[FR] Heroes of the Vilhon Reach I

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Broccli_Head

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Player comments

Originally posted by honorwolf:

Comments from the Cloud-dancer!

Benito actually said that Aris was blessed by the Gods . Benito thinks that Tyr smiles upon Aris. Even though Aris respects Tyr and his goals, Aris loving justice himself, he is not too thrilled to have a a pair of holy rollers of Tyr along. Although the addition of a Paladin, such as Albeira(I hope I spelled that right), adds to the party's punch, Aris has his reservations. She seems to question Aris's motives and the way he sees it, "You may be a Paladin, but that does not put you beyond reproach. Remember all will be judged by Tyr." Aris knows that their high ideals and romanticized ideas of adventure and heroes will lead to conflict with him and the rest of the party due to his pragmatic views, especially where the company is concerned. But Aris does see the value in such of their combined counsel, to perhaps temper his pragmaticism. Things will come to a head when the Paladin questions the intentions of Aris, in regards to the company's and especially Benito's well being, Aris wonders about Beniot, whose current joy and obvious new found loyalty given over to the newcomer, may seperate his loyalty to the rest of the company. Aris forsees a day when the young cleric must decide to whom he must lend his ear. It is already evident that in the young Cleric's eyes the Paladin could not possibly be wrong in anything. "Death awaits those who are never cautious." Refering already to the always charging ahead method of fighting already seen in the Paladin and the Cleric. Their eagerness for battle may cost the group heavily. This Aris hopes to temper. The Paladin he surmises is excellent from horseback, she could be used to protect their flank and flank their enemies, the cleric can be used to support the sorceror and the bard as they cast spells and lend bardic inspiration, the barbarian and Aris in the forefront taking the battle to the enemy. Aris wants more teamwork and he knows this will come with more training and time, hopefully it can all come together before they lose their lives in the goblin infested forest that they find themselves in.
 

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Broccli_Head

Explorer
'Snails, part III

1 to 2 Marponeth, 1372 Quest for the Snails part III,Scene 1: Goblins!

Predictably, the goblins attack. They strike during Alberia and Aris's watch somehow penetrating the makeshift barrier defenses that the heroes placed at ground level. Aris takes a nasty hit to the back of the neck while a poison needle strikes Alberia on her exposed shoulder. The alarm is raised and the companions awake. Benito evens the playing field (at least for himself) by casting an obscuring mist. The goblins begin chanting and continue firing needles from their poison-ladden blowguns. It seems as though there are goblins everywhere. Alberia seems the target of choice and is even hit in the cheek. Nosr is hit as well and becomes very slow and groggy. Fortunately the mists prevent all the needles from hitting their intended targets, but the howling goblins keep firing and despite the mist seem to be 'expert marksmen'. Aris, Ellysidel, Mourn, and Nosr fire arrows and spells randomly into the trees. Aris gives the call to retreat to the trail and make for the cliffs. Nosr and Mourn clear the way with a sleep spell and a blast from Mourn's color spray wand. They are rewarded with at least one THUNK! as a goblin falls from its perch in the trees. Alberia aids Benito who cannot see in the darkness onto her horse. Ellysidel bolts ahead. There are some moments of crazy, headlong flight from under the canopy of trees until the heroes finally regroup on the trail and force march towards the cliffs. Alberia succumbs to poison of at least four darts and falls unconscious. Ellysidel and Aris carry her. Fortunately, the goblins do not pursue.

The weary heroes find a defensible hill near the cliff's edge with plenty of clear area around it. The hill also has a cave entrance at its base. Aris and Benito proceed to argue about whose decision and repsonsibility it was to remain in the forest, and about the fallen paladin and almost leaving her behind. It becomes heated to the point that Aris attempts to strike at Benito after the cleric of Tyr yells at him to "hold his tongue". Each goes to his own "corner" after this.

Meanwhile Mourn, a slowed Nosr, and Ellysidel are hailed from the cave. They challenge the humanoid who yells at them and end up chasing it back into the cave, with the wild elf taking the lead. They discover a moon elf who has been hiding from the goblins who took out his small adventuring party. At first he does not want to join them preferring the safety of the cave since he knows the goblins avoid it, but hunger and companionship prevail. The elf gives his name as Balin ,which draws wierd glances and comments from both Ellysidel and Mourn.

"Isn't that a dwarven name?" asks the haughty sun elf.

Balin just shrugs his shoulders. He is introduced to Aris who takes him aside while Nosr taunts him as a coward for leaving his former companions. Apparently, the poison has loosened his tongue as well as slow down his relfexes! Aris and Balin strike a deal and Balin joins the group. The rest of the night passes with Benito keeping vigil over Alberia and the rest of the group under Aris watching the north and east towards the forest, wary of goblins. There is much tension in the air as the heroes have seemingly divided over ideological lines.....
 

Broccli_Head

Explorer
1-2 Marponeth, 1372 Quest for the Snails part III, Scene 2: Buckets? Doh!

The night for the Heroes is uneventful and while Alberia has a slight headache, she is otherwise unaffected by the blue poison that the goblins use in their darts. Nosr, however, is still slowed and not his dextrous self, but he feels he is getting better. The heroes also remember at this point that poor Willy was left behind at the camp.

"He is probably in a goblin stew by now," muses Nosr. "Willy!" yells Ellysidel, but the adventurers realize that it is probably too late.

Alberia also acts as a mediator between Aris and Benito and tensions are cooled (well who can resist a charismatic blond from Cormyr?). After looking at the steepness of the cliff and surveying the "armored-ness" of the party--Alberia and Benito have heavy and medium armor--Aris decides that the group will traverse the caverns to the bottom of the valley. They hear the wind and see the exit when looking over the cliff. They had also seen bats enter from there in the pre-dawn hours. Balin warns the group that some deadly creatures make part of the caves their home.
Alberia has a problem, however. She has to leave her horse in the first 'room' of the cavern system. Saying farewell, and giving the faithful steed instructions, she follows the heroes down. Balin and Aris take the lead and Balin finds a crude trip-rope. The two scouts then squeeze through a narrow part of the caverns into a larger room. That is when chaos ensues. Aris sees something moving on the ceiling but then darkness falls upon he and Balin. Balin screams. Alberia dispels the darkness with her own light and Benito unleashes his lantern and squeezes through the gap followed by Ellysidel and then Alberia. Aris sees this octopus-like creature englufing Balin, who falls. One other of these creatures grabs Aris and squeezes. He yells for help. Benito, Ellysidel and Alberia hack away at the beasts and Aris tears free. They are dispatched and Balin is healed by the cleric of Tyr. The bard explains that these creatures are darkmantles. The party continues on, examining the ceiling with more caution. In the next chamber they see many, many bats, but find a trail and silently pass without disturbing the animals.

