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The Beast of Ledsham» Forums » Play By Forum

Subject: [IC] The Beast of Ledsham rss

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Bifford the Youngest (Sam)
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Robert Goldwine

27 Year Old stats:

Attack Skill 73
Missile Skill 39
Defence Skill 63
Knowledge 50
Will 49
Endurance 75
Persuasion 43
Perception 47
Speed 49
Agility 41

Racial Origin: Anglo-Saxon
Social Class: Townsman
Languages: Anglo-Saxon; Norman-French

Characteristics: Strong Grip; Double Jointed; Nondescript

Careers: Rogue; Rogue 2nd term; Mercenary; Mercenary 2nd term; Mercenary 3rd term

Abilities:
Intimidation lv III - Persuade through threat of violence. +30 bonus to saving throw to intimidate or resist intimidation.
Local Knowledge lv II - Knowing who to see and where etc. Perform Basic tasks and +10 bonus to saving throws.
Combat Training lv IV - Handling of weapons, also tactics. Lv III +2 damage with melee weapons; Lv IV +2 protection from any armour worn.
Survival lv IV - Survive on own in the wild. Perform basic tasks. +30 bonus to saving throws.
Riding lv II - Ride at walk, trot or gallop. -15 penalty to mounted combat actions.

Event: 'Saved a life. You now have an eternal ally.'
Event: 'You are very successful for most of this year. Gain triple normal wealth this year.'
Event: 'You fracture your leg and lose 1D3 (3) Speed.'
Event: 'Badly injured. You recover well but are badly scarred."
Event: 'You narrowly avoid death and now suffer from a terrible temper. You must pass a Will saving throw if insulted. Failure means you will respond with violence.'

Supernatural Event: 'Chain Lightning'

Imbalance: 0
Favour: 10
Patron: Ilbert de Lacey

Money:330d 235d 3f

Equipment:
Coin Shears
Spear
Kite Shield (x2)
Mail Myrnie
Mule or Donkey
Rope (50')
Waterskin
Sack
Wool Blanket
Bone Dice (pair)
Oil (pint)
Lantern
Cheese 1lb
Salted Fish 1lb
Meat 1lb
Fruit 1lb
Vegtables 1lb
Bread (2 loaves)
Boots
Wool Tunic
Wool Trousers
Wool Cloak

Age Checks:
31 - No Loss
32 - No Loss
33 - 2 from Missile; 7 from Agility
34 - 1 from Speed
35 - No Loss
Final Adjustments: 110 - 35 = 75. Endurance pulled back to 75 from 82.
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Gyrth Boneshaper

21 Year Old stats:

Attack Skill 40
Missile Skill 40
Defence Skill 43
Knowledge 42
Will 49
Endurance 45
Persuasion 53
Perception 46
Speed 37
Agility 48

Racial Origin: Anglo-Saxon
Social Class: Peasant
Languages: Anglo-Saxon; Irish

Characteristics:
Two-Hand; Adder Tongue; Hedge Magick

Careers:
Craftsman (Boneworker); Craftsman (Boneworker).

Abilities:
Barter Lv II - Drive prices down when buying, get a better price when selling. Lv I +5 bonus. Lv II determine crude quality of other party: Tell if other person has a poor (1-30), mediocre (31-60) or good (61+) Persuasion score, including any bonuses.
Craftsman Lv II - Create basic and standard items.
Magick Lv I - Grade I spells.

Event: 'You suffer a recurrent muscle injury. With sufficient exertion, you suffer a penalty of -5 for one week.'
Event: 'You catch leprosy (or the falling sickness). See Chapter 3 for further details. In addition to the age roll for further careers you must also make a successful Endurance saving throw to progress. Yearly disease rolls will also be required.'

Supernatural Event: 'An invisible battle can be heard but not seen.'

