Saturday, 30 April 2016

Another Job

June 29 to July 1, 3430, Age of Kings

Eventually Boots made it back home and got himself cleaned up. The next day the group decided to head into West Leedshire late in the day to hand the key over to Captain Hiller. They set off without Broak—he slept in (and so did his player).

When they arrived at the village's garrison they were welcomed in and sent right up to see Hiller. After a brief discussion about why Yarrick wasn't delivering the key, they handed it over to Hiller, who was very appreciative of their success. They celebrated with a glass of brandy, and saw a friendlier side of Hiller that they had never seen before.

Soon after, Hiller wrapped the key in a piece of canvas and handed it off to one of his men, instructing him to "go and get things prepared." He informed the party that he would be leaving the next morning to head north to deliver the key to his employer. He explained that he would be leaving Sergeant Clauberg in charge in his absence, and to talk with him if Ander's bounty problem should come up.

After meeting with Hiller the party headed back home for the night. As they left the garrison, they saw several of Hiller's men loading up horses for the next day's journey.

As they approached their property, they saw a horse tied up outside, and a man loitering nearby. As they got closer they recognized their old friend, Willem—one of Albrecht's guardsmen. Willem greeted the party and then told them why he was there on Albrecht's behalf:

"A friend of Albrecht's named Gower in Leedshire had something very valuable stolen from him the other night, and he'd like to hire you to help track down the thief."

After informing the group that he didn't have any other details about the theft (obviously, the party knew exactly what it was), Willem gave them a small purse of silver for advanced payment on behalf of Gower. Being late, they invited Willem to stay for the night, which he did.

Away from Willem, the party discussed their options and decided to speak with Sergeant Clauberg in West Leedshire in hopes of finding out where Hiller was going, track him down, and steal the key away from him to return to Gower, all without—hopefully—implicating themselves in the theft.

*   *   *

The next morning they parted ways with Willem after telling him they would pay Gower a visit and then headed to the garrison in West Leedshire. When they arrived, they spoke with one of Hiller's men, but Clauberg wasn't there. The guard they spoke with didn't seem to know where Hiller was heading, so they made up a story about a death threat against Hiller and they needed to warn him. But the guard didn't waiver as he really didn't know where Hiller was heading, and informed them that Clauberg would be available later in the day. Realizing they weren't getting anywhere, the party decided to head to Leedshire to speak with Gower.


As they headed east down the road in the midday heat, they came across a broken down and looted cart. The remains of two men and their horse lay dead on the road, butchered. The contents of the cart seem to have been removed, just a few sacks of grain, torn open and leaking their contents remained. Ander quickly found some fresh tracks on the road: several humanoid creatures, larger than a man had slaugthered these people.

Cautiously moving down the road they crested a hill and saw, about 200 yards down the hill was a motley group: An ogre, 4 bugbears, and a giant boar pulling a supply laden cart. Leaving their horse and cart behind, they stealthily moved down the sides of the road to intercept the creatures.

  
* Please note: I'm writing this two weeks after the game, so this will be a short battle report *

Before  they could get close enough to attack, a goblin leapt out from the roadside to warn the ogre and bugbears about the party's approach (there was a goblin scout ahead and behind the ogre and bugbears, the one trailing them managed to roll high enough stealth checks to avoid being spotted by the players). 

Once they realized they were made, they began their attack. Ander managed to hang back from a great distance (with his faithful dog, Skrapeth) and continuously pelt the creatures with arrows. Audrey dove into the fray, working herself up into her barbarian frenzy to deal a lot of damage, as well as soak a lot up herself.



Boots was able to use his new spell, Cloud of Blades, on some of the bugbears, and Grabby attempted to cast a Sleep spell which was completely ineffective. They managed to bring down the ogre first, but the bugbears proved more problematic. Using some ruins as cover, Grabby played a game of cat-and-mouse with two bugbears, but was eventually rendered unconscious and dying on the ground. Boots had a similar experience as he was swarmed by the goblinoids (and an uncharacteristic move of moving in to help Audrey fight off her attackers). Another goblin archer (the scout that was ahead of its party) eventually made his way back and also engaged in the battle.


During the battle, the giant boar became agitated and took off down the road. Eventually all the bugbears and goblins were also dispatched, but at the cost of Boots and Grabby becoming terribly wounded. Audrey managed to stabilize Boots, and Ander rushed in to save Grabby.

* Please note: Because of people away visiting family, trips to Vegas, etc. the game probably might not resume again until late May/early June/and possibly now July *

Sunday, 17 April 2016

How (not) to Make Friends and (negatively) Influence People


 June 28–29, 3430, Age of Kings

After Grabby got washed up, the party retired to the inn for the night.

*   *   *

The next day they decided to set out and search the town for their contact, Yarrick. Knowing there was a bounty out there, Boots thought it might be best to slip away back to their manor and await his companions. But as he stepped out the doors of the inn, he saw three watchmen making their way down the street, being a 6'7" elf, Boot knew he wouldn't blend in on the street, so he quickly made his way back to their room. 

