Scott's Bluff (one-shot DnD 3.5)

Scotley said:
Shocked at the raider's violence against their own kind, Arvad shakes his head. Gathering his fellows he asks, "What do you make of all this? The fellows look older than their years, could this be from congress with the demoness? Was she a demoness? Do we take her threat as credible and expect her to strike us again?"
"I say we take these two as prisioners and let the authorities at Scott's Bluff deal with them perhaps we'll learn more from them as we travel, in regards to this woman, there is something strange about he so I say we assume the worse and prepare for it."

Marcus pulls out a cloth and begins cleaning his sword"Once we reach Scotts Bluff our contract is up with protecting this caravan, we should go and speak to these smiths and find our why this woman would want this 'arcanite', I don't know how you feel about this, but I consider it is my duty to hunt down whatever this things is, and remove her threat forever." smiling roguishly "Besides it'll be fun"

Turning to watch the raiders kill their companions Marcus watches impassively, turning to Scavatch "Tell them to come here, I'll then make sure they don't get away" Pulling out the manacles and chains, Marcus will put the manacles on the strongest looking of the two Raiders and secure the other raider with the 10' chain, then he'll secure them both to a wagon with the remainder of the chain.

OOC:Marcus will then keep watch on the two and listen to any conversation they have, hoping to glean further information.
 

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Threendle Goodhaven : Male Human Conjurer 7

Hearing Master Sanchez reveal that they would be moving out soon, Threendle nodded.

"Of course. We will be ready to leave soon."
 

Eventually, the fire is put out and the Jakartan's wagon roof is replaced with a strong water-resistant canvas. As the horses & oxen are being hitched up to the wagons and the caravan underway, your group manacles the two wildmen.

Marcus overhears them complaining about the affront to thier honor and how these outsiders don't know how to treat thier slaves. The banter back and forth, but it's mostly small talk to pass the time.

5 days pass and the terrains slowly turns to to rocks & pebbles with the occasional tough grass shooting up where it can. From time-to-time you pass by massive basalt boulders the size of a house. Low hills can be seen in the distance and as the sun sets on the final day, you can see what appears to be a massive rock jutting up from the stony plain. The following day you learn that it is the city of Scott's Bluff.

By noon, you have arrived the Caravan Gate the leads up the winding road to the city. From the looks of things, several caravans have arrived or are now departing. A circle of low, tough-looking wagons sits off to the side of the road and a great many locals are there perusing the dwarven goods on display. Mardin doesn't recognize any of the clan sigils, so they must be from a different holdfast then he came from.

Master Sanchez pays you and thanks you for your help. The Jakartans also thank you and give you a rusty iron medallion set with poorly cut quartz. They claim that you should keep it with you for luck and if ever you should need help, you can trade the medallion to any Jakartan and they'll help you in your hour of need. As you are leaving another Jakartan runs up and presses a polished egg of amber into Arvad's hand. He grants you his father's blessing and kisses your feet claiming that you earned it for saving them from the wild-men.

OOC: You earn 200 Gold Pieces.
OOC: The Amber gem is an Ioun Stone that grants a +2 Luck bonus to Search/Spot/Listen checks and glows like a torch whenever darkness falls.
OOC: Distribute the loot as you see fit (Amber Ioun, 200 Gold, 2 MW Obsidian Greataxes, 2 MW Weirwood Longspears, 2 MW Obsidian Scimitars, 2 Heavy Wooden Shields, & 6 sets of rusty chainmail; You can sell this stuff if you like at 50% market value or keep it. Let me know.


You are currently outside the city with your pay, your equipment, and your manacled prisoners. Where do you want to go? The scroll requesting a meeting with you doesn't mention any specific location. If asked, Master Sanchez recommends heading over to the Boatswain or the Town Hall.

