IC [DW] From the Outside

TillForPie

First Post
Tristan joins Brand Torak at some point in the evening to discuss the large wolf that has folk so excitable. "Your Lord hoped you wouldn't begrudge my company: I'm curious about the noises plaguing the village." The old knight recounts the description that he provided Pemberton of his nemesis. "Have there been any sightings?"

When their conversation about the wolf has ended he calls the Warden's attention to Tamas Agrens. "Who is that one? He has a disagreeable look about him."

And when that road has been traveled, "Is Rorus Klain in the room, or else where might I find him?"

And finally, "To put some of her Ladyship Pemberton's worries to bed I'm taking a tour of the Brockendale grounds come morning, if you could point me in the direction. I'd welcome your escort there, but I know you must be a busy man." ***

Tristan is uninterested in most else of the gossip of the tavern: You can double the size of a fish by asking its catcher to describe it and he assumes that there's little more to the folk stories than that. He notes the gigantic Ugg but leaves the man to himself.

*** I forgot to have Tristan address it in my last post but he of course is willing to look into the castle.

[sblock=Tristan Le Pennec][section]
Tristan Le Pennec
Human Paladin
Looks Glowing Eyes, Helmeted, Worn Holy Symbol, Bulky Body
Alignment Lawful: Deny mercy to a criminal or unbeliever

Maximum Health 25 Current Health 25 Armor 3 Base Damage 1d10
STR 16 (+2) CON 15 (+1) DEX 8 (-1) INT 12 (+0) WIS 13 (+1) CHA 9 (+0)

Gear (Load 6/28)
Long Sword (close, +1 damage, 1 weight)
Shield (+1 armor, 1 weight)
Scale Armor (+2 armor, 3 weight)
Medallion of Our Virgin Mother the Lady of Tranquility (0 weight)
Adventuring Gear (1 weight)​

[sblock=Paladin Moves]Human When you pray for guidance, even for a moment, and ask, “What here is evil?” the GM will tell you, honestly.

Lay on Hands When you touch someone, skin to skin, and pray for their well-being, roll+CHA. On a 10+ you heal 1d8 damage or remove one disease. On a 7–9, they are healed, but the damage or disease is transferred to you.

Armored You ignore the clumsy tag on armor you wear.

I am the Law When you give an NPC an order based on your divine authority, roll+Cha. On a 7+, they choose one: Do what you say; Back away cautiously, then flee, or; Attack you. On a 10+, you also take +1 forward against them. On a miss, they do as they please and you take -1 forward against them.[/sblock][sblock=Quest and Bonds]Quest
Tristan's quest is to slay the monster, a great blight on the land.
His boons are
Invulnerability to bite damage, and
A freedom from hunger, thirst, and sleep.[/sblock]
[/section][/sblock]
 

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GlassEye

Adventurer
Khirynnax and Trickle

Trickle sees the look Freya gives him and the glance towards Khirynnax. He shrugs. "Oh, Khirynnax isn't a bad fellow just a little socially inept. Comes from living in the woods for so long. One must have the companionship of one's fellow man."

[sblock=OOC]Trickle: What here is not what is appears to be? (Freya)

Trickle: Spouting Lore. Oops. Let's hope he didn't slip and make some comment about the Witching Troll. :devil:

Khirynnax: What should I be on the lookout for? (Ugg/Green Lady)
What here is not what it appears to be?
Who's really in control here?[/sblock]

[sblock=Khirynnax & Trickle][sblock=Trickle][section]
Trickle
Human Thief (level 1; 1 xp)
Shifty Eyes, Cropped Hair, Fancy Clothes, Lithe Body

STR 9 DEX 16 (+2) CON 12 INT 15 (+1) WIS 13 (+1) CHA 8 (-1)
Max. hp: 18 Current hp: 18

Alignment: Neutral: Avoid detection or infiltrate a location.

Gear: (Load 6/9) – Base Dmg: d8
Dagger (hand, 1 wt.) and Short sword (close, 1 wt.)
Ragged bow (near, 2 wt.) and bundle of arrows (3 ammo, 1 wt.)
Adventuring gear (1 wt.)
Bloodweed poison (touch, 3 uses): target deals -1d4 damage ongoing until cured

[sblock=Thief Moves]Human: When you spout lore or discern realities about criminal activities take +1

Trap Expert: When you spend a moment to survey a dangerous area, roll+Dex (2d6+2)
10+: hold 3
7-9: hold 1
Spend hold as you walk through area to ask questions:
  • Is there a trap here and if so, what activates it?
  • What does the trap do when activated?
  • What else is hidden here?
Tricks of the Trade: When you pick locks or disable traps, roll+Dex
10+: you do it, no problem
7-9: you do it, but GM offers two options between suspicion, danger, or cost.

