The next morning is busy for all of you. Magnar Stonejaw is waiting for you outside of Jotrun's. "Jotrun does not like business being handled in his tavern," he explains. " 'If it can't be taken care of in the town square, it doesn't belong here,' he says frequently. So, here we are in the town square." He hands you a pouch heavy with gold coins. "I will meet you back here at Jotrun's in six days. May Tymora guide you to my brother and find him safe."
— Day 0 —
From there you divide up to seek out equipment, selling goods and the guidance of your priests. You all meet back here once these tasks are completed. Returning to the scene of your previous ambush is next up. You are moving at a pace faster than the ox team did so you can make it to the ambush site by early evening if you like. Otherwise, you can stop short and proceed in the morning to the ambush site.
Should we make camp in a more concealed area? That way if we get ambushed again we'll have better cover. Probably best if we avoid any camp fires, and have two guards again.
Should we make camp in a more concealed area? That way if we get ambushed again we'll have better cover. Probably best if we avoid any camp fires, and have two guards again.
I am generally in agreement. Didn’t see this post when writing my prior post.
Based on prior precedent, I believe 2 in agreement is considered a quorum.
You find a place to make camp tonight in a small copse of trees. No fire tonight to avoid alerting others to your location. The night passes with watches being traded having two on watch at all times. Selune is a waxing quarter and Selune's Tears are a gleaming trail of light following the moon. Sunrise comes and clears the night. Birds are singing and a beautiful morning arrives.
Let’s move to the ambush location. We saw CradDICK (autocorrect does that now) the Coward run away in a direction and we heard a horse after that. Let’s investigate that direction (or directions).
The short trip to your ambush site takes but an hour or so. You find the goblins and human corpses remain and have been picked over by the scavengers already. A host of scavenger birds fight amongst each other on the pile of bodies. They keep a wary eye on your group as you walk by. The smell of death is thick in the air. From this position, Craddock fled to the south. You follow the small stream for about a mile and come upon two horses cropping grass by the stream. Both have saddles and harnesses on them. Neither seem to be alarmed by your approach.
Erbert sits and listens as the battle and the scene is described, interjecting with his notes, pulling out his journal. Indeed he has made a drawing from his recollection of Craddock the Coward, and he shows this drawing during the discussion as an illustration. He finishes eating and hears of the plans, after taking his rest he has plans of his own before they leave. He looks up with irritation at the innkeeper and says “I will perform no serious magic in my room, I promise not to burn the place down with a fireball, I swear. I only cast those on Seldays. Hmm, wait, is that right? Oh no, those are the days that I port in demons from other dimensions…”. And he starts to walk away, looking back at his reaction with a smirk, pulling the innkeeper’s leg.
The following morning, after breakfast and working on the wizard’s log in the bathroom, he shuffles out quickly, glancing at the others and quickly saying “While you get your weapons honed and bows strung, arrows gathered, I’m going over to somewhere that seems a little more interesting to me. Give me one or two hours, then I’ll be ready to depart.” He shuffles his little feet on over to Arnak’s tower, eager to meet the gnomish wizard that they heard of, eager to compare notes and see if there are any scrolls that might be useful on their journeys.
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
Erbert takes his mage hand and clasps the iron fish shaped knocker on the door, rapping it a few times. “Hello? Hello….. Is anyone in there? Enquiring minds want to know….” Erbert knocks again, the mage hand a little more insistent this time. He paces back and forth in front of the door, hand to chin.
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
Craddock fled to the south. You follow the small stream for about a mile and come upon two horses cropping grass by the stream.
Along the way, was there any distinct smell of cowardice, discarded yellow clothing, or any other indication that Craddick the Coward came this direction?
Erbert notes the fish door knocker awaken and tell him to see the occupant later at Jotrun’s and a scowl appears on his face. “C’mon ya lazy. Answer you’re damn door. Fine. I’ll hunt you down when I return.” The scowl deepens and he starts to drum his fingers on his chin. Then a wicked smile takes its place. He looks around the door for any scrying eye or magical detection, taking 10 min to ritually cast detect magic. After he has satisfied himself that there is nothing else awry, he uses a few castings of prestidigitation to leave his mark, as it were. All in fun, for a wizard. He leaves a smelly, dirty effect on the fish door knocker as well as the front door mat, to make it look like someone just walked through a cow patty to knock on the door. On the door, he leaves a mark, a sign really. “Delivery for wizard. Sorry for the mess. Will meet later at Jotrun’s to deliver.” Laughing to himself, he hurries along, walking to meet up with the others and make ready to depart.
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
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The L crossbow, bolts and case are from The Mirabar Shield in Luskan and good quality
The next morning is busy for all of you. Magnar Stonejaw is waiting for you outside of Jotrun's. "Jotrun does not like business being handled in his tavern," he explains. " 'If it can't be taken care of in the town square, it doesn't belong here,' he says frequently. So, here we are in the town square." He hands you a pouch heavy with gold coins. "I will meet you back here at Jotrun's in six days. May Tymora guide you to my brother and find him safe."
