Monday, November 27, 2023

Session 2 - Through the Caverns

 

Once the creature scurried away into the darkness Rangrim advanced to look at the cavern roof for signs of movement. He could tell that some of the rock formations were out of place. Qaloh decided to look at the pile of material near the boulder and saw they were remains, some looked fresh while others were mere bones of humans and humanoids. Qaloh grabbed into the pile at some coins that were discovered. "Gold and platinum and silver!" Then 2 creatues fell from the ceiling and missed and were dispatched in a chaotic fashion. Attempting to zero in on additional threats Rangrim was guiding Wichard to shoot what he thought were more creatures hidden in the rocks above. The arrows missed and skipped off of the formations. Qaloh then decided to dash across the cavern in an attempt to make for the exit. 


A third creature autorotated to the ground in an attack landing on Qaloh, its tentacles wrapping around him and its beak piercing his leather armor. Rangrim and Wichard attempted to free Qaloh from the creature without success. Then Qaloh managed to pry the creature away and felt extreme pain as the barbed beak was finally extracted. The creature was quickly dispatched with the fourth creature who missed its initial attack. 



Walking through the tunnels the party came to another cavern with a 5 foot wide pathway crossing a deep cavern that seemed bottomless. Wichard tied rope around his waist while Rangrim and Zelestar (ships crewman) held fast the rope. Qaloh waited with pack bearers as he was suffereing from blood loss. As Wichard passed the halfway point across the bridge 3 bat like creatures emeged from the dark below and attacked. One of the flying predators attacked and missed Wichard who quickly retreated. A guard near the pack bearers killed a second creature and a third attacked Zelestar successfully. It flew into him and bit deep into his neck killing Zelestar instantly. The remaining 2 creatures were killed. 

The party left their fallen comrade and found shelter in a cavern with a fresh water stream. The party proceded to another cavern where they encountered a band of 8 goblins searching for a shaman and fellow tribe members stollen from their village. Each party stood against the other making gestures of violence. Grix, the leader of the Blood Moon goblins made a gesture of peace and both groups decided to work together but made it clear that the dwarf was to not get too close to any of the goblins. Both groups marched separately with Wichard walking with the goblins to build trust. 

 Walking for another 20 minutes the large party approached a cavern shrouded in an incandescent blue light with grunting and a foul gutteral language being spoken which masked the sound of their movement.  They could see the prisoners, both humans and goblins, sitting under a statue of some alien creature with humanoids guarding them. The humanoids had claws for hands and were blue skinned except for the leader which had tentacles for arms and squid like facial features.  As the group advanced the goblins could no longer hold back and decided to give a war cry and charge. As the party also engaed the melee saw half of the goblins fall and all but 2 of the alien creatures, who quickly withdrew into the deep water inside the cavern. 


The goblins have made Qaloh and Wichard honorary members for helping save their shaman. The shaman also healed the wounds of Qaloh who had not recovered from his wounds 3 hours previously. 

The party opened a chest and 2 strong boxes and the goblins reclaimed their tribes treasure chest. In one of the strong boxes was the Eye of  Zo-Kalar, an artifact sought by the sage Valkyor. The dwarf Rangrim being curios touched the eye and saw visions of another world, a monster rising from the ocean, and traveled across space and time then fell to Oerth. The party has Gold, Platinum, Gems, a potion, 2 scrolls, and a map written is some strange language that shows a marked spot on a map. 

The party returned to the ship and was informaed that the artifact will be loaded and returned to Monmurg after the sage was done gathering information from it. 




The party accompanied the pack bearers to the warehouse where they encountered the Black Moon Thieves guild. The guild master is aware of your accomplishments as the pack bearers were his spies. He offers training for you to get to 2nd level. The party will spend 2 weeks training to reach 2nd level. 






Monday, November 6, 2023

Session 1

The players receive their guild orders to report to Captain Rhone of the Irratant. Their gear was stowed upon arrival at port. 

