Monday, March 11, 2013

The City of Ashmont, Week One

September 11-17 by Kingdom Reckoning.

You camp on the outskirts of the city, outside the walls and wake early in the morning to the bustle of a throng of people entering the city. Peddlers and peasants, traders and travelers, con-men, clergy and ordinary citizens are all making their way to the town's Southwest gate.

If you wish to enter, you must pay the gate toll.

If you are entering the city, tell me what you'd like to do and I'll reply. Same if you don't want to enter.

If you are spending a week doing something, let me know and we'll figure it out.

Again, a list of things to do in town:


You can buy supplies. All mundane items, potions and scrolls are available. Magical Items are also available so let me know what you're looking for and I'll tell you if you can get it. There are craftsmen who could be commissioned to make other magical or non-magical items for a price.

You can carouse for xp. Roll a d6 and pay the result times 100 gp for ale, food and pleasant company. Gain that as experience points and then make a Fort save to see if you made any enemies or got anyone pregnant in your inebriated state.

You can do magical research for xp. Roll a d6 and pay the result times 100 gp for supplies, books and lab rentals. Gain that amount as experience points and make a Will save to see if you accidentally summoned a demon or burnt yourself with acid.

You can look for rumors. Roll d20 and add 1 for every 10 gp you spend greasing palms. The better your roll, the better the info.

You can sightsee. 

You can recruit hirelings.

What do you give Rethas, do you have any specific instructions for him and do you wish to retain his services?
What do you give Alis, do you have any specific instructions for him and do you wish to retain his services?
What do you give Hamish, do you have any specific instructions for him and do you wish to retain his services?

48 comments:

  1. Thorvald begins packing the equipment that the group has agreed to sell on his mule.

    "I'm going to take a load of the equipment into town to sell, would anyone like to join me?"

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    1. Kring, knowing a few people in ashmont, decides to go on into town. Barlis, a former slave himself, now one of the local blacksmiths in one of the seedier areas of Ashmont would take him in. If he were to grease his palms a bit, he might even let Kring use his equipment to forge a new weapon, one that could start to make a new name for him. Knowing he has some shopping to do as well, and not wanting to be noticed, Kring pulls his cloak high up over his head, with the hood dangling down across his massive head. Someone would really have to be looking hard to recognize him. Kring hunched over, trying to give his gate a slower, if not weaker continence. If he could survive misshapen Druids, surely he could survive in the big city.

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  2. Khazad gathers his things and helps Thorvald pack the mule. Feeding an apple to Darkness and assuring Rethas he will find a quality room for him to transcribe his scrolls, with room service, Khazad is prepared to enter Ashmont and head first to the markets.

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    1. Khazad stuffs a letter in with Draymuns things in the wagon before setting out.

      Note as follows,

      "Draymun you are a stalwart companion and a loyal friend and I shall envy the adventures you will have, but I can go no further. By the time you read this I will have already left you at the market and started on my own journey. My road takes me to find our god and to learn his secrets. If by some miracle, if our god wills it, I shall seek you out again and tell you of him, and even share his name. I shall look for you at the mine when my roads lead me there. Until then please accept my share of the loot, taking what is not spent to keep Rethas in a state of leisure as he is accustomed, and for group expenses. Use this to continue down your path and to help the weak. I trust in you my friend, you must find the inner strength I have seen in you and bring it forth. Our god smiles on you, and even sends his servants forth in the darkness to aid in your quest. One day I shall tell you the name of our god when I learn it truly, and you, you shall tell me the name you have given to his servant. Farewell friend."

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    2. Draymun tells his fellows to go on ahead as he helps to settle the camp and ease his new bear friend into a secured state, petting him and assuring him that his departure will be swift. He leaves some snacks, including a goodberry, near the beast to assure that his hunger remains in check.

      As he makes a final check throughout camp before turning the watch over to Hamish, he discovers Khazad's not and gift in his goods. 'Oh, you righteous bastard...' He can't help but grin at the thought of the faith-torn Dwarf. 'Good luck to you, and may our paths cross again.'

      He nods and collects the Time Dilation Device, as well as the Unidentified Ancient Dwarven papers and scroll case before hurrying along into the city to seek out his companions and attempt to identify these relics of a past age.

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    3. The Mages Guild is available to you. As is a dwarven scholar who might be able to read and identify the papers. I assume the scroll case remains sealed?

