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  1.  Music: Autumn Ale - LOTRO Soundtrack The Prancing Pony - Winter 2947 T.A. Ere long, a chill in the air settled across Bree-land, signaling the arrival of winter. As the air grew colder, young Tomas Heatherton grew bolder, desiring more and more to recover his late uncle's buried fortunes in the Midgewater Marshes. It was a relatively simple matter of gathering the rest of the Company, though Fletcher proved to be the most elusive. None among the remaining members of the Company knew where he had wandered off to, yet when the time was right, he stepped through the door of the Pony, his dark cloak covered in a thin layer of snow. "Ah, good, we're all here! Are we prepared to leave? I've not found anything else of note on the map, though I can't quite say I know what the Black Barrow or the King's Chair are." Tomas asked, once everyone had gathered in the Pony. OOC Roles for Journeys GuideIn charge of all decisions concerning route, rest, and supplies. Guides rely on Wisdom and Survival proficiency. - Prudence ScoutIn charge of setting up camp, opening new trails. Scouts rely on Stealth and Investigation. - Fletcher HunterIn charge of finding food in the wild. Hunters rely on success with Survival checks. - Orn Look-outIn charge of keeping watch. Look-outs rely on their abilities in Perception. - Léofwyn OOC: Welcome back, everyone! Go ahead and narrate your return to Bree. When you do, please roll a Wisdom (Perception) check if you are proficient in them. Let me know if you have any more questions about the map. If you wish to examine the map further, please go ahead and roll an Intelligence (History or Lore) check. It may be good to summarize what you already know before setting out. Roll20 Map To Post: Everyone! @codexgigas @Grendel @Papa Bear @grimlock
  2. Music: Day in Combe - LOTRO Bree-land - Fall 2947 T.A. Now that the Company has returned to Bree, and Tomas Heatherton is taking time to rebury his Uncle Tim and prepare for your expedition into the Midgewater Marshes, each of you takes time to yourselves and your own preparations. Life returns to normal, albeit with the promise of adventure to sweep you off your feet at a moment's notice! As such, the role of narrator turns now to you all. Please, describe for us what your character gets up to in the last days of autumn this year, and what significant Undertaking they either seek or seeks them in this time. @codexgigas @Grendel @Papa Bear @grimlock
  3. Rock World This world had a stark beauty with a field of orange-red rocks against a deep blue sky, the sun in the sky was bright but a little smaller than back home and it didn’t seem to cast any warmness down on the planet. You seemed to be on some sort of Mesa, a challenging climb to Jane’s eye, allowing you to see any threats coming from quite a distance, though there didn’t seem to be any life as far as you can see.   “As far as I can tell life never evolved here, that might be why time runs slower here, nothing ever happens here.” Fiona offers as an explanation   Turning a corner you see a small lean-to full of supplies and a seating area around a small well-stocked fire.   “I think it a wise idea to allow these people a chance to recover from their traumatic experience…” it was a statement, not a discussion “… and I have something I need to borrow some of you for another important task.”   She quickly gathered together a team and left on this mission, allowing the rest of you a chance to see the effect from the other side, with them seeming to glitch and blur before just disappearing as if there was just a screen wipe on reality. You were disappointed that there weren’t any sounds involved, there should have been something like a pop or something.   Rachael meanwhile was getting some interesting information from her psychic readings, the security guard was a blank they just seemed to disappear from the DMV and appear on the mud island. Linda was a different matter however, she seemed to have echoes of the demon, feelings of pure hate towards your kind through the purity of the feeling, and the distance, making it difficult to get anything further. Quick pause as we wait to see if we get any new people, and clear out the old! A good chance for everyone remaining to talk about there experiences, especially as no one's really discussed what they've seen so far.
