Helix: Chapel of St Ygg

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Re: Helix: Chapel of St Ygg

#201 Post by Cwreando »

Durgo

Back to add to the chapel's coffers, "Brother, I'd like to increase my tithe a bit. I just got paid and St. Ygg provides so much to so many. Here's 40 gp brother."

- 40 gp
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Re: Helix: Chapel of St Ygg

#202 Post by DrRenfield »

Brother Symeon

Brother Symeon presents his silver platter (20-30gp) and the sacks of silver ore as offering at the chapel.

Greeting, brothers and sisters. Our prayers for a steady source of silver ore have been answered. The Deep Gnomes of the mines are willing to part with their silver in exchange for simple trade goods that we have in abundance. We need only to brave the journey.

"The harvest truly is plenteous, but the labourers are few"
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Re: Helix: Chapel of St Ygg

#203 Post by Spearmint »

The Chapel of St Ygg's.

Durgo & Symeon return to the chapel during downtime, bringing gifts (not frankincense, myrrh and gold) but silvered platters from the banquet table of Trakratos and nuggets of ore, rich in silver veins.

Neither Brother Gamdar or senior minister Vicar Othar would be geologist specialists but the nuggets show promise and when left with them, they can engage the Duchy assayer to quantify the silver quality.

Certainly they are encouraged by initial reports since divinely blessed silver ingots are in high demand. "You may have heard how bandits tried to rob the Duchy freight of ingots near Ironguard recently. They killed some, hanging their bodies upon the Old Dwarf Bridge. Two men from the village Mercenary Guild no less. See what dregs of society that renegade group bring amongst us. A shame for me in particular for I introduced one young man, the butcher's apprentice, ever a wayward youth, to the commune ranch in order to bring him some mentorship and direction in life. But he left, lured into a life of crime by all accounts." Brother Gamdar speaks of Knatchbull though the name is unfamiliar to you.

The clergy read the fine print of the first trade agreement which suggests a trade caravan of goods returning to the Sinkhole in a few weeks time.

"It would be advantageous for ourselves and the Crown to have you both involved if you will in fulfilling these obligations." they suggest. There is no need to commit now but you can mark the diary dates after the Harvest Festival as a target return. Of course you can go back whenever but a specific trade mission won't be needed until then, the ore needing mining first.

You both share some experiences, you can detail as much or little in overall testimony but the focus on the Svirfneblin might include some unease regarding the attention some give to 'cthullhu-esque' Deep Ones and the concerns regarding Chief Trakratos' mental wellbeing and the influence of the meteorite.

While it is Valeron the bowyer-ranger who mainly sources the Spider Silk production, there is no set mining company. The abandoned quarry was originally excavated as a Chalk mine, which was used predominantly as fertiliser or to dilute the peat acidity and help the land become more arable. here a character can take on that responsibility to build a company as an out of expedition 'world building enterprise' or the church can just assume the Svirfneblin will mine the silver and regular trade runs will make excursions.

The Chapel here is not wealthy. It has recently upgraded its Font from bronze basin and utensils to silver standard and the next big church project is actually rebuilding the burned down hospice. Your gifts will go towards that fund. However the church can bless the endeavour of the group and before you leave town on your next expedition, each character can add a Potion of Healing.

you can add to inventory items now, I will note one to Fydmar also.

actions Durgo & Bro Symeon , any comments or questions?
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Re: Helix: Chapel of St Ygg

#204 Post by Cwreando »

Durgo

Durgo looks at Brother Symeon, smiles and offers his thoughts on the matter.

Durgo Mentions the following topics, "We met an Ogre at the entrance to the mine....who has a ghost friend, Spoonie's ghost.....Gnoll clan near the second exit/entrance to the mine, The Chieftan's obsession with the rock/meteor likely the cause of his illness and mental state and treatment of others, The Ghost in the water, The burial crypt, Cockatrice, Salamander, Centipedes, Memory loss, Cave fisher, Eating fish and getting memories of the dead, Xvart group."

