Tuesday, April 26, 2022

"Bob Hall" or A New Way to Think About Specific Institutions

 Much that is strange has been discovered and subsequently taken and held by various barbarians in the sea-caves known as the Ocean's Throat, north and east of Cothon. Ideas-man and renyu-friend Durham of the Ringing Anvil has taken the former pirate-hideout now called Fort Doghouse, as well as allying with the "native" renyu tribe of the Wasgo; and Citizen Sesel and his association, the Survivors of the Tel, claim to have seized some kind of further holding behind the legendary Green Doors within said sea-caves.

Well, the Survivors have begun to call their section behind the Green Doors "Bob Hall", and one Bartholomew Pettibone has been granted some kind of "stewardship" over whatever "hall" this may be.

Now, having long used Ben L.'s wonderful rules for building an institution for this game, it struck this referee that one could perhaps write something "custom" more akin to the special "relationship clocks" Ben has developed for cultivating relationships when thinking instead about institutions.


So:

Let us agree and establish that "Bob Hall" is currently "inconsequential" as an institution (rank 1); few dinars (gp) have been spent to upgrade the area heretofore, and no specific rolls have been made. It is merely the case that the adventuring-barbarians have ransacked the area and claimed it for themselves, with some scant resources allocated to ensure its security with a small garrison.

Granted! But now Bartholomew Pettibone has been set up as "steward" of the place, at least for the moment, and offers to pay up to 4000 dinars to develop the area in the caves into something more amenable to human occupation (rather than the strange green-skins that dwelt within it before!).

Rather than just have some generic "clock" to invest into, for this in-dungeon holding I'd rather have a little more buy-in, between me as the referee, and the players making the investment. So as referee, I'm going to suggest three possible uses for an investment, but also leave the end result up to the investor if they (Bart) have a different/better-explained development:

  1. Spend 2500 dinars to line the walls with lead and other heavy metals, hoping to make "Bob Hall" better defensible against psionic attacks
  2. Spend 2500 dinars to expand the bunkrooms and armory, and to hire fighting men to better defend against "conventional" attacks, esp. those coming from Sakkra that dwell in the self-same sea-caves
  3. Spend 2500 dinars to make "Bob Hall" more comfortable for the adventurers dwelling there, and to allow for groups to strike out easily from Bob Hall, rather than "wasting" time in Cothon
Bart has suggested spending 4000 dinars altogether on the Hall; the referee proposes that Bart spend 2500 dinars for one of these improvements, and for each additional 500 dinars that he spends, up to 4000 altogether, he will receive a cumulative +1 on his roll of 2d6 (+3 altogether if 4000 is spend). Bart need only spend 2500 gp of the proposed 4000 to be eligible to roll the dice.

Having spent the 2500 dinar investment, Bart will roll 2d6 (+1 for every 500 gp thereafter up to 4000 gp total):
  • 2-6 the investment fails to "grow" the institution
  • 7-9 the institution grows (to rank 2 -- minor), but its growth incurs a complication (see Ben's complications at the moment, until I write my own)
  • 10+ the institution grows without complication
It will be noted that this is more expensive than growing just any old institution. Indeed, I feel like an institution build inside the dungeon probably should cost something more. BUT, it is not strictly the case that these developments are all mutually exclusive; maybe Bart will be interested in both developing "psionic" and "conventional" defenses ... Perhaps he'll invest in one this month, and another the next? But once some investment is successful, the Referee will offer further suggestions for development, based on what's been done.

... This is only the beginning of a new way to look at developing certain institutions. I hope that it can be a way to differentiate/personalize developing institutions--and remember that like all Referee suggestions, these are all just such, only suggestions!--for those who want to get into some nitty-gritty details. None of this is to supersede the "normal" rules, only to add the possibility of more nuance.


Monday, April 25, 2022

The Envy of Iqtadars

 In early February, Citizen Sesel, newly minted Iqtadar of the Iqta' al Saahil al Shamaliy on the coast northeast of Cothon, paid 2500 dinars to upgrade his iqta' from a minor institution (rank 2) to a middling institution (rank 3) (per Ben L.'s excellent rules). Alas for Sesel his developments came with a complication, and much as Durham has recently learned, such complications can, well, complicate things.

In Sesel's case, his meteoric rise from barbarian to citizen to iqtadar has evoked much envy and ressentiment among the lesser-to-middling iqtadars who hold iqta's in and around the Dual-Cities. Now, Sesel has done a fair amount of legwork to head off this envy, particularly in spending several weeks playing the socialite, going around to various get-togethers with the various Bani and Houses of Gadeed to head off the envy of these lesser lords and ladies.

And while that quick acting on his part certainly helped to tamp down on what otherwise could have developed into "evil rumors" like Durham has seen leveled against him--unfortunately, recent events have just complicated things.


For, un/fortunately for Sesel, his grant of an iqta' was on the far side from any effort possible by the Red Cloud and his forces. Fortunate for Sesel in that he has seen none of the depredations that the Kzinti and their warlord have vented upon such iqta's as al Zaytun to the southeast--yet this very fortune has aroused the ire and envy of those very iqtadars suffering said depredations!

