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MONEY IN THE WORLD OF ELISAR

COINAGE

Coinage is the standard way to move money from one entity to another. (Barter is a close second)

Coins are all a somewhat standard size, and have a weight of 10 coins per pound.

Copper pieces, cp, the lowest value coin

Silver pieces, sp, 10cp are equal to 1sp

Gold pieces, gp, 10sp are equal to 1gp

Platinum pieces, pp, 10gp are equal 1pp

Mithiral pieces, mp, 10pp are equal to 1mp

Adamantite pieces, ap, 10mp are equal to 1ap

Most daily dealings are made with copper and silver, with the occasional gp. For large purchases, platinum is used. Most taverns and inns can change up to a platinum piece, but frown upon it for small purchases. If you want to aggravate a tavern keeper, pay him with a platinum piece for a 4cp ale. Just like paying for a 25cent pack of gum with a hundred dollar bill aggravates today’s merchants.

Most common folk make between 300gp to 3000gp a year. Stable boys at the low end, a master carpenter at the high end. Of course, there are merchants and artisans that make much more.

GEMS AND PEARLS

Gems and perals are used frequently by travelers and caravans to transport large amounts of money with little weight. Larger merchants, such as Buck’s Carpentry, often deal in gems and pearls. As the central banking system is handled through the ‘Handler” system, taverns usually have larger than expected supplies of coins, gems and pearls on hand. However, do not expect a tavern to be able to break a Bronze pearl or a diamond!

One other note about gems and pearls. The value in gp listed below is the universal value. However, some spells require a “100gp pearl” or a “50gp ruby”. To make things easy, we assume that those pearls or gems are available, even though a ruby is worth 500gp. Most taverns, stores, and magic shops have these material components available for trade. Normally, if you acquire a bag of pearls or gems, and need one of a specific type, you can convert it to what you need at no loss of value.

GEM COLOR VALUE PEARL COLOR VALUE

Diamond Clear 1000gp Bronze 5000gp

Aquamarine Aqua 700gp Gold 1000gp

Ruby Red 500gp Black 750gp

Sapphire Blue 400gp Silver 500gp

Emerald Green 300gp Greens 300gp

Topaz Pink 250gp White/Yellow/Beige 200gp

Garnet Purple 25gp Blue/Purple 100gp

Red/Pink/Orange 50gp

OTHER MEANS OF TRANSFERRING MONEY

Money can also be transferred by means of a Letter of Credit, essentially a cashiers check you can carry with you for a pre specified amount of mony, such as a 5000gp Letter of Credit.

Also available are Lines of Credit, which is an established amount of money you can draw on, like a prepaid card.

Both of these can be negotiated at your local tavern.

EXPERIENCE IN THE WORLD OF ELISAR

Experience points are a way to measure the improvement of your character as it travels thru life. Experience in Elisar can be acquired in numerous ways. The experience level advancement chart in the Player’s Handbook is used for experience points needed to advance to the next level. I will call this the XP threshold in this document.

COMBAT – the most common way to earn experience is in defeating another being in combat. Defeating does not necessarily mean killing said being, you could capture them or drive them off. Doing any of those are worth the same number of experience points.

As an example, you are fighting an Ancient, Huge White Dragon named Old White Death. Your party chips away at her using spells, bows, and anything at you disposal. As Old White Death wears down, she realizes she is in trouble, and dives into a pool in the ice cave, swims under the glacier to the other side, and flies away. Your party is unable to chase her. You drove her off, so she is worth the same number of XP as she was defeated, just as if you had killed her.

Challenge levels are used based on the monster, and split evenly among the party on the adventure. As an example, 5 party members kill a ¼ challenge Kenku, worth 25pts. Each party member would get 5xp, even if some of the party did no damage. Every party member contributes in some way with healing, tracking, and shares in the danger of being a target. I do however, upgrade challenge levels based on higher levels of the threat. You are fighting 10 Kenku, one is a sergeant that is the equivalent of a challenge 3 creature, he is worth challenge 3 experience.

Other ways to earn experience would be to complete a task, mission, quest or goal.

TASK – One example of task would be building a roadside shrine to Eldar in a village with no temple or shrine. Another might be to pick a pocket. Or to consecrate ground for a new druid grove, or to aid a traveler who has a broken wagon wheel or is injured. Tasks are almost unlimited.

