ATCL14 In Cipello
The date in Cerwyn calendar is 337 - Brth - Delve - Avann (337 - 2 - 3 - 3 - 103). There is a clear sky, no rain, and no breeze at all. The castle flags hang down limp. The temperature remains warm, which should make it reasonably pleasant for the market. Today is a holiday. These are days on which Cerwyns do not work, or work for triple pay, but rest, meditate, eat and drink. The market will be busy. No one else works, but market traders are expected to carry on with business. Most shops will be closed. You expect to be here at least 2 days, maybe 3, as the city provides welcome relief from the road, and an opportunity to make repairs, restock, rest the animals, and just have a break in the safety of the city walls.It seems strange to have a more domestic role today. The market stalls are set up and already very busy in this bustling town. A number of other regular traders have also set up stalls, and the mood amongst the teams is very positive. The wagons and stalls are spread between two connected areas in the heart of the Lower District. Footfall through this area is high, and the merchants are much busier than normal. At times there are jostling crowds around some of the wagons.
What are the individual characters doing during the day? Do they have any specific tasks, duties or expectations. Remember the shops are likely to be closed.The characters leave the majority of their belongings in the locked room that they have at The Starlit Stein. Word has travelled fast though, and the yarn sung by Lina last night as resulted in many Cipello citizens coming to gawk at the "Warriors of the Wood" or the less complimentary "Wooden Warriors". You now seem to be infamous.
How do you react to the attention?
If at any time the characters want to rumour check, identify found items, buy or repair equipment, they should check out the general interactions page.
Commotion in the market place
Around midday, you notice a growing commotion at the far end of the bustling market. The murmur of the crowd rises, and through the throng, you catch sight of several tall banners swaying above the heads of onlookers. As the figures draw closer, it becomes clear they are part of an entourage, leading what appears, from this distance, to be a small, ornate caravan. Voices ring out, sharp and commanding: “Make way for the Archmage Kaelithra!” A second, rougher voice barks, “Move, you dogs, out of the way!” The crowd begins to part hastily, creating a wide path for the approaching caravan, which you now see is borne not by beasts but by four strong, broad-shouldered men pulling on long sturdy poles. The men move with disciplined purpose, and their destination seems to be somewhere near your position, as they advance steadily in your direction.What is the players reaction?A gentleman approaches demanding, "Where is the Artisan Weaver?"
Understand what the gentleman meansYou quickly realise they’re speaking of Miriam Bell, the cloth merchant and weaver. You're mildly surprised as you’ve never heard her mentioned with such high praise before. “Ah! You must be seeking Miriam Bell, a Grand Master of the Cloth, no less. Her wagon is just over there, at the far side of the market. Would you like me to escort you to her myself?” failure: You're not entirely sure what they're referring to, and your confusion must be evident. The gentleman furrows his brow and demands, "Surely your traveling market has a merchant who crafts and sells fine cloth?" Suddenly, it clicks—they must be talking about Miriam Bell, the cloth merchant. Though she’s always been known for her quality goods, you’ve never heard her spoken of with such reverence. “Ah, you must be looking for Miriam Bell. Her wagon is over yonder, at the far side of the market. Shall I escort you there myself?” "No! Get out of our way bufoon!" He turns and waves onward the men pulling the carriage. As the carriage passes you, the curtains are drawn back by a delicate hand. A woman stares toward you.
Suilven roll for perception DC10 - success
Asus roll for perception DC10 - success
Appearance
What do the characters think or how do they act?
Know who the woman isThis must be Kaelithra Nightwhisperer, the Archmage of the Obsidian Tower that dominates the skyline here in Cipello. She appears to be on a clothes shoppng excursion, treading the cobblestones with the commoners. failure: Who is this fancy woman? Maybe ask one of the locals nearby.
Zalman roll for history DC15 - success
Suzi roll for history DC15 - failure
Matrox roll for history DC15 - failure
If the characters ask anyone who this is?This is Kaelithra Nightwhisperer, the Archmage of the Obsidian Tower that dominates the skyline in Cipello. Looks like shes on a clothes shoppng excursion. You watch from a distance. The carriage reaches Miriam's stall, and the Archmage steps down, her back to you. Miriam and Hannah both curtsey in front of their new patron, and engage in conversation. Some cloth is pulled from the wagon, and some more. You see Kaelithra feeling the fabric, then she points at the mother and daughter, then toward the castle.... and then she turns towards you! She briefly stares in your direction, then back to Miriam and bows. The merchants curtsey again, even lower this time and bowing their heads. Kaelithra returns to her carriage and departs. Miriam frantically starts to gather items, while Hannah rushes over toward you Suilven.