Backstab: When you attack a surprised or defenseless enemy with a melee weapon, you can choose to roll your damage or roll+Dex
10+: choose two
7-9: choose one
  • You don’t get into melee with them
  • You deal your damage +1d6
  • You create an advantage, +1 forward to you or an ally acting on it
  • Reduce their armor by 1 until they repair it
Flexible Morals: When someone tries to detect your alignment you can tell them any alignment you like

Poisoner: Bloodweed (touch) is no longer dangerous for you to use. When you have time to gather materials and a safe place to brew you can make three uses of Bloodweed for free.
[/sblock][sblock=Bonds and Backgrounds]
I stole something from Needles.
Slice has my back when something goes wrong.
*** knows incriminating details about me.

After a year and a day of service the Witching Troll will teach Trickle the secret of Witch's Tears.

In the course of his work Trickle came across a poisoner’s tome (no longer in his possession) that described a potent poison called Witch’s Tears. The poisoner learned the formula for the poison (frustratingly not written down in the book) from a powerful unseelie sorcerer, a troll…
[/sblock]​
[/section][/sblock][sblock=Khirynnax][section]
Khirynnax Skinchanger, AKA Khir
Elven Druid (level 1; 0 xp)
Wild Eyes, Messy Hair, Practical Leathers

STR 15 (+1) DEX 12 CON 13 (+1) INT 9 WIS 16 (+2) CHA 8 (-1)
Max. hp: 19 Current hp: 19

Alignment: Neutral: Eliminate an unnatural menace.

Gear: (Load 3/7) – Base Dmg: d6
Token of the Mire: the Copper Coil, age-blackened armband in shape of snake
Hide armor (1 armor, 1 wt.)
Staff (close, two-handed, 1 wt.)
Poultices and herbs (2 uses, 1 wt.)

[sblock=Druid Moves]
Elf: In addition to any other attunements, the Great Forest is always considered your land.

Born of the Soil: Attuned to the Stinking Mire—when shapeshifting you may take the shape of any animal who might live in your land. Your tell (a crown of ivy) remains no matter what shape you take.

By Nature Sustained: You don’t need to eat or drink. If a move tells you to mark off a ration just ignore it.

Spirit Tongue: The grunts, barks, chirps, and calls of the creatures of the wild are as language to you. You can understand any animal native to your land or akin to one whose essence you have studied.

Shapeshifter: When you call upon the spirits to change your shape, roll+WIS.
10+ hold 3
7-9 hold 2
On a miss hold 1 in addition to whatever the GM says.
You may take on the physical form of any species whose essence you have studied or who lives in your land: you and your possessions meld into a perfect copy of the species’ form. You have any innate abilities and weaknesses of the form: claws, wings, gills, breathing water instead of air. You still use your normal stats but some moves may be harder to trigger. The GM will also tell you one or more moves associated with your new form. Spend 1 hold to make that move. Once you are out of hold you return to your natural form. At any time, you may spend all your hold and revert to your natural form.

Studied Essence: When you spend time in contemplation of an animal spirit, you may add its species to those you can assume using shapeshifting.
[/sblock]
[sblock=Bonds and Background]
*** smells more like prey than a hunter.
The spirits spoke to me of a great danger that follows Slice.
I have showed Needles a secret rite of the land.
*** has tasted my blood and I theirs. We are bound by it.

After a year and a day of service the Witching Troll will reveal a secret of the fae's primordial essence.

Khirynnax was an outsider, too fey for the humans, too unseelie for the elves. He didn’t care because he sensed a deeper essence, pure and powerful, that he needed to understand. When a halfling told him there was one who could put him on the path that might lead to his understanding Khirynnax didn’t hesitate. He made his way to the Witching Troll and readily accepted the bargain of service that the troll required as payment.
[/sblock]​
[/section][/sblock][/sblock]
 

doghead

thotd
Day Four, early evening, The Bleeding Heart Tavern

Tristan joins Brand Torak at some point in the evening to discuss the large wolf that has folk so excitable. "Your Lord hoped you wouldn't begrudge my company: I'm curious about the noises plaguing the village." The old knight recounts the description that he provided Pemberton of his nemesis. "Have there been any sightings?"