Out in the open, the valiant heroes take a break and then follow a well-beaten trail towards a creek and a patch of reeds cut by the water. They see wooded hills and the great granite rock in the distance. When they get to the reed patch, they see tons of blue snails crawling all over the reeds and on the ground.

"Wow, look at all these snails!" exclaims Balin.

"Why are you so excited?" asks Nosr sarcastically. "Are you looking for snails, too?"

Aris and Benito look at each other at this point, "Buckets! We forgot the buckets," says the cleric of Tyr picturing their wagon and the ten or so buckets and a few barrels inside.

Alberia gets a kick out of the Heroes' greed being thwarted and picks up a snail carefully with a gloved hand. "I got my snail," she says, placing it in a belt pouch.

Aris shakes his head and laughs, "I guess we are just here for Jazzad now."

About that time, a large yellow dog appears behind the party and barks. It then disappears and reappears back along the trail towards the cliffs. The heroes, feeling guilty about Willy decide to follow the dog which Mourn and Ellysidel identify as a blink dog.
As they follow the pooch, Aris and Alberia put their heads together and really wonder what the restaurant in Alaghon wants with poisonous snails. This is definitely a conundrum that needs investigation. Benito agrees and a common purpose brings calm to tensions developed the night before. The party travels along the northern edge of the cliff, still in the valley, towards wooded hills. The batholith looms menancingly in the distance....
 

Broccli_Head

Explorer
2 Marponeth, 1372 Quest for the Snails part III, Scene 3: King of the Boars!

Following the blink dog along the trail, the party realizes that much of their healing magic in the form of potions and scrolls has been depleted. Warily, they trudge across the meadow in the shadow of the cliffs in the Valley of the Snails towards wood-covered hills. As they approach the trees they see a boar-headed beast man standing atop a rock.

He jumps down from the rock, hurls a spear at Aris and Balin, and yells, "Invaders! Begone from this valley and leave it undefiled, or I, the King of the Boars, will strike you down in Miliekki's name!"
The spear misses and the beast-man runs into the woods.

"Jazzad, Miliekki sent me to find you!" yells Aris at the fleeing boar-man.

"We are not here to harm you. We are servants of Tyr!" scream Benito and Alberia to the creature's back.

Cautiously, the party enters the woods. It does not matter, as they are ambushed by the woodsman. Trees, bushes and grasses entangle the heroes and the crazed ranger charges them from the underbrush screaming and hacking madly at Aris and Benito with the blades of his handaxes, spraying their blood in all directions [DM note: I increased the level of Jazzad by 1 to better challenge the players at 2nd level. To adequately reflect his descent into madness, I gave Jazzad a level of barbarian making him a RGR 5/BRB 1].

The rest of the party is held fast by the foliage. Ellysidel attempts to break free, but even enraged, he fails. Alberia tears and cuts her way free to help Aris and Benito (causing Ellysidel much embarrassment). Mourn uses his color spray wand almost subduing Aris instead of the mad woodsman, who appears unaffected. Nosr also manages to cast a sleep spell but to no avail. The enraged woodsman continues to hack away at Aris and Benito with amazing and dextrous skill, while the heroes attack to subdue. Mourn begins to sing a tale of Miliekki to avoid accidentally hurting the rest of his fellows. Alberia joins in the attack to subdue the woodsman and the blink dog attacks Benito helping his insane master.

"Jazzad, Ryan Tollocke sent us to find you. We are your friends!" cries Aris as he dodges axe cuts from the King of Boars.

"Stop this madness. If you are a true servant of Miliekki and not a servant of the darkness, you will see that we have no quarrel!" pleads Benito.

"Good ranger please stop! We are here to help!" yells Alberia joining the melee.

This, together with the elven singing of praise to Miliekki causes Jazzad to stop attacking, step back, and run away into the woods. The blink dog also pauses, confused and then runs after the woodsman. The heroes then extract themselves from the grasping plants, and Benito and Aris heal themselves using more of their rapidly diminishing healing reserves.

Slowly, the battle-weary adventurers continue, wary of every shadow and every snapping twig. However, Jazzad the mad does not attack and the party comes upon another meadow in this valley. As they cross, they are best by a wild boar. The boar levels Benito as he attempts to stay the charge of the beast against Aris and proceeds to gore the downed cleric. Bravely, Aris attempts to grapple the boar and allow Benito to get up from the ground. This succeeds in distracting the wild swine and it turns its attentions to goring Aris instead. Alberia, Ellyisdel and Balin join the melee with the moon elf flanking the beast to gain advantageous attacks. Mourn begins to sing, bringing bravery to the hearts of his companions.

From the woods, the Heroes hear a yell, and Nosr turns to see Jazzad the mad ranger charge him from the trees. Valiantly, the sorcerer stands fast and attempts to subdue the madman with sleep, but his efforts prove fruitless as he is struck down by a viscious strike from the woodsman. Jazzad stands over Nosr, drooling and asks, "Who's next?"

The group combines their efforts and makes quick work of the boar. Realizing that the animal was now only fit for a spit, Aris turns and makes eye contact with the crazed ranger. Quickly Aris, ever the diplomat :)D ) explains that the boar attacked them first and in accordance with the law of the wild is now dinner.

With a gleam in his eye and laughter in his voice, Jazzad picks up the fallen sorcerer and cries out, "Dinner!" as he runs back towards the woods.

The Heroes of the Vilhon Reach and Cormyr look at each other and come to the same conclusion. Nosr will not be dinner for the ranger and the ranger must die! They proceed, heedless of the danger after the rabid ranger. Alberia lags behind and has to contend with the blink dog who nips at her heels. She ends up having a conversation with the mutt trying to explain that they want to help his master, but cannot allow him to eat their friend.
Just into the woods, Ellysidel makes a flying tackle and connects. He holds on tight while Jazzad struggles and kicks and screams. The rest of the party eventually arrive and inflict much pain on the ranger, beating him well into unconsciousness. They decide not to kill him, but bind and manacle him with several ropes. Battered and bruised, the heroes carry Jazzad out of the woods triumphant.