Grabby and Broak set off to find an armourer to purchase a set of splint mail for Broak (which he would buy with his gambling winnings from the night before).

Audrey and Ander went to The Wealthy Rest Inn in hopes of finding Yarrick, whom they had no idea what he looked like. On their way there, they noticed a heavy presence of the town's watch everywhere, and instead of patrolling in pairs, they were now in teams of three. Also being an unusually tall elf, Ander drew many stares from the watchmen, but none acted on their suspicions—but three watchmen did follow them through the streets to the inn, unbeknownst to them.
After several hours in the tavern, a group of three watchmen entered and stood near the entrance, obviously interested in Ander.

Audrey decided to approach them, they showed her Boots' bounty sheet and wanted to know more about Ander. She gave them very little to go on, and eventually Ander entered the conversation. They asked about "Aladnaril" to which they both claimed ignorance. When asked about where they were staying in town and for how long, Ander spoke truthfully. They gave them each a bounty sheet, bid them farewell and left. Audrey and Ander stayed in the inn a bit longer, discussing what their next move would be.

Returning to the inn, they found the three guards they spoke to waiting outside the entrance, they nodded knowingly to them as they passed by. Returning to the room where Boots was sulking, (Grabby and Broak had already returned at this point) Audrey and Ander entered to warn Boots about the guards outside. 

Casting a glance outside the window, Ander noticed more guards outside on the street—they seemed to be surrounding the inn. Knowing the guards were coming, Boots heroically hid his nearly 7' foot body under a bed as the other discussed what t do next. Just then there was a knock on the door, "Watch of Leedshire, open the door!"

Audrey opened the door a crack to see three guardsmen (not the ones they had met previously) who tried to push their way in, but Audrey pushed back. Realizing she would eventually lose the shoving match she backed away and the three guardsmen burst into the room. They immediately locked eyes with the Boots who was still under the bed. "It's him!" they shouted as they leveled their spears at the party. Before anyone could react, the guard standing in the back drew his sword and leapt forward, impaling one of the guards and dropped to the floor on top of his dead body. The other guard, shocked by the sudden attack couldn't react in time as Grabby cast a magic hand spell to quickly close the door and from under the bed Boots cast an eldritch blast which knocked the guard off his feet... and a blasted a hole through his chest, killing him instantly.

Their guard savior was, of course, Yarrick, who took some time berating the party on their inability to keep a low profile. He quickly informed them the town was on high alert because of Boots' actions, and added, "...should I even ask about the demon that was seen fluttering around the next night!?" He paused for a moment, trying to think of a way to smuggle them out, and eventually asked everyone but Boots to leave and to not draw any attention to themselves and that they would now have to be the ones to deliver the key to Hiller. And they complied. Yarrick went to the room next door and used his watch authority to kick out the patrons within, and moved Boots into their room. Yarrick then wounded himself in the shoulder and explained to Boots that he would return to the other guards and tell them he was alone in the room and attacked them, killing the other two guards, then teleported away. He then instructed Boots to remain in the room until he returned for him later that night.

The rest of the party left the town within the hour, as they were also informed that the gates would be closed after night fall. They managed to make it through the gate without problems and made a safe journey back to their manor.

*   *   *

After dark, Yarrick returned to the inn and smuggled him out the back once the guards in the area had dispersed. He led him down back allies and unoccupied side streets to an open grate that led to the town's small sewer system. He told him to follow the passage north where his contact would be meeting him and expect payment to lead him out. With that, Yarrick wished Boots luck and left, leaving Boots to the dank, dark (and smelly) sewers.

After a short walk in the dark he saw torch light up ahead and approached a figure standing there waiting for him. When Boots came into the torch's light he was greeted with, "Ugh, one of you?!" It was Greenan, the leader of a band of thieves they had had encountered when they were stealing a map for Albrecht (and Ander shot him in the ass with an arrow). 

Greenan immediately got down to business and asked for 50 shillings. Having the money on him, and being physically incapable of challenging the thief, Boots decided to intimidate Greenan into a lower price—which simply confused Greenan, "the price just went up to 75."

That was a price that was now too much for Boots, so he offered him "...an amazing spider that can do tricks!" (all this time Yattering had been a spider on Boots' collar.) Greenan took the spider and immediately crushed it and pressed Boots for the money. Boots handed over his 50 silver and then claimed poverty. After Greenan pressed him for more, Boots did what Boots does best, and made the situation worse and cast charm person on Greenan—which he was fortunately successful with.

With Greenan now his friend, Boots was led out of the sewer and hoped to continue on his own, but being a loyal friend, Greenan refused to let his friend wander through the wilds on his own. After lying to Greenan about where his home was, Boots resorted to simply running as fast as could away from the helpful thief.

