”I can’t speak for my companion, but I have been looking for work myself. I can’t think of anything more worthwhile than protecting the good folk of this town from the ones who might harm them,” says Fergus sincerely, “I’m in.”
With a twinkle in his eye, he adds, “Of course, we all have expenses—hopefully we will find a few valuable trinkets or some coin along the way for our upkeep.”
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Gwyn scribbles a map onto a scrap of paper. The route looks clear enough. Many of you have already walked a good portion of it, as it is much the same trail that you took home (but not to) Wave Echo Cave. It'll still take you a full day to get out there – as it is already pushing mid-afternoon, you won't get there today.
You may make any ordinary adventuring gear purchases, at standard PHB prices, except for items that cost more than 25 gp. (Ask me about any high-priced and unusual items, or about anything you want to sell.)
No sign of Laiti or Draco yet.
You may advance to 6th Level. Update your sheets accordingly!
Fergus will replenish his supplies and perform at the tavern in the evening as he promised the barkeep. He plans to tell a difficult story, told with illusion magic, music, and dance...
Scene 1) Hardship: Citizens of Phandalin attacked by glowing goblins, abducted but resolving to persevere until rescue comes.
Scene 2) Rising Hope: Heroes rise to fight the goblins in a series of skirmishes (told primarily through dance).
Scene 3) Determination: Working together the goblin hideout is identified, and the intrepid adventurers set out to rescue the townsfolk in the morning.
Scene 4) Endurance: Townsfolk prepare defenses and await word. Keep spirits up and protect their own so that their loved ones will return to a secure and safe town.
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Nodding in agreement to Quinn's resupply suggestion Jorzu replies, "I see no reason not to join you. You all seem fair folk and if the youngsters family has been taken then I will aim to help get them back."
Purchases: vial of acid and a block & tackle for a total of 26 GP. Coin deducted from his inventory.
Appraisals: Quinn will look to have a few items appraised, including the 9 small gemstones and electrum dwarven mug found on post 3611
Sales: Quinn would like to sell the 3 gold jeweled rings he found on the skeleton in Wave Echo cave. Initial appraisal was around 150 GP each. See post 3566 for details.
Inquiries: Lastly, Quinn will ask about town for any healing potions, salves or tinctures.
Rollback Post to RevisionRollBack
Pronouns: he/him/his
Pud - lvl 7 Human Artificer - Alchemist (The Wild Beyond the Witchlight).
Quinn - lvl 4 Human Ranger - Hunter (Phandelver and Below: The Shattered Obelisk)
Quinn would like to stay in town for the night. He'll ask Bryony if she's okay with us staying at her Aunties house for the night, even if it means sleeping in the barn. We can spend some time to search the place a bit more thoroughly for any clues as well. He'll attend Fergus' performance out of respect for their new friend, though this sort of thing isn't his jam. He'll order a mead and a good meal for two, which he'll consume all on his own. He hasn't had a good mean in quite some time. (No offense to Boona's cooking. )
Rollback Post to RevisionRollBack
Pronouns: he/him/his
Pud - lvl 7 Human Artificer - Alchemist (The Wild Beyond the Witchlight).
Quinn - lvl 4 Human Ranger - Hunter (Phandelver and Below: The Shattered Obelisk)
The Miner's Exchange (now back doing business) offers Quinn 10 gp each for the nine small gemstones, 80gp for the dwarven ale mug made of hammered electrum, and 150gp for each of the three jeweled gold rings, for a total of 620 gold.
Potions of Healing are indeed available for purchase at Barthen’s Provisions for 50gp each.
Bryony leads everyone back to Aunt Qelline's house to stay for the night. There isn't a ton of room in the house so most of the party does have to bed down in the barn. Not feeling in the mood for revelry, Bryony declines to attend Fergus' performance and instead stays home, attempting to read some of her old books but mostly just worrying about Auntie Qelline and Carp. She does accompany Quinn to buy some new supplies. She'll buy two potions of healing if she has enough coin. (OOC: I don't remember how much Bryony should have right now. I apparently forgot to track it, oops!)
Level Up: Expertise in Animal Handling & Survival!
The mood is a bit somber, not only among the party but among the townsfolk as well. After a round of sober bartering, selling, exchanging, and shopping in town, Bryony takes everyone back to Qelline Alderleaf's empty farmhouse. Quinn finds a recent smear of blood in the kitchen; it does not appear to be halfling.
Fergus takes others with him back to the inn's tavern, where he performs his story in illusion, music, and dance to a thin, rather drunk, but quietly attentive crowd – his story of the goblin attack, the fights, the discovery of the hideout, and the hopeful defense of the town. (Fergus may make that Performance roll now!)
It is a quiet and anxious night, but you all ultimately get a Long Rest. Do you have any further business before heading east toward Zorzula’s Rest?
