Haven's Cross Back in Town

Game Master Gritnarr Halldorr

As a supplement to the Primary "Haven's Cross: Introduction"


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Barakor of Gorm Gulthyn (AC 22 (23vsRanged))

Dexterity Save: 1d20 + 0 ⇒ (11) + 0 = 11

Rurik is also wrestled by the tentacles, you hear his armor creak under the pressures.


Samuel Wyrmshadow are running from the gates of the yard towards the temple.

"There, they're on the tower sir!" shouts a guard pointing.

Samuel screams "Shoot them down!" he sprints for the stables.

Two guards have their crossbows ready:

Guard 1 Shot: 1d20 + 3 ⇒ (17) + 3 = 20 Damage: 1d8 + 1 ⇒ (8) + 1 = 9
Guard 2 Shot: 1d20 + 3 ⇒ (3) + 3 = 6

One guard pulls off an amazing shot, striking the creature between his shoulder blades, he still stands but he wails an unsettling alien screech.


"Ok Blondie. I'll show you a thing or two about being paralyzed."

Nikolai grips the hilt of his dagger and runs up the stairs sliding between Florr's legs.

"DAMN IT! Where did they go?"

Quote:

"There, they're on the tower sir!" shouts a guard pointing.

Samuel screams "Shoot them down!" he sprints for the stables.

Upon hearing the commotion outside Nikolai runs at full speed towards the door. He leaps just before the tentacles grab at his feet. He grabs Ruriks shoulder and swings into a ready position outside of the temple.

Passive acrobatics 15. I can make a roll if you want.


Barakor of Gorm Gulthyn (AC 22 (23vsRanged))

Rurik squats down and attempts to rip himself free from the powerful magical tentacles and fails.

Strength Save: 1d20 + 3 ⇒ (9) + 3 = 12

Damage: 3d6 ⇒ (1, 3, 6) = 10
He's squeezed and crushed, his eyes grow heavy and he struggles to bring his hand to his breastplate Lay on Hands Healing 10 damage


Mountain Dwarf Friar of Hanseath (AC 17)

Aengus shouts at Rurik "Don't worry brother! We'll be out of here soon!"Casts Healing Word as a bonus actionHealing: 1d4 + 4 ⇒ (3) + 4 = 7 He grabs him by the neck of his breastplate and Jumps Casting Jump as an Action

Damage: 3d6 ⇒ (2, 5, 1) = 8

Strength Check w/ Advantage and the bonus from the Magical Tankard of Hanseath: 1d20 + 7 + 1d6 ⇒ (10) + 7 + (6) = 23
Strength Check w/ Advantage and the bonus from the Magical Tankard of Hanseath: 1d20 + 7 + 1d6 ⇒ (14) + 7 + (2) = 23

He jumps 30 feet out of the inky blackness holding Rurik, they land with a crash.


The captain keeps running for the horses. He shouts "If you don't have a crossbow, move your asses and get on a horse! They're making a run for it!"

The two with the crossbows make 2 more shots.
Guard 1 Shooting: 1d20 + 3 ⇒ (11) + 3 = 14
Guard 2 Shooting: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d8 + 1 ⇒ (1) + 1 = 2


Female Human Cleric/1

Florr walks to the edge of the black tangled tentacles. She touches her Amulet, then traces a symbol in the air. She rises and floats over the black tentacles. At the edge she pauses and traces another symbol, gently floating to the ground. (This is the most graceful Florr has ever been!)

She yells at Samuel, "Let Storm Surge out of the stables!"

To the closest guard she calls, "I'm a good shot, let me borrow your crossbow!" She holds out her hands hopefully.


The priest and the creature are surrounded by a purple cube and disappear from sight.


"Let my dogs out!" He calls to a guard, who rushes to do so.


Nikolai belts out his favorite Halfling swear word at the top of his lungs. His clothes change into a fine studded leather shirt and (unsoiled) pants.

He reaches behind his head and somehow pulls out a shortbow from his backpack tied with twine to a quiver of arrows. It looks like a magician pulling an endless scarf from his mouth.

