Posts Tagged With: Barrow of the Forgotten King

The Kingmaker and Queen’s Brooch

So, just to throw some content out there – here are my conversions for the Legacy Magic items from Barrow of a Forgotten King and The Sinister Spire. It is interesting because of the lack of Feat progression in 5E, so I basically dumped that entire mechanic. I was also not much of a fan of the special ritual “unlocking” mechanic because I think it creates more work for the DM rather than opportunities for the player.

Yeah, there are at least a couple more coming along here once the players aquire them, and I’ll be sure to post those stats as well.

Merthúvial – The Kingmaker

A masterwork longsword made of shining adamant, with the runes of Aleph in spelling out Merthivial (or “Kingmaker”) along the blade. It has a plain hilt set with a single large pearl in the pommel.

Requirements:

  • Good or Neutral Alignment
  • Persuasion Skill
  • Proficiency in Longsword

Properties:

  • +2 Adamant Longsword
  • Considered Enchanted
  • Has Advantage against all non-Adamant Armor
  • Does double damage dice (2d8, or Versatile for 2d10)
  • Has the Finesse Quality (weighs half normal)
  • When drawn and held, it glows with white light equal to a torch in strength. In combat this light becomes distinctly reddish in hue, though the brightness and intensity stay the same.

Level Bonuses:

  • 5th: Detect Thoughts – 1/Day
  • 7th: Strength of Kings – (+2 Strength while worn)
  • 8th: Loyal Servitor – (Continual Unseen Servant)
  • 10th: Merciful Redress – 3/Day – “Your Strength Shall Return” (Lesser Restoration)
  • 11th: +3 Bonus, Plus Keen (Doubles Chance of Critical)
  • 13th: Lordly Orator – Advantage on Charisma Skill Checks while Targets have Disadvantage to Resist
  • 14th: Expel From The Realm – 1/Day – “Begone!” (Banishment)
  • 16th: Loyal Minions – 1/Day – “To Me!” – (Monster Summoning V)
  • 17th: +4 Bonus, Adds Shocking (+1d10 Electrical Damage, doubled on Critical)
  • 20th: Kings Command – 1/Day – “Hear and Obey!” (Dominate Monster)

Spell Save DC’s are equal to 8 + Proficiency Bonus + Charisma Modifier + Weapon Bonus


Banrhialorg – The Queen’s Brooch

A Masterwork Brooch of unblemished gold, it features a draconic head with sapphire eyes and ruby tongue. Close examination reveals that faint lines and joins in the brooch and it’s chain form a sequence of arcane runes.

Requirements:

  • Arcane spellcaster
  • Arcana skill
  • Female

Properties:

  • When an arcane spellcaster uses the brooch, the sapphire eyes flash with lightning and the ruby tongue burns with fire, shedding light like a candle. The wielder can suppress this effect with a reaction, but must do so each time the brooch is used.
  • The wielder may also double the duration of up to three spells each day as a Reaction.

Level Bonuses

  • 5th Level: Arcane Cipher – Can use Detect Magic, Read Magic, and Arcane Mark as a normal Action.
  • 6th Level: Arcane Alacrity – The wearer can memorize and prepare spells in a third of the normal amount of time.
  • 10th Level: Arcane Resistance – The wearer has Advantage on saves vs. Spells.
  • 13th Level: Arcane Persistence – The wielder can double the duration on up to an additional three spells that they cast as a Reaction daily.
  • 14th Level: Arcane Repulsion – The wielder has Resistance to magical damage.
  • 16th Level: Arcane Reserve – The wielder can store up to three levels of spells in the brooch.
  • 17th Level: Arcane Acumen – Grants a +6 to Spell Save DC and Spell Attack Modifiers. In the event that the wielder has multiple arcane classes they must pick one class that the bonus applies to.
  • 20th Level: Arcane Empowerment – The wielder can increase the power of up to three spells that they cast per day. This increases the range, damage, area-of-effect, and duration by 50%.
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Session #18 – The Forgotten King

This party began the session with Ta’sara tending to the wounds of the unconscious half-elf that they had discovered bound last session, the rest of the party was beginning to work at making the room more defensible while they had the opportunity to rest up. The young woman, Leera Scornbul, woke quickly and her story was not what the party expected – though it would be hard to say what exactly that would have been based on the current circumstances.

