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Post by aceofspades on Dec 23, 2021 12:34:46 GMT -5
Again, a long hiatus, but I have some free time now, so I've been playing a bit.
Scene 15 - Preparing to Find Jakokan (Day 3, Early Afternoon) Karina arrives finding Crispin and Trock at the Foolish Harlequin with the inn damaged and in disarray, Captain Alworth and several soldiers from the City Guard having made an appearance and are taking statements. Captain Alworth is busy interviewing Cookie, Minnie, Kolbjorn and Wulfa. They have sent for Brother Gauwill to help tend to the injured.
Chaos = 5 - 1D10 - 5, an Altered scene is generated. Brother Gauwill is not available.
Brother Gauwill is currently unavailable, but Mery and Warder arrive to help the wounded. (MFC-Are they able to heal the companions? Very Likely, 13, Exceptional Yes). They heal the companions and also offer more help in the form of Gaian Healing Amulets that Brother Gauwill was able to finish carving and enchanting. They are similar in appearance to the necklace that he wears. (LAW-Gaian Healing Amulet: acts as a powerstone and allow the user to heal 3 ST once per day as a Heal Wounds spell without costing the user FAT)
Mery tells them that Brother Gauwill fears for the fate of Trock, Crispin, Karina and Jakokan (MV2 DC - Where is Brother Gauwill? 61/66 Carry Fears). He found that he needed to commune with nature in the forest to try to divine what is behind the actions of the Silent Guardians, the Orc Raiders and if they are all somehow related. He prays for Gaia to reveal how he may further aid them.
(MFC-Is one of the soldiers with Alworth the trooper that he assigned to help them, Elbek Sternwater? Very Likely, 79 - Yes)
UNE-What is Elbek like? He is an indifferent globetrotter, comparable in strength to the PC's, motivated to follow beauty, overthrow science, detect allies. He is a human male about 22 years old from Steel Gap. The NPC is acting sociable. They are knowing toward the PC's. They speak of telling of future action. For a little extra color from Maze Rats NPC tables… Appearance: Statuesque; Physical Detail: Freckles; Background: Cultist ; Clothing: Eccentric; Personality: Suspicious; Mannerism: Street Slang Similar to Crispin, this man has spent his young career apprenticed to a mercenary band before settling back in Steel Gap as a member of the City Guard. Because of his various apprenticeships he is well travelled on the peninsula. His parents are from Steel Gap and were early followers of the Silent Guardians, but when the cult turned darker and more violent they would have nothing to do with it and Elbek himself was never a follower. As a result of this background he really doesn't have a liking for anything technical or magical unless it is something practical like a tool or weapon and is suspicious of mages. He prefers simple things and methods. Being from the streets of Steel Gap he uses a lot of cuss words and vulgar mannerisms. Elbek is a very good judge of character and knows who his friends are. He is handsome and well built, and he has freckled face. His leather armor is adorned with the colors of the Steel Gap City Guard (maroon and gray), but he wears a bright green bycocket hat with a yellow dyed hawk's feather on the left side (think Robin Hood style) that has nothing to do with the guard uniform. He is proficient with a mace and bow.
Elbek Sternwater ST 11, DX 11(9), IQ 10, MA 5(4), AR 2 Axe+1, Bow+1, Climbing+1, Streetwise+1, Awareness+1 Mace D+2, Long Bow D+2, Leather Armor (2/2)
When Crispin and Trock have finished talking to Mery, one of the troopers steps forward and introduces himself. Elbek: "'Ello! By the look 'o you, you must be Crispin and Trock. The Cap'n described you to me yesterd'y. I'm Elbek. I'm to work with ya's for a bit. Them there cultists are a bunch 'o pigs! I know fer a fact. Les get goin' and go find those orc bastard's that been akillin' people and raiding the caravans!". He spits to the side in disgust. Crispin: "Well met Elbek! I am Crispin and this is Trock. We are very nearly ready. We are waiting for one other companion. She should be here presently. Then we gather our possessions and get under way." Trock nods a greeting to the young soldier. Elbek: "I've brought me own provisions Master Crispin. There ain't no need to bring any fer me." In addition to his weapons Elbek has hard tack and dried beans for 1 week in his pack and 25 arrows in his quiver.
(MFC-Does Karina arrive? Near Sure Thing, 54, Yes) (MFC-Are any of the other characters at the inn interested in their departure? Unlikely, 94, Exceptional no. Wiscard, Azajamar and Ursula are glad to be rid of Crispin and Trock. They have had enough trouble for one morning.)
Karina arrives at the Foolish Harlequin and Crispin fills her in on recent events. According to the plans they made the previous night she has brought enough food with her for three people for one week, some camping gear, bedrolls, tents and a pack mule. The team of four readies for the journey and saying their goodbyes to Minnie, Wulfa and Captain Alworth, leaves Steel Gap following the Red Way Northeast out of Hot Gate towards the Upland Nations in search of Jakokan.
(MFC-Is anyone watching them? Somewhat Likely, 64, Yes. Is it the Silent Guardians? Very Likely, 100! Exceptional no. It is doubles, but not within the Chaos factor of 5, so no random event is generated)
Someone is watching the team as they exit the city, but it isn't the Silent Guardians. They are too busy licking their wounds and under the scrutiny of the City Watch now to be able to be seen in broad daylight. They now have a healthy fear of Crispin and Trock. Currently none of the cultists wish to tangle with them and have no idea they have left the city.
(Is it...D6, 1-3 spies of the orc raiders, 4-Kyts Strax, 5-Brother Gauwill, 6-Mariana Majerová, 7-agents of Adam Chambers, 8-9-agents of Mages Guild or 10-someone else? 6, Mariana Majerová. MFC-Does she try to follow them? Likely, 92, No. Why is she watching them? - Meaning/Action, 16/56, Inquire Wishes.)
As they leave the city Mariana Majerová steps from behind one of the last houses and looks hesitant as if she wants to follow them. "What are they up to now? Would father want to know?", she thinks, but then shakes her head and sighs as she turns about headed back towards the Castle Ward.
This ends the scene. Chaos factor goes back down to 4 as the characters were in control.
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Post by aceofspades on Dec 23, 2021 21:32:10 GMT -5
So I thought I would explain my overland travel rules and share some tables. I developed a random system for determining what the characters may come across on their travels through the regions surrounding Steel Gap. It is based upon the classic hex crawl, but customized for the area surrounding Steel Gap. The basic outline of travel is... House Rules for Time Keeping and Travel Speed: 1. There are 3x 8 hour shifts per day. Generally the players will travel for 1 shift or a little more per day. Overland Travel is in "shifts". 2. Generally a party is not traveling with haste, so traveling with care or while searching and on a road a company can about 2 miles per hour or up to 16 miles per shift. On a horse they can travel 2x that speed. A hex is 6-8 miles so on foot and on a road they can travel a maximum of about 4 hexes per day in an 8-10 hour period of travel. The rest of the time is spent making camp, foraging, cooking/eating, caring for gear and sleeping. Road travel is the fastest and is Easy terrain.
- Easy terrain = 4 hexes at normal speed, mounted 6 hexes. Roads are considered Easy terrain and using a river with a boat.
- Moderate terrain = 3 hexes at normal speed, mounted 5 hexes. Moderate terrain is Desert, Thickets, Plains, Forest, Hills
- Difficult terrain = 2 hexes per shift and 3-4 mounted. Difficult terrain is mountains, marsh/swamp, water (on foot), dunes, river upstream with a boat
3. Foul weather will also reduce travel speed. 4. Moving urgently the party's speed may be increased by 1 hex, but they will not be able to find clues, perform tracking, hunting/foraging activities and are more likely to be surprised.
Travel Procedure for each Day: 1. Establish the weather - torrential rain, heavy winds, thick fog and driving snow have a -2 modifier hexes traveled, regular rain, snow or fog has a modifier of -1. The min hex movement is 1/2 hex per shift. 2. Determine the terrain and the proximity to a road and settlement - characters cannot get lost while on a road or within 5 miles of a known settlement. 3. Determine travel speed in hexes (each hex is approximately 6-8 miles) 4. Determine if the characters get lost - If on a road or within 5 miles of a known settlement the party cannot get lost.
- Each 8 hour period of active travel the characters must check 3/IQ on the average IQ of the leader and the smartest party member.
- Navigation or Tracker skill works here as a bonus. Skill bonuses are cumulative for the party.
- If the weather is bad then the characters have a negative modifier to their IQ.
