This session happened Tuesday, March 15, 2011. This campaign used the Dyson’s Delve dungeon pages on A Character for Every Game as a starting point, but has now moved on to new material from the DM-in-training. I heartily recommend Dyson's Delve as a beginning adventure.
Adventuring Group:
Harkaitz of the Red Soul (male human cleric of Ra)
Wednesday (female elf rogue)
Tre-ba Bel a sheer (female elf alchemist)
Frankie Hu, Master of the Distracting Fist (male dwarf monk)
April 2, Year of the Earth Rabbit
Praise Ra, for He shows us the way.
Today started with high hopes and the anticipation of putting an end to the vrock. Such was not the outcome, but a worthy goal was achieved none-the-less.
The day started with a hearty porridge cooked by Short John with apple slices stirred in. While I made my morning prayers, my companions packed up our camp so we could be off quickly. We escorted the halfling "Stunty" and his deceased companions back to the Adventurer's Guildhall outside Terranor. We found Guildmaster Jarr in the common room and presented the surviving member of The Comet of Katin and gave our report as to what we found in the cave. He granted us a reward of 1,000 gold kroners (500 for the live guild member and half that for each dead guild member).
We decided to split up to pursue several courses of action while in town so we could speed our return to the cave. Tre-ba searched the guild's library for spell formulas she could convert into alchemical fluids. Wednesday stayed in the common room to "gather information from the other adventurers there". What she really meant was, she was going to gamble with them and see how much coin she could take them for. She is willing to make use of this coin to our group's benefit, so who am I to complain about its source? Luna wandered off somewhere else, probably to indulge in her taste for companionship. Elves.
My plan was to go check at the Temple of Ra for messages, notably to see if Professor Walsh of the Royal University Department of History had sent a message that he was back in the city and willing to look at the golden sarcophagus lid from the Delve near Aldelle. Frankie followed. At the Temple, I met with Becket, the High Priest. After exchanging pleasantries, he informed me that I had no messages at the temple, but there was a person here looking for me. Frankie and I waited to see who it was with some curiosity.
The man escorted in and introduced to us was Aziz of the Light, a paladin in the service of Ra. Aziz is of average height, but he has quite a presence, with short black hair and piercing blue eyes. His armor and shield are made of dragonhide and the pommel of his scimitar bears the All-Seeing Eye of Ra.
After being introduced, Aziz explained that an oracle of Ra had told him to seek a man in the north with a "soul of fire". He traveled many weeks searching for such a man, arriving in Terranor yesterday. Becket continued the story, explaining that when Aziz arrived at the Temple and asked after "a man with a soul of fire", Becket immediately thought of my sobriquet and recommended Aziz remain at the temple until I next stopped by. Frankie and I welcomed Aziz to our group and we made our good-byes to Becket.
Frankie and I decided that it might be a good idea to stop by the university to see if Professor Walsh had returned, but not had time to answer our request for a meeting. Part way to the university, bells started ringing all across the city. The locals immediately started closing shops and men in armor started moving through the streets toward the city walls. Not knowing what was happening, we stopped a passerby and asked. The bells were the city's system of warning of an impending attack!
As the guild house is outside the walls of the city, we made haste to the main gates, hoping to either get out of the city and meet up with our friends of find them as they entered the city. When we arrived at the main gate, it was closed and militia men were swarming around. We spotted the others off to one side and joined up with them. We then made our way into the center of the courtyard, where Sheriff Reynolds was dispatching people to defend the city. We offered our services in defense of the city and the sheriff directed Luna and Sahar to the Main Gate, while sending Wednesday, Tre-ba, Frankie, Aziz, and myself to the Side Gate, which had a greater need of defenders. [Out of game, this is how we split off the characters of the two players not present this session.]
The Side Gate was light in defenders, with only 15-20 militia men to hold the gate. Wednesday, Tre-ba, and Frankie joined the defenders on the walls while Aziz and I bolstered the 8 men in the courtyard, at the ready in case the gate was breeched. We were needed.