A sage who had studied at the University of Navarre, Leera had been hired by the group before realizing just who and what they were – which even somewhat obscure to her as well. But the presence of the khazan and the goblins, as well as the repellant nature of the sorcerer Xeron spoke volumes even if their exact motives – beyond the contents of tomb of the Forgotten King – were unknown. Her information was enough to let the party know that the tomb-robbers had been in conflict with themselves, that they had faced most of them already, and that it was the leader, Xeron, and his main lieutenant, a khazan warrior named Jerog, that were left for the party to deal with. Leera was also able to give the party more information on the history of the Forgotten King himself, his rise, and his betrayal and fall.

While the Ta’sara was gathering this information, Devon was moving rubble and reached down to pick up a small Argentos he found there – and the party was granted a winged, celestial Visitation!

“Fear not! You must make haste, evil has come to the this place and seeks to work more evil still. Beware the Age of Worms and move quickly lest you lose your chance.” Drawing His sword, the light of the angel’s word was like the dawn of new day, renewing the party as if they had been fully refreshed – full of life and energy. He stared at the group, then at Devon in particular “In this war as all others, you must choose a side, so go forth and vanquish the evil ahead of you or perish and fall, with the world, into darkness.”

With a bright flash, the angel was gone with a clap of it’s wings.

Emboldened, the party girded their loins and pressed on into the next room. It was eerie, the air was damper then elsewhere, and the room was draped and wrapped in webs. The party moved in to investigate a statue (much as the tracks suggested the tomb-robbers had done) only to be attacked by hordes of large, fist-sized black-and-red spiders that swarmed over the group – as well as a web-wrapped body of some sort that spilled forth another swarm of spiders when it was attacked. As the party struggled to vanquish the venomous arachnids a giant horse-sized spider attacked the group as well. The cold chill that passed over those bitten pained them deeply, with Leera being overcome almost instantly, and Wren being struck down by the giant spider before the party slew it. Much to the Ta’sara’s dismay attempts to revive the two met with not only failure, but seemed to provoke another round of poisoning that damaged them further. Unsure of what to do but knowing that they needed to press forward, Jarvic cast Gentle Repose upon both of them in the hopes that they could come back and recover the bodies to revive later with more puissant magic.

Sobered by the loss of their new companion and Fonkin’s cousin, the party continued to onward to the next room – which seemed to be the final resting place of the Forgotten King. It was a large, square room, with fountains that poured out of each cardinal direction, the water running through carved channels in the floor to empty into a large well in the center of the room. Across from entrance, a figure sat on a throne, flanked by the bodies of warriors along the wall – with another figure sitting at the it’s feet.

There was no sign of the tomb-robbers, nor any sign of another exit.

Carefully, the party made it’s way across the chamber skirting the wall and focused on the figure on the throne – though some could faintly hear the sound of picks or stone breaking emanating from the well. Upon drawing close to the throne, the figure spoke, inquiring as to if it was time for the Forgotten King to return? If the Age of Worms was upon the world? The beautiful woman at the figure’s feet nodded along, smiling at the party. Confused, but curious and not wishing to give offense, the party tried to understand where the tomb-robbers had gone, while the figure on the throne continued to inquire as to why the party was there.

Suddenly, out of nowhere, Jarvic struck out – sensing that something was wrong – much to horror of the rest of the party. Roaring up in rage, the figure revealed itself to be hideous, fused to it’s armor, with crazed and lidless eyes gleaming forth from beneath it’s helm. The beautiful woman became a bloated, stumbling corpse, and the bodyguards were equally repulsive, eyes burning with hate and resentment. As one, they advanced upon and engaged the party in combat.

The fight was short, brutal, and devastating – though no more members of the party were slain. The Betrayer was able to turn Dhagri against the party for much of the fight, Fonkin and Ta’sara found much of their magic was useless against the undead, the hideous consort exploded causing much damage, and Devon and Rhys were barely able to take down the Betrayer at the very last. Drained by the fight, wary of the magic of the tomb after such a battle, Rhys used a hoarded piece of magic and dropped a globe from a Necklace of Missiles down the well to take of what they were certain was the tomb-robbers rather than try to figure out how to get the party down without being picked off one by one.

