There's a terrible moment where you can feel the water in the boat reaching your ankles as the creature considers the suggestion. Finally, it greedily gobbles up the fishing haul offered, almost taking Morkeleb's hand in the process. "I'll give you six nights of peace. If you can really ensure Ravisin never takes this away in that time, I'll be in your debt. If not, I'll have to get much more aggressive with these boats to make up for lost time. I'm not sure where he is now, but it happened in the shallows near another town, off that way. I will swim near here at noon each day. Bring me proof by noon on the seventh day."
The creature tilts its head to indicate a direction. The locals among you surmise it is indicating the town of Lonelywood. It gives each of you one last look, studying your faces, before sinking beneath the water once again. No further attack comes, though you'll need to make a choice about which way to go as you try to bail out the boat. As this all occurred near the middle of the lake, you can estimate that, at the speed you rowed out here, it would take about 2.5 hours to reach Lonelywood, 1.5 hours to return to Bremen, or 1.5 hours to reach Termelaine, another town on the water from which Lonelywood is walkable.
Morkeleb agrees with the plan to go to Lonelywood immediately.
Once they are out of apparent earshot of the creature, he will speak with the others in a low voice,
“Well, we haven’t exactly slain the beast, but I’m not sure if we even could. It’s intelligent, and could just swim away if we harmed it enough. I like this plan of making a pact with it. Though I fear what proof we may need to bring back to the thing to secure its confidence — Ravisin’s head, maybe? But if he’s going around convincing monsters to ‘starve out’ the Ten Towns then it seems that that will be no great crime, the killing of this villain.”
Nox leaning back on the rails of the ships says, "I agree with the big guy, this Ravisin character is clearly malicious if he's making animals attack innocent people. Hell, how do we know that this is the only time he's done this sort of thing? It should be easy to get proof of his demise since I feel like the creature should recognize him well enough."
Alright. As the group heads off, I’ll need your choice of athletics or survival checks as you bail out the bot during your travels, since you opted for the longest route.
Morkeleb diligently bales water out of the boat as they row to the new town, muttering prayers to infuse himself with magic (guidance) as it would be quite the opposite of glorious to drown in the lake, or even emerge sopping to shore without a boat, quite unlike a hero.
Utilizing his previous sailing experience, Nox prioritizes baling out the vessel with Morkeleb as quickly as possible in order to prevent the boat from capsizing. Even with his heritage, the water that he comes in contact with still chills him to the bone.
With a high group average, the four of you are somehow able to get the damaged boat to Lonelywood. You boots are soaking wet, the wood looks to be water damaged, and its been a literally chilling ordeal, but you make it to shore without sinking. And you do make it to the shore, as it is immediately obvious that something has ravaged the village's docks. It almost looks as though a bull just ran through the posts and tried to destroy as much of it as possible, leaving a mess of driftwood that can hardly be called a dock anymore, given the removal of boats by the villagers lucky enough to have theirs spared.
Lonelywood is a quiet loggers town. Its residents have the antisocial reputation the name would suggest, given its presence at the farthest corner of Ten-Towns. Close examination of the old buildings in town (and the remains of the docks) show carvings of dragons, lions, and goats in arbitrary locations. The village largely consists of smaller buildings huddled together in a phalanx that keeps out the thick forest looming just over the town line. The majority of the village is residential, and there's hardly an inn in a place that gets so few travelers. Of the major locations a visitor might attend:
- The Happy Scrimshander: A little shop near the dock's remains, which seems to have been spared the destruction.
- The Lucky Lair: The sole tavern present in such a small place.
- Ramshackle: An aptly named building that appears to be closed down. A peak through the windows would reveal lumber, lumber, and more lumber.
- The Town Speaker's Home: A residence that is slightly larger than the others, vertically speaking.
As the party runs aground, boots soaked and boat looking worse for the wear, they find themselves on the shore of this tiny village on the edge of the world. Having grown used to the constant nighttime, you wager it's around 3 PM when you plant your feet on solid ground. There is a small handful of people about, but the town's streets are largely deserted.
Morkeleb agrees with Jar. “You speak much sense.” In the way there, he would like to flag someone down and ask them what happened to the docks. If he’s able to converse with said person, he would also like to ask if this person knows a man named Ravisin.
