| Kereek! |
"Goodbye Beldame! Kereek come back and see you soon! Goodbye scarecrow! We bring you brain next time!" Kereek waves and grins at the Beldame and her construct as he leaves, happily thinking up mad-cap ideas for magical items!
Can we have the map link again?
| motteditor RPG Superstar 2012 Top 16 |
| Orin Ro |
That evening when the two of them have some privacy, Orin will approach Prazil and ask "What was that all about? That thing you did in the Beldame's cabin?"
| Prazil |
Prazil's brow raises in obviously mock confusion as Orin asks him about his behavior. Overly loud, the little kobold answers, "Prazil did thing in cabin? What thing? Prazil not remember thing." Then, whispered with a wink and nudge Prazil adds, "Prazil see you am liking... errr... prettiest! Yes, prettiest big hero in group! *giggle* Orin no worry though, secret am safe with Prazil!" The kobold offers a toothy grin, obviously delighted.
| motteditor RPG Superstar 2012 Top 16 |
The trip south remains pleasant, with little other than the occasional squirrel and bird song to disturb you as you travel through the trees and hill. The region is dominated by a massive lake -- Candlemere -- to the east, an island in the center barely visible from the shore.
Crossing: 1d100 ⇒ 63
Day: 1d100 ⇒ 38
| Treshiell |
"Out there lies our fears", Trehsiell says as she looks at the island. She searches her bag and retrieves the handmirror she found in the kobold cave. Her eyes becomes distant as she looks into the mirror, like she's looking through it rather than at it, then holds the mirror towards the island, thinking. After a moment she returns the mirror to her sling bag. "I don't think they are related."
| Orin Ro |
Back at the Old Beldame's:
Orin will wrack his brain to see if her description of the "Candlemere Lights" fits any creatures he may know of.
Knowledge (dungeoneering): 1d20 + 8 ⇒ (4) + 8 = 12
or
Knowledge (nature): 1d20 + 9 ⇒ (8) + 9 = 17
Lakeside:
Well there's only two ways to get out there, swim or build a raft. If we've got the time I can build us a couple of rafts out of some of the trees around here to ferry us across."
Craft (carpentry): 1d20 + 6 ⇒ (15) + 6 = 21
| Prazil |
Prazil looks at Jon as if he's speaking a language other than Common or Draconic, confusion clearly painted on his grey scaled face. "Par-am-eat-her?" He holds his head, massaging his temples as if in pain. "Oooooo, Jon am use big words. Prazil am not sure what that am or how Prazil am to check it. You big feets want to swim? Orin am good swimmer!" Prazil offers Orin a sly wink and continues on without missing a beat. "Spike though, he am not good swimmer. Spike can watch things if we am for swimming."
Do we have 3 animal companions with us at present? Spike, Fang, and Shi'Ra? If we do, I'd imagine the three of them guarding the wagon and whatnot would be sufficient.
| Treshiell |
Just making sure, but the image in the mirror reflected a scene from Davik Nettle's crossing.
Yeah, I know. Just a bit of nonsensical Treshiell stuff
Good idea with the knowledge checks to get a sense of what the Candlemere lights are
Take 10 Knowledge (nature) check 10 + 11 = 21
Take 10 Knowledge (arcana) check 10 + 11 = 21
"Why do you want to swim where a boat could take you? What do you think you'll find on the island?", Treshiell asks Jon.
| motteditor RPG Superstar 2012 Top 16 |
As you follow along the coast of the lake, you come to what you believe must be the Murque River, feeding into it from the west. The slow-moving river, its waters thick with algae and silt, is bordered on both banks by strips of swampy land that effectively double the river’s 100-foot width.
You'll have to cross it to continue around the lake or you can follow the north bank of the river to the west into unexplored territory.
| Treshiell |
Good idea with the knowledge checks to get a sense of what the Candlemere lights are
Take 10 Knowledge (nature) check 10+11
Take 10 Knowledge (arcana) check 10+11
Nothing from the knowledge checks?
