(S071) Leveling Up and Downtime
Arriving in Thornwind, the party distributes their wealth, learns that an old seed and hag encounter triggered a northern blight, and spends downtime exploring magical tattoos and merchant networks.
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Chapter: =this.session-chapter
DM: =this.dm-session
Session Day: 138
Time Passed: Morning Rest & Naval Skirmish
Rewards: Black Card,Enderbox,Bag of Holding,Portable Hole,Heward's Handy Haversack,Saddlebags of Holdings,Mark of the Armsman Tattoo,Ghost Step Tattoo,Major Protection Tattoo,Glyphstone
π₯ PCs
π₯ NPCs
πΊοΈ Locations
π‘οΈ Creatures
π΄ Factions
π¦ Items of Note
| βοΈ Previous Session | βΆοΈ Next Session |
|---|---|
| 106 | 108 |
π Session Summary
The Wild Cards were called The Menagerie by some until they came up with the name The Wild Cards.
- Barlo: A grizzled tabaxi barbarian who has been doing some work for a network that one should be wary of.
- Bastion: An orphan human who spent his life studying magic and blades, even though his elder pushed him away from the sword. He replaced Reginald.
- Calliope: This bardic faun joined the party late when she needed to find help to save her homeland.
- Reginald: A leonin cleric who was off to show his family's royal background and would later find out there were secrets leading to him becoming a king.
- Sas: A tortle hermit was given an item of power and a quest.
- Shadow in the Snow: This tabaxi got a coin, and her curiosity set her on a path.
π¬ Scenes
- Scene 1: Barlo's Backstory β From The Bronze Canyon in Kampos. Gave up Tabaxi name, "Smiles". Help move people. On way to Eushia to help Black Road with a client. Currently on ship near Carrune.
- Scene 2: Bastion's Backstory β When Bastion Bladesinger was very young he lost both of his parents to a plague. He took care of himself as he taught himself how to use the rapier his father once wore. He lived in Dyrt and watched all of the great knights. He also had an interest in the ways of magic and he wished he could do both β use swords and excel in magic β like many elves he had heard about.
- Scene 3: Calliope's Backstory β Calliope was born into the nestled highlands of the Oraniad Mountains. The Skola Vale, wild and free, blessed by the gods and inhabited by whimsical Satyr and Faun. Deep within it among the lush valley, reside the Dawngreets, a long generational line of storytellers and lore keepers.
- Scene 4: Reginald's Backstory β He was born at home, a modest-sized mansion where his family lived a modest means β even though his father could never stop talking about how they were royalty and yet this was the only lands they currently possess. His childhood was generally a happy one full of several friends. He was an only child.
- Scene 5: Sas' Backstory β Sas was born on the continent of Oth'Mar β a content mostly inhabited by Tortles and is far to the south of the Carrune Isles.
- Scene 6: Shadow's Backstory β Deep in the snowy mountains high in the north, there lived a large group of Tabaxi, The Blinding Wild Clan.
π Missions & Quests
- Completed:
- Established individual party origins and initial connections to the world of Dierde.
- Active / Discovered Threads:
- Barlo's ties to the smuggling rings and the Black Road.
- Bastion's mysterious past and fallout with Grognard.
- Calliope's quest to save the Skola Vale.
- Reginald's pursuit of his family's royal mint commission and claim in Neyer.
- Sas's vision of the Cat Goddess Bast and journey to find her lost lands.
- Shadow's golden coin and mystical calling from her clan shaman.
NPCs
π₯ NPCs with the party
NoneβοΈ NPCs Fought
None㪠NPCs Other Interactions
Noneπ£οΈ NPCs Discussed
NoneS071: Leveling Up and Downtime
Date: 2024-05-12
Short
The party arrived at the bustling port city of Thornwind after completing their package delivery mission, distributing their substantial earnings of 10 platinum, 287 gold, and 100 silver pieces each. Their successful negotiations with the Thieves Guild had earned them excellent credit throughout the merchant networks via a black card, granting access to discounted rates and rare items across multiple ports. However, their celebration was tempered by troubling news from their northern territories - while their keep had been completed, a devastating blight outbreak had interrupted the Civil War, with strange creatures emerging across the region, possibly triggered by their earlier encounter with a hag and a mysterious seed.
