Nalatheshi Merchants: Difference between revisions

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Adelaide and Reza Luxxor are the two traveling merchants in charge of this caravan. Detailed information on the Luxxors can be found in Appendix A. During this prologue, the heroes would likely get to know the Luxxors’ personalities and might get a sense of their motives, but would not gain deep insights into their character.
Adelaide and Reza Luxxor are the two traveling merchants in charge of this caravan. Detailed information on the Luxxors can be found in Appendix A. During this prologue, the heroes would likely get to know the Luxxors’ personalities and might get a sense of their motives, but would not gain deep insights into their character.


 
{| class="wikitable" style="background-color: #d0e0e3;"
[[MARCUS LUXXOR
|'''Playing Marcus'''
 
If one of your players is using the Legends of MythCraft character Marcus Luxxor, then Marcus would be aware of more of the intricacies playing out in the Luxxor noble house. Marcus knows of the tension between his father Mattias and his uncle Reza, but is unaware of Reza’s true desires. Marcus would likewise be unaware of his own mother’s secret agenda.
|}


Adelaide and Reza Luxxor are generous with their time and resources when traveling for the day is concluded, but they push their caravan to maintain a disciplined schedule. Rising at the crack of dawn and being ready to go by early sunrise is a requirement when traveling with this caravan.
Adelaide and Reza Luxxor are generous with their time and resources when traveling for the day is concluded, but they push their caravan to maintain a disciplined schedule. Rising at the crack of dawn and being ready to go by early sunrise is a requirement when traveling with this caravan.


==== Malsasa Swiftpaw ====
==== Malsasa Swiftpaw ====
One of the most notable merchants traveling with this caravan is the enigmatic Malsasa Swiftpaw. Malsasa is a kettek with long, grey fur. He is exclusively seen in silken garb of fine weave, usually with colorful feathered felt hats to compliment his outfit. Known far and wide as “the Exotic Merchant,” Malsasa’s reputation precedes him. Detailed information on Malsasa can be found in Appendix A.
One of the most notable merchants traveling with this caravan is the enigmatic Malsasa Swiftpaw. Malsasa is a [[kettek]] with long, grey fur. He is exclusively seen in silken garb of fine weave, usually with colorful feathered felt hats to compliment his outfit. Known far and wide as “the Exotic Merchant,” Malsasa’s reputation precedes him. Detailed information on Malsasa can be found in Appendix A.


While traveling in this caravan, Malsasa would make small talk with the heroes. He is an open book with his past, happy to discuss his upbringing and his career as a traveling merchant. He would not publicly disclose any information about his curse, though. While he will not shy away from talking about himself, Malsasa is especially interested in learning more about the heroes. Malsasa’s curiosity is a great way to get the players to organically share their backstories.
While traveling in this caravan, Malsasa would make small talk with the heroes. He is an open book with his past, happy to discuss his upbringing and his career as a traveling merchant. He would not publicly disclose any information about his curse, though. While he will not shy away from talking about himself, Malsasa is especially interested in learning more about the heroes. Malsasa’s curiosity is a great way to get the players to organically share their backstories.
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Unlike the Luxxors and Malsasa, these NPCs are minor characters and can easily be replaced by characters from the heroes’ backstories. Note that Alsanbeg is a thief that serves as a minor antagonist, so if you remove him from your campaign, be sure you have someone to fill that role.
Unlike the Luxxors and Malsasa, these NPCs are minor characters and can easily be replaced by characters from the heroes’ backstories. Note that Alsanbeg is a thief that serves as a minor antagonist, so if you remove him from your campaign, be sure you have someone to fill that role.


'''Alsanbeg.''' Alsanbeg is a human merchant who grew up in the slums of Aridala, but has concealed his past in order to present as a wealthy, successful merchant. He has played at the charade for long enough that he was able to talk his way into joining the famed Luxxor Caravan, and he has been taking advantage of Adelaide’s and Reza’s generosity. Unbeknownst to them, he has been stealing small amounts of silver every day since they left Nalathesh’s capital, and has designs on Adelaide’s jewelry as well. Alsanbeg has the stats of a '''Charlatan''' (CC p. 219), but has a knife that he uses as his primary weapon.
'''Alsanbeg.''' Alsanbeg is a [[human]] merchant who grew up in the slums of Aridala, but has concealed his past in order to present as a wealthy, successful merchant. He has played at the charade for long enough that he was able to talk his way into joining the famed Luxxor Caravan, and he has been taking advantage of Adelaide’s and Reza’s generosity. Unbeknownst to them, he has been stealing small amounts of silver every day since they left Nalathesh’s capital, and has designs on Adelaide’s jewelry as well. Alsanbeg has the stats of a '''[[Charlatan (NPC)|Charlatan]]''' (CC p. 219), but has a knife that he uses as his primary weapon.


'''Isavella.''' Isavella has the stats of a '''Merchant''' (CC p. 229). She is a short human with olive skin and black hair that she keeps cropped short. She tends to be reserved in conversation, and is known to be one of the more prominent wine sommeliers of Aridala.
'''Isavella.''' Isavella has the stats of a '''[[Merchant]]''' (CC p. 229). She is a short human with olive skin and black hair that she keeps cropped short. She tends to be reserved in conversation, and is known to be one of the more prominent wine sommeliers of Aridala.


