Strange Lands, and Stranger Times.

[X] No.
(Can't think of anything to ask him.)

Personal Enrichment (Select 3)
[X] Fighting. Your fight with that orc was close, too close.
[X] Stealth. You'd been trapped and would've died without the wisps. Next time you won't need their help.
[X] Meditation. Learn how to better focus your mind, and hopefully get closer to your bow.

Lodging
[X] The Lazy Flee. Cheap and cramped. Plus the inn keeper is a little odd, not bad but something is strange about him. (2 silver, 5 coppers)

The Bounty Board. (select up to two)
[X] Forest Work. You've learned enough on the woods to make a living bringing in useful herbs, hides, and other things. (Earnings vary somewhat. Minimum of 4 silver, moderate danger)
[X] Lost in the Woods. A young girl has gone missing, last seen chasing a light into the woods. Her parents are offering a reward to bring her back. (5 silver for retrieval of body, 10 if alive)

Special Events. (Select Two)
[X] Sigri's Tooth. You plan on getting his tooth back, although you'll need to consider your approach.
[X] Investigate Rumor.
- Missing Children

Purchases:
Arrows (15): 3 Silver
Refurbish your armor: 6 Silver
Foresters Cloak: 2 Silver

Total - 13 silver, 5 copper

I'm stubborn. We are going to find what's up with these missing children. We are going to murder dominate stop whatever is stealing them. It's been months since that started, and I feel that it needs to be solved ASAP.
 
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Personal Enrichment (Select 3)
[X] Fighting. Your fight with that orc was close, too close.
[X] Stealth. You'd been trapped and would've died without the wisps. Next time you won't need their help.
[X] Meditation. Learn how to better focus your mind, and hopefully get closer to your bow.

Stealth is a must, given how sneaking around will likely be a really big part of our various jobs. Plus it allows us to avoid combat altogether, or at least to fight on our terms. Probably one of the more useful skills. Having the meditation is also a must given what the bow is doing. As for fighting, we're good enough with a bow at the moment, but I want some melee skill in case we screw up. While I'll probably go for archery next month - or the one after - we're good enough that it isn't a priority.

Lodging
[X] The Lazy Flee. Cheap and cramped. Plus the inn keeper is a little odd, not bad but something is strange about him. (2 silver, 5 coppers)

With expenses for arrows and armor, spending more won't leave us much for the various events that happen this month, and money could make some of them easier. Worst case scenario we have some buffer.

The Bounty Board. (select up to two)
[X] Forest Work. You've learned enough on the woods to make a living bringing in useful herbs, hides, and other things. (Earnings vary somewhat. Minimum of 4 silver, moderate danger)
[X] Escort Duties. A newly anointed priestess is making a pilgrimage to an old abandoned temple. Escort her safely. (5 Silver, increased reputation with The Church).
Forest work isn't incredibly dangerous, so lets go with that until we get stealth up to rank B. Then I'll be confident enough to go on the more dangerous jobs as a matter of course. As for the escort duties, having some degree of reputation with the church is likely to be useful with the knights and inquisitor showing up in town. Can't reallt afford to ignore that.

Special Events. (Select Two)
[X] Walking back home one evening you hear a woman screaming as something darts past you into an alleyway. A few splatters of blood had dripped onto the ground, so you take chase.
[X] Sigri's Tooth. You plan on getting his tooth back, although you'll need to consider your approach.

The tooth is basically mandatory, given that we promised to get that, and the woman screaming sounds interesting. As to plans for the tooth, I recommend discreetly watching the guy for a bit. If he carries the thing around with him, our strategy might be very different than if he doesn't. I doubt talking will help - although it might be possible if we can convince him that having a fey mad at him is a bad idea - so scoping out his home (or at least locating it) would probably be a good idea. Basically we want as much information as possible before we try anything.

[X] Purchases
-[X] Arrows (15): 3 Silver
-[X] Refurbish your armor: 6 Silver
-[X] Foresters Cloak: 2 Silver

We need more ammunition given that the bow is our primary weapon. Can't let the armor stay damaged either, and the cloak sounds like it would make us more stealthy, which is also a good idea.
 
[X] No.
(Can't think of anything to ask him.)

