Interim 1

DMJ

Nov 13, 2017 1:45 pm
Dark Thrones as a "campaign" has always been designed to be EPISODIC, not EPIC.

I know the D&D norm of planning out long campaign-long story arcs and making everything perfectly interconnect along a long road, picking up clues and development along the way, with a final goal or at least general final scene/adventure sesh in mind as a climactic event that in hindsight stretches backwards through all previous adventures. I run many live games that way for sure, and I like that too. It's really cool. But Dark Thrones world is not built on a vision like that.

As you guys know, I want our stories to have a retro Sword and Sorcery feel that is maybe nostalgia to old pulp genre short stories. A lot of the old stuff in pulp fiction, sci-fi, westerns, samurai stories, and "Weird Tales" type fantasy (and yes Conan!) was all episodes. No Trilogies. No endless narrative over every move. The progress in that style is more like a "Monster of the Week" show rather than a 10-season of a show that runs longer than it should and has to come up with weirder and weirder reasons why everything keeps doubling down in some interweaving ramp-up arch week after week (Friends, The Walking Dead, X-Files, Breaking Bad).

So with that in mind, our Episodes are going to continue to be moments where the camera comes in to view the team as they deal with noteworthy area-centric confrontations. They are meant to be short stories, with an assumption that there is some background and history and life of the characters that are not covered in the Episodes at all. So that means there is down time. There are "off screen" developments. There is even advancement of the characters outside the scope of our gameplay.

DMJ

Nov 13, 2017 1:53 pm
So, I’m embracing that idea entirely. The goal is not at all to dismiss continuity or belittle any management of the characters by the players. The opposite is true.

There will be continuity, but in a realistic way and not some fake serendipity and contrived commitment to connectivity between every freakin scene that ever happens.

I also want a way for players to have MORE or at least a DIFFERENT KIND of control over the pathway of the characters BEYOND normal game time. I want to set up ways for you guys to tell us about how these guys are progressing to fit a vision that you have, without being entirely constrained by the long hard slog of gameplay combat and classic adventure sessions.

Lastly, I hope to build a framework that supports a realistic vision of character advancement. I want you guys to have at least the chance to shift these characters from low to mid (done), then mid to high, then high to regional badass, and then regional badass to worldwide PHENOM LEGEND.

BUT we have to do this in a way that makes sense, that is consistent with the world they live in and the other levels of people around them (NPCs). That would involve the building up real-world experiences over many iterations, over a considerable span of gameworld time. By that, we are talking not days or weeks – we are talking years.

High level characters in the Dark Thrones setting, PC or NPC, don’t get there by having a half dozen or so really tough half-days. They do it by living a large part of their lives gutting it out in the brutal knife fight - by committing to improvement, training, and expansion of their capabilities year after year. We can’t reasonably cover that in in-game time that spans round-by-round by day by week to reach the years that it would take to move from Upstart to Legend, especially not in PBP. Episode 1 was a huge exception, but we won’t be doing multiple Level advancements over the course of 24 hours ever again.

What we can do is build up story of advancement that fits your vision of the character, that stages each of them up in a moment in time when the camera comes back close for an Episode that delivers a pivotal moment when these guys faced a story-worthy set of challenges and a chance to make another step forward.

So that’s what I’m opening up for all of us to work together and do. This is going to be off-screen intermission, character advancement and story progression, between Episode 1 and Episode 2.

DMJ

Nov 13, 2017 2:11 pm
For those of you who might be skeptical about this idea, feel like it won’t work, it’s too weird, game-breaking, not enough player control over destiny, off the rails of traditional XP earning, etc. - I’d just like to ask that you play along for a bit before finalizing judgment. I really think that you might see that it is a realistic method of storytelling, experience, and character advancement that can work just fine. And then you might even see that you end up liking it.

I’ll also tell you that I have used this sort of process many many times over different decades in live game campaigns, both back in my early days and in recent years since my return to gaming. I can’t think of 1 player ever that didn’t have a good time with it.

Plus to me, this is just more of the same of what we have been doing in the past, just inserted in at different moments. We did original Background info. Then we kind of expanded Background more to explain why these guys started at Level 4 instead of Level 1. What we are doing during Interim 1 is just explaining another small advancement.

Next post will describe the specifics on the Interim 1 transition from Episode 1 to Episode 2.

DMJ

Nov 13, 2017 2:29 pm
Here’s the Game Time shift:

Episode 2 will begin about 14 months after the end of Episode 1.

Seasonally that means a later moment in the spring, of the following year.

So in the Nadrilian-Youric calendar, we are picking up active play during Osomarn 861 DV.

DMJ

Nov 13, 2017 2:31 pm
Here’s the Big Reveal. Advancement:

Characters will all shift up to Level 7.

Yes, that does mean that some PCs (Bryn, Maeriks) get 2 levels, while others (Kray, Ivor, Thorn) just got 1.

Is that controversial? Yes again, but here’s my thoughts on the ruling.

This group is the original 6 people who started Dark Thrones, and I want that to mean something about keeping things even. Qiu and Talius died during Episode 1, and Ox and CB paid a price for that. They had to suffer the frustration of character loss, plus enter back with new characters 1 level reduced. And they finished out the Episode just like everyone else, gutting it out, taking the wins and the losses.

But Qiu’s and Talius’ deaths were part of the most memorable scene of our game. They went down hard, in dramatic and unforgiving fashion. And they didn’t complain about it one bit. The scene demonstrated the extreme danger of the setting, and I think it changed the stance of the whole party forever. That was a major, costly contribution to the game.

Death is a part of the Dark Thrones setting. It’s part of our game. In fact, character life is pretty cheap, and sometimes it gets cashed in for a good story. I don’t always want that cold, hard fact to translate into a permanent setback for IRL teammates at the table.

So I pretty much want Ox and CB to catch back up. They took their licks in Episode 1. Paid dues. Now it’s time to get them back in the even rank. I don’t think anyone will have a problem or a grudge on that, but I did want to talk it through instead of just ignoring it or dismissing it non-chalantly.

DMJ

Nov 13, 2017 2:34 pm
So WTF, bro?! What the fuck happened in a year plus?!

What about Zaituc and the contract?
What about Sorcha Rhone?
What about all of our other mercenary work?
What did my character do to get a fucking level when I didn’t even get to see it?

Well, I don’t know exactly. I have some ideas. I have some things going on in the world and the region that characters may have gotten involved in.
Maybe. Maybe not. Up to us together to hammer it out.

But mostly it’s up to you. What should the story be? Take some leeway to fill in the gaps.

And to be clear: We'll work this out over a reasonable amount of time IRL. This isn't a quick turnaround assignment and there will be some cooperation the whole while.

To promote this, I do have simple framework that I want to use to build at least a minimal review for each character’s new expanded background info.

See next post for specifics.

DMJ

Nov 13, 2017 2:41 pm
Interim 1 Character Advancement and Development Program


I break this down into 4 inputs that I need from you.

Input Responses:
1) An Overview
2) A Confrontation
3) A Loss
4) A Success

(More instructions to follow on each in upcoming posts)

There are also 2 inputs that I will send to the group that all characters were either involved in or heard about and may be influential.

Important: For all of the upcoming inputs, keep all scenes and background stories in the Alornic Sea region local to Jeres. That means actions should mostly be in Jeres or the eastern Danneinkiff. Outings beyond that should be limited to the following nearby accessible regions: Korvar, Kortella, Pylos, Hesbha, Jbail (port cities only), Voldruv (port cities only).

In case you need to review the Regional Map.
Or the Borderland Map.

Important Also: I’ll be sending out some info about Episode 1 resolution topics. Some news about Zaituc, Sorcha, etc. So don’t worry about diving into those things. We’ll work through those together. There will not be a huge Ep 1 drag pulling down as a major influencer on Ep 2. So don't focus excessively on Episode 1 related items in your responses. They can be in there and linked in the right way for sure, no doubt about it, but don't try to drive down deep and figure out exactly the epilogue of confrontation vs. Zaituc as example. We'll get to those things in some manner outside of your inputs.

DMJ

Nov 13, 2017 2:54 pm
Input Requirement 1: An Overview

Complete these sentences.

1) In the simplest terms, my character advanced a level in the _________ Class by ……
(This is meant to be mainly 1 sentence. Maybe 2 max.)

2) Most of the time, he has been living in 1) Jeres or 2) the "Gaplands" of the Danneinkiff (choose 1 location)


Answers could be extremely short:
"My character advanced a level in the Fighter Class by training and pit fighting."

Medium Input:
"….by ranging in the Danneinkiff borderlands, hunting for Gandish raiding parties and Ingvaelor spies along the Naas River."

Or a little longer:

"…my character advanced a level in the Rogue Class by expanding contacts in criminal elements of the Jeresian cities and launching several projects of high theft. He went on a spree of burglary in a major Jeresian port city and then spent several months at sea as a corsair on a longship, joining a raiding crew that waylaid ships coming out of Jbailian ports heading westward to the larger ports of the Alornic Sea."

DMJ

Nov 13, 2017 2:55 pm
Input Requirement 2: A Confrontation

Pick a minor to low-major noteworthy confrontation that your character had during the time. A problem that came to blows, either personal or professional. Weapons were drawn. One or more people bled, or worse.

Talk a little bit about the fight, who it involved, what the result was, and what it meant to the character.

DMJ

Nov 13, 2017 2:56 pm
Input Requirement 3: A Loss

Describe a problem, loss, frustration, setback, regret, or at least an unsolved mystery that the character faced during the timespan. Again, try to make it have nothing (or at least very little) to do with anything from Episode 1.

Create something that we haven’t heard about before. Something that stings a little or a lot. Minor or major, your choice.

DMJ

Nov 13, 2017 2:57 pm
Input Requirement 4: A Success

Describe a win, a problem solved, a new resource gained, a character shortcoming overcome (or improved upon), a contact made, an opponent beaten or foiled, or any other occurrence that is interpreted by the character and maybe others around him as a successful accomplishment.

This is purposefully open-ended. It can be another confrontation or fight, a more cerebral victory, or anything that you think would be a cool story boost on the side of good news.

DMJ

Nov 13, 2017 3:27 pm
All of these can be as short as you want them to be, or as long as you want them to be.

You can post them up here on the boards for the whole peanut gallery if you want. I think everyone would enjoy it.

Or if you are hesitant or if you want to game out something that is purposefully more hidden or secretive, then you can also PM me. That’s absolutely fine and welcomed.

No hardcore time limit due date -- maybe we can just rope them all in within the next week or so?
If you need more time or less time, we can keep talking about it.

I will send another post soon. There is one major event that the group faced together. If they were not united before, they were reunited for this event.

But overall, the 4 input items aren’t necessarily exhaustive. Those are just some minimal; the edges of all this are flexible. I invite you guys to develop anything more that you want. Feel free to talk among yourselves to coordinate as much or as little as you want.
These guys could have all been together the whole time for all I know. That seems believable to me, not required, but believable.
But if they were, what were the circumstances?
What was the general feel of all this?

This is all up to you guys.
What makes a good story overall?
What has been happening on the idea of a "team" or "the party"?
What supports your vision of the character that you want individually?

DMJ

Nov 13, 2017 10:48 pm
DM Generated Interim Input 1: Episode 1 Epilogue topics

After the escape from the Borgh Riac, everyone regroups first in a Jeresian outpost called Merewatch and then moves to Poyam as soon as possible. There at the port city, everyone can completely recover at a Mercon House property.

Others may come and go as they please of course; you guys will determine the finer details if you want or if it is even necessary. But Kray and those who stay close to updates on the situation begin to gauge a response about if, when, or how to start up communications with Nemes Zaituc about the disposition of a now-safe-and-sound Sorcha Rhone. Kray works through a family mediator who can go out to Baoill, treat with Padrig, and get word out to Zaituc that House Mercon wants to talk.

Messaging is slow, given the normal limitations of transportation. Kray and Thorn move back to Caerlleon, their usual base and home near the new East Draw Gate on Kingswall. Word eventually gets back to Kray and his leadership that Nemes Zaituc is dead!

Details about it are unclear, but apparently he was killed near Baoill. Reports say that it was some sort of mutiny.

Still cautious, Kray holds position and continues communications through intermediaries, inviting Zaituc or Ruacht or any of Zaituc’s crew to come as a guest to Caerlleon to talk business.

Eventually Kray gets a visit from Ruacht, called Anfa Rada ("Storm Runner" in Dannein, one of Zaituc’s lieutenants, a Dannein originally from the Saroach clan, also the original guide that brought Kray, Thorn, and Talius from Fishport (Baoill) to the Longhouse, also the guy who was supposed to manage the shipment of captured goods from Baoill to Caerlleon through the East Draw Gate). Ruacht brings with him several Murrough clansmen, one of whom is Feargan known to be an inner guardsman of Padrig, Chief of the Murrough in Baoill.

The long and short of it is that Nemes Zaituc was killed by Rori, called Ru Lanskkeld, who Ruacht had always known as Zaituc’s most loyal lieutenants. Beryx Iliescu, Nemes’s cousin and first mate, was also slain by Rori. After the knife killing spree, Rori departed into the woods and has not been seen since. The Voldruvan’s of the crew all left the Longhouse, apparently heading back to Voldruv. There was a challenge for ownership of The Blackfin, but the Voldruvan faction did not win that duel.

Ruacht himself has laid claim to the Longhouse. Shen Lain has taken over as Captain of The Blackfin, The Capcaun’s infamous knar ship.

Shen Lain and Ruacht want to keep the deal alive that was originally established between Kray and Zaituc. They want to ship in captured goods through the East Gate at Caerlleon. They will be working with Padrig and the Murroughs to get across Lake Azan, and have deals already in place with the Bardh clan to travel through the Draw Gap. They just want Kray to cover getting through the gate and avoiding the skim taken from the guardhouse. Everyone from The Blackfin crew, the Murroghs, The Bardhs, The Mercon’s can all make money. It is a good deal.

In the end, Ruacht and Shen Lain don’t care anything one way or another about Sorcha Rhone. They make very little conversation about it, and do not bring up anything about a contract. In Ruacht’s mind, that deal died with Zaituc.

Kray knows that Shen Lain’s father is Chingas, another well-known Alijanian longship captain who had been allied with Zaituc in the past. Kray hears that Chingas and Shen Lain are taking over many of Zaituc’s old operations in Heshba and Kortella.

Sorcha Rhone has been living as a guest at Armathain Camp, a House Mercon property in Caerlleon where both Kray and Thorn live with other House Mercon staff. Suddenly the debate on whether or not to take Rhone to Zaituc is definitively over, and the question of the 11 year old Dannein girls future falls squarely in the hands of one Lukrayides Lord Mercon.
Nov 14, 2017 9:41 pm
Not sure what everyone's plans are, but all are invited to chill with the Mercons and pick up retainers. To be clear, as Thorn knows, Kray's immediate crew, essentially his friends, are treated as equals. Decisions are made via board room type discussions etc.