There have been no sightings, but plenty have heard the howls. Brand stubbornly insists it is just a wolf, if maybe a particularly big nasty one. Besides, he has enough on his plate to worry about what with the increasing bandit activity to the east and some lizard-folk raids aong the river.

When their conversation about the wolf has ended he calls the Warden's attention to Tamas Agrens. "Who is that one? He has a disagreeable look about him."

Old Tamas, according to Brand, came to the town about half a dozen years ago. He's a strange one who largely keeps to himself, but doesn't hurt anyone. He lives in one of the outlying farms.

And when that road has been traveled, "Is Rorus Klain in the room, or else where might I find him?"

Rorus isn't at the tavern. But his apprentice tells you that if drop off the armour and sword tomorrow, they can have it back to you in a few hours. Finding the smithy is straightforward enough.

And finally, "To put some of her Ladyship Pemberton's worries to bed I'm taking a tour of the Brockendale grounds come morning, if you could point me in the direction. I'd welcome your escort there, but I know you must be a busy man."

Getting there won't be a problem. You can get a guide if you wish. It is however, a good half day (10-12 miles) on foot. You can leave after collecting your armour and sword and arrive in the late afternoon, or leave the following morning. Lord Pemberton is grateful for your help, and is not pressing you to leave immediately.

Trickle sees the look Freya gives him and the glance towards Khirynnax. He shrugs. "Oh, Khirynnax isn't a bad fellow just a little socially inept. Comes from living in the woods for so long. One must have the companionship of one's fellow man."

"Better still the companionship of a woman if you are looking for social graces," responds Freya.

[sblock=GlassEye]

Trickle:

Spout Lore (grisly stories): Ok. You can Mark 1 XP for Trickle, and take a -1 forward for Trickles next social encounter (for frightening the Mortimer boys when they are worried about Poke). Or, no XP, but you get to take +1 forward (as well as the -1, but they won't apply to the same roll) for one social encounter of your choice (some people think that the Mortimer boys need to few grim truths as they are too reckless, or perhaps they are impressed with Trickles daring do).

What here is not what is appears to be? (Freya): Freya, obviously. But you knew that :) Freya is a true fey creature. The veil is hard to pierce even with the gift the Witching Troll. What you do get glimpses of is a tiny creature with gossamer wings. Khirynnax, if asked, will immediately identify her as a pixie.

Khirynnax:

What here is not what it appears to be? Ugg and Freya obviously. The Green-Lady, definitely. See below.

What should I be on the lookout for? (Ugg/Green Lady): Ugg is mostly harmless. The swamps are commonly home to Lizard-folk. Fog-moor is as well. Although they generally keep to themselves, there have been a few Lizard-folk raids of late. As for the Green Lady, that a more difficult one to interpret. A hag, surely (given swamps are one of Khirynnax's lands, see below). Possibly a Dryad or Naga (see DW Rules).

Hag
Solitary or Group (3), Stealthy, Magical, Devious, Intelligent, Terrifying
Fetid tooth and foul claw (d8 damage), 12 HP, 0 armor, Close.
Bedraggled beauties lost in the wilderness, desperately in need of rescue and protection are usually just that, women in need. Sometimes... they are horrible creatures lurking in glamoured disguise. Beguilers they, who lust for the true vigor and beauty of youth; who lure hapless adventurers back to dank lairs, to be repeatedly and tortuously used as breeding stock, or to become a meal. Revealed in their true forms, hags appear as grotesquely twisted crones, who gleefully corrupt and manipulate. They decorate their magically hidden caves with bubbling cauldrons, moldering tomes, jars of rare reagents, bones of former lovers, and lost artifacts. They know too much about you, what drives you, and what lies ahead in your future. They occasionally take coven with their sisters to cast dark rituals and meddle in mortal affairs.
Instinct: to forsee
* Beguile and tempt through illusions and divination
* Foretell the fortunes of others
* Brew poisons and potions
* Curse and hex those who threaten with injury​

Who's really in control here? This is a tough one. In the town and surrounding region, Lord and Lady Pemberton. Not just because they are the local nobility, but because they are good people, widely loved and respected. In Fog-moor (the swamp), The Green Lady is the most powerful entity. She should be. But it seems she is not. There is a war going on deep in the bowls of Fog-moor.[/sblock]
 

TillForPie

First Post
Tristan spends the rest of the evening keeping to himself. His plan is to drop off his arms and armor tomorrow and leave to investigate the castle early the morning after that.

