Adventurers of Gladden Vale (Inactive)

Game Master Syrus Terrigan

A reduced-crunch 'hardcore mode' 3.x/PF1 game in the spirit of the Dungeoncraft YouTube channel. Grim, gritty, chaotic, and unforgiving. High mortality rates expected. Aiming for excellent stories.


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Near Cutters’ Wash, Day One

Daenara

With the bare rock of the mountains behind her, Daenara stows her cloak next to a change of clothes and a few days’ worth of rations. Closing the pack, she checks that her rope and climbing hook are still secured, and shoulders the burden once more. At least it’s warmer down here. A few more weeks, and warmer still! A practiced eye quickly finds the vivid yellow marker for the path toward town, and the youth sets a steady, leisurely pace along the way. My Naming!
As the morning sky brightens through the canopy overhead, the miles fall away with ease -- rolling hills, small clearings, and narrow creek beds just beginning to carry away the first trickles of snowmelt pass quickly. After a short break near midday for a light lunch, a quicker pace is called for to reach Cutters’ Wash before nightfall. But it isn’t too long before Daenara hears the braying of mules and the frantic crack!ing of a lash not far off the main trail. Pausing to listen, a voice wracked with sobs is easily discerned, but not so the words it garbles.

Albion / Blizzard / Allvin

It was quickly becoming unclear whose clothing was the more soiled -- Albion’s own durable alchemist’s robes, or the . . . uniform? . . . of the odorous, blithering drunkard that had just knocked him into the mud, vomited across his left shin, and coiled a sinewy arm about the apprentice’s waist. Peering about for the nearest clear spot, Albion begins gradually hauling the incoherent man toward the shade at the corner of Allvin’s father’s lumber mill. Older, stuporous, and heavy. And I still need to gather up the herbs I dropped, too. This is a bother. How can anyone be this drunk this early in the day, and out on the streets at the same time?!
Ummmm, Albion . . . what are you doing with that old man?
The drunken sot slips from his grasp as Albion turns to see Allvin quirking an incredulous eyebrow his way. With a frustrated sigh and palms quickly hoisted skyward, the alchemist-in-training says nothing and tells everything. The two teens rather roughly deposit their burden against the sawmill wall, and Albion gets his first good look at the man. That’s a King’s Rangers uniform, he mutters. What’s next? I've got a long walk ahead of me, and this isn't helping!
There’s no telling, Albion. I’ve hauled this one around a few times in the last couple years, Allvin quips. I hear that he’s been assigned a trainee recently. Feel sorry for that one! The young carpenter pauses. How soon do you want to leave for Three Waters?

Adric / Valentine

Salt-cured ham, eggs, and a bit of cheese served with watered wine made for a rather fine breakfast, Adric had decided. What was not so fine, though typical, was that Blizzard had once more not found his way to his small cot in their shared room. While tracking, forecasting the weather, foraging, and some weapons training were all part of the prescribed training regimen for a Ranger, Adric was gaining more proficiency at tracing his superior’s midnight stumblings through every community in the Vale than at anything related to woodcraft. Draining his mug and standing up from the table, Adric reasoned, The stable first. A bed of hay and horse manure would be his easiest lodging.
Nodding thanks to the innkeep, the recruit steps out into a cool, mist-wreathed morning warming to a pale golden sky and turns toward the stables. In only a few moments it becomes clear that both horses are exactly where he left them, and that Blizzard is not nearby. However, one horse is outside a stall, munching happily on the last small bales of hay near the shoeing station. Adric takes a pause and notices that the two rear stalls are wide open. Ha! He’s outdone himself this time! The useless man turned two horses loose just so he could look a fool again! The first stall turns out to be empty of anything except straw and clumps of pungent manure. The second, however, is also occupied by a collapsed form that is clearly not his trainer. And Adric’s first reaction is to think that foul play is involved . . . .
And I'm supposed to be leaving for the Trial today! Where is that ale-swilling fool?

Celia

Daenara hadn’t spotted her at the treeline. The turf was still damp from the rains two days past, and the leaves still wet. Moving through the underbrush without making a sound (that she could hear) had proven shockingly easy. I’m going to spook the soul right out of her, this time! Celia laughed to herself. I need a good laugh. There’s too little to do between here and Three Waters . . . .
Her friend’s lunch had taken a bit longer than Celia felt was necessary, but so had been her placid pace throughout the day. The aspiring cutter -- whether just purses or throats was undetermined -- is caught off-guard, though, when Daenara redoubles her speed after snacking. Not to be put off her goal of a test and a joke at the same time, Celia quickens her steps and stays within eyeshot of her target, and luckily keeps mistake-free. But she nearly misses the beat when her intended “victim” freezes on the trail, head tilted toward something in the wooded distance. A faint and incomprehensible murmur of disturbance reaches the young woman’s ears, and Celia grins in anticipation. Twice the people, twice the fun!

Gulsti

The dropped flask had been empty, just like the wineskin an hour before. Disappointed that there was no chance of a free drink while “working”, Gulsti resolves himself to fleece the blundering Ranger of every copper piece before rolling him down the riverbank to a bone-chilling bath. At least he’ll sober up quick, by the time I’m through. But this mark better be worth it -- I want the boss to set me for success before I leave town!
Gulsti glances toward his mark after stowing the flask in his belt pouch and grimaces as he sees the Ranger crash into a thick-robed youth. A small basket of wrapped, labeled herbal packets spills into the muddy street, and the unlucky bystander heaves a longsuffering sigh as he makes to pull the older man off the street. Gulsti curses his luck, but keeps watching, looking for a new angle to work -- getting someone else’s silver was all that mattered!

South Gladden Hills, Day One

Alice / Purity

Purity looks up from the arrow in her lap as a rider nearly pitches headfirst off a workhorse into the Waystation wall. Help! HELP!! The boy, no more than twelve winters old, drenches himself in a puddle as he tries to gain the doorway of the outpost. Fletching is quickly forgotten as voices crescendo from within, and Purity springs up, breath caught in her throat. She sees Alice, the young acolyte at the shrine across the road, poke her head out the daffodil-decked doorframe. Their eyes meet, and both young ladies know -- something has happened to Lady Ferren’s entourage.
Alice turns back inside, navigating the dawn-lit room more by memory than sight, and begins gathering her mentor’s kit. Poultices, needle, thread, splints, bandages all are tucked snugly into the worn leather satchel, and she scampers back toward the priestess’s quarters. Three loud knocks, and rattling snores keep their rhythm. Huffing a soft sigh, the acolyte pushes into the tiny room and shakes a woolen-socked foot. Ma’am. MA’AM! Something’s happened! I know not what, but the Count’s daughter is in trouble. They’ll be calling for you, Old Mother. Your bag’s ready. The blanket heaves and flaps about as she sits up, blinking, age-clouded eyes unsure in the misty light filtering through the thatched roof. Aye, girl, I’m awake. Surprisingly spry, though close to blind, the elder shuffles about, exchanging nightclothes for a robe and cloak, and cramming twisty old toes into a pair of boots. Alice, fetch me a cup of broth from the pot -- I do hope you kept the embers warm -- , and then go help Purity ready the infirmary for the injured. Don’t worry about the horse. I’ll knock him in the head on my own. You'll be needing to make ready for your own trip after the infirmary's readied.
Back across the road, Purity is stringing bowstaves and stacking quivers for the Rangers that are soon to ride out eastward. Her father had brought the family out here, as middle-of-nowhere as one could be in the Vale, twelve years past -- the same time her uncle, Blizzard, had gotten his commission with this outpost. The more she thought about it, it could only be a surprise that they had prospered so -- but she was glad they had. Now with the armaments laid out, she moved into the infirmary to prepare the beds, and Alice entered the other doorway a half-second later. Another meaningful look was exchanged, but the two girls set about the task without a word spoken . . . yet.


Gulsti

It becomes clear that the two youths monitoring the drunken Ranger aren't soon going to let him out of their sight, so Gulsti ambles southward, looking for a new mark.

Perception: 1d20 - 1 ⇒ (15) - 1 = 14
Sleight of Hand: 1d20 + 4 ⇒ (16) + 4 = 20

With the tiniest piece of luck, Gulsti liberates a teamster of his purse just as the drover is moving along the road toward Northferry, and he slips off toward the Stone Soup Tavern to count his new coin.

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Adric

The ranger-in-training quickly discerns that the collapsed person isn't going to awaken at all, and so he hauls them up in a rescue carry and shuffles back to the inn's common room. He calls for assistance as he blunders through the doorway, trying desperately not to knock the victim about.

Charisma (Hey, a little help here?): 1d20 - 1 ⇒ (11) - 1 = 10

Never one to be bold, Adric has to lay his burden on the floor beside the bar and dash into the kitchen to attract anyone's attention. The innkeeper sends a child running for the healer, and Adric is torn between staying with his charge, or trying to find his training officer.

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Klin

Being unusually generous with the whip to drive the mules toward the Wash, Klin has to trust more that the beasts recall their way home -- he can't see anything through tear-blurred eyes.

Handle Animal: 1d20 + 3 ⇒ (4) + 3 = 7
Perception (Intense Distraction): 1d20 - 6 ⇒ (18) - 6 = 12

Fortunately the mules do know the way home, but they're none too satisfied with the cracking whip. Klin narrowly avoids one well-aimed kick that could have cracked his breastbone, but stumbles onward.


Allvin

Perception: 1d20 - 2 ⇒ (2) - 2 = 0

Allvin is completely oblivious to the cutpurse who was lurking nearby for the ranger, but he does go and get a bucket of water to dump over Blizzard's head to try and wake him up enough that he can leave for the Trial.

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Daenara

Perception: 1d20 ⇒ 5

Daenara pushes through the woods towards the sound of the cracking whip and sobbing, wondering what could be causing this kind of commotion, unaware Celia is stalking her through the woods.


Cutters' Wash, Day One (continued)

Adric / Gulsti / Valentine

As Gulsti wanders into the Stone Soup Tavern and Inn, he nearly trips over a prostrate form lying in the path alongside the bar. He is shocked to see Valentine, complexion an ugly, chalky grey and clothing speckled with bits of straw, rigid and immobile on the barroom floor. He leans down to search for any signs of life just as a sandy-haired child dashes out of the kitchens and out the door.

