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![]() rolls:
Biggle dmg: 1d6 + 3 ⇒ (4) + 3 = 7 Another arcane bolt of acid and a make-shift club smash manage to destroy two more of the magical shards. To the groups amazement they hear what could only be another of the creatures stepping out of a portal upstairs. Jarwald finally manages to put the fire out that was consuming his bar. The frightened townsfolk continue to huddle together although many of them now brandish chairs, broken bottles, and other items for protection. In the northwest corner the group has overturned one of the tables and huddles behind it now. Round 7. Cormyn is up. You have three shards left downstairs, S6, S8, and S10. ![]()
![]() "In the Narlmarch," responds Bokken to Zokon. "Southwest of Oleg's, deep in the heart of the forest. You can find them there. I have 3 potions that help with wounds 2 Cure Light Wounds and 1 Cure Moderate Wounds. and one that helps a person to stay alive in bad weather and such." Endure Elements "Those are for sale now. If you want something else, just ask I'll let you know if I can brew one up or not." As Celyne asks about the fangberries he nods and goes over to a cabinet. He rummages through before pulling out a sack. He reaches in and pulls out a handful of the berries that he shows to you all. Correction - find the Fangberries for Bokken and he will give you a 25% discount on potions for a month. Not free potions for a month. Bokken can brew any potion of 2nd level or less off the Adept spell list. ![]()
![]() "We ain't stopping here when Strathe is only a few hours more to the east," replies Kenn as he finally realizes what the others are talking about. "And we won't be taking time to dress that beast and harness any meat. At least, these wagons ain't waiting." The intention was never to camp here. You were always supposed to make to Strathe and rest there for the evening. If those on the horses want to stay behind to see to the meat, I suppose that would be ok, but Kenn will be taking the wagons on to Strathe. Here is the post with the start of this encounter. You are half-way to Strathe. It is mid-afternoon. ![]()
![]() Rolls:
b1 att: 1d20 + 2 ⇒ (3) + 2 = 5 b1 dmg: 1d6 ⇒ 6 b2 att Morna: 1d20 + 5 ⇒ (9) + 5 = 14 dmg: 1d8 + 3 ⇒ (2) + 3 = 5 sk1 att Dovan: 1d20 + 4 ⇒ (7) + 4 = 11 sk1 dmg: 1d6 + 3 ⇒ (4) + 3 = 7 Cormyn drives the haft of the banner into the seal but the mystical shard stays firm. Behind him, the creature that just downed Logan moves forward and attacks Morna. She screams behind Cormyn as the creature rakes one of its sharp tentacles across her back. A bloody and deep wound opens as she struggles not to faint from the blow. To the south, another sharp tentacle flies across the room at the patrons but thankfully misses and lodges in the side of the wall. The townspeople scream in fear and rush over to the northwest corner of the tavern. In their mad rush and cowering in the corner they eventually crush the shard there! They all push and crowd around Biggle. As the shard is destroyed another of the magical portals disappears! The two latest creatures that have entered the tavern move to the southeast corner and begin to eat the body of the dead townswoman that the first just killed. Halcyon is up in Round 6. Map is updated. Two portals are down. ![]()
![]() The lead guard ignores Kara's question about who they are and their employer. He also finds her name to be meaningless as well as giving his. "If you would look at the horse then follow me." He then turns his horse around and with a kick to its flanks gallops back to their train with the other soldiers. Seeing that the group wishes to help, Kenn gives a flick of the reins and gets the wagons moving again. In a few minutes the group has covered the fifty yards to catch up with the others at the bridge. Before Pjiana can dismount and go over to check out the horse, a man exits the carriage and makes his way to the mount. He curses at the lead guard for wasting their time. He appears to have a chainmail shirt under a fine shirt. He is obviously a noble. Quickly taking a long knife from a sheath at his side he slices open the neck of the horse. The animal begins to gurgle and choke on its own blood as its heart for the moment continues to pump. It then falls to the ground dying. "We have wasted enough time with this foolishness!" he chastises the lead guard again. "Let your men ride double and let us be gone!" Wiping his blade on the jerkin of the guard he sheaths it and heads back to his carriage. Kara picks up a Galtan accent from the noble. She does not recognize the man. Kara and Pjiana also catch a glimpse of a blonde-haired woman in the carriage with him as he enters. Once the door is shut they can make nothing else out as dark curtains cover the windows. The soldier without a ride now looks to one of his companions where he swings up in the saddle behind him. The others make ready to head out as the carriage begins to move. They are headed south over the bridge and the Shrike River. rolls: Kara Perception: 1d20 + 4 ⇒ (16) + 4 = 20 Radek Perception: 1d20 + 13 ⇒ (3) + 13 = 16 Pjiana Perception: 1d20 + 8 ⇒ (17) + 8 = 25 Avery Perception: 1d20 + 3 ⇒ (1) + 3 = 4 Mark Perception: 1d20 + 4 ⇒ (8) + 4 = 12 Brynn Perception: 1d20 + 4 ⇒ (9) + 4 = 13 Kara Know-local: 1d20 + 2 ⇒ (10) + 2 = 12