MISSION – A mission might be to drive off a band of horrid Bullywugs, to open diplomatic relations with a pack of Kobolds, or to solve the mystery of a haunted cornfield. A mission might also be to thoroughly map an area for a commission for a large peat harvesting company. Missions are usually given or assigned to you by another party, and usually require more than one player character.

QUEST – Quests are usually given by a church or the government, and could be a lifelong journey to find the Holy Grail, or to find the homeland of the Golden Unicorn. These are uncommon.

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GOAL – Goals are usually something your player character chooses themselves to achieve, such as build a dam on Whitewater Creek to aid in irrigation. Another could be to learn the Goblinoid language. Goals, by nature, are not easily done or simple. Lets say you have a weakness for ale, and you usually get drunk whenever in a village, or you have ale available. Not getting drunk in The Great Walled City of Agincourt tonight, while a worthwhile goal, would not be a goal in this sense. To rid your self of your weakness for the demon ale would be a goal, and completing it might be going a year without a drink.

All of the above would be worth experience points, which are assigned by the DM.

As with everything in D&D, these should be discussed with the DM.

Another way to earn experience is to complete a job or complete skill training.

JOB – Many jobs you take during our down time between games are basic jobs that earn you coin and develop an attribute. As an example, you dig irrigation ditches for three days for pay. You would get money, and some small benefit in strength, but no experience. (more on the benefit to strength on the paper, Jobs, Skill Building and Reading in the World of Elisar to be published soon.)

But, lets say you have the tinkering skill and you take a job to repair a turnip press that has broken down, paying you 50gp when the press is repaired. You use your tinkering skill, clean, lubricate and replace broken parts on the press. Completion of this task would give you three benefits: the 50gp for completion of the job, a small increase in the tinkering skill, and a handful of experience points.

SKILL TRAINING – Each town offers some number of skill classes available for cost to enroll in. You take the class, complete the classroom/hands on, complete the practice, and are certified in the skill. The benefits are twofold once earning certification. First, you gain a skill that gives you some benefit, and you gain experience points for completing the certification. More on Skill Training in the upcoming paper, Jobs, Skill Building, and Reading in the World of Elisar.

THE DM’s DISCRETION – things happen from time to time that the DM may feel warrants awarding experience points. You complete a selfless act, possibly in the service of your religion or belief system. You do something so off the wall the DM feels it warrants experience. Something bad happens to you, life lesson learned, thus experience. You do something bad, repent and make restitution, lesson learned and experience awarded.

TRACKING EXPERIENCE – The DM handles all of the tracking of experience. I have sheets for each character, in which I keep track of experience, skills, jobs etc. When you achieve a level, I will tell you, either at the end of the night at Geek Boom, or possibly, if you take advantage of the Jobs/Skills/Reading available on the Wednesday Facebook page, when you complete one of the above jobs, skills, reading, and you obtain XP, reach an XP threshold and go up a level. I would tell you on Facebook, usually by Facebook Messenger. You are free to ask where you are at on experience, at any time. I will tell you where you are relatively to the next level, but not the number. Such as, about half way, almost there etc.

GOING UP A LEVEL – When your character goes up a level, you have 4 options:

Go up a level in your current class

Add a new character class

Advance another level in an additional character class

Add a new subclass

GO UP A LEVEL IN YOUR CURRENT CLASS – When you reach the experience level threshold for the next level, you attain that level and all benefits that go with it. Example, you are a 1st level fighter, you reach 300 or more XP, you go to 2nd level fighter.

ADD A NEW CHARACTER CLASS – You reach the experience level threshold for the next level, instead of going up in your current class, . You choose to add a new character class, you add that character class, at 1st level, if you have a high enough score in the prerequisite ability. Example, you are a 1st level fighter, earn enough XP to attain 2nd level, instead of going to 2nd level fighter, you decide to become a Bard in addition to being a fighter, provided you have at least a 13 Charisma attribute, You become a 1st level Bard, gain all of the abilities of a first level Bard, and still retain all of the abilities of a 1st level fighter. In this situation, you character would be considered second level for the purposes of hit points and XP. In order to advance one or the other of these classes, you would have to reach the XP threshold of 3rd level then ONE of the two classes would advance to SECOND level. And yes it is possible to be 12th level in XP and hit points and be a 1st level

Barbarian/Bard/Cleric/Druid/Fighter/Monk/Paladin/Ranger/Rogue/Sorcerer/Warlock/Wizard

Never seen it, but it could be done. Three classes is the most I have seen.

