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Iren's PbP - Prologue

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Iren's PbP - Prologue

Post by Irenaeus »

Vertidor’s Rest – The last stop before the wild frontier

Spreading comfortably at the base of rolling hills with an inoffensive demeanor is the vaunted last bastion before the wilds, the town of Vertidor, known by its inhabitants by its nickname of Vertidor’s Rest. Nestled at the base of the Wolf’s Maw Pass, where the civilized lands of the Arandian Kingdom meet the untamed Borderlands, the stands between two worlds.

To the northwest, the roads are patrolled, the law is strong, and the Kingdom stands tall. To the southeast, there is only uncertainty, ruin, and the whispers of the past, or does it? Promises of fortune have captivated the curiosity of many, and tales of fertile lands have attracted settlers ever since the king’s armies conquered these lands decades ago. A fleeting conquest, as the province was never properly connected.

Vertidor has endured for over a century, originally founded in ages past as an imperial outpost—one of the last before some empire collapsed. When the Arandians conquered the valley, they rebuilt it as a supply hub for further expansion, though expansion never came. The Borderlands to the southeast proved too wild, too cursed, too costly. The kings of Arandia turned their attention elsewhere, and the province was left to fend for itself.

Now, Vertidor’s Rest is a town of transients—a place of traders, mercenaries, outcasts, and those who dream of fortune in the wild lands beyond. The kingdom still claims it, and the Church still preaches here, but both know that their grasp weakens with every mile toward the mountain pass. The village is small but lively, yet beyond the gates, the ruins of dead empires whisper forgotten names.

Image

Welcome to Vertidor

Your paths, varied and likely troubled, have somehow converged here in Vertidor. This village isn't grand; timber-framed houses huddle together, their thatched roofs worn by wind and rain. A dirty track serves as the main street, lined by a handful of essential structures: an essential smithy, a provisioner's shop, small workshops, a church dedicated to the God of Light, and the town's only inn and tavern, The Mountain’s Last Light.

The cold wind howls through Verridor’s Rest, rattling wooden shutters and carrying the scent of snow from the mountains. The street feels tense. The air hangs heavy not just with the coming chill from the mountains, but with the weariness of folk living on the edge. Resources are scarce, the King's authority is distant and uncaring, and the wilds – full of beasts, bandits, and perhaps worse – press close. You, a conspicuous group of fifteen armed and capable-looking individuals, have undoubtedly drawn stares from bystanders. For now, The Mountain’s Last Light offers the only semblance of public shelter, its sign creaking mournfully in the breeze.

Players can introduce or describe their characters to each other briefly inside the inn's common room.

A Rat Problem

The innkeeper, Brenna, approaches the group. She's a stout woman with flour dusting her apron and worry lines creasing her brow.

"Forgive my boldness," she says, wiping her hands on her apron, "but you lot look like you can handle yourselves. I... we... have a problem. Rats. Not just the usual field mice, but big, nasty ones. Got into the cellar, bold as brass. Spoiling what little food stores we have left before winter really bites. I can't afford to lose more, and frankly, my husband Olwin is too stiff and my young Petyr is too scared to go down there anymore. I can't offer much – a hot meal for each of you, maybe a round of ale, and... five copper pieces apiece? Please, can you clear them out? Especially the big one?"



_____________
Adventure so far:
Arrival at the Inn = this post
Descent into cellar = here
The fight with rats starts = here
Fight with the Big One = here
End of Prologue = here
Last edited by Irenaeus on April 16th, 2025, 00:53, edited 5 times in total.
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Post by Oyster Sauce »

Ostgar stays silent, waiting to see how many others speak up first..
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Post by asf »

i beg the bartender for money
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Post by maidenhaver »

George, who hates rats less than orcs, speaks up first. "You've got a nigger problem, as well!" For the orcs in those days were called niggers, after the foulness of their ways, darkness of their skin.
Last edited by maidenhaver on March 30th, 2025, 04:41, edited 1 time in total.
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Post by Val the Moofia Boss »

*Gunthard nods and moves for the door to the rats, his axe resting on his shoulder.*

"Let's get to it!"
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Post by Kalarion »

"A hot meal and a half day's pay for some rat-bashing? I'll take that any night!"

Kal hefts his trusty truncheon and moves to follow Gunthard to the cellar stairs.
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Post by ERYFKRAD »

"Are big rats common hereabouts?
Hrod asks his question as he too makes for the cellar.
He pauses for another moment.
"We'd best take as many torches and candles as we can hold. What rats we can't chase away we might as well set aflame.
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Post by SpellSword »

Stein Von Steiner tries to conceal his grim mood beneath a smile as he thinks to himself 'So, I've now fallen to chasing down vermin...' before addressing the innkeeper. "I'll gladly put my hand to removing the rats, but tell me this 'big one'... how big are we talking here?"

