“Congratulations, your Adventurer’s Guild team has been selected to open a new franchise location in Chapelve’s Bay! (Pronouced cha-pelve) It’s located far away from our headquarters in Waterdeep, far, far, faaaaar away…”
“You are to establish your presence there and begin assisting the locals to build rapport. Sylvia Planter will be your team’s Decisionist to get you started, until she is killed or we find someone better. She has gone ahead to secure a building site and begin setup of your team headquarters. All questions and concerns for the main HQ should be directed through her.
Get some rest, your team heads out in the morning for the long ride.”
The players took this time to introduce who their characters are and some details about them. (In no particular order)
“It’s been a month on the road so far and you’re about two days away from Chapelve’s Bay. The trip has been ENTIRELY uneventful. Literally sun rise, breakfast, travel, lunch while traveling, dinner and camp. Repeat. Every day.. Until today!”
“As you round a bend on the road, you come upon a small figure laying across the dirt path. It does not appear to be moving, a small wind flapping the tail of its cloak.”
SAGA notices something is strange with the nearby bushes, as if they are moving by more than the wind and alerts Clem as they jump down from the wagon to investigate the figure. They go around the wagon away from the closest suspicious bush to kneel next to the figure and pick up a stick. They say aloud they’re trying to help the person as they use the stick to pull back the hood of the cloak. A goblin jumps up and shrieks, attacking Clem. The party engages and this first goblin is hurt badly as it attacks and gives Clem a nasty cut as well. It tries to run away as the rest of its goblin party reveal themselves and shoot arrows at the attempted samaritans. It was quick and dirty work, with damage being dealt harshly by both sides, but four of the six goblins were slain while the heroes all survived! The leader of the goblins is badly wounded but manages to escape with the last member of their party.
Clem gathers the four corpses and “looks away” to allow the party to loot them. Once they’re done, Clem comes back and says a short prayer in their own way to honor the fallen, that they were just trying to help them and it’s not nice to hurt those trying to help you. Glopal had gathered some unusually named Black-Eyed Susan flowers shortly after the fight, and placed these on the bodies. They leave the bodies there, away from the road, but still out in the open to allow the remains to be eaten by scavengers (circle of life). They then continue on their journey.
Arriving in Chapelve’s Bay. “Coming up over the last small hill, you see the outline of a town against the setting sun. As you approach the first building on the road you’re on, you see your Decisionist, Sylvia Planter, waiting outside on the small porch of a dingy looking wooden building badly in need of a coat of paint. She smiles wide at your approach.”
After claiming rooms and coming up with ways to improve the place, they do random tasks until bedtime. In the morning they wake, eat breakfast and head out to explore the town with Sylvia as their guide.
First stop, Chapelve Security. On the way though, the party finalizes their vote on the team name, the “Wondrous Hero’s Organization”, also known as W.H.O. Sylvia tells them that the Captain is named Henry Worth. Merry harasses the guard out front and enters the building before he receives full answers. The guard is a little dumbfounded by this, but lets them go.
Inside immediately to the right is a “front desk” where a middle-aged human male is sitting filling out paperwork. Merry takes a glance at the paperwork to read that it is documenting the third arrest of a man from the local tavern for drunk and disorderly conduct. The man in question is still upstairs waiting to be processed and released. Merry harasses this man as well with questions while trying to palm things off his desk. Each time, he is stopped with an increasingly annoyed glare. Glopal hands the man the team’s business card via tweezers, since the grung’s skin is poisonous and doesn’t want to risk contact. He accepts it after a moment of questioning there’s a 3-foot talking frog. He answers questions from each member, including Clem’s question to clarify his previous statement of, “Respect others belongings and respect other people.” They asked if there was a hierarchy to this credo, to respect the people first, or their things. The front desk guard was confused at this, but condensed it down to “treat others as you would want to be treated” basically, and offered access to the town hall to review the local laws.
Between the various attempts to steal objects off his desk, and the constant chattering of the group, he asks all of them to step outside and take turns, one at a time, to have a tour of the place with Sylvia as a chaperone. They each took their turn and had time for questions at the very end. Inside the main room beyond the front desk, the entire right side is filled with desks where guards would fill out proper paperwork and documentation. The law enforcement, the front desk guard explained, is very big on due process, “innocent until proven guilty,” and that each person is entitled to a fair judicial process. On the left-hand side of the main path bisecting this room, there are offices. The far office is the Captain’s, and the others are used for other guards or storage of documentation, etc. At the end of the path is a set of stairs. Leading up led to a prison population holding area with approximately 15 cells - only two of which were in use, one by the drunkard Merry read about, and the other by a bearded halfling. Leading down led to storage of bigger items - weapons, magic items, and the magic person’s holding cells where additional security measures were in place.
