A Swampy Refuge

Mark's Notes

  1. . Early Spring: at the Swampy Refuge Inn
    1. . In a lowland that becomes a swamp in the spring
      1. . it is likely that the Inn floods
    2. . The inn has 6 floors 5 up, one down, it’s made of wood except the stone foundation / main room
    3. The main room is in the basement level
      1. long bar made of shipping crates
      2. . Scattered tables and chairs
      3. i. most smoke goes up the chimney but not all
    4. 3 private dining rooms also on basement level
      1. unlocked unless rented
    5. Keeps folks stuff secure when needed
      1. 3 copper / week for my general stuff
    6. Staff: >12 some with families
      1. most human, some halfling, some 1⁄2 elf
      2. . Thered Southfill owner / proprietor – makes a GOOD living
        1. Keeps several trusted employees
          1. Mattian – in charge of the stable, highest paid other than
            owner
          2. Marcus – bar manger, ensures there is always food and
            drink etc.
          3. Brea and Mirabelle – most commonly working floor staff
          4. Insul – upper floor private bouncer, probably employed by
            the residents of the second floor. Dragonborn (Silver).
        2. A few employees who were guests who couldn’t pay tabs
    7. A few buildings outside
      1. barn with craftsman
      2. . stable
      3. i. dorm for workers
      4. . buildings that house workshops for fancier craftsman
      5. wash house
    8. There is a “danger” area where chamber pots are dumped
      1. Guests:
      2. Nobles from various lands
      3. Come to offer quests
        1. find special magic ingredients
        2. map a castle
        3. slight those who have slighted me
        4. etc.
          1. . Gamblers
          2. i. Prostitutes
          3. . All kinds of folks profiting from the adventurers
    9. Upper floors have more successful courtesans, adventurers, etc.
      1. Some of the courtesans have their rooms open for guests
      2. . 3rd floor
        1. Lojad – page from a big city batches work for several families
      3. i. 5th floor
        1. Cleric that healed Took of his aging. His “room” is a forest grove
    10. Adventurers
      1. 2 dozen have passed through in the past few days
        1. Dirk, Feck , and Namen – seem to be a group
          1. Dirk fighter type
          2. Feck’s a melee guy, combat skills more like my own
          3. Namen has ties to the gods, holy symbol non-standard symbol of Zirchev the Huntsman (local pantheon). More about the protection and good rather than being outside
          4. Arrived 3 days ago
        2. Two female adventurers (not a group)
          1. Hayllin – female fights without weapons. Very good singer and knows many songs
          2. Tilsa – fights from a distance (bow)
        3. Eyelan
          1. Elf carries a rapier and wears light armour. Always wears a cloak, even inside. Reedy fellow not into seafaring elven stories
        4. Lelyrin
          1. Blue skinned humanoid with 2 inch horns coming from the top of his head (tiefling). Sits in the room with his back to the wall brooding. When he gets drunk tries to be outgoing but is not very good at it. One night got charged double by one of the working ladies.
        5. Couple of 1⁄2 elves
          1. Another dwarf
          2. Rogath Ambershard – looks like an old Dwarf (800-900 yrs old). Customer, fixture in the common room, drinks. Friendly but stoic and quiet. (Retired)
      2. . Outside two merchants
        1. Leaving the area soon since they are stocked up. When ready to leave in 2-3 days they will need guards
    11. Qber (me)
      1. arrived 7 days ago
      2. . Sleep in the common room, or outside to mix things up
      3. i. chatty, likes tocollect stories
    12. Lady Thalia Canus (Gary)
      1. Human
      2. . God Freyja on shield. Old breastplate, nice blue dress that is a bit out of fashion and has a few spots where it was mended
      3. i. Her name rings a bell but I can’t place it
      4. . Has a light war horse
    13. Brenrick Darenkurst (Matt)
      1. Human, young, early 20’s
      2. . Brown hair to chin, 6’ tall, 180 lbs, right shoulder into chest has a big scar well treated and has full mobility. Large birthmark (oblong with 3 lines) on left side of neck.
