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Selling the Loot

Objective: Liquidate all but 1 of each kind of ancient coin.

  • Elven coins:
  • * 2443 copper sold
  • * 49 silver sold
  • * 9 electrum sold
  • * 9 gold sold
  • Geometric design coins:
  • * 99 silver pieces sold (keep 1)
  • * 9 gold pieces sold (keep 1)
  • * 1 mithril coin – not selling
  • Could gather information about collectors of rare coins – should be able to sell all of them in Thornlin
  • Gems and the chain
  • * Chain: thin bronze chain, 4 hematite. each at 10 gp value. necklace = 90 gp value
  • * cabochon, green stone, 50 GP
  • * 2 loose translucent purplish-grey prisms – smoky quartz – 50 go base gems
  • Summary:
  • * the gold coins are heavier than Thornlin gold coins. the other ones are lighter
  • * approximately 150 gold – for the alien money
  • * Total value of money and gems/chain = a bit less than 400 gold

DM’s note: plus 27 crowns (gp) 8 scepters (sp) from the farm.

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Rat Farm Stomp

The party decided to tackle the barn first. It was full of full-grown, adolescent, and baby rats. The house held a wererat cleric…!…along with more full-grown rats. The party triumphed and claimed a small amount of cash (27 crowns 8 scepters) and five cryptic letters…in the same hand as the letter found below the sewer, but in either an ancient unknown language or a cipher of some kind.

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Budget

We have not been keeping track of money as of yet, but I would like to start doing that. Your characters have as of today, the second day of Spring, 746 IR:

- whatever cash your backgrounds specify
- plus the money you made the other night at the Fine Time
Arblaith: 2 crowns, 5 scepters
Elspeth: 2 scepters in wages and 6 more in tips (which you know was a phenomenal night)
- minus whatever you spent on drinks at the Fine Time (4 swords a drink, whether a mug of ale or a glass of wine)
- minus the 1 crown, 8 scepters you spent on room and board in Gordian last night, however you divide that up

You also have the ancient coins, gems, and potion from the rats’ nest, which you might have trouble spending in their current form but could take to a moneychanger and jeweler to sell.

You all have some source of income and are living according to some lifestyle as specified in the Players’ Handbook. We will reckon things by the month; multiply the daily lifestyle expense on p. 157 by 20 to come up with the monthly expense. You are free to specify both. At the moment I am assuming the following:

Arblaith is staying with a religious family who commonly takes in boarders who are charity cases at a reduced rent, which the church has been paying. Dr. Cornelius tells Arblaith that it is time for him to pay his own way, and it sounds like he has done a fine job finding himself a position at the Fine Time. Unless otherwise specified, he will be making 2 crowns a night, five nights a month at the Fine Time and paying a Poor lifestyle fee of 2 scepters a day (which in round sums will come to 4 crowns a month).

Elspeth is staying in a house adjacent to and owned by the temple because she works for the temple, so her lifestyle expense is paid in kind. She can work at the Fine Time the same five nights a month (the busy nights) for 4 scepters a night for spending money.

Immanuel lives with his family. His father has told him that this year he either needs to join the family business or move out. [I need to review what Michael has told me and we probably need to have a discussion about his situation.]

Theodoric has been getting 1d4+1 scribal jobs a month through his association with the Library at 2 crowns a job. Assuming he also lives in modest quarters in the Dwarven District, he is also paying 4 crowns a month for lifestyle expenses.

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Out to Meet the Rats

Arblaith headed to bed a bit light-headed with the roar of the crowd still echoing in his mind. The next day it was still echoing…fairly painfully.

Elspeth gathers some things that could kind of sort of use mending from her and her aunt’s pile and takes them down to see the woman who had been drinking alone in the corner. Her name is Emira and she tells her sad story about the son who died with some sort of red spots from a rash…plague?…and speaking deliriously about rats. Her former farm was north of Gordian, a village north of the border keep on River Road.

