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Iren's PbP - Chapter 1

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Iren's PbP - Chapter 1

Post by Irenaeus »

Prologue Recap:
► Show Spoiler
Chapter 1

🌄 Vertidor’s Rest at Dawning Light

Image

“Where stone remembers, and morning tries in vain to burn away the dark…”

The first light of dawn spills across the ragged rooftops of Vertidor’s Rest, not in triumphant blaze but in a slow, cautious tide—as though the sun itself must ask permission to shine here. The nocturnal mists that clung to the hills do not rise so much as uncoil. Reluctant rays slither into low eaves and crooked windows.

From the ridge above, the town appears as a stubborn clutch of timber, built like a scab atop older stone and bones. The outer palisades are weather-warped and patched with mismatched lumber—testament to years of raids, beast attacks, and worse. The watchtowers lean slightly eastward, as if nodding wearily toward the coming day.

Within the walls, the narrow lanes of Vertidor rip across the greens like old scars. Thatched roofs abound and those tiled with shale black shine as raven feathers. Gutters drip with dew in rhythm with the tolling of morning bell—soft and slow. The waking ears are unsure what day this might be, while chirping birds are ever optimist in the morning.

The townsfolk stir slowly: the smith rekindles his forge with a prayer to saints long dead; mothers pour water from buckets to troughs. Horses listen for wall scratching inside the stables; dogs bark toward cellars, cats whimper back to silence. A smell of baking bread starts spreading.

Verridor’s Rest is your hub. Once a Karatasian outpost, then an Arandian garrison town, now a melting pot of mercenaries, desperate settlers, relic hunters, and fugitives. It’s known for:

The Mountain’s Last Light Tavern – An inn run by the elder ranger Olwin Durn and his stocky wife Brenna. Basecamp for all things chaotic. Known for its hearth and ale, and now for its infamous cellar of monstrous rats and its strange foundation stones.
The Market Square – Where cunning moneymen like Greenwald the Tallyman and relic-hags like Mad Orla trade both treasure and doom.
The Chapel of the One True God – Presided over by Father Altanis, who fights an uphill battle against heresy and superstition.
Bailiff's Wooden Hall – Held together by stubborn and overburdened veteran Gerwin Voseric, who answers to distant nobles who seem no longer interested in this region.

The town is half-lawful, half-feral, at the edge of the borderlands. It lives on coin and the ambitions of fools.

________________________________________
🕯️ The Mountain’s Last Light Inn

The inn is as old as the town around it—built upon ancient stone and stubborn as a tomb. Moss clings to the shaded side like war paint. Its walls are forming a shadow of gloom even as the day begins to bloom.

The front sign—a carved oak circle with a sun barely peeking over jagged peaks—creaks gently in the morning breeze. Within, the hearth crackles. The scent of smoke, spilled ale, and damp earth still clings to the air. The rats are gone but the scars of their passing remain: a smashed table, the unmistakable feeling that something once crawled from the dark below.

This morning, Olwin Durn stands behind the counter like a relic himself—scarred, square, and quiet. His wife, innkeeper Brenna, her apron stained with bread flour and soot, opens the windows with practiced wariness. She orders around her servent maids to finish setting up the tables.

Alfred the bard is already testing the strings of his lute.

“Light’s come again. That don’t mean it’ll stay.”
But still, the hearth burns.
Still, the ale is warm.
Still, the sun rises.
And the town holds its breath.


In the corner nearest to the entrance, the masked beggar is whispering his cryptic prophecies while staring at the cracked floor of the tavern.

Last night, you stared into the dark beneath Verridor’s Rest — and the dark stared back.

The morning air in Vertidor's Rest is crisp, carrying the scent of woodsmoke and the distant chill of the Wolf's Maw Pass. After a night of uneasy rest at The Mountain's Last Light, punctuated by the memory of monstrous rats and the unsettling discovery in the cellar, the contingent of the adventurers sets out determined for the next goal. Which way are they going?

Led perhaps by the nervous yet sensible Stein Von Steiner, who spoke of securing funding the night before, accompanied by the cleric Norman seeking orderly process, Wolfgang von Schwarzscheid, whose noble background is useless without coin but whose training in diplomacy and strategy makes him suited for negotiationand, and maybe the cowardly Ostgar hoping for official town involvement, they may navigate the dirty main track towards the sturdy wooden hall that serves as the seat of the King's limited authority in this frontier town. (Players who want to talk to the authorities roll on the reaction table).

“If dark things move beneath Verridor, perhaps someone in power ought to know.”

Ostgar, perhaps accompanied by the ranger Tillomar, the dogs Badeux and Fergal straining at makeshift leashes (the dogs, may be used to track tunnels or foul scent trails), and maybe Kal Arion hoping to sense any evil traces, begins investigating the buildings adjacent to The Mountain's Last Light. Meanwhile, Alfwine might be seen walking the perimeter of the inn, examining the ground near the foundations for any external signs of the tunnel. (Players who use their abilities to search for clues outside roll on the respective skill, roll for reaction if you want to talk to nearby villagers).

“One cellar found. How many more are gnawed through from below?”

Perhaps Tillomar, mindful of his plan to seek opportunities, heads towards the Market Square where Greenwald the Tallyman operates. Or maybe Stein, seeing funding as the key to tackling the cellar problem properly, seeks out the moneylender. Different members of the party might seek out the town's spiritual figures driven by faith, a need to understand the unnatural or just to spread fear. Perhaps Tillomar, Kal Arion, or Norman head towards the modest stone Chapel of the One True God to speak with Father Altanis. Simultaneously, or perhaps later, another member – drawn by a lingering sense of unease, or Tillomar seeking Orla specifically, or even the pragmatic Ostgar looking for local knowledge – might encounter Mad Orla near the Market Square. (Players who want to talk to townsfolk roll on the reaction table).

“Madmen and the pious sometimes both whisper true.”

You’ve rested, but the world hasn’t. It waits.
Last edited by Irenaeus on April 16th, 2025, 00:41, edited 1 time in total.
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Post by asf »

I will do some prophesying
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Post by maidenhaver »

George wakes late and takes his eggs and grits beside Olwin. "Old man!" for he was old "My name is George. I was raised by the druid Ashrod of the old circle. I have seen a few things, but I have never seen rats the size of hounds! Maybe you have? We Rangers often find things lost and swear to guard them. The town's foundations are ancient. Do you know who left them, or to what purpose?"
Rolled 2d6+1
Result: 7
2d6+1 = 7 (4,2)
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Post by Val the Moofia Boss »

Gunthard is tickled by the cold coming in through the windows Olwin has opened. No point delaying any further. He pats his dog to get off of him before sliding out of bed. He finds a bucket to fill with water to wash his face and comb his hair with his hands, then shows up for breakfast.

Having finished his food, Gunthard stands up and looks around. "Norman! I am going to go visit the local priest for a bit. Anyone want to come with?". He moves for the door.

