Tuesday 30th April 2024.
The 3rd campaign for the S.C.A.G. or Sword Coast Adventurers Group.
The characters for this adventure are:
Seraphina: A female human Rogue from the Trielta Hills.
Elysande: A male Goliath Fighter from the Sunset Mountains.
Daemon: A male Half Elf Sorcerer from Baldurs Gate.
Brielle: A female Wood Elf Cleric from Sella’Serin, located in the southern portion of The Reaching Woods.
Brielle, leaving your home and travelling north via Scornubel , Triel and Soubar you arrived in Boareskyr Bridge a few days ago with a caravan. You have taken lodgings in the local inn. You are a healer by trade. You worked your passage as a healer and the caravan owner was a kind man who gave you advice. The first was never to trust anyone, second was to wear a cloak with a hood. He had an old travelling cloak that he gave you for this purpose. You are looking for possible employment to further your aim of finding the lost healing tome.
Barlyn: A male Dwarf fighter from Scornubel.
Tenver: A Wood Elf Ranger from Baldurs Gate.
Zinella: A male Human Paladin from Baldurs Gate.
The campaign start point is the small settlement of Boareskyr Bridge.
Boareskyr Bridge: A Medieval Town
Description
General Overview: Boareskyr Bridge is a strategically located medieval town situated
on the south side of a river that serves as a key crossing along the coastal
trade route leading to the bustling city of Waterdeep to the north. This small
yet significant settlement is fortified and has a reputation for its security
and strategic importance.
Castle of the Companions: Dominating the skyline of Boareskyr Bridge is the imposing castle
of the Companion Paladins. This fortress is designed in a distinctive
triangular shape, symbolizing strength and defense. The castle is surrounded by
a foul-smelling moat, a practical but unpleasant deterrent against potential
attackers. Access to the castle is provided by a small, sturdy stone bridge
that arches over the moat, leading to the castle’s fortified entrance.
Town Layout and Architecture: The town itself is built predominantly from stone, reflecting its
robust and enduring nature. The architecture is medieval, with stone buildings
that have been constructed to withstand both the passage of time and potential
threats. The streets are narrow and winding, with buildings closely packed
together to create a compact and defensible layout.
The Poisoned River: The river that flows past Boareskyr Bridge is notably poisoned, a
consequence of historical events or malicious actions. Its waters are murky and
toxic, posing a significant hazard to those who come into contact with it.
Despite its danger, the river remains a crucial landmark and boundary for the
town.
Merchants and Commerce: On the north side of the river, merchants have established a
bustling camp. This area serves as a key trading hub, where goods are exchanged
and travelers find supplies. A small merchant store in the town caters to
various needs, offering a range of goods from essential provisions to rare
items. The store is a focal point for trade and interaction between locals and
travelers.
The Traveler's Rest Inn: The Traveler's Rest is the town’s lone inn, providing accommodation
and respite for those journeying along the coastal road. The inn is modest but
comfortable, offering a welcoming environment for weary travelers. It is known
for its hearty meals, warm hearth, and the friendly hospitality of its
innkeeper.
Strategic Importance: Boareskyr Bridge’s location makes it a secure crossing point along
the coast road trade route. Its strategic position is further reinforced by the
presence of the Companion Paladins, who ensure the safety and security of the
settlement and its surroundings. The town's location also makes it a gateway to
the Forest of Wyrms to the east, an area of both intrigue and danger.
Surroundings: To the east of Boareskyr Bridge lies the Forest of Wyrms, a
mysterious and potentially perilous woodland. This forest is known for its
mythical and dangerous creatures, adding an element of mystique and caution to
the surrounding landscape.
Overall Ambiance: Boareskyr Bridge combines medieval fortifications with practical
necessities, creating a town that is both resilient and vital to the coastal
trade route. Its strong defenses, strategic position, and essential services
make it a crucial settlement in the region, despite the challenges posed by its
poisoned river and the ominous proximity of the Forest of Wyrms.
