Call for Players, Spring Festival
Subject: Call for Players
::puts on fancy DM hat::
I mentioned the possibility of another ?play by email? dungeons and dragons campaign in another thread, and here?s the official call for players.
The world I am running is a new one, more along the ?dark fantasy? train of thought. It isn?t so much the ?high fantasy? I understand Tom has been running, nor the ?Lovecraftian horror fantasy? that Slash has been tormenting us with. There aren?t castles or dragons, nor are there hordes of undead or lycanthropes.
The game will be set in a fantasy world of my own creation, something I?m currently working up as a d20 campaign setting supplement. It?ll start in a more familiar, comfortable D&D world, then branch out into the unknown. This PBEM campaign will be part playtest and part trial by fire for the new setting and system info, giving me insight into what I need to tweak and change.
I?m looking for a group of adventurers willing to strike out beyond the known. If you?re interested, please email me a basic personality and history of your character at RynDrythorn@aol.com. Those already involved with Slash or Tom?s games are perfectly welcome to send in a character ? though, those who are currently gameless will be given a bit more of an advantage, I hope you understand.
Keep the following in mind before you send your email:
Characters may be of any class or race found in the open source material for D&D 3.5 (excluding psions), and may be of any nonevil alignment. If you wish to take another race or whatnot from another book, please email me and ask if that?s cool before you go ahead with it. I?m looking for good stories and backstories, so make your initial pitch a good one. Don?t worry so much about level and points and whatnot, though you can assume that your character is higher than second level (not sure where I want to start everyone yet).
I?m requiring a commitment from each player of one turn per day, Monday through Friday. We may have more turns per day depending on how quickly everyone responds, but I?m only asking for one. Take a look at www.sakeriver.com/game for an example of what I?m looking for in terms of players.
Please tailor your characters to incorporate the following basics about the start of the campaign:
Far into the countryside, east of the city of Abeson, there lies a frontier town called Segreda. Originally a mere trading outpost for farmers in the area, Segreda grew to a bustling hub of trade and communication, nestled between the dwarven mining town of Maignan in the north, the fishing community of Neelin in the south, and the fertile Caro plains to the east.
To the east of the Caro plains lies the uncharted wastes, marked by a wide sea of tall grasslands that seems to continue as far as the eye can see. The frontier has attracted adventurers of all types, each looking to make a name as an explorer or great frontiersman, or even as the leader of a small encampment or village. Rumors persist of lost cities in the grasslands, of legendary treasure, of mythical grass dragons and other monsters. Many who ventured out were never seen again, which only added an aura of danger to the myths and legends.
Two years ago, a group of explorers returned from the grasslands bearing news of a game-filled woodland area a month?s travel across the plains, and a large, fishable lake. Claiming rights of ownership of the land, the explorers, led by a ranger named Krell Daimyann, gathered a group of intrepid souls from Abeson and Segreda to set out and settle the new land. All told, a group of fifty men, women, and children set out to stake a claim to this new territory. Fifteen wagons, with several months of supplies, ventured forth ? even luring Galidan Stormshield, the legendary fighter of the Kass Wars out of retirement for one final adventure.
A little over a year has passed without any word. Scouts were sent looking for the settlers, and they too disappeared. Some say the Caro plains are haunted, with the ghosts of the grasses swallowing those that trespass too far into their realm. Others claim that the region is in magical flux and any who enter too far are subject to chaotic, uncontrolled magical forces. Still others believe there is another civilization on the other side of the plains, one that has killed or taken the settlers captive, and may even surge across the plains to lay siege to the great city of Abeson.
I?m looking for a group of characters who would be willing to set off in search of this ill-fated group of settlers. Characters should have some reason for venturing into the unknown: familial connection to one or more of the lost people, a desire to explore, a need for adventure, or some other plot hook that draws your character?s eye into the vast expanse of the Caro grasslands.
As soon as I get a group together, I?ll email those people specifics about character creation and the like. For right now, though, I?m looking for solid character creation.
From: Matt
Subject: Launch Email; Spring Festival 1
(This is the official launch email for the Segreda campaign. As it stands now, we are down to five players, since my non-hatrack friend has withdrawn from the party due to time commitments. While I had thought to replace him at the start, I've decided to run the game with the five players we have and add another at a later time if need be. Similarly, Jake (Noemon) will not have access to his email on Monday, so Buchek's appearance in this whole shindig will be on Tuesday. And without further ado....)
The morning finds Segreda bustling with activity, as the last of the merchants attempt to make their way through the streets to their assigned stalls in the grand market. The air is still somewhat brisk, but a warm breeze blows from the south and the sun shines brightly. It is obvious that the winter's chill has been broken and spring approaches rapidly.
The inn practically hums in the early morning, guests chattering in the hallways and thumping and bumping of chests and travel items against the walls in the hallway and adjacent rooms. Gurk had set Kayla, Telwyn and Holn up in halfling sized rooms on the top floor - the only rooms available so far into the festival. The two humans had to stoop a bit to get into the rooms and could not stretch out fully on the beds, but they received a reduced fare for their troubles and weren't all that uncomfortable after all.
The three meet up in the common room for a light breakfast, discussing their hopes and concerns for the coming journey. Gurk tells them much of the city is gathering just a block or so away at the city square for the spring rites ceremony, and suggests they attend. After they finish their meal, they set out for the square.
Erk spends his morning completing his dawn duties for the temple and having a light breakfast. When his chores are complete, he accompanies Grev to the gathering of the high priests and then mingles with the crowd.
* * *
The city square is abuzz with chatter and laughing. Wide banners stream from the rooftops of nearby buildings commemorating the spring festival with embroidered designs. Flowers and fruit are popular decorative motifs, as were birds and rabbits. The people all seem to be wearing something green, be it a hat, scarf or simply a piece of jewelry.
At the center of a raised dais, a large, ornately carved wooden chair sits empty, bracketed by two guards with ornamental glaives on either side - each in glinting armor polished especially for the occasion. Several other smaller chairs, each as decorative as the first, stand against a backdrop of white and purple flowers, their stems woven into a sort of curtain.
The chatter of the crowd grows steadily as more people press into the square, when suddenly a fanfare of trumpets silences them. A path clears leading to the dais, and a procession emerges from the guardhouse, walking slowly but purposefully toward the platform.
At the lead are several bannermen carrying high the sigils of their lords. A black dragon rampant on a red field, two golden wolves on azure, a white stag with black antlers on a field of green... there are at least a dozen richly colored cloth banners waving gently in the breeze. These bannermen stop at points along the path and face inward, leaving a corridor of banners that lead to the dais itself.
Following these, a procession of men in glinting armor walk down this corridor toward the dais. Erk nods in approval as the men stride by, noting the fine craftsmanship of ceremonial armor he had not yet seen them wear. In the lead, the gray-haired Berom Windspear walks confidently, chin held high, still as strong as steel after nearly seventy years. Following him, the Trade Commissar, Snylledd Mandrake steps gingerly in head-to-toe black leather studded with diamonds and rubies, his ponytail of shock white hair contrasting against his dark attire. Behind him walks Gurk Bellringer, in silver mail with a jewel-encrusted gold harp in the crook of his left arm.
Behind these a group of high priests walk solemnly. In the lead is Manuuv "Brightstar", cleric of St. Cuthbert. His step is weary, his gilded armor and embroidered robe seem to weigh him down. The extraordinarily ornate cudgel he holds in his right hand glints in the sun, but it seems more a burden than a weapon. His eyes are dark, and his face haggard - showing every one of his 65 years. Behind him comes Grev Steelhammer, high priest of Clangeddin, and Bilfin Merriman, high cleric of Fharlanghan, come from Caro.
The men all take seats on the dais as the fanfare ended, and Berom finally stands to address the crowd.
"Welcome to Segreda!" The crowd cheers, and Berom smiles warmly. "Nearly forty years ago, Gurk, Snylledd, Manuuv and I decided to settle in a small town, away from the world yet on the great frontier - on the border of the future. What had been Greda, just a small trading post, has blossomed faster than we ever thought possible, thanks to all of you!"
This is met with more cheering before Berom settles the crowd.
"Spring has arrived, and with it a return to life! The first fruits of the year have yielded themselves to us, and for that we give thanks to the gods!"
As the crowd cheers, the three priests rise and step to the center of the dais. Manuuv speaks first, in a halting tone.
"It is through the good will of the gods that we are here today, and that we have such bounty. As one of the founding members of Segreda, I ask for St. Cuthbert's blessing for this festival and all those in attendance. May his grace and goodness shine on you all."
After some cheering, Grev Steelhammer speaks in booming tones, making Manuuv's words seem timid and weak by comparison.
"The strength of the gods led the founders here safely! The strength of the gods holds our city strong against the raids of the barbarians of the east! The strength of the gods gives courage to our guards and soldiers and wisdom to our leaders! On behalf of the dwarves of Maignan and Segreda, I ask for great Clangeddin's blessing to give us strength in this new year!"
Great cheering erupts from the dwarves at this, and Erk again sees the awesome power of his teacher. It seems as though power and strength radiate from him. Finally, Bilfin speaks.
"Here at the crossroad between many towns, many races, and many cultures, I call upon the blessing of Fharlanghan, master of roads. I ask that he improve the ties between Segreda and its neighbors, strengthening our bonds and increasing or friendship. I bring blessings from the end of the road, from the outpost of Caro on the border of the Grass Sea, and I bring blessings to those who have been lost beyond the road... and those who will follow them."
There is no cheering at Bilfin's words, but many hushed words are spoken as the priests again take their seats and Snylledd stands. Whispers of increased barbarian raids, of late or missing caravans, and of the lost settlers filter through the crowd. A persistent rumor is that a guard was attacked by a lone barbarian out beyond Caro, and that the assailant has been brought to the festival to be judged. From the sound of it, many think the "animal" should be put to death for his crime, but bitterly comment that the "old man" no longer had the will to do it.
Snylledd finally speaks, settling the crowd.
