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The Fey, the Far, and the Ugly Space In Between
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<blockquote data-quote="Tecklenburg" data-source="post: 6489786" data-attributes="member: 6781356"><p>End of Session Move and xp</p><p></p><p><u>Bonds</u> - None of my bonds have been resolved.</p><p></p><p><u>Alignment</u> - "Slay a menace to the innocent." The dog was an innocent creature and the abomination was a menace to it. So, I'm going to say yes. 1 xp.</p><p></p><p>EDIT - Given that we now have an idea of what we're dealing with her, I'm going to switch my Alignment to another within the Good portfolio. I'll set my mind and determination toward the following vow: <em>"Endanger yourself to combat an unnatural threat."</em></p><p></p><p>* <u>Did we learn something new and important about the world?</u></p><p></p><p>Several things. We learned...</p><p></p><p>...something is affecting the highlands with madness and causing a murderous rage and transformation by way of cocooning or moulting.</p><p></p><p>...these things that are happening are centered around the two major bodies of water in the highlands.</p><p></p><p>...the sister settlement to Gilliad's Rest, World's End Bluff, lies on one of these bodies of water and has fallen prey to whatever is happening here.</p><p></p><p>...the vector for the madness spreading seems to be sound and hearing. It is an assemblage of deranged whispers followed by horrific whispers that work to take your mind.</p><p></p><p>...the refugees may have gone to a place called the Coldlands, the upper reaches of this highland realm. There are clans of humans there, amongst them is a former, outlaw member of this settlement.</p><p></p><p>...the Coldlands is also where a dark tower has recently been spotted. The timing of its discovery may relate to the madness infecting this place.</p><p></p><p>...entrance into the Coldlands requires passage through the territory of a White Dragon.</p><p></p><p>...the only other humanoids that we know of in this place are frost goblins. They were once friendly and traded with the people here. That inexplicably stopped not long ago.</p><p></p><p>...there is a grand opening into a mountain far in the interior called Earthmaw. All the peoples of this place used it as a neutral site for camping and trading. </p><p></p><p>1 xp</p><p></p><p>* <u>Did we overcome a notable monster or enemy?</u></p><p></p><p>I think the abomination of World's End Bluff counts as a notable monster?</p><p></p><p>1 xp</p><p></p><p>* <u>Did we loot a memorable treasure?</u></p><p></p><p>Nope!</p><p></p><p>So that is 9 xp total now. One more till Level-Up move.</p><p></p><p></p><p></p><p>With my face scrunched in an inquisitive manner, I slowly pet the dog to comfort it. There must be something within the effects of a wolf's howl that can penetrate her deafness. Perhaps she can actually "feel it" or maybe she can smell them. Creatures have a way for making up for the loss of one sense with the amplification of another. If her sense of smell is that strong, she may make a useful ally (Hireling!).</p><p></p><p>With all four of us huddled together for warmth, I'm surely close to Saerie. Somewhat concerned that the dog will begin whining and give away our position, I'll look at my friend and mouth very deliberately "...are you able to communicate with her to keep quiet?"</p><p></p><p>Brow still furrowed in concentration to hear through the wax in my ears, I stand up and begin to equip myself. Its so cold that every move pains my fingers. It registers little though. I move to the boarded up window and place my ear to it. Though we've heard none yet, I'm listening for and trying to make out any spoken tongue or the nature of voices that speak it.</p><p></p><p></p><p></p><p>[sblock]Discern Realities (Wis)</p><p>4, 4 + 0 - 1 = 7</p><p></p><p>1 question and + 1 forward when acting on it.</p><p></p><p>* Who’s really in control here?[/sblock] </p><p></p><p></p><p></p><p>I'll look back at Saerie to measure her response and if there is none, I'll quietly mouth "Goblins." I'll nod to her gear on a table nearby. I creep over to the chimney so the floorboards don't creak. I'm wondering if Saerie could shimmy up there. It would make a nice little sniper's nest if it comes to 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=":)" /></p></blockquote><p></p>
[QUOTE="Tecklenburg, post: 6489786, member: 6781356"] End of Session Move and xp [U]Bonds[/U] - None of my bonds have been resolved. [U]Alignment[/U] - "Slay a menace to the innocent." The dog was an innocent creature and the abomination was a menace to it. So, I'm going to say yes. 1 xp. EDIT - Given that we now have an idea of what we're dealing with her, I'm going to switch my Alignment to another within the Good portfolio. I'll set my mind and determination toward the following vow: [I]"Endanger yourself to combat an unnatural threat."[/I] * [U]Did we learn something new and important about the world?[/U] Several things. We learned... ...something is affecting the highlands with madness and causing a murderous rage and transformation by way of cocooning or moulting. ...these things that are happening are centered around the two major bodies of water in the highlands. ...the sister settlement to Gilliad's Rest, World's End Bluff, lies on one of these bodies of water and has fallen prey to whatever is happening here. ...the vector for the madness spreading seems to be sound and hearing. It is an assemblage of deranged whispers followed by horrific whispers that work to take your mind. ...the refugees may have gone to a place called the Coldlands, the upper reaches of this highland realm. There are clans of humans there, amongst them is a former, outlaw member of this settlement. ...the Coldlands is also where a dark tower has recently been spotted. The timing of its discovery may relate to the madness infecting this place. ...entrance into the Coldlands requires passage through the territory of a White Dragon. ...the only other humanoids that we know of in this place are frost goblins. They were once friendly and traded with the people here. That inexplicably stopped not long ago. ...there is a grand opening into a mountain far in the interior called Earthmaw. All the peoples of this place used it as a neutral site for camping and trading. 1 xp * [U]Did we overcome a notable monster or enemy?[/U] I think the abomination of World's End Bluff counts as a notable monster? 1 xp * [U]Did we loot a memorable treasure?[/U] Nope! So that is 9 xp total now. One more till Level-Up move. With my face scrunched in an inquisitive manner, I slowly pet the dog to comfort it. There must be something within the effects of a wolf's howl that can penetrate her deafness. Perhaps she can actually "feel it" or maybe she can smell them. Creatures have a way for making up for the loss of one sense with the amplification of another. If her sense of smell is that strong, she may make a useful ally (Hireling!). With all four of us huddled together for warmth, I'm surely close to Saerie. Somewhat concerned that the dog will begin whining and give away our position, I'll look at my friend and mouth very deliberately "...are you able to communicate with her to keep quiet?" Brow still furrowed in concentration to hear through the wax in my ears, I stand up and begin to equip myself. Its so cold that every move pains my fingers. It registers little though. I move to the boarded up window and place my ear to it. Though we've heard none yet, I'm listening for and trying to make out any spoken tongue or the nature of voices that speak it. [sblock]Discern Realities (Wis) 4, 4 + 0 - 1 = 7 1 question and + 1 forward when acting on it. * Who’s really in control here?[/sblock] I'll look back at Saerie to measure her response and if there is none, I'll quietly mouth "Goblins." I'll nod to her gear on a table nearby. I creep over to the chimney so the floorboards don't creak. I'm wondering if Saerie could shimmy up there. It would make a nice little sniper's nest if it comes to that... :) [/QUOTE]
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