
Taranis Redleaf |

That same night we will have cast detect magic on anything we recovered. If no one here can accurately appraise the gem, then we'll bring it to the Luxury store in Solasgaard

GMTrex |

Neither the coins nor the stone appear to be magical.

GMTrex |

Bytor thinks that the stone, a blood-red cat's eye chrysoberyl about the size of a fist, is worth roughly 500gp.

GMTrex |


Bytor Sniegsun |

"So, my friends, this impressive gem is certainly worth a small fortune, but these chrysoberyls serve as Gyronna's eyes. If we did take this, it would be a theft of her shrine and it may inflict misfortune upon all of us. Let's just say that this treasure comes with a terrible price."

Taranis Redleaf |

"Well, I'm certainly not going to put it back in the rubble. Appeasing an evil god is something I cannot condone. Mayhaps we lock this gemstone away..." Waiting on answer in Slack before committing to action in the game.

Unrak "Dreadful Bear" Redleaf |

Unrak rumbles darkly If it were up to me, I'd smash the phlucking thing and take the consequences.
he pauses...
...but those consequences might come to those under our charge rather than us, so don't listen to me!

Taranis Redleaf |

"Aye brother. I feel similarly."
Taranis finds a secure location in the castle to keep it for now, and then gets the Huntsmen together. "Our border to the immediate East, about a day or so from here remains unknown. The Duchy will be fine without us for a couple more weeks. May I suggest we go map some territory there?"
GM, if there's a second to the motion, we do that.

GMTrex |

Leaving the gem behind, the Huntsmen strike east to map some of the foothills of the Tors. The fresh air and easy work a welcome reprieve from the tensions of the cult-hunting in the capital.
Hex 93 explored and mapped without incident. You consider your next move over a light breakfast on [color=teal]19th Gozran[/color].

Unrak "Dreadful Bear" Redleaf |

Leaving the gem behind...
WAIT! If we're going to keep this, we should keep it with us. I don't want the trouble that follows it, to hit innocents who can't defend themselves. I'll hold it.
and Unrak takes the gem, unless convinced otherwise, before they leave.

Taranis Redleaf |

If the safest place in the castle is in Unrak's pack, that works.
East again.

Unrak "Dreadful Bear" Redleaf |
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"Unrak, be sure to tell me if you start experiencing any ill side effects. From my understanding, raging is normal for you."
I'll let you know if I start wanting to talk calmly to solve problems, or press flowers or something.

Humble John Fletcher |

Bytor Sniegsun wrote:"Unrak, be sure to tell me if you start experiencing any ill side effects. From my understanding, raging is normal for you."I'll let you know if I start wanting to talk calmly to solve problems, or press flowers or something.
Or skip and jump?

Unrak "Dreadful Bear" Redleaf |

Unrak "Dreadful Bear" Redleaf wrote:Or skip and jump?Bytor Sniegsun wrote:"Unrak, be sure to tell me if you start experiencing any ill side effects. From my understanding, raging is normal for you."I'll let you know if I start wanting to talk calmly to solve problems, or press flowers or something.
or even go to the lavatreeeeee

GMTrex |

Continuing east, the Huntsmen reach a western spur of the Tors that almost brushes the northern edge of Lake Silverstep. In the distance some miles off, and far above you, rises the sharp pinnacle of Talon Peak. You spend another couple of days exploring and mapping the area.
Hex 94 explored and mapped without incident. Heavy rain on [color=teal]22nd Gozran[/color] wakes you early and ensures a soggy breakfast over which you must decide your next course.

Taranis Redleaf |

Taranis looks to the eastern mountains, "If matters most serious do not press us at home, I suggest we meet with the Nomen next month. I'd like to secure a lasting peace with them."
Suggest a mapping of Hex 81, then home.