Kray values group insight and multiple heads are better than one. For those interested, I'm also planning on Kray being part of yet another glorious military campaign.

If it works with J, I'm sure we can cook something up.

DMJ

Nov 15, 2017 10:15 am
Ezeriah says:
...For those interested, I'm also planning on Kray being part of yet another glorious military campaign.

If it works with J, I'm sure we can cook something up.
On military campaigns

Funny you should mention it. My other major DM-directed Input, forthcoming within the next couple of days I hope, will detail some serious armed conflict on the northern Jeresian border. It's getting pretty bad up there, starting to affect the whole region. PCs' stories will necessarily be influenced by related developments.
OOC:
Wars, large scale battle scenes - I find always difficult to translate well into live gameplay. Rules are just not built for army v.
army battlefield conflicts. I have seen and used various booster rules on this, unit combat, etc. They are ok. At best. In the end, big war scenes are often cool to envision characters having participation in, but not that satisfying to play through (either for the players or the DM or both). SOoooo... Background and Interim Time are both great place to insert such story, I say.
Nov 15, 2017 2:28 pm
Yeah... I do not want to game a large scale battle in D&D.
Nov 16, 2017 2:31 pm
If Thorn is in Caerlleon when this military campaign starts, I think he'll head out with Kray and do what he does best.

I would like to know what happened to Big Man Maeriks, though. Giant Danneins would stick out a little this far into Jeres, I would guess? I can imagine Thorn taking the Former Adept under his wing and showing him how things work on this side of the lake.

What do you think, CB and DMJ?

DMJ

Nov 16, 2017 3:41 pm
On Maeriks

I too wonder about how Big Maeriks is planning to spend the time. Dang, this poor guy 100% lost the most in Ep 1 and even so much more off-screen before we tuned in. It was nothing short of devastating in the end, and CB shared that with us in that final scene that we saw of Maeriks after the escape from the Ziggurat. I thought that was at least in the competition for one of the most important and deep posts of the whole Episode (though there are quite a few competing for that prize I know).

Maeriks did gain some too, in some ways. But most of what he gained was quickly taken away from him too by the end. The loss of the last remnant of Bat Hannoc women and especially the brutal fall of Boann were some of the saddest and most shocking losses I've watched and played through maybe, being that they are embedded in the very specialized backstory and play style that CB put together with the character. Maeriks did fuck Rigin Felinsson up once and for all, no robbing him of that! And he did get a taste of respect that it seemed he had never had before, and maybe a glimpse of what it is like to be a hero or a warrior. It will be up to CB of course to tell us what all of that means to Maeriks and how he responds.

I do think it is entirely possible, as Ez has suggested, that Maeriks could integrate into the House Mercon mercenary retainer program, based in Caerlleon right on the inside of the gate at the East King's Wall. Of all Jeresian cities, Caerlleon and Poyam are the top 2 when it comes to having a Dannein presence in the community. I don't think that Maeriks would be ostracized, especially not if he was in the employment of a noble house. In such a program, he could start making some headway on learning the Yuoric language in a controlled environment. He could also get some formal combat training, which he may have never gotten as a kid (not sure on that exactly, but even any Dannein/Bat Hannoc training is more like Barbarian training and nothing like the military style designed soldier fighting programs that Jeresians can put together). Maeriks is also an exceptional cook, so I could see him being able to parlay that skill into employment in Jeres, certainly within the Mercon House and possibly to another Jeresian employer in Poyam or Caerlleon.

On the other end of the spectrum, if Maeriks wants to lean more towards maintaining immersion in the broader Dannein culture, I could see him establishing some way to integrate somewhere in the Draw Gap region, which is east of King's Wall but west of the Naas River and Lake Azan. Settlements like Melig Trade and Low Creek would be solid candidates for joining an alternate Dannein community that would be different for Maeriks, but far less change than full culture shift into Jeresian culture. The Draw Gap also is an area that Kray, Thorn (and maybe others) have come to travel in more and more. It is generally controlled by the Bardh Clan, and commanded by Chief Rine, with whom Kray and Thorn are building an increasingly strong relationship with as they continue to become regulars in the Draw Gap as rare Jeresian foreigners. With that in mind, it seems that Maeriks could still stay in touch with his Jeresian friends from time to time even if he wanted to withdraw a bit and make his way outside of Kingswall.

I think the one thing that Maeriks would want to avoid is going back west across the Naas River and Lake Azan. That is Murrough territory in the northern stretch of it. They are at blood-feud against Bat Hannocs. Maeriks alone in that region? He would probably be under constant threat of being tracked and murdered.

The clan that claims much of the south end of the Drakkenmire is the Maudder Clan. They are not as hateful against Bat Hannocs, but they do not really like them. They have been happy to hear of the demise of the Bat Hannoc clan as a whole. If they were to find a male straggler survivor, they would probably see some wisdom in just eliminating him to make sure he didn't mix in with any of their women.

These are just ideas. Again, of course CB will direct here, I'm just sending comments and trying to paint some picture about the communities that are in play.
Nov 16, 2017 3:55 pm
On Doirind

Noteworthy, since we are on the topic, Doirind separated from the group on the day following our ending to Ep 1. She never went to Merewatch, and broke away on her own heading north into the Draw Gap after getting some quick names and location descriptions from Kray and Thorn.

In the departure, she was rather curt. She was extremely closed off and short spoken against Ivor, and was sort of acting like a bitch. It seemed like she wanted to burn the relationship down there at the end to establish a parting of ways that was definitive and promised no renewal in the future. To Ivor, I'm pretty sure this was no problem. He grew up around hard-edged Dannein women who spoke their mind and sometimes bitched people out and bounced to make their own way in some other direction.

For anyone with a bit of insight, and Sorcha Rhone picked up on this immediately, it was clear that Doirind still had to now wrestle with a problem that she had thought she would never have to deal with.

Doirind had planned to die in the Black Ziggurat. Being that she escaped the jaws of death, she now found herself faced with something that might be even worse : a shameful pregnancy from being raped by a monster. This was something that Doirind had no intention of facing with anyone else, least of all people who knew something of her past.

So time passes. Maybe everyone wonders. Rhone asks about Doirind, even if no one else does. For a time it is unclear. Later though, Kray and Thorn (maybe others) do come to find out where she settled. Chief Rine of the Bardh knows that the Bat Hannoc woman built a shelter out in the hills north of Low Creek. She lives there alone, and has spoken to make peace and get permission to homestead from Rine, but she does not accept callers who would seek to treat with her.

Rhone learns about this through the grapevine if not from Kray and Thorn directly. Rhone immediately requests to go see Doirind.
She wants to help her. It will be up to those guys (again maybe others who weigh in) on whether to make contact, get Rhone out there, or come up with some interchange to get a real update about Doirind first hand or not.

DMJ

Nov 16, 2017 5:06 pm
On gems, coin, and stash
Or should I say...
OOC:
X asked a question on PM about it. Some thoughts.
On those gems, (and all gems that may show up in our game), are variable on cash value depending on what deal you can make with a buyer. I always want to guard against gems turning into just a another coin of currency, just at a higher locked in rate that can always be liquidated at the drop of a hat. Most people will take them gladly on bartering, but getting exact money's worth may be difficult or variable, depending on the settlement/town/city.

You guys have been in a civilized area, so it's relatively easy to turn into some currency coin. But it is still a debate with each haggling buyer. For (not so) simplicity's sake, I'm establishing those Sky Gems as a base price with a plus or minus variance.

So each Sky Gem is 150 gp + or - (50/50 roll) 2d12 CM (gp).

Yes. More complicated. Annoying. But still, you know, I love the pain of realism. And I think gem ownership would be ownership of variable wealth.

Loose change picked up in Gorolach's harem room: various coins, cheap stones, and metal items. For total value, roll 3d3 x 10 CM (gp).

Stuff left at Zaituc's Longhouse: I say you get it back. Shen Lain had accountability on that. She and Ruacht are working with Thorn and Kray to import goods through the Caerlleon gate. I say they just bring it back and hand it to you on one of the trips in, as a display of good will.

You guys did NOT get the rest of the payment from Zaituc on the contract, but Kray reached into his own Noble pockets and paid out cash to Thorn and Ivor to live up to the deal that you would have gotten paid for (correct me if I am wrong here, Ez).

You can look back in the Ep 1 story notes (or I think Ez's story journal log) to see what value that means. I have it written somewhere as well, but can't have access to my notes right now.

UPDATE: Found that spot on Ep 1 Thread, talking about payment for the contract with Zaituc, right here.


Review on local currency.
Broader review on regional topics.

DMJ

Nov 16, 2017 6:18 pm
On blowing money

Anyone who wants to squander wealth in classic sword and sorcery fashion can do so by rolling on the Carousing Table on DMG pg. 128.

This downtime can pay off in the form of 1 Reroll of any Attack Roll, Ability Check, Saving Throw, or Damage Roll of your choice during Episode 2. (Note: can't project it outward to make others reroll).

When posting the use of this benefit during play, you title it as "Carousing Recharge."

To get this bonus, you have to:
1) spend a minimum of 333 200 Crown Mark (gp) value,
2) take 1 month of interim time,
3) make the announcement to the crowd here, and
4) roll publicly on this Interim 1 thread. (Don't forget to add the character's level to the roll)

We'll see what the result is and work it out from there if it calls for more story details.

The amount of times you Carouse is only limited by your total funds and time available, but you can only earn the Carousing Recharge benefit a maximum of 3 times during Interim 1.
Nov 16, 2017 6:44 pm
Quote:
To Ivor, I'm pretty sure this was no problem. He grew up around hard-edged Dannein women who spoke their mind and sometimes bitched people out and bounced to make their own way in some other direction.
Yeah, exactly this. If she hadn't nipped that in the bud he certainly would have.
Quote:
Anyone who wants to squander wealth in classic sword and sorcery fashion can do so by rolling on the Carousing Table on DMG pg. 128.
By Crom, yes!!! I was tossing around ideas about something meaningful Ivor would have done during the interim (returned to Nangh Stuc (the site of his home village)? Convinced someone (maybe Shen Lai) to help him hunt down and kill Pollo, the Gaeirmundi slaver who sold him in Pylos? But no, Ivor would have stuck with Kray, learned a thing or two from the Mercon fighters, maybe taught them a thing or two as well. And yeah he would have blown whatever money he'd earned for sure.
Nov 16, 2017 6:48 pm
Oh and you might want to check this out: DOWNTIME.
Nov 16, 2017 8:02 pm
Kray would mos def pay out as promised. The crew that took the ziggurat is a crack team and a worthwhile addition to the mercs of House Mercon.

And no doubt Ivor, an ex gladiator blood and guts machine, could exchange combat techniques and styles with Mercon mercs.

DMJ

Nov 17, 2017 10:38 am
DM Progress Grants: Episode 1

You guys will be updating characters in the coming weeks. I wanted to contribute a small boost, of something that I hope can help expand on how we all see these characters developing and changing.

This is guided by my viewing of how you played the character. I hope it reflects something that you are conveying (intentionally or not) or something that I saw happening around your character that caused him to adjust or change in maybe ways that you did not plan for or expect.

Also, full disclosure, it is contrived to AVOID areas of development that I know that you are addressing on your own with the Ability Modifiers and Feat progressing by Class Level. No doubt.

Lastly, I just want to see these characters become legendary in the longer haul, if they make it. In that long road, every little boost helps.

Yes, it is DM intervention in character development. Controversial? Of course, but when has that ever delayed anything around here? And on that, if it is a problem, I offer this exact solution: Don't accept the DM Progress Grant if you don't like it. (Haha)

Below are Episode 1 DM Progress Grants, listed by character with short commentaries on each:

Bryn:
After being stranded deep in the Drakkenmire when his entire party was killed by the Hive, Bryn lived among the Tcho-Tcho for most of the past winter. During that time, he was often forced to run sprints, climb, leap, and even swim (in freezing water), all to follow the Tochoans traveling through the region. These strange hosts were for some reason not supportive of Bryn's departure, but were generally friendly and welcoming. Later he joined the mercenary club, infiltrated the Black Ziggurat by a legendary underwater gauntlet and participated in an extremely long marathon of near-endless melee, mostly while on the run. I think overall that was a season of crossfit training with a final competition event that Bryn placed in. I'm convinced that he is a bit stronger forever.
+1 STR

Ivor:
I really thought that I might see Ivor open up a bit in Ep 1, maybe Jabes lets him become more open to integration with others? Let his guard down? Show his willingness to engage with people? +1 CHA? Fuck no. Not the way Ivor is heading. He can fight beside people just fine. He did that in the gladiator pits and back home as a young Dannein warrior. But absolute zero interest in adjusting his viewpoints about how to get along with people on the broader sense of personal give and take. Not interested in being more outgoing, unless it’s his trident going out in a strong forward thrust and introducing itself into someone’s ribcage. What I did see though is Ivor digging deeper into his own brand of strong will and inner certainty on how things just are the way they are. He strikes me as a guy of common sense that is based on what he has seen and experienced. A lot of his previous viewpoints (druids and witches are deceptive and traitorous, life is generally about suffering and fighting, cheating death and dealing death and you get ahead by being good at it) were even reinforced. To me, Ivor has a pretty sound stance on understanding the way of things and his place in this dark world.
+1 WIS

Kray
I think this must have been the easiest for me. Kray is cold, calculating, logical, strategic. His decision-making is measured and deliberate. I think he would do really well at Dark Sudoku. Overall, he is an extremely smart guy. Problem is in game terms, INT we all know does not translate out to good payoff for sword fighters and the skill group there isn’t the most interesting for a certain kind of build. Doesn’t matter – I think Kray is building up cold, hard intelligence.
+1 INT

Maeriks
A lot of change in Maeriks’ life, but one of the biggest is that he became part of a group. And in the group his contributions were accepted. He wasn't denigrated or physically assaulted if he performed poorly. It seemed like people cared about him. Also, and this I think was off camera or in a Note or PM, Rutcranna did a ceremony with Maeriks at the witch hut on Old Island to take a lifetime hex off of him! The hex was put on him by his mom when he was a kid, and it made him have great difficulty speaking (or at least this was the perception of Maeriks because that is what his mom had said she had done). When it was lifted, Maeriks felt an immediate relief and his speech improved right away. Throughout the series of events that followed, he had to quickly get out of his comfort zone and engage with everyone around him. Maeriks still has a long way to go on developing interpersonal skills, but he is definitely improving.
+1 CHA

Thorn
The zen swordsman, a natural warrior, but he has a strong and highly developed conscience. He has an empathy that won't be suppressed and always displays a willingness to see people in their humanity, even when they are at their worst. He understands the struggle of the human condition, the brotherhood of all mankind even. I think it that makes him come across as actually a very kind, sincere guy - hard to say it any other way. I think he is likable. I think that although he is often quiet and slow to interject, he can be very persuasive when he speaks. Both traits because he is genuine. This one was pretty obvious to me too.
+1 CHA

DMJ

Nov 17, 2017 10:54 am
Jabes.plays.RPG says:

By Crom, yes!!! ...Ivor ....would have blown whatever money he'd earned for sure.
So cool. Dig it.
Nov 17, 2017 5:23 pm
Quote:
Ivor: 
I really thought that I might see Ivor open up a bit in Ep 1, maybe Jabes lets him become more open to integration with others? Let his guard down? Show his willingness to engage with people? +1 CHA? Fuck no. Not the way Ivor is heading. He can fight beside people just fine. He did that in the gladiator pits and back home as a young Dannein warrior. But absolute zero interest in adjusting his viewpoints about how to get along with people on the broader sense of personal give and take. Not interested in being more outgoing, unless it’s his trident going out in a strong forward thrust and introducing itself into someone’s ribcage. What I did see though is Ivor digging deeper into his own brand of strong will and inner certainty on how things just are the way they are. He strikes me as a guy of common sense that is based on what he has seen and experienced. A lot of his previous viewpoints (druids and witches are deceptive and traitorous, life is generally about suffering and fighting, cheating death and dealing death and you get ahead by being good at it) were even reinforced. To me, Ivor has a pretty sound stance on understanding the way of things and his place in this dark world.
+1 WIS
Right on! I love it!

