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Session 2 - Travel and Talking

General Summary

The gang starts in Praadhaan . They spend 3 days there until they meet with Gaddaar , who looks stressed. He sends them to Dhaar learn about tax evasion stuff.   They travel for 6 days, meeting Kisaan along the way.   They arrive and start to find the lay of the land. After starting at Thandh , they move to Naavik Doobana for their first night. Their first day they split up.   Day 1   Farden starts at the guild and then moves to convincing Choolha to let him brew for her in exchange for room and board.   Beng joins Achi Nav 's ship as a diver.   Doric talks to some people to try and figure out what's up with the market days and stuff.   Day 2   Farden travels to Kisaan and buys stuff to make a sweet beet brew. Returns at the end of market day.   Beng returns from his short diving voyage midway through market day with the ship.   Doric starts his day.   10 Days passed, starting on the 11th morning for Doric.

Rewards Granted

None

Missions/Quests Completed

None

Character(s) interacted with

Choolha - Met her at first, didn't sleep in her inn. Farden is starting to brew for her. Lokar - Met her and decided to stay at her Inn. Beng really hit it off by showing what a drinker he could be. Achi Nav - Beng went on his ship. Nishth Avaan - Beng met him and learned that Achi is okay. Vyaa Paarik - Doric met her when trying to learn about the merchant's industry Samaaj Dhokha - Farden met him when trying to figure out what's up with the guild.

Notes

/*# OOC - updates * I haven't fixed pricing things I'm going to end up homebrewing some solutions to a lot of problems, so the system we're playing in might change a little   * I haven't got music yet, sorry. I haven't switched to mapbox or started hosting my own servers, I'm on break and being lazy   * Graphics are bad. I reserve the right to change things slightly if you return to them as I'm still working on building higher quality art assets.     # Plot Beats:   ## Your Next Job   ### Intro After 2 nights of rest in the city, on the third morning you recieve a note from Gaadaar. "Good job on your last mission men. I have another task for you, come by the camp right this afternoon to hear the explanation. You'll want to leave first thing tomorrow morning" //Todo - add a shop for cold gear up here   In camp, a small line passes as usual and you're in front of a very stressed looking Gaadaar. "Hello men, I have your next assignment here" The guards close the tentflaps and a devie on the tentpost starts emitting a dull buzz. "We've found signs of a group in Dhaar evading taxes. Right now is not much money, but if they grow larger they might take too much control in the city. Your task is to investigate this and report back with evidence. You are not to attempt to make an arrest yourself." He pauses briefly for questions "Our three suspects are one of the new ship captains. There are a few and one of them could have a crew he's convinced not to report accurrate returns on his gains. It could also be one of the merchants buying and selling ore. There aren't many since most of the ore passes directly from ships to metalsmiths. There are a few for late captains that miss market days and such. The last suspect is someone in the artisans guild branch in Dhaar. They could be misrepresenting sales and skimming off the top. Go and investigate these groups, find likely suspects in each and report back to me. This is an undercover mission, so don't tell anyone why you're really there"   ### questions   Why do we need to go? "Dhaar is a cold, harsh place. We're sending men who have some combat experience because of the dangers of travelling there. The road isn't infested with bandits, but if you can't make it to a town for night, you risk animal attacks. Plus, the people of Dhaar are born and bred warriors. It's a dangerous place for the weak."   Why is this important? "First, the army needs taxes to be paid so we can afford to keep fighting this war. Second, Dhaar is an important supplier of metals to the entire country. If they are too corrupted that will stymie the armies access to weapons."   What should we do to prepare? "You'll need coldproof gear, it's a hard trek to Dhaar and a hard stay there. If you can disguise yourself, you should prepare enough supplies to keep hidden. Similarly, if you need specific magic reagents, you should get them here. Some things are vastly more expensive down there. Once you're there try to integrate into the groups so you can investigate them thurougly." PAper line now or at leave   Evidence? "Here's some copy paper. **. Just press it on a page and it will copy the text over, but it'll be mirrored. Use this to record any documents that make for compelling evidence"   ### End   "Good luck men. Send me monthly updates - return after 6 months regardless of if you have found the culprate and can prove it's them"   ## The journey   130 Km of travel distance on road through Mool. Brief stop, description can just by quick quote. Should be four days of reasonable pace, with and easy DC can find a barn each night (Inn in Mool) and with a DC10 can find a room in a farmhouse. Should be uneventful if prepared for the cold.   As you travel south you start to notice the temperature change slightly, but you don't need to pull our your new coats. In a roadside farming town of about thrity a friendly farmer says you can sleep in his barn, just don't break anything.   You approach Mool at nigth and it still seems to be a bustling place. It's significantly colder here on the coast, but still berable. The air is alive with magic, it's a shame you can't stay longer, it feels like a wonderful and interesting city.   Luckily you find another town as the sun sets. Along this road it's always cold. There's snow everywhere off the road and the wind is biting. The road is clear enought to walk stably, but you might want to invest in bootspikes in Dhaar if it was any icier. This time, much to you thanfulness the farmer lests you sleep on his floor. The warmth of the farmhouse makes sleeping easy. OR you find another barn to sleep in. It's biting cold even without the wind. Roll a constitution save DC10 success is sleep, fail is wake with 1d4 cold dmaage.   ## Arrival   You see Dhaar. Strangers can point you to important people to talk to.   The captains both refuse to discuss finances because they don't trust you to not try and undercut their competition. They hang out in the bar on the South side of town. Their crew will talk if you get them drunk.   The merchants hang out on the North side of town. Vikreta is buying form Adhoora, part of the reason she's not doing too well. He's accurately reporting his money, but is coming close to retirement.Is reporting so little business because he's planning on retiring.   Pradhi hangs out in the west bar, and if you help him talk to the cute girl that runs the south bar he'll tell you he doesn't actually read all the records he takes. He just hopes that the people here are honest and that the guild trainees and due collectors are checking the records as they enter them. He passes out drunk after he tells you this, letting you copy pages from his ledger. This introduces you to the Samaaj, who if you can find the errors in the records looks suspicious. He hangs out in the pocket dimension of the door, using the inn's enchanted door to hind. The innkeeper won't tell you about this until you either find out about his forefathers that made the door before the war, or bribe him with promise of erasing his debt to the guild by breaking into their office and modifying his records.   ### Fights   Bar fight to meet the cute lady   Fight in the guild house. */

Campaign
An Introduction to the Intricacies of War
Protagonists
Report Date
13 Jan 2019
Primary Location

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