T1: The Village of Hommlet 5e Conversion (Inactive)

Game Master hiiamtom

This game will start with T1: Hommlet with a lot of players all at level 3, and then branch out from there.


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Introductory post coming soon, but feel free to dot the thread.


Male Mountain Dwarf Cleric (War) - 3, AC 18 HP 21/[21] Init + 0 Inspiration 1

Dot!!


Human Male Fighter Duelist (Soldier)/3; AC: 19 (20 MaA); HP: 24/28; passive perception 12; Init +3; Saves: Str +2, Con +4; HD 3/3, 0/1 2nd Wind, 0/1 Act Surge, 4/4 Sup Dice

dot


Init +2 | AC 17 | HP 28/28 | Saves: S+4/D+2/C+4/I+2/W+1/C-1 |Proficiency: Dex+4/Wis+3 | Perc +3 |

dot


Male Half-elf Paladin 3 Passive perception 12. AC 16. Hp 23/28.
Spoiler:
Lay on hands 15/15. hit dice: 3d10+2. Divine sense 4/4 Spellslots: 1(1/3) CD 1/1

Dotting.


Inti+1|HP:35/35|AC:15|STR+5|CON+5|Prof+2 Rage: 1 |Rage Dmg:+2

Dotting


Male Rock Gnome Transmuter Wizard/3 HP 20/20 AC 12 Prof+2 init+2 sav[str+0,dex+2,con+2,int+5,wis+2,cha-1]
Add.:
Spell Slots. 1st: 1/4, 2nd: 1/2

Dot


Female Earth Genasi Swarm Druid 3, Init +2; AC: 13; HP: 10/24; passive Perception 14

Dot!


The caravan has traveled the Wild Coast for nearly three years without incident. Ever since the ocre-robed cultists who invaded the extremely long, narrow, and untamed valley of the Greenway Pass. Like bandits, but with better organization and tapping a deep evil power, these cultists grew in enough power and influence to take the land between the settlements north of the pass through to the south. They were eventually routed from the land by the Viceroy of Verbobonc when they spread themselves too thin. With them utterly defeated the dangers of the road once more were reduced to the creatures of the forest or rare opportunist.

This past trip originating from Verbobonc crawled south slowly without incident, reaching the southern tip of the coast in the capital city of Celene. At this point Marcus had already grown weary of the trip, the stops are always fun but despite good money the slow scrolling of the countryside could not be more boring. By the time the caravan restocked with goods from Wooly Bay he was dreading the return trip.

Leaving Calimport was daunting for anyone, let alone someone with Arda's meager experience with the world beyond the low city. She felt at home with the mud and the bugs, but her determination greatly outweighed the doubts. She was easily able to find a religious group willing to give her free travel to the Triet Oasis while on their bimonthly pilgrimage to collect the desert flower that only grows there.

She was then able to meet up with a exporter of a multitude of goods in the Oasis that was searching for someone to deal with the rat problem in his boat. He agreed to take her north to Celene by water when she came with him to the coast and led the rats away, and soon she found herself at Wooly Bay. It was there that she met the strange ne'er-do-well Tis'kaliss who was relatively new to the port. The two managed to get along despite their widely different reasons to keep moving: Arda always looking forward to try and find her master and discover the world, and Tis'kaliss always looking backwards at the past he mostly hopes doesn't catch up with him.

Hearing about the news of increased bandit activity to the north, the caravan to Verbobonc opened additional support on the trip north. The posting drew Arda and Tis'kaliss to join with Marcus at Wooly Bay, but also gathered more support in Celene in the form of a gnomish wizard willing to provide protection jus tto get out of town. Glyph spoke little of why he was leaving a comfortable life in Celene, though he was jovial enough as long as the issue didn't get pushed.

By the time the caravan reached the crossroads of Ostverk a crier from Sobanwych bore ill tidings. Bandit activity had greatly increased in the month since that caravan had last past through, and once again the merchants brought in whoever was willing to join. The comrades Grimm and Ragnaganon wear serious faces carved of the Lortmil mountains themselves. The pair traveled from the great walls of Dyvers down the slopes and foothills to try and find cluse about a legendary weapon. Finding themselves with no set direction and in need of coin they agree to travel north with the caravan to reach the libraries of Verbobonc since it was just a good a place to start as Celene would have been.

