Session 3 Notes

The group were new in Emberwood Village, but had a decent lay of the land thanks to a thorough, but grim tour given by Aliscent Crowe, the Blacksmith’s daughter. The group first set off to visit Aldor the Immense, a very fat human male and owner of one of the most lavish caravans in town. They perused his goods and made a few inquiries. Zadok asked about a garnet inscribed with Dwarven runes. Aldore made mention that although many garnets cross his path, none with that description had, but if he came across it he would set it aside for him. They departed for other sights, with Aldor saying “Anyone who says money can’t buy happiness doesn’t know where to shop.”

They then went to Crowe and Son’s, the blacksmith, and perused their gear while Zadok made further inquiries about his sword. Meanwhile, Belmir went with Aliscent to nearby the watchtower and has a short conversation where he asked her about a few things. When the rest had finished with the Blacksmith, they joined Belmir at the watchtower.

They met with Raine Highlash, a human female, who had a predatory look about her. She appeared to be Captain of the Hooded Lanterns, as she was giving out orders to various scouting parties. They inquired about work, but were told they were too inexperienced, and she made a deal that if they went into Drakkenheim and retrieved some delerium that future work could be obtained.

They next went to the Shrine of the Old Gods, where they met Old Zoya, the witch. She explained a few things and was impressed by Gael’s reverence of the old primordials. Although, to Gust’s dismay, she did not have a didgeridoo on hand, she told him to come back in about 6 days and she may have something for him.

After that, the group went to the Gilded Lilly, where Gael took part in “open mike night,” and gave a performance of the ballad Purple Rain, styling himself as the artist currently known as prince. He made a few gold, they all had a few (expensive) drinks, and left to the Bark and Buzzard. Upon entering, they were immediately called out as Newbies by a rough looking female Tabaxi (Cat-person). She challenged them to face “Old Rattlecan,” a tradition for newcomers to Emberwood. She led them outside into the back yard, where a suit of old armor saluted them, and in an old timey accent said, “To those about to die, I salute you.” A wager was made, and combat is about to begin…

Session 3 Preamble

All basic items allowed within 5Th edition Core Rules can be found in Emberwood Village. The various merchants and people have most things one way or another. But keep in mind that Emberwood is the literal last bastion of civilization out there near Drakkenheim. Things like crops and basic goods are NOT FREELY AVAILABLE. As such everything has to be carted in (remember, Eren Marlowe). As such everything in the core rules costs double its normal cost, and food costs five times as much. Even water is a scarce resource that must be carted in, and thus is priced like alcohol (1 sp minimum per mug). Exotic items and components can be had around town, but are rare, and (die roll depending) merchants may not have what you are looking for. They can still be purchased, but remember that everything must be carted in and it may take up to 6d6 days for an order to arrive in Emberwood. Anything exotic purchased in this manner costs five times the normal price. Bear in mind there is alot of opportunity to find gold and fortune (and components, materials, whatever) within the city as well, but be aware that things may not be as instant as in a normal D&D campaign.

Additionally, The folk of Emberwood Village have grown accustomed to adventurers trying to haggle and swindle them. They don’t give discounts or make deals, and tell adventurers who push for better prices to pay up or go elsewhere (there isn’t any-where else to go)

Most merchants in Emberwood Village will trade or purchase found treasure, salvaged equipment, gems, or art objects at half their listed value.

Everyone be thinking about what you want to do in Emberwood. Have a game plan and let me know. We will role-play the important stuff out, other things like “i’m buying a bunch of supplies” will just be handled in kind of a handwave type of interaction.

Session 2

The group was awoken by the screams of Edra, who was enwrapped in a tentacle that now grew out of Roderick’s arm. “Oh god, Ludwig! He turned!” she screamed as the tentacles constricted around her body.

Roderick, with a sickening chorus of snapping bones and tearing flesh, split into two copies, and began to battle the group, but not before bringing Edra to the brink of death. As Ludwig and Eren fled the area, the group dealt with the two monstrosities, Oktai taking a heavy blow in the process.

Afterward, everyone tended to Edra’s wounds and Tyrius managed to bring her back from death’s door with the light of the sacred flame which burns within him. Everyone dealt with the bodies, and went back to sleep. (Milestone–Level2)

During the night Eren gave Edra one of the few healing potions she had stashed away for emergencies and her condition improved enough for travel. The group tried to convince Ludwig and Edra to at least accompany them to Emberwood, but the two were emphatic that they’ve had “enough of that nightmare place.”

