"No need to decide what's our next move just yet. We need to rest a bit. Several of us still have wounds that need healing."
Quinn walks over to Jurgen and unclips Sir Roderick's longsword from his belt. "I heard you speaking of taking up the longsword." He raises Sir Roderick's fine blade and hands it to him, hilt first. As Jurgen reaches to take the weapon, Quinn's grip holds fast. He looks the brave little kobold in his eyes, seeing his dragon ancestry burning within. "This is a fine weapon, once wielded by an even finer man. I carried this blade out of respect for what Sir Roderick did for us. I swore an oath to him that I would hunt down those responsible for his death and cut them down with his own blade. If you, too, will take up that oath, you can have his longsword."
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)
OOC: Quinn is interested in tracking down Cragmaw castle, though he thinks that cleaning up the raiding parties new Wyvern Tor might help yield helpful information as to the whereabouts of Cragmaw Castle. Worst case being we eliminate another threat and earn some coin.
He would like to divide up the money, purchase some goods and help the party tie up any loose ends around town before moving on with their mission.
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)
OOC: Bryony will divide the gold between everyone. 100/6 is about 16.5 gold each.
Bryony seems anxious to get back to her family and tell them the news. "We'd better get some rest," she tells Sildar and Harbin. "Thanks for the gold reward. Oh and I think we took care of the Redbrands. None of them surrendered unfortunately. I don't think you have anything to worry about, Townmaster."
“I hadn’t found a way to profitable… yet.” He looks up from his feet when offered to join the group. “I would be happy to stay with you. Mirna did offer up some treasure that the Redbrands appeared to be after. If we retrieve those, the Redbrands may waste more time trying to find it.”
Kimberley has never heard the name "Cragmaw" before in her life.
It's mid-day. Bryony wants to see her family. Jurgen wants to tinker (where?) Some of you want to rest and heal. Are there any other chores you want to accomplish while the sun is up? And where do you want to spend the night? ...the inn, Roderick's ruined cottage, the Alderleaf hayloft, or elsewhere?
in response to Quinn, he matched his gaze and musters his determination and gives an oath to not only carry on the hunt to bring to justice those who took his friend’s life but also to be a defender for his friends. When Quinn is satisfied, he would reverently strap his new blade to his side.
Jurgen would then ask his friends if they would be ok if he uses Sir Roderick’s cottage to work on an undertaking.He shares with any interested his design for a helper, especially in times of conflict. A defender.
"I'll join you Jurgen. I want to figure out what's needed to repair the place. Figured I'd make use of the carpentry tools I found down that hole I fell into."
Syzygy will return to the ruined cottage, take some measurements, and if he has time he'll visit Barthen's to acquire materials. As evening approaches he heads to the Alderleaf farm for a meal.
Kimberley heads to the hayloft for a nap, part of her wants to check where the tunnel under Sir Rodericks cottage goes to exactly but she really needs some sleep and has a feeling at least one of them should be wide awake come sundown. She figures someone will wake her for dinner.....and she needs to write some new pamphlets soon.
Bryony returns to her aunt's cottage and greets her aunt and Carp warmly. She tells them about their adventures underneath Tresendar manor.
"Auntie Qelline, we've taken care of the Redbrands!" she announces, giving her aunt a hug. "We even managed to rescue Mirna Drendar and her children. The Redbrands had captured her after they killed her husband."
"Now don't go into those tunnels anymore, Carp," she says sternly. "It's not safe. There's a monster there that will eat you right up!"
Jurgen and Syzygy return to the cottage. It is in a bad state of disrepair – the roof has gaping holes, the floor is covered with ancient debris, the windows gone, the furniture destroyed or long-pilfered. It's a three-room hovel with a small hearth. It'll need weeks of work and significant supplies to make it properly habitable. Jurgen clears out one room and gathers enough bricks and loose planks to make a low, dry makeshift workspace, however primitive, for his new projects.
Kimberley and Bryony head to the farm. Kimberley climbs into the loft and falls asleep (short rest for now – long rest soon.) Bryony delivers news (and a warning) to Qelline and Carp, then returns to town to do some shopping. She is able to purchase everything on her list. (Adjust your savings and inventory accordingly! The rest of you may also shop at Barthen's, too, if you wish – Barthen’s doesn’t stock weapons or armor, but you can purchase other adventuring gear here, except for items that cost more than 25 gp.)
