Necross
Swashbuckler
- Joined
- 25 Aug 2005
- Messages
- 1,868
Hej! Vi spelar något så oheligt som Legend (dvs Runequest 6) i Faerün (dvs Forgotten Realms-världen). För att sätta lite mer press på mitt krönikeskrivande efter varje spelmöte så kommer jag lägga upp inläggen här. Kanske tycker också nån av er att det är roligt att följa med i gruppens äventyrande. Händelserna är en blandning av egenskrivna scenarion och publicerade äventyr från många olika ställen.
Detta har hänt så här långt:
Prologue
You, five adventurers from various places in Faerûn, joined in Teshwave to safeguard Ulrich, priest of Gond the Wonder-maker, on his journey towards Melvaunt.
One night, just west of Zhentil Keep, you were attacked by masked, black-cloaked riders. The bandits are many, so you fled into the woods. When you return, the wagon is on fire and Ulrich is dead.
Nobody knows what was the attacker’s real goal – was it just to kill the priest?
You continue eastwards. In Phlan, you stay and try to find new work.
Chapter 1: Introductions
Date: 5th Kythorn (June), year 1372 DR (The Year of Wild Magic)
Location: Phlan, on the northern shore of the Moonsea.
You have spent six boring days in Phlan, a small city that is currently, once again, being rebuilt after one of many wars. It is the beginning of the summer. It has rained a lot, so streets and roads are muddy.
You are:
- Atair of Arabel, a cormyrean smith
- Davorin of Tantras, a shrewd, rapier-wielding mageling
- Gregor of Tilverton, a multi-talented mageling
- Saer, a somewhat mysterious Sembian
- Taiko, a barbarian from north of High Forest
None of you have any money left – you can´t even afford your cheap inn, Nat Wyler's Bell. You haven´t found any jobs as of yet, but now you have to stop being picky.
You pick up a rumour about a caravan moving north, led by the merchant Jhonen. You seek him out and manage to persuade him to hire you as outriders.
Chapter 2: Guarding Jhonen´s caravan
5th Kythorn (June), year 1372 DR (The Year of Wild Magic)
Phlan, on the northern shore of the Moonsea.
You leave Phlan towards Melvaunt, but soon turn north on a smaller road alongside River Stojanow.
After a couple of hours you find a spear with some ten severed goblin heads tied to it. Next to the spear some weird symbols are painted on a large rock. You cannot decipher them, but guess it´s the runes of the local barbarians.
These are dangerous lands, but the first day and night passes without any incidents. On the morning the second day however, you are attacked by a band of hideous goblins! They surprise you and surround you, and Taiko is seriously injured by a rock from the goblin leader´s sling. But soon you have the situation under control, and Gregor heals Taiko with his magecraft.
Chapter 3: Thorsen and the failed ambush
6th Kythorn, 1372 DR (The Year of Wild Magic)
The Wilderness north of Phlan.
You continue north, through the warm rain, on the muddy roads, and approach Thorsen in the afternoon. The village stinks of pigfarming.
You encounter some of the villagers as you rest at the Hogs Trotters Inn. You promise a teenage girl named Dalla a ride towards Aylesford. A weiry-eyed hag curses you as none of you wants to buy her divination services or potions: "The spirits are offended! They tell me of misfortunes in your path and the wrath of the dead! I see the raggedy man waiting for you with pain in his mind and blood on his hands. I see your suffering and fear. I hear the lamentations of your loved ones and many graves to be dug!"
You rushes to help Jhonen when he is attacked by an old enemy, a local merchant named Marquat.
Early next morning you continue north. The wide plains known as The Ride lies to your left, a magnificent sight.
You spend one night with a pack of wolves circling your camp, but they dare not attack you.
The next day your caution pays off, as you notice an ambush before it springs upon you: a group of barbarian riders is lurking in the bushes. After a short fight you have killed all four of them. But were they only four? You continue towards Aylesford, now more cautious than ever …
Chapter 4: The Massacre
6th Kythorn, 1372 DR (The Year of Wild Magic)
The wilderness south of Aylesford, between The Ride and Thar.
You approach the village of Aylesford, but soon you notice something isn´t right. You find a dead man lying in the middle of the road. The body shows signs of brutal violence done by blade or claws.
You search for any survivors in the village. In a mill you find two families hidden, chocked but unharmed. The rest of the village is dead or on the run.
You begin the extremely unpleasent work to gather bodies to burn them in one one the houses, but it gets dark before you are done, and you take cover inside the temple of Chauntea. You even bring all the horses inside.
The beast attacks at night – a large, strange creature, some kind of crossbreed of man and bear, but with horns and equipped with a spear. Together you manage to put it down before it can kill again.