- If in a forest or desert apply -1 to IQ. If in a swamp or mountains apply -2 to IQ.
- If they have a map they may apply +2 to their IQ.
- If lost the party goes one random hex astray and must roll 3/IQ as above to regain their bearings.
5. Roll on the custom encounter charts once per shift or once per hex to determine if there is an encounter while traveling. Otherwise roll for a random wandering encounter on 6 on a D6. 6. If no encounter roll for some dressing details or immersion tables.
There are two types of encounter or feature tables that will be used. The General Encounter Table (GET) and the Feature/Encounter Sub-tables (FET) indicated by the GET roll. They are area specific and have been customized by my impressions of the descriptions in the Redpoint Campaign Guide (RCG). See the attached images for examples. Table Procedure 1. Roll D100 once per travel hex on the General Encounter Tables. If doubles less or equal to the Mythic Chaos factor then treat it as a scene Interrupt (even) or Altered (odd) scene per the Mythic rules. 2. Roll on the Feature/Encounter sub-table indicated by the result. If near a road using the Humanoid FET add +10 t the roll. 3. If Random is indicated use Mythic or some other inspiration source to determine the nature of the random encounter/feature. 4. Roll once per night - Terrain Features or other static features that don't make sense are simply a non-encounter.
An optional rule I may use from time to time is to tally an encounter track for every shift that passes without an encounter adding the chaos factor x that tally to the General Encounter Table roll. When an an encounter occurs the count resets to 0. Example: The weather has been established as clear and sunny, so there is no impact to their travel. They are traveling at a normal pace being wary. The characters are following a road north of Steel Gap and so can travel up to 4 hexes per shift. So they would need to make up to 4 rolls on the GET. They are near Steel Gap and on the road. For the first hex on the Near Town GET the roll is a 91; 68-91 is a Humanoid encounter. So they move to the Humanoid FET sub-table adding +10, 42+10 = 52, they encounter 1D3, 2 miners traveling (odd=north, even=south, 3) north on the road. You can build the encounter from there by rolling a reaction roll or asking Mythic questions, hailing the miners and asking them questions, etc.
Camping Rules: 1. The party needs to set watch in order to not be surprised by a random encounter. 2. Roll D6. On a 6 a random encounter occurs. Roll on the GET for the current location. 3. Proceed to the indicated sub-table. If a feature occurs that doesn't make sense, then treat it as a non-encounter. Attachments:

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Post by aceofspades on Dec 30, 2021 11:41:20 GMT -5
Wilderness battlemaps are randomly generated using the following tables and process...see attachment 
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Post by aceofspades on Dec 30, 2021 16:50:07 GMT -5
Scene 16 - On the Road (Day 3, Early Afternoon) The party follows the Red Way scanning for signs of Orc raiders, caravans or Jakokan. Chaos = 4 - 1D10 - 10, The scene proceeds as written. Travel details: Clear weather, but cold and raw Travel is through 'plains' on the road Since they are on the road they cannot get lost. The travel pace is 3 hexes as they had a late start They are actively searching for clues
The day is cool and clear with a chill 15 mph wind, it feels like it's 30 degrees from the biting wind even though it's is about 50 degrees by late morning. It’s a typical chilly fall day in Steel Gap. The party tightens their cloaks as they follow the road scanning for signs. Once clear of the city the road is surrounded by scrubby grass broken up by low bushes and occasional rocky patches. The Red Way is well kept as it is an important trade route. They can see the mountains and hills that give Steel Gap it's name off in the distance to either side of the road. Travel Hex 1: General Travel Table D100 roll-16, nothing Travel Hex 2: roll-19, nothing Travel Hex 3: roll-3, nothing
The party continues north by northwest scanning for any signs or Jak or the raiders. Occasionally another trail intersects with or crosses the road. Some are foot paths and some are more well traveled than others. They encounter nothing and as it is late in the day they move off the side of the road to make camp for the night. They build a fire for warmth and to prepare supper. Karina is quiet and looks worried. Crispin speaks softly with her to reassure her. Elbek tells the party stories of his travels throughout the Stormspeak as a mercenary. He finds that Crispin is somewhat of a kindred spirit. They learn that Elbek's hat and the feather are symbols from the first band that he worked with up north in the River States, the River Hawks, guarding river barges up and down the Seddarin. The cap and feather were given him by the captain of his crew when he had acquired his first marauder kill. He seems to be trying to impress Karina a bit. They set watch with Crispin taking the first watch, Elbek the second and Trock the 3rd. They let Karina sleep. Wandering Encounter Roll: D6=6, there is an encounter. Who's watch is it on? D6 1-2=Crispin, 3-4=Elbek, 5-6=Trock, D6=1, Crispin. It is a humanoid encounter near a road, 48=Guild business, a lone Merchant's Guild Courier.
MFC-Does the courier even notice the party? 50/50-37, No. Is he traveling fast? Likely-49, Yes. Is he headed north or south? (1-3=North, 4-6=south-3, north)
Crispin's ears perk up as he hears a set of horses hooves galloping up the road from the direction of Steel Gap towards the camp. The rider doesn't so much as look at Crispin and his friends as he hurries on his way. The remainder of the night is peaceful. This ends the scene. Chaos factor drops to a 3 now as the party was in control.Attachments:
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Post by aceofspades on Jan 5, 2022 22:57:13 GMT -5
Scene 17 - Road Trip (Day 4, Morning) The party makes ready to continue north up the road. Over breakfast Crispin mentions the courier that he saw galloping northward on his watch. Chaos = 3 - 1D10 - 8, the scene continues as expected.
The day dawns quite a bit warmer and the biting wind has disappeared, but there is a morning fog gradually burning off with the warming air. The group breaks camp and stows their gear making ready to continue their mission. Travel Hex 1: no terrain change, General Travel Table D100 roll-39, nothing Travel Hex 2: no terrain change roll-17, nothing Travel Hex 3: terrain changes to Forest, roll-86, Humanoid road encounter (+10 for road)-19+10=29, Brigands (2D, 1-4 orcs, 5-6 others), 5=7 Orcs
MFC-Do the orc marauders see the party coming? Very Likely, 4-Exceptional Yes. In fact they are lying in wait to ambush the party.
I use my random battle map generator to create the arena. The characters enter on the east side at the top corner. The orcs enter from the west. (see attached maps)

The road continues through flat scrub in the valley between two mountain ranges, which is what defines Steel Gap. Elbek points out a dark gash in the land ahead which is a steep ravine that he calls Sedarin's Cleft. As the party approaches a stone bridge spanning the cleft which crosses the road Elbek catches some slight movement and an out of place scraping sound to the west of the road. He notices several orcs attempting to hide in the bushes and scrub, and behind a hillock. He readies his bow whistling a warning to the party and pointing. (LAW-Elbek using Alertness+1? 3/IQ, 11-success)
CT-Generate a battle map using the battle map procedure Enemy Stats · OB1 Orc Hunter ST 11, DX 12, IQ 8, Longbow 1D+2, Shortsword 2D-1, No Armor, MA 6, Will fire until warriors are slain or fail morale · OW1 Orc Warrior ST 11, DX 11(10), IQ 8, Shortsword 2D-1, Cloth+Small Shield (2/1), MA 5, Charges into Melee and rolls morale normally · OW2 Orc Warrior ST 11, DX 11(10), IQ 8, Shortsword 2D-1, Cloth+Small Shield (2/1), MA 5, Charges into Melee and rolls morale normally · OH1 Orc Hunter ST 11, DX 11(10), IQ 8, Axe 1D+3, Shortsword 2D-1, Cloth+Small Shield (2/1), MA 5, Charges into melee · OH2 Orc Hunter ST 11, DX 11(10), IQ 8, Axe 1D+3, Shortsword 2D-1, Cloth+Small Shield (2/1), MA 5, Charges into melee · OC1 Orc Crossbowman ST 10, DX 11(9), IQ 9, Crossbow 2D[R], Shortsword 2D-1, Leather (2/2), MA 4, Fire from rear, If hit while reloading, charges into melee · OL1 Orc Lieutenant ST 14, DX 11(9), IQ 9, Battle Axe 3D, (2) Daggers 1D, Leather (2/2), MA 4, If defeated roll morale, may throw daggers prior to melee
Surprise Round
Karina (LAW-barely makes her Stalker+1 roll with a 3/DX check 12/12) is able to quickly move up to and crouch behind the low mound just off the left side of the road near the bridge in (see battle map section 3) without the orcs seeming to notice. Initiative - Party 5, Orc 6, so the orcs would have initiative, but Trock is able to steal it back using Tactician+1 with an 3/IQ roll of 11/12. The max orc IQ is 9 for the Lieutenant, so they can't win the roll. The Party has initiative.