With Ivor hitting Fighter 6 I'm having a hell of a hard time picking the weapon group for DT Weapon Specialization! Given Ivor's style he could go Axes, Poles, or Thrown.
Last edited November 17, 2017 5:31 pm

DMJ

Nov 17, 2017 8:40 pm
Jabes.plays.RPG says:

With Ivor hitting Fighter 6 I'm having a hell of a hard time picking the weapon group for DT Weapon Specialization! Given Ivor's style he could go Axes, Poles, or Thrown.
Bro, how can Ivor not go Poles? That Trident is his signature. He tosses a net - catches a dude for the kill, then net gets jammed up here and there next rounds. He pulls out a hand axe to make a toss at some dude running off to the side. Hits the guy in the head for the side-bar kill. etc etc

But ALWAYS goes back to the Trident for the whole long show of the Episode! Crowd favorite.

DMJ

Nov 18, 2017 12:23 am
I think the technical term for the guy in the video is pole smoker?
Nov 18, 2017 12:36 am
Ivor will travel to Seetan to get that special training.
Nov 18, 2017 12:59 am
Speaking of pole dancing, here's my Carouse roll.
https://static1.squarespace.com/static/546bfaede4b021f0d78c8606/t/5475eedee4b0232f032fd5c1/1417015006571/Excerpt+from+D%26D+DMG+Downtime
Last edited November 18, 2017 1:00 am

Rolls

Carouse - (1d100)

(38) = 38

Romance?! WTF?! - (1d20)

(4) = 4

Nov 18, 2017 6:14 am
Ivor with romance. Must be one hell of woman to pair with him. Lmao.

+1 INT is dope track for Kray.
Last edited November 18, 2017 6:15 am

DMJ

Nov 18, 2017 10:30 am
Jabes.plays.RPG says:
Ivor will travel to Seetan to get that special training.
Ivor meets a mysterious master who is a 4th Level Bard College of Dance / 10th Level Rogue Pole Smoker.
OMG! Is this guy who Ivor had the Carousing Romance with!!!!

DMJ

Nov 18, 2017 10:53 am
Y'all, I'm getting drawn into a Carousing Guidelines Development Project. The fun factor on this material demands a second look.

One thing to highlight first: the rules in the DMG (Jabes posted the pic above) say that you add the character's level to the roll! I just noticed that, so thought I'd share.

In that case Jabes, you could shift out of the "Whirlwind Romance" section and into the "Modest Winnings" result. Wow. Broke even, huh? Now THAT. Is. Exciting.
If you didn't want to bore us to sleep though on your way to getting that Carouse Recharge, you could tell us a little more about what could have been an awesome fucking story of your wild romance that burned down to a crashing train wreck in Dark Vegas! Pics appreciated.

Hey I think this would be Ivor's summer fling theme song with his girl while things were going good.

Also, is this the theme song of the nights out or the breakup?! (Wow. That video really gets out of hand. Didn't really expect that, but too late now - I'm leaving it on).

DMJ

Nov 18, 2017 10:58 am
Back to my Carousing Guidelines revamp...

I need to adjust prices. Downward. I think there is an upcoming fire sale on Carousing tours.

Looked at PHB pg. 157, a reminder on "Lifestyle Expenses."

Wealthy living is 4 gp per day.
Aristocratic living is minimum 10 gp per day.
Somewhere in the middle is 7 gp per day
30 days of Carouse binge at that rate 7 gp per day is 210 gp.
So let's make something like that the unit of cost and time required to buy/experience the Dark Vegas level Carouse Recharge benefit.

Will adjust the original post accordingly.

DMJ

Nov 18, 2017 11:31 am
On lifestyle

Visiting more thoughts on the Lifestyle Expense page.

You guys, with the loot that you have, wouldn't really have to work a single day over the course of 14 months if you didn't want to.

Just as reminders of the idea of wealth. Here is a 1 year cost of lifestyle for a few levels:
Squalid Living 1 year: 36 CM (gp)
Poor Living 1 year: 72 CM (gp)
Modest Living 1 year: 360 CM (gp)
Comfortable Living 1 year: 720 CM (gp)

So keep this in mind how rich you guys are with the contract money, the loose change scooped up, and those Sky Gems if you sell them (thanks Thorn!).

https://media3.giphy.com/media/bI8k8l4834htC/giphy.gif

We've established through Commitment to Contract guidelines on Mercenary Code of Conduct, that guys like you are extra motivated when they get a job that pays 60-70 CM a month on a regular guaranteed basis or 600-700 CM within 30 days. There is another marker for us to gauge from.

That would also suggest that they would still be generally happy making some level of less than that. When you think about it, even half of that is still at the Modest Living rate.

What about making normal money?

Since I'm going down this road, and the only normal employment proposed so far has been working as a mercenary retainer under House Mercon, I'll explore that in terms of living and money.

The job at House Mercon, as a normal everyday job, is probably an even split between providing cash and providing a place to stay and 3 square meals a day. Classic military set up. Barracks and food for normal soldiers, plus they get some spending money. Or maybe some senior guys that just want to get away off hours, so they just take coin pay only and make their own way.

So I want to boil it down to these 2 options for that program, if anyone is interested:
1) Off-base housing: pay provides a Modest lifestyle. You get paid coin, but you pay all of your own housing and most food, plus all of the normal expenses of a Modest life. Then for extra cash, you can save up a squalid lifestyle of savings, so that's 3 CMs per month.
2) On-base, barrack housing: you get a Modest lifestyle in the form of a place to live (includes some privacy but not maximum privacy), all meals. That's it for normal soldiers, but for high rate troops, they get paid some extra that allows them to gradually have a normal surplus of coin that is equivalent to a Squalid lifestyle of money to blow, so that too is 3 CMs per month for the senior troops. But beyond this too, with you guys assumed to be in Nobleman Kray's inner circle, I think you guys can talk Kray into upgrading you to the nicer rooms on the housing situation. He can provide some preferential treatment to a core squad who is identified as his prime contubern (which is like a squad or small guard unit). On extra pay, that means you pocket 6 CM cash per month, which is an upgrade to Poor lifestyle on spending money after all normal expenses paid. In normal Dark Thrones life, that's swimming in regular paycheck ca$h plus benefits!

Both options assume that you get some basic weapon, armor, and equipment maintenance coverage. We can talk about that in more detail as necessary, but mainly that means armor around 50 CM (gp) value and a couple of regular weapons that aren't excessive on expense.

Freedom to develop other story

Again, the normal pay detailed above is basic everyday guard and soldiering and security and training work. It's paying the bills entirely - way more than the normal peasant on the street and in the field - but you are not getting rich doing it day in and day out. If you want to make up parts of your interim story in the Conflict, Success, Loss entries for example that had the character operating within a high-pay contract for a limited time or something like that, I think that is easily in play.

Plus, mentioned plenty already I guess, you still have your own money that you made and loot gathered on Ep 1. So you can still be Big Willie spending on the town, living large as you see fit, even if you don't necessarily want to go full-throttle Carouse.


Overview

Just throwing this out there to keep perspective. I don't want to bog down on counting coins or spend excessive time on monitoring equipment in down time etc. Just hoping to have this as a reference, for myself as well, to remind us some range of what it means to be financially stable, moderate, excessive, filthy rich, etc.

Also a reminder that it should still be worth listening when someone says "I'd like to pay you 100 Crown Markes each and hire you to...." . And when you see some gems worth 150 CMs each, it's pretty freakin exciting.

DMJ

Nov 18, 2017 1:38 pm
On planning the in-world timeline

For the above, set up whatever you want as sort of "normal time" during the Interim stretch lasting about 8 months (mid-Raskine to mid-Galan).

On the Nadrilian-Yuoric Calendar, that means the guys go through spring, summer, and most of autumn doing whatever you say. You can calculate money, carouse, work on projects, travel, do any or all of your conflict, loss, success stories, etc.

During the last days of fall in 860 DV, near the end of the month of Galan, something will happen that I want to detail further. It is approaching the winter months, and developments in the region begin to intervene in the lives of the characters. They will be pulled into a series of events, reunited for a time (if they were separated), and the winter will be one to remember.

More to follow later, but plan for a time block of occupied months at the end of 860 / beginning of 861 DV.

There will be a short block of time after this, in early spring 861 DV, that will also be an abbreviated variable time break. So you can insert some of your story points there as well if desired, especially applicable if you want them to be the most recent events.

We will pick up Ep 2 coverage in late spring 861 DV.
Nov 18, 2017 3:26 pm
J, would it be possible, given the extracurricular smuggling activities with Shen Lain, to hook up the contubern with a bonus of some sort? Say maybe 100 CM or so? Kray's a big fan of making sure the contubern is well paid.

DMJ

Nov 18, 2017 5:33 pm
Ezeriah says:
J, would it be possible, given the extracurricular smuggling activities with Shen Lain, to hook up the contubern with a bonus of some sort? Say maybe 100 CM or so? Kray's a big fan of making sure the contubern is well paid.
On making some extra

Yea. I can buy that.

Quick expansion on what that entails:

Shen Lain and father Chingas are robbing bitches out on the high seas. Waylaying ships in the trade routes, and taking their stuff at the price of "on the house."

They bring it back to Ruacht for quick cash at the Longhouse.

Ruacht uses Murrough boats and labor to move it across Lake Azan.


Then Bardh clan movers, sanctioned by Chief Rine, help Ruacht's group move the goods through the Draw Gap, up to Melig Trade and eventually to the East Gate at Caerlleon.

There at the gate, goods are identified by controllers who work for the Baron and also serve interest of local craftsmen. If there are foreign goods, the owner/seller has to pay steep tax to "buy through" and take the goods into the Jeresian markets. What Kray can do is keep down any confrontation with the guards and the Danneins. He can also, with cheaper bribes, pay off the artisan observers at the gate and get the goods through as "not foreign" material, so avoiding the skim.

Even after paying everyone along the chain, House Mercon pays for all the stuff at the Gate and gets everything at a fraction of normal value. Then all of the sales at the market are extreme high profit, at least for trade goods like this.

So Kray and Thorn can direct these teams around the Gate and including trips out pretty regularly to Melig Trade, maybe Low Creek every once and again. Make sure everyone is getting things through with no trouble along the route and good relations between all of the personnel involved.

It's pretty steady pay when it is all divided up after House Mercon gets the main cut. Over the spring, summer, and fall, the extra proceeds can come up to an extra 100 CM per teammate involved, like you said.

So whoever wants to say they are involved in such a plan ...: 100 CM (gp) for seasonal work in logistics and wholesale acquisitions projects.
Nov 18, 2017 6:07 pm
I'm horrible at accounting. I don't know how much money Ivor has now from Episode 1 pay+loot, to "Modest Winnings", to partying hard, to Mercon merc work, to "logistics and wholesale acquisitions". Am still looking at possible confrontation with Pollo the slaver or his minions.

DMJ

Nov 18, 2017 7:01 pm
Jabes.plays.RPG says:
I'm horrible at accounting. I don't know how much money Ivor has now from Episode 1 pay+loot, to "Modest Winnings", to partying hard, to Mercon merc work, to "logistics and wholesale acquisitions". Am still looking at possible confrontation with Pollo the slaver or his minions.
Haha! I hear you, bro. It doesn't really matter.
Bottom Line: Ivor is pretty much rich for the moment and can do whatever he fucking wants for most of a year!

All the rest is just out there for fun and for accountants and quartermaster's to enjoy. Not necessary to tally up unless desired.

Just send that hook-up story with Ivor and his psycho summer girlfriend.
And picture.
And theme song.

DMJ

Nov 18, 2017 10:23 pm
Financial Summary

I just put on my visor and became an accountant.
OOC:
Jabes, part of my job IRL is being a Financial Analyst. It is really nerdy, so keep it on the DL. I advertise my other roles more often to clients.
Here's what I think is a snapshot summary of the CA$H swirling around up in here:

https://dl.dropbox.com/s/rnfusj9t2hqb2mb/Interim%201%20Money%20Summary.JPG

Somewhere around 2158 CM for those who work every month spring, summer, fall at House Mercon.

If you skip a month of work, subtract 36 CM each month (that's Moderate Lifestyle plus your sergeant-grade spending money per month).

If you Carouse for a month to get the Carouse Recharge bonus, spend 200 CM each iteration along with the 36 CM loss of revenue on the job. (up to 3 times max for the Recharge)
Nov 19, 2017 11:34 am
DMJ says:
So each Sky Gem is 150 gp + or - (50/50 roll) 2d12 CM (gp).

Yes. More complicated. Annoying. But still, you know, I love the pain of realism. And I think gem ownership would be ownership of variable wealth.

Loose change picked up in Gorolach's harem room: various coins, cheap stones, and metal items. For total value, roll 3d3 x 10 CM (gp).
Just now getting some time to review this stuff. Ooh, rolling for treasure!

So rolling for gems, as well as loose change from Gorolach's couch.

