Jurgen has spent much of the night working on his new steel defender, built largely from the scrap they found in the forge in Zorzula’s Rest. He also takes the time to carefully inspect the delicate silver bracers he found at the same time, while scavenging. (They turn out to be bracers of archery.) (Does his new defender resemble Draco? Or is it something new?)
Fergus captivates the handful of locals eating breakfast, and his companions as well, with his rousing tune, tinged with an unearthly, exotic, almost hypnotically alien countermelody. (Who wants Heroic Inspiration?)
Gwyn eventually shows up, half-asleep, but is instantly awake as she sees the journal Quinn produces. She recalls a handful of heroic tales about Marthungrim the Valiant, although nothing that seems relevant to your current situation. She is fairly knowledgeable about Dumathoin, although she herself is not religious.
The previous days adventures had taken a bigger toll on Jorzu than he thought. He slept later than he wanted and came running into the common room just as Fergus' tune comes to a crescendo. Jorzu is instantly uplifted by the tune (grabs Heroic Inspiration).
Jorzu sits next to Gwyn while she recites what she knows of Dumathoin, trying to learn all he could. Laiti flits about, occasionally grabbing a bite from discarded plates of food.
Putting away his harp and smiling at the renewed hope he sees in the townspeoples’ faces, Fergus suggests. ”I am thinking we should check out the orchard on the way out of town then head towards the Crypt of the Talhund,”
Looking towards Gwyn, he asks, “Is there anything special we might need to do to cleanse the evil influences from the crypt and rededicate it to Dumathoin? That was Marthungrim‘a last request.”
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Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Bryony does her best to cheer up poor Toblen as he hands her a plate of hot breakfast, but the truth is that she herself is becoming deeply worried by the strange things that have started happening in the town. She grabs a seat with the others and listens while they fill Gwyn in on the recent developments.
"We need to stop this," the halfling says firmly. "This is my home. And so many people are still missing, including my aunt. We need to find out more information so we can stop this once and for all. Maybe that green glow we saw has something to do with all of this. I'm ok with going to the orchard first before heading to this Crypt of the Talhund. From that map we saw, it's definitely the closest place that creepy crystal-headed goblin talked about."
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"Logic will get you from A to B. Imagination will take you everywhere." ~ Albert Einstein
"If the Crypt of the Talhund is connected to the Underdark," ponders Gwyn, "who knows what sorts of horrors may have found that place in all these years since Marthungrim the Valiant was tasked with cleansing the Crypt? As to how to cleanse it, I suppose you would need to remove any restless spirits or undead or other unwelcoe guests. Return peace and quiet. Restore solemnity. Repair any obvious damage, I suppose. And above all, remove any of those cursed mind flayers, or anything they may have left there..."
Unless you have any further business at the inn, the party steps out onto the main road and heads across the town green toward Edermath Orchard.
But before you take 50 paces from the front door of the inn, a green-glowing cow totters clumsily into the Town Green. Tentacles occasionally slither from the cow's body, flail about, and retreat into her skin without leaving a mark. The handful of townsfolk in the green retreat in fear. "Daisy!" mutters a local woman carrying a load of potatoes as she retreats a safe distance away.
Nodding in agreement, Jorzu hastily finishes his breakfast as Byrony and Gwyn finish speaking. When exiting he ensures his pouch of beads is secured firmly to his belt; "I have a feeling we might more than magic on this one. A little luck would go a long..." He stops dead in his tracks as he looks up only to be confronted by a green, tentacled cow. "Oh dear...cow...whatever. This is not a good sign".
Jurgen, having been quiet for too long, approaches with a new battle companion. He says "We need to move out and end this."
D&D since 1984
" People Missing. Where? Underground....lower down? How we find?", Boona queried sadly.
Jurgen has spent much of the night working on his new steel defender, built largely from the scrap they found in the forge in Zorzula’s Rest. He also takes the time to carefully inspect the delicate silver bracers he found at the same time, while scavenging. (They turn out to be bracers of archery.) (Does his new defender resemble Draco? Or is it something new?)