Monday, 4 April 2016

A Dirty Lil' Halfling

 
June 27–28, 3430, Age of Kings

We're back! (Finally!)

Under the cover of a moonless night, Grabby set off with Boots from the inn through the drizzle to Gower's home in search of the mysterious "arcane aura" from the nearby house. Once there, Boots hid himself in a nearby alley while Grabby kept to the allies behind the manor house.

Audrey went out to feed Gerald the horse, only to have him stomp on her foot, sending her limping back to her inn room for the rest of the night (this is also why Audrey's player was away tonight).

After the previous day's theft, security was heightened: two pairs of sentries circled the perimeter, one stood guard on a second floor balcony, and three more walked the yard with a pair of mastiffs. Grabby was able to slip between the shadows and silently secure a grappling hook to the manor's roof and scale to the top without being noticed. He crested the peak of the roof, and in the darkness was just barely able to make out the shape of a large, 30 pound iron key wedged between the roof and the chimney.

Unbeknownst to him, Grabby was being watched by Boots' imp familiar, Yattering, who circled silently high above. He carefully picked it up the key, and rather than try to fit it into his pack, it might be best to toss the key over the top of the roof and down into the alley below, where the mud and garbage of the alley—additionally softened by the light rain—should stifle the sound of the key landing.

What could go wrong?

With a mighty heave, Grabby launched the key over the peak of the roof... and came up short. The key landed on the roof's shingles, breaking some and sending others sliding down the steep roof. The key itself loudly slid down the roof and came to rest on a gable. This, of course, alerted all the guards that something was afoot.

Thinking fast, Boots sent his imp to fly to a nearby home in the opposite direction, materialize and start throwing tiles off to create a diversion. Soon the mastiffs were barking, the guards in the front ran to see the commotion that was happening caused by the imp, while two more headed to the alley to see what the initial disturbance was.

After quickly stuffing they key into his pack, Grabby cast a minor illusion of a woman in the alley below him to distract the guards. Sure enough, they saw her and called after her and began to pursue her. One guard kept on the pursuit, while the other stopped when he noticed the rope dangling from the roof.

Having to move from its rooftop cover, Yattering flew into view over the shocked guards. Dropping their spears and pulling up their crossbows, the stunned guards scrambled to fire at the small demon now fluttering overhead. Stunned by the sight of the demon, another guard in the yard ran for the alarm bell and began ringing it madly. Unfortunately for Yattering, the sentry posted on Gower's balcony was already armed with crossbow and fired a bolt which landed squarely in the imp's chest, nearly killing him. Calling Yattering back to safety and to once again become invisible, Boots began to move down the darkened alley away from the action, all the while listening to the imp's curses telepathically.

At this point Grabby had to keep moving to get away from the commotion, from the din of the guards, dogs and the alarm bell, lights from within homes nearby began to flicker to life, and the yells of watchmen echoed down the vacant streets. He leaped down to the street below, tumbling prone. Once he was back on his feet he made a dash across the street to another alley—hastened by the sound of a guard yelling, "Go get 'im!" and the sound of a barking mastiff breaking into a run.

The Yattering safely back with his master was quickly banished for the time by Boots as he slinked back to the inn to return to his allies while Grabby was left to fend for himself.

Charging down the dark alley, Grabby managed to find a pile of garbage against a wall that he dove into and proceeded to cover himself in filth and refuse to hide from the angry mastiff and his handler. Luckily, the stinking garbage and darkness shielded Grabby as the mastiff ran down the alley and past the halfling. Not wanting to take any chances, Grabby continued to lie in the pile of filth for an hour until the commotion died down, occasionally having to brush rats away that were crawling over him to find a meal.

Eventually he pulled himself up from the rain soaked pile of trash and mud and made his way back to the inn. Once safe inside the inn he was quickly kicked out and told to wash off in the stables—inn keepers don't take kindly to soaking wet, garbage encrusted halflings.

The rest of the party went out to find Grabby stripping down and washing himself in a horse trough, triumphantly telling them the story of how he found the key they were after, and claiming to even sense a "magical aura" emanating from the rooftop (this was role played, and strengthened further by possibly a D&D first—Grabby failed an insight check against his own deception roll to see if he truly believed that he saw a magical aura). Confused by Grabby's ability to sense this arcane force, and fact that the very key they were after was mysteriously planted on a rooftop, the party had a better idea what was going on when Grabby blurted out, "I sensed the magical aura, just the same as Mr. Boots!" In addition, Ander had recently checked a bounty board to look for any new postings and found a fresh bounty for Boots posted, which he brought back to the inn.

This squarely put all suspicion on Boots, along with the bounty sheet Ander produced from his pack...

Saturday, 27 February 2016

A Long Absence

Just to keep any followers in the loop, the group hasn't disbanded, we just haven't been able to play due to birthdays, events, and Hawaii.

Hopefully we'll be back swinging swords and stealing other people's things soon...

