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06 - The Road to Tor-Xonor

PostPosted: Sun May 04, 2014 8:53 pm
by mgtremaine
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?)

Re: 06 - The Road to Tor-Xonor

PostPosted: Mon May 05, 2014 12:20 am
by okruse
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.

Re: 06 - The Road to Tor-Xonor

PostPosted: Mon May 05, 2014 1:45 am
by merias
Alrik agrees.

"Better to take an extra day, than to risk the moors."

Re: 06 - The Road to Tor-Xonor

PostPosted: Tue May 06, 2014 12:09 am
by mushgnome
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!"

Re: 06 - The Road to Tor-Xonor

PostPosted: Tue May 06, 2014 3:22 am
by ehiker133
Rhegaer concurs. He is ready to move out.

Re: 06 - The Road to Tor-Xonor

PostPosted: Tue May 06, 2014 2:35 pm
by doctorx
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...

Re: 06 - The Road to Tor-Xonor

PostPosted: Sat May 10, 2014 2:06 am
by mgtremaine
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.

Re: 06 - The Road to Tor-Xonor

PostPosted: Sat May 10, 2014 11:16 pm
by mgtremaine
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?

Re: 06 - The Road to Tor-Xonor

PostPosted: Sun May 11, 2014 4:41 am
by okruse
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."

Re: 06 - The Road to Tor-Xonor

PostPosted: Sun May 11, 2014 10:18 pm
by mushgnome
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.