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04:27, 13th May 2024 (GMT+0)

[Event] Strange Magick.

Posted by The NarratorFor group 0
Alban
player, 430 posts
AC 11, HP 27/28, PP 12
Tue 20 Apr 2021
at 17:33
  • msg #822

Re: Strange Magick

Alban rises with the sun and goes through his morning routine packing his gear and getting ready to head out. Once the rest of the group is ready Alban takes off on his broom with his owl flying ahead.
The Narrator
GM, 745 posts
Let me tell you a tale.
Tue 20 Apr 2021
at 18:23
  • msg #823

Re: Strange Magick

The group rises, packs up their things, and heads off back on their journey home. They were nearly there and each of them could feel the need to be home growing stronger. This would be the day the group would make it home, at least that was the hope.  As the group headed onward they found that the day was a pleasant one, at least until the group spotted four brutish looking humanoids with tusks, pointy ears, and dark skin coming their way.
Malkus
player, 546 posts
AC 17 | HP 33/33 | PP 10
Tue 20 Apr 2021
at 19:15
  • msg #824

Re: Strange Magick

Malkus adjusts his cloak so that isn't covering the hilt of his sword, not so much as a threat but simply so that it will not get hung up should he have need of it.

"Good afternoon, folks!" he calls out to them.
Izayah Hamadrell
player, 462 posts
AC 17 HP 36/36 PP 14
Leaving the past behind
Wed 21 Apr 2021
at 05:06
  • msg #825

Re: Strange Magick

Izayah watched the approach of what he thought from a distance might be orcs but wasn't sure. His eyes flicked to the side to glance at Malkus when the man called out to them. It wasn't like both groups didn't see each other, and maybe they were friendly for a change - that would make Elisar happy.

But Izayah prepared for the worst. He readied himself to move quickly.
Elisar Moonraven
player, 454 posts
Songs and stories for all
AC:13 PP:9 HP:20/20
Wed 21 Apr 2021
at 06:20
  • msg #826

Re: Strange Magick

Elisar kept quiet. He knew that Izayah was probably making that face but didn’t want to look and find out. Instead he followed Malkus’ lead and flicked back his cloak to allow his weapons to be easily accessed, then waited for the creatures to respond.

As he stood he regarded their features, wondering what they were. Gnolls, bugbears, hobgoblins? Ugly beggars, whatever they were.


07:19, Today: Elisar Moonraven rolled 1 using 1d20.  Insight.

For all I know, they are really copper dragons in disguise!

The Narrator
GM, 748 posts
Let me tell you a tale.
Wed 21 Apr 2021
at 22:01
  • msg #827

Re: Strange Magick

The creatures that approached the the group were none other than orcs armed each with a great axe and two javelins across their backs. Without any doubt this group looked ready to do battle, if that is what it came to. The first to speak up seemed to be the leader of the group  and he put his axe towards the adventurers, "Halt. You are in Swift Tusk territory. You pay tribute, we let you leave with your lives."
Wightvane
player, 300 posts
HP 31/31, AC 18, PP 10
DA: BoomBlade or EBlast
Wed 21 Apr 2021
at 22:11
  • msg #828

Re: Strange Magick

Wightvane reached into his bag of holding and withdrew the large winter wolf's head and held it aloft, "No, you are in Smith's Gambit territory, and you will pay us tribute, or you will die like like all the others and then we will take tribute from your corpses."

Intimidation: 21

17:08, Today: Wightvane rolled 21 using 1d20+6.  Intimidation.

The Narrator
GM, 750 posts
Let me tell you a tale.
Wed 21 Apr 2021
at 22:55
  • msg #829

Re: Strange Magick

Seeing the decapitated winter wolf's head the leader's pulls his axe back to himself and says, "Wolf slayer, if that is really your kill then you have shown much strength. You need not pay tribute to us. You've earned your right to hunt in these lands. Your from Smith's Gambit, then we have a common enemy. The Red Foot tribe will take much strength to take down."
Wightvane
player, 301 posts
HP 31/31, AC 18, PP 10
DA: BoomBlade or EBlast
Wed 21 Apr 2021
at 23:21
  • msg #830