— Day 0 —
From there you divide up to seek out equipment, selling goods and the guidance of your priests. You all meet back here once these tasks are completed. Returning to the scene of your previous ambush is next up. You are moving at a pace faster than the ox team did so you can make it to the ambush site by early evening if you like. Otherwise, you can stop short and proceed in the morning to the ambush site.
Should we make camp in a more concealed area? That way if we get ambushed again we'll have better cover. Probably best if we avoid any camp fires, and have two guards again.
I propose setting up camp short of the ambush site. (Less likely to ruin any tracks or signs during the upcoming overnight ambush).
I am generally in agreement. Didn’t see this post when writing my prior post.
Based on prior precedent, I believe 2 in agreement is considered a quorum.
You find a place to make camp tonight in a small copse of trees. No fire tonight to avoid alerting others to your location. The night passes with watches being traded having two on watch at all times. Selune is a waxing quarter and Selune's Tears are a gleaming trail of light following the moon. Sunrise comes and clears the night. Birds are singing and a beautiful morning arrives.
Let’s move to the ambush location. We saw CradDICK (autocorrect does that now) the Coward run away in a direction and we heard a horse after that. Let’s investigate that direction (or directions).
—— Day 1 ——
The short trip to your ambush site takes but an hour or so. You find the goblins and human corpses remain and have been picked over by the scavengers already. A host of scavenger birds fight amongst each other on the pile of bodies. They keep a wary eye on your group as you walk by. The smell of death is thick in the air. From this position, Craddock fled to the south. You follow the small stream for about a mile and come upon two horses cropping grass by the stream. Both have saddles and harnesses on them. Neither seem to be alarmed by your approach.
Did we just run across some salvage? Not the Hoid has an eye for horses, but how do they look?
They look like average riding horses, maybe a bit underfed.
I’ll hold on to them as they are Cleggors
Before :
Erbert sits and listens as the battle and the scene is described, interjecting with his notes, pulling out his journal. Indeed he has made a drawing from his recollection of Craddock the Coward, and he shows this drawing during the discussion as an illustration. He finishes eating and hears of the plans, after taking his rest he has plans of his own before they leave. He looks up with irritation at the innkeeper and says “I will perform no serious magic in my room, I promise not to burn the place down with a fireball, I swear. I only cast those on Seldays. Hmm, wait, is that right? Oh no, those are the days that I port in demons from other dimensions…”. And he starts to walk away, looking back at his reaction with a smirk, pulling the innkeeper’s leg.
The following morning, after breakfast and working on the wizard’s log in the bathroom, he shuffles out quickly, glancing at the others and quickly saying “While you get your weapons honed and bows strung, arrows gathered, I’m going over to somewhere that seems a little more interesting to me. Give me one or two hours, then I’ll be ready to depart.” He shuffles his little feet on over to Arnak’s tower, eager to meet the gnomish wizard that they heard of, eager to compare notes and see if there are any scrolls that might be useful on their journeys.
A wizard is never late, nor is he early, he arrives precisely when he means to.
If the horses have any packs or bags Chadwick will search through them looking for clues about the owners.
Erbert takes his mage hand and clasps the iron fish shaped knocker on the door, rapping it a few times. “Hello? Hello….. Is anyone in there? Enquiring minds want to know….” Erbert knocks again, the mage hand a little more insistent this time. He paces back and forth in front of the door, hand to chin.
A wizard is never late, nor is he early, he arrives precisely when he means to.
The horses shy away at first but shortly allow you to take control of their reins. There are bags on the saddles. Searching the horses you find:
Two riding saddles and harnesses
Two bedrolls
One red cloak
One small knife
Five Apples
Flint and steel
Hammer
12 wooden stakes
Along the way, was there any distinct smell of cowardice, discarded yellow clothing, or any other indication that Craddick the Coward came this direction?
Brown shoes were seen
Must have belonged to those we dispatched. Should make future protection rides easier.
Chadwick will feed an apple to each, then choose the stronger looking one to lead while we search.
You are unable to find a trail to follow in your searching.
The horses are happy to eat the apples. Both seem to follow Chadwick around now.
Erbert notes the fish door knocker awaken and tell him to see the occupant later at Jotrun’s and a scowl appears on his face. “C’mon ya lazy. Answer you’re damn door. Fine. I’ll hunt you down when I return.” The scowl deepens and he starts to drum his fingers on his chin. Then a wicked smile takes its place. He looks around the door for any scrying eye or magical detection, taking 10 min to ritually cast detect magic. After he has satisfied himself that there is nothing else awry, he uses a few castings of prestidigitation to leave his mark, as it were. All in fun, for a wizard. He leaves a smelly, dirty effect on the fish door knocker as well as the front door mat, to make it look like someone just walked through a cow patty to knock on the door. On the door, he leaves a mark, a sign really. “Delivery for wizard. Sorry for the mess. Will meet later at Jotrun’s to deliver.” Laughing to himself, he hurries along, walking to meet up with the others and make ready to depart.
A wizard is never late, nor is he early, he arrives precisely when he means to.