Friday, March 21, 2025

The Borderlands (solo), part 1

And now on the to the adventure proper. This time the story heads in a different direction and one I am more interested in.

Starting Location: The Keep on the Borderlands

Aldric stands before the great gates of the Keep. The guards, clad in blue tabards, eye him with suspicion as he approaches. Beyond these walls, merchants haggle, soldiers drill, and adventurers gather before setting out into the wilderness.

He has a few coins in his pouch, his father’s sword hanging from his belt, and a past he’s trying to leave behind.


Next Steps:

What does Aldric do first?

  • Enter the Keep and seek supplies, work, or rumors?

  • Approach the guards and ask about recent threats?

  • Find the local tavern to hear whispers of treasure and danger?

  • Set off immediately into the wilderness, ready for whatever awaits?

Let me know what Aldric does next!

You said:

Aldric will approach the guards and attempt to connect with them as a soldier. Ask them about their command, how the keep treats their guards, etc. He will be listening for any details about possible employment, adventures in the area, or someone he might be able to join up with.

ChatGPT said:

Outside the Keep – Meeting the Guards

Aldric strides up to the gatehouse where two guards stand watch, clad in blue tabards over chainmail, their spears held at rest. Above them, more soldiers watch from the battlements, eyes tracking travelers coming and going. The air is crisp, and the smell of woodsmoke drifts from inside the Keep.

One of the guards, a broad-shouldered man with a grizzled beard, steps forward. He looks Aldric up and down, his gaze pausing on the sword at his hip.

“Hail, traveler. State your name and business at the Keep.”

Aldric, experienced in dealing with soldiers, offers a firm nod.
"Aldric Voss. Just a man looking for honest work. Served in a lord’s retinue for many years, but I’m on my own now." He glances at their gear and stance, recognizing competent warriors rather than conscripted farmers. "Your unit looks well-trained. What’s the command like here?"

The older guard exchanges a glance with his younger companion, then leans on his spear. "Aldric Voss, eh? Not a bad way to carry yourself. We don’t see too many like you that aren’t recruits or deserters. The Keep’s got a proper garrison, but work is never done. The Castellan runs a tight post—fair but strict. Keeps us fed and paid, which is more than I can say for some lords."

The younger guard snorts, shifting his grip on his spear. "Fair, sure, but that doesn’t mean it’s easy. The wilds are getting worse. More raiders on the roads, beastmen gathering in the hills, and the damned Caves of Chaos stirring again." He spits over the parapet. "People go missing. Merchant wagons vanish without a trace. We patrol, but we’re stretched thin."

Aldric nods. "Sounds like you need all the blades you can get. Is the Keep hiring?"

The older guard scratches his beard, considering.
"You looking for soldiering work, or something more independent? The Castellan might take on seasoned men, but he’s particular. If you’re willing to take riskier work, the Guild and traders sometimes hire extra muscle for their caravans. Then there’s the local adventuring sort—cutthroats and treasure seekers mostly, but some of them actually come back alive. A few mercenaries were looking for a capable fighter last I heard. Tavern’s a good place to listen in."

"And if you’re looking for a fight," the younger guard smirks, "the Caves of Chaos aren’t far. That place is a graveyard for green adventurers."


What Aldric Has Learned:

  • The Keep’s garrison is competent, but undermanned—bandits and monsters are increasing.

  • The Castellan might hire skilled fighters, but he’s selective.

  • Merchants and the Guild sometimes hire guards for caravans.

  • A few mercenaries are looking for extra hands.

  • The Caves of Chaos are active again, attracting adventurers and danger.

  • The Tavern is the best place to hear rumors and find work.


What Does Aldric Do Next?

  1. Seek the Castellan – See if the Keep’s commander is hiring.

  2. Head to the Tavern – Listen for rumors and potential mercenary work.

  3. Look for the Guild or Traders – See if any caravans need guards.

  4. Go straight for the wilderness – Find out what lurks beyond the Keep’s safety.

What’s Aldric’s next move?

