UP THE RIVER (Introductory Adventure) LOCATION: Starting in Elturel, up the river Chionthar to Iriaebor. TIME: 1371 SR, The Year Of The Unstrung Harp. STARTING THE PLAYERS: The players are the members of the adventuring party called The Shining Shield, and they are currently travelling around, looking for employment. A couple of weeks ago , they were up in Illefarn, were they helped a wizard retrieve his stolen spellbook. Their travels have now brought them to Elturel. THE PLOT: PART 1 - ELTUREL The players will, while visiting Elturel, be approached by a man claiming to be a messenger from lord Arnavion, a member of the Hellriders. He will tell the players that he has a mission for them, if they are interested. If they accept, he will tell them of a message that needs to be taken to Shadowdale, there to be delivered to the bard Storm Silverhand. The payment will be 300 gps, 150 now and the rest when they return. If they agree to undertake the mission, he will give them a silver scroll tube, sealed in both ends by means of smithed capsules. The tube bears a sign, actually a sign of the afore-mentioned lord Arnavion, and he especcially emphasizes thet the tube MUST be delivered to Storm and noone else. He advices them to take to the river up to Iriaebor, and then take to the mountains from there on. He will give them an additional amount of 35 Gp, to cover travelling expenses. If asked why he chooses to ask the players for aid, he will answer that he knows the wizard formerly employing the party, and has received recommendations from him. If the Pcs go down to the docks, they will actually see a riverboat that’s getting ready to go. This is the ‘Queen Of Chionthar’, captained by the moon elf Fiondar Elthaminon. The riverboat’s not particularly big, with a crew of eight and room for about as many passengers. Fiondar is a jovial elf, with none of the selfishness and superiority of the gold elves. He will charge the players a fee of 7 Gp per head for the entire trip to Iriaebor. He also warns them that they will make half a day’s stop in Scornubel, to fill the boat up with Metal wares from The Sunset Mountains. But from there on, the trip will go undisturbed(Hopefully). He also warns the players that there is a chance they might be attacked by bandits and raiders, and that any help the players could offer against them would be welcome. And it’s off we go! PART 2 - SCORNUBEL After travelling through the night and most of the day, the boat reaches Scornubel in the afternoon. The travel proves to be a quiet one, with no disturbances save from the occasional water animals and sightings of deer and even a bear. When they arrive in town, Fiondar will ask the players if they could take a message to The Thirsty Thunder Beast tavern for him. He will point out the way to them(«Ye just follo’ the road up this street, and it’s dumped in the mid’ of the crossroad!») and supply them with an envelope adressed to Garm Hammerhead. He will then hasten off to help his men getting the boat ready for the new merchandise. The players are then left on their own, and should(unless the DM is thoroughly mistaken) head towards The Thirsty Thunder Beast to deliver the captain’s message. As they enter the tavern, they can feel the heavy scent of pipe-smoke and beer washing over them. If they ask anyone for Garm, they will shout out ‘GARM!!!!’ And he will come rushing out from a booth, then bow and say ‘Qui, monsieurs et maddammes?’ whereupon everybody, including Garm, will laugh out loud. Garm is a short, wiry man, with a funny little moustache to top it off. He will then turn to the players, and ask what he can do for them. If they then deliver his message, he will accept it with a flourishing bow, and open it to read. After having read it, he will embrace the players, thanking them for bringing him such wonderful news(The news is about his grandmother, who has just recovered from a terrible fever, which has racked her for several weeks). He will offer to buy the players dinner and a drink, and if they accept, there might just be something fishy going on......(Like, for instance, attempted robbery during their dinner.....) Upon their leaving, provided their trip to the tavern wasn’t ALL to evntful, the players will hear muffled cries for help radiating from a nearby alley. If they choose to investigate, they will spy three bullies hitting and beating a person on the ground. The Pcs will obviously try to stop this, and the bullies will draw their weapons(F1,5HP,THAC0:20,Shortswords)And we’re off fighting. The Pcs, who hopefully survive(The guard may be a security to ensure this), are then free to roam the town. When they at last return to the boat, the crew will almost be finished with loading the metalwares, and the captain will of course want to know how Garm liked the message. And after that, the boat is off again. PART 3 - IRIAEBOR It will take the players two days to reach Iriaebor, during which there just might happen to be an encounter or two.....Anyway, upon reaching Iriaebor, the captain will thank them for their company, and wish them well for the rest of their journey. They must now find themselves transportation across the Storm Horns and onwards towards Shadowdale. This shouldn’t prove to be much of a problem, as there are frequent caravans going to the center of the Dales. The price, on the other hand, may vary a bit..... Possible encounters in town may include: - A merchant willing to pay for the transportation of a parcel to Eveningstar. Pay:50 Gp - A noble seeking bodyguards for his travel to Arabel. Pay:60 Gp - A mystic person out to sell a ‘fabled’ sword(It’s actually +1!!!!) Cost:110(90) Gp THE END(Hopefully) OF THE ADVENTURE SO FAR... ------------------------------------------------------------------------ This page was programmed by Øivind Stengrundet, Norway 19©98 Mail me at : oivinds@stud.luh.hihm.no ------------------------------------------------------------------------ Back To Roleplaying