DM Rambler |
The flyer promised "High wages for a short journey and investigation. Small risk expected."
It seemed worth checking out, a little other paying work seemed available in Silverhall for people with particular skill sets.
At the building specified in the notice, a representative of "Fine Woodwork of Shimmermere", Arak Sonthir, explained that an expected darkwood shipment was overdue from the village of Holver's Ferry. An agent had been sent to the village, but he was later found in the wilderness by company guards. He was suffering from some form of violent madness, and was killed by the guards as they defended themselves from his attacks.
Sonthir offered you 800 gold each to travel to Holver's Ferry and attempt to recover the darkwood shipment and discover what has delayed it (and possibly what happened to the agent). Additionally, a pack mule and sufficient trail rations for a return journey were made available.
A trip from Silverhall to Holver's Ferry takes about 4 or 5 days of walking through relatively safe Brevan countryside.
Does anybody have anything further to ask/do in town? Assuming you all take the job, there is plenty of time for you to reveal as much as you like about yourselves on the trek.
Bardos |
A thin man of above-average height stands before the newly gathered party. He has longish black hair and piercing blue eyes. He stands tall and adjusts his goggles. He wears blue clothing, topped with an armoured coat. A dagger and morningstar are at his belt.
"Well met to you all! I am Bardos of the River Kingdoms, Daggerfall to be precise. Adventure has been a bit scarce for me of late, so I must say I jumped at the chance for a reasonable amount of gold. It's a bit difficult to explain what exactly I do, but I will do my best.
"It really depends on who I have met with in the morning. I ran into a most interesting gentleman in the practice yard this morning, and he showed me how to better fight in battle. While I am aware this trek is said to be 'relatively safe', he warned me otherwise.
"But enough about me, how about the rest of you?"
Haer Kul |
This is precisely what Haer Kul enjoys. A little challenge for the gray cells, no? (taps his temple)
As it happens, I am unencumbered by obligations, and can leave at a moment's notice.
Guys, I'll be on the road for a big chunk of time today, so I will probably not check in again till late tonight
Haer Kul |
A small figure stands before you, wearing his explorer's outfit like a fine suit. It is immaculate and apprears to be wrinkle-free. He is sporting a fine Homburg-style hat. Above hhis precisely waxed moustache, the tip of his pink nose is visible, supporting pince nez glasses.
He stands straight and respectively, looking at all of you thoughtfully. He is not overly burdened with equipment.
Morgrom Hellblade |
Standing before you is a scarred, grey-skinned, bulky Half-orc with piercing, blood red eyes. There is a greatsword strapped across his back and a dagger at his belt. He rolls his shoulders backwards as if getting ready to fight, causing his scale mail to clatter. His gear looks like it has seen a fight or two, with dents and scratches covering the surface.
I, Morgrom Hellblade, don't want chit chat. pounds his right fist to his chest We bein' paid ta find out whats happind on some ferry. I gots all the gear I needs.
He snears down at the apparently weaponless gnome.
Petronicus Alazario |
Petronicus is a late-middle aged man who appears to be dressed more for a night at the theatre than for an excursion of this magnitude. His golden hair is swept up in a complexly managed style that seems neither practical nor particularly current or fashionable. His cheeks are far too rosy to be natural and his moderately corpulent figure bulges against his sweat-stained waistcoat. He leaves a lingering smell of perfume in his wake.
His waxed moustache wiggles in a distracting manner as he addresses the group with an accent of dubious origin.
"Noble companions I am so looking forward to this vigorous journey of adventure. My role as an archiviste and antiquarian detaché of the esteemed Blakros Museum has led me to seek out the secrets of these lands. To my deep shame I have found myself in a temporary state of embarrassment and require this meagre reward to sustain myself lest I waste away any further. I am pleased to see myself surrounded by men of wild worldliness, animal cunning and robust musculature such that..."
Petronicus shrieks as an enormous centipede bursts from the edge of the woods and runs up his leg. "Scuttles, you nearly gave me the vapours with your damnable behaviour! Put yourself away at once before one of my companions makes a final end to you and your creeping about the verge!"
As the centipede settles into his open backpack, Petronicus rolls up his sleeves and brandishes his walking stick. "Shall we begin this journey my rugged friends?"
Thorthal Runecloak |
Thorthal is a bit on the short side... for a dwarf. He has chestnut hair with a full beard, both trimmed to a short length, and hazel eyes. He wears dark green clothing, accented with some dark brown. He wears a cloak on his back, embroidered in golden runes, though the workmanship on the embroidery is rather amateur. Most of his clothing is noticeably patched up, sewn back together with sometimes off colour threads. He has a light steel shield on his back, covering his backpack and crossbow, and a small hilted blade, sheathed and attached to the belt on both hips.
