Thanks. Thus the journey north is mostly uneventful and free of random encounters. Daetha
Spoiler:
Could you make some kind of wilderness check based on either survival or intelligence to reflect you spotting the sinkhole turn off? Ta. Taya
Spoiler: Could you make some kind of wilderness check based on either survival or intelligence to reflect you remembering where the sinkhole turn off is? Ta.
The cooks readily fill several plates with food and hand over a basket of "dwarfbread". The hard little rolls are filled with nuts and the soldiers always come back to Tricaster complaining about them. Finally one of the cooks produces a bag of dried meat, enough trail rations for a full day for everyone. "Look Vladimir you find those herbs, I'm counting on you." ----- As the party head out of town nervous or not, the woods seem somehow different and less friendly. The trip into the forest is too important for some. Daetha heads north along the Belsander trail. Could someone roll me a d20 please? Feel free to carry on your conversations...
Valdimir
Spoiler:
The militia cooks sometimes provide Vladimir with food for the patients, so they do not have to go near the infirmary and the plague victims. He may be able to convince them to give up enough food for all the youngsters, if he handles it right. Daetha
Spoiler:
The journey to the sinkholes is about an eight mile one, mostly on the Beltander trail. The waymeet and fresh lucksy can be found in the Jebbels. There is about 5 hours of daylight left since it is high summer, maybe a little more.
Daetha or whoever tries on the damaged cloak
Spoiler:
The cloak enhances a persons ability to be stealthy in the woods. Undamaged or mended it would do even better than the +2 to hiding in the forests. At the moment, the person is still visible through the torn parts of the cloak. By the time that everyone heads out to the woods it is heading towards late mid-afternoon closing in on the evening meal. The midday meal and service may seem a long time ago to some stomaches.
The lucksy is dried not fresh. EDIT: The Old Lady opens her eyes breifly and murmurs to Vlad and the others nearby, "take it from the top drawer. It's a healing potion." Tired out, Old Movomm begins to snore quietly. In the top drawer is indeed a small glass vial with a pinched end, inside a bright blue liquid with small flecks of gold. It lies on top of a couple of white robes.
Old Movomm nods along with Taya's words. "I am playing with the lives of people every day, choosing who lives and who dies. Today I had to decide whether to cure a blind young man or a once healthy older farmer. So why not?" She grips the edge of bed as a tear trickles down her waxy cheek. The old lady pinched face almost smiles. "Vlad must have heard me mumble it when I was working. I'll try anything, even witch's tea. Get it warm, don't boil it, drink only a little and get some fresh lucksy. The lucksy may be a herb. But the slug I never found out what that is." "If it works then all well and good. No harm in trying. Is there?" Her eyes close again.
The old nurse looks pale and drawn, her age shows as the eyes open. That fierce light is a little dimmed but she does sit up and take note of the hand. "It is a item of minor magical power I have seen before. It gives the wearer the ability to cast a cantrip mage hand, I believe. The wearer can then lift and pull small items from a distance. It saves someone from being hurt by a chest trap or ..... or a one on a door." She slumps back a bit into her pillow. "What are you all doing here? with that?" I need to know what else you show ...or tell.
The thudding ends. Taya - the front of the farmhouse is open, apart from a few bushes, so anyone wishing to look on it is pretty noticeable Moving on... It takes ten minutes or less to reach the militia fort. The infirmary is inside along with the barracks, captain's quarters and training field. The gate guards willingly let Vladimir and his friends come in with a nod and a wave. Inside the infirmary, Old Movomm is lying on her bed with her eyes closed. There are at least ten people suffering in the ward. Most are young or old.
Now that everyone has gathered what they can, some food for a day, a couple of knives (1d3 damage), a pair of lanterns filled with oil, three torches, two full waterskins enough for everyone for about two days and a couple of hemp ropes, it is time to move on. Old Movomm's? or what? If I have missed anything taken from the barn then let me know. Either way stick it on your "character sheet". thud thud It is still mid-afternoon. The distant sound of several Risper horses playing to the paddock, racing around in a small herd. A cooling breeze blows through the barn.
There are two thirty foot lengths of rope hanging up inside the barn. Various leather tack and saddles hang around one side. There is an old hand sickle for cutting away at the paddock bushes. Two buckets of old horseshoes sit beside the racks of cloths, brushes and combs. Three waterskins also are hung up, slack and empty (outside is a waterbutt). The hay and straw above keeps the barn warm and musty. A cold store is dug into a mound behind the barn, inside are kept salted meats, and a small pantry of various goodies, chutneys, hard breads and dried pork bits. *thud thud* Palfourd is probably in town having a drink with Hortin, and he may be against everyone heading off into the woods. He may not.
