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IC [DW] From the Outside
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<blockquote data-quote="doghead" data-source="post: 6360376" data-attributes="member: 8243"><p><strong>Day Four, early evening, The Bleeding Heart Tavern</strong></p><p></p><p></p><p></p><p>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. </p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>"Better still the companionship of a woman if you are looking for social graces," responds Freya.</p><p></p><p>[sblock=GlassEye]</p><p></p><p><strong>Trickle:</strong></p><p></p><p><em>Spout Lore (grisly stories):</em> 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).</p><p></p><p><em>What here is not what is appears to be? (Freya):</em> Freya, obviously. But you knew that <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> 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.</p><p></p><p><strong>Khirynnax:</strong> </p><p></p><p><em>What here is not what it appears to be?</em> Ugg and Freya obviously. The Green-Lady, definitely. See below.</p><p></p><p><em>What should I be on the lookout for? (Ugg/Green Lady):</em> 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). </p><p></p><p style="margin-left: 20px">Hag </p> <p style="margin-left: 20px">Solitary or Group (3), Stealthy, Magical, Devious, Intelligent, Terrifying</p> <p style="margin-left: 20px">Fetid tooth and foul claw (d8 damage), 12 HP, 0 armor, Close.</p> <p style="margin-left: 20px">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. </p> <p style="margin-left: 20px">Instinct: to forsee</p> <p style="margin-left: 20px">* Beguile and tempt through illusions and divination</p> <p style="margin-left: 20px">* Foretell the fortunes of others</p> <p style="margin-left: 20px">* Brew poisons and potions</p> <p style="margin-left: 20px">* Curse and hex those who threaten with injury</p><p></p><p>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]</p></blockquote><p></p>
[QUOTE="doghead, post: 6360376, member: 8243"] [b]Day Four, early evening, The Bleeding Heart Tavern[/b] 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. 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. 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. 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. "Better still the companionship of a woman if you are looking for social graces," responds Freya. [sblock=GlassEye] [B]Trickle:[/B] [I]Spout Lore (grisly stories):[/I] 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). [I]What here is not what is appears to be? (Freya):[/I] 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. [B]Khirynnax:[/B] [I]What here is not what it appears to be?[/I] Ugg and Freya obviously. The Green-Lady, definitely. See below. [I]What should I be on the lookout for? (Ugg/Green Lady):[/I] 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). [INDENT]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[/INDENT] 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] [/QUOTE]
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