Local Heroes Go A Hunting
OOC: I am going to assume that you have finished the above meeting and have arranged to meet again the morning of the hunt.
The next day or so in Sandpoint is a blur. There is a lot of cleaning up to be done, and, unfortunately, some burials. The goblin captive is sent south to Magnimar under guard, with a request for some additional soldiers to be sent north to protect the town over the coming months.
While the night after the raid is a bit of a blur (alcohol induced for some, a frenzy of healing and caring for others).
For Jokad, the evening started with a jolly good tankard of proper Shoanti Ale followed by a return to the temple to help clear up, followed, perhaps unwisely, by a return to the White Deer for "just one more ale". It turns out that Garridan has a very pretty daughter (Amryl) of about eighteen who you are sure kept giving you eyes. Well, you think, you are not quite 100% sure, because, in truth, the later part of the evening was a horrible mess of singing, drinking, and eventually falling over. The next day you woke up with a pounding headache in the same little room in the cathedral that you had been sharing before. Someone obviously walked you home. The next day, with a pounding head chasing you around for the length of it, you helped prepare for a much more private and understated ceremony. Technically your debt is paid, but they are happy for you to stay, and given that you are meeting your new friends again for the hunt you decide to take advantage of the free room. The best part of the next day was when a silent, nervous little girl (Garridan's youngest daughter) brought you a fresh baked pastry from Amryl.
Jovik had an erratic time. He popped home briefly, just to let his folks know he was safe (and check up on them), and found that everyone was fine. Half expecting a hero's welcome, he instead received a clip round the ear from his mother ("Getting yourself nearly killed, you idiot!" she scolded him. "Trying to impress the girls" was her follow up), followed by a big hug, then another clip. She could be strange like that sometimes. Your father seemed detached, withdrawn, a little cold. Perhaps he was upset you weren't going to do a proper job like fishing, or perhaps he was sad that you were leaving, but either way, you got little out of him. You went to stay at the Hagfish (a notoriously roudy inn that you are known to frequent), still resolute on moving out. Just as the night was progressing well (free beer, lots of claps on the shoulders, a couple of games of cards, even a kiss from a young lady), your father went and turned up. People moved away, giving you space. He sat in front of you, smiled sadly, and handed a wrapped parcel across the table for you. "Grandpa, my father, wanted me to have this, but I never had any use for it. I think he would have liked you to have it. I .... I don't know what to say. I think you might be going out to get yourself killed. I know you can't be a fisherman like the rest of us, but I don't want you to kill yourself. Your mother is a mess, but .... well .... I don't want you to kill yourself!" He seems frustrated with his inability to find words. "Don't do anything stupid, we love you." And with that he turns and leaves the Hagfish. It is the first time he has ever said anything like that to you. In fact, it ruined your mood, and before long you slunk off to your room in the inn, seeing your back in the corner just reminding you of the giant step you were taking, and set about unwrapping the cloth around the gift. Inside was a long bladed dagger, light, well balanced, engraved with ancient runes. It glittered like silver. The next day you wander around town saying farewell to your old friends, determined to leave for adventure, but sure to soak up all the glory for a little bit.
OOC: Family heirloom, dagger +1, silver bladed.
Kael: You have what feels like the best time in months. You get a loaf of still warm cinnamon bread stuffed into your hand as you walk past Alma Avertin's bakery. Children seem to follow you around all night (until they get called home for dinner), asking you if you are the most powerful wizard in the north, asking you if you could summon a dragon, asking you if you can burn down castles, asking you if goblins eat babies, asking you .... .... eventually you escape into the inn you have been staying it and are greeted with a raucous cheer. It is hard to turn down the free drinks. Very hard. And oh boy did you regret it the next morning. Lets just say that most of the next day was a write-off, and a quiet meal in the inn the following night is only broken by a few people who come over to thank you personally, and tell you their own stories (most involving running away screaming). The people have evidently taken to the wizard in their midst!
