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View Full Version : Scourge’s Landing: Aiden V’Isante



niks97cobra
2020-05-14, 07:22 PM
Date: 8 am, 12th of the High Sun, 213 N.R.
The hot sun beats down on you as you stand on the deck of the Silver Dragon, a small, three mast shipping vessel that you were able to procure a ride from, crossing the ocean from your far away homeland. The deck is bustling with deckhands, shuffling about, preparing to unload the current shipment of goods and repairing sails from lasts night’s rather brisk storm. You had planned to take the ship farther, but due to the storm, the ship will be grounded for a few days, and will head directly back from whence you came once repaired. Good thing you didn’t have a specific destination in mind. You find yourself at port in what appears to be a small port town. Looking around you notice the ship’s captain, Captain Trubald on the dock. The captain is a rather jovial, chubby human, but right now he seems frustrated. Next to him stands Kelvar, the first mate. Kelvar is a mighty man,with a short temper. Small tusks jut from his mouth, confirming his half-orc origin, as if you couldn’t tell from his ugliness, size and scars. The two are arguing with a tall elf, who must be a member of the port authority.

Room:
Silver Dragon Top Deck
The top deck of the shipping vessel, the Silver Dragon, is usually bustling with activity. Three tall masts rise high above you, allowing for the vessel to be one of the fastest cargo ships around. The boat rocks back forth, how hard depends on the temperament of the wind and water.

Move Options:
North: Scourge’s Landing Dock 3
East Stairs: Silver Dragon Lower Hallway
West Stairs: Silver Dragon Cargo Hold
South: Overboard

Speaking Options:
Random deckhands

Character Sheet (https://www.myth-weavers.com/sheet.html#id=2208850)

Born into the Noble house of V'Isante, Aiden V'Isante, is the youngest of 6 children. In the V'Isante family there is a deep-rooted legend that no one speaks about outside the family. Every few generations, one child is afflicted with the "curse." These members of the family generally are hidden away and not allowed to leave the family grounds. It's been 3 generations since the curse has affected the V'Isante family and it started to drift into legend.

On Aiden's 13th birthday, he noticed scales gradually forming on his back and right leg. Knowing what this meant for him, he hid it for as long as he could, which was pretty easy as they kept falling off. Successfully hiding it for 2 and a half years from everyone, he finally slipped, and his sister who was the next youngest saw them. By this point the scales stopped falling off and were starting to slowly cover the right side of his mid-drift. His sister Lyra went straight to his father and told him about the scales showing up on Aiden.

Aiden's father was furious with him that he would hide this for so long knowing what it would have meant for the family if it got out. For the next 5 years Aiden was kept hidden at home. When Aiden turned 20 the scales had worked their way down his right leg and up the right side of his back and over his shoulder. One day Aiden realized the curse was more of a blessing as he started to discover he had arcane abilities.

After using his first spell the scales slowly crept up his neck and onto the downside of his jaw. Upon showing his father, they came to an agreement. Aiden would be allowed to leave the grounds to find more of what these powers might lead to. Using the name Andan Cyphus, Aiden headed out into the world to find out who he was and what he was capable of. Heading to the coast he hopped the first ship, the Silver Dragon, and left for lands and adventures unknown.


Reskinning some spells should be fine. If you wanna send me a spell from the other books you have in mind, I’m sure I’ll be fine with it.

RolleyPolley
2020-05-14, 09:02 PM
Full of both excitement and fear, Aiden pulls his scarf snug against his neck making the beating heat even hotter. Reminding himself that this is the price he must pay to keep his secret, he heads towards the landing dock. Aiden is in awe as he looks out over this port town, thinking to himself, this is what I have been missing the past 5 years. As he stops to pause and look around one last time before exiting the ship, he catches the first deck hand running by. "Sir, could you please tell me what port this is and where a good place to start my adventure would be?" Even Aiden knew this was a lame question to ask, but by this point all of the deck hands had come to terms with Aiden's boastful adventure seeking. It had actually become somewhat of a joke on the ship. One of the few in his life that he was apart of, and not the butt of.

Aiden is looking for just some general information about the town and also a good place to start an adventure. I'm also pretty new to the whole PbP thing so if there is something you'd like to see different or something you see I'm doing "wrong" just let me know.

niks97cobra
2020-05-15, 06:59 AM
The deckhand stops what he is doing, which was mostly busy work you noticed anyway, what with the first-mate and captain busy after all.

“You been rattlin’ off for weeks ‘bout venturing. This right here is Scourge’s Landing. If I were you, I’d head to the dock board, its down at the end of ere dock in the center of them market stalls. Should have jobs postin’s, you gonna need the coin I’m reckonin.”

Room:
Silver Dragon Top Deck
The top deck of the shipping vessel, the Silver Dragon, is usually bustling with activity. Three tall masts rise high above you, allowing for the vessel to be one of the fastest cargo ships around. The boat rocks back forth, how hard depends on the temperament of the wind and water.

Move Options:
North: Scourge’s Landing Dock 3
East Stairs: Silver Dragon Lower Hallway
West Stairs: Silver Dragon Cargo Hold
South: Overboard

Speaking Options:
Random deckhands

I don’t think there is a doing wrong, unless it gets you killed, lol.

RolleyPolley
2020-05-15, 10:59 AM
Nodding towards the deck hand in a genuine gesture of thanks, Aiden turns towards the dock and begins to head off the ship. Upon reaching the edge of the ship he pauses. Letting a deep breath of coastal air fill his lungs. As he exhales he grips the scarf around his neck and yanks it off as he tells himself, "You are no longer Aiden V’Isante so there is no reason to hide your true-self. Andan Cyphus is going to take this world by storm."

Before exiting the ship, Andan strips off his long sleeve shirt, revealing a dark tank top underneath, and stuffs it into his backpack. As he stands up, placing the backpack back on his back, he listens for the gasps that are are sure to follow his new appearance. He looks over his now bare, scale covered shoulder and smiles at the deck hand's bewildered look. As Andan walks down the plank to the dock, there is a strong gust of wind that blows through his hair. He decides that he no longer needs this scarf and simply let's go of everything he tried to hide letting the wind carry it away.

Aiden will move north towards the Scourge’s Landing Dock 3 and exit the boat unless stopped or engaged by someone else. If he gets stopped he will wait to pull off his scarf until he is actually leaving the boat. He will then start heading towards the board that the deck hand told him about.

Aiden has been covering up and hiding his scales the entire trip up to this point. Always wearing long sleeve or quarter length shirts with a scarf on. His appearance now is a dark tank top revealing black dragon scales from half way up the right side of his neck, down his shoulder disappearing into the tank-top on the right side. He also has scales wrapping down his arm stopping just before his elbow.

niks97cobra
2020-05-15, 02:09 PM
Date: 8:05 am, 12th of the High Sun, 213 N.R.
It takes but a few a minutes to get off the boat, but it seems like an eternity. Your scarf flutters away in the wind, getting lost behind you like your homeland. Once on to the dock, Captain Trubald appears to be arguing with the port authority still. Other than the ships crew who are slightly shocked to know you had scales, you hardly get much notice. The peoples of the port seem to be highly varied, from elves to humans, dragonborn, even goblins, and every humanoid in between.

Room:
Scourge’s Landing Dock 3
One of several docks that run from the main pier that stretches horizontal to the coastline, the dock is about a hundred and twenty feet in length, long enough to hold two average size shipping vessels on each side, and is twenty feet wide for the length of it. Various loads of cargo await to be loaded onto ships, or be moved to the warehouses that lay beyond the docks.

Move Options:
North- The Last Wife (cargo ship)
East- Overboard
South- The Silver Dragon
West- Scourge’s Landing Main Pier

Speaking Options:
Random Pier Guards
Random Dock Workers
Dock 3 Port Authority
Captain Trubald
First-mate Kelvar

RolleyPolley
2020-05-15, 03:50 PM
As Andan is walking down the plank, stepping onto the dock, he takes extra care as to what the Captain and the port authority are saying.

[roll0] Rolling to see what I am able to pick up. I didn't add any modifier so you can choose what mod for me to use.

niks97cobra
2020-05-15, 05:34 PM
Date: 8:05 am, 12th of the High Sun, 213 N.R.
Even though you missed the first part of the conversation, it is apparent that the captain is very upset with having to pay extra to port here, since this was not their intended port listed on his manifest.

Captain Trubald continues to argue his case about tattered sails, and not being able to leave for Emerald Bay for several days, but the elf seems not willing to budge.

Room:
Scourge’s Landing Dock 3
One of several docks that run from the main pier that stretches horizontal to the coastline, the dock is about a hundred and twenty feet in length, long enough to hold two average size shipping vessels on each side, and is twenty feet wide for the length of it. Various loads of cargo await to be loaded onto ships, or be moved to the warehouses that lay beyond the docks.

Move Options:
North- The Last Wife (cargo ship)
East- Overboard
South- The Silver Dragon
West- Scourge’s Landing Main Pier

Speaking Options:
Random Pier Guards
Random Dock Workers
Dock 3 Port Authority
Captain Trubald
First-mate Kelvar

RolleyPolley
2020-05-16, 03:21 PM
Andan perks up his shoulders, walks over to where the captain and port authority are talking and clears his throat. "Ahem. Captain I wanted to take you for taking me on this amazing journey. Best of luck to you all on your next leg." Turning to the port authority I will flash my best smile and request, "Please, would you cut him a bit of slack. We have been through a heck of a few days."

