Adventurer Conquerer King: Session Three
May. 24th, 2013 11:58 am![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Bar-hopping! Gossip! Stable-cleaning! Feel the white heat of RPGING!
Present:
Sage Renaldo Hashton Bryce (NPC)
Scout Otho
Vault Guard Iatro Sirequake
Former Legionnaire Titus
Cleric Patience
As it turned out the group was responsible enough not to let the twitchy woodsman get hammered for the first time in his life, then set him on an unsuspecting town.
Most of this session involved the party taking advantage of the local delights (stew, beer, rooms with both roofs and doors with locks). Since Renaldo thinks the Tombs of Certain Doom are somewhere near the town, we look into the possibility of using the town as a base of operations. This proves to be surprising affordable thanks to the late wizard, whose money the PCs took. Prosperity Through Pillage!
Despite the above, the PCs did toss around the idea that if the Tombs of Certain Doom turn out to be a wash the PCs could settle in locally and join the militia.
The PCs settle in at the Cask & Flagon (run by Tarmin). There are also some dwarves, Durgas & company, but they don't seem that interesting in talking to strangers, not even fellow dwarf Iatro. Durgas & crew are headed for the Dungeon of Graves, east in the Forest of Hope.
A sharp-faced gnomey guy named Lannet, some sort of bard/entertainer, turns out to be one of those useful gossips who is usually found dead in act three of a typical Agatha Christie story. The PCs get a lot of useful information from him:
Arlen is the official magistrate but he's probably more than he seems,
but Shandrell probably runs things here. No one in town was born before Shandrell, who is part elf and long lived.
The town has no palisade and Shandrell is against building one as she believes the town is under Freya's protection. Since this is a world where it is perfectly reasonable to worry about the gods taking personal offense against one's actions, this puts the town in the position of balancing the danger from the current wave of orcs against the danger presented by divine retribution. Sucks to be them,
The PCs hit the tavern with the best beer and despite the gaffer's disinclination to serve people beer, manage to buy beer. Patience volunteers to help the fellow with his horse. The rest of the party gossips with the landlady, which turns out to be a useful way to get information. She's a lot friendlier than her husband.
The Tombs of Certain Doom, better known as Arallian's keep, turn out to be in the forest on the other side of the river. The keep was built by a mage named Arallian; he has not been seen in decades and his old home has a bad reputation amongst the local teenagers, some of whom have gone there to test their courage and most of whom returned from this bit of dumb-asser. The popular theory amongst the kids is that the place is occupied by a vampire (although it's more likely to be stirges, which are endemic to the region).
The PCs track down the cooper's assistant, who went searching for the old wizard's keep four years ago. He tells the group he and his friendswent during daylight hours, found the tower, but didn't explore because a noise scared them all off. He provides the group with general directions.
The next day, the PCs head off down the road. On the way to the keep, the PCs spot a group of humanoids lurking in the bushes. This turns out to be three gnolls.
The gnolls aren't sure they can take five adventurers. The PCs aren't sure they want to pay the cost of taking on three gnolls. Patience does her best to negotiate peaceful passage which might well have worked except that Iatro is clearly a dwarf and gnolls and dwarves are natural enemies. Insert a scene where the gnolls and dwarf slowly try to work themselves up to a fight.
Since our wizard has been the one to end two of the previous fights and since the person playing him is an inveterate red button pusher and since that player was not at this session, we decided to end at this point so that Brian can have the fun of kicking things into motion in person.
Present:
Sage Renaldo Hashton Bryce (NPC)
Scout Otho
Vault Guard Iatro Sirequake
Former Legionnaire Titus
Cleric Patience
As it turned out the group was responsible enough not to let the twitchy woodsman get hammered for the first time in his life, then set him on an unsuspecting town.
Most of this session involved the party taking advantage of the local delights (stew, beer, rooms with both roofs and doors with locks). Since Renaldo thinks the Tombs of Certain Doom are somewhere near the town, we look into the possibility of using the town as a base of operations. This proves to be surprising affordable thanks to the late wizard, whose money the PCs took. Prosperity Through Pillage!
