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![]() Real life has been a real pain over the past two weeks, anyway... So, here is the map. I trust you not to metagame too much in choosing your route. Presume all doors are closed and so you have to try each one if you want to open it. ![]()
![]() The door opens quietly, revealing a roughly circular shaped shop where customers can browse the various glassware produced here. Bottles, windowpanes, and glasswork art are the primary contents. There are two exits visible, both are currently closed. The main entrance is at the south of the room. Both exits are behind the counter. One is at the east of the room and the other is south-east of the room. I'll link a map later. ![]()
![]() Keping you under one roof is easier than telling some of you and then collecting others from different locations... You make good progress to the Glassworks, where you find the building curiously silent. Nobody is going into or exiting from the building, but the furnace chimney still plumes with smoke. ![]()
![]() "Yes sir. Tsuto is his name. I'm never one to pass on gossip you understand, but it was something of a scandal when he was born all those years ago." "You see me dears, he’s a half-elf." She pauses to see if there is any reaction and then blushes. "Oh, you're not from these parts are you." "Neither of Ameiko’s parents are elves. It was obvious that old Lonjiku wasn’t the boy’s father, and his rage at the discovery of his wife’s indiscretion was the talk of the town for months." "Nobody ever said who the father was, and it’s a testament to Lonjiku’s stubbornness that they remained married. Young Tsuto was handed over to the Turandarok Academy to be raised outside of the Kaijitsu family." "Ameiko visited him in secret a few times a month to keep him company, bring him some food, and promise him that someday things would get all sorted out. That all changed six years ago, when they had a terrible argument. Tsuto struck Ameiko. I don't know what the argument was about, but whatever it was is what sent Ameiko away from here for a year." "She returned five years ago to attend her mother’s funeral. Tsuto was quite public in his opinions that his father had pushed his mother off the cliff to her death, and during the funeral there was a confrontation." "Lonjiku nearly broke Tsuto’s jaw with his cane, after which Tsuto cursed him and left Sandpoint. Ameiko’s tried to reestablish contact with him ever since, but was never able to track him down." ![]()
![]() Aseve, Carbrook and Valendrian head back to Cassomir with the body and his horse. The balance of the party head on, and soon reach a junction. The road more commonly travelled is straight on, and there is a road less well worn heading north-west. There is no sign-post to help you and there are no clues as to what lies in each direction. ![]()
![]() The rest of the evening passes relatively uneventfully. You all return to the Rusty Dragon - as its bedrooms are far more comfortable than anything the Hagfish could offer. The following morning, as you assemble for breakfast, you are approached by the timid elderly halfling barmaid Bethana. She's obviously upset and asks to speak to you somewhere in private. You adjourn to a private room and here she exmplains that her employer, Ameiko, has gone missing. Bethana says she woke earlier this morning to
"Well, I was worried of course my dears, so I knocked on her door but didn’t get a reply. I know it was wrong but I went into her room to find it empty and the bed un-slept in. "And worse, I found this." She shows a crumpled piece of parchment. "It was near the bed." The language is unknown to any of you, and Bethana continues, "It was written in Kaijitsu’s native tongue plus some code thrown in. Ameiko had been teaching me the language over the last few years." "To translate, it says: 'Hello, sis! I hope this letter finds you well, and with some free time on your hands, because we’ve got something of a problem. It’s to do with father. Seems that he might have had something to do with Sandpoint’s recent troubles with the goblins, and I didn’t want to bring the matter to the
You’ve got some pull here in town, though. If you can meet me at the Glassworks at midnight tonight, maybe we can figure out how to make sure he faces the punishment he deserves. Knock twice and then three times more and then once more at the delivery entrance and I’ll let you in.
