Session 2 – The Prequel Begins (Part 2)

The Adventure Continues!

Grace surveyed the room and saw all of the combustable material. The desire to set the room on fire was strong, but she was able to control that urge. Instead she grabbed her ax and advanced on the giant rat. Eldaria, without thinking, already had an arrow in her bow and shot the enormous rat. The biggest rat, she had ever seen. Sylas, having no fear, walked towards this giant rat and began swinging his sword. While Eldaria fumbled around to draw another arrow, that thankfully, no one else saw, Grace and Sylas were able to dispatch the enormous rat. 

Once the rat had died, they really had the chance to start searching the room. The room was clearly once a religious library. All the books that remain are of religious or nature in topics. Most of the books are in a very brittle condition, and would be best to wait until Adarte can help. But one of the better condition books was a treatise on types of ocean kelp. 25 varieties of this plant are highly detailed with what they look like, where they grow, and what they can be used for. Eldaria took this book. Grace found multiple scroll cases. Most were very mundane, but three of them contained divine scrolls.

Rules Break Out:

The book titled, Kelp from the Shores of Lycretia, will give a +1 to any Naturalist or Herb Lore skill check regarding ocean plants. The three scrolls are Sharpen, Preserve Food, Borrow Skill – Fishing (max 16).

Down the hallway and to the right, from the library, led to another room. Sylas went to investigate while Eldaria and Grace stayed in the hallway talking and sipping a little moonshine. The old oaken door was clearly stuck. Sylas was able to knock down the door with a loud grunt that echoed down the stone hallway. Grace spent time really looking at the stone work. It struck her that this temple is old. At least 300 hundred years old. Also, this temple was in the original location. The cave in to the entrance was the original entrance, just long forgotten about. Everyone could feel it, but Grace more than most, magic just permeated all around them down here. 

Once the door was bust open, it was obvious that this door kept the giant rat from being able to get in here. This room was where the priests slept and based on the number of beds and desks, four could be living here at any given time. They started searching. A couple of ancient maces were found. Sylas was able to figure out that they were made of a type of steel more often used for swords and will resist breaking better than most. They are also ornate, and inside of each of the flanges is a figurine of a sea creature. One was a shark, and the other was a manta ray. He also found a scroll with a painting, hidden underneath one of the beds. It was in great condition, and clearly a picture, painted with tempera, of a beach with a woman in the sea gathering oysters. Eldaria found some Elven Pepperbark, which is delicious when used in soups and stews, along with some Perfumed Oil in one desk. Grace found a bag of Aquamarine gems in another desk. The main table in the center of the room was treated and lacquered which has allowed it to survived for hundreds of years. It’s heavy, but also worth a lot of Florins.

Rules Break Out:

If the party includes someone with Lockpicking, the door to this room should be locked and not just stuck. The maces are considered Fine weapons worth $150 each. There is 1 oz. of Elven Pepperbark worth $38/oz. and 4 oz. of Perfumed Oil worth $8/oz. The table is heavy (18 lbs.) but worth $120. The bag of Aquamarine gems is worth $196. The painting is worth $400.

Now that the group was a little on edge, they all noticed footprints in the hallway leading away from the library and dormitory, but it was Eldaria that noticed that they were skeletal. There were walking bones in this temple. Grace knew that those strong in Necromancy can reanimate bones, but it is something unnatural, and most often evil. Following these skeletal footprints led to another door. This door was easily opened. 

In this last room of this forgotten temple was a statue of a goddess. She was riding a wave with a shark riding next to her. She had a net in one hand and a harpoon in the other. Magic radiated from the statue and it was clear that this is the source of magic they felt earlier. There are stone benches where prayers could clearly be offered. Around the statue was littered some bones which begin to rise. One of them rose with a mace, like the ones they have already found, this one with a starfish. The heroes engaged with these creatures and after a hard won fight, eventually prevailed. Sylas noticed during the fight that at the base of the statue was a secret lever. Once that lever was opened, there were a lot of florins from a time before the western kingdom fell …

Rules Break Out:

I modified the Skeletons from DFRPG to be weaker. ST 11, DX 12, IQ 8, HT 10, BM 6, Claw-14 (1d-2 cut), Axe/Mace-13 (2d-1 cr). Wanted to show unready weapons and how different weapons can have different effects (impaling weapons doing little, crushing doing a lot). Also added in more combat options, as skeletons would All-Out Attack, especially those attacking with claws. The box contained $420. 

Eldaria received 3 XP, plus 1 XP in either Herb Lore or Naturalist. Grace received 3 XP, plus 1 XP in Masonry. Sylas received 4 XP.

Session 1 – The Prequel Begins (Part 1)

Character Introduction:

Sylas did not grow up in Sorgusa, but in fact was a squire to a Knight Errant by the name of Sir Laudrik from Katen to the south of Tempore. After traveling for a number of years, having been involved in skirmishes both on the Katen – Parduk border and the Kaswan Aggression, they were told to travel to a town north of Temparat, given only enough food to last a couple of weeks and a letter addressed to Lord Mourava. Arriving in the rain, Lord Mourava met him in his study. Read the letter, looked at young Sylis with concern, and ordered his servants to make up a room. For the last year or so, he has lived in the keep, assisting in training and leading the Tempore Guards that live in the barracks, spending time Kelvara, the half-elf armorer and blacksmith employed by Lord Mourava, and spending time at the Ivory Oyster. Only recently, have they realized their speed in moments of stress, was in fact magic.

