Session 1: Quaint Apprenticeship Report Report | World Anvil | World Anvil

Session 1: Quaint Apprenticeship Report

General Summary

Recap:

  1. After spending nearly a week awaiting the results of their applications at the "Wayfarer's Rally Inn," most of the party was rather swiftly accepted, with exceptions to both Tadrel and Erika, whom had radically different attitudes towards their delayed applications. A courier rushed in soon enough however, and delivered letters of acceptance to both parties, detailing their requested attendance tomorrow afternoon at the Guidewind HQ.
  2. The morning following a night of celebration, the party soon made their way to the HQ, with Erika stumbling upon a unique pair of individuals at the inn who either seemed to hold a disposition of distaste or apathy towards her. Regardless, the party arrived, and met back up with their fellow applicant Sam, who'd been spending the last week around and just outside of town, scrounging or stealing food to get by.
  3. Following the congregation of accepted applicants inside, the party found themselves sitting together as the room filled with over a hundred new apprentices. The auditorium was welcomed by a woman named Warder Myron, who spoke of the responsibilities to come in their profession, and the prestige that comes with the nature of their work. After her opener, she leaves the stage to the halfling woman who the party recognized as the person that administered the academic portion of their application.
  4. The halfling introduces herself as Defender Figwell, and explains that she'll be this large group's primary teacher within the organization. During her presentation, she's briefly interrupted by a curious gnome, who quickly scampers to her assigned seat. By the end of the presentation, the party is given Guidewind handbooks, and told to go explore the key places in town; reporting to Defender Figwell once they're done.
  5. Going through the book, the party visits several locations, starting with the dorms; where they figure out sleeping arrangements. Afterwards they then travel to the adjacent training grounds, asking a friendly orc about the grounds' schedule.
  6. Next, the party headed to the Horseshoe Market, keen to check out the general goods store there. Inside, they met with a sleazy man named Godfrey selling equipment at cheap prices, though with a horrible demeanor. Figuring they could buy better equipment elsewhere, the party left without buying anything.
  7. Following the visit to the general store was a trip to the local alchemist, ran by an old minotaur woman named Korrah, who openly welcomed the party's company. Korrah mentioned her respect for and encounters with the firbolg warriors of Dún'Cloch Bastion, and freely gave some of her tea to Nutae.
  8. Completing their rounds across Riftmount, the party finally settled on taking up their first assignment. Unfortunately for them however, they were tasked with assisting a passing merchant who'd hired the help of the Guidewind Corporate. If the merchant were a much nicer fellow, the task might've been pleasant, but given the client, Mr. Bloomdale's character, they were instead subject to basic labor and guard work.
  9. The monotony of guarding his ship was broken however, when a thief attempted to steal one of the shipments on board. The thief, a tabaxi woman named Zarriga, demanded to be given what she attempted to steal, and to be let go, though the party clearly wouldn't oblige. In the altercation, Sam and Tadrel's curiosity was peaked by the shipment, as something within began to call out to them, pleading to be taken away. Eventually, Sam stole the shipment for herself while she was alone, and pocketed a strange blueish-turquoise orb; lightly pulsing with energy, and feeling fleshy to the touch.
  10. Once the party's task is completed, they decide to let Zarriga go, in part to spite their previous client. The party then reports back to Defender Figwell, and rests for a brief moment at the dorms. While relaxing, everyone notices a strange glow in Sam's pocket, and when she's questioned, she tries to hurry off to avoid the party. Everyone eventually corners her, and gets her to admit that she stole what the thief was after. The scolding is interrupted though, as the fluorescent orb begins to telepathically communicate with the party, begging them to take it with them and bring it home.
  11. After some deliberation, Lia, inspired by her fair in the Wildmother, pleas to take the orb with them, likening it to a baby animal taken from its mother. Her plea is well received by the other members of the party, who agree to not return it to Guidewind, and remind Sam not to steal again.
  12. During their following night of rest, Tadrel has his first conversation with a mysterious figure that's been watching over him all his life.

Character(s) interacted with

Gorash: Friendly orc at the Guidewind Training Grounds; seemed like a higher rank.   Lloyd Bloomdale: Merchant client; obnoxious fellow.

Notes

In Game Date (dd/mm/yyyy): 08/02/1195

Campaign
Knights of the Wind
Protagonists

Tadrel Nodeem

Level 3 Aasimar Fighter / Warlock
(Soldier)
/ 28 HP

Erika Mare

Level 20 Tiefling Neutral Good Evocation Wizard
(Archaeologist)
196 / 196 HP

Sam

Level 4 Human(crown) Neutral Druid
(Urchin)
/ 21 HP

Nutae Dún'Cloch

Level 5 Firbolg NG Barbarian/Cleric
(Outlander)
/ 41 HP

Lia Firebloom

Level 6 Levistus Tiefling Neutral Paladin
(Outlander)
/ 40 HP
Report Date
29 Apr 2020

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