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<blockquote data-quote="Mistwell" data-source="post: 6414894" data-attributes="member: 2525"><p>This thread is going swimmingly! Thank you guys so much for all your contributions.</p><p></p><p>Some further details on the campaign so far:</p><p></p><p>Recently, some pretty incredible events happened in East Gantrick.</p><p></p><p>Turns out, that ancient mad-king's skull-fortress is sealed no longer. Some desperate souls out foraging went and checked it out, and finding it open they ventured inside. A few of them managed to come back (fewer than left to begin with) with bags of ancient coins, and stories of monsters and traps and mazes of underground tunnels and rooms.</p><p></p><p>Word got out pretty fast (which tends to happen when peasants start spending gold like it's going out of style), and some professional adventurers headed out to explore (see below), followed by some amateurs, and then some more amateurs. Some of the professionals came back alive, but most of the amateurs didn't. Those that returned told similar stories of wealth, and danger.</p><p></p><p>Meanwhile prior to these events a party of powerful (high level) adventurers rescued two brave survivors from a ruined undercity of the Drow and their brutal gladatorial arenas (these two became members of the adventuring party in question for this campaign, joining 4 others). Amongst those powerful adventurers was a follower of the good and righteous deity sometimes known as The Lifegiver.</p><p></p><p>Setting aside their formerly somewhat wicked ways, the two survivors joined the religion of their rescuer, and turned to the side of the light and the just.</p><p></p><p>On return from their successful foray into the distant dark-elven deepness, those same powerful adventurers went on to be among the first to explore the depths of the newly discovered Dwimmerdeep (former home of the Mad King). On their homecoming to town, they were appalled to hear that other amateur adventurers had also ventured forth, and met their maker within the stygian depths of the skull-shaped mountain, in their quest for coin and glory.</p><p></p><p>Concerned that others would follow such an ill-advised path and meet similar fates, the group helped sponsor the founding of the Adventurers Guild. </p><p></p><p>The new adventuring guild invited interested folks to apply. It's free to join, and only costs 10% of any treasure you recover. Members receive the following benefits:</p><p></p><p>1) The use of some basic adventuring equipment;</p><p></p><p>2) Rumors, news, and potentially maps from fellow members;</p><p></p><p>3) Escort to and from the old fortress mountain;</p><p></p><p>4) In the event of the death of a member or members, the Guild will send one group to recover your body, returning the basic adventuring equipment back to the Guild (along with the 10% share of treasure), and your remaining possessions to your family/next of kin.</p><p></p><p>5) Opportunities for the occasional Guild-sponsored mission, which comes with a separate additional payment.</p><p></p><p>6) For more advanced members, opportunities to buy and sell in the Guild market.</p><p></p><p>My party signed up at first light, along with a bunch of others. The Guild gave them each a strange necklace, with the symbol of the Guild on it. They were told to never take the necklace off, as it's used to magically find them should you get lost, trapped or ... worse.</p><p></p><p>It took some months, but the party slowly cleared the dungeons. The dead bodies of some fellow adventurers were found along the way. In addition, they released some prisoners. And finally, they found a number of people turned to stone by several Medusa, turned them back to flesh, and let them go. Some were newly arrived adventurers, and others were ancient ones caught there from the last time the Mad King has been around (an undisclosed number of years ago, loosely believed to be hundreds to a thousand years ago...at some point I will probably have to nail down a number of years). They also consulted with the spirits of some good guardians left behind in the dungeon from ancient days, and that advice (and some physical assistance, like a well of waters that turned people from stone to flesh) helped the adventurers in their victory.</p><p></p><p>The adventurers eventually killed the Mad King, who had become a lich, along with his minions. The dungeons are relatively cleared, and the party is heading back to town with their loot (some of which is undisclosed at this point, so I can insert some interesting treasure there from the final horde of the Mad King).</p><p></p><p>What impact will these released adventurers, particularly the ancient ones, have on East Gantrick? Life was different way back when, when these guys were last "alive". </p><p></p><p>What about the return of other adventurers, both prisoners and those turned to stone?</p><p></p><p>What about all that loot they brought out of the dungeon?</p><p></p><p>What about those spirits of good aligned ancient adventurers who helped them in the dungeon, do they move on from there or remain trapped?</p><p></p><p>What happens to the dungeons now?</p><p></p><p>Now that the initial purpose of the adventurers guild is fulfilled, where does it go from here?</p><p></p><p>And what about those necklaces?</p></blockquote><p></p>