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![]() Bokken looks at Numalar for about two seconds. An eternity for the quickly moving and talking hermit. He gives the gnome a look that questions his sanity. "Dangerous?! Well no, of course not. And whoever told you that moon radishes were dangerous? They're a berry. I use them in my potions and I always need more." "Now, I've got some already made if yer in need now?" ![]()
![]() Ah well, nice to meet you all," replies Bokken. "Come on in where its warm, no need standing out in the cold." The eccentric hermit then leads the group into his hut. It takes a moment for eyes to adjust to the dimmer lighting inside the hut. Although there are a few windows to keep the hut ventilated, Bokken keeps most of them covered with vines similar to the ones over the door. In the corner there is a hearth and fire with several pots in various stages of cooking. There is a rather odd and strong mixture of smells that come from the pots. "Make yourself at home as you can," Bokken says with a wave of his hand around the room. There is literally no where to sit other than the floor. Bokken makes his way over to a nearby table that is just about covered with various herbs, spices, plants, and even a dead animal or two. He moves some things around and makes a place to set some other leaves and plants that he pulls from a pouch at his side. He then unslings the pouch and tosses it in a corner. Moving over to inspect the various pots he says, "You mention business. I assume Oleg told you about my potions? You here to buy some?" Without waiting for an answer, the rapidly talking hermit moves from topic to topic and back again. "Yes, I like the quiet of this place and most times I'm left alone. Haven't had any trouble in quite a while actually. Thank you, the garden and the grove are pretty much my life out here so I tend to keep them well tended. Ha!" He laughs at his own mini-joke and keeps on talking. "Exploring and such, eh? Well, you folk interested in finding some Fangberries for me whiler yer out there? Find me Fangberries and I'll cook up just about any potions you want for a month." Sorry, crazy last couple of days at work. Have a project due tomorrow and trying to put finishing touches on. ![]()
![]() Celyne Dip: 1d20 + 13 ⇒ (13) + 13 = 26
Bokken smile at both Celyne and then Numalar. He laughs as Numalar makes his extensive bow. He means no offense, just not something that he sees around these parts very often. He looks the others to introduce themselves. ![]()
![]() As Fronar speaks a rather skinny and small-framed man walks out of the hut. He is startled as he sees the group but is otherwise unafraid. "Oh!-Visitorstotheglade," he says with little emotion. The man speaks quite rapidly and his eyes dart about all directions, never really lingering on one thing more than a second or two. "WellwelcomeIsuppose...Unlessyoumeenmeharminwhichcaseyoucanbeonyourway..." With wild eyes and bushy hair he looks about at each of the member's of the group to see who will speak first. ![]()
![]() Pjiana is way too far away to make any type of identification as to whether the horse is actually lame or not. All that can be discerned from this distance is that one of the men is carefully looking at one of the animals back legs and feet. Another soldier is beginning to take the saddle and other gear off the horse. As the group sits and converses, the soldiers finally notice you. One of the men apparently gives orders to three others who come riding out to meet you. As the soldiers draw closer they wave and offer a greeting. None of the men appear threatening but they all carry spears in hand and are also armed with longsword and dagger. They each have a shield as well. "Greetings fellow travelers!" The lead rider pulls up along the road in front of Kenn and Radek in the lead wagon. "We are in need as one of our horses has gone lame. My master is requesting that we purchase one of your horses from you so that we may continue on unhindered. We will pay more than fair compensation for the mount." ![]()