      3. i. boots, pants, standard rugged clothes
      4. . Is asking everyone questions, especially races other than humans
      5. Likes to lead drinking, songs, and merriment
      6. . works with Marcus to help out around the place, chops wood
    14. Belle (Even)
      1. Super tall 6’3”, lanky, doesn’t talk to many people
      2. . Horrible scarred face on right side, burns
      3. i. Spends time cleaning, polishing, and hollowing out a metal tube with ornamental wood and mechanics
      4. . Ends up near the person buying drinks and gets bought drinks more often than not.
    15. Kelnor (Tony)
      1. Human 6’, 200 lbs
      2. . Chain shirt with a tabard, 2 daggers and a throwing axe
      3. i. Is from a city state that lost a war 5 years ago and is no longer there. The winning city state killed, or enslaved the losers. Males of fighting age were either sold as slaves or killed.
      4. . Likes to eat with gusto and works for Marcus to earn his keep
      5. Speaks a dwarven and Alphiemian. Talks to Thalia but is a bit shy with the ladies of the evening (uncomfortable with sex)
      6. . got here 3 days ago
    16. Tetsuga (Nick)
      1. Japanese, Human
      2. . Long black hair in ponytail, mostly
      3. i. Wears a long odd think curved sword
      4. . Has been working for the merchants for the past few weeks
  2. We take a job with merchants
    1. Going to Fort Guiden
    2. On the Shrill River
    3. Site of a sizable militia and is a trading hub for the area
    4. Have a main guy Tetsuga who has been coordinating protection
      1. Played by Nick
    5. Attacked by goblins
      1. Found 180sp
      2. . 11 small javelins
      3. i. in the backpack found squid tentacles, Tony eats it
      4. . get 7 GP
    6. 325 xp
    7. Current total 1725 xp
  3. Inn Keeper hired us to explore ruins
    1. Shrill river on mainland. The island is straight out from that, 5-6 hours out by
      boat.
    2. You can pay a fisherman 5gp to get us out and then schedule a return trip On an island Guiden’s Hill Sanctified Alter in the ruin, to the forest mother god immortal of Nature Ordana
      From main cove 3-4 days north on a logging road To the south are lizard men GOAL: retrieve an artifact from ruin
      1. Large horn filled with oak leaves
      2. . We must give all sanctified items back
      3. i. We keep anything else we find
      4. . Return of horn pays 300gp
    3. Gathered info at Inn
      1. Adventurers go to the hill a few times a year
      2. . Site of an ancient civilisation and
      3. i. Now only occupied by monstrous humanoids
      4. . Fort on the river on the island
      5. From a person who has been to the Fort
        1. Talk to the militia men and not the officers
        2. There is a Pub of sorts in the second division
          1. Barkeep named Arnan knows the lay of the land and has proven trustworthy
          2. Likes rare fortified liquors. He is at a trading hub so it has to be rare to get his attention.
            1. Buying a bottle from Nihlus a cleric at the Inn
              1. 15gp down to 13gp
              2. Dwarven liquor, I don’t drink
              3. Threw in 3 doses of a healing potion
          3. . In heavy armour, holy symbol is circle, rough edged with a living plant in the center. Very fancy version of it. Terra, Yamuga, Mother Earth, animal earth law protection. Major player in many pantheons.
          4. Fort Guiden Info from end of quest:
          5. Mapped the whole camp, military and hangers on
          6. . Mapped the keep
          7. i. Found various religious pockets in both areas
          8. . Investigated the underground
            1. isn’t a formal one but there is a lot of unsavory stuff in the open like child prostitution, gambling, etc.