Saturday, 23 January 2016

Friends and Thieves


June 26–27, 3430, Age of Kings

Once in Leedshire, the party found beds and food at The Fanciful Anchor Inn to rest for the night and stay there until their task was completed.

*   *   *

After breakfast the next day, they headed out to get a look at Gower's residence and make a plan. They easily found the the collector's home mid-morning: an inn converted into a single family home. A short wall surrounded the grounds of the large manor and had a separate cottage for guards and hired hands. They spotted two groups of two guards—one with a guard mastiff—patrolling the grounds. On one of the exterior walls of the manor was an alarm bell.

Boots stepped away to summon his imp in a nearby alley. From there, his imp, Yattering, transformed into a raven to take a closer look at Gower's manor. Looking in through windows inconspicuously, the Yattering was able to get a basic layout of the home, and saw that much of the large estate was filled with antiques, art and various bric-a-brac. 

After circling the grounds they returned to the inn to formulate a plan. Knowing that Hiller's men would remove the threat of interference from the local watch they decided that Ander and Grabby would break into the home via the roof of a neighbouring building, while the rest of the party provided support from outside if things went south. (The bell was a point of great concern which took up most of the conversation)

Once their plan was worked out they decided to spend the rest of the day tending to menial tasks—including Grabby and Audrey gambling down in The Fanciful Anchor which netted them both a nice profit for their efforts.

During this time Boots decided to investigate the manor himself. Sending Yattering to the manor again he spotted Gower and another man sitting at a table eating and drinking. Through Yattering Boots cast charm person at the two men, charming them both. Once this was done Boots approached the guards at the gate and requested entrance to see "his old friend Gower." After some back and forth with the guards, and introducing himself as Aladnaril, he managed to convice one of the guards to get Gower to come to a window to see that his old friend was at the gate.

Eventually Gower came to a window and waved to Boots, an elf he had never seen, but somehow knew he was a friend. Boots entered the manor, introducing himself with his new alias and joined Gower and his friend at the table.

After niceties were exchanged, Boots led the conversation to an old, large iron key that was in Gower's collection of rarities. Shortly Gower and Boots were in a cramped room filled with ancient weapons, armour, statues, books and shelves overflowing with all sorts of items so Gower could dig through the mess to try to find the key. Within minutes (and Gower rolling a natural 20 to search) Gower found the key and brought it back to the table so they could discuss it—which quickly became about Boots purchasing the key.

Despite "Aladnaril" being an old friend, Gower wasn't about to part with this key for pennies without knowing its true value. Gower could have another expert take a look at the key to get a better idea of its value the next day, but knowing his spell would only last for about another half-hour, Boots tried to pressure the sale.

Gower decided to meet him in the middle and go upstairs to his study in an attempt to find some information on the key. Taking the key with him, he went upstairs. 

Getting nervous as time passed, Boots went upstairs to continue to pressure Gower as he pulled stacks of books off a shelf. Opening a window to "get some fresh air" Boots let in a now invisible Yattering to keep an eye on the key. Knowing his spell would end within minutes, Boots gave Gower a quick excuse to get going and made a hasty exit from the manor, leaving his imp familiar in the room with Gower.

Finding a secluded alley nearby, Boots waited, maintaining his psychic link with Yattering to view the scene through the imp's eyes. Sure enough Gower came to, now aware that a starnge elf had charmed him, he ran out into the yard yelling at his confused guards to "find that elf!" Enraged, Gower ran around the yard to assemble more guards to join in the search and called fro the town's watch. 

During the chaos, the Yattering materialized in the study and grabbed the heavy key, lugged it to a window, and with great effort manged to fly out the window to the roof of the manor next door to wedge the key behind the manor's chimney. His task completed, Yattering returned to Boots and they two headed back to the inn.

Back at The Fanciful Anchor Boots managed to (easily) convince Grabby that he had returned to the manor to further scout out the area and sensed a "strange, magical aura" on the roof of the house next door, and that he should sneak up to the roof to investigate it. 

"After all, it could be worth money!"

And Grabby was in...

Thursday, 14 January 2016

Shadowy Dealings and a "Friendly" Ogre



June 25–26, 3430, Age of Kings

As a group, the party decided to return to West Leedshire and confront Cpatain Hiller. Once they arrived at the garrison they were informed that only Audrey and Ander could enter to see Hiller. Reluctantly the two entered while their allies waited outside.

Once inside Audrey and Ander surrendered their weapons and entered Hiller's chambers. Inside they were met by Hiller and two of his lackey watchmen. Offering them a drink they sat down to discuss the situation.

Hiller used Ander's current status as a wanted criminal as leverage his position, informing Ander that, at the moment, he was intercepting his bounty postings, and that only he and his closest men were aware of the situation. If Ander and Audrey were willing to act on his behalf to perform certain duties that would be frowned upon coming from a watchman, he'd make sure that no bounty board in the area would see Ander's bounty sheet. Apparently Captain Hiller also has operatives in Leedshire that would intercept the sheets as long as Ander and Audrey cooperated.

