PRYMPTOWN COURIER
Vol. 2, No. 1 (Jan. 1999)
EDITORIAL
This one has been a long time coming, I know. Other projects have pushed this to the backburner. At our last playing session, one of my players quipped that I had abandoned these write-ups, since it had been so long since he'd seen a new one. Nothing could be farther from the truth.
Well, actually, that's a bizarre statement. It would be pretty easy for me to make up some wild claims so blatantly false that they could, in fact, be farther from the truth. "Nothing could be farther from the truth," does have a nice, dramatic feel to it, however, so I will not be deleting it.
What else needs be said? I'm sure most of you know that the session to which this write-up refers was held online. Some of you were there, or popped in to visit. I do not expect to do that again soon. It was hard on my typing fingers, and --despite the opinion of one of my players -- less got done in it than we usually accomplish.
This session marked the return of Barada to the party, just as two sessions later (which I need to catch up on writing) marked the return of Hristo. The party roster is now back up to six. I'd like to see it go higher, like to eight, but I'm not entirely sure who the new players would be. I will use this forum to keep you posted. And of course, feedback on what character races and classes would best compliment the party would be good to get.
Speaking of feedback, at least one of my players would like to know which PC is best liked by those people who read this. Anyone who wants to partake in an informal poll, write me back.
EXPANDED CAST INFORMATION
For those on the Gretalk Listserv, you've already seen this part. Included in this session's write-up are (what was then) current Experience Point totals for the characters, and a very short re-cap on what interesting developments had been going on with each character. I think I will do this every six gaming sessions, as it will further aid new readers to understand where the PCs are coming from. Also, it's always a good idea, as I've found out, to write down in as many places as possible the PCs' current XP totals...
Barada, Neutral male Flannish human mercenary (1st level fighter). XP: 84.
- Stripped of his possessions and left for dead by pirates, will Barada manage to rebuild his life or become consumed by vengeance?
Alexander Petrok, Lawful Neutral male Oerdian human templar of Zilchus (1st level paladin variant). XP: 674.
Perpegilliam Brown, Neutral male Hairfoot hobniz rogue (1st level Thief). XP: 860.
- Alex and Perri seem ready to sell each other out -- Perri to the templars and Alex to the thieves. Will their personal conflict break up the party?
Vladamir Kostitov, Lawful Good male Oerdian human prestidigitator for the governor's
guardsmen (1st level Illusionist). XP: 482.
- Around family and friends, he's an ultra-polite momma's boy. In a dungeon, he's cold and ruthless. Which is the real Vlad?
Abraham the Radiant, Neutral Good male Oeridian human acolyte of Pelor (1st level Cleric). XP: 582.
- Wanderlust threatens to consume Abe and force him to abandon his commitments to the shrine in Prymp. Will he give up his responsibilities for his freedom?
PLAYING SESSION #7
Quote of the month: "Gulp! Glub! Choke!"
~Barada, while being keelhauled by pirates.
Setting: The town of Prymp, the lands around it, Relmor Bay, and the village of Vecheld Gesto.
Readying 17th, 581 CY.
Alexander Petrok was lost in thought, pondering the recent decision by the church of Zilchus to send its templars to deal with the threat at Skull Keep. While wandering about the Old City, he found that his steps had brought him automatically towards home -- which for him meant Petrok Manor in the Wealthy District northwest of Town Hall. When he realized where he had wandered, he decided to return home for the night. While asking his father's manservant, Aaron, if his father was home, Alex was found by his brother-in-law, Franco Katerinov. Franco had been anxious to find Alex, and reminded Alex of the dinner at the Laborer's Guildhall that Alex had agreed to attend. Alex was suspicious of Franco, since Franco was being unusually nice, but Alex again agreed to attend and promised to meet Franco there.
