Sunday, November 17, 2019

Prymptown Courier - v. 4 no. 2

PRYMPTOWN COURIER

Vol. 4, No. 2 (July 2001)

EDITORIAL

Thirty-five sessions are under our belt now, and the party is still divided.  It even became the theme for this year's story arc -- separate journeys.  Luckily, I've always been a fan of solo campaigns.  I've DMed and been DMed for by some of these players in solo campaigns before, so they must be getting used to it.  There's much to be said for the interaction and social aspects of a multi-player campaign, but I think that in a really good campaign, each player feels sometimes like he is in a solo campaign -- as if it was all just for him.  I know I must be doing a good job, because some of my players are half-convinced that this campaign IS just for them.  Maybe you can spot the ones. 

Speaking of spotting things -- in the 35th session of the campaign, an important party member died (and two more sort of died as well, but that's a story for a later issue).  For those who missed the playing session, see if you can see the end coming for this beloved PC while reading this issue and the next few. 

Although it hasn't counted as sessions, a lot of game time is being logged in these days on a message board that Vlad's player prepared for us.  Everyone realizes that it's important to get their separate stories wrapped up as soon as possible so the party can get back together.  Most of the players have been good about posting to the board, though there is an intereting pattern -- the frequency of posting is almost exactly the same as the attendance rate of the players.  Those with the best game session attendance have been posting the most to the message board, and those who seldom if ever show up have seldom if ever posted. 

At first, players were excited in thinking that the message board might solve the party's experience point gap.  There's roughly 6,000 xp between the haves and the have-nots in the party.  Clearly, the message board has not been successful at getting everyone "caught up."  Still, some players have found that they shine in a written format, while in game sessions they are often eclipsed by the more flamboyant personalities in the group.  The message board will, therefore, stay as an option at least until the party is back together...and then we'll see.

This issue's write-up combines two playing sessions, though the second session was really pretty short and only had two players.  But fear not, for the 33rd through 35th sessions have had good attendance -- which I intend to keep that way.  The 36th session will be this upcoming Sunday, and I'm sure it will be great!

SOUTH PROVINCE CAMPAIGN SESSIONS 31-32
Continuing Chapter 3:  SEPARATE JOURNEYS
PC Role Call (of those present):
Vladamir Kostitov, Lawful Good Oerdian male minor trickster (3rd lvl illusionist).
Enlock Nightshade, Neutral Good Oerdian male prestidigitator (1st lvl magic-user).
Alexander Petrok, Lawful Neutral Oerdian male protector (2nd lvl templar - variant paladin).
Godrum, Lawful Good Mentherim ("Common")-Dwur male veteran (1st lvl fighter).

Planting 3, 581 CY.  Moonday.  Arogaz Avon.

It was only the morning of the second day for Vlad and Godrum in Arogaz Avon, and their charming friend Pilf was already making exciting plans for them.  Based on the suggestion of their new acquintance, Ludmil of Ovolkelh, Pilf wanted to raid the nearby steading of ogres and "teach them a thing or two about being good neighbors."  But as stirring as Pilf's speech was -- that, and the still lingering affects of his magical Rod of Beguiling -- Vladamir's mind wandered back to his latest visit to the Dream Garden, and the Countess Shadella's warning that Vlad might never finish his training until he was free of Pilf's spell.  But what spell, Vlad wondered, could he be under besides that of Pilf's personal charisma?

Pilf was standing on top of a table in the common room of the Green Tree Inn, outlining his plan to take the steading using a crude map of plates and flagons.  Just then, four soldiers entered and pointed out Pilf, Vlad, and Ludmil.  The three were accused of planning mischief and were to come with the guards.  Pilf immediately began to tumble past the guards and escaped into the taproom, and Vlad too managed to free himself from the situation by distracted the guards with his spells.  He escaped through the west gate before they knew of any trouble, kept moving, and set himself down a safe distance away where he could watch for the others with his spyglass.  Godrum, who had been lying low in the field outside town all night, soon found Vlad.  Ludmil was left behind, and presumedly captured. 