He runs towards whoever is pursuing.

"I'm coming with you! That swamp ploughing mage is going to feel the pointy end of my dagger if it's the last thing I do!"


He will jump on the back of the closest mounted compatriot's horse without warning if given the opportunity.

preferably florr if she shares those arrows :)


Female Human Cleric/1

Florr runs to the stables, calling to Storm Surge. She hopes that Constance is around to let him out so not to waste any time. She hops on his back and follows Samuel.

"Nikolai!" she calls, motioning behind her to sit.

As they ride she pulls out her bow and arrows that seem to have a small paper package attached to the end. "Use these if you want!" she yells back to Nikolai.


After a half a minute of hard running your starting to think you're in the wrong direction but Samuel seems to have faith that his dogs will pick up the scent. Then you see the patches of oily black opalescence. The dogs smell it and run hard. Soon you come upon the priest and the creature running over the farmlands.

Florr's up, see "in pursuit on battlemat"


Female Human Cleric/1

Florr urges Storm Surge forward at a hard gallop. She doesn't want to get too close, and her bow allows for her to focus better at longer distances. She wants to catch up to the guards so Nikolai can jump onto one of their horses to get closer.

She drops the reins onto the saddle horn, loads a boomer arrow onto her bow, and aims at the priest. She breathes out as she releases her fingers slowly off the string.

Attack with boomer arrow: 1d20 + 7 ⇒ (20) + 7 = 27 CRIT, WOO!

The arrow zings to its target.

Boomer arrow:
Target makes DC12 Con save. On a fail target is stunned for one round; on a success target is deafened for one round.

Arrow damage: 2d6 + 3 ⇒ (1, 4) + 3 = 8 8 x 2 = 16 +1 = 17 damage total


The priest is staggered and wavering on his feet.

The creature looks ferocious and howls. You don't see anything but...

Sam's Intelligence Save: 1d20 + 1 ⇒ (20) + 1 = 21
Guard 1 Intelligence Save: 1d20 + 0 ⇒ (7) + 0 = 7
Guard 2 Intelligence Save: 1d20 + 0 ⇒ (8) + 0 = 8
Guard 3 Intelligence Save: 1d20 + 0 ⇒ (16) + 0 = 16

Damage: 4d8 + 4 ⇒ (8, 6, 2, 6) + 4 = 26

The guards, all the horses and the two dogs hit the ground hard. They're bleeding from their eyes, noses, mouths and ears.

By a miraculous turn of fate, Floor, Stormsurge and Nikolai seem to be out of the creature's range.


Sam is pinned under his horse. He looks at Florr.

He strains under it's weight and pleads with you. "RUN! Get out of here!"

Strength Check to get out: 1d20 + 5 ⇒ (18) + 5 = 23

The horse budges a bit.


A single guard stirs a bit and looks to Samuel for guidance.


Nikolai feels a pit in his stomach after witnessing the entire guard fall.

"Florr, I think that man is right. We need to get out of here if we want to live."

He reaches into his pack and grabs a rope. He ties it to the end of an arrow and fires it at the ground in front of Samuel.

dex check for quick rope tying: 1d1d20 + 3 ⇒ (9) + 3 = 12
please don't hit samuel in the head: 1d20 + 3 ⇒ (11) + 3 = 14

Quote:

Sam is pinned under his horse. He looks at Florr.

He strains under it's weight and pleads with you. "RUN! Get out of here!"

"Grab the rope!"

He swings around Florr to take the seat in front of her so his back is braced against her when the pulling starts.

acrobatics: 1d20 + 5 ⇒ (8) + 5 = 13


Sam refuses to touch the rope. "it's going to kill all of us if you don't leave!"


The creature looks to be getting ready to move closer to you.

Recharge Roll: 1d6 ⇒ 4


Female Human Cleric/1

Florr looks desperately at Samuel, wishing she could get down and heal him and the guard.

"Argh!" she lets out in frustration. "We'll send more help, hang on Samuel!"