[QUOTE="Mistwell, post: 6414894, member: 2525"] This thread is going swimmingly! Thank you guys so much for all your contributions. Some further details on the campaign so far: Recently, some pretty incredible events happened in East Gantrick. Turns out, that ancient mad-king's skull-fortress is sealed no longer. Some desperate souls out foraging went and checked it out, and finding it open they ventured inside. A few of them managed to come back (fewer than left to begin with) with bags of ancient coins, and stories of monsters and traps and mazes of underground tunnels and rooms. Word got out pretty fast (which tends to happen when peasants start spending gold like it's going out of style), and some professional adventurers headed out to explore (see below), followed by some amateurs, and then some more amateurs. Some of the professionals came back alive, but most of the amateurs didn't. Those that returned told similar stories of wealth, and danger. Meanwhile prior to these events a party of powerful (high level) adventurers rescued two brave survivors from a ruined undercity of the Drow and their brutal gladatorial arenas (these two became members of the adventuring party in question for this campaign, joining 4 others). Amongst those powerful adventurers was a follower of the good and righteous deity sometimes known as The Lifegiver. Setting aside their formerly somewhat wicked ways, the two survivors joined the religion of their rescuer, and turned to the side of the light and the just. On return from their successful foray into the distant dark-elven deepness, those same powerful adventurers went on to be among the first to explore the depths of the newly discovered Dwimmerdeep (former home of the Mad King). On their homecoming to town, they were appalled to hear that other amateur adventurers had also ventured forth, and met their maker within the stygian depths of the skull-shaped mountain, in their quest for coin and glory. Concerned that others would follow such an ill-advised path and meet similar fates, the group helped sponsor the founding of the Adventurers Guild. The new adventuring guild invited interested folks to apply. It's free to join, and only costs 10% of any treasure you recover. Members receive the following benefits: 1) The use of some basic adventuring equipment; 2) Rumors, news, and potentially maps from fellow members; 3) Escort to and from the old fortress mountain; 4) In the event of the death of a member or members, the Guild will send one group to recover your body, returning the basic adventuring equipment back to the Guild (along with the 10% share of treasure), and your remaining possessions to your family/next of kin. 5) Opportunities for the occasional Guild-sponsored mission, which comes with a separate additional payment. 6) For more advanced members, opportunities to buy and sell in the Guild market. My party signed up at first light, along with a bunch of others. The Guild gave them each a strange necklace, with the symbol of the Guild on it. They were told to never take the necklace off, as it's used to magically find them should you get lost, trapped or ... worse. It took some months, but the party slowly cleared the dungeons. The dead bodies of some fellow adventurers were found along the way. In addition, they released some prisoners. And finally, they found a number of people turned to stone by several Medusa, turned them back to flesh, and let them go. Some were newly arrived adventurers, and others were ancient ones caught there from the last time the Mad King has been around (an undisclosed number of years ago, loosely believed to be hundreds to a thousand years ago...at some point I will probably have to nail down a number of years). They also consulted with the spirits of some good guardians left behind in the dungeon from ancient days, and that advice (and some physical assistance, like a well of waters that turned people from stone to flesh) helped the adventurers in their victory. The adventurers eventually killed the Mad King, who had become a lich, along with his minions. The dungeons are relatively cleared, and the party is heading back to town with their loot (some of which is undisclosed at this point, so I can insert some interesting treasure there from the final horde of the Mad King). What impact will these released adventurers, particularly the ancient ones, have on East Gantrick? Life was different way back when, when these guys were last "alive". What about the return of other adventurers, both prisoners and those turned to stone? What about all that loot they brought out of the dungeon? What about those spirits of good aligned ancient adventurers who helped them in the dungeon, do they move on from there or remain trapped? What happens to the dungeons now? Now that the initial purpose of the adventurers guild is fulfilled, where does it go from here? And what about those necklaces? [/QUOTE]
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