PRYMPTOWN COURIER
Vol. 2, No. 2 (Feb. 1999)
EDITORIAL
The end of the first year of my campaign seems to be
approaching, and I'm already excited. Things are getting resolved faster than I
can write them up now, while new plots appear and old ones continue to dangle.
Actually, I started writing this editorial planning to write about the
resolution of plot lines and the satisfaction that gives a DM. But I don't want
to give away things that should be in later issues.
Instead, I'm going to talk about the exasperation a DM feels
at dangling plot lines. Things he just itches for his PCs to go back and do.
For instance...
What happened to Gianni Long?
What was the answer to Rulato's riddle to Barada?
Who hired vandals to attack Abraham's shrine?
Where did Demonkos go after evading the PCs in Skull Keep?
Were death dogs responsible for Demetaliph's missing sheep?
Why are fighter-types going around complaining loudly about
the Shrine to Hextor?
Of course, it's not like I'm trying to guide my players in
any particular direction...
LETTERS TO THE DM
Tom "Madaemus" Ratz recently joined the Greytalk
listserv. Both before and after joining, Tom started a thread of discussion on
the list about hero points, as they are used in my game. Here are two of his
letters. Also, for the benefit of my other players, I should point out that Tom
earned 50 bonus xp for writing such insightful e-mails...
[Dear DM,]
I think the best use of hero points is to have them evolve
as the game progresses. Our DM (scott) has a basis of which to work from on how
we can use these hero points; however, We have in the past bent the rules so to
speak in the manner of which the rules apply. The instance I'm speaking of is
when the thief Peregilliam Brown was disguised as a goblin. Peri does not
possess the disguise ability and was not sure as to weather or not he could
fool the big green monsters (gnolls) into believing the disguise. Peri used a
hero point to determine as to gauge their reaction. In the end Peri did not
follow the released goblin prisoners out on the verandah of the ruins of Skull
keep. The expended hero point having given him insight that the gnolls would
react unfavorably.
May the shadows be deep and free of Yak-men,
Perpegilliam Brown
[Dear DM,]
We are unable to make any rolls vs. our hero points. We
expend them in order to alter a roll "point for point." This means if
an arrow does 5 hit points of damage and I only have 4 hit points I must expend
2 hero points to stay conscious. You can use hero points in any fashion in this
manner (except to cancel a fumble, or score a critical hit). For example:
recently while on a roof top Perpegilliam Brown attempted to catch an
unconscious foe from falling off. A roll 'to hit' was called for and a 1 was
the result. I could not use a hero point to alter the roll so poor Peri began
to stumble himself! Next a dexterity check was attempted the roll was a 19
(OOPS!!!).
I expended a hero point in order to make the roll
successful, thus saving the unlucky hobniz from a long and embarrassing fall.
The way you use hero points seems to be more like a luck roll than hero points,
and when you do expend a point it has the ability to radically alter the
characters fate. I'm sure if I could use hero points in the same manner I
wouldn't be as low in them as poor Perpegilliam Brown is right now.
May the peddlers purse be full,
Perpegilliam Brown
WEB RESOURCES
Something I started doing lately is annotating a list of
GREYHAWK-related Websites that Stephane Tanguay has put together for the
Greytalk listserv. After looking over some of these sites, I discovered that a
lot of them just have some GH links, but not much of substance to offer --
thus, the need for the annotation. Something else I discovered is that there
are some good sites out there that have been recording their campaign write-ups
much longer than I've been writing mine. Here is an expanded review of one of
them.
The Adventurers, designed by Thomas Miller
http://www.gatech.edu/oit/oe/design/thomas/adv/adv.html
An extensive site devoted to four campaigns run by the same
DM, using a GREYHAWK campaign. It is pretty current too, having been updated
last December. The campaigns were apparently run over just three years of real
time (man, how often did that play? Every day?). He's been making write-ups
ever since -- so many that they fill up 12 Mb! He actually has his own mailing
list, just for his campaigns, and claims to have 400 subscribers. There are 600
write-ups indexed on his site (so large, you have to use off-site links to get
to them). The write-ups are lengthy, and include dialogue. There are bonus
features like a rogues gallery that reads like the Official Index to the Marvel
Universe. The section, Arcanum, features new magic items and spells that have appeared
in the campaign.
Basically, I'm just going to have to make a site like this
someday...
THE EIGHTH PLAYING SESSION
Cast:
Barada, Neutral male Flannish human mercenary (1st level
fighter).
Alexander Petrok, Lawful Neutral male Oerdian human templar
of Zilchus (1st level paladin variant) (played as NPC).
