You rest the night together, for the last time in a while. You enjoy a meal, and the giants join; outside the rune-infused cave, Balassar loses his ability to understand giant, but the sense of welcome and friendship is still clear, even as you eat your meal in quiet or to the accompaniment of Alton and Silent from time to time.
The following morning, Wash and Trogdor head back to Rilt and then on to Felderwin to spread the news that the giants have returned to their more distant home, and that they are friendly and not to be considered a threat. You have a chance to make your goodbyes before they leave, though Wash promises that he will remain in Felderwin, if all goes to plan.
The next seven days soon enter into a routine. Balassar, you spend your days tracing and retracing runes. You even begin to get it right on occasion, and then more than occasionally. The elder giant is encouraging; you begin to learn a little more about her and the craft that she is teaching, an ancient one that only a few outside giantkind have learned. As you study using the giant language, you find that you are able to remember more and more even when you are outside the cave. And as the end of the week approaches, you feel confident in your new skills as you cast runes upon your objects, and those of Silent and Alton to demonstrate your new knowledge.
(Balassar now has full access to his new class features as a Rune Knight. By the end of the week, he is just about proficient in speaking the giant language, for game mechanics purposes, though I would say that he might struggle with some complex communication, at least until he gets more practice or can spend some downtime studying more.)
Alton, you go with Wash to Rilt at first, passing Gunit the Herder's shack on the way. Gunit has returned home, it seems, and he gives you your midday meal in exchange for the tale of what happened. In Rilt itself, the village leader, Hatta Croom, listens to what you have to say, and shrugs. If the giants plan to leave us alone, that'sgood, she says. Very glad to hear it. She writes a letter and hands it to Wash. Give this to the Lawmaster. I think he'll be happy enough.
Wash says goodbye to Alton, and begins the trek to Felderwin, Trogdor circling overhead and watching out for trouble. Alton, you head back up into the mountains, and reach the giants' cave before sunset.
Alton and Silent, you practice music for the rest of the week, which goes well, and a little magic, which goes better for Alton. You feel the spells are a long way off, but you enjoy the sensation of working with a new form of magic, one that will be very useful when you are able to master it.
Alton, you spend some time with your family's old map, but struggle to make any headway. It doesn't feel like the right environment to make progress - and perhaps you could find someone to assist? You do manage to learn the next song from the music box.
Silent, at nights you hear a low growling and muttering in your head while you sleep. The voice seems angry at first, though it calms as the days go by. You have the option to speak to it, if you wish.
The week comes to an end. It's morning. The two giants are packing up, having told you that they intend to return to their home cave and try to clear up whatever mess the goblins and bugbears made.
At some point during the week prior to the present day where the giants are packing up, Silent would like to attempt to communicate with the entity (which I think he would presume is imprisoned within the Soulkeeper).
He would also ask Alton about his music box (I imagine Alton might notice him taking a very keen interest in the tune he is learning, perking up when he overhears it). Hey, weird question mate - where'd you find that thing? The little music box, I mean.
Alton looks up from watching his finger placement on the lute, "I bought it back in Hupperdook. There is a shop filled with all sorts of trinkets like this. I actually got two music boxes. On plays just one song and this one plays three. I don't recognize this third song, so I'm learning it to play later. Maybe someone will notice it in a tavern we visit."
Rollback Post to RevisionRollBack
Be excellent to each other, and roll for initiative dudes!
Silent chuckles. Small world, eh? No mistakin' it, that tune was one o' my brother's old favourites. Never heard it outside Xhorhas, let alone in the heart of the Empire. Guess music might be the one thing that can bring people from across the borders together...
Alton plucks a few of the notes on his lute, "I guess that is why no one knows the song over here. It is a nice song though." He keeps playing along with the music box and Silent.
Also, one one of the days, Alton will take some time to figure out what the rune on his lute is for buy casting [spell]Identify[/skill].
Rollback Post to RevisionRollBack
Be excellent to each other, and roll for initiative dudes!
Silent is ready to head back to Felderwin. He inwardly considers whether it might be best for him to take this opportunity to leave the Empire and avoid returning to any potential conflicts with the starosta, but decides against this course of action.
This post has potentially manipulated dice roll results.
You head down the mountains, past the shepherd's hut, and into the village of Rilt. Several folk greet you, and they tell you the tale of the giants you saved and the gnolls you defeated, only substantially more outlandishly than you recall the events taking place. It seems the reputation of the Rilters for tall tales is well deserved, as you doubt Wash made any of the key embellishments. The dragon in the story might have had its origins in Trogdor, but there seems to be little justification for the addition of the dancing bears.
You still have plenty of time in the day, and so you continue on towards the main road, reaching it at sunset where you set up camp.
161
The night passes peacefully, and the next day you walk back along the road headed towards Felderwin.
112
You pass a troop of ten Crownsguard, headed off to the east, but you don't recognise them - you suspect they may not originally be from Felderwin, especially as there are no halflings in their number.
Around the middle of the day, you reach the small and seemingly quiet town of Felderwin once again, your adventure with the giants done. What would you like to do?
Silent grimaces. I say we get the meeting over with now, I ain't gonna be able to sleep too well until I know where his head is at. And if we can figure out what that starosta's been up to, so much the better.
The Lawmaster's office is open and you are shown in immediately by a guard who clearly recognises you all.
(You had horses, I think, which I forgot, so we will say that you travelled back on them and they are stabled once again at the inn where you have been staying. Remind me if I forget again!)
Please have a seat, the Lawmaster says, a smile on his face. Welcome back. Your friend Master Washburne has given me the details already. While I find the idea of living peacefully near to a group of giants rather strange, it seems the folk of Rilt are comfortable with the idea, having done so for many generations, and the avoidance of bloodshed is always to be desired. I'm delighted - this is a splendid outcome for all concerned. I hope the final negotiations with the giants went well; do let me know if there are any details I should be aware of. And thank you on behalf of the Empire.
He has three small pouches on his desk, and hands you each one of them. They each contain one hundred gold pieces.
Thanks to your friend's early arrival, I have been expecting your return and have had a chance to consider your next task. There is another mercenary group in town at the moment, and I have three tasks that need attention; I thought I would give you the first choice. Would you like to take a day to rest, or to discuss it now?
Well, first I'd suggest you take a rest for the remainder of the day. If you want to spend any of that money in town, I'm sure the Empire's economy will appreciate it. However, as for the tasks themselves, let me give you an outline. As I said, I have a choice of three for you. The ones you don't choose will be assigned to other mercenaries.
The first task is to escort a caravan of grain to the front. There will be Crownsguard with you, but you will be there to aid in the defence of the supplies. The caravan will be heading to Bladegarden, over two hundred miles away. The journey is likely to take around twelve days, and we will ask you to return with the emptied caravan as well. You won't be headed directly to the front, but you'll pass close enough that an attack from enemy forces is a risk, though bandits are the more likely concern.
The second is to deal with an escaped criminal. A likely murderer, in fact, from Deastock who was arrested and held in our jail awaiting trial, but escaped some months ago. Whether he is guilty of murder remains to be seen, but he is certainly a fugitive. We heard nothing of his whereabouts until three days ago, when one of my tax collectors caught a glimpse of him. She reported the matter to me, and I need someone to go, confirm her story, and arrest this man.
The third is a conflict between two families in a village to the south. It's something that's happened before, and we have to send a few Crownsguard down there every couple of years to sort out some quarrel or other between the Bennerans and the Otillers. So far, it's always worked out peacefully, but they're big families with some former soldiers in their numbers, so we always make sure we send a decent armed force. As for the quarrel, I don't know the details. Last time it was a bridge over the river that divides their land. The time before it was an elopement.
Any thoughts on which you'd prefer? You don't have to answer now, but it would be good to know before sunset today.
"I'm for any of them really. Balassar and I do have experience going after an escaped criminal though. Family disputes are not the greatest to get in-between. Someone usually comes out unhappy in the end."
Rollback Post to RevisionRollBack
Be excellent to each other, and roll for initiative dudes!
You rest the night together, for the last time in a while. You enjoy a meal, and the giants join; outside the rune-infused cave, Balassar loses his ability to understand giant, but the sense of welcome and friendship is still clear, even as you eat your meal in quiet or to the accompaniment of Alton and Silent from time to time.
