Steig Lamplighter and the Curse of the Creeping Twilight (Inactive)

Game Master Gerald Rose

Fantasy Craft rules, Schrodinger's campaign setting (it don't exist until you get there/one of us makes it up), generic fantasy.


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Init +3; Blend +1u; Notice +4; Sense Motive +1u; Heroic Renown 1 Def 13; ff12; DR4; Lethal ?; Subdual ? Action Dice 1d4; Accurate, Basic Combat Expert, Bone Crusher, Charming, Damned if you do, Double Boost, Fortunes of War I, Hammer Basics, Hammer Mastery, Hurled Basics, Improved Stability, Misdirection Basics, Shove, Stand Together
Grose wrote:

You four should head on into Mill, see what you can do. If the Compact fails, our villages are done for.

"How is the Mill? Anything out of the ordinary happening there?"

Crow throws another strip of rations into the air, in a silent thanks, you did good manner.


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ooc:
Assuming Darius retries his Medicine check to Mend Thomas. The moonshine smells just like moonshine. Not something served at the tavern, likely Thomas distills it himself. Thomas was perhaps 3 days late.

Old Thomas waves off Darius, saying "Now, now, you're gonna need that more than me. I've healed up the old fashioned way for a lot longer than you been alive, and since you all saved me, I reckon I will continue to do so for a little while longer."

He takes Junipers hand up, and carefully dusts himself off. He barely comes to Crows shoulders at his full, slightly stopped height. Old Toms eyes follow the bit of jerky into the air, and smiles as Barron snatches it and alights heavily on Crows shoulder.
"Magda being grumpy is something that I have learned to live with over the years. From the looks of it, you likely scared 'em off." Old Thomas reaches into his pack and pulls out a crude clay sphere about the size of a large chicken egg. I would have let them have it with one of these babies, but they got the drop on me. Little backstabbing monsters. Flash bomb, they hate these. A little something from my younger days."
He sniffs loudly, and sighs. "They are having a bit of trouble at the Mill. . . I'm not supposed to say, but the deal they made, the compact they call it. Somethings wrong. Old Ned said he spotted a Maw out in the woods south of the Mill; everybody called bull on him so he went out with his crossbow. Never came back. If there are Maws around. . . You ought to go there and see what's what. They need somebody to find out what's really happening. Crow, Mead, you folks are well known round here. They'll listen to you. Tell you whats really happening."


Old Thomas smiles at Darius and Marco "I'll put the good word in for you two as well. People should know that just because you're from that cursed city, don't make you bad people. Lifesavers, all o' you!"
Scratches his head and frowns. "Makes me think of what old Yan the Mill Prophet said that one time a'fore he up and died. . . what was it. . . oh yeah. 'Ware, 'ware the days when Lost Derinkuyu throws wide its graven portals and returns to the world, then, then we will all be in the smeg! Crazy that guy, too much moonshine. Don't you pay it no mind. Lifesavers I say!"


Init +3; Blend +1u; Notice +4; Sense Motive +1u; Heroic Renown 1 Def 13; ff12; DR4; Lethal ?; Subdual ? Action Dice 1d4; Accurate, Basic Combat Expert, Bone Crusher, Charming, Damned if you do, Double Boost, Fortunes of War I, Hammer Basics, Hammer Mastery, Hurled Basics, Improved Stability, Misdirection Basics, Shove, Stand Together

"All right. Ol' Bombadil. We'll look into what's going on an' make it right. Don't you worry." Well, at least he sounds confidant.
do we know what a "Maw" is?

Grose wrote:

Lifesavers, all o' you!"

"Just doin' ma' job, Thom." he smiles, looks around, scanning the area again. "Suppose we should be off. Gonna be some travelin' afore we get there." he turns back to old Thom briefly, "You're sure you're okay gettin' back to the Village on your own?"


Defense: 12 (11 flat-footed), -2 when carrying Ferment; DR: 2; Vitality 20/30; Wounds 15/15; Subdual: 0; Stress: 0; [assistance I, best of the best (1/scene), charming, perfect memory, shove, wise counsel], Renown: Heroic 2
Grose wrote:
"Magda being grumpy is something that I have learned to live with over the years. From the looks of it, you likely scared 'em off." Old Thomas reaches into his pack and pulls out a crude clay sphere about the size of a large chicken egg. I would have let them have it with one of these babies, but they got the drop on me. Little backstabbing monsters. Flash bomb, they hate these. A little something from my younger days."