The caravan set out again for a number of days, before, when prompted, pointed at a hill and notified everyone that Emberwood is just over the hill. A few members noticed that on a dead Tree, tossing a stuffed lamb up and catching it over and over, was a young Child. Noticing the group, she skipped over to them and introduced herself as Aliscent Crowe, the blacksmith’s daughter. She offered to give them a tour of the town for a Gold, which Belmir was happy to pay.

Everyone escorted to Caravan Court, which was basically the town square, a busy intersection surrounding a boarded up/contaminated well. Aliscent then skipped her way across town showing the group all the locations of note in Emberwood, as well as MANY of the gruesome fates that similar adventurers had met.

  • Bark and Buzzard: A one level public house/tavern is a popular spot among locals. There is “something cool” in the backyard. The tavern keeper can set people up in some abandoned homes as a place to stay.
  • Gilded Lilly: A lavish two story building that has a veranda covered with painted lily motif in purple. It is famous for “open Mike night,” whatever that is.
  • Skull and Sword Taphouse: A dingy saloon that was once a farmstead. A jawless skull impaled upon a rusty broadsword stands next to the entryway. This is a more rowdy establishment.
  • Red Lion Hotel: Three storey red brick mansion that now serves as a hotel for numerous individuals. Most notably several of the Amethyst Academy room and board here.
  • Crowe and Son’s Smithy: Aliscent’s father runs the smith, and he’s the only smith in town.
  • Chapel of Saint Ardenna: Run by High Flamekeeper Ophelia Reed, this is the main place of worship and healing services in the city. No doubt the faith has its own designs on Drakkenheim as well.
  • Watchtower: This old rickety watchtower serves as the main base of operations for the Hooded Lanterns, who seem more concerned with Drakkenheim than they are policing the town of Emberwood.
  • Hendrix Farm: This farmstead to the south of town is absolutely covered up with what appear to be refugees, pilgrims, or fanatics. This is the main base of operations for the Followers of the Falling Fire, a newly founded religion.
  • Eventide Manor: A burned down house that supposedly was once the residence of an Elf woman who had a child out of wedlock with a local. Sadly, many years ago the house burned down, and they died in the fire. Aliscent mentioned her friend Oliver said that some nights you can hear their screams coming from the basement.
  • Shrine of the Old Gods: Old Zoya, a witch, lives there and provides services to those who pay, like medical help or other things.
  • Marlowe’s Provisions: One of the merchant’s in Caravan’s Court, she sells mostly sundries and items that will not be very useful for adventuring.
  • Gainsbury Expeditionary Supply Company: A Caravan/repurposed old warehouse is stacked with all manner of Adventuring and mining gear.
  • Fairweather Trades and Exports: Two flat bedded carts with a Black Iron stage coach flanked by armed guards. Numerous chests are laid on the carts. Known to deal in delerium crystal. One of many.
  • Aldor the Immense: A rather Large human being sitting near his finely ornate caravan, known to deal for Delerium, and seems to have a rather “nicer” selection of items.

Aliscent takes her tip (another gold) and leaves. The group now has the town and their fates before them. When will they decide to first delve into the ruins of Drakkenheim?

Session 1 Summary

The group had accepted Eren Marlow’s offer: 25 gold per person for safe delivery to Emberwood village, which is a sort of Boom-town and the last outpost of civilization outside the ruined city of Drakkenheim.

The group provided security and help along the journey, helping Marlow many times with positioning her wagon in a defensible spot, and keeping watch on the roads.

About a week and a half into the journey, as they began to turn north on Champion’s Way, a group of soiled bandits (poorly hidden) came out of the ditches along the road and crudely offered “Safe Passage” if they paid the toll.

The group decided to pay–with violence, and were able to make short work of the bandits, leaving several dead and letting a few of them flee off into the Horizon.

A few days later as they made camp, they were approached by three weary, seemingly unarmed travelers. They allowed them to share their campfire for the night to get some rest from the road.

  • Ludwig von Gaff– A Human soiled noble that was just in Drakkenheim to reclaim the deed to his family’s ancestral estate, located in the ruins.
  • Edra Jansen– a Human wearing damaged leathers that mentioned she was seeking gold.
  • Rikard Vos– A man covered head to toe in a large leather cloak that seemed to shuffle about and did not speak a word.

They exchanged a few stories, and learned about the dangers of the city as these three were the only ones left in their own party. Shortly after, they all bedded down with members rotating watches throughout the night.

In the early hours of the morning, Rikard bolts up, shuffles over to Edra’s bedroll (closeby) and two large tentacles spring from the heavy cloak and slam down on Edra’s midsection with a sickening crunch. She screams. Session End.