Daergast is a bit surprised that we have Ale and such fine food. He expected something closer to rations and indulges trying to regather his strength and resolve. Every one knows dwarves need a full belly. "Tell me guys. What creatures do you think well encounter this time? More skeletons, spiders, and goblins? Maybe we should bet on that too." Looking to Tara and Slug, because of their wager.
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> "I think you two should maybe fight a dragon, or a tribe of Ogres, and settle it once and for all." Daergast smiles at his absurd sense of humor and takes another sip of Ale.
--
Tara looks at Slug after he corrects himself, chuckles at Daergast's comment, "We will settle it, even if its just a Goblin at a time, one of us, will win,"
On Wed, Sep 18, 2013 at 2:45 PM, Gary Thomas <sirrobe...@gmail.com> wrote:
> "I think you two should maybe fight a dragon, or a tribe of Ogres, and settle it once and for all." Daergast smiles at his absurd sense of humor and takes another sip of Ale.
--
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Kiyo Aki-jin
Kiyo sits silently and listens while he eats. Once
the song is finished, "Do we have a designated watch order?"
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Sandru nods and says, "With this many people it should not be a problem. I would suggest six two hour shifts with two people on each. I'd like Belevek to take shift three, with Daergast, and Vankor to take shift four, with Silug and Takashi. I usually get up during those shifts and poke around too, for a while. So, from shift one we could put Lincon with Shaelu and Aneka; for shift two, Tara with Bug; for shift five, Nico and Ameiko , and for shift six, Shan, Kiya, sorry, Kiyo, and Eely. Koya, like me, will take no shift, but she often wakes very early. How does that sound to everyone?"
--
Daergast rouses himself quickly, and exits the tent, looking at the dark sky. But whatever it was is no longer visible.
He stands and waits, but it does not return.
--
If Slug is willing, Tara will pass the time during breaks in the traveling with friendly duels, maybe target practice, and keeping her armor clean and in good shape and her weapons sharp
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Daergast is really appreciative of the time that she has spent with him and letting him tag along. He is glad that he had learned something. He takes a little extra time to commune with nature ax he is out and about and attempted to glance at the trappings of his Trap/Alarm mentor to see if she'd prays to a Diety of Nature on the Surface. His miracle of ascension was a gift, finally finding the surface in an agonizing game of cat and mouse. He reflects on it all and then again rejoins the group for the less than festival like meal that awaits.
The caravan is packed up quickly and hits the road shortly after that.
It is another two days to Galduria, and the first night receives another visit from your flying friend. Nobody saw it but several of the members heard it flying by quite low.
Galduria by night (which is when you arrive) is a dichotomy of fairly raucous (in parts) and otherwise quiet small town, being partly inhabited by lumberjacks and workers in that field, and also by wizards and younger students of magic studying at the Twilight Academy. At night the lumberjacks let loose, spending much of their hard-earned gold in the taverns and brothels on the outskirts of town. Meanwhile those students of magic taking a break from their studies can be found in the quieter taverns near the Academy and its residences.
The caravan sets up just outside the south end of town, which is the opposite side from the lumberjacks' stomping ground. He sets up a few wagons to display his goods (including some darkwood, spices from afar, tobacco, and silk) so that the next morning he can trade. His plan is to spend the morning here and then the rest of the day traveling north to Wolf's Ear. Wolf's ear is known for having had a problem with werewolves and other lycanthropes, but that was in the past and they are reputedly over that now; though of course tongues wag and some say they are still a problem.
Some snooping about Galduria suggests a possibility for the flying night creature; there have been sightings of something known as a Hala, a demon which, for some reason, is frequenting this area. The Hala is a one-eyed, bat-winged demon, otherwise humanoid in shape. A few lumberjacks went missing several weeks ago, and stories are that some saw such a creature in the area. Common knowledge is that you need cold-forged iron weapons to fight them effectively. Shaelu and Sandru suggest purchasing such weapons might be a good idea.
The next morning the caravan sets off due north for Wolf's Ear. It is a more interesting route, following Ember Lake. The morning sun shines off the lake and it makes it hard for you to imagine nasty creatures of the night. During the day you pass two small caravans heading south, both of whose masters are known to Sandru. He stops to talk to them to get some indication of the road conditions or any other perils along the way.It is dark when you reach Wolf's Ear, and you can't help but think of the rumors of Lycanthropes living here. You note is a much smaller town than Galduria. From here you will head through the forest to Roderic's Cove, but tonight your location right on the lake makes Ameiko bring out her shamisen again, and everyone's spirits are lifted.
--
Sandru replies to Tara, "It has a tavern, a fair enough one but usually quiet."
Sandru replies to Tara, "It has a tavern, a fair enough one but usually quiet."
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Ameiko laughs and says, "Quiet, you say? We can't have that! Which way to the tavern!?" She stands, shamisen in hand, and looks around. The town is so small, it's a ridiculous question, for all you have to do is head down the one street and it's right there, looking out onto the town square.