[roll0] Rolling to pursuance the deck hand to go easy. I am also keeping an eye out for any prejudices from the port authority.

niks97cobra
2020-05-17, 12:26 PM
Date: 8:05 am, 12th of the High Sun, 213 N.R.
The captain smiles, happy for the interruption, “You are quite welcome and are welcome on my ship anytime.“

The elf looks to you, “Fine, usual docking fees. I suppose continuing the argument will only be a waste of time and I have other ships to attend to.”

The captain’s smile grows even wider, and he thanks you and shakes your hand.

You have no doubt the elf would have been much more friendly to others, but what he has against Captain Trubald, is not clear.

Room:
Scourge’s Landing Dock 3
One of several docks that run from the main pier that stretches horizontal to the coastline, the dock is about a hundred and twenty feet in length, long enough to hold two average size shipping vessels on each side, and is twenty feet wide for the length of it. Various loads of cargo await to be loaded onto ships, or be moved to the warehouses that lay beyond the docks.

Move Options:
North- The Last Wife (cargo ship)
East- Overboard
South- The Silver Dragon
West- Scourge’s Landing Main Pier

Speaking Options:
Random Pier Guards
Random Dock Workers
Dock 3 Port Authority
Captain Trubald
First-mate Kelvar

RolleyPolley
2020-05-18, 02:38 PM
After watching the port authority walk a little further down the dock, Andan turns back to the captain. He smiles and says, "I'm sure he would have come around eventually. I'm off now. I hope our paths cross again."

Turning to leave, Andan waves over his shoulder to the captain as he heads towards the Main Pier.



Room:
Scourge’s Landing Dock 3

Move Options:
West- Scourge’s Landing Main Pier

Speaking Options:
Captain Trubald

niks97cobra
2020-05-18, 04:30 PM
Date: 8:10 am, 12th of the High Sun, 213 N.R.
The captain continues smiling and waving for a moment before heading back onto the ship to work on unloading cargo and fixing the sails. The main pier is bustling with activity. Just ahead of you, you spot the pier’s small market. After the first line of stalls is the board that the deckhand had told you about. No body seems pay much attention to a new comer around here. The port seems to bring in a lot of traffic.

Room:
Scourge’s Landing Main Pier
The main pier stretches across the length of the dock district. Six long docks stretch out from it for the towns shipping industry. Four warehouse border the inland side of the pier. A small marketplace with few different vendors sits next to one side of a gate leading into the walled town. On the right side of the gate is an inn and tavern. At the far end of the pier, the shipping industry ends, and the docks turn into a fisherman’s wharf for the locals. The pier is usually filled with workers, guard patrols, travelers and fishermen.

Move Options:
North: Fisherman’s Wharf
East 1: Scourge’s Landing Dock 6
East 2: Scourge’s Landing Dock 5
East 3: Scourge’s Landing Dock 4
East 4: Scourge’s Landing Dock 3
East 5: Scourge’s Landing Dock 2
East 6: Scourge’s Landing Dock 1
West 1: Warehouse 4
West 2: Warehouse 3
West 3: The Rusty Gauntlet
West 4: Scourge’s Landing Dock Gate
West 5: Dock Market Stalls
West 6: Warehouse 2
West 7: Warehouse 1
South: Overboard

Speaking Options:
Random Town Guards
Random Dock Workers
Random Ship Workers
Random Fisherman

RolleyPolley
2020-05-19, 08:51 AM
Gazing around at all the hustle and bustle of the day, Andan allows himself to get lost for a bit in the chaos. Upon returning to himself he finds he is in front of the board and begins to inspect it closely.

Andan will gaze over the board looking for potential jobs or tasks that need to be taken care of that he believes he is able to handle.

niks97cobra
2020-05-19, 09:24 AM
Date: 8:10 am, 12th of the High Sun, 213 N.R.
Moving through already crowded market, you move to the board. You quickly realize that the deckhand definitely sent you to the right place. The board is covered with all manner of flyers.

Room:
Dock Market Stalls
During the day, the small, double row of twelve market stalls, is usually nearly full of merchants that have rented a booth for the day. Basic supplies, fresh seafood, fresh vegetables, grains, clothes, supplies for boats and other necessities and easily be found during operation hours. In the evenings, the stalls are bare and shut down around nightfall. There is a notice board that has all manner of information, warnings, missing persons, etc posted on it. Behind the stalls is the down wall, and it is just next to the gate leading into Scourge’s Landing.

Move Options:
North: Scourge’s Landing Dock Gate
East: Scourge’s Landing Main Pier

Speaking Options:
Various Merchants
Town Guards
Random Customers
Random Sailors
Random Dock Workers

Current Board:
Pinned to the board are several pieces of paper:
1. Market Stall Rental: To rent, see a Scourge’s Landing Port Authority Officer. 1 silver per day.
2. Wanted: Mack the Knifer, murderer, arsonists, dead 10 gold, alive, 50 gold. See Sheriff for inquiries
3. Missing: Alimbre Paskir, young brunette, human girl, last seen outside of her farm north of Scourge’s Landing.
4. Job: Caravan Guards needed. Pay negotiable. Dangerous, to Frost District.
5. Job: Town Guards needed. Inquire at Scourge’s Keep.
6. Help Wanted: Clearing land for homestead build. Kobold problem. See Alexa Trubald in the Merchant’s Quarters at Alexa’s Foreign Goods.
7. Crewman needed for The Dainty Maiden. Dock 4.
8. Lightwalkers Needed: The town of Noxdrek is looking for light walkers who will work towards becoming a vampire through devotion and loyalty.
9. Show: The traveling ministries group, One Leg Too Many, will be performing from the 12th to 15th of High Sun nightly at the Big Horn Tavern.
10. Taxes: All taxes for the last month are due by the 15th. Arrest warrants will be made for delinquent tax payers. See tax officer for payment or extensions.
11. For Sale: Trained Dire Rats, 50 gp. See Stromad Elsor in Riversfork.
12. Needed: Dragon Poppy Flowers. Please see Alina Woodrow, at The Good Herb in Talon Pass.
13. Paying Double:Double the usual rate for dire boar feet. Need for next year’s Pickled Pigs Feet Festival. See Scaley The Wag at the Green Jo’bli Tavern.

RolleyPolley
2020-05-19, 04:19 PM
As Andan ponders over the different jobs, he pulls out a notebook and starts jotting a few things down.

Alimbre Paskir, young brunette, human girl - farm to north
Alexa Trubald - Merchant’s Quarters at Alexa’s Foreign Goods
Collect dire boar feet - Scaley The Wag at the Green Jo’bli Tavern

After jotting a few notes to himself, Andan begins to ponder if any of these could be accomplished on his own. After realizing he may need a little help, he will start looking around for a nearby tavern or bar to potentially see if he can find any adventures up for a little jaunt.

niks97cobra
2020-05-20, 09:06 AM
Date: 8:15 am, 12th of the High Sun, 213 N.R.
Though looking past the bustling crowd is difficult, you can see the inn you spotted from the pier on the other side of the gate that leads into town. Dock side taverns and inns are notoriously rough. The Rusty Gauntlet looks to hold true to this. You cannot see the Green Jo’bli Tavern from where you stand, it must be further into town, inside the open gates.

Room:
Dock Market Stalls
During the day, the small, double row of twelve market stalls, is usually nearly full of merchants that have rented a booth for the day. Basic supplies, fresh seafood, fresh vegetables, grains, clothes, supplies for boats and other necessities and easily be found during operation hours. In the evenings, the stalls are bare and shut down around nightfall. There is a notice board that has all manner of information, warnings, missing persons, etc posted on it. Behind the stalls is the down wall, and it is just next to the gate leading into Scourge’s Landing.

Move Options:
North: Scourge’s Landing Dock Gate
East: Scourge’s Landing Main Pier

Speaking Options:
Various Merchants
Town Guards
Random Customers
Random Sailors
Random Dock Workers

RolleyPolley
2020-05-20, 11:34 AM
After spotting The Rusty Gauntlet, Andan decides to himself that that's as good enough place to start. With a rumbling stomach, a dry mouth, and a hopeful attitude, Andan begins to make his way through the heavy crowd. Keeping one had to his coin purse he heads towards The Rusty Gauntlet.


Move Options:
To the entrance of The Rusty Gauntlet

Speaking Options:
None

niks97cobra
2020-05-20, 12:15 PM
Date: 8:15 am, 12th of the High Sun, 213 N.R.
Sticking your hand down to your coin purse, you realize that your hand isn’t the only one in your pocket. You look down to see a young boy snatching your purse. He darts north towards the town gate.

Room:
Dock Market Stalls
During the day, the small, double row of twelve market stalls, is usually nearly full of merchants that have rented a booth for the day. Basic supplies, fresh seafood, fresh vegetables, grains, clothes, supplies for boats and other necessities and easily be found during operation hours. In the evenings, the stalls are bare and shut down around nightfall. There is a notice board that has all manner of information, warnings, missing persons, etc posted on it. Behind the stalls is the town wall, and it is just next to the gate leading into Scourge’s Landing.

Move Options:
North: Scourge’s Landing Dock Gate
East: Scourge’s Landing Main Pier

Speaking Options:
Various Merchants
Town Guards
Random Customers
Random Sailors
Random Dock Workers


I don’t see listed how much coin you have listed on your character sheet. How did you know I intended to take it??

Also, you may make a grab attempt in each room while the boy is being pursued if you choose to do so starting in this room. You may apply your dex bonus.

You can also attack in any other manner you wish.

RolleyPolley
2020-05-20, 01:37 PM
Andan goes to pat his purse to ensure it's safe keeping with the ever growing crowd. Just as he is thinking to himself, "can't be too careful," he bumps against the hand that is already lifting his purse from his belt.

