Safeguard tosses the gold coin to the barmaid, "Thank you so very much. Please keep the change my kind friend."
Then he returns to the conversation at hand, "What you say about the fire marshes sounds dangerous but I do want to see this treasure they plan to dig up before they take it for good. What say you to guiding us through these fiery impediments?"
Losing focus immediately after asking his question he turns to Vrah, "Now you seem angry at these Red Wizards. Why do you seek their demise? Does everyone here support this? I know next to little about them and what they are after. But as someone that has studied the arcane I'd like to know whatever knowledge they may impart on me."
In a cheerful voice, Angus Killburney announces, "Excellent! Then we are agreed... we shall form an epic company on a noble quest: to track down these scarlet villains, and convert them from their evil ways ...by the way, what exactly are their evil ways?...anyway, to convert them, or rid the world of their polluting influence! Now, this is most important, we need a name for our humble party, something glorious and inspiring... The Fellowship of the Red? No, hmm... League of Justice? No, that's not it..... Avenge... no nevermind. Well, we'll think of that later."
Turning to the boastful peasant, he continues, "Lothar of the Hill People, will you lead our noble company through the dangers of the Fire Swamp... er Marsh? We will rely on your best judgment as to when we make the passage, but know this: our quest demands swiftness and skill to overcome our fearsome adversaries!"
Looking down at Safeguard, eyeing he weird metal creature, "Many reasons to hate the vile undead loving masters, that bring wanton destruction wherever they go." Ten standing tall again and addressing the group, "I am ready to leave now." As he grabs his ale an downs it in one gulp, leaving a tarnished gold piece for payment.
Marlyth eagerly listens to the descriptions of the 'Red Wizards' and makes a mental note to be cautious about their presence in the Moor. She's intrigued by the details of the Moorland, but she's still uncertain about the types of plants and animals the loosely organized party might encounter in the Highland and the Barrow.
She pulls a scroll of parchment out of the pocket of her Leather armor, then she attempts to mark the places described by Lothar on the parchment that resembles a map.
"Should we be concernedabout any kind of hostile creatures? And, where do we find more information about these wizards?"
She has been drawing something on the paper when she suddenly pauses for a moment, then she extracts 3 gold pieces from her pouch and lifts these shiny pieces of precious metal upwards so that it remains in front of the direct view of the local guide.
"Is there any shortcut to the Barrow that might save us some time? Or any place where we can hide or rest? Tell us Mr. Lothar, we want to know."
"As i' 'appens, we've a full catalogue of reference material detailin' the full history o' Thay." Lothar says with his best attempt at a straight face and a failed imitation of refined enunciation, giving way to uproarious laughter as he cracks, slapping his palm on the table as he looks up at Marlyth and chuckles, "Ay, lassie, it seems you've got yerself a bit turned around. This ain't Candlekeep, i-s-s-s-s-a tavern a' to edge of de moors! Yeah, there be some tslk.o' old wizards roaming 'round up there, but thas in the past, an' de locals don't much like outsiders coming inta town and digging it up, lettin' loose ancient undead and what have ye."
<ooc: you sure you want this guy taking you up there in the dark moors in this state? (Also, sorry he's a jerk. I don't mean to abuse my players or anything, but this guy is hammered and I want that to be evident. He is a pretty good guide, just really inebriated. >
Tabaqui the Jackal gives Lothar another look, and decides he had previously underestimated just how plastered this hillbilly was.
"Well," he says, "I want to hurry up and claim a share of that treasure as much as anyone here, and if I get to take out a few undead wizards in the process, that's a bonus. But I guess we ought to wait until our guide is a little more sober before we hit those moors. Don't want to end up extra-crispy before we even get into a real fight."
And then looking at Angus, he mutters, "And don't think I've forgotten you promised me your share, Master Paladin."
(OOC Doesn't look like our sorcerer will be joining us... do we need to recruit someone to replace him/her? Did you choose any alternates?)
Marlyth winces at the bellowing sound of the laughter. She knits her eyebrows together to expose a confused facial expression.. she seems a bit worried about the sudden outburst. Finally she raises one of her eyebrows and examines the body language, change of mannerism or speech pattern of the guide to find out if he's lying or trying to conceal some kind of important information.