As the conflict grows sharper--especially as new rumors filter in of the Red Cloud's wide daring!--the ressentiment grows apace, and a coterie of iqtadars have redoubled their envious whisperings (probably too at the behest of the Barcidae, who know little love for Sesel and his friends!):


Fortunately for Sesel, the income of his iqta' is not directly related to business in Cothon or Gadeed, and so he suffers no financial hardship; unfortunately for him, this informal "alliance" of lesser iqtadars will make things difficult for him when attempting to cultivate relationships in Gadeed especially, but even in Cothon. Which is to say, as of this week (ending 30 April, as the rumors gather again), Sesel will suffer a -2 penalty on all relationship rolls in Gadeed (excluding his wife's family, the Banu al Rashid), a -1 relationships penalty in Cothon, and a -2 penalty when attempting to build-up an institution related to either city.

Good for him--he has already started on one means of putting this envy to rest, by having solicited the ear of Khusra al Arasqiy, one of the two Souffets of Cothon-Gadeed. If he can secure a relationship with Khusra of (rank 3), these penalties to downtime will end, as Khusra puts her foot down against the nattering nabobs. Alternatively, if Sesel wants to wait things out, the penalties will also end when new Souffets are elected in November of this year (2022), and the iqtadars have to reassess their relationships with power. (Also, for Sesel, don't forget that even when the Souffet rotates out of power, it doesn't mean that the person ceases to have political weight and cache--it can still be very lucrative/important to have the ear of a former Souffet)

Sesel is also free to come up with his own solution to the trouble--the above examples are only suggestions that are made fairly clear through Sesel's relationship with one of the Great Bani of the Cities.



Sunday, April 24, 2022

Evil Rumors

No, despite certain rumors being spread about the Red Cloud and his threat to Cothon-Gadeed and the Ten Cities' League, this report has nothing to do with such developments.

Rather, it concerns Durham of the Ringing Anvil and his continued association with renyu, and the opinions of certain people in regard to such associations.


To wit:

A gathering crowd within Cothon have begun to gather day after day in protest outside the Ringing Anvil--a crowd known to contain a number of supporters of the Souffet Fadhlan as well as certain supporters of the Barcidae. They tell all who will listen that Durham and his Ringing Anvil are involved with foreign elements--non-human renyu in particular, who are supposed to have been involved with pirates and rogue-alchemists in the Ocean's Throat sea-caves--and that these non-humans and their sympathizers will no doubt be happy to see the Red Cloud successful in war against Cothon-Gadeed! Not a few people point out Durham's continued association with the foreign Hanse of the Kantor Kabljauhof, further calling into question his right to do business in the precincts of Cothon.

Though the crowd seemed largely ineffectual when first they gathered, they have continued to grow in number, especially as rumor of the Red Cloud and his evils grow ... as of this week (ending 30 April), the crowd has grown large enough to dissuade most people from approaching the Ringing Anvil for any work whatsoever, other than those who know Durham as a friend / know the value of the work done at the Anvil (regardless of political bullshit).

Durham will lose 500 dinars this week, and each week subsequently that the issue is not dealt with, in order to support his employees at the Anvil through this shortage of work. If he can weather these costs up to 2500 dinars (five weeks), the furor may well blow over. If he wishes to meet the challenge Durham will have to come up with some means of demonstrating the harmlessness of his associations / or his loyalty to Cothon / or just his own innocence ... perhaps he could approach some citizen to sue his enemies on his behalf in the Courts of the Moon?


Results of the Games

[The Scribes apologize for their long inactivity; they profess the most pressing trouble upon them has been the rumor of the Red Cloud and his imminent threat to the Dual-Cities. And that, because of duties relating to this trouble and the sending and receiving of messages, they have had little time to chronicle things for the barbarians of Cothon ...]


The Tsamri-Hane Games were held several months ago; and though the results of the gladiatorial matches are at this point widely known (and probably widely forgotten by many whose worries about the Red Cloud overwhelm their enthusiasm for the combats of the Arena), the barbarian-adventurers who dwell in Cothon may not have heard their results.

Truthfully, it matters only to perhaps a couple barbarians--the most paid the Games hardly any heed--but for those who were interested, the results are here posted for their knowledge:


1. In the match Drago v. Barshan the Strong, it was Barshan who came out victorious. In a surprise upset Barshan closed the distance quickly, clinching his enemy in a wrestling bind, and Drago yielded quickly after that

2. In Idrig v. Charna of Arnhe, Idrig performed as expected. The two closed into melee and exchanged several blows, but Idrig's skill proved superior and Charna found herself defeated. When she yielded, Idrig granted her life (a theme that would continue through the rest of the Games)

3. Between the javelineers Theriax the Peltast v. Korbassh the Sakkra, it was the Sakkra who proved superior. Bearing out his specie's skill in thrown weapons, Korbassh wounded his enemy in the first exchange of darts, and then, after avoiding all of his enemy's javelins, caught Theriax in a strong clinch; Theriax yielded and was granted life

4. In the battle between Elam al Kir v. Hiri Man-Hunter, the latter won handily with his superior Kzin strength. The two came together in melee, but Elam was unsettled by Hiri's "scream and leap" and surrendered with the Kzin's fangs at his throat; he was allowed his life

5. And in the anticipated Mortu the Black v. Shalla the Aridani another upset! After only a short melee and clinch, Shalla was able to disarm Mortu of his dreaded "Blade of Death"; without his weapon, Mortu offered his throat to be cut, yet much to the disappointment of the crowd, Shalla granted Mortu his life.