"I can't believe I am having a conversation with a dog," sighs Alberia as Benito establishes a simple communication method with the blink dog. He excitedly barks and blinks ahead motioning for the party to follow, leading them around the north side of the massive granite hill to the banks of the river...
 

Broccli_Head

Explorer
2 Marponeth, 1372 Quest for the Snails part III, Scene 4: Angrad's Band

The blink dog begins barking and the adventurers hear a splash in the river. They peer up and down it's length and into the water but do not see a thing. They decide to stay on the west side of the river marching amid the rocks that spill from the granite mound. With the late afternoon sun beating down upon them it is hard going. The dog has disappeared and Alberia speculates that it has reached the end of its domain. Benito and Alberia shoulder the responsibility of carrying Jazzad who is still out cold. Tired of his charging into battle, Aris gives Benito a crossbow and explains its use. Aris, Balin and Ellysidel scout ahead as the other adventurers lag 10-20 yards behind. The scouting party passes a narrow point along the river where woods jut over the water a mere 20-30ft away. As the remainder of the party passes, they are assaulted by goblin darts and raise an alarm. Benito, Alberia, Nosr and Mourn with the fallen Jazzad duck behind cover. The scouts attempt to spot the enemy within the woods across the river. Bow fire is exchanged, but it seems a long stalemate is inevitable.

Alberia then does something rash. She leaves the cover of the rockfalls and jumps into the water where she proceeds to sink like a stone. She is able to grab on to the bank to keep her head up, but does manage to expose herself to fire from the goblins. She is hit a few times. However, her bravery is just what is needed to flush out the goblins. Balin, Ellysidel, and Aris find targets in the woods and begin picking off goblins. Nosr fires a magic missile across the rive and blast a goblin in the chest getting a confirmed kill. Finally Benito uses his crossbow to down a fleeing goblin. Quiet ensues and Mourn who is acting as the spotter is unsure how many of the attackers are left.

Aris slips into the water and attempts to swim across. Alberia climbs out of the water and begins to quickly remove her banded mail with Benito's help. When this is done she dives into the water to make sure the goblins are dead. Aris reaches the other side some 120ft downstream while Alberia begins to swim across. In the woods Aris passes a fleeing goblin, surprises him and asks for the creature to surrender. It does.

Meanwhile, Alberia examines the bodies of the rest of the goblins finding three dead. She then proceeds to help the rest of the party cross, having to go back for Jazzad to shoulder him across when Benito suggests they just drag the ranger across the river with rope. During this time, Aris interrogates the goblin. His name is Angrad and he is a wily old goblin who has seen many years. He relates to Aris that his band of 4 goblins were the ones who attacked him the previous evening, losing one of their number. He thanks Aris for the fox which fed them rather well. They also fled downstream earlier in the afternoon, being caught unawares when the blink dog approached. Angrad proudly relates the shots to Aris and Alberia, and shows him his belt of elven ears (the other felled goblins had gristly trophies as well) that he won from a small group of elven adventurers that dared his domain. Despite the evil creature's gloats and taunts to the genasi, Aris offers him his life if he relates what he knows of other goblins in the area. Angrad wants to be chief and sells out the present leader of the Slithering Snails, telling Aris that his current chieftain has a little demon advisor. Aris leaves the rest of the questioning for a later time.

By this time the rest of the party catches up with Aris. Alberia and Benito demand that the goblin be given to them for justice after Aris brings them up to speed about Angrad and what his band has done. Aris balks. Alberia begins to state her position and focus on destroying the demon when she again succumbs to the blue poison from the darts (3 this time) and falls unconscious. Angrad begins to cackle. Unfortunately, the laughter is contagious and the rest of the Heroes begin to do so as well. Benito seethes and does not laugh. Aris takes the goblin aside asking Benito to tend to Alberia. Benito seethes some more, especially when he perceives more laughter from Aris and Angrad. The heroes prepare for camp and as they do so, tension builds. Aris, as usual has a plan for the most practical way to use Angrad which does not involve killing him just yet. Benito wants immediate justice. Balin seeing the trophies on the other goblins, sharpens his dagger for the last one. Watches are set, and this time it is Angrad, the wily goblin who may not last the night....
 

Broccli_Head

Explorer
Player comments

Originally posted by malachai_rose:

Benito muses...

As the group ventured deep into the woods I find myself torn between opposing forces. On one hand I have the motley crew of adventurers that I have thrown my hat into the ring with yet at the other lies my faith and duty. Confused ? so is the young Acolyte of Law. I having somewhat resolved the struggles of his heritage in my own heart has concluded that Tyr is a merciful god and will not hold me accountable for the actions of my parents no matter how wretched and evil they might have been, yet I feel that because of this same mercy, I must adhere stronger and more fervently than other followers of Tyr...including the paladin Alberia, with whom I have reached out to in hopes of finding a kindred soul that can understand the fervency of my beliefs and the undying love I has for the God of Justice (Him having delivered my from a life in the clutches of Malar and raised me in the ordered world of the Temple of Justice). Yet in my eyes every where I turn I am scorned and misunderstood. Even in my own party they mock and laugh at Tyr. I am overwhelmed with emotion....

How should a young Tyrite respond to the disrespect shown by his comrades when he truly believes that Tyr has placed him with these lost souls for a reason?

You see it's not that I am more loyal to the Paladin than the rest of the party it's just that I believe that out of them all perhaps only she can understand my true nature and love for my order. In my eyes it is all clear: Tyr has granted the group his blessings and healing on numerous occasions as well as having granted me, Benito, the courage to triumph in battle on numerous occasions where sure death should have been the outcome. To me, I do my duty by charging into dangerous situations thereby showing my faith in the God of Justice to protect his faithful from harm. Now this does not mean that I am a fool. I realize that certain circumstances call for discretion and caution not brash tactics Author's note: see next post from Broc about last session for details....