What are you doing?Hannah gasps for a breath when she reaches you and explains. "We have been summoned to the castle immediately to create a new dress for Her Eminence the Archmage Kaelithra. We must complete the dress by the morn, so we must hurry. The Archmage has requested you Suilven, as wagon master, to carry the cloth reams, and she also demanded the Elf, Asus, assist as well." She pauses, looks back at her frantic mother who is being keenly watched by a couple of Kaelithra's guards. "Please, we must not delay." She looks to the other characters. "And we would be forever grateful if someone could take care of our wagon and stock. We're not sure when we will be back."
What do the characters do? What equipment do you take?Most of the characters possessions have already been left in their room at the inn, but they have to leave their most prominent weapons behind. Suilven tries to keep his sword with him, but the guards stop him, and tell him to leave it on the Bell's wagon. Once the group of Miriam, Hannah, Suilven and Asus are ready, the guards will lead them through the town. Miriam and Hannah both carrying their seamstresses basket of tools, while Asus and Suilven you carry reams of cloth, predominantly black and deep purple, silk and wool, with black crocheted seams and edges. Their passage through the town attracts all sorts of whispers and murmurs, but eventually you reach the castle gates.
What exactly do the characters keep on their possession?A14 In Cipello Meanwhile, back in the market place. Between the merchants and remaining team members, you gather up the Bell's belongings and secure them away in stables where the other wagons will be stored later. Ben has taken on the responsibilities of wagon master, partly as a favour to his new found Dwarven comrade, but also because he is a natural leader.
What other activities or actions might the remaining party members take?Ask local tradespeople and citizens about Kaelithra in general? Suzi (persuasion), Ben (insight) Ask for specific information about Kaelithra? Matrox (intimidation), Suzi (persuasion/deception) Ask for historical information about Kaelithra? Zalman (history), Ben (arcana), Matrox (investigation)
Discoveriung more about Kaelithra
Suzi roll for persusion DC15 - successSuzi uses her charm to strike up a conversation with some local citizens and asks about life under Kaelithra’s rule. She gets told "Kaelithra is not often seen in public, conducting most of her affairs from within her tower. She only appears in the marketplace or public spaces during special events or when there is an important issue that requires her direct intervention."
Hint: Persusion can be used for casual conversation, where party members try to charm or politely coax information out of the locals. The tone would be friendly, and the locals would share common knowledge that isn’t particularly secretive.
Ben roll for insight DC15 - failuresuccess for Ben: While chatting with some of the Cipello residents, Ben uses his insightful wisdom to ask some probing questions about the Archmage and interprets not just the verbal opinion but also their reaction in their faces and tones, picking up on the unspoken fear or unease when they talk about Kaelithra.
Hint: Insight might be used here to determine if the information the party is receiving is genuine or if the locals are holding back due to fear of Kaelithra. This would help the party discern the underlying feelings of the townsfolk.
For 1d5 for each success. Roll again if same number rolled for second success.1. Respected but Mysterious Leader: Many citizens might describe Kaelithra as a powerful and enigmatic figure. She’s respected for keeping order in Cipello, though her presence evokes both awe and fear. People speak of her magical prowess, but most know little about her personal life or true intentions. 2. Reclusive and Private: Kaelithra is not often seen in public, conducting most of her affairs from within her tower. She only appears in the marketplace or public spaces during special events or when there is an important issue that requires her direct intervention. 3. Magical Enforcer: Some locals might mention that she uses magic to enforce laws in the city, and that strange occurrences are often attributed to her. For instance, theft or disorder may result in sudden disappearances or transformations of the offenders, though no one speaks of it openly. 4. Prosperity under Her Rule: The general consensus might be that under her rule, Cipello has prospered. Trade flows smoothly, crime is low, and there are occasional magical enhancements around the city, like enchanted lanterns or fountains that purify the water. 5. Unspoken Fear: Despite the prosperity, many citizens express an underlying fear of Kaelithra. They know not to cross her and speak in hushed tones if her name comes up. She has powerful allies, including creatures like ravens and mysterious shadowy figures that seem to watch from afar.
Specific Infromation about Kaelithra
Matrox roll for intimidation DC15 - failureMatrox the fighter could lean on a reluctant local, intimidating them into sharing rumors about Kaelithra’s involvement with underground groups or disappearances linked to her.
Hint: If the party wants to press someone for more detailed, potentially dangerous information, Intimidation could be used to get people to talk. This is useful for coercing more secretive individuals into revealing information about Kaelithra's connections or darker aspects of her rule.