Gregor see a lone rider out on a field. He rides away quickly.
Chapter 5: Return to Phlan
7th Kythorn, 1372 DR (The Year of Wild Magic)
Aylesford, a village between The Ride and Thar.
In the morning, you continue gathering the dead and then set fire to them. You also set fire to the dead beast, after Davorin made a sketch of it.
You talk to Jhonen, and he demand to be escorted back to Phlan as soon as possible. He just want his men to go through the empty buildings in the village first – the dead won´t complain, right? You agree.
The surviving villagers finds a couple of wagons and horses to drag them, and joins you. One family stops at Thorsen, the other go with you all the way to Phlan. Dalla has become fond of Saer and also go with you to Phlan.
Attair mends Davorins broken raiper and finds a stash of good carpentry wood.
You investigate the tracks for the lone rider on the field. He came from the north, and left the same way.
You all have nightmares of your experiences in Aylesford.
When you arrive in Thorsen you meet the village elders to warn them about what happened in Aylesford. They are worried, but can´t afford to pay you to do anything. They just muster some extra village guards.
Jhonen tells some stories of Phlans tragic history.
9th Kythorn, 1372 DR
- You are back in Phlan, and Jhonen pays you as agreed, 60 silver pieces each. You part from him and Utuk and settle at the The Laughing Goblin inn.
- You learn the recent talk of the town: The inn you stayed at the last time you were here, Nat Wyler's Bell, has been attacked. Armed men kidnapped the innkeeper gnome Gnahac Gnarlnose and set fire to the building, but neighbours and city guard saved it before it was severly damaged. Gnarlnose was found beaten in an alley in the morning.
10th Kythorn, 1372 DR
- Saer and Davorin visits the city guard office and gets to talk to one Hosian, some kind of advisor to the ruling Council of Ten. He seem really worried about your story from Aylesford, although he says the council don´t have resources to patrol the north. He promises to talk to the council about the massacre.
- Attair hires a smithy and starts creating a scalemail helmet for Taiko. It will take him four days.
11-13th Kythorn, 1372 DR
- Saer and Davorin visits the temple of Tyr. They show the sketch of the beast for the elder priest, but he does not recognize it.
- You look for any sages, but find out Phlan don´t have any resident scholars, except for the wizardess Rowena.
- Taiko works some manual labour at a construction site.
- Saer visits Nat Wyler's Bell, but Gnahac Gnarlnose doesn´t want to talk about what happened. He seem nervous.
- Taiko works as bodyguard for a local gem merchant.
Detta har hänt så här långt:
Prologue
You, five adventurers from various places in Faerûn, joined in Teshwave to safeguard Ulrich, priest of Gond the Wonder-maker, on his journey towards Melvaunt.
One night, just west of Zhentil Keep, you were attacked by masked, black-cloaked riders. The bandits are many, so you fled into the woods. When you return, the wagon is on fire and Ulrich is dead.
Nobody knows what was the attacker’s real goal – was it just to kill the priest?
You continue eastwards. In Phlan, you stay and try to find new work.
Chapter 1: Introductions
Date: 5th Kythorn (June), year 1372 DR (The Year of Wild Magic)
Location: Phlan, on the northern shore of the Moonsea.
You have spent six boring days in Phlan, a small city that is currently, once again, being rebuilt after one of many wars. It is the beginning of the summer. It has rained a lot, so streets and roads are muddy.
You are:
- Atair of Arabel, a cormyrean smith
- Davorin of Tantras, a shrewd, rapier-wielding mageling
- Gregor of Tilverton, a multi-talented mageling
- Saer, a somewhat mysterious Sembian
- Taiko, a barbarian from north of High Forest
None of you have any money left – you can´t even afford your cheap inn, Nat Wyler's Bell. You haven´t found any jobs as of yet, but now you have to stop being picky.
You pick up a rumour about a caravan moving north, led by the merchant Jhonen. You seek him out and manage to persuade him to hire you as outriders.
Chapter 2: Guarding Jhonen´s caravan
5th Kythorn (June), year 1372 DR (The Year of Wild Magic)
Phlan, on the northern shore of the Moonsea.
You leave Phlan towards Melvaunt, but soon turn north on a smaller road alongside River Stojanow.
After a couple of hours you find a spear with some ten severed goblin heads tied to it. Next to the spear some weird symbols are painted on a large rock. You cannot decipher them, but guess it´s the runes of the local barbarians.
