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![]() With a last glance at your surroundings, you spur your mounts and canter out the courtyard, setting a brisk pace as you head toward the Eastern gates of the city. The citizens are busy going about their daily business and pay little heed to you as you pass. The fact that you head toward a destination that litters the history books and has such a fell reputation seems to have passed them by. And then you are through the gates and out into open countryside. The road heading east has several merchants on it, some heading toward the city whilst others head off to who knows what destination. The East road is situated on a rise in the land and so gives you an excellent view of your surroundings. The landscape is a verdant sea of green rolling hills, with several small outcroppings of woodland, too small to be classed as forests. The glittering reflection of the midday sun reflects off the still waters of scattered lakes that you can see across the landscape. It looks like it is going to a pleasant day. ![]()
![]() After making sure that you are all adequately equipped as well as familiarising yourselves with your mounts, you gather in the small courtyard at the rear of the Church. Barahil the priest is standing nearby, a solemn look on his face. "I will not go into a speech of departure, or even wish you luck. Luck can be a fickle thing and perhaps on this journey it is best not to tempt it. All I will say is that I hope that I do get to see you again on the successful completion of your quest. May the blessings of Muir and Thyr be with you." For a moment, a shadow of what looks like doubt, seems to pass across Barahil's face, but then it is gone, replaced by a solemn look that signals the respect that the old priest has for you. Two guards at the large wooden gate at the far side of the courtyard slowly open them, revealing the bustling lane beyond that leads East out of the city. The people of Bards Gate can be seen all going about their daily business, totally ignorant to the momentous journey that you are about to undertake. The sky overhead is cloudless and a brilliant blue in colour. A slight breeze carries the smell of the city. A city that will soon be far behind you. ![]()
![]() Sinnoth A. Jorinn wrote: Is anyone else worried that the dm started us at max wealth and is now giving us stuff for free. Xanther speaks very true words. Believe me when I say that I don't think I am being THAT generous. I have played in this campaign myself as well as DM'd it and believe me, It is deadlier than any out there. In fact, it makes Tomb of Horrors look like a kindergarden!! ![]()
![]() "Alas, I cannot procure the weapons that you require. Those you will have to source from another. But your mention of undead perils makes me think that it would be remiss of me if I were indeed to let you depart without providing each of you with a vial of holy water. I will have these added to your supplies." The priest busys himself rummaging through a large chest, before bringing forth several rolled up parchments bound in ivory inlaid wooden scroll cases. " As to your request for scrolls. Would these suffice?" He lays them before you on the table. Spoiler: Silence: Negates sound in 20-ft. radius.
Augury: Learns whether an action will be good or bad. Find Traps: Notice traps as a rogue does. Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10). Consecrate: Fills area with positive energy, weakening undead. Delay Poison: Stops poison from harming target for 1 hour/level. Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage. ![]()
![]() "I am able to provide a pack mule for your journey. I will accept no coin for this beast. And I can supply two wands of cure light wounds. Again, as you will probably have need of these, they are to be considered a parting gift. If you will provide a complete list of the scrolls you require, i will make the necessary arrangements to get them prepared. Again, I will accept no coin. I feel you may have need of your money on the journey." ![]()
![]() "Excellent! I will take it from your replies that you are all on board, so to speak. Good, good. I will make the necessary arrangements for any equipment or supplies that you may need be brought here. You are free to rest here before you depart as well. Any questions regarding your destination and aid I can give, please feel free to ask me"
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![]() Mythandyr: Spoiler: The name seems to recall a tale of an elven noble who was very rich but not terribly clever. From what you remember of the tale, a descendant of hers called Maybeth inherited the castle but she was said to have gone mad - something to do with swords and prince's.Your not aware of texts or items however. ![]()
![]() "Perhaps my jest at Bofeds expedition to Tsar was ...ill thought. I just have my doubts at to its chance of success. You however, I have every faith in. As to payment?... Ahh, what is in it for you, besides fame, wealth and renown? Quite possibly death if I am brutaly honest. But I can provide mounts for those without, a small supply of healing potions and a purse of 250 gold to each person who signs on board. What say you?... Oh and to sweeten the pot slightly, I also provide to you the deeds to Castle Calaelen and also the title of 'Lord of The Forest of Hope and its surrounds' that accompanies the deeds. All I can tell you of this is that the castle was built some time before the fall of Tsar and the Righteous March, by an elven noble named Orlinde Calaelen. One thing led to another and over the years the deed has fallen into the hands of the priesthood of Muir." ![]()
![]() Barahil continues; "As Bofred mentioned in his sermon, many leagues to the South East lies the Forest of Hope, close to which lies the legendary dungeon of graves, Rappan Athuk. Many years ago, a paldin of our order, Lord Navarre, led an expedition there. Alas, he never returned from that dread place. Not only did our order loose a just and honourable man, we also lost his armour and sword, relics that had been passed down over the ages since before the church of Muir was established here, in Bard's Gate... I wish to sponsor, on behalf of both the church of Muir and Thyr, an expedition to reclaim these relics." ![]()
![]() I've always liked the monk class but I think that's down to the fact that when I first started playing AD&D, my friend was playing a monk called Ralmath. We had some great adventures. Ralmath had character and was a little like a used car salesman. He also had a staff that allowed him to change into an aurumvorax. Ahhh, those were the days. ![]()
