IC I

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GreyWolfVT
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Re: IC I

#21 Post by GreyWolfVT »

Nerith "I'm good to head out again unless anyone has anything to do here." he tells the others feeling a little more energized after sleeping outdoors or in near outdoor like surroundings twice now.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Boffin (Boff) Stonegirdle Dwarf Thief - Earthquakes in the Jotens
Dalin Silverhand Dwarf Thief - Barrowmaze
Pimlan 'Pim' Greenstride Halfling Fighter/Thief - Revisiting the Classics: Mod 1 “Return to Kendall Keep”
Razillin Tinkerboot Gnome Cleric - Hedge's Forgotten Realms Adventures (2e)
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e
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Rex
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Re: IC I

#22 Post by Rex »

Drust

"Agreed, we should keep moving."
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thirdkingdom
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Re: IC I

#23 Post by thirdkingdom »

Yarthmont 4, AC 1000
Windrush Road


The companions leave Rifflian in the morning and travel throughout the day, camping within sight of the confluence of the Windrush and the Hillfollow Rivers. Their sleep is undisturbed.
Yarthmont 5, AC 1000
Duke's Road


The adventurers reach the river after three hour's travel and are ferried across to the other side. It's a long way to the ferry; the party has to travel south, away from the crossing, until the road hits the Duke's Road and then they can jog back north. All in all, they make another ten miles, camping in another field. The land around them shows sign of increased cultivation and greater population density.
Yarthmonth 6, AC 1000
Duke's Road


The adventurers rise and continue on their way, hoping to reach Kelvin by late morning, and sure enough, they do. It's a big city, home to nearly 20,000 souls, and the adventurers can tell from several miles away that they're approaching proper civilization, as the bustle on the road and the surrounding fields increases dramatically from what they've been used to the past few days.

Kelvin is surrounded by a stone wall and towers placed at intervals, with cultivated fields and wooden buildings coming right up to the walls, and the Hillfollow River forming the western boundary of the city. As the companions are waiting in line to be admitted to the city there's a commotion from the east, and a young lass, probably no more than 13, streaked with blood and dirt, gallops up on an old farm horse with heaving sides and foam at the mouth. "Goblins!" she cries, "in the fens!" She's exhausted and near collapse, it looks like, and a buzz of chatter quickly erupts from the crowd around you.
A quick note about my playstyle: I throw out *a lot* of hooks. Do not feel obligated to take them, though!

1-3 encounter day, 1-2 night:: 2#1d12 2 2
When does the encounter occur?: 1d8 3
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Re: IC I

#24 Post by Rex »

Drust

"How far to the Fens young lady? Are you badly hurt?"
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Re: IC I

#25 Post by thirdkingdom »

Rex wrote:Drust

"How far to the Fens young lady? Are you badly hurt?"
Fleeing Lass

"I've been riding since before dawn," she gasps, gesturing to the general southeast, "they came at us at night, burnt the houses and fields! I'm fine, I think." She doesn't look fine, but Drust isn't sure if its from shock or loss of blood.
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Re: IC I

#26 Post by GreyWolfVT »

Nerith a bit concerned but if the Fens is so far away it seems like by the time they arrive the goblins would potentially be gone. "This girl needs a healer. I would imagine if the Fens is that far of a ride us walking by the time we reach the location the goblin threat would be gone or have taken the area over entirely. We'd want a larger force than just us travelling here to handle that threat and mounts to boot."
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Boffin (Boff) Stonegirdle Dwarf Thief - Earthquakes in the Jotens
Dalin Silverhand Dwarf Thief - Barrowmaze
Pimlan 'Pim' Greenstride Halfling Fighter/Thief - Revisiting the Classics: Mod 1 “Return to Kendall Keep”
Razillin Tinkerboot Gnome Cleric - Hedge's Forgotten Realms Adventures (2e)
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e
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Re: IC I