ADVANCE ANOTHER LEVEL IN AN ADDITIONAL CHARACTER CLASS – You are a 1st level Fighter/1nd level Bard, you reach the threshold for 3rd level XP, you choose to go up in the Bard class. You become a 1st Fighter/2nd Bard, and gain all abilities of a second level Bard while retaining all abilities of a 1st Fighter. Upon reaching the XP threshold for 4th level, you could advance in either class, or choose a third class.

ADD A NEW SUBCLASS – Instead of going up a level in a certain class, you choose a 2nd subclass FROM THAT CLASS. You must be at the combined levels to get the second subclass, and gain the abilities for that 2nd subclass, and that levels hit die, but no other abilities for that level.

As you advance in levels, you would be 1 level behind for benefits of achieving that level. And you would have to choose which subclass to benefit for the subclass advancement if there is any.

Example. Your dream is to be a horseback fighting, arrow shooting terror, (you always liked the Mongols). You choose to be a fighter, and you want to gain the benefits of cavalier and arcane archer. At 3rd level, you get to choose a subclass, and you choose Cavalier, and gain all benefits of Cavalier and any other benefits gained for reaching 3rd level fighter. You reach 6th level, and want to add the subclass Arcane Archer. Since it takes 3 levels to gain a subclass, you may add an additional subclass at 6th level. You gain the benefits of arcane archer, and the normal hit die, but forgo the other benefits of reaching 6th level, which in this case would be Ability Score Improvement. When you reached 7th level XP threshold, you would gain a hit die, and the Ability Score Improvement from 6th level, as you are one level behind for benefits. When you reached the 8th XP threshold, your character would gain the 7th level benefit, gaining a hit die and gaining a martial archetype (subclass) feature. You would only gain the benefit for ONE of the archetypes (sub classes) not both, your choice. This choice does take more attention to detail in record keeping.

MAXIMUM LEVELS

While we are not anywhere near this, and the campaign may end before we get here, 5e only supports characters up to 20th level. If you were to attain that level, or combined levels, you stop advancing in the game. However, I allow you to continue attain levels in a second or third class.

In other words, 20th level is currently the highest you can go in a single class, but once reached, you could continue to attain levels in other classes.

There are NPC’s and opponents out there who are 20th rogue/13 druid, 20th fighter arcane archer cavalier/20th wizard, etc.

We will discuss this more if and when we reach this situation. Or you face an opponent who, unfortunately for you, has attained such lofty levels.

Roleplay Summary – 05/08/2019

The Big Damn Heroes met with the Merchant captain Benji Frogwater to discuss the disappearance of his ship and his daughter that was aboard it. According to eye witnesses the ship was coming into port when it suddenly pitched starboard and was swept sideways quite unnaturally into the island upon which the lighthouse stands. Of course from there rumors spread like wildfire; Kraken, Sea Serpent, Sauhaugin shamans. The whole gamut of sea faring monstrosities were put to blame. So, it was up to us. Find out what actually happened to the ship, recover the crew (including Benji’s daughter), the cargo, and stop it from happening again.

To that end, we met with the only captain willing to risk their ship in these dark winter waters, Shiela Coppertree. She sailed us our group out into the cape where, similar to what happened to the first boat, the ship began to pitch sideways as a mighty wave began crashing into it. We surmised that it was in fact a Water Elemental, and a big one at that. Fortunately we had a pouch of Dust of Dryness that made short work of it.

We got onto the island where the lighthouse was located and saw the lighthouse master up in the top. Gul’dan put his signaling skills to use and we discovered that the Building had been overrun by Eelfolk and that the “Sea Monster” was infact a Bowl of Controlling Water Elementals. So, We did the adventurer thing. Kick in the door, stab the monsters, loot the room. This process was complicated by the inclusion of the fact that they are infact ELECTRIC Eelfolk who explode in electricity damage when slain, Eglath the Barbarian discovered that his hair could go super saiyan…which is impressive as he is bald.

