Alton nods, “Balassar right. We should be getting back to Felderwin to at least finish our job with them. Oh, I’ve got a new spell I want to try out before we leave.” Alton gathers up his family and extends the invite to join to Balassar and Silent as well; along with grabbing a short piece of copper wire. Once everyone is together, he rubs his hands excitedly, “Alright, I’m not sure how this works but I think I can talk to Nara or anyone I know for a brief moment.” Alton clears his throat and stretching the copper wire between his hands, holds it up close to his mouth as he casts sending. “Nara, it’s me, Alton. I’m home with Ma, Pa, and Balto. We are all good and hope you are too. Write home when you can.” Then he tucks the wire away into his pocket.
Rollback Post to RevisionRollBack
Be excellent to each other, and roll for initiative dudes!
Alton, you are putting away your wire as you hear Nara's voice in your head; somehow it's definitely her voice, even though you cannot actually hear anything: Alton! What? How? This is magic! You are so skilled now. It's good to hear your voice. Take care of everyone, and tell them I...
The message cuts off.
You make your farewells to Alton's family, I assume?
Alton jumps a little, more out of surprise than being startled, as he hears Nara’s voice in his head. “Sounds like Nara is alright. Unfortunately, the message cut out but I think that was the limit of the spell. Though, she does say she loves and misses everyone.”
Once all of his friends are ready, Alton says bye to his family and gives them all hugs; letting them know he’ll keep in touch when he can.
Rollback Post to RevisionRollBack
Be excellent to each other, and roll for initiative dudes!
It's a fond farewell, and in some ways less emotional and difficult than last time. Now that you have returned once, your family has more confidence that you will return again. Your parents warn you to stay safe, and to stick with your friends and never face the world alone. It's not easy to wave goodbye to them, but the whole family walks with you to the edge of the little village to say goodbye.
(If Silent and Balassar have any words of farewell to say, let me know.)
It takes two days to travel to Felderwin, along well-travelled and well-patrolled roads; there are no dangers to encounter, or so it seems. Ghost rejoins you, looking happy and well-fed; it seems there was good hunting to be had in the woods, and he doesn't seem to be too worried now at the increasing number of travellers you meet on the roads, though he sticks close by your side, closer still as you come near to the town.
Near sunset on your second night of travelling, you see up ahead the town of Felderwin. Where will you head? And will you take Ghost inside, and if not, what will you do with him? There are no wild areas around here; only well-tended farms and little groups of farmhouses.
Silent makes a point to shake hands with every member of Alton's family at the edge of the village. Thanks for reminding me what a family can be. I'd say I'd take care of Alton but I reckon he'll be the one watching my back more often. Still, I'll do what I can.
Once they reach Felderwin, Silent stows his weapons and asks the others, Where to, lads? The Lawmaster released us, far as I remember. Wanna see if they got more work for us, or do we have other business?
This post has potentially manipulated dice roll results.
Alton gives Ghost reassuring pets and telling him he is a good boy as he seems more comfortable around travelers. He will also try to see if he can keep Ghost calm as they get closer to Felderwin proper. Animal Handling: 10
Alton chuckles, “I think you’re getting ahead of yourself Silent. We should find a place to stow our horses and cart; along with a place to sleep for tonight. Then we can figure out what to do tomorrow, probably talk with the Lawmaster.”
Rollback Post to RevisionRollBack
Be excellent to each other, and roll for initiative dudes!
(You need to decide what to do with Ghost before entering. You can set him loose, try to find a place for him to stay safely, or try to persuade him to come along - though that last one is not going well.)
This post has potentially manipulated dice roll results.
Balassar will just look at Ghost and hold out some rations as he points to the town "Come on boy, its not that bad. I'll even get you a steak if you come in." he follows it up by trying to make a gesture that even Ghost would understand for chunk of meat.
Balassar, Ghost whines; his ears flatten against his head, and he backs away. You don't think you can persuade him to come into town. You will need to find an alternative.
