This post has potentially manipulated dice roll results.
Cob looks through his pack to find the leaf he had taken from the tree when they were back in their own time. He holds it out next to the tree wondering if it will feel any connection.
He then settles down, leaning against his pack idly playing on his fiddle.
”Hopefully this will all make sense in the morning.“
"I'm not sure if it will make any more sense, but at least we can come up with a plan in the morning", Drexon says.
"We need to learn to more more about this time we have been pushed into and about the creature. And somehow figure out where to find Jiminy too", he adds as he too settles down to listen to Cob play. He pulls out his cards and starts to shuffle them one handed, as his mind again wanders to the word Jiminy gave, to the place he might get answers.
He whispers the words of deep speech he uses to help him focus, and starts to search his memories for any information about this, Montecarexpat.
History (with Guidance): 17+2+4=23 - Does he know anything about Montecarexpat?
Eremoz takes his rest. During his watch he continues to drawing on the ground. His mind races with thoughts of his family and the other Leonin on the 2nd level.
The night falls and you make your camp under the protection of the Seed of Passion. You sleep a fitful rest, waking up to rotate the night's watch. There is a sense of unease deep inside you that is immediately soothed by the presence of the Seed of Passion. The night is quiet, but you are grateful that your sleep goes undisturbed. When morning comes, a new day begins.
Cob, before resting for the night, you tried to get a reaction from the leaf in your possession to no avail. However, as you close your eyes, you begin to dream. In your dream, you are small and moving incredibly fast. Around you is a verdant forest as far as your eyes can see. After a while, your movement stops and you see an old temple overgrown with floras that you have never seen before. Red vines spiral around a large pillar, flowers with the colors of a rainbow grow on the ground and on the cracks of the temple walls, and stone statues of elves, satyrs, fairies, beastkins, and centaurs decorate the courtyard of the temple. You move into the middle of the courtyard of the temple and set down the verdant leaf in your possession. Then, you wake up.
Drexon, you don't know a lot about Montecarexpat. From your travels since you found yourself in the Verdant Trammel, you have heard that it is the land where the drow elves reside. It is a sinkhole several miles deep into the earth and the people live at the mouth of the sinkhole or in caverns on the wall of the sinkhole. The people who live there don't really take religion kindly due to the fact that the Gods buried them in the sinkhole during the War of the Best and they had to dig themselves out of tons and tons of landmass before they can resettle the land.
Cob pops his eyes open and looks up at the tree in the center of the courtyard, half expecting to see the old temple walls and statues of his dream surrounding them. He sighs when all that there is are the quiet walls of the Bast Trench fort.
He looks down at that leaf, still in his hand. He carefully slips it into the pages of his grimoire making sure not to bend the leaf as he does so.
"I think I'll need you later," Cob says quietly.
He then pops up and stretches before looking around at the others.
Drexon wakes refreshed, the drama of the previous day forgotten for a moment as he comes to.
He stands and stretches, hearing Cob’s question as he does so.
”Do you think we can find our way into the trench? Last time we went through the amber, but did that lead to somewhere accessible to us now? Everything would still be frozen within the amber, right? The creature doesn’t escape until our future?”, he asks, confusing himself a little.
”It’s very confusing. Maybe we should start with the nearest town”.
The nearest town is Erdelun, due southwest. From what you remember, it will take around 7 to 8 hours of travel to reach the town from Bast Trench on foot. As far as you know, there are no beasts along the way, but the trail is rocky and hard.
{{Make a Survival check if we are traveling to Erdelun. I'll take the highest from all of you.}}
Eremoz, when you wake up, you feel your pocket getting warmer. You pull everything inside and find a copper coin and a note saying, "Thought you will need this." You get the feeling that this is the same coin that you give to Old Man Jiminy as payment for taking you and your companion to Bast Trench. The warm coin flickers before it slowly expands and changes to parchment. In your hand is the map of Northern Vortes.
This post has potentially manipulated dice roll results.
Dvark rises and stretches wearily. "we've daylight aplenty. I assume erdelon will be the place to start, but I think we should poke around the ruins first."
Exploring the ruins of Bast Trench doesn't take long. The interior of the fort, where the Seed of Passion stands, is deserted and empty apart from long broken stones and pillars. Crude furniture can be found in some rooms, but its state leaves much to be desired.