"I hope you're done adventuring," responds Qelline to Bryony. "That could have ended badly. You could have been killed. Are you home for good now? We missed you!"
Quinn bids farewell, for now, to Jurgen and Syzygy. "Friends, be safe. Keep your wits about you. Watch your backs. We'll be at Aunt Qelline's house." When they leave Harbin's office, Quinn snatches the posted flyer with information about the attacks at Wyvern Tor and tucks it in his pack.
While at Barthen's he picks up a set of manacles and a crowbar. He mills about looking at the other goods and he's disappointed he doesn't find anything else of use. He hands Barthen a piece of parchment with a list of ingredients consisting of some plants, flowers and various reagents, all of which are known to be toxic. He looks Barthen in the eyes and says "We are doing good for this town by cleaning up things. The items on this list could would help me and I'd only use them on someone in the most dire of circumstances. Do you know where I can acquire some of these ingredients?"
Once they arrive back at Aunt Qelline's, Quinn walks Kimberly up to the hay loft and promises to wake her for dinner. Meanwhile, he'll stay with Bryony at her Auntie's house.
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)
When Bryony returns home from her shopping, she is accosted by her aunt. Bryony looks down at the floor sheepishly while Aunt Qelline admonishes her. "Not quite yet, Auntie," she says. "We were hired to help this dwarven man, Gundren Rockseeker, deliver his goods to Phandalin. We delivered the goods all right, but he's still missing, captured by someone called the Spider."
Bryony bites a fingernail as she speaks. "We have to save him, Auntie! No one else can. We're his only hope," she says.
After speaking with her aunt and cousin Carp, Bryony will take a nap to rest and recover from her wounds.
Everyone runs their errands and many of you make some purchases (everyone, including I presume Aros, should add that 16g5s given to them by Bryony. Deduct whatever you've spent, and update your inventories accordingly.)
Almost all the items on your shopping lists are available at Barthen's at standard prices (Cartographer's Tools, Caltrops, etc.) Barthen has a stash of common and inexpensive spell components, as well, for sale. But the kind-hearted merchant hesitates at Quinn's request for poisonous reagents. "I don't generally sell poisons except for mice and rats and insects. Even the worst brigand doesn't deserve to die that way," she balks. (Quinn: What exactly do you want to concoct? Make a Persuasion or Deception roll, depending on your approach. The DC may also depend on what it is you want to create...)
Syzygy weighs what it will take in terms of money and time to restore the cottage – it will take at least a few weeks or months and probably 100 gp or more, depending on how much of the work he wants to do himself, or whether he wants to hire some local builders. This project will need some time, even to plan.
Jurgen remains tinkering at the ruined cottage; the rest of you gather at Alderleaf Farm, where Qelline makes you a simple but tasty dinner. She treats everyone kindly and generously but with touches of skepticism and suspicion, as if protecting Bryony and weighing your intentions.
Unless you have further business this day, the party (sans Jurgen?) makes camp in the hayloft (under Kimberley's careful watch) and the night passes peacefully. Everyone may receive the benefit of a Long Rest.
It is morning. Rain clouds are gathering, the air is thick, the sky darkening. What do you do next?
Quinn expected it to be a tough sell to get any reagents for his poisons. He had some luck in the back alleys of Neverwinter or foraging for ingredients on his own. Quinn reaches for his list, crumples it and puts it in his pocket.
"I...understand your reluctance, but I think our opinions on the matter differ. Rats and mice may be viewed as pests, by some, but they're just innocent creatures. They don't deserve to suffer from poison.
The dammed fiends we've defeated over the past several days, on the other hand. If you only knew what they've done, perhaps your tune would change. YOU know what they did to Mirna's husband. We saved Mirna and her children, but who knows what they would've done to her if we did not intervene. What makes you thinkj they would've stopped at the Drendars. Who knows who would've been next.
We cleaned the Redbrand threat for now, but more will be back. All I ask for is for some ingredients. I can do the work myself."
Persuasion check: 9
(OOC: Dang! The dice hung up on a Nat 20 and then tipped over to a 10 )
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)
History check: 13 to see if Quinn recollects anything about Cragmaw
Quinn takes out the notice he pulled off of the door at the Townmaster's office.