These are dangerous lands, but the first day and night passes without any incidents. On the morning the second day however, you are attacked by a band of hideous goblins! They surprise you and surround you, and Taiko is seriously injured by a rock from the goblin leader´s sling. But soon you have the situation under control, and Gregor heals Taiko with his magecraft.
Chapter 3: Thorsen and the failed ambush
6th Kythorn, 1372 DR (The Year of Wild Magic)
The Wilderness north of Phlan.
You continue north, through the warm rain, on the muddy roads, and approach Thorsen in the afternoon. The village stinks of pigfarming.
You encounter some of the villagers as you rest at the Hogs Trotters Inn. You promise a teenage girl named Dalla a ride towards Aylesford. A weiry-eyed hag curses you as none of you wants to buy her divination services or potions: "The spirits are offended! They tell me of misfortunes in your path and the wrath of the dead! I see the raggedy man waiting for you with pain in his mind and blood on his hands. I see your suffering and fear. I hear the lamentations of your loved ones and many graves to be dug!"
You rushes to help Jhonen when he is attacked by an old enemy, a local merchant named Marquat.
Early next morning you continue north. The wide plains known as The Ride lies to your left, a magnificent sight.
You spend one night with a pack of wolves circling your camp, but they dare not attack you.
The next day your caution pays off, as you notice an ambush before it springs upon you: a group of barbarian riders is lurking in the bushes. After a short fight you have killed all four of them. But were they only four? You continue towards Aylesford, now more cautious than ever …
Chapter 4: The Massacre
6th Kythorn, 1372 DR (The Year of Wild Magic)
The wilderness south of Aylesford, between The Ride and Thar.
You approach the village of Aylesford, but soon you notice something isn´t right. You find a dead man lying in the middle of the road. The body shows signs of brutal violence done by blade or claws.
You search for any survivors in the village. In a mill you find two families hidden, chocked but unharmed. The rest of the village is dead or on the run.
You begin the extremely unpleasent work to gather bodies to burn them in one one the houses, but it gets dark before you are done, and you take cover inside the temple of Chauntea. You even bring all the horses inside.
The beast attacks at night – a large, strange creature, some kind of crossbreed of man and bear, but with horns and equipped with a spear. Together you manage to put it down before it can kill again.
Gregor see a lone rider out on a field. He rides away quickly.
Chapter 5: Return to Phlan
7th Kythorn, 1372 DR (The Year of Wild Magic)
Aylesford, a village between The Ride and Thar.
In the morning, you continue gathering the dead and then set fire to them. You also set fire to the dead beast, after Davorin made a sketch of it.
You talk to Jhonen, and he demand to be escorted back to Phlan as soon as possible. He just want his men to go through the empty buildings in the village first – the dead won´t complain, right? You agree.
The surviving villagers finds a couple of wagons and horses to drag them, and joins you. One family stops at Thorsen, the other go with you all the way to Phlan. Dalla has become fond of Saer and also go with you to Phlan.
Attair mends Davorins broken raiper and finds a stash of good carpentry wood.
You investigate the tracks for the lone rider on the field. He came from the north, and left the same way.
You all have nightmares of your experiences in Aylesford.
When you arrive in Thorsen you meet the village elders to warn them about what happened in Aylesford. They are worried, but can´t afford to pay you to do anything. They just muster some extra village guards.
Jhonen tells some stories of Phlans tragic history.
9th Kythorn, 1372 DR
- You are back in Phlan, and Jhonen pays you as agreed, 60 silver pieces each. You part from him and Utuk and settle at the The Laughing Goblin inn.
- You learn the recent talk of the town: The inn you stayed at the last time you were here, Nat Wyler's Bell, has been attacked. Armed men kidnapped the innkeeper gnome Gnahac Gnarlnose and set fire to the building, but neighbours and city guard saved it before it was severly damaged. Gnarlnose was found beaten in an alley in the morning.
10th Kythorn, 1372 DR
- Saer and Davorin visits the city guard office and gets to talk to one Hosian, some kind of advisor to the ruling Council of Ten. He seem really worried about your story from Aylesford, although he says the council don´t have resources to patrol the north. He promises to talk to the council about the massacre.
- Attair hires a smithy and starts creating a scalemail helmet for Taiko. It will take him four days.
11-13th Kythorn, 1372 DR
- Saer and Davorin visits the temple of Tyr. They show the sketch of the beast for the elder priest, but he does not recognize it.
- You look for any sages, but find out Phlan don´t have any resident scholars, except for the wizardess Rowena.
- Taiko works some manual labour at a construction site.
- Saer visits Nat Wyler's Bell, but Gnahac Gnarlnose doesn´t want to talk about what happened. He seem nervous.
- Taiko works as bodyguard for a local gem merchant.