Jordi will try again (hopefully in Common?): "Greetings. My friends and I are strangers here. We mean you no harm. We have become lost and just want to know where we are and what the local... situation is." He slowly removes his weapons and places them on the ground. "See? Peaceful..." he adds, hopefully.
The youth appears to be confused but not alarmed by you.
After a few minutes later a procession exits the cave mouth. The leader is a much older, taller and more muscular Gnome. His white hair and beard are braided with elaborate knots, and he is wearing black leather cloths adorned with studs and jewelry. There is a sword strapped to his belt and he is walking with the aid of a steel capped staff.
He is accompanied by the youth and five Gnomes armed in half-plate, swords and spears; and another five Gnomes in leather, swords and carrying bows.
The old Gnome stops ten feet from you, "Welcome Sparharrow, strangers. You far from home, do not look traders. What came you here for?"
Jordi will try a third time: "Greetings. My friends and I are strangers here. We mean you no harm. We have become lost and just want to know where we are and what the local... situation is. Some sort of enchantment has carried us here, far from our homeland, and has clouded our memories as well. We woke up this morning without any idea how we got here, or where 'here' even is. My name is Jordi. Could we impose upon your hospitality for just a few hours until we know how to rejoin those of our own kind?"
"I Linkner Sparcallum, elder of Sparhallow. Sorry, two hundred more years since I have spoken your language. You are lost, lost, lost. Your people are far from here. East and west of the mountains. On the great salty water east of the mountains, or far, far to the west beyond the mountains and forests. Your kind no here, and we have no... no... Arcanium," he finishes shrugging his shoulders. "Come, we shall share gambrinus (GAM-bree-nus) and talk."
Just past the cave's entrance a wall has been erected with a set of double doors, making a 5x8 foot entrance. Beyond is a low-ceilinged hallway (6x10) leading downward in a gentle sloop. After 20 yards, a large opens up on the right side and you can see various gnome-sized wagons and sleighs stored here. To the left is another wide door and a much larger room to which he leads you. The room is oddly, yet practically, arranged with a raised platform at one end, and a long table spanning the room (and over the platform). At the nearest end cushioned chairs are sized more for you, while on the far (platform) end, they are sized for gnomes.
"Bad that our priest in gone, he would know more of this than I, and it will be not until after the turning of the year that he will return. North has he gone for gathering."
The Elder sits himself at the table and motions for you to join him. Several young gnomes bring out flagons of foaming pilsner along with dark bread, butter and (oddly) pickles.
"You are at east end of Apalchen (ap-AL-shen) mountains, yes? Many days travel to the west before the great forest you will see. To north and south the go, but widest here. East is the valley of Arun Dur (A-ruin dUrr) and beyond the mountains of Ceynenlas (SAY-nen-las). It is small from east to west, and beyond the land until the great waters of salt. More of this, I cannot tell you as I have not been since I was a child. No, only the priest has been east of the Ceynenlas in his in the past 200 years."
"Good Elder Sparcallum, you have been abundantly kind with your knowledge and hospitality.
From your description, it would make most sense to head east to find others like us.
If we are to be traveling soon, it would be good to know what dangers we may face ahead. For instance, we've seen prints of something like a dog or wolf, but far larger than anything we have in our land.
'Giant print, could be good. Could be very bad. It could be Koo Shie, they guard the wilds for the Sylvan. They very unlikely to harm unless evil. Could be Dire Wolf. Would be very very bad. Bad for all. Thank you for warning, I will set extra night guards on barn.'
'These mountains always dangerous, the Ceynenlas less so. The valley is mostly safe. Few live in west of Ceynenlas since the great war. Many bad things hide in the western mountains,' he informs you.
'Advice you need, best to search out the priest Krisklin. He may know, or know best where you might find answers.'
(OOC: Are we close enough to hear what was said and did anyone else understand it?)
Speaking softly to whomever is around me, "Well that went swimmingly! Can anyone figure out what they are saying? I don't speak Smurf."
No one speaks Gnomish :)
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Jordi will try again (hopefully in Common?): "Greetings. My friends and I are strangers here. We mean you no harm. We have become lost and just want to know where we are and what the local... situation is." He slowly removes his weapons and places them on the ground. "See? Peaceful..." he adds, hopefully.
The youth appears to be confused but not alarmed by you.
After a few minutes later a procession exits the cave mouth. The leader is a much older, taller and more muscular Gnome. His white hair and beard are braided with elaborate knots, and he is wearing black leather cloths adorned with studs and jewelry. There is a sword strapped to his belt and he is walking with the aid of a steel capped staff.
He is accompanied by the youth and five Gnomes armed in half-plate, swords and spears; and another five Gnomes in leather, swords and carrying bows.
