"I expect we will find out," Rixton says. "But this at least explains why the Pikes ran off. It does not change our plans, of course. If this note is accurate, we will probably find ourselves in the High Forest before this is done."
Rixtonpauses, his finger pressed against his lips. "This is not how the pikes normally communicate with you, though, is it? What is their normal method?"
"Normally, the Pikes--and any other Harpers in and around Yartar--would leave word with Flynn, our trusty barkeeper," responds Hadrus. "This message doesn't comfort me in any way, Rixton. If it were important for me to know this, then they did very little to ensure I'd receive it. Had Mola not seen this, then...who knows? They must've been in a terrible hurry...or feared they were being watched..."
Hadrus sits down, lets out a sigh, and continues, "This cryptic message doesn't come close to explaining why they left Yartar and risked their lives in an attack on the Tribe of the Hand."
Gwin expresses her gratitude to the Captain for the information and asks for one additional favor. Would it be possible for her to inspect the bandit's belongings? She understands they're thugs, but as a cleric, it is her holy duty to ensure all souls are provided with a ritual prayer and was hoping to find clues as to their particular faith (if they have one) in their belongings.
Persuasion: 24 Deception: 12 Investigation: 12
Rollback Post to RevisionRollBack
‘The hardest thing in this world is to live in it.’ - Buffy Summers
"Inspect the belongings? We don't keep that stuff, Prin," explains the Captain. "Auctioned it off. Gave the money to the temple. Your ritual prayer will, well... I don't know. You'll figure it out, eh?"
Rixtonmuses further silently. "Incapable," he says at last, "or disinclined. Either way, things were not as normal. They left in a hurry, it seems. They were compelled to do so or felt no other option. Well, you have the message. Should anything happen to us, it is another piece of the puzzle in the hands of the Harpers."
Rixtonwill take his leave and return to the stables where he met and enlisted Hentley as his seat filler. "Hentley," the rogue says. "I have another silver piece for you. I ask only a small favor." Rixton jots down the note that they found on the leather scrap. At the bottom he writes, "TRUST NO ONE".
"Hide this where only you can find it. If anyone comes asking after me, give them this note. Do not let them keep it, though. Hide it again. Understand?"
Rixtonwill toss the boy two silver coins. "It will probably come to nothing. But if I am wrong, you have a new piece of the puzzle for whomever follows in my footsteps."
Mola will lay back in his room's bed, fingers interlaced behind his head, staring at the ceiling, and commune with the world a bit at night and in the morning. He is trying to think of any scrap of memory he's had of a grandfather tree or anything that rings a bell.
Mola has heard tales of the Grandfather Tree, an oak tree of immense size deep within the High Forest. Some say it has a base measuring 50 feet in diameter and a crown soaring to a height of over 350 feet. Around this ancient tree are rings of raised earth, and buried beneath one of the rings are long-dead Uthgardt barbarians. Additionally, Mola has been told the Grandfather Tree is considered hallowed ground to both the barbarian tribes of the north, especially the Tree Ghost tribe, and other inhabitants of the forest, such as elves.
The Captain's directions are easily followed, and the two of you, without incident, find the cluster of five boulders on the river's edge. The muddy shoreline shows evidence of many bootprints--none of them fresh--and you surmise they are a combination of prints from the bandits, the Pikes, and the members of the Shield who likely picked up the dead bodies. The scene at the river's edge provides no other information.
Heading back into town, Gwin and Kiyara decide to part ways but agree to meet back at the inn later that night. Gwin sets out on her own to seek out local temples and enjoy the Shieldmeet festivities. She continues to keep an eye out for her other companions, wondering if they'd been able to gather any information in regard to the Pike's disappearance.
Rollback Post to RevisionRollBack
‘The hardest thing in this world is to live in it.’ - Buffy Summers
Rixton rather easily determines that Imp's Delight is one of the most popular and frequented taverns during Shieldmeet. The place has a large outdoor seating area on the second floor where patrons gather to drink, eat, and watch the Shieldmeet contests that take place in a small, open field adjacent to the tavern. When Rixton arrives at Imp's Delight, the current Shieldmeet competition taking place is an axe-throwing contest. Folks young and old are placing bets and cheering for their favorite contestants.
In several places in and around the tavern, the schedule of events is posted:
Be a Hero of Shieldmeet!