Re: Strange Magick

Wightvane considered for a moment, before tucking the wolf head away. "We've been out for some time, so I've no knowledge of this Red Foot clan. Speak, and we will listen."
The Narrator
GM, 751 posts
Let me tell you a tale.
Thu 22 Apr 2021
at 01:35
  • msg #831

Re: Strange Magick

"The Red Foot is a tribe of hobgoblins enslaving the lower of their kind and forcing them to wage war on the Rimewood itself. They kill all who aren't goblin. They seek to wipe out all who aren't goblin and rule what's left. White Worgs claim Smith's Gambit as allies against Red Foot."
Malkus
player, 555 posts
AC 17 | HP 33/33 | PP 10
Thu 22 Apr 2021
at 02:38
  • msg #832

Re: Strange Magick

Never taking his eyes off the warriors, Malkus speaks to his companions in a low voice.

"I haven't heard of these 'White Worgs' or 'Swift Tusk', but maybe you folks or Smith have. It would probably be useful to learn the whereabouts of their encampment in case we need to have dealings with them in the future."
Izayah Hamadrell
player, 464 posts
AC 17 HP 36/36 PP 14
Leaving the past behind
Thu 22 Apr 2021
at 02:43
  • msg #833

Re: Strange Magick

Izayah frowned as he listened to the orcs. He wanted to doubt them and think they had ulterior motives, but they sounded sincere. And the threat sounded like it could be real, and a real danger to Smith's Gambit. He gave a nod.

"As he said, we've been out for a while, but if what you say is true, having allies is always good."

He glanced at Malkus and shrugged, then spoke to the orcs once more. "Does Smith, or someone there at the town, know where your camp is if we need to send word to you of danger or anything?"

20:41, Today: Izayah Hamadrell rolled 3 using 1d20+2.  Insight.
Wightvane
player, 303 posts
HP 31/31, AC 18, PP 10
DA: BoomBlade or EBlast
Thu 22 Apr 2021
at 02:47
  • msg #834

Re: Strange Magick

"White Worgs - the albino goblins who do not fear the cold? I'm familiar with who they are, but have not met any of them myself. If you say you are an ally to Smith's Gambit, then talk with us while we return there. We need to resupply, but if you give me reason enough to seek out the Red Foot, then I will speak to the settlement about organizing a strike against them."

Whether they agreed to come with us or not, Wightvane then asks them for all information related to the Red Foot; where are they located, are there signs to look for to recognize their territory, markings or other symbols they use to identify themselves, their habits and tactics, the names of their known leaders, and so on.

He also asks the similar questions of the Swift Tusks, so that they might know their allies and how groups of adventures can express themselves as allies to avoid confrontation, and know where to find them in the event of a major strike force against the Pinky Toes. Er, Red Feet.
Elisar Moonraven
player, 457 posts
Songs and stories for all
AC:13 PP:9 HP:20/20
Thu 22 Apr 2021
at 09:27
  • msg #835

Re: Strange Magick

White Worgs, Swift Tusks, Red Foots? These was all unfamiliar names to Elisar. When Malkus spoke quietly he simply shook his head to indicate that he had no knowledge of any of them. Wightvane seemed to be developing a rapport, so for now he kept quiet and kept his distance.
The Narrator
GM, 754 posts
Let me tell you a tale.
Thu 22 Apr 2021
at 21:35
  • msg #836

Re: Strange Magick

The orcs refuse to walk back with the group, saying they need to stay to protect their territory, but they do answer any questions the group might have in regards to the Red Foot and their own clan.
The group learns:
The Red Foot have multiple camps and villages set up all over the Rimewood, but their main base is far to the north. One of these villages is at Burning Stag to the northeast.
The main sign to recognize the Red Foot territory is that they clear the forest in areas they want to access easily.
The Red Foot symbol is a white shield with a stylized red foot painted on it.
The Red Foot take any goblins who don't willingly serve prisoner and brainwash them until they are willing to fight. They also send goblins ahead to steal supplies before attacking a settlement. They rely heavily on fear to demoralize their opponents. Since Three Claw Point was taken more tribes are willing to fight back.
Largath is the known leader of the Red Foot tribe.
The orc shows a mark on his arm with the picture of two white tusks on a blue background and says that this is the symbol of their tribe. The adventurers should remember it in case they run into more of their tribe and give them the name Lorg The Eagle. He says that is his name and that it should show them as allies.
The Swift Tusks are at the Swift Stream village northwest of here.
Margul the ancient is the name of the leader of the Swift Tusks tribe. If you wish to speak with him bring a gift of meat.
Wightvane
player, 304 posts
HP 31/31, AC 18, PP 10
DA: BoomBlade or EBlast
Thu 22 Apr 2021
at 22:24
  • msg #837