The attackers were a mixed group of demons and devils, mostly lesser creatures, but with a few noticeable exceptions. While the bulk of the horde attacked the Main Gate, a smaller force of approached our position. The militia men on the walls rained arrows on the attackers when they came within range. Suddenly a creature like a purple ape with horns and stubby wings appeared in the courtyard, using a dimension door power to bypass the gate entirely. Aziz and four of the militia men attacked it immediately.
Aziz had blessed his longspear, thinking to attack through the portcullis if the gate doors were breached. When the kalavakus (the name of the purple ape we later learned, from Tre-ba again) appeared, Aziz dropped the spear and drew his bonded scimitar, channeling the holy powers of Ra into it, alighting it with the burning light of the sun. It was magnificent to behold. Aziz then charged the demon (or devil, I cannot remember) and held it in mortal combat with the assistance of the four militia men. I assisted where I could, mostly by healing Aziz of the grievous wounds the kalavakus was able to inflict.
At the same time, Wednesday, Frankie, and Tre-ba were attacking the creatures rushing the walls. They and the militia men were able to kill all the dretches at the wall, but the lemures were able to smash down the gate. Luckily, the portcullis held long enough that most of the lemurs were destroyed before the final lemure raised the portcullis – just in time to be cut down by the militia man with Aziz's blessed longspear. Aziz had finally slain the kalavakus, freeing up the militia men assisting him to move to the portcullis and assist cutting down the lemures. All told, it was an arduous fight and if the attackers had had any reserves, the gate might have fallen.
Having stopped the attack on the Side Gate, we sent a runner to the Main Gate to see if they needed assistance. We received word that the attack there was mostly stopped, but a few demons had made it into the city before being killed. There was much flame and smoke in that direction.
At the end of the day we returned to our rooms at the Murdered Manticore and ate our dinner there amongst a much subdued crowd. The air is still heavy with the smell of smoke, although all the fires have been extinguished. I think tomorrow we will have to seriously discuss our plan of action, but that is tomorrow's problem – now it is time for sleep and recovery.
Blessed is Ra, who fills us with His light.
*End of Session*
[At the end of the previous session, Harkaitz had enough experience points to make seventh level. I debated as to which feat to take and chose Leadership, gaining a cohort. After thinking about it a bit, I decided to try out a paladin, especially as it seemed likely that a paladin would be easy to introduce. As it turned out, Aziz rocks and he quickly became a critical member of the team, especially with the demon/devil story that Geoff (the DM in training) is running. It is interesting to see the mix of foes selected by someone not familiar with the D&D backstory. This is one of the main reasons I like gaming with people new to the hobby – fresh eyes bring fresh ideas.]
Showing posts with label Terranor. Show all posts
Showing posts with label Terranor. Show all posts
Monday, April 4, 2011
Tuesday, March 1, 2011
Dyson’s Delve – Session 15 – Mystery at the Museum
This session happened Tuesday, February 22, 2011. This campaign used the Dyson’s Delve dungeon pages on A Character for Every Game as a starting point, but has now moved on to new material from the DM-in-training.
Adventuring Group:
Harkaitz of the Red Soul (male human cleric of Ra)
Wednesday (female elf rogue)
Sahar (female human fighter)
Tre-ba Bel a sheer (female elf alchemist)
Luna (female elf sorcerer)
Frankie Hu, Master of the Distracting Fist (male dwarf monk)
Having arrived at the city of Terranor, capital of the Kingdom of Abaloft, the adventurers secured rooms at the Murdered Manticore, an inn whose theme they could get behind. Short John was let go on his own recognizance with the admonition to check in each morning and evening as he was still on the payroll until the end of the week. The adventurers then discussed where they might try to sell their sarcophagus lid and how they wanted to approach it. There was serious (and not-so-serious) discussion about the group’s name. “Super Rat” was well and good when dealing with goblins, but here in a human kingdom, it would not be as impressive and would likely reduce what wealth could be realized from the sale of the sarcophagus lid. Several alternate names were discussed, but none of them quite worked, so it was decided to go without a group name unless/until it became necessary. Unless the sheriff was a goblin, then we’d introduce ourselves as Super Rat in his native tongue. It could happen.
