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The Secrets of the Sunderlands
Game Master GM Netherfire



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Game Master

Simon leads you through the streets of Hagglesport. The streets are moderately busy, not overly-crowded or sparse. The first few blocks are grimy and salty roads and alleys made by large storerooms, business offices, inns, taverns, and teahouses. Given the eagerness of seafaring customers and the friendliness of the staff, it is a safe guess that these teahouses must offer something much more interesting than tea. The populace seems to be an even mix of human and hobgoblin, with plenty of halfings and goblins not noticed until nearly underfoot. Once in every block or so is a black or green kobold spotted, pushing a cart of knick-knack wares or trying to sell a rack of skewered and cooked fish that reek of wet dog. Hobgoblins broil horse innards on the open fire whilst adding strongly offensive herbs and salts, and you realize that one of the sources of the city’s foul smell is the exotic food offered.
A half-mile of following Simon brings you to cleaner streets, and the smell seems somewhat lesser. The storekeepers and vendors seem to make a better effort in dress and shop appearance, and the occasional finely-dressed merchant is seen haggling among the common traders. For the first time, you notice a cluster of dwarves doing business outside of a bank. As you pass, it is obvious the bank is operated by the dwarf folk; most of them present heavy black beards. Throughout the city, hobgoblin city guards watch the streets and citizens carefully. The din of negotiation is constant, even into the night. Anyone drinking themselves into excess volumes seems to stay within the walls taverns and inns. In all, most seem to be well-behaved, save for the occasional shriek from the excitable little goblins.
It is nearly dark when Simon leads you to what appears to be a small mansion, until you are close enough to read the sign above the door: The Lord’s Landing. You have good reason to deduce this may have been a mansion at one time, but now serves as an upscale inn. By this time, you were led far from the busy city center, and the crowd on the road is considerably thinner, mostly human and hobgoblin. The last few blocks you found to be gradually quieter, by virtue of few folk and the later hour. Overall, this larger and dirtier city strikes you to be better behaved and organized than Kiffport. He pushes the heavy door open, and the noise of a full bar and amber light spills out, momentarily followed by the warmth of the hearth and the smells of food and ale.


Male Human Ranger

Balion looks into the inn and immediately begins to look for any dangerous folk, all the while attempting to keep a warm smile upon his face.
Perception 1d20 + 6 ⇒ (14) + 6 = 20


Game Master

Balion and the rest of you see a sizable dining hall filled with tables and chairs. Every seat is full, and people even stand where there is room. It is loud with all the conversation and laughter in the room. Most appear to be busy with their merry-making, though a few can be seen drinking with grim determination. None appear to be obviously dangerous, though patrons are apparently allowed to wear their daggers at the tables. Most of those inside are finely dressed, lightly armed and lightly armored. The innkeeper can be seen pulling a few drafts for waiting patrons at the bar on the far side of the common area.


“I will be paying for your stay here. Its accommodations should be satisfactory –this inn is reserved for those of high birth and their associates. Come with me, we will have words in a moment, Rolg.”

He waves to get the innkeeper’s attention over the roar of conversation. As he steps across the common area and toward the stairs, some of the conversation falters and the faces of some patrons sour. Simon smiles uneasily but points to Aladdin, Balion, Bolgrith, Rolg, and Squall, and then points to the crest on his coat. He holds up four fingers, nodding to the steps leading to the rooms upstairs. The innkeeper returns the nod. The conversations return to their higher, normal volume.
He leads you to the first room he finds empty, and allows all of you inside. The room is finely furnished and the beds made in soft, expertly woven blankets. In your experience, inns with this construction tend to allow the ruckus of the common room below to keep anyone awake who is trying to sleep. But in this room, the loud dining hall below is a barely audible murmur. Clearly, this is quality establishment, well aware of the importance of privacy for the rich.

“So,” Simon closes the door, and folds his arms as he turns a steady gaze to the hobgoblin. “What’s so important?”

Shadow Lodge

Male Hobgoblin (Shielded) Fighter 3

"I wanna know about this boss man of yours who we ain't s'possed to know about, talk about, or think about. Who is this puppeteer and what does he want with us? I'll not stay longer than tonight without an answer or a lot more coin."

The hobgoblin slumps into an arm chair and pour a glass of wine from a flagon on the side table. His eyes never leaving Simon's.


Male Human Ranger

Balion drops his heavy pack to the floor in the corner of the room and begins to wrap up some of his weaponry and extra armor into a blanket taking Simons advice to heart. Using some bow string he carefully ties the blanket together to avoid openly carrying too many weapons. All the while, he listens to Rolgs grievances. Upon finishing his task he sits crossed legged and lights a candle in front of him self-consciously reaching to adjust a hat that no longer sits upon his head. In a calm deliberate tone the Ranger says his piece, "I too would like to hear of your plans for us."