I just found this one in the stables. I don't know what's happened, but we've sent for the healer.

The unmistakable uniform of the King's Rangers (even with the yellow chevron of a trainee) shocks Gulsti just a little. He surreptitiously slips the freshly-cut purse into his belt pouch, hoping that it was smooth enough to go unnoticed.

Sleight of Hand: 1d20 + 4 ⇒ (1) + 4 = 5

I've met Valentine a time or two. But . . . you know . . . alert, and talkative . . . . Gulsti hesitates a moment, and supplies, I'll . . . ummm . . . be over by the hearth, out of the way.

Adric's Perception: 1d20 + 4 ⇒ (8) + 4 = 12

Adric is slightly put off by the other fellow's rather uncaring attitude, and eyes him closely as he walks away. I doubt he's responsible for this, but he seems quick to stay away. Must be the uniform.

Soon enough, the healer arrives on her horse-drawn cart and secures the ailing youngster. She looks rather expectantly at Adric with her palm up for a moment before he stammers, Ongoing investigation, ma'am. As soon as my training officer contacts me, we'll meet with you and get you your payment. I'm sure you understand.

She utters no word, but quirks an eyebrow at Adric before turning with a huff, and soon the cart trundles away with its burden. With a relieved sigh, the Ranger initiate steps back into the street and begins searching for his wayward superior.

Diplomacy (Gather Information): 1d20 - 1 ⇒ (20) - 1 = 19

Not long after the novice Ranger departs, the seat opposite Gulsti is suddenly filled with a large, round human who moves with surprising grace. I thought he'd never get out of here! Wouldn't be good for my anonymity if I just loitered in public with a Ranger about. Ha ha! The bulky fellow peers closely at Gulsti and says: So. What have you got for me? The purse hefts nicely as it is passed over, and Gulsti's Syndicate contact instructs, I'll meet you near the lumberyard an hour after sunset with your gear. I know that presses you for time getting to Three Waters, but we've got some riders headed toward the Ferries tonight, and a boat going downstream tomorrow afternoon. We'll get you there, and rested, no worry. See you tonight.


Albion:

Purity:

Valentine:

Blizzard:

Albion wasn't happy with Blizzard, not happy at all... but this is part of the job. A part of the job he hope one day to fob off to an apprentice of his own.

Purity had found herself helping out in the infirmary. Not a lot to do today... the cold would stop the glue from setting properly when fletching, and so she had time today. She fussed over Valentine who was down with fever... and had the stinking s~~+ gatherer and adhoc sewer worker down and sweating.

Blizzard meanwhile emptied his guts anew... a trainee? Gods! What were they thinking?!, he marveled, senses reeling.


ALICE:
[HP 1/1] STR 15 DEX 10 CON 10 INT 13 WIS 13 CHA 13
BEA:
[HP 1/1] STR 12 DEX 8 CON 10 INT 14 WIS 11 CHA 6
Celia:
[HP 3/3] STR 10 DEX 13 CON 13 INT 9 WIS 8 CHA 11

I'm sorry if I'm missing it, but I can't see Bea anywhere? I'll post for Alice and Celia

ALICE, DAY ONE

Alice runs to do as she's told, trying to remember the instructions as he head whirls round. What's going on?! What's HAAPENING?! She takes a deep breath and does her best to be brave. If she's ever to be a holy warrior, she'll need to learn bravery.

She fetches the broth and then follows Purity to the sick house. "What do you need me to hlep with?"

CELIA, DAY ONE

Celia grins and keeps following Daenara. She's so focused on that that she can't hear what her friend can - the sound of sobbing does not reach her, so she still thingks this is a game.

Stealth: 1d20 + 1 ⇒ (18) + 1 = 19
Perception: 1d20 - 2 ⇒ (13) - 2 = 11


Bea will be introduced on Day Three, when news of Lady Ferren's fate and the hopeful citizens-to-be arrive at Three Waters.


Three Waters, Day Three

Whether by foot, or horse, or boat, our handful of Valers have arrived at Three Waters just ahead of the beginning of the Trial of Naming. For some, it is a time of excited anticipation; for others, it is tension suspended interminably. And for one King's Ranger, it is swiftly turning into pure punishment.

King's Rangers Headquarters, city proper, midday

The boy isn't supposed to be the one who keeps you at your post, Blizzard! He's to learn why staying on-post is so important from you, the captain seethes. And so instead of having my most experienced man -- technically speaking -- at the outpost in the south hills, they had to send a rider to the other side of the Vale to retrieve you! I'm just glad that they knew where to look. A sheaf of parchments is thrown to the tabletop with a grunt of pure disgust, and the slightly younger officer drops into his seat. He tilts his head back to appraise Blizzard, and continues. By all accounts, your drinking has become a well-known problem -- from here to Last Rest and back. Common folk are expressing sympathy for that boy, Adric, having been assigned to you for training. And rather than being where you should have been, you were in the Wash, in a stupor. Too-shiny boots clump down on the desk corner. And so it is that you will not be chasing down what happened to the shipment of arms that disappeared between the Wash and Ravenlock. Nor will you be leading the investigation into what happened to Lady Ferren less than six miles from your station! Instead, you get to babysit the initiates in the Trial. You will tag along behind them and simply keep an eye on these younglings for the next ten days or so. Perhaps your trainee will finally get some real field experience, since it's his Naming Year. The sergeant-at-arms has your kit ready downstairs. Dismissed.

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The Godswell, near town, sundown

The late afternoon sun is turning a brilliant golden-orange as a pack of young people mill about in the amphitheater at the Godswell. A small host of priests of several faiths draw water from the clear spring, filling a series of wide-mouthed skins as they wait for Count Ferren to arrive. The gathering is somewhat subdued, for the news of the slaughter of Dawn Ferren and her escort has reached every ear.

When the count and his entourage reach the assembly, there is no fanfare, and the heraldry of the noble house is concealed behind the sable shroud of mourning. The stern-faced Lord of the Vale mounts the timber stage and calls the group to order, his expression grim and his eyes lit with fell energy. His voice rings clearly through the natural auditorium.

Young people of the Gladden! Today is the beginning of your passage to adulthood. Since time immemorial, the people of this valley have performed this rite of to take their place as citizens among the peoples here. The Trial of Naming is meant to be a test of character, ingenuity, resolve, and skill, and succeeding in it grants you a place in this great society. I wish you all well in the days ahead.

Each of you will be given one of these consecrated waterskins, filled with water drawn from this sacred wellspring. It is your most critical possession in the journey ahead -- keep it safe. Over the next three days, you are to travel toward Last Rest by a road that does not pass through the place you call home, offering service to the Vale's people, gaining reputation and aid as you go. Your work will be rewarded with advice, or tools, or even weaponry of some sort, all intended to serve you on the way. At sundown on the third day, a feast will be held at the great hall in Last Rest, where you will have your last sleep under a roof for a time. The morning after, you will begin the trek through the canyon toward the great waterfall of the River Gladden. There you will climb into the mountain steeps and find the path to the Greywicker Vast. In that strange yet hallowed location, you are each to find one bloom and one fruit from that sprawling grove, and then bring them back here before sundown on the tenth day. The fruit you claim is to be crushed and then placed within this waterskin, to steep until you return home. That purple flower will then be worked into a badge that confirms your citizenship and right to conduct your own business separate and apart from your family or guardians in the Vale.

This Trial is not one of competition, necessarily, but it is one that will test each of you. The journey has its own perils, and some of you might not return. Some of you might survive this test, and yet fail to complete it -- anyone who has not returned by the tenth day hence must wait five more years to make the attempt again. Many who do not attain this goal journey elsewhere to make their living. But those of you who do succeed will have your name recorded in the Rolls now and forever, and will be regarded as citizens of the Gladden.

So I offer you this encouragement: on your way, aid one another. Learn the names and trades of the Valers you assist, for their respect will garner favor for you in your lives as adults. Draw upon the knowledge and strengths of everyone around you to bring your part in the Trial to conclusion. Our traditions are of great importance, and keeping them has preserved the health of our community for generations.

And as additional motivation, I make this entreaty: should any of you learn some fact or clue that will aid me in seeking justice for my daughter, Dawn, who would have begun this Trial with you today, I will award you fifty pieces of gold. Furthermore, once that justice is done, I will personally bring you another one hundred golden crowns for your part in bringing me peace. I love this valley and its people, and yet I loved my daughter more -- help this father, this family, and you will be favored for it. Go now on your way, and may the gods of light and good keep you.

I will be posting specific information for each character later today, spoilered for the illusion of compartmentalization. In the meantime, game on as you'd like!


Caraya:
Caraya learned about Wilbur's terrible accident on the way to Three Waters. She rode the ferry his father operates over the River Gladden, and the old man pleaded with her to serve as Wilbur's proxy for the Trial. She knows that he has nothing to offer as reward, but she also knows that his health is failing, and that Wilbur may need legal standing before the next Naming Year. What will she do?

Bea:
Raised in a family of servants to the Ferren household, and of an age with Lady Dawn, Bea has known the Count's eldest daughter for her entire life. Now that news has reached Bea that Dawn has been slain, it may bring about some conflicting feelings.

There is also this to consider: the court wizard has frequently enlisted Bea's aid in maintaining the books in his library, and she has learned scraps of arcane theory, history, and general knowledge during her time with him. Though she was never accepted as a full apprentice, the bright young woman often one-upped the nobleborn learners who had paid a tuition to the master wizard. Just the morning of the Trial's beginning, the wizened arcanist asked her to find something interesting and powerful on her trip, and to bring it back to him. If what she discovers is impressive enough, he will accept her as a full apprentice -- free of tuition!

Alice:
I have little to add here, because Alice's goal of finding her bravery is an excellent one. If there's anything you want to bring into her part of the story, go right ahead!

Purity/Blizzard:
It only makes sense for a fletcher to have a shortbow. And some arrows, too, of course.

Blizzard's attachment to the group as "unhelpful escort" may be a source of . . . something. But . . .

. . . since the geographic dispersion of Valentine has been controverted directly, I'm not sure what it is, if anything, that you want to do with your parts of the story. I wonder if I may have taken too many liberties with your characters for your comfort/satisfaction . . . .

Celia/Daenara:
These two characters are lumped together mostly by proximity. I think the two of them have been presented clearly, and it appears that what little I've thrown in to their stories has been received and responded to, so . . . . We'll just carry on?

