• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Six From Gate Pass - Chapter 3: Shelter From The Storm

Arnir smiles and hands Lars one of the small crystalline vials filled with a syrupy green fluid capped with a cork coated in red wax.

Responding to Lars he says with a smile "A gentleman never tells, Lars" but as he does so he makes a gesture implying a fulsome set of breasts.

"Well, let's get moving then, I'd like to sell these trinkets and those rubies and maybe pick up some scrolls from the mage. Torrent, have you any idea of the climate we're heading into? Would it be safe to get rid of this winter gear in favour of something a bit lighter?"
 

log in or register to remove this ad

Hrimr puts the torch back into his pack and heads out into town. He finds a merchant that is willing to give him 55gp for the everburning torch. He picks up two vials for potions (2gp) as well.

He then heads to the Temple to see the Priest. He hopes that the priest will allow him to make use of his equipment to brew some potions.
 

[sblock="for Arnir"]Arnir, the ivory necklace is worth about 300gp at new market value. As such, the most you'll receive is 50% of the cost (150gp) as per selling magic items. The platinum necklace is worth 100gp. [/sblock]

Arnir, Torrent has left the bar already. However, ever since leaving the fire forest you've noticed that Indomitability's boon carries a unique effect that essentially represents a permanent casting of the spell endure elements. As such, you and the party (but not Diashan) are constantly comfortable in very cold and very hot environments.

Hrimr, you find the priestess Jessica Ralmat at her small shrine just off the main road. The shrine is nothing more than an open garden with an outdoor hearth and a group of carved wooden benches for services. A bundle of grain, presumably a holy symbol, has been fastened to a wooden pulpit that stands in front of the benches. Jessica is a quiet woman, and given that she is not powerful enough to do so herself, is happy to allow you to use her hearth and equipment to create potions. She asks for a donation of 25 gold pieces to help pay for services. You can assume that you'll be busy here all day.

Arnir and Lars, you'll need to head up to the Baron's keep if you want to inquire after horses and the mage. The former are kept in the soldiers' stables and the latter resides within the keep itself.
 

Arnir spends the morning bartering and haggling with shop keeps and manages to sell the rubies for 50GP each (200 total), the ivory necklace for 150GP and the platinum necklace for 100GP.

He also sells his now useless cold-weather clothing that he obtained in Gate Pass and purchases a fine new set of traveller's gear including some finely woven woollen pants, a clean white long sleeved linen shirt that laces at the neck and a wool vest. He completes the outfit with a pair of sturdy brown leather boots and a finely made dark green cloak with a golden silk lining. Feeling a bit lighter and dashing in his new clothing, he bids the tailor goodbye, slings his bow over his shoulder and heads to the keep to talk to the Baron's mage, inquiring after him at the station outside the keep's portcullis.

OOC: I assume the cold weather outfit is now worth 4GP - half of its new value which was 8GP, if this is wrong, let me know.
 

Hrimr thanks the Priestess kindly for the use of her equipment and gladly pays the donation.

Hrimr spends the next 4 hours preparing a potion of Cure Light wounds and a Potion of Bull's Strength.

He then heads back to the Inn to relax and await his companions.

OOC: I spent a total of 227 gold on making the potions
 

Arnir (and anyone else if they have followed), you are granted entry into the small courtyard of the tower keep. A small barracks dominates most of the grounds and a few hay-filled dummies serve as cross-bow target practice for a few soldiers. Also nearby is a small stable, that smells as if it needs a good cleaning, which has a few mules and light horses munching hay inside. Crates, barrels and sacks sit on wooden carts against the keep wall and two more guards stand before the thick double doors that lead into the tower keep itself.

Your weapons are confiscated by the guards in the gate house and they note that you will have them again when you leave. They are more relaxed with ranged weapons allowing you to still hold them, but ammunition is taken and they require you to un-string any bows or crossbows.

You are shown entry into the keep's main hall and then ushered into a side waiting room. The room is filled with a threadbare carpet on the cold stone floor, some simple wooden furniture and a small table with a pitcher of water and a few goblets. One of the guards asks you to be patient and heads off in search of the mage.

After an hour or so of waiting, a thin human man with sandy blond hair and a gaunt face walks into the room. He is dressed simply in a well-made robe and a small broach signalling his position in the keep is displayed on his chest. Behind him is a tall, broad half-elf clothed in a bright red tunic with gold piping. A half cape hangs from his shoulders and a finely made longsword hangs from a belt. The robed man smiles and says: "My apologies for keeping you waiting, but it is a busy morning here. We have heard the most interesting news about a band of adventurers that have just come from the fire forest, and now we find you at our very door. Ah, my manners. My name is Thomas Argole of Glaskeel and I serve as one of the Baron's advisors. The man behind me is Sir Delphin of the Order of the Radiant Heart." turning to the knight he adds, "Sir Delphin, would you be so kind as to head out and locate the rest of the members of our visitor's party? The Baron is interested in meeting them." The knight bows and heads out of the keep and into the grounds. Turning back to Arnir, he adds: "Well, the guard says you're looking for me. You have the look of a wizard about you. If so, why don't you follow me up to my office and we can discuss matters of the arcane. I have not had a conversation with a colleague in some time. The meeting with the Baron can wait until Sir Delphin returns with your friends."
 

Arnir is relieved to be able to carry his bow into the keep and un-strings the taught, highly ornamented wood without complaint, pocketing the string and handing over his quiver to the guardsmen.

For the next hour or so, Arnir passes the time casting various prestidigitation spells, creating urns, vases and chairs or whatever else catches his eye in the waiting room. As the Baron's mage enters the room, Arnir rises and smiles broadly. Since leaving his homeland, conversing with mages has been a rarity, and he is eager to increase his command over the arcane.

Arnir nods and bows politely as Thomas and Sir Delphin in finest noble fashion and introduces himself. "I am Arnir of House Bowflight...may I call you Thomas? I would be delighted to benefit from your command of the Weave! Let us go at once!"
 

Thomas leads Arnir up into the tower keep. He mentions some of his past, discussing his time apprenticing to Lady Timor and mumbles something about providing advice to Baron as his official role.

He stops on the second floor and takes Arnir into large room. The room has a few arrow slits for light and the wooden floor is covered in thick rugs. One desk is covered in organized piles of books, sheets of paper, rolls of parchment, ink bottles and maps. Another holds an alchemical set filled with vials, a mortar and pestle, small jars of ingredients and a small brazier stands to the side. A shelf is filled with more books and an open trunk is filled with pouches, boxes and bags of reagents for spells.

The Baron's wizard offers Arnir a seat and says: "So, what would you like to discuss?"

**********

Back at the Inn, Sir Delphin strides into the tap room and looks around. Torrent and Diashan, by coincidence, step through the portal behind the knight and go to sit down with Hrimr. Their packs are filled with supplies and they begin to chat. The knight approaches the table and says: "Good day. I am Sir Delphin of the Order of the Radiant Heart. I have been asked by Baron Melnar of Caldwell, the administrator of East Watch, to inquire after a number of adventurers matching your description. At least one of your friends, a well-dressed elf, is already at the Keep. The Baron asks that you come to a meeting so that he may discuss your reported journey through the fire forest."
 

Hrimr looks up at the Knight.

"Well me Sir Delphin. I don't see a problem with meeting the Baron. I guess we should wait for the rest of our party before heading out."
 

Arnir smiles generously "Well, it has been some time since I've been able to study in a formal setting, so I'm sure there are spells and scrolls you have access to that I'd love to take a look at. Have you any specialities? I'm something of a generalist, myself. "
 

Into the Woods

Remove ads

Top