Tuesday, May 31, 2022

05/26/2022 Virtuous Age Session 10: Spicy Water, The Stone Giant Fran-key and Temple of the Lost

 We begin this week’s session back at the Grand Dome in time for dinner. It is September 3rd.

Tena is having dinner with Kalique Mulaam while the rest of us sup together in the main featshall. where enjoy fine cuisine and inquisitive looks. Kalique, dressed to impress, was in typical Jann fashion including fine jewelry, clothes and aromatic cologne. Zaigan is introduced to Kalique’s nephew who is no more than 12 years old.

The rest of us get a lot of looks during the various courses of meals. Eventually Barnacle comes out to Aevum who introduces the rest of the party. Things are tense because our hosts do not wish to break etiquette with the prince's unannounced visit. That is until Eabrossi breaks tension with a lyric.

Looking around Kron identifies the largest individual in the room, a stone giant eating a simple sandwitch. Kron invites the giant over to our table. We learn that Frank is his name, Eabrossi introduces the old stone giant first to the prince then to all of us. We invite him to sit and dine with us.

Eabrossi invites the venerable giant to tell a tale.

About 20 years ago, North East of the rift is a pyramid- an old giant relic Frank says. He claims to have traveled there once. He was there for a week looking for a mechanical means of entrance to the pyramid. He unknowingly triggered something and in doing so he was transported somewhere. He figures the trigger or whatever was made for giants. All he knows he was gone for a number of days and that it was Aevum’s mother who saved him. She had come to Frank about old giant lore and geography. All he could remember of the place he was transported was a cloudy realm of insubstantial land and confusing distance. 

Kron asks if the old giant could render us a map to this pyramid north east of the Rift? Frank said he

Franky

would do his best to make a map or work with a map maker.

He now inquires about our business in Four Winds. Aveum admits to searching for new mechanical methods and new geometries.

Eabrossi would like to spend a day with Gwelldar before having Frank join them in collaborating a map.

Q: Did you see Aevum’s mom while he was transported?

A: No

Q: did he find the mechanisms he was looking for?

A: no, it’s a large structure and overgown- some thought it a pond. He realized there was a possibility of more features here- a body of water and a structure. Frank was moving away vines when he identified a different material in the structure. He took a step toward the pond and was suddenly in a golden- pink/white void. An impossible place where he felt small, the ground was mist.

His return was through the pond.

Meanwhile, at the table with Kalique Mulaam and Tena as well as Zaigan and the nephew- Kalique is very intrigued with Tena and (us) her company.

Q: At first Tena asks Kalique about the exchange with Frank outside his business. 

A: He explains Frank’s daughter has canceled her father’s orders with Kalique. It is a difficult situation for him.

Kalique: are you a priestess?

A: yes Agamotto.

Kalique says he has heard of a blade of Agamotto. The blade was in Cliff side and owned by a wizard/swordsman. A season tourney is held there and that is where he last saw the blade.

They get to know each other in the usual first date way. Tena controls the conversation well and only reveals general information to the blacksmith.

Eventually Tena and Zaigan reunite with the rest of the group around 10:30 that night. It is the first time Kalique has met Zaigan however the blacksmith has encountered Zaigan’s magical mail in the past. Kalique coyly indicates there is more to Zaigan’s armor that he knows. Originating from far east, Kalique believes it was made by a giant because it would expand to fit a giant.

Later in the night we move to the front of the Grand Dome where Erabrossi performs oratory and eventually puts out an invitation to play. It is when the festivities begin in earnest. 

Finlilly Farfaw

Kron gets an invite to the courtyard where he meets Farfaw, Franks daughter. She thanks Kron for showing her father friendship. Kron and Finlilly drink into the night... 

Back at our room we find everything has been rifled through. Tena and Aevum discover crudely drawn arcane wizard marks in two spots in the townhouse. One on the first floor and one on the second, they are easily removed.

Aevum takes care to remember the glyph.

Kron returns in the middle of the night and the night passes peacefully.

The next day (September 4th) breakfast at the common house at our previous table.

Vailamore Goss- of the Rock Island clan, the owner of the Grand Dome makes an appearance and asks if everything is in order. We at first do not mention that our room was violated and searched.

Aevum asks Vailamore what he thinks he offers everyone and what he could improve on? 

A: He does his best to provide his services to everyone and he would improve by diversifying his clientele.

Aevum indicates displeasure at the security here. Vailamore assures the prince all will be rectified with a full security detail.

The security detail are made up of black tar minotaurs.

Erabrossi spends the day with the Gwelldar.

The prince works on his clockwork designs.

Zaigan works with Kalique's nephew Danor Mulaam

Kron spends the day at the Stronmaus church and learns a prayer which is uttered before battle as well as a simple hymn to the giant deity. Kron is invited to a day worship. The whole process will take 3 days of downtime.


Tena goes to the Temple of the Lost, where there is a shrine to Agamotto. Here Tena tends to it, cleaning the shrine and giving it a woman’s touch (and eventually 50 gold for needed repairs.)

