This post has potentially manipulated dice roll results.
"What about if you just changed elephants then?" Serena suggests. "Then you could have your race, and if you cross the finishing line over there first you have proved that your elephant ridden by your brother is the slowest." She explains to the dim witted hill giants. Persuasion if needed: 17 rolled with advantage if help action is given by someone, otherwise go with first roll.
(OOC: Honestly I haven´t heard this one, but that is the solution right, or am I missing something again?)
"Rather," Livia turns to correct Tresvar, "it would seem the emphasis here is on the elephant, rather than the rider." She takes a moment to consider her own words, and the giants'. Whoever's elephant was slowest would win, but one cannot go slower than standing. Even moving backwards is moving. If so, they need to make the other elephant move faster. That didn't sound too complicated... Asking one of her new companions to repeat her words so the giants might hear, Livia asks: "Instead of trying to go the slowest, why don't you try to make the other one go the fastest? You said it's the slowest elephant, rather than the slowest rider, right? What if you swap your mounts? Then, you could each make the other's mount move faster, which would crown you victorious and chief of your clan, shall you succeed."
Vaxos responds, "We finish back at our clan village. It is not too far away, down this little path and then off to the right a bit."
Grebos continues, "The problem is these are racing elephants. They go very fast. It is hard to make them stop. If we just let them run, Donkey will win, and I will lose! That is why we stopped here."
Vaxos corrects his brother, "You mean, Petunia would win, I would lose." "But you are right aboutstopping," he sighs, "We are too afraid to let our elephants run any further."
"Rather," Livia turns to correct Tresvar, "it would seem the emphasis here is on the elephant, rather than the rider." She takes a moment to consider her own words, and the giants'. Whoever's elephant was slowest would win, but one cannot go slower than standing. Even moving backwards is moving. If so, they need to make the other elephant move faster. That didn't sound too complicated... Asking one of her new companions to repeat her words so the giants might hear, Livia asks: "Instead of trying to go the slowest, why don't you try to make the other one go the fastest? You said it's the slowest elephant, rather than the slowest rider, right? What if you swap your mounts? Then, you could each make the other's mount move faster, which would crown you victorious and chief of your clan, shall you succeed."
The brothers look at Livia and blink. Then as her words sink in they look back at each other. "Little quiet one is right!", Grebos says climbing off of Donkey. "Indeed, I am the greater racer, even if Petunia is very fast", Vaxos taunts handing the reigns to Grebos. They are quickly remounted now, each on the other brother's elephant. They pause and look back at Livia and the companions. "Thank you little quiet one!" With that, they are off. You never thought something so big could be so fast, as the elephants tear off and away until nothing but a dust cloud and the distant rumble of their gallop remains.
...
"Well done Livia and Serena!" The companions turn to see Sneeze reclined upon a large flat rock as if he had been there, attending a performance at an amphitheater. "Adventurers must oft aid with guidance as well as much as bravery and brawn. Your sharp wit, helped the obstacle be gone!"
"Oh, thanks Sneeze, it didn´t really seem like an option to fight our way past this particular obstacle." Serena says smiling with a slight bow towards Sneeze.
"What about if you just changed elephants then?" Serena suggests. "Then you could have your race, and if you cross the finishing line over there first you have proved that your elephant ridden by your brother is the slowest." She explains to the dim witted hill giants. Persuasion if needed: 20 rolled with advantage if help action is given by someone, otherwise go with first roll.
(OOC: Honestly I haven´t heard this one, but that is the solution right, or am I missing something again?)
((Sorry, did not see your post... I edited Sneeze's response to recognize Serena's correct answer))
"I am so impressed with the diplomacy and problem solving skills displayed by you, my allies... and a bit surprised the solution had evaded me completely. I was putting the finishing touches on a speech about how this impossible racing test was surely a ploy by their father to teach them the flaws of a hereditary patriarchy and guide the Hill Giants toward a more enlightened form of representative government... and then you ladies solved the riddle right under my nose. Bravo!"