'''Stella.''' Stella is a halfling in her twenties whose grandfather recently passed away and left her with a comfortable inheritance. This has allowed her the means to travel to Bridgemoor and enroll in the University. She is open to conversation and explains how she holds a mix of bittersweet emotions. She has many fond memories of her grandfather and misses him greatly, but she is also thrilled at this new opportunity to get an education. She has the stats of a '''Noble''' (CC p. 231).
'''Stella.''' Stella is a [[halfling]] in her twenties whose grandfather recently passed away and left her with a comfortable inheritance. This has allowed her the means to travel to Bridgemoor and enroll in the University. She is open to conversation and explains how she holds a mix of bittersweet emotions. She has many fond memories of her grandfather and misses him greatly, but she is also thrilled at this new opportunity to get an education. She has the stats of a '''[[Noble]]''' (CC p. 231).
'''Rubav.''' A trollkin with yellow-brown skin and a dusty mane of ginger hair, Rubav has the stats of a '''Guard''' (CC p. 222) but uses a khopesh as his primary weapon. He is a jovial fellow who often laughs with a booming, deep voice. He loves to play dice or place wagers for low stakes (a couple sc will be the most he ever risks). Rubav is close friends with Aminadab, and the two often laugh over a shared campfire late into the night.


'''Aminadab.''' Aminadab is a crag [[dwarf]] with deep brown skin and soot-black hair. He keeps both his hair and beard in at least six thick, gold-banded braids. Aminadab has the stats of a '''[[Soldier]]''' (CC p. 234) but uses a battle axe as his primary weapon. He is not as much a gambler as Rubav, nor as outgoing or vocally mirthful, but loves a game of dice as much as his [[trollkin]] friend.
'''Rubav.''' A trollkin with yellow-brown skin and a dusty mane of ginger hair, Rubav has the stats of a '''[[Guard (NPC)|Guard]]''' (CC p. 222) but uses a khopesh as his primary weapon. He is a jovial fellow who often laughs with a booming, deep voice. He loves to play dice or place wagers for low stakes (a couple sc will be the most he ever risks). Rubav is close friends with Aminadab, and the two often laugh over a shared campfire late into the night.
 
'''Aminadab.''' Aminadab is a crag [[dwarf]] with deep brown skin and soot-black hair. He keeps both his hair and beard in at least six thick, gold-banded braids. Aminadab has the stats of a '''[[Soldier (NPC)|Soldier]]''' (CC p. 234) but uses a battle axe as his primary weapon. He is not as much a gambler as Rubav, nor as outgoing or vocally mirthful, but loves a game of dice as much as his [[trollkin]] friend.


=== Thievery ===
=== Thievery ===
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'''''Read Aloud:''''' ''The sun hangs low and red on the horizon, deepening the skies to a rich purple. Reza informs you all that there’s about a half hour of riding left today: you should reach a valley sheltered by rocks and high dunes by then, a good place to camp for the night.''
'''''Read Aloud:''''' ''The sun hangs low and red on the horizon, deepening the skies to a rich purple. Reza informs you all that there’s about a half hour of riding left today: you should reach a valley sheltered by rocks and high dunes by then, a good place to camp for the night.''
''Shortly after he makes this declaration, you come across a gruesome sight. It looks - and it smells - like a pile of fresh carcasses. Curiosity mingles with revulsion as the caravaners skirt around the sight. Two jackals, a camel, and some poor [[merchant]].''
''Shortly after he makes this declaration, you come across a gruesome sight. It looks - and it smells - like a pile of fresh carcasses. Curiosity mingles with revulsion as the caravaners skirt around the sight. Two jackals, a camel, and some poor [[merchant]].''
(If Alsanbeg was expelled from the caravan, then it is indeed his corpse. If he is still with the caravan, then it is a nameless merchant.)
(If Alsanbeg was expelled from the caravan, then it is indeed his corpse. If he is still with the caravan, then it is a nameless merchant.)
If the heroes try to loot the corpse, they are in for a nasty surprise. They do find two days’ worth of rations, 80 sc, and 200 sc worth of trade goods. But they are also attacked by '''Bendelexes''' (CC p. 33).
If the heroes try to loot the corpse, they are in for a nasty surprise. They do find two days’ worth of rations, 80 sc, and 200 sc worth of trade goods. But they are also attacked by '''[[Bendelex|Bendelexes]]''' (CC p. 33).


