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Post by merctime on Jun 11, 2015 17:08:17 GMT -5
The day was overcast, and lightly drizzling, as the three young adventurers rode the small riverboat east down the RedSpar river. The light rain caused saucer-shaped ripples in clear, blue water while the clouds above muted most of the bright light of the sun... Although it was still plainly daylight, even if it felt a bit earlier in the morning because of this. A light smell of fish and grass was pre-eminent.
The trip proved to be uneventful, unless you count a few jumping trout and the odd river-salmon breaking the surface. This brought cheers from our three adventurers, and the small boat's pilot as well. It was only a few turns of the glass before the boatman steered the craft alongside the modest wooden docks of the village at Locksley, itself only a small settlement at the very outskirts of Anglica. It didn't even have a wall!
Locksley presented a haphazard mix of a few dozen small, but cozy-looking, cottages and homes; Obviously built by the industrious and hard-working common-folk who have made this place their home, much like the 5 or 6 generations have done so before them out here at the edge of civilization. These people weren't rich, and it showed, but they didn't appear to be lacking in anything, either.
The young outsiders, answering a message posted on the boards of the square of the town they arrived from, were met by the mayor of this place at the docks and another man. The mayor spoke hurriedly, "Oh, goodness, praise be to Mitra! I'm so glad you've came; Yes, so glad! Welcome to Locksley. I'm Mayor Kelso, and this is Clem, one of the silver dredgers here. Please, follow us." Thus ushering the newly arrived towards the center of town, where a large barn with a long fence was situated and a big sign that read "Brandybuck Stables", the mayor hurried them inside to a round wooden table. Upon the table were refreshments.
"You see, young ones, Old Clem here has only two days hence seen a frightful thing in our area. He was along the far side of the Redspar, dredging for silver as always, when he spotted a gaggle of evil little dog-men type creatures heading behind one of the falls that proliferate out there. A few caught site of him, and tossed spears at him!"
"T'was a lucky thing their casts were foul, less'n I'd not a been here to confirm it," interjected Old Clem, a middle-aged man in a common shirt and dirty overalls.
But the mayor continued. "You see, we count on our silver dredging to supply us good trade with the other parts of Anglica. While we don't have a mine, we need to have the far shore of the RedSpar clear of dangers so our people can keep working safely. I've heard of caves in these parts; We all have, and those dratted Hobgoblins (Thank Mitra they are far enough away), but... We never knew that there might be an opening to the underworlds so near. See, I fear there is. My hope now is that your arrival is answer to our plea. You will go and find out, won't you? I've three sturdy members of the local Militia who would accompany you."
OOC: So starts the dungeon-Crawl. Clem will point out the falls to you, but will go no further. The 3 militia-men will accompany you at your choice, and if you wish you could ask for a member of the local church of Mitra to accompany you as well (But he will ask a share of the treasure for the church). If any of you could use some basic supplies, all you need do is ask the Mayor and he will assist you as best he can; Otherwise, we can get you right onto a boat to cross the river and get into the dungeon. Of course, you can also start out by exploring Locksley. The map of it has been placed in the Reference sub-board, under 'Anglica specific maps'.
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Post by The Red Baron on Jun 11, 2015 17:33:26 GMT -5
"The way I see it, you're cut off from you're only source of income until the river is safe from gremlins and dog-things", says Acanthopis to the Mayor.
"Without access to that silver, this town will wither and die, and it appears that we're your only hope of salvation. Surely its worth a great deal to you to be rid of your antagonists, and you seem to be sitting on a great deal of silver here. Even adventurers need to eat, and I have a voracious appetite, so I don't risk my neck for nothing. So before we can even consider assisting you gentlemen, we require a large meal, every armament in the village put at our disposal... spears, bows, anything of that sort-, and a promise - in writing - of a large payment of silver upon completion of you're request. There are plenty of other dungeons to raid, so we can take our services elsewhere if you do not feel that my humble demands are worth the destruction of your entire village at the hands of monsters and a dead economy."