During their week-long stay in the well-ordered city, the party focused on enhancing their abilities and equipment. Shadow sought to expand her tattooing knowledge at the Weaver's Mark parlor, negotiating with the narcissistic artist Hannah Lane to learn new magical tattoo designs for 50 gold pieces. Meanwhile, Barlo searched for someone capable of creating a Mark of the Armsman tattoo to improve his combat abilities, though the party discovered that powerful magical tattoos came with steep prices - Ghost Step tattoos cost 3,000 gold pieces and Major Protection tattoos commanded 8,000 gold pieces. Despite their recent windfall and access to over 10,000 silver pieces stored in magical containers, acquiring the most powerful enhancements would require careful financial planning as they prepared for their continuing adventures.
Summary
The party arrived at a bustling port city after completing their package delivery mission, their pockets heavy with newfound wealth. They distributed their earnings among themselves - 10 platinum, 287 gold, and 100 silver pieces each - while discussing ways to improve their combat effectiveness. Bastion lamented his slow movement speed in battle, often arriving too late to join the action while Barlo could cover vast distances in a single move. The group considered various improvements to their abilities, with some members focusing on increasing their mobility and others on enhancing their combat prowess.
Their ship's captain brought welcome news about their improved standing with the criminal underworld. Thanks to Barlo's successful negotiations with the Thieves Guild, the party now possessed excellent credit throughout the merchant networks. The black card they had received granted them access to discounted rates and expedited services across multiple ports and cities. This network, operated by the Mercantile Company, could even procure rare and expensive items like diamonds, though such requests might take time depending on the magnitude of the order. The captain explained that their successful deal had opened doors to a sophisticated trading system that connected ports and cities across the realm.
While settling into their temporary accommodations, the party received an important letter delivered through the port's communication network. The message contained updates from their northern territories, where their keep had finally been completed during their absence. However, the news carried both triumph and concern - the Civil War between the feuding Leonin family factions had been abruptly interrupted by a devastating blight outbreak. The letter revealed that strange creatures had emerged, causing widespread destruction across the region. Most troubling was the implication that the party's earlier encounter with a hag and the planting of a mysterious seed had somehow triggered this ecological disaster.
Fortunately, their ally Reginald from the School of Ail had stepped in to help manage the crisis. The newly constructed keep had proven invaluable during the emergency, as it was already staffed with soldiers who could respond to the threat. The letter also informed them that they could send financial support to the School of Ail through the port network if needed, though they weren't required to contribute their substantial silver reserves. The party learned they had earned an additional 200 gold pieces for their voyage to Thornwind, further adding to their growing wealth.
The group spent time organizing their extensive collection of magical storage items and equipment. They clarified who carried which bags of holding, confirmed that Artie possessed both the Heward's Handy Haversack and the saddlebags of holdings, and discussed adding their recently acquired portable hole to their inventory. With over 10,000 silver pieces stored in their enderbox and various magical containers, weight management had become less of a concern. The party also reviewed the special abilities they had gained from their dragon marks during their Eberron job interview - Bastion's proficiency in investigation, Shadow's thorn whip cantrip, and Barlo's mage hand cantrip, all acquired by placing their hands in the silver flame.
Shadow expressed interest in expanding her tattooing knowledge and began searching the port city for skilled practitioners. The party discovered that Thornwind was a well-maintained city with strict law and order, governed by various factions including thieves guilds and syndicates that worked in careful cooperation. The population consisted primarily of humans and halflings, many of whom displayed intricate tattoos that suggested a thriving body art culture. After some searching, they located a tattoo parlor called the Weaver's Mark, run by a skilled but narcissistic human woman named Hannah Lane.
At the Weaver's Mark, Shadow attempted to learn new techniques by showing Hannah her existing work and flattering the artist's considerable ego. Though Hannah was initially hesitant to share her knowledge with a newcomer, Shadow's persistence eventually paid off. The tattoo artist offered to let Shadow copy one of her designs into her sketchbook for 50 gold pieces and two hours of work, providing an opportunity to expand her repertoire of magical tattoo patterns. The session would allow Shadow to study Hannah's techniques and add new designs to her growing collection.