![]() Barahil raises his hands and rises from behind his desk. "Patience my friends. I will answer all your questions. But please, would you partake in some refreshments." He indicates a side table with several bottles and jugs on it. "There is water for those who do not wish to partake but I can recommend the Evernight Ale - it's brewed by an obscure clan of dwarves you know. It has never been exposed to light until it is tapped. It's surprisingly rich and flavorful too." Barahil moves to sit on the front of his desk, moving two silvered goblin skulls to one side that are acting as paper weights for a map. "Sat on one of these devils the other day - hurt like hell! Now, before I go into why you are here, please, tell me a little of yourselves. I know you are all capable in your own fields, as my associates in the city who have been observing you for the last day or two have told me. But I would know a little of your backgrounds...?" ![]()
![]() Barius Browntoes wrote:
Barius Spoiler: Barius just gets a sense of sincerity from the priest. As to his companions, possible unease. ![]()
![]() Nicos wrote:
England ![]()
![]() scranford wrote:
Ishmal looks ok. Go ahead and write up the profile. Spoiler: a little hook you may want to use is that several brothers from your order have never returned, after going on a pilgrimage along the Coast Road. They were last heard of discussing paying a visit to an ancient Cloister in the area. Feel free to use it if you like and adapt it as you want. ![]()
![]() In the side office, a fire is burning in the grate, and a rather rotund man in the garb of a priest of Muir sits behind a large ironwood desk. He smiles as you enter, smiling knowingly at Mythandyr . "Heroes?", he nods toward the direction of the main hall. "I am Barahil of Muir.My esteemed comrade Bofred has put a lot of time and expense into his pet project. A worthwile cause? I think so. A cause with a chance of success? I have my doubts. But who am i to judge. For that is why I have requested your presence here. I too have a quest that I wish to undertake. However, the rigors of age conspire against me and so I must look to younger and more capable individuals. Would you all be interested in hearing me out?" ![]()
![]() scranford wrote: Sorry...I didn't check the discussion thread, I thought the next contact would be through facebook...guess I missed out. Hi Steve. Partly my fault as I don't think I will be using the facebook page yet. However, I would still be more than happy to have you on board as a 1st level character. We have two fighters, two clerics, a wizard, and a rogue. Feel free to add to this. (plus I visited Daytona last year and had a great day so that's swung it as well!) ![]()
![]() And so it begins.... As you go about your business in Bard's Gate, each of you have been approached by a young acolyte of the church of Thyr. A simple message was relayed from the young priest. 'Your presence is requested at Temple Square on the hour of midday, this very day.' Apart from that short message, nothing else could be gleaned from the acolyte. Later.... The bells atop the The Exalted Temple of Thyr the Lawgiver, toll their midday song, echoing throughout the bustling temple district of Bard's Gate. As the peals begin to fade, the first of the faithful make their way into the square, dressed in black, as if attending a funeral. They slowly fill the square, moving quietly across the worn, paving slabs, their eyes downcast. It is here that you all find yourselves, summoned at the bequest of the temple elders. After a few moments, a murmur passes through the crowd as it slowly parts to let the High Priest, Bofred the Just through. He leads the way inside the temple. Rows of wooden benches face the high alter of Thyr. Tall stained glass windows line the walls behind a regal statue of the deity, a stern warrior armed with a mighty sword.
“Once again the winter winds blow down from the Stonehearts, marking the end of another harvest. There are fell beasts roaming the lowlands, howling at our walls, and serpents in our shadows, waiting to strike. Just as it was one hundred and seventy-four years ago, when Bofred, my namesake himself left these walls on his brave quest, so it is today. But what know ye of the legend behind his great and holy quest. Listen whilst I tell the tale of the Tradgedy of Bofred the Just. But first we must delve back into the distant past. You are not sure, but the light from the numerous lanterns within the hall seem to grow dimmer and the flames within flicker momentarily, casting vivid shadows across the walls. "As you all know, the northern walls of our fair city look out over the vast river valley that disappears into the hills in the hazy distance. Our mighty gates fixed into that wall rarely open now. Few now stand atop the North wall and gaze out upon that hazy vista or care to think about what lies beyond those distant highlands. Fewer still are brave or foolish enough to make the journey in that direction. We rely on the commerce from other roads in other directions and pays no mind to the North, for to the North, beyond the village of Taverlan and the distant Purple hills and across many leagues, lies the reminder of one of the most tragic moments in the history of not only our city but of all the civilized kingdoms. To those who even care to remember, the North gate leads only to bad memories or mournful legend. To the rest it leads to where only madmen would dare to go"
(At these words, a great many of the congregation cross themselves with the symbol of Thyr). Bofred gazes around the congregation "Tsar, the great temple-city to the Demon Prince of the Undead, stood for centuries as a bastion of evil and hate. Foul beings of all kinds flocked to its mighty walls and found succor and purpose within. At its heart stood the great Citadel of Orcus, the black heart of Orcus worship on earth. Countless evils were perpetuated in those corrupt precincts, and equally countless wicked plots were hatched and carried out therein. Finally the goodly kingdoms could stand the presence of this festering boil in their midst no longer. The churches of Thyr and Muir led a delegation of good and neutral faiths to Graeltor, the last overking. Only with the backing of the nations’ secular armies would the holy churches be able to erase such a blight. In his last major pronouncement before the overthrow and fracturing of the kingdoms into the independent nations they are today, Overking Graeltor called for a mighty crusade to tear down the walls of Tsar and forever end the presence of Orcus worship in the world.
