Monday, March 8, 2010

Heading northward to find his wayward companions.

May 27th
2-7pm
From where I am to Red Larch: 10 (2)
From Red Larch to Triboar: 9 miles (2)
From Triboar to Yartar: 12 miles (2+)
Total: 31


Riding northward Beranhond, Kailina, and Janusa soon found the road leading to Red Larch. They road steadily, stopping only briefly to water the horses. After a few hours they circled the walled city of Red Larch and continued Northward. The lands were filled with odd animals, and at times the strange badlands duck flew down to quack at them. But, other than that it was fairly calm. After another couple hours they passed through Triboar, waved at the inhabitants, and continued on the road. Finally, they arrived at Yartar for the night and found a small but comfortable inn to sleep in.

34 comments:

  1. By the way, that chart's speed for sailing ships is a little ridiculous... some sailing ships would cover up to 150-200 miles a day. The accursed one's (Columbus) ships made an average of 150 miles a day on his voyage of destruction.

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  2. This was supposed to be posted here:

    I realize those numbers are ridiculous. That's why we're using the movement stuff from "Broadsides!" for seagoing journeys.

    A note: It is 31 miles, which is doable in a day of traveling, but you are leaving at around 1 in the afternoon, so you can travel about 20 miles by dark, leaving you at Triboar before darkness falls. Do you want to continue after that?

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  3. Heavy horse 5 miles 40 miles

    31/5=6.2
    1+6.2=7:30

    I think we would be able to get 31 miles.

    On May 27th the sun sets at Sunset: 7:30pm in Washington, so it won't even be fully dark by the time they arrive.

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  4. That is reasonable. This is a similar latitude to Washington. Sounds good. You may travel all the way to Yartar, and over the next day, you can rest the horses a bit more. Not that you need it, with all of your extras. :)

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  5. As you stop in the inn and have a bite to eat (15 sp for the night), you overhear a couple of conversations from the patrons nearby. Mostly the talk is rather typical and mundane. This farmer's horse went lame, that girl has been caught out at night with a boy, and it's a bit of a scandal, but you also hear an interesting rumor about the blacksmith, who has not done any work for a week now. The smithy is generally one of the more vital parts of the town, and to be without a smith for any reason can be devastating to a town's health and survival.

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  6. "Any idea what happened to the blacksmith?" Beranhond asked the passing barkeep.

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  7. "Nah. I never really liked 'im, myself. He never gave me much business. Not a drinking man, y' see." The barkeep replied, on his way to another table.

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  8. "Well, I think I might go and see what is wrong with this blacksmith. You two interested?"
    "I am going to crash for the night and enjoy my freedom." Janusa said "Will be nice not be woken surrounded by death." She said crossing her fingers.
    "I am game." Kailina said. "Let's be off."
    They finished their meal, bid goodnight to Janusa, and left the inn.
    Perception:
    Roll(1d20)+6:
    13,+6
    Total:19
    "You are a fool." Tigrisclawu said from Beranhond's shoulder. "Go to sleep and be glad that druid's didn't torture you."

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  9. On arriving, you find the smithy closed. There is a hooded lantern alight you can see from one of the windows, though.

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  10. Beranhond seeing the light, shrugged, walked to the front door and knocked moderately.

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  11. A slight human woman answered the door after a short wait. She opened the door about halfway, poked her head of auburn hair out, and asked, "Yes?"

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  12. "I am a traveler here for the night and overheard that the blacksmith had not been working for the last few weeks. Hearing this I feared that it might be some ailment or injury that I, as a healer, might be able to help with." Beranhond replied to the woman.

    Diplomacy:

    Roll(1d20)+10:
    8,+10
    Total:18

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  13. "If only there was something you could do," The woman grumbles. "He's already seen a healer. There's nothing to be done for him. Goodnight." And with that, the woman closed the door in Beranhond's face.

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  14. Beranhond shrugged his shoulders again and returned to the inn. He was not about to intrude himself on those who turned down his health. When he returned to the Inn he asked around trying to find more information.
    "Does anyone know what happened to the blacksmith?"
    Diplomacy:

    Roll(1d20)+10:
    19,+10
    Total:29

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  15. You find two people who are willing to tell you what they know:

    1: A human man, mid-30's with his left ear notched, who tells you the blacksmith has become less and less productive until he just closed his shop one night last week, and didn't open it again the next day. Not only did he do less speculative work over time, but toward the end, he was argumentative with those that came asking for work. He scared off several customers with his foul mood.