For several more days the winding lowroad took the caravan through denser and denser forest until they reached the insular town of Sobanwych. The town was under intense guard after increased bandit activity, and refused to allow guardsmen to travel north though they did not stop the caravan. It was there that the strange fellow Torben joined the caravan, desparate to leave his hometown he was more free help to get through the valley.

The wagons lurching slowly through the Greenway Valley, they encountered no one except the gnome Dinkerdink who prevented them from accidentally turning towards a dead end. The gnome explained he was headed north to find the source of some significant blight affecting the woods, and was willing to be a guide since he knew the way thanks to the animals he spoke to. He may have come from the deep woods east of Sobanwych, but he still had no trouble in areas of the forest he had not walked through himself.

It was the night of the fourth day, when the caravan was nearly clear of the dangers of the road when they were attacked. A simple mud trap had been laid to catch the wheels of the wagons, and no one was able to spot it on the road. Suddenly the weight of several wagons collapsed half the road into a quarter mile long trench filled with thick mud that made it impossible to move forward. FRom the eat came dozens of bandits. The rag-tag group didn't have any consistant identifiable looks are leadership but moved in unison and swarmed the caravan. The battle was short but intense, leaving few standing after the conflict.

The bandits eventually broke and retreated, but only after the caravan had fallen. Only a half dozen people still stood while the rest were dead or captured. The battlefield littered with bodies, you are all that are left now; forced to carry what you can north to the end of the valley and leave behind the mud and the blood and the supplies of the caravan. The final leg of the journey meant one safe night in the forest before striking out once more.

You are poorly mounted, badly equipped, and have no large sums of cash. In fact, all you have is what you wear and what you ride, plus the few coins that are hidden in purses and pockets.The dusty, rutted road is lined with closely-grown hedges of brambles and shrubs. Here and there it cuts through a copse or crosses a rivulet. To either hand, forest and meadow have given way to field and orchard. A small herd of kine graze nearby, and a distant hill is dotted with the wand stone chimneys with thin plumes of blue smoke rising from them. A road angles west into the hill country, and to either side of the road ahead are barns and buildings — Hommlet at last!

The adventure begins...

OK, I want to get started but I will get a new Wild Coast map with the new names of locations up soon. In the mean time, HERE IS THE MAP OF HOMMLET. Please feel free to post, sorry for the rough start!


Male Mountain Dwarf Cleric (War) - 3, AC 18 HP 21/[21] Init + 0 Inspiration 1

Tired and foot-sore, Grimm marches doggedly forward, placing one foot before the other. Still angry at having to leave the majority of the caravan's dead unburied, he none the less understood the reason....the bandits might return. A part of him wanted them to, so he could send more screaming into the black unknown of death, but the more rational part of his mind told him he would most likely die, and his quest would remain unfulfilled.
So he walk on, with the rag-tag group of survivors towards this town...Hommlet, was it? Well wherever it was, he could not get there soon enough!


Male Rock Gnome Transmuter Wizard/3 HP 20/20 AC 12 Prof+2 init+2 sav[str+0,dex+2,con+2,int+5,wis+2,cha-1]
Add.:
Spell Slots. 1st: 1/4, 2nd: 1/2

Glyph knew the world was violent, though it was beyond him why the emotions of so many would drive them to such carnage. In reality he came out to learn why not learn about these emotions.

Since the incident in the mud, Glyph could not remember a time when he ached so much or was too weak to ponder about inventions to make or even his favorite numeric sequences to recite (a favorite thing to keep his mind focused). No, hunger and a bath was all the encompassed the gnome's mind.

At least the companions seemed good enough, at least their survival instincts are good. Maybe a little savage, but he'd left the city and it's just what he would expect to find.

"Hommlet!, I knew it was here somewhere. Though, you never really understand how far away something is on a map until you need to walk there"


Human Male Fighter Duelist (Soldier)/3; AC: 19 (20 MaA); HP: 24/28; passive perception 12; Init +3; Saves: Str +2, Con +4; HD 3/3, 0/1 2nd Wind, 0/1 Act Surge, 4/4 Sup Dice

Ahhh...Hommlet ahead...civilization, if that is what you call it.

Marcus had heard of the village before, but he had never been here before. After the last fight, Marcus needed a respite from this caravan work. True, he was able to display his extraordinary dueling skills, but against bandits. Where was the glory in that? The six that survived seemed of the stoutest stock, and some were actually very handy with a weapon.

