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[LPF] The Road to Tritower
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<blockquote data-quote="Aura" data-source="post: 6556609" data-attributes="member: 6747658"><p>With that, the group heads back to camp, with the not-so-intreped mule-driver leading the way. He seems more than eager to get out of the realm of adventuring and back into the realm of ordinary affairs--driving mules, setting camp, cooking, breaking camp, and so on, and so forth. The old man seems comforted by his routines.</p><p></p><p>For everyone else, the rest of the trip is more an exercise in boredom, with the highlights of your day being the people that pass you going the opposite direction, and dinner. (For his part, Anzaldo puts most of his cooking effort into dinner, and it's usually pretty good.) From time to time, Anna lapses back into complaining, although the reason bears more an air of legitimacy--she is clearly wearing out. Although she doesn't have a tumble like the one in the woods, she does drop to one knee on two occasions, and for long stretches of silence, you can hear her labored breaths.</p><p></p><p>Finally, Tritower comes into sight. Named literally for the cityscape, which features three distinct towers, the port town serves as the border between the civilized lands and the wild hinterlands. It is a trade town, born and bred on the prospect of helping get supplies from point a to point b.</p><p></p><p>Within the town is a humble Shrine of Cortesia--an open-air shrine with enough bench seating for, perhaps, 30-ish people to sit at any given time. It is manned by a single acolyte, a good natured 20 year old human named Larin Cadallis. He seems rather surprised to see you all and particularly Anna. From the short conversation between them you come to understand he'd never expected somebody with her 'special potential' to travel from Venza at all, much less with a small mercenary group.</p><p></p><p>Finally, you are paid for the initial part of the journey. As part of the payment, you each receive a healing potion, which, if you end up not needing it, you can sell when you finally get back to Venza--such an item is as good as gold at the local magic market there. However, the young priestess pointedly notes that it might not be a bad thing to have in your back pocket when confronting this Falcon character.</p><p></p><p>Anna bids you farewell and adds best wishes for your safe return. You walk to the edge of town, with the cryptic note from the cook's backpack in hand...</p><p></p><p>[sblock=Healing Potion]In addition to an unspecified amount of gold, you each get a Potion of Cure Light Wounds worth 50 gold. It's like any consumable--if you use it, it's entered in your character's finances section as a consumed item. However, with no healing in the group, it might be a life-saver.[/sblock]</p><p>[sblock=Summary Description]The game has been altered in order to fit with a larger scheme of freeing up adventurers about the same time so games can be rebalanced and new DMs assigned. So I had to use a rather lengthy descriptive text to move thing along. We will now pick up with our mercenary group deciding what's next.[/sblock]</p></blockquote><p></p>
[QUOTE="Aura, post: 6556609, member: 6747658"] With that, the group heads back to camp, with the not-so-intreped mule-driver leading the way. He seems more than eager to get out of the realm of adventuring and back into the realm of ordinary affairs--driving mules, setting camp, cooking, breaking camp, and so on, and so forth. The old man seems comforted by his routines. For everyone else, the rest of the trip is more an exercise in boredom, with the highlights of your day being the people that pass you going the opposite direction, and dinner. (For his part, Anzaldo puts most of his cooking effort into dinner, and it's usually pretty good.) From time to time, Anna lapses back into complaining, although the reason bears more an air of legitimacy--she is clearly wearing out. Although she doesn't have a tumble like the one in the woods, she does drop to one knee on two occasions, and for long stretches of silence, you can hear her labored breaths. Finally, Tritower comes into sight. Named literally for the cityscape, which features three distinct towers, the port town serves as the border between the civilized lands and the wild hinterlands. It is a trade town, born and bred on the prospect of helping get supplies from point a to point b. Within the town is a humble Shrine of Cortesia--an open-air shrine with enough bench seating for, perhaps, 30-ish people to sit at any given time. It is manned by a single acolyte, a good natured 20 year old human named Larin Cadallis. He seems rather surprised to see you all and particularly Anna. From the short conversation between them you come to understand he'd never expected somebody with her 'special potential' to travel from Venza at all, much less with a small mercenary group. Finally, you are paid for the initial part of the journey. As part of the payment, you each receive a healing potion, which, if you end up not needing it, you can sell when you finally get back to Venza--such an item is as good as gold at the local magic market there. However, the young priestess pointedly notes that it might not be a bad thing to have in your back pocket when confronting this Falcon character. Anna bids you farewell and adds best wishes for your safe return. You walk to the edge of town, with the cryptic note from the cook's backpack in hand... [sblock=Healing Potion]In addition to an unspecified amount of gold, you each get a Potion of Cure Light Wounds worth 50 gold. It's like any consumable--if you use it, it's entered in your character's finances section as a consumed item. However, with no healing in the group, it might be a life-saver.[/sblock] [sblock=Summary Description]The game has been altered in order to fit with a larger scheme of freeing up adventurers about the same time so games can be rebalanced and new DMs assigned. So I had to use a rather lengthy descriptive text to move thing along. We will now pick up with our mercenary group deciding what's next.[/sblock] [/QUOTE]
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