Anchard Wulfphear |
Fyi Bless and Inspire stack to +2 on attack.
GM Qwerty |
The bandits press forward to fight and Zhoren cleaves one of the bandits almost in two. The closer bandits stop for a moment until their leader yells out "Attack you dolts! They are just simple guards. That was a lucky strike. Kill the caravan leader! He is the target!" pointing to the man you were hired to protect.
Cerian, Bonificious, Alistair, Zhoren, Anchard
Bandits
Alistair=-1
Alistair Maxwell |
Alistair takes his mace in hand and it crackles with a red energy as he continues to do his fancy footwork and brings the mace around on the bandit like a massive home run swing.
Mace Swing, with Arcane Strike, Inspire Courage, Bless and Flanking: 1d20 + 7 ⇒ (19) + 7 = 261d8 + 5 ⇒ (6) + 5 = 11
The swing collides with the bandit to sickening effect, Alistair maintaining a clearly staged smile despite the gruesome act, shifting his feet as though doing a one man waltz
GM Qwerty |
@Bonificious- nope I missed your post- the 18 hits and you pulverize one of the bandits. apologies, you must have been so low tp the ground when charging that I did not see it.
Bonificious charges into the white bandit and demolishes him, Alistair swings his crackling mace and strikes another bandit down... the less motivated bandits have now just seen three of their number fall with ease and look to be unsure of this raid...one bandit calls out "You said this was going to be easy! that they were all simple day laborers!"
the party senses the bandits may turn and run if their numbers continue dwindling.
Zoren Ironwill |
Bwahaha! Ye ought to know better than to be trying to take on a dwarf! Much less two! How's about ye surrender and come with us as guards, ye'll be forgiven and spared, ifin' ye run ye'll be hunted down and killed. It be your choices lads.
Zhoren sticks his blade into the ground and slaps his hands together as if dusting them while he speaks.
Zoren Ironwill |
Aye lads, listen to him, come on the then, personally I don't tire of a good fight, or ye can take me offer, ye free to choose, fight N' die, or surrender now and stay alive, and fed! Personally it'd be a waste for such young lads to die tonight to me thinkin'
diplomacy: 1d20 - 1 ⇒ (19) - 1 = 18
IF bluff or intimidation is better suited here, I would have a 19,
GM Qwerty |
The bandits see their leader fall down under the twin blows of Bonificious and Alistair and that sends their moral down and they begin to break...running away into the night and dropping their weapons along the way...
your choice to pursue them or let them leave. not much of a fight was it.
The caravan workers are busy calming the horses down and the merchant seems to have regained his ability to move as the fight is complete and begins yelling at his men to get everything in order and not destroy his merchandise.
Zoren Ironwill |
Zhoren will shrug. Sheath his blade and check the bandit he had sliced for any pulse. If he finds any he'll try to keep him from bleeding out and carry him back to the wagons. Then ask the leader.
so lad, what kind O' enemies ye got that they'd send a hit squad afta ye? We all know they weren't here for the goods, they were here for ye.
Anchard Wulfphear |
"Perhaps they should look into another line of work. They barely committed to attacking us before fleeing." Anchard says returning to the front with a proper mount.
In the short lived skirmish's aftermath Anchard dismounts and begins checking the fallen bandits to see if they are dead, dying, or feigning death. He relieves them of their weapons before checking them starting with the 'leader' first.
"With any fortune upon us, we can ask one of these men what they know, uh... Zoren was it?" Assuming with as much time on the road and camp that introductions have taken place. If not let me know and I will withdraw Anchard addressing Zoren directly."
Heal check: 1d20 + 8 ⇒ (7) + 8 = 15
Heal check: 1d20 + 8 ⇒ (4) + 8 = 12
Heal check: 1d20 + 8 ⇒ (18) + 8 = 26
If any of the bandits are not dead Anchard will try to stabilize them
Heal check: 1d20 + 8 ⇒ (12) + 8 = 20
Heal check: 1d20 + 8 ⇒ (3) + 8 = 11
Heal check: 1d20 + 8 ⇒ (12) + 8 = 20
Afterwards, Anchard will loot them.
GM Qwerty |
The three bandit bodies are quite dead. simple mooks of 6 hp. leader had 10 and took 2 massive blows.
"I have never seen those men before in my life. I am a merchant, I exchange goods. Of course I make enemies. I buy and sell items. How should I know who is trying to kill me, if that is indeed what they wanted to do. I thank you for saving my men and goods. How long before we depart. I want to leave as soon as possible. Someone please take those bodies away."
Zoren Ironwill |
aye, anyone ye did a bad trade with? The more we know, the better protected ye'll be lad. If I make an enemy, I'd be sure to know who and why. If'n ye know ye make enemies, ye tellin' me ye don't know who they would be?
sense motive: 1d20 + 7 ⇒ (17) + 7 = 24
Zoren turns to anchard. aye, just call me Zor, unfortunately it seemin' we won't be gettin' anythin' outa these, shame that. Poor lads didn't know what they signed up for. Did the leader have anythin' look like a letter or written order?
