This site is an online accumulation of the Post Reports for my current ongoing D&D Campaign - for anyone who might be interested in reading them.

Monday, September 10, 2012

Add on - Final Thirty

During the game I had made numerous references to the "final 30", the last 30 citizens of Shakun that hte goblin's had killed during their occupation - slain during the goblin's rout and attempt to flee from King Argos' forces.

Here is their story:

The Final Thirty

“I’m telling you that if those green skinned bags of horse shit make it out of here they’ll just be back within a week.” Kralt Broman hunched his shoulders, slapping his thigh with the wide part of his palm in an effort to drive his point home.
 
The air was thick with smoke and ash, cloying and heavy in the early afternoon heat. The whistling rain of arrows filled the grey sky as scores of elven archers let fly their cloth yard shafts over the reinforced walls of Shakun. Their horns blew clear and sweet, in direct opposition to the brassine cacophony that made up the goblin trumpeters.
 
For five days the liberating army from Duke Argos, composed of an eclectic mix of elven and human warriors of all types battered their way closer and closer to the long subjugated city of Shakun. The goblins were bereft of the military genius of the now dead demonic commander, The Leech, but his subalterns were still capable of slowing the advances and forcing each yard of ground yielded to cost the approaching army in both blood and lives.
 
Today Duke Argos’ forces finally achieved a close enough holding to allow them harry the wall defenders themselves.  Elven archers hit the goblins early after sunrise, dropping most of the sentries within minutes before turning their attention to the merlons and crenels along the eastern battlements. Twice the goblins opened the gates and attempted to rush the archers but were repelled the first time by thundering knights astride barded destriers; and shattered the second time when they were hit by the addition of leather armored spearmen along their flank.
 
The goblins that escaped the field returned scarred and demoralized. The stink of fear was wroth and angry, and it swept across the barracks and streets until it was obvious the greenskins were going to pull out of Shakun for the first time in over a decade.
 
But they were not just going to leave.
 
They set fire to the temple grounds, dumping the oil stores upon the altars and shrines with fearful abandon. The flames grew and spread, filling the sky with plumes of ash and embers. Then they dragged burning sheaves of reed beds along Fletcher’s Road, and Town Square, setting anything they could ablaze. This cloaked their movements from the assaulting army and gave the greenskins some time to regroup.
 
There was a continuous reverberous thrumming noise from the reinforced timbers of the closed and barred Northgate. The forces of Duke Argos were plying battering rams to the thick oaken portal, attempting to breach the gate and bring their fight directly into the city and upon the goblins’ backs.
 
As for the citizenry of Shakun, to the greenskins there was as usual no concern. The people who still lived under the goblin yoke were nothing to them. A broken herd long gelded. Slaves who had for years been as worrisome to them as fungus. To the goblins they were a non-entity and if any number of them were to be hurt, burned, or killed in the process, it did not matter.
 
To the people of Shakun, their back was now against the proverbial wall. And it was on fire.
 
“It’s no secret they’re massing up near the Tannery,” said Mertok Trader.
 
“Why in Zeus’ boil ridden backside am I not surprised?” Kralt spat. “Fucking place is cursed.”
 
A woman of middling years placed her hand on Kralt’s forearm and squeezed, the corner of her mouth turning down. “Enough with that,” she hissed.
 
He stared at her for a moment, but uttered no apology. There were over fifty of them gathered in the basement of Castle Canastal; the collapsed ruin along the northern wall. Old ash and soot marred most of the visible stonework; the Leech had long ago scoured the interior of Castle Canastal with spell and fire. The citizenry had gathered here at the request of Ceril Taugis, one of the last distantly related members of Shakun’s long slaughtered nobility.
 
Ceril gave Kralt a nod, his long knotty hair heavy and unwashed. “People, Kralt’s right,” he said grimly. “The greenskin can be scattered from here, but they will regroup and smash the forces of Argos in a week’s time.”
 
A voice from the crowd coughed and spat. “Then let’s just do what we’ve come to do and get it done.”
 
Ceril gripped his bicep with his left hand. “I’m not asking for miracles, and no one need feel they have to help.” He swallowed noisily. “But if we can slow their escape by even a few minutes, bottle them within the walls of Shakun, Argos’ forces will smash them.”
 
“Like rotten fruit.” Someone chuckled grimly, the laugh echoed here and there.
 
For a few heartbeats there was only the sound of breathing and shuffling feet before Kralt answered, “Then let’s do it.” He grabbed a spear from the wall and held it aloft. “For Shakun.”
 
Ceril Taugis nodded, lifting his own spear. “For Shakun.”
 
“For Shakun.” “For Shakun.” “For Shakun.”
 
Like a rippling wave longtime beaten men and women felt steel in their spine and added their voice to the pledge. Spears went up and faces were made hard and stern.
 
Ceril waited a moment longer, his eyes finding each pair in the crowd. With a toothy grimace he turned and marched up the broken stairs to the smoke filled street level above, the resolute march of ready men and women behind him.
 
The whistling crack of elven arrows still punctuated the ashen sky, but there were fewer cries of pain filled goblins heard. The ground shook as the besieging forces battered the weakening timbers of North Gate. The solid echoes let them know it was still not giving way. Taugis tightened his grip on his spear shaft and led his followers across the mud choked streets.
 
Back against the hard wood wall. Looking left and right. Nothing visible beyond a dozen paces. Voices strange and warbling in the gloom. A touch to his elbow. Kralt lifted his eyes and pointed his chin left. Ceril nodded in understanding and the group moved.
 
There was a gap between two leaning homes, barely three feet wide. It was choked with ivy and brambles, broken wooden trash barrels and moldering refuse. They moved on to the corner and glanced south. The air was clearer here, the fires much further away. A few larger homes were on both sides of the street and in the distance were the barricades and stone fortifications of Westgate.
 
A few goblins were loitering in the street, bundling up bags of loot and plunder on low carts and travois poles. More were closer to the gate, carefully watching through the closed portal to verify there was still an avenue of escape for the greenskins. Swords and spears were visible, shields as well. A few of the snaggle-toothed goblins even had crossbows nearby but none at the ready.
 
Ceril turned back. “Twelve between here and the gate. Fifteen at the gate I can see. Most likely another ten we can’t.” His men and women pressed their lips together and renewed their grips on their weapons. “Last chance,” he offered. “You don’t have to do this.”
 
After a dozen slow heartbeats the woman to Kralt’s left pulled her shirt sleeve over her elbow and took a closer look at her spear point. Grunting in satisfaction she answered, “Let’s do it.” Her sentiment was picked up by the rest of the crowd.
 
Taugis smiled, turning back he took three deep breaths, and slunk around the corner with a throaty growl, spear point leading the way. He moved faster, worn soles of his boots slamming into the mud. His eyes fixed on the back of the nearest goblin. Six paces, three, one.
 
Contact.
 
The spear point punched through the goblin’s back, forced through its lung, burst out the front of its chest. Taugis’ weight drove the creature forward on rubbery legs. It stumbled and fell, arms weakly slowing its fall as it struck the ground with a squelching thud. Something snapped under the goblin and Taugis stomped his foot on the creature’s back as he tore his ragged spear end out of the ebon stained rent in its body.
 
He looked up. Already the citizens of Shakun were streaming past. Falling on the goblins closest in groups of three and four while others ran further to engage the next ones.
 
Spanir had his arms wrapped around one of the goblin’s heads, lifting the villain up and spinning his wildly about in an effort to break its neck. Lynaria traded blows with a sword wielding goblin, her wild red hair flailing chaotically as she thrust her spear forward repeatedly, driving the goblin back. Even when it snarled and clove its blade into her right side, she folded left and swept the spear shaft sideways, knocking its feet out from under it. Unterik landed on the prone greenskin with his heavy feet and set his own spear into the goblin’s throat.
 
Ceril shoved and pushed his way forward, using the momentum of the furious crowd to bring him to the forefront of the battle line. From behind the barricade the goblins at Westgate finally noticed the wave of swelling humanity charging them. A crossbow fired, ripping into Yanneli’s chest and dropping the mother of two.
 
“Back! Back Slaves!” The goblin lieutenant called, his voice sounding like broken glass falling down a metal slide. He took up his horn and brought the brass instrument to his lips.
 
“Fuck no!” Fanis Broman, Kralt’s eldest son, arced his body back and snapped forward, hurling his spear across the battlefield. It struck the trumpet’s bell dead on, driving the other end through the lieutenant’s open mouth, busting a handful of his pointed teeth, and sending him to fall back against his soldiers.
 
Spears slammed out. Swords rose and fell. Shields flashed and bent. The battle line hit the barricade and flowed over it. Goblins on the other side made to run but had nowhere to go as Westgate was still closed. Cries and yells turned into screams and whimpers as Taugis and his people took their fury and hatred out on the closest goblins they could find.
 