As the group looted the room Verna the Rogue and Nix the Bard took a secret tunnel down into a hidden cavern beneath the Island where we found the majority of the crew members (ones that had not been sacrificed to attempt to use the Bowl as the Eelfolk did not really understand how to use it) So we kicked in the door to the room with the Bowl and found a massive Dire Eelfolk who was much more incontrol of his electricity powers. We made short work of him, rescued the crew, saved the day and moved on to figure out what happened to the murdered loggers.

SEATON PERSONALITIES

RASHIDIA FROGWATER, FEMALE HALFLING, MIDSHIPMAN, JADE LION, DAUGHTER OF BENJI FROGWATER, SEATON

BENJI FROGWATER, HALFLING MALE, OWNER, TRANS WORLD SHIPPING
SEATON
SHEILA COPPERTREE, FEMALE HALF ELF, CAPTAIN, ANNABELLE LEE, BROTHERHOOD OF THE SHELLBACKS, HOME PORT SEATON
ARYN HEST, FEMALE HALF ELF, CAPTAIN, JADE LION, BROTHERHOOD OF THE SHELLBACK, HOMEPORT SEATON
DOOGIE HAUSER, MALE HUMAN, CHAIRMAN, SEATON TOWN COUNCIL, SEATON
MAGADST, MALE LIZARDFOLK, TANNER, SEATON
LUCIAN SKYHORN, MALE HUMAN DRUID, LIGHTHOUSE KEEPER, SKYHORN ISLAND, SEATON HARBOR, BROTHERHOOD OF SHELLBACKS
SAL, MALE HALF ORC, OWNER, SAL’S STORE, SEATON

DILLIANNE GREENMOSS, FEMALE ELF, OWNER, PROVINCIAL LUMBER COMPANY, SEATON
MELANIE WELLS, FEMALE HUMAN, CLERIC, PRIOR OF NEPTUNE, SEATON

Roleplay Summary – 05/05-07/2019

As the Menace of the Snow Stalkers reached a peak outside of the Orphanage at Philidaeus, The Heroes met with the most powerful folk in the land. Everybody from the Archdruid Alondra and Bahamut Lord of Good Dragons, to the Wardens of the East, the West, and the Front Lawn were in counsel to discuss the return of the Queen’s Dragoons. To finally get a chance to have their questions answered the group summoned Delaria the Archangel, Worldly Emissary of the Entities of Light in a spectacular ceremony of prayer. (During which those who prayed to the Gods were blessed with divine favor.)

Delaria revealed to the assembled heroes that the goal of the Grey was to Summon the Archdaemon Hitler to the realms of men to rend the hearts of men asunder. To achieve this goal the Agents of the Grey are sacrificing good hearted folk by the millions (6 million souls and they will achieve their goal) With a wave of her sword Delaria slew the Snow Stalker horde saving the denizens of the Light from their siege. With that the group received pins crafted in the shape of snowflakes to represent our heroism at helping with the Siege (which also function as sweet communicators) a variety of communication devices all to be of service to the Forces of Light as their eyes and ears as we travel the Great Eastern Way.

The group said tear filled goodbyes as they left Philidaeus headed on their first mission to Seaton. To deal with a supposed sea monster blockading the harbor and preventing the landing of an increased Troop presence in the southlands.So From philidaeus to new bern, Oolitic to Seaton we traveled spending time in Oolitic carousing with the locals as we had passed through several times and not stopped. We looked out on a harbor nearly devoid of activity.

The Heroes met with Benji Frogwater, a Halfling merchant from the area who’s business had taken a severe hit from the blockade. To top it off the inciting incident was actually the wrecking of a ship that had his daughter on it. The sailing vessel took a sudden sharp sideways wave and disappeared. No Sailor was willing to risk their ship to go and investigate the rocky island where the lighthouse stood Save one. The Fearless captain Shiela Coppertree had a vested interest in recovering the ship as Frogwater’s missing daughter was a close and personal friend of the Captains so she was willing to risk life and limb to ferry our heroes out to the island where the lighthouse stood.

