| Rizana Thornewillow |
" Question how do I know the difference between a bandit snd a prisoner?" She asks almost as if it pains her.
" Ive been told I should not just bash people outside my party in combat. My journey here was...difficult" she says with a bothersome sigh.
| Rizana Thornewillow |
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" I mean, I had these guys jump us, fight brole out, and I smashed a few of the merchants knees and hips. You know they kinds where in the melee." she says her finger going up to twirl her hair.
" They got in the way"She says with a chuckle.
" They didnt seem to like my answer, so they lefr me on the road side until I found another caravan"
| GM - Obermind |
Let me know when you are ready to depart, where you are heading, if you are getting additional provisions, etc. Then we can get moving.
| GM - Obermind |
We are going with the traveling speeds provided by the module itself - approximately three squares per hour, at regular traveling speed. If you intend to thoroughly search a square, traveling speed is 1 square per hour.
| GM - Obermind |
I am moving us along, and will bot Regnar.
Preparing to leave the safety of the keep, you gather your gear and make your way towards the overgrown road leading into the wilds. The path ahead is uneven, with tall grass and tangled underbrush encroaching from both sides. The air is heavy with the scent of earth and vegetation, a stark contrast to the bustling, fortified atmosphere of the keep.
The guards at the gate watch you as you pass by. Their expressions are friendly but stoic, showing a mixture of respect and concern for those brave enough to venture into the dangerous wilderness. One guard nods in acknowledgement, offering a brief but sincere - "Good luck out there". It's clear they’ve seen many adventurers come and go, and they hope to see you return safely.
You move cautiously, aware that the further you get from the keep, the more dangerous the journey becomes. The road is poorly tended, and progress is slow. The forest around you is alive with the sounds of nature - birds chirping, leaves rustling, and occasionally, the distant howl of a wolf.
About three hours into your trek, you arrive at the area where the first caravan attack was reported. The location is approximately one kilometer from the keep, a short distance, but enough for danger to lurk. The site itself shows signs of a struggle. The remains of a campfire, now cold and scattered, lies to one side of the road.
| Rizana Thornewillow |
Rizana loads a stone into her sling and crouches down low to the ground. A Ahlfling wasnt worth thier weight in gold if they cant see tracks of a rabbit or signs of other critters sneaking in to get to your gardens.
what would she roll? Just curious
| GM - Obermind |
Good question!
No rolls are required from your end Rizana - you tell me where and how you are searching the scene, and I will let you know if you find anything. These 'old-ish school' rulesets were very based on player skill and intuition, so the better you describe your actions, the better chances of success you will have, if there is anything to find. I can also for example decide no roll is needed and your success is automatic because you have searched for the right thing in the right place, or if I decide to roll something, I will usually go with 1d6.
Here is an example for secret doors (Rules as Written, or RAW):
On Searching for Secret Doors: Some doors are hidden or concealed. Adventurers may choose to search a 10’ × 10’ area for secret doors.
Chance of finding: If a character is searching in the right location, there is a 1-in-6 chance of finding a secret door. (Some types of adventurers may have an increased chance.)
On Searching in general:
Time: Searching takes one turn.
Referee rolls: The referee should always roll for the character searching, so that the player does not know if the roll failed or if there are simply no hidden features present.
One chance: Each character can only make one attempt to search a specific area or item.
One last important consideration to keep in mind are wandering monsters - they are very common in old school games, so the longer you spend milling around, the more wandering monsters rolls there will be, so the bigger chance you will have an encounter.
| Rizana Thornewillow |
" Do we think they have heavy soles or light soles. I mean if you were a bandit what would you do? Where most of them human? Maybe if we make a few prints of the human feet of our partt we can look for signs? Thats what I did for rabbits and ganecocks" she said looking at the others
Draven Skywatcher
|
How near do the trees stand to the caravans? Could this perchance be an ambush?
In such a scenario, a lesser contingent, harnessing the element of surprise, might have prevailed. Yet, their prowess would have to be considerably greater if they emerged from distant woods or brambles.
| Pah d'Reco |
I'm thinking, bandits would have to make off with the stolen goods, so their tracks would be deeper than normal or there would be signs of a cart being moved along with them.
Also, they killed a bunch of people right? They wouldn't carry the bodies away I think. I wouldn't anyway. So they must be stashed around here somewhere.
So on the road d'Reco looks for deeper footprints, or those accompanied by wheel tracks, probably making off into the woods (wheel tracks along the road would be normal he reckons).
He then expands his search out of the road, looking for tracks like mentioned above, but since it's probably much harder to spot anything among the vegetation, he focuses more on finding the bodies. Are there buzzing insects over a particular area, any carrion birds around, things like that.
| GM - Obermind |
As Al'Lan keeps watch, the group spreads out to investigate.
Rizana spots sets of what seem to be human footprints leading away from the campsite. She discerns variations in size and depth, indicating multiple individuals with different builds.