“My lord!” Ceril turned about, his body flush with battle lust, his limbs quivering.
 
“What is it?!” he asked, his eyes taking in the battlefield quickly. The wood and stone barricade had been dumped over, goblin bodies were everywhere. None of them were moving. In addition at least seven…no eight of his own citizens were dead in the street. Lynaria had been wounded worse than it appeared. Salis had his guts laid open. Mertok his head stove in. Opori was actually missing his left arm.
 
“My lord!” He focused, taking in Kralt’s large and steadying form. “My lord, Taugis. A couple of the greenskins were seen running east. Past Exotic Transportation. They’re going to get the main bulk.”
 
Taugis looked at his citizens. Others had come out of their homes, adding their weight to the others who had joined him at Castle Canastal earlier. Their numbers were now closer to eighty and they looked at him with grim determination.
 
“You there,” he called, motioning to a group of four men and women nearest the broken stablery doors of Exotic Transportation, “I want you on the roof as look out. Tell us when the goblins come.” He paused, ears straining to hear something in the distance. “And tell us when Northgate finally falls.”
 
“I need this barricade fixed and fixed now.” He slapped the tumbled stonework abutting from the closest manor house. “It doesn’t need to be fancy, just standing up and functional.” Over a dozen citizens jumped at his request, shoving rocks and braces forward and piling them quickly on top of one another.
 
He bent down and took one of the goblin’s shields, slipping his hand through the rough handle and hefting its weight with a grunt. “For those of you without weapons, take what you can from the greenskins. Swords, hammers, shields, knives. I don’t care if you have to use cobblestones and rubble; if you’re standing here I want you armed. If not, then get yourself hidden.”
 
“What about the bodies?”
 
Ceril frowned. “Stick them once, make sure they’re dead, and then forget about them for now.”
 
His people worked fast and with determined efficiency. Within scant moments they had done as requested and most of them were now situated behind the low wall of the barricade. The crackle of flames echoed through the wide streets as the unchecked fires ate their way along the thatched roofs of Shakun’s northern avenues.
 
In the distance something groaned. And then a moment of silence rang out.
 
“My lord!” one of the lookouts called. “The gate! The gate! Northgate is breached!”
 
Ceril licked his upper lip. “The greenskins? Do they hold? Are they coming?”
 
“They are holding now, my lord. But I can see many of them running southward towards Tanner’s Way!”
 
“What now?” Kralt asked, his jerkin splattered with black goblin blood.
 
Taugis’ brows rose and fell. “We wait. We hold.” He raised his voice. “Do you hear me? We hold!”
 
A scattered reply of “ayes” answered him.
 
“This spot. Right here. The goblins must NOT be allowed to pass through that gate,” his finger stabbed out behind him to the stoic portals of Westgate.
 
More grunts and cheers rung out this time.
 
“If they get past us…if they get out…they WILL return. And when they do, it will not just be to occupy Shakun anymore. But to destroy it. Destroy us, our families, our children!”
 
“No!” “By Hades they shall not!” “Never!”
 
“So what are we going to do?!”
 
“Hold this ground!”
 
“My lord!” the lookouts called. “The goblins! The goblins come!”
 
The chanting cries of the greenskins sounded out; shard and pointed, grating on the ears and felt under the scalp. The wet slap of their feet as they ran away from Argos’ army resounded over the “thwpp”-ing sound of raining arrows. From down the road in the direction of Town Square they came like a roiling carpet.
 
“Steady!” Ceril called out. He brandished his spear upward, point stabbing the sky. To his left and right others followed suit, holding the spears, swords, and hammers aloft.
 
The goblins ran hurriedly, stolen trinkets and bits of treasure slung across their backs or gripped in their talonned grasp. They flowed into Westgate Road, bottlenecking as they pushed and shoved their way onward towards Taugis, his people, and the gate out.
 
“Hold!” He called again. The front rank of his citizens were down on one knee, the butt end of their spears braced against the torn up roadbed around the gate, pointed end held at chest height. Behind them stood others with swords and spears held tight against each other, set to stop the greenskin charge. A few stood behind them, backs against the gate itself, feet balanced on piles of brick and stone. Five of the goblin crossbows that they had taken still worked, quarrels loaded and hands caressing the trigger stocks.
 
The goblins in the front ranks slowed briefly as they beheld the defending forces blocking the gate. However they were borne forward as those behind continued onward, fearful of the invading army of men and elves. “What in blazes?!” one of them cried, his shredded voice raising in disbelief at the show of resistance arraigned against them.
 
One of the crossbowmen fired. The sharpened bolt tore across the intervening space, driving deeply into the surprised greenskin. It clutched its belly with shock before screaming loudly and falling to its knees. Another bolt was shot, puncturing a goblin’s shoulder. Another flew, striking one in the knee. One was struck in the chest. A last hit in the throat.
 
A horn cried out from across the town, followed by a rising roar of warriors. The noise frightened the goblins more and they pushed harder towards Westgate, trampling those in the front.
 
“What’s the problem?!” one of the larger ones called out, pointing ahead to Ceril and the rest of Shakun’s citizens. “That?! That is what’s stopping you?!” It grabbed one of the shaking greenskins by the neck and whirled it around. “They’re sheep! Sheep!” It’s hand swung, knuckles cracked against cheek and lips. Tossing the cowering goblin to the ground it pulled its own sword free. “To the gates! NOW! We will NOT be stopped by sh-URGGGH!”
 
Two crossbow bolts flashed out, one ripping the large goblin’s chin open before tearing into his bicep, the second hit it along the left its chest and knocking it off its wide flapping feet.
 
No one moved for a heartbeat.
 
And then another.
 
From the rear ranks of the goblin horde came a fear filled wail, their glassine voices screaming, “Ahhh! Move! Ye gods, no!” followed by the victorious battle cries of Duke Argos’ forces.
 
Taugis gaped as the goblins surged towards them, eyes wide with terror. “Men and women of Shakun!” he roared out, his voice in danger of being overrun by the broken mass of greenskin cries coming at them. “We will hold this ground!” He felt the quivering of his own limbs as he locked eyes with the closest goblin a scant brace of strides away.
 
“HOLD!”
 
The lead goblins hit the spear wall like an oxen. Their screams were shrill and terrible. Shafts bent and in some places broke. Blood burst in an arcing spray. The second rank thrust forward and pulled back. Some of the greenskins were dragged into the barricade before dislodging from the points. Fatirik was struggling with a goblin, his broken spear shaft clubbing the menace alongside its shoulder. The goblin gripped him by the throat and pulled, tearing his neck open.
 
More crossbow bolts filled the air as the Shakun defenders fired into the living wall of goblin flesh. Kralt swung a length of metal piping like a scythe, smashing the closest goblin’s outstretched limb, shattering its forearm. The stone barricade held briefly but began to crumble as the growing press of goblins on one side forced the bricks to slide away.
 
The first rank of defenders had fallen back, driven away from the terrified assault of goblins striving to make the gate. The second rank hacked and hewed, swords threshing the closest goblins like wheat. Someone yelled from the crowd as their guts were laid open, the stink of blood and gore blossoming over the battlefield.
 
Ceril struggled to keep his footing, the muddy cobbles growing slick with blood and offal. A short goblin snarled in his face, pulling his shield arm down as it tried to rip his hair out. Feeling the pain in his elbow swell he twisted his spear around. With a curse, he plunged it down. The shaft stabbed deep into the “V” of the goblin’s collarbone. His shield arm free again he smashed the greenskin in the face with the metal bossing on the shield and pulled his spear out. “HOLD!!” he roared again, his fighters taking his call and returning it.
 
The citizens of Shakun could see the pennants and flags of Argos’ army through the smog of smoke and battle haze. They squared their shoulders and drew back closer to Westgate, filling the holes in the defensive lines as their friends, brothers, and sisters fell about them.
 
The goblins redoubled their efforts. Talons tore and teeth gnashed. Swords cut. Spears thrust. Gustavo the miller had his hammer snatched from his weakened grip, the greenskin that took it smashed him across the jaw sending teeth flying. Two goblins had tackled Beld to the ground while a third perched upon his chest, slamming a broken chunk of cobble repeatedly against his head.
 
The citizens of Shakun gave even more ground, leaving their dead and wounded to be trampled under the now frantic goblins before them. Their back was on the gate, the enemy was all about them. The greenskin’s flesh had the combined reek of overripe bananas and soiled hose; cloying and sickening to the remaining men and women still standing.
 
A goblin warrior went down with a quarrel in his eye.
 
A blond woman fell backwards, staring blindly at her severed wrist.
 
