The party comes to a consensus and agrees to head off to Blackwell to help Filbert recover his stolen goods.
*****
Duran undertakes his training with Sergeant Ragnar, and spends a fortnight on that. He returns to the inn each night soaked with sweat, bent with aching muscles, and thoroughly exhausted, but it's very clear that the payoff from Ragnar's training is worth the rigors Duran endures.
*****
During the course of Duran's fortnight of training, Gaven and Oloc prepare the party's expedition. Old Bob Barley is delighted to show his gratitude for the party's efforts by providing Gaven with a good deal on a very sturdy mule, named Buckeye, along with a set of saddlebags. Oloc is able to hire the services of a local lass, Sophie, to serve as animal handler for the mule.*
*****
Additionally, while Duran trains, Gaven helps at the church. The brothers and sisters are delighted to have a humble helping hand from a warrior priest like Gaven, and during meal times they are eager to hear stories of the adventures he has had.
For several days, Gaven neither sees nor hears any news of the abbot. However, around the end of the first week, he learns that Cuthbert has returned to Fairbrook, and that the abbot is receiving no visits. A few days later, Gaven finally gets to talk to him. Gaven notices that the abbot has a bound injury on his left arm, but Cuthbert insists it is nothing, merely a scratch from an accident on the road. Gaven is also told by the abbot that Brother Abraham's efforts against the werewolves are going quite well, and that a soldier named Sergeant Bertrand has been given temporary command of the garrison at Ham's Fork, replacing Lieutenant Alanna until another officer can be selected.
*****
Gaven also visits Belloc to learn any new rumors.
With regard to Alanna, the Captain confirms the temporary assignment of Sergeant Bertrand as commander in Ham's Fork to replace her, but he has received no further reports of any sightings of the traitor. For the moment, she seems to have simply vanished. That she might be up in or around Blackwell with the Grey Fox Band is as likely a scenario as any. But he simply doesn't know.
Captain Belloc does inform Gaven of a strange mystery involving the giant the party spotted off the Ham's Fork road. The giant is now gone. When Belloc's men arrived, they found the giant's house half built, with tools and materials left scattered on the ground. They also found massive blood stains on the ground – so much blood that his men surmise that it could only have come from the giant himself. Belloc admits: "I have to say I'm a touch nervous at the thought of something nearby that could take out a giant like that." Beyond that worrisome speculation, the captain has no addition information to offer.
*****
As these preparations and fact-finding conversations take place during the day, the party also meets with Filbert in the evenings to begin discussing plans to enter Blackwell. Gaven says to Filbert: "I hope you can wait a few weeks more while my friends train and we all rest. We will journey to Blackwell Keep soon enough."
Filbert seems to have no problem with this.
About a week into Duran's training period, Filbert rushes into the common room all a-flutter one evening as you are finishing your dinner. He is decked out in a fine set of halfling-sized plate mail, and he jumps and skips as he runs to your table, flailing a piece of paper around in the air.
"Great news, great news!" he exclaims. "Remember how I said I couldn't trust any hired help from around here?" This indiscreet exclamation draws a more than one sour look from the locals in the Red Tankard's common room. Filbert seems not to notice.
"My cousins! I have two cousins who often do merchant caravan duty. They were away on jobs in the east, but their work out there finished early. I had word sent to them that I – we – could use their help, and I've just gotten a reply that they'll join us!"
He gleefully shows you a letter from his cousins, Almo and Wally, who say they will be in Fairbrook three days before Duran's training is to be completed. Before you can even ask the question, Filbert puts up a hand and says "And don't worry, I'll take care of paying them out of my own pocket." He grins impishly: "I'm sure I can talk them into a family discount."
It appears that your excursion to Blackwell will be bolstered by the presence of two more experienced fighters.
*****
With these matters settled, Gaven pays a few visits to Elsie to attempt to convince her to join the cleric ranks. "Miss Elsie, I notice you have a burning passion and yet emptiness due to the loss of Bill. The Light can help heal your wounds and give you a calling to repress the chaos of the land. If you wish to start training, please let me know..." Before Gaven can even complete the sentence, Elsie throws herself into the cleric's arms and sobs uncontrollably. Gaven senses she has been holding this in for quite some time, and it all comes out in a flood. When she finally catches her breath, she simply nods and says "Yes, I would like that."
Elsie discusses the matter with her mother that night, and the very next day she accompanies Gaven to the church where she is taken in by the brothers and sisters of the Light.
*****
The only thing that goes awry for the party in this time of rest and recovery is that Varros seems to suffer still from some malady. While Gaven's prayers have clearly healed his wounds, there appears to be some lingering after-effect of the poison that infected them. Feeling that this weakness will bring undue risk to himself and his companions, Varros also accompanies Gaven to the church so that he might be brought under the care of the master healer of the church.
Varros bids an emotional goodbye to Karnak, shakes hands with the rest of the Free Company, and promises Gaven that he will look after Elsie's well being from time to time while he is residing in the church infirmary.
*****
After a fortnight, Duran's training is complete, and as the night of July 28 falls, the Free Company enjoys what will likely be their last hot meal for some days to come, shared with Karnak, the hirelings, Filbert, Hazel, Almo and Wally. Hazel sheds a tear or two at the thought of the risk her husband is about to run, but she also looks quite proud of him, as well.
*************************
OOC: Actions?
Basically, not a lot to decide here, more just a final chance to buy any last gear take care of any other last-minute items on the way out.
If you're good to go in terms of heading off to Blackwell after the Grey Foxes, just say "OK" and I'll post the journey out there this weekend.
I'll get the three halflings (Filbert, Almo, Wally) statted up this weekend too. I plan to make Almo 2nd level to compensate for the loss of Varros. Filbert and Wally will be 1st-level each.
*Expenses
Total Cost to the Party for the Mule and Saddlebags: 35 gp
Cost of Search for Animal Handler: 10 gp
Cost of Wages for current mercs: 5 gp x 3 mercs x 2 weeks = 30 gp
Cost of Wages for current laborers: 2 gp x 2 porters x 2 weeks = 6 gp
Cost of Wages for new Animal Handler: 2 gp x 1 handler x 1 week = 2 gp
Total Group Expenses = 83 gp
Share per PC = 20 gp, 7 sp (I divided by 4, purchases made while Varros is still in party)
Individual Living Expenses = 1 gp/day/PC=14 gp*
Total cost per PC: 34 gp, 7 sp
The total cost per PC includes individual shares of group expenses (mule, saddle bags, new hireling search, hireling wages) as well as individual living expenses.
For shares of the group expenses, I divided by 4, ruling that these expenses are paid while Varros is still in the party.
For individual living expenses, I ruled it 1gp/day (first level rate), since you were all first level at the start of your stay. We'll shift to the 2 gp/day second-level rate for those of you at level 2 with your next stay in town (the rate is 1 gp/level/day).
Showing posts with label Bandits. Show all posts
Showing posts with label Bandits. Show all posts
Friday, April 12, 2013
Wednesday, March 6, 2013
Thursday 12 July 1280, Sunset (Loot and Pursuit)
*****
Duran steps forward and tries to shoot down the fleeing leader, but the leader disappears, lumbering into the shadows down the west tunnel before Duran can get off a shot. The archer quickly gathers the hirelings and takes off to chase the leader down and clear the cave, telling the others to tend to Varros.
Gaven yells after Duran and the hirelings, "take them down. Don't let them get back to Alanna."
*****
Remaining behind, Gaven tends to Varros and chides, "Perhaps you should buy some heavier armor. "
Too weak to retort, Varros plans to lick his wounds and shy away from combat in the most dignified way possible.
Gaven finishes binding Varros' wound, but the damage is fairly severe (OOC: Varros regains 1 hp; now at 2 hp total), and Varros still feels quite weak, though he is able to stand and move about on his own.
*****
Once Oloc is sure that Varros' wounds are being tended to by Gaven, the Mage suggests that the group search the area as quickly as possible. "Reinforcements may arrive any time. Let us search quickly for anything of value."
Oloc searches the bodies in the immediate area first, and finds that the dead grey archers carry and swordsman carry loose change in their pockets worth about 80 gp in total. In addition, the dead swordsman wears a necklace, probably worth about 75 gp, wears leather armor with extremely intricate designs tooled into it. Oloc recognizes the pattern as elvish in origin.
Apart from their loot, however, Oloc also notices that several of the grey men bear a tattoo on the forearm – a tattoo in the form of a "G.F." rune.
Accompanied by Bill and Ollie, Oloc then sweeps outward with his search, looking about for anything tucked away in one of the caves which have been explored.
Turning first to the dead prisoner, Oloc and the porters find a gold ring on the ex-bodyguard's finger, probably worth about 100 gp.
In the bandit barracks, the treasure seekers locate about 20 gp worth of resellable mundane gear (eating utensils, clothing items, and the like), 10 gp, 50 sp, and 500 cp in loose coins, and a green stone that appears it might fetch about 60 gp.
Going over Swede's body, the group find a suit of leather armor, Swede's crossbow and sword, and a set of finely crafted vambraces.
In the bandit chief's cavern are found another 30 gp worth of mundane gear, similar to what was found in the barracks.
*****
Duran and the hirelings make haste after the fleeing grey archer and the leader.
The enemy archer is swift, and rapidly outdistances the wounded leader. Racing toward the entrance of the bandit lair the enemy archer simply vaults the barrier and disappears into Blackleaf.
The leader is another matter, and he makes an inviting target as he struggles to reach the entrance wall.
Duran and the hirelings unleash a hail of arrows, three of which strike the grey leader in the back, killing him.
Rushing up to the barrier, and looking out into the darkening forest, you cannot see the fleeing archer anywhere, and you're not even sure which direction he went. All you can see are the last fragile rays of crimson light that manage to wend their way through the branches of the trees, punctuating broad patches of shadow and falling night.
Examining the grey leader's body, Duran find a scroll in a cylindrical leather case, and three red gems, in a pocket, probably worth about 100 gp each. The dead leader wears leather armor, and bears a G.F. rune mark tattooed on his forearm.
