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Thick dust covers the flagstones of this somber hallway. The walls are decorated with faux columns every ten feet, ad the double doors at the west end of the hall are sheathed in copper plate, now green with age. A relief carving of a mournful angel graces the doors.
It appears as if the tiles in the middle of the floor are a bit weak and begin to sag as weight is applied to them. You should be nimble enough to skirt around the edges that look like they can support your weight.
The Inn of the Last Home rests cradled high in the boughs of a Vallenwood tree as do all the buildings here, for Solace is a treetop town. Warm laughter tumbles from the Inn. The worn steps wind around the heavy trunk up to the familiar, carved door.
The Inn of the Last Home never changes. The polished wooden bar weaves about several living branches. An old man weaves stories in the corner and delights the crowd gathered about him. The delicate windows of stained glass behind the bar are being polished by Otik Sandath, the barkeeper.
He turns and waves, smiling at you, and motions the barmaid in your direction. The low murmur of voices fills the inn. The bartender turns thoughtfully to polish the glasses. At a far table, near the storyteller, a man and a woman sit together and speak quietly. Another man stands beside the now-silent storyteller while a small boy stares thoughtfully into the fire.
The barmaid steps toward you, smiles, and shows you to a table. Something about her seems familiar. The hair? The intelligent glint of her eyes? Could this be Tika, the little girl who swept the tavern floors a short five years ago? The Inn never changes, but surely its people do.
No, nothing of note on the bodies save for some crappy armor, and your standard fair for weapons.
Around 500 people live in Solace, not counting the farmers of the outlying fields. The town is built entirely in the huge boughs of
Solace is primarily a farming community. It has no local government but is ruled by the Theocracy of Seekers from their central city of Haven, some three days journey to the west. As in all Seeker communities, Solace uses the Emas exchange system for money as well as trading in goods. Precious metals, other than silver, have no use here: bricks of gold may prop open doors or hold down papers.
All services that adventurers expect from a town of this size are available for reasonable rates. The exception is smithwork: Theros Ironfeld, town smith, charges usual rates for work on iron items but, because steel is so valuable, charges extra for weapons. Because he works with precious steel, Theros is the most respected
Leave initiative alone once it is rolled. In the event of close ties between you and the enemy you may go before or after depending on your actions.
Urgo give me a Charisma check to use the staff. DC 15
Larissa, you declared it first so I was considering it to be your spell slot. Toede was unaffected due to the hit point total.
Where to now? Continuing to Solace?
Fewmaster Toede rips the staff of Urgo, a wide smile goes across his face then he races off on his horse where it is almost immediately sent to sleep. (Don't horses sleep on their feet?) Toede sent off balance from the sudden stop flies ass over tea kettle flinging the staff in the mud. He gets up, leaving the staff, and takes off running.
Sorry for the delay, I didn't realize it was my turn.
2 of the hobgoblins ran due to Bel's threat.
Rolling again for Bel's advantage 1d20 + 5 ⇒ (17) + 5 = 22
Fewmaster Toede makes one last attempt to grab the staff before taking off on his mount, however being distracted by his men running he is going to have a disadvantage.
You could worship whomever you like. I am planning on starting with the first one. If all goes well, I would move to the second and so on but I am not making a commitment to run all of them. Just one at a time.
You would not have any divine spells or be able to channel your divinity powers until you have read the disks of mishakel.
This long room is partitioned into three areas, with iron bars walling off the north and south. Filthy straw lines the floors of those cells, the hinged doors of which are secured by chains and padlocks. A pair of disheveled human women are held in the cell to the south, while a human boy is confined to the north. All are dressed in plain gray tunics and have iron collars fitted around their necks.
Jelly Gelly moves into the door and finds himself flanked by two Redbrand ruffians who slash and stab at him.
Moon Dancer 18 fires an arrow but it seems to go wide.
Larissa 13 casts mage armor
Rael 10 will spin around catching 2 of the hobgoblins in the arc of his spell who immediately shield their eyes.
Bel 5 steps forward and lashes out at the HOBgoblins before him but their martial training allows them easily to dodge the attacks of the minotaur.
Two move into position to attack Bel.
The last of the group move to grab the Blue Crystal Staff from the one who mentioned he had it.
Urgo 3 swings but it goes wide.
Fewmaster Toede 2 moves into position away from the bulk of the combat and yells Kill them! Get the staff!
Bel and Urgo consider yourselves flanking and thus have advantage on your attack rolls.
The chubby hobgoblin on the horse looks at Urgo in surprise, mouth agape he can barely utter, So you do have it. Onyx, she will be most pleased. Now hand it over. Before they take a step forward, two step back from the massive minotaur in your midst and run. The other eight including the mounted one draw their longswords and begin to encircle you.