Two greenskins grabbed at Ilian and his crossbow, dragging him into the melee.
 
Rohar’s spear ripped a goblin’s inner thigh open, the arterial blood fountaining high.
 
With a final surge, the goblins hit the dwindling knot of Shakun fighters. Taugis felt himself shoved to the left, his feet tangling with the other warriors. He tried to hold his ground but lost sight of Kralt who was on his right, seeing only green tinged goblin flesh. His spear long gone, he used his belt knife with grim purpose, wrapping his arm around the goblin’s face and slicing its neck wide open.
 
Another took its place, fingers scrabbling on the wooden portal, trying to lift the bracing pole free. Ceril hit it with his shoulder, blade flashing against its forearm. It hissed and stepped back. Just in time for Kralt to brain the greenskin with his metal pipe.
 
“HOLD!!” came the cry once more, a bastion yell against the tide of darkness. For a brief moment the Shakun line was renewed with Kralt Broman and Ceril Taugis at its center.
 
And then it ended. Ceril was hit from three different foes: on his chest, his left leg, and the side of his head. He felt his ribs crack from a goblin’s tackle. His breath whistled out of his lungs as vision greyed. As he fell to the side he watched as Kralt Broman was stabbed in the stomach by a goblin spear. He cried out, clutching the shaft with wide eyed horror. Another lanced out, piercing his side. He watched as his friend and supporter fell over before the nearest goblins actually picked up flung him away from the door like garbage.
 
It was an agony to even breath and he heard nothing but the roar of his blood pulsing through his veins. His vision had shrunk down to a tunnel of light. He felt himself fading.
 
But before he passed out, before he fell unconscious, he did hear the cheering roar of the Argos army as they finally reached Westgate and hold the mighty portal closed.
 
Closed to the goblins.
 
Offering them no escape.
 
Ending the long enslavement of Shakun.
 
With a smile on his lips, Ceril Taugis took a shallow breath and let it out, whispering into the blood soaked mud he was lying in simply the word, “Hold.”

Thursday, September 6, 2012

Add on-Shakun - Tanner's Way

Going back about 30 years ago now, the first official town I had ever laid out was Shakun. It was crude, simplistic, and missing most of the actual buildings that people lived in - a layout of the major streets and the shops there. The people were either lifted wholesale from other places I had read about or my first awkward attempts at populating a town.
 
As time went on I grew more refined and was able to further flesh out the broad strokes of Shakun. This place holds a special place to me as I have had countless adventuring groups either "start" from here or make it their home after the fact.
 
However with my current group I have not been describing the city as well as I should have, playing it in my mind and glossing it over to the people around the table (plus it is VERY hard to town adventure properly with 7 players!). In an effort to rectify this, I have been penning a few short essays about prominent places in Shakun and forwarding it to the group.
 
Here is the 6th one:

Tannery – Tanner’s Way

Shakun has always been an agricultural town, with a strong secondary foundation of livestock. With denser stands of trees to the south and east, the land here has always been good for grazing and some of the earliest settlers had fairly large herds of sheep, goats, and even some cows.

Although various industries did grow from the various livestock available, it was the tanning that had the most growth. Since the leather industry is typically a filthy and smelly process it was placed far enough outside the heart of Shakun’s town center that the smell of rotting flesh and tanning wouldn’t upset too many of the citizens.

As Shakun grew and eventually the outer wall was added, the smell of the tanning industry grew fairly rank to the citizens. The Tannery’s configuration was changed with all the open doors and window now facing the south east along what had originally been named “Wall Road” but was quickly changed to “Tanner’s Way” by the populace.

The Tannery itself is a large warehouse looking building, close to 25’ tall, and filling in an area 100’ wide by 40’ deep. A large set of double doors provides entrance. At this time the Tannery is not operating and given the recent history of the building, there is little interest in refitting and reopening the place for use in the near future.

Once inside the main door the visitor will notice the entire ground floor is open. Most of the place has been picked over by daring vagrants over the years so there is little remaining. A few drying racks in very poor condition, some of the metallic rail posts are still seen near the western wall where livestock would be brought in, even a few low brick beds where fires for curing would be lit.

The layout of the place can still be seen. Animals would be brought in through the western door where they would be killed, hung, and butchered. The meat would then be carted off to the butcher and the smokehouses while the skin would be brought to large tables where they would be flensed and then washed in big stone tubs. These tubs would have a mixture of water, urine, and wood ash and would require the hides to be soaked for up to a week.

After the leather was cleaned and scraped it would be taken to the stretching and drying racks where it would be placed over warm coal beds and treated with various mixtures that included charred bark, animal brains, and dung that would be painted onto the heated side. Every 12 hours the racks would be turned over and the process continued on the opposite side for 2 days total per skin. Eventually the leather was washed a final time an hung on long rows of beams that stretched across the middle of the Tannery where it would cure slowly over time taking in some cases up to a month.

There is a second floor to the Tannery placed across the middle of the building. Two sets of metal steps climb up 15’ to a wood and metal catwalk. There are 4 doors up here that lead to what was once the manager’s office, the sales office, the records room, and the meeting room. Each room/office is roughly 20’ wide by 15’ deep. Windows look out on the floor on both sides, allowing those above to watch the work that went on below. The only blind spot was directly beneath the 2nd floor locations and Tannery workers learned it was a good place to congregate during the slower times.

At this time the Tannery is home to what few vagrants and homeless souls that dare to stay in the creaking, aged building. Most will stay a few nights, maybe a week or two, but all eventually leave with a feeling of uncomfortability that take a few days to shake off.

During the goblin occupation, the Leech had used the Tannery as not only its original purpose, but also for the torturing and eventual skinning of the people of Shakun. Many dissidents found themselves strapped to racks and hung from hooks above and their skins cut from their bodies. The skins were then treated like any other hide and treated accordingly. The Leech would bestow these fabrics to his upper echelon to have fashioned into clothing and worn proudly around town. There were also times when the Leech would use foul sorceries to trap the souls of those being tortured within the very skins they were removing, and those same skins would wail, yell, and moan piteously many days or even weeks after they had been flayed.

With Shakun being mostly reclaimed and repaired; only the Tannery and the hovels that line Tanner’s Way stands out in need of work. But there has been a lack of interest in doing so due to the still denuded potential herds that don’t demand a large scale Tanner, the blood soaked walls and sorceries that took place within the confines of the building, and the in general filthy and foul industry that Tanning and Leatherworking is and how even years later those that lived near the Tannery still talk about the noxious odor that came from the site.

Tuesday, August 28, 2012

Add on-Shakun - Exotic Transportation

Going back about 30 years ago now, the first official town I had ever laid out was Shakun. It was crude, simplistic, and missing most of the actual buildings that people lived in - a layout of the major streets and the shops there. The people were either lifted wholesale from other places I had read about or my first awkward attempts at populating a town.

As time went on I grew more refined and was able to further flesh out the broad strokes of Shakun. This place holds a special place to me as I have had countless adventuring groups either "start" from here or make it their home after the fact.

However with my current group I have not been describing the city as well as I should have, playing it in my mind and glossing it over to the people around the table (plus it is VERY hard to town adventure properly with 7 players!). In an effort to rectify this, I have been penning a few short essays about prominent places in Shakun and forwarding it to the group.

Here is the 5th one:

Exotic Transportation

Of all the places in Shakun that are a far cry from their former glory, none is more obvious than Exotic Transportation. Situated on the western end of town, literally just on the inside of West Gate, it takes up six property lengths and the fenced in yard that is part of its grounds easily covers another five.
 
Originally it was the trading post and launching point for the traders and travelers that were heading westward towards Waterdale, Orland, and the barbaric outlands of Pervia. Caravans would meet there, get organized, and leave from this place often. At that time there was a strong following of Artemis in Shakun and the local matrons and priestesses would often bless the gathering before they headed out.
 
As the number of wagon trains heading west eventually lessened and traders began returning from these distant places with their wares, the building was expanded to house all the horses, wagons, and carts that used Shakun as a waypoint. Business and trade flourished and the location was renamed “Western Points Shakun Stablery and Wheelwright”. The priestesses of Artemis continued their many blessings and the months moved into years.
 
Things would have gone on in this vein without change if Matron Merliss hadn’t gotten terribly ill. The High Priestess to Artemis developed a wracking cough that no healing was able to squelch. She grew weaker and died within 3 days. The Motherhouse in Gul did not have anyone interested in taking over Merliss’ post so they had their small temple closed and the 5 sisters that had been left behind donated most of the heavy pieces (benches, desks, chairs, water basins, etc…) they did not want to bother transporting back to Gul to the Western Points Stablery with their thanks and departed Shakun.
 
