D&D 5E [IC] Creamsteak's Storm King's Thunder: Triboar

Creamsteak

Explorer
Storm King's Thunder: Triboar, Goldenfields, OOC, RG

Triboar
The bustling mercantile town of Triboar stands where the Long Road meets the Evermoor Way. Triboar's name is thought to have come from a traveler's tale of slaying three boars here in the same day, over four hundred winters ago. The town is built on flat, fertile land, with a few natural rises here and there. Nearly half of Triboar's population lives outside the town proper, on sprawling ranches and neighboring farmsteads, most of which lie to the north or east.

The current lord protector of Triboar is a good natured ex-adventurer named Darathra Shendrel. Darathra enacts and modifies local laws (known as "the Lord's Decree"), which are then enforced by the Twelve-a squad of a dozen mounted warriors drawn from the militia.

Triboar is a market for the horses raised by nearby ranches. Blacksmiths, harness-makers, and wagonworks also flourish in town. In addition, a number of guides operate out of Triboar. They take merchants and other travelers all over the Sword Coast, typically for stiff fees.

[sblock=Map] Triboar-small.png[/sblock]
[sblock=Locations]C. Cottages

F. Farms

T1. Market Square and Tower
The center of Triboar, where the Long Road meets the Evermoor Way, is a huge open space used as a market by local farmers and visiting peddlers. Dominating the space is the two-story Tower of the Lord Protector, a simple stone keep that leans decidedly to the east. Hanging above the entrance is the dusty banner of the lord protector, which depicts three black boars running toward the head of the banner on a blood-red field.

The current Lord Protector of Triboar is Darathra Shendrel, from Waterdeep, elected by the people of Triboar to command the town militia, settle disputes, and keep the peace. She is widely regarded as a fair and clear-headed leader.

The regular militia takes turns serving in the Twelve, a mounted police force that patrols the town, the roads that lead between the outlying ranches, and the eastern half of the Triboar Trail. The lord protector also has the authority to draft mercenaries and adventurers, as needed.

T2. NORTH CARAVAN CAMPGROUND
Caravans passing through Triboar use this fenced-in field as a place to park their wagons and contain their oxen for free. There's also plenty of room to pitch tents and build campfires. Fresh water can be drawn from a 30-foot-deep stone well in the southeast corner of the yard.

A cottage stands in the east comer of the lot. Its elderly occupant, Darz Helgar, is paid by the lord protector to keep the town's campgrounds clean by removing the garbage and burying the excrement.

T3. WEST CARAVAN CAMPGROUND
This campground is similar to area T2. A 30-foot-deep stone well in the middle of the yard provides fresh water for guests.

T4. HAPPY HORSE RANCH
The Kamveller family raises, trains, sells, and stables horses. Three large buildings stand on their property: a two-story log house with a detached outhouse (the family estate); a stone storehouse full of used saddles, bridles, and reins; and stone stables connected to a fenced-in riding yard and grazing field.

T5. WAINWRIGHT'S WAGONS
A longtime fixture in Triboar, Wainwright's Wagons has its own horse-driven sawmill and large buildings for lumber storage.

T6. THE LION'S SHARE
This building was recently purchased and refurbished by the Lionshield Coster, a merchant company based in the city of Yartar. Above the store's entrance hangs a polished shield emblazoned with the head of a stylized golden lion on a blue background.

T7. RANSOR'S OPEN ROAD
This establishment once sold feed and caravan supplies, as well as the services of caravan guards. Its owner passed away many years ago, and the business has been closed ever since. The yard is a riot of weeds, and the buildings have become havens for rats and other vermin. Locals have removed most of the wooden shingles from the rooftops, using them to replace the old shingles on their own roofs.

T8. THE CART AND COIN
This establishment sells and swaps horses and draft animals, and also deals in feed, horseshoes, and gear.

T9. THE TRIBOAR TRAVELERS
Merchant sponsors can hire the personnel and the vehicles of the Triboar Travelers to make caravan runs to Waterdeep or Everlund or hire adventurers to serve as guards.

