Hail, adventurers! Welcome to Draeston, a world of War and Dragons! You wake up, after the aforementioned prologue, in separate rooms of a what seems to be an inn. You can hear cheers and screams from downstairs. What you like to do?
Turval awakens to the sounds of cheers and screams beneath him. “What in Grimnir’s name is going on” he mutters to himself. He quickly splashes some cold water on his face then dresses and walks down the stairs at the end of the hall to investigate.
Turval, as you walk downstairs the cheers get louder, perhaps from your arrival. A tall, fair skinned human points towards you and says "Why, good morning my good man...er, dwarf! Can I buy you a drink?". He then proceeds to ask the bartender for an ale, and offers it to you. Meanwhile, a heated game of Three Dragon Ante is being played in the center of the inn, and there is a dancing drunk halfling, screaming at the top of his lungs about what to do with a drunken sailor, at the back of the room. And of course, keeping with the theme of adventure starters, there is a hooded figure sitting alone at a table near the bar So, pretty much what you would expect in a tavern inn. What would the party wish to do?
Kensha awakes to to the sounds below. He is still for a moment as he gets his bearings and examines the room around him. Finally he rises and examines the room?
DM: Are there furnishings in the room to examine? Are my belonging there?
Your belongings are in the room, yes. In your room there is a table and two chairs, a bed, a chest next to the bed, and a couple torches on the wall. There is also a window looking out on the busy roads full of people.
You find, inside the chest, around 30 gp and some cloth. The cloth is made of a fancy silky material and has a silver lining around the edge. You'd think that it would sell for 25 gold or so.
This post has potentially manipulated dice roll results.
Turval accepts the ale from the man “And good morning to you sir. Thank you”.
He takes 2 big gulps of the cool amber liquid and then wipes his mouth with the back of his hand. He begins to look around the room and the people contained within it.
Though not a greedy person, Kensha assumes the belonging must be his though he doesn't recall them. But the world is as the world is, and so he takes them and adds them to his belongings. Gathering his things, he then heads down from room into the common area, looking for a quiet table to acquire a little breakfast.
Elanxer, you do spy a few dwarven officials, but they're too busy getting drunk and, well, being dwarves. You can see that they have cases with them, probably filled with information. You can do either or both of the following: Sleight of Hand (15) to steal one case or Persuasion (13) to get them to give you information. Your choice.
Turval, you can see that the room is made of wood and a bit of stone for the base. There are a bunch of drunks talking and singing around the bar. Not much to see.
Kensha, you walk downstairs and see the same scene as Turval (look at post 3, I don't feel like typing it out again). There's an empty seat at the bar, and perhaps a few chairs around the tavern.
Kensha goes to the bar and gets a cup of water, to which he adds some ground herbs before moving into a corner and drinking slowly, watching the tavern and keeping an eye on the loquacious Turval..
Kensha, as you drink, a tall, dark, hooded figure (naturally) walks over to you and asks "Are you the one they call Kensha Horou, Wood Elven Monk? If so, follow me. I have something to show you." Kensha, what do you do? And for the rest of you, if you see this, how do you react?
This post has potentially manipulated dice roll results.
Bowing slightly, Kensha gathers his things and places his tankard on the bar as he passes. "Good sir, will this take long? I have not yet broken my fast and would be grateful to stop at the market." As he follows the figure, he studies its movements for any signs which might indicate what it is (gender, height, distinguishing gate, glimpse of skin, etc).
Kensha, you can tell that this person is male, and that he is about 6 foot (as to be taller and more menacing than all of you). He's probably human, but he may be half elf, or perhaps an aasimar (Which may be why he's talking to you). He says "By all means, take your time. I'll be waiting here." He sits down at a table and waits for your response.
Turval watches as a tall, dark hooded figure approaches a Wood Elven Monk. The hooded figure bends and speaks softly in his ear and then the Wood Elven Monk gathers his belongings and starts to follow the figure. Turval drains his ale and follows them both from a distance.
Hail, adventurers! Welcome to Draeston, a world of War and Dragons! You wake up, after the aforementioned prologue, in separate rooms of a what seems to be an inn. You can hear cheers and screams from downstairs. What you like to do?
Turval awakens to the sounds of cheers and screams beneath him. “What in Grimnir’s name is going on” he mutters to himself. He quickly splashes some cold water on his face then dresses and walks down the stairs at the end of the hall to investigate.
