Caravaners

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Michael New

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Sep 18, 2013, 11:40:19 AM9/18/13
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It is early, but this far north the summer days are long, and this morning is crisp and clear and a bit cool.  A fine day to be starting out on a caravan trip.

Wagons are loaded, and covered with crude canvas shelters as protection from the sun and rain.  You are packed three per wagon, except for Shan and Shaelu, who both prefer to ride and who have excellent mounts for that activity.

Before you left, Ameiko gave a short, impromptu speech thanking you all for joining her on her voyage of discovery.  She said she felt it would be a big adventure, but that you were staying on a main trade route of Varisia so it shouldn't be too dangerous; and Koya is happy for that.

Goodbyes are exchanged, for some, and the caravan begins its trek north up the Lost Coast Road.  It is refreshing and possibly exciting to be on the road, and the sun makes it all that much more pleasurable.  Shan and Shaelu are ever vigilant, though you wonder if perhaps a bit too serious.

After a long day with nary a stop, perhaps just a few for bodily relief, and with lunch eaten while traveling, after all that, you finally stop to make camp.  The wagons are parked close to one another, and a fire is made.  Ameiko prepares food, a hearty stew with meat, bread, and ale, for all.  After enjoying the supper, the caravaners sit around, and Ameiko brings out her lute, Takashi brings out his flute, and they strike up a raucous traveling song.  Others are welcome to join in, of course.


Gary Thomas

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Sep 18, 2013, 1:41:28 PM9/18/13
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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.

BigLee

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Sep 18, 2013, 1:47:02 PM9/18/13
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Slug had a mouthful of stew from his second helping, with a good portion of it running down his chin.
"Makes no difference," he muttered.  "I will..."
He glanced over at Tara, then finished, "We...will take care of them."

Gary Thomas

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Sep 18, 2013, 3:45:26 PM9/18/13
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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.

dungeon master

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Sep 18, 2013, 8:52:40 PM9/18/13
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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.

--

Anodyzed

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Sep 19, 2013, 12:10:58 AM9/19/13
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One goblin at a time?  Nico is amused, to say the least!  I'd think you two would want to take them down in pairs!

On Wednesday, September 18, 2013 5:52:40 PM UTC-7, Dungeoneer wrote:
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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cyber...@sasktel.net

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Sep 20, 2013, 5:44:33 PM9/20/13
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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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dungeon master

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Sep 20, 2013, 7:59:59 PM9/20/13
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Tara enjoys the song, at the question about watches, she looks around at the people, "That's a good question, we need to work that out."
 


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Michael New

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Sep 20, 2013, 11:31:16 PM9/20/13
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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?"

Shan summarizes the shifts:
1 Lincon, Shaelu*, Aneka
2 Tara, Bug*
3 Belevek, Daergast**
4 Vankor, Silug**, Takashi
5 Nico*, Ameiko
6 Shan, Kiyo, Eely

* LL vision (Kiyo has it but nobody knows that!)
** Darkvision

After cleaning up and staying up perhaps a little to long singing campfire songs, you all turn in, or do whatever you do.  

(Please let me know if you're doing anything other than the above before sleeping)

BigLee

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Sep 20, 2013, 11:42:21 PM9/20/13
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Not much of a socialite, Silug stays to himself, as much as one can in a caravan with so many people.  He has his share of ale and watches the others have their fun.  At some point, Bug hears a deep basso rumbling that most would think is growling from Silug.  But Bug had heard that sound before.  It is a very deep rumbling tune Silug is humming to himself when he thinks no one else can hear.  He noticed Bug, but did not stop, just gave an understanding nod and finished his ale alone.
 
------ Original Message ------
From: "Michael New" <mi...@noozoo.com>
Sent: 9/20/2013 11:31:16 PM
Subject: Re: [Jade Regent] Caravaners
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?"

Anodyzed

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Sep 21, 2013, 10:36:31 AM9/21/13
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Nico nods in agreement of the watch list.
Dog watch huh?  Ok, I can handle that.