Perhaps it was the strong mead on an empty belly, but much to Quinn's surprise, he actually enjoyed the performance. He stayed at the tavern as long as Fergus and Jorzu wanted to stay and then he headed back to the barn to sleep off the mead.
In the morning, Quinn reexamined the blood smear in the kitchen confirmed his suspicions that the blood was not that of a halfling. He thinks to himself as he investigates the scene. "Maybe Carp or Aunt Qelline put up a fight before they were taken. IF they were taken. Maybe they fought something off and then fled town."
Quinn finds Bryony early in the morning and checks in with her.
"How are you holding up? I searched the place thoroughly. That blood smear definitely didn't come for little Carp or your Auntie. If they fled town, any idea where they might go? Anyway, I think it's best we leave them a note letting them know that you're fine so they don't worry about you if they come back."
Rollback Post to RevisionRollBack
Pronouns: he/him/his
Pud - lvl 7 Human Artificer - Alchemist (The Wild Beyond the Witchlight).
Quinn - lvl 4 Human Ranger - Hunter (Phandelver and Below: The Shattered Obelisk)
Although the audience at the inn last night was thin and in a rather sour mood when Fergus arrived, they were soon enthralled by a performance the like of which this town had never seen anything like. By the end, they were on their feet - albeit a little unsteadily - shouting words of defiance and encouragement with each other regarding the goblin menace. Fergus has successfully inspired the townsfolk, and rather made a name for himself as well. ("Once you take care of those goblins," concludes Toblen Stonehill, the friendly young proprietor of the inn, "come back and play for us again. Free room and board for you if you do!")
The morning sky is heavy with clouds. There's a bit of a chill in the air. Quinn leaves a note in the quiet kitchen.
(Any other business before you depart to the north?)
Humbled by the enthusiastic response and hopeful the town will pull together in defense while they are gone, Fergus graciously credits his bardic college training and kind audience for the success of the evening, thanking Toblen sincerely for the offer.
The morning finds Fergus up early and ready to travel, with some extra food supplies packed on his pony Jeeves (both rations and feed). When they are prepared to leave, he plays a soft tune on his harp as they begin their journey, mindful of the early hour and the somber mood of those who have missing friends and family. As they travel, the party feels buoyed by the subtle enchantment, encouraged that their mission may well succeed!
(Fergus has several special abilities that he can grant the party. He can grant all six of us the benefit of the Aid spell (+10 maximum and current hit points). In addition, his Bolstering Song gives all six of us +10 temporary hit points. His Encouraging Song will grant Heroic Inspiration to three people--let's say the Bryony and Boona given their current melancholy, plus Quinn out of appreciation for his attendance last night. Jorzu should already have Heroic Inspiration since he didn't use it yesterday.)
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Fergus' performance was truly spectacular. Jorzu had no idea that dance could be so inspiring. On cue he dispensed magical enhancements as requested by Fergus. The sound sword striking armour, flashes of light bobbing behind the dance to help illuminate particular motions and of course the homely smell of roast meat for the triumphant return of the fellows. It was all such a show.
Upon waking Jorzu, now filled with motivation, joins the others at the Alderleaf farm. "Good day to begin a rescue I'd say. Good day indeed" he greets those who have gathered. To Byrony he speaks in her native tongue and says discreetly, "We will find them. Fear not. Today has a good air to it."
It's a long day of travel, but otherwise uneventful. You retrace your steps (for some of you, at least), pass the cutoff to Wave Echo Cave, and then continue deeper into the Sword Mountains to the east into land none of you have travelled upon before.
The mountainous terrain slowly begins to change. Gray gravel darkens to ash-black, and shrubbery becomes dry and sparse. Instead of the brisk cold of most mountain peaks, the air starts to warm. Nightfall is not far off.
Ahead of you rises a tall cliff face, in which is set a pair of forbidding obsidian doors: the entrance to Zorzula’s Rest. The towering stone double door ahead is free of ornamentation. Two arrow slits, one on each side of the door and each about 10 feet above the ground, guard the entrance. You stand several hundred feet back, in the blackened, boulder-strewn waste.
Rollback Post to RevisionRollBack
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Fergus:
”I can’t speak for my companion, but I have been looking for work myself. I can’t think of anything more worthwhile than protecting the good folk of this town from the ones who might harm them,” says Fergus sincerely, “I’m in.”
With a twinkle in his eye, he adds, “Of course, we all have expenses—hopefully we will find a few valuable trinkets or some coin along the way for our upkeep.”
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Gwyn scribbles a map onto a scrap of paper. The route looks clear enough. Many of you have already walked a good portion of it, as it is much the same trail that you took home (but not to) Wave Echo Cave. It'll still take you a full day to get out there – as it is already pushing mid-afternoon, you won't get there today.