GMTrex |

The Huntsmen complete their excursion with two days of mapping the western edge of Lake Silverstep, whose clean and clear waters remind you of the teeming fish (and eels) that ply its depths. Claiming this Hex will grant a +1 bonus to the Duchy's Economy score. You then follow the Gudrin River back to the Tuskwater and home.
Hex 81 mapped without incident. You have two days of Downtime before returning to courtly duties. Please post what, if anything, you want to do with those two days by EOD Tuesday.

Taranis Redleaf |

The Duke is quite content returning and relaxing for a bit before the chaotic month ahead.

Humble John Fletcher |

John regales his boys of the tales from this trip and produces a few small trinkets he picked up for each of them. The sights and dangers of the wilderness are tempered according to age, so as not to inspire nightmares in young Erasten.
At one point he asks Gozrek to look around the city for a new pair of adventuring boots. Gozrek nods, pleased with the responsibility. Desna only knows if he will find a pair of Boots of Speed, but he heads out to do his best to find some for his father.
Boots of Speed available?: 1d100 ⇒ 45

GMTrex |

Regretfully, boots of speed are not to be found in Solasgaard, as they cost nearly twice the Base Value limit. That does remind me that I neglected to roll for items though:
Ring: 1d100 ⇒ 94 1d4 ⇒ 2 Minor Ring of Cold Resistance
Wondrous: 1d100 ⇒ 40 Boots of Elvenkind
These two items are currently available without a d100 roll, as are a Scroll of Burning Gaze and a Wand of Cause Fear.
Gozrek returns empty-handed with some reluctance after many hours about town. He mutters something about a shopkeep recommending he try Restov for something so expensive.

GMTrex |

John asks the others for help sending an order for Boots of Speed to Restov.
You would need to travel there yourself. If you send a messenger or an order, there is no guarantee that they would not 1) die along the way, as the roads can still be dangerous, 2) take your money and run, or 3) decide that boots of speed allow them to always outrun you, and steal them from you on the way back.
Magic item scarcity has been a feature of the campaign since the beginning, and is thematically fitting for an attempt to found a new kingdom in the lawless wilderness. Solasgaard is not (yet!) like Absalom, Korvosa, or Sothis.

GMTrex |

Month of Desnus, 4721 AR
At court on the [color=teal]1st Desnus[/color], Loy Rezbin of Tatzylford appears again, this time bringing one well-bearded Killough Margrom, the proprietor of the tavern recently set up in that town. "Killough here has a mighty fine recipe fer a huckleberry mead, and a half-decent sweet ale too," Rezbin says with a smile. "We'd like to set him up proper with a brewery, if y'can spare the funds." Tatzylford is requesting 6 BP for the construction of a brewery. Please advise in Step 5 of the Edict Phase whether you are granting this request.
Upkeep Phase
Step 0 - Ruler: Declare the Duke's modifiers (Economy, Loyalty, or Stability).
Step 1 - Stability: Roll Stability Check. If successful, reduce Unrest by 1 (to a minimum of 0).
Step 2 - Consumption: Consumption has been deducted from the treasury. See "Ledger" tab.
Step 3 - Magic Items: unchanged.
Step 4 - Modify Unrest: Roll Loyalty Check to reduce Unrest, if desired (cannot be reduced below 0). Failure incurs permanent -1 penalty to Loyalty.
Edict Phase
Step 0 - Spymaster: Declare Spymaster's modifier (Economy, Loyalty, or Stability).
Step 1 - Assign Leadership: Assign new leadership or fill vacancies, if desired.
Step 2 - Claim Hex: Claim up to 3 new hexes of territory, if desired. All hexes must be fully explored to be claimed.
Step 3 - Abandon Hex: Abandon any number of hexes of existing territory, if desired.
Step 4 - Build Terrain: Pay for up to 5 terrain improvements in existing territory, if desired.
Step 5 - Settlements: Found up to 1 new settlement in existing territory. The site must first be prepared for settlement. Additionally, pay for construction of up to 5 new buildings in your existing settlements. The construction of a single house, tenement, noble villa, or mansion does not count against this limit, but must still be paid for.
Step 6 - Army: Raise new military units, or upgrade or repair existing ones, as desired. Pay any recruitment costs.
Step 7 - Edicts: Issue any new edicts as desired.

