Ravenmoor

Game Master Lloyd Jackson


101 to 150 of 161 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Grand Lodge

male gnomish illusionist 3rd | HP 23/23 | AC 13, FF 11, T 13 | F +3 R +5 W +4 | Init. +4 | Per. +8 | CMB -2 | CMD 10 | Speed 20ft | X-Bow +4 (1d6) | Blinding Ray: Touch +4 (Blind or dazzle) Wizard - lvl 3

At some point after reading the journal, Zeek (under the guise of practicing a spell) casts Detect Magic on the items from the bag, the Varisian woman, the ogre corpses, and the scene of the fight with the ogres.

Zeek later shares his findings with the group (see Zeek's spoiler).

This might be worth looking into after we get back from Ravenmoor...


Dimitrio nods to the brave woman, "We are on an errand and need to get to Ravenmoor. Have you ever been there?"

He then tries to determine why the little halfling gives him an 'intent look', "What is the matter? Is Dimitrio's hair out of place?"

Listening to the gnome, Dimitrio scratches his chin, "I'm nt sure I follow your story; are you sure you understand?"


Zeek, there's a faint transmutation aura coming from a ring Emyralda is wearing, a Ring of Feather Falling you're pretty sure and there appear to be a few other faint sources in the wagons, but nothing from the bag or ogres.

At the mention of Ravenmoor, Emyralda is surprised. Ravenmoor? I've been there a few times to be sure, but I can't imagine what would interest you there. We visit on our way to Rodric's Cove. It's out of the way, so not many bother, but they have a few local specialties that are worth trading. The people are odd and the food is stranger, but they grow quality flayleaf and have a... unique local wine. We've found a few with a taste for it though, and their isolation means our goods bring in a bit more there.

If anyone wishes to continue things from this evening, feel free, just be sure it's clearly marked. Also, is there a watch schedule people are keeping?

Once everyone is ready, Emyralda and her daughters retire to the scorched wagon to sleep. As they do so, Emyralda lights an effigy made from dried leaves and twigs, soon a small, but dense stream of smoke dribbles from the wagon and dissipates along ground.
---------------------------------------------------------

The next day dawns, or more accurately the impenetrable blackness lightens to a gloomy gray. As you prepare to break camp, Emyralda if the party wouldn't mind travelling together, at least as far as Galduria, as you all seem to have the same goal in mind. She mentions it might even be a bit faster as Bellis and Zeek can ride.

If the party agrees, mention any changes in routine because of the new companions, any particular interests or actions you will take in the days between here and Galduria, particularly towards the family.

Grand Lodge

male gnomish illusionist 3rd | HP 23/23 | AC 13, FF 11, T 13 | F +3 R +5 W +4 | Init. +4 | Per. +8 | CMB -2 | CMD 10 | Speed 20ft | X-Bow +4 (1d6) | Blinding Ray: Touch +4 (Blind or dazzle) Wizard - lvl 3

Zeek will inspect the sources of magic in the wagons.

As for night watch, he volunteers for the first shift (hoping for a little fire light to read by) while Clepto roams around the outskirts of camp.

And, as for Emyralda's proposal to provide a ride, Zeek tries to contain his eagerness to accept. His decidedly-shorter stride has become wearisome, if not borderline excruciating.


Rouge 3

Veter does not like the idea of bringing on new people, but waits to see what the rest will say. After his blow he's both embarrassed and a tad annoyed. He does not want to appear weak. The gash on his head that he cannot cover up seems to point in the opposite direction...


Female Human Archer 3

Liana speaks up against bringing the people along. They'll only slow us down. We have a mission and we need to complete it. We don't have time to protect these people.


Rouge 3

A smile creeps onto Veters face. An ally. He steps up, pretending that there is no unseemly mark on him. "I agree, it seems their danger has passed. If anything, our going ahead on the road faster will clear any danger they have until the next stopping point where they may recover. We must move on." With that he begins to gather his things.

Grand Lodge

male gnomish illusionist 3rd | HP 23/23 | AC 13, FF 11, T 13 | F +3 R +5 W +4 | Init. +4 | Per. +8 | CMB -2 | CMD 10 | Speed 20ft | X-Bow +4 (1d6) | Blinding Ray: Touch +4 (Blind or dazzle) Wizard - lvl 3

Exasperated by their words, Zeek gives his companions a long, sad look. And then gives his feet a long sad look. Clepto stirs uncomfortably.


