Saturday, December 21, 2019

Fantasty Trip - Adventure 2 Set up

As my players just want to jump into the next adventure, we're just doing a quick overview of a few things. Eventually we should be able to roleplay more of these as well but I need to improve a bit, and maybe we need to bring in another person or 2 to have a bit more interaction. Father/son players are great but someone outside that familial familiarity may help with playing the characters. Of course, a parent has the right, no, the obligation, to embarass their children, so we've had several fun moments.

I forgot at the last sesson to reward Crut some extra experience points - as he has his own theme song when doing acrobatic or rogue moves, I'm giving him an extra 50 XP. Not enough to do much on its own, but these do add up. So far the characters have gained 220 XP (270 for Crut) and I think they have bumped some stats up so far.

The further adventures of Crut, Threndir, Cheeli and Runt 
After clearing out the caverns under the old guardhouse, our adventurers spent some additional time exploring the rooms. Several magical scrolls and close to 30 gold pieces were found, along with magical tomes, implements and ingredients. The dead goblins, per Runt, were taken out side and had a fiery funeral pyre. There was not much to tot Goblins – despite Vakkekara calling them her friends and setting up a pretty nice few rooms, there was only 34 coppers, a few cheap iron bracelets that Cheeli just snorted over, and some rabbit ears used as a belt. Loading up the chest that held the turtle stones, our group heads back to Hamor. Talking with Vaku Zrag, the Goblin merchant in the small hamlet, they find that he is not willing to take most of what they have recovered. He recommends his first cousin, Mool Zrag, who is the proprietor of The Calm Camel Market at the edge of the Merchants Quarter in Edge City. 
Early the next day, our group travels to Edge City, a journey that takes all day as it is about a 20 mile hike. It was not an entirely pleasant hike – the weather was taking a turn for the worst. It was the season’s first frost as they started out, with a chill wind blowing against them most of the morning. Taking a lunch break at a forkin the path, a light rain started. The path was a muddy mess as they continued their journey, arriving at Edge City at dusk. 
The town guard permitted them to pass – Crut was a resident with his city passport already, and managed to talk his way through the northern gate. Getting late, they found the Fattened Sow off of Pinny Ninny street near the docks, a place that Crut had stayed at before. It was a few streets over from the wharf-side bar his mother works at, the Sour Salmon Tavern. After their long journey, they ate and retired early. 
The next day, they find the Calm Camel Market. While Mool won’t take the magical scrolls (“ye can’t read them without them going off, so I’se no idea what I’d be buying”) they manage to get another 24 gold and directions to the Misbegotten Miracles Shoppe of Magical Findings. The very young witch, Esmer Sepecitus, was quite eager to purchase the scrolls. While scrolls run about 300-1500 silver based on the spells, without knowledge of what the scrolls actually contain, but knowing that they do contain magical spells, she is willing to pay 250 silvers per scroll, so 2000 silver (200 gold). A veritable treasure. She is also willing to take the magical equipment, but after the succesful transaction, Runt decides that the chest, with its remaining magical implements, will become his wizard’s chest.  
Crut has to return to the Thief’s Guild, Cheeli wants to check out the Smith’s Guild, Runt is itching to visit the Unseen University and nearby wizardly haunts, and Threndir, uncomfortable in the urban setting, wants to see if he can find his human girlfriend from years ago. The party goes their separate ways for the day, to meet back at the Fattened Sow later that night.  
Crut makes peace with the Guild, and is now welcome back in though under probation. In fact, they have a task for him and his new friends. There appears to be some unlicensed thieves that are hiding out in the city’s massive underground water system, which has both natural running water from the F’urth River that bisects the city as well as natural springs.  
The group now has an additional 224 gold, or 2,240 silver. Shopping may be in order – a lot is available here. Cheeli does find that he could apprentice here to learn the armorer skill (as soon as he gets enough XP and the IQ required for that skill). Runt is impressed by the magical library available, as well as the starting of his wizards chest. He does trade in the larger chest for something a bit more portable. He may want to get another wizard to put some sort of warding spell or something on there if he would like. Threndir cannot immediately find his ex-girlfriend, she has shifted taverns over the years at least once.  

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