She wheels Storm Surge in the opposite direction. "Let's get back to town, buddy!" she yells, spurring Storm Surge forward and clutching her elbows around Nikolai to help him not fall off. She nudges Storm Surge to a full gallop as quickly as he can get there, leaving the man, creature, Samuel, the guard, and the horses far behind.


Just as you're galloping out of sight you hear Samuel call out:

"Come on! Fight me you fish bellied coward!"

________________________________________________________________________

Returning to town, the gate is close and the remaining guards are posted on each corner of the wall. Some pale faced guards open the gate for you. Inside you see Guldar, Rurik and Aengus standing outside the temple talking with each other.

They look at you, happy to see you, then seem to wait, looking past you. When they see the gates close they hang their heads for a moment.


Born Again Deacon of Berronar Truesilver

"I apologize that I was not fast enough to offer my help. It seems things happened very quickly..." he shakes off his guilt a bit.

"We were concerned that the priest and the creature would return, with so many gone. Especially after we found these..." he motions to the ground between each of you, there's a long staff that looks like it's made from a strong purple glass, on top looks to be...A hook? A claw? It's hard to tell at first glance and it seems it's been broken. There's also a black grimoire with a feather sticking out like a bookmark.


"Do you know who they were? There are a half dozen bodies in the basement of the temple. That priest tried to feed us to that...thing..."


Female Human Cleric/1

"And do you mean to say," says Florr, "That they've been here before? We saw that man when we first visited the Guild. My friend Oleksandr talked to him, and he appeared to be a young man with little magic. How was he allowed to run free?"

She motions to the gate. "Samuel and a guard are still out there, alive. Please, we need to go save them. Is Bill here? Guldar, can you help now?!"


Born Again Deacon of Berronar Truesilver
Nikolai Barleyburrow wrote:
"Do you know who they were? There are a half dozen bodies in the basement of the temple. That priest tried to feed us to that...thing..."

"The real priest, his assistant, and about half a dozen merchants and other travelers who were here for the festival...Their skulls are all hollow."


Born Again Deacon of Berronar Truesilver
Florr wrote:
"And do you mean to say," says Florr, "That they've been here before? We saw that man when we first visited the Guild. My friend Oleksandr talked to him, and he appeared to be a young man with little magic. How was he allowed to run free?"

"I don't really understand what you mean Florr, Mallark Buckman was a registered guild member and had gone on a number of jobs with us. Of course he's been here before. I was suggesting that if there was something in the town they wanted or were looking for (beyond the brains of innocents) they might use a search party chasing them as an opportunity to double back to a largely empty town."

Florr wrote:
She motions to the gate. "Samuel and a guard are still out there, alive. Please, we need to go save them. Is Bill here? Guldar, can you help now?!"

"Storm Surge is the only horse we have at the moment, but I'll make the trek out with you and another. I have a feeling it's either far too late, or the fugitives took it as an opportunity to get away."


Female Human Cleric/1

Florr nods as Guldar speaks. "I guess you nor anyone else had any idea that this Mallark had such evil intentions. Until now. When it's too late. I wonder what made him turn to this, or if he's always felt this way and needed to get close to Guild Members and gain their trust..." She trails off, thinking. "We should inform the other Guild Members about him and set up watches to protect the innocent people here." She shudders at the thought of empty skulls.

"Guldar, I will walk with you to the site. At the very least we can retrieve Samuel's body, and the other guards who gave their lives. Who else will come with us?"


Born Again Deacon of Berronar Truesilver

"I'm very doubtful Mallark started with evil intentions. Many arcanists make agreements with powerful forces in exchange for increased capacities and a faster path to mastery. The staff and that grimoire likely hold more clues as to their relationship. I think that is what has happened here. They risked being in our midst because the creature had been injured in some sort of altercation. The festival allowed for them to take victims that wouldn't be noticed as missing and such a huge hussle and bussle assured attentions would be occupied. "

" The guards are doing their jobs well and Rurik and Aengus will continue to assist. Lord Haven should be returning soon from Haven's Cross and I believe Bill was at the mansion. I'll go with you to find the Captain."


