The villagers watch Grimbald's antics with flat, unemotionless eyes. The dwarf searches the copse of about 50 or so trees for mistletoe and does find the parasitic plant on a couple of them. It is the wrong time of year for berries of course. Grimbald reflects on what he knows about mistletoe. Despite their parasitism, mistletoes may well be the saviour of plants. They provide food, shelter and hunting grounds for animals from birds to butterflies to mammals — even the occasional fish. Fallen mistletoe leaves release nutrients into the forest floor that would otherwise remain locked within trees, and this generosity ripples through the food chain. The dwarf nods and looks at the mistletoe leaves he has gathered with an appreciation.
The villagers are more receptive to Augustin, they at least nod to his kind words, a few give a small smile. This displacement is the latest in an ongoing life of adversity which they have had to endure all of their lives.
Meanwhile Vakiel sharpens his blade, and perhaps wonders why he is even bothering with these villagers who seem to have given up on themselves and life.
Stryke will approach the barbarian, "excuse me Vakiel, I know this is forward but we will have to all trust each other until we reach Albridge at the least. I just want to ensure your goals align enough that we can trust you the rest of the way, will you share anything about yourself? Why you are helping perhaps? You're the biggest mystery in our group and I dont want to have to watch my back as well as the front and sides."
Meanwhile, Grimbald stores some berries in his cheeks, suggests that all lights be extinguished, and will scout ahead @50 feet.He will let out a squirrel bark to alert to danger ahead, and demonstrates the sound. squirrel alarm
Grimbald does find some wild grapes, common mushrooms, and spice berries. The berries are bird pecked but otherwise fine.
The copse of trees is very small. Outside of the trees it is rolling hills and grasslands, occasional farmland. You'll be travelling across this to get to Albridge, attempting to get there before dawn.
Once finished playing with the dog and the shifter, Esa will return to Augustin. She begins making notes about Stryke, occasionally pausing to listen to Augustin interact with the people
Old Kellar takes this as a sign that it's time to move. He and Augustin get the villagers on their feet. The paladin helps a villager unhook the horses from the cart, they will be coming too. They carry the meagre supplies and belongings the villagers and Old Kellar was able to grab before fleeing. Marvin is not really able to walk far, so he is also riding.
Stryker and Vakiel talk as they walk (if Vakiel wants to).
Grimbald scouts ahead, leading the party and villagers on a wide arc around the campfire of the Iron Circle checkpoints. The dwarf knows where Albridge is, and once the checkpoint is behind them, he heads straight for it.
Dawn has been in the sky for a while when the party gets to Albridge. They must go across the bridge of course, and this has a barrier across it with grim looking men and women. When they see the party they scrutinise them carefully and recognise them for what they are. The villagers and party are helped past the barrier and apothecaries take Marvin off to a healer. Everyone else is led to a large home being used to house refugees. It isn't packed but there are some people here already. The party are invited to rest here until the leaders can come talk to them. A small amount of food and water is brought for everyone.
Someone tries to lead Gnasher away, but he growls and backs off, moving behind Grimbald and Stryker, peering out balefully at anyone who tries to remove him from his new pack.
In the morning Stryke will ritually cast Detect poison and Disease and walk around the settlement for the ten minutes the spell is up to see if he can detect anything. 30ft range around him as he walks around
Stryke will approach the barbarian, "excuse me Vakiel, I know this is forward but we will have to all trust each other until we reach Albridge at the least. I just want to ensure your goals align enough that we can trust you the rest of the way, will you share anything about yourself? Why you are helping perhaps? You're the biggest mystery in our group and I dont want to have to watch my back as well as the front and sides."
Vakiel eyes the strange wolfperson and states simply "I have no agenda, no grand plan - but you can trust I hold no favour towards those of the Iron Circle"
Stryke will approach the barbarian, "excuse me Vakiel, I know this is forward but we will have to all trust each other until we reach Albridge at the least. I just want to ensure your goals align enough that we can trust you the rest of the way, will you share anything about yourself? Why you are helping perhaps? You're the biggest mystery in our group and I dont want to have to watch my back as well as the front and sides."
Vakiel eyes the strange wolfperson and states simply "I have no agenda, no grand plan - but you can trust I hold no favour towards those of the Iron Circle"
thank you for sharing, so far im not too happy with those Iron Circle types either, they destroy the balance of nature
Vakiel will find a corner of the large house to take his long rest in, ensuring his back is a wall with line of sight to a door or at least a window preferable.