After Rangrim, Wichard and Qaloh settle in the ship departs on a 10 day journey to deliver payroll and supplies at Fort Westbrook in the Amedio Pennisula.

The trip was uneventful until the 9th night when one of the crew (Kyuss) was awaken by a terrible scream. Kyuss has foreseen death and evil unleashed and fears the crew is sailing to meet their fate. The crew is rattled and finally one of the crew (Ziglar) became so fearful he tried to stab Bosun Qaloh and threw a knife which was retrieved by Wichard and quickly thrown at Ziglar striking him in the shoulder. 



Ziglar was subdued and secured to his hammock. The following day the Fort was seen and the ship docked for unloading. 


The ship is in port to make needed upgrades and repairs for thenext 3 weeks. The crew is given liberty. 

The crew spend the night in town and go the Pub " Rake and Shot" to find the pub only half full and not very busy. 

Although the atmosphere was subdued the party did hear a story about someone or something emerging from the ocean, walk near the building and reenter the ocean. The town folk feel uncomfortable walking near the warehouse at night, a fact the party discovers when they walk near the building to satify their curiosity regarding the rumor of the creature.



They confirm there are no guards stationed at the warehouse overnight, then after hearing a noise from within the party decided to investigate. Although Wichard easily scaled the wall to gain access to the roof he hesitated entry. Rangrim decides to use a more direct approach and was banging on the locked door while Qaloh keeps lookout. The party leaves to find more answers before breaking in. 

The party goes to another Pub "Keg and Pony" which is more lively and locates the rest of the crew within to find more information about the warehouse.




Wichard eyes a drunken group of sailors from the House of Toli. Rangrim hits a drunken patron who insulted him whilethe rest of the drunken party laughs at his misfortune. Wichard takes the unconscience man in the back alley to rob him of some of his wages and returns into the pub. While leaving the party overhears a conversation between 2 men outside discussing a rumor of buried treasure being uncovered in the guise of a mining operation. Instead of getting answers about the warehouse they get more questions. 

Intrigued by the new rumor they decide to go to the captain who is dining with the Port Maste at the Beached Whalevtavern. They interupt his dinner but get no new answersabout he expedition or the warehouse. Frustrated they return to the ship to rest for the mornings journey.




The party departs for the mining camp and make an uneventful trek to deliver the payroll and supplies to the mining site. Upon arrival Sage ...greets them and tells the party that no gold was discovered but according to his research an artifact fell from the sky in this vicinity. The Eye of Zo - Kalar.

A foreman rushes in to ask for help to recover workeres who were abducted. They found the eye but before it could be secured something came from below and took it and some of the diggers. 



The party enteres the mine and finds the chamber containing the artifact has been breached from the floor. 



The party enters the tunnel below and travel for 20 minutes before reaching a spacious cavern where a large stone and a few smaller stones are located. They see a pile of some type of debris and while approaching  it something flies past the head of Wichard lands on the floor and quickly scurries away. Wichard caught a glimpse of it and it looked like a flying octopus, but he wasn't sure.  






Tuesday, October 3, 2023

House Rules and Agreements

 

List of Agreements

Treasure

Treasure will be divided equally. 

NPC's will be expecting a share, half share, etc. as agreed to by terms. 

Experience

Every gold piece spent on training is worth 1 experience point earned in addition to monsters encounted. You can spend as much as you like to advence as fast as you want but the treasure is deducted from your total. If there is no training completed then there is no advancement. 

You can advance 1 level at a time regardless of what you spend. 

The level reached is the number of weeks required to train , so 2nd level is 2 weeks, 3rd level is 3 weeks, etc. 

Monsters defeated, driven off, parleyed with, or outsmarted will count as experince earned. The total value of monsters is divided up among all surving Player Characters  at the conclusion of the adventure and then rewarded. 

Time 

We will keep Greyhawk calendar and mark time and observe holidays in the campaign. The start date will be determined randomly. The year will be 581 CY. 