          9. Officers not cool, miss-treat their staff
            1. Jerris
              1. General
            2. Lt generals who are the worst of the offenders
              1. Layton, in charge of foot soldiers
              2. Quenton, in charge of the Calvary
              3. Norris, in charge of irregular needs (ranged etc)
        3. Returned horn to inn, sold the Hobgoblin crown for 1500gp and future work
          1. got 600 quest completion XP
            1. Spent some time at the inn
              1. Talked over 3 quests
              2. Raiders
              3. Fight orcs
              4. Going to the castle
                1. Hired by an excited professional bureaucrat lord. Van DeVries, Third nobel from the big city.
                2. . Was a historic home of the DeVries family, 200 years ago
                3. i. We find the records included items used to make fire weapons and / or summon demons.
                4. . It occurs to us that maybe they needed them to defend against creatures vulnerable to fire
                5. We get 2000gp each for the quest
                  1. 500gp down each and the rest at complete
                  2. We get to keep all treasure not related to the historical owners
                  3. We get 10% of the contents of the castle
                6. . Gather info about our patron to get more info about him and past quests
                  1. WIll often send prople on quests to confirm legends (a theme)
                    1. ex: such in such was a great warrior who died and left an axe behind. Go get it.
                  2. Always pays to the contract. Not a hard bargainer but is a stickler. Likes negotiating better than winning the negotiation
                  3. A woman asks to enter her room
                    1. Remora. Human, pale brunette, looks great in a day dress, looks wealthy.
                    2. Apt is richly appointed, nice carpet, fancy coal stove burning with magic, nice furniture
                    3. Pours us wine in inappropriate glasses
                    4. She says he is a good tipper and has been seeing her for three years. He treats folks as they ask to be treated. He is aware of station.
                    5. She is worried about him. Something seems to have taken ahold of him. Perhaps something is not right in his homeland. Could be strife within the family, his father leads
                      the family and might not make it through the summer. Our quest might be important.
                    6. He offers one quest per season
                    7. She wants us to do a favor
                    8. She asks to have us do her a favor
                      1. “find” a thing she gives us “in the estate or where it is supposed to be if indeed it does not exist”
                      2. Will encourage him for his life back home and she would like to see him succeed
                      3. (she is trying to do what she thinks is best for him)
                      4. This is independent of his ancient estate. It is just a convenient place for it to be found. We must “find” on our mission for him.
          2. i. Prepare to leave
            1. Namen talks to us. We are headed in the same direction so we will travel together. He is the voice of reason in his group and is aware of his own mortality. He seems to want to get to know us more. They are hot shit but we are the next in line. In the future he hopes to retire and have his own church.
              1. They are headed to kill some Orcs and Namen is a bit hesitant about their chances. He might be that way all of the time.
          3. We leave for the castle
            1. We are attacked by small goblins that are evil and unnatural in some weird way. They were working a plan to attack, run away to draw our attention, and the pilfer our stuff.
              1. Quber lost a bed roll
              2. . Talia lost a healing potion
            2. We stop at a small trading post and re-buy what we lost.
            3. We leave the road and head up the castle site
              1. The road is basically a wide forest trail.
              2. . Namen, Feck, and Dyrk choose to tag along
              3. i. A storm is coming tonight
              4. . As we go along the hardwood thick forest becomes more open with more space between the trees and more openings.
              5. We make camp in the early evening to set up for an impending sorm
                1. The storm is a drizzle and fog
              6. . We travel for another day and night
              7. i. On the third day we encounter a man on the trail
                1. We can call him Al, he is a caretaker
                2. He takes us to a HUGE estate
                3. The wall goes as car as we can see on either side of the high iron gate. The wall is topped with iron crenelations
                4. There is a village for 6-7 large families housing what we think are the outside caretakers
                5. We meet the leader Tal. Al then takes us to the main house via a rear servant’s entrance
              8. ii. The house is HUGE 3 floors 1⁄4 mile wide, fronted by a beautiful ornamental garden and a cobbled circular driveway with plenty of room for many carriages to line up waiting for passengers
              9. . We go inside and meet Sadie
              10. We find 2 libraries and a big locked door, we research and then open the
                door
              11. . We do a bunch of stuff
              12. i. The night we stay in the castle and it explodes and we fight 2 big bads
              13. ii. We sanctify the Elven Burial Ground
              14. v. We meet Munnin the Raven Immortal and he tells us stuff. Mainly 3 prophesies
                1. Down the road one of your parents waits with nothing but murder and malice
                2. One who is worried about being discovered by family their worry is misplaced
                3. The one who is worried about their heritage should plan for the future
              15. . We fight my father at the inn. We fight stuff in the night while losing time. We don’t know why.