As for the animal battles:

1. The pack of gadhars easily overwhelmed the chlen they were set upon

2. Between the qaqtla and the yeki, the poisonous whips of the qaqtla serpent took their toll, and the yeki succumbed to the venom and was ultimately killed

3. Finally, between the zrne and the crowd of chnelh ape-men, the crowd was surprised when the leaping predator succumbed to numbers, and the chnelh closed together with their crude clubs and beat the zrne to death (not without a few bloody deaths of their own, to the satisfaction of the crowd)


The only barbarian that the Scribes received word of actually betting on the Games was Durham of the Ringing Anvil, who successfully bet only on the initial battle between Drago and Barshan the Strong. Alas for Durham, his other bets all backed the losers. But with 100 dinars (gp) bet to Barshan, Durham at least wins back 125 gp through Barshan's victory. Better luck next Games, Durham!



Saturday, April 23, 2022

From Bartholomew's Journals: Treachery and Disaster!

[written by Phil, player of Bartholomew Pettibone, about a "Special Episode" that was played 22 April; despite and because Bart was not directly involved, I offered an award of 150 xp per level for the in-character report of rumors, and thus Bart has earned this award]


From the Journals of Bartholomew Pettibone, of the House Pettibone

A Purveyor of Enchanting Sorcery


22 April 2022

Treachery at Tukayyat!


While I have been studying and completing various research projects, here in Bob Hall, I have begun to hear stories and rumors of terrible things. Gan has been in town recently, visiting his sweetie, and has brought me this news:


Word has been spreading in Cothon-Gadeed about a recent attack on a particular Tukayyat hill fort, not too far off in the wilderness, northwest of the dual cities. Many claim, and it is the official word, that it was bandits – merely attempting to make off with several head of the prized chlen herd maintained in that area. However, others have heard more dire rumors.


Reports have begun leaking into public knowledge that the Captain of the guard at Fort Tukayyat (and his squire) were found alone in the forest, slaughtered. It is also rumored that the library of the fort was burned to smoldering ash, a particular artifact has gone missing, and a “trusted” initiate has disappeared. Some are saying this reeks of treachery, infiltration, and guerrilla war tactics by none other than the K'Zin war chief Red Cloud!


Indeed, Gan learned that the mangled body of a well-respected military captain (Lord Icar) was found in the forest nearby the hill fort, his face literally ripped off, and his weapons and armor missing; his squire was found crushed to death nearby. Yes – crushed to death! As well, a particular artifact (the shards of a broken “lance”?), and a certain initiate of the Confraternity of St. Inistas (Sister Kyssa) have gone missing. Furthermore, I have learned that a clerk of the Confraternity was found disemboweled in his chambers, and the library at the fort was most certainly turned into a conflagration (sad to lose such knowledge!). Perhaps the missing initiate was a traitor from within?! Finally, Gan related that in the area around where the bodies of the two military personnel were found, unidentified sources claimed that massive claw marks were noted on several trees, and a particular name carved into a tree trunk was identified – a K'Zinti name: His-Right-Hand-Is-Open!


More general rumors say that Red Cloud has been active throughout the north and west, with his bands of wild K'Zin burning and pillaging isolated farm villages. Small, scattered groups of refugees have been entering Cothon-Gadeed as of late, telling horrible stories of hordes of large cat-like demons descending on their freeholds, wantonly killing all in their way, stealing away herd animals, and leaving a scorched wasteland in their wake. These refugees have begun petitioning the great Houses to do something, but so far their pleas have fallen on deaf ears – except when it comes to one Warlord Dalinar of House Bani al Khalid.


Many of the great Houses, and the High Council, have claimed that these are only rumors, that there is no approaching war with the wild K'Zin (that's utter nonsense – they were crushed ages ago!), and the tales of murder and mayhem are but scare tactics being blown out of proportion by hyperbolic political rivals. However, Warlord Dalinar has made public claims that indeed, there is no “approaching” war – war is already upon Cothon-Gadeed! Keen observers have even noted that soon after the news of the raid on Tukayyat began circulating, a small contingent of emissaries from the Confraternity of St. Inistas made contact with House Bani al Khalid, and had private discussions with Warlord Dalinar.


Has war with the K'zin truly started? What might this mean for the city and her inhabitants? What about the far-flung iq'tas that lay outside of the city proper – are they safe, can they be properly defended, or will they follow a similar fate as Tukayyat and others? What, exactly, is Red Cloud up to?! Warlord Dalinar has made calls to action in the past, and none have heeded – is Cothon-Gadeed doomed?



Thursday, April 21, 2022

Magic and Splendor at the Ringing Anvil

[written by Joel, who plays Durham, proprietor of the Ringing Anvil; with certain adjustments and edits by the Scribes]


Durham’s personal time of late has been used to cultivate friendly business relationship with Zaynab the Enchantress, famous for her magical enchantments; she shaped the magic that allows Durham's magic hammer Sunforger to fly and is the creator of the obsidian feshenga that sold at auction. Durham has spent 2000 dinars to add an office for Zaynab and furnish it for her. This friendly partnership allows for the creation of magical items at the Ringing Anvil.


Najm ibn Toaz – Mastersmith?

