Fin leans over the table to assess the map. He'd heard of these places before, no doubt, but there was more than just directions to all this. "What happens in Kindermarsh, exactly? How long are we expected to be gone?"
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
“I love maps,” says Effulgyn. Still on the table edge, he turns more fully to study Stoacia’s geography with total focus. He holds his right hand close before his face, so its seems to overlay the map, clearly in view before his other eye. He notes the Academy near his big finger, the Sallows near his wrist, and imagines his home back near the Voture Villages as a tiny pinpoint near his right thumb. In this way, he memorizes the map to the best of his ability. He then attempts to cast a minor illusion which exactly overlays the map, for practice. He knows the Eye will likely dispel it, but it's just for the sake of memorization. “Don’t mind me,” he says, his pupils glowing golden with arcane light, as he whispers the spell’s key phrase.
Ferg watches with interest, after standing up on his chair to get a better look at the map. "That would be the great plans to the south of Waewood and north east of Kindermarsh I assume? What do you expect to find there?"
ID explains that for a lot of reasons (without going into specific detail, you note), the land outside the major cities has never been charted in a way that has been agreed and so it is wildly unknown. He repeats that it's best to stick to the roads, and to take a direct route.
"No one has every successfully recorded what happens in Kindermarsh", he goes on. "There are rumours of course. Of dark beasts that come from the Sallows and that roam the land there. But there is no reason in Kord's Four Kingdoms to ever spend much time there, or to really investigate, so no one has."
“I love maps,” says Effulgyn. Still on the table edge, he turns more fully to study Stoacia’s geography with total focus. He holds his right hand close before his face, so its seems to overlay the map, clearly in view before his other eye. He notes the Academy near his big finger, the Sallows near his wrist, and imagines his home back near the Voture Villages as a tiny pinpoint near his right thumb. In this way, he memorizes the map to the best of his ability. He then attempts to cast a minor illusion which exactly overlays the map, for practice. He knows the Eye will likely dispel it, but it's just for the sake of memorization. “Don’t mind me,” he says, his pupils glowing golden with arcane light, as he whispers the spell’s key phrase.
Your attempt to cast Minor Illusion doesn't seem to work but ID notices what you are doing and tells you can keep the map on the table when you leave.
Rollback Post to RevisionRollBack
GM & Wild Envisioner for the Kingdom of the Four Gospels
GM for Waterdeep Dragon Heist
Playing:
Kethra Moonraven / Human socialite and occasional Sorceress if you piss her off in Sri Raji, the Barovia of the jungle
M.o.M estimates that the trip will be about a seven days' march if you don't make too many stops--and recommends that you take as direct a route as possible, without too many stops, and certainly without going into the Wild.
"You're a target," she says plainly and without emotion. "You'd certainly be robbed, probably enslaved, definitely murdered once you outlived usefulness".
ID takes a slightly more diplomatic approach when he interjects in gentle explanation. As you would know from your time at the Academy, the use of magic is highly regulated and controlled, as are all of the materials associated with magic (like spellbooks, potions and their recipes, ingredients, charms, staffs, components--all highly regulated, creating, inadvertently of course, quite a bustling undergound market, and also, quite a lot of crime.
Fin takes one of the vials to examine it further, "But what is it? I don't suppose we can just ask anyone for 'this glowing stuff', right? Also, what do you mean if anyone's there? I thought Kindermarsh was an active town?"
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
This post has potentially manipulated dice roll results.
Ferg hops down and follows Effulgyn. He takes the vile when it is offered "Thank you." He looks at it closely "This is not familiar to me off hand." He studies it deeply before handing it to Arc. He continues to ponder as he paces back and forth.
Ferg with an 18 you get the sense that you are holding something very rare and precious indeed--a vial made of the heavily-protected Ice Crystals being farmed on campus. The material is normally used to power magical energy, the same way coal would here perhaps--but can be used to make any number of amazing device. Thing is it's extremely tricky to work with, and can be extremely volatile.
Ferg stops pacing, "Ah of course, these are the ..." he looks at the others in surprise "... and it is very dangerous if not handled carefully! Sorry my mind jumped ahead. These are the protected Ice Crystals that are found here on campus. Rarely do we see this much in public. They have powerful arcane capabilities and are used when creating unique and useful magically enhanced devices." He turns to ID and asks "Are these part of our responsibility? They will be a heavy and dangerous burden indeed."