Personal Enrichment (Select 3)

[X] Fighting. Your fight with that orc was close, too close.
[X] Stealth. You'd been trapped and would've died without the wisps. Next time you won't need their help.
[X] Meditation. Learn how to better focus your mind, and hopefully get closer to your bow.

Lodging
[X] The Lazy Flee. Cheap and cramped. Plus the inn keeper is a little odd, not bad but something is strange about him. (2 silver, 5 coppers)

The Bounty Board. (select up to two)
[X] Forest Work. You've learned enough on the woods to make a living bringing in useful herbs, hides, and other things. (Earnings vary somewhat. Minimum of 4 silver, moderate danger)
[X] Lost in the Woods. A young girl has gone missing, last seen chasing a light into the woods. Her parents are offering a reward to bring her back. (5 silver for retrieval of body, 10 if alive)

Special Events. (Select Two)
[X] Sigri's Tooth. You plan on getting his tooth back, although you'll need to consider your approach.
[X] Investigate Rumor.
- Missing Children

Purchases:
Arrows (15): 3 Silver
Refurbish your armor: 6 Silver
Foresters Cloak: 2 Silver

Total - 13 silver, 5 copper

You all are forgetting the cost of The Lazy Flea. We have to pay that too. So I say we can't afford the Lantern. Besides, we are going stealthy, so we don't want a lantern.
 
You all are forgetting the cost of The Lazy Flea. We have to pay that too. So I say we can't afford the Lantern. Besides, we are going stealthy, so we don't want a lantern.


Huh. I didn't forget, I was just counting the money we'd get from working into the amount we had available. I see us buy things as funds are available. As for a lantern. What would we do if we need to go into a cave? Feel our way around? What if we need to guide someone who can't see as well in the dark as we can? And as I already said, we could use it too lure people. Light the lantern, then leave it on the ground or hanging from a branch. Also, what if we find something sensitive to light? We can blind it with the lantern.

There's a reason that a Lantern is a must have for all Dungeons and Dragons parties.
 
Quick note, You've already paid the Lazy Flee's rent from last month. You'll need to pay for this month at the end of the month, so just make sure you set aside some of the money you're going to earn to pay it.
 
Ya, I don't like spending money we haven't earned yet (problems might arise, and we may fail to get money), so let's hold off on the lantern until next month. The cloak arrows and armor are more important, and we will still have enough for rent when everything is paid for if we skip the lantern and oil. With the buffer we might be able to do things in the various events that happen this turn (bribe people, purchase useful things etc.)
 
[X] No.

Personal Enrichment (Select 3)
[X] Fighting. Your fight with that orc was close, too close.
[X] Stealth. You'd been trapped and would've died without the wisps. Next time you won't need their help.
[X] Meditation. Learn how to better focus your mind, and hopefully get closer to your bow.

Lodging
[X] The Lazy Flee. Cheap and cramped. Plus the inn keeper is a little odd, not bad but something is strange about him. (2 silver, 5 coppers)

The Bounty Board. (select up to two)
[X] Forest Work. You've learned enough on the woods to make a living bringing in useful herbs, hides, and other things. (Earnings vary somewhat. Minimum of 4 silver, moderate danger)
[X] Lost in the Woods. A young girl has gone missing, last seen chasing a light into the woods. Her parents are offering a reward to bring her back. (5 silver for retrieval of body, 10 if alive)

Special Events. (Select Two)
[X] Sigri's Tooth. You plan on getting his tooth back, although you'll need to consider your approach.
[X] Investigate Rumor.
- Missing Children

Purchases:
Arrows (15): 3 Silver
Refurbish your armor: 6 Silver
Foresters Cloak: 2 Silver

Total - 13 silver, 5 copper
 
[X] No.
(Can't think of anything to ask him.)

