Wednesday, October 2, 2013

DAY 1 IN HOMMLET

  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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