Harkaitz, Wednesday, and Tre-ba then made their way to the Royal University as their first likely prospect. Once on campus, the trio asked around and were eventually pointed to the College of History. There they learned that a Doctor Walsh was in charge of antiquities, but he would not be back for a week. Harkaitz made an appointment anyway, asking that any response be sent to the local Temple of Ra.
[Pro Tip: When the DM chose the name of the NPC we would have to deal with, he did not realize that he had chosen my last name by accident. This led to me giving him a look when he told us the doctor’s name and him not knowing why I reacted as I did, until my wife clarified things by asking about it. This is a danger of picking real world names for your NPCs, especially if you don’t know the full names of all the players at the table.]
Having made arrangements at the University, Harkaitz led Wednesday and Tre-ba to the local Temple of Ra to make arrangements there. After querying an acolyte (named “Chuck”), the trio were introduced to the high priest of the temple, Beckett. Harkaitz asked if it would be acceptable if he had correspondence for him sent to the temple (it was) and if there was anything he could do to help the temple while he was in town. Beckett suggested that investigating and resolving some trouble at the Royal Museum in the temple’s name would be appreciated. Harkaitz agreed to look into the situation and resolve it if it was in his power to do so.
[A note about the museum: The DM adapted the kind of things you would find in a museum today and cast them through a D&D filter to achieve what we ended up facing. As a result, it is kind of odd, but makes sense at a core level.]
After picking up the rest of the group from the Murdered Manticore, the adventurers went to the city museum. There they found the sheriff and his deputies blocking of the museum. The museum was an odd collection of buildings set on a large, semi-open parcel of land. It very much stood out against the otherwise crowded city. Harkaitz accosted one of the deputies and asked for the person in charge. He was directed to Sheriff Reynolds. The sheriff (who, sadly, was not a goblin) was willing to let the adventurers investigate the three deaths in the museum as it meant he could keep (most) of his men safe outside the museum. The letter of introduction from the High Priest of the Temple of Ra did not hurt either.
After a very brief explanation of the situation (three people dead by three different means in a museum with magically animated exhibits), the adventurers entered the museum with two deputies to keep them honest (Reynolds and Reynolds - no relation). The museum was divided into four sets of exhibits: Nature, Science, History, and Pre-History. Of the four, there had not been a death in the Nature branch, so the adventurers started there under the assumption that the killer(s) were smart enough to not kill near where they rested.
After moving through all seven rooms in the Nature wing, each dedicated to a different environment, it was in the first room of the History section where a problem appeared. This room contained two sarcophagi, which Harkaitz suspected blocked his detect magic spell, so he opened one – and was immediately grabbed and slammed by the mummy within, contracting a very unfortunate case of mummy rot in the process [-1 CON, taking him down to 9, and -5 to CHA, also taking him down to 9 - I hammed it up]. During the fight, a second mummy also animated and the adventurers had to work hard to avoid being double-teamed. Luckily for the other adventurers, Harkaitz was the only one to contract the mummy rot, something he felt he could cure the following dawn. The effects of the cursed disease did creep out Reynolds and Reynolds, who nearly fled upon seeing Harkaitz’s now very unseemly face.
In discussion after the fight, Reynolds and Reynolds offer up that the sarcophagi were part of a new exhibit. Seeing a possible solution to the mystery, the adventurers asked about what other exhibits were new. Reynolds and Reynolds offered up that there was a new stone exhibit in the Science wing, which was near where two of the deaths occurred. The adventurers rushed to get to that room to see if it was interfering with the older exhibits and causing them to attack.