Scouring the exterior of the fort takes a bit longer. The lack of a well-traveled path makes it difficult to access certain places. It takes close to an hour just to walk around the fort, passing through overgrown vines and thick bushes. Still, you find no signs of the amber wall, the hole of darkness that you have seen before, or entrances that may lead downstairs.
"It took an army of labourers to dig down into the trench in our time," Cob says. "The creature could be here already but they could be a mile down and on the other side of the gateway we had to pass through."
He looks around a bit.
"You don't suppose that communicator still works?"
"hadn't thought to try!" Dvark says as he pulls the omcom from his pack and presses the button "hello? Are you getting this? We have been transported back in time but are working to solve the problem still."
turning back to Cob he frowns and stares off at the horizon. "I'm not holding my breath..."
The journey to Erdelun is long and arduous. The path is rocky and uneven. More than once you have to go around a particularly sharp decline or cliffside. However, you notice something that you missed before. The air is a bit chilly and the leaves on the trees are yellowing. It is possible that the time you arrive is not on Redmoon anymore but on Kapitu and probably halfway through autumn.
The meal that you have last night proves to be a boon. You feel neither hunger nor thirst as you continue your pace toward Erdelun. Still, despite spending a shorter time resting between long treks, it seems that navigating the Northern Trench Pass is harder than you first expect.
The sun has long set when you arrive outside Erdelun. The trek becomes easier the closer you get to Erdelun, but you can see that the Northern Pass Trail is not as well-traveled as you have seen before, affirming that you are not in your own time. The lights of the city help guide your final stretch. As you get closer, you remember from your experience that entering the city will require you to be branded as per the law of the city against violence or arms-carrying within the city. You also remember that there is a tavern outside the East Gate called the High Trenches that may provide lodgings if you choose to stay outside the city instead of coming in and staying at At World's End Inn.
"I am not sure what the town will be like in this time period. It might be worth stopping at the High Trenches and getting the lay of the land before accepting the brand, if such is still the practice", Drexon suggests.
"Plus, it is closer and I would rather find a warm hearth all the sooner", he says with a smile.
"Alright," says Cob. "Let's look for the East Gate. Hopefully it's there. Might just find Jiminy too."
Cob keeps alert as they approach the city, having no idea what to expect. He never studied history and everything he's learned are from folktales the other traveling performers would tell the audiences. And if he trusted those, all farmer's daughters were trolls in disguise and inns always kept small dragons in the basement to cook the bread.
{{You are approaching the East Gate as you are coming from North East.}}
It doesn't take long to find the High Trenches Tavern. It is the loudest and brightest place outside the East Gate of Erdelun. Compared to the shacks and small wooden houses on the city's outskirts, the High Trenches Tavern looks like a manse. It is plain looking, with muted cream wooden walls and deep red roof panels. A plaque hangs in front of the front door depicting a crooked-looking cliff drop with a stick figure diving from it with the word "The High Trenches" written underneath. There is a sense of newness to the building.
Entering the tavern you are greeted by a warm interior, far from the seedy description you have received from the owner of the At World's End. Perhaps it will be in the future, but right now the place looks brand new. A green tiefling is manning the bar, conversing with a scraggly man that seems to have seen better days. A couple of men and women are scattered around the tavern, enjoying the soft music that is being played by a fiddler and a pianist at one corner. Most of them look quite dapper and out of their element, possibly tourists.
"Welcome to the High Trenches," the green tiefling says when he looks at you. He exits the bar and you can see that he is wearing a black loose suit with gold trimmings. His horns curl upward, tipped with silver jewelry and emerald gems. "My name is Ara Emereth, owner of this establishment. How can I help you?"
{{I think from now on I'll be using the light orange font color for all NPC so both you and I can differentiate who is talking. Looking back, I sometimes mistook your post for my own because of the similar colors used for the conversation, especially during the train segment.}}
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Cob looks through his pack to find the leaf he had taken from the tree when they were back in their own time. He holds it out next to the tree wondering if it will feel any connection.
He then settles down, leaning against his pack idly playing on his fiddle.
”Hopefully this will all make sense in the morning.“
Perception if needed for Cob’s shift on watch: 21
"I'm not sure if it will make any more sense, but at least we can come up with a plan in the morning", Drexon says.
"We need to learn to more more about this time we have been pushed into and about the creature. And somehow figure out where to find Jiminy too", he adds as he too settles down to listen to Cob play. He pulls out his cards and starts to shuffle them one handed, as his mind again wanders to the word Jiminy gave, to the place he might get answers.
