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Bother Around Beregost

Wilphe

Explorer
Last month on "Bother around Beregost":

3rd Day of Melting 1372

Our intrepid bunch of heroes was assembled in the tap room at the most congenial Feldepost's Inn, perhaps the best inn in Beregost. An establishment owned by the taciturn and withdrawn Roc, who mostly sees to the stables, but for most practical purposes run by the garrulous manager Curt* assisted by the graceful, and somewhat roguish Carlotta and the gangling and clumsy Bran.

They were "between jobs", their last gig guarding caravans had paid them off here and looking for a new challenge. Their discussion was interrupted by the arrival of a young conjurer, Melicamp whose arrival at the Inn was met with a volley of chicken noises from a young lady named Idriane. Curt and Melicamp did their best to ignore this, but fearing that the situation may erupt into violence our protagonists attempted to defuse the situation.
Idriane professed no desire to attack Melicamp, merely recounting a somewhat embellished and far-fetched tale of how Melicamp over-reached himself and transformed himself into the form of a chicken with a scroll stolen from his master, only being rescued from this dire state by a party of adventurers. She then left, leaving Melicamp to say how he could kill her easily but feared her backers. After a bit of talking, it emerged that he was on his way north to Baldur's Gate at his master Thalantyr's order. There he was to find some adventurers for an expedition into the Cloakwood, and had only stopped off in Beregost as his mare had shed a shoe.

He agreed to give Neraw a Letter of Introduction to his master, while he contunued on his way to Baldur's Gate. However, some of the party, notably Mykal thought it would be an good idea to offer to escort him to the city. At this he became rather upset, and proposed a demonstration of his power.

A crowd gathered in the street to watch Melicamp summon a fiendish wolf and challenge anyone to fight it. Though the clergy were standing by, and Melicamp assured people that it was not a lethal contest, the party decided not to let one of the locals take up the contest. Instead Mykal stepped into the ring, with a protective spell cast on him by Neraw. The battle was short and decisive, the wolf charged Mykal but was unable to approach because of the ward. Left confused and vulnerable it was nearly cut in two in a single blow.
Meilcamp paid up his 10gp and left in a huff, telling Mykal that he'd never make a gladiator. Carlotta asked them not to take it personally, as Melicamp still feels he has a lot to prove.

The group gathered their belongings and set out West on the road towards Candlekeep, High Hedge being on a southerly turn from that road. Passing the limits of habitation they came across a pair of charcoal burners, with whom Hal exchanged refreshments and talk.

Where we left off the group were about to say farewell to the charcoal burners and continue towards the fork where the trail to High Hedge leaves off.


OOC:
* Okay, I've forgotten his name, but it's Curt now
 

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Wilphe

Explorer
Information:

Beregost - Population 2,000, a dull market town run by clergy of Lathander

Thalantyr - A conjurer of some note, but rather reclusive and not one known to take a great deal of interest in matters outside his own tower. Not known to be evil. Resides at High Hedge

High Hedge - Thalantyr's residence, the surronding area is the haunt of goblins and gnolls, which if he doesn't sponsor he at least tolerates. This suggests that he doesn't welcome casual visitors. The goblins raid and steal as far east as the outskirts of Beregost, leaving traps behind them as they retreat. There's no formal bounty on goblins, but most local farmers and homesteaders will aid those who bear goblin scalps.

The gnolls are another matter, they certainly don't welcome visitors but keep themselves to themselves. No one wants to bother them. The charcoal burners are pretty sure that they do attack travellers, because well, that's what gnolls do. Certainly if they do, they are good enough to leave no survivors as no one has reported being attacked by them recently.

The Cloakwood - North West of Bergeost. A wild tangled mess, frequented by spiders, ettercaps and viscious fey. Nothing much is inside it, or even rumoured to be inside it, save a flooded dwarven iron mine that played a minor roll in the turmoil a few years ago.
 

Land Outcast

Explorer
"Good afternoon then folks, and may the Vigilant protect your path." Nerraw salutes the charcoal burners, now more confident after knowing that the way ahead has perils not unknown. He strides towards the road, the setting sun glittering on his armor, like fiery blazes on the polished metal.

The emerald eyed cleric stands straight, and says with firm voice to his friends:
"To High Hedge we proceed then!"

He smiles at his own seriousness and waits for them to get besides him.
 
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Galieo

First Post
Throwing Neraw a salute and a wave to the charcoal burners, the halfling rimer squares his shoulders and drops into line with his comrades. Never one to be serious for too long, Hal began to whistle a tune and then broke into a playful tune "A marchin' we'll go, a hikin' oh so slow. Blisters on me toe, searching high and low. Sharp winds always blow, look up a branch . . . doh!" The small bard clutches his head as he pretends to strike a low-hanging limb and moans in mock agony.
 

industrygothica

Adventurer
Without a word, Korik starts along the trail without even realizing that he'd brought forth his sickle in his off hand. The mention of goblins, and other threats, has forced his attention to the path and the surrounding area for any signs of threat.
 

