Ari’s benefits from the Event
One of the things that surprised me was what people did and to what degree they participated. For example, I really thought David would participate and have Sane help out the demi-humans. But he didn’t. I expected Diana to go out with one of the militia companies, but instead she stayed behind. And in truth I expected you to stay behind the lines healing people, not running into battle and taking some pretty big risks. But it turned out fun.
Benefit: You now hold the rank of honorary captain in the city watch. Yours is more honorary than Sigurd’s or Matar’s. Still, members of the watch call you Captain Ariessus and salute you in the street.
Benefit: You now have a militia company named after you, the Company of the Dark Lady. They are very proud of you, and when you are in town you are invited to just about anything they do. They even invite you into their houses for dinner. Many of the things that happen to you have a rather long term effect as well. This militia company will become the nucleus of a new City Guard, kind of the Jurgenville Army. As such the uniform of the Guard will be your trademark lavender and black with a white helm. Your cloak is their coat of arms, although in time it becomes more stylized (purple with a black border and a thick red stripe running diagonal through it). In the very long term when historians look back on the early history of Jurgenville they point to you and that first militia company as the beginnings of true military power for the city.
Benefit: The perception of you by the citizens of Jurgenville turns around 180 degrees. You go from being an outcast to being one of the most popular people in town. An aura of mystique surrounds you, and most of the people look on you as larger than life. Part of this is due to the fact that you were seen at two places at once during the battle. (You were in Red Vale, but at the same time many reliable witnesses tell of seeing you stalking the streets of Jurgenville, slaying marauding bands of monsters.) Soon people are asking you to bless their babies, dedicated buildings, etc. You soon start carrying a large number of orisons around whenever you are in town to cure all the boo-boos that people come up to you with.
Benefit: Also in the longer term (over several months) the story of how a drow helped to save Jurgenville spreads all over. Kantar Sapphire ends up creating a second ballad about the battle, and you feature prominently in it. So your name, and the fact that there is a drow cleric of Corelleon, spreads quickly. However, there may be a down side to that as well...
Castinar’s benefits from the Event:
Benefit: You now have quite a reputation in town, even though you avoid it. Many credit your warning with saving the town from a much worse fate. That fame even spreads into the surrounding hills, and you are asked by the local rangers and druids to represent them when their interests are discussed in town.
Benefit: You overheard and saw several things in the mine that are up to you to follow up on.
Benefit: Your leather armor was replaced by the JMC. Of course, that’s the same leather armor that the pudding ate through to get to your leg.
Benefit: You now have a strange spider web-like pattern of scars across your chest and upper body. This helps to dissipate electrical energy. Your saving throw bonus vs lightning is now +3.
Benefit: Jonathon is very grateful for your help in the mine. He tells you that he and the mine "owe you one".
Diana’s benefits from the Event
Benefit: The main benefit you get is from the Mage’s Guild. Valdaeron is still recovering, so a new guildmaster comes in to watch over things. To your surprises it is a lady called Diane. You know of her. She ran the first of the Neworion mages’ guilds in Waterdeep and is somewhat of a rival to M’hair what’s-her-name, the lady that runs the main guild in Waterdeep. That such a powerful mage would come to Jurgenville is somewhat of a surprise. Later she tells you that she is here not so much to lead the guild as to protect and defend something valuable. But when you press she changes the subject. You and Diane get along well. She thanks you for your actions during the battles. She, and the rest of the guild members, are pleased that you represented the guild well. She gives you another year’s membership in the guild free.
Benefit: Although you are not granted captain status, you are still a favorite with the watch members. After all, you did save their head quarters and directly saved the lives of several watch members who were still in the tower that the wyvern was attacking. While they don’t follow orders you give like they do with Matar, they are still very deferential and friendly.
Benefit: Once you get back to town you find a letter from your superiors congratulating you on your actions. They are pleased with your progress and encourage you to keep it up. They request that you to ask some exploratory questions about creating a temple to Isis up in Jurgenville.
Katrina’s benefits from the Event
One of the strange things that develops out of the Event is the mystery of the lone archer that hit the dragon in the eye. You simply don’t care if people know, and apparently those that do know aren’t talking. Soon the mystery becomes strong enough that you decide that you shouldn’t dispel it by claiming to be the archer, even though that is the truth.
Your decision is greeted well by those in Midnight’s organization. The Turmish and Midnight herself seem particularly pleased that you don’t care about the fame that would come with claiming to be the archer, but instead are content with being yourself.
Benefit: Although it isn’t public knowledge, all those in Midnight’s organization know what you did. They all treat you better, from the top to the bottom. Even the cook who was training you treats you with more respect.
Benefit: The Turmish fighters in particular take a liking to you after the battle. It’s almost like you suddenly have two dozen older brothers watching out for you. A pair of events, one before the fight and one after, show this new attitude.
About a week before the event you were entertaining a man when he started to become somewhat abusive. Unsure how to react you took it at first, rolling with the blows as it were. But when one of the blows hurt you turned on him and knocked him around a bit. The fight attracted the attention of the Turmish guards. They came in and separated the two of you but weren’t interested in hearing what happened. Instead they called for Midnight, who came to sort the matter out.
