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The Haunted House IC


TheOldTraveller

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Starday, the 17th of Flocktime

Common Year 576

Evening

Onnwal, near Gauntcliff

 

 

A warm, humid easterly sweeps over the grassy hills as your party trudges on the last leg of its three-day journey. The air smells of brine and kelp. The old, ruined lighthouse set on a promontory to the northeast, which became visible hours ago, now looms near enough you can make out flashes of sunbeams reflected off broken panes in the windows and see the wings of gulls wheeling around the tower's top. The landmark's proximity means you are very near your goal now.

  Go a little further, and you can sleep in a bed, not on the heath where a summer storm might drench you again as happened the first night before you had time to erect a brush shelter. Last night, you slept in a farmer’s stone barn. No rain, but fleas afflicted you. 

A shepherd boy waves from a nearby hillside, but the lad soon turns his attention back to his woolly charges. Your trail winds past a vineyard where three feral-looking yellow dogs bark at you and race about along a broken stone fence but do not attack. 

Presently, you crest a low ridge to see spread below you the town of Gauntcliff and its harbor. Lights already glow in some windows under tiled roofs, but more houses appear darkened. Some people move about the streets. A man on horseback rides across a plaza and disappears behind a two-story building. Fishing boats are coming home, rounding the long breakwater. The soft melody of a stringed instrument lifts from someplace in the gathering shadows, the music rising over the rush of the wind and the low roar of the sea waves.
 

(OOC, see map. The party has come overland from the southwest, the direction of Scant. If you go to the nearest part of town, you will enter between locations 5 and 15.

 

 

Edited by TheOldTraveller (see edit history)
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spacer.pngRoland Garros Paladin HP 7/7 AC 4

S 16 D 8 C 15 I 10 W 14 Ch 17

 


Roland has been cheerful the entire journey, accepting the hardships without complaint.

As they ride by the vineyard he struggles to keep control of his horse as it shies from the barking dogs. "Easy there Oliver" He says as he pats his horses neck to calm it.

As the crest the ridge he asks. "Shall we head towards the harbor to see what lodging we can find?"

 

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IMG_0231.jpeg.b84b278acd54c5b4318e31f09912eade.jpeg

Our half-orc fellow tries to ignore barking dogs. Long-used to being shunned by most species! Dis-included by orcs and humans alike, Marle’TOK, Marl to friends, takes mere barking in stride.

Thanks again for letting me join your group, friends. The road is indeed rough and dangerous for hunters. Safety in numbers, right?

Yes brother, let us make fir the harbor. Let’s see what adventure awaits us!

Edited by guitarist (see edit history)
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Qwin_pic.jpgQwinsea Windjammer
CG Human | Fighter 2 | HP 15 | AC 5 | Longsword (5/2) hit+1, dmg 1d8+3

Qwinsea wears an old familiar smile as he takes in the feel and smell of the air. A sailor at heart he feels a kinship to this environment, but his nostalgic memories are brutally interrupted by the itching of the flee bites. Lost in a fit of scratching he tells his companions "I can't wait for a bath. A real one. With soap and hot water."

 

Edited by rauhric (see edit history)
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Vestas FaircFaircoin

 

Vestas reaches down and whispers "Keep calm big guy," as he pats Fang on the shoulder as the Vinyard dogs bark.

When entering the town, the cleric agrees, "I concur, let's find an inn. I asked around the Mermaid and several folks suggested a place called "The Kellie's Kiss,"  he says.

As the group enters and passes through Gauntcliff, he pays particular attention to his surroundings and people they pass for anything noteworthy.

Roll

 

(Aperently I have no idea how to set up a roll on the new system)

Edited by RobBadener (see edit history)
Name
Roll
2
1d6 2
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Kerphi the Illuminated

Human Monk 2 | Stats | Languages | Spells Prepared


Similarly quiet, Kerphi keeps pace with the others, his staff landing alongside every third step he takes, a consistent rhythm. His robe—an unornamented, black article of coarse, sturdy cloth—remains tight about the collar and cuffs, in spite of the warmth. He wipes a fine layer of perspiration from his brow with his sleeve, and catches himself before he can scratch at his scalp. Though just as flea-ridden as his compatriots, he has so far resisted the urge to claw at the bites—he has had a lot of practice letting his skin heal.

 

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The woman who calls herself "Vanilla" travels alongside her companions, seemingly shifting from second to fourth rank, but generally remaining in third, where she can account for everyone. She seems to have little complaint with the conditions or journey, but does occasionally make an observation here and there about various things. Every night before camp, she uses one of the illusions that she knows to entertain, but throughout the day her spells might be used to aid in travel.

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The party makes its way downhill into the town, crossing over a ruined wall on the way in and passing in sight of a hilltop burial ground clustered with mossy stone markers and crypts.

Light rain begins to fall, drops pattering on the cobbled streets of Gauntcliff, as the band searches the streets for the sign of the Kelpie's Kiss or a friendly local who might provide directions.

A few half-hidden faces stare from the latticed windows of houses but no one comes out to greet the newcomers.

The downpour intensifies...

 

 

(OOC 1 in 6 chance the party finds the place quickly without needing directions)

Roll

 

 

Name
Roll
5
1d6 5
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A slim girl of maybe twelve or thirteen, pushing a wheelbarrow full of green, slimy stuff trundles by the group from a side street, then stops a short distance away. She turns back and lifts the brim of her floppy canvas hat with one hand to peer through the rain at the strangers.

"Hallo! Looking for someplace dry?"

 

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Vestas Faircoin

 

"Aye girl, we're looking for an inn called the 'Kelpie's Kiss.' I've a silver piece if you can lead us there, and four more if you can tell us a few things about the place. What do you say?" Vestas says as he attempts to bribe the girl.

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Posted (edited)

''Five silvers? Yes, thanks!"

The girl pushes the cart under the awning of a nearby house and then proclaims, "Follow me."

Maegi, as she introduces herself, guides your group through town, taking a route along which awnings and the walls of buildings offer some protection from the drenching rain that is blowing it at an angle from off the sea.

She informs Vestas and his companions that the Kelpie's Kiss has a tavern in its cellar, a common room and kitchen on the ground floor, and rooms to let up top. Stables along a courtyard, too. It's the best lodgings in town. She doesn't recommend the pickled eggs–those have been sitting on a shelf for a long time. The fried fish is good! The Kiss's owner, Master Reghard, sits on the Town Council.

The girl also informs the group two unusual guests are staying at the Kelpie's Kiss. The first is a pretty lady (younger than Maegi's mother) who owns a green kirtle and wears a black ribbon in her hair. Maegi hasn't talked with her, but she heard people call her Mistress Peake. The lady has hired a townswoman, Lisbet, as a servant.

The other guest that stands out to Maegi is a scowling graybeard with an eyepatch who dresses like a sailor down on his luck but who–she heard–paid for his room and board a good way out with a handful of gold coins. He goes by the name Walgar. He's got a pet monkey that dances for treats.

"Got more questions?"

 

Edited by TheOldTraveller (see edit history)
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IMG_0231.jpeg.b84b278acd54c5b4318e31f09912eade.jpeg

No questions, replies our half-orc fellow.
Marl wanders up to the counter, seeking some of this fried fish he’s heard great things about.

Fried fish, please, Marl says at the counter. Hazel eyes looking for the owner.

Edited by guitarist (see edit history)
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