![]() HEE-YA! With a shout and flick of the reigns, Kenn gets the lead horse moving and with it the wagon. The others follow along behind with riders settling in as well. The trek through the city is difficult and takes quite a while, much longer than Kenn wants. He yells at various folk to get out of the way from time to time and makes several interesting curses but in time the small wagon train is making its way through the Sunrise Gate in the eastern wall of the city. "We'll have road from 'ere to Strathe," explains Kenn to Brynwyrdd. "Won't be too difficult a journey on this part. Tomorrow though, when we're on the other side o'Strathe, things will get a bit more bumpy." Now that the group is out in the open more, Nora roams out ahead of the train and all over stretching her legs and seeing what she can discover. Pjiana feels much better out in the open and free from the feeling of the city walls encircling her. Kara and Tethyana talk incessantly about anything and everything of consequence or no. If the weather weren't so cold and dreary it would make for a nice ride. But the wind is strong and bitter at times and despite the cold weather gear there always seems to be a gust or two that gets through and brings a chill with it. In the middle of the afternoon, halway to Strathe and the groups stop for the night, the riders notice what appears to be a group of soldiers, fifteen or twenty escorting a carriage. The carriage and the knights are all stopped on the northern side of a small bridge that leads over the Shrike River. Several men are apparently looking at one of the horses that appears to have come up lame. You are about fifty yards from the group at this point. ![]()
![]() Zokon manages to scare a number of crows and other birds out of the nearby trees. They voice their frustration at the slayer as they depart from their lofts. There is no answer from the wood however. Following Zokon and his horse inside the grove, everyone with the exception of Fronar can see that the grove is very well kept. There are a number of different plants and bushes around the grove, many of them that are not normally native the area. There seem to be an inordinate number of small animals darting about; rabbits, squirrels, chipmunks, etc. They all seem well-fed and not all that frightened by the appearance of the company. Moving further through the encircling trees brings everyone into a small clearing where there is a large garden sitting beside a rather ordinary looking wood and mud hut. There is smoke coming out of the chimney but no sign of movement. There is no door, only a number of thick, dark vines that hang over the doorway like a curtain. Spoiler: Fronar: 1d20 + 5 ⇒ (5) + 5 = 10 Zokon: 1d20 + 5 ⇒ (12) + 5 = 17 Numalar: 1d20 + 2 ⇒ (14) + 2 = 16 Celyne: 1d20 + 8 ⇒ (10) + 8 = 18 Bella: 1d20 + 3 ⇒ (13) + 3 = 16 Vasleska: 1d20 + 0 ⇒ (18) + 0 = 18 ![]()
![]() rolls:
b1 att: 1d20 + 2 ⇒ (15) + 2 = 17 b1 dmg: 1d6 ⇒ 3 b2 att logan: 1d20 + 5 ⇒ (14) + 5 = 19
ss1 att biggle: 1d20 + 2 ⇒ (1) + 2 = 3
sk1 att Dovan: 1d20 + 4 ⇒ (14) + 4 = 18
sk2 att on 8: 1d20 + 4 ⇒ (6) + 4 = 10
Biggle Dmg: 1d6 + 3 ⇒ (4) + 3 = 7 Things turn bad for the good guys despite Cormyn raising the banner to lift the spirits of all those fighting. The screams and cries of pain fill the tavern along with strange shrieking noises that come from the extra-planar beasts. Another shard flies into the crowd, striking another of the patrons while across the tavern the beast fighting Logan strikes a thunderous blow, dropping the dwarf to the ground unconscious. 10 damage to Logan One of the creatures strikes at Dovan once more but the old man dodges again. The new arrival to the fray skirts across the room to the south and attacks the woman there. Her screams are chilling but quickly cut short as the creature snaps her neck. Biggle avoids another clumsy strike at him. Ducking under the blow he brings up his make-shift club in a crushing blow to his opponent. The strange creature falls dead to the ground. Halcyon targets and destroys another of the shards. Jarwald regains his composure and begins to toss water on the fire that has started on his bar. Biggle killed one of the creatures but another enters the tavern from one of the open portals. Logan is down, Halcyon has destroyed five of the shards, but four portals still remain open. Round 6
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![]() Radek Průzkumník wrote:
Radek, I have that you would have 405 gp 6 sp left. 344.4 for the gear and combat trained mounts + 300 for the Antitoxin + 50 for MW Survival Map = 694.4 1100 - 694.4 = 405 gp and 6 sp. Am I adding something twice? ![]()