With that, Hiller told the two what he needed done—or rather what his employer needed done, never revealing who that was. A wealthy collector of rare and ancient items living in Leedshire was in possession of a large, ancient iron key. He showed them an artist's rendering, as well as an actual charcoal relief of the key itself so that Audrey and Ander knew what exactly they were looking for. Hiller didn't give them much more information other than where the collector—a man by the name of Gower Taubert—resided in Leedshire, and that on the 27th he'd make sure that his men in the local watch would be on patrol in the area. He reassured them if they saw any watchmen in te the area they'd turn a blind eye to anything that they might have to do to gain entry into Gower's guarded property.

Agreeing to the conditions Audrey and Ander left Hiller's garrison and returned to their waiting allies and filled them in on what was going on then headed back home for the rest of the day.

*   *   *

The next day the party woke to a raging rain storm. Despite the terrible weather conditions they decided to set out to make the day long journey into Leedshire so they could spend a day scouting the area out. Loading into their cart, pulled by their faithful old horse Gerald, they set out onto the muddy road to Leedshire.

*   *   *

At about noon, as Gerald slogged through the mud and rain, a large figure flanked by two man-sized could be seen standing on the road ahead of them in the hard rain. Realizing this was most likely trouble, those on the cart leapt off to find cover—but walked right into an ambush.


As Ander moved to the side of the road to find cover, he was greeted by a goblin's arrow. Suddenly, several goblins armed with short bows leapt from bushes and tree branches firing down on the party. Once the attack started the ogre and his two orc allies rushed down the road towards the party to engage them.

Due to the heavy rain and strong winds, most ranged attacks were futile, but one arrow managed to find its mark: Gerald the horse. Gerald's legs buckled as he fell into the mud, slowly dying from the wound.

Grabby managed to engage some of the goblins by sneaking up on them and cutting their throats while Ander, Audrey and Broak engaged the other in melee. 
Broak took the ogre head-on. As the ogre swung its massive mace at Broak, an orc moved into flank the dwarf. As the ogre was staggered and off balance from his attack, Broak saw an opening and manged to strike the ogre in the side of the head with a critical hit, stunning him. But due to the nature of Broak's warhammer, he once again experienced the killing blow to his lover, falling to his knees screaming in emotional anguish. Now, in the middle of the battle, both Broak and the ogre stood stunned before one another.
Once close enough, Boots cast a charm person spell on the ogre, taking over the brute's simple mind as it recovered from Broak's stunning blow—and then quickly ran behind the ogre to get cover and commanding the ogre, "Old friend! attack those orcs and the goblins! Protect us!" Which it did.
As an orc engaged Ander in combat, the ogre rushed up behind the orc and slammed his mace into the unsuspecting creature, killing it instantly. 
At this point only a single goblin remained, who quickly leapt from his tree and dashed off into the wilderness defeated.
Ander quickly moved into heal Gerald so the horse could continue the journey into Leedshire. Boots thanked the ogre for his service, wished him well and sent him on his way as they departed for Leedshire.

Tuesday, 5 January 2016

Dwarf Sleuths, Ghostly Girls and Crooked Captains

June 23–25, 3430, Age of Kings

Audrey and Ander managed to make their way back to their manor on the outskirts of West Leedshire, making sure to avoid heavily traveled areas, and  met up with Grabby and Broak who had already made the trip back.

While Grabby and Ander spent a few hours washing their mud and filth soaked belongings, Boots made his way out of his cellar study to greet his companions and hear of their heroic tale of sucker punching a woman in the face and getting into a scrap with the local militia.

The rest of the day was spent resting up and recovering from the morning's events.

*   *   *

The next day, as everyone was meeting for breakfast on the main floor, Grabby slept in late upstairs. He was suddenly roused from his slumber when he heard the voice of what sounded like a little girl whisper into his ear:

"Wake up!"

Sitting up, Grabby glanced around the empty room expecting to find someone right next to him only to see nothing. Then, a glint of steel caught his eye in the folds of his blankets. There, lying at his hairy feet, was Mr. Shiney, his prized magic dagger. He grabbed it and ran downstairs (wearing nothing but the hair on the tops of his feet) proclaiming he had found Mr. Shiney. No one believed his "mystery voice" that woke him, and the rest of the party assumed Grabby had simply left the dagger at home...

After eating, the group discussed their situation and decided that Boots and Broak would head back into West Leedshire to see if they could gain any information on the previous day's events. Making their way to the village's militia garrison, they were greeted by two guard who would not permit them entry, but said they could come back the next morning for a meeting with a Captain Hiller.

So the two left the garrison and split up. Boots went to see if he could get any information, using his imp to peek into windows and homes, but returned with nothing. Broak headed to the Pale Lamb Barroom to see what he could learn. 