((Reaction roll on Father Altanis to ask about himself, the history of the local area, and recent happenings near Vertidor and within the Church. Gunthard asks how he might be able to serve the One True God out here.))
Reaction roll on Father Altanis
Result: 6
Reaction roll: 2d6 = 7 (1,6)
Charisma modifier (7 in stat): -1 = -1
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Post by logincrash »

Norman wakes up early and completes his morning prayers.
He and @Gunthard set off to first see Father Altanis at the church and make proper introductions, offer any help, ask about the huge rats and the older foundations of the town.
Then he joins whomever is coming to contact the authorities to, again, make proper introductions and offer any help.
And lastly Norman heads to the marketplace to look for bandages to replenish his used up inventory (5 bandages for 5 copper).

Edit: The first roll is for the Father Altanis reaction.
Last edited by logincrash on April 16th, 2025, 04:46, edited 1 time in total.
Rolled Reaction: 2d6 + CHA mod: -1
Result: 4
Reaction: 2d6 = 5 (1,4)
CHA mod: -1 = -1
Reaction for authorities
Result: 10
Reaction roll: 2d6 = 11 (5,6)
CHA mod: -1 = -1
Reaction for traders
Result: 3
Reaction roll: 2d6 = 4 (3,1)
CHA mod: -1 = -1
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Post by DemoGraph »

Felix goes to the market square to talk to Greenwald and Mad Orla.
Greenwald
Result: 8
2d6-2 = 8 (5,5)
Orla
Result: 4
2d6-2 = 4 (5,1)
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Post by SpellSword »

Stein Von Steiner awoke and began making his preparations for the day, there was much to be done. The brief stop he'd intended to make in town of Vertidor had yielded an excellent, if somewhat risky, chance to replenish his dwindling coin reserve.

Proof that yesterday's battle had not been some nightmare, the wound on his neck had left noticeable scarring, but otherwise seemed to have healed over night. Whatever magic @Norman had worked definitely exceeded merely applying bandaging.

He knew well that the hardest part in doing business with towns like these was getting one's foot in the door. With word spreading of the group of rat slaying adventurers, Stein felt things were already well on their way to a profitable outcome. Both the rat's fangs and the toll from his travels had left him looking more haggard then he'd like. He mused that hopefully his mercantile skills hadn't become similarly worn, the day would have need of them.

There were two craftsmen he hoped to find before attempting to negotiate with the town officials. The local furrier who hopefully could convert the hide of the leader of last night's giant rat pack into clothing. And perhaps a bone carver to make a set of knives out of those terrible dagger sized teeth.

When he told the story of the monster rat in future, props like these would definitely lend it credibility.

Thanking the innkeeper for the lodging he inquires about local craftsmen before leaving word with Olwin Durn about his intended destination and setting forth into the town.
Last edited by SpellSword on April 16th, 2025, 10:41, edited 3 times in total.
Reaction for Furrier
Result: 6
Reaction for Furrier: 2d6 = 6 (3,3)
Charisma 9: 0 =
Reaction for Bone Carver
Result: 4
Reaction for Bone Carver: 2d6 = 4 (2,2)
Charisma 9: 0 =
Reaction for Town Authorities
Result: 6
Reaction for Town Authorities: 2d6 = 6 (1,5)
Charisma 9: 0 =
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Post by Humbaba »

Roused by the first chirps of the earliest of birds and the insipid chatter of the dwellers of the settlement, Zollo awakens from his slumber. Having slept sitting in the common room's corner, he feels refreshed and rested.

The hole in the cellar remains a mystery no Flatlander is seemingly willing to look into, thus the Manhunter considers it unimportant. Hunkar would not lead him to any prey there. Zollo does not want to bother talking to any of the locals, after the fat innkeeper wench very rudely denied him a hammer, so he opts to skulk about town, hoping to overhear any tale of import or find a target to gut.
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Post by Kalarion »

With the dawning of the new day, Kal decided to go first with Norman to visit Father Altanis. His search for the source of the Voice that saved him had been fruitless so far. There is the obvious possibility, of course - all of Arandia worships the One True God, after all. Yet, Kal had so far avoided talking to priests about his experience in the glade those many months ago. Yes, it could have been Arandia's God, but talking to priests of voices and unattributed miracles generally drew attention that Kal had no desire for - and could lead to worse, if he didn't navigate religious waters carefully.

After consideration, Kal decided now was not the time to reveal what happened to Father Altanis, or any other cleric. His newest companions could not - yet - be trusted with this information either. Perhaps Norman? He would see. For now, Kal listened to Norman and Gunthard's conversation with Father Altanis, and in the meantime found a quiet spot to pray, hoping to receive some guidance from the Voice in this holy place.
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Post by ERYFKRAD »

Hrod takes the morning air deep in his lungs, happy to be out of the inn and out in the air again. He espies the @breech-clad man covered in scars, and decides to walk his path, as much to keep hapless villagers out of trouble as to keep a fellow wildman from running afoul of civilization's strange ways. Perhaps two unpleasant men put together equalled at least half a pleasant person that people would speak to?
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Post by Humbaba »

Zollo notices @the large fellow following him and stops in his tracks to turn to him.

Image "Followest thou me, Man-Ox? Thou art not of these people and neither art thou of mine. Pray tell, what art thou and thy Tribe called, and wherefore art thou here?"
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Post by TKVNC »

Tillomar steps out of the Inn, and into the cold morning air. He watches @Felix move toward the Town Square.

He stops to think for a while, before deciding to follow him.

"We should find what other darkness this Town hides, and perhaps we may yet make some coin unearthing it."

He gestures to Fergal, who stands up and follows him closely.
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Post by ERYFKRAD »

Humbaba wrote: April 16th, 2025, 20:29
Zollo notices @the large fellow following him and stops in his tracks to turn to him.

Image "Followest thou me, Man-Ox? Thou art not of these people and neither art thou of mine. Pray tell, what art thou and thy Tribe called, and wherefore art thou here?"
"Aye, I am not of thee and thine nor of anyone else. What my tribe and people were called, I know not, for my family escaped their destruction at the hands of others. Hrod Lastson I call myself, not knowing which tribe am I the last son of. As for what brings me hither?" Hrod Lastson indicates his feet. "I but go where they take me."
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Post by Stack of Turtles »

Vaguely conscious that some others had expressed intentions to investigate the tunnel's possible direction above ground as well, yet a bit too diffident to try to catch any of the leaving parties to help him, Alfwine eventually settles on a strategy of speculating aloud about whether anybody might be interested in contributing to a joint search, to nobody in particular, at the first opportunity when he notices Ostgar within earshot. Whether this plan works or not, he'll set out to take a look and speak to anybody nearby about the literal and metaphorical depths of the topic of cellars.
Searching
Result: 1
1d20-2 = 1 (3)
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Post by Humbaba »

ERYFKRAD wrote: April 17th, 2025, 02:57
Humbaba wrote: April 16th, 2025, 20:29
Zollo notices @the large fellow following him and stops in his tracks to turn to him.

