Tuesday, August 18, 2015

Episode 3, Part 2: Wayhaven

The site is four days out. After the characters have gathered their gear together and paid a month’s rent in advance to ensure that their room would not be rented out, the characters set out. There is one village named Wayhaven that is along the way. It is suggested by Tharivian that if they must set up a base camp, that may be a good place to do so.

Wayhaven

Upon arriving at Wayhaven, passing through a gate in the stockade, you can see that there is a sense of unease in the small village. People are milling about, looking nervous, and sheep that should be out to pasture bleat unhappily in pens in the village square.
Asking questions of the villagers it is found that they are worried about some missing friends, and that they are afraid to take the sheep to pasture because there are gnolls in the area. A couple of the villagers insist on taking them to see the village cleric.

Beorn Fletcher

Beorn Fletcher, the cleric, is a tall, heavily built man about 40 years of age. He wears a simple blue robe and a holy symbol of the Sun God. There are worry lines in his friendly face, and he seems to have a difficult time walking quickly. He welcomes the party into his modest apartment within the small village temple and tells them a sad tale in his rustic accent.

“We’re a small village, as you can see. Mostly we get by trading our wool to the cloth merchants what travel through on their way to the city. Regular as rain, they come through. Just a couple of weeks ago, a couple of our riders came back and said they found the caravan less than a day’s ride away, and the merchants were all slaughtered. Guards were gone. They followed the trail to a door in the mountain, but they were attacked by gnolls before they could reach it. Barely made it back alive. That’s when we dispatched a couple more riders out to the City – imagine that’s why you are here now.”

“Our village is poor and we have no money to offer you, but whatever we can do to assist you we will. We just hope that you are here to deal with those strange creatures that reside in that place.”XBeorn assures the characters of the accuracy of their maps and states that if they truly need a guide they will offer one, but they would like to avoid sending one if possible. The characters rest up, and the next morning, they leave their horses and head towards the tomb.

Alex: Sandstorm informs you that she would take a long looping journey outside of the village and down south of the temple entry area to see what activity can be learned from the opposite side of the site.

Shortly after noon the characters arrive at the area. Looking down into a valley they can see a magnificent stone structure protruding from the mountainside. It is decorated with relief sculptures of half-men, half-animal creatures. To the left and right of the doors are 14 foot tall stone statues of naked men with jackal hands. To your right you see a pile of rock and dirt debris you; hear birds chirping from the trees north of you.

OK. Well... here's the start of our first dungeon adventure...

Episode 3, Part 1: Did Someone Say Dungeon?

The Adventurer's Guild actually seems to be courting you somewhat, or someone has taking a great liking to you. The characters receive a request to head for the Sages’ Guildhall. The sages have a new archaeological dig that has been found and they would like a recon team to ensure that it is safe. Upon arriving at the Guildhall they are shown to the well appointed office on the second floor.

The large room is full of comfortable clutter. Thickly cushioned chairs are scattered about, wall-to-wall bookshelves are crammed with hundreds of books, scrolls, and maps, devoid of any discernible filing system, and well-worn rugs covered the floor. The far wall is almost entirely occupied by large windows that look over the courtyard gardens. The tops of the windows are inset with stained glass that allow rose-colored light onto the dust motes dancing in the air. Before the windows, a massive oaken desk takes advantage of the sunlight. Behind the desk and its stacks of books and papers, an aging man sits scribbling furiously in a ledger.

Tharivian Atterwood of the Sages's Guild

Tharivian Atterwood is an amiable old man with a neatly trimmed gray beard and shrewd blue eyes. He welcomes the group, offer them wine and other drink from the sideboard, and geta down to business.

Researchers for the Sages’ Guild have recently discovered the tomb of Toth Nekamek, an ancient King believed to have reigned over 2000 years ago. The tomb is assumed to be full of artifacts: it would be very useful in the research of both the late King and in the ancient god he worshiped. That the treasure within the crypt is also of great monetary value is considered a given.

The Guild would very much like to send teams to excavate the tomb and catalog is contents. However the initial scouts returned with reports of a hostile group of humanoids that has taken up residence within caverns near the tomb. The local villages have also felt the effects of having these hostile beings nearby.

Tharivian is looking to hire a group of adventurers to clear the tomb of its current residents as well as any ancient traps that may have been left by the builders, so that it will be safe to send their researchers. They are willing to pay $5000 with 1000 in advance. He also understands that the treasure from the tomb would be very tempting to enterprising adventurers.

