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Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.

View
Week 1

Squinting against the sunlight you see a large city around you. A little ways away is a dock by an ocean or lake. The weather seems colder than at the Imperial City, and you breathe a sigh of relief that you are not dead.

Once through the Portal and you get your bearings, you’re introduced to Vasha the Receiver. Intelligent and middle aged, she helps new arrivals through the portal and helps them adjust and find gainful employment. Explaining you’re in the city of New Hope on the Island of Refuge, she’ll offer to help anyway she can.

She mentions the nearby Temple of Hermes has an almshouse for new arrivals and the poor. It’s not perfect, but with no money or equipment, it’s probably the best place you’ll find for a few days. They’ll put you up for free the first week, but after that a tiny “donation” is expected (Low Lifestyle, 1 Gp cost with -2 speech and profession checks).

If you find work quickly, there’s the Blacksheep Hostel and the Watergate Hostel (Common Lifestyle, 12 Gp cost with no penalties). Vasha recommends Blacksheep as Watergate is more for sailors and dockhands. She will attempt to find work and would ask, “What skills do you possess?”, but this can take a few days.

After this you’re approached by a variety of merchants and moneylenders. by paying back 60 Gp in one month, you can borrow up to 15 Gp from Aamir or Harald the dock moneylenders. And several people offer to sell everything from clothes and tools to weapons and armor for slightly higher than average prices. (Shop list below)

A little ways away you see some older kids picking on a younger one as they yank something out of his hands. “Treasure map huh? Yeah right! We’ll show you what to do with this.”, as they prepare to throw it into the water below the dock.

The temple steps is hosting an argument between a elder priest and younger male acolyte, “You can’t even master the basics of priesthood! I know you want this, but we can’t afford any more mistakes. Come back when you can make up for breaking every magic potion we had.”

Dock Merchant lists (First come, first serve):

Spiked Chain (weapon), 35 Gp
10 pieces of Parchment, 3 Sp each
Rapier, 30 Gp
sledgehammer, 2 Gp
Pint Flask of Oil, 2 Sp
Empty Flask, 5 cp
Punching Dagger, 3 Gp
20 Arrows, 1 Sp each
Greatclub, 8 Gp
Chalk, 1 Cp

View
Week 2

Aven,
You are not able to steal from the Queen. She would watch about 100 ft away surrounded by her Exalted mages and bodyguards. However, Aven was looking for opportunities and would attempt to steal what she could off a guard. (And because you’re thinking “outside the box”)
Thievery check (8) + Physical (6) + Thievery (3) = 17
Guard’s perception check (5) + Mental (1) + Perception (3) + Many people watching (4) = 13
You are able to procure a small-ish dagger from the guard.

As Aven heads over to the boys, she is joined by two others. The shorter and more frail of the two stays back, while a tall and confident man goes forward to get more involved.

Aven, “I don’t think that’s something you want to be doing.” – Intimidate: Roll (13) + speech (6) – coming through portal and looking like a prisoner (4) = 15
Leader of boys looking around nervously, “What are you going to do about it?” – Resist Intimidate: Roll (16) + Level (1) + Friends (2) – talking to an adult (2) = 17

Confident man strolls forward, “Run home boys, you don’t want our kind of trouble.” – Intimidate: Roll (20+11) + speech (8) – coming through portal and looking like a prisoner (4) = 35
Boys take off running. Resist Intimidate: Roll (12) + Level (1) + Friends (2) – talking to an adult (2) = 13

The shorter man moves toward the temple while the man introduces himself to the kid as Rigil. Aven and Rigil quickly learn the boy’s name is Taselm and he found the map washed up on shore and just wants to get home to the Almshouse now. Thanking you for your help, he invites you to visit if you get a chance and gives you the map for helping him.

Aven and Rigil quickly look over the map, it appears to lead through (not around) buildings, walls, and landmarks before ending outside of town.

