A simple journey

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Rex
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Re: A simple journey

#281 Post by Rex »

You are in the valley.
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Re: A simple journey

#282 Post by GreyWolfVT »

Algrim tries to recall folklore that might mention the location of the outpost.

Non-Combat Skill Roll [1d100]=75
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Boffin (Boff) Stonegirdle Dwarf Thief - Earthquakes in the Jotens
Dalin Silverhand Dwarf Thief - Barrowmaze
Pimlan 'Pim' Greenstride Halfling Fighter/Thief - Revisiting the Classics: Mod 1 “Return to Kendall Keep”
Razillin Tinkerboot Gnome Cleric - Hedge's Forgotten Realms Adventures (2e)
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e
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Rex
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Re: A simple journey

#283 Post by Rex »

Critical Failure. Algrim gets a Skill development roll for Folklore.
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Re: A simple journey

#284 Post by Rex »

Pulpatoon wrote: Mon Jul 25, 2022 11:39 pm Idril: Is this valley far? Do you think we could find someone—a hunter or poacher—who might know it and be able to tell us if the rockface is there? OR describe these runic stones to our khuzdul in greater detail?

You are in the valley. You could ask around the village, all the following spend some time in the local woods and may know what you are looking for.

Apothecary (gather herbs or know someone who does it for them)
Cartographer (unlikely in a village this size)
Charcoaler
Fisherman (maybe not, but would know the river edges at least)
Herdsmen
Hunter
Timberwright
Trapper
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sastaz
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Re: A simple journey

#285 Post by sastaz »

What would be a big enough settlement for Turnip to use her Intrigue skill for this kind of fact finding? I mean to the extent that they know something about it of course? Burzyn only, in Chybisa?
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Re: A simple journey

#286 Post by Pulpatoon »

Idril would like to meet up with hunters and trappers, first. She can use her position as cook as a way of entering into conversations without giving too much away. Would it be possible/appropriate for her to use Intrigue to try and gather information without giving too much away?

Update: cross-post jinx!
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Re: A simple journey

#287 Post by Rex »

I am fine using Intrigue here to gather information for everyone. Also, Idril has Herblore at 48. She could talk to the Apothecary if they have one about gathering herbs. Just another option, the hunters and trappers are an excellent first choice.
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Re: A simple journey

#288 Post by GreyWolfVT »

Non-Combat Skill Roll [1d100]=61

Algrim unable to think of anything relevant thinks of something else to try and seeks out any local hunters or rangers that might have explored a bit of there surrounding areas.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Boffin (Boff) Stonegirdle Dwarf Thief - Earthquakes in the Jotens
Dalin Silverhand Dwarf Thief - Barrowmaze
Pimlan 'Pim' Greenstride Halfling Fighter/Thief - Revisiting the Classics: Mod 1 “Return to Kendall Keep”
Razillin Tinkerboot Gnome Cleric - Hedge's Forgotten Realms Adventures (2e)
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e
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Re: A simple journey

#289 Post by sastaz »

Turnip will tag along Algrim and Idril as they look for trappers, rangers and apothecaries and try to talk to people, see if anyone knows someone who's run into any old Khuzan statues or stones.

Intrigue vs 80: [1d100]=1

"Oh, really, you did? Moss covered, I can Imagine? No, I don't think they're cursed, quite on the contrary, the Khuzan was, sorry is, a friendly sort. Well until the Foulspawner at least. Did you hear they say he's still alive, entombed somewhere waiting for someone to accidentally break the seal? Yes I know, right?!"
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Re: A simple journey

#290 Post by Pulpatoon »

Idril's Intrigue: [1d100]=22
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Re: A simple journey

#291 Post by Rex »

All four of you go wandering the village asking about Dwarven ruins of one sort or another.