Anchard Wulfphear |
@Qwerty: so once Bonifacius the Bold hit the leader for 16, we're assuming Alistair Maxwell went up and crushed his head after he fell down on the ground? That's messed up. :P For the sake of getting the feeling these guys are just random mooks I'll just loot them and burn their corpses.
After Anchard has looted their belongings and left them with little more than the clothes they were wearing he stokes the campfire, and burns their bodies; a fitting burial from a cleric of the flame.
Alistair Maxwell |
Alistair removes the brain matter from his mace and stops dancing.
Good first watch, eh Anchard. You're a credit to the group for spotting them early like that.
Alistair gives a big yawn and settles down
Nap time !
GM Qwerty |
i did not have the map up when both Bonny and Ali took their turns not seeing where they ended up. Both had massive blows and the only one near them was the leader. He had to take the blows. Pulverized.
The men had simple weapons (short swords, hand axes) and crude and smelly leather armor. Total coin count from the three of them was 30 gold, 5 on each mook and 20 on the boss.
Eltaor comes back takes a horse and says he will go search for his dog and meet you all later in case his work schedule adjusts and he comes back. He then rides away.
You make some good miles in the day and get to the outskirts of Varlkurl, spending the night outside it's walls under the watchful eyes of their town guard. The next day you travel through the town, restock on supplies and then push on towards Willows Hollow. You should get there the day after next.
feel free to RP anything up to the town of Willows Hollow, will pick up in earnest after turkey day.
GM Qwerty |
Perched at the edge of civilized lands, the small town of Willow’s Hollow has always had to rely on itself to solve its problems. It is a lumber town filled with hearty but simple folk who work the rapidly dwindlng forest line that borders the mountain. The wood here is prized for its look after polish and for it's darkwood patches of trees. A once robust economy seems to have fallen on hard times you ride through town.
Cerian Screamingtrees |
Though quiet, he looked upon the forests with a bit of... melancholy. Like little locusts they were, it seemed the town folk didnt think a head.
I dont suppose they thought about preservation did they?" he asked to no one at all as they approached.
Anchard Wulfphear |
"Let's be quick about this. The sooner we set to completing this task, the sooner we get paid. Let's hope this Laurel is in an agree disposition."
Bonifacius the Bold |
Looking at Anchard to give him his share, holding his palm up Bonifacius takes a tankard to the bonfire praying for them to have a place at their gods table, they were not worthy opponents, far from it, but gave him a chance to bloody his axe.
In the town he will look around and nods at Anchards words.
"Aye this town is looking not to nice, I doubt they have a decent brewer!"
This god of anchard must be the god of misers and coinkissers!
Anchard Wulfphear |
"You may be right that there isn't a decent brewer, but the town's shabbiness is probably due to a problem with the darkwood supply. Though we are not here to judge the current state of affairs. I suggest we spread out our search and meet at the Sitting Duck on the north end of town at twilight. I'll head to the local church, any volunteers for the visit to the Rouge Lady, Jak'n'makes tavern, and both the low and high markets?" Anchard asks wearily. "Oh, and try your best to stay out of trouble, the law by default doesn't favor strangers, especially ones in our profession. I respect you all enough to not have to tell you this, but sometimes the law in these kind of towns likes to make trouble unprovoked. "
Anchard doesn't wait for much more discussion as he presses his horse on toward the church. "I'll take care to secure stabling and rooms for the evening."
Cerian Screamingtrees |
I believe we were searching for a herbalist named Laurel, I'll start about the markets since I am sure our friendly dwarves have the taverns down pat.
He began easing his horse torwards a series of stands. He didnt think it should be that hard to find this herbalist.
GM what would you prefer for a gather information check?
GM Qwerty |
Diplomacy, Know-Local, Intimidate will do, although brow-beating someone to find out simple info will not make you enamored by the locals
Cerian Screamingtrees |
diplomacy: 1d20 + 1 ⇒ (16) + 1 = 17
GM Qwerty |
A kindly old wood carver working on a figurine tells you that Laurel the Herbalist lives up the market road on the left at the RootsnRemedies hut (#14), He then bids farewell as he says he has to take care of his sickly wife you hear coughing in the back of his shop.
Anchard Wulfphear |
GM Qwerty |
"Why yes, Laurel lives just up from the lower market (#14). Good person. Helps me out with the sick in town, although she does charge folks for her ministrations. But still she is needed for I am not as good a healer as I would like to be and the town needs healers so we work together."
Anchard Wulfphear |
"Thank you. I do not mean to be rude but you are busy with your trade, and as I with mine. Good day." Anchard wearily appreciates the woman and leaves two silver coins on the back of one of the pews as he leaves to head to find Laurel with his new information.
Alistair Maxwell |
Maxwell will spend his time communicating with normal people trying to get the feel for the goings on in this community - don't want to run into any minefields by mistake.
Gather Information: 1d20 + 6 ⇒ (16) + 6 = 22
GM Qwerty |
You spend some time talking to people in the town. You learn a few things.