Imbalance: 0
Favour: 10
Patron: Ilbert de Lacy

Money: 56d

Equipment:
Craft Tools.
Sack
Wool Cloak
Sandles
Waterskin
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Garvin ap Godwine
a.k.a. Garvine 'Tallman'

29 Year Old stats:

Attack Skill 42
Missile Skill 59
Defence Skill 48
Knowledge 54
Will 40
Endurance 62
Persuasion 35
Perception 52 (42 when viewing past 20 yards)
Speed 45
Agility 39

Racial Origin: Anglo-Saxon
Social Class: Peasant
Languages: Anglo-Saxon; Norman-French

Characteristics:
Large; Second Sight; Hale

Careers:
Huntsman; Huntsman 2nd term; Huntsman 3rd term; Huntsman 4th term.

Abilities:
Woodlore lv IV - Coppicing, making charcoal, reading animal tracks and dens, identification of plants, trees, animals. Lv IV +30 bonus.
Hunting lv IV - Tracking, locating, simple snares, hunting dogs. Lv IV +30 bonus to saving throws.
Stealth lv II - +20 bonus to saving throws.

Event: 'Learn well. Gain discretionary points.'
Event: 'You are trampled by livestock. You will now fear these animals and lose 1 Endurance.'
Event: 'Your eyes become sun-damaged. You have a -10 penalty to Perception when the target is more than 20 yards away.'
Event: 'You poison yourself with foraged mushrooms and lose 1 from each physical attribute.'

Supernatural Event: 'A character hears a haunting tune but never quite remembers it again.'

Imbalance: 0
Favour: 10
Patron: Ilbert de Lacey

Money: 6d 2f

Equipment:

Hunting Dog - Rosie
Sack
Wool Cloak
Waterskin
Sandles
Well made clothes
Knife
Falconry gear (custom fit)
Leather bag
Boots
Leather sheet
Wool blanket
Cheese 1 lb
Meat 1 lb
Bread 1 lb
Torches (12)
English wine (quart)
Ale (quart)

Hiking Staff +8 +10 1D6
Seax +7 +0 2D6 (Scabbard loose fit)
Hunting Bow +0 -5 1D10 200’ (material sheath for unstrung bow) + small leather waxed pouch for strings. One spare.
Arrow (36)
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Eadhild

35 Year Old stats:

Attack Skill 36
Missile Skill 32
Defence Skill 52
Knowledge 77
Will 93
Endurance 43
Persuasion 40
Perception 49
Speed 45
Agility 44

Racial Origin: Anglo-Saxon
Social Class: Peasant
Languages: Anglo-Saxon; Danish; Latin

Characteristics:
Everyman; Nondescript; Hale

Careers:
Servant; Nun (Choir Nun); Nun 2nd term (Infirmarer); Nun 3rd (Novicemaster); Nun 4th (Choir Nun); Nun 5th (Infirmarer).

Abilities:
Service - lv III - Cooking, cleaning, armour maintenance, laundry etc. Basic tasks; +20 bonus saving throws.
Gossip - lv I - During 'small talk' gain snippets of information. +5 bonus to saving throws.
Religion lv V - Knowledge of lore, liturgy, tenets, guidance, faith against spirits/supernatural. (I) Lead common services; (II) Specific services and may preach; (III) Ward against evil; (IV) Exorcise spirits; (V) Knows all services.
Craft lv II - Create basic and standard items.
Herbalism lv II - May use common herbs; +5 to effective %.
Farming lv II - Basic tasks; +10 bonus to saving throws.
Medicine lv II - May attempt: (I) Diagnose + treat common diseases; (II) Perform splinting and dental work.
Education lv I - Discipline of thought. +5% to general Knowledge checks. (I) Latin and Mathematics.
Literacy lv I - (Any language you speak) Read/Write common words. Penalty for harder words (page 67).
Intimidation lv I - Intimidate through threat of violence. +10 bonus to saving throws.
Riding lv I - Ride at a walk or trot; -15 penalty to mounted combat actions.

Event: "By eating well and exercising, you gain +1 in all physical attributes."
Event: 'Alergic to black ink. -1 temp Endurance if used.'
Event: 'You personally witness an important event.'
Event: 'Work noticed by powerful noble. Mentioned in court then forgotten about.'
Event: 'Chest infection. Wheeze for years. Lose 1 Endurance.'
Event: 'You lose all will to continue in your current living and must look for something else (Random living). You will never return to this living.'

