The First Game will begin with characters already placed at an inn along the Weeping Way. I will describe something like the following:
You hear a blood curdling scream that begins from a distance (say about 100') South of the Inn and comes closer quite rapidly. It is a woman screaming in shear terror and within a mere second or two the scream is just about at the back wall. The scream ends with a solid thud against the back wall of the inn. The whole building vibrates from the impact and a tricke of dust falls from the ceiling. There is a pause and all is silent, for just a moment, you could just about hear a pin drop. Then a second (softer) thud is heard from outside, as if something has just struck the ground near the initial impact.
Roll Initiative...
(Characters will get the following information in between rounds.)
Max - 1 (Max is a Waggamaeph - a small furry creature in development - and he is a Bard)
The Fog of War is exceptionally intense at the moment, because Max has never faced a real battle before. Oh he’s probably trained for it, and he might have had a tussle or two that involved bruises and scrapes, but from the very first scream he could feel in his bones that the stakes here are higher than he has ever faced before. For a moment or two he was completely disoriented. A will save at a DC of 15 on this next round will help him get his bearings and remember who he is and what he is doing.
Max - 2
Max is located at a lodge along the Weeping Way just North of the Shire. He was singing at the Inn for the entertainment of a couple guests before the scream interrupted his song.
Max - 3
Max is travelling along the Weeping Way, because the funny furless travellers will often feed him when he sings and stuff. They sometimes give him shiny stuff, but he doesn’t remember what he did with those things. It’s possible that Mum takes care of that.
Max - 4
If Max thinks real hard, he can remember that another Waggamaeph named Jitter-Mug taught him to sing, but he cannot remember where that was or how long he has been doing it. Max knows the Inn-keeper, having been allowed to stay and sing there on a number of occasions. The Inn-Keeper is a little bit gruff, but his wife has been especially nice to Max. She does sometimes want to pet him like was a cat, but humans are funny that way.
Max - 5
Max grew up in the Meadows just to the North of the Elven Glades and Kelglennen Meadow. He is VERY familiar with elves and with Gnomes. He has never ventured far to the East, because the forest becomes dangerous there. He hasn’t ventured far up to the North, because a rival gang of Hill Maephs lives up there and trips that way always end up with a fight. Sometimes they all party before they fight, but eventually it turns to a fight. No-one has ever been seriously hurt in such tuffles though and there are no hard feelings, because no-one can really remember what the fight was about an Maeph grudges last about a minute anyway, two if someone is feeling really vengeful. Max has seen Pflorendritter from a distance, but he has never been there, and he has never before ventured further South than Mountains near Pig-Mutton Marsh. Max and Mum were looking to visit the shire, because Hobbits seem like fun. They had no idea there was any danger about.
Mum - 1 (Mum is a second Waggamaeph, the twin of Max, and he is a Rogue)
The Fog of War is exceptionally intense at the moment, because Mum has never faced a real battle before. Oh he’s probably trained for it, and he might have had a tussle or two that involved bruises and scrapes, but from the very first scream he could feel in his bones that the stakes here are higher than he has ever faced before. For a moment or two he was completely disoriented. A will save at a DC of 15 on this next round will help him get his bearings and remember who he is and what he is doing.
Mum - 2
Mum is located at a lodge along the Weeping Way just North of the Shire. His brother Max was singing for their supper when the scream was first heard.
Max - 3
Mum is travelling along the Weeping Way, because the funny furless travellers will often feed him when Max sings and stuff. Mum sees lots of opportunities to steal shiny stuff when Max is singing, but he can’t remember what he did with the last one. Usually, the tall furless folks feed both of them, and Mum forgets to keep anything of value. It isn’t clear what “value” means anyway, so who cares.
Mum - 4
If Mum thinks real hard, he can remember that he has always been good at sneaking and stealth. While Max was always the center of attention, Mum has been able to take advantage of being ignored. He used to be able to grab food while people were distracted, but one day a hobbit had advised him to make a career out of stealing. The hobbit said there was real opportunity if Mum would just dedicate himself properly to the craft of thieving. Mum still doesn’t know what is to be gained from stealing, but the whole thing does sound real cool, and if he could just find that hobbit, maybe he could learn the rest of the plan.
Mum - 5
Mum knows there is a thieves guild to the South. He is pretty sure that he can find it if he just gets to the shire. He may or not want to join, but at least he can show the Hobbit a thing or two if they get there. Either way, he is certain that the pie will be VERY good in the Shire.