Marcus had grown to like most of them, but the only real connection formed to date was with the two dwarves, Ragnaganon and Grimm. He liked the dwarves, and he could count on them in a fight. Tis'kaliss was an interesting sort, but his motivations and mask bewildered Marcus, a bit.

Maybe the dwarves would be interested in a bit of ale to slack this wicked thirst.

Marcus walks up near the two dwarves.

First round is on me, boys. Think Hommlet has any decent ale?


Male Mountain Dwarf Cleric (War) - 3, AC 18 HP 21/[21] Init + 0 Inspiration 1

"Baw! Have not had a cup of decent ale since we left home, now have we Ragnaganon?...but if yer buying, I will not say no to a pint or 3!"

While he tried to sound jovil, it comes off more as tired and monotoned. A wan smile crossed the dwarfs lips, but does not make it to his eyes.


Init +2 | AC 17 | HP 28/28 | Saves: S+4/D+2/C+4/I+2/W+1/C-1 |Proficiency: Dex+4/Wis+3 | Perc +3 |

Walking toward the village ahead Dink shakes his head in affirmation towards the squirrel Chewie, "Yes, yes, you're right when you go looking for trouble don't be surprised when you find some." Dink continues walking and talking, "Nevertheless, I don't think those bandits were the trouble I was looking for."

Dink catches up to the Gnome he knows as Glyph and asks, "Is that what the the tall folk live in?" As he points at the barns and buildings they pass.


Male Rock Gnome Transmuter Wizard/3 HP 20/20 AC 12 Prof+2 init+2 sav[str+0,dex+2,con+2,int+5,wis+2,cha-1]
Add.:
Spell Slots. 1st: 1/4, 2nd: 1/2

Glyph turns to the wild Gnome known as Dinkerdink.

"'Tall Folk', 'Small Folk'" pointing back at the barn "and animals of all shapes and sizes"

"I have called buildings like these home for years. Great libraries can be found in buildings larger than these. I love a good library."

Glyph gets slightly distracted thinking of libraries. Then turns back to Dinkerdink.

"Is this your first time in a town built by people larger than you?"


Male Half-elf Paladin 3 Passive perception 12. AC 16. Hp 23/28.
Spoiler:
Lay on hands 15/15. hit dice: 3d10+2. Divine sense 4/4 Spellslots: 1(1/3) CD 1/1

"What do you think, Arda?" Tis'kaliss asks. "Seems like a friendly little town." Seems a little small for any thieves though...


Inti+1|HP:35/35|AC:15|STR+5|CON+5|Prof+2 Rage: 1 |Rage Dmg:+2

By Moradin's beard Grimm, you would find a mating dragon for a reason to drink. The last time I checked you owed me a drink of the mead. Besides I am sure there coin to be made. These small hamlets always have coin. Ragna continues to walk watching himself sink into the mud because of his weight. He continues to follow Grimm.


Init +2 | AC 17 | HP 28/28 | Saves: S+4/D+2/C+4/I+2/W+1/C-1 |Proficiency: Dex+4/Wis+3 | Perc +3 |

Continuing his conversation with Glyph, Dink asks with a perplexed look on his face, "What? Did you say animals live in those things? That can't be ... why would they want to live in them? The animals, I mean." Looking to his squirrel friend he says, "I'don't think Chewie would enjoy living in one."

Abruptly he adds, "Yes, this is the first time I've been in a tall folk town."


Male Rock Gnome Transmuter Wizard/3 HP 20/20 AC 12 Prof+2 init+2 sav[str+0,dex+2,con+2,int+5,wis+2,cha-1]
Add.:
Spell Slots. 1st: 1/4, 2nd: 1/2

Glyph rolls his eyes at this statement from his fellow Gnome

I don't think he'd understand the concept of animal husbandry if I bothered to explain it to him

So Glyph responds to Dinkerdink.

"Your rodent friend is but one animal with one preference for shelter. Others animals find barns like that one over there quite satisfactory."

Glyph finishes with

Also, watch out for the big folk in the busier parts of town. They mean well but they often forget there are people below their eye line."

Upon reaching town, Glyph seeks out a bath and a meal.