Personal Enrichment (Select 3)
[X] Fighting. Your fight with that orc was close, too close.
[X] Stealth. You'd been trapped and would've died without the wisps. Next time you won't need their help.
[X] Meditation. Learn how to better focus your mind, and hopefully get closer to your bow.
The Bounty Board. (select up to two)
[X] Forest Work. You've learned enough on the woods to make a living bringing in useful herbs, hides, and other things. (Earnings vary somewhat. Minimum of 4 silver, moderate danger)
[X] Lost in the Woods. A young girl has gone missing, last seen chasing a light into the woods. Her parents are offering a reward to bring her back. (5 silver for retrieval of body, 10 if alive)
Special Events. (Select Two)
[X] Sigri's Tooth. You plan on getting his tooth back, although you'll need to consider your approach.
[X] Investigate Rumor.
- Missing Children
Purchases:
Arrows (15): 3 Silver
Refurbish your armor: 6 Silver
Foresters Cloak: 2 Silver


The days grow shorter and colder as august comes to an end. Jurgen, Sal, and Allen head off to track down the orcish raiders, leaving you to your own devices. You spend some time each morning practicing with your shortsword, knife, and fists. Without any instruction you don't seem to advance very far though.

Otherwise most of your days are spent hunting and foraging in the forest, which also gives you a excellent opportunity to practice sneaking and ambushing. You quickly become competent at sneaking up on the wildlife, you're not sure how well you'd fare against a person. Regardless you do manage to make a fair wage from the pelts and herbs.

The meditation goes well, you think. You found it far easier to relax and concentrate in the forest. Over time you become more sensitive to the thrumming sensation in your bow. With enough focus you can faintly feel it. Occasionally the thrumming increases significantly, usually coinciding with the sensation that someone is watching you. Despite your best efforts you can't seem to find any sign that anyone was ever actually watching you.

(Gain 5 Silver. Communion Trait Updated.)
-------------------------------------------------

[X] Lost in the Woods.
"And when I turned back around all I could see was her running past a tree chasing a light. I called, but she didn't listen." The woman looks to her husband to continue the tale.

The man's face is haggard, much like his wife's. "When Ashley came and told me about Lily running off I went over to the Hillfort's. Me and his boys grabbed our lanterns, a few dogs and went looking, but we didn't find her." The man breathes deeply "There was something in those woods last night. A few hours after we started searching we heard the dogs making a terrifying racket. When we got there two had been torn apart and the third was cowering in the bushes."

You frown. It was possible that whatever had attacked the dogs was unrelated. You have to hold back a snort, you wouldn't be that lucky.

"Are you still going to help us?" the young woman asks "As soon as we told that last two that story, they left."

Shaking your head you reply "No, I'll still go." You couldn't just leave this be. Besides, with most of the foresters gone who else could help?

The mother sags in relief "OH thank you. You have no idea how much this means for us. Is there anything else you need or-"

"No, no. I've got everything I need." You cut her off, acutely uncomfortable with the situation at this point. "So you last saw her there?" you indicate to a cluster of bushes near the edge of the forest.

When the mother nods you quickly move to it and begin to look for any tracks. You very quickly find them, the girl's tracks meandering into the woods. It quickly becomes apparent that no attempt was made to hide them.

So it goes for the next few hours. You follow the tracks deeper and deeper into the forest. From what you can tell the girl went willingly. You grimly realize that whatever took the girl was leading her into the Deep Woods. A few more hours pass and you stop before a thick barrier of brush.

It's thickly tangles with vines, and a small stone foot path leads through it. The other end is obscured by a pale, grayish mist. The Deep Woods lies on the other side, your sure of it.

[ ] Stop and turn back. The girl is likely unrecoverable at this point there is no sense in going into the Deep Woods for her.

[ ] Press forward. She may still be alive, and as long as you are careful you shouldn't get lost. You said you'd find the girl. You couldn't just leave knowing that you could help.

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Ok, so first I'm going to apologize for how long this took. I'm sorry this took so long. Got somewhat busy, and when I did have time I just couldn't seem to get the update out. So yeah, sorry about that. Other than that I really don't have much to say aside from the usually comment about feeling free to ask questions, leave criticism, and the like.
 
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[X] Press forward. She may still be alive, and as long as you are careful you shouldn't get lost. You said you'd find the girl. You couldn't just leave knowing that you could help.

This is foolish and unwise, and gosh darn it if we aren't going for it.
 