To briefly summarize my current frame of mind: I am angered and puzzled by the lack of respect and laughter by my friends after all that Tyr has done for them time and time again. Also I am troubled by Aris' seeming collusion with the murderous old goblin that we have captured (the goblin and his band poisoned the paladin several times while in the woods as well as the rest of the group, and his fellow goblins slaughtered a band of elven adventurers while under his command as witnessed by the dead goblins gruesome trophies worn about their body). Yet Aris not only does not hand the goblin over for justice, but he protects him as the paladin lies stricken on the ground poisoned by the monsters and the prisoner laughs at her, cackling at his evil deed. This infuriates me yet what may be the straw that breaks the camels back is that my "friends" joined in with the laughter of the goblin, making a mockery of both her plight and her service to Tyr on the group's behalf. Then I see Aris take the goblin away fearing that if he leaves him there that my, no Tyr's sentence will be harsh and swift. As the two leave the group walking away I hear Aris laugh ! He is laughing, not at but rather along with the wicked foul creature....

My head is awash with anger and rage. I quietly withdraw to meditate and ask Tyr for guidance, all the while hoping that my upcoming midnight execution of the criminal will not further fracture the unity of the party, but no longer knowing if I really care. For as any true cleric of Tyr knows his only true loyalty lies to the order and the precepts of justice that his god has set forth....
 

Broccli_Head

Explorer
PCs & NPCs

Aris Cloud-dancer : Air genasi male fighter 1/ranger 1. Aris is Chaotic Good but is leaning towards NG due to his organization and 'leadership' of the the Company of the Blue Snail(?). His patron may be Torm or the Red Knight or it could be Miliekki. His tennants are duty to the party and strategy, but his wild nature leads him towards woodcraft.

Benito Moltos : Human male cleric of Tyr 3. He is Lawful Good and a true adherant to the cause of justice having been raised at the Temple of Justice in Alaghon. Despite the growing rift in the party, Benito continues to be a mainstay especially with regards to the party's health. Because of this, Tyr has granted him more power.

Alberia Dorthansdotter, House Lhal: Aasimar female paladin of Tyr 1. Alberia has proven herself in battle and is on a quest to find her father. She has thrown her lot with the Company of the Blue Snail and has proved to be a mediating force between Aris and Benito giving a more practical war-bred mode of justice and lawful goodness, thus having more in common with Aris of Tethyr then her fellow cleric of Tyr in that regard.

Mourn of Evereska: Sun elven male bard 1/fighter 1. If anyone can mend the rift it is the bard. His way with words and song and his soothing influence can calm the most heated of arguments. He is also good hearted yet lawless. But as an outcast and an adherant to Fenmarel Mesterine, the Lone Wolf, does Mourn really care about his new companions? Is it more than getting the next tale of adventure for him? His decade's long past is still a mystery.

Ellysidel of Chondalwood : Wild elven male barbarian 2. The barbarian is a staunch ally of Aris and they share a common goal of stamping out slavery. He and the genasi bonded by battle are slowly becoming friends as well. As a wild elf he also follows the Lone Wolf but while ignoring law also has a good heart. So far the connection between he and Mourn and their common god has not occured.

Nosr: Half-elven male sorcerer 2. Nosr is a wild card, but in a pinch, he will probably side with Aris. He is by far the most cerebral in the group and is looking towards being a cleric of Mystra since she, more than anyone, has looked after the young lad. He tends to be saracastic and scathing with his comments, but has a good heart inside. His youth makes him prone to lawlessness and rebelliousness.

Balin from Xorthun: Moon elven male rogue 2. Balin has joined the company and now seeks vengeance for the demise of his former adventuring band. He is a good elf and follows the way of Corellan not carrying for laws much. However, he is probably praying to Shevaresh right now asking for revenge. The enemy of my enemy is my ally and thus he sides with Benito at the present time.
===============

Angrad of the Slithering Snails: Goblin male rogue 3. The cagey old goblin finds himself in a pickle and is trying to be in the good graces of Aris or 'Blue-hair' as he calls him so he can survive. He is a devoted follower of Malgubiyet and has a heart of pure evil. Plus, he is willing to sell out his tribe to increase his own power & glory. Is this character redeemable? Only time will tell.

Jazzad the woodsman: Human male ranger 5/barbarian 1. Jazzad, when not insane, ranges and rules the Shadow Wood. We only know that he is mad and his story is yet to be revealed. Right now, he is a very fanatical follower of Miliekki.
 

Broccli_Head

Explorer
Alberia's Story!

Originally posted by Zen_Pollo:

Concerning Alberia Dorthansdotter:

Alberia’s story truly begins with the tale of her father, Sir Dorthan Lhal – Paladin of Tyr and former Purple Dragon Knight. Dorthan was born in DR 1316, the Year of the Gulagoar. A distant cousin to the House of Lhal of Arabel, Dorthan was trained as a squire and a page from a young age. Early in his life, Dorthan felt a calling to the god Tyr – a calling most unusual because Tyr is not widely worshipped in Cormyr. Upon reaching maturity in DR 1333, the Year of Striking Falcon, the young squire left his homeland to seek out worshippers of Tyr in order to further his understanding of the deity and to answer the calling he felt. He eventually found an order of Paladins of Tyr in Turmish and indentured himself as a squire to them in exchange for training. After a few years of training, Dorthan was granted the title of Paladin of Tyr and decided to return home to dispense Tyr’s Justice in the Year of the Highmantle, DR 1336—the same year Azoun IV was crowned King of Cormyr.

Dorthan’s first major crusade was along the Northern Border of Cormyr during the period when King Azoun IV was just beginning to herald in Cormyr’s golden era. He frequently helped local townships and municipalities dispense the King’s Justice in this otherwise untamed land. However, he quickly gained notoriety for combating the agents of the foul Zhentarim whom were attempting to establish a foothold in this region.

After numerous exploits, Dorthan was recognized in DR 1340, the Year of the Lion, for his work in the area and King Azoun IV offered him a commission in the elite Purple Dragon Knights which Dorthan readily accepted. Furthermore, the King charged Sir Dorthan with the duties of eradicating the presence of the Zhentarim along the Northern Border. Realizing the task was beyond the abilities of a single man, Sir Dorthan enlisted the aid of several companions and men-at-arms to help him during his investigations. One of his most devoted followers was a young man named Chelsum, whom Sir Dorthan later named as his squire.