Earlier that day, Vladamir Kostitov went about standard patrol with his colleagues in the Guard. Again, it was a peaceful day in Prymp, though Vlad noticed during this patrolling that quite a few people about town seemed to be wearing purple hats. Vlad's shift ended as the patrol reached the New Market, and there Vlad saw a middle-aged woman wearing an enormous purple hat at the carter's workshop. Out of curiosity, Vlad stopped and asked her about it, but instead of answering, she pulled him into an argument over whether ten gold Ivids was too much to ask for repairing a broken axle. Vlad agreed with the woman, and this immediately won her friendship. Since she was talkative, Vlad quickly learned that she was Ingrid Bramov, godmother to Alexander Petrok. Before learning anything else, Vlad found himself being invited to dinner that night at the Petrok Estate. He was more than happy to accept.
Barada regained consciousness, to find himself washed up on a beach. He remembered going up against those big green monsters outside of Skull Keep with Hristo, and how quickly those monsters had defeated them. Barada next woke up on board a ship. He was a captive to a group of pirates, and their leader, Captain Renspa, questioned Barada repeatedly about where he came from, and what he was doing at Skull Keep. Barada had refused to talk, and was punished for his silence by being keelhauled. While dangling from the side of the ship on a rope, Barada drifted in and out of consciousness. He was battered against the hull and slowly drowning. Yet, during this time, he was aware of someone being in the water with him. And that was the last thing he remembered before waking on the shore.
Now, Barada coughed water from his lungs, and struggled to his feet. He had no idea where he was. Looking about him, he saw that he had nothing on him but the padded fullcloth which had been beneath his armor. It seemed pointless to remain there, but with no sense of where he was, he had no idea of what direction to go. And it was while he was contemplating that when he noticed the sound of someone approaching the beach.
Perpegilliam Brown and Abraham the Radiant awoke in their campsite, pitched just outside the village of Vecheld Gesto. They were soon joined for breakfast by their traveling companions, the mercenary Taver Royskov, and the shepherd who hired them, Demetaliph. It was discussed between them whether to enter the village first, or head straight out to Demetaliph's ranch. The ranch was still some distance to the west, and it was there that the three adventurers needed to go to look into the recent appearance of death dogs in the region. It was agreed that it would be prudent to head straight to the ranch. However, while packing for the renewed journey, Perry and Abe discussed privately that they both had reservations about this mission. Death dogs sounded nasty, and neither thought they were really prepared to be facing any. Although hesitant, they pressed on with the others. Perry mounted his recently purchased pony and rode behind Demetaliph. Abe followed on foot behind Perry. And a ways behind, slowed by his cumbersome splintmail armor, Taver struggled to keep up as best he could.
Alexander found Franco waiting for him outside the Laborer's Guildhall, and they were both admitted in. Soon, Alex found himself in a richly decorated dining hall, as he might have expected to see in a manor house. Everything was made from dark wood, and the furniture was upholstered. Alex and Franco were far from alone. A dozen other men were seated and waiting for them. An end seat was reserved for Alex. Across from him sat Domonkos Virtus, guildmaster of the Laborers' Guildhall. The aging man was a lean, tall Suel, and dominated the conversation as he did the other men at the table. Virtus was known to be one of the richest men in Prymp.
Alex was asked about his party's success in Skull Keep, but the dinner conversation quickly came down to business. The guildhall recognized Skull Keep as a valuable piece of property once the dungeon has been cleared of monsters. The guild offered Alex 500 gold Ivids for a complete map to the dungeons beneath Skull Keep. Alex shot questions back, such as why the guild had taken no interest in Skull Keep before. Virtus calmly answered that they had taken no stock in rumors of these dungeons until now, believing that there was nothing but ruins there.
Virtus offered Alex time to consider the offer. After the meal, Alex won an invitation to join the guildsmen in their lounge for some post-dinner entertainment. The guildsmen played a card game called Kings & Priests -- a rich man's game that Alex had heard of but never seen played. Alex chose to watch and learn the rules of the game. The rules were complex, with different options for a King's hand and a Priest's hand, and for playing one versus the other. Having no gaming experience, Alex knew he would be out of his league against these older men. Instead, Alex tried to ask them more questions about the guild's interest in Skull Keep, but Virtus' gaze kept the others tight-lipped. Frustrated by the silence, Alex bid the guildsmen good night.