“Now, I know that it is standard protocol to allow people such as yourselves to keep the treasure they find. However, please understand that that is impossible in this case. Still, with no desire to cheat you out of your reward (or for incurred artifacts to find their ways into your pockets, he says with a wink) the Guild will gladly pay fair value for any items you are able to carry out of the tomb. Simply bring them back here when you come for your fee. Good, solid coin will undoubtedly be more to your liking than a bunch of clunky old junk, anyway, right?”

Maps are given of the region with a smaller more detailed map given of the area leading to the opening of the site.

GM’s note: It is assumed by now that everyone in the group has purchased a horse and basic gear. Each character now has the Ephemera of Good [+2] Wealthy. It will last throughout the next Episode. As with all Ephemera, you can you can continue to keep them by expending one style die per Ephemera per episode.

Though you have been paid considerable amounts of money, unless your character pays out points to take the Wealthy Forte, or something similar which would indicate an above average flow of income, it is assumed that your character has essentially squandered your wealth on getting equipment, having riotous parties, sending money home to your families, investing in failed schemes, helping people out, etc.

Monday, August 17, 2015

Episode 2, Part 5 (Interlude)

Two days after the wedding, an incredible storm whips through the area. At first it seems normal as though maybe the island is just entering the Sky of Thunder. But the intensity of the storms are a little harsh for the beginning of the season, and they pick up in intensity much too soon. The rainfall is far greater than is usually on the island as well. This storm lasts 3 days. There's quite a bit of lightning, a little too much. Anyone with Merhorse or Thunderbird or sailing skills will know two things; 1) this isn't natural and 2) it's happening all over the island. Roads are being washed out, flooding is occurring, travel is grinding almost to a halt. For the first time in many people's memories, several of the major rivers are flowing over their banks. It takes about a week for things to get back to a semblance of "normal".

Adventurer's Guild 

The characters are approached by the local adventurer's guild where they are offered a free year's membership. They are also informed that the guild gets 20% of any take on anything done within the region.

A little investigation on the guild shows that they are legit, a specialized group with close ties to the Mercenaries, Thieves, and Merchants guilds.

Though it's challenging for them to enforce their rules, verified rumors shows that they wind up with great intel. Bottom line: if there is something to learn here, it's a good place to start. And with free membership, it's a good way to get in!

Though they aren't a very powerful guild, there's been a little more activity lately. Anyone who does any further checking will know that it's better to join the guild than not.

There is a registry and the information needed includes your skills, specialties, and special abilities. During the interview by Master Adventurer Rid Enower, you're also asked if you're available to take on consignment jobs as either individuals or as a team. Consignment jobs are negotiable: the guild gets 10% and the consignees get up to 50% - negotiations are up to the parties involved.

So, who tells what to the guild concerning themselves?

Thursday, August 6, 2015

Episode 2, Part 4: Journey's End; A Wedding!

The caravan has continued it's trip North. Three days later the caravan is about a day’s journey south of the town of Desh Ava. Tsorvano calls for a stop at Desh Ava; he has an errand to perform at the abbey, and he wants Strike Team Alpha to come along. The caravan will go on to Desh Ava and spend two days there, lodging their camels and transferring their goods to horses and mules.

The abbey is a cluster of gleaming white buildings on a hillside to the west of Desh Ava. It is a shrine and home devoted to the homeless and orphaned. Anyone who has nowhere else to go is brought here; this is where mothers who can’t care for their children bring them, for instance. Everyone there is expected to work to earn their keep, including visitors.The sisters don’t ask Tsorvano to do any physical work; he is just asked to play his kalba (a musical instrument resembling a seven-stringed balalaika) in the evenings.

Riana

Bob volunteers his duties as a chef. Asharra offers to entertain. Alex and Noah get hit with stable duty. Dee gets stuck with kitchen duty; while there he meets the beautiful Riana, Halmaro's other daughter.

Riana

Riana didn't know that she was a merchant princess, but she does now, and it's explained to her that she's to be married to a prince of Mashandi. As they are getting ready to leave, they notice that Tsorvano is saddling up an extra horse. Riana emerges from the abbey, dressed for travel and carrying a bundle (this contains everything she owns). The group meets back up with the caravan.

The caravan stops in a small valley two days’ journey from Ein Arris. Tsorvano meets with Strike Team Alpha and about 30 other guards to explain the situation. Katsaya (Halmaro’s wife and mother of Kira) found out about Riana and exploded in anger. Taking her personal retinue of some 40 guards and servants, she left the caravan, saying she was going back home. Halmaro doesn't believe her.