He moves towards the cellar door as he waits for Brenna's reply, trailing behind Kal Arion and Gunthard.
Last edited by SpellSword on March 29th, 2025, 02:47, edited 3 times in total.
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Post by Stack of Turtles »

Paralyzed by social anxiety, Alfwine stays quietly behind the rest of the group and follows them around unquestioningly rather than have to ask what's going on.
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Post by Oyster Sauce »

Oyster Sauce wrote: March 28th, 2025, 23:31
Ostgar stays silent, waiting to see how many others speak up first..
Enough buff looking fighters have stepped up, so there's essentially no risk of anything bad happening. Ostgar stands up and slowly follows the others, making sure to respectfully gesture for any late-joiners to go ahead of him.
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Post by SpellSword »

As Stein Von Steiner draws ever closer to the cellar door a terrible thought occurs to him... perhaps the innkeeper's proposal of a night of fine rat slaying hides a darker agenda. Who are these other armed men that will be descending into the inn's basement with him.

Could this all be a carefully orchestrated ruse to lower his guard before these brutes suddenly launch an ambush against him?
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Post by logincrash »

Norman speaks to the innkeeper: "As you can see, we're happy to help with your rat problem. But would you mind providing us a place to stay for a night or two as well, after we clear out the vermin?"
Last edited by logincrash on April 9th, 2025, 08:31, edited 1 time in total.
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Post by Lord of Riva »

Wolfgang sits at his table looking at the simple meal and drink he had, vastly different from what he was used to before, he had recently counting his money and it's running out. "I'll need some way to get back on my feet".

After a while the Innkeeper talks about her rat problem and Wolfgang sees a big group of armed people joining in for the hunt thinking to himself "Not only the rats must be huge but also the cellar, since we are going in with an army to kill some rats. Now I am going to be a Ratcatcher, hm? Well, with that amount of people that will be some easy coin and shelter, though I will need to find something reasonable to do soon."

Wolfgang stands up silently and joins the throng of people going down into the cellar, Staff in hand.
Last edited by Lord of Riva on March 30th, 2025, 14:43, edited 4 times in total.
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Post by TKVNC »

Tillomar watches the few men head toward the cellar, wondering if he should offer a hand. After all, Vermin were all too common on the farms.

He gestures to his dog and stands before saying:

I'll help, but I'd like to take the cellar key, if that's fine with you...
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Post by DemoGraph »

Felix: "Sure, why not."
He follows the others to the cellar in the second (or third) row, palm on the whip handle on his hip.
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Post by Humbaba »

Having entered the inn just moments earlier, Zollo overhears the ugly woman's offer. Out of the mumbled noise that is the Flatlander's hideous dialect he understands that she offers prey and food. Killing rats would not draw Hunkar's attention for He only drinks the blood of men and accepting the Flatlander's nourishment without having taken it first would be a great humiliation. Zollo remembers at this point that this is all part of Hunkar's Trial and thus, humility is demanded of him. By helping the Flatlanders he could also gain their trust, maybe making the hunt in the night to come easier.

Zollo fastens the belt from which hangs his dagger, club and quiver and adjusts the bow slung around his naked upper body. Seeing the first men head towards the rats' nest, he approaches the woman and addresses her in the exalted dialect of the Manhunters:


"What thou wilst, will I do. Give me Food and keep thine Copper."

Zollo follows the other men, his allies, for the moment.
Last edited by Humbaba on March 29th, 2025, 12:07, edited 3 times in total.
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Post by maidenhaver »

George walks to the cellar door.
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Post by Irenaeus »

Descent into the cellar

The group responds to Brenna's plea with a mix of immediate enthusiasm, caution, negotiation, and colorful internal reasoning.

Gunthard and Kal Arion were immediately ready for action, heading straight for the cellar. Hrod was also quick to join, adding practical advice about needing light sources and suggesting burning the rats. Felix readily agreed and followed.

Ostgar waited to see the group's reaction before joining, ensuring safety in numbers. Alfwine, hampered by social anxiety, simply followed the group silently. Stein, deeply paranoid, followed while suspecting a potential ambush by the other adventurers.

Norman agreed to help but negotiated for lodging in addition to the offered reward. Wolfgang, seeing it as easy coin and a necessary task despite his noble background, joined the group pragmatically. Tillomar offered help but requested the cellar key, perhaps out of caution or habit. Zollo, interpreting the request through the lens of his tribe's culture and Hunkar's Trial, agreed to help for food (seeing it as a necessary humility and a way to gain trust) while refusing the copper, addressing Brenna in his distinct dialect.

Asf stayed behind begging the bartender for money, not joining the rat hunt discussion.