Round 1 - Crispin immediately readies his bow and sizing up the enemy, takes a shot at one of the orc hunters (LAW-shot at OH1, hits with an 11/12 for 5-2=3 damage to OH1 8/11). The orc roars in rage at the arrow which avoided his shield to plant itself in his right shoulder. - Trock sings deeply and softly in ancient dwarfish. When he is finished his skin changes hue and texture. (LAW-Leather Flesh, 3/IQ success) - Elbek glances briefly at Trock in surprise and fires an arrow at the same hunter Crispin had hit. (LAW-shot at OH1, hits with an 9/10 3-2=1 damage to OH1 7/11 ). The arrow strikes a glancing blow to the orc's arm. - Karina remains crouched low behind the high mound until the orcs get within her range of movement, holding her action. - The orc bowman and crossbowman were concealed behind cover (OB1, OC1), but now step from behind the high hill readying their weapons. The party is surprised to see the two bowmen. - The orc leader spurs his troop onward in the harsh orcish tongue and other orcs charge forward at the party (OW1,OW2,OH1,OH2). - The orc leader (OL1) remains back observing and directing the other orcs. (OPSE-Enemy Tactics, 5, Seek an advantage)
Round 2 - Crispin knocks his bow and fires another arrow at the injured orc hunter hitting him in the chest again right next to his first shaft. (LAW-shot at OH1, 7/12 hit, for 4 ST damage, OH1 ST 4/11). The orc is badly hurt (and LAW HR-rolls for morale, 2D 6/8) but he does not break. - Elbek jeers at the orc crossbowman firing hisbow, but the arrow goes wide. (LAW-roll 14/10, miss). Elbek curses in frustration. - Karina continues to hold her action, crouching behind the low mound as she sees the crossbowman come into view. - With a cry Trock charges toward the group of orcs throwing a hatchet at the lead warrior. (LAW-6/11 for a hit on OW2, 7-2=5 ST, OW2 ST 6/11) The hatchet buries itself in the orc's left breast and stops it in its tracks for a moment before it rips the axe out tossing it aside. - The orcish crossbowman takes a bead on (1D4: 1-Karina, 2-Elbek, 3-Trock, 4-Crispin, 4) Crispin over the scrub bushes. (LAW-11/9, miss) The powerful bolt goes wide missing and the orc curses in a guttural voice starting to reload. - The orc bowman (OB1) takes aim and lets loose on Trock hitting him in the chest <thunk!> (LAW-11/12, hit 4 damage after armor, TR ST 8/12) - The orc warrior wounded by Trock's hatchet (OW2) charges forward short sword in hand, but is slowed by the scrub bushes in front of where Trock is standing. The other warrior also moves closer drawing his blade (OW1). The two hunters (OH1,2) also advance toward the party. (Morale-OH1 at <33% ST makes his morale roll) - The large orc leader (OL1) remains in the rear directing his troop and observing. (OPSE-Does OL change tactics? 2, No) - Karina sees her chance. She runs at the orc crossbowman, unsheathing her katana and wakizashi in one smooth motion. Round 3 - Crispin again calmly knocks an arrow and fires at the closest unwounded orc (OW1), but his arrow instead buries itself in the ground at the orc's feet. (LAW-13/12, miss) - Elbek lobs obscenities at the orc as he fires an arrow at the same warrior at which Crispin was aiming. (LAW-fire on OW1 7/10, hit, for 2 ST damage after armor, OW1 ST 9/11). The arrow carom's off of the orc's shield into its neck for a glancing wound. - Trock throws his last hatchet at the orc he had hit previously (OW2). (LAW-11/11, hit, for 0 damage after armor, OW2 ST 6/11). The orc is able to deflect the axe with his shield. He yells something unintelligible towards Trock as he tries to work his way through the brush to get to him. - Karina charges at the orc crossbowman while he is reloading his crossbow and uses both blades in her attack. (LAW-katana roll 14/13, miss; wakizashi 6/9, hit for 2 ST, OC1 9/11 ST). He just manages to see her initial strike from the katana and avoid it, but isn't quick enough to avoid a slash from the following blade taking a slash across his forearm. Most of the damage is absorbed by his leather greaves, but she sees some blood through the slash mark and smiles. - The crossbowman (OC1) drops the crossbow to the ground and starts unsheathing his short sword. Karina smiles wickedly at that, anxious to show this orc how to work with sharp steel. - The orc warriors (OW1,2) work their way through the scrub bushes towards Trock, Elbek and Crispin. - The hunters (OH1,2) rush toward Crispin. (MFC-Do they realize that they are about to walk through a copse of thorns? On a failed 3/IQ I will say Unlikely, otherwise I will use 50/50 odds, 3/IQ 10 & 9, so both fail, Unlikely, 96-Exceptional No!, they will continue through the thorns taking double damage for the first round and will move at 1 hex per round while in the thorns, D3 damage roll 3x2=6-2 for armor, 4 ST each, OH1 0/11 ST & OH2 7/11 ST). The foolish orcs run headlong into the 4" thorns shielding Crispin's position yelling in surprised pain and rage. The first hunter (OH1) is already heavily wounded and as the wicked thorns open him up he falls unconscious, hung up in the briars as if stuck on barbed wire. - The orc bowman takes a bead on Elbek this time trying to bring down the archer. (LAW-roll to miss Trock 6/12, success; roll to hit Elbek, 12/12, hit for 6 ST, EL ST 5/11). He hits Elbek hard with an arrow to the thigh heavily wounding the guardsman. Elbek drops to one knee grunting in pain. - The orc leader moves closer still observing (OL1). He directs the bowmen to take out Crispin and Elbek. (OPSE-Does OL change tactics? 4, No) Round 4 - Both Elbek and Crispin take aim on the orc bowman. (LAW-Crispin roll to miss OW2 9/12, success; to hit OB1 9/12, hit, for 9 damage! With no armor, OB1 2/11 ST). He hits him in the throat and the orc gasps grasping at the blood gushing from his neck. Elbek's shaft goes wide (LAW-Elbek, 11/10, miss). "Bloody fargin' fletching!" he exclaims, spitting to the side. - Trock arms himself with his magical axe and readies for melee. - Karina whirls for another double strike on the orc crossbowman. (LAW-katana roll 8/13, hit for 7 damage; wakizashi 11/9, miss, OC1 2/11 ST). She makes a wicked slash to the orc's stomach with her katana and the orc looks up in surprise, barely able to deflect her wakizashi blow. He drops his sword and holding his stomach, turns to flee. (Morale at <33% of starting ST 9/8, fail) - The bowman (OB1) takes aim at Crispin. (Morale at <33% starting ST, 8/8 barely; LAW-I rule he is at -2 DX after the brutal arrow delivered by Crispin, 9/10, hit for 1 damage, CR 6/11). The arrow ricochets from Crispin's armored chest giving him a glancing blow in the neck. 'Tis but a scratch! - The remaining orc hunter (OH2) comes within melee range and swings his axe at Crispin. (First he takes thorn damage, but his armor stops it; LAW-9/10, hit, but Crispin will Evade 6/11). As the orc is coming out of the thorns Crispin sidesteps the axe strike as it whistles past his head. - The two orc swordsman (OW1,2) attack Trock. (LAW-OW1 10/10, hit for 6 damage, TR 2/12; OW2 14/10, miss, whew!). Trock takes a vicious axe to the side ribs and falters briefly looking shaky, but he is able to avoid the second axe coming from the other orc. - The orc leader (OL) now charges forward seeing sudden weakness in his enemies. As he charges he urges the orcs on telling them to "Kill these fools! They have nothing for us!" in the guttural orcish tongue (OPSE-Does OL change tactics? 