[ARCHIVE] 02 - The Hunt Begins
Posted: Wed Jan 02, 2013 4:09 pm
Turning in for the night
Embiri makes his way across the tavern, that is filled with townsfolk who are celebrating for the first time in a long time. It's as if their cares have been washed away for this one night. Tomas has been filling the people of the town with merriment and has been distracting them from their plight. This is a good thing for the town, and Eryl has a smile on his face for the first time in quite some time.
As Embiri reaches Eryl, the gruff militia leader claps the fair-haired illusionist on the shoulder, startling him a bit and almost sending him flying. Eryl says: "You folks have brought much joy to these people. Even if you don't succeed in bringing Gritznak to justice, and die horrible deaths in the Fallow Hils, your presence here has been worth it for this night alone!" He seems a little drunk, but not overly so. He takes a long swig from his tankard and slams it down on the bar. Embiri leans in and cups his hand to direct his voice to Eryl's ear and informs him that the party will be staying the night, and will leave just before dawn.
Eryl says: "Excellent, I shall have Kerrywyn prepare your rooms." Eryl waves down the man behind the bar, and has a conversation that Embiri cannot hear over the ruckus. Much like Embiri, the man behind the bar has striking hair. He has bright yellowish–blonde hair, which flows long and unbraided down his shoulders. Because of this, he is called "Kerrywyn the Yellow".
Separate from the main building of the Empty Flagon is the kitchen and several rooms where Kerrywyn and his entire family sleep, and there are also rooms in this building for rent (this isn't shown on the map for some reason).
Eryl turns back to Embiri and says:“In the morning, I shall have my men meet you at the north east entrance to the town. They will return your weapons and send you on your way.”
After a night of good song and entertainment from the townsfolk’s dancing and stories -- the party lodges at the Empty Flagon, and have a nice rest -- nothing disturbs their sleep during the night.
Heading out
In the morning, Kerrywyn and his family have worked to prepare portable breakfasts for each of you. They consist of sausage rolled in a potato pancake. When the party attempts to pay, he says: “No need. It is my gift. Just remember where you got them. Hopefully that will be some motivation for your group to come back safe, and to ensure that Malforten and the Empty Flagon remain free and prosperous.” The food is the greatest of its type that any of you have ever tasted, frankly it is uncanny how good they are. (these are the specialty of Kerrywynn, and why every table in the Empty Flagon is full every morning -- it is guaranteed that your group will crave them from time to time on the journey, and they will become a topic of conversation when you are eating stale trail rations around a campfire in the mornings.)
Once the party reaches the edge of town via the northeastern path, the makeshift road stops and turns into grass. It’s as if this is a “road to nowhere”. There are no well-worn paths past this, but there are two of the militia men standing with sacks and a few of the party’s weapons in their hands. One of them also has Filbert’s mule by the harness.
Your weapons are returned to you and you are directed to head towards a high point on the horizon (the easily-followed incline starts only about a mile or so away). This is called the Craggy Ridge. You are informed that this is a good vantage point, and there should be a place to ford the river on the far side, or at least, you can find a better spot from that elevation.
The militiamen wish you luck, and beg for your safe return.
At the Foot of the Ridge
The party makes their way to the foot of the ridge with no obstructions. Then, Arot spots (I rolled for NJWilliam since I didn't get a roll) several mounds of dirt and 3 foot wide, 3 feet deep holes dug into the ground around the foot of ridge (before the incline even starts). Arot scouts ahead a bit to investigate one of the holes and finds a shovel and a burlap sack on the ground.
Arot also looks around the sack and spots fresh boot tracks going in several directions. It seems like they were running away from something. Berrit makes his way to Arot and crouches tries to see if he can find out what they were running from, but he can only spot what Arot points out to him.
What do you do?
(The wisdom rolls from jdluna and moorcrys will be unused for now and may be used depending on the next actions of the party -- I jumped the gun a little.)
Embiri makes his way across the tavern, that is filled with townsfolk who are celebrating for the first time in a long time. It's as if their cares have been washed away for this one night. Tomas has been filling the people of the town with merriment and has been distracting them from their plight. This is a good thing for the town, and Eryl has a smile on his face for the first time in quite some time.
As Embiri reaches Eryl, the gruff militia leader claps the fair-haired illusionist on the shoulder, startling him a bit and almost sending him flying. Eryl says: "You folks have brought much joy to these people. Even if you don't succeed in bringing Gritznak to justice, and die horrible deaths in the Fallow Hils, your presence here has been worth it for this night alone!" He seems a little drunk, but not overly so. He takes a long swig from his tankard and slams it down on the bar. Embiri leans in and cups his hand to direct his voice to Eryl's ear and informs him that the party will be staying the night, and will leave just before dawn.
Eryl says: "Excellent, I shall have Kerrywyn prepare your rooms." Eryl waves down the man behind the bar, and has a conversation that Embiri cannot hear over the ruckus. Much like Embiri, the man behind the bar has striking hair. He has bright yellowish–blonde hair, which flows long and unbraided down his shoulders. Because of this, he is called "Kerrywyn the Yellow".
Separate from the main building of the Empty Flagon is the kitchen and several rooms where Kerrywyn and his entire family sleep, and there are also rooms in this building for rent (this isn't shown on the map for some reason).
Eryl turns back to Embiri and says:“In the morning, I shall have my men meet you at the north east entrance to the town. They will return your weapons and send you on your way.”
After a night of good song and entertainment from the townsfolk’s dancing and stories -- the party lodges at the Empty Flagon, and have a nice rest -- nothing disturbs their sleep during the night.
Heading out
In the morning, Kerrywyn and his family have worked to prepare portable breakfasts for each of you. They consist of sausage rolled in a potato pancake. When the party attempts to pay, he says: “No need. It is my gift. Just remember where you got them. Hopefully that will be some motivation for your group to come back safe, and to ensure that Malforten and the Empty Flagon remain free and prosperous.” The food is the greatest of its type that any of you have ever tasted, frankly it is uncanny how good they are. (these are the specialty of Kerrywynn, and why every table in the Empty Flagon is full every morning -- it is guaranteed that your group will crave them from time to time on the journey, and they will become a topic of conversation when you are eating stale trail rations around a campfire in the mornings.)
Once the party reaches the edge of town via the northeastern path, the makeshift road stops and turns into grass. It’s as if this is a “road to nowhere”. There are no well-worn paths past this, but there are two of the militia men standing with sacks and a few of the party’s weapons in their hands. One of them also has Filbert’s mule by the harness.
Your weapons are returned to you and you are directed to head towards a high point on the horizon (the easily-followed incline starts only about a mile or so away). This is called the Craggy Ridge. You are informed that this is a good vantage point, and there should be a place to ford the river on the far side, or at least, you can find a better spot from that elevation.
The militiamen wish you luck, and beg for your safe return.
At the Foot of the Ridge
The party makes their way to the foot of the ridge with no obstructions. Then, Arot spots (I rolled for NJWilliam since I didn't get a roll) several mounds of dirt and 3 foot wide, 3 feet deep holes dug into the ground around the foot of ridge (before the incline even starts). Arot scouts ahead a bit to investigate one of the holes and finds a shovel and a burlap sack on the ground.
Arot also looks around the sack and spots fresh boot tracks going in several directions. It seems like they were running away from something. Berrit makes his way to Arot and crouches tries to see if he can find out what they were running from, but he can only spot what Arot points out to him.
What do you do?
(The wisdom rolls from jdluna and moorcrys will be unused for now and may be used depending on the next actions of the party -- I jumped the gun a little.)