This post has potentially manipulated dice roll results.
Kiza looks at the sky to determine the time than says to the newcomers "Look there is no shame in admitting you're a greenhorn. You should have seen me when me when I first tried to ride a horse. Let's just say my behind became well acquainted with the ground often. Now if you head to Triboar where help is needed you can build your skills and you may one day become the mighty adventurer you see in your mind."
The paladin just shook his head, his grin now a slight grimace. "Time to end the lesson," he thought as he dove in, smashing the youth with his shield before swinging his blade flat hard down on the half-orc's face.
ACTION: Attack Gar twice * Shove - knock Gar prone again, Athletics Check: 21 * Sword Smack - Attack: 16, Damage: 10 (add 2 damage on crit)
The other boys with him look from Gar to the party and back then turn and run back the way they came, leaving the unconscious half-orc there in the middle of the road.
(If they retreated along our path forward, Spike will load up the unconscious youth in the back of the wagon and follow along in their wake, planning to send him along when he awakes. If not, he will drag the unconscious youth into the inn to wake up later…)
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Bjorn will attend to the youth with his medkit in the back of the wagon to make sure permanent damage hasn't been done to the young 1/2 Orc. Medicine(+3): 4
The youth indeed are retreating in the direction the party will be heading so, Flint loads the unconscious half-orc into the wagon. Enoch is able to use his medical kit to stabilize and rouse the youth.
Gar looks at Enoch, realizing he lost, and doesn't say anything, just hangs his head in shame.
The paladin sighed; truthfully, he was a bit disappointed. It would have been one thing had the youth learned their lesson and strove for better. But running off after a fight? All Enoch could do was shake his head and help Spike move the youth.
Essendrum would prefer to play the ‘old man’ card and ride in the wagon, but he’ll leave it to the recovering boy. He hopes Zymorven Hall has a library and the storm doesn’t return before they get there.
"Well," said Enoch, seeing the youth was awake now. "You really tried, but you're not ready." He looked at him firmly as he helped him out the wagon and onto his feet. "Remember our deal. And... you might want to find some better friends to hang out with; yours took off at the first sign of trouble." With another sigh and a slap on the back to the half-orc, Enoch turned to the others. "Shall we, then?"
The half-orc, with a bowed head, accepts Essendrum's act of kindness but says nothing in reply. He turns and goes into the Inn. As he opens the door and enters you hear a familiar voice yell "SERVICE!".
With little fanfare, the party sets out again to complete their task. ((If anyone wants to do anything else let me know. We can resolve it in the thread or a separate one))
Nearing the evening of the second day the city walls of Everlund and the end of the Evermoor Way come into view. You travel closer and Everlund, a well-known mercantile city and trade port, stands before you. You breathe a sigh of relief that your journey has come to an end as you pass through its 20 ft. outer stone walls. The city guard, the Army of the Vale, stands about watching but does not accost anyone entering, as long as they don't seem too threatening. While traveling to Everlund, you passed several traveling merchants and a couple of small caravans coming from the city. Once you pass through the city gates, the hustle and bustle of the city becomes slightly overwhelming. People, travelers, vendors-who appear to be closing up many booths, and merchants pass by showing little interest in the party. The stone cobble road before you leads north and across a bridge. You notice a statue on each side of the bride that resembles a knight holding a two-handed sword with its tip pointing into the ground and a stone shield, standing against the sword, at the statue's feet. A river, the River Rauvin, seems to cut the city in half, has several boats going back and forth the waterway with several docks along the river banks. You stand and take in the sights, smells, and sounds of this city of about 23,000 souls.
Essendrum looks up at the gates and shakes his head.
”I suppose I shouldn’t be surprised that Dara’s directions were poor. This is a little large for Zymorven Hall. Ah well, no legendary axe today.”
The wizard steps up to one of the guardsmen and bows politely.
”Good afternoon! We are grateful to you that the Vale is kept safe today! My companions and I are looking for an establishment called Danivarr’s House. Would you, by any happy chance, be able to direct us there? I promise to keep an eye on my Dwarven friend and encourage him to drink sparingly.”
Kiza takes in the sights and smiles internally as it's hard to show with a bird beak.Its true it is the people that make a city. Thousands of people going about their business. Well hopefully the guard knows where Danivarr's House is located.