After eating another breakfast, Broak learned that a local man named Mertin Hoch was the most recent person go missing (as you may recall, there was a posting for missing people in Mercenary Square from very early in the campaign). Finding Mr. Hoch's residence, Broak was greeted by Mertin's wife, Mariora.

Through some Columbo-esque detective work, Broak was able to find out that Mertin had been meeting recently with a certain Captain Hiller about a possible job with the village's watch. She gave Broak a small wooden chest that had arrived a few days before Mertin's disappearance from the Captain. The chest was empty, with no other clues, Broak left with the empty chest to meet back up with Boots to return home.

*   *   *

 The next day Broak and Boots returned to the garrison for their meeting with Captain Hiller, a middle-aged man with some fresh scrapes and cuts on his face from a recent altercation. They entered his chambers where he was accompanied by two of his watchmen, both had a very casual manner to them—which Broak felt was odd considering they were in the presence of their superior.

After the initial greeting Broak and Boots asked questions about Mertin's disappearance, and seemed to hint at the Captain knowing something about it, which did not go over well. They only information they were told was that the chest contained a tabard for the village's watch as Mertin was to soon begin training with them. Before tensions could rise much higher they were asked to leave, which they did.

Once at home they told their allies about their encounter with Captain Hiller. Later that evening Ander spotted a horse and cart accompanied by a group of figures moving towards their manor through the thick fog that had fallen on the area earlier in the day. As they got a little bit closer he could make out the livery of the watchmen from West Leedshire.

As they approached Boots came outside to greet them, and once again met Captain Hiller and six of his men. The two exchanged pleasantries and Captain Hiller asked for the whereabouts of an elf named Ander and a "north woman" wanted for questioning in an assault on a citizen and an assault on himself and other watchmen from two days ago. Boots responded saying that they used to live in the manor but left abruptly the other day, where, he didn't know.

At that, sensing deception, Captain Hiller feigned regret for having missed them and handed over Ander's bounty sheet, informing Boots that if he did happen to see Ander that he should report to his garrison within the next 24 hours to "clear up this mess." The captain then went on to make some veiled threat against the rest of the party (particularly to their manor house) and threatened them that he may have to get Albrecht involved. Clearly, Captain Hiller was not the most upstanding citizen his position conveyed.

With that, he gave Boots a smug grin and returned to the cart where he and his men returned to West Leedshire.



Thursday, 19 November 2015

The Best Laid Plans of Mice and Halflings...

June 23, 3430, Age of Kings

As Grabby arrived home at the cottage it began to rain. The exhausted, shamed, hung-over, rain-soaked, muddy, naked (he may have eaten his cabbage loin cloth at some point) and love stricken halfling walked in, and threw himself face down on the rug by the smouldering hearth.

Sitting nearby, Ander tried his best to ignore the whining halfling that was complaining about his heartbreak to anyone who would listen (no one). After vomiting into the fire place, Grabby picked himself up and decided he would attempt to win Audry Wachs (we'll call her Miss Wachs to avoid confusion). After calling out Miss Wachs' name several times, this of course awok Audrey from upsatirs who then came down to see what was going on.

Over the course of breakfast—and Ander fashioning a burlap sack into clothing to cover Grabby's shame—Grabby convinced the others to help him get back his belongings. And he would also hope to win back Miss Wachs' affections.

They set out after breakfast and made the hour long trek to West Leedshire. Grabby's first stop was to pick up some clothing—the medieval fantasy equivalent to Gap Kids. Grabby then devised his plan: Ander and Audrey would go past Miss Wach's townhouse to she i she was home while Broak and Grabby stayed out of sight down the street.

Still raining, Ander and Audrey approached the door and saw some halfling-sized leather armour, clothing, and other items piled in the wet, refuse clogged gutter—but his weapons were not present. Carefully tying the wet mess together into a bundle, Audrey knocked at Miss Wachs' door. Eventually Miss Wachs opened the door, perplexed as to why a burly north-woman and an elf would be calling. Audrey confronted her about stealing Grabby's belongings which quickly escalated into Audrey punching Miss Wachs in the face. Seeing the assault, three bystanders ran to Miss Wachs' aid to see what was going on, one of them quickly ran off to get the local watch.

After a tense standoff while Miss Wachs struggles to try to close the door on her assailant, two memebr of the watch and a sergeant showed up to break up the scuffle and determine what was going on. Demanding to know why Audrey struck a defenseless citizen, the watch demanded Audrey and Ander drop their weapons—this did not go over well with Ander.


Ander threw the soggy belongins at the sergeant a brief, but non-lethal melee broke out between the watch and Ander and Audrey. Seeing they might be overwhelmed, Ander cast a magical fog over the area, obscuring everything around them in a thick, white fog.

Despite not be able to see one another, the melee continued on between the five of them, and Miss Wachs was finally able to slam shut her door. At one point, the sergeant gained the upper hand and managed to force Ander onto the ground and pin him down in attempt to place manacles on him.

