Showing posts with label NPCs. Show all posts
Showing posts with label NPCs. Show all posts

Monday, December 10, 2012

During the three months...


After 2 weeks, Sister Remia awakes from her coma and summons whatever party members are still in Kleine.  She tells the group that the real leader of the orcish attack was an evil cleric of Asmodeus.  She never heard his name, but knew that he was working with someone else in the raid on Kleine.  When the party confirms that they had not encountered this priest, Sister Remia implores them to return to the orc cave and investigate it more fully.  The priest tortured Remia frequently so he must maintain a room in the caves.  Sister Remia is still too weak to perform magic but assures the cursed party members that she can perform a ritual to help them in a few months or so.  The mayor of Kleine also offers a reward for the cleric’s head if the party does this task for the church of Erastil.  If the party fails to slay the cleric but manage to stop him, the group receives a lesser reward.
During a routine watch, Bellen hears of a common man’s murder during the festival.  It would appear that the orc attack was not the only problem the town faced that day.  David was murdered in his home.  The guard captain, Jennel, tells Bellen the town was secured about 3 hours after the party left to find Sister Remia.  The discovery of David’s death was a week after Sister Remia awakes from the coma.  It is unlikely the two are connected because David was slain by magic, his body was severly burned, but nothing else in the room was even singed.  The remains were also scattered about.

Friday, December 7, 2012

Back to train


When the party returns to Kleine, Sister Remia falls into a coma.  The party may go about their training at this time.  Total downtime for the party is three months.  Normal expense will be 50 gp per level per month.  If any party member chooses (or is forced) to live below this level, they may be subject to illness or disease.

Beldar is trained by Sir Renk, a knight of dubious reputation.  Sir Renk is from Melinir and is skilled in all swords.  Training takes 6 weeks and costs a total of 1000 gp.  Beldar will also have to pay 225 gp for his living expenses over the 3 months he is in Kleine.

Bellen can self train again.  Training takes another 4 weeks.  Cost will run a total of 1400 gp.  Cost of living for Bellen will be 400 gp.  Bellen helps out the town guard during this time, volunteering to take watch and such.  This earns her a bit of coin, 60 sp, but more importantly earns the trust of the citizenry for Bellen.  Bellen also attunes herself to this new world during her spare time.

Chad has paid for his training already and his instructor, an alluring female thief named Meridian, completes it in 9 weeks.  During this time Chad must pay 200 gp for his living expense.  Because of his help to the church, Meridian gives Chad a token that he may use if he runs afoul of her guild in Melinir.


Ford will not be training but will have the living expense of 150 gp for the three months in Kleine.  Ford may also want to try to identify some items, he has three months so, in theory, he could try each item in turn.  (I can roll that for you or we can wait until we’re all back at the table and Brandon can roll for his character.)

Havoc’s trainer is in Timbervale repairing a ruined temple of Cayden Cailean.  Marco is a learned priest of Cayden Cailean who had a vision (not a drunken one) that this temple should be rebuilt.  Travel to Timbervale will take 3 days by merchant barge and cost 10 gp, one-way.  The actual training will only take 4 weeks, at a cost of 600 gp, however Havoc is expected to remain an additional month helping to ready the chapel to Cayden Cailean.  During this time, living expenses will be a bit higher than average (+15%) due to the town’s economy and the constant drinking both priests insist on doing.  This totals out to 308 gp.

Khol was originally from a small town called Harken Village.  In this village is a chapel to Sarenrae with a small cloister that trains crusaders.  Because of the rarity of this class, Khol will have to return home in order to train for 2nd level.  The safest, fastest method will be travel by river barge.  Cost for the trip will be 50 gp and will take 10 days.  Training will be long and arduous at a full 7 weeks.  The cost will be 900 gp.  Cost of living will be 200 gp.  (Xp deficient of 239.)

Rorin will be trained in Kleine by a friendly half-elven fighter named Lucious.  He is proficient with axes and bows.  Training will take 6 weeks at a cost of 800 gp.  Cost of living will be 225 gp.  (Xp deficient of 239.) 