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  3. Dolgi nods to Thorvald and says "I'll go into town to buy a crossbow. Had my eye on one for a while."

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  4. "Alis," Thor said, turning to the young wagon driver, "I'll be spending the next week shipbuilding by the docks. You're welcome to join me or to stay here. I'll pay 10 gold pieces for your assistance for the week." Thor paused for a moment before adding, "We'll resume your training next week and get started working on being agile in the face of battle."

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    1. Alis happily agrees to go with you and looks excited at the prospect of entering the big city.

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  5. Whoever goes into town this week:

    The city is bustling and alive. There are people everywhere and the smell is intense. You enter through the Southwest gate and have to walk through street upon street of slums. The buildings are run down and you find yourself clutching your coin purse closely.

    The street eventually runs out of the slums and into the Craftsmens district. On one side of the main road are the woodworkers and bowyers and on the other the ferriers. Thorvald notes that wood is available here and begins planning to build.

    Beyond the Craftsmens district is another residential district, nicer this time, and beyond that the Central Market. You realize that you could truly buy anything you wanted and the throng is strongest here. The noise is deafening and the activity is intense.

    You find a quaint but nice Inn called the Witches Broom off one of the main streets north of the Central Market.

    The city is available to you.

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    1. Selling some small items alongside Thorvald, Khazad takes a small portion in a pouch and tells Thorvald that he is securing lodging at the Inn over yonder for Rethas and that he will meet him back at camp. Having Thorvald to bring back Khazads share for Rethas and enough coin to pay for Rethas' stay at the Inn, Khazad deals with that and then slips away into the crowds, leaving the group behind.

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  6. Thorvald meets a reputable merchant and they agree on terms for the sale of their group's equipment. Thor and Dolgi help the merchant offload the mule when they see Draymun hurrying toward them in the market.

    With the shares settled, Thor distributes everyone's wealth as agreed upon and he gave Alis his six gold pieces and seventy-five silver pieces.

    "Alis and I will be purchasing materials for construction of a canoe and then will be spending our days near the docks should you require anything from us," Thor said to Dolgi and Draymun. "Please give Hamish his share and I shall see you all in a week."

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    1. Thor and Alis secure lodgings for themselves for the week, at Thor's expense, and then purchase the required supplies for a canoe. Thor and Alis spend the week constructing a canoe for sale.

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  7. Dolgi takes his share and searches until he finds a weaponsmith capable of making a crossbow of master level quality.

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    1. Dolgi works out a deal with the weaponsmith for a Masterwork quality crossbow for the sum of 350GP and 30 bolts for 3GP.

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    2. As it so happens, the bowyer has a Masterwork quality crossbow available already.

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    3. Dolgi pays the bowyer and goes to find the group before they head off to find about the device and old papers and such.

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  8. Kring spends the week making himself a Masterwork greataxe.

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  9. Draymun spends some time window-shopping and making mental notes of things of interest while waiting for any of his crew to return before heading off to seek answers to the mysterious items.

    First object: figuring out what the ancient dwarven papers and sealed scroll can tell them about the ruins outside of Bremel.

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    1. You find an absolutely ancient dwarf sitting in an alcove in the library. He is covered in quilts and is smoking a pipe.

      He takes the papers and scans them. He tells you that they are indeed in an ancient dwarven dialect and were written around the time the Kingdom of Ashmont was founded; nearly 7 centuries ago. They are letters of passage for a courier. They mention a dwarven clan lord named Stormbellows as well as the Earthheart family.

      You can surmise that the Earthhearts were involved in some sort of magical research into time travel and the letters suggest that they were close to a breakthrough.

      The scholar tells you that the Earthheart clan is long gone and stories say it's because they, and their family holdings, disappeared.

      He then takes the scroll case and begins to open it before stopping and peering closely at the seal. He says "it's warded, I can't open this without a wizard disenchanting those runes."

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    2. Draymun nods and graciously accepts the items back from the dwarf. In return, he places a couple silver coins into the hand for the assistance.

      "I shall see to the runes' removal, and return. I will be happy to pay for further services, should you require it, Brother."

      With a bow, he takes his leave and goes to search out the Mage's guild for the assistance of a Wizard.

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  10. The clerk at the Mage's Guild Hall drearily guides you to a meeting room off the main foyer. You wait for some time before a tall, gaunt man wearing heavy velvet robes enters the room. He looks at you across the top of his spectacles and absently pets his companion, a particularly mangy looking ferret.