Principal Locations:
Assume that you gleaned the information below from speaking with the other caravan travelers or from Threednle.
* The Randy Boatswain: How a galleon ended up in the middle of the continent and atop Scott's Bluff is anyone's guess. By the furrows in the stone, common mythology holds that it sailed the very stones of Scott's Bluff before something happened and it got stuck there. Gianna Kreever's family bought the galleon and surrounding property approximately 700 years ago and turned it into a successful inn and tavern.
A great many locals and nearly every traveler to Scott's bluff ends up at the Randy Boatswain. Private rooms are also offered for those who do not wish to attract the attention generated by renting the solar of the Town Hall. Cannavhere's Mercenary Guild rents out some rooms here and uses the inn as thier base of operations as does the Blue Star trading cartel.
* Havelock's Emporium & Supply: The only monstrous humanoid in town, the hobgoblin known as Havelock deals fairly with all who frequent his establishment. It is here that all the basic necesities of city life can be found: beasts of burden, wagons, alcohol, tools, grains, breads, beans, rice, vegetables, fresh fruits, paper, inks, bottles, mirrors; literally just about anything can be found in Havelock Emporium & Supply (a set of two massive 2-story warehouses). Everyone who works here is a hobgoblin and the townsfolk tolerate them as they have done no wrong and they don't bother anyone.
* Ribble's Glassworks & Potions: A wizardess known as Ribble set up shop here about 10 years ago and enjoys moderate success as the town's only potion-maker. From love potions to health-regeants Ribble seems to have a potion for just about everything (and not all of them are magical). Ribble has the reputation for being the nicest person in town.
* The Foundry: The Brightsteels are reknowned as master smiths. They came to Scott's Bluff about 2 centuries ago and set up shop. The qualify of thier work and the fairness of thier prices quickly put all of thier competition out of business. They command a great deal of respect and awe in the community as both wealthy merchants and for the obvious signs of dragon's blood the runs in the family.
* Town Hall: The town's only 4-story building. All matters of governance are handled here. Basement levels contain the town's jail and vault. Ground level contains the police garrison and advocate's offices. The second story is given to the courtrooms and Mayor's offices. The third floor houses the mayor's family while the 4th floor contains a great domed glass roof and is often used for town meetings, weddings, social functions, and matters of state for which the mayor's offices prove too small.
* Marten's Manse: A three-story dilapidated mansion that was once quite fine. It is in a state of rot and disrepair. The last of the Marten family still resides there amongst the ruins of thier former glory. The Manse is rumored to be haunted and strange lights and fogs can be seen within the grounds at night.
 
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Arvad Half-Elf Rogue/Fighter

"I suggest we make our way to the town hall first and divest ourselves of the prisoners first and inquire after the Thracian lord."
 

Treasure distribution

OOC: Arvad would suggest we split the coin evenly at 40gp each, take a weapon or two if you want (he wouldn't mind adding a weirwood spear to his collection) and sell the rest of the weapons and armor keeping the profits in party treasure for expenses. The ioun stone could of course benefit anyone. Arvad would like to have it for the bonus to search when trapfinding, but won't complain if someone else wants it. Other suggestions or requests?
 

Mardin nods, "Yes, we should get rid of the prisoners. There is no reason to drag them around town. We should then relieve ourselves of some of this excess weight, though, before we ask about the lord."

ooc: Mardin is okay with splitting the gold in such a manner and selling all the weapons and armor (he doesn't care to use any of it), but he would first like to go to the Foundry to meet the Brightsteels and ask them about the weapons. Weirwood and obsidian are interesting materials.
 

The Brightsteel Foundry:
Mardin and whomever wants to accompany him make their way up the long, steep road that winds itself about the base of Scott's Bluff. The crowds give him odd looks... apparantly, Dwarves are not a common sight around here. Mardin soon has a gaggle of children following him around and whispering amongst themselves. One of them musters her courage and runs forward. "Excuse me ser, me and my friends were wondering... is it true? Is it true that you dwarves eat rocks and :):):):):):) diamonds?" She covers her mouth and turns beet red. Aside from that bout of childish ignorance, nothing else of note happens on the way to the Foundry.

Located in the town's trade district, the foundry is instantly recognizable by the smell of ores smelting and ringing of hammers on metal. The smelters and anvils are laid out in a semi-circle under tin rooves and arranged around a large central furnace. The furnace is inlaid with runes and arcane sigils and the fire that burns there large and bluish gold. Upon closer inspection you note that nothing seems to be burning.