"Also," he adds this part in a whisper so only they can hear, "...Sneeze speaks in rhyme now? Can this trip get any more perfect!?" he asks, with stars in his eyes.
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
Tresvar says “yes, well done! It is an honor for me to travel with such wise companions, and I didn’t have to use my sword!” (Does she seem a tiny bit disappointed about that? It’s hard to read facial expressions on her golden-scaled face).
"Well thanks Banjo, your solution was much more interesting though, particularlý the part about a new type of governance." Serena says smiling at the gnome.
"Thanks Tresvar, but I´m fairly certain you will soon find use for that mighty blade of yours." She says to the gold dragonborn.
"Great minds think alike, right Livia?" Serena later says playfully, nudging the redhead. "Perhaps we have found one of your talents, to peacefully resolve problems others would fight through."
Banjo makes certain to record this incident in detail... both for the entertaining nature of the story and for safety reasons - elephant races on the High Road pose a potential obstacle for travelers and is probably something Volo would want his readers to know about. Also, he notes the reasonable disposition of the Hill Giants. This is something that conflicts with Banjo's own - limited - reading on Hill Giant behavior, which suggested they were little more than larger ogres, barely intelligent and more likely to try to squish a traveler than converse with them.
Such insight one gains when they travel the real world and experience things first-hand!
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
Livia enjoys the praise but is also embarrassed by it. "It... wasn't much. Besides, you thought of it faster than I did, Serena. It just happened that I came to the same solution a moment later." Nonetheless, she feels like she finally did something useful. If she'll include that in her letter to her parents, will it make them realise she's capable, or make them fear that she's out in the world with creatures so big they can step on her and end her life by mistake?
Zanemo is pleased with the companions keeping the caravan's progress and safety. Through a few more days of travel, the caravan approaches the city of Neverwinter. Sneeze must have made some arrangements with Zanemo, as he guides the new adventurers away from the caravan before they draw too near the gates.
The five make their farewell from the caravan and hike a path along the outskirts of Neverwinter toward the east. After about half-an-hour, they come to a tent pitched near to a covered wagon, loaded with crates and goods.
Sneeze asks the companions to wait and enters the tent. After a moment, he comes back out and beckons all to enter. It is a large tent, sparsely, but comfortably appointed. Clearly the travel abode of a merchant. In the middle of the tent is a rectangular table set about with benches and a chair at each end. In one of the chairs sits an older woman. The clever light of intellect is clear in her eyes. Before her are set a number of papers, some of them contracts, some of the ledgers. The light from the candles set before her glints off of a small but neatly wrought signet ring, indicating her status as a member of some noble family, likely among the lesser nobility, operating as a merchant.
Sneeze introduces the party, "Lady Kerowyn Hucrele, may I present," he pauses and then looks steadily at each, with clear admiration, but also the reassurance that he will not reveal what secrets each may retain. "Lady Tresvar, Knight of the Grey Hands; Misses Livia and Serena; and Master Jebeddo Thumewhistle Mayweather Thunderdiggles, a finely appointed party of Volo's Adventurers - at your service." He then bows respectfully.
Those of the party who would notice such things understand the discrete, but reverent, placement and form of address he uses in his introductions for each.
Lady Hucrele gestures for the party to sit about the table. As they take their seats, she says, "Please, you may call me Kerowyn. I am glad to meet you, although I cannot say I am happy for the circumstances which necessitate our introduction." She then relates that she is the matriarch of a merchant family in Oakhurst. Her adult children, Talgen and Sharwyn have gone missing. Like so many youth of the age, they were filled with dreams of adventure. They joined with a couple of other adventurers who had come to town, seeking to explore a nearby ruin, which has been rumored to hold many secrets and possible treasure. They left a month ago and have not been seen since. As such she has reached out to the guild to contract a more reputable party to attempt a search and rescue for the missing party.