Michael New

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Sep 21, 2013, 7:39:23 PM9/21/13
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The night and the watches pass with no excitement, save one thing.  Sometime near the end of the second shift, Tara thinks she sees the faint moonlight blotted out by something, a large bird maybe.  And right after that, Bug, on the other side of the camp, hears a loud flapping, like someone shaking out a large rug.  He looks up and sees nothing but dark shape against the darkness.

The flapping is so loud that Belevek and Daergast, both on for the next shift, hear it and are woken by it, as is Kiyo.

Bug rushes over to Tara, asking, "What was that??" but neither of them are able to see or hear anything more from whatever it was.

dungeon master

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Sep 21, 2013, 8:18:43 PM9/21/13
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Tara frowns, "I'm not sure, maybe a roc, dragon, or a large bat,"  as she looks around for any sign of anyone, or anything missing from the caravan.


--

Michael New

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Sep 21, 2013, 8:38:55 PM9/21/13
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Tara inspects the caravan and finds that nothing seems to have been disturbed, aside from the quiet air.

Gary Thomas

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Sep 22, 2013, 2:20:10 AM9/22/13
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Daergast perception 28

Daaegast gets up and moves away from the light trying to take advantage of his Deepsight.

Michael New

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Sep 22, 2013, 1:43:03 PM9/22/13
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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.

Gary Thomas

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Sep 23, 2013, 12:25:37 AM9/23/13
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He heads back in and puts his armor on before starting his watch. Then takes his watch.

Anodyzed

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Sep 23, 2013, 12:37:01 AM9/23/13
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Likewise when its Nico's turn on Watch he'll suit up too, just in case.

Michael New

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Sep 24, 2013, 12:46:18 PM9/24/13
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No more flying 'things' disturb you during the night.

The morning breaks cool and grey, and you all enjoy some of Ameiko's hot porridge with honey on top.  Sandru warns you that the food will not always be so good, but then Ameiko suggests there are enough towns along the way that they should be able to keep it decent enough.

All discuss the large flying thing from last night, but nobody has any answers.  Neither Sandru nor anyone else has heard of anything like that around here, specifically.  Dragons exist and do sometimes attack, in this general part of Varisia, and other things do also appear from time to time, but nothing in particular that matches what was heard.

Once you start going, the routine begins to settle in.  Riding along a bumpy road, on a wagon.  After a while, Bug says he knows of some caves with hot springs around here (for you are near Windsong Abbey, where he was in training), but goblins are known to bother anyone trying to go for a swim.  And their 'pranks' can be deadly, as all know.

It will take a total of four days to reach Galduria, five to Wolf's Ear, eight to Roderic's cove.  After that, another day and a half to the outskirts of chaotic Riddleport, and then comes the long haul to Brinewall.  That takes about a week (from Riddleport), and there are no real towns along the way, only some Varisian farmsteads and Shoanti tribes.

dungeon master

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Sep 24, 2013, 9:47:00 PM9/24/13
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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


--

Michael New

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Sep 24, 2013, 11:44:18 PM9/24/13
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The caravan curves around to the northeast, following the tracks.  North of you the southern tip of the Fogscar Mountains come into view.  The mountains are home to more goblin clans than are in the Sandpoint area.

The day continues on, and eventually you make camp next to a copse of trees which provide slight shelter from the cool westerly wind.  Shaelu announces that she will sleep in one of those trees tonight, because if the goblins come, they will sneak up through the trees.  Prior to that she will scout out the area around the copse of trees and a little beyond, to see if there are any goblin clans or other dangers about.  She invites Shan to join her on horseback, but he says he wishes to stay with the caravan - perhaps another would go, on his horse would be fine.  Shaelu looks at the others, and especially at Daergast and Nico, to see if one of them (only) would like to join her on a little recon on horseback.

Anodyzed

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Sep 25, 2013, 12:00:27 AM9/25/13
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Nico's spirit immediately picks up.  I'll go, if you've a mind to tolerate me! 
He immediately goes to saddle his horse, and get his armor and weapons ready for the excursion.