Supernatural Event: 'A snake made of fire'

Age restrictions:
31: No Loss
32: 1pt from Endurance
33: No Loss
34: 1pt from Endurance; 3pts from Missile
35: 1pt from Agility
36: No Loss
37: 5pt from Perception
38: 2pt from Attack
39: 2pt from Perception; 2pt from Missile; 3pt from Attack; 2pt from Defence
40: 1pt from Perception
Final penalties: 110 - 40 = 70. No physical attributes over 70 so no penalties.

Imbalance: 0
Favour: 10
Patron: Ilbert de Lacey

Money: 7d 1d 1f

Equipment:

Sack
Wool Cloak
Sandles
Shoes
Waterskin
Knife
Wool Blanket
12 tallow candles
Bread (2 loaves)
Vegtables
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Bifford the Youngest (Sam)
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Avery Cartwright

33 Year Old stats:

Attack Skill 40
Missile Skill 38
Defence Skill 39
Knowledge 65
Will 67
Endurance 40
Persuasion 42
Perception 50
Speed 45
Agility 48

Racial Origin: Anglo-Saxon
Social Class: Townsman
Languages: Anglo-Saxon; Latin

Characteristics:
Mathematician; Everyman; Wellborn

Careers: Monk (Choir Monk); Monk 2nd term (Novicemaster); Monk 3rd term (Precentor); Monk 4th term (Subprior).

Religion lv IV - Lore, liturgy, tenets, guidance, faith vs ghosts/supernatural, Exorcise spirits, all services, preach, ward vs evil.
Craft lv I - Basic Items.
Herbalism lv I - Use Common Herbs.
Service lv I - Basic Tasks (clean, cook, laundry, armour maintenance etc.
Farming lv I - Basic Tasks.
Education lv II - +10 General Knowledge ST's; Latin, Maths, Astronomy, Logic.
Performance lv I - Physical performances (theatre etc), climbing, balancing. Basic Tasks.
Stewardship lv I - Run + Manage organisations (Manors). Basic Tasks.

Event: 'You become allergic to black ink. Lose 1 temporary Endurance each time you use this ink.'
Event: You knock over an oil lamp whilst working and set fire to yourself. Lose 1D3 (3) Persuasion due to the scars
Event: 'Part of monastery burns down. Leaves a lasting impression on you.'
Event: 'You discover philosophy, and understand your place in the world. You may ignore the next 10 Imbalance points gained.'

Supernatural Event: 'An invisible battle can be heard but not seen'

Age checks:
1st roll: No affect
2nd roll: 1 from Defence Skill
3rd roll: 1 from Missile Skill

Imbalance: 0 (Ignore first 10)
Favour: 10
Patron: Ilbert de Lacy

Money: 0d 0f

Equipment:

Sack
Wool Cloak
8 Dried Herbs:
Waterskin
Boots
2 qts Mead
1 lb Salted Fish
2 lb Fruit
2 lb Vegtables
2 loaves Bread
Club +8 AS +5 DS 1D10
Wax Candles
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Bifford the Youngest (Sam)
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Morcar ap Morcar

28 Year Old stats:

Attack Skill 62
Missile Skill 53
Defence Skill 52
Knowledge 35
Will 41
Endurance 67
Persuasion 44
Perception 49
Speed 64
Agility 56

Racial Origin: Anglo-Saxon
Social Class: Townsman
Languages: Anglo-Saxon; ?

Characteristics:
Hog-Head; Mender; Stubborn

Careers: Groom; Outlaw; Outlaw 2nd; Outlaw 3rd; Thief

Abilities:
Riding lv I Ride at Walk or Trot. +15 penalty to mounted combat actions.
Horse Lore lv I - Feeding, cleaning, health, 1st aid, exercise.
Survival lv III - Basic Tasks. +20 bonus on saving throws.
Stealth lv IV - +35 bonus on saving throws.
Sleight of Hand lv II - Basic Tasks; +10 to saving throws
Barter lv I - +5 Bonus to persuasion when bartering
Combat Training - +1 Damage with Melee weapons

Event: 'Gambled and lost badly. Lose all money.'
Event: 'You pray to a local saint and are blessed with +1 in every attribute.'
Event: 'You break all of the fingers on your off hand. You cannot use the hand itself for holding a weapon or fine work.'
Event: 'Your house is robbed and you lose one of your accumulated items (your choice).'
Event: 'You impress someone important and get offered employment. You may choose any living that does not require a previous living and enter that regardless of any other requirements.'

