"Not at all! In fact I encourage it! The empire sort of dropped the ball when it came to scouting out the entire area before we came here. They just focused on the immediate area for the settlements. According to Arcanist Ernst Mezzano, you all should travel north until you see a mountain peak above the tree line toward the northeast, then head that way. The ruins should be there. Now it's been 7 centuries since this land was occupied, so the ruins might not be as apparent as you'd expect.
With the expected one day travel for a constructed road, I'd guess you might arrive there after a day and a half. If you haven't made contact by noon of the third day, then search for where they left off and be cautious."
Alobrahm quickly pops a bit of bacon in his mouth after he's finished speaking.
(With the low population and duration you all have been here, you all would at least know of Arcanist Mezzano. He's the empire appointed Master of the Arcane for Fort Paxton. Whether you have had a run in with him or not can be up to you. He's known to be friendly, but when busy he can sometimes come across as rude or sucked into his own world of thought)
Tzeene is uncharacteristically quiet, moving around the room constnatly, almost pacing out of boredom. She is very clearly looking for anything of worth, but is restraining using the five fingered discount for now. She would flit amongst the other adventurers looking them over with a very hard look, memorizing their appearance and totally ignoring the given quest giver until she hears the word ruins. Her ears perk up and she looks rather excited. "RUUUUINS!" she says with an overenthusiastic tone! Her face lit up with excitement. "We should go there! There might be shiny things... and-and-and..." she trails off thinking for a moment. "Yes." she finishes her thought mid sentence and smiles a happy grin. "You guys are strong right?" Tzeene looks between them and smiles. "We should have no trouble! unless the Traveler deems it so. Then we will have trouble. But, then it is how it is!"
Hopefully this any questions. 1) The Gateway is a docking station for larger ships to load/unload cargo/passengers. This was constructed because the sea floor rises quickly after that. Smaller ships would then transport everything from dock to dock. Although they could have made longer docks to avoid this extra work, doing it this way establishes a check point to ensure everything is there that is supposed to be there and to catch what isn't supposed to be there. 2) Beacon Point is basically a lighthouse. When a ship is expected to come in a large stone bowl filled with wood or other fuel is lit. 3) The Temple of the Rising Sun is a temple of Pelor. 4) the wanderer's Sanctuary is a temple of Avandra 5) This map only shows the immediate area of the settlement. Hunters and anyone else who ventures out usually goes not too much farther than what is represented on the map. The ruins are a known location from history between the settlements and was established as a meeting point for the two pathfinding parties. The best way to get there is to cross the bridge on the map and head north as indicated by the Margrave.
Sorry if any of this feels messy or amateurish. This is my first attempt at running a PbP game.
The Margrave looks over at Tzeene with her burst of enthusiastic words.
"That's the sprirt! Now I think the only information I have not disclosed was payment. This jobs offers 75 gold per person. Naturally if you happen to find anything out there it will be yours."
He looks over all of your faces trying to assess to mood.
"It looks like you all are ready to get out of here. Remember, your healing potions and the beacon orb are at the fort. Stop by there before you head out"
Rollback Post to RevisionRollBack
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
"Oh, of course it's for gold. I would feel bad for any who would risk their lives to simply find a route for a road. I would have paid if the empire did not. Volunteer might have been a little too loose a term now that you bring it up that way."
The Margrave says in respones.
Rollback Post to RevisionRollBack
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
"I believe we have all we need. Thank you, Margrave Henderson. We will not disappoint you." As he’s about to leave, Sieghart turns around to meet the Margrave’s face again. "I do have a final question, once we’ve met with the other team, is there any further instructions or do we simply go back to Fort Paxton?"
"That is correct. When you meet with them compare notes and return. When we know a path has been set forth and notes have been made about dangerous locations or areas of suspicion, then we can send out a crew to begin constructing the road."
Rollback Post to RevisionRollBack
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
"Good luck. I'll pray to Avandra for your safe travels. When you get to the fort let them know you all are there for phase 5. Wren please show them out!"
Wren comes back into view at the front door and opens it. He wishes everyone good luck as you walk past.
