DDEP 10-01: Terror in Ten Towns (Inactive)

Game Master Aeshuura

A Four-Hour Epic Adventure for 1st through 4th-Level Characters


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RODALAS

check the body for treasure


Male Half Elf Bard 5 AC 14 HP 28 /28 Temp HP: 8 Passive Perception +18 Saves: S -1, D +5, Co +0, I +4, W +2, Ch +6

"This will make an interesting story to sing about" He says as he takes a look around to make sure that the dwarf was alone.

Dark Archive

Male Dwarf (mountain) Barbarian 5(path of the ancestral guardian), max hp 55, ac 15

Netzer nods and searches the hold first with his friends and then the ship for anything that may tell them more of what the Druegar are up to besides collecting the cryal substance.


Game Map DCI# 4318637857

After searching the hold, the party doesn’t find anything else belonging to the dwarves besides what has been secured already. Inside the scroll case, you find a map of the area with many notations marked on it.

Returning to captain Arlaggath, she is concerned by what you’ve found at the ferry. You accompany her while she heads to a local tavern to question the ferry’s owner, a Tiefling by the name of Scython. Scython is truely surprised by the news and is anxious to head to the ferry to assess damages.


Male LG Mountain Dwarf Wild Magic Sorcerer 4, Barbarian 3 | HP: 58/58 | AC: 19 | Init: +2 | Pass Perc: 9 | HD (4d6+3d12): 4+2/3+2 | Speed 25 | Sorcery Points: 4/4 | Spells: 4/4, 3/3 | Rage: 3/3 | Saves: STR+2 DEX+2 CON+5 INT+0 WIS-1 CHA+5 | Resistance: Poison | Inspiration: 1 | Active effects:

Baldrick takes a look at the map to see if he can figure out where those locations are and if he can decipher the writing:

Investigation?: 1d20 ⇒ 9

"Well... that bit is written in Dwarvish, but..." turning the map 90 degrees "where is this?!"

=======
Later

"Sure thing, Scythan -- we can take you down to the docks. You know, in case there're more dwarves about. I mean duergar... er... grå dverger?"

Dwarven:
gray dwarves?


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Aye, we can take ye, Turq backs up, Did ye notice anythin' weird 'afore the lake froze yer ferry in?

EDIT: Do I recognize where the map might be of?


Game Map DCI# 4318637857

Most of markings are known to you. They mark locations of ten towns and population centers. There are a couple of locations unknown to you though. One, unnamed, near Kelvin’s Cairn and another labeled Sunblight far to the south in the Spine of the World Mountains.

As you escort Scython back to Ferry, you find the Teifling to be friendly and personable. ”Anything odd you ask? You mean other than this damndable never ending winter and darkness?” he chuckles. ”No, I havnt been to see her much since I docked her. I figured she’s not going anywhere without some significant changes in the weather.

You do however find upon returning to the ferry that someone had been there since you left. Multiple sets of tracks in the snow leading to and from the ship. The bedrolls that you had found in the cabin are now gone as well. Unfortunately trying to follow the tracks becomes impossible as they move back into town and blend with the normal traffic in the snow. You know the grey dwarves have ability ability to turn invisible, they must have used this ability to hide their movements.


Male LG Mountain Dwarf Wild Magic Sorcerer 4, Barbarian 3 | HP: 58/58 | AC: 19 | Init: +2 | Pass Perc: 9 | HD (4d6+3d12): 4+2/3+2 | Speed 25 | Sorcery Points: 4/4 | Spells: 4/4, 3/3 | Rage: 3/3 | Saves: STR+2 DEX+2 CON+5 INT+0 WIS-1 CHA+5 | Resistance: Poison | Inspiration: 1 | Active effects:

Are there still dwarves in Kelvin's Cairn? I've lost track of the lore.

Dark Archive

Male Dwarf (mountain) Barbarian 5(path of the ancestral guardian), max hp 55, ac 15

While Netzer made his way out of town having been practicing with his axe he was walking past a small traders wagon and the whisper said pick up that great axe and trade him for the one you have.