Juniper looks torn between defending her old mentor and agreeing wholeheartedly with the old man, the dilemma shelved when Old Thomas pulls out the flashbang, Juniper's eyes focused solidly on explosive weapon. She sighs, "Still trying to figure out that one myself." A glare at the old man, but a friendly one, "I still think its the shine I need to add to make it explode correctly."

Knowledge: What the heck is a maw? (better of two): 1d20 + 8 ⇒ (13) + 8 = 211d20 + 8 ⇒ (16) + 8 = 24


Defense: 12 (11 flat-footed), -2 when carrying Ferment; DR: 2; Vitality 20/30; Wounds 15/15; Subdual: 0; Stress: 0; [assistance I, best of the best (1/scene), charming, perfect memory, shove, wise counsel], Renown: Heroic 2
Grose wrote:
Scratches his head and frowns. "Makes me think of what old Yan the Mill Prophet said that one time a'fore he up and died. . . what was it. . . oh yeah. 'Ware, 'ware the days when Lost Derinkuyu throws wide its graven portals and returns to the world, then, then we will all be in the smeg!

Juniper surreptitiously looks over at Darius and his acolyte, doom.

Then she shrugs, obviously not blaming the pair for any doom for which they may be harbingers.


Init +3; Blend +1; Notice +6; Sense Motive +0; Heroic renown +1; Defense 13; FF 12; DR 5; Action Dice 3d4; Light Sleeper; Always Ready; Cadre; No Pain; Unbreakable; Melee Combat Expert; Grueling Combatant; Armor Basics; Club Basics; Knife Basics; Night Fighting; Darkvision I (Vitality 43/43; Wounds 15/15)

"Sigh"


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Knowledge: Maw:
A Maw is an eating machine, a strange mutation of some kind of predator. Seemingly all mouth and teeth, it is unclear if they actually have eyes, yet they hunt unerringly. They are fast movers and can cover a surprising amount of ground. In combat they act similar to wolves - big, scary wolves.

Thom glances sidelong at Mead and says with a smirk: "The 'shine goes in you, not the bombs, girl." He sizes up Darius and Marco, "Don't you worry yerselves about it none kids. Destiny is all smeg, if you ask me. The only guy you're destined to be is the guy you decide to be. There's a prophecy for ya."
With that, Old Thomas turns to leave for The Village. Glancing over his shoulder at Crow, he gives a gap-toothed grin - "Son, I expect since you came from that way, you would have kil't just about anything nasty on the road. I figure I can make it back. Watch yerselves now!"

Thomas ambles up the road, shouldering his pack. As he turns a bend he turns and waves, disappearing then around the foliage. You are left alone on the road, mid-morning with three unconscious forest gobbers at your feet, and the gear of two more abandoned on the road.


Init +3; Blend +1u; Notice +4; Sense Motive +1u; Heroic Renown 1 Def 13; ff12; DR4; Lethal ?; Subdual ? Action Dice 1d4; Accurate, Basic Combat Expert, Bone Crusher, Charming, Damned if you do, Double Boost, Fortunes of War I, Hammer Basics, Hammer Mastery, Hurled Basics, Improved Stability, Misdirection Basics, Shove, Stand Together

Crow turns back to Juniper. "So how's your leg?" his tone noticeably softer, still holding the balm in one hand. heals vitality at 2x normal rate


Init +3; Blend +1; Notice +6; Sense Motive +0; Heroic renown +1; Defense 13; FF 12; DR 5; Action Dice 3d4; Light Sleeper; Always Ready; Cadre; No Pain; Unbreakable; Melee Combat Expert; Grueling Combatant; Armor Basics; Club Basics; Knife Basics; Night Fighting; Darkvision I (Vitality 43/43; Wounds 15/15)

"Here," says Darius handing over the bag he just used to help Thomas. He looks between Crow and June trying to figure out who to give it to. I have a decent medicine but I feel bad doing it since Crow is trying to help. In character he figures June since she got her leg to stop bleeding.


Init +3; Blend +1; Notice +6; Sense Motive +0; Heroic renown +1; Defense 13; FF 12; DR 5; Action Dice 3d4; Light Sleeper; Always Ready; Cadre; No Pain; Unbreakable; Melee Combat Expert; Grueling Combatant; Armor Basics; Club Basics; Knife Basics; Night Fighting; Darkvision I (Vitality 43/43; Wounds 15/15)

Knowledge check 1d20 + 4 ⇒ (15) + 4 = 19
Maw?