She withdraws two gold pieces from her pouch and adds the coins to the previous amount then continues to speak:
"I don't believe that you know nothing about the High Moor. You seem like a decent guide with enough knowledge about your stamping ground. If you don't remember anything at all, we will seek information from Gordo and reward him instead of rewarding you. Quid pro quo."
(@Wile_E_Coyote, it's alright, Marlyth is not much charismatic. She wanted to get more instructions, so that Lothar didn't have to go with the party.)
Gordo says nothing, but makes eye contact with Marlyth and subtly finds a scrap ro scribble on and produces a crude map of the moors (represented below). The numbers are substituted by either an 'X' or I'm the case of 5,6 a camp fire and 1 is replaced with a scant representation of a treasure chest. Upon. Ompletomg the doodle, Gordo slide the map casually away from himself with his mig, leaving it on th edge of the table as he takes Nother draught.
<you should avoid the numbers unless your'e looking to go off road. You can make camp at 5,6 and there are rumors of treasure at 1. Many townsfolk would be aware of such rumors if you were inclined to ask them and a few might even be able to tell you the following bit of lore:
{A black dracolich, perhaps the only magical remnant left from the powerful Netherese Orogoth family, made her home upon the treasure hoard of the now-perished Netherese mages sometime in 1370 DR. Known only as The Old One, the dracolich remained in the ruin with her children Vilholin and Wastirek, and their descendants: Woklef, Cheleen, and Aswidorg.
No-one is certain if the dracolich, called Calathanorgoth by some, is still there in the ruin. The treasure has never been claimed.}
Marlyth has snatched away the scrap of paper from the edge of the table and decided to give it a quick glance. She mutters 'thank you'in a dialect that sounds almost unintelligible to the party, then she collects her scroll and Quarterstaff from the surface of the table and attempts to leave the place immediately. She seems completely oblivious of the fact that there are other adventurers around the table who might be benefitted by the markings of the draft version of the map. In fact, a close inspection will reveal that she's not troubled by the fiery marshes of the High Moor and she's willing to start the journey at night.
<You can all join her, there's not too much more this guy can tell you, and no special reason you need him or should wait around town. The spot marked with a camp fire is reachable by nightfall and safe to make camp. Those other spots are all canon locations that have things that are dangerous, but they're not really part of this adventure. The treasure referenced and indicated is also canon to the high moor, but has nothing to do with this adventure (AFAIK: they're still publishing it in pieces). Anyhow, we can infer they all went to the place marked with a camp fire and there parted ways. Because I'm running without modification, there will be no encounters on the way and the fire marshes will not impede your journey, they are just extra lore.>
Can I assume everyone is ready to journey to the barrow directly?
Angus is ready when the rest of the party is. He climbs into the saddle, and directs Tristan at a slow walk to follow at the rear of the party as they travel, and Angus keeps an eye on what's behind them.
Tabaqui the Jackal notices the exchange between Marlyth and Gordo, and when the tiefling grabs the scrap with the doodle, he quickly moves to block the exit in front of her. "Ahem," he says. "You'll not be running off with a treasure map without the rest of us..... Capiche? We all go, or none. Maybe it's best I hang on to that map for you, so it doesn't get 'lost'," and then holds out his hand. You notice his other hand is resting on the hilt of his rapier.
(Tabaqui is willing to go now or wait til morning, but he's not letting the others out of his sight.)
(sorry all, didn't get subscribed to the thread. I think I might have a great entrance though)
There is a subtle sound of a breeze blowing through a field of wildflowers and a soft cotton candy colored glow emanates from under a table in the corner. "That was odd" A childlike voice says as a small humanoid, mostly Halfling like in appearance, moves from under said table and looks around. She moves up between Tabaqui and Marlyth and tries to grab the map while the two are talking. The item must be if interest if bigfolk are arguing about it.
Sleight of Hand: 11
Regardless of roll she looks up at the two and asks "Are you bothering each other?"
(welcome. Are you the gnome sorcerer listed in our campaign or someone new?)
Angus' head, and that of his horse (upon which he is still mounted) appear in the doorway looking in.