"Please help me." ![]()
![]() Shalelu nods at Aylmora's words. "OK, it's probably best I tell you all I know about the goblins. And I'd also like to take the opportunity to introduce you to a fellow traveller that has been helpful in piecing together some recent information." Shalelu points to an lef sitting at a nearby table and beckons for him to join you. "Tashik here has a way of obtaining information that you may find useful in your exploits." Tashik grabs a nearby chair and sits down, an infectious grin on his face. "Proper introductions later," Shalelu says. "For now, the goblins." "I'll start with some basic facts. Firstly goblins excel at riding animals, but they don’t quite get horses. In fact, their hatred of all things horse is matched only by their fear of horses, who tend to step on goblins who get too close. "Although goblins raise horrible rat-faced creatures called goblin dogs to use as mounts - and I think you've met one already - their hatred of
"If there's garbage pits, gutters, sewers… in fact anywhere there’s garbage, you can bet goblins are nearby. Goblins are weirdly adept at crafting weapons and armor from refuse, and are fond of killing people with what they throw away. "Not so many people know that goblins love to sing. Unfortunately, as catchy as their lyrics can be, goblin songs tend to be a bit too creepy and disturbing to catch on in polite society. "Goblins is sneaky. An excited or angry goblin is a noisy, chattering,
"Don't forget, they're a little crazy. The fact that goblins
"Given enough supplies, a goblin generally takes nearly a dozen meals a day. Most goblin tribes don’t have enough supplies to accommodate such ravenous appetites, which is why the little menaces are so prone to going on raids. "They like fire. Burning things is one of the great goblin pastimes, although they’re generally pretty careful about lighting fires in their own lairs, especially since goblins tend to live in large tangled thistle patches and sleep in beds of dried leaves and grass. But give a goblin a torch and someone else’s home and you’ve got trouble. "They get stuck easily. They have have wiry frames but wide heads. They live in cramped warrens. Sometimes too cramped. "And finally, goblins believe writing steals your soul. The walls of goblin lairs and the ruins of towns goblins have raided are littered with pictures of their exploits. They never use writing, though. That’s not lucky. Writing steals words out of your head. You can’t get them back." Shalelu pauses for a moment to let it all sink in before continuing. "Now, as far as the goblin tribes are concerned, there are five major
"To the south are the Licktoad goblins of the Brinestump Marsh, pests that are excellent swimmers. "East are the Seven Tooth goblins of Shank’s Wood, goblins who’ve secured a place for themselves by raiding Sandpoint’s junkyard and rebuilding the stolen refuse into armor and weapons. "Further east are the Mosswood goblins, likely the largest tribe but one traditionally held back by feuding families within their own ranks. "And finally, there are the Thistletop goblins, who live on the Nettlewood coast atop a small island that some say holds a passing resemblance to a decapitated head. "Then there's the Goblin Heroes. Goblins generally live short, violent lives. It’s unusual for a single goblin to achieve any real measure of notoriety, but when one does, it’s well-earned. "Currently, five goblins enjoy the status of 'hero.' Big Gugmut is an unusually muscular and tall goblin from Mosswood who, it is said, had a
Shalelu sits back now, all of her information no doubt revealed. ![]()
![]() The corpse carries no familiar markings of any house or royal family, but a signet ring displays the 'winged eye' of Aroden. The next fact that is obvious to all is that the dead person is a half-elf. And finally, the pouch contains a rolled up piece of parchment that bears the following: "To whomsoever find this If you are reading this, then my life has been lost in the service of the last true son of Azlant. It is imperative that my brethren hear of my news. Please deliver this note to The Holy Five of Aroden." The letter then continues. "My brothers, Firstly, I can confirm that the young mage Emile does indeed intend to travel to Tharn and no doubt intends to tackle the caves there. Before I could catch him up, I followed a rumour to the small farming village of Greendale. I have encountered Rovagug and I cannot manage to defeat them by myself. I press home to bring you this news and trust that my lips, not your eyes share this information with you." ![]()
![]() Earnest does a thorough examination of the corpse. Earnest:
The six crossbow bolts sticking out of his back are the likely cause of death.
You would estimate he died less than one hour ago, but you cannot tell how far he travelled with the bolts in his back before dying. You would, however, guess not more than an hour or so. For those without Earnest's keen eye and professional training, you would say the six crossbow bolts sticking out of his back are the likely cause of death. ![]()
![]() You all head out of the main gate, and once over the bridge and moat, you soon encounter the Blackwood Swamp. It surrounds the city on all landward sides and is a remnant of the forest that once covered this entire land. The Swamp today is rotting - its smell unpleasant even to the most hardened of noses. To look at, it is a marshland; with tangled trees, dense overgrowth and you've heard tales of quicksand as well as man-eating plants. The last advice the guards gave you as you travelled out of the city was to, 'keep to the road.' Local knowledge suggests there is a village or at least a settlement every day's ride along the road as it heads east by north-east out of Cassomir. You have travelled approximately half a day, and were considering a break for some food when you see a horse come round a bend with a dead man hanging from the saddle. The horse slows when it reaches your own mounts and you can clearly see that the man's body is wearing a chain shirt. A shield and long sword hang from the saddle along with a pouch. ![]()