5, Yes, 3- Act according to role)Round 5 - Karina sees Crispin and Trock are in trouble as does Elbek. She runs toward the pair of orcs in front of Trock yelling "Here, to me! You craven dogs! Can you not fight a woman!? Have you no skill at arms, no strength?" She is not within melee range so can only taunt the orcs on Trock. (LAW-orcs roll IQ to remain undistracted OW1 8/8, success; OW2 7/8, success; OPSE does OW1 change tactics? Yes, Aid an ally or heal, so no he continues helping OW2 attacking Trock). - Muttering curses, "I piss on you, you son of a raging pig!", Elbek fires at the second orc warrior (OW2). (LAW-15/10, miss, Trock spends a Karma point for Elbek to reroll, 8/10, hit for 7 damage, killing OW2). His shaft takes the orc in the left eye putting him down for good. - Trock holds his action waiting for the orc's move (OW1). - As the orc warrior falls to Elbek's arrow the orcs pause and look to each other, the bowman turns and flees as does the second orc hunter (OH2) near Crispin. The warrior on Trock (OW1) does not flee, nor does the leader (OL1). He instead screams obscenities at the two who are fleeing promising them a slow, tortured death if he ever sees them again! (Morale for the orcs-the orc band is less 50% off starting ST and so each remaining orc must check morale, OB1 9/8, fail; OW1 8/8, success; OH2, 9/8, fail; OL1 5/8, success) - In a blind rage the orc leader flings a dagger at the fleeing orc hunter (OH2). (LAW-OL1 8/9, hit for 0 damage as the dagger bounces off the back plate of the hunter's armor, OH2 7/11) - Crispin crouches to pick up his bow and knocks an arrow. - The remaining warrior (OW1) in front of Trock swings his sword. (LAW-13/10, miss, TR 2/12) The sword misses as Trock painfully ducks under the swing groaning at the effort. - Trock takes the opportunity to disengage and back off calling on the Gaian amulet's healing powers. (LAW-Trock heals 3 ST, TR 5/12)Round 6 - Quick summary: OC1 and OB1 have both fled the field and OH2 is in the process of fleeing. OH1 and OW2 are dead. He leader, OL1, and remaining warrior, OW1 are still on the attack. OL1 (14/14 ST) is unwounded and OW1 is lightly wounded (9/11 ST). Trock is badly wounded (5/12 ST), Elbek is also wounded (5/11 ST), Crispin is hurt (6/11 ST) and Karina is unwounded (9/9 ST). It is still a fairly even fight, but the party has the numbers. (Morale for the orcs, OW1 6/8 pass, OL1 2/8 he will not flee for the remainder of the encounter)

- Crispin fires at the large orc leader. (LAW-8/12, hit for 4 damage, OL1 10/14). The orc leader takes an arrow in the chest and screams in defiance as he breaks the shaft and continues toward Crispin who he sees as the leader of the party. - Elbek aims at the orc leader as well, but misses. (LAW-12/10, miss). The arrow whistles past the leaders head. - Trock begins a low song in an ancient dwarfish and the rust colored gem on his left bracer begins to glow. (LAW-cast Heal Wounds 14/11, failed spell). Muttering Trock curses, "Damn! Useless! I canna seem to master tha' one." - Karina rushes to attack the remaining orc warrior with her blades. (LAW-Katana 13/13, hit for 4 damage; wakizashi 13/9, miss, OW1 5/11 ST). She leaps over the dead orc body (OW2) landing in a crouch and bringing up her katana for a slash to the orc's chest (OW1). He grunts in surprise at the woman who's taunts he had ignored. - Having seen the effect of the briars on one of his warriors the orc leader moves to go around them to get at Crispin. This also brings him close to the fleeing orc (OH2). He tries to cut the cowardly hunter with his dagger as he runs past, but doesn't connect. (LAW-11/9, miss). - The orc warrior (OW1) engaged with Karina attempts to cut her with his short sword, but she is too fast. (LAW-14/10, miss). He curses in the guttural orcish tongue. - The terrified orc hunter (OH2) continues to flee, now afraid of the party and his own band. Round 7 - (Morale for the orcs, OW1 3/8 pass, OL1 will fight to the death) - Crispin backs away from the huge orc leader, holding the Gaian amulet in his left hand, concentrating as Mery showed him. He feels warmth and strength flood into his body as his wounds begin to close. He drops his long bow and draws his sword. (LAW-Crispin heals 3 ST, CR 9/11). - Elbek fires another arrow at the orc leader. (LAW-9/10, hit for 6 damage, OL1 4/14). The orc falters for a moment at the impact as the shaft buries itself deeply in his chest through his armor. - Karina strikes again at the orc warrior. (LAW-5/13, hit for 6 damage, OW1 is dead). Her katana whirls about and the horizontal stroke disembowels the hapless orc. The wakizashi comes up ready for a strike, but she sees that it is unnecessary as the orc sags face down to the ground onto the pile of his own guts. She stands there panting the bloodlust still in her eyes. - Crispin yells out, "We need him alive!", indicating the orc leader. Then he turns to the orc leader saying, "It is hopeless for you. Drop your weapons and we will let you live, don't and…", he shrugs. (MFC-Is the orc in a negotiating mood to even try a Charisma roll? Unlikely-35, No). The orc makes as if to move toward Crispin. - Trock strides forward while the orc is distracted and strikes him in the head with the haft of his axe knocking the orc senseless. (LAW-12/12, hit for 4 FAT - he rolled a 6! 6-2=4, OL1 is unconscious)The party stops and rests in relief. Elbek and Karina tie up and gag the orc leader. Karina searches him and strips him of weapons and armor. The party looks for unbroken arrows and Trock's hatchets. Karina takes the orc leader's second dagger. It could be useful for throwing. The other is lost in the briars. (MFC-Does Karina find anything related to their hunt? Likely-45, Yes. Is it related to the orc raiders? Likely-54, Yes. What is it? Descriptor/Action 94/63 Guide/Power. Uncanny. Is it a map detailing where the main orc raiders shift their encampments? Very Likely-46, Yes) She and Elbek puzzle over the rough map. Elbek thinks it is a map of the area between Rupp and Steel Gap as he recognizes the shapes of the Sedarin and the Red Way as well in relation to Steel Gap. There are symbols for the moon at (D6) four different locations where there is a star marked on the map. There are some notes in orcish. They show it to Crispin and Trock. (LAW-Scholar+1 Does Trock recognize what the map shows? Roll 3/IQ 9/12, Yes. He doesn't read orcish though so he doesn't know what the words say)Trock studies the map and says, "Hmm. This looks like phases of the moon above each of these marked locations. It does look like the Red Way and the surrounding lands between Steel Gap and the river lands. What could this mean?" As Karina and Elbek deal with the orc leader Trock attempts the Heal Wounds spell again on himself now that he isn't under any pressure. He With a deep, earthen voice he sings softly in another language. (LAW-he expends 4 more FAT from his powerstone for 2 ST of healing bring him up to 7 ST and fully expending the powerstone, MFC-Does Elbek notice? 50/50-13, Yes)Elbek looks suspiciously at Trock and shakes his head muttering curses under his breath. Trock looks at him and says, "What is it Elbek?". Elbek replies sourly, "I never thought no dwarf would be a thrice damned wizard!" Trock chuckles, "I would hardly call myself a wizard, lad! I know only a little defensive magic and I'm not very good at it. I picked it up off of an old wanderer who traveled with me on one of my ventures." "Nothing good ever comes from using fargin' magic!" says Elbek uncertainly. "There's nothing evil about it that I've ever felt. I can sometimes heal wounds and make my skin as hard as boiled leather for a short time. I've found 'em to be handy tricks. Have ye ne'er used a magical healing potion or salve, maybe gone to the temple? From the look o' ya' you could use something right now." Trock responds. Elbek pauses for a moment, "Aye, I suppose I have used a potion after a fight. Guess I never thought healing potions ta be god damn magic. Brother Gauwill and his bunch do provide for the guard, so I s'pose it's a'right. Just don't be casting no flaming spells my way unless it's life or death!" "Fair enough, laddie!" says Trock. He offers one of the Gaian Healing potions to Elbek saying, "Here's something that Brother Gauwill gave to us if ye want it. It'll help ye out a bit, I wager." (MFC-Does Elbek take it? Very Likely, 4-Exceptional Yes). He takes it and drinks it without question. (LAW-Gaian Healing Potion 1D6, heals 2 ST)All told (using charts for treasure on dead orcs from a random table, I forgot which one) on the defeated orcs they find 19 copper, 26 silver, 10 gold, an ancient vellum manuscript that Trock thinks may be a spell book or set of scrolls, some snake venom in a jar (TFT/ITL-Treat as Weapon Poison), a collection of odd rocks, and a leather satchel containing medicines, bandages and (6) doses of healing potion (MFC-Are they Gaian Healing potions? 50/50, 100, definitely not, they are orcish and harsh for anyone other than orcs, LAW-heal 3 ST on a successful 3/ST roll, otherwise become sick for 1-6 rounds if in combat, attack/defend at 4/DX)They begin to make camp for the night while Crispin and Elbek try to find more of the arrows that were shot, they were lucky all of the arrows were able to be reused. (MFC-Can they find any, 50/50-12, Yes. They fired 10, so 1D10, all 10). Karina and Crispin take watch. The night passes uneventfully. Camp: Wandering Encounter Roll: D6=2, no encounter. Everyone gets some rest and each heal 1 ST. Chaos goes back up to a 4 as the characters were ambushed and not in control. Award 1 XP to each character and 1 Karma point to Trock for capturing the orc lieutenant.
