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Ch04 - Eburacon's Songbook - Part 1.

Posted by FritzholmFor group 0
Fritzholm
GM, 645 posts
toss the dice
and have fun
Tue 1 Feb 2011
at 19:40
  • msg #1

*** Tome of Legends - Eburacon's Songbook *** ***

Our heroes leave Rankor Heights on two missions from The Harpers' Guild - Find Jacob and bring back Eburacon's irreplaceable songbook, and deliver a letter to the hermit Pippen.
Fritzholm
GM, 646 posts
toss the dice
and have fun
Tue 1 Feb 2011
at 19:42
  • msg #2

Re: *** Tome of Legends - Eburacon's Songbook *** ***

quote:
"Well, these are civilized lands. Hopefully she can't get herself into too much trouble."


Farden is very much right about that.  The Ferisedan lands from here to Utsk are quite safe.  It's all domesticated and well protected.

Despite the bickering, the party is still able to improve their combat abilities through Farden's training.  He shares several warrior techniques and insights that will come in handy if applied in future combats.  Getting the group to act as one is much trickier.  No one agrees on formations or strategies.  We'll just have to see if the party can come together in future fights or if Tora's dire predictions will come true.

Around noon on the second day of training you decide to start the trip to Utsk.  Riding along the road in beautiful clear weather is easy travel.  You make good time and spirits are high.  You camp just off the road and take watch shifts just to get back in the habit.  The night goes by without any trouble and you continue on to Ustk, making it to the Ferisedan village just before nightfall.

Here's your old watch order:  Holly / Mord / Glumr / Snow   How would you like to fit Farden into the rotation?

The next leg of the journey is the dangerous part.  The hills and marshes west of the loch and east of The Dark Woods are hard to navigate and just crawling with dangers.  On the way to Rankor Heights you encountered mysterious Alligogs, dire animals, and hordes of goblinoids.  Those in particular are your first concern.  You must hug the shores of Loch Grmikel to avoid the three huge smoking pits swarming with goblins.  You're a bit hesitant without Cuma's guidance, but Holly and Glumr are very capable guides dispite being unfamiliar with the area.  They get you through to an uncomfortable, but defensible campsite.    The first night in the swamps passes uneventfully.  Early the next morning Glumr discovers a considerable number of goblin tracks and goes out ahead to scout.

He returns with news of an established camp of about 20 to two dozen goblins in your path.  They have two hobgoblin officers.  There are also four dire wolves in a wooden cage kennel.  Even though some of the goblins are non-combatants, they still outnumber you by 3-to-1 which is a magic ratio that tends to raise goblin morale and bodes ill for the human side.

A daytime ambush is a tempting option.  Goblins prefer to fight at night when their superior vision gives them a large advantage.  On the other hand, the sheer numbers are daunting.  You could try going around them, but you're running out of wiggle room.  It's possible that their patrols would either spot your group or your tracks.  Outrunning them will be hard in this terrain.  Turning back is also an option.
Glumr
player, 474 posts
Robin Hood ain't
got nothin' on me
Tue 1 Feb 2011
at 20:09
  • msg #3

Re: *** Tome of Legends - Eburacon's Songbook *** ***

"My friends, I'd like to take the last watch so that I may have a morning prayer with the sunrise.  Would that be okay with you Snow, since you currently take that spot?   Else I will take an earlier watch and have you wake me just before sun up."  Glumr asks.
This message was last edited by the player at 20:09, Tue 01 Feb 2011.
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