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Act 1, Scene 4: "To Skald" (Game Thread)

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Re: Act 1, Scene 4: "To Skald" (Game Thread)

Post by Chris1234 »

Jerry nods at Merrick and smiles appreciatively.

"Ok, folks, so what time should we aim to meet up later?" asks Jerry as she nurses the last mouthful of wine in her glass.
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Re: Act 1, Scene 4: "To Skald" (Game Thread)

Post by TristenC »

Merrick peeks inside the pouch Pyros tossed at him, smirking as he realizes where it must have come from. Many times over, Master Pyros. Merrick takes out some of his own coin, Drinks are on me… and mine and my lady’s stew, of course. He says, laying out for the named items and a generous tip for his portion. He takes the balance from Pyros’ offered coin with a similar tip and slides the pouch back to the Kender.

I’d better secure a room and collect my tack from the stable. Adrastia says, rising and moving to the counter as the others settle their bill. She speaks quickly with the man and pays him, collecting a key; then walks out the back towards the stable area.

Allison thanks them and collects, addressing the bard as she does so. Jewler? Well… there is the White Ribbon up the hill, but it’s pretty pricy. Really only the most wealthy can afford it. For my money, there is a sweet old man who works near the wall here in Upper Skald. I don’t know if he makes anything of his own, but he sure finds some wonderful and interesting things… He sells all kinds of stuff, not just jewelry, but he has nice collection of all different price ranges. And he buys stuff too. His name is Chales, and the place is called the Glass Eye. If you follow the wall to the West of Upper Skald you can’t miss it. It’s right under the last turret before the river.

After a few moments Adrastia returns, effortlessly carrying a heavy looking pack and a long polearm. A chain sleeve peeks out of the pack, and the Ranseur bears a leather cap covering the wide bladed head for safety. She disappears upstairs and returns quickly; a hand axe tucked behind her belt opposite her Rapier. I’m ready. she says.

---
Merrick pays 7 sp
Pyros pays 9 sp
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Re: Act 1, Scene 4: "To Skald" (Game Thread)

Post by Jenara »

"That sounds perfect Alison, we can all walk that way and those that want to go to the River can.. I have an errand I need to run, thank you." Touching the womans arm she also moves to stand, admiring Adrastia for a brief moment. "I remove my weapons and you add more? I have much to learn." Giggling she offers Elsa an arm and turns to Jerry and Merrick. "Thank you for the drinks, and thank you Master Pyros. Should we meet here no later than evening meal? I'd like to see what I'm up against."

With that Mira will leave the inn, Elsa on her arm and lead those who wish to follow her to the 'Glass Eye' and let Artanis head to the River.
" Kid never learned to clear a room. Doors and corners, I told him. Doors and corners."

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Re: Act 1, Scene 4: "To Skald" (Game Thread)

Post by kerap »

Artanis will secure a room for him, Pyros and Cross as well as pay for his lunch. He will then give Merrick a slap on the back and say: "Go west, young man. Let us venture forth as you suggest. And should I come across an excellent spot for napping...er...I mean fishing, I shall claim that spot for the remainder of the afternoon."
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Re: Act 1, Scene 4: "To Skald" (Game Thread)

Post by Nocturno »

Pyros makes up his mind to follow the ladies.
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Re: Act 1, Scene 4: "To Skald" (Game Thread)

Post by Chris1234 »

When Merrick has paid Jerry gently squeezes his arm twice, pulls him a little closer and rests her head agasint his shoulder and lets out a contented sigh.

SHe echoes at various points in the conversation, "...Yes, thank you, Allison...", "Evening meal it is, then Mira...", "...Adrastia, fare thee well. I would talk with you later, please...", "...I hope you catch a big one, Artanis..." (which completely misses the point) and gives Pyros an old fashioned look when he follows, much as to say 'Keep your hands in your pockets, little man' (but doesn't waste her breath).

She follows Merrick's lead.
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Re: Act 1, Scene 4: "To Skald" (Game Thread)

Post by TristenC »

[Jen. Since it is Thursday, Mira will be free to perform tonight. The other performer is scheduled for tomorrow and Saturday]
[Nocturno: Do you want to run for Cross while Rivi is out? Otherwise I can keep him in NPC mode]

Artanis puts money out for his own lunch and then moves with Merrick to the counter to secure rooms. He slaps his fellow half-elf heartily on the back and makes his plans to join them known. The two quickly arrange for their rooms and Merrick leaves his pack upstairs, offering to carry anything up for Jerry she might want to store. Elsa and Mira drop off their gear as does Cross. The Halfling prepares to set out with her two maces balancing either hip; and her pouches of course. Adrastia smirks at the Bard’s remark about her bringing more weapons. You never can tell. she replies.

