#2 Prologue: The Seamen's Guild of Borth.   Posted by DM.Group: 0
DM
 GM, 271 posts
Thu 10 Dec 2015
at 22:38
#2 Prologue: The Seamen's Guild of Borth
"A fair question," Theladon says. "Every attempt we've made to go ashore has been met by a horde of undead.

"If you agree to explore and clear the island, the guild will pay your party 2,000 gold pieces upon completion of the job. We'll verify completion of the task before making payment."
Argon
 player, 100 posts
 Fighter 1
 AC4 | 8HP
Thu 10 Dec 2015
at 22:53
#2 Prologue: The Seamen's Guild of Borth
In reply to DM (msg # 1):

"Well that sounds reasonable, when will you require us to leave and will you supply transport to the Isle ?"
DM
 GM, 272 posts
Thu 10 Dec 2015
at 23:00
#2 Prologue: The Seamen's Guild of Borth
Theladon nods, smiling, making a note in his ledger. "You may leave once you're equipped, rested, and ready," he says. "Should you need any equipment for this assignment -- within reason -- we will help supply the party to the best of our ability. All we ask in return is a deposit against the loaned equipment; we'll refund that deposit upon the return of the equipment. Additionally, the Seamen's Guild will supply transportation to the island -- your departure will be from another lighthouse one day's sail up the coast, well beyond Enon Tor. The boat will be manned by a crew of our choosing, but they will not be able to join you on the island."
Spryll
 player, 157 posts
 Halfling 1
 AC1 | 6HP
Fri 11 Dec 2015
at 00:30
#2 Prologue: The Seamen's Guild of Borth
DM:
"Given the situation at the Beacon of Enon Tor, the Seamen's Guild has decided that we need additional beacons along the route to Lygol Bay, and then Borth," Theladon says. "We've identified an ideal location for a new lighthouse -- Abbey Isle -- but we've been experiencing challenges gaining access to the land.

"The ownership of the land itself isn't contested -- the previous tenants of the isle, evil clerics, clashed with a large band of local pirates. The pirates burned the abbey to the ground but suffered so many casualties that we were able to diminish their number and lay claim to the isle.

"Regardless, we have not been able to land safely on the island since then. We'd like you to  explore and clear the island of any hazards to building a new beacon there."

"Every attempt we've made to go ashore has been met by a horde of undead.

"If you agree to explore and clear the island, the guild will pay your party 2,000 gold pieces upon completion of the job. We'll verify completion of the task before making payment."


Evil clerics, pirates, un-deads.

This sounded really scary.  The reward was huge, though.  Two thousand?  Spryll couldn't really imagine it all, even cut into six parts.

He listens along, then says, "When was the last time you guys sent a group there?"
Thrardril
 player, 34 posts
 Dwarf 1
 AC1 | 8HP
Fri 11 Dec 2015
at 00:47
#2 Prologue: The Seamen's Guild of Borth

 The Dwarf perked up. "Two thousand...in gold?" Thrardril asked.
Ryland
 player, 61 posts
 Magic-User 1
 AC8 | 5HP
Fri 11 Dec 2015
at 03:34
#2 Prologue: The Seamen's Guild of Borth
Ryland, who normally remained quiet and circumspect when business was discussed, could not mask his interest at the mention of the sum. His eyebrows raised and he glanced at the rest of the company to gauge their reaction.
Tavin
 player, 90 posts
 Cleric 1
 AC6 | 6HP
Fri 11 Dec 2015
at 07:35
#2 Prologue: The Seamen's Guild of Borth
"What manner of undead?" Tavin asked. His experience at the beacon left him a little more knowledgeable and wise in that area.
DM
 GM, 273 posts
Fri 11 Dec 2015
at 17:15
#2 Prologue: The Seamen's Guild of Borth
"Yes, 2,000 in gold," Theladon says. He then turns to Tavin. "I am told of skeletons. Otherwise, your contact up the coast will have more details. Are we agreed?"
Argon
 player, 101 posts
 Fighter 1
 AC4 | 8HP
Fri 11 Dec 2015
at 18:38
#2 Prologue: The Seamen's Guild of Borth
In reply to DM (msg # 8):