"Yes, yes... those who will follow them. It has been more than a year since the settlers set out, and several months since the scouts disappeared. Mist clouds our vision of these lost souls, but I have not yet given them up for dead. The Tall Grass is a treacherous place, and travelers easily lose their way. Before the founding of Segreda, we wandered a great many days in the Tall Grass thinking we would not emerge."
"But we did, because a ranger came to our aid and led us back across the river."
"We need another such service. Guides to find our lost kin and lead them from their danger. Strong arms and stout hearts willing to brave the Tall Grass and rescue our brethren."
"The council has set aside provisions for the journey and a hefty reward for any who return with news."
"Who here seeks to take up that charge?"
The crowd grows silent.
From: Ty
Subject: Re: Spring Festival 1
Erk has worked his way over to the platform as the ceremony went on. When the challenge is issued, he speaks to his master and teacher, Grev, in a loud voice. His words take on a ceremonial tone as he says, ?Master, I would to bring the comfort and strong arm of Clangeddin to those who are lost. Will you give me leave to take up this work??
From: Matt
Subject: Re: Spring Festival 1
Grev smiles at Erk, having had knowledge of his student's intentions before the ceremony began. In a booming voice, he speaks, more to the crowd than to Erk.
"The strength of Clangeddin flows through you, my son! You would bring honor to our temple to perform this task! Bring the blessings of Giantbane to our lost brethren, and return triumphant with news of their safety!"
The crowd cheers, and Snylledd smiles before calming them.
"Your strong arm and the grace of your god are welcome on this journey. The council and the citizenry of Segreda wish you all good fortune - and as a token of our thanks," he says the next part very conspicuously, "I give to you this bag of 30 gold pieces, with a promise of 400 more upon your triumphant return!"
There is more cheering, but Snylledd's voice cuts in before it dies out.
"Who else takes up this charge?"
From: Clara
Subject: Re: Spring Festival 1
Kayla grins wildly and walks up to Grev. She clears her throat, and concentrates on losing her accent for the moment.
"T'would be my honor to take up this challenge. I offer my skills to those who would venture forth. And when I return, I will bring you tales of our successes."
From: Matt
Subject: Re: Spring Festival 1
A cheer rises from the crowd along with several whistles. A woman in the crowd shouts, "Maybe with a woman along they won't get so lost!", and her comment is met with a burst of laughter.
Snylledd smiles at the jibe and turns to Kayla, again holding a bulging pouch high so the crowd could see.
"The Council and the people thank you for your generosity and ambition, mistress halfling. As your music roused souls in the Singing Anvil last night, so shall it bolster the will of this expedition! This purse is yours, as is the promise of reward upon your return!"
Kayla catches a wink from Gurk, sitting in gleaming silver mail - looking so unlike the innkeeper of the night before she would have hardly recognized him if she passed him on the street.
As she steps to the side of the dais with Erk, Snylledd again calls out to the assembled masses.
"Two have pledged themselves to the cause - who will give them aid?"
From: Erik
Subject: Re: Spring Festival 1
Previously unseen, Holn emerges from the crowd and pulls back his hood, revealing his sharp green eyes. Fanchec Fa jumps to his perch on his masters shoulders.
"Master Snylled, I would join this courageous company. I do not join for gold, or money, or even loyalty. It is my destiny to see this party through. Simply, I must follow that destiny, and learn from it.
"I will go on your ambitious expedition."
From: Matt
Subject: Re: Spring Festival 1
Holn's words take Snylledd aback when he seemingly declines the money, but he regains his composure quickly. Many in the crowd did not hear Holn's words, as they were directed more toward the Commissar and not heard over the din.
When he stepped forward, a murmur went through the crowd, and words like "barbarian" and "raider" filtered through. It made Holn somewhat uncomfortable, but he was aware what these people thought of the clans.
A dwarf's voice rose from the crowd, "We don't need any of his kind!" and a few scattered cries of approval echoed. Snylledd took a moment to calm the crowd before redirecting their energies.
"We are fortunate to have one so knowledgeable of the grassland wilds willing to assist us in our time of need! It is said the tribes have lost people of their own - and are together with us in our sorrow! The gods have sent us an ambassador to ease the expedition?s passage through the lands of our neighbors!"
There is some cheering at that, but the emotions of the crowd are mixed. They are willing to go along with Snylledd's words, but in their hearts they have misgivings.
Again he raises the bag obviously to the crowd, but this time palms it as he steps forward toward Holn and speaks quietly.
"If you will take no money, I will find something you will take as a token of our generosity, good sir. We will speak after the festival."
From: Mike
Subject: Re: Spring Festival 1
Telwyn makes his way forward. The crowd is dense and it might otherwise be difficult to get through, but people tend to give Liwanu a wide berth as soon as they see him. This display was foolishness; Mandrake already knew that he would be going on the expedition. But let the man have his ceremony.
Stepping out past the crowd, Telwyn meets Mandrake's eyes and wordlessly nods.
From: Matt
Subject: Re: Spring Festival 1
Snylled makes motions as though he is listening closely to whispered words from Telwyn, although there are none. After a moment, he smiles wide and turns to the crowd and speaks again.
"A man of few words, trained to hold his tongue in the wild places of the world! A ranger from Armis in the south, come to our aid as a scout and guide!"
There is more cheering, but also some grumbling. Holn hears the word "dirty elf," "bastard" and "halfbreed" faintly, but he has grown used to such barbs when visiting Segreda. Likely the taunts came from some of the many dwarves present, but he knew there were humans who felt the same.
Snylledd hands him his pouch and turns again to the crowd.
"Four will go into the wilds, will any join them?"
The crowd is silent, waiting in expectation. Snylledd's face grows worried - surely four would not be enough to survive the Tall Grass - and none of them warriors.
"Is there courage in the hearts of the men of Segreda, or would we let these four souls walk alone into the grass?"
Again silence, and a nervous murmur started to grow. The party hears snippets of conversation, talking about how the last expedition never returned to claim Snylledd's reward, how this party has as little a chance of survival, how the townspeople had more sense than to run off to certain death.
Finally, a voice rang out.
"I will go!"
Craning their necks to see where the voice came from, the crowd turned. The men on the dais peered out across the throng to catch a glimpse of this man, and the party squinted against the bright dawn sun.
The crowd parted for a man in shining armor. On his chest was a sigil of a spear between two clouds, golden lightning passing from the cloud on top across the shaft to the cloud on the bottom. Around the spear, the steel was worked to look as though wind whipped along its length.
"I, Bermid Windspear, son of Lieutenant Bernin of the guard, grandson of Berom, founder of Segreda, lend my services to this noble band."
Another murmur shot through he crowd as the realization set in, and Snylledd was for once at a loss to speak, glancing at the council before looking back to the young man. It was the grey haired Berom who stood and finally spoke.
"Son of my son, your courage is without question, and the passion that runs through your veins is known well to me. But what reason draws you from our city?"
Without blinking, Bermid answered.
"Grandfather, long have I heard of your deeds. Long have I yearned to one day follow in your footsteps, to strike out with a band of adventurers and gain glory and honor for our family. At my age you had already left home seeking fortune, and your name was known in many places. I cannot be contained in Segreda, content to serve in the Guard. I will go to find our people."
Berom sighed, a look of sadness and understanding in his eyes.
"You are definitely of my blood, Bermid, as your father is before you. Go with my blessing."
While the crows stares in a sort of shocked silence, Berom continues toward the front of the dais as Bermid joins the party.
"Enough of your theatrics, Commissar Mandrake." He says with a wry smile. "You did always have a flair for the dramatic. Those who wish to join the party going east will join with the Commissar when the ceremonies have ended." It seemed as though there would not be any more volunteers, and he did not wish the expedition to look small and weak in the eyes of the people.
"There is a matter many of you have been speculating about - an announcement. For once, rumor gives way to truth. This was my last Spring Rites ceremony as Captain of the Segreda Guard."
A hushed whispering spreads through the crowd.
"Next week marks my 70th year. I am not so young as I once was, and the strength of my body begins to fail after these many years. I have decided to step down before the gods force me down."
"For the last decade, my son Bernin has served as my right arm. My lieutenant in the guard, and as loyal and strong a leader as this city could hope to have. He has defended us against the increasing raids of the barbarian tribes, and has been in command of the training of our guardsman many years already. He has fulfilled all the duties of Captain at one point or another, filling in for me when I have left for Abeson or Maignan to speak with their leaders. And now, I ask him to come forward."
From the side of the dais, a somewhat stunned Bernin stepped up onto the platform. Some gray shot through the temples of his short-cropped black hair, and his jaw was set firm. As he approached, Berom pulled what looked to be a wrapping of cloth some eight feet long from behind his chair.
"As my last act as Captain of the Guard, I name you, Bernin Windspear, as my successor, accorded all the responsibilities and benefits of my office."
Unfurling the wrapped cloth, he produced a beautifully crafted spear with a glinting silver head. Two hawk feathers were tied with leather cords and beads just below the spear head, and as Berom held the spear aloft, these feathers whirled in a growing breeze. As he continued to hold the spear, the banners ruffled and the wind rose, becoming near a gale in the city square before the Captain lowered the spear to the ground and the wind died.
"I give you the weapon of my father, and my father's father - the Windspear of Hurmar. Use it only with pure intentions and for the good of the people."
Bernin accepted the spear with reverence and watched as his father walked to the edge of the dais, unblinking. Berom turned and pointed back at his finely carved wooden chair.
"Your chair, Captain. Do it honor."
(There's more coming, but Jake isn't available until tomorrow, so we're pretty much stalled until then. I'll send out the bit where he comes into the picture later on tonight. There will be some time while Bernin takes some oaths and some procedural things happen here, and you are perfectly willing to use it to speak with Bermid or each other where you stand off to the side of the dais.)
From: Erik
Subject: Re: Spring Festival 1
Holn approaches Bermid quietly, displaying empty forearms.
"You are welcome at my side, Bermid Windspear. May news of our deeds spread across the world, and other realms. I count myself lucky to be amongst such brave souls."
Holn extends a hand in friendship, eyes twinkling in a warm and friendly smile.
