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(Adventure) M1: Goblin Ears and the MTG (dpdx judging) COMPLETED
Anyone who goes to the Eastern Caravan rendevous point the morning after the goblin ears posting sees a caravan preparing to depart. There are three wagons, several pack horses, and 6 mounted, armed guards. A well dressed man in scarlet with a hawkish nose is striding around barking orders. He sees you approach and asks "Artemus Trent at your service. May I help you?"
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Last edited by Manzanita; 10th September 2004 at 07:38 PM..
Irene walks in after Charlarn, "Hi Artemus, you mind me calling you Artemus?" Irene smiles friendly to the man standing before her. "I think the question is how we can be of service to you, is it not?"
The large dark-skinned man who shows up next will be recognized by those who were at the Red Dragon Inn the previous night as the bard Nurlan. He looks a little disheveled (he's not a morning person) but still somewhat enthusiastic. "Hello, you must be Artemus Trent", he says to the caravan leader. "I'm here with them" (pointing to Charlarn and Irene). Surprisingly, for once he doesn't sing anything.
"Ah, my task? Oh, you mean the bounty on the Jebi goblins. Well, I am a citizen of Monemvasia, so I'm in this as much as anyone. More, perhaps, being a merchant. I do happen to have a little room on a wagon here, so if you want a ride to Monemvasia, then you're welcome to come along, no charge. We'll be leaving soon. Do you think there are any others who will be wanting to come? And Mr. Trent is preferable, thank you, young lady."
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Tenebrynn joins the others a little out of breath. Seeing their contact already there he says, "Oh sorry I'm late! Just wanted to try and read up on we are going last night and got a little carried away. Ah hello, Mr. Trent, morning Irene, Nurlan, and Charlarn. Got my journal and pens ready just like you suggested."
Charlarn looks at the others. "Good morning to you all. A perfect day to start an adventure." He smiles at Tenebrynn, "Excellent! I always have some something to write with when I travel as well."
With that, the gloryroader turns to Trent, "Mr. Trent, I believe we are all here."
Artemus Trent lets his gaze linger on the small group. A lightly armed halfling and short pale elf. Two men, also relatively lightly armed. "You are aware the Jebli are a viscious bunch. But I suppose you have other talents besides your weapons. In any case, there might be others you could team up with, if you're really going to go out there." He bows. "I am in your debt for volunteering to help our people. Please let me know if there is anything you need. If you're all here, let's board the wagon & get going."
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"Our mission then is to hunt these Jebli goblins. Where abouts are they going to be? I am not sure that I am prepared for camping out of doors for a long time." Tenebrynn says, then looks to his companions, "What do you guys think I should pack? I have my book and a few candles, but I suppose some food and maybe somewhere to sleep would be appropriate."
Tenebrynn asks for a few minutes to grab somethings from the adventurer's goods store, specifically a bedroll, a waterskin, and 5 days of trail rations. If there are any other suggestions then he may add those as well before returning to Mr. Trent well prepared and looking hideously overstocked for their journey.
You may all modify your equipment lists at this point.
As you travel, Telebryn & Nurlan manage to piece together the following information about Monemvasia. (Bardic knowledge or Knowledge (history or geography) DC 10)
Several generations ago, a human Eldrich knight, Nolan Northrup, aided the local dwarf princes in slaying the Black Dragon Asphetoon. In return, these Dwarves allowed him to start a kingdom on the Great Boulder of Monemvasia. They also gave him a magical sword they had forged, called the Sword of Truth. This sword, besides its formidable combat abilities, could also cause all in its presence to tell only the truth. This enabled Northrup to become a great arbitrator of disputes, as well as warlord.
All went well in Monemvasia for many generations of men. Monemvasia occupied an important position in various trade routes. Its deep natural harbor, rich fisheries, lush orchards, affiliation with dwarves, and natural defenses made it very prosperous.
However in the last few years, trouble has started. Upon the death of King Jara, great, great, great grandson of Nolan Northrup, his eldest son Crassus took the throne. For whatever reason, there was great discontent upon his assention. Most of the ruling family subsequently fled, and Crassus has not been seen using the power of the Sword of Truth. There are rumors of humanoid alliances, evil rituals, and increased arbitrary arrest and execution. Nonetheless, Monemvasia remains an important and wealthy city, and a great amount of trade is conducted through it.
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Last edited by Manzanita; 31st March 2004 at 05:03 AM..
Tenebrynn reveals any information he comes across to his new companions, speaking in a hushed voice for anything that might be taken the wrong way by their employer.