Albion/Allvin:
Two young men expecting to become professionals/tradesmen either in the Vale or beyond it; they share some history with a few others on the trip; . . . easy enough.

For everyone: I am not keeping thorough track of the details, but I want you to be aware that the active characters are not the only participants in the Trial. Approximately three times our PCs' number are making the journey, as well. Just so you know.


Blizzard shuffled in his new boots... which typically did not fit. The left pinched hard on the sides of his foot, promising blisters until he broke them in. The right? Possibly two sizes too big... which also promised blisters but likely with no solution.

He spat to one side. Shepard duty... bah.

He wished he had a flask of something with some bite to it. The shakes wouldn't be too far off at this rate and he'd be dry heaving and feeling like death by noon.

---

Purity did her best to try to not upset the surly hunter. She'd be told that the pair of them would be there to help with more substantial threats - like bears, but they weren't to offer direct help. She hoped she wouldn't lose any friends over it... and maybe she'd be able to slip in a little help if Blizzard wasn't watching too closely.

---

Albion listened to the speech closely. His apprenticeship couldn't really end until he passed this test... and Gods know how much he wanted out of the indentured servitude that was apprenticeship. He wanted to possibly take over the existing business, buying his master out with either a loan or profit sharing agreement.

---

Valentine just groaned in bed.


Blizzard wanted to put first things first... even as one of the youths approached farmer brown to shovel manure on his behalf he decided he needed a drink...

As farmer Brown stood grinning to one side, watching the man liberally spade dung around his garden Blizzard made a play for a drink or two. Stronger was better but hells, he'd settle for a beer.

1d20 - 3 ⇒ (7) - 3 = 4

Stop yer grinning and get me a shot or glass of wine or beer, Blizzard snarled, deep in the throws of a hangover.

---

Purity did her part in weeding a garden for the widow Tucks. She mopped her forehead in the warm early day sun and did her best to brighten the old woman's day by listening to stories about her many children, grand children and cats.

1d20 - 2 ⇒ (11) - 2 = 9

Purity did her best to be considerate and patient but her frustration and impatience leaked through... Oh gods... why won't she just shut up!, she thought.
---

Albion did not suffer fools gladly but unfortunately he had to suffer Bob the Butcher (Yuginov's Fine Meats and Organs, Est. 311) as he was put to work cleaning and preparing a boars carcass... and was lectured every step of the way...

1d20 - 2 ⇒ (4) - 2 = 2

S@@& rolls and s!%& charisma

Dammit! I've read books on anatomy, I've extracted all manner of muck from animals both normal and abnormal! Who do you think drains the snake bile for your hang over cures?! Just let me work and get this over with you great wine bag!


Also, Helaman, throw in those flat d20 rolls for each character!


Blizzard 1d20 ⇒ 7 Blizzard looks like he's not gonna get lucky...

Purity 1d20 ⇒ 10 Purity does an adequate job pulling weeds

Albion 1d20 ⇒ 12 Albion seems to be able to back up his words to SOME extent.


Blizzard comes lunch time is desperate and decides to 'hussle', fatigue be damed. He finds a semi friendly face from the Pig and Whistle and makes his case.. Im dusty as a dry fart... I need the stiffest you can give me!

1d20 - 3 ⇒ (15) - 3 = 12

1d20 ⇒ 3

Con check: 1d20 ⇒ 18


Accidental Hero wrote:

Blizzard comes lunch time is desperate and decides to 'hussle', fatigue be damed. He finds a semi friendly face from the Pig and Whistle and makes his case.. Im dusty as a dry fart... I need the stiffest you can give me!

1d20 - 3

1d20

[dice=Con check]1d20

Looks like his erstwhile drinking companion has no booze on hand... either that or found religion.


Gulsti does his best to watch for an opportunity that promises high reward for low effort, while trying to stay out of line of sight of the 'Alehouse Ranger' and his trainee.

Charisma check (Let me help you bring in your wash, ma'am.): 1d20 ⇒ 18
All in a day's light work: 1d20 ⇒ 14

----------------------

The healer in the Wash told Klin that there was a type of moss that could be found in the mountain heights that would be helpful to Baernd. He had it in mind to complete the trial as quickly as possible -- skip the feast at Last Rest, make the climb on his own, find the Greywicker grove, get the flower and the fruit, and get this over with. So he looked for drovers and teamsters to assist, always pushing to get further down the road just a little faster.

Charisma (Yessir, I know how to handle a mule team. Usually.): 1d20 + 3 ⇒ (5) + 3 = 8
Hyah, mule!: 1d20 ⇒ 3

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Adric was just glad to get away from Blizzard for a while. He knew the career Ranger had to know something of what he wanted to learn, but that experience had not been forthcoming. So he trailed along behind the pack of youngsters walking down the road that led to Bear's Den, and just offered help wherever it seemed needed.

Charisma (This needs to be done, so I'll help.): 1d20 - 1 ⇒ (7) - 1 = 6
I really don't know if I'm good at anything, yet.: 1d20 ⇒ 18

--------------------

I'm giving everyone their chance to get their rolls completed before I move us forward through the rest of the first day of the Trial. And, no, it isn't looking good for Blizzard on his "Sidequest of Drinking". lol


Blizzard's efforts to track down an easy drink are apparently doomed to fail. No one seems especially receptive to his cajoling, so he eventually migrates to one of the last pubs on the outskirts of Three Waters and spends a copper for some cheap ale. The barkeep pinches the coin quickly, and Blizzard tries to enjoy the subpar beverage. At least it has an alcohol content, he muses.

--------

Purity's work in the Widow Tucks's garden isn't especially impressive, but the old bachelorette passes her a well-wrapped batch of dried fruits and nuts, enough to pass for a full day's rations. She wishes Purity well as she takes her leave.

--------

Whether by Albion's grousing or his surprising effectiveness in helping carve the meats for curing, Yuginov determines that it is well worth it to run the young alchemist off with a cured ham, a bit of cheese, and a spare knife. Might be best if we leave our business right where it is, kid. You've got quite a mouth on you, and I'd rather not have my customers overhear it. But you've definitely got a knack for cutting animals up, I'll admit. Take that knife you've been using -- it might come in handy: gotta keep an eye out for those cragcats.

Carving Knife:
"Crude" weapon, deals 1d3 points of slashing damage, critical threat on a natural 20, x2 damage on a confirmed critical hit

--------

It seems that Gulsti spotted exactly the right lady to help with her wash, because he gets sent on his way with a day's worth of bread and smoked meat and a scarcely used bedroll. It can still get coolish in the mountains this early in the spring, youngster. Stay warm, and be safe! Gulsti smirks as she tosses him a wink, and he takes to the road.

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Klin is so addled about trying to make rapid progress on his way that he finds no one to assist. He's usually quite good at speaking with others, but he's having difficulty moving beyond his worry over Baernd.

--------

It does indeed seem that word-of-mouth about Adric's training officer has spread. Though the young man has very little self-confidence, his focus on whatever he chooses to do serves him well. He helps a drover unload his wagon of goods, and though the hauler complains regularly about his missing coin purse, he gives the Ranger cadet a parcel of jerky and a surplus flint and steel. Probably need to light a torch or two, fella, before yer trip's done. Since ya's on the South Road, ya shouldn't have no trouble finding some! This'll make sure ye can have a light when ye need it! The teamster heaves a sack of grain onto the loading platform behind the inn. I'll keep an eye out for ye, lad. I'm impressed with yer work. You ever need a thing moved from here to there, ask around fer Randel -- I'd be glad to help ye someday! Thanks for the heavy lifting!

--------
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Count Ferren's offer of a reward for helping track down his daughter's killers has proven so strong a lure that most of the Trial initiates are ignoring the tradition of taking a different road toward Last Rest. The vast majority are wending their way toward Bear's Den, with the hope that they can find some clue on the South Road in just two more days. The scuttlebutt is that her carriage and bodyguard were attacked less than an hour's ride beyond the Ranger outpost that is situated halfway between Last Rest and Bear's Den, the place Alice and Purity call home.


Caraya

Caraya spent a long time trying to decide what she would do about Wilbur, but in the end she was raised to do the right thing, so that's what she did. Caraya chose to act as Wilbur's proxy, carrying his consecrated waterskin, as well her own, as she journeys to Last Rest.

While she was initially distracted by the Count's reward, she realized she was taking too much on by acting as both Wilbur's proxy and searching for the reward, so she abandoned her hunt for evidence of Gwen's killers and focused instead on trying to complete her journey and finding ways to help others.

Charisma (I can help you bake bread, sir): 1d20 - 2 ⇒ (15) - 2 = 13
Mmm, bread: 1d20 ⇒ 10

-----------------------------------------------------------

Allvin

Allvin, too, had been distracted by the lure of coin - that kind of money could set him up with his own carpentry shop in no time. Fruitlessly searching for information didn't give him a full belly for the Trials, though, so he abandoned that quest and instead went to help others, like he was supposed to.

Charisma (I can help thatch your roof): 1d20 - 2 ⇒ (16) - 2 = 14
Thatching is like carpentry, right?: 1d20 ⇒ 7

------------------------------------------------------------

Daenara

Daenara stuck with Celia as best she could, but her single-minded insistence on finding Gwen's killer began to grate on her. Eventually, she managed to convince her friend that they should really be focusing on the Trials, and any information they acquired about Gwen's killers would have to come from the results of that work.

Charisma (I can copy that down for you, sir): 1d20 - 2 ⇒ (19) - 2 = 17
I know how to read and write!: 1d20 ⇒ 18

----------------------------------------------------------

Wilbur

Wilbur remained unconscious as his father worried, hoping that Caraya would act as his proxy, worrying that the boy wouldn't wake up. They did what the Healer said to do, but even so, the fact he hadn't woken up yet was worrying - and that kind of stress wasn't good for his health, either.


Trial, Day Two -- Near Bear's Den

Bear's Den:
The town of Bear's Den is well-named. Long ago, a large rocky hill collapsed near its midpoint, exposing a cliff face of dark grey stone, and a network of limestone caverns was opened to the surface. For many years, the caves hosted bears in surprising numbers, but the animals were finally hunted out, and men moved in. While plenty of the town proper is nestled along the cliff face near the cave mouth, sheltered under the canopy of massive old-growth hardwoods, the Den's true strength lies in the advantages of a naturally-occurring fortress.

