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<blockquote data-quote="TallIan" data-source="post: 7256424" data-attributes="member: 6853819"><p>Sumber Hills, Day 7 Early evening</p><p></p><p>[GM]Sorry if this is a bit railroady, but I don't want to let the slow things down more than I already am by being IRL busy (stupid US government bureaucracy working efficiently for a change). It looks like its three votes to continue to the earth cult as planned, without dealing with the spy for now so I'm going to advance things to the "start" of the earth cult. </p><p></p><p>I believe you were hoping to find another secret entrance? Without any clues as to its whereabouts you could be searching for a while. How much game time are you willing to commit? You'll be arriving close to where the monastery should be with a few hours of light left.</p><p></p><p>Conditions after the rest:</p><p>Ilvillious 27+6/27 HD 3/4</p><p>Nariah 23+6/23 HD 4/4</p><p>Duran 23+6/23 HD 4/4</p><p>Erol 36+6/36 HD 4/4</p><p>J.V. 27+6/27 HD 4/4[/GM]</p><p></p><p>After some discussion the party head back to Redlarch to hand over the two prisoners. The reaver fights his bonds continuously and arrives back at Red Larch exhausted and bleeding. Haberk is found in his butchers shop, having a better time of dealing with the crisis with his wife, Jalessa's, help. Her head is clearly much more suited to politics. <strong>"Banditry hey? Folk 'ere don' much like bandits...likely be the noose for 'em. Most folks would'n' even bother bringin' 'em back. 'spose it makes for better justice. I'd offer a reward, but we ain't got squat aat the now."</strong> At the mention of a possible spy, Haberk looks worried, like things are slipping nearer to disaster, <strong>"Damn! Jus' as we was gettin' things back ta normal. Well, he'll be hard ta flush out, lotsa folks commin and goin all the time from 'ere - migrant worker, caravan drivers an' guards, travelers..."</strong> He thinks for a minute and then adds, <strong>"I'll try ta keep it quite and get Jalessa ta look inta it while you is out."</strong></p><p></p><p>Wanting to make use of the day the party heads straight back out. After leaving the road, you head east towards where the Sacred Stone Monastery should be. As you travel along you get an occasional whiff of acrid smoke, if you could see a smokey pillar on the horizon you'd say that a town or village had recently been razed. With nothing more to guide you, you continue east, almost to the river until you realise you are follow a old, faded path. The path leads you towards a valley, with the sides getting ever steeper, until you can see up ahead that the path leads along the bottom of a steep sided ravine. Wherever it leads, solitude was clearly the goal. While the bottom of the path would be vulnerable to attack from the top, there is little to indicate the cliff tops were ever fortified to keep out intruders.</p></blockquote><p></p>
[QUOTE="TallIan, post: 7256424, member: 6853819"] Sumber Hills, Day 7 Early evening [GM]Sorry if this is a bit railroady, but I don't want to let the slow things down more than I already am by being IRL busy (stupid US government bureaucracy working efficiently for a change). It looks like its three votes to continue to the earth cult as planned, without dealing with the spy for now so I'm going to advance things to the "start" of the earth cult. I believe you were hoping to find another secret entrance? Without any clues as to its whereabouts you could be searching for a while. How much game time are you willing to commit? You'll be arriving close to where the monastery should be with a few hours of light left. Conditions after the rest: Ilvillious 27+6/27 HD 3/4 Nariah 23+6/23 HD 4/4 Duran 23+6/23 HD 4/4 Erol 36+6/36 HD 4/4 J.V. 27+6/27 HD 4/4[/GM] After some discussion the party head back to Redlarch to hand over the two prisoners. The reaver fights his bonds continuously and arrives back at Red Larch exhausted and bleeding. Haberk is found in his butchers shop, having a better time of dealing with the crisis with his wife, Jalessa's, help. Her head is clearly much more suited to politics. [B]"Banditry hey? Folk 'ere don' much like bandits...likely be the noose for 'em. Most folks would'n' even bother bringin' 'em back. 'spose it makes for better justice. I'd offer a reward, but we ain't got squat aat the now."[/B] At the mention of a possible spy, Haberk looks worried, like things are slipping nearer to disaster, [B]"Damn! Jus' as we was gettin' things back ta normal. Well, he'll be hard ta flush out, lotsa folks commin and goin all the time from 'ere - migrant worker, caravan drivers an' guards, travelers..."[/B] He thinks for a minute and then adds, [B]"I'll try ta keep it quite and get Jalessa ta look inta it while you is out."[/B] Wanting to make use of the day the party heads straight back out. After leaving the road, you head east towards where the Sacred Stone Monastery should be. As you travel along you get an occasional whiff of acrid smoke, if you could see a smokey pillar on the horizon you'd say that a town or village had recently been razed. With nothing more to guide you, you continue east, almost to the river until you realise you are follow a old, faded path. The path leads you towards a valley, with the sides getting ever steeper, until you can see up ahead that the path leads along the bottom of a steep sided ravine. Wherever it leads, solitude was clearly the goal. While the bottom of the path would be vulnerable to attack from the top, there is little to indicate the cliff tops were ever fortified to keep out intruders. [/QUOTE]
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