Sorry things cut out at the end when we were discussing Tenkar’s Tavern. My PC decided to be squirly, and it dropped…

Sorry things cut out at the end when we were discussing Tenkar’s Tavern. My PC decided to be squirly, and it dropped me from the call.

I enjoyed the session and look forward to next Wednesday.

I will be out of town this weekend from tomorrow (now today) morning through late Sunday night. My plane doesn’t get in until almost midnight.

Session 24 Summary

Session 24 Summary

The party is mysteriously whisked away during the night to do battle with a werewolf. Victorious, they are returned to the mine, but wonder as to the cause behind this and quickly suspect the witch, Elosha. They return to Manheim once more to gather information and new skills, and seek to continue their business efforts. The party now plans to return to the Silken Forest and gather spidersilk.

 – Still confounded by new spells: Urman

 – Entrepreneurial: The Party

 – Money Signs in their eyes: Embrek and Thrannum Coalfinger

 – Inked – Otiben

 – Level Up! – Batukhan and Urman

 – Paid off some debts: Zho Ni

Items and Money:

Sold/Lost/Destroyed

 – Obsidian, Rock Crystal and Lapis Lazuli, 62GP

 – Enchanted Longsword, 1800GP

 – 3 1/2 Bars of Mithril

 – All Amber Darkword Seeds.

Gained

 – Werewolf Remains (Pelt, 4 Fangs, 6 Claws, Vial of Blood)

 – Large Iron Boxes

 – 1 Vial of Darkwood Poisoned Oil

 – Lodestones

 – Bows for Bryn

Total XP: 1862XP (Not including Mithril)

Monsters Slain

 – Werewolf, 310XP

 – 3 Common Wolves, 232XP

Total XP: 542XP

Combatants: 7

Experience Each (Inc Bryn): 77

The Mine’s Assets (5th-12th Rosenur)

Embrek has tasked four miners to work on digging out all the copper and two for the iron whilst he works on the Mithril. Under orders from the party, and on his recommendation, he has hired a carpenter (to fix up usable buildings and build supports for new tunnels), and a blacksmith (to smelt the ores and set the metals into bars). Additionally, a master smith,  Thrannum Coalfinger has been brought in to work on the Mithril when it is found.

– Embrek Forbolson (Current Chief)

– 6 Freelancer Miners

– Carpenter (1GP per week)

– Smith (5GP per week)

– 2 Continual Light Helmets

– Vein of Iron (Unknown Size)

– Vein of Mithril (Unknown Size)

– Leftover Copper (Unknown Amount)

– 1 Week of Rations per Worker (27GP Weekly)

– 63GP Funds

– Thrannum Coalfinger is on 25GP retainer to work with Mithril

Total Cost of Mine: 27GP

Total Profit: 0GP

Profits from The Fighting Ring (3rd-10th Rosenur)

– 13GP (Unclaimed)

Experience Roundup:

(Mithril Experience already claimed and distributed)

Total Experience:  1862XP

Per PC: 542XP

With Bonus: 595XP

For Otiben: Fighter-298XP/Assassin-271XP

Session 24 – December 4, 2016

Session 24 – December 4, 2016

We decide to veriy that the wall built in the goblin cave the last time we were in the area is still intact. It is. Zho Ni’s dwarf henchman, Embrek checks it over and says it is well sealed.

We get back to the mining camp and set watches for the night. During Otiben’s watch, the first, he notices out the window that the moon is full and a mist is gathering around and descends and the next thing we know, all of us that were involved with the witch Alosha are in the middle of a rings of trees. Only Otiben, who was awake has he gear. The rest of us scramble for weapons as we hear the howl of a wolf.

Batukahn climgs a tree, and Otiben sneaks into the shadow of another tree. The rest of us make ready for something. It is a werewolf followed by three wolves. Zho Ni throws a silver hammer and hits the werewolf. Batukahn misses with silver arrows. Otiben backstabs it and kills it. Urman casts web to catch the 3 wolves.

We take parts from the werewolf and retrieve all of our gear. As the last of the 3 webbed wolves is slain, we reappear standing in the midst of the office.

Urman can make no significance of the moon or constellations, and their is no sign of dew from the mists. We suspect it was Alosha, since only those who faced her were affected.

The next morning, Urman casts continual light on two of the mining helmets. Embrek agrees to stay and keep an eye on things.

