7.5-20.23 Building the Guild
Last time:
- You ventured into the forest and met the elk "god" Gods & Pantheons, who is actually a warlock Patron.
- "I do not offer the power of a god, I offer the power of a patron."
- Gave Rased a blink dog, which he rejected, but the dog came with anyways.
- Everyone got some whacky items.
- Liz's gave Cerune info about her daughter.
The group of Rased, Elizabeth Ursus, Orinea Egumathala, and Terrall want to build an adventurer's guild in the town of Helmport.
The purpose of this guild will be to improve the community, solve problems, and do quests to make the area overall safer. The players will need to acquire a guild license to be officially recognized, build a guild hall, and name their guild.
Anyone want to use a token?
What has your character been doing since the last session?
What would your character's primary role be in the guild?
Rased - working with Pyrha, bonding with dog! 5 gold earned.
- George Clooney/and or nic cage, planner and organizer
Liz - Making connections, helping at forge. earned 70 gold. - Helper, organizer, manager of guild but NOT in charge
Orinea - working at the fighting ring in Goldhallow. Decided she must talk to others... Earned 20 gold. - Good at distracting, combat, muscle, "big boi" "fuck it we ball"
Terrall - Getting drugs. Literally on steroids. - Protection magic - mage of the guild, detecting objects, navigation, etc.
!!Note Name
![[D&D 5e Fortresses, Temples, and Strongholds - Building Options.pdf]]
Intro
Task 1: building a guild hall
To build in the town of Helmport, it would be a good idea to speak to the Herald. You can find some land and get a building permit, but to do so you must present a plan for construction and a fee of 500gp. In addition, you must either hire merchants to do the work for you OR find the materials yourself.
Guildhall or lodge. A large and often-storied house dedicated to housing members of a guild, typically all of a single profession or adventurous bent. Contains semi-private quarters for up to 25 individuals, and a free dining hall that costs neither room points nor gold.
- Each player character can have a private room for free.
- Dining hall will provide free food, which Wyllis doesn't need to contribute to, taking that burden off him for the player characters. This will improve relations with him.
- Players need to collaborate to make a blueprint for their hall. Include a main room, a room for each of the guild leaders, and the two side rooms. This blueprint can be changed as the guild grows, and you can get opportunities to build new rooms from certain quests, as well as get merchants and rewards like classes for building certain rooms.
- All costs will be reduced from the PDF, as it is assumed that you have resources and help already. Cut current costs by 90% (each thing is only 10% of the marked price.)
Materials:
- 5000gp OR questing for mats
- Players can pay others to go do these tasks for them while they do other things if they would like.
- Time will be lessened as there are many people to help with building in town, but your hall will not be finished for a few weeks of real time.
- Choose two types of rooms to add to the guild hall together.
- Choose a spot for the guild hall.
- I will build a map for it also, and you can decorate your own room eventually.
- Free: Dining Hall/banquet hall/mess hall
- Other two chosen rooms: (2 rm points)
- x
- x
Let's Run Some Errands!
Jitters & Tidings is having you escort some merchant friends to Goldhallow in return for money and manpower to build the guildhall.
- Fought first round of bandits, taking carts to goldhallow with two of the bandits in them.
- short rests taken
found a Note with cypher in it.
Note with cypher:
- "htrrjshj fyyfhp ns ybt bjjpx. gzws ny fqq, pnqq fqq ywfajqjwx ns hfxj ymjd fwj lzfwix. qtsl qnaj ymj xhfwqjy mtwsx."
Continued - July 8
The party is taking the carts to Goldhallow. This is an escort mission to bring the merchants to GH safely, as a favor for Jitters and a show of goodwill and to build up the guild further. They are going to run into bandits heavily during this trip, as it is two days and they are hauling a cart full of goods.
They are about a half day through the trip and have run into 4 bandits - 2 lackeys and 2 captains. They have the captains captive in the carts as well.
Landmarks seen:
-Large thorn tangles, with large gouges out of the ground.
Traveling merchants names are Leigh and Ulric.
Overnight, someone takes watch and has an encounter.
-Thunderstorm - its raining, lightning, they set up a place to rest and watch as a huge blue figure flies just above the clouds, coming from the east.
- After they wake, they find that bounty hunters surrounded their camp? They are riding velociraptors and argue that they have intercepted the distress signal coming from the bandits sending stones, and have the ultimate authority to take the bandits into custody in Goldhallow. a deal is struck to bring the bandits in and the bounty hunters get the money.
What happened?
- The Scarlet Horns uniform: red tabbard and metal armor, gold rope belt.
- Fought the moose and bandits! both moose got away and one bandit got away. one was killed.
- party almost died :(
- Pockets of captured captains still beeping, but eventually stones in pocket are taken out and crushed
- Made friends with the velociraptor bounty hunters! they trust the party.
Continued Part 3 - July 20th
They are about a three quarters of the way through the trip and have run into 6 bandits - 2 lackeys and 2 captains, plus two more with giant moose mounts. They have the captains captive in the carts as well.