The Traveler’s Rest Inn: Description
General Overview: The Traveler's Rest Inn is a welcoming and
traditional establishment, embodying the charm and functionality of a typical
medieval French inn. It stands as a two-story wooden building, reflecting both
the warmth and practicality needed to accommodate travelers journeying along
the coastal road.
Architecture and Exterior: The inn’s exterior is constructed from sturdy
timber, with a steeply pitched roof covered in thatch or wooden shingles. The
building’s wooden beams are exposed, giving it a rustic and inviting
appearance. Flowering window boxes adorn the upper floors, and a small sign
hangs above the entrance, bearing the inn's name in elegant, hand-carved
letters.
Interior and Layout: Inside, the Traveler’s Rest Inn is cozy and
well-furnished. The ground floor features a large common room with a welcoming
hearth at its center, providing warmth and light. The room is filled with
sturdy wooden tables and benches, where travelers and locals gather to share
meals and stories. The walls are decorated with tapestries depicting scenes of
the local countryside and maritime adventures.
The bar,
made from polished oak, is situated along one wall, where patrons can order
drinks and simple fare. The innkeeper’s wife often prepares hearty meals in the
adjoining kitchen, which is visible from the common room, allowing guests to
enjoy the aroma of freshly cooked food.
The
second story houses the guest rooms, each furnished with wooden beds,
straw-filled mattresses, and simple but comfortable bedding. The rooms are
modest, designed for practicality and rest rather than luxury. Small windows
offer views of the surrounding town and the distant river.
Owner and Family:
- Owner: The
inn is owned by Gaston Leclair, a robust and friendly middle-aged
man known for his hospitality and knowledge of local lore. Gaston’s hearty
laughter and engaging stories make him a favorite among the inn’s patrons.
He wears practical attire suited for his role, including a worn apron and
a sturdy belt.
- Wife:
Gaston’s wife, Marguerite Leclair, is a warm and attentive woman in
her early forties. She manages the kitchen and oversees the preparation of
meals. Marguerite is known for her delicious stews and pastries, and her
nurturing demeanor adds to the inn’s welcoming atmosphere. She often helps
her husband with the day-to-day operations and takes care of their small
children.
- Children: The
Leclair family includes two young children:
- Pierre
Leclair, a curious and energetic boy of about ten
years old. Pierre enjoys helping around the inn, whether it's fetching
wood for the fire or assisting with simple chores.
- Élise
Leclair, a gentle and shy girl of around seven years
old. Élise helps her mother with small tasks in the kitchen and enjoys
drawing and playing with other children in the village.
Overall Ambiance: The Traveler’s Rest Inn provides a warm and
hospitable environment for travelers and locals alike. Its traditional medieval
French architecture, combined with the friendly service of the Leclair family,
ensures that guests feel at home and well cared for during their stay. The inn
is a vital social hub in Boareskyr Bridge, offering comfort, good food, and a
sense of community.
The Companion Paladin Detachment at Boareskyr Bridge: Description
General Overview: The Companion Paladin Detachment stationed at
Boareskyr Bridge is a formidable and highly disciplined force tasked with
safeguarding the strategic crossing and ensuring the safety of merchant
caravans traveling along the coastal trade route. Comprising thirty paladins of
varying levels and experience, the detachment plays a crucial role in
maintaining order and security in the region.
Structure and Leadership:
- Primus
Paladinus: The highest-ranking officer in the detachment
is the Primus Paladinus, a title denoting the chief commander of
the Companion Paladins stationed at Boareskyr Bridge. This leader is a
seasoned veteran, renowned for their wisdom, strategic acumen, and
unwavering dedication to their oath. The Primus Paladinus oversees all operations,
from tactical planning to the daily management of the detachment, ensuring
that the paladins fulfill their protective duties effectively.