Fergus and Quinn spent time before bed, examining the gem and dagger. (The blade is a dagger of venom, the gem a elemental gem emerald.)
Fergus captivates the handful of locals eating breakfast, and his companions as well, with his rousing tune, tinged with an unearthly, exotic, almost hypnotically alien countermelody. (Who wants Heroic Inspiration?)
Gwyn eventually shows up, half-asleep, but is instantly awake as she sees the journal Quinn produces. She recalls a handful of heroic tales about Marthungrim the Valiant, although nothing that seems relevant to your current situation. She is fairly knowledgeable about Dumathoin, although she herself is not religious.
Jorzu
The previous days adventures had taken a bigger toll on Jorzu than he thought. He slept later than he wanted and came running into the common room just as Fergus' tune comes to a crescendo. Jorzu is instantly uplifted by the tune (grabs Heroic Inspiration).
Jorzu sits next to Gwyn while she recites what she knows of Dumathoin, trying to learn all he could. Laiti flits about, occasionally grabbing a bite from discarded plates of food.
Fergus:
Putting away his harp and smiling at the renewed hope he sees in the townspeoples’ faces, Fergus suggests. ”I am thinking we should check out the orchard on the way out of town then head towards the Crypt of the Talhund,”
Looking towards Gwyn, he asks, “Is there anything special we might need to do to cleanse the evil influences from the crypt and rededicate it to Dumathoin? That was Marthungrim‘a last request.”
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Bryony does her best to cheer up poor Toblen as he hands her a plate of hot breakfast, but the truth is that she herself is becoming deeply worried by the strange things that have started happening in the town. She grabs a seat with the others and listens while they fill Gwyn in on the recent developments.
"We need to stop this," the halfling says firmly. "This is my home. And so many people are still missing, including my aunt. We need to find out more information so we can stop this once and for all. Maybe that green glow we saw has something to do with all of this. I'm ok with going to the orchard first before heading to this Crypt of the Talhund. From that map we saw, it's definitely the closest place that creepy crystal-headed goblin talked about."
"Logic will get you from A to B. Imagination will take you everywhere." ~ Albert Einstein
Pronouns: She / Her
Characters: Bryony Alderleaf (Phandelver and Below) ♦ Gareth Blackwood (Dragon of Icespire Peak)
DM: Baldur's Gate: Descent Into Avernus & Phandalin Adventures
"If the Crypt of the Talhund is connected to the Underdark," ponders Gwyn, "who knows what sorts of horrors may have found that place in all these years since Marthungrim the Valiant was tasked with cleansing the Crypt? As to how to cleanse it, I suppose you would need to remove any restless spirits or undead or other unwelcoe guests. Return peace and quiet. Restore solemnity. Repair any obvious damage, I suppose. And above all, remove any of those cursed mind flayers, or anything they may have left there..."
Unless you have any further business at the inn, the party steps out onto the main road and heads across the town green toward Edermath Orchard.
But before you take 50 paces from the front door of the inn, a green-glowing cow totters clumsily into the Town Green. Tentacles occasionally slither from the cow's body, flail about, and retreat into her skin without leaving a mark. The handful of townsfolk in the green retreat in fear. "Daisy!" mutters a local woman carrying a load of potatoes as she retreats a safe distance away.

Jorzu
Nodding in agreement, Jorzu hastily finishes his breakfast as Byrony and Gwyn finish speaking. When exiting he ensures his pouch of beads is secured firmly to his belt; "I have a feeling we might more than magic on this one. A little luck would go a long..." He stops dead in his tracks as he looks up only to be confronted by a green, tentacled cow. "Oh dear...cow...whatever. This is not a good sign".
Boona shrugs, " Boy have tentacle not dangerous, cow have tentacles.....maybe dangerous...."
Boona walked up to the cow, and held out her hand toward it, " Calm down....tentacle can help gather more grass....also scratch hard to reach spots."