Outside the Three Dancers Inn

The first of many adventures to come
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Kull
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Race: Half-Orc
Class: 1st lvl figther

Re: Outside the Three Dancers Inn

Post by Kull » Sun Apr 28, 2019 9:06 pm

Kull goes back to the fire and asks the other party members with a concering voice: How much time has he left ? We could use the horses to get him quick to the next town. the rest will protect the good and could try to move the cart on their own.
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Elec
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Re: Outside the Three Dancers Inn

Post by Elec » Sun Apr 28, 2019 11:45 pm

Elec ponders krull suggestion for a quick second, glancing at Landowe and the party "We could just lay him out on the cart and continue travelling, Hilda and Hragg can stabilize him as we go. It is safer this way, who knows what may we encounter in the road"
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NeomerArcana
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Re: Outside the Three Dancers Inn

Post by NeomerArcana » Mon Apr 29, 2019 4:51 am

All these sorts of decisions come up. We really don't want the game bogged down due to indecision. I'm appointing Arlette as the leader, she's the most active player here and because I know her IRL, I can get a decision whenever I need. That doesn't mean she's a dictator, it just means that when a clear decision needs to be made, she will give it based on what everyone has said.
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Arlette Craven
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Re: Outside the Three Dancers Inn

Post by Arlette Craven » Mon Apr 29, 2019 6:56 am

"I agree with Elec, let's get Landowe to town. I don't want to stay a minute longer in this spider infested forest, and I definitely need all of you if more of them turn up on our way into town, especially you, Kull, I've never seen anyone wrestle a spider before."
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NeomerArcana
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Re: Outside the Three Dancers Inn

Post by NeomerArcana » Mon Apr 29, 2019 11:18 am

By the time the group has tied the horses back up to the wagon, and gingerly moved Landowe onto the back, the morning sun is coming up. Like yesterday the sun reveals some low mist around, but already is starting to burn away.

At roughly mid-morning the road escapes the ever present tress and the party finds itself travelling alongside the forest. The terrain here is flatter than what it was but by midday the road starts to wind back up into hills.

Shortly after climbing to the top of a low set of hills you see a river in the distance, just beyond which is a town, that you assume to be Avim. The land around the river has been cultivated and you see some livestock in paddocks surrounding the town. Perched on the top of a hill on the far side of the town you see a church or temple of some kind. Overall the town is clearly larger than Barlowe. The road leads to a bridge crossing the river, to take you directly into town.

As you make your way toward the bridge you notice that there is a tavern nestled below a large tree that you hadn't seen before, situated to the left of the road just before the bridge. A single, well-equipped man steps from the Tavern into the middle of the trail.

As you close the gap the man lifts a hand in greeting. “Hello there! Welcome to Avim. My name is Grant Tierman, I am the town guard. Can I ask you your names please and if you don't mind I just need to have a poke around your wagon?"
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Arlette Craven
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Class: 1st-lvl Rogue

Re: Outside the Three Dancers Inn

Post by Arlette Craven » Mon Apr 29, 2019 12:18 pm

"I am Arlette Craven, this man unconscious in the wagon is our employer, Landowe" she motions to his body, "we're in desperate need of help for this man, please let us through. Walk with us, escort us to help, to a healer, we can answer your questions but we need to help this man; he's been bitten by a giant spider, do you know how to help him" Arlette responds, frustrated at someone playing snoop on the edge of town but hopeful he will at least be helpful.

DM She will sense motive on what he says and does next, if he will help them find a healer or if he has more sinister inclinations.

Sense motive check
1d20+7
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NeomerArcana
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Re: Outside the Three Dancers Inn

Post by NeomerArcana » Mon Apr 29, 2019 3:14 pm

The man looks into the wagon and see's Landowe's prone body. "Yes, I see. Best we get you some help, follow me. I'm Grant by the way; Grant Tierman, the town guard."

Grant escorts you over the bridge into the town proper. You pass a few simple buildings arrayed to either side of the road before being directed off to the left on a smaller road. Here you find a long, stout stone building with battlements along the top. The guard, Grant, informs you that this is the guardhouse, though you guess that it is also used as a fort during times of trouble.

"Right; let's get him off and inside," says Grant. "I'll summon the town priest to do what he can." He disappears into the building. Several more well armed men emerge and you all notice that some more followed from the tavern on the other side of the bridge. It appears that the town militia is out in force today.

Two of you can come in with your friend, the rest can wait out here by your wagon.



Everyone post if you want to go in with Landowe or not. I'll randomly pick people if it takes too long.
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Kull
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Re: Outside the Three Dancers Inn

Post by Kull » Mon Apr 29, 2019 3:34 pm

Kull doesn't feel very comfortable being so close to so many guards but out of necessity he stays with the others. Being forced to be close to the guards kull decides he might as well can try to find out what they are talking about. Listen (1d20+1)
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NeomerArcana
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Re: Outside the Three Dancers Inn

Post by NeomerArcana » Mon Apr 29, 2019 3:37 pm

Kull you overhear two of the guards discussing who you all might be. Someone named Alder, who's inside the guardhouse, has ordered that all people entering town be questioned and searched.
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NeomerArcana
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Re: Outside the Three Dancers Inn

Post by NeomerArcana » Mon Apr 29, 2019 3:40 pm

Arlette from earlier, you sensed nothing untoward from Grant when he first stopped you near the bridge.
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