We then return to Manheim and find out that mithril and all other precious metal ingots are the same size as gold ingots. It weights 12.5 pounds and is worth 6,250 gp. We’d get cash most likely from foreign traders more common to Finnesheim.

In questioning Baruk, the deputy of the Freelancer’s Guild, we learn that the dwarf owner of the mine got it from the father of the current thane. The dwarf may have family in the dwarf land about two day’s sail. The thane could grant us the mine, or we can do what we want, who’s to say?

We also ask about a contract on the ghouls, and no active contract, so we don’t manage to get paid for it.

We sell the 3 gems we found in the ghast nest and the magic sword after getting is identified as a simple +1 weapon.

Zho Ni pays off his debt to his temple.

Urman buys training and acquires 3rd level spell ability. Urman inquires about the mist and Old Harriman suggests that it could be a curse since the only common thing is those who faces Alosha.

Zho Ni destroys the orange seeds, and Otiben retrieves the liquid from the seed soaked in oil.

Batukhan also gets training for 5th level fighter.

Otiben learns that the fight club only earned us a few gp and he questions whether it is worth it.

While Urman and Batukhan are training, Zho Ni and Otiben go check on the mine and they found some iron and a vein of Mithril that is behind 100′ of rock. Zho Ni gives Embrek some gold to get the mine ready to ramp up production.

After training, we go to Barton, the town near the barrier fort. Otiben gets two magic tattoos. The first, on his back takes and grants him +1 to AC. The second, on his chest, does not take, so he does not get healing from it.

Embrek inquires after supplies and more for the mine.

We ride back to Mannheim.

POSSIBLE NEXT ACTIONS FOR SESSION 25:

1) Arrangement with Tailors to harvest spider silk.

2) Finnesheim

3) Necropolis

4) Crossing (Over the lake, where the assassin went)

Something that came up in play recently, in that we expressed dissatisfaction with the Cleric’s spell Augury. As…

Something that came up in play recently, in that we expressed dissatisfaction with the Cleric’s spell Augury. As written, it is a simple ‘will the next three minutes be dangerous or not’ question, with a <30% failure chance and a high cost.

Sounds cool, but in practice, underwhelming for a Second Level spellslot. So far I’ve been waiving the component part of the spell, but I think I have a slightly better solution.

So, subject to playtesting:

Augury comes in two forms, a quick and dirty reading at the near future, and a more ritualistic casting that can reveal vague hints about a future action.

The quick version will function as we’ve been using it in game so far. The cleric takes a round to meditate on if a certain action (opening a door, destroying a rune, etc) will bring harm to the party if performed within the next 3 turns. The DM will roll to ascertain this, with a 70% + 1% per level chance of getting an answer, and the cleric will either get a feeling of assurance or foreboding.

The ritual version requires 1 turn of meditation. During this time, the cleric will use bones, cards, tea or a similar object to divine the outcome of a certain action within the next day. The chances of a true reading remain the same, and the answer (a vague vision, at the DM’s discretion) will be accompanied by an appropriate feeling. The ritualised version usually requires specialised components of great value (gilded cards drawn with special ink, dragon bone, 100gp crushed pearl in tea). There is a 5% chance (roll of 95-100) of the component being damaged and rendered unusable the act, representing bad omens or too much power being focused through them (cards bursting into flame, bones crumbling, tea tasting sour).

I’m available this Sunday, Dec 4th.

I’m available this Sunday, Dec 4th.

I will not be available the following Sunday, Dec. 11th. I will be out of town and not getting back til almost midnight.

I should be available both the 18th and 25th, although the 25th might not work for some. 😉

For that matter, I should also be available the 1st.

Session 133 November 30, 2016

Session 133 November 30, 2016

6:00 pm, 20th of Tanrilden, returning to the Jolly Gorgon.

AD Clock reads 00.00.04.26

We notice two cloaked men loitering by the Jolly Gorgon’s dock. The night cap tells Chuq that the two are looking for the Starchie Boys – Ashton, Axel, Chuq, Finkelmur, Orion or Thorfus. Leaving everyone else in the shadows, Thorfus approaches the two alone. The pair, Chik Rasorer and Rowley Feiffer, are militia the Starchie Boyz rescued from Grimtooth’s Gnoll pack. Along with all the other captives, we safely escorted the two to Vargen where we booked their passage to Midmark so they could report for duty and deliver Thorfus’ first report to Lord Thorton. Now that their enlistment is finished, they want to sign on with Thorfus. At the Jolly Gorgon, Thorfus assigns them to Kotar’s mercenary squad. Kotar is pleased to see familiar and friendly faces.

