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[Lakelands] Six For Adventure
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<blockquote data-quote="Raven Crowking" data-source="post: 1998847" data-attributes="member: 18280"><p>After leaving the Archdeacon’s office, a junior lay brother showed the company to the cells they would share. Unlike the well-appointed Archdeacon’s office, the cells were almost monastic, with little more than a rough wooden cot, a washing basin, and a chamber pot. Nonetheless, they would do for a night’s rest, and the thin mattresses seemed freshly stuffed and relatively bug-free. Indeed, some of the company had slept in much worse quarters. Among goblins, for instance, only those who ranked very high on the social ladder got their own quarters at all…</p><p></p><p>…Although, of course, once Glom’s particular talents began to manifest they offered him a certain type of social elevation that could be either a blessing or a curse. He was able to get a small room to himself partly because fear of his powers had elevated him in the tribal hierarchy, but also partly because most of the other goblins were afraid to come too near to him.</p><p></p><p>That evening, before they retired, the Sisters of Mellador arrived, bearing more than the Archdeacon had promised. Sister Folgarda offered them six bottles of a minor curative elixir, light green in color and clearly marked with the Mardoni “H” rune. She brought another three vials of a dark green liquid, marked with “M” runes that she explained were major curative elixirs. Finally, she brought six bottles of a pale blue liquid, unmarked by any rune, which were a general antidote for poison. </p><p></p><p>“You need use only a third of each potion,” she said, “to gain the desired effect. As Mardan guides your hand in battle, may Mellador guide your heart toward mercy.”</p><p></p><p>From the Temple’s provender, a crowbar, a grappling hook, 50 feet of silk rope, two short bows, and 40 arrows were also made ready. In the morning, they were taken to the Temple stables, where three mounted guides were waiting, along with two horses loaned from the Church, and a cart. Although it normally cost 1 silver piece per person or beast to pass the town gates, Brother Hengist – the chief of the guides – spoke to the guardsmen, and they were let past.</p><p></p><p>As with all towns, Selby-by-the-Water required a large area of farmland to support its population. Small villages, hamlets, and homesteads dot the landscape between the town and Weirwood the Great. Kell’s Reach is one of these – a small community centered around a stone mill. A stream, tributary to the Selwyn River, provides power for the millwheel to turn. The place does have a small church, tucked out of the way and somewhat rundown. </p><p></p><p>It is toward the rundown church that the guides lead you.</p><p></p><p></p><p><strong></strong></p><p><strong><span style="color: Red">OUT OF GAME: Sorry, limited time. Will do more Sunday night.</span></strong></p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 1998847, member: 18280"] After leaving the Archdeacon’s office, a junior lay brother showed the company to the cells they would share. Unlike the well-appointed Archdeacon’s office, the cells were almost monastic, with little more than a rough wooden cot, a washing basin, and a chamber pot. Nonetheless, they would do for a night’s rest, and the thin mattresses seemed freshly stuffed and relatively bug-free. Indeed, some of the company had slept in much worse quarters. Among goblins, for instance, only those who ranked very high on the social ladder got their own quarters at all… …Although, of course, once Glom’s particular talents began to manifest they offered him a certain type of social elevation that could be either a blessing or a curse. He was able to get a small room to himself partly because fear of his powers had elevated him in the tribal hierarchy, but also partly because most of the other goblins were afraid to come too near to him. That evening, before they retired, the Sisters of Mellador arrived, bearing more than the Archdeacon had promised. Sister Folgarda offered them six bottles of a minor curative elixir, light green in color and clearly marked with the Mardoni “H” rune. She brought another three vials of a dark green liquid, marked with “M” runes that she explained were major curative elixirs. Finally, she brought six bottles of a pale blue liquid, unmarked by any rune, which were a general antidote for poison. “You need use only a third of each potion,” she said, “to gain the desired effect. As Mardan guides your hand in battle, may Mellador guide your heart toward mercy.” From the Temple’s provender, a crowbar, a grappling hook, 50 feet of silk rope, two short bows, and 40 arrows were also made ready. In the morning, they were taken to the Temple stables, where three mounted guides were waiting, along with two horses loaned from the Church, and a cart. Although it normally cost 1 silver piece per person or beast to pass the town gates, Brother Hengist – the chief of the guides – spoke to the guardsmen, and they were let past. As with all towns, Selby-by-the-Water required a large area of farmland to support its population. Small villages, hamlets, and homesteads dot the landscape between the town and Weirwood the Great. Kell’s Reach is one of these – a small community centered around a stone mill. A stream, tributary to the Selwyn River, provides power for the millwheel to turn. The place does have a small church, tucked out of the way and somewhat rundown. It is toward the rundown church that the guides lead you. [B] [COLOR=Red]OUT OF GAME: Sorry, limited time. Will do more Sunday night.[/COLOR][/B] [/QUOTE]
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