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<blockquote data-quote="Chimera" data-source="post: 2853414" data-attributes="member: 2002"><p><strong>Session 1 Story Summary</strong></p><p></p><p>Having made their way to the storied Brown Mug tavern outside of Freetown, our intrepid adventurers find the place to be a bit of a letdown. A one-room, one-story brick structure, set 4’ off the ground on wooden piles, some 200 yards from the Freetown Ford and roughly ½ mile from town.</p><p></p><p>Lawrence, Samsel and Neiri have arrived via the Upland Road Caravan (see pre-campaign story), while Kethra has only had to make a 100 mile rather safe journey down the Gyretown road.</p><p></p><p>Having spent a day or two bumming around Freetown, mid-day on the first of Planting (the Spring Equinox) sees our adventurers seated at the Brown Mug, awaiting their contact and assignment of their first mission.</p><p></p><p>At one table sits Kornov, Markov and Ebo (the Skojan barbarians) along with Lin Wu (the young Han woman) and Perrin the Hobbit. At another sits two members of the Freetown Falconeers (the army of Freetown) and a man who is clearly a Ranger. At a third sits five commoners, most likely local farmers. At the fourth table sits one of the southern merchants from the caravan, along with three drovers (animal handlers). At the fifth table sit two young men, both equipped much like yourselves, one a warrior, the other a Cleric of the Brenn Shrine sect. At the sixth, all by herself, sits Kethra, not knowing any of the others present.</p><p></p><p>Lawrence, Samsel and Neiri decide to join the Skojan group, knowing them from the caravan trip north. They spend a short while discussing where they’re headed and what is going on in the world before Markov reveals that they have been hired by Madame Lau (the Han Wu Jen) to escort her to the city of Gotham. In a rather loud aside, Kornov crudely tells Lawrence that Madame Lau has promised to ‘give’ him Lin Wu as part of his payment. The tavern grows quiet.</p><p></p><p>When Lin Wu quietly declares that she will not be Kornov’s Zek (the Calasean word for ‘Slave’), Lawrence questions the arrangement. Kornov crudely silences Lin Wu and tries to blow off any objections.</p><p></p><p>At this, the nearby warrior, rises to confront Kornov, who pushes him backwards and laughs in his face. Stepping forward again, the man raises questions about the arrangement that clearly anger Kornov. With others rising to their feet and Lawrence joining the objections, Kornov grows very angry. Standing and drawing his Great Axe in one smooth motion, he shouts in rage in the young warrior’s face, causing the latter to quail in fear (Intimidating Rage). Kornov takes a hard swing, biting through the young man’s armor and seriously wounding him.</p><p></p><p>At this, the tavern turns to chaos. Neiri, Perrin and Lin Wu dive beneath the table. Ebo puts his hand on his sword and looks around in confusion, but is stopped from joining the fight by Markov. The Ranger picks up his bow and plants an arrow in Kornov. Lawrence too grabs his weapon and joins the melee.</p><p></p><p>The Ranger Kethra start running in front of Markov and Ebo to come around behind Kornov when Neiri pops his head from under the table and casts a spell. A wild spray of light and color hits both Kornov and the young warrior, who is knocked unconscious, falling to the floor at Kornov’s feet. Kornov, on the other hand, is completely unaffected. Less than a second later, the Cleric companion of the young warrior yells “Sleep!”. Kornov goes blank and crashes to the floor. All those closest to him immediately dog-pile on top of him as the Cleric moves forward to haul back and aid his injured and unconscious friend.</p><p></p><p>Kornov comes about, clearly having lost his strange rage and seemingly fatigued. The Falconeers, along with Lawrence and Kethra, subdue and bind him while one of the tavern employees runs to town for help.</p><p>Lin Wu, however, is not satisfied. Pulling a scarf from her wardrobe, she mutters a few words and throws it at Kornov, accidentally hitting one of the Falconeers in the back. Ebo and Markov quickly move to block her from casting any more spells.</p><p></p><p>While waiting for assistance, the Ranger questions each of you and decides that everyone he is waiting for is present. He introduces himself as Edgar Thrawn, your contact. Lawrence, Samsel, Kethra and the young cleric, named Healer John, are asked to step aside and join him.