The following morning, Wash and Trogdor head back to Rilt and then on to Felderwin to spread the news that the giants have returned to their more distant home, and that they are friendly and not to be considered a threat. You have a chance to make your goodbyes before they leave, though Wash promises that he will remain in Felderwin, if all goes to plan.
The next seven days soon enter into a routine. Balassar, you spend your days tracing and retracing runes. You even begin to get it right on occasion, and then more than occasionally. The elder giant is encouraging; you begin to learn a little more about her and the craft that she is teaching, an ancient one that only a few outside giantkind have learned. As you study using the giant language, you find that you are able to remember more and more even when you are outside the cave. And as the end of the week approaches, you feel confident in your new skills as you cast runes upon your objects, and those of Silent and Alton to demonstrate your new knowledge.
(Balassar now has full access to his new class features as a Rune Knight. By the end of the week, he is just about proficient in speaking the giant language, for game mechanics purposes, though I would say that he might struggle with some complex communication, at least until he gets more practice or can spend some downtime studying more.)
Alton, you go with Wash to Rilt at first, passing Gunit the Herder's shack on the way. Gunit has returned home, it seems, and he gives you your midday meal in exchange for the tale of what happened. In Rilt itself, the village leader, Hatta Croom, listens to what you have to say, and shrugs. If the giants plan to leave us alone, that's good, she says. Very glad to hear it. She writes a letter and hands it to Wash. Give this to the Lawmaster. I think he'll be happy enough.
Wash says goodbye to Alton, and begins the trek to Felderwin, Trogdor circling overhead and watching out for trouble. Alton, you head back up into the mountains, and reach the giants' cave before sunset.
Alton and Silent, you practice music for the rest of the week, which goes well, and a little magic, which goes better for Alton. You feel the spells are a long way off, but you enjoy the sensation of working with a new form of magic, one that will be very useful when you are able to master it.
Alton, you spend some time with your family's old map, but struggle to make any headway. It doesn't feel like the right environment to make progress - and perhaps you could find someone to assist? You do manage to learn the next song from the music box.
Silent, at nights you hear a low growling and muttering in your head while you sleep. The voice seems angry at first, though it calms as the days go by. You have the option to speak to it, if you wish.
The week comes to an end. It's morning. The two giants are packing up, having told you that they intend to return to their home cave and try to clear up whatever mess the goblins and bugbears made.
What would you like to do?
At some point during the week prior to the present day where the giants are packing up, Silent would like to attempt to communicate with the entity (which I think he would presume is imprisoned within the Soulkeeper).
He would also ask Alton about his music box (I imagine Alton might notice him taking a very keen interest in the tune he is learning, perking up when he overhears it). Hey, weird question mate - where'd you find that thing? The little music box, I mean.
Alton looks up from watching his finger placement on the lute, "I bought it back in Hupperdook. There is a shop filled with all sorts of trinkets like this. I actually got two music boxes. On plays just one song and this one plays three. I don't recognize this third song, so I'm learning it to play later. Maybe someone will notice it in a tavern we visit."
Be excellent to each other, and roll for initiative dudes!
Silent chuckles. Small world, eh? No mistakin' it, that tune was one o' my brother's old favourites. Never heard it outside Xhorhas, let alone in the heart of the Empire. Guess music might be the one thing that can bring people from across the borders together...
Alton plucks a few of the notes on his lute, "I guess that is why no one knows the song over here. It is a nice song though." He keeps playing along with the music box and Silent.
Also, one one of the days, Alton will take some time to figure out what the rune on his lute is for buy casting [spell]Identify[/skill].
Be excellent to each other, and roll for initiative dudes!
Alton, as you inspect the lute, you notice that the rune has disappeared at some point.
Is there anything else you want to accomplish during this week, or are you ready to head back to Felderwin? Or elsewhere?
Silent is ready to head back to Felderwin. He inwardly considers whether it might be best for him to take this opportunity to leave the Empire and avoid returning to any potential conflicts with the starosta, but decides against this course of action.
Are Alton and Balassar also ready to move on?
Alton is ready to go.
Be excellent to each other, and roll for initiative dudes!
Balassar is ready.
You head down the mountains, past the shepherd's hut, and into the village of Rilt. Several folk greet you, and they tell you the tale of the giants you saved and the gnolls you defeated, only substantially more outlandishly than you recall the events taking place. It seems the reputation of the Rilters for tall tales is well deserved, as you doubt Wash made any of the key embellishments. The dragon in the story might have had its origins in Trogdor, but there seems to be little justification for the addition of the dancing bears.