It was remarked after this time that the horses and ponies that Western Points tended to kept their shoes longer, were in better health, and had fewer diseases and ailments. Eventually the same was said about the oxen and mules as well. In fact even the stable cats were noticed to be of better disposition and had more full litters of kittens born. This translated into a lesser mouse problem about Shakun and the surrounding fields.
 
Montgomery Wheelwright, the owner of Western Points, had three sons working at the stablery. It was his youngest, Eherego, that showed the most promise. Careful, attentive, eager; he had the easiest time with any of the livestock brought in and even though he was barely into his teens, had the respect of most of the riders and traders that used Western Points.
 
When one of the rangers had dragged in a half dead hippogriff he had captured in the wild, the original expectation was to have the beast slain, the feathers and blood harvested, and the head stuffed and mounted. Eherego instead saw something about the hippogriff and gave the ranger every coin he had plus a promise of bondsmanship to the ranger for 181 days if he would sell him the beast. The ranger agreed and Eherego nursed the badly hurt animal back to health.
 
He had a seemingly natural knack with any kind of animal, even those that would be considered monstrous. Once the hippogriff was healthy he then was able to train it to take a rider and sold it back to the same ranger for 10 times what he had paid for it as well as the lifting of the bondsmanship. Other traders and trappers soon heard of Western Points and all manner of captured and strange beasts soon made their way to Shakun.
 
On Eherego’s 16th birthday, Montgomery Wheelwright had the name of Western Points changed to Exotic Transportation and took his youngest in as a full partner.
 
In its heyday, Exotic Transportation had seen just about any animal that could be ridden on through land and air come to Eherego’s locale. Horses, ponies, mules, lizards, hippogriffs, griffons, elephants, rhinoceroses, hippopotamuses, pegasi, unicorns, gigantic snakes, wyverns, gigantic spiders, war dogs, wolves, great cats, even one time a small green dragon. Stock would rotate swiftly at Exotic Transportation and if you saw something one season you wanted, there was no guarantee it would be there the following one.
 
And then in the blink of an eye, the goblin occupation came and it was all over. The Leech plundered Exotic Transportation of its unique wares and dispensed the riding beasts to his captains and trusted followers. Eherego’s life work was scattered and within a year, he lost track of every one of his special mounts.
 
After the lifting of the occupation, Exotic Transportation was cleaned, refitted, and ready to once again cater to the strange and wondrous needs of those who wanted superior mounts properly trained and treated by an expert. However, sadly, Eherego’s stock consists of horses and oxen at this time, and most of them are in poor health and had been ill-treated. It is a testament though of his staff and himself that the animals that he does take care of often times do overcome their ailments and appear to be of better temperament after a while.
 
If you do stop and see him he will wax long about some of his glory days and the things he had done, and he will promise to pay highest coin to anyone who can find him anything outside the norm for him to train and work with. To date it hasn’t happened, but he is tenacious in his belief that the wheel will turn again one day.
 
Exotic Transportation is a very long building with over 30 stalls large enough to house any horse or oxen, with 5 of them being of gargantuan size. There is a well maintained running yard where he or his sons and apprentices are often times seen training what mounts they do have. Exotic Transportation has saddle broken every horse currently in and around Shakun.
 
The back area of Exotic Transportation is used as a small carpenter’s shed with a number of saws, lathes, braces, and planers. Everything is done manually; there is no wheel to ease any of the processes. The primary purpose of this shop is to keep the aging and poor cache of carts and wagons that the locals of Shakun use in some sort of decent repair. There is a lack of decent hardwood trees in the area and most of what is needed has to be imported from Timberton. This has resulted in Exotic Transportation being forced to salvage what they could from existing wheels and wagons as well as use poorer quality local timbers when there are none available by trade.
 
For a short while Exotic Transportation was doing their own farrier work but it was not effective so instead they have all shoes being currently made by Sutor’s Forge while they do the actual work on the animals.
 
Exotic Transportation is owned and run by Eherego, his 4 children (3 sons, 1 daughter) and their spouses, plus he has another 7 apprentices who work for him part time. Most of the work is mundane in nature but for the people who are employed there, they either remember a time or had heard stories of when Exotic Transportation was the destination that most travelers from even 30 leagues away would talk about and come all the way to see. Perhaps as Eherego is fond of saying, the wheel will turn again, and they will be able to see those times once more.

Monday, August 27, 2012

Add on-Shakun - Sutor's Forge

Going back about 30 years ago now, the first official town I had ever laid out was Shakun. It was crude, simplistic, and missing most of the actual buildings that people lived in - a layout of the major streets and the shops there. The people were either lifted wholesale from other places I had read about or my first awkward attempts at populating a town.

As time went on I grew more refined and was able to further flesh out the broad strokes of Shakun. This place holds a special place to me as I have had countless adventuring groups either "start" from here or make it their home after the fact.

However with my current group I have not been describing the city as well as I should have, playing it in my mind and glossing it over to the people around the table (plus it is VERY hard to town adventure properly with 7 players!). In an effort to rectify this, I have been penning a few short essays about prominent places in Shakun and forwarding it to the group.

Here is the 4th one:

Sutor’s Forge

Sutor’s Forge is cobbled together from the three smitheries that used to make up Shakun's blacksmithing industry: Issac’s Tinsmithery, Lessa the Farrier, and Twocask Smiths. During the overrun and occupation of Shakun these smitheries were commandeered by the goblin forces and the original workers were forced to churn out metal works for the greenskin occupiers. Most attempts at sabotage or dereliction resulted in the smithy workers being put to death and replaced by slave labor.

After the goblins were routed and order restored, the town needed a tremendous amount of clean up and repair. It was decided that Lessa’s and Twocask would be cannibalized, with their anvils, tools, and what coal beds that could be salvaged brought over to Issac’s. Issac Smith had been killed many years ago and his children had also met similar fates. A former slave of the goblin snamed Sutorian Baker was one of the main members of the rebuilding of the smithery so in his honor, the forge was named for him. It is for that reason when people ask who runs the forge and sees a mid-30’s human named Torrence come out and greet them they are sometimes confused.

Sutor’s Forge isn’t an actual forge at all. There is no blast furnace, nor can they handle commercial grade iron. There are 3 coal beds and one furnace that is capable of reaching just about 700 degrees C (the beds hover around 350-500). The furnace is closest to the eastern part of the forge, right against the outer wall and the open air portion.

The open air portion of the forge is where the anvil work is done at Sutor’s. There are 2 300# anvils and 5 smaller work areas with lesser weight anvils and just some pounding stops. Covering roughly 40’ x 40’ the roof is slate and pitched away from the main forge building along the entire run from 15’ in height to 10’.

The inner portion of the forge is where the coal beds are located, the furnace, a number of bins, the molding room, and a small counter with a display area showing some of the wares that Sutor’s makes. The Charcoaler is located in the building right next to Sutor’s and there is a firebreak wall between the two buildings (a combination of brick, mortar, and backfilled sand). It was an expensive undertaking but Sutorian Baker had demanded it based upon his knowledge of ovens and bakeries.

The Charcoaling goes on two days a week and Torrence does not allow his journeymen smiths to oversee the process; instead taking it on as his own responsibility. The Charcoaling is dirty, messy, smells, and can become very dangerous if not handled with care and respect.

Shakun is built on a tremendous field of limestone and granite that is situated some distance below ground. The area is metal poor at best although the many many caves that dot the landscape do occasionally give up a small treasure of ore now and again. Because of this the Forge does mostly tinsmithery and farrier work (horseshoes). Their biggest demand product to date though happens to be nails. At this time about half the nails are actually scavenged and rescued from the reclamation projects taking place around Shakun. They are brought to Sutor’s where they are scoured, straightened and set up for sale. The others are made and cut from wire stock that Sutor’s purchases every week on caravan. Because of this there are times when there are no nails available until Marketday.

You will not get a suit of chainmail from Sutor’s but they can have the links fixed. You can buy plowshares, bridles, stirrups, fireplace dogs, horseshoes, binding wire, pots, pans, forks, spoons, chimney sleeves, and arrow heads. He does not have the ability to make swords or shields but can repair them if need be.

As for the people who work at Sutor’s there is Torrence, his 4 journeyman smiths, and up to 12 apprentice smiths employed there. The majority of them are human although numbering amongst his apprentices can be found two half-elves, one elf, and even a half-orc.

Sunday, August 26, 2012

Add on-Shakun - Cornelius' Tower

Going back about 30 years ago now, the first official town I had ever laid out was Shakun. It was crude, simplistic, and missing most of the actual buildings that people lived in - a layout of the major streets and the shops there. The people were either lifted wholesale from other places I had read about or my first awkward attempts at populating a town.

