Skip to main content

Traveling to Candlekeep

So the Shadowrunners made their way the halfling village of Corm Orp that lies below the Darkhold.  Once in the village, the group hit the local general store.  There they found not much of anything useful, though the bard bought some mining equipment.  They then found their way to the local tavern / inn, run by a bad tempered paladin.   Several of the crew dug into the drinks and as usual, the gnome ended up on the floor.  The bard also became exceptionally nonsober and joined the gnome.  Some merry halflings drank near them as well, became stammeringly drunk and danced a merry jig in the bard's hat.  The rest of the party took ill of the halfling michief and bought them a drink after they put the hat down.

From the halflings the group found out that a caravan was leaving Corm Orp the next morning.  They retired to the bedrooms, except for Corrail, who spent the night in the stable with Yuri, the winter wolf.  In the middle of the night a half-elf cleric stumbled into the rogue's room.  There were several loud gatherings of halflings outside near the tavern.  The group awoke to the sound of the paladin stacking wood inside for the fire.  Breakfast was served, and the rogue ate a flower on the tray that wasn't supposed to be eaten, leaving him sick.

The group wandered out to the caravan.  The bard spoke to the orc owner and negotiated passage so long as four of them would act as guards.  He brought on board the cleric as a guard.  The rogue and gnome took up seating in the rider's wagon.  The fighter and cleric took up a place on the lead wagon.  Corrail took up a position on a middle wagon where he could rain down arrows if need be.  The bard took position on the caboose.

The journey was without incident and interest.  Evenings found poor grub eaten by a fire with little conversation.  The group traveled with a dwarven cook, dwarven coachman, and a merchant.  The merchant had two human guards keeping an eye on a strongbox.  Careful watch by the rogue caught one of the guards alone and persuaded him with money to leave the box unguarded.  The bard later convinced the other guard to leave it unguarded, but only on the last day of the trip so he could disappear into Baldur's Gate.

The next day found the caravan in Hill's Edge where they ate at the local general house.

Along the road a barbarian's raider's nomad camp was seen.  Tracks from worg riders also were spotted.

The road following found them in a canyon where the caravan was attacked.  7 barbarian raiders with spears and 4 with composite longbows ambushed the party.  The orc ran off.  The guards were killed.  The party slowly but surely killed off the barbarians.  The fighter went down several times during the battle but the cleric kept her healed.  The party recovered many spears and longbows from the party.  The merchant offered them money to transport his shipment.  The dwarves emerged from the caravans following the fight, but said nothing.

So now the party has a caravan.

Comments

Popular posts from this blog

5E Starting Gold and Equipment for Higher Levels

The DMG has a rough recommendation for starting gold and equipment for higher levels, but with my groups running one-shots, we wanted to nail it down to level by level. Here's my DMG-inspired table. Generally I allow equipment to be traded in during character creation for half book value, where applicable. I also, as a GM, offer to make custom magic items for players who can't choose. A list of magical items by rarity can be found here  with stats available in the DMG. I also generally allow players to buy healing potions (2d4+2) for 50gp and greater healing potions for 250gp (4d4+4). PHB items are available at book cost at creation. I do not allow other equipment to be purchased except in game. This is generally based off the "high magic" campaign. Level Starting Gold Starting Equipment / Magic Items 1 - 160gp  OR Standard starting equipment 2 210gp Standard starting equipment 3 285gp Standard starting equipment 4 365gp Standard sta

An Analysis of Tasha's Caldron of Everything: Spells

 I am going to be evaluating "Tasha's Cauldron of Everything" for incorporation into my own games. I figured I would go ahead and record this analysis on my blog here so other folks can follow along and glean some useful information from the time I spent. I tried to find an in-depth analysis elsewhere, but at this time none so detailed as this seems to be available. You will not find any of the text in its entirety in this blog. I will be referencing the first printing of the book, so please refer to that as you read along. There are no released errata for the book at the time of writing, although there are errata from other books that affect some of this content. There are 21 spells in Tasha's Cauldron of Everything. This includes Booming Blade, Green-Flame Blade, Lightning Lure, and Sword Burst cantrips that were originally published in Sword Coast Adventurer's Guide. There are 9 spells that allow you to summon creatures of various types. Three spells are notabl

GM Tip: Changing the Effective Font Size in Roll20

I've seen this complaint a few times in roll 20:  can't adjust the font in the chat window.  Unfortunately, they haven't added controls for this yet, at least not at the level of account I have.  For me the font is just too big, but I know for a lot of people it is too small. I am using chrome to do this, but I am sure it will work in other browsers. The method basically allows to increase/decrease the size of the font/controls by about a factor of 2 easily. To increase the effective font size, zoom in with the browser (ctrl-plus), and reduce the zoom on the map, until it is back to the size you want. To decrease the effective font size, zoom out with the browser (ctrl-minus), and increase the zoom on the map until its back to the size you want. The main limit of this is the limited range of the map zoom, which really limited me to fonts doubling to halving in size. Default size with chat font Decrease browser zoom and increase map zoom to reduce font e