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Post by aceofspades on Feb 3, 2022 8:23:29 GMT -5
Scene 18 - Bad News (Day 5, Morning) The team wakes preparing to question the orc prisoner as to the whereabouts of the main force and if he knows anything about Jakokan.
Chaos = 4 - 1D10 - 4, an Interrupt scene is generated. Focus, 51 - Move away from a thread-1. "The mine of Trevor's Lie was closed 200 years ago when they tunneled down into a region of deep madness, and ghosts and demons slew all of the miners." Action/Subject 92/39 Vengeance/News
Before the they can start questioning their prisoner the sound of galloping hoof beats on the road puts the party on edge and they ready their weapons. The approaching horses slow to a walk as they get near the bridge and see some of the previous day's carnage. Surprised, Trock recognizes the two riders who are actually on ponies rather than horses. It is the two Banker's Guild agents, the dwarf and the goblin, who brought him to meet Eilwen Vaughan and Adam Chambers. He hails them.
The goblin catches his breath and says, "Ah, Master Hardfall we had hoped we would find you. We came looking for you at the Foolish Harlequin at the behest of Miss Vaughan two days past. We found it in disrepair and Miss Mountainblood told us what had transpired. When we told her what had happened to Master Chamber's, she pointed us on the road north. (MFC-What happened? Is he dead? 50/50-58, No. Something bad happened, so let's say there was a fire that destroyed all his files and his historical collection). They tell the party that Adam and Eilwen were injured in a fire that was deliberately set. They believe it was either the Silent Guardians or someone in debt to Adam. (MFC-If it wasn't the SG's then it would be the former owner-Was it the Silent Guardians? 50/50-54, No, so it was the former owner of the Lucky Bow trying to destroy evidence)
"Miss Vaughan wanted to warn you. We were to let you and Master Greyhaze know that she and Master Chambers would not be able to aid you in your quest due to the total loss of all of Master Chambers' maps and records. She said that he regretted that he wasn'a able to meet with you again over dinner as he had hoped and fears that you and your party may be in great danger." Says the dwarf gravely. "She gave me this message for you."
The message is sealed. Trock breaks the wax seal and reads,
"Dear Trock, I hope that this letter finds you and your companions in good health. I fear that you may be in terrible danger. Alas, my Adam is currently in the infirmary in West Town in grave condition. It seems that someone has a vendetta against us. A fire was set at the Banker's Manse under our very noses. I was lucky to escape with only minor injuries thanks to Adam and his brave agents. He is suffering from the smoke, several broken ribs and has been badly burned. Healers are treating him, but he really needs Brother Gauwill's assistance. However, he is not currently in the city. Please say a prayer to the Forger for Adam's sake. The records of my former employer along with the entire contents of the library have been destroyed in the fire, including those pertaining to Trevor's Lie, all the maps and the miner's journal. It appears that the fire was started in the library. Adam believed he had found a way to locate the entrance to the mine in his records and the key was in the miner's notes. However, after studying the maps and the miner's notebook, compared to what you told us about Andihjar's research, Adam has come to the conclusion that Trevor's Lie is not what was depicted in Andihjar's research. He believes that there is either another mine or ruin to which the Eye was taken. Our home was attacked nearly at the same time as the Foolish Harlequin and the records were targeted. I am not convinced that this is a coincidence. It is obvious that someone is following you, Trock, and they do not mean you well. I fear that Adam and I can no longer be of help in your quest. Please, dear Trock, you and your friends need to be careful. Take care of yourself. Love, Eilwen"
"Thank you, uh…", Trock doesn't know his name… "I am Dolurr Brasscutter," interrupts the dwarf with a slight bow, "and this fine imp be me partner Jurd Stuz", nodding at the goblin who bows low with a slight smile on his face. "… Dolurr. Is there anything to be done for Master Chambers?" asks Trock, concerned. "Alas, it does not appear so, unless ye know where we can find brother Gauwill or have skills in the healin' arts", replies Dolurr. "You might try to find the Ursan healer, Bagglemelt. He has considerable skill if you can tear him away from his mead. He frequents the Foolish Harlequin," offers Crispin. "Thank you. We can try to find him when we return." He pauses, pursing his lips. "It seems you and your friends have come across some trouble on the road." says Dolurr nodding at the dead orcs and the prisoner in disgust. "Aye, these bassards tried to ambush us. Elbek here was able to sniff the fools out before they could hide. We were able to make short work o' some o' them and we caught this big feller here." replies Trock. "Any o' you able to read or speak orcish?" (MFC-Are they? I'll say 50/50, 44-Yes. Even=Dolurr, odd=Jurd, 3. The goblin, Jurd, speaks and reads orc) "Yes. I can read and speak their foul tongue," says Jurd, spitting.
UNE for Jurd Stuz - The NPC is a(n) careful drifter that is comparable in strength to the PC's and is motivated to spoil strength, conceive criminals, obtain atrocities.
Oh is he ever ready to question this orc! When Jurd was much younger he was a slave to a different orc master. A criminal who would take advantage of him and beat him. He holds a grudge against anyone who uses his strength to overpower others helpless to defend themselves, especially orcs. He is ready to torture this orc.
"Will ye help us question the prisoner?", says Trock. "Yes. Let's see what this scum has to say…", replies Jurd with an evil look in his eyes.
This ends the scene. Technically nothing has happened to the characters affecting this quest and they seem to have received some useful, if disturbing, information. But they have also gained help. I will leave the Chaos Factor at 4.
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Post by araman on Feb 4, 2022 0:13:47 GMT -5
Ve have vays of making you talk.
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Post by aceofspades on Feb 16, 2022 22:22:30 GMT -5
I'm stealing that! I should've thought of it myself. Scene 19 - Ve Have Vays… (Day 5, Late Morning) The characters along with the Banker's guildsman, Jurd Stuz and Dolurr Brasscutter, question the orc prisoner to try to find any information about Jakokan. Chaos = 4 - 1D10 - 3, an Altered scene is generated. MFC-Does the orc wake up? 50/50, 24-yes. So the orc does wake up. We know he can talk because he bellowed at his men. Does he recognize Jurd Stuz? 50/50, 82-No. Was his crew part of the larger force of orc raiders? 50/50, 10-Yes. Does Jurd recognize him? 50/50, 05-Exceptional Yes! An orc that abused him relentlessly as a child. Are the orc raiders being run by Jurd's old master? Somewhat Likely, 50-Yes. When Jurd gets a closer look at the orc he recognizes him as being part of his old master's crew. An old enemy that abused him as a child.
The party watches as Jurd approaches the orc. They see Jurd hesitate for a moment as his expression turns from a look of disgusted contempt to one of surprised recognition, and then to blind, red rage! He instantly draws his dagger and raises his arm to strike. The helpless orc tries to fend off the attack with his bound hands… (MFC-Is anyone close enough to stop Jurd from harming the orc? Likely-83, No. Jurd takes everyone by surprise and it all happens too fast. Jurd is ST 7, DX 13, IQ 10, Dagger+1, Thief+1, Jeweler+1, Literacy+1 in orcish, Innate Resist Magic+1, Intuitive Detect Magic on 4/IQ, from Redpoint Unarmed Combat+1). I will rule that Jurd will hit the orc unless he rolls a 3 or 4 on 3D6, 12, so he does hit the orc for 6+1 = 7 ST) but Jurd avoids the block plunging his dagger into the orc's chest killing him. Jurd jumps on the orc and stabs him multiple times before Crispin and Elbek are able to pull him away. UNE-Conversation Mood Tool, initial disposition is Friendly to PC's. The NPC is acting cautious. They are insane toward the PC's. They speak of turmoil (to/for/of/on/from/regarding) last scene.