Looking down as the assailant begins to make his way off, Andan instinctively makes a grab for the young boys arm.

With the Noble background I have 25gp. I added it to the sheet. And I will make sure to have all of my sheet finished being filled out. I think it didn't save one time I was in it and is missing a lot of the personality and looks.

And I had no idea, but as a noble, who hasn't gotten out of the house much, he would have heard stories from his siblings about big crowds and warnings from them to always protect your purse. So character wise it made sense. Also that is the only bit of money his father was going to give him so he needed to protect it dearly. So lucky for me I added that bit in there lol.

[roll0] - Roll with Dex mod to try and catch the boy.

Andan will also be chasing after the boy as well if the grab doesn't catch him. Also for future rulings, would you consider my attempt to grab him and the chase to put us in the 'fighting' condition

niks97cobra
2020-05-20, 02:35 PM
Date: 8:15 am, 12th of the High Sun, 213 N.R.
The boy is entirely too quick for you, he must be a pro. He darts through the crowd. You chase him towards the town gate. The pair of guards are slow to react, having been lulled into laziness, but they immediately know what is up.

“Get the boy!” one of the guards yells, but both guards are too slow, and you are able to attempt to grab him before he makes it inside the gate.

People jump out of the way as you pursue the boy but they are too preoccupied to try and stop the child.

Room:
Scourge’s Landing Dock Gate
The wall and gate are approximately fifteen feet high. There are always at least two guards manning the gate on the ground. Sometimes there are guards on top of the wall as well, but only on particularly high traffic days. During the day, the gate is open, however at night, the gate is closed. Just to the north of the gate is the Rusty Gauntlet, and to the south is the dock’s market. To the west, the town opens up on a cobble stone path.

Move Options:
North: The Rusty Gauntlet
East: Scourge’s Landing Main Pier
South: Scourge’s Landing Dock Market Stalls
West: South Merchant’s Road

Speaking Options:
Town Guards
Random Townsfolk
Child Thief


Grab checked needed for this room.

Also another check with dex modifier to keep up with the boy in case you fail to grab him.

For any condition, spell, etc requiring combat, yes you can consider yourself in combat.

RolleyPolley
2020-05-20, 03:08 PM
After watching how quick the little boy is, Andan takes off after him with everything he has. Andan thinks to himself that he must get his purse back. That purse was all he had left. With a wave of his hand and a quick spoken word, Aden cries out, "Boy, why would you steal from one of your close friends? Please stop so we can talk this out."

Unsure if the spell worked, Andan continues to run with the guards after the boy.

Speaking Option:
Child Thief

Andan casts Charm Person on the boy. Wisdom Save with DC13

Potential Deception roll [roll0] and if Charm Person succeeded my advantage roll [roll1]

[roll2] - Roll with Dex mod to keep up

niks97cobra
2020-05-20, 05:43 PM
Date: 8:15 am, 12th of the High Sun, 213 N.R.
Your charm person spell succeeds, and the boy stops and looks at you, then looks at the guards coming at him. The boy turns to you, “I’m sorry... uhh friend.”

The young boy looks at the purse then back at you as the guards close in.

Room:
Scourge’s Landing Dock Gate
The wall and gate are approximately fifteen feet high. There are always at least two guards manning the gate on the ground. Sometimes there are guards on top of the wall as well, but only on particularly high traffic days. During the day, the gate is open, however at night, the gate is closed. Just to the north of the gate is the Rusty Gauntlet, and to the south is the dock’s market. To the west, the town opens up on a cobble stone path.

Move Options:
North: The Rusty Gauntlet
East: Scourge’s Landing Main Pier
South: Scourge’s Landing Dock Market Stalls
West: South Merchant’s Road

Speaking Options:
Town Guards
Random Townsfolk
Child Thief


The guards will count as companions if they touch the boy. You can intercede if you’d like or do whatever. At the end of the turn though if you don’t do anything they will grab him and the charm will end.

RolleyPolley
2020-05-21, 07:38 AM
As Andan hurriedly chases after the boy, he isn't the only one surprised by the boy suddenly stopping. Quick thinking allows Andan to take control of the situation. Turning to the guards he quickly says, "Oh I'm sorry you got caught up in our pranks, we do this from time to time." To the boy Andan says, "Very funny, you got me good this time, I'll be taking my purse back. Also did you still have that other purse you were going to give me as well?" Andan chuckles to himself, might as well try and get what I can since this little boy was already trying to swindle me.

Speaking Options:
Town Guards
Child Thief

niks97cobra
2020-05-21, 08:05 AM
Date: 8:20 am, 12th of the High Sun, 213 N.R.
A small crowd begins to form over the commotion. Upon seeing the boy stop and hearing you say it was a prank, one of the guards, a tall, slender human, is slightly furious at the joke.

“I don’t know what you are trying to pull here, but both you and the boy better move along, I don’t want to see you pulling anymore shenanigans in town!” He huffs, and begins helping the other guard disperse the curious on lookers.

The boy hands you your purse back, then smiles and says, “Yeah, I got your other purse too.”

He reaches in his pocket and passes you a coin purse. Inside the purse is 14 silver pieces.

Room:
Scourge’s Landing Dock Gate
The wall and gate are approximately fifteen feet high. There are always at least two guards manning the gate on the ground. Sometimes there are guards on top of the wall as well, but only on particularly high traffic days. During the day, the gate is open, however at night, the gate is closed. Just to the north of the gate is the Rusty Gauntlet, and to the south is the dock’s market. To the west, the town opens up on a cobble stone path.

Move Options:
North: The Rusty Gauntlet
East: Scourge’s Landing Main Pier
South: Scourge’s Landing Dock Market Stalls
West: South Merchant’s Road

Speaking Options:
Town Guards
Random Townsfolk
Child Thief

RolleyPolley
2020-05-21, 08:41 AM
Pocketing both purses Andan turns to the boy, "Thanks kid, remember, we said we weren't going to do this again. I really think you should give up on the whole pick-pocketing thing. Now hurry home." Andan shakes his head while thinking to himself, "What have I gotten myself into."

After watching the boy scurry away, Andan casually walks to the guard. In a timid voice he says, "Umm Sir, I'm really sorry for what happened back there. It truly was what you thought. He was picking my pockets, but with a bit of magic I was able to get it back. I'm sorry for the little lie but had you grabbed him my magic would have ended. I wanted to end things in a peaceful manner."

[roll0] -(Should only be +3 since insight is Wisdom so it’s 15) Andan would like to roll an insight check on the guard to see how he took the whole scenario, with particular attention to both how he now sees Andan, as well as how the guard reacts to him stating he used magic.

Also would Andan have any particular knowledge about how magic is viewed in this area? During his trip on the boat he would have been openly using magic where it came in handy.

niks97cobra
2020-05-21, 09:41 AM
Date: 8:20 am, 12th of the High Sun, 213 N.R.
The young boy quickly runs off as he is told.

The guard glares at you sternly, “You think I’m a half wit and don’t know that you charmed the kid? You know that is illegal, but I don’t feel like dealing with arresting a kid and a petty magician. Now, I said move along, or I might change my mind.”

The guard is clearly upset with you but also is willing to let it go.

Room:
Scourge’s Landing Dock Gate
The wall and gate are approximately fifteen feet high. There are always at least two guards manning the gate on the ground. Sometimes there are guards on top of the wall as well, but only on particularly high traffic days. During the day, the gate is open, however at night, the gate is closed. Just to the north of the gate is the Rusty Gauntlet, and to the south is the dock’s market. To the west, the town opens up on a cobble stone path.

Move Options:
North: The Rusty Gauntlet
East: Scourge’s Landing Main Pier
South: Scourge’s Landing Dock Market Stalls
West: South Merchant’s Road

Speaking Options:
Town Guards
Random Townsfolk

Harmful magic is a criminal offense inside most population centers unless otherwise noted. Charm person would most certainly fall into this category.

RolleyPolley
2020-05-21, 09:51 AM
With a resigned nod to the guard, Andan allows himself to slunk away. "I clearly have a lot to learn if I'm going to keep myself out of trouble." Not wanting to deal with the milling crowd who watched the commotion, and feeling the eyes on his back, Andan turns to make his way west. As he meanders down the cobblestone road he stops to take in his surroundings.

niks97cobra
2020-05-21, 10:34 AM
Date: 8:25 am, 12th of the High Sun, 213 N.R.
The cobblestone street turns north once through the dock gates. People bustle about doing their daily business. From first glance, this is a thriving town. Looking down side streets you see that to your west, the houses behind the main market street are much more run down and the houses behind those on the east side of the street.

Room:
South Merchant’s Road
The street is line with various shops of all types. Most buildings are two or three stories in height. The shops on the bottom, living quarters on top. There are several cart vendors that sale various common goods such as fruits and vegetables from local farms. Several side streets run east and west to other parts of the town. At the north end of the street is the town’s center square.