DM:

1d100 ⇒ 16
1d100 ⇒ 75
1d100 ⇒ 22
1d100 ⇒ 30

I was hoping to get some discussion from the rest. Alas Zeek, it looks like you're walking. *Edit, poor feet. At least you might be able to get them a proper soak in town.

Emyralda and Stea are noticeably disappointed at the prospect of separating, particularly with Dimitrio. Nevertheless, they wave you on with genuine smiles. Perhaps we'll see you again at another campsite. Hopefully a more happy one.

The next few days proceed without incident. A few solitary travelers pass you by on horseback, some heading the same direction, some the opposite. Unless you make an effort to conceal your camp, evening sees caravan Dalca bedding down near you, though you only occasionally see each other during the day. Short-folk and wagons move at about the same speed. Emyralda makes an effort to be friendly, but doesn't press if people seem uninterested.

The weather breaks as you reach Galduria. A strong sun that turns the fallen rain into an almost drinkable vapour. A single guard resting on his stool against the wooden wall is all that guards the western gate. He waves as you approach, climbing lazily to his feet. Copper each for the gate fee. If you have any business with the academy, be at the gate near sundown. Otherwise, welcome to Galduria.

Any have business to take care of in town? Spending the night here, or pushing on to camp outside?

Zeek:

You can't be sure what the magic sources are without poking around inside, which probably isn't a good idea, but you're pretty sure they're potions. A few conjuration auras that are probably healing, and a couple with transmutaion or illusion auras, probably something to help conceal people or help them escape.


Sorry I was busy but I was going to suggest that 'little folk' walking was not 'that' fast.

Dimitrio is happy to see his 'cousins' and shares their campfire, even gracing them with a song or two for the young ones.

The bard turns to his companions, "I'm not sure we have any business here, do we?"


I understand.


Rouge 3

"I don't believe so, let's move on with this thing." Veter says. The sooner he can get home the better, this trip isn't turning out the way he had hoped. Then again, this obvious scar might give him a little street credit back home if he spins it right. Fought an Ogre and lived, they don't need to know all the details...

Grand Lodge

male gnomish illusionist 3rd | HP 23/23 | AC 13, FF 11, T 13 | F +3 R +5 W +4 | Init. +4 | Per. +8 | CMB -2 | CMD 10 | Speed 20ft | X-Bow +4 (1d6) | Blinding Ray: Touch +4 (Blind or dazzle) Wizard - lvl 3

Zeek pays his copper piece.

I-I'd like to be on our way as well, but first I'll sell some of these items and then we can move on. A-a-although, if its okay with everyone, it might be nice to spend a night in a proper bed instead of in the w-w-wilderness... Zeek looks nervously at Veter.

Unless someone stops him, Zeek sells the jewelry and weapons from the bag (aside from the earrings claimed by Dimitrio). He also tries to get the remainder of the journal translated (asking around as necessary).


Female Halfling Alchemist (Construct Rider) 2

I replenished my stuff on the road. We can move on from here.


Rouge 3

Veter betrays a thoughtful glance. "Well... a bed would be nice. I wouldn't be opposed if the rest of the group was interested." In all reality the push to get here has made his head throb and a night in a somewhat comfortable bed wasn't such a bad prospect.


Female Human Archer 3

I'm sure you'll be fine without a bed vetoer, I've never even had one. Let's go.


Rouge 3

Veter gives Liana a cool stare. "Any other opinions?"


Female Halfling Alchemist (Construct Rider) 2

Goblins smell rancid, Kosvosa sucks, and Stormval Aurochs is the best meat this side of the Inner Sea once properly tenderized! Bellis said with a fake-innocent smile.


Rouge 3

Pinching just above the bridge of his nose and closing his eyes to ward off another headache, Veter speaks with an exasperated voice. "How helpful. Anyone else with a smartarse remark or maybe something from the big people?"