Buchek's Trial, To the Guardhouse
Subject: Trial of a Barbarian; Spring Festival 2
Bermid takes Holn's offered hand and grasps it in friendship, then greets the others in the party. He looks young and unseasoned, as though he's been protected under the shadow of his father and grandfather his entire life. There were few schoolyard tussles with the other boys, and no scars from childhood fights gone wrong. Bermid had led a life untouched by trouble, and his easy smile belied the fact that he had not thought of the dangers they would likely face - or that one or more of them might not come back alive.
As this initial meeting is taking place, with words of greeting exchanged, a loud commotion disrupts the festival proceedings. Shouts and jeers erupt from the crowd, choruses of "kill him" and "feed him to the dogs" sail through the air as the crowd presses in and finally parts for a pair of guards.
The guards approach the dais holding two heavy ropes, each attached to the waist of a barbarian prisoner. The man's hands are bound in front of him at his waist as well, and he is bracketed by two other guards with glaives. The prisoner's face is a ruin of scarred flesh and a white streak of hair is tussled, partially obscuring his eyes. His clothes drip with the juice of half eaten apples and the spittle of the townspeople, but his eyes show with fire and anger.
Holn recognizes a scar on the side of his face, a mark of death among the clans, and is confused by it. Who is this man who was given burial rites? As he looks closer, beyond the scars on the face, he recognizes his childhood friend, Buchek of the Cusshat. What had happened?
He whispers to the others, "I know this man. His name is Buchek, and he.." But the guard speaks and cuts him short.
"The barbarian prisoner is accused of assault on a member of the Caro outpost and theft of weaponry belonging to the Segreda guard. He has been brought to stand trial before Berom Windspear and to hear his justice."
The crowd quiets some at this, and murmurs rush towards the back of the throng who could not hear the proceedings. Holn watches as Buchek slowly twists his hands in an attempt to loosen the ropes binding his wrists.
"Berom is no longer in charge of the Guard, Oledd. The Captaincy has been passed to me." There is a hint of a sneer in his voice as he looks at the barbarian. "The fate of this animal is in my hands." At that, the buzz of the crowd grows as the people chatter and speculate about what is to come.
"Are there any here who would speak for the beast?" It is a taunt, and laughter erupts from parts of the throng. Some of the people look nervous or worried, and others sad, but the general feeling is one of anticipation. What would Bernin do to this barbarian to make an example of him? Holn thinks of speaking up, but before he can another voice interjects.
"I would."
A scout pushes through into the clearing before the dais. Buchek recognizes the man as the scout who helped to apprehend him, and his tension eases some. This was not at all what he had expected - and to discover the kindly older captain was gone... it made him wish he had put up more of a fight. He works as subtly as possible to loose his bonds, twisting his hands slightly, this way and that.
"I wish to call upon the Tradition of Leng."
More laughter from the crowd, but less. Even those who at first thought it jest quieted when they realized the seriousness of his tone.
"On what grounds, Ferrac? He is a barbarian animal and not subject to our laws or traditions."
"Lanek is a coward and a fool who claims a ghost attacked him and took his sword. But Lanek showed no wound, and this man is obviously no ghost. The charge is frivolous, and so I call upon the Tradition. It is the Ceremony of Spring Rites, Captain, and the Tradition calls for compassion toward prisoners."
Bernin spits at the ground.
"He is no man." He pauses, looking at the barbarian more closely. "Is this man armed, Ferrac? Did you bring a barbarian prisoner before me without even removing his axe?"
The rest of the council shifted uneasily as Buchek's head snapped up to meet Bernin's gaze. The barbarian was on edge, and likely to snap at any moment. Holn could sense it, and so could Ferrac.
"Guards - disarm the prisoner."
The guards on either side, who had been holding their glaives at the ready, move to take Buchek's axe from his back. Just as they move, he finally succeeds in loosing his bonds [Escape Artist check 20, DC 20, success, you lucky bastard], and suddenly his hands are free.
(Let me know what you all plan to do)
From: Jake
Subject: RE: Trial of a Barbarian; Spring Festival 2
Matt, what is the layout of the area? Who is close to Buchek, and what are they carrying? The two glaive bearing guards--I assume that if they've moved close enough to take Buchek's axe, they're too close to him for their weapons to be effective, right?
What possessions does Buchek still have on his person? Just his axe, or all of his gear?
From: Matt
Subject: Re: Trial of a Barbarian; Spring Festival 2
Okay. Here's where you're at.
Buchek still has all his stuff on him, which is why Bernin is upset. Ferrac, the scout, had left instructions overnight that he be allowed to keep his possessions, but be bound. The guards who had watched him were friendly and felt that Berom would release Buchek without much problem.
They had warned him some about the sentiment against barbarians, but never told him it was this bad. Buchek figures the coward who ran away must have spread stories and lies about him, and they thought him some kind of murderer.
The ropes are tied tightly around his waist, and there's no real way to get out of those. His hands are free, though, and the two guards are close enough to even grab. There is no way they could effectively use their glaives without first backing up.
No one yet seems to realize Buchek has freed his hands, so he has the element of surprise.
From: Ty
Subject: Re: Trial of a Barbarian; Spring Festival 2
Erk strides confidently toward the prisoner. As he walks he yells out, "Stop! By Clangeddin I command that you cease all violence here!" [A calm emotions prayer]
OOC: Calm Emotions should stop everyone from fighting, as no aggressive actions are allowed while under the spells affect, and it is set to affect a 20' radius centered on the barbarian. It should give us time to work this out.
IC: Erk then turns to the guards, "Do not strike this man. Allow me to speak with him, and I will keep him from doing harm."
From: Erik
Subject: Re: Trial of a Barbarian; Spring Festival 2
As Holn presses forward through the crowd, tears threaten to cloud his vision as he calls to his old friend, "Buchek! Buchek be still! It is I, Holn. What has befallen you?" Holn struggles with the audience, squeezing through the throng.
(OOC: Holn will continue to plead with Buchek. If applicable, with Diplomacy.)
From: Erik
Subject: Re: Trial of a Barbarian; Spring Festival 2
A collection of unintelligible syllables come unbidden into Holn's mind, but he knows better than to speak them. Though Fancek Fa is at his feet, guards lying on the ground twitching in the aftermath of his favorite spell would certainly lead to his own demise.
What had happened to his friend? What force had produced such horrible burning? Where was Holn's family? Sortani, Buchek's mother, was always protective of her children, and would never abandon him to a mob, even though Buchek was a warrior in his own right. Something had gone seriously awry.
Holn redoubles his efforts to approach and calm his old friend.
From: Clara
Subject: Re: Trial of a Barbarian; Spring Festival 2
Kayla gets Erk's attention amidst the furor. "Erk, I'm stickin' by you."
Just then she notices that Buchek's gotten free. "What is he thinking? Is he crazy from the wounds?" she wonders. She readies her dagger in her left hand, hidden from any observers.
OOC: Kayla's willing to go with the flow, and mainly brought out the dagger as a habit for her own protection. She trusts Erk the most right now, especially since he's familiar with the customs and the personalities of the main NPC's. The others shouldn't know he's
brought out her dagger unless they see it.
From: Matt
Subject: The Prisoner Loose; Spring Festival 3
[I'm running this as follows. The party can make attempts to succeed on spot checks to see if they notice Buchek freeing his bonds. The guards were too focused on the discussion between Ferrac and Bernin to realize. The only person who *definitely* sees it is Holn, because he's the one who noticed earlier.
Those who spot it will be in the first initiative round. Those who don't are surprised this round, and in on the next initiative round.
So... Spot Checks DC 15
Kayla - 1 (roll 2, skill -1)
Erk - 19 (roll 17, skill 2)
Telwyn - 16 (roll 12, skill 4)
Gurk - 7 (roll 2, skill 5)
Manuuv - 14 (roll 11, skill 3)
Snylledd - 21 (roll 9, skill 12)
Bermid - 3 (roll 3, skill 0)
Initiative order: Snylledd 23, Erk 13, Holn 3, Buchek 3 (roll-off, Holn wins)]
Almost before Buchek has freed his hands, he hears the Trade Commissar's voice shouting at the guards.
"Look out, he's loose!"
The scene is thrown into chaos as the front of the crowd attempts to push back against itself to get away.
In the midst of the chaos, Erk steps boldly toward the scramble of guards spinning to face the freed barbarian. As he walks he yells out, "Stop! By Clangeddin I command that you cease all violence here!" [Calm Emotions, Will save DC 14. Buchek 9, fail. Guards 15, 13, 3, 11 - one succeeds, holding rope. Crowd 11, fail]
As suddenly as it started, the panic stopped. The front of the crowd stops pushing against those behind them, turning around in bewilderment and curiosity.
Buchek feels all anger and rage drain from his body, suddenly realizing the futility of his escape attempt. There would be no way for him to get away, especially with the heavy ropes tied around his waist. This dwarf seems to be stepping to his defense, and a glimmer of hope springs to his heart.
The guards all turn toward Buchek, backing away and readying their weapons, but none decide to take action. Even without a weapon, the barbarian is a formidable opponent, and not one of the guards is prepared to tackle him alone.
Amidst the tense scene, Holn pushes past Kayla and Telwyn to rush to Erk's side. "Buchek! Buchek be still! It is I, Holn. What has befallen you?"
Buchek's tensions ease some more. He has two allies, now.
Farrec speaks again. "His weapons are peace bound, my Captain. I thought it both unwise to fight and kill and innocent man and unjust to take his weapons when he had come along peacefully. It seems there are others here who wish to speak on his behalf, as well."
With that, he looks urgingly at Holn and Erk.
From: Ty
Subject: Re: The Prisoner Loose; Spring Festival 3
[Erk continues concentrating to maintain the Calm Emotions spell]
?I know nothing of this man, or what the accusations against him are, but I do not like seeing a prisoner cut down while in bonds. There is neither honor nor justice is such killing. I will not interfere with the righteous workings of law, but I will see to it that such law is followed to the letter. If this man stands accused, then there is no other option than a hearing or trial. If you mean to cut him down without one, then yes, I will defend him.?