Just prior to achieving the room they sought, the adventurers were passing through a room with three animated dog statues, each made of a different metal. Then the dogs went berserk and attacked the adventurers. The adventurers had learned to hate animated statues back in the Delve and this fight confirmed their dislike of the infernal things. This was a hard fight, hard enough that several fireballs were dropped into the room, knowing that members of the party would be caught in the blasts and trusting in their ability to evade the effects (Frankie and Wednesday) or having enough fire resistance to deflect most of the damage (Harkaitz due to the fire domain).
In Wednesday’s case, this trust was misplaced and she took the brunt of an early fireball. Heavily wounded and ineffective against the constructs, she withdrew to a previous room, attempting to work out how to use the mechanical tentacle device [think Doc Ock's arms] there so she could fight the mechanical dogs. She did eventually work it out, but the fight was over by then.
With the group injured and demoralized after the fight with the animated mechanical dogs, the adventurers withdrew from the museum. They reported their findings and suspicions to the sheriff and returned to the Murdered Manticore to rest. The next morning, Harkaitz cured himself of the mummy rot and healed his companions of their wounds.
*End of Session*
[This session was interesting, but also a test in patience. The DM-in-training had set a 1-in-4 chance of each display going berserk and attacking. We made it through eight rooms before the attack was triggered in the mummy room. This led us to believe we had the answer to the problem, which we will likely find to be erroneous in the next session. Our recommendation to the DM-in-training was to not rely on the dice so much and make an event happen earlier next time. Eight rooms of nothing was tiring to the players and ate up a lot of game time.]
Adventuring Group:
Harkaitz of the Red Soul (male human cleric of Ra)
Wednesday (female elf rogue)
Sahar (female human fighter)
Tre-ba Bel a sheer (female elf alchemist)
Luna (female elf sorcerer)
Frankie Hu, Master of the Distracting Fist (male dwarf monk)
Having arrived at the city of Terranor, capital of the Kingdom of Abaloft, the adventurers secured rooms at the Murdered Manticore, an inn whose theme they could get behind. Short John was let go on his own recognizance with the admonition to check in each morning and evening as he was still on the payroll until the end of the week. The adventurers then discussed where they might try to sell their sarcophagus lid and how they wanted to approach it. There was serious (and not-so-serious) discussion about the group’s name. “Super Rat” was well and good when dealing with goblins, but here in a human kingdom, it would not be as impressive and would likely reduce what wealth could be realized from the sale of the sarcophagus lid. Several alternate names were discussed, but none of them quite worked, so it was decided to go without a group name unless/until it became necessary. Unless the sheriff was a goblin, then we’d introduce ourselves as Super Rat in his native tongue. It could happen.
Harkaitz, Wednesday, and Tre-ba then made their way to the Royal University as their first likely prospect. Once on campus, the trio asked around and were eventually pointed to the College of History. There they learned that a Doctor Walsh was in charge of antiquities, but he would not be back for a week. Harkaitz made an appointment anyway, asking that any response be sent to the local Temple of Ra.
[Pro Tip: When the DM chose the name of the NPC we would have to deal with, he did not realize that he had chosen my last name by accident. This led to me giving him a look when he told us the doctor’s name and him not knowing why I reacted as I did, until my wife clarified things by asking about it. This is a danger of picking real world names for your NPCs, especially if you don’t know the full names of all the players at the table.]
Having made arrangements at the University, Harkaitz led Wednesday and Tre-ba to the local Temple of Ra to make arrangements there. After querying an acolyte (named “Chuck”), the trio were introduced to the high priest of the temple, Beckett. Harkaitz asked if it would be acceptable if he had correspondence for him sent to the temple (it was) and if there was anything he could do to help the temple while he was in town. Beckett suggested that investigating and resolving some trouble at the Royal Museum in the temple’s name would be appreciated. Harkaitz agreed to look into the situation and resolve it if it was in his power to do so.