T10. NORTHSHIELD HOUSE
Northshield House is a fine local inn-stately, clean, and quiet.

T11. OTHOVIR'S HARNESS SHOP
A skilled harness-maker named Othovir lives and works here, making the finest elk-skin harnesses in the Dessarin Valley. He hunts the elk, keeps their skins, and sells the rest to the Lionshield Coster. His harnesses have elaborate designs pressed into the leather, and his work is popular among Waterdhavian nobles who enjoy horseback riding.

T12. THE TALKING TROLL
The Troll is what Waterdhavians would call a dive - a dim, smelly, low-beamed place crammed with mismatched, battered old furniture and drunks. Part of the roof caught fire two summers ago and has yet to be repaired. The holes in the roof have allowed birds to build nests among the beams, and the floor and tables are speckled with bird droppings. The Troll's one redeeming feature is its large, well-stocked cellar.

T13. THE FROST-TOUCHED FROG
This old inn is boarded up and empty. Vandals have carved lewd phrases into the planks covering the doors and windows, and tall weeds have the building surrounded.

T14. SIX WINDOWS
This chilly, creaking, decrepit wooden rooming house is run by Tolmara Hysstryn.

T15. BOAR'S REST
Built on a ridge that overlooks the rest of town, Boar's Rest is the stone mansion of a rich, retired adventurer named Hyuth Kolstaag.

T16. THE TRIBOAR ARMS
The Triboar Arms has burned to the ground twice and been rebuilt twice. The tavern is a popular hangout for rangers and scouts, most of whom sell their services as wilderness guides.

T17. ULDINATH'S ARMS
This hilltop smithy across the road from Foehammer's Forge (area T18) is run by Harriet Uldinath, the great-granddaughter of the establishment's founder.

T18. FOEHAMMER'S FORGE
Ghelryn Foehammer makes fine weapons, armor, and other metalworks.

T19. MERIVOLD PONY PARK
North of the Evermoor Way, a quaint cottage stands near a brightly painted barn topped with a pony-shaped weather vane. A white picket fence encloses a small field behind the barn. Set among flowers on the front lawn is a sign that reads "Merivold Pony Park." Two spinster-sisters named Janna and Leera Merivold raise and train ponies here, including riding ponies for halflings.

T20. EVERWYVERN HOUSE
This expensive inn caters to Waterdhavian nobility and other well-to-do folk who wouldn't be caught dead in a more modest establishment. The property is situated behind the Pleasing Platter (area T21) on a beautifully landscaped patch of land with private stables, private gardens, and a meandering path through a small orchard. The inn itself is a beautiful stone building with lamps hanging from its eaves and a turret in one corner.

T21. THE PLEASING PLATTER
This fine restaurant is next door to the grandiose Everwyvern House. Its tables are far apart. Each is screened from the others by strategically placed plants, statues, or pillars. Minstrels play soft and soothing music in the background.

T22. GRAVEYARD
Perched atop a ridge at the south end of town is an old cemetery where many of Triboar's first settlers are buried under weatherworn headstones. The oldest graves are located on a plot of land enclosed by an old, unpainted picket fence.

T23. APOTHECARY
Across the road from Northshield House (area T10) is the town apothecary, a slouched wooden cottage with ivy-covered walls. Parked outside the apothecary's front door is a ramshackle wheelbarrow, hanging above which is a wooden sign shaped like a potion bottle.

T24. GWAERON'S SLUMBER
Gwaeron Windstrom, the god of tracking, is said to visit this mystical forest. Rangers who venerate Gwaeron or Mielikki, the goddess of forests, come here for inspiration.

