Toonary is standing watch, looking to at least part of the farm, praying internally to Chauntea. “Great Mother I confused. You tell life, yet I take life. But the lifes I take try to take lifes that I think are friend. The friends might worship you, they have farm, Mother please help they farm.” Toonary waves his hands to the farms. “Please Great Mother I look for a sign I do good protect my friends, my new friends are friends, and not, not friends.”
Not sure if you need me to roll anything for this.
Flashback
Toonary is sitting in his room reading through one of his books on holy religion he has collected in his room over the years. Rurgrolin, the old Dwarf woman who had cared for him for years, walked in, she was putting more weight on her cane than normal, and moving a little slower.
“Come with me Toonary.” The two walked up the staircase and into the temple garden, but instead of continuing to walk to the center for their weekly prayer and lessons the old woman turned left.
“Where we go?”
“We are going to go out to the market, remember, we talked about it, that's why we cut your horns down, and put the caps on them.”
“Remember, I don’t ready to go."
The dwarf shook her head as they continued to walk to Toonary’s first journey out of the temple since come there as a baby. People looked of course, who would not have, guards that the two would walk past would move their hands onto the hilt of their swords, one boy screamed in fear, a little girl stared at him as her mother pulled her along telling her not to. As the two reached a first cart Rurgrolin said for the first time to Toonary “Friend.” The two continued their walk, and as they walked past a butcher the man poked his head out the window where he was selling his meat and spit at Toonary, missing him but not by much and Rurgrolin said “Not Friend.” and so it went for the rest of the morning. When the two returned to the temple Rurgrolin said to Toonary “We want the best for not friends too, we just leave them be.”
Things settle down at the fort. Toonary takes care of Adar going over everything to make sure that nothing his broken. After a while the kid shoos the far larger and imposing minotaure exasperated by the attention. On the side Tom and Savannah can't keep from smiling.
Otwald makes his round and sees nothing they can do about the general structure of the fort in a short time. The work needed will take a week or two. Still the place is easily defensible if structures can be made to hold archers and the gates can be closed and blocked..
As the group takes care of the bodies Balfour searches he corpses for clues. He finds a few copper pieces and their weapons, crude but effective. What he finds strange are the small tokens of carved wolves heads that each carry around their necks or in their pockets. A symbol he doesn't recognize yet.
To have some information please make a Religion or Nature roll DC 16
If succeeded read:
Malar. This is the word that comes to your mind has you look at the tokens. The God of Savagery, Wild Beasts and Werecreatures. This is bad news but not surprising. Many bandits follow Malar in an attempt to ward off wild beasts in the forests.
Arm follows the fleeing bandits for about 2 hours. They enter a wooden area to the south east of the fort.
The men don't seem to have noticed tat they are being followed and they relax as they enter an area they feel is their home turf. They chat and joke but when they finaly enter the forest their demeanor changes to one of fear. They glimpse around and jump at odd noises.
Arm please roll a Nature check DC 14
The area is strange. It feels unnatural or at least not the usual forest. For some reason it gives you shivers to even look at it. Bones of humanoid creatures hang in the fetish like warnings. The carving of a head of a wolf like creature snarls a you as you arrive at the edge of the forest.
Arm stops in his tracks. Though stealthy he knows he is being hunted. As he begins the trek back he hears the distinct sounds of wolves yapping and calling each other. They clearly are unable to find you but are close behind.
As Arm leaves the confine of the forest he sees a larger wolf striding in front of a trailing pack. The creature stand about 4feet at the shoulder and stops, sniffing the air.
This post has potentially manipulated dice roll results.
Balfour turns the totems over in his hands. Not recognizing them, but suspecting they have significance he takes them over to Toonary and the elderly dwarf to see if they make sense to either of them.
Relgion 5
'Oy there, either of you two every seen anything like this before? All the hooligans had one on them.'
Arm returns to the group and reports back to everyone on the bandits' hut, the dangling bone fetish, the wolf's head carving, the larger-than-usual wolves in the forest, and the strange sense of wrongness.
We have much to do, I think. Scouting, and learning about the surrounding area. Perhaps these are tasks for tomorrow, though.
He also offers to take the next watch: Perception21
The night is falling on the fort and the group assembles once more around the table. The altercation an hour before has reminded everyone that the region is wild and has been left for a long time without protectors.
The ask that has been asked of you seems harder for some reason but at least you have shown Savannah that you are here to do good and the thieves that you mean business.
Tom and Adar who have escaped the clutches of their mother are asking you many questions and retelling the fight. They seem to have forgotten already how it happened and are spinning tall tales. The fact that are not unsettled at all by the violent deaths gives you all an idea of the harsh life they have here.
This post has potentially manipulated dice roll results.
Keyyra picks up the pendant and gives it a little look over then chucks it back to Baflour "Malar, god of the wildthings and werewolves. Dumb bastards probably believe it will keep them safe from the things in this dammed place." Keyyra says then with grin "Won't protect em from proper retribution though."