Supernatural Event: 'Loaves of bread turn black spontaneously'

Imbalance: 0
Favour: 10
Patron: Ilbert de Lacey

Money: 5d

Equipment:
Grooming Tools
Spear +2 AS -5 DS 3D6 Damage
Bow & Arrows +0 AS -5 DS 1D10 Damage 200' Range (including quiver and bow sheath)
Leather Sheet
Sack
Waterskin
Sandles
Wool Cloak

Knife (eating etc)
Wool Blanket
Bone Dice (pair)
Candle, tallow (12)
Cheese (1 lb)
Bread (2 loaves)
Rope (50')

Boots
Tunic, wool
Trousers, wool
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Charles Wincester

23 Year Old stats:

Attack Skill 53
Missile Skill 35
Defence Skill 40
Knowledge 40
Will 65
Endurance 58
Persuasion 49
Perception 56
Speed 56
Agility 53

10 to spend.

Racial Origin: Anglo-Saxon
Social Class: Peasant
Languages: Anglo-Saxon; ?

Characteristics:
Adder-Tongue; Hale; Two-Hand

Careers: Servant; Servant 2nd term; Servant 3rd term; Craftsman

Abilities:
Service lv III - Basic Tasks. +20 Bonus.
Gossip lv III - +20 Bonus.
Barter lv I - +5 Persuasion when bartering.
Crafting lv I - Basic Items.
(2 more to chose)

Event: 'You personally witness an important event.'
Event: 'You knock over an oil lamp whilst working and set fire to yourself. Lose 1D3 (3) Persuasion due to the scars.'
Event: 'Your house burns down, destroying all of your accumulated goods.'
Event: 'You impress all you work with and may choose any one of the career progressions from the table instead of rolling.'

Supernatural Event: 'A river flows backwards'

Imbalance: 0
Favour: 10
Patron: Ilbert de Lacey

Money: 11d

Equipment:

Wool Cloak
Sack
Waterskin
Sandles
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  • 464043. Bifford
  • 1d10 =
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  • Sun Nov 17, 2013 12:54 am
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  • 1d100 =
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  • Sun Nov 17, 2013 12:55 am
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  • 464045. Bifford
  • 1d100 =
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  • 53
  • Sun Nov 17, 2013 12:55 am
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Bhritric

18 Year Old stats:

Attack Skill 46
Missile Skill 35
Defence Skill 40
Knowledge 54
Will 49
Endurance 46
Persuasion 40
Perception 41
Speed 38
Agility 40

Racial Origin: Anglo-Saxon
Social Class: Peasant
Languages: Anglo-Saxon; Latin

Characteristics:
High Magick (3 slots)

Careers: Mage

Abilities:
Magick lv II - Cast Grade II Spells.
Literacy lv I - Can Read & Write Common Words.

Event: 'You discover philosophy, and understand your place in the world. You may ignore the next 10 Imbalance points gained.'

Supernatural Event
'An evil eye appears on skin'

Imbalance: 0 (Ignore first 10 points)
Favour: 10
Patron:Ilbert de Lacey

Money: 6d 0d 3f

Equipment:
Ancient Magickal Text
12 pages adequate quality paper
Ink Block
3 Quills
Wool Cloak
Sandles
Waterskin
Sack
Shoes
12 Candles
12 Torches
2 lb Vegtables
4 loaves Bread

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“You have been sent on the orders of your patron to investigate recent strange happenings around the small village of Ledsham. There have been reports from the villagers of a large wolf-like beast killing game around the village and you have been sent to find out whether these are fanciful tales made up to hide the fact the Saxon villagers are stealing the deer of the Norman lord Ilbert de Lacy. “

The time of year is one most people mildly dislike as it is the turning of summer to autumn, but further to the cold winds and chills of autumn than the warmth of summer. Cloaks and blankets are often the order of the day and night, and a hayloft is preferable to sleeping outside though this is still possible, if a little uncomfortable.