Perpegilliam Brown, Neutral male Hairfoot hobniz rogue (1st
level Thief).
Vladamir Kostitov, Lawful Good male Oerdian human
prestidigitator for the Governor's
Guardsmen (1st level Illusionist).
Abraham the Radiant, Neutral Good male Oeridian human
acolyte of Pelor (1st level Cleric) (played as NPC).
Quote of the Month: "I'm an axle inspector!"
~Barada
Setting: The free town of Prymp, South Province.
Readying 18, 581 CY.
Perpegilliam Brown sat there, drinking his ale. He was in
the Green Hawk Tavern, in the village of Vecheld Gesto, and he had come to two
decisions. The first was that he was not interested in helping the shepherd,
Demetaliph. He didn't trust the shepherd, and even if the half-elf was telling
the truth, Perri had no desire to actually fight death dogs. Of course, this
was a decision Perri had really made earlier. The newer decision he had made
was that his companion, Abraham the Radiant, was too annoying to be around and
that something had to be done about it. Abe had latched onto the halfling as if
they were life-long friends, which Perri had no interest in becoming. Like most
humans, Abe could be useful, but being useful was all most humans were good for
anyways.
Perri announced that he was returning to Prymp. Abe agreed
that this was an excellent idea, and followed Perri out to where Perri's pony
was tethered. Perri scrambled up the the side of the pony until he was in the
saddle, and took off at a canter. Abe called out for his friend to wait up, but
to no avail. It did not take Perri's pony long to get well ahead of Abe. Perri
relaxed in the saddle. The rest of his day would be blissful peace and quiet.
It was late evening when the blissfully peaceful and quiet
ride ended at the south end of Prymp. Perri's pony trotted up to the stables
where Perri had purchased it. Perri dismounted, and discussed with the
stableworkers the fees for stabling his pony there. The sum of 5 copper Vels
per day was named, and Perri paid for two days. The hobniz was in such a good
mood that he didn't even try to cheat the stablehands. He had lost Abraham the
Radiant. This was a time to celebrate at a good tavern. However, the best
taverns he knew were on the other side of town or within the closed gates to
the Old City. Besides, he was tired. So he entered a nearby inn, which he
didn't even know the name of, and purchased a private room for the night from
an obnoxiously rude innkeeper. Perri slept quietly.
Readying 19.
Barada was in a daze when he noticed that Wendem, the
farmer, was speaking to him. They had reached Prymp early in the morning, and
passed through the palisade gates into the New City Market. Wendem was telling
Barada that he was heading to the shrine of Pelor, and asked again if Barada
was a Pelorite. Barada said no, but wished Wendem well, and promised to repay
him many times over for his kindness. Wendem had one more act of kindness -- a
gift of 5 copper Vels to Barada -- and then went on his way. Still a little
woozy from being so recently keelhauled, Barada stumbled around the marketplace
for awhile until he realized that the places he wanted to be were in the Old
City, and there was a one silver Noble toll for crossing into the Old City. Barada
made his way over to the West Gate, and saw two halflings in a cart about to
cross into the Old City. Barada waited until the coast seemed to be clear, and
then slid under the cart as stealthily as he could. All was going well until a
Watchman asked him what he was doing under there. Barada's brain formulated a
quick lie. He was an axle inspector, doing a free inspection of the cart. The
Watchmen were suspicious, especially when Barada began speaking of a
non-existent axle inspector's guild, but the two hobniz merchants were curious,
and listened attentively as Barada commenced to show them how much their cart
rattled when he shook it. They agreed to allow Barada to accompany them, so
that he could show them to the guild. The Watchmen, though un-fooled, had a
backed-up line to deal with, and let the matter go.
Vladamir Kostitov recalled the night before, and the words
of Philip Petrok, as he rose that morning. The Captain of the Watch and the
Head Templar of Zilchus would urge a second assault on Skull Keep as soon as
possible. That would bring the Band of the Grinning Gargoyle, and Vlad himself,
into grave danger. Vlad had been against the mission a mere two weeks ago when
the possibility of going to Skull Keep was only being discussed. There seemed
to be little profit in it. That still seemed to hold true, yet the excitement
of watching all those battles was alluring...
Still, there would be time to think of these things later,
for Vlad was devoted to his morning task of patrolling the Old City, and the New
Market, with a patrol of Guardsmen. The members of the patrol sometimes varied,
but more often than not they were familiar faces -- and good drinking buddies.