"This here notice says some brigands have been harassing caravans along the Triboar trail. If we find some of 'em, maybe we can squeeze some information outta them about this Cragmaw Castle. Worst cast scenario we clean up some of these thugs and earn some more coin. Win win of you ask me.
Anyone else have any ideas?"
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)
Jurgen joins late for dinner, grease across his brow and hands looking like he’d been a coal mine. He smiles to the group and his expression changes to one of confidence, something you’ve not seen for a while on the little kobolds face. As he starts to head for a table, Aunt Qelline reminds him to wash up first.
He joins in the conversation and agrees with searching the roads for any brigands might help us find the castle.
"I heard about the attacks by Wyvern Tor," interrupts Qelline, listening in on your conversations. "But that has to be 40 miles from here. All the way to Conyberry, practically, and then at least another day's hike south off the Trail, up into the mountains. Wyvern Tor is a pretty prominent landmark out that way – easily visible from twenty miles away. But it has a bad reputation, or at least a bad history. Dangerous - you shouldn't be going places like that."
"I dunno about this 'Cragmaw Castle', though. I have an old friend – a druid named Reidoth – who would know. If you're looking for a specific place like that, you could look her up and ask for her help. There's not an inch of the land she doesn’t know. But right now she's up in a ruin called Thundertree, just west of the Neverwinter Wood - that's fifty miles from here. Less dangerous road, but that ruin is haunted. Dead things and strange magic. Reidoth knows what she's doing, but you don't. Stay away. She'll be back this way in a few months."
"'Cause either way, you're hiking for days through dangerous lands - especially east on the Trail – and going to deadly places. Better if you all stay here and keep an eye on the town. Real bright future here. They're always looking for field hands and wagon haulers. Maybe you can even start your own farm eventually – some good pasture land to the south needing settling."
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Kimberley thinks on her mission but there are people being held prisoner and they take priority.
She tried to think if she had heard of Cragmaw before- History: 8
"No need to decide what's our next move just yet. We need to rest a bit. Several of us still have wounds that need healing."
Quinn walks over to Jurgen and unclips Sir Roderick's longsword from his belt. "I heard you speaking of taking up the longsword." He raises Sir Roderick's fine blade and hands it to him, hilt first. As Jurgen reaches to take the weapon, Quinn's grip holds fast. He looks the brave little kobold in his eyes, seeing his dragon ancestry burning within. "This is a fine weapon, once wielded by an even finer man. I carried this blade out of respect for what Sir Roderick did for us. I swore an oath to him that I would hunt down those responsible for his death and cut them down with his own blade. If you, too, will take up that oath, you can have his longsword."
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)
OOC: Quinn is interested in tracking down Cragmaw castle, though he thinks that cleaning up the raiding parties new Wyvern Tor might help yield helpful information as to the whereabouts of Cragmaw Castle. Worst case being we eliminate another threat and earn some coin.
He would like to divide up the money, purchase some goods and help the party tie up any loose ends around town before moving on with their mission.
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)
OOC: Bryony will divide the gold between everyone. 100/6 is about 16.5 gold each.
Bryony seems anxious to get back to her family and tell them the news. "We'd better get some rest," she tells Sildar and Harbin. "Thanks for the gold reward. Oh and I think we took care of the Redbrands. None of them surrendered unfortunately. I don't think you have anything to worry about, Townmaster."
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
“I hadn’t found a way to profitable… yet.” He looks up from his feet when offered to join the group. “I would be happy to stay with you. Mirna did offer up some treasure that the Redbrands appeared to be after. If we retrieve those, the Redbrands may waste more time trying to find it.”
Kimberley has never heard the name "Cragmaw" before in her life.
It's mid-day. Bryony wants to see her family. Jurgen wants to tinker (where?) Some of you want to rest and heal. Are there any other chores you want to accomplish while the sun is up? And where do you want to spend the night? ...the inn, Roderick's ruined cottage, the Alderleaf hayloft, or elsewhere?
Jurgen would then ask his friends if they would be ok if he uses Sir Roderick’s cottage to work on an undertaking.He shares with any interested his design for a helper, especially in times of conflict. A defender.