Simon cracks a grin. “I didn’t mean… never mind. I suppose it seems very mysterious to you, but I can’t expect you have knowledge I learned as a child. There are several dreamtales that mention a hero named Karajhin. The stories vary, but Karajhin inevitably swoops in and saves the day, or at least has a hand in the day-saving. The first traders of my people learned the stories from the hobgoblins. But that hardly matters.”
He leans forward, his grin widening conspiratorially. “To be honest, I’d wager Karajhin is not our real employer’s name. He must know what that name means, and desires to remain anonymous. I receive my instructions from him by letter. The strange thing is I never see who delivers the letters; they just seem to be where I look next. So far, he has paid me generously for simple errands, so I am certain whatever I am doing must be important to him. I think, especially now that he’s hired you lot, we can uncover who he is and find out what he’s about. I don’t want to bring my father into this; I’m already on his bad side, and he would dismiss the whole thing as boyish foolishness. For now, we do what this ‘Karajhin’ pays us to do, until we can gather enough information to catch him. Do you like my plan?”

Shadow Lodge

Male Hobgoblin (Shielded) Fighter 3

"Fiu de catea! Nenorocitule prost, copilăresc puţin!"

Goblin:

Oh, son of a b**&+! You stupid, childish little prick!

Rolg bites his fist.

"Do you realize what this sounds like, Simon? I'll wager twice what you've paid me that the 'Karajhin' is playing you like the ugly, stupid lute you are."

"If this is a tale you heard at your hag of a wet nurse's wrinkled old dugs, then what are the chances someone bad would use it as a hook to snare an impressionable noble brat with no experience of the world? PRETTY GOOD, SIMON! Pretty damn good."

"Now, tell me everything you know of Karajhin and then tell me everything you've heard from your employer EXACTLY as it was said. Do that without argument and I MIGHT not slit your throat, pay myself from your fat purse, and be gone."

Rolg whirls on Ballion.

"And don't play the honorable hero with me, boy. If I choose to kill them then he'll die and if you have a problem you can just get in line."

Rolg's rage exemplifies the famous fury of his race.


Male Human Ranger

Balion begins to laugh, a quiet little laugh before composing himself. Having seen many sell swords lose their temper and subsequently their wits, Balion is undeterred. Starring Rolg calmly in the face he attempts to be the voice of reason, displaying an unusual amount of articulation and social grace than the Ranger is accustomed to. "As long as we keep receiving gold in exchange for accompanying young master Simon on his foolish endeavors I see no fault." The Ranger pauses a moment before adding in a slight of his own.
"Besides, No one is compelling you to stay Rolg. I'm sure your mast-mate Golo would take you back if you asked him nicely."


Male Dwarf Cleric of Irori

Bolgrith watches the discussion escalate from his position by the rooms window. These new facts are only mildly surprising to him, he suspected from the moment he met him that the boy wasn't in possession all the facts.

Holding his tongue for the moment the Priest stares out the window and waits for the young noble-man to continue.

Perception 1d20 + 4 ⇒ (16) + 4 = 20
Looking out the window.


Game Master

Bolgrith sees dark clouds smothering the last strains of a burning sunset. On the streets below, two hobgoblin guards patrol warily along the road, as though waiting to beat any drunk than might tumble out of the taverns lining the road. No one seems to be entering or exiting the Lord’s Landing, but for some, the night is still young. No one else on the streets seem to notice a dwarf watching from the second floor.


Simon’s smile disappears and his face reddens in a confused mixture of anger and embarrassment. “You think I did not realize that?! This is why I wish to catch him, to find out what his plan is! Trouble is I know NOTHING about this employer. I cannot act on nothing, Rolg. And if you want to hear dreamtales, ask some of your kind, they know them best. I was not involved in sending letters to you –that was this 'Karajhin’s' doing. Do you want to see the instructions he’s sent me? Here, read them, they are useless.”
Simon upends his pack, and among the pile of gear, he separates crumpled parchment. After a few moments, he pulls an uncrumpled, neatly folded parchment, still sealed by wax. It shakes in his fingers.

“This was not in my pack earlier,” he squeaks. “He knows we have returned.”


Game Master

The young noble arranges the letters in order of delivery.

Letter #1:
Greetings Simon Wyldote, fourth son of the Steward of the Ytramond Commonwealth.

I require aid. You are in a unique position to give such aid. You will be handsomely compensated. On the morrow there will be a loose branded mare on the road to Wheaton. When you find her, bring her to the stables in Mirth. Tell the stableboy to keep the horse for seven days, then to release her. She will know where to go. The accompanying gold (300 gold bits) should be more than enough for your time and efforts. My thanks.

-Karajhin

Letter # 2:
Greetings again Simon.