Here she see’s the most well tended shrine here is to the Egyptian god of the sun Ra. Tena eventually meets an Egyptian priest of Ra named Fazool who is helpful learning about the Temple. Tena asks for the location of a library. Fazool mentions the magic district which has many private libraries.

The Portly Frog is also an option, though having a bard in one’s company would be helpful accessing the library there. He asks her to dinner but Tena picks up some negative vibes and declines the offer.

Tuesday, May 24, 2022

05/19/2022 Virtuous Age Session 9: So This is Four Winds, Message to the King, and The Market

Grand Dome
We begin this session starting in Four Winds just leaving the local cemetery discussing what inn to stay at while  in Four Winds. Gwelldar, the gnome goes off to make arrangements for his deceased children. It is not long before we agree to inquire at the Grand Dome.

Along the way we see the roads in Four Winds are well kept, especially along the main thoroughfares where daily trade is conducted. Passage through town is an easy affair. 

When we arrive at the Grand Dome we find it is very busy with various races middling about their affairs. Eventually our Minotaur Prince Aevum is recognized and a well dressed minotaur will welcomes the prince. He asks several questions and soon arranges the King’s suite. We wait briefly while arrangements are made for us. This is when we see the sheer volume of the mix of races here in Four Winds.

Before an hour elapses we are led to a separate building on the grounds. A stocked two-story townhome- a temporary residence fit for a Minotaur King.

Not long after a young minotaur servant delivers a message that Gwelldar is here. Arrived, the gnome Gwelldar is clean and escorted by Grand Dome House guards. He states funeral arrangements have been made. The gnome, grief stricken with the loss of his children, did not feel like returning home. We invite him to stay and eat with us.

We take a long rest. The next day is it September 3rd.

Zaigan spends this day in downtime (to be determined later).

Aevum sends for an appraiser while Gwelldar requests a messenger.

Our message to the King touches upon our location and state of being. Furthermore we discovered the origin of the curse that killed Eabrossi’s parents, and we now travel with Gwelldar who firmly believes he can help us find what we seek. RIP his kids.

Dakor Cault

The appraiser, Dakor Cault of the Black Tar Clan. Smartly dressed the minotaur appears like a caliph and strikes an imposing figure and is difficult to read. 

Dakor is agreeable to appraising our gems but invites us to visit On Balance for the arms and armor appraisal and trade. 

We socially pour wine, break bread and cut cheese before we produce the gems and diamonds. The 6 gems are about a single gold piece each but the diamonds (800 to 1,000 gp each) could be worth more if put in a setting. For 1,000 gp the diamonds could be placed in a larger setting that could potentially sell for 10,000 gp. Could take a week to 10 days. Aevum asks to work with the jeweler to make a clockwork device setting with said diamonds.

As far as the armor or weapons Dakor suggest inquiring with the guards to off load the unremarkable equipment.

At the marketplace we find it well organized. A Man’s Burden (12.1) blacksmith will refit Tena’s armor and sell Kron’s magical breastplate. At the blacksmith, there is a variety of arms and armor. Here a stone giant is arguing with an individual named Kalique Mulaam about armor qualities. Then after a subtle brief exchange the Stone giant leaves without further argument and we are approached by Gordan Mann.

We are here to resize Kron’s old chainmail to fit Tena. It is Kalique Mulaam tasked to take Tena’s measurements. Kalique is captivated and Tena feels a connection to the man. He estimates it will take three days to refit the magical chain mail armor.

Kron is advised to take his trade for gold items to the Malice Palace after a battle day (battle days are frequent and never more than two days apart).

From A Man’s Burden we venture over to Gwelldar’s residence, a clay dome quite compared to the neighborhood. This is not a good homecoming for him so Tena casts a bolster spirits to save him from deeper despair.

At his workshop, Gwelldar produces a footlocker with the rest of Aevum’s mother- Sanguine Saxo’s affects. Aevum’s name is the password to the locker box. 

Eabrossi opens the box and receives a boon for the masterwork chest tumbler lock

First thing Aevum sees a magical +2 cloak of resistance. Under the cloak are 4 books and a small diary. 

The others are arcane books of reference one of them is on ancient geography. 3 wands ready for crafting and 3 rods likewise ready for a crafter. These have the potential to lower crafting costs. In addition there are 6 rows of chip trays- 6 platinum and 6 gold for a total of 600 gold and 600 platinum. 10 bird feather tokens, 10 whip feather tokens, and 10 fan feather tokens. 100 pages of scroll paper. 1 blank traveling spellbook. Wand of monster summoning 2 fully charged. Finally, 6 gems 500 gp each- like all the other items these gems are ready for enchantment or use in magic.

Gwelldar asks to confer with the geography book when comparing his notes and discoveries to uncover the locations of the reflecting pools. Estimated time: a week to 10 days. Eabrossi offers to aid- an effort for Eabrossi to gain a skill focus on geography. And keep Gwelldar mind off the recent tragedies. 