You may make any ordinary adventuring gear purchases, at standard PHB prices, except for items that cost more than 25 gp. (Ask me about any high-priced and unusual items, or about anything you want to sell.)
No sign of Laiti or Draco yet.
You may advance to 6th Level. Update your sheets accordingly!
Fergus:
Fergus will replenish his supplies and perform at the tavern in the evening as he promised the barkeep. He plans to tell a difficult story, told with illusion magic, music, and dance...
Scene 1) Hardship: Citizens of Phandalin attacked by glowing goblins, abducted but resolving to persevere until rescue comes.
Scene 2) Rising Hope: Heroes rise to fight the goblins in a series of skirmishes (told primarily through dance).
Scene 3) Determination: Working together the goblin hideout is identified, and the intrepid adventurers set out to rescue the townsfolk in the morning.
Scene 4) Endurance: Townsfolk prepare defenses and await word. Keep spirits up and protect their own so that their loved ones will return to a secure and safe town.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Jorzu
Nodding in agreement to Quinn's resupply suggestion Jorzu replies, "I see no reason not to join you. You all seem fair folk and if the youngsters family has been taken then I will aim to help get them back."
Purchases: vial of acid and a block & tackle for a total of 26 GP. Coin deducted from his inventory.
Appraisals: Quinn will look to have a few items appraised, including the 9 small gemstones and electrum dwarven mug found on post 3611
Sales: Quinn would like to sell the 3 gold jeweled rings he found on the skeleton in Wave Echo cave. Initial appraisal was around 150 GP each. See post 3566 for details.
Inquiries: Lastly, Quinn will ask about town for any healing potions, salves or tinctures.
Pronouns: he/him/his
Pud - lvl 7 Human Artificer - Alchemist (The Wild Beyond the Witchlight).
Quinn - lvl 4 Human Ranger - Hunter (Phandelver and Below: The Shattered Obelisk)
Quinn would like to stay in town for the night. He'll ask Bryony if she's okay with us staying at her Aunties house for the night, even if it means sleeping in the barn. We can spend some time to search the place a bit more thoroughly for any clues as well. He'll attend Fergus' performance out of respect for their new friend, though this sort of thing isn't his jam. He'll order a mead and a good meal for two, which he'll consume all on his own. He hasn't had a good mean in quite some time. (No offense to Boona's cooking. )
Pronouns: he/him/his
Pud - lvl 7 Human Artificer - Alchemist (The Wild Beyond the Witchlight).
Quinn - lvl 4 Human Ranger - Hunter (Phandelver and Below: The Shattered Obelisk)
Boona will spend most of the time anxiously pacing until convinced to bed down where ever they end up.
Jurgen will be spending his time as follows:
D&D since 1984
The Miner's Exchange (now back doing business) offers Quinn 10 gp each for the nine small gemstones, 80gp for the dwarven ale mug made of hammered electrum, and 150gp for each of the three jeweled gold rings, for a total of 620 gold.
Potions of Healing are indeed available for purchase at Barthen’s Provisions for 50gp each.
Bryony leads everyone back to Aunt Qelline's house to stay for the night. There isn't a ton of room in the house so most of the party does have to bed down in the barn. Not feeling in the mood for revelry, Bryony declines to attend Fergus' performance and instead stays home, attempting to read some of her old books but mostly just worrying about Auntie Qelline and Carp. She does accompany Quinn to buy some new supplies. She'll buy two potions of healing if she has enough coin. (OOC: I don't remember how much Bryony should have right now. I apparently forgot to track it, oops!)
Level Up: Expertise in Animal Handling & Survival!
Extended Signature
Characters: Bryony Alderleaf (Phandelver and Below) ♦ Vesta Trevelyan (Vecna: Eve of Ruin) ♦ Ada Kendrick (Curse of Strahd) ♦ Gareth Blackwood (Dragon of Icespire Peak) ♦ Karys Velthune (Out of the Abyss) ♦ Surina Xarith (Simple, Heroic Adventure)
DM: Baldur's Gate: Descent Into Avernus
The mood is a bit somber, not only among the party but among the townsfolk as well. After a round of sober bartering, selling, exchanging, and shopping in town, Bryony takes everyone back to Qelline Alderleaf's empty farmhouse. Quinn finds a recent smear of blood in the kitchen; it does not appear to be halfling.
Fergus takes others with him back to the inn's tavern, where he performs his story in illusion, music, and dance to a thin, rather drunk, but quietly attentive crowd – his story of the goblin attack, the fights, the discovery of the hideout, and the hopeful defense of the town. (Fergus may make that Performance roll now!)
It is a quiet and anxious night, but you all ultimately get a Long Rest. Do you have any further business before heading east toward Zorzula’s Rest?