This time was no exception, and it was in the company of friends that Vlad
wound his way past the chapels in the south end of the Old City. It was by the
chapel of Fharlanghn that they encountered five toughs -- half-orcs by the
looks of them -- in padded armor, and just loitering about. The Guardsmen told
them to push off, but the half-orcs snarled and drew daggers. The Guardsmen
drew swords and the combatants began circling each other. But Vlad was quick
and flanked the half-orcs. Before they could attack him, he had scattered some
colored sand in the air and spoken words of enchantment. In a blinding flash of
colored light the five would-be troublemakers were unconscious. The Guardsmen
were again impressed with their spellcasting companion, and were so set on
celebrating that they forgot to apprehend the loiterers until Vlad reminded
them. For loitering and resisting arrest, the patrol leader decided that a few
days in the stocks were in order. So they hauled their captives back to the
Garrison. The half-orcs regained consciousness along the way, and protested
loudly, but they were soon locked in stocks facing the Old Market, and people
were practically lining up to throw things at them before Vlad left.
Perri rose and left the inn. He dropped a rock in the toll
box so he could pass into the Old City. It was time he checked for his
companions and see what they were up to, and that meant a trip to the Inn of
the Grinning Gargoyle. This was also Barada's plan, and as luck would have it,
the two met. The two were glad to see each other, and each spoke of what the
other had missed over a breakfast of porridge. It was while eating that
Alexander Petrok joined them. He was ecstatic to see Barada alive, and told of
how he had been scouring the Dock District searching for the missing Flan.
Barada could brag of having escaped the pirates, though he did not know what
fate befell poor Hristo, who had also been captive aboard the pirate ship.
Perri too felt like bragging, for he had escaped from Abraham the Radiant -- or
so he thought until he saw Abe walk into the tavern. Abe had walked all night
to get back to town, and thought he would find his friend here. He slapped
Perri on the back and announced that they had bonded while traveling together.
Perri sunk lower in his seat.
Perri turned to Barada and began discussing what they could
do with their time. Perri wanted to steal from people as they were waiting to
pass through one of the toll gates, and could use Barada as a diversion. So
excited was Perri with this plan that he completely forgot he was sitting with
a templar of Zilchus. Alex was dead set against such a plan, and told Perri in
no uncertain terms that the hobniz would have to travel with an escort all day
-- either Alex or Abe. Perri glanced over at Abe, falling asleep in his chair,
and chose him. This actually suited Alex, as he was needed at the chapel, and
he entrusted Abe with watching Perri all day. Once Alex had left, Perri bought
Abe a beer and waited for him to pass out after drinking it. Abe's forehead hit
the table, and Perri and Barada were out the door right afterward.
Four Watchmen stood by the West Gate. Perri had his eyes on
a merchant, but didn't get the opportunity to sneak close enough to his pockets
before he was through the gate. And unfortunately for the plan, the gate he
chose was the one Barada had snuck through just that morning. One of the
Watchmen remembered Barada, and wanted to ask him about his alleged "axle
inspectors' guild" membership. Barada answered by turning away and running.
Perri, wanting something for his efforts, waiting while two Watchmen started to
chase after Barada, and then tried to steal from the toll box. But the guards
spotted him, and Perri too had to run for his life.
Vlad was led like a triumphant hero by his patrol members to
the Grinning Gargoyle Tavern. His friends gathered around him and ordered food
and drink for their most valuable member. While dining, they pressed Vlad for
more details on his upcoming return to Skull Keep. Vlad mentioned that he had
asked at the Garrison for more men to be assigned to the mission, and that
perhaps some from his own patrol would be allowed to come.
It was during this discussion that Barada wandered back to
the Grinning Gargoyle Tavern. Vlad always expected to see a few familiar faces
at the tavern, but was unprepared to see one of his missing comrades! The two
adventurers greeted each other warmly. Barada was welcomed into the group, and
Barada told his tale again. Vlad informed Barada that the Band of the Grinning
Gargoyle would soon be returning to Skull Keep. Mention of Skull Keep brought
Heironymous Nodd to the table. The bard had been playing quietly with several
other musicians not far away. Nodd said that it sounded like Skull Keep was
proving to be much more interesting this time than years earlier when he was
there, and he would like to hear the whole story of their adventures therein
someday. This Barada and Vlad suggested they might do some other day, and Nodd
left them to finish their dinners.
Hershel, the tavernkeeper, came to Vlad's table while they
talked and ate, and told Vlad that a member of their group had passed out at
their table that morning. The aforementioned individual was slumbering
peacefully in a backroom which Hershel reserved for just such occasions. Sure
enough, it was Abraham the Radiant, sleeping as soundly as a baby. Vlad roused
the unconscious acolyte, and explained to him that he had lost his charge while
catching up on his sleep. Since Abe was still groggy, Vlad left him there.
