System: 4e
Level 1
Stats: 25pt buy.
Race: Any published, refluffed as human.
Class: Any published.
Feats: Free expertise feat.
Themes: Allowed.
Background: +2 to a skill or add a language.
Equipment: Take your choice of one armor and one weapon or implement that you are proficient in for free, and then 50 starting gold to spend on other things.
Skills: There are no class skill restrictions; any class can train any skill. You still must take the mandatory/bonus skills granted by your class as usual (e.g. Arcana for a wizard).
Rituals: Component costs for all rituals are reduced to ¼ their normal values to encourage ritual use. Also, Raise Dead will not be allowed in this game – dead is dead, though we hope that doesn’t have to be an issue.
Inherent Bonuses: Yes
Languages: We will not be using the standard 4e languages, but instead the ones listed below. Everyone should know Tulrissian as the default language of this game (not common). If by (mechanical) race or some other means you are granted additional languages, pick one language from this list instead, even if you would normally have no choice in the matter (such as elves receiving Elven). For a list of languages used in this setting, look here.
- Map
- [SHOW]
Each black/white rectangle on the scale represents 4 miles, the full bar representing 20 miles.
Distances Between Locations via Road:
Peloth / Holdfast = 23 miles
Erlfeld / Holdfast = 11 miles
Holdfast / Blackstead = 31 miles
Holdfast / Oak Crossing = 36 miles
Blackstead / Oak Crossing = 25 miles
Castle Halstos / Oak Crossing = 67 miles
Castle Halstos / Red Bridge = 49 miles
Oak Crossing / Red Bridge = 34 miles
Red Bridge / Menora = 38 miles
Red Bridge / Greywood = 19 miles
Menora / Greywood = 56 miles
Greywood / Virem = 33 miles
Greywood / Darden's Hold = 28 miles
Greywood / Spearpoint Castle = 39 miles
Greywood / Garland = 36 miles
Virem / Darden's Hold = 31 miles
Darden's Hold / Eranor = 18 miles
Darden's Hold / Spearpoint Castle = 34 miles
Eranor / Spearpoint Castle = 32 miles
Spearpoint Castle / Garland = 35 miles
Garland / Violet Keep = 24 miles
- Special Travel Rules
- [SHOW]
- Per the Player Handbook, standard daily travel would be 10 hours per day, with distance traveled (in miles) equaling 5x the speed of the slowest person. For the current party, that means a daily travel distance of 25 miles a day (Drake's speed of 5 multiplied by 5), or 2.5 miles per hour.
This amount of travel will be the baseline we use for daily travel, but it won't be the maximum possible amount; after all there, are 24 hours in a day and with the current sleep rotation (taking 9 hours total) there are 5 not-accounted-for hours in the day, and it does not take that long to eat. Assuming a total of 1 hour total used for eating/restroom breaks, that means there are 4 free hours each day if traveling at normal speed.
So, I figure that each day you will have a choice: travel only at most 10 hours and be perfectly fine the next day to do the same, or try to push further at the same speed (2.5 miles per hour, in normal terrain) for up to 4 more hours in 1-hour intervals. The benefit of this is potentially-further travel with no downside, but there is also the risk of over-exerting yourself in the process. If a player becomes over-exerted, then until the end of their second extended rest after becoming over-exerted they lose one speed point. This means, essentially, that once over-exerted a player spends the rest of that day, and all of the next day, at one less than their normal speed (5 if normally 6, 4 if normally 5, and so on). Over-exertion does not stack intensity, but duration instead: each failure adds another day to its effect.
Over-exertion Skill Challenge:
DC: 12 (will increase at every even level)
At the start of each hour past the 10 hour mark, every player rolls an endurance check to see if they become over-exerted. Each hour past this mark modifies your endurance check as follows:
1 hour: -0
2 hours: -3
3 hours: -6
4 hours: -10
Anything above 4 hours would mess up the next day's schedule, but if the party wants to shoot for more then they take the -10 penalty for each subsequent hour.
Success has no benefit other than a longer distance traveled. Failure results in over-exertion, as described above.
