Grugga is drawn in by the talk of dragon cults around Axehead. "Dragon cults... I don't know much about them. Are they known for necromancy?" he inquires.
Grugga is drawn in by the talk of dragon cults around Axehead. "Dragon cults... I don't know much about them. Are they known for necromancy?" he inquires.
Lots of rumors start flying when Grugga begins to ask questions.
Lord Diamond is dismissive. In his eyes they are no different from any other cult. The Gods have organized the world and its peoples in the manner they see fit. Yet some folk are unhappy with their station and so they look to traffic with any being which promises them they are special or are destined for great things. He suspects this is much ado about nothing... and probably more about mass hysteria among the peasantry. For all the talk of dragon cults, there is seldom word of actual dragons, other than the occasional black dragon wyrmling the Legion slays and then parades around as though they have conquered the Leviathan.
Dr. Barr is neutral on the subject. Though he does suggest he agrees in part with Lord Diamond's sentiment, that when men feel the gods have let them down, they will look elsewhere for their salvation.
The tavernkeeper shares his thoughts. It is not uncommon for folk to keep unusual patrons or faiths. This is true out in the hinterlands, where the hold of the established churches is weaker, but he suspects if you checked the basements in the great cities you would find a shrine or two that folk would be embarrassed about if it were ever made public. The issue with the dragoncults is twofold. First, these cults seem intent on bringing harm to their communities. Field hands steal. Businessmen embezzle. And the coin is said to be delivered to the dragons they worship. In return, the enemies of the cultists disappear, their field are ruined or their livestock taken. The second issue is that for years the Legion and the Judexi in particular have made rooting out these cults a major priority. In response, several prominent Judexi have been assassinated in the north, and this has only intensified their efforts. Now the remaining cults use murder, extortion and fear to remain hidden, the Judexi use extreme force to root them out, and the smallfolk are caught in the middle.
Some patrons at nearby tables gather to voice some of their own opinions. Tales of black and green dragons. Stories of families pitted against one another, each accusing the other of being in league with dragons. Stories of dragons teaching black magic to their followers. Grover soon shoos these folk away, not wanting them to disturb his highborn customers and their friends.
Grugga, you don't get the impression there is a wealth of knowledge gathered here about the magical inclinations of dragon cults. But, where the topic does come up, the impression is that such magic is dark/evil/infernal, but no mention of actual necromancy.
Rollback Post to RevisionRollBack
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM -(Homebrew) Heroes of Bardstown *Red Dead Annihilation: ToA *Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
This post has potentially manipulated dice roll results.
Grugga nods along to some of this information, now vaguely remember hearing a thing or two about dragon cults. The university can be as bad as a cloister sometimes - the focus on technology is so intense, sometimes you forget there's a whole big world out there. Grugga allows the night to pass by in good company. If Aubrey discovers he can't pay the bill, Grugga will allow him to save face by insisting that he allow Grugga to pay him back for that "thing... you know, the thing?" and they can go halfsies on the bill.
Finally, I meant to do this earlier, but I'd like to check out the inn for possible improvements to design that I could suggest to the owners. Because only YOU can prevent urban fires. Investigation: 11
Looking around the Reed Castle, there really isn't a whole lot you could recommend. The large cooking hearth is contained within a stone chimney on the back wall (the only visible stone in the construction). The lighting throughout the room is by open flame, but these are tall iron posts topped by oil lanterns. The posts are bolted into the floor to prevent accident tippage. There must be a nearby well, as waitstaff continually exit through a backdoor and return with buckets of water.
Your primary concern would be the structure itself. A stone building would be much more resistant to accident fire loss than something built almost entirely of wood - as this tavern is. Escape paths are also an issue. There is the front door and the narrow rear door. Other than closed windows, those are the only points of egress. In the dim light, and in the panic and smoke of a hostile fire, you could see people having difficulty locating an exit.
Aubrey, the tab comes to 25gp, 2sp. As Aubreyand Grover are squaring up, Lord Diamond orders a round of brandy for everyone as an after dinner palet cleanser. Thankfully, he insists on picking up that charge himself as a courtesy to Aubrey and his new friends. He then excuses himself for the evening, with a final request that you stop back in town when you have completed your mission and tell him all about it (over dinner, his treat next time), and then walks more or less in a straight line out the door.
"I am bit heady from all this wine," adds Doctor Barr. Upon learning you haven't made sleeping arrangements, he invites all of you back to the Voyager, which has ample room.