![]() In the interest of brevity and moving the story along... Cuu approaches the bar, the combination of Ashbek and the locals cheering him on. The hagfish in the large aquarium swims around, as if sensing the occasion and her movement stirs up the water that appears even through the glass as thick and slimy. The barman grabs a silver tankard and dips it into the water. As he hads the container to Cuu, those nearby recoil at the stench. In one swift motion, Cuu knocks back the liquid. It goes down slowly, like drinking molasses - only this is faintly green in colour and tastes like the inside of a cesspit. As Cuu triumphantly turns the tankard over to show he's finished the drink, the crowd cheer and plenty of back-slapping ensues. The barman hands Cuu the contents of the leather pouch that was hanging next to the tank. You have 47sp. "Aye, well done," Jargue Quinn booms, heading over to you. "It couldn't ha' been won by a more fitting hero. I'll carve your name up there meself." He points to the roll of honour and gives Cuu a wink. As a group. you head back to the grave-site but find nothing of any interest that would answer any questions. You then return to the Hagfish for the promised meal and Shalelu asks you, "So, what do you want to know about the local goblins? The tribes? The heroes? Facts about goblins, or all of it?" ![]()
![]() Bloody Rugburn wrote: Email sent. If you still have the same email address at better novel writing dot com. A bit confused. The last time we contacted each other was over five months ago. You were on the reserve list in case anyone dropped out early on. One player stopped after about a hundred posts (from memory) but we didn't replace him. When it came to offering these places, I didn't want to do it on a first come, first served basis - hence the Gamer Connection posting. I apologise if you expected to be automatically in without contacting me. I had hoped I had made that clear from the posting. ![]()
![]() Kobold Cleaver wrote:
No, it's working well for me. It gives people a chance to challenge you if they see fit - especially as the party has only just formed and trust will be low. ![]()
![]() As the group assembles in the stable, you are all aware that the gate indicated by Jacques is actually the main gate of Cassomir. It leads east through the Blackwood Swamp and a bridge crosses the city's moat directly outside the gates. The stable is conveniently situated next to the gate and is bustling with trade. When you show the letter from Jacques, you are presented with an array of horses and ponies to choose from. You can choose a horse or pony. What it looks like and its name is entirely up to you. If you don't have a Bestiary (or even if you do) the stats for the animal can be found here. With mounts and supplies sorted, the guards wave you to go through the main gates, its portcullis raised. ![]()
![]() Earnest Carbrook wrote: @GM - rather than just start throwing dice around because I have skills which might be useful, can you tell me which skill(s) may be appropriate here. Or, as my sheet is up to date, please roll for me if you wish. As the group starts to congregate at the stables, Earnest asks some questions of the stable-hands and guards there. They all seem to remember Emile and his horse, which was indeed stabled there. They explain that he left in good spirits and was dressed as he always was - in brown robes. He hadn't indicated a specific destination, but there is only one road out through the swamp and there are villages a day or so apart along its length. One stable hand remembers he was glancing at a map - something the others couldn't agree or disagree with, but the lad in question didn't get to see what was written on it anyway. ![]()
![]() Ersigen wrote:
No offence, but Kjob had shown a great deal of interest previously and is working on his character as we speak - so we'll have to pass this time around. ![]()
![]() Kjob wrote:
Sounds good to me. ![]()
![]() Kjob wrote:
Being objective, I would say the group lacks a rogue type - but they are a good blend and are getting by without worrying about traps and locks. Therefore, I would suggest you play the one that you will get most enjoyment from. I would like to jump into the next main thread before the week-end, so if you could have your character ready by then, we can plan a way to link you into the party. ![]()
![]() Senuset wrote:
Senuset: You're not sure what the dead body will be used for - there could be countless reasons - but the nagging thought is that it is a particular body that was taken. Not a living person, or a fresh corpse, but someone specific. Someone that is important to someone. You would suggest a sacrifice but this is a dead body. Perhaps an offering? If you could work out who took it, the answer would be easier to come by. ![]()
![]() Jacques appears to take the 'yes's' and the lack of 'no's' to mean acceptance. He produces a sketch of a young man no older than twenty. He is average looking, with short hair and no distinguishing features. "The artist flattered him somewhat. His nose is a great deal longer, but otherwise it's a good likeness. His hair is brown, as are his eyes. He'll be wearing simple brown robes most likely and his horse, as you've probably already guessed, is brown." "The horse answers to 'Chestnut,'" the mage winces visibly at having to share that information. "And the fool apprentice answers to 'Emile.' He was last seen heading east out of town, along the main road. I'm not sure I can add much more in the way of information. Oh, he has about a day's head-start on you." The mage scowls. "If you are to catch him," his voice seems irritated, "you'll need some sort of transport." He grabs a parchment from the desk and quickly scribbles something down. He adds some brown wax and an imprint of one of his rings and offers the scroll. "This entitles you to collect a horse each from the stables near the east gate. I would appreciate it if you could return them." He rings a small hand-bell and a plump, middle-aged woman comes bustling in moments later. She does not seem fazed by your presence. "Matilda, could you please pull together some rations for our friends here. Travelling rations. Three days should suffice." The woman leaves without speaking and siilence falls over the room. ![]()