Wilphe

Explorer
The party continues down the road and reaches a crest, in front of them the road gently descends into a low valley. Off to the left (south and east) the terrain becomes thickly wooded. In front of you (East) the road descends into the valley, meeting a small stream at the bottom. Just beyond the stream the road forks, a small narrow trail runs off to the left - this must be the way to High Hedge the charcoal burners spoke of.

As you proceed towards the stream Korik's companion becomes agitated. He's clearly picked up a scent and gives a low growl, his hackles raised.


Mykal, Korik:
[sblock]You reckon you can see a tower poking up out of the trees ESE, given the direction the fork to High Hedge leads you reckon this is you destination [/sblock]

Korik:
[sblock]About 8 miles as the crow flies, a little bit more than that overland. It doesn't look like the trail has any reason to snake around a lot given the contours of the ground.[/sblock]
 

industrygothica

Adventurer
"Tower," Korik says as he stops and nods towards its location. He reaches down to give Grim a scratch on the ears, "Whadya got boy?"

He cautiosly examines the area, specifically looking for any [fresh] tracks, and takes note of the curious way the trail seems to unnecessarily wind through the valley. "On your guard," he warns his friends and prepares to lead the way across the stream and down the snaky path.

[sblock="OOC"]
Spot +7 (+9 vs. Goblinoids)
Survival +10 (+12 vs. Goblinoids)
[/sblock]
 

Land Outcast

Explorer
During the caravan trip Neraw learnt the both Grim and Korik had been blessed with the Vigilant's sight, and he respects them.

He quietly answers, while removing his shield from his back
"What have you found my friend?"

Neraw stands at the ready. Seeing his companion concentrate, he stays behind Korik so as not to bother. Shield and sword drawn, ready for whatever the woods might spit out at them.

The night is approaching, evil bleeds into the night?
 


Land Outcast

Explorer
"Possibilities can be opportunities as well as risks..." -he looks at the rest of the group- "better keep your weapons at the ready"

Neraw waits patiently to see if Korik finds anything interesting, while scanning the woods for any movement.

OOC: Spot +3
 

Wilphe

Explorer
Korik:
OOC:
[sblock]What I meant was:
Though you can't see the trail, from the state of the ground it's crossing, you reckon it should be a fairly direct route.
Spot = 10/12
Lots of tracks here, almost all of them goblins. No ambush appears to have been set however, but with if the trail is this heavily traffiked the goblin population is probably big enough that the chances of avoidng an encounter are pretty low.

Survival =19/21
Most of these tracks are a few days old, apparently made by hunting or foraging parties you'd guess.
The most recent set are from a significant party of goblins, you'd reckon about half-a-dozen or so, apparently in pursuit of some prey or other. You'd guess it's either a large canine (like a dog or wolf) or a small gnoll that made them.
You reckon these are about six hours old and they lead up the trail.


[/sblock]

Neraw:
[sblock]
Spot=10 There is nothing lurking in the woods.[/sblock]

Everybody:

Grim looks up at Korik, then sniffs the ground again and growls.
There's a fair ammount of humanoid footprints around the fork, most of them seem to lead down the track off to High Hedge. They are certainly a bit muddled up and chaotic.
 

Galieo

First Post
Hal nods slightly and slowly fits a bullet to his sling. He seems to consider beginning a song, but decides that silence may be his better course, for now.
 

Daronas

First Post
Mykal feeling the tension, draws one of his javelins from his back. He awaits instructions from the ranger. This is Korik and the faithful Grim's element, and he knows it.
 

industrygothica

Adventurer
"Definitely goblins," Korik whispers to the group. "And a fair number of 'em too."

He sets his shoulders and stands erect to his full height at nearly seven feet. His massive chest heaves under his leather, a barely audible growl coming with each breath. Slowly he begins to take the first steps down the infested path to High Hedge, and to his slain father he silently prays, a justice will be served on this day.
 

Wilphe

Explorer
OOC:
We'll get old school now and have a marching order please.

I'll assuming something like:

Korik in front

Hal, Neraw and Mykal in a group behind?
 


Daronas

First Post
OOC:

Marching order sounds good. Mykal will be behind Korik. He will be staggered to the side opposite to which Korik has Grim heel. Hal behind me, then Neraw can pull up the rear.
 


Wilphe

Explorer
The group makes it's way down the track and deeper into the woods. It does indeed run more or less straight and direct but the undergrowth is damp and thick with brambles and ferns so leaving the path, which you can't help but notice becomes increasingly well-travelled the further you get from the main road.

It's also fair to note that the ferns are just about the right height to conceal a goblin in ambush. You don't need Korik's training to work that detail out. You are few miles in and reckon that thus far no one has noticed you, or if they have, you haven't noticed them. Korik then spies a net on the track, a few tens of metres ahead of you a net lies on the track, there's no immediate sign of an ambush - but it is certainly unusual enough to be worth investigation.
 

Land Outcast

Explorer
At the discovery of the net, Neraw stops walking "Korik and Grim approach first to scout for who we are against. What do you think?"
 
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