Next: the Malice Palace. Eabrossi and Kron visit the temple to Vaprak 'the destroyer'. Here a line of warriors vie for position in line outside the arena for tomorrows competitions. An ettin/ogre thing approaches Kron and Ebrossi eyeing our assortment of masterwork arms and armor.

Symbol of Stronmaus
We are led to a half dozen trolls searching for viable armor pieces in barrels. After the trolls pick through the better pieces a few minutes later others come out to look at what we have to trade. 225 gp for each longsword. 350 gp a breastplate pair. 800 for the three chain shirts and morning stars off the Orcus priests. 

Eventually a tank of a combatant comes out buys Kron’s magical breastplate and smashes the breastplate- much to everyone’s disappointment.

Midafternoon, Kron wishes to visit the Sky Dome and meets an adept of Stronmaus. While Agamotto is fine for others, Stronmaus was for Kron an icon of the joys of martial victories and the exuberance of new experiences. Presenting his weapon to the church granted Kron a boon: 1/day for 1 round/level give the weapon the shocking weapon. +1d6 electricity.

Wednesday, May 18, 2022

FOUR WINDS of The Vega Lakes

 

Four Winds (The Vega Lakes)  Large City: AL LN; 60,000gp limit  Assets 56,040,000 gp

Population 20,000; Mixed (30% human, 40% Minotaur,  8% Tengu, 4% dwarf/gnome/halfling, 2% elf, 1% half-elf, 15% other). Note: Human encapsulates the elemental touched, shapechangers and planar touched races.


Four Winds Map Key

The keyed locations on the Four Winds map indicate various districts of the city.

1. Defensive wall: 20 feet tall and 10 feet thick. (hardness 8, 450 hp, break DC 55)

2. City gate: Solid and defensible, constructed of heavy wood (hardness 5, 20 hp, break DC 23)

3. Lord Mayor’s Manor: Oread Vassimore Stonegallow is in the second year of his first term as Lord Mayor of the Four Winds.  

Vassimore Stonegallow

Legatio Lepos
4. Embassy district: This district houses dignitaries from all over the continent and sometimes beyond. The most opulent residence in the Embassy district belongs to the Draconian Embassy. The Tiamatian Ambassador is the Draconian Magister Legatio Lepos. 

5. Fine Shopping: 

5.1 Rock Candy: Sells and buys a wide variety of gemstones. The shopkeeper is an Oread named Brox who has a tendency to eat the product, much to the dismay of the shop owner Catamus Bunk. 

Brox & Catamus Bunk


5.2 The Mountaineer's Bandolier: Sells survival kits, potions that help you adapt to weather, and various supplies that help explorers get through tough climate situations.


Vaniccia Nungoct
5.3 Furever Homes: Vaniccia Nungoct offers small and under-sized creatures as animal companions and pets. They have the basics, like rats, spiders, etc., but if you have enough money, you could adopt more exotic creatures. 

5.4 Buckminser Dome Repair: Architect Buckminser offers home designs and dome repairs throughout the kingdom

5.5 Wourm Silks: Fine silks imported from the far east.  Shop is ran by Jang Sang, an older woman that appears to be human.

5.6 The Shocking Truth: The Tengu Deltimore Schauck runs this appraisal business that is renowned for its accuracy and honesty.  Anyone that lies inside the shop is said to experience a traumatic shock. 

5.7  The Water Seed: This store serves the region with well digging and irrigation builds throughout the kingdom. They are also famous for their "half-weight" water pails.  Not only do these pails reduce the weight of water carried inside but they limit sloshing and water loss.  The Water Seed is owned by the Undine Mersa, and employs several jinnborn. 

5.8 Carruso's: Renowned for their fine craftsmanship and masterwork musical instruments, Carruso's is also the premier instrument repair and maintenance shop for the Magic District. Carruso's operates from a large dome structure, with instruments painted on the stone of the dome by a variety of grateful local artists. The business is ran by Carruso Arras’zur, a drow female of unknown age who has operated this business for at least thirty years. Her patronage in the arts has recently lead to her becoming a Nobel here in Four Winds. 

6. Magic district: This district's name is quite misleading as it is filled with theaters, the most prominent of which is a half dome amphitheater called The Half Moon, which regularly hosts musical events.  The Four Wind Orchestra plays concerts here the week of a full moon culminating into a masterpiece performance on the night of the full moon. 


Most of the other theaters are indoor affairs, varying in size and quality. It is rumored that several of the travelling performers that visit here are spies of one sort or another, usually tracking the movements of other visitors to the city. 

7. Noble estates: The estates surrounding the Marketplace are the homes of the noble elite of Four Winds.  

8. Wealthy residential district: Where the non political merchants rest their wealthy weary heads and plot new markets. 

9. Average residential district: These districts usually have a large amount of construction as well as commercial intrusion. There are rumors of a cult or new faith that has taken up in one of these neighborhoods but so far information is scarce.  What is known is that in three of these neighborhoods, new wells of Water Seed design have been built, seemingly for free. 