Edit:
Cash from selling Sky gems: (150 x 7)-2-11+12+10+18+11+21 = 1,109 CM
Cash from Gorolach's: 70 CM
Last edited November 19, 2017 11:42 am

Rolls

Sky Gems (7) - (2d12, 2d12, 2d12, 2d12, 2d12, 2d12, 2d12)

2d12 : (11) = 2

2d12 : (83) = 11

2d12 : (93) = 12

2d12 : (19) = 10

2d12 : (99) = 18

2d12 : (38) = 11

2d12 : (1011) = 21

Gorolach's place - (3d3)

(232) = 7

No clue how to do +/- so, rolling 1d2 7 times, 1 is -, 2 is +, correct me if I'm wrong... - (1d2, 1d2, 1d2, 1d2, 1d2, 1d2, 1d2)

1d2 : (1) = 1

1d2 : (1) = 1

1d2 : (2) = 2

1d2 : (2) = 2

1d2 : (2) = 2

1d2 : (2) = 2

1d2 : (2) = 2

Nov 19, 2017 11:47 am
DMJ says:
Thorn
The zen swordsman, a natural warrior, but he has a strong and highly developed conscience. He has an empathy that won't be suppressed and always displays a willingness to see people in their humanity, even when they are at their worst. He understands the struggle of the human condition, the brotherhood of all mankind even. I think it that makes him come across as actually a very kind, sincere guy - hard to say it any other way. I think he is likable. I think that although he is often quiet and slow to interject, he can be very persuasive when he speaks. Both traits because he is genuine. This one was pretty obvious to me too.
+1 CHA
Very good. I see Thorn this way as well. Guy could use a bit more Charisma... :)
Nov 19, 2017 11:56 am
DMJ says:
Anyone who wants to squander wealth in classic sword and sorcery fashion can do so by rolling on the Carousing Table on DMG pg. 128.
Awesome. J, can't wait for Thorn to meet his new enemy, and watch him tear him or her to shreds.
Last edited November 19, 2017 11:58 am

Rolls

Carouse - (1d100+7)

(17) + 7 = 24

DMJ

Nov 19, 2017 7:30 pm
Xorthan says:
DMJ says:
Anyone who wants to squander wealth in classic sword and sorcery fashion can do so by rolling on the Carousing Table on DMG pg. 128.
Awesome. J, can't wait for Thorn to meet his new enemy, and watch him tear him or her to shreds.
Rules say DM picks enemy. DM says PC roll for enemy:

1. Capulet, the Baron's Ranger, and his patrol armsmen
2. A roughneck miner crew from Bronspur Camp
3. Local Alijanian weavers
4. Jeresian Nobleman of House Verullus
5. A Teamster Land Caravan crew led by Leader Beadheard
6. Influential Brothel Mistress Siwane called Culstra

Rules say PC explains what caused the enmity.

DMJ

Nov 20, 2017 11:50 am
On putting together developing Interim story lines
Jabes.plays.RPG says:
Am still looking at possible confrontation with Pollo the slaver or his minions.
Yo, Jabes. And everyone else too for that matter. What about this?

Ivor stops in the Jeresian port city of Poyam with the rest of the team immediately after the escape from the Drakkenmire. He stays as a guest for a time in a Mercon property called St. Antiphon. It is a compound with a nice stone house where the nobles live and then a group of storehouses attached within a courtyard type villa. Initially everyone is guest of Kray and his uncle Rison Lord Mercon who manages this property.

Soon Kray and Thorn leave to relocate to their home city of Caerlleon, further north inland at the eastern gate on Darian's Wall. They are addressing the gradually unfolding topic of Nemes Zaituc and the contract, and then starting up the new importing deal with Ruacht, the Murroughs, and the Bardhs. Kray is also going into some family nobleman business and drama that likely will come out later.

Thorn does some Carouse Recharge for vacation time. Spring Break? Whoa - gets a little rowdy. When the SwordMaster tries to relax and indulge on the party circuit, it doesn't go well for someone or some group. Thorn makes an enemy?! The nicest guy on the team? What happened?!

Sorcha Rhone stays with Rison in Poyam initially, left there at Kray's direction for her own safety. This changes later, along Kray's storyline developing, so everyone can know eventually that she moved up to Caerlleon, to be under the direct watch of Kray with Thorn in the Uncle role it seems.

Not sure about what Maeriks does yet.
Maybe he stays in Poyam as a guard and attendant to Sorcha Rhone?
Maybe he gets a cooking job, at House Mercon or in town, at Poyam or at Caerlleon?
Maybe he withdraws a step or two back away from civilized lands, to a more rural Dannein community like the Draw Gap region, east of King's Wall?
Maybe trains hard under Mercon House training program to become a real soldier and warrior?
Maybe hangs out to Carouse and drink away sorrows, either alone or keeping in touch with Bryn and Ivor?

Bryn and Ivor stay in the Jeresian port city of Poyam. Bryn knows quite a few of the locals. From his background, Bryn is pretty well integrated into a crew of rakes (street toughs, brawlers, mercenaries, raiders, and wanna-be's of all of the above) many of whom are Danneins. He also knows some tradesmen, workers down at the docks, boarding house owners, brothel managers, etc.

This would seem to be a perfect time for Ivor and Bryn to shift over to leaving the Mercon house, still having Rison as a noble Jeresian in town as a contact, but hanging out with the local port city roughnecks, including fellow Dannein outlanders, many of whom are also taking their first foray into the civilized lands looking for fortune. So the Carouse Recharge month can happen in a setting that makes sense. Ivor goes buck wild for the month, living it up, drinking, banging chicks, gambling, buying whatever the fuck he wants, and mingling with the rowdy crowd seaside.

Bryn may decide if he is in to that, but Ox and I are also working on some other scenes so not sure about that just yet. But seems like he will be in town in Poyam, so he and Ivor can stay in touch regularly, regardless of whether or not Bryn is raging against the machine in all-nighters at the taverns and brothels.

During that time, by the end of the first month of downtime, Ivor learns from a team of Kortellans that Pollo's old first mate, a Bahnje (word for mixed Gaeirmundi and Norecian bloodlines) named Tosi called Pounder, has his own ship now. He was been raiding down in Esosan and Korsi all last year and is thought to be doing the same this year. No one in town knows where Pollo is, but if anyone does know, then decent chance it would be Tosi.

So, Jabes...throwing out a few ideas for Ivor.

Jump on a longship heading west?
Sail the Alornic (avoiding Pylos maybe)?
Make the south turn to Esosanan / Korsian coast?
Hang out at some of the legendary Esosanan ports for more Carouse Recharge?
Start asking around about Pounder's ship and crew?

Or

Get some mercenary jobs in Poyam through Rison Mercon?
Continue chill out with Bryn and the cool local bruisers in Poyam?

Or

Move up to Caerlleon to reintegrate with Kray and Thorn?
Get involved with import business and travel a bit in the Draw Gap region, coming and going through King's Wall?
Run training programs with Mercon mercenaries at the Caerlleon Mercon compound called Armathain Camp?


These are just thoughts of what people are doing during Spring, Summer, Fall of 860 DV. We have a lot of story devel going on by way of PM and that is great. Looking forward to more.

As mentioned earlier, I am going to corral everyone back together in Jeres at the end of Fall.

As always, these are just ideas. Anyone is welcome to interject and change or fill in more detail.

Keep it coming with the Overview, Conflict, Loss, Success Interim inputs. All so far have been great.

Reference: Regional Map, or Borderland Map.


J-Interim
Nov 20, 2017 12:21 pm
DMJ says:
Xorthan says:
DMJ says:
Anyone who wants to squander wealth in classic sword and sorcery fashion can do so by rolling on the Carousing Table on DMG pg. 128.
Awesome. J, can't wait for Thorn to meet his new enemy, and watch him tear him or her to shreds.
Rules say DM picks enemy. DM says PC roll for enemy:

1. Capulet, the Baron's Ranger, and his patrol armsmen
2. A roughneck miner crew from Bronspur Camp
3. Local Alijanian weavers
4. Jeresian Nobleman of House Verullus
5. A Teamster Land Caravan crew led by Leader Beadheard
6. Influential Brothel Mistress Siwane called Culstra

Rules say PC explains what caused the enmity.
Master Beadheard the Mule Driver is going to get his ass kicked. Or stolen. Forthcoming.
Last edited November 20, 2017 12:24 pm

Rolls

Enemy roll - (1d6)

(5) = 5

DMJ

Nov 20, 2017 12:26 pm
Xorthan says:
DMJ says:
DM says PC roll for enemy:

5. A Teamster Land Caravan crew led by Leader Beadheard

Rules say PC explains what caused the enmity.
Master Beadheard the Mule Driver is going to get his ass kicked. Or stolen. Forthcoming.
Hahaha. So great, X. Can't wait to hear!
Nov 21, 2017 6:01 am
DMJ says:
So, Jabes...throwing out a few ideas for Ivor.

Jump on a longship heading west?
Sail the Alornic (avoiding Pylos maybe)?
Make the south turn to Esosanan / Korsian coast?
Hang out at some of the legendary Esosanan ports for more Carouse Recharge?
Start asking around about Pounder's ship and crew?

Or

Get some mercenary jobs in Poyam through Rison Mercon?
Continue chill out with Bryn and the cool local bruisers in Poyam?

Or

Move up to Caerlleon to reintegrate with Kray and Thorn?
Get involved with import business and travel a bit in the Draw Gap region, coming and going through King's Wall?
Run training programs with Mercon mercenaries at the Caerlleon Mercon compound called Armathain Camp?
Both the Sporty Holiday and Entrepreneurship Essentials packages sound lovely, but the Alornic Cruise most fits what I had in mind, so I'll go with that. I hear the Esosan port call is to die for! #YOLO!

Rolls

Carouse in Esosan - (1d100+6)

(42) + 6 = 48

DMJ

Nov 21, 2017 9:15 am
Jabes.plays.RPG says:
... the Alornic Cruise most fits what I had in mind, so I'll go with that. I hear the Esosan port call is to die for! #YOLO!
Dang. Ivor is pretty good at Carousing - another "break even" on the spend vs. the winnings!

This time in Valencia, the most famous port in Esosan, and one of the most famous in the world. An impressive old world city with an amazing harbor of natural rock shore wall, and constructed defensive wall around the city that is legendary. This place has sections of town that are highly protected by honorable guardsmen, but other sections that are purposefully allowed to be festive and rowdy. It is a place of many festivals and community observances - feasts, bull sacrifices, dancing, and drinking. Watch out - a culture sensitive to offenses against honor, so both the wealthy and the commoners are seen in duels rather frequently.

Ivor learns of another city called Avilas to the south, near the Korsian border. It turns out to have strong presence of criminality, a haven of raiders and rogues. Corrupt officials. Double dealers and intrigue on the seemingly endless war vs. Korsi. Daring Korsian assassins and thieves are known to infiltrate the city, killing Esosanan aristocrats and field marshals, stealing from Esosanan marketeers, and infiltrating the ranks of Esosanan soldiers and militia. Those who are caught are publicly executed, and that happens on a regular basis.

There are nearby caves and cliffs where pirates hide. It does not take long for Ivor to get word that Pounder sails on his longship The Howl, raiding along the coast further south beyond Korsi, in a rural land called Ker.

The coastal farms of the Kerians are not far away by sea. Ivor can decide if he uses new contacts in Esosan to hire a bold corsair captain and crew to pursue Tosi Pounder, with the hope of taking his revenge on the cruel slaver and perhaps getting one step closer to tracking down Pollo the Gaeirmundi.
Nov 21, 2017 9:37 am
*smashes ale horn on the floor* Hell, yes! Let's give the Bahnje cockroach what's coming to him!

DMJ

Nov 22, 2017 4:00 pm
Yo, Players' Club. I'm going to try to post up couple of things. Know ahead of time that a lot of this is going to be out of order on the character in-world timeline.

Need to address a big winter event. It will allow some to build around it before and after on some of detail goals developing.

But at the same time I owe some more info out to Jabes and Ox for Ivor and Bryn. That stuff, when I send, will happen before in the spring summer fall 860 DV.

Bear with me. This will all come together. Trust fall.

DMJ

Nov 22, 2017 4:40 pm
DM Main Input 2

At the end of winter, 860 DV, everyone ends up in Caerlleon in southeast Jeres.

This is the hometown of Kray and Thorn.

Various circumstance why everyone is there, but we can work on that.

Baseline situation is this: a northern Jeresian town of Brecon was sacked by a Dannein barbarian onslaught. Total carnage of slaughter, pillage, burn, rape, and enslavement.

Dannein offenders: a truly heinous clan called the Nolgulors. Danneins know them as some of the most vicious of all clans. They are often called the Skinmelters. They make a jelly that the smear on captives' bodies while alive. They nail them to boards and then light it. It is flammable, but not exceptionally so. It is not fully combustible, but delivers a slow rolling burn. Victims feel their skin melting off until the full is burned off. They scream and suffer for hours before dying of shock in agonizing pain as burn victims.

The Nolgolurs are infamous and hated and/or feared by Jeresians and other Danneins alike. All PC Danneins (Hoath, Rynault, Bat Hannoc) have heard of the psychotic nature of this clan. No one has any love lost for these guys. They are known as worshippers of Arawn and The Morrigan. They commit human sacrifice among their own ranks on a regular basis.

The Nogolurs are commanded by a warlord named Cruimin. They are also inspired by a Dead Moon Druid named Hasticha.

Other Dannein groups, including the Black Wolf Clans, have joined the Nolgulors.

Jeres in now at war on the northern frontier.

King Darian has mobilized the Jeresian army. There is conscription among Jeresians. Foreign mercenaries are also being hired on mass scale to supplement the force.

House Mercon is responding by sending large numbers of mercenary forces northward. Most troops are reporting to the large northern border city of Bridgewell.

House Mercon has a property in Bridgewell, commanded by Kray's uncle, Haegio Lord Mercon.

One way or another, all PCs are recruited to move north to the war effort on the frontier. They unify at Caerlleon, reuniting with Kray who is taking a Century (100 troops) northward.

Another big development: Kray is recovering from SEVERE injury. It is not immediately clear, but becomes known later that Kray was involved in an armed conflict against his own father, Kerylion Lord Mercon. The duel was fatal. Kray killed his father!

Kray is apparently in a lot of tension within his noble family. Despite this, he is moving north, trying to heal up the last bit on the way, and has all intentions of deploying to the front to fight the northern Dannein clans in the Curnauh Forest.

In Caerlleon, the group can briefly see Sorcha Rhone. She is at the Mercon compound and has been attending to Kray, and apparently pulled him out from the brink of death. She is NOT however marching north to war at his side. She is apparently still traveling regularly to the Dannein Draw Gap region east of King's Wall, in the lands of the Bardh Clan. She is mostly living with Doirind, assisting her in her troubles.

As winter approaches, the group is heading north. The route will go through the Austrel, the impressive capital city of Jeres and the seat of the King. Then they will move even further north to Bridgewell. From there, they will organize with domestic and foreign forces and go downrange into war.

And seemingly in the worst of circumstances. Cold winter. Snow on the ground early in the season. Mysterious forest. Depending on other Dannein rangers who know the land. Many language barriers with the variety of foreign troops, many of whom are Pylosian professional mercenaries. Others are rougher on the edges: eastern Danneins, Korsians, Heshbaans, and even a small group of displaced Arkkadis.

Kray is at the helm as a new Centurion in the Mercon House. Kray definitely has something to prove and the stakes seem very high.
He faces family drama and stress that is not entirely clear to everyone else, but one thing is clear: he and his crew will be in the heart of the fight.