There were pressing matters that needed attending. First among them, as Vlad
decided, was a visit to the chapel of Zilchus.
Perri had wandered across the north side of the Old City,
and exited through the North Gate to the Dock District. He crossed by the docks
to get to Izer's Place, the shady hostel that Perri called home sweet home. He
was looking for Ferenc, a former fellow apprentice theif turned informant. And,
as luck would have it, Perri spotted Ferenc ahead on the street leading to the
hostel. Ferenc saw Perri too, and promptly bolted between two buildings. Perri
was puzzled by the why, but had a hunch as to the where to. He backtracked, and
managed to catch up to Ferenc as the half-orc was heading into the Rusty Bucket
Tavern.
Perri followed him into the tavern and climbed onto a bench
at his table. Ferenc looked awful, having been beaten about the face until it
was sorely bruised. Ferenc did not want Perri being seen with him, and grew
increasingly afraid when Perri began questioning him about the Flying Turtle
Guild. Finally, Ferenc agreed to tell what had happened if Perri would stop
drawing attention to them. Ferenc had continued asking around town about the
Flying Turtle until two nights ago. Some men drug him into an alleyway and told
him not to ask around on that subject just before they began pummeling him. He
tried upon request to describe his attackers, but his descriptions were too
generic to be of any use. After telling his short tale, Ferenc was
flabbergasted by Perri's next request -- that Ferenc come tell the same story
to the templars of Zilchus. Even in exchange for protection Ferenc was
unwilling, until Perri started speaking louder and drawing more attention to
their table. Desperate to get out of the tavern alive, Ferenc agreed to leave
with Perri.
By still further coincidence, both parties arrived at the
chapel of Zilchus at the same time. There, on the lawn, four templars drilled
to hone their martial skills. Amongst them was Alexander, who asked his leader,
Kolos, if they could stop when he saw his companions. Perri next introduced
Ferenc to everyone, and Ferenc begrudgingly shared his story about how he had
come by his injuries. Alex was filled with indignation, and vowed that such
lawless men would be hunted down and punished. If Vlad was moved by the
half-orcs plight, he did not show it. He needed an audience with the priests of
the chapel, and Alex agreed to secure him one. Ferenc was left in the care of
the three remaining templars as Barada, Alex, Perri, and Vlad entered the
chapel's private meeting room.
Their audience was with the priest Miro Stanus. Alex,
distrustful of the Suel priest, eyed him carefully and let Vlad do most of the
talking. In exchange for accompanying the templars to Skull Keep, Vlad proposed
that the chapel re-equip Barada so he could participate. Miro agreed to loan
arms and armor to the Flan warrior, and had an acolyte fetch a suit of
brigandine armor and a long sword from storage in the cellar. Barada, eager to
be once more battle-ready, dressed in his new armor right then and there. While
he did so, Vlad and Miro discussed the size of the party with whom they would
be returning to Skull Keep. Vlad was dismayed to learn that only three
additional templars would be accompanying the remaining five members of the original
Band of the Grinning Gargoyle. That would give them no greater numbers than
they had upon first assaulting the keep, and that assault had ended in them
fleeing for their lives. Vlad implored Miro to raise more men for this
expedition, which Miro promised to look into.
Not long after, the entire Band of the Grinning Gargoyle sat
together in the tavern which was their namesake -- save only the still-missing
Hristo. Over supper, a young man approached them. The lad introduced himself as
Kelvo, and wanted to know if they would hire him. He had no interest in
adventuring, but could tend a horse, start a fire, and set up a tent. He
thought these skills might be ones the band could use. However, Vlad shooed him
away, assuring him that the life of an adventurer -- or even a life of
traveling with some -- was far too dangerous. Kelso was not too dejected, and
announced he could be found working at the town stables if they changed their
minds.
With Kelso gone, Perri turned the conversation around to the
Flying Turtle Guild. He was now convinced that the Rusty Bucket Tavern was the
base for his enemies. The others, however, did not understand what was so
important about the guild, and they badgered Perri with questions until he
broke down and told all. About how his father had disappeared years ago
apparently after a dispute with a rival thieves' guild. About the guild that
had contacted him shortly thereafter for membership, but the hot-headed Perri
had turned them down. About the man with the eyepatch who was supposed to meet
with Perri a week and a half ago -- at the Rusty Bucket Tavern -- and tell him
about the mysterious Flying Turtle Guild. About the recent attacks on him
whenever he wandered the streets of town alone at night (his companions were
particularly upset that he had not shared this information until now). And
lastly, he reminded them of his encounter with Ferenc that very afternoon,
which had ended at the Rusty Bucket Tavern. The others agreed that this was
worth investigating further, and so they began to plan their assault.