Gary Thomas

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Sep 25, 2013, 12:14:34 AM9/25/13
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Daergast says, "Sure, no problem and gets his gear ready. Backpack left behind special on horse. He stays lightly encumbered in case he jade yo move fast, for a dwarf of course. Being a Druid though he can beat most through ruff terrain.

Gary Thomas

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Sep 25, 2013, 12:17:57 AM9/25/13
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Daergast sees Nico already set and shrugs then redistributes his gear back type way it was. Keeping his Rope and Cudgel nearby though.

BigLee

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Sep 25, 2013, 10:45:34 AM9/25/13
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Slug would feel awkward, getting attention from a pretty women, but he would be more than willing.  :) 
 
------ Original Message ------
From: "dungeon master" <burgerm...@gmail.com>
To: "jade-regent-adventure-path" <jade-regent-a...@googlegroups.com>
Sent: 9/24/2013 9:47:00 PM
Subject: Re: [Jade Regent] Caravaners
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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Michael New

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Sep 25, 2013, 11:22:42 AM9/25/13
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Shaelu smiles at Daergast, and says, "Next time.  It's just a quick recon anyways."

The two on horseback skirt the copse of trees, which is maybe a quarter mile wide only.  Shaelu, normally quiet, speaks to Nico, finding out what he knows about goblin behavior.  She explains what she knows about how goblins from this area might attack, sneaking through the trees and also spreading out from far.  Then, having very little self control, they all just rush in and start their slash and burn.  This works well for those unprepared, as the unprepared are likely to panic and fail to work together to repel the attack.

She finds evidence of goblin passage on the other side of the copse, but not very recent.  "Hopefully they are too far to consider attacking, even if they have noticed our presence."  Nico finds a small burnt barrel with a dogslicer next to it, rusting in the grass.

The two then circle the caravan in a wide circle, looking for dangers of any kind, and finding very little.

Despite the lack of a clear goblin threat, Shaelu does sleep in the trees this night, as an early warning sentry, just in case.  She cautions others from entering the trees any more than thirty feet from the end, as she will be putting up a few alarms and traps.

The evening meal brings out the instruments again, and this time Aneka brings out a lute, though it is clear she does not have the skill or talent of Ameiko.  Aneka is charming in her own way, though, and several of the men seem to pay a bit of extra attention to her.  It's as if Ameiko is off limits - not because of the presence of her brother, just because it seems that she is, for some unknown reason - but Aneka has no such aura, and enjoys the extra flirting and whatnot so long as it is not in bad taste.  But while the music is being played, she seems frustrated when she plays, and when she watches Ameiko play her shamisen.

This night passes peacefully, and it is assumed there was no threat during its passing.  No winged thing was detected flying overhead or elsewhere. Peaceful, so you think, until Shaelu comes back during breakfast.  She's holding something bloody.  

"The goblins came last night - to within half a mile at least, north of the trees.  But they turned and ran.  Ran, back north, and I found this, there."  She throws a goblin's hand, ripped from its arm, onto the ground.

Anodyzed

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Sep 25, 2013, 11:34:36 AM9/25/13
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Nico asks, what could have done that and also scared the rest of them away like that?  

BigLee

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Sep 25, 2013, 11:40:53 AM9/25/13
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Silug was eating his breakfast beside Tara.  He had thoroughly enjoyed their time 'sparring' with each other.  And he had to admit, he'd learned a bit about how to better maintain his weapons and armor.  He was never much for maintaining anything.  He never had to.  He was giving weapons when it was time to fight and they were taken away when that time was done.  To have his own, to care for his own, was something new for him.  And he still had to work diligently to keep from showing his discomfort at having a beautiful female companion.  He knew it was his own self-consciousness, but it was real never the less.  He just hoped that Tara didn't notice, but he was sure she did. 
 
He took an interest in Shaelu's interruption.  He watched as she tossed the goblin hand to the ground.
 
"I didn't do it - honest!" he exclaimed, trying to lighten the suddenly gloomy mood in his own misunderstood orcish way.  Seeing that his humor found no place among the others, he shrugged and went back to his meal.  But his mind began to race wondering what could have caused this and scared off who know how many goblins.