The Journey to the island was short, but Treacherous as the “Sea Monster” turned out to be a Water Elemental kept tamed by the Keeper of the Lighthouse to protect Ships in times of stormy weather. The Lighthouse had been over run by Eel Folk who had taken control of the Bowl of Controlling Water Elementals in the basement. We dispatched our foes kicking down doors, Charming, and exploding Eel folk as we took back the Cape, Rescued the shipload of captured sailors (finding two that were rather heroic in their own right), Saved the Girl, and saved the shipping lanes.

We leave our heroes in the Tavern, weary but victorious.

SEATON

Seaton, town with the population of 771.

SAL’S STORE -” If we ain’t got it, you don’t need it!”

  • All arms, armor, and items from the players handbook at book price
  • SOLD 2 pearls of water breathing – 1500gp each
  • 3 healing (2d4+2) potions – 55gp each
  • 9 antidote potions – 70gp each
  • 2 cure disease potions – 155gp
  • SOLD 9 +1 arrows – 7gp each/55gp for the lot
  • SOLD 2 ice shot – 21gp each (+1 hit/damage, +2d4 cold damage)
  • SOLD 11 swarm shot – 40gp each/400gp for the lot (turns into 1d6 shot)
  • 8 gust of wind bolts – 20gp each/140gp for lot (casts gust of wind spell along flight path)
  • 14 +1 bolts – 7gp each/100gp for lot
  • SOLD 5 +1 atlatl darts – 25gp each/100gp for the lot
  • SOLD +1 spear gun 5875gp
  • SOLD 9 spear gun spears, shock, 30gp each/240 for the lot (+1 hit/damage 1d4 lightening damage, or +2d10 lightening damage if in metal armor)
  • +1 sub mariner studded leather – 16450gp (+20 swimming speed, wearer gains water breathing, dark vision, speak with aquatic humanoid races, immune to cold from depths/weather, advantage vs cold based attacks. Once per day speak with sea creatures for one hour. Armor is dark green, grey and black)
  • +1 trident – 6150gp
  • +1 tomahawk – 4500gp
  • SOLD M8 fire starter pouches – 6gp each
  • 1 vial of kelp/krill – 260gp (adds 5 temp hit points for 1 week)
  • 3 sponge belt pouches – 75gp each (holds 2 gallons of water)
  • 13 seaweed poultices – 20gp each (heals 3hp)
  • 12# of dried sea cucumber plant – 6gp/# (herbalism uses)
  • Spyglass – 850gp
  • Compass, adventuring – 95gp
  • Compass, ships – 440gp
  • Sextant – 975gp
  • SOLD Bag of the Librarian – 3450gp (functions as a bag of holding for books and papers only, unlimited use
  • Dried fish stew – 2sp/1gp per dozen
  • 11 Berle pumpkin spiced tea – 2gp/10 serving pouch
  • 4 each 50′ silk rope – 11gp each
  • SOLD 5 folding shovels – 4gp each
  • collapsible bucket – 4gp
  • SOLD 7 pints pure, double filtered grain alcohol – 10gp each
  • SOLD 4 each 1 gallon jugs moonshine – 2gp each
  • SOLD 7 Henry’s Hoofed Beast Miracle Salve – 2gp each (12 applications, immediately eliminates a raw spot on a beast of burden)
  • 75 each 1# of Seaton’s Select Bird Feed – 1gp (20 servings, gives bird +1hp short rest)

SEATON – LIBRARY BOOKS AVAILABLE

  • Horton Hears a Who – Children’s Book
  • Green Eggs and Troll – Demented Children’s Book
  • Basic Seamanship
  • Tymora’s Gift
  • The Halfling – fiction
  • Rising Sun – fiction
  • Who Said That? – book of quotes
  • Basic Arithmetic
  • 20 Calligraphy Fonts You Can Use
  • Darshan Hammerheart, Hero?
  • The Tinkerer’s Bible
  • Saltwater Fishing
  • I Would if I Could – Self Help
  • Bixby’s Field Tree Identification Guide
  • The Odds, How to Calculate Odds in Games of Chance
  • The Third World War, 1985 – fantasy
  • Cat on a Hot Tin Roof – romance
  • 20 Short Stories for Children
  • How it all Works – human anatomy
  • 4 Plays, Plays From the Playwright Medigas
  • The Pioneer Woman’s Cookbook
  • Spices From Around the World
  • Winter Survival Guide
  • The Eel Folk
  • The Vagadarns
  • Corn Seed Hybrids
  • The Bartenders Guide to Vodka, Whiskey, and Rum Drinks
  • Count Brass – biography
  • Army of Darkness – fiction
  • The Art of the Brothers Hildebrandt
  • Inks, a Reference Guide
  • Team Yankee – military fiction
  • Winter Wheat – agricultural reference