Watching this from down the street, Grabby decided to rush in and help his comrades, while Broak approached from a back alley. Groping blindly, Grabby manged to find his things and even deliver a shocking grasp to one of the watchmen.

While fog shrouded melee carried on, Broak decided to break in through a side window into Miss Wachs' home in hopes of retrieving Grabby's things. Seeing a dwarf smash a window and crawl in, Miss Wachs—naturally—began screaming hysterically. Not wanting to draw any more attention the situation, Broak made an attempt to silence the terrified woman by slamming her over the head with butt of his hammer in hopes of knocking her out. It worked a little too well: he rolled a critical. Miss Wachs fell to the ground unconscious with a bloody gash across her forehead, and due to the arcane nature of his weapon, Broak succumbed to its power (he failed his Wisdom saving throw).

Out on the street, those involved in the street fight could hear the terrified screams of Miss Wachs inside, suddenly cut short, then immediately followed by another, more Dwarfish scream. Broak fell to his knees screaming in emotional agony as he relived that fateful killing blow so long ago. Eventually composing himself  and wiping the tears away from his cheeks and beard, he set about ransacking the home in hopes of finding Grabby's things.

Outside, amid the dense fog, Ander managed to squirm free of the sergeant's grasp and crawl his way out of the fog. Audrey easily evaded the other two guards and ran head-long into a wall before finding her way out. Grabby, with his gear in hand, also managed to feel his way out of the fog. During this time two more watchmen arrived from the south side of the street and couldn't see through the fog and could only hear the angry yells and the confused state of their allies within. Audrey fled through back alleys and met up with the filth-caked Ander, both unaware where their two allies were.

Meanwhile, Grabby disturbed by the horrific scream that came from Broak crept down the space between the two townhouses to peer into Miss Wachs' home, which had a broken window on the first floor. He peered in to see Broak (who had just finished scouring the home and come up empty handed) and Miss Wachs—slumped and motionless with a face covered in blood against the front door. Broak forced his way out the window after convincing Grabby Miss Wachs was just unconscious.

By this time some of the watchmen had organized themselves and started moving out down the back alleys to make their way around the mysterious fog. Just as Broak had pulled himself out the window and was standing next to Grabby one of the watchmen passed by the alley and saw the two standing there—curiously close to the melee that had just occurred. Without hesitation—and the quick thinking worthy of a 90s action film—Grabby grabbed Broak by the face and said, "Quick! Kiss me!" Disturbed by the sight of a dwarf and halfling kissing passionately in a dirty, rain-soaked alley, the watchmen simply yelled out, "'ey! Get outta there!" They had avoided the watchman successfully, and perhaps taken their friendship to a new—and most likely uncomfortable—level.


Tuesday, 27 October 2015

Grabby Scores!

June 21–23, 3430, Age of Kings

After a quick rest, the party moved down the north hall that ended in double doors, flickering candle light could be seen from between the door cracks. Cautiously opening the door the group gazed into a 20x20 foot room, brightly lit by hundreds of lit candles along the walls. The centerpiece of the room: a massive stone statue of Orcus, Demon Prince of the Dead. Several human skulls were scattered about the bloated demonic statue's cloven feet. Infront of the statue sat a stone altar, stained dark from long dried blood, and sitting atop it: a copper goblet with Orcus' visage carved onto it.


Broak, with great subtlety, decided to approach the altar and bring his warhammer down upon the goblet, smashing it, then exited the room. From here, the rest of the party noticed a wooden chest tucked away into the south-east corner of the room. Opening the chest they found 3 dark, hooded robes—similar to the one worn by the mysterious man in the other room that Ander caught a glimpse of—and 2 heavy iron medallions on chains depicting the icon of Orcus. Odd findings for a goblin lair, indeed.

Taking the robes and medallions with them, the party doubled back to the chamber they had entered through, and continued down the unexplored south hall.

The hall wound around to 2 more rooms that lay in ruin: a small chapel devoted to St. Eliah, now destroyed and desecrated, and a small room that was once the personal chambers of a priest. Finding nothing they headed down a hall that lead further to the south that opened up into the woods.

Satisfied with what they had found, they decided to journey back home for some much needed rest, and to cash in on their sack full of goblin ears.

*   *   *
Deciding to go out and celebrate and resupply, the group left for West Leedshire. Before hitting the taverns, Ander decided it was time to purchase a new war dog, luckily he managed to find one, named Skoobius, and bring it along with him and met up with the others. Deciding to tavern-hop between The Pale Lamb Barroom, The Silver Rose Tavern, and They Grey Cauldron Inn (all randomly generated names, by the way!) to do some drinking, gambling, and other random carousing (ie: I used the carousing random table in the DMG).

Audrey and Broak managed to have an uneventful, but profitable night playing games of chance and even managed to find a new friend named Bartlen Gormell, a local labourer.