He also carries a piece of parchment with instructions on how to find the cave of the Red Serpent bandits. It is written in the same hand as the note you received telling you reinforcements would arrive, the same hand as that which wrote the documents you found in Mackey's stash.
Additionally, when Duran draws the sword from the grey leader's scabbard, he notices that it feels lighter than one would expect.
*****
With the area secured, Karnak flies past Duran and the hirelings, out into the night, carrying his vital message off to Belloc.
*************************
OOC: Actions?
Bandaging Varros: d4 = 1 (1 hp restored, Varros is back up to 2 hp).
Once I rolled three obvious hits against the leader I stopped rolling for hits, and didn't bother rolling for damage since he had only 2 hp.
Time is now 7:00 p.m. (sunset).
As a reminder, you've heard rumors of Werewolves in Blackleaf, and we are still in week two of the month (full moon).
You'll need to decide (among other things) if you're going to try and return to Ham's Fork (or elsewhere) tonight, or if you prefer to hole up in the Red Serpent Bandits' caves.
Also, please remove one day's ration from your equipment list (unless you want to eat bandit food -- it's there, and it seems good enough.
Loot list:
80 gp
10 gp
50 sp
500 cp (cumbersome)
1 necklace (75 gp, grey swordsman)
3 sets of leather armor (grey men leader and archers, cumbersome)
1 set leather armor with elvish design (grey swordsman, cumbersome)
1 gold ring (100 gp)
Miscellaneoux mundane gear (20 gp, barracks, cumbersome)
1 green stone (60 gp)
1 set of leather armor (Swede, cumbersome)
1 crossbow (Swede)
1 sword, long (Swede)
1 set vambraces (Swede; "sparked" when Duran hit them earlier)
Miscellaneous mundane gear (30 gp, Mackey's quarters, cumbersome)
15 sets of leather armor (bandits, bodyguards, Mackey -- this is the total number for all bandits, including those killed earlier, cumbersome)
1 scroll in a cylindrical leather case
3 red gems (300 gp total [100 each], grey leader)
1 sword (lighter than normal, grey leader)
Given the large amount of loot, I've marked certain items here as "cumbersome." I'm ruling you can simply carry out all the other items with no penalty.
Anyone carrying two "cumbersome" items will have his speed dropped one notch (120' becomes 90' etc.), and dropped again one notch for each "cumbersome" item after the first two.
Since we've just been "eyeballing" encumbrance, this seemed like a simple way to deal with such a large quantity of items.
In all you have 23 items listed as "cumbersome" (the complete list of everything you've picked up appears on the "Monsters and Treasure" page).
By my count, the party (9 members, including the hirelings and yourselves) could carry out 18 of the "cumbersome" items with no penalty to movement.
Carrying all the "cumbersome" items out will bring the movement of 5 party members down one notch.
Let me know if you want to carry it all out, or if you want to leave some of the cumbersome items behind.
Duran steps forward and tries to shoot down the fleeing leader, but the leader disappears, lumbering into the shadows down the west tunnel before Duran can get off a shot. The archer quickly gathers the hirelings and takes off to chase the leader down and clear the cave, telling the others to tend to Varros.
Gaven yells after Duran and the hirelings, "take them down. Don't let them get back to Alanna."
*****
Remaining behind, Gaven tends to Varros and chides, "Perhaps you should buy some heavier armor. "
Too weak to retort, Varros plans to lick his wounds and shy away from combat in the most dignified way possible.
Gaven finishes binding Varros' wound, but the damage is fairly severe (OOC: Varros regains 1 hp; now at 2 hp total), and Varros still feels quite weak, though he is able to stand and move about on his own.
*****
Once Oloc is sure that Varros' wounds are being tended to by Gaven, the Mage suggests that the group search the area as quickly as possible. "Reinforcements may arrive any time. Let us search quickly for anything of value."
Oloc searches the bodies in the immediate area first, and finds that the dead grey archers carry and swordsman carry loose change in their pockets worth about 80 gp in total. In addition, the dead swordsman wears a necklace, probably worth about 75 gp, wears leather armor with extremely intricate designs tooled into it. Oloc recognizes the pattern as elvish in origin.
Apart from their loot, however, Oloc also notices that several of the grey men bear a tattoo on the forearm – a tattoo in the form of a "G.F." rune.
Accompanied by Bill and Ollie, Oloc then sweeps outward with his search, looking about for anything tucked away in one of the caves which have been explored.
Turning first to the dead prisoner, Oloc and the porters find a gold ring on the ex-bodyguard's finger, probably worth about 100 gp.
In the bandit barracks, the treasure seekers locate about 20 gp worth of resellable mundane gear (eating utensils, clothing items, and the like), 10 gp, 50 sp, and 500 cp in loose coins, and a green stone that appears it might fetch about 60 gp.
Going over Swede's body, the group find a suit of leather armor, Swede's crossbow and sword, and a set of finely crafted vambraces.
In the bandit chief's cavern are found another 30 gp worth of mundane gear, similar to what was found in the barracks.
*****
Duran and the hirelings make haste after the fleeing grey archer and the leader.
The enemy archer is swift, and rapidly outdistances the wounded leader. Racing toward the entrance of the bandit lair the enemy archer simply vaults the barrier and disappears into Blackleaf.
The leader is another matter, and he makes an inviting target as he struggles to reach the entrance wall.
Duran and the hirelings unleash a hail of arrows, three of which strike the grey leader in the back, killing him.
Rushing up to the barrier, and looking out into the darkening forest, you cannot see the fleeing archer anywhere, and you're not even sure which direction he went. All you can see are the last fragile rays of crimson light that manage to wend their way through the branches of the trees, punctuating broad patches of shadow and falling night.
Examining the grey leader's body, Duran find a scroll in a cylindrical leather case, and three red gems, in a pocket, probably worth about 100 gp each. The dead leader wears leather armor, and bears a G.F. rune mark tattooed on his forearm.
He also carries a piece of parchment with instructions on how to find the cave of the Red Serpent bandits. It is written in the same hand as the note you received telling you reinforcements would arrive, the same hand as that which wrote the documents you found in Mackey's stash.
Additionally, when Duran draws the sword from the grey leader's scabbard, he notices that it feels lighter than one would expect.
*****
With the area secured, Karnak flies past Duran and the hirelings, out into the night, carrying his vital message off to Belloc.
*************************
OOC: Actions?
Bandaging Varros: d4 = 1 (1 hp restored, Varros is back up to 2 hp).
Once I rolled three obvious hits against the leader I stopped rolling for hits, and didn't bother rolling for damage since he had only 2 hp.
Time is now 7:00 p.m. (sunset).
As a reminder, you've heard rumors of Werewolves in Blackleaf, and we are still in week two of the month (full moon).
You'll need to decide (among other things) if you're going to try and return to Ham's Fork (or elsewhere) tonight, or if you prefer to hole up in the Red Serpent Bandits' caves.
Also, please remove one day's ration from your equipment list (unless you want to eat bandit food -- it's there, and it seems good enough.
Loot list:
80 gp
10 gp
50 sp
500 cp (cumbersome)
1 necklace (75 gp, grey swordsman)
3 sets of leather armor (grey men leader and archers, cumbersome)
1 set leather armor with elvish design (grey swordsman, cumbersome)
1 gold ring (100 gp)
Miscellaneoux mundane gear (20 gp, barracks, cumbersome)
1 green stone (60 gp)
1 set of leather armor (Swede, cumbersome)
1 crossbow (Swede)
1 sword, long (Swede)
1 set vambraces (Swede; "sparked" when Duran hit them earlier)
Miscellaneous mundane gear (30 gp, Mackey's quarters, cumbersome)
15 sets of leather armor (bandits, bodyguards, Mackey -- this is the total number for all bandits, including those killed earlier, cumbersome)
1 scroll in a cylindrical leather case
3 red gems (300 gp total [100 each], grey leader)
1 sword (lighter than normal, grey leader)
Given the large amount of loot, I've marked certain items here as "cumbersome." I'm ruling you can simply carry out all the other items with no penalty.
Anyone carrying two "cumbersome" items will have his speed dropped one notch (120' becomes 90' etc.), and dropped again one notch for each "cumbersome" item after the first two.
Since we've just been "eyeballing" encumbrance, this seemed like a simple way to deal with such a large quantity of items.
In all you have 23 items listed as "cumbersome" (the complete list of everything you've picked up appears on the "Monsters and Treasure" page).
By my count, the party (9 members, including the hirelings and yourselves) could carry out 18 of the "cumbersome" items with no penalty to movement.
Carrying all the "cumbersome" items out will bring the movement of 5 party members down one notch.
Let me know if you want to carry it all out, or if you want to leave some of the cumbersome items behind.
Thursday, February 28, 2013
Thursday 12 July 1280, Evening (Fury and Fear)
"Kill them all!" shouts the leader of the grey men, motioning with his blade for them to attack.
The grey archers loose their arrows, with one finding its target and striking Varros (OOC: 5 hp damage; Varros is now at 1 hp), while all the others miss, clattering against the cave walls.
Seeing his bluff has failed, Oloc sighs and the hurls one of his daggers at the leader, and the wounded Varros, gritting his teeth with a toughness that would impress even the most veteran campaigner, shoots at the enemy leader with his bow. Unfortunately both of them miss their targets. Oloc pulls back with his remaining dagger, observing how the melee forms before deciding who and how to help.
As the others attack the leader, Duran and Gaven target the second swordsman with arrows and spear. Duran's first arrow strikes the swordsman in the throat, and both Gaven's spear and Duran's follow-up arrow skewer him a second and third time, before the body even has a chance to hit the ground.
Meanwhile the hirelings unleash their own volley, following your example, and before the grey men know what hit them, their leader is wounded, and two out of the three archers are killed.
His jaw dropping in dismay, the Grey leader turns and flees with a scream of fear down the west tunnel. The remaining archer, now leaderless, throws down his bow and takes to his heels as well in the same direction.
