This site is an online accumulation of the Post Reports for my current ongoing D&D Campaign - for anyone who might be interested in reading them.

Wednesday, September 27, 2017

Meet 26, Adv 4, 9/23/17

With one of our original members moved away 4 odd months ago, we thought it would have been pretty easy to replace him at the table, after all - we never had an issue before finding someone, and not just a body - quality people.

This was naivete on our part or perhaps just our good fortune earlier, but it has been an uphill struggle to even get people to sit and talk at length about the game. Lots of maybes, and plenty of static. Went with the friends of friends route as well and had no bites. We all were asking people at work, nothing doing.

Finally I went back to Meetup and scoured the boards, but after 57 reachings out, I had less than half reply to my emails, and only 10 show any interest in taking it further. 16% return or there abouts.

I was pleased to have an interview with 2 people this last week and although one of them was sort of what you'd expect from people who play this hobby in a negative light, the other was a ray of sunshine and both myself and the player who came with me to check out the interviewees were happy to offer her a place at the table.

So she came, rolled up her half-orc barbarian, and by the end of the night fit in with the rest of the table.

Write up follows:

Watches were split up and about the only thing of note was the sound of falling rocks far in the distance along with the strange high pitched bleating of some animal. It didn’t continue nor repeat so the watchers noted it but we moved on.

The caravan awoke the next day, broke their fast, then loaded up the carts, lashed the ponies, and we set off. Trentis informed us that we would have to lift and force the carts again uphill and over irregular terrain again as we were planning to get past an area referred to as Three Rock Falls.

By 9:30, we had come upon the location as expected. The Enderlyn River sped up here and cascaded down a series of small 2’-5’ drops, punctuated in three places by large boulders that acted as breakwaters, forcing the river to roil around them. The foothills were much closer here and Trentis led us some distance from the falls, taking the group up a series of slopes and switchbacks – the ponies complaining bitterly along the way as we trudged our way uphill.

During this time we noted that Einar was growing weaker, coughing open, blowing snot, and wheezing. He complained that his chest hurt but the half-orc was doggedly continuing on.

Once past the area of Three Falls, the Enderlyn River flowed south and then gently turned back north, widening out and shallowing. Trentis let us know that we would be fording the river here. Each cart and pony was to have 1 teamster and two others to help out. We would cross the river one at a time and do all we could to keep the ponies moving forward and the carts as steady as possible. Avulstein went across with the first cart and then stood watch at Trentis’ request, keen eyes peeled for any problems.

He did note that once again the party had attracted the attention of wolves. Some 250 yards or so down river, another three were standing there, thick furred, healthy, fat even. The necromancer suspected at least one of them was similar to one that had watched us before but couldn’t be sure. The carts all crossed and by 10ish we were on our way. Ahead of us was a larger mountain, some 7,000 ft in height, and its peak was split in the middle making the mountain appear like it had two ears. Trentis informed us that this was Furtham’s Peak, and the Illytch Base Camp was at the eastern base in the foothills near the river. The distinctive mountain between its height and its summit characteristic would help us should we find ourselves out in the wilderness and needed to find our way back to the Base Camp.

Meanwhile, in Base Camp, one of the members of the Randari Rangers hired by House Illytch 6 months earlier had been growing increasingly frustrated with the uneven and chaotic leadership style of the alpha male, Hornes. His seemingly distancing from reality coupled with the other members of the ranging group feeding in to his wildly inaccurate statements had been wearing Barb down so much so that she was seriously contemplating vacating her employment contract with House Illytch.

Instead, she went and spoke with the Reeve Donna Duncarian and gotten tacit approval that if the promised K’Morat hunters were truly on their way from Sorton as promised earlier last month, that she could transfer her contract from the ranging group to the hunter group assuming there was room for her. For now, Barb has been anxiously waiting for the caravan to arrive, something that Hornes has noted but isn’t sure what is going on.

The party came up river and at 11:30, arrived at the House Illytch Base Camp. It’s pretty sizeable and it’s obvious they have done much to prepare for the longer stay here.

Base Camp is at the foothills of Furtham’s Peak. The outer area is cut away forest, then a breastwork of 8’ dug earth and a lattice of wood palisade. Beyond that is a stout stone wall 14’ tall that encompasses the camp itself. Two ballista’s and three mule-kicker style catapults cover the 4 corners and entrance of the camp. The building are squat, tightly made, and in great repair. The entire camp is on the slope of the foothill so there is line of sight for the back of the camp to target and defend the front as well.

