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Following the trail of Nergal, Part 2.

Posted by The Dungeon MasterFor group 0
The Dungeon Master
GM, 77 posts
Thu 15 Sep 2016
at 12:53
  • msg #1

Following the trail of Nergal, Part 2.

The party works to help Tono recover from the onslaught of the plague. The dead are buried, the living are consoled and plans are made to move forward.

As a reward for your deeds, the Village Elders give you each a home in Tono (there is no lack in vacancy after the plague)

Please describe your home and tell me where in Tono it is located (just generalizations. In the middle of the village, by the tavern, by the coast, etc)

Days turn into weeks, and then to a month with no sign or contact with the Cult of Nergal.

Many of those who died where the fisherman and food became a problem in the weeks following the plague. Keenan put his wilderness skills to use hunting and trapping in the wild-lands around Tono to help provide enough food for the survivors. He recruited 2 individuals to act as his hunters and scouts. Now they work as a team to gather food and scout the perimeter of Tono for danger.

Keenan, What is the name of your Scouting party? What are the names of your two scouts? What interesting things have you found during your expeditions?

Tono was left vulnerable after the plague. The sick did not recover overnight and it was no secret to the surrounding bandits and rouges that the village was easy prey. Goran formed a village militia to help protect Tono during its time of need, receiving 2 volunteers.

Goran, what is the name of your small militia? What are the names of your guardsmen? What dangers have you protected the city from?

There was much work to be done to research Nergal and his cult to find any form of weakness. There was no way of knowing when they might return to threaten Tono. Caswell created a small magical research laboratory to test some of his theories he found in the Tono library. He recruited two assistants, themselves with magical abilities.

Caswell, what is the name of your magical group? What are the names of your assistants? What useful information have you uncovered?
This message was last edited by the GM at 12:55, Thu 15 Sept 2016.
Caswell Blackhart
player, 54 posts
Thu 15 Sep 2016
at 18:10
  • msg #2

Following the trail of Nergal, Part 2.

Caswell chose a small one room cottage on a hill with in view of the sea. It was made of stone and had a thatched roof. It had a dusty workshop built in a lean to off from the side. Caswell had heard its previous own was a fisherman's widow who had succumb to the plague.

Caswell and his assistants, Inzo and Kef have named themselves The College. They have claimed the library as their own, reorganizing the books to maximize the space. They have catalog the books by subject and discovered several spells hiddened in the texts, one of which, fireball, Caswell has managed to master. Also there was a ritual of protection but it needs to be renewed three times daily.  Inzo a man of nearly fifty, known to the locals as the Master of None, has taken the nighttime ritual.  Kef , a boy of thirteen, has not possessed the ability to finish it on his own.
This message was last edited by the player at 14:42, Sun 18 Sept 2016.
Keenan Arrow-Eye
player, 63 posts
Xp=5 Hp=16
R=3 A=2 C=18
Thu 15 Sep 2016
at 18:49
  • msg #3

Following the trail of Nergal, Part 2.

Keenan and his hunters(The Bloody Arrows) have set up camp on the edge of the wild-lands. The Bloody Arrow camp consists of a central fire pit, 2 tables with log benches, tanning racks for hides, drying racks for meats, and an archery range.
Keenan's lodging is a large yurt constructed from wood and deer hides. Inside is a sleeping area covered in animal skins, a large map table, and several crates.(these crates are used for both storage, and as furniture) The Bloody Arrow recruits have contructed their own shelters on either side of Keenan's yurt.

The other members of the Bloody Arrows are Brokko Daan, (a gruff male human with an affinity for hatchets) and Sly Sloe.(a male halfing who's family's homestead is a few miles east of Tono) Both were chosen by Keenan for their abilities with a bow, and for their familiarity with the wilderness surrounding Tono.

Over the past month Keenan and his hunters have located several natural choke points that could be used to ambush invaders. Recently (within the last week) Keenan's hunters have reported that some unusual, and hostile, predators have been active in the Wild-lands. Specifically, Sly Sloe located evidence that a pack of wolf spiders has been hunting in the forest south of Tono.
This message was last edited by the player at 11:34, Sun 18 Sept 2016.
Goran
player, 70 posts
Fri 16 Sep 2016
at 09:18
  • msg #4

Following the trail of Nergal, Part 2.

Upon his return to Tono, Goran takes up residence in a cozy one-and-a-half-story stone cottage that was once owned by an elderly mason who succumbed to the illness (it's basically the first home you get in Whiterun in Skyrim). It's close to the center of town and, more importantly, it's right across the road from the Gobi. He spends most of his time at the tavern, chatting up locals (or the rare visitor) and playing cards when he's not "on patrol." Goran has become quite zealous about organizing a group to defend Tono from bandits and other threats, and two recruits have already joined his militia.

The first is a human woman named Meryl. Meryl is also young, only twenty years of age; she is the oldest of three girls, all of whom are daughters of a farming household. By some miracle, all five of them survived the plague; Meryl attributes this to the family's religious devotion to Lorelei, a benevolent agricultural deity. In spite of her devout nature, she is relatively reserved about her beliefs, and doesn't impose them upon others (and if she did, Goran wouldn't be able to stand being around her). She joined the militia because she believes that defense of her hometown is Lorelei's chosen purpose for her. Goran has been teaching her how to use a sword and shield in combat, as is his specialty.

The other recruit is a boy named Rigby. He's only sixteen years old, and he's the son of a woodcutter and his wife who both perished during the plague. By most standards, he's an adult, but he's still young, and on his own for the first time in his life. He's taken his father's place as a woodcutter, which he does when he's not training or patrolling with Goran. He's six-and-a-half feet tall, and weighs a sleek 250 lbs.; basically, the kid looks like an NFL edge rusher. Goran has him use his strength to his best advantage, and trains him to use his wood-splitting axe in combat situations.

The three of them have taken to calling themselves the Iron Hounds, which is often shortened simply to The Hounds by the locals. Since the expulsion of Nergal's worshipers and the sickness that followed, things have been (relatively) quiet in Tono. However, there has been one exception. It came about two weeks ago, when some misinformed bandits had heard that Tono was ripe for the picking, and came in demanding tribute from the locals. They came into the Gobi and announced their intentions to set up shop in town. The Iron Hounds, in their first true test as a militia, expelled the five men, two of them in body bags; the others fled in disgrace and haven't been seen or heard since.

Since he formed the Hounds, those who don't know Goran well enough to call him by name simply refer to him as "Sheriff," a role he's come to enjoy. Perhaps he can leverage his position as the de facto head of law enforcement into a seat on the council of elders...
This message was last edited by the GM at 15:37, Fri 16 Sept 2016.
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