Gulsti grew more and more excited as he got closer to Bear's Den. He was sure that someone, somewhere in the cave town knew some piece of gossip that would point toward that fifty-crown reward. He was certainly interested in advancing within the Syndicate, but a little extra gold in one's pocket never hurt anybody! Confident that he could afford to forgo the community service aspect of things for a day, Gulsti wandered into one of the few aboveground taverns and quietly searched out the local Syndicate contact.

Charisma (Gather Information): 1d20 ⇒ 11
Knowledge (local) - Hello, friend of a friend!: 1d20 + 2 ⇒ (8) + 2 = 10
Charisma (Gather Information) - Anyone know anything juicy?: 1d20 ⇒ 14

----------

Today has to be better. I need to find some work, get some help! If I can't talk to people straight, then I've got no business running ahead on my own, Klin reasoned. His stumbling attempts at conversation the previous day haunted him -- he knew that his way with people was his best chance of finding a way to help Baernd, and helping Baernd hinged in large part on his success in the Trial.

Charisma: 1d20 + 3 ⇒ (7) + 3 = 10
I hope I can just haul some wood today!: 1d20 ⇒ 14

----------

Having been through Bear's Den a time or two with Blizzard, Adric quickly descended into the warren of caves which housed the majority of the township's businesses and government offices. He hoped to reconnect with the captain of the Baron's guard, and hopefully find some serious work -- he'd feel much more comfortable with a good sword at his belt.

Charisma: 1d20 - 1 ⇒ (14) - 1 = 13
Yes, I can do laundry. You know that's a regular bit for a Rangers' trainee, right?: 1d20 ⇒ 18

----------

As part of the shared-world aspect of things here, I would like to ask that Sarah give us the family name of the Baron of South Gladden, who calls Bear's Den home!


Day 2

Blizzard had to spend his own money for beer, when he'd be expecting to be fete'd by the villagers, what other benefit was there in herding these idiot kids?

He'd curbed the worst of the shakes it seems.

But maybe some better boots? That would help. He asked around inquiring about the families and villagers who had died in the last year. He had no scruples about wearing a dead farmers boots.

But as with booze? He came up empty... Just my stinking luck, he cursed. Still, unlike him being a mean drunk yesterday he didn't seem to piss anyone off today.

Charisma: 1d20 - 3 ⇒ (14) - 3 = 11
Flat Roll: 1d20 ⇒ 5

---

Purity

Decided to help out one of the woodcutters. They often ventured into the woods for their fuel and they'd be a useful contact for her.

Charisma: 1d20 - 2 ⇒ (20) - 2 = 18
Flat Roll: 1d20 ⇒ 9

She charmed Old Rolf, listening to his stories and smiling winsomely at his unmarried son, Lucas... who while no great catch for future prospects, was a notch or two above 'plain', and at least was muscular and strong.

She spent more time talking than chopping wood... with the finished tally of wood being perhaps a bit short.

---

Albion

Charisma: 1d20 - 2 ⇒ (14) - 2 = 12
Flat Roll: 1d20 ⇒ 5

Charcoal was a useful good for his future trade and business. The village charcoal burners, the Collymore's had provided his master with the best stuff. Being of a calculating nature he approached them on the outskirts of town.

He had no issues in having them accept his offer of work, having also dealt with him before, when Albion was sent out to pick up packages or drop off payment.

He unfortunately knew sweet fanny adams about the job and made a hash of it. Charcoal needs a slow controlled burn. When they left Albion to his own devices, trusting him perhaps overmuch because of their familiarity, he'd set up a bloody bonfire... leading to a toasty warm Albion but far less charcoal from that burn that he should have... with much tut tutting and shaking of heads resulting.


Throughout Bear's Den, a host of hopeful youths fan out and look for good work, trailed by a seemingly disinterested Ranger. The locals prove quite hospitable, and the initiates' efforts are well-rewarded -- well, generally speaking. A minor crisis literally erupts at a charcoal fire stoked too high, but it is dealt with quickly; the rather embarrassed alchemist's apprentice responsible doesn't manage to repeat his previous success with the Butcher Yuginov. Beyond that, the day passes well, but a tension begins to gather in the Denfolk and their young visitors . . . for tomorrow will bring these initiates face-to-face with the hard facts of life, and how suddenly that life was ripped from the Count's eldest child. The adults look on with pity tempered by hope, and those coming-of-age look ahead with expectation curbed with a little fear.

But that very revelation is part of what the Naming Trial is about: seeing life for what it is, and finding one's place in enduring it -- or even overcoming it.

At this point, I'd like to bring in a bit more input from the two of you, Phntm and helaman, on the rewards the characters receive for their efforts. I've constructed a sliding-scale chart for the results of the Charisma checks and the "labor checks", but I think it would be good if I just outline the scope of the benefits, and the two of you collaborate on the details.

Here are the basic results:
1) Purity, Allvin, and Caraya will each receive either one day's worth of rations or a single item whose value does not exceed 5sp.
2) Klin rolled well enough to get both a day's rations and one item of 5sp or less.
3) Daenara and Adric did such good work that they are rewarded with a day's rations and a single item of 1gp value or less.
4) Unfortunately, Albion's charcoal mishap earned him no physical compensation, but it was good for him to reconnect with one of his mentor's business contacts.

helaman, if you would, choose appropriate awards for Adric, Allvin, and Caraya. Phntm, choose Daenara's reward, as well as Purity's.

As the day draws to a close, and the initiates gather around the wardpost located near the cave entrance, stories are told -- whether favorite fables or tidbits of Vale lore handed down through the generations. Within these stories may lie kernels of vital truth . . . .

Bea's Firsthand Backhanded Book Learning (Intelligence): 1d20 + 2 ⇒ (4) + 2 = 6
Gulsti's Syndicate Scuttlebutt (Intelligence): 1d20 + 2 ⇒ (15) + 2 = 17
Daenara's Hardscrabble Mountain Lessons (Intelligence): 1d20 + 3 ⇒ (14) + 3 = 17

And even the gruff and grumbling Ranger escort might have a fireside tale to tell this night . . . .

Blizzard's School of Hard Knocks and Harder Drinks (Intelligence): 1d20 + 1 ⇒ (17) + 1 = 18

Bea shares one of the simplest elements of Vale history: the wardposts. Each established community in the Gladden region, depending upon its size and population, has its boundaries set by a series of distinctively-colored hardwood posts, and at least one wardpost positioned near the town center, often in its market area. The wardposts set the jurisdiction of the local governments within, and the authority of the barons and count without.

Gulsti recalls something he overheard from one of his . . . "brothers" just a few months back: the nickname some of the oldtimers give the greywicker -- "bonecreep", they call it. The strange plant grows to a height of nearly twelve feet in places, covered by thick, matted yellow-hued foliage that almost resembles grass. But it's the stalks, branches, and roots that give the bonecreep its unusual name. As hard as its name implies, bonecreep doesn't cut easily, burns poorly, and is almost useless for being shaped by a carpenter or woodcarver. The pale stems of greywicker grow together in weird coils and loops that rise from the soil, and their sprawl can form a natural maze of tunnels. It is within these shadowed passageways that the most prized greywicker fruits grow.

Daenara tells the other youngsters some mountain wisdom: one of the birds unique to the peaks they will be climbing in just a handful more days is called the razorhawk. Razorhawks are intensely territorial, and even though they're of similar size to eagles and condors, they have a devastating means of dealing with intruders and threats -- though they fly slowly, razorhawks perform dives that can knock a grown man from his feet, and sometimes even break bone. Though their feathers do not contrast with the stark stone of the mountains in a way that makes them easy to spot, they can be discerned by the gleam of sunlight that occasionally reflects off their otherwise plain plumage.

Either because going back up to the Greywicker Vast has brought it to mind from years past, or to grace the mewling kiddos with a tale to frighten, Blizzard warns the initiates of the deadliest predator of the mountain passes -- the cragcat. Massive hunting cats of astonishing patience and eerie climbing ability, cragcats have been known to lie in wait for prey for days at a time, sometimes even while clinging to near-vertical rock faces. Escaping from a cragcat is rather easy due to their slowness, but it is rare that anyone struck by one of the great beasts survives that initial attack.

Blizzard sends the children off to their rest with the whispered threat followed by a sudden shout, and he chuckles while his charges scamper away, . . . and he heads to find another ale.

Grand Lodge

1) Allvin and Caraya both receive one day's worth of rations.
2) Klin gets both a day's rations and also a small iron pot suitable for camping or travel.
3) Daenara and Adric did such good work that they are rewarded with a day's rations and Daenara gets 50 feet of rope, and Adric an old battered backpack (not in line with 2gp but maybe impose some restriction on it).


Trial of Naming, Day Three -- Approaching the Outpost

The trial initiates have begun to bond among one another, reaching out beyond their familiar friendships from their respective hometowns, and there are flashes of growing camaraderie among their ranks. As they set out from Bear's Den, the road grows tougher -- the hills are more steep, and the encroaching forest serves as a reminder: the dangers ahead are nearer than before. There may be comfort in numbers, given that there are nearly twoscore and ten wending their way toward the next stage of the Trial, yet whispers are passed among the travelers: We're almost to where the Lady Dawn was killed. And she was guarded by some of House Ferren's greatest knights and warriors! What will do if we're attacked the same way?

The Denfolk made sure to provide the novices with enough jerky, nuts, berries and miscellaneous foodstuffs that there is no need for the troupe to pause for lunch on their way forward, and so it is that they arrive at the Rangers' outpost in the late afternoon. Everyone knew that the outpost was a tiny community, so small as to even lack a wardpost of its own, and that finding work according to Vale tradition would prove difficult; but what they find is something altogether different. Rather than keep with the purest form of the old ways, the Ranger captain here has planned something irregular, but no less meaningful, for the youths.

As the youngsters come within bowshot of the small tower and its surrounding buildings, they meet two fully armed Rangers watching the road. They are directed to gather behind the stables, where they'll receive new instructions. In little over an hour, all the younglings are clustered off the road, the smell of horse manure and old straw wafting from the enclosures a few yards away.