You both notice a note “S.O.T. within the Scarlet Queen’s seal in the lower right hand of the map.” You are both unfamiliar with what this could mean.
Aven Craft: Map check (5) + Mental (3) = 8
Rigil Craft: Map check (8) + Mental (5) = 13

Ignoring the path, you find the spot it should be, and take turns digging and looking around the rest of the week without seeing anything. Rigil mentions the map could be a hoax, but Aven is certain it’s not and suggests there is more to it, perhaps a mapmaker could look at it.
Aven forgery check (18) + Mental (3) + Thievery (3) = 24
Rigil forgery check (8) + Mental (5) = 13

Heading back into town you borrow money from Aamir and Harald, and haggle for the Chain and Rapier
Chain Haggle Check (5) + Mental (3) + Speech (3) – coming through portal and looking like a prisoner (4) = 7
Merchant check (17) + Mental (1) + Speech (3) = 21
Chain Haggle Check (5) + Mental (3) + Speech (3) – coming through portal and looking like a prisoner (4) = 7
Merchant check (16) + Mental (1) + Speech (3) = 20

Unable to lower the price, you purchase the rapier.

You head out to make some money from people unable to hang onto their valuables.
Thievery roll (17) + Physical (6) + Thievery (3) = 26
Difficulty is skill bonus (9) + 5 = 14, round to 15.
Gain 2d6 Gp (3) + (3) = 6 Gp + Common Expenses. Staying at the Almshouse menas 18 Gp. (Don’t forget you know owe 120 Gp to Moneylenders due in 3 weeks)

Staying at the Almshouse means you will have a -2 to speech and profession checks this next week.

Writing something in an email: 1 xp
Roleplaying with others or NPC: 1 xp
Following Archetype: 1 xp (Stealing and borrowing money to live for the now)
3 xp

Rigil,
Rigil starts over to stop the boys, and notices two others joining him. The shorter and more frail of the two stays back, while a graceful athletic woman takes action.

Woman, “I don’t think that’s something you want to be doing.” – Intimidate: Roll (13) + speech (6) – coming through portal and looking like a prisoner (4) = 15
Leader of boys looking around nervously, “What are you going to do about it?” – Resist Intimidate: Roll (16) + Level (1) + Friends (2) – talking to an adult (2) = 17

Rigil moves forward quickly to diffuse the situation, “Run home boys, you don’t want our kind of trouble.” – Intimidate: Roll (20+11) + speech (8) – coming through portal and looking like a prisoner (4) = 35
Boys take off running. Resist Intimidate: Roll (12) + Level (1) + Friends (2) – talking to an adult (2) = 13

The shorter man moves toward the temple while you introduce himself to the kid. Rigil learns the woman’s name is Aven and the boy’s name is Taselm. Taselm found the map washed up on shore and just wants to get home to the Almshouse now. Thanking you for your help, he invites you to visit if you get a chance and gives you the map for helping him.

Rigil and Aven quickly look over the map, it appears to lead through (not around) buildings, walls, and landmarks before ending outside of town.

You both notice a note “S.O.T. within the Scarlet Queen’s seal in the lower right hand of the map.” You are both unfamiliar with what this could mean.
Rigil Craft: Map check (8) + Mental (5) = 13
Aven Craft: Map check (5) + Mental (3) = 8

Ignoring the path, you find the spot it should be, and take turns digging and looking around the rest of the week without seeing anything. Rigil starts to think the map is fake, but Aven is certain it’s not and suggests there is more to it, and suggests taking it to a mapmaker, if one is in town.
Rigil forgery check (8) + Mental (5) = 13
Aven forgery check (18) + Mental (3) = 21

Offering your services later to the Temple, you notice young priest not around. They certainly can use your help creating potions and such.
Arcane Check (18) + Mental (5) + Arcane (5) – Poor Lifestyle (2) = 26 / 2 = 13 Gp in addition to Common Expenses spent at the Blacksheep Hostel.

They are amazed at the quality of your work and you quickly move into the Blacksheep Hostel. (Next week you will have no penalties for Speech or Profession)

Writing something in an email: 1 xp
Roleplaying with others or NPC: 1 xp
Following Archetype: 1 xp (Taking charge of the situation)
3 xp

Dade,
Dade sees people move to help the boy and priest as you move to look around town, keeping your eyes open for wrongdoings.
Gather Information check (4) + Mental (1) + Speech (3) = 8

