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Fourth session, part one

Posted 2nd July 2008 at 02:02 PM by Jack99
Updated 2nd July 2008 at 02:05 PM by Jack99
Tuesday 1st of July (Elar, Muffin, Eric, Brocun, Torn)

2nd Starday, Early Spring
After sleeping at Mac and Irene's, the heroes wake up and head out. They quickly make their way back to Oakhurst, looking for Mr. Jacoby. As they come back to town, however, they find that his small office is closed. A quick inquiry tells them that he seems to have left for Drahar, to handle some business.

Without hesitation, the heroes (+1 draft horse that Muffin borrowed at one of the burned down farms near Willowwood) turn southward again, and head to Drahar. At the gate, they are stopped by some guards, who ask them all sorts of questions of their business there, and inform them of certain rules specific to Drahar, regarding magic, rituals, and residuum.

* All residents of Drahar have and must always carry their Certificate of Citizenship
* If you wish to trade in Drahar, you must own a Certificate of Trade (a different certificate applies to different types of goods - Muffin buys one that enables him to sell animals and one that enables him to sell weapons and armors)
* They are told that damages caused by magic are always fined at double normal rate.
* They are told that rituals that summon non-human creatures are strictly forbidden, as are rituals that rob the target of his or her free will.
* They are told that buying and selling residuum with anyone but an official trader is strictly forbidden. Always ask to see his certificate. Such a certificate is not obtained as easily as most other certificates.


One inside Drahar, the heroes make their way through the different wards, heading to the Trade Ward, to inquire with the Trade Guild about the whereabouts of Mr. Jacoby. As it turns out, the Trade Guildhouse is closed for the night (it is close to sunset when they arrive), and they they crash in the nearest inn, a place called the Lucky Loon (North Ward)

Below are some of the information gathered/heard/observed about Drahar:

Drahar
Population: 52.000 (90% human)
Leadership: The Seven (also called the Council)

The city of Drahar is built across the river Elra, on a hilly area. In the middle of the Elra is an island, so Drahar has 4 distinct areas. The west coast (North Ward, Green Ward, South Ward, Temple Ward, Ghalton Ward and Trade Ward), the island (Night Ward, Noble Ward, The Furnace), The river between the island and the east coast (Oak Ward) and the east coast, which is currently where a new part of the city is being built, to accommodate all the new arrivals.

Outer Wall:Heavily patrolled, at least in the towers. 35' tall. The Outer Wall surrounding the east coast part of town is currently under construction.
Inner Wall: Surrounds the Noble Ward. Always patrolled. around 20' tall. Gates closes at sundown, and unless you are known to the guards (either as a noble or someone working closely for one), you are not getting in.
North Ward: A mix of shops and housing.
South Ward: A mix of shops and housing
Ghalton Ward: The common man's ward, very few shops.
Green Ward: There is no housing or businesses in the Green Ward. It is a natural area, with a little wood, some lakes and parks. The only building is the Arena, called the Drome, an ancient building of unknown purposes, that was here when the people arrived through the portal, 25 years ago.
Trade Ward: This is where all trade with other settlements is done. All warehouses are located here. Trader's Guildhouse (decorated with statues of lions) and House of the Ancients (decorated with statues of dragons) are also located here, large marble buildings that are visible from far away.
Temple Ward: Every temple to good and neutral gods are here. It's clean, safe, and the streets are flanked by thousands of statues of saints and exarchs.
Noble Ward: This is where the rich and the powerful live. Patrolled heavily at all times.
Night Ward: The original poor man's quarter of Drahar, famous by now for Seven Star Point, the place where 7 roads meet. During the day, a marked place. Mr. Jacoby's shop is here, near the Star, right next to the Black Raven Inn (owner Abraxus Hope a tiefling) where you can buy the famous Black Raven Gin.
The Furnace: This is where the better off of the newcomers were placed. An odd collection of stone and wooden buildings.
Oak Ward: Oak Ward, or New Ward, is the newest addition to Drahar. When 30.000 of the late arrivals decided to stay, something had to be done. Some were dumped in what is now the Furnace, while the rest were placed on the opposite river bank, and told to start building. That started, but quickly, an enterprising soul named Amaris, figured out that the laws of the city stated that anyone living on the land within city walls were to pay taxes. Quickly, a veritable building frenzy started, and soon the Elra was covered in wood, a floating city, with nothing but 3 and 4 story buildings and tight narrow passages. Oak was used for the most part, hence the name. The Oak Ward is a maze, and very few patrols enter here. Buildings have started to crop up on the other side of the river bank (east coast), but there you have to pay taxes, so only those who can afford it, consider moving.

3rd Godsday, Early Spring
The next morning, they went to the Trader's Guild, and got the address of Mr. Jacoby's shop. As it turns out, it is located in the Night Ward, near the Seven Point Star. The heroes make it across town, but it is closed. They decide to wait in the inn next door, called the Black Raven Inn. There they taste the famous Black Raven Gin, served by Abraxus Hope, a tiefling of immense girth. They also have a chat with Leria, a young tiefling female, who apparently is a regular customer of the Black Raven Inn, along with her mysterious friend, who keeps to himself and his corner.

At some point, Brocun leaves the table, to go and see if Mr. Jacoby has arrived. He looks very surprised when he sees Brocun coming in his door, but thanks him for finishing the job, and goes out to the backroom to get the money. But he never comes back. Brocun checks it out, and it looks like Jacoby has fled. Brocun goes back to the inn, and tells the others what have happened. They search the shop, and find some papers that look like as if they have been dropped in a quick get-away. One type of paper is very official looking, with a sigil and such. That type of paper has a column of names, a column of prices (around 1-10 gp), and a column with the buyer's name. Each name appears to have a price and a buyer/payer. Occasionally two names are payed for by the same. The other paper looks much more unofficial, but has no names in the buyer column. Instead the column of names group them in groups of 2 to 5 people, and the prices are much higher, ranging in the 100-200 gp per person.

The heroes think that Mr. Jacoby is part of a slave-operation, where he sends adventurers on bogus missions and has a deal with a tribe of kobolds to capture said adventurers and re-sell/deliver them at this place mentioned by the kobold - Castle Whiterock.

They decide to look for Mr. Jacoby near all gates, and on the east river bank, where the new wall is built. Alas, no luck.

They then decide to stake out the shop, and see if he maybe returns. While they wait, they want to try to figure out what the dwarven runes on the tablets and the copies that Muffin made says. They acquire some residuum (Muffin buys some of Zeke, but forgets to see his certificate, so Torn heads out and finds a certificated seller. Torn casts his first ritual (wuhu), comprehend languages, and reads the tablets. Meanwhile, Muffin has left, after him and Torn (and a few others) came into an argument over peaking in ritual books without permission.

The tablets with dwarven runes talk about a place called Danar Hold (later renamed Keep of Darkness) where a terrible disaster struck.
The keep was originally built for a definitive purpose, to guard over something, maybe in the keep, maybe nearby. However, one night, the leader of the keep, a dwarven paladin named Jeremiah went nuts and killed off most of the other guards, before he was finally neutralized. So horrible was his crime, that his former allies entombed him alive. Shortly after, the keep was deserted (unknown reasons) and the garrison (or rather what was left) was moved 60 miles to the south-east, to another keep, called Castle Whiterock.

Meanwhile, still pissed at the others, Muffin makes a copy of his drawings, and sells them to the Ancients, a guild of historians and explorers that are very interested in anything about the new world.

(continued in the next blog, due to word-count)

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