At the Risper Farm The farmland is quiet, horses grazing in their paddock, and no one about. The family cow has its own small field. The distant thud thud of a butter churn comes from behind the home, out of sight. Usually this is done by Mother Risper. Inside the barn is rope and various other tools to tend the horses. Also inside are three small stables for foals, which are full at the moment. It is unusual for no one to be working but perhaps understandable at the moment.
He has eight teeth already and three are coming through at once. We have the ring, rubber keys etc however they don't seem to hit the spot sometimes. But don't worry Larcifer, I think most parents joke about using alcohol nowadays but there are plenty of other options. Its the cold, waking up all hours and general lack of a routine that throws my wife and I. Anyway I am taking a holiday from this Saturday until Monday week. So we should all be back on song by my return. Cheers
It is Godsday and the stores will be closed until tomorrow. However the Rispers certainly would have rope and supplies, the Tain barn similarly may have one or two useful bits left and maybe the stables of an Inn. Hortin probably has everything required too. It is mid-afternoon and the golden sun is beaming down. Orick
Spoiler:
Hortin knows a fair bit about lots of useful and useless stuff. He may be able to help. Equally he may stop a bunch of kids from wandering into the woods. Stagyar
Spoiler:
You need your character alias completed before we get much further. I want this out the way so that we can all concentrate on the adventure. Please start doing what I have asked it is important to bring you up to speed. Taya
Spoiler:
The central sinkhole and the ground below it were lit from above daily, the tunnels not so much. Daetha
Spoiler: Gnarley rangers use caches called waymeets across the forest as a means of survival. They usually have stocks of food and drink. Occasionally weapons. Each waymeet is like a woodland cave and could manage several people. The key is to help keep it restocked, although some are looked after by the fey and wood elves. There is one such cache near to where Daetha remembers the three sinkholes are. For your information your hidden weapons and armour are wherever you want them to be.
Taya
Spoiler:
The poem is nagging at you. One bit in particular. Its the bright green slugs which you have to dig deep for.....where could they be meaning? No pressure but this is the party's one and only clue. For now. The poem came to a couple of people when they saw the dried lucksy. Its not written down. By now the various gathering of herbs and the like will have finished. Many of the plants need to either be used in the next few days, or preserved properly or put into the ground elsewhere. Stagyar could you give me a listen roll please?
Taya is sure that Raggedy never discussed anything like this recipe, never mentioned bright green slugs. As for the rest, well no one is sure of anything. Vladimir's comments have the ring of truth, but he cannot remember exactly who mentioned the rhyme, maybe the gypsy, maybe not. Vladimir
Spoiler: The spell works. He sees the mummified hand light golden - magical.
The divan is like a rectangular box with fine silk veils all around. It is larger enough for a man to lie outstretched on. Sulivar nods and takes his cue from the gnome opens a curtain to the room behind the stall. "Perhaps you would wish for a little tea while we view your silks?. I have a rare Shelos that may suit your taste." He waves away the guards impatiently with a hand behind the back of Shulim. No one in the party has heard of Shelos tea.
Taya's search proves fruitless. No bright green slugs in the garden. Even when she digs down a bit, its useless. She does find a few carrots though. The rhyme is a piece of childish tomfoolery to most grown ups and only rarely heard. Vladimir, I rolled for you already and you have heard in mumbled or mentioned somewhere, possibly Old Movomm?
The Hole Examining the hole in detail reveals that the grey-green torn cloak covers a few other things. The cloak itself although damaged is of quality and unusually well made. The greys and greens seem to shimmer a little in the dappled light. It is a shame that it is damaged. There is a small ebony box about the size of a fist. This is locked with a golden clasp, very delicate. Anyone opening the box
Spoiler:
Inside is a dried out fist, the fingers all look to be old and thin. The dessicated wrist is attached to a golden chain of real value. Its fineness is demonstrated by the way the chain flows around the dead flesh at the box is moved. A trio of leather pouches each have a label.
The folded vellum has a black hawk wax seal broken and burnt across the rough skin back are the elven words, "Mei Amalar." Note that some of you have not made Intelligence checks for the spoiler previously, especially as one or two have not entered the hut. Also just so you all know, I tend not to give everyone all the necessary information. Often you need to discuss things with others to piece together what you need. That includes finding info from NPC's.