Gary Thomas

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Sep 25, 2013, 11:44:57 AM9/25/13
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After the short scouting mission Daergast tales Shaelu and tries to learn about setting traps and alarms. He offers his assistance in gathering supplies and helping her in anyway. He wonders what god she prays to?

Michael New

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Sep 25, 2013, 11:10:32 PM9/25/13
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Daergast learns that Shaelu set only one trap, on the north part of the grove of trees, mainly to scare off the goblins or slow them down.  She is happy to show him what she has done.  Not that that's what scared them off...  Aside from that, she uses rope, some string, and branches and trees to set up alarms that would alert her if something big enough comes through the trees.

You can see no visible signs of a deity, but she's an Elven Ranger so you can guess some possibilities.  But you'll have to ask her to find out.

Gary Thomas

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Sep 27, 2013, 2:03:28 AM9/27/13
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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.  

Michael New

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Sep 28, 2013, 9:46:10 AM9/28/13
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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.

Anodyzed

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Sep 28, 2013, 12:55:41 PM9/28/13
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Nico comments on the "cold iron' suggestion:  Pretty expensive, at least from  my perspective.   I'd love to have my Rapier in cold iron, but can't afford such luxuries yet.

Michael New

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Sep 30, 2013, 11:12:24 PM9/30/13
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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.

dungeon master

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Oct 1, 2013, 12:17:31 AM10/1/13
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Tara sits down, listening to Ameiko, when she finishes, Tara wonders aloud, "I wonder if this place has a good tavern?"


On Mon, Sep 30, 2013 at 10:12 PM, Michael New <mi...@noozoo.com> wrote:
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.

--

Gary Thomas

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Oct 1, 2013, 2:18:42 AM10/1/13
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Spell change: swaps out detect snares and pits and picks another Shilelagh.

Michael New

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Oct 1, 2013, 7:54:38 AM10/1/13
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Sandru replies to Tara, "It has a tavern, a fair enough one but usually quiet."

BigLee

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Oct 1, 2013, 9:33:59 AM10/1/13
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As usual, sitting off to the side, Silug was keeping to himself.  But hearing Sandru's comment about the quiet tavern, he can't help but speak up.
"I'll bet a gold coin we can bring some life to that quiet tavern."
He'd no more gotten the words out of his mouth before he wanted to take them back.  A rowdy half-orc in a tavern is just asking for trouble.  And trouble is what he's trying to stay away from.  Maybe no one will take him up on his offer.
 
------ Original Message ------
From: "Michael New" <mi...@noozoo.com>
Sent: 10/1/2013 7:54:38 AM
Subject: Re: [Jade Regent] Caravaners

Sandru replies to Tara, "It has a tavern, a fair enough one but usually quiet."

--

Anodyzed

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Oct 1, 2013, 11:39:59 AM10/1/13
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Ever vigilant to create a stir if the occasion arises, Nico will perk up at Silug's comment, I'll take that bet, big guy!  Let's go fire the place up and have some fun.  Sounds like this will be our last for a few days, may as well make it count! 


Nico claps Silug on the back, and smiles at the half orc.
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Michael New

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Oct 1, 2013, 11:47:55 AM10/1/13
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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.

dungeon master

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Oct 1, 2013, 1:01:53 PM10/1/13
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Tara jumps up, "I'll take the bet to Slug, Lets go fire the place up,"


On Tue, Oct 1, 2013 at 10:47 AM, Michael New <mi...@noozoo.com> wrote:
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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BigLee

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Oct 1, 2013, 1:06:14 PM10/1/13
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Silug smiled a bit when Tara jumped up.  Maybe it wouldn't be so bad after all.
"I'll buy the first round, then." Slug said.

Gary Thomas

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Oct 1, 2013, 2:43:41 PM10/1/13
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"Well then, I'm in too, why do you want to make noise though?" Asks Daergast, a bit confused.