When no more noise was forthcoming, the party eventually investigated – finding the charred bodies of a human and a khazan, a series of broken sarcophagi, and a still-active leygate in the corner. As they decided what to do, knowing that they needed to decide soon if they chose to go through the leygate (because they did not know how long it would last), Devon was granted yet another spiritual visitation!

The spirit of the Forgotten King rose up, explained that the tomb-robbers had taken not only the equipment of his companions and champions, but his own bones well! Charging Devon with returning his bones and stopping the Vangard the king reached down into the stone underneath his tomb and drew forth an adamant longsword scribed in Aleph with the name Merthuvial, or “Kingmaker” and handed it to the surprised noble.

With this, as well as the realization that they didn’t know how to return the way that they had come, the party gathered up what loot they could, the bodies of their companions, and passed through the leygate – hoping that it wasn’t leading to a murder room in the fortress of the Vanguard…

…..

….

..

.

  • So, this marked the end of the Barrow of the Forgotten King. It was a decent enough module, through it was far too linear and tried much to hard to be clever. This last session was almost entirely rewritten though I kept the monsters from the module I staged them differently and come up with an entirely new map.
  • My apologies for taking so long to post this, it’s been a busy few weeks – in all I think it has given me a better pace of prepping for the next stage of the campaign. I’m still running the group through the Age of Worms, but I’m tweaking it significantly to fit my campaign world as well as the 5E engine.
  • The angel replaced an utterly and ridiculously out of place fossergrim from the module, though it’s spring was kept “in spirit” with the fountain and wells in the Betrayer’s chamber. It was used to what I think was much better practical and dramatic effect. It certainly worked better for my game at least and fits the narrative about a million times better.
  • From here I’m proceeding to The Sinister Spire, though I’m changing it significantly to better fit my campaign setting. One of the things I like about is that it seems much more role-playing and much less combat oriented. This module turned into a bit of a slog because of the linear nature of the single-path tomb-complex.
  • This module trio was written, to the best of my understanding, to introduce Legacy weapons to 3.5E. I certainly like the idea of magical items that get better as the character levels up, but the feat investment is way out of place in 5E. I’ll write up my version of Merthuvial in a couple of days, and it is pretty much spot on. It also included a single piece of a magic item set, the Vestments of Divinity, I’ll include my 5E interpretation of that as well.

TTFN!

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Session #17 – I have no idea where Kansas is so why are you saying we’re not in it anymore?

NOTE: This is where I started diverging from the module significantly when it came to rooms and overall organization. I kept all of the monsters and treasure, I just organized it differently and fixed a couple of the puzzles that wouldn’t have worked nearly so well with such a large group.

..

.

Ok, so as the party tried to get their bearings, as well as assess what might have happened to Dhagri, Wren, & Rhys, they ever so quickly realized that they were in a Demi-Realm, a pocket dimension created by a puissant mage or some other powerful supernatural being. An admittedly excellent method to guard excess to some location, the party was discomfited as they realized that they had no idea of how to progress.

There were no visible lights, and a luminescent mist rose off the ground – deep enough to almost entirely obscure Fonkin – and far off in the distance the party thought it could see a light coming from within the mist. With a lack of anything better to do they decided to investigate – sending familiars out ahead to scout the way. After an attack by fiendish beasts that were quickly dispatched the party found the source of the glow, a set of ancient arcane runes inscribed in the ground that flickered and danced with arcane power. The party spend an unknown amount of time striding through the mists of the Demi-Realm, fighting off fiendish beasts and finally culminating in a fight with a horrifically sized giant scorpion. When this final monster was fought, a brilliant scintillating light within lights appeared, almost a free-floating lamp of some sort. Floating there it then led the party through the mist to a free-standing Leygate crackling with leyfire.

Taking a deep breath and girding their loins, the party stepped through quickly before it closed (as this was a concern of theirs). On the other side they found themselves in a somewhat featureless room with a broken-down archway or door in the far end, as they stood there and debated what to do they were attacked by a pair of the bestial goblins that they had encountered before, as well as a hobgoblin warrior. In a short but vicious battle the party came out victorious but after the seemingly endless fiendish beasts of the Demi-Realm and the ravages of the goblins the party decided that needed to take a longer rest to take care of their wounds as well as hopefully manage to recover some spells. Through the passageway the party found an area when the tomb-robbers had also clearly rested for a period, as well as a bound and gagged half-elf unconscious and on the verge of death. The party resolved barricade a door even further in, treat the wounds of the half-elf, and rest – hoping that Dhagri, Wren, and Rhys would somehow manage to join them again…