"I would be happy to assist Brother Symeon unless he chooses to pursue other adventures. I had intended to make this a regular expedition for Durgo, but I didn't not want to rope my new friends into my pursuits as their interest may differ. I had concerns myself of trying to manage this expediton while pursuing other
adventures along with training and working to help build up Helix.


He pauses and makes sure to give Brother Symeon the floor for a moment and continues when Brother Symeon pauses.

I also see the benefits of having our own Mining company. I would be inclined to make it a joint venture if the other parties are interested. My initial thoughts would be that the Crown, St. Ygg, Fydmar, Brother Symeon and Myself partner together and create the Helix Mining Company (HMC). We've recently met a young mage who might be interested in partnering as well. We can discuss this further should it be of interest to all.

Drugo pauses again to give Brother Symeon the floor and continues when Brother Symeon pauses.

"Let's be clear here. Before we start on this mining operation there are safety concerns to deal with that will need some seasoned adventurers to deal with along with seasoned miner who can shore up the mine so the work can be done safely. Once we start working further into the mine there are additional issues to address. The deep gnomes will not just let us mine, their mines. This could lead to a war. We better decide now how to make sure we have the upper hand and keep it. We'll need a strong military before it gets to that. If we can mine in areas, they have no interest in then there won't be an issue. Unfortunately, we would need to mine where the precious metals lead us. There is not much of a choice there. Diplomacy might help, but unlikely.

Durgo will go over the topics from above that Brother Symeon doesn't cover through the course of their conversations.
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Re: Helix: Chapel of St Ygg

#205 Post by DrRenfield »

Brother Symeon

Symeon lets Durgo lead the discussion, but stresses a few points:

The Gnomish leader is an adherent of a dark, forgotten god but their are honorable men among them. Diplomacy will be challenging, but we must strive to comport ourselves in a manner befitting followers of St Ygg and the light.

Also, the chalk mines are filled with undead. The silver we secured ought to be forged into weapons to make purging the evil from our route more possible.


As for the mining company:

Commerce is not my calling, but I will continue to serve the interests of the church on the return expedition.
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Re: Helix: Chapel of St Ygg

#206 Post by Spearmint »

The Chapel of St Ygg.

The clergy listen with interest regarding the situation at the abandoned Chalk Quarry. Since the Barrow Mounds were located and treasure trove from burial goods began to flood into Helix, the quarry was a source of mineral reserves, providing honest labour and no doubt from Lord Krothos pov, a reliable source of taxable income.

The Spider Silk excursions, undertaken by adventurers and as out of scene npc activity provides the village with seasonal income, less reliable than a mine-works. "No doubt there are many subterranean caverns under the hills that we know little about. Differing lineages of gnomic subraces, Xvarts, Svirfneblin. It would be foolish to think we should march in and drive the heathen out, though you say this Chief Trakratos favours the Futurus. Good, perhaps he has gained a little wisdom and veers away from orthodox demi-human adherence to the fading Angarach.

Trade relations are the way to go. Building good alliances will bulwark our northern boundaries and provide security against common foe.

But Lord Krothos will want certain securities made, demand some minor vassalage but can return can promise swift aid should they call in dire need. But they are long term accountabilities, for now we need establish consistent trade, giving our worth of goods and receiving a regular amount of silver ore."
they converse.

Thinking some strategies, they suggest that "both the 'Stairway to Heaven' steps and the passages through the caverns are made secure. Perhaps dealing with the ogre and the flock of cockatrices will help secure the quarry access points. The lizards and fishers might be a more territorial hazard to continually watch for. Once that is done, mayhap brave men can rebuild the cabins, out up a stockade and secure the boundaries. Create an outpost for miners to live and work there rather than come and go on multiple excursions."

which might seem a reasonable starting point to world building a mining company and silver/chalk refining facility.

So, there are agreements in principle to go at the end of the summer, leading a trade caravan and return with the Svirfneblin mined silver ore.