Before long the groups are prepared to go: Mira, Elsa, Pyros and Adrastia prepared to set out for the Glass Eye and the Old Kartakann inn; and Jerry, Merrick, Artanis and Cross for the Papermaker and the riverside. The groups say their short farewells and head off into the city.

At first, everyone seems to be heading the same direction as they take the road West towards the Main Square. They enter the wide area to find it still milling with locals. Turning south at the Golden Lute, the two groups part ways just outside of the city gate: Those in the group with Elven blood heading through towards the West Gate; the others keeping to the road running inside the wall of Upper Skald.


Lower Skald: Artanis, Cross, Jerry and Merrick
Merrick leads them through to the gate on the other side. Again a shiver passes through the group as they traverse the hexagonal grounds of the ruins of Old Fortress. The West Gate is kept much the same as the East into Upper Skald, except that there is one less guard here. The two men on duty nod and wave the group through without comment, having seen them come directly across from Upper Skald.

Once inside, Merrick takes a moment to get his bearings. Many of the houses near the wall have a ramshackle appearance and are in need of upkeep. Let’s see… He said it would be near one of the bridges across the river to the North… The party can see that the main thoroughfare is a wide cobblestone street, much like The Loop in Harmonia. Side roads, however, appear to be less elaborate. The Half-elf mage begins to lead them Westward. Suddenly he turns North down a side street just opposite a modest looking wedge-shaped inn with a White rose painted on the sign [Area PR]. Merrick begins to grin widely as they approach a nice park surrounded by clean, well-kept shops in the center of Lower Skald. Oh my, this is nice, isn’t it? he asks.

People briskly go about their chores, and the sound of workers singing off in the distance can be heard from several directions. Sheep are being herded along the main street that leads from the Old Fortress to the Kartakan Road running north out of Skald. As the group moves through the milling locals, it soon becomes obvious that everyone is avoiding them. The crowd parts slightly, like the waters of a stream at a priest's command, to allow them to pass without physical contact. Although it is a relief, at first, to be able to move through the crowd so easily, the party quickly realizes that they are being treated as if they carry some vile disease… Another curiosity is that they never seem to come across the source of the distant singing…

Skirting the park, Merrick leads the group into a lopsided looking square. Just across the open area to the West the group can see a wharf with several river-boats and lesser craft docked [Area 8]. He leads them north across the square to stand outside a rough looking boarding house with a Mug painted on the sign [Area WM]. Ah yes… here we are… He looks around a little, apparently not exactly sure which shop at first. He walks across the street to the north, where the fresh smell of cut Birch and Pine fills the air. Beyond a rail-fence they can see sawdust covers the ground and several large piles of lumber stacked about; as well as barrels of the sawdust [Area 10].

There’s the mill… he muses. Turning he points to a square looking building on the other side of the boarding house. That must be it... I don’t see a sign, but they get their pulp from the mill I’ll bet. nodding, satisfied at his deduction, he gestures. Well my good Ranger, as you can see the river lies all about this side of town. Do you want to meet us somewhere when you are done or shall we come a-trollin’ for you after. he asks with an awkward chuckle at his own joke.


Upper Skald: Adrastia, Elsa, Mira and Pyros
The other women, accompanied by Pyros, make their way along the inner wall. The stonework looms 20 feet above their heads as they pass two small, round turrets and the square tower with a heavy looking locked oaken door. You said you had to collect your things from the stable, Elsa says, making conversation with Adrastia as they walk. Does that mean you have a horse? she asks, interestedly. The darker woman nods, keeping an eye on the passers-by as she walks. Yes, his name is Rouchard. He’s a good horse, built for speed and endurance. Elsa grins openly, I love horses. Can I meet him when we get back? The warrior nods as if it were of no consequence.

Coming to the corner of the wall they turn northward, following Allison’s instructions. Just as the reach the last square-ish turret south of the river they see the rectangular building. The sign hanging over the stoop bears an enlarged eye painted in the lens of a Jeweler’s glass. Underneath Mira can read the red writing The Glass Eye [Area GE].