Meanwhile, Barlo began searching for someone capable of creating a Mark of the Armsman tattoo, a powerful magical enhancement that would improve his combat abilities. The party learned about the complex rules governing magical tattoos - their placement on different body parts, size categories ranging from small to large, and complexity levels from simple to ornate. They discovered that certain tattoos required special inks and lengthy application processes, with some taking many hours to complete and requiring significant skill to apply properly. The most powerful tattoos also required attunement, limiting how many magical items each party member could use simultaneously.
As they explored their options, the party encountered the harsh reality of magical tattoo pricing. A Ghost Step tattoo that would allow incorporeal movement cost 3,000 gold pieces, while a Major Protection tattoo providing significant defensive bonuses commanded 8,000 gold pieces. Despite their recent windfall, these prices stretched beyond their individual means, though they considered pooling resources or converting some of their silver reserves. The party realized that acquiring the most powerful magical enhancements would require careful financial planning and possibly additional adventures to fund their ambitions.
The session concluded with the party planning their next moves, both in terms of their shopping endeavors and their upcoming travel plans. They needed to decide whether to continue their journey by sea or transition to overland travel, a decision that would require coordination with their transportation arrangements. The week-long stay in Thornwind provided ample time to complete their business, acquire new equipment, and prepare for whatever challenges awaited them in their continuing adventures. Their improved standing with various factions and access to merchant networks had opened new possibilities, but also revealed the expensive nature of truly powerful magical enhancements.
Memorable Moments:
- The party realized their past actions with a hag and a mysterious seed triggered a devastating blight outbreak in their northern territories.
- The group reviewed their new dragon mark abilities, acquired by placing their hands in the silver flame during their Eberron job interview.
- Shadow successfully flattered the narcissistic tattoo artist Hannah Lane to copy a magical tattoo design for her sketchbook.
Scenes
Character Advancement and Loot Distribution
The party discusses character improvements and distributes their recent earnings from completed missions.
- Players discuss taking feats like Fleet Footed and Mobile to improve movement speed
- Party distributes 10 platinum, 287 gold, and 100 silver pieces among members
- Discussion of combat tactics and movement abilities
- Players level up and make character advancement choices
- Discussion about charging expertise feat and dash action mechanics
- Players take average HP rolls for leveling up
Port Arrival and Guild Benefits
The party arrives at port and learns about their improved standing with the Thieves Guild and access to merchant networks.
- Captain explains the party's good credit with the Thieves Guild from Barlo's deal
- Party gains access to black card benefits and merchant network discounts
- Discussion of the Mercantile Company faction and port trading systems
- Party receives additional 200 gold payment for sailing to Thornwind
- Access to discounted rates and quicker service through the network
- Ability to request expensive items like diamonds through the network
News from Home
The party receives a letter with updates about their keep and the situation in the north.
- Party receives written message that their fort construction is complete
- Learn that the Civil War between Leonin family sides was interrupted by a blight outbreak
- Discover the blight was caused by a seed they planted related to a hag encounter
- Reginald and School of Ail helped resolve the situation
- The keep proved useful as soldiers were already stationed there
- Party learns they can send silver pieces to School of Ail through the port network if needed
Inventory Management
The party discusses their equipment and storage items.
- Discussion about adding the portable hole to their inventory
- Clarification about who has which bags of holding
- Artie confirmed to have the Heward's Handy haversack and saddlebags of holdings
- Discussion about weight limits and storage capacity
- Mention of 10,000 silver pieces stored in the enderbox
Dragon Mark Abilities Reminder
The DM reminds players of the special abilities they gained from their Eberron job interview.
- Bastion's dragon mark grants proficiency in investigation
- Shadow's dragon mark provides the thorn whip cantrip
- Barlo's dragon mark gives the mage hand cantrip
- These abilities came from placing hands in the silver flame during a job interview
Seeking Tattoo Services
Shadow begins searching for tattoo parlors to learn new tattooing techniques and acquire magical tattoos.