The warmth of the morning sun shines on your face and the smell of the sea enters your nose from the gentle breeze. There is the general store wh where you can buy dried meats and other hearty foods, as-well-as other supplies, and then there is the road out to the fort for your package.
Rollback Post to RevisionRollBack
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
Catherine remains silent through the proceedings, her would-be companions saying anything she might have and then some. She's pleased that at least one other person among them is properly armed, and distrusting of the small drow, shifting away from the creature when it passes too close. Other than that, she's unsure what to make of the lot. If they truly face nothing more threatening than some wild game, then they'd likely suffice. In truth, Catherine was somewhat disappointed, her hopes yet again having exceeded reality. A short trek along the coast to chart a basic road didn't promise much in the way of glory.... at least they'd have a chance to examine some ruins. It was better than nothing.
With another brief grunt and a nod to Margrave, Catherine turns and sets off for the fort, ducking carefully to fit her axe through the doorframe.
With the final words said you all make you way out of town and down the long dirt path to the fort. The fortifications have marginally improved since you first arrived on the ship. The fort has 15 foot walls made of thick timbers that have been sharped at the tops. When the wind blows just right you can still make out a faint scent of pine. At each corner are towers that reach another 5 feet and capped with roofs (the improvement). The gatehouse is bulkier than the rest of the structure and has two guards leaning against one of the open doors talking to each other, until they notice your group. They step beyond the threshold with one holding a hand up and saying loudly,
"Halt! What business brings well armed folk to the fort?"
They both have a hand resting on the hilt of their swords, but it doesnt appear as if they believe they will have to use any kind of force.
"Good, good. It's a pity that the area has not been scouted, but I understand. Nothing we couldn't handle."
Happy's face fills with determination once again as he says:
"I'm particularly interested in the ruins. I'd like to have a closer look at them if there are no objections from your side."
"In how many days are we expected to make contact with the other team? "
Sieghart looks at the map and tries to memorize it as best he can.
"Not at all! In fact I encourage it! The empire sort of dropped the ball when it came to scouting out the entire area before we came here. They just focused on the immediate area for the settlements. According to Arcanist Ernst Mezzano, you all should travel north until you see a mountain peak above the tree line toward the northeast, then head that way. The ruins should be there. Now it's been 7 centuries since this land was occupied, so the ruins might not be as apparent as you'd expect.
With the expected one day travel for a constructed road, I'd guess you might arrive there after a day and a half. If you haven't made contact by noon of the third day, then search for where they left off and be cautious."
Alobrahm quickly pops a bit of bacon in his mouth after he's finished speaking.
(With the low population and duration you all have been here, you all would at least know of Arcanist Mezzano. He's the empire appointed Master of the Arcane for Fort Paxton. Whether you have had a run in with him or not can be up to you. He's known to be friendly, but when busy he can sometimes come across as rude or sucked into his own world of thought)
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
https://ddb.ac/campaigns/join/786133253059740
Link to the page for this campaign
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
Tzeene is uncharacteristically quiet, moving around the room constnatly, almost pacing out of boredom. She is very clearly looking for anything of worth, but is restraining using the five fingered discount for now. She would flit amongst the other adventurers looking them over with a very hard look, memorizing their appearance and totally ignoring the given quest giver until she hears the word ruins. Her ears perk up and she looks rather excited. "RUUUUINS!" she says with an overenthusiastic tone! Her face lit up with excitement. "We should go there! There might be shiny things... and-and-and..." she trails off thinking for a moment. "Yes." she finishes her thought mid sentence and smiles a happy grin. "You guys are strong right?" Tzeene looks between them and smiles. "We should have no trouble! unless the Traveler deems it so. Then we will have trouble. But, then it is how it is!"
Happy looks at the rest of the group mustering his soon to be companions.
"Ok then, when nobody else has any Questions, I'd suggest we go stock up on supplies and then head out."
Turning back to the Margrave.
"One last Question, if you don't mind. What can I expect in terms of Payment?"