AN INTERVIEW WITH CASSANDRA MILNOV
One of the most active clerics of Pelor on the Ahlissan
Coast is Prymp's own Cassandra Milnov. It was a pleasant surprise, then, when
she decided to take some moments out of her busy schedule to interview for the
PRYMPTOWN COURIER. There is still a look of youthful tenderness in her
features, though she is about 30 years old. She has agreed to be interviewed at
the shrine to Pelor in town, and has provided stools for the occasion. She sits
demurely before the altar to her deity in a fine dress such as a noblewoman
might wear.
PRYMPTOWN COURIER: Thank you for agreeing to this
interview, Priestess Milnov.
Cassandra Milnov: My pleasure. I just wish you had come to
ask me questions about Pelor, and not of me personally.
PC: I understand, and actually, I do have some
religion-related questions to ask. But first, I think our readers would
appreciate a little background on who Cassandra Milnov really is.
CM: (Sighs) Then I shall attend and contribute as best I
can.
PC: Your maiden name is Kostitov, is it not?
CM: Yes, that's right.
PC: The Kostitov family has a long history of the menfolk
joining the Provincial Guard. Many of them, including your father and most of
your brothers, have fought for the Governor and sometimes for the Herzog
himself. But when you decided to marry...
CM: Yes, I married under what was considered my station.
Miro Milnov was a freeman farmer, with property east of Vecheld Gesto.
PC: Can you tell us about what happened to Miro...?
CM: Yes. I may be a widow, but thanks to Pelor's grace I am
no longer a grieving one. Though it disappointed my father that I did not marry
a military man, Miro was the most noble man I've ever known. It makes me proud
that Miro's soul has gone on to a better place. But when I lost him six years
ago, I did not take it so well. I traveled to Almor, thinking to get away. It
was there that I found solace in Pelor.
PC: And since then you've made it your personal crusade
to spread Pelor's word to the coast. Isn't it true that you spend half the year
on the road preaching and converting?
CM: I like to think that it is the glory of Pelor that does
the converting, and not just my doing. However, the rest of your facts are true
enough. Often, the only reason Pelor is not revered by people is because
they're not aware of his dogmas, or his miracles.
PC: Yes, you must have a lot to overcome, since Pelor is
a Flannish god, and Ahlissans are so predominately Oerdian.
CM: Pelor is everyone's god. The Flan just recognized him
first. And if I needed proof of the universal acceptance of Pelor, we need only
look to Almor, where the ruler is himself a high priest of Pelor. Almor's
population, as you know, consists of no more Flan than our coast has.
PC: Let's go back to your travels for a moment. Do you
see, at any time in the future, hope of turning more of the South Province away
from evil and towards gods like Pelor?
CM: Oh, that is a miracle I pray for at least every Godsday.
But I can't imagine that happening so long as the province remains under the
thumb of Ivid.
PC: The emperor of the Great Kingdom?
CM: Mad tyrant, I think you mean. Though I doubt that will
wind up in your publication.
PC: For when you are away from Prymp, you have someone
else who holds services here in town for you?
CM: Yes. One of my first converts upon returning from Almor
was a merchant's son named Abraham. He has, until recently, done an excellent
job of caring for the shrine and leading services in my absence.
PC: Until recently?
CM: Abraham, now dubbing himself Abraham the Radiant, has
taken to life as an adventurer. He has joined an adventuring party calling itself
the Band of the Grinning Gargoyle.
PC: One of your brothers is also a member, is he not?
CM: (Smiles): Yes, Vladamir. He too rebelled against family
tradition and took up spellcraft. I'm lucky to have him keeping an eye on my
errant acolyte for me.
PS: Will there be any adventuring in your future?
CM: No, I don't think so. I tried that once, actually. I
traveled with some mercenaries for awhile, and battled some orcs and
hobgoblins. But I didn't find it as fulfilling as spreading the words of Pelor.
PS: Aside from converting everyone to the worship of
Pelor, what solutions do you see to the problems that Prymp faces today?
CM: ...No, I just can't answer that. Because the solution IS
for everyone to see the guiding light of Pelor. I'm doing what I can to reach
out to the Provincial immigrants. The trouble we've been having with pirates
will end when the pirates see the light. Though I admit that's beyond my reach,
and may take a miracle from Pelor to accomplish.
PS: And what about the mysterious Flying Turtle guild,
rumored to be a thieves' guild, here in town?
CM: I honestly don't know anything about that. Are there
many more questions? I have to prepare the next Godsday service. Abraham has
left town again on some new adventure.
PS: We understand. Thank you for your time.
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