A loud voice rolls from around the building's corner, stentorian, and comfortable with command: You are all in danger. You are young, inexperienced, and unlikely to survive an attack like the one that took our Lady of the Vale. A middle-aged man appears before the gaggle of initiates, a cadre of Rangers behind him all heavily laden with heavy sacks. The captain, familiar to Alice and Purity, is of middling height and build, but moves with a practiced ease that speaks to a readiness for violence at any instant. His dark brown eyes scan the gathered crowd, his gaze searching -- piercing -- through the adolescents. I am Captain Kadmin, King's Ranger, and commander of this outpost. My scouts have been searching both day and night for the young Countess's attackers, and have found almost nothing of use. You may know it in your heads, but I am here to tell you straightly: none of you can hope to survive a thing like what happened to her and her guardsmen.

Once more his eyes rake over the young men and women gathered before him. The Trial is difficult enough that not all who begin it survive. But now there is a threat to our people here, where for years long-forgotten we have been able to count on safety, and the honesty of those met on the road. This spring, though, I cannot guarantee your safety between this outpost and Last Rest; indeed, I am surprised that you weren't attacked between here and the Den. I am glad you are safe; I will do what I can to prepare you for the road ahead.

None of you will look for work this evening, because I have prepared it for you. I see backpacks, a handful of knives, perhaps a small bow or two among you. In truth, even if you were as well-trained as these Rangers before you, they would not be enough to save you. But we are Valers, one and all -- we know how to pull together in hard times, and we are not the sort to roll over and die in the direst of circumstances. He sweeps his hand toward the turf before him, and his underlings begin to empty their bags and bundles on the ground in front of him. I am sure that both the Count and the Vale Commander will have my family jewels in a smith's vise for this, and may even drum me out of the Rangers altogether, but I will not stick so strongly to tradition that I feel I would be sentencing all of you to a terrible death by doing things as they've always been done. I have emptied the armory of the simplest weaponry we have on hand; I have raided our stores for food and waterskins -- and nearly left our cupboards bare. Today is your first day of weapons training, initiates -- and likely your last until the Trial is ended. My men will work with you to give you some familiarity with these simple weapons for your own defense for the next four hours, after which you'll be provided a meal and place to sleep. Heed them well, young people -- your lives may depend upon it.

Captain Kadmin turns on his heel and bellows for Blizzard to accompany him to the tower.

At this point, our customary Charisma rolls for "making an impression" are irrelevant. The rolls we'll be making for this cycle of the Trial will consist of a Strength-based roll for melee combat, a Dexterity-based roll for ranged combat, and other rolls keyed to any roleplaying efforts you all make.

For our newcomers, I'll put up a post in Discussion shortly for the sake of addressing some of the odds and ends that have been put forth during my . . . well, whatever this nonsense I'm enduring is. Food poisoning? I don't know for sure, but it is miserable. Anyway, on with the game!


Gulsti

With a bit of swagger and more overconfidence, Gulsti accepts a sling and a club from pile of weapons and moves off with a cluster of learners. Feeling that his quick hands will serve him better, he tries to make a show of his few attempts at slinging rocks.

I got this! (Dex, sling): 1d20 + 1 ⇒ (20) + 1 = 21

When the time comes to swing the club, though, the aspiring Syndicate brother loses a bit of that bravado, but tries gamely to bludgeon the practice dummy.

The knobby end goes onto the other guy, right? (Str, club): 1d20 - 2 ⇒ (3) - 2 = 1

----------

Klin

Always having had greater success at running off wilderness creatures by yelling and waving his arms, Klin goes at the tasks of slinging and clubbing with quiet meekness. This isn't going to work.

Sling (Dex): 1d20 - 1 ⇒ (14) - 1 = 13
Club (Str): 1d20 ⇒ 5

----------

Adric

Seeing the chance to pass off some responsibility to the Ranger trainee, the men-at-arms impress Adric with the task of documenting the equipment issue proceedings, telling him that keeping records is vital work. Even though he knows better, Adric accepts the mild hazing with his typical longsuffering, and then tries his hand with sling and club in the very last clutch of initiates.

That target is Blizzard's head. That target is Blizzard's head. That target is Blizzard's head. (Dex, sling): 1d20 - 1 ⇒ (12) - 1 = 11
I'd break every cask and tun in the Vale if he'd sober up. (Str, club): 1d20 ⇒ 8


Blizzard follows Captain Kadmin and does his best not to piss the man off.

Cha: 1d20 - 2 ⇒ (12) - 2 = 10

Edited: in line with DM post I'm altering the original and changing it to charisma

---

Purity

Missile 1d20 + 1 ⇒ (3) + 1 = 4

Melee 1d20 + 1 ⇒ (5) + 1 = 6

It's clear she is definitely not comfortable with weapons.

---

Albion

Missile 1d20 + 2 ⇒ (10) + 2 = 12

Melee 1d20 + 1 ⇒ (15) + 1 = 16

Albion, however, has always been physical and was a bit of a nut for weapons. He secretly had several woodcut pamphlets of 'Mercenary of Fortune', 'Bows and Arrows' and 'Tactical Lyfe'. While Purity was struggling, he took to the clubs and daggers with gusto, and was a dab hand with a sling. He got a few approving nods from the rangers.

Grand Lodge

None Immortal God 99

Gillian looks at the weapons sitting on the floor, none of which seamed like they would provide much use to him, but he figured he’d take the chance with the club first, then the sling.
melee: 1d20 - 1 ⇒ (7) - 1 = 6
As he swings the club, he looks silly, swinging it wildly but never even hitting the dummy
Ranged: 1d20 - 2 ⇒ (20) - 2 = 18
His sling shot however, strikes true in the center of the target. He looks at the shot and blinks surprisingly, before muttering, Bigger luck maybe?

————————————

Hafnor steps up to the pile and pulls out hood selective Weapons.
melee: 1d20 + 2 ⇒ (10) + 2 = 12
ranged: 1d20 + 1 ⇒ (14) + 1 = 15
Both hits strike true against the target, his bullet striking a little better than his club. Shotty craftsmanship of this club, but it would do in a pinch.he says as he steps back.

————————————

Drailen is next, looking at the club awkwardly and his sling confidently.
melee: 1d20 - 2 ⇒ (7) - 2 = 5
ranged: 1d20 + 2 ⇒ (12) + 2 = 14

As he expected, he nearly throws the club when he swings, but his bullet strikes just off center.

————————————

Trimbolt being last in his group holds me expectations for himself, but seeing his companions do so well insults some confidence.

melee: 1d20 - 1 ⇒ (3) - 1 = 2
ranged: 1d20 + 1 ⇒ (19) + 1 = 20

His club falters in his grip and he nearly drops it, but his bullet hits dead center. He pumps his fist and cheers as he walks away, happy he didn’t prove himself completely inept.


Male Human Bard 5 flame dancer 46 hp max, F 3, R 5, W 5 AC 19

Young Clem

Young Clem stumbles up and tries a few times with a bow that he can barely hold up and almost shoots himself and someone else

bow: 1d20 - 2 ⇒ (17) - 2 = 15

bow: 1d20 - 2 ⇒ (3) - 2 = 1

Then Clem picks up a club and promptly barely swings it at the target what is this guy doing with his noodle arms: 1d20 - 4 ⇒ (15) - 4 = 11

Clem is so happy with is one accurate shot and so surprised he almost trips in his excitement and then claps with glee knowing this will be a great story one day!

Fitz "The Wolf

Fitz walks up and tries a few throws of some hand axes first his arm sure and strong from much logging

hand axe: 1d20 + 3 ⇒ (4) + 3 = 7

hand axe: 1d20 + 3 ⇒ (15) + 3 = 18

Then he moves in close with his wood axe and goes "to town" with it on a target hacking this way then that

wood axe: 1d20 + 3 ⇒ (17) + 3 = 20

wood axe: 1d20 + 3 ⇒ (11) + 3 = 14

Fitz gets a couple of good hits in both with hand axe and wood axe and smiles his crooked wolf like grin and moves on happy with his results.

Durr

Durr walks on up and tries his hand only at the bow

bow: 1d20 + 1 ⇒ (7) + 1 = 8

bow: 1d20 + 1 ⇒ (8) + 1 = 9

Durr shakes his head at it and then shrugs and walks on past not really doing all that well and not wanting to try anything else and look more foolish.


Daenara

Daenara takes up the weapons, wishing she'd maybe learned something about them sooner, and tries to see what she can do.

I've used a sling before, right?: 1d20 ⇒ 5

The club might be more difficult.

Swing the stick at the target: 1d20 - 2 ⇒ (13) - 2 = 11

----------------------------------------

Allvin

Allvin also takes up both sling and club, starting with the club.

I'm kind of strong: 1d20 + 1 ⇒ (18) + 1 = 19

He then moves onto the sling.

But I'm rather clumsy: 1d20 - 2 ⇒ (8) - 2 = 6

------------------------------------------

Caraya

Weapons training? This would help her one day become a true adventurer and explorer. She eagerly races forward to grab a sling and a club before going and trying them out.

