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- Beginning sessions:
- Meeting Gideon Rutherford... {MAIN STORY}
- A Local mining group comes to town, setting up base outside of town. ->
- They post fliers around town asking for workers for prospecting. ->
- Underground delving for prospector, his second goes with party. ->
- Portion of the tunnels collapse after they find a copper ore vein and the party falls a great distance down a chute. ->
- Find ancient burial ruins of Natives, prospector's second is dead however. ->
- There is a pedestal in the center of the room with a large purple tourmaline gem in the center. ->
- Party has to find a way out, there is a sealed door on one end of the room which will only open after they remove the gemstone. ->
- As they pass by sarcophagi they burst open and the room is flooded with spirits. ->
- ZOMBIE STAT-BLOCK HERE!!
- The Party may die, or manage to get the door pried open, running upward through a tunnel, hearing groans of the dead behind them, until they come upon a chasm with no visible bottom and a creaky bridge which they must cross. ->
- There is a chance one of them could fall but can succeed a DC 14 Dex save to be caught by nearest character. ->
- The pathway leads to an old abandoned Hochecka village about 4 miles away from Galley's Gulch, it being left in ruins in their wake. ->
- Once they return the prospector asks if they found any ore or anything; if asked about his second he says "I can always hire another".
- The party gets payed 400 Gold bits. ->
- If the party shows the Prospector the gem then he says he doesn't know what it is, and they should head north in search of a man named Gideon Rutherford. ->
- Roscoe Holt's Julip Jamboree! [SIDE QUEST]
- 600G Wanted poster for Roscoe Holt->
- Was last seen heading north-west running from lawmen in a flamboyant Wagon->
- Has a little pseudodragon named Scamp (Scamp in Draconic) ->
- When the party tracks down the wagon it has been apprehended by a the Orcish Tribe, and they are currently ransacking the contents of Roscoe's wagon, marveling at how it's bigger on the inside than it looks, and how he has a bunch of shinies ->
- Roscoe is being held in a cage beside the wagon, threatening to tear the soul from one of the Orcs that are trying to roast his Pseudodragon ->
- He will notice but stay quiet about the adventurers ->
- DEPENDS ON HOW THE PARTY APPROACHES BUT MIGHT END UP FIGHTING 6 ORCS
- Once the situation is taken care of he will run to his pet Scamp and tend to any injuries with his healing potions ->
- Roscoe will try to barter his alchemical services with the party for his freedom, promising to make it worth their while ->
- DEPENDS ON THE PLAYERS BUT THE QUEST SHOULD END THERE.
- CONTINUATION OF ENCOUNTER
- Earl Able: Handyman Extraordinaire! [SIDE QUEST]
- A Local man has a wagon and services he's willing to sell for a meager sum of 100 gold a month. If there is an accrual of debt then he will sell whatever is left on the cart to pay the bill. ->
- His name is Earl Able, travel, organization, and repairman extraordinaire. He can cook, clean, maintain weapons, repair armor, find routes that will halve the time it takes to get to a locale, and he micro-brews on the side. (His meals and beers have certain effects that last for 4 hours). ->
- His cart can carry up to a solid 5 tonne load before it is encumbered and goes at 1/2 pace. ->
- If the party takes on Earl he has a little bit of baggage that follows him in the form of a band of adventurers that he was working for before he pawned their stuff off to pay their debts to him. They will demand their items back, as they had valuable magical items in their kit. ->
- The party can give Earl up, and that will be the end of it. Otherwise they will have to fight a group of adventurers leveled to their level in CR with Leveled abilities of Rogue, Fighter, Wizard, and Cleric = to the player's levels. ->
- LOOT: 200 Gold in total, a Bastard sword & Shield, a casting focus for Arcane Casters, Thief's Tools, a Healer's Kit.
- If they win and Earl isn't dead then he gives them each a Magic Item as he couldn't sell them since they were worth too much where he went to pawn them. ->
- Earl will then go back to feeding his Oxen and saying that if the players wish he can work for them at a discount from now on when they need a large wagon or a dedicated travel master. ->
- The Unsettled Swarm [SIDE QUEST]
- The Party keeps hearing rumors about roadways that heave with an unhealthy green mist and once it's passed people go missing ->
- There's evidence of struggles along wagon wrecks on the roads, claw marks, overturned wagons, corpses left behind are wildly mutilated ->
- The party discovers, as a massive roil of glowing green mist washes over the dry, barren flatlands from the west that they are not alone on the trail ->
- Inside the mist are vague humanoid silhouettes that are shambling closer ->
- GHOUL STATBLOCK GOES HERE
- Once the party defeats at least 6-10 of them the sun begins to rise and the monsters cede with the mists ->
- QUEST TEMPORARILY ENDS THERE BUT THE ADVENTURERS WILL KEEP HEARING ABOUT THE MISTS AND HOW NOBODY WANTS TO GO SOUTH.
- Secret Agent Man [SIDE QUEST]
- The party will find a 10,000G bounty from the government on a man named Jasper Lanius ->
- The poster will warn any who go after the man that he is a heavily armed, vicious murderer ->
- They will find him camped on a ridge overlooking the road from Gallows Gulch to Neverport, a faint trail of smoke atop the plateau hinting at his presence ->
- When the party approaches he will give them a warning once, and then he will attack.
- Jasper has been set up as a scapegoat by a government official due to him trying to connect settler skirmishes with a certain political figure, Noah Hawthorne. ->
- Jasper thinks that Noah is attempting to keep lands free of settlers by making the land dangerously full of marauding bandits on his payroll. Lots of people die then there's no value, no value means cheap land, cheap land means you can buy loads of it en masse.
- JASPER LANIUS STATBLOCK
- He will mention that he believes he needs to track down a gang of lowlifes that go by the name of "Serpentine 13" ->
- They are in a canyon that flattens out and have ridges along it's edge, maybe about 2-3 miles west ->
- PLAYERS CAN THEN HELP OR NOT
- The party must then sneak into the canyon and apprehend the leader and question him about his employer, and get proof of his payment and correspondence. ->
- Party gets a letter invitation to go to a pateo party in Neverport, which Noah Hawthorne will be hosting, full of personally employed security. ->
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