can find a safe route around the danger.
Sure we could handle a single ogre or two, but a whole tribe, we know are limits.
I sense a bit of hope in your voice, is the situation getting better? How?
- what? 12 mercs hired by Waterdeep came through here before setting out after the ogres.
Did they look capable of taking on Ogres? 
Did you see what they could do, did they display or brag about their abilities?
What did these mighty heroes look like? how were they armed and armored? 
Did any of them cast magic here in town?
Who was their brave leader?
- my friend Dolora here is an aspiring bard, and would love to sing about these brave souls.

Need to ensure no witnesses.  Kill all the Do-Gooders, double check after they go down
in case any of them stabilises.

In the wild, need to track down at least one ogre to get their weapon, so can use it 
to inflict ogre size wounds on the Do-Gooders.

When fighting ogres, use non-lethal attacks to knock them out, except for Chief, Shamans, 
clerics, witchdoctors, ogre mages, sorcerers, wizards (i.e. spell-casters) 
Show them our strength and dominance and that we could have killed them.

Make a deal with the ogres (after showing them whose boss).  Encourage their pillaging.
Tell them to attack any caravans not showing the flag of the Iron Throne.
(unless told to by us).  Leave a note in giant, with Iron Throne logo, so if found,
it would be the Iron Throne that is blamed.
Since Iron throne is weapons dealer, we still get cut of any weapons sales.
Also, for favoured merchants, tell them to fly the Iron Throne colours in this region
so as to avoid ogre attacks.

We can fence the ogres bounty of captured trade goods and normal sized arms and armors, 
and bring back better large size weapons and armor in exchange.
Plus we require one third of all coins found (I figure ogres can count to 3).
Since have killed off all ogre spell casters, can use detect magic to claim magic items
without the ogres being any wiser.

If need to convince the Treant, can say that the ogres are helping to keep human 
encroachment in check, thereby protecting the forest.

To Do: In general
------
- Use sense motive/spot/knowledge religion to determine what others worship
- Use detect magic to determine aura/strength/school of others items
- Connection between Church of Umberlee and Red Sashes?
- Take out followers of Cyric? Discuss with Barid?
- Take out followers of Shar? Just because we can...


==============================================================================
ITEMS TO ACQUIRE/UPGRADE
------------------------

Guantlets of Destruction (6,610 gp)
**** increase STR from +2 to +3 (+5,000 gp)
**** increase STR from +3 to +4 (+7,000 gp)


Torc of the titans M143 (3,300 gp)
**** add - gain natural armor AC bonus = +1 (+2,000 gp)


Dwarvencraft Mithral Blueshine Full Plate +1 (13,300 gp)
**** mithral: value = 10,500 gp, AC = +8, max dex = +3, AC check = -3, spell failure = 25%, 
     MV = 20 ft (med), wt = 25 lbs, hardness = 15+2+2 = 19, hp = 40+10+10 = 60
**** dwarvencraft = hardness +2, hp +10, item saving throw = +2 (+300 gp)
**** enchant with +1 armor bonus (+1 bonus = +1,000 gp)
**** blueshine (+1,500 gp)
	- gain a +2 competence bonus on Hide checks
	- armor never tarnishes and is immune to acid damage and rusting effects
---- mindarmor (+3,000 gp)
	- grants a +5 bonus on Will saves to resist mindaffecting spells 
	  and abilities until the start of your next turn
	- charges = 3/day
---- easy travel (+1,500 gp) = maybe, haversack is better
	- Carry medium load as light load, walk 10 hours a day with no Con check
---- increase armor bonus from +1 to +2 (+2 bonus = +3,000 gp)
---- increase armor bonus from +2 to +3 (+3 bonus = +5,000 gp)


Boots of Striding and Springing (5,500 gp)
- jump checks = +5 and gain +10 ft to base land speed
- since +5 jump costs 2500 gp, is it possible to get just the "Striding" ability for 3,000 gp?
- in theory, "striding" would have cost 2000 gp, but as a secondary ability cost is +50% 
  which would bring it to 3,000 gp.
**** add DEX +2 = (+4,000 gp)


Least Crystal of Aquatic Action (250 gp)
- no AC check penalty while swimming


Wand of Lesser Vigor (750 gp)
- 50 charges, heals 1 hp/round for 11 rounds or 11 hp/charge


Heward's Handy Haversack (2,000 gp)


Weapon Crystal of Fire Assault (600 gp)
**** upgrade from least = +1 hp dam; to lesser = +1d6 dam (+2,400 gp)


Lesser Truedeath Weapon Crystal (5,000 gp)
- undead = +1d6 dam; and ghost touch ability


"Razor" Longsword +1 (2,315 gp)
**** add viscious ability = +2d6 dam but +1d6 self (+1 bonus = +6,000 gp).

LONG-TERM
----------
What to do with loot from Ogre adventure
- Purchase up to 5 large chainshirts (200 gp each) as gifts for survivors of Ogre tribe 
  to help seal our alliance (give to those who first swore allegiance, reward loyalty).

- Give out chainshirts based on amount of gold tribute and value of raiding loot 
  (trades good, guards arms and armor) handed over by the tribe.

- Also Potions of Cure Light Wounds (50 gp each), other cheap combat potions.

- Since alliance only asks for 1/3 of coins to be handed over, get the other 2/3 by auctioning 
  for large weapons/armor.

- Start with purchase of one or two large masterwork two-handed swords (400 gp each), 
  ask for bag of 500 gp (compare to 10 lb stone), promise more if they continue to succeed 
  in their raids and are loyal

- Later, purchase “Troll-Killer”, a large magical +1 (+2000) dwarven-crafted (+300) 
  red dragonfang (+600) two-handed sword (+100) = 3,000 gp, show it to them as incentive, 
  to be given to the Ogre who can give her a bag of gold equal to a large stone or lead weight 
  (wt = 5,000 gp = 100 lbs) (need  a plank of wood for balance scale).  
  Maybe cause some in-fighting within the tribe as they steal from each other so that one shows it
  is strong enough to have enough coin to buy it.