[Capone to Child]"Thank you. Where are Mama, Where are Papa?"]
Rollback Post to RevisionRollBack
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
Capone addresses his fellow travelers. "Shall we join the meeting?"
Rollback Post to RevisionRollBack
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
"Greetings," says a tall, hefty half-orc as the door to the warm, dimly lit tavern opens. "Have a seat." He points to some benches surrounding a table in the corner nearest the large stone fireplace. The tavern is nearly full with the thorpe's adults who have gathered on the other side of the fireplace and are currently discussing the horrible state of the orchards and the bleak winter the poor crop foretells. The barkeep comes around the bar, "Name is Milos Thunderchinn. We don't get many of your kind here," he says apologetically, "but can I offer you a meal or a drink?"
Prism bows graciously but straightens at the offer of food and drink. "I am so sorry but I do not eat. Though I can't speak for my companions. Perhaps you can help us as we are somewhat confused. Where are we? And uh ... when are we?"
Milos gives you a concerned look, then takes in your appearance.
"Hmmm, as to where this is Forestgate in the Eldeen Reaches and it's the 14th of Lharvion 998 according to the calendar of Galifar."
OoC: While not familar with Forestgate itself, the Eldeen Reaches as an area of the Kingdom of Aundair is familiar to you. The year will be at least 5 years past your last memory, and so you will not be aware of the Treaty of Thronehold (yet).
Capone is silently scanning the people gathered here, listening to their conversations, and paying attention for anything that might suggest what "evil" we're searching for. He's concluded that the foul state of the plantlife is likely a symptom of this evil, since it was a tree, after all, that sent them on this mission.
Rollback Post to RevisionRollBack
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
As you listen to the gossip, which is mostly about the crops, you also here two other pieces of information: 1) some believe it is a curse laid by some by old woman in a band of Travelers, 2) and others believe it is back luck from something called the "Mourning".
As night settles, an old man enters the tavern and everyone becomes silent. The old man is bent and gnarled by time. His hand shakes as it clutches his walking stick. He wears a clean, well-mended robe embroidered with a few colorful moons and stars. "My friends, I am Delon the Mage. I have lived happily in the Downs for longer than I care to remember. I have seen it grow from a simple farmhouse to this small community. Crops now grow where long ago none grew, and fruit trees have blossomed where only the wildwood stood."
"But times are changing for the worse. I see the crops withering in the fields. Fruit falls from the trees before ripening, black and rotten. The livestock are not healthy—they now sicken with every day. A blight lies upon the Downs. We have been cursed by the Traveler witch who passed this way. Had we given her the silver she wished, or let her rest a while and gather strength, these ills might not have befallen us."
"I see the land turning against us, and I am helpless to remove this curse. My powers are too feeble to spare the land, but perhaps I can hold the curse at bay long enough for you to gather what is left of the harvests. What we will do next year, I do not know. If only I had the powers of a Druid, I could help." He shakes his head sadly. "I am old, I cannot travel. None of you may leave because crops must be harvested, families cared for, and small businesses tended. It is a difficult under-taking, but perhaps not for the strangers we have before us."
His eyes are fixed upon you. "You are our only hope for survival." He stares at you, waiting, and adds, "Those who search for the Druids will have the opportunity for glory and adventure beyond their wildest imaginings."
The room becomes deathly still, and most of the townsfolk turn to regard you, the strangers in their midst.
"Search for a Druid? Do you have one in mind or know where to locate such a creature?" Capone responds straight away. Then adds "If it helps fight off the growing evils, my schedule is entirely available to such an endeavor, glory and adventure or no."Then looks expectantly at the others bearing the dead tree's marking.
Rollback Post to RevisionRollBack
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
Delon invites you back to his house where he promises to explain about the druids and try and answer all of your questions regarding the last few years.
Before the War, there were more Druids in this part Towering Wood, which some call the Olde Woode. Years of fighting to protect the Wood has reduced their numbers and the have withdrawn west of a spur of the Icehorn Mountains known locally as the Dragonstooth Mountains and past the Wild River. Rumor has it that the ranking druid, known as the Forest Oracle, would have the knowledge and power to lift a curse.
Delon also spends the night explaining the last years of the War, the Mourning, the Treaty of Thronehold and how the Kingdoms now stand.
OoC: I'll answer any questions you have before dawn...
Early the next morning, the mage explains, "Follow the New Wilderness Road (outside the village) north until you reach the Old Wilderness Road, and then go east. Here is a bit of map I sketched for you. It's not very good, and no one from the village has been on the old road in very many years."
The map is update on the campaign site and World Anvil
((Sorry! Week took off and I could barely hold on.))
Of Delon, Prism pays careful attention trying to hold on to all of the information, but knowing they might forget a good bit of it. At one point, they venture a nervous question: "Do you know what these marks on our chests might mean?"