Image "Followest thou me, Man-Ox? Thou art not of these people and neither art thou of mine. Pray tell, what art thou and thy Tribe called, and wherefore art thou here?"
"Aye, I am not of thee and thine nor of anyone else. What my tribe and people were called, I know not, for my family escaped their destruction at the hands of others. Hrod Lastson I call myself, not knowing which tribe am I the last son of. As for what brings me hither?" Hrod Lastson indicates his feet. "I but go where they take me."
Image
"A most ill Fate hath befallen thee, O Hrod Fatherless. My Name is Zollo, Wolling of the Tribe of the Naked Rock from the Holy Mountain. I was sent away to earn the Forgiveness of Mighty Hunkar, for he is King of all the World and by His Stonethrone and Bonecrown have I sworn it. Only then will I to my people return or my Flesh shall feed the Worms in the Earth. It doth be my Aim to show His Majesty to this Settlement.
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Post by Irenaeus »

Dawn Over Vertidor's Rest: The Morning After

Plans Set in Motion and Diverging Paths

You wake one by one—hearing the slow creak of timber and the hiss of a fire being coaxed back to life downstairs. Somewhere, a pot clinks. A spoon stirs. A dog lets out a soft, uneasy whine. The adventurers emerge from their rooms or shake off sleep from corners of the common room at their own pace. The beds smell faintly of smoke and damp wool. The linen is clean, but not recently. The boots feel cold, armor heavier than it was last night, and in the stillness of your room you could almost believe the scratching behind the cellar walls has returned….

Downstairs, the common room of the Mountain’s Last Light is dim but alive. The hearth glows with reluctant coals, casting amber light on smoke-stained beams and mismatched chairs. You pass down the stairs—creaking, one at a time—and find warmth, if not cheer, waiting. The smell of woodsmoke and oats fills the air, overlaying the lingering scent of yesterday's strange battle.

Brenna Durn, the matron of the inn, moves briskly between tables she is preparing. Her gray hair is tied in a short braid, her hands red from cold wash water. She offers a few pleasantries, and a curt nod and a pointed gesture toward the benches.

“Sit. Eat. If you cooled last night, the pot will warm what’s left of you.”

She delivers breakfast in steaming, chipped clay bowls:

• Thick barley porridge soaked in goat’s milk and honeyed root.
• Black bread, rough-hewn and crusted with salt.
• Fried radish slices and pepper oil, swimming in a wooden trencher.
• A small, sharp orange jam of unknown origin.
• Weak cider warmed with cinnamon bark, poured from a dented copper kettle.

Olwin Durn, the innkeeper, sits silently behind the counter, sharpening a skinning knife and surveying the room. His good eye watches each of you in turn, as if counting breaths. You may notice the dogs, Badeux and Fergal, curled beneath the hearth — ears twitching in restless dreams.

Outside, the market begins to groan awake.

And so you eat.
And so it begins.

Among the earliest risers is Norman the Cleric, who completes his morning prayers in a quiet corner, his commitment to his new path unwavering. Nearby he finds Gunthard the Axeman, despite the lingering soreness from his wounds, having washed his face in a bucket of cold water before joining for breakfast. Having finished his porridge, he stands, stretching stiffly. "Norman!" he calls out smiling, his voice still hearty, "I am going to go visit the local priest for a bit. Anyone want to come with?". Norman nods, having planned the same, ready to make introductions and inquire about the unnatural rats and the town's history.

Kal Arion, wrestling silently with his own divine mysteries and the evil he detected, decides to accompany them, intending to listen and perhaps seek guidance through quiet prayer within the chapel, but resolved to keep his personal quest hidden for now. The trio gathers their belongings, preparing to head to Father Alstanis's small church.

Elsewhere, Stein Von Steiner wakes with purpose, his hand perhaps unconsciously touching the faded scar on his neck – proof of yesterday's peril and Norman's potent magic. Thoughts of risk and reward fill his mind; the previous day's terror is already being overshadowed by the potential for profit. After breakfast, he approaches Olwin, inquiring about local craftsmen – a furrier to handle the giant rat's hide, and a bone carver for its formidable teeth, seeing valuable props for future tales. Receiving directions, hoping to turn the monstrous rat's remains into impressive trophies (and perhaps recoup some expense). Leaving word with Olwin of his intentions, he sets off into town to find these artisans before intending on tackling the town officials later.

Some are quicker to depart. Felix the Nimble Thief, seems eager to explore the town's opportunities. Seeing the morning as prime time for information gathering and opportunity seeking, he finishes his meal rapidly and heads straight for the Market Square, aiming to speak with the moneylender Greenwald and the enigmatic Mad Orla. As he leaves, Tillomar the Accused, watches him go. After a moment, deciding that sticking with the thief might lead to discovering more of the town's hidden aspects (and perhaps coin) or information relevant to his own fugitive status, he calls out to the thief, "We should find what other darkness this Town hides, and perhaps we may yet make some coin unearthing it." He gestures for his loyal dog Fergal to follow as he moves to catch up with Felix.

In a quiet corner of the common room, Zollo the Manhunter, rises stiffly from where he spent the night sitting. Still, he’s refreshed. The cellar hole holds no interest for him now; Hunkar's Trial lies elsewhere. Unwilling to engage the locals further after the annoying slight from Brenna and disdaining conversation with the "Flatlanders," Zollo decides to simply prowl the waking town, observing, alert for any sign from Hunkar or potential prey. He adjusts the bow slung across his scarred torso and, as he slings his bow and checks his dagger, he senses movement and sees the large, scarred form of Hrod Lastson falling into step behind him. Hrod, having relished the crisp morning air after the stuffy inn, had decided to follow the unique warrior, partly from a sense of a rough kinship, partly from a desire to mitigate any trouble.

Zollo stops abruptly and turns, his expression hard. "Followest thou me, Man-Ox?" he challenges. "Thou art not of these people and neither art thou of mine. Pray tell, what art thou and thy Tribe called, and wherefore art thou here?". Their interaction pauses near the doorway as breakfast continues for others.

Hrod meets his gaze steadily. "Aye, I am not of thee and thine nor of anyone else," he replies, his voice rough. "What my tribe and people were called, I know not, for my family escaped their destruction at the hands of others. Hrod Lastson I call myself, not knowing which tribe am I the last son of. As for what brings me hither?" Hrod indicates his worn boots. "I but go where they take me."

Zollo considers this, perhaps seeing a different kind of exile in Hrod. "A most ill Fate hath befallen thee, O Hrod Fatherless," he responds, using his people's formal address. "My Name is Zollo, Wolling of the Tribe of the Naked Rock from the Holy Mountain. I was sent away to earn the Forgiveness of Mighty Hunkar, for he is King of all the World and by His Stonethrone and Bonecrown have I sworn it. Only then will I to my people return or my Flesh shall feed the Worms in the Earth. It doth be my Aim to show His Majesty to this Settlement." With this declaration, the two outcasts stand poised, an uneasy understanding beginning to form, before they continue out into the town.

Waking later than most, George the Ranger takes his breakfast (perhaps Brenna found some eggs and grits for the guests) near Olwin. He greets the old innkeeper directly, "Old man! My name is George. I was raised by the druid Ashrod of the old circle." He gestures towards where the cellar door likely is. "I have never seen rats the size of hounds! Maybe you have? We Rangers often find things lost and swear to guard them. The town's foundations are ancient. Do you know who left them, or to what purpose?" he asks, seeking answers about the inn's history and the unnatural creatures. George's straightforward, open-hearted tone brings a grounded sincerity that contrasts nicely with the town’s evasiveness and the mysteries stirring below.