Defense: 12 (11 flat-footed), -2 when carrying Ferment; DR: 2; Vitality 20/30; Wounds 15/15; Subdual: 0; Stress: 0; [assistance I, best of the best (1/scene), charming, perfect memory, shove, wise counsel], Renown: Heroic 2

"It's a kind of wolf." Juniper says. "If a wolf mutated to only have enough leg to chase you down and half it's body is a jaw that can unhinge enough to swallow a mule."

Although her voice is steady as she explains about the creature there is a edge of fear under it. Fear that would be stronger if it weren't muffled by excitement.


Init +3; Blend +1; Notice +6; Sense Motive +0; Heroic renown +1; Defense 13; FF 12; DR 5; Action Dice 3d4; Light Sleeper; Always Ready; Cadre; No Pain; Unbreakable; Melee Combat Expert; Grueling Combatant; Armor Basics; Club Basics; Knife Basics; Night Fighting; Darkvision I (Vitality 43/43; Wounds 15/15)

"Oookaay. That can't be good. And we need to hunt it down. Drat. Well, no use waiting right? Shall we go?"


Defense: 12 (11 flat-footed), -2 when carrying Ferment; DR: 2; Vitality 20/30; Wounds 15/15; Subdual: 0; Stress: 0; [assistance I, best of the best (1/scene), charming, perfect memory, shove, wise counsel], Renown: Heroic 2

"When we stop for the night, Crow, okay? I don't think Old Madge's salve does anything useful if you aren't willing to give the body time to heal." She nods at the bag, "I did get the bleeding stopped, but if you have a bandage, I'd appreciate it."

After Darius is done, to the two strangers, as the group continues on the path to the Mill, "You both have a unique fighting style, is that a city thing or special for your group?"


Init +3; Blend +1u; Notice +4; Sense Motive +1u; Heroic Renown 1 Def 13; ff12; DR4; Lethal ?; Subdual ? Action Dice 1d4; Accurate, Basic Combat Expert, Bone Crusher, Charming, Damned if you do, Double Boost, Fortunes of War I, Hammer Basics, Hammer Mastery, Hurled Basics, Improved Stability, Misdirection Basics, Shove, Stand Together
Mead Cailleath wrote:
"When we stop for the night, Crow, okay? I don't think Old Madge's salve does anything useful if you aren't willing to give the body time to heal."

Crow nods in acknowledgement.

Darius wrote:
"Oookaay. That can't be good. And we need to hunt it down. Drat. Well, no use waiting right? Shall we go?"

Crow smiles, "Go ahead. I'll catch up in a minute. Got a few things to take care of first." he looks up at Baron, runs a hand over his head and rummages through his bag.


Init +3; Blend +1; Notice +6; Sense Motive +0; Heroic renown +1; Defense 13; FF 12; DR 5; Action Dice 3d4; Light Sleeper; Always Ready; Cadre; No Pain; Unbreakable; Melee Combat Expert; Grueling Combatant; Armor Basics; Club Basics; Knife Basics; Night Fighting; Darkvision I (Vitality 43/43; Wounds 15/15)

medicine check 1d20 + 7 ⇒ (2) + 7 = 9
1d4 ⇒ 3
Marco separate check 1d20 + 3 ⇒ (10) + 3 = 13
1d4 ⇒ 2
Finally. Yes, I just used my last action dice. The rolls were annoying me.
2d6 ⇒ (4, 4) = 8 You heal 8 vitality.


Defense: 12 (11 flat-footed), -2 when carrying Ferment; DR: 2; Vitality 20/30; Wounds 15/15; Subdual: 0; Stress: 0; [assistance I, best of the best (1/scene), charming, perfect memory, shove, wise counsel], Renown: Heroic 2

Mead smiles at the younger of the pair, "Thank you."

She whispers to Darius, "It is really kind of you to let him shine like that."


Init +3; Blend +1; Notice +6; Sense Motive +0; Heroic renown +1; Defense 13; FF 12; DR 5; Action Dice 3d4; Light Sleeper; Always Ready; Cadre; No Pain; Unbreakable; Melee Combat Expert; Grueling Combatant; Armor Basics; Club Basics; Knife Basics; Night Fighting; Darkvision I (Vitality 43/43; Wounds 15/15)

Sigh. My dice hate me. Nice excuse though.