As time went on I grew more refined and was able to further flesh out the broad strokes of Shakun. This place holds a special place to me as I have had countless adventuring groups either "start" from here or make it their home after the fact.

However with my current group I have not been describing the city as well as I should have, playing it in my mind and glossing it over to the people around the table (plus it is VERY hard to town adventure properly with 7 players!). In an effort to rectify this, I have been penning a few short essays about prominent places in Shakun and forwarding it to the group.

Here is the 3rd one:

Cornelius’ Tower

This tower was originally called The Tower of the Secret Flame and then years later Redbrick Tower. Nowadays it is called Cornelius’ Tower in honor of the last wizard who lived there.

Located on the northern end of town, just to the west of Town Square, the Tower stands roughly 75’ tall with a 30’ base. Town records show that the tower was the 2nd structure ever built in Shakun; right after the Shakun Keep was constructed (nowadays called Castle Canastal). A wizard conclave called the “Brotherhood of the Secret Flame” had banded together and with a variety of magical as well as mundane means had the red brick tower completed in roughly 2 seasons close to 150 years ago.

In those days every lord had a guild wizard at his disposal, and every high wizard had a conclave of his own. Many conclaves numbered at least 10 members, but some could have as many as 20 or more. The Brotherhood of the Secret Flame numbered 12 and they did not have any names that were ever spoken outside of their own group.

The tower is different in many respects than others in the area. First, it has no windows of any kind anywhere on its face. Second, the top of the tower has what appears to be a mass of metallic branches that even after all these years only show a small amount of rust marring their surface. And even though the original red bricks have faded over time, it still has that sanguine coloring to it that makes most people uneasy being near it.

A thin smattering of ivy does grow around its base but at no point does the plant reach higher than 3’ from the ground. A single door would provide entrance to the tower, should anyone be able to open it. The heavy wooden portal is marked with over 50 deep carvings of strange sigils and glyphs. No door knob is visible and no one is even sure which side the inner hinges are on. Also, even though the doorway appears to be wood, cursory touching and testing leads most people who dare it to believe it is something much denser.

And that is the problem, when one gets to even within a foot or so of touching the doorway, they are filled with an unnatural illness and sense of loathing; only the most stalwart of brave souls can stomach their way forward to completely touch the surface. Even wearing gloves or attempting to touch the door with a stick produces the same sensation and difficulty. Many of the younger members of Shakun will engage in dares to see who is bravest or toughest by approaching, touching, and maintaining contact the longest. One young man in recent past did actually get a nasty rash and raised blisters on his back from standing too long near the tower’s doorway, somewhere on the order of 1-2 minutes.

During the goblin occupation, the tower’s occupant was a mage of some renown known as Cornelius Firebrand. Whether he was a member of the long defunct Brotherhood is unknown, but Cornelius was not a trifling mage. He and his three apprentices did help in the defense of Shakun and performed admirably in keeping the goblins from breeching the walls for some time, but it eventually was for naught and one by one, his apprentices were wounded and slain.

Cornelius was able to bar the door closed, keeping the goblins out and saving for a short respite some 60 citizens that he had retreat into the tower with him. However the Leech was able to force his way into the structure through demonic means and the Abyssal Goblinoid and the mage did battle within, with Cornelius being beaten. The Leech then had Cornelius flayed alive and wore his skin as a cloak, the mage’s spirit trapped within and screaming constantly until the spells binding him to his removed skin eventually faded some weeks later.

What was noted was that even though the Leech was able to gain access to the Tower that one time, he was unable to do so any time after that. No spell, tool, or force of arm was able to open the doors again. He had his goblin minions attempt to sap the tower to topple it but they were unable to tunnel under the tower’s stone for some reason. The tower would not be marred, broken, scratched, or opened no matter what. Eventually the Leech stopped wasting his time on it, had the last of the town’s mage’s put to death, and visibly ignored the Tower from that day forward.

Now that the occupation is over almost 2 years, there has been some renewed interest in Cornelius’ Tower, but no one has been able to gain entrance and even the few mages that had been commissioned to come out here from Agros, Gul, and Titestory are baffled as to the sealing of the Tower and their inability to effect and entrance.

Saturday, August 25, 2012

Add on-Shakun - Town Hall

Going back about 30 years ago now, the first official town I had ever laid out was Shakun. It was crude, simplistic, and missing most of the actual buildings that people lived in - a layout of the major streets and the shops there. The people were either lifted wholesale from other places I had read about or my first awkward attempts at populating a town.

As time went on I grew more refined and was able to further flesh out the broad strokes of Shakun. This place holds a special place to me as I have had countless adventuring groups either "start" from here or make it their home after the fact.

However with my current group I have not been describing the city as well as I should have, playing it in my mind and glossing it over to the people around the table (plus it is VERY hard to town adventure properly with 7 players!). In an effort to rectify this, I have been penning a few short essays about prominent places in Shakun and forwarding it to the group.

Here is the 2nd one:

Town Hall


Originally the Shakun Town Hall was used as the trading hall for the visiting caravans during Marketday. As time went on, the interest in imported Pervian goods grew and the sheer number of traders coming through Shakun made the hall impractical. The shanty of hovels and lean-tos that had grown outside the Hall were cleared away and cobbled over, making what is now known as Town Square over 60 years ago.

The Town Hall was first officially used during the Gaia’s Festival in 127 as the place for the brewers and vinters to set up their wares out of the rains that had been hitting that week. A few drunken brawls followed and the first trial was held here at that time to identify who threw the first punch. Not a noble start but an honest one.

Since then the Town Hall has been refitted for its new purpose and is one of the more structurally sound buildings in Shakun. Although it is a single story building, it does boast over 15’ of height on the inside from the stone floor to the open rafters above. The windows are plentiful but narrow, a mere 13” in width making it difficult for anyone other than halflings to slither through. The main double doors are 4’ wide each and have been replaced many times – the current set are iron banded reinforced oaken timbers. The main entrance is also set partially inside the walls of the Hall; set back and concave to the furthest point of the exterior wall by almost 10’. This was by design since the Hall can also be sealed from the inside and anyone attempting to gain entrance would be subject to many potential flanking attacks through the windows by either bow or long spear.

There is a weapons rack and closet just on the inside right door where citizens are divested of lethal weaponry and it is placed here until they leave. During Court Day the Town Hall will have 12 guards on duty and placed in various spots both within and outside the building. At other times only 4 guards are on duty although the full roster of 12 can be mustered within 15 minutes if need calls (over 30 citizens are classified as Town Hall Guards but the “active” duty roster rotates so most of them can pursue whatever other jobs they need to maintain their homes and families).

The center of the Hall is dominated by an 8’ diameter fire pit which is lit during the winter months to provide warmth. The ceiling above does allow smoke to escape but the flue and chimney is not perfect and when it is cold there is a sweet spot where the people who do come to the hall try to sit; someplace where they are warmed by the fire but not choked out by pluming smoke.

Seating in the hall is primarily along the back, left, and right sides where simple roughhewn pews of 12’ lengths are set in not quite perfect rows. Up to 200 citizens can sit on the right, 250 on the left, and another 150 can sit in the back. There is also standing room for another 200 or so should that many people come to the Hall.

The front of the hall is dominated by a large scarred bench. 5 chairs are placed behind the bench with the central one for the town Magistrate. The other 4 chairs are for: the Baron (Taugis), Consul (Ikarsbane), Reeve, and Captain of the Guard. Not many matters require the audience of all 5 members of the Town Board and most are handled by the Magistrate or in the matters of common cases, the Reeve. The bench was used by the Leech during the goblin occupation for a time as a torture table before being discarded. Local artisans had scrubbed, sanded, repaired and refinished the bench lovingly after the Leech’s destruction and it has since been replaced here in the Town Hall.

In front of the bench is a cordoned off barred area where plaintiffs or accused can be brought to present their case or matter to the bench. Behind it is a grand table with seating for 18 where supporters would sit. To the right and left are two smaller tables, much newer constructions, where defendants and accusers would situate themselves.

Finally, behind the bench are three doors. One on the left leads to a private lavatory, one on the right leads to a storeroom where often times dried meats and vegetables, a few barrels of water, and a small amount of simple arms and shields are stored (enough to outfit 12 men if need be), and the one in the center leads to an apartment where the Magistrate resides. The apartment has 4 rooms and is fairly spartan, but is provided free for the Magistrate and any potential family for as long as he holds the position.

Friday, August 24, 2012

Add on-Shakun - Pelis the Rug Merchant

Going back about 30 years ago now, the first official town I had ever laid out was Shakun. It was crude, simplistic, and missing most of the actual buildings that people lived in - a layout of the major streets and the shops there. The people were either lifted wholesale from other places I had read about or my first awkward attempts at populating a town.