Effulgyn is intrigued. “I was worried we’d be sent to battle mythical creatures. But this is more of a research expedition. Count me in. Are we to leave today?”
Fin replaces the vial with exaggerated care, as though it could blow the entire room from the world in a flash. "So if I understand, you want us to retrieve a highly explosive magical compound? And I'll ask again, because now I'm extra worried: Why did you said 'if' anyone is still around where we're going?"
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
ID laughs, a twinkling sound that is oddly mirthful given the circumstances. "You'll find these vials to be quite safe--so long as you are careful with them." he says, looking markedly at Arc. "No tinkering--in fact, don't use them for anything other than what you've been instructed. Raw Ice Crystal materials are highly sensitive to other material and we have no idea what this shadow mold is so..."
"So protect your faces," M.o.M says, unsmiling as usual.
"Indeed!" ID says, chuckling again.
He looks about the room and his eyes settle on Fin. "It is wise, young Fin, to respect the danger of the task at hand. Indeed our world is becoming an increasingly dangerous place. I would never ask something of you five that I did not think you could handle--and at its core, this is really very simple. Retrieve a sample and come back. Gather information, if you can. Beware of thieves and be wary of strangers. You will be fine."
Rollback Post to RevisionRollBack
GM & Wild Envisioner for the Kingdom of the Four Gospels
GM for Waterdeep Dragon Heist
Playing:
Kethra Moonraven / Human socialite and occasional Sorceress if you piss her off in Sri Raji, the Barovia of the jungle
OOC--the mission is to travel to Kindermarsh, which is a large, mostly uninhabited pocket of wetland in the southeast near the Sallows, and get a sample of this mold stuff. This will be a 14 day trip if you're expedient. What you need to decide is how you're going to go about it considering the following three factors:
#1: Beres is a lawless place and filled with folks that will be attracted to you lot. They'll assume you're from The Commons (or worse, The Academy itself) and there will be trouble as M.o.M described. However: very few people outside of The Commons possess magic. So long as you keep your equipment safe, and can still cast your spells, you should be safe.
#2: It is a 14 day round trip *if nothing goes wrong* which is a long time in the wild. Arguably, the only person who has done a journey like this might have been Ash, but he still isn't talking and no one seems to know for sure. Survival without civilization will be tough. Also--you're not guaranteed to travel unnoticed. You can avoid Beres if you want but there is always a risk that Beres will come to you.
#3: You won't know what to expect in Kindermarsh or in Kindermarsh Village which is the village nearest Kindermarsh proper. The mold, or whatever it is, was reported to be coming up to the southeast side of Kindermarsh. If you're going to get information on this mold, you will need to talk to people.
Rollback Post to RevisionRollBack
GM & Wild Envisioner for the Kingdom of the Four Gospels
GM for Waterdeep Dragon Heist
Playing:
Kethra Moonraven / Human socialite and occasional Sorceress if you piss her off in Sri Raji, the Barovia of the jungle
After a long period of silence, Ash suddenly stands up from his seat, yet no words escape his mouth as he discreetly walks over to the map to analyze its contents. In a matter of seconds, he memorizes the routes and landmarks on the map into his mind for the journey ahead.
He retreats back to his seat but stops in place to quietly mumble to himself, "Right, introductions..." finally he decides to speak, yet refuses to look back nor face anyone in particular "I am Ash. Not from around here, but I had my share of travelling—not familiar with the terrain of Stoacia, but I can make do." his tone is blunt, lacking any surface emotion or energy behind his words. He continues back to his seat afterwards and sitting down while having to adjust his posture due to his height. He returns to a listless state and staring directly toward the Eye in the room—waiting.
Rollback Post to RevisionRollBack
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Fin leans over the table to assess the map. He'd heard of these places before, no doubt, but there was more than just directions to all this. "What happens in Kindermarsh, exactly? How long are we expected to be gone?"
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
“I love maps,” says Effulgyn. Still on the table edge, he turns more fully to study Stoacia’s geography with total focus. He holds his right hand close before his face, so its seems to overlay the map, clearly in view before his other eye. He notes the Academy near his big finger, the Sallows near his wrist, and imagines his home back near the Voture Villages as a tiny pinpoint near his right thumb. In this way, he memorizes the map to the best of his ability. He then attempts to cast a minor illusion which exactly overlays the map, for practice. He knows the Eye will likely dispel it, but it's just for the sake of memorization. “Don’t mind me,” he says, his pupils glowing golden with arcane light, as he whispers the spell’s key phrase.