SEATON SKILLS BOARD

  • Learn to Sail a Skiff – CLASS 32 hours, 20gp KIT Books 4gp PRACTICE – 32 hours practice, 1gp per hour practice
  • Ropes and Knots – CLASS 12 hours, 4gp KIT 1gp PRACTICE none
  • Sail Boat Maintenance – CLASS 40 hours, 20gp KIT 20gp PRACTICE 20 hours
  • Food Dehydration – CLASS 40 hours, 40gp KIT 20gp PRACTICE 20 hours
  • Learn to Make Mead – CLASS 40 hours, 120gp KIT 120gp PRACTICE none
  • Learn Croquet – CLASS 24 hours, 5gp KIT 12gp PRACTICE none
  • Weapon Maintenance – CLASS 24 hours, 4gp, KIT 16gp PRACTICE 16 hours
  • Swimming – CLASS 24 hours, 10gp KIT none PRACTICE 24 hours Lifesaving – CLASS 40 hours, 40gp KIT 5gp PRACTICE 40 hours
  • Jewel Appraising – CLASS 70 hours, 100gp KIT 125gp PRACTICE none

SEATON JOB BOARD

  • Barnacle Scraping – 3gp/day
  • Provincial Lumbar Company is hiring! Animal Handling skill 18gp/day, lumberjack 12gp/day, standard labor 8gp/day Team of 4 with 1 handler, 1 lumberjack, 2 laborers 25gp/day
  • Big Bog Peat Company – Land vehicle skill 9gp/day, general labor 6gp 5sp/day. Team of two with teamster – 18gp/day Team of 3 with teamster, 25gp/day
  • Certified Public Accountant needed to audit my accounts 150gp for job completion
  • COMPLETED Dig and line new well for town – 55gp job completion, masonry skill needed, approximately 16 hours labor
  • Repair seawall, 6gp per day, unlimited work available
  • COMPLETED Repair naval dress uniform – 17gp, approximately 8 hours of work
  • COMPLETED Repair lighthouse walls and stairs – 175gp, masonry skill needed, approximately 40 hours, general labor also needed 75gp up to two, 40 hours payment upon job completion
  • COMPLETED Repair grandfather clock – 10gp (tinkering required

THE MEETING

LADY GWENEVIRE, FEMALE HUMAN PALADIN, HERO OF CHILDS ISLAND, ORDER OF MERIT, COMMANDER 1ST HEAVY HORSE REGIMENT

NAYA, FEMALE HALFLING VAGADARN DRUID, LEADER OF THE VAGADARN SECT, HERO OF CHILDS ISLAND, ORDER OF THE OAKLEAF CLUSTER

DIANNE BANDIN,FEMALE HUMAN SORCERER, ORDER OF THE OAKLEAF CLUSTER, HERO OF THE BATTLE O THE ARBOR, WIFE OF BILLINGSLY BANDIN AND MOTHER OF LACY BANDIN

DACY BANDIN, FEMALE HALF ELF, WIZARD, DAUGHTER OF BILLINGSLY AND DIANNE BANDIN

RAYLAN GIVENS, HUMAN MALE RANGER, CHIEF MARSHAL, GREAT EASTERN WAY, AWARD OF MERIT

ANDAR ROBIN HACTER, HUMAN MALE FIGHTER, MARSHAL, GREAT EASTERN WAY, WINNER INVESTIGATOR OD THE YEAR THREE TIMES


MONSIGNOR GAILIN TRIBLIN, FEMALE ELF, CLERIC/DRUID, HEAD OF THE AGINCOURT MONESTARY, ORDER OF MERIT, LEGION OF MERIT, ORDER OF THE OAKLEAF CLUSTER, ORDER OF THE PANSY, HERO OF THE BATTLE OF THE ARBOR
AVASTAS STONE, MALE HALFLING, CLERIC/MONK, ORDER OF THE OAKLEAF CLUSTER, AWARD OF MERIT, DEFENDER OF THE LIGHT