Bloody, Jurd struggles against the hold that the two men have on him and screams out in a rage, "You would have kept that foul pig alive?! He deserves no more than death, argghhh!". He can barely control himself spitting in raw anger with a wild look in his eyes. Dolurr comes forward after checking the orc and tries to calm Jurd as Karina and Trock look on in shock. "It's done. He's dead laddie, dead. He canna' hurt you no more." says Dolurr extending a hand palm up, "We're among friends now and yur safe. Give me the knife, lad." Dolurr's soothing words have a calming effect on Jurd and he drops the dagger and stops struggling. The wild look leaves his eyes. He begins to sob holding his head in his hands. "Was tha' one of 'em?" he gently asks Jurd staring intently at his friend. Jurd nods slowly and his shoulders shake. Dolurr turns to the party and says, "Ya see, Jurd has a history with tha' dead feller o'er there. Tha' scum was part 'o a band that butchered his family. They enslaved, beat, tortured and abused him. He spent his childhood in hell and tha' bassard was one of those responsible." The party looks at Jurd in stunned silence and sympathy. Karina puts a hand on his shoulder and offers him some water from her water skin. They all sit around the fire in silence for a time trying to figure out what to do next. Eventually Jurd looks up sighing heavily and says, "I am sorry that my actions have lost you valuable information this... thing may have been able to provide. I am not sorry for ending him, but I do wish there were some way of getting the information you seek." Trock looks up remembering the map with the orcish writing and symbols of the moon. He asks Jurd to take a look and the map and see if he can make anything of it. After looking it over he says, "This is a map of rendezvous locations timed to the phase of the moon. I would wager that the band of marauders will be encamped at these locations under these moons. This is a way of allowing individual raiding parties to meet up with the main body." Trock nods, "Hmm. I thought it might have been something like that." He looks at Karina and says, "Lass, I'm not sure we can take on a whole army of these bassards. I wonder if we should fetch Alworth and the rest of the Steel Gap guard." (MFC-Does Karina agree? 50/50, 59-No. Are they close to an upcoming rendezvous? 50/50-06, Exceptional Yes)Karina replies, "See? If this map is right the next rendezvous is only about a league or so from here and it's tonight. Don't you think we owe it to Uncle Jak to at least scout out the camp? Let's at least see if he's even there! We've come all this way..." She looks imploringly at Crispin and Elbek. (MFC-Do they agree with her? Very Likely, 72-Yes)
They both nod their agreement and Crispin says to Trock, "We may as well scout them out and see if Jak is among them. We are here after all." Grudgingly Trock nods. They spend the rest of the day gathering firewood, cleaning weapons and discussing plans. (MFC-Do Dolurr and Jurd remain with them? Unlikely, 36-No)Dolurr and Jurd gather their gear, mount up and take their leave heading south along the road. Neither of them think that it is a good idea for Jurd to be near the orc band. A scouting mission would be doomed with Jurd involved. This ends the scene. The Chaos Factor will definitely go up from 4 to 5.
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Post by araman on Feb 17, 2022 16:45:02 GMT -5
Can’t wait for the next episode! This becoming addictive, in a good way.
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Post by aceofspades on Feb 25, 2022 21:53:02 GMT -5
Here's a summary of the Mythic lists I have been keeping... PC's: Crispin, Trock, Karina and Elbek Plot Threads:  NPC List:   If the images aren't showing you can click on them you'll see the lists.
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Post by aceofspades on Feb 27, 2022 22:17:08 GMT -5
Scene 20 - No Scout about It! (Day 5, Evening) The party decides to wait until nightfall to scout the orc camp for Jak, so they spend the day resting, tending to their wounds and preparing plans. The day is a bit rainy and unseasonably warm. Chaos = 5 - 1D10 - 6, the scene proceeds as expected.
Trock and Elbek decide to try to see if they can stomach the orcish healing brews. (LAW-Elbek 3/ST, 11/11, success and he heals 3 ST up to full 11/11 ST; LAW-Trock 3/ST, 12/12, success and heals 3 ST, 11/12). Both men are able to keep the vile concoctions down. Elbek curses regarding how the orc swill tastes like piss water. Soon the mood of the two men improves and they begin chuckling and swapping stories about the worst things they had ever imbibed. The plan is for the group to approach the area to the (Random Roll on a D8, 6, southwest) southwest where the party would search for or create some cover and Crispin would sneak ahead to scout out the camp. They head southwest and find cover in the hills surrounding a rough, rocky, flat area on three sides. "This looks like the spot." whispers Crispin and the party begins quietly constructing blinds from some of the bushes and branches to create a place to hide. They think they should be able to observe the camp below and remain hidden if they stay far enough away and in camouflage. As night falls the party hears deep toned, guttural, orcish speech, laughter, the clink of weapons and armor and the sounds of a camp being built. The ruddy glow of campfires flickers shadows from the surrounding hills. (MFC-Do any orcs notice the party's hiding place? Unlikely, 65-No) None of the orcs notice the party as they build their camp and various raiding bands trickle in from the surrounding area and they haven't yet set up their picket lines. The rain has stopped, but the moisture on the ground causes a low fog as the air cools and there is no wind. The moon is out, but not at its brightest as it is just past full and waning, so there is a dim silvery glow to the fog. (RG-What is the phase of the moon? Waning Gibbous) Visibility isn't all that great at a distance, due to the slowly drifting fog, so Crispin will have to get closer to see if he can find any evidence of Jakokan's presence. Luckily that same fog should help hide his movements. (HR-I will give him a +1 bonus on stealth rolls) Crispin creeps quietly and carefully towards the orc camp. (LAW-Stealth+1 and +1 for the fog, 16/13, Fail, Uh oh!) He didn't notice that there was actually an orc sentry hiding in the rocks not far from their hiding place and along his path. As he approaches the sentry he slips on some gravel sending scree sliding down the hill alerting the orc to his presence. (MFC-Are they close enough to the main camp where others would clearly notice a scuffle? Somewhat Likely, 38-Yes; Does the orc surprise Crispin? 50/50, 96-Exceptional No! In fact the orc is startled to see Crispin and he gets a surprise round; Is this orc at full ST ? 50/50, 88-No, he isn't at full ST as his crew just completed a raid and he was wounded - let's say he is down a D6 ST, 4 ST down from 12, so he has 8 ST left).
Crispin slides down the scree right into the startled orc's position. The orc's face is bruised and his leg is bandaged. He is armed with a bow and a mace. Character Stats OS1 Orc sentry, ST 12, DX 11(10), IQ 10, Bow 1D, Mace 1D+2, Cloth 1/1, MV 5, wounded at 8 ST Surprise Round
In one smooth motion Crispin draws his sword and strikes before the orc can get the warning out. (LAW-sword strike 10/12, hit for 8 ST after armor) He slashes the orc's throat with a practiced flick of his wrist and the unfortunate sentry slumps to the ground before he even realizes what is happening.
Crispin breathes a sigh of relief and looks around to see if anyone has noticed. (MFC-Did anyone notice? 50/50, 95-Exceptional No!) No one in the orc camp notices anything. In fact there seems to be an argument occurring and two orcs are squaring off to fight one another distracting the entire camp. Crispin creeps closer staying low to the ground outside the circles of firelight using the rocky terrain, fog and scrub for cover. (MFC-Does he see any sign of Jakokan? 50/50, 25-Yes. Is he in distress? Somewhat Likely, 97-Exceptional No! What is the nature of his situation Action/Subject 72/48 Arrive Success. I just can't make this up!) He sees Jakokan sitting in a chair in front of a large tent with a huge orc observing the fight. (Maze Rats-use to create description prompts, Appearance 4/4 Ripped, Physical Detail 5/5 Piercings, Clothing 1/2 Battle Torn, Personality 2/1 Cunning, Mannerism 4/3 Overly Casual) The orc he is sitting with appears to be the leader since he is huge and muscular with many piercings in his ears, nose and lips. He wears torn, blood-stained clothing hanging open loosely at the chest. He looks rather unconcerned as he lounges with one leg over the arm of an elaborate camp chair adorned in gold leaf likely stolen from a caravan. Jak seems to be more of a guest than a prisoner as the two drink from jewel encrusted goblets watching the fight and occasionally speaking to each other. Perhaps his negotiations were successful. He certainly appears to be in no distress, quite the opposite. After observing for a while Crispin notes that the orcs have gathered their loot in one area of the encampment and the occasional brawl breaks out over pieces of the take. The orc chieftain and his lieutenants pass judgement on which crew gets what if it can't be decided by fighting. After a while Crispin slowly, quietly picks his way back up the hill to his waiting friends. He relays what he saw to them. Karina looks surprised and suspicious. (MFC-Did he observe or hear anything useful? 50/50, 57-No. He didn't hear or learn anything further)"He's not in trouble? Really?", she asks incredulously. "Not that I could see, Karina, really. He looked fairly comfortable with his situation and somewhat amicable with his, uh, host. A big son of a bitch." replies Crispin shrugging. Crispin describes the orc chieftain. (MFC-Does anyone seem like they recognize him? 50/50, 61-No) She sighs saying, "I have completely underestimated him. Uncle Jak certainly has a way about him. I just never thought he could convince these brigands to even speak with him. At best I thought he would be a prisoner, at worst … well, you know." And she gulps. "Now, lass, here's the real question. How in the name of the Forger do we get him to safety when we tell the good Captain about what we've discovered and share this map w' him?" asks Trock. Elbek and Crispin nod and Karina looks concerned. The friends leave the area of the orc conclave and return back to their original camp near the road and Sedarin's Cleft. This ends the scene. The chaos factor drops to 4 as the characters were in control.