I thank you for completing my request quickly. There is another task to which you are uniquely suited to carry out. If you do not wish fulfill this request, keep the coin, I shall not take offense, but you will not receive any more opportunities for earning more coin. If you have ever wanted to accomplish something great, you will do as I ask. In Hagglesport, at the Lord's Landing, you will find a small chest beneath the bed in the room at the end of the upstairs north hallway. Bring it with you whenever you return home to Siloguard. Toss the chest into the receding current, and be sure the undertow drags it away. Your payment of 400 gold bits will be inside the chest, be certain to empty it before dropping it into the sea. This may not make sense to you, but it is imperative to my design. My thanks.

-Karajhin

Letter # 3:
Simon.

I received word that the chest was delivered as detailed. Well done. My next request is a bit more complex, and time sensitive. A cluster of undead that haunt the Barrowwood are wandering towards the edges of the Stonebit borders, down the Grik Pass. Sending a formal warning may arouse suspicion, so I ask that you make haste to the border, construct a tall pallet of wood and burn it, so that the smoke is visible from the Stonebit guard towers. Leave or hide before patrols reach the pallet, and let their sharp eyes spot the incoming danger before it reaches the city. I am aware of the danger I ask to place yourself in, so I have hopefully included enough compensation. The accompanying chest contains 2000 gold bits. If you do nothing, the undead will reach the city in a fortnight. It is time help the good people of the Sunderlands in a way they have not seen since their arrival on its shores. It starts with this act of bravery, Simon. It starts with you. My thanks.

-Karajhin

Letter # 4:
Simon.

I have sent word to creatures of Hamonreld, in hopes of employing them. The task I appoint to you is to hire a crew willing to cross the Far Sea and bring these four back with you. You will find the very same chest in the very same place, with enough to pay the seafarers generously, and more to offer the four Hamonrelders. To find this land, you must sail northwest to the Merspires, the westward for many days more. The ship must bring enough supplies for at least two months at sea. When land is in sight, search out the trade city of Kiffport. The four were instructed to meet at the inn nearest to the docks of Kiffport. Of the small fortune you will find, they are each to receive 200 gold bits. Negotiating the price of travel I shall leave to you, and you may keep whatever is left.
Expect to find in attendance in Kiffport one soft-spoken dwarf priest, one grouchy hobgoblin warrior, one misunderstood human huntsman, and one eccentric human mage. I urge you to make haste, for I appointed them to meet at Kiffport on the night of Year’s Turning. It may seem many months from now, but the voyage will be long. Soon the time will come for tearing of The Veil. When you return, my next task will be the acquisition of a lost artifact, and you will hear further instruction when I receive word of your success.

-Karajhin

Letter #5:
My representatives send my regards.
-Melagste
–You notice this one to be written in a different hand, and emanates a faint salty stench.

Unopened Letter:
Thank you Simon. You have gathered the four that answered my summons and crossed the Far Sea back to the Sunderlands. Your next task is to locate and secure an item very important to me. It is a key, made of purple crystal. It is called the Key of Honfogalas. Its last known location is deep within the mountains near Blood Bay, likely under the guard of goblins. I understand this to be a dangerous journey, so the accompanying 8000 gold bits should help. More will be sent when word reaches me of your success. The keeping place of this key was made to ensure it never fell into sinister hands. Therefore, keep a light foot and a quick mind. The entrance will be found deep within Wolftooth Cave. There was a reason I called you and the others to this task, and not someone else. When you have the key, I will send further instruction and further compensation.

Karajhin


Male Dwarf Cleric of Irori

The Cleric moves to the papers, picking them up he quickly reads them aloud in a smooth and mellifluous tone. Upon reading the fifth note he pauses, glancing up at Simon he says nothing and places the paper in his pocket. "That one was not from our employer." Bringing the final and unopened envelope into the light, he watches the young man as he breaks the seal and reads out the letter to everyone.

Shadow Lodge

Male Hobgoblin (Shielded) Fighter 3

To Balion: "That only proves how little you know, ranger. The longer you let the gold of your employer dictate your risk, the sooner you find yourself in a situation you in which you cannot hope to prevail."

To Simon: "I will not be that fool. I warn you, when this plan goes south, I will be gone. Until then, I'd like to know how and why you plan to catch a man that can slip a letter in your pack under all our noses?"

To Bolgrith: "Why do you pocket that? Does it mean something to you?

As the final letter is read aloud, Rolg nods along, shaking his head at the end.

"Sound like the we may be taking all the risks just to put this 'Key of Honfogalas' into sinister hands?"


"Oh, that's right, Bolgrith. That letter I found with the platinum pieces aboard Fiona's Regret, from a 'Melagste'? In any case, it gave me the shivers. I think this is the chance we want. Once we get the key, we might be able to coax him out of hiding." Simon answers.

