Session 39: Lords of Humming's End

 

PCs:

sir Korin Clubfoot, dwarf, F5

Dame Mia the elf, T3/MU2

sir Norbor the half-orc, F3


PARTY'S HENCHMEN:

Cleon, F3

Xenop, C3

Orbo, C2

Tand, R2

Ausillar the half-elf, R2

Mukaz the half-orc, F1

Nardik, F1


SESSION RECAP:

    Having defeat the gnolls and earning the gratitude of Hommlet (not to mention Humming's End), the group decides to travel back to Verbobonc, report everything that took place and claim their promised reward. They started their journey on Harvester 9 and by Harvester 14 the whole battalion is on Verbobonc.

    One day before they reach Verbobonc however, they will encounter a big group of men, armed and armoured, heading south. They didn't seem to care about the party and the party didn't want to pick up another possible fight, after giving a tough battle and being tired by the journey. 

    They make their triumphant return and the city welcomes them back as heroes. One day later, Korin, Nolbor and Mia are knighted in an official ceremony and Korin becomes officialy the new ruler of Humming's End. There they have the chance to relax and talk to many high profile nobles, like Jeric, a man with connections to many guilds and who wishes to make future business deals with the lords of Humming's End.

    One day later, Nolbor will host a melee tournament and the winner will get the chance to become his squire. The winner is a promising young fighter named Nardik who is seeking adventure and being amazed by the victorious battles of the group, he wants to join them. Besides that, Mia will approach the local thieves' guild and ask them about possible bandits that could be connected to the armed men they met in the road. They tell them that they know nothing of that sort, however since they were coming from the north it's possible that they are river bandits, heading to Nulb. The group will give this information to the head of the militia who will look into it and after two days he will get reports that there is a ship anchored in the river and that the group of men was seen going back to the ship. Meanwhile, Korin spends some days training with the men-at-arms of the group.

    On Harvester 23 the party begins its journey towards Humming's End and 4 days later they reach at their new home. They meet the former leader known as Arpadish, who informs them about the day by day duties. Basically, as the party already knew, Humming's End is a village inside the Gnarley Forest that provides timber, pushes the claims of Verbobonc for the forest, part of which are claimed by other nearby countries and also discourages bandits to make their lair there and strike the caravans that travel the roads of the county. There are 500 inhabitants, most of them woodsmen and hunters.

    The next day, the party gather the village, informing them that they are willing to lower the taxes and in return every capable man must serve in the militia one day per week, while the party will explore the area around Humming's End. The poor villagers gladly accept and they also help the party build a wooden watch tower to its manor.

    With that done, the party prepares for its next goal, which is exploring the wider area, making sure that no bandits threaten the village.


LOOT AND KILLS:

Loot:

-

Kills:

-


DECEASED PLAYER CHARACTERS:

Urikas the elf, F1/MU1, Readying 25, 576 CY, eaten by ghouls

Zyla the elf, C1, Readying 25, 576 CY, eaten by ghouls

Jack, F1, Readying 28, 576 CY, slain by the evil cleric named Lareth

Causticas the elf, F3/MU3, Goodmonth 14, 576 CY, burned alive by a red dragon

Yus, C1, Brewfest 6, 576 CY, Poisoned by a purple worm's sting

Trenaccatlo, F1, Ready'reat 27, 576 CY, devoured by a two-headed giant troll

Korin Clubfoot, F5, Flocktime 11, 577 CY, poisoned by giant centipedes / REVIVED


THOUGHTS AFTER THE SESSION:

    The party now rules its own village! That's a new milestone achieved!

    I was thinking about how we should run this. My thoughts are that they just have to collect taxes and protect the area. I had them to be forces to collect and give 80 gp taxes to Verbobonc and if they are able to collect more, its theirs. The previous leader was taking 115 gp each year, with most 5 of them being payed by the smith, 10 of them by the rich trader named Melin and every family (there 90 of them) paying 1 gp each. The party decided to reduce the taxes of the famileis and just collect the 80 gp Verbobonc demands, without making any profit for now. The innkeeper wouldn't pay any extra gp but in return he would have to provide the party with provisions.

    So this was basically a session were there was not much fighting, it was just the players getting in touch with their new home and started to think how to handle the new situation they are in. 

    Now, how they become rich? My thoughts are that they must either find a way to get more people to live in the area or to make more people get rich so they can tax them, like the trader or the smith. In other words, make the local economy flourish. We shall see how that goes.

    The good part of it being a small village is that it doesn't need its rulers to be there 24/7. And from what I understand they have a lot of adventuring to do! We shall find out in the sessions I guess!

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