As the time draws nigh you begin to wonder with whom you will journey and the one who ought to be your leader. It is a difficult decision, but you know one for which you must choose in the next few days.
GM: Camp can still be burning with plans and votes in preparation for the 31st Jan, 2004. Be ready!
While in thought you are approached by an elderly man, he is bent over with a slight hunch back and seems to be well stricken in years. He gently pulls at your arm and tugs strong enough to indicate he wishes to whisper something in your ear...
"Las, notice how this here wagon is always dark... there be evil inside, beware, beware I tell you."
He then moves off in small steps while turning his head only slightly to watch at the waggon and it's horses all in black.
GM: Prepare, this game will resume tomorrow.
The party becomes curious about what the man told them about the wagon. Alex and Heric go ask him what he meant by saying that and the old man replies...
"Son, you will know when you have lost your teeth and become with white hair how things are not all what they seem."
He then raises his voice and points his finger in the air to make emphasis while saying,
"It is the younger ones that are ignorant, they know nothing, nothing I tell you, nothing..."
You begin to wonder if you are talking with a man long passed sanity when he starts to walk off again.
Meanwhile...
Kettle and LaReina get closer to the wagon to see if they find anything suspicious, but they are quickly parried by the voice of the teamster and the new bodyguard of the tavern.
"Get away from there, this isn't a circus!"
This makes Kettle and LaReina startled.
At the same time out of the tavern comes the same old man of 30 moons ago and Alex recognizes him. He belows loudly,
"Who be wanting jobs to escort?"
A few rush inside, you know this is your chance for adventure, but you wonder how gracious your employer will be.
GM: Say who will talk for the party as he will only see one of you, also note the questions he asked last time and have a response already within your next party order.
You enter the tavern, it is empty save for the man whom you must haggle for your pay. There are some who come out of the tavern gloomy at the same time you enter, you assume they were not called to be escorts. You look them over and can see by their scrawny hinds that they have no muscle with which to tackle a village dog and you scoff in your mind at the fact that anyone would dare take this opportunity away from you. You sit with expressed confidence and you begin to talk with the old man...
"The Duke has changed the way he pays, he now pays for those who 'ride the wagon'"
You begin to wonder what that means and how it replies to you when the old man interrupts your thoughts...
"The Duke will pay 30 gps for the escort, 10 gps more if you have to battle anything. Whomever sits on the wagon following the teamster will need to share it up however they wish! You will be paid upon arrival to the Duke's mansion. So you accept or no? We be leaving in an hour!"
You realize there is not much room for negotiation even though you do try and fail. The old man waits for your answer and you can see he is not in the mood for much talk, you even notice that whatever details you ask for is generalized a lot by him.
GM: Say what you will do now.
"Well I ain't got til my teeth fall out and I am humped over!" says the old man who wonders why a simple answer would take so long.
You hear the horses from the Dukes wagon make noise as though they are a bit an uneasy.
GM: Say what you will do now
Heric accepts the job by declaring,
"The Duke will have the best escort he could get in this village."
The old man raises a brow and bites his lip in an expression of sarcasim.
You continue...
"Right now we're going to the market to get some more supplies in order to offer a better job. We'll be ready in one hour or less. Also one member of the party will buy a horse to follow the wagon and be able to react faster in case of an attack."
To which the old man mutters,
"Yes, yes, lad, whatever, just do not be late cause the Duke is not partial to waiting nor sloppiness."
The old man then goes outside and into the covered wagon.
You decide to visit the market with the hope of getting last minute supplies.
Alex buys a coat and tries to sell some other equipment for which no one is interested.
LaReina also tries to trade but no one is interested. The market is full of various items and your used ones are not fit for a seller's eye at the moment.
Kettel buys a bounty of items as listed. She wonders if she can ride a horse well.
Heric buys two water skins.
You quickly head back over to the Wagon and this is what you see...
The wagon the Duke is colored in all black and is pulled by four stallions. The fact that the wagon is enclosed and in all black gives a funeral like appearance to it, but you know that those of the upper class do tend to use black as a display of their 'riches'. The wagon has windows, a step up and door, but all are drawn or closed and you cannot see what is inside or even the Duke's face. On the front top of the wagon is a man in a dark cloak and hat that looks like a person of very few words, he does not even acknowledge your presence. One of you will sit with this man to the front.
To the back of the wagon is an open wagon with a simple covering for rain, two horses pull this one and you are told that one of you can steer the horses.
The old man says that you will follow the leading wagon and keep on look out, he then asks if you have any 'vinegar in your stomach' (which by reasoning probably means if you have any questions that will not delay their trip)?
GM: Decide which one of you will steer the horses for the wagon that follows and who will be on the front at point with the teamster. Say if you have questions.
Kettle decides to keep most of her possessions in her backpack, but stows the torches behind the saddle. The flint goes in her backpack. Oats and leather feedbag are packed into the saddlebags. Her leather armor, she slips over her tunic and refastens her cloak about her shoulders...
Heric asks the man, (the teamster) "Do you know of any particular place where we should be more wary during our trip?"
The man nods his head negatively and then looks forward again.
Heric double checks to make sure everything is with him and secured to his backpack. When he is satisfied everything is secure he jumps on to the second wagon and begins to get a feel for being a teamster.
"Come on,lets find our fate", Heric says with a look of excitment on his face.