(At this, a chorus of oohs and aahs can be heard coming from cerain younger members of the crowd) "With grim determination in both camps, battle was joined on the plain before the gates of Tsar. The war raged for over a year, the Army of Light advancing to the very foot of the walls and then being pushed back by a new surge of demonic power. The disciples of Orcus led by the Grand Cornu, Orcus’s single highest-ranking priest on the mortal planes, threw every vile attack they could at the Army of Light in defense of their city. Rains of horrific fire and acid fell from the skies or belched from fissures in the ground, great constructs crushed their foes before them, terrible clouds of poisonous gas choked entire regiments, and heretofore unknown plagues swept through the troops causing thousands of horrible deaths among the Army of Light.
Bofred leans forward over the alter, casting his eyes over the crowd "Well, I will tell you all....They are amongst us now!" and with a sweeping motion of his arm, a curtain at the back of the hall is pulled aside and a group of seven individuals march into the temple. All dressed for travel, and obviously well equipped for a long journey, these men and women stand with a grim countenance, as if knowing that the weight of expectation rests upon their shoulders. Bofred turns from them and anounces to the assembled crowd, "Behold, the Company of the Risen Saint." Cheers go up around the hall as the group of adventurers are surrounded by women and children, whilst men look on admiringly. At this point, a side door opens and an acolyte enters the room and moves amongst the crowd, stopping at each of you and asking if you would be so kind as to follow him through into the temple offices. As you follow the young priestess, the words of Bofred can be heard ringing around the temple- “I present to you these brave heroes who will follow in Zelkors footsteps! Some of them may not return, but I say to you that their sacrifice shall not be forgotten. Go, brave heroes, and do not return until you have news.” With that, the high priest points to the North, the direction of Tsar. The congregation begin waving goodbye with proud, solemn looks on most of their faces. ![]()
![]() Grimmy wrote:
Thanks for that Grimmy. Very much appreciated. Hope you enjoy the campaign as much as I'm looking forward to it (Have to admit to getting a bit of the answer for Logans questions curtesy of RA Salvatore!) ![]()
![]() Grimmy wrote:
I'm cool with you playing him older with no mods. Always like the idea of wizards being older. ![]()
![]() Logan1138 wrote: I finally got around to reading the volumes of information Grimmy posted for background on the campaign region and Bard's Gate in particular (big props to you Grimmy!) and I was intrigued to see the proprietor of the Felled Ogre shares my family name of Hammerhand. Is he also a Dwarf? If so, he might be a relation of some sort and Xanthar is almost sure to assume some connection even if it isn't there. Good spot Logan. Spoiler: The felled ogre is indeed run by Durst Hammerhand. Durst is a human barbarian from the far frozen Northern Reaches. Durst lost his tribe and his family in an attack by a marauding band of ogres when he was only twelve years old. He was saved by a passing dwarves expedition, who stumbled onto the stragglers of the ogre raiders. Durst was rescued from certain slavery, or worse, and in his rage slew the ogre who had captured him, after the dwarves had disarmed it. Durst was taken along with the dwarves and over time was adopted by one of them. Durst took the name of this dwarf as his family name when he went out into the world, as a mark of respect and gratitude. So, Durst, upon his retirement named his inn after the event from his childhood. His story of where the name came from has been embellished over the years to the extent that he now tells the tale of decapitating the ogre with a single blow of his fist. He even keeps a pickled ogres head in a large jar behind the bar. So as you see, yes,you could be related if you wish, although not by blood or race, but by family. ![]()
![]() Grimmy wrote:
I do believe that you and I would probably have adventured with very similar groups. I never went to Cons and I suppose the style of play we had was pretty unique. To answer your question though, things like chalk, bedroll, sack backpack, pouches, empty vials, rope, pitons, tent....that sort of thing (basically things that are used to solve a problem or carry something) should be accounted for. Food, spices, water - I would just assume that you have enough to get by on. ![]()
![]() Logan1138 wrote:
Fair point from Logan. I think we can assume that the characters have food, water etc and as such don't need to micro manage. Things like arrows, bolts etc should still be kept track of though. (I remember back in the real old school days playing a wizard and having to manage every single spell component. It was a pain but also really made me get into that character.) As for mounts, I think that you will all be supplied with them near the beginning of the campaign.
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