The three travelers put as much distance between themselves and Arogaz Avon as they could before nightfall.  In his sleep, Vlad visited the Dream Garden.  Or rather, he appeared in a three-walled structure with arches, facing the garden.  Countess Shadella continued his training, but again encouraged Vlad to find some way of dispelling Pilf's charm because it was interferring with Vlad's progress.  Vlad's visit was cut short when the camp was disturbed by some nearby noises, but they had just been spooked by a small herd of wild horses which was grazing near their campsite.  

Planting 4, 581 CY.  Godsday.  Chelor Road.

Vlad, Godrum, and Pilf walked throughout the day, with Vlad going slow enough that the two demi-humans could keep up.  They reached a small village at a crossroads, but followed the Chelor Road southeast towards the next town, Tabonrak.  Vlad, despite his inability to disobey Pilf, was concerned that they would be no match for ogres.  Fearing that they might learn something of the ogres in any community they stopped in, Vlad encouraged Pilf to press on longer.  They camped again beneath the stars.  Vlad returned to the Dream Lands, appearing this time in an arcade along another side of the garden.  The corridor itself was overrun with vegetation.  Shadella continued to try to train Vlad.

Planting 5, 581 CY.  Waterday.  Chelor Road.

When the three travelers reached Tobonrak, Vlad relented and they stayed to rest there.  Tabonrak was an unwalled, large village of nearly 1,000 people.  Still, neither Vlad nor Godrum were much interested in seeing what the village had to offer.  They had so missed the comforts of a good inn that they did not wander far from one until morning.  Vlad, however, did return to the arcade by the Dream Garden to continue his training.   

Planting 6, 581 CY.  Earthday.  Chelor Road.

With the morning came a renewed effort to reach Hexpools as soon as possible.  Vlad's map of the province showed that they had one last village to pass first -- Ilnamark.  They followed the road all day, and almost reached the town, but camped outdoors instead of pressing on.  Vlad continued to train in the arcade by the Dream Garden.

Planting 7, 581 CY.  Freeday.  Chelor Road.

The village of Ilnamark was an unwalled community of perhaps 700 people -- but the three travelers saw nothing of it.  With Hexpools so close now they could almost taste it, they pressed on and camped outdoors yet again.  Once again, the scene changed in Vlad's dream.  This time, he was in a street with the garden's hedge maze on one side and a one-story building on the other.  Like the arcade, the street and building looked ancient and crumbling, and was overrun with vines.  Shadella confessed that she was concerned about the changing nature of the Dream Garden.  Vlad thought he heard her let slip the name of their benefactor, who made the visits to the Dream Garden possible, but he had not caught the name, and she denied having said it.
 
Planting 8, 581 CY.  Starday.  Rel Deven.

After a harrowing journey, Alexander and Enlock (and their traveling companion since leaving Ilhazdruk, Dragomir) had at last reached the city of Rel Deven!  A wide stream, no doubt a tributary of the Thelly River, flowed into the city through a break in the southwest corner of the curtain wall.  Rafts and rowboats scoured the tributary.  The curtain wall itself was 25 feet high and punctuated at various intervals by towers 30 feet high or higher.  The road they traveled ended in a cluster of perhaps a score of buildings standing outside the curtain wall.  A trail led from the outskirts up to a dry moat and drawbridge leading to the city proper. 

To Enlock, this was home, but he tried to be patient as they all waited in a short line to enter.  The men-at-arms collected a toll of 2 sp for each person (plus two more from Alex for carrying arms and armor), plus 4 sp for each horse.  They were encouraged to leave their mounts in the stables in the outskirts, which charged 5 sp a night.  They then asked each newcomer their name, point of origin, and reason for visiting.  Enlock smartly informed them that they hail from Benkend, which seemed to at least not displease the guards. 

Rel Deven not only seems larger than Prymp but richer, and Alex was particularly impressed by the cathedrals.  Dragomir recommended the Plucked Goose Inn, which was not too far away, near Beory's Maze, still in the southwest quarter of the city.  Once there, Alex made arrangements to stay in a third floor suite for one week, at the cost of 1 gp per day.  He was determined to make a good impression here, and to live at his station, despite his concern that the cost was a little steep.