Alton tugs on Balassar’s armor to get his attention, “Let’s see if we can find a place to hold up our horses and cart out here and see if we can have Ghost guard the cart. It doesn’t seem like he is ready to go into big towns just yet.”
Rollback Post to RevisionRollBack
Be excellent to each other, and roll for initiative dudes!
Okay, let me know what kind of place you're looking for, and how you're searching (e.g. Perception to look around, or Persuasion to ask people). You can roll with advantage, as you're working together.
This post has potentially manipulated dice roll results.
Alton will flag down someone that is passing by and ask, “Hi, excuse me, but do you know of a good place that can board our horses, cart, and dog? Preferably on the outskirts of town. Our dog doesn’t do well with large crowds of people.”
Well, friend, that's a wolf right there that you've got, but I guess if he's friendly we can stick him in our barn. The person you're speaking to is a middle-aged halfling woman who's eyeing Ghost in an amiable manner. If he eats any of my grandkids, I won't be very happy with you, mind. And you'll need to come back to feed him and let him out every day before he goes stir crazy and all. How long will this be for?
The woman's name is Juniper, and her farm is about thirty minutes' walk from the edge of Felderwin; she asks for a silver a night for putting up the wolf. You're not sure how well Ghost will take to being locked up in a barn, but you can take her up on her offer or look for something else.
You escort the skittish Ghost to the nearby farm and into the barn. As you start to leave, he whines a little. You can make an Animal Handling check to try to sooth him, but you get the sense that more than a day in this environment will cause him to panic. One of you can stay with him if you wish, and I assume you will leave plenty of food. Anything else you want to do to help this work?
Once Ghost is secured, you can enter Felderwin. It's now after sunset - what would you like to do?
Rollback Post to RevisionRollBack
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Balassar just nods as the other talk "Pry best to get back to Felderwin."
Alton nods, “Balassar right. We should be getting back to Felderwin to at least finish our job with them. Oh, I’ve got a new spell I want to try out before we leave.” Alton gathers up his family and extends the invite to join to Balassar and Silent as well; along with grabbing a short piece of copper wire. Once everyone is together, he rubs his hands excitedly, “Alright, I’m not sure how this works but I think I can talk to Nara or anyone I know for a brief moment.” Alton clears his throat and stretching the copper wire between his hands, holds it up close to his mouth as he casts sending. “Nara, it’s me, Alton. I’m home with Ma, Pa, and Balto. We are all good and hope you are too. Write home when you can.” Then he tucks the wire away into his pocket.
Be excellent to each other, and roll for initiative dudes!
Alton, you are putting away your wire as you hear Nara's voice in your head; somehow it's definitely her voice, even though you cannot actually hear anything: Alton! What? How? This is magic! You are so skilled now. It's good to hear your voice. Take care of everyone, and tell them I...
The message cuts off.
You make your farewells to Alton's family, I assume?
Alton jumps a little, more out of surprise than being startled, as he hears Nara’s voice in his head. “Sounds like Nara is alright. Unfortunately, the message cut out but I think that was the limit of the spell. Though, she does say she loves and misses everyone.”
Once all of his friends are ready, Alton says bye to his family and gives them all hugs; letting them know he’ll keep in touch when he can.
Be excellent to each other, and roll for initiative dudes!
It's a fond farewell, and in some ways less emotional and difficult than last time. Now that you have returned once, your family has more confidence that you will return again. Your parents warn you to stay safe, and to stick with your friends and never face the world alone. It's not easy to wave goodbye to them, but the whole family walks with you to the edge of the little village to say goodbye.
(If Silent and Balassar have any words of farewell to say, let me know.)
It takes two days to travel to Felderwin, along well-travelled and well-patrolled roads; there are no dangers to encounter, or so it seems. Ghost rejoins you, looking happy and well-fed; it seems there was good hunting to be had in the woods, and he doesn't seem to be too worried now at the increasing number of travellers you meet on the roads, though he sticks close by your side, closer still as you come near to the town.