Elspeth gathers the party to share this info. It is the last day of Winter. An attempt to share the info with the watch shift captain Oin is temporarily rebuffed because it is the weekend. The party decides to head out to the village the following day and investigate. Elspeth notifies Grora, who takes her and the party the following morning to meet Balin, the temple’s treasurer. The temple does have two silvered weapons, an axe and a mace, for dealing with lycanthropic emergencies, and Balin accepts the jewels from the rats’ nest as a deposit for the weapons.

Arblaith leaves 20 crowns with a weaponsmith as a deposit for him to start crafting a silvered whip. This will be an unusual challenge…

The party heads out on the first day of Spring to Gordian and reaches it about 3 pm. Each of the four tries their luck at gathering information about any strange animals or other occurrences, and Arblaith and Elspeth hear a rumor about coyote-sized animals…pointed noses? long tails?…running around farms to the northwest.

Deciding it is too late in the day to try investigating the widow’s abandoned farm, the party piles into the village’s bed-and-breakfast, run by a matronly woman who is a bit surprised to have not only custom, but four unrelated people staying in her inn for the night. (She is even more surprised when Arblaith begins singing and playing the lute before supper, something that has happened exactly never in all her years of letting rooms out.) She only has two rooms, 5 scepters (sp) a night. She asks 2 scepters apiece for supper for the night. Over supper, the party inquires more about the widow’s story. After she left, her son’s decayed body was found about a month later, people realized that Emira and her son hadn’t been seen in a long time, and they realized what had happened. This was the beginning of last summer. The talk of strange animals running around was going on even before that, so basically a year now. One of the matron’s daughters pipes up that Tommy has seen lights and heard noises at the widow’s old farm at night and thought it was haunted.

The party breakfasts (on the house this time) and heads out to the widow’s former farm. It is a twisty and narrow path around a number of rocky ledges to get down there from the road north of Gordian. About 9:30 they reach the abandoned farmstead to investigate. Preliminary examination reveals:

- There is a pile of furry white and gray and black giant rat bodies snuggled together and sleeping in the middle of the barn.
- Elspeth uses Detect Evil to identify the presence of a being with a defined connection to evil in the house. (Rats are, for the record, unaligned.)

More information is in the adventure’s chat log.

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Lutes and Mithril Coins, Sea Chanty Music

The party wisely left the coins and other loot in Arblaith’s capable hands, for safekeeping. Though they made a for very hard pillow.

Upon Elspeth’s suggestion, Arblaith distributed example coins to each researcher.

The unique silvery coin turned out to be mithril, a rare metal, never made into coins.

The coins with trees were from the Elven empire. The others, of alien make, initially were a mystery.

A shift captain from the City Watch named Oin approached Arblaith during his studies and requested help with intelligence gathering on criminal activity.

After some thought, Arblaith indicated that he was willing to take employment in the Blue Docks districts and inform to the Watch on those who are preying on the less fortunate. Arblaith also told the party’s story, but commented that it would be wise for the shift captain to get each individual perspective.

Elspeth, Immanuel, and Theodric (using this spelling format to emphasize/remember the requested pronunciation) proved amenable to the new employment with the Watch.

With Theodric watching his back, Arblaith secured bardic entertainment employment in an inn near the hermit district, narrowly beating out the prior holder of the position, a potted plant. The inn owner seemed like a legitimate businesswoman, a law and order type, but her uncle (or cousin) who tends bar is more “sketchy”.

Elspeth and Immanuel arrived later and started to circulate among the patrons of the inn, searching for information about organized or disorganized crime.

After reasonably good performances throughout the night, Arblaith turned in a virtuoso performance on his finale of sea chanties. While some of it might be the strong alcohol that Elspeth helped to serve (she took a job as a barmaid), the crowd went wild and Arblaith earned a large thank you prize from the owner.

Meanwhile, Theodric, Elspeth, and Immanuel had observed the crowd and had identified one person of interest: a depressed woman drinking alone (and drinking heavily). Theodric and Elspeth approached her, and in her new role of Barmaid, Elspeth finally broke through the woman’s shell and began to get the woman’s story.