Esa tugs on Augustins hair. "You should get some sleep too. Today was busy, and tomorrow will be, too. If you don't sleep, you'll be useless to these people, and me."
After 2pm the party in the manor are woken by gentle hands, and the two in trees are woken by someone calling to them. They are informed there is a meeting of resistance leaders happening in 30 minutes. Grimbald was advised that there had been a squirrel climbing on him when they came to wake him up. On impulse Grimbald searches himself and finds The Acorn tucked into his clothes.
The party were given food and water, not a lot, and they were offered the opportunity to clean up before the meeting. When they are ready they are met by Kathrid, a black-haired mature dwarf who is Albridge's blacksmith. She has a serious look at the party and nods to herself. Kathrid tells you she's here to lead you to the meeting place.
As they walk the party can see Albridge is busy with the duties of war. Arms and armour is being distributed to those who would fight, some are being trained which end of a spear to point at the enemy, supplies are being stored, and defences being dug and prepared.
As the party were led past the Mallard Inn (#6 on the Albridge map) to the Gremath stables (#8 on the Albridge map) Augustin asked Kathrid why they aren't meeting in the inn.
"Onneth, the owner," Kathrid says this for the benefit of those who don't know who he is, "is a good hearted soul, but he is incompetent and forgetful. He can't keep a secret to save his life, so we need to be careful around him. No malice, he is just age-addled."
"What is burning over there?" asked Vakiel, pointing to a plume of coming from a point a few miles to the south west. "The village of Marl," replied Kathrid. "The Iron Circle decided to make an example of them when they put up some resistance to being occupied."
There are messengers coming and going from the stables. The party enter a room with several men and women talking casually with each other. You see Old Kellar talking with a lean, sandy haired fellow. You also see a broad-shouldered, grey-haired man of middle years (human years) appears to be busiest, dictating a message to be sent. As the party enter he finishes it up and reads the letter, hands it to the woman who had been writing and nods. She also nods, folds the letter and puts it in a satchel and leaves.
"Delvers, eh?" says the grey-haired man, a smile on his face as he walks towards the party. He looks much younger when he smiles. He has clear brown eyes and a short greying beard. "I've done a bit of delving a long time ago. Name's Dar Gremath." He moves forward to clasp hands with all of you. He is a little unsure of how to greet Esa, so he lets her take the lead.
The villagers watch Grimbald's antics with flat, unemotionless eyes. The dwarf searches the copse of about 50 or so trees for mistletoe and does find the parasitic plant on a couple of them. It is the wrong time of year for berries of course. Grimbald reflects on what he knows about mistletoe. Despite their parasitism, mistletoes may well be the saviour of plants. They provide food, shelter and hunting grounds for animals from birds to butterflies to mammals — even the occasional fish. Fallen mistletoe leaves release nutrients into the forest floor that would otherwise remain locked within trees, and this generosity ripples through the food chain. The dwarf nods and looks at the mistletoe leaves he has gathered with an appreciation.
The villagers are more receptive to Augustin, they at least nod to his kind words, a few give a small smile. This displacement is the latest in an ongoing life of adversity which they have had to endure all of their lives.
Meanwhile Vakiel sharpens his blade, and perhaps wonders why he is even bothering with these villagers who seem to have given up on themselves and life.
Stryke will approach the barbarian, "excuse me Vakiel, I know this is forward but we will have to all trust each other until we reach Albridge at the least. I just want to ensure your goals align enough that we can trust you the rest of the way, will you share anything about yourself? Why you are helping perhaps? You're the biggest mystery in our group and I dont want to have to watch my back as well as the front and sides."
Meanwhile, Grimbald stores some berries in his cheeks, suggests that all lights be extinguished, and will scout ahead @50 feet.He will let out a squirrel bark to alert to danger ahead, and demonstrates the sound. squirrel alarm
IF required PERCEPTION Check25. (in favoured terrain FOREST - I think perception is doubled +6 to this roll)
STEALTH 24
Grimbald does find some wild grapes, common mushrooms, and spice berries. The berries are bird pecked but otherwise fine.
The copse of trees is very small. Outside of the trees it is rolling hills and grasslands, occasional farmland. You'll be travelling across this to get to Albridge, attempting to get there before dawn.