Paladins and Duties:
- Composition: The
detachment consists of thirty paladins, each equipped with a range of
experience and skills. The paladins are divided into various ranks, with a
mix of seasoned veterans and younger, less experienced knights. This
diversity allows for a balance of tactical expertise and fresh energy,
making the detachment both versatile and resilient.
- Mounted
and Armored: Many of the paladins are mounted knights,
riding robust warhorses that are well-trained and equipped for combat.
Their armor is typically shining steel or ornate plate, marked with the
emblem of the Companion Paladins—a symbol of their noble order. The paladins'
weapons and gear reflect their readiness for battle, including longswords,
lances, and shields emblazoned with their insignia.
Functions and Responsibilities:
- Protection
of Caravans: The primary duty of the Companion Paladins is
to protect merchant caravans traveling north and south along the coastal
trade route. They provide a secure escort, defending against bandits,
marauders, and other threats that may arise. Their presence is a
significant deterrent to potential attackers and ensures the safe passage
of goods and travelers.
- Patrols
and Security: Beyond escorting caravans, the paladins
regularly patrol the area around Boareskyr Bridge, including the
riverbanks and nearby routes. Their patrols are conducted with vigilance
and precision, aiming to preempt any potential threats and maintain a high
level of security in the region.
- Town
Defense: In addition to their protective duties on the
road, the Companion Paladins are also responsible for the defense of
Boareskyr Bridge itself. They are prepared to respond to any attacks or
disturbances within the town, ensuring the safety of its inhabitants and
the integrity of its fortifications.
Training and Discipline: The Companion Paladins are known for their
rigorous training and strict adherence to their code of conduct. They undergo
continuous training in martial skills, tactics, and the tenets of their order.
Discipline is paramount, and the paladins are expected to uphold the highest
standards of honor and integrity in all their actions.
Base of Operations:
- Castle
of the Companions: The detachment is based at the Castle of the
Companions, a triangular fortress with a foul-smelling moat. The castle
serves as both a stronghold and a command center, from which the paladins
coordinate their operations and plan their strategic maneuvers. The castle
is fortified to withstand sieges and attacks, providing a secure base for
the detachment.
Overall Presence: The Companion Paladin Detachment at Boareskyr
Bridge is a symbol of strength and security in the region. Their
professionalism, combat prowess, and unwavering dedication ensure the safety of
the coastal trade route and the town itself. Their presence not only deters
potential threats but also fosters a sense of security and stability among the
local populace and traveling merchants.
The Merchant Store in Boareskyr Bridge: Description
Name: Le Marchand de Boareskyr
General Overview: Le Marchand de Boareskyr is a small yet
well-stocked merchant store located in the heart of Boareskyr Bridge. This
quaint, medieval French-style shop caters to both locals and travelers,
offering a diverse selection of trade goods and adventuring equipment. The
store is known for its charming atmosphere, practical inventory, and the
friendly service provided by its owner and his family.
Exterior: The shop is housed in a narrow, two-story wooden building with a
thatched roof and a charming, overhanging upper floor typical of medieval
French architecture. The exterior is painted in muted, earthy tones that blend
with the surrounding stone buildings. A wooden sign hanging above the entrance
bears the store’s name, "Le Marchand de Boareskyr," painted in
elegant, hand-carved letters. The shop’s large front window displays a variety
of items, from brightly colored fabrics to gleaming weapons, drawing in
passersby.
Interior and Layout: Inside, Le Marchand de Boareskyr is organized and
neatly arranged, with wooden shelves and display cases filled with an array of
goods. The interior features a warm, rustic ambiance, with wooden beams
supporting the ceiling and a stone fireplace adding a cozy touch. The store is
divided into sections, each dedicated to different types of merchandise:
- Trade
Goods: This section includes everyday items such as
foodstuffs, clothing, tools, and household goods. Shelves are stocked with
preserved foods, spices, fabrics, and cooking utensils. There are also
sections for more exotic items like rare herbs and imported goods.
