The Adventurer's Guild

Mallick looks for a group of workers or farmers taking a break and talking about what's happening around town. He ambles up and makes some inquiries about the symbol on the dagger and if anyone has exhibited unusual behavior. Also, if there have been any new comers in town and if they've ever heard of the cult of Zehir.
 

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Sledge and Nicodemus get mostly blank looks when asking townsfolk about any cults in the area. One or two of the older women react in abject horror at even the mention of such a thing. Most of the villagers worship Pelor, and there is a small chapel dedicated to him in the town center. The Healer you met earlier is in charge of the chapel.

Word has gotten around already about your intentions of climbing the mountain, and the villagers can't help but offer warnings. Morningfall Summit (as the mountain is named) is a dangerous place, and locals never travel there.



Mallick learns much of the same, but in speaking with the farmers, they confirm that Elkridge rarely gets any visitors, and you are the first group of "outsiders" in a long time to come here. There is a neighboring town some miles away to the southeast, another small farming community called Hampstead. Slightly larger and older than Elkridge ("They have cobblestone roads!" one envious villager remarks), but still a relatively small city.

The only folks that come from there are a handful of well-known and long-established merchants. They are far enough away that they seem to have been spared from any drake attacks.

One of the farmers does mention that the monthly visit from one of the regular merchants of Hampstead is late by a day or two. Probably nothing to worry about, but when he gets here, he might be a source of further info.

Malick also learns that there is an old rumor about that peak - that it is inhabited by ancient spirits that consume mountaineers.



Brocc sidles up to the bar and orders a drink for Cyril the One-Eyed, one of the village elders. That loosens his lips a bit and he begins to regale you with stories of the warlord that founded Elkridge, and various other legends. He has never heard of any cultists in the area. His conversation eventually turns to the mountain, as he knows you intend to climb it. He tells you a story that his grandfather told to him when he was a boy. Apparently, his grandfather climbed the mountain when he was young and energetic (some would say foolhardy), and only turned back when he saw dragonborn spirits. As far as Cyril knows, his grandfather is the only soul to come back from climbing the mountain, a fact which he is rather proud of. He still warns you not to go there.



Mavros eventually finds you again, and he is carrying four small packs. Each pack contains hooks, pitons, rope and a hammer for climbing. There are also some basic provisions as well. "If you need anything else, just let me know. Good luck gentlemen, and our village thanks you again!"

The base of the mountain is about 6 miles away from the village. The journey there is easy, and once at the base you can see why you needed the climbing gear. It's an almost vertical climb, and without the gear would have been impossible to ascend.

Looking up at the mountain, you notice that it doesn't really have a peak. It's more of a squared-off top. That's about all you can see from down here, though.

It's a slow and tiring climb, but not especially dangerous. You are careful to fully secure your ropes at every step, but you do move quite slowly as a result. After about four hours, you get the sense that you are about halfway there, but it is starting to get later on in the evening.

Looking down, the dizzying view is already enough to make you feel small. About 30 feet to your left, you notice a dark gash in the mountainside. Some sort of cave, probably. Mallick can see that there are scratches, scuff marks, and litter near the mouth of the cave that indicates some sort of habitation. Whether it is recent or not is too hard to tell from this distance.

GM: I can see three options for you here. So please choose one or feel free to come up with one your own. I'll wait until you reach a consensus.

  1. Investigate the cave and possibly rest until morning.
  2. Keep climbing, but speed up to try and reach the summit before nightfall.
  3. Keep climbing at normal (safe) speed, but you will likely run out of light before you get there.

Also, everyone go ahead and roll either Perception or Nature for me.
 
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The party makes its way over to the cave to investigate. The entrance is about 10 ft. wide, and the edge of the floor is covered with small bones, hair, leaves, and other bits of detritus. Mallick and Nicodemus take a look at the cave and can tell that it is inhabited. Something this far up the mountain would suggest that it would have to be a flying creature. Hawk, bat, dragon, etc.

The light is starting to fail outside, and once you get into the cave, it's quite hard for you to see. One of you lights a torch, and it illuminates a short passageway. At the edge of your vision, you can see a large pile of bones on the floor.

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GM: We are in "exploration mode" here. I rolled initiative for you: Initiatve:Brocc,Mallick,Nic,Sledge (1d20+2=18, 1d20+4=6, 1d20+6=24, 1d20+2=10)
The initiative result is:
Nicodemus
Brocc
Sledge
Mallick

Go in Initiative order, and explore. You have a full round of actions at your disposal, and if you want to move once, wait and see what you see, then move again (double-move), SPECIFY THAT in your post, and I'll try to accommodate you with an updated map, etc.

I've never done this before in play-by-post, so bear with me. And if you have suggestions send me an email.

Note: For the sake of simplicity and just to get started, I gave Nicodemus the torch. But feel free to pass it around and/or light more - do whatever you would do at the table and I'll adjust.
 

(I'd like to light another torch before going anywhere)

I then move cautiously to the right next to the wall and up to the bones. I pause to look around and also study the bones.

If I've seen nothing...I take another move forward, staying close to the right wall.
 

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