"I have survived enough myself to know that they may likely not return, but as a mother, I must hope", her eyes glisten as she says, "If only I had not spoiled them, but perhaps given them purpose in work, they would not have run off to be adventurers." She stops, then adds, "Please do not take offence at the words of a mother's sorrow, perhaps, if they had joined a guild as reputable as Volo's they might have been better prepared."
Gaining her composure, she draws forth a large piece of parchment, "The contracted terms are such, Volo's Advenurers' Guild shall provide a party; yourselves; for the investigation of the ruins known as The Sunless Citadel with the purpose of searching for and returning with Talgen and Sharwyn. If either or both are deceased, then to return with their signet rings. A reward for the return of my children in sound mind and body will be yours of 250 gold per child returned, per party member. Otherwise, if only the rings are returned, a reward of 125 gold per ring, per party member. In addition, all salvage rights to anything found in the ruins are granted to the party from Volo's."
"I can offer you passage to and accommodations at our home in Oakhurst.", she concludes, with a reserved but imploring tone.
Sneeze responds, "Lady Kerowyn, I have observed this group on our travels here and I am relieved that Volo's can provide your family their excellent service."
"Then it is settled, they shall travel with me to Oakhurst on the morrow. Tonight, make yourselves comfortable here in my tent." She stands, opening a large chest and produces food and drink to nourish and strengthen.
The party partakes in the hospitality. After a while Sneeze begs pardon needing to take leave of the lady and the party. Before he goes, he leaves the party with these words, "You are a fine party, trust in each other. I know you will do well. You have impressed me much! Please take these." He hands out to each a small golden domed button, which he indicates can be affixed to their guild sashes. "If you find yourself needing a little inspiration, simply touch the button, and your hope shall warm like the sun."
((I have marked Inspiration on each of your sheets))
"Oh, I almost forgot! Zanemo gave me these for your work with the caravan". He draws out a small bag of coins for each of you. "She also says, that if you ever need employment or transport along the High Road, you are welcome to join her."
((50 gp have been added to each of your sheets)).
Then with a last wink and a wave, he is off and disappears out the tent.
This post has potentially manipulated dice roll results.
Serena listens and nods compassionately while Lady Kerowyn speaks about her lost sons. She is not a great admirer of nobility but feels empathy with a mothers loss of her children. "No offense taken Lady Kerowyn, it is quite understandable that a caring mother wants what is best for her children." She interjects while glancing over at Livia.
"Thank you for those words Sneeze. We will miss your company, but I´m sure we will make you and the guild proud of us." Serena says as Sneeze leaves them.
"So now we are on our own."Serena says to the others as they eat and drink by the table. Knowledge of The Sunless Citadel:4
Kerowyn appreciates Serena's compassionate concern. She tells her a little more about her son Talgen, who was a fighter and her daughter Sharwyn who was just beginning studies in wizardry.
Serena's knowledge of The Sunless Citadel
As your upbringing around Neverwinter, you would have heard of the ruins, locally referred to as The Sunless Citadel. Apparently an ancient tower of some sort, it was swallowed by the earth when Mount Hotenow erupted and threw Neverwinter and the surrounding area into chaos. Young adventurers used to try to descend into it more frequently in the past, less often these days. There are some local rumors that it had some connection to a dragon cult.
Tresvar thanks Sneeze for his kind words, the gifts and payment. To the woman, she says “We will find your children my Lady, if they are able to be found. You have my word.”
As they sit around the table Serena shares her knowledge on The Sunless Citadel. "As I might have mentioned I´m from Neverwinter and The Sunless Citadel is like a local legend of sorts. As far as I heard it´s an ancient tower of some sort that was swallowed by the earth when Mount Hotenow erupted and threw Neverwinter and the surrounding area into chaos. Young adventurers used to try to descend into it more frequently in the past, less often these days. There also are some rumors that it had some connection to a dragon cult, maybe The Cult of the Dragon." She tells the others. "Does your journal have anything on the subject Banjo?" She adds turned to the gnome.