The next morning, Prism looks at the map and nods. "Thank you for your kindness, and I hope we are able to help you and your people."
"Road, North. Travel until we find another, older road, that leads east." Capone pauses considering the few things he knows about their predicament. "Very well, this has a good chance of being the correct path towards our objectives." He gives his fellow warforged a nod, and one by one sets up a telepathic chat, asking them each in private:
||Capone to Party|| Do you have concerns or reservations taking guidance from an elderly human, as by his own words they seemed to have subjugated and mistreated our kind. I am cautious, we know not if this is a trap or if he isn't responsible for the blight himself and just wants to get rid of us.||
Capone will remain friendly and appreciative, genuinely, of any information the mage provides. Only sharing concerns telepathically so as not to be rude to their host.
Rollback Post to RevisionRollBack
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
"Hmmm, druidic lore isn't my specialty, but it looks very much like a Seal of the Gatekeepers, or something very close to it."
Justice & Prism
The Gatekeepers are a druidic sect dedicated to protecting the natural world from unnatural forces. They battle aberrations and guard against extraplanar invasions and the release of ancient evils.
The Gatekeepers maintain the oldest druidic tradition on Khorvaire. Over fifteen thousand years ago, the green dragon Vvaraak came to the Shadow Marches and gathered a following from among the orcs of the region. In her studies of the Prophecy, Vvaraak had foreseen a great threat that could be stopped only by the younger races. So she taught the orcs the secret language of the natural world and showed them how to work with stone and soil, and how to read the future in the movement of the Ring of Siberys. She charged her students to remain ever vigilant against the threat that was to come, and to protect nature from those that would corrupt it.
Thousands of years later, the daelkyr (see chapter 6) opened gates from the plane of Xoriat and unleashed hordes of mind flayers, beholders, and other foul creatures into the world. The conflict that followed destroyed the goblin empire of Dhakaan, and the daelkyr’s invasion left scars across Khorvaire. Ultimately, Vvaraak’s students sealed the gates and imprisoned the daelkyr in Khyber. Even after this triumph, the orcs couldn’t be sure if they had turned back the threat Vvaraak had foreseen, or if a greater danger lay ahead. So, in addition to guarding the seals that bind the daelkyr and keep Xoriat at bay, the Gatekeepers remained vigilant against the possibility of worse to come.
In the millennia since that struggle ended, the Gatekeepers have shared Vvaraak’s wisdom and druidic magic with humans, shifters, and others who came to Khorvaire. New interpretations of Vvaraak’s teachings gave birth to new druid sects: the Wardens of the Wood, the Greensingers, and the Ashbound. Today, the Gatekeepers are one of the smaller sects, and many of the sites of their long-ago battles have been abandoned and forgotten. But some Gatekeepers still remain in the Shadow Marches and the Eldeen Reaches, continuing their vigil to this day.
The New Wilderness Road runs roughly north to south. Forestgate lies just off the road below the Greate Olde Woode. The road is wide enough for two wagons to pass one another, but just barely. The woods grow closely about the new road. The evergreens are tall and old. Ferns shove its way between the massive tree trunks, and the area is alive with animal sounds. Inside the wood, foliage would block the sun, allowing only a few rays to filter down from the leafy canopy, if there was sun today. Instead, there is a misty drizzle of rain turning the hardpacked road slick.
You have only gone about half a league into the forest when you notice the Old Wilderness Road crossing your path. The Old Road is winding and bushy, it has been unused for some time. Vegetation now grows across the road, and the woodland ferns seems to be reclaiming the cleared area.
As you look down the road, a group of seven men approaches. They are following the road east, and are making good time, neither tarrying nor running. Their faces are expressionless. One is dressed as a cleric of some sort, and another is dressed as a travelling drummer. The others could be peasants or serfs going from one location to another for the harvest season. Each carries some sort of weapon. It is plain that they are not soldiers by their haphazard way of walking. They do not seem to be joking loudly or singing as they advance.
OoC: I don't know if anyone has been the Pacific Northwest, specifically the Olympic Rainforest, but that is what comes to mind in this area of the Eldeen Reaches.
"It seems possible they're traveling our intended direction, we should ask. The larger our number, the safer we'll be out here" Capone will stand near the crossroads and stand near where the travelers will pass yet not actually blocking their path, and wait for them to get close enough to speak proper.
Rollback Post to RevisionRollBack
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
The Drummer notices you and puts his hand out to stop the priest. Looking up the priest notices you and says something to the men behind him, who draw rusty looking swords.
Roll for initiative :)
Rollback Post to RevisionRollBack
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
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[Capone to Child]"Thank you. Where are Mama, Where are Papa?"]