Move Options:
North: Town Center
East: Southside District
South: Scourge’s Landing Dock Gate
West: Scourge Town District

Business Options to Enter:
Big Horn Tavern
Ace’s Magic Shop
Bakery
Barber Shop
Ale and Wine Store
Butcher
Fish Market
Hat Shop
Jewelry Store
Multiple Clothing Stores
General Store
Leather Goods Store
Shoe Store

Speaking Options:
Random Townsfolk
Random Cart Vendors
Town Guards

RolleyPolley
2020-05-21, 10:43 AM
As his stomach grumbles, Andan makes his way to the bakery to put some shackles on his hunger. After buying a quick snack he begins to make his way to the Town Center until his eyes catch on a particularly interesting shop. With awe and amazement he quickly walks over to Ace’s Magic Shop and heads in through the door.

niks97cobra
2020-05-21, 12:50 PM
Date: 8:35 am, 12th of the High Sun, 213 N.R.
After a quick stop for some fresh baked goodies, you wander into Ace’s Magic Shop. To say the proprietor behind the counter is your typical wizard, is the most understated thing ever. Dressed in a long blue robe, blue pointy hat, and long silver beard, he seems to be playing it up quite well. His long wooden staff, complete with a closed gauntlet on top, the symbol that must be the town’s designation. A crow sits perched on a stand beside him, scanning the room intently. The only other customer in the shop is a young male halfling, definitely a spell caster, as he is browsing through the shops spell components and a small wand, and dagger both hang from his side.

The proprietor pipes up, “Welcome, welcome, looking for anything specific good sorcerer?”

He smiles, having noticed your scales, he has no problem announcing that another magic-user has arrived at his establishment.

Room:
Ace’s Magic Shop
The small shop contains many shelves of various spell components. There is a small shelf of magical potions, empty vials and other items needed for brewing potions. Other items include non-magical staffs, wands, daggers and other small weapons and tools of the craft. Racks of clothes contain various robes and attire for spellcasters. There is even a shelf of basic items for druids and a religious section for the local clerics and paladins.

Move Options:
West: South Merchant’s Road
East: Backroom

Speaking Options:
Ace the Propreitor
Male Halfling Spellcaster

RolleyPolley
2020-05-21, 01:20 PM
With a surprised look on his face, Andan stares up at the gallant wizard, as he thinks to himself, "It's nice to be called something other then cursed. I could get used to sorcerer." Andan opens up in a rather overly excited voice, "I'm just here to look around. I've never seen such an amazing store. Anything you might suggest to a budding...Sorcerer?!"

As Andan continues to glance around at all of the magical items and components his mind starts to wander off imagining all of the amazing spells that he might one day be able to cast.

niks97cobra
2020-05-22, 08:30 AM
Date: 8:40 am, 12th of the High Sun, 213 N.R.
“I have just the thing for you, it was just looking for a new owner,” the wizard says.

He reaches into a glass display case and pulls out a black crystal the size of the palm of his hand. The crystal is in the shape of a black dragon with two little red crystals as eyes.

“You can use this to focus your magic through. Or put it on a shelf in your home. Only twelve gold for this beauty.”

Room:
Ace’s Magic Shop
The small shop contains many shelves of various spell components. There is a small shelf of magical potions, empty vials and other items needed for brewing potions. Other items include non-magical staffs, wands, daggers and other small weapons and tools of the craft. Racks of clothes contain various robes and attire for spellcasters. There is even a shelf of basic items for druids and a religious section for the local clerics and paladins.

Move Options:
West: South Merchant’s Road
East: Backroom

Speaking Options:
Ace the Propreitor
Male Halfling Spellcaster

RolleyPolley
2020-05-23, 03:59 PM
Andan looks down at his component pouch, and then back up at the crystal dragon focus with want in his eyes. To Ace he said, "Well as much as I would like something like that, I can't part ways with that much gold. I will be back after earning more though. Is there a deeper benefit to it then my pouch here? Can you also tell me the best place a sorcerer like me can earn a good bit of coin?"

niks97cobra
2020-05-24, 09:02 AM
Date: 8:40 am, 12th of the High Sun, 213 N.R.

“I think any good caster should have something to focus on when casting. Sure makes my spells stronger if you ask me. You could join the town guard, they never turn down a caster.”

Ace turns his attention way from you and begins speaking with the halfling who is paying for a few magical components.

Room:
Ace’s Magic Shop
The small shop contains many shelves of various spell components. There is a small shelf of magical potions, empty vials and other items needed for brewing potions. Other items include non-magical staffs, wands, daggers and other small weapons and tools of the craft. Racks of clothes contain various robes and attire for spellcasters. There is even a shelf of basic items for druids and a religious section for the local clerics and paladins.

Move Options:
West: South Merchant’s Road
East: Backroom

Speaking Options:
Ace the Propreitor
Male Halfling Spellcaster

RolleyPolley
2020-05-25, 12:15 PM
"Ace, I'll catch ya when I get some more money in my pockets." To the halfling Andan says, "And if you are looking for some work as well I'll be out at the town center. Hopefully there is another notice board or something."

With that Andan takes another glace around the store and his eyes dance with giddy excitement. After taking everything in, he turns and exits through the magic shop door and back into the busy street. Turning North, Andan heads towards the Town Center to have a look around.


Move Options:
West: South Merchant’s Road

Speaking Options:
Both

niks97cobra
2020-05-26, 10:02 AM
Date: 8:50 am, 12th of the High Sun, 213 N.R.
You move easily enough through South Merchant Road up into the town center. The center of the town is bustling with activity. Bards play music by the fountain, mimes pretend to be confined to their box and vendors should out their wares.

Room:
Town Center
A statue of a giant minotaur with a single gauntleted hand wielding a giant battle axe stands in the center of a large fountain, directly in the center of Scourge’s Landing. The giant square is surrounded by buildings of all sorts. The Town Hall is a giant white wooden structure. Another town board stands outside the Town Hall. There is large temple to the god, Silvyrus, the God of Nature. Another massive structure is an inn, the Silver Gauntlet Inn. Various other shops, vendors and street performers fill the square.

Move Options:
North: North Merchant Road
East: East Merchant Road
South: South Merchant Road
West: West Merchant Road

Speaking Options:
Random Passerby’s
Town Guards
Mimes
Bards
Random Vendors

Building Options:
Town Hall
Silver Gauntlet Inn
Temple of Silvyrus
Blacksmith
Stables
Barber
Clothing Stories
Fresh Vegetable Market
Butcher
General Goods
Alcohol Store
Smoke Shop

Town Center Board:
Current Board:
Pinned to the board are several pieces of paper:
1. Town Meeting: 15th of the High Sun, Town Hall at 4 pm.
2. Notice: Any weapons not peace bound will be confiscated until further notice.
3. Wanted: Mack the Knifer, murderer, arsonists, dead 10 gold, alive, 50 gold. See Sheriff for inquiries
4. Missing: Alimbre Paskir, young brunette, human girl, last seen outside of her farm north of Scourge’s Landing.
5. Job: Caravan Guards needed. Pay negotiable. Dangerous, to Frost District.
6. Job: Town Guards needed. Inquire at Scourge’s Keep.
7. Help Wanted: Clearing land for homestead build. Kobold problem. See Alexa Trubald in the Merchant’s Quarters at Alexa’s Foreign Goods.
8. Show: The traveling ministries group, One Leg Too Many, will be performing from the 12th to 15th of High Sun nightly at the Big Horn Tavern.
9. Taxes: All taxes for the last month are due by the 15th. Arrest warrants will be made for delinquent tax payers. See tax officer for payment or extensions.
10. For Sale: Trained Dire Rats, 50 gp. See Stromad Elsor in Riversfork.
11. Needed: Dragon Poppy Flowers. Please see Alina Woodrow, at The Good Herb in Talon Pass.
12. Paying Double: Double the usual rate for dire boar feet. Need for next year’s Pickled Pigs Feet Festival. See Scaley The Wag at the Green Jo’bli Tavern.
13. For Hire: Body Guard for high profile visitor. Inquire at the Silver Gauntlet Inn front desk.

RolleyPolley
2020-05-26, 02:42 PM
As Andan skims the board he starts to realize it is the same thing at the docks. Before he closes his note book, he notices that the dire boar feet are now double. After jotting this down and circling it, he closes the book and places it back into his pack.

"Guess I should find a job first, then I can see how much help I might need. I wonder if Alexa's shop is around here." Andan says to himself. Then straightening up he peers around the busy Merchant's Quarters for Alexa's Foreign Goods Shop.

Alimbre Paskir, young brunette, human girl - farm to north
Alexa Trubald - Merchant’s Quarters at Alexa’s Foreign Goods
Collect dire boar feet - Scaley The Wag at the Green Jo’bli Tavern - Paying Double

niks97cobra
2020-05-27, 04:08 PM
Date: 8:50 am, 12th of the High Sun, 213 N.R.
You don’t immediately see Alexa’s Foreign Goods. It is definitely not in the town center and you didn’t see it on South Merchant’s Road.

Room:
Town Center
A statue of a giant minotaur with a single gauntleted hand wielding a giant battle axe stands in the center of a large fountain, directly in the center of Scourge’s Landing. The giant square is surrounded by buildings of all sorts. The Town Hall is a giant white wooden structure. Another town board stands outside the Town Hall. There is large temple to the god, Silvyrus, the God of Nature. Another massive structure is an inn, the Silver Gauntlet Inn. Various other shops, vendors and street performers fill the square.

Move Options:
North: North Merchant Road
East: East Merchant Road
South: South Merchant Road
West: West Merchant Road

Speaking Options:
Random Passerby’s
Town Guards
Mimes
Bards
Random Vendors

Building Options:
Town Hall
Silver Gauntlet Inn
Temple of Silvyrus
Blacksmith
Stables
Barber
Clothing Stories
Fresh Vegetable Market
Butcher
General Goods
Alcohol Store
Smoke Shop

RolleyPolley
2020-05-29, 01:57 PM
After looking around the circle a bit and not seeming to be able to find Alexa’s Foreign Goods, Andan begins to ask around for directions to Alexa's.