Init +3; Blend +1; Notice +6; Sense Motive +0; Heroic renown +1; Defense 13; FF 12; DR 5; Action Dice 3d4; Light Sleeper; Always Ready; Cadre; No Pain; Unbreakable; Melee Combat Expert; Grueling Combatant; Armor Basics; Club Basics; Knife Basics; Night Fighting; Darkvision I (Vitality 43/43; Wounds 15/15)
Mead Cailleath wrote:
After Darius is done, to the two strangers, as the group continues on the path to the Mill, "You both have a unique fighting style, is that a city thing or special for your group?"

"Killing people doesn't go over well with the city guard, only slightly less so if you're part of the city guard. Fighting like that is good for mobs, it minimizes the people who can get at you and eliminates blind spots. It's just part of guard training. We also learn how to make our own path through a hostile crowd. Works quite well as long as you remember to whistle for the neighboring guard patrols." Darius says this pulling out the well made, well used whistle hung around his neck (separate cord). "'Course, that does have a limited use out here but..." he says with a shrug.


Init +3; Blend +1; Notice +6; Sense Motive +0; Heroic renown +1; Defense 13; FF 12; DR 5; Action Dice 3d4; Light Sleeper; Always Ready; Cadre; No Pain; Unbreakable; Melee Combat Expert; Grueling Combatant; Armor Basics; Club Basics; Knife Basics; Night Fighting; Darkvision I (Vitality 43/43; Wounds 15/15)

So, the greedy me breaks through. What do we get, what did the gobbers drop.


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After Crow is finished with his mysterious task, the group makes its way to The Mill.
A last quiet night on the road, and by mid-morning you see the namesake mill, the waterwheel slowly turning although it is clear that that actual mill likely hasn't been used for years.

The Mill is another small village, with few farmers but several more craftsmen than The Village. A pall seems to hang over the Mill, people moving about their business with their heads down, going quickly from place to place as if afraid to be out in the open for too long. Their clothing is of a finer make than that of The Village, showing evidence of being made by one skilled person, rather than hand-made by individuals. The buildings have a uniformity not seen in the Village as well, though the overall effect is more impersonal and standoffish.

A dilapidated wooden sign next to the well in the center of town gives directions to: The Shattered Sword, Templetons Goods, and Ana's Apothecary.

As you muse over the sign, you see two young men storm out of what must be the Shattered Sword arguing with each other. Their garb suggests militiamen, though the way they carry their spears does not inspire a great deal of confidence.


Init +3; Blend +1; Notice +6; Sense Motive +0; Heroic renown +1; Defense 13; FF 12; DR 5; Action Dice 3d4; Light Sleeper; Always Ready; Cadre; No Pain; Unbreakable; Melee Combat Expert; Grueling Combatant; Armor Basics; Club Basics; Knife Basics; Night Fighting; Darkvision I (Vitality 43/43; Wounds 15/15)

Eh, militia, makes sense that they aren't as trained as a regular military or guard. Any apparent reason for all the tension? As in here not from what Thomas said, I remember that. Did we loot the gobbers?


Init +3; Blend +1; Notice +6; Sense Motive +0; Heroic renown +1; Defense 13; FF 12; DR 5; Action Dice 3d4; Light Sleeper; Always Ready; Cadre; No Pain; Unbreakable; Melee Combat Expert; Grueling Combatant; Armor Basics; Club Basics; Knife Basics; Night Fighting; Darkvision I (Vitality 43/43; Wounds 15/15)

Can I tell why they are arguing?


Defense: 12 (11 flat-footed), -2 when carrying Ferment; DR: 2; Vitality 20/30; Wounds 15/15; Subdual: 0; Stress: 0; [assistance I, best of the best (1/scene), charming, perfect memory, shove, wise counsel], Renown: Heroic 2

Juniper chats idly with her companions as a cover for eavesdropping on the pair of militia men. "It's probably Templetons Goods that we need to check on about the missing trade, but I would very much like to visit the apothecary before we leave Mill."

Search/Perception to eavesdrop on the militia pair: 1d20 + 7 ⇒ (10) + 7 = 17

Since we didn't set up a SOP in regards to looting the bodies of out enemies, the GM may be waiting for one of us to actually loot the goblin's bodies. If that is the case asking OOC what they have doesn't work, because our characters didn't look. You would instead have to say that Daruis/Marco checks out the dead bodies for possessions.


Init +3; Blend +1; Notice +6; Sense Motive +0; Heroic renown +1; Defense 13; FF 12; DR 5; Action Dice 3d4; Light Sleeper; Always Ready; Cadre; No Pain; Unbreakable; Melee Combat Expert; Grueling Combatant; Armor Basics; Club Basics; Knife Basics; Night Fighting; Darkvision I (Vitality 43/43; Wounds 15/15)

Ah, and that's right, I should roll for the argument.
Militia Argument Search check to hear 1d20 + 4 ⇒ (18) + 4 = 22
Can I say that we search the bodies now or is it too late. If I can, Darius and Marco search the bodies and pick up what the fleeing gobbers dropped.