Argon looks around at his companions for a sign of dissension at the proposal. Seeing none Argon nods at Theladon and says "Yes it looks as if you have a deal."
Spryll
 player, 158 posts
 Halfling 1
 AC1 | 6HP
Fri 11 Dec 2015
at 18:45
#2 Prologue: The Seamen's Guild of Borth
Skeletons!  Such horrors; and yet Spryll is not fazed, standing in the presence of such heroes and also the brave priest who can banish un-deads away.

He notices his questions was ignored but such is the way of halflings, plus there were other guys he can ask, like the sailors who might know a lot more.

"I'm in!"
DM
 GM, 274 posts
Fri 11 Dec 2015
at 18:53
#2 Prologue: The Seamen's Guild of Borth
"I am glad. I didn't mean to ignore your question," Theladon says, turning to address Spryll. "All of this -- the cleric and pirate battles -- and our attempts to claim the island have taken place within the last three months."
Thrardril
 player, 35 posts
 Dwarf 1
 AC1 | 8HP
Fri 11 Dec 2015
at 18:58
#2 Prologue: The Seamen's Guild of Borth
In reply to DM (msg # 11):

"Aye, you have my ax for this expedition." Gold  always seemed to decide the matter with Thrardril.
DM
 GM, 275 posts
Fri 11 Dec 2015
at 19:07
#2 Prologue: The Seamen's Guild of Borth
Theladon writes a name on a scrap of parchment and hands it to Argon. "At the docks, ask after Jerob, of the Wandering Serpent. He'll be able to take you to Ursa's Light, where you can depart for Abbey Isle," he says. "Do you plan to leave within the day? If so, I'll send word ahead so he's prepared for you."
Argon
 player, 102 posts
 Fighter 1
 AC4 | 8HP
Fri 11 Dec 2015
at 19:24
#2 Prologue: The Seamen's Guild of Borth
In reply to DM (msg # 13):

Argon looked around at the others "I wish to visit the armourers and a weapon smith, other then that I am ready to leave."
DM
 GM, 278 posts
Fri 11 Dec 2015
at 20:16
#2 Prologue: The Seamen's Guild of Borth
Argon knows of an armory called The Stag's Lodge, and a weaponsmith with a sign out front depicting The Raven's Blade.
Spryll
 player, 159 posts
 Halfling 1
 AC1 | 6HP
Fri 11 Dec 2015
at 20:18
Re: #2 Prologue: The Seamen's Guild of Borth
DM:
Theladon writes a name on a scrap of parchment and hands it to Argon. "At the docks, ask after Jerob, of the Wandering Serpent. He'll be able to take you to Ursa's Light, where you can depart for Abbey Isle," he says. "Do you plan to leave within the day? If so, I'll send word ahead so he's prepared for you."


"No, not today, I have some business," Spryll says simply.  There was no rush, as far as he could tell.
DM
 GM, 281 posts
Fri 11 Dec 2015
at 21:31
Re: #2 Prologue: The Seamen's Guild of Borth
"OK. Send word when you plan to depart so the Serpent can be made ready," Theladon says. "Oh! I almost forgot to tell you. I inquired among the membership of the Funerary Guild about missing bodies from the internment yards of Borth. That guild had nothing to report, but a member did mention some 'troubles' related to one of our outlying, rural burial yards." He writes another name down on a scrap of parchment. "He asked you to contact him if you were able to help. Verethorn, of the Wargrave plots." (Wargrave is a small rural enclave inland to the south of Borth.)
Thrardril
 player, 37 posts
 Dwarf 1
 AC1 | 8HP
Tue 15 Dec 2015
at 00:49
Re: #2 Prologue: The Seamen's Guild of Borth

 " I would wager, the problem with the burial yard be that black rogue getting bodies for his ZOmbies." Said Yhrardril,on his way out