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The Fey, the Far, and the Ugly Space In Between
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<blockquote data-quote="Binks" data-source="post: 6491620" data-attributes="member: 6775039"><p>Just going to use [MENTION=6781356]Tecklenburg[/MENTION]'s format and stuff discovered:</p><p></p><p><strong>End of Session Move and xp</strong></p><p></p><p><u>Bonds </u>- None of my bonds have been resolved.</p><p></p><p><u>Alignment </u>- "Break an unjust law to benefit another." </p><p></p><p>Not yet!</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 6 xp total.</p><p></p><p>[HR][/HR]</p><p></p><p>I take a look at the animals, the dog's agitation and Rawr's ill temperment from his wounds, and quickly move to the chimney to shimmy up, confirm what I can see and then, shimmy back down.</p><p></p><p></p><p></p><p>I shimmy back down, quietly closing the flu. I approach Otthor and let him know what I saw up there. We're both very familiar with the viciousness of goblins due to our relations with Nachtur, the goblin realm in the Feywild. However, the Great Gark that rules there has sent diplomatic envoys to the Summer Fey as well as the dark fey of our home world. From the letters Otthor recovered, it appears that the people of this place once had relations amenable enough with these goblins to warrant trade. Perhaps they can be reasoned with or maybe they can be a source of information if nothing else. I move in close to his ear so he might hear me.</p><p></p><p>"Speak to them but keep your sword hand ready. I won't alloy them to despoil these graves and I trust them as little as you do...but perhaps we each have something the other wants. Certainly they know of the curse that plagues these lands. We know not where it comes from, but we know how to deal with it. It may be helpful to them lest their team of wolves tear each other apart, or them, and leave them stranded far from home."</p><p></p><p>With a grimace I say "I'm sorry my friend, but you're going to have to endure the biting whispers once more to do this. The goblins won't let you get very close for parlay...</p><p></p><p>I turn to the animals and put my hands on them to steady their nerves. I'll stroke them and speak to them through my primal magic and give them nonverbal instructions to be still and quiet, empathically relating it to them in their bestial manner. </p><p></p><p>[sblock]Defy Danger (Wis)</p><p>3, 5 + 2 = 10[/sblock]</p><p></p><p>As I rise, I'll refer to the animals. "They will remain here so as to not unnerve our visitors." I smile a casual smile and point to the chimney, letting him know that I'll have him well covered up there. With that, I'll shimmy back up, rotate the flue on its access and, get back in my perch and survey the scene. I'll say a quick elven prayer, set arrow to bowstring and wait. I'm watching the goblins very, very closely. When Otthor engages them in parlay, I'm going to get a read on their mannerisms, positioning, postures. If anyone gets nervy and looks to rise weapon to attack or begins to subtly, or not, circle to flank, my arrow will fly freely.</p><p></p><p>[sblock]Discern Realities (Wis)</p><p>2, 4 + 2 = 8</p><p></p><p>* What is about to happen? + 1 when acting on the answers.[/sblock]</p></blockquote><p></p>
[QUOTE="Binks, post: 6491620, member: 6775039"] Just going to use [MENTION=6781356]Tecklenburg[/MENTION]'s format and stuff discovered: [B]End of Session Move and xp[/B] [U]Bonds [/U]- None of my bonds have been resolved. [U]Alignment [/U]- "Break an unjust law to benefit another." Not yet! * [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 6 xp total. [HR][/HR] I take a look at the animals, the dog's agitation and Rawr's ill temperment from his wounds, and quickly move to the chimney to shimmy up, confirm what I can see and then, shimmy back down. I shimmy back down, quietly closing the flu. I approach Otthor and let him know what I saw up there. We're both very familiar with the viciousness of goblins due to our relations with Nachtur, the goblin realm in the Feywild. However, the Great Gark that rules there has sent diplomatic envoys to the Summer Fey as well as the dark fey of our home world. From the letters Otthor recovered, it appears that the people of this place once had relations amenable enough with these goblins to warrant trade. Perhaps they can be reasoned with or maybe they can be a source of information if nothing else. I move in close to his ear so he might hear me. "Speak to them but keep your sword hand ready. I won't alloy them to despoil these graves and I trust them as little as you do...but perhaps we each have something the other wants. Certainly they know of the curse that plagues these lands. We know not where it comes from, but we know how to deal with it. It may be helpful to them lest their team of wolves tear each other apart, or them, and leave them stranded far from home." With a grimace I say "I'm sorry my friend, but you're going to have to endure the biting whispers once more to do this. The goblins won't let you get very close for parlay... I turn to the animals and put my hands on them to steady their nerves. I'll stroke them and speak to them through my primal magic and give them nonverbal instructions to be still and quiet, empathically relating it to them in their bestial manner. [sblock]Defy Danger (Wis) 3, 5 + 2 = 10[/sblock] As I rise, I'll refer to the animals. "They will remain here so as to not unnerve our visitors." I smile a casual smile and point to the chimney, letting him know that I'll have him well covered up there. With that, I'll shimmy back up, rotate the flue on its access and, get back in my perch and survey the scene. I'll say a quick elven prayer, set arrow to bowstring and wait. I'm watching the goblins very, very closely. When Otthor engages them in parlay, I'm going to get a read on their mannerisms, positioning, postures. If anyone gets nervy and looks to rise weapon to attack or begins to subtly, or not, circle to flank, my arrow will fly freely. [sblock]Discern Realities (Wis) 2, 4 + 2 = 8 * What is about to happen? + 1 when acting on the answers.[/sblock] [/QUOTE]
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