23/02/15 Attending: Dorn, Bramble, Naz, Veran (DMPC), Ysmir (part)
After returning to Greenest, Bramble, Ysmir and Veran report to the scribe? Who will pass onto Governor Nighthill (who is in a meeting) what information they brought back. They told him what they had learnt, and received 300 gold each and a Letter of Recommendation signed by the governor. Immediately after, some armourers come clamouring for Ysmir, saying her armour is ready and to come and pick it up. At the same time, Bramble noticed a familiar pup playing with a child in the street, and was confronted with a decision to take back his pup or leave a boy with his only companion left in the world. Nearby they both noticed a row of merchant stalls and took the opportunity to sell excess objects, and an announcement goes out that any adventurers in the keep in the morning will be conscripted into the army. The party departs, heading west, and encounter a rogue who wishes to join the party outside the gates. A bit further along the path they smell another traveller and Veran is offended by his stench before they even speak, but as all are headed west he joins them as well. Next they come across a few naked bandit corpses, and Ysmir is convinced that they are still alive, making every attempt to revive them whilst Naz proves that they’re definitely dead by stabbing them through the forehead. Bramble silently pulls the corpses off the road and they continue onwards. Dusk falls and they make camp just off the road, setting three watches. During the second watch, Naz sees suspicious shadows slowly approaching, and when third watch begins he gets Dorn’s assistance to check it out. Dorn shapeshifts into a panther and the clouds suddenly part to let the moon reveal that it’s just goats. At daybreak, Ysmir decides she wants goat for breakfast and Naz complies but finds nothing but phantom goat noises (which is a prank coordinated by Dorn and Veran). After the goat escapade, they continue westward and find a family packing up a wagon with their livestock in order to return to Fairhollow. They tell a story of a missing daughter Sophia who was rescued by a powerful adventurer with a red cloak, brown armour and a black diamond on his chest and who took their life savings as reward. Bramble remarks he sounds familiar, as if from a dream, and hands over a bunch of gold (76g) for one of their goats. Ysmir acts strangely, climbing up on their roof to investigate, demanding his secrets and causing the farmer concern. Eventually she catches up, learning little, as the party encounters a river with a ruined bridge. Dorn jumps into the water before transforming into a crocodile and sees parts of the bridge beneath the water, long decayed. The others knock on a nearby shack located next to a jetty and raft. The smell of the goat is starting to offend everyone, and an ugly old woman with one loose tooth asks a high price for conveyance, with an extra charge for the goat and the dog. Bramble is offended and says they should just burn down her shack in irritation, and Veran makes a fiery threatening gesture, so she quickly offers a lower price and they all board. Halfway across, Naz sees a dangerous-seeming shadow in the water and goes to kick the goat in, and Bramble goes to catch it, ending up in the water himself. Luckily he can easily keep up with the old woman’s ferry skills and swims alongside until Naz pulls him back on the raft. Veran snaps because of the smell and when the sacrifice of the goat fails he sets it on fire. The wooden ferry begins to burn, Bramble jumps back into the water and Ysmir shoves the old woman further towards the back of the ferry as she frantically takes over the ferry, speeding ahead. The barge crashes into the other shore and Ysmir bolts into the forest. The old woman is distraught, but Naz decides to check her bra for her money, causing her breast to crumble into dust in his hand. He freaks out and punches her in the nose, trying to knock her out, but only breaks most of her face and more of her crumbles to dust as she realises her livelihood is ruined and goes fetal. Bramble reaches the shore and is helped out by Naz, and as a crocodile (Dorn) lunges for the burnt carcass of the goat on the smouldering raft, and carries it away, Bramble bolts for Wildfire, worrying for her safety with a violent animal around. Veran mutters something to the old woman and gives her something as he shakes his head and they leave her behind. They find Dorn waiting for them down the road and don’t ask any questions. The trail soon leads to a stone city in front of a boundless forest, with a massive tree in its centre. The old guard confirms that it is Fairhollow, and all the stores are in the centre near the tree. Dorn moves quickly to commune with the tree, and Naz, Veran and Bramble go to the nearest tavern, the Gilded Lily. The tavern keeper says no