You notice the town is divided into four sections.
Waterfront District – Lower class, by the docks. Not many ships, but apparently there is trade with other cities. You find a weaponsmith here called the Minotaur’s Hoof. It’s a retired adventurer who kept the leg of a minotaur he once fought. You are not impressed with the store. Lower prices and lower quality.
Professional District – The upper class and closest to the Keep where the Mayor of New Hope resides. Many shops and services including a weapon weapon store. They are not looking for workers.
Merchant District – The heart of the city. Because of it’s location, this city is a trading hub of cities and villages further island and along the coast. There is a weaponsmithy here called the Fountain of Swords. Owned by Eothur, he stopped making farming instruments and started making swords when he realized the demand was higher. A decent smith and person, he is willing to provide work for you as long as you keep up.
Lower District – Although called the lower district, it’s more due to location than status. This district is much lower in elevation than the surrounding areas and hosts much of the food and entertainment of the city.

You feel like there’s a lot to this city, but you can’t quite talk to the right people or say the right things. You do know that everyone seems to dislike and distrust the Mayor, as he’s raising taxes and causing problems for everyone.

“You look like a well muscled type that doesn’t mind getting there hands dirty.”, calls a stooped over older woman. After introducing herself as Imarina she asks if you’d like to make some coin. Outside of town, my daughter was exploring some caves and got lost. The town guard won’t do anything, since it’s outside the walls and no one will help me. I’ll give you my ring if you help me get her back.

Staying at the Almshouse means you will have a -2 to speech and profession checks this next week.

You start working for Eothur at the Fountain of Swords.
Craft: Weapons roll (11) + Mental (1) + Craft: Weapons (3) = 15 / 2 = 7.5 Gp in addition to Common Expenses. Since you’re living at the Almshouse for free, the end result is 19.5 Gp.

Writing something in an email: 1 xp
Following Archetype: 1 xp (Seeking the truth instead of jumping into a situation)
2 xp

Although Dade didn’t jump in immediately, you didn’t write to interact with anyone at all.

Zynx,
After standing close by as support as others drive away the bullies, Zynx moves to the priest as he starts to leave.

Zynx: “You know you can’t give up your dreams like that.”
Priest: “What can I do, there’s no way I can make up for that mistake.”
Zynx: “Concentrate on what you do well, what made you want to be a priest?”
Priest: “Well, I love the histories and the priesthood has much training in that.”
Zynx: “Why do they get so much training?”
Priest: “Those who do not histories lessons are doomed to repeat them.”
Zynx: “Well, why don’t I help you create a lesson based around some of histories best lessons. We can show them you’re priest material!”
Priest: “Of course, why didn’t I think of that?”

Zynx Diplomacy roll (20+20+15) + Mental (5) – coming through portal and looking like a prisoner (4) = 56
Zynx Teacher/Philosopher Roll (5) + Mental (5) + Profession: teacher/philosopher (3) – coming through portal and looking like a prisoner (4) = 9

Although Zynx didn’t help much on the actual speech, the Priest (introduced as Edan) is once again excited to prove his worth. He asks you to hear his lesson next week.

Vasha quickly finds work for you in another Temple. The temple of Athena in the lower district could use a good teacher.
Profession: teacher/philosopher roll (5) + Mental (5) + Profession: teacher/philosopher (3) = 13 / 2 = 6.5 Gp + Common Expenses = 18.5 Gp.

Survival Check to live outside of town
Roll (19) + Toughness (3) + Wilderness (3) = 25
Although you easily find temporary shelter and food this week, it quickly runs out and you realize survival is more difficult here. Zynx needs a 14 on a d20 to make it.
Living off the wild means you have no penalties or benefits to speech and profession checks next week.

Writing something in an email: 1 xp
Roleplaying with others or NPC: 1 xp
2 xp

Zynx archetype is visionary, which means dreaming big or looking for meaning (hence helping the priest live out his dreams). I didn’t see anything like that in your email though.

View
Week 3

Aven,
Wandering around town, Aven searches for a Mapmaker. Rigil explains he’d love to help, but is busy investigating the murder of Mayor Imbrius.
Gather Information check (19) + Mental (3) + Speech (3) = 25
Aven quickly discovers that there isn’t a Mapmaker in town, but several people point her to a good bookseller.
Catherine at Catherine’s Books will take a look at that map and see what she can see.
Bookseller’s Check (9) + Mental (1) + Profession: Bookseller (5) = 15
Her first impressions is that it’s simply a creator’s initials and that he worked for that despicable queen, but she doesn’t know offhand who that could be. She’ll do more research for 2 Gp and have more information next week if you want. (Alternatively, you could do the research for your next major action)

Aven checks on Taselm and discovers that he’s doing fine. Other kids haven’t bothered him and he’ll let you know if he sees anything else weird. He’s worried they’ll shut down the Almshouse since the mayor died though.