The village of Ledsham is a two day gentle walk from the city of York, most of which can be taken on the road South. This North-South and starts some way to the West of York. You are all half a days walk from York and have just joined this road which has any way-stations on it.

So your characters have had about 4 or 5 hours to idly chit chat amongst yourselves and gain some basic knowledge of each other. Your first decision as a group is due - how to spend the night?



OOC: Please feel free to spend some time in talk, getting to know each other a little but also discussing the question of how/where to spend the night.

Map Information: The dotted line is the main North-South road. You cut across from York to reach it. Your current position is somewhere within the W15 area, roughly marked by the dot. Ledsham is within W6 (even though it is classified as being part of W10's land!) and roughly where the X is.
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Bhritric walks quietly by himself a few steps behind the others. Most of them are older, and seem a lot more experienced. Still, that is not always a good indication of intelligence. Bhritric will listen to others as they speak, and try to find out who is enlightened, and who is an ignoramus. The question about where to sleep, Bhritric hasn’t even thought about. He has never been out like this before, and he just expects someone to take care of it.
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Robert riding on his mule, scans the horizon with his one good eye as the group collectively walks the road to Ledsham. During one of the inevitable silences that always strikes as men and women travel the dusty roads, "I suggest we find a place to camp for the night before the sun goes downs. Brigands favorite dusk and early hours of darkness."
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Phil Fry
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Garvin lets out a sharp whistle and his hunting dog jumps out of the thicket, where she has been foraging. She returns to his side, tail wagging. He rewards her with a morsel of meat from a small leather bag.

Good girl.

He scans the road ahead, his eyes squinting with the strain. Beneath his breath his fellow travelers catch the faint sound of a tune he is humming. But he suddenly stops and then immediately starts in with a different melody. But that also quickly ends.

Quietly and to himself: Damn, why can't I get that right.

The tune forgotten, Garvin states: The brigands that you warn us of, Robert, prey victims to those that travel or camp near the road. We have nothing to fear from the wilds. I suggest we camp far from the thoroughfare, where bandits are less likely to seek easy quarry.

Garvin scans the edge of the forest.

And we're unlikely to encounter cattle while deeper in the coppice.
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Gyrth was not used to this much walking. While his arms were strong and muscled from his trade, he loved his bread, cheese & mutton a bit too much. He could feel the beads of sweat forming on his foerhead, despite the cooling weather.

This change in temperature had affected him a bit more than normal. He was more prone to colds, and his nose seemed unendingly stuffed up. His skin was dry too, and he absent-mindedly scratched at it often.

But here he was a road with men and a woman whom were all strangers to him. By God, it had all happened so fast.


He had been in his shop with a customer, when all of a sudden he had heard it all around him--the blood-curdling screams, the clang of metal against metal, the whinnying of frightened horses, and then the shout of "There's one! Cleave him to the ground!" It was this last one that put Gyrth over the edge, and he had taken the bonecrafter's knife in his hand and swiftly held it to the customer's throat, saying, "Just what are you doing to me? What is this sorcery?"

Thank God the noise of the battle had died down, for who knows what he would have done to the man. But soon word spread, as it is apt to do in small towns, and by the end of the next day, the whole village knew. Gyrth gathered his tools and left. He was used to traveling from town to town anyway. He had been foolish to think he could find a place to settle down.



Gyrth stops and scans the area for a place where they can shelter for the night.

GM, what does the area look like? Does Gyrth see any place where the party could find shelter?

"This cold is nipping at my bones as well. Has anyone seen a place where we can find a break from the wind?
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As Avery walks the flank of the pack, he turns his focus to outside the group. He wears his enlarged hood over his head, not to brave the cold since the scars on his face have numbed any feeling on it, but rather to hide his deformity from the others. The others are fully away of the damage that the fire did to him, but he still feels their stares. Although completely comfortable with meeting new people his entire life, he no longer has the confidence that he once had. In fact that was his strength, once upon a time.