Danth: You spend most of the first night with Mandraiv, helping him heal the injured. You are requested to attend the small private ceremony the next day at the temple, and are greeted to a solemn event that feels like a tremendous injustice. That same day, after a lunch of leftovers from the day before, you join Mandraiv and Father Zantus, in blessing all of the poor souls who have to be buried. It is a long day of ceremony and funerals, with many weeping relatives. Some of the grieving people seek you out to thank you, others are too lost in their sadness to even notice. One old lady spits at you in anger and the confusion of grief, cursing you for not saving her son. It leaves you drained. As the night draws to a close you decide to take a short stroll around town on your own, pulling in the sea air, feeling the tiny mist of rain on your face. You are looking forward to the hunt, simply to get away from the death that has stunted your mood. As you return to your room that night there is a note waiting for you. Daviren Hosk, the stable master from the Goblin Squash Stables (where your mount is waiting your return to Magnimar) has left it. His writing is course, but he thanks you for saving his daughter, who was at the ceremony and was badly injured. She was one of the ones you healed. Daviren makes it perfectly clear his hatred of the goblins, and his fear that his beautiful girl would die to them. His emotions are all too raw, but you have clearly made an ally. With his letter is a small parcel. "I am too old to go hunting these bastards like I used to" he states in the letter "but these should help. I hope you go after them and cut their filthy heads off!". Inside the parcel are two small metal tubular flasks, containing very potent potions.
OOC: Inside are a potion of levitate and bull's strength. You know this, because the letter tells you.
Mandraiv: Much like Danth above, it is a tough night and day for you. You work ceaselessly, healing, blessing, burying, and consoling. At the end of both days you return to your little house, finding it difficult to fall asleep as your mind rages. Something is bothering you at the back of your mind. Something you just can't quite put your finger on. Some deep buried memory. Perhaps as things calm down, and you catch up on your sleep, you may remember, but now ... curse age! Curse the frailty of memory!
--- --- THE BOAR HUNT --- ---
The boar hunt is a welcome distraction from the frenzied past two days. It is nice to meet up with your new companions again, and Aldern Foxglove (the noble you saved), is very happy to see that you all turned up. He has organised mounts for all of you, and has several retainers to accompany you (as well as about 6 yapping hounds). Mal seems very excited to be joining in, although looks slightly out of place beside the thoroughbred hunting dogs (although Mal, obviously, has some hardcore style!).
The two mile ride to Tickwood Ford is pleasant, taking you all north of Sandpoint, just north of the limestone upthrust known as the Devil's Platter. The Tickwood itself is known as a home to deer, boar, and a few firepelt cougars (or so go the legends of the hunters). There are no known goblin tribes in this area, so hopefully no more freakish pests!
Aldern is a charming conversationalist, who regales you with funny (and slightly risque) stories about Magnimar high-life. He asks tons of questions about you all, where you came from, how long you have been fighting goblins, what harrowing tales you have. It becomes a very pleasant trip, and although he does seem rather over-keen to learn from Jokad how to be a proper hero (and yes, he does try to lift your axe, but he has trouble holding it straight, and laughs at himself). He was clearly impressed by your ability to cleave the goblins apart, and you get the impressing he wishes he could have done the same and been a little less cowardly.
You stop for lunch, a fine picnic of rich meats and wine, and finish the day with a very fortunate catch: Aldern finally manages to send an arrow through the eye of a very large wild boar (after you had all failed miserably on the previous three you managed to spot). He seems to be cheered by his ability to do something semi-heroic in front of you all.
Aldern invites you all back to the Rusty Dragon (the oldest, finest inn), where he hands over the boar to Ameiko to cook for a big dinner. Ameiko is the owner and operator the Rusty Dragon, a beautiful young oriental lady, heavily tattooed, with snakes circling her pale, perfectly smooth shoulders.
OOC: Please roleplay some interaction, stories, etc. The next encounter happens very soon (next post), but please fill in a little of your own interactions during the hunt, or during dinner, or even for the day before. I would appreciate any fleshing out at all before we move on to the next stage.