For all rolls in the game, use the following online die roller: Click Here
Register there and create a campaign on the site for this game to do all the rolls in. Every time you make a roll, link it here with the html code it gives you afterwards, so that everyone can keep track. Example: 17(1d20) +10 = 27
- Player Characters and Important NPCs
- [SHOW]
- The Party
- [SHOW]
- Current Party Members
Valcus Torinn (GROMkill) - Human (Dragonborn) Warlord (Melee Martial Leader)
Drake Aerden (Namelessjake) - Human (Dwarf) Fighter (Melee Martial Defender)
Caelen (Scratcherclaw) - Elf Ranger (Ranged Martial Striker)
Ghor (Pashalik) - Orc (Mul) Slayer (Melee Martial Striker)
Past Party Members
Cyrus Solrane (Pashalik) - Human (Half-Orc) Slayer (Melee Martial Striker)
Zara (TheWalrus42) - Human (Half-elf) Warpriest (Melee Divine Leader)
Gedric Krell (TemplarsBane) - Human (Mul) Fighter (Melee Martial Defender)
Rorin Swordwalker (kalis5) - Human (Half-elf) Rogue (Melee/Ranged Martial Striker)
Embla (PureZaros) - Human (Shardmind) Warlock (Ranged Arcane Striker)
In addition to the PCs, the group occasionally has access to certain companion characters in combat. These are designed by me and posted here for the player's to control in combat, at least mechanically. I will still narrate their actions and may over-rule any turns that seem out-of-character (such as a character being used as cannon fodder to protect the PCs, even if that NPC would never do such a thing).
- Important Figures
- [SHOW]
- Lord Asbjörn Lorkan - Appearance - Lord of Greywood
(Lord) Lucius Jont - Appearance - until recently, the lord of Garland and its surrounding towns and villages. Currently under arrest in the Castle of the Sun for plotting with the Imardanians against his own people.
Captain Dick Stroeker - Appearance - a captain of the Garland Rangers, currently with the party in Greywood
Bob - Appearance - owner of the Timid Troll inn & tavern in Garland, where the party stayed their first night there
Alice - Appearance - Bob's wife and morning attendant at the Timid Troll
The Witch - Appearance - a legendary witch who has plagued the Senshenk Woods, and Garland in particular, for an unspecified amount of time. She was defeated by Caelen in her home in the woods.
Walter Wellesely - Appearance - a local noble in Garland of incredible wealth and influence, despite not being the Lord. He didn't trust the party at first, but has warmed to them since they rescued his children from the Witch. With his help the party was able to uncover Jont's treasonous connections to Imardin. Currently he is ruling Garland jointly with Cyrus Solrane in the interim between Jont's arrest and the appointment of a new lord. His personal levies are protecting Garland while the Rangers are moving to aid the sieges on the front lines.
Wendy and Winifred Wellesy - Appearance - Walter Wellesly's twin daughters, rescued by the party from the Witch's dungeon.
Roark - Appearance - Wellesly's bodyguard, an incredibly large and intimidating man who masqueraded as his master when the party first arrived at the manor. He hails from the highlands of Volberg.
Cormic McCormick - Appearance - a famed woodsman and con man, who agreed to lead the party into the woods in search of the witch provided he got to avoid all dangerous situations. Later he was found hiding in the secret escape tunnel leading from the Castle of the Sun to the woods, and accompanied the party into the castle.
Paul - Steward of the Castle of the Sun
Stranded Father, Mother, and Daughter - Appearance - A family found on the side of the road who had been tricked by the False Falconer and his gang into paying them their savings for safe travel. The wife was injured by undead and was left with a healer in Violet Keep. There current whereabouts or state is unknown.
Roy - the Vice-Captain of the Volberg Raptor Corps. In Lord Wilhelm's absence he is now also serving as steward of the Violet Keep.
(Lord) Gunther von Trahl - the lord of Volberg, a large bearded man with a loud voice and a seemingly eternal smile. Murdered in his sleep while the party slept in the next hallway.
(Lady) Miriam von Trahl - the lady of Volberg, a kindly woman with a taste for sweets. Murdered in her sleep while the party slept in the next hallway.
Lord Wilhelm von Trahl - Appearance - the lord's son and heir to the throne. He also serves as Captain of the Volberg Raptor Corps. Since his father's death he has become the new Lord of Volberg, and is actively leading the Raptor Corps into battle against the Imardanian invasion.