Another development is Najm ibn Toaz, a blacksmith at the Ringing Anvil. Najm has crafted many fine and splendid items for Durham and others. His most recent work has been a great sword named Slayer by its new owner Lars Ghar-rider. Yet, despite being one of the experts in the Dual Cities in handling the legendary alloy zortrium, he has not officially earned the title of Mastersmith. Due to an old rule in the guild-book one must prove their mastery by crafting an item and presenting it to the guild as a gift. If accepted by the guild, the crafter is bestowed the title of master; otherwise the gift is returned, and no title bestowed.

Some mock this tradition calling it antiquated and an unnecessary tribute to the guild, others respect the extra effort seeing it as a mark of the person's character and craftsmanship.

Opinions of others aside, Najm has set his mind to the task. Durham, his armorer 'Annaz, and the other employees of the Ringing Anvil have given Najm their support, allowing Najm spend up to one thousand Dinars from the Anvil's coffers as well have access to some of the Anvil's stock of zortrium. And so the process of a splendid item begins, a familiar task for Najm--but will it be worthy of earning him a title of Mastersmith?




Splendor and Magic – Zaynab and Enchantment

The commissioning of splendid items is what the Ringing Anvil is all about, and these items are the first step in making one's own personal magical item (like Durham did with Sunforger). Now with the partnership of Zaynab the Enchantress, it is possible to commission magical items from the Ringing Anvil!

The process starts with making a splendid item. For the creation of this, the player-character will need a rare material (defined by the referee), an expert craftsman, and 1000 dinars (gp) OR 50*(base price of the item), whichever is greater. After an appropriate amount of time to craft it, the splendid item is complete, and it has all the normal properties as well as a bonus of some kind. For example if the item was a short sword it would still do 1d6 damage and may also have a +1 bonus to its damage OR +1 to its attack roll (not both), or may yet have some other non-magical property due to the material it's constructed from or its unique design.

A remarkable item is made by upgrading a splendid item. This is done by paying another 1000 dinars, plus 50*(item's base price) to have additional work done on the item. This work can vary from the addition of new materials, the addition of new art and ornamentation, or a significant change in the item's design. Once complete a remarkable item gains another bonus or feature to what it once had.

Improving upon a remarkable item is rare and usually done by mystic and magical means (or advanced technology). The Ringing Anvil is now capable of this process, in the realm of the mystical and magical through the aid of Zaynab the Enchantress, which requires and additional 2000 dinars (flat fee), a plan or idea presented to the Enchantress, and a number of sessions mystically attuning with the item, guided by Zaynab (at least three successful “spiritual exercise” downtime activities for a minor enchantment, or longer as negotiated between Zaynab and the character // the referee and player).



Item

Bonus/ special ability

Cost

Splendid item

Has one bonus to hit, damage, AC or a non-magical ability*

1000gp OR 50*(base price) & unique materials**

Remarkable item

Has multiple bonuses or a non-magical abilities *

1000gp + 50*(base price), one splendid item & additional work***

Magical item

Has multiple bonuses and gains a magical ability

2000gp, one remarkable item, time & special component


*non-magicial ability: a special property due to the construction or design of the item.

**Unique materials: can be special parts from monsters, a rare metal, etc.

***Additional work: something is added to the item in some meaningful way, perhaps another addition of a different unique material, gem or something changed/added to its design to make it even better than it was before.

Time: at least three successful downtime activities pursuing “spiritual exercise”, under the guidance of Zaynab the Enchantress

Special component: being able to set a magical ability takes time (usually a month's worth) and a component used to bond magical properties to the item.


All costs are subject to negotiation by Durham, as he is the proprietor of the establishment, and some requests may require extra time/labor or extensive use of the Ringing Anvil's resources, and these considerations could affect costs.




Wednesday, April 20, 2022

The Facility -- Services Available

[written by Jacob, who plays Sesel the Voice and his associate Raoden]


The Facility

Somewhat different from most Cothon-Gadeed Services, in that it is not physically present within the Dual Cities, nor even the surrounding area of the Tel, it is nevertheless available to citizens and barbarians alike as a location for learning and research.

Access to the Facility is available only by appointment, through the Bani Dawr. They charge a monthly premium of 100 dinars for a character to access the Facility for their own research, in addition to the character agreeing to share any discoveries they make using the Facility’s resources.

A barbarian can utilize this service by sending notice to the Bani Dawr, along with the required payment. They would then meet a representative of the Bani Dawr at the Processional Gate, be escorted through the long walk, Gadeed herself, and into the Dawr estate. Citizens of Gadeed need only send the notice and coin, meeting at the estate itself at the appointed time.

Once at the estate visitors are guided into a small, well appointed garden and served a calming green tea (which every guest is expected to consume immediately upon being served, in full, as the consumption of it is part of the process for accessing the magics used to travel to the Facility). They are then guided through a short pair of corridors, up some steps to a balcony overlooking the previous garden, and instructed to step onto a small dais and place their hand on a pedestal.

At that point visitors find themselves in a strange metal room, well lit and with plush looking chairs and couches scattered throughout. Throughout the Facility one might see researchers of several denominations, but especially Bani Dawr, notable in that they all wear nearly identical, simple looking gray clothing each with a small pin upon their left breast. Researchers are often huddled over a project, or interacting with one of the various magical mirrors seen all over the Facility, and sometimes just hanging out and having a break (as is most frequently the case in the common room where visitors enter). At that point a Facility representative will be assigned as your escort and research assistant, and you will be allowed to visit and use the various services and features of the Facility, though some require additional fees.

