Morkeleb approves of Barnabus' proclamation. "That is a glorious moment, that is. Barnabus, you have the mark of a true hero! In fact, we all do. Well fought!"
The weary group follows the path the Chingwa indicated, clutching not only their wounds, but their weapons in triumph. After a little over an hour of walking, the party marches out the edge of the woods, a mere hundred feet from Lonelywood. It’s late at night, and few people are about, leaving them with themselves and the aurora overhead, but they are safely back at the village.
You all have to briefly scramble over the barricades you helped build earlier, but can hear arguments coming from the tavern, the only obviously lively place in the village.
Upon making your way into the tavern, you are met with a rowdy debate among the villagers. The hunter and the halfling woman you spoke with in the morning are arguing. You catch a snippet as you walk in, "...down too. How many more is it going to be before-" they both stop when they see you all walk in. After a moment's pause, the woman speaks up.
"What in the heavens happened to you four? We were just talking about sending out a search party!"
"Ahhh it was glorious battle it was! Bring. US. AAALE!!! Glorious I tell you!" stalking about the c9mmon room Barnabus tells the tales of battle.
The beast thrashed it's mighty antlers, blow after blow it took, bloodied us all! But the courage! Drink people for you are in the presence of heroes. Battered and bloody we surrounded animal. It was no match for this band of mighty warriors". raising his war pick high he bellows on.
No more did we dispatch that demons curse of an moose than the foul being who summoned it appeared. But the weariness of battle was no more a match for this band of stalwart sons of stone. Battered? Yes. Beaten? Not a chance. We showed that devils discharge who they face when they attempt foul play in ten towns! Show 'em the trophy! Now. where's. my AAALE!!!!
Recalling how the town had treated the one Ravisin, figuring the displaying of trophies wouldn’t go amiss, Morkeleb unwraps the two heads and holds them aloft.
“Behold, not 1 Ravisin, but 2, for there was a witch of a sister as well! But you can be sure that I, Morkeleb, Scion of the Vexashene, (along with my compatriots), have put down the evil woman before she could cause you any more trouble!”
You’re met with gasps and cheers as you show off the Ravisin heads and tell of your success. Intermittent shouts ring out across the room.
”The moose is dead!”
”A sister?! That’s our ghost!”
”Huzzah!”
”The woods are safe again?”
”I knew it!”
”It’s over!”
”Serves those forest rats right!”
The crowd kind of forces you towards a central table where everyone can get a look. Mugs of ale seemingly materialize out of the crowd, as people demand to hear the full tale. As it is told, the barmaid comes around continuously refilling your drinks. You get the sense that this is the first time in a while the town’s had something to really celebrate.
Nox will take full advantage of the free drinks and will spend as much time as he can joyfully retelling the battle to the crowd, with every incarnation growing in hyperbole.
The night goes on for a while, as you regale the townspeople with your exploits. Eventually the night dims and some of the local bachelors put you all up for the night, resulting in actual beds this time.
When morning comes, you are met by the usual pair of town leaders. The town speaker offers you the bounty that was out on the moose, a clean 100 gold to split between the party. She does, however, have one piece of bad news.
”Your boat was unsalvageable by the time we found it. The docks aren’t functional yet either. We can offer you a dogsled to take down south if you don’t want to wait around,” she says apologetically.
Morkeleb reassures her that that would be a fantastic gift, no need to apologize, and will graciously accept the offer with plenty of gratitude and appreciation.
“Glad to hear that. It’s about 3 hours south to Termalaine, and you should be able to charter a boat there. And if you don’t mind while you’re there, let Speaker Oarus know that our shipments will resume tomorrow. Had to cancel some deals over the moose problem.”
A short while later, you are setup with a sled and dogs, and can see the small town disappearing behind you as you say your goodbyes. The path is well-worn from years of use, so there’s little risk of getting lost. Along the way, you see the odd set of footprints leading away from the path, and later a few caribou.
Whoever wants to drive can make an Animal Handling check (adding any land vehicle proficiency) to determine if you keep pace with the three hour estimate.
Jar gets comfortable with the trained dogs, and the trip goes according to plan, taking about three hours as the dogs pull you along. At what you'd wager is early afternoon, the town of Termalaine comes into view. It is the most picturesque location in Ten Towns, a nice sprawling town more than triple the size of Lonelywood that is bordered by pine trees, the lake, and the foot of the mountain known as Kelvin's Cairn. The buildings are inviting, with whimsical images of wizards, tigers, and smiling djinn carved into them. The only obvious downside to this town is that the wind blows far more harshly here than you are used to, and while most of you are resistant to the cold, you can feel the windchill. Its population primarily consists of humans and half-orcs.
Important Locations for an Adventurer Include: - The Blue Clam, a dockside tavern that features a dog kennel for sled riders. It seems oddly populated for this time of day; perhaps the lunch rush happens late here. - The Eastside, an inn that resembles several small houses built into a single common space through narrow connecting hallways.