Speaking Options:
Random Vendors
Town Guards
Passerby's

Sorry I haven't been as active. I've had a work course that I was being put through that was pretty intensive. That's over now so I should be good to go.

niks97cobra
2020-05-29, 03:46 PM
Date: 8:55 am, 12th of the High Sun, 213 N.R.
It doesn’t take long before you wrangle in a passerby willing to stop to speak with you. The young elven man, dressed in light green robes, directs You towards East Merchant’s Road. Heading towards the direction he sends you, you realize you must be getting in a slightly more upscale area of the town than you experienced coming up from the south. His directions are accurate and you quickly spot a fairly long two-story shop with a sign in front saying Alexa’s Foreign Goods.

Room:
East Merchant’s Road
The street is lined with various shops of all types. Most buildings are two or three stories in height. The shops on the bottom, living quarters on top. There are several cart vendors that sale various common goods such as fruits and vegetables from local farms. Several side streets run north and south. The houses in the district to the north are much larger than that to the south. The district to the south appears to be fairly middle classed.

Move Options:
North: East Side District
East: East Town Gate
South: Southside District
West: Town Center

Business Options to Enter:
Alexa’s Foreign Goods
East Market Tavern
Book Store
Bakery
Stables
Barber Shop
Ale and Wine Store
Butcher
Jewelry Store
Multiple Clothing Stores
General Store
Bathhouse
Leather Goods Store
Shoe Store

Speaking Options:
Random Townsfolk
Random Cart Vendors
Town Guards

RolleyPolley
2020-06-01, 10:00 AM
After talking to many people, Andan starts heading down East Merchant’s Road. Thinking to himself, "Wow, I've never gotten to talk to so many people in one day since I was a kid. I think I made the right choice in setting out on my own."

Finally coming to a stop in front of Alexa's, Andan takes a deep breath and heads on in to potentially start his first job.

niks97cobra
2020-06-01, 02:35 PM
Date: 9:00 am, 12th of the High Sun, 213 N.R.
The store is fairly busy, with at least a dozen customers browsing through the shelves and racks. You spot two workers, a short elderly human woman behind the counter smiles and answers the questions of a dwarven woman who is looking a collection of strange pipes. The other worker, a thin, black hair beauty assists a half-orc couple that are going through a rack of clothes.

Room:
Alexa’s Foreign Goods
The room large building is filled with racks and shelves of all sorts of wonders. There are racks filled with spices from common like pepper to ones you aren’t quite sure what they are or how to pronounce them. Clothing racks with clothes from all over the worlds, some common, some you aren’t even sure how you’d even get them on. Strange weapons and tools sit on other racks, jewelry of all matter of designs are in locked glass cabinets Racks are filled with many wonderful, wonderous items. The shop is a true treat for the senses.

Move Options:
North: Backroom
South: East Merchant’s Road

Speaking Options:
Old lady behind counter
Black haired woman
Half-orc couple
Dwarven woman
Various other customers

RolleyPolley
2020-06-04, 09:03 AM
Andan slowly looks between the two employees and assumes the older is probably the proprietor of the shop and likely to have the answers he seeks. After enjoying another sly glance at the pretty employee, he makes his way over to the older lady who is helping the Dwarf. Miling around the area till she’s free Andan will then approach and ask about the potential job for clearing a homestead.

niks97cobra
2020-06-04, 05:57 PM
Date: 9:05 am, 12th of the High Sun, 213 N.R.
Question after absurd question comes out of the dwarf’s mouth about the stones on the bracelet she was looking at until, after what seems like an eternity, a sack of coins is exchanged and the dwarf turns and happily leaves towards the door. Upon questioning the old lady about the job, you receive a big grin from her face.

“Ahh, you are willing to help? I’m trying to build a house on land outside of the official area we are allowed to, its free out there of course,” she says, assuming you know the area. “Its just that my builders keep getting attack by kobolds, and they are builders, not fighters.. and the town will do nothing about it because its on free land! Please, I’ll pay you good. My granddaughter keeps thinking she is going to go out there and do it.”


Room:
Alexa’s Foreign Goods
The room large building is filled with racks and shelves of all sorts of wonders. There are racks filled with spices from common like pepper to ones you aren’t quite sure what they are or how to pronounce them. Clothing racks with clothes from all over the worlds, some common, some you aren’t even sure how you’d even get them on. Strange weapons and tools sit on other racks, jewelry of all matter of designs are in locked glass cabinets Racks are filled with many wonderful, wonderous items. The shop is a true treat for the senses.

Move Options:
North: Backroom
South: East Merchant’s Road

Speaking Options:
Old lady behind counter
Black haired woman
Half-orc couple
Dwarven woman
Various other customers

RolleyPolley
2020-06-07, 04:45 PM
"Sounds great! I'd love to help. Is there anyone else who is also looking to help?" Andan says to the older shop keep. After looking around and spotting the younger employe, Andan turns back and asks. "Why don't you let your granddaughter give me a hand? Do you think she's a capable fighter?"

niks97cobra
2020-06-08, 12:48 PM
Date: 9:05 am, 12th of the High Sun, 213 N.R.
“I will slit your throat myself if you put my granddaughter in harms way!” The old woman hisses at you. She calms herself with a huff before continuing, “No one else has come to help. The builders say the kobolds took over their camp. Please, something must be done. I will pay very well.”


Room:
Alexa’s Foreign Goods
The room large building is filled with racks and shelves of all sorts of wonders. There are racks filled with spices from common like pepper to ones you aren’t quite sure what they are or how to pronounce them. Clothing racks with clothes from all over the worlds, some common, some you aren’t even sure how you’d even get them on. Strange weapons and tools sit on other racks, jewelry of all matter of designs are in locked glass cabinets Racks are filled with many wonderful, wonderous items. The shop is a true treat for the senses.

Move Options:
North: Backroom
South: East Merchant’s Road

Speaking Options:
Old lady behind counter
Black haired woman
Half-orc couple
Dwarven woman
Various other customers

RolleyPolley
2020-06-10, 09:38 AM
Andan hurriedly replies “oh I’m sorry ma’m I didn’t mean anything by it.” Quickly changing the subject he continues, “I don’t know if I’m up for taking this challenge alone quiet yet. Let me find a few companions who might help me out and then we will be back for more information.”

niks97cobra
2020-06-10, 08:55 PM
Date: 9:10 am, 12th of Growth, 213 N.R.
“Well, please hurry. I would like my home finished before I die,” she says with a huff.

A pair of young human males, in the their early twenties or late teens approaches the counter and get in line behind you. They are dressed in standard fare, brown tunics with trousers, short swords hanging from their hip.

Room:
Alexa’s Foreign Goods
The room large building is filled with racks and shelves of all sorts of wonders. There are racks filled with spices from common like pepper to ones you aren’t quite sure what they are or how to pronounce them. Clothing racks with clothes from all over the worlds, some common, some you aren’t even sure how you’d even get them on. Strange weapons and tools sit on other racks, jewelry of all matter of designs are in locked glass cabinets Racks are filled with many wonderful, wonderous items. The shop is a true treat for the senses.

Move Options:
North: Backroom
South: East Merchant’s Road

Speaking Options:
Old lady behind counter
Human Boys
Black haired woman
Half-orc couple
Various other customers

niks97cobra
2020-06-11, 09:57 AM
I have decided that the world you are on is a flat plane. The sun and moon are actually one object that stays perpetually at zenith, but it fades throughout the day and night. Temperatures and climates tend to stay fairly similar year around, depending on where you are an how close to the center of the sun orb is. At night it fades out, then fades back in as a moon orb.

I’m also changing the name of the month, I don’t think either of these will affect game play much.

RolleyPolley
2020-06-11, 10:17 AM
Andan turns and sees the boys standing behind him. Noticing the swords, a grin begins to appear across his face. Before stepping away, Andan turns back to the old lady and says "If I were to find, say, 2 strong sword wielding lads to help," grandly gesturing to the 2 boys behind me, "what would the price of clearing that camp be?"


And yeah the change to everything won't affect anything on my end. Thanks for the heads up though.

niks97cobra
2020-06-11, 12:04 PM
Date: 9:10 am, 12th of Growth, 213 N.R.
She looks to the boys, then back to you. The boys light up, one saying, “He is here for the job too.”

The woman says, “I can do you 10 gold a piece. I want proof, too, bring me their heads! Also, you can have anything you find on the kobolds, as long as it isn’t stolen from the builders or build site.”

The other boy pipes up behind you and says, “Sounds good to us, what’s your name mister?”

Room:
Alexa’s Foreign Goods
The room large building is filled with racks and shelves of all sorts of wonders. There are racks filled with spices from common like pepper to ones you aren’t quite sure what they are or how to pronounce them. Clothing racks with clothes from all over the worlds, some common, some you aren’t even sure how you’d even get them on. Strange weapons and tools sit on other racks, jewelry of all matter of designs are in locked glass cabinets Racks are filled with many wonderful, wonderous items. The shop is a true treat for the senses.

Move Options:
North: Backroom
South: East Merchant’s Road

Speaking Options:
Old lady behind counter
Human Boys
Black haired woman
Half-orc couple
Various other customers

RolleyPolley
2020-06-11, 03:05 PM
Hesitating for a split second, remembering to use his new name, Andan stands a bit taller and says to the boy, "Nice to meet ya boys, I'm Andan. And your names are?"

After hearing their names, Andan turns back to the old woman and nods. "I believe 10 gold a piece sounds like you have quiet the problem up there. We'll take care of it for ya and have those builders back to work in no time. Do we need to stick around afterwards or you want us to take care of the problem and head straight back here to collect?"

