Elsara will clamber out of the hole to Val. It is hard to make out the tears for the torrent of rainfall on her face. "We should take him home with us."She tells Val. "He might have family we don't know about." She offers to use her blanket to help shroud the body in the meantime.
Gendan, you remember that you are far away from the nearest town but you have Silvermoon Fort that can be reached in about 18 hours. Since these forts are affiliated with the Rurik Council itself, much like the Guild, it would probably be the quickest and easiest way to get Hunin back to his home.
Elsara nods, wiping her face of the rainwater and tears. She produces her blanket and helps wrap up the body of Hunin, taking her rope to tie the body in place and keep it covered.
This post has potentially manipulated dice roll results.
So assuming, everyone agrees with this plan, I'm moving forward. I'm not posting a map because I'm having some internet issues.
Summer 44 Time: 8:00 PM
You travel and arrive at Silvermoon Fort. You guys are all exhausted from not being able to get any sleep thanks to the storm. The bad conditions of the hole you... holed up in didn't help either. Twinkle Snow and Mr. Racist both seem to be sick. 3 Out of 4 party members are feeling horrible but aren't sick.
Elsara has a runny nose and a bad cough. She has got 2 diseases: Adventurer's Cough and Adventurer's Cold. These two are the single most common diseases in the world (not just in Rurik but the whole planet) so she already knows what she's in for.
Info related to Adventurer's Cough (Also estimated time of healing):
The Commoner’s Cough is the most common disease in the world, tied only by Commoner’s Cold. The name Adventurer’s Cough is given to this disease if it is caught by sailors, adventurers, soldiers and mercenaries.
the patient coughs uncontrollably in frequent intervals. Transparent mucus can often deposit in the throat which comes out with coughs. This makes it virtually impossible to control one’s breathing (See Below).
You are unable to hold your breath (but you can breathe). You will most certainly drown if you stay underwater for more than 6 seconds. Also, coughing makes it harder to hide so you have disadvantage on Stealth checks.
No instant cure is available for this disease. The best way to treat it is to stay out of bad weather.
This disease will go away after 1 Days. Staying in cold and damp environments increase recovery time by 1 day.
Info related to Adventurer's Cold:
The Commoner’s Cold is the most common disease in the world, tied only with Commoner’s Cough. When Sailors, Mercenaries, Soldiers and Adventurers catch it, it is called Adventurer’s Cold.
the patient suffers from occasional sneezing and a runny nose. The patient is unable to smell anything. Though they can hold their breath and stay hidden, there is a random chance they will sneeze. This is of course, if you aren't suffering from Adventurer's Cough as well.
You can't smell anything so you can't detect anything that needs you to smell.
No instant cure is available for this disease. Patient is to stay out of bad weather.
You will recover in 4 Days .Staying in cold, damp environments increases recovery time by 1 day. On top of staying out of bad weather, inhaling ice vapor, vapor from boiling Flame Ice leaves(A special mint like plant who’s juices makes anything feel cold) in water, will offer temporary relief from the symptoms and may help in curing it if it gets worse.
You are free to make a Medicine Check for additional info.
Everyone else, you reach a large stone fortress. There are lamps that light the way for any weary traveler looking for a place to rest. Other than that, it's quite dark as it is close to another moonless night. The slim shape of the crescent moon offers very little light in the darkness. A half elf guard in Half Plate stands in front of the large iron doors of the front entrance. He wields a lance and seems to be quite well trained. He sees the group and says, "Halt! Who goes there? State your name and business.
Elsara will attempt to keep the damp away using her Prestidigitation to dry and warm her clothes, sneezing as she sits huddled up in the driver's seat. She seems to be more upset that the horses are sick as well, despite her best efforts.
"Hell-hell..." Elsara lets out a squeaky sneeze. "Bwah... Sowwy. Hello, we're adventurers from thu guilb." She thinks to extend a hand to shake, but thinks better of it. "My name's Elsarwa..." She tells the half-elven guard.
The half-elf seems to have a slight dwarvish accent.
Elsara you also learn the following about you disease.
Both diseases have a second stage which is a lot more uncommon and dangerous. It sets in if the disease lingers for 7 days or more. This doesn't usually happen but when it does, it usually affects nomads and adventurers thanks to their lifestyle. If the disease isn't cured within a time of around 14-15 days, it develops into the Crimson Flu. That is a disease that is worth worrying about since people have been known to die from it. As long as you stay safe, you shouldn't have to worry about it.
