[RP] Play-By-Post Pathfinder

:game_die: 8

passes! barely

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@discobot roll 1d20

(con check #2 for Squirrel, still +2, DC is 12 this time)

:game_die: 5

@discobot roll 1d6

:game_die: 1

Drakor takes 1 point of nonlethal damage, and is Fatigued

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The magistrate to the west holds court in the small town of Goosewing. The final part of your journey is obnoxiously hilly; objectively speaking, you’re not covering that much additional ground, but tromping up and down the hill is tiring, and the mules seem even less happy about pulling the wagon up and down the hill. Fortunately, the hills aren’t nearly so steep as to cause the wagon to veer out of control and crash. No one is trying to plant crops in the hills — the terrain just isn’t flat enough to be well-suited for it — but it does seem that several people are using the land to graze their sheep. Drakor scouts ahead, but doesn’t spot any more impediments on your journey, except insofar as the hills count (and it’s not like they’re exactly difficult to spot).

As you crest the final hill, you catch sight of one of the town’s most prominent features: a lake to the north of the town. It’s not that large, as lakes go, but it’s certainly bigger than any of the ponds you’ve passed by during the day’s journey, and it drains into yet another of the streams that flow into the Stetven River. The town itself is more than twice the size of Granite Hill — even at a distance, you can still be reasonably confident that it has fewer than a thousand people, and from the fields to the west and south you’d guess many of the families here are still farmers, but the difference is still notable. The tallest building in town is the combination courthouse/bank/temple of Abadar, a three-story building topped with a belfry.

Like most towns in Brevoy, the majority of people are human, but even from this distance you can tell that around one in every ten is elven or half-elven, unusually large for Brevoy. On average they look a bit wealthier than the people of Granite Hill (albeit with plenty of individual variation), and for some reason their clothing is a bit cleaner, but apart from that they largely look similar.

The fanciest house in town (still less fancy than the courthouse/bank/temple, but unlike that building it appears to be a private home) currently has multiple carriages parked in front of it, each with a coat of arms depicting a large brown wheel beneath a… beaver??

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Earlier in the ride, Canary had picked up singing again. It’s a little unusual of a behaviour, especially for those whom know her, but she’s not… she’s… pretty good at it. As you all encroach upon the newfound land, she goes silent and looks outside from the back in minor shock.

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She mutters something under her breath upon seeing the town, but considering how she is looking at it her facial expressions are as impossible to read as the sound of her voice is to hear.

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“Nyna, where should we go from here?”

@discobot roll 1d20

:game_die: 3

(…5)

(oh wait nvm you rolled)

(thankfully your luck is better than mine)

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Satisfied that there was no threat from the surrounding area, Drakor linked back up with the wagon.

Canary leans further out the back, and looks to him.

“…Are you… okay?”

“You look.”

{Tired.}

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“There’s a temporary holding cell in the militia headquarters,” says Nyna. “I can show you the way, it’s not far from the courthouse.”

As your wagon moves, she looks over the fancy carriages with surprise. “That’s the baron’s coat of arms. I hadn’t expected to be able to make introductions until after the trial, but I suppose there would be no harm in seeing if he’s willing to take a meeting early.”

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“I’ll be fine once I get off my feet,” Drakor waved away her concern. “Just a little… tired is all.”

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“Of course.”

He follows the directions that she gives regarding its location.