Enlock had other priorities.  He had not seen his family since leaving Rel Deven to seek adventure in the Province, and his first stop was his brother Kerrick's weaponsmithy.  Kerrick and Enlock's father had been a weaponsmith, but Enlock had struck out on a different path.  Still, Kerrick greeted his brother with open arms, closed up shop early, and accompanied him back to their family home for another reunion -- this time with mother.  Enlock slept in his own bed that night.

Planting 8, 591 CY.  Starday.  Hexpools.

At last, Vlad and his companions reached the walls of the city of Hexpools.  It had been years since Vlad had last seen the city.  To Godrum, it meant a place to start over and a new beginning.  Pilf saw endless opportunities for mischief, and left at once to explore them.  Vlad and Godrum, too, decided to split up, though they promised to do their best to keep in touch. 

Vladamir headed straight for his uncle Boris' home.  It was the cryptic letter from his uncle about a magic stone that had first tempted Vlad to head south.  However, there was no response at his uncle's door.  He tried waiting patiently to know avail.  Boris' neighbors knew nothing of the elder Kostitov's whereabouts.  Vlad knew of no other family in Hexpools to contact.  So, instead, he went in search of a locksmith.

Godrum found that there was much construction going on in the far southwest corner of the city, to which he had wandered.  Godrum found this to be a dangerous area, as three street toughs attacked him.  But they were no match, even for an armorless Dwur, and Godrum scattered them quickly.  Not far to the east, Godrum found Smith Street, which was lined with shops of that vocation -- a silversmith, weaponsmith, armorer, locksmith, and blacksmith.  Since Godrum had some previous experience with blacksmithing, he sought out that particular smith.  Emil the Blacksmith ran a busy shop, even employing an apprentice-run night shift.  Godrum demonstrated that he would make a competent employee, and Emil agreed to put him on the night shift starting that night. 

After Vlad had paid the locksmith for coming out and opening the front door of his uncle's house, Vlad found the inside much as he remembered.  He looked for his uncle in room after room, finding him at last in his study.  Boris sat in a chair by his desk, sound asleep.  No matter what Vlad tried, he could not rouse his uncle from this slumber.  Convinced that this was some enchantment, Vlad abandoned those efforts in favor of searching the study.  The knick-knacks about the room included a skull, a mask made of tree bark, a reptillian idol of green stone, a rock with the Holy symbol of Pholtus carved on it, and some primitive clay figurines.  There were over 200 books on the shelves of the study -- making it a larger library than even Nemis Coraz of Prymp maintained.  The books included A Guide to the Ethereal Plane, A Rigorous and Complete Treatise on the Theoretical Applications of Desalinated Waters in the Production of Potions, An Honest Travelers Strange Tales of the South, An Inspection of the Nature of Oerth, Astrology, Divinity, and Mankind, and a book Vlad thought he recognized as Boris' spellbook.  Every page of this last book was blank, however.  Also in the room, and resting near to Boris' chair, was a stone just as Boris had described in his letter.  The smooth reddish stone bore a single glyph which appeared to have been melted into it.

Godrum found that the only part of the city he seemed to be welcome in was the northwest quarter.  This was unofficially known as the Demi-Human District, and the Fountain Inn would give him lodging.  He arranged to have a private room for a week.

Vlad moved his uncle to the master bedroom and tucked him in.  Vlad set himself up in the guest room he had once used when he was an apprentice, and brought A Guide to the Ethereal Plane with him for reading material.  He dozed off, only to reappear with Shadella.  They stood on four paved steps surrounded by pedestals.  This area was overgrown with vines and bushes, and encircled by low walls.  Shadella had an art easel with her, and went over visualizing phantasmal forces in terms of art.  Vlad was still distracted by Pilf's enchantment.

Planting 9th, 581 CY.  Sunday.  Rel Deven.

Alexander sought out and found the Cathedral of Zilchus -- a smaller edifice than the Cathedral of the Orthodox Church of Aerdy which dominated the center of the city, but still an imposing structure that dwarfed the chapel in Prymp.  Each wall had four pillars of iron which stretched 60 feet high.  Icons on the ground floor of Zilchus distributing bags of coins were gilt in bronze.  Half-statues on the second floor were made of green copper and showed worshippers laying bags of coins at the feet of Zilchus on a throne.  This later statue stood eight feet tall over the main entrance.  The roof high above seemed to glisten with silver.
 