10. Garrison: Four Winds is blessed with a skilled set of city guardsmen.  Many members are older former adventurers making some easy coin for their day to day expenses, their homes and livelihoods already secure.  Two lieutenants in the city guard carry the title of Dragon Slayer, one of them legitimately.

11. Guildhall district: Civic Works, Stone Masons, The Growth Alliance (farmers), The Bronze Shield (Soldier/Guard), The Golden Trumpet (Bard's Guild), Blaze Hall (arcane casters), Brewmaster Battalion, Carters Garage, Handlers and more fill up this district with self importance

12. The Marketplaces: The Marketplaces north, south, east and west are paved areas of town that are extremely well organized. When you shop here you either wear a symbolic light blue dickey while you walk around , indicating your purchases are cash and carry or you find yourself at the Carters' Stand.  There you rent  a wagon at discounted price that the Carters then deliver your purchases anywhere in the Rift.  The wagon's cost is based on size, required pull team, and distance of delivery. These are just some of the many businesses to occupy space in the Marketplace.

12.1 A Man's Burden: A blacksmith who displays and sells exotic weapons, made using blueprints gathered from across the land. Owned and operated by the human Gordon Mann, the forges creations are crafted by the Jann Kalique Mulaam. 

Kalique Mulaam

12.2 The Day to Day is a General Store and Grocery.  This particular store seems to change hands between owners frequently.  There isn't a lot of profit in a general store. 

12.3 Munsters Mash: A tiny gnome named Herman stands at a crate, hollering in broken common to come over. He'll buy your scavenged monster parts (albeit at varying prices) from you. If you give him enough, he'll turn them into an item. It's disturbing, but how can you resist his cute lil' face?

Razor

12.4 Bunions' Boots offers weather proofed footwear for sizes small to huge. Several years ago, a pair of boots so large they marked the ground where they were created with stones, was crafted and shipped off via a wizard's magic! The boots, certainly crafted for the feet of a Titan, were ensorcelled by a wizard, both disappearing shortly after final payment was made.  Bunion's Boots is owned by a halfling merchant gambler known as Razor.  When other gamblers wish to annoy the halfling and get him off his game, they will call Razor "Bunion".  Locals frequently trick visitors into calling the halfling by the Bunion name, a practice he detests.   


12.5 Soupies Soaps: A Sylph purveyor of soaps, fur oils, incense and other toiletries. Soupies is always busy.  There is a Soupies Soaps in each marketplace. 

12.6  On Balance is a small dome building that houses the moneychangers and local appraisers. The Master Money Changer is Dakor Cault of the Black Tar Clan. Appraisers are made up of a variety of races depending upon their expertise. On Balance has the most security of any business in the Marketplace. While exact security is unknown, various incidents in the recent past have revealed summoned creatures and an invisible guard force. A half dozen minotaurs also visibly represent they protections available here. 

12.7 Get Smart: Text books, educational aids, scribe services and the rare book of mystery are all offered from this domed structure. Experts and tutors have adopted this business as a gather place for those looking to hire individuals of their expertise. The actual owner of Get Smart is a bit of a mystery but the current manager is a Tengu named Suumik.  

12.8 Black Tar BBQ, Its the Pits! They will barbecue anything and their sauce tastes like no one else'. 4 Ovens and Grills dominate the outside of these half domes. The BBQ smells terrific but the choice of meats depends on the day. 1gp gets you a jar of Black Tar BBQ along with a day long access to their buffet of barbecued mystery meat. For an extra silver they include a Black Tar Ale.  Believe us when we say you'll only drink one. Black Tar BBQ is the largest central dome in the Marketplace and is easily reached from the majority of businesses. There is one in every marketplace! Strangely enough it doesn't appear many other merchants enjoy barbecue. 

13. Temple district: This well paved and cared for section of the city is notable for the unique architecture of the temples.  Each temple started out as a large dome but over time several have added on unique structures based on architecture from all over the world.  Many find these places of worship to be visually confusing.  Several temples have shrines to lesser deities that are recognized by the larger faith.

13.1:  Temple of the All FatherAnnam is the giant deity of Magic, Knowledge, Fertility, and Philosophy. Also known as the All-Father, is the creator god of the giant pantheon. His symbol is a pair of crossed hands, held palms together with their fingers facing downward. Annam takes the form of a 60' or 100+' tall giant with white hair, wearing a robe of midnight blue.

13.2: House of Infinite RiddlesDiancastra is the trickster-goddess of the giant pantheon. Her symbol is a sea-green streak, which is based on the mysterious mark she bears on her shoulder. Diancastra has many faces and wiles, from a , slender elven maid to a giant. Two traits remain constant in all her forms: her green-flecked amber eyes and the streak of sea-green skin along her left shoulderblade. She is sometimes accompanied by a magical owl. Diancastra is both impudent and arrogant.