As time went on I grew more refined and was able to further flesh out the broad strokes of Shakun. This place holds a special place to me as I have had countless adventuring groups either "start" from here or make it their home after the fact.

However with my current group I have not bee3n describing the city as well as I should have, playing it in my mind and glossing it over to the people around the table (plus it is VERY hard to town adventure properly with 7 players!). In an effort to rectify this, I have been penning a few short essays about prominent places in Shakun and forwarding it to the group.

Here is the 1st one:

Pelis the Rug Merchant’s Shop

Located on the east end of Shakun, this two story large faced shop announces itself long before someone gets close enough to peer inside by the smell of the woolen carpets the trader sells and makes. The aroma of dyes and damp wool hangs low to the ground, scented for half a block before the doorway itself. It isn’t unpleasant, just obvious; more so when it rains.

The main supporting features of the building are brick and mortared stone, encompassing the corners and in 2 places along the building’s front. The roof is a mix of thatch and slate tile canted towards the street with small eaves running off the left and right sides. The rest of the building is wooden planked with a heavy layer of crude concrete (mud and crushed gravel) that has been painted white and shows many signs of repair. The windows are large and spacious, made of leaded glass and kept clean.

A trio of racks line the front of the building just outside the larger of the two doors that leads to the showroom, each rack is over 10’ in length and stands around 5’ high. It is here that Pelis often shows the most colorful of his wares during the dry days, enticing the locals to both see and touch his rugs. The ground around his shop has been laid in with paving stones, and expensive undertaking since the rest of the street is not but one that Pelis and his father in years past had happily put in place regardless of the cost in order to keep the carpets clean and provide a place free from dirt and mud.

Pelis has a young niece (late teens/early 20’s - relatively speaking) who helps him maintain the day to day business, as well as 4 other people who work at his shop. Two of them are journeyman weavers and rug makers, one is an apprentice, and the last is a laborer who often can be seen sweeping the front street clean after a busy influx of traffic.

The shop itself is a sizeable showroom, often times having upwards of 70 rugs and carpets on display. Large wooden racks adorn the back walls where the finished products are shown, folded over the display dowel in a series of 6 rugs per racks. Most of the wares are smaller however he often has a few great rugs shown at any one time. A counter with a raised set of iron bars that runs 3 feet over the counter’s top and the full length of the wooden furniture, is along the right side, beyond which is the workshop. The bars prevent anyone from easily reaching across the counter and getting to the strongbox which is built into the floor and counter itself. The box has not only a first class lock affixed to it, but also needs a special series of turns on the front lever to effect opening the small vault.

Pelis was robbed only once and it was many years ago. Over the doorway to the workshop is a length of old frayed rope mounted on a wooden plaque and if asked about his robbery, Pelis will often look at the ropen trophy and smile to himself before replying that his funds were returned and the thieves were punished for their crime.

The workshop is cramped with the looms and weaving stations practically on top of one another. Great spinning wheels take up the back wall, the two of them are obviously new, replaced after the former ones had been destroyed or taken during the goblin occupation. Most times there are a few spools of finished wool which is ready for dying and weaving. Pelis does not dye his wool until the color requests are made for commissioned work, or until he is ready to have one of his journeyman begin a new project.

There is a door out of the workshop that does lead back to the street, and there is a smaller private one also fitted with a lock that leads to Pelis’ domicile on the 2nd floor. His home is above his shop and contains a kitchen, larder, living room, a lavatory, and 4 other room sone of which is a bedroom for himself, one for his niece, and two others which he lets out now and again to borders (of which a Woodhelvian Grey Elf named Enthir is currently staying in one). There is a cistern on the roof which collects rainwater and holds up to 10 gallons at any one time. This water is what is fed by wooden piping to the lavatory and the kitchen. When the cistern is empty, Pelis will have his niece go to the well and draw a couple of gallone of water each morning.

Finally, Pelis is also the guild master of the Thieves guild in Shakun, a fact that is a poorly kept secret at best. He does not make it his business to promote this fact, and the 37 members of the Shakun Guild who answer to him know that NO ONE in Shakun is to be marginalized at any cost. There is no "sanctioned" stealing here. Most people in Shakun don’t have enough to live on and Pelis demands that we help our own. Most of his people are information brokers and fences of stolen goods from other caravans and towns. Their skills were learned against the goblin occupiers and are well suited for covert missions and spying.

The guild hall is located in a basement level beneath Pelis’ shop. Access is achieved three ways: 1) in the alleyway to the right of the shop, about 15’ down is a slab of stone 3’ x 3’ that can be pivoted up (counterweights below the street level make this an easy prospect), 2) in the shop the 2nd rack from the left, the heavy mass of rugs covers a “hole” in the floor (the hole can be plugged from underneath with a wooden trapdoor that will lock into position), 3) a crude tunnel leads under the city walls and to a gutter that can be lifted aside to allow entrance/exit.

Monday, August 20, 2012

Meet 9, Adv 1, 8/11/12

The group had performed the "Couch Move" Quest and then were escorting the caravan to Timberton where they did some shopping and the opportunity for another quest. Pulled it right out of my ass - had nothing planned except "meeting a strange rich older dude in a tavern who offers you a chance for glory and riches to bring back a strange artifact." If I could have had him wearing a cloak I would have.

So now over the next few weeks I will finish up Candlewick Keep and the surrounding area and get the adventure ready for the group.

I really enjoy DMing off the top of my head some times.

Write up follows:

The group spent the rest of the 6th getting ready for their guarding mission of the goods caravan leaving on the 8th. Fist’al continued his dalliance with Lirea and the remainder of the party bought a few perishables for the trip. We rested well and on the 7th we convened at the Merrik household to go over the moving of the couch.

The carpenter had been here yesterday and had made various repairs to the aging furniture. We tested it and felt sure that it would survive the trip from upstairs to down. As for the rest of the house, it was still a cluttered, hoarder, mess and we did our best to ensure that there was at least a wide enough path for the couch to be moved.

It was decided that Ironboar and Marcus would move the couch from the top of the stairs to most of the way down, and then Marcus, who was taller, would hand the couch to Tempi and then Device OVER the weak railing and eventually the two half-orc brothers would finish its trek against the living room’s far wall.

Fist’al, Enthir, and Flimflam would be watching.

The move went without any real issue. There was a scary moment when Ironboar did trip when navigating the steps, bashing the 140# couch into the top of his thighs, but it made its way without any further real mishaps and the Merriks were thrilled. 90 commons were promptly paid and we left feeling good after a meal and some weak beer. Ironboar drank quite a bit of the frothy brew and eventually commented while slightly inebriated that his “piss was gonna smell like urine.” Um..thanks Ironboar for that observation!

On the morning of the 8th we met up at the Northern Stablery where there were three large wagons already loaded down. Each wagon was to be pulled by 2 horses, and there were an extra 3 horses being brought along to cycle the animals out during the trip. Each wagon had a driver and a second, and there were 4 other teamsters who came as well, each armed with a crossbow and sword to help scare off potential bandits. (Which hadn’t been working all too well during the past number of trips).

Verim was here waiting for us and he and Lirea were very happy to be with one another. Introductions were made all around and the feel from the men was that they were pleased we were coming and felt confident that this would be an uneventful trip.

We rode off without issue and by 6:30 that evening had arrived at the Flying Pegasus Inn, a large 3 story inn that was situated roughly halfway between Shakun and Timberton. There were also 4 other smaller thatched cottages around the inn which did boast a sizable stable as well as a small smithery for shoeing horses and fixing traces and harnesses should need be. The animals were tended to and the group bedded down after eating.

We slept without concern and the next day we were off before 8, hitting the road with blue skies and sunshine along the way. It was in the mid 50’s today and the bloom of spring was deep across the land. As we travelled closer to Timberton the road meandered through the trees. In some places there were still burned section and scarred ground, testament of the battles that had been fought here. We did also see a few travelers, and in one case a hunter did watch us for a bit before going into the woods, presumably to hunt.

By early evening on the 9th we arrived at Timberton and spent some time making sure we had lodgings. We spoke to the caravan leader who assured us that we would not be leaving until around 10 AM on the 12th. The group talked about it and told Lirea that they did not feel comfortable taking her to Ferron as they had made a promise to stay with the caravan when it would leave and Ferron was just too far to risk going and coming back. She bid us all farewell and kisses went about. She assured us that when the time came she would return shortly to Shakun with Eden (here sister) in tow.

We then spent the next 2 days going around Timberton. It was larger than Shakun in population, but not in area. Most of the homes were 2 and 3 stories tall and there was more obvious poverty and desperation amongst the lower classes of the town. Their chief export was wood – both raw and unfinished. We wandered about and made a number of purchases and contacts, some of the notable ones being a bastard sword for Ironboar and a number of pipes and pipeweed for Flimflam.

