Resolution of Edan’s Actions in Midmark, After Session 108

Resolution of Edan’s Actions in Midmark, After Session 108

Alessandro Bertolucci:

1. Aldus Runnelbrook accepts your explanation of where your theory on magic came from, but insists that it is even more imperative that he speak with Kalgunn to verify this explosive news.

2. Aldus will also ask if Edan has access to any kind of device that generates electrical charges — it may come in useful while interrogating Kalgunn about his abilities and magical theory.

3. Finally, in exchange for access to Kalgunn and Edan’s notes on trans-spatial energy, Aldus will teach one additional spell for no cost (give me three or four options ranked and I will let you know if he has those; Aldus will admit that his repertoire of spells is light on the offensive side of things).

Resolution of Thorfus’s Actions in Midmark, After Session 108

Resolution of Thorfus’s Actions in Midmark, After Session 108

Follow Me, And Die!:

1. Let me know how many fancy backpacks you need; Hendry and Hadwissa Wright have a general store near the Cock & Bull where they are 400GP each.

2. A general map of the islands can be bought in the Paper Bazaar for 20GP. While the southern half will be redundant with Edan’s sketch based on the dwarven information reliquary, it will also include the islands north of Midland. Any special map will need to be sought out during session.

3. I assumed that you were keeping all the arrows but selling all the normal long bows (we can correct this tomorrow night if its wrong).

4. Continual Light items would need to be sought/purchased during the game session.

5. Orsebet Yorston will be intrigued by the challenge of fixing the leather armor from the Pathogen facility. She will need at least three weeks to work on this, 1000GP, and there will still be a chance of failure (which will destroy the armor). This work can be done in tandem with the bone armor work for Canis (see previous post).

6. Elspeth and Halden will be delighted to take in Starchy as a pet/guard dog.

Resolution of Chuq’s Actions in Midmark, After Session 108

Resolution of Chuq’s Actions in Midmark, After Session 108

Rahm Benisaeko:

1. At the same market Canis finds the trapper and animal handler (see previous post), Chuq can purchase a small lizard (5SP), rodent (1SP), small saltwater turtle (15SP), and frog (5SP) from Heibert Doggestayl, who specializes in the sale of small vermin. As with Canis’s animals, you either need to purchase food (1SP/day) or allow a couple hours of hunting (after training/charming these animals). Both these creatures are untrained when first bought.

2. If Chuq takes a trip to High Market, beyond Aldus and Thornton’s places, he will find a shop run by Estrilda Spense selling colorful tropical birds. A parrot will cost 100GP (feed at same rate as other animals).

3. I’m ignoring the mount issue for now since the party doesn’t have plans for overland travel yet.

4. The only marine life in the immediate vicinity of Midmark are small to medium fish; everything else has been hunted out of existence. Penguins are not known to Chuq or the general populace of Midmark.

5. If Chuq goes to the Ark and posts a notice in the Cock & Bull the day after the Merendur heist, five applicants will seek him out in the six days of training Edan still has left. These will be:

– Humphrey Griner, Cleric of the Ark

– Bellisente Berlot, Cleric of the Ark

– Haunild Goltsmed, Priest of Merendur

– Giacomo Medcalff, Magic User

– Fland Swetemouth, Scout

All of these are first level and we can discuss their personalities and any offers of employment during tomorrow night’s session.

6. Also, when Chuq presents himself at the Ark Cathedral (located east of Thornton’s and the university), the senior cleric he meets (Sibilie Garin) greets him warmly and says that Eustas Pontel, Master of Spring, is in residence at the Cathedral and most senior now that Grand Master Brune Langston is missing. Sibilie says that Master Pontel will be informed of Chuq’s arrival and any other message he wishes to pass along.

7. The parting with Pons should be handled during the session.

Resolution of Canis’s Actions in Midmark, After Session 108

Resolution of Canis’s Actions in Midmark, After Session 108

Antony Nicklin:

1. See Chuq’s post for dealings with Starchy.

2. Canis finds an open air bazaar in the Low Market district, near Talessin’s old tower, where a trapper named Justina Prikhors sells animal parts like bones. Canis can purchase enough bones for dog armor (90GP) and/or enough to augment human-sized leather armor (150GP) to make it equivalent to studded leather. You might wish to have the magic leather from Xen’Khel repaired instead, though (see Thorfus’s post).