"Ay, we should set oot. I think the Orc mebbe owercompensatin for somethin with that big weapon. Ought tae find somethin for him tae swing it at afore he turns it at us."
If that was too difficult to read, I can tone the attempt at an accent back a bit, or off if it bothers anyone.
DM Rambler |
Sonthir interjects "Oh no! Hopefully this will be a simple travel and retrieve mission. Perhaps with a small investigation. Bandit attacks rarely occur on the other side of the Crag River."
He eyes the gnome. "I'm sure the Viscount will be particularly pleased with your assistance in this matter. Although I hope we needn't worry about a recurrence of the incident in Restov."
"Five able volunteers so far. What about the rest of you?"
As he looks about the room, a dwarf with a notched greataxe scowls and heads for the door.
"Nobody seems to appreciate a good dwarven fighter anymore"
A human with a crossbow slung over his back mumbles something inaudible, but stays in the room.
An extremely odd-looking.... human(?)... fellow of indeterminate race carrying a large sack also declines.
"Doesn't sound like a job for me."
He pauses at the door.
"I don't suppose I could interest any of you fellows in something special for your lady friends?"
He reaches into his sack and waggles his beetle-brows suggestively.
Sonthir clears his throat to regain control of the situation.
"If there are no further questions, perhaps we can proceed to the temple of Abadar to sign the contracts?"
He looks around expectantly.
DM Rambler |
DM Rambler |
Sonthir waves aside Thorthal's question.
"Oh, I'm quit sure it's entirely unconnected, and certainly not the fault of this distinguished gentleman. Merely the matter of a string of unfortunate deaths at an isolated estate. Who knows how many deaths there may have been had he not intervened."
Haer Kul |
Haer Kul glances at each person as they speak.
The comments of the half-orc trigger a faint fleeting smile, but the gnome's gaze lingers on the tall black-haired man with the compelling eyes, and even longer on the well-dressed older gentleman.
The gnome shows a momentary curiousity in the odd-looking gentleman, perhaps contemplating the wares, before dismissing him like the other decliner.
Haer Kul attempts to divine the motivations of each adventurer while they are speaking: do they seem to be hiding anything? do any of them have a devious or sly air, or are they pretty much what they appear? What aspect of this inspires their interest: money, battle, curiosity, or something else? Should I be wary of this person?
On Thorthal: Sense Motive: 1d20 + 0 ⇒ (8) + 0 = 8
On Morgrom: Sense Motive: 1d20 + 0 ⇒ (20) + 0 = 20
On "beetle brows" (with inspiration): Sense Motive with Inspiration: 1d20 + 0 + 1d6 ⇒ (19) + 0 + (5) = 24
On Bardos: Sense Motive: 1d20 + 0 ⇒ (19) + 0 = 19
On Petronicus: Sense Motive with Inspiration: 1d20 + 0 + 1d6 ⇒ (5) + 0 + (4) = 9
Haer Kul |
Haer Kul's brows knit together at the mention of Restov, trying to remember anything he might have heard of the incident.
At the same time he does a Sense Motive: 1d20 + 0 + 1d6 ⇒ (1) + 0 + (4) = 5 check to evaluate Arak Sonthir's demeanor: is he hiding something? is he setting us up? is he the type to honour his side of a bargain?.
Finally, a Knowledge(local) with Inspiration: 1d20 + 6 + 1d6 ⇒ (7) + 6 + (2) = 15 check to see what I know about Arak Sonthir and this viscount.
Haer Kul |
Should we know which distinguished gentleman Sonthir is referring too? If so, I missed it. If not:
"To which distinguished gentleman do you refer, yourself or another?"
By the way, I have used 3 of my 5 uses of inspiration for the day on the Sense Motive checks.
DM Rambler |
You suspect the half-orc is typically violent, though he may be less brutish than his kin.
The strange gentleman's lascivious nature is plain to see, and he may be slightly crazed. It is probably for the best that he appears to be leaving.
Bardos appears unusually eager to please, and perhaps wishes to be seen as leading this expedition. However, his pupils are slightly dilated, and he may be under the influence of something, though it would be a stimulant with which you are unfamiliar.
The curator's motives escape you, though he is a fascinating study. Pedantic, urbane, possibly cowardly, yet he has replied to this advertisement. And that hideous pet of his!