Sling away: 1d20 + 1 ⇒ (9) + 1 = 10

Whack a club: 1d20 - 3 ⇒ (16) - 3 = 13


Sven

A broad built half-elf, standing nearly a head taller than most approaches the pile of weapons and finds the biggest one that feels similar to a wood cutting axe in his hands before giving a nod. He remains silent and attentive through the speech. Used to swining a heavy, unbalanced weapon. Sven proves... adequate, in his ability to swing a slightly better balanced weapon. Slightly unaccustomed and having no formal practice in any type of ranged weapon, save maybe rock throwing a slingshot when he was young, Sven proves less adept with a ranged weapon.

melee(str): 1d20 + 3 ⇒ (19) + 3 = 22

ranged(dex): 1d20 + 3 ⇒ (9) + 3 = 12

================================

Daniel

Daniel seems to drift off in thought about half way through the older rangers speech. Only being brought back to the present when the miscellaneous items are dumped from the bags. Weapons training? aww maaaan.... what if I just lighten the mood? When the rangers give him looks of warning he sighs and rummages around for something light that he could swing easily. His return is about the same as the effort he puts in. Though he does go out of his way to try and cheer up the others with them with jokes or by playing his flute when he could avoid the gaze and attention of the rangers.

melee: 1d20 + 2 ⇒ (10) + 2 = 12
ranged: 1d20 - 1d6 ⇒ (3) - (6) = -3

perfom?: 1d20 + 5 ⇒ (6) + 5 = 11 +2 if only a charisma roll

=================================
Alaros

Alaros was tired. He hadn't walked so much in his life. Quite possibly, this trial would have him walk more than he has even if he added together his entire life up to this point. When talk of weapons training came up he grimaced and a look of pain and despair came to his face. His disease from childhood had taken most of his physical strength. And despite some therapy it had never recovered. Hesitantly, he rummaged through, finding something that was light, easy to use, and hopefully could be used as a walking stick or a prop. After no small amount of frustration, he sits and watches the others, particularly those that showed at least some decency with a weapon. Perhaps he would never be even proficient with a weapon. But that wouldn't stop him from trying to learn dammit.

melee(str): 1d20 - 2 ⇒ (7) - 2 = 5
ranged(dex): 1d20 ⇒ 19


Kadmin leads Blizzard onto the road and begins to walk eastward at a slow pace, as the clatter and clang of weapon practice fades behind them. They walk past the small shrine and the outpost's main entrance, and look on as some of the local homesteaders fetch water from the well for finishing the evening meal's preparations. The setting sun at their backs casts faint shadows before them as they go beyond the last hovel and look toward the treeline ahead.

All right, old friend. I know you've been given a lousy task, what with herding this pack of kids into who knows what in the next several days, but I've got a couple more things to add to the load. I'm not going to be able to leave the post until after I make my official report to Count Ferren on his arrival, and there's no telling what I'll be in for once he and the commander find out what I've done here to give these pups a fighting chance. Kadmin pulls thoughtfully at his goatee as he scans the dark forest ahead. A miner came into Last Rest about a month ago raising nine kinds of hell about having been robbed. Word is that he claimed to have stocked up about forty pounds of silver ore in his shack, but came out of his little dig late one afternoon to find the bags missing. He got into Last Rest, found his way into a bottle, . . . here Kadmin pauses and regards Blizzard closely, . . . and started moaning about strangers in the mountains. One of my couriers overheard his ranting, and mentioned it to me. I haven't been able to free up anyone to go look into it, but I'd appreciate it if you could find out what you can, and get word back to me.

The captain turns and squares up on Blizzard, not threateningly, but in a direct way that calls for attention. I want you to find this miner, get the story from him. I'm not so interested in the silver ore as I am the "strangers" he talked about. I doubt that it's got anything to do with what happened to the young Countess, but it might be that the Syndicate are looking for a quiet route over the mountains, and this old fellow was just a victim of opportunity. A pause. Something tells me that this random theft is important, Blizz. I don't know why, but I think there's something in that miner's story that we need to know. You're already headed that way, and likely to find the same tavern that digger is in, so I've got to ask you to get me something, if there is anything to it.

Kadmin hesitates, and looks at his feet as he scuffs a boot over the dirt. And the other thing. . . . . I'm not trying to rake you over the coals here -- I'm sure you got plenty of that back in Three Waters -- , but let's be honest: it's been years since your fieldwork was up to par. You still haven't told me what it was that pushed you so hard toward the booze -- and you don't have to! -- , but some of those kids are gonna get real curious once you get to . . . where it happened. Where she died. They're gonna look to you if only because of the uniform. You'll have a chance to show that boy Adric, and all the rest of them, that you do have what it takes to be a Ranger. A chance to make an impression. And I'm willing to wager a month's pay that your next disbursement will be your last if you don't show somebody your worth. The rumor mill is already grinding that grain, friend -- some say you're as good as done as a Ranger. And I don't want that for you. I want you back. Back in fighting trim, back in the know, back running your patrols instead of touring every alehouse in the Gladden. I've seen you do it before. Do it again, before they retire you for real.


His body screamed for booze as Kadmin mentioned the Event, and he clenched his jaw.

Maybe it's best that I'm drummed out... I haven't been up to scratch for ages, haven't wanted to be. Hell, t'would've been better had I died then. In some ways, I did.

He sighed.

F++~ it. I'll give you one last GOOD showing... then we'll talk. I've bugger all decent kit though. Sold it fer rotgut. I'll just stick to the Rangers motto I 'spouse - "Make Do". I'll give the young un's a show they'll be able to build a decent foundation on.

Grand Lodge

None Immortal God 99

Gillian:

With training done for the day, Gillian takes his place by a fire, making sure he can be clearly seen and engages in conversation with anyone who would listen. Good evening! He says with a bit of pip, the name is Gillian, and I’ve got to say, there was some impressive displays of combat abilities out there. Even I surprised myself with that sling. Much better than when I was a child, and constantly watching my back for the neighbor’s cat, who loved clawing my face off!
Anyone who is from Southferry may recognize Gillian as the town jester, and knows the cat to whom he speaks, as it loves jumping on people’s shoulder and being carried around. Gillian always over-reacts to this and claims it is out to get him.

Drailen:

Drailen knows that he has been lucky not to be caught by authorities long enough to make it here. Looking about, he constantly eyes the other recruits’ coin purses and wonders if he could pilfer any, but they all seem extremely light, much as his own. By the gods, I may actually have to earn an honest living here! He thinks to himself, but then realizes that, if they are going to be paid for services rendered, then there must be some place to store all that coin. There is a lot of recruits here, and that means a lot of payroll.

Trimbolt:

The “would be farmer” wanders through the camp, looking about for any areas outside of combat that he could assist with. He does notice some large areas of land that would be good for farming, but this was recruit training, and he did not suspect he would be here that long. On the other hand, if he could get his hands on just a mortal and pistol, perhaps he might be able to come up with some salves to help easy the suffering of those who’s muscles are about to be aching. He sets off at once for the infirmary, hoping to learn more about medicine and lend his own hand in the healing process.

Hafnor:

Once Hafnor comes off the line, he looks for the Quartermaster of the camp. Hafnor Blackface at your service. he says with a bow. Once he rights himself, he proceeds. Back in South Gladden, in the Rural Hills, I worked as an apprentice in the local forge. My specialty was weapons, and if you have the materials, I would like to offer my services here as well. All I ask is some time to work on some equipment of my own.

I don’t have personalities worked out for everyone obviously, and those that do, its still rough. Hopefully we can get some good roleplay to help me flush all of these characters out.
DM: Would you like me to make any roles based on these introductions of my characters?

Grand Lodge

This is a slow burn... I'm gradually building the characters as they go in terms of background etc. I kept them initially as just stat blocks. The DM likes playing improv, so it's just a matter of "Yes, and" and seeing what happens in a lot of cases


The Rangers supervising the weapons practice (because, honestly, no one could call it "training") manage to stifle their chuckles -- mostly. A few times some murmurs of approbation rumble amid their numbers, but there are no shouts, not even at the best strikes the novices manage. Through it all, though, they offer sound advice and provide basic, effective instruction.

Once the allotted time passes, and everyone takes a short break before the evening meal, a handful of the more energetic initiates scatters to and fro around the outpost, offering help and looking for work in the finest of Vale tradition.

Gillian:
Gillian earns some laughter from those waiting by the fireside for their supper, helping break some of the tension that has built up over the day's travel and tasks. The Ferrytowners start warning those from other hometowns about "Perchy", and the legend of the notorious tomcat grows.

You can make a Charisma check here, if you like.

Drailen:
It takes just a few minutes, but Drailen remembers that the Rangers won't get paid for at least another week -- their monthly stipend won't be brought from Three Waters till then. And he is in an encampment full of trained warriors and fellow adolescents who might still be willing to watch out for him as the Trial proceeds.

Maybe not tonight, but sometime I might just try to knock off that strongbox on its way here . . . , he muses.

Trimbolt:
Trimbolt makes his way to the infirmary to find it nearly silent. The beds are neatly made, the cabinets closed, the countertops clean. The torches on the wall illuminate a medical center fully prepared for service, but with no one to help. Not a single survivor, then. No wonder Kadmin's so . . . pushy.

A brightly-burning candle on a tall stand rests on a desk in the far corner, and the scent of woodsmoke, hot wax, and tobacco wafts over him. The bowl of a pipe glows through the smoke, and Trimbolt discerns a shockingly tall Ranger medico reading a book in the lull before dinner.

Help you wi' somethin', lad?

Hafnor:
The smith dips his head in acknowledgment of Hafnor's introduction, and replies, I'd heard a family of dwarves had found a spot over closer to Three Waters! Found a place solid enough to build a forge and dig some iron, too, eh? That's good! He steps forward and offers the young dwarf his hand. I'm Direc. Been posted here for three years now, and about the toughest thing I've had to work was a full complement of shoes and nails for the whole stable. Some weird mold, or spore, or something -- rusted 'em right off every horse out here. But that's been a couple years back.

A pair of heavy leather gloves rests on the anvil, and Hafnor can tell that though they're weathered, they aren't worn by frequent, heavy use. The Ranger continues, As for the quartermaster himself, y'can prob'ly meet him at dinner. Cap'n had him tied up in some task or another while you rookies were . . . gettin' your trainin'. A slight pause. I don't really have any work for you to help with at the moment -- I finished puttin' a fresh sharpen on all the blades we got just yesterday. Maybe once you've finished the Trial, you can come back by and see if work's picked up. I dunno about using Ranger fuh-silly-dees for your own work, but sometimes Kadmin turns a blind eye to stuff. Just as like not to, though, too. We'll see!

Let's go see what they whipped up for grub 'round here, eh?

-----------

Kadmin and Blizzard spend a few minutes reminiscing before they turn back toward the mess hall, trailing behind the ever-growing crowd of growling stomachs. The meal turns out to be a succession of hearty stew, some assorted roast wild game, and freshly baked bread. Mealtime overflows from the mess hall and back out onto the roadside, delighted chatter interspersing pleased munchings. Once everyone has eaten their fill, the cleanup begins. After each plate, bowl, and utensil has been cleaned by its user, the post quartermaster issues the initiates a simple pack, four days' rations, a waterskin (the normal sort, not the weird Trial-issued ones), a club, a sling, and ten sling bullets.

Okay! One more pause, and then it'll be on to tomorrow! Fill in as you'd like, folks!