Tuesday, September 11, 2012

Sandpoint


As one approaches the town of Sandpoint, the footprint of civilization upon the Lost Coast grows more clear. Farmlands in the outlying moors and river valleys grow more numerous, and the blue-green waters of the Varisian Gulf bear more and more fishing vessels upon its surface. Passage over creeks and rivers is more often accomplished by wooden bridge than ford, and the Lost Coast Road itself grows wider and better-kept. Sight of Sandpoint from either approach (south or east) is kept hidden by the large up thrust limestone pavements known as the Devil’s Platter or the arc of rocky outcroppings known as Whistler’s Tors, but as the final bend in the road is rounded, Sandpoint’s smoking chimneys and bustling streets greet the traveler with open arms and the promise of warm beds, a welcome sight indeed for those who have spent the last few days alone on the Lost Coast Road.
   From the south, entrance to Sandpoint is governed by a wooden bridge, while from the north a low stone wall gives the town a bit of protection. Here, the Lost Coast Road passes through a stone gatehouse that is generally watched by one or two guards—the southern bridge is typically unattended. Aside from the occasional goblin, the citizens of Sandpoint have traditionally had little worries about invasion or banditry—the region simply isn’t populated enough to make theft a lucrative business. Hanging from a bent nail at both the gatehouse and the southern bridge is a sign and a mirror—painted on each sign is the message: “Welcome to Sandpoint! Please stop to see yourself as we see you!”
   Sandpoint has faced many hardships but also great prosperity in its 42-year history. A small town on the Varisian Bay, fishermen, farmers, and other simple folk make the community one of the rare truly peaceful havens in Varisia. Yet, while the townsfolk have known dark times in the past, a new shadow has begun to loom over the unsuspecting town.

The Town
A simple, relatively peaceful town with all the color and common oddities one expects from a tightly-knit community, Sandpoint sits at a point on the Lost Coast halfway between Magnimar and Windsong Abbey. Wood buildings and cluttered docks line the town’s natural harbor, while farms and the manors of wealthy citizens dot the surrounding countryside.  During the day, fishing, farming, lumbering, glassmaking, and shipbuilding occupy most of the townsfolk, who commonly retire to their homes by way of Sandpoint’s many taverns. A playhouse and would-be museum make unusual attractions in such a small community, but Sandpoint’s true landmark is the Old Light, a lighthouse of ancient origins that lies in ruins.
   A relatively peaceful town, devoid of many of the dangers of a true frontier town and intrigues of a sprawling city, Sandpoint has nonetheless had its share of troubles. The fading scars of a recent terror still linger, a time most folk refer to as the Late Unpleasantness.
   Just over five years ago, a madman stalked the streets of Sandpoint, killing dozens. Known as Chopper, the killer’s month long terror ended bloodily when an eccentric local artisan was revealed as the murderer and killed during his attempted capture.  Adding to the pain, less than a month later the local chapel burned to the ground in a conflagration that nearly consumed the town’s northern half and left the local priest dead.


The Law
Kendra Deverin has served as Sandpoint’s mayor for the past eight years. Lawmaker, judge, and general peacemaker, Deverin has proven to be both an adept diplomat and stern hand when need be—skills likely honed during her youth in Magnimar and adventuring in the region. With a personal—some say sisterly—style of governing, Kendra holds the abiding respect of most of Sandpoint’s people, charming them with her fiery temper and tenacity for justice (as demonstrated during the Late Unpleasantness). A council of several of the town’s most respected and affluent landowners aids Deverin’s work. While several council members have their own agendas and visions for the town, the mayor’s no-nonsense attitude assures that council decisions ever work toward the common good.
   Meting out the town’s good justice, sheriff and councilmember Belor Hemlock keeps watch over Sandpoint’s people. Held as something of a local hero, Hemlock is lauded with being the man who brought the serial killer, Chopper, to justice. Although rarely faced with misconduct more severe than vandalism and public drunkenness, the sheriff is both a keen wit and a skilled swordsman, and openly proves both when the rare crime requires it. While the town’s chief enforcer, Hemlock knows the difference between the word of the law and its intent, and often gives those under his protection the benefit of the doubt.
   Their sheriff’s work aside, Sandpoint’s people realize they must often fend for and defend themselves, especially on the outlying farms. In the rarest and most extreme cases— and even then thoroughly discouraged—mob justice is sometimes all that satisfies the outraged people.


The People
A welcoming, largely unprejudiced community of colorful locals call Sandpoint home.  Presented here are but a few of the town’s most noteworthy  residents.

Kendra Deverin: Town mayor.
Cyrdak Drokkus: Grandiloquent actor, gadabout, and proprietor of the Sandpoint Theater.
Belor Hemlock: The gruff but protective town sheriff.
Ameiko Kaijitsu: Ex-adventurer and proprietor of the Rusty Dragon inn, rebellious daughter to nobleman Lonjiku Kaijitsu.
Lonjiku Kaijitsu: Stoic noble, owner of the town Glassworks.
Jargie Quinn: One-legged owner of the Hagfish tavern.
Titus Scarnetti: Tradition-minded noble who controls Sandpoint’s bustling lumber trade.
Ethram Valdemar: Oldest of the town nobles.
Ven Vinder: Owner of Sandpoint’s best-stocked general store.
Abstalar Zantus: Sandpoint’s mild-mannered local priest.