1 Turn is 10 minutes and 1 round is 10 seconds

Cost Of Living Between Adventures

If no money is spent for experience then the cost of living in town between adventures or while others are training will be charged to the player character as follows: 

1 gold piece per day for food and room. Port fees will be determined by the harbor master. It is the Captains responsibility or any responsible party to pay the harbor / docking fee.

If the group is between adventures then down time is assessed in real time (1 day missed is 1 day lived in the capmaign). 

Character Abilities

Character Supplements agereed to be used: All supplments provided by Basic Fantasy 

A character may have 2 related job skills. ( i.e. Sailor/Navigator, or Cook/Brewer, etc.) This will give a bonus to any task attempted if a roll is required. 

Ability / Feats 

As per the Secondary Skills Supplement. One Skill at first, Third and sixth level. 

Encumberence

We will try to track encumberance to make actions and movement more realistic. If this becomes too tedious we will home brew an easier method. We will track by container (back pack, bag, etc). 

Carrying Capacity in Pounds

















Monday, October 2, 2023

The Characters and Ship




                                         

 Kyle - Rangrim Stoutale -Dwarf Cleric- Chaotic Neutral - The venerable ships cook/brewer. He is 250 years old and in no mood to hear any criticism about his food. When meeting him you get the impression he doesn't like you, and he probably doesn't. 


Dave -Wichard Rarly - Elf Thief- Lawful Neutral - He became the ships navigator because he is the only one on the ship that could read and write. He wasn't the captains first choice for the job, more like the 12th, but the job needs done and he hates trimming sails. He is young at 60 years old. 



Chris-  Qaloh Ravenwood- Elf Ranger - Bosun - He is in charge of organizing watches and keeps discipline. 




The Irritant - Caravel Class

The ship has no ballista or catapult. Its a sturdy ship with a home port out of Monmurg. 

Minimal Crew: 10

Speed : 42 Miles per day at best speed

Holds: 75 tons of cargo

Armaments: None




Captain Rhone 

The Captain of the Irritant - He is looking to retire and needs a capable crew. A few more trade runs should be enough to allow him to move on. 


NPC Crew: 

Ziglar Townman ( Suel Male): Seaman 5 hp AC10- He was driven mad by the visions of his shipmate Kyuss and is currently in the brig at Fort Westbrook.  






Malachi Bezel (Baklunish Male) Seaman 5 hp AC11





Xygan Crommel (Suel Male): Seaman 7 Hp AC11
 A kmown brawler (+1 to fighting) - Insane






Heldan Govlah (Oeridian Male): Seaman 5 Hp AC11







Kyuss (Flan Male) Seaman 6 Hp AC11

He is mysterious, stoic, hardworking and doesn't talk much. He has visions at times. 





Ottman Brood (Oeridian male): Seaman 5 Hp AC10






Zelestar Avel (Suel Male) : Seaman/Carpenter 6 HP AC 11 - Dead






Fridal Waglen  (Oeridian Male): Seaman 5 HP AC10







Breg Mugin (Oeridian Male): Seaman/Shipwright 6 HP AC 11





Dalen Happenstar (Oeridian Male): Seaman 5 HP AC10




Gruff (Oeridian Male): Seaman 5 HP AC10






Gryzan Kommus (Suel Male): Seaman 5 HP AC10









Thursday, September 28, 2023

The City of Monmurg

 The Capitol City



Momurg is the capital city of the Hold of the Sea Princes and is home to approximately 25,000 citizens. Most are human but there are Elves, Halflings and a few Dwarves. Business ranges from the legitimate to the immoral and money drives most decisions and policies. Bribery is common but when corruption becomes excessive and interferes with trade the authorities will eliminate the interference quickly and quietly. Guild leaders and merchant nobles may arrive on the scene quickly, but they can very easily quietly disappear.... especially when they excede their authority and privledge. People usually do business and associate with others in their social class. The common people frequent Public houses and Ale houses where only beer and ale are available along with soups, stews and cost effective meals. The middle and upper class will frequent Taverns where only wine is sold with proper lunches and dinners fot those with means.