DM:

1d100 ⇒ 53

1d100 ⇒ 39
1d100 ⇒ 58
1d100 ⇒ 72
1d100 ⇒ 59
1d100 ⇒ 88
1d100 ⇒ 13
1d100 ⇒ 10

1d20 + 6 ⇒ (12) + 6 = 18
1d20 + 4 ⇒ (16) + 4 = 20
1d20 + 8 ⇒ (7) + 8 = 15
1d20 + 6 ⇒ (13) + 6 = 19
1d20 + 8 ⇒ (9) + 8 = 17

1d20 + 6 ⇒ (9) + 6 = 15
1d20 + 6 ⇒ (5) + 6 = 11
1d20 + 6 ⇒ (14) + 6 = 20
1d20 + 6 ⇒ (8) + 6 = 14
1d20 + 6 ⇒ (11) + 6 = 17

1d20 + 4 ⇒ (20) + 4 = 24

1d2 ⇒ 1


This time I'm calling it in favor of the gnome.
Dimitrio sides with Veter and Zeek. A few hours in a journey of days won't make a great difference, and good rest could do these fellows some good. What madness when men must plead with women to enjoy the comforts of bed and bath! Choose whatever accomadations suite you and subtract the appropriate gold. You don't all have to sleep in the same inn.
Zeek:

Though you don't have much experience haggling, you are able to sell the weapons for what seems a reasonable price. 124gp altogether The bow bringing in the most by far. The gems and jewelry are also sold, to a scholar from the Academy who also translates the journal. It's hard to tell if you're getting a fair deal here, as you really don't know how to evaluate gems. The jasper, azurite, and pearls he dismisses as being worth little more than to be ground into components, but he a much more positive attitude towards the tourmaline and statuette. The bracelet is basically pure bullion, so it is evaluated easily. 25gp for the bracelet, 33gp for tourmaline, 38.5gp for the statuette, and 6 for the rest.

As for the journal, he explains that a proper translation would require a day or two in order to verify accuracy, but as you seem to have limited time, he'll do a simple translation tonight and have it delivered to the in by morning, and he delivers. The book and several pieces of bound parchment are waiting for you in the morning as you prepare to leave.

Abadius 1. And so begins the record of my travels! ~Tawfeek son of Alima daughter of Tasnim daughter of Thara.

Most of the book is a ordinary travelogue. Ships caught to travel from Qadira to Absalom to Corentyn. Boarding the final ship to Magnimar. Good weather, bad weather. Interesting people, boring people, etc. If you want to know any specifics just let me know.

Occasionally he will write letters in the journal. Entries to friends or family, primarily his older sister Asilah, the heir apparent to the family matriarch. It seems he is hoping this expedition to lead to enough fame or riches, hopefully both, to secure a good marriage in his home city.

There are several sections pertaining to the object of his quest. The Earth's Blood that caught your attention before. There are three Shaitan legends recorded concerning it.

First that originally the Shaitan were simple stone, like the elementals. Then at its very center, plane of Earth began to bleed what would be the shaitan were bathed in earth's blood. Most bathed once and became the shaitan of today. Others were more ambitious, greedy, brave. They deliberately bathed again and those that were unworthy were destroyed. Those who were worthy became the noble Shaitan, leaders of their kindred. But some where not satisfied and returned to bathe again, and were absorbed into plane itself.

The second legend is very similar, except that instead of accidentally bathing in the plane's essence, a goddess brought them into her womb. After being born, some asked for more time in her womb, that they might grow stronger. Those who asked a third time were ungrateful and destroyed.

In the third legend, the blood is an elemental version of the fountain of youth. A secret hidden away by the first of the Shaitan emperors, who was jealous of his power, that if discovered will grant a individual great power and immortality.

While seeking out more legends about this genie myth, Tawfeek found stone giant legend that interested him. In the ancient past a race of cruel monsters enslaved all the giants. In order to keep them cowed, the monsters tricked the mother of giants into visiting them, promising to set her children free if she would but look at the wonderful things the monsters had used them to create. Even the mother was impressed by their buildings, and as she admired the cunning work of her children, the monsters captured her and chained her in a cage. Then they drained her blood, giving it to the most evil giants that sided with the monsters. As the evil giants drank their mother's blood, for they knew it held great power, but they began to burn from the inside, for they had committed a terrible sin. They pleaded with the monsters to save them, and so the monsters wrapped them in their evil magic and carved it into their skin as signs of power. This saved the evil giant's lives, but it could not completely contain the mother's power. The giant's skin charred black, their hair turned into flaming blood, and when they became upset, and they evil giants were always angry after this, fire would burst from the marks in their skin.