Seeing Elsara struggling to get words out, Gendan steps forward, making it two half-elves in metal having a conversation. “We are from the Adventurer’s Guild in Sydil and one of ours fell victim to the storm. We wish to seek shelter here and arrange for his remains to be sent to his hometown of Camenose. As you can also see, this elf seems to have fallen ill, as well as our beasts of burden. Can you point us toward a stable and possibly an infirmary?”
While at the fort, Gendan will also use her Ear to the Ground background trait, likely finding someone who tends to spend their time in the shadows of the fort.
"So ye got a corpse with ya? Then I'm afraid I'm going to have to ask you to stay here until we get paperwork sorted. We need to make sure the unfortunate lad didn't get murdered after all. I doubt you guys are lyin' but rules are rules. Yar free to to roam around and use our stables while the Plague Doctor takes a look at the corpse. Once that's done, that elven lass can get checked up by our good doctor."
Gendan, I don't fully understand what you're looking for. My current guesses are illegal merchants, undercover mercenaries, guys with shady businesses or Archfiend Warlocks. Can you be a bit more specific so I can tell you what you find? (For further clarification, I'm not saying it has to be one of the things I mentioned. I was just saying what I thought you are looking for.)
"No, nothing like that. We used ta have a whole section dedicated to bounty huntin but ever since the Guild got going, all that stuff has gotten redirected over there. Though you can still hear a bunch of rumors around. They aren't something people here would just tell a new face on their own but they aren't secrets either. If you ask a few questions, I'm sure the lads and lasses won't mind talking about 'em. Who knows? Maybe someone has some gripes that are too insignificant for official Guild Missions."
Here's the official description of the background feature:
BACKGROUND
Urban Bounty Hunter
Feature: Ear to the Ground
You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.
Gendan doesn't really care which segment of society the contact belongs to, she likely did business for members of high society as well as dealt with the criminal underworld during her bounty hunting career. She does want to find a contact who will give her additional information about who and what are in this fort.
Gendan, while looking though the ranks of the guards, you see a familiar face, A male halfling you once worked with. He used to be a black market dealer. Now he's here for some reason.
Sorry truly busy lately. Do we have our new spells after the last night in the storm? If so, Val will cast Lesser restoration on Elsara as soon as he can trying to remove the disease...
About Diseases: I already wrote this when I wrote about diseases but here's a reminder. Not all diseases can be cured by spells. Adventurer's Cough and Adventurer's Cold can't be cured by any spell or medicine. It's something that will run its course and then get better by itself.
Gendan approaches the halfling and inquires about the fort. Her hair is redder and her eyes are hollower than when they last met, but it hasn’t changed enough to conceal her identity.
“Longtime no see, hobbit. How’d you end up here? Still in the business of dealing?”
"Nah mate, took a bad step and got an orc mercenary after me. Gave up my business, fled to Rurik and now I'm one of the guys at Silvermoon who keeps the rations in check. Your hair looks redder than I remember. Did you dye it or something?"
Gendan, you learn from the Hafling that the Fort offers Plague Doctor services and lodgings for travelers (though they can't usually stay for more than one night). You can also eat and drink at the mess hall. Though normally it would cost a lot more to eat and sleep here than in any inn, you guys get a discount for being Guild Members. So it'll just cost 2.5 SP per and 1 GP for a night. You can also buy weapons, armor and some magic items from the Fort as well. These things also cost more but being Guild Members reduces the price down to what you'd get charged for them in towns. Forts are usually a good place to go if you need a Plague Doctor since most towns don't have them.
As for the people here, you can often hear rumors if you ask around at the mess hall and there may be some shady types at the forts who might give you special services or get you into trouble.
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Except the water doesn't really rise more than a few centimeters thanks to Elsara's crude water drainage system.
(Also in the current timeline, it's still raining and it's still night when Val bring Hunin's body back to the group)
(In the past)
Elsara will clamber out of the hole to Val. It is hard to make out the tears for the torrent of rainfall on her face. "We should take him home with us." She tells Val. "He might have family we don't know about." She offers to use her blanket to help shroud the body in the meantime.
“He’s from Camenose. Perhaps we can just take him to a cleric in the next city and send for the guild to have him delivered there.”
Check out my Extended Signature here
Gendan, you remember that you are far away from the nearest town but you have Silvermoon Fort that can be reached in about 18 hours. Since these forts are affiliated with the Rurik Council itself, much like the Guild, it would probably be the quickest and easiest way to get Hunin back to his home.
Runt feels mostly indifferent to the situation. The world is ruff. But he respect should be shown for the dead.
