Strahd's "RttToEE"

Rhun

First Post
"So den," says the dwarf to his companions, "It is agreed? We be makin' our way t' Verbobonc, an' den from dere t' points beyond."
 

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It is approximately 50 miles from Hommlet to Verbobonc. I assume you gather your belongings on the back (or a cart / mule) and set on the morning.

Movement on road + hills: 16.6 hours by foot or 11 hours with a light horse (if you buy them). So you can arrive around midnight by foot to Verbobonc without a camp or in the morning if you do camp. Or in the evening if you buy horses.
When you get closer to Verbobonc there are numerous inns along the way for travelers from Kron hills and Celene, so no worries about bandits.

Link to city map
 

Rhun

First Post
OOC: Korbryn would rather walk than ride a horse, but if it is going to slow down the group then he would grudgingly ride. I need to find him a war boar or something to ride. :)
 



Rhun

First Post
"Bah, ya 'orse luvin' sons o' Gruumsh," growls the dwarf when his companions all mount up for the ride to Verbobonc. "I 'spose I'm gonna be needin' a 'orse too, else ye'll be leavin' me in da dirt!"


Korbryn will buy a light horse, unless there is something more "dwarf-like" available.
 

s@squ@tch

First Post
"Now, now," clucks Lenuran,"There is no reason to invoke the name of the foul orcish god upon us for preferring a more expedious method of conveyance."
 

You enter to the free city of Verbobonc, ruled by his Noble Lordship, Viscount Langard, Defender of the Faith. Most of the city consist Human folk, but there is a big community of gnomes from the Kron hills and a small community of sylvan elves. Verbobonc is surrounded by a fortified stone wall 10ft thick and 30ft high. The walls are crenellated, and the top ledge has room for guards to walk along. The walkways are covered in areas (wooden planks and poles only) to give some cover against overhead attacks. Towers dot the wall at irregular intervals.
You enter through one of the land gates that is called the “high” gate since this gate opens to the ‘High Road’ and caters to all traffic bound south and east to Hommlet, the Kron Hills and the olven realm of Celene. 4 guards stand and let the people pass. One of them looks like a priest of St. Cuthbert. There is a tax collector at the gate [2cp per individual entering, 1sp if the individual is mounted (horse with saddlebags):

All streets are made of cobblestone with a depression down the centre to catch rainwater into the sewer system. No sidewalks exist so the streets run from building edge to building edge. In the ‘Human’ sections of the city, most of the main streets have reflective ‘Lantern-like’ globes with a ‘Continual Flame’ spell in them. These hang from building awnings at a height of 7 feet and are spaced 30-40 feet apart so most of the light is continuous. Secondary streets and alleys are not lit; citizens commonly hire lantern-bearers when traveling the side streets after dark.

You station yourselves in the “The Bronze Unicorn Inn” that is located in the foreigner’s quarter.
This medium sized inn caters to adventures, mercenaries or other well-to-do foreigners. Immediately as you enter the Bronze Unicorn, you realize how much effort has been made to accommodate the cliental. Each room has large comfortable beds, doors and window shutters that lock from the inside, fresh linens, magic lighting, etc. Although there is no running water in the rooms, there is a bath or basin that can be filled with hot water at the guest’s request. There are no common rooms at this in, but single, double and quad occupancy rooms are available. The large ‘quad’ rooms have a separate meeting room adjoining them. There are a few rooms with furniture and beds especially made for smaller guests (gnomes, halflings, etc).
In addition to the rooms, the inn has its own secure vault that travelers can place their goods in. Room service is available. There is a large ‘tap’ room located on the ground floor. Guests can mingle over ales, or relax in the thickly padded chairs and benches. A large fireplace dominates the room, where two oak carvings of Unicorns frame the sides. Entertainment in the taproom is usually foreign bards (guests) who tell tales of their adventures or far off lands. A rather large (but crude) map of the city is located on one wall, which shows all of the major temples/churches and the main points of interest in the city. It is getting somewhat dated, but guests have scribbled on it and added to it. [cost 125% from what is written in the book]
 

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Rhun

First Post
Korbryn can only grumble about the high prices of the inn, and having to pay taxes to enter the city. "We shoul' be a findin' da magic types fer enchantin' our goods 'fore dis town taxes an' charges us t' death."
 

DEFCON 1

Legend
Supporter
Ithiken nods at Korbyn's words as he stands in front of the city map. "I think you're right, Korbry--". However, Ithiken's voice suddenly trails off as he takes a step closer to the legend and squints at one of the names listed.

You hear him barely whisper under his breath "Veera's Voluptuous Maidens", and the elf suddenly straightens up and turns around, his face slightly flushed and his breathing a tad quick. He coughs in an attempt to regain some composure, and then nonchallantly says "Gentlemen, I think all of us have duties to attend to here in the city. How about we do what we need to do, and meet back here later on tonight for supper? Hmm?"
 

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