It's not long after you leave that you run into a haggard Samuel and a guardsmen limping very slowly back to town.
__________________________________________________________________

"I really hope I get to be the one to kill that thing one day." he shakes his head and doesn't make eye contact. "We need to get shovels now. We're going to need to buy more horses too."


Born Again Deacon of Berronar Truesilver

"Good to see you hail Samuel. The city needs you. Would you like them buried here or there?"

Guldar places a hand on the guard and Samuel. Cure Wounds: 2d8 + 5 ⇒ (1, 6) + 5 = 12


Sam claps Guldar on the shoulder.

"Hey, we're not hurt! Just our spirits a bit. Nothing like watching your comrades, dogs and horses get their brains sucked out through their noses to take the wind out of your sails. Let's bury them outside the wall, in the usual spot. It would be great if you could say a few words over the Guldar, now that you've found your light again." he grins in reassurance, grabs a few shovels from a barrel outside of Mercy's goods and heads back out.


Born Again Deacon of Berronar Truesilver

"Anyone have any idea what that thing was? I can hallow the ground around the city, if would take awhile, but it would prevent fiends and undead. I could also stop anything that would try to use extradimensional travel, but that would go for anyone.."


Quote:
Anyone have any idea what that thing was?

Nikolai's anger and adrenaline begin to fade. He begins to start looking tired and slightly shaken.

"I've never seen anything like it. Got a nice close look at it though. Was lucky to get out of that basement. Creepy eyes, like it's lids were always covering them. Nose was flat like his head was just a skull. Mouth was taller than it was wide like a fish and it was surrounded by tentacles, filled with small sharp teeth and a forked tongue."

"That boy seemed to be talking with it but it never talked back. I think it was communicating with with its mind. Said he was trying to make it stronger. Hate to think of it getting stronger while we regroup."


Female Human Cleric/1

In typical Florr fashion, she runs over to Samuel and hugs him after he talks to Guldar. "Oh I'm so glad you are ok Mr. Samuel! Leaving you out there.. we thought..." She turns to the guard and hugs him too. "Do you need any extra healing? By Valkur's might, you were spared!"

After listening to Nikolai's description, Florr thinks. "Must be some sort of magical creature, to do things like that." Knowledge arcana: 1d20 + 1 ⇒ (1) + 1 = 2 "Have any of you heard of anything like that? Something that speaks with its mind?"

She looks at Guldar. "Since we don't need to save anyone, let's go take this book - er, grimoire - and broken staff to Mr. Bill's place. Did you say he was returning from Rubrim Grima soon? We should wait for him, unless there is a way to send him a message. He'll want to see this." She remembers his quick reaction when they brought the tablet. "Maybe this'll help him shed some light on the situation."

She glances at the cover of the book, not touching it. Knowledge Religion on the book: 1d20 + 3 ⇒ (18) + 3 = 21


Born Again Deacon of Berronar Truesilver
Florr wrote:

In typical Florr fashion, she runs over to Samuel and hugs him after he talks to Guldar. "Oh I'm so glad you are ok Mr. Samuel! Leaving you out there.. we thought..." She turns to the guard and hugs him too. "Do you need any extra healing? By Valkur's might, you were spared!"

After listening to Nikolai's description, Florr thinks. "Must be some sort of magical creature, to do things like that." [dice=Knowledge arcana]1d20+1 "Have any of you heard of anything like that? Something that speaks with its mind?"

She looks at Guldar. "Since we don't need to save anyone, let's go take this book - er, grimoire - and broken staff to Mr. Bill's place. Did you say he was returning from Rubrim Grima soon? We should wait for him, unless there is a way to send him a message. He'll want to see this." She remembers his quick reaction when they brought the tablet. "Maybe this'll help him shed some light on the situation."