Coltivatore - 1 (Calviatore is a Human Druid)
The Fog of War is exceptionally intense at the moment, because Coltivatore has never faced a real battle before. Oh he’s probably trained for it, and he might have had a tussle or two that involved bruises and scrapes, but from the very first scream he could feel in his bones that the stakes here are higher than he has ever faced before. For a moment or two he was completely disoriented. A will save at a DC of 15 on this next round will help him get his bearings and remember who he is and what he is doing.
Coltivatore - 2
Coltivatore is located at a lodge along the Weeping Way just North of the Shire. He and his travelling companion had sat down for dinner when a humanoid furball jumped up on the table and began making a funny warbling sounds. He remembers hearing the Innkeeper say that his wife was out picking strawberries with their children a little South of the Inn.
Coltivatore - 3
Coltivatore is travelling along the Weeping Way in the hopes of reaching the Elven Glades. Foresty magic isn’t his normal fare, but he thought he’d pick up a thing or two about nature from another source.
Coltivatore - 4
Coltivatore and his friend decided to leave a ship in the port of Gnagen, because they suspected the Captain was shorting the crew on their share of profits. They have enough money to last them a little while, so Coltivatore opted for the short trip inland. No serious violence has occurred along the Weeping Way in a very long time, so this trip should have been safe.
Coltivatore - 5
Coltivatore has been given a name, Cabileri Slomcoe, who is head of the dock workers union in Pflorendritter. If he gives Cabileri an envelope from a shady character named Dlogart, then he has been promised Cabileri will reward him with aid getting a job aboard a new ship. This was one of the advantages of the trip inland. The prospects for a decent deal aboard a new ship will be much better in Pflorendritter.
Fackel - 1 (Faekel is a Sea Elf, not the usual kind, a shipgoing variant under development). He is also a Rogue and an Evoker.
The Fog of War is exceptionally intense at the moment, because Fackel has never faced a real battle before. Oh he’s probably trained for it, and he might have had a tussle or two that involved bruises and scrapes, but from the very first scream he could feel in his bones that the stakes here are higher than he has ever faced before. For a moment or two he was completely disoriented. A will save at a DC of 15 on this next round will help him get his bearings and remember who he is and what he is doing.
Fackel - 2
Fackel is located at a lodge along the Weeping Way just North of the Shire. He and his travelling companion had sat down for dinner when a humanoid furball jumped up on the table and began making a annoying sounds. The food is expected to suck anyway, so who gives a damn. Fackel has been a little sick since they first headed into the interior a couple days ago, and this new development is just the latest in what is sure to be a really miserable trip. LIFE SUCKS!
Fackel - 3
Fackel is travelling along the Weeping Way because his companion wants to visit the Elven Glades. It’s a hair brained idea, but it’s at least possible they can continue on to Pflorendritter where the prospects for a good deal on a new ship are better than they would be in Gnagen.
Fackel - 4
Fackel and his friend decided to leave a ship in the port of Gnagen, because they suspected the Captain was shorting the crew on their share of profits. They have enough money to last them a little while, so Coltivatore opted for the short trip inland. Fackel is not enjoying the trip and he vaguely remembers hearing something in port about possible trouble along the road. Everyone present had laughed at the source, a Half Orc named Crummeldrin Fearscnard. All the other locals had said the Weaping Way is a safe route and raiding parties have been very rare.
Fackel - 5
Fackel knows a couple people who have sailed with the local Golden Elves. He remembers a story about a shipment of masterwork swords purchased from Gnagen and sold to a small party off the Southwestern shore of the island, near lands controlled by monsters. It isn’t really clear who made the shipment, nor does any of the scuttlebutt include information about the people or creatures that took the shipment. It’s just one of the stories that has been making the rounds among the elves.
Krunkh - 1 (Kunk is a Bugbear Barbarian and a Mercenary)
The Fog of War is exceptionally intense at the moment, because Krunkh has never faced a real battle before. Oh he’s probably trained for it, and he has definitely had a tussle or two that involved bruises and scrapes, but from the very first scream he could feel in his bones that the stakes here are higher than he has ever faced before. For a moment or two he was completely disoriented. A will save at a DC of 15 on this next round will help him get his bearings and remember who he is and what he is doing.
Krunkh - 2
Krunkh is located at a lodge along the Weeping Way just North of the Shire. He and his travelling companion have just arrived and they are speaking with the Captain of the local outpost while the man’s troops put away their horses. The Captain was giving them a rundown on the local setting, and explaining that his troops are very green. The Captain isn’t too worroed about it though. He has just explained that he is on good terms with the local orc warlord to the South, and he would be VERY surprised if any raiding parties made excursions into this area.