- Shadow expresses interest in finding a tattoo parlor
- Discussion about learning tattooing techniques and trading knowledge
- Party members offer to help with tattoo designs and teaching
- Beginning of search for tattoo services in the port city
Visiting the Weaver's Mark Tattoo Shop
The party explores Thornwind and finds a tattoo parlor to learn about magical tattoos.
- The party finds a tattoo shop called the Weaver's Mark in Thornwind
- Shadow meets Hannah Lane, a human female tattoo artist
- Shadow attempts to learn tattoo techniques by showing her existing work
- Shadow makes a charisma check (rolled 9) to persuade Hannah Lane to share knowledge
- Discussion about the demographics of Thornwind - mostly humans and halflings
- Learning about law and order maintained by various factions including thieves guilds
- Shadow offered the chance to copy a tattoo design into her book for 50 gold pieces and 2 hours
Shopping for Magical Tattoos
The party continues their shopping in Thornwind, focusing on acquiring magical tattoos and discussing prices.
- Barlo searches for someone who can create a Mark of the Armsman tattoo
- Discussion about tattoo placement rules, sizes (small, medium, large), and complexity levels (simple, average, ornate)
- Barlo finds someone who can create the Mark of the Armsman tattoo
- Discussion of tattoo costs - Ghost Step tattoo priced at 3,000 gold, Major Protection at 8,000 gold
- Learning about special inks required for certain magical tattoos
- Discussion of application time (6 + 3d6 hours) and DC 16 skill check required
- Party realizes they don't have enough individual funds for the expensive tattoos
- Consideration of using 10,000 silver pieces (equivalent to 1,000 gold) for purchases
- Discussion about attunement requirements for magical tattoos
- Session ends with plans to continue travel and discussion of transportation options
Memorable Moments
The party learns their past actions with a hag and a mysterious seed triggered a devastating blight outbreak.
Reading an important letter from their northern territories about the interrupted Civil War.
The party reviews their new dragon mark abilities acquired by placing their hands in the silver flame.
Organizing their extensive collection of magical items and reviewing their Eberron job interview rewards.
Shadow successfully flatters the narcissistic tattoo artist Hannah Lane to copy a magical tattoo design.
Trying to learn new tattooing techniques at the Weaver's Mark in Thornwind.
NPCs
Ship Captain
The captain of the vessel that brought the party to port. Explains the party's improved standing with the Thieves Guild and their access to merchant network benefits through the black card system.
Reginald
A member of School of Ail who helped resolve the blight outbreak situation in the north. Previously encountered by the party and proved instrumental in dealing with the crisis caused by the party's earlier actions.
Hannah Lane
A human female tattoo artist who runs the Weaver's Mark tattoo parlor. She is described as narcissistic and knowledgeable about tattoo art, with an extensive collection of designs in her books. She responds well to flattery about her artistic skills and offers to let Shadow copy a tattoo design for 50 gold pieces and 2 hours of work.
Locations
Port City
A trading port where the party arrived after completing their package delivery mission. Features merchant networks, guild connections, and various services including tattoo parlors. Connected to the broader Mercantile Company network.
Thornwind
A well-kept port city with strong law and order, run by various factions including thieves guilds and syndicates that work together. The city has multiple tattoo parlors and is populated mostly by humans and halflings, with many residents displaying visible tattoos. The party earned 200 gold for sailing here.
The Keep/Fort
The party's constructed stronghold in the north that has been completed during their absence. It proved useful during the blight outbreak by housing soldiers and serving as a base of operations when the Civil War was interrupted.
Weaver's Mark
A tattoo parlor in Thornwind run by Hannah Lane, a narcissistic human female tattoo artist who specializes in magical tattoos and has an extensive collection of designs. Offers tattoo services and knowledge exchange opportunities.
Items
Black Card
A credit card provided by the Thieves Guild that gives the party access to merchant networks, discounted rates, and faster service at ports and cities. Represents their improved standing and creditworthiness with various trading networks.
Enderbox
A storage container where the party keeps their accumulated wealth, including 10,000 silver pieces. Used for storing large amounts of currency and valuable items safely.
Bag of Holding
A magical storage bag in the party's possession, with some confusion about who currently carries it. Part of their inventory management discussion and weight capacity considerations.