"Don't know when Bill will be back honestly, said he was working on something for you folks. Can imagine he's be much more than a few more days. Not like there's anything to eat out there, and it's getting cold. Lord Haven's probably heading back from Blasingdell, he was organizing some sort of trade deal of surplus grains for building stones and metals. "

Nikolai Barleyburrow wrote:
Quote:
Anyone have any idea what that thing was?

Nikolai's anger and adrenaline begin to fade. He begins to start looking tired and slightly shaken.

"I've never seen anything like it. Got a nice close look at it though. Was lucky to get out of that basement. Creepy eyes, like it's lids were always covering them. Nose was flat like his head was just a skull. Mouth was taller than it was wide like a fish and it was surrounded by tentacles, filled with small sharp teeth and a forked tongue."

"That boy seemed to be talking with it but it never talked back. I think it was communicating with with its mind. Said he was trying to make it stronger. Hate to think of it getting stronger while we regroup."

Guldar listens to your description with all manner of grumps, glowers and grimaces. "I must say, I've never been so positive in all my life that I had no idea." he scratches his beard. "I GUESS it could be some kinda telepathy using squid demon..but it seems a bit too crafty and sly to be a demon to me." he scratches his beard a little harder. "Maybe you're more gifted in academics than I am..Bill probably wouldn't mind you using his library, considering the circumstances. He keeps quite a bit of books up there about creatures from all sorts of places. I just wouldn't know where to start."


Florr wrote:

In typical Florr fashion, she runs over to Samuel and hugs him after he talks to Guldar. "Oh I'm so glad you are ok Mr. Samuel! Leaving you out there.. we thought..." She turns to the guard and hugs him too. "Do you need any extra healing? By Valkur's might, you were spared!"

After listening to Nikolai's description, Florr thinks. "Must be some sort of magical creature, to do things like that." [dice=Knowledge arcana]1d20+1 "Have any of you heard of anything like that? Something that speaks with its mind?"

She looks at Guldar. "Since we don't need to save anyone, let's go take this book - er, grimoire - and broken staff to Mr. Bill's place. Did you say he was returning from Rubrim Grima soon? We should wait for him, unless there is a way to send him a message. He'll want to see this." She remembers his quick reaction when they brought the tablet. "Maybe this'll help him shed some light on the situation."

She glances at the cover of the book, not touching it. [dice=Knowledge Religion on the book]1d20+3

"Thanks Florr, glad you're glad I'm alive! Me and Pence here, we were totally unharmed by whatever that thing did. Maybe it was fate, luck, not really sure. Definitely wouldn't have traded places with any of my men though...or my dogs. I have no idea what that thing was. But it was real smart. It stayed well out of reach of us, like it wasn't taking any chances or using any more resources then it needed to. It devoured the brains of my men, then, almost begrudgingly went for my dogs and finally the horses...didn't touch anything else, then the two of them disappeared. Gonna go get digging. Grounds gonna get too hard soon."


Florr wrote:


After listening to Nikolai's description, Florr thinks. "Must be some sort of magical creature, to do things like that." [dice=Knowledge arcana]1d20+1 "Have any of you heard of anything like that? Something that speaks with its mind?"

She glances at the cover of the book, not touching it. [dice=Knowledge Religion on the book]1d20+3

You definitely have no clue what that creature was but it seems quite reminiscent of things you fought at the mansion and the things that burst out of your companions. Like it was from the sea....but a very different sea...a far away sea.

The book is definitely magical and arcanic (do you open it?) it reminds you of "A book of Pacts" you've heard of types of arcane casters called Warlocks that get their gifts from demons and other powerful creatures but you're not sure what kind of creature this might be a pact with. It's wrapped in a leathery material that's rough when you rub it towards the spine and rough and sharp when you rub it towards the opening. Like a sharks skin but it feels...softer...like there's muscle underneath..Tracing it's surface and interlocking and intricate geometric symbols. It's reminiscent of the tablet but it seems...newer?


Samuel and the remaining guards spend the rest of the day burying their comrades, horses and dogs on the outer wall of the town before the farmland starts. He doesn't say much.

