Male Level 1 Human Commoner
Sorry again if my absence has upset anyone. Been a busy holiday season this year with the new job, and night shift is killer. Once you guys agree on a marching order I'll try and have my next post up soon after. Anyways, I hope everyone is having a good holiday with friends and family and will be looking forward to seeing our party advance through the next stages of the game. :)
Male Level 1 Human Commoner
The snow becomes increasingly deep in this part of the forest, where a windswept gully carves a path through a tree-covered ridge. A soft cascade of snow falls from an overhead branch, hissing softly as it strikes the ground. Crossing five feet will require 20 feet of movement in the gully. Nothing exciting searching about and it is fairly silent here.
Male Level 1 Human Commoner
As the trail enters the full expanse of the Border Wood, it passes through a small clearing among the taller trees before continuing uphill and out of sight. A large chest lies half-buried in the snow, apparently dropped or discarded by those who hastily passed this way. Perception DC 20: The packed snow hides a rope, strung through the undergrowth to a spiked log suspended high in the trees.
Male Level 1 Human Commoner
The carriage had been thoroughly stripped of value. But Garran managed to find something they missed. A small jewelry box under the seat. Inside it lay a signet ring, some earrings, pearl-inlaid bracelets, two silver and one golden necklace, and a sapphire pendant. Nothing detects as magical in here. Dragos scans the ground, and finds some tracks that hadn't yet been buried by snow, but were close, that lead into the forest on an easily discerned trail. More than one set of trails, but numbers were still guesswork.
Male Level 1 Human Commoner
Initiatives!
Initiative Dead Things: 1d20 + 2 ⇒ (18) + 2 = 20 Garran managed to wrench the spear free the second time. The doors open wide as two rather mutilated corpses, who must have been Argentea's handmaidens, turn and take their first steps out, and they look hungry. As they do, Dragos' arrow flies true right by Garran's head and sinks into one of their shoulders. Though it appears it did little to slow their advance. Soon after, Domitian brings his hammer arcing down hard into the same shoulder dealing some decent damage to her arm, but not quite as much as you would think as the fallen handmaiden closed the remaining distance to Garran. The other to Domitian. Domitian:
Your deathwatch ability, and some common sense reveal these once beautiful women to be undead. Player's turns. I'll probably be rolling everyone's initiatives and using the highest result for the party, then one result for each type of enemy for future combats as well to streamline things a bit.
Male Level 1 Human Commoner
A careful search of the area reveals that the bodies had been looted, stripped bare of anything useful after they fell. Amidst the rubble of the overturned carriage, you find three Courtier's Outfits. Probably belonging to the two slain handmaidens you find inside. Closer inspection of the Ice statue, which has since begun to slowly melt, reveals it to be the gruesome remains of a Taldan captain, still wearing a breastplate emblazoned with Taldan heraldry. Chunks of ice litter the ground around it, parts of the man that had been cut away. One such chunk is his frozen arm, still grasping a longsword of fine make. The other carriage, bearing marks of Taldan heraldry as well as damage from arrows has been locked, via a spear having been wedged between the handles of the doors to hold them closed. Inside, muffled sounds of movement can be heard. The locked carriage is marked A2 on the map. The ice statue A3. Domitian's Deathwatch and Serena's Detect Magic at the moment reveal nothing.
Male Level 1 Human Commoner
Sorry for the wait. I didn't want to stunt any roleplay, as I would prefer that you guys drive the story. If you all would like, designate one of your peers amongst yourselves to make the call that you're ready to move on and I'll take their queue. The trip south is pleasant enough. Roughly an hour passes, and the sun still shines above. Near the forest, the temperature grows noticeably colder. The road ahead is littered with debris and the corpses of slain humans and horses. A carriage stands in the roadway, its team of horses missing or cut free, while another overturned carriage lies sprawled and broken next to the tree line. To the south, more bodies have fallen around what appears to be a statue of ice. A snowy trail leads deeper into the forest. I've provided a map, labeled Massacre Site.
dotting interest with this here stat roll 2d6 + 6 ⇒ (6, 6) + 6 = 18
Nice! I'll get to thinking about a concept. Should have it done within a day or two, or sooner if there's some sort of deadline that I missed.
Male Level 1 Human Commoner
Apothecary:
Yuln nods, happy to help anyone who will go to help his Lady. But then points to a sheathed longsword by his bed. "Please, take my blade with you. It is made of cold iron and will help you in your battles with the winter-touched." As you ready to leave, he calls after you. "Be safe in your travels, friends." Garran will then return moments later, with the others waiting outside the apothecary. By the position of the sun, you could assume you have a good 4-6 hours until sunset.