________________________________________
"Brenna nods gratefully at Norman, 'Lodging? Of course, clear out these pests, and you'll have warm beds for the night, on the house!' (roll reaction)
She retrieves a large, rusty iron key from a hook behind the counter and hands it to Tillomar, 'Here you are. Be careful down there.'
To Zollo, she looks slightly bewildered by his dialect but seems to understand his intent, nodding, 'Food, yes, plenty of hot stew when you're done! Thank you!'" (roll reaction)
She looks at asf, puzzled. (roll reaction)

________________________________________
Those of you heading down follow Gunthard and Kal Arion towards a heavy wooden door near the back of the common room. As it groans open, it reveals a steep flight of worn wooden stairs descending into darkness. The air that drifts from below is cool and damp, carrying to those familiar an unmistakable stench of rodents mingled with the earthy smell of root vegetables and grain.

Hrod is right – it's too dark down there. Everyone takes a candle upstairs to bring down, but visibility will be extremely limited beyond the faint light filtering down the stairs. It's a longer descent than most expected, the cellar has a really high ceiling.

As the group descends, the sounds of the inn fade are overcome by the load steps and creaks of the wood stairs, eventual they are replaced by faint scuttling noises from the darkness. The cellar floor is packed earth, and there are leaning stacks of crates, sacks of produce (many clearly gnawed), barrels pressed against its big rock walls, with shelves holding bottles and jars. The low light of the candles make it impossible to gauge the cellar's full extent immediately.

As the first few of you reach the bottom step, your light catches sudden movement. Uncountable pairs of small, bright red eyes glint from the back of the room. A moment later, a chorus of angry squeaks erupts from the darkness ahead, and you see a dozen of large, mangy rats – bigger than any field rat has a right to be – turn towards you, baring yellowed teeth. (all who descended roll initiative before acting)
Last edited by Irenaeus on April 2nd, 2025, 00:50, edited 1 time in total.
Rolled 1d6
Result: 3
3
Rolled 1d6
Result: 3
3
Rolled 1d6
Result: 2
2
Rolled 1d6
Result: 1
1
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Post by Val the Moofia Boss »

Rolling initiative.

EDIT:

1d6 rolled 6
Val dexterity = 10 (as per Iraneus' spreadsheet here)
6 + 10 = 16
Last edited by Val the Moofia Boss on March 31st, 2025, 03:58, edited 1 time in total.
Rolled 1d6
Result: 6
6
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Post by ERYFKRAD »

Initiating.
Rolled 1d6
Result: 3
3
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Post by Stack of Turtles »

initiate rat protocols
Rolled 1d6+0
Result: 1
1
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Post by SpellSword »

:dice:
Stein readies his rusty bronze sword as he approaches the cellar door... the moment of vermin slaying draws ever closer!
Last edited by SpellSword on March 31st, 2025, 05:07, edited 1 time in total.
Rolled 1d6
Result: 6
6
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Post by logincrash »

Rollan

1d6 for the Initiative
2d6 for the Reaction
Last edited by logincrash on March 31st, 2025, 06:46, edited 1 time in total.
Rolled 1d6
Result: 6
6
Rolled 2d6-1
Result: 4
3,2
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Post by DemoGraph »

Felix unrolls his whip and prepares to whip from behind the backs of the warriors. (initiative)
Last edited by DemoGraph on March 31st, 2025, 07:15, edited 2 times in total.
Rolled 1d6+3
Result: 8
5
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Post by Lord of Riva »

Wolfgang uses his sling for this combat, deciding to let others take the brunt and rolls for initiative

Initiative 6

(there seems to be different Ideas what an inititative roll is, @Irenaeus maybe write expected roll under your story when they occur the first time)
EDIT²: I saw you posted the rules in the thread, may still be prudent to add a sentence like "everyone, roll a d6+dex mod for initiative or something when it happens the first time)

Just ignore the reaction roll.
Last edited by Lord of Riva on March 31st, 2025, 07:37, edited 5 times in total.
Rolled 1d6+2
Result: 6
4
Rolled 2d6+0
Result: 7
4,3
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Post by TKVNC »

Tillomar cringes as he breathes in the stale cellar air, realising it is too dark to use his bow. He pulls his axe from his belt, slinging his bow across his shoulder.
Rolled 1d6
Result: 5
5
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Post by Humbaba »

Rolling reaction to woman: 4

Zollo, standing behind the other men puts the burning candle between his teeth, draws his dagger and unholsters his club. The bow would be no use here.

Rolling initiative: 6
Last edited by Humbaba on March 31st, 2025, 10:05, edited 1 time in total.
Rolled 2d6-2
Result: 4
2,4
Rolled 1d6+1
Result: 6
5
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Post by Kalarion »

Kal hefts his club warily.
Rolled 1d6
Result: 1
1
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Post by Oyster Sauce »

Ostgar nervously steps backwards onto the stairs as quietly as possible as to not draw attention to himself. He takes position at just the right range to be able to poke the floor with his spear, and starts feeling along the wall for any hefty loose stones that might be able to brain a rat.
Rolled 1d6+1
Result: 7
6
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Post by maidenhaver »

George palms his sword.

He chooses to attack.

(+3, not +18, for a 9)
Last edited by maidenhaver on March 31st, 2025, 23:06, edited 3 times in total.
Rolled 1d6+18
Result: 24
6
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