Stealing for this weeks pay.
Thievery roll (2) + Physical (6) + Thievery (3) = 11
Difficulty is skill bonus (9) + 5 = 14, round to 15.

Aven isn’t able to make any money stealing this week and almost gets caught. She spends 12 Gp out of 18 Gp, even though she’s staying at the almshouse due to new clothes and partying. Rigil meets with her for drinks several nights and asks about her background, what happened, why the evil red Queen banished her, what she likes to do. What she plans to do now that she’s here. Etc.

Aven applies for watchmen job and is interviewed by Omer, the Captain of the guard.
Need 2 of the 4 Qualifications (Difficulty 15 checks)
Athletic ability:
Aven is asked to complete an obstacle course under a certain time. Athletic Check (4) + Physical (6) + Athletics (5) + 1/2 Balance (1) = 16. Aven slips off the course, and tries to show off too much, completing with only a few seconds left on the hourglass.
Well spoken:
Asked to walk through talking to a couple with a marital dispute. Speech check: (19) + Mental (3) + Speech (3) – Poor Lifestyle (2) = 23. Aven prevents the dispute from growing and resolves the situation.
Knowledge of laws:
Profession: Lawyer check (14) + Mental (3) – Poor Lifestyle (2) = 15. Aven nearly panics not knowing what to say, but draws on her extensive knowledge of what she has been arrested and tried for and impressed Omer
Good Reputation: Only been around for a little while.
Omer will make her a watchman on a trial period after this week. If she does well for a week or gets a reputable townsman to vouch for her, she’ll get a permanent position.

Toward the end of the week, Aven is contacted by a member of the town’s thieves guild, who informs her she’ll need to join the guild if she wants to continue to work in this town.
Speech check (19) + Mental (3) + Speech (3) = 25
Aven explains she didn’t realize there was a guild and quickly charms the man. Before long he’s smiling and talking more than he should. He mentions that you should meet the leader of the guild and takes you to meet Brottin, the guild leader.
Aven works to impress him (13) + Mental (3) + Thievery (3) = 18, Brottin isn’t as taken with you, but agrees you can work in this town for 20% of your earnings. In exchange, he’ll protect you from the law when he can and point you toward profitable jobs (+2 to checks in this town).

Aven investigates the Coliseum. Fighting in the Coliseum counts as a major action or your job for the week. Starting cash is based on the crowd you draw and generally includes another form of payment, such as money put toward the auction. Starting fights are around 10 Gp and grow up to 500 Gp purses. 5 fights without losing will make you the arena master.
Fights start out small and become bigger, goal is to draw crowds.

Although you stayed at the Almshouse, making friends and buying new clothes means you won’t have any penalties next week.

Xp
Writing an email: 1 xp
RPG: 1 xp
Following Archtype (partying and such): 1 xp

Rigil,
Rigil applies for watchmen job and is interviewed by Omer, the captain of the guard.
Need 2 of the 4 Qualifications (Difficulty 15 checks)
Athletic ability:
Rigil is asked to complete an obstacle course under a certain time. Athletic Check (19) + Physical (1) = 20. Although the course is far more difficult than would normally be possible for someone of Rigil’s training, luck and preparation take over and he breezes through the course.
Well spoken:
Asked to walk through talking to a couple with a marital dispute. Speech check: (19) + Mental (5) + Speech (5) = 29. Rigil prevents the dispute from growing and reminds the couple of why they were married in the first place. Omer is very impressed.
Knowledge of laws:
Profession: Lawyer check (19, Yes, that’s three 19’s in a row!) + Mental (5) = 24. Rigil doesn’t know much about law, but simply puts his brain to good use. Most of the laws are common sense and he makes short work of this test as well.
Good Reputation: Only been around for a little while.
Omer informs Rigil that he gets the job (can only work this job or temple, so Rigil puts the temple job on hold for a week at least)

Rigil uses his new position and begins to investigate the Mayor’s death.
Gather Information Check (17) + Mental (5) + Speech (5) = 27
Rigil quickly asks around and gets to a few people that should know information but aren’t talking.
Charm person attack (1d6 = 4), Bum’s charm person resistance (1d4 = 4), defense wins on a tie.
Working his magic, Rigil attempts to get possibly the only witness to trust him, but is resisted. For the moment his investigation is stalled. He’s learned that the Mayor was murdered by someone stabbing him with a poisoned blade while he slept and that guards outside the room heard nothing. Investigation can continue next week.