Taranis Redleaf |

Upkeep Phase Summary
Edict Phase Summary

GMTrex |

Month of Desnus, 4721 AR
Upkeep Phase
Step 3 - Magic Items:
I am going to re-roll these every 3 to 6 months. If I forget, please remind me.
In Solasgaard:
2d100 ⇒ (54, 68) = 122
3d3 ⇒ (1, 3, 3) = 7
Minor Scroll (Divine) 1d100 ⇒ 19 L0, CL1 1d100 ⇒ 1 Common 1d100 ⇒ 87 Scroll of Read Magic
Minor Scroll (Divine) 1d100 ⇒ 14 L1, CL1 1d100 ⇒ 62 Common 1d100 ⇒ 22 Scroll of Comprehend Languages
Minor Ring 1d100 ⇒ 45 Ring of Jumping
Minor Wondrous 1d100 ⇒ 27 Brooch of Shielding
Minor Wondrous 1d100 ⇒ 76 Incense of Meditation
In Varnhold:
2d100 ⇒ (73, 15) = 88
1d3 ⇒ 3
Minor Scroll (Divine) 1d100 ⇒ 53 L2, CL3 1d100 ⇒ 81 Uncommon 1d100 ⇒ 100 Scroll of Masterwork Transformation
Minor Potion (Divine) 1d100 ⇒ 51 L1, CL1 1d100 ⇒ 27 Common 1d100 ⇒ 56 Potion of Pass Without Trace
Minor Wondrous 1d100 ⇒ 73 Necklace of Fireballs, Type III
Upkeep Phase
Step 4: Per Slack, no farm in Hex 64, Fishery in Hex 94 instead.
Income Phase
Step 1 - Withdraw from Treasury: Withdraw resources from the treasury for personal use, if desired.
Step 2 - Deposit to Treasury: Deposit personal resources into the barony's treasury.
Step 3 - Sell Items: Sell up to 2 personal magical items to benefit the treasury.
Step 4 - Roll an Economy check for tax collection.
Event Phase
1d100 ⇒ 51 NO EVENT

Taranis Redleaf |

In War for the crown I've been putting those reminders on the calendar, as I'll never remember. Might be worthwhile here.
Income Phase Summary

GMTrex |

Good suggestion, thanks.
With the state business well in hand, the Huntsmen meet on [color=teal]8th Desnus[/color] to discuss their plans for the month.
You are due back on 1st Sarenith, which gives you a little over three weeks.

Taranis Redleaf |

"By my estimation we can get to the Nomen encampment in about 4 days. I suggest we pay them a visit, tie up loose ends, and see what we can do to improve relations."

GMTrex |

The Duke is a bit optimistic in his estimate (most of the territory you cross is Hill, not Plains), but you reach Varnhold by the end of the fourth day, and reach Nomen territory around midday on the sixth.
As before, you are met on the grasslands by an aggressive war party, but the centaurs check their hostility when they recognize your long beards. "Come! You are expected, Redleaf," the band's leader smiles in thickly accented Taldane.
Two of the war party ride ahead, while the other six form a guard around you. The journey to the Nomen encampment---which has moved---is short. Aecora Silverfire and her daughter Xamanthe are surrounded by the many members of the tribe, circled about the smoldering bonfire in the center of the camp. Aecora speaks as you are led in.
"A welcome return! My daughter speaks highly of you, and tells me that you gave her much aid in her escape from the forbidden roads beyond Olah-Kakanket. Come, tell me your tale!"

