| GM Eoin |
The nigt passes safely and you arise early, enjoying whats left of some rabbit stew before continuing on your journey, Venester telling stories about how he and Hoyre hunted a winter wolf north in the Lands of the Linnorm Kings.
The days pass safely until you arrive at a small town wherein, Hoyre attests, your ferry awaits. However as you approach the docks there seems to be some commotion.
| Marcus "the Mouse" Dana |
Marcus cuts his way through the crowd. "Excuse me...pardon. When he gets to where the ferryman is arguing, he gently taps the man on the shoulder.
"Perhaps I can be of some assistance."
not sure how you want to handle this. diplomacy 1d20 + 11 ⇒ (1) + 11 = 12
If you'd rather roleplay it out I am good with that too.
| Sir Percival de Looupe |
Sir Percival, begins to get agitated and moves constantly in the saddle re-adjusting himself, trying to get comfortable. "What's wrong with these peasants, don't they know they are stopping a free man continue with his trade. What's Mouse up to, hasn't he sorted it out yet. " His cheeks flush red the more impatient he gets. "I've a good mind to sort it out myself, does that man want his money back. For Akadi's sake just give it him and let's be on our way. You boys ready to go down and give Mouse a hand?"
| GM Eoin |
The farmer seems overjoyed at somebody not shouting at him, and Marcus' charm quickly convinces him to take the gold and remove his cart. The ferry is quickly loaded and your journey begins as Hoyre presents your papers from the Mayor. The ferrymaster personally thanks Marcus later on.
400 XP! For everyone!
| Sir Percival de Looupe |
Seeing Halstadt wandering down to aid Mouse, Sir Percival stops moving down, his respect for Halstadt means he doesn't have to intervene himself. The cleric can take control of a mob. Sir Percival speaks to Hoyre and Venester, "Hold here now, wait 'til Halstadt has calmed them down. We'll give him time to sort it out, just stay here a minute, sheath your weapons. Why!" Sir Percival sighs loudly and watches, still impatient but knowing to leave Halstadt to sort it.
| GM Eoin |
The farmer seems overjoyed at somebody not shouting at him, and Marcus' charm quickly convinces him to take the gold and remove his cart. The ferry is quickly loaded and your journey begins as Hoyre presents your papers from the Mayor. The ferrymaster personally thanks Marcus later on.
400 XP! For everyone!
| Sir Percival de Looupe |
Sir Percival motions to the two fellows with them, Come, it looks like Mouse and Halstadt have diffused the problem with those peasants. Let's go down and join them now.
The 3 companions start down and join their friends getting on the ferry, Sir Percival looks appreciatively down at Mouse and Halstadt, "Took your time didn't you.", but smiles down at them, displaying the humour in his words and they were not to be taken seriously.
| GM Eoin |
After you are safely boarded upon the modest barge you begin your journey towards Lake Syrantula, there to disembark and travel to Turtleback Ferry by foot.
As your gear is laid in a safe position Hoyrse informs you that the journey up the river should be safe and predictable. Venester gives him an odd look however, then adds 'Every time you say that, I get a bad feeling. I think I'll man watch with the crew tonight.'
| GM Eoin |
The barge moves even as you sleep and you awake to find yourselves many miles upriver. Despite Venesters supersttitions, the next two days pass uneventfully and the aquatic leg of your journey some comes to an end on the Korvosan side of Lake Syrantula, where the Skull river empties into the Lake across from the town of Ilsurian.
After setting up camp on the lake's edge Hoyre asks the party whether they would prefer to travel up along the river, and risk not arriving before the heavy snows, or trying the more dangerous and direct path through hainted Ashwood.
| Sir Percival de Looupe |
Sir Percival consults one of his note books and spends sometime on his own wandering up and down thinking, pensive as he weighs up the options. Racking his mind as he tries to remember details about the shortest path and the dangers they would face. He then compares it with the dangers from arriving after the snows, before coming to a conclusion.
Knowledge (geography) 1d20 + 9 ⇒ (11) + 9 = 20
Knowledge (history) 1d20 + 9 ⇒ (8) + 9 = 17
Knowledge (local) 1d20 + 10 ⇒ (3) + 10 = 13
Knowledge (nature) 1d20 + 9 ⇒ (11) + 9 = 20
| GM Eoin |
Sorry! Had a special day yesterday.
Percival consults his remembered knowedge about the reasons, rumors have it that the woods are haunted by spectral undead and lycanthropes, as well as other forest threats while the bank road may have bandits, but otherwise be safe, however if the snows arrive before you you could take far, far longer to arrive to Turtleback Ferry, maybe too late to establish or affect the problems threatening it.
| Sir Percival de Looupe |
"Despite the lycanthropes and spectral undead of the forest, I still think its a better idea, than the thought of arriving too late at the destination and being unable to fulfil our destinies." says sir Percival to the party members make ready to eat. "I too think despite the dangers, it will be to advantage to arrive earlier, rather than later."
| GM Eoin |
Your journey begins as you set off into the depths of Ashwood, the canopy quickly becomes dark and obscuring overhead, and the horses grow increasingly nervous.
The first day's travel passes uneventfully and you establish camp in the evening. That night, long after you settled down to rest, you are a woken by Venester during his watch.
He claims to have heard a noise approaching from the forest.
Make perception checks.
| Marcus "the Mouse" Dana |
Sir Percival asks the others if they saw that shadow. When they say no, he suggests we all go and check it out, they don't want to be disturbed in their sleep by brigands and thieves?
"Agreed," Marcus says as he pads softly in the direction Percival indicated.
| GM Eoin |
The night passes uneventfully, and you arise the next day and begin to make progress over th enext few days you begin to hear and see more strange shapes in the woods, though you can never quite catch up with them. Roughly half way true the journey as Hoyre declares, you set camp near a small river stream, when are about to set up camp when you hear the first true sound you've heard from the eerily queit forest.
A howl, long and loud, ending abruptly. The howl is soon answered by two more howls as the sun begins to set behind a thick layer of dark clouds.