Rigil is unable to help with the treasure map due to the investigation.

He then asks Vasha about newcomers to the town. She mentions that about 1-2 people a week come through the portal and most are upset and see this as a prison at first. She can keep her eyes open for others who seek peace and order for a price. 5 Gp / week will make sure she contacts you.

Unable to find out more around town due to time spent working as a watchman.

Aven takes Rigil for drinks through out the week and works to build your friendship.

The Priest from last week is due to give a speech this week at the Hermes Temple. He does an impressive job talking about history’s lessons for us and credits Zynx (person that stood by the kid) with inspiring him to not give up on his dreams.

Aven checks on Taselm and discovers that he’s doing fine. Other kids haven’t bothered him and he’ll let you know if he sees anything else weird. He’s worried they’ll shut down the Almshouse since the mayor died though.

Work as a watchman this week..
Watchmen check (20+20+12, DANG!) + Mental (5) + Speech (5) = 62 / 2 = 31 Gp + Common Lifestyle. Omer is heard making the comment, “I wish we had more guardsmen like him. As soon as I know he’s trustworthy, he’s getting promoted.”

Rigil put up on the job board “arcane investigator/consultant available- for a price” with his contact information.

Let me know if you want to do a job on the board (board will be shown every week in the newsletter). It can either replace your work as a watchman or be your major action for this turn.

Rigil continues to stay at the Blacksheep Hostel.

Xp
Writing an email: 1 xp
Following Archtype (Trying to unite people): 1 xp
RPG: 1 xp

Zynx,
Eden’s history check to prepare speech (5) + Mental (2) + History (6) = 13 (He’ll have a -2 on the final speech)
Eden’s Speech at the temple (18) + Mental (2) + Speech (5) – preparation (2) = 23
Although he was too nervous to prepare much, once he got in front of the crowd and started talking, he did a fantastic job. People remarked on how knowledgeable he was and how he applied to life today in New Hope.

Eden is ecstatic as the others talk about re-instating him. He thanks you for believing in him and says his door will always be open if you ever need a historian.
Gather Information about the Town (9) + Mental (5) = 14
You get a feel for the laws, although no one knows if they will change with the death of the town leader. The town atmosphere is nervous, its tough surviving and no one knows what direction the town will go now.

There’s not a guild of spellcasters, but a couple of spellcasters for hire.

Apply for watchmen job. Interviewed by Omer, the Captain
Need 2 of the 4 Qualifications (Difficulty 15 checks)
Athletic ability:
Zynx is asked to complete an obstacle course under a certain time. Athletic Check (15) + Physical (1) = 16. Although, it’s a near miracle, you manage to get through the course on luck.
Well spoken:
Asked to walk through talking to a couple with a marital dispute. Speech check: (1+3 or -17) + Mental (5) = -12. Although normally well spoken, Zynx draws a blank and blurts out the first thing on his mind, which makes the situation worse. Eventually Omer stops the exercise and mutters something about never letting you speak again.
Knowledge of laws:
Profession: Lawyer check (14) + Mental (5) = 19. Zynx may not be a lawyer, but is smart enough to impress Omer, especially since he spent some time studying the town laws.
Good Reputation: Only been around for a little while, but Eden vouches for your character, so welcome to the town watchmen.

Watchmen check (13) + Mental (5) = 18 / 2 = 9 Gp + Common expenses or 21 Gp.

Zynx Survival check (14) + Toughness (3) + Wilderness (3) = 20
Although Zynx again is able to find enough food and shelter for the week, it’s very difficult and might be worth it to invest in a hostel or something.