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Eclipse Faraway in Gallows Dancer
Arc leans in with a protractor and begins to calculate the distance. He says "how long should this quest take?"
D&D since 1984
Ferg watches with interest, after standing up on his chair to get a better look at the map. "That would be the great plans to the south of Waewood and north east of Kindermarsh I assume? What do you expect to find there?"
Lot's of stuff ...
ID explains that for a lot of reasons (without going into specific detail, you note), the land outside the major cities has never been charted in a way that has been agreed and so it is wildly unknown. He repeats that it's best to stick to the roads, and to take a direct route.
"No one has every successfully recorded what happens in Kindermarsh", he goes on. "There are rumours of course. Of dark beasts that come from the Sallows and that roam the land there. But there is no reason in Kord's Four Kingdoms to ever spend much time there, or to really investigate, so no one has."
GM & Wild Envisioner for the Kingdom of the Four Gospels
GM for Waterdeep Dragon Heist
Playing:
Kethra Moonraven / Human socialite and occasional Sorceress if you piss her off in Sri Raji, the Barovia of the jungle
Your attempt to cast Minor Illusion doesn't seem to work but ID notices what you are doing and tells you can keep the map on the table when you leave.
GM & Wild Envisioner for the Kingdom of the Four Gospels
GM for Waterdeep Dragon Heist
Playing:
Kethra Moonraven / Human socialite and occasional Sorceress if you piss her off in Sri Raji, the Barovia of the jungle
M.o.M estimates that the trip will be about a seven days' march if you don't make too many stops--and recommends that you take as direct a route as possible, without too many stops, and certainly without going into the Wild.
"You're a target," she says plainly and without emotion. "You'd certainly be robbed, probably enslaved, definitely murdered once you outlived usefulness".
ID takes a slightly more diplomatic approach when he interjects in gentle explanation. As you would know from your time at the Academy, the use of magic is highly regulated and controlled, as are all of the materials associated with magic (like spellbooks, potions and their recipes, ingredients, charms, staffs, components--all highly regulated, creating, inadvertently of course, quite a bustling undergound market, and also, quite a lot of crime.
GM & Wild Envisioner for the Kingdom of the Four Gospels
GM for Waterdeep Dragon Heist
Playing:
Kethra Moonraven / Human socialite and occasional Sorceress if you piss her off in Sri Raji, the Barovia of the jungle
Effulgyn looks to ID. “You said we’d need to go as far as Kindrrmarsh. What are we to do once we get there?”
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Eclipse Faraway in Gallows Dancer
ID walks over to some glass shelves near the far end of the room and removes two small crystal vials. They glow faintly, light blue.
"Collect samples of the substance", he says. "bring back as much information on it as you can. Speak to people, if there are any."
He places the vials on the table.
(OOC) Who wants to grab them?
GM & Wild Envisioner for the Kingdom of the Four Gospels
GM for Waterdeep Dragon Heist
Playing:
Kethra Moonraven / Human socialite and occasional Sorceress if you piss her off in Sri Raji, the Barovia of the jungle
Fin takes one of the vials to examine it further, "But what is it? I don't suppose we can just ask anyone for 'this glowing stuff', right? Also, what do you mean if anyone's there? I thought Kindermarsh was an active town?"
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Effulgyn takes one of the vials and examines it, memorizing its appearance. Then he passes it to Ferg or Arc.
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Eclipse Faraway in Gallows Dancer
Ferg hops down and follows Effulgyn. He takes the vile when it is offered "Thank you." He looks at it closely "This is not familiar to me off hand." He studies it deeply before handing it to Arc. He continues to ponder as he paces back and forth.
Arcana check if appropriate: 18
Lot's of stuff ...
Ferg with an 18 you get the sense that you are holding something very rare and precious indeed--a vial made of the heavily-protected Ice Crystals being farmed on campus. The material is normally used to power magical energy, the same way coal would here perhaps--but can be used to make any number of amazing device. Thing is it's extremely tricky to work with, and can be extremely volatile.