![]() After drinking and talking politics late into the night, the companions do their very best to try and get some rest. The rooms at Bieven's are not near as large, beautifully decorated, or comfortable as The Ruby Guesthouse but they are more along the lines of what everyone is used to. In the end, despite the excitement of starting a new adventure on the morrow, everyone manages to get a good night of rest. Radek and Mark are especially glad to have their hangovers behind them. Fireday - 7th of Pharast, 4708 AR Weather for the day: High 28, Low 19. Overcast, mostly cloudy during day and light snow around evening. Winds out of the North 10-18 mph. Although the promise of the day brings new hope and adventure for the six companions, the day itself brings nothing that fosters hope. Gray and overcast, with the possibility of snow later in the day, is what the friends have greeting them as they leave Bieven's and head to Ayni's warehouse. The sun does little to bring any warmth and everyone has to bundle up as they walk to stay warm. A brisk wind out of the north cuts through any opening bringing a quick chill. Once at the warehouse the group finds Ayni at work giving orders just the same as yesterday. It appears that she has received much better wagons and even your untrained eyes can see that these are sturdy wagons and good horses that will pull them. Ayni is bundled up against the cold with a large fur. She motions for you to come over. "I went ahead and secured this cold weather gear for you," she shows you several sets of cold weather outfits. "I had to guess at the general fit but I think it will keep you warm. It appears that winter will stay with us for a little while longer. I have also procured some camping supplies, rations, and other necessary items for you." As she talks three men walk up to join the group. Ayni introduces them as your drivers for the caravan. "Tethya Jehannin, Foshan Ernald, and Kenn Armin." Each of the men nod their heads as they are introduced. "Call me Shan," offers Foshan with a smile. Blonde, curly hair almost fully covers the thin, bright face of the young man. He appears to be in his mid-twenties at best. He has dancing hazel eyes that look cheerfully over the companions who will be his guard for the journey. He is of average height and a lean build though he does appear capable of handling himself in a fight. He wears no weapon at the moment however. "I'll be the boss of the train," replies Kenn as he steps forward to greet the group. Kenn has gray, straight hair that gently hangs over a chiseled face. He has squinting black eyes that appear to have seen much in the course of his many years. He is shorter than the other men and heavy set. He appears like he has had to defend himself quite a bit over his lifetime as he bears a number of scars on his face. "And that leaves me," says Tethya with a smile. For the first time you realize that the third driver is a woman. Ginger, short hair slightly covers her warm face. Freckles are spread elegantly around her cheeks. She has a skinny frame but stands taller than Kenn. "Just do what we tell ya, when we tell ya, and we'll all be just fine," says Kenn in a matter-of-fact way. "The three o'us have been over the Icerime's several times together already. We aim to make it once more 'fore we're done." He then looks at Ayni, "All loaded up on our end. When they are all packed and in we'll be ready to head out. I'd like to make Strathe by end o'day. What little daylight we 'ave will be burning quick today I fear." The three drivers then head off to make one final check of the wagons, the load, and the horses. They then hop up in the driver's seat of the wagons and wait for the group. "Well, load it up and get moving!" Ayni says with a smile to the group. Will pause here just in case you have any final questions. Consider all the things listed in the discussion page as having been purchased from Ayni or before now. ![]()
![]() With dinner over and the companions with new tasks given to them by their hosts, everyone finally turns in for the evening. The horses remain in the courtyard during the night out of fear of the worgs returning. The animals do not like being confined and make quite a bit of noise but eventually settle in. The night is cold and an hour or so after midnight a light rain begins to fall. Those on watch are able to warm themselves by the fire pit outside the main hall. Thankfully the night passes without incident but it is a cold and rainy morning that greets everyone. Toilday - 1st of Gozran, 4708 AR After a quick breakfast and making sure that all is prepared, the companions set out of Oleg's on their way. Armed with general directions to Bokken's Hut, the companions head southeast from the post, the rain still falling and dark skies overhead. A little bit after noon, or so everyone believes given the fact that the sun remains hidden behind heavy clouds, the companions pull up outside the grove of trees they believe to have been described to them by Oleg. Inside the grove, in a clearing, will be found the hut for Bokken the Hermit. The rain lets up and finally quits as the companions dismount outside the grove. ![]()