The parasitic Bendelexes are attempting to siphon nutrients from the corpses, but when they sense living hosts nearby, they turn their attention to these fresh new victims.
The parasitic Bendelexes are attempting to siphon nutrients from the corpses, but when they sense living hosts nearby, they turn their attention to these fresh new victims.
Determine the number of Bendelexes based on the number of players. If you have enough players, then one of the Bendelexes was carrying the Zombieism [[disease]] and one of the corpses becomes reanimated during the fight. This corpse has the stats of a '''[[Zombie]]''' (CC p. 196). If the heroes try to figure out how this happened, after the fight they can surmise that the [[Bendelex]] was carrying the disease if they succeed at a DC 16 INT/Medicine check.
Determine the number of Bendelexes based on the number of players. If you have enough players, then one of the Bendelexes was carrying the Zombieism [[disease]] and one of the corpses becomes reanimated during the fight. This corpse has the stats of a '''[[Zombie]]''' (CC p. 196). If the heroes try to figure out how this happened, after the fight they can surmise that the [[Bendelex]] was carrying the disease if they succeed at a DC 16 INT/Medicine check.


[[CARCASS BENDELEXES
{| class="wikitable"
|+
!Players
!Carcass Bendelexes
|-
|1
|1 Bendelex
|-
|2
|2 Bendelexes
|-
|3
|3 Bendelexes
|-
|4
|4 Bendelexes
|-
|5
|4 Bendelexes and 1 Zombie
|-
|6
|5 Bendelexes and 1 Zombie
|}
 
Thorough inspection of the rations reveal that there are 2 more Bendelexes in each day’s ration. If the heroes eat these rations without checking, then the Bendelexes are consumed by a randomly determined hero and use their Feed feature.
Thorough inspection of the rations reveal that there are 2 more Bendelexes in each day’s ration. If the heroes eat these rations without checking, then the Bendelexes are consumed by a randomly determined hero and use their Feed feature.


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The bandits will allow the party to pass peaceably if they are paid 2,000 sc.
The bandits will allow the party to pass peaceably if they are paid 2,000 sc.


These bandits have the stats of '''Bandits''' and '''[[Bandit]] Marauders''' (CC p. 218) and their exact numbers are determined by the number of heroes in your party. Rubav and Aminadab engage two of the bandits in [[combat]], leaving the remainder for your heroes to deal with.
These bandits have the stats of '''[[Bandit|Bandits]]''' and '''[[Bandit Marauder|Bandit Marauders]]''' (CC p. 218) and their exact numbers are determined by the number of heroes in your party. Rubav and Aminadab engage two of the bandits in [[combat]], leaving the remainder for your heroes to deal with.
 
 
[[BANDITS


{| class="wikitable"
|+
!Players
!Bandits
|-
|1
|3 Bandits
|-
|2
|4 Bandits
|-
|3
|2 Bandits and 1 [[Bandit Marauder]]
|-
|4
|3 Bandits and 1 [[Bandit]] Marauder
|-
|5
|4 Bandits and 1 Bandit Marauder
|-
|6
|5 Bandits and 1 Bandit Marauder
|}


Upon killing or apprehending the bandits, the heroes can loot them. Each hero gains 40 sc, and ask each hero to make a LUCK/Fortuity check. If any hero rolls 20 or higher, one of the bandits had a strange medallion. It seems to be made of solid gold. It has a skull and scythe on one side and an indecipherable glyph on the other.
Upon killing or apprehending the bandits, the heroes can loot them. Each hero gains 40 sc, and ask each hero to make a LUCK/Fortuity check. If any hero rolls 20 or higher, one of the bandits had a strange medallion. It seems to be made of solid gold. It has a skull and scythe on one side and an indecipherable glyph on the other.


 
{| class="wikitable" style="background-color: #d0e0e3;"
[[UNDERBRIDGE MEDALLION
|'''Underbridge Medallion'''
 
If any of your players find the medallion, make note of this. The medallion symbolizes affiliation with the Underbridge Cult and may be relevant later on.
|}


If they leave the bandits alive, Reza and Adelaide will undoubtedly insist that both the thumbs of each bandit are removed. These would-be thieves are worse than Alsanbeg, for they were willing to resort to violence to take what was not theirs.
If they leave the bandits alive, Reza and Adelaide will undoubtedly insist that both the thumbs of each bandit are removed. These would-be thieves are worse than Alsanbeg, for they were willing to resort to violence to take what was not theirs.
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=== Conclusion ===
=== Conclusion ===
After fighting off the Ironheart Gang, the Luxxor Caravan reaches Bridgemoor. The Luxxors secure lodging for all of their caravan partners in a modest inn, allowing the heroes one week’s prepaid stay. Allow the heroes an opportunity to roleplay, fulfilling some of their basic reasons for traveling to Bridgemoor. They might turn a profit in the markets if they were merchants, or simply be paid a stipend by the Luxxors if they were hired security. Either way, the heroes earn 20 sc. Then, proceed to Chapter 3: The Underbridge Cult.
After fighting off the Ironheart Gang, the Luxxor Caravan reaches Bridgemoor. The Luxxors secure lodging for all of their caravan partners in a modest inn, allowing the heroes one week’s prepaid stay. Allow the heroes an opportunity to roleplay, fulfilling some of their basic reasons for traveling to Bridgemoor. They might turn a profit in the markets if they were merchants, or simply be paid a stipend by the Luxxors if they were hired security. Either way, the heroes earn 20 sc. Then, proceed to '''[[Chapter 3: The Underbridge Cult|Chapter 3: The Underbridge Cult.]]'''

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