A local trapper, Jared, mentions that he has seen a couple of stone posts with markings on them. "Yeah I have seen some stone posts with marking on them. They are up along the Melya stream, north of the ruins of Darcen manor. You sometimes see old fragments of a road or something heading north along through there. Can't say for sure that they are Dwarven, but it seems you might know when you see them." He gestures towards Algrim.

A local farmer recalls that when he was younger and more adventurous he saw a large rock, maybe 4 feet wide by 3 feet high with all sorts of writing on it. It was up north of the Genin trail but it was a long time ago and he can't recall exactly where.
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Re: A simple journey

#292 Post by Pulpatoon »

Idril: So, along the Melya, north of the Darcen ruins. Seems the clearer of the two options before us. Let us go explore that one first. If we find nothing, we can try the Genin Trail. Yes?

Is there anything we need for spending a few days wandering in the bracken? We have meat, and the foraging should be good, this time of year, but I'll pick up a few other provisions. Some salt, some wine. We'll see what's good in the market.
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Re: A simple journey

#293 Post by Rex »

Plenty of salt available from the Salter. 1f (0.25d) per pound or 12d per bushel, lets say about 100 pounds per bushel.

From the Innkeeper. Wine is 3f (0.75d) per goblet or 10d per 1 gallon skin. No hogsheads available here but he can supply up to 5 wineskins.

The Darcen ruins are off the Genin trail heading north.
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Re: A simple journey

#294 Post by Pulpatoon »

Can Idril get a donkey or a goat to carry supplies (and act as back-up food source)?
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Re: A simple journey

#295 Post by GreyWolfVT »

Algrim thanks the folks for the information and agrees with Idril "Sounds like our best lead so far."
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Boffin (Boff) Stonegirdle Dwarf Thief - Earthquakes in the Jotens
Dalin Silverhand Dwarf Thief - Barrowmaze
Pimlan 'Pim' Greenstride Halfling Fighter/Thief - Revisiting the Classics: Mod 1 “Return to Kendall Keep”
Razillin Tinkerboot Gnome Cleric - Hedge's Forgotten Realms Adventures (2e)
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e
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Re: A simple journey

#296 Post by shaidar »

Arngeir

"Agreed. Start there, see what we find"

If shopping is happening then Arngeir will look for some small beer and mead.

Before we leave for the ruins, he will try a casting of Eynwif's Apple:

Percentage: [1d100]=28
A MS, I'll note this next to one of his apples on his character sheet post.
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Re: A simple journey

#297 Post by sastaz »

Turnip pitches in to pay her part of the wine, while filling her own waterskin.

"Up by the stream sounds straight enough, but then we gotta find these "old roads" somewhere. Is anybody in the group at home in the forests? idril, perhaps you are? Otherwise we should pay one of the locals to accompany us. I will get lost, for sure." she adds with a smile.
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Re: A simple journey

#298 Post by Pulpatoon »

Idril picks a flea out of her messy nest of hair and idly crushes it between her fingernails. "I've slept under a tree or two, and I go into the woods to forage, but I'm no woodwife. Arngeir? You?"
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Re: A simple journey

#299 Post by Rex »

Donkey 120d, tack 30d.
Pack Goat 12d, tack 10d.
Small Beer 1f (0.25d) per pint, 2d per gallon skin, no hogsheads available, 6 skins available.
Mead 2f (0.5d) per pint, 4d per gallon skin, no hogsheads available, 3 skins available.

The hunter will accompany you for 2d a day, he is familiar with the area.
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Re: A simple journey

#300 Post by Pulpatoon »

Idril's Shopping
  • Pack Goat & tackle, 22 d
  • Salt, quarter pound, 0.25 f
  • Wine, 1 gallon, 10 d
We've got plenty of meat, but she'd also like to pick up some dried provender (lentils or grains), and if she doesn't have a cookpot, she should get one of those.

Idril is used to sleeping rough, and wouldn't think of getting a tent, but she will pick up good woolen blanket, if she can find one.

She names the goat Sax, because he will be their little merchant caravan, and because he also smells like he pissed in his beard.
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