Friday, March 26, 2010

Lady Kris' Map

I figured I'll post this here, as well as on the forum. This is the map Lady Kris gave to Meren:

The X is where Kris thinks the wizard is, the pink line is the path Kris suggested they take, that black arrow points to where Meren has heard that kobolds watch the path, and the dotted line is the path Meren traced with her finger where she thinks it would be best that they travel.

Thursday, March 25, 2010

Welcome to Springwell! And what's this? An adventure?

Our story thus far...

After fighting the dreaded evil message board, the group encounters a new forum with prettier graphics and pledges their allegiance to that one in the hopes that it shall serve them better... wait, that's the players, not the characters. ;)

Here's what has happened to the characters so far:
Upon arriving in the village of Springwell, a small (but prosperous and safe) town, most of the group headed straight for the Blue Wyvern Inn. The exception was the Kobold, Whiffy, who decided to find a nearby priest to get him to read him the contents of a signboard.

In the inn, the bard Illia struck up a conversation with the innkeep and cook, while the Gen the Gnome headed straight to a shady-looking guy sitting at a table in the corner. Illia soon joined the gnome and the shady guy (who finally introduces himself as Griff) for a few games of dice.

Meanwhile Neris the Dwarf had sat down at a table with her uncle and his Halfling friend and began talking with them. The Kobold made his way to the inn and, after bribing the innkeep being the first to learn of the upcoming adventure from Davkul the innkeeper, joined the Dwarves and Halfling at their table, much to the annoyance of Neris.

After the dice game, Gen and Illia went to speak with Davkul about the adventure they had overheard him mention to the Kobold. The innkeeper filled them in about the when and where of the meeting for potential adventurers while Whiffy spread the news to Neris.

After dinner (during which Illia preformed her music), the four would-be adventurers and Griff met in a back room at the inn where they were introduced to the wizard of the village, a glamorous red-headed Human named Lady Krisiries Spelloyal, and her apprentice Meren, who the characters take to be a Wood Elf. Lady Kris informed them about the task she needs help with: an important magical amulet that she uses to keep the village safe has been stolen. Upon hearing that the quest would involve magic, Griff rudely stormed out. Lady Kris let the group know who she thinks may have stolen it and what may be ahead of them, and offered them a reward- being the adventurers they are, the group agreed. After letting them know that her apprentice would be going with them (and supplying Meren with a map and some money), she had to leave suddenly because of a spell she was working on.

Meren supplied a bit more information about what would be ahead of them and shared the map given to her by her master, and the group decided that they would set out the next morning after breakfast.

Letters Home - 1

Dear Mum,

I reached a town called Springwell today and met the owners of the Blue Wyvern Inn. It’s always nice to reach a new town. New people, new sites, and hopefully new stories and songs! As always I’ve been collecting stories as I traveled the road on my way here. Most of them weren’t the type that you’d share in a big room, but I relish hearing the stories of people’s lives just as much.

I met an elven woman as I traveled earlier today. We stopped and had lunch together. She didn’t look down on me like the elves back home often did. That’s one thing that’s been refreshing about traveling farther south, the elves down here seem to be less prudish about mixed races.

Anyway, you would have loved her Mum! Her name Falira and she had the prettiest smile you’ve ever seen. It took me awhile to get her to smile though. She was traveling to visit her sick mother. As you know full well, it’s not often that elves get sick enough that death is a risk, so she’s very worried at being called home to her mother’s side. I think I was able to help ease her worries, at least for a short while, by distracting her with our laughter and conversation.

I’m going on a quest! Now I know you’re going to start worrying the minute you read that, but I’ll be ok Mum, really I will! I’ve been through lots of adventures (as you know) since I left Jayall and at least this time I won’t be on the road alone. Although I must admit our group of adventurers is a bit, um, different.

We have myself, a gnome, another elf (but she’s rather strange for an elf), a dwarf, and a kobold. Yes, I said a kobold. That’s going to be really interesting, especially since we also have a gnome along, and you know how kobold’s and gnomes are like oil and water. No something worse. Like an explosive and a torch! So far they’ve been civil, but that’s about it. The gnome offered the throw the kobold out of the tavern if Davkul wanted him to, and during our meeting the kobold was staring at the gnome like he was just daring him to start something.

I’m getting a little ahead of myself though – you probably want to know what the quest is all about right? We’ve been commissioned by Lady Kris, a local wizardess, to find a charm that apparently helps to keep Springwell safe. Lady Kris believes a wizard, one who’s not that powerful, stole it from her. She said we shouldn’t have to worry about the magic part too much, and I’m not really worried. Her assistant is going with us, so I’m hoping she can help if needed, and I’ve picked up a few small things on the road myself.

We’re setting off in the morning, so I should probably put out the candle and get to sleep. I love you Mum. Try not to worry. I’ll write you more soon!


Monday, March 22, 2010

A Ballad

Illia shared a ballad from the area she grew up in with the diners at the Blue Wyvern Inn. This is what she sang:

"Ariella was a farmers daughter,
Full of laughter, full of grace,
She was the light of her Papa's eye,
And her Mama's dearest friend.

Everyone loved the farmer's daughter,
Every teacher, clerk, and stranger,
And every boy would stare after her
Hoping she'd smile for them.

Till one day the farmer's daughter,
met a boy with eyes of blue,
His eye's were full of tears,
And she didn't know what to do.

And so that farmer's daughter,
made it her goal to see if,
she could make those eyes of tears,
Clear as the morning sky.

She tried, that farmers daughter,
to tell jokes, and stories gay,
She brought him cakes and pies,
And tried to brighten his day.

Until one day the farmers daughter,
Saw the blue eyes clear of tears,
and so fast you hardly saw it,
a smile crossed his solemn face.

And now the farmers daughter,
is married to that boy so serious,
Who blue eyes are still full,
But full of joy, laughter, and love.

Ariella was a farmers daughter..."

Tuesday, March 16, 2010

Hurrah! The game has begun!

To put things into perspective, here's the (much edited down to avoid giving away too much but still looking cheesy since it was drawn with a mouse) map of the area:

Light green/bluish are grasslands and sparse trees/lightly wooded areas.
Medium green are fields and harvested land.
Dark green are forests.
Blue is water and rivers.
Brown ... well, squiggles are hills.
Brown squiggles on top of other brown are large hills/mountainy areas.
Brown squares are towns, villages, or cities.

The game begins in Springwell, the central town on this map.

Neristranna- You received a letter from your uncle Rogar saying that you may be able to find work in town. After traveling for a week or so NW, you arrived the night before and are currently staying with him in his apartment above the general store.

LaceAnne- You, too, have received word that the town is looking for help (through the halfling gossip vine, of course) and have traveled about 4 days from your home nearby in the southwest.

Illia- You've been traveling south in your quest for adventure, song, fun, and whatever else it is bards enjoy, stopping at various towns along the way to play your music at inns and wherever anyone wanted music. You've been on the road for quite a while, as your home is far to the north.

Gen- You're traveling around, looking for adventure, a use for your sword, and whatever else your gnomey heart desires. You're far from your home, as well (I haven't even figured out where the gnomes live- somewhere outside the area I have plotted, lol).

Whiffy- You climb out from beneath the cart you'd been hiding under.

Players, head over here to the message board to begin. (And don't forget to stop by the Character Info subforum to post a bit about you and your character.)