E6 Red Hand of Doom (OOC)

hewligan said:
I like the fact we have a "smoke" character and a "shadow" character, one is privileged and charismatic, the other a gritty, serious loner. I fixed my hit points and will complete my character tonight.

heh
 

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Exceptional Composite +2 Longbow [2x Accurate (+2 quality bonus to attack rolls), Deadly (+1 to threat range)] (2075gp)
Excellent Studded Leather [Mastercraft (-1 armor check penalty), Light (-10% weight)] (625gp)
Cloak of Resistance +1 (1000 gp)
5 Potions of Cure Light Wounds (250 gp)
2 Sunrods (4 gp)
Antitoxin Vial (50 gp)
Explorer's Outfit (10gp)
Climber's Kit (80gp)
Backpack (2gp)
Belt pouch (1gp)
Bedroll (1sp)
Flint and steel (1gp)
Hempen rope (1gp)
Trail rations (10 days) (5gp)
Waterskin (1gp)
20 Fine Cold Iron Arrows [Sharp (+1 to damage)] (304gp)
20 Fine Cold Iron Arrows [Lethal (+2 to confirm a critical) (304gp)
Fine Medium Leather Barding [Thick (DR 1/-) (170gp)
266 gp
 




Just a little variant masterwork system I'm fond of. I'd tell you all about it, but I'm just not in the mood for typing up all the details.

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Elsir Vale is a wide river valley at the foothills of the Kelder Mountains on the edge of the Plains of Lede. It would be rich farmland, but much of the ample rain the area receives is blown in from the Blood Sea, and the land hasn't yet fully recovered from the devastation of the Blood Monsoon.

Still, there are worse places in Scarn, so the vale remains populated, if sparsely. The Orc tribes from Lede are rarely ever a problem, as the more savage bands are normally found father north, and most warbands that form tend to throw themselves at the holy city of Mithril or the trade center of Mansk.

One important aspect of the vale is the trade road running between distant Mansk and the not-quite-so-distant Bridged City to the north. The larger valley that Elsir Vale is a part of makes up the closest path around the north edge of the Kelders, meaning trade has moved through the location since just after the Divine War ended. With the growing alliance between Mansk and the Bridged City, the importance of the area and it's trade is sure to increase, though most locals are oblivious to such facts.

The bulk of the population is human, and mostly farmers, though a small tribe of elves lives in the area, guarding the same swatch of swamp they card for before the Divine War reshaped the land. There was also a dwarven colony on the edge of the vale, but they have not made any contact since the siege of Burok Torn, and most presume they have left to defend the dwarf-home.

Due to the inundation from the Blood Monsoon, a wide range of beasts and titanspawn can be found in the region, but, to date, there have been no reports of anything that was beyond the abilities of local militia to put down. A few tribes of intelligent titanspawn can be found in the nearby hills and mountains, but they spend far more time fighting each other than troubling the divine races.
 


Hmmm... this is very interesting indeed.

Could I have a number 12, please? I'll see what I get before deciding on the character...
 


Probable Plot Hook:

With the growth of the alliance between the Bridged City and Mansk has come an increase in trade flowing between the cities, along with an increase in the brigands who prey on that trade. So far, the locals of regions such as Elsir Vale have kept such types in check, as it would not do well for them if either of the cities decided to move forces into the area.

However, if rumors are to be believed, it would seem some of the goblin tribes from the nearby hills have moved down to prey on merchants. The only fact known is that several traders have vanished along the Dawn Way recently, and no raiders in memory have managed to eliminate a whole caravan.

Still, there are natural accidents and titanspawn that could well be the cause, making the speak of a goblin horde less than credible. But with the growing importance of the trade, there are those who are not content to sit by and wait for the situation to make itself known, and while neither city is willing to take offical action, several of the merchants of Mansk have begun talking about hiring on some mercenaries to look into and, if needed, deal with the situation.

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In short, the group would have been sought out or gathered (depending on inter-personal history, up to you guys) by a trading consortium to find out what cause the disapearences and make the problem go away.

A small partial fee has been given up front, with a larger sum to be payed depending on the results of the investigation and resolution, along with the rights to any of the goods on the 3 missing trade parties (a fair sum, if the ledgers are accurate, and a very good incentive to be quite accurate in finding all of them - quite likely this will be more than the coins payed out for your services).

The initial payment will consist of 200 gp each, plus letters of credit good for 800 gp that any city along the trade route will certainly honor.
 

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