He whispers the words of deep speech he uses to help him focus, and starts to search his memories for any information about this, Montecarexpat.
History (with Guidance): 17+2+4=23 - Does he know anything about Montecarexpat?
Eremoz takes his rest. During his watch he continues to drawing on the ground. His mind races with thoughts of his family and the other Leonin on the 2nd level.
Perception if needed: 7
The night falls and you make your camp under the protection of the Seed of Passion. You sleep a fitful rest, waking up to rotate the night's watch. There is a sense of unease deep inside you that is immediately soothed by the presence of the Seed of Passion. The night is quiet, but you are grateful that your sleep goes undisturbed. When morning comes, a new day begins.
Cob, before resting for the night, you tried to get a reaction from the leaf in your possession to no avail. However, as you close your eyes, you begin to dream. In your dream, you are small and moving incredibly fast. Around you is a verdant forest as far as your eyes can see. After a while, your movement stops and you see an old temple overgrown with floras that you have never seen before. Red vines spiral around a large pillar, flowers with the colors of a rainbow grow on the ground and on the cracks of the temple walls, and stone statues of elves, satyrs, fairies, beastkins, and centaurs decorate the courtyard of the temple. You move into the middle of the courtyard of the temple and set down the verdant leaf in your possession. Then, you wake up.
Drexon, you don't know a lot about Montecarexpat. From your travels since you found yourself in the Verdant Trammel, you have heard that it is the land where the drow elves reside. It is a sinkhole several miles deep into the earth and the people live at the mouth of the sinkhole or in caverns on the wall of the sinkhole. The people who live there don't really take religion kindly due to the fact that the Gods buried them in the sinkhole during the War of the Best and they had to dig themselves out of tons and tons of landmass before they can resettle the land.
Cob pops his eyes open and looks up at the tree in the center of the courtyard, half expecting to see the old temple walls and statues of his dream surrounding them. He sighs when all that there is are the quiet walls of the Bast Trench fort.
He looks down at that leaf, still in his hand. He carefully slips it into the pages of his grimoire making sure not to bend the leaf as he does so.
"I think I'll need you later," Cob says quietly.
He then pops up and stretches before looking around at the others.
"So where to first?"
Drexon wakes refreshed, the drama of the previous day forgotten for a moment as he comes to.
He stands and stretches, hearing Cob’s question as he does so.
”Do you think we can find our way into the trench? Last time we went through the amber, but did that lead to somewhere accessible to us now? Everything would still be frozen within the amber, right? The creature doesn’t escape until our future?”, he asks, confusing himself a little.
”It’s very confusing. Maybe we should start with the nearest town”.
The nearest town is Erdelun, due southwest. From what you remember, it will take around 7 to 8 hours of travel to reach the town from Bast Trench on foot. As far as you know, there are no beasts along the way, but the trail is rocky and hard.
{{Make a Survival check if we are traveling to Erdelun. I'll take the highest from all of you.}}
Eremoz, when you wake up, you feel your pocket getting warmer. You pull everything inside and find a copper coin and a note saying, "Thought you will need this." You get the feeling that this is the same coin that you give to Old Man Jiminy as payment for taking you and your companion to Bast Trench. The warm coin flickers before it slowly expands and changes to parchment. In your hand is the map of Northern Vortes.
Eremoz reads the note and studies the map. ”Erdelune is the closest. It’ll be a long walk, but we should be able to make it by nightfall.”
Survival (if we head that way): 9
Dvark rises and stretches wearily. "we've daylight aplenty. I assume erdelon will be the place to start, but I think we should poke around the ruins first."
Perception: 12
Investigation: 1
Exploring the ruins of Bast Trench doesn't take long. The interior of the fort, where the Seed of Passion stands, is deserted and empty apart from long broken stones and pillars. Crude furniture can be found in some rooms, but its state leaves much to be desired.
Scouring the exterior of the fort takes a bit longer. The lack of a well-traveled path makes it difficult to access certain places. It takes close to an hour just to walk around the fort, passing through overgrown vines and thick bushes. Still, you find no signs of the amber wall, the hole of darkness that you have seen before, or entrances that may lead downstairs.
Cob looks at the fort when they're done.
