Feldspar asks Drusk if he has any way to divine a more precise location of a centuries-old expedition’s remains, than just somewhere in a mountain range.
She’s a little confused why no one else seems to be skeptical that it will be unfindable.
Mary scoffs at Spar's skepticism. "Surely you do not think I would hare off to the mountains without a plan or a destination? We have the location of a set of caverns Kwalish is said to have explored for a fabled city of glass, called Daoine Gloine." She taps her side, where an ornate scroll case hangs. "This was the expedition from which he did not return."
Rollback Post to RevisionRollBack
ey/em/eirs, or they/them works, too (just not he). Role-playing since that keep on those borderlands. I love it so.
Drusk to Mary: "We certainly hoped you had more information. But we have run into those who claim much and failed to deliver. You have been stingy with details so far, so you can't blame us for wondering if you knew what you were doing."
To Feldspar: "If cleric spells were enough to solve the expedition, it would have been done long before. I'll use Commune (3 yes/no questions) if we need to narrow our choices, so that will help. I'm reluctant to cast it more than once a day, as subsequent divine connections get weaker, increasing the chance for signal error."
Drusk will consult with Jorin about survival clothing and equipment for the mountains.
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
Mary listens to Drusk and waves like this is no concern. A tarot deck floats by, slowly orbiting her body. "I have my own divination skills, and I am confident in our path. There is no cause for concern."
Rollback Post to RevisionRollBack
ey/em/eirs, or they/them works, too (just not he). Role-playing since that keep on those borderlands. I love it so.
Oh yes, Jorin is more than happy to go on about what sort of gear the group might need - Heavy winter parkas and pants, preferably made from the furs of artic wolves or crag cats. Something to wrap the face, covering the mouth and nose, to keep warm air going into the body, the soft hide of a snow hare is excellent for this. Climbing gear, more than usual rations...and on and on
Snapping his book shut, Hildigrim smiles at the Cartophile. "We'll be off," he says. He gives the gnome a less grand, but still honorific bow. "It was a great pleasure to meet you. I look forward to the next." Turning to look at the others, including Mary, he nods. "Let's get back. I have but little time to search my library for anything helpful. You two may be content to throw questions into the unknown with the hopes of gods and the stars to guide you, but I prefer experience and knowledge."
The group returns to the Road's End, where the evening service is being readied. Mary looks at the crowd, the hoi polloi, with more than a little distaste, and takes it upon herself to return to the upstairs, where you originally met her. Fanny moves to intervene, but at a look from Mary, desists, giving you all an apologetic shrug. Mortimer follows Mary upstairs.
She will stay a short while to discuss provisioning.
Her plan is to take the overland route along the Long Road, through Triboar, to Mirabar. The group will provision mountain and cold weather gear in Mirabar, as it will be more plentiful (and cheaper) there. This route would take the party past the site of their first adventure together. She is content to walk, though she can provide for horses (with the intent being to re-sell them in Mirabar, as they will be no good in the mountain passes).
You should decide if you want to take this route, or another, and what you want to provision for this first leg of the trip (all routes will lead to Mirabar).
As for supplies, we can stipulate that in Mirabar you will get cold weather gear, mountain gear, camping gear, ropes, grappling hooks, etc., etc. I'm much more interested in whether you try to provision something more interesting or less obvious. Let me know (or let Mary know, if you want her to buy it for you).
Jorin would suggest horses for the first leg of the trip, as journeying through the mountains will be physically difficult, so being rested from Mirabar out would be good. As far as non-obivous provisions - in Waterdeep we might be able to collect helpful potions (ie, climbing, or warmth if such a thing exists).
If we took the High Road up to Luskan and then went northeast on the Blackford Road, there's a cute settlement about halfway between Neverwinter and Luskan we could visit. The proprietor of the tavern — Dirk Seldom — would absolutely captivate Hildi.
Hey, DM, can I roll to find anything that might be helpful in the "We didn't think about buying that" realm in my library before we leave?
(Ha! And I would be tempted to play another character of mine!)
I'm intrigued, DDP. How about this? Roll 4 separate d100s, and I will tell you what you find as you scour your library, now that you know your destination. Can't guarantee it will be useful information, but you never know.
Rollback Post to RevisionRollBack
ey/em/eirs, or they/them works, too (just not he). Role-playing since that keep on those borderlands. I love it so.
(Oh my goodness gracious, and I would LOVE to see what that character is up to, and if she's got any short friends still hanging about her. I still have a draft of a wrap-up post that I never finished...)