You said:

“Might there be a good tavern in the keep? I’ve a dry throat and good use a good ale to water the misery from the road.”

ChatGPT said:

The older guard chuckles, "Aye, that’d be the Traveller’s Rest Tavern—just through the gate, across the square. Hard to miss. It’s where every adventurer, mercenary, and sellsword comes sniffing around for work or a fight. The ale’s passable, but the company? Questionable at best."**

The younger guard grins. "Depends on your taste for trouble, really. You’ll hear plenty of stories, but sort the truth from the drunken boasting, eh?"

The older guard nods, stepping aside to let Aldric pass. "Keep your wits about you. Not everyone in there fights for honor."


Inside the Keep – The Traveller’s Rest Tavern

Passing through the ironbound gates, Aldric steps into the bustling heart of the Keep—the common square. Merchants haggle, townsfolk shuffle about their work, and a patrol of guards keeps a watchful eye on everything. The air is thick with the scent of bread baking, sweat, and the faint tang of iron from the blacksmith’s forge nearby.

The Traveller’s Rest Tavern stands at the square’s edge—a sturdy timbered building, its sign swaying in the breeze, bearing the image of a foaming mug. From within, the sounds of laughter, clanking mugs, and a lute’s off-tune strumming spill into the street.

Stepping inside, the dimly lit tavern is warm and crowded. Smoke curls from the hearth, and a dozen conversations compete for dominance. At a glance, Aldric notes:

  • A group of rough-looking mercenaries huddled in a corner, discussing something in low tones.

  • A trader nursing a drink alone, occasionally glancing toward the door.

  • A few off-duty soldiers sharing drinks, talking about recent skirmishes.

  • A loud, brash adventurer boasting about a “great treasure” hidden in the wilderness.

  • The barkeep, a burly man with a thick beard and a sharp eye for trouble, wiping down a mug.

A serving girl swerves past him, balancing a tray of drinks, "Find a seat, soldier. Or a fight—either way, you’ll get your fill!"


What Does Aldric Do?

  1. Approach the Mercenaries – See if they’re hiring.

  2. Talk to the Trader – He looks like he’s waiting for something.

  3. Sit with the Soldiers – Trade war stories and gather information.

  4. Listen to the Adventurer – Maybe his boasting holds some truth.

  5. Speak with the Barkeep – Order a drink, ask about work.

What’s Aldric’s next move?

You said:

Aldric tosses the serving girl a wink, touching the brow of his helm and sliding out of her way. “‘’xcuse me, m’lady.”

ChatGPT said:

The serving girl smirks at Aldric’s gesture, expertly balancing her tray as she moves past. “Polite and well-armed? You might just survive a night here.” She throws him a quick glance over her shoulder before disappearing into the crowd.

The barkeep, catching the exchange, shakes his head and lets out a gruff chuckle. “Careful with that one, stranger. She’s got more sense than most who pass through here.” He sets down a clean mug and leans in slightly. “What’ll it be? You look like a man who’s seen some roads.”

The tavern hums with conversation behind Aldric, but the bar feels like a good place to start.


Options for Aldric’s Next Move:

  1. Order an ale and talk to the barkeep – Ask about work, rumors, or dangerous roads.

  2. Eavesdrop on the mercenaries – See if they’re discussing a job.

  3. Join the trader for a drink – He looks like he’s waiting for something.

  4. Sit with the soldiers – Trade war stories, gather insights on the Keep.

  5. Challenge the loud adventurer’s boasting – See if he’s bluffing or knows something real.

What does Aldric do next?

You said:

Aldric smiles at the barkeep, pulls out a coin, slides it across the bar, and sits on a stool. He reaches across the bar and extends his hand to the barkeep. “Name’s Aldric, just arrived to the Keep.”

ChatGPT said:

The barkeep looks down at the coin, then at Aldric’s outstretched hand. He studies him for a moment—measuring the cut of his armor, the weight of his sword, the way he carries himself. Then, with a gruff nod, he reaches out and clasps Aldric’s forearm in a firm, calloused grip.