A call goes out and Trentis announces our arrival and desire to enter. The sound of hammers and saws come to a stop as the people of the Base Camp gather near the entrance to greet the caravan, the party, and the tradesmen who have made the trip.

The group looks around as we roll in through the heavy stone gate. Entering the camp, to the right is the cart house and beyond that, a paddock for the ponies. To the left are the kennels and dogs, followed by a sty for the pigs. Following clockwise from there is the alchemy labs and the stoneworking shops. Then along the back of the enclosure are 3 barracks, each capable of sleeping 20. In front of them is the mess lodge that would seat 70; with the bakery, the kitchen, and pantry stores situated adjoining. A privy and showers is in the back of camp where water is brought up from the Enderlyn River and situated in two 50 gallon tanks on top of the building. A similar tank is on top of the kitchen as well.

Continuing along, the back of the camp has the rep house for House Illytch where the Bailiff and Reeve stay and beyond that is the smithy. Then we have the cobbler and weaver sharing a squat wooden structure and behind are the carpenters and the camp stores with a final open sided aired barn building for hay and animal feed.

Trentis bids his hello to a soft looking early middle aged dwarf with a forked braided beard tucked into his waist identified as Bailiff Youngston Illytch who is standing next to a 6’ 5” imposing woman who is the Reeve Donna Duncarian. The group is introduced which gets an excited smattering from the 40 plus gathered people here. We have about ½ dwarves, 1/3 orcs and half orcs, 1/3 human, and the rest is a smattering of other races. About 1 in 4 is female and everyone seems in good spirits and capable.

We are told to go drop our gear off at Barracks Three and then to meet the Bailiff and Reeve at the Rep Building. As we head off we note that an orcish woman is talking quickly and excitedly with the Reeve who after listening for a bit nods her head. The other orcs and half orcs then approach the woman and argue with her. We catch something about “Bears don’t HAVE horns!” in an almost frustrated screech but are whisked away towards the rear of the camp.

Once our gear is stored away we make our way over to the Illytch Rep House and are let in. The main room is set up with a U shaped table where Bailiff Youngston and Reeve Donna are seated; to their left is the orcish woman we had seen earlier, although now that we were closer, her body type belied some human ancestry in her past. The Bailiff let us know that Trentis spoke of the trip and our efforts, picking up on 3 members of the party who did not perform to the caravan master’s wants: Dizzy, Einar, and Bobkins.

Dizzy was argumentative and lazy, but he did have a keen eye and warned the group twice of the Rock Drake attack so he was forgiven. Einar has come down with Reorx’ Bane – a type of poison the Gorokian Mountain Dwarves had concocted during the Randari War some century and a half ago. Mostly gone, sometimes it can be found settled in crevices and older pools of water. If an orcish person imbibes the tainted water, it can make them sick and dehydrated for at 3 days, and maybe as much as a week or so. So he was going to be of no use to the party and ergo, the Base Camp.

As for Bobkins, Trentis let the Bailiff and Reeve know that Bobkin was big on talk, and almost non-existent on help or skill. Smacking his jo sticks together and going “clang clang” was not the same as aiding the teamsters in moving the carts and ponies across the rugged terrain. Because of this the Bailiff felt very uncomfortable sending Bobkins out and would like him to re relegated to the kitchens for now.

This left the party down two on the contract, although the case could be made for 1 since Bobkins could show himself to be capable. This is where the Reeve came in. Donna motioned to the half-orc on her left and introduced her as Barb, a member of the Randari Rangers who was looking to transfer her employment contract to something else in the Illytch purview. Since we were down Einar, they wanted us to take her on. She presented herself as no nonsense, straight shooting, and capable with all manner of weaponry. After discussing the contract with her, she agreed to its terms and the Reeve had her sign it right there and she was welcomed aboard.

They then talked about the fungi that were being harvested out here far from Sorton. The fungus spores have sprung up all over the upper reaches of Furtham’s Peak, at least 4,000 feet in altitude and spread over a wide area that has encompassed over 12 square miles. The fungus, A large fibrous mushroom almost 2’ in height, pale yellow in color and flecked with green and blue spots near the crown, is called “Firvin’s Cap” and is rare at best. The entire mushroom must be harvested since plucking the cap will dislodge the spores and waste the usefulness of the mushroom. So small bladed saws and knives are used, the mushrooms lifted and cut free near the ground and then dropped in sealed clay jars.