[sblock=Tristan Le Pennec][section]
Tristan Le Pennec
Human Paladin
Looks Glowing Eyes, Helmeted, Worn Holy Symbol, Bulky Body
Alignment Lawful: Deny mercy to a criminal or unbeliever

Maximum Health 25 Current Health 25 Armor 3 Base Damage 1d10
STR 16 (+2) CON 15 (+1) DEX 8 (-1) INT 12 (+0) WIS 13 (+1) CHA 9 (+0)

Gear (Load 6/28)
Long Sword (close, +1 damage, 1 weight)
Shield (+1 armor, 1 weight)
Scale Armor (+2 armor, 3 weight)
Medallion of Our Virgin Mother the Lady of Tranquility (0 weight)
Adventuring Gear (1 weight)​

[sblock=Paladin Moves]Human When you pray for guidance, even for a moment, and ask, “What here is evil?” the GM will tell you, honestly.

Lay on Hands When you touch someone, skin to skin, and pray for their well-being, roll+CHA. On a 10+ you heal 1d8 damage or remove one disease. On a 7–9, they are healed, but the damage or disease is transferred to you.

Armored You ignore the clumsy tag on armor you wear.

I am the Law When you give an NPC an order based on your divine authority, roll+Cha. On a 7+, they choose one: Do what you say; Back away cautiously, then flee, or; Attack you. On a 10+, you also take +1 forward against them. On a miss, they do as they please and you take -1 forward against them.[/sblock][sblock=Quest and Bonds]Quest
Tristan's quest is to slay the monster, a great blight on the land.
His boons are
Invulnerability to bite damage, and
A freedom from hunger, thirst, and sleep
His vow is one of
Valor - Forbidden: Allowing an innocent creature to suffer[/sblock]
[/section][/sblock]
 

doghead

thotd
Day Six, in the town of Hengistead.

Lord Pemberton excuses himself after a couple of hours and heads home. People come and go over the course of the evening, but by 10pm the tavern is almost empty, most people have to be up at dawn the next day.

Rooms are found and prepared for you. You may retire at any time.

The blacksmith has obviously been told of Tristan's coming, and is ready for the knight. The sword and armour, when collected, are once more in fine working condition.

Hawthorne, feeling somewhat under the weather, decides to have a quite day in front of the fire after a breakfast of chicken broth.

The day grey and overcast, threatening rain but with the exception of a few showers, refraining from following through.

[sblock=Tristan]Leave town early the day after collecting his equipment, or leave town the same day after collecting his equipment so as to investigate the castle early the next day?[/sblock]
 

GlassEye

Adventurer
Khirynnax and Trickle

"I don't think he's looking for social anything," says Trickle with a deliberate obtuseness. He still isn't used to all this fairy business and probably wouldn't have approached Freya if he had realized before he struck up conversation. He extracts himself as quickly as possible since he's heard something that caught his attention.

Trickle listens in on the barge-men's conversation about bandits and wonders if it is a group that he's had run-ins with when he was still with Needles and Slice. If they could find the bandits he wouldn't mind giving them a little trouble...

Once Trickle has gleaned as much as he can he looks up Sir Tristan and brings him a beer. "Things sound pretty grim at that castle. Be a good idea to not go alone. I'm sure I can convince Hawthorne and Khirynnax to provide their skills to the endeavor. And maybe we could look into this problem with the bandits. Nasty doings that, and it interferes with good people and good business."

When the time comes Trickle will take whatever room offered even if it is a pallet on the common room floor. He sleeps more comfortably in civilization and doesn't wake until roused.

---

Khirynnax stays to the edges of the revelry until he finds the chance to approach Freya while she is relatively alone. "I'd like to speak with you privately, Cousin." If she agrees Khirynnax will move to the edge of the gathering where they can speak without being overheard.

"This seems to be a pleasant town," begins Khirynnax as he gazes over the gathered mass of people around the tavern. "As a stranger I could use someone to help me avoid missteps." If Freya's response is anything other than negative he'll continue though he'll await answers to one question before asking another.

"What court rules this region? I've heard something of a Queen; is she the same as this Green Lady? Does the phrase 'Glowering Night' mean anything to you? And I sensed something terrible at the Weirhenge..."

When the crowd lessens Khirynnax will move off, find a secluded, shadowy spot and change into an owl's shape. He'll find a tree in or at the edge of the town and perch to watch and lightly rest through the night.

[sblock=OOC]
Khirynnax: Parley w/ Freya [roll0]
While trying to be polite the implication is that without the information he's asking about his bumbling around could cause problems...

