The Tale Of The Twilight Palace

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The Tale of The Twilight Palace[edit]

It is late autumn and after the harvest. Winter has not yet set in, and the village of Bluemire is alive with the vibrant colors of the season--crimsons and oranges and vivid yellows--and their signature blue oaks are putting forth their azure leaves as well. The tavern, The Nymph's Whisper, is doing robust business, with the last of the season's traders passing through on their way to bigger cities and bigger dreams.

You grew up in Bluemire. It's a quiet place, a small place, surrounded by sturdy stone walls dyed blue from those special oaks that can only be found here. It doesn't have a lot, but it has everything you need to survive and thrive. It's home.

...but trouble has come to your quiet town, a town that has lived practically in peace, quiet, and prosperity for centuries.

Children are going missing in the night...without a trace. It has not happened so much that there is a panic...but its happened enough that the town Sheriff and the Mayor are highly disturbed and desperate to solve the matter. Once? That could be just a criminal problem--the Sheriff tracked down the usual town miscreants...but no information about the children was forthcoming. Twice? Maybe just a bad season--the Sheriff sent his few watchmen to search outlying areas, worried that there was a perhaps a roving monster or a dangerous place children kept going to...but to no avail.

A child, always younger than ten years of age, has gone missing every full moon for more than three months. That's a pattern. The villagers are getting very worked up; the tension and terror in Bluemire is palpable, but people soldier on as best they can. That being said, young couples are delaying their marriages, even shying away from romance at all, for fear that they cannot safely start families. A few families that could afford it have moved away. The news hasn't spread to other villages yet, though, so trade is still going strong--a small blessing before the onset of winter.

You have discovered this problem...and the Sheriff or the Mayor has approached you for help. They cannot approach any of the more 'well-known' names of the town for fear of a panic. You are young and inexperienced...but you are capable and trusted. You are not the only one who has been approached. Two others, people that it turns out you know or have heard of from Bluemire (small village, go figure!), have also been asked to investigate. Your goal? Find out what has happened to the children (and rescue any that can be rescued), and don't cause a panic.

And with each full moon, rumor has it that a gentle whispering can be heard from the oldest of the blue oaks. Does this have something to do with what has happened?

~From the original post in the recruitment thread

This is a wiki page for setting material for a Beyond the WallBold text game that will run over the rpg.net forums. Credit will be given respectively to the players who have contributed locations, NPCs, etc. If something does not have an attribution by it, it was most likely put in there by MistahJ. Here is a link to the [Original Recruitment Thread]

Current Player Roster[edit]

The current players are as follows:

PC Statistics[edit]

A brief summary of PC stats will be found here. These will periodically be updated should the PCs stats change. For reference, the PCs will have begun the adventure at level 1.

Gweneth, the Village Hero[edit]

Name: Gweneth Class: Warrior Alignment: Neutral BAB: +1 Initiative: 1 AC: 12 Fortune Points: 3 HP: 11 Level: 1

Str 14 (+1) Dex 9 (0) Con 13 (+1) Int 10 (0) Wis 15 (+1) Cha 11 (0)

Poison Save 14, Breath Weapon Save 17, Polymorph Save 15, Spell Save 17, Magic Item Save 16,

Skills: Folklore x 2, Healing

Class Abilities: Weapon Specialization (Longsword), Knacks (Defensive Fighter)

Equipment: knife, peasants' clothing, longsword (+3 to hit, d8+3 damage, if I've got everything right), the sturdiest shield in the village (+2 AC), meals and lodging forever in your home town, and 4d6=11 silvers.

Rhona, the Witch's 'Prentice[edit]

Name: Rhona Class: Mage Alignment: Neutral BAB: 0 Initiative: 2 AC: 11 Fortune Points: 3 HP: 6 Level: 1

STR 10 (0) DEX 13 (+1) CON 11 (0) INT 16 (+2) WIS 13 (+1) CHA 9 (0)

Poison Save 14, Breath Weapon Save 15, Polymorph Save 13, Spell Save 12, Magic Item Save 11,

Skills: Athletics, Herbalism, Trade Skill ()

Class Abilities: Sense Magic, Spell Casting

Cantrips: Hexing, Blessing

Spells: Healing Touch, Entanglement

Ritual: Goodberry

Possessions: Witch's Charred Staff (d6), a dagger (d4), simple clothing, a flamboyant cloak (red with feathers around the collar), a small musical instrument (flute), and 4d6 (5,1,1,4=11) silvers