Varros slumps to the ground, pale from loss of blood, but still conscious.
*************************
OOC: Actions?
Sorry Dienekes – I've been rolling randomly to determine whom the enemy targets, and the dice sure seem to love Varros! Entirely unintentional – the DM is not out to get you!
Recent events have kept you running from cave to cave (partly my fault), with little to no chance to catch a breath and loot bodies (gosh that looks horrible when you see it in print), so let me know if you want to go back and loot anything/anyone that you haven't had a chance to yet. All the loot that you have acquired up to this point is on the list on the "Monsters and Treasure" page.
Also, Karnak has been fluttering just behind you since alerting you to the grey men; I assume the plan is for him to resume his mission and report to Belloc; if no one tells me otherwise, I'll start the next post with him taking off to do so.
Finally, Dienekes previously suggested the possibility of hiding Mackey's corpse; please let me know where you stand on that as well.
*************************
Combat Details:
Initiative: Grey Men: 2; Party: 1, Grey Men have the initiative. Since there is no ambush, and a fair space to cover before melee can be engaged, I ran all missile attacks on both sides, before proceeding to melee (which in the event, never occurred).
Archer 1 (targeting Varros):
d20 = 17 + 2 (short range) = 19 (hit); d6 = 5 (Varros down to 1 HP remaining)
d20 = 11+ 2 (short range) = 13 (miss)
Archer 2 (targeting Stan):
d20 = 4 + 2 (short range) = 6 (miss)
d20 = 3 + 2 (short range) = 5 (miss)
Archer 3 (targeting Gaven):
d20 = 7 + 2 (short range) = 9 (miss)
d20 = 8 + 2 (short range) = 10 (miss)
Oloc (throws dagger at Leader/Swordsman 1):
d20 = 4 +1 (medium range) = 5 (miss)
Varros (shoots at Leader/Swordsman 1):
d20 = 6 + 2 (short range) = 8 (miss)
d20 = 8 + 2 (short range) = 10 (miss)
Duran (shoots at Swordsman 2):
d20 = 20 + 2 (short range) = 22 (hit); d6 = 5 (Swordsman 2 killed!)
d20 = 18 + 2 (short range) = 20 (hit); d6 = 4 (Overkilled)
Gaven (throws spear at Swordsman 2):
d20 = 17 + 2 (short range) = 19 (hit); d6 = 3 (One seriously unlucky corpse!)
Stan (shoots at Archer 2):
d20 = 20 + 2 (short range) = 22 (hit); d6 = 2 (Killed)
d20 = 6 + 2 (short range) = 8 (miss)
Gweneth (shoots at Leader):
d20 = 10 + 2 (short range) = 12 (hit); d6 = 2 (Wounded)
d20 = 8 + 2 (short range) = 10 (miss)
Jack (shoots at Archer 3):
d20 = 19 + 2 (short range) = 21 (hit); d6 = 4 (Dead)
d20 = 12 + 2 (short range) = 14 (hit); d6 = 6 (As a door-nail)
Leader/Swordsman 1 (morale check: fail)
Archer 1 (morale check: fail)
Swordsman 2 (killed, no action)
The grey archers loose their arrows, with one finding its target and striking Varros (OOC: 5 hp damage; Varros is now at 1 hp), while all the others miss, clattering against the cave walls.
Seeing his bluff has failed, Oloc sighs and the hurls one of his daggers at the leader, and the wounded Varros, gritting his teeth with a toughness that would impress even the most veteran campaigner, shoots at the enemy leader with his bow. Unfortunately both of them miss their targets. Oloc pulls back with his remaining dagger, observing how the melee forms before deciding who and how to help.
As the others attack the leader, Duran and Gaven target the second swordsman with arrows and spear. Duran's first arrow strikes the swordsman in the throat, and both Gaven's spear and Duran's follow-up arrow skewer him a second and third time, before the body even has a chance to hit the ground.
Meanwhile the hirelings unleash their own volley, following your example, and before the grey men know what hit them, their leader is wounded, and two out of the three archers are killed.
His jaw dropping in dismay, the Grey leader turns and flees with a scream of fear down the west tunnel. The remaining archer, now leaderless, throws down his bow and takes to his heels as well in the same direction.
Varros slumps to the ground, pale from loss of blood, but still conscious.
*************************
OOC: Actions?
Sorry Dienekes – I've been rolling randomly to determine whom the enemy targets, and the dice sure seem to love Varros! Entirely unintentional – the DM is not out to get you!
Recent events have kept you running from cave to cave (partly my fault), with little to no chance to catch a breath and loot bodies (gosh that looks horrible when you see it in print), so let me know if you want to go back and loot anything/anyone that you haven't had a chance to yet. All the loot that you have acquired up to this point is on the list on the "Monsters and Treasure" page.
Also, Karnak has been fluttering just behind you since alerting you to the grey men; I assume the plan is for him to resume his mission and report to Belloc; if no one tells me otherwise, I'll start the next post with him taking off to do so.
Finally, Dienekes previously suggested the possibility of hiding Mackey's corpse; please let me know where you stand on that as well.
*************************
Combat Details:
Initiative: Grey Men: 2; Party: 1, Grey Men have the initiative. Since there is no ambush, and a fair space to cover before melee can be engaged, I ran all missile attacks on both sides, before proceeding to melee (which in the event, never occurred).
Archer 1 (targeting Varros):
d20 = 17 + 2 (short range) = 19 (hit); d6 = 5 (Varros down to 1 HP remaining)
d20 = 11+ 2 (short range) = 13 (miss)
Archer 2 (targeting Stan):
d20 = 4 + 2 (short range) = 6 (miss)
d20 = 3 + 2 (short range) = 5 (miss)
Archer 3 (targeting Gaven):
d20 = 7 + 2 (short range) = 9 (miss)
d20 = 8 + 2 (short range) = 10 (miss)
Oloc (throws dagger at Leader/Swordsman 1):
d20 = 4 +1 (medium range) = 5 (miss)
Varros (shoots at Leader/Swordsman 1):
d20 = 6 + 2 (short range) = 8 (miss)
d20 = 8 + 2 (short range) = 10 (miss)
Duran (shoots at Swordsman 2):
d20 = 20 + 2 (short range) = 22 (hit); d6 = 5 (Swordsman 2 killed!)
d20 = 18 + 2 (short range) = 20 (hit); d6 = 4 (Overkilled)
Gaven (throws spear at Swordsman 2):
d20 = 17 + 2 (short range) = 19 (hit); d6 = 3 (One seriously unlucky corpse!)
Stan (shoots at Archer 2):
d20 = 20 + 2 (short range) = 22 (hit); d6 = 2 (Killed)
d20 = 6 + 2 (short range) = 8 (miss)
Gweneth (shoots at Leader):
d20 = 10 + 2 (short range) = 12 (hit); d6 = 2 (Wounded)
d20 = 8 + 2 (short range) = 10 (miss)
Jack (shoots at Archer 3):
d20 = 19 + 2 (short range) = 21 (hit); d6 = 4 (Dead)
d20 = 12 + 2 (short range) = 14 (hit); d6 = 6 (As a door-nail)
Leader/Swordsman 1 (morale check: fail)
Archer 1 (morale check: fail)
Swordsman 2 (killed, no action)
Tuesday, February 26, 2013
Thursday 12 July 1280, Evening (Just Doing My Job)
Quickly assessing the situation, Oloc decides the best chance for survival is to bluff.
"Hold," the young Mage shouts, in his most commanding voice, still with his daggers in hand. "We are here at the orders of Lieutenant Alanna and Captain Belloc, himself! Who are you and what is your business here?"
Before giving the men a chance to respond, Oloc continues. "You just killed our only captive –the rest are dead, including Mackey! We were going to take this one back to Alanna for questioning. Now we'll never know who was working with Mackey!"
Duran warily eyes the men, his bow still at the ready, as he waits for them to respond to Oloc's questions.
Gaven bristles at Oloc's bluff because Oloc didn't use his idea. But he immediately readies his shield to receive any arrow fire.
The leader of the grey men makes no sign of recognizing you, but looks you up and down. "Hmph!" He mutters. "Maybe, as you say, you will never know. Or maybe you're full of stuffing and you already know who was working with Mackey. Doesn't matter much to me. We got sent here to do a job."
With that the leader signals with his blade for his men to attack...
*************************
OOC: For transparency, the leader threw snake-eyes on his reaction roll indicating "Immediate attack."
Before initiative, I'll need to know what everyone plans to do in the first combat round (there is no surprise round, obviously).
Currently what I have is:
Duran: shooting with his bow as declared. Any preferred target? There are three bowmen, two swordsmen (one of the two being the leader).
Varros: no current action declared
Gaven: was bracing with shield during parley (I imagine this could change with the break down of the parley).
Oloc: was holding daggers ready during parley (again, I imagine this might change with the break down of the parley).
Also, one last item, Karnak is still fluttering just behind you. You could attempt to give him an order as well (i.e., do you want him to carry on with his original mission to inform Belloc, or do you want him involved in the fight?).
Duran warily eyes the men, his bow still at the ready, as he waits for them to respond to Oloc's questions.
Gaven bristles at Oloc's bluff because Oloc didn't use his idea. But he immediately readies his shield to receive any arrow fire.
The leader of the grey men makes no sign of recognizing you, but looks you up and down. "Hmph!" He mutters. "Maybe, as you say, you will never know. Or maybe you're full of stuffing and you already know who was working with Mackey. Doesn't matter much to me. We got sent here to do a job."
With that the leader signals with his blade for his men to attack...
*************************
OOC: For transparency, the leader threw snake-eyes on his reaction roll indicating "Immediate attack."
Before initiative, I'll need to know what everyone plans to do in the first combat round (there is no surprise round, obviously).
Currently what I have is:
Duran: shooting with his bow as declared. Any preferred target? There are three bowmen, two swordsmen (one of the two being the leader).
