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From humble beginnings...

Clete leaves the temple and continues to ask about the road to Critwall

So, Tarvoden may not be all he seems to be...I sure don't know what to make of this. Still, no idea on what Noveros wants with him.
 

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Manzanita steps out next to Grenier to assist in the parley if appropriate

OOC: I don't want to say anything until they respond to Grenier, yet I won't be logging in again for about 14 hours, so I wanted to at least post something. Manzanita will certainly try to use her bluff &/or Diplomacy to avoid a fight.
 

Garik carefully turns towards his attacker, but does turn his back completely on the women, nor draw his weapon, but keeps the man who whispered to him at arm's length.

You are mistaken....sir. Perhaps you and your "lady" would like a drink or have you both had enough?

I wouldn't bed the wench with my horses, nevermind share her wares. These flannish treat their women like cattle.


OOC: DM, Continue taking in the scene carefully.
 

To Clete

Unfortunately, in all your investigations, you have turned up nothing about Noveros. There were several dead-ends where you found out about a person who had a similar name but ultimately, no information could be garnered about the mysterious man.

Information about the road to Critwall, however, came in a flood and you barely had enough wherewithall to filter through all the chaff to get to the wheat.

Essentially there were two routes and the following key pieces of information were garnered in your efforts:

1) On the road to Willip, you will encounter numerous waystations where militiamen will require the payment of several taxes, including a Freesword tax which is called 'Blade Coppers' once you cross over into the Barony of Willip; a Foriegner's Tax; and, again once you cross over in to Willip, a Dweomercrafting Tax. However the journey will be swift and safe due to the relatively good condition of the road and the constant patrols.

Willip itself is a bustling port city full of colour, life, activity and crime. It is the main base of Furyondy's navy and therefore has extensive shipyards and many sailors. It is also a nexus of trade for the Nyr Dyv into Furyondy. From Willip there are vessels that will take you as far as Herechal for a modest fee, however from there, getting to Critwall would be under your own steam.

2) Crossing the plains of St. Lucius, the relatively unihabited area between the road from Gorsend to Willip and between Gorsend and Critwall/Herechal, is said to be treacherous due to roving bands of hoch jebline who break ranks from their base in Critwall not to mention bandits. There have also been rumours of beings with scales that ooze a vile, rotten egg smell and other 'things' that resemble fat, hairless gnomes that mindlessly attack anything living.

Such are just wild rumours, though, told to you by wild-eyed men after too much drink. Others have said that the journey is actually quite scenic and due to the plains being relatively free of trees and hills, quite swift and can easily cut in half the time it would take to journey from Gorsend, not to mention be a helluva lot cheaper.
 
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To Manzanita, Grenier & M'faro

As the warriors have managed to attract a great deal of attention due to their callous approach, a crowd slowly, and surreptitiously, gathers to watch the proceedings. There are probably a good fifty to a hundred people looking on, at varying distances, and easily a couple of hundred within earshot of any battle that might happen.

The horses, though indeed fiesty and difficult to control are not bucking wildly or rearing up so though any shot from the back of the steed might be done under less than perfect conditions, the chances of them falling aren't significantly increased.

Upon hearing the words of Grenier, the greasy little man sneers and replies.

"Don't think yah coin is good wid us, fella. Yer under arrest fer smugglin' weapons into da city, an yah got no permit so don't you be tryin' nuttin' funny-like. Now... drop yer weapons an' we be all friends."

The other two are now loading their crossbows and will have a bead on you in moments...
 
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To Garik

You hear behind you the 'schickt' sound as a blade is drawn.

"Oh you be buyin' a'right, buyin' a place in da Abyss if yah dun be handin' over all yah coin..."

The woman cautiously begins placing her hands into the folds of your clothing, seemingly searching for something.

She speaks to you softly.

"Sorry matey, you know how it is... woman's gotta make a livin', an' a rich, foriegn traveller like you, dressed all in silks..."

DM: This is all happening as in hasn't happened and therefore you can intervene and say, grab her arm or turn around as the blade is drawn and smack him before it is, sort of thing. Essentially, it would be an initiative roll to see who goes first if you were to attempt anything.
 

"A permit is what you want? Well indeed we do have one, I thought that would be a given, how else would we have gotten into your well guarded town with our weapons?
Our friend carriers our permit right now, he is waiting for us in the tavern "The Ardent". It be a mere short walk that way."

Grenier points in the direction of the tavern.
 

To Grenier, M'faro & Manzanita

The leader of the guards looks a little perplexed at your response. He opens his mouth a couple of times and tests out a word or two but nothing else was forthcoming for several seconds.

One of the other guards speaks to his companion in mid crank.

"'Ere, 'e never said 'nuffin' 'bout no permits..."

The leader seems a little frustrated at upon hearing his companion blurt this out and so turns his steed and goes back to confer with them.

They squabble for a moment, the third managing finally to get his crossbow cranked and loaded whilst keeping an eye on you all.

The leader smacks the other guy over the head and after a few more moments of talking, the leader seems to be impressed with something the guy said and so comes back to you all to report.

DM: If you wish, during all of this, you can all flee, draw weapons, take aim or whatever.

You all succeeded at Listen checks, however, and thus can hear what they were speaking about, even though twenty feet away and whispering.

Here's a breakdown of the conversation:

Leader: What'd yah go an' say dat fer, yah idyet!

Grunt1: Dey dunno nuttin' 'bout da guy dat told us... leave off.

Grunt2: Damn jeblin crossbow! Ah, got it!

Leader: Look, if they've got permits, there's nothin' we can do, we 'ave ta let 'em go.

Grunt1: But dey spies of tha Old One!

At this point, the leader smacks him over the head.

Leader: Dalt damn you! Keep yer trap shut or I swear I'll... I'll... I'll tell yer wife about Moreen!

A brief silence ensues.

Grunt2: Umm...

Grunt1: Hey... whattiff dey forges?

Leader: Eh?

Grunt1: Yah know... lies... on paper... forges...

Leader: Bless yah Rett, yah a genus sometimes... forgeries, o'course!
 

The weapon permits! Who has those? Ah yes, Tarvoden gave it to Garik with other papers!

I consider then better not to scare the mounts, but as Manzanita moves next to Grenier, I move with the pony behind both of them (about 5 feet) and, taking advantage of the cover, as the guards gather to discuss, try slowly loose a spear.

If I succeed I'll keep the spear tight to my right side, trying to cover it from sight.

In case of combat my target will be the grunt with the loaded crossbow.
 
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Garik spreads his legs and arms in a martial stance, intentionally trying to trip the woman beside him and knock her on her ass, as he coils his arm to punch the man beside him. He tries to hit him squarely in the mouth, as best he possibly can.

This town's hospitality leaves something to be desired.

SALEE-YA!!!!!

OOC: If the wakeup call is not enough to dissuade them, I'll immediately draw my weapon and prepare to use deadly force.
 

Into the Woods

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