Otwald overhears the talk of the hut, Wolves, and Malar. “Reminds me of a bunch of savages way back when. Rode on Dire Wolves while wearin’ Boar heads as helmets. They kept chasin off the trade caravans. So we disguised ourselves like merchants and had them chase us right into a pit trap. Got em all we did, Ha!” He sits back in his chair with a smile. A glimmer in his eye from the memory of an experience long ago.
I know that there is a lot of possibilities but I m moving forward. If you want to add to the RP go on
This is your first night with a roof over your head since a long time. The kids have decide to participate to the night watch and with the blessing of their mother take position at the gate.
You manage to have a good nigh of sleep and the smell of breakfast helps you get out of bed.
Tom and Adar are still sleeping when you all wake.
Early Morning. (For those rising early )
Savannah is already busy in when the sun begins to shine. Water is boiling on the oven and you can hear her working in the small garden in the back. It seems like it is the usual thing for her to do.
Tell me where you are going to explore. Depending on the terrain, it takes 1 or more days to be thorough. I ll give you a few hints and some of you can add to the encounter if they want very much like the Old Man. If you have any questions either do it on the PM or in Spoils.
The group assembles in the courtyard. They need to decide what to do next.
Balfour speaks up, 'Well it seems to me we need to tackle these bandits before we do anything else. Arm has already found them - seems to me we should go try to finish them off.'
Arm walks over to Savanah and offers to help. Excuse me, um, ma'am. I'm really sorry for all the trouble we've brought you. Could I give you a hand with the garden?
Arm has reported back to the others on everything he saw, but he's too much of a wallflower to participate much in a big group meeting. He will hang out at the back and listen, nodding slightly when Balfour proposes tackling the bandits (Area 1 on the map), but saying little or nothing.
Arm returns as quickly as he can while still being stealthy; not sure if he will return in time to take a watch. DM, can you confirm?
Toonary is standing watch, looking to at least part of the farm, praying internally to Chauntea. “Great Mother I confused. You tell life, yet I take life. But the lifes I take try to take lifes that I think are friend. The friends might worship you, they have farm, Mother please help they farm.” Toonary waves his hands to the farms. “Please Great Mother I look for a sign I do good protect my friends, my new friends are friends, and not, not friends.”
Not sure if you need me to roll anything for this.
Flashback
Toonary is sitting in his room reading through one of his books on holy religion he has collected in his room over the years. Rurgrolin, the old Dwarf woman who had cared for him for years, walked in, she was putting more weight on her cane than normal, and moving a little slower.
“Come with me Toonary.” The two walked up the staircase and into the temple garden, but instead of continuing to walk to the center for their weekly prayer and lessons the old woman turned left.
“Where we go?”
“We are going to go out to the market, remember, we talked about it, that's why we cut your horns down, and put the caps on them.”
“Remember, I don’t ready to go."
The dwarf shook her head as they continued to walk to Toonary’s first journey out of the temple since come there as a baby. People looked of course, who would not have, guards that the two would walk past would move their hands onto the hilt of their swords, one boy screamed in fear, a little girl stared at him as her mother pulled her along telling her not to. As the two reached a first cart Rurgrolin said for the first time to Toonary “Friend.” The two continued their walk, and as they walked past a butcher the man poked his head out the window where he was selling his meat and spit at Toonary, missing him but not by much and Rurgrolin said “Not Friend.” and so it went for the rest of the morning. When the two returned to the temple Rurgrolin said to Toonary “We want the best for not friends too, we just leave them be.”
Thom Everyman- Midgard One Shots
DMing- The Voyage of the Fallen Star
Things settle down at the fort. Toonary takes care of Adar going over everything to make sure that nothing his broken. After a while the kid shoos the far larger and imposing minotaure exasperated by the attention. On the side Tom and Savannah can't keep from smiling.
Otwald makes his round and sees nothing they can do about the general structure of the fort in a short time. The work needed will take a week or two. Still the place is easily defensible if structures can be made to hold archers and the gates can be closed and blocked..
As the group takes care of the bodies Balfour searches he corpses for clues. He finds a few copper pieces and their weapons, crude but effective. What he finds strange are the small tokens of carved wolves heads that each carry around their necks or in their pockets. A symbol he doesn't recognize yet.
To have some information please make a Religion or Nature roll DC 16
If succeeded read:
Malar. This is the word that comes to your mind has you look at the tokens. The God of Savagery, Wild Beasts and Werecreatures. This is bad news but not surprising. Many bandits follow Malar in an attempt to ward off wild beasts in the forests.
Arm follows the fleeing bandits for about 2 hours. They enter a wooden area to the south east of the fort.
The men don't seem to have noticed tat they are being followed and they relax as they enter an area they feel is their home turf. They chat and joke but when they finaly enter the forest their demeanor changes to one of fear. They glimpse around and jump at odd noises.
Arm please roll a Nature check DC 14
The area is strange. It feels unnatural or at least not the usual forest. For some reason it gives you shivers to even look at it. Bones of humanoid creatures hang in the fetish like warnings. The carving of a head of a wolf like creature snarls a you as you arrive at the edge of the forest.
https://www.worldanvil.com/w/frontier-kingdom-gamorust/map/5875b892-9321-4ecc-aeee-1c3788f35ab9
Arm looks around nervously, cursing himself for being so foolish as to come so far alone: Nature 17
Arm stops in his tracks. Though stealthy he knows he is being hunted. As he begins the trek back he hears the distinct sounds of wolves yapping and calling each other. They clearly are unable to find you but are close behind.