Fortunately, the incident Sonthir refers to is the assistance you recently supplied to the authorities in relation to a string of suspicious deaths. You were able to find surprising things about all of the suspects, yet there was one last twist when you revealed the culprit behind it all! Feel free to go with this as you wish Fortunately, he does not seem to be referring to a more inflammatory incident which occurred at around the same time.
The representative is unreadable, but you are aware that his company is part of a much larger international organization.
You also know that Brevoy is rife with many squabbling nobles, and that it is extremely likely that at least one would have a financial interest in this business.
Sonthir addresses Haer Kul
"I apologize if I was unclear, sir. You yourself are the gentleman to whom I referred."
The strange salesman decides he is unlikely to unload his wares here and departs.
Haer Kul |
Haer Kul gives Sonthir a faintly disapproving look.
"Sir, I merely wished to have you state yourself clearly."
He turns to the rest of the group. "Mr. Sonthir is referring to a case that I, myself, recently solved as a favour to a friend. It was a matter of a death, a missing will, and too many people with something to gain. I will not bore you with the details, but suffice it to say that each person at that estate had their own secrets and could be considered suspect. It was enough to give any man the head ache."
Smoothing his moustache, Haer Kul attempts (unsuccessfuly) to look modest. "In the end, when you examined all of the clues, it became clear, and the young widower was rightfully apprehended and tried for his wife's murder. I wouldn't be surprised if his unsavoury associates were also responsible for the fire in town."
A regretful expression flits across the little gnome's face. "Ahh, the meals there were magnificent..."
DM Rambler |
"Of course you are welcome to anything you find on an enemy who attacks you, but the shipment belongs to us. And our hiring you does not protect you from any violations of the law."
"Now if you will follow me..."
Sonthir leads the 6 of you through the streets to a small, well-constructed building. The Temple of Abadar (god of civilization and commerce) is not as opulent as it would be in a larger city, but it is obvious that a fair amount has been invested in a secure structure.
A contract is brought out for you to sign, guaranteeing each of you "the equivalent of 800 pieces of gold in coinage, trade bars, or gems" upon successful completion of the investigation into the disappearance of the darkwood shipment and its cause.
Petronicus Alazario |
Petronicus signs the contract eagerly without paying a second glance to the contents. "Oh I have a feeling this will be a delightful excursion, gentlemen. I look forward to the ribaldry and manly companionship of a trip along a country road. And I have no doubts as to the lethality of your blades and other pointy things should we run into any goblins or brownies along the way."
Thorthal Runecloak |
Thorthal reads the document over, pauses just before signing it, and asks a question.
"So yer paying 4800 gold pieces fur this darkwood shipment? How much darkwood are we lookin' fur?"
Bardos |
Bardos reads the contract carefully. He signs the parchment and grits his teeth.
"That's strange, does anyone else have a craving for chewing tobacco? I've never tried it myself, but... well that is a bit odd. It probably has something to do with my encounter in the practice yard this morning, it's probably nothing. Right then, Holver's Ferry is up river from here isn't it Mr. Sonthir?"
DM Rambler |
"Actually, it is across the river. Then you follow the road North-east for a few days. I'm sure that you can't miss it."
Sonthir speaks slowly to the half-orc.
"The mission is to find out what happened to the shipment. Should you recover any portion of it, it belongs to us. We were expecting 3 wagon-loads, including some other rare wood, but the reward is taking into account future shipments. As well, the marquis increased the reward."
Any further business before departing?
Thorthal Runecloak |
Thorthal finishes signing the contract upon hearing the response.
"Rather large operation ye must be runnin' around 'ere tae be shippin' 'at much darkwood. Soonds rather simple, track doon a missin' shipment, an' brin' it back. A am ready tae set oot whenever the rest o' ye are."
Thorthal pauses for a moment, and then continues.
"Since we will be together fur th' next coople weeks, A had better introduce myself. Ma name is Thorthal, Thorthal o' clan Runecloak. A am mainly guid at fightin', so A will be useful if we run intae some trouble. A will ha'e tae defer tae oor gnomish friend fur the investigation"
Thorthal extends his hand to each of the five others who will be traveling with him for a firm handshake. He saves the orc for last, hesitates a little, and then cautiously extends his hand.
Haer Kul |
Haer Kul read the contracts carefully before signing, but did not hesitate.
When offered Thorthal's hand, he shakes it firmly, and offers "Haer Kul. I will be pleased to offer what skills I have in this investigation."
Forgot to equip tindertwigs. I can purchase them before we leave, or you can assume I already purchased them and forgot them on the character sheet.
DM Rambler |
No magic is visible on the contract.