- Adventuring
Equipment: The adventuring gear section offers a range
of equipment for travelers and explorers. This includes weapons such as
swords, bows, and daggers, as well as armor, ropes, and climbing gear.
Maps and navigational tools are also available for those embarking on
journeys.
- Miscellaneous: In
addition to trade goods and adventuring gear, the shop features a small
section for curiosities and local crafts. This includes handcrafted items,
souvenirs, and unique artifacts from the region.
Owner and Family:
- Owner: The
store is owned by Jacques Dubois, a middle-aged human merchant with
a warm and approachable demeanor. Jacques is known for his extensive
knowledge of both trade goods and adventuring equipment. He wears
practical clothing suited for his role, often seen in a simple tunic and
apron while working in the store. Jacques is respected for his fair prices
and helpful advice.
- Wife:
Jacques’s wife, Isabelle Dubois, assists in running the store and
manages the home front. Isabelle is skilled in sewing and often helps
repair or alter clothing and gear. She is known for her kindness and
culinary skills, frequently preparing refreshments for customers and
travelers who visit the shop.
- Children: The
Dubois family includes two children:
- René
Dubois, a bright and energetic boy of around twelve
years old. René helps out in the store by organizing merchandise and
running small errands. He is curious about the goods and enjoys learning
about the various items in the shop.
- Claire
Dubois, a gentle and imaginative girl of about
eight years old. Claire often assists her mother with simple tasks and
enjoys interacting with customers, particularly children. She is known
for her charming smile and helpful nature.
Overall Atmosphere: Le Marchand de Boareskyr is a vital part of the
community in Boareskyr Bridge. Its cozy and welcoming atmosphere, combined with
the friendly service of the Dubois family, makes it a favored spot for locals
and travelers alike. The store’s well-curated selection of trade goods and
adventuring equipment ensures that visitors can find what they need, whether
they are preparing for a journey or simply stocking up on essentials.
1. Start
point: Boareskyr Bridge: Was the crossing over the Winding Water connecting
Soubar, Triel and Scornubel to Waterdeep and the Trade Way.
2. To the east of the bridge stands Heartwing Estate
the personal residence of Aluena Halacanter.
3. A small village/town has grown up around the bridge
and Fort Tamal, built on the site of the previous Bridgefort.
4. Fort Tamal is home to members of the Order of the
Companion Paladins from Eltugard.
5. The Paladins provide escort from the bridge north
to Dragonspear Castle, where the Trade Way becomes a more formal road and south
to Soubar to pick up the road of the Trade Way.
6. The southerner Adi Abba Adidas, a trader, has
settled here and opened a merchant business selling fine goods.
7. Frequent visitors to the settlement are the group
of Halfling travellers called the Grinning Ponies. They normally set up camp
near to the settlement.
8. There is but one inn at Boareskyr Bridge called the
Travellers Rest.
9. There is a thriving market but goods are not cheap.
(During the daytime 2 ale tents can be found here).
10. There is a large area for caravans to rest just
outside the village.
11. The bridge is constructed of black granite.
12. Historical: Main threats are from Goblin/Hobgoblin tribes. Orcs are not numerous. There have been incidents of the odd Troll and many woodland creature/monster/animals etc. A group of paladins disappeared many years ago, supposedly by serpent folk.
Young Zinalla Crassis , of House Crassis of Baldurs Gate,
has completed his initial training as a Paladininus Aspirantus in the Fortress
of the Order of the Companions in Eltugard.
He has been assigned a position, as Incumbentum Paladininus Aspirantus,
under Captain Roland Harkonion, Commander of the Paladin detachment at
Boareskyr Bridge.
On arrival, being the ‘new’ member and the youngest, he was
given many daily mundane tasks to complete. His duties included:
·
Counting travellers, noting point of origin and
destination.
·
Checking through countless wagons of goods for
contraband.