Re: Strange Magick

"Very well, Lorg The Eagle. We thank you for your information, and allow you to depart. I will speak with the others when we arrive and see how they wish to proceed. We will bid you a good day, and good fortunes."
Malkus
player, 556 posts
AC 17 | HP 33/33 | PP 10
Fri 23 Apr 2021
at 00:10
  • msg #838

Re: Strange Magick

Malkus heads back with the others.

"I bet Smith will be grateful for that information. It should be of use to the Gambit."
Elisar Moonraven
player, 458 posts
Songs and stories for all
AC:13 PP:9 HP:20/20
Fri 23 Apr 2021
at 06:23
  • msg #839

Re: Strange Magick

Elisar listened carefully to the conversation, gleaning as much information as he could from the exchange. At the conclusion he finally spoke. “I know a ode about an eagle that seems apt for you, Lorg.” He cleared his throat and began.

“Mighty eagle! thou that soarest
O'er the misty mountain forest,
And amid the light of morning
Like a cloud of glory hiest,
And when night descends defiest
The embattled tempests’ warning!”


07:23, Today: Elisar Moonraven rolled 12 using 1d20+7.  Performance.
Izayah Hamadrell
player, 466 posts
AC 17 HP 36/36 PP 14
Leaving the past behind
Fri 23 Apr 2021
at 14:36
  • msg #840

Re: Strange Magick

As soon as Elisar opened his mouth and looked like he was going to singing or reciting something, Izayah began almost frantically looking around for the wolves of some sort that usually popped out to attack them after. But none showed up this time, strangely.

He raised an eyebrow at the orcs and gave them a nod. Then, barring anything else from them or his party, he turned to continue leading them back.
This message was last edited by the player at 16:06, Fri 23 Apr 2021.
The Narrator
GM, 758 posts
Let me tell you a tale.
Fri 23 Apr 2021
at 20:14
  • msg #841

Re: Strange Magick

Lorg stood silent for a moment, then spoke, "That eagle sounds brave."
The Narrator
GM, 765 posts
Let me tell you a tale.
Sun 25 Apr 2021
at 19:02
  • msg #842

Re: Strange Magick

And without further ado...
Izayah takes the lead as the group gets back on their way to the Fierce Hearts village. The rest of the journey goes smoothly with no more disruptions, and (thankfully) nothing more to fight. After a long 5 day journey you each successfully make it back to the Fierce Hearts village.
Well done! You each get 5 downtime units and 600xp! Strange Magick is now complete, well almost. You guys still get to talk to Hexia for the rest of your reward and to fully complete the quest. So please move to the Fierce Hearts Village thread.
Izayah Hamadrell
player, 469 posts
AC 17 HP 36/36 PP 14
Leaving the past behind
Sun 25 Apr 2021
at 19:39
  • msg #843

Re: Strange Magick

OOC: Yay! I forget, how much does it cost us per day in addition to rations?
The Narrator
GM, 766 posts
Let me tell you a tale.
Sun 25 Apr 2021
at 20:00
  • msg #844

Re: Strange Magick

As long as you pay your lifestyle expense you don't need rations and if you have the survival skill and are in the wildness then you lifestyle expense is zero. Rations just subtract from the cost of the lifestyle expense by however much they cost.
Malkus
player, 568 posts
AC 17 | HP 33/33 | PP 10
Sun 25 Apr 2021
at 20:07
  • msg #845

Re: Strange Magick

In reply to The Narrator (msg # 844):

In this case, since we are being credited for the DTUs, do we even worry about expenses yet?

Or do we pay lifestyle costs once we actually use those DTUs (like for crafting)?

The Narrator
GM, 768 posts
Let me tell you a tale.
Sun 25 Apr 2021
at 20:32
  • msg #846

Re: Strange Magick

Sorry guys I meant 6 downtime units not 5.

In reply to Malkus (msg # 845):

You pay the lifestyle expense after you've used 2 downtime units.

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