Axe-throwing Contest..........in which the Winner shall be awarded a Magical Hand Axe
Drunkard's Run.....................in which the Winner shall be awarded a Potion of Fire Breath
Archery Contest...................in which the Winner shall be awarded a Quiver of Magical Arrows
Greased Pig Catching.........in which the Winner shall be awarded a vial of the Oil of Slipperiness
Gwin visits the only temple in Yartar--the Temple of Tymora--and sees the place is nearly vacant. In honor of Lady Luck, her servants and followers are taking part in Shieldmeet's games of risk and chance. She learns that the games of athletic skill are taking place near the Imp's Delight during the daylight hours. She also learns that games of pure, unadulterated chance--games with cards and dice, among other things--take place after sundown in a variety of inns and taverns around Yartar.
For Mola and Kiyara, the information about Shieldmeet's games and activities is abundantly available, for it is the topic of nearly everyone's conversation and fliers are posted throughout the city.
Mola slowly realizes that none of his new friends are meeting at sunrise, or even later. He has a leisurely breakfast, and then begins to chat with people in the inn, and then leaving to go wander around the Shieldmeet festivities. He will ask people about the Pikes openly, and tell everyone that it's a shame they've disappeared, and that he's thinking about going to find them with some fellow adventurers.
Eventually as he gets close to the contests, he peruses the list and decides to try out the drunkard's run, signing up or getting in line, and using the opportunity to still chat with people about the Pikes. He keeps an eye out for Rixton, Gwin, and Kiyara.
Rixtonwill inquire about entering the ongoing axe-throwing contest and the archery contest. For the Drunkard's Run, he will listen in on the conversations of others and watch the contest, trying to find who is chatty and interested in would-be adventurers.
For the Greased Pig and Stone Throwing contests...well, we'll see how he does in the archery contest at least.
As Gwin meanders around Shieldmeet (or Shieldmeatmarket based on all the carousing she's seeing) she happens upon one of the fliers and sees there's an archery contest. She thinks to herself, I may be long in the tooth, but I still know my way around a short bow, I think I'll sign up.
Rollback Post to RevisionRollBack
‘The hardest thing in this world is to live in it.’ - Buffy Summers
Rixton makes his way to the axe-throwing contest, and he sees novices, experts, and everyone in between trying to win the prize. The rules are straightforward: four targets--a scarecrow, a bale of hay, a pumpkin, and an apple--and each contestant throws a handaxe at each target. Points awarded for each target are as follows:
Scarecrow = 5 points
Bale of hay = 10 points
Pumpkin = 15 points
Apple = 25 points
The axe-thrower with the most points wins. Ties are broken by throwing four more axes, all of them at a pumpkin, to see who wins.
Dice-rolling mechanics for axe-throwing contest:
Roll 1d20, add your character’s DEX modifier, and your proficiency modifier if your character is proficient with simple weapons. Basically, you’re making at attack roll, without calculating damage.
Here’s the AC for each object:
To hit the scarecrow: 8 or higher
To hit the hay bale: 11 or higher
To hit the pumpkin: 14 or higher
To hit the apple: 17 or higher
"What ya say, lad? Will you give it a go?" asks the brightly-appareled dwarf who oversees this particular event.
Mola finds no shortage of conversation while queuing up for the drunkard's run, and he garners quite a bit of attention by mentioning his intention to locate the Pike brothers. Some express their doubt that they'll ever be found, while others wish Mola the best of luck. No one makes any comments to suggest they have any idea of the Pikes whereabouts, however. Mola, although focused on the chatting that's going on all around him, is able to see Gwin as she approaches the contest area.
For the drunkard's run, each contestant drinks a pint of ale and a hefty glass of brandy in one minute. Then, for the next 10 minutes, the crowd and contestants sing a few bawdy drinking tunes while the ale and brandy take their intended effect. At the sound of the horn, all runners must cover a distance of 50 yards, including a few obstacles on the way. The runner who crosses the finish line first wins the prize.
Dice-rolling mechanics for the drunkard's run:
You will make three rolls: Athletics, Acrobatics, and CON (which reflects your character's ability to handle the alcohol). Be sure to include any modifiers.
Add the results of all three rolls together; then subtract that total from 100.
For those of you who prefer mathematical language, the process looks like this
100 – (Athletics check + Acrobatics check + CON check) = seconds to complete obstacle course (but I haven't figured out how to do this w/ the dice roller, unfortunately
Any two players or NPC’s who are tied and finish in the top three will compete again to break the tie.
Rixtonnods and steps up to give the axe-throwing a try. (Is there an entry fee?)