One good thing is though: pay is outstanding. Commitment to Contract levels and then some.

The group is in a guerilla war during the Winter. Treacherous terrain. Cunning enemies. It gets pretty bad.

Not giving away any of the surprise story hooks when I say that all PCs survive this winter war in the north borderlands, but i invite you to use this to build what you will. It is going to be costly and trying.

Plenty of options then to insert Conflict, Loss, Success if you don't yet have anything designed.

More details to follow later, but block off 3 months to freeze, bleed, and kill.

DMJ

Nov 22, 2017 5:47 pm
On Ivor's confrontation against raider Tosi Pounder

At Avilas, Ivor pays in to strike a deal with Esosanan corsair Arnao, captain of The Essein, to sail to the Kerian coast in search of Pounder and The Howl.

Ivor gets well-integrated with the crew of the Essein, including making closest friends with a small group of Danneins who landed at Avilas over the winter seeking raiding work after a disaster on previous employment.

Within a month, Arnao finds The Howl. It is inland on a Kerian river, docked at an old decrepit pier. About a third of the crew is there while Pounder and the more seasoned force is inland raiding.

Ivor makes good on enough money to buy some assistance. The hang-back crew of The Howl is quickly overtaken. Ivor captures a few slaves that were shackled on the deck.

Ivor and a small band set up an ambush against Pounder and his group upon their return. Pounder's raid team is returning from a sack of a local mill further inland. They also hit several farms. They have a few more slaves and some score of bronzework, beads, silver, and gold from the local Kerians recently felled under Pounder's great club and the swords of his crew.

Ivor is able to overcome Tosi Pounder. Jabes, you can describe the scene as much as you want.
Required Action: Roll for how the fight went.

1) A surprisingly quick kill at the onset of the ambush
2) A tough grueling duel between Ivor and Pounder. Much back and forth interchange and exchange of threats. But Ivor dominates over the course of time.
3) A long chase through the hilly plains as Tosi tries to cut losses and escape, though unsuccessful
4) A tougher fight than hoped. Ivor is sweating it a bit, pulls out the victory, but is walks away with some injury which takes a day or so to recover fully.


In the end, Ivor claims:

1. Undisputed and witnessed victory over Tosi, a former nemesis
2. Capture of 3d4 slaves
3. Some loot, once split up to the crew Ivor can still pocket 3d8 x 10 gp value and a couple of descriptive bronze or regional items
4. Info from a few surviving crewmen (before execution) that Pollo the Gaeirmundi has traveled far south across the Sea of the Scorpion to Arkkad! He is basing in the Arkkadi city of Zanzabba, transporting slaves to the rural island port of Sal Sabu (far south Gaiermund island). Too far and dangerous to travel this season, but it may be a lead for the future.
5. Mastery over the fate of The Howl, if he will have it!

The longship of Tosi Pounder is left completely intact. It is a sound knar ship. Probably Gaeirmundi/Norecian design within the last 10 years. What is to be done of this? Ivor can hire a remnant half crew from Arnao if he wants, and could limp the ship back to Avilas to hire the rest of a full row crew. The Dannein group, who fought with Ivor, would gladly crew for him, with Arnao's blessing on the transfer of employment. Arnao would like to have the ship if Ivor is uninterested. He will try the same option of pulling the ship back to Avilas, if Ivor is not interested and allows it. Also, if Ivor insists otherwise, oil and fire are available, and Arnao gives no objection to striking a match. He sees it as Ivor's score.
Nov 23, 2017 2:02 pm
Tosi was nicknamed Pounder because of his savage skill with the Mace-axe.
http://img05.deviantart.net/a3d7/i/2004/277/4/8/weapon__mace_axe_by_xvashdastmpedex.jpg

Slaver and ex-slave traded blows and insultsfor almost an hour until both men were cut and bruised without either one really gaining the upper hand. But Pounder, wielding the heavier weapon and the bigger mouth, had begun to falter and Ivor easily capitalized on it, finally netting the slaver and skewering him fast to the deck of the Howl. Ivor then scuttled the knar, burning Tosi alive on board.
Last edited November 23, 2017 2:59 pm

Rolls

Fight results - (1d4)

(2) = 2

Liberated slaves - (3d4)

(121) = 4

Loot - (3d8)

(684) = 18

DMJ

Nov 23, 2017 2:24 pm
On the Winter War in the Broken Leg lands and the Curnauh Forest

Embedded within the 105 foreign troops commanded by Kray, the party fights in skirmishes against the Norgulors and the Black Wolf Clans. Most of the conflict in the first month of winter occur in a rugged area of hills and gorges called the Broken Leg lands. There are other mercenary units in the area, as well as Jeresian troops armed and armored by the King. There is some wins, some losses, and then there is a large culmination battle with a large number of forces on both sides at a large ravine valley called Riainn Gorge. Large scale death and injury on both sides, and it ends pretty much in a stalemate.

Kray's foreign mercenary century is reduced down to around 60 troops. The professional Pylosean warriors are steady and deadly. The eastern Danneins excel. The Heshbaans are shaky and the Korsians are undisciplined. Four Arkkadi warriors remain. They are quite out-of-place, have trouble with the language barrier, but they are hearty warriors and endure without complaint after the other four of their fellows fall in battle.

Kray's uncle, Haegio Lord Mercon, high commander of mercenary forces, orders the group into the Curnauh Forest to he north. They are supposed to follow leads that the druid Hasticha is nearby and supporting the enemy forces. Hasticha is a seasoned veteran and important to Nolgulor morale. The old speaker is said to be an extremely tall, bulky man, rugged even though he is elderly. He is a legend among the region, an icon of Skinmelter infamy. He is said to have ancient powers over the forest and the ability to curse his enemies. Most of the Danneins believe it, as do many of the Jeresians of the area.

The 40 days that follow are a cat and mouse game of rural guerilla warfare in a menacing terrain. The snow begins to set in regularly as the winter progresses, so all of the scenery is covered in at least a dusting of snow and many times a moderate to high amount of snow, though the forest gives some shelter. Sometimes hunting, sometimes hunted, the group moves from one defensive camp to another very carefully. They break up into small patrols and scout missions to keep visibility, spot trails and passages, track, target, evade, and defend as best as they can.

They kill many enemy, but their numbers are gradually whittled down over time as well. They continue to follow leads, chasing after the druid Hasticha.

Maeriks turns out to be an exceptionally valuable asset in all of this. He is a skilled tracker, knows how to operate in a rural setting, endures extreme hardship, provides expert foraging and food prep, and serves as a highly proficient medic. The other Danneins especially come to trust and respect him as a woodsman. One of the most telling things though is that it seems that Maeriks can track Hasticha in a special way. Maeriks seems to be able to lead the group by way of a sense, of detecting what he says is "the words that Hasticha is speaking." It is unclear of how this works, but it does seem that Maeriks keeps the group on Hasticha's trail, even though they suffer setback after setback.

Eventually the movement leads the remainder of the weary, worn, and largely injured Century to give chase to Hasticha's troops out of the Curnauh Forest to the north east, into a land that the northern enemy Danneins have refer to as Talamh Fearach (the grazing lands). It is a hilly grassland. Arriving there turns things for the worse however. It seems like the group has been led forward into a trap. There are large numbers of Nolgulors and Black Wolf warriors. Soon the mercenaries are on the run, trying to escape an overwhelming force.

Handrailing the edge of the forest, the group moves south around the eastern edge. Eventually it is clear that they are being surrounded, so the pick a spot to dig in and defend.

A large draining defensive battle on a wooded hill lasts for an entire night and into the next afternoon. It seems like all is lost, but luckily the group is reinforced. The group had captured a rare horse earlier when they overtook a Dannein patrol. Thorn had took the horse and ran with all speed possible to try to make contact with the other Jeresian forces. He had convinced a Jeresian nobleman Leofred Lord Maltinus to send a large force on a surge to the east of the Curnauh. The Jeresian warriors march in, with a horsemen in support, and Thorn is able to lead them to find his unit pinned down defending the wooded hill at a last stand.

The battle hangs on the brink through the afternoon and into the evening. Eventually though, all of Maltinus's forces catch up and turn the tide. The huge Nolgulor force, led by Hasticha and a famous warlord named Diucill, is defeated and dispersed.

Everyone in the party survives. Only 21 others remain of Kray's original 105-troop Century. 8 of them are eastern Danneins. 11 of them are the hardened Pylosean veterans. The other 2 are Arkkadis. The Heshbaans all were slain. Many of them deserted and fled during the chase and the last stand. All Korsians were slain as well, most charging into battle at their ends, choosing to go out with lone valor rather than follow defensive strategy.

Some further details will be given about the final stand, which came to be called the Battle at Alder Roost. Maeriks had learned that the northern evergreen trees were called Alders. He said they could sit in high like roosters at a large rocky cropping near the crest of the hill. The area was surrounded by a thick group of alder trees. The spot did turn out to be a strong defensive point that paid off in survivability. Maerik's moniker seemed to stick in the long run as a reference name for the site.

DMJ

Nov 23, 2017 2:44 pm
On the Final Stand at Alder Roost

As the Nolgulor forces begin to break, Maeriks is able to find where Hasticha is hiding in the forest further downhill. A squad breaks out and surges in to give chase and give one last desperate attempt at eliminating the villain.

it is a tough assault mission, through a group of motivated defenders, with Hasticha seeking to escape. Is the attack successful?

Required Action: All PCs Roll Attack to hit AC 17. If a majority of PCs hit, Hasticha is slain. If a majority misses, the cunning Hasticha slips away to fight another day.
Timeframe Limitation: If no response by tomorrow (Friday 24 Nov), I'm going to click and publish rolls for everyone else on (Saturday 25 Nov)



Two of the group are involved in the final combat that kills infamous Warlord Diucill. He and his inner guard are caught in between the incoming Jeresian troops and the remnant of the mercenaries. The vicious Dannein warrior and his supporters fight to the bloody end.
Required Action: Next person who checks in for read and visit, roll random 1d5. Roll until you get 2 different numbers.

1. Bryn
2. Ivor
3. Kray
4. Maeriks
5. Thorn
Nov 23, 2017 3:13 pm
.

Rolls

THAC17 - (1d20+10)

(3) + 10 = 13

Random 1d5's - (1d5, 1d5)

1d5 : (2) = 2

1d5 : (1) = 1

Nov 23, 2017 4:54 pm
Rolling to hit Hasticha.

Rolls

Attack - (1d20+8)

(4) + 8 = 12

DMJ

Nov 23, 2017 5:34 pm
On the strike against Hasticha

Ivor and Thorn roll a 3 and a 4 on Attacks. Not good.
Hasticha is looking to make a break for it. Can Kray, Maeriks, Bryn come in to deliver 3 hits in a row and get this guy?
Nov 23, 2017 6:51 pm
Roll to hit Hasticha. Bow shot.

Rolls

Bow Shot - (1d20+10)

(1) + 10 = 11

Nov 23, 2017 6:51 pm
Lucky.

Rolls

Bow shot - (1d20+10)

(5) + 10 = 15

DMJ

Nov 24, 2017 10:36 am
OOC:
Unfortunately, that's already 3 misses out of potential 5. Majority is established on the negative result.
With 4 rolls delivering no result over a 5, I'm pretty sure Hasticha cursed enemy dice. Looks like he slips away.
On the inexplicable occurrence near Alder Roost as Hasticha escaped

When the last remnants of the mercenary Century charged down to give chase to Hasticha, Thorn saw from afar. He was still inserted with the Jeresian soldiers led by Lord Maltinus. Thorn used the last charge of the horse he rode to break through a crowd of enemy warriors and rejoin with his friends. Reunited, the group pressed forward with their last surge of energy to try to bring down the infamous Hasticha, who was already in flight and protected by his last circle of guards.

As the mercenaries crashed into the elite barbarian axmen guards, the combat was terrible - nearly overwhelming. Hasticha, though injured, was barely able to slip away. He seemed to melt into the forest and glide away in a blur, at speeds that must have been unnatural. To cover his retreat, the Nolgulors threw themselves at the pursuers with reckless abandon. Nearby groups charged in with great speed and purpose to support. Suddenly the small band of mercenaries were completely surrounded.

In the end, the old band from the Borgh Riac (Bryn, Ivor, Kray, Maeriks, Thorn) found themselves in the last small group standing in a sea of enemy fighters. They were joined by a few troops from Kray's foreign century: the Pylosean veterans Aethon, Niarcus, and Codros, as well as the Arkkadi warrior Thabo and the Arkkadi warrior woman Balungile. It looked like impossible odds. The end.

Suddenly, the group all felt time slow down. In a perfect circle of a 50' radius from the group's center, they could see the perfect order of spacing and position. All things within it were in perfect order and predictable motion. Everyone could feel their own hearts beating, hear their own breathing slow in - slow out.

In their peripheral vision, at their center, was the Throne of Eight Stars. It was a fleeting glimpse. The Throne there in the snow in the forest. Then sight of it was lost. The group burst outward in an explosion of violent action. It was unmistakable: it was a return to THRONE ROOM OFFENSE!

In exactly 12 seconds, the group radiated outward through their raging enemies and cut them to pieces like a tornado of razor blades. In perfectly timed, perfectly fatal strikes, the Nolgulor inner guard and the heart of the last group of enemy forces was slaughtered with surgical precision. One strike was one kill, repeated in dozens of iterations.

When the 12 seconds passed, a pile of enemy corpses laid on the cold forest floor, with bright red arterial life blood sprayed out over the white snow in nearly a perfect circle.

This phenomenal counterattack broke the back of the Nolgulor forces. The remainder of the enemy barbarians tried to retreated into the Curnauh Forest.

The Jeresian closed in at an angle to cut off a large vanguard of Nolgulors led by Warlord Diucill. One final brutal melee brought the giant hulk down alongside of his closest entourage. Ivor and Bryn fought forward side by side and landed the final blows that killed the enemy leader.

The Battle at Alder Roost was won. The team stood bloodied but victorious, and shocked at what they had just experienced.

No one had any idea how they had reclaimed them, but it was unmistakable that the five survivors of the Borgh Riac had somehow employed the mysterious powers of the Dark Throne of Dagan.

DMJ

Nov 24, 2017 11:28 am
On the end of the Winter War Against the Nolgulors

Reconnected with the larger Jeresian forces, the remnant of Kray's foreign mercenary Century marches back to the Broken Leg Lands and hears that the Winter War was won. While Hasticha was lost into the Curnauh Forest, the Jeresian and auxiliary mercenary forces were able to close in on other large groupings of the elusive enemy Dannein forces. A large army led by Opiter Lord General Vesillius met against the assemble army of Warlord Cruimin Ironwrought at the snow-filled valley of Padharaic Coulhsu near the Finnluc River. It was a tough battle, but the Jeresians prevailed decisively. Cruimin fell to the gladius line. The remaining forces forces were dispersed. Most were slaughtered in their retreat as they were forced to try to swim across the freezing waters of the Finnluc.