Mead Cailleath wrote:

Juniper chats idly with her companions as a cover for eavesdropping on the pair of militia men. "It's probably Templetons Goods that we need to check on about the missing trade, but I would very much like to visit the apothecary before we leave Mill."

[dice=Search/Perception to eavesdrop on the militia pair]1d20+7

Since we didn't set up a SOP in regards to looting the bodies of out enemies, the GM may be waiting for one of us to actually loot the goblin's bodies. If that is the case asking OOC what they have doesn't work, because our characters didn't look. You would instead have to say that Daruis/Marco checks out the dead bodies for possessions.

Gobbers:
Except they weren't dead, just unconscious. And true, no one looted the bodies.

Init +3; Blend +1; Notice +6; Sense Motive +0; Heroic renown +1; Defense 13; FF 12; DR 5; Action Dice 3d4; Light Sleeper; Always Ready; Cadre; No Pain; Unbreakable; Melee Combat Expert; Grueling Combatant; Armor Basics; Club Basics; Knife Basics; Night Fighting; Darkvision I (Vitality 43/43; Wounds 15/15)

I wasn't entirely sure if you had changed the damage to lethal before the next round from my comment in between combat posting and the summed up round. I didn't realize that standard NPCs go down so quick even with subdual. But anyways, if it's still a retrospective option, I search the bodies and pick up the loot. This would probably also be routine for me although with different motives usually (you know, making sure your captive is unarmed, looking for clues on a suspect, that sort of motive). By the way, what does SOP mean, and WWE (which I asked and never got a response for)?


You overhear the two hapless militiamen arguing about ". . . well what are we going to do now, Sam? The people are expecting results. . . ", and ". . . results? Eli, I don't think there's been a bonafide crisis in this village, well, EVER. I know they're counting on us, but . . . "

The one called Sam notices you for the first time and trails off into silence. The other named Eli turns in your direction as well, and you all realize that the two are twins. Identical. Thin, with black hair cut crudely and green eyes. The only real difference you can see is that Eli has a slight scar under his left eye. The pair start whispering to each other excitedly, all the while shooting furtive glances in your direction. They seem to come to some kind of agreement, and wave enthusiastically to you by way of greeting.


Init +3; Blend +1; Notice +6; Sense Motive +0; Heroic renown +1; Defense 13; FF 12; DR 5; Action Dice 3d4; Light Sleeper; Always Ready; Cadre; No Pain; Unbreakable; Melee Combat Expert; Grueling Combatant; Armor Basics; Club Basics; Knife Basics; Night Fighting; Darkvision I (Vitality 43/43; Wounds 15/15)

"Hi?" Darius says, somewhat worried that they've decided that we are the trouble. He soon dismisses the idea from their enthusiasim and settles that they've decided we look like we could take care of the problem for them.


Defense: 12 (11 flat-footed), -2 when carrying Ferment; DR: 2; Vitality 20/30; Wounds 15/15; Subdual: 0; Stress: 0; [assistance I, best of the best (1/scene), charming, perfect memory, shove, wise counsel], Renown: Heroic 2

Juniper waves back with a bright smile. "Hi! My name is Juniper and I work at the bar over in Village."

She points to the big man, "This is Crow." Then motions to pair of guards, "And they are Darius and Marco and I think they are in some kind of order enforcement like Crow."


Init +3; Blend +1; Notice +6; Sense Motive +0; Heroic renown +1; Defense 13; FF 12; DR 5; Action Dice 3d4; Light Sleeper; Always Ready; Cadre; No Pain; Unbreakable; Melee Combat Expert; Grueling Combatant; Armor Basics; Club Basics; Knife Basics; Night Fighting; Darkvision I (Vitality 43/43; Wounds 15/15)

"Yeah, city guard from ... elsewhere," confirms Darius deciding not to mention Derinkuyu.


Init +3; Blend +1u; Notice +4; Sense Motive +1u; Heroic Renown 1 Def 13; ff12; DR4; Lethal ?; Subdual ? Action Dice 1d4; Accurate, Basic Combat Expert, Bone Crusher, Charming, Damned if you do, Double Boost, Fortunes of War I, Hammer Basics, Hammer Mastery, Hurled Basics, Improved Stability, Misdirection Basics, Shove, Stand Together

Crow grunts at Eli and Sam, "So what's going on here."


