Difference between revisions of "Crescent Moons Trading Company"

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[https://docs.google.com/document/d/1RI-jT-6CSFL6HNwVjtwkuDf1Ov-V4g0hJxG0MQ94mH8/view Roy "The Red" Thandor] - an elf ranger played by Justin
 
[https://docs.google.com/document/d/1RI-jT-6CSFL6HNwVjtwkuDf1Ov-V4g0hJxG0MQ94mH8/view Roy "The Red" Thandor] - an elf ranger played by Justin
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[https://docs.google.com/spreadsheet/ccc?key=0AibKkCtH6XHBdHNSY2hKSzBQa2NIWHdXa05FandnWUE&usp=sharing Broom] - a dwarf monk played by William
  
 
===NPCs===
 
===NPCs===

Revision as of 20:25, 25 June 2015

To the casual observer, there is nothing special about the Crescent Moons Trading Company. It is one of a half-dozen small, struggling trading houses, a member of the Dirt City Merchants' Guild, trying to make an honest living in a city of thieves. Only a few people know its secret: Crescent Moons is actually a front organization, created to cover the activities of brave do-gooders, heroes dedicated to helping the common folk of Dirt City to the best of their ability.

The Game

Here you can find the latest posts in this game.

Game Background

The election of Liam Kent, the former head of the Woldian League of Adventurers, as the Prince of Dirt City ushered in a two-year period of relative stability and prosperity. That all changed when Kent was either assassinated or died of natural causes, depending on who you ask. A new Prince was chosen, backed mainly by the Teeth and Keys. He lasted all of two weeks before a feud broke out between the Teeth and the Darts. The new Prince failed to act, leading to accusations of favoritism toward those who had gotten him the job. The Prince fled during the night, leaving the position open again. A new man was chosen, thanks largely to the backing of the Dirt City Merchants’ Guild, but he was murdered by his own guards. Since the guards had been taken largely from the ranks of the Knives, this led to accusations of behind-the-scenes manipulation. The next Prince was forced to abdicate when the Keys withdrew their support after a disagreement. And so on. Finally, in exasperation, the House of Knives and the House of Wolves collaborated to elect their man, Argus Fexel.

As Prince of the City, Fexel has succeeded in keeping order, using draconian laws and harsh punishments to discourage anyone from stepping out of line. After months of infighting and instability, the city now knows peace of a kind, but at a very high price. And nobody is suffering more than the common folk, who have no powerful allies to shield them.

Characters

These are the characters, past and present, that have been featured in this game.

Current Roster

Avin Fellows - a human wizard played by Thomas

Wilford Grimly - a human rogue played by Matt

Toston Lotor - a gnome monk played by Hugh

Ashley Steward - a human fighter played by Nicholas

Talanthrel - a half-elf fighter played by Paul

Var Tuegh - a half-orc ranger played by Tom

Alizar Alegari - a elf cleric played by Rocky

Past Characters

Gilmek - a gnome bard played by Briton

Roy "The Red" Thandor - an elf ranger played by Justin

Broom - a dwarf monk played by William

NPCs

Abel Boggs is the PCs' primary contact in the organization. He is a very average-looking human man in his forties, with thinning sandy hair and a very forgettable face.

Madri Brightside is the company's receptionist, a halfling woman who is unfailingly kind and cheerful. She can usually be found in the reception area, where she has a smile and a friendly greeting for everyone.

Brother Elthorn is a drunk acolyte of Ffloy and tender of a small shrine / graveyard dedicated to Ffloy. In his own words he has a 'posisshen' and complains that no one appreciates either Ffloy or him.

Geography

This game takes place in Dirt City.

The Crescent Moons Trading Company is located in an uneasy no-man's land between Moontown and the Backstab Quarter. It's a rather shabby, single-story building whose front door and shutters have been painted a hopeful shade of blue. Next door is a sprawling rooming-house; down the alley is a tiny shop that sells the best meat pies in the City Above. Across the street is a rather sleepy neighborhood brothel.