[X] Press forward. She may still be alive, and as long as you are careful you shouldn't get lost. You said you'd find the girl. You couldn't just leave knowing that you could help.
-[X] grab cold iron charm and look around the entrance to the Deep Woods. Once we have crossed the entry turn around, grab charm and survey the entrance/exit and surrounding area.

Given that we were told that the girl went missing following a strange light, her being in the deep woods was almost a certainty all things considered. As such, when we gave our word we were almost certainly saying we were willing to go into the Deep Woods for her. We can't turn back now given that we gave our word. We have to at least try to locate her. We just have to remember to keep our bearings about us, and periodically grab our cold iron charm.

The charm thing is to make sure that there are no illusions around the entrance/exit that would prevent us from finding it again once we succeed, or once we get tired enough that we have to leave or risk sleeping in the Deep Woods.
 
[X] Press forward. She may still be alive, and as long as you are careful you shouldn't get lost. You said you'd find the girl. You couldn't just leave knowing that you could help.
-[X] grab cold iron charm and look around the entrance to the Deep Woods. Once we have crossed the entry turn around, grab charm and survey the entrance/exit and surrounding area.
 
[X] Press forward. She may still be alive, and as long as you are careful you shouldn't get lost. You said you'd find the girl. You couldn't just leave knowing that you could help.
-[X] grab cold iron charm and look around the entrance to the Deep Woods. Once we have crossed the entry turn around, grab charm and survey the entrance/exit and surrounding area.
 
[X] Press forward. She may still be alive, and as long as you are careful you shouldn't get lost. You said you'd find the girl. You couldn't just leave knowing that you could help.
 
[X] Press forward. She may still be alive, and as long as you are careful you shouldn't get lost. You said you'd find the girl. You couldn't just leave knowing that you could help.
 
[X] Press forward. She may still be alive, and as long as you are careful you shouldn't get lost. You said you'd find the girl. You couldn't just leave knowing that you could help.

You barely debate the idea of turning back. This only confirmed your suspicions that the fae were involved, any you were already prepared to go into the deep woods. Stepping through the collection of vines and shrubs, your breath catches as everything seems to shift.

The path of loose stones is still there, weaving through the dense woods. Night seems to have fallen as streams of silvery light cast the trees in shades of silver and blue. Branches arch over your head creating a canopy of lively green leaves. Pale balls of silvery light drift between trees casting faint shimmering shadows. And somewhere in the distance a flutes haunting melody drifts drifts in the woods.

You grasp your cold iron charm, a pins-and-needles sensation where it touches your skin, but nothing seems to be and different. You begin to follow the path, eyes and ear alert for danger. As you move along the trail the flute grows louder still in till you can see a flickering campfire in the distance.

You step off the trail and quietly creep up on the fire. Pressed up against a tree you peer around it and observe the camp. You spy three elves sitting beside the fire, a deer roasting on a spit. The first is playing the flute you heard, dressed in nothing more than a loincloth. His body is covered in swirling colorful tattoo's and you can't help but notice the waist-long silver hair. The other two are dressed in ornate leather jerkins, both armed with spears and bows.

The elf with the flute stops playing and looks to your direction. Your heart stops when he speaks "Come now, no need to hide! Tonight is a night to be merry and enjoy good wine. Join us for all are our guests this night. Right my friends?" He gestures to his two companions who nod in agreement.

[ ] Join them and ask whats going on. They offered guest privileges, so you'll be safe enough.

[ ] Speak with them but keep your distance. They may not be hostile but you have no reason to trust them.

[ ] Leave now and keep going. You don't trust any of this.
 
[X] Join them and ask whats going on. They offered guest privileges, so you'll be safe enough.
-[X] Tell them about looking for a lost little girl.
 
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[X] Join them and ask whats going on. They offered guest privileges, so you'll be safe enough.
-[X] Tell them about looking for a lost little girl.
 
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@IcePickLobotomy Do we know anything IC about elves? If so could we get a summary of relevant details?

As to the vote, I'm leaning towards keeping one's distance. Losing ourselves in a celebration is a good way to lose a lot of time, and almost guarantee that the girl is permanently lost. On the other hand however they will likely take a refusal to join them as an insult, and be less helpful. Given that there is a significant likelihood that they can at least point us in the right direction to the girl we seek, I don't want that either. I could go either way.