![]() Biggle dmg: 1d6 + 3 ⇒ (1) + 3 = 4 Moving across the room and weaving through the frightened patrons, Biggle attacks the latest extra-planar minion to step out of the portal. The club crashes into one of the crab-like legs of the beast but it remains standing. Another one of the bloated gray sack-like creatures that propels on tentacles SK2 steps out of the portal in the southeast portion of the tavern. A woman 8 screams as the beast appears in the room with her. Round 5
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![]() Cormyn's thrown lantern goes wide of its mark and splashes against the bar. As the oil splashes out of the broken container it immediately catches fire. A small section of the bar is now in flames. The first beastie attempts to launch another spike into the crowd but this time the villagers are more alert and less bunched up. The spike embeds in the back wall of the tavern about six inches from the head of one of the men. Logan is struck a stout blow once more by the beast he battles 4 dmg to Logan The creature battling Dovan also manages to strike the old man with one of its sharp tentacles. Dovan manages to stay on his feet but he won't survive another blow. Logan's return blow misses its mark but Halcyon destroys another of the shards with another shot of his magic. Will pause here. Waiting on action from Biggle in Round 4. Spoiler: b1 att on 11: 1d20 + 2 ⇒ (4) + 2 = 6 dmg if nec: 1d6 ⇒ 1 b2 att Logan: 1d20 + 5 ⇒ (15) + 5 = 20
sk1 att Dovan: 1d20 + 4 ⇒ (11) + 4 = 15
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![]() The wagons will only have space for 2 people and 1 is a driver. So, three of you can ride on the wagons and the others will need a horse. Or pony as the case may be. Also, on the Goodberry spell, you have to have fresh berries to cast the spell on. It doesn't create the berries out of nothing. Might want to remember that... ![]()
![]() As Kara asks questions about Iobaria, the various cities and such, Stanes gives Mark a look that says What in the Nine Hells have you gotten yourself into boy?! He sits back and takes up another tankard of ale as it is placed on the table before him. Bushy eyebrows furrow over his dark eyes as he looks at Kara. When Radek speaks up he replies with a nod, "Now thar's the right o'it! 'Had the good sense to abandon', ha! That's a good way ta think o'it. Gotta remember, this ain't Old Iobaria yer traveling to. This is Iobaria that's been crushed by various plagues fer centuries. Ain't no one been able ta unite any number o'the clans and such since Choral did. He came across tha mountains with his dragons an'he ne'er returned! Most o'tha place has been given back over to tha beasts and such." Stanes returns to his ale as Pjiana and Kara talk some more. After a few minutes he takes out a small pouch from his belt. Digging in with a couple of fingers he pulls out some dark chewing tobacco. He pushes the dark mass into the back of his left cheek before offering the pouch to the others. "Anyone fancy a chaw? This 'ere they call Belkzen Blood. Claim it has tha blood o'orcs blended in fer flavor. I doubt that but it does have a kick to it!" "Tha Pass ain't on that map," Stanes says as he looks over the map, "but it's yer way over tha mountains here. It's pretty much due east o'ere. I'm sure yer drivers will know how ta get there. Better anyway, right?!" he laughs and then launches a rather large spit of the tobacco juice into a bucket near his seat. "Anyway, back to yer original question, I don' see trouble really coming from Iobaria. The real trouble will come when Noleski declares himself King. And he will, mind ye, eventually. What will the Swordlords do then? Shoot, what will all of Rostland do then? I'd imagine Noleski would like to either 'ave Restov and the Swordlords on his side or 'ave them gone. Either way he can't be havin' an enemy to his south if Medvyed doesn't support his claim." The published maps don't have a lot of things that are going to be in our campaign, one of which is the Pass of Nargolar as well as other little towns and villages that you might cross on the way east. Don't worry too much about that. Let me know when you are done with the questions here and we can move on to the next day. No rush, just passing that along. ![]()