Xp
Writing an email: 1 xp
Following Archtype (Helping Eden): 1 xp
RPG: 1 xp

Dade,
Gather Information (19) + Mental (1) + Speech (3) – Poor Lifestyle (2) = 21
No one really knows anything about the caves except they’re close to town and dangerous. There was an expedition a long time ago to explore them, but they had to turn back after encountering monsters. A few people know that Alira, Imarina’s daughter went in exploring about a week ago.

Steal something from a guard check (12) + Physical (6) + Thievery (3) = 21
Guard perception check (19) + Mental (1) + Perception (3) = 23
The guards are unusually perceptive with the death of the Mayor and you aren’t able to get close enough to take what you want.

Searching for a tracker (11) + Mental (1) + Speech (3) – Poor Lifestyle (2) = 13
You aren’t able to find tracker in town for hire. You can buy a hunting dog for 35 Gp at Bailey’s animal trainers.

Searching for the girl. The caves are dark and it’s easy to get lost.
Survival Underground check (13) + (1) = 14
Perception check (8) + Mental (1) – Darkness (4) = 5 vs Goblins check (18) – Mental (2) – unaware (2) = 14
Getting a little lost, you encounter a lone goblin on patrol.
Initiative (5) + Physical (6) =11 : Goblins check (10) + Physical (1) = 10 : Dade goes first
Attack with bare hands 1d6 (5) vs Goblin defense 1d3 (1) = Hit, Goblin dies

Dade moves quickly through the caves, only slightly lost. Hearing a sound up ahead he looks through the darkness to see a lone goblins getting ready to attack. Bracing his feet against the rock behind him, he readies himself. As the goblin charges with a impressive looking short sword, Dade waits unti the last second and pushes off the rock into the goblin catching him off guard. As the goblin attempts to swing at the man now in his face, Dade blocks the goblins arm off to one side and slams his fist down into the goblins face, smashing in into the rock below.

Taking the short sword and the 36 Gp the goblin had on him, Dade moves on only to hear a quiet, “over here.”
Behind a curve, under some rubble is a 20 something girl who looks less scared than you might expect. She introduces herself as Alira and asks for your help getting free. As you work to free her, she confirms that her mother Imarina sent you to find her. Alira is an explorer and ducked into a side entrance to avoid the goblin patrol, only to get buried by an avalanche and is almost out of emergency supplies.

As your work to free her, she says that she’s discovered these caves go underneath the town and has seen many creatures and monsters, such as an entire tribe of goblins. If her leg wasn’t broken, she’d take you to see exactly where she means, but for now she just wants to get home.

Dade gets her to safety and returns the ring despite Imarina’s protest that you keep it. Alira says you’re a real hero and gives you her collection of maps and survival tips she’s collected from exploring the surrounding area (+2 to survival rolls nearby) and says once her leg heals, she’d be happy to show you around if you ever need a guide.

Dade Appraisal of Goblins Short Sword (13) + Mental (1) + Thievery (3) = 17
He realizes it’s a masterwork short sword worth 310 Gp

Working at the Fountain of Swords (18) + Mental (1) + Craft: Weapons (3) – Poor Lifestyle (2) = 20 / 2 = 10 Gp + Common Expenses + Loot = 46 Gp

Dade moves out of the Almshouse and into the Blacksheep Hostel after buying some new clothes. Common Lifestyle will mean no penalties for next week.

Xp
Writing an email: 1 xp
Following Archtype (Seeking justice): 1 xp
Dangerous: 2 xp

View
Week 4

Aven,
Brottin of the thieves guild let’s Aven know that if she want to work the streets in this town, she will pay the 20% fee to the guild. “Freelancers don’t last long, especially freelancers that owe as much money as you do. Don’t think that fancy job as a watchman means anything to them.” Aven responds by saying that she would recommend he stay out of her way, as she doesn’t play by the rules. Don’t expect her job as a watchman or this town’s laws protect his precious guild if they cross her.
Intimidation Check (18) + Mental (3) + Speech (3) = 24
Brottin’s resistance (14) + Toughness (2) + Followers (3) + modified level check (5) = 24

Although it turns into a quick staring contest, Brottin and Aven respect each other a little more, although Aven feels she might have to watch her back around him.