Fergus:
Performance Roll: 24
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Bryony is ready to leave with the morning light!
Extended Signature
Characters: Bryony Alderleaf (Phandelver and Below) ♦ Vesta Trevelyan (Vecna: Eve of Ruin) ♦ Ada Kendrick (Curse of Strahd) ♦ Gareth Blackwood (Dragon of Icespire Peak) ♦ Karys Velthune (Out of the Abyss) ♦ Surina Xarith (Simple, Heroic Adventure)
DM: Baldur's Gate: Descent Into Avernus
Jurgen got up early and was looking for Draco and Laiti.
"I'd like to get moving to find Draco and Laiti as soon as possible. I'm worried."
D&D since 1984
Boona is up before dawn waiting....
Perhaps it was the strong mead on an empty belly, but much to Quinn's surprise, he actually enjoyed the performance. He stayed at the tavern as long as Fergus and Jorzu wanted to stay and then he headed back to the barn to sleep off the mead.
In the morning, Quinn reexamined the blood smear in the kitchen confirmed his suspicions that the blood was not that of a halfling. He thinks to himself as he investigates the scene. "Maybe Carp or Aunt Qelline put up a fight before they were taken. IF they were taken. Maybe they fought something off and then fled town."
Quinn finds Bryony early in the morning and checks in with her.
"How are you holding up? I searched the place thoroughly. That blood smear definitely didn't come for little Carp or your Auntie. If they fled town, any idea where they might go? Anyway, I think it's best we leave them a note letting them know that you're fine so they don't worry about you if they come back."
Pronouns: he/him/his
Pud - lvl 7 Human Artificer - Alchemist (The Wild Beyond the Witchlight).
Quinn - lvl 4 Human Ranger - Hunter (Phandelver and Below: The Shattered Obelisk)
Although the audience at the inn last night was thin and in a rather sour mood when Fergus arrived, they were soon enthralled by a performance the like of which this town had never seen anything like. By the end, they were on their feet - albeit a little unsteadily - shouting words of defiance and encouragement with each other regarding the goblin menace. Fergus has successfully inspired the townsfolk, and rather made a name for himself as well. ("Once you take care of those goblins," concludes Toblen Stonehill, the friendly young proprietor of the inn, "come back and play for us again. Free room and board for you if you do!")
The morning sky is heavy with clouds. There's a bit of a chill in the air. Quinn leaves a note in the quiet kitchen.
(Any other business before you depart to the north?)
Fergus:
Humbled by the enthusiastic response and hopeful the town will pull together in defense while they are gone, Fergus graciously credits his bardic college training and kind audience for the success of the evening, thanking Toblen sincerely for the offer.
The morning finds Fergus up early and ready to travel, with some extra food supplies packed on his pony Jeeves (both rations and feed). When they are prepared to leave, he plays a soft tune on his harp as they begin their journey, mindful of the early hour and the somber mood of those who have missing friends and family. As they travel, the party feels buoyed by the subtle enchantment, encouraged that their mission may well succeed!
(Fergus has several special abilities that he can grant the party. He can grant all six of us the benefit of the Aid spell (+10 maximum and current hit points). In addition, his Bolstering Song gives all six of us +10 temporary hit points. His Encouraging Song will grant Heroic Inspiration to three people--let's say the Bryony and Boona given their current melancholy, plus Quinn out of appreciation for his attendance last night. Jorzu should already have Heroic Inspiration since he didn't use it yesterday.)
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Jorzu
Fergus' performance was truly spectacular. Jorzu had no idea that dance could be so inspiring. On cue he dispensed magical enhancements as requested by Fergus. The sound sword striking armour, flashes of light bobbing behind the dance to help illuminate particular motions and of course the homely smell of roast meat for the triumphant return of the fellows. It was all such a show.
Upon waking Jorzu, now filled with motivation, joins the others at the Alderleaf farm. "Good day to begin a rescue I'd say. Good day indeed" he greets those who have gathered. To Byrony he speaks in her native tongue and says discreetly, "We will find them. Fear not. Today has a good air to it."
It's a long day of travel, but otherwise uneventful. You retrace your steps (for some of you, at least), pass the cutoff to Wave Echo Cave, and then continue deeper into the Sword Mountains to the east into land none of you have travelled upon before.
The mountainous terrain slowly begins to change. Gray gravel darkens to ash-black, and shrubbery becomes dry and sparse. Instead of the brisk cold of most mountain peaks, the air starts to warm. Nightfall is not far off.
Ahead of you rises a tall cliff face, in which is set a pair of forbidding obsidian doors: the entrance to Zorzula’s Rest. The towering stone double door ahead is free of ornamentation. Two arrow slits, one on each side of the door and each about 10 feet above the ground, guard the entrance. You stand several hundred feet back, in the blackened, boulder-strewn waste.