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Chapter 2a: Back at the Wizard's Walk


Eric

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Many years ago, this part of the Realms of Man was ruled by a magic-user named Cyre, a man of great and mysterious powers. He ruled the lands from his mighty castle Stormshelm high in the northern foothills, sheltered by the crags of the Misty Mountains.

Cyre died after a long and peaceful rule, with no heir or successor to his fortune. Yet his enigmatic power seemed to stretch beyond the grave, for no one dared stake claim to his estate, and few dared even venture near the crumbling ruins of his citadel.

Now, centuries later, the outline of the broken towers can still be seen on a clear day from the edge of Mick's Bend, a farming village upstream from the garrison town of Threshold. The "Benders" trade on the legend, variously telling of hauntings, packs of wild dogs, and other such dangers along with copious treasure and magical artifacts ripe for the plucking, a destination at once forbidding and alluring. The lone inn is named the Wizard's Walk, and coin flows as freely as mead when Cyre's riches are the topic of the bard's nightly offering.

Every now and again, bands of adventurers come to the Wizard's Walk, but few have chosen to walk the path, and none have come back heavy-laden with riches. Perhaps you will be the lucky ones?

 

You have gathered around a diner table in the Wizard's Walk, the famed (and only) landmark of Mick's Bend, to discuss your plans. The Walk is relatively quiet this night, with market day having just past and many of the farmers returned to their fields and pastures. Most of the folk here tonight are adventurers, though, and they make up the number with noise, all of them eating, drinking, laughing, and having a splendid time. The tales told in his hall are legend--tales of monsters lurking within the ruins and guarding rich treasures left behind by Cyre. None of you have been this way, but the opportunity is at hand, and now it is decided that you will try your luck the following morning.

 

As though to warn of the dangers present in the area, a newly placed parchment is nailed to one of the wooden columns near the doorpost.

 

WANTED!

Alive or Dead

 

By order of the commander, Threshold Garrison, a bounty of 1,000 gold pieces shall be paid to the one who captures Bargle, renegade magic-user. Bargle is wanted by the Crown to stand trial, upon pain of death, for the murder of Aleeya Brandunn, acolyte of the Temple of Freya in Threshold. This outlaw is said to make camp in the vicinity of Mick's Bend.

 

Use Caution

Keep Alert

Assume Hostile Intent

 

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spacer.pngA young lad with a thin, straw-colored beard, clad in a warrior's armour, and carrying a sword in its sheath, joins the conversation. He raises a foaming mug and addresses the small gathering as friends, even though they are very much acquaintances at best, brought together by their shared desire for riches.

"Indeed we should, and swiftly! Yet let us drink first to this Bargle, if not to his health: for it is certain that gold and glory will be ours as soon as we bring the murderer's head to the commander!"

To others it might seem that Thorkell thinks the task already completed, and the coin safely in his pocket-at least it must be so given the rate at which coin is spent to acquire more ale. The fact that the reward is such a handsome sum seems to say nothing to him about the peril of the mission.

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viking_warrior_sketch_by_josephqiuart_dblccfw-375w-2x.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9Nzg2IiwicGF0aCI6IlwvZlwvNDkyNzQwZjEtZjdhYy00ZWY3LTllZmMtODVmZTA5ZTdiNjczXC9kYmxjY2Z3LTFmMjdiMjM2LTc3NmEtNDZjMS1iMjk4LThlNjE1YmIyYTFhYS5qcGciLCJ3aWR0aCI6Ijw9Njg2In1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmltYWdlLm9wZXJhdGlvbnMiXX0.8hQ6ZCVFj7HLiBrKrDK68z4QBdybPKRr-6KE5bNktqA

Ohthere cleans under his finger nails with a dagger. The scout listens to the others excitement concerning the outlaw sorcerer. He then puts a hand down on his purse to check that the one coin is still there.

 

"The reward sounds good. If the choice is between starving or tracking a sorcerer. Besides when it comes to the end, I would rather die quickly." He says with a thin smile and sheaths his dagger.

 

 

 

 

 

Edited by Black Wyvern (see edit history)
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     Aurora
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Aurora nods vigorous, while also cringing as she took yet another tentative drink of ale. "The money is good and all," She says putting the ale down and pushing it toward Vanya. "But the cause seems good as well, right? This is a black-hearted murderer we're talking about."

 

Edited by Niven81 (see edit history)
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As if to highlight the interest generated by the reward and the mysteries of the castle, it is at that moment that another troupe of adventurers makes their way back into the tavern. Several dwarves, two armored young women, and a local lad draw the eyes of those making merry at the Wizard's Walk.

"That's them that went off on this morn up the Stormshelm way," the barkeep remarks to a patron quaffing a massive mug of ale.

"Ayup. Looks like they've not been in a bad way. I bet they never even made it past the gates," laughs the beefy patron, whose outsized axe rests against the bar by his feet.

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image.png.43d2d6ae4e6cc87532fc661aa2253990.png
Stoyan Barakovsen

Stoyan takes his armoured body to the bar, "Ale."

He looks around, noting that the number of people trying to take their mission is rather high.

Show Stats

STRENGTH 14 +1 to hit and damage

INTELLIGENCE 9

WISDOM 11

DEXTERITY 7 -1 AC, and range attacks

CONSTITUTION 13 +1 hit point

CHARISMA 12

 

Hit Points: 7/7

Armour Class: 3 (Plate Mail (3), Shield (Bonus of 1), DEX (Penalty of 1))

THAC0: 1d20+1 Battle Axe 1d8+1, 1d20-1 Crossbow 1d6

Actions

Drink

 

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Astrid thinks looks over all the people who want to crib their territory - "We've returned with some success, but are interested in extending the gracious offer for more to join us so that we may push deeper. Who would join us, and Frey, in this endeavor?"

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spacer.pngIntrigued by the arrival of the newcomers, and the conversations around the establishment that accompany it, Thorkell greets them eagerly, and even begins to negotiate with the bartender, seeking to pay for the dwarf's ale himself-a fair gesture, he thinks, to show his respect for like-minded adventuring fellows, and to hear their tales.

If there is any hint that he is encroaching on their territory, he remains blissfully unaware of it at present.

"Plenty of riches and renown to go around, I say!" he proclaims loudly (and perhaps ignorantly), before continuing: "Tell us your tale, friends: what have you found thus far?"

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      Rylan
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Rylan sizes up the original party, they themselves look quite formidable, joined with the others, it sounds like easy money. More hands to go around sure, but a little easy money was more certain than alot of hardfought gold.

"I would join you, at the very least. This villain seems to quite dangerous, and there is safety and surety in numbers."

 

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