“Gregor,” he says simply, giving Aldric’s hand a solid shake before scooping up the coin and turning to fill a mug. He sets a foaming tankard down in front of him. “You’ll find no shortage of work here, Aldric. The Keep draws your kind like flies to a corpse.”

He leans on the bar, eyes sharp beneath his heavy brow. “So what’s your angle? Caravan guard? Monster hunter? Or just here to drink until your past drowns in the bottom of a cup?”

The tavern hums behind them—mercenaries murmuring in low tones, the trader still glancing toward the door, the boastful adventurer spinning some half-drunk tale—but Gregor watches Aldric carefully, as if trying to determine whether he’s just another blade-for-hire or something else entirely.


How Does Aldric Respond?

  1. "I’m looking for work. Dangerous work." (See if Gregor knows of any high-risk, high-reward jobs.)

  2. "Caravan work, if the coin’s right." (Safer option—see if traders need guards.)

  3. "I’ve heard about the Caves of Chaos." (Ask directly about the infamous dungeon.)

  4. "Just passing through, looking for company and good drink." (Keep things light, see what Gregor says.)

  5. "Let’s just say I had to leave my last post. Looking for a fresh start." (A bit more personal—could earn Gregor’s respect or caution.)

How does Aldric answer?

You said:

5 and add “And I’d like to heft the weight of my coin purse.”

ChatGPT said:

Gregor watches Aldric for a long moment, his expression unreadable. Then, with a slow nod, he reaches for a rag and starts wiping down the bar. “A fresh start, eh? You’re not the first soldier to come through those gates looking for one. Some find it. Some don’t.” His gaze flicks to Aldric’s sword, lingering for half a second longer than necessary.

At the mention of "hefting the weight of my coin purse," Gregor lets out a short, dry chuckle. “Now that, my friend, is a language I understand.” He leans in slightly. “There’s plenty of ways to make a coin in the Keep. You just need to decide how much blood you’re willing to spill for it.”

He gestures subtly with his chin:

  • The Mercenaries in the corner: “That lot’s got work, no doubt about it. Rough types, but they get paid well. Probably looking for an extra blade.”

  • The Trader at the far table: “Looks like he’s waiting on someone. Might need a caravan guard.”

  • The Loud Adventurer: “Heard him talking about a lost ruin somewhere in the hills. Might be blowing hot air, but might be something real.”

  • The Keep’s Commander: “The Castellan always needs fighters, but he doesn’t hire just anyone.”

  • The Caves of Chaos: “Then there’s the real gamble—the Caves. Plenty of coin and relics in there if you’ve got the guts. Plenty of bones too.”

Gregor picks up Aldric’s coin and flips it once before pocketing it. “So, how heavy are you looking to make that purse?”


Where Does Aldric Go From Here?

  1. Approach the Mercenaries – See what job they have.

  2. Join the Trader – Caravan work could mean quick coin.

  3. Listen to the Adventurer – If he’s telling the truth, it could be valuable.

  4. Ask Gregor more about the Castellan’s needs – Try to get a meeting.

  5. Ask Gregor for details on the Caves of Chaos – The real danger, but real rewards.

What does Aldric do?

You said:

As he sips his ale, Aldric will spin around and listen to the boastful and loud adventurer, trying to gauge the validity of his claims.

ChatGPT said:

Aldric turns on his stool, mug in hand, and leans back slightly, taking in the loud adventurer’s boisterous tale. The man—a wiry fellow with unkempt blond hair and a scruffy beard—leans forward over a half-finished mug of ale, arms flailing for emphasis as he speaks.

“…I tell you, I saw it with my own eyes! A ruin, half-buried in the hills past the forest. Looked ancient. More than that—unnatural! Doors of black stone, carved with symbols that make your skin crawl just looking at ‘em.” He pauses dramatically, then slaps the table. “And treasure? Ho ho, more than you’d believe. Gold, trinkets, something locked away down below. But there’s a catch.”