Treshiell rocks her head back and worth to an inaudible tune as she occupies her time by pouring sand from one palm to the other. Once in a while she stops to cast a brief glance at the island before returning to her exercise of moving dirt from one place to the next.
As the group reaches the river she drops the dirt to the ground and looks at Jon expectantly.
I say go to the easy to reach places first.
| Kereek! |
If a raft is needed, Kereek will remove his shiny new wand of floating disc and use it to float logs to wherever Orin or Agnar need it to be in order to lash them together. He grins happily as he goes, eager and excited to be putting his new toy to use for the team.
| Kereek! |
Kereek shakes his head as Jon leaps into the water. 'Silly Jon Jon. Does him not know about shrinkage? Like how tail curls up and gets tiny tiny when in cold cold water? Humans have silly backwards tails. They no need tails to get more tiny tiny!'
| Orin Ro |
"City boy." Orin thinks as he watches Jon jump into the lake and begin swimming out to the island. Turning to the others he says "Someone should go get him and bring him back, lest he become a meal for whatever lives on the island."
| Agnar Hrolfson |
Agnar moves to the edge of the water.
"Jon, Beldame said the island was dangerous. As an adventurer you've every right to rush off and get your fool self killed if you like. Thing is, you're not just an adventurer any more. You're a ruler. You have an obligation to your people. You rush on ahead of the rest of us and get yourself in killed, you're leaving Hartsland with an empty throne and the whole heap of trouble that goes with it."
"Besides," he says with a grin, "just because you're the baron doesn't mean I'm going to let you get out of helping us chop the wood for a raft. As your adviser I advise you to lend a hand or I'll be tempted to thump you in the name of Erastil."
| motteditor RPG Superstar 2012 Top 16 |
Assuming you'll manage to stop Jon...
Orin's able to spend the night -- which passes uneventfully, with no sign of the Candlemere Lights -- and next morning crafting together a raft, a process made much easier thanks to Spike's ability to help drag the felled trees.
By mid-afternoon, you've made it to the island, where you can see the remains of a lonely tower at its low summit, about a mile away from the shore. The island itself is covered with thick brambles and stinging nettles.
1d100 ⇒ 35
Note (and this is partly for my own recall), if you return to Thronehold now, you'll have been gone about a week. Remember, in order for a Leadership role to grant its bonus, the character in that particular role must spend at least 1 week per month engaged in various leadership duties (during which time the PCs must be located within a hex that is part of their kingdom).
| Jon Surtova |
Jon does insist on swimming for some portion of the trip. Be he certainly doesn't blindly go off on his own or leave all the labor of building a raft to Orin.
"I know there are dangers all around us. But sometimes, a bush is just a bush and a lake is just a lake," Jon announce after seeing everyone hesitate to enter the water.
Then looking to Agnar. "I'd expect you of all people to encourage us to stay in touch with the natural world..."
| Agnar Hrolfson |
Agnar will take the time to examine the area, see if there are any signs of animal life or recent visitors around. He'll spend a round of speak with animals to tell Fang to have a sniff around as well.
Agnar's Survival Check: 1d20 + 6 ⇒ (2) + 6 = 8; Fang's Survival Check: 1d20 + 9 ⇒ (11) + 9 = 20 ...well, thank Erastil I've got Fang. :-/
| Jon Surtova |
The site of Jon exiting the water is less majestic than usual. The long swim caused Jon's muscles to swell, making them appear bigger which with his unkept 'road' face gives Jon a very rugged look.
As Jon climbs a shore and joins the others in admiring the tower, he concentrates, checking to see if there is any sense of evil in the area, before suggesting the get a better look.
"Shall we?"
| Orin Ro |
Orin pulls out his sword and begins hacking away at the underbrush "We should at least explore the tower." he says as he begins clearing a path as best he can.