During the Year of Moonfall, DR 1344, Sir Dorthan and Company uncovered a man whom they thought was the head of the Zhentarim in Northern Cormyr and they engaged him and his minions in a vicious battle. Although Sir Dorthan carried the day, his victory was not without loss – most of his companions were slain and young Chelsum had had his left leg severed below the knee. As a reward for his apparent defeat of the Zhentarim (unfortunately, the cell-like nature of the Zhentarim thwarted Sir Dorthan’s effort and Zhentil agents still plot away in Northern Cormyr to the present—albeit in secret), King Azoun IV granted Sir Dorthan the use of a small estate near the capital of Cormyr, Suzial. Furthermore, Sir Dorthan named Chelsum as the steward of the manor to help manage the estate following his grievous injury.

With Chelsum at home to watch over the land, Sir Dorthan was free to continue his quests and his adventures. During this time, Cormyr enjoyed great prosperity under the beneficent rule of King Azoun IV. Therefore, Sir Dorthan left Cormyr to dispense Tyr’s Justice in other parts of Faerun. It was during these travels that Sir Dorthan began to gain the notice of his deity.

In DR 1347,the Year of The Bright Blade, Tyr decided to dispatch one of his half-celestial followers to the Knight in order to advise and to guide him. The half-celestial, named Erthylain, was well versed in the arcane arts and took the guise of a young maiden. Before she left her home plane, Tyr made Erthylain promise not to reveal her divine nature to the Paladin because the deity did not want to make his intervention known to his worshipper. Erthylain then left for Toril where she arranged for a “chance” meeting with the Knight and convinced Sir Dorthan to undertake a dangerous quest in the name of Tyr. Upon completing the mission, the duo continued their partnership. They had a series of adventures--eventually falling in love and consummating their union. Hence, early in DR 1348, Alberia Dorthansdotter was conceived.
Unfortunately, their actions angered Tyr because he had not sent Erthylain to Toril to have dalliances with his paladin. Tyr came to Erthylain in a dream and told her that she must return to her home plane and that she must undergo penance for her transgressions. However, Tyr understood the fault did not lie entirely with Erthylian and that Sir Dorthan shared blame for the illegitimate conception. Therefore, Tyr told Erthylain that she would give birth to the child, but Sir Dorthan would have the duty to raise the child on his own. Moreover, Tyr decided that until the child had grown to maturity, Sir Dorthan would lose his status as paladin. However, if Sir Dorthan raised his daughter properly, he could absolve himself and satisfy his duty both to his child and to Tyr. Greatly saddened, Erthylain agreed to Tyr’s judgement and once again swore to uphold her promise not to reveal her nature to the Knight.

When Erthylain told Sir Dorthan she was with child, the Knight—never realizing her half-celestial nature—asked her to marry him. However, Erthylain refused, stating she had an obligation to another Lord (though she didn’t tell the Paladin her lord was Tyr). Enraged, Sir Dorthan demanded to know whom this Lord was and what sort of unnatural claim this Lord had on Erthylain.
Thus, Erthylain faced a powerful dilemma; on one hand, she had sworn not to reveal her true nature to the Paladin, but on the other hand she did not want to lie to her lover. Therefore, she said only that she must depart to serve her Lord after the child was born and that it would be the Knight’s duty to raise their child properly after she had gone. Although Sir Dorthan was heart-broken by this pronouncement, she made him swear to do as she asked.

Alberia Dorthansdotter was born in DR 1349 on Midwinter’s Day. When her daughter was born, Erthylain, upholding the terms of her penance, departed Toril and has yet to return.

Upon the birth of his daughter, Sir Dorthan felt the grace of Tyr leave him and he knew he was being punished for his indiscretion. Seeking atonement for his deed, Sir Dorthan consulted with a half-crazed cleric of Tyr whom was reputed to have oracular powers in order to divine what sort of penance the Deity required of him. The zealous cleric, after casting divine divinations, told Sir Dorthan that he must raise his child in the manner of Tyr and if she grew to be a faithful follower of the Deity, Sir Dorthan would regain his paladinship.

Thus in the spring of 1349, Sir Dorthan returned to his estate in Cormyr with the infant, Alberia. He dedicated himself to raising his daughter and instructing her in the ways of his god. He decided to tell Alberia that her mother died during childbirth in a faraway land and that he had given up his paladinhood to be a good father to her.

However, fate had other plans…

Although Sir Dorthan had lost his paladinhood, he was still a loyal member of the Purple Dragon Knights and he had many duties to draw him away from home. As an emissary of Cormyr, He charged with the Barbarians of the Ride when they crushed the Zhentarim en route to Glister during the Year of the Dragon, DR 1352. After the Knight returned to Cormyr, he found the Zhentarim had been active once more in the region south of the Moonsea, culminating in the cult’s overthrow of Yulash in DR 1355. In response, Cormyr seized Tilverton during the Year of the Worm to cement their northern border and to guard against the depredations of the Zhentarim. In his capacity as a Purple Dragon Knight, Sir Dorthan was given command of a company during the battle of Tilverton.
During these years, Sir Dorthan frequently set out to thwart agents of the Zhentarim and went on other business for Cormyr – leaving Alberia under the care of his former squire, Chelsum the One-Legged. Although Chelsum truly attempted to school young Alberia as a proper lady, she had no mother figure as a child and grew into a tomboy. Moreover, Alberia, ignorant of her celestial heritage, found that she had an unusual degree of compassion and greater a sense of self than her peers at a young age. Therefore, she found she preferred the company of the adults around her – primarily the men-at-arms under the employ of her father. Moreover, her father faithfully instructed her in the doctrines and the teachings of Tyr. As she grew up, Alberia’s greatest desire was to be strong like her father.

This vague ambition took root during the Time of Troubles beginning in DR 1358, when Alberia had just turned nine. When the Gods walked Toril, great calamity followed in their wake. Moreover, clerics and paladins throughout Faerun went without their divine powers – leading to further misery and to great suffering by people whom were used to such aid. During this time and the years of chaos that followed, Sir Dorthan crusaded. He felt that during this time of chaos, people needed the Justice of Tyr more than ever.

Alberia chose to confront her father on this issue. She wanted to know why he had to go since he was no longer a Paladin of Tyr. Sir Dorthan’s reply stayed with her for the rest of her life: “It is not the Power that makes the Paladin. A Paladin merely uses the Power to help him do what must be done.”