Male Human Bard 5 flame dancer 46 hp max, F 3, R 5, W 5 AC 19

Young Clem makes his way to a street corner and tries to perform for a few extra coins to see if he can grind out some dinner and a drink or perhaps even a stay at an inn.

perform: 1d20 + 3 ⇒ (11) + 3 = 14

Fitz will settle in for a day and gathers some fire wood to sell from just outside the town, bundling it and tying it with ripped scrap until he has all the bundles his strength can carry and bringing it back to town to sell.

profession: 1d20 + 5 ⇒ (17) + 5 = 22

Durr will see if any of the smiths need locksmith work or if the town has any locksmith work needed.

locksmith: 1d20 + 3 ⇒ (9) + 3 = 12


Clem:
Clem manages to win 1d6 ⇒ 2 copper pieces off the other younglings for his late-night stand-up routine just before bed. There isn't much chance of a large audience here, considering how small the community is, but those coins will add up eventually!

Fitz:
Fitz wanders to the treeline and scrounges up some firewood and some excellent torch-sized sticks. The quartermaster offers him a whole silver piece for the firewood and twenty torches, and then gives him a small bundle of additional supplies. I do believe there's an apprentice alchemist in your bunch. Go find him, and you should be able to make some torches for the lot of you with what's in the bag. They'll come in handy after you reach the mountains.

Durr:
It turns out that every lock at the outpost is in prime condition -- all but one. It takes an hour for word to really get around, but the cook comes looking for Durr and asks for help with one of the storage lockers in the kitchen. After a few minutes' examination, Durr chides the fellow (with polite half-mockery) that his locks are less likely to get gummed up if he'd quit fishing the key out with his hands still coated in batter -- eggs and flour built up in the tumblers! That's why the lock had been stubborn. With a self-conscious frown, the cook hands over an unwanted cooking pot and a ladle. Fair enough, I'll clean my hands better before using my keys, then. Take this pot with you -- you might luck into some fresh food while you're up near the Vast. The man leans in closely, conspiratorially, and adds: And here's another thing -- you see a cragcat up there? You run at that beastie banging on this here pot like your life depends on it -- cragcats hate the sound of iron clanging together. Might come in handy to know that.

----------

The night at the Ranger outpost passes quietly enough, and though there are no beds (and no inn), the fires are warm and the loaned linens clean. When day begins breaking, the troop of young folk and the troop of King's men share another meal -- a warm breakfast of griddle cakes and sausages. Captain Kadmin makes no appearance as the initiates depart, but the Rangers clap a few shoulders and bid the younglings to take care on the way to Last Rest. No more words are spoken, but everyone knows: just a few miles up the road, the group will pass by the place where the Count's daughter and her escort met their end.

Ahead lies danger, and mystery.

At this point, we're entering the last stage of the "safe" part of the Trial of Naming. Opportunities for each and any of you to branch out in roleplaying moments and/or skill checks are opening up, even though the window for "easier" results is diminishing. Since all the characters know that today is the last taste of civilization to be had for a time, you may want to consider any other gear or goals you want to pursue before venturing into the mountains.

No later than tomorrow, 27 April, I'll set things up for a brief interlude on the roadway at the site of Lady Dawn's dire fate, just in case anyone wants to do some investigating of their own. Then, by 28 April, we'll move the story into Last Rest proper, and we'll likely spend time till the weekend engaging in a few things there. By this Saturday, the trek into the mountains will begin.

If you have any questions or comments, put them up in the Discussion thread so we can see if I need to adjust this tentative timetable.

Grand Lodge

None Immortal God 99

Gillian:

Gillian gets inspired by the laughter and tales, thus he continues his performance. Once the meals are served however, he brings his tales to an abrupt halt. Sorry folks! He concludes, But it is high time that this stage performer fills his belly with meal and gets some rest. Tomorrow promises us excitement for sure!
While at dinner, Gillian will still recount some minor tales, and even try to throw in a couple friendly jabs at patrons sitting around him. He enjoys being the center of attention, as this is not something he is used to.
charisma: 1d20 ⇒ 11 Can I get a plus 3 bonus from my Profession (Comedian) or Perform (Oratory)? These were the two background skills that were selected for this character at creation, and fits what he is doing.

Trimbolt:

Yes sir, he begins, My name is Arthur Trimbolt and I have some practice in medicine. Should my services be required, I have come to offer my aid.

Hafnor:

Hafnor looks at his weapon, the shoddy club and sling, and hangs his head, Aye, a full belly might help ease the weariness, and I can discuss work with the quartermaster while we are at it. With that, he goes with Direc to dinner, whom hopefully points out the Quartermaster to him.


Male Human Bard 5 flame dancer 46 hp max, F 3, R 5, W 5 AC 19

Fitz:
In the morning Fitz will grab some breakfast and then head on over to the alchemist Pardon Sir, the quarter master asked me to come over and have you treat these torches for the younglings test. Fitz will hope to get that done.

Durr:
Durr will head back to the cook and say if I did a bit of work for you today could I get a whole kit for trail cooking off ya?

Young Clem:
Clem will keep trying to keep the recruits spirits up with some stirring oratory of heroes past! performance: 1d20 + 3 ⇒ (13) + 3 = 16


sven:
Sven, despite his work with his father and relative physique finds that he is exhausted after the day. He mutters angrily under his breath. In part due to the exhaustion, and part due to his perceived low stamina. He inhales his meal, and sheepishly pesters others for anything they seem to not like or want.

Daniel interacting with young clem:

Daniel empties his plate before pulling out the one thing he brought on this journey, and perhaps the one thing he is proud of. An old, handcrafted, mildly out of tune violin. It was evident to everyone that the instrument was shoddy in make, and would never truly be in tune. But It was something Daniel had worked on with his father. So he cherished it greatly. He began playing it, small pieces of songs, rather than full ones. But the love of music saturated every note like a thick maple syrup. Eventually He starts performing alongside Clem, adding nice, if mildly out of tune, melodies and ambiance to his stories.

perform: 1d20 + 5 ⇒ (20) + 5 = 25

Alaros:

Alaros, for his part, only half finished his meal before nodding off to sleep. The dark, numbing experience of unconsciousness easing the fatigue and soreness of his "muscles". Every part of him ached, and he awoke to his face hitting his plate and laughs of those around him.


Male Human Bard 5 flame dancer 46 hp max, F 3, R 5, W 5 AC 19

Daniel and Young Clem:
my name's Young Clem from Northferry and that's the finest fiddling I've hear besides my ol grandpa Old Clem who is a bard of some reknown. This is his fiddle here. If something happens to me I'd be obliged if you take it back to him, and until you get there you use it if I'm gone


"Brisk", most Valers would call a spring morning like this. The wind is kicking up, and the breeze out of the west is chilly. Winter is still nearby, perhaps making ready for one last strike before spring fully takes hold. The birds are singing cheerily as they seek food and mates; a few sleek squirrels dash through branches overhead. A fine morning.

But the hills are mounting higher and higher, and the road winds more steeply. Some Trial initiates begin to question the wisdom of choosing the more difficult road toward Last Rest, rather than the easy track along the River Gladden. And then they remind themselves once more: Lady Dawn.

As the pack of youngsters plods up a particularly demanding hillside, they emerge from the shade of the forest to the brilliant blue sky overlooking the rocky shelf of land they've summitted. A mesa so vast that the engineers of the Vale and the duchy decided to simply build the road up and over it, rather than circle all the way around it. The grey bedrock of the tableland seems trackless -- what few boulders and small shrubs dot the landscape would make for poor landmarks up here. Fortunately, with the road already at their feet, they can clearly see where the stone was painstakingly graded and smoothed -- an easy path to follow in broad daylight.

But in the flat desolation of the mesa, it is all too easy to spot the shattered remnants of Lady Dawn's carriage just a few hundred yards away. From this vantage, even the bright blue dress cloaks of a Rangers guard detail are discernible, and it soon becomes clear that the attack was carried out right on the roadway.

Both front wheels of the carriage have been broken, making the conveyance tilt forward at a weird angle. The wood of the doors and driver's seat has been hacked to splinters. Snapped strips of leather and shards of turned wood are all that remain of the tongue and harness. A lone horseshoe rests on the roadside, chunks of hoof still nailed in place.

And the blood.

Even days later, with no rain to wash it away, the vivid splatters of red make for ghastly "decoration". Welters, spatters, speckles, splashes, films of crusted crimson accentuate and emphasize the tableau. The essence of twenty lives and more is poured out on the grey granite in a thirty-foot circle as though the bodies themselves were used as brushes to make the painting.

The heavy scent of copper can be detected from yards away. The flies have come up from the woods to feast on this bounty, and the thrum of their wings provides an inescapable undertone. If anything, the stone has served as nothing other than a baking sheet under the steady sun's glare -- it is certain that the Rangers on duty here have had to face worse than flies.

The sergeant steps forward. Blizzard. Any o' yer charges wanna take a look, yew escort 'em about. But they ain't supposed t' touch nuthin'. Nuthin' atALL! Or Kadmin'll have me roasted. The non-com's eyes flick toward Blizzard, but not straight enough to make eye contact. And if'n ye notices sum'thin', yuz s'pose t' tell me, eh?

Here we are. What do you want to do?

Grand Lodge

None Immortal God 99

Hafnor and Drailen step forward, the each with a slinged bullet in one hand, and a club in the next. Ready for anything as they will go ahead with the scout.

Hafnor’s Perception: 1d20 ⇒ 14
Drailen’s Perception: 1d20 - 3 ⇒ (3) - 3 = 0


Blizzard straightened, the cracking in his shoulders audible.

He thought about barking like a trainer ranger but then reconsidered and tried a different approach. He was too tired for that s+%!.

Right, keep about 5 feet away from anything and watch where you put your feet... A smart hunter, and particularly a smart ranger? They're a thinker... they look and they think. I want you to look at this... look from different angles, look while squatting or kneeling... Don't Step there! Right... now look around you for other things, like clues. Foot prints? Broken branches or arrows. Depressions in the grass, that sort of things.

He tries to lead everyone through the basics of tracking.

Survival/Perception: 1d20 - 2 ⇒ (12) - 2 = 10 use this for aid another when doing skill checks.