Late morning light drips through the warped windows of the inn’s main room, warming the table where George now eats. Brenna says nothing as she refills a chipped mug with cider. Olwin Durn sits where he always does — behind the main beam, beside the counter, carving slow curls from a piece of dark pine with his old blade. His good eye, glassy but sharp, turns to meet George's. A long silence. Only the soft pop of wood in the hearth. “Ashrod,” he rasps. “That mad root-babbler in the mosscloak? Still walkin’, is he? Hells. He was old when I was a boy.

Olwin’s voice is slow and deliberate. “No one built this place, boy. That’s the first lie they’ll tell you. They’ll say Vertidor was a crown grant, a trade outpost, a garrison, this or that. Bah, the inn—this inn—it was already here. Roofless. Hollowed. A ruin with bones in the rafters and glyphs scraped from the stone." He leans back, eyes distant. “Brenna’s family rebuilt it just enough to stand. And folks came... Traders, preachers, scoundrels. But they never dug too deep. They knew. No plans show what’s beneath the ground of this town, and the ones who tried to map it… well.” He points towards a wall full of names. “Lost. Those ruins? Weren’t made by men. Not recently. We sits atop something that breathes. And once, my father-in-law said it whispered his name.” He shifts, frowning. “The rats you saw aren’t the worst I’ve seen in this region. Not by far. And the foundations…” (He taps the table twice.) “…were made to hold something in. Not keep anything out. Be grateful you don't hear it speak.

Alfred the Bard listens to the conversation and breaks into singing what seems like an old folk story about the Last Rat-King, whose crown was nailed beneath the valley’s earth. Somewhere amidst this activity, Da Great Green Prophet, having consumed whatever sustenance he acquired, declares simply, "I will do some prophesying", perhaps settling into a trance-like state near the hearth, preparing to wander inward seeking omens.

The remaining adventurers finish their breakfast, observing the various departures, listening to the conversation with George and Olwin, or preparing for their own plans. The common room, moments before filled with the large, weary group, now sees them dispersing. Breakfast is finished. Driven by individual goals – faith, profit, information, survival, or simply instinct – the adventurers step out from the relative warmth of The Mountain's Last Light into the cold dawn of Vertidor's Rest, ready to pursue the threads uncovered the night before.

Chapter 1 truly begins.
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Post by Lord of Riva »

After finishing his breakfast he observes the group dispersing. As nobody has mentioned talking to the Bailiff he thinks to himself "Let's figure out what the local authorities have in plan for this threat underground, if we help out we may get into the good graces of the locals, depending on how this all turns out this may have become a golden opportunity"

Wolfgang announces his plans to the others: "I will go and parley with the Bailiff to get information about this threat and negotiate for equipment, funds and maybe some help from the town guard.

EDIT: messed up the roll again, there should be a +2 modificator on the roll for my diplomacy so the result is 8
Last edited by Lord of Riva on April 18th, 2025, 07:35, edited 2 times in total.
Roll for Reaction
Result: 6
Roll: 2d6 = 6 (5,1)
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Post by Oyster Sauce »

Ostgar goes to scope out other cellars as previously discussed. Others are welcome to bring their respective hounds.
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Post by maidenhaver »

"Voices..." George looks to the Prophet and back at Olwin "Does the chapel have an undercroft?" Seeming to him that if this dungeon beneath them had a gate, it would have a gatehouse.
Rolled 2d6+1
Result: 8
2d6+1 = 8 (2,5)
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Post by ERYFKRAD »

Hrod heeds Zollo Wolling's talk of his deity as well as Olwin's observations on the nature of the settlement they were in. "For better or worse, I wager these folk would hold thine words and the words of thy god in greater esteem were you to join myself and these other roadchasers in ridding this place of whatever evil besets it."
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Post by Stack of Turtles »

Oyster Sauce wrote: April 18th, 2025, 08:47
Ostgar goes to scope out other cellars as previously discussed. Others are welcome to bring their respective hounds.
Alfwine will be going with you whether you want him to or not, as he came to the same plan independently.
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Post by Irenaeus »

Scattering into the Grey Morning

Following their directions from earlier, different members of the party seek out the town's interesting figures.

The fragile camaraderie of breakfast dissolves as the adventurers disperse from The Mountain’s Last Light, each pursuing their own objectives under the windy, grey sky of Vertidor's Rest. The warmth of the inn's hearth fades quickly as the adventurers step out into the cold, damp air. The breakfast sits heavy in their bellies, and the plans made now demand action. The groups and individuals diverge, heading off into the dirty tracks on the greens and narrow paths of the frontier town.

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To the Church:

The first group to arrive anywhere, Norman, Gunthard, and Kal Arion make their way towards the modest wood and stone chapel of the One True God. The chapel is quiet and timeworn, with a spire that's little more than a rusted bell frame, its old stones smelling faintly of incense. Ivy creeps across the stone like blood veins. Inside, morning light filters through stained glass in muddy hues — green, bronze, ash-yellow. The altar is cracked, though lovingly polished. Candles sputter at uneven intervals. The air smells faintly of wax, wine, and damp earth. Father Altanis was to be found tidying the altar that holds an open holy text in the chilly sanctuary. His vestments are clean but threadbare. His eyes, when he turns, are the pale blue of old maps — worn thin by time and worry. He greets the trio of adventurers with solemn courtesy, his relief at their survival tempered by deep concern. Despite the last day gratitude and prayers at the Inn, today Father Altanis seems wary and a little overwhelmed.

Norman the Cleric steps forward to make introductions, explaining their presence in town and their encounter with the mysterious and unnatural rats, offering their services, while inquiring about the town's history and the strange foundations Olwin mentioned.

Father Altanis. I am Norman, a servant of the Light. I’ve traveled far and come to Vertidor to offer help. You know from yesterday that we found rats beneath the inn. Monstrous things. And we found older stones in the foundations. I ask what you know of this, and what I may do to aid the Church in these lands.”

Altanis’s expression darkens. He does not move, nor does he offer wine.

“You are welcome, Brother Norman. But the Church does not shine brightly here. We are too far from the Bishop’s shadow. I am glad the Light of the Saints protected you," he says, "but I was troubled to hear... that you sensed a true evil down there. Not just beasts, but something... unholy." He makes a warding sign. Father Altanis is polite but cool. He accepts the greetings, while listening to Norman’s overtures with a strained smile, but seems distracted, maybe he has sensed Norman’s inner fire is not entirely in step with his doctrine. "This is worse than I feared. This is the work of the old powers, the forbidden gods whose profane rites stained these lands before the Light arrived!" He makes another warding sign.

About town history, he relates to the other cleric: "Vertidor has stood longer than I have served here, but unfortunately the unnatural enemies are a constant trial on the frontier. Not that the natural enemies aren't a problem themselves, but the Bailiff has so far kept the peace. Over Wolf's Maw Pass - in that land - it is a much different story! Or so I hear, we haven't received visitors from that province in months." He becomes grave. "This region... it rests uneasily on the past. Ancient empires built structures here from the history I have read, yes, and they delved into practices the One True God condemns. Necromancy, worship of dark entities..."He clasps his hands. "I urge caution. Disturbing these old places, seeking out the source you speak of... it can unleash forces best left buried. Some evils are meant to be sealed away, not confronted."

Gunthard the Fighter, earnest and perhaps a bit blunt, echoes the concern and asks how he might serve the One True God in this troubled place. The reception of the priest to the axeman is optimist but clearly guarded. Altanis gazes at Gunthard for a long moment, then nods slowly.