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Post by bestialwarlust on Jun 11, 2015 19:19:00 GMT -5
Yes you are hiring the best adventurers in all the lands! We have travelled far and wide and rescued many fair villages from the clutches of villainy! Let it not be said that we are not fair. And I am a mage of no small measure but alas spell casting can be costly and we may require healing along the way. Besides the silver we have need of a competent and devout priest. Might you be able to also provide us with this?
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Post by tetramorph on Jun 11, 2015 20:20:01 GMT -5
The Red Baron, bestialwarlust: Falstaff feels agitated with Acanthopis' forming the mayor's first impression of the team. "What our good soldier Acanthopis says so well, our good mayor," Halstaff coughs a little, "is that we will need to be assured that any antiquities recovered and acquired through our exploration and extermination will go to our benefit and, furthermore, we request assurance of immediate supplies and victuals." Halstaff agrees that having a young cleric along would be helpful. "We would also like assurance that the young cleric would be supplied with a vial (or more, if possible) of holy water, a cross of some value, wolvesbane, belladonna and garlic?" OOC: merctime, will you require that the cleric take a full share of XP, or could we negotiate ½ shares, or even ¼ shares with 10% pay, or something like that? Halstaff requests the following personal provisions: 100' rope, 10' pole, iron spikes (dozen), leather satchel, torches (½ dozen), flasks of oil (2). mallet & 3 stakes, steel mirror, wooden cross, quart of wine in wineskin. This totals 26gp in value.
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Post by merctime on Jun 11, 2015 20:39:15 GMT -5
The mayor looks on at you all with some degree of astonishment, scratching at his balding head.
"I'm afraid you young folks aren't too familiar with how things work in these parts. I'm sure you could get a written contract in the city of Glastony, but out here, we are simple. If we tell you we'll pay ya, we do!"
Clem nods. The mayor continues. "We are certainly interested in seeing you are fairly paid for your troubles here. Why, the Hanson's over at the Silverdust Inn, just up the road from the stable barn here, is preparing a hearty repast for you as we speak. We aren't rich people, either, but we've gathered a bunch of goods and a modest sum to be paid to each of you. I'm prepared to offer you 50 gold a piece to start, and another 25 upon your return with any news of what's happening over there. Understand, we need you to let us know if there is any threat to the villagers here on this side of the river. There may not be... Oft' times those critters out there are after each other's heads more'n they are folk like us."
"I'll have a chat with Merro and Burton. They are craftsmen here. I'll see what they can put together for ya in terms of supplies. And I'm sure the Hanson's will get you a bag of eats to take with ya. Rest up here tonight, at the Inn... I've arranged that you stay the night for free. But after that, I'll require you to pay like any other folk. We can't afford to have ya not. Oh, and, if you'd like to see if any of the Mitra Clergy will go along, I'm sure the church would oblige. I recall that young Teodoric expressed some interest."
OOC: Teodoric (CL 1) will go along for a half-share of xp and treasure (for a total of 3.5 shares between the lot of you for both). He'll have (1) vial of holy water to start. I'll put him in the reference thread this evening. Note he's not a henchman, but you guys might want to provide direction for him or I'll just run him on automatic (but he won't be a dope). This cover's BestialWarlust's request. Acanthophis' request for payment has been addressed. The villagers can provide you the things that Halstaff requests as well (the rope will be in 2- lengths of 50'). After the requests, an additional 2 small sacks each holding 2-weeks of STANDARD rations (there is no time to preserve them) will also be provided, as well.
Once you're ready, you can choose to RP some (renegotiating as you see fit) or (probably tomorrow) I'll jet you across the river on the boat.