He steps and eyes the targets. The scarecrow looks easy but he passes on that. The same with the bale of hay. He eyes the pumpkin. Three hits on that would still lose to two apple strikes. The apple does look challenging but it is definitely the right play here. The rogue twirls the axe in his hand, forwards then backwards, feeling the weight of it. He hefts it into a throwing position to give his muscles a sense of the weapon's heft. Judging the distance and breeze, the rogue lets the first axe fly.
First throw: 25
He does the same for the second axe, noting any minor differences before letting it loose.
Second throw: 25
Twice the axe splits the apple in half and the rogue grins. He is in a good position to carve out a solid lead in the competition. He tries for the apple a third time: 15
His third throw is a good one but it misses the apple. Rixtonponders his final throw. He either plays it safe for a few more points or tries to shoot ahead for a possible win. With a shrug, he hefts the final axe, twirling it a few times before taking aim at the apple. He lets it fly...
As Gwin is handed a shortbow and seven arrows for the archery competition, she sees Rixton's familiar face. It seems the two fellow adventurers will oppose each other in this particular game of skill.
A tall, gangly human stands atop a nearby tree stump and yells out the contest rules. "Seven arrows! One target! Miss the target and you receive no points. Hit the outer circle for 3 points; the middle circle for 6 points, the inner for 9, and the bullseye for 12. No magic allowed! Archer with the most points....WINS!!"
Dice-rolling mechanics for archery contest:
Here’s how your character’s abilities, skills, and proficiencies—along with your dice rolls—will be used to generate a score for your character in the archery contest:
You will roll 1d20, add your DEX modifier, and add your proficiency modifier if you are proficient with the shortbow or simple ranged weapons. (Basically, you’re making an attack roll but not calculating any damage)
You will roll seven times, once for each arrow.
Your rolls plus all modifiers will translate as follows:
0 –5: arrow misses target (0 points)
6– 10: arrow strikes outer circle (3 points)
11– 14: arrow strikes middle circle (6 points)
15 – 18: arrow strikes inner circle (9 points)
19 or more: arrow lands in bullseye (12 points)
Any player whose score is tied with another player or NPC play a tie-breaker round with each contestant being given only three shots
This post has potentially manipulated dice roll results.
Rixtonaccepts a number pats on the back and handshakes for his performance with the axe-throwing competition. He takes these accolades with a wry, smug smile. If anyone asks, he confirms that he is forming a team and intends to put those skills to good use.
During the archery competition, Rixtonpulls out his shortbow and accepts his arrows. They look to be of standard quality, which he finds acceptable. He ruffles the feathers on a couple of them and spins each to make sure they are straight. He feels the weight and balance of each in his hand. On his turn, he steps up to the line and takes aim, firing each arrow in a fluid, rapid succession, almost like the beat of a drum: Plunk, thud, plunk, thud, plunk, thud...
18
23
12
23
16
23
27
Rixtonfrowns. Only two bullseyes. But the crowd seems satisfied at his 60 points.
DM:
"I expect we will find out," Rixton says. "But this at least explains why the Pikes ran off. It does not change our plans, of course. If this note is accurate, we will probably find ourselves in the High Forest before this is done."
Rixton pauses, his finger pressed against his lips. "This is not how the pikes normally communicate with you, though, is it? What is their normal method?"
Rixton:
"Normally, the Pikes--and any other Harpers in and around Yartar--would leave word with Flynn, our trusty barkeeper," responds Hadrus. "This message doesn't comfort me in any way, Rixton. If it were important for me to know this, then they did very little to ensure I'd receive it. Had Mola not seen this, then...who knows? They must've been in a terrible hurry...or feared they were being watched..."
Hadrus sits down, lets out a sigh, and continues, "This cryptic message doesn't come close to explaining why they left Yartar and risked their lives in an attack on the Tribe of the Hand."
DM:
Gwin expresses her gratitude to the Captain for the information and asks for one additional favor. Would it be possible for her to inspect the bandit's belongings? She understands they're thugs, but as a cleric, it is her holy duty to ensure all souls are provided with a ritual prayer and was hoping to find clues as to their particular faith (if they have one) in their belongings.
Persuasion: 24
Deception: 12
Investigation: 12
‘The hardest thing in this world is to live in it.’ - Buffy Summers
Gwin and Kiyara:
"Inspect the belongings? We don't keep that stuff, Prin," explains the Captain. "Auctioned it off. Gave the money to the temple. Your ritual prayer will, well... I don't know. You'll figure it out, eh?"