He turns to the crowd, ?Be ashamed, people of Segreda! How quickly your joy in the festival turned to hate and murder! Be ashamed that your children saw you so! The laws that protect this man are the same laws that protect you and your families. We steal his rights under those laws only at great peril to ourselves. Now back away, and let law and goodness shine through to the truth. Back away.?
From: Matt
Subject: Re: The Prisoner Loose; Spring Festival 3
The crowd falls back a bit at Erk's words, unsure how to respond. Most bore no malice toward the barbarian, but many had seen the broken and mutilated bodies of their kin return home after a barbarian raid.
Bernin capitalized on this second emotion.
"Good dwarf, I thank you for your concern, and for your actions to ease this situation, but your indignation is misguided. The letter of the law was *not* obeyed, or this prisoner would have had its weapons confiscated and held at the guardhouse pending trial."
"So kindly step back. This barbarian has no right to the Tradition of Leng, just as the hundreds of men and women the grassland tribes have slaughtered were given no rights of burial or honor. He stands accused of attacking the guardsman Lanek. If Lanek were not such a coward, I am sure this barbarian would have ended his life and continued on to the next guardhouse on the perimeter, likely to make way for a raid by his people."
"In a way, Lanek's cowardice may have saved many lives - though the guard no longer has any use for him."
"However, we are not barbarians ourselves, this is true. All prisoners should be allowed to face their accusers. Bring Lanek forward."
Lanek walks forward hesitantly, giving sidelong glances toward Buchek and the other party members who have stood by him. He is obviously uncomfortable in the limelight.
"Yes, my Captain."
Bernin looks the man over carefully.
"You have no wounds, Lanek. And no weapons."
"I... I... I was attacked, and they were stolen."
"Stolen? Bow, quiver and sword? Without even taking a bruise? You ran, Lanek."
There was silence.
"Tell me what happened."
Buchek was disgusted at the man's shifting stance and his inability to look even his captain in the eye. If he had been a soldier of the Cushat, he would have lost his privileges long ago - been forced to mind the animals, or carry equipment.
"He came out of nowhere, sir, and I thought him a ghost by the markings on his face. I... I ran to tell others of an attack."
"You are pathetic, Lanek. I designed those guard houses myself. There is no way to sneak up on an alert guard from any direction, and no reason for you to drop your weapons when you ran." He pauses, considering. "You were asleep at your post."
Again, silence, and Lanek bows his head. Buchek's hope rekindled, the tension in his shoulders relaxes. Ferrac has been silent, and a quick look finds him just as surprised by this turn of events as Buchek. Perhaps the son *did* have the wisdom of the father.
"Barbarian. You did not harm this man, but that does not mean you would not have. What business did you have approaching that guard house at all? What business do you have outside the grasslands? I think you are an advance scout for a raiding party coming from the east to attack Caro, and you might have killed any number of lone sentries beforehand."
"What have you to say?"
From: Jake
Subject: Re: The Prisoner Loose; Spring Festival 3
Buchek meets his gaze, and looks steadily into his eyes as he replies. "I am not an advance scout. I am clanless. The People flee before me like your guardsman, fearing that I am dead or cursed."
"The Buchekat--my clan--were traveling on a journey into the Tall Grass. In a storm, I was struck by lightning", Buchek says, gesturing to the ruin that is the left side of his face, and holding up his hands so that all can see the thick scars that mar his palms. "The Buchekat believed me dead, and marked me so, and continued their journey. When I awoke they were far away. I tried to track them through the Tall Grass, but lost their spoor. I backtracked, searching for help in finding my family, but The People turned me away. I thought to come here, to your city. I had heard that you sometimes sent people into the Tall Grass, and I hoped to find companions--the Tall Grass is not kind to those who travel alone."
"Your guardhouse was the first building of your kind I came across, and your guard fled before me, just as The People had. I admit, I took the weapons the guard had abandoned. I hoped to trade them for supplies to aid me in my journey. They did not belong to me, and perhaps it was wrong, although they did lie in the dust for the taking."
From: Ty
Subject: Re: The Prisoner Loose; Spring Festival 3
Erk quietly curses himself for not having circle of truth in his prayers today. But he will listen to the barbarian?s words and try to hear the truth in them [discern motive check]. If nothing else, surely his mentor will have the skill to hear falsehood in the man?s words. After listening to the testimony, he looks up at Grev for some sign of his reaction to this Wildman.
From: Matt
Subject: Re: The Prisoner Loose; Spring Festival 3
Erk's concentration on maintaining the Calm Emotions spell distracts him enough that he can't get a good read on the barbarian, [Sense Motive check 5, DC 15, fail]. Glancing back at his mentor, he sees Grev muttering under his breath, moving his left hand slightly and clutching a clear crystal orb in his right, and Erk recognizes the spell as Detect Evil. After a moment he stops, seems satisfied, and turns to focus his attentions more on Bernin's reactions.
He seems angry, as though he totally ignored Buchek's story.
(I'll wait to see if Holn has any response to this before continuing... and, if you all could, please send to RynDrythorn@aol.com *AS WELL AS* to cowgame@sakeriver.com... for some reason, I haven't gotten any of the past emails. Ty had to forward them over to me. Thanks)
From: Erik
Subject: Re: The Prisoner Loose; Spring Festival 3
Holn privately despairs at the mob's reaction. The alien syllables form in his mind again, perhaps Boccob was sending these thoughts. He looks into Fancek Fa's eyes, the feline staring back knowingly.
His hand strayed to the dagger at his belt. If the crowd would go against them, he would have to act.
(OOC: If the crowd does turn, Holn will cast Shocking Grasp, and Fancek Fa will deliver the spell. He does not wish to use force, but will to save his friend. He also realizes with so many magic users about, that they will detect his spell use when he begins to cast, and so he is still holding off.)
From: Ty
Subject: Re: The Prisoner Loose; Spring Festival 3
OOC: yeah, that sounds like a good way to get rushed by the mob. No one will fight within 20' of Buchek right now anyway, with the calm emotions spell in effect.
From: Ty
Subject: Re: The Prisoner Loose; Spring Festival 3
Erk will remain near the barbarian, keeping his calm emotions affect as long as is possible. He does not desire to necessarily save this man from lawful prosecution, he just wants to make sure it goes by the book. And the calm emotions spell will keep the barbarian from trying anything stupid? he hopes.
From: Matt
Subject: Exile; Spring Festival 4
Before Bernin can respond, Snylledd Mandrake interrupts, a sly look in his eye.
"Captain, this man is at home in the grassland wilds, and likely has much experience in the Tall Grass..." He pauses when he sees Bernin's reaction to the word 'man' but hurries on. "He would be a valuable ally to the expedition... perhaps, if you feel a punishment is truly necessary, you might exile him, in a manner of speaking? Or possibly sentence him to service with this party travelling east?"
Bernin turns on Snylledd angrily.
"And return him to the very raiders he's left!?"
Snylledd splays his hands wide, and bows his head slightly, showing no intent to confront the Captain directly.
"He would be under the guard of your son, Captain. And who better to make sure he stays in line than your own blood? Surely you feel Bermid is up to the task, for you just promoted him to Watch Commander last moon..."
The party can see Bernin mentally squirming, not sure how he can back out of the situation without disgracing his son or discrediting his own choice to promote him.
"Your words are... wise, Commissar." He pauses, angry but hoping to turn the situation to his advantage. Turning to the crowd, he announces his decision. "The barbarian will be held prisoner and under guard until such time as the expedition is ready to head east. He will then be taken under guard to Caro, at which point he will be turned over to the custody of my son and these brave souls."
Then, to Buchek. "You are never again to travel west of the river, on pain of immediate death."
"Take him back to the guardhouse," and with a glance at Erk, who looked ready to speak again, "and be sure to keep the rabble off him."
***
Buchek is treated well and guarded by Ferrac on the walk back to his cell in the guard house, and none of the guards attempt to bind his hands. The ropes bound around his waist are slack, and he walks at his own pace.
The rest of the party is uneasy about the turn of events, but the ceremonies end shortly afterward, and Snylledd asks them to meet at the guardhouse to discuss the trip. Any questions about Buchek's addition to the expedition will be dodged with "we will discuss everything at the guardhouse." He melts into the crowd toward some wealthy potentates, and leaves the group to make their way.
(Okay. The guardhouse is an easy walk, though you'll likely get a few dirty looks on your way - especially Holn. From your best guesses, about 1 out of 10 people are very irritated that the punishment wasn't far more severe, and the fact that the party is now connected with the barbarian draws their disgust. However, there will be far more on the walk who thank you for your help, wish you luck, give you baked goods, say they will pray for you, offer to buy you drinks when you get back, etc.
The next scene will be in the guardhouse. Let me know if you're going there right away, if you're going with anyone, what you're talking about, etc. Bermid will walk with Holn.
The guard house itself has a large-ish room where everyone can sit down, with the cell door off to the side so Buchek can see them and talk. The guards are pretty easy going, and will let you guys hang out - but will not open the cell door.
You can discuss what's just happened while waiting for Snylledd.)
From: Ty
Subject: Re: Exile; Spring Festival 4
Erk will travel directly, but slowly, to the guard house. He is willing to let anyone walk with him that wishes to do so. On his way, he ponders the events of the day.
Erk believes in the active hand of the Gods in earthly affairs. He finds little that he can honestly say is nothing but random chance. The sudden appearance of the barbarian, one that is connected to a member of their own group and is familiar with the lands they travel to, is interesting. Is this the hand of God, moving events? It is possible. It seems too improbable otherwise. Is this a sign that Silverbeard watches over this journey? If so, it is a comforting thought.
As he walks, Erk prays for guidance. Can he trust this man from the wilds? [if it fits in RP wise, he would use his Guidance prayer for some sort of answer. It is normally used to modify rolls, but if it fits in as a way for Erk to receive any kind of divine answer to this question, he will gladly use it.]