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Post by The Red Baron on Jun 11, 2015 20:50:45 GMT -5
Aconthopis is satisfied at the mayor's response. When the townsfolk bring out the goods, the veteran looks to Fallstaff with a grin and says "I hope you don't think I'm going to be carrying any of that for you." OOC: Tetramorph, I wanted to show the mayor who's boss and get everything we could from him. I'm not going to be a stubborn pain in the ass
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Post by tetramorph on Jun 11, 2015 23:23:15 GMT -5
Falstaff first shows a look of consternation then softens to a smile. "All right, all right," he laughs to Aconthopis on the side. Falstaff shows gratitude to the mayor and those who help him with his provisions. OOC: merctime, this sounds good to me. May I update my character sheet accordingly? What will be the compensation for the three spears? Are they paid by the mayor, or by us? Any share in XP? And I thought the cost-list listed rope cost by lengths of 50', not limited to 50'. If they cut it from a spool I would love a solid 100'! Once supplies and personnel are in order, I am ready to help us draw up a marching order and "jet" across to get things started! The Red Baron: just role-playing, friend, so we are good!
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Post by merctime on Jun 12, 2015 9:53:21 GMT -5
tetramorph, The Red Baron, bestialwarlust The hired troops are assigned to you via the mayor. No cost to you. As they aren't henchmen, they won't eat xp (tastes like garlic). The rations are intended for party, and not personal, use. Other party members are still free to ask for moderate miscellaneous equipment as well. The rope can be a single length also. Teodoric will be moderately equipped for adventure by his church. The militiamen will have bare essentials only. And certainly, Tetramorph, your clear to update equipment I'll set up a party logistics thread for marching orders and things like that.
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Post by tetramorph on Jun 12, 2015 10:22:35 GMT -5
merctime: Halstaff gives 5gp to the local prominent church of law. OOC: character sheet updated. Thanks!
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Post by merctime on Jun 12, 2015 10:33:33 GMT -5
Donation noted, Tetra
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Post by merctime on Jun 19, 2015 11:45:55 GMT -5
The night is spent in modest, but comfortable, accommodations at the Silverdust inn. Excellent country food was enjoyed, and in the morning, you all feel refreshed and ready. The Mayor meets you at the small docks, as well as Clem, who acts as your river-boat driver. Mayor Kelso approaches Sorten, offering him a stack of parchment and a pouch with a few quills and a small vial of ink. "This should help in your endeavors. I heard you all talking about needing them." Teodoric the Cleric slept in the Church of Mitra, but is here, along with the three Militiamen (Darno, Ralt, and Ospres by name) who were assigned for this information gathering mission. Each is equipped for the journey. Clem boards the river-boat, and undoes the rigging, while the Militiamen board at front and rear. As this is happening, the Mayor says to you all, "Now, remember. We are paying you to determine the threat to our work across the river, as well as any threat that might endanger us over here. If that place is the lair of some group with aspirations of raiding or attack out here, we need to know! But, if it's just a collection of caves, or even just a hole in the wall, let us know about that, too. And, kindly tell us who or what is there, so we know what to prepare for! This will be the first time in many seasons I send out guards with the silver-dredgers across the river." The trip across the Redspar to the Silver Hills afar banks is a short one, taking slightly over a half-hour. It's only been daylight for a turn of the glass by the time you hit the far shore. Clem and the militiamen shore up the boat, and tie it off to a stump, before you debark. Clem says, "You see the hills rising into those small mountain peaks just north of us... Only a few dozen yards from the shore? Yeah, with the collection of little water-falls? I seen them little dog-men race behind that set of falls there, the one that is closest to the ground behind all that broken ground and all them bushes. Might be hard walkin', but no climbin', it appears. Well, this is as far as I go. I'm gonna re-moor this boat here over yonder behind all them river weeds so as not to be seen. Just holler when you come back out. If'n yer gone for a day, Any o' Ralt, Ospres, or Darno can pilot her. But I'll wait a spell." And so, your adventure begins, as you look a bit northword towards the hills rising into a small set of peaks just before you. Trees and vegetation abound where the hills and small mountains rise, but here by the shore, the ground is more open and vegetation more sporadic. You make your way up to the falls, where the sound is quite heavy, forcing you all to speak in loud voices to each other. It seems there is a beaten path of sorts in the dirt that winds it's way up the mountain-side, behind the falls. The path winds a bit, but upwards, creating a steep-ish ridge that ends up being 30' up at it's terminus behind the falls. ((I'm going to give you a bit more map to begin with here. Jump in with anything if you'd like to back up and do something, though)). EDIT: The Red Baron caught me! Nice one. Yep, the squares below are 10'. Sorry guys, rookie mistake! Ok good now.