Vladamir Kostitov returned home to prepare for his dinner at the Petrok Estate. He was excited about such a prestigious invitation. His companion, Alexander, was a Petrok, so Vlad already had contact with this powerful and influential family. However, Alex never socialized with the other party members except for meeting them at the Grinning Gargoyle Tavern.
Although Vlad was in a good mood, it seemed no one else in the Kostitov household was.
Cassandra was angrier with Abraham the Radiant everytime Vlad saw her. Abe was almost never at the shrine anymore, and Cass was spending all her time taking over his duties for him. And then there was Vlad's mother. Normally a fiery woman, today Marian Kostitov would not leave her bedroom. Vlad found her crying, and over financial difficulties that she was facing maintaining the house. Vlad was surprised that she had been shouldering this burden alone without the help of himself or his brothers, and told her that he had money squared away he would gladly use to help. This soothed his mother somewhat, though afterwards Vlad carried some of her troubles with him to the Petrok Estate.
Barada, having been washed up on the shore of Relmor Bay, stood braced for whoever
approached him from over the rise. However, it was a boy who appeared. The boy was very curious about the burly, dark-skinned man who stood there in rags, and Barada was able to ask him many questions. Apparently, Barada had washed up on shore not more than a few miles west of Prymp. It had been two days since we was defeated at Prymp Keep by those big green monsters. The boy, who's name was Jacob, had not heard of Prymp being attacked by pirates, as Barada was worried might have happened. The boy's father was a farmer named Wendem, whose farm was only a mile from the beach. The boy set out for home, with Barada limping behind as best he could.
Perpegilliam Brown and Abraham the Radiant were closing in on Demetaliph's ranch. Sheep were scattered about on the grassy plains, and men armed with short swords were in sight. Demetaliph explained how these men worked for him to guard the herds, but the hired men had not even seen the death dogs yet, let alone stop one. Perri balked at this, wondering aloud how Taver Royskov was going to stop the death dogs where others couldn't. Demetaliph was puzzled, believing that he had hired three adventurers, but Perri claimed that he and Abe were just along for the ride, and that it was the mercenary Taver alone who the shepherd had hired. Perri suggested that they waited for the slow-moving Taver to catch up and then ask him about it. They did so, but just as Taver caught up, Perri shouted for Abe to run, and then took off on his pony, heading away from the ranch and back towards the village of Vecheld Gesto.
Alexander Petrok had left the Laborer's Guildhall with his brother-in-law, Franco Katerinov, in tow. Alex confronted Franco outside the building, accusing Franco of having poor social skills, and suggesting that under Alex's guidance perhaps Franco could learn social graces enough not to embarrass the family. Franco, for the first time Alex could remember, was livid. Franco replied angrily that, unlike Alex who had his templarhood handed to him by his father, Franco had worked to earn where he was. Alex was more offended about the aspersion cast on templarhood, and Franco was increasingly angry with Alex's condescending attitude, and it appeared the two brother-in-laws would come to blows. However, Franco backed off, suggesting that the evening had been too exciting and that both men were just worked up by it. Franco left to cool off on his own, leaving Alex to walk home alone.
Barada was led to Wendem's farm, where he was warmly greeted by the agricultural patriarch himself. Barada was fed a quickly-warmed supper by Wendem's wife, Kylli, while Wendem picked out an old cote and pair of shoes to loan the poor man. Barada thanked them profusely, and warned them that pirates, and terrible monsters, were a close threat at Skull Keep. Wendem soon shared this concern, and promised to give Barada a ride by cart to Prymp as soon as Barada had some more rest. Barada needed it, and was soon asleep.
At Vecheld Gesto, Perri walked around the village with his human "shadow," Abe. They passed the Governor's castle, a pewter & copper shop, a butcher's shop, and entered the
Green Hawk Tavern. This sleepy, but clean establishment had several empty tables, and the proprietor was at another table with a small group of friends. He greeted the strangers, and proceeded to serve them a small dinner. Perri made conversation with the locals, asking if any of them knew the shepherd, Demetaliph. The locals didn't mind telling a halfling that Demetaliph was said to be half-elven, though you couldn't really tell by looking at him, and this -- plus his seclusion on his ranch -- made them suspicious. Perri was, after a sample of the local ale, also suspicious of Demetaliph. Why invite adventurers from Prymp to fight these death dogs if he already had hired guards? He shared these concerns aloud with Abe, who enthusiastically nodded and repeated ever idea that Perri shared. The diminuitive hobniz sighed, turned his eyes from his larger, eccentric companion, and went back to eating his dinner.