Tawfeek believes that this refers to the ancient empire of Thassilon and the creation of the rune giants. Similarities in wording, though you don't know what these would be, not having the the original legends to compare just the writer's summarized versions, led him to believe that the blood of the mother of giants is the same substance/object in the Shaitan legends, and that the rulers of Thassilon had obtained it and used it to create a new race of giants.

His last entry mentions intending to start his search at the Storval Stairs, a giant sized stairway cut into the Storval plateau.

The next day sees everyone, at least those who chose to sleep in town, ready by the north gate around dawn. Emyralda said a final, for now, goodbye to Dimitrio and any others who are nearby last night, promising to aid you in what way she can if you have need and to look for her in Magnimar. She'll retire from the road for a while and try to heal among family and friends.

The next two days along Ember Lake to the insular town of Wolf's Ear and uneventful. Mostly sunny the first day, clouding up again towards the end of the second. After so recently being in Galduria, this town doesn't have anything in particular to recommend it.

This is really the end of Magnimar's influence. Beyond this is wilderness, caravans, and pirates. And a small town that owes some taxes.

The road continues north, along the Lampblack river. As the Lampblack curves away to the east, about three days from Wolf's Ear, the road splits. The more used path continues north along the edge of the Churlwood, towards Roderic’s Cove and Riddleport. The sign post at the junction has an arm pointing to a little used, though quite serviceable track, that reads, 'Ravenmoor' and has the bird carved alongside the name for those who might not read. The track follows the the river’s west banks into increasingly dreary landscapes of bogland and bleak moors. The end of the fourth day sees you camping amide melancholy surroundings. Ravens seem to perch on every dead tree, and apparently you are the only fresh meat the biting insects have seen all year. Thankfully you should reach your destination sometime tomorrow.

Setting off the next day, you begin to see signs of civilization as the sun approaches noon. The track ruts deepen and patchy orchards give way to a few fields on the higher patches of ground, though it looks as though many of the bogs look cultivated. The cattails and other swamp plants seem to have been planted.

From one of the bog fields the your right, you hear a young boy's voice calling, Aaaaaaplesaaaauce! Here boy! C’meer boy! followed by whistling, like you would for a missing pet.

Initiative
?
Bellis
Dimitrio
Veter
Zeek
Liana
?

An insecticidal horror the size of a cat zips out from the reeds and lands clinging on Bellis's head.

Knowledge: Nature DC10:

It's a Stirge! Basically a foot-long mosquito.

Knowledge: Nature DC15:

No really, it's a foot-long mosquito. Flies up, sticks you with it's proboscis, and drains your blood. They frequently carry diseases. Not very tough, swat them before they bite you.


Female Halfling Alchemist (Construct Rider) 2

Oh you sonuva... :)
Knowledge: 1d20 + 7 ⇒ (18) + 7 = 25

STIRGE!!! Bellis screams and runs around, swatting at it ineffectively. Gettitoffgettitoffgettitoffgettitoff!

Grand Lodge

male gnomish illusionist 3rd | HP 23/23 | AC 13, FF 11, T 13 | F +3 R +5 W +4 | Init. +4 | Per. +8 | CMB -2 | CMD 10 | Speed 20ft | X-Bow +4 (1d6) | Blinding Ray: Touch +4 (Blind or dazzle) Wizard - lvl 3

Zeek divvies up the loot prior to leaving Galduria, 25 gp each, 24 for Dimitrio (earring tax)

On Zeek's turn:

Clepto dashes from seemingly nowhere and furiously attempts to latch onto the Stirge!

Bite!: 1d20 + 5 ⇒ (3) + 5 = 81d3 - 4 ⇒ (3) - 4 = -1

Zeek looks a little stunned, Whoa, girl!


Not sure what that thing is on top of the pretty halfling girl, Dimitrio knows it is definitely unwelcome.

A thought of striking that thing crosses his mind before he realizes that it would like killing a fly with sledge ahmmer. Besides, there is Bellis to think about. The bard attempts to grab the girl and take the thing off of her all the while yelling at the boy, "Stay where you are, boy! Your dog isn't here and we have a... situation."

not sure what to roll so I'll leave that to you


^_^


Rouge 3

Veter is taken aback by this... thing. He's not very wordly and has maybe heard a passing story about one, but he feels utterly useless. He whips out a dagger and slowly approaches the Bellis and the stirge, not sure what he's going to do next.