  4. "Walk the soil.  Feel the breeze kiss your skin and taste the crisp spring waters.  Hear the rustling grass of the plains and see your next victory on the horizon.  That is what it means to be truly free." — Soyka Tenkiller, Ghost Wolf tribeswoman       After navigating the tracks through the thick prairie pastures for almost an hour, they finally come across a road of sorts, not something that's been marked by the laying of gravel or aggregate perhaps, but definitely well-impressioned by frequent use.  Tracks, bootprints and ruts clearly delineate the passing of sufficient vehicle and foot traffic, and the surrounding reeds and bushes have not grown over into the well-trodden soil of the roadway. It doesn't take too long for some passersby to come along and point the way to the nearest spot of civilization, and the group learns that they are about ten miles or so out from Hajoth Hakados, where most of them last rememebered they had been, prior to waking up in the cultist lair.  From there, it takes a couple more hours to reach a place where the road seems to follow to the left of a river that's at least a hundred feet wide.     The sky is already completely dark as the group nears the edge of town, where a grand, engraved stone wall protects the properties and residents within.  To the left of the gates is a small grove and some outlying buildings, overlooking some plots of farmland.  On the other side, a stone bridge stretches over the shores of the Sellen River, with more scattered buildings on the opposite bank.   This, is Hajoth Hakados, "The Velvet Caress of the North".     [[ Map — Hajoth Hakados ]]
  5. You have been summoned by SEER to a private room in the Red Sheaf Inn and Tavern in Beregost. SEER, a female Shou mage of no small talent, has taken up temporary residence in this high-cost traveler's sanctuary, far from the relative safety of Baldur's Gate but still very much under the watchful eyes of both her Lords' Alliance employers and the Flaming Fist - the organization tasked with keeping law and order in Beregost. SEER is an agent of the Lords' Alliance, but it is obvious that she only truly answers to herself. The meeting begins in the early morning. "Visitors, ah, yes, good. Very good." A wizened Shou woman enters this private meeting room and makes her way around the long ebony table. With a grace that would defy her apparent age, she seemingly at once takes a seat and makes a silver platter with a steaming tea pot and eight delicate cups appear. The room instantly smells of a heavy mix of mint and cinnamon. She motions to the tea cups, which are all somehow immediately filled. "So we meet again. But more importantly, I have need for you lot once more and an interest in what lies before us. As we begin, might we all share some pleasantries?" SEER takes a moment to engage in conversation with you, asking you about things from your past you're quite certain you've never shared with her. After some time at this she gets down to business. "It has come to my attention that Baron Rajiram, a cloud giant of well-earned ill repute, has turned his vision in-land for once. While historically he has focused his attention on the Sword Coast and the ocean, the Baron has begun mobilizing his forces in an effort to breach Durlag's Tower. The Lords' Alliance, would like you to ensure that this does not happen - and we will reward you handsomely for it." As SEER speaks, a small, golden pseudodragon with milky, white eyes fades into view snuggled around her shoulders. They share a series of rapid facial muscle twitches, after which the beast wraps itself tightly around SEER's shoulders and dozes off to sleep. "Hsing tells me that our situation is escalating, and our previous timeline is no longer correct." She sighs, swirls her tea, and continues: "I do so loathe it when they don't respect the rules of the game. Giants. Psh. Impetuous, no matter what they say about us 'small folk'." OOC @cheezal @Djacob91 @Dmitri_Ravenoff @omegoku @8w_gremlin @Sylas Once again, let's remind each other about your characters with an intro. Once everyone has posted we'll move along. Feel free to ask questions of SEER as well.  
  6. ピレ (THE PYRE)   After crossing Cougar Creek, it takes the group a little less than an hour to reach the their destination, first following Lost Coast road and skirting Ashen Moor along the edge of the coast, then skipping into a smaller path a bit less travelled when the main road turns south away from the water.  The path winds its way around and up the side of a small hill, then down into a valley after passing what looks to be a hastily abandoned campsite, after which it finally opens up to the coastline once more as it ends in a small plateau at the edge of a cliffside.   [[ Mood Music ]]   An archway of stone is set into the side of a small hill at the otherside of the plateau from the edge of the coast, overlooking the Varisian Gulf.  Moss has overgrown many of the details, but one is still quite clear.  The keystone of the arch is carved with a flame symbol with a stylized rune in the middle. Beyond the archway is a darkened tunnel that leads to a pair of massive wooden doors, one of which is slightly ajar.   A pair of horses and a trio of ponies lie slaughtered next to the archway, each corpse still tied to a post set into the ground nearby.  A swarm of flies hangs lazily in the air above them.