DM:
Rixton muses further silently. "Incapable," he says at last, "or disinclined. Either way, things were not as normal. They left in a hurry, it seems. They were compelled to do so or felt no other option. Well, you have the message. Should anything happen to us, it is another piece of the puzzle in the hands of the Harpers."
Rixton will take his leave and return to the stables where he met and enlisted Hentley as his seat filler. "Hentley," the rogue says. "I have another silver piece for you. I ask only a small favor." Rixton jots down the note that they found on the leather scrap. At the bottom he writes, "TRUST NO ONE".
"Hide this where only you can find it. If anyone comes asking after me, give them this note. Do not let them keep it, though. Hide it again. Understand?"
Rixton will toss the boy two silver coins. "It will probably come to nothing. But if I am wrong, you have a new piece of the puzzle for whomever follows in my footsteps."
Rixton will head to bed.
DM:
Based on the Captain's directions Gwin makes her way to the spot where the bandits were found and does some investigating.
Investigation: 10
‘The hardest thing in this world is to live in it.’ - Buffy Summers
Mola will lay back in his room's bed, fingers interlaced behind his head, staring at the ceiling, and commune with the world a bit at night and in the morning. He is trying to think of any scrap of memory he's had of a grandfather tree or anything that rings a bell.
Nature: 12
Mola:
Mola has heard tales of the Grandfather Tree, an oak tree of immense size deep within the High Forest. Some say it has a base measuring 50 feet in diameter and a crown soaring to a height of over 350 feet. Around this ancient tree are rings of raised earth, and buried beneath one of the rings are long-dead Uthgardt barbarians. Additionally, Mola has been told the Grandfather Tree is considered hallowed ground to both the barbarian tribes of the north, especially the Tree Ghost tribe, and other inhabitants of the forest, such as elves.
62
Survival for Kiyara: 12
Gwin and Kiyara:
The Captain's directions are easily followed, and the two of you, without incident, find the cluster of five boulders on the river's edge. The muddy shoreline shows evidence of many bootprints--none of them fresh--and you surmise they are a combination of prints from the bandits, the Pikes, and the members of the Shield who likely picked up the dead bodies. The scene at the river's edge provides no other information.
DM:
Rixton rises in late morning and heads to a popular tavern or festhall where spring adventurers might gather.
Mola rises with the sun and looks around for his three new friends in the inn's common room. (Where are we in the timeline now?)
Heading back into town, Gwin and Kiyara decide to part ways but agree to meet back at the inn later that night. Gwin sets out on her own to seek out local temples and enjoy the Shieldmeet festivities. She continues to keep an eye out for her other companions, wondering if they'd been able to gather any information in regard to the Pike's disappearance.
‘The hardest thing in this world is to live in it.’ - Buffy Summers
Rixton rather easily determines that Imp's Delight is one of the most popular and frequented taverns during Shieldmeet. The place has a large outdoor seating area on the second floor where patrons gather to drink, eat, and watch the Shieldmeet contests that take place in a small, open field adjacent to the tavern. When Rixton arrives at Imp's Delight, the current Shieldmeet competition taking place is an axe-throwing contest. Folks young and old are placing bets and cheering for their favorite contestants.
In several places in and around the tavern, the schedule of events is posted:
Be a Hero of Shieldmeet!
--------------------------------------------------
Gwin visits the only temple in Yartar--the Temple of Tymora--and sees the place is nearly vacant. In honor of Lady Luck, her servants and followers are taking part in Shieldmeet's games of risk and chance. She learns that the games of athletic skill are taking place near the Imp's Delight during the daylight hours. She also learns that games of pure, unadulterated chance--games with cards and dice, among other things--take place after sundown in a variety of inns and taverns around Yartar.
----------------------------------------------------------
For Mola and Kiyara, the information about Shieldmeet's games and activities is abundantly available, for it is the topic of nearly everyone's conversation and fliers are posted throughout the city.
Mola slowly realizes that none of his new friends are meeting at sunrise, or even later. He has a leisurely breakfast, and then begins to chat with people in the inn, and then leaving to go wander around the Shieldmeet festivities. He will ask people about the Pikes openly, and tell everyone that it's a shame they've disappeared, and that he's thinking about going to find them with some fellow adventurers.
Eventually as he gets close to the contests, he peruses the list and decides to try out the drunkard's run, signing up or getting in line, and using the opportunity to still chat with people about the Pikes. He keeps an eye out for Rixton, Gwin, and Kiyara.