So, what do you know about this Crown you are supposed to be finding? Adrastia asks the halfling as they near the shop. Well, Elsa muses The girl said that it was hidden somewhere dangerous and she needed someone to get it. And that it had some kind of… power. Elsa shrugs, Anyway, we were kind of hoping it could be used to send us home…


[Everyone let me know what gear is being stowed in the rooms and what carried. Adrastia has her rapier and a hand axe, all other gear stowed away aside from a couple of pouches. Jen made Mira’s intentions known in this respect.]
----
Artanis pays 7 cp for his juice and stew

Adding [Areas] to Skald listing in the Party Knowledge thread
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Re: Act 1, Scene 4: "To Skald" (Game Thread)

Post by Chris1234 »

Jerry replies, "Yes, dear, it's very nice, I quite agree." Shortly after she leans in, apparently snuggling with him, and whispers, "Have you noticed? They seem to be avoiding us. Any idea why? Or is this a 'talk-about-it-later' thing?"
She lets the men do 'men-talk' and waits patiently with Merrick until he's ready to go help her at the paper-maker's place. She smiles politely at what she perceives to as jokes (man-humour), but in reality is surveying the other townsfolk.

======
Unless Merrick suggests she shouldn't, Jerry keeps all her gear with her. (One never know when one is going to drop through into another world!)
Is Cross intending to go with Artanis? Or..? (Probably not the best of ideas to be wandering alone in a such strange place.)
Does Jerry get any sense of the locals? e.g. werewolves and their food supply? Is there a third category discernible (not including the sheep)?
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Re: Act 1, Scene 4: "To Skald" (Game Thread)

Post by kerap »

OOC: Artanis is carrying his gear. An unslung backpack makes for either a good seat or an even better pillow. Knives and swords can be used to dig for bait. And a well placed bow shot could secure a fatted wild goose for supper. Naturally he still has his fishing pole.

Grinning, the Ranger replies: "I shall be along the banks within 100 yards either direction from here. And whilest I don't like to pass up an opportunity to go fishing, missing supper would be tragic. So how about coming to retrieve me in a couple of hours? I may not notice your approach though, as I feel the urge to conduct a thorough examination of the inside of my eyelids."

Naturally as the ranger approaches the river looking for a good spot to recline, he is going to inspect the ground for the types of tracks around the river.
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Re: Act 1, Scene 4: "To Skald" (Game Thread)

Post by Jenara »

"I've been researching and I couldnt find anything on it, Savage Beasts, lots of those, but no Crown. Things like that annoy me, and I hate that. If the Crown itself cant get us home I hope the man we are bringing it to will." Mira explains and moves to the entrance of the shop.

"Pyros, Remember if you find anything pretty or interesting, give it to me." With that she pushes the door wide.
" Kid never learned to clear a room. Doors and corners, I told him. Doors and corners."

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Re: Act 1, Scene 4: "To Skald" (Game Thread)

Post by Nocturno »

Cross:

Clearly torn between relaxing and reading or checking out the paper making process...
"I believe I will join Artanis, with the events of the last few days, more meditation is in order."

Pyros:
Pyros will cross his arms with his hands under his armpits.
"In a shop called the glass eye? I'm sure I won't see anything interesting!" Everyone may have a hard time figuring out that he just used sarcasm.
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Re: Act 1, Scene 4: "To Skald" (Game Thread)

Post by TristenC »

Lower Skald, the Riverside: Artanis and Cross
Artanis makes his way past the sawmill to the river's edge, followed by Cross. The pair reach the water near a large water-wheel which juts out into the narrow end of the River here; rotating lazily in the influence of the steady current. Just up river from this point, a cluster of logs has been secured. Men hop about on them skillfully and gradually guide them toward the mill. The agility of these lumber men seems almost inhuman.

Two rock islands stand like defiant martyrs against the onslaught of the water a little farther upstream. The rapid current has worn away any sharp edges that might have existed on the islands in the past, leaving them fairly featureless. Although they are only a few hundred feet apart, each island serves as the anchor point for a bridge that runs from the city to the Old Kartakan Road. The eastern island has a garrisoned wall with two small towers across it. The bridge that runs across the river at this point is a mighty stone affair with proud arches and ornate engravings. An elaborate portcullis stands open to allow travelers passage through the great stone wall. On the other hand, the Lower Island (the one the pair stand nearest) has only a small, sturdy rock building on it. Two lesser stone structures, obviously winch houses, stand by the drawbridges that leave this island. [Area 11]

The ranger, ever vigilant, looks about the river's edge for tracks. This close to the bridge and sawmill he finds plenty of tracks, but all, whether shod or bare, seem to be human.