    "Aaah, yes. A sealed case with a rune of warding cast upon it. I'm surprised this rune has held up, it's obviously an old artifact." He clucks and mutters, "must have been a powerful wizard."

    He turns it around in his hands before placing it in front of him on the desk with one finger holding the scroll case upright.

    "Where exactly did you come into possession of this object?"

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    1. Draymun shrugs, expecting the curiosity from the scholar, brushing it off with a wave of his hand. "Near my homeland of Bremel, in the final resting place of a friend's kin. He had no need of it and allowed me to keep it as a token of favor."

      He leans in closer, eying the case and the man closely before speaking further, "And I presumed the seal would cause me some trouble, thus why we are here. Do you believe we can rid the object of the ward?"

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    2. He raises his eyebrow but says nothing more about where you acquired the scroll case.

      "Yes, of course. We'd be happy to remove it for you. We'll look over the contents and have your artifact ready for you to pick it up tomorrow."

      He picks up the case and rises from his chair.

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    3. Draymun reaches out and grabs the sleeve of the man before he can do more than stand. He narrows his eyes and stares the man down before speaking.

      "Do not try to twist words and alter my intents, old man. You will remove the ward, nothing more. This is a Dwarven matter and I have my own scholars to look over the contents..." He trails off and sighs before continuing, "If I must be present for the entirety of the process, to ensure my goods are not compromised, so be it."

      He releases the grip on the man's robe and stands, no longer showing aggression to allow a chance to reply.

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    4. He looks down at you and you feel a crackle of energy run across your skin. His eyes darken and for a moment you think he might strike you but an instant later the expression clears.

      He hands back your case, shrugs and says, "so be it. Let the dwarves remove the runes then," and he gestures toward the door.

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  11. Draymun lets out a thunderous laughs and looks over at Dolgi before flipping a gold coin in his direction.

    "You win, pal, looks like they can't take care of this for us. Ah, well... we'll get some real mages to settle this affair for us back in Bremel."

    He winks at the old man and begins to head toward the door.

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    1. Dolgi settles his crossbow on his shoulder and winks at the mage as he walks by too. "I told you lad, you can't trust the mages. Well dwarven ones maybe, certainly not the tall ones. Nope, my da always said, a trusty mage gotta have some meat on his bones!" Dolgi continues to follow Draymun out of the guild.

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    2. He scoffs and lets you leave.

      He does, however, call at your back "any mage operating in the city of Ashmont without a proper permit from the..."

      And he continues in this manner until you're out of earshot.

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  12. As you walk away, a human wearing a dark robe and a hood over his face leaves the shadows and sidles up to you.

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  13. "I know of a way to solve your predicament. But not here, the walls have elves ears... I will follow you in the shadows, head to the markets and bring money." The hooded figure slips back into the shadows as swiftly as he appeared.

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  14. Draymun glances at Dolgi and shrugs a 'What have we got to lose?' shrug before heading out of the guild and toward the markets.

    As he enters the shopping district, he whispers for Dolgi to keep a distance with a watchful eye, and to signal him if any trouble lurks.

    ((There's a certain amount of PC magic I can work with the "hey, I now it's your character" stuff, but better to at least have Draymun act a little suspicious at first. heh))

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  15. As you walk through the market you can't help but notice an odd fellow wearing only a barrel held up by rope straps moving from a side alley toward you. His face is covered in dirt and grease so that the features are fairly obscured, a dirty mustache of what looks to be straw from a broom appear stuck to his upper lip by a lump of tar. He places one hand vertically over the side of his face and raises his index finger over his lips as if to say Shhhh! Moving through the crowd provokes angry curses and shoves but remarkably most people write him off as a dirty street urchin who must have been drunk off the former contents of the barrel. He stumbles forward and a hand reaches out, deftly handing you a hastily scrawled note,
    "1 Mouse, Live.
    1 Chicken, Live and plump.
    1 pole, at least 10 feet.
    1 dagger, Sharp.
    Ball of Twine.
    Toy, Waterwheel.
    Tin Fork, spoon and plate.
    Don't tarry, they will be watching.
    Will follow you out of city when you have items.
    S."

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    1. Draymun blinks as the note appears in his hand and he has to physically restrain himself from laughing out loud at the site he beholds.