Livia bows politely when her name is mentioned but is quiet the entire rest of the talk. It is normal for her to be silent, but... she seems unsettled. Indeed, Lady Kerowyn's words have uneased her. Her story sounds... much like her own, except it is coming from the opposite side. Does her mother worry as much? Did she send a search party as well, hoping to find and retrieve her?
After barely touching the food for a while, Livia stands up and approaches Kerowyn. "Lady Kerowyn, if it is not a bother, could I ask for a paper, a quill, and perhaps an envelope or a small scroll case that a runner could carry? Hearing your story, I felt like I should probably send a letter to my parents, letting them know I'm well." Assuming Kerowyn gives her what she needs, Livia searches for a place where she can comfortably write the letter, but also that is a bit away from the rest. It takes her a moment before she can truly start writing, but once she does, the words flow out by themselves. In her beautiful handwriting, she tells them that she is well. She writes a little about the journey to the north, to a place called Neverwinter. After weighing the options for a while, she decides to write about the peculiar elephant race, and how she was somewhat useful to other people - despite the fact that someone else thought of the same solutions moments earlier. On second thought, the others could have managed without her... but she dismisses that thought. Hopefully, she'll be able to write about something significant she was able to do in her next letter. Lastly, she writes about her hope that they would understand that she could stay in the manor no longer and that hopefully, she'll be able to meet them again without worrying they'll try to lock her inside again. When she's done, she's uncertain for a while, but eventually approaches Kerowyn again. "I'm most grateful, Lady Kerowyn, that you gave me what I need to write this letter. However, if I may, I have one more request. While we search for your children, could you have this letter delivered for me? I won't have the time to do it myself if we leave tomorrow." If Lady Kerowyn is willing, Livia tells her the destination... after a short pause. "It's for... the Nei family, in Waterdeep." They were of lesser nobility, and perhaps not well known, but nobility is nobility, and Lady Kerowyn being one, Livia figures the woman might know the name. If she does, did the word of the missing daughter reach faster than the girl herself? She also glances at the others around. They all started their journey in Waterdeep. It was possible they may have heard the name, before. She wasn't even sure why, but she wanted to keep it a secret as long as possible, even if they were no longer in Waterdeep where one could immediately get a word out about her location and get her family to take her back.
He moves to shake Sneeze's hand before he leaves. "You've been an inspiration, Sneeze. Thank you."
Banjo is moved by Kerowyn's tragic tale. It hits him close to home, given his own loss. In many ways, the adventure is likely his way of processing his grief.
Perhaps overcome by the moment, he takes a knee before Lady Kerowyn. "My lady, your story strikes a deep and powerful chord in me. While I cannot presume to know a mother's experience with this kind of crisis, I would have you know my own family was touched by fate in a similar way. While our story did not... turn out happily... this was compounded by the mystery and uncertainty - the how and the why of what had happened. Those answers elude us and haunt us still.
"I'd like to reassure you, that these are the finest companions I have had the privilege to travel with, wise and clever and strong, and I know they will leave no stone unturned and no risk avoided in our quest to return your children to you. As for myself," he puts some steel in his spine and looks her straight in the eyes, "I swear I will find out what has happened to your boy and girl and I will not return without them... or without their full story. I will find what has become of your children."
Finding himself as the moment passes, and feeling a touch foolish after all that, he rises awkwardly, bows to Lady Kerowyn, and goes back to stand with the others.
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
Kerowyn takes all of the companions' concern and commitments to the cause of bringing rest to her family.
As for any recognition of the name Lady Kerowyn does not indicate any reaction to the family name "Nei". She does however, recognize in Livia's gentle and polite manner, a peer.
She is particularly moved by Livia's request, seeing in her a woman very like her own daughter, but surrounded by more trustworthy companions. She readily supplies Livia not only with parchment, ink and quill, but also sets Livia up at a travelling writing desk that folds out of one of her trunks. She reassures Livia that the letter shall be posted before they leave in the morning.
