06 - The Road to Tor-Xonor

Mgtremaine's World of Tybor PBP

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Post by mgtremaine » Sun May 04, 2014 8:53 pm

06 - The Road to Tor-Xonor

With porter, torchbearer, dogs, and mule in tow the group sets off early one morning, winding down the road past the orchards and farmlands and into the sloping hills beyond the settlements of Alu on the Downs. You have no plan yet on where to stop but you know it should take at least 4 days to get to the ruins of Tor-Xonor.

The question is what will happen the first day and where are you aiming.....

(Do you go the most direct route which will bring closer to the Shadowmoor? Do you follow the well worn route to Baymoor Castle even though it will take perhaps an extra day?)
[f=4]Wen the Pale, Elf Hero/Spellbinder (MV 12", AC 9, HD 4/2, hp 11/11, FC Hero, L) helm, bow[/f]
[f=47]Kiplyn Sorefoot, Hobbet Thief (Lv: 4 AC: 5 Hp 12) Leather+Shield+Dagger, Sling[/f]
[f=59]Tass Purrfoot (Agile Hobbet Varlet, MV 9′′, AC 7, HD 2, hp 8, FC 2 men, SV T7, N)[/f]

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Post by okruse » Mon May 05, 2014 12:20 am

Re: 06 - The Road to Tor-Xonor

Phadian

"Lets go the route with the Castle, I have never seen a Castle. Sounds better than going near stinky Shadowmoor again"
Shudders at memories of Vroat biting his leg.

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Post by merias » Mon May 05, 2014 1:45 am

Re: 06 - The Road to Tor-Xonor

Alrik agrees.

"Better to take an extra day, than to risk the moors."
Aldbane the Cleric (Level 5 MV 6" AC 2/3 HD 4 HP 18) plate +1, shield+2, helm, silvered war hammer, sling, staff of healing

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Post by mushgnome » Tue May 06, 2014 12:09 am

Re: 06 - The Road to Tor-Xonor

Urist like most dwarves prefers the well worn route. He calls to his loyal guard dog: "Come on, Squishy, the open road awaits. Let's see the world!"
[f=59]Stern (Strong Hero, MV 9′′, AC 3, HD 4, hp 20, FC 4 men/hero, SV F4, L)[/f]

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Post by ehiker133 » Tue May 06, 2014 3:22 am

Re: 06 - The Road to Tor-Xonor

Rhegaer concurs. He is ready to move out.
[f=47]Dougal Blackfoot (MV 9", AC 6, Lvl 4, HP 10/10) [/f]
[f=59]Goldwen (Sagacious* Abbess, MV 9′′, AC 6, HD 2+1, HP 9, FC 2 men, SV C3, L][/f]

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Post by doctorx » Tue May 06, 2014 2:35 pm

Re: 06 - The Road to Tor-Xonor

Hagwen

Hagwen scowls, perhaps irritated at the thought of delay, but she voices no open objection. She stomps along, silent, staring fixedly at the horizon...

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Post by mgtremaine » Sat May 10, 2014 2:06 am

Re: 06 - The Road to Tor-Xonor

The party decides to head to Baymoor Castle and avoid getting entangled in the Shadowmoor again. You path angles west gently and the road seems it good repair and several miles flow by.

mgt's roll comes to 5 [5 on 1d6]

You pass several hamlets and greet a farmer or two but nothing untold occurs. It is after all the road to the King's Keep. The group makes it as far as the Eastwood ,which borders the hills east of Baymoor, before the sun goes down and you decide to camp. Urist, who has worked in Baymoor Castle, tells you that you are only about 3 or 4 miles from the keep and should make it well before noon with an early start.
[f=4]Wen the Pale, Elf Hero/Spellbinder (MV 12", AC 9, HD 4/2, hp 11/11, FC Hero, L) helm, bow[/f]
[f=47]Kiplyn Sorefoot, Hobbet Thief (Lv: 4 AC: 5 Hp 12) Leather+Shield+Dagger, Sling[/f]
[f=59]Tass Purrfoot (Agile Hobbet Varlet, MV 9′′, AC 7, HD 2, hp 8, FC 2 men, SV T7, N)[/f]

Posts: 2042
Joined: Thu Sep 05, 2013 1:17 am
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Post by mgtremaine » Sat May 10, 2014 11:16 pm

Re: 06 - The Road to Tor-Xonor

The night passes with out incident, the party is eager to move on and they soon spot the looming castle in the distance. Baymoor Castle sits atop a a rise that ends in sharp cliffs overlooking the sea. It is Watchtower, Lighthouse and Armed Defense for the Isle of Lower Trinty, commanding excellent views in all direction and heavy stone walls carved by master Dwarven craftsmen.

Baymoor Castle supports a garrison of 100 of the kings finest soldiers with an additional 50 servants, craftsmen, engineers, cooks, and other hangers-on. There also many hamlets within a few miles of the castle where the farming is done and militiamen can be raised. As the group gets closer they pass several wagoners moving along the roads. Everyone is friendly and soon you stand before the massive, iron bound, wooden gates.

The guard challenge you as to your names and business. Lucky for you it is a simple matter of producing the Royal Edict the Sir Goet drew up and gave to you.....

Who speaks, what next?
[f=4]Wen the Pale, Elf Hero/Spellbinder (MV 12", AC 9, HD 4/2, hp 11/11, FC Hero, L) helm, bow[/f]
[f=47]Kiplyn Sorefoot, Hobbet Thief (Lv: 4 AC: 5 Hp 12) Leather+Shield+Dagger, Sling[/f]
[f=59]Tass Purrfoot (Agile Hobbet Varlet, MV 9′′, AC 7, HD 2, hp 8, FC 2 men, SV T7, N)[/f]

Posts: 336
Joined: Sat Sep 28, 2013 3:04 am

Post by okruse » Sun May 11, 2014 4:41 am

Re: 06 - The Road to Tor-Xonor

Phadian

"We are seeking this man Holgar and make sure he causes no more trouble. After we refresh our supply of water and have a meal we will continue our search on the southern part of the island."

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Post by mushgnome » Sun May 11, 2014 10:18 pm

Re: 06 - The Road to Tor-Xonor

Urist (like most of the Stonechapel family) is a stonemason and cannot pass up the opportunity to admire the legendary craftsmanship of his ancestors. He will approach some of the guardsmen (using his adorable dog to make friends) and ask if they will allow him to walk the castle walls. He'll use the opportunity to get the lay of the land to the south, where the party is headed.

Afterwards, his appetite strong, Urist will stop by the butcher and purchase a link of sausages for himself and a meaty bone for Squishy.
[f=59]Stern (Strong Hero, MV 9′′, AC 3, HD 4, hp 20, FC 4 men/hero, SV F4, L)[/f]

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