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Post by The Red Baron on Jun 19, 2015 11:52:08 GMT -5
Are those 10' squares?
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Post by bestialwarlust on Jun 19, 2015 12:13:50 GMT -5
"Ok we'll need some torch bearers do we have any volunteers? We should keep them towards the back so that we aren't all staring into torch light. Unless we have some lanterns with us."
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Post by merctime on Jun 19, 2015 12:22:24 GMT -5
((note that you guys will start at the far left of the map. I'm assuming the latest marching order is in effect)).
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Post by The Red Baron on Jun 19, 2015 12:32:34 GMT -5
I agree, torches in the back will make it difficult for anyone we meet to see us, but easy for us to see ahead.
DD doesn't list a distance for torchlight; are we assuming that a torch shines 4" as in od&d?
Can we walk 3 men abreast? - Acanthopis will volunteer to move to the front if this is possible.
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Post by merctime on Jun 19, 2015 12:35:09 GMT -5
Torches light up 3" radius, and burn for one hour (6 turns). In 10', you can walk 3 abreast, but if you're fighting with pole weapons that don't stab, it's best to go 2 abreast. EDIT: This will help, also. ddo.immersiveink.com/
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Post by tetramorph on Jun 19, 2015 21:17:37 GMT -5
Halstaff agrees with the plan to keep torches to the back.
If we are three abreast then that is one spear up front, Acanthophis and Halstaff.
Second row would be Cleric, MU and spear.
Spear in the rear if there is a third (is there?).
Let's give rear-most spears torch-duty.
I will mark off the first two torches.
Halstaff is ready to enter.
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Post by bestialwarlust on Jun 19, 2015 21:25:36 GMT -5
Just in case Sorten will scan the outside for any ancient markings or runes for any clues or warnings.
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Post by merctime on Jun 20, 2015 10:46:45 GMT -5
Just in case Sorten will scan the outside for any ancient markings or runes for any clues or warnings. Sorten makes a cursory check of the outer area, but doesn't find anything obvious other than some smallish tracks in the soft dirt that covers the hard earth here, leading towards what appears to be an entrance. The tracks look clawed. But there's a lot of surface area on that map. Is he looking in a particular place? What methods does he use (keep in mind my advice to describe things well so I don't let dice determine stuff). Also as far as I know you have yet to move to the stairs guys. Mechanics: Sorten searches, DM rolls 4 on D6; Nothing found.
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Post by merctime on Jun 20, 2015 10:51:16 GMT -5
Halstaff agrees with the plan to keep torches to the back. If we are three abreast then that is one spear up front, Acanthophis and Halstaff. Second row would be Cleric, MU and spear. Spear in the rear if there is a third (is there?). Let's give rear-most spears torch-duty. I will mark off the first two torches. Halstaff is ready to enter. Yep, 3 total spears. Noted this in logistics post, too. Note you aren't required to take all three. Marching order noted as well, thank you. So far nothing really out of the ordinary leading up to what appears to be the entrance.
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Post by tetramorph on Jun 20, 2015 11:00:44 GMT -5
If there is no objection, I say the more the merrier.
Hallstaff indicates cautious forward motion.
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Post by bestialwarlust on Jun 20, 2015 11:49:17 GMT -5
Just in case Sorten will scan the outside for any ancient markings or runes for any clues or warnings. Sorten makes a cursory check of the outer area, but doesn't find anything obvious other than some smallish tracks in the soft dirt that covers the hard earth here, leading towards what appears to be an entrance. The tracks look clawed. But there's a lot of surface area on that map. Is he looking in a particular place? What methods does he use (keep in mind my advice to describe things well so I don't let dice determine stuff). Also as far as I know you have yet to move to the stairs guys. Mechanics: Sorten searches, DM rolls 4 on D6; Nothing found.Nothing too thorough. Just using whatever light we have and scanning more along the outside of the entrance itself and also at the base of the path just before you start up the slope.