Suzi roll for persuasion DC15 (again) - successSuzi, with her silver tongue, persuades a market vendor to reveal a bit more of the history of Kaelithra’s rise to power. She gets told, "Some suspect that her tower is a focal point of magical energy, believed to be connected to an underground leyline. Only a select few are allowed within its walls, and there are whispers that no one who has entered uninvited has ever returned."
Hint: Persuasion can also be effective for coaxing deeper, more sensitive information from townspeople, but with a gentler approach than Intimidation. It could involve convincing them that the party will protect them from reprisal, or framing the information as necessary to safeguard the town.
Suzi roll for deception DC15 - failureSuzi could pretend to be a spy for Kaelithra, subtly deceiving a guard or shopkeeper into revealing Kaelithra’s secret rituals or her involvement with ravens and shadowy figures.
Hint: Deception might be used if the party pretends to be aligned with Kaelithra or another powerful force in order to manipulate people into revealing secrets. It’s a good way to get information by pretending to have authority or connections.
For 1d4 for each success. Roll again if same number rolled for second success.1. Arrival and Assumption of Power: Through historical knowledge, it could be revealed that Kaelithra arrived in Cipello years ago, during a time of instability. The former ruler, a benign elder council, mysteriously vanished soon after her arrival, and Kaelithra stepped into power. Some believe she manipulated events behind the scenes to orchestrate this rise. 2. Connections to Darker Powers: With the right persuasion (or intimidation of a more fearful citizen), the party could learn that Kaelithra may have ties to shadowy organizations or ancient powers. There are rumors of her being linked to a dark mage cult, though none dare confirm it openly. They may hear about secret rituals she performs to maintain control over the town. 3. Mysterious Tower: If the party presses locals for details, they might learn that her tower is a focal point of magical energy, believed to be connected to an underground leyline. Only a select few are allowed within its walls, and there are whispers that no one who has entered uninvited has ever returned. 4. Raven Familiars: Some citizens, particularly the more observant or paranoid, might mention the presence of ravens, Kaelithra’s favored familiars. These birds are often seen in places where important events are about to unfold, leading many to believe that she uses them to spy on the populace.
Historical Information about Kaelithra
Zalman roll for history DC15 - successZalman uses his knowledge of history to ask specific questions about magical rulers in the region, learning an interesting fact about Kaelithra’s past. What he hears is "We fear that Kaelithra is not just interested in ruling Cipello. Her ambition may be to acquire artifacts of power, or to expand her dominion to become an archmage of an even greater realm."
Hint: History would be the primary skill used when asking scholars, elders, or those with deep knowledge of Cipello’s past. This skill would help uncover more detailed information about Kaelithra’s arrival, her past associations, and her true ambitions.
Ben roll for arcana DC15 - failureBen could use his Arcana knowledge to ask about strange magical occurrences, picking up on details about Kaelithra’s tower and its connection to a leyline or magical objects like the Aeolian Shard.
Hint: Arcana might be useful for identifying any magical phenomena surrounding Kaelithra’s rise to power, such as ley lines or artifacts that grant her power. It would also help the party recognize any magical implications in what they learn.
Matrox roll for investigation DC15 - failureMatrox could piece together clues from conversations in the marketplace, discovering that all of Kaelithra’s political rivals vanished shortly after her arrival.
Hint: Investigation could be used by the party to piece together bits of information from different sources. They could follow leads based on what they’ve heard, digging into records or questioning multiple people to uncover the truth behind Kaelithra's rule.
For 1d4 for each success. Roll again if same number rolled for second success.1. A Foreign Sorceress: Kaelithra did not originally hail from Cipello. She came from a distant land, possibly a part of a powerful magical order that has since fragmented. Older citizens may know stories of her studying in forbidden libraries and accumulating forbidden knowledge before arriving in Cipello. 2. Her True Ambition: From someone with deep knowledge or access to ancient scrolls, the party might discover that Kaelithra is not just interested in ruling Cipello. Her ambition may be to acquire artifacts of power, or to expand her dominion to become an archmage of an even greater realm. 3. The Vanishing of Rivals: It could be revealed that anyone who has challenged Kaelithra in the past—whether politically or magically—has either vanished or suffered terrible fates. This includes a few notable nobles and wizards who were once prominent in Cipello. Some may suspect her involvement, but there’s never been enough evidence to confirm it. 4. Connection to the Aeolian Shard: With enough probing, the party might discover whispers that Kaelithra is particularly interested in rare artifacts, especially those related to the elemental forces. Some scholars might suggest that her magic is heavily tied to the wind or air, hinting at a potential connection to ancient artifacts.