Chain seller - a cheerful woman who runs Lucius' Links in the Violet Keep
Antonio - Appearance - a Peloth spy based out of an abandoned home in the Violet Keep town. He poses as a man of the streets to gain intel. Was discovered by the party in the Violet Keep to actually be a sorcerer and spy for Imardin, wielding powerful dark magic. He was encountered again at the outskirts of the Senshenk woods, where he and his allies ambushed the party. He escaped unharmed and his current whereabouts are unknown.
Natalia - Appearance - a Peloth spy based out of an abandoned home in the Violet Keep town. She is very quiet and tends to keep to herself. Was discovered by the party in the Violet Keep to be an assassin and spy for Imardin, who was the one behind the deaths of the Lord and Lady von Trahl. She was encountered again at the outskirts of the Senshenk woods, where she and her allies ambushed the party. She was killed in battle and her body was carried away by Zara.
Stable master - a serious man who runs the Equitable Equestrian stables in the Violet Keep
Lysanthir - a flamboyant man who runs a clothing shop in the Violet Keep. He and Caelen have had sex, and plan to more in the future.
Cheese seller - a portly woman who runs the Sweet Dairy Air in the Violet Keep
Ognar - Appearance - a muscular orc who runs Ognar's Bakery in the Violet Keep
Falconry shop keeper/instructor - a quiet man who runs a small shop that sells falconry accessories in the Violet Keep. He has offered to teach Drake falconry.
Healer - a brash woman of medicine, who runs a small hospice in the Violet Keep.
Lady Tasha - a noblewoman from Holdfast, and Wilhelm von Trahl's fiancee. Revealed to have been Natalia in disguise, see above.
Priest of Fausta - a priest in Volberg's temple to Fausta, the goddess of the beasts.
Sculder & Mully - Appearance - a pair of Raptor Corps knights, serving as city guard. They were two of the first on the scene of the murdered Corpsmen found in town. Sculder is the man, Mully the woman.
Seamus - a friendly old man who owns the horse pasture outside of the Violet Keep
Seamus' wife - more serious than her husband, you know little else about the woman
Hostess - a tall, thin woman in her 50s who runs the White Stag in Garland. She is always very well dressed.
Maybel - owner of the aptly named Maybel's, a tavern frequented by Cormic. She is a pleasant older woman.
Tailor - an old, bald man who runs a tailor's shop in Garland.
Androgynous Barkeep - a person in a hat who works at The Hole, a tavern frequented by Cormic. Embla was unable to tell their gender
Roostmaster - the barman of the Ranger's Roost, a tavern frequented by the Garland Rangers. He is a large, old man with a beard and an eyepatch.
Menfina - Appearance - the robed priestess of Inara encountered by the party in the forest. She seemed defeated when her charges were killed, but was comforted by Zara.
Tawil - a senior member of the Serran mercenaries guarding Greywood. After their captain's betrayal, he is the one doing his best to keep the group together.
Captain Farjad - Appearance - The captain of the mercenary group from Serran that was hired to defend Greywood and its refugees. Revealed to be another agent of Imardin, who ambushed the party in the woods alongside Antonio and Natalia, and later Zara.
Albaen - Appearance - a senior member of the Serran mercenaries, and a veteran fighter. He accompanied the party into the woods, where they were ambushed. He was killed in the encounter, along with most of the traitors and many Garland Rangers.
Mayor Karmin Beasley - Appearance - The Mayor of Morrham, who escaped the west coast before the invasion despite claims that the invasion was a hoax. He is now headed with some of his townspeople as far east as possible to safety.
Ser Daria Meerestute - Appearance - a young knight in service to Karmin Beasley, the Mayor of Morrham. She hails from a small village in the Sorrow's Marsh, and earned her knighthood through merit rather than familial connections.
Old Gregor - Apperance - An elderly fisherman from Morrham who took Falder to court for boat theft. News of the invasion cut the trial short and he is now traveling east with Mayor Beasley.
Falder - Apperance - A boat thief who was on trial for stealing a skiff of Old Gregor's when news of the invasion reached Morrham. He got off easy due to his trial being cut short, and is now traveling east with Mayor Beasley.