The tavernkeeper suggests the Browning House, a small inn across the street if the boat isn't to your liking.
Having lost track of time over dinner and drinks, it is now nearly midnight.
Rollback Post to RevisionRollBack
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM -(Homebrew) Heroes of Bardstown *Red Dead Annihilation: ToA *Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
Leelan politely declines the offer for brandy. The offer to sleep on the boat however, does interest him. His curiosity for the technological marvel is easily noticeable, even though it is far from his speciality.
"This sounds like a wonderful idea. What do you think, everyone?", asks the gnome to the rest of the party.
Slightly drunk, Grugga decides that now is a perfect time to tell the owner all about the groundbreaking, but situationally near-useless fire-safety techniques that are coming out of Pentwater right now. "You know I really, really like the rustic feel of wood, but that's probably why it's burned down so many times. Also... if there were a fire, nobody would be able to find the exit because of the smoke." he reaches up and attaches a tiny gem to a nail sticking out of the wall above the inside of the front door. (Magical tinkering, 5/5ft bright/dim light. Once of the crystals on the snorkels goes out). "see... now people will know where to run." He rattles off some more information, which is based on good science and reason but probably unwelcome and nitpicky, as he leaves the inn.
Persuasion at disadvantage: 10
Now out in the rain, Grugga sobers up a bit and quiets down. His eyes drift toward where the lake is. "You know. I actually can't sleep on boats; I get really really seasick. I think I'll stay at the inn across the road here. I'll see you all in the morning." He looks like he's avoiding questions and breaks off quickly to the door across the road, "Good talking to you again, Doctor Barr. I'll see you in the morning." He steps into the inn, if his group lets him.
Aubrey picks up the tab and settles some monatary business with Grugga. "Good night then Lord Diamond, have a safe walk home and we'll catch you on our way back to Bardstown." Aubrey says as Tom leaves. "Well I would really appreciate to see the Voyager Dr Barr. What do you say Rohuzar?" Aubrey looks to their orc commander.
Guilim enjoys the meal and the brandy, only sipping at the alcohol so that he does not end up drunk. "Regardless of where we stay I think it would be best to leave as early as we can."
“Ve vill not be staying on boat. Associating vith Grugga is one thing, but taking more interest in these… cultists… it is not image of Red Band. There is only risk in staying on board. Ve stay at the inn. I pay.”
After Rohuzar pays for rooms, just an FYI I’m going to try to find and spy on Grugga.
Grugga saves you the trouble, after waffling in the entrance for a minute he steps back out into the rain and calls everyone together, including Dr. Barr."I don't think anyone should sleep on that boat tonight. Dr. Barr, yesterday we were sailing on the lake with a couple of fishermen..."Grugga regales him with the story, culminating in the disappearance of the 2 men they were with and, without describing exactly what he saw, his conclusion that the hag got them. "I'll pay for everyone's rooms. It might be crazy, but I'll never forgive myself if something happens to anyone."
Grugga speaks to the tavernkeeper, and he seems to take your recommendations seriously. To the others, it is obvious the man thinks Grugga is intoxicated but you see he looks thoughtfully at the small light over the exit when Grugga makes his demonstration.
Dr. Barr listens to Grugga's tale of terror, a bit glassy eyed. "Fascinating. Well, we shall remain docked here through the end of the month. Feel free to visit, Grugga." He then stumbles off in the direction of the shore. As he disappears into the darkness the last you see is him patting his pockets. "Now, where did I leave that hand torch...".
The Browning House offers double and single rooms. For everyone to take their own room, it will cost 15sp. For two doubles and one single it will cost 13sp. The rooms are small but much nicer than the last inn. The walls are freshly painted (eggshell) and there are rugs laid down on the floor. The doubles have bunk beds instead of singles and both types of room have a nightstand along with a single small writing desk and chair. This is all packed into the room and there isn't space for much else. The room does have a deadbolt lock on the door and a window which can be open, or latched closed.
If Rohuzar tries to spy on Grugga, what does Grugga get up to? Rohuzar, make a Stealth check, with advantage as Grugga is a bit in his cups.
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM -(Homebrew) Heroes of Bardstown *Red Dead Annihilation: ToA *Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
Grugga spends some time before bed working on his main project. It's not that interesting to watch, by any means, as he connects small filaments to gem clusters with precise instruments from his bag of tools. But every once in a while he loses concentration on his work and goes to look out his window and stares out into the darkness for long while. Throughout the night he hums Pentwater folk tunes to himself which might be recognizable in the surrounding nations as well, and mutters to himself occasionally. Finally, he turns off his lamp and heads to bed.