#28 Post by GreyWolfVT »

thirdkingdom wrote:
Votes on what to do?
ooc: I'm voting not to do anything unless we can rally up some mounts I think by the time we reach the place it will be too late if by foot.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Boffin (Boff) Stonegirdle Dwarf Thief - Earthquakes in the Jotens
Dalin Silverhand Dwarf Thief - Barrowmaze
Pimlan 'Pim' Greenstride Halfling Fighter/Thief - Revisiting the Classics: Mod 1 “Return to Kendall Keep”
Razillin Tinkerboot Gnome Cleric - Hedge's Forgotten Realms Adventures (2e)
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e
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Re: IC I

#29 Post by Rex »

First have the cleric check out the girl and make sure she is fine. Then I agree, not much we can do if we show up 2 or 3 days from now. It may be something we end up having to deal with if they are in the area of our potential route but that will come when we get there.
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Re: IC I

#30 Post by thirdkingdom »

Yarthmont 6, AC 1000

None of the adventurers seem to have the interest in helping out the girl. Drust examines her briefly, discovering that while she is covered in blood, none of it seems to be her own. They push on, passing through Kelvin and onwards, traveling through the plains and fields surrounding the city. They find shelter for the night in a travelers' camp on the edge of the fens. There's a fire circle ringed with stones, about a half cord of wood stacked nearby, and a privy dug some hundred yards from the camp.

Night has fallen -- it's still spring, so dark comes early, these days -- when a half-dozen figures loom out of the darkness from the north. "It's alright!" a voice calls, "we're friends, travelers seeking shelter for the night!" As they come into the light the adventurers note three figures in chain -- a Traladaran woman with bow and spear, a Thyatian man with a long blade at his side, and another Thyatian with a warhammer at his belt -- a woman in leather armor with a crossbow slung over her shoulder, another woman in blue robes wearing the conical hat of a wizard, and a young lad of perhaps fourteen or sixteen leading a mule. "Well met!" calls the armored woman, "may we share your fire for the night?"


There's another four hours of travel past Kelvin, or nine miles, putting the party just inside hex 26.25. I had also rolled an encounter occuring at night. Luckily, the result is another adventuring party.
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Re: IC I

#31 Post by hammerHead »

Preacher Cardicus:

Well met, says the preacher to the two Thyatians.
Rules:
Midlands: https://lowfantasygaming.files.wordpres ... -10-16.pdf
Shroom: https://mega.nz/#!uSBHWIJD!vxDZlE_dOoua ... N1vbDqqu1E

Hradian the Rogue: The Midlands [LFG]
Ritbert the Bold: The Pod-Caverns of the Sinister Shroom (OSRIC)
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Re: IC I

#32 Post by GreyWolfVT »

Nerith "Sure you can sit by the fire. Might I inquire where are you headed?" he greets back offering a spot near the fire to newcomers.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Boffin (Boff) Stonegirdle Dwarf Thief - Earthquakes in the Jotens
Dalin Silverhand Dwarf Thief - Barrowmaze
Pimlan 'Pim' Greenstride Halfling Fighter/Thief - Revisiting the Classics: Mod 1 “Return to Kendall Keep”
Razillin Tinkerboot Gnome Cleric - Hedge's Forgotten Realms Adventures (2e)
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e
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Re: IC I

#33 Post by thirdkingdom »

GreyWolfVT wrote:Nerith "Sure you can sit by the fire. Might I inquire where are you headed?" he greets back offering a spot near the fire to newcomers.

Woman in Chain

"Sure," she says, sitting down nearby, "I'm Sellith, and these are my companions." She waves a hand in their general direction, and they all nod. "We've been up north, in the hill country. Baron Kelvin hired us to do some car-to-graphy for him, and we've made one excursion already. What about y'all?"
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Re: IC I

#34 Post by thirdkingdom »

Sellith

"Fine, don't answer," she says, and the rest of the night is spent in awkward silence.

Yarthmont 7, AC 1000

The adventurers continue on in the morning, following the Duke's Road north. The other adventurers have left already, without saying a word. Like the Westron road, it's paved with flat stones and well maintained. There's more traffic on this road, headed in both directions, although there are still long periods of time when the adventurers see no one. They judge that they're perhaps one day away from Penhaligon.