  7. Abraham Broder's house sat just outside of Charleston proper in the town of Summerville, so it took a little less than an hour to reach it from the hospital. It was now getting to be late afternoon.   Broder's house was a modest affair in downtown, just up the street from Summerville Baptist. The front yard was gated with a wrought-iron fence, and the walk to the front yard was lined with sago palms. The investigators could see several large oaks and pines rising up above the white two-story house from the back yard.   The investigators had called ahead to let the Broder family know they were coming. His only surviving relatives, a son and a daughter-in-law, were currently at the house going through some of his things. The investigators were visiting to pay their respects and to "handle some estate business." They did not get into the details over the phone.   When they pulled up, the son was sitting on the porch, flipping through a book.
  8. Music: The Haunted Burrow - LOTRO Unreleased Soundtrack The South Downs - Fall 2947 T.A. Recap When last we left our heroes... The Company, after a lengthy period of time apart, were brought back together again by what seemed to be fate. One night at the Prancing Pony, they were alerted by young Tom Heatherton to a "ghost" that was haunting the Bree graveyard. But when they went to investigate, they began to find clues that indicated the monster that spooked the boy was more likely a troll than anything undead. At the same time, they discovered a strange rumor around Tom's uncle, Timeas, who had unexpectedly died a little while ago, leaving a mysterious inheritance the young Tom was trying to claim through graverobbing. His father, Nick Heatherton, was desperately trying to keep him out of trouble, though he too was marked with suspicion by the heroes. Finding the trail of the creature, they followed it down the Greenway into the South Downs. Along the way, they met a curious traveler known only as Dancer, who offered them words of wisdom and a horrifying story of the Old Troll, a villain of no small notoriety. After several days of pursuit, the heroes located the troll's lair, which seemed to be trapped with all sorts of foul sorcery. They lost one another in engulfing fog, but managed to reunite just in time, as the troll attempted to ambush them! Despite its skin being as tough as stone, they drove it off, and now they plunge cautiously into the cave at the bottom of the sloping hill... Link to the old Chapter 1 thread As the heroes cautiously dared the unknown dangers and nauseating stench of a troll's lair, they began to notice something peculiar yet alarming. They could hear the soft pitter-patter of light footsteps, as if someone was just up ahead in the darkness, creeping further into the cave. So far, nothing has indicated that the party's presence is noticed... not yet, at least. But just around the bend on the left wall, a shadow began to form. However, Fletcher's use of torchlight seemed to alert the figure to their presence before their footsteps could. It looked at them, and the fire's illumination brightened around the shape of the figure... "Put that light out! You have a death wish?!" the figure harshly whispered, revealed now to be young Tomas Heatherton! What was he doing here? OOC Roles for Journeys GuideIn charge of all decisions concerning route, rest, and supplies. Guides rely on Wisdom and Survival proficiency. - Prudence ScoutIn charge of setting up camp, opening new trails. Scouts rely on Stealth and Investigation. - Fletcher HunterIn charge of finding food in the wild. Hunters rely on success with Survival checks. - Orn Look-outIn charge of keeping watch. Look-outs rely on their abilities in Perception. - Léofwyn OOC: The Company has discovered Tomas Heatherton in the troll's cave! How did he get here? Roll20 Map @codexgigas @Grendel @Papa Bear @grimlock  
  9. Great world-breaking events that shatter a person's world should happen in dramatically appropriate places, not the local DMV building!    It wasn't even an exciting building, a square two-story building sitting squarely with space around it from parking. At least it was a nice shade of white, allowing it to maybe shine a little if the sun ever decided to come from behind the cloud, not even having enough drama to rain dramatically.   Still, the note you've received, that you're not quite sure how you came across, told you to be here at this place at this time and for once curiosity got the better of you...