Each new visitor is greeted by the lead researcher, Adnaan al-Dawr, an historian with cropped, curled, purple-dyed hair and blue eyes. She is always enthusiastic of anyone looking to research, though even more so when that research relates to the fantastical things of which the Facility is capable.


Services and Features of the Facility

All throughout the Facility is the omni-present spirit 47. They can be called upon to aid in directing or answering questions, providing interface guidance, and limited access to the more general Facility features.

The Common Room

Available to anyone visiting or staying within the Facility, and the main entry point. The room is capable of holding nearly a hundred individuals comfortably, and includes several tables as well as a full kitchen and chef to provide meals, as well as several (though common) drink options. Though the food quality won’t be that of a fine-dining experience, it is far above standard rations and hard-tack barbarians might be accustomed to when out of the city. Of note in the room, a magic seems to be present within the room that dampens conversational noise, and any given circle of chairs/tables/etc seems to be it’s own pocket of noise, without causing the room itself to be a cacophony at all hours.

The Barracks

Available at an additional fee of 500 dinars per month, and only as rooms are available, a visitor can stay within the Facility itself for their researches. Providing a private room, with remarkably soft and cushy cloth bedding, a sturdy metal desk with plenty of writing implements, and a small wardrobe. Purchasing this, and remaining within the Facility for the month (other than to adventure) grants a +1 to your research/work being done within the Facility.

The Library

While 47 themselves will refer to the location as “Command” most of the time (they are still adjusting to the renaming) the Library is a large room with several seats, some built-in and some clearly imported from Gadeed, sat around various magic-mirror paneled tables. Additionally, any non-magic-mirror surface here is lined with books (some open to various entries and in-use, others stacked not-so-neatly), in addition to the (obviously recently added) shelves of books scattered throughout the room.

The basic 100 dinars grants usage of one of these tables for several hours a day. An additional 200 dinars grants priority access to these panels, allowing you to reserve as much time in a day as you need, and granting a +1 to any research/work being done.

Like the Libraries of the taverns, the Facility’s Library has certain specific topics of information present within. Alas, at this time there are only mundane books available in this collection, no spellbooks.

  • History, especially as it relates to fantastical legends or stories

  • Stories or epics written about legendary adventurers of the past

  • Tomes relating to the translation of ancient languages to more modern variants

  • A small selection of freshly written, unique tomes, documenting the researches of the Bani Dawr within the Facility, its features and mechanics. These are only available to guests who have some agreement with the Bani Dawr to share in their knowledge.

The Simulator

As part of the library here, one can purchase time with the Simulator. This costs 100 dinars per use, but grants access to the portion of the Facility that was previously adventured within. This access can include designing custom scenarios, or to select an existing scenario and accompanying settings, to run through as an adventure. Note that nothing can be taken from the scenarios, so no practical treasure is available. However, the researchers note that they believe there are still things to be learned about those who built the Facility through the exploration of these scenarios, and anyone returning with new information from a scenario is granted not only their 100 dinars back, but the rights to a room in the barracks, and priority Library access for the following 1 month.


Scenario settings:
Time of day:

  1. Mid-Day, Sunny

  2. Night, moon rises after 1 hour

  3. Mid-day 

Weather:

  1. Heavy rains

  2. Freezing cold, snow covers the ground, water is ice, clear sky.

  3. Burning hot, little water, forrest become deserts, early morning (with full sun-rise in 1 hour)

Color of the sun (it is always approximately nickel sized):

  1. Yellow

  2. Blue

  3. Red

  4. Green


Scenarios that can be selected:

  1. Enemy Base Assault

    1. The enemy maintains a small fort at this location. You are to secure the structure, and drive out or slay all enemy combatants.

  2. Base Defense

    1. The enemy is advancing a sizeable troop on one of our surface emplacements, and you’re the last line of defense. They will press a strong attack, but you will have the fort's defenses to your advantage.

  3. Pyramid Assault

    1. The enemy is bringing a warship to bear upon us, and you have snuck aboard. Your mission is to stop the ship from reaching it’s destination.

  4. Cavern Assault

    1. This cavern is occupied by local primitives who support the enemy. They have captives they intend to brainwash to their side. Free any captives you can, and destroy their encampment.

  5. Forest Camp Ambush

    1. Our intel suggests that the enemy will be attempting to make slaves or soldiers of a local primitive caravan. Your job is to stop that from happening, at any cost.

  6. Cavern facility defense

    1. The enemy has discovered one of our secret mountain forts. The structure is to be protected at any cost, and if the control room is breached the facility will self-destruct. Your goal is to beat out the enemy before that happens.

The Research Rooms

Available only by paying an additional 100 dinars, and by getting prior approval from the lead researcher of the Facility. Perhaps not what most residents of the great Mother of Cities would expect in a ‘research’ room, these large open rooms contain only a single chair, and a small magic-mirror panel. However, upon making a selection on the magic-mirror half the room changes to suddenly reveal one of the 4 specimens for research sealed behind an impenetrable glass wall. Note that no direct physical interaction is allowed with the specimens without prior approval, and additional negotiated fees. However, some limited interactions can be had with the specimens, including speech, as well as placing or removing objects within the space.

  1. An ancient looking creature with sickly pale white skin, long white hair, and strange blue leather clothing.

  2. A very well-built looking man, shirtless with a clear X shaped scar on his belly and a brand on his forehead.

  3. A strange 3-eyed “cat” like creature:

  4. A blood-red humanoid creature that strikes around the room violently with strange tendrils and white eyes:


The Infirmary

Available to all who visit the Facility, this large room contains several metal slabs to facilitate medical research, each with a small metal cart to hold tools, and a directional light above the table.