    2: A woman in the bar tells you she had hired him to make her a fancy bracelet, which was something he had a knack for, about a month ago. A week after she had hired him, she went to inquire about the bracelet, and he said, "Well, if that's the way it is, then here's your money back!" and threw her money out in the street, shooing her out with it.

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  16. Beranhond listened and thanked them. With the help of Kailina he spent the next half an hour collecting random sticks and cutting marks onto them.
    "What are you doing."
    "Making augury sticks."
    "You know how to do that?"
    "Certainly, well, kinda, perhaps?" Beranhond grimaced. "I know the general idea. The main thing is that I have an instrument for the divination to occur."
    When the sticks were finished Beranhond and Kailina returned to the table. He raised them in his hands and concentrated.
    'What is the outcome of forcing my way in and healing the man?' He thought the question before dropping the sticks. When they hit the ground he looked about and saw...

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  17. In the fallen sticks, a lean-to of three sticks stands above three others that cross each other on the ground. The three standing all had symbols indicating weal, and those on the ground had symbols indicating woe. Overall, it was a clear indication of both weal and woe, indicating both good and bad outcomes of the proposed action within the next half-hour.

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  18. "Well... that was useful." Beranhond said. "Excuse me for a moment."
    Beranhond went up to the room and saw Janusa fast asleep. He pulled the sheet off the bed, tucked it under his arm. Outside of the inn he drapped it over his head and walked to the smithy. Once there cast obscuring mist. The mist erupted outward and darkened the stoop of the smithy. He then pounded the door.
    When the door opened Beranhond said in a clam, deep voice.
    "I am the spirit of light. Show me to the blacksmith before the darkness swallows him."
    Intimidate:
    Roll(1d20)+4:
    15,+4
    Total:19

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  19. The woman shrieked on seeing this, and abruptly fainted in the doorstep. Behind her, a lamp sat on a table, next to a pair of breeches she was mending.

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  20. For the creative choice of frightening the poor woman with a ghost outfit, I award Beranhond 1 Hero Point.

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  21. Why thank you. I thought the ghost outfit was a nice touch.

    Beranhond quickly checked her pulse and seeing that she was alright when in search of the blacksmith.

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  22. Her pulse was very strong, her heart beating hard after the fright she had gotten. The room was square, with a table in one corner with 3 chairs. There was a doorway at the other side of the room that looked like it led to a hallway, where another door was visible in the lantern light. To the right was another doorway leading to a small kitchen area. Other than the lantern, there was no light in the home. Note that this home is attached to the smithy.

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  23. Beranhond removed the sheet and headed down the hallway and knocked lightly on the door.

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  24. The hallway ended to the left, with a large wooden bureau. There are 3 doors in the hallway: the one straight across the hallway that was seen from the other room, another on the same wall further to the right, and another at the right end of the hallway. On right along the wall with the doorway that Beranhond entered the hallway through is a ladder attached to the wall and leading up to an attic door.

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  25. From the doorway, Beranhond heard a faint "Go away," from a male voice that sounded very distressed.

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  26. "I am sorry sir, but I cannot do that quite yet. There are things that must be done first." He said following the voice.

    Diplomacy:
    Roll(1d20)+10:
    16,+10
    Total:26

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  27. I wrote "from the doorway" but I meant "behind the door"

    "What do you want? Why won't you just leave me alone?" The man sounded not only scared but angry as well.

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  28. "Tell me first what has happened to you, if it is not something I can help with than I shall promptly go and leave you in peace."

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  29. "Nothing has happened to me that can't be fixed by you just leaving me alone! Now go away!" The man sounded tired, as well as angry and afraid.

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  30. "As a spirit of the light I cannot leave until I know what has happened."
    Cast: Zone of Truth.

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  31. "You think I'm lying to you? You think I want to be shut in here like a loony? Oh, perfect!" The man broke down and started sobbing, a very loud sound that sounded quite painful.

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  32. "I didn't think you were lying - what has happened? Why are you staying locked way?"

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  33. "If you didn't think I was lying, why did you make it so I can't lie?"

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  34. "Because you weren't saying anything to me, or giving any information from which to decipher the problem. I can't just let this go because whatever it is that is causing you ill is damaging the whole town. Once you tell the problem I will leave you be if nothing can be done."

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