Here, Alex was reunited with Kolos, his fellow templar from Prymp.  Kolos had come to Rel Deven earlier in the company of two acolytes and a large amount of church funds to buy a new Holy water font for the chapel in Prymp, but in Benkend they had been stopped and "taxed" so heavily that they were 51 gold Ivids short of what they needed.  It was clear they needed to raise money fast, and Alex resolved to do so by offering his and Kolos' skills and sword arms for sale.

Alex learned some of the hierarchy at the cathedral.  He first spoke with an acolyte named Stephen, who summoned a supervisor named Dimitar.  Stephen, Dimitar, and a dozen other clerics answered to the manager, Tri Cholakos.  The manager was the highest rung of responsibility for the daily running of the cathedral, while its spiritual guidance was presided over by the patriarch, Ezkarh Ushis.  Alex was pleased to make the acquaintance of any clergy of Zilchus, and shared with them the latest news from Prymp.  However, before he left, he was eager to find fellow templars who could train him.  He was introduced to Lom Bemitel, an older, senior templar.  He in turn took Alex to a back room of the cathedral, wherein a small class was being taught by Gencho Nezavis.  Nezavis' boyish good looks betrayed that he was at least as young as Alex, yet Bemitel informed him that young Gencho was a prodigy, and the highest ranking templar south of Almor.  Nezavis called for a timeout so he could discuss training fees with Alex, and Alex was informed that it would cost 24 gp per day.
 
Alex and Kolos set about fighting work soon after.  Initial efforts to find merchants hiring mercenaries at short notice were disappointing, but during their inquiries, Alex and Kolos were approached by a foppishly-dressed man who introduced himself as Olias.  As he explained his situation, he was a minor noble who had contracted a wizard named Nightshade to concoct a potion of medecinal value for a lady friend of his.  He asked that Alex and Kolos pick up the potion and deliver it to him at Nigel's Alehouse, a small pub near the center of the city, in two hours.  They agreed to do so for the sum of 50 gp.

Cheap Street ran north from near Nigel's Alehouse up into a run-down section of the city.  Their directions were to turn the first corner to the right on the north end of Cheap Street.  But the first right was a blind alley.  Next to it was a bakery.  Alex asked the baker if he knew of a wizard named Nightshade, and got no answer.  The two templars searched the alley, and when they did, a shuttered window suddenly appeared above in the back wall of the alley!

The shutters opened and an old, bald man wearing a high-collared cloak called down to them to come in.   The window vanished when the shutters closed, but a door appeared in the wall right after.  A stooped figure in a black, hooded robe stepped out and bade them enter.  Inside was a marble solar, lined with doors, overlooking a room below.  Following the short instructions the old man had given them at the window, they took the stairs leading down to the lower level.  From there, through a pair of double doors, they found a wizard's workshop more grand than the one under Skull Keep.  The old man was there, but he did not seem to recognize the two templars now, and he shooed them out rudely. 

The templars left confused and empty-handed.  They made their way back the way they had come, but this time, they were attacked.  Five men in studded leather and wielding broad swords charged them, led by a fighter in splintmail.  A seventh attacker tried to target them from a distance with a crossbow.  But the two templars fought back to back, and their superior armor made all the difference.  Though Alex was just scratched and Kolos was lightly injured, not one of the seven attackers lived to see another day.

The templars kept their appointment with Olias, who was shocked that the templars had returned with no potion.  Alex in particular felt duty-bound now to return to the wizard's enchanted home.  This time, he sought out Enlock and invited him to come as well.  Upon mention of a wizard named Nightshade, Enlock could not resist.  None of his companions knew his family name, so Alex could not have made it up, and even if this was a coincidence, it deserved investigation.  This time, the journey down Cheap Street led to no combats, and the three arrived safely at the wizard's door in the back of the alley.  Again the black-robed figure let them in, and again they sought out the wizard in his laboratory.  This time, however, the old wizard's mood seemed changed, and he listened to the templars' request.  He produced a small leather flask, which he said contained the potion, and sent them hurriedly on their way again.  Enlock, however, remained behind to speak with Nightshade.  When the templars had left, Enlock introduced himself.  The elder Nightshade did vaguely recall having a grandson named Enlock, but was mistrustful of this young kin.  Enlock was bold enough to ask for training, which the old man promised to consider.  In the meanwhile, Enlock was free to stay. 