"Friends, let us be off! Danger, adventure and glory await! Tristan here will not let us stray into any fire, and the longer we delay, our quarry may escape or fortify its position. Onward!"
The elf male's attempt to block her exit has caught her completely by surprise when Marlyth exclaims with wonder. Suddenly the scrap of paper gets kindled with a magical flame (Druidcraft) and Marlyth lets it fall on the ground. Then the tiefling woman starts to stomp on the paper reducing it to a burnt collection of ashes before the Treasure Hunter or the Cotton Candy Halfling can complete their acquisition.
She stares at the ashes of the paper with rueful expression, then addresses the elf standing in front of her:
"Tabaqui the Jackal, you could've just asked me to let you see the treasure map instead of trying to take me off guard. Consider yourself lucky because you are not the one who's been consumed by the fire. Excuse me, I must leave as soon as possible."
As the assembled crew depart to make tracks before the sun begins to dip toward the horizon, Lothar adds a final warning. "Take care, ye lot. Wizards hunting wizards can lead to no good!” before he passes out.
You make your way through the low hills, up into the moor proper, following the trail blazed by the intrepid trio from the bar. Along the way, you notice several pikes of rubble, long lost efforts to erect diverging of permanence on the moor. As the sky turns a pale orange hue, the sun starting its descent, you come to something far better preserved.
While its pristine condition of the large tower was a surprise, it was nothing compared to the further discovery that there were in fact nine of these towers in total, all forming a circle some fifty miles in diameter. Even stranger, the area encircled by these towers is nothing like the rest of the High Moor. The land here is fertile; the bogs and swamps are replaced by grasses and clean springs.
<given the diameter, you'd be hard pressed to see the farthest ones even if you climbed the tower on a clear day, but they're there. You guys wanna make camp or push on to the barrow, arriving by night?>
<This is a false choice, merely an effort to foster player engagement. You're headed to a barrow - a group burial mound. Natural light is irrelevant and the adventure proceeds the same regardlsss. Thus, we proceed.>
You follow the tracks of the red wizards, arriving at the barrow.
Locatedat the western end of the structure and marked by two large standing stones etched with faded spiral sigils, the entrance is a weather-worn set of stairs interrupted by an upright stone slab. It was never a door, but a seal.
The barrow stands open to thewinds and gathering rains of the High Moors. Anyone can descend the steep, worn steps and enter.
This post has potentially manipulated dice roll results.
Overhead, rough, uneven ceilings about 8 feet high, have been left unfinished for cosmetic effect by the wizards of old. There are no usable, surviving light sources. The barrow is silent except for the footfalls of rhe adventurers as they descend into the ancient halls.
The winds and the chill from outside make their way into this chamber. The remains of wooden stools and a rack of rotten spears suggest this was a guard station once. A squat stele, about three feet tall, stands in the center of the chamber now, marked with a single, deeply etched glyph of bright blue. A silver medal- lion hangs from the top of the stele, partly blocking the glyph.
<<Note - Outside of combat, don't worry about action economy. You have as much movement as you want and may attempt to do whatever you'd like on your turn.
Example: lighting a torch, walking down a 50ft the hall and moving an object is possible on a non-combat turn, even though it's multiple object interactions and typically PCs have less than 50ft of movement.>>
Safeguard tosses the gold coin to the barmaid, "Thank you so very much. Please keep the change my kind friend."
Then he returns to the conversation at hand, "What you say about the fire marshes sounds dangerous but I do want to see this treasure they plan to dig up before they take it for good. What say you to guiding us through these fiery impediments?"
Losing focus immediately after asking his question he turns to Vrah, "Now you seem angry at these Red Wizards. Why do you seek their demise? Does everyone here support this? I know next to little about them and what they are after. But as someone that has studied the arcane I'd like to know whatever knowledge they may impart on me."
In a cheerful voice, Angus Killburney announces, "Excellent! Then we are agreed... we shall form an epic company on a noble quest: to track down these scarlet villains, and convert them from their evil ways ...by the way, what exactly are their evil ways?...anyway, to convert them, or rid the world of their polluting influence! Now, this is most important, we need a name for our humble party, something glorious and inspiring... The Fellowship of the Red? No, hmm... League of Justice? No, that's not it..... Avenge... no nevermind. Well, we'll think of that later."