[A note about the museum: The DM adapted the kind of things you would find in a museum today and cast them through a D&D filter to achieve what we ended up facing. As a result, it is kind of odd, but makes sense at a core level.]
After picking up the rest of the group from the Murdered Manticore, the adventurers went to the city museum. There they found the sheriff and his deputies blocking of the museum. The museum was an odd collection of buildings set on a large, semi-open parcel of land. It very much stood out against the otherwise crowded city. Harkaitz accosted one of the deputies and asked for the person in charge. He was directed to Sheriff Reynolds. The sheriff (who, sadly, was not a goblin) was willing to let the adventurers investigate the three deaths in the museum as it meant he could keep (most) of his men safe outside the museum. The letter of introduction from the High Priest of the Temple of Ra did not hurt either.
After a very brief explanation of the situation (three people dead by three different means in a museum with magically animated exhibits), the adventurers entered the museum with two deputies to keep them honest (Reynolds and Reynolds - no relation). The museum was divided into four sets of exhibits: Nature, Science, History, and Pre-History. Of the four, there had not been a death in the Nature branch, so the adventurers started there under the assumption that the killer(s) were smart enough to not kill near where they rested.
After moving through all seven rooms in the Nature wing, each dedicated to a different environment, it was in the first room of the History section where a problem appeared. This room contained two sarcophagi, which Harkaitz suspected blocked his detect magic spell, so he opened one – and was immediately grabbed and slammed by the mummy within, contracting a very unfortunate case of mummy rot in the process [-1 CON, taking him down to 9, and -5 to CHA, also taking him down to 9 - I hammed it up]. During the fight, a second mummy also animated and the adventurers had to work hard to avoid being double-teamed. Luckily for the other adventurers, Harkaitz was the only one to contract the mummy rot, something he felt he could cure the following dawn. The effects of the cursed disease did creep out Reynolds and Reynolds, who nearly fled upon seeing Harkaitz’s now very unseemly face.
In discussion after the fight, Reynolds and Reynolds offer up that the sarcophagi were part of a new exhibit. Seeing a possible solution to the mystery, the adventurers asked about what other exhibits were new. Reynolds and Reynolds offered up that there was a new stone exhibit in the Science wing, which was near where two of the deaths occurred. The adventurers rushed to get to that room to see if it was interfering with the older exhibits and causing them to attack.
Just prior to achieving the room they sought, the adventurers were passing through a room with three animated dog statues, each made of a different metal. Then the dogs went berserk and attacked the adventurers. The adventurers had learned to hate animated statues back in the Delve and this fight confirmed their dislike of the infernal things. This was a hard fight, hard enough that several fireballs were dropped into the room, knowing that members of the party would be caught in the blasts and trusting in their ability to evade the effects (Frankie and Wednesday) or having enough fire resistance to deflect most of the damage (Harkaitz due to the fire domain).
In Wednesday’s case, this trust was misplaced and she took the brunt of an early fireball. Heavily wounded and ineffective against the constructs, she withdrew to a previous room, attempting to work out how to use the mechanical tentacle device [think Doc Ock's arms] there so she could fight the mechanical dogs. She did eventually work it out, but the fight was over by then.
With the group injured and demoralized after the fight with the animated mechanical dogs, the adventurers withdrew from the museum. They reported their findings and suspicions to the sheriff and returned to the Murdered Manticore to rest. The next morning, Harkaitz cured himself of the mummy rot and healed his companions of their wounds.
*End of Session*
[This session was interesting, but also a test in patience. The DM-in-training had set a 1-in-4 chance of each display going berserk and attacking. We made it through eight rooms before the attack was triggered in the mummy room. This led us to believe we had the answer to the problem, which we will likely find to be erroneous in the next session. Our recommendation to the DM-in-training was to not rely on the dice so much and make an event happen earlier next time. Eight rooms of nothing was tiring to the players and ate up a lot of game time.]