Male Level 1 Human Commoner
Apothecary: "I would say it could have been their magic involved, but I do not know for sure. They did seem to appear from nowhere. Aside from that I'm afraid I can't think of anything else that might help you but that they headed further into the forest through the ice and snow."
Male Level 1 Human Commoner
Apothecary:
Yuln seems to be able to relax a bit more as Domitian's words took root and he responds with the best salute he can muster with his unjuries, raising his arm up across his chest with his fist iron-tight. "Back home they were called the Winter Touched. Fey creatures who have sworn themselves to the White Witches of Irrisen, those who stole our lands from us during the Winter War. Tiny spirites no taller then the length of a man's forearm. But don't be fooled by their small stature. Legends say they have taken a sliver of ice into their hearts, and their touch bears the harsh bite of winter." "Fight them with cold iron, and burning flame. Both burn them, and both are weapons they fear." Garran: She'll regard you with an inquisitive look for a long moment. "We appreciate any and all efforts to save Lady Argentea from these criminals. I hesitate to ask anyone to risk their lives, but if it can save her, I will. Bandits alone are a threat to us here in Heldren. We could barely muster a defense if they were to attack us in force and if the Fey of the north have joined with them as Yuln says our situation is indeed dire. Please be safe in your travels and bring the Lady home. But if it can be managed, we need to know the source of this unseasonable weather. Report any of your findings to me and I will see to it you and your friends are rewarded."
Male Level 1 Human Commoner
Apothecary Folks:
Yuln beckons you all closer, attempting and failing to sit up a bit straigher and nods to Serena in thanks with a broad smile. "Would that I could go with you," he says. "My ancestors would ridicule my lack of valor for fleeing rather than fighting to the end. But I faced enemies that even the greatest warriors in the Linnorm Kingdoms have faltered against, though I think I slew at least one of them before they dragged Lady Argentea away." He gathers his thoughts for a moment, holding his hand to his side. Probably having irritated some wound with the movement. "We were ambushed on our way back to Heldren, roughly six miles south from here on the edge of the Border Wood. We thought they were just bandits at first, outlaws who hide like wolves in the forest. They were no match for us. But then came the cold fey of the north. They appeared among us and the battle turned quickly. My people speak of the winter-touched all the time, but I never expected to meet them this far south." Garran: With some asking around, you find Councilor Teppen's house rather easily in the main square. Marker 10 on the map. Knocking on the door will bring Ionnia Teppen, busybeeing it to the door with a chaotic stack of papers just threatening to throw themselves from her arms. "Good afternoon, sir. I'm afraid I don't recognize your face." She says as she attempts to preserve some dignity and catch her breath. "In any case, I am Ionnia Teppen. Head of the Council here in Heldren. What can I help you with?"
Male Level 1 Human Commoner
The elven woman turns to the door and steps aside, waving you in. "Yes of course. It is no trouble." She goes off to another room carrying a bucket with used bandages and water. On the bed, Yuln, a well-built ulfen man who lies wrapped head to nearly toe in clean, new bandages, looks to Domitian with a grimace. Healing bruises and slashes mark his skin on his face and what is visible of his arms. "Your timing is slightly inconvenient for some. Head Councilor Ionnia Teppen had just left moments ago asking questions in hopes to put out a call for arms to rescue the Lady. I imagine you have your own questions, though. I'll have to have Tessarea let her know you intend to go after the Lady. Anyhow, please. Ask away and I will answer as best I can."
Male Level 1 Human Commoner
The apothecary lay as Natharen stated, right around the corner from the Stoat. A neat, well kept garden greets its guests before they would enter an equally neat and clean house. The front door is unlocked, and in fact held open by a wicker basket filled with various herbs and roots. Inside you can see that it is well lit, and there seems to be another woman paying Yuln a visit and was engaged in conversation with a man with a low rumble of a voice you could assume to be Yuln.
Male Level 1 Human Commoner
Natharen shows some great patience with Dragos' behavior, and returns Garran's bow in kind. "You are most welcome. His name is Yuln Oerstag. I wish you all the best and for your safe return with Lady Mallasene." To Domitian, he waves his hand. "There is nothing to forgive. The Apothecary lies just around the corner from The Silver Stoat, past the Barber's place. You'll know it by the beautifully kept garden in front of the property."