Bristling slightly at the reference, Spike realizes it is all in good fun and satisfies himself with coming up with a satisfactory response…eventually…
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
This post has potentially manipulated dice roll results.
Enoch smiled as they entered the city. It had a different feel from his home, but it still felt like a city. The hustle and bustle; the potential, the opportunities presented and missed. He sighed deeply as he resolved to help make it a better place, wherever he could.
Quietly contemplating, he watched as Essendrum approached the guards, then decided he could best be of service by just keeping an eye out for trouble. He tried not to look to devout as he casually looked around the group.
Bjorn marvels at the city's size. He looms about like a country bumpkin, having only have read of such cities in his historical references in his seaside village..
The soldier looks Essendrum, the the rest of the group over then scowls slightly. "You lot looking fer Danivarr House is it." he says a bit too loudly. Loud enough for a couple of his fellow shoulders to look over. The guard gets close to Essendrum, close enough for Essendrum to smell that he hasn't bathed in a couple of days. The guard smiles. Essendrum can tell by the smell of the man's breath and pieces of flesh stuck between the man's teeth that he has eaten fish within the past few minutes. "If ya walk across tha Knights Bridge an' keep walkin' till ya see a big house with a tower an' a moat around it, then ya found it. Anythin' else ya want ta know will cost ya."
Enoch: Enoch takes a look around but doesn't see anything that might hold his interest.
Flint, Kiza, and Bjorn find this all interesting but, are more focused on the task at hand.
Following the guard's directions, and being forced to stop and ask a couple more times, the party eventually finds themselves standing outside the Danivarr House. Once a lavish home of the late Zoar Family, this multilayered building resembles a small keep rather than an Inn. With its dry moat, draw bridge and inner courtyard, one can not help to think of this as a small palace for a baron or some duke. The Zoar family sold the property to the city of Everlund which in turn sold it to a consortium of merchants who converted it into a lavish Inn for the wealthy. The Inn served many local & traveling merchants and local dignitaries until agents of Thay started to use it as a base of operations, conducting several forays into the local countryside. A few adventurers and the Harpers put a stop to it and the Elders of Everlund conceded the deed to one Dral Thelev, a one-eyed half-orc with a toothy grin and keen business sense. The Inn has gained some fame (or infamy if you prefer) as a place adventurers and the like find a place to stay, a meal or two, and a place to celebrate.
Flint guides the mule & cart through the arched entrance to the courtyard with little difficulty. You enter the courtyard to find it paved with cobblestones, approximately 20 ft. wide with a stone walkway, to its right, that runs the length and breadth of the Inn. Approximately 20 ft. from the entrance the party can see the main entrance of the Inn, two thick oaken doors standing open on the eastern side of the Inn. You can hear laughter coming from inside and the faint sound of a female voice singing. A slight breeze brings the smell of freshly baked bread.
A young human boy, about 12 winters, comes running up to the party. "I'll stable your mule and cart and make sure he's fed for a silver." the boy tells you with a big toothy smile.
Rollback Post to RevisionRollBack
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Spike:
Looking on, Spike is starting to get a bad feeling about this group’s combat capability.
”This is fun and all, but if you want to prove you know how to fight, lad, you need to eventually land a blow…” chides the dwarf.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Kiza looks at the sky to determine the time than says to the newcomers "Look there is no shame in admitting you're a greenhorn. You should have seen me when me when I first tried to ride a horse. Let's just say my behind became well acquainted with the ground often. Now if you head to Triboar where help is needed you can build your skills and you may one day become the mighty adventurer you see in your mind."
Persuasion Check
5
The paladin just shook his head, his grin now a slight grimace. "Time to end the lesson," he thought as he dove in, smashing the youth with his shield before swinging his blade flat hard down on the half-orc's face.
Sterling - V. Human Bard 3 (College of Art) - [Pic] - [Traits] - in Bards: Dragon Heist (w/ Mansion) - Jasper's [Pic] - Sterling's [Sigil]
Tooltips Post (2024 PHB updates) - incl. General Rules
>> New FOW threat & treasure tables: fow-advanced-threat-tables.pdf fow-advanced-treasure-table.pdf
(( If second attack roll needed: 8 - in case Gar fails his check, falls prone, and the advantage attack is a crit ))
Sterling - V. Human Bard 3 (College of Art) - [Pic] - [Traits] - in Bards: Dragon Heist (w/ Mansion) - Jasper's [Pic] - Sterling's [Sigil]
Tooltips Post (2024 PHB updates) - incl. General Rules
>> New FOW threat & treasure tables: fow-advanced-threat-tables.pdf fow-advanced-treasure-table.pdf
Gar falls backward and is unconscious.