"I would certainly have noticed someone sneaking an extra 8000 bits into my pack..." Simon thrashes through his belongings on the floor. Finding nothing, he stands. "This is the room he detailed in the letters. Look under the bed to see if there is a chest."


Game Master

Looking under the bed, you indeed find a small chest, measuring one foot wide by eight inches tall and eight inches across. It appears to be solid metal with ornate designs, with a well-made lock at its center. By its construction, it appears its hinges are on the inside.

Shadow Lodge

Male Hobgoblin (Shielded) Fighter 3

Rolg steps away a few steps. "Open it Simon."


Male Dwarf Cleric of Irori

Watching Simon move to the chest Bolgrith answers the warrior. "Yes it does. It could mean nothing, or it could mean a great many things." He takes a step closer to the young man as he reaches for the lock. His fingertips suffused in the soft blueish glow.

Cast Detect Magic on the chest.


Game Master

After a few minutes of concentration, the dwarf is able to discern a particular magic to the chest.
Make Spellcraft and Kno: Arcana checks.


Male Dwarf Cleric of Irori

Spellcraft 1d20 + 7 ⇒ (16) + 7 = 23
Knowledge (Arcana) 1d20 + 5 ⇒ (14) + 5 = 19


Game Master

Bolgrith:
There certainly is or was strong magic used on this chest, of the Divination school. You struggle to remember which spell uses the specific "weaves" of magic you identify, but after a few moments, it comes to you. Discern Location was cast on this chest within the last 24 hours. You detect no other auras, and this one seems to be fading. If there is a trap on this chest, it is not magical.


Simon retrieves lockpicking tools, but pauses when he sees Bolgrith's concentration. He waits to see what the dwarf is doing.


Male Dwarf Cleric of Irori

"It would appear someone is interested in where this chest ends up. But it doesn't appear to be booby-trapped, at least not magically. I am unworried."


Simon crouches as he begins to fiddle the lock with the narrow metal tools. Disable Device 1d20 + 6 ⇒ (10) + 6 = 16 One of the tools break. Muttering a curse, he tries again, but much more carefully. After ten minutes, the lock springs open. The chest is so tightly packed with gold bits, many spill out onto the floor.

It takes you the better part of an hour, but they count to a total of 8000 gold bits. 4000gp. Evenly split, is 800gp for each of you, including Simon.

"There. 1600 each sound fair?" Simon takes 1600 gold bits for himself.

"As I said before, I have family business that cannot wait until morning. While I'm out, I'll see what price I can fetch for the extra gear we took from those pirates. The innkeeper downstairs will provide you with food and drink without charge." He repacks and shoulders his bag. He looks to Rolg.

"Take your gold. Each of you can take your own room, with exception to Squall. I'll be back tomorrow evening. The morning after tomorrow, we will leave to find this key. Try not to get into trouble while I'm gone."

The young lordling leaves the room, and soon steps out of the Lord's Landing.


Male Dwarf Cleric of Irori

Bolgrith counts out his share and carefully bundles it up in some old rags. Securing one of the rooms for himself he locks his belongings inside with the exception of a few pieces of his kit. As he makes his way out he nods to his companions and informs them that he will be out for a while, any are welcome to join him. Leaving the inn he asks for directions to either the city center, main temple, or library.

He will prefer the library, spending a few hours there researching Goblin/Dwarven relations as well as Goblin mythology.

Shadow Lodge

Male Hobgoblin (Shielded) Fighter 3

Rolg waves Bolgrith away and heads for the innkeep.

"Got any fighting pits in this city? Someone a man can bet a bit on his own prowess?"


Male Human Ranger

Balion enters his own room with his stored gear and locks the door behind him. After sharpening his weapons and conducting basic grooming the Ranger counts his share of the gold before storing it away. Weary from his travels Balion opts to go to bed early, but troubled sleep and fitful dreams prove too great of an obstacle. Deciding he was better off getting drunk than tossing and turning in bed alone the Ranger decides to sample the ale of the innkeep. Having tried a mug of every variety of ale he quickly moves on to the wine selection. Stumbling to his room Balion just manages to lock the door before passing out face down on the floor.


Game Master

Uh, ok. You know it's well into night, right? Probably around 10pm.

The innkeeper nods to the dwarf. "Why yes, Master Dwarf. Head left on this road until you see an intersecting street. Take a right, and look for a large, three-story brown brick building on your right. Don't look like much on the outside, but it's got any book you could ever want. But I doubt it's open at this hour -all those shut-in bookworms don't like to stay up late. If memory serves, it should open tomorrow by the sixth hour." 6 am.

