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Party notebook.

Posted by DMFor group 0
DM
GM, 1249 posts
Your old friend
Thu 1 Dec 2011
at 18:07
  • msg #1

Party notebook

Notes may be kept here.  Please do not reply to this thread after your first post, but rather edit your own post within it to add or remove information as necessary.
DM
GM, 1250 posts
Your old friend
Thu 1 Dec 2011
at 18:10
  • msg #2

DM and Assistant notes

569 CY - an alliance of Furyondy, Veluna, and the demi‐humans of the region launched an army large enough to smash the templeʹs hordes of chaotic evil at the Battle of Emridy Meadows.

573 - Prince Avras Thrommel disappears

579 - Current date
This message was last edited by the GM at 06:41, Thu 14 May 2015.
GM the Third
GM, 974 posts
Fri 1 May 2015
at 01:57
  • msg #3

Marching order

Rank 1: (while advancing down corridor, then they switch with Rank 2 on contact with enemy.)
Amathaon Chalkbreaker
Brother Yew (Monk)

Rank 2:
Ronalt de Gault  (Ranger)
Sir Luthien (cavalier)

Rank 3:
Arek Blackiron (cleric)
Corvus

Rank 4:
Kalador
Rondo Fiddlestick

Rank 5:
Ben
Rolf the Strong
Wonnilon

Depending on wound levels Amathaon, Kalador or Wonnilon can switch positions.
This message was last edited by the GM at 00:29, Tue 08 Dec 2015.
Prince Avras Thromel
NPC, 62 posts
Paladin Lord
Tue 2 Jul 2013
at 11:02
  • msg #4

My journal

First entry - date and time unknown.
Location - an underground complex somewhere believed to at least be on Oerth.

I'm glad a supply of writing materials was found soon after my rescue from the, well, I don't really know what I was rescued from actually. It appeared, so I am told, that I was covered by some sort of an illusion to look like a sleeping vampire, albeit with a stake through my heart. The truth of how I came to be there, and more importantly I think, why, will probably never be known.

Since meeting this group of men and women, we have encountered a number of creatures, all of evil nature. Several bugbears, a demon of previously unknown type, a band of undead shadows, a pair of werewolves, and more bugbears, this time led it seemed by a human in banded mail and wielding a flaming sword.

Now we seem to have encountered the prefect of the fire temple. After fighting with him, two other priests, two ogres and about half a dozen bugbears, brave Ronalt was captured. The fight looked lost early on, but we soon recovered with the assistance of the spellcasters and some luck. We fought to a draw, with parleying still to be done.

2nd entry
I'm not too sure where I am at the moment. In order to free Ronalt, I agreed to become the fire temples hostage while the others completed two tasks for them. I've been blindfolded and led away, Fragarach and my other weapons taken away. I'm not concerned though as with just a word my sword will be in hand again.

Although I'm sure the temple will eventually break their word, for now the bargain remains in place and I will honour my oath to them...for now.
This message was last edited by the player at 12:54, Wed 19 Feb 2014.
GM the Third
GM, 455 posts
Sat 5 Oct 2013
at 06:11
  • msg #5

Regional background

The Village of Hommlett—or merely "Hommlett," as it is commonly called—is situated in the central part of the Flanaess, that portion of western Oerik Continent which is known and 'civilized.' The hamlet-sized village (local parlance having distinguished it with the greater term) is located some 30 leagues southeast of the town of Verbobonc, or thereabouts, on the fringe of the territory controlled by the noble Lord the Viscount of Verbobonc. It is at a crossroads. To the north is the mighty Velverdyva River, along whose south bank runs the  lowroad. Many days' travel to the east, on the shores of the Lake of Unknown Depths (Nyr Dyv), is the great walled city of Dyvers.

The village of Sobanwych lies about halfway along the route. Below that to the southeast and east are miles and miles of forest (the Gnarley), beyond which is the Wild Coast, Woolly Bay, and the Sea of Gearnat. The road south forks a league or so beyond the little community, one branch meandering off towards the Wild Coast, the other rolling through the lower Kron Hills to the village of Ostverk and then eventually turning southwards again into the elven kingdom of Celene. The western route leads into the very heart of the gnomish highlands, passing through Greenway Valley about a day's travel distant and going onwards to the Lortmil Mountains far beyond.