Injuries
Rased
2- Broken Leg
Your speed on foot is halved, and you must use a cane or crutch to move. You fall prone after using the Dash action. You have disadvantage on Dexterity checks made to balance. If your leg is splinted with a successful DC 15 Wisdom (Medicine) check, then magical healing of 6th level or higher, such as heal and regenerate, mends the broken leg , or it will heal naturally in 8 weeks. If it is not splinted before it’s healed or allowed to heal, the effects remain until it is rebroken and splinted.
Orinea Egumathala -
4- Internal Injury
Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can’t use reactions until the start of your next turn. Magical healing of 6th level or higher, such as heal and regenerate, cure the injury, or if you spend ten days doing nothing but resting, it will heal naturally.
Encounter:
As you travel, you pass the bleached remains of a huge creature. vultures are circling. If you move closer, you can see moss and vines growing on the bones.
Goldhallow Intro (from page)
As you approach the towering stone walls leading into the city, the first thing that strikes you is its impressive size and grandeur. The walls, at least 30 feet high, seem to stretch endlessly in both directions, encircling the bustling city within. Two guard towers mark the gates of Goldhallow, with a guard standing watch over the entrance to the city.
The gates open to greet you, and you enter Upper Goldhallow. The sounds hit you first - merchants at booths hawking wares, horse-drawn carts clattering past, and the sound of street musicians playing for the crowds. You smell food, incense, and the enticing scent of perfumes wafting through the air.
The streets are fairly wide and bustling with all different kinds of people. Nobles adorned in rich, vibrant garments pass by you without a second glance. Craftsmen in aprons call out to potential customers, displaying their finely crafted goods. Children run and play, weaving through the crowd easily. You can tell they were probably born and raised here, as they naturally find the path through and around.
As you venture further into the heart of the city, you come across bustling marketplaces filled with colorful stalls and shops. Traders from all corners of the realm display their exotic wares: silks from distant lands, rare spices, glimmering gems, and even mystical artifacts of unknown origin.
At night, the city transforms into a magical spectacle. Torches and lanterns light up the streets, casting a warm glow on the bustling nightlife. Taverns and inns come alive with music, laughter, and stories of far-off lands. Performers entertain passersby with mesmerizing displays of magic, acrobatics, and storytelling.
Upper Goldhallow, a lively tapestry of ideas and cultures, is a beacon of progress in the Cascades. Though it stands tall among the undeveloped landscape, the city has politics and secrets that remain unseen. As you continue your exploration, you realize that within these imposing walls lies a world of adventure and opportunity, ready to unfold before you.
- Merchants mention that they need to get the the Arcane Emporium. Should be just a few blocks down the street.
- The delivery goes smoothly, and the party are given Sending Stones. These can be tuned to not just pairs, but multiples so they all can communicate if needed. They are also given 500 gold each from the pair of merchants, plus 500 experience points.
When they get to Goldhallow:
- Merchants need to go to the The Arcane Emporium in Upper Goldhallow. Run by an eccentric human warlock named Khan. Olive skin, long dark hair, and teal robes with gilding on the sleeves. Seems to have a few motes of teal magic hovering around.
- The Arcane Emporium: A prestigious magical emporium that sells rare and exotic spell scrolls, potions, enchanted items, and magical artifacts. Run by knowledgeable and eccentric wizards, it's a haven for spellcasters and those seeking mystical wares. It has the same aura as walking into the Taylors Falls bead store - it's cluttered, items from floor to ceiling, and has a creepy little basement. There is a cat that is walking around the store as well.
Back in Helmport
- Therus is in jail, rotting basically.
- He used to be this regal figure, with huge scarlet horns that inspired the name of the bandits. Dark hair, now messy and unkempt, his face gaunt and tired. Used to have pretty buff figure, strong, intimidating, now wasted away and almost frail looking.
- The jail is beneath the great hall, Jost led players into a dungeon-like holding cell. This jail is empty besides Therus.
- There is little law in the area besides local entities. This results in people like Therus being kept here, and lower level criminals being let go. Therus was captured via a bounty mission in the past, and has been kept here for a long time with little idea what to do with him otherwise. Jost does not believe in executing, would prefer to try and reform prisoners, but Therus refuses to let go of his bandit empire.
- Jost, when alerted of the threat, begins preparing defenses for the town.
Notes
Bag of Devouring | D&D 5th Edition on Roll20 Compendium - given to Adam
- made a note of the giant skeleton and leaving
- khan (goldhallow merchant) may have info on the gauntlet
- missing child poster and business cards added to bounty board
Fantasy library -
- new things regarding Healing Without Gods
- things about the feywild
- trying to figure out the weird spatial thing in the forest
- mapping out the forest if you can!!!! guild cartography
- rat librarian - they them
- giants existing in this area - pretty long history
- 6 different types of giants
- Giant (Dungeons & Dragons) - Wikipedia
- Orinea gets a stack of information about giants.