The Wheel turns, and Ages come and pass, leaving memories that become
legend. Legend fades to myth, and even myth is long forgotten when the Age
that gave it birth comes again. In one Age, called the Fourth Age by some,
the Fourth Friday by others, an Age yet to come, an Age long past, a wind
rose in the Duchy of Tenh. The wind was not the beginning. There are
neither beginnings nor endings to the turning of the Wheel of Time. But it
was A beginning.
Four young adventurers made there way to Sumerset, near the foot of the
Griff Mountains. They sat at a table in the Prancing Colt. Each had
wandered here seperately, but the common quest for adventure had drawn
them together here. Well met, they decided to band together knowing that
the strength of the group was far greater than their strength
individually. The four were as unlike each other as they were the other
patrons that day.
There was Garret Underbough. A halfling of good intent (if defined by
himself), with a nimblness that was beyond belief. Standing just under
three feet tall it was likely that you would mistake him for a young child
unless you looked him straight in the eyes. Garret uses his 'lack of
noteriety' and his quickness to his advantage and has become a succesful
Beside him sat, Kerith of Blackmoor. With a white fist holding a
lightning bolt emblazened on his shield there was little doubt where
Kerith's alligence lied, and the blade at his belt signifies to all that
he is ready to be both judge and jury for his beliefs.
Across from Kerith sat Valanthe Amastacia. A female elf whose beauty,
grace and charm surpassed only Wiggy's. Valanthe attributed her 'aire of
danger' to the cause of the lack of suitors and not her appearence. Armed
with longsword and bow there was some truth to her belief. She managed to
look at ease and ready to leap into action at any moment at the same time.
She also would have been the most cause for notice in the inn if not for
the person sitting next to her.
Elves are uncommon in the Duchy of Tenh but on occasion one would hear
of one with reported arcane power or armed with a bow and a knowledgeable
look that had passed thru Catbut and on occasion Sumerset. But there
before them sat an elf that was neither Wizard nor Man-of-Arms. Armed with
a quarterstaff and wearing hides tanned in hues of green and brown, they
recognized (or at least thought they did) him as a druid. Yes, Tenh had
forests within its boundaries but they lied many days travel to the south
and to the west. Will Tempest was surely the oddest thing ever seen in
Sumerset within living memory.
The Captured Unicorn
Sitting at the inn, our brave band of adventurers waited for The HOOK
(that little bit of plot that the DM hands to you to get you started).
Suddenly, a man burst into the tavern. He was out of breath and looked as
though he had been running for some time. He paused just inside the door
to catch his breath then darted to the bar and ordered a pint. Downing the
draft in one quick motion he turned to the common room and said,
"They've taken Alabern!" Now everyone and anyone in Sumerset
knew that Alabern was a friendly unicorn that lived not far from Sumerset.
She was known to lead lost travelers back to the road and heal people of
kind hearts that came to her for help. But being new here the party had to
ask, "Who's Alabern?" The unexpected question made the man take
notice of the table for the first time. Surprise, followed quickly by a
thought, could be read on the man's face. "You four look like
Adventurers. You're just what we need!", said the man. Taking a seat
from a nearby table and setting himself at their table he introduced
himself as Trapper John. He certainly looked the part wearing animal pelts
from top to bottom. Ignoring the fact that he himself wore hide armor,
Will looked upon Trapper John with open contempt.
Trapper John did not notice the druid's reaction and proceeded to relay
The HOOK to the party. "I was out collecting my traps when I saw a
group of evil goblins surround Alabern and cast a spell upon her! She
collapsed to the ground like rabbit hit with a sling. I followed the vile
creatures to see what they were up to. I saw them take her into a cave and
then I high tailed it here to get help. I can lead you to them if you're
willing to help.", he said. Valanthe was unsure until the rest of the
party explained to her that this is how The HOOK worked. Will turned to
Trapper John and said, "Lead on and we will rescue this
The journey to the cave entrance was four hours of uneventful travel.
Trapper John stopped at the edge of the tree line, 40' away from the cave
entrance and told the party that this is where the evil goblins went.
"You're own your own from here, but the blessings of evryone in
Sumerset go with you.", said John. Then he quickly backed into the
woods and left. Will, wanting to get a better look at the cave entranced,
walked 10' into the clearing before realizing his mistake and taking cover
back among the trees. The blessing from Trapper John reminded Kerick of
something and he quickly placed a Blessing upon the party that would
hopefully last the entire encounter.