Despite the above, the PCs did toss around the idea that if the Tombs of Certain Doom turn out to be a wash the PCs could settle in locally and join the militia.
The PCs settle in at the Cask & Flagon (run by Tarmin). There are also some dwarves, Durgas & company, but they don't seem that interesting in talking to strangers, not even fellow dwarf Iatro. Durgas & crew are headed for the Dungeon of Graves, east in the Forest of Hope.
A sharp-faced gnomey guy named Lannet, some sort of bard/entertainer, turns out to be one of those useful gossips who is usually found dead in act three of a typical Agatha Christie story. The PCs get a lot of useful information from him:
Arlen is the official magistrate but he's probably more than he seems,
but Shandrell probably runs things here. No one in town was born before Shandrell, who is part elf and long lived.
The town has no palisade and Shandrell is against building one as she believes the town is under Freya's protection. Since this is a world where it is perfectly reasonable to worry about the gods taking personal offense against one's actions, this puts the town in the position of balancing the danger from the current wave of orcs against the danger presented by divine retribution. Sucks to be them,
The PCs hit the tavern with the best beer and despite the gaffer's disinclination to serve people beer, manage to buy beer. Patience volunteers to help the fellow with his horse. The rest of the party gossips with the landlady, which turns out to be a useful way to get information. She's a lot friendlier than her husband.
The Tombs of Certain Doom, better known as Arallian's keep, turn out to be in the forest on the other side of the river. The keep was built by a mage named Arallian; he has not been seen in decades and his old home has a bad reputation amongst the local teenagers, some of whom have gone there to test their courage and most of whom returned from this bit of dumb-asser. The popular theory amongst the kids is that the place is occupied by a vampire (although it's more likely to be stirges, which are endemic to the region).
The PCs track down the cooper's assistant, who went searching for the old wizard's keep four years ago. He tells the group he and his friendswent during daylight hours, found the tower, but didn't explore because a noise scared them all off. He provides the group with general directions.
The next day, the PCs head off down the road. On the way to the keep, the PCs spot a group of humanoids lurking in the bushes. This turns out to be three gnolls.
The gnolls aren't sure they can take five adventurers. The PCs aren't sure they want to pay the cost of taking on three gnolls. Patience does her best to negotiate peaceful passage which might well have worked except that Iatro is clearly a dwarf and gnolls and dwarves are natural enemies. Insert a scene where the gnolls and dwarf slowly try to work themselves up to a fight.
Since our wizard has been the one to end two of the previous fights and since the person playing him is an inveterate red button pusher and since that player was not at this session, we decided to end at this point so that Brian can have the fun of kicking things into motion in person.
no subject
Date: 2013-05-24 05:57 pm (UTC)no subject
Date: 2013-05-24 06:50 pm (UTC)no subject
Date: 2013-05-24 08:54 pm (UTC)no subject
Date: 2013-05-24 07:03 pm (UTC)Otho is inclined to look for mundane explanations for why people don't come back from the keep. An empty building could, for example, make a nice den for a bear...
no subject
Date: 2013-05-24 09:21 pm (UTC)no subject
Date: 2013-05-24 09:39 pm (UTC)no subject
Date: 2013-05-24 10:07 pm (UTC)no subject
Date: 2013-05-25 02:35 pm (UTC)no subject
Date: 2013-05-27 01:52 am (UTC)In earlier editions, literally anything could grant divine powers. You could get cleric spells and cleric levels by praying to *yourself*. Or the DM. or atheism. What mattered was "praying". (Depending on the edition, there was sometimes an upper limit to the powers you could grant yourself by praying to yourself.)
no subject
Date: 2013-06-02 12:39 am (UTC)no subject
Date: 2013-06-02 01:35 am (UTC)(ObPratchett: Sometimes you can only grant spells to one specific believer. And by "grant spells" I mean "speak to". Because OM.)
no subject
Date: 2013-05-25 12:01 am (UTC)