  • This was a very combat-heavy session, while there was certainly roleplaying and a sense of accomplishment because of that the sheer length (and somewhat confusing nature) of the module was starting to show. In hindsight I should have started “fixing” the dungeon earlier, I just didn’t realize how much it was going to drag on.
  • The missing characters was partially to force the party to handle encounters without their two tanks, and the other combat-oriented henchman. Dhagri’s player had a work-related emergency and ended up on the West Coast for an unexpected trip and I simply took advantage of that to force the other characters to step up a bit.
  • Converting 3.5E adventures obviously takes some work, creatures really work differently in some ways (this was even more of a factor in the next session). Plus, I am also realizing just how bland 5e creatures really are – which is kind of surprising when you look at their trait system. I think part of the problem is that many of the creature features that require saves are simply way too easy to save against – they simply don’t factor in very often.
  • That said, some things did some Constitution damage this session and the hit that players took to their maximum hits due to lowered Constitution bonus inducing some puckering on the part of the players. Looking at undead in general I do think this is an interesting way to handle “not energy drain” since so many of the new undead have that sort of effect (maximum hit point reduction) on creatures.
  • Overall, the group is still really enjoying themselves, 5e, and even the module (though the module was sinking fast) – so the plan was to wrap up the module the following session if possible and then move on to the next one (which will involve some serious tweaks).

TTFN!

D.

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Session #16 – Dwarves don’t swim!

(Better late than never…)

Picking up from last session, the party completed their short rest, and continued deeper into the complex. The next room was full of statuary and even more crypts. Following tracks in the dust, the party investigated a small side passage, when they discovered a member of the group they were chasing after. After a short melee the Khazann, named Jharukh (a wiry, rodent-like sort) parlayed a surrender to the group in exchange for his life and freedom. The short exchange about his attempts to solve a puzzle that was supposed to open a door ended after Dorje Jarvic threatened to use Jharukh’s weapons as spikes to seal doors shut, resulting in the Khazann turning silent. After a quick confirmation (and a further threat to his life by the Dorje) that Jharukh was sworn not to harm the party in any way, or warn his former compatriots, in the next fortnight, the Khazann gathered up his gear and fled the complex (muttering under his breath). With some grumbling from the rest of the party, who would have liked to have talked to Jharukh about “the Vanguard” that had hired him, the group pressed on further, doing their best to avoid traps.

Through the next door the party was again puzzled by the bizarre architecture of the complex.


As a quick aside…

I have to say that this is about the place where I realized just how screwed up this complex was from a design standpoint. What I think happened is that WOTC wanted to cram as much as they could on the module cover, and fill it with as many different terrain options, tricks, and traps as they could.

Which they did.

Yay them.

Unfortunately, this also created a complex which makes no freaking sense! Nobody in their right mind builds tomb complexes like this! There’s no rhyme or reason, crazy transitions from finished areas to natural caves and back again – with all sorts of odd monsters and protections mixed in…

Back to our regularly scheduled Session Report…


 

With passages leading right and left, the party chose to follow the tracks in the dust to the left. Down a ladder, along a corridor, and around a corner the party came face to face with a goblin shaman, and a handful of animated skeletons – including one of a huge, bull-headed creature with great horns. The melee was quick and dirty, with Dorje Jarvic turning many of the human skeletons, and the rest of the party quickly dispatching the undead and then the shaman.

The chamber itself, some sort of inner vault, also contained a large golden dragon statue as part of a magical pool and fountain. Taking stock of their situation, the party decided to take a short rest and tend to their wounds before continuing on through the next shattered archway that the tomb-robbers had passed through. To their very great surprise and relief the water from the fountain refreshed the party the same as a long nights rest. The party also discovered, the goblin shaman’s gear, a bank note from the Merchant House of Diyes for the amount of 500 silver marks signed by “Xeron” to be paid from the account of the “Vanguard.”