          4. Back at the Swampy Refuge Inn
            1. Meet Thaila’s brother
            2. Sell a bunch of stuff
            3. Speak with Lojad for work
              1. May only discuss in the Inn 2st floor or higher
              2. . In his city (Calmer) group that worships Korotiku. Recently making deals that impact the political landscape. Might be a breakaway group that takes the worship a bit too seriously. Does that group exist and what are their plans.
            4. LOUD peal of thunder
              1. Matt’s Cleris friends worships on the spot where the lighning struck
              2. . He is dead, torn apart. Managed to scrawl “KOJISL” in his own blood. I ID it as a transliteration of his natural language into troldaran. Only a part of the word. Tetsuga puts it together that he is probably referencing to Kojislku the wolf imortal of war, pain, frenzy, and warlike slaughter. It is a really bad thing to revere this immortal.
              3. i. Tried to investigate the answer is above our pay grade
          5. Took a Job in a big city
            1. Swampy Inn POC: Lelorian
            2. Job is in city of Calmer to investigate a cult of Coratiku.
            3. POC in Celmir: Ziflin meeting a the Inn of Feast and Flour
            4. Payment Scheme (see spreadsheet)
              Number in 5
              group
              days 60
              work 180 total days 240 rate 104.17 rate each 17.36 existence 25000 20k if we prove they don’t exist
              ID members 0 based on member’s Ids (0-20k)
              objectives 0 25k for reliable info
              Total each 4166.67
          6. We get attacked by Manticores on the road. They said “they have come to us my brothers.”
          7. We arrive at Guiden’s Fort
            1. Matt’s old chr was killed, we investigate. It was Tetsuga’s brother who was looking for us!
            2. We get a boat
          8. On the Boat
            1. all good, nice elvish female first mate
            2. big storm, broken mast, heroic saving of horses
          9. Land crippled boat in town: Wood’s Hollow
            1. Three leaders
              1. Breast plate : Sherif Neferidge
              2. Not that impressed with Stayton
              3. . Father Arcalus : god = Ixion god of justice
              4. i. Magistrate looking guy : Stanton DeBrasso, eldest son of the DeBrasso family. Anse is the patriarch
                1. Owns everything you can see from the mountaintop (Neferidge adds, “this side of the river”)
                2. They are not noble, just rich
                3. Steer clear of the Alevies, they are having issues with the DeBrassos. They are locals who live in the woods and live off the land.
                4. Steward of the household
                5. Nevick is the liaison between the staff and the family. We meet him about town as he is riding doing errands.
                6. Rene ran off with Stefallis last night
                  1. The Feudx
                    1. 10 years ago Eldrith DeBrasso ritually killed Mindrith Alievie. The next day the Alievies took revenge. Feud ever since.
                    2. . 6 years ago the DeBrasso’s caught the Eldrith stealing and eating livestock.
                  2. Big stable
                    1. Run by Sarah Talbot
                    2. . 3cp / horse / ?
                  3. DeGrasso land has lots of rules.
                    1. Do not hunt not on their land without permission
                    2. .
                  4. The square is the the right of the dock
                  5. To the left of the dock is The Hollow the local inn
                    1. go to arrange the rooms for us
                    2. . Inn keeper: Proxana
                      1. We rent the 4th floor
                  6. Alievie
                    1. Approached by Anders, wants to meet with his “Pappy”
                    2. . They speak Havalian, an old language of a sea faring migrant group whose culture has slipped into only a few stationary pockets.
                    3. i.

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