There is a stand set up outside the foundry with weapons, armors, and other assorted ironwork laid out for viewing. A pair of burly guards in immaculate bronze armor and razor sharp halbards polished to a mirror finish keep a watchful eye on things while a very tall man dressed all in blue & black, with long silver hair and solid silver irises converses with the patrons browsing the selection. You note that his ears are long, lobeless, and studded with sapphires. Spying Mardin he strides over and says "What do you think you're doing here? I already told Lord Harlowe that the Brightsteel family is unwilling to release our monopoly here. I do not know and I do not care what special offer you have for us. If you have trade goods to sell you can go outside the city or see if Havelocke wants to buy them." He gestures to a nearby hobgoblin distastefully (there seem to be a lot of these around, maybe 15% of the population here). "Just ask any of them and they'll take you to him."


The Town Hall:
Sifting your way through the crowds, you tow your two prisoners up the main thoroughfare which, handily, dead-ends at the town hall. The Hall is a massive structure that stands head and shoulders above the buildings around it. Speaking with one of the several constables answering questions in front of it you are directed to the second floor where a judges assistant will supposedly assay your prisoners.

After being forced to wait 1/2 an hour due to a meeting, you are approched by the assistant who begins questioning you about who you are and what you're doing with prisoners. Midway through the conversation a white-haired man in a violet & gold suit stops to listen. At the conclusion of your story he says, "Well, seeing as how thier robbery failed and as thier friends are dead, I don't see any real need to punish them. If they ARE Ghost Bears, then by thier heathen laws they owe you a year of intentured servitude." Without waiting for a reply, the man moves on down the hall and begins talking headedly with fat man with walrus mustache. A bored looking dwarf in dusty leathers leans against the wall listening to thier converstation (something about trading rights within the city and implications of racketeering). It would seem that the man in violet & gold is the mayor and everyone wants a piece of he ear as he makes his way downstairs attempting to make it out the doors and into the street.


OOC: I'm just trying to keep things moving. Feel free to do what you like, I'd just rather run two scenes at once rather than run one now and another later on.
 

Threendle Goodhaven : Male Human Conjurer 7

Deciding that Marcus seemed to have things well in hand as far as the prisoners were concerned, he tagged along with the group heading for the foundry. He enjoyed the trek through the city. He noted what had changed and what had not. Once at the foundry he observed the exchange between Mardin and the other. Then he turns to the mentioned hobgoblin.

"Excuse me sir? We have some items that we wish to sell. Could you point us to Havelocke?"
 

Lobo Lurker said:
One of them musters her courage and runs forward. "Excuse me ser, me and my friends were wondering... is it true? Is it true that you dwarves eat rocks and :):):):):):) diamonds?" She covers her mouth and turns beet red. Aside from that bout of childish ignorance, nothing else of note happens on the way to the Foundry.
Surprised by the sudden influx of children, Mardin is taken aback, "Um, no, we eat, uh, food." Still unsettled, he presses on.
Spying Mardin he strides over and says "What do you think you're doing here? I already told Lord Harlowe that the Brightsteel family is unwilling to release our monopoly here. I do not know and I do not care what special offer you have for us. If you have trade goods to sell you can go outside the city or see if Havelocke wants to buy them." He gestures to a nearby hobgoblin distastefully (there seem to be a lot of these around, maybe 15% of the population here). "Just ask any of them and they'll take you to him."
"Excuse me, Threendle, if you could wait a moment before going." Mardin stands tall(er) and looks straight at the tall gentleman. "Pardon, but I am not here for a monopoly. It is true that I am a smith and that your business has hurt my family's, but my family is still profitable. I am not here to discuss business, though, but to meet you and to seek your expertise. My name is Mardin." He holds out a hand in greeting, "My companions and I have come across some weapons I was hoping you could tell me about. They are made of obsidian, which is not a common stone to work with."
 

The hobgoblin, rust skinned, yellow-eyed, stooped, and dressed in a charcoal-colored robe nods and pulls out a flyer. On the flyer is a map of the town. With a piece of coal, the hobgoblin marks an X on the map and points to the Foundry. He then hands your map. Upon examining it you see that it'll be fairly straightforward to get to. The hobgoblin goes back to leaning against his staff... which you now note looks a bit like a very long piece of charcoal. It would seem that he is here for the express purpose of handing out flyers like the one he gave you.
 
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