Feeling around camp is good, everyone is working and each time the harvesters come in with a Firvin’s Cap, it’s a win for everyone since it means continued pay and work. But the continued and increasing K’Morat assault and attacks have reduced the gathering from 5-8/day of premium specimens to 1-2/day of lesser ones. They have had some people “guarding” the harvesters but it is a waste of resources since each person that is brought to camp reduces profit for the entire operation and reduces everyone’s bonus and pay, which in turn reduced morale and means others things that need to get done aren’t getting done. So the consensus is the Base Camp is thrilled the party is here and is expecting an almost immediate improvement from their presence.

We were given a heads up of the camp’s 60+ composition: The Bailiff, The Reeve, the 10 (now 11) party members, 10 Harvesters, 2 Alchemy Dept Reps, 13 (now 12) Randari Orc Rangers, 8 Giant Killers, 3 Miners/Masons, 2 Carpenters, 1 Hayswain, 2 Tinsmiths, 1 Blacksmith, 1 Cobbler, 1 Weaver, 4 Teamsters/Wheelwrights, 3 Cooks, 3 Pages/Camp Aides, 1 Baker, 6 Guards, and the Kennelmaster

When Trentis leaves, he will cycle 4 of the teamsters he brought with him here, taking the others with him. It’s 6 days round trip without issue for the caravans to return.

We wanted some information about the area and where the K’Morat are situated from. For that we were told that the Randari Ranger’s leader, the bruiser Half-orc known as Hornes, was the best bet. Barb had recently worked with him and let us know that a steady litany of praise and commenting about his “bear” horned helmet should be enough to grease the wheels for the group.

Avulstein went with Einar to the Alchemy Department Reps, meeting with the two here: a dwarf named Thebides Ironbeard and his gnomish compatriot “Thimbles” Yuntin Wentworthington. They were assisted by a young dwarven female named Pips who seemed to beyond weary dealing with the two eccentric alchemists. They identified Einar’s issue and gave him some medication, advising him that bed rest was the best solution for our ailing half-orc.

As for Avulstein, he had hinted if there was something the alchemist’s could supply to him to make killing K’Morat warriors easier.  Thebides didn’t get it, but Thimbles did. Thimbles was also working on an oil of explosion recipe and has it about 80% working. The two alchemists had no problem coming up with a poison to kill K’Morat, and would happily put one together but they would need about 4-8 gallons of kobold blood in Avulstein could procure it.

4-8…gallons?

When Avulstein tried to explain the difficulty in getting that much as well as carrying it back, also asking if there was something in it for him (cough cough, pay me?) they were non-plussed and said that we all worked for House Illytch and that should be good enough. Avulstein left frustrated and rejoined the party at the Rep house.

Darius meanwhile had gone to the dwarven blacksmith, a stout woman named Daversi, and had an antlered handled knife swapped out for a horned handled knife. He brought it back to the Rep house and rejoined the crew just before the Randari Ranger Hornes came in along with his druid subaltern, Spunifer Shaggycoat.

Hornes was half-orc and favored his human side except for the deep green pigmentation and Spunifer was a full orc decked out in ritual scarification and fetishes dangling from her hair, ears, and clothes. Hornes started off with animosity but after he was praised for his bear horned helmet (See?!?! I TOLD you it was Bear Horn!) and then presented the knife, he broke down a bit in tears, happy that someone notices the work he’s doing and the effort he makes in promoting what is best for his rangers.

They talked to us at length about the K’Morat in the area and eventually gave us a map of the ranges and notable points upon it. K’Morat look on us as food. Period. Anything that moves is food. They are brave and hardy, and have a different outlook on death than we do, so seemingly dying isn’t a problem for them. Thankfully even though they are fecund, they are also small and weak and their numbers aren’t overwhelming. They don’t speak any language but their own and outside of magical means, no one can understand the K’Morat language since they don’t reply to anything except from other K’Morat’s. They are pretty close to the ebbs of Yggdrasil and make potent shamans. They make a foodstuff, like a runny cheese, that acts as a mutagen to whatever animal they feed it to. K’Morat’s have been known to range as far as 30 miles in their hunts in an area they call their territory. Signs you are near their lair is a lack of huntable game and some signs of mutagenic animals. No stranger to the sun, they are more comfortable hunting in the twilight and pre-dawn hours.

We thanked Hornes for his efforts and he and Spunifer left. We then discussed with the Reeve what our plan was which was to follow the Harvesters and see if we could pick up and K’Morat while they watched the party and maybe track them back to their lair.

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