The other boys with him look from Gar to the party and back then turn and run back the way they came, leaving the unconscious half-orc there in the middle of the road.
((End of this encounter))
What does the party do next?
Spike:
(If they retreated along our path forward, Spike will load up the unconscious youth in the back of the wagon and follow along in their wake, planning to send him along when he awakes. If not, he will drag the unconscious youth into the inn to wake up later…)
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Bjorn will attend to the youth with his medkit in the back of the wagon to make sure permanent damage hasn't been done to the young 1/2 Orc. Medicine(+3): 4
Cats go Moo!
The youth indeed are retreating in the direction the party will be heading so, Flint loads the unconscious half-orc into the wagon.
Enoch is able to use his medical kit to stabilize and rouse the youth.
Gar looks at Enoch, realizing he lost, and doesn't say anything, just hangs his head in shame.
((Any other actions from the party?))
The paladin sighed; truthfully, he was a bit disappointed. It would have been one thing had the youth learned their lesson and strove for better. But running off after a fight? All Enoch could do was shake his head and help Spike move the youth.
Sterling - V. Human Bard 3 (College of Art) - [Pic] - [Traits] - in Bards: Dragon Heist (w/ Mansion) - Jasper's [Pic] - Sterling's [Sigil]
Tooltips Post (2024 PHB updates) - incl. General Rules
>> New FOW threat & treasure tables: fow-advanced-threat-tables.pdf fow-advanced-treasure-table.pdf
Essendrum would prefer to play the ‘old man’ card and ride in the wagon, but he’ll leave it to the recovering boy. He hopes Zymorven Hall has a library and the storm doesn’t return before they get there.
"I say leave the boy at the Inn as we to keep on going as we have our own mission to continue." Says Kiza and the hop on the wagon.
"Well," said Enoch, seeing the youth was awake now. "You really tried, but you're not ready." He looked at him firmly as he helped him out the wagon and onto his feet. "Remember our deal. And... you might want to find some better friends to hang out with; yours took off at the first sign of trouble." With another sigh and a slap on the back to the half-orc, Enoch turned to the others. "Shall we, then?"
Sterling - V. Human Bard 3 (College of Art) - [Pic] - [Traits] - in Bards: Dragon Heist (w/ Mansion) - Jasper's [Pic] - Sterling's [Sigil]
Tooltips Post (2024 PHB updates) - incl. General Rules
>> New FOW threat & treasure tables: fow-advanced-threat-tables.pdf fow-advanced-treasure-table.pdf
Essendrum gives the boy a gold piece. “Best to rest up at the inn and head home tomorrow.”
The half-orc, with a bowed head, accepts Essendrum's act of kindness but says nothing in reply. He turns and goes into the Inn.
As he opens the door and enters you hear a familiar voice yell "SERVICE!".
With little fanfare, the party sets out again to complete their task.
((If anyone wants to do anything else let me know. We can resolve it in the thread or a separate one))
Nearing the evening of the second day the city walls of Everlund and the end of the Evermoor Way come into view.
You travel closer and Everlund, a well-known mercantile city and trade port, stands before you.
You breathe a sigh of relief that your journey has come to an end as you pass through its 20 ft. outer stone walls. The city guard, the Army of the Vale, stands about watching but does not accost anyone entering, as long as they don't seem too threatening.
While traveling to Everlund, you passed several traveling merchants and a couple of small caravans coming from the city. Once you pass through the city gates, the hustle and bustle of the city becomes slightly overwhelming. People, travelers, vendors-who appear to be closing up many booths, and merchants pass by showing little interest in the party.
The stone cobble road before you leads north and across a bridge. You notice a statue on each side of the bride that resembles a knight holding a two-handed sword with its tip pointing into the ground and a stone shield, standing against the sword, at the statue's feet.
A river, the River Rauvin, seems to cut the city in half, has several boats going back and forth the waterway with several docks along the river banks.