Init +2 | AC 17 | HP 28/28 | Saves: S+4/D+2/C+4/I+2/W+1/C-1 |Proficiency: Dex+4/Wis+3 | Perc +3 |

"Much to think about, you've given me" Dinkerdink responds to the gnome.

Let me see, gophers, rabbits, snakes, and moles live in holes, squirrels prefer trees, bees like hives, and birds live in nests. He scratches his chin lost in thought, what would live in a barn.

He makes his way into Hommlet looking for somewhere to eat.


Coming from the forest to the south, the group walks (or rides on horses/ponies, it's your choice) north along the roads of Hommlet. It is mid morning and you can see people working the fields of the farms on the edge of town. You pass a few people who are friendly enough exchanging pleasantries to the strangers, and pointing out the Inn of the Welcome Wench down the road. The news of bandits seems to fall on deaf ears, as people are already much too aware of the danger or simply choosing to ignore it as it isn't directly impacting their daily life.

The first actual farmhouse you walk by is close to the road, and two large dogs bark at your passing. The house is sturdy looking and well kempt, with animals walking the fields that are well fed and appear quite valuable to those with knowledge of livestock. The barking dogs bring a sturdy, rosy cheeked woman - one you might call handsome - to the doorway of the home. She smiles and waves at the passing visitors.

The next house on the opposite side of the road is just as fine, though the farm seems more focused on raising crops rather than animals. There is no sign of life in the house aside from an attractive woman staring out one of the windows on the first floor.

The direction she's looking is a house with an orchard behind the main house. A large, well muscled man is working on the fence outside the front of the home while another man is working in the trees behind the home. There are two pairs of leather armor hanging on the porch of the home with spears leaning against the wall nearby. The man does not respond to the passing group and focuses on his work.

Passing the strange smell of manure and ripe fruits, soon a horrible rotten smell hits the nose hard. The source appears to be a small shack on the right side of the road, on the edge of the road opening to a more central area of town. There is an unworked leather hide pinned on the wall of the building.

Finally, after seeing it peaking above the treeline for a while you stand in front of a large building with a sign. The square wooden sign shows a buxom and smiling girl holding a flagon of beer. This must be the Inn of the Welcome Wench, a place the locals have promised has fine food and excellent drink! There is a surprising crowd out front; merchants and other wayfarers chatting in the pleasant weather. There is a young stableboy and a groom out front ushering mounts to the stables, and wagons are drawn into a small area with armed guards nearby.

Now in the crossroads, the village extends down two other roads. At the intersection along with the tannery and Inn is a blacksmith. The open shed has a fire roaring and a brawny man working metal into horseshoes; a rhythmic clang of his hammer rings in the air.


Male Mountain Dwarf Cleric (War) - 3, AC 18 HP 21/[21] Init + 0 Inspiration 1

Whispering to his companions, Grimm makes an observation.

"It is strange, is it not, that such a pleasant and prosperous village lies in an area of banditry, yet they seem to pay it no mind! They either have some powerful protector, or perhaps are working with the bandits. We should keep on our guard!"


Female Earth Genasi Swarm Druid 3, Init +2; AC: 13; HP: 10/24; passive Perception 14

Arda brightens up considerably as she enters the town.

"Oh, Tisk, I'm just happy to get away from those trees and be around some buildings again!"

Arda runs up to the Inn of the Welcome Wench and without reservation presses her face against the outside of it.

"It's so small, but any wall is nice. I knew it wasn't safe going through the forest. Too many strange shadows and noises for bad ones to hide in. But this feels good."

With a relaxed sigh, Arda looks back at the others and then around at the townsfolk.

Quietly, she says, "Grimmhammer's right. We should snoop around..." and then smiles hopefully, "...after we eat??"

Arda tends to nickname. If anyone is unhappy with that, she will certainly stop. Meant to be fun not annoying.


Male Mountain Dwarf Cleric (War) - 3, AC 18 HP 21/[21] Init + 0 Inspiration 1

"Of course we will get something to eat, and maybe rooms for a night or two. We need to recover from this trauma before we carry on, but I just suggest caution while here, is all. Now, I think I owe someone a drink!", he says while nudging Ragna.

Grimm would probably not mind..as long as it was not making fun of his name...he is touchy about that...so Grimmhammer would make him smile, as it sounds quite fearsome...