Highest Mega Yahtzee score: 38. Lowest: 14
Turval, as you walk downstairs the cheers get louder, perhaps from your arrival. A tall, fair skinned human points towards you and says "Why, good morning my good man...er, dwarf! Can I buy you a drink?". He then proceeds to ask the bartender for an ale, and offers it to you. Meanwhile, a heated game of Three Dragon Ante is being played in the center of the inn, and there is a dancing drunk halfling, screaming at the top of his lungs about what to do with a drunken sailor, at the back of the room. And of course, keeping with the theme of adventure starters, there is a hooded figure sitting alone at a table near the bar So, pretty much what you would expect in a tavern inn. What would the party wish to do?
Kensha awakes to to the sounds below. He is still for a moment as he gets his bearings and examines the room around him. Finally he rises and examines the room?
DM: Are there furnishings in the room to examine? Are my belonging there?
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Your belongings are in the room, yes. In your room there is a table and two chairs, a bed, a chest next to the bed, and a couple torches on the wall. There is also a window looking out on the busy roads full of people.
Kensha examines the chest for clues.
Perception: 21
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
You find, inside the chest, around 30 gp and some cloth. The cloth is made of a fancy silky material and has a silver lining around the edge. You'd think that it would sell for 25 gold or so.
Elanxer wakes up, hastily skulking downstairs to get ready to spy on a group of dwarf officials.
Stealth: 18
Turval accepts the ale from the man “And good morning to you sir. Thank you”.
He takes 2 big gulps of the cool amber liquid and then wipes his mouth with the back of his hand. He begins to look around the room and the people contained within it.
Perception: 8
Highest Mega Yahtzee score: 38. Lowest: 14
Though not a greedy person, Kensha assumes the belonging must be his though he doesn't recall them. But the world is as the world is, and so he takes them and adds them to his belongings. Gathering his things, he then heads down from room into the common area, looking for a quiet table to acquire a little breakfast.
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Elanxer, you do spy a few dwarven officials, but they're too busy getting drunk and, well, being dwarves. You can see that they have cases with them, probably filled with information. You can do either or both of the following: Sleight of Hand (15) to steal one case or Persuasion (13) to get them to give you information. Your choice.
Turval, you can see that the room is made of wood and a bit of stone for the base. There are a bunch of drunks talking and singing around the bar. Not much to see.
Kensha, you walk downstairs and see the same scene as Turval (look at post 3, I don't feel like typing it out again). There's an empty seat at the bar, and perhaps a few chairs around the tavern.
Kensha goes to the bar and gets a cup of water, to which he adds some ground herbs before moving into a corner and drinking slowly, watching the tavern and keeping an eye on the loquacious Turval..
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Kensha, as you drink, a tall, dark, hooded figure (naturally) walks over to you and asks "Are you the one they call Kensha Horou, Wood Elven Monk? If so, follow me. I have something to show you." Kensha, what do you do? And for the rest of you, if you see this, how do you react?
Bowing slightly, Kensha gathers his things and places his tankard on the bar as he passes. "Good sir, will this take long? I have not yet broken my fast and would be grateful to stop at the market." As he follows the figure, he studies its movements for any signs which might indicate what it is (gender, height, distinguishing gate, glimpse of skin, etc).
21
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Kensha, you can tell that this person is male, and that he is about 6 foot (as to be taller and more menacing than all of you). He's probably human, but he may be half elf, or perhaps an aasimar (Which may be why he's talking to you). He says "By all means, take your time. I'll be waiting here." He sits down at a table and waits for your response.
OCC
So he is not leading me out of the tavern? Or he just wants to wait?
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Only 3 of the 5 players so far have posted??
Highest Mega Yahtzee score: 38. Lowest: 14
Kensha, he will wait for your return. Do what you wish, he'll wait as long as necessary
And...I don't know if Savven and Yashi have even checked. I'll give them a heads up via PM. If they don't show up by Monday, I'll ask around again.
OCC:
Then lets just continue...
Kensha follows the stranger, "I am afraid, sir, that I did not catch your name."
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Turval watches as a tall, dark hooded figure approaches a Wood Elven Monk. The hooded figure bends and speaks softly in his ear and then the Wood Elven Monk gathers his belongings and starts to follow the figure. Turval drains his ale and follows them both from a distance.
Highest Mega Yahtzee score: 38. Lowest: 14