You stand and take in the sights, smells, and sounds of this city of about 23,000 souls.
What do you do?
Essendrum looks up at the gates and shakes his head.
”I suppose I shouldn’t be surprised that Dara’s directions were poor. This is a little large for Zymorven Hall. Ah well, no legendary axe today.”
The wizard steps up to one of the guardsmen and bows politely.
”Good afternoon! We are grateful to you that the Vale is kept safe today! My companions and I are looking for an establishment called Danivarr’s House. Would you, by any happy chance, be able to direct us there? I promise to keep an eye on my Dwarven friend and encourage him to drink sparingly.”
Kiza takes in the sights and smiles internally as it's hard to show with a bird beak. Its true it is the people that make a city. Thousands of people going about their business. Well hopefully the guard knows where Danivarr's House is located.
Spike:
Bristling slightly at the reference, Spike realizes it is all in good fun and satisfies himself with coming up with a satisfactory response…eventually…
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Enoch smiled as they entered the city. It had a different feel from his home, but it still felt like a city. The hustle and bustle; the potential, the opportunities presented and missed. He sighed deeply as he resolved to help make it a better place, wherever he could.
Quietly contemplating, he watched as Essendrum approached the guards, then decided he could best be of service by just keeping an eye out for trouble. He tried not to look to devout as he casually looked around the group.
(( Perception Check, if desired: 20 ))
Sterling - V. Human Bard 3 (College of Art) - [Pic] - [Traits] - in Bards: Dragon Heist (w/ Mansion) - Jasper's [Pic] - Sterling's [Sigil]
Tooltips Post (2024 PHB updates) - incl. General Rules
>> New FOW threat & treasure tables: fow-advanced-threat-tables.pdf fow-advanced-treasure-table.pdf
Bjorn marvels at the city's size. He looms about like a country bumpkin, having only have read of such cities in his historical references in his seaside village..
Cats go Moo!
The soldier looks Essendrum, the the rest of the group over then scowls slightly.

"You lot looking fer Danivarr House is it." he says a bit too loudly. Loud enough for a couple of his fellow shoulders to look over. The guard gets close to Essendrum, close enough for Essendrum to smell that he hasn't bathed in a couple of days. The guard smiles. Essendrum can tell by the smell of the man's breath and pieces of flesh stuck between the man's teeth that he has eaten fish within the past few minutes.
"If ya walk across tha Knights Bridge an' keep walkin' till ya see a big house with a tower an' a moat around it, then ya found it. Anythin' else ya want ta know will cost ya."
Enoch:
Enoch takes a look around but doesn't see anything that might hold his interest.
Flint, Kiza, and Bjorn find this all interesting but, are more focused on the task at hand.
Following the guard's directions, and being forced to stop and ask a couple more times, the party eventually finds themselves standing outside the Danivarr House.
Once a lavish home of the late Zoar Family, this multilayered building resembles a small keep rather than an Inn. With its dry moat, draw bridge and inner courtyard, one can not help to think of this as a small palace for a baron or some duke. The Zoar family sold the property to the city of Everlund which in turn sold it to a consortium of merchants who converted it into a lavish Inn for the wealthy. The Inn served many local & traveling merchants and local dignitaries until agents of Thay started to use it as a base of operations, conducting several forays into the local countryside. A few adventurers and the Harpers put a stop to it and the Elders of Everlund conceded the deed to one Dral Thelev, a one-eyed half-orc with a toothy grin and keen business sense. The Inn has gained some fame (or infamy if you prefer) as a place adventurers and the like find a place to stay, a meal or two, and a place to celebrate.
Flint guides the mule & cart through the arched entrance to the courtyard with little difficulty.
You enter the courtyard to find it paved with cobblestones, approximately 20 ft. wide with a stone walkway, to its right, that runs the length and breadth of the Inn. Approximately 20 ft. from the entrance the party can see the main entrance of the Inn, two thick oaken doors standing open on the eastern side of the Inn.
You can hear laughter coming from inside and the faint sound of a female voice singing.
A slight breeze brings the smell of freshly baked bread.
A young human boy, about 12 winters, comes running up to the party.
"I'll stable your mule and cart and make sure he's fed for a silver." the boy tells you with a big toothy smile.