“You speak like a man who knows what it is to be used. And still you come seeking use. That is no small thing.”

He steps down from the altar and places a hand lightly on Gunthard’s shoulder.

“This place has need of quiet strength. The people fear. They speak in half-truths. Some call it superstition. I say it is the soul warning the flesh.”

The fighter asks Father Altanis to tell more about himself, the history of the local area, and recent happenings near Vertidor and within the Church .

He eyes his weapons, gear and dog, for a long while, while offering slow but complete answers. About himself:

"Dear man-at-arms, I served in the cathedral choir as a boy. Saw war’s edge when I carried sacrament to broken men in a border skirmish. My faith is not untested, nor unscarred." he continues. “I was sent here after refusing a transfer to a busy port up north. The Bishop perhaps thought I’d grown too quiet in my priesthood and this was a fitting punishment. Perhaps I had. But the people here need peace, not doctrine.” Altanis says he's not a mystic or a visionary — he is a survivor, and that's enough about him. “I preach what I must. But some truths, I confess only to the walls.”

About the region:
“This is the last stop the Church controls before the next province. The ridge ahead and the valley after was once a crossroad of peoples — before the kingdom's recent settlement attempts, before the invasions of the last century. Pagan druidic circles claimed it was a listening place. A magical convergence of waters, winds, and will. The Church says such things are superstition and must be eradicated.” he says he has been in the wild province. "That land has seen battles no minstrel sings of. When the wind carries screams from the east at night — I remember."

About recent Happenings near Vertidor:
“Three months past, a clerical messenger arrived bearing word of pagan worship in southeastern parishes. Now, our cellars are infiltrated with evil vermin. A coincidence to test our faith?” He scratches his head, remembering something. "Oh, two travelers — an old monk and a servant girl with scarred hands — passed through this last fortnight. They sleep indoors. In the morning, the girl whispered to the chapel stone before leaving. At the time, I thought nothing of it, today... Suspicious. Some call them omens. I call them gatherings of forces... of things drawn to broken places.”

He seems interested in your service offer, suggesting piety and perhaps a donation.
To the warrior, he says “I could use a blade that does not flinch when it hears prayers. If you would serve, walk the town tonight. Speak not. Watch. Report what you hear.” To the cleric, “Help me with this flock. They are proud, superstitious, and sometimes drunk. But they are not faithless. If you bring Light to the shadows — even the ones I avoid — you do the God’s work.” In general: "Beware what grows in the dark. And if it speaks, do not answer. Not until I have written its name.”

As the others speak, Kal Arion finds a quiet spot to pray, hoping for guidance from the Voice. During his prayers in the morning, instead of a single one, he hears the following, increasingly unsettling Voices:

A soft susurrus of leaves
Child of Light, know that life springs where faith and earth entwine. Seek the roots beneath the stones and let your mercy flow like rain. Nurture what you would protect, even when steel would rend it. Only then will this wasteland flower anew.”
A rasping clang, like sword on stone
Cleric of one god or ten, strength answers strength. Let your blade be tempered by conviction, not doubt. Go—train the weak, fortify the walls, and show no mercy to that which claws from below. Order is forged in fire and blood.

A sudden clap of thunder in his mind
“Pray here, pray there—words are wind. If you would know truth, rise above this chapel’s roof. Let lightning show the secret cracks in walls and soul alike. Then leap—fearless—into the gap between belief and reality.”

A hollow tick of bones clicking
Life is fleeting, holy one. You seek to bind darkness, yet you worship a light beyond your reach. Embrace the stillness beneath the feet of the living—there you will find power beyond prayers. Fear not the dead, for they know the true shape of the world.”

A hiss in the deepest corner of the chapel
“Silence your voice and hear the stones speak. What the Church buries, I reveal. Come to the sealed undercroft, lay your hand upon the talisman’s door… and I will show you wonders that shatter faith.”


Each whisper fades as suddenly as it rose, leaving Kal with a choice of pursue any of their wiles, or not answer to them...

This threefold visit to Father Altanis is a mix of political tension, personal faith, and occult foreboding. Norman, perhaps accompanied by Gunthard, leaves to contact the authorities.

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Seeking Craftsmanship:

Stein Von Steiner, clutching the grim trophies from the cellar battle, follows Olwin's directions into the town proper, seeking out local artisans. He stretches his legs carrying the horrible monster, to the astonishment of onlookers, down a narrow sidestreet, past a couple wagons piled high with furs and salted meats.

Smoke curls from a squat brick kiln, where hides hang on racks above a smoky pit. A low wooden sign swings in the breeze:

[*]Donarin’s Fine Furs & Leatherworks

Through a half‑open door, the air smells of tannin, smoke, and something almost—though not quite—rotten.

A burly man in a leather apron crouches over a bundle of pelts. His thick arms are covered in salt‑stained scars; his expression, unreadable. Seems like Stein found Donarin the furrier. The furrier says without looking up:

“Make it quick. The smoke I use’ll strip more than just hair if I let it cool.”

He then glances at the enormous pig‑sized rat pelt Stein produces, rolling it carefully with one calloused hand.

“Ver… vermin, you say? That’s the biggest I’ve ever seen. Not sure I want that stink in my shop... I could tan it—for… say, forty silver crowns. And I want half up front. If it comes out right, it’ll be a showpiece cloak. If not… well, you’ll still owe me."

Stein's optimism faces immediate hurdles. Using his commercial acumen, he successfully haggles with the man for a 10 silver pieces discount, for a total of 30 sp. Stein learns from the man that if he helps deliver a shipment of fresh deer pelt from the hunter's lodge outside town (saving him a kiln run), Donarin will do the rat pelt at cost—20 silver and a promise Stein will fetch hides in the future. "You better bring me more of these—deal? I do standard hides. If you bring me something more… common, I might keep the ten off discount.” In the talks, Donarin mentions two more itinerant furriers who pass through this season—and one of them is likely anytime. Also a rumor: there is a dye made from a mountain fungus that can cover the rat-musk scent—though it costs another 10 silver.

The Bone Carver’s Workshop

A few streets over, Stein finds a small shop cluttered with woodchips and bone fragments. A faded sign reads:

[*]Ithmar’s Carvings & Curios[/b]

Through the dusty window, he sees tools carved from antler and a single pair of rat‑sized incisors mounted in a display case. Looks promising, isn't it?

Ithmar the Bonecarver is hunched at his bench, delicately chiseling into a deer jawbone. However, he glowers when Stein lays the rat teeth on the counter and says "“Unlucky materials. My blades go dull on bad bone. Haven’t you heard the tales? Teeth soaked in bad blood poison the hand that carves them.” He warns of bone‑spirits that sometimes haunt workshops when they carve blood‑born remains and pushes them back. “Now get out before I lodge these back in your skull.” This surly individual doesn't want to even hear Stein's further proposals. Maybe he comes back later?

In both cases, Stein's plan to create impressive props faces early frustration, using up his early morning time, likely triggering superstitious gossip, and requiring more negotiation or searching to achieve his goals. Now he heads out to discuss with the town officials.