Bellis, you are truly a master of stirge lore, feel free to read the bestiary entry and assume she know all.

DM:

1d20 + 3 ⇒ (2) + 3 = 5
1d20 + 2 ⇒ (14) + 2 = 16

Between the Ferret and the two men grabbing for her head, it's hard to tell whose being attacked, the halfling or the bug. Veter manages to pull the creature mostly free, though it's spiny legs remain firmly tangled in the alchemist's hair. Proboscis and limbs flailing, the stirge resembles a lobster ready for the cook pot more than anything else.

As blades are raised to rid yourselves of the menace, a very muddy boy bursts from the reeds. Seeing the situation, he runs towards you shouting, No! Don’t hurt him! Don't kill Applesauce! He’s just a-scairt!


Rouge 3

Veter looks up from what he was about to do, dagger raised high. "Excuse me? Did you say he was... a-scairt? Applesauce?"

He ponders for a second and waits to see what happens next, but if the bug so much as tries to sting him while he's holding him down, Veter will stab it.

Grand Lodge

male gnomish illusionist 3rd | HP 23/23 | AC 13, FF 11, T 13 | F +3 R +5 W +4 | Init. +4 | Per. +8 | CMB -2 | CMD 10 | Speed 20ft | X-Bow +4 (1d6) | Blinding Ray: Touch +4 (Blind or dazzle) Wizard - lvl 3

Zeek lunges forward trying to shelter the stirge with one hand and yanking a writhing Clepto back with the other.

Nooo! D-d-don't hurt it. It's j-just doing what it was b-b-b-born to do., Zeek manages to spit out.

He then tries to pacify the little creature with a few soothing strokes to its belly.

Handle Animal: 1d20 + 6 ⇒ (5) + 6 = 11


Female Halfling Alchemist (Construct Rider) 2

H-he means that's his pet? Bellis asked incredulously, having calmed down enough to start trying to get the bug's legs out of her hair.


The boy stops a bit beyond arms reach. His clothes are old and muddy. He looks to be about 8. Eyes wide with fear and anxiety, he nods. Yes. That's Applesauce. My stirge. I lost him and he get's scairt when he's lost. Please sirs, can I have him back?


Female Halfling Alchemist (Construct Rider) 2

If you can get him out of my hair, he's yours... um, again. Put the knife away please, Veter.


Rouge 3

With a grimace he lowered his dagger. "Fine, but I make no promises if it stings another." Turning to the boy, "A stirge as a pet? It might be best to keep this thing far away from travelers, you never know what might happen to him..." Veter punctuates that last sentence with a mock jab of his dagger and a mean smirk.

He's a mean SOB, isn't he?


Female Halfling Alchemist (Construct Rider) 2

Veter! Bellis admonished, shooting him a glare as she untangled the Stirge's legs from her hair. He's just a kid!

Smiling up at the boy, Bellis handed over the bug, its legs waving somewhat helplessly. Here you go.!


Carefully taking back his pet, the child hugs it close before placing it on his head. The stirge settle down like a bird on it's favorite perch and nuzzles the boy affectionately.

Edging away from Veter, the boy keeps his eyes focused on his muddy feet. 'Hanks miss. I need to get home now.

He answers any questions or comments by mumbling something about not talking to strangers and then dashes down the muddy track towards, presumably, the town.


Female Halfling Alchemist (Construct Rider) 2

Primly shouldering her pack as if her previous panic attack never happened, Bellis starts walking in the same direction. I take it the town is thataway, so let's move.


Dimitrio scratches his beard, "Curious boy that one, eh? Why keep such a strange vermin as your pet, Dimitrio wonders. Let's hope the people in town have more common sense."

He turns to Bellis, "Are you OK, little one?"

I'm trying to talk like GoT's Arya's 'dance master' so listen to him when I talk for Dimitiro.


Town map is now in Campaign Info tab. I think it works, but my google-fu is not strong.

