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Act 2, Scene 2: "To Crush the Wetrocks" (Main Game Thread)

The 2E AD&D Homebrew Sandbox world of Genwald is large, ancient, and magical. There are many undiscovered/untamed places. The Sun Kingdom (European style, Late Medieval Human NG Monarchy) is the basic Campaign area, but PCs can end up anywhere.

The scars of ancient battles of titanic proportions mark the land. Wild magic zones, fantastical terrain, grand adventure, political strife, and even artifacts of wonder await. Choose your part and come make your mark on the world. A wide array of unconventional races and classes are available.

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Dargon Lonewolf
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Re: Act 2, Scene 2: "To Crush the Wetrocks" (Main Game Thread)

Post by Dargon Lonewolf »

Yes. We are bound for Bordertown. In need of a well deserved rest and upgrade to our gear there.

Bull tries to sound friendly and unthreatoning as he looks down on the man on his horse.
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Re: Act 2, Scene 2: "To Crush the Wetrocks" (Main Game Thread)

Post by Nocturno »

Does Nocturno recognize the guard?

"My friend and I are here, and we are back with some parts of beasts to trade at the apothecary."
He points to Jordek.
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Re: Act 2, Scene 2: "To Crush the Wetrocks" (Main Game Thread)

Post by Chris1234 »

Linar says quietly to their beefy compananion, "Don't forget our conversation about the strength-capable bow! I've got hard coin invested in that and it would be a shame to lose out."
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Re: Act 2, Scene 2: "To Crush the Wetrocks" (Main Game Thread)

Post by Styrius »

Findalsip does his best to blend in among all of the “talls” and avoid getting trampled by the horses. He makes mental notes about what he sees with the defensive measures the people of the town have done. He will write these observations down later when possible. He looks to his forest dwelling cousin for any cues about how to handle himself under the scrutiny of the horse riders.
You are talkin' to the holy symbol wearing,
Ruby ring wearing, kiss stealing; Woo!
Praying/healing, beholder riding, griffin flying
Son of a blowgun, and I'm having a hard time holding these Aboleth shoes down! WOO!
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Re: Act 2, Scene 2: "To Crush the Wetrocks" (Main Game Thread)

Post by Dargon Lonewolf »

Oh. I intend to get that long bow and some kind of armor, even if its horse barding. He laughs and snorts in the process. Tries to compose himself. I will be trying to find some spells too. Hopefully this place is well stocked for our needs.
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Re: Act 2, Scene 2: "To Crush the Wetrocks" (Main Game Thread)

Post by TristenC »

Oh yes, Jordek chimes in. And we've been here before. Well most of us. We have been battling the goblins near the rift. In fact Nocturno and I were here just a few days ago.

The guard nods and doesn't seem too apprehensive around the odd group. I am Corporal Chrinten. Word of your group has made its way around town swiftly the last few weeks. There aren't many with Minotaur, Dark elves and Forest Gnomes traveling together... He turns his horse, Allow us to escort you. He signals and one of his men takes a faster trot towards the town ahead of the others who keep pace with the party on foot.

As they walk, Cpl Chrinten asks them a little about themselves. As they near the wall he leads them down the sloped ground and past the spiked bulwark. The ground turns sharply uphill again as it passes through the gate, a thick oaken affair set wide against the walls and made to fit snugly against a stone foundation. Just beyond the gate a pair of portcullises loom overhead, currently raised to allow entry. Trap doors and murder-holes can be easily seen in the ceiling area between the two.

From here they can see that the road inside is flanked by 40 foot high walls, dotted with their own fortifications, that run over 100 yards in length until apparently dead-ending. Along the way, two gate-like bridges span the area between the walls, sporting more sets of portcullises. The road itself lies wide enough for perhaps three wagons, or more likely a wagon to either side and faster traffic like horses and people to pass through the center. The road at this time is fairly clear of travelers. It eventually becomes apparent that the ‘dead-end’ actually turns to additional gates to either side of the alley-like span; as the locals file in.
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Re: Act 2, Scene 2: "To Crush the Wetrocks" (Main Game Thread)

Post by Chris1234 »

Linar nods at the guards and tries to take care not to make any threatening movements. As they head in he offers, "Anyone still wanting to compare spell books?"