Hopefully this any questions. 1) The Gateway is a docking station for larger ships to load/unload cargo/passengers. This was constructed because the sea floor rises quickly after that. Smaller ships would then transport everything from dock to dock. Although they could have made longer docks to avoid this extra work, doing it this way establishes a check point to ensure everything is there that is supposed to be there and to catch what isn't supposed to be there. 2) Beacon Point is basically a lighthouse. When a ship is expected to come in a large stone bowl filled with wood or other fuel is lit. 3) The Temple of the Rising Sun is a temple of Pelor. 4) the wanderer's Sanctuary is a temple of Avandra 5) This map only shows the immediate area of the settlement. Hunters and anyone else who ventures out usually goes not too much farther than what is represented on the map. The ruins are a known location from history between the settlements and was established as a meeting point for the two pathfinding parties. The best way to get there is to cross the bridge on the map and head north as indicated by the Margrave.
Sorry if any of this feels messy or amateurish. This is my first attempt at running a PbP game.
The Margrave looks over at Tzeene with her burst of enthusiastic words.
"That's the sprirt! Now I think the only information I have not disclosed was payment. This jobs offers 75 gold per person. Naturally if you happen to find anything out there it will be yours."
He looks over all of your faces trying to assess to mood.
"It looks like you all are ready to get out of here. Remember, your healing potions and the beacon orb are at the fort. Stop by there before you head out"
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
"Oh, of course it's for gold. I would feel bad for any who would risk their lives to simply find a route for a road. I would have paid if the empire did not. Volunteer might have been a little too loose a term now that you bring it up that way."
The Margrave says in respones.
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
"Then if you don't mind i would like to stop by the Fort to get the Healing Potions, and maybe get some Food for the way. Are you all ready to go?"
"I believe we have all we need. Thank you, Margrave Henderson. We will not disappoint you." As he’s about to leave, Sieghart turns around to meet the Margrave’s face again. "I do have a final question, once we’ve met with the other team, is there any further instructions or do we simply go back to Fort Paxton?"
"That is correct. When you meet with them compare notes and return. When we know a path has been set forth and notes have been made about dangerous locations or areas of suspicion, then we can send out a crew to begin constructing the road."
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
Arlo gives the Margrave a short bow, and goes to wait at the way out of town for the others to catch up.
Paladin - warforged - orange
The Margrave gives a nod of his head and says
"Good luck. I'll pray to Avandra for your safe travels. When you get to the fort let them know you all are there for phase 5. Wren please show them out!"
Wren comes back into view at the front door and opens it. He wishes everyone good luck as you walk past.
The warmth of the morning sun shines on your face and the smell of the sea enters your nose from the gentle breeze. There is the general store wh where you can buy dried meats and other hearty foods, as-well-as other supplies, and then there is the road out to the fort for your package.
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
Catherine remains silent through the proceedings, her would-be companions saying anything she might have and then some. She's pleased that at least one other person among them is properly armed, and distrusting of the small drow, shifting away from the creature when it passes too close. Other than that, she's unsure what to make of the lot. If they truly face nothing more threatening than some wild game, then they'd likely suffice. In truth, Catherine was somewhat disappointed, her hopes yet again having exceeded reality. A short trek along the coast to chart a basic road didn't promise much in the way of glory.... at least they'd have a chance to examine some ruins. It was better than nothing.
With another brief grunt and a nod to Margrave, Catherine turns and sets off for the fort, ducking carefully to fit her axe through the doorframe.
With the final words said you all make you way out of town and down the long dirt path to the fort. The fortifications have marginally improved since you first arrived on the ship. The fort has 15 foot walls made of thick timbers that have been sharped at the tops. When the wind blows just right you can still make out a faint scent of pine. At each corner are towers that reach another 5 feet and capped with roofs (the improvement). The gatehouse is bulkier than the rest of the structure and has two guards leaning against one of the open doors talking to each other, until they notice your group. They step beyond the threshold with one holding a hand up and saying loudly,
"Halt! What business brings well armed folk to the fort?"
They both have a hand resting on the hilt of their swords, but it doesnt appear as if they believe they will have to use any kind of force.
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
“We are set to begin a pathfinding mission for Margrave Alobrahm. We are told you have equipment for us.” Arlo keeps it short and sweet.
Paladin - warforged - orange