Hommlet grew from a farm or two, a rest house, and a smithy. The roads brought a sufficient number of travelers and merchant wagons to attract tradesmen and artisans to serve those passing through. The resthouse became a thriving inn, and a wheel and wainwright settled in the thorp. More farmers and herdsmen followed, for grain was needed for the passing animals, and meat was in demand for the innfolk. Prosperity was great, for the lord of the district was mild and taxed but little. Trade was good, and the land was untroubled by war, outlaws, or ravaging beasts. The area was free, beautiful, and bountiful — too much so, in the eyes of some.

Whether the evil came west from Dyvers (as is claimed by one faction) or crept up out of the forestlands bordering the Wild Coast (as others assert), come it did. At first it was only a few thieves and an odd group of bandits molesting the merchant caravans. Then came small bands of humanoids — kobolds or goblins — raiding the flocks and herds. Local militia and foresters of the Waldgraf of Ostverk apparently checked, but did not stop, the spread of outlawry and evil.

A collection of hovels and their slovenly inhabitants formed the nucleus for the troubles which were to increase. A wicked cleric established a small chapel at this point. The folk of Hommlet tended to ignore this place, Nulb, even though it was but 6 miles distant. But its out-of-the-way position was ideal for the fell purposes planned for this settlement, as was its position on a small river flowing into the Velverdyva. The thickets and marshes around Nulb became the lair and hiding place for bandits, brigands, and all sorts of evil men and monsters alike. The chapel grew into a stone temple as its faithful brought in their ill gotten tithes. Good folk were robbed, pillaged, enslaved, and worse.

In but three years, a grim and forbidding fortress surrounded the evil place, and swarms of creatures worshipped and worked their wickedness therein. The servants of the Temple of Elemental Evil made Hommlet and the lands for leagues around a mockery of freedom and beauty. Commerce ceased, crops withered; pestilence was abroad. But the leaders of this cancer were full of hubris and, in their overweaning pride, sought to overthrow the good realms to the north, who were coming to the rescue of the land being crushed under the tyranny wrought by the evil temple. A great battle was fought.

When the good people of Hommlet saw streams of ochre-robed men and humanoids fleeing south and west through their community, there was great rejoicing, for they knew that the murderous oppressors had been defeated and driven from the field in panic and rout. So great was the slaughter, so complete the victory of good, that the walled stronghold of the Temple of Elemental Evil fell within a fortnight, despite the aid of a terrible demon. The place was ruined and sealed against a further return of such abominations by powerful blessings and magic.

Life in Hommlet quickly returned to a semblance of its former self, before the rise of the temple. For five years afterward, the village and the surrounding countryside have become richer and more prosperous than ever before. A monstrous troll which plagued the place for a time was hunted down by a party of passing adventurers. Carrying the ashes and a goodly fortune as well, the adventurers returned to the village. Before going elsewhere to seek their fortunes, the adventurers also returned a portion of the villagers' losses. Other adventurers, knowing of the evil that had once resided in the area, came to seek out similar caches, and several did find remote lairs and wealth—just as some never returned at all.

After a time, adventurers stopped coming to the area. It seemed that no monsters were left to slay, and no evil existed here to be stamped out. The villagers heaved a collective sigh—some pained at the loss of income, but others relieved by the return to the quiet, normal life—and Hommlet continued its quiet existence for four years more.

But then, a year ago, the bandits began to ride the roads again—not frequently, but to some effect. To the good folk of Hommlet, this seemed all too familiar, so they sent word to the Viscount that wicked forces might still lurk thereabouts. This information has been spread throughout the countryside, and the news has attracted outsiders to the village once again. Who and what these men are, no one can be quite sure. All claim to be bent on slaying monsters and bringing peace and security to Hommlet; but deeds speak more loudly than words, and lies cloak the true purposes of the malevolent.
This message was last updated by the GM at 06:15, Sat 05 Oct 2013.
Brother Yew
player, 508 posts
Half-elf monk
Sat 5 Jul 2014
at 07:41
  • msg #6

The "stash"