The PC crew spent a week or so recovering in a camp near the front as forces consolidated and reorganized. Eventually the group moved back to Bridgewell. They made it back to civilization just in time to catch the last few days of Reverence, marking the transition from Winter to Spring in 861 DV. It was still a cold start to the spring season.

With the war over, everyone shakes hands and bids farewell to Lochagos Aethon and his crack team of Pylosean shieldmen. The Arkkadis, Thabo and Balungile, remain with the Borgh Riac team, having become close comrades and the Arkkadi having few other contacts in the region. They hoped to get assistance moving back through the Jeresian countryside to return to one of the southern ports.

Kray faces some further tension in more interchanges with his noble family members. The details of the drama are unclear to everyone else, save perhaps Thorn, but the end result is that Kray is reassigned to be under the command of his other uncle, Rison Lord Mercon, back in Poyam.

Moving first back to Austrel and then onward on the southbound roads across the Jeresian countryside, the group rides at a comfortable pace, on the backs of fresh saddled horses. Everyone has a fresh carrier box, heavy with Crown Markes. It was a tough winter, but the payout was strong.

DMJ

Nov 26, 2017 8:46 pm
On a full detour, revisiting a memorial, and a renunion

While en route along the rural southbound roads through the Jeresian heartland, Kray calls a change in course. Breaking off of an eastern road, the group angles off into the countryside. Most of the camps before this were in small inns, farmhouses, and worker camps along the way. Now the group camps out in the open range. They drift over the rolling hills and patchy woods for several days, getting away from most of the villages and roads.

They come into a region that Thorn knows very well. It is the rugged march lands where he grew up. One afternoon, he leads the group up to an old cabin in the forest. It looks neglected, definitely uninhabited for many years. Thorn goes first to an old stone cairn gravesite, to pay his highest respects. It is the grave of Urdav, the man who served as a father to Thorn. This is the cabin where Thorn grew up, an orphan raised by a retired soldier hermit in a rugged life on the frontier, away from the pressures of civilization and politics and money and war.

Though the place is run down from its former prime, it is still a great shelter, and the hearth still holds a fire. It is a great night. Everyone is respectful of Thorn and let's him lead the way on how the night goes. The weather is fine. One of the first spring nights that is not exceptionally cold.

Leaving the next day, and riding two more days, the group reaches the Draw Gap region. They had passed north of the northernmost construction point of King's Wall. Now they were outside of the border, in the region that Kray and Thorn had traveled extensively over the last several years.

Stopping first at Melig Trade, they get some supplies, but then press on to Low Creek. This is the seat of the Chief of the Bardh Clan. Rine welcomes them into the camp and gives them a hut to stay in after Kray offers gifts. Soon they are at a cook fire, eating and drinking their fill after a long travel.

Sorcha Rhone has been living nearby for much of the recent months. She comes to the camp as soon as word is sent that Kray, Thorn and the others have arrived. It is quite a reunion when she joins. And another great surprise is that Doirind is with her as well. Doirind has a new look. She is as strong and fit as ever. There are no signs of pregnancy. That topic is not spoken of at all. That hardship and burden is over now. It is gone.

https://dl.dropbox.com/s/4ms9px63ueb4n61/Doirind%20new%20style.jpg
Doirind's New Look


It is a good night of fellowship, by the fire, out in the country among the Dannein allies, under the stars of a spring night sky.

DMJ

Nov 27, 2017 11:02 am
An Open Discussion

The night in Low Creek passes into the next day. The spring air is fresh and crisp, still with a chill early, but the sun burns it away as it rises.

Kray has been talking to Sorcha Rhone in private, off to the side. Perhaps others see as well, but if no one else, Thorn definitely knows that something has changed in Kray's mind. Thorn knows that Kray does not intend to go to Poyam. Kray does not intend to check in for service under his uncle, Rison Lord Mercon. He is leaving Jeres, but Thorn knows that he is contemplating where to go and how to bring it up to the crowd.

Thorn looks over at his buddy Maeriks, who is cooking by the fireside. Maeriks is talking through his recipe. He has a small audience listening intently: one elderly Bardh man, two women, and one adolescent girl. All of them know this traveler well, and his stew is a local favorite that everyone looks forward to.

Ivor is speaking with several of the Bardh clan Danneins nearby as well. The Bardh men ask questions about the war in the north, and the fate of the Nolgulors and the Black Wolf clans. They are intent on listening to any account that Ivor will give them.

Bryn reads over some scrolls, sitting on a rock by the creek. He has gathered a bag of several animal skin scrolls now. He gathered many of them up from the fallen among the Heshbaan. He has come to know that Heshbaans carry more writing mats and drawings than any other people he has ever known. Their religion is strange, and he has clearly been learning their ways and language as he can. Now he is looking at a drawing of a beautiful and grand temple, high on a hill overlooking a port whose name is written at the bottom. Bryn can read it, "Jabez. Crown of the Hodel."

Sorcha Rhone is with Kray. Doirind is speaking with Chief Rine Bardh. The Arkkadis Thabo and Balungile are nearby as well, smiling and laughing with some of the Bardh youth warriors who have come over to them to see demonstration of the kpinga, the exotic throwing sickle that both of the Arkkadi wield with great mastery.
OOC:
Alright, Players' Club. This is an obvious bounce pass. I'm shamelessly trying to illicit some comments and convo this week from you guys about what direction the story goes for the characters.

Present time is 20 Raskine 861 DV. Later half of the first month of spring.

What I want to pin down: Where is the party 30-40 days from now?

We can work on details together. Interim time is still underway. But several of us have worked by PM on getting individual story lines developed and fleshed out. Want to take a moment now to pull them in here and see where they go.

Thoughts? Comments? Questions? From the characters' perspective, what are they talking about right now?

This is a crossroads moment. What road are they going to take?

DMJ

Nov 28, 2017 11:02 pm
Shop Talk: Pressing Interim 1 to Completion, Planning for Episode 2

From AAR it looks like everyone is onboard for 5 December start date for Episode 2. That's great. Looking forward to it.

That's 1 week, so I want to really press to get Interim time wrapped up and move on to full planning mode for the new Ep.

So...Task 1: Wrap Up Interim 1

Request: Let me know any more story that you want to build in for Interim 1.
We've done quite a bit, but could insert more depending on your preference. I promoted the Conflict, Loss, Success format. Those who used it, I think it worked fine. That is still an option for anyone who wants to use it. But as you know it doesn't have to be that rigid. Anything can work. Just let me know or post up if you want to have any other items addressed or experienced by the characters in the time we've covered so far (Spring, Summer, Fall, Winter 860 - Winter 861 DV).

Task 2: Determine site or at least general region for Episode 2

I don't know where the team is going yet.

This isn't a problem; I'm game for anything. I have talked offline with some of you about some ideas. There are some leads out there in circulation for sure that you can promote to the crowd if you like the sound of them. Also you can press on to something else, ask questions, or be willing to just pick a place, show up and see if you can get something going. That may have some success or some dead ends. Depending on where it is, you may fit in and find some adventure, or you may have a hard time. But overall the world is open-- I want you guys to talk it through and make the choice.

But I do need to get to it, building up some of the behind-the-scenes structure and detail of the show.

Required Action: Characters talk through and identify at least a starting point for their first adventure.
Clarification: This needs to be done in the next few days, not on 5 December.

If possible, I'd prefer to have something to work with by Thursday or Friday. If you are really struggling to generate something, send word and we can talk it out with more ideas.


Yes. I am being a bit of a Task Master. You hear that bullwhip snap?!
https://dl.dropbox.com/s/0xi2uy210knlflb/egyptian-taskmaster.jpg
Planning out the schedj so that I can get this pyramid built up before Pharoah's deadline.

Thanks,

J-Matic
Majority Whip
Nov 29, 2017 3:52 am
Alrighty mother truckers, Bryn has been busy in his time off. He has been working hard, learning to read and speak different languages so that when he comes across items of unknown origin he finds while treasure hunting, he will be able to tell if it's bazooka Joe comic or whispered writings of treasure and priceless artifacts. Coincidentally, he has found exactly that. On some of the scrolls from these Heshbaan mother fuckers, Bryn has been piecing together clues pointing toward Gelshemish, the capital of Heshba and fortune/glory to be had for our Merc Squad.

So that is where Bryn wishes to venture toward.

Thoughts?
Nov 29, 2017 8:32 am
Sand dunes, pyramids, scimitar-wielding crazies, silken-veiled hotties...what's not to like? Sign me up!
Nov 29, 2017 10:22 am
I wonder if the Heshbaan hash is any good.
Nov 29, 2017 2:21 pm
Gains and Losses

Lanthan passes the cup to the man sitting at the table. "Here, Thorn. Port is on me. Not like you couldn’t afford it; you seem to be doing well for yourself. Not like the tough slogging it was working for Pandios, yes?"

Thorn shrugs. "I’ll take it anyway, Lanthan. A gift given in brotherhood, not charity. It’s true, Yshala’s smiled on me as of late. And frowned as well. As is her way."

"As is her way. But come, tell me, how has she blessed? And how has she cursed?"

"Do you want the blessing first, or the curse?"

"Always end in a blessing, my friend."

Thorn gives a small smile.

"Very well. About a month back, Kray found me at a tavern in Caerlleon, saying he had a small job to keep me occupied. I had been complaining the day before, and he doesn’t like to see his men bored, so he sent me on a trip with a mule train. Carrying some spice or rock, I don’t remember because I didn’t care; the job was just to get the mules and their drivers from Caerlleon to Gael Gap without any trouble. Seemed simple enough. I mean shit, we had just finished a job fighting demons that cost Talius his life, so I figured anything on this side of the Azan would be easy as a Poyamese whore, yes? So I went down and met the caravan master, a sweaty lump named Beadheard. Didn’t like him as soon as I saw him, but as long as he met Kray’s terms at the end of the trip, I wouldn’t complain.

"The first two nights were as trouble-free as I expected; inns in Bronspur and Bravel with warm stew and a bed. On the morning of the third day, we were about two or three miles south of Bravel and we were ambushed. I’ve encountered bands of desperate men before on the road to Poyam, but not as many as poured out of the trees and the bush south of Bravel. Somehow they decided to come straight at me, instead of any of the wagons or pack animals. I sliced a few of them up, Lanthan, but there were at least thirty of them, and they had me pinned down before too long.

"Expecting a knife across the throat, I was surprised to see fatty Beadheard step into my field of vision along with one of the bandits. The lad looked familiar to me, but I couldn’t quite place him.

"Beadheard gestured to me and said to the kid, ‘Is this the one, young—’ and then he said the fellow’s name.

"I heard the name and knew exactly who he was then. This was the kid brother of a fellow who had died at my hand a few years back in a contract that had been poorly handled."

Lanthan interrupts.

"Poorly handled by whom?"

"By me. I killed his shit of a brother."

"What for?"

"Doesn’t matter. What does matter is that I was fairly sure I was alone in this knowledge. It turns out I was mistaken, and now my mistake’s kin was after me for revenge. It was all fairly well put-together, now that I think about it.

"Anyway, they tied me up and threw me in the woods, and left me with Beadheard and the boy.

"The fat ass-driver asked the boy if he was going to kill me, and the boy said he was. Beadheard lowered his own blade to my throat and used it to pull out a pendant I had around my neck. Grasped it, sliced its chain, and said, ‘Well I suppose he won’t be needing this,’ and walked off."

"And the boy?" asks Lanthan.

"He stayed behind to kill me, I guess. I’ll never know, because by then I had the ropes off my wrists behind my back, and it was into the arms of the Gellir for him."

"Stupid boy," remarks Thorn’s friend.

"Yes."

"Now wait, Thorn. How is this a curse?"

"That fat fuck took my pendant, and I haven’t been able to find him this whole month. Kray knows little about him, surprisingly, but neither the man nor his asses have been seen in Caerlleon or Gael Gap as far as I’ve heard. They just vanished."

"A pendant is the curse? What’s so special about this pendant? ...Come now, don’t look so glum. Tell me about this precious piece of jewelry. Who gave it to you?"

"Nobody gave it to me. It belonged to the man who raised me. A pendant stone with blue swirls and green splashes in a near perfect copy of the Alornic Sea and everything surrounding it. Urdav used to teach me about the places far from us using it. Really, my only real treasure."

"But he never gave it to you?"

"Nah. His murderers took it from his body after they killed him."

Lanthan ponders this.

"And you found his murderers and took it back?"

A pause.

"Yes. On the other side of the lake. Fighting demons. Rescuing small children."

Lanthan breathes, "Yshala … What about the blessing?"

"Strangely enough, it involves the child I helped rescue. When we came back from the Drakkenmire, she was with us in Poyam under Kray’s uncle’s protection. Kray and I decided to move back to Caerlleon, and she didn’t do so well without us, I guess, because a short while later and she came and lived with us at his estate for a while. She never did adjust to the city and its enclosure, but slowly she began to feel more comfortable around us, I suppose, to the point where she began talking more about the things and people she had lost on the other side of the lake… pondering the life she had lived thus far.

"I suppose I was also thinking more about the strange experience I had over there, because one day I remembered that her mother had spoken to me of my own mother. My own mother, whom I had never met, and for all I know abandoned me or died when I was a babe. This girl’s mother had told me at one point that she could show me an image of my mother, if that’s what I wanted. We had been on our way from one shithole to the next, and I had promised her that I wanted to see this image once we were all out of that hell and safe… well, she ended up dying, I guess, so I never got to see what she’d promised.

"I was walking in the estate garden with Sorcha, the child, one day, and I brought it up with her. She said it was a difficult thing to get to these images; that her mother could most likely do it, but that she was unsure as to her own abilities, at least in Jeres. She said she would have a better chance of success in the very shithole her mother died in.

"I told her that was not going to happen any time soon, and that was as much as we talked about it that day.

"A couple weeks later, Kray and I were on a trip through the Draw Gap with Sorcha. We camped for the night near Melig Trade, I think. It was late summer, and storms were in the area; one had just passed and the ground was soaked. She sat next to me at the fire and told me she could try the images that very night. I shrugged. Nodded. We went a little way away from the camp and began setting up her drawings for the ceremony; she was telling me where to draw what, and then telling me where to sit and what to do and how to think. She’s a child, but Lanthan, she has one of the biggest personalities I have ever witnessed. I had no problem doing exactly as she bid. She told me to focus, and I focused. She asked me to listen to her voice. I already was.

"She spoke some ancient words.

"My eyes opened, and I was no longer at the campsite. I was in the back of a wagon. Night had switched to day. Summer to spring, apparently, and there was not a cloud in the sky. The wagon was riding down a trail, and I had a stick in my hand. Looking down, I realized I was a child. I was using my stick to hit a hay stuffed doll before me—a toy, painted with scary facial features to make it look like a Gandish Goblin.

"I heard a voice behind me. A woman."

A tear leaks out of Thorn’s eye. Lanthan watches, mesmerized.