"We'll take the day off from training. One of you go grab the off duty folks first think in the morning. We'll need to reassess schedules and I'd like to see if there are any families looking for work during the winter. I'd like to to pull in a dozen new guards and start training soon. There's no farmwork to be done and the able bodied could make a handsome extra living. This town has been understaffed too long."

"Nikolai. I apologize that you did not get the customary welcome to Haven's Cross and evaluation process but your willingness to risk yourself without much thought is inspiring. Tell me, what are you specialties? What do you bring to our guild?

"I'll also be setting up training sessions for any that wish to participate starting tomorrow morning. Let's keep ourselves sharp and warm. Not much work at the moment for guild members, some are off working their own passion projects and exploring warmer climates. Don't feel obligated to stay in town."


Born Again Deacon of Berronar Truesilver

Guldar hallows the burial grounds. He drinks holy water before he speaks, letting much of it spill from the ornate silver plated cask onto the ground.

"Revered Mother. Please bring the souls of those who were lost defending their community from wickedness into the arms of their patrons. Let them be remembered for what they loved. Let their families revere them. Let them find eternal life in memory." he finishes his words and takes another drink. The fresh grave dirt springs to life with tiny pearl white wildflowers everywhere the water touched. He steps back.

"Mother of Safety, keep us safe, for we do not know what has infiltrated out community to spread destruction and deception. Help us to see through the masks and falsehoods such beings surround themselves with. Please stop them from crossing our walls with their magics."

He slowly traces the outside of the walls of the town, paying particular attention to the gate. The water spills out with a seemingly endless flow. Everywhere the water touches is covered in thick patches of tiny flowers. He'll continue casting this spell over weeks, eventually covering the gate and all the ground within the walls.

Hallowed Ground Spell:

You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects.

First, Celestials, elementals, fey, Fiends, and Undead can't enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature Charmed, Frightened, or possessed by such a creature is no longer Charmed, Frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect.

Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the DM. Some of these effects apply to creatures in the area, you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as ores or Trolls. When a creature that would be affected enters the spell's area for the first time on a turn or starts its turn there, it can make a Charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area

Extradimensional Interference: Affected creatures can't move or travel using teleportation or by extradimensional or interplanar means.


Quote:
"Nikolai. I apologize that you did not get the customary welcome to Haven's Cross and evaluation process but your willingness to risk yourself without much thought is inspiring. Tell me, what are you specialties? What do you bring to our guild?

"I've got a knack for, well, let's say acquiring, rare items. Spent quite a bit of time in old tombs and the like. Never found a lock I couldn't open or a trap I couldn't fix.

I don't swing very hard but I know where best to stick my knife when needed and I can hold my own at archery.

Used to get a bit of work from a mage in Solnevo. Your man Bill knows him. Or knew him. Oh, and Olek! Hes working for you right now. Good friend of mine. Karl's best student. Heck, we got here with my idea of stealing the harbor master's b-"

He stops abruptly

"I may have said too much. But a lot of planning went into our journey here. I'll leave it at that."


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Guldar Strongarm wrote:


He slowly traces the outside of the walls of the town, paying particular attention to the gate. The water spills out with a seemingly endless flow. Everywhere the water touches is covered in thick patches of tiny flowers. He'll continue casting this spell over weeks, eventually covering the gate and all the ground within the walls.

Florr follows Guldar during his rituals, watching with wide-eyed wonderment. "That was beautiful," she says after he finishes for the day, gently touching one of the tiny flowers. "Tell me when you learned to do this. Valkur has not yet allowed me into his deep secret of hallowing. And tell me about Barronar Truesilver and I will share with you about Valkur's might."


Nikolai Barleyburrow wrote:
Quote:
"Nikolai. I apologize that you did not get the customary welcome to Haven's Cross and evaluation process but your willingness to risk yourself without much thought is inspiring. Tell me, what are you specialties? What do you bring to our guild?

"I've got a knack for, well, let's say acquiring, rare items. Spent quite a bit of time in old tombs and the like. Never found a lock I couldn't open or a trap I couldn't fix.