Immanuel talked to other patrons about the crowd of rowdies who came in near the close of the evening. The Hermits, as they are called, are the local gang of barely competent toughs. Further south were the real law-enforcement problems, including the Blue Gang, which seems to get away with their crimes, indicating a potential sink of corruption within the Watch.

Theodric followed the woman of interest to ensure she made it home safely. She does, and he marked the store that she goes into for the night.

Elspeth went to the woman’s store and works on befriending her and helping her as much as possible; Elspeth found out that the woman is mourning her son, killed by plague, after he was found delirious with mysterious bite wounds (Rats???). The woman used to live on a farm, a fair distance to the north of the city.

After informing the city watch of the Hermits, the Blue Gang, and the potential corruption within the Watch, the party intends to investigate the woman’s farm, as it seems a promising lead in the hunt for these were-rats.

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In the rat's nest

Teh coins on the floor are a combination of sizes and origins. They seem

2. 044 copper marked with arrows- bacxk of all elven coins was a sigil of two trees intertwined, a symbol of ancient elven empire.

50 silver pieces head marked with moon and stars common elven marking

10 silver-ish pieces heavier and marked with unicorn head.

10 gold pieces marked with a single tree

ELven cons have the universal sign of intertwined trees.

Alien coins all have a specific pattern of four raised stars. All seems random, no consistancy. Silver, gold, and silvery metal. Crisper edges then the others. Te other coins look lke they have been in ciculation, but these are so crisp.

100 Tails is seven stars,

10 more alien gold pieces with hexagon on the heads side and tails have the common sigil of

alien silver coin only one of them, very thin, and silvery. It iis very thin, very broad, and has all ruler and compass marks of making a compass. Is it a coin or it is a decorative piece?

Gems
Thin bronze chain with 4 shiny silver globes middle greenish stone red flecks cut into a flat oval.

2 loose prisms, hexago\nal. purplish grey and translucent.

also found opaque white bottle with one fluid once in it.

Red thick translucent liquid. Soft wax, and pliable

iI Torfrem’s m’s name we shall show our power…
…when you think best.

We later find out from the city watch representative that the one coin is electrum and the this, unique one is mithril.

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Where rats wander...
"We've been tromping through the nests all day, do dah, do dah!"

Major work in progress: come back later please!!

70th day of winter

Athos is hosting a tournament and invited the clergy of Sammas and a variety of friends to spectate

Last fight was between Manny and Arblaith.

Some poor sap came running through the streets, bleeding and complaining about giant rats.

Athos lost no time in hurrying all of his students over to the basement of the nearby warehouse, where there were indeed quite a number of giant rats.

Upon entering, we saw that the room’s column was tenuous at holding up the whole building.

Rats started pouring into the room, and our group was separated from the other group of the teachers. We held our own and fought off the awful critters.

The scariest part was discovering that there was a were rat leading the horde.

When severely pressed, the were rat ran through a hole in the wall.

This hole led down into a long-disused sewer with several blocked passages. There were two ants guarding a possible ant nest entrance as well as two skeletons in a patch of magical darkness in front of another tunnel collapse. The wererat was holed up behind a pit trap and a secret door that hid a strange round room with soot on the walls and rat filth all over the floor. In the filth was a small treasure trove of unusual coins, a few semiprecious gems, a white porcelain vial, and a note soaked with rat feces with only a few words legible.

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First Adventure Setup

First of all, a check-in. I’m excited about the campaign…I’ve been working on it all month and I look forward to finding out where we take each other. That said, I’m also nervous because I have only heard from one of you regarding the character background questions, and none of your character sheets on Obsidian Portal is quite done, although some are close. I hope everyone will have time to get characters ready and game on Sunday. Let me know as soon as feasible if not.

Here are the background questions again:

· Completed stats and character sheet (i.e., including background with feature, bond, and flaw, unless you want these to be secret, in which case please note that) for your character.