D&D since 1984
"I'll join you Jurgen. I want to figure out what's needed to repair the place. Figured I'd make use of the carpentry tools I found down that hole I fell into."
Syzygy will return to the ruined cottage, take some measurements, and if he has time he'll visit Barthen's to acquire materials. As evening approaches he heads to the Alderleaf farm for a meal.
Kimberley heads to the hayloft for a nap, part of her wants to check where the tunnel under Sir Rodericks cottage goes to exactly but she really needs some sleep and has a feeling at least one of them should be wide awake come sundown. She figures someone will wake her for dinner.....and she needs to write some new pamphlets soon.
Bryony returns to her aunt's cottage and greets her aunt and Carp warmly. She tells them about their adventures underneath Tresendar manor.
"Auntie Qelline, we've taken care of the Redbrands!" she announces, giving her aunt a hug. "We even managed to rescue Mirna Drendar and her children. The Redbrands had captured her after they killed her husband."
"Now don't go into those tunnels anymore, Carp," she says sternly. "It's not safe. There's a monster there that will eat you right up!"
Before dinner at Auntie Qelline's, Bryony will also stop by Barthen's provisions and purchase the following items: caltrops (bag of 20), a healer's kit, some Oil (flask), a bag of ball bearings (bag of 1,000), and a hunting trap.
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 and Syzygy return to the cottage. It is in a bad state of disrepair – the roof has gaping holes, the floor is covered with ancient debris, the windows gone, the furniture destroyed or long-pilfered. It's a three-room hovel with a small hearth. It'll need weeks of work and significant supplies to make it properly habitable. Jurgen clears out one room and gathers enough bricks and loose planks to make a low, dry makeshift workspace, however primitive, for his new projects.
Kimberley and Bryony head to the farm. Kimberley climbs into the loft and falls asleep (short rest for now – long rest soon.) Bryony delivers news (and a warning) to Qelline and Carp, then returns to town to do some shopping. She is able to purchase everything on her list. (Adjust your savings and inventory accordingly! The rest of you may also shop at Barthen's, too, if you wish – Barthen’s doesn’t stock weapons or armor, but you can purchase other adventuring gear here, except for items that cost more than 25 gp.)
"I hope you're done adventuring," responds Qelline to Bryony. "That could have ended badly. You could have been killed. Are you home for good now? We missed you!"
Quinn bids farewell, for now, to Jurgen and Syzygy. "Friends, be safe. Keep your wits about you. Watch your backs. We'll be at Aunt Qelline's house." When they leave Harbin's office, Quinn snatches the posted flyer with information about the attacks at Wyvern Tor and tucks it in his pack.
While at Barthen's he picks up a set of manacles and a crowbar. He mills about looking at the other goods and he's disappointed he doesn't find anything else of use. He hands Barthen a piece of parchment with a list of ingredients consisting of some plants, flowers and various reagents, all of which are known to be toxic. He looks Barthen in the eyes and says "We are doing good for this town by cleaning up things. The items on this list could would help me and I'd only use them on someone in the most dire of circumstances. Do you know where I can acquire some of these ingredients?"
Once they arrive back at Aunt Qelline's, Quinn walks Kimberly up to the hay loft and promises to wake her for dinner. Meanwhile, he'll stay with Bryony at her Auntie's house.
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)
When Bryony returns home from her shopping, she is accosted by her aunt. Bryony looks down at the floor sheepishly while Aunt Qelline admonishes her. "Not quite yet, Auntie," she says. "We were hired to help this dwarven man, Gundren Rockseeker, deliver his goods to Phandalin. We delivered the goods all right, but he's still missing, captured by someone called the Spider."
Bryony bites a fingernail as she speaks. "We have to save him, Auntie! No one else can. We're his only hope," she says.
After speaking with her aunt and cousin Carp, Bryony will take a nap to rest and recover from her wounds.
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
Aros would like to stop by Barthen’s and purchase a set of Cartographer’s Tools and 15 pieces of paper.
He will then join Kimberly in sleeping in the hayloft.
The rest of the day passes uneventfully.
Everyone runs their errands and many of you make some purchases (everyone, including I presume Aros, should add that 16g5s given to them by Bryony. Deduct whatever you've spent, and update your inventories accordingly.)
