Session Twenty-Seven (Graveyard of Empires Summary)

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Session 27 – Oct 1, 2014

Evening, the 18th of Laureldon.

After inspections by Ashton and Chuq, the group approaches the Ferry Guilds’ palisade. Sirree Breewood the guard welcomes us and explains the guilds rules of conduct. He ushers us into the palisade, we see other trader caravans with leather armored guardsman wandering through the area. Saunders parks the wagons in a vacant location, his attendants help him unhitch the teams.

Thorfus, Ashton and the refugees enter the inn/commissary where the chief ferry guildsman, Havlin Flowerknave is supping. The group is politely greeted by some of the patrons as they enter. Thorfus magnanimously treats all the refugees to a night in doors with a hot meal, it sets him back 50sp. The common great reminds everyone of Grim Tooth’s court in Merchants’ Haven.

Ashton extols the tale of Talon’s heroic sacrifice, which draws general attention. Some of the patrons worriedly ask about the loss of Merchant’s Haven. Ashton advises against travelling east to Midmark and suggests the militia survivors escort any traders back to Midmark.

Havlin Flowerknave asks about the bands destination and freely offers advice. He casually mentions Lizard Men to the north keep things clear. He explains the ancient noisey building in the compound has something to do with the ferry and warns that it is off limits because of delicate machinery. He politely refuses Thorfus’ request for a tour. After Havline exits, Finkelmur plays a few bars on the lute to quiet applause.

Axel mingles with the other caravans telling of the risks along the Midmark road. Gary Pevral’s caravan explains they couldn’t travel east due to about 20 ambushing Kobolds. He has lost two wagons and two employees when last trying to travel east. He wants someone to hunt the kobold and rescue his people.

Ashton heals Chuq, Axel and Starchie. Finkelmur, Axel and Starchie spends the night outside with Chuq and Saunders’ team. After diner, the refugees call it a night in the great room.

A watch is set for both groups, the only happening of note is that during the 1st watch, Thorfus is approached by Havlin. Apparently word had gotten back to him about Gary Pevral’s offer to drive out the Kobolds. After some haggling, he offers 400gp to Thorfus, who holds out.

The next morning, the 19th of Laureldon, Sirrae Breewood invites everyone to breakfast. Axel splurges for the refugees again. Axel and Thorfus discuss the kobold offers privately and start a bidding war. Gary Pevral offers 150 gp for each of his missing men and suggests enlisting sponsorships from other caravan traders, perhaps for as much as 500 gp.

The group hears of several possibly lucrative rumors: Gremlins in the Wall District, people are being scared away from Giant Falls and Undead in Newton.

After Havlin last offer is requited, everyone boards the ferry. On board, Vincention Noneaton extends an invitation to guard his easterly caravan to Midmark. Ashton suggests hiring on the militia men in our group. All but Chick and Rowlie the Half-Elves head east. Saunder pays the toll for his caravan and Axel foots the bill for the remaining 17 merchant refugees and the two Half-Elves. Before making way, Havlin plugs the Ferry guild’s candidates in the upcoming Vargen general elections.

The ancient building makes a loud grinding noise and belches clouds of smoke as the barge gives way. An ancient chain rises out of the water! The bargeman are untying from the jetty. Her the river is wide and the depth is indeterminate in the turgid waters. Devil fish are not known in these waters but Kel water is known to have wingless dragons, even a lair is thought to be under the river. We learn of Rotho Waterman near Fens Edge knows about merman and wingless dragons in the area. Fans Edge is on the western edge of Vargen.

Less than a 1/2 hour we are greeted by another portly fellow on the other side. He also plugs the Ferry guild’s candidate. There is an ancient building here also. We are welcome to camp and are told there are meals and sleeping available in the other building within the palisade.

Saunders is ready to leave straight away. The road is in better shape here but the land is more treacherous than the jungle on the other bank. It is mostly bog like fens. By midday the day is a scorcher. We are all fine and travel into the evening. Before midnight, we sense that verge has increased and to the north fields can be glimpsed.

We first see lights, then walls, a stone tower west of the fields and others to the north. The towers are well made as well as the walls. The buildings are not as advanced as those in Midmark. The road skirts a copse as we approach Vargen. The copse appears wild and the surrounding land has been deliberately cleared. Saunders explains this is the Wall District and he suggests the 12th Night Inn for the night. A city watch challenges Saunders for wanting to enter after dusk. The guard asks if the people are for sale. When challenged, he says he’s joking. Chuq doesn’t buy it and looks sideways at the guardsman. He tells us Fen’s Edge is where to go to people willing to hire on help. He wants 10gp to let us in tonight. After some discussion, Saunders pays the price and the guardsman plugs different businesses. He strongly encourages the Winking Swordsman on Wall Street and says we should say Ellisondro sent you. Penelo runs the Winking Swordsman.

The roads are well paved. Saunders takes us to the 12th Night, a large establishment. We have passed through a large archway, past a walled garden then arrive at a cul-de-sac. As we approach, stable boys offer to take the wagons. Saunders elects to care for his animals himself. The party does the same.