pets are allowed, and states there isn’t even any meat on the menu. Naz and Bramble have a drink of mead together while Naz talks to a suspicious person on the bar who tells him in Thieves Cant of a rich house that would be a challenge. The proprietor again tells Bramble no dogs so he goes to another tavern – The Muddy Pig. The owner there offers a clear liquid drink, and after one sip Bramble passes out. Dorn learns from the tree that it is a treant, one of the original forest and one of the oldest things in the world. The Tree tells him of a dryad who left a message saying the forest was dangerous now. Naz carefully tries to convince Veran to help him rob the rich house, but is rebuffed. Bramble is slapped awake but takes another sip of the drink, sways, and falls on the floor unconscious. Dorn decides to spend the night in the Tree’s branches. Night falls, and the town goes to bed early, closing all their windows. A strange wailing sound and accompanying light trickles through from the forest side, putting panic into Naz’s heart and making Veran unsettled. The latter goes to alert the guards and Naz goes to find the intoxicated Bramble, promptly trying to sober him up by throwing him in the horse trough. Wildfire tracks Dorn to the tree and they shout for him, and he heals away his drunkenness before pulling him into the tree (sending the dog back to the tavern). When he’s up in the tree, Bramble’s Amulet of the Claw begins to glow brightly and he feels as if the Tree is drawing him in, and Dorn appears to recognise it. Veran joins them and says the guards won’t help, as the banshee reveals herself. Bramble, now sober, tells them it’s magical creature and only magical weapons will hurt her.
After returning to Greenest, Bramble, Ysmir and Veran report to the scribe? Who will pass onto Governor Nighthill (who is in a meeting) what information they brought back. They told him what they had learnt, and received 300 gold each and a Letter of Recommendation signed by the governor. Immediately after, some armourers come clamouring for Ysmir, saying her armour is ready and to come and pick it up. At the same time, Bramble noticed a familiar pup playing with a child in the street, and was confronted with a decision to take back his pup or leave a boy with his only companion left in the world. Nearby they both noticed a row of merchant stalls and took the opportunity to sell excess objects, and an announcement goes out that any adventurers in the keep in the morning will be conscripted into the army. The party departs, heading west, and encounter a rogue who wishes to join the party outside the gates. A bit further along the path they smell another traveller and Veran is offended by his stench before they even speak, but as all are headed west he joins them as well. Next they come across a few naked bandit corpses, and Ysmir is convinced that they are still alive, making every attempt to revive them whilst Naz proves that they’re definitely dead by stabbing them through the forehead. Bramble silently pulls the corpses off the road and they continue onwards. Dusk falls and they make camp just off the road, setting three watches. During the second watch, Naz sees suspicious shadows slowly approaching, and when third watch begins he gets Dorn’s assistance to check it out. Dorn shapeshifts into a panther and the clouds suddenly part to let the moon reveal that it’s just goats. At daybreak, Ysmir decides she wants goat for breakfast and Naz complies but finds nothing but phantom goat noises (which is a prank coordinated by Dorn and Veran). After the goat escapade, they continue westward and find a family packing up a wagon with their livestock in order to return to Fairhollow. They tell a story of a missing daughter Sophia who was rescued by a powerful adventurer with a red cloak, brown armour and a black diamond on his chest and who took their life savings as reward. Bramble remarks he sounds familiar, as if from a dream, and hands over a bunch of gold (76g) for one of their goats. Ysmir acts strangely, climbing up on their roof to investigate, demanding his secrets and causing the farmer concern. Eventually she catches up, learning little, as the party encounters a river with a ruined bridge. Dorn jumps into the water before transforming into a crocodile and sees parts of the bridge beneath the water, long decayed. The others knock on a nearby shack located next to a jetty and raft. The smell of the goat is starting to offend everyone, and an ugly old woman with one loose tooth asks a high price for conveyance, with an extra charge for the goat and the dog. Bramble is offended and says they should just burn down her shack in irritation, and Veran makes a fiery threatening gesture, so she quickly offers a lower price and they all board. Halfway across, Naz sees a dangerous-seeming shadow in the water and goes to kick