I don't swing very hard but I know where best to stick my knife when needed and I can hold my own at archery.

Used to get a bit of work from a mage in Solnevo. Your man Bill knows him. Or knew him. Oh, and Olek! Hes working for you right now. Good friend of mine. Karl's best student. Heck, we got here with my idea of stealing the harbor master's b-"

He stops abruptly

"I may have said too much. But a lot of planning went into our journey here. I'll leave it at that."

"I see, we had a member of your skillset for awhile actually, still do. They seem to not take much work though."

"Alright. Your test is to sticky finger 5 items from 5 different people. Bring me proof and return the item. Show me what you're capable of and I'll get you enrolled. Questions?"


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Haven's Cross GM Molly wrote:
Guldar Strongarm wrote:


He slowly traces the outside of the walls of the town, paying particular attention to the gate. The water spills out with a seemingly endless flow. Everywhere the water touches is covered in thick patches of tiny flowers. He'll continue casting this spell over weeks, eventually covering the gate and all the ground within the walls.

Florr follows Guldar during his rituals, watching with wide-eyed wonderment. "That was beautiful," she says after he finishes for the day, gently touching one of the tiny flowers. "Tell me when you learned to do this. Valkur has not yet allowed me into his deep secret of hallowing. And tell me about Barronar Truesilver and I will share with you about Valkur's might."

Florr continues talking to Guldar. "Once I found my way to Valkur, after he saved my family and entire fleet of fishing ships during a storm, he blessed me with the powerful strength of water, thunder, and lightning." She shoots a spark of lightning from her fingertips as she touches her amulet with her other hand.

"I am so impressed with your holy power from Barronar Truesilver. This hallowing of the ground...." She looks up at him. "And saving your daughter. I was so sorry to see the wyvern attack her. But Barronar granting you the power to save her, what a beautiful miracle. I don't mean to bring up sad memories, but I would love to earn and access that sort of gracious, holy power to help others in need. Would you help me?"

Florr's goal is to learn more cleric/religious things from Guldar.


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"I won't let you down!"

He brushes by Samuel,

"Hey Florr, I think we might be working together soon!"

He turns to look back at Samuel,

"I think I have one down already. Think these were yours."
He tosses bag of coins back to Samuel.
sleight of hand: 1d20 + 5 ⇒ (15) + 5 = 20


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The thought of permission to create mischief fills Nikolai with glee. Just sniping bags of coins is a little to pedestrian though, and he wants to show Samuel he is more than a cut purse.

He spends some time in the Drunken Horse looking for his first mark. He'll chat people up, try to get an idea of who carries the most shiny things, who drinks the most, how many rooms are in the back (anyone staying?, how often is that hallway watched?).

He'll try to engage someone in a game of cards.


{{ shuffling intensifies }}

;)


(In Haven's Cross)

From the gates of Haven's Cross, a guard sees a figure in the distance slowly approaching. As it nears the gate, the figure becomes clearer: an incredibly large Dragonborn, nearly threadbare, save for its loincloth and harness lined with pockets with a large, spiky tail. Its scaly green body is covered in scars and burn marks. Clearly, he has been in many battles in his lifetime.

The Dragonborn is carrying a greataxe, but on closer inspection, the figure does not appear to be threatening, although it clearly looks intimidating and unfriendly.

The figure also has a throwing axe attached to each of its hips and a smaller battleaxe across its back.

When he reaches the gate, he looks at the guard.

"I have heard that there is a guild here seeking members. I am a bounty hunter, and I am willing to hunt down anything, or anyone, that the guild seeks fit. Who should I speak to?"


Nikolai Barleyburrow wrote:

The thought of permission to create mischief fills Nikolai with glee. Just sniping bags of coins is a little to pedestrian though, and he wants to show Samuel he is more than a cut purse.

He spends some time in the Drunken Horse looking for his first mark. He'll chat people up, try to get an idea of who carries the most shiny things, who drinks the most, how many rooms are in the back (anyone staying?, how often is that hallway watched?).

He'll try to engage someone in a game of cards.