With any chance of surprise lost if a guard was posted the decided that
the first course of action would be to charge the cave entrance. Everyone
charged the entrance, except Kerith who had decided to take this time to
light his lantern. The three that had charged headlong into the cave
stopped just 10' inside and noticed that it was quite difficult to see.
However, with the ambiant light of late afternoon outside, their low-light
vision was able to discern a crude wall with a door 30' from the cave
entrance. Next, Kerith entered the cave.
Garret (suprisingly enough) made an Intelligence check and noticed that
the door was crudely made. He realized, that if there was a light source
on the other side of the door, light would be seen from this side. He made
a spot check but failed due to the light from Kerith's lantern. Suddenly
an epiphany struck Garret. If light from the other side could be seen on
this side, then light from this side could be seen from the other! He
darted over to where Kerith stood and whispered to him that he put out the
light. Kerith, realizing the danger but not wanting to go without a light
source, quickly shuttered the lantern into a tight beam which he pointed
AWAY from the door. Garret approached the door first and could hear more
than one voice on the other side. After checking for traps he attempted to
pick the lock. With some confidence that he had managed to unlock the door
Garret stepped aside to allow the others to charge inside.
Will threw open the door and rushed inside, immediately finding himself
confronted by three goblins. Valanthe was right behind Will and quickly
gave support. Kerith also planned to charge into the room but first took
the opportunity to put down the lantern and ready his shield. By the time
that Kerith arrived the rest of the party had killed all four of the
goblins (there had been one hiding behind the door). He found Will in need
of Healing so he quickly went to give aid, pausing first, of course, to
put his shield away.
Found in this room, after the battle, was a sleeping unicorn and a
door. Valanthe and Will went to free and give aid to the unicorn while
Garret and Kerith went to search beyond the door. But first, you guessed
it, Kerith readied his shield. Will woke the unicorn easily and the
unicorn touched him as way of thanks. Will felt refreshed. Next, Will and
Valanthe led the unicorn outside and told her she was free.
Meanwhile, Garret and Kerith had found four pallets for sleeping, a
small mound of rancid food, and a chest. Garret checked for traps and
found one when a dart struck him in the hand. Looking down he noticed that
the tip of the dart had been coated him some sort of liquid. Knowing the
inate healing abilities of unicorns he meant to have Alabern save him.
Unfortunately he did not think of this until AFTER rifling through the
chest and THEN searching the two rooms for secret doors. By that time
Alabern had left.
This was the end of Adventure #1: Rescue the Unicorn, but our stalwart
party insisited on knowing who was behind this plot to kidnap the unicorn.
They decided to stay here until the person responsible for such an evil
act returned. So I (the DM) asked them how many rations they had. It
tunred out that Garret was the only one who had the foresight to purchase
rations but he had only purchased three. Not to be detered they divided
the rations among Garret, Valanthe, and Will, and Kerith ate the rancid
food left by the goblins. Kerith almost became ill but made his Fortitude
save. The next day they were out of rations and I was sure that they would
go back to Sumerset. Not so, the resourceful little druid found that he
could make enough Goodberrys each day so that they could stay
indefinitely. There was nothing left to do but create a mastermind to the
I quickly created an NPC of minimal detail (he was only going to be
around for 15 minutes) and at the end of day two he approached the cave.
Garret had been hiding in the shadows of the cave and the man carrying a
torch passed him by without notice. Kerith (with shield ready), Will and
Valanthe all waited inside the first room. The man knocked at the door and
shouted, "Open the door!", in goblin. Garret drew back his bow
and fired a sneak attack at the man, stricking the door a viscous blow.
The man dropped his torch, spun on his heels and two streaks of light
burst forth from his pointing finger slamming into Garret with unerring
accuracy. Will threw open the door (notice that the druid does a lot of
the door opening) and the battle ensued. Now at this time the party is
just supposed to kill this guy so that we can move on to the next
adventure. I made this guy up in about five minutes while still talking to
the group about what they were going to do to ambush whoever came. I made
him tough enough to put up a fair fight but no biggy. So what happens?
They knock him to excatly zero hit points. Well I figure, if a PC can
simply go unconscious, why not an NPC? So he doesn't die, he's knocked
out. That proved to be a BIG mistake.