Male Half-elf Paladin 3 Passive perception 12. AC 16. Hp 23/28.
Spoiler:
Lay on hands 15/15. hit dice: 3d10+2. Divine sense 4/4 Spellslots: 1(1/3) CD 1/1

Tis'kaliss smiles beneath his mask. "I agree with you. The trees make me feel too small. I would go for some food."
He goes into the inn, and says "Hail! May we have some food?"

'Tisk' would be fine with that.


Male Rock Gnome Transmuter Wizard/3 HP 20/20 AC 12 Prof+2 init+2 sav[str+0,dex+2,con+2,int+5,wis+2,cha-1]
Add.:
Spell Slots. 1st: 1/4, 2nd: 1/2

Glyph looks at the inn with a great relief.

Civilization... or something like that. Finally

Hearing the beats of the hammer from the blacksmith starts Glyphs mind turning.

That Gnome fellow Dinkerdink seemed quite at home with that furry companion... perhaps with a forge and some metal, ah yes... that would be perfect companion

Glyph ponders his new friend he was designing for moment, then feels is stomach growl and proceeds into the inn.

Upon finding the server Glyph asks, "Do you have something cooking? If so, I would love to buy some."


Init +2 | AC 17 | HP 28/28 | Saves: S+4/D+2/C+4/I+2/W+1/C-1 |Proficiency: Dex+4/Wis+3 | Perc +3 |

As Dink made his way into the tavern he considers the things he has seen, don't know what I like less the noise or the smell of this town. But if there is evil about this is where it is probably lurking, he concludes.

He sits there unsure what to do and finally decides mimicking the Paladin is the best course of action. dink announces a little to loudly, "Hail! May we have some food!!" With a strained smile he leans over to Glyph and whispers, "did you say buy? Are they not satisfied with a content stomach and a loud belch."


Human Male Fighter Duelist (Soldier)/3; AC: 19 (20 MaA); HP: 24/28; passive perception 12; Init +3; Saves: Str +2, Con +4; HD 3/3, 0/1 2nd Wind, 0/1 Act Surge, 4/4 Sup Dice

let's head inside the Welcome Wench. Time for a drink!

Marcus strolls into the inn as if he is a regular.


Inti+1|HP:35/35|AC:15|STR+5|CON+5|Prof+2 Rage: 1 |Rage Dmg:+2

Ragna looks around also notices the observation from Grim. Pay no mind to it. If bandits come for us we will cut them down and then charge the village. Besides there is beautiful woman here with us. He points toward Arda and smiles at her. He then moves with Grim and Marcus towards the inn.


Male Rock Gnome Transmuter Wizard/3 HP 20/20 AC 12 Prof+2 init+2 sav[str+0,dex+2,con+2,int+5,wis+2,cha-1]
Add.:
Spell Slots. 1st: 1/4, 2nd: 1/2

Glyph rolls his eyes at Dinkerdink.

And begins explaining,
"Well you see in a town society the job of survival is divided among all the various people. But different people's job have different values for each product or service they provide. So instead of trying to properly barder for the right amount of goods or services one indiviual can provide in exchange for the service of another currency was created to make these value exchanges easier. Hence we need to pay for meals here to support the service provided by the inn."

Turning back to the rest of the inn.
"about that food.."


Init +2 | AC 17 | HP 28/28 | Saves: S+4/D+2/C+4/I+2/W+1/C-1 |Proficiency: Dex+4/Wis+3 | Perc +3 |

Dink considers Glyph's words, that doesn't make sense. No wonder there are so may bandits on the road. He is more certain than ever that this town has something to do with the blight effecting his forest as whispers to Chewie, "stay close evil is a foot"


Human Male Fighter Duelist (Soldier)/3; AC: 19 (20 MaA); HP: 24/28; passive perception 12; Init +3; Saves: Str +2, Con +4; HD 3/3, 0/1 2nd Wind, 0/1 Act Surge, 4/4 Sup Dice

Marcus looks for the nearest buxom serving girl.

Hello Mi'Lady. A table for me and my friends please and a round of drinks for us road weary. What is on the Bill of Fare this fine day?

As he speaks, he peruses the room, measuring the occupants and potential threats.