The primary regulars of the Drunken Horse are:

A raucous dwarf with fiery red hair that wears a Friars robes. He's loud, carries a massive hammer made from a giants tooth and everyone seems to like him. He seems to know everyone, jokes and makes them laugh constantly and raises everyone's spirits. He drinks and eats a superhuman amount and spends a lot of coin. He always insists on using his own tankard. The tankard catches your attention a bit. It's intricately and elaborately etched and carved. It depicts dwarven heroes slaying beasts, standing at walls defending sieges and great scenes of celebrations. You get the sense that it's very valuable and you could spend hours looking into it's artwork and still notice new stories and myths being shown. The room falls a bit when he leaves.

A calm and peaceful dwarf with his daughter. She always asks "What's new today?" and orders that. She maintains a playful attitude often running around the room, crawling under tables and playing games with her imagination. The dwarf spends most of the meal saying "Casandra, finish your food. Casandra it's time to eat now. Casandra we can play after dinner time.." Her father wears a pristinely white tabard bearing a silver sigil of overlapping rings. Two hammers are on his belt, slid through rings. One is a heavy and worn smiths hammer, the other of about the same size with much longer black iron handle, it's head of wrought black iron. The dwarf usually orders a large block of cheese and half a hunk of bread. His daughter rarely eats what she orders and he ends up eating that while she makes herself a cheese sandwich.

A very serious dwarf that spends most of his time accessing everyone he's looking at. He seems to be judging the procedures of the kitchen staff and the efficiency of the layout. He gives you the stink eye quite a bit. He carries a resplendent mirrored shield that bears rings of runic inscriptions and a small bronze plaque on the inside by the handles. He is very particular with where he leaves his belongings each day and seems to spend particular time with a ritual everytime he eats where he removes his helmet, unbraids his beard, combs it then braids it back up. Then his food arrives. He always orders the stew and a loaf of bread.

There's a number of different guards that come in, usually in pairs, they seem to be very quiet and nervous when they're younger guards and more at ease the older they are.

Most days there are a number of passing merchants that come through. Including one selling pottery,

Another selling metal utensils and tools as raw blacksmithing supplies like ingots and flux mostly but some tools as well.

A local tailor that spends most of their time making heavy clothing and repair leathergoods

A gem and jewelry merchant that seems disappointed no one is buying

A dusty woman you recognize as the stablemaster. She carries the two most lovingly cared for and well build hand crossbows you've ever seen. She tends to insult everyone in an affectionate manner but doesn't seem to have the wherewithal to understand they're not laughing.

There are 10 rooms out back, 8 of which are relatively spartan but clean and well maintained. 1 is very small and with very simple accommodations and the last is a very comfortable room.

The standard rooms contain a wooden framed bed with tightly packed straw mattress, a simple table with two chairs and a large hope chest. On the floor is a thick braided carpet. Theses rooms each enter into a small hallway which has a door connecting to the alleyway beside the Tavern.

The squalor room is very spartan consisting of a straw mattress on the floor, a bucket and a wooden box. The door to enter and exit is in the alley behind the Tavern.

The luxury accommodations have a cloth mattress bed with with polished lacquered bedposts, a bronze tub, a bureau, chest of drawers and hopechest, and a large writing desk with stationery set. There's a thickly woven plush rug. It has an entrance inside the tavern but also a dedicated external exit.


Nikolai will buy a variety of spices and herbs from Mercy's general store. A little of everything, particularly if they are strong or hot in flavor. Dried herbs he will grind up and mix with the powdered spices. He makes sure to include a heaping amount of salt and pepper. He will keep it in a small leather pouch.

He will take a seat near the kitchen. When he sees the dwarf grooming his beard he keeps an eye out for a bowl of stew and loaf of bread. When the half-orc emerges from the kitchen he will stand up and 'accidentally' bump into her, preemptively grabbing the bowl to keep it from spilling. It's this moment when he attempts to dump his spice blend into the stew.

"Oh, Hilda! I'm so sorry. Almost made a mess of things!"

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