Pirates Landing is where cargo is handled for the export and import activity. The warehouses, Customs house, Merchant Guilds, ship builders, and Harbor  Master are located in theis district where ships are processed day and night. The slave trade is forbidden in the city in an effort to improve relations with neighboring countries. 

Port Master - Hamilcar Drago 



Guild Master - Denari Suenal



Shamble town is home to the fishing fleet and fishery processing.  The farmers makets and fresh catch are located here for sale to the public. Fishing boats are maintained and many of the crews and boat maintenace people live in this section. 

Ale House - The Seasonal Catch - This has many seasonal home brewed beers which are very popular with many citizens, not just the fishermen. Soups, Chowders and stews are made daily.

Tavern -  The Rested Waves - Moderate food with spiced food. Mostly Sea food with occasional beef and lamb dishes. 

There are no inns in this district. 



Noble Garden is the plantation home to the family of Prince Jeon II. It is gated and guarded. 

Portside is the district that is home to several businesses which supports the trades of the city and the High Bazaar where finer goods and crafts are sold. Every manner of workman, shop and craftsman can be found working and living in this ditrict. 

Public House - Parson's Pub, The Godwin Brew Club

Tavern - The Bronze Barrel, The Captain's Keg

Inn - The Tacking Sheets


The Corner Bend District is home to the lower class workers where there are brothels, ale houses, inns and drinking establishments. Anyone walking this area alone at night will be a target of the roving bands of thieves, guttersnipes and predators roaming the dark alleys and streets. 

Ale House - The Dirty Scupper, The Gloomy Broom, Keel Hauled, Hook and Crook

Inn - Helgans Hammock, The Dire Strait, The Stranded Man

Brothels - The Bouncing Bed, The Savory Lady, The Madam's Matter, etc. 



Prince Haven is home the wealthiest merchant families in the city. The embassy of Keoland and the Yeomanry are also located here.  

Tavern - The Regal Eagle - The finest spirits and best delicacy. 



Fort Tavish is home to the Military 

    - A regiment of Marines

    -  Several siege engines and artillerists

    - A contingent of cavalry

    - Engineers




 



Founded by the Keoish Prince Monmurg, in 301 CY to act as the seat of Keoish power in the region and to counter the naval might of Port Toli. By 446 cy Monmurg was finally seized by the Sea Princes, formally ending Keoish rule and by 464 cy. After the Battle of Jetsom, it became the de facto capitol, although Port Toli has always been richer.

Monmurg, with a population around 25,000, is the largest city in the Hold, and the main naval centre . Trading vessels that call this their home port ply the Azure Sea, trading goods, Olman-style golden trinkets, quality treated wood for use in shipping, and food ferries, as far away as City of Greyhawk and the Great Kingdom. Not surprisingly, it is a very metropolitan city where influences from around the entire Flanaess have gained a foothold here. Safe to say that the amount of trade makes the Prince of Monmurg and his council of advisors, most belonging to the great trading families, extremely wealthy. Although the city itself is not walled, the extensive harbour, protected by small islands and spits of land, is too important not to be defended. That is why a large fort with Marives, artillery and cavalry remain vigilant day and night. That is not to say that many buildings, estates and fortifications are not protected. Most are walled themselves.

In the Portside District, can be found the High Bazaar, a massive market of rare woods, exotic spices and goods from the Amedio, and smaller marketplaces selling goods from all over the Flanaess. Together with a myriad of street stalls around the city, the wealth coming into Monmurg anyone has an opportunity to open a business as there is no buisiness license to obtain.

Inns, such as the Tacking Sheets and Helgans Hammock, serve typical food dishes which are very flavourful, either sweet or spicy. Eating is more than mere nourishment here where cooking is seen as an art form, and it is an offence to serve a person bland food.










Session 2 - Through the Caverns

  Once the creature scurried away into the darkness Rangrim advanced to look at the cavern roof for signs of movement. He could tell that so...