After each of you set yourselves for the trip the teamster cracks his whip and the stallions move off in unison as though they were a team of oxen carrying heavy load. You begin to follow, but not so close as to breathe the dust the horses and wagon wheels kicks into the air.
As you leave the Village behind you begin to feel how bumpy it is to sit in a wagon and now you start to dream of having your own horse. Your eyes wander. You look over at Kettle and lament within your mind of riches one day that will bring you similar prosperity. Kettle herself is getting a sore bum from this new mode of transportation, but she grins with pride in her new found familiar with which she can ride. She knows the others are watching and pretends to pay no mind.
As the day progesses you make up quite a bit of milage since most of the area was just plains with trees showing up here and there. You stopped a couple of times to relieve yourself as well as nibble on a ration. You do notice that the old man and the Duke never open the wagon door, nor do they come outside. This is very odd you think, but guess that they are probably sleeping or not interested in mingling with 'lesser folk'. The sun goes down and you feel tired and bothered at the long trip, but you are happy to be there. The teamster was wise not to go through the forests until this point...
You are now very far from the Village and in unknown territory, you are actually unsure of your position, but you feel that the teamster is well versed in where he is going and pay no mind. You head into a forest that has a clear road. You hear the crickets, frogs and various creatures of the night as you go by... deeper, and deeper, and deeper into the forest. You ask the teamster about the final destination when at the same time he raises his hand to point towards what seems to be a tower of some sorts... he then says in a ghoulish voice...
"There we be for the night, there we lay our heads til morn' light."
The wagons halt near this tower which is more in the shape of a hut set on a hill with large bolders to give height. You wonder what this place is when the old man comes out of the wagon, he goes over to the tower and opens the door and says...
"This be the destination of the Duke for the night. All of you go into there (he points towards the 'tower') and make sure it is safe."
The old man then goes over to the teamster to converse with him.
You look at the structure that is set in stone with jaggered mason work, there are no windows and the door seems to be of hard heavy wood. There is a small hole at the very top of the tower, possibly as a lookout or for a watchman.
Each of you fall into your formation with Alex and LaReina entering first cautiously with weapons drawn and torch lit. Next to follow are Heric and Kettle. After Kettle enters the door seems to close shut! Before you can better observe your surroundings you immediately rush to the door attempting to reach for the handle only to find none with which to open the door!
You are trapped! Or are you?
GM: Say what you wish to do now.
Kettle decides to keep most of her possessions in her backpack, but stows the torches behind the saddle. The flint goes in her backpack. Oats and leather feedbag are packed into the saddlebags. Her leather armor, she slips over her tunic and refastens her cloak about her shoulders...
Heric asks the man, (the teamster) "Do you know of any particular place where we should be more wary during our trip?"
The man nods his head negatively and then looks forward again.
Heric double checks to make sure everything is with him and secured to his backpack. When he is satisfied everything is secure he jumps on to the second wagon and begins to get a feel for being a teamster.
"Come on,lets find our fate", Heric says with a look of excitment on his face.
After each of you set yourselves for the trip the teamster cracks his whip and the stallions move off in unison as though they were a team of oxen carrying heavy load. You begin to follow, but not so close as to breathe the dust the horses and wagon wheels kicks into the air.
As you leave the Village behind you begin to feel how bumpy it is to sit in a wagon and now you start to dream of having your own horse. Your eyes wander. You look over at Kettle and lament within your mind of riches one day that will bring you similar prosperity. Kettle herself is getting a sore bum from this new mode of transportation, but she grins with pride in her new found familiar with which she can ride. She knows the others are watching and pretends to pay no mind.
As the day progesses you make up quite a bit of milage since most of the area was just plains with trees showing up here and there. You stopped a couple of times to relieve yourself as well as nibble on a ration. You do notice that the old man and the Duke never open the wagon door, nor do they come outside. This is very odd you think, but guess that they are probably sleeping or not interested in mingling with 'lesser folk'. The sun goes down and you feel tired and bothered at the long trip, but you are happy to be there. The teamster was wise not to go through the forests until this point...
You are now very far from the Village and in unknown territory, you are actually unsure of your position, but you feel that the teamster is well versed in where he is going and pay no mind. You head into a forest that has a clear road. You hear the crickets, frogs and various creatures of the night as you go by... deeper, and deeper, and deeper into the forest. You ask the teamster about the final destination when at the same time he raises his hand to point towards what seems to be a tower of some sorts... he then says in a ghoulish voice...
"There we be for the night, there we lay our heads til morn' light."
The wagons halt near this tower which is more in the shape of a hut set on a hill with large bolders to give height. You wonder what this place is when the old man comes out of the wagon, he goes over to the tower and opens the door and says...
"This be the destination of the Duke for the night. All of you go into there (he points towards the 'tower') and make sure it is safe."
The old man then goes over to the teamster to converse with him.
You look at the structure that is set in stone with jaggered mason work, there are no windows and the door seems to be of hard heavy wood. There is a small hole at the very top of the tower, possibly as a lookout or for a watchman.
Each of you fall into your formation with Alex and LaReina entering first cautiously with weapons drawn and torch lit. Next to follow are Heric and Kettle. After Kettle enters the door seems to close shut! Before you can better observe your surroundings you immediately rush to the door attempting to reach for the handle only to find none with which to open the door!
You are trapped! Or are you?
GM: Say what you wish to do now.