Monday, 22 April 2024

Pre-Session Zero: The start of a new adventure or 10 volunteers are better than 7 pressed people.

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.


Seraphina, It has been a short journey from the Trielta Hills and you arrived in Boareskyr bridge a few days ago. The local inn was quite pleasant and you arranged a room for yourself. A trip over to the tented encampment and you saw the opportunity for rich pickings at some gambling tables set up in a tent. However, during a game you noticed that it was rigged. Calling out the vender only added to your problems. With the Vender and his bodyguards about to take matters into their own hands the local authorities turned up, who just happened to be from the Fort across the river…..Paladins. They have taken you into the fort for your own protection, the tented gambling area is notorious for doling out its own brand of justice. What you seek is not here.

Elysande: A male Goliath Fighter from the Sunset Mountains.


Elysande, Your home is deep within the Sunset Mountains. It has taken you just over 2 months to get to Boareskyr Bridge. You arrived in Boareskyr Bridge about 10 days ago. You found work breaking rocks for the Paladin order to be used in the construction of new roads. They feed you and house you and you are happy.

Daemon: A male Half Elf Sorcerer from Baldurs Gate.


Daemon, Travelling from Baldurs Gate you arrived in Boareskyr Bridge a few days ago with a caravan. You have taken lodgings in the local inn, you seek Stuffantle "Stuffings" Tinderkeg, you have been informed he is a one-eyed Dwarf who lives near the bridge. Unfortunately he is away on business to a village upriver called Whispering Woods. ……now where could you find a group heading into the woods?

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.

Barlyn, with your termination as standard bearer of the Mercenary Unit in Scornubel , you travelled north via Triel & Soubar. Joining a caravan as a guard you arrived in Boareskyr Bridge a few days ago. You have taken lodgings in the local inn. You are seeking more worthwhile employment and adventure.

Tenver: A Wood Elf Ranger from Baldurs Gate.


Tenver, Following your dream to be a great monster hunter you have heard rumours that strange creatures have been reported in the Forest of Wyrms you have headed for Boareskyr Bridge. You arrived in Boareskyr Bridge a few days ago with a caravan. You have taken lodgings in the local inn.  Rumours abound of strange creatures that inhabit The Forest of Wyrms. Perhaps the beast you seek is one of them.

Zinella: A male Human Paladin from Baldurs Gate.


The 4th son of House Crassis in Baldurs Gate. Came to Boareskyr Bridge to serve with the Order of Companion Paladins. He has been given the task by Captain Harkonion to gather a group and head to the village of Whispering Woods to assist in the finding of a missing healer.

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.

BOARESKYR BRIDGE VILLAGE

Personalities:
Inn owner: Briar 'Diamond' McClure

Paladin Commander: Principes Spectator - Primus Paladinus Harkonion

Blacksmith: Luther Anvilson


FORT TAMAL


BOARESKYR BRIDGE (including the Paladin customs station)

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.





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