Ronan suggests we acquired the last two items we left at the Merendur temple poison cabinet tonight. It’s hoped they will help when dealing with the Mermen and Devil Fish. Before we make the attempt, he runs a personal errand at the Marlborough gambling house. Rolf tells Ronan that the streets have no rumors about Ronan’s first heist at the Merendur Temple. Ronan purchases some dog froth before leaving to meet the party by the Merendur temple.

Edan decides to stay on board the Jolly Gorgan to continue his research, so it is only Axel, Chuq, Ronan and Thorfus that collect near the Salty Judge later that night. Axel and Thorfus enter via the front gate asking for help to deal with the Keeper Estate hauntings while Chuq and Ronan swim in the Tarwater to the tower proper. The plan is for Chuq to shadow step the swimmers via Thorfus’ or Axel’s view of the interior using the night cap. The plan is put on hold as Chief Librarian Chartain Beltram, the cleric Calle poisoned during our last infiltration, is introduced to the dwarves and proceeds to escort the two to his office, enthused to research ancient lore about ghostly hauntings.

In his office, outside of the ink room, Beltram excuses himself to collect some text. Axel and Thorfus position themselves so that as Beltram returns through the door Chuq can shadow step behind him into the ink room. His infravision allows Ronan to lead Chuq across the ink black room to the poison cabinet door. At the door, Chuq uses the continual light Starchie badge to examine the door for traps. Then Ronan uses his key to unlock the door and the two enter the cabinet as the Starchie badge is stowed away making the room dark again.

During this time, Beltram explains that imperial text tells of a place in between places where sometime souls can be trapped there due to injustice at death or unrealized ambition in life. There is mention of a banishment ritual, a little ceremony of the bell, book and candle. A cleric arrange candles in a petragram within the locus of the haunting, but a missing text needs to be chanted as a golden bell is told. The spirits will likely fight during this ritual. To discover the missing text, he suggests a cleric of the Dragon Emperor or a sage with knowledge of religious customs. Beltram doesn’t fully comprehend the passage that says the spirits are trapped in the realm of transpatial energy. Edan would definitely like to learn this! Thorfus beseechs the librarian for more help, Chartain promises to continue his research during the night. He records Axel’s and Thorfus’ names so that he may send word to the Jolly Gorgon by midday day hence.

Before they leave the office, Thorfus asks Beltram what he knows of the Mad King. Surprisingly there was a Champion of Lysander known as the Mad King during the ancient dwarven rebellion. Beltram promises to research this further during the night.

Within the poison cabinet, Chuq fails to pick the display case lock so Ronan has to yank it off. The net and jug are snatched. Ronan pauses to examine some scrolls but none seem worth stealing. As the two cross the doorway with the Starchie badge aloft, a massive tendril of ink slams into Ronan’s chest. He feels himself slipping away but by force of will resists. Looking over his shoulder, Chuq step the pair across the room. This allow him to contact the stalling bungling Thorfus’ mind. Asking for a quick exit, Thorfus shows Chuq a view over the water between the temple tower and the harbor. The thieves step 10 feet above the water and plunge into the surf. Ronan swims away with their loot as Chuq loiters under the covered causeway to support Axel and Thorfus if necessary. The dwarves are escorted out without incident though they can hear a commotion occurring within the temple behind them.

Axel and Thorfus walk to the Jolly Gorgon while Chuq and Ronan swim to the mill house, where they spend the night. On route, Thorfus alerts Edan of the nights events via the broachie talkie. Edan cast invisibility with the Merendur wand in his possession.  A short while after the dwarves are on board the Jolly Gorgon, Almeric wakes Thorfus because the Harbor Master is calling for the Captain.

