Short history of Todes Grube as copied out of Kevin's weekly emails.
| -600 | The city of Todes Grube is an old place built atop still older foundations. The modern history of Todes Grube begins 600 years ago with the arrival of William the Undying, a powerful Lich. William arrived at the ruins of the old and then nameless place and founded a new city for his followers. Although William was, and still is undoubtly not a very pleasant fellow, he mostly was concerned with a well-equipped and protected place to conduct his research. |
| -580 | A thriving and rowdy town had sprung up to support the adventures that came to do freelance exploration or contract monster killing in the pits below the city. Many met their deaths, of course, but enough became rich enough to support a prosperous town and the town folk in it. First only inns and general stores could be found, but then hostels and hospitals, armours, sages, and entertainment followed. Many adventures choose or were forced to remain in the city. Some became rich and opened inns or founded schools for aspiring fighters and wizards, less successful ones became beggars and the miserable poor found in every city. Over time the city was secured, more or less, and settled in peaceful prosperity, more or less. |
| -500 | The battle to clear the ruins and the foundations below the city was fierce, and lasted nearly 100 years. |
| -200 | A minor crisis erupted about 200 years ago when the powerful citizens of the city founded the Civic Council. This
semi democratic institution was made up of any citizen that owned at least 500 sq feet of property and had a certified
income of at least 500 GPS per year. The Council actually was phenomenally successful in ensuring the prosperity
of the city, conducting trade agreements, and securing the boarders of the city-state. This greatly Annoyed then
Duke Reda, the appointed ruler of the city by non-other then old King William the undying. Normally the Duke and
his family were too busy adventuring or throwing parties to really rule the city, but this situation had undermined
his authority. He quickly moved to arrest the council. However, the council, having shown them selves to be capable
planners, had planned for this. It turned out that almost all the soldiers in the city, and most of the other
adventures, had aligned themselves with the council. The soldiers because the council did not fight many wars
and usually won them when they did, and then adventures because the council did not have the bad habit of seizing
magic items, fining adventures for going into the ruins, and putting Geas and quest spells on parties to have them
steal uncommonly good pastries from the tree elves near by. The city was on the verge of civil war. At least it was until King William showed up. Having heard that his city was about to self-destruct, King William wandered out of his tomb, randomly fireballed a few buildings, and told both sides to work together. William was clearly impressed with the council however, and so put the bulk of power in its hands, leaving the Duke as more of a symbolic sub-head of state (William was, and still is, the official head of state.) |
| Now | Today, the city-state of Todes Grube is rich and chaotic, a busy place where all varieties of beings come to do business and to live. Todes Grube is not a kingdom of peace and pure good, like some places ruled by good and strict Paladins or Clerics. Nor is it a place of evil and villainy, full of cruelty and tyranny. It is a place that stands more in the gray space between good and evil. Opportunity awaits event the lowliest, and success is not guaranteed to those high born. It is a place where one can never be sure what will happen, and for those bold and brave of heart, anything is possible. |
| First Game | So, the party sits in the tavern of No-Home, run by a grizzled old bar keep named Mario. They are discussing how
to divide up the treasure from the last expedition. Some magic and gold was found, but Ranger Rylin required a
cure for mummy rot, so that left very little gold. Jenna was very concerned and wanted to sell some magic for
funds. The party also did seem especially concerned with making sure that some of the departing members and followers
got a share of the treasure. Oh well, you get what you pay for! We also find that two new members have joined the group. Devlin the rouge has left for important business, but has introduced the party to two new intrepid souls. Dressen, the dark and mysterious wizard and alumni of Todes Grube's own Academe Le Necronis, and Dell, a warrior of the wooded places, and of no little magical ability. As they mull over their fortunes, an attractive middle-aged Half Elf women walks in, accompanied by her guards. Looking about, she approaches the party. It is a job offer. The woman, Farrah, is a merchant and member of the City Council. She has a shop that produces ice for the iceboxes of the moderately well off of the city. Apparently she has been having some problems with rodents in her basement. A very big problem actually. She explains to the gathered members that her cellar, where she magically produces blocks of ice, was invaded by giant ice yesterday morning. Several workers were killed, and some may still live, trapped in the warming hut below. She needs a band of expert adventures to clean up the problem for her. The reward? Farrah suggests that the party tell her what it would cost. Leaving the party to consult, she goes to a nearby table for a mug of mead. As the party debates what to ask for, our old friend Jared walks in from the dark street. He soon strikes up a conversation with Farrah and has her occupied with his charm and pleasant conversation. Finally, after negotiations, the party and Farrah arrive at the agreed sum of 300 GPS per day and a 300 GP bonus if no remove sickness spells are required. Farrah agrees to provide 2 removes free if needed, but the bonus is then lost. The party can of course keep any items found outside of the workshop, with the exception of a magical stake that is the heart of her business. This 5 foot long stake is engraved with runes, capped in silver, and has an iron band around the top for reinforcement. It creates an area of extreme cold in about a 50' diameter around it. She obtained it in her younger days while adventuring and kept it as her share. It had no obvious practical use at the time, but has now proven to be worth a great fortune. As the party plans, Dell is able to tell them a few things about rats, and Jarred appears to be making some time with Farrah, when suddenly a figure from Dressens past walks in. It is Marcus, from his academe days. Marcus and Dressen became arch foes while in university and while interning in King Williams tomb, and to this day Marcus holds a grudge. After exchanging angry words, Marcus and his two mysterious companions go and sit at a table. Dressens is able to observe their speech and learns something regarding a event to take place 3 weeks form then, but nothing else is learned. In any case, the party ventures forth to the icehouse. Soon they are delving down the ramp to the cellar. It does not take long for the action to start. Even before they leave the ramp, they attract the attention of several large rats, and 2 absolutely huge ones. In a brisk melee the party proves it reputation among themselves as able warriors and spell casters and take out the rats. Rurik the dwarf hold s the vanguard with his unassailable strength, while the other members all contribute with blows or arcane magic, but some are bit still. Victory! But what's this? At the end of the hall they can see a writhing mass of brown and black shapes. Feral beady eyes turn their way, and the mass leaps as one mind toward them! Can they survive? |