Perception: 1d20 + 2 ⇒ (13) + 2 = 15


Tis'kaliss enters the Inn with the gnomes on his heels; seeing the staff preparing for a midday rush, though now only half a dozen patrons, each very distinct from the others, sit in small groups around the hall. This large place is bright and cheerful. It contains several rough-hewn tables and chairs, boards, and benches. Natural tree trunk pillars support the ceiling overhead, all dark with smoke and age. Announcing their presence, two young women and one older look up from their work and a lean older man walks from around a corner wiping his hands with a towel. You three look like shit, don't take another step into my establishment looking like that, he snaps his fingers and calls out, Wife! Man the bar, these men got hit by bandits and need some assistance!

As the rest of the group piles in, covered in mud and showing the roughest side of a trip on the road. The man raises his voice, Out! Back out! We're getting you lot cleaned up before talking business!

Ushering you all out with surprising strength, he speaks much more calmly, Name's Ostler. I'm tired of cleaning up mud and blood, so if you want one free drink and a meal (not free) you need to come with me to clean yourselves. We built a bathhouse behind the Inn near the crick, and we even have accommodations for ladies. The last part was aimed directly at Arda, If you wish for clean clothes there are some you can borrow back there. Ill fitting, but clean and smells like roses.

In the brief time he spent in the Inn, Marcus does spot some choice talent. He also realizes that Ostler runs a tight ship and probably isn't a man to square off with; you've been in a lot of Inns, and this is the highest quality you can remember.


Male Rock Gnome Transmuter Wizard/3 HP 20/20 AC 12 Prof+2 init+2 sav[str+0,dex+2,con+2,int+5,wis+2,cha-1]
Add.:
Spell Slots. 1st: 1/4, 2nd: 1/2

"Oh a bath!"

Thanking Ostler with,

"Apart from the food of course, you read my mind."

Glyph moves back the the bath house for the men's accommodations. He removes his clothes, using Prestidigitation to clean the clothes and hangs them up neatly then takes his turn in the bath.

Oh to be in clean again


A small path wrapping around the stables leads to a small building with two entrances. A boy in his early teens sits by a stack of firewood. Ostler dashes ahead a few steps and tells the boy something before the boy jumps to action heading water and preparing the inside of the building. In about ten minutes the boy emerges with a puff of steam and declares It's all ready boss!

Ostler remains silent but sweeps his arm out to his side to gesture the party to enter the bathhouse. Inside is a small locker room with a privacy curtain in the back half of the room. A blue linen flap covers a door to the right and a dark pink color blocks a door at the back of this room. There are clean clothes in bins near the entrance - shirts, pants, sandals, and dresses. All are rough fabric and simply made but they cover the swimsuit areas.

You hear Ostler from the outside, If you need help cleaning the clothes, toss them in the sack in there. It's 1 electrum per item in the bag!

Glyph wastes no time stripping bare and cleaning his clothing with magic before striding into the bath. A simple series of four tubs sit half-full along the wall, so it's good Glyph claimed some of the clean water!


Male Rock Gnome Transmuter Wizard/3 HP 20/20 AC 12 Prof+2 init+2 sav[str+0,dex+2,con+2,int+5,wis+2,cha-1]
Add.:
Spell Slots. 1st: 1/4, 2nd: 1/2

Scrubs himself staying in the water just long enough to enjoy the warmth and feeling of clean if not for the rumbling of his stomach Glyph could have waited out the rest of the warmth of the tub.

That was nice, now on to the next need.

Glyph dresses himself again in his own clean clothes and returns to the inn.

Seeking out Ostler or his wife Glyph asks, "May I order some food now? If so, May I have some dinner?"


Init +2 | AC 17 | HP 28/28 | Saves: S+4/D+2/C+4/I+2/W+1/C-1 |Proficiency: Dex+4/Wis+3 | Perc +3 |

But I'm not dirty, Dink thinks. As he looks down at his travel stained clothing, well not very.

Dink reluctantly heads to the baths and throws his dirty cloths into the sack. He test the temperature of the bath with his toes and hops in. This isn't so bad, he concludes as he relaxes in the tub.

When he is done he puts on some the clean cloths and heads inside the in and hands Ostler 2gp for cleaning his dirty laundry.

He finds a seat next to Glyph and tries to order, I'll have a cup of tea and a mushroom and cucumber salad."


Male Half-elf Paladin 3 Passive perception 12. AC 16. Hp 23/28.
Spoiler:
Lay on hands 15/15. hit dice: 3d10+2. Divine sense 4/4 Spellslots: 1(1/3) CD 1/1

Tis'kaliss strips down and cleans himself. Seeing the gnome without any dirt, he asks, "Hey Glyph, could you clean off my clothes? I know you're a wizard, and it would be a great help to me."