Male Human Bard 5 flame dancer 46 hp max, F 3, R 5, W 5 AC 19

Fitz moves forward cautiously following along his eyes scanning not really ever having seen death like this except to hunt. He thought out loud slaughter. What did this here didn't do it for food, but for the killing.

perc: 1d20 + 2 ⇒ (4) + 2 = 6

Young Clem looks from afar trying to see things cause he isnt getting anywhere near that!

perc: 1d20 ⇒ 7

Durr walks around it looking for any locks broken inside or outside the carriage.

perc: 1d20 - 1 ⇒ (20) - 1 = 19


Daenara decides to look over the mess on the roadway, although she's quite green around the gills given the scene.

Perception: 1d20 ⇒ 5

=====================================================

Allvin nervously clutches his club in both hands as his focus shifts to the wagon wheels, his knowledge of carpentry trying to figure out how they were broken.

Perception: 1d20 - 2 ⇒ (14) - 2 = 12

=====================================================

Caraya, eager for adventure, nevertheless pauses as she looks over the scene before joining Allvin in investigating the carriage.

Perception: 1d20 - 1 ⇒ (1) - 1 = 0


The bare rock of the mesa has no dirt or turf to speak of, here on the road proper, but there are markings in the bloodstains -- but it is unclear if those signs are the result of the Rangers, the attack, wild animals, or all of the above, as yet.

Fitz, Drailen, and Hafnor step forward near Blizzard to survey the scene more closely, and the two humans are overwhelmed -- Fitz impressed by the savagery he perceives, Drailen still shocked by the sheer volume of blood on the ground. Hafnor, though, likely due to his more innate awareness of stone, studies the actual track of the road and the rock nearby, and notices an oddity: there is a broad swath of unusually level natural surface just to the south of the roadway here.

Durr moves past the other three to get right up on the wrecked carriage, and only misses marring something Blizzard sees in the blood-spatter due to the older man's warning. He turns his stride a bit to the left and makes his way right beside the ruined vehicle. As he walks the circuit (seeing some of the Ranger guards tense up a bit at his nearness to the crime scene), two things leap out to him: first, that any locks that were present were completely irrelevant; and second, that the interior of the carriage, though obviously vandalized, looks almost "neat" in comparison its exterior.

Why were security devices of any kind so useless? Because sheer brute force accounts for the sorry state of the formerly sturdy coach. All four doors were totally ripped from their hinges. The windows set to either side of the double-door entries were smashed inward, their rent shutters dangling from loosened mounts. The metal brace that supported the driver's seat has been bent upward at one corner, with the padding still secured to the now-broken hardwood panel. Both front wheels still have ironshod rims in one piece, but they are twisted out of true, the spokes having been sundered and nearly half of each wheel itself pulled away.

How is the inside so different? The bench cushions have all been yanked up to uncover the storage spaces beneath, and they are pitched haphazardly over the wooden supports. The curtains have some bloodstains where they face outwardly, but are free of any such on their inner surfaces. The fine carpet on the floorboard shows tears in places where it meets the doorframes, but is free of damage over most of its area. Scattered throughout the cabin are miscellaneous trinkets and tokens of a well-to-do lifestyle -- oddments of golden jewelry, a fine fur cloak, and a few lovely gowns are strewn about with no rhyme or reason.

Within the hurricane of bloodshed that surrounds the young Lady's last ride, her comfortable space seems very much the "eye of the storm".

I've placed a few threads that can be followed here, and I'm going to let y'all follow up as you please. If you need more clarification on anything, either roleplay your questions here, or ask them in the Discussion thread if you'd rather take a metagame approach. I hope I've done an acceptable job of setting the stage, but let me know if I haven't!

@Dfsearles:
My apologies for neglecting the question you asked earlier concerning your skill bonuses. Here's your answer: Yes, your background skills will grant your proficiency bonuses to the appropriate rolls, but you do not yet have any ranks in those skills. Does that make sense?

Grand Lodge

None Immortal God 99

yes sir, +3 to the skill check and nothing more. Just making sure it was applicable to that charisma check you had me roll, that was all.

Hafnor:

Harbor finds it odd that the stone is so flat. If this were natural, surely there would be some kind of waviness or cracks, but no, smooth as a dwarves baby chin. He come up to Blizzard and report, Sir, I noticed a patch of unusually flat surface just there to the south, a keen eye can just make it out in the stone work.

Drailen:

Fort: 1d20 - 2 ⇒ (7) - 2 = 5
Drailen finds himself uneasy at the sight of so much blood and rushes to the side of the road, away from the other adventures, and promptly looses his breakfast.

Gillian and Trimbolt:

Gillian looks over to Trimbolt and laughs You know, had we any self respect, we’d have been among the first to charge in there and investigate.

Speak for yourself, Trimbolt replies, My aim is to stay as for away from the danger as… at this point in their conversation, Trimbolt watches Drailen rush past and make wrenching noises, he looks over to his new friend and sighs. Well, I guess there is something I can do… with that he heads off to search the near by areas for any mandrake root or other herbs that can help with nausea.
Trimbolt Perception: 1d20 ⇒ 11
Trimbolt Herbalist: 1d20 + 1 ⇒ (17) + 1 = 18

Now standing alone, Trimbolt looks around and shrugs. Well, he exclaims to no one in particular, If someone who is supposed to be a scout up chucks at a little blood, then perhaps someone who isn’t a scout can find something useful! With that he begins to search around things as well, paying particular attention to the outskirts, and looks for tracks leading to and away from the scene.
Gillian Perception: 1d20 ⇒ 13


Male Human Bard 5 flame dancer 46 hp max, F 3, R 5, W 5 AC 19

Durr says I'm a locksmith and this thing took no damage from the inside, almost none at all. The compartment is still safe, but it looks like something did a lot of tearing up around it. Is there any report of hidden compartments inside the coach?

Durr will try to find one.

search for secret: 1d20 - 1 ⇒ (12) - 1 = 11


The Ranger sergeant hears Durr, and replies. Best I know, young'n, there weren't no compartments other'n the ones under the seats. But we've had no orders to akshlee get in there and look. We gathered up the pieces and made a pyre in the woods down the other side o' the mesa. The rest o' wut we's doin'? Leavin' it alone till the Count gets 'ere with his people.

Durr mutters grumpily at the restriction, but knows that he'd end up in more trouble than he wants if he climbed into the coach for a closer look. Nobles and their cursed rules!

Drailen empties his stomach a handful of yards away from the bloody scene, propping one hand on a boulder. As he straightens and wipes his mouth on his sleeve, he doesn't hear a single grunt of laughter or sarcastic remark from the six Rangers. When he meets the eyes of some in the squad, their sympathy is obvious, but he gleans that their cleanup detail was far worse.

I think that the "Gillian Perception" roll was intended for Gillian, even though the narration there specifies a second set of actions for Trimbolt. I'm going to narrate that 13 as coming from Gillian.

As Gillian makes a wider loop around the carriage, watching Trimbolt wander over toward a tiny cluster of shrubs, he nearly plants his foot on something that contrasts with the dark grey bedrock underfoot. Peering down, he makes out a faint dusting of off-white curlicues in a ring about six inches in diameter. Weird.

Trimbolt heaves a sigh of disgust as he realizes the clump of shrubs holds nothing of use to ease Drailen's suffering. Not too surprising, really -- we're on top of a stone plate with too little soil for good seed to take hold . . . . And by the time we make it to the woods again, he won't really benefit much from a medicinal.

Blizzard blinks in the direction of Hafnor's gesturing, but isn't sure that he can discern what the young dwarf is going on about. Everybody stay right where you are for a minute! he calls loudly. Nodding to Hafnor, he quips, Maybe you oughtta show me what you noticed. I can't see it like you do, yet.

Grand Lodge

None Immortal God 99

derp, yes, It was Gillian and Drailen was busy tossing his sausage and eggs on the side of the road.

Hafnor:

Hafnor grumbles for a moment, but then considers the fact that as a dwarf, he naturally notices things in stone that most other humanoids don’t. If you look here, He says, pointing to a normal area of ground, You see the uneasiness of the ground, the little hills and valleys that form from natural weather conditions and the like. Well over here, He points out the area of flat stonework, You’re missing the little hills and valleys that come with natural stone. It’s almost as if the area was either crushed and flattened, or it was cut and formed, then placed here. 2 to one, I can tell you what it is, 5 to 1, I can tell you what we will find under it.

Trimbolt and Drailen:

Hey bud, you ok? Trimbolt asks in a hushed tone.

Yeah, Drailen replies in bit of humility. I’ve just never seen that much blood before. Turned my stomach for a bit.

It’s ok. To be perfectly honest, I’ve not much dealt with death, other than my mother. It’s enough here to make anyone’s stomach turn.

Yeah well, when you’ve lived your life on the streets, you get tired of THAT look

What look is that?

The one those Rangers are giving, and that of the more combative student’s. The one that says, Well, looks like he won’t be of much good in a fight, better keep a good eye to make sure he doesn’t fall out

That isn’t what they are thinking, Drailen. Trimbolt pats his back, and gives it a slight rub. He pulls out a small waterskin to have Drailen sip the water. They are remembering the first time they saw a sight like this, and probably had the same reaction. You never know, you might end up being the best one out of all of us.

Drailen sips the water and stands upright, looking at Trimbolt he gives a small smile and hands the waterskin back. Thanks, but I think I’ll just keep in my lane for now. He chuckles a bit, then hears the captain call out for everyone to hold position. He gets a look of concern on his face as he looks to Trimbolt, then over to Hafnor and Blizzard.

CHA checks in the event other Rangers were listening to affect attitude towards the characters
Trimbolt: 1d20 ⇒ 17
Drailen: 1d20 - 3 ⇒ (8) - 3 = 5


Gillian:

[i]Weird, and strange, stranger and weirder.[i] Gillian thinks to himself. As he crouches down, bending his knees so he is almost sitting in the dirt, he takes a closer look at the print in the hard stone.
untrained knowledge check: 1d20 - 1 ⇒ (10) - 1 = 9
Trying to muster everything he has read and heard of in his life, he tries to recall what these strange marks are. Part of him thinks its something from a school of magic, like a rune, another part of him thinks this is some time of mark for where someone should stand and take some sort of action. Just as he is about to look about for other such marks, he hears Blizzard call out to stop. He waits patiently while Blizzard talks with the Dwarf that for the life of him, never caught his name, though he remembers seeing him looking about for the Quartermaster last night.

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