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[AU] Lost Dreams: The Stone Troll
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<blockquote data-quote="Erekose13" data-source="post: 1483250" data-attributes="member: 3387"><p><strong>Norville</strong></p><p></p><p>It takes another three days to reach the small town, Norville, which has sprung up in the foothills at the head of the river. The weather has been getting progressively colder and the skies have remained heavily clouded. There has not been another heavy thunderstorm like the first night out of Brighthomle. The clouds have mostly threatened, though there have been a few light showers in the early afternoons for the past couple of days. The rain that fell was really cool and made for really depressing travel during those days. You arrive there in the late afternoon, the sun has already started to set though it is impossible to actually see it through the clouds.</p><p></p><p>While travelling Aadin continues his research going over the ring first, then the axe. The most recent owner of the ring was Shethswana and the item's magical ability is to increase the chances of hitting opponents in melee combat similar to the bash spell, it is a charged item with 43 charges remaining.</p><p></p><p>The axe was created only 1 month ago and the last creature to touch the item was Horth, whom you already know was rhodin. This item was also created by Shethswana and its purpose is to hit things. It is made of heavy iron, green wood from the Harrowdeep, and the ground bone of a frost worm. The item was made in the Citadel of Ice and was owned by Horth. Its magical ability is to hit things hard <span style="color: purple">[ooc: +1 battleaxe]</span>.</p><p></p><p>Comparing notes, Kelsis is able to figure out a bit more about the visions in the memory stone. The hag's name is Shethswana, she is also the creator of the ring and axe. The bigger, fast rhodin was Horth and one of the lackies was named Murtz. Listening to the language patterns for those names and trying to grasp the others you find that the other two lackies were Durz and Doff, the caster was Norn and the akashic scout was Woer. The troll was called Crusher. You are able to match equipment to name so that Aadin can avoid receiving information you already know as he searches the runes across the other items.</p><p></p><p>A few buildings have sprung up in the small hamlet, mostly boarding houses and taverns. A sherriff has set up a jail and there is a general store as well. Master Mollen leads you to one of the few unmarked buildings and directs you to bring the horses and wagons inside. It is a large warehouse type building and it appears that many people use it to house such large caravans. Inside Master Mollen speaks to the owner and takes care of business type stuff. </p><p></p><p>When he is finished he comes over and says, <span style="color: silver">"Okay we are here, I am going to see about gathering my associates so that we can get out of here as soon as we can. The gentleman here says that there have been an increasing number of attacks on the gold diggers and merchants who come here. I would like one of you to stay with the caravan at all times in shifts and one of you to accompany me, Lemm you are with me. The others I would like you to gather what information you can from the locals to find out more about these raids. I need more information on whether my other investments here are in danger."</span> </p><p></p><p>Gren agrees to stay with the wagons for the first watch so that he has an opportunity to clean and water the horses. In the small town there are 3 large taverns, the Gold Ring, the Ventrid Saloon, and Grey's Tavern, 2 boarding houses, the Mollen House and Grey's Hostel (attached to his tavern). </p><p></p><p><span style="color: purple">[ooc:Aadin used up 10 uses of his Rune of Knowledge. 3 days nets you 12 uses, so you still have another 2 to use on the next item. Let me know which you choose next and I'll give you the details you have already gathered about it.]</span></p></blockquote><p></p>
[QUOTE="Erekose13, post: 1483250, member: 3387"] [b]Norville[/b] It takes another three days to reach the small town, Norville, which has sprung up in the foothills at the head of the river. The weather has been getting progressively colder and the skies have remained heavily clouded. There has not been another heavy thunderstorm like the first night out of Brighthomle. The clouds have mostly threatened, though there have been a few light showers in the early afternoons for the past couple of days. The rain that fell was really cool and made for really depressing travel during those days. You arrive there in the late afternoon, the sun has already started to set though it is impossible to actually see it through the clouds. While travelling Aadin continues his research going over the ring first, then the axe. The most recent owner of the ring was Shethswana and the item's magical ability is to increase the chances of hitting opponents in melee combat similar to the bash spell, it is a charged item with 43 charges remaining. The axe was created only 1 month ago and the last creature to touch the item was Horth, whom you already know was rhodin. This item was also created by Shethswana and its purpose is to hit things. It is made of heavy iron, green wood from the Harrowdeep, and the ground bone of a frost worm. The item was made in the Citadel of Ice and was owned by Horth. Its magical ability is to hit things hard [color=purple][ooc: +1 battleaxe][/color]. Comparing notes, Kelsis is able to figure out a bit more about the visions in the memory stone. The hag's name is Shethswana, she is also the creator of the ring and axe. The bigger, fast rhodin was Horth and one of the lackies was named Murtz. Listening to the language patterns for those names and trying to grasp the others you find that the other two lackies were Durz and Doff, the caster was Norn and the akashic scout was Woer. The troll was called Crusher. You are able to match equipment to name so that Aadin can avoid receiving information you already know as he searches the runes across the other items. A few buildings have sprung up in the small hamlet, mostly boarding houses and taverns. A sherriff has set up a jail and there is a general store as well. Master Mollen leads you to one of the few unmarked buildings and directs you to bring the horses and wagons inside. It is a large warehouse type building and it appears that many people use it to house such large caravans. Inside Master Mollen speaks to the owner and takes care of business type stuff. When he is finished he comes over and says, [color=silver]"Okay we are here, I am going to see about gathering my associates so that we can get out of here as soon as we can. The gentleman here says that there have been an increasing number of attacks on the gold diggers and merchants who come here. I would like one of you to stay with the caravan at all times in shifts and one of you to accompany me, Lemm you are with me. The others I would like you to gather what information you can from the locals to find out more about these raids. I need more information on whether my other investments here are in danger."[/color] Gren agrees to stay with the wagons for the first watch so that he has an opportunity to clean and water the horses. In the small town there are 3 large taverns, the Gold Ring, the Ventrid Saloon, and Grey's Tavern, 2 boarding houses, the Mollen House and Grey's Hostel (attached to his tavern). [color=purple][ooc:Aadin used up 10 uses of his Rune of Knowledge. 3 days nets you 12 uses, so you still have another 2 to use on the next item. Let me know which you choose next and I'll give you the details you have already gathered about it.][/color] [/QUOTE]
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