Krunkh - 3
Krunkh is travelling along the Weeping Way because he was hired by one of Lord Klanen’s emissaries to look for evidence of the slave trade coming down the road from Pflorendritter. He and his companion are supposed to meet an elf named Kverendil Sidrelare at this Inn. Kverendil will serve as the leader of their expedition.
Krunkh - 4
Krunkh has been told that he should not expect to find any slaves South of the Elven Glades and the Gnome territories, but that he can expect to find evidence of some slaves North of that location. Most of this is up to the Elf, of course, but Krunkh and his companion are there for muscle. The Elf will be asking dangerous questions and some may object, so a little weight was thought to be useful. That Krunkh is a monster type feared in the region was thought to be a good thing since will intimidate. The Elf was also hoping, you are told, that connections fro the Monster regions to the South might seek you out. If slaves are being sold into the wasteland mountains, they want to know.
Krunkh - 5
Krunkh was raised in a village of goblins and Bugbears on the Northeastern side of the wasteland mountains SInce the local warchief often co-operated with the nearby garrison to keep the peace, Krunk had a chance to meet humans and others. He is familiar with the ways of gentle folk (the races from the PHB), and has had the chance to learn how to behave in their company. Whether he actually learned this or not is up to you. Krunk has been given a stipend of 5 gold pieces and promised 25 gold pieces at the end of a mission expected to last 2-3 months. Relkar has a [ass to get them in any Inn along the Weeping way.
Krunkh is also aware of the fact that every Garrison of troops along the Weeping Way is furnished with some magic appropriate to combat with the sorts of creatures found to the South. He was warned of this in his youth; it’s one of the ways village leadership tried to curb raiding by the young and reckless.
Relkar - 1 Relkar is a Human Were-Sylvan (i.e. a natural were leopard, no lycanthropy). He is also a Barbarian and a Mercenary.
The Fog of War is exceptionally intense at the moment, because Relkar has never faced a real battle before. Oh he’s probably trained for it, and he has definitely had a tussle or two that involved bruises and scrapes, but from the very first scream he could feel in his bones that the stakes here are higher than he has ever faced before. For a moment or two he was completely disoriented. A will save at a DC of 15 on this next round will help him get his bearings and remember who he is and what he is doing.
Relkar - 2
Relkar is located at a lodge along the Weeping Way just North of the Shire. He and his travelling companion have just arrived. While Krunk has been talking to the Captain, Relkar has just concluded a conversation with the Inn-Keeper. The Inn-keeper is a little worried because his wife and children are late back from picking strawberries. The ventured South which isn’t normally that dangerous, but since they aren’t yet home and it’s dusk, there is some cause for concern. The Inn-Keeper has just walked back into his inn, and Relkar has rejoined the conversation with the Captain who is is apparently saying that the area is quite safe.
Relkar - 3
Relkar is travelling along the Weeping Way because he was hired by one of Lord Klanen’s emissaries to look for evidence of the slave trade coming down the road from Pflorendritter. He and his companion are supposed to meet an elf named Kverendil Sidrelare at this Inn. Kverendil will serve as the leader of their expedition.
Relkar - 4
Relkar has been told that he should not expect to find any slaves South of the Elven Glades and the Gnome territories, but that he can expect to find evidence of some slaves North of that location. Most of this is up to the Elf, of course, but Relkar and his companion are there for muscle. Relkar has been told that he is to be second in command, and that they are also to be on the look out for a man named Shendtu. Shendtu is a n’er-do-well who wonders the Weeping Way in search of profit. If Slaves are being traded on the Weeping Way, he will most likely have some connection. Even if this is not the case, it would be well to know what he is up to. You have been told that the elf will know of this business, but it has not been shared with Krunkh. Whether or not you choose to tell him that is your business.
Relkar - 5
Relkar is not from this region at all. he arrived by boat from Africa. Yes, he is African (he is a Leopard, after all), but he has always had extensive contact with Uritopean characters. He was originally hired to sail from the African Colonies to Kaenesdovl as part of an ivory trading expedition. As a Leopardskin Chief was First Mate on of the ship on which you sailed, things were tense. The man wore a skin from one of your kind on his shoulders and he had a penchant for legalism. The two of you did not get along, so it was agreed that your services were no longer needed when you disembarked in Gnagen. Since then, this is your first mission working as a mercenary on the Island of Kaenesdovl.
Relkar has been given a stipend of 10 gold pieces and a pass which grants him and up to 5 companions room and board at any Inn along the Weeping Way. Lord Klanen will pay the expenses for this stay. Relkar has been promised 25 gold pieces at the conclusion of this mission which is expected to last 2-3 months.