Marsh House

At present, the PCs are renting a large house, called Marsh House, for 40 gp per month. The house has plenty of room for everyone, but its architecture is odd to say the least. Complete descriptions can be found in the game's archives, specifically the DM posts of March 25, 26, and 17, 2015.

Currently, Avin has claimed the "round room." Toston is in the "rustic room" with Var sleeping in a hammock on the attached screened porch. Wilford has taken a liking to the somewhat feminine white-and-yellow room. Broom has opted for the "front room," leaving Talanthrel and Ashley in the "very large room." There is also a servant's room, presently unoccupied.

Safe Houses

Part of the cover that the Crescent Moons Trading Company provides is a network of safe houses for emergencies. The PCs were given safe houses and recognition codes, which they had to memorize since none of this information is safe to write down and carry around. There are several safe houses in Dirt City; the following is only a partial list:

  • There is a certain bookstore in The Burn. Go in and ask for the autobiography of Liam Kent. The clerk will ask "the abridged or unabridged version?" The reply: "I hear they're both the same."
  • There is a certain house in Wardd's Ward. Go to the back door and ask about the mule they have for sale.
  • There is a certain inn near the Crescent Moon Market in the City Below. Ask for the Liam Kent special.
  • There is a certain flat near the Dock Sewer of the City Below. The key is behind a loose brick in the wall, 20 paces north of the flat. Leave the brick in the center of the walkway, so watchers can report that the safe house is in use.

History

Here you'll find links to all the events and history relevant to this game.

The road so far

Our story begins with eight separate heroes (Wilford, Avin, Toston, Var, Talanthrel, Broom, Ashley and Gilmek) getting recruited by Abel Boggs. They meet at the Crescent Moons Trading Company main office where Boggs informs the group that there have a rash of undead attacks in Grubbertown and he wants the group to investigate. The group ends up splitting up with Talanthrel, Gilmek, Toston and Wil looking for witnesses and Ashley, Avin, Var and Broom looking for a sight of a known attack. The latter group does not find anything useful but the former group finds a cemetery with evidence of disturbed graves and a shrine. Toston uses his gnome magic to send a signal for the other group. They find it and trace it back to its source as the party reunites at the cemetery. The group investigates the chapel finding a drunk passed out in it, but is interrupted by 4 zombies. The group destroys the zombies but some of its members are injured. The drunk turns out to be Brother Elthorn, an acolyte of Ffloy in charge of the cemetery and the graveyard. Through diplomacy and intimidation the group is able to convince Elthorn to help and heal their wounds. It turns out he needs to renew a ritual to prevent the dead from rising from his cemetery, but there is a hitch. Elthorn requires a measure of powdered silver to complete the ritual. The group sets out to check in with Boggs at the Scrum and then find the required silver but are detoured by cries for help. Our heroes investigate and find a mixed group of skeletons and undead that at first glance appeared to be zombies but actually aren't. An elf ranger named Roy also joins in the battle against the undead. What happens next? Only time will tell.

Crescent Moons Trading Company Official Bestiary as compiled by Toston Lotor and Var Tuegh

Z is for Zombie

Z is for Zombie, most rotted and foul; use slashing against them and you're wise like an owl

As written by Var: Zombies: Strong. Direct attack. Too soft for arrows, blades work better. Fire? Wizard says once we put them down they're too mangled for a necromancer to use again. Try: Burn bodies; holy water

Walking Skeletons - arrows'll go right thru, blades catch on the ribs. Best if use blunt weaponry. Probably harder to burn?

("Tough Zombies" is written here, and then scratched out) Ghouls - Like zombies, but tougher. more meat on their bones. (several attempts at "paralytic" that have been scratched out) Touch will freeze you up, dono if magic or poison, but will put you on the ground real quick. Very Dangerous.

Wight: kinda like a vampire? messed up the gnome pretty good, drained some of his life. Holy Water: hurts 'em, but not as much as you'd think; burned 'em good - won't be bothering anyone again.

DM Pages

Here are all the resources a DM will need to run this game.