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Post by The Dungeon Master on Sept 13, 2006 4:45:19 GMT -5
And we begin our second adventure together!
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Post by phineaslives on Sept 13, 2006 12:45:27 GMT -5
"Yahtzee!", says Casimir with a triumphant shout, for apparently no good reason!
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Post by louist on Sept 13, 2006 23:51:50 GMT -5
Bowen offers a tight-lipped smile at the young nobleman's exclaimation. Some things carry over from childhood to manhood, it would seem. And the young trapper is sure that he his compainions have left their childhood, for good or ill.
"I wonder if we are to leave our homes behind as well?" Bowen says, quietly.
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Post by The Dungeon Master on Sept 14, 2006 5:16:35 GMT -5
You are told the trip will take about 7 days, and haste must be made. The traveler has already been away from his village for over a week.
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Post by phineaslives on Sept 14, 2006 8:43:57 GMT -5
Casimir will purchase provisions for the trip unless there will be towns along the way. he is ready to leave at a moment's notice.
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Post by Candace on Sept 14, 2006 8:56:40 GMT -5
As Mischa has already purchased her supplies, she will await the group departure on the outskirts of town with Scar.
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Post by lot on Sept 14, 2006 9:26:38 GMT -5
Bec, leaving all but 15 gold pieces with his family, will pick up 7 days of rations from the general store. Then he will meet the group near the edge of town.
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Post by louist on Sept 14, 2006 10:57:50 GMT -5
Bowen is also packed and ready to go and will wait with Micha and her companion.
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Post by The Dungeon Master on Sept 14, 2006 12:05:16 GMT -5
Casimir will purchase provisions for the trip unless there will be towns along the way. he is ready to leave at a moment's notice. There are no towns, but there should be game along the way and Mischa will be casting Goodberry. Casimir already has 9 rations.
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Post by The Dungeon Master on Sept 14, 2006 12:29:42 GMT -5
You have seven days of uneventful travel through the countryside. Through Mischa’s castings of Goodberry and some foraging, you are able to save all your rations and come upon your destination with full waterskins. You arrive among the farms of Hadler’s Gap, a small frontier hamlet (more a collection of buildings) set between two steep hills, with a trade road running right through town, very late in the evening of the 6th day of travel. The “town” consists of one inn, a mill set along a fast-running creek, a farrier’s and carter’s shop, an herbalist’s apothecary shop, a blacksmithy, and a barn that acts as a community gathering place, social center, or local market every ten days or so. You are told on the trip up that, in total, the surrounding farmers, families, and locals who live alone in the woods total about 90 spread over a 3 mile radius. You are met by several folk from the village who share many tales of strange behaviors and stranger physical changes to the local wildlife, including once peaceful kobolds and an ogre in the nearby hills. The locals know of the cave where the ogre, kobolds, dire rats and other creatures live. One farmer mentions that the Ogre, named Logbrag, killed Parkad the Furrier, and that, “that man always walked around with more money on him than sense in him.” The locals ask that you kill any creatures that now threaten the hamlet. You are made welcome for the night. The next morning, the blue grasses on the Urkallan Hills glowed brightly in the east as the sun rose behind them. Unfortunately that was the brightest part of your day as the sun quickly hid behind a heavy cloud cover that began spitting rain by mid-morning. The mountain among the hills looms before youand darkens your path. While the rest of the sky is the neutral slate grey of rain, the clouds over the hills and especially around the mountain hold a dark purplish tint. They seem to swirl and eddy against the direction of the wind. Along the way, farmers, villagers, and other locals thank you for braving the dangers of the hills and ridding them of the ogre and kobolds raiding their farms and trade ways. Their thanks and promises of reward urge you eastward into the hills, as do their fearful glances at the skies above. You’re excited and ready for the adventure, but a few of you sense that something is definitely not normal in the hills around you… Lord Casimir and Mischa both notice that “something feels wrong” about this area, and that feeling grows the closer they draw to the hills. You arrive at the cave entrance….
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Post by phineaslives on Sept 14, 2006 14:35:17 GMT -5
Casimir will draw his sword with a steely eye and a look into the dark opening ahead. "No sense in standing out in the rain risking a lightning strike!", he proclaims with far more confidence than he truly has. "Shall we go in?"
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Post by lot on Sept 14, 2006 15:17:16 GMT -5
Bec drops two of his extra cloaks at the cave opening to get rid of some extra weight. Going through his equipment, he decides to hold onto the rest. Checking how secure his spear is strapped to his back and getting comfortable with the weight of his mail, Bec draws his greatsword.
"Let's go see what's inside."
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Post by louist on Sept 15, 2006 0:03:39 GMT -5
Bowen, carrying his axe and shield at the ready, will also light a torch to carry in his shield hand. He begins to search the inner cave entrance for any tracks.
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Post by The Dungeon Master on Sept 15, 2006 5:14:24 GMT -5
Bowen, carrying his axe and shield at the ready, will also light a torch to carry in his shield hand. He begins to search the inner cave entrance for any tracks. Bowen has no problem (15 rolled) detecting the tracks of a large creature. Since he actually met one, Bowen recognizes the tracks as ogrish in nature.
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Post by The Dungeon Master on Sept 15, 2006 5:14:45 GMT -5
The 20-foot-wide entrance opens further into a rough 40-foot-by-50-foot cavern with a 10-foot-wide tunnel leading out of it. Something has dwelled in this rough oval cave for many years, as evidenced by the piles of garbage, old bones, and scattered items found here. The floor is thick with debris, six inches deep of bones, dirt and loose rocks along the edges of the room. The chamber’s center holds a crudely-dug fire pit, while a thick pile of blankets and furs lies against the eastern wall. An iron spike driven into a crack in the western wall by the cave’s entrance serves as a hook for a lantern. From the shadows on the left side of the cavern, a grumble of a voice announces, “Logbrag strong, not weak! He not listen to voices. NOT go with you!” Stepping into the light you see a 9 feet tall ogre, wearing hide armor and wielding a greatclub. It has a wart-encrusted face and clumpy, unkempt hair. Its hide is well-muscled, but jet black in color, while its eyes glow green. Rancid, oozing pustules cover its back, and in a few places along the wall you can see dried puss and blood marks. In halting common he says, “Stand back! My body…changes…kobolds from cave changing too….Logbag have the strangest dreams lately….”
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