The ride is fairly comfortable inside the wagon, although the view is poor. After traveling an indeterminate period (to be determined when we get a map), one of the guards mentions that Monemvasia is only about an hour away. He is the only chatty guard, this Flavius. A tall, good looking human in chainmail, who carries a longspear while astride his blue roan stallion.
Looking forward to your arrival, your conversation slows as you arch your necks to get a view of the country. It appears prosperous, with fields of wheat and grapes, with the occational valley olive farm. Suddenly you hear shouts of warning and consternation from the guards. Flavius pulls the back door open as the wagon draws to a stop. "Looks like your bounty is here..."
Outside, you hear the sounds of metal striking metal, stepping out of the wagon, you see about 100 feet away, several goblinoids. One hobgoblin is just smashing in the head of a dwarf. A handfull of bodies litter the ground around an open backed wagon, still attached to two horses.
In the map, the H's are hobgoblins, the g's are goblins. The other guards are mostly in front of the wagon you're in. The horses are on the far side of the wagon under attack.
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Outside, you hear the sounds of metal striking metal, stepping out of the wagon, you see about 100 feet away, several goblinoids. One hobgoblin is just smashing in the head of a dwarf. A handfull of bodies litter the ground around an open backed wagon, still attached to two horses.
Nurlan had been casually talking about the few stories about Monemvassia he had heard (mainly talking, although he did toss in a few brief melodies) when they see the fight scene.
"Oh, my", he says. "Looks like we arrived just in time for someone, and too late for some others. Shall we?"
(OOC: questions for Manzanita: Do any of the goblinoids appear to have any long-range weapons such as bows or slings?)
Assuming that, before his initiative, nobody has said anything to dissuade him, Nurlan will draw his shortbow (move action) and begin to sing The Heroes of Tagraj, about a celebrated group of vigilantes who had a habit of randomly showing up in the right place at just the right time to save some helpless soul, and bravely intervened, invariably with success. (Bardic Music: Inspire Courage -- standard action to begin, free to continue in subsequent rounds).
Tenebrynn surveys the scene of battle, a little unsure of what he should do he hesitates. Looking around at his new companions he decides it might be best to be a bit better protected. He draws himself up to his full height (which isnt very high) and starts chanting the syllables that he has been taught. Pale yellow sparks begin swirling around him and as he finishes the chanting coallesce and form a shimmering eldritch barrier around him. Their glow dissipates, but he feels much better protected. Then he draws his quarterstaff ready to follow someone into battle.
Charlarn is enjoying the trip, playing his pipes and listening to Nurlan and Tenebrynn. When the wagon stops, he straightens with a start, "Flavius, what's the matter? Is there trouble?"
Once we get out from the wagon, Charlarn readies his shield (move action). He asks Nurlan, "Shall I cast magic weapon (standard action) on your bow?" If not, Charlarn will cast it on his morningstar.
Irene jumps out of the wagon when it halts, and seeing everyone preparing for battle she joins them by casting Mage Armor. She then draws her light crossbow and starts taking aim at one of the gobbies.
Once we get out from the wagon, Charlarn readies his shield (move action). He asks Nurlan, "Shall I cast magic weapon (standard action) on your bow?" If not, Charlarn will cast it on his morningstar.
"OK, if you wish", Nurlan replies. "Not sure how many volleys I'll fire -- if they charge I'll drop it for the spear."
(OOC: This is assuming that the question is asked before Nurlan has started inspiring courage -- he'll just hold his bow toward the cleric to gesture assent.)
The goblins are armed with shortbows, and their red-feathered shafts can be seen protruding from a few of the bodies. The hobgoblins are armed with longswords and small sheilds.
As the party exits their wagon, the merchant train continues on the T junction. Flavius does not immediately follow, shouting out after the departing train, "Come, they are few - let us take them!"
The goblinoids, intent on their slaughter, only now seem to notice the newcomers. They glance up with an evil glint in their eyes.
Surprise round: All spells mentioned sucessfully cast. The tale of The Heroes of Tagraj strikes an immediate cord, and with visions of glory in their heads, the party feels ready for action.
Nurlan will fire an arrow at the hobgoblin on the left. Total modifier is +1, assuming his is the weapon on which Charlarn called Phyrah's blessing. (+1 dexterity, +1 magic weapon, +1 inspire courage, -2 range)
edit: just in case it wasn't clear, Nurlan will also continue to inspire courage until otherwise stated.
Last edited by orsal; 2nd April 2004 at 12:46 AM..
As Tenebrynn is last, he will decide what to do based on the actions of the enemies as well as his companions.
If his companions or enemies move to engage, then he will charge one of them with his quarterstaff. But if his allies take a round to launch ranged attacks and the enemies make no moves yet to advance, then he will cast a magic missile at the closest hobgoblin or the one with the most arrows sticking out of him.