The adventurers are thankful for a peaceful sleep in the comfortably appointed tent after so many days sleeping in wagons or by the side of the road with one eye open.
When morning breaks, the companions help to strike the tent, load the wagon, and hitch the horses. Livia's letter is posted and the wagon rolls away from Neverwinter toward the foothills of Mt. Hotenow, north-east of the city.
(Is it possible for Banjo to take a stroll into the city, either in the evening or in the morning before they leave, and spend his 50gp on purchasing some of the special inks necessary for copying spells?)
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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"What about if you just changed elephants then?" Serena suggests. "Then you could have your race, and if you cross the finishing line over there first you have proved that your elephant ridden by your brother is the slowest." She explains to the dim witted hill giants. Persuasion if needed: 17 rolled with advantage if help action is given by someone, otherwise go with first roll.
(OOC: Honestly I haven´t heard this one, but that is the solution right, or am I missing something again?)
"Rather," Livia turns to correct Tresvar, "it would seem the emphasis here is on the elephant, rather than the rider." She takes a moment to consider her own words, and the giants'. Whoever's elephant was slowest would win, but one cannot go slower than standing. Even moving backwards is moving. If so, they need to make the other elephant move faster. That didn't sound too complicated... Asking one of her new companions to repeat her words so the giants might hear, Livia asks: "Instead of trying to go the slowest, why don't you try to make the other one go the fastest? You said it's the slowest elephant, rather than the slowest rider, right? What if you swap your mounts? Then, you could each make the other's mount move faster, which would crown you victorious and chief of your clan, shall you succeed."
Varielky
Vaxos responds, "We finish back at our clan village. It is not too far away, down this little path and then off to the right a bit."
Grebos continues, "The problem is these are racing elephants. They go very fast. It is hard to make them stop. If we just let them run, Donkey will win, and I will lose! That is why we stopped here."
Vaxos corrects his brother, "You mean, Petunia would win, I would lose." "But you are right about stopping," he sighs, "We are too afraid to let our elephants run any further."
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
The brothers look at Livia and blink. Then as her words sink in they look back at each other. "Little quiet one is right!", Grebos says climbing off of Donkey. "Indeed, I am the greater racer, even if Petunia is very fast", Vaxos taunts handing the reigns to Grebos. They are quickly remounted now, each on the other brother's elephant. They pause and look back at Livia and the companions. "Thank you little quiet one!" With that, they are off. You never thought something so big could be so fast, as the elephants tear off and away until nothing but a dust cloud and the distant rumble of their gallop remains.
...
"Well done Livia and Serena!" The companions turn to see Sneeze reclined upon a large flat rock as if he had been there, attending a performance at an amphitheater. "Adventurers must oft aid with guidance as well as much as bravery and brawn. Your sharp wit, helped the obstacle be gone!"
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
"Oh, thanks Sneeze, it didn´t really seem like an option to fight our way past this particular obstacle." Serena says smiling with a slight bow towards Sneeze.
((Sorry, did not see your post... I edited Sneeze's response to recognize Serena's correct answer))
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
"I am so impressed with the diplomacy and problem solving skills displayed by you, my allies... and a bit surprised the solution had evaded me completely. I was putting the finishing touches on a speech about how this impossible racing test was surely a ploy by their father to teach them the flaws of a hereditary patriarchy and guide the Hill Giants toward a more enlightened form of representative government... and then you ladies solved the riddle right under my nose. Bravo!"
"Also," he adds this part in a whisper so only they can hear, "...Sneeze speaks in rhyme now? Can this trip get any more perfect!?" he asks, with stars in his eyes.
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
Tresvar says “yes, well done! It is an honor for me to travel with such wise companions, and I didn’t have to use my sword!” (Does she seem a tiny bit disappointed about that? It’s hard to read facial expressions on her golden-scaled face).
"Well thanks Banjo, your solution was much more interesting though, particularlý the part about a new type of governance." Serena says smiling at the gnome.
