Post by AxeMental on Jun 24, 2008 13:58:03 GMT -5
The group is taken to the village where they find the people a bit suspicious of you. A draw bridge of sorts made of timber is down, but drawn up at night, and torch holders line the 8 foot fence. Inside the fence up against it are 20 foot wooden raised platforms spaced every 20 feet. Each has a small ladder leading up to it and many spears in bundles are positioned at each. Pitro tells you goblins and wolves from the forest used to have devistating raids against the villages stealing livestock and killing. At that time a fence was built, but they managed to break threw it.
A few years ago a wondering fellow by the name of Burok, who called himself a tracker, convinced the village elders to take their security in their own hands, as the kingdom would not send troops to such a far afield place. He designed and supervised the building of these defenses. "The next time them goblins came in to attack, they didn't know what hit'm." Since then the village has known prosperity.
The folks of this land are hardy and tall with blond to copper hair and weathered though healthy skin. You see several heading out with bows to get meat in the nearby forest (the one you just past threw). They seem to have a few draft horses and wagons, but mostly mules. A scattering of all sorts of live stock walks freely throughout the village and the surrounding area (gardens are fenced off).
The women weave brush and clean the wool before it is dyed in vast pots and then hung and finally spun into thread and yarn.
The town leader Edrak greats you and tells you your welcome to leave your horses and they will be well cared for for 1piece of gold a night, or you can stay in the village and sleep under a canvas tent they will put up, for 3 GP a night as a group (meals will be included). The price seems high, but there is no place else.
It seems they occasionally get travellers and act as a place of rest and safety, but for a fee.
The group leaves and follows the shepard for 5 miles through green medows passing the occasional sheep herder, until going off and following a river bed heading into a thick wood of tall aspens cottonwood and pine. As the wind blows the sound of the leaves is quite tingly, here spring is still fresh and the air comfortably nippy (infact bits of ice and snow lie about in the shadier parts). You head up an animal trail for another 5 miles until the shepard points at a large steep hill with a stream flowing down it and boulders at its base. "Oy had to climb up there to get some of my young sheep, day'ed been chased up there by wolves I think. Anyhow, the weather changed on me and I found a nice sized cave behind that boulder (pointing to a large one). Look on the back north wall and you'll see the door. Now I'll have to be go'n....don't want to be caught in this wood at night, ain't safe." He wont elaborate, but says the woods are cursed and haunted here. Herders avoid it when ever possible.
The group leave their horses and TIberouis talks to them instructing them to stay. If they must flee to survive they are told to return to the village.
With rope and care the group climb 200 feet up (scouts taking the lead) making it to the large boulder. The cave entrance is only 5 feet high and wide, but opens up into a cavern 50 feet by 30 feet by 8 feet high (irregular of course). Inside the cave you find the remains of an old camp fire. You also see the back wall where a door of stone can be seen just barely against the natural rock. It looks like at one time it had been hidden, but an earthquake or perhaps time had shifted a fake wall built in front of it causing it to recently collapse. On the door are etched glyphs of some sort. The door won't budge and no lock holes are found to pick. What does the group wish to do?
Fletcher looks about, and besides small animal tracks and some prints from the shepard nothing else of interest is found.
A few years ago a wondering fellow by the name of Burok, who called himself a tracker, convinced the village elders to take their security in their own hands, as the kingdom would not send troops to such a far afield place. He designed and supervised the building of these defenses. "The next time them goblins came in to attack, they didn't know what hit'm." Since then the village has known prosperity.
The folks of this land are hardy and tall with blond to copper hair and weathered though healthy skin. You see several heading out with bows to get meat in the nearby forest (the one you just past threw). They seem to have a few draft horses and wagons, but mostly mules. A scattering of all sorts of live stock walks freely throughout the village and the surrounding area (gardens are fenced off).
The women weave brush and clean the wool before it is dyed in vast pots and then hung and finally spun into thread and yarn.
The town leader Edrak greats you and tells you your welcome to leave your horses and they will be well cared for for 1piece of gold a night, or you can stay in the village and sleep under a canvas tent they will put up, for 3 GP a night as a group (meals will be included). The price seems high, but there is no place else.
It seems they occasionally get travellers and act as a place of rest and safety, but for a fee.
The group leaves and follows the shepard for 5 miles through green medows passing the occasional sheep herder, until going off and following a river bed heading into a thick wood of tall aspens cottonwood and pine. As the wind blows the sound of the leaves is quite tingly, here spring is still fresh and the air comfortably nippy (infact bits of ice and snow lie about in the shadier parts). You head up an animal trail for another 5 miles until the shepard points at a large steep hill with a stream flowing down it and boulders at its base. "Oy had to climb up there to get some of my young sheep, day'ed been chased up there by wolves I think. Anyhow, the weather changed on me and I found a nice sized cave behind that boulder (pointing to a large one). Look on the back north wall and you'll see the door. Now I'll have to be go'n....don't want to be caught in this wood at night, ain't safe." He wont elaborate, but says the woods are cursed and haunted here. Herders avoid it when ever possible.
The group leave their horses and TIberouis talks to them instructing them to stay. If they must flee to survive they are told to return to the village.
With rope and care the group climb 200 feet up (scouts taking the lead) making it to the large boulder. The cave entrance is only 5 feet high and wide, but opens up into a cavern 50 feet by 30 feet by 8 feet high (irregular of course). Inside the cave you find the remains of an old camp fire. You also see the back wall where a door of stone can be seen just barely against the natural rock. It looks like at one time it had been hidden, but an earthquake or perhaps time had shifted a fake wall built in front of it causing it to recently collapse. On the door are etched glyphs of some sort. The door won't budge and no lock holes are found to pick. What does the group wish to do?
Fletcher looks about, and besides small animal tracks and some prints from the shepard nothing else of interest is found.