You still have plenty of time in the day, and so you continue on towards the main road, reaching it at sunset where you set up camp.
16 1
The night passes peacefully, and the next day you walk back along the road headed towards Felderwin.
11 2
You pass a troop of ten Crownsguard, headed off to the east, but you don't recognise them - you suspect they may not originally be from Felderwin, especially as there are no halflings in their number.
Around the middle of the day, you reach the small and seemingly quiet town of Felderwin once again, your adventure with the giants done. What would you like to do?
Alton looks up at his two companions, "Should we check in with the lawmaster to at let him know we are back? Or do we want to do that tomorrow?"
Be excellent to each other, and roll for initiative dudes!
Silent grimaces. I say we get the meeting over with now, I ain't gonna be able to sleep too well until I know where his head is at. And if we can figure out what that starosta's been up to, so much the better.
The Lawmaster's office is open and you are shown in immediately by a guard who clearly recognises you all.
(You had horses, I think, which I forgot, so we will say that you travelled back on them and they are stabled once again at the inn where you have been staying. Remind me if I forget again!)
Please have a seat, the Lawmaster says, a smile on his face. Welcome back. Your friend Master Washburne has given me the details already. While I find the idea of living peacefully near to a group of giants rather strange, it seems the folk of Rilt are comfortable with the idea, having done so for many generations, and the avoidance of bloodshed is always to be desired. I'm delighted - this is a splendid outcome for all concerned. I hope the final negotiations with the giants went well; do let me know if there are any details I should be aware of. And thank you on behalf of the Empire.
He has three small pouches on his desk, and hands you each one of them. They each contain one hundred gold pieces.
Thanks to your friend's early arrival, I have been expecting your return and have had a chance to consider your next task. There is another mercenary group in town at the moment, and I have three tasks that need attention; I thought I would give you the first choice. Would you like to take a day to rest, or to discuss it now?
Silent clinks the bag of gold appreciatively and says, Ain't no time like the present. What's the story?
Well, first I'd suggest you take a rest for the remainder of the day. If you want to spend any of that money in town, I'm sure the Empire's economy will appreciate it. However, as for the tasks themselves, let me give you an outline. As I said, I have a choice of three for you. The ones you don't choose will be assigned to other mercenaries.
The first task is to escort a caravan of grain to the front. There will be Crownsguard with you, but you will be there to aid in the defence of the supplies. The caravan will be heading to Bladegarden, over two hundred miles away. The journey is likely to take around twelve days, and we will ask you to return with the emptied caravan as well. You won't be headed directly to the front, but you'll pass close enough that an attack from enemy forces is a risk, though bandits are the more likely concern.
The second is to deal with an escaped criminal. A likely murderer, in fact, from Deastock who was arrested and held in our jail awaiting trial, but escaped some months ago. Whether he is guilty of murder remains to be seen, but he is certainly a fugitive. We heard nothing of his whereabouts until three days ago, when one of my tax collectors caught a glimpse of him. She reported the matter to me, and I need someone to go, confirm her story, and arrest this man.
The third is a conflict between two families in a village to the south. It's something that's happened before, and we have to send a few Crownsguard down there every couple of years to sort out some quarrel or other between the Bennerans and the Otillers. So far, it's always worked out peacefully, but they're big families with some former soldiers in their numbers, so we always make sure we send a decent armed force. As for the quarrel, I don't know the details. Last time it was a bridge over the river that divides their land. The time before it was an elopement.
Any thoughts on which you'd prefer? You don't have to answer now, but it would be good to know before sunset today.
What do you say, lads? I like the sound of a trip to Bladegarden, but you know more about the Crownsguard than I do.
"I'm for any of them really. Balassar and I do have experience going after an escaped criminal though. Family disputes are not the greatest to get in-between. Someone usually comes out unhappy in the end."
Be excellent to each other, and roll for initiative dudes!
Balassar just shrugs looking at his companions “Don’t like the idea of having to solve a family dispute. So I’m good with the fugitive or the trip.”
I'll cast my vote for Bladegarden, then. Little bit of sightseeing, eh?