Michael New

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Oct 1, 2013, 3:13:20 PM10/1/13
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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!"

cyber...@sasktel.net

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Oct 1, 2013, 4:03:23 PM10/1/13
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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.




On Tue, 1 Oct 2013 15:13:20 -0400, Michael New <mi...@noozoo.com> wrote:

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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CyberSavant

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Gary Thomas

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Oct 1, 2013, 4:19:00 PM10/1/13
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"Oh My, I just don't get it."  Daergast says trying to smile.

Michael New

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Oct 1, 2013, 11:43:14 PM10/1/13
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Tara, Slug, Daergast, Bug, Nico, Vankor, Ameiko, Takashi, Aneka, Lincon and Eely bring sudden life to the Dusty Fox tavern.  Drinks flow, and music and laughter emanate from the place.  Even Koya shows up a bit later, with Shaelu accompanying her through the dark streets.  Jokes and stories abound, and romance threatens to make an appearance for any who will entertain it.

(Perhaps now Daergast gets it?)

The secretive Kiyo opts not to go, and Sandru, Bevelek and Shan stay back to keep an eye on the caravan.  Tomorrow the caravan will trade for an hour or two, and then begin its foray through the Churlwood.


Later, back at the camp, as you've been calling it each night, tipsy caravaners try to find the right tent, and getting to sleep takes longer than usual.  There is a brief and heated argument between Ameiko and her brother, but nobody else knows what it is about.

Soon, you find yourselves on a forest track, kept clear by lumber workers, apparently, though the trees provide a canopy for most of it, making it seem like you're in a long tunnel of trees.

Michael New

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Oct 1, 2013, 11:56:56 PM10/1/13
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Slight amendment: You will not enter the forest for a day and a half after Wolf's Ear.  First there's more trail along the lake, northwards.

Sorry for any confusion.

Anodyzed

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Oct 2, 2013, 10:01:56 PM10/2/13
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As the group travels across the fields along the lake, Nico asks Shaelu to teach him some of the trail lore.  He expresses interest in the survival skills and ranger-specific activities.

Michael New

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Oct 4, 2013, 11:19:29 PM10/4/13
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Oops, this was supposed to go to everyone!

----------------------_/ /\/\ /\/ -----------------------


On Thu, Oct 3, 2013 at 11:59 AM, Michael New <mi...@noozoo.com> wrote:

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.


Michael New

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Oct 5, 2013, 1:04:03 PM10/5/13
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The scenery is beautiful, if a bit rough, as the caravan makes its way between Churlwood and Ember Lake.  Most of the lakefront is rocky, but small areas of marsh, sandy beach, and swampy trees leaning over pebbled shore appear from time to time.

That night, by the shore, you find another small group of southbound travellers making camp, and they suggest sticking close to take advantage of the safety of numbers.  Sandru is agreeable to it, but makes it clear to all of you that you should stick to the watch order, and keep half an eye on the travellers, just in case one or more of them turn out to be less honest than they seem.

During the fourth watch (Vankor, Silug, Takashi), the wind picks up suddenly, and those on watch looking skyward see a large winged humanoid shape flying by.  It passes low and over the trees out of sight.

Vankor stands up and runs around, agitated, while Takashi calmly but quickly climbs a wagon to see if he can see where it goes.  He shakes his head and climbs back down.  "I didn't see it."

Michael New

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Oct 6, 2013, 1:55:05 PM10/6/13
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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.




dungeon master

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Oct 6, 2013, 3:17:21 PM10/6/13
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Tara looks around, "Well, I don't think we will be bothered by any large winged creatures this night.  How about we try some hunting in the woods?  Anyone?" readies her crossbow


On Sun, Oct 6, 2013 at 12:55 PM, Michael New <mi...@noozoo.com> wrote:
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.




Anodyzed

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Oct 7, 2013, 12:12:39 AM10/7/13
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Nico asks, Really?  In those woods?  I think not, and I think you shouldn't go out either.  Not that you can't take care of your self, but we might well need the sword if the caravan is attacked.  And with the reputation these woods have, why would you think the flying thing won't be back?  We've yet to determine what it is, but it sure does seem to have our location pegged!  I'd say if you're that good, lay a trap for that thing so we can see what it really is!  I'll help you here in camp with that, if you like.

