Almaric’s Tale: Unfamiliar Surroundings
Slowly, a dark fog clears from your brain and your eyes focus.
You are in a large room and a roaring fire burns in a fireplace. You sit up on the couch and quickly realize you are in a tavern. A long bar sits opposite the fireplace and there are several tables scattered around the room. It must be late as no patrons share the room with you. The light of the full moon shines through the windows confirming your suspicions.
Reaching for your belt, you notice it is gone. Your gold, your weapons, your clothes, everything is missing. The fog in your brain is fading now but you can’t seem to recall how you came to this place. The last thing you can remember is that you were travelling to the borderlands village of Larm in search of adventure. The road was long and night had come upon you. A light in the distance gave you hope. The merchants you passed earlier in the day mentioned that a tavern lay ahead and you should arrive shortly after nightfall. Their definition of ‘shortly after nightfall’ is certainly not the same as yours, but regardless, it was not far off. Then there was a man asking for directions…
“Ho there,” says a gravel-filled voice. A thin, old man sits in the chair across from you. He passes you a mug filled with steaming tea. “Nasty little lump you got there. My man, Kel, found you on the road a short way back. Naked as the day you were born, I should say. Kel was coming back from his monthly supply run when he startled off your attackers. They heard him approaching and ran off, to the south and into the Greenwood. There were three of them. Kel couldn’t see much more, but he didn’t need light to see what they were doing.
Now, I have to figure that you normally don’t go traipsing about the world butt-naked like that, so that means bandits. And that, my friend, is something that I just can’t abide. There was a time when travelling the road was not so safe. Bandits of all kinds used the forest to hide out in. But the army cleared them out five years ago. I built this tavern here after that because I was sick of the city and the road was safe. If the bandits have returned, word will get out and my business will be ruined."
You ask him about Osgar, which elicits a briefly puzzled look until you clarify that Osgar is your horse.
"Ah. Kel didn’t see no horse around when he found you. Must be they’ve made off with him too.
As I see it, we have a common interest that needs solving. You have the look about you of an adventurer. I have met your kind before and I know your type well enough. I am sure they have stolen more than one thing that is dear to you, and they are trying to steal my dream.
I can equip you. More than one of your kind has left here in a drunken stupor, leaving the odd item here and there. I keep them in that trunk over there.” He points to a large, wooden chest near the window opposite the entry door.
“I can’t tell you if any of it is of particular use or value. Even though it was left here, it does not belong to me. I figure I’d best leave it alone in case the owner decides to come back and claim what is his. You won’t catch me on the wrong side of your type, no offence. But most of it has remained in the chest for years.
“Go ahead and take what you need. Dire times call for dire choices. Go back down the road to the east and look for a large rock on the south side of the road. There will be a spot of blood on it where your head paid a visit. Kel said that whatever happened, you must have fallen and hit your head on the rock. If you need to come here and rest, I will keep a room set aside. And when the bandits are dead, I think I may be able to offer you a small reward as well. Now good luck to you!”
[/OOC The following list includes all the items found in the chest. You can equip your character as you deem appropriate. Items removed from the chest should be removed from the list and cannot be replaced.
Chest Contents: Pack (empty), 50’ rope, oil flask (2), lantern, torch (5), tinderbox, large sack (2), pouch, quiver w/20 arrows, short bow, broad sword, longsword, short sword, dagger (2), club, mace, suit of chainmail, clothing, boots, shield, four pouches containing (what you assume to be) spell components. The tavern keeper will also supply food and water for three days.]
The GM giveth and the GM taketh away…