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Scott's Bluff (one-shot DnD 3.5)
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<blockquote data-quote="Lobo Lurker" data-source="post: 2664829" data-attributes="member: 25172"><p>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. </p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p><span style="color: white">[sub]<strong>OOC</strong>: You earn 200 Gold Pieces.</span></p><p><span style="color: white"><strong>OOC</strong>: 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.</span></p><p><span style="color: white">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.[/sub]</span></p><p></p><p>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 <em>Boatswain </em>or the <em>Town Hall</em>.</p><p></p><p><strong><u>Principal Locations</u></strong>: </p><p>Assume that you gleaned the information below from speaking with the other caravan travelers or from Threednle.</p><p> * <u>The Randy Boatswain</u>: 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. </p><p>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.</p><p> * <u>Havelock's Emporium & Supply</u>: 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 (<em>a set of two massive 2-story warehouses</em>). Everyone who works here is a hobgoblin and the townsfolk tolerate them as they have done no wrong and they don't bother anyone.</p><p> * <u>Ribble's Glassworks & Potions</u>: 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 (<em>and not all of them are magical</em>). Ribble has the reputation for being the nicest person in town.</p><p> * <u>The Foundry</u>: 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.</p><p> * <u>Town Hall</u>: 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.</p><p> * <u>Marten's Manse</u>: 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.</p></blockquote><p></p>
[QUOTE="Lobo Lurker, post: 2664829, member: 25172"] 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. [color=white][sub][b]OOC[/b]: You earn 200 Gold Pieces. [b]OOC[/b]: 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.[/sub][/color] 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 [I]Boatswain [/I]or the [I]Town Hall[/I]. [b][u]Principal Locations[/u][/b]: Assume that you gleaned the information below from speaking with the other caravan travelers or from Threednle. * [u]The Randy Boatswain[/u]: 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. * [u]Havelock's Emporium & Supply[/u]: 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 ([I]a set of two massive 2-story warehouses[/I]). Everyone who works here is a hobgoblin and the townsfolk tolerate them as they have done no wrong and they don't bother anyone. * [u]Ribble's Glassworks & Potions[/u]: 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 ([I]and not all of them are magical[/I]). Ribble has the reputation for being the nicest person in town. * [u]The Foundry[/u]: 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. * [u]Town Hall[/u]: 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. * [u]Marten's Manse[/u]: 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. [/QUOTE]
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