Given the response from the boys calling him mister, Andan instantly will be acting the elder and leader of the group.

[roll0] Rolling for an insight check onto the boys. Proficiency will need added as I don't have access to the character sheet while I'm here at work.

Insight is a +3 so a roll of 11. I forgot I took screen shots and emailed them to myself for this particular reason.

niks97cobra
2020-06-11, 04:02 PM
Date: 9:10 am, 12th of Growth, 213 N.R.
“I am Jason Allier, this is my brother Douglas. Pleasure to meet ya mister,” the boy says before turning to the old woman. “We’ll get those kobolds for you, ma’am.”

She smiles at the young men. “I have no doubt you will,” she says. “I will notify the builders that you boys are heading out there. They can check on your progress. I’ll have them send someone back to confirm the kobolds are gone from the area. I guess you need to know how to get there. Head out the West Gate, over the bridge and onto the West Road. Once you reach the village Craigtowne, head directly northwest for about six and a half miles. You’ll see the build site. Its only a few miles into the jungle, and they have already cleared at least a quarter mile in all directions around the site.”

Room:
Alexa’s Foreign Goods
The room large building is filled with racks and shelves of all sorts of wonders. There are racks filled with spices from common like pepper to ones you aren’t quite sure what they are or how to pronounce them. Clothing racks with clothes from all over the worlds, some common, some you aren’t even sure how you’d even get them on. Strange weapons and tools sit on other racks, jewelry of all matter of designs are in locked glass cabinets Racks are filled with many wonderful, wonderous items. The shop is a true treat for the senses.

Move Options:
North: Backroom
South: East Merchant’s Road

Speaking Options:
Old lady behind counter
Jason and Douglas Allier
Black haired woman
Half-orc couple
Various other customers


The boys seem fairly local and wet behind the ears.

RolleyPolley
2020-06-13, 01:12 PM
Nodding to the old woman, Andan says, "You can count of us!" Turning to the boys he says, "Jason. Douglas. Let's go get this adventure underway!"

Andan shakes the hands of both boys and begins to lead them out of the store. On his way out he keeps an eye out for the cute younger employee. If she glances this way he'll throw a charming wink her way with a genuine smile.

After stepping out of the door to Alexa’s Foreign Goods, Andan turns to Jason and Douglas and energetically exclaims, "You guys showed up at the perfect time! I'm all set and ready to go if you guys are? Let's get going right away and we can plan on the way!"

Move Options:
South: East Merchant’s Road

Speaking Options:
Old lady behind counter
Jason and Douglas Allier

niks97cobra
2020-06-13, 02:11 PM
Date: 9:15 am, 12th of Growth, 213 N.R.
Alexa bids you well as you head out the store. You catch the young woman looking at your group leaving, but she quickly looks away at your glance.

Once back in the streets, the boys assure you that they are ready for the task at hand.

Room:
East Merchant’s Road
The street is lined with various shops of all types. Most buildings are two or three stories in height. The shops on the bottom, living quarters on top. There are several cart vendors that sale various common goods such as fruits and vegetables from local farms. Several side streets run north and south. The houses in the district to the north are much larger than that to the south. The district to the south appears to be fairly middle classed.

Move Options:
North: East Side District
East: East Town Gate
South: Southside District
West: Town Center

Business Options to Enter:
Alexa’s Foreign Goods
East Market Tavern
Book Store
Bakery
Stables
Barber Shop
Ale and Wine Store
Butcher
Jewelry Store
Multiple Clothing Stores
General Store
Bathhouse
Leather Goods Store
Shoe Store

Speaking Options:
Random Townsfolk
Random Cart Vendors
Town Guards
Jason and Douglas


You can travel to any room that has been an option so far without having to specifically go through each room if you’d like. If a random encounter happens, I’ll stop it when needed, if that makes sense.

RolleyPolley
2020-06-13, 02:23 PM
After a quick thought, Andan asks the boys, "Do any of you have healing items? If not we might want to pick up one or two before we leave, given we can afford it."

Would I remember seeing any healing potions at the Magic shop? If so we'll head there, if I also remember that I can afford them.

Yes that makes sense, Thanks.

niks97cobra
2020-06-14, 06:32 PM
Date: 9:15 am, 12th of Growth, 213 N.R.
They look at each other bewildered, then Douglas speaks up, “Mister, it would take me a year to make enough for a healing potion.”

Room:
East Merchant’s Road
The street is lined with various shops of all types. Most buildings are two or three stories in height. The shops on the bottom, living quarters on top. There are several cart vendors that sale various common goods such as fruits and vegetables from local farms. Several side streets run north and south. The houses in the district to the north are much larger than that to the south. The district to the south appears to be fairly middle classed.

Move Options:
North: East Side District
East: East Town Gate
South: Southside District
West: Town Center

Business Options to Enter:
Alexa’s Foreign Goods
East Market Tavern
Book Store
Bakery
Stables
Barber Shop
Ale and Wine Store
Butcher
Jewelry Store
Multiple Clothing Stores
General Store
Bathhouse
Leather Goods Store
Shoe Store

Speaking Options:
Random Townsfolk
Random Cart Vendors
Town Guards
Jason and Douglas

The shop definitely has potions. A healing potion is 50 gp per the DMs guide iirc.

RolleyPolley
2020-06-18, 05:54 AM
Remembering he's no longer a noble, and money is not readily available, Andan chuckles to pass off his slight embarrassment. "I seem to have forgotten that little bit of information. Let's head out then, shall we?"

From here we will make our way to the site as directed by the old woman. Feel free to stop me where you see fit, but Andan will be trying to gain information on their abilities and combat experience in order to come up with some sort of plan.

Sorry for the delay, I had a few days off work and must have missed the email for the update to the forum.

niks97cobra
2020-06-18, 04:26 PM
Date: 11:30 am, 12th of Growth, 213 N.R.
You lead the two young men back through the center of town and down the West Merchant’s Road. This area of town is not quite as nice as the east side. The gate is open with a few guards watching the comings and goings, and you note a sign that says gate opens and closes at 8 am and 8 pm, respectively. The road to the west leads right to a wooden bridge over a river about a quarter mile wide. Once over the bridge, the path splits. A sign with three arrows points in the direction you need to go. Northwest for Craigtowne, southwest for Talon Pass and east to Scourge’s Landing. You follow the path to Craigtowne, passing through nothing but farmland as far as you can see. The occasional farm dots the landscape as you travel to the six and half miles it takes to get to the village. During your trip you learn the young men are fairly inexperienced, neither having been in any kind of real battle. The villagers watch the three of you, as they likely know the names of everyone in this village, as you head through the village. You get about halfway through town before a middle aged human, dressed in a finely tailored black and white suit, approaches you. He has the silver gauntlet of Scourge’s Landing on his chest, and a badge of office indicating he is the village’s peace officer.

“Howdy boys,” he says. “I’m Craig Kurgler, what brings ya to my town?” His tone doesn’t seem concerned, but more curious.

Room:
Craigtowne
The small village has little more than a tall fence surrounding it. A collection of homes and a handful of small business encompasses an area of less than a half dozen acres. Only a few hundred people could live in such a small area.

Move Options:
North: North Farmer’s Path
South: West Road

Speaking Options:
Random townsfolk
Douglas and Jason
Craig

Buildings:
Random Homes
Farmer’s Market
Town Hall
Barber Shop
Buckle Shop
Jewelry Store
Clothing Store
General Store
Shoe Store
Lumber and Wood Shop

RolleyPolley
2020-06-18, 04:48 PM
Andan steps to the lead and gives a nod of the head to Craig. "Hello, sir, I am Andan and these are my companions, Jason and Douglas. We are just making our way through this fine town for a job. There is a building site Northwest of here that needs a few Kobolds cleared out."

As Andan speaks about the job and the Kobolds and the direction they are heading, he keeps a keen eye on not only Craig, but also on the lingering townsfolk.


Speaking Options:
Craig


[roll0] Not sure what you'd like me to roll so here's a d20. Add what ever mods you see fit. I'm trying to gleam any expressions of fear, or unconcern, or looks of "the last group didn't make it"

niks97cobra
2020-06-21, 10:04 AM
Date: 11:30 am, 12th of Growth, 213 N.R.
Craig smiles, “Oh yes, Alexa’s build. Those builders have been having quite the problem. I warned her it would be hard to build so far out without hiring more loggers to clear more of the jungle. It gets pretty dense. She’s hard headed, wanted to build where she didn’t have to pay for the land, just the workers. Two of the builders were killed. Those alive passed through here back to Scourge’s Landing just two days ago. Ya’ll be safe out there.”

You detect nothing nefarious about Craig nor does he seem to be hiding anything. The townsfolk watch carefully as they go about their daily business.

Room:
Craigtowne
The small village has little more than a tall fence surrounding it. A collection of homes and a handful of small business encompasses an area of less than a half dozen acres. Only a few hundred people could live in such a small area.

Move Options:
North: North Farmer’s Path
South: West Road

Speaking Options:
Random townsfolk
Douglas and Jason
Craig

Buildings:
Random Homes
Farmer’s Market
Town Hall
Barber Shop
Buckle Shop
Jewelry Store
Clothing Store
General Store
Shoe Store
Lumber and Wood Shop

RolleyPolley
2020-06-24, 05:25 AM
To Craig, Andan says, "If we head out there now, how long until we reach the site?"

niks97cobra
2020-06-24, 03:07 PM
Date: 11:30 am, 12th of Growth, 213 N.R.
Craig thinks for a second, rubbing the back of his neck, “Haven’t been out there myself, its about six miles, but the jungle can be thick, especially after that storm last night. I’d say three hours if you don’t run into too much trouble. Careful of quicksand.”

