Dalviss Crenn

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1,944 posts. Alias of Signore di Fortuna.


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The night passes peacefully and you awaken to the smells of breakfast coming from the main room.


"You as well," the elf says with a nod before turning to leave.


The elf woman shrugs. "That's all that I need. Unfortunately, Davordshire is about eight days away, if you have an uneventful trip... and in the wrong direction. You can try the marketplace in the morning for herbs."


The elf shrugs. "You'd have to head to Davordshire to get a map of reasonable quality. I can sketch you out something but it's not going to be exact."

She pulls a piece of parchment and a piece of charcoal from her pack. The elf draws a big circle. "This is us...and, like Eleanor said, you go south to the tower and make a left onto the main road."

The elf pauses to add some details from her map. "You'll hit Baggan's Hill after a few hours. It used to be a...what do you call it? Not a base but...oh, a garrison for paladins back in the day. Unfortunately, that's where bandits have taken up residence. And you have to go through there if you want to move on. Maybe you'll be lucky and that phantom carriage of yours wiped them out."

She continues to draw out a road. "You'll come to a road about twelve miles after. There's a pilgrimage marker for Ketephys... uh, an elven god. Anyway, it's a stone pillar with a picture of a bird. Turn down that road and you'll reach Shar's Creek soon after."

The elf places a small coin pouch with a scrap of paper tucked in it. "It's just some money and note for my uncle and aunt. They promise they'll move somewhere safer when they've saved enough money, but..."

She shrugs. "I'm just trying to help where I can for them. Just ask for Astres or Vydra when you get into town. They can probably point you in the direction of Tettledun. I've never been out that way."

The elf hands you the scrap of paper. "If you're looking for a swamp, there's one about a quarter of a mile past the edge of Shar's Creek. Unfortunately, crocodiles live in it."


"I overheard you are planning to head toward Tettledun," the elf woman answers. "I thought I might ask you to make a stop at Shar's Creek. I have some family there I've been meaning to see, but work has been keeping me occupied. You look like you could handle the trip out there, so that's why I'm asking you."

The elf fumbles through her words a little nervously, as if she was unaccustomed to talking to stranger.


You return inside to see the group of adventurers heading to their rooms, except for the elven woman, who beckons you.


Rosewood, sheltered by trees and the hills to the north, tends to be slightly warmer in the fall, but Aiden realizes this is probably normal for the area.


As you step outside, you feel a cold breeze pass over you.


Aiden makes note of their body language and determines that the group would prefer to be left alone.


I'll need a Sense Motive roll for someone to figure out how good of an idea that is.

EDIT: Ha ha ha...


Eleanor nods. "They're not fairy tales. Still, I'm not keen on seeing one while I still draw breath."


"Adventurers," Eleanor says, jerking her thumb towards the group. "Most of their kind are just merchant escorts, very few actually head out into the wild. Probably better that way...We have enough problems without orcs or goblins getting stirred up."


"I can't tell you myself...I don't get out much anymore. The Old Road used to connect everything. That may have changed," Eleanor answers. "As far as I know, there aren't many folk coming from the low lands these days. The ones who do are either the dying or the dead."


"You take the south road out of town until you reach the burnt tower, three miles away," Eleanor answers. "The road will turn east again and that's the Old Road."


Eleanor holds out three keys. "All the rooms are the same size."


"A gold will cover your rooms and a meal in the morning," Eleanor answers. "Good luck with your quest, I fear it may be a difficult one."


Eleanor nods. "I can spare three rooms. Mind you, there are a few rules here: no fighting, no loud noises after midnight and no animals up on the furniture. I don't care if they're trained, if they're the smartest in a hundred miles or if they magically don't go to the bathroom anymore. I let it happen once and that was the worst three weeks of my life."

Her expression becomes a little grim at Emma's second question. "No, I am old enough to remember the last time and have heard of the time before. The town was moved well off the main road that used to run through the province. Seems that plan worked well enough to keep that phantom from harming folk here."


Aiden notes the group wears the same insignia, a blue fox, indicating that they are part of a troop or an adventuring group. One of the larger members wears a hood over their head, but the hunter swears he could see a small pair of tusks underneath.

"Oh, those boys...can't help giving me a title," the dwarf answers, peering down from the bar at Emma. "I am Eleanor. What can I do for you?"


You walk into the inn, which consists of three long tables with eight chairs each. A gray-haired dwarven woman sits at the bar, her brow furrowed as she sorts her ledger. At one of the tables, you see a group of five people dressed in armor of various kinds. An elven woman is keenly appraising her dagger, looking for signs of wear, but she seems to notice you out of the corner of her eye.


"Speak with Lady Eleanor at the bar," the other man answers. "She can get you settled for the night."


"Five copper for a stable. One silver and we'll feed and brush him out," one of the men answers.