Talvi, the Young Woodsman[edit]

Name: Talvi Class: Rogue Alignment: Chaotic BAB: +0 Initiative: +4 AC: 13 Fortune Points: 5 HP: 9 Level: 1

Str 9 (+0) Dex 14 (+1) Con 15 (+1) Int 10 (0) Wis 13 (+1) Cha 11 (0)

Poison Save 13, Breath Weapon Save 16, Polymorph Save 12, Spell Save 15, Magic Item Save 14,

Skills: Survival, Farming, Tracking, Play Drum, Stealth

Class Abilities: Fortune's Favor, Highly Skilled

Equipment: knife, practical clothing, leathers (+2 AC), heavy cloak, flint and tinder, waterskin, Bow, and 11 silvers, large ruby

Locations in Bluemire[edit]

The Nymph's Whisper: The heart and soul of Bluemire. The Nymph's Whisper was the first business in Bluemire, set at intersection of the village's two main roads, built so many years ago that its almost beyond counting. Rumor has it that the family originally acquired the money to build the inn after following a nymph into the woods for three days, trying to catch her, and taking pity on them when they collapsed in exhaustion, the nymph whispered secrets of treasure to them in their slumber. Upon waking, they kept travelling and found more than enough gold to build their business. The innkeeper is suspiciously quiet about that rumor. The lowest floor is the main tavern hall. The second and third floors are guest rooms. The inn almost always has a vacancy, but it's also almost never empty. The innkeeper's name is Fergus, and his son, Ambrose, works with him at the inn.

The Watchhouse: A very grim looking stone building, containing a small jail. Generally Bluemire has only the Sheriff and less than twelve guards. Sometimes there are more during major trading seasons, and the Sheriff, Hendrick, has been known to deputize enterprising souls if he recognizes talent.

The Grand Sapphire: The first and signature Blue Oak of Bluemire. There is a special festival in midsummer around this oak. The tree leaves of these oaks make the unique blue dye that brings money and fortune to the town. The Grand Sapphire is an ancient tree, and many people believe that it was a gift from the fae of the woods, the mark of some sort of ancient agreement between the fae and the humans who wanted to settle in the place that would become Bluemire.

The Infirmary (created by Dorsai): It was here that Rhona's father would often leave her to play while he tended to his duties, and it was here that she first met Agatha, the village witch, as she tended to wounds sustained by the village watchmen. Though he was a kindly and concerned father, the demands of his occupation limited the attention he could give to his daughter after the death of his wife, Rhona’s mother. When she showed both interest and talent in the healing arts employed by Agatha, Rhona’s father was all too eager to pass her off to the witch for training.

The Infirmary was a long room within the village watch-house, a handful of beds jutting out from the wall on each of the long sides and a walkway down the middle connecting the doors at either end of the room. Shelves next to these doors held the medical supplies and herbs used to treat the watchmen’s injuries.

The Ramshackle House (created by Dorsai): A run down building Rhona happened upon deep in the forest. Though about the size of a small house, it did not appear to have been anyone’s residence, comprised only of a single room. Near the middle of the room was a raised brick platform with a small fire pit in its center. There were no other furnishings or belongings in the house, but a family of badgers had made a nest within one of the walls.

When she made mention of her find to Agatha, the witch seemed to give it little regard, though Rhona did notice that whenever she brought it up, the old witch casually and cleverly steered the conversation (and Rhona’s attention) to other subjects, as if she did not want Rhona to return. Naturally, Rhona did so several times, never experiencing anything unpleasant that would warrant trepidation.

The Treehouse (created by Walkie Talkie Noise Decoder): A treehouse that was the heroes' den, made whilst young, but improved on as they got older so that it's more like a full on shack high up in the boughs of a majestic tree.

Stonetop Hill (created by AndersGabrielsson): Not too far out into the woods, near the stream that goes to the mill pond, there's a small, steep hill, almost like one big rock. The stream goes to one side, and the forest is dense on the other, but if you come at it from the right direction there's a narrow path that winds up the side and through a narrow crack at the top. On the top of the hill is an ancient stone circle, perhaps set up by the first settlers here, perhaps older still. There are many stories tied to the place - that if you sacrifice flowers there on Midsummer's Eve you will have your most secret wish come true, that the dead dance there on moonless nights, that the faerie hold court there on the equinoxes, that a child conceived there will have magical gifts.