Surprised by the sudden visitors, an individual so bundled up you can't tell exactly what they are stops, speaking in a muffled voice that you have to strain to make out. The only real descriptor that applies to their voice is "deep."
"That blasted moose ran through it yesterday. Bloody thing showed up when the entire hunting lodge was in the woods looking for it; you'd think it could <incomprehensible> or even think. Don't know any Ravisin."
“A moose, you say? And the entire hunting lodge was looking for it — why? By the way, my name is Morkeleb, Scion of the Vexashene, and these are Barnabus, Jar, and Nox. We are here to investigate and correct wrongdoings!”
His posture will straighten and voice deepen dramatically as he gets through this proclamation.
The individual tilts their head up to maintain eye contact. "It's been attacking the loggers for weeks. Wrote off the first attack because that's just an incident, but then there were more and you'd <incomprehensible> and think it was developing a taste for flesh at this point. Damned albino will be the death of this us if it isn't caught. Can hardly get a shipment over to Termalaine safely for trade. Not that they're doing so well with their lizard problems and <incomprehensible> weirdo visitors."
They wave their sleeved hands dismissively, "Not you of course. You're weird because you must have swum across the lake."
Morkeleb will mutter to Jar, “Something tells me the two incidents might be related. An antagonistic moose killing people? It’s like Nox said, back in the boat, this Ravisin character may be stirring up more animals to cause trouble.”
To the Lonelywood citizen Morkeleb will offer a laugh. “Swum? No. Our vessel was damaged … by ice floes … and it took on water. It’s down at the docks still, though I’m afraid in poor condition.”
Morkeleb takes note of the mention of trouble in Termalaine. He’ll want to look into that more, once the current issue, or issues, are resolved.
Barnabus agrees with Morkeleb, "Aye especially when you add in the Lizards at Termalaine. Perhaps we should develop a time line for these instances. Targos could be next."
There's a terrible moment where you can feel the water in the boat reaching your ankles as the creature considers the suggestion. Finally, it greedily gobbles up the fishing haul offered, almost taking Morkeleb's hand in the process. "I'll give you six nights of peace. If you can really ensure Ravisin never takes this away in that time, I'll be in your debt. If not, I'll have to get much more aggressive with these boats to make up for lost time. I'm not sure where he is now, but it happened in the shallows near another town, off that way. I will swim near here at noon each day. Bring me proof by noon on the seventh day."
The creature tilts its head to indicate a direction. The locals among you surmise it is indicating the town of Lonelywood. It gives each of you one last look, studying your faces, before sinking beneath the water once again. No further attack comes, though you'll need to make a choice about which way to go as you try to bail out the boat. As this all occurred near the middle of the lake, you can estimate that, at the speed you rowed out here, it would take about 2.5 hours to reach Lonelywood, 1.5 hours to return to Bremen, or 1.5 hours to reach Termelaine, another town on the water from which Lonelywood is walkable.
"I say let's go to Lonelywood and get this out of the way." Jar suggests.
D&D since 1984
Morkeleb agrees with the plan to go to Lonelywood immediately.
Once they are out of apparent earshot of the creature, he will speak with the others in a low voice,
“Well, we haven’t exactly slain the beast, but I’m not sure if we even could. It’s intelligent, and could just swim away if we harmed it enough. I like this plan of making a pact with it. Though I fear what proof we may need to bring back to the thing to secure its confidence — Ravisin’s head, maybe? But if he’s going around convincing monsters to ‘starve out’ the Ten Towns then it seems that that will be no great crime, the killing of this villain.”
Nox leaning back on the rails of the ships says, "I agree with the big guy, this Ravisin character is clearly malicious if he's making animals attack innocent people. Hell, how do we know that this is the only time he's done this sort of thing? It should be easy to get proof of his demise since I feel like the creature should recognize him well enough."
"Then we should be off." Jar starts to row again.
D&D since 1984
Alright. As the group heads off, I’ll need your choice of athletics or survival checks as you bail out the bot during your travels, since you opted for the longest route.
"Get me off this rolling bucket and I'll take care of this Ravisin." growls Barnabus clearly not liking their current location.
**This Space for Rent**
Athletics 19 (1 from guidance)
Morkeleb diligently bales water out of the boat as they row to the new town, muttering prayers to infuse himself with magic (guidance) as it would be quite the opposite of glorious to drown in the lake, or even emerge sopping to shore without a boat, quite unlike a hero.