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To the Market Square:

The morning finds Vertidor's Rest stirring to life. Flipping Felix the Thief arrives at the bustling Market Square, quickly followed by Tillomar the Accused and his dog Fergal. The market square is like a muddy circle where tents rise like mushrooms after rain. Yes, the market square is actually a circle. “Smells like wet bread and regret. I love it.”

Felix seeks out the moneylender, Greenwald the Tallyman. His place of business, a small but tidy timber-framed building near the Market Square, stands out from the more rustic structures. Inside, it's orderly, smelling faintly of ink, with ledgers neatly stacked and a few locked chests visible. “That little ledger-gnome’s hiding something worth stealing. I can smell coin from a mile off.” Nevertheless, here the tallyman reigns — part merchant, part extortionist, part civil servant. Greenwald greets them with his thin, calculating smile, flashy clothing and a trader's hat. "Ah, the heroes of the hour," he begins, gesturing towards sturdy stools. "I trust you rested well after your... exertions. Nasty business, that. Shows how quickly things can turn sour in this region."

The meeting goes well, as the tallyman warms quickly. He has a merchant’s appreciation for a sharp eye and sharper tongue. Greenwald, perhaps spotting Felix's nimble appearance or simply seeing a potential client or agent, treats him cordially. He is receptive to discussing ventures into the borderslands, offering information about recent caravans, rumors of finds, and even hinting at specific opportunities he might fund – relating back to the cellar discovery as Felix relates it to him in more detail.

“That cellar? Bah. Don’t let them fool you. The foundations here go deeper than the faith does.”

"I just learned about some of the talk last night. Old foundations... ancient work, Olwin claims? And a tunnel leading deeper?" His eyes gleam with interest. "Such places, remnants of the fallen empires, often contain more than just dust and bones. Relics, artifacts of historical value... sometimes even forgotten caches of Imperial coin. However, these monstrous beasts, a palpable aura of evil... this sounds like more than just old imperial ruins. We're likely dealing with an artifact of significant potency, perhaps tied to one of the pre-Arandian cults or the valley's... less savory history."

He leans forward, lowering his voice slightly. "The Bailiff? He cares little for history, only for taxes and keeping the peace, such as it is. The Church?" He makes a dismissive gesture. "Father Altanis would sooner see such things destroyed than studied, condemning them as heresy."

"Here's my proposition," Greenwald continues, steepling his fingers. "You clearly have the skills to handle whatever lurks down that hole. I am prepared to finance your expedition – properly. I can offer a generous advance in silver, enough for quality supplies: ropes, lanterns, oil, perhaps even healing herbs. You keep any mundane treasures you find – loose coin, gems, whatever." Felix replies: “Y’know what would be worse than rats? No rats. Something feeding on them.”

He pauses, his eyes sharp. "My only condition is this: any items of clear historical or arcane significance – imperial relics, seals, ancient texts, unusual magical components – you bring them directly and discreetly to me. I have... collectors... who pay well for such unique finds. Naturally, I will offer a fair price for them, based on their rarity." He smiles again. "Think of it. Proper backing, minimal risk for you, and a chance at real profit beyond a few copper coins from an innkeeper. Far better than trying to convince the Bailiff to part with town funds, wouldn't you agree?"

His helpfulness, however, likely has a hidden angle. During their encounter, Felix notices Greenwald casually counting names off a ledger — two of which are crossed out with red ink. Locals that went missing? Tillomar, with his skeptical inclination, is mostly silent during the encounter but hears both what Felix does and what the thief ignores. What is this man's business after all? He is suspicious...

They leave and go find Mad Orla near the market. Felix's attempt to speak with Orla meets a much colder reception, unfortunately. Mad Orla mutters at Felix, stares at him with cloudy eyes, and hisses a phrase in a forgotten tongue that both Felix and Tillomar for their own personal reasons understand.

“Little shadows follow you, sharp-fingered. Don’t let them gnaw your sleep.”

This manifest as Orla cursing Felix with -1 Luck. A child, Orla’s “little spy” slips Felix a charm made of rat vertebrae and whisper: “It keeps him asleep if you bury it. Don’t forget to bury it.” Tillomar, observing nearby, notes the stark difference in reactions, perhaps reinforcing his own skepticism about who to trust in this town. She approaches Tillomar "Looking for rats, tracker?" she rasps, holding out a bundle of dried, thorny weeds. "Wrong scent. Smell for the cold. Smell for the fear. That's the stone-heart's trail." Noting his bandaged hand, she adds, "That bite festers different. Needs willow bark chewed with graveyard dirt, not just bandages." Her advice is practical for his skills but unsettling. "Watch the shadows that don't move right – ghosts cling to the talisman's chill."

As if all that wasn't enough, Fergal barks sharply near one basement door. Felix might miss it. Tillomar won’t.

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Outcasts on the Prowl:

Having concluded their tense exchange near the inn door, Zollo the Manhunter and Hrod Landson set off into the town. Hrod, walking beside the Manhunter, offers his counsel: "For better or worse, I wager these folk would hold thine words and the words of thy god in greater esteem were you to join myself and these other roadchasers in ridding this place of whatever evil besets it." Zollo grunts noncommittally, the pragmatic logic possibly resonating with the demands of Hunkar's Trial, even if cooperation chafes. They move through the dirty streets, Zollo's eyes constantly scanning rooftops, alleyways, and the faces of the townsfolk for omens or targets, while Hrod observes both his companion and the settlement, a silent, imposing presence.

(Rolling a 1d30 on the town encounters table. Please stand-by for the follow-up.)

It’s almost afternoon. The mist has begun to burn off the dirty trail that winds past Vertidor’s southern edge. Birds do not sing here, and even the trees lean away from the path as if tired of waiting for something terrible to pass.

As Zollo and Hrod approach a weather-warped marker stone, they hear a wet-sounding cough, followed by a voice like wind through stained glass:

“Ah. Travelers. Yes. Just the sort I had hoped not to meet. No matter.”

A small figure emerges from a thorn hedge. His coat is bright violet, patched in over twenty places. His feet are bare and bleeding. His left eye twitches independently of the right. Around his neck hangs a rosary made of buttons and tiny bones.

“I am Ailber, yes, once of the Greenheel Parish of Lower Elmwood. A traveler, a mystic, a messenger. Oh, I had followers, once. But they wandered off. Or were eaten. Hard to say.”

(He lifts a cloth-wrapped bundle — it’s twitching slightly.)

“I am, however, lost. Dreadfully. And perhaps you can direct me to an affordable inn. The sort that won’t ask questions about smell or substance.”

He eyes Zollo and Hrod up and down.

“You two look like you’ve seen the inside of holes. That’s a compliment. I find holes very honest. I have work — maybe you’d like it. Honest work. Or… work that pays.”

He points to what he's carrying. The twitching bundle contains something preserved — part flesh, part… organ. He wants it delivered to a halfling apothecary named Grelda of the Hollow Root in the Southeastern Borderlands, “where the trees drip resin and memories.”

“She’ll give you coin and soup. And maybe screams. She likes to test people.”

What a a pitiable mystery.


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Questions at the Inn

Midmorning at The Mountain's Last Light. George the Ranger sits with the last of his grits and eggs cooling on the plate. The fire pops softly. Da Prophet stares into the hearth, lost in reverie. From outside, the wind tickles at the window shutters like a begging dog.