</p><p></p><p>Neiri joins the group, raising Edgar’s eyebrow. “Who are you?” he asks. Neiri explains as best he can and is supported by Lawrence, who claims Neiri as his friend. Edgar isn’t certain about it, as Neiri may not be able to handle the mission and most certainly isn’t bound to the same service as the others, but Neiri assures him that he “knows tricks” and is willing to take up the mission. Knowing that Neiri cast the spell that knocked out the young warrior, Edgar accedes to his joining the group.</p><p></p><p>You sit and have a beer with him until more of the Falconeers arrive, then you accompany him and them into town.</p><p></p><p>As the Falconeers, Kornov and Lin Wu head off toward the government buildings, you accompany Edgar to the residential side of town. Along the way, you are allowed to keep your weapons rather than surrender or peace bond them. Edgar seems to be known by all and to carry a lot of weight in Freetown.</p><p></p><p>Arriving at an otherwise non-descript house, you are met by a young woman named Ethel, who brings out mugs of Elorhim ale and plates of biscuits for your consumption. </p><p></p><p>Edgar then reveals that he is an agent for an organization called the Jade Dragon (as you note the small jade dragon figuring on a table along one wall). They have been recruiting the best and brightest students of all of the great masters of the Wild Lands, to create new adventuring groups and ultimately, to build a new core of strong adventurers to defend the Wild Lands.</p><p></p><p>Your Master have all agreed to send you in lieu of further service on your part. In return for four months of service to the Jade Dragon, all of your training debts will be forgiven. </p><p></p><p>The Freetown area was chosen due to a great increase in the Kobold population around River March and downriver to Athens, a route that Freetown is trying to develop. Solid effort is needed to curtail the Kobold numbers before a population explosion overwhelms the countryside.</p><p></p><p>You are one of several groups assembled by the Jade Dragon for this reason. Edgar is your contact and you will report to him for the next four months.</p><p></p><p>As far as what to tell others, it would be best if the Jade Dragon was not mentioned. It’s supposed to be a -secret- organization. The official cover is that the Government of Freetown requested help from your masters</p><p></p><p>Edgar is not only an agent of the Jade Dragon, he is also a member of the Freetown Ranger Company and an agent of the Freetown Government. If you have need of any help while operating in the Freetown area, you are to say that you are working for him directly.</p><p></p><p>What is expected of you?</p><p></p><p>A large Freetown Merchant Company caravan and three riverboats are coming up from the big Faire in Athens, a distance of roughly 135 miles. The caravan is expected in River March by the 16th, the boats are a little harder to estimate.</p><p></p><p>You must leave Freetown by noon on the 3rd, be in River March (roughly 40 miles downriver) by sunset on the 7th. </p><p></p><p>You must then depart Rivermarch by noon on the 8th. You must head west on the road towards Athens for at least 30-40 miles, killing every Kobold you see and trying to root out warrens and destroy their eggs. You are needed in the area until at least the first of Weaving. Report to officers of the Falconeers as you meet them, especially those with the caravan.</p><p></p><p>That is the minimum expected. If you can get an faster start it would be preferable, as you are the last group to arrive.</p><p></p><p>Finally, Edgar has a number of ‘gifts’ for the group to help get you started and to help you survive. To each Kethra and Lawrence, he gives a Potion of True Strike (“for when you absolutely have to hit your target”) and a Potion of Darkvision (“So that you can fight in the dark”). To Healer John he gives a Potion of Lesser Restoration (“to heal wounds that will not heal”) and a Potion of Remove Blindness/Deafness (“To heal wounds of the eyes and ears”). </p><p></p><p>To Samsel, he gives something different. A fragile potion bottle, different from the others, wrapped in thin leather straps with long cords and a small lead ball beneath one end. Clearly meant to enable it to be thrown as a grenade. It is a Potion of Entangle (CL 5) (“To hold off your opponents”). To Neiri is given a similar bottle, but filled with a strangely violent looking red liquid. Edgar handles this one with great care and advises Neiri to do the same. It is a Potion of Fireball (CL 5) (“Watch out for this one, it’s a bomb”).