Room:
Craigtowne
The small village has little more than a tall fence surrounding it. A collection of homes and a handful of small business encompasses an area of less than a half dozen acres. Only a few hundred people could live in such a small area.

Move Options:
North: North Farmer’s Path
South: West Road

Speaking Options:
Random townsfolk
Douglas and Jason
Craig

Buildings:
Random Homes
Farmer’s Market
Town Hall
Barber Shop
Buckle Shop
Jewelry Store
Clothing Store
General Store
Shoe Store
Lumber and Wood Shop

RolleyPolley
2020-06-24, 03:26 PM
Andan nods a thanks to Craig at the mention of quicksand. "Anything else out there we need to keep an eye for, or maybe avoid?"

After getting his answer from Craig, he looks to Jason and Douglas, "You boys ready to head out then? We should have plenty of light to take care of the problem and still make it out of the jungle before true dark falls. Let's also get some food to fill us up over at that market. As your leader its my treat this time."

What does Andan know about Kobolds?! Strengths, weaknesses, numbers they normally travel in.

Also Andan will keep an eye out for the wild boar, for feet, and anything else that might catch his eye along the trip through the jungle. Things like interesting flowers and herbs, shrooms, strange liquids, etc.

niks97cobra
2020-06-25, 11:14 AM
Date: 11:35 am, 12th of Growth, 213 N.R.
“Nothing out of the ordinary,” Craig says. He bids you good day as you head to the market. The market is small and not busy, unlike the multiple markets in Scourge’s Landing. The vendors smile, hoping you spend your money.

Room:
Craigtowne’s Farmer’s Market
The small market has a few farmers selling basic fruits and vegetables, seeds and the like.


Use ration prices from the PHB to buy generic rations, no need to go through all that.

Kobolds tend to be territorial, not overly aggressive unless threatened or their territory is threatened. Sometimes in large enough numbers they become brave enough to be hostile. Often times lackeys for goblinoids and worse. They range from solo to dozens, and are not very intelligent.

Move Options:
North: North Farmer’s Path
East: Craigtowne
South: West Road

Speaking Options:
Random townsfolk
Random vendor

Buildings:
Random Homes
Farmer’s Market
Town Hall
Barber Shop
Buckle Shop
Jewelry Store
Clothing Store
General Store
Shoe Store
Lumber and Wood Shop

RolleyPolley
2020-06-25, 11:23 AM
After purchasing food from a few different shops, Andan and the boys head out on their way towards the build site. On the way Andan fills them in on what little he knows about the situation and to always show a strong hand towards Kobolds. Andan works with the boys a bit on planning and potential tactics.

Andan will notify them that he's going to hang back and use spells and his crossbow from range and the boys should stay together to cover each other, but not go too deep that they might get surrounded.

Outside of conversation about the upcoming conflict, and keeping an eye out for potential dangers/interests, Andan will continue to keep a hushed simple conversation going, at least until they get about a mile or half mile from where the site is.

niks97cobra
2020-06-26, 10:44 AM
Date: 1:35 pm, 12th of Growth, 213 N.R.
The way is easy enough through the farm land northwest of the village, but it quickly enough ends. The trees of the jungle for a tight line where farmland ends, and nature takes over. A slight drizzle has begun, and it only appears that it may worsen as the day goes on. The two boys hack and slash through the underbrush, and after a few minor incidents with quick sand, Douglas and Jason abruptly stop. They motion to draw your attention. Up ahead about thirty feet, a dire boar is rooting under a large Padonthia tree, loudly eating the fruit, and not hearing the three of you approach.

Room:
Coastal East Villinox Jungle
The jungle is think, filled with various types of trees, vines, and strange ferns, flowers and creatures. Very little light breaks through the jungle’s high canopy. Parrots and other birds chatter. Monkeys soar through the trees, and often times, dangerous roars can be heard in the distance. The jungle floor is almost constantly wet from the persistent rain that keeps the jungle so lush.

Move Options:
North: (to) Alexa’s Homestead Clearing
South: (to) Craigtowne
East/West: Jungle

Speaking Options:
Jason
Douglas

RolleyPolley
2020-06-26, 11:15 AM
Andan turns to the boys after crouching down low whispering, "Alright boys, this should be a good test. Keep it at a range and dodge using the tree line when you can. Jason go right, Douglas go left. Watch for my signal and when you see me shoot my fire, shoot it as well. Let's take this boar down." Catching the eyes of both boys, Andan gives a heavy nod. "Now go, show me what you've got."

Andan watches as the boys slowly and quietly sneak around the tree line. When they are ready and in position, Andan catches the glace of them both and nods preparing firebolt. Dialing in on the boar, he takes a deep breath, let's it out, and fires...

[roll0] - Rolling for firebolt to hit the dire boar with damage [roll1]

With that description of the dire boar Andan will want to attack it. If you feel a more detailed description of exactly what they see would dissuade them from attacking, or if either of the boys is against it. Andan will reconsider his thoughts of attacking and will try and sneak past. Andan realizes this is a task from the board, but also isn't trying to get them in over their head. Obviously if this thing is over 10 foot long and upwards of 1500 to 2000 pounds, Andan will know better than to shoot a measly firebolt at it.

niks97cobra
2020-06-28, 10:19 AM
Dire boars are in the 10 foot, 1500 lb range and this one is no different, if you’d like to change course.

RolleyPolley
2020-06-30, 05:22 AM
Andan turns to the boys after crouching down low whispering, "Alright boys, this should be a good test. Keep it at a range and dodge using the tree line when you can. Jason go right, Douglas go left. Watch for my sig..." Andan's voice drops off as he peers again at the huge beast before him. Dire must mean something special, cause this isn't a normal boar sitting in front of him. Turning again to the boys, "Umm, on second thought, that beast looks like way more then we can handle. Let's move on and make sure we don't come across another one of these any time soon."

Andand and group will sneak away/past the beast towards their original destination

niks97cobra
2020-06-30, 12:33 PM
Date: 3:00 pm, 12th of Growth, 213 N.R.
Avoiding detection of the boar isn’t hard, but doubling back and hacking and slashing through the underbrush to go around him proves tiresome and costs time. You arrive on the edges of a small clearing in mid afternoon. A stream, merely thirty feet wide runs through the clearing that is about five or so acres in size. Towards the center, about 400 feet away, is the homestead construction sight. You can see at the framing of at least four smaller buildings, a couple of the buildings have the walls finished and construction seemed to have stopped with the roof. Likewise, a large, center building, is nearly completely framed. You can see four kobolds wandering around the complex in the center. The rest of the clearing has been completely cleared of trees.

Room:
Coastal East Villinox Jungle
The jungle is think, filled with various types of trees, vines, and strange ferns, flowers and creatures. Very little light breaks through the jungle’s high canopy. Parrots and other birds chatter. Monkeys soar through the trees, and often times, dangerous roars can be heard in the distance. The jungle floor is almost constantly wet from the persistent rain that keeps the jungle so lush.

Move Options:
North: Alexa’s Homestead Clearing
South: (to) Craigtowne
East/West: Jungle

Speaking Options:
Jason
Douglas

RolleyPolley
2020-06-30, 03:16 PM
Andan turns to Jason and Douglas, "OK, this time it's for real. It doesn't look like we are going to be able to ambush them with all this clearing. Let's wait and see what they do."

Going to watch them from a few different angles moving around the clearing a bit for about 10-20 minutes. Checking if there are only 4 that we see, if there is a clear patch where maybe we can get close un-noticed, and also is there is a clear leader among the group.

[roll0] - Roll for whatever you deem fit above. Feel free to add the needed mods

niks97cobra
2020-07-02, 05:24 PM
Date: 3:20 pm, 12th of Growth, 213 N.R.
Look around, you spot no sort of cover. The loggers did a fine job of clearing the land for Alexa. Not even so much as a stump. Most of the ground has been recently tilled for farmland, and only short grass is starting to grow. The kobolds mill about on their duty. Occasionally one enters a small building and another will come out, but you aren’t even certain if they are different kobolds. You figure at least four, but maybe more.

“Let’s just charge them. We aren’t that good at throwing stuff,” Jason sails. Douglas nods his Head in agreement.

Room:
Coastal East Villinox Jungle
The jungle is think, filled with various types of trees, vines, and strange ferns, flowers and creatures. Very little light breaks through the jungle’s high canopy. Parrots and other birds chatter. Monkeys soar through the trees, and often times, dangerous roars can be heard in the distance. The jungle floor is almost constantly wet from the persistent rain that keeps the jungle so lush.

Move Options:
North: Alexa’s Homestead Clearing
South: (to) Craigtowne
East/West: Jungle

Speaking Options:
Jason
Douglas

RolleyPolley
2020-07-03, 10:18 AM
Taking a deep breath in, Andan realizes that they might as well just get it over with. "Alright boys, let's get this done!"

Stepping out from behind the tree line, Andan starts a slight jog allowing the boys to get ahead of him. After falling back about 20 feet behind them he does his best to keep that distance between them until the first kobold is in range.