Dobin scans the ground for any disturbances or tracks but finds the signs ambiguous. There are faint impressions that suggest movement, but they're difficult to interpret clearly. He does however notice distinct marks left by wagon wheels leading in the direction of the Keep.
Kallum examines the area thoroughly and discerns signs of about half a dozen individuals based on the scattered footprints and disturbed earth. He notices that the majority of the tracks lead in a southeastern direction.
Pah d'Reco diligently searches the area but finds no signs of deeper footprints or wheel marks indicating the passage of a cart outside the ill-kempt road. However, as he moves through the undergrowth, he stumbles upon a gruesome scene: the bodies of the caravan drivers, brutally slain and left behind by the bandits. Flies buzz around the corpses, and the air is heavy with the stench of death.
| Pah d'Reco |
There's also the matter of the rotting wagon driver flesh over yonder..., d'Reco adds matter-of-factly.
I say we leave them, at the moment they're of better service like this than in a hole.
They were probably already looted as well...
With this, d'Reco moves back to the corpses to check once more for tracks leading away from the scene. Leading SE probably, but better to check.
| Dobin Cur |
Dobin will search the area for weapons and armour, as Al'Lan has suggested. Once the area has been thoroughly searched he will stop and lean against a tree, whipping his face with a handkerchief.
"Well we've certainly given this area a good going over...what say we follow the trail south-east and see what we can locate there?"
| GM - Obermind |
As you search the area for weapons and armor, you find that the corpses have already been thoroughly looted. The bandits have left behind nothing of value, and what little remains is either broken or rusted beyond use. It's a grim task, sifting through the remnants, but such is often the fate of adventurers.
Amidst the scattered debris and bloodstains, something catches Dobin's eye. Half-buried in the dirt beside one of the bodies lies a bloodied piece of parchment. Most of it is torned out or otherwise unreadable - you can only make out:
"XXXXXXXXbeen foolsXXXXXXXXXXXXXXXXXtialXXXXXXXXXXwere incorrectXXXXXXQuXXXXXXXXXXXXnot locatedXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXfar to the West,XXXXXXXXXXXXXXXXXXXnorth ofXXXXXX"
It is signed only "M"
Draven Skywatcher
|
I'm guessing the reason I cannot read it fully has to do with the mess the parchment is and not because it's magically concealed, right?
So the note has blood, and mud and is torned, any change I can clean it somehow?
I would do it slowly and carefully so as not to make it any worse, e.g.:
- Hold the parchment vertically and gently tap it to dislodge any remaining loose particles.
- use a clean cloth, which can be from my jacket/shirt, and gently remove loose mud. I do this carefully to avoid rubbing the mud into the parchment and worsening it.
I would see if I'm able to read any more after trying the above, if not:
- Moisten a soft cloth, with water, ensuring it is damp, not soaking wet, and blot the muddy areas gently avoid scrubbing to prevent abrasion.
The parchment appeareth to be in disarray; I shall see what may be done.
'Tis torn, so let all be vigilant for any fragments that might be concealed.
I read out loud whatever I can make out of it.
| GM - Obermind |
Correct Draven.
Draven carefully cleans the parchment, but despite his best efforts, the message remains mostly illegible.
He quickly realizes that deciphering the full message and understanding its significance will require access to a well-stocked library, and better materials than he is able to muster out here in the wilds.
| Rizana Thornewillow |
" Yeah O wanna follpw those tracks so we can get to bashin'" she says mace in hand.
As she does she grins ready to get to crackin'. She takes a couple practice swings one hand, then teo hand, then the other hand. She then stands eager to swing it at something.
| Pah d'Reco |
Onwards then, brave companions! Let's leave the cleaning of parchments and deciphering of words for later and get on with the chasing of bandits!
The sweet smell of death is upon us now!, d'Reco bellows with perhaps unwarranted enthusiasm, then stomps forward energetically, tripping over some stones...
He moves along, muttering something about those stones not belonging there... damn things, don't know their place in the world. Out of balance is what they are, meddling fools...
| GM - Obermind |
It seems we have some agreement on where to head next - following the tracks SE, correct? If anyone else wants to chip in with anything further, feel free. I will move us along in a few.
Draven Skywatcher
|
I store the parchment as carefully as I can to protect it from further damage.
It would be most fortuitous if we were to discover something else in this vicinity.
I say this while I search around the area where the parchment was found.
Alas, there is but so much we can achieve in a single place.
Let us thus follow the trails.
| GM - Obermind |
As you all agree to follow the tracks southeast, the trail proves increasingly difficult to follow. The soft ground begins to grow wetter, each step becoming more challenging as mud clings to your boots and the underbrush thickens around you.
The sun reaches its zenith, and you pause briefly for a quick meal, feeling the fatigue of the journey setting in. After lunch, you resume your pursuit, pushing through the dense foliage and marshy terrain.
Not long after you continue, you notice something in the distance. Through the trees, a bear stumbles into view. It appears to be in distress, an arrow jutting from its flank, its movements slow and labored. The bear lets out a low, pained growl, clearly suffering as it moves along.
Let me know if you want to do anything about it.