Male Rock Gnome Transmuter Wizard/3 HP 20/20 AC 12 Prof+2 init+2 sav[str+0,dex+2,con+2,int+5,wis+2,cha-1]
Add.:
Spell Slots. 1st: 1/4, 2nd: 1/2

On his way back to the inn for dinner Glyph hears

Tis'kaliss wrote:
Tis'kaliss strips down and cleans himself. Seeing the gnome without any dirt, he asks, "Hey Glyph, could you clean off my clothes? I know you're a wizard, and it would be a great help to me."

Glyph, stomach growling takes a look at Tis'kaliss's clothes and sighs.

Better to make friends than the alternative

"Ok, Let me see those clothes"

Glyph proceeds to clean the clothes in the same way he cleaned his own.

Glyph returns the clothes to Tis'kaliss and continues toward the inn.


Male Half-elf Paladin 3 Passive perception 12. AC 16. Hp 23/28.
Spoiler:
Lay on hands 15/15. hit dice: 3d10+2. Divine sense 4/4 Spellslots: 1(1/3) CD 1/1

"Thanks." Tis'kaliss goes into the inn. "May I eat now?" As he says that, he sends out a pulse of magic, just in case.

Using divine sense. I know if any fiend, celestial, or undead is within 60 feet of me.


Male Mountain Dwarf Cleric (War) - 3, AC 18 HP 21/[21] Init + 0 Inspiration 1

Grimm strips out of his soiled cloths and soaks in the makeshift tub, scrubbing the dirt and blood off his skin and hair. He takes the time to plait his beard once it has been cleaned, and gathers up his cloths for a cleaning. Paying the fee, he leaves them in the bag, and takes a second set from his pack. He also cleans his armor and weapons before re-entering the Inn.


Inti+1|HP:35/35|AC:15|STR+5|CON+5|Prof+2 Rage: 1 |Rage Dmg:+2

Ragna looks around and figures a bath would not hurt. He cleans himself and his gear. He looks at Grim. you still owe me


Female Earth Genasi Swarm Druid 3, Init +2; AC: 13; HP: 10/24; passive Perception 14

Arda takes advantage of the "ladies accommodations," undresses, and bathes as well. Dumping her pockets out in a pile on the floor, she scrubs her own clothes as best she can in the tub with her. After wringing them out somewhat, she considers wearing them wet, but figures if the innkeeper is so concerned with dirty folk in his inn, he might not like someone still dripping wet in there either. She does worry how safe they will be, but with the thought of free anything weighing on her, she decides to put on the offered clean clothes and hangs hers up as best she can to dry.

She collects up her things off the floor and stuffs them into her backpack.

I don't trust leaving this alone. Some little thief could take it. Hey, you know, maybe I should keep an eye out for anyone else using the bathhouse. Might have some useful stuff... - she catches herself - ...that we might need more than they do, of course.

Arda looks at her little pet locust, and says "I'm really sure they won't like you in there, so stay out of sight. Sorry, I will get you some nibbles in a bit, little buddy." After gently putting him in her backpack, she slings the pack over her shoulder and proceeds to join the others for food and drink.


As the group filters back into the Inn with their gear (and possibly some loaner clothes), they are greeted enthusiastically by a young woman, Welcome! Sorry for the enforced bathing, but as you can see this is the finest inn between Verbobonc and Celene. My father is onyl making our lives easier, she giggles lightly, Any clothing needed to be cleaned I'll take now. It'll be ready in the morning clean and and stitched up! Father is waiting for you in the private room there. He is interested in how you ended up in such poor shape, and wants to offer the best service the Inn can provide.

Looking at where she gestures you see a door ajar to your right from the entrance. Asking about food the girl curtsies, We'll be in to take orders in just a moment, please relax on the chairs there. It's normally reserved for nobility, and everything is quite plush. She then drags any sacks of clothing offered with a rushed trot back behind the bar.

Sitting in the private room, Ostler is himself sitting at the head of a handsome wooden table that seats twelve. He has taken to smoking a pipe and has a bowl for the ash along with a flagon sitting on the table. There is a fireplace filling the room with slight warmth from some embers, and there are several other seating arrangements in the room allowing for reading by the fire or playing a game over a small table. A dramatic tapestry depicting a siege hangs on the wall along with well-made paintings of several mean in armor you do not recognize.

