Tuesday, October 9, 2007

Night's Rest

Early evening first of Flamerule,
Drellin's Ferry

At the spot where the Dawn Way crosses the Elsir River stands the small town of Drellin's Ferry, once known as Dwarfbridge. As the old name implies, long ago the Elsir was spanned by a sturdy dwarven made bridge, but as you quickly find out a large storm about 100 years ago washed out the bridge in a great flood. An enterprising man named Drellin hammered together a small horse-drawn ferry to maintain a river crossing here, and the town grew around it.
Before going into town Glok and Boyd talk for a few moments then Glok and Zabnik wave to the group and disappears into the Witchwood.


The road below descends into a small town built mostly on the east side of the broad sluggish river. Six old stone piers jut out from the water, marking the spot where the old bridge once stood. Off to the side running across the river, a couple long, thick ropes span the river, secured to a couple of flat bottom ferryboats. Brown fields and green orchards, surround the town. A group of armed towns folk, three in leather and one in mail, stands guard and watching you with caution. "Be at ease and state your business, strangers," says the guard in mail.

As Boyd, the caravan merchant stands and delcares his intentions, a brief parlay ensues and it appears that the local militia has massed in protection of the town. Hobgoblins and goblins mounted on large wolves have been attacking the towns borders. He's states that they are glad a merchant has made it through the Witchwood, hope is not lost to the town.

With the Dawn Way cutting through the center of town, you were told to check out the "Old Bridge Inn and Tavern" as this was the most accomodating for travelers and merchants. As you check in, there is a halfling at the desk off to the side of the tavern bar, a half elf bard on a table spinning tales and a brash young swashbuckler testing his charms on what few ladies are present. The halfling has rooms and a meal for two golden orbs a day, which includes stabbling of horses. You get to your rooms and just as you are about to wash up in the basin of your room a knock comes at Kulin's door.

Outside in the hallway stands a tall, balding manof about fifty. "My appoligizes for the interuption, but if you could spare some time I would like to buy you and your companions a drink," the man says. "My name is Norry Wiston, and I am the town Speakerfor Drellin's Ferry and this is guard Captain, Soranna," pointing to his right. "Our town is in dire need of help and I was hoping you and your friends might be able to help us out."



Kulin agrees to the meeting and summons the rest of the party, thinking it prudent to have Boyd there as well, to gather in the common room down stairs. Kulin, Darkman, Brandar and Boyd go to talk to the town speaker.

"Our town is under attack," the speaker begins. "Humanoid raiders have been harrowing our town for weeks now. The have attacked our outlying farms and homesteads killing the people living there, as well as waylaying travelers and merchants along the Dawn Way."

Captain Soranna adds, "We have had trouble with them before, a quick raid on border homes west of the Elsir, usually not that bad, but this is different. It looks as if a large tribe has moved out of the Wyrmsmoke Mountians. Frankly, I believe they may be numerous enough to sack the town."

"Beyond the immediate threat to our homes and farms, the Dawn Way is our life blood," stresses the speaker. "If the hobgoblins make the road impassable, trade will not come this way and we will be ruined. Not only do we need to repel the raiders but we need to keep the road open. Will you help us?"

After several hours have gone by and questions asked the group agrees to help. Here are the initial facts.

  1. 500 golden orbs each for successful routing

  2. Between 50 and 100 warriors tops

  3. Allies of the hobgoblin's include flying lions, creatures that stand like a man but appear to come from the sea, with scales and fins, large dogs that breathe fire and hobgoblin leaders weilding foul magic.

  4. Seek Jorr to obtain a good guide through the Witchwood as they are surely camped in the thick forest.

  5. Vraath Keep may be a stronghold for them but it is supposed to be haunted.

The morning brings a new direction.

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