Additionally within the room is (as defined by 47) a Sarcophagus. Only one of these is present in the room, and is only available with an additional 1000 dinar payment, and approval from the lead Facility researcher. Use of the sarcophagus provides significant healing capacity, as well as strengthening anyone who uses it. However, 47 cautions against regular use. There may be other features, but they are yet to be discovered.The “sarcophagus”:


The Ring

Noted here as something the various adventurers of the Facility are aware of, but which is not a generally available feature for research. This “room” lies behind several large metal doors. Access to this room requires a unique code, known only to a select few. Within the room, at the end of a ramp, is a large metal ring with symbols embossed into the face of it:

There is also a small box of the same metal built into the floor to the right side of the ring, the lid can be removed revealing an empty metal box.



The Piedrajoya Guild (the Guild of Jewelers and Lapidaries)

[written by Phil, who plays Bartholomew Pettibone] 

Selling our Gems and Jewels: Building Relationships: Learning to Appraise: Finding Buyers: Dabbling in Covert Dealings


In our role-playing games we are often rewarded for our adventurous excursions by acquiring gems and jewels as items to trade in for coin – which is then spent on so many different things! In order to make game-play move smoothly, it is assumed that those items are normally sold off at a cost defined by the DM, and the coins shared among the party. Sometimes, unique items might be “bought-out” by a party member for any number of particular, personal, role-playing reasons. This makes good sense, and follows the 'KISS' principle (Keep It Simple Stupid). However, some players might wish to role-play deeper into the social matrix of the DM's shared campaign or world – such as when Sesel, the Voice of the Survivors, became a citizen and married into one of the major Houses of Cothon, or when Durham created a new business: The Ringing Anvil. With that in mind, I am proposing a list of local gem-cutters/jewelers and merchants who buy/sell jewels, who comprise the 'Piedrajoya Guild' (PJG), with whom player-characters may interact in order to cultivate relationships for general or specific gain – or perhaps to increase their final selling price of gems and jewelry. I chose this group of merchants/artisans to elaborate on because they are generally high-status people within the community (or at least quite wealthy), they have constant commerce/contact/interactions with many of the more “high-browed” members of society (perhaps privy to rumors or could provide access?), they might have contact with the more sleazy side of the city (acting as fences, etc.), and they are people our characters presumably interact with in order to sell their wares.



None of what is being proposed here would interfere, in any way, with players simply taking the gold piece (GP) value of gems and jewels offered by the DM. To keep game-play moving smoothly, players can always assume that items are quickly sold off to any of these local merchants (there are plenty in the city). However, this extra bit of spice will allow players to “up their role-playing”, further immerse themselves into the game (adding color and social/city intrigue), potentially increase their reputation and skills, or simply increase the value acquired from selling gems and jewels. These artisans can also be used by characters in order to provide a bonus when “Finding the Right Buyer”, or to assist in various nefarious activities.


After talking with the DM, it was decided that the highest caste of people residing in Cothon-Gadeed likely consists of about 5,000 citizens. Those citizens live almost exclusively in the part of the city known as Gadeed, proper. There are an additional 10,000 or so non-citizens (of high-mid stature) living/working in Gadeed. There are another 10,000 or so lower-caste non-citizens/barbarians residing in the less affluent portion of the twin cities – Cothon. In total there are about 25,000 people living and working throughout Cothon-Gadeed (and of course many of those “people” are Bulrathi, Klackons, Alkari, Sakkra, Mrrshan, K'Zin, etc.). Based on that population size, and with the fact that this is an “adventuring” city, I have developed a table of 35 different merchants who deal in some way with buying/selling/making gems and jewels. (As a note of interest to those living in north Idaho/southeastern Washington, this population size is similar to Lewiston-Clarkston, and in that area there are about 30 businesses that advertise the buying/selling of gemstones and/or jewelry.)


A few of these merchants are itinerant (ship captains, traveling caravans, etc.), and I have 
co-opted some of the DM's earlier NPC merchants (e.g. Ilasha and Han). A good number are 
either pawn-brokers or simply buyers/sellers of goods. Those noted as pawn-brokers can all 
produce and provide forged papers/documents, based on reaction rolls, and for a price – but 
will be (at best) only 65% perfect. A fair number of the merchants also design and make their 
own wares (true jewelers). However, only a few can cut gems from raw stones, AND design 
their own wares. A limited number are very special, and can introduce characters into higher 
society, into much lower society, assist with buying/selling/creating magical/tech items, or can 
create forged documents/items of exceptional quality.

For the most part, a “relationship” can be cultivated with any of the merchants (much like from
 Mazirian's Garden), in order to be able to learn how to:
	1. more accurately appraise items themselves.
	2. sell gems/jewels at better prices
	3. procure forged documents/items
	4. gain favors/rumors/etc.

Because these merchants are people who are likely very suspicious of overly “friendly” or 
“seedy” characters trying to take advantage of them, I am proposing that the usual relationship
 time clock be lengthened, and the chances of success be a bit tighter. However, I am not
 suggesting that failures be more catastrophic – just more common – and that success is a more 
time-consuming proposition. After all, this is about incurring additional profit, and it should
 take time and unique/noteworthy actions to build a good relationship with these folks. 
Especially a very few of them.