13.3: BattledomeGrolantor is the deity worshiped by the hill giant race, as well as ettins, and some frost giants and ogres. His sacred animal is the dire wolf. His holy symbol is a wooden club.  Grudges can be settled here in the form of holy battle.  Never admit weakness! Crush the weak! Grolantor's priests wear dark brown armor made from horn, and adorn their heads with skulls. They regularly organize hunting parties and skirmishing warbands.

13.4  The Dome of AshHiatea (hee-AH-tee-uh) is the giant deity of nature, agriculture, hunting, females, and children. Her symbol is a flaming spear. Hiatea teaches that Nature is both creator and destroyer, and that admitting defeat is the worst shame a giant can bear. Still, some prices are too high to pay even for victory, for Hiatea is a goddess with tendencies toward good.

13.5 The Dome of FlowersIallanis is the goddess of love, forgiveness, mercy, and beauty in the giant pantheon. Her symbol is a garland of flowers.  Iallanis appears as a graceful giant, 25' in height with fair skin. She wears a short green dress from which grows living flowers. She is always bare-legged and bare-footed. Iallanis teaches that mercy is to be honored above all else, save the gods themselves. Beauty is to be honored above all else save the gods and mercy. Punishment will naturally come to those who do evil and rewards will naturally come to those who do good. "Kindness is the milk of might; passion is the milk of life."

13.6 The Temple of Record: Memnor is the cloud giant deity of pride, honor, mental prowess and control. His symbol is a thin black obelisk. He appears as a kindly, golden-skinned giant with piercing eyes, wearing a deep blue robe. He is subtle, intelligent, charming, cultured, articulate, and cruel beyond words. 

13.7 Sky Dome: Stronmaus (STRAWN-mawz) is the giant deity of sun, sky, weather, and joy. His symbol is a forked lightning bolt descending from a cloud that partly obscures the sun. His avatar appears as an enormous (up to 80' tall) giant with blue eyes and flowing auburn-red, wavy hair, wearing a simple gold-edged white robe. He is normally depicted smiling and reveling. He cannot help but smile, for the energy of life flows through him so strongly that it is hard not for him to express his continual exuberance. He revels in the storms he calls up and in the thunder that booms from his magical hammer.

13.8 The Malice Palace: Vaprak is the deity worshiped by ogres and trolls. Vaprak is also known as "The Destroyer." His symbol is a taloned hand. Vaprak has a humanoid form colored an exceedingly horrid mottled brown and green. He has an elemental, savage quality that endears him to ogres and trolls. Vaprak holds the other giantish gods in awe and respect, however, and fears that his race may abandon him to worship them. He is not a planner or a thinker; he merely destroys, ferociously, as quickly as he can, urging his followers to do the same. 

13.9 The Temple of Shrines: This small dome is home to dozens of shrines of giant deities not prominent in his region, such as Surtr or Thrym.  This structure is also used for funeral visitations. 

13.10 The Temple of the Lost: This structure is always being internally reorganized and is always under construction.  The Temple of the lost is a shrine to a variety of non giant deities, including Vishanti Agamotto.   The construction and rearrangement is due to the ever changing prominence of faiths practiced by the smaller races.  

14. Four Wind Farms provides barley, grains, greens and rices.  The farms are maintained by members of the Duskhearth and Lost Clans. 

15. Inn/Tavern district: Unless otherwise stated, most Inn's and Taverns occupy clay domes of medium size.  Any beverages crafted outside the kingdom are heavily taxed. 

15.1 The Dancing Imp: Once a bar of ill repute, where shady deals and even devil worship took place. The legend goes that once a cunning bard called a devil, tricking him by destroying his sigil and cursing the imp to dance until it perished from exhaustion. Nowadays, it goes that demons have never since been found into the bar due to this old superstition. While the truth of this tale is often in dispute, the bar runs a marathon dancing contest on the first Saturday of every month with the winner taking a "devil's share" of alcohol in winnings. The Dancing Imp has twenty simple rooms available to rent. The food is not recommended even by the bar's staff. 

The current owner is a Tengu woman named Sheen Salek

15.2 The Giant’s Foot: A dirty bar full of lowlifes and criminals, commonly used for dealings between races such as orcs, goblins and yes, giants. While it's a hive of scum and villainy, where crimes between patrons are met with an uninterested shrug, those who mess with anything within the bar such as stealing glasses are swiftly met with a hill giant guard who nails them by the feet upside-down to the wall to rot, until their ankles break off and only their crucified feet remain. This bar holds a commons area where patrons can sleep the drunk off or wake up from being knocked out. 