From: Matt
Subject: Erk?s Prayer (to Ty only)
As Erk sends a silent prayer to Clangeddin for guidance, his mind is pulled back to his memory of the events surrounding the barbarian. In clear focus, he remembers that the altercation started when Bernin demanded that the barbarian forfeit his axe. The axe looms in Erk's mind - the barbarian was tied to the axe, would battle teeming multitudes of enemies so as not to be stripped of it.
From: Ty
Subject: Re: Exile; Spring Festival 4
The axe. Favored weapon of his own mighty God, and the weapon he himself uses. Perhaps it is only me fitting things where I wish them to be, he thinks. But I believe this to be the hand of God. I believe this man was sent to help us. I believe we will need him, and that we travel with the aid of Clangeddin.
For the rest of the trip, Erk?s prayers are prayers of thanks to God for his aid and guidance.
From: Erik
Subject: Re: Exile; Spring Festival 4
Holn and Bermid walk in the direction of the guardhouse. Holn feels a kinship with Bermid, due to the loyalty and determination that Bermid had shown to his grandfather earlier. Bermid's cause was not unlike his own.
The street is a welcome relief after the caustic stares of the townsfolk. Dogs play with children at their parent's storefronts, the bustling activity of commerce all around. So simple, these folk, and Holn would have been charmed by the sight, as he often had been when visiting Segreda in the past, were it not for the hate in the eyes of these same people earlier.
But Holn was used to being an outsider. Even amongst the clans, he and Singard had been accepted, but only rarely, as in the case with Buchek's parents, Chauth and Sortani, had they actually been welcomed as friends and equals. People tended to fear sorcery, and it set him apart from others. With her own meager gifts, Sortani seemed to understand....
Where had Sortani been taking her clan? Since the death of Buchek's father, they were no longer bound to the Cushat-Tshvek Clan, and had been exiled. The mysteries surrounding Buchek's mysterious maiming were growing in Holn's mind.
A tiny "mew" draws his attention, as Fa looks up at him, scouting for a perch, no doubt. He allows Fa to jump onto his shoulder. "Let's go, little spark," he chides, as Fancek Fa bounds up on his shoulder and balances effortlessly on it as they pass through the crowd.
He turns his attention to Bermid, who seems a little distracted, but happy. No doubt the weight of the expedition was just sinking in.
"Well, Master Bermid," he states, "home is always at hand in the heart."
At The Guardhouse
Subject: Kayla's walk
For Kayla, this is all a new experience. She considers the new events on her stroll toward the Guardhouse. By habit, she watches the streets for any interesting stores or sights.
She came to Segreda with only her thieving background as a history to draw upon. These political machinations are a new monster to her, and one she's not pleased in joining. Who was this Buchek? Kayla felt she had an easy, rudimentary feel for the others of her party, but Buchek was impossible to read. He seemed uncomfortable with his outsider-role, one he was forced into by the Gods.
"Dear sweet thing, come here and take a sticky bun," calls out a stout dwarven woman at a street stall. Kayla smiles to her and walks up to the stall. The woman stands a little over a foot taller than Kayla, and wears a dark apron with traces of flour. Her face looks kind, and her stall indeed sells sticky buns. Kayla takes the proffered bun and begins to chat about the day's events.
[Gather Information? Ask about Bermid, mostly]
From: Matt
Subject: At the Guard House
Okay, I'm going to assume that you are all arriving at the guard house today, meeting up again and making introductions (or reuniting) with Buchek. I'll be back to work today, so I won't be sending out anything else until at least 3:30 or 4 ish... so you guys will have at least some time for your characters to "chat" and assimilate this new party member before Snylledd makes his appearance.
Until this afternoon..
Matt
From: Jake
Subject: Re: At the Guard House
Buchek will sit on his bunk in the guardhouse, cleaning his nails with his dagger, balancing his dagger in his finger, the palm of his hand, etc. Eventually, if no one shows up, he'll take a nap.
From: Matt
Subject: Re: At the Guard House
I'm guessing that Buchek has taken a nap and the rest of the party has gotten lost on the way to the guard house.
It's the big stone building. With the guards out front. You know, where they took your new party member who no one has even said "howdy" to yet.
::debates including a magical neon sign that says GUARDHOUSE over the entrance::
From: Jake
Subject: Re: At the Guard House
Buchek wakes up from his nap, feeling cranky. He always feels cranky if he naps during the day, but when you're stuck in a guard house all day with nothing else to do, it can be hard to stay awake.
From: Jake
Subject: Re: At the Guard House
Buchek plugs his ears, trying to block the sound of dwarf singing drunkenly in the next cell.
If he hears "Nobody knows the trouble I've seen...Nobody knows but Clangeddin", the only two lines the dwarf seems to remember from the song one more time, he's going to have to try to break out of this place.
*No, I'm not really trying to dictate the actions of a NPC. I'm just bored, and playing around.
From: Clara
Subject: Guardhouse
Kayla finally arrives at the guardhouse, after having had three sticky buns at the insistence of Unna, a nice dwarven lady who runs a sticky bun stall. She had talked to Unna about the weather, the festival, and that "nice fellow, just like his dad" Bermid.
When she arrives at the guardhouse, she hears, "Nobody knows the trouble I've seen..." and calls out tentatively, "Buchek?"
From: Clara
Subject: Guardhouse
Kayla figures that Buchek is either asleep or unwilling to talk. Overcome with boredom, as none of her newly-made companions are around, she sits near the doorway to the Guardhouse. It's a bright day, with a warm breeze playfully tousling her hair. She arranges her bag carefully at her feet to ensure its safety, and pulls out her fiddle.
The fiddle is her second, the exact size to last her through her adulthood. Her first was a child's toy, the kind a master would give a student just in case the student's interest was only a whim, to be blown away by a sudden breeze. But Kayla's interest was no whim, and her fiddle a testament to that.
She inspects every part of the instrument carefully, making sure the strings are tuned properly and wiping away any excess moisture. When she feels everything is in order, she begins to play a light-hearted tune called "My Lady's Eyes."
From: Clara
Subject: Clarification
OOC: When Kayla got to the guardhouse, she was standing outside next to it, near a window when she heard the "Nobody knows..." line. She is currently sitting next to the two guards at the doorway, not having entered the guardhouse at all.
She's waiting and fiddling.
From: Erik
Subject: Re: At the Guardhouse... at last.
Bermid and Holn arrive late to the guardhouse, having stopped at Bermid's favorite inn for a quick ale.
Holn smiles as they approach, hearing a lively tune that sets him to humming to himself. He recognizes Kayla's style, and, sure enough, the halfling rests at the entrance. "Well, here we are, then. I wonder what information that Snylledd has been holding his tongue over."
He addresses the guards. "Where is Master Snylledd? He said he would meet us here. Is he already inside?"
(OOC, sorry, from 1:00pm PST I was so busy I could'nt see straight!)
From: Mike
Subject: Re: At the Guardhouse... at last.
Telwyn wanders about the city for a while. There are a seemingly endless variety of sights, sounds and smells in this place, so much more than back home. Normally the novelty kept him busy as long as he was there, but today he found his thoughts dwelt on the expedition. His new companions seemed... an interesting lot. Five of them, and among them two from the plains tribes. Neither of them dressed like the people that traded with Armis; Telwyn wondered where they were from. He has, of course, heard stories of the barbaric ways of the tribesmen, but he knew from experience that such tales were most often exaggerations, if not outright lies. Still, these two, especially the scarred one, had a less than savory air about them. He'd have to keep an eye on them. At least he knew that he wouldn't be babysitting a bunch of complete cityfolk, though.
Eventually he finds his way to the prison. He smiles at Kayla's playing and nods to the other two. Looking about, he sees no sign of Erk or Mandrake.
"I guess I'm not the last, then," he says. "I think I'll go introduce myself to our newest companion."
He steps into the jail and makes his way to Buchek's cell. When he is face to face with the man, he speaks in the language of the tribesmen near his home.
"Hello. I'm Telwyn." He gives his best approximation of a knowing grin. "So, what made you decide to sneak up on a sleeping guard?"
OOC: Sorry for the lateness. I've been really busy today. Also, I'll be using this email address for this game from now on.
From: Ty
Subject: Re: At the Guardhouse... at last.
Erk wanders in not long after. His cherubic face bears a contented smile. ?Greetings companions! I feel better about this journey now than ever. The gods smile upon us!?
He goes over to Buchek, ?And you. I have a good feeling about you. I too would be loath to give my weapon over to captors. My axe is blessed by Clangeddin. Does yours bear similar blessings??
Introductions
Subject: Re: At the Guardhouse... at last.
Buchek eyes Erk for a moment. No one has been so openly friendly toward him since he woke from his grave site, and his first inclination is to be mistrustful. There is something almost magnetic about this dwarf, though, and his grin in infectious. Almost in spite of himself, Buchek likes him.
Picking up his axe from where it leans against the wall, Buchek holds it out, inviting the dwarf to inspect its craftsmanship, but not letting it out of his grasp. "Nuhata", he says, indicating the intricately incised axe, "is the weapon of my ancestors. Their strength moves through it. When I die, if I am worthy, my strength will join with theirs."
From: Clara
Subject: At the Guardhouse
Kayla watches Erk walk into the guardhouse. She puts away her fiddle, and stands up with her gear. "Time to gather, I reckon."
She waves to Holn, Telwyn, and Bermid who are all standing nearby. "I'm gonna see if Buchek's awake," she calls out. With that, she walks into the guardhouse.
From: Jake
Subject: Re: At the Guardhouse
Buchek has never seen a halfling before, and he stares as this one saunters into the guardhouse. His first thought is that she is a child, but from her proportions and bearing this clearly isn't the case. The old women of the Cushat told stories of the Grass Children, tiny, viscious, supernatural beings that preyed on those foolish enough to wander into the Tall Grass, but they said that when a Grass Child approached, brave men's limbs grew weak with terror, and the tiny woman before him didn't evoke any fear at all.
From: Clara
Subject: At the Guardhouse
Kayla is surprised at Buchek's startled look as she walks into the guardhouse. After briefly wondering why he was staring so strangely at her, she introduces herself.