His drinking companions—a lean half-elf with a skeptical smirk and a burly sellsword who’s already halfway to drunk—exchange glances. The half-elf rolls his eyes. “Here it comes.”

The adventurer grins. “The place is cursed. Not just bad luck—real, bone-chilling, hair-raising, don’t go near it cursed. The closer I got, the heavier the air felt. Then the ground started to shift beneath me, like the earth itself was trying to swallow me whole. I turned back before I could get too close. Only a fool would enter alone.”

He downs the rest of his drink with a satisfied sigh, as if he’d just spoken undeniable truth.


Aldric’s Observations (Rolling a MIND check, DC 8):

(2d6 + 0) → 7 (Close, but not quite enough to be sure.)

Aldric narrows his eyes, watching the man’s posture, the way he speaks, the reactions of those around him. He’s definitely exaggerating. The dramatic pauses, the flourishes—it’s all a bit too much. But that doesn’t mean he’s lying outright. The part about the black stone ruins? That has weight to it. If it were a complete fabrication, he wouldn’t be so specific.

The Curse? Could be real, could be superstition. Either way, it scared him enough to turn back.

The half-elf sighs, shaking his head. “You ran because the ground was uneven and the wind howled through the rocks. Some great explorer you are.”

The sellsword, on the other hand, grunts and leans forward. “Cursed or not, a ruin means treasure. Where’d you see it?”

The adventurer hesitates, then waves a hand vaguely. “North of the forest, east of the old watchtower. About half a day’s walk. I’d go back, but… well, I’d rather not end up buried alive.”

Aldric swirls his ale, considering. The man is full of bravado, but there’s enough truth buried in his words to warrant curiosity.


What Does Aldric Do Next?

  1. Join the Conversation – Challenge the adventurer, get more details, maybe convince him to return.

  2. Wait and Listen More – See if anyone else reacts, maybe get a second opinion.

  3. Approach the Sellsword – He seems interested, might be worth recruiting.

  4. Ask Gregor About It – See if the barkeep has heard of any black stone ruins.

  5. Ignore It for Now – Focus on more certain jobs at the Keep.

What’s Aldric’s move?

You said:

Note: in the future ask me to roll, I will roll dice and give you a reply. 4. “Gregor, you heard anything about these supposed ruins to the north,” he asks as he empties his ale and then drops the empty mug on the bar, and slides another coin across. “Darn fine ale, my friend.”

ChatGPT said:

Gregor catches the coin and replaces Aldric’s empty mug with a fresh one, foam still cresting the rim. “Glad you’ve got taste, soldier.” He wipes his hands on a rag and leans in slightly, lowering his voice so only Aldric can hear.

“That talk about ruins? You’re not the first to ask.” He glances over at the loud adventurer, watching the man gesture wildly as he continues embellishing his tale. “Most don’t come back with anything useful. But that bit about black stone?” He scratches his beard. “I’ve heard it before.”

Gregor wipes a spill off the bar, speaking casually but deliberately. “A few seasons back, a merchant’s scout came back raving about something similar. Said he found ‘a black door’ carved into the hills beyond the forest, past the old watchtower. Problem is, he vanished before anyone could press him for details. Some say he left on his own. Others…” He flicks his eyes toward the adventurer again. “Well, you know how this place is. Not everyone who goes looking for treasure finds their way back.”

He leans back, giving Aldric a long look. “You’re the type who’d go check for himself, aren’t you?”


New Information:

  • Gregor has heard of similar ruins before, mentioned by a merchant scout who later disappeared.

  • The location matches what the adventurer said: north of the forest, east of the old watchtower.

  • People who go looking for the ruins don’t always return.


What Does Aldric Do Next?

  1. Confront the Adventurer – Call him out, get more details, maybe press him into guiding the way.

  2. Approach the Sellsword – See if he’s interested in heading out to investigate.

  3. Ask Gregor More Questions – Find out if the Castellan or anyone else has records of the place.

  4. Find Supplies and Rest – Gather gear before heading out to investigate the ruins.

  5. Ignore the Ruins for Now – Seek other work or join up with a different group.

What’s Aldric’s next move?

You said:

“Boastful sir!” Aldric calls the loud adventurer. “Are you brave enough to return to find these black doors? Or is the place to curse for ya?

ChatGPT said:

The tavern quiets slightly as Aldric’s voice cuts through the murmur of conversation. The boastful adventurer—mid-sip of his ale—nearly chokes before setting his mug down hard. His scruffy blond beard is still damp as he wipes his mouth and narrows his eyes at Aldric.

A few nearby patrons chuckle, while the half-elf beside him smirks. The sellsword, now very interested, leans forward with a crooked grin.

The adventurer puffs out his chest and leans back in his chair, folding his arms. "Brave enough? Ha! Listen here, my good man, it's not a matter of bravery—it's a matter of wisdom." He taps his temple. "A clever man knows when to press forward and when to step back."

He glances at his companions, then shrugs theatrically. "That said, if a strong sword arm and a foolishly bold soul were to accompany me, well… perhaps the journey wouldn’t seem so cursed."

He leans forward, lowering his voice slightly but loud enough for Aldric to hear. “Tell you what, warrior—if you’re serious, let’s talk terms. If we find something, we split it fair. If we die, well…” He grins. “Then at least we’ll haunt the place together.”

The sellsword at the table grunts, shaking his head. “You’ll need more than just two men. A ruin like that could hold anything.”


Options for Aldric:

  1. Agree to go with the adventurer – Commit to investigating the ruins together.

  2. Negotiate the terms – See if the adventurer is willing to pay Aldric or give a better cut of any treasure found.

  3. Recruit the Sellsword – Try to bring in extra muscle before heading out.

  4. Challenge the Adventurer Further – Call his bluff—if he’s seen the ruins, he should be able to give more details.

  5. Back Out – Let the adventurer go on his own, seek another opportunity.

What does Aldric do?

You said:

1. “Aye! I am Aldric Voss of Grimveld! Brimstone and Fire failed to strike fear into my heart,”Aldric shouts. He then takes a hearty swallow from his mug, downing the liquid and slamming the mug down. In a low voice he says, “Aye, I will accompany you to the black stone doors.”

ChatGPT said:

The tavern erupts in cheers and laughter at Aldric’s bold proclamation, with a few drunken patrons pounding their mugs on the tables in approval. The half-elf companion lets out a sharp whistle, grinning, while the sellsword grunts in amusement, muttering, “By the gods, someone with a spine.”

The boastful adventurer, now clearly energized by the attention, claps his hands together. “That’s the spirit! Aldric Voss of Grimveld, a man of fire and steel! A fine companion indeed.” He stands, offering a dramatic bow before straightening and extending his hand. “I am Roderic of Hawk’s Hollow, explorer, treasure hunter, and occasional survivor of foolish choices.”

Aldric clasps forearms with Roderic, the deal sealed.

Roderic leans in, lowering his voice slightly. “We’ll need to set out at first light. The ruins are a half-day’s march north, past the old watchtower. It’s easy to miss—buried in the hills. Bring supplies. If you’ve got a friend who knows their way around ancient things or a sharp blade, it wouldn’t hurt to have ‘em.”

The sellsword clears his throat. “You’ll want another blade. If this place is what you say, you two won’t last long.” He leans back in his chair, arms folded. “Name’s Dain. If the coin’s right, I’ll come.”

Roderic grins. “See? Even the doubters want in when the gold is real.”


The Plan:

  • Departure at First Light – The ruins are half a day’s march north, past the old watchtower.

  • Current Party:

    • Aldric Voss (You)

    • Roderic of Hawk’s Hollow (Boastful Explorer, but knows the way)

    • Dain (Sellsword, may join for a cut)

  • Suggested Preparations:

    • Supplies – Food, torches, rope, possibly healing supplies.

    • More Companions? – A scout, scholar, or healer could be useful.

    • Information Gathering? – Could ask around for anything known about the ruins before heading out.


What Does Aldric Do Before Setting Out?

  1. Hire Dain – Negotiate his pay and bring him along.

  2. Gather Supplies – Find provisions, torches, and any missing gear.

  3. Ask Around the Keep – See if anyone else knows about these ruins or has advice.

  4. Rest and Prepare – Get a good night’s sleep and set out at dawn.

  5. Try to Recruit One More Companion – Maybe a healer or scout.

What’s Aldric’s next move?

You said:

I’d like to introduce a companion from Aldric’s past at this time, perhaps they were a patron at the tavern. A burglar who Aldric served with in the lords army. A small fellow, a hobbit, one with a hobbit style name. And a good friend who he’s not spoken to in a while.

ChatGPT said:

As the cheers die down and the excitement of the deal struck settles into the hum of the tavern once more, a voice—sharp, familiar, and laced with mischief—cuts through the noise from the far end of the room.

“Well now, if it isn’t Aldric Voss! As I live and breathe! Thought I’d never see that grim mug of yours again.”

Aldric freezes mid-drink, the voice pulling him backward through memory—back to nights spent around a campaign fire, laughing despite the grime and exhaustion of war, back to the hurried footsteps of someone always just ahead of trouble.

Turning, his eyes land on a small, wiry figure perched atop a barstool, feet barely brushing the floor. Sandy-haired, dressed in a fine-but-weathered tunic, a dagger twirling lazily between his fingers—a man who, despite his stature, once had a knack for slipping into places he ought not to be.

Wyllow “Quickhands” Tunnelly

A hobbit rogue, former soldier, and Aldric’s old friend—though "friend" often meant "bad influence" and "source of headaches."

The half-empty mug in Wyllow’s hand tilts as he flashes a broad grin, eyes glinting with both mischief and nostalgia. “Tell me, my good man, are you here to drink, fight, or chase glory? Because if it’s all three, well then, the night is looking rather promising!”


Aldric’s Choices:

  1. Greet Wyllow like an old friend – Embrace the reunion, reminisce about old times.

  2. Tease Him About His Past – Remind him of old debts or mischief he got Aldric into.

  3. Be Wary – Wyllow was always trouble. Find out what he’s been up to before trusting him.

  4. Invite Him to Join the Expedition – A burglar might be useful when dealing with ancient ruins.

  5. Ask Him What He’s Doing Here – Coincidence, or is he in trouble again?

How does Aldric respond?

You said:

1 & 2!

ChatGPT said:

Aldric turns fully toward Wyllow Quickhands, his stern face breaking into a rare grin as he steps forward and claps the hobbit on the shoulder—perhaps a little too hard, given the size difference.

“Wyllow Tunnelly, you old fox! Still swindling honest folk and sneaking off with the lord’s silver?”

The hobbit lets out an exaggerated grunt at the impact, swaying slightly on his stool before regaining his balance. “Aldric, please! You wound me! Have you ever known me to take anything that wasn’t—” He tilts his head. “Well, let’s just say ‘poorly guarded’ rather than ‘mine.’”

Aldric shakes his head, taking a seat next to Wyllow and waving at Gregor for another round. “Last I saw you, you were slipping out of camp just before dawn. Swore you’d only be gone an hour. Left me to explain why half the wine rations were missing.”

Wyllow laughs, taking a sip of his drink. “Ah, you wound me again! That was a misunderstanding. I was merely redistributing the supplies to those in need. Namely, me.” He taps the side of his nose. “Besides, you didn’t rat me out. A true friend.”

Aldric chuckles, shaking his head as he downs another swig of ale. “No, I didn’t. But you still owe me a favor for that one.”

Wyllow grins, leaning in. “Then perhaps tonight’s your lucky night, old friend. What kind of trouble are you getting yourself into?”