-people believe there is an outbreak of a disease they are labeling blackscour taint affecting the town. there is talk of witchcraft being the source. this may explain why newcomers are looked upon with suspicion.
-not a lot of dwarves in the town and there have been issues with dwarves from the nearby mountains in the past.
-Gavel Thuldrin Kreed is the defacto ruler of the town, although common folk mispronounce his last name from Kreed to Greed out of his presence. He is the richest man in town and the lumber mogul of the area. The other town elders, including the actual municipal Magistrate Vamros Harg, are not held in high esteem either. They all seem to just want to make a coin off the backs of the locals.
-Sheriff Deldrin Baleson is the law. He is a half elf and tries his best to resolve issues.
- Laurel is well respected by most people and lives in area 14.
- The local temple of Mayaheine is new and not making much headway in the town due to their Lawful preaching and the towns Chaotic nature. The local leaders do not like the chief clerics presence either.
Alistair Maxwell |
Alistair will catch Zoren as they cross paths coming to and from the Tavern. Be careful my friend, these people are in the midst of some kind of disease outbreak that they are blaming on witchcraft with has outsiders like us frowned upon and to make matters worse....they seem fairly heightist. The Dwarves that live nearby are said to be natural enemies of this town - so just try very [I[very[/I] hard to not make any new enemies, ok?
Alistair will pause, as if to collect his thoughts before resuming Also I know where our herbalist lives so I am headed over there now, armed with something more dangerous than my swords - my stunning intellect! he grins like he stole something and heads over to area 14.
GM Qwerty |
Ancahard meets up with Alistar and Bonificious and Cerian at the RootsNRemedies hut where a long line of townsfolk is outside waiting to speak to the herbalist Laural. The group look over the people in the line and see many with visible maladies, some being children, many being the elderly. The line moves slowly.
Anchard Wulfphear |
Anchard skips the line and walks on ahead to see this Laurel.
GM Qwerty |
People start complaining as Anchard forces his way through them to the front of the line to see the herbalist.
"Who does this guy think he is?"
"Why is he going to the front, too good to stand in line like common folk?"
"Hey stranger, get in the back of the line and wait your turn."
"The nerve, no child with him, not elderly, no signs of sickness."
"I bet he is a lumber company rep coming to take taxes from her."
is heard by the locals as the team members ignore the line...
Cerian Screamingtrees |
He frowned slightly and shook his head slowly moving forward to join Anchard... He would have contently just waited to see the herbalist, but at this point the damage was probably done.
We are here to see the herbalist about the acquisition of certain herbs, a retrieval team if you will.
He said hoping to calm their ire by making it seem beneficial to them as well.
bluff: 1d20 + 1 ⇒ (12) + 1 = 13
Alistair Maxwell |
Anchard, my dear sweet child get back here! Maxwell will say as he hurries up to grab hold of his arms How many times have I told you not to be so disrespectful of others
Alistair tries to subtly communicate for Anchard to play along
My apologies folks, this "man" is my ward and he is, well as you can see he's got issues. Impatient, and mute and I am afraid a bit slow... I can take him to the back of the line but for my sake, please let me just get the boy his medicine and get back home.
bluff (to pass a secret message): 1d20 + 2 ⇒ (15) + 2 = 17
Diplomacy: 1d20 + 6 ⇒ (10) + 6 = 16
GM Qwerty |
As the group makes their way to the front of the line they see the shop clearer now. Creeping ivy and full window boxes cover the façade of the rugged-looking, two-story shop bearing the faded sign “Roots and Remedies.” A line of twenty-some somber townsfolk—some with pale, wheezing children, others seeming to be precipitously near tears— either from their maladies or the folks they see cutting to the front, stretches from the open door.
Zoren makes his way through town looking for a tavern and stumbles into the Rouge Lady, which he soon discovers is gambling and burlesque establishment catering to the lumberjacks in the area. The Sitting Duck is the local watering hole he is told.
Jak'a'Napes is the local inn where the horses can be quartered and rooms reserved.
Bonifacius the Bold |
Shaking his head Bonifacius helps Alistair drag back the impolite human to the back of the line. Looks like an asses back and is even less civilized. Maybe the humans forgot to belt him as a boy. He needs a drink, badly!
Anchard Wulfphear |
"Do not presume to be so bold as to touch me." Anchard says as Alistair and Bonifacius go to grab him. He crosses his arms. "You are more than welcome to wait in line to complete the job you were paid to complete, but I will not abide insults from my companions. I will be at the Duck at the north end of town. You may come and get me when you're done waiting."
Anchard mounts his horse and collects the other steeds and proceeds to the Sitting Duck to arrange for stabling and rooms for the night.
GM Qwerty |
Anchard first goes to Jak'a'Napes to reserve rooms for the group and horses (how many rooms?) and then proceeds to the Sitting Duck for a drink.
does anyone stay in line and wait their turn to see Laurel?
*cost for a nice single room= 1gp/night
*cost for a nice double room= 5sp/night
*if Zhoren wants to sample the products at the Rouge Lady it will cost 5gp.
*cost of drinks= 2 cp for cheap/ 2 sp for refined