·
Night guard duty, of which he did many.
·
Ensuring escort patrols were correctly
provisioned from the stores.
·
And anything else, mundane and boring of course,
Captain Harkonion wanted him to do.
·
Captain Harkonion had a nickname which none of
the garrison would utter anywhere in earshot of the Captain, this was Captain
Onion. His duties always brought tears to the eyes.
·
The Paladin garrison numbers 35.
·
Law and order in Boareskyr Bridge is left to the
inhabitants.
·
Rarely do the Paladins get involved unless they
stumble upon something directly.
It was during a very busy time of caravan escorts that
Captain Harkonion, resigned to the fact the only free Paladin he had left to
give this unpleasant task to was of course young Zinalla.
Captain: “Ah, young Zinalla.
I have a very important task for you. Now if you complete this successfully,
with no mishaps, it may go well for you in my next report to Eltugard. Now
before you thank me, you will be on your own…….well only in so far as you will
be the only member of the Order of the Companion Paladins. However you will
represent the order in all respects and whatever you do, in whatever way will
reflect directly onto the Order and your family.”
He paused….
“Now, there has come from the headman, Old Baelin, of the
village of Whispering Wood about 15 miles east into the Forest of Wyrms from
here, a message for assistance. It would seem their healer, who also supplies
us with healing potions, has gone missing. I know you are not a Ranger, a
tracker or…well anything…yet, but you may find in the inn some locals or
strangers that you can, how shall I put it…..ah yes, persuade, to assist you.
The woods can be dangerous so I would suggest taking a healer with you. I hear
there is a newly arrived healer at the inn. A couple of fighting men might give
you an edge should you run into any trouble, one of the locals might act as a
guide, be nice! Find some ingenious way
to get others to accept being hired without them actually knowing that, but
once accepted they have an obligation under the law to provide assistance. I
would think you would need no more than a day to get there; 3 to complete the
task and 1 to return. So don’t go overboard with payment, 5sp per ‘volunteer’
would ensure they are ‘hired’ for the duration plus I’m sure the village Hetman
will have some kind of reward. Now as we are awaiting our pay on the next
caravan I suggest you use your own coin, I am sure you have plenty and you will
be reimbursed upon your successful return, I repeat successful return, oh and
take that hulk of a rock breaker with you, the one with the girls name, he’s
eating the kitchen out of rations and as I have no one to spare as a guard with
a rotation take the gambler who we have under our protection…….only don’t let
her dupe you”.
Zinella: "Ah.......money, can I get a wage advance or get some money from Mummsy? Zinella's a bit light on money after paying for my equipment. When I say light I mean nearly nothing."
The Captain bowed his head, reaches into a pocket and threw 5 gold coins onto the table.
Harkonion: "And I want it back!"
Zinella bows and thanks the Captain, even though he reminded himself that it is as it should be, due to his families position!
Harkonion: "Wipe that look off your face, remember your place, after all your are a mere Aspirant not a fully fledged Paladinus....yet!"
Zinella: "Of course, My Lord. I am well aware of my.....important position."
Harkonion: "Good. Now before you go....muck out the stables and saddle the horse for the patrol.
The Captain waved his hand to dismiss Zinella but then coughed and added….Zinella turned to face the Captain.
“And don’t get killed, I don’t know how I would explain that
to your mother!”
With that young Zinella, Paladin Aspirant, was dismissed.
On exiting the office Zinella made his way to the squires quarters.
Zinella: "Ok you lot. The Captain is sending me on an important mission. You are to make sure the horses are saddled for the patrol and the stables mucked out. Now get on with it."
Zinella was fond of using his families position to get the other squires and a few of the Paladins to do his bidding.
He made his way to the courtyard. Approaching the Goliath, Elysande, he talked to him directly.
Zinella: "My name is Zinella, I am going on a task appointed to me by the Captain".
Elysande: "Oh, the nice man who let me break rocks?"