Varros: no current action declared
Gaven: was bracing with shield during parley (I imagine this could change with the break down of the parley).
Oloc: was holding daggers ready during parley (again, I imagine this might change with the break down of the parley).
Also, one last item, Karnak is still fluttering just behind you. You could attempt to give him an order as well (i.e., do you want him to carry on with his original mission to inform Belloc, or do you want him involved in the fight?).
Friday, February 22, 2013
Thursday 12 July 1280, Evening (A Familiar Face)
You are surprised to see Karnak flying at top speed back in your direction. The raven hovers and flaps frantically in front of you. He clearly wants to let you know that something seems obviously wrong further up ahead.
Gaven suggests the party rush to Ollie and Bill.
With daggers in hand, Oloc also urges the others to rush to the aid of Ollie and Bill. "This doesn't bode well," he adds, stating the obvious.
Duran readies his bow as he moves forward with the others trying to listen to what is up ahead.
Varros accompanies the others.
The Free Company runs back toward Ollie, Bill and the captive covering the already explored ground quite rapidly. As you enter the barracks room from the east, Bill and Ollie dash into the room from the west, running for their lives.
"Grey men!" they shout. "They killed the prisoner and tried to kill..."
Before the porters can finish, you see five men in grey, wearing long, dark cloaks. Three are carrying longbows, and two have drawn swords. They all wear leather armor, and you could swear that one of them you've seen before at the Northstar Inn. He looks like the man who declined your offer of company.*
Upon seeing you, the grey men stop in their tracks. Unconcerned, the one you seem to recognize steps forward from the pack, sword drawn. Another grey swordsman stands to his right and slightly behind, while the other three bow-armed men spread out just behind them and to the sides, in a sort of wedge formation.
*************************
OOC: Actions?
*Just for reference, here are the posts from the Northstar. It's only been about 6 in-game days since your PCs saw the guy and spoke to him, so I assumed they'd recognize him fairly readily.
http://westkingdom.blogspot.com/2012/05/thursday-5-july-1280-mid-morning_09.html
http://westkingdom.blogspot.com/2012/05/speaking-discreetly-to-party-varros.html
http://westkingdom.blogspot.com/2012/05/thursday-5-july-1280-mid-morning_14.html
Also, I will work in Varros' comment about whether the party thinks they should try to hide/dispose of Mackey's corpse as soon as this encounter ends.
Gaven suggests the party rush to Ollie and Bill.
With daggers in hand, Oloc also urges the others to rush to the aid of Ollie and Bill. "This doesn't bode well," he adds, stating the obvious.
Duran readies his bow as he moves forward with the others trying to listen to what is up ahead.
Varros accompanies the others.
The Free Company runs back toward Ollie, Bill and the captive covering the already explored ground quite rapidly. As you enter the barracks room from the east, Bill and Ollie dash into the room from the west, running for their lives.
"Grey men!" they shout. "They killed the prisoner and tried to kill..."
Before the porters can finish, you see five men in grey, wearing long, dark cloaks. Three are carrying longbows, and two have drawn swords. They all wear leather armor, and you could swear that one of them you've seen before at the Northstar Inn. He looks like the man who declined your offer of company.*
Upon seeing you, the grey men stop in their tracks. Unconcerned, the one you seem to recognize steps forward from the pack, sword drawn. Another grey swordsman stands to his right and slightly behind, while the other three bow-armed men spread out just behind them and to the sides, in a sort of wedge formation.
*************************
OOC: Actions?
*Just for reference, here are the posts from the Northstar. It's only been about 6 in-game days since your PCs saw the guy and spoke to him, so I assumed they'd recognize him fairly readily.
http://westkingdom.blogspot.com/2012/05/thursday-5-july-1280-mid-morning_09.html
http://westkingdom.blogspot.com/2012/05/speaking-discreetly-to-party-varros.html
http://westkingdom.blogspot.com/2012/05/thursday-5-july-1280-mid-morning_14.html
Also, I will work in Varros' comment about whether the party thinks they should try to hide/dispose of Mackey's corpse as soon as this encounter ends.
Sunday, February 17, 2013
Thursday 12 July 1280, Evening (Clink and Jingle)
Duran calls to the hirelings to search Mackey and his
henchman for a key or a possible way to open the chest. Searching Mackey's body
reveals a large iron key on a lanyard around the bandit's neck. It also
produces a gold armband, whose worth you estimate at about 200 g.p. The dead
bandit bodyguard also wears a gold ring, that you'd place at a value of about
100 g.p.
Oloc helps in searching the room for anything which may have
been overlooked, but there appears to be nothing in the small cave but the
chest. The mage moves over to the chest as Duran attempts to open it.
With the iron key in hand, Duran checks the chest over again
for traps. Finding none, he carefully opens it. With a slight grating sound,
the lid rises to reveal the bandit chief's small trove. Inside is an engraved
silver goblet with a matching silver plate, a set of silver eating utensils, a pair of fine leather gloves with
tiny ruby studs set in the cuffs, and a small sack of 200 gold coins. You
estimate the total value of the chest contents at about 700 g.p.
Furthermore, you find two additional items in the trunk. One
is a vial of pale green liquid, the other is a packet of letters. Upon opening
a few of the letters, you see handwritten details of merchant caravan dates, times,
and destinations, along with what appear to be meeting dates and locations, and
even one or two love letters. None of the documents is signed, but the
handwriting on all of them matches the handwriting on the note you received
from Alanna promising reinforcements.
Meanwhile, Varros feels the poison slowly wear off,* and
takes up a position to keep watch over the party's rear. He feeds Karnak and
with Oloc's help adds the recent events to the note. Oloc and Varros manage to
find one brief (but damning) missive in the batch which is small enough that
Karnak could carry it. At the very least, whatever else may befall the party
and the remainder of the evidence, the short note would be enough to spark
enough suspicion for Belloc to start keeping an eye on Alanna.
Varros then asks the bird to scout for Alanna, explaining as
best he can to the bird that she is an enemy of the party and that Karnak must
return to Belloc undetected should anything befall them. Karnak takes off back
through the caves as instructed.
With the message completed, and Karnak on his way, Oloc
says: "Let's hurry. I don't want to be cornered here, should Alanna's men
arrive with ill intent."
In agreement with the wizard, Gaven suggests they make haste
back to Belloc and avoid Alanna and Ham's Fork. He also suggests taking just
Mackey's head for lighter travel. Duran helps the hirelings prepare Mackey's head
to transport in order to collect the bounty.
Seeing the area secure and fully looted, Gaven urges the
party to start moving back to where Ollie and Bill are. He also suggests that
if Alanna's hirelings arrive they tell them that Mackey escaped to the
'forbidden' tunnel and that the party did not follow due to injuries in killing
the snake, pointing out Varros's wound.
You form up into a marching order and begin to head north.**
As you arrive in Mackey's and the
bodyguards' living quarters, you see the bodyguard you previously killed, the
dead snake, and the scattered backpacks and bedrolls.
However, you are surprised to see Karnak flying at top speed
back in your direction. The raven hovers and flaps frantically in front of you.
He clearly wants to let you know that something seems obviously wrong further
up ahead.
*************************
OOC: Actions?
The time is now 6:30 in the evening.
The time is now 6:30 in the evening.
* Poison effect duration: 1d6 turns after combat turn ends;
d6 = 1; Varros no longer suffers poison effects.
** Your characters had searched the area fully, so I moved
forward with Gaven's proposal to head back to the hirelings.
Loot
Mackey's gold armband (200 g.p.)
Bodyguard's gold ring (100 g.p.)
Silver goblet (150 g.p)
Silver plate (150 g.p.)
Silver eating utensiles (100 g.p.)
Leather gloves with tiny ruby studs (100 g.p.)
Small sack containing 200 g.p.
Vial of pale green liquid
Documents in Alanna's handwriting
(Monster and Treasure page updated)
Tuesday, February 12, 2013
Thursday 12 July 1280, Evening (Red Runes, Red Serpent)
Varros staggers from his wound and the effects of the
poison. With a feeble gasp he urges the others to finish with Mackey as quickly
as possible and secure the evidence against Alanna. If she arrives and sees
Mackey's insurance policy it will mean the death of them all.
Mackey himself is badly wounded and losing a great deal of
blood, but his adrenaline seems to keep him moving quickly as he draws another
two darts from his bandolier.
Gaven yells to the others, "Take him down! Oloc, help
me with Varros." Gaven uses the remainder of his cloak to tie above the
wound to slow blood flow throughout the fighter's body. Oloc scrambles over to
Varros and help Gaven with the wound as best he can.
In a frail voice, Varros tells Gaven that while he
appreciates the cleric's dedication to the light, sometimes those the Lord of Light
values most are those who have walked in the shadows and find a way to return
from the darkness.
As the cleric removes the dart from Varros' wound he
replies: "Heh, hindsight is 20/20 in this case. My attack had nothing to
do with my devotion to the Light. Remember both Duran and I warned Mackey that
he would be struck down if he did not comply. Now rest a moment."
With Oloc keeping a tight grip on the makeshift tourniquet,
Gaven sucks the venom from the wound. Under Gaven and Oloc's ministrations, the
burning sensation Varros experiences from the venom seems to ease and cool
somewhat. Though Varros still feels weakened by the poison, the effect appears to
have leveled out.
Meanwhile, Duran leads the hirelings in continuing the
combat. The stout archer and the hired help fire again at Mackey. Though he is
quick enough to dodge most of the arrows, a single shaft pierces the bandit leader's
chest, ensuring his death. Mackey falls to the floor, and then there is
silence.
Seeing the others tending to Varros and knowing he cannot
help his brother in arms any more than the others, Duran moves to the chest. The
chest itself is a large, heavy, iron box with an integral lock. On the plate of
the lock are engraved a set of "R.S." runes, and the image of a
serpent. The engraving lines are filled with a red coloring.