3. Also in Low Market, Canis will find a half-elf leather worker named Gerolt Burdon who will create those bone reinforced armors (100GP and two days for the dog barding; 200GP and four days for the bone studded human leather).

4. Just down Copper Street from the Cock & Bull Canis will find the general store of Hendry and Hadwissa Wright who have a fancy backpack available for 400GP.

5. Between Tylic Eraclid (weapon smith), Orsebet Yorston (elven armorer), and Hendry Wright in the neighborhood of the Cock & Bull, Canis would be able to find buyers for all the mundane goods. Given the good name of the party in this area, they will offer 2000GP for all the normal chain mail, small shields, long bows, long swords, and short swords recovered in Vargen.

6. In the same Low Market bazaar as the trapper, Canis can purchase a guard dog from any of a number of merchants for 35GP; he also finds an animal handler there named Imblen Eikmeier who has an untrained jaguar cub for 350GP. Bone and armor for these would be the same cost & time as for Starchy.

7. Chickens in cages will be 1SP each and a pigeon 5CP; Hawks are 50GP for large and 25GP for small.

8. Keep in mind that you will need food for each animal or at least a couple of hours per day for hunting. Feed for most animals is 1SP/day (10SP/day for the jaguar, though).

Session 108 May 11, 2016

Session 108 May 11, 2016

5:30 pm 15th of Jourilden, Tarwater Harbor

A dandy by the name of George is asking about the leering sheriff. We try to hold him but only draw a crowd interested about the Midmark navy and that the Leering Sheriff is missing. We see propaganda bills of the Nativist Unions. Thorfus chooses not to use a urchin guide, mentioning Afrim to scare the urchins away.

We go to Aldous Runnelbrook’s book shop. Despite the late hour, Thorfus negotiates the sale of a good number of our magical items. Edan arranges training with Aldous starting the following day.

Our next stop is Lord Thornton’s. Thornton is abroad, we speak with Perrette, master of the Greycloaks. He is surprised to hear we rescued the Leering Sheriff and arrived on board her. We report the imperial dervish/Alain Grell plan to assassinate Thorrell and the Devilfish deal. He gives a oblique approval to ‘deal with the Devil’ so that Grell cam be brought to justice. He also explains that the heist would be conveniently easy the next night because an observance for the Leering Sheriff lost hands.

After explaining we want to sell some loot to Magistrate Grell, we take our leave of Perrette and retire to the Cock & Bull where we learn Elspeth and Holden are a new couple. Perrette had excused Lord Thorton explaining he usually works late at court, sometimes not coming home at all. Thorfus observes the loss of Desric as we pass the ruins of his home. Perrette suspects foul play not the accepted story about an accident of Desric’s design.

Talk about the C&B is :

1. Tension between Colonials and Islanders about to explode.

2. Devilfish and pirates making shipping the worse than ever been, threatening next month’s council of Marks attendance.

3. Town of Scale, South of Newton has completely disappeared after giants emerged from a sink hole, conquered the town then the unshored sinkhole swallowed the entire place, people and buildings.

4. Grell estate to be sold real cheap but there are no buyers because it is haunted by the murdered Lady Grell.

5. A new crew in Vargen has a cheaper alternative to Dogfroth that threatens the Mad Dogs. Mad dogs’ response is to slay by a thousand cuts any customers that abandon them.

That night, Thorfus interrupts two watchmen harassing a lonely Islander. Cannis notices Pons is pocketing cards during their watch. He plans along, only alerting Pons as they settle accounts.

Edan’s training begins the next day as the other boys visit New Town. Runnelbrook cautions Edan about Kalgunn and trains Edan for free after learning the magic is ancient dwarven transpatial energy. Those two bond solidly as Edan educates him.