the goat in, and Bramble goes to catch it, ending up in the water himself. Luckily he can easily keep up with the old woman’s ferry skills and swims alongside until Naz pulls him back on the raft. Veran snaps because of the smell and when the sacrifice of the goat fails he sets it on fire. The wooden ferry begins to burn, Bramble jumps back into the water and Ysmir shoves the old woman further towards the back of the ferry as she frantically takes over the ferry, speeding ahead. The barge crashes into the other shore and Ysmir bolts into the forest. The old woman is distraught, but Naz decides to check her bra for her money, causing her breast to crumble into dust in his hand. He freaks out and punches her in the nose, trying to knock her out, but only breaks most of her face and more of her crumbles to dust as she realises her livelihood is ruined and goes fetal. Bramble reaches the shore and is helped out by Naz, and as a crocodile (Dorn) lunges for the burnt carcass of the goat on the smouldering raft, and carries it away, Bramble bolts for Wildfire, worrying for her safety with a violent animal around. Veran mutters something to the old woman and gives her something as he shakes his head and they leave her behind. They find Dorn waiting for them down the road and don’t ask any questions. The trail soon leads to a stone city in front of a boundless forest, with a massive tree in its centre. The old guard confirms that it is Fairhollow, and all the stores are in the centre near the tree. Dorn moves quickly to commune with the tree, and Naz, Veran and Bramble go to the nearest tavern, the Gilded Lily. The tavern keeper says no pets are allowed, and states there isn’t even any meat on the menu. Naz and Bramble have a drink of mead together while Naz talks to a suspicious person on the bar who tells him in Thieves Cant of a rich house that would be a challenge. The proprietor again tells Bramble no dogs so he goes to another tavern – The Muddy Pig. The owner there offers a clear liquid drink, and after one sip Bramble passes out. Dorn learns from the tree that it is a treant, one of the original forest and one of the oldest things in the world. The Tree tells him of a dryad who left a message saying the forest was dangerous now. Naz carefully tries to convince Veran to help him rob the rich house, but is rebuffed. Bramble is slapped awake but takes another sip of the drink, sways, and falls on the floor unconscious. Dorn decides to spend the night in the Tree’s branches. Night falls, and the town goes to bed early, closing all their windows. A strange wailing sound and accompanying light trickles through from the forest side, putting panic into Naz’s heart and making Veran unsettled. The latter goes to alert the guards and Naz goes to find the intoxicated Bramble, promptly trying to sober him up by throwing him in the horse trough. Wildfire tracks Dorn to the tree and they shout for him, and he heals away his drunkenness before pulling him into the tree (sending the dog back to the tavern). When he’s up in the tree, Bramble’s Amulet of the Claw begins to glow brightly and he feels as if the Tree is drawing him in, and Dorn appears to recognise it. Veran joins them and says the guards won’t help, as the banshee reveals herself. Bramble, now sober, tells them it’s magical creature and only magical weapons will hurt her.
Banshee – casts fearful visage, frightened Dorn
Naz – moves next to Veran
Bramble – leaps from branch to branch, moving as far as possible towards banshee
Veran – starts chanting, casting twinned Haste on Naz + Bramble
Dorn – still frightened, falls out of Tree
Banshee – wails, dropping Bramble to 0 HP
Naz – slashes with his daggers as he runs past banshee, trying to kite her away
Bramble – unconscious
Veran – throws a healing potion at Bramble, giving him 10 HP back
Dorn – creates a beam of moonlight that damages banshee while he concentrates
Banshee – takes flight, sailing towards Dorn
Naz – again tries to stab her and kite her away from the Tree
Bramble – unleashes four attacks, only hits with one
Veran – still concentrating
Dorn – still concentrating on moonbeam, turns into Elk and moves moonbeam to in front of him
Banshee – leers at them all, causing everyone except Bramble to be frightened
Naz ((can’t remember))
Bramble – unleashes another barrage, dealing 30 damage
Veran – still concentrating
Dorn – kills banshee with moonlight
As she dies, she shows what she used to look like – bluish skin and long dark black hair – and drops an amulet that has Mielikki’s symbol. Bramble snatches it from the ground before anyone else can see, as the elf woman was familiar…
He wakes up in the dingy tavern, dog under bed, with the locket clutched in his hand over his heart, and the intention to see if there’s a temple of Mielikki in this town and find out more about the town.
No comments:
Post a Comment