As you all ride into town, the populace is out and about, going about their days. There's odd sets of footprints here and there, not leading to anywhere in particular, but that's likely the result of the people walking about. A boy in heavy winter clothes stands on a wooden box and shouts the news of the day as people pass by. When you approach, the boy cries, "The gemstone mine is closed because of monsters. Speaker Oarus Masthew offering fifty gold coins to anyone who clears it out!"
The kid catches the coin eagerly. “Yes sir, follow me.” He hops off his box and leads you towards the Blue Clam. As you approach, two bundled up figures are leaving and you catch a snippet of their conversation, “-easier if that sorceress had stuck around. Key behind the lock situation with her though.”
They stop as the newsboy runs up to them. The newsboy says a few words and gestures to the party, then steps aside.
The larger of the two figures pulls his scarf down, revealing a pair of shaved down tusks. The half orc greets you merrily.
”I’m Oarus Masthew. I hear you asked to see me after hearing about the mines. You certainly look like the adventurous sort. Good men. Here’s the situation. A group of kobolds snuck into one of our largest gem mines recently, and it’s too dangerous for us to send our miners down with them in there. The money’s for getting rid of them so our workers can get back to their jobs. There was also a single man, half-orc fellow named Voran, who went missing down there just a few days before. He’s probably dead with how long he’s been missing for, rest his soul, but any information is appreciated on that front. The miners worry he could have run into something crawling up from the Underdark, but I think it’s more likely he had an accident on the edge of the central mineshaft.
i care less about how you do the job than I do that it gets done. The reward’s 50 gold, but if the kobolds have knocked any gems loose, I’ll let you keep what you find down there. What do you fine men say to that?”
His booming voice drips with an almost forced authority. He offers a handshake to whoever is standing closest to him as he finishes his rundown.
“Forgive me, but I couldn’t help but overhear mention of a sorceress. We’ve had some run-ins with magical types and I was hoping you could tell us more about this person? By the way, I’m Morkeleb, Scion of the proud Vexashene dragons.”
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Morkeleb approves of Barnabus' proclamation. "That is a glorious moment, that is. Barnabus, you have the mark of a true hero! In fact, we all do. Well fought!"
The weary group follows the path the Chingwa indicated, clutching not only their wounds, but their weapons in triumph. After a little over an hour of walking, the party marches out the edge of the woods, a mere hundred feet from Lonelywood. It’s late at night, and few people are about, leaving them with themselves and the aurora overhead, but they are safely back at the village.
You all have to briefly scramble over the barricades you helped build earlier, but can hear arguments coming from the tavern, the only obviously lively place in the village.
Jar suggests going into the tavern to let them know the danger has passed.
D&D since 1984
Upon making your way into the tavern, you are met with a rowdy debate among the villagers. The hunter and the halfling woman you spoke with in the morning are arguing. You catch a snippet as you walk in, "...down too. How many more is it going to be before-" they both stop when they see you all walk in. After a moment's pause, the woman speaks up.
"What in the heavens happened to you four? We were just talking about sending out a search party!"
"Ahhh it was glorious battle it was! Bring. US. AAALE!!! Glorious I tell you!" stalking about the c9mmon room Barnabus tells the tales of battle.
The beast thrashed it's mighty antlers, blow after blow it took, bloodied us all! But the courage! Drink people for you are in the presence of heroes. Battered and bloody we surrounded animal. It was no match for this band of mighty warriors". raising his war pick high he bellows on.
No more did we dispatch that demons curse of an moose than the foul being who summoned it appeared. But the weariness of battle was no more a match for this band of stalwart sons of stone. Battered? Yes. Beaten? Not a chance. We showed that devils discharge who they face when they attempt foul play in ten towns! Show 'em the trophy! Now. where's. my AAALE!!!!
**This Space for Rent**
Recalling how the town had treated the one Ravisin, figuring the displaying of trophies wouldn’t go amiss, Morkeleb unwraps the two heads and holds them aloft.
“Behold, not 1 Ravisin, but 2, for there was a witch of a sister as well! But you can be sure that I, Morkeleb, Scion of the Vexashene, (along with my compatriots), have put down the evil woman before she could cause you any more trouble!”
You’re met with gasps and cheers as you show off the Ravisin heads and tell of your success. Intermittent shouts ring out across the room.
”The moose is dead!”
”A sister?! That’s our ghost!”
”Huzzah!”
”The woods are safe again?”
”I knew it!”
”It’s over!”
”Serves those forest rats right!”
The crowd kind of forces you towards a central table where everyone can get a look. Mugs of ale seemingly materialize out of the crowd, as people demand to hear the full tale. As it is told, the barmaid comes around continuously refilling your drinks. You get the sense that this is the first time in a while the town’s had something to really celebrate.
