And the Journey Begins
With that, the gnomish lady that took the order at the 'Big Folks' window comes out carrying a huge sack of fruit and pastries. She and Anna exchange coin for breakfast (that gold coin might look familiar to those in the DWI meeting room) and the gnome bids Anna farewell by name. Although the sack doesn't look quite so impressive in the priestess' hands as it did in the gnome's (a 'little old lady' gnome, at that), it still constitutes a rather generous helping for everyone on the group. After making sure Galin gets some before departing, everyone gets an apple, a pear, and a cinnamon roll*. Life is good.
Thankfully, the way out of Venza is just a matter of following the main road, across a bridge or two, and soon you find yourself to the main bridge that connects Venza (which is, in fact, nothing more than a small set of islands connected together by its inhabitants) to the mainland. The main road out connects up to the Silver Road several hours later at a place called Baron's Cross.
Baron's Cross is a small stay over for Venza. It's normally a couple hour's travel on foot (although you arrive in the early afternoon due to the lower speeds of your two debatably slower members--Anna and Francis), it has several sizable farming houses and an inn and eatery known as the Broken Log. Rather wonderful aromas come from the kitchen of that place. And, of course, the Silver Road is a major feature, running north-south through the small community. Armed with rumors of kobold activity along the road to the north, the Silver Road, the famous trade route of the Baronies, beckons you.
[sblock=planning]OK, this is where you need to have any advance plans made, for things can become dangerous once you get past Baron's Cross. As already mentioned, anything you don't detail I'll handle in a somewhat random, barring unreasonable results, fashion. I also assume you don't have weapons drawn as you travel. Things like that. Try to make any suggestions you make to others as IC as reasonably possible, although you can still perform actions in spoiler blocks, as usual.
We've got several new play by post players, so feel free to work with Coyotecode.net ahead of time (for die rolling). Establish a consistent name on the rolls so a history can be checked if needed. Also, when rolling, try to make the roll description as descriptive as reasonably possible. Say you're attacking, include the target and important conditional modifiers, particularly if they are invoked by choice. A good example of that is Power Attack. Example (taken from my character's roll log in her last adventure):
Round 3: Charging Glaive Power Attack on Warhounder 05: 1D20+4 = [5]+4 = 9
1D10+6 = [8]+6 = 14
In this roll, I'm listing the round number (maybe overkill on that), two conditional modifiers that effect the hit or damage roll (charging, Power Attack), the hit roll, and the damage on hit. (Result was a miss, so the damage was irrelevant.)
If you have any problems, just let me know. I'll answer questions as best as I can--I know this is a lot to digest at first, but you've really gotten 'over the hump' once you got your character entered on the wiki and approved. Die rolling is just one more little hurdle.
PS: I think ENWorld performance is improving with a relaxation of GenCon/5th Ed activity. That's good.[/sblock]
[sblock=*]Context: Depending on your character's background, both the pear and the cinnamon bun might be considered rather extravagant, even if the latter is not as rich as found in many modern bakeries.[/sblock]