Enlock went back upstairs, and explored a trophy room, but when he came out, his grandfather was furious to see him and acted like Enlock was an intruder who had just broken in!  Enlock was told to leave at once, but instead he stayed and tried to reason with his grandfather.  The stratagem failed, and his grandfather commanded the black-robed thing to remove Enlock from his home.  The creature dug into Enlock with clawed hands, and Enlock passed out from the pain.   

Planting 9th, 581 CY.  Sunday.  Hexpools.

Although he slept late after working hard most of the night at the smithy, Godrum continued to explore Hexpools that day.  The Fountain Inn was so named because of its proximity to the large open square in the center of the city, and the pools laid out in a hexagon pattern which gave the city its name.  Beautiful fountains decorated each pool.  While appreciating them, he encountered a pair of Noniz stonemasons calling themselves Nikto and Balto, and they in turn introduced him to the Mortar & Trough Tavern.  Other regulars at the tavern included a pair of Dwur named Hardran and Falor.  Godrum would spend much time in the company of this new circle of friends.

Vlad's plans for the day started with searching his uncle's house for more clues.  What he found was a small inventory of interesting treasures.  His uncle was wearing a silver ring and a pair of bronze bracers.  In the pantry, Vlad found what appeared to be a wooden wand.  Now he was desperately in need of a diviner.  Near the west end of Hexpools Plaza was a row of buildings where sorcerors and the like hawked their spells.  Vlad spoke to a warlock named Nikola and an enchantress named Ekaterina, but neither were prepared to identify the items Vlad had for a price he could afford.

Godrum met a human named Arkovna who claimed to be a paladin.  Arkovna was staying at the Bone Dry Inn at the east end of the city.  The paladin was looking for adventurers interested in solving the mystery of the Calling Mines.  The Calling Mines, he explained, were located in the Hestmark Highlands to the south.  They were so named because of the sounds and voices the Noniz who worked the mines sometimes heard.  Miners who went to investigate did not always return.  Godrum expressed little interest in joining a second adventuring band, but promised to keep in touch.

That night, Shadella seemed disturbed when Vlad entered the Dream Garden.  It had taken Vlad far longer to arrive than it should have, she said.  Not long into their training, Shadella realized that dawn was approaching.  She turned to Vlad and told him to run!  The illusionists ran through the garden as fast as their legs could carry them, with Shadella guiding their direction through shouted commands.  Something had delayed their meeting in the Dream Garden, she hastily explained while they ran, until almost morning, and during the day the garden was defended by The Gorgon.  The ground trembled as a horrible roaring sound could be heard all around them.  Up ahead, the gardens ended at the base of some high, rugged hills.  There would be caves there were they could hide, Shadella explained.  The Gorgon roared again, this time bellowing "WHO DARES ENTER MY GARDEN?" 

In the darkness of a cave, Shadella and Vlad discussed how best to get him out of the dream and back into the waking world as fast as possible.  The solution they settled on was having Shadella hit Vlad with a Color Spray spell.  The brilliant rainbow overwhelmed Vlad's senses, and sent him reeling back into the guest room  in his uncle's house.

Planting 10th, 581 CY.  Moonday.  Hexpools.

Vladamir received a visitor that morning.  It was a man named Balagros, who had been a rival of Boris Kostitov, and also a trainer of illusionists.  He asked about a stone that might be in Vlad's uncle's possession, and did a fair job of describing the stone Vlad had found.  Vlad admitted that it was there in the house, but refused to give it to Balagros.  Balagros left with a parting offer, to train Vlad in exchange for the stone.  Vlad thought hard on it throughout the day, and decided that if he did not return to the Dream Garden that night, he would contact Balagros.

Planting 11, 581 CY.  Godsday.  Hexpools.