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Post by araman on Mar 1, 2022 17:36:17 GMT -5
Yet another awesome installment.
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Post by aceofspades on Mar 17, 2022 20:44:10 GMT -5
Scene 21 - Go Get Help Elbek! (Day 6, Morning) Back at camp the party discusses their options. They have no idea how long the conclave will last before it splits up. The party decides to send Elbek back to Steel Gap with the horse to alert the guard as they attempt to shadow the orc troop. He will bring a copy of the orc map to Captain Alworth so the guard can muster a force together to challenge the orcs at the next meeting.
Chaos = 4 - 1D10 - 4, an Interrupt scene is generated. Event Focus, 96 - NPC positive. Which NPC? D3*10+D10, 35 City Watch, Meaning/Action, 86/74 Passion/Liberty. A patrol from the watch is actually already nearby.
Crispin forages for food. (LAW-Survival+1, 3/IQ 7/10, success!). He is able to snare a brace rabbits, find some herbs and some wild potatoes. The party won't have to use any rations this evening. The party eats supper and sets watch for the night.
Using a dagger Trock makes a copy of the map by scratching it onto some hide salvaged from one of the dead orc's clothing. They give the original to Elbek since they will be trying to shadow the orcs accompanying Jakokan. The night passes uneventfully.
Camp: GET roll, 32-Nothing; Wandering Encounter Roll: D6=5, no encounter. Everyone gets some rest and each heal 1 ST. The party doesn't need to use any rations this night due to Crispin's foraging. MFC-this is a little after the fact, but was the party able salvage any useable provisions from the dead orcs? Somewhat Likely, yes. How many? D4, 3 days' worth of rations.
Trock and Elbek clasp hands and Elbek says, "May your Forger keep you safe you crazy, frickin' dwarfish wizard!" And he spits to the side, turning his head back towards Trock with a freckle-faced grin. "We'll see ye again soon, laddie. Watch your back!" says Trock chuckling. Crispin smiles and says, "Remember, Elbek, have the watch meet us at the next rendezvous point." Elbek nods and shakes Crispin's hand as well. He gives Karina's shoulder a gentle squeeze, she smiles in return.
Before Elbek can even mount up they hear the pounding of hoofs from the south coming up the road and over the hill. They see Captain Alworth riding at the trot leading a small column of well-armed Steel Gap Guardsman. (MFC-Is Captain Alworth with them? 50/50, 17-Yes! How many? Let's say 2D6, 7 men). Alworth is armed with a bastard sword, a longbow and chain mail with a large shield. (A what? I RG bastard sword, longbow and chainmail with a helm, MFC-Does he have a shield? Unlikely, 13 - yes he has a … RG large shield as well, RG-Where is he originally from, Steel Gap? Sure thing, 96 - No he's not from Steel Gap, he's from the Tigran Lands! Wow that's a surprise!). The sword and the shield are on his back and his face is painted in stripes for war. He rides at the fore of a band of 7 other fighters.
Captain Avery Alworth ST 13, DX 12, IQ 11 Bastard Sword 2D+2 (2H) or 2D+1 (1H), Longbow D+2, Chainmail & Large Shield 5/4 (3/3) Sword+2, Bow+1, Stalker+1, Diplomacy+1, Leadership+2, Dwarvish+1, Tigran+1
The men from Steel Gap rein in next to the mounted Elbek near the companions.
Captain Alworth says "Ho! And well met Elbek!" Holding up his fist in the signal for the men to stop. His horse stomps, snorts and is breathing heavily with the guardsmen's other mounts. He grasps Elbek's forearm in a warm clasp and smiles.
UNE NPC Conversation Mood: Relationship/Demeanor - Friendly/Friendly, The NPC is acting sociable. They are friendly toward the PC's. They speak of support regarding the enemy. (this is random mind you, I swear)
Alworth says, "We were patrolling to the south and met with the Banker's Guildsman along the Red Way. They told us of your discovery of the orc bandits. This is excellent work, Elbek! Excellent work." As he dismounts handing the leads of the bridle to one of his men. Elbek replies, "Aye Cap'n, but it weren't me alone fer sure. This group 'ere ya sent me with was able ta overcome one o' the raidin' parties. Bastards tried to ambush us. The cursed scum are camped about a league or so ta the southeast of here. There are a lot o' those orcish sons of bitches in conclave sharin' loot from their stinkin' raids." He spits off to the side. Crispin speaks up saying, "Yes well met Captain, I have seen this conclave with my own eyes. They are (How many bands were there? D4+3, 6 bands of 1D6+6 orcs each, 49 total orcs, including the leader and his lieutenants) quite numerous. Perhaps two score including a very large orc who was obviously their chieftain. We have found this map which details the time and place of their gatherings." He shows Alworth the map. Trock speaks up saying, "An' we had to deal w' one o' their bands to get it. I suspect you'll need more than just this patrol here to make any headway against the main group and end this raider scourge." He gestures to the dead orcs stashed in a pile of briars and branches they used to cover the bodies. "And we have another problem..." Alworth looks up expectantly from the map raising an eyebrow, "Oh?" "My Uncle Jak is at that conclave. He had a fool idea of striking a deal with them to secure safe passage for goods to reach Blue Steel from the north," Karina blurts out concerned. "From the look of things it looks like he may have been successful. He isn't being treated like a prisoner from what I saw," says Crispin puzzled, "more like an honored guest." Alworth's brow furrows and he looks suspicious, "What could he be playing at…?" "He's not playing at anything! We need to get him out of there! Help us, please…" Karina implores. (MFC-Does Alworth think that Jak is in trouble? Very Likely, 57 - yes) "If what you say is true I don't have enough men to apprehend this group. It will take time to muster the proper force. Even then it will be difficult to ensure your uncle's safety," Alworth replies honestly. "Perhaps if there were enough of a distraction some of us could get to Jak and bring him out without the orcs even knowing," suggests Crispin. With that Karina looks up hopefully. Alworth nods thoughtfully...
This ends the scene. The chaos factor drops to a 3.
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Post by aceofspades on May 1, 2022 19:20:58 GMT -5
Scene 22 - Scheming? (Day 6, Afternoon/Evening)
The party and men of the Steel Gap guard wait until evening with the intention of causing a diversion while Crispin, Trock, Karina and Elbek sneak into the orc camp to rescue Jakokan.
Chaos = 3 - 1D10 - 3, an Altered scene is generated. MFC-Are the orcs on the move? 50/50-31, No. They are still camped in conclave. Is the party discovered by an orc patrol? 50/50-100, Exceptional No! They haven't even set any patrols. What are the orcs doing? Action/Subject 27/65, Praise Intrigues. The map and moon meeting strategy along with the splitting up into more individual raiding parties has proven out to be very successful. They are too busy admiring the success of their raiding strategy and have become over confident because they have not been discovered or even significantly challenged. MFC-Are the orcs "partied out" making it easier to sneak into the camp even without a diversion? Likely-26, Yes.
Instead of the party sneaking into the camp Alworth suggests that they scout it out first and sends out two scouts to keep a watch on the orc camp. This will give them more information and possibly get a positive location on Jak.
GET Roll for the day at camp 57, Wildlife; 22 Black/Brown Bear, ST 25, DX 11, IQ 6, Fur 2/0, 3D6 Claws and Bite; OPSE-Reaction roll 1D6, 4-Hostile, 1D6-Denies access.