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
"O'er there," he replies pointing at the tavern. "With everyone else waiting for the meeting to start"
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Capone addresses his fellow travelers. "Shall we join the meeting?"
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
OoC: In the interests of moving this along ...
"Greetings," says a tall, hefty half-orc as the door to the warm, dimly lit tavern opens. "Have a seat." He points to some benches surrounding a table in the corner nearest the large stone fireplace. The tavern is nearly full with the thorpe's adults who have gathered on the other side of the fireplace and are currently discussing the horrible state of the orchards and the bleak winter the poor crop foretells. The barkeep comes around the bar, "Name is Milos Thunderchinn. We don't get many of your kind here," he says apologetically, "but can I offer you a meal or a drink?"
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Prism bows graciously but straightens at the offer of food and drink. "I am so sorry but I do not eat. Though I can't speak for my companions. Perhaps you can help us as we are somewhat confused. Where are we? And uh ... when are we?"
Milos gives you a concerned look, then takes in your appearance.
"Hmmm, as to where this is Forestgate in the Eldeen Reaches and it's the 14th of Lharvion 998 according to the calendar of Galifar."
OoC: While not familar with Forestgate itself, the Eldeen Reaches as an area of the Kingdom of Aundair is familiar to you. The year will be at least 5 years past your last memory, and so you will not be aware of the Treaty of Thronehold (yet).
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Capone is silently scanning the people gathered here, listening to their conversations, and paying attention for anything that might suggest what "evil" we're searching for. He's concluded that the foul state of the plantlife is likely a symptom of this evil, since it was a tree, after all, that sent them on this mission.
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
I dont consume food and drink either, and i too assume that the rest of us wont. But i appreciate the offer no less because of that.
Cease will also keep an open ear for anything about a potential evil, but also about the general gossip
Olloray Dim - Limbo's Pit
Gunther Korroden - Nightmares in the Mist
As you listen to the gossip, which is mostly about the crops, you also here two other pieces of information: 1) some believe it is a curse laid by some by old woman in a band of Travelers, 2) and others believe it is back luck from something called the "Mourning".
As night settles, an old man enters the tavern and everyone becomes silent. The old man is bent and gnarled by time. His hand shakes as it clutches his walking stick. He wears a clean, well-mended robe embroidered with a few colorful moons and stars. "My friends, I am Delon the Mage. I have lived happily in the Downs for longer than I care to remember. I have seen it grow from a simple farmhouse to this small community. Crops now grow where long ago none grew, and fruit trees have blossomed where only the wildwood stood."
"But times are changing for the worse. I see the crops withering in the fields. Fruit falls from the trees before ripening, black and rotten. The livestock are not healthy—they now sicken with every day. A blight lies upon the Downs. We have been cursed by the Traveler witch who passed this way. Had we given her the silver she wished, or let her rest a while and gather strength, these ills might not have befallen us."
"I see the land turning against us, and I am helpless to remove this curse. My powers are too feeble to spare the land, but perhaps I can hold the curse at bay long enough for you to gather what is left of the harvests. What we will do next year, I do not know. If only I had the powers of a Druid, I could help." He shakes his head sadly. "I am old, I cannot travel. None of you may leave because crops must be harvested, families cared for, and small businesses tended. It is a difficult under-taking, but perhaps not for the strangers we have before us."
His eyes are fixed upon you. "You are our only hope for survival." He stares at you, waiting, and adds, "Those who search for the Druids will have the opportunity for glory and adventure beyond their wildest imaginings."
The room becomes deathly still, and most of the townsfolk turn to regard you, the strangers in their midst.
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
"Search for a Druid? Do you have one in mind or know where to locate such a creature?" Capone responds straight away. Then adds "If it helps fight off the growing evils, my schedule is entirely available to such an endeavor, glory and adventure or no." Then looks expectantly at the others bearing the dead tree's marking.
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
Delon invites you back to his house where he promises to explain about the druids and try and answer all of your questions regarding the last few years.
Before the War, there were more Druids in this part Towering Wood, which some call the Olde Woode. Years of fighting to protect the Wood has reduced their numbers and the have withdrawn west of a spur of the Icehorn Mountains known locally as the Dragonstooth Mountains and past the Wild River. Rumor has it that the ranking druid, known as the Forest Oracle, would have the knowledge and power to lift a curse.
Delon also spends the night explaining the last years of the War, the Mourning, the Treaty of Thronehold and how the Kingdoms now stand.
OoC: I'll answer any questions you have before dawn...
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Early the next morning, the mage explains, "Follow the New Wilderness Road (outside the village) north until you reach the Old Wilderness Road, and then go east. Here is a bit of map I sketched for you. It's not very good, and no one from the village has been on the old road in very many years."
The map is update on the campaign site and World Anvil
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Is anyone there? Ready to go?
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
((Sorry! Week took off and I could barely hold on.))