The harbor master is accompanied by several acolytes of Merendur and Chartain Beltram. Thorfus greets the crowd from the gunwale. Thorfus resistance to the ship being boarded or searched spurns the harbor master to seize the ship. The crew and all their possessions are searched as they disembark. Since they are looking for a cloak, everyone, including the captain, are forced to relinquish theirs. Thorfus sends the crew and mercenaries to drink the night away as he keeps an eye on the ship from the dock. Eventually the harbor master retires with his lackeys left onboard searching. As he leaves, Chartain tells Thorfus that he and all his companions are banned and are anathema. He hopes we don’t take any sea voyages.

After dawn, 21st of Tanrilden.

AD Clock reads 00.00.04.25

Acolyte Cicily Hands over a rolled up parchment from Father Gyldenbollicks:

To the Keepers of the Council: First, let me offer my most sincere apologies for failing you at the Grell Estate yesterday. After the recent miracle with Patriarch Darvo, I had become overconfident in Evenkeel’s favor and too quick to forget how little we know of the realms beyond this one we call home. Second, let me apologize for not sharing some key information with you immediately: Arden Grell was not consigned to the lye pits outside of the city, but rather taken in secrecy to the family estate in Seabreeze and interred there by friends in the admiralty. I have spoken with a young cleric involved in these irregular proceedings and he has provided the enclosed sketch of the grounds showing the location of the unmarked grave. Perhaps this would appease the restless spirits of the house? If not, I have been discussing the issue all night with the Patriarch and his closest advisors and there may be a way to forcibly eject the spirits – apparently the ritual in question is imperial in origin! The mainland seems to have (correctly) held onto what the Ark has labeled superstition in error. If you would like to try that route instead, I should be prepared by tomorrow afternoon. With my sincerest apologies and condolences for your deceased comrade, Father Habreham Gyldenbollockes.

Thorfus sends the still invisible Edan to warn Chuq and Ronan to stay hidden since the search continues. Edan takes the broachie talkie with him. When Edan joins Chuq and Ronan at the mill, Ronan’s mind is touched by Drays the Devil Fish. Drays wants the repair for the Sword of Dagon and offers to examine Ronan’s mind for the same tampering he sensed in several city guardsman and his lackey Owen. Ronan refuses the examination politely then excuses himself to confer with Chuq and Edan. They leave the mill beyond Drays influence and discuss their options. Edan has already written false found research of the repair. No one, including Serithas, is interested in Chuq’s plan to confront Drays in the canal or to force an violent encounter right now.

Returning to the mill, Ronan invites Drays into the Mill claiming he wants to see who he is dealing with. Drays agrees only if Chuq leaves. The monk acquiesces. After Drays enters the Mill, Ronan reads the repair sporadically so that he can prompt Drays to answer some questions. Drays tells that the “Mad King” was a hero of the DevilFish during the ancient dwarven rebellion, also known as the !!Lord of the Night Court!! that had disappeared. Drays also agrees to collect the skull of Calle since Ronan is willing to negotiate without being so forceful and rigid like others. After Drays departs, Edan and Ronan decide to keep their Mad King revelation secret from Chuq and by extension, the Night Court.

Edan returns to the docks to tell Axel and Thorfus of the Drayz meeting. Since we have the skull, and know the location of Grell’s body, we decide to visit Sea Breeze. Later, the harbor master clears the Jolly Gorgon allowing Thorfus to set sail. Although the harbor master offered to waive our dock fees because his searchers ruinously soiled Thorfus’ most fancy cloak, we leave too soon for any real recompense. As the Jolly Gorgon crosses the Tarwater, the swimming Chuq and Ronan shadow step aboard.

Book-keeping Notes, Session 133 (11/30/16):

Book-keeping Notes, Session 133 (11/30/16):

– We left off at 3PM on the 21st of Tanrilden with the party leaving the Midmark aboard the Jolly Gorgon for the town of Seabreeze.

– Almost a Work of Art: Ronan the Extremely Lucky

– Angering gods left and right: Chuq the Heretic

– Temporarily relieved of his command: Captain Thorfus

– Closest thing to a Rocket Scientist: Edan the Studious

– Still wondering about Kottar: Axel the Silent

– Possibly Mad: Serithaz of the Night Court

– Definitely Mad: Mistress Alesta Dracul of the Temple of Merendur

– Pleased as Punch: Drayz

– Somewhat Redeemed?: Habreham Gyldenbollockes

– Still Counting towards Oblivion: The Dwarven Clock (00.000.04.24!)

#exploration-bookkeeping