· Some distinctive aspect of their physical appearance.

· Details on your family: names for your parents and siblings and any extended family you care to describe, and a sentence about each of them.

· Similar details if your character has any important friends.

· Similar details about your character’s teacher(s) or mentor(s) in their background and class.

· Anything you want to specify about how your character knows and is affiliated with the other members of the party. The dwarven district, the city’s many and powerful trading and artisan guilds, the church of Sammas, and the dwarven library are all possible elements.
Second, so that I can put the actual adventure together, I have to have a starting state for the characters. This means I am going to have to horn in and partly answer some of these questions for you. Based on what I have from each of you already, this is what I’m going with:

Ted and Manny (Immanuel) are acquainted with each other because they are both regularly in the Library of Frerin. Ted conducts research in the scriptorium, where he sits with the Librarian’s apprentices with a book or two from upstairs and writes notes as he searches for answers to…something. Manny regularly has meetings with his tutor Cornelius in the Sun Room of the library, and the Librarian has held dinners where Manny and Ted have been introduced. I assume each of you has found something intriguing about the other.

Cornelius is both a scholarly and a rather pious bard. He is also frequently to be found in the small study in the back of the Temple of Sammas either reading old dwarven religious sagas or tutoring the young clerics, including Elspeth. When Arblaith was brought in, displaying solid bardic potential, Cornelius got him into a good bard camp and has taken him on as his own apprentice / gofer.

Admittedly, Arblaith is not the most bookish fellow, and Cornelius decided that he should also get fencing lessons. Coincidentally, both Cornelius and Manny’s family think a lot of a retired soldier named Athos, who lives not too far into the Smith’s District.

At the opening of the adventure, it is the 70th day of winter. (Years in Tepillien are only 305 days long and seasons are therefore 76 1/4 days long. In practice, summer gets to be a day longer than the other seasons on the calendar.) It is an unusually warm day, sunny and a bit above freezing. Athos has had his many pupils conduct a tournament in the large green space below the Guilds’ Tower on the city wall, and invited the clergy of Sammas and friends such as Ted to attend (the clerics not least because their help might be needed). Knowing Elspeth’s background as a soldier, he asked if she would be willing to participate. The tournament has been a round-robin and there will be no single defined winner. Both Manny and Arblaith have been about fifty-fifty in their duels on the day. Everyone is in armor, but using practice swords or axes with weighted wooden heads that are a good approximation of normal balance. Their regular weapons are racked up at the side of the green; Athos had them bring them to the opening ceremony. It’s now just before sundown, and Manny faces Arblaith in their last duel of the day.

Remember, I’m going to try to use Roll20.net for the gameboard and see how that goes for us. I sent you all invites; here’s the direct link for good measure:

https://app.roll20.net/join/1182788/VCxZOw

You can select the pink down arrow and launch Google+ with the campaign’s current map (set by me) as the video feed directly from the campaign’s Roll20 homepage.

Third, I have put up background material on the wiki section of Obsidian Portal. Please read what you can of the Thornlin material before the game so you get more of a sense of the city and politics. There are maps of the duchy, city, dwarven quarter, and even the Library itself.

See you Sunday! Please let me know if you’re willing to get on and test Roll20 with me Thursday night around 9 pm or Sunday around 5 pm Eastern.

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Character names and backgrounds

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Matt’s character: Arblaith the Quick
Background: Urchin
Hometown: Girifrid
Class: bard
He is apprenticed to a half-dwarf bard named Cornelius. For reasons no one really remembers, the master is known to his friends as Doc.

Michael’s character: Immanuel
Background: Acolyte
Hometown: Thornlin
Class: <spellcaster>

Jodie’s character: Elspeth
Background: Soldier
Hometown: A border city of Upper Papimic
Class: cleric

Dan’s character: Theodoric (the DM will call him Ted)
Background: Sage
Hometown: Gouvenie?
Class: monk

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