The Petroks' manservant let Vlad in, and bade him wait in the study. He was quickly greeted by Ingrid, wearing a far more outrageous hat than the one she had on that afternoon. She took the well-mannered and well-spoken Vlad in arm and took him on a short tour. The highpoint of the tour was a stop in the ballroom, an elegant chamber with a magically-lit chandelier. After that, it was time for supper. Philip Petrok, Alex's well-known father, was absent, but Vlad sat with Ingrid, Alex's mother Anya, and the older sisters Sara and Dalinda. While on the soup, Philip arrived and begged their forgiveness. Everyone was impressed to learn that Vlad was an illusionist, and asked him to create one for their amusement. While finishing his sumptuous meal, Vlad pondered what would impress them. He recalled the paintings of relatives in the gallery, and was leaning towards having them come to life. However, over dessert, he struck on another idea. He rose from his seat, intoned the proper incantations with somatic and material accompaniment, and conjured phantasmal images of Philip and Anya. His spectral dopplegangers floated up on the table and began to dance. Vlad overreached and the illusion wavered as he tried to get a complex dancestep just right, but the wavering made it look like the dancers were swinging their hips, and everyone broke out laughing. Vlad was pleased it was received so well, even if it was partly by accident.
Barada was awakened by Wendem, who had loaded his wagon with goods to bring with him to town before dawn. Now it was time to get on the road. Barada thanked Kylli, and climbed into the back of the wagon with Wendem's two oldest sons, John and Stephen. Still weary and seriously injured, Barada drifted in and out of consciousness along the seven-mile ride to town. Eventually, the wagon did come to reach the wooden palisade that blocked Prymp's New City districts from the road. Barada was back.
Alex returned home, and was shocked to find what company his family was keeping. Alex and Vlad greeted each other warmly. Philip rose from the table, and told the two friends that he wished to speak with them both in private. Curious, they followed him across the ballroom, and stopped only in the gallery, where Philip stood with a grim look on his face he had hidden at the dinner table. Philip had been at the Garrison for most of the day, trying to convince the Governor's Guard that Skull Keep was a matter that had to be dealt with immediately. His efforts had seemed to be in vain, however, and he wanted Alex and Vlad to know that he was going to recommend to the curate of Zilchus that the templars -- and the Band of the Grinning Gargoyle -- be dispatched immediately to Skull Keep.
INTERVIEW WITH THE LAIRD
This month, we have a special treat. Seron Tapinov, Laird of the free town of Prymp, has
agreed to be interviewed for this issue. He has received us in Town Hall, in his own offices.
Seron is a well-dressed, strong-voiced man, though his face seems worn and tired at times
while we speak.
Prymptown Courier: Thank you, Laird Tapinov, for allowing this interview. We understand that you're a busy man.
Seron Tapinov: It's true that my position keeps me here at my desk most of the time, but that just means I try harder not to keep my door closed. Although I am not elected to his office by the people, I would like them to think that I am here to work with them.
PC: Well, thank you for that insightful answer. As we all know, it was a council of merchants that decided on you to replace the previous laird, Lisa Panya...
ST: Yes, so I am well aware how pubic opinion impacts on my position. Not that I am
saying the Lady Panya was poorly suited for this role. I think the problems Prymp has been hit with in recent years just proved overwhelming.
PC: And these problems you speak of are no longer overwhelming?
ST: Well, first let's get these problems we're discussing laid out clearly. The number one problem is pirates. For over three years now, pirates have kept our coast virtually blockaded. Overland trade with Almor has always been difficult because of the Thel Wood. The South Province is, of course, not an option. That leaves the Ahlissa Coast forced to attain a level of self-sufficiency we have never needed before.