Go ahead and roll initiative
The other option is typical medieval character, I call it "Last Soldier of a Forgotten War."
This would be a Variant Human Soldier Paladin going into Bladelock.
He is the youngest of a minor noble, who fell in battle along with the rest of his company. Making a deal with the devil at the crossroads of life and death. He agreed in order to exact revenge on the one that caused his company's death. The deal was not sound on his part, he still retains the burnt flesh of the ordeal and always hides beneath his armor in order to conceal his identity and protect others from the hideous sight he has become. This had the unfortunate consequence of creating an alternate identity as the Last Soldier or Sigil in honor of the battle where he fell.
Yeah, i'll join if there's room. Might take me a day or so to make the crunch of the character. The weekend for the fluff.
Looks like the group could use some ranged support, perhaps a blaster.
The character I have in mind comes from a middle eastern setting (much like Al-Qadim) can we implant something like that into this game?
Bel: 1d20 ⇒ 4
Geez. I was hoping to get a 1 or a 20 to reward that staff, but congrats Urgo I am awarding you the blue crystal staff McGuffin. For the simple fact of your alignment is the only one that matches the staff.
I am working on the 5e version. The following is the 1e version.
This staff is carved from a single piece of blue crystal. It is about 5 feet long and has a 2-inchdiameter shaft. The ornamentally bladed head of the staff bears a gem in its center
Although you do not remember, a manifestation of the Goddess Mishakal gave you the staff. It is an intelligent artifact of Lawful Good alignment and has an Ego of 10. It can only be used by those of its alignment; others who try to wield the staff take 4d6 points electrical damage. A Lawful Good person may use the staff to heal the electrical damage it has caused. The staff has the following
1. Strikes as a staff of striking (1-3 charges per
4. Deflects dragon breath weapon in a 10
The staff holds up to 20 charges at a time. It
It is currently the 13th of the Autumn Harvest. You are currently on the road to Solace through the Darken Wood.
The air surges fierce and sweet, carrying the clear musk smell of the woodlands. The soft murmur of stirring leaves, of insects, and of small animals fills the landscape. The clear highland sky blushes with the end of day and fades into starry sleep. This is home.
From this rock outcropping the valley below seems peaceful, untouched. Dense forests of pine carpet the mountainsides, varied only by thick aspen woods. The mountains, deep blue in the distance, circle the valley floor and form a soft highland bowl.
It is a wonder that any beautiful places are left in the world. Before the Cataclysm, the days were calm and ordered; nothing was unexpected. Now the world is changed: its change has taught two great lessons
First, no beauty not even that in this valley is safe. All the riches of the past could not protect the ancient peoples. Gold has no value in the world now: it is too soft for swords or armor. Steel is the most valued metal of all, though each small kingdom has its own currency and
Secondly, no magic lasts forever: true clerics cannot be found, nor have clerics with miraculous powers been known to exist since the time of the Cataclysm nearly 300 years ago.
Five years ago, you and your friends parted to search for a true cleric. Tonight, you meet on the road to Solace Town and None of you have found any sign of true clerics through all your travels.
The bushes to your left rustle. Suddenly, dark shapes scurry from the woods on both sides of the road. Their yello wgreen skin pales against their heavy black armor; their twisted faces glare from the evening darkness. They crouch in a large circle about you, well beyond sword range.
A stout pony struggles up onto the road, sagging beneath a flabby figure much the same, although larger, than those who surround you. The pony rider suddenly turns his head toward you and yells, Onyx demands the blue crystal staff! Forfeit the staff now or die!
Things to remember:
1. Gold has no value in this world. Each place
2. Clerical spells have not existed for nearly
3. No dragons have existed in Krynn for over
Solace is a decent size and where the adventure will begin, Haven is SW of there and darken wood and NE of the qualinesti's realm.
Personally I would recommend one of those two, Solace used to be the capital of the qualinesti before the elves chose to let it go due to frequent raids and have taken Qualinost as their capital. Solace sports some elven architecture.
As Jelly Gelly approaches the crypts three of the skeletons rise their swords in hand ready to strike.
Two approach Jelly Gelly, one in front and the other behind. The third attacks Anders
On Jelly Gelly
Area 4. Tresendar Crypts
Three large stone sarcophagi stand within this dusty crypt, and propped up against each sarcophagus is a human skeleton clad in bits of rusty mail. False columns along the walls are carved in the image of spreading oak trees. The double doors in the southeast corner are sheathed in tarnished copper plate.