A general relationship can be cultivated with almost all of the merchants/artisans (T-Oni being 
the exception). As the relationship grows, a character will gain a bonus to the basic price set by 
the DM on gems/jewels acquired during adventures, the ability to appraise the value of 
gems/jewels, and learn if the merchant has special qualities, in this manner:

1. Acquaintance – (takes two successful down time activities) – character is now on amicable 
terms with the merchant, no special bonus, but allowed to advance.
2. Associate – (takes two successful down time activities) – the character and merchant are on 
first-name basis.
	A. Character gains 2% increase to price of gems/jewels sold to merchant.
	B. Character learns merchant provides special services (discussed later).
3. Friend – (takes two successful down time activities) – the character and merchant have a 
more friendly attitude and might actually have a meal or drinks together once in a while.
	A. Character gains 5% total increase to gems/jewels sold to merchant.
	B. Character gains +1 to ability to appraise.
	C. If merchant is a fence, character learns this; can be used to sell 'hot items' for -20% of 	
DM's stated price (transaction remains covert – a complication may arise).
	D. Character gains +1 to “Find the Right Buyer”.
4. Companions – (takes three successful down time activities) – the relationship is strengthened.
	A. Character gains 10% increase in value to gems/jewels sold to the merchant.
	B. Character gains an additional +1 bonus when “Finding the Right Buyer”.
	C. If merchant is a fence they can be used to sell 'hot items' for -15% reduction of DM's 
stated price (transaction remains covert – a complication may arise).
5. Intimates – (takes three successful down time activities) – the relationship has become
 almost unbreakable.
	A. Character gains 15% increase to gems/jewels sold to the merchant.
	B. Character gains additional +1 bonus to rolls when either appraising or “Finding the 
Right Buyer” (these bonuses, even when applied with others, cannot go above +3).
	C. If merchant is a fence, selling 'hot items' will incur a -10% reduction of DM's stated 
price (transaction remains covert – a complication may arise).


The bonus added for appraising and “Finding the Right Buyer” should be somewhat related to 
gems/jewels/antiques/coins/etc., and this would come under the discretion of the DM. For 
example, the bonus would apply if the adventurer Gan ad'Din, Bearer of All Things, was 
attempting to find the right buyer for an antique ring of exotic metal, remarkable artwork, set 
with exquisitely cut gems – but not if he were trying to find the right buyer for the fresh musk 
glands of a seductive vampire. As well, the bonus might apply if Gan were appraising the value
 of a tome that is beautifully/artistically embellished (especially with gems, illuminations, 
metallic leaf, etc.), but not for an original, rare, potentially expensive, but unadorned work of, 
or set of, literature.

A fair subset of the merchants (15 – mostly pawn-brokers) can act as fences for gems/jewels/etc.
 that characters might want to sell without drawing attention to themselves. Only merchants 
noted as “fences” can act as such. For those who are indicated as fences, the ability to use them
 more successfully in that manner comes only after continued relationship building. Characters
 should be reminded by the DM that this ability of the merchant should be kept in confidence. 
Breaking that confidence comes with repercussions.

A select few of the merchants (9) have unique qualities/abilities and this will be learned as the 
relationship progresses. These merchants can be used to gain information and access to high 
society and/or the seedy underbelly of the city. They can also provide access to cabals dealing 
with items that are more expensive, are illegal, or harbor powerful magic or tech.


The Basic Relationship Clock and Results (2d6):

1. On a roll of 2, no success, clock remains stationary. Additionally, on a 1 on a d6 a 
complication arises
2. On a roll of 3 – 8, no success, the clock remains stationary
3. On a roll of 9+, success and the clock advances one step
4. There are no remarkable successes – unless the DM sees fit

Complications (1d10):

(If a character is just beginning a relationship – moving from customer to acquaintance – and 
rolls a failure, and a complication, then the only complication will be to require an additional 
success in order to move forward.)

1. Merchant becomes irate, all progress lost, no further advancement can be made, authorities 
or character's rivals are alerted to potentially criminal/competitive activity
2. Merchant becomes irate, relationship is reduced by two steps
3. Nothing
4. Merchant feels maligned, relationship is reduced by one step, requires a bribe (2d10 X 100 
gp) and one additional success to continue
5. Merchant becomes nervous, relationship is reduced by one step
6. Merchant feels slighted, becomes aloof, relationship is reduced by two steps
7. Merchant becomes suspicious of motives, relationship remains stable, two additional 
successes required to calm the merchant before normal advancement can continue
8. Merchant looses interest, relationship is reduced by one step
9. Merchant becomes paranoid and feels maligned/used, relationship is reduced by two steps, 
requires a bribe (2d6 X 500 gp) and two additional successes to continue
10. Nothing

If the reductions in the relationship clock drop the character's relationship lower than what is 
required for using the merchant's abilities, those abilities are not available until the relationship 
grows further. For example: Bart has a relationship with Sh'Hyne of Cothon at the second level 
of 'Companion'. This comes with numerous added benefits. However, Bart fails the next 
relationship roll, and it comes with a complication that reduces the clock by two steps. This 
puts the relationship back to the status of 'Friend' and Bart loses all abilities associated with 
Sh'Hyne at the 'Companion' level. Bart does not regain the abilities associated with Sh'Hyne 
at the 'Companion' level until he makes additional success rolls on the clock – Bart knows 
Sh'Hyne can provide them, but Sh'Hyne refuses.