"A beautiful voice. ‘Well done!'"

"Who was it?" asks Lanthan softly.

"Mother," whispers Thorn. "She crawled over the front of the wagon and sat with me in the back. Thick black long hair. Bright eyes. Strong hands covered in Dannein swirls and tattoos. Smile as radiant as the sun overhead. I was so happy.

"I heard another voice from the front. A man, driving the wagon. My father. I couldn’t see him, but the voice was strong, and I knew I was loved and protected."

The tears are streaming from Thorn’s eyes.

"Then what happened?" Lanthan asks.

"She held my hand. Then she put her thumb on my forehead, then on my lips, then on my heart. Made some sort of sign, I think. Then she smiled and said, ‘I love you, Aemlar. I bless you for all of your days, strong little hero."

Lanthan smiles and the two sit in silence for a minute.

"Yshala, but that’s beautiful."

Thorn nods and wipes his eyes. He finishes a second cup of the port that Lanthan has put before him. He sways slightly.

Lanthan grins. "Aemlar, eh?"

Thorn looks up at him, no smile on his face. "Nah. Thorn for me. Aemlar’s the name of a hero."
[ +- ] Thorn Character Sheet
Last edited November 29, 2017 2:24 pm

DMJ

Nov 29, 2017 4:03 pm
Dang, X. What a masterpiece scene.
Will there be a Thorn novel released in 2018? If so, I would like to pre-order.
Nov 30, 2017 10:31 am
Heshba sounds great to me! Pretty much the opposite of wading through a gator-infested swamp, right? This will be a good change of scenery.
Nov 30, 2017 6:13 pm
Admittedly, I was leaning toward the jungles of Arkaddi. Love the idea of jungle action and hidden ruins etc. However, I am very much on board with some desert action.

If things work out, which I think episodic adventuring lends itself toward, we hit Arkakddi later.

In sum, I'm for Bryn's Heshba plan. Sounds dope.
Nov 30, 2017 6:14 pm
And that was a nice piece X. Good stuff. Cool to get some more insight on Thorn's background.

DMJ

Nov 30, 2017 11:31 pm
OOC:
Y'all, sounds like everyone is generally onboard. I'm going to post up a short entry next which will kind of stage it up for more development that we can mess around with over the weekend coming up. Still Interim time, so it's going to stay flexible to insert story development or more comments as you want.

DMJ

Nov 30, 2017 11:41 pm
After saying goodbyes to Sorcha Rhone, Doirind, Chief Rine and other Bardh clan friends, the group departs from Low Creek. On fo and moves down to the edge of Lake Azan on the Naas River.

They camp with a Bardh group that lives near the lake. Two days later, Shen Lain picks them up on the Blackfin. Leaving the horses behind to be delivered back to Chief Rine, the party boards the longship with everything they are taking with them in a couple of bags and boxes. Soon they are down the Naas River and on the open sea, sailing across the Alornic.

https://DL.dropbox.com/s/n83hcw2i1tzs215/Jeres%20to%20Heshba.JPG
OOC:
Fellas, I read the expectation of a desert. That's probably not going to be the case. Not entirely at least. Heshba is mostly rolling hills. Mixes with some rugged arid badlands for sure. Those can be pretty dry and austere, but not like the sands of the Sahara or stark rocky lands of nothing but crumbled rock. There are some forests mixed in as well, and we'll definitely be seeing some of that. The only real dessert section is far to the south as the terrain shifts to the great desserts of Bishtaan.
More terrain detail to follow over the weekend posting

DMJ

Nov 30, 2017 11:52 pm
It is a 12 day trip to cross the Alornic Sea. Some of the days and the nights are stormy, which is quite a stress for those who have never been out in the open seas. But in the end they make it across.

Hugging the coastline, Shen Lain guides to the Hodel River. The Blackfin cuts into the waterway and begins the journey inland along the river.

Late in the day, they arrive at Jabez, the Crown of the Hodel!

Here is where they station for an extended stay, to prepare for their journey further inland. It turns out to be a waypoint with many new experiences. What a city!

https://dl.dropbox.com/s/wuns8yolcamgaoh/Jabez.jpg

DMJ

Dec 1, 2017 12:19 am
Required Action for Ox: send INT checks for Bryn to convert Intermediate Language fluency to Full fluency.
DC 10.
OOC:
If you make the first. Great. Bryn gains fluency in 2 weeks.
If he misses, take up to 2 more shots at it. Each check is 2 weeks later.
More to follow on the timeline, but the party is going to hold here for 6 weeks or so, enjoying the scenery.

DMJ

Dec 1, 2017 12:26 am
Last Option for foreign Carousing

Ivor has 2 Carousing successes: 1 in Poyam (Jeres), 1 in Valencia (Esosan).

Thorn took 1 Spring Break in Caerlleon, ended up getting into a confrontation and killing a bunch of guys right after.

Bryn has been too busy studying.

Kray has been too busy killing family members and being a warlord.

Maeriks... not sure yet what he did for Spring Summer Fall.


BUT now it is spring again. Spring 861 DV.

Foreign country. It's a pretty solid place to party. All PCs are rich in cash. Bartenders are cracking open the top shelf bottles and bitches are putting out if anyone wants to lay down some coin and roll on the table.
Dec 1, 2017 12:29 am
OOC:
Bryns head is going to explode soon.

Rolls

Intelligence - (1d20)

(14) = 14

Dec 2, 2017 10:37 am
Quote:
Ivor has 2 Carousing successes: 1 in Poyam (Jeres), 1 in Valencia (Esosan).
Can Ivor go 3 for 3?

JAIL! LOL, that's gangsta! Pay the 10GP fine WTF.
Last edited December 2, 2017 10:38 am

Rolls

Partyin' hard in Heshba - (1D100)

(1) = 1

DMJ

Dec 2, 2017 2:10 pm
Jabes.plays.RPG says:


JAIL! LOL, that's gangsta! Pay the 10GP fine WTF.
Wow. The VERY WORST party tour result possible. A roll of 1?!
Jabes, I think Ivor is getting off easy to be honest. Good thing this isn't an AD&D 1e chart, bro! Back in the day a roll of 1 on a ramped-result chart would have probably delivered at least rape with VD while in jail, if not castration by a scorned whore along with it.

DMJ

Dec 2, 2017 2:47 pm
OOC:
I know Ox may be able to deliver most if not all of this, but I wanted to send it out directly to make sure nothing is lost in translation, and because some details may be integral parts of strat planning and decision-making as we dive into Ep 2. So here comes some DM soap-box to the Players' Club, but for the characers this info is being sourced in vast majority from Bryn's recent dive into becoming an avid reader and treasure-hunt researcher. The details would be a mix of Bryn's dissertation, Q&A with the other characters, and an overall conversation among all of the characters, including some info gathered along the way after moving into Heshba at the port of Jabez.

Thanks for the leeway, Ox especially but everyone overall, for enduring a bit of a proclamation that I hope will set the stage for a good launch into active play.

Without further delay...
What is the real lure of going to Heshba, and specifically the city of Gelshemish?

Gelshemish is a very very old city, hidden deep in a mysterious forest called Jara Hili. In ages past, it was a city of even greater fame at the edge of what the Yuor-centric world views as "The East." Gelshemish was once called "The City at the Center of the World" because it was located at a generally centralized location between the great empires of the past, including Archalasia (current Esosan, Plyos, Kortella) and Zutaran (current Sarcera, Jbail, and parts of Bishtaan).

Gelshemish is the capital of Heshba, at least in the sense that it is the most important, most influential city, and the seat of the highest ruler, called the Sar. It is also an important place for the religion of the Heshbaans, so there are also many influential religious leaders there.

Because of all this, the treasure vaults, strongholds, and noble palaces of Gelshemish are said to be packed with wealth and treasure, in the form of very old jewels, jewelry, art objects, bulk gold and coined metals, as well as exotic artifacts from past ages. Aside from material loot, there is also a noteworthy truth that writings and other ancient artifacts hold a lot of knowledge and secrets that might be captured as well.

On that note, Bryn has had his interest piqued mostly by stories of a fortress in Gelshimesh called the Red Bastion of Midrad. The vault fortress is said to be a storage point to countless ancient treasures and secrets. Most dramatic in all of this is the claim that it is a fortress that serves as some sort of defensive structure guarding against an opening to Hel! It is true that several Heshbaan writings refer to the Red Bastion as the "lock over the door to a land of devils" or a "stay over darkness and limitless horror."

The actual truth of that claim has of course not been determined first hand. In all likelihood, a vast majority of non-Heshbaans would likely dismiss such a claim as a cultural legend of Heshba. But what is clear is that the majority of the Heshbaan people do believe that the Red Bastion is a scary place, very important and a very real requirement of some sort of currently active threat.

In a broad sense then, Gelshemish is a destination rich with mystery and rumor of treasure overall. It will likely be an adventure in itself just to go there. But as you might guess this is not meant to be strictly a sight-seeing tour, so we will move on to more on the specifics mission-related ideas below.

DMJ

Dec 2, 2017 4:39 pm
What specific treasures are the real targets?

Not everything is exactly known for this expedition. Not everything is exactly clear. There is no doubt about it that the party is going off of some incomplete, perhaps controversial leads. They are even incorporating their (Bryn's) own proverbial "hunch" about what may be found.
OOC:
From the start, Episode 2 will be a lot more exploratory and investigative than Episode 2. There is no exact "rescue the girl"
mission. It will be more about getting into a place for potential loot and discovery, getting the feel for the scene there, and acting off of instinct and discovery to decide how to adjust a general mission down to something exactly specific.


But Bryn does have several leads that he thinks have the potential to be real payouts if the party could pull off a find-and-capture:

1) The Pale Star, also called The Sight of Ilusa. It is apparently some sort of artifact, perhaps a technology from an ancient civilization called Alam. It is said that this device is a supernatural tool of navigation and can even find other artifacts of an ancient age! Bryn has only cursory information about this item, but he does feel like it's location is within the Red Bastion of Midrad, and this information comes from more recent writings. It's supposed powers are legendary, and if nothing else it would be worth a great deal to certain religious groups that Bryn has become aware of.

2) The Key to the Small Irons Gate. This is apparently a key that can open a secret entrance into the Red Bastion, a key that was hidden by the Bastion's designer and locked within a small vault that can only be opened by a special technique with rare tools. Bryn has been studying these techniques and spent much of the last year obtaining these obscure tools. He also has what he thinks is a good lead on finding the hidden location of the box that holds the Key.

3) The Jewels of Ninsunu. A set of valuable stones and worn jewelry that was said to belong to a Princess of Zutaran who converted to the religion of the Heshbaan many centuries ago and became a beloved artist and merchant in Gelshimesh. Over her short but influential life, she changed the course of the royal dynasty in Heshba and even the structure of the primary council of the Dasnishiat. This set of jewels would be wealth beyond one's wildest dreams. They are said to be maintained in a vault and shrine hidden deep within the Red Bastion, protected from thieves and vandals who might threaten the memory of beloved Ninsunu.

4) The Scriptures for the Replica of Seki. An ancient writing that Bryn really wants because it holds so many secrets about the cities and temples of Ancient Zutara. It is constantly referenced by other Heshbaan writing and he thinks it is important to Otessite writing as well. It is a box of scrolls lain flat one atop another with specially treated thin softwood board dividers in between each. The scrolls themselves are said to be made of a durable and flattened canvas crafted from specially treated skin remnants taken from a giant snake! Exact location of this writing set is unknown, but it is supposed to be held by the Dasnishiat councils in Gelshimesh.
Dec 2, 2017 6:23 pm
What I've read above sounds like some damn good adventure fellas. I'm most interested in getting the key for the secret entrance to the Red Bastion. Those scrolls are intriguing as well... might have some useful info or leads to other adventure.

DMJ

Dec 3, 2017 11:38 am
Why the waypoint in the north river port of Jabez? What is so hard about getting to Gilshemish in the south?

When Ep 2 starts, the party will have been living in the Heshbaan port of Jabez (pictured in earlier entry above) for 47 days. Several reasons why there is a rather extended stay in Jabez:

*** Everyone is supposed to do what they can to learn the language. In the timing of it all, that is a tough task for everyone except Bryn. He has spent the last year trying to learn to speak and read Heshbaan. The immersion time in Jabez does the trick on finishing up the practical exercise for Bryn to gain spoken fluency. Heshbaan writing is more rare and extremely hard to master, so Bryn is not there yet on reading/writing Heshbaan. Everyone else should take it that you are not yet intermediate fluent in the local language. You may know a few words and small phrases for common exchange, but if a conversation breaks out you are going to have to work through a translator to understand and communicate.

***Alongside the language study, Bryn has placed a high importance on learning more about the customs and especially the religion of the Heshbaan. He knows that cultural interaction is very important here in the strange land of the Heshbaan, and the local religion, the worship of Goldna Ad Dasnish, is an integral part to this culture. Bryn also hopes to gain ground on reading and interpreting a large batch of Heshbaan animal skin scrolls that he has gathered over the last year. With this in mind, Bryn has been going to local religious services that are open to the public. He has been frequenting the Dasnishiat temples and a variety of Dasnishi-managed study rooms (called tzocharcomat). Where he can, and this is difficult, he has tried to get the learned Dasnishi to speak with him and give him advice on how to read certain markings (being careful not to expose his cache collection of Heshbaan scrolls). Bryn feels certain that this investment into learning the local culture will not only pay off, but it will be critical to success once the party moves to Gelshemish.

***Gelshemish is a secret and highly managed city, all the way down to its number of residents and visitors. Foreigners and even Heshbaans from the outside regions themselves cannot just ride or walk in to the city. To enter the city without the permission of the Sar is punishable by any ruling the Sar and his magistrates wish to decree, up to and including death. First off, the city's exact location is unknown and never mapped. Possibly guides could be hired to sneak in, but that seems like a terrible idea given the organized method and documentation that is normally fulfilled to track visitors. Second, everyone who goes to the city must declare their business, get it approved by a magistrate of the Sar, and be escorted in by the Gelshemish Armsmen. Third, travel to the city is only allowed during a few times a year. It is organized further south, at the edge of the Jara Hili forest. The entry station is more of a village and camp than a city, so there is no need to hurry there and wait. The party then has been timing it to take advantage of the nice amenities of Jabez for as long as possible, before moving into the rural lands of the south to wait for the entry caravan. NOTE: The party has identified a solid "reason for visiting Gelshemish" story that has been tentatively approved by the Sar magistrates in Jabez. This will allow them to join the official travel caravan into the Jara Hili forest when it departs. It should be able to get them a place to stay and some access to notable sections of the city. More to follow in upcoming entries.

***Lastly, everyone has been enjoying Jabez and it is easy to stay. After a winter of freezing you asses off in squalid soldier camp sites, on the run from one deadly battle scene to another in the Winter War, the comfortable foreign port has been a godsend. Plus the characters are rich. Plenty of comforts to be enjoyed. And its not like you guys have day jobs. A pretty casual viewpoint on scheduling and time I think.