Gweneth's own little farm (created by AndersGabrielsson): A personal veggie patch belonging to Gweneth. It's near the woods, not too long a walk away from the treehouse. It's not the best land, but Gweneth is clearing a field for growing wheat. There's an old well there from an old farm that burned down many years back - nobody will tell Gweneth exactly what happened regarding that incident.

Persons of Interest in Bluemire (NPCs)[edit]

Sean Teswick - The Mayor: Mr. Teswick is the Mayor of Bluemire. The Mayor is usually selected by a popular vote, although usually it's only people from the Teswick family or people from the 'older' families that ever really run for Mayor. Mr. Teswick is middle-aged and has successfully been Mayor for two terms, each term consisting of five years. He is a shrewd man, good with people, and he cares deeply for the town. He is of moderate build, dark hair, and is easily the most recognized man in Bluemire due to a long horizontal scar over his nose. Rumor has it that he got that in his younger days when a bar fighter glassed his face with a broken bottle.

Hendrick - The Sheriff: Hendrick is the reliable Sheriff of Bluemire. Sheriffs are not elected; they are selected by the Mayor. Hendrick is an old friend to Sean, albeit a bit older than Sean. Hendrick is a tall man of somewhat stocky build; his wife is much slimmer and delicate compared to him. He has brown hair and brown eyes. He's dedicated to his duty wholly, sometimes causing some friction with his family. Due to the implacable way he looks after the town and the blue capes the watchmen wear (the dye made from the signature blue oaks of the village), Hendrick is often referred to as the Blue Bear. Hendrick is also Rhona's father.

Agatha - the Witch (created by Dorsai): When you mention a village witch to most folk, they imagine an old crone, possibly with warts, hunched over, dressed in a tattered and hooded cloak, cackling or singing as she gathered herbs or medicinal plants. Agatha was the complete opposite of this image, tall and thin with severe expression rarely broken by anything so mundane as a smile, her clothing always well-tailored and in good repair. She made for a striking figure, looking more like a school teacher or governess than a simple village witch. Not given to emotional extremes of any sort, whether whimsy or anger, she was possessed of a calm, even temperament. Only on the day of her death fending off a dark spirit to protect her did Rhona glimpse even a hint of ferocity in the woman.

Drummond (the Cottar’s Son) (created by Dorsai): After Agatha’s death, many of her duties fell to Rhona, including the care of sick livestock. It was for this purpose that Drummond first came to her, bringing a sick lamb to be cured. He was a handsome boy, if a bit dull and unimaginative, and Rhona carried out a brief affair with him, ending it before it could turn from infatuation into something more, but, as she would discover a month after, not before he had left her with child. It is for the sake of this unborn child that she is especially concerned over the recent disappearances of the village children.

Catfish Toby (created by Walkie Talkie Noise Decoder): White bearded ex adventurer like his friend Barnaby, jovial and knows many tales about far away places.

Barnaby (created by Walkie Talkie Noise Decoder): A master of catching Cray fish. Full of myths, ghost stories and odd snippets of local lore.

Old Owen (created by AndersGabrielsson): The old war hero who trained Gweneth. He fought in a war against the same people who Gweneth helped fight back against, only his was a couple of decades back. They cost him an arm and his only son.

Ambrose (created by AndersGabrielsson): A fellow who's heart was broken by Gweneth. He is the son of the innkeeper. Gweneth is oblivious to any feelings he may still have towards her, good or bad.

Weylan Woodcutter (created by AndersGabrielsson): Gweneth's father. He mostly leaves the woodcutting to Gwen's older brother Gwydion since his back bothers him a bit too much, instead spending most of his time telling stories to the locals or whatever travelers pass through. He gets a coin or two, and he has an understanding with the innkeeper for when they want to pay him in drinks - the innkeeper takes the money, dad gets a mug of watered ale, and they split the profit afterwards.

Merry Marta (created by AndersGabrielsson): Gwen's mother, a thoroughly happy person, all smiles and laughter, and she loves to dance. She doesn't mind a bit of harmless gossip, but if there's anything serious going on she has no problem giving whoever she thinks to be at fault a piece of her mind.

Game Resources, Map, Etc.[edit]

Map rough draft: http://i.imgur.com/h2EflSQ.jpg