Previous Episode: B2 Forest Ambush
Approaching The Keep
You have travelled tor many days, leaving the Realm and entering into the wilder area of the Borderlands. Farms and towns have become less frequent and travellers few. The road has climbed higher as you enter the forested and mountainous country.
You now move up a narrow, rocky track. A sheer wall of natural stone is on your left, the path falling away to a steep cliff on the right. There is a small widening ahead, where the main gate to the KEEP is. The blue-clad men-at-arms who guard the entrance shout at you to give your names and state your business. All along the wall you see curious faces peering down at you - eager to welcome new champions of Law, but ready with crossbow and pole arm to give another sort of welcome to enemies.
© TSR Hobbies inc. 1981
Tatular and the other caravan members and guards are known to men-at-arms at the keep. Tatular tells the Sergeant of the Guard the good work that the group did on the journey to the keep.
Ward says "My name is Ward Dark I have travelled far after hearing of the trouble that is reported to be brewing in the caves and hope to lend a hand." Garret steps forward "My name is Garret, cleric of Moradin. I have also come to aid the keep in these troubled times". Still says "I am a tracker from the east and I hope to meet companions who I can find fame and fortune with in these lands". Aralyin stands up and turns to look out over the cliff. "I have come from my homeland to find out more about the wild nature of this land and delve into it's secrets."
The Sergeant looks the group slowly up and down. "We welcome any brave souls to the keep who will aid us in these trying times. The Captain will return from patrol in two days time, he will be able to brief you on the trouble that were are having. In the mean time you are free to stay in the keep."
The Keep
Rumours - the classic rumour table... roll once for each party member and see what they see...
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(11) Beware of treachery from within the party.
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(10) “Bree-yark” is goblin-language for “we surrender”!
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(20) There is more than one tribe of orcs within the caves.
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(15) The bugbears in the caves are afraid of dwarves!
After spending a couple of nights at the Keep, Aralyin, Still, Garret and Ward decide that they should form an Adventuring company as they have a set of complimentary skills. The party begins to stock up at the Keep Trader to prepare to set out, as they have heard that the captain of the guard has returned from patrol and will see them first thing tomorrow morning.
The following morning is fine and there is not a cloud in the sky.
As they walk to the Inner Gatehouse they see an imposing man in plate mail. This can only be the captain of the guard. Busbyr the Guard Captain meets them at the gate. "You must be the four, who have made the long trek to aid the keep." Ward shakes Busby's hand "You are correct. We have formed an adventuring company and were hoping to have your leave to seek the evil that has awoken in the surrounding lands."
Busbyr motions for the adventurers to enter the Inner Gatehouse. "I must warn you, it is growing more and more dangerous as time passes. On my last patrol, we lost a man to a band of Orcs while defending a farm. But if you are brave and able, I will tell you what I know and give you a charter to bear arms"
Busbyr walks into the main hall of the Inner Gatehouse where his men are just beginning to sit down to breakfast. "Join us and I and my men will tell you what we know."
Busbyr and his men tell the adventurers that the trouble started about 2 months ago when patrols started encountering bands of goblins and hobgoblins on their patrols. The goblins have been progressively travelling further afield and at times making the road to the north impassable.
After talking to the men the party decide to set out before lunch.
Obviously it will be difficult to role play the finding of the Caves of Chaos. So I will make it random.
- 20% Chance per day that they find the Caves of Chaos
- 4% Chance per day that they encounter the Mad Hermit
- 4% Chance per day that they encounter the Raiders Camp
- 4% Chance per day that they encounter the Spiders Lair
- 4% Chance per day that they encounter the Mound Of The Lizard Men
- 64% Chance per day that they encounter nothing
On Days where there is no encounter I will roll for random encounters.
Day 1 49 - No Encounter
Day 2 58 - No Encounter
Day 3 21 - The Mad Hermit
On day 3 the company encounters the Mad Hermit and his 'pet', which will occur in a future post.