I guess I should have posted some of this information before just jumping straight in to descriptions of Hader's Wood. All of the descriptions I'm using come directly from my handwritten notes, if anyone is reading this and you notice something wrong or something that could be described or written better please let me know.
I'm DMing this game for 4 players:
Mike--Thomas Marthan
Class: Paladin Race: Human Align: LN Organization: Order of the Gauntlet
Wes--Nai Larr
Class: Sorcerer Race: Half-Elf Align: CG Organization: Harpers
Nick--Jhaerys
Class: Barbarian Race: Dragonborn Align: CG Organization: Emerald Enclave
Craig--Loiosh
Class: Druid Race: Human Align: LN Organization: Emerald Enclave
I asked each of the players to choose an organization while rolling up their characters. In the past I've used all of the tropes...meeting in a tavern, in prison etc. However, this time I'm trying something a little different (is it a trope yet? I don't know but I'm sure it will be...), allowing the party to start as part of an organization that works with the king as part of his council. I was able to give them horses and goods that they would otherwise not have access to. My opening to the game started like this:
The road to Hader's Wood is long but hardly arduous. The worst part of the journey are your sore backs and legs. As the last light of the sun fades from the sky--deep reds and purple sliding in to black--you begin talking about making camp. You've got to be close to the Wood, the last town you passed is 2 days behind, the last caravan? More than a day ago and they were planning to take the Iron Road north rather than risk traveling through the Wood. But you were traveling there to investigate what was happening.
The local Reeve, Thomas Hader, began sending missives to the King and his council months ago. At first the letters were more informative than worrisome, "Bandits have been seen in the area, they've taken a caravan, or 2. Members of the Kings own guard under the command of Sgt. Koz will track them down and take them soon." But this was not to be.
Attacks on both land and river trade escalated. Soon the Reeve was asking for help, but it wasn't quick to come. Reports came in of an attack on The Moldy Giant, an inn halfway between Middlesbrough and Hader's Wood where travelers and merchants stopped for a night or two before carrying on, that the council began taking the Reeve seriously. But it was a letter, sent by Thomas, detailing the destruction of a farm on the outskirts of the Wood that finally caused the council to act.
You had passed the remnants of the Moldy Giant shortly after the last caravan you had seen. The attack had occurred almost a month ago and only burnt stone and some framing remained. More than thirty had been slain, some by fire--others by...something or someone waiting in the darkness.
Just as you come to a decision to make camp for the night you crest a rise in the road and see lights ahead in the trees, too many to be anything other than Hader's Wood. Tired and sore you look at each other and continue without a word. You are the only help King and Council were willing to send, you're the only hope these townsfolk may have...
Wednesday, March 29, 2017
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I guess I should have posted some of this information before just jumping straight in to descriptions of Hader's Wood. All of the descri...
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I guess I should have posted some of this information before just jumping straight in to descriptions of Hader's Wood. All of the descri...
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