![]() "Thank you for your donations," smirks Deangelo as the others appear done for the evening. The man stacks up his chips and looks to see if Harrison and Theo are going to continue or if others will join in. The servants take care of collecting the chips for the companions and take them over to the bar. The bartender passes them through a small window where the guards are on duty. A few minutes later a few bags of coins are passed back through the window to the bartender. He then hands the bags out to the friends. Inside each of the bags are the remaining funds from the 250 that was given everyone from the Lord Mayor. With their money in hand, the companions see to settle down for the evening. Each is given their own room upstairs, all of which are exquisitely decorated, and with unbelievably comfortable beds. Funds: Here's what I have remaining for everyone: Pjiana: 70
Total party cash on hand: 1,100 gold crowns
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![]() Numalar Auritonius wrote:
Sorry, I thought I did answer for Oleg that he was ok with setting up an account and working with you. You can assume that Oleg has at least a couple of weeks worth of rations for you on hand at the moment. He can buy more when he gets a chance. ![]()
![]() Answers: 1. The hexes with the road are part of Brevoy, basically the southern boundary of Brevoy. 2. Yes, the map is boundary of the charter. 3. Yes, it does include the partial hexes. 4. Horses are not combat trained, no. 5. No, they did not have saddlebags. Hope that helps! Hope you are enjoying France, Numalar! ![]()
![]() Rnd 3 Cormyn rushes through the room and grabs the oil lantern off the wall on his way by. He reaches Morna and readies himself for further trouble. To the south of Cormyn, outside the first portal, the spiked creature launches another of its deadly spikes at the mass of patrons rushing from it. A shout of pain echoes through the tavern as the spike strikes one of the men in the back. The creature engaged with Logan attacks but the dwarf easily knocks aside the blow. Logan answers with a powerful hit from the makeshift club in his hand, knocking the creature back a step but it remains steadfast in its evil desire to have the dwarf for its next meal. The creature that just came through the portal attacks Dovan but the old man appears pretty nimble for his age and avoids the attack for the moment. Halcyon grabs a tankard at hand and smashes it down on the shard cracked from his acid. The shard shatters under the hard tankard. Against the western wall, Biggle has quickly moved through the crowd to target another of the shards. With a hard blow of his club against the magical piece he shatters it into a million pieces. The pieces quickly turn to dust and everyone can see with relief that the first of the portals to open disappears in a flash of light. Spoiler:
b1 att: 1d20 + 2 ⇒ (11) + 2 = 13 dmg: 1d6 ⇒ 1 b2 att on Logan: 1d20 + 5 ⇒ (8) + 5 = 13
sk1 att on Dovan: 1d20 + 3 ⇒ (5) + 3 = 8
halcyon att: 1d20 - 4 ⇒ (14) - 4 = 10
Cormyn is up in Round 4. Destroying 3 of the shards causes one of the portals to disappear. Every round a portal is open, one creature will enter the tavern. ![]()
![]() With another tankard of ale before him, a broad smile appears under the graying beard of Stanes. He takes a long drink as he eyes Kara before setting the mug on the table once more. His hand lingers on it as he purses his lips and thinks. "Well, Iobaria ain't invading nobody," he says by way of beginning. "No central government, no standing army, and most of the folk live in small settlements nothing more than hamlets. None of the koffars that rule the few cities there have much influence outside of their immediate area. No, Iobaria won't be looking for war but war can still come across the Icerime Peaks. There are plenty of humanoid tribes always itching fer a fight. They get too big and they come down out of the mountains tryin' to see what they can take through force. That's yer real concern from the eat." Stanes turns back to his ale and takes a few more lengthy draws from it. "Some orc or hobgoblin army coming down out of the Icerime wouldn't really mean all that much to the larger swordlords. Sure, most of 'em would come a runnin' at the chance to redden their blades and gain spoils of war but it wouldn't be because it was any actual threat. You want to unite all the Swordlords behind a common cause? Declare independence from Brevoy!" Stanes finishes his comment with a firm nod of his head followed by draining his ale. The empty mug slams on the table as Stanes pulls his hand away. He begins to flex the fingers as if they are unused to being empty. ![]()