Khirynnax: Shapeshift [roll1][/sblock]

[sblock=Khirynnax & Trickle][sblock=Trickle][section]
Trickle
Human Thief (level 1; 1 xp)
Shifty Eyes, Cropped Hair, Fancy Clothes, Lithe Body

STR 9 DEX 16 (+2) CON 12 INT 15 (+1) WIS 13 (+1) CHA 8 (-1)
Max. hp: 18 Current hp: 18

Alignment: Neutral: Avoid detection or infiltrate a location.

Gear: (Load 6/9) – Base Dmg: d8
Dagger (hand, 1 wt.) and Short sword (close, 1 wt.)
Ragged bow (near, 2 wt.) and bundle of arrows (3 ammo, 1 wt.)
Adventuring gear (1 wt.)
Bloodweed poison (touch, 3 uses): target deals -1d4 damage ongoing until cured

[sblock=Thief Moves]Human: When you spout lore or discern realities about criminal activities take +1

Trap Expert: When you spend a moment to survey a dangerous area, roll+Dex (2d6+2)
10+: hold 3
7-9: hold 1
Spend hold as you walk through area to ask questions:
  • Is there a trap here and if so, what activates it?
  • What does the trap do when activated?
  • What else is hidden here?
Tricks of the Trade: When you pick locks or disable traps, roll+Dex
10+: you do it, no problem
7-9: you do it, but GM offers two options between suspicion, danger, or cost.

Backstab: When you attack a surprised or defenseless enemy with a melee weapon, you can choose to roll your damage or roll+Dex
10+: choose two
7-9: choose one
  • You don’t get into melee with them
  • You deal your damage +1d6
  • You create an advantage, +1 forward to you or an ally acting on it
  • Reduce their armor by 1 until they repair it
Flexible Morals: When someone tries to detect your alignment you can tell them any alignment you like

Poisoner: Bloodweed (touch) is no longer dangerous for you to use. When you have time to gather materials and a safe place to brew you can make three uses of Bloodweed for free.
[/sblock][sblock=Bonds and Backgrounds]
I stole something from Needles.
Slice has my back when something goes wrong.
*** knows incriminating details about me.

After a year and a day of service the Witching Troll will teach Trickle the secret of Witch's Tears.

In the course of his work Trickle came across a poisoner’s tome (no longer in his possession) that described a potent poison called Witch’s Tears. The poisoner learned the formula for the poison (frustratingly not written down in the book) from a powerful unseelie sorcerer, a troll…
[/sblock]​
[/section][/sblock][sblock=Khirynnax][section]
Khirynnax Skinchanger, AKA Khir
Elven Druid (level 1; 0 xp)
Wild Eyes, Messy Hair, Practical Leathers

STR 15 (+1) DEX 12 CON 13 (+1) INT 9 WIS 16 (+2) CHA 8 (-1)
Max. hp: 19 Current hp: 19

Alignment: Neutral: Eliminate an unnatural menace.

Gear: (Load 3/7) – Base Dmg: d6
Token of the Mire: the Copper Coil, age-blackened armband in shape of snake
Hide armor (1 armor, 1 wt.)
Staff (close, two-handed, 1 wt.)
Poultices and herbs (2 uses, 1 wt.)

[sblock=Druid Moves]
Elf: In addition to any other attunements, the Great Forest is always considered your land.

Born of the Soil: Attuned to the Stinking Mire—when shapeshifting you may take the shape of any animal who might live in your land. Your tell (a crown of ivy) remains no matter what shape you take.

By Nature Sustained: You don’t need to eat or drink. If a move tells you to mark off a ration just ignore it.

Spirit Tongue: The grunts, barks, chirps, and calls of the creatures of the wild are as language to you. You can understand any animal native to your land or akin to one whose essence you have studied.

Shapeshifter: When you call upon the spirits to change your shape, roll+WIS.
10+ hold 3
7-9 hold 2
On a miss hold 1 in addition to whatever the GM says.
You may take on the physical form of any species whose essence you have studied or who lives in your land: you and your possessions meld into a perfect copy of the species’ form. You have any innate abilities and weaknesses of the form: claws, wings, gills, breathing water instead of air. You still use your normal stats but some moves may be harder to trigger. The GM will also tell you one or more moves associated with your new form. Spend 1 hold to make that move. Once you are out of hold you return to your natural form. At any time, you may spend all your hold and revert to your natural form.

Studied Essence: When you spend time in contemplation of an animal spirit, you may add its species to those you can assume using shapeshifting.
[/sblock]
[sblock=Bonds and Background]
*** smells more like prey than a hunter.
The spirits spoke to me of a great danger that follows Slice.
I have showed Needles a secret rite of the land.
*** has tasted my blood and I theirs. We are bound by it.