The Vigil

As part of the wedding ritual, Riana is to spend a night in vigil. Tsorvano has made arrangements to have Riana perform her vigil at a small church on the hill above the valley. He is almost certain that Katsaya will try something before the wedding, and he wants plenty of able-bodied guards around Riana. Tsorvano, Riana, the PCs, and the guards will go up to the church.

Tsorvano divides the guards into shifts; he assigns the PCs to the third shift (roughly three hours, starting at midnight). They will be able to sleep or relax for a few hours so long as they are at their posts at midnight.

An hour after midnight Dee starts hearing the theme from Jaws and a knock occurs at the door. Alex has already come up with some neat plan and when the attackers come through the door, they are surprised, overwhelmed, and repulsed. One of the attackers is captured by Asharra and it’s confirmed that the attackers came from Katsaya.

When the fight is over the survivors are praised for their dedication; each gets medical treatment. There are no more attacks, and the caravan reaches Ein Arris; Tsorvano is in a good mood, and Halmaro is very thoughtful. His domestic problems are getting out of hand, and are beginning to affect national politics. Fortunately, Katsaya overstepped herself when she ordered the attack on the church; that’s far worse than simple assassination. By using that against her, he can keep her in line. For a while.

Ein Arris

Two days later, Halmaro, Riana and the caravan make it to Ein Arris. Halmaro calls the PCs in, invites them to work for him at an even better pay than before and pays the following:
  • Dee: $2500
  • Alex, Asharra, Bob: $2000
  • Noah: $500

The Wedding

The job is over, and at the suggestion of Tsorvano (hey, if you see anything out there, let me know) the PCs decide to stick around for two days to see and attend the wedding – it’s a public spectacle. Halmaro is on the dais with Riana and her bridegroom, and the king and queen of Mashanda. Katsaya is conspicuous by her absence, and is represented by an empty chair. And after the wedding, there will be celebrations for days. The PCs will have a chance to spend all the money they’ve made, if not more.

Episode 2, Part 3: Kira

The team, having accepted this new Secret Squirrel mission is briefed by Tsorvano. He informs them that Halmaro’s daughter Kira, the bride-to-be, is supposedly with the caravan but in reality her carriage is empty. The characters are being sent out to find her. 

Kira

Kira is 18 years old, blue-black hair and brown eyes. She's about 5' 6", 125 lbs and is gorgeous with a deadly, graceful, athletic kind of way about her.



Kira was a student at an abbey school at Urlo, studying courtly arts, etiquette, and the Mashandi language and culture. Kira wanted to go out and do things, and staying cooped up in school, even if it meant she got to marry a rich prince, was torture.

One day she disappeared. The brothers and sisters of the abbey searched for her fruitlessly. Her bed hadn’t been slept in and there were no signs of a struggle, so they had no idea what had happened – until a ransom note appeared on the abbey’s front door one morning. HELP, the note read. I HAVE BEEN CAPTURED BY BANDITS. THEY WANT $50,000 TO RELEASE ME. LIGHT TWO FIRES ON THE HILL NEAR THE RING OF OAK TREES JUST NORTH OF THE BANDOTHRU RIVER. HURRY. The note was signed by Kira, and so far as anyone can tell was in Kira’s script.
Halmaro is suspicious; the note looks genuine but he has learned to be cautious of anything having to do with both Kira and money. When the caravan gets near the Bandothru (which is between Narhanha and Marshanda), he wants the PCs to investigate and see if they can find the bandits. Has Kira been kidnapped or did she just run away? If she has been kidnapped and they can rescue her without paying the ransom, so much the better; otherwise they will be deputized to pay the ransom and retrieve Kira.
The characters are to travel through Satrhan Pass, and from there follow the road down to the Bandothru and the rendezvous point. They will be given $500 for expenses, but will be expected to use it wisely and account for it upon returning. Their mission is to find out if the bandits really have Kira, if she’s all right, and to rescue her if they can. If necessary, they are to make arrangements for the ransom. 

Snatch and Grab

The team (which is unofficially being called Strike Force Alpha) manages to stealthily find the camp and conducts a well planned raid, greatly aided by the silencing power of their new friend, Noah and the cooperation of Dee. They rescue Kira handily though it's quite a ride back. 
The trip back is 3.5 days. Almost 4. Long. Days. During the trip back, she exhibits all of her character flaws. She is glad to be out of the brigand’s camp, but the word “grateful” does not describe her attitude. Her saddle is uncomfortable, she hates the weather, she’s glad to get away from Karhan (the bandit leader we just left) because he turned out to be so boring, she’s been wearing this same outfit “forever,” she needs a maid to do her hair, and on and on.
Asharra spends as little time around her as possible (she consistently does roving scout maneuvers) because it's rather obvious that Kira's jealous of anyone that could be reasonably attractive or of possible competition for the "Beautiful Deadly Female Fighter" award. That, combined with her stubborn temper makes dealing with her a little challenging and difficult to take. 