Netz listened to the voice and offered the man a trade for axes. The fellow took the trade easy enough plus five gold coin since his axe was newer and well sharpened and oiled.

Netz lifted the well balanced axe and smiled as the whisper said you will take your place among those of your kind and lead them in battle...


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Yes, if asked, Turq can tell you that though the bulk of the Battlehammer clan has migrated to Mithral Hall. Right now, the current leader is Stokley Silverstream and his dwarves affectionately refer to themselves as Stokely's Boys.


Male LG Mountain Dwarf Wild Magic Sorcerer 4, Barbarian 3 | HP: 58/58 | AC: 19 | Init: +2 | Pass Perc: 9 | HD (4d6+3d12): 4+2/3+2 | Speed 25 | Sorcery Points: 4/4 | Spells: 4/4, 3/3 | Rage: 3/3 | Saves: STR+2 DEX+2 CON+5 INT+0 WIS-1 CHA+5 | Resistance: Poison | Inspiration: 1 | Active effects:

When Turq points out the various landmarks on the map, Baldrick nods along: "Oh! Sure, sure. Say..." tapping the spot near Kelvin's Cairn with a broad finger "y'think Stokely's Boys know what this is? Given where we found it, it might be an entrance to the Underdark..."


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Maybe... Turq rubs his stubbled chin and gestures to the new tracks, Won't hurt ta check. I have been meanin' ta visit family... I'll go ask. Ye all try and figure out where those other culprits may be.


Male Half Elf Bard 5 AC 14 HP 28 /28 Temp HP: 8 Passive Perception +18 Saves: S -1, D +5, Co +0, I +4, W +2, Ch +6

As they are walking along. Rodney picks up a small bucket that was stuck inside a bush but in great condition for being out in the elements. Near it was a piece of leather.
As the group continues walking, Rodney is lost in thought about a song he is working on. As he walks along he starts to stretch the leather over the opening of the tiny bucket. Rodney takes some twine and begins to secure the the stretched leather over the opening while softly singing a song that kept running through his head from the time he found the tiny bucket. One complete he started to drum on it and it made such a wonderful tune.
pa-rum pum pum pum

"Come, they told me' pa-rum pum pum pum
"Our newborn King to see," pa-rum pum pum pum
"Our finest gifts we bring" pa-rum pum pum pum
"To lay before the King" pa-rum pum pum pum
Rum pum pum pum. rum pum pum pum
"So to honor Him" pa-rum pum pum pum
"When we come"
"Little Baby" pa-rum pum pum pum
"I am a poor boy too, "pa-rum pum pum pum
"I have no gift to bring" pa-rum pum pum pum
"That's fit to give our King" pa- rum pum pum pum
Rum pum pum pum, rum pum pum pum
"Shall I play for you, "pa-rum pum pum pum
"on my drum?......"

He stops, blinks a few times and looks around.
"What? oh yes the gray dwarfs. Sorry I was lost in thought."


Male N Hill Dwarf L5 | HP 64/64 | AC 16 | HD 6d10 (0 used) | 2nd Wind avail Skills: Anim Hand 5, Athl 6, Decp 3, Surv 5 | Disadv on Stealth Saves: S 7, D 1, C 6, I 0, W 2, Ch 0 | Init 1 | PP 12 | Speed 25'

Nice :-) FYI I went with a bag of holding.

Umikh is on board for seeing where the unnamed spot is and seeing what the other dwarves have to say. We should probably let town leaders know there might be duergar there, too.


RODALAS

should we have leveled by now? I thought there was gonna be a little side story for players?


Male N Hill Dwarf L5 | HP 64/64 | AC 16 | HD 6d10 (0 used) | 2nd Wind avail Skills: Anim Hand 5, Athl 6, Decp 3, Surv 5 | Disadv on Stealth Saves: S 7, D 1, C 6, I 0, W 2, Ch 0 | Init 1 | PP 12 | Speed 25'

I leveled. My bad if we were supposed to wait?