Grianne Wildpaw: Wood Elf Druid level 12 (8W-4L)- - Coliseum of Conquest: Master of Faerie Fire. Just don't ask her to spell it.
Grianne Wildpaw: Wood Elf Druid level 6 (2W-1L)- - Coliseum Reborn : Master of a Myriad of forms.
Runt, the Stormchosen: Half-Orc barbarian level 5 -- The Guild
Tomoe Gozen: Human Fighter Samurai level 5 -- Cronero (Solo Campaign)
“We can wrap him up and place him in the cart until we get to Silvermoon Fort. There we can arrange him transport home.”
Check out my Extended Signature here
Elsara nods, wiping her face of the rainwater and tears. She produces her blanket and helps wrap up the body of Hunin, taking her rope to tie the body in place and keep it covered.
So assuming, everyone agrees with this plan, I'm moving forward. I'm not posting a map because I'm having some internet issues.
Summer 44
Time: 8:00 PM
You travel and arrive at Silvermoon Fort. You guys are all exhausted from not being able to get any sleep thanks to the storm. The bad conditions of the hole you... holed up in didn't help either. Twinkle Snow and Mr. Racist both seem to be sick. 3 Out of 4 party members are feeling horrible but aren't sick.
Elsara has a runny nose and a bad cough. She has got 2 diseases: Adventurer's Cough and Adventurer's Cold. These two are the single most common diseases in the world (not just in Rurik but the whole planet) so she already knows what she's in for.
Info related to Adventurer's Cough (Also estimated time of healing):
The Commoner’s Cough is the most common disease in the world, tied only by Commoner’s Cold. The name Adventurer’s Cough is given to this disease if it is caught by sailors, adventurers, soldiers and mercenaries.
the patient coughs uncontrollably in frequent intervals. Transparent mucus can often deposit in the throat which comes out with coughs. This makes it virtually impossible to control one’s breathing (See Below).
You are unable to hold your breath (but you can breathe). You will most certainly drown if you stay underwater for more than 6 seconds. Also, coughing makes it harder to hide so you have disadvantage on Stealth checks.
No instant cure is available for this disease. The best way to treat it is to stay out of bad weather.
This disease will go away after 1 Days. Staying in cold and damp environments increase recovery time by 1 day.
Info related to Adventurer's Cold:
The Commoner’s Cold is the most common disease in the world, tied only with Commoner’s Cough. When Sailors, Mercenaries, Soldiers and Adventurers catch it, it is called Adventurer’s Cold.
the patient suffers from occasional sneezing and a runny nose. The patient is unable to smell anything. Though they can hold their breath and stay hidden, there is a random chance they will sneeze. This is of course, if you aren't suffering from Adventurer's Cough as well.
You can't smell anything so you can't detect anything that needs you to smell.
No instant cure is available for this disease. Patient is to stay out of bad weather.
You will recover in 4 Days .Staying in cold, damp environments increases recovery time by 1 day. On top of staying out of bad weather, inhaling ice vapor, vapor from boiling Flame Ice leaves(A special mint like plant who’s juices makes anything feel cold) in water, will offer temporary relief from the symptoms and may help in curing it if it gets worse.
You are free to make a Medicine Check for additional info.
Everyone else, you reach a large stone fortress. There are lamps that light the way for any weary traveler looking for a place to rest. Other than that, it's quite dark as it is close to another moonless night. The slim shape of the crescent moon offers very little light in the darkness. A half elf guard in Half Plate stands in front of the large iron doors of the front entrance. He wields a lance and seems to be quite well trained. He sees the group and says, "Halt! Who goes there? State your name and business.
(On the way)
Elsara will attempt to keep the damp away using her Prestidigitation to dry and warm her clothes, sneezing as she sits huddled up in the driver's seat. She seems to be more upset that the horses are sick as well, despite her best efforts.
Medicine: 18
(Back to the present)
"Hell-hell..." Elsara lets out a squeaky sneeze. "Bwah... Sowwy. Hello, we're adventurers from thu guilb." She thinks to extend a hand to shake, but thinks better of it. "My name's Elsarwa..." She tells the half-elven guard.
"Riiight... And what business do ye have here?"
The half-elf seems to have a slight dwarvish accent.
Elsara you also learn the following about you disease.
Both diseases have a second stage which is a lot more uncommon and dangerous. It sets in if the disease lingers for 7 days or more. This doesn't usually happen but when it does, it usually affects nomads and adventurers thanks to their lifestyle. If the disease isn't cured within a time of around 14-15 days, it develops into the Crimson Flu. That is a disease that is worth worrying about since people have been known to die from it. As long as you stay safe, you shouldn't have to worry about it.