The two introduce themselves as Samuel and Elijah. As you introduce yourselves, they grin. One punches the other in the shoulder, hard to tell which, and one of them, you think Elijah, says, "Come on, this way! And to the the other, Samuel? See, heroes! I told you! They'll know what to do!" They lead you to the Shattered Sword, the Mill's tavern, unless interrupted on the way.


Init +3; Blend +1; Notice +6; Sense Motive +0; Heroic renown +1; Defense 13; FF 12; DR 5; Action Dice 3d4; Light Sleeper; Always Ready; Cadre; No Pain; Unbreakable; Melee Combat Expert; Grueling Combatant; Armor Basics; Club Basics; Knife Basics; Night Fighting; Darkvision I (Vitality 43/43; Wounds 15/15)

Darius simply thinks, well that worked out well. Trouble came and found us all by itself.


Init +3; Blend +1u; Notice +4; Sense Motive +1u; Heroic Renown 1 Def 13; ff12; DR4; Lethal ?; Subdual ? Action Dice 1d4; Accurate, Basic Combat Expert, Bone Crusher, Charming, Damned if you do, Double Boost, Fortunes of War I, Hammer Basics, Hammer Mastery, Hurled Basics, Improved Stability, Misdirection Basics, Shove, Stand Together

Crow nods to the two brothers, sweeps the area with his eyes and follows them to the Shattered Sword.


Init +3; Blend +1; Notice +6; Sense Motive +0; Heroic renown +1; Defense 13; FF 12; DR 5; Action Dice 3d4; Light Sleeper; Always Ready; Cadre; No Pain; Unbreakable; Melee Combat Expert; Grueling Combatant; Armor Basics; Club Basics; Knife Basics; Night Fighting; Darkvision I (Vitality 43/43; Wounds 15/15)

Darius follows them back to the bar.


Init +3; Blend +1u; Notice +4; Sense Motive +1u; Heroic Renown 1 Def 13; ff12; DR4; Lethal ?; Subdual ? Action Dice 1d4; Accurate, Basic Combat Expert, Bone Crusher, Charming, Damned if you do, Double Boost, Fortunes of War I, Hammer Basics, Hammer Mastery, Hurled Basics, Improved Stability, Misdirection Basics, Shove, Stand Together

GM:
Grose wrote:

AFTER THE FOREST GOBBER ATTACK - After Crow is finished with his mysterious task, the group makes its way to The Mill.

After the others have rounded a bend in the trail, Crow makes swift, efficient, emotionless work of the remaining gobs, cleans his weapon and catches up to the group.


Defense: 12 (11 flat-footed), -2 when carrying Ferment; DR: 2; Vitality 20/30; Wounds 15/15; Subdual: 0; Stress: 0; [assistance I, best of the best (1/scene), charming, perfect memory, shove, wise counsel], Renown: Heroic 2

Mead grins as she goes with the pair to the tavern, "Your tavern is actually named... Sadly none of my suggestions for names have ever rooted at home." A sad little sigh.

A pause, "What makes you think I'm a hero? I mean, I can see getting that impression from Crow... I mean look how big he is... or the pair... because of the matching uniforms and being all spit-shined... but I don't come across as the hero type to I?"


2 people marked this as a favorite.

The pair of militiamen look surprised, Samuel says "Well, of course you're heroes. I mean, everyone has heard of the Crow, and well, you're with him, so, you must be heroes! Elijah nods in agreement, and Samuel seems pleased with his turn of logic.

As you enter the Shattered Sword, a small group of townsfolk who were arguing over pints of ale stop to gawp. Sam and Eli beam and proudly exclaim "You wanted us to get results? Well, how's this? We found a whole lot of heroes for you to sort things out!" The pair smile trustingly at you like big poorly armed puppies, and leave.

The tavern is a bit larger than the one from The Village, with a large fireplace and several stuffed animal heads around the walls. An enormous stuffed creature with the body of a bear and the head of a giant owl serves as a coatrack by the door.

A paunchy older man dressed in a very nice green doublet, clearly not a farmer or laborer, stands and addresses you. His balding head glistens with sweat, and he is flush with emotion.

"Crow and Mead, well met! And your friends are welcome as well! I am Hiram Mirth. I am unsure what Eli and Sam have told you, but we need your help. Chapel is missing, the Dragon is dead, or mad, or worse. And now we have been seeing Maws in the forest as of late. Shamans of the Iron Legion use Maws as forward scouts, it's been said. Will you help us?"

