Return to Molvar - Preparations for Delve Two!
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| 3 - Merchant Guildehouse with Lodging and Stabling 8 - The Inn of the Limping Dervish 6 - Apothecary Market 9 - Trading Post 21 - Bank of the Holy Scepter 22 - The Chequerie |
The part started out at 11pm on the night of the 20th, and travelled all night, until sunrise. Using their movement of 12 miles per travel day, they were able to easily traverse two hexes. As long as they had stayed on track, this would place them an easy day-and-a-half trip from Molvar.
Six hours into their nocturnal journey, they encountered a herd of 30 or 40 large, lowing animals. Unsure of their nature, Uh-Oh, Lincoln, and Iambred slipped quietly around them and continued on their way.
At 6am, the sun rose... Directly to their left. Unfortunately, if they'd navigated correctly, this should have been more behind them, indicating they got lost somewhere in the night. What's more, in the sunrise, they saw a distant house complex, which they had not passed on their way out.
As the sun rose, tired, and needing daytime sleep, the party approached the house. Three young men met them, armed with spears and bows. Short introductions were given, and the party was told (rather brusquely) to be on their way. They dragged themselves westward, which was the direction given to Molvar, and dug into the naked, exposed grassland to try and sleep.
Watches were set. Nothing happened. Unfortunately, though, without tent or any form of shelter, sleeping under the exposed weather proved impossible. When the thunder storm rolled in, and crashed above them with 30-mile winds and lightning for 3 hours, any hope of a good rest was dashed.
As evening fell, the continued on their way, all suffering from exhaustion.
Hours into their tortuous march, what appeared to be the sunrise list the western sky before them. Despairing that they'd been turned around yet again, a more pressing matter was put before them---lantern lights, approaching from the west.
They turned out to be pilgrims---mostly farmers and agriculturalists, with a few random merchants from Molvar---on their way to pray at the temple of Velnius, the god of weather, for a hospitable spring planting season. The 'sunrise glow' in the west was indeed the lights of Molvar.
As the sun rose behind them, illuminating the walls of Molvar where they rose from the distant tel, the party trudged forward. They climbed the south-east access road, and entered the city gates just as the guard opened them.
The first thing they did was find a tavern---in a poor district, they lodged at The Inn of the Limping Dervish, only emerging from their slumbers on the morning of the 22nd, Starday, of Wealson.
It was determined this session that Uh-Oh and Iambred are both natives of Perrenland, the northern reaches above the Yatil Mountains, above Ket. Uh-Oh has a wizard mentor (as outlined in the Rules Cyclopedia as standard for most low-level magic users) in the city, named Zapzomeb, who lives in a small hut above an inverted wizard's tower, the spire jutting down into the ground, the windows opening eerily into the dirt under the city.
The XP totals returned to Molvar were as follows:
Uh-Oh (Nora's Wizard) - 8,035xp
Lincoln (Deanna's Dwarf) - 1,650xp
Iambred (Mycroft's Cleric of Istus) - 710xp
A total of 450xp was earned from monsters.
A total of 3,615xp was split among the party.
Iambred leveled up to a 3rd level cleric, Lincoln made 2nd level, and Uh-Oh made 2nd level.
Uh-Oh dutifully accepted a new spell from Zapzomeb, and her spellbook now had Sleep, Ventriloquism, and Magic Missile in it's pages.
Iambred is agog with the 2nd level Cleric possibilities...
Lincoln is happy with 6 more hit points.
The next session goals have been planned. The party wishes to find jewelers and merchants to offload their sundry treasures, a bank to save their riches, they plan on researching storehouses to rent space for goods and to find the local markets and trading houses to provision themselves for their next delve. Lincoln has expressed interest in visiting an apothecary as well.
There is still an 'easy' 5,000xp worth of gold in the Gold Room, not to mention the other items. They are planning on returning with block and tackle, and possibly a mule.
A note on Molvar's banks. There are two---a large branch of The Bank of the Holy Scepter, and The Chequerie.
The Bank of the Holy Scepter only has two branches in Ket, one in Molvar, the other in Lopolla. It is very secure, and funds many wealthy nobles and civic/state projects. Withdrawals have a 10% fee, but it only has the two branches. (Its reach extends beyond these two cities, of course, but not for private access.) This bank is associated with the merchants guild known as the Golden Hands.
The Chequerie is one of many. These banks are well respected, but do frequent business with a more pedestrian clientele. There are branches of The Chequerie in most cities, towns, even hamlets, and as such they are very popular with travelling merchants and remote villagers. Their largest peculiarity, however, is the fact that they will only allow 50% of funds put in to be taken out in coinage---the other 50% can only be accessed via check. The checks are honored most everywhere, within Ket, of course... They only charge a 5% withdrawal fee. The Chequeries are associated with the travelling camel merchant guild, known as The Dromedacteries.
The Dromedacteries and The Golden Hand have been rivals for decades, Dromedacterie merchants beating the paths all across Ket, while the Golden Hand attempt to insinuate themselves into the country's politics.
And so, the party begins the preparations for Delve # 2!

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