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Speaker in Dreams

Arriving in Brindonford durring the halfling carnival, strange things begin to happen. Upon further investigation, things may not be as they seem...

D&D (3.5)

The fair goes fowl

An attack breaks out amidst the festivities

February 18, 2008 21:33
The characters arrived their seperate ways into Brindonford. Sapphira and Landen each entered by the East Gate, walking up the main road of Eastgate way observing the many things happening at the fair. Merchant’s carts and entertainers clog the street, and only foot traffic can pass through. The rest of Brindonford is pretty quiet, any shops are closed and have posted a spot at the fair. The whole town seems to be in attendance for this wonderful event. As Landen gets a bite to eat, he notices Durgyn, a young minotaur displaying feats of strength. As he grips his large hammer for a powerful smash, his hand must have slipped on the grip, because many onlookers were not impressed.

Suddenly, farther up Eastgate way, the croud burst into a roaring panic. A flood of people charged away from the location, while Landen and Sapphira tried to move their way through. From his place atop a pedistal, Durgyn could see a cart fly over, but can’t make out the attackers from the distance he was at. He charges his way through the croud to find the cause of this destruction. As Landen makes it to the scene, he notices the female cleric Sapphira battling a large rat. Strange, rat-like people are standing atop carts, attacking at merchants, as their dire rat companions run amongst the rubble, chasing everyone away. Landen notices there seems to be one of these strange beasts standing in the middle of the scene giving orders. It isn’t long before all three adventurers come into battle together, and after killing two of the rat-like people, the remaining scatter and begin to run.

Sapphira quickly tends to an injured merchant, as Durgyn squashes the remaining dire rats. Landen, on the other hand, notices the direction an escaping attacker runs, and gives chase. Darting through alley ways, the rat-man tries to loose his hunter. His attempts were not good enough, and he stumbles as he tries to throw rubble in Landen’s way. Landen catches him and holds him with a firm grasp. With a fierce tone he intimidates the beast, who suddenly changes form into a human, and promisses to tell his captor anything… as long as he won’t kill him. Landen starts to ask questions, but the skum only says he was following orders from his leader Squim, and they were to kill as many town guards as possible. When asked where he could find this Squim, the prisoner says their hideout is in the lighthouse.

Landen said he wouldn’t kill him, so he drags him back through the alleys to the scene of the crime. When he returns, the town guard had finally arrived. Sapphira and Durgyn were relating the whole situation to the guards, and Landen offers them a prisoner. The guards seem confused, because the attackers described were rat-like beasts, but Landen was handing them a human. When inspecting the bodies of the two creatures they had killed, they also had turned to human form. The guards took the prisoner, and thanked the adventurers for their quick stop to the ruckus. As an extra measure of security, they were no longer required to keep their weapons peace-bonded while in the town of Brindonford.

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Time to crack down on crime

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