As Arm leaves the confine of the forest he sees a larger wolf striding in front of a trailing pack. The creature stand about 4feet at the shoulder and stops, sniffing the air.
Balfour turns the totems over in his hands. Not recognizing them, but suspecting they have significance he takes them over to Toonary and the elderly dwarf to see if they make sense to either of them.
Relgion 5
'Oy there, either of you two every seen anything like this before? All the hooligans had one on them.'
Arm does his best not to move, make a noise, or smell too much: 22
Evelina looks around, unsure what to do anymore
Elra Skylash - Human Cleric | Vanzaren Tanidoni - Half Elf Wizard
Mindartis Liadon - Eladrin Barbarian | Naivara Siannodel - Half Elf Ranger
Arrila Evenwood - Half Elf Paladin | Callaphe of Setessa - Human Rogue
Katernin Nemetsk - Aasimar Cleric | Melody - Tiefling Bard
Baflour brings the wolf totem to Evelina - 'This lot all had this around there necks - any clue what it is or what it means?'
Arm you wait for a few minutes and the creature followed by the pack leaves, returning into the dark embrace of the forest.
Arm returns to the group and reports back to everyone on the bandits' hut, the dangling bone fetish, the wolf's head carving, the larger-than-usual wolves in the forest, and the strange sense of wrongness.
We have much to do, I think. Scouting, and learning about the surrounding area. Perhaps these are tasks for tomorrow, though.
He also offers to take the next watch: Perception 21
The night is falling on the fort and the group assembles once more around the table. The altercation an hour before has reminded everyone that the region is wild and has been left for a long time without protectors.
The ask that has been asked of you seems harder for some reason but at least you have shown Savannah that you are here to do good and the thieves that you mean business.
Tom and Adar who have escaped the clutches of their mother are asking you many questions and retelling the fight. They seem to have forgotten already how it happened and are spinning tall tales. The fact that are not unsettled at all by the violent deaths gives you all an idea of the harsh life they have here.
Keyyra picks up the pendant and gives it a little look over then chucks it back to Baflour "Malar, god of the wildthings and werewolves. Dumb bastards probably believe it will keep them safe from the things in this dammed place." Keyyra says then with grin "Won't protect em from proper retribution though."
6 Religion Check
P: The Traveling Ward: Natural Napalm Enthusiast. (AURYN: The Hunt For The Last Unicorn.)
DM:
Evelina takes it from him and inspects it to see if she recognizes anything.
Elra Skylash - Human Cleric | Vanzaren Tanidoni - Half Elf Wizard
Mindartis Liadon - Eladrin Barbarian | Naivara Siannodel - Half Elf Ranger
Arrila Evenwood - Half Elf Paladin | Callaphe of Setessa - Human Rogue
Katernin Nemetsk - Aasimar Cleric | Melody - Tiefling Bard
Otwald overhears the talk of the hut, Wolves, and Malar. “Reminds me of a bunch of savages way back when. Rode on Dire Wolves while wearin’ Boar heads as helmets. They kept chasin off the trade caravans. So we disguised ourselves like merchants and had them chase us right into a pit trap. Got em all we did, Ha!” He sits back in his chair with a smile. A glimmer in his eye from the memory of an experience long ago.
I know that there is a lot of possibilities but I m moving forward. If you want to add to the RP go on
This is your first night with a roof over your head since a long time. The kids have decide to participate to the night watch and with the blessing of their mother take position at the gate.
You manage to have a good nigh of sleep and the smell of breakfast helps you get out of bed.
Tom and Adar are still sleeping when you all wake.
Early Morning. (For those rising early )
Savannah is already busy in when the sun begins to shine. Water is boiling on the oven and you can hear her working in the small garden in the back. It seems like it is the usual thing for her to do.
Exploration phase:
Here are a few pointers on how we are going to proceed.
First look at the map here: https://www.worldanvil.com/w/frontier-kingdom-gamorust/map/5875b892-9321-4ecc-aeee-1c3788f35ab9
Tell me where you are going to explore. Depending on the terrain, it takes 1 or more days to be thorough. I ll give you a few hints and some of you can add to the encounter if they want very much like the Old Man. If you have any questions either do it on the PM or in Spoils.
The group assembles in the courtyard. They need to decide what to do next.
Balfour speaks up, 'Well it seems to me we need to tackle these bandits before we do anything else. Arm has already found them - seems to me we should go try to finish them off.'
Arm walks over to Savanah and offers to help. Excuse me, um, ma'am. I'm really sorry for all the trouble we've brought you. Could I give you a hand with the garden?
Arm has reported back to the others on everything he saw, but he's too much of a wallflower to participate much in a big group meeting. He will hang out at the back and listen, nodding slightly when Balfour proposes tackling the bandits (Area 1 on the map), but saying little or nothing.