![]() As the companions stand and discuss how they will pass the time until the morrow, the sky begins to become hazy and a north wind begins to blow through the city. Pjiana looks up at the sky and takes note of the wind and the falling temperate. “It will snow soon, probably within the hour.” “Yes, I agree,” responds Radek as he can also read the signs and feel confident about what is ahead. Knowing that Pjiana wants a bit of the outdoors after being cooped up all night, Mark leads the group to the center of the city and a rather nice and large park. Aldori Park, named after the famed duelist that formed the Aldori dueling school and created the Swordlords. The park is rather beautiful and well maintained even just now beginning to come out of winter. There are a number of very old and large trees as well as other new-growth trees that line walkways and other areas. In the center of the park is a large statute of Baron Sirian Aldori. Along walkways and passages that lead to the center of the park are other smaller statues of former famous swordlords. Pjiana begins to feel much better as she walks among the trees and takes in the fresh air. As the group is making their way out of the park the snow that Pjiana and Radek foresaw begins to fall. It promises to be a light dusting, just enough to add some beauty to the landscape and the day. The group then makes their way out of the park and Mark leads them back across Brindle’s Bridge to the island in the Shrike River where the Lord Mayor’s residence is along with the Aldori Academy and other sites. Unfortunately, the best the group can do is to look through the large gates into the courtyard beyond. The Aldori Academy is itself a fortified castle that allows no one other than invited guests or students to pass through its gates. Two heavily armed guards keep watch outside the lowered portcullis but they don’t mind the group looking through the bars to view the students practicing in the courtyard beyond. A group of about twenty young men and women work through steps of the fighting styles with fluid and graceful movements. They do their best to ignore the cold and the falling snow as they progress through the movements in light shirts and breeches. Their Aldori dueling swords are a blur of movement as they spin and circle around their bodies moving from hand to hand as necessary to ward off imaginary blows, recover, and prepare for a strike of their own. If the movements were not harbingers of death they would be beautiful to behold. An hour later the group is seated around a table in Bieven’s Tavern, a local tavern that is known for its political discussions among the patrons. A large fire roars at their back pushing away the chill of the morning and the snow. The ale is strong but full of flavor, the bread and cheese fresh. They sit back drinking their ale and enjoying the food as a man named Stanes discusses the current Swordlord Council with them. “Sir Richard Iannuchi is your current Lord Commander of the Council,” Stanes continues around a drink of his ale. “An old bear of a man, in his 50’s but word is he’s the second best swordsman of them all. Second only to Lord Ghirlandaio. Sir Richard is brother-in-law to Quintus Ravennus, the Lord Mayor of Verton, a region a bit north of the city. Ianucchi’s main task these days is keeping some of the more martially minded Swordlords from open warfare.” “Lord Mario Derro is the Council Banker. A quiet and reserved young man with a very large family. He has a very quick mind but keeps it well hidden behind a poker face. Word is he’s very wealthy with many farms and orchards all throughout Southern Brevoy. Many say that his influence carries far to the north as well.” “The only Swordlord that currently lives in the city is Jamandi Aldori. She’s the current instructor at the academy and is a gifted swordsman herself. Young and beautiful as well, with many suitors but none able to get past her defenses so far.” Stanes smirks a bit with his last comment before continuing. “Lady Ariana Santorini, Stefan Mandor, Gerrol ‘Terregrossa’ Manolo, Antonio Ghirlandaio, Ivan and Victor Vasseri, these are the names of the other Swordlords on the Council. They all live in other parts of Brevoy, meeting every so often in secret locales to discuss their plans. Each of them is able to field a small army on their own, combined they have a force that can be reckoned with. Which is why many believe the King-Regent hasn’t already moved to make himself King in every way. He doesn’t know how the Swordlords would respond yet.” Stanes looks at his empty mug of ale and then at Mark. It is clear that further discussion will require a whetting of his throat. Ok, moved us along a bit. Ask any questions you might have about the Swordlords or the current political situation. If you don't have any, we can move along further. ![]()