The rest of the Millfolk look at you expectantly, their expressions hopeful but tinged with fear.


Init +3; Blend +1; Notice +6; Sense Motive +0; Heroic renown +1; Defense 13; FF 12; DR 5; Action Dice 3d4; Light Sleeper; Always Ready; Cadre; No Pain; Unbreakable; Melee Combat Expert; Grueling Combatant; Armor Basics; Club Basics; Knife Basics; Night Fighting; Darkvision I (Vitality 43/43; Wounds 15/15)

Chapel? Dragon? Iron Legion?
Knowledge Checks (in order)
1d20 + 5 ⇒ (5) + 5 = 10
1d20 + 5 ⇒ (1) + 5 = 6
1d20 + 5 ⇒ (15) + 5 = 20
It was 1d20+4 before but I remembered that you add your Int modifier right?


Defense: 12 (11 flat-footed), -2 when carrying Ferment; DR: 2; Vitality 20/30; Wounds 15/15; Subdual: 0; Stress: 0; [assistance I, best of the best (1/scene), charming, perfect memory, shove, wise counsel], Renown: Heroic 2

Knowledge checks, keep better of two:
Chapel: 1d20 + 8 ⇒ (18) + 8 = 261d20 + 8 ⇒ (2) + 8 = 10
Dragon: 1d20 + 8 ⇒ (6) + 8 = 141d20 + 8 ⇒ (12) + 8 = 20
Iron Legion: 1d20 + 8 ⇒ (11) + 8 = 191d20 + 8 ⇒ (17) + 8 = 25
*Interest - bar tales and gossip help? Also have 4 ranks in tactics if that applies to Iron Legion

Mead smiles, looking far more confident when they can't see her kness shaking, "That is why Madge sent us over here."


knowledge:
You have heard tales of the Iron Legion, a horde of chaotic beastmen who ravage the countryside at will. A plague upon the world.

Mead:
You too have heard the same stories of the Iron Legion from Magda. She says they serve not the dark gods but chaos itself. The dragon reference is pretty vague. Magda hinted that something was going on at the Mill, that they had some kind of deal for protection, but she did not know what. Perhaps the dragon is connected.


Init +3; Blend +1; Notice +6; Sense Motive +0; Heroic renown +1; Defense 13; FF 12; DR 5; Action Dice 3d4; Light Sleeper; Always Ready; Cadre; No Pain; Unbreakable; Melee Combat Expert; Grueling Combatant; Armor Basics; Club Basics; Knife Basics; Night Fighting; Darkvision I (Vitality 43/43; Wounds 15/15)

"Chapel and Dragon? I'm afraid I don't know who they are," says Darius as politely as he can in case Chapel and Dragon are well known local heroes.


Init +3; Blend +1u; Notice +4; Sense Motive +1u; Heroic Renown 1 Def 13; ff12; DR4; Lethal ?; Subdual ? Action Dice 1d4; Accurate, Basic Combat Expert, Bone Crusher, Charming, Damned if you do, Double Boost, Fortunes of War I, Hammer Basics, Hammer Mastery, Hurled Basics, Improved Stability, Misdirection Basics, Shove, Stand Together

Knowledge check with "Yatil Mountains"? (any bonus not included)

Chapel: 1d20 + 4 ⇒ (20) + 4 = 24
Dragon: 1d20 + 4 ⇒ (10) + 4 = 14

I'm assuming Chapel is the one who claimed he saw a maw earlier and disappeared.


Init +3; Blend +1u; Notice +4; Sense Motive +1u; Heroic Renown 1 Def 13; ff12; DR4; Lethal ?; Subdual ? Action Dice 1d4; Accurate, Basic Combat Expert, Bone Crusher, Charming, Damned if you do, Double Boost, Fortunes of War I, Hammer Basics, Hammer Mastery, Hurled Basics, Improved Stability, Misdirection Basics, Shove, Stand Together
Grose wrote:
The pair of militiamen look surprised, Samuel says "Well, of course you're heroes. I mean, everyone has heard of the Crow, and well, you're with him, so, you must be heroes! Elijah nods in agreement, and Samuel seems pleased with his turn of logic.

Crow puffs up, probably getting a much bigger head than is good for him, or the party.

Hiram wrote:

"Crow and Mead, well met! And your friends are welcome as well! I am Hiram Mirth. I am unsure what Eli and Sam have told you, but we need your help. Chapel is missing, the Dragon is dead, or mad, or worse. And now we have been seeing Maws in the forest as of late. Shamans of the Iron Legion use Maws as forward scouts, it's been said. Will you help us?"