JUSTICAR MEGAN PRICE, FEMALE HUMAN CLERIC, ACOLYTE OF THE YEAR AWARD WITH DISTINCTION

SIR JOHN GILBERT, MALE HUMAN PALADIN, WARDEN OF THE EAST, COMMANDER OF THE KNIGHTS OF KENTUCK, ORDER OF THE PANSY, LEGION OF THE RED POPPY, HERO OF THE BATTLE OF GLASGOW AND TIPPICANOE

CAPTAIN MILES MICHINER, MALE HUMAN PALADIN, 1ST FOOT GUARDS, LEGION OF MERIT, AWARD OF VALOR, WINNER, PRETTY LITTLE BONNET AWARD

GRIFFON KNIGHT BARRY BARROWDOWN, MALE HALF ELF, ORDER OF THE OAKLEAF CLUSTER, HERO OF THE BATTLE OF VEGAS

LADY CAIRWYM OTHEL, FEMALE ELF CLERIC/WIZARD, LEADER OF THE SECT OF THE BLAZING LIGHT, ORDER OF THE OAKLEAF CLUSTER, HERO OF THE BATTLE OF THE ARBOR

FIELD MARSHAL ARTLUS WELLESLY, FEMALE ELF, COMMANDER OF THE CONFEDERATION MILITARY FORCES, LEGION OF THE RED POPPY, ORDER OF THE PANSY, ORDER OF THE OAKLEAF CLUSTER, HERO OF THE BATTLES OF THE MARNE, BELLEAU WOOD, GLASGOW

PRIME MINISTER OF THE CONFEDERATION OF GALISMAR, THE HONORABLE OCSAR ROBERTSON, MALE GNOME

1ST LT CLINT CALLAHAN, MALE HUMAN, 2ND SCOTS GUARDS, MILITARY LIAISON TO THE BIG DAMN HEROES

CAPTAIN YANCY IRISBED, FEMALE HALFLING, 2ND COLDSTREAM GUARDS, LEGION OF MERIT, MILITARY LIAISON TO THE PHILIDIAS ORPHANAGE

71ST HIGHLAND LIGHT INFANTRY, ASSIGNED TO THE DEFENSE OF THE GREAT EASTERN WAY, PHILIDIAS

42ND REGIMENT OF FOOT, “THE BLACK WATCH”, ASSIGNED TO THE DEFENSE OF PHILIDIAS

THE SECOND NORTH HIGHLAND DRAGOON GUARDS, “THE SCOTS GRAYS”, ASSIGNED TO THE DEFENSE OF THE GREAT EASTERN WAY, PHILIDIAS
BRUNSWICK 1ST AVANTE GUARDE JAEGARS “THE FASTEST UNIT ON FOOT” ASSIGNED TO THE DEFENSE OF THE GREAT EASTERN WAY, PHILIDIAS

1ST CONFEDERATION HUSSARS, BRUNSWICK, “DEATH HEADS” ASSIGNED TO PROTECT THE GREAT EASTERN WAY, PHILIDIAS

2ND CONFEDERATION CONSTRUCTION BATTALION, TEMPERARLY ASSIGNED TO PHILIDIAS

Roleplay Summary – 05/02-03/2019

Summary of online role play 5/2-5/3/19

Vandor, Midnight, Verna, and Nala head to Philidaeus on the day of the party and Verna is able to make her meeting. Vandor continues on to Agincourt with his wagon train.

The rest of the group after battling with the Mercenaries on the first of the year head out to Philidaeus on the 2nd. The skies were clear and bright but by afternoon it all changed. A freak blizzard hit the Great Eastern Way like a truck and by evening travel conditions were white out level and snow was drifting 3-5’ high.

We tried pushing through but when we came across a pair of wagons stranded on the side of the road we stopped to help. Inside the wagons were six children and a baby, all slowly freezing to death. So much so the Babe was nearly unresponsive. Eglath led the charge, quickly fashioning a shelter from the larger wagon and turning the other into firewood. With the timely arrival of Lacy and the Uhlans we were able to save all the children and their father who had gone to try and find wood to burn. Sadly, their uncle succumbed to the cold, and the father lost most of his digits to frostbite.

