**Updated** Burning Witch Adventurers Session #6

Another Wednesday night and another party of adventurers gathered at the Burning Witch. Over some drinks, they unfolded Gawoosh's map and studied it to decide where to adventure next. After settling on the exploring the "caverns" north of the pit, the set out to the cliff-side Complex. The party was:

  • Dogmouth (Level 1 Thief)
  • Gawoosh (Level 1 Gnome)
  • Hate Pit (Level 1 Vat-Spawn)
    • Banx (Level 1 Illusionist and Hate Pit's "Squire")
  • Journeyman Crannoc (Level 1 Magic-User)
    • Loony Luna (Level 0 Tuff)
  • Pak Pak (Level 1 Kobold)
  • Thea Noir (Level 1 Assassin)
The party returned with Pak Pak down three toes along with the following loot and xp.

Loot

  • 1 Pint of strange red liquid (100gp to a wizard or at the goblin market in the Twilight Shores)
  • 20gp and 42sp from a dwarven boot
  • Black vines (bonus xp if a buyer is found)
  • One note in dwarvish
  • Three strange worms (bonus xp if a buyer is found

Experience Points

  • 124 xp from treasure so far
  • 4 Giant Locust 4 x 20 xp
  • 4 Mutant Tribesfolk 4 x 10 xp
  • 6 Strange Worms 6 x  5xp

Player Character Cut

  • 20 gp and 7 sp ea.
  • 45xp ea.

Update 1

Each party member receives 25gp and 25 xp for the sale of the worms to Merdinus.

Comments

  1. My downtime will be spent finding buyers for the worms and the vines and nurturing those relationships.

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    Replies
    1. If you pursue the worms this week, you can try to sell them to (and open relationships with them):
      1. The Burning Witch- the tavern offers 50 gp ea. You will get the inside track on the tavern's brand new worm fighting racket.
      2. Merdinus- the dwarfish steward of the Impossible Fortress offers 50 gp. The venerable dwarf will invite you to the Fortress to discuss the histories of the worms.
      3. Viggo Hawke-an intense, one-eyed member of high standing with the Lamplighters Guild offers 40gp ea. He is cold, distant, and intense. As a result, the sale will not count as a downtime activity.

      If you decide to pursue the black vines you can part with them to:
      1. Shrune the Arcane Weaver- A gift of the vines will open a clock on Cultivating a relationship with this 5th Level Magic-User and fellow Congress member.
      2. Arieleth, Guardian of the Umbra Arbor- 25gp and open a clock with the elfin knight that watches the entrance to the Court of the Twilight Shores.
      3. Clovis Grove, Esq.- This very minor noble in Orm and amateur horticulturalist will pay 30 gp for the vines only after discussing at length the gardens of rival nobility in the City-State. Right before the deal is set, he will notice the vine once bore fruit. He will press for information and offer 50gp for a specimen of said fruit.

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    2. I'll hand off the worms first, since feeding them and housing them might be expensive. I'll sell them to Merdinus.

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    3. Merdinus grants Crannoc passage into the Impossible Fortress itself to deliver the worms. Resting above Orm and commanding both the coastline and the Sourwood Marsh below, the fortification is an impressive sight. Its walls a polished jet black of some unknown substance which top possesses a pyramid-like shape. The journeyman is led through a maze-like series of passages deep into the bowels of the structure before being deposited into a domed chamber. It is cavern like but supported by pillars carved in the space of dwarves holding the ceiling up. While cluttered with decorative containers and a myriad of mismatched light sources, a pair of semi-circle shaped stone benches sit in the center of the room. It is there the aged dwarf awaits, boiling some water on heated stones. Over a root tea, the steward talks about all manner of things such as his time helping to construct the Impossible Fortress and his planned study of the worms. In this meandering dialog, Merdinus will gently pry into the provenance of the worms and there place of origin.

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    4. I'll explain that they attacked my adventuring party in "the Complex" and were easily enchanted and trussed up, by your's truly and his companions.

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    5. "Complex?" he asks. He would like to know more.

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    6. Nick, was there any words or impressions from the rest of the party that they want to keep the dungeon on the down low?

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    7. From the session, no. You do know that currently it is kind of a loose in-the-know secret of among the halflings, weirdo, and transient population of Orm. Parties have not actively worked to keep it secret when dealing with others related to delves, though.

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    8. There also is general talk around town that the Rani, as last known, has military ambitions in the region and a shortage of coin to realize them. Everyone expected taxes levied on ale, spirits, and cakes after the holiday Ostara has passed last month to make up the short fall. No such taxes came.

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    9. In that case, I would prefer to say that they were defeated in the wilderness while on the way back to town. "Perhaps you would be interested in more?"

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    10. Crannoc notices a pause before Merdinus responds. "If that is the case, it is a most troubling development. I know the beasts of this region well and have never before seen such things. Another unusual occurrence. How peculiar...how bizarre...if you see them again, best to kill them." He asks you to show him on a map where you encountered them.

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    11. Crannoc will point in the local region where the dungeon is. A half-truth. "I will remain alert. You said 'another unusual occurrence.' Have there been other odd happenings in the area? If so, perhaps you might find me useful in investigations." This might be where I attempt to develop Merdinus as a contact and roll 2d6?

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    12. Merdinus finds this spot intriguing. "Close to where young DrĂ¼g Vas went caving and gained his strange affliction... are you familiar with that tale?"
      https://underworldadventurer.blogspot.com/2020/03/the-processional-of-old-gods-is-here.html

      " Or that strange rainbow light that filled the sky near two months ago? Otherwise, the occurrences to date have been fishermen yarns and tall tale of old halfling. It is difficult tell whether the beard is actually knotted up or not as of yet."

      Definitely time to make the roll.

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    13. The 2d6 roll was a 9. I have a 16 Charisma if it affects anything.

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    14. It makes the roll an 11. Merdinus, before Crannoc leaves, pulls out a book from case built into the wall. Under the strain of its weight, the old dwarf shuffles across the room to settle it on the table between himself and Crannoc. The steward opens it and records his name and how he is to be reached in it in case the opportunity arises to take the magic-user up on his offer of aid arises. The Castilian, Menander, is not willing to throw away resources on gossip and heresay.

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  2. Rob-

    PakPak can do the following:

    1. Pay 50gp to Meag the local blacksmith's apprentice. Meag, as an apprentice and as a result is of lower standing, and is willing to deal with a kobold. She is of 17 years and on the cusp of her next step of advancement. Her work seems very good.

    2. Track down the elusive Dr. Fortunius- the hill dwarf (i.e. gnome) eccentric inventor currently commissioned to craft Rustom's pneumatic leg. 1000gp will buy you three amazing prosthetic toes.

    Earlier way, if you could shoot me a design/sketch of what you want, it would be greatly appreciated.

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