Friday, February 25, 2011
Dyson’s Delve – Session 14 – Travel and Shopping
This session happened Tuesday, February 15, 2011. This campaign used the Dyson’s Delve dungeon pages on A Character for Every Game as a starting point, but has now moved on to new material from the DM-in-training.
Adventuring Group:
Harkaitz of the Red Soul (male human cleric of Ra)
Wednesday (female elf rogue)
Sahar (female human fighter)
Tre-ba Bel a sheer (female elf alchemist)
Luna (female elf sorcerer)
Frankie Hu, Master of the Distracting Fist (male dwarf monk)
After the defeat of Tim Questgiver, the adventurers retrieved the two Gate Amulets they had hidden to meet with the Earth Priest and learn how to control the gate. The next morning they hiked to the Delve. At the Delve, Tre-ba handed out some elixirs in case there was a fight. Making their way to the Gate Room, the adventurers found the Earth Priest and Scar, his harpy cohort.
After a short explanation of how the gate works, the Earth Priest set it for a destination in the ocean south approximately 100 miles to the south and activated it. He invited the adventurers to go with him, but the invitation was declined. Just as he was stepping through, Harkaitz asked his name and learned it was Thrasimedes. After Thrasimedes and Scar had transversed the gate, Harkaitz removed the Gate Amulets, closing the gate. The group then returned to Aldelle for some serious rest and relaxation.
Somewhat at ends, now that the threat of Tim was over, the adventurers consulted a map and discussed where they might travel next. Ultimately, they decided they wanted to go to Terranor, the capital of the Kingdom of Abaloft, where they hoped to sell the gold sarcophagus lid they had for a good price. In order to do that, they needed a way to transport the lid without attracting inordinate attention, as solid gold sarcophagi lids are want to do. As the lid was too large to fit in Harkaitz’s handy haversack, a trip to the nearby town of Bosco was arranged to look for a bag of holding.
The adventurers hired a carriage for the half-day trip to Bosco. Bosco turned out to be a small town surrounded by a wooden stockade. It is a port town and the landing for the ferry between the island the adventurers were on and the mainland. Rooms were secured at The Broken Mug, an inn with an attached tavern whose mugs have a decorative chip out of the lip. Harkaitz then handed out 100 gold marks to each adventurer as mad money to have a good time however they wanted. The consumption of ale and the hiring of individuals of negotiable virtue by some of the party members happened and everyone had a good time celebrating the end of their recent adventure.
The next morning, Harkaitz, Luna, and Tre-ba (who was slightly suffering from the excesses of the previous night) tracked down a shop dealing in unusual items and reagents. Some of the items in the shop were magical and the trio looked around for anything useful. Several things were purchased, including not one but three bags of holding. The trio spent virtually all of the group's coins and many of the gems and jewelry secured as loot from the Delve to secure a total of seven items, including the speculative purchase of a tome that none could identify, including the shopkeeper. [It turned out to be a tome of leadership and influence, which went to Luna.] The group returned to Aldelle to secure the sarcophagus lid in the largest bag of holding [Type 2] and then return to Bosco.
In Bosco, the group purchased supplied for a week's trip and hired a cook (Short John Copper, a red-headed halfling with a sailing background) and a mule for him to ride, as none of the adventurers had strong culinary skills. Tickets were purchased for the day-long ferry trip to the mainland and the trip made. In Kudos (the other landing for the ferry), Harkaitz bought a map of the kingdom’s roads and the group set off to Terranor. A day and a half later, the group arrived in sight of the walls of the city.
*End of Session*
[Not a lot happened in this session as most of it was a shopping trip and discussions as to where to go next. Plus a party to celebrate. The session wrapped up rapidly at the end as it was getting late, hence the abrupt ending to the adventure log. Short John Copper was hired by my character (Harkaitz) to insert the idea of hirelings into the consciousness of the players, most of whom are participating in their first D&D campaign (technically Pathfinder, but you know what I mean). If we end up adventuring out of town, I will also suggest hiring some guards for the camp to keep our cook safe while we enter any dungeon or ruins that might be found.]