Of Delon, Prism pays careful attention trying to hold on to all of the information, but knowing they might forget a good bit of it. At one point, they venture a nervous question: "Do you know what these marks on our chests might mean?"
The next morning, Prism looks at the map and nods. "Thank you for your kindness, and I hope we are able to help you and your people."
"Road, North. Travel until we find another, older road, that leads east." Capone pauses considering the few things he knows about their predicament. "Very well, this has a good chance of being the correct path towards our objectives." He gives his fellow warforged a nod, and one by one sets up a telepathic chat, asking them each in private:
||Capone to Party|| Do you have concerns or reservations taking guidance from an elderly human, as by his own words they seemed to have subjugated and mistreated our kind. I am cautious, we know not if this is a trap or if he isn't responsible for the blight himself and just wants to get rid of us.||
Capone will remain friendly and appreciative, genuinely, of any information the mage provides. Only sharing concerns telepathically so as not to be rude to their host.
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
"Hmmm, druidic lore isn't my specialty, but it looks very much like a Seal of the Gatekeepers, or something very close to it."
Justice & Prism
The Gatekeepers are a druidic sect dedicated to protecting the natural world from unnatural forces. They battle aberrations and guard against extraplanar invasions and the release of ancient evils.
The Gatekeepers maintain the oldest druidic tradition on Khorvaire. Over fifteen thousand years ago, the green dragon Vvaraak came to the Shadow Marches and gathered a following from among the orcs of the region. In her studies of the Prophecy, Vvaraak had foreseen a great threat that could be stopped only by the younger races. So she taught the orcs the secret language of the natural world and showed them how to work with stone and soil, and how to read the future in the movement of the Ring of Siberys. She charged her students to remain ever vigilant against the threat that was to come, and to protect nature from those that would corrupt it.
Thousands of years later, the daelkyr (see chapter 6) opened gates from the plane of Xoriat and unleashed hordes of mind flayers, beholders, and other foul creatures into the world. The conflict that followed destroyed the goblin empire of Dhakaan, and the daelkyr’s invasion left scars across Khorvaire. Ultimately, Vvaraak’s students sealed the gates and imprisoned the daelkyr in Khyber. Even after this triumph, the orcs couldn’t be sure if they had turned back the threat Vvaraak had foreseen, or if a greater danger lay ahead. So, in addition to guarding the seals that bind the daelkyr and keep Xoriat at bay, the Gatekeepers remained vigilant against the possibility of worse to come.
In the millennia since that struggle ended, the Gatekeepers have shared Vvaraak’s wisdom and druidic magic with humans, shifters, and others who came to Khorvaire. New interpretations of Vvaraak’s teachings gave birth to new druid sects: the Wardens of the Wood, the Greensingers, and the Ashbound. Today, the Gatekeepers are one of the smaller sects, and many of the sites of their long-ago battles have been abandoned and forgotten. But some Gatekeepers still remain in the Shadow Marches and the Eldeen Reaches, continuing their vigil to this day.
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
The New Wilderness Road runs roughly north to south. Forestgate lies just off the road below the Greate Olde Woode. The road is wide enough for two wagons to pass one another, but just barely. The woods grow closely about the new road. The evergreens are tall and old. Ferns shove its way between the massive tree trunks, and the area is alive with animal sounds. Inside the wood, foliage would block the sun, allowing only a few rays to filter down from the leafy canopy, if there was sun today. Instead, there is a misty drizzle of rain turning the hardpacked road slick.
You have only gone about half a league into the forest when you notice the Old Wilderness Road crossing your path. The Old Road is winding and bushy, it has been unused for some time. Vegetation now grows across the road, and the woodland ferns seems to be reclaiming the cleared area.
As you look down the road, a group of seven men approaches. They are following the road east, and are making good time, neither tarrying nor running. Their faces are expressionless. One is dressed as a cleric of some sort, and another is dressed as a travelling drummer. The others could be peasants or serfs going from one location to another for the harvest season. Each carries some sort of weapon. It is plain that they are not soldiers by their haphazard way of walking. They do not seem to be joking loudly or singing as they advance.
OoC: I don't know if anyone has been the Pacific Northwest, specifically the Olympic Rainforest, but that is what comes to mind in this area of the Eldeen Reaches.
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Prism is about to wave, when they think better of it and glance at Capone. "Do you think they are headed to the same thing as us?"
"It seems possible they're traveling our intended direction, we should ask. The larger our number, the safer we'll be out here" Capone will stand near the crossroads and stand near where the travelers will pass yet not actually blocking their path, and wait for them to get close enough to speak proper.
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
The Drummer notices you and puts his hand out to stop the priest. Looking up the priest notices you and says something to the men behind him, who draw rusty looking swords.
Roll for initiative :)
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG