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B1C1 - A Wilder Dawn
B1C1 - A Wilder Dawn
In order to enjoy the full benefits and become true members of the Guild, the players must
complete a difficult trial, after which they will receive the Guild's emblem and a name for their Pack.
It is both an honor, and a commitment. | KRC – Kor Ration Company, Lara 1 towards Goblin
The passage they seek is underneath the ice, the [building] having 'sunk' into the ground
(more accurately covered by land) long ago. They will need to swim to the bottom (perhaps leaving
some equipment behind). about twenty feet, and find a cavern that leads to its entrance, with an
Eternal Guardian (Puzzle Combat).
Scene 4 – The Dungeon
Once they pass through the heavy gates, the real danger begins. This dungeon was built to
keep things from getting both in and then back out, needing to last for millenia, and it reflects that
very well.
Staff:
1) Gudrik
2) Briar
3) Targor
4) Dargor
Pool table:
2) Ysilda (Elf)
Wild „Wild“ Jack the Wild (Performer, plants grow to his music)
Tempest, The Burning Storm, The Whirling Death, the Last Dunewalker - and her Mastiff Hound,
Fangs | Human/Flameborn
Marcello (with Detect Magic Spectacles) - he had first found the dungeon, and will be the one taking
the Key (well, he'll be murdered) | Human
From the outside, Baskerville is a relatively large building on a larger, flat cobblestone platform. It is
comprised of the Tavern, which is three stories tall, and the Stables. Often, though not today,
caravans park near to rest, seeing as it is in the middle of a Road. The ambient outside is idylic,
countryside, plains, middle of nowhere, the smell of cooked food lingering in the air, along with the
muffled sounds of a pleasant evening and a good time.
The inside is a clean, open space with only half a dozen tables, all but one unoccupied. There are
cards being played, as well as darts and pool, the guests being served by a peculiar duo of an Orc and
a Halfling. Every now and then an old lady comes out to help.The 2nd floor is Adventurer rooms, the
3rd private ones.
Menu: Roasted pork with vegetables, roasted beef with vegetables, roasted elk with vegetables, Ale,
Mead, Whiskey, Rum – Specialty: Roasted Bear heart... with vegetables
Events:
Games:
Work:
Conflict:
Ordam begins hustling the Dwarves, joining their card game and beginning to mock them.
They understandably get angry – after one of them catches him cheating, telling the Halfling to
return to his lizard friend, things start heating up, literally.
Arrival:
A lady clad all in red, with two scimitars at her hips, a short bow on her back and a large,
black Mastiff hound enters the Baskerville Inn... [depends]
Accompanying her is a younger, tanned man dressed in light robes, military short black hair
and spectacles that seem to shift in color...
Session 1 Over: Pack of the Vigilant Thorns -> Recurring enemy, tavern got rumbled
Skill Challenge introduction X+2/3, to see how quick they get there (24|-4X to 12|+12 hours)
DC 18 Survival – below they find the Yeti Cave, above they find the Goblins
Additionally, DC 15 Nature, Survival, Investigation to find herbs and stuff (reg 22, 26, 23 | )
Occassionally call for Perception, such as with Wolves (once at 120 ft. distance, again at 80, again at
40), DC 25, 20, 15 – Pack of 5:
Red is Skeleton, Big Red is three Skeletons, left square is Underdark, big square is Boss + Loot
Lightning – Armory
Scroll – Library
Wight goes at Intiative 20, 10, Skeletons at Initiative 5, spawn until Minotaur replaces Initiative 10
Skill Challenge (Escaping a dungeon falling appart) – Athletics, Intelligence (History?), Survival,
Acrobatics as examples
Tavern, Marcello bound and murdered, glasses left behind. Goblins ate their horses
OR, they're stuck in the dungeon, with only a passage to the underdark left.