After a year and a day of service the Witching Troll will reveal a secret of the fae's primordial essence.

Khirynnax was an outsider, too fey for the humans, too unseelie for the elves. He didn’t care because he sensed a deeper essence, pure and powerful, that he needed to understand. When a halfling told him there was one who could put him on the path that might lead to his understanding Khirynnax didn’t hesitate. He made his way to the Witching Troll and readily accepted the bargain of service that the troll required as payment.
[/sblock]​
[/section][/sblock][/sblock][/QUOTE]
 

TillForPie

First Post
Leave town early the day after collecting his equipment, or leave town the same day after collecting his equipment so as to investigate the castle early the next day?
Tristan will leave the morning after collecting his armor with the intention of camping out at the castle itself ("I ain't afraid of no ghost!") later that night and returning the following day. If the others object he's willing to leave the same day as collecting his armor, but that plan will be his default.

Once Trickle has gleaned as much as he can he looks up Sir Tristan and brings him a beer. "Things sound pretty grim at that castle. Be a good idea to not go alone. I'm sure I can convince Hawthorne and Khirynnax to provide their skills to the endeavor. And maybe we could look into this problem with the bandits. Nasty doings that, and it interferes with good people and good business."
"I won't object to the company." He drinks heavily of the delivered beer, liquid glistening in the wires of his beard. It's the first drink of any sort he's had in weeks and he swallows with relish. "As for brigands," he finishes his drink and overturns the empty mug on the table, "should I have opportunity for our paths to cross during my time here I'll deal with them, but at first clue of my quarry and its whereabouts I make to pursue."

[sblock=Tristan Le Pennec][section]
Tristan Le Pennec
Human Paladin
Looks Glowing Eyes, Helmeted, Worn Holy Symbol, Bulky Body
Alignment Lawful: Deny mercy to a criminal or unbeliever

Maximum Health 25 Current Health 25 Armor 3 Base Damage 1d10
STR 16 (+2) CON 15 (+1) DEX 8 (-1) INT 12 (+0) WIS 13 (+1) CHA 9 (+0)

Gear (Load 6/28)
Long Sword (close, +1 damage, 1 weight)
Shield (+1 armor, 1 weight)
Scale Armor (+2 armor, 3 weight)
Medallion of Our Virgin Mother the Lady of Tranquility (0 weight)
Adventuring Gear (1 weight)​

[sblock=Paladin Moves]Human When you pray for guidance, even for a moment, and ask, “What here is evil?” the GM will tell you, honestly.

Lay on Hands When you touch someone, skin to skin, and pray for their well-being, roll+CHA. On a 10+ you heal 1d8 damage or remove one disease. On a 7–9, they are healed, but the damage or disease is transferred to you.

Armored You ignore the clumsy tag on armor you wear.

I am the Law When you give an NPC an order based on your divine authority, roll+Cha. On a 7+, they choose one: Do what you say; Back away cautiously, then flee, or; Attack you. On a 10+, you also take +1 forward against them. On a miss, they do as they please and you take -1 forward against them.[/sblock][sblock=Quest and Bonds]Quest
Tristan's quest is to slay the monster, a great blight on the land.
His boons are
Invulnerability to bite damage, and
A freedom from hunger, thirst, and sleep
His vow is one of
Valor - Forbidden: Allowing an innocent creature to suffer[/sblock]
[/section][/sblock]
 

doghead

thotd
Day 4, evening, somewhere quiet

Khirynnax stays to the edges of the revelry until he finds the chance to approach Freya while she is relatively alone. "I'd like to speak with you privately, Cousin." If she agrees Khirynnax will move to the edge of the gathering where they can speak without being overheard.

"This seems to be a pleasant town," begins Khirynnax as he gazes over the gathered mass of people around the tavern. "As a stranger I could use someone to help me avoid missteps." If Freya's response is anything other than negative he'll continue though he'll await answers to one question before asking another.

"What court rules this region? I've heard something of a Queen; is she the same as this Green Lady? Does the phrase 'Glowering Night' mean anything to you? And I sensed something terrible at the Weirhenge..."

Freya watches Khirynnax with eyes too old for the young girl she appears to be. Despite Khirynnax knowing that she knows that he knows her true form, she maintains the illusion. She considers his questions for a while, a response not typical of the flitting pixies. Eventually she responds.

"I will answer your questions if you answer one of mine? Why are you here Khirynnax of the Dark Mire, with your careful steps and strange group of companions with piercing eyes?"