Seductions

On the way back, Kira attempts her feminine wiles first on Dee, but Asharra pulls her to the side and whatever conversation happened serves to deter Kira from making any further moves on Dee, and she has begun to give Asharra the cold shoulder (Asharra clearly doesn't care). She then turns her attention to Alex who separates the two of them from the rest of the team and takes Kira ahead of the group. Alex becomes infatuated with her and she convinces him to take her away to someplace else, but Blink manages a caveat appearance, just long enough to persuade Alex that it might be a bad idea.

Before they get back to the caravan, Alex informs the team that it would be wise to avoid sharing all of the little details of the rescue to anyone, not even Halmaro. Don't tell about specific abilities that were used. They stress that the mission was carried out covertly, exploiting the opportunities made available by very careful recon.

Once Kira gets back to the caravan there will be a big, happy family reunion. Halmaro splits $5,000 among the PCs ($1,000 each)! Kira herself will be very happy for a day or two and then get bored with the whole routine.

Halmaro indicates that he is rather happy with the PCs work and re-extends his offer to work for him (which, of course, they turn down). 

Episode 2, Part 2: Recon Force Alpha

Though risky, Halmaro decides it might be best to perform a little preemptive strike on the Raider base. Recon Force Alpha is formed and the teams are sent out.

The Recon/Strike Team has been released and travels a little over 2 days distance (they left at night, of course) when Asharra assures them they are only a couple of hours from the stronghold and that the smaller scout team must approach the camp with great stealth. Alex is doing a wonderful job stealthing along and getting great information (he actually makes it to the stronghold) when Dee decides he wants to make the group a target, shattering any chance of surprise. The group takes off to hide while the raiders stream out of the stronghold to find out who is attacking them.

Dragon Hole


Somehow, the group comes across a very large hole and runs into an old man in the hole. The old man assures them that he’s found a dragon hole and sure enough, Alex heads down there. Dee wakes the dragon up while leaving Alex in the hole and the group somehow manages to survive while the dragon flies away.

Somewhere along this time, the smaller Recon Team finds out that Lieutenant Long Mark and the main group is about to get trashed by this much larger group of 40 raiders. They manage to head them off and give warning. While preparing for the skirmish, Noah comes and sides with the players.

With some good planning by Alex, some phenomenal fighting by Dee, awesome shooting by Long Mark, and some pretty fearful mystical abilities, the larger group of raiders are routed and they begin to run down the rest of the group with the player's team heading after the leaders. Noah also proves himself useful to the group during the battle.

Prince




The main leader manages to lose them, but Alex manages to relocate him. When a desert trap door is opened, he pulls off a gutsy surprise by vaulting out of his hidey-hole with a truly aerobatic maneuver that lands him behind the group with a crossbow pointed at Dee. Warning the group that his crossbow bolt is rather deadly to the Griffin-gifted, they accept his terms of escape and he surrenders his hidey-hole to them (it has a couple of neat items, though the hole is trapped, which Alex manages to get around). Prince, the Merhorse, lives to fight another day.

While heading back to camp, Lieutenant Long Mark informs the entire team should report directly to Tsorvano the guard captain and Halmaro the Red.

Tsorvano (Halmaro's #1) puts a gag order on the details of this mission and all people involved are paid handsomely. The players receive $1,000 each and a "Red" gold coin. This is usable at any Merchant's Guildhouse for a favor. He also informs the players that the details of this mission shouldn’t be discussed with others. The “official story” is the group went out and due to a powerful, fear inspiring display of swordsmanship by Dee (along with some solid planning and strategy), the bandits were routed soundly. Part 2 to this story is that there were signs of other bandits out there working together with this group (we really don’t have evidence of this, but it will keep everyone sharp and alert). In essence, it’s being made clear that we should keep the “mystical” aspects of the fight on the down-low.

Blink meets with the group and tells them that they should avoid aligning themselves too closely with any one force here on Lantara. Something big is brewing, and it’s hard to know who’s doing what. Halmaro is a good guy and outwardly his only goal is taking care of the Merchant's Guild. However, he has several marriages which are political in nature, and his own house, as well as the Merchant’s Guild which he leads and he's not above a little political intrigue and strong arm tactics. He is wise enough that peace is (usually) more profitable than war, but the bottom line is, well, the bottom line.