Rohuzar is assuaged by Grugga’s explanation, but peace of mind is difficult in the midst of so many strange happenings, so he watches anyways for a little while.
As he settles in for the night, Grugga is blissfully unaware of Rohuzar'swatchful eyes.
In the morning, there is a large tray of cornmeal muffins set out in the common room of the Browning House. Though the inn was quiet and dark last night as you took your rooms, you discover in the morning that it was quite full. The common room is full of people gobbling down muffins and making idle conversation before they depart for the day. A crew of 18 laborers from Valar, all human, were put up here for the night as they await transport to a stone quarry in the mountains. There are also a pair of young backpackers, a tiefling boy with skin like ebony and white horns on his brow, and a tall, raven haired human girl. They are looking for the next ship for Bardstown so they can continue their tour of the world together. You get the impression these two groups got to know each other while they stayed here, as some of the gruff laborers go out of their way to say goodbye, shaking hands with the young couple and wishing them good fortune on their journeys.
Outside, you discover the rain from last night has continued unabated. It is not exactly a storm, but there has been consistent, somewhat heavy rain with overcast skies. There are deep puddles everywhere and soon your boots are wet despite your best efforts to keep your feet dry.
(Are we moving on toward Maggies Wood to look for the ranger camp? Are there other matters in town you wish to look into before we leave?
If pressing on out of Shelley, there are two routes to the forest. One is to head due west, to the village of Malvern's Town. Or, you can continue north on the Great North Trail and then turn west and head for the village of Hanbury. Both villages sit on the Outer Loop Trail, a more or less circular route which skirts around the perimeter of the forest. If you are leaving, I will need to know which of these routes you wish to take.)
Old Map, for reference:
Rollback Post to RevisionRollBack
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM -(Homebrew) Heroes of Bardstown *Red Dead Annihilation: ToA *Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
Leelan is slightly disappointed that he didn’t get to visit the boat, but respects Rohuzar’s orders nonetheless. On the next day, he prepares for what he assumes will be the day they reach Maggie’s Wood. After having himself a generous serving of muffins, he heads out into the rain with the rest of the group. He will, however, take the opportunity to wish the young couple good luck on the road and safe travel, while also advising them to enjoy the bond that they have.
"Make hay while the sun shines." He looks outside into the pouring rain, "But adventuring weather is all weather, eh?" He sighs, "Shall we head to Malvern's Town first then head up north to Hanbury? Try both villages for information then curl around the northern side of the forest? Our only clue is that the courier caught sight of Ars Dinodont from the south, so I suppose that's a good place to start."
Rohuzar nods. “Malvern’s Town, then.” He gives a wry look of longing towards the water, and looks at Leelan. “I admit, I vould have liked to try a ride on devil boat.”
Aubrey too is a bit disappointed over not seeing the Voyager but joins the others walking over to the Browning house and sleeps well. Then next morning he enjoys the cornmeal muffins before readying himself for the march to Malvern's Town. Perception when needed: 7
This post has potentially manipulated dice roll results.
18
6
Rollback Post to RevisionRollBack
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM -(Homebrew) Heroes of Bardstown *Red Dead Annihilation: ToA *Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
The team takes the Whitehills Road west out of Shelley, with plans to reach Malvern’s Town before Lunch, gather intel and then most likely take the Outer Loop Trail north from there to Hanbury.
The rain continues, not quite torrential, but unrelenting. There are brief bouts of wind but for the most part is just consistent, steady rain. It is not long before you are all thoroughly soaked. The road is hard packed dirt but before long there is so much mud you find it easier to walk through the grass beside the road. Thankfully the weather is a bit warmer today so you are not chilled to the bone.
An hour or so into your March you come to a hairpin turn, where the road curls north and then turns sharply west again. A sign looms up through the rain: Gotts Corner. You can make out a handful of building set back from the road. It isn’t quite a village, just a collection of homes. The only structure close to the road is a market stall. It is smashed and broken, and their wares, mostly mushrooms it looks like, have been tossed into the mud. A man and a young boy are working with a hammer and nails in the rain trying to make some repairs. They look as wet and miserable as you feel. They both look at you apprehensively as you approach but then turn back to their work when you don’t present yourselves as a threat.