Rhian - Appearance - A young elf woman who only seems to speak elven and is trying to get back to her family in the Oakengrove. She ended up traveling with Mayor Beasley on the way west, but had no idea where his group was going until meeting Caelen.
Warden Marsten Karlach - Appearance - Marsten is the current Warden of Red Bridge, ruling over it and Fausta's Steppe. The group met with him to plead their case, but he was unable to provide shelter to the refugees or aid in the war. He agreed to reconsider if the group was able to get Lord Rautrel of Trelheim to cease hostilities in the step.
Mutar III - Apperance - The ringleader and namesake of Magnificent Mutar's Traveling Circus, a performance troupe out of Serra. In addition to leading the circus, he also serves as one of the show-fighters of the troupe.
Marga - Appearance - The fire breather and one of multiple show-fighters in Mutar's circus. She comes off stoic and arrogant, and she and Afsheen appear to be romantically involved.
Hassan - Appearance - The snake charmer of Mutar's circus. He seems incredibly laid-back, and shows no combat skills.
Kiki - Appearance - The knife thrower, acrobat, and one of multiple show-fighters in Mutar's circus. She is energetic and flirtatious, and seems to have a sadistic streak as well.
Afsheen - Appearance - The juggler and sword swallower for Mutar's circus. He is suave and playful, and he and Marga appear to be romantically involved.
Alvaro - Appearance - The brewer of concoctions for Mutar's circus. He is serious and grandfatherly, and appears to be a sort-of mentor figure for Mutar.
Nudara - Appearance - The Sufin, or mystic/fortuneteller, for Mutar's circus. She is quiet and reserved, only speaking to read fortunes to her clients.
Minh - Appearance - A show-fighter hailing from Ghia with Mutar's circus. Her main draw seems to be her foreign appearance and customs, and she seems to only barely be able to communicate with her fellow carnies.
Master Raimund de Leon - Appearance - Raimund is the current Master of the Hollow, reigning out of Darden's Hold. His ancestry can be traced all the way back to the Serran nobility who once called the region their home.
Queen Millicent II - Appearance - Millicent Fialova is the queen of Menora and the surrounding region of Malverne. She has close ties with the Kingdom of Bal.
Princess Lillian - Appearance - Lillian Fialova is the daughter of Queen Millicent of Menora. She tends to keep to herself, and is a fan of reading.
Lord Omar Rautrel - Appearance - The Lord of Trelheim, reigning from the Oak Crossing. He is currently at war with the Warden of Red Bridge over Fausta's Steppe.
- Locations and Lore
- [SHOW]
- Tulrisse
- [SHOW]
- Castle Halstos/Twin River
One of the smaller port cities, situated between the mouths of both major rivers.
Erlfeld
Holdfast
Better Image
A major trade hub between Peloth, Erlfeld, Blackstead, and Oak Crossing. As a result, it is the second wealthiest city in the north, after Peloth. It also features a major temple to the entire Tulrissian pantheon, which is the only temple in the land dedicated to all five gods.
Volberg
The Violet Keep
Entrance
The Streets
Darden's Hold
The most formidable castle-town in Tulrisse, Darden's Hold is situated on an unusual rock outcropping in the middle of what is otherwise a very flat landscape.
Red Bridge
A fortified bridge and small town that serves as the main crossing for one of the two major rivers in Tulrisse.
Oak Crossing
A peaceful fishing village built next to and old, yet sturdy, wooden bridge that has served as a major river crossing for centuries.
Spearpoint Castle
Garland
Streets
A place known for its artists and poets, but also for its fierce forest rangers that patrol the nearby woodlands to keep the town safe. The city possesses many winding roads that were designed around the natural landscape, making navigation a bit difficult, especially for newcomers. It is full of plant life and has many wealthy inhabitants, some of whom flock to the city as center of culture and commerce in southern Tulrisse.
It is currently ruled by the Jont family, from the Castle of the Sun located at the edge of town. Before that the Solrane family was in power, and even before that was the Wellesly family, who founded the city. The former is all but gone, with only Cyrus surviving, though the latter still continues to feature prominently, living in their Weeping Willow Estate in the center of town.
Blackstead
A rather depressing town at the edge of the Great Swamp, and the location of the main temple of Inara.