Rixton will inquire about entering the ongoing axe-throwing contest and the archery contest. For the Drunkard's Run, he will listen in on the conversations of others and watch the contest, trying to find who is chatty and interested in would-be adventurers.
For the Greased Pig and Stone Throwing contests...well, we'll see how he does in the archery contest at least.
As Gwin meanders around Shieldmeet (or Shieldmeatmarket based on all the carousing she's seeing) she happens upon one of the fliers and sees there's an archery contest. She thinks to herself, I may be long in the tooth, but I still know my way around a short bow, I think I'll sign up.
‘The hardest thing in this world is to live in it.’ - Buffy Summers
Rixton makes his way to the axe-throwing contest, and he sees novices, experts, and everyone in between trying to win the prize. The rules are straightforward: four targets--a scarecrow, a bale of hay, a pumpkin, and an apple--and each contestant throws a handaxe at each target. Points awarded for each target are as follows:
The axe-thrower with the most points wins. Ties are broken by throwing four more axes, all of them at a pumpkin, to see who wins.
Dice-rolling mechanics for axe-throwing contest:
"What ya say, lad? Will you give it a go?" asks the brightly-appareled dwarf who oversees this particular event.
-----------------------------------------------------------
Mola finds no shortage of conversation while queuing up for the drunkard's run, and he garners quite a bit of attention by mentioning his intention to locate the Pike brothers. Some express their doubt that they'll ever be found, while others wish Mola the best of luck. No one makes any comments to suggest they have any idea of the Pikes whereabouts, however. Mola, although focused on the chatting that's going on all around him, is able to see Gwin as she approaches the contest area.
For the drunkard's run, each contestant drinks a pint of ale and a hefty glass of brandy in one minute. Then, for the next 10 minutes, the crowd and contestants sing a few bawdy drinking tunes while the ale and brandy take their intended effect. At the sound of the horn, all runners must cover a distance of 50 yards, including a few obstacles on the way. The runner who crosses the finish line first wins the prize.
Dice-rolling mechanics for the drunkard's run:
100 – (Athletics check + Acrobatics check + CON check) = seconds to complete obstacle course (but I haven't figured out how to do this w/ the dice roller, unfortunately
Rixton nods and steps up to give the axe-throwing a try. (Is there an entry fee?)
He steps and eyes the targets. The scarecrow looks easy but he passes on that. The same with the bale of hay. He eyes the pumpkin. Three hits on that would still lose to two apple strikes. The apple does look challenging but it is definitely the right play here. The rogue twirls the axe in his hand, forwards then backwards, feeling the weight of it. He hefts it into a throwing position to give his muscles a sense of the weapon's heft. Judging the distance and breeze, the rogue lets the first axe fly.
First throw: 25
He does the same for the second axe, noting any minor differences before letting it loose.
Second throw: 25
Twice the axe splits the apple in half and the rogue grins. He is in a good position to carve out a solid lead in the competition. He tries for the apple a third time: 15
His third throw is a good one but it misses the apple. Rixton ponders his final throw. He either plays it safe for a few more points or tries to shoot ahead for a possible win. With a shrug, he hefts the final axe, twirling it a few times before taking aim at the apple. He lets it fly...
Fourth throw: 22
As Gwin is handed a shortbow and seven arrows for the archery competition, she sees Rixton's familiar face. It seems the two fellow adventurers will oppose each other in this particular game of skill.
A tall, gangly human stands atop a nearby tree stump and yells out the contest rules. "Seven arrows! One target! Miss the target and you receive no points. Hit the outer circle for 3 points; the middle circle for 6 points, the inner for 9, and the bullseye for 12. No magic allowed! Archer with the most points....WINS!!"
Dice-rolling mechanics for archery contest:
Here’s how your character’s abilities, skills, and proficiencies—along with your dice rolls—will be used to generate a score for your character in the archery contest:
Rixton accepts a number pats on the back and handshakes for his performance with the axe-throwing competition. He takes these accolades with a wry, smug smile. If anyone asks, he confirms that he is forming a team and intends to put those skills to good use.
During the archery competition, Rixton pulls out his shortbow and accepts his arrows. They look to be of standard quality, which he finds acceptable. He ruffles the feathers on a couple of them and spins each to make sure they are straight. He feels the weight and balance of each in his hand. On his turn, he steps up to the line and takes aim, firing each arrow in a fluid, rapid succession, almost like the beat of a drum: Plunk, thud, plunk, thud, plunk, thud...
Rixton frowns. Only two bullseyes. But the crowd seems satisfied at his 60 points.