Several days after the battle the same thing happened with a different man. This time when you started hissing the guards burst through the door. (This was the first time you realized they were posting a guard right outside your doorway.) The two Turmish guards walked straight in, grabbed the man, apologized to you, and proceeded to carry the guy out and toss him into the alleyway behind the Inn. After making sure you were OK (more of the big brother thing) they leave you be.
Benefit: The degree to which the warriors have come to respect you is made evident by one other thing. Just before the party departs for the Underdark again they ask you to join them for dinner. At the dinner they present you with a gift. It is a braid of hair about a foot and a half long. They tell you it is a Warrior’s Braid. You thank them, unsure of how to react. That evening you get a hold of Diana and ask her to find out more about a Turmish Warrior’s Braid. She tells you that it is a rare gift given by a group of warriors to one of their own that they perceive as being courageous and an excellent warrior. To make it each warrior in the group cuts off a lock of their own hair and prays over it to their god of battles. They then all gather and in a ceremony braid all of the locks together. She tells you that the braid is supposed to give courage to whomever it is given too. (OOC: it gives +4 on all saving throws vs fear.)
Now there is one exception to the friendship from the Turmish. Kaj keeps your relationship very professional. You suspect this is because he feels responsible for your life (as one of the working girls) and doesn’t want to cloud his judgement about you. However, in time you discover two things. First, he contributed to the Warrior’s Braid. Second, he still has the arrow that you hit him in the backside with.
Benefit: Finally there is Midnight. While you wouldn’t call your relationship "friends", she does relax around you quite a bit. Several times you have lunch or dinner together. You find out a few more things about her. She is a very good thief, but had to leave some large city when something she did angered the guild there. So she started her own guild, but eventually turned it into a business. She was a member of the adventuring company that killed Flamewing. When Jurgenville started to grow she brought her businesses up here. She now owns over half of the business ventures in town. Just FYI, over the next month or so the Maiden’s Kiss is re-built. They expand it, taking over part of the next block, and they construct all new parts in stone.
Matar’s benefits from the Event
Benefit: you now hold the rank of honorary captain in the city watch. However, unlike Ari’s (who’s rank is truly honorary) or Sigurd’s (who deals more with the Temple) your rank is quasi-official. Members of the watch will follow orders that you give. In fact, during this time right now that you are back in Jurgenville Tessalynne makes it clear to you that if you want to give up adventuring she would retire her position and you could become the new official captain of the city watch. She also tells you that the council is considering creating a city guard, a standing militia force, and that you could command that if you wanted.
Benefit: You are ½ way to getting the warrior "leadership" ability.
Benefit: You are looked on by the public as almost indestructible. The tale of you taking a cone of cold, a fireball, and several direct hits from a hill giant and still fighting spreads quickly. The dwarves that were with you are convinced you have dwarven blood in your veins.
Nikki’s benefits from the Event
Since you didn’t take a very public role (like Ari or Diana) and were involved in a somewhat isolated fight you don’t get the same public recognition as the others. However, tales soon begin to spread about the "blue witch" and her strange and unpredictable powers. People look at you now with a mixture of fear, awe, and uncertainty.
Later on you receive a message from the War Wizards. They commend you for your actions, but berate you for not demanding that Matar protect the villas of the nobility rather than fighting at the party compound. Apparently some of the nobles are rather miffed that their brand new summer homes were damaged.
Sane’s benefits from the Event
Well, not much since you didn’t participate. The guards in the Cormyrian Tower are friendly to you.
Sigurd’s benefits from the Event
Benefit: You now hold the honorary rank of Captain in the city watch. You are saluted and addressed by your title. However, you don’t have quite the same influence over the watch as Matar. They seem to take his title seriously. They respect you, but won’t necessarily follow orders that you give.
Benefit: However, the situation in the temple is different. Those with a military background (paladins and crusaders) do address you as Captain and they mean it. The general acceptance of you changes drastically as well. Before there was some doubt and even jealousy about your appointment as a Holy Warrior. Now you are fully accepted for what you are and even respected. You no longer feel like an outsider when walking around in the temple. It feels like home now.
Benefit: Your sword changes. It (and you) were used as a conduit by Athena to bless the defenders of the town before the Second Battle of Red Vale. The amount of holy energy flowing through the blade has changed it. It is now a translucent white rather than metallic. It glows slightly (10’ radius). Better yet it is now a +2 blade, can be used as a holy symbol, and if you cast a spell from the prayer family (bless, aid, prayer, etc.) you can either double the area of effect or the duration of the spell. (You’ll need to remember this and let me know at the time you cast the spell.)
Benefit: Well, kind of a benefit. Because of what happened your sword is now looked on as a holy relic by the Church of Athena. Several in the temple wanted you to leave the sword at the temple. However, Lindara convinced them that it would be best if you kept the sword. What could be better than a Holy Warrior wielding a holy relic on a special quest given by Athena herself?
Benefit: Pyreen proves herself to you as a good warrior and you decide to take her on as a permanent henchmen rather than as a temporary squire. She now cares for your armor and weapons, helps you into your armor, and does the other things that a squire does.