"Thanks Tresvar, but I´m fairly certain you will soon find use for that mighty blade of yours." She says to the gold dragonborn.
"Great minds think alike, right Livia?" Serena later says playfully, nudging the redhead. "Perhaps we have found one of your talents, to peacefully resolve problems others would fight through."
Banjo makes certain to record this incident in detail... both for the entertaining nature of the story and for safety reasons - elephant races on the High Road pose a potential obstacle for travelers and is probably something Volo would want his readers to know about. Also, he notes the reasonable disposition of the Hill Giants. This is something that conflicts with Banjo's own - limited - reading on Hill Giant behavior, which suggested they were little more than larger ogres, barely intelligent and more likely to try to squish a traveler than converse with them.
Such insight one gains when they travel the real world and experience things first-hand!
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
Livia enjoys the praise but is also embarrassed by it. "It... wasn't much. Besides, you thought of it faster than I did, Serena. It just happened that I came to the same solution a moment later." Nonetheless, she feels like she finally did something useful. If she'll include that in her letter to her parents, will it make them realise she's capable, or make them fear that she's out in the world with creatures so big they can step on her and end her life by mistake?
Varielky
Zanemo is pleased with the companions keeping the caravan's progress and safety. Through a few more days of travel, the caravan approaches the city of Neverwinter. Sneeze must have made some arrangements with Zanemo, as he guides the new adventurers away from the caravan before they draw too near the gates.
The five make their farewell from the caravan and hike a path along the outskirts of Neverwinter toward the east. After about half-an-hour, they come to a tent pitched near to a covered wagon, loaded with crates and goods.
Sneeze asks the companions to wait and enters the tent. After a moment, he comes back out and beckons all to enter. It is a large tent, sparsely, but comfortably appointed. Clearly the travel abode of a merchant. In the middle of the tent is a rectangular table set about with benches and a chair at each end. In one of the chairs sits an older woman. The clever light of intellect is clear in her eyes. Before her are set a number of papers, some of them contracts, some of the ledgers. The light from the candles set before her glints off of a small but neatly wrought signet ring, indicating her status as a member of some noble family, likely among the lesser nobility, operating as a merchant.
Sneeze introduces the party, "Lady Kerowyn Hucrele, may I present," he pauses and then looks steadily at each, with clear admiration, but also the reassurance that he will not reveal what secrets each may retain. "Lady Tresvar, Knight of the Grey Hands; Misses Livia and Serena; and Master Jebeddo Thumewhistle Mayweather Thunderdiggles, a finely appointed party of Volo's Adventurers - at your service." He then bows respectfully.
Those of the party who would notice such things understand the discrete, but reverent, placement and form of address he uses in his introductions for each.
Lady Hucrele gestures for the party to sit about the table. As they take their seats, she says, "Please, you may call me Kerowyn. I am glad to meet you, although I cannot say I am happy for the circumstances which necessitate our introduction." She then relates that she is the matriarch of a merchant family in Oakhurst. Her adult children, Talgen and Sharwyn have gone missing. Like so many youth of the age, they were filled with dreams of adventure. They joined with a couple of other adventurers who had come to town, seeking to explore a nearby ruin, which has been rumored to hold many secrets and possible treasure. They left a month ago and have not been seen since. As such she has reached out to the guild to contract a more reputable party to attempt a search and rescue for the missing party.
"I have survived enough myself to know that they may likely not return, but as a mother, I must hope", her eyes glisten as she says, "If only I had not spoiled them, but perhaps given them purpose in work, they would not have run off to be adventurers." She stops, then adds, "Please do not take offence at the words of a mother's sorrow, perhaps, if they had joined a guild as reputable as Volo's they might have been better prepared."