![]() The camp is several miles south in the Narlmarch Wood. They travel several miles north along a game trail that sticks fairly close to the Thorn River. At a point they diverge from there and head northeast where they exit the forest. They then move over the plains to the trading post. Of course, he has only done this with them one time a few days ago. Their camp is very close to the Thorn River. It is near that bend in the Thorn River in the hex that is two hexes into the wood diagonal southwest from the hex that contains Olegs. I'll show on the map on Monday when I get a chance. ![]()
![]() Avery knows all the information here. He's going to know more history than geography obviously at the moment. I will supply more history later when it is relevant and important to you. ![]()
![]() Halcyon's barmaid continues to squeeze his waist and scream. The other patrons listen to Logan and pull the strange spike from the leg of the barmaid. She screams as they do so and almost faints but another of the patrons presses on the wound to stop the flow of blood. As Logan channels the energy of his god he feels stronger and the injured barmaid does as well. She is actually able to put pressure on her leg and move away from the strange creatures along with the others. Biggle strikes the seal near the fireplace with a hard blow. The seal shatters and then the fragments fizzle with a strange magical energy and then turn to dust. Biggle dmg: 1d6 + 3 ⇒ (6) + 3 = 9 Across the tavern, near the door in the eastern wall, another strange creature steps out of the portal and into the tavern Sk1. It is a bloated gray sack, supported by a myriad of tentacles, that propels itself across the ground. Several of the tentacles end in a black claw dripping with a purplish ichor. Vile siphon-like mouths make wet sickly sounds as they suck the floorboards. The creature quickly propels itself across the room toward the old man, Dovan. Round 3
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![]() Again, just to remind you, but the Lord Mayor said that they would send soldier 'within the week'. You don't really know when they'll arrive. My crystal ball says that it won't be tomorrow though... :) ![]()
![]() Numalar Auritonius wrote:
Just remember on the selling things that Oleg only has 200gp of money at the moment that he can give you, so anything more than that you will have to hold on to for a week before he gets more cash on hand. Also, buying anything other than the most mundane of items will take about a week for Oleg to travel to Restov to make the purchase or you travel yourself. And then it's not a foregone conclusion that it will be available right away. Just want to remind you of the remoteness of the location and that there aren't just ready-made markets of magical and rare goodies all around the Greenbelt. :) ![]()
![]() While I love the Red Dawn clip, I would caution a couple of things: 1. You don't have automatic weapons, so ambushes aren't as quick and final as those were. 2. Pay attention to what happens at the 1:32 mark. I would think you would want to avoid the possibility of them rounding up innocents and killing them to flush you out, no? Otherwise, thanks for the clip and the memories it brought back! ![]()
![]() You can't get back in to the Ruby Guesthouse without one of the special rubies, so you will have to find another inn. On the question of rolls for what would be best, I'm going with Ayni being persuaded from the previous Diplomacy rolls to choose what would be best based off what is available for selection. She will put that together and then when you go to sell you will get bonuses to the roll for the sale. That way we don't have to come up with specific items that would be best. ![]()
![]() Seems like the gameplay thread and this thread are not in agreement. Can someone please re-cap what it is exactly that you wish to do? Just for more information, it would be difficult to build effective spots outside the fort to hide and surprise anyone. The fort is in the middle of a hex that is nothing more than small rolling hills and grassland. Now, having said that, some of the grasses get pretty tall so Numalar could hide in them but it would be difficult for the others. Also, anything 'built' would be difficult not to look out of place. Hope that makes sense. The catapults would be useless against a small force. They are intended for fighting against a large army that is attacking.
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