Session 7: Whispers from the West Tanis Slums: The Caravan's Fate and a Dwarf's Bargain
Day 23 and 24 of Rainhelven
Well met, fellow travelers, pull up a stool and lend an ear, for I've a fresh tale of our local heroes, the adventuring party known only by their deeds and occasional blunders. Just yesterday, or perhaps the day before, they returned to Tanis after a journey that saw them pass through the dismal East Tanis slums and cross our great river for a mere silver piece. They arrived back in town near evening, dusty and weary, a stark contrast to the lively spirits they sometimes project.
The group, comprised of Trellimar, the druid cleric; Fitz, a fighter-thief; Stripes, the stalwart dwarven fighter; and Jaylen Starfire, a cleric magic-user, had a new face among them. A human ranger named Dalton has joined their ranks, a man described as "well balanced" and a "wild card". A curious thing, this Dalton — he claims to be the brother of Lowell, the poor soul who perished in an encounter at the water, his belongings swept away by the river's currents. His arrival sparked much debate, particularly about his share of past rewards, with the party eventually deciding on a full portion for members who were present for a campaign.
The Enigma of the Dwarven Chest
The real buzz, however, centered around a massive dwarven chest they’d brought back. This chest, I hear, is so large it nearly fills a bed's height and requires two strong folk, or one exceptionally brawny individual, to move. It was locked, of course, adding to its allure. The adventurers deliberated whether to take it to the magistrate or the dwarven temple first. Naturally, with Stripes among them, the dwarven temple won out, with hopes of securing better rewards from their kin.
Before tackling the temple, the group opted for a well-deserved rest at The Glowing Portal inn. They all secured private rooms for a gold piece each, a luxury after their travels, though Trellimar initially debated a common room. The chest, too large for discretion, was conspicuously carried to their room, sparking observations from many. Despite a brief debate about posting a guard or having Dalton (the newcomer) watch it, they simply wedged it behind the door.
Dinner was a feast after their meager rations. Options included the hearty Ember Pot Stew for 15 silver, Brazed Goat Shoulder for 12 silver, or the spicy Thornman's Plate for 13 silver. They ate their fill, and baths were prepared in their rooms. A good night's sleep restored their strength, removing all penalties and healing minor damage. The next morning, a dusty, cloudy day, they enjoyed breakfast at the inn, with options ranging from Palm Nut Porridge (6 copper) to the extravagant Merchant Barges Breakfast (8 silver), and even Dwarven Pancakes for Stripes.
Upon their arrival at the dwarven temple, the sight of the chest stirred immediate recognition among the guards. They identified it as a "Kardux lock box," believed lost to the sands days ago. Brunik, the head priest, was overjoyed by its return. In gratitude for the chest, the dwarves offered a 20 gold piece reward to the group and the invaluable gift of free lodging and dwarven fare for one week at the temple.
A Night at The Glowing Portal & Magistrate's Scrutiny
Next, the party visited Magistrate Almah, who had sent them on their quest. Bearing evidence like a pole with a Wheezing Gas Goblin sigil, a gourd jug, an amphora shard, and a thorn bracelet, they sought their reward. Lyra initially conversed, but stumbled with the delivery, leading to Almah's impatience. However, the charismatic Trellimar, chosen as their spokesman, was able, after some pointed prodding and citing their grief over Lowell's death, to negotiate their reward from an initial 50 gold pieces to a full 100 gold pieces for confirming the caravan's fate.
New Quests and Preparations
The adventurers, with their pockets heavier, debated their next move. Despite some suggestions of hunting "dust devils" (which sound like peculiar elemental creatures), they ultimately agreed to pursue the goblins responsible for the caravan's destruction. Magistrate Almah offered a new bounty system: 5 gold pieces for each normal goblin, 10 gold pieces for a captain, and a generous 25 gold pieces for a chieftain, with proof required in the form of their distinct right ears. They also received permission to keep any spoils found on the goblins.
To aid their river-bound pursuit, Almah offered a barge rental for one gold piece per day, with an optional bargeman for an additional 10 silver pieces daily. The party then visited the provisioner, stocking up on essentials: bedrolls (17 gold), a one-man tent (3 gold), dry rations (5 gold/week), spikes (1 gold for 10), and even medium shields (10 gold). They decided to establish a common fund, contributing 20 gold pieces from their recent earnings for shared expenses like the barge. Each member received 74 experience points for their efforts, with multiclass characters splitting it between their classes.
So, the stage is set! Our adventurers, now rested, supplied, and with a significant bounty on goblin ears, are preparing to embark on their river journey. What new dangers lurk on the riverbanks, and will they bring back a bounty of goblin ears for Magistrate Almah? The river, I hear, is already calling. I'll be sure to keep my ears to the ground for the next chapter of their tale.
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