Greywood
A quiet logging town situated towards the center of the southern half of Tulrisse. Most of the wood used throughout southern Tulrisse comes from here, so there is never any shortage of work to be done.
Menora
A town full of eccentric people, and rumored to be the home of some magically-inclined individuals. Menora is also a major trade hub that connects the counties of Tulrisse with the nearby dwarven kingdom of Bal, and by extension the other dwarven kingdoms as well.
Peloth
A mercantile port city that employs a vast network of spies throughout Tulrisse, intent on keeping allied with the other lordships while keeping them at each other's throats so that war never comes to Peloth's doorstep.
Virem
The largest of the port cities on Tulrisse's western coast. Most of the trade routes connecting the expansive farmlands of southern Tulrisse with the world's other nations originate here.
Eranor
A port city in the south of Tulrisse, near the edge of Sorrow's Marsh. This relatively small city, when compared to the other ports in the region, primarily trades with Crescent Bluff in Serran, though it also trades with other places in Serran as well as some of the more ambitious settlements in and around Sorrow's Marsh.
- Dwarves
- [SHOW]
- Durduum
Bal
Garrund
- Series of (Occasionally Unfortunate) Events
- [SHOW]
- Day 3
- [SHOW]
- The party finally arrived in Garland, only to learn that the Lord Jont is not seeing anyone at that time. After splitting up and asking around, they discovered that a witch was plaguing Garland and threatened to steal the Lord's children. They decided that something had to be done about this witch before moving on. Map.
- Day 4
- [SHOW]
- The party goes to the Wellesly Estate to learn more about the children already taken by the witch. Once there they are tricked and captured by the suspicious Walter Wellesly, but once convinced of the group's good intentions he releases them and hires them to find and safely return his missing children.
After leaving the Wellesly Estate, the party hires the woodsman Cormic to lead their search into the woods. After spending the remainder of the day scouring the forest, they stop to rest in a clearing and are attacked by the night creatures at their camp. Map.
- Day 5
- [SHOW]
- After some early-morning drama between Rorin, Embla, and Cormic, the group heads out for the day, but is quickly met with a thick fog covering the forest. Moving forward, the group finds the corpse of one of Wellesly's men carrying a note in Imardanian about keeping 'them' safe, presumably his children.
Shortly after disposing of the corpse, the group is ambushed in the fog by some wolves. They follow their tracks to a larger set of tracks and are greeted by a mysterious woman, who, after some discussion, kidnaps Caelen and sends some more wolves and a bear to attack them.
After the second bout, the group rushes after the elf boy to find a cottage in the woods, and upon entry they find a large hallway full of statues deep underground. Inside, they catch the woman - the witch, it turns out - as she is making a move on their friend. After another fight, the woman is left dead and it is revealed that her statues were actually her victims turned to stone, as they come back to life. The group uses some cloth from the home to fashion makeshift clothing for the nude people - two of whom appear to be Wellesly's young daughters, and another the legendary hero Cyrus Solrane - before calling it a night, planning to leave at first light the next day. Map.
- Day 6
- [SHOW]
- The morning is spent briefly exploring a previously-hidden room located through a trapdoor underneath the bed in the witch's cottage. Afterwards, the group - now quite large, with all the witch's victims in tow - heads back to Garland led by Cormic. They manage to reach the city shortly before nightfall.
Once in the city, the three noblemen go to see Lord Jont while the rest of the group heads to Wellesly's Estate for their reward. The noblemen receive the Lord's support for their cause, who pledges to immediately send troops to aid the regions to the west. Meanwhile, Rorin and the others learn from Wellesly of a possible conspiracy involving Lord Jont secretly supporting Imardin's conquest.
When the groups are done, they meet back up and return to the Castle of the Sun for the night to sleep. While most head straight to bed, Rorin decides to search the castle for clues that could point to the truth of Wellesly's claims. However, before the man is able to find anything of use he is caught and imprisoned by the castle guard. Map.
- Day 7
- [SHOW]
- The group finally makes it out of the forest, only to come across and be attacked by a group of highwaymen posing as members of the Volberg Raptor Corps. The group is easily dispatched, and tokens removed from their bodies to prove their identities to the local authorities.