The Garden The weeds and herbs are fighting for survival here. Strawberry plants are spreading across one corner. Choking grasses have taken another. Growing in the centre are many of the more common medicinal herbs and several less so. Woundwort, lovage, lorassium again have mixed with chives, rosemary, thyme and sweet basil. All these look to be losing against the local fauna and flora, such as weeds and slugs. Over hanging the whole area is an apple tree in full blossom. Its delicious red apples were delicious. Beyond is the "play oak" that a few of Daetha's friends have used in the past, with him and his brother. Above the mosses and ground mushrooms is growing a high patch of mistletoe.
Finally someone picks up an old sprig of what looks like lucksy to Daetha and maybe recognisable to others. Before Stagyar gets near the hut, Taya, Korgoth and Bethsemane hear footsteps outside. That snap of a broken branch is like a shock sounding to them. Especially when they have been discussing owlbears. I rolled move silently for Stagyar and it wasn't pretty. Similarly I rolled Listen checks for Orick and Vladimir and they didn't hear anything. Apologies for rushing this a little but I can not post again until tomorrow. Daetha however has his eyes on the hidden trove and the vellum letter poking out. He did not know about this chest or its contents. --- After dealing with the noise outside, I need an Int check DC14 from everyone in the hut, Daetha and Orick gets +2, Stagyar cannot roll. Those that pass can read the information below. I have rolled for Vladimir and he will be able to read the spoiler too. Spoiler: A half forgotten rhyme, that was heard not so long ago and laughed at comes back again.
When young lived fey, and trees ruled all,
The witches tea, made warm not hot,
A fresh lucksy sprig, bright green shiny slug,
Never be glum, the true nectar wins,
Stagyar Zildoggo Spoiler: I am about to introduce your character to the game. While the others have left the Ehlonnan services together, Stagyar has followed for whatever reasons. Possibly to keep an eye on Taya. Anyway it looks like the party are about to hear your spying to be prepared to post and post daily.
The searching uncovers a large number is dried and dirty herbs. Most are in such old condition that telling what they were is difficult. The more common ones are easily identifiable by Daetha and the others as such healing herbs as woundwort and lorassium. However among the pot shards are several labels, camomile, serge-point, weathermoss, gangril and dogrose seeds. When the searching reaches the plank and the hole below, a broken wooden chest is found. Lice and spiders dart away as the light hits them. Worm curl and burrow for all they are worth. Among the splinters are the remains of a scattered brownish fungi. A silver ring with a black hawk emblazoned rolls down onto a grey-green torn cloak. A corner of vellum pokes out from under the material. Unmodified D20 rolls from everyone in the hut please.
As Daetha reaches the doorway, he can see into the hut through the entrance but also where the wooden walls have been ripped open. Inside what was once a homely place for him and his family is now a scene of devastation. The hochebi had torn down the shelves and (his mother's pride) the rough wooden dresser which held all her precious pots and jars. They and the table had then been chopped up and splinters lie everywhere. There are many broken and lovingly labeled glass shards, parts of the containers for components. They may hold clues. However since the attack, something else has been in here. The source of the rank odour is a pile of faeces near the far wall. More feathers lie nearby, big and brown just like the one at Daetha's feet. Also something has clawed at the wood, lots of triple lines score the inside, showing where a beast has sharpened talons. The bedroom area has been wrecked. Beneath where Daetha and his family slept the wooden floor provided some comfort. Now it has been destroyed and the ground dug. A careless plank lies across the hole covering it. The unmodified 20 is an automatic success, and in this instance gives Daetha his tracking feat! The tracks and the wannabee ranger's survival skill tells him that the feathers, claws and faeces all belong to an owlbear.
Daetha's knowledge of herbs isn't great but handling them he stands a good chance (Int Check) of remembering them correctly. He could always try to use his Survival skill, it covers a multitude of areas, there is a smaller chance that his woodland trials will give some indications. If in doubt make some rolls and I'll apply the relevant ones. Birds sing from the nearby trees and everyone sees a small squirrel stop and watch then dash up a far tree out of sight. A large brown feather twirls in the corner of the entrance as the wind picks it up and leaves.
The neglect is about right. The barn doors were broken in the orc attack when your brother tried to hide. The ripped planks and split front door to the hut are newer. Daetha
Spoiler:
Your brother's body was never found, just blood in the barn. And a fire and human bones. There are many scuff marks and there is a good deal of torn earth at the hut doorway. A clay pot is shattered almost to dust in the ground, only part of its rim left protruding. A rank odour comes on the next breeze to everyone.