[i]The rest of the Millfolk look at you expectantly, their expressions hopeful but tinged with fear.

"I am Crow. Of course I will help you. Tell us everything that you know."

I am so imagining someone starting with their "abc's" here.


Init +3; Blend +1; Notice +6; Sense Motive +0; Heroic renown +1; Defense 13; FF 12; DR 5; Action Dice 3d4; Light Sleeper; Always Ready; Cadre; No Pain; Unbreakable; Melee Combat Expert; Grueling Combatant; Armor Basics; Club Basics; Knife Basics; Night Fighting; Darkvision I (Vitality 43/43; Wounds 15/15)
Crow of The Village wrote:
I am so imagining someone starting with their "abc's" here.

Holy crap, that would take forever. I would also be highly amused anyways.


Mead Cailleath wrote:

Knowledge checks, keep better of two:

[dice=Chapel]1d20+8;1d20+8
[dice=Dragon]1d20+8;1d20+8
[dice=Iron Legion]1d20+8;1d20+8
*Interest - bar tales and gossip help? Also have 4 ranks in tactics if that applies to Iron Legion

Mead smiles, looking far more confident when they can't see her kness shaking, "That is why Madge sent us over here."

Mead:
Oh yeah, Chapel. You heard about him. Young, unstable. According to Magda he's not right in the head.

Defense: 12 (11 flat-footed), -2 when carrying Ferment; DR: 2; Vitality 20/30; Wounds 15/15; Subdual: 0; Stress: 0; [assistance I, best of the best (1/scene), charming, perfect memory, shove, wise counsel], Renown: Heroic 2
Crow of The Village wrote:
Samuel wrote:
The pair of militiamen look surprised, Samuel says "Well, of course you're heroes. I mean, everyone has heard of the Crow, and well, you're with him, so, you must be heroes! [i]Elijah nods in agreement, and Samuel seems pleased with his turn of logic.
Crow puffs up, probably getting a much bigger head than is good for him, or the party.

Juniper shoots him a looks so sharp it should cut, then turns away her attention focused on Samuel and Elijah.

Darius Reinhold wrote:
"Chapel and Dragon? I'm afraid I don't know who they are," says Darius as politely as he can in case Chapel and Dragon are well known local heroes.

Quietly to Darius, "Chapel is one of the young men who lives here in Mill. He is a bit.. exuberant."

Louder and directed to Hiram, "But I'm not sure who you mean when you say 'the Dragon'." She smiles, "It would help us out greatly if you explained."

Do I Impress Hiram?: 1d20 + 8 ⇒ (15) + 8 = 23 (and +1 appearance if that helps)


Crow of The Village wrote:

Knowledge check with "Yatil Mountains"? (any bonus not included)

Chapel: 1d20+4
Dragon: 1d20+4

I'm assuming Chapel is the one who claimed he saw a maw earlier and disappeared.

The Yatil Mountain Range is the area in which the Village and Mill reside. Extensive, tall, rumored to be the home of several lost dwarven cities. It is said on the western side lies an endless wasteland. Village and Mill are on the East side, however nestled deep in a moutain vale.


GM:
Hiram resolve DC 24 1d20 + 2 ⇒ (1) + 2 = 3 now +15 Friendly

Hiram's expression softens at Meads polite banter.
OOC:
Disposition to +15 Friendly

The grizzled bartender says sarcastically "Yeah Hiram, tell 'em about the dragon.
Hiram shoots the bartender a look "Perhaps I will Sebastian.
Back to the party "Over 75 years ago, there was a great battle nearby, between terrible forces. Magic, blood all over the pass that leads out of our vale. The victor was the dragon we now call Clipwing. He had prevented invaders from coming here, and was gravely injured in the process. Our hunters found him in great pain, and we worked out a deal with him. We supply him with good whiskey, and he keeps us safe from the Iron Legion and other threats to the east. We are dependent totally on Clipwing for our safety, and the Village as well. It is a bit of a secret, don't want everyone panicking about a dragon now do we?" Hiram takes a long drink from his tankard then continues. "Clipwing selects a ward from Mill, who serves until the dragon deems otherwise. Delivering the whiskey is an important task, and being the ward is a great honor, despite the need for need for secrecy. Chapel had just become the new ward, and this was to be his first delivery of the tribute. We all hope Chapel and the dragon are alright.

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