[sblock=Freya's Answers]"These are the lands of the White Queen of the Seven Songs who resides in Fell-Castle, deep within Greyfell Forest. Which you would know, if you were from around here. [1] I very much doubt that she has anything to do with the Ugg's Green Lady of Fog-moor. She wraps the tall trees and dark shadows of the Greyfell Forest closely around her these days. If she has left the forest in last few score years, I have not heard of it.

"The Glowing Nights comes in three days. It is a night when the old primal earth and blood magic is strong and the shape of things can be changed if you know the right magic and the right places.

"Like Weirhenge for example ...

As Khirynnax goes to answer Freya's question, her eyes go wide and she shushes him to silence. "Don't tell me. I already know, it is written all over you. You are just a band of travelling adventurers passing through, with nothing more in mind than seeking fame and fortune." There is almost a pleading quality to her statement.

[1] Khirynnax has heard of both the Queen and Grayfell, in the way a medieval person would be recognise the names of some distant Kings and Dukes for example. Old. Powerful. Reclusive. The White Queen of the Seven Songs is famous for the war she fought and won against the red dragon Cirothe and the dark creatures of Deep-crest Cavern, as well as, more recently, for having banished the elves from Grayfell an elven generation ago. Today the elves live make their home in Greendell Forest. Khirynnax also realises that he is a long way from home, further than he thought.[/sblock]
 

GlassEye

Adventurer
Trickle shrugs in response to Tristan. "Fair enough. Well, now I think I'll find what sort of room I can scrounge and sleep a bit. In civilization, such as it is. Not in the woods." He grins and saunters off into the inn.

Khirynnax leans back and looks at Freya. He isn't quite sure what has happened that changed her demeanor so quickly but he can take a guess. He tries to fake a smile though the unfamiliar curve to his lips feels unnatural to him. "I'm less concerned with fame as long as I can acquire the fortune I seek." He tilts his head in acquiescence. "So I suppose you're right: fortune and glory."

[sblock=Khirynnax & Trickle][sblock=Trickle][section]
Trickle
Human Thief (level 1; 1 xp)
Shifty Eyes, Cropped Hair, Fancy Clothes, Lithe Body

STR 9 DEX 16 (+2) CON 12 INT 15 (+1) WIS 13 (+1) CHA 8 (-1)
Max. hp: 18 Current hp: 18

Alignment: Neutral: Avoid detection or infiltrate a location.

Gear: (Load 6/9) – Base Dmg: d8
Dagger (hand, 1 wt.) and Short sword (close, 1 wt.)
Ragged bow (near, 2 wt.) and bundle of arrows (3 ammo, 1 wt.)
Adventuring gear (1 wt.)
Bloodweed poison (touch, 3 uses): target deals -1d4 damage ongoing until cured

[sblock=Thief Moves]Human: When you spout lore or discern realities about criminal activities take +1

Trap Expert: When you spend a moment to survey a dangerous area, roll+Dex (2d6+2)
10+: hold 3
7-9: hold 1
Spend hold as you walk through area to ask questions:
  • Is there a trap here and if so, what activates it?
  • What does the trap do when activated?
  • What else is hidden here?
Tricks of the Trade: When you pick locks or disable traps, roll+Dex
10+: you do it, no problem
7-9: you do it, but GM offers two options between suspicion, danger, or cost.

Backstab: When you attack a surprised or defenseless enemy with a melee weapon, you can choose to roll your damage or roll+Dex
10+: choose two
7-9: choose one
  • You don’t get into melee with them
  • You deal your damage +1d6
  • You create an advantage, +1 forward to you or an ally acting on it
  • Reduce their armor by 1 until they repair it
Flexible Morals: When someone tries to detect your alignment you can tell them any alignment you like

Poisoner: Bloodweed (touch) is no longer dangerous for you to use. When you have time to gather materials and a safe place to brew you can make three uses of Bloodweed for free.
[/sblock][sblock=Bonds and Backgrounds]
I stole something from Needles.
Slice has my back when something goes wrong.
*** knows incriminating details about me.

After a year and a day of service the Witching Troll will teach Trickle the secret of Witch's Tears.

