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Post by zipp on Jan 6, 2009 23:51:45 GMT
These final days of Summer are cold and windy. The rains haven't yet broken over Sommerlund, but nonetheless, the sky on this particular night is a dismal blue-grey, cast through with a thin gradient of sickly orange from a harvest moon. The peasants call it "Ishir's Foulness," and it is a bad omen to begin any journey under its baleful light.
The inn of the Golden Axel, though in the upper class section of Holmgard, has seen better nights. Tonight the large dining room has been closed early, and the only seats remain at the bar. Five people sit there. One of them is a large and elderly merchant, eating bowl after bowl of stew, adding each to a small pile next to him with a belch as he finishes, then hastily ordering another. Not far from him sits a forlorn looking man with a mustache, who nurses a pint of ale. From what little conversation he's offered, he's apparently a mercenary just back from the Wildlands, hoping to find hire in Holmgard.
The other three each bear a letter stamped with the king's seal, placed in front of them upon the bar. This gives them free room and board for the night. It also serves to mark their group, for they are waiting for three more companions.
These letters said they were heading to the Wildlands to investigate the plague. It didn't mention the exact location. Were it to get around Holmgard that Oasis had possibly fallen prey to plague, panic could easily spread throughout the city.
The barman tried his best to appear friendly, but his unease at serving traveler's on such an ill-omened journey was palpable.
Welcome to your first scene! This is less of a scene proper and more of a chance to get the characters together and get us started.
The three investigators currently at the inn are Gregor, Owain, and Meldorac. The three you're waiting for are Bonnie, Michael, and an as-of-yet un-introduced NPC. Go ahead and role play some at this point. Bonnie and Michael, you can detail your arrival in any way you see fit. You'll be able to recognize who the other investigators are by their letters.
Which reminds me, everyone should add the letter of the King to their equipment. It takes up one slot.
I'll post again once all the characters are together.
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Post by Brother Owain on Jan 7, 2009 0:26:55 GMT
One of the letter-bearers, a clean-shaven, young Sommlending clad in white robes and armed only with a plain wooden quarterstaff, politely asks the barman for a jug of water before turning to his companions. "I do not believe we have been properly introduced, but we would appear to be here for the same purpose," he says with a smile. "I am Owain, a healer and servant of Ishir."
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Post by Gregor on Jan 7, 2009 8:11:02 GMT
Gregor stretches in his stool and takes a sip from his wine goblet.
"Greetings all. I am Gregor, of the Brotherhood of the Crystal Star."
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Post by Dirac Sil on Jan 7, 2009 18:12:11 GMT
The man at the bar is youthful in appearance, although his feature have a roughness that speaks of travel. He possesses plain traveller's clothing, and a travel-stained overcoat. He nods to those who have waled in, making a small gesture with his own letter.
He gives each person coming in a cursory glance, then goes back to speaking with the bartender - trying to discover if the offer of logdgings extends to a drink of ale or spirit.
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Post by zipp on Jan 7, 2009 21:00:47 GMT
The bartender tries to speak in a polite tone... it comes out halfway between a grunt and a noble tremelo.
"You've been given one night's board and lodging. That includes one meal (it's stew tonight) and a mug of ale or a glass of wine. I've also got some of the hard liqours, if you care to try some of that."
Feel free to order whatever you like, and you can assume the bartender gets it for you.
Because of the setting, I don't think money will come up that often in this adventure. So we're going to say that everyone has enough money to pay for whatever they want aside from what's being offered for free. Just make sure to RP your character's desire/restraint in spending. That's one less thing to constantly keep adjusting, anyways.
I'll give Michael and Bonnie some more time to post. If they haven't come in by this evening, I'll push us ahead.
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Post by Bonnie Sommer on Jan 7, 2009 22:19:41 GMT
Bonnie Sommer enters the Golden Axel. She's dressed like a border ranger. Slung over her back is a backpack and across her shoulder is a bow and quiver full with arrows.
She adjusts her blond hair. Her face is clean and she's wearing a discreet perfume. Her blue eyes looks around the inn. While well-kept and fit, she's left the teens several years ago.
She moves off towards the counter where she sees some men standing each of them displaying a sealed letter. She reaches for an inner-pocket and retrieves her own letter.
"Greetings," she says as she approaches the men by the counter.
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Post by zipp on Jan 7, 2009 22:57:37 GMT
For those wondering what the letters say, they are all identical, having been sent by the King to the various guilds of Sommerlund as part of him asking for assistance.
They basically give right of passage through any town or checkpoint and ask that any guards or guilds give sanctuary or provisions to the bearer. They also have a whole piece dedicated to the authorities of Oasis, explaining that the bearer is there on official business.
No mention is made of plague, lest they be seen by the wrong eyes. This is sensitive information, after all.