Grainne Mac Ghabhann or Grace to most of those that know her was not born on Elandorr. In fact her parents are from Bheatha on the northwest part of the continent of Shrinshaw. It is unlikely, that Grace remembers much of that time, because her parents traveled when she was young to Jaipura where her parents began making and selling clothes and other textiles. But every couple of years, some new opportunity arose, in a new country where a new kid was born. By the time her parents got to Sorgusa, they had travelled to Arwan, Anduin, Farallon, and finally Tempore. They frequently travelled through coastal towns and her parents thought given her blessing, that a water mage would benefit the fortunes of the family well. Grace though, was very much attracted to Fire Magic. First learning it in secret, Bjarke, the innkeeper of the Ivory Oyster, eventually discovered her skills. Though Bjarke is a water mage himself, he has been around long enough to have learned many of the other elements. Against her parents wishes, Bjarke has helped Grace control her fire magic, rather than ban it. The Mac Ghabhann family is now more settled than they have ever been. With their 8th child having been born, and the blessings of Lycretia allowing them all to survive, their traveling days may be over. Though Grace’s adventures have just started.

Eldaria and her family hail from the coastal town of Baguiar on the northern tip of Tempore. Like most coastal towns, the predominate trade is fishing, though Baguiar is quite known for their oysters. Like the other northern towns that are a couple of hundred miles from either the capital of Tempore or Farallon, they have to be quite self reliant. The northern part of Tempore is also full of hills and forests, perfect for wandering and exploring. Something that Eldaria has done since they were first able to walk. An old goblin took a liking to young Eldaria and made them, their first bow. Eldaria’s older brother began going out on boats to catch fish and oysters as soon as he could. Their mother has always been quite adept with weaving and made the fishing nets that their family used to feed themselves, as well as selling anything extra for other goods they need. Never rich, Eldaria’s family has always been able to survive. But after the attack on their town by Stygnor raiders, 6 years ago, Eldaria’s mother felt it was time to move. After moving south over the next few months, they finally settled in Sorgusa. Life has been good. Eldaria’s brother has become a well respected fisherman, and their mother has been able to make extra money by weaving fishing nets. Though at times, this has gotten the ire of Carina, one of the wealthiest merchants in Sorgusa, who also sells fishing nets.

The Adventure Begins!

Today starts off like any other day. Grabbing fish from the fisherman as they return, studying a little magic, or perhaps helping around the Ivory Oyster as much as young adults do. Late that morning, Adarte, the priest who manages the shrine to Farlun in town, arrives at the Ivory Oyster. Adarte was old when Bjarke showed up more than a decade ago. They talk for a few minutes, before Bjarke calls for the three of them to come over.

“It would appear Sy, Grace, and Eldaria that Adarte has a little project for you. I’m sure he will pay you in a little coin right?” As he says this, he winks knowingly at Adarte. Adarte gives him a mock glare. “Of course, it’s not a big task, but there is a crack forming in the wall and I am in need some strong folk to help move the sacraments out of the way so we can do some repairs. It should only take a couple of hours out of your day. Would 30 florins a piece be sufficient?”

Sylas had to stop carrying the boxes in his hand, but did not take much convincing to get three poor young adults to do a little easy for work for some florins that parents didn’t need to know about. It only took about a few minutes to get to the shrine, given that the shrine and the inn are along the same road.

Though individuals may pray or be guided by any number of deities, the only official shrine in town is this one to Farlun. It is just the right size for this small town. There are pews for about 50 people, though on a big service, there is only standing room. There is a podium and statue of the god along the wall. There are a number of tapestries and stained glass windows generously donated by the congregation and Lord Mourava.

When Adarte shows the group his task, it is clear there is a crack forming along one of the walls in one of the backrooms. It is also clear that decades worth of stuff has been stored here. Should be easy to fix once all the piles of stuff are moved. It takes maybe an hour.

Rules Break Out:

All players had roll Perception to notice the floor beginning to fall. If they did not make the Perception check, they had to take full damage. 3 yard fall onto stone (HPx2x8). Those that did make the Perception check, could reduce that damage by half (HPx1x8). A successful Acrobatics check (DX-6 if a PC doesn’t have it) would negate any damage.

The floor then suddenly broke away to reveal an ancient tunnel below. All three fell into the tunnel below. Sylas only suffered a few bruises, but Grace and Eldaria got hurt as they landed on broken rock. Ardate told them to look around and tells them to hold on. After just a few minutes, he threw down a bag with torches, some food, and 3 healing elixirs. “Be careful, but do find out what is below. This shrine was here when I arrived many moons ago, but appears to have been built upon something else. I will look at the archives to see what I can learn (get some rope, I guess).” Sylas looked a bit incredulous that this wasn’t part of the plan, but realizes that Adarte is just a really nice old man, who almost assuredly had sandwiches ready for after their work.