Level three hidden shrine stash
2 bottles of cheap wine (barely drinkable)
a barrel of water
Bugbear's chain mail shirt
several empty bottles
drinking horn and axe blade (giant size)
pewter bowl and spoon (giant size)
A cask containing beer (25 pints)
red robe with a gold skull emblem
2 short capes of crimson cloth.
This message was last edited by the GM at 15:04, Sun 23 Aug 2015.
GM the Third
GM, 741 posts
Sun 24 Aug 2014
at 02:56
  • msg #7

The "temple"

STANDARD CORRIDORS
Unless noted otherwise, corridors are of dressed stone blocks or worked from the natural limestone (or granite, in the lower depths). Walls and floors are smooth and polished wherever possible. The 10' wide corridors have gothic arches, peaking at about 17' height. The 20' and 30' passages and spaces have roman arches, about 30' tall. Unless otherwise described, doors are of oak, hornwood, or bronzewood. Each is about three inches thick, bound with bronze, and set with a large ring on each side. Cressets and sconces are along the walls, and unlit torches rest in most of the latter.
In 10' wide corridors, sconces are at 10' intervals. Cressets in wider passages are at 30' intervals. Both are staggered left, right, left, right (etc. ), and unlit unless specified.

STAIRS
All stairways are steep, with one-foot risers. Unless specifically stated otherwise, they are hewn from solid rock. Though not especially old, the stairs are already worn from the passing of many feet.

VENTILATION
Drafts and less noticeable air currents exist aplenty. The builders worked many small vents and air shafts into the place to assure proper ventilation. Rooms are thus usually warmed by braziers. Torch smoke does not linger near ceilings, let alone at lower levels or in corridor or chamber. Strange odours and odd noises are borne on gusts of air. The hollow, echoing underground ways are rife with musty, damp, feral, foetid, and more noisome scents.
This message was last edited by the GM at 05:38, Thu 03 Aug 2017.
GM the Third
GM, 1242 posts
Tue 17 Nov 2015
at 08:23
  • msg #8

The Inn of the Welcome Wench

The cost of food and drink at the Welcome Wench is higher than usual. It is the only inn for many miles, the place is renowned and its food better than average, and the area is prosperous. Choice venison, mutton, poached salmon, trout stuffed with specially prepared mixtures, goose roasted to a golden brown, pork, steaming sausages, steak and kidney pie with mushrooms or truffles, squab stuffed pheasant, and boiled crayfish in drawn butter are just a few of the epicurian delights which are expected and served here. The locally brewed ale and beer is supplemented by brews from other sites, and wine, mead and brandy from all over the Flanaess make their way to the boards of the Welcome Wench.
Meals are served on pottery, pewter, or copper services, according to the order. Various leather jacks, pottery mugs, wooden tankards, pewter steins, glass flagons, crystal goblets, or silver chalices are used for potables.

Meals
Breakfast, plain         5 cp
Breakfast, elaborate     2 sp
Dinner, plain            5 sp
Dinner, elaborate        1 ep
Dinner, 7 course         2 gp
Supper, plain            3 sp
Supper, elaborate        7 sp

Common Drink (per pint)
Ale                      2 sp
Ale, special             1 ep
Beer, small              5 cp
Beer, heavy              1 sp
Mead                     1 ep
Mead, special brew      15 sp

Wines (per pint)
Table, local             1 ep
Keoish golden           15 sp
Sundish lilac            5 ep
Urnst white              1 gp
Celene ruby              2 gp
Furyondian emerald pale  4 gp
Velunan fireamber        1 pp

Brandies (per gill)
Local                    1 ep
Keoish                   1 gp
Urnst (special aged)     3 gp

Liqueur
Ulek Elixir, 1/2 gill    5 gp


Rooms
The upper rooms are very clean, and all except the common dormitory are heated. Each has a fine bed, many covers, wash stand, chamber pot, towels, pegs for garments, and several chairs and stools. The larger rooms have arm chairs, tables, footstools, bed warmers, curtained beds, and good rugs on the floor and wall hangings as well.

Common Room
This large place is bright and cheerful. It contains several rough-hewn tables and chairs, boards, and benches. Natural tree trunk pillars support the ceiling overhead, all dark with smoke and age. A motley group of people is here.
Several barmaids and potboys circulate, bringing viands and drink, taking away the empty plates and  flagons, stoking the fire if the day is chill, and so forth.
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