3. Save a Horse...

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Re: 3. Save a Horse...

Postby greyarea » Wed May 09, 2012 10:43 pm

Tret, rogue

During dinner Tret will tell stories about his dear departed fellow thief. Every topic of conversation he will steer towards another tale of Jarek. Even after others start to drift off he will bend whatever ears he can with stories of their adventure and friendship.
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Re: 3. Save a Horse...

Postby tumblingdice » Wed May 09, 2012 11:21 pm

"Thank you," Pyotr says. "I give you half proceeds from sale of horses. And now, let's eat!"

Day 10, Soladain, Thaumont 10th, Sukiskyn Homestead, great hall, evening

While the homesteaders are saddened by the news of Stephan's disappearance, they do their best to entertain. Masha hands her infant to Darya, and plays the balalaika, accompanying herself while singing a Traladaran folk song. Pyotr's mother Kuzma tells stories, Taras and Alfana dance, and Gregor tells a slew of dirty jokes. Tret's stories fit right in...for a while.

Soldath, if you tell Masha that you can play, she might let you try out the balalaika. Just sayin'. ;)

As the food and drink flow, and tongues begin to wag, you learn the following:

Two tribes attacked the lumber camp: Red-blade and Wolfskull, much like here at Sukiskyn.
The goblins attacked and killed both workers at the camp and Kalanos' rowing crew. Kalanos had prisoners with him, though, whom the goblins set free.
Kalanos escaped by hiding in a tree, but they haven't seen him since.
Stephan fought bravely, but was dragged away by the goblins and Kalanos' prisoners.
Segenyev is another homestead, halfway between here and the Lake of Lost Dreams. No one has seen or heard from anyone there in the last few days.

Pyotr also shows off some of the clan's treasures. After saying a few words about a stuffed eagle, a wolf's head, and an old hunting horn, he draws your attention to two tapestries on wall. One shows wild, running horses. The other is a little more abstract.

Image

"We had it for as long as I can remember," he says. "No idea what it means."

Actions or questions?
Get thee to the dungeon. Get thee to the dungeon forthwith. Pass not the barbican. Amass not 200 GP.
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Re: 3. Save a Horse...

Postby badams30 » Thu May 10, 2012 1:30 am

Athelstan - Fighter

Athelstan tries to make merry, tempering his celebration in light of the recent events. He'll do his best to cheer and encourage the residents that we will find and return Stephan, safe and sound. He'll good naturedly listen to the stories (and looking at Renardius and rolling his eyes at the bawdy jokes.. darn Traldaraans...) and look at the clan's treasures, commenting on the odd tapestry: "Very interesting. Almost looks like a representation of a map of someplace with lots of rivers..."

Athelstan will ask the family if he can draw up some water and take a relaxing bath, clean his gear and clothing well, and oil his armor and weapons. He wants to be in top, inspection-ready status for depature tomorrow. He intends on wearing his Ducal attire, he's tired of trying to blend in, he's ready to kick some goblin butts. If the clan is keeping watch, he'll volunteer to pull a shift if needed. He'll also ask them if they have some medicines that might help his hands... he needs some HP and rest....
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Re: 3. Save a Horse...

Postby tumblingdice » Thu May 10, 2012 2:08 am

Athelstan, it's been over twenty-four hours since the beetles attacked, so the blisters have subsided, both for you and Renardius.

Anyone who needs healing: In addition to Renardius, Pyotr's mother Kuzma and daughter Irena are clerics. If you're willing to take the aid of a Traladaran deity, then one of them can heal you.

"Bath?" Pyotr asks. "You want bath. Bath you shall have."

One of you packed a rubber ducky, right? ;)
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Re: 3. Save a Horse...

Postby Spanningtree » Thu May 10, 2012 5:38 am

Soldath - Mage

Soldath will eat and drink up! Glad to relax a bit he will listen to Masha for a bit and when when she takes a break he will approach her: Kind host, I have been known to play as well. Could I play a few pieces from my homeland? If she says yes he will strum out a few songs, maybe even try to sing but then think better of it. When he sees the tapestry he will take a long look at it trying to find a meaning and committing it to memory. Hmmm... interesting, there is meaning here but it is not evident to me.
Anall nathrack uthos bethos doss yell yenva. -Merlin
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Re: 3. Save a Horse...

Postby kipper » Thu May 10, 2012 5:48 am

Renardius (Cleric)

Renardius partakes sparingly of the feast. Not due to lack of hunger, but rather due to the Traladarian fare at hand.

badams30 wrote:Athelstan - Fighter
"Very interesting. Almost looks like a representation of a map of someplace with lots of rivers..."


"I think you're on to something there," he says to Athelstan. He spends his time studying the tapestry, and comparing it to Taras' map, looking for similarities. "These inverted triangles at the top are certainly mountains, the circles down near the bottom seem to represent forests. The spots over the river near the upper-left is likely a ford, or possibly a bridge. The pointy structure near the bottom seems to be a tower or castle. The red building inside the orange semicircle in the upper-left is likely a city, between two rivers. The blue and red pyramid-type structures I have not yet worked out, perhaps smaller settlements?..."
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Re: 3. Save a Horse...

Postby kipper » Thu May 10, 2012 5:59 am

Renardius (Cleric)

(After further study)

"The rivers outlined in red dots seem to match well with Soldath's map ((OOC: first map in 'Maps and Handouts' thread)), everything not so outlined is likely just for symmetry and are to be ignored."

"Which would mean the red city in the upper-left is Threshold... The pointy structure at the bottom could be Suskiskyn, assuming the tapestry was made here that would make sense. The red pyramid though, I cannot find an analogue on any other map." ((OOC: Or at least, Renardius' player cannot :D))
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Re: 3. Save a Horse...

Postby tumblingdice » Thu May 10, 2012 11:26 am

Soldath, Masha smiles and hands you the instrument. DM rolls d20 against your stringed instruments skill of 12 (the lower the roll the better): 11. The balalaika has only three strings, and an awkward triangular body. Silly peasant Traladaran instruments! It's not the lute you grew up with, but using your noggin', you figure out some pleasant sounding chords, affording everyone a respite from Tret's endless stories about Jarek. You think you hear Athelstan yell "Freebird" from the bathtub in the kitchen, but it may have been just a horse neighing out in the pens. :D

Pyotr nods at Renardius' explanation of the map. DM is quite impressed, Kipper.
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Re: 3. Save a Horse...

Postby badams30 » Thu May 10, 2012 11:30 am

Athelstan - fighter
Athelstan will politely ask for healing from our hosts, and clean himself and his gear.

To Renardius "I think you may be on to something with that tapestry, map, or whatever it is. The red pyramid is intriguing, though.". In lower tones, out of earshot of the others, Athelstan says to Renardius "perhaps once this Stephen affair is over, we can do a little investigating into this pyramid..."

And in response to Soldath's Joe satriani impression, Athelstan lights his bic and starts swaying side to side...
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Re: 3. Save a Horse...

Postby tumblingdice » Thu May 10, 2012 1:12 pm

badams30 wrote:And in response to Soldath's Joe satriani impression, Athelstan lights his bic and starts swaying side to side...

DM deducts 1 torch from Athelstan's supply, then makes secret dexterity roll. Moments later, Soldath breaks into everybody's favorite Talking Heads song, "Burning down the house"...

Just kidding, of course. :D
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