"Heyya, looks like you've gotten yourself into a bit o' trouble. Hope you don't mind coming 'long with us! I'm Kayla." She grins and nods her head.
From: Jake
Subject: Re: At the Guardhouse
Buchek sinks down onto his haunches, bringing himself to eye level with the halfling and stares at her, fascinated. "What...I've never...you are Kayla? What are you? Where do you come from? You can't be one of the Grass Children."
From: Mike
Subject: Re: At the Guardhouse
OOC: Hey, just curious, but did you guys get my last email? Is Bucheck ignoring Telwyn, or did he just not understand him?
From: Jake
Subject: Re: At the Guardhouse
"Hello. I'm Telwyn." He gives his best approximation of a knowing grin. "So, what made you decide to sneak up on a sleeping guard?"
Buchek straightens up from talking to Kayla, taking measure of the half elf as he does so, and mentally translating Telwyn's somewhat alien sounding tongue into Cushat. "Telwyn," he replies in Common, "I am Buchek."
Telwyn's way of carrying himself, his gait, and his dress all indicate that this is a man accustomed to the grass lands, familiar with the ways of the wild. Buchek feels relieved; he was afraid that he and Holn would have their hands full trying to protect and provide for their companions once they left the city. This one, at least, will require little watching.
"I snuck up on no one. As I neared the guard house, the man threw down his sword and fled before me."
"You're the one with the wolf," Buchek said, remembering Telwyn from the trial. "it is a fine beast."
From: Clara
Subject: At the Guardhouse
She stares back at Buchek with an amused look on her face, "Grass children? I'm a thief. I mean, I was a thief," she amended, "Came from Marakea, that's out south a ways. You mighta heard my fiddlin' outside just a bit ago. Tha's my playing, sure nuff."
With that, Kayla looks around for somewhere to sit. She spies a nearby table for the guards to use, and situates herself on top of it. Her bag and fiddle case rest by her.
"Hey Erk, what'dyou reckon we do with im?" she calls out, with a glimmer of amusement in her eyes.
From: Ty
Subject: Re: At the Guardhouse
Erk smiles back at Kayla, "Be cautious, my little songbird. While we may have our way with him here in the city, I suspect that in the wilds our situations will be reversed. Is that not so, barbarian?" He says barbarian with a laugh in his voice.
From: Mike
Subject: Re: At the Guardhouse... at last.
Telwyn nods to Buchek, and speaks in Common. "Yes, he is. His name is Liwanu."
He regards the tribesman. Few words have passed between them, but already Telwyn is beginning to revise his opinion of the man. They understand each other for their similarities; both are more at home on the plains, in the wild, than on crowded city streets. And perhaps there is more they have in common; Buchek seems solitary, separate; it's a quality that makes him seem all the more familiar to Telwyn.
When Kayla asks her question, Telwyn frowns. Typical city arrogance. But he nods at Erk's response. "We are in your environment for now, miss, but soon enough we'll be in mine, and that means his as well." He jerks his head toward Buchek.
Telwyn leans against a wall and taps his foot idly. "I wonder when the commissar will be joining us."
From: Erik
Subject: At the Guardhouse
The dark shadows come alive as Holn moves from them. He approaches the cell, and addresses Buchek in his native tongue.
"It is a hard thing to see you thus, with the charms of the dead on your face. Not unlike those I put on Singard only a moon ago."
"I know of Sortani's visions. What did your mother see, out there on the plain? Where was she taking you and your family?"
From: Clara
Subject: At the Guardhouse
Kayla's slate-colored eyes darken at Erk's response, "Now, you'd better not take me serious-like. I reckon each of us will quickly prove worthy for this journey. I'd say we'd best call each other equals early on, 'fore pride gets a hold o' us."
Kayla leaps off the table and walks to Buchek. She reaches her small hand forward, just passing the bars. "Equals?"
-Clara
From: Ty
Subject: Re: At the guardhouse
OOC:
*grin* methinks Kayla has a bit of short man's syndrome.
IC:
Erk's smile does not fade, and he says only, "I do not doubt your worth, songbird. I only seek to warn you that those from outside the city reckon humor differently than you and I. Be careful how you tease this wolf, for we have not yet seen his fangs.
"Now I, on the other hand, may be the target of all your jests and mockery without any danger, for my sense of humor is unshakable, and my affection for the small of stature unassailable."
Before he leaves the room he says to Buchek, "Once we are on the road, I would like to speak to you of the grassland gods. Are you permitted to speak of them? If we are to pass through the lands of their worshippers, I would know their ways and customs."
From: Clara
Subject: At the guardhouse
(Aside: Kayla gives Erk a withering look.)
Holn and Buchek Catch Up
Subject: In the Guardhouse
Okay, I'm going to let this play out a little longer, since it seems like you guys are feeling each other out and getting into your characters' skins (which is good). Also, it'll give Jake a chance to respond. Tomorrow afternoon, I'm going to send out the last turn before the weekend, detailing Snylledd's arrival.
To make it go a little easier, could you please send me (not the game list) a group of questions your character might want to ask Snylledd... that way, I can have your character ask, and him answer, and not have to wait a week for everyone to check in. I think that'd work pretty well, and we can actually get this party on the road and moving pretty soon.
Another thing to start thinking about. Snylledd will be providing provisions for you all (within reason) along with two pack mules. You need to decide what you all want to take as a group, because you only have so much carry space, and you also need to bring food along.
The stats for the mules are as follows, regarding weight: A light load for a mule is up to 50 pounds; a medium load, 51-100 pounds; and a heavy load, 101-150 pounds. A mule can drag 750 pounds.*
*Dragging is pretty much impossible once the party gets to the Tall Grass.
Okay? So start putting together a wish list of stuff, and then you all can fight out what gets taken and what stays behind.
So, to review:
1. Send me questions for Snylledd
2. Start thinking what provisions you want to take on the mules
Okay?
Talk to you all tomorrow.
From: Jake
Subject: Re: At the guardhouse
Buchek has watched the exchange between Erk, Kayla, and Telwyn without comment. Erk is right about this tiny one, he thinks. She is a songbird, flitting about, speaking without thinking. Are all of her kind like this?
He looks down at her proffered hand. Equals? Perhaps, although her dismissal of his question and her mocking tone left him suspicious of her sincerity. As these thoughts pass through his head, Buchek stares down at the halfling impassively. After a moment, he bends at the waist, enfolding her tiny hand in his own. "I hope so."
From: Jake
Subject: Re: At the guardhouse
"Singard is gone?" Buchek replies in Cushat, releasing the halfling's hand and straightening. "I'm sorry Holn, he was a good man. His spirit will watch over you."
After a moment, Buchek answers Holn's question.
"Sortani was given a vision by Kipshaa of a safe home beyond the grasslands, a place with tall trees and plentiful game, with a shining lake full of leaping fish. Kipshaa directed her to find this place, where the Buchekat could grow strong and mighty. I hoped that one day I could return to the Cushat, slay Tossuc and his councilors, and lead the clan to this place."
Again he pauses. "That was before...this," he says, raising his hand to touch the tatoos that cover his right cheek. "Would the clan follow me now, marked as I am with the fanek? The people of the clans flee before me, thinking me a spirit, or a zombie. I don't know, perhaps I am. I wondered about it, after I woke up in my grave. I must eat, and my thirst is for water, not the souls of the clan. Then again, in the Tall Grass, who can say? Maybe I did die, and Kipshaa returned me to my body for a time. Can you tell? Did Singard teach you the ways of this? Am I a dead man?"
From: Jake
Subject: Re: At the guardhouse
[OOC I'll respond to Erk's question after I've had a chance to hear Holn's response to Buchek's questions. I'm having a bit of trouble juggling the sequence of events with who is saying what when, but that seems like the most plausible sequence of events to me]
From: Erik
Subject: At the Guardhouse
Holn squints at Buchek. "I am not an expert in Necromancy, but I do not believe you are dead."
He thinks for a moment, "This place she sees is not like any I know of. She was taking you to the Tall Grass, but what lies beyond, no one knows."
"We must find Lysette the Druid, she may help us find what lies beyond."
From: Erik
Subject: At the Guardhouse--Symbols of the Shadow.
Holn turns to the dwarf.
"Although I worship the diety Boccob, I also observe the rituals of the Cushat-Tsvek.
"They are animistic in their beliefs. They believe this world to be a shadow or *Fancek* of the true world. All the spirits they pray to live outside of our realm, but are able to influence this realm through influence on living beings here.
"This is why we tatoo our dead with *Fancek* symbols. They are messages to the outer spirits that our loved ones have been liberated from this realm, and that they may no longer use that body to further their aims. Should one not give the spirits such a warning, they may use the dead body.
"Such an animation is usually an evil omen."
From: Mike
Subject: At the Guardhouse
Telwyn furrows his brow slightly as he tries to make out what the two tribesmen are saying. The dialect they use is strange to Telwyn's ears. The nomads near Armis have different inflections, different tonalities. But he manages to understand most of it.
"Who is Lysette?" he asks, in Common.
Real Soon Now
Subject: Um... email forthcoming
Hey. Didn't get time to write up the next turn over the weekend. I'll do it this afternoon (Monday).
Er... keep talking amongst yourselves, or something.
Snylledd Arrives
Subject: Re: At the Guardhouse
"Lysette is...Lysette. She's a wise woman, skilled in the ways of the wild, who lives near the edge of the Tall Grass. It is said that the grass and the animals speak to her."
From: Mike
Subject: Re: At the Guardhouse
Telwyn raises an eyebrow. That somewhat cryptic response is likely all he'll get from Buchek; the man doesn't seem overly talkative. Well, whoever or whatever she was, this Lysette sounded interesting. And at this point any information they could gather would be useful.
From: Matt
Subject: Snylledd's Arrival
Just as Buchek answers Telwyn about Lyssette, the door to the guardhouse opens suddenly inward and Snylledd walks briskly into the room.
"Good morning, good sirs and lady. It is good to see you talking with one another - good communication is the key to success, after all. While I have spoken with some of you, I have not had the pleasure of meeting everyone." He glances quickly from Buchek to Holn before continuing. "It is fortunate that two sturdy souls have come from the grasslands to aid our quest."