Being relatively "good" people, the members of the party do
not wish to kill an innocent man. They decide to bind the man, bring him
to consciousness, and have him confess. So they tie him up and feed him a
single Goodberry (he's at 1 HP).
Will begins to question him, "What are you doing here?"
To which the man replies, "What are YOU doing here?"
Valanthe, wanting to help, answers, "We are waiting here to kill
the person working with the goblins!"
Will tries again saying, "Who are you and why are you here?"
The man answers, "My name is Therik of Blackmoor, and I am here to
kill the goblins." (Notice the play on names, I had to think quick
and Kerith's name was the first I saw.)
Valanthe proclaimed, "We know that you are evil and that you were
working with the goblins because you spoke goblin!"
Therick asked, "How do you know it was goblin?"
To which Will replied, "Because I know goblin also."
Afterwhich they decided to change tactics.
They tried for 40 minutes 'realtime' to prove that he was guilty. They
even cast Detect Evil (to no avail). Finally, they stripped him of his
goods, and threatened to kill him if they ever saw him again. Then they
went back to Sumerset and asked if anyone had ever heard of Therick. No
Trouble in the Dwarven Mines: 8/24/02 (just after midnight)
Not yet finished for the night the party asks if they can continue.
Since Mrs. DM is not due to return tonight and I have nothing planned for
tomorrow I agree. Once again the party finds themselves at a table in the
Prancing Colt, when suddenly ... a dwarf burst into the tavern. He was out
of breath and looked as though he had been running for some time. He
paused just inside the door to catch his breath then darted to the bar and
ordered a pint. Downing the draft in one quick motion he turned to the
common room and said, "They've taken Durgal!" Now everyone and
anyone in Sumerset knew that Durgal was one of the dwarven miners digging
a new tunnel up in the mountains to the north. But being new here the
party had to ask, "Who's Durgal?" The unexpected question made
the man take notice of the table for the first time. Surprise, followed
quickly by a thought, could be read on the dwarf's face. "You four
look like Adventurers. You're just what we need!", said the dwarf.
Taking a keg from behind the bar and setting himself at their table he
introduced himself as Rurik and said that he was a miner. To which Garret
said, "They don't allow minors in here.", then chuckled into his
hands. Rurik looked at him with a confused stare and said, "I don't
get it." And Will said, "Never mind him tell us more about
Rurik explained to them that he and his crew were working on Tunnel 47A
- Section 3, when they suddenly hit a hollow spot. Before they knew it two
hobgoblins had crawled out of the hole and grabbed Durgal (he was unlucky
enough to be closest to the hole). Rurik asked the party to help rescue
Durgal, he was ready to offer them a reward for their troubles but they
never asked so he never offered. Rurik lead the party up the mountains and
into the tunnels finally arriving at the hole where Durgal had last been
Kerith, shield ready, lead the way. They entered a large cavern,
roughly 30'x30' with a door on the far south wall and a pile of trash to
the north. Kerith and Garret went to investigate the trash while Valanthe
and Will went to the door. Approaching the trash, four Dire Rats sprung
forth and attacked Kerith, leaving him unconscious after the first round.
The others regrouped and were able to dispatch the rats. Will revived
Kerith through divine grace and the party continued.
The next room contained a table with four bowls of stew. four empty
hammocks and a large full-length mirror. Kerith was able to discover a
trap by setting it off, but he managed to avoid taking any damage by
making a Reflex save. However, the resulting noise was enough to warn the
four hobgoblins in the next room so that they were ready for the party
when they entered, which they eventually did but the hobgoblins proved no
match for our brave group of adventurers.
Searching this room they found three barrels and another door. The
barrels contained, in order, treasure, Durgal, and nothing. Garret
graciously offered to carry all of the wealth. Will examined Dugal's body
and found that he was dead, and missing a hand. That's right, it was dwarf
stew. The door lead to a secret door to the outside.
Having cleared the area of hobgoblins they told Rurick the said news
about Durgal. Rurick went to claim the body for proper burial and Valanthe
asked Rurik about the mirror. He said that he had never seen it before.
She then asked if he new what it was used for. Rurik told her that he had
once heard a tale that people often use them to look at themselves.
Unphased by this the party tried fo another 15 minutes to discover another
use for the mirror. In the end the mirror broke when Kerith tried to carry
it back to Sumerset by himself.
They finally made it back to Sumerset and we called it quits for the
night. It was 3:45 AM. Why did I agree to do this?
until next time...