Turning to the boastful peasant, he continues, "Lothar of the Hill People, will you lead our noble company through the dangers of the Fire Swamp... er Marsh? We will rely on your best judgment as to when we make the passage, but know this: our quest demands swiftness and skill to overcome our fearsome adversaries!"
Looking down at Safeguard, eyeing he weird metal creature, "Many reasons to hate the vile undead loving masters, that bring wanton destruction wherever they go." Ten standing tall again and addressing the group, "I am ready to leave now." As he grabs his ale an downs it in one gulp, leaving a tarnished gold piece for payment.
Marlyth eagerly listens to the descriptions of the 'Red Wizards' and makes a mental note to be cautious about their presence in the Moor. She's intrigued by the details of the Moorland, but she's still uncertain about the types of plants and animals the loosely organized party might encounter in the Highland and the Barrow.
She pulls a scroll of parchment out of the pocket of her Leather armor, then she attempts to mark the places described by Lothar on the parchment that resembles a map.
"Should we be concerned about any kind of hostile creatures? And, where do we find more information about these wizards?"
She has been drawing something on the paper when she suddenly pauses for a moment, then she extracts 3 gold pieces from her pouch and lifts these shiny pieces of precious metal upwards so that it remains in front of the direct view of the local guide.
"Is there any shortcut to the Barrow that might save us some time? Or any place where we can hide or rest? Tell us Mr. Lothar, we want to know."
Charisma(Persuasion): 10
InkedBee (Undead_Analyst)
Covetous, Dragonish Thoughts - Jenviel Tsumara: Fallen Aasimar- Monk|Crimson Sands of Time - Navarra Iltazyara: Human- Druid/Warlock| Bleak Prospect - Ermasnietsz: Reborn- Clockwork Soul Sorcerer
"As i' 'appens, we've a full catalogue of reference material detailin' the full history o' Thay." Lothar says with his best attempt at a straight face and a failed imitation of refined enunciation, giving way to uproarious laughter as he cracks, slapping his palm on the table as he looks up at Marlyth and chuckles, "Ay, lassie, it seems you've got yerself a bit turned around. This ain't Candlekeep, i-s-s-s-s-a tavern a' to edge of de moors! Yeah, there be some tslk.o' old wizards roaming 'round up there, but thas in the past, an' de locals don't much like outsiders coming inta town and digging it up, lettin' loose ancient undead and what have ye."
<ooc: you sure you want this guy taking you up there in the dark moors in this state? (Also, sorry he's a jerk. I don't mean to abuse my players or anything, but this guy is hammered and I want that to be evident. He is a pretty good guide, just really inebriated. >
Tabaqui the Jackal gives Lothar another look, and decides he had previously underestimated just how plastered this hillbilly was.
"Well," he says, "I want to hurry up and claim a share of that treasure as much as anyone here, and if I get to take out a few undead wizards in the process, that's a bonus. But I guess we ought to wait until our guide is a little more sober before we hit those moors. Don't want to end up extra-crispy before we even get into a real fight."
And then looking at Angus, he mutters, "And don't think I've forgotten you promised me your share, Master Paladin."
(OOC Doesn't look like our sorcerer will be joining us... do we need to recruit someone to replace him/her? Did you choose any alternates?)
Marlyth winces at the bellowing sound of the laughter. She knits her eyebrows together to expose a confused facial expression.. she seems a bit worried about the sudden outburst. Finally she raises one of her eyebrows and examines the body language, change of mannerism or speech pattern of the guide to find out if he's lying or trying to conceal some kind of important information.
Wisdom (Insight): 11
She withdraws two gold pieces from her pouch and adds the coins to the previous amount then continues to speak:
"I don't believe that you know nothing about the High Moor. You seem like a decent guide with enough knowledge about your stamping ground. If you don't remember anything at all, we will seek information from Gordo and reward him instead of rewarding you. Quid pro quo."
(@Wile_E_Coyote, it's alright, Marlyth is not much charismatic. She wanted to get more instructions, so that Lothar didn't have to go with the party.)