Next Steps:

  1. Tell Wyllow About the Ruins – He’s a burglar, and a ruin might need a burglar’s touch.

  2. Ask Wyllow What He’s Been Up To – See if he’s in trouble or here by chance.

  3. Test His Loyalty – See if he’s still the same rogue, or if he’s learned some discipline.

  4. Recruit Him Immediately – No questions, just take him along.

  5. Make Him Pay For the Next Round – A little payback for past trouble.

What does Aldric do?

You said:

1

ChatGPT said:

Aldric leans in slightly, his voice dropping just enough to keep wandering ears from catching on. "I’ve got a job lined up—one that might just suit your particular set of talents."

Wyllow raises an eyebrow, swirling his drink. “Oh? And here I thought you’d gone straight, Aldric. Left all the fun behind.”

Aldric grins. "Hardly. There’s talk of ruins buried in the hills north of the forest. Black stone doors, ancient markings, maybe even treasure. But the place has a reputation—cursed, they say."

Wyllow’s expression shifts—still amused, but with a glint of real interest. He leans in, tapping the rim of his mug thoughtfully. “Cursed? Or just dangerous enough that no one’s come back to say otherwise?”

Aldric shrugs, taking another drink. "Either way, I aim to find out. And I’d rather have someone who knows how to open a lock without breaking the door down."

Wyllow chuckles. “Aldric, my friend, you do know how to tempt a man.” He scratches at his chin. “A ruin, eh? Half-buried treasure? And just enough danger to make it interesting?”

He grins, lifting his mug in a small toast. “You’ve got yourself a burglar.”


Updated Party for the Expedition:

  • Aldric Voss – Veteran Soldier

  • Roderic of Hawk’s Hollow – Boastful Explorer

  • Dain – Sellsword (Potential Recruit)

  • Wyllow Tunnelly – Burglar & Former Comrade


What’s Next for Aldric?

  1. Recruit Dain – Make sure the sellsword is coming along.

  2. Gather Supplies – Torches, rope, food, and other necessities.

  3. Ask Wyllow If He Knows Anything About the Ruins – See if he’s heard rumors before.

  4. Get Some Rest – Prepare for an early departure.

  5. One Last Round of Rumors at the Tavern – See if there’s any last-minute information.

What does Aldric do?

You said:

“Well Dain,” Aldric turns to the sellsword. “Are you in? I saw fair split for ways shall do us nicely. What say you?”

ChatGPT said:

Dain leans back in his chair, studying Aldric with the look of a man weighing risk against reward. His scarred knuckles drum against the table, his mug untouched for the last few minutes—a sign he’s been thinking hard about this since Aldric first spoke up.

Finally, the sellsword exhales through his nose and nods. “A fair split, eh? No one taking more than their share? No fancy contracts or hidden clauses?” His eyes flick toward Wyllow, as if he knows the type.

Wyllow raises his hands innocently, grinning. “Oh, I’m just here to open doors and make sure we all live to spend the gold, my good man.”

Dain grunts, then extends a calloused hand to Aldric. “Fine. I’m in.” His grip is strong, steady. “But I don’t do foolish. If this place really is cursed, I’m not throwing my life away for old bones and ghost stories.”

He glances between them all, his expression serious. “We watch each other’s backs. If things go bad, we pull out. Agreed?”


The Party is Set!

  • Aldric Voss – Veteran Soldier (Leader)

  • Roderic of Hawk’s Hollow – Boastful Explorer (Knows the way)

  • Dain – Sellsword (Muscle & Caution)

  • Wyllow Tunnelly – Burglar (Locks, stealth, and a bit of trouble)

They will set out at first light, heading north past the old watchtower in search of the black stone doors.


Final Preparations Before Departure:

  1. Gather Supplies – Torches, rope, food, and any last-minute gear.

  2. Ask Around About the Ruins – See if anyone else has stories of what’s out there.

  3. Rest for the Night – Get some sleep and be ready to leave early.

  4. Secure a Pack Mule – If they expect treasure, they might need to carry it back.

  5. Make a Private Bet With Wyllow – See who can get the most loot out of this trip.

What does Aldric do before they leave?

