The Reconquista OOC


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Latalya and Fenrin arrived in Fitela, when the fighting had already begun. It was threatened to be overrun by the orcish horde by then. There was no trace of Fenrin's family, their farmhouse had already been burned down. In the following battle, Fenrin died, and eventually only a dozen warriors remained...

After Morley put the arrow through the bugbear's eye, Latalya acknowledged the farmboy's marksmanship with a simple compliment. “Good shot, boy. Couldn't have done it better.”

In the aftermath, once the survivors had distanced themselves from the orcs far enough, Latalya had recalled seeing a familiar face among them. Every now and then, she would glance over to Mavic, trying to remember, where she had seen this face before, but did not say anything about that yet.

Bye
Thanee

P.S. Oh, and Hypersmurf's suggestion above does sound good as well. :D
 



Hypersmurf's idea works for me as well. I shall put Morley up in the RG now. I still need to select default spells and a couple minor items. Sorry for the delay, due to bad weather and bad airlines it too me 13 hours to get from New York to Memphis.
 

After this initial outing, Anastasia is definitely buying better armor. No silly Bugbear should be able to crumple it up. Also, a better sword is in order. Mayaheine, grant my prayer. Or something.
 

Below is my version of the ending of the 1st synopsis.

[sblock]The Baron for reasons unknown to George had been sent by boat to deliver a message to the Mayor of "Fitela”. As George had delivered the message both he and the mayor determined that the town needed to be evacuated. George headed down river and was able to convince several boat owners to rescue the beleaguered towns people. George than proceeded up river in the last & slowest boat. The faster boats had arrived and were filled with refugees. On the faster boats retreat down river, the boat master figured he did not need to proceed. George convinced the boat master to keep going. Despite hearing the jeers of the orcs, as they grew closer, George continued to persuade the boat master to keep going up river. The crew saw nothing, but sound traveling over the water did create many a frightened crew. George arrived soon after the death of the bugbear, and landed at the location the group of adventures/soldiers had been walking. George convinced the party that he was the last boat and than assisted in getting the wounded aboard as well as all the other walking people/humanoids. The boat was extremely overloaded, but it still floated. Luckily they where headed downstream. Morley’s story was all anyone can talk about. The boat traveled even slower so there was much time to rehash Morley’s shot.

George did find Morley and shook his hand in congratulations. George introduced himself and told Morley, that without his shooting skills, George’s efforts to gather these boats and help everyone retreat would be for naught. George soon convinced many there that even though he had missed the arrow’s flight, George was a key participant (through his gathering of a fleet), in the duel. Some started to say George and Morley planned this out together to demoralize the Orcian Army.[/sblock]
 


Second Adventure Synopsis

Here is the second adventure synopsis. I want to move this ahead a bit faster and get to the IC role-playing quicker, so I'm going to try posting small synopses every other day (yeah, I know, I said this one would be shorter.)

How does that sound? I don't want us to loose too much momentum. As a newcomer to this sort of thing, is loss of momentum often a problem?


[SBLOCK]About two weeks after the defense of Fitela you find yourself at Godakin Keep (see regional map in post (#223 ), on the border between Sterich and Keoland. You could have spent the time in many different ways: recovering from the wounds sustained in battle, protecting the fleeing refugees from Fitela, gathering information about enemy troop movements, trying to rejoin the main body of the Sterich army, attempting to protect your home, etc.
Whatever you choose, you end up at Godakin. It is the lynchpin which secures the defense of the entire region, as it sits on the confluence of the Javan and Davish rivers, controlling water access to both Sterich and Geoff. In addition to providing an inroad into both of these countries, the Javan River also forms the natural western border of Keoland, and is vital to that realm’s defense. If any serious bid is to be made to retake the lost territories, Godakin must stand.
Since your defense of the villagers the war in Sterich has only gotten worse. The giant and humanoid armies have advanced much faster than expected, pushing Earl Querchard to declare a general evacuation of all of Sterich. He was convinced that this was the only viable option by the loss of Morrard, a small keep 45 miles northwest of Istivin. The lord of that manor believed that he could withstand a siege. The giants, however, were not interested in anything of the sort. With heart-wrenching ease they scaled the walls of the keep with simple grappling hooks, while orc shamans on a nearby hillside chanted foul spells of protection. In the end, the keep was burnt to the ground, although one survivor was allowed to flee the devastation in order to give account of what had occurred. The Earl feared that the giants would have similar success in Istivin, and withdrew.
Now the Earl’s court is traveling as fast as it can down the King’s Highway towards Flen. The regular army is being used to defend the fleeing population, while the Sterich cavalry, under the command of Marshall Karri Velthundle launches hit-and-run attacks against the pursuing armies’ flanks and rear.
Upon first arriving in Godakin Keep you undergo intense scrutiny by its defenders. Refugees have been pouring over the border from Sterich for weeks, setting up makeshift camps in the shadow of the castle. All crave the defense of the keep’s strong walls, yet few can fit inside. Eventually someone who knows one of you vouches for you and you are allowed to enter.
Within the keep you find everything in an uproar. In addition to the refugees, volunteers from all over Keoland have been pouring into this part of the country, offering their swords in the defense of their neighbors. Sadly, the local baron is not the best at managing large groups of people, and many are beginning to get tired of just sitting around, waiting for orders.
Eventually you decide to take surveys of the local warriors, dividing them up by experience and specialty. Knowing that there is a large lack of good intelligence you organize and lead small scouting parties into enemy-controlled territory, and also make contact with small groups of sympathetic demi-humans and creatures who are willing to be of assistance.
Back at Godakin you start suspecting that the seneschal of the baron is more than he seems. After carefully monitoring his movements for a few weeks and using divination magic, you discover that he is secretly passing messages to a foreign power. Unable to get definite proof of this, and worried that the baron would not believe you (or worse, might be a co-conspirator) you follow the seneschal’s messages which eventually lead you to a seemingly abandoned house in a nearby boggy forest. Infiltrating the house you discover that it in fact houses a cell of agents working for the Despot Turrosh Mak, new lord of the Pomarj.
You eventually clear out this cell, discovering that the Pomarj had formed an alliance with King Galmoor of the giants, in addition to a quite nasty tribe of local goblins. The Pomarj agents were planning on taking and holding Keep Godakin from the inside, thereby cutting Sterich and Geoff from any outside assistance. In return, Galmoor was to promise certain mineral rights in the Jotens and Crystalmist mountains.
Armed with this evidence you return to the Keep, confronting the seneschal with his treachery in front of the assembled court (but not before a big battle erupts between you and those loyal to the overlord of the Pomarj.[/SBLOCK]
I've also copied the synopses to the end of the first post on this thread as a reference.
 
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Here's a thought: Should we start the IC game, and finish these intro synopses at the same time? As I stated I don't want to drag out the intros for too long, especially if it's something that people aren't really that into. I just thought they might add some sound RP foundations.
 

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