DMJ

Dec 3, 2017 12:40 pm
What is the story on being allowed into Gelshemish?

Bryn led the way on figuring a lot of this out. There was a very real concern of how to be able to get approved to join the upcoming caravan into Jara Hili to make it to the hidden city of Gelshemish.

To gain permission, you have to state name and business, and one should expect to have their trip managed according to what they declare.

You can go in as a laborer (or farmer) looking for work, but you will be given a job or assigned to a work company or field when you get there.

You can go in as a merchant or tradesmen, but you have to present all of your goods and explain your inventory or display the skill and trade that you hope to apply there. And again, it is understood that you would be guided in the city to some sort of work place.

There are other options like religious pilgrimage, visitation of family, specific errands for orders of the Sar, several entertainment and performance options, etc. that just have too much difficulty living up to or faking it in the surprising level of scrutiny and review that is directed by magistrate reviewers of would-be travelers.

In the end though, there was a perfect fit. A rarely used option, but one that has quite a bit of flexibility. The reasons it is not common: 1) it is expensive (comparatively but not expensive in the range of PC wealth), and 2) it requires credentials of foreign nobility. The option is called "exchange among nobility".

You have to pay in. The fee was negotiated down to 300 Crown Markes value which can be paid in jewels (not cheap at all for this, but let's face it that is very doable from current carried bankrolls).

The traveler also has to show beyond a doubt that he is a landowning noble of a small list of foreign lands. The Markeland Kingdoms are on the list. Kray can come up with enough written and marked correspondence, insignia, and more importantly can speak the language of nobility -- he can recite his lineage and household nobility decree from past Kings (in Jeres, but also back to Mathia in the Old World of Nadril).

The magistrates accept it and write a scroll that will allow passage. Lukrayides Lord Mercon will be visiting assigned sections of the city to meet with the local magistrates of the Sar. He will state what noble business he wishes to speak and they will decide there what noble counterparts he can meet with. This will include at least one visit to the famous Garden Palace of the Sar. It will also allow the stay in the nicer inns (resorts?) of the city. Kray has listed by name his entourage and guards. They will be permitted to travel with him. Kray is expected to spend money in the city and bring some gift offerings to the Sar and to the Danishiat.

So...

We can keep talking about the details, but that is generally the ticket into the City of Secrets: you are a foreign rich aristocrat group on tour to visit rich Heshbaan aristocrats in Gelshemish, to interact as fellow nobility and to talk about ways to exchange.

It's the only real way to get to the city and have some privacy (hopefully, maybe expect spies right?) and not be on any sort of specific assigned work station.

Up to you to hammer out details, covers, aliases (Kray has to go as himself, he can't alias out of his own nobility that scores this gig), and what you want to say you are talking about, whether that is mercenary work, protection services, news about the war in Jeres, trade, agreements of cooperation, religious topics, or anything else you want to explore. I'll throw out some things about the locality that might give some ideas, but see what y'all think about all of this and send back any questions or comments you might have.

J-Intrigue

DMJ

Dec 3, 2017 2:45 pm
Heshbaan Notables and Faction Review

*** The Nasi: rulers of city states. They are local government judges who have authority and troops. Loosely they pay homage to the Sar in Gelshemish, but they act mostly autonomously as supreme rulers of their cities and the region immediately around the city.

***The Sar: pretty much means "king" in Heshbaan. The highest government authority in the land. It is a governmental and legal position. It is much like a judge in many ways. It is not a religious position, but it holds authority even over the religious groups who serve as advisers. It is also hereditary along a royal line, although the royal line has changed during certain times of conflict in the past. Current ruler of Heshba is Sar Yokud, called Sar Yokud Jehorum (means roughly Yokud the Ruler or more directly Deliverer of Justice).

***The Dasnishi: collectively called The Dasnishiat (which is a funny pronunciation for Yuoric speakers - doz-NEE-shiot! haha). Religious leaders of the pervasive Heshbaan religion, the worship of Goldna Ad Dasnish.

***The Nasi Armsmen: (in Heshban, "nasi ra kelduat") armed soldiers who work for the Nasi at the few major cities in Heshba

***The Holy Gilded Armsmen: (in Heshbaan, "heklik mil kelduat" or shortened "mil keldat") elite force of soldiers and cavalrymen who work directly for the Sar in Gelshemish. They maintain order and execute the will of the Sar, with extreme prejudice if necessary

***The Hechesi: a small minority group in Heshba, more prevalent in the Jara Hili forest, sometimes called "forest people", they exist mostly as the poor and often downtrodden. In many ways they are effectively second class citizens. A considerable number of them are slaves. The difference between them and normal Heshbaans is little understood by foreigners. They look roughly the same as anyone else, though they usually wear less clothing or poorer clothing, and they never wear long robes or extensive wraps or turbans like many of the Dasnishi do. They rarely have beards and they often have bowl-type choppy hair cuts with the back of their necks shaved.

***The Hileli: or collectively the Hileluat. Some sort of alternate religious faction made up of mostly Hechesi leadership. To foreigners, the difference of religious tenets is unclear, but they apparently have doctrines and dogma that is outside of the pale of the majority interpretation of the Goldna Ad Dasnish religion. They are said to have a different interpretation of the importance of holy sites in Gelshemish. They are, for the most part, opponents to the Dasnishi, though not in open warfare against them.

***The Dorish Mensha: the rural people of the wide Heshbaan countryside. They are mostly goat, sheep, and cattle herders. They have some permanent villages, but also many live in camps that move around following grazing lands for livestock. They do some farming, but not extensively. For most agriculture supplies, they interact with the farms maintained at the large cities of the Nasi. The Dorish Mensha are rugged people, mostly religious but their are some who are more concerned with survival than piety. Some branches of the Dasnishi travel in religious caravans to visit among the Dorish Mensha and their countryside, so the Dasnishiat is usually welcomed and protected by these rural people even if the Nasi are sometimes feared or mistrusted by them.



A hint of real conflict among factions: Apparently in the past the Hileli were not beset against the Sar, but from what everyone can gather, that is changing. Word is leaking out that the Hileluat and even some of the wider Hechesi population has been engaging in subterfuge against the Sar. It is said that there have even been some skirmishes between Hileli militants and the Holy Gilded Armsmen in Gilshemish. Details are unclear, and many Heshbaans in Jabez either do not care about it or do not wish to talk about it.

DMJ

Dec 3, 2017 3:17 pm
What about the Red Bastion of Midrad?

The Red Bastion is well known, a major site in Gelshemish, but it is difficult to get people to talk about it in Jabez. Most just don't want to hear about it or talk about it, definitely not from questions coming from foreigners.

In hushed whispers though, people do warn of the dangers of the ancient fortress. Some say a half-devil resides there now, one who is delving through the ancient secrets of the mighty citadel. Is he working to open the gate to Hel? Do not speak of these things, it is too dangerous! Or it is complete foolishness. There is no gate to Hel, only a legend from long ago to make sure no one sets foot into this eerie stronghold built in an age long forgotten, by most at least.

DMJ

Dec 3, 2017 5:16 pm
Logistics on the move from Jabez to the launch point to Gelshemish

So the party is eventually wrapping things up in Jabez. They will pack up and get on a river boat for passage upriver on the Hodel to a pier site village called Osher.

From Osher, they will travel along a day long trail to the edge of the Jara Hili forest, making camp by nightfall at a different village called Goelmorel.

Goelmorel will be the launch point into the mysterious Jara Hili forest. The party and any other travelers to Gelshemish will approach Sar Magistrates there at the station. If they pass formal final review, they will form into a caravan led by the Holy Gilded Armsmen of the Sar and taken to Gilshemish under armed escort.

A couple of things that should be faced and dealt with as you plan:

*No horses or any beasts of burden can be taken. Only Sar Magistrates and The Gilden Armsmen are permitted to ride horses. If nobility must ride in carriages or chariot cards, they must be carried by slaves or other men on foot.

*No bows of any sort are permitted by visitors while in the Jara Hili forest or in Gilshemish. This is a big rule. The only people who can have bows are the Gilded Armsmen. For anyone else, to even be seen owning, packing, or holding a bow is a crime once anyone sets foot in the Jara Hili. To have a bow at arms is a required death penalty, a ruling that can only be escaped by direct pardon from the Sar himself.
Dec 3, 2017 5:42 pm
This stuff is gold as always, J! I don't know how you come up with this shit! I want sme of whatever you're smoking!
Dec 3, 2017 7:15 pm
I agree. This is next level shit.

DT is the kind of game I feel that everyone hopes for when they apply for a game in PbP.

DMJ

Dec 3, 2017 11:13 pm
Ha! Or maybe I was just picking the lamest, least interesting region and forcing you guys to go there just to prove something?!

No, this locale came up as quite a surprise for me as well. But it turned out being an obvious fit given the Interim backgrounds coming in from you guys, especially the mixture of Bryn's and Kray's off-camera developments.

You know it's funny - I was talking to Ez offline by PM, and like I told him, my previous Episode 2 idea got annihilated by the Interim stories. The other idea that I had tentatively planned for in Jeres was completely Overtaken By Events (OBE) related to Kray's explosive family drama. Hahaha! I think it could have been pretty cool and fun, but it no longer made any sense after the events of 860 DV that mapped out as they did. And I am absolutely certain that this upcoming story has FAR MORE potential. I am very happy about the adjustment and redirection - I'm really glad that you guys are steering the longship, and it is cool to be launching out into the broader world!

This regional setting is going to provide a lot of options, and I'm not sure yet which way you guys are going to take things. I know a good set of locations, a lot of motivations from different NPCs and groups, still not sure which ones will be influential or catchy in the story yet. There are things going on before the PCs arrive on the scene. PC Party actions are unknown, but I feel certain that they will drive other events in response or reaction. I'm looking forward to pouring it all into a big bucket, dousing it with diesel fuel and then striking a match - see what we get.

But then again, you guys are usually the ones who want to pour in a big horn-full of gunpowder before lighting, so it could be a BOOM!
Dec 5, 2017 4:12 pm
DMJ says:
No bows of any sort are permitted by visitors while in the Jara Hili forest or in Gilshemish. This is a big rule. The only people who can have bows are the Gilded Armsmen. For anyone else, to even be seen owning, packing, or holding a bow is a crime once anyone sets foot in the Jara Hili. To have a bow at arms is a required death penalty, a ruling that can only be escaped by direct pardon from the Sar himself.
Missed this note on my first read, fuckin sucks for Kray and Bryn.
Last edited December 5, 2017 4:12 pm

DMJ

Dec 5, 2017 7:03 pm
Oxbox says:
DMJ says:
No bows of any sort are permitted by visitors while in the Jara Hili forest or in Gilshemish. This is a big rule. The only people who can have bows are the Gilded Armsmen. For anyone else, to even be seen owning, packing, or holding a bow is a crime once anyone sets foot in the Jara Hili. To have a bow at arms is a required death penalty, a ruling that can only be escaped by direct pardon from the Sar himself.
Missed this note on my first read, fuckin sucks for Kray and Bryn.
Come on, Ox. Gun control, bro. This is a public safety measure. You don't need a firearm. If there is anything dangerous, you need to just call the police, and they will handle it.
Dec 5, 2017 8:09 pm
Kray will be fine. He's got a new toy to try out anyway. This badass comes straight from Otessa.

https://dl.dropbox.com/s/p1zl5xut830c7xv/saw%20sword%20-%20Copy%20-%20Copy.png
Last edited December 5, 2017 8:09 pm
Dec 5, 2017 8:11 pm
Trust me... Kray relishes up close and personal. The bow is a convenience.
Dec 5, 2017 9:56 pm
What are you guys thinking for a cover? Do we want to go the mercantile angle?

If we do, J, what kind of import/export would people deal in?
Dec 5, 2017 10:01 pm
Never mind... missed This...
Dec 6, 2017 12:10 am
I think you might have missed this too, Ox.

TL; DR: "We can keep talking about the details, but that is generally the ticket into the City of Secrets: you are a foreign rich aristocrat group on tour to visit rich Heshbaan aristocrats in Gelshemish, to interact as fellow nobility and to talk about ways to exchange."
Last edited December 6, 2017 12:12 am
Dec 6, 2017 12:15 am
I've heard Ivor is crazy good at basket weaving.
Last edited December 6, 2017 12:16 am
Dec 9, 2017 7:08 am
Unsure of what else to do, Maeriks followed the crew to Poyam, where he spends a few days at St. Antiphon before slipping away into the city for a month-long drinking binge. He breaks down completely, losing himself in booze. He drinks to forget and he drinks to remember everything about Bat Hannoc. He wakes up every day in the street, mouth full of vomit, clothes caked with mud, only to crawl his way back into the nearest watering hole to drink again. He pays for a good half of his drinks by challenging others to out drink them or feats of strength. (Carrouse!)

Weeks pass and he begins to have nightmares, vivid visions of him, a bull, charging, smashing into trees and uprooting them in a blind rage. They gradually become worse, more painful, and more real. Until one night he dreams that he runs for miles and then smashed through the door of a poor farming homestead. Inside is a family - man, wife, three daughters and two sons. He charged directly into the man, who had just stood up to confront the invader, shielding his wife. He died when his spine shattered against her skull and the cabin wall. Still raging, he turned to the screaming children, rapidly goring them and shoving their bloodied bodies around the floor and hurling them about the tiny cabin until the place was painted in the blood of his anger.

Maeriks awoke the next morning in a field outside Poyam and began crying, for he knew that it wasn't a dream. He drank so heavily that morning that he had blacked out before it was even noon. Bryn and Ivor had been hearing of Maeriks' binge and resolved to help their friend that afternoon. They found the big man and pulled him out from under a table and took him back to St. Antiphon.

Maeriks then takes up work in the kitchen at St. Antiphon. After some days with Ivor and Bryn hovering around and watching that the big Danniean doesn't slip back into the drink, Maeriks is renewed and focused on the quiet work as a cook every day. Every night, however, he remembers the dream of the farm and focuses hard on controlling that part of him that made that happen. He slowly comes to understand the rage and the instinct and the curse that he carries, and how to control it. (Ding! Druid Level 2!)

Campaigning against the Nolgulor, Maeriks begins to train with the heavy glaive common to the Arkkadi soldiers, eventually favoring that weapon even over his glorious Reve. (Fighter Level 5!)
[ +- ] Maeriks Mac Hannoc
Last edited December 9, 2017 11:08 am

Rolls

Carouse - (1d100)

(54) = 54

Dec 9, 2017 8:49 am
Ezeriah says:
Kray will be fine. He's got a new toy to try out anyway. This badass comes straight from Otessa.

https://dl.dropbox.com/s/p1zl5xut830c7xv/saw%20sword%20-%20Copy%20-%20Copy.png
That looks like you ripped the tail off of a Xenomorph.

Thread locked