Zinella: "What, um, yes, I suppose. Now look......(thinking).....Oh, how would you like to come with me, you can break rocks. How does that sound? I'll even pay you 1 copper piece a day for your troubles."
Elysande: "You sure there's rocks where we are going? Bet I can break more rocks than you. Ok, I'll get my stuff."
Elysande was told to wait in the courtyard for Zinella's return. Elysande said ok, but he'd break some more rocks whilst he waited.
Zinella shook his head and headed to the kitchens. He found the female gambler there.
Zinella: "The Captain has ordered you to come with me. There will not be enough Paladins left to ensure your safety here and he thinks a short trip to Whispering Woods village would ensure your safety from Lukhmar Quickeye and his cohorts from the tented camp. If they get their hands on you then thats your lot. Sold as a slave I guess. Whats your name?"
Seraphina: "Seraphina".
Zinella: "Ok, grab your equipment, meet me in the courtyard. And make it snappy."
Seraphina didn't like being bossed around but thought it would be safer away from here. Lukhmar had made it clear in no uncertain terms what her fate would be if he ever caught her.
30 minutes later they were in the courtyard as the patrol was already mounted and leaving by the main gate. The three companions followed on. The smell from the poisoned water of the moat was nearly overpowering and they quickly moved over the moat bridge and towards the village.
The Travellers Rest Inn was the first large building they came to.
Just as they entered a greasy haired and greasy bearded Dwarf pushed passed them and entered the Inn.
Zinella could see 4 individuals sat at separate tables. He approached them one at a time, introducing himself and enquiring as to whether they would be amenable to accompanying him on a small task, that they would be paid for.
Zinella was interrupted by the Dwarf at the bar.
Dwarf: "Hey shinney bollocks. Yes you. You heading into the woods. Know where your going? Been there before have you, thought not. You lot shouldn't follow Shinney Bollocks here. Hasn't a clue where he's going. But myself, yes me, Stuffantle Tinderkeg, Stuffings for short to my friends that is, knows the woods like the back of me hand, like the back of me hand."
Zinella: "Listen Stuffy, we don't need your help."
Stuffings: "Yes you do, and you know it. Been there and back many times. All the way passed Whispering Woods Village."
Zinella raised his eyebrows at the mention of the Village. His destination.
Stuffings: ""There, told you, you do need me. You ever been into the woods like?"
Zinella: "no."
There then followed an argument as Tenver insulted Barlyn, who was egged on by Stuffings. Then the argument got really heated when it was found out Zinella had offered differing amounts to each person.
Fearing a brawl was about to break out Zinella left the Inn. It was Seraphina who brought some order to the argument with calm and sensible talk. Another round of drinks appeared and as they quaffed the drink Zinella re-entered just as they each found a silver piece at the bottom of there drinking vessels.
Zinella: "You have all taken the Paladin's Shilling. That means you accept the task and will be under my command until it is resolved."
Even Stuffings was impressed at how the young Paladin had duped them.
Stuffings: "Nothing we can do. It's the law, Paladin law mind you, but it is the law. We either accept or we end up in jail or hunted down like animals. Ok, Shinney Bollocks, you win this round.!"
The others grudgingly accepted their fate. They filed outside to see what their new commander was going to order.
Campaign notes:
The town ‘officials’ are two old adventurers a renowned
warrior Barim Stagwinter and a cleric of Tyr, Theskul Mirroreye. Barim owns the
inn, but doesn’t run it. He is in all but name the defacto Hetman or headman of
Boareskyr Bridge.
Water is a premium in Boareskyr Bridge. All water has to be
transported here as the water down stream and for half a day up stream is
corrupted and foul.
Remounts and other goods are traded for at the tented area
on the far side of the river.
Once you get to Heartwing Ranch the water is drinkable.
There is a ferry of sorts at Heartwing Ranch.
The village of Whispering Woods is about 1 days travel from
Boareskyr Bridge.