Game Map DCI# 4318637857

if anyone would like their 5th level magic item to be a reward from the Captain, go for it

Unfortunately, the dwarves’s trail has grown cold and it seems, for now at least, their plans in town have been thwarted. The Captain thanks you again for your service to Ten Towns and offers to cover your room and board for the next few nights here in Easthaven if you’d like to stay. Armed with the deuregar map, you have some bread crumbs to follow but for now you are content to tend to other business.


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

The next morning, Turq meets you all at the common room of the White Lady Inn. He sets his pack down on the floor and pulls up a chair, Well, I'll be headin' out ta Kelvin's Cairn this morn. Visit family an' all. What's yer plan, then?


RODALAS

I would rather get his stuff from the Feywild


Male LG Mountain Dwarf Wild Magic Sorcerer 4, Barbarian 3 | HP: 58/58 | AC: 19 | Init: +2 | Pass Perc: 9 | HD (4d6+3d12): 4+2/3+2 | Speed 25 | Sorcery Points: 4/4 | Spells: 4/4, 3/3 | Rage: 3/3 | Saves: STR+2 DEX+2 CON+5 INT+0 WIS-1 CHA+5 | Resistance: Poison | Inspiration: 1 | Active effects:

"It's been one thing after next since we got here and I still haven't met the locals. Could do with an introduction under the Cairn, if ya don't mind. And I'd like ta ask about that spot on the map... Mind if we tag along for a bit?"

Should we roleplay the downtime, or do you wanna just roll through to the next thing? Or maybe downtime could take place under the Cairn? Just let me know -- I'm happy either way.


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Turq contemplates as he takes a sip from his mug of mulled wine, Why not? Anyone that might be be wantin' ta visit the halls of Kelvin's Cairn, yer certainly invited. Though, not shore that the elf might enjoy it as much. What say ye, Rodalas?

I am fine with either way. I can either do it like a montage, or I can run a little scene that gives a taste of what happens and your progress during downtime.

Dark Archive

Male Dwarf (mountain) Barbarian 5(path of the ancestral guardian), max hp 55, ac 15

I am fine with the montage myself Netzer says I could use some more travel I suppose. Anything for a better ale really


Male N Hill Dwarf L5 | HP 64/64 | AC 16 | HD 6d10 (0 used) | 2nd Wind avail Skills: Anim Hand 5, Athl 6, Decp 3, Surv 5 | Disadv on Stealth Saves: S 7, D 1, C 6, I 0, W 2, Ch 0 | Init 1 | PP 12 | Speed 25'

Would be nice to meet the locals, hang out for a bit. I miss the banter and social stuff o' everyday life. Would be nice to see if'n there are any fellow smiths with ideas I ain't heard of yet.


Male Half Elf Bard 5 AC 14 HP 28 /28 Temp HP: 8 Passive Perception +18 Saves: S -1, D +5, Co +0, I +4, W +2, Ch +6

"It would be nice to preform for the locals. And maybe make some extra coin would never hurt." He says with a smile.


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Turq laughs, I'm hopin' ye know a few Dwarvish drinkin' songs! Ye're sure to be a hit!

The stout human looks around, Anybody seen Rodalas and Lumen?


RODALAS

I like the montage idea


Male LG Mountain Dwarf Wild Magic Sorcerer 4, Barbarian 3 | HP: 58/58 | AC: 19 | Init: +2 | Pass Perc: 9 | HD (4d6+3d12): 4+2/3+2 | Speed 25 | Sorcery Points: 4/4 | Spells: 4/4, 3/3 | Rage: 3/3 | Saves: STR+2 DEX+2 CON+5 INT+0 WIS-1 CHA+5 | Resistance: Poison | Inspiration: 1 | Active effects:

Downtime in Kelvin's Cairn:
Consider this having occurred after our meetings beneath the Cairn, during the downtime.