After everybody has signed the contract, Sonthir takes you to get your mule and supplies. He includes a map showing the way to Holver's Ferry, even though it seems to a fairly clear road. He then takes you to the barge which crosses the Crag River, and pays for your trip across.
"Good luck. I hope to see you within 10 days."
It is a 4 day journey to the village. Feel free to reveal as much or as little as you would like about your characters.
I will continue in a day or so.
Haer Kul |
On the barge, Haer Kul appears paler than normal, and spends most of the time at the side of the barge, looking at the approaching shore and holding a small handkerchief to his mouth.
"Mon estomac" he mumbles under his breath.
Bardos |
Bardos, who is clearly feeling very at home on the water, walks up behind Haer Kul and gives him a hearty slap on the back.
"This is more like it!" he exclaims as he inhales deeply." I love the waters. So my new articulate gnome friend, how is your magic? Did you notice Morgrom is a spellcaster as well? I was a bit surprised, but in these times, there are all sorts aren't there? I'm just a dabbler really, but if I put my mind to it, I can do a few things." He closes his eyes and produces a pit of dried meat. He waves his other hand over it, and opens he eyes dramatically. He then pops the jerky into his mouth. "You shee?" He says with his mouth full. "It'sh tobacco-flavoured now!"
Thorthal Runecloak |
Thorthal seems to get increasingly anxious the longer the barge remains on water. He mutters a bit to no one in particular shortly after Bardos comments on Morgrom's ability to cast magic.
"'at was magic? A thooght he was gonnae burn a hole in th' pepper wi' hoo hard he was glarin' at it."
Thorthal curses his choice to travel to the river kingdoms throughout the trip, and occasionally mutters something about expecting more bridges and less barges. He seems rather overjoyed, and has renewed vigour when he finally sets foot on ground again.
Morgrom Hellblade |
Morgrom stands on the edge of the barge, peering into the water. He snorts very loudly, like he has a small animal stuck up there, and clears his throat a couple if times before spitting a big wad of phlegm into the river.
Turning around with a big grin on his face, he jumps up into the air slamming down on the deck in an attempt to rock the barge.
"I hopes yous all prepared ta go ta church! I finks there will be many chances ta pray ta Gorum on this trip!"
Haer Kul |
To Bardos: "Haer Kul, he will take your word on that. Tobacco is not a flavour to calm the stomach. I think you mistake me. While I have a certain facility with solutions and reactions, the true magic is here." Haer Kul taps his forehead. "The seeing is the knowing. And the knowing is all."
"Your fighting skills and your magic, you and Morgrom have much in common, no?"
DM Rambler |
The barge ride is relatively short (though it seems longer for Thorthal and Haer Kul) and after disembarking you begin your trek towards Holver's Ferry.
Who is leading the mule? Is anybody stowing equipment on it?
Haer Kul |
Haer Kul carefully stows his lantern and oil, blanket, and extra rations on the mule. Afterwards he walks beside, but a respectable distance from the mule.
To Petronicus: "It is good to be on the dry land, no? Perhaps in Holver's Ferry, we can find a practitioner of the culinary arts to restore our spirits. Such a thing, it would bode well for our endeavour."
Petronicus Alazario |
"Oh yes I am absolutely vibrating with delight at the thought of sampling the wares of each local hostelry en route. Perhaps we can even use our wiles to seduce a pair of buxom barmaids if we should only find the time! Delightful!
There are going to be suitable accommodations and dining along the way I should hope? How embarrassing that I didn't think to ask and have only this single sad and lonely pickled egg left of the lunch I packed for the walk!"
DM Rambler |
Gonna fast-forward a bit
The crossbowman takes charge of the pack mule, while barely croaking out "Prahd Goatsfoot." He must have laryngitis
The next two days are a relatively easy walk through unsettled hilly countryside. The only signs of habitation are the road and the occasional herdsman with his flock in the distance. Haer Kul and Thorthal slow the party down a bit, but it is Petronicus who faces the discomfort of sleeping on the cold ground every night without a bedroll or blanket. Fortunately, the saddlebags on the mule are well-stocked with enough simple fare that the group does not need to use their own rations. And the longer-legged companions are able to gather firewood while travelling without further slowing down travel.
On the third day, the road passes into a forest. The trees have been thinned out, with many stumps visible. However, there is no sign of the woodsmen who work here.
It rains on the third night, compounding Petronicus' misery. The rain stops in the late morning, around the time you reach the edge of the wood, and over the next hill smoke is rising. The village at last!
Is everybody okay with the marching order shown on the "Dock1" map on the Drive?