InkedBee (Undead_Analyst)
Covetous, Dragonish Thoughts - Jenviel Tsumara: Fallen Aasimar- Monk|Crimson Sands of Time - Navarra Iltazyara: Human- Druid/Warlock| Bleak Prospect - Ermasnietsz: Reborn- Clockwork Soul Sorcerer
It's designed for 4-6 players, so I went deep to allow for attrition. Plus, were still in the tavern, so still time to show up
Gordo says nothing, but makes eye contact with Marlyth and subtly finds a scrap ro scribble on and produces a crude map of the moors (represented below). The numbers are substituted by either an 'X' or I'm the case of 5,6 a camp fire and 1 is replaced with a scant representation of a treasure chest. Upon. Ompletomg the doodle, Gordo slide the map casually away from himself with his mig, leaving it on th edge of the table as he takes Nother draught.
<you should avoid the numbers unless your'e looking to go off road. You can make camp at 5,6 and there are rumors of treasure at 1. Many townsfolk would be aware of such rumors if you were inclined to ask them and a few might even be able to tell you the following bit of lore:
{A black dracolich, perhaps the only magical remnant left from the powerful Netherese Orogoth family, made her home upon the treasure hoard of the now-perished Netherese mages sometime in 1370 DR. Known only as The Old One, the dracolich remained in the ruin with her children Vilholin and Wastirek, and their descendants: Woklef, Cheleen, and Aswidorg.
No-one is certain if the dracolich, called Calathanorgoth by some, is still there in the ruin. The treasure has never been claimed.}
Marlyth has snatched away the scrap of paper from the edge of the table and decided to give it a quick glance. She mutters 'thank you' in a dialect that sounds almost unintelligible to the party, then she collects her scroll and Quarterstaff from the surface of the table and attempts to leave the place immediately. She seems completely oblivious of the fact that there are other adventurers around the table who might be benefitted by the markings of the draft version of the map. In fact, a close inspection will reveal that she's not troubled by the fiery marshes of the High Moor and she's willing to start the journey at night.
InkedBee (Undead_Analyst)
Covetous, Dragonish Thoughts - Jenviel Tsumara: Fallen Aasimar- Monk|Crimson Sands of Time - Navarra Iltazyara: Human- Druid/Warlock| Bleak Prospect - Ermasnietsz: Reborn- Clockwork Soul Sorcerer
<You can all join her, there's not too much more this guy can tell you, and no special reason you need him or should wait around town. The spot marked with a camp fire is reachable by nightfall and safe to make camp. Those other spots are all canon locations that have things that are dangerous, but they're not really part of this adventure. The treasure referenced and indicated is also canon to the high moor, but has nothing to do with this adventure (AFAIK: they're still publishing it in pieces). Anyhow, we can infer they all went to the place marked with a camp fire and there parted ways. Because I'm running without modification, there will be no encounters on the way and the fire marshes will not impede your journey, they are just extra lore.>
Can I assume everyone is ready to journey to the barrow directly?
Angus is ready when the rest of the party is. He climbs into the saddle, and directs Tristan at a slow walk to follow at the rear of the party as they travel, and Angus keeps an eye on what's behind them.
Tabaqui the Jackal notices the exchange between Marlyth and Gordo, and when the tiefling grabs the scrap with the doodle, he quickly moves to block the exit in front of her.
"Ahem," he says. "You'll not be running off with a treasure map without the rest of us..... Capiche? We all go, or none. Maybe it's best I hang on to that map for you, so it doesn't get 'lost'," and then holds out his hand. You notice his other hand is resting on the hilt of his rapier.
(Tabaqui is willing to go now or wait til morning, but he's not letting the others out of his sight.)
(sorry all, didn't get subscribed to the thread. I think I might have a great entrance though)
There is a subtle sound of a breeze blowing through a field of wildflowers and a soft cotton candy colored glow emanates from under a table in the corner. "That was odd" A childlike voice says as a small humanoid, mostly Halfling like in appearance, moves from under said table and looks around. She moves up between Tabaqui and Marlyth and tries to grab the map while the two are talking. The item must be if interest if bigfolk are arguing about it.