Portable Hole
A magical storage item recently acquired by the party that needs to be properly catalogued in their inventory system for tracking purposes.
Heward's Handy Haversack
A magical storage item currently carried by Artie, providing additional carrying capacity for the party's equipment and supplies.
Saddlebags of Holdings
Additional magical storage items that Artie possesses, expanding the party's overall storage capabilities for their adventures.
Mark of the Armsman Tattoo
A magical tattoo that Barlo seeks to acquire. It requires special ink and specific placement rules, with different size and complexity options available. The tattoo provides combat-related magical benefits and requires attunement.
Ghost Step Tattoo
A magical tattoo that allows the wearer to become incorporeal like a ghost, preventing grappling and providing other ghostly abilities. Requires attunement, costs 3,000 gold pieces, and takes 6 + 3d6 hours to apply with a DC 16 skill check.
Major Protection Tattoo
A large magical tattoo that provides +2 to AC and all saving throws. A powerful defensive enhancement that costs 8,000 gold pieces, requires special inks, and must be placed on the chest or back.
Glyphstone
A special item mentioned as having a unique type of attunement that differs from normal magical item attunement rules, representing an exception to the standard three-item attunement limit.
Spells
Thorn Whip
A cantrip granted to Shadow through their dragon mark from the Eberron job interview. Gained by placing their hand in the silver flame during the interview process, providing them with this nature-based attack spell.
Mage Hand
A cantrip granted to Barlo through their dragon mark from the Eberron job interview. Acquired during the same silver flame ritual that gave the party their special abilities, allowing telekinetic manipulation of objects.
Classic
Last we left off, our intrepid adventurers had successfully completed their package delivery mission and found themselves in the bustling port city of Thornwind, their coffers considerably heavier with newfound wealth. Each party member claimed their share of the spoils - 10 platinum, 287 gold, and 100 silver pieces - while contemplating ways to enhance their combat prowess. Bastion voiced his frustrations about his sluggish movement in battle, often arriving fashionably late to the fray while Barlo could traverse vast distances with ease. Their ship's captain brought welcome tidings about their elevated status within the criminal underworld, as Barlo's shrewd negotiations with the Thieves Guild had earned them excellent credit throughout the merchant networks and access to the sophisticated trading systems of the Mercantile Company.
However, their moment of triumph was tempered by troubling news from their northern territories. A letter arrived through the port's communication network, bearing updates from their newly completed keep. While the Civil War between the feuding Leonin factions had been interrupted, it was not by peace, but by a devastating blight outbreak that had spawned strange creatures across the region. Most disturbing was the revelation that their earlier encounter with a hag and the planting of a mysterious seed may have triggered this ecological catastrophe. Fortunately, their ally Reginald from the School of Ail had stepped in to manage the crisis, and their well-staffed keep proved invaluable during the emergency.
As the party settled into Thornwind for an extended stay, they turned their attention to enhancing their abilities through magical tattoos. Shadow sought out the Weaver's Mark, where she encountered the skilled but narcissistic artist Hannah Lane, eventually convincing her to share knowledge for a price. Meanwhile, Barlo pursued the creation of a Mark of the Armsman tattoo, though the party quickly discovered the steep costs of truly powerful magical enhancements - with some tattoos commanding prices of 3,000 to 8,000 gold pieces. Now, with a week to spend in this well-ordered city of humans and halflings, our adventurers must decide how to invest their resources and prepare for whatever challenges await them on the horizon...
Snarky
When last we left our intrepid adventurers, they had just rolled into the bustling port city of Thornwind with pockets heavier than Bastion's armor and spirits higher than Barlo's acrobatic leaps. Fresh off their successful package delivery mission, the party found themselves swimming in wealth - 10 platinum, 287 gold, and 100 silver pieces each - which is apparently what passes for "making it rain" in the fantasy economy. Of course, with great wealth comes great responsibility, and by responsibility, we mean immediately figuring out how to spend it all on magical tattoos and mobility upgrades because apparently walking at normal speed is for peasants.