You make your way up the small road to the inn, a simple one story building with a three-stall stable and an empty yard in the rear. Two men seated near the stable stand up as you approach and walk toward the cart. "Staying the night? Will your horse be needing food?"


The smaller road.


The streets are crammed with people trying to finish their work before the sun's light is gone. The square, where the one road diverges into two main avenues, is filled with tents, wagons and crates. Traders shout out orders while porters carry goods to wagons. Those who have finished their day amble into one of several taverns that line the road.

Emma spots a sign that reads 'Inn ahead' and a third, much smaller road leading through a hilly part of the town.

Aiden recalls that Turner's Pike is one of the larger trade hubs of the province. While the town has a mayor, it is actually run by a merchant's guild who wield a concerning amount of power. However, their ambitions are tempered by having to deal with assorted criminals and a rumored thieves' guild.


Sorry. It's just been getting harder and harder to find the motivation to post.

You leave Glenshire behind you as the road slopes downward. The trip is quiet and uneventful. You arrive in Turner's Pike just as the sun begins its descent, covering the bustling town in an orange glow.


The young man and stocky woman bring Smoke out and get the cart hitched to him as you approach.


When you return from the bath, you see Rosie sitting by herself brushing her hair.


Emma sees there are two bathing rooms.


"Getting paid for conversation, eh?" the old man says in an amused tone. "World changes in strange ways."

He chuckles briefly before going back to his dishes.


"Aye, but the area's lousy with bandits," the man answers. "Head on straight out of Turner's Pike instead of going north, then you'll come to a fork about ten miles out. Take the right road, goes to the low lands and some of the old country."


The owner brings your meals to the table along with some water, juice and ale.


Aiden notices most of the people here are covered in wood or stone dust and wear artisan's clothing, giving credence to Clyde's assessment.


The man chuckles. "'Sir'? Well, young lady, I can tell you were raised well. Have a seat and I'll bring your food."


"Two copper for the special of the day and three for a bath," the man answers. "Water's hot and towels are clean. Special is fried trout and some potatoes."


"I am, " the man answers, giving the group a polite nod. "What can I do for you and your friends?"


A few tables dot the main room. Most are occupied by a group of laborers. An elderly man stands behind a bar, cleaning some plates.


The young man gently leads Smoke away and a stocky young woman comes to move the cart to the side of the stables.


A young man watches you from the stables for a moment and, when you come to a stop, he hurries up to you. "Want me to take your horse?"


"You can go to Ernest's place," the old man answers, pointing a bony finger down the road you traveled earlier. "Near the other end of town with the stables. Can't miss it."


You emerge back into the fresh air and the old man appears in nearly a blink of an eye to lock up the gate once. "Hope you found what you wanted."


Strangely, Emma recalls a conversation with Ervan when she first met the grumpy dwarf. They had been talking about books and the dwarf had mentioned a grand library in Tettledun, a town near the coast. Ervan had mentioned that there was a section that was off-limits to guests since there were valuable records there.

---

The rest of the investigation turns up little: Maynard's quarters, a small washroom and alchemy lab that had not seen use in ages. Even careful examination of the upstairs rooms provides no additional clues or supplies.


While Rosie doesn't know specifics, she's heard of a town where most Ladora's records were once kept before censuses and local recordkeeping became a fixture of modern life.


Aiden is quite familiar with the herbs described. He also knows they grow exclusively in swampy areas.


The desk holds no more clues.

Kn(Nature) to learn about the herbs. Kn(History) [pretty difficult] to learn about the record keeper.


Most of the books on the shelf are classical literature (probably contemporary in Maynard's time), occult tomes with false or misleading information and several manuals on stone carving.

You do manage to find a dusty journal that details Maynard's endeavors to inscribe every cobblestone in the town with a warding spell. A short passage touches on the Black Carriage. The old cleric speculates that if the specter's true name was known and burned in the sacred censer along with a blend of three herbs that the undead could be banished forever. Maynard mentions that he had the censer sent to the province's record keeper.


Carefully making your way across the foyer once more, you open the door to the right and enter into a small reading room. Four heavy-looking bookshelves full from top to bottom line the walls. There is a basic desk and chair in the middle of the room.


Aiden does not see anything that would indicate whether the flooding was an accident or not. Emma doesn't discern anything interesting about the skeleton.


Rosie recalls that there is a lake not far from this town. It is likely that this cellar may have been breached by an underground tunnel, letting the water in.


The duo notice that one of the walls has a large hole where a small trickle of water flows. They also notice a skeleton with a broken leg by a rack of wine bottles. It appears that whoever it was fell from the floor above.

Kn(Geography) check for more.


The stairs are made of a sturdy stone and lead down into a what seems to be a wine cellar. The wooden floor down here is rotted as well, but, with nothing but earth beneath it, you can stand on it without fear of falling.

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