Although grateful for Turq's introduction to the Stokely Boys, and happy to be properly under-mountain again, Baldrick began to feel a bit out of place. Though not so far away (relatively speaking), Baldrick's people are nevertheless somewhat isolated in the Spine, relying on trade with tribes that other dwarves would consider offensive. It's given him a broader acceptance of people in the world but has also contributed to his naïveté, and makes him seem odd to other, more traditional, dwarves.

With permission to wander alone through the mountain, Baldrick soon found himself in dark, scarcely travelled passages, in damaged portions of the western halls. Perhaps it is an inevitable truth of all worlds that outcasts are drawn to one another like lodestones; it is certainly fateful that Baldrick found himself following the sounds of digging and raucous laughter to a partially collapsed room. Approaching the door cautiously, he found three dwarves in mismatched clothing excavating what appeared to be an old forge.

The dwarves, unsurprised or perhaps just unconcerned, welcomed Baldrick and invited him to have a drink, and if he wanted, to help them in their work. Timid at first, Baldrick was quickly charmed by their easy laughter and the rhythm of the work. Restoring an old forge also had the effect of making Baldrick nostalgic for his grandfather, at whose forge he was tasked with odd jobs in his youth. He soon began to point out to the others what they should expect to find in certain parts of the room and how to repair and arrange the equipment they uncovered.

For their part, the dwarves found Baldrick's straightforward simplicity to be endearing, and resolved to take him under their wing. They could also tell that this young dwarf with the odd ways and slightly-off accent was hiding a lake of hurt and anger and self-reproach under his outward hill of kindness and simple joy. They hoped to help him with that too.

When not digging, the four trained in combat—Baldrick's new friends flying at each other with blade and axe and hammer with such ferocity that he was sure someone was going to come away with serious injuries. Slowly, they worked to convince Baldrick to drop his standard military technique for a style that was a bit more wild; techniques that were more effective if you didn't have a squad to back you up. They had trouble when it came to convincing him to tap into that lake of anger, though.

One afternoon, just before a training session, Nahkar approached Baldrick from behind as he was absentmindedly cleaning some of the long-forgotten smith's tools and creations. Baldrick's deft hands were removing dirt and twisting things back into place, repairing gear as if by— "Magic? Hey, 'Rick, how'd you do that?" With a yelp, Baldrick dropped what he was doing and stood up quickly: "N-nothin'! Let's get to fighting, yeah?"

The three warriors whispered hurriedly to one another as they made the short walk to a nearby room. Stepping forward, Yorahilde spoke gently: "Listen, never mind what the old folks say, there's nothing wrong with a bit of magi--" "NO! It's wrong—it's evil! Magic's what killed my— RAHH" And, his mind blank, his eyes seeing only red, Baldrick charged the three, swinging wildly, if forcefully. It was little work for the more experienced dwarves to fend him off, but they exchanged worried looks throughout.

When the rage finally left him, Baldrick was left an emotional wreck—drained, embarrassed, sobbing without understanding why. That night was long, as were many to follow, with his new friends reassuring him that what had happened to his old squad was not his fault; counselling that he can deny the magic in him for now, but not forever; and advising him how to tap into his anger and pain without losing himself to it. All of them realized that that last point would not come quickly.

Many days and nights passed in this way, but Baldrick knew they could not last. The work here was almost complete, and his friends would have to turn to other duties. He, too, would have to move on, for he had committed himself to solving the mystery of the chardalyn. On what would be their last day together, the four friends uncovered an unlocked chest in a corner of the room, inside which were a few weapons of incredible craft carved with sigils of magical power. When the last of the work was complete, they sat together for a final meal, these few treasures arrayed before them.

With the crumbs wiped away, tearful hugs embraced, and resolutions made to meet again soon, each caught up a weapon from the table suited to their own preferences, and left the forge.

tl;dr Baldrick meets some berserker dwarves while wandering the mountain. They train him with different weapons and styles, and teach him how to focus his anger in combat. They also find a small cache of magical weapons.