21 for Athletics.
Utilizing his previous sailing experience, Nox prioritizes baling out the vessel with Morkeleb as quickly as possible in order to prevent the boat from capsizing. Even with his heritage, the water that he comes in contact with still chills him to the bone.
13 for Jar's Athletics
D&D since 1984
Athletics;11
Barnabus slips and falls down about as much as he bails water.
**This Space for Rent**
With a high group average, the four of you are somehow able to get the damaged boat to Lonelywood. You boots are soaking wet, the wood looks to be water damaged, and its been a literally chilling ordeal, but you make it to shore without sinking. And you do make it to the shore, as it is immediately obvious that something has ravaged the village's docks. It almost looks as though a bull just ran through the posts and tried to destroy as much of it as possible, leaving a mess of driftwood that can hardly be called a dock anymore, given the removal of boats by the villagers lucky enough to have theirs spared.
Lonelywood is a quiet loggers town. Its residents have the antisocial reputation the name would suggest, given its presence at the farthest corner of Ten-Towns. Close examination of the old buildings in town (and the remains of the docks) show carvings of dragons, lions, and goats in arbitrary locations. The village largely consists of smaller buildings huddled together in a phalanx that keeps out the thick forest looming just over the town line. The majority of the village is residential, and there's hardly an inn in a place that gets so few travelers. Of the major locations a visitor might attend:
- The Happy Scrimshander: A little shop near the dock's remains, which seems to have been spared the destruction.
- The Lucky Lair: The sole tavern present in such a small place.
- Ramshackle: An aptly named building that appears to be closed down. A peak through the windows would reveal lumber, lumber, and more lumber.
- The Town Speaker's Home: A residence that is slightly larger than the others, vertically speaking.
As the party runs aground, boots soaked and boat looking worse for the wear, they find themselves on the shore of this tiny village on the edge of the world. Having grown used to the constant nighttime, you wager it's around 3 PM when you plant your feet on solid ground. There is a small handful of people about, but the town's streets are largely deserted.
"We should go to the Inn or tavern and get dried off." Jar suggests
D&D since 1984
Morkeleb agrees with Jar. “You speak much sense.” In the way there, he would like to flag someone down and ask them what happened to the docks. If he’s able to converse with said person, he would also like to ask if this person knows a man named Ravisin.
Surprised by the sudden visitors, an individual so bundled up you can't tell exactly what they are stops, speaking in a muffled voice that you have to strain to make out. The only real descriptor that applies to their voice is "deep."
"That blasted moose ran through it yesterday. Bloody thing showed up when the entire hunting lodge was in the woods looking for it; you'd think it could <incomprehensible> or even think. Don't know any Ravisin."
Morkeleb is a bit surprised.
“A moose, you say? And the entire hunting lodge was looking for it — why? By the way, my name is Morkeleb, Scion of the Vexashene, and these are Barnabus, Jar, and Nox. We are here to investigate and correct wrongdoings!”
His posture will straighten and voice deepen dramatically as he gets through this proclamation.
The individual tilts their head up to maintain eye contact. "It's been attacking the loggers for weeks. Wrote off the first attack because that's just an incident, but then there were more and you'd <incomprehensible> and think it was developing a taste for flesh at this point. Damned albino will be the death of this us if it isn't caught. Can hardly get a shipment over to Termalaine safely for trade. Not that they're doing so well with their lizard problems and <incomprehensible> weirdo visitors."
They wave their sleeved hands dismissively, "Not you of course. You're weird because you must have swum across the lake."
"After we take care of the first problem we can probably take care of a wayward moose." Jar adds
D&D since 1984
Morkeleb will mutter to Jar, “Something tells me the two incidents might be related. An antagonistic moose killing people? It’s like Nox said, back in the boat, this Ravisin character may be stirring up more animals to cause trouble.”
To the Lonelywood citizen Morkeleb will offer a laugh. “Swum? No. Our vessel was damaged … by ice floes … and it took on water. It’s down at the docks still, though I’m afraid in poor condition.”
Morkeleb takes note of the mention of trouble in Termalaine. He’ll want to look into that more, once the current issue, or issues, are resolved.
Barnabus agrees with Morkeleb, "Aye especially when you add in the Lizards at Termalaine. Perhaps we should develop a time line for these instances. Targos could be next."
**This Space for Rent**