The
growing community at the crossroads is a strange collection of
growing farms, fallen and broken down buildings (relics of its old
glory). What is there to be found? Who will be encountered? Where
should you go? There's little to guide your first explorations and
encounters, so chance may dictate as much as intelligence. Will
outsiders be shunned? Are the reports true about the ancient evil
practices being ancient history? Does a curse lay upon those who dare
to venture into the lands which were once the Temple's? All of these
questions will soon be answered. The dusty, rutted road is lined with
closely-grown hedges of brambles and shrubs. Here and there it cuts
through a copse or crosses a rivulet. To either hand, forest and
meadow have given way to field and orchard. A small herd of kine
graze nearby, and a distant hill is dotted with the wand stone
chimneys with thin plumes of blue smoke rising from them. A road
angles west into the hill country, and to either side of the road
ahead are barns and buildings—Hommlet at last!
Most
of the homes you pass have a simple fir branch hung over the lintle,
a common sign of the Old Faith (druidical). Others, mostly the newer
buildings, have symbols like those on Gideon's vestments, signifying
their worship of Saint Cuthbert.
Having
consulted with the map beforehand, the party decided to first make
their way to the Inn of the Welcoming Wench (#7). Before actually
reaching the Inn, however, Isaac takes a detour to a building he sees
bearing a sign of 3 golden balls (#15). Within he is greeted by a
burly man in chain armor and wielding a sword and crossbow. Two large
dogs sit at his feet, attentive and intelligent. Further in, standing
behind a high counter is woman reaching the end of her middle age. If
she ever were pretty, those days were gone. A spinster through and
through.
“Don't
mind Melubb,” the woman says as Isaac stares the large man down.
“He's just here to kill those who would try and take what's not
theirs...and he's very good at it.”
The
man, Melubb, grins.
“Now
then, where are my manners? I'm Nira, the moneychanger. My signatory
notes for wealth are good from here, all the way to the City of
Calik. I'm working on building relations in the City of Lupik, but
things are a bit more difficult there. But never mind that, what can
I do for you?”
The
rest of the party continues on to the Inn of the Welcoming Wench
where they are greeted by a man, drunk by the looks of his stagger,
who calls out merrily to them as they approach.
“Welcome!”
He cries, “To the besht playsh fer a good jrink and a good wensh
and a good many other things a man could want! Alo-me ter introdush
mishelf. Am Elmo, am the brother of the guy wiv dark hair who's nevuh
been around sinsh lasht yer whan he went ter work fer that won guy
over thar-ish.” He waves his hand vaguely towards the distant
mountains, over which the City of Lupik lies. “And am the son of
the old folksh who are my ma an pa who yoush shuld
calllllllllllllllllllllllllll....”
His
voice fades away as his face turns a vibrant shade of green. The next
few moments are spent with his head in a bush with rather loud
splashing and retching sounds coming from within. Then, suddenly, he
straitens up and marches over to the nearest one of the party (Rekka,
I rolled for it), and he plants a 'wet' slobbery kiss on her cheek
and invites the whole party to his house, giving surprisingly good
detailed directions (area #2).
“Plesh
come an I'll givesh you a jrink uv the shtrong shtuff an my pa will
be happy fer me ter havesh frendsh that aren't clay bottlesh an
mead...an my ma might naht cry hershelf ter shleep over Otish an hish
leaving hommmmmmmmmmmmme....
More
retching in the bushes, and then he's off, stumbling and talking to
trees.
Without
further ado, the party pushes open the doors and enters the Inn of
the Welcoming Wench. The first floor is a large dining room, with a
few doors leading into, presumably, the kitchens and perhaps some
assembly rooms. A staircase in the corner leads up the rooms as
stated by the signage. A number of pretty young women scuttle about
the busy dining room, serving the many guests. A man and woman stand
behind the counter overseeing it all with observant but gentle eyes.
Upon seeing the party enter, they nod to a young man standing on the
side of bar nearest you and he hurries over. His appearance would be
unextraordinary were it not for the oversized gloves and goggles he
was wearing.
“Welcome
to The Welcoming Wench!” he proclaims with a bow. “By the looks
of you all, you're quite the adventurers. We're very happy to serve
all kinds and to cater to every need. We have a number of comfortable
rooms available, and a few very
comfortable rooms, whatever your preference, and coin purse, could
want. Menu's are available on request during regular serving hours,
the rule of thumb is if myself or any other server is in the dining
room then a meal may be requested. If you're in one of our extra
comfy rooms, then you will have a server assigned to you and meals
will be available whenever you might want them. All of our wenches
are talented in song, dance, and telling tales, and their services
may be requested at any time they are present in the dining area.
Many of them are quite expert at retelling the daring deeds of heroes
past who have graced these tables...and if you have a tale to share
with them they just might reward you by sharing your fame to the next
adventuring party who passes through here.”
Rekka
then wanders off, growing bored with the conversation, and makes her
way to the weaver. Inside the store are bolts of cloth, sewing
needles, thread, and a collection of pre-made clothing ranging from
simple workers clothes to a few sets of fine clothing.
*
* *
So
I've tried to make sure to include everyone's starting requests for
places to visit, let me know if I missed anything. Otherwise, let the
first day begin. Remember, you can visit up to 3 places in a day and
make up to 9 actions (skill checks, conversations, purchases, etc.).
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