Following the boy, or at least heading in the same direction, the village of Ravenmoor graduly comes into view. A few dozen buildings loosely clumped together, interspersed with gardens and pens for livestock. The few buildings that appear to be anything more than homes, are clustered around an open area with a well at the center. Everything has a sad, slightly decayed look. A mill of dark stone rock and soggy timber leans precariously toward the Lampblack, its wooden wheel rotating in the slow-moving waters. The grey houses slump unpainted, moss hanging in damp strands from the eves. Even the smoke seems too tired to rise, drifting slowly sideways.

Two ramshackle shacks flank the Lampblack where the trail meets the river, sheds to house a flat-bottom ferry. Tightly drawn ropes cross the river, part of a pulley system that draws the barge across the black water. The boy and his pet stand waiting at the rope slowly pulls the boat from the townside shack. A wiry old man on the other shore stands beside a fat pig walking in a circle to power the machinery, occasionally giving it an encouraging swat.

Seeing you approach, your young acquaintance edges closer to the bank. The ferryman simply calls out, Two coppers each. Horses are silver if you've got any.
And you will be treating me with more respect.


Just referencing the character Dimitrio mentioned, sorry if that seemed weird.

Grand Lodge

male gnomish illusionist 3rd | HP 23/23 | AC 13, FF 11, T 13 | F +3 R +5 W +4 | Init. +4 | Per. +8 | CMB -2 | CMD 10 | Speed 20ft | X-Bow +4 (1d6) | Blinding Ray: Touch +4 (Blind or dazzle) Wizard - lvl 3

Zeek produces a silver piece and hands it to the ferryman.

I th-th-believe that should cover us.

After boarding, D-do you have any lodging recommendations for a f-few road weary travelers?

Zeek is switching in the spell "Detect Thoughts" if given the opportunity.


Seeing the silver, the man nods. Okay, git in Orni there.

As the ferry moves across the black water, the ferryman chats you up amiably. Don't git many city-folk coming by. Few V's now and then, always put on a good time, but not many of yer sort. Last one we had was that ugly fire-hair. Dreamer's wings, must have been o'er a month ago. He spits casually to the side. Should have let the wolf git 'im. Man was plain surly. Left without sayin' bye or nothin'. See that, pointing to a large humanoid skull nailed to the shack nearby, wolf-in-the-water did that. Them nasty degenerates try to sneak back into the village, but he gits 'em every time. So let that be a lesson! Pay the ferryman and be polite, and don't swim in the black. 'Bout where to dream? pulling his scraggly beard thoughtfully. No place for strangers since we don't git many. Hmm, plenty of spots for tents if you've got 'em. That or the Mayor's place. Big place and only him and his brother, so there's room. 'sides, he's probably be the one you're lookin' for anyway.

Zeek:

The spell takes hold and you catch the man's surface thoughts as he speaks. Silver, nice. Maybe I can git' 'em to cross a few more times. That'd be nice. What're they here for? Two halfs, when was last time I seen one? Come-on bacon, move your piggy ass. Looks like he found his pet. Wonder if Na will make her special sausage again? That was good. What's the secret? Fine Feast tonight. Shel'll be the queen for sure. Girl get's prettier by the day. Wonder if they're here for that? Nah. Don't look related. Probably after more taxes. Pay 'em once and they suck ya dry quicker than a tick. Mmm, tick legs.


I have a few questions

The bard's ear picks up at the description of the last stranger, "So this surly man, you say he left already?"

"Wolf in the water? What manner of critter is that?"

"Can you show us to the Mayor's place?"


Female Human Archer 3

Liana has stayed quietly behind the rest of the group always watching and expecting an attack.
She nods when Dimitrio mentions the surly man but doesn't speak.


Reining in the pig as the boat near the shack, the ferryman nods. You're just full of question. Yes indeed, fire-hair left morning after he came. The wolf in the water, well it's a terrible creature. Mouth big enough to swallow a man whole. Teeth so hard he uses armor to sharpen 'em. He'll swim just beneath the surface, than CHOMP, pulls you right under. Most never seen 'im, but I have. Must be... oh 'bout two people long, big around as Bacon here. Looks kinda like a fat fish crossed with an eel, but no scales or nothin'.

As you step ashore, the boy dashes off again with 'applesauce'. He's a quick one. Orni is. As for the Mayor. Take the bridge right there and follow it until just before the next one, big house on yer right. He's probable at the grounds though. Straight through to the fenced area. House is F, Grounds are H

Though a few people have noticed you, most seem to be occupied with their business.