PC: How difficult will that be?
ST: The following months will be the hardest. We've been blessed with an unusually warm winter, and I understand the ground is already thawing. Come Spring, we will be funding all free farms to help increase their yield. Despite our reduced capacity for trade, no person will starve during my administration.
PC: It has been rumored that the pirates are actually agents of the Herzog.
ST: Yes, it is true that their agendas, of squashing the free towns of the coast, seem to coincide. But this is mere speculation, and we won't know for sure until these pirates are in chains.
PC: What steps are being taken to protect us from the pirates?
ST: Our resources for patrolling Relmor Bay are limited. Our Harbormaster makes sure that the cargoes of every ship that comes into port is inspected. It's only a matter of time until these pirates are found.
PC: Do you anticipate that the pirates are here in Prymp, or nearby?
ST: Since Prymp is the largest town on the coast, it would seem foolish not to expect the pirates to show up here eventually.
PC: What other problems challenging your administration were you going to spell out for us?
ST: We've already touched on one of them, and that is the threat the South Province holds. It is no secret that the Herzog would like to subjugate our towns, as he has the rest of the province. To this threat, we have been working closely -- and when I say "we," I mean the Town Watch and Town Hall -- have been working closely with the Governor's Guardsmen. Governor Vecheld would like to see us remain free as much as we do, and has helped in the training of our troops, and has extended us the full cooperation of the Guard, should it ever become necessary.
PC: The Guard has certainly been visible throughout town in the last few months. The Garrison is bulging with Guardsmen, and patrols of Guardsmen have been seen patrolling the town in recent months.
ST: Yes, this is part of the joint-effort I was just describing, though I don't think "bulging" is the word I would have used to describe the Garrison's status. There is definitely a strong Guard presence there now, where -- years ago -- there was just a token force. But this is better for Prymp, and I think the next few months will bear that out. Also, the Guard is helping with another problem I was going to mention, and that is the influx of refugees that Prymp has had recently. The South Province is becoming an increasingly harsh place to live under the current Herzog's rule, and that is driving humans and other races north to towns like ours. I don't mean to suggest that the refugees are here to cause trouble, but if they do then the Guard will help us deal with such a situation more quickly and effectively. If nothing else, there are more people in Prymp now, buying more goods (smiles).
PC: Of late, a new band of adventurers has formed in Prymp. They call themselves the Band of the Grinning Gargoyle...
ST: (Nods) Yes, I know of them. Several of their members had an audience with me not long ago.
PC: Yes, and the word is that since they spoke with you, they have gone to the ruins of Skull Keep by Porton, and found it occupied by goblins and human brigands. Are they working officially for Prymp in this matter?
ST: First of all, I'd like to say that I have nothing against adventurers. I myself was once an adventurer, and even explored part of Skull Keep. Of course, that was several years ago, when Skull Keep was uninhabited. Now, the brigands and pirates the Band of the Grinning Gargoyle alleges to having encountered there could pose a threat to Prymp. Eventually, official action against such activities, if they exist, will be taken. However, for now, this adventuring band, as private citizens, have undertaken this venture. They have wisely kept this office informed of their plans and intentions, but we have not engaged them to do this.
PC: There is no reward for clearing brigands and pirates from Skull Keep?
ST: That's right, there is none at this time. Of course, the only evidence of these claims we have seen so far are three bandits these adventurers captured and delivered to the Garrison.
PC: Do you suspect a hoax?
ST: Not at all, but the situation is being investigated.
PC: If not the Herzog, who might be responsible for wanting to amass troops so close to Prymp? The Church of Hextor?
ST: There is no evidence that it is "troop gathering" going on at Skull Keep. And, while
there was much concern over the building of a shrine to Hextor at the time of construction, the shrine has seen little traffic, and we now believe poses no threat.
PC: What about the rumors of a mystery guild called the Flying Turtle?
ST: I'm sorry, but I'm out of time for answering questions. I do have more meetings this afternoon, and a family to get back to.
PC: Thank you for your time, Laird Tapinov.
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