Grimbald will offer these to everyone and scout ahead, slightly off the road on the left side. of the hills, grassland and farm lands
Once finished playing with the dog and the shifter, Esa will return to Augustin. She begins making notes about Stryke, occasionally pausing to listen to Augustin interact with the people
Old Kellar takes this as a sign that it's time to move. He and Augustin get the villagers on their feet. The paladin helps a villager unhook the horses from the cart, they will be coming too. They carry the meagre supplies and belongings the villagers and Old Kellar was able to grab before fleeing. Marvin is not really able to walk far, so he is also riding.
Stryker and Vakiel talk as they walk (if Vakiel wants to).
Grimbald scouts ahead, leading the party and villagers on a wide arc around the campfire of the Iron Circle checkpoints. The dwarf knows where Albridge is, and once the checkpoint is behind them, he heads straight for it.
Dawn has been in the sky for a while when the party gets to Albridge. They must go across the bridge of course, and this has a barrier across it with grim looking men and women. When they see the party they scrutinise them carefully and recognise them for what they are. The villagers and party are helped past the barrier and apothecaries take Marvin off to a healer. Everyone else is led to a large home being used to house refugees. It isn't packed but there are some people here already. The party are invited to rest here until the leaders can come talk to them. A small amount of food and water is brought for everyone.
Someone tries to lead Gnasher away, but he growls and backs off, moving behind Grimbald and Stryker, peering out balefully at anyone who tries to remove him from his new pack.
Party can take a long rest here.
If there is a large tree nearby for Grimbald to nest in, he will feel a lot safer.
There is. A few people stare in surprise as you climb up and nestle into the branches.
Gnasher comes out and does a wee on the tree trunk as if to mark it as party property.
Albridge - click to go to the wiki entry.
Stryke will find another tree nearby to sleep in
In the morning Stryke will ritually cast Detect poison and Disease and walk around the settlement for the ten minutes the spell is up to see if he can detect anything. 30ft range around him as he walks around
Vakiel eyes the strange wolfperson and states simply "I have no agenda, no grand plan - but you can trust I hold no favour towards those of the Iron Circle"
thank you for sharing, so far im not too happy with those Iron Circle types either, they destroy the balance of nature
Vakiel will find a corner of the large house to take his long rest in, ensuring his back is a wall with line of sight to a door or at least a window preferable.
Esa tugs on Augustins hair. "You should get some sleep too. Today was busy, and tomorrow will be, too. If you don't sleep, you'll be useless to these people, and me."
After 2pm the party in the manor are woken by gentle hands, and the two in trees are woken by someone calling to them. They are informed there is a meeting of resistance leaders happening in 30 minutes. Grimbald was advised that there had been a squirrel climbing on him when they came to wake him up. On impulse Grimbald searches himself and finds The Acorn tucked into his clothes.
The party were given food and water, not a lot, and they were offered the opportunity to clean up before the meeting. When they are ready they are met by Kathrid, a black-haired mature dwarf who is Albridge's blacksmith. She has a serious look at the party and nods to herself. Kathrid tells you she's here to lead you to the meeting place.
As they walk the party can see Albridge is busy with the duties of war. Arms and armour is being distributed to those who would fight, some are being trained which end of a spear to point at the enemy, supplies are being stored, and defences being dug and prepared.
As the party were led past the Mallard Inn (#6 on the Albridge map) to the Gremath stables (#8 on the Albridge map) Augustin asked Kathrid why they aren't meeting in the inn.
"Onneth, the owner," Kathrid says this for the benefit of those who don't know who he is, "is a good hearted soul, but he is incompetent and forgetful. He can't keep a secret to save his life, so we need to be careful around him. No malice, he is just age-addled."
"What is burning over there?" asked Vakiel, pointing to a plume of coming from a point a few miles to the south west.
"The village of Marl," replied Kathrid. "The Iron Circle decided to make an example of them when they put up some resistance to being occupied."
There are messengers coming and going from the stables. The party enter a room with several men and women talking casually with each other. You see Old Kellar talking with a lean, sandy haired fellow. You also see a broad-shouldered, grey-haired man of middle years (human years) appears to be busiest, dictating a message to be sent. As the party enter he finishes it up and reads the letter, hands it to the woman who had been writing and nods. She also nods, folds the letter and puts it in a satchel and leaves.
"Delvers, eh?" says the grey-haired man, a smile on his face as he walks towards the party. He looks much younger when he smiles. He has clear brown eyes and a short greying beard. "I've done a bit of delving a long time ago. Name's Dar Gremath." He moves forward to clasp hands with all of you. He is a little unsure of how to greet Esa, so he lets her take the lead.
to one side, Grimbald introduces himself to Kathrid, and enquires about stocking up on some handcrossbow bolts