Near sunset on your second night of travelling, you see up ahead the town of Felderwin. Where will you head? And will you take Ghost inside, and if not, what will you do with him? There are no wild areas around here; only well-tended farms and little groups of farmhouses.
Silent makes a point to shake hands with every member of Alton's family at the edge of the village. Thanks for reminding me what a family can be. I'd say I'd take care of Alton but I reckon he'll be the one watching my back more often. Still, I'll do what I can.
Once they reach Felderwin, Silent stows his weapons and asks the others, Where to, lads? The Lawmaster released us, far as I remember. Wanna see if they got more work for us, or do we have other business?
Alton gives Ghost reassuring pets and telling him he is a good boy as he seems more comfortable around travelers. He will also try to see if he can keep Ghost calm as they get closer to Felderwin proper.
Animal Handling: 10
Alton chuckles, “I think you’re getting ahead of yourself Silent. We should find a place to stow our horses and cart; along with a place to sleep for tonight. Then we can figure out what to do tomorrow, probably talk with the Lawmaster.”
Be excellent to each other, and roll for initiative dudes!
Alton, Ghost does not get calmer, and seems very unwilling to enter the town.
Balassar shakes hands with Alton's family, giving hugs if any wish "Thanks for the kindness."
-----------------------------------------
As they approach Felderwin he just shrugs "A little late to go see any jobs, wanna hit up the tavern and get some rest?"
(You need to decide what to do with Ghost before entering. You can set him loose, try to find a place for him to stay safely, or try to persuade him to come along - though that last one is not going well.)
Balassar will just look at Ghost and hold out some rations as he points to the town "Come on boy, its not that bad. I'll even get you a steak if you come in." he follows it up by trying to make a gesture that even Ghost would understand for chunk of meat.
OOC:
In case needed:
animal handling: 15
Balassar, Ghost whines; his ears flatten against his head, and he backs away. You don't think you can persuade him to come into town. You will need to find an alternative.
Alton tugs on Balassar’s armor to get his attention, “Let’s see if we can find a place to hold up our horses and cart out here and see if we can have Ghost guard the cart. It doesn’t seem like he is ready to go into big towns just yet.”
Be excellent to each other, and roll for initiative dudes!
Balassar nods "Sounds like a plan."
Okay, let me know what kind of place you're looking for, and how you're searching (e.g. Perception to look around, or Persuasion to ask people). You can roll with advantage, as you're working together.
Alton will flag down someone that is passing by and ask, “Hi, excuse me, but do you know of a good place that can board our horses, cart, and dog? Preferably on the outskirts of town. Our dog doesn’t do well with large crowds of people.”
Persuasion: 26.
Be excellent to each other, and roll for initiative dudes!
Well, friend, that's a wolf right there that you've got, but I guess if he's friendly we can stick him in our barn. The person you're speaking to is a middle-aged halfling woman who's eyeing Ghost in an amiable manner. If he eats any of my grandkids, I won't be very happy with you, mind. And you'll need to come back to feed him and let him out every day before he goes stir crazy and all. How long will this be for?
The woman's name is Juniper, and her farm is about thirty minutes' walk from the edge of Felderwin; she asks for a silver a night for putting up the wolf. You're not sure how well Ghost will take to being locked up in a barn, but you can take her up on her offer or look for something else.
Alton looks to Balassar, "What do you think about this?"
Be excellent to each other, and roll for initiative dudes!
Balassar just looks at the offered space and nods "Should be fine...I think. Don't think it should be to long maybe a day or two?"
You escort the skittish Ghost to the nearby farm and into the barn. As you start to leave, he whines a little. You can make an Animal Handling check to try to sooth him, but you get the sense that more than a day in this environment will cause him to panic. One of you can stay with him if you wish, and I assume you will leave plenty of food. Anything else you want to do to help this work?
Once Ghost is secured, you can enter Felderwin. It's now after sunset - what would you like to do?