You said:

Aldric will secure a room for her and Wyllow, then the pair will head out to gather supplies: rations, torches, rope, and a crowbar. If possible a mule (Wyllow’s bare feet get sore on long treks) but he says it’s to carry the loot.

ChatGPT said:

Securing a Room & Supplies

Aldric flags down Gregor, securing a small but sturdy room for the night. It’s nothing grand—just a pair of wooden cots, a washbasin, and a small shuttered window overlooking the square—but after weeks on the road, it’s a welcome sight.

Wyllow plops down immediately, stretching out with a dramatic sigh. “Ah, the luxury! The elegance! Truly, Aldric, you spoil me.”

Aldric grunts, already fastening his coin pouch before heading back out. “Come on, Quickhands. We need supplies.”

The hobbit groans, dragging himself upright, but follows.


Gathering Supplies

The market square is still active, though torches have been lit as the sun begins to dip. Aldric leads the way, stopping at the Provisioner’s Stall, where an older woman and her son manage a variety of wares—dried meats, traveling packs, and practical tools.

Purchases:

  • 4 Days’ Rations Each (Dried meat, hard bread, and dried fruit)

  • Torches (6) (Enough to last if the ruins are dark)

  • 50 ft. of Rope (Because trouble is inevitable)

  • Crowbar (For when locks and doors don’t cooperate)

Aldric counts out his coins, sliding them across the counter. Wyllow picks up the crowbar, tests the weight, and gives Aldric a smirk. “Ah, my favorite kind of key.”

Aldric shakes his head, moving toward the stable yard to secure a mule.


Finding a Mule

The stable master, a burly man named Bram, eyes them as they approach. “You need a horse?”

Wyllow steps forward, waving a hand. “Oh, gods no, my friend. My feet simply require elegant transportation.”

Aldric cuts in before Bram can chase them off. “We need a mule. One that can carry supplies—and maybe a bit of extra weight if we come back with something valuable.”

Bram grunts, nodding toward a sturdy-looking gray mule chewing lazily on hay. “That one’s strong, doesn’t spook easy. Twenty coins.”

Aldric hands over the coins without hesitation.

Wyllow pats the mule’s neck, grinning. “I shall name him Fortune, for he will carry ours.”

Aldric snorts, taking the lead rope. “Come on, Fortune. Let’s get some rest.”


Final Party Loadout Before Setting Out:

  • Aldric: Rations (4 days), Torches (6), Rope (50 ft.), Crowbar

  • Wyllow: Rations (4 days), Fortune the Mule

  • Mule’s Load: Extra gear & space for treasure


Next Steps Before the Expedition:

  1. Head to the Tavern for Any Last-Minute Rumors – See if anyone else has useful info.

  2. Check In With Roderic & Dain – Make sure the party is ready.

  3. Go Straight to Rest – Be ready to leave at dawn.

What does Aldric do next?

You said:

3. And let’s end session one here, Aldric and Wyllow bedding down for the night.

ChatGPT said:

Session One Ends: A Night Before the Unknown

With their supplies gathered and Fortune the mule secured, Aldric and Wyllow return to their small rented room, the sounds of the tavern still alive below them.

Aldric removes his armor piece by piece, setting his father’s sword within reach before stretching out on his cot. Wyllow sits cross-legged on his own bed, inspecting the crowbar like a prized possession.

"A ruin, a mystery, and a fine mule to carry me—this might just be the start of something great, old friend," Wyllow muses, spinning a small coin across his knuckles. "Or terrible."

Aldric grunts, resting his head back. "It’s always both."

The two fall into silence, the flickering candlelight casting long shadows against the wooden walls. Tomorrow, they ride for the unknown.

Session One Ends.


Next Session: Into the Wild

  • Departure at Dawn – The party leaves for the ruins.

  • The Road Ahead – Possible encounters on the way to the black stone doors.

  • The Ruins – What secrets—and dangers—wait beyond the threshold?


Great first session! Looking forward to continuing the adventure. Let me know when you’re ready to start Session Two!

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