Duran checks the box for traps or triggers and finds no
suspicious devices of any sort. Even the red coloring in the engraving marks
appears just to be red paint, nothing more. The lock itself is closed, and the
box does not open when Duran attempts to lift the lid.
Meanwhile, Gaven and Oloc finish properly bandaging Varros'
leg.* The bleeding has stopped, and the fighter feels much better, except for
the lingering effects of the venom, which, you suspect, will simply pass with
time.
Now that things have finally quieted, Oloc finishes penning
the note for Belloc, as Varros had suggested and makes ready to send Karnak off
with it.**
************************
OOC: Actions?
*I took this liberty, assuming you would intend to do it. Varros
regains 4 lost hp from the bandaging, so he's back up to 6 hp (out of his
original 7). He still has the (-1 to initiative, -1 to hit, -1 to AC, -25% to
move) until it wears off. You don't know how long that will take.
**This was the original plan, but I've held off on the
actual sending in case you thought of anything to add to the note. It's been
several posts since the idea of sending the note came up – originally back on
January 21 real time – so I didn't know if you wanted to say anything other
than simply telling Belloc your suspicions about Alanna. If there's nothing
more, and you don't change your minds about sending, the next post will open
with Karnak flying off to Belloc with the note.
Current time is 6:00 p.m. This was the expected approximate
arrival time of the reinforcements.
Just as a reminder, the specifics of the "Wanted"
poster can be found here:
************************
Combat (and Bandaging) Details
Initiative: Party = 4, Varros = 3, Mackey = 1; Party acts
first
Varros' save against poison: d20 = 15 + 4 (Gaven's aid) +2
(Fighter Bonus vs. Poison) = 21 (pass; poison effects cease to increase –
duration as yet unknown to the PCs).
Duran shoots at Mackey
Shot 1: d20 = 2 + 2 (short range) = 4 (miss)
Shot 2: d20 = 10 + 2 (short range) = 12 (miss)
Gweneth shoots at Mackey
Shot 1: d20 = 4 + 2 (short range) = 6 (miss)
Shot 2: d20 = 10 + 2 (short range) = 12 (miss)
Stan shoots at Mackey
Shot 1: d20 = 10 +2 (short range) = 12 (miss)
Shot 2: d20 = 3 + 2 (short range) = 5 (miss)
Jack shoots at Mackey
Shot 1: d20 = 2 + 2 (short range) = 4 (miss)
Shot 2: d20 = 15 + 2 (short range) = 17 (hit); d6 = 2
(Mackey killed)
Bandaging Varros' wounds: 1d4 = 4; Varros' hit points back
up to 6 (out of original 7).
Saturday, February 9, 2013
Thursday 12 July 1280, Afternoon (How sharper than a serpent's tooth it is to feel a bandit's blade)
As the bandit finishes his monologue, Gaven immediately
throws his spear at Mackey, but the bandit leader is quicker, and throws two
darts, one of which strikes Varros solidly in the thigh (OOC: damage = 5), and one of which flies
just over Stan's shoulder. Gaven's spear veers wide of its intended target.
Varros swoons slightly and he immediately feels a burning
sensation in and around the blade embedded in his leg. He maintains
consciousness however, and despite the pain and his weakened state, is able to
shoot (OOC: see combat details below for current poison effect) with Duran and
the hirelings.
One arrow each from Duran, Varros and Gweneth strikes Mackey.
The bandit leader is severely bloodied, but does not go down. However, he
staggers backward, nearly falling, with arrows protruding from arm, leg and abdomen. You don't imagine he can take much more.
Oloc ducks for cover as the arrows begin to fly.
The wounded bandit bodyguard gathers what strength he has remaining to rush to his leader's defense. Though Stan's arrows clatter harmlessly
against the far wall of the cavern, one of Jack's shots pierces the bandit
through the throat, dropping him before he advances five yards.
*************************
OOC: Actions?
Normally I would simply run the next round of combat, but
Varros is down to 2 hp (now squarely in the
"one hit, one kill" zone), and suffering from the weakening effects
of snake venom (see combat details below for effect), so I thought you should
have a chance to react before moving on.
I will hold Varros' comment: "After the action phase
Varros will tell Gaven that while he appreciates the Cleric's dedication to the
light, sometimes those the lord of light values most are those who have walked
in the shadows and find a way to return from the darkness" until after the
action here ends, as Dienekes stipulated.I'll work it in as soon as the fight ends.
Combat Details:
Initiative: Mackey = 3; Party = 1; Injured Bodyguard = 1;
(Tie break between Party and Injured Bodyguard: Party = 6, Injured Bodyguard =
4); Order of actions: Mackey, Party, Injured Bodyguard.
Mackey:
Dart 1 Thrown at Varros; d20 = 20 +1 (medium range) = 21
(hit); d6 = 5; save (poison) = 5+2 (fighter bonus vs. poison) = 7 (fail, 14 needed;
weakened: -1 to initiative, -1 to hit, -1 to AC, -25% to movement)
Dart 2 Thrown at Jack; d20 = 3 + 1 (medium range) = 4
(miss).
Gaven:
Spear thrown at Mackey: d20 = 9 + 1 (medium range) = 10
(miss)
Duran:
Shot 1 at Mackey: d20 = 8 + 2 (short range) = 10 (miss)
Shot 2 at Mackey: d20 = 12 + 2 (short range) = 14 (hit), d6
= 5 (wounded)
Varros:
Shot 1 at Mackey: d20 = 16 + 2 (short range) - 1 (poison) = 17
(hit); d6 = 5 (wounded)
Shot 2 at Mackey: d20 = 10 + 2 (short range) - 1 (poison) =
11 (miss)
Stan:
Shot 1 at Bodyguard: d20 = 3 + 2 (short range) = 5 (miss)
Shot 2 at Bodyguard: d20 = 8 + 2 (short range) = 10 (miss)
Jack:
Shot 1 at Bodyguard: d20 = 12 + 2 (short range) = 14 (hit); d6 = 4
(killed)
Shot 2 at Bodyguard: d20 = 1 + 2 (short range) = 3 (miss)
Gweneth:
Shot 1 at Mackey: d20 = 7 + 2 (short range) = 9 (miss)
Shot 2 at Mackey: d20
= 18 + 2 (short range) = 20 (hit); d6 = 3 (wounded)
Tuesday, February 5, 2013
Thursday 12 July 1280, Afternoon (Honey and Vinegar)
"What the Hells," Oloc thinks to himself.
"Perhaps you can still save yourself," he says to the bandit. "If you were indeed in cahoots with Alanna, then you are likely to be killed on sight when her men arrive."
"Your only chance is to come with us now and we head straight to Belloc. Do you have any proof of your dealings with her? Your word alone might not be enough."
Oloc shakes his head wondering what he has just done. "And where do you keep the loot, Mackey? Time is almost up!"
"Perhaps you can still save yourself," he says to the bandit. "If you were indeed in cahoots with Alanna, then you are likely to be killed on sight when her men arrive."
"Your only chance is to come with us now and we head straight to Belloc. Do you have any proof of your dealings with her? Your word alone might not be enough."
Oloc shakes his head wondering what he has just done. "And where do you keep the loot, Mackey? Time is almost up!"
Varros keeps his weapon leveled at Mackey, at the ready,
awaiting his response.
Duran, not thrilled at the prospect of giving the bandit a
deal, listens as the others talk as he keeps is weapon trained on Mackey.
Finally impatiently he says, "Mackey I would like nothing more than to put
this arrow in your chest, now give us an answer or die."
Gaven adds: "If you do not agree to leave with us now
to submit to Captain Belloc, you will be struck down."
The bandit thinks for a moment, as if calculating his odds,
then says with a forced smile: "Where do my better chances lie? Fighting my way
out of here? Or hoping Belloc has mercy on me? Frankly I don't like either, but
I like the latter even less."
Before you can react to his words, he continues: "I
have a counter-proposal. I've seen the wanted signs. They're offering a bounty
for the bandit chief." His grin broadens. "Well, that's not me. Alanna has
been the chief all along – I only broke away because she hung me out to dry when things got too hot for her."
The bandit nods at a large wooden chest behind him. "All the
proof you need? In there. Messages, orders, caravan details. She never signed anything of course, but her
handwriting is distinctive enough, if you've ever seen it."
He focuses on Oloc: "All my loot's in there as well,
wizard."
Mackey resumes speaking to the entire group: "Here's my
counter-offer. I let you have the loot and the proof you need to hang the real bandit
chief – Alanna. In return, you let me walk out of here. I know, I know, letting
me go might rankle a bit, but you won't be disappointed with the contents of
the chest."
"Of course, we could fight it out, and I'm sure
you would kill me. However, I am quite good with these," he glances at the
darts he holds in his hands. "And quick, if I do say so myself. As I'm
sure you can imagine, they've been dipped in snake venom. So while I certainly
will die, I will, just as certainly, not be the only one."
"The question is, then, just how much are you ready to
sacrifice to slay a mere second-in-command? Have we a deal?"
*************************
OOC: Actions?
Thursday, January 31, 2013
Thursday 12 July 1280, Afternoon (Let's Make a Deal)
When Mackey pulls the darts, Varros quietly warns the party
that he suspects Mackey's darts are poisoned with the snake's venom. Gaven
takes a defensive crouch with his shield, prepared to intercept the darts if
necessary. Oloc involuntarily sidesteps behind his armored comrades.
"Give it up Mackey," says the spell-caster. "Alanna has sent men to back us up. We expect them any minute."
"Give it up Mackey," says the spell-caster. "Alanna has sent men to back us up. We expect them any minute."
Oloc then waves a hand at the party. "Look at the
numbers against you, Mackey. You have no chance other than to drop the weapons
and surrender. Perhaps if you were to come clean with some of your ill-gotten
goods, things would go better for you."
Then the mage thinks about Swede's comments. "Unless you have something else with which to bargain?"
Then the mage thinks about Swede's comments. "Unless you have something else with which to bargain?"
Mackey ponders Oloc's words.