Extra vocational interests such as mining geodes are done under your own initiative. Certainly at the return journey dig up more info on the faith some cling to and how the Chief summons Elemental help. Between now and then, the church can try to resource the caravan with extra protection against Undead manifestations by applying to the Bishopric in Ironguard for divine scrolls and wards.

As to the Gnoll tribe, little is actually known about them. Rangers and patrols have skirmished rarely but it is known that certain Gnolls trespass into the village boundary, testing perimeter security, scouting for intelligence on our society.

"In ancient times, those canine breeds of humanoid society adhered to Set, the jackal-headed son of Nergal. We would hope such a revival of faith is not spawned among them as beset the Bugbears in recent months."

It is thought some ancient ruins of white marble exist in the northern forests, but no one has verified such a place exists yet. or at least the character did not survive to tell his tale ... Possibly the Gnolls may have reclaimed that though traditionally they are a nomadic society.

any more thoughts and questions in regard to church support for the endeavour?

If none, we can revisit 'Silver Ore trade Caravan' ideas at a future date.
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Re: Helix: Chapel of St Ygg

#207 Post by Cwreando »

Durgo

Durgo replies, "I would agree that the entrance with the ogre will need to be addressed along with his ghostly companion. While I am not certain perhaps some armor sufficient in withstanding the bites of the cockatrice, gauntlets and full face helmet to cover ones' hands and exposed flesh may assist in our success at clearing those Foul Fowl out of the cave. A garrison would likely need to remain there unless we can secure peace with the gnolls or even regardless as they may not be trustworthy to hold an agreement. I will need to see about purchasing a set of gauntlets soon."

OOC - If Durgo's comments regarding the cockatrice and armor are not known to him they can me removed. If the caravan is scheduled for end of summer is that months away? I'm asking so I can factor it in regard to how we select an expedition.
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Re: Helix: Chapel of St Ygg

#208 Post by Spearmint »

If the caravan is scheduled for end of summer is that months away? I'm asking so I can factor it in regard to how we select an expedition.
It is end of June now, they plan a caravan 'after Harvest Festival ' which would be anytime after 22nd September.

Harvest Festival is a St Ygg holy day and takes place normally on the third Sabbath in that month but as a holy day, is not given a date, but takes the whole day. So this year, Harvest is the day after 21st Sept and the day before 22nd September.

https://www.unseenservant.us/forum/view ... 40#p557240

Basic Cockatrice lore might be common knowledge. Those in the know have seen such creatures in the pen under the 'bridge to nowhere' outside of Mazzah's tower.

You had spider entangling nets which contained a pheromone that inhibits violent behaviour in the aggressive spiders, thrown over them in order to help capture and sedate them to aid the silk drawing process. Perhaps such nets and the entangling poles are of similar use so you can attack at range? They cannot subsidise specialised armour.

If a stockade was made and the Quarry secured, a title grant might be given that could mean either Lord Krothos despatching some militia aid as he did for Crooked Yew when they acquiesced to building a Ygg chapel or you man the outpost with your own recruited men, making the mine facility a stronghold that operates under your control via retainers as foremen and guards.
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Re: Helix: Chapel of St Ygg

#209 Post by Cwreando »

Durgo

Brother(s)....I will begin efforts to start my mining company called the Helix Mining Company. I may visit Lord Korthos if I can get an audience to secure the authority to establish the mine and clear the area for it's operation. This will take some time, but my hope is by the time the caravan departs the company might be up and running. A small chapel there to St. Ygg might be useful to assist in healing any injuries to the miners and militia/garrison there on duty. It would be more efficient that having to come back to Helix for minor ailments and a way to spead St. Yggs blessings perhaps.