He went on to explain that he didn’t worship Tyr for the sake of worshipping a deity. Rather, he followed the cause of Justice, and he loved Tyr because Tyr’s crusade was his own. Even though Tyr no longer answered his worshippers prayers, the need for Justice abounded in Cormyr. Sir Dorthan believed that Tyr’s name still was a powerful symbol for Justice and, by crusading in his name, Sir Dorthan felt he could lead people to remember what Justice was.

For the next several years, Sir Dorthan carried out his crusade, and Alberia grew up with out his presence. As he fought with King Azoun IV against the Tuigan Horde in DR 1360, Alberia was first beginning to blossom as a young woman. It was during this time that she first began to learn the arts of horsemanship. She had always favored the outdoors and she managed to convince Chelsum, whom had a soft spot for the young girl, to teach her to ride. It was during one of his infrequent sojourns home that Sir Dorthan began to realize that his daughter was not only growing up without him, but she was growing up to become a warrior!
Not wanting his daughter to follow the hard road that he had taken as a Paladin and a Knight, Sir Dorthan forbade her to study horsemanship and denied her request to begin the study of fencing. In the Year of the Wyvern, Sir Dorthan married a noble widower, named Lady Twethyl, in the hopes she could school his daughter as was proper for a young Cormyrian Lady.

Taking her duties quite seriously, the Lady Twethyl immediately enforced several strictures. First, she made Alberia burn all of her riding clothes and the boy’s apparel that she favored. Second, the new lady of the house replaced all of Alberia’s clothing with suitable dresses. Third, she had Sir Dorthan sell Alberia’s favorite horses. Then, she tutored the growing young woman in the courtly arts of diplomacy and healing (“The only place a proper Lady has in a battlefield is tending to the wounded,” she would say).

However, by this point, Alberia had entered into her rebellious, teenage, years and she defied her stepmother whenever she could. If her stepmother told her to wash behind her ears, she would roll around in the dirt. If her Lady Twethyl told her not to ride, she rode a carthorse when the Lady was occupied elsewhere. Alberia even convinced Chelsum to secretly teach her a little about the ways of combat late at night.

Nevertheless, almost in spite of herself, Alberia learned a great deal from Lady Twethyl. She slowly matured into a stunningly beautiful Lady with an incredible amount of presence for such a young woman. However, Alberia’s greatest life lesson was that just because she didn’t like someone, it didn’t mean that person was evil. Though she would never come to love Lady Twethyl like a mother, Alberia, in later years, found that she could respect her.
A major turning point in her life occurred in DR 1366. That year, her father celebrated his fiftieth birthday. A very special guest visited the party – Alusair Obarskyr, the Steel Princess. At the time, King Azoun IV still held the throne and the Princess was just beginning to make a name for herself as a warrior and an adventurer. When she had heard that Sir Dorthan was celebrating his half-century mark, she decided to visit the aging Knight whom she had heard tales of from her father. In addition, she came bearing a gift from her father to his faithful servant -- a fine young colt named Slovack.

When Alberia first met the Princess, she was awe-struck. Finally, she had met a woman who was a warrior. That night, after the house took to bed after the festivities, Alberia snuck into Alusair’s room in order to beg the Princess to allow her to join the group of young nobles following the Steel Princess which was to be known, in later years, as The Blades. However, Alusair wisely denied the young girl’s plea citing her lack of experience and proper training. Alusair told Alberia that she must school herself in the ways of combat before becoming a warrior and the life of a soldier is not like the stories in a book, but very arduous instead.
Alberia was not dissuaded, however. The night after the Princess and her Blades left the manor, Alberia took matters into her own hands. She stole two horses from her father’s stable. One was an old carthorse that later died on the road, and the second was the young colt, Slovack, given to her father by the King. In Alberia’s still juvenile mind, it was just for her to steal the animals because her father had sold her favorite horses some years before without asking her permission.

Although she was upset by the Princess’ refusal of patronage, Alberia was just wise enough to see the truth in her words. She decided to set out in search of proper training in the ways of a warrior. She remembered Chelsum’s tales about how her father had received training from an order of Paladins of Tyr in another country. Therefore, she ran away from home that night setting out for the far-off land of Turmish.

Upon arrival at the order’s stronghold, Alberia claimed the right to training since she was a legacy of her father. Although skeptical, the Paladins agreed to take in the young girl and began her training. Secretly, they corresponded with her father regarding Alberia’s whereabouts. Her father, torn by feelings of both pride and fear, realized that Alberia was truly his daughter and would follow her own road. Hence, he simply replied, “Train Her Well, Brothers.”

For the next five years, Alberia learned the trade of a Paladin of Tyr. She found the charisma and the wisdom which had set her apart from the rest of the children at home worked in her favor as a Paladin. Additionally, she discovered new gifts, such as the ability to call light, keen vision in the dark, and great tolerance to cold--gifts she attributed to Tyr’s blessing.

Alberia also became more sapient in the worship of Tyr. Whereas she had previously followed Tyr because her father was a paladin of the deity, she came to love Tyr in her own right. Eventually, she realized the error of her theft of the horses. She became determined that she would return Slovack, now a full-grown warhorse, and pay for the cost of the other horse as soon as she completed her training as a Paladin.

In the Year of the Unstrung Harp, DR 1371, she completed her training as a Paladin and was given leave to dispense Tyr’s Justice in the world. She traveled to Cormyr intent on returning Slovack and reconciling with her father, whom had not spoken or corresponded with her during the five years of her apprenticeship. However, she was sidetracked when she heard that Myrmeen Lhal, a distant cousin to her father, was planning to retake the city of Arabel, which had been sacked and occupied earlier that year by a horde of orcs and goblins.

Swayed by thoughts of adventure and being somewhat hot-blooded, she quickly enlisted in the cause of her kinswomen. However, the bloody street battles for Arabel quickly disabused her of the notion of Glory in combat. After all these years, she finally understood why her father had not wanted her to pursue the life of a warrior. Nevertheless, she is still hot-blooded when it comes to fighting and has yet to develop the patience found in more experience and tested combat veterans. As a reward for her part in the retaking of the city, Myrmeen Lhal bestowed upon Alberia a fine suit of banded mail and a finely crafted longsword.

