James McMurray
First Post
Ironside Keep
On the far border of the County of Durnst lies Ironside Keep. Known throughout the land as a place where miscreants and ruffians can come to hid, it is tolerated for its need in defending the borderlands from the dangers of the wilderness. Despite the presence of mercenaries, rogues, and scoundrels in hiding, the keep is a very lawful place. Its Castellan makes it perfectly clear that within the walls of his domain you may hide, but you may not conduct "business".
The world has recently undergone a vast change, as the gods themselves were thrown down by a mysterious being known only as Raffi. He stole the divine spark from what was to be the next pantheon, and gave it to the beings of the world. Now there are those whose powers of magic rest solely eithin their minds, even more flexible than sorcerers, these psychics control the world around them with a mere thought, devoid of the incantationsa nd hand waggling of spellcasters that have gone before.
The environment outside the keep is wild. Traffic comes up the road and along the river to Ironside, but very few men travel beyond its walls into the tribal lands. To the north is known to live a mad hermit, who would be avoided completely except that he is a crafter of items of power. To the North East lie the Caves of Chaos, a sprinkling of cave complexes both interwoven and distinct. Within these caves live several different tribes of humanoid raiders, ranging from the tiny lizardly Dinks, to almost dwarven statured dogmen (the Ur-Gurlock), to a race of massive beasts known only as dogmen.
Although they are known to sometimes rob merchant caravans, they have yet to make a solid enough nuisance of themselves to demand extermination, especiallly considering the cost that would entail in time and manpower.
Within the walls of the keep a group of 5 mercenary men meet:
Duerf Trump: Known as "The Duerf", he is an Egoist, acolyte to the keep's resident healer, Laris.
Vides: A Maenad Wilder, he speaks much more than his kind is known to do, but still he holds the ancient rage deep in check.
Lord Tahm Djonnimar: His first act in town was to set a bouncer on fire during a drunken rage. He made expensive amends though, and no charges were pressed. Now he lives in the rented out entire top floor of the inn with his servants, letting all know that Firecracker Tom is for hire.
Tor: Maenad Psychic Warrior. He was not a member of the original troop, but was sent to find them when they disappeared with Laris' 12,500 gold.
Nadeem: Xeph Soul Knife. His speed and agility have a reputation for keeping him out of the front lines of combat, throwing him mindblades with deadly accuracy. Despite his aversion to face-to-face confrontation, Lord Tahm hired him to act as a bodygaurd.
Duerf's boss, Laris the Healer, enlisted him to deliver a chest of gold to Mr. Springs, the mad hermit. He and his hired mercenaries will earn 100 gold each for returning with a Dorje which the healer has requisitioned. Duerf hires the men and they set out, having been told to head due north for one day and then wait for the Hermit to find them.
They travel North and make camp in the forest, and that night are beset by human bandits, intent on capturing the group's cargo. A fierce battle rages, and the party takes a severe beating. They do manage to kill Rock, the bandits' leader, breaking the morale of several of the spearmen. When Rock's second in command also falls, all but the most gold-hungry bandits retreat. Those that stay do not get to leave. Attempts to keep the fallen bandits alive for questioning fail, and the group is left with only questions.
The next morning, a mountain lion pads its wy calmly into camp and looks patiently at the party. When it is not molested, Mr. Springs makes his appearance. An Ur-gurlock, his body would be a mere 4 1/2' tall were it not for his huge spiery legs made from limbs and logs. As he skitters up, he doglike mouth asks Vides why he is there.
When Vides replies, the rest of the party ask his what he is doing, as they cannot see or hear the hermit. Vides tells them, and he and the hermit converse. They learn that the dorje they were sent for is ready, but that the price has changed. Mr. Springs no longer cares for money, he instead demands the death of his entire clan for taking his legs from him. "They must be made to swim in their own blood." He tells them where they live, and says he hopes when next they meet he will be able to say that it is where they lived.
The group sets out, following the river notrhward towards the Caves of Chaos. That evening their camp is attacked by many of the same bandits from the previous night, as well as some new ones. This tme the attack focuses purely on stoping the psions from unleashing their magic with swords at throats and bows at the ready. Several bandits move forward and grab the donkey's reigns, leading it away. One also attempts to take Lord Tahm's warhorse, but only gets 100' before being trampled to death by the enraged beast before it calmly walks back to its master's side. Many bandits are killed, and the rest flee, but they manage to take the donkey and the 12,500gp.
The party discusses what to do, and decide not to follow. Most fear the bows in their weakend state, but Vides says he does not care about the money, that he is only interested in the 100gp payment they will receive from the helaer when they return with his Dorje.
The group moves off of the road and stops to camp and rest before heading into the caves to complete their bloody task.