The only difference between the letters is that each has also been stamped by the guild/order the bearer belongs to and signed with the bearer's name to validate it. Thus, Bonnie's has been stamped by the military, Michael's has been stamped by the Herbalish, Owain's by his priestly order, Meldorac by the Royal Academy (as a scholar), and Gregor's by the Brotherhood.
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Post by Gregor on Jan 8, 2009 7:30:04 GMT
Gregor stands and raises his goblet in welcoming Bonnie. The wizard is dressed as expected by a Brother of the Crystal Star. His wizard robe hangs firmly around his frame, and the smile he gives through his bearded face is sincere. His dark eyes spark with knowledge and with a determination to learn more.
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Post by zipp on Jan 8, 2009 8:53:31 GMT
Sorry Michael, but I want to move us forward a bit, get us onto some of the meaty stuff. Whenever you next post, we'll consider that the point that you arrive at the inn. You got held up on the road or something, you can make up any excuse that seems appropriate.
The four of you make light conversation. Everyone seems friendly enough, but somewhat pre-occupied, no doubt with the task at hand. Also, you are expecting two more companions, and somehow it seems premature to talk much until they've arrived.
Next to your group, the elderly merchant has finished his fifth bowl of stew and started in on a Kidney pie for his desert. As he slurps and smacks his way through this meal, he starts to talk about his coming prospects in the Wildlands, apparently a place he's done good business every summer (not a lot of traders for the little villages there, so he holds a sort've monopoly).
"I wouldn't count on any prospects from those parts for a while." The rough voice that speaks these words belongs to the mercenary, the first time he has spoken all night.
"Plague has struck down those parts," he says, leaning in close to the merchant. "Nasty one, too. I just passed through, but I've never smelt anything like that. Whole villages of bodies, just rotting out in the sun. See, this plague hits you fast and hard. Little villages like that, not so well fed? They don't stand a chance. People die within the week."
The merchant turns pale but amazingly doesn't stop eating as the mercenary goes on to describe the details of the plague, including the pus boils and the anal bleeding.
"A grisly tale, all told, and highly contagious," the mercenary finishes up with a smirk. "Well, I'm off to bed."
The fat merchant is quick to follow, and after giving you keys to your rooms, the innkeep heads to his bed as well.
The four of you wait till the eleventh hour before heading to your separate rooms, deciding on an early rise and start to the journey. The other two companions never arrive.
You are all awoken from your dreams by the sound of a piercing scream coming from somewhere within the inn.
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Post by Gregor on Jan 8, 2009 9:57:20 GMT
Gregor awakes at hearing the scream and sits bolt up-right in bed. Raising, he quickly dons his robe and picks up his spear. Exiting out into the hallway, he tries to focus on where the scream came from.
Can I cast a Sense Evil spell here please?
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Post by Brother Owain on Jan 8, 2009 10:13:39 GMT
Owain dresses as fast as he can manage, grabs his staff and rushes out of his room before realising he has no idea what direction the scream came from. He stands in the corridor, listening carefully for any further sound.
In d20, I'd make a Perception check here. Would that be a SKILL roll in this game?
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Post by zipp on Jan 8, 2009 10:32:41 GMT
Gregor: only if you have the sense evil spell/ability. However, if you wish to make a skill roll, we can call that your basic Brotherhood Sense Evil skill. At least, it will operate the same way, so why not? A true sense evil ability would not only make this roll easier, it would also probably give you some bonuses (such as being able to see through a Helghast's disguise).
Owain: Yes, anything outside of combat that isn't related to dealing or preventing damage is done via the Skill stat. There's probably some rare exceptions, but we'll deal with those if ever they arise.
DC for both of those rolls is set at 14. Multiple successes means better results.
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Post by Gregor on Jan 8, 2009 11:30:57 GMT
Gregor: only if you have the sense evil spell/ability. However, if you wish to make a skill roll, we can call that your basic Brotherhood Sense Evil skill. At least, it will operate the same way, so why not? A true sense evil ability would not only make this roll easier, it would also probably give you some bonuses (such as being able to see through a Helghast's disguise).
Done! So I roll 3d20 cause Ive got 3 in Skill? Or just 1d20? I'll post for 3 and if its just 1, take the first one.[/i] Sense Evil skill check (1d20=16, 1d20=6, 1d20=1)
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Post by Brother Owain on Jan 8, 2009 12:17:43 GMT
Invisible Castle login didn't work for some reason. Rather than faff about with firewalls and stuff here are 4 d20 rolls from the WotC roller. 3,19,14,2
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Post by zipp on Jan 8, 2009 18:00:16 GMT
The Priest and the Brother of the Crystal Star are the first to react to the situation, coming into the hallway and nearly running into each other (their rooms are directly opposite each other).
A few moments later, another door further down the hall (away from the stairs which lead down to the dining area) opens and the mercenary, fully dressed and with a blade in his hand, emerges.
He looks around in a daze and asks the obvious question: "What was that?"
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