      Shaking his head and glancing down, he quickly read the note and motions for Dolgi to join him. He shares the list and suggests they split up to easier acquire the items, giving him 20gp just in case.

      "I expect change... an' no buyin' Ale unless you plan to share!"

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  16. Following the two dwarves out of the city he took a moment to slip into the bushes and take out his hooded robes and spell book from the inside of the barrel. Rolling the barrel along he was shortly at the edge of the companions encampment. A mighty bear could be seen asleep beside a wagon and the dwarves were in the midst of what he guessed was explaining who and what this newcomer was doing here. Paying little heed to their distractions he set the barrel down near some old stumps and stones. Grabbing the scroll case he pressed it vertically between two stones with the seal facing the sky, about ten feet from where he left the barrel. Taking up the twine and dagger he set to work securing the pole to the plate and the plate to the fork and spoon, which were attached to the waterwheel on either side of the wheel by a loose slipknot. Taking up the end of the pole he secured the dagger to the pole with a length of the twine and grabbed up the chicken and mouse in either hands, stepping into the barrel. Incredulous looks shot back at him from those gathered around... All except an elf in robes who was trying to look nonchalant while scribbling notes into his parchment and sneaking glances at the design. "I promised you a solution to your problem and here you have it." Seeing some gathered around about to speak he raises his finger to his mouth again and says, "Hush now... And run back pretty far.... Unless you fancy being turned to a newt... Or worse..." He drops the chicken into the barrel and adjusts his feet to avoid its pecking. "Oh, you're wondering about the chicken? Well, that's my dinner. But don't worry, as long as you're not touching the case you shouldn't be harmed, well, I think....Listen, I didn't study for 13 years under the best and brightest to get turned into a one-eyed werefrog on my first day out the gates. I appreciate the dinner, now move back behind the safety of the wagon and I will be in the barrel hoping not to die. That's good. Ok here goes everything!" He releases the mouse upon the wheel, dropping himself into the barrel admist the driving forth of the pole and the squawk of a chicken. Just as the daggers tip strikes the edge of the bottom of the seal you hear, "Oh an egg!"

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  17. The odd contraption does its work and you hear a pop which is followed by a burst of flame from the top of the container. The twine is burnt, the barrel is scorched but amazingly the strange wizard and his dinner, as well as the rest of the party is unharmed.

    The scroll case lies smoldering on its side in the dirt.

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  18. "Woot it worked this time and no one got turned into a ferret! I mean, nevermind..." He reaches down and picks up the scroll case, using a minor cantrip to mend the burnt leather. Stopping himself just before he reaches into the tube he folds it out to the dwares before him, "Here, it should be fine now. I speak a great number of languages and also have a spell that might help in identifying magical items, that is, if you need more assistance?"

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    1. Dolgi peeks around the wagon and sees the wizard is still alive and the case appears in good condition. He says to the wizard, "That'll do wizard, that'll do." He then turns to Draymun and flips a gold coin back to him, "Well he could stand a lot more meat on his bones, but he looks like he knows what he's doing. Ain't sure if he's trustworthy, but I'd say he might fit in with this band. What say you?"

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  19. As Shade swings the tube around to hand to Dolgi, a puff of ash flutters out from the top. Shade realizes with a start that the rune may have been intended to destroy the contents rather than the opener.

    Upon a further inspection, however, everything wasn't destroyed; in the middle of the ashes and scraps of unreadable paper sits a tightly rolled bundle of papers with singed edges.

    Carefully unfurling the precious roll of papers, you find a scroll of Identify and the instructions for the Time Dilation Device.

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  20. The Time Compass

    A brass construct with a glass face with grooves carved into the top that allow access to 7 rings:

    Seconds, Minutes, Hours, Days, Weeks, Months, Years

    A switch on the back allows for travel forward or backward in time.

    Time Travel can be dangerous and there is a minor chance of disintegration when using this device.

    Anyone touching the Time Compass or touching someone holding the Time Compass is instantaneously transported to the time requested...usually.