After all their questions were answered, the party continued down the road to visit Green farm. SAGA wanted to immediately walk into the field and inspect the crops after not seeing the farmer in sight. The party followed him and Merry managed to dig up a turnip without the farmer seeing when he came out. Glopal introduced the party, tweezing another business card to the farmer, before the farmer asked them to leave. He did not have any tasks requiring help at the moment, but if they were to return in a few days, the harvest would be ready and they can help with that. They returned to the road where they came from and Merry started to eat the turnip out of sight of the farmer when SAGA asked him if was able to obtain a rutabaga. “What’s a rutabaga?” Merry asked as he took a big crunchy bite.
From here, they followed the alley way to come out around the side and to the front of the Glassblower’s business. Mr. Allen Thickfoot was in the middle of completing a light sconce as they arrived. They watched patiently as he finished it and safely set it aside to cool. His business was in a stone building with ornate flower-pane bay windows on either side of a door that also had a flower-paned oval window. Glopal introduced their group again and handed the gnome a business card.
Mr. Thickfoot did have something that he needed help with if they were interested. Glopal got a huge smile out of Sylvia when he looked back at her for confirmation. Mr. Thickfoot had completed a commision for Thomas Thomason about two months ago and hadn’t received the last half of the payment still. Every time he tried to speak with Mr. Thomason, the man was nowhere to be found! He doesn’t suspect the man is missing or dead, nothing in the rumor mill, but maybe just avoiding him. He has no idea why either. The commission was for a very large, elaborate sculpture. 245 gold pieces was still owed. Mr. Thickfoot wasn’t hurting for coin, so if Mr. Thomason couldn’t pay, maybe he could barter services or other goods - he wasn’t sure what Mr. Thomason did for a living though. Either way, the party would be paid half of the coin they could recover, or an equal exchange for half the value of whatever barter could be made.
The party thanked him for this time and went to move on to the next place to visit in town.
“If you need a case solved or a wrong righted, you don’t have to know the how to know the WHO.Hire the Wondrous Heroes Organization to fill that need.We pride ourselves in thorough and discreet investigations.”
“If you need a case solved or a wrong righted, you don’t have to know the how to know the WHO.Hire the Wondrous Heroes Organization to fill that need.We pride ourselves in thorough and discreet investigations.”
Slogan:
“If you have to ask why?Remember the W.H.O.”
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
General info about the campaign to be added here!
Family Traditions [Campaign Log] COMPLETED
Cursed Islands [Campaign Log] COMPLETED
"The pessimist complains about the wind; the optimist expects it to change; the realist adjusts the sails." - William Arthur Ward
Session 1 [07/17/22]
“Congratulations, your Adventurer’s Guild team has been selected to open a new franchise location in Chapelve’s Bay! (Pronouced cha-pelve) It’s located far away from our headquarters in Waterdeep, far, far, faaaaar away…”
“You are to establish your presence there and begin assisting the locals to build rapport. Sylvia Planter will be your team’s Decisionist to get you started, until she is killed or we find someone better. She has gone ahead to secure a building site and begin setup of your team headquarters. All questions and concerns for the main HQ should be directed through her.
Get some rest, your team heads out in the morning for the long ride.”
The players took this time to introduce who their characters are and some details about them. (In no particular order)
“It’s been a month on the road so far and you’re about two days away from Chapelve’s Bay. The trip has been ENTIRELY uneventful. Literally sun rise, breakfast, travel, lunch while traveling, dinner and camp. Repeat. Every day.. Until today!”
“As you round a bend on the road, you come upon a small figure laying across the dirt path. It does not appear to be moving, a small wind flapping the tail of its cloak.”
SAGA notices something is strange with the nearby bushes, as if they are moving by more than the wind and alerts Clem as they jump down from the wagon to investigate the figure. They go around the wagon away from the closest suspicious bush to kneel next to the figure and pick up a stick. They say aloud they’re trying to help the person as they use the stick to pull back the hood of the cloak. A goblin jumps up and shrieks, attacking Clem. The party engages and this first goblin is hurt badly as it attacks and gives Clem a nasty cut as well. It tries to run away as the rest of its goblin party reveal themselves and shoot arrows at the attempted samaritans. It was quick and dirty work, with damage being dealt harshly by both sides, but four of the six goblins were slain while the heroes all survived! The leader of the goblins is badly wounded but manages to escape with the last member of their party.
Clem gathers the four corpses and “looks away” to allow the party to loot them. Once they’re done, Clem comes back and says a short prayer in their own way to honor the fallen, that they were just trying to help them and it’s not nice to hurt those trying to help you. Glopal had gathered some unusually named Black-Eyed Susan flowers shortly after the fight, and placed these on the bodies. They leave the bodies there, away from the road, but still out in the open to allow the remains to be eaten by scavengers (circle of life). They then continue on their journey.
Arriving in Chapelve’s Bay. “Coming up over the last small hill, you see the outline of a town against the setting sun. As you approach the first building on the road you’re on, you see your Decisionist, Sylvia Planter, waiting outside on the small porch of a dingy looking wooden building badly in need of a coat of paint. She smiles wide at your approach.”