  10.   Domino Only Awaking from your bizarre nightmare, the first thing you notice is a mild irritation, perhaps even pain.  Still in a haze, you focus your attention to the sensation, it feels as though something is repeatedly pinching, hurting your fingers. Quickly moving your hand, you blindly swat at whatever was provoking your senses.  The contact felt damp, yet bristly and kind of gross all at the same time.   Your eyes snap open, and you take in your surroundings for the first time.  The environs are much different from that of before, still dark and cold, but with a certain solidity of weight to it.  This place feels... real, by comparison.   You find yourself laying on a table, inside a circular section of a room, adjoined by what might perhaps be a library of sorts.  There are other tables on the stone floor, along with some shelves at a distance, most of which empty save for a few odd volumes here and there.   Across from you in this part of the room, there is another being, similarly laid on a table, completely bare, and there is a rather large rat nibbling at a lock of her hair.  Her face looks familiar for some reason.   It's only now that you realize that you are missing the majority of your clothes and your gear, you seem to be wearing only your underthings. Barhuce, Rain, T'Sarra, Val and Vri Whatever began as a couple rounds of drinks at a local tavern in Hajoth Hakados, probably couldn't possibly have explained the way you're coming to right about now.   The dream...  It all felt too real.  The creature's voice, the pain from the devices, the woman's defiance...  It was as though you were each of you personally living those bizzare moments.   And yet, now that you've been brought out of that indescribable nightmare, you find yourselves perhaps waking into yet another.  The surroundings are completely unfamiliar to you, obviously being nothing like that of the inn's room you might have expected.   The floor and walls supporting your body is of stone.  Cold, and perhaps slightly damp with a hint of condensation at places.  The regularity of the walls belie the antrhopogenic nature of the place however — it is not so much a natural cave as it is something that was deliberately constructed by man.   Looking up, you see bars criss-crossed overhead though which filters a flicker of light, so you surmise this might be some kind of a holding cell.  To one side, beyond a similar situation of bars, there is a set of stairs leading up from beyond your immediate confines.   Though missing a majority of your clothes and all of your gear, at least you're alive for a start.     [[ Map — Location Unknown ]]
  11. While the culmination of events leading up to the current situation spans a much longer time in history, it is best to first lead with recent fact. This is where our tale begins, in the small, faraway Varisian town of Sandpoint.     サンドポイント (SANDPOINT) Sandpoint is a beautiful and diverse town, resting in a natural cove along the cliff-lined Lost Coast region approximately thirty miles northeast of Magnimar. Every year on Rova, during the autumnal equinox, the citizens of Sandpoint commemorate a legend regarding Desna (デスナ、北星の女神) with the Swallowtail Festival. Although of late, something has gone wrong…   [[ Mood Music ]]   Moonday, 16 Rova, 4707AR The sun rises lazily over a clear sky on this mid-autumn morning, one week from the festival. Preparations are being made just about everywhere across town, mostly by the cathedral's priests and volunteers, as well as Mayor Deverin's staff, adding to the many responsibilities the town council already regularly undertakes, perhaps alluded to by the many advertisements seeking help posted on the town hall's notice board of late.     The local businesses too have been ramping up to accommodate for the festivities, as trade for foodstuffs and other goods is paving the way for the celebrations next week.   As though with perfect timing, Sandru Vhiski's caravan has rolled lazily into town through the North Gate this morning, bringing with them fresh fruits and many other goods from other nearby towns, just in time to park their wagon carts and join the local merchants setting up their stalls and fairly loosely delineated floor vending spaces at the Sandpoint Market.     Most of the patrons of the Rusty Dragon (ラスティドラゴン宿) are still stirring dreamily in their sleep. The Rusty Dragon is one of Sandpoint's two local inns, and a favorite eatery and watering hole for much of the town's locals and travelers alike. Its owner, Ameiko Kaino (海埜 雨慰子) is already awake and working diligently in the kitchen, from which a host of chopping, bubbling and sizzling sounds can be heard, and delicious smells are beginning to waft into the air of the neighbouring streets and alleyways. On today's breakfast menu is a trusty Lost Coast omelette (a safe option for those who don't care for Ameiko's experimentations), and a weird soupy concoction of noodles that she calls "ramen" for those with a little bit more adventure in their taste buds. And of course, there's always plenty of ale and raspberry mead being served...           (( While these are just some select details about Sandpoint and some of the happenings at the moment, you are free to place your character anywhere within the town to begin with. ))   Map of Sandpoint  