</p><p></p><p>In addition, you are given two letters. The first is a letter to Captain Trevason, the Military Governor of River March. Introducing the party and requesting the standard access to supplies. (Essentially, unlimited missiles and rations) The second is a general letter listing the party members as a ‘temporary’ Registered Adventurer Party for the four month period of service.</p><p></p><p>Noting payment: Edgar notes that you might be wondering about pay. There is none. You are paying off your masters with service. You’ve also been given potions and access to supplies. </p><p></p><p>However, beyond these, note that six of the potions are in Glassteel vials. These can be sold for 500 dollars each once the potion has been used. This amounts to 3,000 dollars, or 600 dollars each, or 150 dollars per month of service. Although if you are intent on being Adventurers, then you may wish to keep them for new potions that you buy later.</p><p></p><p>Neiri asks Edgar about “Masters”, saying that he has none, but that he’d like to be introduced to Sparkehedron, the town Wizard, and to seek his tutelage as an instructor. Edgar agrees to introduce him. The meeting ends as Edgar and Neiri head over to Sparkehedron’s complex and the rest of you head over to the Public House (the state-run Inn) to have fun for the rest of the night.</p><p></p><p>Sparkehedron makes himself available for Edgar and Neiri, but it is clear that this is not the usual arrangement. Sparkehedron has a number of regular students who are tended by another instructor, who is himself working off debts to the senior Wizard. Sparkehedron seems intrigued by the “unusual” student, having never seen a Hobbit before, let alone a Hobbit Wizard. Although he makes it known that he usually trains only those who are also interested in the whole Engineering and Architecture thing, but he agrees to take on Neiri, if only for the novelty. Neiri thanks him and departs, disappointed and certain that he must seek out other Wizards for his training.</p><p></p><p>Back at the Public House, Markov and Ebo shortly arrive, saying that they’ve been sent from the Brown Mug for their own safety, as Kornov is being held there under ‘house arrest’ until the next morning, when he and Madame Lau will be leaving town. Kornov is being permanently exiled from Freetown and all it’s territories, under sentence of death should he return. While Madame Lau has not been charged, the town has made it known that they’d be very happy if she were also to leave. Lin Wu has been taken elsewhere, and Markov is not aware of her situation.</p><p></p><p>For his part, Markov is happy. He’s planning to spend several days with the Bards here at the Public House before heading up to Gyretown to see the great Dragon’s Breath Inn and take up training with the legendary Bardic Master Elvis. As for Ebo, who still seems to speak very little, and certainly not in Ithri, Markov says that he’s going along to Gyretown as well, having nothing else to do.</p><p></p><p>The next morning, our intrepid adventurers gather their gear and depart through the North gate. Passing orchards and the Freetown Cemetery, they head west along the road to Rivermarch.</p><p></p><p>Heavily farmed at first, interspersed with planted woodlands. One area with rows of tree seedlings being tended, some loaded onto wagon by crew of teens. Wagon rest every 3 miles. Low wall surrounding. Fire pits, piles of cut firewood. A crew is maintaining the second such place, adding firewood to piles.</p><p></p><p>Heavily farmed for first six miles. Less heavily farmed but still quite a few for the next 6 miles. One crew out at the 8 mile mark, planting seedlings. No farms after the fourth rest.</p><p></p><p>The fifth rest is the day’s stop. 15 miles. Two nearby farms with rude houses near the rest stop. Someone is building a larger house right next to the stop. Light wagon load of lumber parked next to it. Man and wife cooking meal around a fire pit. Manley and Marvel Wheeler. Three small kids. Just leased this farm land (99 year lease), building an Inn for travelers. Expect this to be a small town soon enough, as it is at the ‘one day’s travel’ from Freetown stop and they expect more use of the road as trade with Athens picks up.</p><p></p><p>The next day, 16 miles of open road. Some woods on either side, only a couple of small farms along the way. A few travelers, a couple of wagon loads of lumber headed to Freetown.</p><p></p><p>Third day (1/4), same as above, but come to farms about 1 mile from Rivermarch. </p><p></p><p>Coming around a bend in the road along the river, the party sees the town. Wooden palisade inside an earthen ramp covered with sharpened stakes and spears, with a shallow ditch outside that. a couple of wooden watch towers. On the North side is the gate house, which is stone.