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Michael New

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Oct 7, 2013, 12:34:41 AM10/7/13
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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."

Gary Thomas

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Oct 7, 2013, 1:14:30 AM10/7/13
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"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."

dungeon master

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Oct 7, 2013, 1:44:21 PM10/7/13
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Tara nods, hefts her crossbow, looks around, "Which way you wanna go?" to Daergast


On Mon, Oct 7, 2013 at 12:14 AM, Gary Thomas <sirrobe...@gmail.com> wrote:
"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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Gary Thomas

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Oct 7, 2013, 1:49:55 PM10/7/13
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"Whichever looks the wildest." Says Daergast as he looks about.

Michael New

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Oct 7, 2013, 8:18:46 PM10/7/13
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What are Tara and Daer bringing with them?

Gary Thomas

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Oct 7, 2013, 11:46:47 PM10/7/13
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All gear on listed that's equipped. Plus a few extra stones.

dungeon master

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Oct 8, 2013, 12:22:09 AM10/8/13
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Same with Tara, she will everything she has with her,


On Mon, Oct 7, 2013 at 10:46 PM, Gary Thomas <sirrobe...@gmail.com> wrote:
All gear on listed that's equipped.  Plus a few extra stones.

Michael New

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Oct 9, 2013, 8:14:42 AM10/9/13
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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.

Gary Thomas

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Oct 9, 2013, 12:16:28 PM10/9/13
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The straight way.  Daergast readies his sling.  Do we not have a light source then?

Sent from my iPhone

On Oct 9, 2013, at 8:14 AM, Michael New <mi...@noozoo.com> wrote:

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.

--

dungeon master

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Oct 9, 2013, 12:24:30 PM10/9/13
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Tara also votes for going straight, hefting her crossbow, ready to take a shot

Michael New

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Oct 9, 2013, 10:10:08 PM10/9/13
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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.

Gary Thomas

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Oct 10, 2013, 2:30:21 AM10/10/13
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Knowledge nature 14, or 15.

Does Daergast know of Satyrs?

Sent from my iPhone

On Oct 9, 2013, at 10:10 PM, Michael New <mi...@noozoo.com> wrote:

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.

--

Michael New

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Oct 10, 2013, 7:33:06 AM10/10/13
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Yes, he's a satyr or faun.

Gary Thomas

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Oct 10, 2013, 4:02:26 PM10/10/13
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"Why are you in a tree laddie?" Asks Daergast.

Sent from my iPhone

On Oct 10, 2013, at 7:33 AM, Michael New <mi...@noozoo.com> wrote:

Yes, he's a satyr or faun.

--

dungeon master

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Oct 10, 2013, 8:04:30 PM10/10/13
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Tara looks up into the the tree, trying to see if the figure is doing anything threatning.  She does not raise her crossbow, but, she keeps it ready

Gary Thomas

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Oct 11, 2013, 2:09:27 AM10/11/13
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"This is my friend Tara, and I am Daergast. I am a friend of the wood and mean you no harm. What is your name kind faun?" Asks Daergast.

Michael New

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Oct 12, 2013, 12:01:00 AM10/12/13
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"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."

Gary Thomas

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Oct 12, 2013, 12:57:50 AM10/12/13
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"How so Verily?" Asks Daergast.

Sent from my iPhone

On Oct 12, 2013, at 12:01 AM, Michael New <mi...@noozoo.com> wrote:

"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."

--

Michael New

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Oct 12, 2013, 10:38:21 AM10/12/13
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"Well, we have the Marauding Horror, who lives over there," he points north, "and a family of very, very large spiders who live there," he points back from where you came, which is west.  "Also, there are bandits and wild boars.  Very little treasure, if that's what you seek."

He gives Daer a look, and says a word in Druidic: "Were-bear."  