Towards the end of the 11th though we had the luxury of being in the Roaring Treant where through a number of conversations about our being an adventuring group, and yes always looking for work, we were introduced to a man named Perrin. He was a man of some means and had a number of compatriots with him – some of them less than savory looking.

Long and short he offered us a job. A collector and facilitator of fine antiquities with a strong emphasis on religious artifacts (focus on Zeus), he wanted us to go and find a place called Candlewick Keep, somewhere on the southern border of the Endless Forest. In there would be a 3’ tall statue of Zeus with sapphires for eyes. It had been made some time ago and the sculptor had actually been struck by lightning at the final stroke of his carving. Through a number of transactions and events it ended up being taken by someone referred to as the Bandit Baron to Candlewick keep where it has been ever since.

The keep is very close to goblin territory although Perrin assured us that according to the Oracle at Argos, the Goblins had never actually ever entered the keep and the statue was still there.

We went back and forth and were going to say no when he told us the job would pay 750 crowns for returning the statue, with 100 crowns up front that would be returned to him should the group be unable to find the statue within 2 months. Also we would be entitled to keep whatever else we found with the knowledge that 5% of it should be donated to the temple of Zeus in honor of the quest.

We talked about for a bit and as had been mentioned, it was a lot of money. One of the party members did comment about taking the job and not going just to get the 100 crowns. “To be honest, we could lie!” It was decided that we should be up front as adventuring jobs would mean more if we had a reputation to be proud of.

On returning to talk to Perrin he could tell we were wavering on taking the job. That’s when he increased the offer to 800 crowns and of the 100 up front, we could keep 50 of it to pay for any associated costs that it would run us for the expedition. Also he increased our time from 2 months to 4 months. However, he was NOT going to be here in Timberton much longer and would be leaving to continue his circuit, eventually ending up in Gul (much further east).

We took the job, got our 100 crowns up front, and then retired to discuss a better name for our group than Flimflam and Company, or the Shakun Adventuring Group. It was roughly 8 PM on the 11th and we were leaving the next day at 10 AM to return to Shakun.

Sunday, August 12, 2012

Add on - Past Adventure Logs

The party had looked around the Hall of Heroes where they did find a log book of other adventures that had been taken by prior groups. Breadcrumbs for their interest.



Fernius’ Tower roughly 4 miles South and West of Timberton.     Poran Woods.


The Five Swordbrothers. 5 Members, 11 hirelings.     46 days.

Deaths: 0 members, 3 hirelings     144 A-30

Adventure Leader Comments: Fernius Slavemage had preyed on the travelers and traders of Timberton for some time. We were commissioned to achieve entrance to his tower and bring him down. Justice was supposed to come with a spear in his neck. We did, but the problem was cutting through all his charmed slaves which were just normal regular folk that had succumbed to his magics. After being trapped in his tower for some time we did manage to break free of our cells and took the fight to Fernius. Slayed the mage and plundered his treasures. Didn’t touch his library as two of our hirelings were turned to pigs for touching the books.



Devilclaw Caverns roughly 6.5 miles South and East of Shakun.     Forested area.

The Five Swordbrothers. 5 Members, 2 hirelings.     15, 21, 7 days.

Deaths: 3 members, 2 hirelings     147 A-30

Adventure Leader Comments: Discovered by a trapper we followed his directions and entered the caverns. At least 3 levels. First two were no issue, lots of goblins and hobgoblins. Third is where the Devilclaw resided and we were taken down. Barely escaped only because the Devilclaw was gorging on our fallen companions. Would like to mount a campaign eventually to go back and reclaim Brother Bartimarius’s magical flail, “Sunburst”.



Hall of Donnegarten roughly 10 miles South and West of Heatherfield.     Silent Hills.

Terril McLochlan and Company. 3 Members, 3 hirelings.     23, 16 days.

Deaths: 0 members, 0 hirelings     151 A-30

Adventure Leader Comments: Former dwarven stronghold, mostly ruins. Plenty of treasure in silver and old dwarven weaponry. Made two trips. On 2nd trip discovered a side passage on the 4th level that went somewhere else. Quality of tunnels were different and our priest got a bad feeling. We left without exploring and decided to have a 3rd excursion at another time. Still haven’t as of yet.



Tower of the Forest Wizard roughly 45 miles north of Du’uk Tsarith in the Endless Forest.

Baylin Quickfoot and Company. 5 Members, 7 hirelings.     74 days.

Deaths: 1 member, 3 hirelings     154 A-30

Adventure Leader Comments: The trip there was terrible, harried throughout the endless forest by the Greenthorn Tribe of Goblins. Once at the forest shield we had a problem with our ensorcelled items and them a sudden tornado appeared. The aftermath had killed Dragonbreath Emberson and three of our hirelings. We left without resolving either entrance through the shield or getting to the tower.



Brokenleg Ridge 5 miles north of Shakun.

Baylin Quickfoot and Company. 4 Members, 1 hirelings.     13 days.

Deaths: 0 members, 0 hirelings     156 A-30

Adventure Leader Comments: Aptly named since I had broken my leg at the sloping scree of stones when I failed to make a jump over a pit by the entrance, we actually did pretty well here. Was a goblin bolthole for some time that allowed them to raid on Shakun without being found. We routed the gobbo’s, took their spoils, and even returned maybe half of it to Shakun as “found” while I sent Sperius to Ferron to fence the rest. Two levels, suspect there was a minotaur on the 2nd. We didn’t stay to find out.



Pervian Castle roughly 24 miles west, southwest of Shakun.

The Squirrels. 4 Members, 6 hirelings.     29 days.

Deaths: 0 members, 2 hirelings     157 A-30

Adventure Leader Comments: Some story from a traveler who had seen a castle lying at an angle at the base of some hill had us going to check it out. Big, old, strong, it was transplanted from somewhere else but don’t know how. Hard to maneuver around. Some decent haul but the coinage was old. Big fight with some nearly unkillable thing but Zarik was able to drop the balcony on top of it, burying it and allowing us to leave. Plenty of treasure sure to be there still but not interested in going back, not without a few spellcasters and someone with a bow.

Friday, August 10, 2012

Meet 8, Adv 1, 7/28/12

The group spent some time looking around the basement of the tower but did NOT want to risk entering it or messing with anything that might be considered outside their skill and comfort level.

As for moving the couch, a lark offer, that is very much BELOW their skill level - but if done right has the chance of providing some decent goodwill with their adventuring name in town.

Write up follows:

We decided to investigate the basement area of Mahr’s Tower, limiting our possible problems to just Fist’al, Ironboar, and one of the bandits that was fairly healthy. The area down there was dark, darker than expected, and it wasn’t until Fist’al made it to the floor that some sort of mystical ambient light emanated from the ceiling.

The basement was the entire size of the tower, just about 120’ diameter, with a number of support columns spaced about the place, supporting the weight 8’ above. A circular iron stairwell was set in the middle of the tower going up to a large trap door in the ceiling. Falag and Thagorek were using a small section of the ground as a place to sleep and work, purloined and mismatched furnishings that had been obviously scavenged elsewhere and brought here. Beds, dressers, foot lockers, desk, chairs, tables. Beyond this were a 5 count of iron and ironbound boxes.

We checked over the area carefully, Flimflam and the rest of the group calling down now and again to ask if it was ok. We discovered a small ring of keys, various papers and paperwork, and even a complete set of torture knives. Eventually it was time to check out the boxes and we had Enthir come down and the mage checked for magic – verifying the ceiling was magical but the boxes were not. Fistal checked for traps and not seeing any unlocked the 1st box and had the bandit with us open the box. A tiny dart flashed out and hit him in the chest. He began to freak out and spasm so Fist’al knocked him to the ground, slashed the wound with his knife, and proceeded to suck and spit out any poison possibly in the bandit’s system.

Shaken but not dead, the bandit was thankful and we checked out the box – it was filled with hundreds of brass and copper coins. Nice. Perturbed that he missed the trap Fist’al had the luxury of looking over the box while open and noticed a release trigger along the top of the box. If it was held down in a certain way after being unlocked and then opened, the dart would not fire.

Armed with this knowledge he checked out the rest of the boxes and opened them without issue – finding hundreds and hundreds of other coins. Most of them brass and copper but eventually some silver and gold as well. Finally while giving the place a final once over we did find a bag of dust spores hidden under the table and from some of the notes found it had something to do with someone named Vingian. We took it carefully.