Thorfus notices a heavily garbed Islander studying the city watchmen as well as they boys on the way to New Town. We are challenged by the gate guards due to our haul of weapons. A burly fellow with Chestnut hair escorts us to the cultists. Chuq senses we have preempted another crew already hired to swipe the scroll. Today’s secret knock is : knock, pause, knock, pause then three knocks.

Drays greets us accusedly, complaining about Finkelworm. Hearing of Fink’s lost legs, he changes his attitude. Details of the heist are settled with Kally, one of his worhipers that is a cleaner at the Merendur temple. Kally explains the scroll is kept in the ‘Poison Cabinet’, a vault where heretical writing that undermines the teachings of Merendur are kept.

At low market, a colonial pushes Dogfroth on us. When back at the C & B, we visit Dinette Otter the alchemist for potions. Thorfus buys all her healing potions and suggests restocking in case we return. Dinette sells us a high powered laxative which we will use on the lonely librarian to get him away from his post during the heist. She buys our story that it’s to raze our next recruit bit still makes us spend a small fortune for it! Cannis naps in the wagon to learn more applicable spells.

The next stop is the salty judge when we all put on the robes from Kally. Wearing the robes allows us to enter the Merendur temple along with the throng unnoticed. As we wait for Kally to deliver the SuperLax, no one gives us another thought. The old librarian wasn’t quick enough so we have to tread carefully when he has rushed out. We can’t find his key so decide to try without.

The Poison cabinet is at the far end of an 80 foot long room bisected by an ink filled pool 40’ long spanned by a 10 foot wide stone bridge. This room is pasted with blank vellum shots of various sizes on the walls and rice paper posters hung by red streamers from the ceiling. There is a deep ‘plop’ heard which is followed by a soft puff of breeze every few moments. The plop comes from the pool as if it is on a low simmer. We suspect a supernatural guard slumbers here.

Crossing the room without touching any hung sheets is easy enough. We collect by the cabinet door as Pons monitors the ink pool. Unlocked, it opens to show a tough looking Half-elf sell sword in Merendur robes examining scrolls strewn about a long table. His name is Ronan Hachure. He has the librarian’s key and agrees to abandon his commission to swipe Imperial scroll #15 for 100 GP in gems. We promise to help if his former employers, the Mad dogs, come looking for trouble. Shouldn’t be a problem since Kally claims the Mad Dog contract was cancelled. He also likes the prospect of working with us.

Chuq exercises Pons judgement and grabs several artifacts from a display case before we leave. In addition to the scroll, Ronan hands us research notes about it that discuss Angmar’s Folly, an Imperial research base we planned to eventually visit. Most of us exit the Poison cabinet without incident until Chuq chucks the imperial scroll to Ronan, then something interesting happens….

The ink pool rises up and slams jets of itself at Ronan’s back and a hanging rice paper sheet. The sheets suddenly displays a dragon which peels itself off the page. The other jet slams Ronan towards Chuq who grabs him and slips into the nearest shadow. The pair are jarring returned exactly where they started. Chuq leads Ronan across the threshold, then the two successfully shadow step beyond the ink monster. We rally in the lonely librarian’s office and close the doors to the ink room. We tidy ourselves and walk out while Kally greets everyone she know as we pass. Shedding the robes in another alley, we make our way back to the Cock & Bull. Kally goes her own way.

A Few Outstanding Issues from Session 108

A Few Outstanding Issues from Session 108

– Alessandro Bertolucci: How much are you willing to tell Aldus Runnelbrook? He is inquisitive and will be curious about the source of your knowledge (which in turn would lead to questions about what the party was doing in Xen’Khel). As a sage, he is always hungry for more knowledge and will offer spells as inducement to Edan.

– WickedWayz !: One quick clarification since no one asked last night about the library key. Sthorm informed you ahead of time that one of the librarians in the Temple of Merendur had a Dog Froth addiction and would hand over the key when asked. The fellow did this, promising that you would be undisturbed for at least an hour.

Everyone in the Party: Edan has six more days of training, so the party will be in Midmark for a bit. In the interests of speeding things up next time, are there particular things you want to do (or sell) during that time? People you want to speak with? Etc.? Let me know and we can probably knock some of that stuff out with a quick summary.