Blank

The current owner is a Troll named Blank

15.3 The Twin Golems: At the entrance to the tavern two huge clay golems stand, lifeless, their longswords crossed above the door frame. When commanded, such as during a raid or crime, the bartender can tell them a secret command word which activates their defensive procedure, blocking anyone from entering or leaving the building with force if necessary. The golems have been repurposed here, having been once automated labourers in a mine, but have no personality and are comatose until commanded. The Twin Golems has twenty simple rooms, and ten suites available for rent. 

Zedar Ekran
The current owner is a Tiefling named Zedar Ekran

15.4 The Portly Frog: A large, open room with a circular fountain and one particular statue of a giant, fat frog at the centre. Rumours say that the frog was a magically cursed prince petrified by a Medusa, though it is impossible to determine its validity. A small quartet of bards can usually be found in the corner, singing beautiful songs and busking for money. Those who cause trouble in the bar quickly find that this band of high-level Bards are also the security of the establishment. The Portly Frog has a dozen simple rooms and one commons. 

The current owner is the Half Moon Ampitheater 

15.5 The Whispering Web: A bar infamous for hosting criminals and fugitives from authorities, often home to Drow and other evil creatures. Theories go that secrets travel faster than feet there, which may or may not be true: Mirrors hanging on the walls around the bar are used to anonymously conduct business with one another, with each dealer the only person able to see the other. For this reason the tavern in prized for its discretion and has been rumoured as the host to a number of highly influential underground business deals.

The current owner is a minotaur named Shank

15.6 The Grand Dome: This Inn and Feast Hall is the largest, finest, and most expensive Inn located in Four Winds. The Inn has fifty simple rooms, fifty mid size chambers, and twenty five suites.  The food in the Feast Hall is very popular due to the strange duo of cooks that run the kitchen. The chef is a gnome with a very long name that locals have broke down into Barnacle. The Cook is a stone giant woman Finlilly Farfaw. Barnacle sees to the upper class clientle and Finlilly cooks for the masses. Their friendship and rivalry provides much of the entertainment inside The Gand Dome.

The current owner is the Jinn Born Rock Island clan member Vailamore Goss. 

16. Red-Light district: Changelings, Lycanthropes, Tengu, and Ogres run the brothels of this district with ownership frequently changing hands. Pimps from this district often cause trouble in the slums and shantytown for anyone practicing "The Trade" outside the district. 

17. Ancestor's Rest: Four Winds Cemetary: Maintained by the various faiths of the city, only citizens of the kingdom may be buried here. Several wealthy families maintain family plots and mausoleums here. 

18. Slum/Tenement/Shantytown district: Many of the individuals in these areas of town are either escaped slaves or prisoners escaped from outside the kingdom. 

19. Warehouse/Caravan district: Every clan has a warhouse

Four Winds is surrounded by lakes, including four great lakes in the rift and is the major trading hub for the central and southwestern portions of the rift. The city exists for commerce, and it has grown to its current size as the literal center of its economic region. The city operates under a charter granted by the King to the Mayor of Four Winds, a powerful and respected position. Four Winds has a higher gp limit than most cities its size due to the constant influx of travelers and merchant caravans from all over the continent. It frequently houses more than 8,000 travelers in addition to its usual population.

ARCHITECTURE

The major structures of Four Winds are large and impressive, yet lack any single unifying style. The city’s architects are torn between the conflicting desires of impressing merchants and dignitaries from distant lands and avoiding the appearance of bias toward any one culture. As a result, public buildings reach for a grandiosity they fail to attain, conveying a sense of pomposity without any real majesty. They appear to be based on descriptions of other great structures never actually seen by residents of the city. Unimportant buildings, such as small shops and the private homes of less prominent citizens are simple, built of inexpensive wood or clay domes. Most are plain and unadorned, but some feature gaudy décor in a feeble effort to appear more important than they are.

LAYOUT

Four Winds is surrounded by a single defensive wall, 20 feet tall and 10 feet thick. The wall is wide enough for guards to patrol and strong enough to withstand at least a brief siege (hardness 8, 450 hp, break DC 55). Yet a trading hub cannot afford to make access difficult, and the city has never needed to repulse invaders. Thus, vast gates pierce the wall at many points, including on each of the four main roads. Though they normally stand open day and night, the gates are solid and defensible, constructed of heavy wood (hardness 5, 20 HP, break DC 23). Each gate has a standing guard of two city watch soldiers.

The city government spares no expense in road maintenance, even when cutting costs in other services. The cobblestone streets are built to accommodate feet, hooves, and wheels. The main roads are abnormally wide, allowing even the largest wagon to pass unhindered. Intersections have clearly marked street names, and most major thoroughfares are lit at night by lanterns or—in the richest portions of town—by continual flame effects. The layout of the minor streets is a simple grid, so visitors can easily find their way around. Smaller roads and alleys are hidden from the main roads behind buildings, ensuring that merchants are not inconvenienced by trash or beggars.

PERSONA

Ironically, Four Winds’ attempts to remain culturally neutral have produced a unique personality. Styles and fashions from nearby kingdoms and farther lands blend to create a riot of colors, garish to visitors but considered the height of taste by the inhabitants. Foods, music, games, and languages from the world over are equally mingled—Four Winds has a scent and an accent all its own.