The old Gnome stops ten feet from you, "Welcome Sparharrow, strangers. You far from home, do not look traders. What came you here for?"
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Jordi will try a third time: "Greetings. My friends and I are strangers here. We mean you no harm. We have become lost and just want to know where we are and what the local... situation is. Some sort of enchantment has carried us here, far from our homeland, and has clouded our memories as well. We woke up this morning without any idea how we got here, or where 'here' even is. My name is Jordi. Could we impose upon your hospitality for just a few hours until we know how to rejoin those of our own kind?"
"I Linkner Sparcallum, elder of Sparhallow. Sorry, two hundred more years since I have spoken your language. You are lost, lost, lost. Your people are far from here. East and west of the mountains. On the great salty water east of the mountains, or far, far to the west beyond the mountains and forests. Your kind no here, and we have no... no... Arcanium," he finishes shrugging his shoulders. "Come, we shall share gambrinus (GAM-bree-nus) and talk."
Just past the cave's entrance a wall has been erected with a set of double doors, making a 5x8 foot entrance. Beyond is a low-ceilinged hallway (6x10) leading downward in a gentle sloop. After 20 yards, a large opens up on the right side and you can see various gnome-sized wagons and sleighs stored here. To the left is another wide door and a much larger room to which he leads you. The room is oddly, yet practically, arranged with a raised platform at one end, and a long table spanning the room (and over the platform). At the nearest end cushioned chairs are sized more for you, while on the far (platform) end, they are sized for gnomes.
"Bad that our priest in gone, he would know more of this than I, and it will be not until after the turning of the year that he will return. North has he gone for gathering."
The Elder sits himself at the table and motions for you to join him. Several young gnomes bring out flagons of foaming pilsner along with dark bread, butter and (oddly) pickles.
"You are at east end of Apalchen (ap-AL-shen) mountains, yes? Many days travel to the west before the great forest you will see. To north and south the go, but widest here. East is the valley of Arun Dur (A-ruin dUrr) and beyond the mountains of Ceynenlas (SAY-nen-las). It is small from east to west, and beyond the land until the great waters of salt. More of this, I cannot tell you as I have not been since I was a child. No, only the priest has been east of the Ceynenlas in his in the past 200 years."
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
"Good Elder Sparcallum, you have been abundantly kind with your knowledge and hospitality.
From your description, it would make most sense to head east to find others like us.
If we are to be traveling soon, it would be good to know what dangers we may face ahead. For instance, we've seen prints of something like a dog or wolf, but far larger than anything we have in our land.
Do you have any tips to guide our way?"
'Giant print, could be good. Could be very bad. It could be Koo Shie, they guard the wilds for the Sylvan. They very unlikely to harm unless evil. Could be Dire Wolf. Would be very very bad. Bad for all. Thank you for warning, I will set extra night guards on barn.'
'These mountains always dangerous, the Ceynenlas less so. The valley is mostly safe. Few live in west of Ceynenlas since the great war. Many bad things hide in the western mountains,' he informs you.
'Advice you need, best to search out the priest Krisklin. He may know, or know best where you might find answers.'
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
"Thank you, Sparcallum," says Jordi. "This Krisklin, does he live in the valley?"
"We will find this Krisklin".
Now armed with information, Magnus hopes to head out tomorrow.
Kriskrin is our priest, he has headed north by northwest into the mountains this morning by sled. Is there anything else I can answer?
OoC: in-game day summaries will be on the World Anvil sure, as will as other information will be made available there as your characters discover it.
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
(OOC What time of day is it now? Is there enough daylight left for us to make it very far following the priest's trail?)
A little after noon. You have about 4 hours of daylight left. Winter in the mountains, daylight is short.
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
"Well, we can make it probably 8-10 miles before dark if we start now. What do you all think?"
"Sure. Today or tomorrow will make little difference in the long run".
He looks longingly at the fire in the hearth.
"I see many nights in the wilderness in our future. Probably shouldn't overly impose on our host as well".
Magnus cleans up after himself. And grabs his backpack to wait by the door for the others.
"Let me know when you are ready".
While waiting, Magnus open his herbalist kit and starts making a health potion.
"Well, if there is nothing more, then let us prepare you for your journey," he says and then turns to one of the younglings and gives some commands.
Taking you outside, Elder Likner shows you the tracks of sleigh, which along with the tracks of two small, hooved animals between the runners.
The track follows a ridge winding its way north by northwest and slowly climbs and descends through the mountains.
As the sun descends quickly into a wintery evening, the temperature begins to fall, until it is again below freezing as the sun is going down.
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
"We should probably find shelter for the night," suggests Jordi, "or at least make a fire and set a watch so we can rest for tomorrow."
After setting up camp, Magnus says, "I'll take first watch".
Magnus moves close to the fire for warmth and light, and continues working on his potion.