Friday, May 31, 2019

No Session Report This Week

Due to the holiday on Monday (our game day) and half the players having family commitments that day, I did not run a session of Delvers Guild.

What I and my wife did was have some other friends over and we continued a campaign of Massive Darkness.  We spent the afternoon and part of the evening playing through the next scenario.  We could have finished sooner, but after stopping the count-down timer on the scenario, we milked the dungeon for all the experience we could.

Massive Darkness is in the same genre of boardgame as Zombicide and plays similarly but has a different experience system that allows more customization of your character.  I enjoy it very much and it scales well with different numbers of players.  We played with 5 players and still felt challenged, even with experienced characters.

That said, I think we are reaching the OP zone with all the loot we have, especially since we may have found a loophole to get multiple artifacts.  [It involves emptying the Level 5 treasure deck until only the Lucky Find card is left (which lets you draw from the next deck up) and then hitting that multiple times.]  I think the campaign we are working through only has one more scenario to go, so it might just be a timing thing where we are peaking slightly ahead of the curve.  At the moment I don't care as the game is still fun, but I'm glad we are almost done with the campaign.

We are scheduled to play in the Delvers Guild campaign next week, so there will be a new posting late Tuesday or early Wednesday (Houston time).  See you then!

Tuesday, May 28, 2019

Delvers Guild – Session 2 – Aftermath, Prank, and the Slump

[This game uses the Fifth Revised Edition of the Hero System rules along with the Fantasy Hero supplement.]

Player Characters:
Jala – human female – a person of discretion, studying aspects of the Law [to avoid them] at the Dust Academy
Clarence – human male – studies Religion in Temples district, coincidentally the group healer
Vargand – human female – professional porter and Adventurer’s Aide, irregularly attends classes at the The Tested military academy, practitioner of Steel Serpent martial arts
Zarek – fox male – a cerebrally-unfettered spell researcher [read: Mad Scientist] turned into a talking fox, studying Natural Philosophy at Monarch University to find a way to become human again
Ricky the Astrologer – human male – has a thirst for knowledge but doesn’t know what he’s searching for, currently studying Astrology at Monarch University
Nick Stalwart – human male – part of the Stalwart family of merchants, studying Mathematics at The Interesting Institute of Profitable People, a college at Monarch University

Non-Player Characters:
Torsten, Fish, Harek, Kol – surviving bandits and now torchbearers for the Delvers Guild
Lester “Les” Stalwart – human male, younger brother of Nick and general tag-along [DNPC]


Cromsday, October 10th, 1st year of the reign of King Vladik the Gamesman
Having just killed half the bandits and co-opted the rest, the Delvers needed to decide what to do with the bodies.  Several options were discussed (burial, burning, exposure), most of which sounded blasphemous to Clarence, who started getting extremely vocal on the subject.  As a devote follower of St. Ygg, he knew that cremation was the only correct method and insisted on it, even for bandits.  The surviving ex-bandits had no strong opinions as they tended to abandon their dead and let the soldiers deal with the problem.

The sun having set, it was too dark to go looking for wood for a burial pyre, so the cremation was deferred until morning.  The four bodies were moved over into the northwest tower, which still had its walls and was separate from the camp in the chapel.  The spilled blood in the chapel was cleaned up (mostly) and watches were organized.

1st Watch
Clarence and Vargand took the first watch and the rest slept.  Part way through their watch, they heard the goats in the inner courtyard start getting noisy.  Investigating, they noticed a wildcat of some sort [jaguar] moving through the brush on the southern edge of the outer courtyard. Vargand urged Clarence to take a shot at it with his bow, which Clarence did.  He missed, but the clatter the missed arrow made on the stone rubble startled the wildcat and it fled.  Nothing else of significance happened for the rest of their watch.

2nd Watch
Zarek and Nick took over for Vargand and Clarence for the second watch.  Once Vargand and Clarence were asleep, Zarek and Nick confessed to each other that they wanted to play a prank on the others.  They both had the idea of staging one of the dead bodies to look like it was trying to escape.  After a quick debate over whether a body with a head or one without would be better for the prank [they chose one with a head], Zarek started dragging a body out of the tower ruins and back the way the group first arrived.  To avoid leaving fox footprints, he cast his flight spell and hovered just off the ground.  Nick stood in the guard position in case anyone woke up [Ricky and Clarence nearly did, but the efforts Zarek took to be quiet (Stealth check) were just successful enough to avoid that].  Zarek set the body about 50 meters outside the ruins and staged it to look like it was crawling.  He then flew back to stand guard with Nick.  They tried to not look at each other so they would start laughing and wake the others.

3rd Watch
Jala and Ricky took over from Zarek and Nick for third watch.  Jala decided to take her watch by casting Spiderwalk and walking up the outside of the chapel and sitting on the roof.  Not much happened until the goats started getting noisy.  Jala, sitting on top of the chapel saw there were two of the big cats and suggested Ricky shoot at them.  Ricky cast a spell to drain Body [I don't remember the spell's name] from the first jaguar but missed.  This time the cat snarled back, which woke up Zarek, Nick, and Clarence.  Zarek cast his lesser Lightning Bolt at the lead jaguar.  He missed the jaguar, but both big cats were spooked by the lightning and fled, their hunger temporarily overcome by fear.

Freysday, October 11th, 1st year of the reign of King Vladik the Gamesman
In the morning the Delvers ate their breakfasts and got started on the day’s business.  Clarence directed the torchbearers to start collecting wood for the pyre.  Then he and Ricky went to get the bodies ready and discovered that one of the bodies was missing.  Looking around, they both noticed the drag marks and followed them out to the field west of the ruins, alerting the rest of the Delvers that something was up.  There they found the dead body, posed as though it was crawling away.  Ricky and Clarence looked at each other - both knew the bandit was completely dead after the fight the previous evening and there was no way it dragged itself out here.  They then looked back at the rest of the Delvers.  Vargand and Jala looked confused and concerned, Zarek had no expression, and Nick was clearly trying to avoid their gaze.  Clarence asked Nick if he knew anything about this and when Nick made eye contact, he lost it and started laughing.

Disgusted by this, Clarence examined the body [made use of his Forensic Medicine skill, which I had not expected to come up this soon].  There were no footprints around the body, but the only places with ground in dirt and grass were the body’s toes, indicating it had been dragged, not crawled here.  Looking closely at the corpse’s clothes, he detected a bite mark on the back collar, exactly the size and shape of a fox’s bite.  Knowing only one fox who could fly and not leave pawprints, Clarence accused Zarek of staging this.  At this point Zarek couldn’t hold the laughter in and started laughing out loud with Nick.  Both confessed to their prank and were forced by the rest of the group to drag the body back to the ruins and place it on the pyre.  They did so in good humor.

After Clarence performed the burial rites for the dead bandits and lit the pyre, the Delvers started exploring the ruins.  Nick asked the ex-bandits what they knew about the ruins and if there were any entrances to a lower area.  Torsten told them that the ruins were pretty much empty and picked clean.  They found no signs of a lower area, but had only been here a week before the Delvers arrived.  Zarek could smell a subtle scent in the main hall area that made him unaccountably nervous.  He and Ricky noticed that the goats tended to avoid the main hall area, preferring to stay in the southern part of the inner courtyard, possibly due to the scent.  Ricky could not smell the scent in question.

While the others were investigating the ruins, Vargand started mapping it.  After sketching out the ruins themselves, she walked around the exterior and discovered an area where the earthen platform the ruins were on had slumped due to erosion.  At the bottom of the slumped area, a stone corner was just visible.  She called over the others to investigate and got Ricky, Nick, and Clarence [Jala and Zarek were investigating the ruined upper floor of the great hall and did not hear her call].