In the course of his work Trickle came across a poisoner’s tome (no longer in his possession) that described a potent poison called Witch’s Tears. The poisoner learned the formula for the poison (frustratingly not written down in the book) from a powerful unseelie sorcerer, a troll…
[/sblock]​
[/section][/sblock][sblock=Khirynnax][section]
Khirynnax Skinchanger, AKA Khir
Elven Druid (level 1; 0 xp)
Wild Eyes, Messy Hair, Practical Leathers

STR 15 (+1) DEX 12 CON 13 (+1) INT 9 WIS 16 (+2) CHA 8 (-1)
Max. hp: 19 Current hp: 19

Alignment: Neutral: Eliminate an unnatural menace.

Gear: (Load 3/7) – Base Dmg: d6
Token of the Mire: the Copper Coil, age-blackened armband in shape of snake
Hide armor (1 armor, 1 wt.)
Staff (close, two-handed, 1 wt.)
Poultices and herbs (2 uses, 1 wt.)

[sblock=Druid Moves]
Elf: In addition to any other attunements, the Great Forest is always considered your land.

Born of the Soil: Attuned to the Stinking Mire—when shapeshifting you may take the shape of any animal who might live in your land. Your tell (a crown of ivy) remains no matter what shape you take.

By Nature Sustained: You don’t need to eat or drink. If a move tells you to mark off a ration just ignore it.

Spirit Tongue: The grunts, barks, chirps, and calls of the creatures of the wild are as language to you. You can understand any animal native to your land or akin to one whose essence you have studied.

Shapeshifter: When you call upon the spirits to change your shape, roll+WIS.
10+ hold 3
7-9 hold 2
On a miss hold 1 in addition to whatever the GM says.
You may take on the physical form of any species whose essence you have studied or who lives in your land: you and your possessions meld into a perfect copy of the species’ form. You have any innate abilities and weaknesses of the form: claws, wings, gills, breathing water instead of air. You still use your normal stats but some moves may be harder to trigger. The GM will also tell you one or more moves associated with your new form. Spend 1 hold to make that move. Once you are out of hold you return to your natural form. At any time, you may spend all your hold and revert to your natural form.

Studied Essence: When you spend time in contemplation of an animal spirit, you may add its species to those you can assume using shapeshifting.
[/sblock]
[sblock=Bonds and Background]
*** smells more like prey than a hunter.
The spirits spoke to me of a great danger that follows Slice.
I have showed Needles a secret rite of the land.
*** has tasted my blood and I theirs. We are bound by it.

After a year and a day of service the Witching Troll will reveal a secret of the fae's primordial essence.

Khirynnax was an outsider, too fey for the humans, too unseelie for the elves. He didn’t care because he sensed a deeper essence, pure and powerful, that he needed to understand. When a halfling told him there was one who could put him on the path that might lead to his understanding Khirynnax didn’t hesitate. He made his way to the Witching Troll and readily accepted the bargain of service that the troll required as payment.
[/sblock]​
[/section][/sblock][/sblock]
 

TillForPie

First Post
Tristan retires to the bed provided for him.

[sblock=Tristan Le Pennec][section]
Tristan Le Pennec
Human Paladin
Looks Glowing Eyes, Helmeted, Worn Holy Symbol, Bulky Body
Alignment Lawful: Deny mercy to a criminal or unbeliever

Maximum Health 25 Current Health 25 Armor 3 Base Damage 1d10
STR 16 (+2) CON 15 (+1) DEX 8 (-1) INT 12 (+0) WIS 13 (+1) CHA 9 (+0)

Gear (Load 6/28)
Long Sword (close, +1 damage, 1 weight)
Shield (+1 armor, 1 weight)
Scale Armor (+2 armor, 3 weight)
Medallion of Our Virgin Mother the Lady of Tranquility (0 weight)
Adventuring Gear (1 weight)​

[sblock=Paladin Moves]Human When you pray for guidance, even for a moment, and ask, “What here is evil?” the GM will tell you, honestly.

Lay on Hands When you touch someone, skin to skin, and pray for their well-being, roll+CHA. On a 10+ you heal 1d8 damage or remove one disease. On a 7–9, they are healed, but the damage or disease is transferred to you.

Armored You ignore the clumsy tag on armor you wear.

I am the Law When you give an NPC an order based on your divine authority, roll+Cha. On a 7+, they choose one: Do what you say; Back away cautiously, then flee, or; Attack you. On a 10+, you also take +1 forward against them. On a miss, they do as they please and you take -1 forward against them.[/sblock][sblock=Quest and Bonds]Quest
Tristan's quest is to slay the monster, a great blight on the land.
His boons are
Invulnerability to bite damage, and
A freedom from hunger, thirst, and sleep
His vow is one of
Valor - Forbidden: Allowing an innocent creature to suffer[/sblock]
[/section][/sblock]
 

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