Avery stares off into the distance surveying the landscape. "Perhaps that way. Avery points off to the east to a dense area of trees at the horizon. Those trees could provide shelter and obscure the light from our fire, but can we get there before dark?
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Garvin nods at Avery's suggestion and looks to the copse in the distance. Judging the time of day, the condition of this group, and the distance to be covered, Garvin makes the call...

To the GM:
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Garvin will use his Woodlore (and possibly Hunting) abilities to make a judgment on the likelihood of making the clump of trees before nightfall. Does this require a roll?
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Bifford the Youngest (Sam)
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Melksham
Wiltshire
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Between Garvin, Avery and Gyrth you conclude that there is a way down a deer path that may then get to an area for a camp.

Avery will however also point out that about another 45 minutes walk will bring you all to a lodge that is basic but fairly cheap. Due to your late time leaving York however it will be dark by the time you reach the lodge (if you'd left earlier in the day you would easily have reached it in daylight hours)


ooc: no role required Avery. Basic stuff!
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Phil Fry
United States
Toledo
Ohio
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I have coin, Garvin says, shaking his purse. Let's sleep indoors.
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C P
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New Jersey
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"I agree. I would rather walk a half hour in the dark than sleep all night in it," says Gyrth.
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Karl Larsson
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Bhritric looks at Garvin like he has just said the dumbest thing, "Yes, sleeping inside. That makes sense."
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Phil Fry
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Then let us go forth! Garvin exclaims.

With his hunting dog at his side, he takes long strides up the road. Garvin quietly whistles a tune that has no true melody. whistle

My purse shall be lighter. But my friends shall be warm.
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Keith Mageau
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Summerville
South Carolina
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Does not matter much to me. I am at home in an inn, barn or in the woods. If we continue on, we mustn't let our guard down. Tis the time for bandits.
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Semijawa
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Düsseldorf
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Eadhild had walked quietly. After all the time in the nunnery, she isn't comfortable with meeting new people and now the question of where to sleep. Outside? She hopes not and so she says:"I agree, let's go to the lodge."
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Phil Fry
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Garvin stops a moment to take his hunting bow from its sheath.

An odd tune is barely perceptible upon his lips. whistle

He removes a bowstring from its waxed pouch and quickly strings his bow.

Perhaps a hare for tonight's pot, he says enthusiastically.

He moves slightly off the road to parallel the party's trek to Ledsham, while constantly looking for game.

For GM:
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Garvin will use his Stealth, Woodlore, and Hunting abilities to keep up with the group while moving through the underbrush. If he falls behind, he will return to the road, and use his long strides to catch up. He's not really looking for game, but rather is wary of trouble of a human or supernatural nature. Of course, if a nice tasty rabbit were to cross his path...
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Vince G.
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Reynoldsburg
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"Warm inside, cold outside. I'd rather be warm, especially if it's cheap enough" grunts Morcar. He's been pretty silent so far this trip; this is maybe the third or fourth sentence he has spoken the whole time.
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Bifford the Youngest (Sam)
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Melksham
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OOC: I can see you lot are gonna make life hard with regards gelling as a group! lol :}

First IC post updated to include the map now btw.


Garvin goes off to 'hunt for a rabbit' while the rest of you try to speed up a little to make better time to the afore-mentioned lodge.

As you make your way down the road, which is made up of compacted dirt and loose stones, the light starts to fade and before long the sun hides itself behind the dark looming clouds of an impending shower.

Ahead of you some way, on the edge of the road can be seen a darker shadow. 1d6 = (4) = 4 As you get nearer to the shadow it steps out on to the road with an accompanying tinkle of a small bell.

"Alms, alms, alms fer a poor leper. Sirs? Mad'ms? A Farthing if'n please? I be hung'y and nuffin' to eat. Alms?"

And the man, who is clothed in rags and who stinks of decay, shuffles towards you, one bare foot dragging behind him along the dirt.
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  • 473030. Bifford
  • 1d6 =
  • (4) =
  • 4
  • Fri Dec 6, 2013 4:46 pm
1 , 2 , 3 , 4 , 5  Next »  [20] | 
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