![]() A local taps Cuu on the elbow. "I'm surprised you haven't taken the challenge." At the lack of an instant response, he adds, somewhat drunkenly. "Norah...the hagfish...if you can down a tankard of her water, you get to keep the silver in the pouch up there." His heads bobs towards the tank and the leather pouch. "S'up to you of course, but what with you being heroes." Now quite a few gamers have stopped playing and are intrigued as to what you will do. ![]()
![]() You collect Ashbek and Shalelu en route to the Hagfish. This is one of Sandpoint’s most popular taverns, especially among fishermen and gamblers. You also remember it boasts an excellent seafood chowder (tasted at the Swallowtail festivities). As you eneter, you are greated by a roar from the assembled patrons. Hands are offered and shaken and offers of drinks abound. A one-legged man comes out from behind the bar. "Oi be Jargie Quinn," he says, and wipes a dirty hand on an even dirtier apron before offering it. "Your forst meal is on me. Let's see if oi can finds thee a table fit fer heroes." He moves to a corner table and jerks his thumb. The patrons occupying the table quickly stand and make it abundantly clear that giving up their seat would be an honour they would never relinquish. As you sit, you take in your surroundings. Your eyes first alight on a large glass aquarium that sits behind the bar, evidently the home of a hagfish. Hanging from a nail next to the tank is a bulging leather pouch. You also notice many names carved into the wood, above the tank. The next thing you notice are game tables, ranging from cards to checkers to dice to darts. There is a bustle here different to the Rusty Dragon. To anyone in the bar, the scene is effectively reversed. A group that are instantly recognised as the heroes that saved Sandpoint from the goblins enters and one and all seem to want to shake their hand. The owner, Jargie, comes to greet them and settles them at a corner table. From their curiosity with the inside of the tavern, it's evident they haven't been inside before. ![]()
![]() Jacques surveys the group. "I am pleased that some of you are trusting enough to take me up on my offer without further questions." He turns to Emrys. "Cassomir is my home. It has always been my home. I am not sure I have a reason for being here beyond that. And as for refreshements, I can offer some provisions for your journey, but I did not plan for this to be a social engagement." There is a note of impatience edging into to his voice. He turns now to face Dr. Hazard. "My apprentice is young, foolish but very clever. He'll make a fine mage one day - if he lives that long. He longs for adventure and dash the consequences. Such a trait tends to lead to death more often than not. If you all accept the task, I can give further details." He then considers Ellaria. "As I suggested to the good doctor, as soon as you have agreement, I'll be happy to give more information." Finally he turns to Earnest. "I am a great believer in dynamics. The academics call it synergy. You, as a group, are greater than the sum of your parts. Who is to say which of your skills will be employed in this endeavour? You have a good reputation and have a will to do the right thing. Beyond that, I cannot say." "Now I must press you all to make a decision. What is it to be? ![]()
![]() TDLofCC wrote:
That's correct. Just catch us up when you can. There is enough to do before the point where it would be difficult to add you for a while - but even then, I have a cunning plan. ![]()
![]() Aylmora Mvashti wrote:
The priest shakes his head, sighing. "This is outside of my expertise." He pauses for a moment and adds. "There is someone, perhaps. I don't want to get your hopes up but there is a visitor who has knowledge of death magic. That may not be enough, but it's more than I can offer. He was staying at the Hagfish I believe. I can't remember a name but he has a blond ponytail." He shrugs as a form of apology. "May you have every success in your ventures. I have a feeling Sandpoint will need its heroes even more now." ![]()
![]() Brayker wrote:
Brayker:
You see nothing out of the ordinary - albeit you are in a room with lots of magical items that you would typically describe as extraordinary. And you sense he speaks the truth. "Many moons ago," says Jacques, "I was a lowly adventurer. A powerful mage offered me a commission of sorts and I never looked back. Call it passing on the favour." "How do I know so much about you? Well that can be in part answered by all of this." He waves his arms indicating the room. "It is my business to be mysterious, to know things others can only guess at. And as for specifically how I know...I think that's best left to your return." "I can only ask you to take on this opportunity. I have no intention of rushing you, but every minute and the trail must grow colder." ![]()
![]() Emrys Korvyn wrote: "Before I consider helping you, I would at least like to know who you are. It's apparent you're familiar with our identities," Emrys indicates himself and the others in the room, ,"but I'm afraid we know little of you. I don't enjoy being at such a disadvantage." The mage considers Emrys for a few moments. "I am not sure what else to add beyond what I have already shared. My name is Jacques and I dabble in magic. I have an apprentice and he has wandered off on a fool adventure." The man scratches his chin. "What else do you want to know?" |