Catherine’s Check (15) + Mental (1) + Profession: Bookseller (5) = 21
After checking with Catherine, Aven learns the initials are Soirren Oml Tasl. He was a cartographer with the first team the Scarlet Queen sent through the portal as explorers. He was decently famous in the Imperial City, but he only did 2 maps on the Island of Refuge. One (copy) is for sale for only 4 Gp (She won’t allow Aven to borrow or look at it for more than a few minutes), while the other was thought lost. She offers buy Aven’s map from her for 25 Gp. Looking over the copy of the other map…
Aven’s Mental Check (15) + Mental (3) = 18
She notices some unusual features on the map, but can’t tell more without a closer look.

Aven’s Appraisal Check (9) + Mental (3) + Thievery (3) = 15 vs exotic goods = 20
Aven isn’t sure of the cost of maps and isn’t positive what is a good deal.

Aven’s Gather Information check for the stolen cows (19) + Mental (3) + Speech (3) = 25
Although Aven works her way through all the thieves guild contacts, she’s certain is wasn’t one of them and they seem to know nothing about it. Loarr’s a huge guy and his daughter Lyetah is extremely attractive. Most guys avoid upsetting him and concentrate on trying to impress her. On top of that, his inn draws some of the richer merchants and the guild wouldn’t do anything to turn those marks away.

Aven meets with Rigil and the other man who helped on the docks, Zynx. They discuss the mayor’s death and Rigil suspects someone perhaps with a connection was involved. They also discuss their findings that the mayor’s changes and plans with the town. Someone approaches the table, as they are talking. It turns out to be one of the people who came through the portal. He introduces himself as Dade and says he’s found out some information about the mayor as well. (See below)

Aven continues to build her relationship with Rigil, giving and asking in turn about her past, his past etc, and how much they hate the queen. She shows him the dagger stolen before going through the portal and explains it’s her last jab at the Scarlet Queen and her people.

Watchmen Check (11) + Physical (6) + Athetics (5) + ½ Balance (1) – Town’s resistance to authority (3) = 20 / 2 = 10 Gp + Common Lifestyle Expenses
Aven works as a watchman and does it well, playing on her strengths and the physical demands of the job. Especially as a watchman, it’s apparent that the town is falling apart without leadership. Businesses are starting to invest in bodyguards as the day-to-day town demands aren’t met with the regular competence and there isn’t a voice to unite the town leadership.

Aven checks into the Blacksheep Hostel and will have no penalties next week.

Email 1 xp
Roleplaying 2 xp

Rigil,
Rigil negotiation check (14) + Mental (5) + Speech (3) = 22
Vasha’s resisted negotiation check (5) + Mental (-2) + Something for nothing (7) = 10
Vasha insist she doesn’t have time for less than 5 Gp, but after a minute or two, Rigil talks her down to 3 Gp easily.

The man who came with Rigil through the portal and stood nearby and helped at the harbor would approach him and introduce himself as Zynx. He’s now a watchman as well and would like to help in Rigil’s investigation. Rigil decides after a brief conversation to have Zynx look into the poison, while he asks around town about the mayor’s history with the town.

Rigil’s gather information check (12) + Mental (5) + Speech (3) = 20
Rigil asks about the history of the town and Mayor. The town has never prospered as much as with the last mayor. Since there’s not a central government or anything out here, lawlessness and anarchy would rule the day, but Mayor Imbrius instituted a lot of reforms and laws (some unpopular). He ensured the captain of the watchmen was someone who couldn’t be bought and grew the watchmen into a force recognized by the city. He also raised taxes by 400% (from almost non-existent) and at times used his power to make himself rich and secure his power. There are rumors he was going to raise taxes to grow the watchmen into more of an army to secure the city.

Rigil doesn’t have time to pursue his previous witness.

Rigil, Zynx and Aven meet up and discuss the Mayor’s death as well as the poison and history. Someone approaches the table, as they are talking. It turns out to be one of the people who came through the portal. He introduces himself as Dade and says he’s found out some information about the mayor as well. (See below)

Rigil’s watchmen check (13) + Mental (5) + Speech (3) – Town’s resistance to authority (3) = 18/2 = 9 Gp + Common Expenses
It’s apparent as a watchman that the town is falling apart without leadership and citizens are more resistant to authority. Businesses are starting to invest in bodyguards as the day-to-day town demands aren’t met with the regular competence and there isn’t a voice to unite the town leadership.

Rigil checks into the Blacksheep Hostel and will have no penalties next week.