Male Level 1 Human Commoner
"When I saw him, he'd been suffering from a rather severe case of Frostbite. Additionally he had several wounds that I could only guess were from their battle." After a brief moment the priest momentarily looked a bit shamefaced. "Ah forgive me my manners, I haven't even introduced myself. I am Natharen Safander, a humble servant of Old Deadeye. Still a bit sheepish, he continues. "He had mentioned strange creatures allied with the bandits who had attacked the Lady and her caravan. Aside from that I'm afraid I know nothing more."
Male Level 1 Human Commoner
The man turns to greet you all with a warm smile, setting the broom he held to rest against the wall and clasps his hands. "Ah, a noble cause indeed." Nods to Garran as he enters, and dips into a light bow. "Followers of the Inheritor will always have a seat at our hearth." "I had met briefly with the man you seek. Badly injured, together Tessarea and I managed to nurse him back to health. He is currently staying with her at the Willowbark Apothecary getting some much needed rest."
Male Level 1 Human Commoner
The sleepy village of Heldren has rarely seen so much
As if in proof of that dire prophecy, a badly wounded
You may roll the following skill checks to glean a bit about current events in Heldren. Should you get a 20, you will gain all of this information. A 15, all appropriate spoilers. I would prefer you not read any spoilers that you do not (unlock) or are not marked for your character as well. For authenticity's sake. :) Kn Local/Diplomacy 5+:
Everyone says the weather is unseasonably cold for midsummer-it even snowed in the Border Wood! Most suspect magic is involved, and some fear Qadiran agents played a role in it. Kn Local/Diplomacy 10+:
Old Man Dansby claims that someone keeps stealing from his fields. His farm lies closest to the Border Wood, where half his crops have died from an icy frost and the rest have been carried off. Kn Local/Diplomacy 12+:
A farmer's son took ill a few days ago after falling through the ice over Wishbone Creek. The boy said he spotted a white stag in the forest-and heard it talking-then tried to follow it. Kn Local/Diplomacy 15+:
A group of rangers in the Border Wood called the High Sentinels usually keep bandit activity curbed. They're doing a poor job if brigands could attack a well-armed caravan and abduct Lady Argentea. Kn Local/Diplomacy 18+:
Locals say a hunter named Dryden Kepp claimed he saw a giant white weasel on the High Ridge in the forest. No one believed him so he went back to trap it and prove them wrong. Kn Local/Diplomacy 20+:
Two weeks ago, Lady Argentea Malassene traveled past Heldren on her way from Oppara to Zimar to meet her betrothed. Rumor has it the two didn't get along and Lady Argentea caused a scandal by calling off the engagement and returning home. It is mid-late afternoon, and has been a typical summer day in Heldren. People are slowly, but steadily meandering into The Silver Stoat, Heldren's only tavern. Off you go, adventurers!
Male Level 1 Human Commoner
Once Garran joins us, we'll have our entire party ready to go. I will be tracking combat for my own benefit and do my best to relay that information as accurately and clearly as I am able, but will not be doing so online. Therefore we will be adopting the "theatre of the mind" approach. Some house rules concerning combat: Flanking will be achieved if two or more melee combatants are engaging the same enemy. Only really the one, to be honest. Other rules: Have fun, or else: I mean it. If there's something that you feel the table is lacking, or I as a GM can improve upon to make yours and the tables as a whole experience better, please send me a PM and we will discuss it, and come to terms. I want this to be a good, fun experience for everyone. Refer to the last rule There you have it. Assuming we all have dotted this thread and are ready to go, we can start at any point. Just give me the word and I'll create the gameplay thread and feed you some setting and the box text to get us going.
Side note: Prepare for a lot of side notes. PS: It was implied, but never stated. But I highly value role play. Hence the extensive background requirements. Go forward on your adventure confident that I will be doing everything within my considerable GM power to make everything in your background come to fruition. I want to see it all as bad as you do, or so I like to tell myself. :) I'll be considering implementing some minor rules from 5e, simply due to the fact that they are awesome. And also take note that, I like to include homebrew content in the games that I run. So if something smells fishy, that's probably what's happening. There's also a possibility that at the completion of the AP, for those interested, to continue on to 20th level and into mythic content. Something to think about. Side notes conclude here. As always if there are any questions or concerns, hit me. But in the meantime, just have some fun and tell each other some good stories. :)
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