The refugee dwarfs express their appreciation for emancipation, returning the battleaxes. With that we part ways. Aelth Griffith promises to send a reward if she can if a few days. We tell her we can be found at the Twelth Knight. Chick and Rowlie need to return to Midmark, they agree to report the Haldor situation to Thorton. Thorfus will arrange passage and send them with a letter addressed to Thorton. Ashton plans to include his testimonial.

The Twelth Knight innkeeper offers us a free meal when he sees our condition and Finkelmur springs for drinks all night. Saunders then settles accounts, agreeing to pay for the guards that died on the job (we will get the money to any survivors). Chuq asks for his share of the coins and the party spends the night in the inn (Saunder’s treat).

Morning, the 20th of Laureldon.

Feigning wanting to find a jewel for an elf maiden, Finkelmur enquires about a precious stone dealer. Axel and he visit Philippe Vigore’s jewelry shop. Finkelmur is offered 400gp for the moonstone and the pearl. They leave quickly after settling accounts.

Axel writes a letter for Chic and Rowlie. The letter is addressed to Thorton, reporting the Gnoll rescue and that other militia are travelling from Vargen. Ashton wants to include a chronicle of his whole experience (his testament).

Ashton will shop for clothing, armor and weapons.

Thorfus and Chuq visit the temple plaza, entering High Town cost 1sp a head. Chuq will patronize the Temple of the Ark , Thorfus will visit the Tempe of Merendur.



As mentioned last night, Ray handled his visit to the Ark Cathedral via chat in between sessions. Here is the transcript of that encounter:


DM: Okay … So, after entering High Town, you set off to look for the Temple Plaza. A few blocks in, you see an alleyway with a makeshift roof to your right as described by the innkeeper at the Twelfth Knight. Passing through the narrow passage with Thorfus, you can hear a low murmur from the apartments above that sounds like various overlapping (but fortuitously complementary) chants. When you come to the end of the alley, you are in a large plaza with a large fountain in the center and several religious edifices around the perimeter. Thorfus parts ways with you, pushing past the gaggles of pilgrims and acolytes in search of the Temple of Merendur. You set off towards the largest building, which has an elaborate anchor (the symbol of Baldric Evenkeel) carved above its wide doors.

Upon entering the cathedral, you find yourself at the foot of the shank (the central area that runs lengthwise up the anchor-shaped building). There are more pilgrims and clerics here and you stand for a moment unsure where to go. As you stand, a middle-aged priest with thinning hair and a tall, lanky frame approaches and greets you. “Welcome to the Ark, traveller. Do you require assistance?”

You ask after the Order of the Celestial Dragon and the priest thinks for a moment. “Let me check with Patriarch Galen. Please wait here.” With that, he sets off towards a door at the end of the right-hand fluke and disappears. You wait fifteen or so minutes until he returns.

“My apologies for keeping you waiting. Patriarch Galen is indisposed currently but wishes to extend the Ark’s warmest welcome to one of the followers of the Celestial Dragon. He would like you to know that one of your brethren, Rostom the Immaculate, was recently in Vargen but left to investigate rumors about an old imperial fort above Giant Falls on the southern branch of the Khelwater. Patriarch Galen asks that, per your Grand Master’s instructions, you leave an address where you can be located in the city by others of your order unless your intention is to move on immediately.”

Ray/Chuq: “It was no bother to wait, thank you for taking time away from your duties to help. Please send my regards to Patriarch Galen. My plans are as of yet uncertain, but for now I am staying at the Twelth (K)Night in the Wall District. Before I leave, is there anything you can tell me about the rumors Rostom is investigating or about the Giant Falls area?”

DM: “I’m afraid Rostom did not say much about his plans or what inspired him to head upriver to that old fort. My guess would be that your Order’s longstanding interest in imperial matters had something to do with his choice; although I suppose it is also possible he considered the location a candidate for your new monastery. You could try asking at his former lodgings … a place called ‘The Badger Club’ located in the Sink. Please be careful if you inquire after him there — while I’m not familiar with that particular establishment, the Sink has a bad reputation and not without reason.”

Ray/Chuq: “I’ll be careful. You are most helpful. I am new in town and have heard of some interesting happenings. Have you heard of the Gremlins in Wall District, the Kobolds loitering about the fjord or graves emptying in Newton?”

DM: “My apologies, but the ‘Gremlins’ are only a vague rumor to me and I have not heard tell of these kobolds. Regarding Newton, however, we have received an urgent message from a priest of our order reporting that a fissure has opened northwest of town where new fields were being cleared. Apparently some restless corpses have issued forth from this opening and are threatening the hamlet’s citizens. We have sent a more experienced cleric and some acolytes to investigate and put the tortured souls to rest … although I’m sure she wouldn’t mind aide if you decide to visit Newton.”

Ray/Chuq: “Many thanks, I will take my leave now” If their are no further encounters, Chuq will exit the Temple and look for Thorfus around the temple of Merendur.