On this adventure, our heroes, currently three strong, will encounter dozens of trials that will test their strength, cunning, and friendship as they face an army of goblins.
If you'd like to join, there's still room for more in the party. Don't be shy to ask.
Our story begins in Elsir Vale, with our three heroes on the road to the town of Drellin’s Ferry. The three are seasoned adventurers, and exated heroes to boot. Having fought many battles together before, they are confident in their strength. Legend has it of a vast treasure in the Vault of Vraath Keep, hidden deep in the Witchwood; our heroes, have journeyed all this way to seize the vault for their own. Despite that, they all have their own motivations to travel to Drellin's Ferry: Sir Whiskers, a cunning and charismatic Tibbet Jester, is travelling to meet up with an old friend of his: Princess Princess Bagel Jennifurr Fluffykinz the fourth. He hasn't met his old friend since he was a kitten, and he's eager to meet with her again. She has arranged to meet up with him in Drellin's Ferry, and to accompany him on his adventure. Sir Brozal, a mighty Orc Crusader of Pelor, has received a mission from a high-ranking Cleric of his order has received a powerful vision of war descending on Elsir Vale under the banner of a clawed red hand, and has sent Brolaz to the far reaches of Elsir Vale to avert impending disaster... Brozal isn't exactly sure if the vision was real, or if his master just wanted to get rid of him for the year, but he never turns down a good crusade. Brother Chad, a wise and powerful Druid, has chosen to accompany his companions on their hunt for the lost treasure in the Witchwood. Sir Whiskers requested his aid because Chad is the most experienced woodsman he knows. Chad is wary of this region, for he's heard that it is ruled by a fierce and territorial Druid, but he embarks upon this jouney nonetheless, the secrets of the Witchwood too tempting to ignore. ...So tempting that he seems to have drifted off somewhere with his horse; probably fucking it again or something. Stupid hippie.
And so, let's begin: >The afternoon sun beats down on you; the air is hot and still. The sparsely settled lands of Elsir Vale are starting to grow monotonous, with a seemingly endless line of dusty flyspecks of towns. The town of Drellin’s Ferry lies a few miles ahead of you. It’s a settlement hard on the borders of the Witchwood, and the best place from which to begin exploring the nearby forest. This is the part where the players ask obvious questions that I thoughtlessly ignored in the first post, as well as implore about their surroundings.
>>138948 >>138950 Jorr accepts the payment and tips his hat. "It's been a pleasure to work with ye'." The roguish woodsman says >>138950 "Unless ye plan to stay in the Witchwood for a long while longer, i think we'd best part ways here." The woodsman says, scratching his head "These are my woods. I've been fighting my little one-man war for as long as I can remember, and I'm not about to call it quits. The savages may have won this battle, but it'll take more than a few thousand goblins to drive me out."
To sum up day nine: >Hamfist introduced >Hear about blockade on Rhest Trail >Wiston mentions Cromar might be in trouble >interrupted by Chimera attack >chimera btfo'd >treasure >town evacuates >Jorr wants to stay in the Witchwood >Now Speaker Wiston and Soranna are talking
A commotion in the street outside sounds out in the night. “Run! Run! Goblins are attacking the east bank!” someone cries. From your window, you can see bright flames leaping up from houses and buildings by the road and hear the faint roar and crackle of distant flames.
Speaker Wiston sounds the alarm. Captain Soranna runs over to the old Toll house to muster some guards.
You're only a hundred feet away from the source of the commotion when you spot a trio of goblin worg riders dashing down the street, whooping and shaking their bows in the air. A powerful hell hound bounds alongside them.
I'm gonna head back into town and check out the bar now that everyone is evacuated. I'll try to find the cellar so I can bust down the door and take a gander at all the booze that was left behind in the commotion.
>>138985 Better than nothing. Henry pockets three bottles of cheap ale and then begins roaming around town and digging through all of the abandoned houses and other abandoned buildings. He will also take a shit on the mayor's desk.
>>138987 >Why Brindol? “Brindol’s the largest town in the vale. Between here and there it's only small farming communities along the Dawn Way. Brindol has a good wall, and a standing army. If we can spread the word and raise the country, we might be able to stop the Red Hand there.”
>what news The Fighter fidgets somewhat "It was a rather generous job offer, from Lord Jarmaath. I wouldn't normally spring to take it, but circumstances have changed this past week..." She replies, glancing back at the empty, partially-burning town once known as Drellin's Ferry "As well as some minor details of 'suspicious hobgoblin activity in the north and west', as Lady Sura told us about earlier today.."
>>139139 "But what of their army? Why aren't they moving on the offensive, if it is their best interest? Are we expected to stop the tribes with farmers and pitchforks, while Brindol's fighter sit and look onward?"
>>139141 >But what of their army? >Why aren't they moving on the offensive Captain Soranna just shakes her head in response. Speaker Wiston speaks up. "Brindol's forces may be a bit larger than ours, but they're not thousands... They'd have little chance facing an army like that head-on."
>Are we (the people) expected to stop the tribes with farmers and pitchforks >What are your plans now? What of the people of Drellin’s Ferry? “I reckon we’ll head east till we reach Terrelton. We’ll soon see if the horde is following or not. In the worst case, we move on to Nimon Gap, and then Talar. We’ll run all the way to Brindol if we have to. I’ve already sent some riders ahead to spread the news, warn the towns, and alert Lord Jarmaath to the dire news.”
>>139145 “I suppose you could try to stay in front of the horde, keep the worg riders and such from slaughtering the folk of the vale-towns before they can flee. But what worries me most is the reports that the Old North Road and the Rhest Trail are blocked. If we’re going to get reinforcements from outside the vale, they’ll have to come in from the north. I guess I’d say go north and fi nd out if there are any more hobgoblins marching from that direction.”
>>139331 As I indicated before, after the looting and the resting is done, Aral is fine with catching up with the last wave of the evacuation just to make sure they get safely at least to the next town. Tactically, hitting the goblins right now might be better, but there is nothing terribly wrong with protecting townsfolk.