Taranis Redleaf |

I actually thought I counted it as hill. I did count it by horse though...
"Your daughter faced foes that would curdle the blood and shock the hair of most. She does well by you. I apologize for our delay. I shall speak of our tale!"
The Duke gives a rousing recount of the tale, aiding it with a touch of magic. He starts with the strange vanishing in Varnhold and its many minor threads of cause. He moves to the actual journey below, to the Dark where he skips most of the details that may cause Xamanthe to relive them. He then moves the tale to the affairs of state, with which he tints his words with genuine disdain for politics. He turns the tale towards the people present and gives a deferential tone to Aecora. Knowing them to be accomplished archers, he opts to make a pitch via the metaphor of the fasces.
"And here is where we find ourselves now. The Marchlands and the Nomen bear much in common. I fear the ambition of all men who see maps as gameboards, though I confess that Gozreh has seen fit to make me a player. I would entreat towards a treaty between our two people, so that our freedom and sovereignty may be maintained for us and our bairns."
Diplomacy: 1d20 + 19 + 2 ⇒ (10) + 19 + 2 = 31

GMTrex |

I actually thought I counted it as hill. I did count it by horse though...
As did I; there are at least 9 hexes in your way, and 10 if you go by Varnhold (which is a tad faster thanks to more road).
Aecora listens as closely as John, and nods at the points where Xamanthe's own tale matches yours. She takes two steps forward when you conclude.
"My people have fought many battles with the people of Varnhold. We have no love for them, they who wished ever to expand, to claim, to hold, to own that grass under the sky which ever our ancestors did roam. Our watch over Olah-Kakanket has not ended. You have been a friend to the Nomen, and returned my daughter to me, and for this I thank you. But if Varnhold is now yours to hold, and its people yours to prosper, I must ask your intentions."

Taranis Redleaf |

Taranis will translate
[Sylvan]"We seek to build a loosely knit, but mutualistic group of peoples. Varnhold does, in fact, now exist as part of our lands. I can direct their efforts mostly westward, and away from your lands. In turn, we'd enjoy trade and a mutual agreement to protect each other from outsiders."[/Sylan]

GMTrex |

Aecora considers her reply.
[b]"I can offer a peace, with Varnhold and with you, so long as our sacred lands are left to our care. So long as your settlers do not encroach upon Olah-Kakanket and the grasslands under the blue sky where our ancestors still tread, we shall have an accord. The Nomen will keep these lands safe and free."
You gather from her offer that she is seeking a commitment not to annex the Valley of the Dead or the plains of Dunsward (Hexes 91, 89, 82, 83, 84, 85, and 86), nor anything east of those lands.

Taranis Redleaf |

<Sylvan>"Ah. This seems like an excellent start. I can promise no settlers, but I would ask that travel through be allowed. I am also remiss, we found a place to the North that is assuredly sacred to your people. Monsters infested the area, we left it devoid of monsters, and untouched in its sanctity."</Sylvan>

GMTrex |

She smiles her thanks, and she switches to Taldane. "You and your entourage we give free right of travel, Redleaf. Others may travel as they may, but none that threaten or disrespect our ancestral plains shall be tolerated."

Taranis Redleaf |

<Slyvan>"Then so it shall be written, and so it shall be done."</Sylvan>
Do you need anything mechanic from us for the resolution of Xamanthe's return and securing a treaty?

GMTrex |
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"Then let us give thanks to Mother Moon!" Aecora exclaims happily. "As a token of our gratitude, please accept these gifts, brewed with care by our own masters."
A centaur comes forward with 6 potions of cure moderate wounds and 6 potions of lesser restoration.
For confirming Xamanthe's safe return to the Nomen, each Huntsman earns 960 XP. For securing a treaty with the Nomen, each Huntsman earns another 960 XP.
Once word is sent to Restov, the Swordlords send the promised reward of 4000 GP. Go ahead and add it to the Tracker now so it is not forgotten. Additionally, true to their word, the Nomen keep watch over your eastern flank, providing a +2 bonus to Stability (already added to the Marchlands tracker).

GMTrex |

The centaurs allow you to make camp within sight of their bonfires, and you enjoy a hospitable evening with them. In the morning, you set off for the Tors to your southwest.
You enter a valley between two arms of the Tors around midday on [color=teal]15th Desnus[/color]. The mountains rise steeply to your south and northwest, with lots of little defiles and foothills in between, covered in hardy scrub, brush, and the occasional tree.