"And yes, Master Hobgoblin. There are fighting pits. Good money in them, too, if you have a bidder’s eye or the fighting skill. From here, take the Dragongate, and follow the road north. At this time of night, follow the shouts and cheers. Hell, at anytime, follow the noise. Take your second right and an immediate left. That should take you to the office to sign up. I’ll warn you, though, things can get nasty in there.”

“If you gents are here on Wyldote coin, it is my pleasure to offer you full access to the bar. We have the fiercest scotch of Anvilhart, the sweetest mead and finest ale of Mirth, a delicate red from the Snowrun Winery, and the strongest potato spirits and plum brandy of the goblin hills. If you’re hungrier than thirsty, we’ve got a mutton stew simmering since this morning, roast chicken in rosemary and garlic, and by the smell of it, an apple-cranberry pie that will be cooled in about fifteen minutes. We also keep standard inn stock –fresh baked bread, simple cooked beef, milk, cider, apples, carrots, potatoes, tomatoes and so on. Of course, being as the tables are full, I can offer as much as you can hold at a time.”

Shadow Lodge

Male Hobgoblin (Shielded) Fighter 3

Rolg nods sharply and heads for the pits.


Game Master

Rolg:
In passing the Dragongate, Rolg spots what could be none other than the district of Kobolds. However, they do not seem interested in harassing the hobgoblin in any way.

Rolg finds the pits beyond the walls, outside the city proper. The pit fighters seem to be an even mix between those who use brute strength and raw ferocity and those who employ cunning tactics. He quickly picks up on a few things by watching the fights below. It seems that first-time fighters are given blunted, wooden versions of their favored weapon, this fight called the “cherry fight”. Two green combatants are thrown into a pit, and the fight continues until someone is unconscious. Sometimes people die, but it is generally accepted that both should survive the melee. The pits for these do not attract many gamblers, save for those watching for new talent, or coaches and sponsors of those below.
The source of most of the noise is a vast honeycomb of twenty-foot wide, twenty-foot deep circular pits with low railings. The hardened, light brown dirt walls are darkened by many blood stains. Spectators shout and holler at the matches below. Inside, two warriors exchange or block strikes, until a killing blow is struck.
At the office, Rolg learns that the most money is in The Redmud, a massive pit a short distance from the other network of fighting pits. There, gamblers can wager one fighter to survive the free-for-all massacre of warriors in their prime. So far, the reigning champion of The Redmud is a bugbear called Roktok the Terrible, and by champion, they mean he has stood victorious in three Redmud matches. However, the next Redmud match will not be until tomorrow, at midday, and will feature current favorites of the regular pits: Fenn “The Bastard” Halfstone, Altia the Swift, and Dumdum the Dumb. Kno: Local to learn more about these favorites. In order to be eligible to fight in the Redmud, fighters must win five matches in the pits, not including the cherry fight, though not all wish to face Roktok the Terrible. The Redmud pit is fifty feet wide, and thirty feet deep, with several cell doors below to accommodate as many as eight fighters. Winners of the Redmud are afterward branded on the inside of the right forearm, as evidence of their mightiness.
Rolg also comes to an understanding of the rules in the fighting pits. Hidden weapons and use of magic or poison are not allowed, even between fights. This means if you agree to compete in three fights and are injured in the first, you must face the other two injured. The only aid you are allowed between fights are the bandaging or cauterizing of wounds. (That is, anything that can be accomplished with a Heal check) Finally, the pit arbiter must be obeyed. If the arbiter calls a halt, the combatants must halt.
The betting system appears to be fairly straightforward. If your fighter wins, you can collect double the amount you wagered from the offices, after subtracting a 10% winnings tax for the city-sponsored games themselves. (That is, you collect 190% of what you wagered.) Few place wagers on cherry fights, and the limit of amount wagered on the regular pits is 50 gold bits. (25gp) The betting limit for The Redmud is 100 gold bits. Private bets are allowed to wager more, but if there is an obvious dispute afterwards, the city has the right to imprison both bettors and collect both wagers.
Combatant hopefuls are directed to a separate office, where they must sign a contract binding them to the cherry fight and one lethal fight, and pay an entry fee of 50 gold bits. (25 gp) The new fighter earns no money for the cherry fight, as no one usually bets on two unfamiliar fighters with nonlethal weapons. However, this is where a fighter begins to make a name for themselves, and therefore potentially makes more money in future fights. For every gambler that bets on a pit fighter, that pit fighter receives 10 gold bits. (5gp) This number will depend on a Perform: Combat check or Profession: Soldier check made from a previous fight. Combatants that survive The Redmud receive 20 gold bits per bettor. (10gp)
Tonight, Rolg is in luck. Altia the Swift is brave enough to face the pits the night before her big fight, and can be found by the hoots and hollers as bookies are quickly finalizing bets from spectators.
So Rolg, do you bet? If so, how much?