Adventuring Group:
Harkaitz of the Red Soul (male human cleric of Ra)
Wednesday (female elf rogue)
Sahar (female human fighter)
Tre-ba Bel a sheer (female elf alchemist)
Luna (female elf sorcerer)
Frankie Hu, Master of the Distracting Fist (male dwarf monk)
After the defeat of Tim Questgiver, the adventurers retrieved the two Gate Amulets they had hidden to meet with the Earth Priest and learn how to control the gate. The next morning they hiked to the Delve. At the Delve, Tre-ba handed out some elixirs in case there was a fight. Making their way to the Gate Room, the adventurers found the Earth Priest and Scar, his harpy cohort.
After a short explanation of how the gate works, the Earth Priest set it for a destination in the ocean south approximately 100 miles to the south and activated it. He invited the adventurers to go with him, but the invitation was declined. Just as he was stepping through, Harkaitz asked his name and learned it was Thrasimedes. After Thrasimedes and Scar had transversed the gate, Harkaitz removed the Gate Amulets, closing the gate. The group then returned to Aldelle for some serious rest and relaxation.
Somewhat at ends, now that the threat of Tim was over, the adventurers consulted a map and discussed where they might travel next. Ultimately, they decided they wanted to go to Terranor, the capital of the Kingdom of Abaloft, where they hoped to sell the gold sarcophagus lid they had for a good price. In order to do that, they needed a way to transport the lid without attracting inordinate attention, as solid gold sarcophagi lids are want to do. As the lid was too large to fit in Harkaitz’s handy haversack, a trip to the nearby town of Bosco was arranged to look for a bag of holding.
The adventurers hired a carriage for the half-day trip to Bosco. Bosco turned out to be a small town surrounded by a wooden stockade. It is a port town and the landing for the ferry between the island the adventurers were on and the mainland. Rooms were secured at The Broken Mug, an inn with an attached tavern whose mugs have a decorative chip out of the lip. Harkaitz then handed out 100 gold marks to each adventurer as mad money to have a good time however they wanted. The consumption of ale and the hiring of individuals of negotiable virtue by some of the party members happened and everyone had a good time celebrating the end of their recent adventure.
The next morning, Harkaitz, Luna, and Tre-ba (who was slightly suffering from the excesses of the previous night) tracked down a shop dealing in unusual items and reagents. Some of the items in the shop were magical and the trio looked around for anything useful. Several things were purchased, including not one but three bags of holding. The trio spent virtually all of the group's coins and many of the gems and jewelry secured as loot from the Delve to secure a total of seven items, including the speculative purchase of a tome that none could identify, including the shopkeeper. [It turned out to be a tome of leadership and influence, which went to Luna.] The group returned to Aldelle to secure the sarcophagus lid in the largest bag of holding [Type 2] and then return to Bosco.
In Bosco, the group purchased supplied for a week's trip and hired a cook (Short John Copper, a red-headed halfling with a sailing background) and a mule for him to ride, as none of the adventurers had strong culinary skills. Tickets were purchased for the day-long ferry trip to the mainland and the trip made. In Kudos (the other landing for the ferry), Harkaitz bought a map of the kingdom’s roads and the group set off to Terranor. A day and a half later, the group arrived in sight of the walls of the city.
*End of Session*
[Not a lot happened in this session as most of it was a shopping trip and discussions as to where to go next. Plus a party to celebrate. The session wrapped up rapidly at the end as it was getting late, hence the abrupt ending to the adventure log. Short John Copper was hired by my character (Harkaitz) to insert the idea of hirelings into the consciousness of the players, most of whom are participating in their first D&D campaign (technically Pathfinder, but you know what I mean). If we end up adventuring out of town, I will also suggest hiring some guards for the camp to keep our cook safe while we enter any dungeon or ruins that might be found.]
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