We left the basement with our treasure and proceeded to hook up the cart in question that was here to one of the nags and roped the other two with leads and harnesses to the cart as well. Small sacks were placed over every bandit’s head and they were all linked to the back of the cart. We had a small issue with Falag where the bandit lieutenant was getting verbally accosted and abused and tortured and the smell of rosewater grew strong and he actually burst his ropes until getting knocked back out again. Flimflam cautioned us against what we had been doing and we grew ready to bring everyone back.

During the trip back we did come across some trappers who we talked a bit to about what we were doing and what they were doing and then moved on.

It was over 3 hours until we came back to the furthest places of Shakun (the homesteads) where we had some angered conversation with Dormanger and some of the other people. They felt slighted that they had been left behind but eventually were overjoyed to see the bandits brought to justice as well as most of the stolen gear. Flimflam assured them it would be settled back and town and the mass of over 30 farmers followed us for another hour back to Shakun.

We eventually met with the Magistrate, Baron Taugis, and Zarik Ikarsbane where we formally gave over the 9 bandits we had brought back to Captain Thragirel and the stolen gear. From there we spoke with Baron Taugis and some of the other council members and were thanked for our part, were paid the gold for completing our 1st charge, gave the Baron 10% of our findings as required, and eventually given the keys to the Hall of Heroes and told we can live/stay there. We were also charged with following up on where this goblinwater was coming from and bring the maker/supplier of it in for trial.

We then checked out the hall of heroes, noted what was there and what was of use. The place needed some fixing and repair so we hired some washer women to clean the place. Some rooms were taken and we divided up the treasures found amongst ourselves. We did find a log book of adventures that the prior inhabitants had maintained and gone on, taking the time to look it over and share it amongst ourselves.

We were going to take the job to escort the stabler to Timberton on the 8th, which would also allow us to take Lirea part of the way to Ferron. Before getting something to eat though the group went to the town square and hunted the stalls, travelers, gypsy tents, tinkerers, and other folk for anything they might need being it was Marketday. We had questionable luck and some of our recently earned coin was spent before going to the Pixie Down Inn and getting a meal.

A round of ale was brought for the townsfolk there and we were certainly popular. Lirea went back with Fist’al and the two of them had more carnal delights. We also commissioned the carpenter to make a number of beds for us, completion and delivery in 5 days or so.

The next day (Plantmonth the 6th) we were eating breakfast and eventually were approached by the Merrik family. They reminded us about the couch that needed to be moved from the upper floor to the lower and we decided to go and take a look. The house was a hoarder house with piles of stuff everywhere, some of it precarious. The couch was an old wooden carved monstrosity on the 2nd floor and was needed to be brought down to the 1st floor. It was made by Merrik’s grandfather and was irreplaceable. No laborer would move it even though they had gone as high as 10 commons.

That was when they had gotten the idea from the Todron family about hiring the “adventuring group” to move it for them. We went over the price for a while eventually settling on 90 commons for moving it correctly without issue or mishap, 20 commons if something goes wrong. We told him to get the carpenter to tighten up the frame of the couch and we would move it for them tomorrow.

That wrapped up this session. As has been the way of things lately, we had two Ironboar-isms and another Marcus-ism. We heard, “I didn’t kill anyone, My flail did,” when asked about the number of bandits that had been slain instead of knocked out and “If I go there, you’ll force me to beat up hobos,” when asked about doing leatherworking somewhere other than our house and why not use the Tannery itself at Tanner’s Way. Finally Marcus had shared with us about the Merrik home and the number of weird items piled up on shelves, boxes, and leaning piles and us moving a couch through the maze and no dropping anything, “I can pretty much guarantee, something WILL break!”

Thursday, August 2, 2012

Meet 7, Adv 1, 7/14/12

This was the party's first attempt at real combat (not counting accosting teenagers, drug addicts, or various townsfolk as had been the case to date so far) with the new characters and it was different. Most people had different roles in battle than they were used to and we did not have everyone at the table which a few people were on "auto-follow".

What was a reminder was the possibility of death at 1st level as even single shots and lone melee rounds had the group watching how deadly only "6" hit points can be. Mind you, they went up against 13 or so effectively level 1 commoners (except for the 1st and 2nds in command) but they still accorded themselves very well.

Write up follows:

That evening we talked about whether or not we were going to bring Verim and the villagers and the group, in light of Ironboar’s argument with the Dormangers and Orin Dormanger’s dislike of Lirea and his son, were swayed in the direction of NOT bringing the villagers with them. Would there beany repercussions over this? We did agree to meet with them @ 8 in the morning but could we get out of actually going with them? We decided that a visit with the Magistrate should answer these questions.

However Tempi wanted…no demanded a visit with Fist’al, Ironboar and himself at Zarik’s – and Flimflam should come as well before going to the magistrate. Device was going to take Lirea with him to the temple grounds to visit the hospice there and tend to the wounded vagrants (that she knew) as well as talk to the High Priest Gavilerin.

At Zarik’s we sat at Zarik’s table and then spent some considerable time with Tempi trying to prove that Fist’al was untrustworthy and a dick. Zarik took the other tack and said that Fist’al was nothing other than honorable in his dealings and trusted. The dick part was up for conversation. Ironboar pretty much told Fist’al to take a walk and Fist’al got up from the table with a flippant, “I don’t need this group or your shit Ironboar” response. Flimflam and Zarik were able to establish a VERY tenuous peace but nothing was resolved except for Tempi hearing from Zarik himself that Fist’al can and should be trusted.

As for the Magistrate he had said that we were under no obligation at all to take the villagers with us and we have all the right as per our charter to make what decisions we deem necessary to perform our duty and keep Shakun and its people safe. So no – fuck ‘em, they don’t HAVE to come.

We rested well that night and woke the next day early. We did detour to Sern’s General Store to get another length of hemp rope and some small sacks to both bind and blind any of the bandits we managed to capture. After that we left Shakun.

It took us over 3 hours to leave Shakun, the homesteads, and what places we had been before behind. From them we were walking in the low rolling hills and grasslands, following what few landmarks Lirea was able to tell us on our way to Mahr’s Tower and the bandit camp.

Eventually we found the valley in question and spied upon it carefully from above. The tower was 120’ tall with some sort of metallic looking spindly structure up top. There was a ruined remains of a small encampment and village around the tower, the wall missing many sections in places. A number of the buildings were still in decent condition and we could see a simple stablery as well as a cook ground. A single bored looking fellow in a padded jerkin walked a picket around the tower grounds and we could see maybe 5 or 6 others about the place.

Plans were established and discarded for a bit until we decided on sending Lirea down alone. She would go to the front of the place(the east side) while we would pick our way around a few hills and approach the tower from the west side. Everyone would go to see the pretty and friendly (and well known – to them) young women and allow us to get within the actual grounds of the tower and find the two leaders in question. Lirea pointed them out to us: Thagorek (a shorter thick and brutish looking man) and Falag (tall, spindly, greasy, and not trusted even amongst the other bandits). We asked for 10-15 minutes to get in place and then signaled Lirea with a flash of mirror that we were ready.

It went off as we expected, she made a lot of noise and attracted the attention of the camp and a total of 12 or so men and women between the ages of perhaps 15 and 25 came out to meet her. She talked loud and long and took her time making her wishes known to the group that she wanted her and Brandone’s share of the money but Thagorek was not allowing himself to be swayed and was telling Lirea to leave. As for us we crept down the hill fast and got to the outer wall of the western side of the grounds. Only the stabler was here along with a horse a few mules, and 3 camp dogs. We split up briefly and hit the group with a sleep spell before charging in and dispatching the last of the threats here (the bandit had been crushed by a falling , sleeping horse). It was while we were trying to get all back together that we were noticed and about half of the bandits gave chase across the yard towards us.

We ran around the wide base of the tower and actually came upon the other half of the group swiftly. Arrows flew and our fighters plunged ahead with spears and flails and swords flashing. The enemy did meet us and the furthest 3 bandits had bows out and sent arrows falling amongst us. Half of our party had turned the other direction and had weapons at the ready, expecting the 2nd half to hit us from around the tower.

Whosea was vicious and Ironboar was just as terrible –the two of them not pulling their blows but instead going for killing and rending attacks when able to (Whosea had an excuse – he was a 120# German shepherd– Ironboar was merely a barbarian deep in the rage). A few of us did get hurt during the melee, clothyard shafts and sword burns but as a party we accorded ourselves well until at long last the final bandits stopped fighting and gave up.

We bound them together and called out to any others still here to show themselves (one did). We did note that those that were near both Thagorek and Falag did smell rose scent coming from them as well seemed to grow tired during the fight as if their strength was fueling the other mens’ attacks. We looked over them briefly and noted a surprising lack of coin. Itwas thought that any treasures might be in the basement section of Mahr’s tower where the two leaders often stayed and we were going to explore that possibility next.