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<blockquote data-quote="Ruined" data-source="post: 33189" data-attributes="member: 113"><p>I knew this part would take a little bit of time. This was a point when I didn't take good notes of the campaign. We were testing a new rules system, and there were many headaches involved, almost enough to make us quit the campaign. Fortunately, wisdom prevailed.</p><p>----------------------------------</p><p></p><p>[ Hecatomb 4th – Day 18 ]</p><p></p><p>The group reaches Faunel by afternoon on the fifth day of their journey. As Tira warned, the locale has devolved into a series of swamplands. Faunel turns out to be very different from what the others expect. Instead of an organized, densely packed burg like Rigus or Fortitude, this gate-town is spread out over a vast area. The buildings all appear aged and worn, and roots and trees have grown up amongst them, splitting the stone in places. Wooden walkways stretch from one building to another, providing a solid surface to walk over the marsh.</p><p></p><p>Once they arrive in town, Solastor bids the group adieu and thanks them for their assistance. leaving to attend to other tasks. They take in the city, noting what Faunel has to offer, with Tira as their guide. As always, they decide to split up to do some investigating and carousing. Killian goes to look for things that might interest him. Faunel doesn’t strike him as a place of poverty, but he sees little that he would be inclinced to steal. After speaking with a young local, he hears of Wrath, the ‘guardian’ of the portal. Intrigued, he goes to investigate.</p><p> </p><p>Tira and Quinn go by Tira’s house, a modest house built amongst the roots of a large sequoia tree. The house is very quiet, and after knocking for a while, they determine that her father is away (Tira’s mother passed away years ago). Tira takes Quinn to meet Elder Gentry, the aging next-door neighbor. Gentry is over sixty cycles in age, an easygoing man who spends his days vinting wines and predicting the weather. He invites the two of them in, gauging this new ‘beast-man’ that his god-daughter travels with. Gentry makes them relax, telling them not to worry about manners and such garbage. When Tira asks about her father, he says that he has gone to handle business as he always had. Tira nods, knowing it to be the truth. They drink for a while, exchanging tales into the night. When they leave, Gentry gives them some heartwine to take with them.</p><p></p><p>Killian follows the path out to a small lake surrounded by an overgrowth of trees. Killian sees a large monolith rising nearly fifteen feet in height. Near the top of the granite structure is a carved humanoid face with eyes that glow a cold blue. The monolith rests at the edge of the lake where the path ends. He can sense a foreboding presence from the statue as if it were alive. But Wrath does not respond to his questions, no matter what he says or asks. He decides not to tempt fate, leaving the statue in silence.</p><p></p><p>Quinn and Killian get rooms in the Fallen Stag, a local inn. Tira is able to get into her house and sleep there for the night, reliving memories of her youth.</p><p></p><p>[ DM Note: Solastor was a PC, but the player didn’t stick around to continue. He was a great player and a good friend, but business carried him out to California, and so regrettably he dropped from the campaign. We never got a chance to develop the character, so I left him out of the PC listing at the start. ]</p></blockquote><p></p>
[QUOTE="Ruined, post: 33189, member: 113"] I knew this part would take a little bit of time. This was a point when I didn't take good notes of the campaign. We were testing a new rules system, and there were many headaches involved, almost enough to make us quit the campaign. Fortunately, wisdom prevailed. ---------------------------------- [ Hecatomb 4th – Day 18 ] The group reaches Faunel by afternoon on the fifth day of their journey. As Tira warned, the locale has devolved into a series of swamplands. Faunel turns out to be very different from what the others expect. Instead of an organized, densely packed burg like Rigus or Fortitude, this gate-town is spread out over a vast area. The buildings all appear aged and worn, and roots and trees have grown up amongst them, splitting the stone in places. Wooden walkways stretch from one building to another, providing a solid surface to walk over the marsh. Once they arrive in town, Solastor bids the group adieu and thanks them for their assistance. leaving to attend to other tasks. They take in the city, noting what Faunel has to offer, with Tira as their guide. As always, they decide to split up to do some investigating and carousing. Killian goes to look for things that might interest him. Faunel doesn’t strike him as a place of poverty, but he sees little that he would be inclinced to steal. After speaking with a young local, he hears of Wrath, the ‘guardian’ of the portal. Intrigued, he goes to investigate. Tira and Quinn go by Tira’s house, a modest house built amongst the roots of a large sequoia tree. The house is very quiet, and after knocking for a while, they determine that her father is away (Tira’s mother passed away years ago). Tira takes Quinn to meet Elder Gentry, the aging next-door neighbor. Gentry is over sixty cycles in age, an easygoing man who spends his days vinting wines and predicting the weather. He invites the two of them in, gauging this new ‘beast-man’ that his god-daughter travels with. Gentry makes them relax, telling them not to worry about manners and such garbage. When Tira asks about her father, he says that he has gone to handle business as he always had. Tira nods, knowing it to be the truth. They drink for a while, exchanging tales into the night. When they leave, Gentry gives them some heartwine to take with them. Killian follows the path out to a small lake surrounded by an overgrowth of trees. Killian sees a large monolith rising nearly fifteen feet in height. Near the top of the granite structure is a carved humanoid face with eyes that glow a cold blue. The monolith rests at the edge of the lake where the path ends. He can sense a foreboding presence from the statue as if it were alive. But Wrath does not respond to his questions, no matter what he says or asks. He decides not to tempt fate, leaving the statue in silence. Quinn and Killian get rooms in the Fallen Stag, a local inn. Tira is able to get into her house and sleep there for the night, reliving memories of her youth. [ DM Note: Solastor was a PC, but the player didn’t stick around to continue. He was a great player and a good friend, but business carried him out to California, and so regrettably he dropped from the campaign. We never got a chance to develop the character, so I left him out of the PC listing at the start. ] [/QUOTE]
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