It is Buchek who responds, someone suspiciously. "What *is* your quest, and what is expected of me?"
Snylledd smiles a little condescendingly, as one might to an inquisitive child. "Ah, yes. You wouldn't know. Some time ago, a group of settlers set off into the Tall Grass, seeking their fortunes beyond the frontier."
Buchek shakes his head at the foolishness, but allows the man to continue. City men, walking into the territory of the gods? It was madness - but perhaps they were guided by the same force that led his mother, Sortani.
"When no word came back, we sent a scouting party to find them. They, too, disappeared. This expedition hopes to find some word from the lost settlement and scouts, bringing back proof of their survival or death so that their families can know their true fate."
"It is my hope that you would aid these adventurers in their quest." He adds in a slightly accented, but remarkably good approximation of Buchek's own Cushat tongue, "I may have saved your life today, warrior. If you wish to honor that debt to me, I would ask that you serve these travelers for a time."
The words startle Holn and Buchek and draw a raised eyebrow from Telwyn. It was not just any barbarian tongue he had spoken, but very close to the precise dialect Buchek himself spoke - close enough to be within only a small grouping of clans. Is that the only dialect he knows, or does he know several and chose the one most familiar to Buchek? The man is more than a mere merchant, Buchek is sure.
Before he can question Snylledd further on the point, Kayla pipes in.
"What sort of people we talkin' about, 'ere? These settlers, I mean. Any rough customers we'd need to look out for? They on the run, or legit?"
Snylledd's eyes linger on Buchek a moment longer before he turns to speak with the halfling.
"They were quite legitimate, my dear. The initial settlement totalled some forty people. There were thirty mules with them, at least, and several guards on horseback. They expected to start a new village - complete with craftsmen, farmers and temple. Galidan Stormshield, the great captain of the Kass wars, led the contingent of guards. I hear the fiddler from Caro who joined them was none other than Minnalin Laserek. And Bilfin's chief acolyte from the temple to Fharlanghan accompanied them, as well."
"The settlement carried the hopes and dreams of many, I'm afraid, and those hopes have now sank in the marshes of the Tall Grass. The scouts were perhaps too few to be effective, and were lost as well. Three grasslands rangers and one of our more sturdy fighting guardsmen left, also never to be seen again."
As Snylledd is about to continue, Bermid speaks up for the first time since he arrived at the guardhouse.
"What do you feel our chances are, Commissar? You've travelled in the grasslands and the Tall Grass... do you think the settlers are alive? Do you think we will find any trace of them?" There is worry in his voice, the worry of someone used to the comforts of home.
Snylledd pauses before answering, and there is silence as the group waits in expectation.
"Honestly, I don't know. There is something about the grass, something... strange. At times it seems like just another marshy grassland, filled with creatures and insects to watch out for and littered with trinkets left by unfortunate souls lost in the grasses. At others, you can feel a strange energy and tension in the air, like the world has been spun to a strange angle, and the wind doesn't feel right..."
He stops, as though lost for a moment in thought, then continues.
"If you keep your wits about you, I am confident in your survival - more confident knowing that these two men of the grassland clans are with you. The clans have a far greater knowledge than we do about the Tall Grass, and a rich mythology that holds many truths. I can only hope the settlers are alive and well, but I fear the worst. If I had no hope, I wouldn't send you at all."
Holn speaks matter of factly, asking the next obvious question.
"What do you think happened to them? Which theory do you believe?"
"Again," he responds, "I do not really know. I feel they have crossed into a place from which they cannot return, or from which they don't want to. They could be held prisoner, been stranded on the opposite bank of some great river, or even have found some paradise they don't wish spoiled by others. I feel they are alive, but somehow cannot, or will not, contact us."
"Hopefully you will find success where the rangers before you did not, but I do feel as though you should leave as quickly as possible. I fear for Buchek's safety locked away in this city - there are elements that would wish him dead, and use whatever means necessary to make that happen."
"I will provide provisions and two mules to carry it. I would suggest bringing a fair supply of food and water, though there is a decent amount of game and plenty of slowly moving water throughout the Tall Grass. It would be best if you set out not too long after noon and spend the night in Caro to the east - there would still be animosity, but Caro is more an outpost and trading center than an actual city. There would be fewer problems there."
"If you bring me a list of provisions you feel you will need, I will see what we have available to give you."
(Okay, let me know what you want to say, and talk *amongst yourselves* about what gear you'd like to bring. Remember, you only have so much room on the mules so be selective. Snylledd would probably be willing to give you a third mule if you felt it absolutely necessary - make a good pitch, if you do. Jake had some great ideas to share with the group regarding equipment, and you guys should all talk about it.
In a related note, I'm missing emails again. I didn't get Jake's response, only Mike's response to Jake's response. Not good. I hope I'm not missing anything... were there any other mails today besides Mike and Jake?
I apologize for the lateness of this, too. I didn't realize I had a faculty meeting today.)
From: Mike
Subject: Re: Snylledd's Arrival
OOC: So, are we supposed to do this IC or OOC? Well, OOC for now.
Telwyn can provide food for himself and a couple of others without too much trouble, but it restricts him to half speed. So we'll want food. In combat he's best as an archer, so he'll want extra arrows as well. He brought 40 with him, but I could easily see all of those getting used up over a long campaign. If anyone has any ranks in Armorsmithing or Weaponsmithing it would be good to have tools for repairing our equipment and/or crafting new items.
What else?
Oh, and Matt, Jake's email was only addressed to me, so that's why you didn't get it. The list is, as far as I know, operating correctly. I got no other emails today.
Supplies
Subject: Re: Snylledd's Arrival
OOC--Buchek will recommend that everyone wear protective leather clothing--high boots, long gauntlets, buckskin pants, and buckskin jackets, preferably with sleeves that can be cinched tight against the arms, and with a belt cinched around the waist. This will provide some protection against the normal sized venimous snakes and spiders that abound in the Tall Grass. Each party member should be equipped with a machete, for hacking our way through foliage when necessary, and everyone should carry a long pole (length depending on the character, of course--Kayla probably wouldn't get very far with a 10 foot pole) for probing the swampy ground ahead of them. It would be a good idea to stock up on as much anti-venim and healing potions as possible, of course, and as in any AD&D adventure, it'll be a good idea if everyone has a decent amount of rope. Buchek has a 50 foot length of silk rope, and he'll recommend that every party member carry that much.
As for food, something that occurs to me is that we could take a (female) goat with us. It would provide milk, would act as a walking meat locker, and could always be used to distract a giant snake that decided to have one of us for lunch. Goats are pretty hardy, and could probably find food for themselves in the Tall Grass. Of course, goats are also notoriously stubborn, and it might be difficult to lead one into the Tall Grass, and there might be times when the noise it might make could give our party away. What do you guys think? Anyone in the party have any skill in animal husbandry?
I'd definitely recommend stocking up on arrows, as Mike suggested.
Buchek wants a whip. I'm thinking about taking an exotic weapons proficiency in the whip when he gets to a level where he gets to do something like that (although I have no idea when that'll be), and I'd like to have him get one and start practicing with it.
In addition to obvious stuff like food and water, Buchek is also going to want a number of those items that always come in handy when adventuring. Specifically:
a spool of thread
a spool of twine
3 or 4 candles
a pouch of finely ground salt
a pouch of chalk dust (or flour if chalk dust isn't available)
a pouch of fine sand
a piece of chalk (or charcoal if chalk isn't available)
a dozen really tiny bells
several skins of wine for cleaning wounds
a spool of sinew for on-the-go stitches
a couple of fish hooks
a sack of marbles, or sling stones if marbles aren't available
a magnet, if such things are available and aren't hidiously expensive
a fire pot--basically, a small clay container in which it is possible to carry a burning coal--in the swamp like Tall Grass, we may have trouble starting a fire, and a fire pot might be handy.
Buchek has several skins of oil, and would recommend that others carry some--they can make handy molitov cocktails in a pinch.
A couple of sacks of caltrops are always nice too, but I don't know how handy they'll be in the swamp.
What do you guys think?
From: Jake
Subject: Re: Snylledd's Arrival
Oh, and a couple of needles as well.
Buchek will also want a bowie type knife, and possibly a smaller knife as well.
From: Ty
Subject: Re: Snylledd's Arrival
I'm sorry guys, but I have two clients going live march first, so I am barely able to keep up with reading the posts right now. For the time being, Erk has no special needs equipment wise, and can provide food and water for the party in emergencies. He can also provide his own water daily.
God will provide :)
From: Mike
Subject: Re: Snylledd's Arrival
OOC: My email is back up, so hopefully the list is as well.
Telwyn also has a 50' length of silk rope. Additionally, he not only has enough ranks in Survival to automatically know which direction true north is, but his short sword also has that ability. So we can probably ditch the compass. He's also got three fishhooks, although I don't see where it hurts to brings more; they're so light.
For things like clothing, do we need to specify exactly what outfits we're bringing? And how many changes of clothes? I usually just assume on adventures that I have one or two changes of appropriate clothing, but I guess it depends on how detailed Matt wants to be.
Similarly, things like wine and sinew for dealing with wounds usually just falls under the category of "Healing Kit."
How about torches or lanterns? Telwyn has nothing like that, although he does have a flint and steel. He's got 7 ranks in Survival, which would be a big help in starting a campfire in most environments, although I would imagine the DC for such a check would be higher in a marsh.
Telwyn has 5 ranks in Handle Animal plus Wild Empathy, which should be a help if we decide to bring the goat. Also with the mules, as they can also be quite stubborn.
From: Jake
Subject: Re: Snylledd's Arrival
Yeah, it all depends on what kind of DM Matt is. I've played under DMs who didn't make players deal with this kind of thing at all, and DMs who made stuff like this an important part of their game. Both styles are fun, although extremes in either direction tend not to be. If Matt wants us to worry about this kind of thing, we should probably bring a cooking pot for boiling water, since drinking swamp water straight from the ground probably isn't the best of ideas.