Duran warily eyes Mackey with his bow drawn, watching for
any sign of an attack, ready to shoot him dead at the first hint of ill intent. Beside him, Varros waits like a statue with
his bow drawn taught and aimed straight at Mackey, equally unlikely to hesitate
at the first indication of Mackey making good on his threat.
As Mackey continues thinking over the magic-user's words, Varros,
too, speaks up carefully and slowly to the bandit: "Making your living
through the suffering and misfortune of others is a horrible thing Mackey,
however, some things are far more despicable – those in positions of authority
who profit from such behavior, for example. You have quite a bit to think on
and precious little time to do so. Today is not a good day to die, especially when
there are other options open."
Varros looks to Oloc and asks him to prepare the note
they discussed earlier and get "the messenger" prepared to
leave – then adding in a whisper to send the message only if Alanna shows up
during the talk with Mackey. Oloc prepares the note.
Mackey's eyes narrow at the mention of a messenger to be
sent to Alanna. Then after reflecting a moment more he says: "Other
options, eh? A bargain? You clearly aren't some local pig-sticking militia from
Ham's Fork." He chuckles under his breath. "They wouldn't have the
brains to suggest a deal. Considering that surrender means the hangman's noose
for me, what kind of proposition do you have in mind?"
************************
Sunday, January 27, 2013
Thursday 12 July 1280, Afternoon (The Villain at the End of the Tunnel)
"Great job all!" Gaven looks at Swede: "The
hobgoblin was as good as his word, surprising for a being of Chaos. We should
check his armor later, I remember it glowing strangely when Duran hit him with
his axe."
Looking down the tunnel, Gaven says: "Now let us move onwards to catch the villains."
Gaven takes the lead keeping his spear out to the front. He moves quickly, but cautiously keeping his eyes towards the ground while directing Stan and Jack to scan the walls and ceiling.
Looking down the tunnel, Gaven says: "Now let us move onwards to catch the villains."
Gaven takes the lead keeping his spear out to the front. He moves quickly, but cautiously keeping his eyes towards the ground while directing Stan and Jack to scan the walls and ceiling.
Looking down at Swede's body Duran shakes his and then moves
to follow Gaven down the tunnel with his bow at the ready.
Oloc breathes a huge sigh of relief when the snake is slain.
He collects his daggers and follows the others down the passage after the
fleeing bandits. The mage makes a mental note to remember to return to the
chamber and search for any secret places where the bandits may have stashed
their valuables.
Varros readies his bow again and follows Gaven and Duran.
The tunnel is about 100 feet long and is less well lit than
the previous areas, though you still have enough light to see. As you make your
way down the rough passage, you detect no traps, but you hear what sounds like
an incantation in some magical language. A blue-tinted light seems to flicker
from a cavern up ahead, but it dies out with a sputtering noise, and a curse
from Mackey.
"Why won't this blasted thing work? If I get my hands
on that charlatan..."
You hear a weak voice respond: "Try it one more time,
boss."
As you hear this exchange, you arrive at the entrance to a cavern
smaller than any you've seen so far, a mere 40 feet in diameter or so. Mackey
and the wounded bodyguard are in the center of the area, huddled over some
ornate metal object which Mackey holds in his hand. Mackey is once again in
mid-chant, the object in his hand glows blue once more, and then, as he ends
his chant, the light emanating from the object sputters, fizzles, and goes out
again.
Spotting your arrival at the cavern entrance, the wounded bodyguard nudges Mackey: "Uh, boss, we got company."
Mackey, looks up and, with lightning reflexes, stands and
draws two darts from a bandolier draped around his studded leather armor. The
metal object he previously held in his hands lies on the floor at his feet.
"The first one of you to come any further dies."
He hisses between clenched teeth. "You can go back to Ham's Fork and tell
that she-dog of a lieutenant that if she wants to do me in, she can come take
care of it herself."
*************************
OOC: Actions?
Thursday, January 24, 2013
Thursday 12 July 1280, Afternoon (The Red Serpent)
Varros tells the party to beware and maintain their distance,
fearing that the snake is venomous.
Oloc rushes to retrieve his daggers. "Giant snake! Why
did it have to be a giant snake?"
Gaven yells, "By the Light, what a fiend! Let loose your
arrows to quickly fell the beast, so we can catch the villains."
The cleric crouches in a defensive position with spear and
shield in front of him, staying out of range of the snake, but in front of the
archers.
Duran, Varros and the hirelings take positions slightly behind Gaven, intending to unleash arrows at the beast while trying to maintain a distance out of its strike range. Oloc quickly shifts to get a clear line of sight, ready to toss his daggers.
Swede, having already shot his crossbow, positions himself
beside Gaven, sword drawn.
The snake slithers forward swiftly, however, striking at
Swede. The bounty hunter attempts to ward off the attack with the unloaded
crossbow in his left hand, but the snake is quicker. Its jaws sink so
deeply into the hobgoblin's throat that his head is nearly severed from his
shoulders. Swede is dead before he hits the floor.
The snake's attack on Swede, however, leaves time for the
rest of you to step back far enough to shoot and throw unhindered.
Several arrows and one of Oloc's daggers bite into the
snakes scaly flesh, and soon the beast, too, is lying on the floor, its blood
mingling with that of its hobgoblin victim.
The cavern is suddenly still and silent. No noise at all can
be detected from down the dark south tunnel where Mackey and his remaining bodyguard disappeared.
*************************
OOC: Actions?
You can expect the reinforcements sent by Alanna to arrive in about 20-30 minutes (if they arrive exactly in the time frame indicated in Alanna's message).
You can expect the reinforcements sent by Alanna to arrive in about 20-30 minutes (if they arrive exactly in the time frame indicated in Alanna's message).
Combat Detail
Round 1:
Initiative: Snake 4 – Party 1
Snake attacks Swede (random selection, weighted slightly toward Gaven and Swede in front)
d20 = 14 + 2 (normal to hit bonus for its HD) = 16 (hit); d6
= 6 (Swede killed – he was very low in hp following Oloc's earlier magic
missile)
Duran
Shot 1: d20 = 9 + 2 (short range) = 11 (miss)
Shot 2: d20 = 13 + 2 (short range) = 15 (hit); d6 = 4
Varros
Shot 1: d20 = 18 + 2 (short range) = 20 (hit); d6 = 4
Shot 2: d20 = 8 + 2 (short range) = 10 (miss)
Gweneth
Shot 1: d20 = 20 + 2 (short range) = 22 (hit); d6 = 6
Shot 2: d20 = 2 + 2 (short range) = 4 (miss)
Jack
Shot 1: d20 = 20 + 2 (short range) = 22 (hit); d6 = 6
Shot 2: d20 = 13 + 2 (short range) = 15 (hit); d6 = 1
Stan
Shot 1: d20 = 1 + 2 (short range) = 3 (miss)
Shot 2: d20 = 1 + 2 (short range) = 3 (miss)
Oloc
Shot 1: d20 = 16 + 1 (med. range) = 17 (hit); d6 = 3
Shot 2: d20 = 2 + 1
(med. range) = 3 (miss)
Total Damage to Snake from all Hits = 24 (killed)
Monday, January 21, 2013
Thursday 12 July 1280, Afternoon (In a Hail of Arrows)
Varros quickly addresses the party, "We can't afford
to let any of these bandits live. We must kill them before the Alanna's
reinforcements arrive. We must get word to Belloc of the partnership between
her and Mackey, agreed?"*
Varros quitely suggests the party maintain range and utilize
their missile weapons to their advantage. He gives his daggers to Oloc to
throw.
Oloc takes the daggers from Varros and prepares himself to
attack the bandits from a distance. He tells Swede to go after the bandits in melee
as soon as the battle begins.
Swede nods at Oloc, holds up his crossbow and whispers to
the mage: "One shot and then I'll jump in."
Duran makes ready to take as many shots as he can before
melee is joined.
Gaven concurs with the fighters and orders the hirelings: "Ready
your bows."
The cleric hangs back behind the fighters to allow them
loose their arrows, ready to receive any bandit charge that may develop, and
keeping an eye out for the snake.
With arrows nocked, the party steps forward from the shadows
to give all the shooters a clear line of sight,** with Swede quickly kneeling
to allow Oloc to throw over his head.
The two bandits momentarily freeze in place, surprised at
your appearance, and the sudden unleashing of a veritable hail of missiles.
One of the bandits takes two arrows to the chest, one from
Varros and one from Duran. The bodyguard falls to the ground in a twisted, awkward, lifeless pose.
The second bodyguard is quicker, making a dash for the
eastern part of the cave, out of your line of sight, but not before one of
Stan's arrows penetrates the bandit's leather protection.
From the initial direction of Mackey's voice you hear him
bellow a curse, then: "How many are there?"
To which the bodyguard replies painfully: "Fifteen or twenty, at
least!"
"Come on!" yells Mackey.
Having unleashed your volley, those intending to do so switch to melee weapons
and charge in, pursuing the bandit bodyguard. Your field of view
cuts round to the east, and you see an opening in the southern portion of the
cavern wall in that direction.
You catch a glimpse of Mackey and the bodyguard in headlong flight
down that tunnel where they disappear into the shadows.
Blocking the entrance to the tunnel, however, is a large serpent with
crimson scales. The snake is coiled, so it is difficult to determine its full
length, but its body is about four inches in diameter. Given its girth, you
estimate it could be some twelve to sixteen feet long.
The snake's head and neck are raised aggressively, and it
hisses loudly, quite obviously prepared to strike at anyone who attempts to
follow its master down the south tunnel.
*************************
OOC: Actions?
*You wouldn't have time to write Belloc a note and send it
before this fight begins (since the bandits have just been ordered by Mackey to move your way in search of the previous
bodyguard and the errand boy). You would have time to write it and send it
after the fight, but Karnak would not be able to reach Belloc before the
reinforcements Alanna sent you are expected to arrive. However, Belloc would at
least be informed about the situation. Since Sonofotho said he would do this if
there was time, we'll have him do it at the first logical opportunity once any
danger passes (unless Sonofotho tells me otherwise).