Andan will be keeping his distance from homes and staying away from entrance to houses, especially the ones he has watched them go inside. He is very nervous and cautions as this is his first real first. He would have rather watched them all night trying to gleam as much information as possible, but could tell the boys were getting antsy and were ready to go.

niks97cobra
2020-07-03, 03:31 PM
Date: 3:25 pm, 12th of Growth, 213 N.R.
Round 1: Distance 120 feet
It doesn’t take long before the kobolds spot you charging into the clearing. They quickly shout in draconian things like “Intruders!”, “Take cover”, and “Fire.” The four kobolds rush to a crouching position behind the closest small building to the charge, two on each side. As Douglas and Jason approach, they begin firing their slings. Little rock’s fly around the boys, all missing the boys. As the fight begins, it begins to lightly rain.

Room:
Alexa’s Homestead Clearing
The clearing is nothing more than a tilled field with small patches of gass beginning to grow. In the center of the clearing are several small, unfinished buildings.

Move Options:
North: Alexa’s Homestead (note this is does not mean entering the building, but will encompass anything within 30 feet of a building)
South: Coastal East Villinox Jungle
East and West: More of the clearing

Speaking Options:
4 Kobolds (by yelling)
Douglas
Jason

Your round (roll initiative for round 2)

RolleyPolley
2020-07-06, 06:09 AM
As the rain slowly starts around them and Andan see the shots from the slings go wide, he pulls up after running another 30 feet ahead. Trying to gauge the distance as the boys rush forward Andan lets loose a firebolt at the nearest kobold he's able to see.

[roll0] = To hit
[roll1] = Damage

[roll2]

niks97cobra
2020-07-06, 04:27 PM
Date: 3:25 pm, 12th of Growth, 213 N.R.
Round 2: Distance 90 feet
Your fire bolt zooms way over head of the the target kobolds, as they prepare another round of shots.

Room:
Alexa’s Homestead Clearing
The clearing is nothing more than a tilled field with small patches of gass beginning to grow. In the center of the clearing are several small, unfinished buildings.

Move Options:
North: Alexa’s Homestead (note this is does not mean entering the building, but will encompass anything within 30 feet of a building)
South: Coastal East Villinox Jungle
East and West: More of the clearing

Speaking Options:
4 Kobolds (by yelling)
Douglas
Jason


Your round again

Initiative order:
You
Them
The boys

Simple map:
K1 X X X X K4
K2 X X X X K3

X are squares with the building. The kobolds in the back are able to shoot around their counter part.

RolleyPolley
2020-07-06, 04:35 PM
After watching his firebolt sail over the heads of the kobolds, Andan stops, takes a deep breath in, locks in to the front kobold, and fires again.

[roll0] = To Hit
[roll1] = Damage

Not sure if needed or if you're going to keep with the same initiative but rolling in case you do it by round [roll2]

niks97cobra
2020-07-07, 01:53 PM
Date: 3:25 pm, 12th of Growth, 213 N.R.
Round 2: Distance 90 feet (Boys at 60 feet)
The kobolds continue to miss with their slingshots, not even coming close. They also begin calling out for reinforcements. The boy raise forward, shouting their best war chants, their shortswords waiving menacingly in the air.

Room:
Alexa’s Homestead Clearing
The clearing is nothing more than a tilled field with small patches of gass beginning to grow. In the center of the clearing are several small, unfinished buildings.

Move Options:
North: Alexa’s Homestead (note this is does not mean entering the building, but will encompass anything within 30 feet of a building)
South: Coastal East Villinox Jungle
East and West: More of the clearing

Speaking Options:
4 Kobolds (by yelling)
Douglas
Jason


K2 -1 HP

I’ll keep the same initiative. Your round.

RolleyPolley
2020-07-07, 02:05 PM
Not feeling any umph behind that last shot, Andan begins to reach for the crossbow at his hip. As he's reaching for the crossbow, his scales begin to grow further down his arm and a green tint can be seen through the scales. "Another shot, I can do this. Embrace my power." he says to himself.

Reaching deep into that hole of power within himself, Andan holds out his hand. This time instead of fire leaping into his palm acid begins to coalesce. Rearing back Andan shoots the ball of newly formed acid at the nearest kobold.

this is the re-skinned firebolt we discussed earlier. Wanted to bring it into the story in a fun way. If you want to tweak dmg die or anything just let me know.

[roll0] = To Hit
[roll1] = Damage

I'm going to keep aiming at the same one btw until I note otherwise or unless that one drops out of sight.

niks97cobra
2020-07-08, 02:04 PM
Date: 3:25 pm, 12th of Growth, 213 N.R.
Round 3: Distance 90 feet (Boys at 30 feet)
The acid encircles the kobold as it drops to its knees. Just as it is writhing in agony, three more kobolds bust out of a door way of the main building, some forty behind the first grouping of kobolds. As the boys close into the kobolds, they finally land their attacks with their slingshot rocks. Jason gets hit twice, causing him to yelp with pain, and Douglas once, but this doesn’t discourage their charge.

Room:
Alexa’s Homestead Clearing
The clearing is nothing more than a tilled field with small patches of gass beginning to grow. In the center of the clearing are several small, unfinished buildings.

Move Options:
North: Alexa’s Homestead (note this is does not mean entering the building, but will encompass anything within 30 feet of a building)
South: Coastal East Villinox Jungle
East and West: More of the clearing

Speaking Options:
6 Kobolds (by yelling)
Douglas
Jason


K2 Dead

Jason -4
Douglas -3

RolleyPolley
2020-07-08, 02:23 PM
Andan watches the 3 newcomers burst out of the door, and instantly decides to dissuade them from joining the fight. Picking out the front kobold of the three, Andan moves into range and let's another Acidbolt fly.

[roll0] = To Hit
[roll1] = Damage

niks97cobra
2020-07-09, 04:32 PM
Date: 3:25 pm, 12th of Growth, 213 N.R.
Round 4: Distance 60 feet
Your bolt of acid destroys one of the new kobolds as it screams in agony. The other two kobolds pause for a moment, but continue their charge. The boys split up, Jason on the right, Douglas on the left. The boys are quick, and easily dodge the kobolds who are now attack with daggers. Both follow up with their own attacks, slicing down one a piece.

Room:
Alexa’s Homestead Clearing
The clearing is nothing more than a tilled field with small patches of gass beginning to grow. In the center of the clearing are several small, unfinished buildings.

Move Options:
North: Alexa’s Homestead (note this is does not mean entering the building, but will encompass anything within 30 feet of a building)
South: Coastal East Villinox Jungle
East and West: More of the clearing

Speaking Options:
6 Kobolds (by yelling)
Douglas
Jason


K1 Dead
K2 Dead
K3 Dead
K5 Dead

Left side of building: K6
Right side: K4, K7

Jason -4
Douglas -3



I will be out of town until late Sunday, so most likely will not be posting until Monday. If I find time, I may post.

RolleyPolley
2020-07-19, 06:00 AM
Watching the boys in action, Andan continues to hammer any incoming Kobolds before they are able to reach the boys.

[roll0] = to hit
[roll1] = damage

Vacations worked out pretty well. I just got back from mine, I meant to post something to let you know, but I got caught up with the family and got super busy.

niks97cobra
2020-07-19, 11:02 AM
Date: 3:25 pm, 12th of Growth, 213 N.R.
Round 5: Distance 60 feet
Your acid quickly dispatches one of the remaining kobolds. The final two each squaring off against one of the boys, realize they are in a bad situation. One attempts to flee but Douglas quickly cuts it down with his short sword. The other drops to its knees, and Jason holds his swing back.

“Please! I have a family!” The kobold pleads in draconic.

Jason, not knowing what the kobold says, still holds back, looking first to Douglas, then back at you.

Room:
Alexa’s Homestead Clearing
The clearing is nothing more than a tilled field with small patches of gass beginning to grow. In the center of the clearing are several small, unfinished buildings.

Move Options:
North: Alexa’s Homestead (note this is does not mean entering the building, but will encompass anything within 30 feet of a building)
South: Coastal East Villinox Jungle
East and West: More of the clearing

Speaking Options:
Douglas
Jason


Kobolds all dead

Jason -4
Douglas -3


No worries. I thought I lost you. I have already lost 2 of the 4 games I started I think... but that seems to be the usual with pbp.

RolleyPolley
2020-07-19, 12:21 PM
Somewhere in a deep part of Andan's mind, the kobolds words find meaning. Before anything else can happen Andan finds himself shouting out to Jason, "Stop, we can question it."

As Andan begins to think through the complications about these monsters having a family, he looks around horrified at what he has done. "It's all for the job he was hired for. They attacked us with no reason and would have done the same to us and even tried to kill the builders. This is the way it is." Feeling a bit better about the decisions made today, Andan trots up to where the boys and the remaining kobold are. "Let's see if I can talk to this thing."

Reaching into that deep place in his mind, Andan says to the kobold in draconic, "Are there anymore of your kind here? Why did you attack these builders here?" After the words came out of his mouth, Andan did his best to hide his surprise at his new found language.

Speaking Options:
Kobold and Jason

niks97cobra
2020-07-20, 02:53 PM
Date: 3:25 pm, 12th of Growth, 213 N.R.
“We have young, and wives,” the little creature hisses as he begins to sob. “This is our land, they take it from us, we took it back!” He says with a shrill.

The boys stare in amazement at the fact that you can speak to the little lizard creatures. The kobolds appear to have been living mostly inside the nearly finished main house.

Room
Alexa’s Homestead
Several unfinished buildings are scattered about the clearing. The main house is mostly finished, while several smaller buildings are left with just walls, or partially finished walls. One is likely a stable, others small living cottages, and a blacksmiths area is half built.

niks97cobra
2020-07-29, 11:54 AM
Ooc: I'm sorry to do this but there just isn't enough posting between the two games for me to justify checking the forums everyday. I am disappointingly canceling the game.