GM & Wild Envisioner for the Kingdom of the Four Gospels
GM for Waterdeep Dragon Heist
Playing:
Kethra Moonraven / Human socialite and occasional Sorceress if you piss her off in Sri Raji, the Barovia of the jungle
Ferg stops pacing, "Ah of course, these are the ..." he looks at the others in surprise "... and it is very dangerous if not handled carefully! Sorry my mind jumped ahead. These are the protected Ice Crystals that are found here on campus. Rarely do we see this much in public. They have powerful arcane capabilities and are used when creating unique and useful magically enhanced devices." He turns to ID and asks "Are these part of our responsibility? They will be a heavy and dangerous burden indeed."
Lot's of stuff ...
Effulgyn is intrigued. “I was worried we’d be sent to battle mythical creatures. But this is more of a research expedition. Count me in. Are we to leave today?”
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Eclipse Faraway in Gallows Dancer
Fin replaces the vial with exaggerated care, as though it could blow the entire room from the world in a flash. "So if I understand, you want us to retrieve a highly explosive magical compound? And I'll ask again, because now I'm extra worried: Why did you said 'if' anyone is still around where we're going?"
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
ID laughs, a twinkling sound that is oddly mirthful given the circumstances. "You'll find these vials to be quite safe--so long as you are careful with them." he says, looking markedly at Arc. "No tinkering--in fact, don't use them for anything other than what you've been instructed. Raw Ice Crystal materials are highly sensitive to other material and we have no idea what this shadow mold is so..."
"So protect your faces," M.o.M says, unsmiling as usual.
"Indeed!" ID says, chuckling again.
He looks about the room and his eyes settle on Fin. "It is wise, young Fin, to respect the danger of the task at hand. Indeed our world is becoming an increasingly dangerous place. I would never ask something of you five that I did not think you could handle--and at its core, this is really very simple. Retrieve a sample and come back. Gather information, if you can. Beware of thieves and be wary of strangers. You will be fine."
GM & Wild Envisioner for the Kingdom of the Four Gospels
GM for Waterdeep Dragon Heist
Playing:
Kethra Moonraven / Human socialite and occasional Sorceress if you piss her off in Sri Raji, the Barovia of the jungle
OOC--the mission is to travel to Kindermarsh, which is a large, mostly uninhabited pocket of wetland in the southeast near the Sallows, and get a sample of this mold stuff. This will be a 14 day trip if you're expedient. What you need to decide is how you're going to go about it considering the following three factors:
#1: Beres is a lawless place and filled with folks that will be attracted to you lot. They'll assume you're from The Commons (or worse, The Academy itself) and there will be trouble as M.o.M described. However: very few people outside of The Commons possess magic. So long as you keep your equipment safe, and can still cast your spells, you should be safe.
#2: It is a 14 day round trip *if nothing goes wrong* which is a long time in the wild. Arguably, the only person who has done a journey like this might have been Ash, but he still isn't talking and no one seems to know for sure. Survival without civilization will be tough. Also--you're not guaranteed to travel unnoticed. You can avoid Beres if you want but there is always a risk that Beres will come to you.
#3: You won't know what to expect in Kindermarsh or in Kindermarsh Village which is the village nearest Kindermarsh proper. The mold, or whatever it is, was reported to be coming up to the southeast side of Kindermarsh. If you're going to get information on this mold, you will need to talk to people.
GM & Wild Envisioner for the Kingdom of the Four Gospels
GM for Waterdeep Dragon Heist
Playing:
Kethra Moonraven / Human socialite and occasional Sorceress if you piss her off in Sri Raji, the Barovia of the jungle
OOC--Are we transporting the vials of Ice Crystals as well? Is that the moldy substance we are looking for? Wasn't 100% clear on that.
Lot's of stuff ...
After a long period of silence, Ash suddenly stands up from his seat, yet no words escape his mouth as he discreetly walks over to the map to analyze its contents. In a matter of seconds, he memorizes the routes and landmarks on the map into his mind for the journey ahead.
He retreats back to his seat but stops in place to quietly mumble to himself, "Right, introductions..." finally he decides to speak, yet refuses to look back nor face anyone in particular "I am Ash. Not from around here, but I had my share of travelling—not familiar with the terrain of Stoacia, but I can make do." his tone is blunt, lacking any surface emotion or energy behind his words. He continues back to his seat afterwards and sitting down while having to adjust his posture due to his height. He returns to a listless state and staring directly toward the Eye in the room—waiting.