After claiming rooms and coming up with ways to improve the place, they do random tasks until bedtime. In the morning they wake, eat breakfast and head out to explore the town with Sylvia as their guide.
First stop, Chapelve Security. On the way though, the party finalizes their vote on the team name, the “Wondrous Hero’s Organization”, also known as W.H.O. Sylvia tells them that the Captain is named Henry Worth. Merry harasses the guard out front and enters the building before he receives full answers. The guard is a little dumbfounded by this, but lets them go.
Inside immediately to the right is a “front desk” where a middle-aged human male is sitting filling out paperwork. Merry takes a glance at the paperwork to read that it is documenting the third arrest of a man from the local tavern for drunk and disorderly conduct. The man in question is still upstairs waiting to be processed and released. Merry harasses this man as well with questions while trying to palm things off his desk. Each time, he is stopped with an increasingly annoyed glare. Glopal hands the man the team’s business card via tweezers, since the grung’s skin is poisonous and doesn’t want to risk contact. He accepts it after a moment of questioning there’s a 3-foot talking frog. He answers questions from each member, including Clem’s question to clarify his previous statement of, “Respect others belongings and respect other people.” They asked if there was a hierarchy to this credo, to respect the people first, or their things. The front desk guard was confused at this, but condensed it down to “treat others as you would want to be treated” basically, and offered access to the town hall to review the local laws.
Between the various attempts to steal objects off his desk, and the constant chattering of the group, he asks all of them to step outside and take turns, one at a time, to have a tour of the place with Sylvia as a chaperone. They each took their turn and had time for questions at the very end. Inside the main room beyond the front desk, the entire right side is filled with desks where guards would fill out proper paperwork and documentation. The law enforcement, the front desk guard explained, is very big on due process, “innocent until proven guilty,” and that each person is entitled to a fair judicial process. On the left-hand side of the main path bisecting this room, there are offices. The far office is the Captain’s, and the others are used for other guards or storage of documentation, etc. At the end of the path is a set of stairs. Leading up led to a prison population holding area with approximately 15 cells - only two of which were in use, one by the drunkard Merry read about, and the other by a bearded halfling. Leading down led to storage of bigger items - weapons, magic items, and the magic person’s holding cells where additional security measures were in place.
After all their questions were answered, the party continued down the road to visit Green farm. SAGA wanted to immediately walk into the field and inspect the crops after not seeing the farmer in sight. The party followed him and Merry managed to dig up a turnip without the farmer seeing when he came out. Glopal introduced the party, tweezing another business card to the farmer, before the farmer asked them to leave. He did not have any tasks requiring help at the moment, but if they were to return in a few days, the harvest would be ready and they can help with that. They returned to the road where they came from and Merry started to eat the turnip out of sight of the farmer when SAGA asked him if was able to obtain a rutabaga. “What’s a rutabaga?” Merry asked as he took a big crunchy bite.
From here, they followed the alley way to come out around the side and to the front of the Glassblower’s business. Mr. Allen Thickfoot was in the middle of completing a light sconce as they arrived. They watched patiently as he finished it and safely set it aside to cool. His business was in a stone building with ornate flower-pane bay windows on either side of a door that also had a flower-paned oval window. Glopal introduced their group again and handed the gnome a business card.
Mr. Thickfoot did have something that he needed help with if they were interested. Glopal got a huge smile out of Sylvia when he looked back at her for confirmation. Mr. Thickfoot had completed a commision for Thomas Thomason about two months ago and hadn’t received the last half of the payment still. Every time he tried to speak with Mr. Thomason, the man was nowhere to be found! He doesn’t suspect the man is missing or dead, nothing in the rumor mill, but maybe just avoiding him. He has no idea why either. The commission was for a very large, elaborate sculpture. 245 gold pieces was still owed. Mr. Thickfoot wasn’t hurting for coin, so if Mr. Thomason couldn’t pay, maybe he could barter services or other goods - he wasn’t sure what Mr. Thomason did for a living though. Either way, the party would be paid half of the coin they could recover, or an equal exchange for half the value of whatever barter could be made.
The party thanked him for this time and went to move on to the next place to visit in town.
Family Traditions [Campaign Log] COMPLETED
Cursed Islands [Campaign Log] COMPLETED
"The pessimist complains about the wind; the optimist expects it to change; the realist adjusts the sails." - William Arthur Ward
The Wondrous Heroes Organization
Owl standard - all members wear a silver owl pin.
“If you need a case solved or a wrong righted, you don’t have to know the how to know the WHO. Hire the Wondrous Heroes Organization to fill that need. We pride ourselves in thorough and discreet investigations.”
Slogan:
“If you have to ask why? Remember the W.H.O.”
The Wondrous Heroes Organization
Owl standard - all members wear a silver owl pin.
“If you need a case solved or a wrong righted, you don’t have to know the how to know the WHO. Hire the Wondrous Heroes Organization to fill that need. We pride ourselves in thorough and discreet investigations.”
Slogan:
“If you have to ask why? Remember the W.H.O.”