Almost all the items on your shopping lists are available at Barthen's at standard prices (Cartographer's Tools, Caltrops, etc.) Barthen has a stash of common and inexpensive spell components, as well, for sale. But the kind-hearted merchant hesitates at Quinn's request for poisonous reagents. "I don't generally sell poisons except for mice and rats and insects. Even the worst brigand doesn't deserve to die that way," she balks. (Quinn: What exactly do you want to concoct? Make a Persuasion or Deception roll, depending on your approach. The DC may also depend on what it is you want to create...)
Syzygy weighs what it will take in terms of money and time to restore the cottage – it will take at least a few weeks or months and probably 100 gp or more, depending on how much of the work he wants to do himself, or whether he wants to hire some local builders. This project will need some time, even to plan.
Jurgen remains tinkering at the ruined cottage; the rest of you gather at Alderleaf Farm, where Qelline makes you a simple but tasty dinner. She treats everyone kindly and generously but with touches of skepticism and suspicion, as if protecting Bryony and weighing your intentions.
Unless you have further business this day, the party (sans Jurgen?) makes camp in the hayloft (under Kimberley's careful watch) and the night passes peacefully. Everyone may receive the benefit of a Long Rest.
It is morning. Rain clouds are gathering, the air is thick, the sky darkening. What do you do next?
Kimberley stretched, " Alright. Plans for the day? Do any of you know the way to Cragmaw?"
Back at Barthen's....
Quinn expected it to be a tough sell to get any reagents for his poisons. He had some luck in the back alleys of Neverwinter or foraging for ingredients on his own. Quinn reaches for his list, crumples it and puts it in his pocket.
"I...understand your reluctance, but I think our opinions on the matter differ. Rats and mice may be viewed as pests, by some, but they're just innocent creatures. They don't deserve to suffer from poison.
The dammed fiends we've defeated over the past several days, on the other hand. If you only knew what they've done, perhaps your tune would change. YOU know what they did to Mirna's husband. We saved Mirna and her children, but who knows what they would've done to her if we did not intervene. What makes you thinkj they would've stopped at the Drendars. Who knows who would've been next.
We cleaned the Redbrand threat for now, but more will be back. All I ask for is for some ingredients. I can do the work myself."
Persuasion check: 9
(OOC: Dang! The dice hung up on a Nat 20 and then tipped over to a 10 )
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)
Back at Qelline's...
History check: 13 to see if Quinn recollects anything about Cragmaw
Quinn takes out the notice he pulled off of the door at the Townmaster's office.
"This here notice says some brigands have been harassing caravans along the Triboar trail. If we find some of 'em, maybe we can squeeze some information outta them about this Cragmaw Castle. Worst cast scenario we clean up some of these thugs and earn some more coin. Win win of you ask me.
Anyone else have any ideas?"
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)
Jurgen joins late for dinner, grease across his brow and hands looking like he’d been a coal mine. He smiles to the group and his expression changes to one of confidence, something you’ve not seen for a while on the little kobolds face. As he starts to head for a table, Aunt Qelline reminds him to wash up first.
He joins in the conversation and agrees with searching the roads for any brigands might help us find the castle.
D&D since 1984
"I heard about the attacks by Wyvern Tor," interrupts Qelline, listening in on your conversations. "But that has to be 40 miles from here. All the way to Conyberry, practically, and then at least another day's hike south off the Trail, up into the mountains. Wyvern Tor is a pretty prominent landmark out that way – easily visible from twenty miles away. But it has a bad reputation, or at least a bad history. Dangerous - you shouldn't be going places like that."
"I dunno about this 'Cragmaw Castle', though. I have an old friend – a druid named Reidoth – who would know. If you're looking for a specific place like that, you could look her up and ask for her help. There's not an inch of the land she doesn’t know. But right now she's up in a ruin called Thundertree, just west of the Neverwinter Wood - that's fifty miles from here. Less dangerous road, but that ruin is haunted. Dead things and strange magic. Reidoth knows what she's doing, but you don't. Stay away. She'll be back this way in a few months."
"'Cause either way, you're hiking for days through dangerous lands - especially east on the Trail – and going to deadly places. Better if you all stay here and keep an eye on the town. Real bright future here. They're always looking for field hands and wagon haulers. Maybe you can even start your own farm eventually – some good pasture land to the south needing settling."