</p><p></p><p>Dirt and gravel streets, buildings are some stone but mostly timber. Stables on the right with a main building just after it. You can see the center of town from here, where a large trebuchet sits on an immense rotating wood platform.</p><p></p><p>The party makes it’s way to the Falconeer’s HQ and meets a young and harried company clerk named Joey, who summons Sergeant Arrowflight to deal with them. A short while later, the tall and gregarious red-headed Sergeant comes in to enthusiastically greet the party. “Ah, our latest arrivals!”. After reading your letters, he leads you to another building, a small storehouse full of arrows, bolts, rope, questionable iron rations, small sacks, torches and the like. He explains that you have free access to these stores while serving against the Kobolds.</p><p></p><p>By road, it is roughly 135 miles from Rivermarch to Athens, requiring 9-14 days by caravan or 7-9 days on foot. The most heavily populated Kobold area runs from about 35 miles west of Rivermarch to about 50 miles east of Athens, a stretch of some 50 miles.</p><p></p><p></p><p>Staying that night at the Public House, you depart early the next morning. The terrain is a mix of woods and clear fields, with logging crews in evidence for the first ten miles out. You camp the first night, then once again get an early start the next morning.</p><p></p><p>The second day out, roughly mid-afternoon, or about 25 miles from Rivermarch, you encounter your first group of Kobolds. To some degree, it surprises you, as you hadn’t expected to see them this close to Rivermarch. You also hadn’t expected to encounter them running across the road toward the river in broad daylight!</p><p></p><p>Moving to close the gap, at first they don’t seem to notice you, until one of Kethra’s arrows skitters off one’s armor. At this, they stop, turn and prepare to meet you.</p><p></p><p>Growing to large size, Lawrence seems to lead the charge, with Samsel and Kethra close behind. Being the largest and perhaps, the scariest enemy, Lawrence draws a hail of sling missiles that badly injure him. Healer John quickly moves up behind him and begins healing him as he, Kethra and Samsel engage the Kobolds, many of which at first seem to be more worried about reaching the river, before turning to help their rapidly falling friends.</p><p></p><p>The battle is short and fierce, as eight Kobolds fall to your weapons before the other six vanish into the woods, beating a hasty retreat toward the river.</p><p></p><p><strong>(End of Session 1)</strong></p><p></p><p>The question is, do you go after them?</p></blockquote><p></p>
[QUOTE="Chimera, post: 2853414, member: 2002"] [b]Session 1 Story Summary[/b] Having made their way to the storied Brown Mug tavern outside of Freetown, our intrepid adventurers find the place to be a bit of a letdown. A one-room, one-story brick structure, set 4’ off the ground on wooden piles, some 200 yards from the Freetown Ford and roughly ½ mile from town. Lawrence, Samsel and Neiri have arrived via the Upland Road Caravan (see pre-campaign story), while Kethra has only had to make a 100 mile rather safe journey down the Gyretown road. Having spent a day or two bumming around Freetown, mid-day on the first of Planting (the Spring Equinox) sees our adventurers seated at the Brown Mug, awaiting their contact and assignment of their first mission. At one table sits Kornov, Markov and Ebo (the Skojan barbarians) along with Lin Wu (the young Han woman) and Perrin the Hobbit. At another sits two members of the Freetown Falconeers (the army of Freetown) and a man who is clearly a Ranger. At a third sits five commoners, most likely local farmers. At the fourth table sits one of the southern merchants from the caravan, along with three drovers (animal handlers). At the fifth table sit two young men, both equipped much like yourselves, one a warrior, the other a Cleric of the Brenn Shrine sect. At the sixth, all by herself, sits Kethra, not knowing any of the others present. Lawrence, Samsel and Neiri decide to join the Skojan group, knowing them from the caravan trip north. They spend a short while discussing where they’re headed and what is going on in the world before Markov reveals that they have been hired by Madame Lau (the Han Wu Jen) to escort her to the city of Gotham. In a rather loud aside, Kornov crudely tells Lawrence that Madame Lau has promised to ‘give’ him Lin Wu as part of his payment. The tavern grows quiet. When Lin Wu quietly declares that she will not be Kornov’s Zek (the Calasean