(MFC-Was Crispin foraging in that area? 50/50-23, Yes) As the party is in camp awaiting the scouts return and planning for the evening's activities, Crispin is foraging to the north west with Elbek. As they follow a game trail toward a gap between some boulders and rocks (MFC-Are they surprised? Unlikely, 61-No) an adult brown bear charges them through the cut. It stops and rears up roaring and taking a threatening posture. (MFC-Does it attack? Unlikely, 28-No. Thank you chaos factor of 3!). The men make noise and slowly back away not letting their eyes leave the bear. (Does the bear pursue? Very Unlikely, 30-No) As they back away the bear drops back to all fours and warily returns from whence it came back through the rocks.
"Likely a just mama bear guardin' some of her young-uns." Says Elbek. "Right." Crispin nods and they agree to look for food somewhere else. (LAW-Do they find anything? Survival+1, 3/IQ 11/10, not this time)
They return to camp empty handed and wait for the scouts to return with the others.
When the scouts return after being relieved by two others they relay that the orcs seem to be completely at ease. They haven't set a guard and don't appear to be watchful. They are reveling, drinking and playing games. (MFC-Did any of them see Jakokan? 50/50-60, No) There was no sign of Jakokan all day. It is exceedingly warm today and he may have stayed in his tent away from the hot sun. They can only guess that he is in the orc chieftain's tent if he is an honored guest from what Crispin described the night before. Karina looks worried.
"We need to find Uncle Jak before we can go into that camp! He could still be in some kind of trouble." She says to the others. "Aye, we can't get him out if we don't know where he is." Adds Trock. "Perhaps when the diversion begins his location will be revealed." Suggests Crispin.
This ends the scene. Chaos goes up to a 4 due to the uncertainty level.
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Post by aceofspades on May 3, 2022 19:27:53 GMT -5
Scene 23 - Sneaking About (Day 6, Night)
The men of the Steel Gap Guard are to begin making noises southeast of the camp while Crispin, Trock, Karina and Elbek approach the camp from the North. They are looking for signs of Jak. The orcs are not being watchful; some are eating, others playing games, some are sleeping off their drink.
Chaos = 4 - 1D10 - 2, an Interrupt scene is generated. Event Focus, 26 - NPC Action. Meaning & Action 27/54, Praise Investment. Which NPC? 34 Wandering Gypsies that Ossian Gravelking used to travel with. That's why Jak was at the Lucky Bow. He wanted Ossian's help to find the gypsies for help regarding the orcs. Was the message that Jak received from the gypsy band? Very Likely, 52 - yes. MFC-Did they help Jak? Likely, 47, yes - the gypsies helped insert Jak into the orc camp by faking a merchant wagon carrying some of Jak's goods. Are some of the gypsies held prisoner in the camp? Very Likely, 100 - extreme no! In fact the gypsies were killed cruelly by the orcs. The gypsies were motivated to help make a deal with the orcs because their wagon trains have been harried like the merchants, but now they are vengeful with the slaying of their comrades.
As the party begins circling to the north of the orc conclave they hear several whistling sounds repeated through the light woods and scrub which trail off a little further in the hills to the north. Crispin raises his fist signaling the party to stop and take cover. Everyone takes a knee and reaches for their weapons.
Before they can take cover they hear a voice whisper loudly from the shadows, "Do not move!". A hooded figure in a dark cloak steps from the shadow of a nearby boulder.
(MV2-Who is this? Descriptors 19/93, Coolly Tranquil. UNE-Forthright aristocrat slightly stronger in strength to the PC's and motivated to understand with intelligence, patronize science, deter the forsaken. Maze Rats-Female, appearance: willowy, physical detail: bronze skinned, background: alchemist, personality: suspicious, clothing: eccentric , mannerism: flowery speech, goal: revenge, misfortune: discredited, name: Trillby; MFC-Is this person an elf? We are closest to Steel Gap, 50/50, 33 - yes she is an elf. I think that she was a court mage/alchemist in the elven court at Veraith. Trillby was disgraced or discredited by someone in the court and left in ridicule. She is a mage with alchemist skills. She fell in with the gypsies years ago and has travelled with them since her exile. ST 10, DX 15, IQ 11)
The figure is holding their hands up in a strange pattern glowing slightly. "Your eyes cannot behold them, but I tell you most assuredly, my unforeseen acquaintances, that you are well covered by watchful eyes. Any sudden mobilization will not end successfully for you", says the figure smoothly and confidently in a flowery accent. Crispin looks at Trock and they share an almost imperceptible nod, lowering their weapons and holding their hands up, palms forward.
"Come. Attend me… and your queries shall be answered", says Trillby nodding toward the hills north of their position. As they follow her several other figures quietly slip from the shadows behind them along their path. Once they put the low hills between them and the orc encampment, Trillby signals a halt and her companions join she and the party. She and another, a large wolf-like luprian, squat down with the party as the others take up watchful positions surrounding them.
(RG-How many are there? D6+2, 6+2=8, there are a total of 8) (UNE Conversation-The NPC is acting cautious. They are inquisitive toward the PC's. They speak of demand regarding the previous scene.)
"We have been observing you since your fateful encounter two days non with the small raiding covey of orcs. My comrades and I had been tracking that group near about a fortnight. Tell me strangers… Why did you and your company assail that troupe of fiends?" asks Trillby suspiciously raising an eyebrow. Crispin replies with questions, "They tried to ambush us as we travelled the road. Who are you? Why are you trailing the orcs? Why have you waylaid us?" (LAW-Trock, Scholar+1, 3/IQ 16/12 he doesn't recognize the gypsies. MFC-Does anyone recognize any of the clothing or mannerisms of the gypsies? Unlikely - 30, no. None of the party recognizes the gypsies; LAW-Crispin Charisma+1, 10/10 vs 13/11, Trillby trusts Crispin and answers his questions) Trillby looks into Crispin's face and sees that he is earnest. "I am Trillby bin Veluvian of Veraith, now of the Putter's. We were engaged with a merchant who yearned to make contact with the primary covey of orcs. He wished to insert himself into their midst with the purpose of negotiating an agreement. A bygone associate of our band sent him to us with the proper signals and passwords." "That must have been Uncle Jak!" says Karina excitedly. Trillby raises an eyebrow in surprise saying, "You have knowledge of this merchant? How and what is your purpose here?" "Tha' merchant you speak of be this lassie's Uncle," replies Trock introducing the rest of his companions. "We've come to rescue him, but it did not appear that he was in trouble," says Crispin. "Your friend, Jak, though outwardly he may have the appearance of a welcome guest, I assure you, he is not… these loathsome hellions killed several of my comrades most barbarously and in front of master Jakokan. He is most assuredly trapped in their midst," relays Trillby.
(MFC-Are there others of Trillby's crew that alert the Steel Gap Guardsman to stop the diversion or delay it? Likely, 93 - Extreme No. In fact the diversion starts now. MV2-What is the nature of the diversion? Action 1 & 2, 06/67, Triumph Ambush)
Flash to the south side of the orc encampment… The men of Steel Gap fire flaming arrows into the tents. One of the guardsman yells out and holds his bow in the air waving a torch at the orcs taunting them. Those orcs who are awake and alert immediately grab their weapons and rush toward him. What they don't know is the "guardsman" is an image projected by one of the guardswomen who is a mage. They (RG-How many? 2D, 6 orcs) follow the image behind one of the nearby hills and are immediately slaughtered by the guardsmen laying in ambush. The image then moves to the other side of the hill and into the open waving its torch and taunting. (MFC-Is the entire camp distracted? 50/50, 30 - yes)
Meanwhile, back with the gypsies… The party sees the glow of the flames and hears the commotion coming from the direction of the orc camp. Crispin looks at Trillby who is surprised at the activity saying, "Our friends from the Steel Gap Guard were to create a diversion for us to slip into the camp." "We've got to get in there and find Uncle Jak!" says Karina urgently, "Where are they holding him?" (MFC-Does Trillby know? Very Likely, 39 - yes. Is he in the main tent? Very Likely, 26 - yes. Is there anyone else in there with him, like a surviving gypsy? 50/50, 82-no) "He is in the primary pavilion with the overconfident orcish chieftain, Grist the Slaughterer, a most vile evil creature. We would take satisfaction upon him for his depraved transgressions. My fallen comrades will be avenged." She says that last with a terrible look in her eyes. The yellow-eyed luprian bares his teeth and clasps her shoulder. "Darric will come. Kill orcs, avenge lost friends." He says in earnest.
Trillby whistles for the gypsy band to follow. Then she motions to Crispan and company and head off toward the camp.
This ends the scene. The Chaos factor rises to 5. We add Trillby and Darric to the NPC list. The gypsy band is called the Putters.
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