Gaining her composure, she draws forth a large piece of parchment, "The contracted terms are such, Volo's Advenurers' Guild shall provide a party; yourselves; for the investigation of the ruins known as The Sunless Citadel with the purpose of searching for and returning with Talgen and Sharwyn. If either or both are deceased, then to return with their signet rings. A reward for the return of my children in sound mind and body will be yours of 250 gold per child returned, per party member. Otherwise, if only the rings are returned, a reward of 125 gold per ring, per party member. In addition, all salvage rights to anything found in the ruins are granted to the party from Volo's."
"I can offer you passage to and accommodations at our home in Oakhurst.", she concludes, with a reserved but imploring tone.
Sneeze responds, "Lady Kerowyn, I have observed this group on our travels here and I am relieved that Volo's can provide your family their excellent service."
"Then it is settled, they shall travel with me to Oakhurst on the morrow. Tonight, make yourselves comfortable here in my tent." She stands, opening a large chest and produces food and drink to nourish and strengthen.
The party partakes in the hospitality. After a while Sneeze begs pardon needing to take leave of the lady and the party. Before he goes, he leaves the party with these words, "You are a fine party, trust in each other. I know you will do well. You have impressed me much! Please take these." He hands out to each a small golden domed button, which he indicates can be affixed to their guild sashes. "If you find yourself needing a little inspiration, simply touch the button, and your hope shall warm like the sun."
((I have marked Inspiration on each of your sheets))
"Oh, I almost forgot! Zanemo gave me these for your work with the caravan". He draws out a small bag of coins for each of you. "She also says, that if you ever need employment or transport along the High Road, you are welcome to join her."
((50 gp have been added to each of your sheets)).
Then with a last wink and a wave, he is off and disappears out the tent.
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
Serena listens and nods compassionately while Lady Kerowyn speaks about her lost sons. She is not a great admirer of nobility but feels empathy with a mothers loss of her children.
"No offense taken Lady Kerowyn, it is quite understandable that a caring mother wants what is best for her children." She interjects while glancing over at Livia.
"Thank you for those words Sneeze. We will miss your company, but I´m sure we will make you and the guild proud of us." Serena says as Sneeze leaves them.
"So now we are on our own." Serena says to the others as they eat and drink by the table.
Knowledge of The Sunless Citadel:4
Kerowyn appreciates Serena's compassionate concern. She tells her a little more about her son Talgen, who was a fighter and her daughter Sharwyn who was just beginning studies in wizardry.
Serena's knowledge of The Sunless Citadel
As your upbringing around Neverwinter, you would have heard of the ruins, locally referred to as The Sunless Citadel. Apparently an ancient tower of some sort, it was swallowed by the earth when Mount Hotenow erupted and threw Neverwinter and the surrounding area into chaos. Young adventurers used to try to descend into it more frequently in the past, less often these days. There are some local rumors that it had some connection to a dragon cult.
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
Tresvar thanks Sneeze for his kind words, the gifts and payment. To the woman, she says “We will find your children my Lady, if they are able to be found. You have my word.”
As they sit around the table Serena shares her knowledge on The Sunless Citadel. "As I might have mentioned I´m from Neverwinter and The Sunless Citadel is like a local legend of sorts. As far as I heard it´s an ancient tower of some sort that was swallowed by the earth when Mount Hotenow erupted and threw Neverwinter and the surrounding area into chaos. Young adventurers used to try to descend into it more frequently in the past, less often these days. There also are some rumors that it had some connection to a dragon cult, maybe The Cult of the Dragon." She tells the others. "Does your journal have anything on the subject Banjo?" She adds turned to the gnome.
Livia bows politely when her name is mentioned but is quiet the entire rest of the talk. It is normal for her to be silent, but... she seems unsettled. Indeed, Lady Kerowyn's words have uneased her. Her story sounds... much like her own, except it is coming from the opposite side. Does her mother worry as much? Did she send a search party as well, hoping to find and retrieve her?