Realizing they were looking at the outer side of an underground structure, they decided to excavate.  The torch bearers were sent to get the shovel and sledgehammer from the gear.  Once the shovel was fetched, Ricky started digging out the dirt above the corner.  Ricky hoped to find the edges of a block or stone that he could pry out of the structure, but there was no break – it appeared to be a single, solid piece of stone.  He kept digging.

Once a large enough area was cleared, Ricky switched over to the sledgehammer and started hammering the stone.  The noise drew Jala and Zarek’s attention and they headed over to see what was going on.  Twenty minutes later, Ricky broke up the stone enough that pieces fell into a chamber below.  Dry, choking air came out and the group stepped back for a bit to let good air enter the chamber.

After a bit, the Delvers approached again and looked in.  They could see that the chamber was carpeted and the stone walls had wood paneling, but not much else.  They sent the torchbearers [who were now curious about all this despite themselves] to get torches.  Clarence lit one of the fetched torches and dropped it in at Vargand’s suggestion.  With light they could see that the chamber was about 50 feet square, had ancient but elegant furniture, and that the torch was making the carpet smolder.

Zarek flew down and picked up the torch to avoid having the carpet catch fire.  When he seemed OK, Jala was sent in via Shadowwalk.  She hopped into Clarence’s shadow and reappeared in the chamber.  She reported the air musty but breathable.  After that, ropes were fetched and the rest of the group descended into the chamber.  They found a closed door in the northeast corner and dust everywhere.

End of Session

[Les Stalwart, Nick’s DNPC, was supposed to show up this session, but I never managed to work him in.]

[The ex-bandit torchbearers were planning on making a break for it when the Delvers weren’t looking, but with the discovery of the underground chamber(s), they decided to wait to see if there was anything of value they could take with them before they fled.  They are not the most self-motivated individuals, being followers and not leaders.  Being an outlaw is a hard life and some of them are thinking that being paid torchbearers and part of an actual guild might be a better choice.  So for the moment, they are going to hand around with these crazy university students and see what happens.  Beats getting killed.]

[Yes, one of the ex-bandits is named Fish.  He might look like a young Abe Vigoda (assuming Abe Vigoda ever looked young).]


Delvers Guild
Session A, Character Creation Part 1 
Session B, Character Creation Part 2
Session 01


Session 03, Part 1

Tuesday, May 21, 2019

Delvers Guild – Session 1 – Moon Manor Ruins

[The adventure begins.  This game uses the Fifth Revised Edition of the Hero System rules along with the Fantasy Hero supplement.]

Player Characters:
Jala – human female – a person of discretion, studying aspects of the Law [to avoid them] at the Dust Academy
Clarence – human male – studies Religion in Temples district, coincidentally the group healer
Vargand – human female – professional porter and Adventurer’s Aide, irregularly attends classes at the The Tested military academy, practitioner of Steel Serpent martial arts
Zarek – fox male – a cerebrally-unfettered spell researcher [read: Mad Scientist] turned into a talking fox, studying Natural Philosophy at Monarch University to find a way to become human again
Ricky the Astrologer – human male – has a thirst for knowledge but doesn’t know what he’s searching for, currently studying Astrology at Monarch University
Nick Stalwart – human male – part of the Stalwart family of merchants, studying Mathematics at The Interesting Institute of Profitable People, a college at Monarch University

Non-Player Characters:
Lester “Les” Stalwart – human male, younger brother of Nick and general tag-along [DNPC]


Cromsday, October 10th, 1st year of the reign of King Vladik the Gamesman
The founding members of the Delvers Guild set out on the guild’s first official adventure – exploring and mapping the Moon Manor ruins on the other side of Dragon’s Bay from the capital city, Aegea.  Ricky the Astrologer did the research and suggested these ruins as an easy start, being relatively nearby and both unoccupied and unclaimed.

The Delvers assembled at the City Docks and caught the early morning ferry across the bay to Little Wytheford.  They saw many merchant ships and fishing boats out on the bay as they traveled.  Most of the Delvers napped during the trip  being students they were more accustomed to being up late and not waking before the dawn.  Jala and Ricky, in fact, had stayed awake just a few hours longer than normal rather than bothering to sleep before embarking.

The ferry put in at the River Docks at Little Wytheford at Noon.  The River Docks were just outside the town walls, actually on the Moofolk River [as opposed to the Guild Docks, which are inside the town walls].  Needing horses to get to the ruins in a timely fashion, the Delvers pooled their knowledge of the town and found they knew very little.  Nick noticed a building with his family name on it [he comes from a mercantile family] and went over to find someone who could provide him directions.  A few minutes later he returned with directions to a reputable horse trader [reputable for a horse trader anyways].  The group purchased five riding horses and one pack mule [with tack] using guild funds [and getting a guild discount – it’s good to be an official guild].

After placing their packs on the mule and setting up a place for Zarek to curl up on the mule [who was not entirely pleased with having a fox on its back], the Delvers rode across the eastern river bridge and followed the Moofolk River south for three hours before turning east on the far side of Faemount Mountain.  This brought them within sight of the Moon Manor ruins, where Ricky and Nick noticed a thin trickle of smoke above the ruins, as from a campfire, apparently coming from inside the supposedly abandoned ruins.

Despite being just a day away from the capital of the kingdom, the mountainous region was only sparsely populated at best away from the coast.  Not certain who might be camping on the back side of the mountain, the Delvers decided some scouting might be appropriate.  Jala volunteered to do so and used her Shadowwalk spell to teleport between lengthening evening shadows to approach the ruins discretely from the west.

The Moon Manor ruins had once been a walled manor owned by elves hundreds of years ago, before the rise of the Kingdom of Aegea.  At some point in the past the southern gate house, the southwestern tower, and the southern walls of the outer courtyard were attacked and destroyed, leaving low piles of stone sticking up out of the underbrush now growing over the site.  The ruins were on a raised platform, three to four feet above the surrounding area and the adjacent lake to the east.  Jala finished her series of teleports in the cover of this platform, peeking over it to look for the current inhabitants.  She could just see a fence blocking off the inner courtyard, which was covered in bushes and tall grass, but she could see no people.

Seeing no guards or sentries, Jala stealthily advanced on the ruins, sticking to the mostly there western wall until she found a gap.  The tendril of smoke seemed to be coming from inside the old chapel.  Jala could not see a doorway into the chapel from where she stood, so she advanced across the outer courtyard to the side of the chapel.  She could just hear the sounds of people inside the chapel.  There was a gap in the wall of the chapel that faced the courtyard, but that felt too exposed for Jala.  The building adjacent to the chapel was missing most of a corner and a wall and she thought it might present another entrance to the chapel, so she decided to sneak in that way.

Jala quietly stepped over to the gap in the wall of this building and stepped in…right in front of two sentries who were flabbergasted to see her.  Both sentries had a light bow and Jala’s instincts kicked in – she immediately turned and ran back the way she came, not stopping until she was outside the western wall and hidden behind it.  Then she listened.  She heard the two sentries scramble out into the courtyard and discuss between themselves if they should say anything to the others.  Jala did not stay to hear any more and used the cover of the surrounding brush and trees to scramble back to the rest of the Delvers.

After Jala reported her findings, the Delvers discussed their options.  They could camp where they were or approach the ruins and see if they could safely camp inside the ruins [their original plan] with the other people.  They decided to approach the people inside the ruins.  They preferred camping in the ruins over camping on some random spot in the brush.  If nothing else, they could evaluate whether the people in the ruins were competitors or some other danger or not.

When the Delvers entered the outer courtyard of the ruins, the found a group of people in the the sentry area.  Their leader called out, “Stop there or we’ll shoot you.”  While there were only two people with bows, the other four had swords at the ready.  The Delvers stopped and let Clarence do the talking.  Clarence and the leader of the other people discussed the situation across a distance of 20 feet.  Clarence told the truth of why the Delvers were there [to map and explore the ruins, something the other Delvers complained about later] and the other person, Jasper, mostly didn’t explain anything other than to ask if they were guards from one of the nearby coastal forts [most of the PCs are fully armored, albeit in various forms of leather armor].  Once Jasper was confident that the Delvers were not guards, he and the other swordsmen stepped back behind a wall to confer.  Zarek, realizing that as a fox he was short enough to be completely hidden by the brush growing in the courtyard, scooted out and around the standing gatehouse to the same gap in the wall Jala originally used to enter and exit the courtyard.  This gave him a better field of view to cast spells if things turned nasty.

The other people had not factored in the extremely acute hearing of Ricky, Zareck, and Nick [who made their Perception roll by 8, 5, and 5, respectively].  Those three heard Jasper decide to let the Delvers share the camp, but promising the others “if they have any valuables, we can kill them in their sleep and take it.”  Ricky quietly shared this information with the other Delvers as Jasper stepped back out into the open and welcomed the Delvers to share their campsite.  The Delvers accepted, cautiously.  When Zarek trotted up, he was mistaken as a pet dressed up in people clothes by Jasper’s people.  Zarek played along and the rest of the Delvers did as well, having pulled this prank on unsuspecting townsfolk in the past.

While both groups ate their dinners, Clarence chatted with Jasper’s group, subtly pumping them for information [using his Conversation skill].  He was able to confirm that Jasper’s people were bandits hiding out from the soldiers in the coastal forts.  They had been raiding the outer farms around Little Wytheford when they ran into a patrol and had to flee.  They holed up in the ruins to recuperate.  Two of the group were still too wounded to move around freely [making the total number of bandits here 8].  When he could, Clarence discretely shared this information with the other Delvers.

As the evening progressed, the tension started ratcheting up between the two groups.  Eventually Nick broke and cast Mage Armor on himself.  This startled the bandits, who were not expecting any kind of spellcaster.  One of the bandits was heard to whisper “I think they’re on to us” louder than he expected in the sudden silence.  Zarek took this as the sign to attack and cast his lesser Lightning Bolt spell at Jasper, staggering and heavily injuring the man.  The rest of the Delvers took THIS as the sign to attack and did so.

Over the next 12 seconds, the Delvers killed 4 of the active bandits with Zarek and Jala each taking an arrow wound and Ricky some minor damage [Stun only] in return.  Nick vocally confronted the last two bandits [ironically the two guards with the ready bows] and told them to surrender and become torchbearers for the Delvers or make peace with their immanent death [a solid Presence attack with tons of bonus dice for the high level of violence the Delvers had just unleashed].  The sentries took his words very seriously, put down their bows, and asked how many torches they needed to carry and did this take them off guard duty?

End of Session

[I'm using Dyson Logos' Griffinwatch Ruins map for the Moon Manor ruins.  The bandits were average humans with partial leather armor (covered shoulders to thighs).  They were not wearing their helmets when the fight started, which contributed to their quick loss.  The next session deals with the aftermath of the fight and further exploration of the ruins.]


Delvers Guild
Session A, Character Creation Part 1 
Session B, Character Creation Part 2

Session 02

Thursday, May 16, 2019

No blog post this week

There will be no official post this week [I know, Thursday might be a little late in the week to say this].  Two things going on right now.  The first is that the DayJob got busy as I had to do some research to set up some projects that were fairly time-critical and the DayJob pays the bills.  The other is that I want to get back into a pattern of posting session notes the week after the session happens so if work blows up, I have the weekend to write up the session notes [which is what I'm doing this week].

Session 1 will post Tuesday morning (Houston-time).  Hope to see you then!

Later!


Tuesday, May 7, 2019

Delvers Guild – Session B – Character Creation, Part 2

This week was part two of the character creation session for our next campaign: The Delvers Guild.

We created characters for the players who could not make last session and finished up everyone else’s, including last minute tweaks.  For example, Zarek is now a human changed into a fox and only stands about two feet tall when on his hind legs [his name is also now spelled with a 'k'].  Zarek’s player was looking through a master list of disadvantages I have and noticed “Talking Animal” as a Social Limitation.  It seemed to fit with his character motif and provided motivation for his radical spell research – he’s looking for a way to become human again.

Vargand also took shape and focus.  She is an ex-squire to a disgraced master at The Tested, the military academy for the Kingdom of Aegea.  As previously documented, she spent the summer break up north partying with adventurers and occasionally hauling things for them in and out of Barrowmaze.  This has not helped her reputation any in the capital’s social circles (as excessive drinking is one of the reasons her master is disgraced), but has made her a minor legend among the students at the various centers of learning in the city.  Her master taught Vargand the basics of Steel Serpent, the martial art style practiced almost exclusively by the Dragon-Knights, an order of knights descended from Herjolf Diamondarrow, who slew a dragon that took up residence in the mountains across the bay over a thousand years ago.

Player Characters:
Vargand – human female – professional porter and Adventurer’s Aide, irregularly attends classes at the The Tested military academy, practitioner of Steel Serpent martial arts
Jala – human female – a person of discretion, studying aspects of the Law [to avoid them] at the Dust Academy
Zarek – fox male – a cerebrally-unfettered spell researcher [read: Mad Scientist] turned into a talking fox, studying Natural Philosophy at Monarch University to find a way to become human again
Ricky – human male – has a thirst for knowledge but doesn’t know what he’s searching for, currently studying Astrology at Monarch University
Nick Stalwart – human male – part of the Stalwart family of merchants, studying Mathematics at The Interesting Institute of Profitable People, a college at Monarch University
[Unnamed Character] – human male – studies Religion in Temples district, but didn’t leave the GM with enough information to tell you what he’s about [Bad, player!  Bad!]

Non-Player Characters:
Lester “Les” Stalwart – human male, younger brother of Nick and general tag-along [DNPC]

Setting
I’ve done some work creating the bare bones of the setting, mostly the areas the Delvers will be exploring initially and the city that is their home base, the city of Aegea, Capital of the Kingdom of Aegea.

City of Aegea
The city of Aegea is the capital of the Kingdom and home of the Otterberg Palace, official seat of the government and home of the Royal Court.  The city contains the following districts:

  • Otterberg Palace - seat of the Royal Court and winter home of the King of Aegea, currently Vladik the Gamesman.
  • Old Town - oldest part of town and now a curious mix of Old Money families and just old families who refused to give up their ancestral homes as the city grew.  Some buildings are well-kept, others appear to be rundown or plain on the outside.  Rumors run that some homes are opulent palaces inside, rivaling the King.
    • Potemkin Street - main street from the Otterberg Palace to the City Square.  Always kept pristine by Royal Decree so the King is not disturbed when he travels through on his way to the Aegea Royal Theatre or when leaving city to the Summer Palace.  Forms the border between Old Town and Court Borough.
  • Court Borough - homes of those who serve the Royal Court or work in Otterberg Palace.  Most of the property is owned by the Castilian and rented out to his staff and employees.
  • Crafter District - contains a mix of factories and warehouses as well as the Guild Docks, reserved only for guild ships.
  • City Docks - contains the public docks for those not part of the guilds.  Always busy and inferior to the Guild Docks in the Crafter District.
    • There is a ferry service that travels to Little Wytheford.  The ferry leaves at dawn and at Noon and takes half a day to reach its destination.
  • [an unnamed merchant district]
  • [an unnamed mixed-use district]
  • Temples - just off the City Square, Temples is home to the city’s temples and shrines.
  • [an unnamed Wealthy Residences district]
  • The Tested - a prestigious military academy in the city, adjacent to the Sword Gate
  • [an unnamed residential district]
  • [an unnamed government district]
  • City Square - massive city market, full of an ever-changing assortment of stalls and vendors selling food, goods, and anything else that can be had for a price.
    • The Dust Academy - a.k.a., The School of Hard Knocks.  “Held” in the city square by rogue teachers.  It is possible to pick up an eclectic education here, if you can find (and convince) the right person to teach you.
  • Monarch University - major center of learning, recognized across the kingdom
    • The Interesting Institute of Profitable People - business school at Monarch University, sponsored by the guilds.
  • University District (a.k.a., “Student Slums”) - residences and shops necessary for the university students.
  • The Dons - moderately wealthy district where the University professors and administration live.  It consists mostly of residences with a few exceptions.
    • The Library - a student-favored tavern built in a failed library on the edge of The Dons.  The few remaining books are those no one wanted when the previous contents were repossessed.  The staff know some magic, particularly the spells Water to Booze and Get Me Drunk.  They are not licensed by the Wonderworkers Guild and it is speculated that some form of arrangement with the Tapkeepers Guild keeps the Wonderworkers away.
  • [an unnamed district of rental properties]
  • The Shops - merchant district full of retail shops, just inside the Coin Gate.
  • Guild Square - contains the guild buildings for every major merchant guild in the kingdom.  Some of the smaller guilds have to share buildings.
  • Aegea Royal Theatre - home to the arts for the Kingdom.
  • [an unnamed district of rental properties]
  • [an unnamed district of warehouses, just inside the Sword Gate]
  • City Gates:
    • Sword Gate to the west
    • Coin Gate to the north
    • Hart Gate to the east
    • King’s Gate - inside the city, entrance to Otterberg Palace
  • Sword Village - a district of taverns, hostels, and other questionable businesses just outside the western walls of the city, favored by attendees of the Academy.
  • Coin Town - a cluster of businesses catering to traveling merchants located just outside the northern walls of the city.  Several inns and caravanserai are here, especially for travelers arriving after the city gates have been closed.
  • Hart’s Farthing - stockyard, tanners, and butchers district, mandated by law to be outside the western walls of the city.  There are docks here on the bay, but as the run-off from the butchers and tanners dumps here to be carried away by the northward current, it smells and is generally unpleasant.


Little Wytheford
Little Wytheford is a farming and craft town across Dragon’s Bay from Aegea.  It provides food for the city of Aegea and smaller craft items for the merchant guilds based there.  The best docks are reserved for Guild ships, but there is a ferry service between Little Wytheford and the city operating out of the River Docks that takes about half a day to make the trip, leaving at dawn and at Noon.

[Little Wytheford is not fully detailed out yet, but I have a map of the small town and will assign locations in it as needed.  For the campaign, it will probably need a tavern or three, maybe an inn, a place of healing, and locations to buy supplies and gear for adventuring that the PCs forgot or didn’t know they needed.]

Moon Manor Ruins
The Moon Manor Ruins were once a prosperous elven domain in the mountains south of Aegea that fell before the kingdom existed.  Stories tell that a dragon once made the ruins its home, but Herjolf Diamondarrow slew the dragon and established the domain that eventually became the core the Kingdom of Aegea grew around.  [This is also the source of the name of Dragon’s Bay, which Aegea rests on the northern shores of and Little Wytheford the southern.]

The ruins have been picked over repeatedly in the intervening centuries.  Sometimes creatures or bandits take residence in the ruins, but the Kingdom never allows that to last very long.  All current research by the Delvers Guild shows that the ruins are currently empty with no active legal claim on them.  This makes them perfect for a training run expedition and a fun weekend out of the city on an adventure!


Delvers Guild
Session A, Character Creation Part 1 

Session 1 [Not Written Yet]