wording
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@ -22,7 +22,7 @@ Most townsfolk have now taken heed of the commotion. The innkeeper offers Karmel
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Almuth has returned. He invokes the magic of his goddess to "calm" bumpy green "emotions", which he hopes will make the beast more receptive to his coaxing, but alas, with no success. Peering sidelong down into the well, he determines the reason for the frog's obstinacy: it's guarding a milky, speckled mass of eggs with its life. As he makes this known to spectators, the innkeeper repeats to Karmel--- and to any who will listen--- the earlier offer of payment for the relocation of the frog and its clutch. Almuth and Karmel hatch a plan: they'll retrieve the eggs from the well with the winch bucket, then hightail it to the nearest large body of water, wherein they can deposit the eggs and the no-doubt fiercely pursuing frog. They find a wagon, but fail to find a horse; the centaur Clementine is the only unoccupied equine around, who, though she finds it slightly demeaning, volunteers to pull the load.
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As they put their plan to voice, a man appears and introduces himself as Alfie. He offers information about the area, where the frog may have come from, and what it might take to put it back. The adventurers learn that the nearest suitable body of water is nearly three-hours' swift ride from Venron! Only something truly dire could have driven the amphibian this far from home, no mere fancy or wanderlust. The plan is revised--- the frog will be taken to this distant lake and whatever expelled it will be brought under control or vanquished! Almuth calms the frog magically, with success this time, and Clementine carefully maneuvers the eggs into the bucket and up, out of the well. Seeing their success, and having nothing better to do at the moment--- or perhaps just catching wind of money to be earned--- Gottlob interjects. He can provide another horse (and says as much, to Clementine's chagrin), which should speed the journey considerably. He casts "find steed", and hitches the ensuing beast to the growing party's rented wagon. Warren and Louisa decide that this is getting interesting, and each likewise decides to attend the mission. Before the party sets off, Almuth probes Alfie for further helpfulness and tries to convince the man to accompany the party, but the only help Alfie will be convinced to give is a map of the area and directions to the lake.
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As they put their plan to voice, a man appears and introduces himself as Alfie. He offers information about the area, where the frog may have come from, and what it might take to put it back. The adventurers learn that the nearest suitable body of water is nearly three-hours' swift ride from Venron! Only something truly dire could have driven the amphibian this far from home, no mere fancy or wanderlust. The plan is revised--- the frog will be taken to this distant lake and whatever expelled it will be brought under control or vanquished! Almuth calms the frog magically, with success this time, and Clementine carefully maneuvers the eggs into the bucket and up, out of the well. Seeing their success, and having nothing better to do at the moment--- or perhaps just catching wind of money to be earned--- Gottlob interjects. He can provide another horse (and says as much, to Clementine's chagrin), which should speed the journey considerably. He casts "find steed", and hitches the ensuing beast to the growing party's rented wagon. Warren and Louisa decide that this is getting interesting, and each likewise decides to attend the mission. Before the party sets off, Almuth probes Alfie for further helpfulness and tries to convince the man to accompany them, but the only help Alfie will be convinced to give is a map of the area and directions to the lake.
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The mission gets underway. As the party travels, its members talk amongst themselves. Almuth expresses interest in the Feywild, and queries Clementine and Gottlob about their origins to that effect. Clementine is reticent, but Gottlob shares a bit of his past. The satyr hails from Chondalwood, in the south-eastern country of Chondath, but he has visited the Feywild on numerous occasions and under a variety of circumstances. Alas, he can never return to that plane, nor even to his home, lest he be caught and made to pay a gambling debt owed to a powerful enemy.
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