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Sellsword's Code Quest #2

!!x4F7kYBna+7 ID:iLlNeS6v No.5135743 View ViewReplyOriginalReport
They tell stories of steel in every land Men live. Tales of knights and heroes, of brave adventurers and wise kings. Those are the tales sung by bards and minstrels. But the stories you hear are different. Tales of gold to be had. Of opportunities the next Kingdom over. Of contracts sealed with blood. For you are a sellsword.


You are Joseph Saintswood, a former butcher from the Eastern Frontier turned a blade for hire. Where your life was once only dictated by the harvests and the seasons, now you live and fight in Gothyka, a land ruled jealously by Knights and Lords. Ever since running afoul of the local law, unjustly you might add, you were rescued by a rogue by the name of Hadhan who recruited you for the Black Hounds, an infamous sellsword group. Since then, you have journeyed with his party in their commissioned Duty against the Count Visihrod in a feudal dispute between him and the Black Hound’s employer, Duke Grenzheim, basing at the keep of a Lord Zuflucht, a vassal of Count Visihrod and apparently an acquaintance of Hadhan.

Currently, you and Hadhan’s party are investigating shipments of armaments strangely headed away from the front lines. Meeting a Halfling Merchant by the name of Blotto, you accepted an impromptu job to recover his cart that had been seized by Goblins. Having exterminated the Goblins, you are now engaged in a duel with their leader, with the promise of being accepted by Hadhan as a full member of the Black Hounds if you win.

The Goblins are little threat, but you must beware. If you are caught in a Lord’s domain armed, you may be treated as poachers, brigands, or worse!

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<span class="mu-s">Combat: Goblin Chief???, Middle Range</span>

Weighing your falchion, you eye the Goblin Chief carefully. It held an iron spear, and wore an iron helmet. Significantly better equipped than it’s fellows …

>Roll 1d100 for initiative, medium roll