George presses Olwin Durn for answers after the old ranger's ominous monologue about the inn's history and the foundations built to hold something in. "Voices..." George muses, turning back to Olwin, "Does the chapel have an undercroft?" he asks, reasoning that such a deep structure might have an access point elsewhere, like a gatehouse. Olwin shrugs, carving another curl of wood. "Church business ain't mine, Ranger. Maybe it does. Maybe it doesn't. Father Alstan keeps to himself about what's under his floorboards. Wouldn't know." Olwin sets down the knife he’d been carving wood. “You’ve been listening too much to fire‑talk and wind‑lies. That’s the trouble with us Rangers. Always walking through stories and wondering why our boots fill with mud.” He offers no confirmation but no denial either, leaving George to ponder the possibility. “But you’re not wrong, there must be something under that little chapel, much like here.” he concludes. Alfred the Bard, having just finished his song about the Rat-King, listens intently to this exchange, filing away the details.

Olwin takes a drink, then adds: "The chapel was raised atop some of the oldest ground in town. Built soon after first garrison set post here, it's that old. My father-in-law said it was a tomb first. Then a shrine. Then a chapel. No one ever agrees what bones are laid beneath.” He meets George’s eyes. “Father Altanis has the key. Or the words. Maybe both. But he’s never opened about it. Not in my time here. And I’ll wager a cask of good wine he never will — not without a sign.George gains confirmation that some in town (Olwin, perhaps Brenna) are aware of deeper things, but choose not to disturb them.

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Seeking Authority

Inside the common room, observing the others dispersing, Wolfgang von Schwarzscheid decides someone needs to approach the authorities formally. "I will go and parley with the Bailiff," he announces to those remaining (Alfwine, Osgar and the others), "to get information about this threat and negotiate for equipment, funds and maybe some help from the town guard." He heads upwards the streets towards the Bailiff's Hall.

The upper square of Vertidor is quiet but tense — no softness. The Bailiff’s Hall looms like a tomb for parchment and protocol, its narrow tower half-covered in creeping moss and faded livery. A pair of town guards — wearing leather armor and long-faced expressions — stand at the base of the stairs. A clerk waits beneath an arched entry, holding a wax board and stylus with the sharpness of someone who believes paperwork is the highest form of justice.

At the Hall in the upper square, Wolfgang the brave, calm diplomat thinks: Baillif Gerwin Voseric seeks order. Speak wisely. Bring proof or piety. Sanction may follow. Or scorn. He knows his noble bearing and structured ambition are about to meet bureaucratic tension. As Wolfgang von Schwarzscheid is about to ascend the stair, his robe trailing, his boots ringing crisply on the stone, one guard adjusts his grip on a spear and states flatly. "“Name and matter.” Clerk (before Wolfgang can reply): “The Bailiff is occupied. You may wait — or present formal cause.” A pause. The wind gusts slightly uphill. The clerk adds, more quietly: “Sir Voseric sees only what serves order or survival. If you bring neither, bring patience.”

With no rat’s hide, a written report, or a bloodied token, there's not much of an evidence to show this lowly clerk. The only resort outside of just waiting outside is bringing up his noble status and use his diplomatic skills.

"“I am von Schwarzscheid. As a Noble Warmage sanctioned by the Arandian authorities, I have fought for banners you can scarcely afford to dream of. I come with warnings and the means to answer them. Will the Bailiff risk missing them?”

The clerk stiffens, scribbles a note, and enters the hall. Moments later, he returns and brings an answer:

"Bailiff Voseric is occupied but will receive you as soon as he can, please wait for a moment." He points to a bench in the square. Maybe this local bailiff is unimpressed by another adventurer seeking attention despite his noble status? Maybe you can provide a more compelling reason for interrupting his duties? As he's receiving this non-answer, Wolfgang sees his fellow adventurers stretching their legs uphill approaching the Bailiff's Hall, Norman, Stein and maybe others.

There are many options for Wolfgang and the party to navigate the gatekeeping, impress or frustrate the Bailiff, and possibly initiate a formal relationship between the adventurers and the town's authority — or burn that bridge gloriously.

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Scouting
It’s still morning in Verridor’s Rest. A grim mist lingers in air. The Mountain’s Last Light recedes behind them as Alfwine the Pale and Ostgar the Quiet slip into the day like whispered rumors. The town bustles to distract itself from what it dares not name. Ssticking to their plan, they set off to scout the cellars of buildings adjacent to the building.

Before leaving the inn’s shadow, Alfwine turns, peering toward those who remain: Ryre, hunched in a corner chair, eyes half-lidded; Alfred, warming his hands and thinking in verse; and Da Great Green Prophet, who stares at a knot in the wall as though it's whispering. Will they ever be of help?

Determined, they check attentively the nearby buildings.

Building 1: The Baker’s Basement
They find a bakery and greet the baker, asking to investigate the building. After explanations and a cautious acceptance by the owner, they go to a small, flour-dusted cellar beneath the bakery, where it smells of yeast and soot. Sections of floor have sagged inward, and the bricks are wet to the touch. Behind stacked barrels is a circular gnaw-hole, wide enough for a large rat… Other than that, nothing in it of note.

(Roll on your Intelligence attribute)

Building 2: An Abandoned Weaving House
The building is boarded up, but easy to pry open by the duo. In the interior, dust hangs in shafts of gray light from cracks in the walls and roof. Broken looms lie still, thread rotted. Under a broken floorboard they find a bone bead necklace, dripping wet, though no water is present. A dead rat, belly split, insides blackened. Normal-sized, they think.

(Roll on your Wisdom attribute)

🐾 3. The Alley Between

In a narrow passage between the two cellars, they find a scratched sigil in chalk on the back wall. Possibly drawn by children… or not. Even more strange: There is a rat skull nailed to the wood behind a pile of crates.

(Roll on your Intelligence attribute)

The party confirms that there is rat activity nearby and the rat-tunnels extend beyond the inn and are entering other buildings. How to proceed now?

Ostgar becomes increasingly unsettled. He wants to stop. He confesses he had a dream of digging teeth. Alfwine suspects a secondary access point to the tunnels below lies within this block.

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Prophesying
Sitting by the hearth, eyes rolled back, Da Great Green Prophet utters lines that chill Brenna to her bones. A line she claims she heard this once before… from someone who went missing.

“First the root, then the claw. First the king, then the maw. Beneath the breathless stone, it dreams.”

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Conclusion and Preparing for Next Post
The adventurers are now scattered across Vertidor's Rest, pursuing their individual and group objectives. They face varying degrees of cooperation and hostility from the locals, begin gathering fragmented pieces of information (or hitting dead ends), and the true complexity of the situation beneath the town starts to unfold. Chapter 1's challenges have begun.
Last edited by Irenaeus on April 19th, 2025, 14:45, edited 3 times in total.
Town Random Encounter
Result: 11
Town encounter: 1d30 = 11
Secondary town encounter roll
Result: 5
Secondary town encounter roll: 1d10 = 5
Secondary town encounter roll
Result: 1
Secondary town encounter roll: 1d4 = 1
Quaternary town encounter rolls
Result: 31
Quaternary town encounter rolls: 4d10 = 31 (4,10,9,8)
Still the town encounter roll
Result: 1
Still the town encounter roll: 1d3 = 1
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Stack of Turtles
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Post by Stack of Turtles »

Rolling for now, pending discussion with Ostgar about next steps.
Int 1
Result: 3
1d20+1 = 3 (2)
Wis 2
Result: 3
1d20-2 = 3 (5)
Int 3
Result: 16
1d20+1 = 16 (15)
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Val the Moofia Boss
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Post by Val the Moofia Boss »

Gunthard nods to Father Altanis. As he walks out, he grabs his pouch and feels for one of the five coppers Brenna awarded him last night, and drops it into a Church pot.