On the far border of the County of Durnst lies Ironside Keep. Known throughout the land as a place where miscreants and ruffians can come to hid, it is tolerated for its need in defending the borderlands from the dangers of the wilderness. Despite the presence of mercenaries, rogues, and scoundrels in hiding, the keep is a very lawful place. Its Castellan makes it perfectly clear that within the walls of his domain you may hide, but you may not conduct "business".
The world has recently undergone a vast change, as the gods themselves were thrown down by a mysterious being known only as Raffi. He stole the divine spark from what was to be the next pantheon, and gave it to the beings of the world. Now there are those whose powers of magic rest solely eithin their minds, even more flexible than sorcerers, these psychics control the world around them with a mere thought, devoid of the incantationsa nd hand waggling of spellcasters that have gone before.
The environment outside the keep is wild. Traffic comes up the road and along the river to Ironside, but very few men travel beyond its walls into the tribal lands. To the north is known to live a mad hermit, who would be avoided completely except that he is a crafter of items of power. To the North East lie the Caves of Chaos, a sprinkling of cave complexes both interwoven and distinct. Within these caves live several different tribes of humanoid raiders, ranging from the tiny lizardly Dinks, to almost dwarven statured dogmen (the Ur-Gurlock), to a race of massive beasts known only as dogmen.
Although they are known to sometimes rob merchant caravans, they have yet to make a solid enough nuisance of themselves to demand extermination, especiallly considering the cost that would entail in time and manpower.
Within the walls of the keep a group of 5 mercenary men meet:
Duerf Trump: Known as "The Duerf", he is an Egoist, acolyte to the keep's resident healer, Laris.
Vides: A Maenad Wilder, he speaks much more than his kind is known to do, but still he holds the ancient rage deep in check.
Lord Tahm Djonnimar: His first act in town was to set a bouncer on fire during a drunken rage. He made expensive amends though, and no charges were pressed. Now he lives in the rented out entire top floor of the inn with his servants, letting all know that Firecracker Tom is for hire.
Tor: Maenad Psychic Warrior. He was not a member of the original troop, but was sent to find them when they disappeared with Laris' 12,500 gold.
Nadeem: Xeph Soul Knife. His speed and agility have a reputation for keeping him out of the front lines of combat, throwing him mindblades with deadly accuracy. Despite his aversion to face-to-face confrontation, Lord Tahm hired him to act as a bodygaurd.
Duerf's boss, Laris the Healer, enlisted him to deliver a chest of gold to Mr. Springs, the mad hermit. He and his hired mercenaries will earn 100 gold each for returning with a Dorje which the healer has requisitioned. Duerf hires the men and they set out, having been told to head due north for one day and then wait for the Hermit to find them.
They travel North and make camp in the forest, and that night are beset by human bandits, intent on capturing the group's cargo. A fierce battle rages, and the party takes a severe beating. They do manage to kill Rock, the bandits' leader, breaking the morale of several of the spearmen. When Rock's second in command also falls, all but the most gold-hungry bandits retreat. Those that stay do not get to leave. Attempts to keep the fallen bandits alive for questioning fail, and the group is left with only questions.
The next morning, a mountain lion pads its wy calmly into camp and looks patiently at the party. When it is not molested, Mr. Springs makes his appearance. An Ur-gurlock, his body would be a mere 4 1/2' tall were it not for his huge spiery legs made from limbs and logs. As he skitters up, he doglike mouth asks Vides why he is there.
When Vides replies, the rest of the party ask his what he is doing, as they cannot see or hear the hermit. Vides tells them, and he and the hermit converse. They learn that the dorje they were sent for is ready, but that the price has changed. Mr. Springs no longer cares for money, he instead demands the death of his entire clan for taking his legs from him. "They must be made to swim in their own blood." He tells them where they live, and says he hopes when next they meet he will be able to say that it is where they lived.
The group sets out, following the river notrhward towards the Caves of Chaos. That evening their camp is attacked by many of the same bandits from the previous night, as well as some new ones. This tme the attack focuses purely on stoping the psions from unleashing their magic with swords at throats and bows at the ready. Several bandits move forward and grab the donkey's reigns, leading it away. One also attempts to take Lord Tahm's warhorse, but only gets 100' before being trampled to death by the enraged beast before it calmly walks back to its master's side. Many bandits are killed, and the rest flee, but they manage to take the donkey and the 12,500gp.
The party discusses what to do, and decide not to follow. Most fear the bows in their weakend state, but Vides says he does not care about the money, that he is only interested in the 100gp payment they will receive from the helaer when they return with his Dorje.
The group moves off of the road and stops to camp and rest before heading into the caves to complete their bloody task.