Merchants with special abilities/character:

When the relationship progresses to the 2nd level of “Associate” (ostensibly after three 
successful relationship rolls), the character will become aware that these merchants can provide 
special services, and can begin benefiting from them. Each step in service is revealed as the 
relationship progresses, and should be kept in strict confidence by the character. This 
investment in time represents the character taking the relationship very serious, and gaining the 
friendship, confidence, and deep trust of the merchant. If a character happens to let anything 
slip concerning the nature of these special abilities, the merchant will sever all ties with the 
character, forever, and will report them to either the authorities or to high-level rivals. Or, 
perhaps the merchant will simply hire someone to “take care of” the problem character.


A List of Piedrajoya Guild Establishments:
  1. Sh'Hyne of Cothon
  2. Han (itinerant merchant)
  3. Golden Arts
  4. Jo'el DelRay
  5. Blue Valley
  6. Lia Sophia
  7. Dottie's
  8. Gem Craft
  9. Time Stop
  10. First State
  11. al Dan's Antiques
  12. Gadeed Pawn
  13. Dockyard Pawn
  14. HiHo Silver
  15. Steve's Pawn
  16. Khole's
  17. Ilasha (itinerant merchant)
  18. Klackon Scarabs
  19. Gehemma's
  20. Jo'honson's
  21. Whiskey Creek
  22. Glaser's
  23. Walker's
  24. The Wilburys'
  25. Nature's Garden
  26. Custom Jewelry
  27. The Appraisers
  28. Kayala's
  29. Dos Ojos Viejos
  30. al Jo's Jewelry
  31. A Stone's Throw
  32. T-Oni
  33. House of Cards
  34. Scarabs Galore
  35. Zay'yals


Monday, April 18, 2022

Session #74: The Infinite Library

[run by Max, a session venturing into some kind of infinite library outside of space and time ... recap written by him, with some edits by the Scribes. Thanks, Max!]


A recent increase of undead attacks near Tsur al Qadim and sightings of the Stygian [some kind of dreaded vorodla, apparently? Released (by accident?) some months ago ~the Scribes] attacking closer and closer to Cothon-Gadeed prompted a group of adventurers to seek out Sylvaine to learn more on its destruction. The group, with Sylvaine, was seen heading into Cothon-Under-Star’s library later that day with a hmela in tow.

Sesel, fighter 7

  • Raoden, magic-user 5

Durham fighter 7

  • Pako, renyu

Heijo, magic-user 6

Najm, magic-user 5

  • Alianor Drake, fighter 1

Revna, magic-user 5


The group was in the library for an hour before returning, sans hmela. Curious patrons searched the library and rumors are spreading of a strange door that was never there before.


The Lucre

  • 8500 dirhams (sp), 5000 dinars (gp)

  • Whip, leather

  • Glass Eye

  • an ulna (fore-arm bone) scrimshawed with imagery of crawling worms, with a squiggling red line painted along it which ends with a red circle radiating five carved worms

  • a crystal ring, cunningly carved to resemble a tiny river flowing around one's finger

  • 11 Books:
    Your Future
    The Moon Gods
    (heretical scripture)
    Trachat Ohna Informo Teori
    Virmse Vmteda nuo Ilserzese Sventen
    Hikaku shingaku ni kansuru
    The War of Maneuver: A DDF Tactical Manual
    Go the Fuck to Sleep
    (children's picture book)
    Adressbuch
    Talhofer's Fechtbuch
    (a martial arts book)
    Guidebook to Cothon-Gadeed
    Dungeons & Dragons 5e

  • Jar, Green Liquid

  • Prosthetic Arm, wood (1gp)


The Learning (7381 xp)

  • 5,851 xp from treasure

  • 30 xp from Ink Blots (3+ hp)

  • 350 xp from Ink Elemental (30+ hp)

  • 650 xp from Grey Librarian (30+ hp)

  • 500 xp from completing “Test Subjects”


The Cut

  • 1476 xp to each player-character
    738 xp to Raoden and Alianor

  • 769 dinars (gp) and 1308 dirhams (sp) to each player-character 
    384 dinars and 654 dirhams to Raoden, Alianor, and Pako

  • Whip, leather (magic)

  • Glass Eye (magic)

  • the scrimshawed ulna (magic)

  • the crystal ring (magic)

  • 11 Books:
    Your Future (magic)
    The Moon Gods (heretical scripture)
    Trachat Ohna Informo Teori
    Virmse Vmteda nuo Ilserzese Sventen
    Hikaku shingaku ni kansuru
    The War of Maneuver: A DDF Tactical Manual
    Go the Fuck to Sleep 
    (children's picture book)
    Adressbuch
    Talhofer's Fechtbuch 
    (a martial arts book)
    Guidebook to Cothon-Gadeed
    Dungeons & Dragons 5e

  • Jar, Green Liquid

  • Prosthetic Arm, wood (claimed by Najm)

As always, items without explicit value may be divvied by the company however is deemed fair, or may attempt to be sold "to the right buyer" with the use of downtime to increase shares of treasure (and xp). Explicitly valued items may be "bought out" at their gp-value by any player-character especially desiring them. And reports, drawings, etc. provided by player-characters to be published to this chronicle will earn the corresponding character 100 xp per level.