Didn't play for a while. But most of the crew is back together.
Characters: Sixtus Sunwalker, Maethedir, Milton North
Downtime Day 6-22:
Sixtus recovered and helped toil the fields of Steemham for lodging at
Steemham tavern. Heard about a woman in a caravan outside of the village
seeking adventurers to recover an artifact.
Milton roamed the local area and settlements, keeping an ear out for
adventure. Was offered 200gp by a merchant travelling through Steemham
to recover a curio from some possible ruins in the area. Also heard
about a witch in the Ghoul Fen and a strange masked lady living in Lord
Steemhams personal woodland.
Maethedir travelled to Castle Ardenward where he studied the humble
library for knowledge on local customs. Also heard of a boy from Arford,
to the south, who set out into the Weald claiming to be the ‘chosen
one’ and that he’d slay the goblin chief. He hadn’t been seen for 2
weeks.
Day 23 - 18th of April, 1037
Weather: Clear & sunny
They decide to go for the immediate money, heading out for these ruins
they didn't get ANY information about. They head out the same way they
went for the hobbit settlement, sleeping by the now vacated Lake
Athystra...
Day 24
Weather: Clear & sunny
They leisurely made their way to the edge of the Weeping Wood by night
fall, and camped by the forest wall. Sixtus heard an animal screech
during his watch, but otherwise the night was peaceful.
Day 25
Weather: Clear & sunny
The party entered the Weeping Wood and wandered aimlessly, before coming
to a clearing with a proud and ancient oak as night falls. It looks
comfortable, with big root walls to protect them, and Maethedir, being a
wood elf goes and starts talking to it. One of the knots cracks open
and a golden scintillating eye stares back at him, before the tree
shakes and acorns drop to the ground. Their sleep that night was
interrupted by the howling of wolves, but when the beasts approached,
they heard a great creaking and rustling, followed by the yelp of
wolves, and they slept without further disturbance.
Day 26
Weather: Clear & sunny
The party got lost. After deciding to stop and camp, they came across a
dead standing tree littered with goblin daggers. Sixtus detected immense
evil in the area. They remove the daggers and bury them, hoping to
bring the soul of the tree some peace. Their camp is interrupted by deep
guttural growls, almost in a language, and the baying of wolves... They
climb up a nearby tree, each of them on different height branches,
lantern lit. A pack of pony-sized dire wolves is upon them, with one
scarred and horse-sized worg chieftain! The beasts form a circle around
the tree, everyone is sketching out. Hearts are pumping when the chief
charges the tree and starts climbing it. Sixtus gets smacking it with
his mace, Milton and Maethedir loose bolts/arrows, but it keeps coming!
Then, with some well placed blows, one of its paws is knocked loose,
with Maethedir unhooking it using the end of his guisarme, and the beast
drops, before haggardly rising and fleeing with its pack.
Day 27
Weather: Clear & sunny
Maethedir climbed a tree to reorient themselves and see where they might
head. Noticed a large clearing in the rough direction they remembered
the hobbit clearing to be, and headed there. They arrived at Holbya, the
hobbits home they saved last game, and the little folk were overjoyed
to see them! Milton got himself a pipe and some of the weaker leaf that
the children used, who look like Podlings from the Dark Crystal (called
Poglings IMC). Galgalolf smokes a black tarry leaf called Carcinoleaf,
only some of the kids can handle it. All the hobbits carry silver knives
now, and finished the warrens job. Goldo, their guide from last time,
comes out looking like a chief, wearing ornate hobbit plate adorned with
golden trim of lavender. The ancient armour of Chief Holbya, which was
in their museum in the burrows. He knew about the ruins they sought, and
agreed to guide them to it. Also loaned them some silver daggers they
could pay for later. They arrive there by night, and notice the air has a
queer feel, so they backtrack to camp somewhere nicer. A pack of wild
boars come upon their camp, the big chief tries to rob a backpack, but
Maethedir casts sleep on him, and the little boar clan all huddle up and
join in - so he makes a food trail away from camp and prods the boars
awake, and they snuffle away.
Day 28
Weather: Rain & wind
Goldo returned home, and the party found some old pottery in a ruined
house they put to the side. Saw a massive obelisk with some alien
cuneiform script on it, right before a huge sinkhole into the earth,
with a narrow staircase winding around and down it. They go down into an
entry hall with a few exits - finding a concealed door behind a rotten
tapestry that was mostly faded - with a muscular man in golden codpiece
and vambraces, with flowing golden hair. They explored some other rooms
in the place, finding a secret door in am empty room, and coming to a
pitch black room with 3 blue gnomes in a circle eating glowing
mushrooms. The gnomes are tripping, and their names are Gnomey,
Gnalbert, Gbert (G's pronounced). They warn them of long corridors in
this place, and say they are not meant to be here because of the
Gnome-Eater kobold clan, but it's getting hard to find shrooms in their
usual caves. The gnomes then rave out of there, muzzing in sync to some
tune that only they can hear (oh and the dungeon synth playlist changed
to some psychedelic rave music at this point).
The party sets about exploring the place. They spot a trap door on the
floor, and force it open. They wait a moment and hear some disgruntled
chirps below, before it closes again. In what appears to be a library
they find a scroll. Later on, they come to a room full of statues of a
similar heroic man in various flexing poses, clad in a cod piece and
vambraces, with glorious hair, jawline, and pecs. Each has a cuneiform
inscription, which Maethedir traces on some paper. Below one of the
statues they notice a secret door! Jackpot! They climb down to a small,
closed off room with a suit of plate armour, some chests, and some
crates. They meticulously poke, prod, or otherwise inspect the items,
before digging in. Milton dons the suit of Plate, while Sixtus picks up 4
vials of holy water, Maethedir finds some scrolls and potions, as well
some silver tipped arrows and bolts. There is also a chest with a bunch
of silver in it, but they can't carry it, and take a decent chunk out
until their encumbrance permits, but leave it there until they are done.