Vlad woke up in bed, without having dreamt at all.  Disappointed, he felt he had no choice but to bargain with Balagros.  Balagros had a villa in the northeast corner of the city, and there the two illusionists worked out a deal.  Vlad would keep the stone, but he would pay a good portion of the training fee in coinage, plus become an indentured servant to Balagros until the training was over.  Balagros sent Vlad to go clean something in his house before the training began.

Planting 12-13, 581 CY.  Waterday, Earthday.  Hexpools.

Vlad was worked harder than he'd ever been before, and his nights were still not interrupted by dreams.  But by the end of his second day, his training was completed.  To other illusionists, he could now call himself Vladamir the Trickster. 

INTERVIEW WITH HEIRONYMOUS NODD

After nearly a month's absence, famed bard of the Ahlissan Coast, Heironymous Nodd, had returned to Prymp.  It was in his favorite tavern, the Grinning Gargoyle, that this reporter caught up to him.  Nodd took off his feathered cap, and sat his lute beside it, answering questions between sips from a tankard of wine.

PC:  Thank you for speaking to us today.  I'm sure all our readers are eager to learn, where did you disappear to just before the invasion of Prymp?

HN:  Ah!  I see we cut to the chase, eh?  I thought you would ask first for gossip from the towns to the west, but your readers must be of a more serious bent of mind.  Very well.  Although I was aware that the invasion of Prymp was surely imminent, I saw little that I myself could do to turn the tide of battle.  Instead, I hastened to Prymp's allies to secure more help.  Vecheld Gesto, being the Graf's stronghold, would have been the obvious choice had it not already fallen to the Herzog's army.  My second choice was naturally Porton.

PC:  Which did send some reinforcements to Prymp for the battle.

HN:  I passed them on their way, entreated briefly with two of their sergeants, and offered what encouragement I could muster.  It was clearly a token force with no more forthcoming.  Porton expected Prymp to win, but did not want to look too defiant to the Herzog if Prymp lost.  The leaders I spoke to in Porton more or less agreed. 

PC:  And yet, when Prymp DID turn the Herzog's army away, Porton was their next target.

HN:  I think they were as surprised by that as anyone.  Perhaps they thought Prymp was the only town on the Herzog's agenda, as a lesson to the others.  Clearly, that is not the case.  The Herzog wants the entire coast, from Dunhead Bay to the Thelwood. 

PC:  But, technically, Ahlissa has always been part of the South Province.  Doesn't that mean it was already the Herzog's?

HN:  Ahlissa has been both more and less than the South Province in its long history.  But for recent history, yes.  All four Ivids, Overkings to the Great Kingdom, have appointed Herzogs to rule South Province, and the Ahlissan Coast.  The last two Herzogs of the royal house of Chelor have been lax in their internal administration, though, especially where the north is concerned.  The current Herzog in particular has been fixated on breaking the Iron League to the south by retaking Idee.  But the Dwur of the Iron Hills have repeatedly stopped him.  Chelor might have forgotten all about the coast, had it not been for Nyrond's attacks a few years ago in retaliation to Chelor's pirates.  That made Chelor see that his back door was ajar, so to speak.

PC:  So his intentions for the coast are to...close the back door?

HN:  Fortify it, yes.  Which in itself might not be such a bad thing.  The Lantern Road is in disrepair, and its once-famous lighthouses are mostly torn down.  But the coast towns, who have in the last 20 years enjoyed much freedom, will know it no longer under the Herzog's yoke.  He will work them hard, and tax the people mightily to support his goals. 

PC:  Can you offer us any glimmer of hope in this bleak picture?

HN:  Of course.   There is always room to hope.  This is a time calling out for heroes, and Prymp has two bands of them.  The Ahlissan Fist, and the Band of the Grinning Gargoyle.

PC:  Is it true that you assembled the original members of the Band of the Grinning Gargoyle?

HN:  I...understand that it was my music that brought Hristo Goldmund to the tavern that fateful day, in time to meet Barada, Vladamir Kostitov, and Abraham the Radiant.  It was not my intention to bring heroes together...but there may be greater forces at work that guided my steps that day...or perhaps their steps. 

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