After the siege ended, Alberia finally returned home only to discover from her distraught stepmother that her father had left his estate to search for her! Apparently, when Alberia enlisted with Myrmeen Lhal, the so-called Lady Lord wrote her kinsman, Sir Dorthan, informing him that his daughter had joined her cause. Fearful of his daughter’s safety, the Knight left his semi-retirement to take arms again at her side.

Unfortunately, by the time Alberia returned home, the winter had set in making travel hazardous. She decided to wait for her father until springtime. When the Spring came, her father still had not returned and Alberia decided to track down his whereabouts. While she was preparing for her journey, a Cleric of Lathander visited the manor with news of her father’s travels. Apparently, the Cleric met her father while Sir Dorthan was on his way to Arabel. The Cleric told her that her father had been beside himself with fervor because Tyr had granted him divine grace after an absence of nearly 24 years. In fact, as soon as he felt the divine presence of Tyr once more, Sir Dorthan realized that Tyr wanted him to undertake a quest of some immediacy in Turmish.

Now, it was Alberia’s turn to fear for her father, whom was now 56 years of age. She quickly set out for Turmish. She stopped by her old training order, Castle Grimjaws, founded by Corwin Freas, and discovered that her father recently had visited the stronghold . The paladins said he told them he had been given a divine quest and that he planned to travel to the Orsraun Mountains in pursuit of it. Alberia quickly followed suit, ending up in the small hamlet where she met her current companions....
 
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Broccli_Head

Explorer
'Snails IV

2-4,Marponeth, 1372 Quest for the Snails part IV, Scene 1: Night of Vengeance

As Alberia lay unconscious having succumb to the effects of the goblins poison the tensions in the group over the fate of Angrad continued to build. Noticing Balin somberly sharpening his dagger Benito seeing the danger of a party divided goes to the moon elf in an attempt to reach out to the newest member of the group. Balin makes his intentions to kill Angrad and have his Vengence known to the cleric. Hearing this Benito attempts to persuade the elf to grant Aris the time to handle the fate of the goblin, explaining that killing the creature in cold blood might further fracture the already strained relations among the motley crew of adventurers. Having no stomach for the weak willed talk of a human priest Balin coldly replies that his thirst for vengeance will be sated and if the priest happens to come between him and his goal then his blade just might slip from Angrads throat to his. Benito taken aback by the threat of the grief stricken Balin (Angrad led the goblin raiding party that killed Balins comrades) simply tells the elf that any attempt at treachery would be a mistake but if his thirst for justice dictated his taking of Angrad's life then so be it. He would not interfere.

It is at this point that Alberia groggily awakens from her snail induced slumber. With Aris and the rest of the group occupied with other concerns, Benito goes to the paladin quickly bringing her up to date on the state of affairs among the party. Alberia having spent several days among the friends explains to the young acolyte that moderation and grace are needed when dealing with those outside of the order. Hearing Alberia's words, Benito hangs his head as he realizes that his attitude towards his friends, particularly Aris, has been harsh and at times uncompromising. As the conversation comes to an end they find there is one thing the both can agree on though, Angrad must pay for his crimes against the slain friends of Balin. As night approaches the watches are set. Benito and Nosr take the first watch.

During the watch, they hear noise in the woods. Benito wakes up Ellysidel and shines his lantern into the woods revealing a wild boar. Ellysidel shoots a couple of arrows missing the target, but helping, along with the light, to scare the wild beast away. Benito asks Ellysidel to check on the prisoner. When Ellysidel approaches, Angrad cold cocks him with a club, but the barbarian brushes the blow off, tackles the fleeing humanoid, and squeezes him until he is unconscious. Benito and the wild elf then re-tie the goblin deposit him near Aris.

Nudging the Tethyrian, Benito says, "Angrad tried to escape and attacked Ellysidel. While I respect your wishes to keep the goblin alive, you need to take better care of him."

"How is Ellysidel?" Aris asks

"He is well. Just a scratch across his face."

"OK. Just watch him better." He goes back to sleep.

The rest of the watch is uneventful. Alberia and Aris take the next watch and begin to argue about the fate of the goblin. They hear a noise and see another boar sniff near the edge of the camp. Aris hears a cough from forest and a groan from the tied up Jazzad. Even though the warriors arise and take defensive positions, they are surprised. A large black form dives on Aris and knocks him to the ground digging claw and fang into the genasi. Jazzad begins howling, and the rest of the adventurers wake. Aris levitates dropping the beast--a large black panther--which turns its attention on Alberia while the rest of party gets up and grabs weapons. It bites and claws the paladin. Ellysidel and Benito join the paladin against the panther which knocks her to ground and attacks her viciously. Mourn also attacks the panther and begins to sing to counter the mad ranger's howling.

Only Nosr sees what the moon elf does with the distraction in the camp. He slays the unconscious goblin: First stabbing it with his rapier and then slitting its throat and finally cutting off Angrad's ear.

The countersong of the bard seems to have an effect and the panther looks momentarily confused. Ellysidel, with a mighty blow cracks the creatures back and downs the panther. Benito pushes the beast from on top of Alberia. Aris comes down to the ground and orders Mourn and Nosr to shut Jazzad up. Nosr in his overzealousness actually shoots Jazzad with a magic missle before Mourn can beat him on the head and then gag him. Benito sees the results of Balin's vengeance and sees the elf pick up the body and move towards the river.

Aris looks at the dying panther, "Miliekki, I don't know what you want me to do. Is this a test? Do I let this beast live and endanger us?"

Aris makes a decision, "Benito, help the beast."
Benito uses an orison to stabilize the creature and change the break into a bruise. Ellysidel holds on to the beast to prevent it from moving and injuring itself more. Nosr, looking for souvenirs (i.e. panther teeth) tries to grab one, but is warned away by the wild elf and the panther which snaps at him.

The party at this time also learns that Balin is missing and so is the goblin. They hear a splash and Balin returns. While Aris secures the gags on Jazzad who attempts to scream until he passes out (with a little help from Mourn who hold his nose), Benito attempts to talk to Balin who stares into the woods, arms folded.

"Leave me alone, human. I do not need your sermons. Humans have no concept of vengeance."

"Very well, companion, but do not let your emotions get the best of you. Stay the course."

