airwalkrr
Adventurer
Chapter 1: Burnt Offerings
It has only been a couple of days since you left Magnimar for the town of Sandpoint. You signed on with the caravan of one Aldern Foxglove, old money from Magnimar and from all looks and appearances, quite an important fellow. Your meeting with him was brief. He offered you a standard mercenary contract to protect his caravan, supplying you with food and lodging for your journey in addition to the modest sum of 2 silver pieces per day in exchange for your services. You have already spent much of the money on incidental expenses already, as Foxglove's contract said nothing about covering the cost of ale, grog, or the companionship of various women and men (whichever you preferred) along the way.
While the caravan consists of several dozen wagons and carts containing goods and supplies for the Swallowtail Festival celebrating the opening of Sandpoint's new cathedral, it's chief cargo (and most well-guarded) is a carriage-house whose windows are always draped. Whoever rides in the carriage must be a person of great interest and Foxglove has informed everyone to give it a wide berth unless specifically instructed otherwise. You have yet to catch a glimpse of who rides inside the mysterious carriage-house.
On the third night of your journey, you are nearly halfway to Sandpoint and staying at the Rushing Boar Inn when you strike up a conversation with several other individuals who, like yourself, have signed on as mercenaries to protect the caravan. It seems they have interests and ties to Sandpoint themselves, and, among other things, you have begun talking of forming an adventuring company.
It has only been a couple of days since you left Magnimar for the town of Sandpoint. You signed on with the caravan of one Aldern Foxglove, old money from Magnimar and from all looks and appearances, quite an important fellow. Your meeting with him was brief. He offered you a standard mercenary contract to protect his caravan, supplying you with food and lodging for your journey in addition to the modest sum of 2 silver pieces per day in exchange for your services. You have already spent much of the money on incidental expenses already, as Foxglove's contract said nothing about covering the cost of ale, grog, or the companionship of various women and men (whichever you preferred) along the way.
While the caravan consists of several dozen wagons and carts containing goods and supplies for the Swallowtail Festival celebrating the opening of Sandpoint's new cathedral, it's chief cargo (and most well-guarded) is a carriage-house whose windows are always draped. Whoever rides in the carriage must be a person of great interest and Foxglove has informed everyone to give it a wide berth unless specifically instructed otherwise. You have yet to catch a glimpse of who rides inside the mysterious carriage-house.
On the third night of your journey, you are nearly halfway to Sandpoint and staying at the Rushing Boar Inn when you strike up a conversation with several other individuals who, like yourself, have signed on as mercenaries to protect the caravan. It seems they have interests and ties to Sandpoint themselves, and, among other things, you have begun talking of forming an adventuring company.
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