Unless he's needed further he'll depart to seek an audience with Lord Korthos.
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Re: Helix: Chapel of St Ygg

#210 Post by Cwreando »

Durgo

"Hail Brother.....Fydmar, Brother Symeon, Gen of the Isles and I are off for more silk...We are also planning to look for the Kids that went lost out that way perhaps. I was going to see if I could get a healer's kit for myself. I also have some questions about the kids..Any information would be helpful before we go...Names and parents' names and so on...Aslo, do you have anything you think we might need if we do find them, they might needs depending on how bad off they might be. More kits? Potions? Clothing? Special food? I figured St Ygg would keep records of the folks here and know more about them and their needs. Any kind of toy or an item to set them at ease to bring along. If we can even find them..There might be gnolls in the area which is concerning too. I just want to be prepared as much as possible to bring the kids back safely."

Perhaps a chance to pray might help before we go to get St. Ygg's blessing for a positive outcome?
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Re: Helix: Chapel of St Ygg

#211 Post by Spearmint »

The Chapel of St Ygg's

Durgo arrives again at an inauspicious time, trying to get information regarding the lost Paterson children.

You learn of the two children, a boy of around twelve years named Herrick and a younger sister aged about six, Erica. Both disappeared prior to guards burning down the family home which included their deceased parents and a younger sibling babe. The father was a labourer at the western lumberjack site and was thought to have been a victim of the Orphidian lycanthropy (though at the time, the rumour spread the family had died of a leprous outbreak).

You know that after the farmland was burned, with no known survivors, (the children listed as 'missing, presumed dead') and Lord Krothos gave title deeds to the land to Sven Jolly who heads up the Adventuring Guild (AG). They are rebuilding on the derelict premises, Deucalion who you met, acting as Steward to the site.

After the initial search of the area, no further searches have been conducted. The AG have erected a memorial on site to the family, recently dedicated by Sister Cella from the chapel.

While Rayo Paterson died intestate, with no scripted will lodged in the annuls of church archives, it is unknown what would happen in regard to the orphans returning alive and claiming ownership or interest in the new-build guild site.

They have been missing approximately two abd a half months.

cue a few hours of me trawling game archives ...
viewtopic.php?p=591967#p591967

"Rayo Paterson's farmstead. Horrible business. Place was burned to the ground as leprosy took the family out. No survivors save two children who slinked off into the forest. Not seen for a month. Presumed dead.”
Sister Cella can kit out a backpack with suitable clean clothes for the children should they be found. Few heirlooms survived the fire, so no personal effects can be taken. You also (Durgo, Fydmar, Bro Symeon) each have a potion, given as reward for the Silver Ore provision. those should be already marked in your sheets.

First Aid kits are bought in Turgen's mercantile if available. Brother Symeon may requisition a Vial of Holy Water as a cleric of St Ygg. No other vials are currently available.

You can pray in the side chapel, Brother Gamdar absolving you of any lingering iniquities and counsels you to fast next day "for righteousness sake."

actions any other questions or comments?
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Re: Helix: Chapel of St Ygg

#212 Post by Cwreando »

Drugo

Potion was added. ty

Durgo will fast as the brother asks. "Thanks be to St. Ygg..

"Sister Cella While I realize their items were burned, I was hoping maybe the church had a few kids' toys that might help?"

Durgo moves over to the side chapel and asks, "St Ygg please bless our expedition. We give you thanks and asks for guidance to help find the kids and bring them back safely. In your name we pray. Amen."
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Re: Helix: Chapel of St Ygg

#213 Post by Cwreando »

Durgo

Durgo goes to the chapel to pray after fasting.

Durgo will talk very softly, "Hail brother Gamdar. I have fasted as you suggested although it was tough to resist the temptation of food and beverage. With your permission I would like to pray for a successful expedition."
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Re: Helix: Chapel of St Ygg

#214 Post by OGRE MAGE »

At some point after their return, Sven seeks out the half-orc Brother Gamdar to ask his blessing on their new ad hoc construction team living on the premises.

He shows the priest the magical wrappings they collected, asking his opinion.