Lower Skald, The Papermaker: Jerry and Merrick
Avoiding us? Merrick asks, somewhat confused at Jerry's question. Looking about, he shrugs. I think Kartakans just aren't used to outlanders... Even Sithicans. I got a similar reception when I first came to Harmonia... and... well, we're half-elves... He finished weakly, as if that explained everything. The cleric-mage keeps an eye on the locals to see if she can discern those who might be shape-changers in disguise, but all those about seem to be normal humans; if somewhat unwelcoming.

Merrick agrees to come find Artanis in a couple of hours, then leads Jerry into the papermaker's shop. A damp, woody scent and the aroma of certain chemicals fills the air here. The interior of the building is open from front to back, with a counter to one side near the entrance and a smaller door to one side behind. To one side there are rows of square-built, waist-high stone pools. in them soak various combinations of sawdust, rag and wood-pulp. Nearby are several tall drying racks, some filled with large, dripping sheets of paper. Fine mesh screens stand about propped near where they are doubtless used most often.

Another area nearby is populated by racks of stretched sheep-skins, scraped free of wool and fat to produce parchment. In the rear of the shop are a few work tables with cutting tools and a bookshelf filled with twine-bound stacks of paper or parchment of various qualities. Behind the main counter stands a man with thinning blonde hair just past his middle years studying a list on cheap paper. He looks up only briefly as the pair enter, eyes returning to his list as he speaks in that musical local language. Merrick, however, replies in Elven for the benefit of is companion. Pardon our intrusion, but my cousin Serath said that you might be able to help us. He runs the Silver Scale down in Harmonia. The man's eyes move back to them and he examines the pair more closely. Hmmm... cousin? You look close enough to be his brother. he replies in that same a-tonal elven; finally setting the list aside. And what is it you need help with? He asks plainly. I've paper and parchment for sale, but I don't normally supply individuals... unless it's for your cousin's shop?


Upper Skald, The Glass Eye: Adrastia, Elsa, Mira and Pyros
Adrastia muses over the explanations regarding the crown, leaving the subject for later as they enter the shop. The door opens to the tinkling of a bell on a curled piece of iron overhead. A voice calls from somewhere inside in that musical language. One moment, be right with you... The Glass Eye is packed with various cases and stands bearing jewelry of every quality from cheap baubles to an elegant sapphire-riddled diamond necklace on a bust shelved high behind the main counter. The shop is obviously much more than a jewelers as the four spot trinkets, antiques, old books and unusual items of nearly every sort.

A balding middle aged man with a pair of half-spectacles comes around from behind a large wooden statue standing near one side. The man wears a brown corduroy waistcoat with a fine gold chain leading from one button hole to a small pocket. The coat fits snugly over his modest pot-belly and a well-made white shirt He carries a small mahogany box with silver inlay that he sets on the counter nearby.

Welcome! Welcome fine ladies to the Glass eye, and you as well young sir. he says in a cheerful voice, the last directed at Pyros. I have some lovely neclaces today. Something with a bit of green or amber to accentuate your rare hair my dear? He asks Mira, Or perhaps an amethyst in silver for you? He says to Adrastia. Ah, I have a bright sapphire that would positively glow for you, fair one. He directs at Elsa. Come, come! Have a good look around, I've many rare and unique items. Even something of interest for the young sir, I'm certain.. Perhaps a tortoise shell, or a sling-shot?
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Re: Act 1, Scene 4: "To Skald" (Game Thread)

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Jerry says something nonsensical in Harmonian and then apologises in elven, "I'm sorry; still working on the language. I'm Jerry. I want to make quality paper which I need. I wouldn't set up a competitive business. Actually I dont want to set up any business. My life is otherwise spoken for. So will you teach me? And on what terms?" She glances at Merrick to see if she's making a pig's ear of it.

======
Harmonian [1d100] = 64
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Re: Act 1, Scene 4: "To Skald" (Game Thread)

Post by Jenara »

"Greetings." Mira grins, "I'm sure your necklaces are beautful, honestly I'd love to look, but Allison at the Broken Wheel suggested you might be able to help." Producing a small gemstone with a flourish of her hand she offers it to him to have a look. "How much would you say this was worth?" She asks, "And would you be interested in buying such an item?" Smiling she flashes her eyes at him, and nudges Elsa, her intent clear as she motions towards Pyros.
" Kid never learned to clear a room. Doors and corners, I told him. Doors and corners."

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Re: Act 1, Scene 4: "To Skald" (Game Thread)

Post by Nocturno »

While previously occupied looking at the shelves, the produced gem will catch his attention for the moment.

[Could he make a guess in steel pieces?]
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