GM’s Notes, 02 August 2015

by Thom

Date:

04 – 11 Adnar’Kerz, 1308

Characters (Players) in attendance:

Doreen Underfoot (Mel) – Halfling Fighter / 2
Dumbarton Oaks (Chris) – Pixie-Fairy Mage / 6
Fenkeh Burrowes (FrM) – Halfling Thief / 3
Kailan Morgause (Victoria) – Half-Elf “Art connoisseur” / 6
Nurther Skye (Gayle) – Dwarf Cleric of the Caregiver / 3
Ruati Ryiannasal (Daniel) – Elf Rogue / 3
Tibideaux (Brian) – Dwarf Fighter / 3
Tørhalla Ulricsdøttìr (Francine – absent) – Human Barbarian / 3

Hirelings
Trorelian Glaive – Human Thief / 1
Selden Bock – Human Fighter / 1

Voted Most Valuable Player:

Ruati

GM Notes:

The Dumbarton Oaks Experience arrived at the Murky Badger in the middle of a grand celebration – the sixth birthday of one of the many granddaughters of the proprietor, Master Mongo Foxburr, Esq. The inn was very clearly a keep or large manor house at one time, and the walls show signs of battle damage. The place appears prosperous, and there was evidence of considerable new construction.

The party joined the party.

Fenkeh ate a lot of cake, until his interest was piqued by trays of sandwiches.

Torhallah drank – always a bad plan – and found herself in an altercation with a bard by the name of Belamy Taldiss. Who started it is unclear, but the bard smashed his fourth-best lute over Torhallah’s head, and she responded by tackling him and punching him repeatedly in the face.

Doreen attempted to obtain a room for free, and she and Ruati ended up on the bunk above the now passed-out bard. Much hilarity ensued. It was Ruati’s Sarah’s fault.

Tibideaux rather improbably made friends with a Dwarven Drover named Tithis, who was hanging about a tun barrel with imported ale.

In the morning, they all met Tithis’ employer, a large, boisterous, always smiling merchant named Tanserus Balkanor of Arz. Master Balkanor had supplied the ales and delicacies for the celebration, and he was anxious to return home before the heavy snows hit.

Since he and his six-wagon caravan were leaving that day and heading their way, our stout adventurers signed up. Master Balkanor paid guard wages for four members of the Dumbarton Oaks Experience (plus their two hirelings) and off they set.

Unfortunately for Ruati Sarah, one of the members of the caravan is none other than the bard Belamy Taldiss. Most bards are charismatic and musical. Belamy is musical.

Itinerary of Master Balkanor’s Caravan:

Adnar’kerz 5 – to Garfel Keep – Quite an impressive keep, though smaller than Frandor.

Adnar’kerz 6 – to the village of Borfir – A quiet farming village.

Adnar’kerz 7 – to the town of Sabden – A river town of several thousand inhabitants. Here, the bard Belamy Taldiss look his leave of the caravan. The group briefly attempted to get him a gig in town (it is his home town after all), but it turned out that everybody already knew him.

They did get a drink at a bar called “Ed’s”, managed by an anthropomorphic hyena.

The party stayed at the Lynx Arms, a place where adventurers from all over the western earldoms are said to gather. Some very interesting conversations were overheard.

In particular, they met with another adventuring group, the Shield Vert, including a particularly garrulous man-at-arms named Ralf. They made arrangements to purchase some arrows from them in the morning. After hearing more about the Kailan of this world, Kailan took the name Glorandal and started working out a proper disguise.

Doreen did a lot of walking, but she managed to have a cover made for the cart. It snowed.

Adnar’kerz 8 – to the village of Kald – Before setting out, the party braved a Bank Holiday and several inches of snow on the ground to pick up the finished cart and collect on an old IOU for some healing potions from the wife (?) of Talus Somar.

Dumbarton and Doreen met again with the Shield Vert, now including their leader Verity. Rail-thin with raven hair, she is seemingly made of nothing but hard angles. She very much gave the impression of having instantly formulated a plan to kill every person in the room.

The caravan crossed the river at a great arched stone bridge. Much traffic here. A short distance, but a long day.

Adnar’kerz 9 – to the village of Barmwich – After earlier passing through the non-descript farming village of Lybster, the caravan decamped at the non-descript farming village of Barmwich.

Adnar’kerz 10 – to Greykirk Abbey – A long day’s ride, ending at the truly impressive abbey dedicated to the Caregiver. The walled abbey contains a large hospital, and the surrounding village boasts several inns, including the first coaching inn the party has seen. This is the end (or start) of the King’s Highway.

Nurther’s rather grievous injuries at last were healed. He swept up.

Adnar’kerz 11 – After being on the road but a few hours, the caravan is within sight of the great town of Arz! Interestingly, there seems to be a rather large river in the way.

Experience Points:

(none awarded)

Next Game:

TBD

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