Up the road they encounter a small family, recent victims of the same highwaymen, and offer to escort them to the Violet Keep. That night, however, a large force of night creatures and a giant spider attack the party while setting camp, and the woman of the family is greatly injured. She is stabilized enough to make it through the night, but no one knows for sure if she will make it all the way to the Volberg capital. Map.
- Day 8
- [SHOW]
- The party makes the rest of the trip to the Violet Keep village without conflict, getting the woman to a healer and parting ways from the family. For a bit they split up, with Lord Aerden, Ser Valcus, and Zara traveling to the castle to meet with the Lord von Trahl, and the others staying in the market to do their own thing.
In the castle the trio meet with the lord, a friendly encounter that leads to the hassle-free securing of Volberg's support in the war. In the market, Caelen and Embla both visit different shops while Rorin goes off with a man who turns out to be another member of the Peloth spy network. The man manages to learn a bit about the politics of the region, before meeting back up with everyone in the market.
As night falls the group heads back to the castle, for food and lodging. There they enjoy a great feast with the lord's family before retiring to the guest quarters of the castle. The peaceful, and beneficial, meeting then turns sour as the Lord and Lady are murdered in their sleep that very same night. The lords's son, who also serves as Captain of the region's miltiary, suspects Rorin of the crime and has him locked up. The rest of the group returns to bed, plotting ways to clear their comrade's name the following day. Map.
- Day 9
- [SHOW]
- Zara stays in the castle to prepared the bodies of the Lord and Lady von Trahl for their funeral while the rest of the party ventured into town to clear Rorin's name. There they meet a priest at the temple of Fausta and encountered another murder in the streets. Embla is able to follow the residual magical energy from the spell that caused the death to an abandoned home.
In the home the party encounter a robed man with the Lady Tasha tied to a chair. However, as they try to talk the man into releasing his hostage things turn sour and the party attacks. Tasha reveals her kidnap to be a ruse and attacks back, revealing herself and the man to be Imardanian agents. They fight fiercely and manage to escape. The party is unable to pursue, but the attack is witnessed by some Raptor Corps, giving them the proof they need to release Rorin.
Meanwhile, Rorin was approached and threatened by Wilhelm von Trahl in his cell. He is taunted by some of the prisoners, who had low opinions of the late Lord, and tries unsuccessfully to try to escape his confinement. Eventually the party comes to release him, having proven his innocence.
Back at the castle the newly appointed Lord Wilhelm is informed of his fiancees treachery and prepares for war. The party is then met by Cyrus, who informs them of a dire situation arising in Garland. While Wilhelm prepares his Raptor Corps to march, the group heads out of town to buy horses and continue on to Garland. They make quick time, arriving by nightfall. There they spend the night in the illustrious White Stag inn in Garland. Map.
- Day 10
- [SHOW]
- In the morning the group heads to visit Lord Jont, but is unable to reach the castle due to an angry mob, formed of citizens who've heard rumors the Lord is working with the Imardanians. The group instead heads to the Wellelsly Estate, where Wellesly provides evidence to support the mob's cause. The group follows up on a lead to investigate Lord Jont's manor, in hopes of finding proof of these claims.
The group is told by Wellesly of a rumored secret tunnel into the castle, used to escape in times of war. The group tries unsuccessfully to find Cormic once more, hoping he would know of the tunnel, but they cannot find him. They venture out into the forest on their own, where Rorin stumbles across some ribbons marking a path to the tunnel entrance. Once regrouped the party follows the path.
At the tunnel the weather begins to turn and the group enters the tunnel hastily, avoiding some unknown menace stalking them. There they find Cormic, who'd been hiding out in the tunnel after gaining his reward from Wellesly. He and the party take the path and find an exit inside the castle stairwell, where they are able to make their way to the Lord's chambers unnoticed. There they find a secret study, and in a drawer they find a forged Wellesly seal, used to create the fake orders.
Proof in hand, the group quickly retreats and returns to town. They tell Wellesly, who accompanies the group to the Ranger headquarters to inform them of the situation. Captain Stroeker, once he is made aware, leads his men into the castle during the night to confront and arrest Lord Jont. While he does so the party retires for the night, confident they did the right thing. Map.