Rollback Post to RevisionRollBack
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM -(Homebrew) Heroes of Bardstown *Red Dead Annihilation: ToA *Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
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Grugga is drawn in by the talk of dragon cults around Axehead. "Dragon cults... I don't know much about them. Are they known for necromancy?" he inquires.
Lots of rumors start flying when Grugga begins to ask questions.
Lord Diamond is dismissive. In his eyes they are no different from any other cult. The Gods have organized the world and its peoples in the manner they see fit. Yet some folk are unhappy with their station and so they look to traffic with any being which promises them they are special or are destined for great things. He suspects this is much ado about nothing... and probably more about mass hysteria among the peasantry. For all the talk of dragon cults, there is seldom word of actual dragons, other than the occasional black dragon wyrmling the Legion slays and then parades around as though they have conquered the Leviathan.
Dr. Barr is neutral on the subject. Though he does suggest he agrees in part with Lord Diamond's sentiment, that when men feel the gods have let them down, they will look elsewhere for their salvation.
The tavernkeeper shares his thoughts. It is not uncommon for folk to keep unusual patrons or faiths. This is true out in the hinterlands, where the hold of the established churches is weaker, but he suspects if you checked the basements in the great cities you would find a shrine or two that folk would be embarrassed about if it were ever made public. The issue with the dragoncults is twofold. First, these cults seem intent on bringing harm to their communities. Field hands steal. Businessmen embezzle. And the coin is said to be delivered to the dragons they worship. In return, the enemies of the cultists disappear, their field are ruined or their livestock taken. The second issue is that for years the Legion and the Judexi in particular have made rooting out these cults a major priority. In response, several prominent Judexi have been assassinated in the north, and this has only intensified their efforts. Now the remaining cults use murder, extortion and fear to remain hidden, the Judexi use extreme force to root them out, and the smallfolk are caught in the middle.
Some patrons at nearby tables gather to voice some of their own opinions. Tales of black and green dragons. Stories of families pitted against one another, each accusing the other of being in league with dragons. Stories of dragons teaching black magic to their followers. Grover soon shoos these folk away, not wanting them to disturb his highborn customers and their friends.
Grugga, you don't get the impression there is a wealth of knowledge gathered here about the magical inclinations of dragon cults. But, where the topic does come up, the impression is that such magic is dark/evil/infernal, but no mention of actual necromancy.
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM - (Homebrew) Heroes of Bardstown * Red Dead Annihilation: ToA * Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
Grugga nods along to some of this information, now vaguely remember hearing a thing or two about dragon cults. The university can be as bad as a cloister sometimes - the focus on technology is so intense, sometimes you forget there's a whole big world out there. Grugga allows the night to pass by in good company. If Aubrey discovers he can't pay the bill, Grugga will allow him to save face by insisting that he allow Grugga to pay him back for that "thing... you know, the thing?" and they can go halfsies on the bill.
Finally, I meant to do this earlier, but I'd like to check out the inn for possible improvements to design that I could suggest to the owners. Because only YOU can prevent urban fires. Investigation: 11
Grugga:
Looking around the Reed Castle, there really isn't a whole lot you could recommend. The large cooking hearth is contained within a stone chimney on the back wall (the only visible stone in the construction). The lighting throughout the room is by open flame, but these are tall iron posts topped by oil lanterns. The posts are bolted into the floor to prevent accident tippage. There must be a nearby well, as waitstaff continually exit through a backdoor and return with buckets of water.
Your primary concern would be the structure itself. A stone building would be much more resistant to accident fire loss than something built almost entirely of wood - as this tavern is. Escape paths are also an issue. There is the front door and the narrow rear door. Other than closed windows, those are the only points of egress. In the dim light, and in the panic and smoke of a hostile fire, you could see people having difficulty locating an exit.
Aubrey, the tab comes to 25gp, 2sp. As Aubrey and Grover are squaring up, Lord Diamond orders a round of brandy for everyone as an after dinner palet cleanser. Thankfully, he insists on picking up that charge himself as a courtesy to Aubrey and his new friends. He then excuses himself for the evening, with a final request that you stop back in town when you have completed your mission and tell him all about it (over dinner, his treat next time), and then walks more or less in a straight line out the door.
"I am bit heady from all this wine," adds Doctor Barr. Upon learning you haven't made sleeping arrangements, he invites all of you back to the Voyager, which has ample room.
The tavernkeeper suggests the Browning House, a small inn across the street if the boat isn't to your liking.
