Sep 18, 2018 2:42 pm
Heroically, if recklessly choosing to leave at night, Knight-Captain Rylen thanks each of you, and loads you up with several days of non-perishable food and wine. He explains that the well water requires boiling before use because of the bodies that had been thrown into it, so wine is better for travelling.
Like any good commander, he checks each of your loads before you leave. He tightens Kelsie's straps a little too roughly, and she sees in his eyes all the mistrust she expects. Rylen speaks briefly with Kelsie, confirming she knows the way - you should be there by dawn, longer if you make a wrong turn.
The keep's gates open, and a blast of sand stings your eyes. Your lantern, hooded against the wind, gives scant light, and you exit into the wilderness.
The day's heat has long passed, and tears run freely from your straining eyes as you follow the lantern. Your tongue feels coated in the acidic sand.
GM prompt: Pausing here to give you a chance to roleplay the journey.
Like any good commander, he checks each of your loads before you leave. He tightens Kelsie's straps a little too roughly, and she sees in his eyes all the mistrust she expects. Rylen speaks briefly with Kelsie, confirming she knows the way - you should be there by dawn, longer if you make a wrong turn.
The keep's gates open, and a blast of sand stings your eyes. Your lantern, hooded against the wind, gives scant light, and you exit into the wilderness.
The day's heat has long passed, and tears run freely from your straining eyes as you follow the lantern. Your tongue feels coated in the acidic sand.
GM prompt: Pausing here to give you a chance to roleplay the journey.