Around 2:00 pm they see, several dozen yards off the road and some hundred yards ahead of them, two large, weasel-like creatures, each about 9' long. They are lazily playfighting in the sun, but stop suddenly as soon they become aware of the party, sniffing the air with their snouts!
I would like to see a post every day, if possible. If no one post in 24 hours I *will* move things along. I feel that it is important to maintain momentum, especially during the first few starting months of a pbp game, and will do what is needed to push things along.

The adventurers camp for the night in hex 28.23.
Encounter on 1-3 in the day, 1-2 at night:: 2#1d12 3 4
When does the encounter occur? http://orokos.com/roll/609547: 1d8 6
2:00 pm.
What is the encounter?http://orokos.com/roll/609548: 1d8 7
Weasel, giant. http://orokos.com/roll/609551: 1d6 4 1d6 3 3d6 14 5d8 16
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Re: IC I

#35 Post by GreyWolfVT »

thirdkingdom wrote:
GreyWolfVT wrote:Nerith "Sure you can sit by the fire. Might I inquire where are you headed?" he greets back offering a spot near the fire to newcomers.

Woman in Chain

"Sure," she says, sitting down nearby, "I'm Sellith, and these are my companions." She waves a hand in their general direction, and they all nod. "We've been up north, in the hill country. Baron Kelvin hired us to do some car-to-graphy for him, and we've made one excursion already. What about y'all?"
Nerith "We're bound for Penhaligon."
_______________________________________________________

Back in present time....

Nerith watches the giant weasels digs through his pack and pulls out some dried preserved meat and throws it towards the weasels. "I am not sure that will suffice but it's worth a shot." he tells the others.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Boffin (Boff) Stonegirdle Dwarf Thief - Earthquakes in the Jotens
Dalin Silverhand Dwarf Thief - Barrowmaze
Pimlan 'Pim' Greenstride Halfling Fighter/Thief - Revisiting the Classics: Mod 1 “Return to Kendall Keep”
Razillin Tinkerboot Gnome Cleric - Hedge's Forgotten Realms Adventures (2e)
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e
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Re: IC I

#36 Post by hammerHead »

Preacher Cardicus

The preacher follows suit, tossing part of a ration to the weasels. He then readies his sling.
Rules:
Midlands: https://lowfantasygaming.files.wordpres ... -10-16.pdf
Shroom: https://mega.nz/#!uSBHWIJD!vxDZlE_dOoua ... N1vbDqqu1E

Hradian the Rogue: The Midlands [LFG]
Ritbert the Bold: The Pod-Caverns of the Sinister Shroom (OSRIC)
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Re: IC I

#37 Post by thirdkingdom »

Yarthmont 7, AC 1000
The Duke's Road


The adventurers toss the giant weasels some scraps of food; they sniff at it curiously, but otherwise let them pass. The party again spends the night in a barn redolent of cows and straw.

Yarthmont 8, AC 1000

The adventurers reach Penhaligon by early afternoon. It's a dusty frontier town, roughly the same size of Threshold, with a wood and stone wall.
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Re: IC I

#38 Post by GreyWolfVT »

Nerith "Alright, we'd best find the person this letter is meant for and deliver it."
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Boffin (Boff) Stonegirdle Dwarf Thief - Earthquakes in the Jotens
Dalin Silverhand Dwarf Thief - Barrowmaze
Pimlan 'Pim' Greenstride Halfling Fighter/Thief - Revisiting the Classics: Mod 1 “Return to Kendall Keep”
Razillin Tinkerboot Gnome Cleric - Hedge's Forgotten Realms Adventures (2e)
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e
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Re: IC I

#39 Post by thirdkingdom »

GreyWolfVT wrote:Nerith "Alright, we'd best find the person this letter is meant for and deliver it."
It's a trivially easy task to find the dwelling of the merchant, and takes about an hour for him to read it and the accompanying letter of payment. "Thank you for bringing this to me," he says, "I have your payment right here."

The adventurers find themselves in Penhaligon with five hundred gold royals jingling in their coin purses. It's just before four pm; they have another two hours or so before shops begin to shut down for the evening.
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Re: IC I

#40 Post by Rex »

Drust

Drust will head for a local gathering place and see if he can dig up any information on who might know the wilderness here a bouts, perhaps a trapper or hunter.
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