Nox will take full advantage of the free drinks and will spend as much time as he can joyfully retelling the battle to the crowd, with every incarnation growing in hyperbole.
Morkeleb will be sure that everyone's heard the name "Vexashene" at least thrice.
(Well said!! Thank you)
D&D since 1984
The night goes on for a while, as you regale the townspeople with your exploits. Eventually the night dims and some of the local bachelors put you all up for the night, resulting in actual beds this time.
When morning comes, you are met by the usual pair of town leaders. The town speaker offers you the bounty that was out on the moose, a clean 100 gold to split between the party. She does, however, have one piece of bad news.
”Your boat was unsalvageable by the time we found it. The docks aren’t functional yet either. We can offer you a dogsled to take down south if you don’t want to wait around,” she says apologetically.
Jar looks to the party “my vote would be dogsled as I’m more familiar with it. But I’m open to waiting if we want. “
D&D since 1984
Morkeleb reassures her that that would be a fantastic gift, no need to apologize, and will graciously accept the offer with plenty of gratitude and appreciation.
“Glad to hear that. It’s about 3 hours south to Termalaine, and you should be able to charter a boat there. And if you don’t mind while you’re there, let Speaker Oarus know that our shipments will resume tomorrow. Had to cancel some deals over the moose problem.”
A short while later, you are setup with a sled and dogs, and can see the small town disappearing behind you as you say your goodbyes. The path is well-worn from years of use, so there’s little risk of getting lost. Along the way, you see the odd set of footprints leading away from the path, and later a few caribou.
Whoever wants to drive can make an Animal Handling check (adding any land vehicle proficiency) to determine if you keep pace with the three hour estimate.
Jar walks by the dogs and tries to get a feel for how well he could manage this sled team.
Animal Handling- 11
D&D since 1984
Jar gets comfortable with the trained dogs, and the trip goes according to plan, taking about three hours as the dogs pull you along. At what you'd wager is early afternoon, the town of Termalaine comes into view. It is the most picturesque location in Ten Towns, a nice sprawling town more than triple the size of Lonelywood that is bordered by pine trees, the lake, and the foot of the mountain known as Kelvin's Cairn. The buildings are inviting, with whimsical images of wizards, tigers, and smiling djinn carved into them. The only obvious downside to this town is that the wind blows far more harshly here than you are used to, and while most of you are resistant to the cold, you can feel the windchill. Its population primarily consists of humans and half-orcs.
Important Locations for an Adventurer Include:
- The Blue Clam, a dockside tavern that features a dog kennel for sled riders. It seems oddly populated for this time of day; perhaps the lunch rush happens late here.
- The Eastside, an inn that resembles several small houses built into a single common space through narrow connecting hallways.
As you all ride into town, the populace is out and about, going about their days. There's odd sets of footprints here and there, not leading to anywhere in particular, but that's likely the result of the people walking about. A boy in heavy winter clothes stands on a wooden box and shouts the news of the day as people pass by. When you approach, the boy cries, "The gemstone mine is closed because of monsters. Speaker Oarus Masthew offering fifty gold coins to anyone who clears it out!"
Morkeleb will flip a silver coin to the young lad and say, “Take us to the Speaker, boy, and quick!”
The kid catches the coin eagerly. “Yes sir, follow me.” He hops off his box and leads you towards the Blue Clam. As you approach, two bundled up figures are leaving and you catch a snippet of their conversation, “-easier if that sorceress had stuck around. Key behind the lock situation with her though.”
They stop as the newsboy runs up to them. The newsboy says a few words and gestures to the party, then steps aside.
The larger of the two figures pulls his scarf down, revealing a pair of shaved down tusks. The half orc greets you merrily.
”I’m Oarus Masthew. I hear you asked to see me after hearing about the mines. You certainly look like the adventurous sort. Good men. Here’s the situation. A group of kobolds snuck into one of our largest gem mines recently, and it’s too dangerous for us to send our miners down with them in there. The money’s for getting rid of them so our workers can get back to their jobs. There was also a single man, half-orc fellow named Voran, who went missing down there just a few days before. He’s probably dead with how long he’s been missing for, rest his soul, but any information is appreciated on that front. The miners worry he could have run into something crawling up from the Underdark, but I think it’s more likely he had an accident on the edge of the central mineshaft.
i care less about how you do the job than I do that it gets done. The reward’s 50 gold, but if the kobolds have knocked any gems loose, I’ll let you keep what you find down there. What do you fine men say to that?”
His booming voice drips with an almost forced authority. He offers a handshake to whoever is standing closest to him as he finishes his rundown.
Jar looks to the group for some kind of acceptance. Seeing that he would shake on the deal.
D&D since 1984
Morkeleb is also on board but he adds,
“Forgive me, but I couldn’t help but overhear mention of a sorceress. We’ve had some run-ins with magical types and I was hoping you could tell us more about this person? By the way, I’m Morkeleb, Scion of the proud Vexashene dragons.”