IC [DW] From the Outside

Hawthorne, Priestess of Ushane

Ushane wakes up snuggled under the covers of the bed, far later than her usual wont. Her breakfast is naught but nourishing broth to chase away the ill-feeling that had plagued her during that night in the tavern and the following day. She really had been no fit company for anyone, and had spent the nights with her hands wrapped around a mug of something warm. What is was, she couldn't have even said.

But this morning things are looking far better. Shaking herself awake and performing her morning ablutions, Ushane heads down to see if her companions have managed to make it from their beds yet. Perhaps they'd be able to fill her in on what was going on around this town, and what things fate had in store for them...
 

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Khirynnax is presumably up and out already. He isn't in the common room. Trickle is, however, and looking like he would rather be sleeping another day longer. He sits hunched over a steaming bowl of porridge reluctantly slurping spoonfuls of the watery oats into his mouth. He glances up at Hawthorne. "Good to see you up and about. Khirynnax is stomping around out there somewhere. He woke me before dawn muttering on about some thing or the other. All I know is today is the day Tristan wants to put to rest those rumors of ghosts in Lord P's castle or whatever that knight is up to for the lord."

Trickle shrugs and it is clear he won't be a reliable source of information for a while yet, after he gets over his bout of early morning surliness.

[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]
 

All I know is today is the day Tristan wants to put to rest those rumors of ghosts in Lord P's castle or whatever that knight is up to for the lord.
OOC - Actually, Tristan's default plan - assuming nobody objected - was to head out the morning after getting his armor. So tomorrow. But it's possible Trickle is simply mistaken. :)

Tristan is back in the commons quite early. Though he can sleep, the blessings of the Lady remove the need and in the quiet solitude of the provided room he can think of little else but what's consumed his thoughts these past weeks: The creature he encountered in the woods. His yearning for its destruction plagues him always.

He prays silently at length over whatever breakfast is provided and continues his devotions when the meal is over.

"So," he begins to whichever of the group has gathered in the commons by the time his meal is finished, "What have you learned of the local goings-on from the folk of this roadhouse?"


[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]
 

[sblock=OOC]
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]

Going off this post, I was assuming our day between the first night and picking up Tristan's armor would be uneventful and posted as such. But I'm ok with chatting on the morning of day 5 and Trickle simply being a bit hungover and jumbling things up.

Sorry this post is so short; kinda busy this morning. I'll get a full post up this evening hopefully.[/sblock]

Khirynnax pokes his head in the door of the inn. Seeing the others gathering he walks over in time to hear Tristan's question. He sits down and listens to Trickle's grumbling. Apparently the rogue-ish fellow had a bit too much to drink last night.
 

[sblock=OOC]

Going off this post, I was assuming our day between the first night and picking up Tristan's armor would be uneventful and posted as such. But I'm ok with chatting on the morning of day 5 and Trickle simply being a bit hungover and jumbling things up.

Sorry this post is so short; kinda busy this morning. I'll get a full post up this evening hopefully.[/sblock]
OOC - I see what you mean now. But that would mean that Tristan went to see the blacksmith at night, with the option to then leave for the 10 mile walk to the castle also at night. If he did in fact collect the armor last night then he'll leave this morning for the castle.
 

[sblock=OOC]That's not quite how I parsed it. Tristan probably would have taken his armor to the blacksmith on day 5, the morning after we had our scene at the inn. It looks like it was finished early enough that we could travel to the castle afterwards on the same day but investigation would have to wait for the morning after that, or we wait til the next day to travel and explore rather later in that day.

The big question for me would be: camp near a supposedly haunted castle then explore the next morning, or arrive in the afternoon to explore then camp near a supposedly haunted castle. Honestly, it makes little difference to me. Anything else, imo, is relatively inconsequential and can be glossed over (excluding the conversation where we discuss what we learned and what we should do. Plus Khirynnax would rather have that conversation in the inn over having it on the road).[/sblock]
 

Day Six, morning, on the way to the Castle

The new day breaks grey and confused. Light showers give way to bright sunlight, all pushed hurriedly along by a blustery wind. Not the most endearing travelling weather, but at least the route to the castle is easy enough to find. As is finding someone willing to show it to you. At least, willing up to a point.

You follow the road out to the quarry. Regularly travelled by wagons carrying loads of stone, it is easy enough to follow, if a little rutted and muddy. Just before arriving at the quarry, you take a right down a track that takes you east. Another hour or so brings you to the house of Jayel, one of the town's woodsmen. A thin wisp of smoke drifts from the chimney. This is also as far as your guide will go. Before they turn around to head home, they point out the towers and walls of Castle Brockendale about four to five miles away, rising above the trees, a dark outline against the grey unsettled sky.

Beyond the house, the track becomes little more than a vague recollection of past journeys. The land becomes more undulating, and more heavily wooded as you leave behind the grazing areas of the steadings and surrounding farms. A couple of miles further on you spot another party of travellers, a small merchant caravan, about half a mile or so to the north. They are heading south-west, roughly towards the village. [1] There are a dozen people along with half a dozen heavily laden mules. About half of the party appear armed and armoured, two of the others ride mules while the last four walk alongside the animals. You can ignore them if you wish, although you will probably have to swing round to the south if you want to try and slip past unnoticed.

[sblock=OOC][1]Their current direction of travel would have taken them a couple of mile north of the castle.[/sblock]
 

OOC: Sorry about the timeline mixup, I see what doghead and GlassEye meant now.

Tristan doesn't concern himself with the caravan and makes no attempt to neither intercept nor avoid it. Should another member of the party wish to do either he'll hear them out.


[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]
 

Trickle's surliness doesn't last long and the others suspect the prospect of treasures in the castle lifted it more than anything else.

While in the inn Khirynnax will share, in a low voice, the information he discovered from Freya though he won't blow her cover by mentioning that she is herself fey. He'll specifically relate what he learned about the Glowering Night: what it is, when it occurs, and how the Weirhenge is connected, or could be. He won't mention how or why they have this quest but considering the threat of dark magics he hopes that Tristan will stand with them (however that might be) to protect the children of the town.

Khirynnax is for avoiding the caravan of men. Trickle, on the other hand, is not. "They had to have traveled right by the place. The least we can do is ask what they saw when they went by. You never know; what they've seen might be the key."

[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]
 

Day Six, late morning, on the way to the Castle

[sblock=OOC]If you wish to meet the caravaners you can, but in case you choose not to ...[/sblock]

Leaving behind the caravan, you continue towards the castle. The castle is set in among the low rolling hills to the north of the steadings of Hengistead and Thornstead. For the last mile or so the ground slowly rises towards the castle sited on top of a small hill, giving it a commanding view of the surrounding area and the valley to the south. The area around the castle is lightly wooded, the trees mostly young. Its quiet. As you pass through you notice patches of old dusty cobwebs hanging between trees. A little further on, you spot a fresh web strung between two trees. Its thin stands are strong and sticky and easy to miss. Of the maker there is no sign.

Eventually you come to the castle itself. It has clearly seen better days. Much of the castle is in disrepair and the outside walls have partially collapsed in one place that you can see. Over the years various vines and other climbing plants have taken hold in the rough and broken stonework of the walls. Some of the stonework appears to be covered by old dilapidated cobwebs of the usual size. The main entrance to the castle stands open, a dark gaping hole in the wall. The remains of the front gate hang rotting from rusted fittings. Through the gloomy entrance you can see the courtyard beyond, also overgrown with weeds and vines that hug the walls.
 

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