And he looks at you to see if you understand.  One common druidic custom is to mention an animal, in Druidic, to determine if the listener is of the same faith.  A nod or short word is the reply if others are about, as guarding the language remains always important.  If one wishes to discuss the animal mentioned, it should be done in Druidic.

Gary Thomas

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Oct 12, 2013, 3:04:48 PM10/12/13
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Daergast simply nods

Sent from my iPhone

Michael New

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Oct 13, 2013, 12:51:36 AM10/13/13
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"And what so you seek here?  Not my hide, I'm sure." he jokes.  Maybe.

Gary Thomas

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Oct 13, 2013, 1:32:18 AM10/13/13
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"Looking for something other than rations is all." Says Daergast.

dungeon master

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Oct 13, 2013, 5:05:09 PM10/13/13
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Tara looks up at the creature, "I just hoped that I would catch a rabbit, or a deer, something good to eat for a change,"
 


On Sun, Oct 13, 2013 at 12:32 AM, Gary Thomas <sirrobe...@gmail.com> wrote:
"Looking for something other than rations is all." Says Daergast.

Gary Thomas

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Oct 15, 2013, 1:23:47 AM10/15/13
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"Care to join us Verily, we were hoping to grab a better meal. I'm sure we can find some Wine, Ale and spirits for you back at the camp. Maybe, you help us real quick and a nice meal with all you can drink later, ok?" Says Daergast.

Michael New

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Oct 15, 2013, 8:12:32 PM10/15/13
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"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?"

dungeon master

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Oct 15, 2013, 8:41:50 PM10/15/13
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Tara frowns, nods, "Yeah, your right, I cant see very well in the dark"


On Tue, Oct 15, 2013 at 7:12 PM, Michael New <mi...@noozoo.com> wrote:
"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?"

--

Gary Thomas

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Oct 16, 2013, 12:17:36 AM10/16/13
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"Warning heard, you want to head back Tara and hunt another night." Asks Daergast.

dungeon master

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Oct 16, 2013, 9:55:30 PM10/16/13
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Tara sighs, nods, "Yeah, I guess so, maybe I will get the chance to hunt in the daytime,"


On Tue, Oct 15, 2013 at 11:17 PM, Gary Thomas <sirrobe...@gmail.com> wrote:
"Warning heard, you want to head back Tara and hunt another night." Asks Daergast.

Gary Thomas

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Oct 17, 2013, 12:17:22 AM10/17/13
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"Nice to meet you Verily, if you change your mind and would like some drink please join us at the camp. Have a peaceful night if not." Says Daergast as he begins to head back to camp.

Gary Thomas

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Oct 17, 2013, 11:47:05 AM10/17/13
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Once Tara begins to move out as well, Daergast hurries ahead out of sight and quickly tries to double around and back taking advantage of his deep sight and woodland stride. When back to the satyr he speaks quickly and quietly in Druidic, "You said there was a WereBear? Does she protect these woods from all intruders? Is that the only danger besides spiders?"

Michael New

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Oct 17, 2013, 12:23:41 PM10/17/13
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So, you're leaving Tara alone in the dark?

Gary Thomas

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Oct 17, 2013, 12:41:25 PM10/17/13
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For a minute.

Sent from my iPhone

On Oct 17, 2013, at 12:23 PM, Michael New <mi...@noozoo.com> wrote:

So, you're leaving Tara alone in the dark?

--

Michael New

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Oct 17, 2013, 1:10:09 PM10/17/13
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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. 

Gary Thomas

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Oct 17, 2013, 1:16:27 PM10/17/13
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"Not yet.  This WereBear is a protector of the wood?" Asks Daergast.

Sent from my iPhone

On Oct 17, 2013, at 1:10 PM, Michael New <mi...@noozoo.com> wrote:

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. 

--

dungeon master

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Oct 17, 2013, 1:35:32 PM10/17/13
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Tara shrugs, keeps walking in the direction of the camp, a bit slower, and wary

Michael New

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Oct 17, 2013, 2:10:42 PM10/17/13
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"No, she's kind of wild.  Likes the taste of humanoids.  I tend to stay away from her area.  She's dangerous!" he laughs.

