This is a reboot of the classic adventures that shipped with the original Dungeons & Dragons Basic Set from TSR (circa 1979). The original modules were B1: In Search of the Unknown and B2: The Keep on the Borderlands.
Players should post every 1 to 3 days. If you take longer, I might need to put your character on auto-pilot, have him/her go off on their own somewhere to rejoin the story later, or have said idle character get eaten by a dragon. (If you're worried about "going idle", you could give me some general instructions about how to run your character.)
Evening has fallen and you find yourselves in the Stretching Goat, a tavern inside a keep guarding the borderlands between civilized lands and the wilderness. How you arrived in this place is your story to tell.
You all have heard rumors of increased actvity of banditry and tribes of wild humanoids nearby the keep. Rumor has it these creatures have established a foothold in caves due east along the road that lead to the keep.
Amar,and Amar alone, is aware also that the lands around the keep use to be the domain of a great wizard named Zelligar who long ago fought a barbarian invasion with his companion, a warrior named Roghan. Their abandoned stronghold is rumored to be hidden nearby.
At his point in the story, all characters should describe what they are drinking and how they came to be in the tavern.
Additional information about the keep that might help you describe your immediate backstory is this:
The keep rests on a lone hill just north of a road that runs from the west (back toward civilization) and to the east (deeper into the wild). Looking north of the keep you can see the start of deciduous forest sloping up hill. To the south lies a swiftly running river that roughly follows the road. The immediate terrain around the keep is a dry, rugged grassland.
The only known entrance (and exit) to the keep is a gatehouse flanked by two towers facing east. On approach to the gatehouse, numerous guards are visible atop towers and battlements. Two guards clad in plate armor and carrying halberds approach all visitors across a lowered drawbridge demanding to know their names and business. The guards ask also that all weapons be sheathed/stowed away before leading visitors under a raised portcullis into the keep. (You are allowed to retain your weapons on your person.)
Past the gatehouse is an entry yard where a grumpy corporal of the watch, and a scribe record the names of all who enter.
From the entry yard, visitors are then escorted by a lackey along the southern wall inside the keep to an inn. Along the way to the inn, the lackey points out a weaponsmith, armorer, provisioner, trader, and even a bank. A square formed by the southern and western walls of the keep contains a gushing fountain in its center, with the inn (along with the Stretching Goat tavern) forming the west and north sides of the square.
Daily rates for the inn are 1 gp for a private room and 1sp to sleep in the common room. (You could also sleep in the stables for free. Those are back by the gatehouse.)
Amar is sitting enjoying a surprisingly tasty brown ale with hints of nutmeg. He knows better than to ask about the details of his brew but the fact he's working on a second pint says a lot.
The tavern is a great place to collect local gossip and sift through the BS and find some nugget of truth. Amar has that the world doesn't need another cottage dwelling farmer. Thus has taken his cash and skills out into the world. The bandits and general ruffins are probably due for culling but what if they're aided by Zelligar? Amar chews on that thought while sampling a bit more of his brew, noticing for the first time some tarty flavors.
What Amar needs is some worthy companions, find out the truth of the matter and maybe make a good story. Amar looks around the tavern and notices other tasty tarts that aren't in his pint. If there are no adventurers at least his bed won't be empty tonight.
Indeed there are at least a dozen patrons in the tavern. Some are obviously denizens of the keep—four wear the uniform of guards: one alone at the bar and three sharing a table—other patrons are likely travelers.
Perhaps companions of a sort will be made here tonight.
Your attention turns to the deep rich voice of the barkeep regaling the patrons with tales of the wild lands beyond the keep. Whether at the bar or at tables nearby people seem to stop and listen.
”There are not one, but two different tribes of orcs that live in the caves...” you hear him declare clearly for the crowd.
The barkeep turns to you, abruptly stops cleaning the mug in his hand, and smiles showing a full set of healthy teeth.
“Ah, a newcomer,” he begins and starts polishing the mug. “Why don’t you have another drink and I will tell you what else I know. The honey mead—for one gold—is my favorite.”
You see a tall half-elf walk up and prop his longbow against the bar. "I'll have a honey mead" He's dressed in leather armor and grey cloak. He places his pack next to the bow, two short swords are tied to the side, but more stored away than in a position for easy reach in a fight. "Hail, I'm Markas, I've heard there is trouble brewing in the nearby lands and I've come to see what I can do to help."
Amar eyes the two new patrons, "Barkeep, bring me another ale and tell us your stories!" Amar says amicably. Amar attempts to lay down the charm by unleashing a winning smile, after all if this works out he'll get information and half priced ales.
A somewhat surly looking dwarf wanders up to the bar and works his way into the conversation. "Ho, travelers!" he says. "I am also interested in your tale. I have traveled far and am always ready for adventure."
With Amar’s outstanding Persuasion check, the drinks are indeed half off as a spontaneous happy hour commences. (Amar does have an 18 Charisma so flashing his winning smile must be all it takes!)
The barkeep produces an ale for the human and another for the dwarf. With great delight he ceremonially pours the honey mead for the half-elf, pausing dramatically with a wink and a smile before presenting it.
Markus now has advantage on his next ability check vs. the barkeep.
”Half prices on drinks! I have good feeling about this crew in here tonight!” the barkeep declares and then disappears under the bar. A rummaging sound is heard from him, while the chatter in the bar increases in excitement over the flowing alcohol. Barmen and maids (three in all) make their way out to to the tables to take orders.
”Here you are, fair lady!” announces the barkeep. A dusty bottle of spirits appears before Zerys.