Random Encounters
1d20 roll twice if the party do not take any other action in the town. Anything 16+ is no encounter1. A Pickpocket at Work: While navigating the crowded marketplace, one of the adventurers feels a light tug at their belt. A child or an inexperienced thief attempts to steal their coin purse. If caught, the pickpocket may plead for mercy, explaining they were forced to steal by a local gang, or they could try to flee through the alleys, sparking a chase. 2. A Street Performer’s Challenge: A group of street performers gathers a crowd, offering rewards to anyone who can best them in feats of skill or wit. They challenge Asus to an archery contest, Lina to a battle of wits in storytelling, or Matrox to a test of strength. If the adventurers win, they earn a small prize or some local fame; if they lose, they may find themselves the butt of some jokes. 3. A Shady Deal Going Down: While wandering the streets, the party overhears a suspicious conversation in an alley between two cloaked figures exchanging a package. The deal seems shady, and if they investigate, they may uncover a smuggling operation or illegal goods—perhaps even items connected to Malachar’s dark dealings. 4. A Beggar with a Secret: A ragged beggar approaches the group, asking for food or coin. However, if they help him, he quietly passes them a cryptic note or whispers a secret about something important happening in Cipello. The beggar could be a former noble fallen on hard times or an informant working for a hidden faction. 5. A Runaway Cart: A vendor's cart breaks loose on the cobbled streets, careening down a hill toward a busy intersection or market square. The adventurers must act quickly to stop it, either by physically halting the cart or using magic, before it causes chaos or injures someone. 6. A Mysterious Street Preacher: A wild-eyed street preacher stands on a crate, shouting about the coming of a "great darkness" and "doom from beyond the stars." Some townsfolk ignore him, while others seem nervous. The preacher may be a madman, or he might have insight into strange omens that connect to the party's current quests. 7. A Merchant’s Misfortune: A nearby merchant suddenly begins accusing a customer of stealing or attempting to cheat them. The situation escalates quickly into a heated argument. The party can choose to mediate the dispute or let it unfold. It may be a simple misunderstanding, or the customer could be part of a local gang trying to intimidate the merchant. 8. An Exotic Pet on the Loose: A vendor of exotic animals loses control of a small but troublesome creature—a mischievous monkey, a brightly colored bird, or something more fantastical. The animal wreaks havoc in the marketplace, knocking over stalls or stealing food, and the party might need to help capture it before things get out of hand. 9. A Blacksmith’s Apprentice in Trouble: The blacksmith's apprentice is struggling to carry a heavy load of weapons or armor to the marketplace, clearly on the verge of dropping everything. If Suilven or Matrox help, the blacksmith could offer a small reward or favor in return for their assistance, like a free weapon repair or a discount on equipment. 10. A Faction Recruiting Adventurers: A small group of individuals representing a local guild, mercenary company, or religious order approaches the party, asking if they would consider joining or taking on a job for them. They might offer coin or access to rare resources, but there could also be strings attached, such as loyalty to their cause. 11. A Street Fight Breaks Out: A group of ruffians starts a brawl in the middle of the street over a minor dispute. The fight escalates quickly, with bystanders fleeing in fear. The adventurers can choose to intervene, break up the fight, or simply watch as the local guard arrives to deal with the troublemakers. 12. A Fortune Teller’s Warning: As the party passes by a fortune teller’s stall, she calls out to them with a cryptic warning about their future. She offers to read their fortune in exchange for a small fee, but her reading may be unsettling, hinting at dangers to come or linking to their current quest against Malachar’s forces. 13. An Encounter with a Local Rival: The party runs into a rival adventuring group or mercenaries who are also in town for supplies. The rivals might boast about their own achievements, trying to provoke the group, or subtly insult them. This could lead to a confrontation or a tense conversation in the marketplace. 14. An Urgent Cry for Help: A distressed mother runs through the street shouting for help, claiming her child has gone missing in the crowded market. The party could help her search for the child, who may have simply wandered off—or could be in real danger from someone sinister. 15. A Traveling Healer: The group encounters a traveling healer offering magical cures and remedies in exchange for donations or trade. However, the healer might be a charlatan, selling fake potions, or perhaps they have a hidden agenda, like gathering secrets about people they treat. These encounters offer a mix of lighthearted moments, potential quests, and tense situations that could lead to interesting developments while the party explores Cipello. While wandering through the market, Ben passes by a fortune teller’s stall. She calls out to him with a cryptic warning about their future. She offers to read their fortune in exchange for a small fee, but her reading may be unsettling, hinting at dangers to come or linking to their current quest against Malachar’s forces. Ben reluctantly parts with 5cp, and finds her reading far from useful. "Dangers, adventures, scary times ahead" - everything that would be true for an adventurer.
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