After taking stock, the party them moved on, finding the next passage to be quite different from what they had encountered thusfar. Instead of the ancient stonework and beautiful statuary, the next room was a deep cavern of rough stone with pillars of stone that allowed the party to gradually descend to the bottom – using some of the ropes that the tomb-robbers had left behind. While the party managed to traverse the obstacles relatively easily, Ilda did fall into the waters at the bottom of the cavern. Initially panicked due to her previous dip into water, Ilda quickly clamed after discovering that this water was much more shallow and allowed her to wade through it with some difficulty. She also discovered the somewhat petrified remains of a creature that appears to have been the inspiration for the “eye-monster” puzzle they encountered earlier. Given it’s size the party quickly agreeing that they were glad that it was deceased.

At the far end of the cavern, the party found a small passageway to squeeze through at the top of some scree. Finding a large cavern shrouded in darkness and mist on the other side, the party was alarmed to discover that the passage had disappeared behind them – as well as Rhys, Wren ,and Dhagri!

Cue Dramatic Music!

Fade to black…

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Session #15 – But wait, there’s more!

This was actually a pretty fun game, though as noted, we had some significant rules questions that came up that were only really resolved after the session ended. It was also interesting, though not surprising to see how the switch in KR’s character swung the game balance around. Instead of a combat-heavy Sorcerer with a Paladin henchman the group now has a multi-classed Druid/Wizard with a much more “support” focus. This wasn’t a bad thing, just an obvious swing in how the group operated – the group is still large enough that it romps-n-stomps through the module encounters for the most part.

Though it does start to point out the major problem with large groups and tight passageways – most of the party can’t see the target or reach them if they can. This is the real “trick up the DM’s sleeve” that I think gets ignored much of the time. In most of the combats this session there were only two, maybe three, physical combatants and half the time most of the rest of the party, even the spellcasters, couldn’t really do anything. As a result both Rhys and Daghri were pretty chewed up by the end of the session, as was Devin.

So, the party made their way down the magical elevator revealed by the “Puzzle of the Eye Tyrant” – and found themselves in a narrow, spiraling passage that took them even deeper underground. A small landing was guarded by a pair of wolf skeletons that were dispatched quickly, but reanimated corpse of an ogre that attacked them on a slightly lower landing was more of a challenge but still quickly dispatched.

Through a small door, the party found a 20-30′ bridge made of aged but sturdy wood spanning a shallow, water-filled chasm. When Rhys offered for the gnomes to go first, it was Ilda who leapt to challenge – only to find that the bridge had been sabotaged. Falling into the water, Ilda was terrified to discover that it was four feet deep – on her four foot and two inch frame (in chainmail and other gear). Devin jumped in to help keep her head above water, but they were both attacked by some unseen creature in the water. After much flailing about, the creature was either run off or dispatched, they managed to get Ilda up and out of the water and the party to the other side – though not before Rhys managed to fall in the water as well…

Following tracks in the dust and detritus left by the ages, the party passed through a door into a larger, octagonal room filled with murals and panels. Here they were attacked by a pair of Hobgoblins and the zombie of strangely feral goblin, larger and more bestial than a normal hobgoblin but not as large as a Black Goblin. The fight was over quickly, but the party was slowly becoming more and more wounded as they pursued the looters deeper into the complex. There was a short debate around taking a short rest, but the fact that the looters were already so deep into the complex suggested that the party needed to keep moving.

Looting the bodies quickly, the party moved on and discovered the next room in the complex was the largest thus far. Bisected by what could be described as a canal for lack of a better word, the party was equally puzzled by the pair of recently dead (drowned) goblins present, lying on the stone floor beside the canal. The water detected as magical, and the party spread out a bit in an effort to figure out what might be going on – and when Devin tried to jump across the canal (instead of trusting the bridge…) he was snatched out of the air by a huge column of water rising up which the proceeded to envelop him. Reacting quickly when they saw Devin start to convulse and drown, they unloaded upon the water with a flurry of spells, released him from it’s grip.

With one more member of the party on the verge of death, the party decided that they needed to take a short rest and allow everyone to regain hit points as well as some spells. Some quick meditation and some music later and the party was in prime shape once again – if starting to dig into resources that they would prefer not to with at least one big fight that they can count upon ahead.

And that’s where pick things up tomorrow!

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Session #14 – So, an adventuring party walks into a mausoleum and…

(My apologies, I thought I had posted this awhile ago and I missed it – plus I had to cancel gaming last weekend because I was at a professional conference…)

So, the first thing to say is that adapting earlier modules to 5E is easy, but doing it on the fly is probably a more work than I would generally prefer unless it is really simple. The best part of the last session is that I had completely forgotten about the adventure seed re. the Kingsholm Graveyard until we sat down to play and people mentioned it! LOL!

