Political

Political
Political

Oct 6, 2011

New Strategy: Rumors of the Tavern

9/16
Around the Keep
Jak and Solaera go to the Keep chapel to get healed. The curate is totally disinterested in Jak and Solaera. (The Curate has a strong aversion to anyone not of the same faith.) He states that his spells are for the guard of the Keep, not for every passer-by with a skinned knee. Solaera tries her best to convince him, but it's no good. The curate walks off. Overhearing the debate, the young acolyte, Tylan walks up. He looks Jak over and casts a cure spell. With a swift nod Tylan scuffles back to his studies.
The party decide to go hunting north of the Keep. Three squirrels pose easy targets shortly after entering the woods. Alas, the party's aim needs improvement still. After further searching they come upon a pheasant. Success! Having finally killed something, the party returns to the Keep. Jak sells the pheasant and rabbit pelt to the innkeeper.
Since the hunt only took an hour, the party decides to head southeast. Numerous people have told told them of an elf that disappeared while exploring the marsh areas. (Elves do not particularly travel this area. One of the men in the Keep seemed particularly interested in what became of the elf.) Meanwhile, the guard are about to start weapon drills.

The Marsh
The party comes to the river. Squishy examines the river flow and tries to swim across. The water proves too much for him as he sinks to the bottom. Squishy begins to panic until he realizes the water is only 3 feet deep. He stands and finishes crossing. Everyone has a giggle and follows him across.
The party approach a large mound of earth. Moving around it, they see a lizardman standing at the cave entrance. The reptilian receives a volley of arrows and bolts. It charges fiercely at the adventurers to be skewered on set spears. Another appears at the cave entrance. He likewise charges, impaling himself. One by one, five more appear and charge the party only to meet the same fate. When no more appear, Squishy searches the first sentry. He finds a gold necklace worth 1,100 gold pieces. Jak also acquires one of the lizardmen's heavy shell shields.
Squishy passes through the entrance of the dirt mound. In the darkness, he manages to see another lizardman. Squishy charges forward, killing it. The rest of the party cautiously follow the illithid into the darkness and light torches. The sounds of at least two more lizardfolk echo within the chamber. With the advantage of darkvision, Squishy scouts out the rest of the mound. Around the southwestern corner he spies three more reptilian figures.
(The three females guard the nest. They have spotted the torchlight in the main chamber. They plan to ambush the intruders as they round the corner.)
The party decides to withdraw to outside the cave. They return to the river and rest for a few hours. They have plenty of time since the Keep continues catapult practice in the southern fields. Squishy takes the opportunity to lay down within the river and moisturize his body.

Back to the Keep
The sun stretches two hours past mid-day when they return to the safety of the walls. Solaera searches for small jobs around the Keep. She learns that she may be of use at the fair in two days time. Several healers are often needed for the tournament.
Elf goes with Jak while he inquires about buying spells. After some time Jak strikes up a conversation with the clerk at the loan bank. The elderly chap tells him spells up north are numerous, but expensive. Wizards have increasingly coveted their spells. The average market price nowadays is 1000 gp per spell level. Leaning a little closer, the clerk says he would be willing to share his cantrips for a mere 300 gp. Jak agrees, eager to gain any spells.
Elf heads to bed early. Selena takes the early night to get drunk.
Squishy recalls the reason he ventured south. He goes from shop to tavern, guard to merchant, asking about an owlbear in the area. The bartender said he will keep his ears open about such a creature. Distraught, Squishy retires to the courtyard fountain for the night. (The Corporal of the Guard, Tenneth, notices the conversation from a nearby table. Not hearing anything, he waits until Squishy leaves until he asks the bartender what they were talking about. Wanting to know more, Tenneth begins asking around what Squishy is looking for.)

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