That being said, if we do join them, we should make sure to not eat of drink anything. Also, grab the charm a lot, to keep our mind clear, and say nothing that they might interpret as a statement of intent. I'm not sure what rules the elves play under, but in some folklore, making a statement of intent is a bad idea, as elves have a tendency to force you into a magically binding contract to fulfill your stated intent (even if you were being sarcastic when you made it)
 
Do we know anything IC about elves? If so could we get a summary of relevant details?

Right, I thought I was forgetting something. In a nutshell Elves are the closest thing to a civilized species your going to get in The Deep Woods. Of all the other intelligent fae Elves are the only ones to really create a "civilization". The three important things to keep in mind is this. 1. Elves are incredibly individualistic, they value personal freedom and responsibility very highly. 2. When making a deal with a Elf be very careful of your exact wording. 3. The respect power more than anything else. If a elf gives deference to another it is due to that elves actions and abilities, nothing else. 4. As a mortal keep in mind that Elves, as a general rule, consider you in a similar manner that humans would animals. Cute and to be cared for at best, and best cooked slow with a hint of oregano at worst.

That said you can always trust a Elf to keep their word. If they say they'll give you guest rights then your free to leave as you choose and they won't drug, poison, or enchant you or your food.

That about cover it? or is there anything else/more specific you want?
 
Right, I thought I was forgetting something. In a nutshell Elves are the closest thing to a civilized species your going to get in The Deep Woods. Of all the other intelligent fae Elves are the only ones to really create a "civilization". The three important things to keep in mind is this. 1. Elves are incredibly individualistic, they value personal freedom and responsibility very highly. 2. When making a deal with a Elf be very careful of your exact wording. 3. The respect power more than anything else. If a elf gives deference to another it is due to that elves actions and abilities, nothing else. 4. As a mortal keep in mind that Elves, as a general rule, consider you in a similar manner that humans would animals. Cute and to be cared for at best, and best cooked slow with a hint of oregano at worst.

That said you can always trust a Elf to keep their word. If they say they'll give you guest rights then your free to leave as you choose and they won't drug, poison, or enchant you or your food.

That about cover it? or is there anything else/more specific you want?

That about sums it up. With a guarantee that they won't do anything to us I feel confident in moving closer to them, although I'm still very wary. Let's not agree to anything whatsoever if we can avoid it, and be incredibly picky if we can. Make sure to include at least 2 loopholes in any deal we make that can be exploited in our favor, preferably with none in the elves favor. And be very specific regarding any questions asked, as I wouldn't put it past them to answer insufficiently specific questions with useless or outright deceptive answers.

"Is she alive or dead"

"Yes"

Technically a correct answer, but not a useful one. I'm just worried about something like this happening in a less obvious way, and actually fooling us.

[X] Join them and ask whats going on. They offered guest privileges, so you'll be safe enough.
-[X] Tell them about looking for a lost little girl.
 
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Right, I thought I was forgetting something. In a nutshell Elves are the closest thing to a civilized species your going to get in The Deep Woods. Of all the other intelligent fae Elves are the only ones to really create a "civilization". The three important things to keep in mind is this. 1. Elves are incredibly individualistic, they value personal freedom and responsibility very highly. 2. When making a deal with a Elf be very careful of your exact wording. 3. The respect power more than anything else. If a elf gives deference to another it is due to that elves actions and abilities, nothing else. 4. As a mortal keep in mind that Elves, as a general rule, consider you in a similar manner that humans would animals. Cute and to be cared for at best, and best cooked slow with a hint of oregano at worst.

That said you can always trust a Elf to keep their word. If they say they'll give you guest rights then your free to leave as you choose and they won't drug, poison, or enchant you or your food.

That about cover it? or is there anything else/more specific you want?

Thanks!

Changing my vote.
 
[X] Join them and ask whats going on. They offered guest privileges, so you'll be safe enough.
-[X] Tell them about looking for a lost little girl.
 
[x] Speak with them but keep your distance. They may not be hostile but you have no reason to trust them.

In those wood, trust in an issue, and not everything we see is what they truly are.

Who say that the food that they are eating, that we see as a dear, is not the missing girl?
 
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