So… the session started when Rhys returned from his families holdings with a surprise. Gwynneth had gone off to discuss things with her people and seemed to have, in typical Elven fashion, lost track of time. So rather than spending time tracking her down Rhys asked his cousin Ta’sara, a Druid and Wizard, to join him and help the party. After spending some time in introductions, as well as a quick review of the what the party had learned in the last two months, the party decided to take up the offer of work from the Sentinels (the mostly honorary guards of the graveyard) and investigate the mystery of a missing family and the two Sentinels that also disappeared after being sent to investigate.

Insert obligatory comments about nonsensical fantasy town structures and sizes…

Escorted to the entrance of the graveyard, the party quickly made their way to the mausoleum when bodies were prepared, quickly discovering the sentinels laying in pools of their own blood – and being attacked by a pair of wolves that were quickly slain. A warg was killed trying to flee the scene, and the party quickly investigated the mausoleum – determining that the sentinels were slain inside and then dragged outside. Opening the door to a sublevel, the party found the bodies of most of the missing family but upon moving to investigate were attacked by a pair of zombies and even though they were quickly dispatched a trio of skeletons further back proved to slightly more problematic (though also quickly dealt with).

After dealing with these, they discovered Tyra, the traumatized daughter of the family, who had barricaded herself in a side chamber and decided to quickly accompany her out before returning to explore further. Through her somewhat incoherent ramblings the party was able to discern that consisted of goblins and khazan, led by a human mage of some sort, and that they were definitively searching for a way into the deeper tombs.

Exploring further once they had gotten Tyra to safety, the party continued into an even deeper mausoleum discovering an magically sealed door with a bizarre puzzle-lock of verses and diagram on the door. After working through it, the party (those that were able to even see it – as some of the party couldn’t for some reason) opened the door, in order to find a series of steps going down – but in a much older, and much more finely made stonework style.

This puzzle was based on Beholders (which I don’t have as a “thing” in my campaign, though some one-off abomination is certainly possible) and was also, originally, some incredibly overwrought puzzle room that I can’t imagine anyone actually building if they had the magic to create the door locking mechanism in the first place. It was a classic example of “cool, but over-engineered DM idea” that can be found in so many modules.

Not to say that I haven’t been guilty of doing it myself when I write my own…

Overall though, I’m pleased with the module so far. I think the explanation of “no town cleric” makes more sense if the local priest or Lightbringer is away on a pilgrimage or travelling for some short bit and the priests left behind are way out of their league. Plus, some of the already mentioned issues with Kingsholm are a bit too caught up in fantasy-game conventions to fit perfectly into my game world. That’s fine, I’m used to tweaking modules as I go along, though I think that due to the newness of 5e I’m going to have to do a bit of prepwork instead.

Next game is next Saturday, it will be interesting to see how the party handles the next phase of the adventure. It’s been awhile since I’ve done a dungeon-crawl because I tend to run more urban or wilderness adventures, and this module certainly qualifies!

TTFN!

D.

 

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Session #13 – Kingsholm – R&R&R!

“R&R&R” aka “R-Cubed” = Rest, recuperation, & Replenishment.

The game session yesterday as mainly a paperwork session in many respects, though it had a couple if very surprising results that promise some nice future sessions and fun roleplaying.

The party arrived in Kingsholm, a small city of 1800 urban, and 3600 suburban inhabitants – with another 1800 in surrounding small villages. The seat of Duke Blackadder, it is known mostly for it’s large and ancient graveyard of mausoleums, catacombs, and columbariums.

Knowing that they needed to get their guild memberships in order as well as probably establishing an adventuring company the party was less than interested in these details. Additionally, most everyone wanted the opportunity to do things like finally buy horses and a selection of other equipment, so being in the local seat of power was less interesting compared to being someplace with an alchemist.

I will say, as a DM, that this is where I relatively intentionally dropped the ball. I could role-played the heck out of this but instead merely let people “buy stuff” – even from the places like the local Magic Shoppe (which keeps minor consumables on hand). Yeah, yeah, “theatre of the mind” but I wanted to get a lot done and this was faster – besides, everyone had a fun day anyways.

