B1.1 - Beginnings

Exploring the elder, esoteric Lands and Environs of the D&D Wilderness. When we have time.

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greyarea
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Re: B1.1 - Beginnings

Post by greyarea »

Tor is like a puppy, excited to be on his way!

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connivingsumo
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Re: B1.1 - Beginnings

Post by connivingsumo »

Slip
Image

Slips prepares for departure, or gets a room for the night to depart in the morning, depending on the current time of day.


Scout, Tinkerer, and Cartographer
+ Arrows = 20
+ HP: 5
+ AC: 5
Target priority: imminent danger (self or companion), then the target most injured.
When possible, Slip will always try to retrieve previously fired arrows.


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tumblingdice
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Re: B1.1 - Beginnings

Post by tumblingdice »

Day 2. Northern Gate, City of Yarrrik, early morning

The evening passes without incident. In the early morning you all assemble at the northern gate of the city. You check your gear and provisions, and set off as the sun begins rising over the Eastern Hills.

Since there are no rules for wilderness travel in the basic set, we can assume a travel montage as you make your way north along the Atruscan road toward Tenney Hollow.

A little more about the city of Yarrik, as you move out from under the shadows of the ancient walls, the king's guard watching you depart.

In the days of the ancient Atruscan Empire, it was a fortress known as Castrum Tibericum. Though the Atruscans and their legions were driven out long ago, the works of their hands--and minds--remain. Farmers along the fertile banks of the River Ouste still travel the paved stones of the old Atruscan roads to bring their goods to market. Shepherds guiding their flocks across the moors still seek shelter in the ruined temples of their pantheon of petty, lustful gods. Even today, the Atruscan language is studied by scholars and wizards, of which there are few in these times.

After the Atruscans came the Reavers from across the Grey Sea, plundering and conquering in the name of the gods of thunder and war. Renamed Jarrik in their savage tongue, the city eventually settled down to become a thriving trade center. The Reavers have long since retired their longboats and axes, and in the ensuing centuries have mixed with the local population. If you visit the beaches of Umberia to the north, however, you can still make out the mystic runes carved into the standing stones that look out across the waters toward the Frost Isles they call home.

Two centuries ago, Trevar the Great, the High King himself, knelt in homage to the new god, the one, true god, and ordered the construction of a great temple in his honor. Officially, Yarrik and its people worship the the one, true god. In reality, some people in remote villages still worship their ancestors or the very forces of nature itself. At least they do for now. Today, King Trevar IV slouches upon the throne in Yarrik Castle, ever attentive to the demands of his new bride. Construction on the temple continues, but Trevar IV's attentions have begun to turn elsewhere. To the fertile farmlands and pastures of his kingdom, and those who would seize it.

Your days of travel along the old Atrascun roads pass without incident. After several days, towards sunset, the road crests a hill, then looks down into a valley. You see the lights and rooftops of a small village. Tenney Hollow. The road leads directly into the village. The town has no walls, but there does appear to be a manned gatehouse you have to pass through in order to enter town.

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greyarea
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Re: B1.1 - Beginnings

Post by greyarea »

Image

I hope this village has a tavern, says Tor. I have worked up quite a thirst.

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badams30
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Re: B1.1 - Beginnings

Post by badams30 »

Bert - Priest

Bert claps his hands and says "Bravo! Here we are. What a charming little town, eh? All this walking and being away from civilization has left me parched. Let's not waste time out here taking in the sights, let's get a nice cold ale and some grub in our tummies, shall we?"
Bert pats Tor on the shoulder and says, "This is going to be the start of something big, I can feel it. Now you look thirsty, nephew, let's get you and our other friends fed and warm our guts with some fine spirits!"

OOC: Let's go! Bert will light a torch to burn down the guard shack, and he'll tell Tor to put the guards flaming heads on pickets to serve as a warning to all who would cross Dark Bert and Terrible Tor.... or we could just head toward the village too, that's fine with me.

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jcftao
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Re: B1.1 - Beginnings

Post by jcftao »

Fauk, thinking of nothing else but ale and wenches, strolls through the gates. His stride, purposeful, as if daring the watchman to stop him from his tankard.

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connivingsumo
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Re: B1.1 - Beginnings

Post by connivingsumo »

Slip
Image
badams30 wrote:
Wed Jul 14, 2021 2:54 am
Bert - Priest
OOC: Let's go! Bert will light a torch to burn down the guard shack, and he'll tell Tor to put the guards flaming heads on pickets to serve as a warning to all who would cross Dark Bert and Terrible Tor....
jcftao wrote:
Wed Jul 14, 2021 4:18 am
Fauk, His stride, purposeful, as if daring the watchman to stop him from his tankard.

Eyebrow raised, appreciative of their zeal, suggests... "Let's save the piss and vinegar for hostiles."


Scout, Tinkerer, and Cartographer
+ Arrows = 20
+ HP: 5
+ AC: 5
Target priority: imminent danger (self or companion), then the target most injured.
When possible, Slip will always try to retrieve previously fired arrows.


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jcftao
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Re: B1.1 - Beginnings

Post by jcftao »

connivingsumo wrote:
Wed Jul 14, 2021 7:17 pm

Eyebrow raised, appreciative of their zeal, suggests... "Let's save the piss and vinegar for hostiles."
:lol:

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connivingsumo
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Re: B1.1 - Beginnings

Post by connivingsumo »

jcftao wrote:
Thu Jul 15, 2021 3:45 am
connivingsumo wrote:
Wed Jul 14, 2021 7:17 pm

Eyebrow raised, appreciative of their zeal, suggests... "Let's save the piss and vinegar for hostiles."
:lol:
It's something my Dad would've said. 8-)

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jcftao
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Re: B1.1 - Beginnings

Post by jcftao »

He sounds like a real character! : :lol:

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