Female Halfling Alchemist (Construct Rider) 2

Let's head to the grounds, then. Bellis suggested. And be friendly, guys. It might help to make a better impression than the last guy.


Female Human Archer 3

Liana sighs sarcastically.
If you insist.
She makes a mock curtsey and keeps walking.

Grand Lodge

male gnomish illusionist 3rd | HP 23/23 | AC 13, FF 11, T 13 | F +3 R +5 W +4 | Init. +4 | Per. +8 | CMB -2 | CMD 10 | Speed 20ft | X-Bow +4 (1d6) | Blinding Ray: Touch +4 (Blind or dazzle) Wizard - lvl 3

Zeek feeds Bacon a piece of cheese. [b]Hey there, big fella/b], he whispers while petting the pig. In a flash, Clepto pokes her head out to steal the remaining bit of cheese and returns to her hiding place. Zeek laughs softly.

Zeek then nods toward Bellis without making eye contact and gestures for her to lead the way.

Following Bellis


Bacon snuffles gratefully while delicately taking the cheese, earning you a gap-toothed smile from the old man.

Proceeding through the village, you get a better idea of the people who live here. Local dress is neat and functional, with men wearing plain dun-colored tunics, vests, wide-brimmed straw hats, and unbleached breeches held up by suspenders. The women dress in simple, single-colored dresses in drab earth tones, with long sleeves and full skirts. A few, those that seem busiest, wear white aprons with little lace or adornment. Most of the clothing seems to be linen or wool. Most of the teenage girls are wearing brighter dresses with embroidery.

Four buildings you pass seem to be of note. The first is no larger than the others, but several of the dressed-up girls are clustered near the front, and a bent old woman hobbles in and out, bringing colored thread and other supplies for embrodiery. Their attention elsewhere, not pay any particular attention to you. Location C

First building to your right in the small center of town has a wide, overhanging roof that provides shade for a few benches and chairs out front. Several old men play game of dice or skill. Most turn to look at you, one taking advantage of his opponents distraction to subtly move a piece around on the board. His unaware opponent calls out to Dimitrio, Wanderer! Care to try your luck at dice?Location D

To your left an unusual sight. An abandoned church whose roof has mostly caved in, and while the church’s two-story steeple still stands, the bell that once hung within appears to be missing. Nothing identifies the diety to whom the church his dedicated, but even in a place like this it looks forlorn and abandoned. Location F

A little further on, the largest building of the center calls your attention. While this building bears a sign that proclaims it to be the
town store and smithy. Sounds of a hammer on metal coming from the back indicate someone is working, but the store itself appears empty. A beautiful young woman, golden hair carefully arranged, sits porch stool picking out embroidery on dress. Location E

Just outside the cluster of buildings you see the grounds. A large field here has been fenced off, creating an area where tents, benches, and tables have been set out for a celebration. Several tables already appear to be laden with food, though most are covered to keep flies off. Smoke, steam, and delicious smells steam from the different tents and what appears to be a communal brick oven. Off to one side a man keeps close eye on a slightly smoking pit, which smells temptingly of pork. In the center of the action are a plump blond woman who waves her arms dramatically and forcefully in the direction of seemingly everyone, and a tall, lean man with a severe bearing and imposing mien.

The man notices you and walks forward to greet you with a smile that doesn't touch his eyes. Welcome to Ravenmoor friends. What brings you here?


Bueller?

Grand Lodge

male gnomish illusionist 3rd | HP 23/23 | AC 13, FF 11, T 13 | F +3 R +5 W +4 | Init. +4 | Per. +8 | CMB -2 | CMD 10 | Speed 20ft | X-Bow +4 (1d6) | Blinding Ray: Touch +4 (Blind or dazzle) Wizard - lvl 3

FWIW, I'm here and interested - was just waiting for someone else to chime in.

Um, hello, I-I hate to interrupt your, uh, celebration, but I th-think we're looking for the M-mayor...


That awkward moment when everyone is waiting for everyone else. ^_^

Looking down at the gnome, the man smiles more genuinely. That would be me. Andretti Kriegler. He extends his hand for a shake. The feast won't start for a few more hours yet, so I've got a few minutes if you need them.

1 to 50 of 161 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Once upon a midnight dreary... All Messageboards

Want to post a reply? Sign in.