Feldspar stays a little quiet during the preparations. She does look around for a heavier crossbow that might be able to fire a grappling hook on a rope, in case that becomes useful in the mountains. Plenty of extra rope and rations for the bag of holding. Some ice axes for when ice or scree don't allow her slippers to effectively grab the ground. She spends more time talking with Drusk and Jorin, and Hildigrim when he is not busy. She's not talking to Mary very much.
Drusk to Feldspar: “You should try to cooperate with Mary. I’m not saying to fake friendship or anything, but traveling through the northern mountains sounds dangerous enough even for a well-coordinated group. We shouldn’t make the situation any more difficult than necessary.”
Drusk grabs one of the bowls on the table. The bowls hold various kinds of seasoned nuts, but this one has one of Pascal’s special spice blend. It is only a trick of the light, but the bowl looks melted and glowing from the red pepper powder on the nuts.
He slides it to Feldspar, with a slight grin. “Maybe Mary would like a snack.”
Rollback Post to RevisionRollBack
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
Hildigrim spends the evening (save for taking a break to eat supper and then an after-supper snack) searching his library for information concerning the frozen north, Kwalish, and anything else that caught his attention during the conversation with the Cartophile. He finds a few tidbits — not as much as he had hoped — and goes to bed at a reasonable hour to make sure he's well rested. Snow seems to appear in all of his dreams that night. The next morning, he packs his things, double checks the bag of holding, and then heads downstairs for breakfast.
Mary left with your requirements well before evening yesterday. She shows up at the Road's End just after breakfast, and though she has nothing special with her, she assures you that horses and the equipment you wanted for this point if your trip are waiting at the North Gate. She did secure some cold weather clothing, because it will get chilly as you approach Mirabar, but reserved funds to buy actual mountain equipment there, where the quality will be higher, and (again) the prices will be lower.
Note: everyone gets Cold Weather Clothing (though technically not until you leave town, because it is waiting at the gate, but whatever).
Jorin is up early with the sun rise, he watches it from Quillary's roost and feels a touch of sadness that he won't be able to share his northern home with his friend. He spares just a moment to think on his friend and hope she is doing ok before heading down to join Hildigrim and the others for breakfast.
He eats a few of the peanuts before saying to Mary, , "These are good, you should take some. Their mouth warmness will be a blessing in the cold mountains." Then looks to Spar with a wink.
Drusk is fine with getting warmer clothing for the trip from Waterdeep, and later on getting the serious cold weather gear for the expedition itself. But he does make sure that it all gets the Jorin-seal-of-approval, because Mary might be buying stuff based on the designer reputation (or skimping on cost) rather than utility.
"Hildigrim, even if you didn't find much in your library, you can still chat about it to help pass the time during our journey to Mirabar."
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
With no serious disagreements about equipment or route, (and only a brief shudder at Jorin’s description of the appeal of “mouth warmness”) the group loads up their packs and equipment and heads to the North Gate, Mary (and Mortimer) leading. It is early yet, still several hours to midday, but the streets are already busy. Mary steers clear of the main thoroughfares, weaving her way through the back streets. She does not appear much more burdened for travel than she did for visiting in the city, no warm clothes, no large pack, no extra supplies. Maybe they are all waiting for her with the horses. Maybe she did not bring any. She is still wearing the reds of her dress and cloak, and her baubles and thingamagigs continue to float about her person, most of them chained to her by strands of steel or silver links.
The path takes you north through neighborhoods until you see the inner wall of the Field Ward rising in front of you. The Road’s End is actually pretty far north, so the trip does not take long. At the wall, Mary takes a left, and in a block or two you arrive at the Upper Towers, the gate that separates Waterdeep proper from the Field Ward, a messy, rough and tumble, mud and cattle sort of section of Waterdeep. The guards hardly look at you as you pass, the ground is soft, but not quite muddy.
Another few blocks and you arrive in the Northyard, an open courtyard right before the North Gate, the proper walls of Waterdeep stretching left and right. Stables and farriers and the smell of livestock surround you, as Mary tells you to “Wait here,” and moves to engage with one of the women at one of the stables. There is some nodding, and the woman disappears.
Mary returns, barely making eye contact. Mortimer is clearly nonplussed by the ruts and puddles, but keeps his bad mood to himself.
(Feel free to interact, here or on the walk, if you like. I’ll post again to move us along in a bit.)
Feldspar asks Drusk if he has any way to divine a more precise location of a centuries-old expedition’s remains, than just somewhere in a mountain range.