Email 1 xp
Roleplaying 2 xp

Dade,
Dade asks around about the mayor’s plans and who might benefit from his death.
Gather information check (19) + Mental (1) + Speech (3) = 23
Dade discovers the Mayor had plans to open a sewer/aqueduct system, and it was opposed by several people including Laucios (the priest of the temple of Ares), Luke (the master of the Arena), and Lyle (the owner of the town gambling hall).

Dade tracks down some watchmen investigating. Surprisingly, it’s most of the people he came through the portal with.
Stealth check (15) + Physical + (6) + Stealth (5) = 26
Rigil’s perception check (11) + Mental (5) = 16
Zynx’s perception check (13) + Mental (5) = 18

Although they don’t see him, they are unnaturally alert for guards. They split up to track the poison and to look into the history of the town. Dade follows Rigil to learn about the Mayor’s history.

Later as they meet up at a bar and discuss what was learned, Dade decides to step forward and share what he knows as well. (see below)

Looking for large greatsword luck check (18) + vs Exotic/unusual item (20) – Town Modifier (2) = 18
Dade looks and does find a large greatsword for 100 Gp in the Minotaur’s Hoof, but it looks well used and older. Eothur also offer to create one for 90 Gp, but it will take about 2 weeks or he can provide the materials for Dade to work on it at cost (50 Gp).

//Nothing purchased at this time.

Alira is recovering, it will just take time. She’s using the time off her feet to attempt to put together a survival guide and maps.

Working at the Fountain of Swords (11) + Mental (1) + Weaponsmith (3) = 15/2 = 7.5 Gp + Common Expenses.

Dade continues to stay at the Blacksheep hotel and will have no penalties next week.

Email 1 xp
Roleplaying 2 xp

Zynx,
Zynx asks Rigil if he can aide in the investigation. Rigil explains he was going to ask about the mayor’s history and check out the poison. After talking for a while, it’s decided that Rigil should go ask around while Zynx looks over the poison.

Zynx’s poison check (19) + Mental (5) = 24
Zynx examines the poison. It’s a rare distilled poison from a fey-touched creature known as a wyvern. It’s very expensive and hard to come by.

Sorceress Drusinua works in town as a spellcaster for hire. Her spells for hire are as follows:
Detect Poison 5 Gp
Read Magic 5 Gp
Arcane Mark 5 Gp
Detect Magic 5 Gp
Identify 110 Gp
Comprehend Languages 10 Gp
She also can do some alchemy, but she won’t always agree to it.

Read Magic is 12.5 Gp, it will take a difficulty 11 Divine skill check to cast the spell.

Zynx, Rigil, and Aven meet up and discuss the Mayor’s death as well as the poison and history. Someone approaches the table, as they are talking. It turns out to be one of the people who came through the portal. He introduces himself as Dade and says he’s found out some information about the mayor as well. (See below)

Watchmen Check (9) + (5) – Town’s resistance to authority (3) = 11/2 = 6.5 Gp + Common Expenses.
It’s apparent as a watchman that the town is falling apart without leadership and citizens are more resistant to authority. Businesses are starting to invest in bodyguards as the day-to-day town demands aren’t met with the regular competence and there isn’t a voice to unite the town leadership.

Zynx stays at the Blacksheep Hostel this week and will have no penalties this week.

Email 1 xp
Roleplaying 2 xp

——Below
The characters discover the town has never prospered as much as with the last mayor. Since there’s not a central government out here, lawlessness and anarchy would rule the day, but Mayor Imbrius instituted a lot of reforms and laws (some unpopular). He ensured the captain of the watchmen was someone who couldn’t be bought and grew the watchmen into a force recognized by the city. He also raised taxes by 400% (from almost non-existent) and at times used his power to make himself rich and secure his power.

There are rumors he was going to raise taxes even more to grow the watchmen into more of an army to secure the city and open a sewer/aqueduct system to help the town grow. This was opposed by several people including Laucios (the priest of the temple of Ares), Luke (the master of the Arena), and Lyle (the owner of the town gambling hall).

The mayer was killed in his sleep without any guards noticing anything. In addition to slashing wounds, he was killed by a poison that’s a rare distilled poison from a fey-touched creature known as a wyvern. It’s very expensive and hard to come by.

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