Seeing Elsara struggling to get words out, Gendan steps forward, making it two half-elves in metal having a conversation. “We are from the Adventurer’s Guild in Sydil and one of ours fell victim to the storm. We wish to seek shelter here and arrange for his remains to be sent to his hometown of Camenose. As you can also see, this elf seems to have fallen ill, as well as our beasts of burden. Can you point us toward a stable and possibly an infirmary?”
While at the fort, Gendan will also use her Ear to the Ground background trait, likely finding someone who tends to spend their time in the shadows of the fort.
Check out my Extended Signature here
"So ye got a corpse with ya? Then I'm afraid I'm going to have to ask you to stay here until we get paperwork sorted. We need to make sure the unfortunate lad didn't get murdered after all. I doubt you guys are lyin' but rules are rules. Yar free to to roam around and use our stables while the Plague Doctor takes a look at the corpse. Once that's done, that elven lass can get checked up by our good doctor."
Gendan, I don't fully understand what you're looking for. My current guesses are illegal merchants, undercover mercenaries, guys with shady businesses or Archfiend Warlocks. Can you be a bit more specific so I can tell you what you find? (For further clarification, I'm not saying it has to be one of the things I mentioned. I was just saying what I thought you are looking for.)
Runt asks the half elf. Excuse me, you wouldn't happen to have any monsters nearby with a bounty on them would you?
Grianne Wildpaw: Wood Elf Druid level 12 (8W-4L)- - Coliseum of Conquest: Master of Faerie Fire. Just don't ask her to spell it.
Grianne Wildpaw: Wood Elf Druid level 6 (2W-1L)- - Coliseum Reborn : Master of a Myriad of forms.
Runt, the Stormchosen: Half-Orc barbarian level 5 -- The Guild
Tomoe Gozen: Human Fighter Samurai level 5 -- Cronero (Solo Campaign)
"No, nothing like that. We used ta have a whole section dedicated to bounty huntin but ever since the Guild got going, all that stuff has gotten redirected over there. Though you can still hear a bunch of rumors around. They aren't something people here would just tell a new face on their own but they aren't secrets either. If you ask a few questions, I'm sure the lads and lasses won't mind talking about 'em. Who knows? Maybe someone has some gripes that are too insignificant for official Guild Missions."
DM:
Here's the official description of the background feature:
You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.
Gendan doesn't really care which segment of society the contact belongs to, she likely did business for members of high society as well as dealt with the criminal underworld during her bounty hunting career. She does want to find a contact who will give her additional information about who and what are in this fort.
Check out my Extended Signature here
Gendan, while looking though the ranks of the guards, you see a familiar face, A male halfling you once worked with. He used to be a black market dealer. Now he's here for some reason.
Sorry truly busy lately. Do we have our new spells after the last night in the storm? If so, Val will cast Lesser restoration on Elsara as soon as he can trying to remove the disease...
PbP Character: A few ;)
About Diseases: I already wrote this when I wrote about diseases but here's a reminder. Not all diseases can be cured by spells. Adventurer's Cough and Adventurer's Cold can't be cured by any spell or medicine. It's something that will run its course and then get better by itself.
Gendan approaches the halfling and inquires about the fort. Her hair is redder and her eyes are hollower than when they last met, but it hasn’t changed enough to conceal her identity.
“Long time no see, hobbit. How’d you end up here? Still in the business of dealing?”
Check out my Extended Signature here
"Nah mate, took a bad step and got an orc mercenary after me. Gave up my business, fled to Rurik and now I'm one of the guys at Silvermoon who keeps the rations in check. Your hair looks redder than I remember. Did you dye it or something?"
Gendan, you learn from the Hafling that the Fort offers Plague Doctor services and lodgings for travelers (though they can't usually stay for more than one night). You can also eat and drink at the mess hall. Though normally it would cost a lot more to eat and sleep here than in any inn, you guys get a discount for being Guild Members. So it'll just cost 2.5 SP per and 1 GP for a night. You can also buy weapons, armor and some magic items from the Fort as well. These things also cost more but being Guild Members reduces the price down to what you'd get charged for them in towns. Forts are usually a good place to go if you need a Plague Doctor since most towns don't have them.
As for the people here, you can often hear rumors if you ask around at the mess hall and there may be some shady types at the forts who might give you special services or get you into trouble.