She’s a little confused why no one else seems to be skeptical that it will be unfindable.
Mary scoffs at Spar's skepticism. "Surely you do not think I would hare off to the mountains without a plan or a destination? We have the location of a set of caverns Kwalish is said to have explored for a fabled city of glass, called Daoine Gloine." She taps her side, where an ornate scroll case hangs. "This was the expedition from which he did not return."
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
Drusk to Mary: "We certainly hoped you had more information. But we have run into those who claim much and failed to deliver.
You have been stingy with details so far, so you can't blame us for wondering if you knew what you were doing."
To Feldspar: "If cleric spells were enough to solve the expedition, it would have been done long before.
I'll use Commune (3 yes/no questions) if we need to narrow our choices, so that will help.
I'm reluctant to cast it more than once a day, as subsequent divine connections get weaker, increasing the chance for signal error."
Drusk will consult with Jorin about survival clothing and equipment for the mountains.
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
Mary listens to Drusk and waves like this is no concern. A tarot deck floats by, slowly orbiting her body. "I have my own divination skills, and I am confident in our path. There is no cause for concern."
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
Oh yes, Jorin is more than happy to go on about what sort of gear the group might need - Heavy winter parkas and pants, preferably made from the furs of artic wolves or crag cats. Something to wrap the face, covering the mouth and nose, to keep warm air going into the body, the soft hide of a snow hare is excellent for this. Climbing gear, more than usual rations...and on and on
Snapping his book shut, Hildigrim smiles at the Cartophile. "We'll be off," he says. He gives the gnome a less grand, but still honorific bow. "It was a great pleasure to meet you. I look forward to the next." Turning to look at the others, including Mary, he nods. "Let's get back. I have but little time to search my library for anything helpful. You two may be content to throw questions into the unknown with the hopes of gods and the stars to guide you, but I prefer experience and knowledge."
The group returns to the Road's End, where the evening service is being readied. Mary looks at the crowd, the hoi polloi, with more than a little distaste, and takes it upon herself to return to the upstairs, where you originally met her. Fanny moves to intervene, but at a look from Mary, desists, giving you all an apologetic shrug. Mortimer follows Mary upstairs.
She will stay a short while to discuss provisioning.
Her plan is to take the overland route along the Long Road, through Triboar, to Mirabar. The group will provision mountain and cold weather gear in Mirabar, as it will be more plentiful (and cheaper) there. This route would take the party past the site of their first adventure together. She is content to walk, though she can provide for horses (with the intent being to re-sell them in Mirabar, as they will be no good in the mountain passes).
You should decide if you want to take this route, or another, and what you want to provision for this first leg of the trip (all routes will lead to Mirabar).
As for supplies, we can stipulate that in Mirabar you will get cold weather gear, mountain gear, camping gear, ropes, grappling hooks, etc., etc. I'm much more interested in whether you try to provision something more interesting or less obvious. Let me know (or let Mary know, if you want her to buy it for you).
See: interactive map of the Forgotten Realms. Scroll north to find Mirabar. https://www.aidedd.org/atlas/index.php?map=R&l=1
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
Jorin would suggest horses for the first leg of the trip, as journeying through the mountains will be physically difficult, so being rested from Mirabar out would be good. As far as non-obivous provisions - in Waterdeep we might be able to collect helpful potions (ie, climbing, or warmth if such a thing exists).
(Also, that Faerun map is awesome!)
If we took the High Road up to Luskan and then went northeast on the Blackford Road, there's a cute settlement about halfway between Neverwinter and Luskan we could visit. The proprietor of the tavern — Dirk Seldom — would absolutely captivate Hildi.
Hey, DM, can I roll to find anything that might be helpful in the "We didn't think about buying that" realm in my library before we leave?
(Ha! And I would be tempted to play another character of mine!)
I'm intrigued, DDP. How about this? Roll 4 separate d100s, and I will tell you what you find as you scour your library, now that you know your destination. Can't guarantee it will be useful information, but you never know.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
(Oh my goodness gracious, and I would LOVE to see what that character is up to, and if she's got any short friends still hanging about her. I still have a draft of a wrap-up post that I never finished...)
Feldspar stays a little quiet during the preparations. She does look around for a heavier crossbow that might be able to fire a grappling hook on a rope, in case that becomes useful in the mountains. Plenty of extra rope and rations for the bag of holding. Some ice axes for when ice or scree don't allow her slippers to effectively grab the ground. She spends more time talking with Drusk and Jorin, and Hildigrim when he is not busy. She's not talking to Mary very much.
Drusk to Feldspar: “You should try to cooperate with Mary. I’m not saying to fake friendship or anything, but traveling through the northern mountains sounds dangerous enough even for a well-coordinated group. We shouldn’t make the situation any more difficult than necessary.”
Drusk grabs one of the bowls on the table. The bowls hold various kinds of seasoned nuts, but this one has one of Pascal’s special spice blend. It is only a trick of the light, but the bowl looks melted and glowing from the red pepper powder on the nuts.
He slides it to Feldspar, with a slight grin. “Maybe Mary would like a snack.”
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
66
74
92
9
Hildigrim spends the evening (save for taking a break to eat supper and then an after-supper snack) searching his library for information concerning the frozen north, Kwalish, and anything else that caught his attention during the conversation with the Cartophile. He finds a few tidbits — not as much as he had hoped — and goes to bed at a reasonable hour to make sure he's well rested. Snow seems to appear in all of his dreams that night. The next morning, he packs his things, double checks the bag of holding, and then heads downstairs for breakfast.
Mary left with your requirements well before evening yesterday. She shows up at the Road's End just after breakfast, and though she has nothing special with her, she assures you that horses and the equipment you wanted for this point if your trip are waiting at the North Gate. She did secure some cold weather clothing, because it will get chilly as you approach Mirabar, but reserved funds to buy actual mountain equipment there, where the quality will be higher, and (again) the prices will be lower.
Note: everyone gets Cold Weather Clothing (though technically not until you leave town, because it is waiting at the gate, but whatever).
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
(Did she find a crossbow heavy enough to shoot a grappling hook and rope?)
She replies to Drusk, "I will do my best." She gives a grin when he hands her the bowl. "Would only be polite!"
When Mary arrives, she finds the bowl and asks around, "anybody want a peanut?" and looks at Mary with a polite smile.
Deception: 18
Mary does not even bother to reply, much less look at Spar. Mortimer does, but it is a very cat stare.
(She found a heavy crossbow and an extra light 50’ line of rope, add those. Whether it will work or not? I mean, a ballista would surely work…)
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
Jorin is up early with the sun rise, he watches it from Quillary's roost and feels a touch of sadness that he won't be able to share his northern home with his friend. He spares just a moment to think on his friend and hope she is doing ok before heading down to join Hildigrim and the others for breakfast.
He eats a few of the peanuts before saying to Mary, , "These are good, you should take some. Their mouth warmness will be a blessing in the cold mountains." Then looks to Spar with a wink.
Drusk is fine with getting warmer clothing for the trip from Waterdeep, and later on getting the serious cold weather gear for the expedition itself.
But he does make sure that it all gets the Jorin-seal-of-approval, because Mary might be buying stuff based on the designer reputation (or skimping on cost) rather than utility.
"Hildigrim, even if you didn't find much in your library, you can still chat about it to help pass the time during our journey to Mirabar."
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
With no serious disagreements about equipment or route, (and only a brief shudder at Jorin’s description of the appeal of “mouth warmness”) the group loads up their packs and equipment and heads to the North Gate, Mary (and Mortimer) leading. It is early yet, still several hours to midday, but the streets are already busy. Mary steers clear of the main thoroughfares, weaving her way through the back streets. She does not appear much more burdened for travel than she did for visiting in the city, no warm clothes, no large pack, no extra supplies. Maybe they are all waiting for her with the horses. Maybe she did not bring any. She is still wearing the reds of her dress and cloak, and her baubles and thingamagigs continue to float about her person, most of them chained to her by strands of steel or silver links.
The path takes you north through neighborhoods until you see the inner wall of the Field Ward rising in front of you. The Road’s End is actually pretty far north, so the trip does not take long. At the wall, Mary takes a left, and in a block or two you arrive at the Upper Towers, the gate that separates Waterdeep proper from the Field Ward, a messy, rough and tumble, mud and cattle sort of section of Waterdeep. The guards hardly look at you as you pass, the ground is soft, but not quite muddy.
Another few blocks and you arrive in the Northyard, an open courtyard right before the North Gate, the proper walls of Waterdeep stretching left and right. Stables and farriers and the smell of livestock surround you, as Mary tells you to “Wait here,” and moves to engage with one of the women at one of the stables. There is some nodding, and the woman disappears.
Mary returns, barely making eye contact. Mortimer is clearly nonplussed by the ruts and puddles, but keeps his bad mood to himself.
(Feel free to interact, here or on the walk, if you like. I’ll post again to move us along in a bit.)
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.