Haer Kul |
Crap, somehow I overlooked the crossbowman. This is probably stuff for the first traveling day.
To the crossbowman: "May I introduce Haer Kul?" Gestures at himself with a little flourish, smiles and slightly bows.
"You look like a man who would be good in a fight. Have you joined us merely for the money, or are there other aspects of this case that interest you?"
"Have you been to Holver's Ferry before?"
Is this guy wearing armor or a shield?
A Knowledge local check: 1d20 + 6 + 1d6 ⇒ (2) + 6 + (5) = 13 to see if there's anything interesting that I know about Holver's Ferry beyond what we've been told.[/dice]
A Spellcraft or Knowledge(Arcana) check with inspiration: 1d20 + 6 + 1d6 ⇒ (15) + 6 + (4) = 25 to see if anything about this fellow indicates that he uses magic.
A Perception check with Inspiration: 1d20 + 6 + 1d6 ⇒ (5) + 6 + (1) = 12 to look at his equipment and try to determine his class or skills.
I'm fine with the marching order
DM Rambler |
"Nope"
Holver's Ferry is on the shore of Lake Shimmermere, and has about 400 residents. There are two temples, a lumber mill, an inn, and a general store there. And the eponymous ferry across the Shimmering River.
Morgrom Hellblade |
During the past few days travel, Morgrom frequently chuckles at Petronicus' expense, as who would be so foolish as to travel without at least some basic gear.
At the site of the smoke over the hilltop and the absent woodsmen, Morgrom slows his pace a little and says, "Prepare yerselfs, may be a funeral pyre there. Not enuff smoke fer a village or a village on fire. Those woodsmen maybe stacked like cord wood!" Morgrom bellows with laughter at that last remark. "Ha! Woodsmen! Cord wood!"
Slapping Thoral on the shoulder, "C'mon dwarf, that's funny."
DM Rambler |
Beyond the rise, a small shack squats next to a wide, slow flowing river. Beside it, a dead mule lies in the dirt, its body gashed with multiple wounds and covered in flies. Nearby, a flat-bottomed skiff
is tied at a pier, beneath a thick rope which spans the water. Across the river, a sign declares the small, lakeside village in the distance to be Holver’s Ferry. Much seems amiss, however, as the settlement appears deserted, and several of its buildings bear signs of having recently burned to the ground with plumes of white smoke still drifting lazily into the sky.
As you approach, several wild-eyed people spew from the shack, armed with farming implements and hatchets. Howling savagely, they attack!
The map is up as DockFight1, and I'll put up a few maps to show the progress of the combat. Feel free to post your action ahead of your turn in the initiative, but put it in a spoiler if you do so.
Initiative:
ADG: 1d20 ⇒ 1
BEH: 1d20 ⇒ 13
CFI: 1d20 ⇒ 10
Prahd: 1d20 + 4 ⇒ (12) + 4 = 16
Thorthal: 1d20 + 2 ⇒ (17) + 2 = 19
Morgrom: 1d20 + 1 ⇒ (14) + 1 = 15
Bardos: 1d20 + 5 ⇒ (15) + 5 = 20
Haer Kul: 1d20 + 2 ⇒ (3) + 2 = 5
Petronicus: 1d20 + 1 ⇒ (11) + 1 = 12
Bardos
Thorthal
Prahd
Morgrom
BEH
Petronicus
CFI
Haer Kul
ADG
Bardos and Thorthal are up.
Haer Kul |
and a Flare in the second round.
The Illusion of Calm let's me move away from an enemy without taking an Attack of Opportunity, so I will move to keep away from the villagers as necessary.
If I have to fight in melee, I will use my sword cane. (If I have to draw it to get it ready, I will do that in the first round as I move (if I can)). But moving will be the main thing as long as Illusion of Calm is in effect.
Thorthal Runecloak |
"We arenae haur tae hurt ye."
After taking a quick glance at Morgrom in front of him, Thorthal corrects himself as he moves.
"Weel, most o us anyways."
Combat Actions
Move to M5
Draw light steel shield on move (not equipped yet, AC(15/12/14))
Ready non-lethal unarmed strike if the individuals continue hostile actions, at first individual in range.
Their race may be relevant. I'm guessing it's human, but if it's orc there's a +1 bonus on dwarven attack roles.
Shin Kick: 1d20 + 4 ⇒ (9) + 4 = 13
Damage, if hits: 1d6 + 3 ⇒ (3) + 3 = 6
Confirmation, if needed: 1d20 + 4 ⇒ (7) + 4 = 11
Additional critical damage, if needed: 1d6 + 3 ⇒ (1) + 3 = 4