Shadow Lodge

Male Hobgoblin (Shielded) Fighter 3

Netherfire:

1d20 + 1 ⇒ (15) + 1 = 16 Diplomacy to gather information on the best fighter.

Rolg swaggers to the office. "Hunerd bits on Swift."


Game Master

Rolg:
It is plain that Altia the Swift has many more fans than her opponent. Altia stands tall and lean, her scandalously light armor drawing as much of a crowd as her prowess. Her lithe arms and legs are crisscrossed with pale scars against her grey-blue hobgoblin skin. She spins two short swords into a blur as she steps from foot to foot, hungrily watching the fighter across the pit. Altia has 70% chance for success.
Her opponent is a man, of stout and strong build. He wears a breastplate, a helmet, and battleskirt, but keeps his arms bare. In both hands he grips a greatsword. A handful of spectators can be heard cheering for “Bare-arm Ben”. After a few more minutes, the arbiter thrice gongs a bell, and the betting clamor diminishes. Both warriors touch a foot to the wall behind them and nod to the arbiter. The bell is struck once more. Then came the clashing and slashing of steel as the brave lass Altia charged in, full of zeal.
The crowd resurges in cheering their favorite combatant.
1d100 ⇒ 95 Haha! No way!
The battle did not last long, to the dismay of the spectators. Bare-arm Ben deflected many blows with his greatsword, and even bought some momentary distance with his mighty swings. But true to her name, the Swift was able to duck, spin, and roll past his lumbering defense, and sink her blades hilt-deep under his armor. The crowd shouts, but Bare-arm's roar is louder. He hugs Altia tight against his armor, and digs the pommel of his sword into her lower spine. He stuns her with a head-butt with his steel helmet and releases her. As she staggers away, he whirls the massive swordpoint from the ground to the sky, lopping half of Altia's head into the air. Her body crumples, and breathing heavily, Bare-arm takes a knee , gasping at the wounds he sustained. The crowd quiets for a moment, waiting for him to fall. Then he spits blood defiantly and raises his greatsword with one hand over his head.
Many gamblers curse, but even more cheer. It was a good fight.
Deduct 50 gold bits (25gp) from your wealth.


Male Human Sorcerer 2/ Summoner 1

Aladdin heads to his room to discuss with Squall what changes should be made with the Eidolon now that they were on solid ground. He unpacks his bags and sits on the bed and stares out the window trying to sense what this rag tag group is missing.


Game Master

The next morning, the innkeeper knocks softly on each of your doors, with a tray holding a small bowl of hot oatmeal beside a small bowl of various dried berries. There is also a clay mug of milk, and metal eating utensils. Also on the tray is a coin purse holding 92 gold bits, with a note from Simon specifying this to be your share of the sold pirate loot. Add 46gp to your current wealth.
“There’s more food down stairs, but it didn’t seem right just delivering the lone coin purse.” the innkeeper smiles. He leaves the tray with you and leaves to prepare another for your companions.

When you emerge from your room, you recognize a few patrons from last night groggily nibbling breakfast. Honeyed ham, rashers of bacon, a pot of bubbling oatmeal, a large platter of steaming biscuits and pastries, and a bowl of quartered and seasoned potatoes fried in bacon grease are laid out on the bar. There are pitchers of hard and soft cider, and milk beside clean clay mugs. The innkeeper stands near a stack of clean plates, ready to serve up orders. There is more than enough room at tables, if you wish to sit.

After breakfast, the rest of the day is yours to spend in Hagglesport as you see fit. The age and friendliness of the innkeeper guarantees an informed answer for any question you might have about Hagglesport.


Game Master

Bolgrith:
Following the innkeeper’s directions from the night before, Bolgrith makes his way through the city to the library. Along the way, he is able to spot the temples of Abadar, Erastil, Gozreh, and a tavern that boasts a shrine to Cayden Calean. Across the street from the library, the dwarf notices a sort of general store. The library stands tall on his right, built with bricks as dark as cherrywood. Large windows letting in the haze-dimmed morning sun also show many, many books inside. Bolgirth pushes on the large oak double doors, which open with surprising ease and silence, and is greeted by the familiar smell of old paper, leather binding, and ink. One of the younger bookkeepers whispers, “Welcome to the Hagglesport Library. Please remember to remain quiet for others, and please, no food or drink beyond the doors. If you have a question, ask any of the staff, and do not take any books with you when you leave.”
The welcome seems practiced, and the youth returns to his task of reshelving.
The library is very organized, and the bookshelves go all the way to the ceiling on all three floors. He able to locate several books regarding traditional goblin religion and mythology on the third level. There is also one level underground, where Bolgrith finds the historical records of the Hagglesport goblins and hobgoblins. Even without the great illuminating windows, the lowest floor is very well lit by lamps with a contained flame, and a smidge cooler from the proper ventilation in the building. Bolgrith is able to find a private study closet on the main floor, near the back of the library.
Make checks for Kno: History, Local, Nobility, and Religion. I will add a bonus for access to the library books.