Item acquired: +1 Warhammer


Male N Hill Dwarf L5 | HP 64/64 | AC 16 | HD 6d10 (0 used) | 2nd Wind avail Skills: Anim Hand 5, Athl 6, Decp 3, Surv 5 | Disadv on Stealth Saves: S 7, D 1, C 6, I 0, W 2, Ch 0 | Init 1 | PP 12 | Speed 25'

That was a very cool bit of story there!

Grand Lodge

Owlbear Rodeo

@Baldrick, I am going to amend this a bit:

Raegar, the elder of Baldrick's new friends, dodges the wild swings and places a firm hand on the younger dwarf's forehead, and sudden clarity burns through Baldrick's mind and he is flooded with memories... laughing with his unit between patrols, throwing the bones, and marching through the cold mountain halls.

Suddenly, Baldrick snaps out of it, his three new dwarf friends each with a sad smile on their faces. Raegar touches his symbol to Moradin, more out of habit than anything else, Boyo, ye have been through much more than one o' yer years ought ta. Ye have a way about ye, best learn ta control it, rather than let it control ye.

The elder dwarf looks at the others, then back at Baldrick, Come with us and we will teach ye...

Nuckers, the battlerager, teaches the younger dwarf how to focus the anger and pain that it has become clear that he holds.

Alabaster, the clever, helps Baldrick learn to invoke his power on command rather than accidentally, smacking the younger dwarf with a thin stick every time he accidentally summons the oddities that Baldrick often sees...

Raegar, though, after a rigorous day of training, tosses a fist-sized hunk of iron ore at Baldrick's feet, Ricky, if'n there is anything I have learned in my 200 years, it is that working the forge is the best way ta work through yer feelings. There ain't nothin' better. Come on.

--

If anyone else has a springboard for me to run with, go ahead and post it. If not, just post what your goal is for the Downtime, whether you will go with Turq to meet with the dwarves, or stay in town, or go to Caer Koenig / Caer Dineval to follow up the map location.


Male N Hill Dwarf L5 | HP 64/64 | AC 16 | HD 6d10 (0 used) | 2nd Wind avail Skills: Anim Hand 5, Athl 6, Decp 3, Surv 5 | Disadv on Stealth Saves: S 7, D 1, C 6, I 0, W 2, Ch 0 | Init 1 | PP 12 | Speed 25'

Umikh is more or less looking for a whole new life, so he'd be interested in meeting with other dwarves, trying to find a place to fit in and settle down as a smith. Maybe work his own forge, get a reputation and all that jazz. But he's been liking this whole adventuring thing, too, saving lives and making friends, so he's kind of at a crossroads.

Grand Lodge

Owlbear Rodeo

Turq takes a few of you to meet his family at Kelvin's Cairn, a day's trudge through a pass called Bremen's Run. The cold threatens to bite through your cold weather gear, but the movement and activity keeps you from freezing solid.

At the end of the run, a snow-covered stone door is revealed as Turq tears away layers of snow. The stout human slams the door with the butt of his axe with a series of thonking sounds. In response, a series of staccato taps erupts a moment later then the door recesses and rolls to the side.

A bearded face sticks out, his beady eyes peering out from beneath bushy brows, Eh? Who goes? Turquoise Barreltap, izzat ye?!?

Upon confirmation, you are all ushered in from the cold. Despite the cold air, you become keenly aware of the warmth radiating from pipes that run the length of the halls. Within 10 minutes, you all see the halls open up and suddenly the claustrophobic feeling fades away.

First, you are taken to an audience hall, where you are greeted by a gaggle of dwarves, including one bedecked in electrum-plated armor and crowned helm who embraces Turq in a hug!

Dwarvish:
Welcome home, boy! Let us have a look at ye, gettin' strong! Who are yer friends?

Turq smiles wide and gestures to each of you, Pa, these are me friends... Friends, this is me pa, Stokely Silverstream, and his retinue the finest of the Battlehammer clan.

Grand Lodge

Owlbear Rodeo

@Rodalas:

Having opted not to stay with the dwarves of Kelvin's Cairn, Rodalas heads North to Lonelywood, hoping to find a way home. The way takes a bit over a day's travel, and he finds a newly re-opened inn run by a handful of kobolds and an awakened berry bush.