Having lost track of time over dinner and drinks, it is now nearly midnight.
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM - (Homebrew) Heroes of Bardstown * Red Dead Annihilation: ToA * Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
Leelan politely declines the offer for brandy. The offer to sleep on the boat however, does interest him. His curiosity for the technological marvel is easily noticeable, even though it is far from his speciality.
"This sounds like a wonderful idea. What do you think, everyone?", asks the gnome to the rest of the party.
Slightly drunk, Grugga decides that now is a perfect time to tell the owner all about the groundbreaking, but situationally near-useless fire-safety techniques that are coming out of Pentwater right now. "You know I really, really like the rustic feel of wood, but that's probably why it's burned down so many times. Also... if there were a fire, nobody would be able to find the exit because of the smoke." he reaches up and attaches a tiny gem to a nail sticking out of the wall above the inside of the front door. (Magical tinkering, 5/5ft bright/dim light. Once of the crystals on the snorkels goes out). "see... now people will know where to run." He rattles off some more information, which is based on good science and reason but probably unwelcome and nitpicky, as he leaves the inn.
Persuasion at disadvantage: 10
Now out in the rain, Grugga sobers up a bit and quiets down. His eyes drift toward where the lake is. "You know. I actually can't sleep on boats; I get really really seasick. I think I'll stay at the inn across the road here. I'll see you all in the morning." He looks like he's avoiding questions and breaks off quickly to the door across the road, "Good talking to you again, Doctor Barr. I'll see you in the morning." He steps into the inn, if his group lets him.
Aubrey picks up the tab and settles some monatary business with Grugga.
"Good night then Lord Diamond, have a safe walk home and we'll catch you on our way back to Bardstown." Aubrey says as Tom leaves.
"Well I would really appreciate to see the Voyager Dr Barr. What do you say Rohuzar?" Aubrey looks to their orc commander.
Guilim enjoys the meal and the brandy, only sipping at the alcohol so that he does not end up drunk. "Regardless of where we stay I think it would be best to leave as early as we can."
Rohuzar watches Grugga carefully.
“Ve vill not be staying on boat. Associating vith Grugga is one thing, but taking more interest in these… cultists… it is not image of Red Band. There is only risk in staying on board. Ve stay at the inn. I pay.”
After Rohuzar pays for rooms, just an FYI I’m going to try to find and spy on Grugga.
Paladin - warforged - orange
Grugga saves you the trouble, after waffling in the entrance for a minute he steps back out into the rain and calls everyone together, including Dr. Barr. "I don't think anyone should sleep on that boat tonight. Dr. Barr, yesterday we were sailing on the lake with a couple of fishermen..." Grugga regales him with the story, culminating in the disappearance of the 2 men they were with and, without describing exactly what he saw, his conclusion that the hag got them. "I'll pay for everyone's rooms. It might be crazy, but I'll never forgive myself if something happens to anyone."
Grugga speaks to the tavernkeeper, and he seems to take your recommendations seriously. To the others, it is obvious the man thinks Grugga is intoxicated but you see he looks thoughtfully at the small light over the exit when Grugga makes his demonstration.
Dr. Barr listens to Grugga's tale of terror, a bit glassy eyed. "Fascinating. Well, we shall remain docked here through the end of the month. Feel free to visit, Grugga." He then stumbles off in the direction of the shore. As he disappears into the darkness the last you see is him patting his pockets. "Now, where did I leave that hand torch...".
The Browning House offers double and single rooms. For everyone to take their own room, it will cost 15sp. For two doubles and one single it will cost 13sp. The rooms are small but much nicer than the last inn. The walls are freshly painted (eggshell) and there are rugs laid down on the floor. The doubles have bunk beds instead of singles and both types of room have a nightstand along with a single small writing desk and chair. This is all packed into the room and there isn't space for much else. The room does have a deadbolt lock on the door and a window which can be open, or latched closed.
If Rohuzar tries to spy on Grugga, what does Grugga get up to? Rohuzar, make a Stealth check, with advantage as Grugga is a bit in his cups.
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM - (Homebrew) Heroes of Bardstown * Red Dead Annihilation: ToA * Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
Grugga spends some time before bed working on his main project. It's not that interesting to watch, by any means, as he connects small filaments to gem clusters with precise instruments from his bag of tools. But every once in a while he loses concentration on his work and goes to look out his window and stares out into the darkness for long while. Throughout the night he hums Pentwater folk tunes to himself which might be recognizable in the surrounding nations as well, and mutters to himself occasionally. Finally, he turns off his lamp and heads to bed.