Shadow Lodge

Male Hobgoblin (Shielded) Fighter 3

Rolg, truly hungry now for the first time since they left the boat, takes a double helping of everything offered. What he does not finish, he wraps in a face cloth and places it in his pack as rations.

When he finishes, Rolg informs his companions that he will visit the smithy and that if anyone else needs to, they should wait until he gets back.

Netherfire:

Rolg will spend all but 21 gp to get a matserwork version of his guisarme, sword, flail, and shield. Let me know if I cannot find any or all.


Male Dwarf Cleric of Irori

Knowledge (History) 1d20 + 8 ⇒ (18) + 8 = 26
Knowledge (Local) 1d20 + 9 ⇒ (1) + 9 = 10
Knowledge (Nobility) 1d20 + 5 ⇒ (6) + 5 = 11
Knowledge (Religion) 1d20 + 9 ⇒ (3) + 9 = 12


Game Master

Rolg is able to find a smithy after some direction from the locals, and once there, is able to acquire the weapons and equipment he seeks.
I take it you are selling your normal weapons? Just make sure your profile is updated in regards to inventory and current wealth. Thanks.

Shadow Lodge

Male Hobgoblin (Shielded) Fighter 3

Done and Done. :)


Male Human Ranger

Balion leaves after breakfast to sell his excess gear to a vendor for a reasonable price.
Looking to sell the scimitar, masterwork studded leather armor and studded leather armor. Wish to buy a masterwork armored coat and an light steel shield.


Game Master

Balion finds that his gear seems to fetch half of its market price. Scimitar: 7.5gp, Mwk Studded Leather Armor: 87.5gp, Studded Leather Armor: 12.5gp, Total from sold equipment: 107.5gp. Deduct 102gp (204 bits) from the coin you just gained, and the Mwk Armored Coat and Light Steel Shield are yours. Remember to factor in the new Armor Check Penalty, if any.


Game Master

Bolgrith:

Kno: History, Nobility: You find records beginning at nearly one thousand years ago, in the midst of hobgoblin establishment of what is now Hagglesport. At that time, it seems the goblin kind ruled the whole of Ytramond, the island then called Negrupatrie. The goblinoid dominion strengthened over the island, until nearly six hundred fifty years ago, a daunting fleet of humans landed on the southern coasts. They killed the villages of small green goblins of the area, and established fortified settlements. The hobgoblins of that time were slow to organize, and blindly threw droves of their smaller kin, only to be routed or repelled in turn by the stalwart humans. These aggressive colonizers brought horses with them, and their hooves struck terror into the hearts of the goblinoid warriors. It was during this time that the goblins discovered the dwarves to be well settled on what are now called the Hammertide Isles. After ten years of failed resistance against man, the goblin kind maintained unsteady defense at the rivers branching from the Frosttooth Mountains. In that time, the coloizers began to call their dominion the Ytramond Commonwealth, after the leader of their fleet, and set up a stronghold city, Siloguard, on the southern coast. It was then that the goblin warchief of the north, called Grik the Grey, lost patience with his faltering southern kin and poured a massive army through the Grikpass, and sent a great fleet to the Hammertides, in order to reclaim the lands rightfully belonging to the goblins. Vastly outnumbered, the horsemen of the colonizers rode bravely against the masses, crushing many goblin underhoof. Still, the innumerable goblin army advanced on Siloguard, albeit slowed by the riders. In two days, the army waged a pitched battle against every able and summoned man on the fields before Siloguard. In the early afternoon, hundreds of dwarven longships touched the coast near Siloguard, and charged the goblin army with a barbaric fury. Apparently, the great fleet sent by Grik the Grey was an utter failure. In the confusion, those of the Ytramond Commonwealth pulled back, and the dwarves pushed the goblins back to Grikpass. At the pass, the dwarves surrounded and captured the warchief Grik the Grey. They marched him back to Siloguard, where the Steward of the Commonwealth, Joseph Wyldote, welcomed the dwarves. From then, an alliance and trade agreement was brokered. The hobgoblins to the west reorganized under a Council of Seven, and sued for peace. The boundaries of the Ytramond Commonwealth were settled at the East and West Snowrun River, and the dwarves returned to the Hammertide Isles. The trade city Wheaton sprung up quickly as a result of human and dwarf trade. After a few generations, the descendants of Joseph Wyldote approached the Seven with the prospect of trade, which was accepted. The dwarves took this as a slight from the Commonwealth, but did not alter the existing agreement. The Council of Seven then decreed all races welcome to Hagglesport, in the name of trade. Since then, both goblin and man have prospered much from mutual trade. It was nearly one hundred years later when tiny boats floated toward the peninsula under hobgoblin dominion, full of kobolds. They seemed tight-lipped on their origin, but quickly assimilated into the hobgoblin realm. Wild tribes of goblins still range to the far northern plains, the Grik Flats, but no tribal chief has been able to rally all the northern tribes into conquest like Grik the Grey did, six centuries ago.
Kno: Local, Religion: Bolgirth finds no historical records of any character named Karajhin or Melagste, but both are mentioned in goblin books of poetry and dreamtales. There are variations of the one Melagste tale he remembers from Hamonreld, and there are others. In one, Melagste steals hundreds of baby goblins for a grotesque stew. In another, Melagste uses magic to trick goblin warriors to march into a mechanized torture device. In another still, Melagste opens a hole in the sky and makes stars fall on those who would not obey him. In the less narrative poems, he seems to be synonymous with perverse, gratuitous wickedness and hurtful magic. In one tale, Melagste sneaks into a dragon lair while the adult dragons are away, and begins smashing the eggs. Then Karajhin arrives on the back of a dragon and burns away Melagste, except that he turns into a puff of smoke and escapes. In another, Melagste sets sail to wreck havoc on an island of goblin orphans, until Karajhin commands the wind and waves to stop him. There are shorter stories, involving Karajhin helping goblins find lost heirlooms or acting as judge between complex disputes. In poetry, Karajhin seems to be synonymous with fairness, justice, and deep magic.