Halmaro's Offer


Halmaro will invite each character in separately and invite them to work for him directly, on contract, for a period of 2 years (but that's negotiable). The work assignment would essentially be Special Assistant to Halmaro, and what that entails would vary greatly. A number of perks come with it as well: access to free medical assistance, armorers, libraries… many of the resources a man of great wealth could offer. Special requests are available.

Regardless of the character’s reply to the individual offers, Halmaro informs them that he has another mission specifically for them. The pay is negotiable but VERY high.

Episode 2, Part 1: The Caravan to Ein Arris

The team - Dee, Alex, Bob, and Asharra - joins a caravan leaving from the southern city of Khedris, the most influential port city of Lantara (the best access for Lantara is through the South Sea). The caravan will take a two month journey traversing from one end of Lantara to the other carrying a bride for a powerful noble family in Mashanda. a notable kingdom on Lantara. The bride is the daughter of Halmaro the Red, head of the Lantara Merchant's Guild, and arguably one of the most powerful men in Lantara.

Dee and Alex sign on as guards, Bob joins as a cook, and Asharra as an entertainer.

Into the Desert

Our guards, Dee and Alex, rescue a young girl from what may have been a team of kidnappers. This causes them to stumble upon what seems to be the inside men of a team or group of potential caravan raiders - a group calling themselves No Quiero Taco Bell. Their diligence earns them a place on the Caravan's advance group which has to go to Tatsori, ahead of the rest of the caravan to prepare. Ostensibly, the team is led by Farvaro, a deadbeat weasel of a gambler if there ever was one. He insists on taking Bob along to help with negotiations (but he has his own plan...) 

Dee was separated from the group in a sand storm and he is attacked by Sandsharks. Reunited with the group, another sandstorm unearths some ruins. The ruins are home to rare treasures, particularly some crystal spheres of varying colors, some of which the team members take with them.

Dee and Alex provides come upon intel which is crucial in stopping what could have been a costly raid on the caravan. Halmaro the Red hires a few extra guards and sent sorties into the desert south. The three gangs that were working together decide the heat is way too high and leave town. Scouts find signs of a stronghold to the southwest and Halmaro is considering performing a raid on it. Alex has been promoted to Sergeant. You both spend a couple of days riding back and forth from the town to the desert, keeping your eyes out in the town as well. You're pretty tired. 

Bob wins what turned out to be an epic cooking challenge which lasted two days, which was initially set up by Farvaro (as a rigged event to make some money) - he know that Fat Eddie HATES to cook and LOVES to cook. Thanks to Dee's info, Halmaro told Bob to go all out and he would take care of Fat Eddie (he was trying to blackmail Bob). The food Bob put out was unusual and phenomenal, and tales of Bob's culinary prowess will be told for years around campfires. He even created a new recipe or two - simple, tasty, effective.

Because of all of your activities, you've all gained Ephemera.
  • Dee, your character has gained an Ephemera: Good [+2] Reputation - Warrior of Note (Uber-Bad News With Sword and Knives)
  • Alex, because of the Book of Shadows, you've also gained an Ephemera: Good [+2] Control with Chronos Gift.
  • Patrick, Bob has gained an Ephemera: Good [+2] Reputation - Iron Chef, Lantara edition. Your reputation includes Good Wealth, as many bets were made and some small fortunes amassed in your favor. 
No one has found out who the double agent is. Yet. Gang No Quiero Taco Bell was escorted back to the desert, but decided to play it cool and did not head towards whatever stronghold existed in the south.

At the insistence of Fat Eddie, the caravan stays an extra day (it was scheduled to stay 4, it is now staying 5). On day 3, Asharra manages to locate the stronghold with 40 to 60 people about 2.5 days to the southwest, 3 days if stealth is used to approach the area. Depending on how long the Recon Force takes, with horses they could easily catch up with the Caravan within 7 days.

Episode 1: (not so) Humble Beginnings

OK. This is more for background information and a recap so we'll be up to snuff. 

The characters met and were bought together by a combination of events which eventually landed them on a small stone where they fought some guys. This led to a little exploration and their arrival at a place called Rivendell, a floating island in it's own right which floated above the center of Sha Ka Ruq. 

Dee killed a couple of guards and then the Flying Lady talked to the PCs and requested that they perform a task for her: gain information on what is happening on a little frequented Island called Lantara. Asharra, a citizen of Rivendell, accompanied the team. 


Asharra