The people of Four Winds have an overdeveloped sense of their own importance to the region, but they try to hide that attitude from travelers. Citizens believe themselves to be cosmopolitan and declare their tolerance of others, but they actually hold fairly provincial attitudes. They scoff at unfamiliar beliefs and often mock the dress and behavior of foreigners—but only out of earshot, since they want visitors to feel comfortable and thus be willing spend money in the city. This façade manifests as a sense of brittle politeness, pseudo-friendliness that visitors notice. Merchants flock to Four Winds to trade—or at least to stop over on their journeys to other markets—but few foreigners stay long.

 In order to make merchants feel safe and secure, the city government makes a show of rigidly enforcing the law. In truth, Four Winds has an exceptionally high crime rate, but so long as miscreants limit their activities to picking pockets and other petty thefts, the guard grants them some latitude in the name of maintaining the peace. Should a foreign merchant be harmed or murdered, however, the guard turns Four Winds upside-down in the search for the perpetrator.

Tuesday, May 10, 2022

05/05/2022 Virtuous Age Session 8: The Leprechaun, a Masterwork Metal Cube, and the Skeletal Construct

We begin this session (September 2nd) in the hero room of resting. Gwelldar is in better shape, the other survivor expired during the night- his remaining years stripped from him.

Eabrossi introduces himself as we query Gwelldar.

Q: Was Gwelldar present with them here?

A: No but was supposed to be. He didn’t come here with Eabrossi’s parents.

Q: How long have you had the spell book and where did it come from?

A: A tale for later. 

Q: Was he surprised about the Orcus flowers?

A: Gwelldar is more concerned about the Leprechaun who works for a dangerous elf woman.

Q: Why was he here? 

A: He was looking for his children who stole maps of his. And has been here since the middle of the summer. He clearly does not know his gnome children are dead.

Gwelldar was looking for Reflecting Pools for the Queen. He believed there to be the remains of someone buried here may have a clue to a Reflecting Pool location. A house symbol- would unlock a clue on a map he has back at home. Solis Fein was the individual.

Tena hands him a journal and tells him to write notes of everything he remembers while we investigate the rest of the mausoleum and look for Solis Fein. 

We continue to the unexplored remaining hall and find a secret door. A four armed skeleton presents us with four magical flying torches before it reveals a room. We find a diversion, a trap door with 800 gp and 5 diamonds worth 500-1000 gp. and a Leprechaun.

Kron follows the invisible Leprechaun down the hall to encounter a rust monster. Eventually we catch up with the Leprechaun but it eludes us after a lengthy chase that leads away from the mausoleum.

We head back to the dungeon to confront the skeletal construct we left until later. Kron ultimately destroys it, then we decide to investigate further and gather the fallen gnomes. We spend 8 hours of searching and when we are done it will be the next day.

Magic is detected at a well we found when giving chase to the Leprechaun as well as at the deeper darkness hall. We thought it best to avoid that. However, at the bottom of the well was a body that possess a magic +1 short sword “valgyre” that gives off light (potential legendary weapon) and a magic ring of protection +2.

We find the Fein clan wing with only three graves, one obviously belonging to Solis Fein. Gwelldar claims he requires the shield Solis was buried with as it features the ‘original’ family crest. Gewlldar believed this will unlock a location to one of the Reflecting Pools.

Eabrossi uses the skeleton key, its magic consumed, to open the real Fein family sub-crypt. Below are several caskets of the Fein family and symbols of Pelor. Drawings on the wall depicts the evolution of the family and a map in fresco. Gwelldar is astonished and wants to study the area.

Tena offers a prayer in advance of our searching the tombs. We find Solis’ magic Shield, significant because it symbolizes their noble recognition. 

Besides the art items and historical items…

Eabrossi finds 0 level wand fully charged CL1 and a ring of spell knowledge 1, Tena and Aevum each find a 2nd level wand fully charged CL 3, minor crown of blasting and a rod of thunderous force.

Zaigan finds a heavy load belt and +1 weapon and +2 special ability. Kron finds healers gloves and +2 weapon with +1 special ability.

We believe we have found areas for three Reflecting Pools due to the ancient nature of the location. We spend another day here.

We eventually break the news to Gwelldar about his kids and agree to accompany him with the bodies of his offspring to Four Winds.

Thursday, May 5, 2022

Gwelldar's Tome of the Jack Were-son

 

Gwelldar

Gwelldar's Tome of the Jack Were-son (Level 10 Universalist) Value 9,000gp


Blood, dirt, wine, and more stain this white leather book. The owner’s name, Gwelldar, is stamped into the cover in peeling gold, yet no more information about the author is immediately evident. Several of the pages contain careful diagrams, illustrations, and maps. A dozen pages are music sheets from a bygone orchestra while the final page is a prayer to V.A, With the A layered over the V, appearing as a variation of an X to those with less religious knowledge. Some of the pages of this tome are of a different type of paper than the majority of pages.  