At this point Aris moves to confront Balin. He gets in his face and stares the elf right in the eyes.

"Do not ever let your emotions and your revenge get in the way when it comes to combat! You endanger the rest of the group by your rash actions. Do you understand?"

The situation is tense as the elf, weapons drawn, tightens the grip on his weapons. Aris stares him down, however, and Balin simply nods his head.

"Very well then," says Aris,"finish."

He hands him the belt of elven ears that the old goblin possessed.

Balin departs into the woods and Mourn and Ellysidel hear a song of mourning on the wind and remember lost loved ones of their own....

The rest of the night passes uneventfully.

==========================
next time the Company of the Blue Snail finds the goblin village and wreaks much havoc!
 

Broccli_Head

Explorer
2-4,Marponeth, 1372 Quest for the Snails part IV, Scene 2: Goblins and Fiends,oh my!

The rest of the night passes without incident and the company breaks camp in silence as the tension over the goblin prisoner from the night before melts away. The job now is to find the goblin village that Angrad alluded to and find a way to cure Jazzad. Aris and Balin take the lead and follow the trail downriver just inside the woods. The rest of the party follows with Ellysidel and Alberia shouldering the bound and gagged madman. He is not a problem this day since Aris subtlely sticks him with the goblin darts to keep him under before the company sets out. When he begins to struggle, Mourn is given the job of tagging him with a dart until he falls unconscious again. Alberia, not able to sleep well the night before, toughs the day out fighting fatiugue [DM note: Alberia was fighting against her body's desire so that she would not succumb to the need to use the blue poison to go to sleep. The last two nights she had been knocked unconscious by the drug, a mild narcotic]

The party finds a ford on the river near which rests a grounded dugout. Aris and Balin cross without incident. Balin is sent to retrieved the rest of the group who also cross the waist-high water without a problem. Aris and Balin continue along the edge of the woods, off the trail, ahead of the party towards the rock of granite. They come to the end of the trail and discover the small three-hut goblin village nestled against the rock separated from the trail by a trench and cleared for about 50 feet save for 3 or 4 small bush piles. They spy one goblin sentry peek up from behind a boulder occasionally, but the rest of the village is still. Aris leaves Balin to watch for any activity and returns to discuss battle plans with the rest of the adventurers.

This proves to be a mistake. Balin decides not to wait and acts before Aris and the rest of the group return. Aris sees him crouching behind a pile of brush and then move forward to another one closer to the trench. The party hastily prepares with Benito casting spells to aid in battle and the rest of the party arming themselves. Ellysidel's greatsword is enchanted with holy light to combat any fiends. Aris moves to the first bush, but by then they are spotted by goblins above them on a ridge overlooking the village. Blowgun fire begins at Aris, Balin runs to jump across the trench and fails, doing some damage to his person and ego.

The rest of the company acts. Ellyidel runs and jumps across the trench reaching a plank that he spied to use as a bridge for the others to cross. He takes some darts but is unphased. With ease the wild elven barbarian sets the plank allowing the rest of the Company of the Blue Snail to rush into battle. Aris jumps across and Balin climbs out from the trench. The goblins meanwhile release half a dozen starving dire rats who begin attacking everything in their path including a couple of goblins. Nosr hangs back and trades missle fire with two goblins he sees on the ridge. Benito, Ellysidel and Alberia wade into the melee against goblins firing blowgun darts and dire rats. Mourn makes good use of his color spray wand to subdue goblins firing missles. Aris punishes the goblin that released the foul rats with a bolt to his chest.
Suddenly, a foul looking spotted dog-like creature with baleful, red eyes charges the group from the largest hut in the village. It immediately downs Balin and turns its attentions to the cleric of Tyr. Malevolence seeps from the fiendish hyena. Fortunately, Benito's magic keeps the creature from harming him and he and Aris destroy the beast as another charges from the hut. Bits of rat and goblin fly as the heroes cut their adversaries to pieces and are only slightly injured. Mourn dispatches the blowgun-wielding goblins and Nosr subdues two more of the rascals who attempt to sneak upon the flanks of Benito and Aris as they fight the evil dog-thing, Benito fending off rats at the same time.
At this point, Ellysidel is inspired to charge the large hut to prevent anymore hyena-fiends from escaping. He meets another of the creatures at the doors entrance and cuts the beast down with a tremdous cleave of his greatsword. Bit of the hut's thatch roof and entrance are shredded as the barbarian wades into the hut. Benito follows suit, but re-routes his charge to deal with a hiding goblin whom he smites down. Aris and Alberia help Mourn to dispatch the dire rates.

In the hut, Ellysidel meets an old goblin wearing a feathered head-dress. The shaman casts a black ray at the wild elf which has no effect. At the same time, a little winged fiend attempts to claw the barbarians face. While it succeeds, the resiliant wild elf shrugs off the damage and itchiness of the beast's claws. Benito joins the barbarian in its attack of the demon which strikes at Benito. The cleric of Tyr is not impressed, but cannot seem to hit the evil winged vermin.

Ellysidel ignores the demon clinging to him and attacks the goblin shaman again cleaving another enemy with one powerful slash of his mighty greatsword. Seeing his master destroyed the little demon disappears. Benito vainly tries to slash at the beast, but does not connect. Only Alberia detects the creature as it flies from the hut and escapes into the sky.

Balin lives and is shaken. Aris leaves the admonishment for later. Mourn and Nosr dispatch of the subdued goblins while Ellysidel explores the other huts finding only women and children goblins. Aris orders them all to stand in the center of the village. One male goblin warrior survives and is made chieftan by Aris. A debate ensues as to what to do with them. Benito argues to take them back to civilization for trial and possible re-education (indentured servitude). Nosr calls for slavery (which gains him a wicked stares and a verbal warning from Ellysidel). Aris and Alberia make the decision despite protests to exile the goblins into the mountains where their judgement is up to the gods. Alberia makes sure that Jazzad is recovered and then the goblins leave towards the Orsauns to face kobolds, orcs, and worse.

The rest of the day is spent examining the goblins' possessions (only the shaman had anything of value) dumping the bodies in the trench, and burning the village. After the flames die, an exhausted party rests and camps on the ridge for the rest of the day discussing the rest of their plans. It is not even mid-day....
 

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