Elor's character will have to catch up. It is Wealsun, low summer, and the woods are just being to grow. All around the bushes are filled with small leaves and shoots, soon they will begin the fight for space. High above the trilling of a bird calls away and is answered straight away. Already the spring flowers are beginning to die away, but soon the summer roses and gorgeous vinevilleas will blossom and fruit. Every now and then it is all to easy to catch a hand on a dogrose thorn. The party find themselves on less well trodden paths, with the way occasionally blocked by the work of night spiders. Ahead the bushes part and everyone has reached the open farmground of the Tain's. A small meadow of useful tall grasses and poppies wave in greeting. To the left is a tiny duckpond, now overgrown and empty. Reeds clog the waters. To the right is a small little used barn, and that has seen better days. One door bulges off its top hinge and the other lies on the ground. Ahead the wooden hut, where Daetha and his family lived, has undergo the greatest change. The door is splintered across the middle and the lower half bangs in a breeze. The front wall shows signs of further ripping with several thick planks torn open. However the place seems quiet enough. Beyond the hut is the garden and that appears neglected and weedy.
Welcome Stagyar. Now let's say that any previous reference to Elor moving to Tricaster now refers to him and he is at the Ehlonnan service with the others. Elor - please post into the main thread so the others can get to know you. Your family will have arrived about two months ago to work with Taya's father. Cheers
We have Taya, Bethsemane, Daetha and NPC Vladimir (whilst on hols), I could do with Orick, Korgoth, and Elor. The group begins to gather for their short trek, looking a little more tooled up than ever before. But then the Tain hut was attacked by hochebi (orcs) and they took no prisoners. Its a twenty minute walk there along mostly well travlled tracks. I shall give the other three today to chime in then move things along tomorrow.
I hope to provide a map of the area around Tricaster in the next few days. Daetha's home is about a twenty minute walk to the north of Tricaster. It was the northern most home, but Daetha's mother liked it that way. Gelianne will give her blessing on an afternoon jaunt with the others, if a little absentmindedly. She leaves with Palfourd and the little girl, Rosylle. Tubtaffer collects his cutlery and rakes over the coals leaving the barbacue under its wooden shelter of curved tree branches. He quickly waves and heads back to Tricaster. Everyone should be in a position to head north, if you need anything now is the time to holler. Elor, I could do with seeing a post, daily please.
"Its ready!" shouts the cook. "Come and get it." Palfourd nods at Daetha after giving their conversation a little thought. "Yes, go but take help," he waves at the other teenagers about. The food is hot and rich greasy smells of spiced pork hits everyone in the nose. Tubtaffer knows his food. Afterwards Hortin steps up to the centre of the gathering, "I am off to Greyhawk City and I shall personally take Tricaster's plague to them. In fact I shall be approaching every temple and healer between there and here to make sure that no stone isn't turned over." He lets that sink in. Later on Orick
Spoiler:
Hortin tells you that he should be a month and you should stay and help wherever around here. He doesn't want you with him this time. Maybe next. Slowly Palfourd asks all the villagers to pray over their food. Another plea for forgiveness and bounty and health and happiness to the people from Ehlonna. His words sound a little hollow when anyone looks at the Tulalls.
Tubtaffer Wottinbrook stands on a timber working away at a barbacue grill to one side. The smell of pork grilling wafts over towards everyone. He and his son are the only ones here, Petunia is usually here but not today for some reason. Palfourd waits for the nod from the pint sized chef and then waves everyone over. He grabs Daetha by the arm and quietly asks him a question as the others move away. Daetha
Spoiler:
"Does your mother possess any herbs or healing in her hut. I hear no one yet lives there. Well Daetha what do you think?" One of the younger Tulalls shouts across at Vladimir that he is not welcome here. That he and that Movomm killed their grandfather when they could have saved him. "Granfa' cud be ere if'n you healed him proper like what some of the others got. Movomm always looks down-," at which point she is manhandled away and forced to shut up. Again Hortin moves in to stop things getting out of hand. Vladimir looks ready to run or fight but doesn't seem able to speak. He is fixed to the spot.
Vladimir
Old Movomm is a better choice, her bedside manner is ten times as good as the abrasive Darcet Leeth. I suggest using her. At the same time Old Movomm will use Vladimir mercilessly to help with the fever epidemic in the region. She puts the entire village under a quarantine and to be fair it may have helped except the Captain of Militia vetoes it and the noble Lord Sir Kuiper has important functions to attend so he leaves Tricaster for an extended period putting the Captain Milestarn in charge. Spoiler: Vladimir will have his diplomatic skills heavily tested as the weeks pass and he witnesses some shocking scenes. Old Movomm remains solid but has to make decisions on who lives and who dies. She will privately explain that her magic does not stop the plague returning to someone she has cured and that a more permanent fix is needed.