**Moving up a bit to where the space widens out was the only
way to fit everyone in to take the indicated shots, as further back the tunnel
was a bit under 20' wide, the minimum space needed.
*****
Combat Details:
Surprise Round:
Duran (shoots at Bandit 1):
Shot 1: d20 = 3 + 2 (short range) = 5 (miss)
Shot 2: d20 = 18 + 2 (short range) = 20 (hit); d6 = 3
(Bandit 1 wounded)
Varros (shoots at Bandit 1):
Shot 1: d20 = 5 + 2 (short range) = 7 (miss)
Shot 2: d20 = 12 + 2 (short range) = 14 (hit); d6 = 2
(Bandit 1 killed)
Swede (shoots at Bandit 1):
Shot 1: d20 = 4 + 2 (short range) = 6 (miss)
Gweneth (shoots at Bandit 2):
Shot 1: d20 = 10 + 2 (short range) = 12 (miss)
Shot 2: d20 = 1 + 2 (short range) = 3 (miss)
Jack (shoots at Bandit 2):
Shot 1: d20 = 10 + 2 (short range) = 12 (miss)
Shot 2: d20 = 7 + 2 (short range) = 9 (miss)
Stan (shoots at Bandit 2):
Shot 1: d20 = 20 + 2 (short range) = 22 (hit); d6 = 4
(Bandit 2 Wounded)
Shot 2: d20 = 1 + 2 (short range) = 3 (miss)
Oloc (Throws at Bandit 2):
Shot 1: d20 = 8 +1 (med. range) = 9 (miss)
Shot 2: d20 = 8 +1 (med. range) = 9 (miss)
Round One
Initiative (Bandits = 4, Party = 3)
Bandits:
Mackey and wounded Bodyguard flee south.
Snake covers their retreat.
Party:
Charge as per plan
into room; encounter snake.
Sunday, January 20, 2013
Thursday 12 July 1280, Afternoon (Bound and gagged)
Duran continues to keep watch and listen for anyone or
anything coming down the tunnels. His straining eyes and ears pick up nothing,
which seems to be a good sign.
Tangled up in the pile, Varros mentions the snake casually fishing
to find out if that is what the bandit seems to be hiding. Evidently Varros'
guess is spot on, for when he mentions the snake, the bandit admits that the
snake is never far from Mackey.
Sensing that the questioning is done, Gaven gives the pinned
prisoner a severe blow with a heavy fist, knocking him out. The others get up
from the pile, and Gaven takes out some rope, ties up the captive and gags him with some scraps of
cloth.
The cleric then addresses the hirelings: "Bill, you and
Ollie stay here with him." Then to the rest of the party: "What's the
plan?"
Oloc stands up and brushes off his robes. "I suggest we
move quickly and try and charge the remaining three. Assuming the bandit is
telling the truth."
The Mage draws his other dagger. "It won't be long before they suspect something and prepare themselves."
The Mage draws his other dagger. "It won't be long before they suspect something and prepare themselves."
No one seems to object, and with Bill and Ollie staying back
to be sure the prisoner doesn't escape his bonds, the party crosses the bandit
barracks, and returns to the northward tunnel leading to Mackey's lodging.
Creeping up the long, dimly lit tunnel, you can hear random
bits of conversation again, until you are able to just peer into cavern. The
space is about as large as the last few caverns you've seen, perhaps 50-60 feet
across.
The room is lit by torches jammed into crevices in the walls. There are several blankets and bedrolls on the floor, along with a few backpacks. You spy a small campfire (currently extinguished) near the north wall, with a pile of firewood and a half dozen torches beside it. Above the campfire area is a small hole in the ceiling through which you imagine the smoke escapes when the fire is lit.
The room is lit by torches jammed into crevices in the walls. There are several blankets and bedrolls on the floor, along with a few backpacks. You spy a small campfire (currently extinguished) near the north wall, with a pile of firewood and a half dozen torches beside it. Above the campfire area is a small hole in the ceiling through which you imagine the smoke escapes when the fire is lit.
In the midst of these meager trappings, you see two
leather-armored bandits, armed with swords, facing east. From that direction,
though you cannot see around the corner to the source, you hear Mackey's voice:
"And find out what's keeping Braxton –
I want him and Sinder back here now!"
At the moment you see no sign of the snake, though it could
be out of your field of vision to the eastern part of the cavern with Mackey.
There's no way to spot that direction without stepping closer and revealing
yourself.
*************************
OOC: Actions?
Sonofotho's proposed plan is to charge them (I didn't push
this forward as I was posting prior to everyone having a chance to respond to it). So I just moved the party up far enough to get a bit more info, and to allow everyone to have a chance to respond to Sonofotho's suggestion.
As best you can tell, your prisoner's information is
accurate. The only individuals in the room are the two bodyguards (whom you can
see), Mackey (whom you can hear) and presumably the snake, who, you've been told, is never far
from the head bandit.
Also, time is now about 5:20. Your reinforcements should
arrive around 6:00 p.m.
Tuesday, January 15, 2013
Thursday 12 July 1280, Afternoon (Resistance is futile)
After a moment, the large bandit acknowledges the simple,
brutal reality of superior force and stops struggling.
As Duran continues to keep an eye out down the tunnel, and
the others hold the bandit fast, Oloc draws a dagger and tries and look as
menacing as he can: "Keep quiet and we'll let you live!"
The mage asks how many bandits are left in the back cave,
ready to cover the bandit's mouth if he tries to cry out. The bandit however,
makes it clear that he understands his position, and quietly answers:
"Just two other bodyguards – and Mackey."
The answer seems honest, though Oloc sees something in the bandit's eyes that suggests the answer may not be complete.
Gaven, continuing to restrain the bandit, asks what is in the tunnel and in the passage to the north.
Gaven, continuing to restrain the bandit, asks what is in the tunnel and in the passage to the north.
To this the bandit replies:
"Tunnel? Blocked up by the rubble, you mean?* There's a
spider in there. Didn't want to share the caves with us. We figured it was
easier to block him up behind a pile of rocks instead of trying to kill him and
getting half ourselves killed in the process."
"I don't know what's in the passage to the north.** No
spider or anything else ever came out of there, but one of our men went in
and just disappeared. After that, Mackey said the passage was off limits,
and no one's gone in since. No one's disappeared since either."
The bandit lets out a soft, low grunt of discomfort at the
bottom of the pile. "Look," he says "are we gonna stay in this
tangled heap all day?"
*************************
OOC: Actions?
*If I was incorrect in understanding the blocked up hole by
this query, let me know and I'll rectify that next post.
**Here I took this to mean the passage north from the
barracks room. Again, if I read that incorrectly, please let me know and
I'll rectify the mistake.
Tuesday, January 8, 2013
Thursday 12 July 1280, Afternoon (Here, bandit, bandit, bandit...)
The mage is the first to react: "Quick, let's get back around the corner
and prepare to jump him." Oloc looks to the others with a sense of
urgency. "We do not have much time!"
Taking quick stock of the situation Duran nods in agreement
with Oloc and then tries to quickly and quietly make his way back around the
corner, with Gaven, Varros, and Swede following suit.
The entire party, hirelings included, manage to pull back
out of sight to the designated point without making a single sound.
The bandit calmly makes his way through the barracks,
apparently unaware of the party's presence ahead of him, as he continues to
mutter and mumble curses and insults directed at Sinder.
As he steps around the corner toward the outer guard cavern*
where the party lies in wait, Gaven, Varros and Swede all jump him, with Duran on
overwatch, ready to shoot should the bandit break away.
Gaven immediately gets hold of the bandit and succeeds in
clamping a heavy hand over his opponent's mouth, silencing him. Varros piles on,
bringing the pair down hard to the ground with a thump that half knocks the
wind out of the brigand. Swede joins in, whacking the blackguard in the head
with the butt of his crossbow, stunning him severely.
The fellow is rather taller and broader than any of the
bandits you have seen to this point, but still no match for the cleric, fighter
and bounty hunter in an ambush. He lets out only a muffled groan behind Gaven's
hand from the bottom of the pile-up, and seems to be on the verge of
unconsciousness.
He wears leather armor, along with a sheathed sword at his belt. You notice the glint of gold on one of his fingers.
He wears leather armor, along with a sheathed sword at his belt. You notice the glint of gold on one of his fingers.
*************************
OOC: Actions?
Time is now about 5:00 p.m.
*Outer guard cavern = the cavern with the campfire, wood, and Sinder's dead body.
*Outer guard cavern = the cavern with the campfire, wood, and Sinder's dead body.
Sneaking Back to the Ambush Point:
50% chance of making a noise the bandit can hear: d100 roll = 61 (no noise).
Details from Jumping the Bandit: I assumed by
"jumping" you meant "subduing" rather than, say, peppering
him with spears/arrows with the intent to kill. Consequently, for each hit, I
came up with some logical consequence rather than damage in hp.
Surprise round – only the party acts.
Gaven: d20 = 20 (hit) = grabs bandit and stops him from calling
for help.
Varros: d20 = 19 (hit) = piles on and brings bandit (and Gaven) to
the ground, immobilizing bandit.
Swede: d20 = 18 (hit) =
whacks bandit in the head with the butt of his crossbow, stunning him.
Thursday, January 3, 2013
Thursday 12 July 1280, Afternoon (Where Is That Darned Sinder, Anyway?)
"I suggest we rush in," whispers Oloc as quietly
as he can. "We should be able to surprise them and perhaps catch them
completely off guard. What say you?" The Mage tries to convince the others
of the soundness of his plan.
Gaven listens to Oloc's suggestion then whispers, "The
other alternative is to try and sneak a peek to see what we're up against.
Whatever is decided upon, I will take rear guard so as not to alert the bandits
to our sneak attack by my armor."
"If there is a way to sneak a look before rushing in I think that would be best. Perhaps if we can stay hidden I can surprise them with several arrows before the rest of you rush in," says Duran.