Sleight of Hand: 11
Regardless of roll she looks up at the two and asks "Are you bothering each other?"
(welcome. Are you the gnome sorcerer listed in our campaign or someone new?)
Angus' head, and that of his horse (upon which he is still mounted) appear in the doorway looking in.
"Friends, let us be off! Danger, adventure and glory await! Tristan here will not let us stray into any fire, and the longer we delay, our quarry may escape or fortify its position. Onward!"
The elf male's attempt to block her exit has caught her completely by surprise when Marlyth exclaims with wonder. Suddenly the scrap of paper gets kindled with a magical flame (Druidcraft) and Marlyth lets it fall on the ground. Then the tiefling woman starts to stomp on the paper reducing it to a burnt collection of ashes before the Treasure Hunter or the Cotton Candy Halfling can complete their acquisition.
She stares at the ashes of the paper with rueful expression, then addresses the elf standing in front of her:
"Tabaqui the Jackal, you could've just asked me to let you see the treasure map instead of trying to take me off guard. Consider yourself lucky because you are not the one who's been consumed by the fire. Excuse me, I must leave as soon as possible."
InkedBee (Undead_Analyst)
Covetous, Dragonish Thoughts - Jenviel Tsumara: Fallen Aasimar- Monk|Crimson Sands of Time - Navarra Iltazyara: Human- Druid/Warlock| Bleak Prospect - Ermasnietsz: Reborn- Clockwork Soul Sorcerer
As the assembled crew depart to make tracks before the sun begins to dip toward the horizon, Lothar adds a final warning. "Take care, ye lot. Wizards hunting wizards can lead to no good!” before he passes out.
You make your way through the low hills, up into the moor proper, following the trail blazed by the intrepid trio from the bar. Along the way, you notice several pikes of rubble, long lost efforts to erect diverging of permanence on the moor. As the sky turns a pale orange hue, the sun starting its descent, you come to something far better preserved.
While its pristine condition of the large tower was a
surprise, it was nothing compared to the further
discovery that there were in fact nine of these
towers in total, all forming a circle some fifty miles
in diameter. Even stranger, the area encircled by
these towers is nothing like the rest of the High
Moor. The land here is fertile; the bogs and
swamps are replaced by grasses and clean
springs.
<given the diameter, you'd be hard pressed to see the farthest ones even if you climbed the tower on a clear day, but they're there. You guys wanna make camp or push on to the barrow, arriving by night?>
<This is a false choice, merely an effort to foster player engagement. You're headed to a barrow - a group burial mound. Natural light is irrelevant and the adventure proceeds the same regardlsss. Thus, we proceed.>
You follow the tracks of the red wizards, arriving at the barrow.
Locatedat the western end of the structure and marked by two large standing stones etched with faded spiral
sigils, the entrance is a weather-worn set of stairs
interrupted by an upright stone slab. It was never a
door, but a seal.
The barrow stands open to thewinds and gathering rains of the High Moors. Anyone can descend the steep, worn steps and enter.
Overhead, rough, uneven ceilings about 8 feet high, have been left unfinished for cosmetic effect by the wizards of old.
There are no usable, surviving light sources.
The barrow is silent except for the footfalls of rhe adventurers as they descend into the ancient halls.
The winds and the chill from outside make their way
into this chamber. The remains of wooden stools and a
rack of rotten spears suggest this was a guard station
once. A squat stele, about three feet tall, stands in
the center of the chamber now, marked with a single,
deeply etched glyph of bright blue. A silver medal-
lion hangs from the top of the stele, partly blocking
the glyph.
Vrah 16
Angus 55
Tabaqui 91
Marlyth 46
Calner 4
Safeguard 50
Marching order:
1. Tabaqui
2. Safeguard
3. Vrah
4. Angus
5. Marlyth
6. Weneon
7. Calner
Tabaqui, you're up.
<<Note - Outside of combat, don't worry about action economy. You have as much movement as you want and may attempt to do whatever you'd like on your turn.
Example: lighting a torch, walking down a 50ft the hall and moving an object is possible on a non-combat turn, even though it's multiple object interactions and typically PCs have less than 50ft of movement.>>