T25. MARSHALING FIELD
An old, partially ruined wooden fence encloses a large, muddy field south of town. In years past, armies gathered and camped here before marching off to war. The field has seen little use in recent years.
[/sblock]
 
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Creamsteak

Explorer
Attack on Triboar

Sayhi.png

Around highsun, the town is shaken from its peacefulness by the screams of women and children, followed by a man yelling, "Giants! Run!" Perplexed residents and shopkeepers emerge from their domiciles in time to see a large rock fall from the sky and crash onto an old cart, splintering it. As a cloud of dust erupts from the wreckage, a second rock hits the ground, tumbles through a fence, and slams against the wall of a building, startling a pair of mules tethered to a post nearby. All around you, people begin to shriek and scatter.

AttackOnTriboar.png

OOC: Multiple things are happening at once. I'll be making individual posts for different parts.
 

Creamsteak

Explorer
Othovir

Othovir finds himself face to face with a hill giant. He can hear cackling coming from the nearby farmhouses and the sounds of fire and the smell of smoke in the air. The giants seem to be lumbering down the road taking rocks from their sacks and chucking them at various buildings, walls, people, and targets. It seems quite haphazard.
 

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Creamsteak

Explorer
Ghelryn Foehammer

Face to face with an ancient enemy of dwarfkind, Ghelryn watches as the lumbering hulk of a hill giant marches towards the town center.
 

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Creamsteak

Explorer
Darz Helgar

Chaos in all directions. Orcs riding axe beaks seem to surround the campground. Ransor's Open Road is on fire just across the road, flaming sprites cackling as they torch the place.
 

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Creamsteak

Explorer
Urgala Meltimer & Narth Tezrin

You can see smoke and fire from buildings to the northeast. Chaos seems to be occurring directly to the west in the center of town.
 

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Creamsteak

Explorer
Darathra Shendrel and a motley crew of persons yet unknown to each other

A lone axe-beak riding orc moves to charge Darathra. Chaos ensues in the market square. A great thunderous noise can be heard in the distance to the north-east. What will you do?
 

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Jago

Explorer
~ " To Arms! To Arms! Defend the city!"

The call had gone up and Koldan had echoed it, rushing to the fight with his armor donned and weapons displayed. The cry of the axe-beak and its Orcish rider turned his sharpened eyes to the creature. With practiced, wordless precision, the Crossbow was raised, already two more bolts falling into Koldan's fingers. He went for the mount, seeking to topple it so that the Orc could be thrown down and dispatched quickly.

They had no time for this: the call of battle and distress demanded his need elsewhere.

He pulled the trigger on the heavy bow, the sharp crack of its release as familiar to Koldan's ears as the sound of his own breath. Another bolt was slid in, driving the string back. Again, the weapon rang out, and then a third was following behind it, seeking to bring down the monster with an overwhelming volley of fire.

[sblock=Actions and Rolls]
Attacking the Axe-Beak with Heavy Crossbow
(Extra Attack +1 additional attack for first round of combat)
[NOTE - I have Advantage on Creatures That Have Not Acted Yet. I am Rolling with Advantage because I am unsure if the axe-beak's Charge is considered "It has acted". Count my 1st Rolls as without advantage.]

Attack Rolls:

2D20.HIGH(1)+8 = [5, 12]+8 = 13 without Advantage, 20 with
2D20.HIGH(1)+8 = [18, 13]+8 = 26 without Advantage
2D20.HIGH(1)+8 = [4, 20]+8 = 12 without Advantage, 28 with (CRITICAL)


Damage Rolls:

1D10+4 = [7]+4 = 11 (13 to Hit, 20 with Advantage)
1D10+4 = [2]+4 = 6 (26 to Hit)
1D10+4 = [10]+4 = 14 (12 to Hit, 28 with Advantage)


If Critical Counts:
1D10 = [2] = 2


Total Damage If All Hit
If No Critical - 31
If Critical - 33[/sblock]
 


Yavathol

Explorer
Narth hoped that the Lionshield Coster was securely locked, but knew that he had to go and see for himself what all the noise was about. Taking his crossbow out and getting it ready, he ran as fast as he could to the town centre.

OOC:
Using a move, Dash action and Dash bonus action, I believe he can get to square DM158?
 

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