“Oh, ummmm…..also….my friend and business associate seems to have picked up a little virus, er…..fungus, actually, I guess. Do you know any way to remedy such an infliction?”
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Re: Helix: Chapel of St Ygg

#215 Post by Spearmint »

“Oh, ummmm…..also….my friend and business associate seems to have picked up a little virus, er…..fungus, actually, I guess. Do you know any way to remedy such an infliction?”
June 29th 1066.

"Well, as you ask ...", your chat with Brother Gamdar can be fairly candid in regard to what you encountered, explaining the crypt and the differing states of the mummified figures. You already know the linens are enchanted and were wrapped around well preserved not rotting bodies.

"Can you get Yardie to keep still for a day?" he goes in to explain that if you and Yardie get wrapped up as a Mummy, swaddled in the overlapping bandages and rest for 24 complete hours like that, the inscribed glyphs and runes invoke the ability to Cure Disease in the host body.
Last edited by Spearmint on Sun Jun 25, 2023 12:41 pm, edited 1 time in total.
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Re: Helix: Chapel of St Ygg

#216 Post by OGRE MAGE »

Sven nods at the wise words.

“Your divine magics have always been a great and marvelous wonder to me, good sir. I appreciate the information all the same, and can’t wait to see Yardie sit still for that long.”

I thought Gerdal concocted a cure in her goblet that Sven drank, leaving Yardie as the only one who still needed to be addressed. Is that not the case?
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Re: Helix: Chapel of St Ygg

#217 Post by Spearmint »

Is that not the case?
edited my post. True, you and Amos were cured, only Yardie has an ongoing condition.

29th June 1066.

"Bring him to Sister Cella, she ministers the church pastoral needs and could bind him suitably. Hmmm ... yes, she can dress him in the linens and leave him in the quiet of the morgue below the vestry. Perhaps in that state as his diseased is addressed, St Ygg may convict him of his soul's trespasses and sins.
Remind him that next time he lies still like that will be for real and his Maker calls his soul to account."


That would use one linen wrapping up and we can just detail whenever that is arranged for Yardie who until then carries a -2 skills and saves penalty. "What would you like to do with the other?"

The item is basically a single use Cure Disease enchantment that needs 24 hours to take effect.

Ordinarily, the item value is linked to the level of the magic power or spell, 3rd level and has a base +200gp per spell level. So if you want to 'sell' it, you would get an amount circa +600gp.

You could keep it in storage at the Guild for a future emergency use. Donating the item rather than selling it will add +600xp to the group's points award.

He asks as he bears in mind that the Hospice pre-blaze, had a number of diseased patients, victims of lycanthropic afflictions or Fungicide spores. He wonders if acquiring the linens might enable the church, via Sister Cella here or the diocese in Ironguard to study its construct and enchantment in order to replicate the restorative effect.

Gerdal too, has Sister Flora as an aide. The linens could also be used as 'materials and spell components' (600gp worth), if she or yourself were researching other new spell creations or crafting potions.
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Re: Helix: Chapel of St Ygg

#218 Post by OGRE MAGE »

Very cool magic item!

Though, if they are both “one-shots”, I would make an out-of-game proposal to the DM that might benefit both sides.

If Yardie would be agreeable to waiting for a few days, perhaps the more expeditious solution to this situation would be to keep both magic wrappings intact for now? We have use of a Paladin and a Necro-druid, surely one of them could cure his malady before Yardie gets too soft and puffy?

In that case, one of the wraps could be donated to the church, with hopes of them being able to duplicate their effects eventually. (with the future possibility of receiving one in return, if they are ever able to)

The second wrap could then remain stored as property of the Guild, with intentions of it being available for use to the next person who needs it. (including church related emergency situations) This would be a perfect example of the Guild retaining 5% of magical spoils from each trip as well.

Would something like that be agreeable to all parties involved?
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Re: Helix: Chapel of St Ygg

#219 Post by Rex »

That works for Orgoth.
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Re: Helix: Chapel of St Ygg

#220 Post by Spearmint »

works for church and Yardie.
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