A short while later he reminds Bull, "Last time we were here, the minotaur I was with wanted a bow that wouldn't break if he used his full strength. We put down a couple of hundred gold for it but that was all we had. Worth a visit if you're interested."
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Re: Act 2, Scene 2: "To Crush the Wetrocks" (Main Game Thread)

Post by Nocturno »

"With a bit more force with us. I would like to pay that creature under the tree a visit." Nocturno sighs. "But let's get some rest first."
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Re: Act 2, Scene 2: "To Crush the Wetrocks" (Main Game Thread)

Post by Dargon Lonewolf »

Bull

I am interested in that bow and procuring some armor. Plan to purchase a few scroll too. We can compare spellbooks but I think we have already swapped everything I have.
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Re: Act 2, Scene 2: "To Crush the Wetrocks" (Main Game Thread)

Post by TristenC »

The just past noon-day sun beats down through the relatively narrow space between the high walls. The sound the outermost gate and portcullis closing can be heard behind as the party nears the end of the run. The final reach leads to a flat wall with scores of arrow slits and defensive shutters. A wide banner hangs in the center, boasting the Bordertown crest from a much higher wall which appears to be part of a centralized Keep. To the East and West are gates and portcullises similar to the main on the outer wall of the city. Both sides stand open now and Cpl Chrinten pauses. East is Farmers Ward. Supplies, taverns, and general goods. West is the Stable Ward for livestock and such things. Either of these can lead you to the Southern Shield and Spear wards, which have smithies, masons and merchants of other goods.


Last time we stayed at the Horse and Plow in Farmer's ward. Jordek pipes up. But there was a shop with magical supplies in the Keep we have some raw materials for, and I think the bowyer there was the one involved in the special bow.

I see. If you have been permitted into the Keep before, you can present yourselves at one of the KeepWays and give your names. If your access hasn't been revoked for some reason then someone there can guide you. There is one Keepway in each ward. I know you have done service to our town in the past, but it is my duty to instruct all newcomers that this is a peaceful town. Theft, manipulation or violence in any form will not be tolerated. If you have any basic questions I can answer a few now before returning to patrol outside. Or if you think of any later any guardsman or many local merchants will be willing to assist.

He pauses to allow them time to pose queries

===
For the newcomers:
Population of Bordertown: appx 7,400. Each of the 4 wards is sized to house roughly 21-22% of that, if that helps with the scale. the Remainder reside in the central keep. Re-uploaded the map as well in the "General Knowledge" thread

The portcullises coming into town are set in pairs all have stone headers above them into which a portion of the gate rises. Arrow slits and murder holes abound on the approach. The main gate and secondary portcullises have all been closed now, but the ward gates remain open at the moment.

The outer wall has sections set forward so people can fire down at anyone attacking the wall itself. It also has sections of cover for troops defending it. The ground slopes down towards the earthen bulwark, and then up after so troops charging will have trouble stopping before crashing into the pikes, and then have to climb the steep and heavily defended approach.
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Re: Act 2, Scene 2: "To Crush the Wetrocks" (Main Game Thread)

Post by Chris1234 »

Linar pipes up, "Been here before, so, yes, thank you, a very nice welcome.
"Have there been any troubles of late? Anything that may require the services of a band of good adventurers, to wit, us? Else is there a specific place or person to which that question might be preferably addressed?"
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Re: Act 2, Scene 2: "To Crush the Wetrocks" (Main Game Thread)

Post by TristenC »

Things have been fairly quiet, although one of our recent arrivals mentiond something strange at the bridge.
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Re: Act 2, Scene 2: "To Crush the Wetrocks" (Main Game Thread)

Post by Chris1234 »

"Any flavour or quantity of strange?"
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Re: Act 2, Scene 2: "To Crush the Wetrocks" (Main Game Thread)

Post by Nocturno »

"I believe we dealt with the remaining "strange". There was the burned out troll nest on our last trip. But there was a troll in it this time past. It hurt us, but it is now been disposed of."
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Re: Act 2, Scene 2: "To Crush the Wetrocks" (Main Game Thread)

Post by TristenC »

I see. he says, a measure of surprise on his face. The reports mentioned some animals torn apart and strange tracks but no one has had time to investigate yet. When you make your stop at the keep mention it to someone of rank and they can submit a request for reward on your behalf.
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