The good news kept rolling in faster than Shadow's new tattoo needle, as their criminal connections had paid off in a big way. Thanks to Barlo's smooth talking with the Thieves Guild, the party now possessed the fantasy equivalent of a black American Express card, complete with access to discounted rates and expedited services across the realm. Meanwhile, back home, their newly constructed keep had become the headquarters for managing a full-blown ecological disaster - because nothing says "homecoming" like finding out that mysterious seed you planted has triggered a blight outbreak and spawned strange creatures across the northern territories. Fortunately, their ally Reginald was handling the crisis, proving once again that sometimes the best way to deal with your problems is to have really competent friends.
As the party settled into Thornwind's surprisingly well-organized criminal underworld, they discovered that even illegal activities run more smoothly when there's proper municipal planning involved. Shadow began her quest to expand her tattoo repertoire by flattering the ego of Hannah Lane, a narcissistic but skilled artist at the Weaver's Mark, while Barlo started shopping for combat enhancement tattoos that cost more than most people's houses. With magical tattoos ranging from 3,000 to 8,000 gold pieces, the party quickly learned that looking cool and being magically enhanced comes with a premium price tag that would make even their newfound wealth sweat nervously.
Middle English
Harken well, ye gentlefolk all,
To tales of brave adventurers bold,
Who sailed unto a port so fair,
With coffers filled with silver and gold.
Ten platinum pieces each they claimed,
Two hundred eighty-seven gold bright,
One hundred silver coins apiece,
Their purses heavy from their fight.
Good Bastion did lament his speed,
Too slow to join the battle's dance,
While Barlo swift as wind could move,
And strike with lightning's fierce advance.
The captain brought them tidings glad,
Of standing high with rogues and thieves,
A black card earned through Barlo's wit,
That merchant favor now achieves.
The Mercantile Company's reach,
Extends to ports both far and wide,
With diamonds rare and treasures sought,
Their network serves as faithful guide.
But hark! A letter came to hand,
From northern lands where keeps stand tall,
Their fortress built while they were gone,
Now stands to answer duty's call.
Yet darkness spreads across the realm,
A blight born from a hag's fell seed,
Strange creatures roam the blighted earth,
And cause the land to burn and bleed.
Good Reginald of Ail's fair school,
Did step to aid in this dark hour,
The keep's brave soldiers stood their ground,
And showed their military power.
Two hundred gold more did they earn,
For sailing to fair Thornwind's shore,
Their enderbox holds silver vast,
Ten thousand pieces and much more.
In Thornwind's streets so clean and bright,
Where law and order hold their sway,
The party sought to spend their coin,
And grow in power day by day.
Fair Shadow sought the tattoo's art,
At Weaver's Mark she made her way,
Where Hannah Lane, with ego grand,
Would teach her craft for golden pay.
Fifty gold pieces for the lore,
Two hours spent in learning's hall,
To copy patterns in her book,
And master tattoo's mystic call.
While Barlo sought the Armsman's mark,
A tattoo of great martial might,
But prices high as mountain peaks,
Did challenge their financial sight.
Three thousand gold for Ghost Step's power,
Eight thousand for Protection's shield,
Such mighty magic comes with cost,
That makes the bravest purse to yield.
So in fair Thornwind they remain,
A week to plan and shop with care,
Their black card opens many doors,
But coin is needed everywhere.
What path they'll take when time is done,
By sea or land they must decide,
Their tale continues ever on,
With fortune as their faithful guide.
Limerick
To the port city they sailed with great cheer,
Their pockets now heavy, their mission quite clear.
With platinum and gold,
Their wealth to behold,
And silver that sparkled like crystal so dear!
The captain brought news of their fame,
Black cards from the Guild bore their name.
With credit so fine,
Through merchant's design,
They'd shop with discounts in this trading game!
A letter arrived with mixed news,
Their keep was complete, but gave blues.
A blight had spread wide,
Where hag's seed did hide,
And strange creatures emerged from the muse!
At Weaver's Mark parlor they went,
Where Hannah's great ego was bent.
For fifty gold pieces,
Shadow's skill increases,
As tattoo designs were lent!
The prices for magic ran high,
Ghost Step made their wallets cry.
Three thousand for one,
Eight thousand for fun,
But power comes dear, they can't deny!
Exported from GMAssistant on 2026-08-16