After an interesting evening, the fae noble explores the Lonelywood over the course of a day or two. Deep within, Rodalas finds an ancient temple dedicated to the moon and evidence of a fight that happened nearby and within. The frozen, headless carcass of a large white moose, with blood-stained fur lies in the middle of the shrine, near a broken wall leading into what seems to be a catacomb...

After studying the area for a few, he can hear the whispers of the earring telling him that the way is here... a mere sacrifice on the full moon will bring you home!


Whoops, it seems what I thought I posted, didn't. Maybe I forgot to submit and closed the window. I don't need to draw this out any more than I have already.

Lumen informs the group of his desire to travel to Bryn Shander to visit the Temple of the Sun there.

"The gods of the Sun and Light aren't widely worshipped in this cold, dark land. I feel the need to learn more about Lathander and I've been told that temple is the best option in the area. I realize it is to the west and not to the north as many of you are travelling. Perhaps we can meet in Caer Koenig or Caer Dineval in a couple weeks," he says.


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Turq nods, Let us make it a tenday, then. Meet us at the Northern Light in Caer Konig, that would be the closest to the spot on the map.

Grasping Lumen's forearm in a warrior's handshake, and nods to the others as he heads off.

Grand Lodge

Owlbear Rodeo

It takes Lumen almost a day to make it to Bryn Shander, entering the Southwest gate. The firbolg, and the two wagons that he met up with on the road, are met with a bright and cheerful dwarf lass, obviously a member of the town guard, Well met, travelers! Keep yer fingers and extremities under wraps, lest Auril bite them off! Mind yer tempers, and you’ll be most welcome here! Brought goods to sell? The market lies straight ahead. Craving a warm drink? May I recommend a drop of Firebeard’s Firebrandy, sold only at Kelvin’s Comfort, located on yer right as you enter the market square!

--

If Lumen wants to talk to this friendly guard, please go ahead. If I do not hear anything in a couple of days, I will continue on.


Male Half Elf Bard 5 AC 14 HP 28 /28 Temp HP: 8 Passive Perception +18 Saves: S -1, D +5, Co +0, I +4, W +2, Ch +6

Giving a bow with a flourish "AAhh, my lordly dwarf. I did not know Turq had kin here. I am Rodney Lash and I am grateful for your hospitably. I hope we could have a nice long talk and you could tell me all about the mischief that a young Turq might have gotten himself into."
Giving Turq a devilish smile.

"I am sure a young Turq's adventures could be made into some fun drinking songs. Such as how many tines Turq got smacked on the bum for dropping his guard in fighting practice."

Grand Lodge

Owlbear Rodeo

Rodney, do you speak dwarvish? If so, are you speaking in their tongue?


Lumen smiles at the dwarf. "Thank you. It's good to have reached town before nightfall. A warm drink does sound good. Do they also have rooms for rent, as I'll need a place to rest after my long walk? While I don't have any goods to sell, I might be interested in buying some items," he says in common.

Grand Lodge

Owlbear Rodeo

Aye, she smiles, The Northlook'll be likely yer best bet! They cater to yer folk, ya know, adventurin' types. Ye head up past the Market Square and head toward North Gate. It'll be there on yer left! As fer the shoppin', ye should be able ta find what ye need at Market!


Male Half Elf Bard 5 AC 14 HP 28 /28 Temp HP: 8 Passive Perception +18 Saves: S -1, D +5, Co +0, I +4, W +2, Ch +6

No, I do not speak Dwarvish, Sorry I thought the conversation was in common. I did not read the spoiler because of that.

Dark Archive

Male Dwarf (mountain) Barbarian 5(path of the ancestral guardian), max hp 55, ac 15

Netzer follows into the mountain with Turq and greets all with a smile glad to have companions and friends. His ancestors are glad to be in such a place and warm and yet Netz feels a nagging, whispering discontent.