word for ‘Slave’), Lawrence questions the arrangement. Kornov crudely silences Lin Wu and tries to blow off any objections. At this, the nearby warrior, rises to confront Kornov, who pushes him backwards and laughs in his face. Stepping forward again, the man raises questions about the arrangement that clearly anger Kornov. With others rising to their feet and Lawrence joining the objections, Kornov grows very angry. Standing and drawing his Great Axe in one smooth motion, he shouts in rage in the young warrior’s face, causing the latter to quail in fear (Intimidating Rage). Kornov takes a hard swing, biting through the young man’s armor and seriously wounding him. At this, the tavern turns to chaos. Neiri, Perrin and Lin Wu dive beneath the table. Ebo puts his hand on his sword and looks around in confusion, but is stopped from joining the fight by Markov. The Ranger picks up his bow and plants an arrow in Kornov. Lawrence too grabs his weapon and joins the melee. The Ranger Kethra start running in front of Markov and Ebo to come around behind Kornov when Neiri pops his head from under the table and casts a spell. A wild spray of light and color hits both Kornov and the young warrior, who is knocked unconscious, falling to the floor at Kornov’s feet. Kornov, on the other hand, is completely unaffected. Less than a second later, the Cleric companion of the young warrior yells “Sleep!”. Kornov goes blank and crashes to the floor. All those closest to him immediately dog-pile on top of him as the Cleric moves forward to haul back and aid his injured and unconscious friend. Kornov comes about, clearly having lost his strange rage and seemingly fatigued. The Falconeers, along with Lawrence and Kethra, subdue and bind him while one of the tavern employees runs to town for help. Lin Wu, however, is not satisfied. Pulling a scarf from her wardrobe, she mutters a few words and throws it at Kornov, accidentally hitting one of the Falconeers in the back. Ebo and Markov quickly move to block her from casting any more spells. While waiting for assistance, the Ranger questions each of you and decides that everyone he is waiting for is present. He introduces himself as Edgar Thrawn, your contact. Lawrence, Samsel, Kethra and the young cleric, named Healer John, are asked to step aside and join him. Neiri joins the group, raising Edgar’s eyebrow. “Who are you?” he asks. Neiri explains as best he can and is supported by Lawrence, who claims Neiri as his friend. Edgar isn’t certain about it, as Neiri may not be able to handle the mission and most certainly isn’t bound to the same service as the others, but Neiri assures him that he “knows tricks” and is willing to take up the mission. Knowing that Neiri cast the spell that knocked out the young warrior, Edgar accedes to his joining the group. You sit and have a beer with him until more of the Falconeers arrive, then you accompany him and them into town. As the Falconeers, Kornov and Lin Wu head off toward the government buildings, you accompany Edgar to the residential side of town. Along the way, you are allowed to keep your weapons rather than surrender or peace bond them. Edgar seems to be known by all and to carry a lot of weight in Freetown. Arriving at an otherwise non-descript house, you are met by a young woman named Ethel, who brings out mugs of Elorhim ale and plates of biscuits for your consumption. Edgar then reveals that he is an agent for an organization called the Jade Dragon (as you note the small jade dragon figuring on a table along one wall). They have been recruiting the best and brightest students of all of the great masters of the Wild Lands, to create new adventuring groups and ultimately, to build a new core of strong adventurers to defend the Wild Lands. Your Master have all agreed to send you in lieu of further service on your part. In return for four months of service to the Jade Dragon, all of your training debts will be forgiven. The Freetown area was chosen due to a great increase in the Kobold population around River March and downriver to Athens, a route that Freetown is trying to develop. Solid effort is needed to curtail the Kobold numbers before a population explosion overwhelms the countryside. You are one of several groups assembled by the Jade Dragon for this reason. Edgar is your contact and you will report to him for the next four months. As far as what to tell others, it would be best if the Jade Dragon was not mentioned. It’s supposed to be a -secret- organization. The official cover is that the Government of Freetown requested help from your masters Edgar is not only an agent