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Post by merctime on Jun 20, 2015 12:00:10 GMT -5
Noted. No change in what Sorten finds.
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Post by tetramorph on Jun 21, 2015 14:57:05 GMT -5
Halstaff proposes we continue, cautiously, inside.
He asks the spear in the front to use a ten-foot pole (we have one, right?) to test the way before us.
He asks the spear taking up the vanguard to hold high his torch.
Halstaff checks the ceiling before entering.
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Post by bestialwarlust on Jun 21, 2015 22:10:25 GMT -5
I will follow in keeping a listen for any strange noises and sniff the air for any odd odors.
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Post by The Red Baron on Jun 22, 2015 14:16:04 GMT -5
The party proceeds it's full movement forwards - down the stairs - until the passage deviates from a 10' corridor.
Any objections
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Post by bestialwarlust on Jun 22, 2015 15:22:15 GMT -5
None from Sorten.
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Post by tetramorph on Jun 22, 2015 16:22:19 GMT -5
Halstaff concurs, all the while scanning both above and below, left and right.
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Post by merctime on Jul 1, 2015 17:45:17 GMT -5
tetramorph, bestialwarlust, The Red Baron, toddHalstaff proposes we continue, cautiously, inside. He asks the spear in the front to use a ten-foot pole (we have one, right?) to test the way before us. He asks the spear taking up the vanguard to hold high his torch. Halstaff checks the ceiling before entering. I will follow in keeping a listen for any strange noises and sniff the air for any odd odors. The party proceeds it's full movement forwards - down the stairs - until the passage deviates from a 10' corridor. Any objections ((No worries here about using a spear as a 10' pole. Well... A slightly over 6-8' pole, at least )) Down the stairs tread our intrepid young adventurers. The rear-most redshirt lifts his torch higher, as Halstaff commands; This provides excellent light in a 30' diameter for the party (where 30' of light may exist). You are all nearly immediately accosted by a stench of urine in here; It's powerful, and mixes quite out of context with the smell of the river water pouring down the falls just a few dozen feet behind you. Even down here, the sound of the falls outside can be heard and kind of 'felt' in a thump-thump fashion... But not enough to deter other sounds from being heard. A slight breeze follows you all down the stairs, as well, bringing with it a bit of fresh air that helps fight the urine smell. The passage down the stairs seems a uniform 10x10x10. The flooring, walls, and ceiling in this cave are actually dressed; Haphazard flagstones of square or rectangular shape. The temperature as you entered was humid near the entrance, but gradually loses humidity but still stays warm. One of the lead redshirts pokes the way about with the capped butt of his spear, but finds no loose flagstones or any signs of danger as you move along. After 30' of stairs, the downwards passage ends in an open arch that opens up into a circular room, appearing 30' in diameter, and while similarly dressed in flagstones, has an arching ceiling that rises to 15'. There is no visible obstruction into the room, and your torchlight casts a radiant orange glow that's enough to get rough, immediate visuals therein. As you gather closer the entrance, you can ascertain that along the northest wall rests a small maple bench. There also appears to be some rather mundane items scattered about the room itself, as well as some sort of graffitti scrawled along the southern wall. A further 3 arched openings lead off in the other cardinal directions from this room, into other areas beyond your sight or torchlight. The arches are as the one leading into this room here. Actions, Gentlemen? MECHANICS
Sorten Listen/smell check: 3 on D6; He neither hears nor smells anything unusual. Further dice rolls by the Ref: Indeterminate.
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Post by tetramorph on Jul 1, 2015 18:56:01 GMT -5
Hallstaff studies the graffiti.
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