So, while a couple of characters could avoid guild memberships (Devin Tresendar as a noble, Jarvic as a cleric, and Aneirin as a paladin) everyone else pretty much joined some form of guild. Dhagri got his papers in order with the Mercenaries Guild, and Fonkin made sure that Ren was a member in good standing. Fonkin and Ilda both made the appropriate gifts and paid for the right drinks to get into good standing with La Fortuna (the relatively informal Entertainers Guild), and Gwynneth even joined the Collegium (the Mages Guild) despite being a noble and essentially a foreigner and not exactly needing to.

Rhys, it must be said, spent a lot of money making all of the right people happy – the Mercenaries Guild, the Collegium, and the Syndicate.

The party also spent some time deciding upon a name for their adventuring band, finally deciding upon “The Company of the Spell and Blade” which they then registered with the Adventurers Guild (and thus avoiding the need for individual memberships, or at least pushing that decision off until another day). Lastly, the various party members all ended up getting bank accounts so that they could do something with all the cash they had been accumulating.

After this, Gwynneth (and Aneirin) went off to Silverveil via Navigator to see what she might discover talking with her people there, while Rhys went off to visit his family due to some obligations there (which will allow me to sync up that timeline with this one finally). It remains to be seen if they return in time for the next session’s adventure.

Jarvic arrived at the city’s Kirk, to find out that Dorje and others had been trickling in for the last couple of weeks, summoned by Great Dragons Themselves, and we waiting for his arrival and the coming Revelation. There were a great many councils (many of which had him feeling rather like Frodo and Elrond’s gathering) but in the end it was decided that while he would have the support of the Kirk, that this mission had been given to him for a reason and as such he would be the one to carry it out. While not exactly thrilled with this, Jarvic understood the responsibility and spent some time researching both the Age of Worms and the Maiden of Storms – learning mainly that the Maiden had been a prophet during the days of the Black Empire and her title was better translated as “Maiden of the Oncoming Storm”.

The rest of the party spent the next two months in the city doing research, catching up on personal business, and just generally carousing. This provided the opportunity to roll on the Carousing Table in the DMG, which was pretty amusing as we tried to make sense of it all. Fonkin managed to blackout and spend more money than he intended and Dhagri, valiantly outnumbered, lost a fight with two or three gazebos (he was drunk, so he’s not quite sure how many there were, it was very dark and they kept moving around). Ilda learned that while Dwimmervolk Skald-Gild didn’t have any specific legends of an “Age of Worms” at least a couple of them would make inquiries elsewhere to see if they uncover anything else.

Devin on the other hand…

First, he went to go speak with his brother in order to fill him in on what Devin had discovered about the state of the family lands. He didn’t intend to tell his brother about the prophecy, but it all came spilling out anyways. This wasn’t a disaster, but his brother did bring in Lord Bimmerle, a member of the Quiet Council, to listen and offer advice – thus spreading the news of the Prophecy even further. His brother also suggested that what would be helpful would be for Devin to rebuild the Hunting Lodge/Manor in Phandalin as the start to establishing a Tresendar presence again. While an expensive proposition, Devin agreed that this would be an excellent idea.

After all of that, Devin decided that he was going to spend some time carousing with his circle of friend (aka “the young noblemen”) and after close to two solid months of doing so woke up one morning to find himself enwrapped with marital bliss with a beautiful Tiernaese courtesan by the name of Sabriye. Now, being a courtesan is perfectly respectable profession, but they aren’t generally considered marriage material for gentlepersons of Devin’s station (unless possibly some form of morganatic marriage – which this wasn’t much to the displeasure of Devin’s brother). After some very tense discussions, Devin decided that it would be best to set Sabriye up in her own household (and doing so, incident, at a higher standard than his brother lives). Devin swears that it is a true love-match, and Sabriye certainly seems to be affectionate and to care about him, so there is perhaps some hope that her social skills and charisma can offset Devin’s sometimes flawed social graces.

Lastly, Dhagri managed to avoid a duel after some amazingly crude statements regarding Sabriye upon meeting her, and spent his time hanging out at the Mercenaries Guild. He also was approached with the party’s next possible adventure – someone is messing with the graveyard, would the party care to investigate..?

TTFN!

D.

Categories: Campaign, Game Play | Tags: , , , , | 2 Comments

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