Passive perception 9; 4 if at disadvantage
Rohuzar stealth 18
Rohuzar is assuaged by Grugga’s explanation, but peace of mind is difficult in the midst of so many strange happenings, so he watches anyways for a little while.
Paladin - warforged - orange
As he settles in for the night, Grugga is blissfully unaware of Rohuzar's watchful eyes.
In the morning, there is a large tray of cornmeal muffins set out in the common room of the Browning House. Though the inn was quiet and dark last night as you took your rooms, you discover in the morning that it was quite full. The common room is full of people gobbling down muffins and making idle conversation before they depart for the day. A crew of 18 laborers from Valar, all human, were put up here for the night as they await transport to a stone quarry in the mountains. There are also a pair of young backpackers, a tiefling boy with skin like ebony and white horns on his brow, and a tall, raven haired human girl. They are looking for the next ship for Bardstown so they can continue their tour of the world together. You get the impression these two groups got to know each other while they stayed here, as some of the gruff laborers go out of their way to say goodbye, shaking hands with the young couple and wishing them good fortune on their journeys.
Outside, you discover the rain from last night has continued unabated. It is not exactly a storm, but there has been consistent, somewhat heavy rain with overcast skies. There are deep puddles everywhere and soon your boots are wet despite your best efforts to keep your feet dry.
(Are we moving on toward Maggies Wood to look for the ranger camp? Are there other matters in town you wish to look into before we leave?
If pressing on out of Shelley, there are two routes to the forest. One is to head due west, to the village of Malvern's Town. Or, you can continue north on the Great North Trail and then turn west and head for the village of Hanbury. Both villages sit on the Outer Loop Trail, a more or less circular route which skirts around the perimeter of the forest. If you are leaving, I will need to know which of these routes you wish to take.)
Old Map, for reference:
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM - (Homebrew) Heroes of Bardstown * Red Dead Annihilation: ToA * Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
Leelan is slightly disappointed that he didn’t get to visit the boat, but respects Rohuzar’s orders nonetheless. On the next day, he prepares for what he assumes will be the day they reach Maggie’s Wood. After having himself a generous serving of muffins, he heads out into the rain with the rest of the group. He will, however, take the opportunity to wish the young couple good luck on the road and safe travel, while also advising them to enjoy the bond that they have.
"Make hay while the sun shines." He looks outside into the pouring rain, "But adventuring weather is all weather, eh?" He sighs, "Shall we head to Malvern's Town first then head up north to Hanbury? Try both villages for information then curl around the northern side of the forest? Our only clue is that the courier caught sight of Ars Dinodont from the south, so I suppose that's a good place to start."
Rohuzar nods. “Malvern’s Town, then.” He gives a wry look of longing towards the water, and looks at Leelan. “I admit, I vould have liked to try a ride on devil boat.”
Paladin - warforged - orange
Aubrey too is a bit disappointed over not seeing the Voyager but joins the others walking over to the Browning house and sleeps well.
Then next morning he enjoys the cornmeal muffins before readying himself for the march to Malvern's Town.
Perception when needed: 7
18
6
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM - (Homebrew) Heroes of Bardstown * Red Dead Annihilation: ToA * Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
The team takes the Whitehills Road west out of Shelley, with plans to reach Malvern’s Town before Lunch, gather intel and then most likely take the Outer Loop Trail north from there to Hanbury.
The rain continues, not quite torrential, but unrelenting. There are brief bouts of wind but for the most part is just consistent, steady rain. It is not long before you are all thoroughly soaked. The road is hard packed dirt but before long there is so much mud you find it easier to walk through the grass beside the road. Thankfully the weather is a bit warmer today so you are not chilled to the bone.
An hour or so into your March you come to a hairpin turn, where the road curls north and then turns sharply west again. A sign looms up through the rain: Gotts Corner. You can make out a handful of building set back from the road. It isn’t quite a village, just a collection of homes. The only structure close to the road is a market stall. It is smashed and broken, and their wares, mostly mushrooms it looks like, have been tossed into the mud. A man and a young boy are working with a hammer and nails in the rain trying to make some repairs. They look as wet and miserable as you feel. They both look at you apprehensively as you approach but then turn back to their work when you don’t present yourselves as a threat.
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM - (Homebrew) Heroes of Bardstown * Red Dead Annihilation: ToA * Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War