Gary Thomas

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Oct 17, 2013, 2:30:56 PM10/17/13
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"Oh my thanks for the tip again and my offer still stands. May the stars lighten your heart and help you find your way if ever you find yourself alone in the dark." daergast waits a brief moment for a reply and then shall move with alacrity towards where he left Tara.

Michael New

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Oct 17, 2013, 3:00:56 PM10/17/13
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"Thank you and take care!"  says Verily.  Daergast finds his way back to Tara, who's walking slowly in the generally right direction toward the clearing.

As you make your way back, you both hear lots of strange sounds.  Some you recognize, others you don't.

Gary Thomas

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Oct 17, 2013, 5:32:33 PM10/17/13
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"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.

dungeon master

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Oct 17, 2013, 8:58:21 PM10/17/13
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Tara shrugs, "I was hoping I could get something to eat, to add to the pot, maybe after these woods," as she heads back to camp


On Thu, Oct 17, 2013 at 4:32 PM, Gary Thomas <sirrobe...@gmail.com> wrote:
"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.

Gary Thomas

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Oct 18, 2013, 1:56:16 AM10/18/13
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"Me too, that chap back there spoke in our ever so guarded tongue. One I was worried he might be a fanatical Vegan type; two, I wondered if he had a message for me in private. Looks like its nada on both accounts. Probably be another few years before I find another, so I had ta check. I betcha there's a battle, or a traveling circus up ahead so look sharp my dear." Says Daergast.

Michael New

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Oct 19, 2013, 4:36:56 PM10/19/13
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The two brave (?) adventurers return to the clearing where the others are still preparing the evening meal.

"Oh, glad you're back!" says Ameiko.  "We were starting to worry about you, even though you weren't gone that long.  I guess we figured you'd realize how dark it was getting and just turn back.  No luck finding game?"


Later that night, after supper, Sandru stands up and briefly speaks.  "For those of you without cold iron weapons, I was able to purchase five decent spears with cold iron heads.  If you do need them, they're at the back of my wagon; the middle one that is."

That night, on the third watch, a sudden wind arrives, and those on watch hear that flapping of wings again.  This time Daergast is able to catch a glimpse of a person-sized humanoid with large wings, flapping away over the trees.  It is not long before it is out of range.

Gary Thomas

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Oct 20, 2013, 2:27:43 AM10/20/13
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"Oh, we found game alright, but not that kind." He chuckles and takes a seat for a minute. This right after he grabs his flask out of his backpack and has a healthy belt, or two; offering it to any near. "A Satyr living in a tree is all. A report of big spiders, goblins and what not, but otherwise same old same old, give or take a WereBear." He takes another belt then smiles.

Michael New

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Oct 21, 2013, 11:33:13 PM10/21/13
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The next morning is cool and bright, and caravan gets started early.  "I want to stop in Roderic's Cove only for a short while, and move on over the river to the next stopping point, a caravan trading post, by nightfall," says Sandru.

The forest is not so dark now, though going is a little tough, still.  By noon you exit the forest and find yourselves on a hill overlooking a wide valley centered on a river, with a small fishing town at its mouth.  Roderic's Cove.

Sandru sets up the caverns just on the road outside of town, but only for a short while.  Some trade is completed - Sandru trading his spices, tobacco, silk and darkwood for whatever he is offered that will make him a profit.  He knows his business, and Ameiko helps him out quite a bit.  It seems she's also learning from him.

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.

cyber...@sasktel.net

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Oct 22, 2013, 12:00:31 AM10/22/13
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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?


--

CyberSavant

cyber...@sasktel.net
AIM: cybrsvnt ICQ: 78031576 Yahoo: thorazbrynaziir
http://cybersavant.tripod.com/cybersavantsmatrix/
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dungeon master

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Oct 22, 2013, 12:07:03 AM10/22/13
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Tara is happy to be on the ground walking, she stretches a bit, looks to see where the tavern or drinks are


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