”Now let me tell you what I’ve heard about the Caves.” At this the crowd grows quiet. Those regulars, who have heard these tales before, huddle close to one another and continue there conversation in low whispers. Others listen with interest.
The barkeep goes on for a good while telling stories of ambushed caravans along the road and rumors about the Caves where all manner of vile beast must live.
The highlights of his news are these:
Recently a guarded caravan from the keep was ambushed and its leader, Lhodis (a wealthy merchant) went missing. Surely if rescued, there would be a sizable reward.
A great wizard was rumored to have lost a magic wand within the Caves.
There is a man-eating (elf-eating, dwarf-eating, etc.) creature that roams the Caves and preys on those who are lost and can’t find their way out.
The stories end with some playful contention from the guards about the meaning of “BREE-YARK.” The barkeep insists that is Goblin for “we surrender.” The guards are skeptical.
Solemnly, the barkeep says, "Lhodis was a customer, and, yes, he enjoyed the mead. He was very generous and no doubt--if he still lives--would generously reward his rescuers. I can tell you are of a special sort of man," he continues nodding to Amar, "are you up to the task?"
He looks to Markus, "you clearly are here for adventure. Is this the kind of adventure you seek? Are you a hero or do you want to be?"
Then he looks to the dwarf and to Zerys. "You have the bearing of people of action as well. Will you find out the truth of Lhodis?"
The tavern grows quiet as all attention falls on you, the newcomers to the keep. Even the servers stop their work: two barmen stop at the bar with dirty flagons to wash, the barmaid stands at the table with the guards.
This is a reboot of the classic adventures that shipped with the original Dungeons & Dragons Basic Set from TSR (circa 1979). The original modules were B1: In Search of the Unknown and B2: The Keep on the Borderlands.
Players should post every 1 to 3 days. If you take longer, I might need to put your character on auto-pilot, have him/her go off on their own somewhere to rejoin the story later, or have said idle character get eaten by a dragon. (If you're worried about "going idle", you could give me some general instructions about how to run your character.)
Dramatis personæ
Amar Laurentius
Human sorcerer
Played by Straetker
Brumdal Holderhek
Mountan dwarf paladin
Played by Salty_Hasenpfeffer
Markus Florian
Half elf ranger
Played by APhew
Pagan Shadowclaw
Dragonborn monk
Played by thinkingmage
Zerys Leiphbleaur
Wood elf druid
Played by Zerys
At his point in the story, all characters should describe what they are drinking and how they came to be in the tavern.
Additional information about the keep that might help you describe your immediate backstory is this:
Also, the characters don’t necessarily know each other, so feel free to start to suss that out here.
Feel free also to ask any questions for the DM about the environment.
Aside from the backstory, you can just go do something. (You’re not limited to just describing yourself and how you got here.)
Amar is sitting enjoying a surprisingly tasty brown ale with hints of nutmeg. He knows better than to ask about the details of his brew but the fact he's working on a second pint says a lot.
The tavern is a great place to collect local gossip and sift through the BS and find some nugget of truth. Amar has that the world doesn't need another cottage dwelling farmer. Thus has taken his cash and skills out into the world. The bandits and general ruffins are probably due for culling but what if they're aided by Zelligar? Amar chews on that thought while sampling a bit more of his brew, noticing for the first time some tarty flavors.
What Amar needs is some worthy companions, find out the truth of the matter and maybe make a good story. Amar looks around the tavern and notices other tasty tarts that aren't in his pint. If there are no adventurers at least his bed won't be empty tonight.
A mug of ale is 1ep (half gp).
Amar is interested and amused, "So, barkeep what are the names of the two tribes?"
Zerys wanders up to the bar, overhearing the barkeep trying to leverage tales of Orcs into another sale. "Before story time begins, get me a whiskey."
You see a tall half-elf walk up and prop his longbow against the bar. "I'll have a honey mead" He's dressed in leather armor and grey cloak. He places his pack next to the bow, two short swords are tied to the side, but more stored away than in a position for easy reach in a fight. "Hail, I'm Markas, I've heard there is trouble brewing in the nearby lands and I've come to see what I can do to help."
Amar eyes the two new patrons, "Barkeep, bring me another ale and tell us your stories!" Amar says amicably. Amar attempts to lay down the charm by unleashing a winning smile, after all if this works out he'll get information and half priced ales.
Making a Persuasion check on Amar’s behalf: 10
(Feel free to proactively provide rolls, if you want.)
First roll of the game is a nat 20!
A somewhat surly looking dwarf wanders up to the bar and works his way into the conversation. "Ho, travelers!" he says. "I am also interested in your tale. I have traveled far and am always ready for adventure."
(It is also possible that the dwarf overheard something about half-priced ale.)
With Amar’s outstanding Persuasion check, the drinks are indeed half off as a spontaneous happy hour commences. (Amar does have an 18 Charisma so flashing his winning smile must be all it takes!)
Markus now has advantage on his next ability check vs. the barkeep.
The highlights of his news are these:
Amar carefully eyes the maids as they go about their tasks. Judging the need to pull out the winning smile later.
Amar ponders his knowledge of Goblin language and mulls over if the noises the Barkeep made is actually, "we surrender" ..
Amar's attention returns the the Barkeep's tales, "So, did you know Lhodis? Was he fan of your Meade?"
Amar’s knowledge of Goblin tells him that “BREE-YARK” absolutely does not mean “we surrender.” Instead it is a sort of alarm or cry for help.
"I'll get your customer and sample your Mead upon our return. And may be other services as well."
Amar glances to the left drinking in the Dwarf and the two elves. "I betcha they would go too."
Amar casts a quick illusion of small pile of gold coins, "and promises of these move most mortals". Then quickly dissipates the image.