Without saying a word, Ostler points the tip of his pipe to a hand carved panel above him. The panel is an extensive menu written in chalk on stone slab showing what the inn has to offer. We're serving dinner you caught us at a good time it's only just finished. We have a meal for 5 silver we don't list in this room if you want to be cheap, and drinks between 5 copper and 2 silver based on quality.

Menu:
Meals
  • Breakfast - 2 silver
  • Dinner, a la carte - 1 electrum
  • Dinner, prix fixe offering - 2 gold
  • Supper - 7 silver
Fermente
  • Ale - 1 electrum
  • Mead - 15 silver
  • Keoish golden vintage - 15 silver
  • Sundish lilac 1407 - 5 electrum
  • Urnst white - 1 gold
  • Celene ruby - 2 gold
  • Furyondian emerald pale - 4 gold
  • Velunan fireamber - 1 platinum
Aperitif
  • Keoish Brandy - 1 gold
  • Urnst(special aged) - 3 gold
  • Ulek Elixir - 5 gold

He produces a scroll and quill to note any selections. Leave your gear in the corner, I have five rooms and six beds available. The suite is 5gp, there're two larger rooms for 5 electrum, a standard room for 2 gold, and a small room for 1 gold. All rooms except for the small one has beds for two people, but you can try to fit however many you want if you don't mind to cuddle, Ostler ashes and drinks before continuing, The beds are 1 silver each, and everyone gets a free breakfast befitting the accommodation.

Now that business is finished, I'm the leader of the militia in town. Things settled for a while when the cult was driven out but once again we're getting bloodied travelers at our door. What happened on the road? How far south were you when you got attacked?

A different young woman enters the room with a plate of slate and chalk. She brushes her hair out of her face before inviting the group to place orders for food and drink.


Male Rock Gnome Transmuter Wizard/3 HP 20/20 AC 12 Prof+2 init+2 sav[str+0,dex+2,con+2,int+5,wis+2,cha-1]
Add.:
Spell Slots. 1st: 1/4, 2nd: 1/2

Glyph looks at the menu and marks himself down for supper and a water.

Addressing his party Glyph asks.
"What kind of accommodations do we want?"


I'll mark you down as a cheap dinner, "supper" is the evening meal they're only serving variations of dinner.

The girl mentions that they have drinking water for free with meals thanks to the springs only a few miles away. She also mentions your first drink is complementary... which causes Ostler to give her a look.


Male Mountain Dwarf Cleric (War) - 3, AC 18 HP 21/[21] Init + 0 Inspiration 1

"I'll have what ye pass off as mead in these here parts, and something substantial for me meal...a leg o' something would be good, with fried potatoes, mushrooms and onions. Same fer 'im", he says pointing at Ragna.


Male Rock Gnome Transmuter Wizard/3 HP 20/20 AC 12 Prof+2 init+2 sav[str+0,dex+2,con+2,int+5,wis+2,cha-1]
Add.:
Spell Slots. 1st: 1/4, 2nd: 1/2

"If it's free, then I'm always been partial to mead" Glyph replies to the Ostler's daugter.


Init +2 | AC 17 | HP 28/28 | Saves: S+4/D+2/C+4/I+2/W+1/C-1 |Proficiency: Dex+4/Wis+3 | Perc +3 |

As he peruses the menu Dink grows dismayed and tentatively asks, "Do you have any tea? If not water will do, as for eating I'll have the dinner on a cart. Mushrooms, turnips and cucumbers tossed together with a honey glaze will do"

At least they don't charge for water but it is hard to believe that they charge to eat. What sort of deviltry is this? He wonders as he closely monitors the situation.

He responds to Glyph's inquiry about accommodations, "I'm small I won't take up much room so I'm willing to share a bed but I warn you I have really cold feet."


Male Rock Gnome Transmuter Wizard/3 HP 20/20 AC 12 Prof+2 init+2 sav[str+0,dex+2,con+2,int+5,wis+2,cha-1]
Add.:
Spell Slots. 1st: 1/4, 2nd: 1/2

Glyph shrugs, "I can handle cold feet, I guess we can share a bed. Let's see what the rest of the group wants to do."

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