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Kiyo Aki-jin
Kiyo silently watches the others head into town.
After they've gone, he silently slips away himself and once away from the
village he finds a secluded spot to change, and then runs free for awhile before
changing back and returning to
camp.
Bug pipes up, "Daer, don't be a stick, even though I know you like mud! They're talking about music and laughing! Turning a dull pub into a lively tavern for the night! Live a little!"
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Shaelu is happy to show Nico or others what she knows. She points out plants, suggests what animals (and worse) might be encountered, and tells a few stories of her own experiences in this area.
The next day, just as you're eating your lunches, you enter the wood, known as Churlwood. What you've heard about this wood, from locals and Sandru and Shaelu is that it is very dense and difficult to navigate if you go off the path. It is also the home of criminals, bandits, druids, some Shriiikirri-Quah Shoanti, wild game such as deer and boar, and large spiders and such.Luckily there is a road, of sorts, and though it's rough and requires occasional stops to clear fallen wood or other debris, at least it allows passage of wagons. You push on, and wonder why Sandru keeps going even when the darkness grows deeper from the lack of sunlight even in the sky (and Bug seems even more afraid that usual), but eventually you see the reason. You have entered wide clearing, at least 200 feet across, with space to park the wagons in a circle and still be far enough from the trees to have a sense of security. Thinking about it, spending the night at the side of the trail would have been difficult and dangerous.
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Shan says, "No, Tara wants to go hunting in these woods at night. Let's see how far she gets. The bandits might take a liking to her."
"Ok Tara, Night Time and woods; that's all me. Let me grab some extra rocks for safe measure and off we go." Daergast really feeling unparalleled with DeepSight and Wiodland Stride dummies his gear down to light. He'll have to come back for the rope if Tara falls into a pit he thinks. "Ready, let's go."
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What are Tara and Daer bringing with them?
All gear on listed that's equipped. Plus a few extra stones.
Tara and Daer head into the deep dark woods.The light is growing dim, and the woods beyond the clearing are difficult going, but soon you find animal trails and whatnot. Hoping to find the animals that made them. After a short while, you come to a point where you can decide - go down, into a small ravine, which is even darker, or go straight, where you think you might have seen some movement.
--
You go straight for a minute, and soon you're looking at a large tree. Sitting on a branch about 20 feet up is a strange creature, half man and half deer(?). Daer recognizes him as a faun. Tara can just make out his shape in the darkness, but cannot see his face.
"Bee carefull down therrre, folks. Therrre's some crazy folkers in the forrrest!" His voice is high, a little rough but sing-songy, and yet not at all feminine.
You go straight for a minute, and soon you're looking at a large tree. Sitting on a branch about 20 feet up is a strange creature, half man and half deer(?). Daer recognizes him as a faun. Tara can just make out his shape in the darkness, but cannot see his face.
"Bee carefull down therrre, folks. Therrre's some crazy folkers in the forrrest!" His voice is high, a little rough but sing-songy, and yet not at all feminine.
--
Yes, he's a satyr or faun.
Yes, he's a satyr or faun.
--
"Hello Tara and Daergast," says the faun, "I am called Verily. This is my home. You are from that huge group in the clearing? You ought to stay with the others, for this forest can be deadly."
--
"Looking for something other than rations is all." Says Daergast.
"Thank you, no. But I do think it would be wiser for you to go back and eat caravan food. Your palate will thank you for still being able to taste, rather than be tasted," he sings.
"Plus methinks the lady cannot see in the dark. Am I right?"
--
"Warning heard, you want to head back Tara and hunt another night." Asks Daergast.
So, you're leaving Tara alone in the dark?
--
Daer and Tara head off in the direction the faun points, but after a few moments, Daer runs ahead, and Tara is left alone in the almost-darkness. There is a bit of light in the sky, still, and a fraction of that makes its way through the trees, so Tara can keep going.Daergast runs back to the tree, and finds the faun still there, though on a higher branch. "Your friend get eaten/hunted?" he asks in Druidic.
--
"No offense Tara, it's a Druid thing." He then runs to camp if possible, double moves if not. Taking caution to not blindly run into 100 goblins though. He makes sure Tara keeps up since he can ignore most terrain obstacles, minus trees, pits, and rocks.
On Mon, 21 Oct 2013 23:33:13 -0400, Michael
New <mi...@noozoo.com> wrote:
After a few hours of this, the caravan is again packed up and you head off over a bridge of questionable stability. It is up to the challenge, though, and you continue on the path heading west along the coast, then turning north. This track is pretty good, actually, and you make good time, arriving at the trading post as it is starting to get dark. There are a number of other caravans and travellers there, and a certain amount of revelry as well as trade that goes on well into the evening. The air is cool and the stars come out, bright jewels in the night sky.
--
OOC: is there a barricade around the trading
post and if so, are we camped inside or outside? any local
guards?
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