  12.   Just outside the Rusty Dragon, after having made a passing remark at Darhana, Ameiko practically yanks her sister Noriko aside, handing her a basket that had been stacked into the one she herself was carrying. 「一緒に歩いて、順ちん。 Walk with me, Nori-chin. *〜ちん (~chin): Further diminutive form of 〜ちゃん (~chan), which is in itself a diminutive of the 〜さん (~san) honorific. Typically used toward children, specially girls, or younger women with whom you are intimate or familiar, also pets and mascot characters. Common use of this diminutive is often contracted into the subject’s name.」   “Look. I know I was a little abrasive with you back there, sis. Don’t take it personally.” She says to Noriko as they walk down Market Street, headed in the direction for the square, “You’re coming into your own now, as a young woman. You’re growing up faster than I wanted you to you know, but it’s not like I can stop you.”   Passing the Mercantile League building, Ameiko stops before turning the corner at the front of Sandpoint Meat Market, hanging out there at the edge of the building for a moment. There, she lowered her voice, leaning a little closer to her sister,  “I’ve never told you about that time I went off adventuring with Sandru when I was your age, did I?”
  13.   All around you is a bizzare, greenish river of glowing information, endlessly shifting code and equations making up the walls and arched ceiling of what looks to be a massive cathedral.  Minute bits of scrolling characters, some mathematical, others in a language you don't understand, stream across the floor, flowing as though a thin curtain that veils every object, every feature of this place.   [[ Mood Music ]]   As your eyes adjust, you see that this cathedral-like space is vast, with perhaps ceilings a hundred feet overhead.  A silent, yet thick swell of mist obscures any exits there might be from the immediate chamber, beyond which the draconian growl of some unseen creature wards against your escape.  Yet through the massive bay windows you can see clearly beyond, into the depths of a purplish night sky, free from the ghoulish green veil.   In front of you stands a sixty-foot-tall statue of some sort of faceless, macabre female angel with glowing wings akin to that of a dragonfly, each projecting from a gruesome metallic blade.  Spikes protrude from places in the statue's supposed armor, though its general function eludes you as it doesn't seem consistent with any design of which you know.   The forearms of the statue seem each to be seamlessly integrated with a weapon, a sword on the left, and some sort of mechanical contraption with a strange yet imposing rectangular barrel on the right.     A female voice speaks.  The raspy, seductive words seem to be coming from everywhere all at once, yet you somehow recognize that it is coming from the angelic statue before you.  While the volume is consistent of mere conversation, it seems to permeate through you as though it might as well have been the voice of a god.  You immediately understand her, as for some reason she seems to be speaking whatever language it is you first became familiar with in life.  "Do you know why you’re here?"     (( GM's Instructions: This is a Dream State chapter, please use the Dream State version of your character. )) (( Perception checks immediately please, everyone. ))
  14.   The memorial service was lovely and relatively short for such things. That was Broder's style. It ended near dusk. The six would-be investigators had received their strange bequeathment together in the Rabbi's office which as much bafflement as the Rabbi himself. They subsequently offered their final condolences, departed the synagogue, and gathered in the Swamp Fox Tea Room which was housed on the ground floor of the newly built Francis Marion Hotel. The Swamp Fox opened directly onto King Street to allow patrons to avoid the hustle and bustle of the hotel lobby. The six unlikely companions who sat together were familiar with one another through their common association with Broder, but none, save for Livingston and her assistant, were anything like close acquaintances.   The server arrived abruptly in a smartly starched white shirt and dark jacket. "What can I get you to drink?" he asked above the polite din of the establishment. It was widely known that with the proper encouragement and due discretion a variety of spirits were still available at the Swamp Fox.
  15. The Desert, elsewhere There was a burst of something, a flash of light and suddenly you were somewhere else.   An apparent endless desert that stretches in every direction.    Why are you here, what happened?
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