A standard spellbook includes all cantrips from the Core Rulebook except those in the wizard’s oppositional schools. Books containing cantrips from additional sources are noted in the content description.

When a spellcaster who prepares spells uses a spellbook or formula book with a preparation ritual, as long as he prepares at least three spells (not including cantrips) he gains a temporary boon granted by the ritual. The boon lasts until its effect is spent (as specified by the boon description) or the spellcaster prepares spells again (at which time it can be reapplied by preparing at least three spells from the book). A spellcaster can only take the effect of one preparation ritual when she prepares spells, no matter how many spellbooks with preparation rituals she uses to prepare spells. 

Protection Average lock with arcane lock (DC 35) and explosive runes (Reflex DC 17)

Spells

5thbreak enchantmentmage’s private sanctumpolymorphtreasure stitching

4thcharm monsterdimension doorgreater invisibilitymoonstrucktrue form

3rdcloak of windsexplosive runeshastelightning boltnondetectiontwilight knife

2ndacid arrowburning gazedust of twilightfog cloudmetabolize [UM] (missing)protection from arrowsspider climb

1stalter windsant haulburning handscause fearhold portalidentifymagic missilesleepstone fistvanish

Mastering the Orchestra Music opens these Bardic Masterpieces

Life Budding In Salted Earth (Sing, String, Wind)

This delicate tune suggests the determined sprouting of seedlings through barren, rocky soil.

PrerequisitesPerform (sing)Perform (string), or Perform (wind) 4 ranks.

Cost: Feat or 3rd-level bard spell known.

Effect: This masterpiece grants all allies within 30 feet fast healing 1 for as long as the bard maintains the performance. He may increase the cost per round of the performance up to a total number equal to half his bard level to increase the fast healing by 1 for each additional round expended.

Use: bardic performance round per round, plus 1 or more additional uses per round to increase the duration of this effect.

Action: 1 standard action.

 

Symphony of the Elysian Heart (Keyboard, Wind)

You spark notes of joy and freedom in your listeners.

Prerequisite: Perform (keyboard) or Perform (wind) 7 ranks.

Cost: Feat or 3rd-level bard spell known.

Effect: The complex arpeggios in this piece follow each other so quickly that the music can sound jumbled and disjointed at first. As the piece progresses, however, distinct phrases emerge, creating a wild but harmonious piece that inspires feelings of unfettered freedom. You and up to one ally per bard level within 30 feet who can hear you can move and attack normally for the duration of your performance, even if under the influence of magic that usually impedes movement. This effect is identical to that of freedom of movement, except that this masterpiece does not allow subjects to move and attack normally while underwater unless these creatures would already be able to do so, and only lasts as long as you continue the performance.

Use: 1 bardic performance round per round.

Action: 1 round.

Vishanti Agamotto Prayer 

This boon is granted if the VA faithful perform this prayer in the daily preparation rituals. The prayer provides the worshipper a +1 caster level to a single spell cast in the next 24 Hours along with a +1 faithful bonus to all concentration checks made during that 24 hour period. 

Preparation Ritual

Step Aside (Su) Three times per day as an immediate action, the caster may activate this boon to take a free five foot step. Only a single use of this boon can be used in a round.

Wednesday, May 4, 2022

04/28/2022 Virtuous Age Session 7: Undead Eternity, Orcus Priests and the Room of Rest.

We begin this session still in the lower mausoleum levels after gathering everyone together including two survivors in order for Tena to heal the group. 

Both the human Mayton and the gnome Gwelldar suffer from ghoul fever and has suffered negative energy drain in the form of depleted constitution. 

We decide to make them as comfortable as possible as we continue our explorations of the dungeon. The dead individual we also discovered is shackled for fear of rising against us.

Exploring the remaining unknown areas we uncover clothes belonging to Eabrossi’s parents in an area that contained three cursed items. This discovery reveals the location of where the treasure hunters contracted the disease-like curse that eventually killed them. We destroy the cursed items (a diadem, scepter, and orb) ensuring the success of a remove curse. 

We fight through some ghasts and three orc priests of Orcus before we find the remains of a half elf paladin. Recently killed, the paladin bears an elven sun-god symbol. He does not appear to be a treasure hunter.

Orcus Priest
We gather valuables and decide to move Mayton and Gwelldar to the protected healing room of adventurers before we investigate the last room. 

This session our group recovers:

6 potions of CLW

3 master work chain shirts

3 master work morning stars

6 javelins

Scroll tube filled with 20 gp coins

Plus: +2 Longsword (Zaigan), +1 half plate (Kron), +1 cross bow (Tena), +2 short sword (Eabrossi), 7 potions 1st level potions CL1.

Gwelldar’s spellbook to be detailed by the DM. 

We begin next game session with the search of the last under room in the Pelor mausoleum.