of the Jade Dragon, he is also a member of the Freetown Ranger Company and an agent of the Freetown Government. If you have need of any help while operating in the Freetown area, you are to say that you are working for him directly. What is expected of you? A large Freetown Merchant Company caravan and three riverboats are coming up from the big Faire in Athens, a distance of roughly 135 miles. The caravan is expected in River March by the 16th, the boats are a little harder to estimate. You must leave Freetown by noon on the 3rd, be in River March (roughly 40 miles downriver) by sunset on the 7th. You must then depart Rivermarch by noon on the 8th. You must head west on the road towards Athens for at least 30-40 miles, killing every Kobold you see and trying to root out warrens and destroy their eggs. You are needed in the area until at least the first of Weaving. Report to officers of the Falconeers as you meet them, especially those with the caravan. That is the minimum expected. If you can get an faster start it would be preferable, as you are the last group to arrive. Finally, Edgar has a number of ‘gifts’ for the group to help get you started and to help you survive. To each Kethra and Lawrence, he gives a Potion of True Strike (“for when you absolutely have to hit your target”) and a Potion of Darkvision (“So that you can fight in the dark”). To Healer John he gives a Potion of Lesser Restoration (“to heal wounds that will not heal”) and a Potion of Remove Blindness/Deafness (“To heal wounds of the eyes and ears”). To Samsel, he gives something different. A fragile potion bottle, different from the others, wrapped in thin leather straps with long cords and a small lead ball beneath one end. Clearly meant to enable it to be thrown as a grenade. It is a Potion of Entangle (CL 5) (“To hold off your opponents”). To Neiri is given a similar bottle, but filled with a strangely violent looking red liquid. Edgar handles this one with great care and advises Neiri to do the same. It is a Potion of Fireball (CL 5) (“Watch out for this one, it’s a bomb”). In addition, you are given two letters. The first is a letter to Captain Trevason, the Military Governor of River March. Introducing the party and requesting the standard access to supplies. (Essentially, unlimited missiles and rations) The second is a general letter listing the party members as a ‘temporary’ Registered Adventurer Party for the four month period of service. Noting payment: Edgar notes that you might be wondering about pay. There is none. You are paying off your masters with service. You’ve also been given potions and access to supplies. However, beyond these, note that six of the potions are in Glassteel vials. These can be sold for 500 dollars each once the potion has been used. This amounts to 3,000 dollars, or 600 dollars each, or 150 dollars per month of service. Although if you are intent on being Adventurers, then you may wish to keep them for new potions that you buy later. Neiri asks Edgar about “Masters”, saying that he has none, but that he’d like to be introduced to Sparkehedron, the town Wizard, and to seek his tutelage as an instructor. Edgar agrees to introduce him. The meeting ends as Edgar and Neiri head over to Sparkehedron’s complex and the rest of you head over to the Public House (the state-run Inn) to have fun for the rest of the night. Sparkehedron makes himself available for Edgar and Neiri, but it is clear that this is not the usual arrangement. Sparkehedron has a number of regular students who are tended by another instructor, who is himself working off debts to the senior Wizard. Sparkehedron seems intrigued by the “unusual” student, having never seen a Hobbit before, let alone a Hobbit Wizard. Although he makes it known that he usually trains only those who are also interested in the whole Engineering and Architecture thing, but he agrees to take on Neiri, if only for the novelty. Neiri thanks him and departs, disappointed and certain that he must seek out other Wizards for his training. Back at the Public House, Markov and Ebo shortly arrive, saying that they’ve been sent from the Brown Mug for their own safety, as Kornov is being held there under ‘house arrest’ until the next morning, when he and Madame Lau will be leaving town. Kornov is being permanently exiled from Freetown and all it’s territories, under sentence of death should he return. While Madame Lau has not been charged, the town has made it known that they’d be very happy if she were also to leave. Lin Wu has been taken elsewhere, and Markov is not aware of her situation. For his part, Markov is