After barely touching the food for a while, Livia stands up and approaches Kerowyn. "Lady Kerowyn, if it is not a bother, could I ask for a paper, a quill, and perhaps an envelope or a small scroll case that a runner could carry? Hearing your story, I felt like I should probably send a letter to my parents, letting them know I'm well." Assuming Kerowyn gives her what she needs, Livia searches for a place where she can comfortably write the letter, but also that is a bit away from the rest. It takes her a moment before she can truly start writing, but once she does, the words flow out by themselves. In her beautiful handwriting, she tells them that she is well. She writes a little about the journey to the north, to a place called Neverwinter. After weighing the options for a while, she decides to write about the peculiar elephant race, and how she was somewhat useful to other people - despite the fact that someone else thought of the same solutions moments earlier. On second thought, the others could have managed without her... but she dismisses that thought. Hopefully, she'll be able to write about something significant she was able to do in her next letter. Lastly, she writes about her hope that they would understand that she could stay in the manor no longer and that hopefully, she'll be able to meet them again without worrying they'll try to lock her inside again.
When she's done, she's uncertain for a while, but eventually approaches Kerowyn again. "I'm most grateful, Lady Kerowyn, that you gave me what I need to write this letter. However, if I may, I have one more request. While we search for your children, could you have this letter delivered for me? I won't have the time to do it myself if we leave tomorrow." If Lady Kerowyn is willing, Livia tells her the destination... after a short pause. "It's for... the Nei family, in Waterdeep." They were of lesser nobility, and perhaps not well known, but nobility is nobility, and Lady Kerowyn being one, Livia figures the woman might know the name. If she does, did the word of the missing daughter reach faster than the girl herself? She also glances at the others around. They all started their journey in Waterdeep. It was possible they may have heard the name, before. She wasn't even sure why, but she wanted to keep it a secret as long as possible, even if they were no longer in Waterdeep where one could immediately get a word out about her location and get her family to take her back.
Varielky
He moves to shake Sneeze's hand before he leaves. "You've been an inspiration, Sneeze. Thank you."
Banjo is moved by Kerowyn's tragic tale. It hits him close to home, given his own loss. In many ways, the adventure is likely his way of processing his grief.
Perhaps overcome by the moment, he takes a knee before Lady Kerowyn. "My lady, your story strikes a deep and powerful chord in me. While I cannot presume to know a mother's experience with this kind of crisis, I would have you know my own family was touched by fate in a similar way. While our story did not... turn out happily... this was compounded by the mystery and uncertainty - the how and the why of what had happened. Those answers elude us and haunt us still.
"I'd like to reassure you, that these are the finest companions I have had the privilege to travel with, wise and clever and strong, and I know they will leave no stone unturned and no risk avoided in our quest to return your children to you. As for myself," he puts some steel in his spine and looks her straight in the eyes, "I swear I will find out what has happened to your boy and girl and I will not return without them... or without their full story. I will find what has become of your children."
Finding himself as the moment passes, and feeling a touch foolish after all that, he rises awkwardly, bows to Lady Kerowyn, and goes back to stand with the others.
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
Kerowyn takes all of the companions' concern and commitments to the cause of bringing rest to her family.
As for any recognition of the name Lady Kerowyn does not indicate any reaction to the family name "Nei". She does however, recognize in Livia's gentle and polite manner, a peer.
She is particularly moved by Livia's request, seeing in her a woman very like her own daughter, but surrounded by more trustworthy companions. She readily supplies Livia not only with parchment, ink and quill, but also sets Livia up at a travelling writing desk that folds out of one of her trunks. She reassures Livia that the letter shall be posted before they leave in the morning.
The adventurers are thankful for a peaceful sleep in the comfortably appointed tent after so many days sleeping in wagons or by the side of the road with one eye open.
When morning breaks, the companions help to strike the tent, load the wagon, and hitch the horses. Livia's letter is posted and the wagon rolls away from Neverwinter toward the foothills of Mt. Hotenow, north-east of the city.
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
(Is it possible for Banjo to take a stroll into the city, either in the evening or in the morning before they leave, and spend his 50gp on purchasing some of the special inks necessary for copying spells?)
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