She also wished that Witchy Tain was still about because she knew about healing herbs and woodland cures. At the same time she sends a strongly worded request for aid from the Church in the Free City of Greyhawk. She has a potion of cure disease which she tells Vladimir about. It is for use on her if she collapses with the fever. She gives Vladimir some gold to help his future in case something happens to her - he gets 45 gold. Now it is the Godsday adventure and Vladimir has been forced to go and have some fun for a change, the Old lady thinks he works too hard.
Bethsemane The spells are fine and like you say suit the specialisation of evoker. Quarterstaff is okay and the Carters soon become frustrated by your speed over their strength. In the long run, Beth becomes a friend to the Carter family, they are boisterous hard-working bunch with little time for magic. However they do like to see a girl getting on in the world. Note: Can you roll a d20 for the Godsday adventure with a 1 meaning you just had a bad night? The Summon Familiar creates some interesting studies. Master Sorda has never gained a familiar, but he knows the principles. In fact he throws himself, yourself and at times Taya headlong into studying the acquisition of a familiar. Whilst studying, Raggedy gives you and Taya the week off, just four days before the Godsday adventure starts. He mutters something about thaumaturgy and summoning and seems very excited when he closes the door on you both. Spoiler:
Although your father is a priest, he hasn't been back in the last few months. He certainly hasn't helped with the fever problems in Tricaster. Raggedy has his forgetful moments and in one of these he mislays a scroll of magic missile and ray of frost. Without actually understanding the spells, casting may cause a mishap... Cheers
There are several large families at the service, most are trying to come to terms with the present danger. One family however has just lost their grandfather, Jakan. The Tulall's are emotional, especially as the true farmer and leader of the group has just died. When they arrived, Jakan's daughter, had made an angry plea for revenge against Old Movomm who chose to save a little Wottinbrook boy over her father. It took the combined efforts of Palfourd and Hortin to calm them down. Now the Tulalls sit on the end of the trunk in a small group.
At this, Palfourd takes a moment from his duties to give her a bearhug. A hug of safety and warmth. The man has spoken briefly of the plague in his morning service and has asked Ehlonna to give him and the congregation that the fevers will end. Even Nagy was named in the list of those for the Unicorn Goddess' especial attention. Hortin has used his wagon to ferry out a large amount of food and drink from the halflings. Although he doesn't profess to follow Ehlonna he wanted to help.
Taya Risper The Spells have to Cha and I like that you have added the conversations with Raggedy. But he seems a bit secretive at times and goes out the door for "walks" when you and Beth are busy with chores. Gelianne opens up and is more than happy to explain how the arrival of the Danar's makes things easier in terms of work but harder in terms of taxation. The whip can be Dex and I'd recommend that you do that. The Ride could be Con, with lots of long days in the saddle and working around the barns. Plus those long nights looking after the foals in the spring and early mornings in the winter mucking out and the like. It is hard work. Taya
Spoiler: While you were in the sinkhole, you heard a weird chittering sound like insects in the night only louder. Also Taya remembers the greenish glow from a fungi in one corner. That light was kind of mushroomy in smell and actually helped ease the tension from the dark.
In the last few days Nagy has become very sick. the Rispers have kept it quiet but he does indeed have the fever now. Thuliss is with him but Gelianne wanted everybody to go to the service and put on a brave face. Also to pray to Ehlonna for the little tyke.
Daetha Tain Its strange but on the last page I had Daetha down as learning Knowledge Nature but now it says working at the smithy? Both are Con stats and the smithy certainly fits better but what happened. Running Fox also gives over 10 grey feathered arrows for the bow. Horatan hates the rattling quiver that comes with it and takes the boy to one of his caches in the woods. He gives over 10 more arrows each marked with green and white fletching. He calls these goblin slayers. Daetha
Spoiler: It soon becomes apparent that the problems of Tricaster do not interest Running Fox (or Horatan). As a ranger of the Gnarley Forest he teaches and believes that the forest is all. Also the "crowded" villages and towns are bound to create diseases. In fact he has heard told that some humans venerate diseases and their deity is called Incabulos.
Palfourd has a totally different attitude. He tries to help people but the black blood fever is beyond his minor ability.
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