Buchek has a rank of 7 for survival too, so he should be okay with starting fires in the wilderness as well. The firepot still isn't a bad thing to have though, as fire arrows could be started from it, as could those oil skins. No time in combat to hunker down and get a fire going.
Buchek doesn't have anything in the way or torches either. Probably a good idea to take some along.
Buchek has a grappling hook, by the way, so there's no need for another of those.
Matt, I assume that Buchek is capable of erecting a shelter woven from grass, since that's what the Clans use for shelter. How long would it take him to put something like that together? I'm just wondering what kind of shelter he could put together for the group each night.
From: Matt
Subject: Re: Snylledd's Arrival
For things like water and fire and whatnot, survival checks become key. For instance, if you want to find drinkable water, I'd roll Survival and let you know what you find. However, in a situation such as this, I'd likely *not* tell you your roll... you might think the water's great, when it might give everyone stomach cramps the next day. Same for finding food.
Now, with a cooking pot to boil water, the survival roll might only be to find a dry spot to build a fire. See how that works?
The way I run things is very situational. Figure out what you'll want to bring, because you may need certain things at certain times... or want them. Then again, they all provide story hooks. For instance, bringing a pot to boil water in... if you don't, then you'll need to go searching for drinkable water, which can lead you into certain types of events; if you do, then the fire for the pot might attract attention that would lead to other types of events.
The supplies will be as important to you as you make them... if you've got people to find/make water and gather food, you'll need to bring less supplies of that ilk along.
As far as food for the mules, they are pretty good at finding grasses they can eat, so you don't need to bring food for them. Once you've figured out your list OOC, have someone type up the final bit and send it over to me - that'll be the official "what we have with us" list for the journey.
From: Jake
Subject: Re: Snylledd's Arrival
That makes sense Matt! Thanks for clarifying.
You know, another thing that might be handy would be a length of oil cloth--it could be very useful for keeping water off of us, could be used in a pinch as a sail, as part of a makeshift travois, or even cut into strips for use as a sling. Probably pretty heavy though. What do you guys think?
From: Clara
Subject: surival
OOC: I was also thinking about a common pot for cooking. I will be getting my own silk rope.
I wasn't planning on the staff or machete, but I might be able to add it in. Kayla's small, so she can't carry much weight (about 25 pounds). She'll need about 25 pounds of stash-weight on the mule for things like soap, extra waterskin, lamp, oil, and bedroll. She has no survival, healing, or husbandry skills. At least she can swim and ride.
She has all sorts of small weapons, but no bow (sling instead). I was going to give her a signal whistle, whetstone, and flint to carry on her at all times.
And while I'll be around today and tomorrow, my e-mailing will be sparse from Thurs-Sun. I'll be in LA.
-Clara, for Kayla
More Supplies
Subject: Supplies and other considerations.
OOC: Well guys, Holn has no carrying to speak of, so I was wondering if someone could carry his stuff.
It includes a +3 Healing kit with ten uses, and five vials of Cure Light Wounds. Holn could use some cross-bow bolts in storage on the pack mules. ;D
From: Jake
Subject: Re: Supplies and other considerations.
How much can a mule carry, anyway?
One thing to consider is that while we'll start out with a pair of mules, it's quite possible that they'll be killed, or worse yet will bolt with a bunch of our equipment on their backs. While we should definitely make use of them, we should also make it a point to carry items we view as essential on our characters' persons.
To be honest, I'm a little confused by the area on my character sheet that details how much Buchek can carry, but I *think* that his max. load is 116 lbs. He's got 55 lbs of gear at the moment, so if I'm reading that right he could carry stuff for either Kayla or Holn.
Given Kayla's size I don't know if a pole or a machete would be practical, honestly, which would free her up from a little bit of weight.
I need to calculate how much Buchek's wish list of adventuring items will weigh.
From: Jake
Subject: Supplies
So, can anybody else think of any other supplies that we should bring along?
Clara, is the soap for bathing, or for something tricky that hasn't occurred to me?
Matt, how much can a mule carry?
From: Mike
Subject: Re: Supplies and other considerations.
Did my last email go through? The one about weight estimates and mule carrying capacity?
I seem to be having some difficulty making email go out, although the list seems to be working.
From: Clara
Subject: supplies
The soap's for bathing and cleaning clothes/leather.
Mike, the last e-mail I received from you started out with "OOC: My email is back up, so hopefully the list is as well. Telwyn also has a 50' length of silk rope. "
I think we've hit all the major supplies.
-Clara
From: Matt
Subject: Re: supplies
Okay, I seem to be missing a whole heck of a lot of emails. I keep seeing reference in emails to ones I haven't gotten, or replies to mass emails I never saw. I don't know why this is.
Could you all send a single email that just includes a list of things you want? I'll streamline the list to eliminate redundancy, and see about fitting it all on mules. You'll likely need to cut some weight, but it shouldn't be too bad.
I want to get the game going again by Monday, come hell or high water. Or high grass, as the case may be.
From: Jake
Subject: Re: supplies
I'm sending this to both the group and Matt individually, hopefully doubling my chances of it getting to him:
Items Buchek Would Like to Take on the Expedition:
a whip
a spool of thread
a spool of twine
3 or 4 candles
a pouch of finely ground salt
a pouch of chalk dust (or flour if chalk dust isn't available)
a pouch of fine sand
a piece of chalk (or charcoal if chalk isn't available)
a dozen really tiny bells
several skins of wine for cleaning wounds
a spool of sinew for on-the-go stitches
a couple of fish hooks
a sack of marbles, or sling stones if marbles aren't available
a magnet, if such things are available and aren't hidiously expensive
a fire pot--basically, a small clay container in which it is possible to carry a burning coal--in the swamp like Tall Grass, we may have trouble starting a fire, and a fire pot might be handy.
3 needles
several sheets of paper
From: Mike
Subject: Re: supplies
ARGH! Stupid crappy web hosting service!
So I tried to send another response. I'm guessing that my webmail client is having a problem with attachments, as I am having problems sending emails with attachments anywhere right now. I don't think this is a list problem.
Regarding the missing messages, I think many of these are because people are not replying to the list. I have received several emails that only have my address on them. You have to make sure that all responses go to cowgame@sakeriver.com in order for everyone to get them.
Finally, here is the text of my first message:
"I put together a spreadsheet containing everything I saw being requested so far, along with weights. I had to guess on some of the weights and quantities, though. All of the estimated weights are highlighted.
Matt, in a previous email you said the weight limits for a mule are 50 for light, 100 for medium, 150 for heavy and 750 for drag, which are the stats for strength 13. I just wanted to know where that was coming from. I mean, just from RL experience I know a mule can carry a lot more than that, but the 3.5 SRD lists the mule at strength 16, but also with special carry capacities of 230 for light, 460 for medium, 690 for heavy, and 3450 for drag."
Here's what was in the spreadsheet (asterisks indicate estimated weights):
Item | Unit Wt. | Qty. | Total Wt. |
---|---|---|---|
Food | 1 | 50 | 50 |
Arrows (20) | 3 | 5 | 15 |
Weaponsmith's Tools | 5 | 1 | 5 |
Armorsmith's Tools | 5 | 1 | 5 |
Explorer's Outfit | 8 | 5 | 40 |
Machete | 4* | 5 | 20 |
Pole | 8 | 5 | 40 |
Anti-Venom | 0.1* | 15 | 1.5 |
Healing Potions | 0.1* | 15 | 1.5 |
Silk Rope (50') | 5 | 3 | 15 |
Whip | 2 | 1 | 2 |
Thread (spool) | 0.1* | 1 | 0.1 |
Twine (spool) | 0.1* | 1 | 0.1 |
Candles | 0 | 4 | 0 |
Salt (finely ground) | 1* | 1 | 1 |
Chalk Dust/Flour | 1* | 1 | 1 |
Fine Sand | 1* | 1 | 1 |
Chalk/Charcoal | 1* | 1 | 1 |
Wine | 4 | 4 | 16 |
Tiny Bells | 0.1* | 12 | 1.2 |
Sinew (spool) | 0.1* | 1 | 0.1 |
Fish hooks | 0 | 2 | 0 |
Marbles/Bullets (sack) | 5 | 2 | 10 |
Magnet | 1* | 1 | 1 |
Fire Pot | 10* | 1 | 10 |
Oil (flask) | 1 | 10 | 10 |
Caltrops (sack) | 2 | 2 | 4 |
Oil Cloth | 10* | 1 | 10 |
Cookpot | 10* | 1 | 10 |
Crossbow Bolts (10) | 1 | 5 | 5 |
Total Weight 276.5
From: Ty
Subject: Re: supplies
Matt, Erk won't need anything but a water flask, and a bedroll. He can make food if he needs to, and he can make water for himself every day. His needs are fairly minimal.
From: Mat
Subject: Re: supplies
D'oh! I had the numbers for a donkey, not a mule. My bad. Mike's numbers are correct.
So, you have far more room to work with. :D
Thanks for compiling all of that Mike... saves me some work. And, yes, you must hit "Reply All" when responding, and delete the original sender's name out. That must have been it.
From: Erik
Subject: Re: supplies
Holn's backpack items (a total of 12 lb.) and a medikit would be better served on a mule, to keep Holn ready. Other than that, he really needs little. How about a little hemp rope for snares, or strong cord.
Still More Supplies
Subject: Re: supplies
To lighten the load, I could see us ditching the oilcloth, cooking pot, and the fire pot. The caltrops could probably go too, for that matter. Buchek will want to carry the whip himself, will wear his explorer's outfit, and will feel much more comfortable if the healing and antivenom potions are distributed among the party members, rather than being left on the mules. If possible he'll want to stick his mace in one of the mule's packs, just to lighten his own load a bit.
Do we have characters who are proficient with armorsmithing and weaponsmithing tools? I hope so, but if not, we can leave those behind as well. Would things like spare bowstrings be included in the weaponsmithing tool kit? If not, it might be a good idea to pack a couple of replacement bow strings, in case ours break or get wet.
What do you guys think about the goat? Too much trouble? I'm kind of leaning that direction myself.