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  21. The now hooded wizard pulls Dolgi to the side after reading the note, "This knowledge cannot be shared, not with anyone, not ever. That device must be protected at all times. Safeguard it well in the wilds, I need to do some research. A word of caution, the Elven wizard in your employ can never know the full extent of the device's power, this kind of power would have men turn to beasts to possess it, even those we might see as friends. Let me take him away, I shall offer to share my spell book in turn for his own, judging by his look that shouldn't take more than five or six days. I shall need to draw it out over two weeks if I am to accomplish my real task. While he is distracted from our true purpose I will use the time to investigate this device amidst the libraries and scroll houses in Ashmont. I shall be careful to hide the purpose of my search from any prying eyes and shall do so only every second day so as to keep up the ruse with your wizard. During this time it is imperative that you tell no one of the papers and object. Anyone you have already told will need to be avoided and I shall keep an eye on them, especially that old wizard and his ferret. If you have any other papers or writings from the place where you discovered this item I will need them to perform my taskings. I know this is an awful lot to take on faith that I shall not seek to dissuade you of your suspicions. I can offer you but one thing, my Onyx Ring, this is the source of my magical power, without which I am but a bawling child. I would give this to you as a sign of my intentions, that they be made plain and true to you. Accept it if you will, but know that I would be useless to aid you in a fight without it. Regardless of this though, the primary concern need be that you secure the item and keep it safe. If you mean to travel down these highways and byways I would suggest adding to your wagon some defenses more fitting.

    Lastly, ensure that you appear to be acting normal to all appearances. If you hunt, hunt. If you sing, sing. Do nothing that would show you understand the importance of the item you have here uncovered. I shall look to the camp on rising of the new moon, two weeks hence, stay alert." Taking off his ring he reaches out a hand to Dolgi to see if he will take his bonded object, the single most important item in his repitoire to maintaining his control over his spells. While doing so he reaches his other hand to stash the papers into his robe and calls out to the Elven wizard, "My kindly elf, I was wondering if you wouldn't mind seeing a few of my spells and possibly sharing some of yours with me? We could spend some time mastering these new magics together."

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    1. Dolgi chuckles before he says, "Wizard, I've never been normal in my life. I am a dwarven ranger. Do you even understand what that means? Besides, that scroll case is not mine to give or even look in. You need to give those details to Draymun over there," pointing to Draymun with his thumb. "But be warned, these are my friends, even though we've known each other for a short time, mark this, if you do betray them..or us, you will not even see the bolt that kills you." Dolgi smirks, then waits for the wizard to speak with Draymun.

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  22. Holding a hand up to stop Rethas' response, he walks over to Draymun. Relaying the message to Draymun he then stops and turns to the group. "I don't mean to be shady or mischievous, but if my readings have taught me anything it is that names have power. That's why I would ask that you call me Shade, I had friends once, well people I called friends, and that is what they called me.... I would be honored for you to do the same, come my wizardly friend we have more work to do then we have time!" Turning back to Draymun one last time he whispers, remember my warnings, I will discover what I can and be in touch in a few days, until then, good luck." With that he summons a mount out of thin air motioning for the elf to do the same, and he gallops towards the gate of the city.

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    1. Draymun listens to the details from the eccentric wizard and ponders for a moment before nodding slowly.

      "Hmmm... yes, yes... that sounds well and good...." He narrows his eyes and sizes up the man, trying to make sure his intentions are just. /Seems just like a crazy wizard to me... I like crazy wizards.../

      As Shade turns, Draymun swoops down and reaches for the corner of his robe, applying a small bit of acid so the end comes free. He shakes the loose fabric for a moment as the corrosion dissipates before holding it up to the nose of his bear companion.

      "Just some insurance, Shade... I'm sure you understand..." A toothy grin appears on his face before he gives his send-off, "Good luck to you, Wizard!"

      Having accomplished his desired Day 1 tasks, Draymun spends the rest of week 1 training the bear.

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    2. As the wizard rides off, Dolgi looks around and then says to Draymun, "Well we need meat for dinner and it looks like we are running low on orc, so I'll be out hunting and trapping, be back tonight."

      With that, Dolgi heads off into the forest to find places to trap and hunt. He continues this pattern each day, for the rest of the week.

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    3. [Bear "Combat Training" - Week 1

      1d20 + 2 (Level) + 2 (Wild Empathy) + 4 (Wis);
      Result: 20 + 8 = 28]

      ((*Whistles* Good roll for week 1!))

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  23. Arriving in the Witches Broom the two wizards find that Khazad has left a stipend for one room and board for two weeks. Shade makes arrangements for his own room and heads to the common room with his Elven friend, "Lets wet our whistles before we get to work." Signaling for drinks Shade takes a table near the hearth and opens his ears, hoping to hear some juicy gossip before settling in to work.

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