Burning Witch Adventurers Session #48- The Rescue of Margrave Quinus

 

Hex #0809

During a recent excursion into the Complex, PakPak created some excitement for returning to Sourwood Marsh with talks of stuck interplanar ships and theories of its connections to recent unusual events. This especially rekindled a desire on the part of the Beholder Phasmo to return to the mysteries of the swamp land. While the magic-user was present in the first investigatory expedition into the marshlands west of Orm, he was not part of the group that discovered the ship trapped in a cave. A group comprising of members of previous expeditions into Sourwood along with a few pair of eyes fresh to Sourwood Marsh began to form around the ideas of trying to collect the reward for rescue the Margrave Quinus and slaying the mysterious monster roaming the swamp while they looked for this strange ship. The following party set out for the fishing village of Kêm (Point #2 in Hex #0809) talking about renting a boat from 'Duber':

  • Fancy Jean-Yves Beauvollier (Level 5 Bard)
    • Elenore (Level 0 Retainer)
    • DT (dungeon terrier)
    • Forest (ghost hound)
    • Freedom (sapient cat)
    • Chancy (Level 0 Orphan)
  • GaWoosh (Level 3 Gnome)
  • Journeyman Crannoc (Level 4 Magic-User)
    • Spike (war dog)
  • Phasmo (Level 3 Magic-User)
    • Cadmium (horse) 
  • Thea Noir (Level 4 Assassin)

A couple of days later, the party returned to Orm covered in muck and bruises. Accompanying them was a angularly-faced elfin being in tattered finery. The group immediately headed for the copse of untouched trees to visit the Court of the Twilight Shores.

GaWoosh was later overheard sharing the tale of what transpired with some young gnomes and small creature:
By GaWoosh's player CurtisAdd caption



Here is a map of the uncovered parts of the 'vampire raider' cave (Point #4 in Hex #0809) from the session:

Downtime: Fancy Jean-Yves Beauvollier and Lady Blackmarsh

Fancy Jean-Yves Beauvollier, GaWoosh, Journeyman Crannoc, Phasmo, and Thea Noir had journeyed to the earthen hall of the Lady Blackmarsh to deliver the rescued Margrave Quinus to her custody. The elfin regent seemed genuinely shocked that the Margrave still loved. Fancy took this rare moment to impress the Lady with an impromptu performance retelling the groups adventures in Sourwood and how they secreted the Margrave away from his captivity at the hands of vicious raiders- Children of the Wolf Mother. Blackmarsh seemed both thoroughly entertained by Fancy and worried by these raiders. Another problem on top of the Oloth El'gg Ssusson. Magrave Quinus shares, eagerly to Lady Blackmarsh that he has grown quite close to these intriguing mortals in such a short time and that he hopes to have their company again along the Twilight Shores. He is going to rest up before returning to his borderland manor. Lady Blackmarsh says that would be a delight. Fancy feels her gaze on him as she says she is curious to see if they can entertain as pleasantly a second time.

Fancy gains one tick in a relationship clock with Lady Blackmarsh. She has become mildly assumed by him. She will not go out of her way but will perform the bard small and costless courtesies. He is welcome to interact with her in the context of her court and can easily find opportunity to ply his skill in entertainment in her halls.

Loot

  • Everyone in the party gains the first tick in a Patron Clock with Margrave Quinus. He will purchase wines and poetry.
  • Small casks from Somatic Casking (Fancy, Phasmo and Crannoc) worth 1500gp x 3
  • A bottle of Echo Falls (GaWoosh) worth 500gp
  • A bottle of Ancient Red (Thea) worth 1000gp
  • A bottle of Chateau Subtlé each to Elenore and Chauncy 2 x 300gp
  • Silver Chain (10 ft.) worth 500gp
Unlike usual treasure distribution, each PC will get the bottle they rolled (though XP will be divided equally). The treasure was rolled on the following table below:


What Wine Did I Just Choose From the Margrave’s Cellar?

d12 Roll

Wine

Value

1.

Ambrosia Hill- This lively vintage leaves the drinker feeling like they are immortal. They are not.

250gp

2.

Chateau Subtlé- A tight white wine of excellent quality.

300gp

3.

Imperial Red- A standard but high quality red from the vineyards of the Empire-That-Was

300gp

4.

Elf Shot- A white wine featuring a label with culturally insensitive images of elves on it. Drinkers become more susceptible to sleep-effects. This includes a -2 to saves related to sleep-effects and double the duration in length

300gp

5.

Echo Falls- A surprising strong vintage that gives the drinker a wicked hangover for the next session they play in. Saves and attacks rolls suffer a -2 penalty. This hangover makes them especially sensitive to sounds, granting a +1 to listen rolls and making them surprised only on a 1-in-6.

500gp

6.

Soothill Sherry- A dark glass bottle featuring a variety of woodland creatures. Anyone that drinks the bottle gains the ability to understand members of the first small, woodland species of creature they lay eyes on for 2d4 weeks.

750gp

7.

Enclave Fortified- A dwarven vintage in a ceramic bottle shaped like a tower. Those that healthily help drink the bottle down to its finish find that they gain a +2 to Saves involving poison that lasts until they fail a save involving poison.

750gp

8.

Nodel Dae Isai- An extremely pale white best served cold. Rumored to be from a winery on the moon.

1000gp

9.

Ancient Red- The letters of the label form the body of a red dragon. A highly desired hot wine that, truthfully, is more desired because of its history than its taste.

1000gp

10.

Ritual Red- The bottle features a gold seal with a sphinx head flanked by a falcon on each side. Drinking heals 1d6 hp.

1200gp

11.

A labelless green ceramic bottle featuring a head with wild hair that spews forth vegetation from its mouth. It contains a completely passable but blunt red wine. After the bottle has been completely drained, it refills in 1d6 days. If this result is rolled again, the result is sprite-made rose worth 500gp.

--

12.

Somatic Casking- A small wooden casket branded with the name of its vineyard of origin. Any spellcaster who drinks its contents in 1d4 turns regains one expended spell slot.

1500gp

Experience Points

  • 6600xp from treasure.*

Player Character Cut

  • 1720 xp ea*
*To be updated when Fancy rolls his reward.

The chain was kept for future potential use.

Write-ups, drawings, or maps from the session earn 100 x PC Level XP. Please let me know of any downtime you would like to take if you have not already. Special note that everyone involved in the session is able to use their downtime carousing along the Twilight Shores.









Comments

Popular posts from this blog

Adventuring in the Twilight Age

Downtime Activity- Find the Right Buyer

Downtime in the Twilight Age