"I am going to head back to the inn, see if anyone else heard something interesting."

Gunthard walks the streets looking for a store to buy a carving tool from for 3 coppers. Then he walks a little out of town and looks for a few pieces of dry wood and branches to gather. He returns to the porch of the inn and begins leisurely carving some spoons and ladles, passing the time while conserving his strength and doing something productive.
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Oyster Sauce
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Post by Oyster Sauce »

Stack of Turtles wrote: April 19th, 2025, 04:52
Rolling for now, pending discussion with Ostgar about next steps.
Int 1
Result: 5
1d20 = 5
Wis
Result: 13
1d20 = 13
Int 2
Result: 18
1d20 = 18
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maidenhaver
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Joined: Apr 17, '23
Location: ROLE PLAYING GAME

Post by maidenhaver »

"Alright, Olwin." George leaves for a walk, but stays close to the inn. He's waiting for sight of Brena's Ratters. He aims to leave for greener vales, if he doesn't see the barbarian or clerics return.
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Lord of Riva
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Post by Lord of Riva »

Wolfgang turns towards the beaucrocrate "I understand your imposition, please excuse me for a while, I will procure evidence and testimony to make my case, I am sure the Bailiffs time is very limited and I do not want to disturb him without good cause" He then turns on his heels and tries to catch up with some of the group. He is specifically searching for the clerical servant to help him get the point across as he, as part of the order, will likely be seen as a part of societal order. "I should get some help to get the Bailiffs attention, the cleric should do, but I should probably avoid these wild men that are more akin to bandits themselves. After I should get the Big ones pelt and an affidavit of the Innkeepers asking us and the authorities help in the matter"

When he reaches Norman he exclaims "Father, I do not think we had the time to introduce ourselves" with a slight bow, and after making whatever sign shows allegiance to the one true god, He holds his hand in expectations of a handshake "My name is Wolfgang from Schwarzscheid, court sanctioned mage of the Arandian mages Academy, it's a pleasure to meet servant of the one true god in this place that is willing to face the evil that this Town has befallen, may I ask for your Name as well?."

After he got a reaction from Norman, he turns toward Gunther "And you sir are a Valiant fighter, thank your for your help in the cellar as well" also stretching out his hand, though while cordial in a less reverent manner compared to the cleric already stretching the rules of etiquette below his station, though not in malice "As it currently stands I am not much more than a commoner myself and I should build bridges where I can"

He also greets Kal Arion, though he has trouble gauging him, he does not seem to be a cleric of the one true god though it was him pointing to the evil below so in his case his smile while greeting is a lot less genuine as he is unsure what this is about. "If he is a unsanctioned mage or cleric of some cult association with him might not help in the matter, though I am certainly not above working with him"

After the introduction he explains his plan: "I tried to reach the Bailiff as suggested at Breakfast, though as is often the case in beaurocracy even with my Noble Title it will be hard to get any help for the Situation from the Towns officials, therefore I would like your Aid, if you are willing. To make the Bailiff realize what is at stake I would suggest getting a written affidavit from the Innkeeper, regarding their occurings in the Cellar" turning to Kal Arion "You were the one finding the source of Evil down there, maybe you would be so kind and get these two to write it?" again he adresses the other two "Also we should probably get the Big ones Pelt to show what a Beast it is, I am not sure what the plan was when they took it with them but It would probably be prudent if they could lend it to us, I don't have interest in the Trophy myself, of course, but we should probably make sure it has not been made into shoes."

He pauses for a moment

But I would implore any of you to not involve those who might be too eccentric, I mean no disrespect, however it may lessen our chances of success." He makes clear that he does not mean any of the people he is talking to.
Last edited by Lord of Riva on April 19th, 2025, 10:42, edited 2 times in total.
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Humbaba
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Post by Humbaba »

Zollo quietly stares at the grotesque creature before him and the peculiar bundle it carries. He draws his knife to point at it.

Image "Open", he demands. (Reaction Roll: 5)
Last edited by Humbaba on April 19th, 2025, 10:20, edited 1 time in total.
Reaction Roll
Result: 5
2d6 = 7 (6,1)
CHA Modifier: -2 = -2
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logincrash
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Post by logincrash »

Lord of Riva wrote: April 19th, 2025, 10:10
When he reaches Norman he exclaims "Father, I do not think we had the time to introduce ourselves" with a slight bow, and after making whatever sign shows allegiance to the one true god, He holds his hand in expectations of a handshake "My name is Wolfgang from Schwarzscheid, court sanctioned mage of the Arandian mages Academy, it's a pleasure to meet servant of the one true god in this place that is willing to face the evil that this Town has befallen, may I ask for your Name as well?."
Norman goes to shake Wolfgang's hand, but upon hearing the word "mage" his enthusiasm wanes. The handshake is not a warm one, though there is no outright hostility. "The name is Norman, but I'm not a Father yet. I assume you are here for the same reason we are?"
He turns to the clerk and bows his head politely. "We seek an audience with the noble Bailiff. It concerns the yesterday's commotion at the inn. Something disturbing lurks underneath this settlement, something that threatens the safety of its people and the order the Bailiff upholds. We've come to offer our help in dealing with this matter, to make sure Vertidor's Rest survives the coming winter."
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Lord of Riva
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Post by Lord of Riva »

logincrash wrote: April 19th, 2025, 11:49
Lord of Riva wrote: April 19th, 2025, 10:10
When he reaches Norman he exclaims "Father, I do not think we had the time to introduce ourselves" with a slight bow, and after making whatever sign shows allegiance to the one true god, He holds his hand in expectations of a handshake "My name is Wolfgang from Schwarzscheid, court sanctioned mage of the Arandian mages Academy, it's a pleasure to meet servant of the one true god in this place that is willing to face the evil that this Town has befallen, may I ask for your Name as well?."
Norman goes to shake Wolfgang's hand, but upon hearing the word "mage" his enthusiasm wanes. The handshake is not a warm one, though there is no outright hostility. "The name is Norman, but I'm not a Father yet. I assume you are here for the same reason we are?"
He turns to the clerk and bows his head politely. "We seek an audience with the noble Bailiff. It concerns the yesterday's commotion at the inn. Something disturbing lurks underneath this settlement, something that threatens the safety of its people and the order the Bailiff upholds. We've come to offer our help in dealing with this matter, to make sure Vertidor's Rest survives the coming winter."
Wolfgang perceives the lowered enthusiasm in Normans handshake and says "Be assured Acolyte, I am as well just a humble servant of the one true god. It is not by chance that I did follow the only way to be recognized as sanctioned. I understand that there are a lot of troublemakers around related to my craft, but I hope in time I will earn your trust"
Last edited by Lord of Riva on April 19th, 2025, 13:49, edited 2 times in total.
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