"It took an army of labourers to dig down into the trench in our time," Cob says. "The creature could be here already but they could be a mile down and on the other side of the gateway we had to pass through."
He looks around a bit.
"You don't suppose that communicator still works?"
"hadn't thought to try!" Dvark says as he pulls the omcom from his pack and presses the button "hello? Are you getting this? We have been transported back in time but are working to solve the problem still."
turning back to Cob he frowns and stares off at the horizon. "I'm not holding my breath..."
"It worked across a small difference in time," Cob says. "Maybe time is time to the omcom."
"well while we wait, let's get moving toward erdelon." {{if no one objects?}}
Survival: 17
Drexon finishes the uneventful tour of the Bast Trench structure with a sigh.
”I guess we shouldn’t expect anything to be easy”, he says.
“Happy to start walking, don’t really want to have to camp in the wilderness tonight”.
He whispers his words of focus and surveys the route that they will need to take.
Survival (with Guidance): 10+1+3=14
The journey to Erdelun is long and arduous. The path is rocky and uneven. More than once you have to go around a particularly sharp decline or cliffside. However, you notice something that you missed before. The air is a bit chilly and the leaves on the trees are yellowing. It is possible that the time you arrive is not on Redmoon anymore but on Kapitu and probably halfway through autumn.
The meal that you have last night proves to be a boon. You feel neither hunger nor thirst as you continue your pace toward Erdelun. Still, despite spending a shorter time resting between long treks, it seems that navigating the Northern Trench Pass is harder than you first expect.
The sun has long set when you arrive outside Erdelun. The trek becomes easier the closer you get to Erdelun, but you can see that the Northern Pass Trail is not as well-traveled as you have seen before, affirming that you are not in your own time. The lights of the city help guide your final stretch. As you get closer, you remember from your experience that entering the city will require you to be branded as per the law of the city against violence or arms-carrying within the city. You also remember that there is a tavern outside the East Gate called the High Trenches that may provide lodgings if you choose to stay outside the city instead of coming in and staying at At World's End Inn.
"I am not sure what the town will be like in this time period. It might be worth stopping at the High Trenches and getting the lay of the land before accepting the brand, if such is still the practice", Drexon suggests.
"Plus, it is closer and I would rather find a warm hearth all the sooner", he says with a smile.
If this is already a practice, corrects Karm. I am sorry if this annoys you but i am fascinated by the linguistical conundrums we find ourselfs in.
{{sorry for the lack of Karm that past day. I was involved in a 9h DnD marathon this weekend and actually forgot to check the thread}}
Olloray Dim - Limbo's Pit
Gunther Korroden - Nightmares in the Mist
"Alright," says Cob. "Let's look for the East Gate. Hopefully it's there. Might just find Jiminy too."
Cob keeps alert as they approach the city, having no idea what to expect. He never studied history and everything he's learned are from folktales the other traveling performers would tell the audiences. And if he trusted those, all farmer's daughters were trolls in disguise and inns always kept small dragons in the basement to cook the bread.
{{You are approaching the East Gate as you are coming from North East.}}
It doesn't take long to find the High Trenches Tavern. It is the loudest and brightest place outside the East Gate of Erdelun. Compared to the shacks and small wooden houses on the city's outskirts, the High Trenches Tavern looks like a manse. It is plain looking, with muted cream wooden walls and deep red roof panels. A plaque hangs in front of the front door depicting a crooked-looking cliff drop with a stick figure diving from it with the word "The High Trenches" written underneath. There is a sense of newness to the building.
Entering the tavern you are greeted by a warm interior, far from the seedy description you have received from the owner of the At World's End. Perhaps it will be in the future, but right now the place looks brand new. A green tiefling is manning the bar, conversing with a scraggly man that seems to have seen better days. A couple of men and women are scattered around the tavern, enjoying the soft music that is being played by a fiddler and a pianist at one corner. Most of them look quite dapper and out of their element, possibly tourists.
"Welcome to the High Trenches," the green tiefling says when he looks at you. He exits the bar and you can see that he is wearing a black loose suit with gold trimmings. His horns curl upward, tipped with silver jewelry and emerald gems. "My name is Ara Emereth, owner of this establishment. How can I help you?"
{{I think from now on I'll be using the light orange font color for all NPC so both you and I can differentiate who is talking. Looking back, I sometimes mistook your post for my own because of the similar colors used for the conversation, especially during the train segment.}}