A bit more exploration leads to them bashing open a door to a ritual
room. There was a gold bowl on a pedestal, with strange black stuff
inside, and Sixtus detected immense evil from it. He poured a vial of
holy water inside, and a black sooty mass formed and slithered away. The
evil feeling disappeared. They pocketed the bowl for their quest and
decided to return home, carting the chest at a ridiculously slow pace.
Somehow they got outside safely, and made it back to Holbya in peace -
the hobbits threw a celebration, with the Chief Galgalolf performing
'The Dragons Second Coming', whereby he imbibes a potent dosage of
Carcinoleaf and "The Solution" to release a draconic flame belch. They
paid 300 silvers for the daggers.
TREASURE
1232 SP recovered - 61.6GP value - 61.6XP
2 x Magical Scrolls
3 x Potions
1 dozen silver-tipped arrows
1 dozen silver-tipped bolts
1 suit of Plate Armour
4 vials of Holy Water (1 expended in purification of basin)
XP for scrolls and potions is for the individual who keeps them/can use them, and is granted once they are identified.
XP total - 671XP each
Class Role and Alignment Performance Ratings
Sixtus - (E)xcellent, remained vigilant in shunning of personal gain,
and motivated in expulsion of evil, rather than material gain. Good
application of divine abilities.
Milton - (E)xcellent, displayed boldness and initiative, and kindness in dealings with the folk of the realm.
Maethedir - (E)xcellent, greedily gobbled up any sniff of magical
artifact and treated the woodland with appropriate respect and nobility
as heritage would imply.
Your characters all very comfortably acted within the precepts of their
alignments, particularly within the ethos of 'Good', keeping the
well-being of the common folk as a priority.
-----
The following were kind of playing but more downtime, just done over an online chat between sessions.
Day 28-30
The hobbits send some fighters to guide Maethedir, Sixtus, and Milton
back to the edge of the Weeping Wood, and packed them some lunch.
The journey to Steemham is thankfully uninterrupted, though the weather
is overcast and a fog rests about the land. Upon your return on Day 30,
the whispy white haired merchant Tery, with sharp blue eyes and blue
cloak, is quick to hand over the 200 GP and take the bowl, before
immediately leaving Steemham.
There is a small stable in Steemham with 5 sorry looking steeds, 2 of
which appear to be somewhat fit for fast and light riding, the other 3
are draft horses. The stable-master Bucky Saddlestitcher is adamant that
for but one of these exceptional beasts he will accept no less than 30
GP, excluding saddle, bit, harness, blanket, and small saddlebags, which
he will include for 20GP.
The party dismissed these ridiculous fees, claiming the greedy peasants
brains to be "steamed like their hams", and set out for Castle
Ardenward.
Days 30-31
It takes the trio about a day and half on the road from Steemham to get
to Castle Ardenward. Given the Baron Ardenward's well maintained
patrols, the trip was unaffected.
Upon entering the castle, they notice a figure in simple brown robes
holding a ledger. He is of withered frame and sunken cheeks, and wheezes
as he proclaims that, to enter the castle, foreigners must pay a 5
copper piece entry fee (1.5 silvers), and that to this point, the
gracious Baron had been exercising reprieve from taxation. He also takes
note of your belongings.
Presumably you pay the sum, being upstanding and good folk.
Unfortunately he has no change, and humbly accepts a whole 2 silvers,
for the good of the realm.
In short time you find a respectable looking official in maroon robes
with a black moustache and conical hat. He is the steward of Baron
Ardenward, and after discussing your plight with the peasant, he
responds with outrage:
"Such exorbitant fees befitting an ill-minded swindler of the lowest
repute. No doubt he quotes heresy from the vastly inferior and impetuous
'Basic Merlonomics: second edition', elementary work unfit for the
world of business. I shall personally rectify this issue - the good
Baron has in his stock 3 fine riding steeds I think will suit your
needs. For your fee, I shall direct your attention to this work - "
He holds up a leatherbound tome with a painting of a goblinoid idol
being ransacked by armoured men, with a dead lizard-man sprawled across a
basin -
"Advanced Gygaxonomics first edition... Ah yes, here on page 36 it states:
He who shall partake in monetary exchange for one 'Horse, riding
(light)' shall see no more than 25 gold pieces. For the inclusion of bit
and bridle, harness, saddle, saddle blanket, and a set of large
saddlebags, he shall see no more than 15 silvers, 12 silvers, 10 gold
pieces, 3 silvers, and 4 gold pieces respectively, for a total sum of 39
gold pieces, and 10 silvers, to pass from his custody a furnished
riding horse fit for the speedily-inclined."
He glances to you all,
"If this is to your liking, I shall take you to the scales and we can seal the transaction...?"
At this point, a strange, goblin-like creature appears and screeches
"You dare insult Merlonomics! Await the up-and-coming Advanced
MicroMerlonomics and see its merits!". Everyone is not sure if they
actually saw it, and pretend they didn't.
Milton responds, "Aye, sounds like a done deal. I mean it's not like I
can go across the road for a better price anyway", to which the steward
nods obsequiously, "There is nowhere you will find a fairer and more
divine price, certainly not from any derivative and backwater work
produced by the followers of Merlon."
So the deal was made, and for 39 gold and 10 silver each, the trio are
now the owners of light riding horses with kit, including a set of large
saddlebags each.
Note: The random names/terms in this are inside jokes...
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