Bolgrith’s research takes him most of the day. He probably would have continued had not the Head Librarian informed him of closure in ten minutes, and asked that he return the books to their place. Stepping out, Bolgrith sees he has a few hours of daylight left before Simon is expected back at the Lord’s Landing.
You have enough time for buying/upgrading, if you wish.


Male Dwarf Cleric of Irori

Bolgrith makes his way first to the General Store across from the Library and then to a local smithy. He seeks out some supplies he's been meaning to procure. When speaking with the Smith, the Priest is especially careful to specify that the new Masterwork Aspergillum be etched with the same runes as his old blade.

Looking for a Breastplate, a masterwork Battle Aspergillum, 2 flasks, 10 pounds of silver powder, 2 vials of Acid, 1 medic kit, and a Boarding Pike. He'll sell his suit of Scale Mail, War Axe, and his short spear.


Game Master

Bolgrith: Cost of items: 577gp (1154 bits), Sale of Items: 40.5gp (81 bits).

Don't worry all, I'm not gonna hold your hand through every purchase. I just wanna make sure everyone understands how it works.


Simon is seen entering the Lord’s Landing. Many of the patrons were talking about the Redmud pit fight of that afternoon. From the sound of it, there was an unusual outcome, something about Roktok and The Bastard in a draw. The young noble looks weary from lack of sleep, but he smiles when he sees the adventurers seated at a table. He joins them.
“Hello sirs. Did you get a chance to see the city? I trust you also spent your time wisely, gathering whatever supplies you might need for the journey.” He produces a map, and lays it on the table. “We will be taking the trade roads from here to Wheaton, then to Mirth, Stonebit, across the East Snowrun River, north into the Grikpass, and across the Barrowsweep. If we keep close to the Frosttooth Mountains, we might be able to avoid the undead that lurk in the Barrowwood. After that is into goblin lands, where we are not welcome, so we must try to travel unnoticed. Wolftooth Cave isn’t on my map, and I couldn’t find any records that pinpointed its location, so we will just have to look for it. However, this is Blood Bay, so we can start our search near there.” Simon points to each named location on his map.
Sorry fellas, I keep meaning to upload a map of the Sunderlands, but haven’t yet.

“I expect the trek to Boiling Bay to take six days on foot, which is what I think we should do, to avoid attention. We should set out at sunrise tomorrow; we have a long week ahead of us.”
He seems to wait for agreement, but it is plain he is eager to get some sleep.


Male Dwarf Cleric of Irori

Bolgrith nods. "If there's nothing left..." Standing to his feet the dwarf moves to return to his room for the evening.


Male Human Ranger

The Ranger leaves the table after a quick nod to Simon retreating to his room to get some sleep.

Shadow Lodge

Male Hobgoblin (Shielded) Fighter 3

"How many foes are we like to face on this trek of yours Simon? Can't yer daddy afford a few more men? We both know I am the only one worth his salt in a fight, so you tell me how it is that I am not to die traveling with you milk drinkers?"

Remember, Rolg's opinions are based on his viewpoints and ideals. He responds to deeds. I am not flaming anyone personally here :)


Male Human Sorcerer 2/ Summoner 1

"Will we have transportation? Or we're just hoofing it to the Boiling Bay?" Aladdin asked.

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