RODALAS

He takes his time, happy to be within a more pure sense of nature than humans or dwarves seen to think is a natural setting. He stops at the Temple of the Moon to thank Corellon for his blessings and then sees the body of the moose and the damage that has been done.

can he tell what killed the moose and how long ago it was?


Male N Hill Dwarf L5 | HP 64/64 | AC 16 | HD 6d10 (0 used) | 2nd Wind avail Skills: Anim Hand 5, Athl 6, Decp 3, Surv 5 | Disadv on Stealth Saves: S 7, D 1, C 6, I 0, W 2, Ch 0 | Init 1 | PP 12 | Speed 25'

Umikh is thrilled to be in the company of welcoming dwarves, and will follow Turq's lead as to what to do next.

Grand Lodge

Owlbear Rodeo
Rodney Lash wrote:
No, I do not speak Dwarvish, Sorry I thought the conversation was in common. I did not read the spoiler because of that.

No worries, Turq said the outside of spoiler in Common for your benefit. I just was wondering if you had a surprise up your sleeve.

Ah, Lash, have I got stories to tell ye aplenty o'er a mug or two, have no fear! the clan elder laughs, giving Turq a hearty clap on the back. The blush is thankfully obscured from the human's notice, but not of the other dwarves. Come and welcome ta kin and kine. How long'll ye and yer friends be stayin'?

--

@Rodalas...

You remember seeing a white moose head put up on the wall of the Inn in Lonelywood. The kobolds there were all too happy to tell you of the terrors of the White Moose. It was killing townsfolk, hunters and woodsmen mostly, until the owners of the inn, a handful of adventurer-types slew it. This must be that moose, and the wounds seem to corroborate the kobolds' stories.


"Thank you for the information," Lumen says as he bids the dwarf farewell. He heads to the market to find Kelvin’s Comfort and a place to sit after his long walk. Once inside, he finds a seat near the fire to relax and warm up.

"I've been told I need to try Firebeard’s Firebrandy, although it sounds quite strong. How much is it?" he asks the server.


RODALAS

Would it be possible to try to commune with the spirit of the moose? What would he know about a sacrifice to get to the Feywild? Are the moose and the sacrifice related?

Grand Lodge

Owlbear Rodeo

The dwarf behind the counter smiles broadly, One Firebeard's, comin' up!

The snifter is placed before Lumen, the amber liquid swirling softly. It burns all the way down but warms the firbolg's body, driving out the cold with the help of the blazing fireplace.

What brings ye to Bryn Shander, stranger? the barkeep asks casually as he wipes out a mug.

--

@Rodalas, you may make a Nature check or Arcana check.

Nature DC 15, or Arcana 13:
You think that this would not be a proper sacrifice. You want to gather berries and bury them in soil upon the altar, under a full moon...

Dark Archive

Male Dwarf (mountain) Barbarian 5(path of the ancestral guardian), max hp 55, ac 15

Netz gives a good slap to Turq and says I am Netzer of the Spleen ripper clan. Happy to call Turq a friend and battle companion. Thanks for having me. What sort of trouble can a dwarf find around here?


RODALAS

1d20 + 4 ⇒ (10) + 4 = 14 arcana

Thinking better than to offer the poor moose as a sacrifice, he looks to find some berries to offer under some dirt, under the sylvan altar.

Grand Lodge

Owlbear Rodeo

@Netzer...

Spleen Ripper? From Mirabar? Or are ye kin from Citadel Adbar? I knew Spleen Ripper once, a Kurgosh... the elder Silverstream seems lost in thought but snaps back from his reverie, Trouble? Well, I often find the most trouble at the bottom of a keg!

The room erupts in laughter as Stokley and his boys invite you all to a feast!

--

@Rodalas

Rodalas uses the better part of the day to forage for berries, finally finding a winter holly. He plucks the berries and folds them in a cloth before setting to the more difficult task... finding soil that is not frozen solid!

The eladrin ends up having to return to the inn for the night. His sharp elvish eyes notice an awakened shrub scrambling about the inn, climbing into a clay pot and digging into the soil as he looks over the books.

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