The first room looked like there was a door at one point, but it has long since rotted away. Looking around, a small glimpse of light can be seen, but not really enough to illuminate. So Grace took one of the torches and spontaneously caused it light up. Eldaria noticed that on the far side opposite the former door, are rocks from a cave in, long ago. There was just enough room for rats or other small creatures to have made their way in here. There were stone hangers for robes and an empty wash basin along side the former door. They saw that the basin is scaled, almost like a fish.

From this room was a long hallway that leads to a large room. There was a very strong odor of feces and rodents, that was hard to miss. This room was painted with the images of a woman dressed in corals swimming with fish, octopi, and sharks. The image was very faded and the painting was chipped, but the overall image is still clear. There were desks and chairs and stone shelves. There also appeared to be some books and scrolls still on the shelves. Though before any of this could be investigated, they noticed a pile of debris, papers, and bones in the middle of the room under one of the desks. Eyes were peering out.

Rules Break Out:

A Naturalist or Perception roll was needed to notice the ability for small animals to get into this former shrine. Perception checks were needed (with bonus for Smell) to notice the odor and the rat nest before walking into the middle of the room. In the nest is a Giant Rat from DFRPG Monsters.

Serro

Serro (City Stats)

Population: 900 (Search -2)

Physical and Magical Environment

Terrain: Plains
Appearance: Unattractive (-1)
Hygiene: -2
Normal Mana (Rare Enchantment)

Culture and Economy

Language: Weldorrian
Literacy: Broken
TL: 3
Wealth: Struggling
Status: -2 to 4

Political Environment

Government: Feudal, Municipality
CR: 4 (Corruption -2)
Military Resources: 6,300 Florins
Defense Bonus: +7

Notes:

Serro is the name of the town that formed over the past couple of centuries around a well fortified keep. Once ruled by descendants of Lord Serro, about 20 years ago this fiefdom was granted to a young noble woman known today as Lady Eriqua. Though she rules the fiefdom and maintains the small garrison of Tempore Guards (about 14-16 soldiers at any given time), the town is administered by Raule who collects the taxes from surrounding villages with an iron fist. He lives lavishly and is not well liked. But as long as taxes flow from the villagers to the royal family, Lady Eriqua seems to not care about interfering.

The keep resides on a hill surrounded by a wide moat and stone walls. All of the original town is within these walls. There is a stone gate with an iron portcullis that is the only direct access to the keep and Old Serro. This gate closes at sundown. On the other side of the moat across from the gate is New Serro and where most of the growth of the past hundred years or so has been. New Serro is not very defensible, though there is a glorified fence around the town. Anyone of wealth has stone walls and iron gates that protector their manors. Raule having one of the nicer manors in town.

Notable Locations:

Silver Rapier: Though Lady Eriqua has an armourer that services the keep and maintains the gear of the Tempore Guard, the main blacksmith for the town is in New Serro run by a family of Elves. For reasons unknown to the town, there are about 10 members of the Neriflynnwithe family that work in town in various roles. Though Aerith Neriflynnwithe is an expert swordsmith, she provides the town and neighboring villages with horseshoes, nails, and farm tools. She was the first of the Neriflynnwithe to arrive in town about 20 years ago. Her brother, Elluin, handles the customers and is well liked by the villagers.

The Tamed Dragon: This Inn resides in Old Serro and is about 200 years old. Ran by an old couple, it is a comfortable, though not an elegant place to stay. Anyone of noble birth would stay in the keep itself, but travelers who want a nice warm place to stay and a hot bowl of stew with a side some roast mutton and tubers, speak highly of the place. Those who are able to entertain, tell stories, sing a few songs, or even perform magic can get a free meal and drink for any evening they perform. One of the bartenders is a female elf by the name of Salihn Neriflynnwithe who loves to talk to all of the travelers that come through the door. 

The Sun and the Waves: A small temple to Farlun and Allatu in Old Serro is from when the town was founded hundreds of years ago, though it has been updated over the centuries. The temple is ran by twin sister priests in their early 30s. When they were teenagers, both received visions from the gods. It wasn’t until they started studying theology and learning to manifest their powers, that they realized they were touched by two different gods. Five years ago when the old priest had passed away years early, leaving the temple fallow for a few years, they travelled from Waithome to this town in the inland of Tempore. There are a couple of shrines in gazebos in New Serro dedicated to a few other deities that the sisters maintain as well.

The Drunken Hog: The main inn and bar on the outskirts of town. This place serves travelers who want cheap fair, and clean bed, but not much else. The evenings can be quite boisterous when the townsfolk get rowdy after a night of drinking. It is a good place for gossip and Erlath Neriflynnwithe performs a few nights a week. He usually plays the lyre, though also quite proficient with the flute (that his wife made). Though he has a beautiful voice, only on quiet nights will he sing.

(updated because I never liked the name and finally found one I did)