- Day 11
- [SHOW]
- The party awakes to news that Jont has been arrested and dethroned. As they prepare to continue back to Greywood to make good on Lord Lorkan's promise to join their cause with enough foreign support, Cyrus informs the group he will stay behind to lead Garland with Wellesly in the absence of a Lord. The Garland Rangers are preparing for departure when the group makes their way into the woods and begins heading back to Greywood.
For awhile the trek is uneventful. However, towards nightfall the group encounters a group of refugees and a Night Priestess being plagued by more undead, this time lead by an apparently-intelligent one. The group manages to defeat the creatures, though not without half of the refugees dying. They continue on their way, hoping the group will be safe.
As they continue to travel the weather worsens and the sounds of a creature stalking them return, like the ones they'd heard the night before. They push until they are exhausted, trying their best to outrun the beast. Eventually they can go no further and rest in the middle of the road, hoping for the best. Map.
Below will be a breakdown of the party inventory so I can keep track, since it isn't always clear who has what.
- Party Inventory
- [SHOW]
- Shared
- [SHOW]
- Stonefoot the mule:
Sacks (6)
Hempen Rope (50')
Harness
Various books on plant and animal identification
- Valc
- [SHOW]
- Backpack
Bedroll
Flint and Steel
Belt Pouch
Trail Rations (5)
Hempen Rope (50')
Waterskin
Chainmail
Bastard Sword
Handaxe (2)
Bottle of Wine
Grappling Hook
Hammer
Oil (1 pint) (3)
Pitcher of Ale
Artisan's Tools
Heavy Shield
Horn
Tent
Shovel
Manacles, iron
Hacksaw
Book on Violet Keep History
Book on Inara and Night Creatures
Coinpurse of 400.8gp (4 emeralds, 8 silver)
- Drake
- [SHOW]
- Backpack
Bedroll
Flint and Steel
Belt Pouch
Sunrod (2)
Trail Rations (5)
Hempen Rope (50') (2)
Waterskin (2)
Heavy Shield
Scale Armor
Longsword
Bottle of Wine (2)
ID Papers with Portrait
Oil (1 pint) (2)
Coinpurse of 505.1gp (5 emeralds, 5 gold, 1 silver)
- Caelen
- [SHOW]
- Backpack
Bedroll
Flint and Steel
Belt Pouch
Sunrod (2)
Trail Rations (5)
Hempen Rope (50')
Waterskin
Longbow
Hide Armor
Flute
Pitcher of Ale (3)
Flotation Bladder
Candle (5)
Sack (2)
Greatbow
Coinpurse of 496.35gp (4 emeralds, 96 gold, 3 silver, 5 copper)
- Rorin
- [SHOW]
- Backpack
Bedroll
Flint and Steel
Belt Pouch
Sunrod (4)
Trail Rations (5)
Hempen Rope (50')
Waterskin
Leather Armor
Dagger
Hand Crossbow
Thieves' Tools
Climber's kit
Vial Bandolier
Coinpurse of 353gp (3 emeralds, 53 gold)
- Embla
- [SHOW]
- Backpack
Bedroll
Flint and Steel
Belt Pouch
Sunrod (2)
Trail Rations (10)
Hempen Rope (50')
Waterskin
Staff Implement
Leather Armor
Tent
Hair of Fairy Hues (2)
Witch's Staff
Witch's Ring
Witch's Diary
Various books from witch's house
Concoction (red)
Concoction (blue)
Concoction (brown)
Concoction (purple)
Concoction (white)
Coinpurse of 510gp (5 emeralds, 10 gold)
- Zara
- [SHOW]
- Backpack
Bedroll
Flint and Steel
Belt Pouch
Sunrod (2)
Trail Rations (5)
Hempen Rope (50')
Waterskin
Ki Focus
Holy Symbol
Hide Armor
Scimitar (2)
Dagger (5)
Tent
Cold-weather Clothing
Coinpurse of 475gp (4 emeralds, 75 gold coins)
- Cyrus
- [SHOW]
- Backpack
Bedroll
Flint and Steel
Belt Pouch
Sunrod (2)
Trail Rations (9)
Hempen Rope (50')
Waterskin
Scale Armor
Gouge
Badge of the Berserker +1
Book on Garland History
Book on Greywood History
Book on Menora History
Book on Red Bridge History