RPG Dragons and Dungeons Edition nd Falruns The Watcher from the Aether says...
Bookkeeping: I am going to try to post at least once every 24 hours to keep the game moving along. I'll try to never let it go later than 48 hours. If everybody hasn't replied by the time I'm ready to post their character's action will be controlled by myself or they will remain action-less for that post.
The story thus far (Condensed version): Gervase has discovered in his research that one of the lost chapters of the Liber Feymarn is reputed to have been placed into the alter of an evil sect in the southwestern territory of the Yeomanry.
Grevase shared this information with his long-time friend Oberon who works as a blacksmith and does frequent business with Grevase's family. Oberon agrees to accompany Grevase in his search since he recently was asked by his clan to deliver a consignment to Kendall Keep, which is in the Southwest corner of the Yeomanry and seems as good as anywhere to start looking for the lost chapter.
As they are preparing to take the shipment to Kendall Keep, they are approached by Yousiem, who asks to travel with them. Yousiem has learned that his mother was sold to some slavers who were also heading to Kendall Keep.
Agreeing to take Yousiem along, they set out with Bamber, a senior member of the blacksmith guild for whom Oberon learned his trade and now works. Bamber's responsibilities are to drive the wagon carrying the consignment of weapons to the Keep, complete the transaction when he arrives at the Keep, and to return the wagon to Longspear, with or without Grevase, Oberon, and Yousiem.
It's a long and uneventful journey of about three weeks for the party to make it to Kendall Keep. The journey takes them across most of the Yeomanry giving them the opportunity to share tales and learn about each others skills and abilities.
Early on the final day of the journey, the party is within six miles of the Keep, close enough that they can almost smell the fires from the tavern and the Keep's kitchen.
Their thoughts of soft beds, hot meals, and strong drink are melted away as you round a bend in the road and see a short halfling standing in the road, blocking your progress. The horses, not trained for war, pull up 10 feet from the halfling who calls out, "Kind merchants, I would make the standard offer of 'your goods or your life', but I find that I have not use for your lives as they lose value once you have given them up. I would rather just get your goods. And, don't worry, I'm not alone which you soon shall see should you not take me seriously."
You can tell from where you are that this is a lightly wooded area. There are trees and shrubs every five to ten feet, starting about ten feet from the road. You can't see anybody else, but your heightened senses tell you that he's not alone, even though you can't see anybody else.
THE ADVENTURE BEGINS! Edited: Falrun on 12th Jul, 2015 - 7:12pm