"If there is a way to sneak a look before rushing in I think that would be best. Perhaps if we can stay hidden I can surprise them with several arrows before the rest of you rush in," says Duran.
With a slight majority of the Free Company favoring the
stealth option, Gaven takes up position in the rear, as Duran moves up front to
scout.
Arriving first across the cavern and peeking out the north
exit, with Swede following silently close behind him, Duran looks ahead and
sees a long empty tunnel, dimly illuminated by torches at extended intervals. The
tunnel itself is twenty feet wide, and extends due north to yet another cavern,
about sixty feet away. It is clearly from the cavern at the end of this tunnel
that the voices are coming.
Right up at the corner, Duran can pick out the voices more
clearly now. He could swear that the most talkative of the voices is the one
you heard swearing and cursing Alanna earlier that day at the cave entrance.*
Duran still can't catch the conversation entirely, but he hears bits and pieces that seem directed at the Alanna: "Alanna...
...damned witch ... pay ... treats me this way ..." and then a change in subject:
"Where the hell is that boy? ... done by now ... how long ... clean up
..."
Suddenly Swede jumps back away from the corner, pulling
Duran back toward the party with him. Just as the hobgoblin yanks him backward, Duran catches the
quickest glimpse of a silhouette, backlit by distant torchlight, in the entrance to the
chamber from which the voices emanate. Swede quickly puts a finger to his lips
and signals to the rest of you that someone is coming down the tunnel towards
you.
No alarm is raised so it seems neither Duran nor Swede was
spotted. You hear footsteps getting closer, and a voice – different from the
one you've heard to this point – calls out "Sinder! Are you there you lazy
scalawag?" Then lower, almost muttering, as if talking to himself: "Just
lying about doing nothing I'll bet, while the boss sends me to find him. Aspasia's
bum! If he's napping, I'll give him the back of my hand!" His voice, and
his footsteps, are coming closer.
*************************
OOC: Actions?
I'm assuming, unless you say otherwise, that since the area is
already illuminated, you extinguished your torches as you were
moving up stealthily.
*Regarding the voice, here is what you heard it say earlier at the cave entrance:
Suddenly you hear a foul oath from a gruff voice echo out
from the cave, followed by the command: "Clear that wood out of there and
drag those bodies back in here! Sons of a Succubus! Some cowardly peasant
militia from Ham's Fork must have found their way down here and thought they
could smoke me out! No doubt Alanna put them up to it, too. By all the shadows,
I'll cut her throat for this!"
Sunday, December 30, 2012
Thursday 12 July 1280, Afternoon (We Know Where Mackey Lives)
Gaven says: "I
think we should go east, we know that is where Mackey resides." The cleric
steps up to lead the way with his shield and spear, keeping a sharp eye out for
traps.
Duran agrees with Gaven and draws an arrow, notching it as
he prepares to follow Gaven.
"Let's move on then," concurs Oloc. "Maybe we
will not have any need for the reinforcements after all!" The Mage then
draws two daggers and readies himself for what may come. He falls in line
behind the other party members.
Agreeing with the others, Varros readies his bow and proceeds
along with them.
Ignoring the passage to the north, you make your way
stealthily down the tunnel to the east. Gaven spies no traps, and you arrive without
incident at another cavern with a few bits of rubble, small stones, and dust
scattered around the floor. The air is not as damp and cool as it was when you
were near the pool.
There are no signs that this chamber is used for anything
more than a passageway. You can see multiple lines of footprints in the dust,
running back and forth from the cavern entrance where you are standing to an
exit in the northeast of the area. The outgoing tunnel at that exit appears to
run due north.
You notice again the faintest glow of torch or firelight
coming in through the far exit, and you can barely perceive the sound of voices
coming from off in the distance in that direction. You cannot make out the sense of the conversation due to the distance and distortion of echoes. But based on what you
can hear of intonation and voicing, they do sound human.
The Red Arrow indicates the Free Company's current location and direction of movement.
*************************
OOC: Actions?
Saturday, December 22, 2012
Thursday 12 July 1280, Afternoon (Toward the Light)
"What say you," whispers Oloc to the rest of the
party. "Likely there are more bandits around the bend from where the light
comes. Should we move up and try and surprise them or should we examine the
hole in the rubble here first?"
"I would hazard a guess that this hole in the wall is for Mackeys pet snake," says Duran quietly. Perhaps we should plug the hole before moving on so nothing comes out behind us."
Looking around, you see plenty of loose rock at the base of the rubble-fall to use to block up the hole.
"I would hazard a guess that this hole in the wall is for Mackeys pet snake," says Duran quietly. Perhaps we should plug the hole before moving on so nothing comes out behind us."
Looking around, you see plenty of loose rock at the base of the rubble-fall to use to block up the hole.
Upon Duran's mention of the snake, Gaven turns to the porters and Stan and says, "let us see if we can find and catch some vermin to distract the snake."
While Duran picks out a few likely rocks, Gaven and Stan
quickly set a small trap with the cleric's sack, baited with rations, to catch a
rat or two. Karnak seems to realize what Gaven and Stan are doing, and he flies
off into the shadows, returning quickly with two small live rats, one in each
talon. A moment later Gaven's trap pays off, and one more rat – a bit larger
than Karnak's is caught.
The rats are quickly tossed up into the hole to distract the
snake, while Duran and Varros heft a few of the larger rocks up to the opening,
jamming them forcefully into place. In a matter of seconds, the hole is
thoroughly blocked up. It would take quite a bit of strength to move the rocks
out again. Certainly it could never be done quickly or quietly, so you are
quite confident you will not be surprised from that direction. Anyone or anything
trying to get through the hole now will make more than enough noise to give you
adequate warning to react.
With the hole blockaded, the party creeps up to the illuminated opening
leading to the cavern to the west, as Oloc suggested. The porters extinguish
the torches so as to not give away the party's approach. You make almost no
noise, but straining your ears as you close in, you hear nothing either. Oloc,
as the lightest armored, is the first to peer round the corner into the room,
ready to signal for a charge depending on what he sees.
However, the mage quickly signals instead to relax, and waves you forward to join him at the corner.
The cave appears to be a barracks. It is lit by torches jammed into crevices in the walls. Numerous blankets and bedrolls are strewn about the floor. There are several rucksacks, backpacks and pouches scattered about among the blankets and bedrolls, as well as a dozen unused torches leaning here and there against the cavern walls. But there are no bandits within.
There are two other openings in the cavern, other than the
one in which you are standing. The first is to the north, the second to the
east. Each is about 20-30' wide.
*************************
*************************
OOC: Actions?
The time is now 4:20 p.m.
The reinforcements Alanna sent should arrive around 6:00 p.m., give or take, just as a reminder.
The time is now 4:20 p.m.
The reinforcements Alanna sent should arrive around 6:00 p.m., give or take, just as a reminder.
Wednesday, December 12, 2012
Thursday 12 July 1280, Afternoon (The North Tunnel)
Oloc says; "I don't think we can stay here unnoticed
for long. My suggestion would be that we push forward as fast as we can,
perhaps trying our luck to the north."
The Mage then points to the pile of rock and rubble along the side of the passage. "I think maybe we should be wary of those stones. Perhaps it is another trap? Let us scan the floor very carefully for any wires or other devices."
Gaven agrees with Oloc, but says, "if there is time later, I would like to investigate that dead end."
Duran will follow the others' lead, keeping his bow at the ready in case of any trouble. He hands torches to the porters before leaving the light of the campfire.
Meanwhile, Varros follows Duran's lead on the opposite side.
The Mage then points to the pile of rock and rubble along the side of the passage. "I think maybe we should be wary of those stones. Perhaps it is another trap? Let us scan the floor very carefully for any wires or other devices."
Gaven agrees with Oloc, but says, "if there is time later, I would like to investigate that dead end."
Duran will follow the others' lead, keeping his bow at the ready in case of any trouble. He hands torches to the porters before leaving the light of the campfire.
Meanwhile, Varros follows Duran's lead on the opposite side.
Swede, who seems to be untroubled by his transition from
leader to follower, loads his crossbow and makes ready to move up with the
group.
Having recovered Ollie's equipment, Gaven grabs the 10 foot
pole and takes the lead as the group explores to the north. The cleric prods
the ground and area around the rubble from a safe distance before continuing
forward. He keeps a sharp eye out for traps on
the ground, walls and ceiling.
Gaven finds no traps, but approaching the pile of rubble along the west
wall, he notes an opening in the pile, just over head-high to a man, round, and
just wide enough to comfortably crawl through.
It appears as though perhaps someone or something had cleared away the rubble to make a small passage through it to what appears to be an open space beyond.
This much you can tell standing on your toes. More than that you cannot determine without someone clambering up on the pile to take a closer look. The pile is steep, but not so steep it couldn't be climbed with little risk.
It appears as though perhaps someone or something had cleared away the rubble to make a small passage through it to what appears to be an open space beyond.
This much you can tell standing on your toes. More than that you cannot determine without someone clambering up on the pile to take a closer look. The pile is steep, but not so steep it couldn't be climbed with little risk.
The tunnel you are in is very wide, easily 20' across, and
after going north past the rubble it curves to the east, where it opens
into what looks like another cavern, illuminated by torchlight from within.
********************
OOC: Actions?
Wow, I can't believe I actually got in an XP trivia stumper there. :-)
"Momma, Look Sharp" is from the musical 1776 which the Maryland Public School system decided we needed to watch over and over again (at least once annually) in the years of and following the American bicentennial.
"Momma, Look Sharp" is from the musical 1776 which the Maryland Public School system decided we needed to watch over and over again (at least once annually) in the years of and following the American bicentennial.
And of course, even at that tender age, being the history
geek that I am, I thoroughly enjoyed it each and every time, though I can't say
the same for my classmates.
"Momma, Look Sharp" was a song about a young
soldier calling to his mother as he lay dying, hidden in the tall grass of the
battlefield:
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