The next day we trekked through the snow to Philidaeus, each of us trying to make the two mile hike through the snow drifts with our horses. One by one we began failing constitution checks as the bitter winter chill cut through our party like knives. But with assistance and determination we made Philidaeus at last. Under the care of Bea, Pj, and Mari we recovered from the frostbite and windburns in time to see the first of the great heroes arrive to discuss the return of the Queen’s Dragoons. Valda and Charbroil Beefcake arrived riding on a Phoenix and surprised us as they leapt off their mount and began seemingly attacking the air.

Turns out the entire orphanage and town were surrounded by imps and creatures know. As “Snow Stalkers.” And they were using the weather to stage an attack on the town. We fended off the first wave, but not before one of the constables was ice javelined and perished…the group worked together to fortify the orphanage against further assault as Bea, Pj, and Tristan cast a prayer of healing on those injured. While the 10 minute spell was being cast, the channeling of those divine energies left a conduit open. Tristan, Pj, Bea, and Waltz all had visions of Their gods speak to them about the temptations of the Grey. Waltz received a token from Tymorma, a copper coin, that literally fell from the sky and hit him like a sack of bricks laying him out.

We leave the heroes hunkered down, riding out the night and trying once again not to die. as more and more forces of Light arrive for the meeting we set up with Lady Othal….and then the dragons land.

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Roleplay Summary – 05/01/2019

The group wakes from partying very late in the day. During the night Gul’dan and Tristan were assaulted by nightmarish visions similar to those experienced in Philidaeus so many weeks ago. While eating an evening repast, Bea receives a sending from Mari Runi (the Handler for Philidaeus) saying that her oldest daughter Melody is in a coma. Bea, Lacy, and the Wardens all fly out to Philidaeus as the rest of the group saddle up to ride out and are ambushed by Ned Shankshaft (the person we “saved” from Legast’s home) and a group of mercenaries. Ned tells the group “You’ve meddled in Saltmarsh with forces beyond your ken.” (sic)

We try to get them to back down, but Eglath decides that the best offense is offense and rushes the group, Eglath takes a series of blows from the mercs and Gul’dan prevents a sleep spell on our group with counterspell. Nix banes the group and Krethial and Gul’dan unleash spells. Tristan wades in to Ned as their wizard fireballs the group dealing a huge amount of damage. We regroup slightly as Krethial and Gul’dan sling more spells as Ned narrowly avoids having his head staved in by Tristan. We dispatch the group eventually and Tristan attempts to arrest Ned who decides to try and run and continue to kill Tristan as he does so.

But the group was suddenly out matched. A group of the Queen’s 9th dragoon guards led by a hulking figure clad in blue and red astride a coal black charger teleported into New Bern just to gather up the bodies of the Mercenaries. Tristan called out a name to them “Valerian Morehead” The name of the lone survivor who hunted down their company thousands of years ago. The Massive rider gets off of his horse and strides the distance to stand toe to toe with the group. he says in a basso rumble. “Make your Jests, You will all be with the Grey soon.” and turns on his heel and leaves with his group.

The group heaves a sigh of relief and decides to head out in the morning to Philidaeus. But before we could leave we receive a runner from Bucks with a message “You need to come look at this.” Turns out our wagon was bugged…all of the wagons were bugged. They have been following our group spying on us. We make a Sending to Lady Carwyn Othal asking for guidance and she agrees to meet our group in Berle in Three days time.

Roleplay Summary – 04/30/2019

The Big Damn Heroes were invited to a variety of New year’s parties to celebrate the turning of the wheel. Some of the group (Eglath and Waltz) went to a party with Buck (of Buck’s carpentry) While the rest went to the Party hosted by Chella Denton.

The whole group partied the night away with a few nice surprises which included: Gul’dan giving an incredibly thoughtful gift to Chella (endearing himself to her) Krethial eating his Wheaties. Nix jamming with a bard group and politely blue balling the lead singer, Eglath and Waltz dancing with Buck’s wife, Waltz and Eglath getting krunk, and the whole cadre meeting the Wardens of the East and promising a breakfast meeting in two days.

Also the entire party was an elaborate trap set by a coven of 1567 year old witches as a plot to suck the life force from young virile men. the ensuing chaos killed the entire group. tpkgnp.(at least that’s what Gul’dan thinks 😉 )