happy. He’s planning to spend several days with the Bards here at the Public House before heading up to Gyretown to see the great Dragon’s Breath Inn and take up training with the legendary Bardic Master Elvis. As for Ebo, who still seems to speak very little, and certainly not in Ithri, Markov says that he’s going along to Gyretown as well, having nothing else to do. The next morning, our intrepid adventurers gather their gear and depart through the North gate. Passing orchards and the Freetown Cemetery, they head west along the road to Rivermarch. Heavily farmed at first, interspersed with planted woodlands. One area with rows of tree seedlings being tended, some loaded onto wagon by crew of teens. Wagon rest every 3 miles. Low wall surrounding. Fire pits, piles of cut firewood. A crew is maintaining the second such place, adding firewood to piles. Heavily farmed for first six miles. Less heavily farmed but still quite a few for the next 6 miles. One crew out at the 8 mile mark, planting seedlings. No farms after the fourth rest. The fifth rest is the day’s stop. 15 miles. Two nearby farms with rude houses near the rest stop. Someone is building a larger house right next to the stop. Light wagon load of lumber parked next to it. Man and wife cooking meal around a fire pit. Manley and Marvel Wheeler. Three small kids. Just leased this farm land (99 year lease), building an Inn for travelers. Expect this to be a small town soon enough, as it is at the ‘one day’s travel’ from Freetown stop and they expect more use of the road as trade with Athens picks up. The next day, 16 miles of open road. Some woods on either side, only a couple of small farms along the way. A few travelers, a couple of wagon loads of lumber headed to Freetown. Third day (1/4), same as above, but come to farms about 1 mile from Rivermarch. Coming around a bend in the road along the river, the party sees the town. Wooden palisade inside an earthen ramp covered with sharpened stakes and spears, with a shallow ditch outside that. a couple of wooden watch towers. On the North side is the gate house, which is stone. Dirt and gravel streets, buildings are some stone but mostly timber. Stables on the right with a main building just after it. You can see the center of town from here, where a large trebuchet sits on an immense rotating wood platform. The party makes it’s way to the Falconeer’s HQ and meets a young and harried company clerk named Joey, who summons Sergeant Arrowflight to deal with them. A short while later, the tall and gregarious red-headed Sergeant comes in to enthusiastically greet the party. “Ah, our latest arrivals!”. After reading your letters, he leads you to another building, a small storehouse full of arrows, bolts, rope, questionable iron rations, small sacks, torches and the like. He explains that you have free access to these stores while serving against the Kobolds. By road, it is roughly 135 miles from Rivermarch to Athens, requiring 9-14 days by caravan or 7-9 days on foot. The most heavily populated Kobold area runs from about 35 miles west of Rivermarch to about 50 miles east of Athens, a stretch of some 50 miles. Staying that night at the Public House, you depart early the next morning. The terrain is a mix of woods and clear fields, with logging crews in evidence for the first ten miles out. You camp the first night, then once again get an early start the next morning. The second day out, roughly mid-afternoon, or about 25 miles from Rivermarch, you encounter your first group of Kobolds. To some degree, it surprises you, as you hadn’t expected to see them this close to Rivermarch. You also hadn’t expected to encounter them running across the road toward the river in broad daylight! Moving to close the gap, at first they don’t seem to notice you, until one of Kethra’s arrows skitters off one’s armor. At this, they stop, turn and prepare to meet you. Growing to large size, Lawrence seems to lead the charge, with Samsel and Kethra close behind. Being the largest and perhaps, the scariest enemy, Lawrence draws a hail of sling missiles that badly injure him. Healer John quickly moves up behind him and begins healing him as he, Kethra and Samsel engage the Kobolds, many of which at first seem to be more worried about reaching the river, before turning to help their rapidly falling friends. The battle is short and fierce, as eight Kobolds fall to your weapons before the other six vanish into the woods, beating a hasty retreat toward the river. [b](End of Session 1)[/b] The question is, do you go after them? [/QUOTE]
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