Grabby managed to find himself wrapped up in a whirlwind (and drunken) romance with a woman named Audry Wachs, which ended rather poorly the next morning when she awoke to find Grabby trying to leave her townhouse with armfuls of silverware and other bric-a-brac.

Meanwhile, Ander, wanting to take a darker turn, sought out the pleasures of illicit substances—which seemed to have worked. He awoke the next morning, his head pounding, in a barn in the outskirts of the village, his weapons and brand new war dog were nowhere to be seen. It was a long walk back home.

*   *   *

Deciding the previous night was a source of wholesome entertainment, they decided to head into the village of West Leedshire once more for a night of carousing. Not wanting to tempt fate a second time, Ander simply purchased the last available war dog, Skrapeth, and headed back home for a night in.

That night Audrey made out the same as the previous night and Broak manged to make another friend, a visiting dwarf merchant by the name of Baern Krondar. The 2 dwarves headed out on their own and Broak wasn't seen again until the next day.

It seems Grabby didn't learn much from the previous night and sought out Audry Wachs in a desperate attempt to redeem himself... and "git some." He managed to find her and once again the 2 got drunk and wound up back at Audry's home...

*   *   *

Grabby awoke early the next morning in a stinking alleyway strewn with garbage. The horribly hung over halfling then realized he was completely naked, apparently robbed of everything by his vengeful lover. Slowly making his way to his feet, Grabby managed to find a piece of cabbage to cover his shame and fashion himself a makeshift cabbage loincloth. 

Furious with the thought that someone else had Mr. Shiney (his trusted magic dagger) in their possession he made his way back to Audry's home, thankful it was still very early, and few people were in the street this early in the morning. 

Looking through a first floor window he looked inside, and only saw a man, fast asleep on the floor by the smoldering fireplace. Deciding it might be wisest to retreat back home to get some clothes and nurse his hangover (that and it is a well known fact that hungover halflings wearing nothing but a cabbage leaf are not very intimidating) he wandered off down the lonely road back home. 

A small halfling, a giant walk of shame.

Monday, 19 October 2015

A Bad Day for Broak and Grabby


June 21, 3430, Age of Kings

After spending the day in town to resupply and gather themselves, the party set back out to find the goblin burrow in the woods.

After traveling for the day, Ander managed to lead his companions to the entrance. Lighting a lantern the party squeezed down the narrow passageway, clogged with stones and deep tree roots. The pathway twisted and turned as the party pressed on through the claustrophobic space until the found a hole that dropped into a flagstone room. Tied to thick roots were three chains that hung into the chamber below—the means by which the goblins could come and go.

One by one the party descended into the chamber 40 feet below. Once there, they found themselves in a 20 by 20 room, with a corridor leading to the north, and another to the south. From the north, the sound of goblins speaking could just barely be heard—so they headed towards the sound.

Coming around a corner the voices got louder, and the hall descended down a staircase that ended in a set of double doors—the voices were coming from the other side. Several goblins could be heard talking with one another, and another 2 or 3 could be heard squabbling of a game of cards (Ander speaks Goblin). Realizing the goblins were unaware of their presence, the party burst into the room to launch an attack.

Sitting around a table, playing cards, were 4 goblins, and in the far end of the room were another 8 goblins relaxing among a pile of dirty animal furs—jumping to their feet when the doors burst open.


The party launched their attack, with Broak and Audrey leading the way. In an epic—an somewhat comical—feat of agility, Audrey leapt into the fray by launching herself off of Broak's helmeted head with her foot. As they began cutting down the goblins, 2 broke for a corridor that led to the east.

Positioning himself near a group of goblins and the table, Grabby made a gesture with his hand and spoke some arcane words that unleashed a thunderous crack that shook the chamber, dislodging small stones and dirt from the ceiling—and alerting everyone in the area—sending several goblins flying through the air, landing on their backs. In addition, the heavy oak table flipped through the air, sending cards and shillings all over the room. The table landed squarely on a goblin that was knocked onto his back, crushing him with a crunch and a muffled scream.


The 2 goblins that had fled were making their way to a door, and out into a corridor heading to the south. The party tried to chase the 2 down as they fought their way through the goblins, Ander chased them in to the hall just in time to see them escape through another set of doors at the end of the hall. Just before they slammed the doors behind them, Ander got a brief glimpse of what appeared to be a human wearing dark robes move in the room beyond.

With the rest of the goblins laying dead on the floor, the rest of the party spilled into the hall and down to the doors to continue their assault. From the other side of the doors and argument could be heard between what sounded like a human, and deep, gruff voice that spoke with a Goblin accent. 

"We need more time," said the gruff voice.

"We need more, just get it done!" responded the human voice, which followed by the sound of grinding stone.

Not wasting anymore time, the party was about to charge into the room, but the gruff voice, speaking in Goblin, shouted, "Get back out there!" and the doors swung open by 2 goblins suprised to see the party standing right there.

Inside the room were several more goblins, and 3 hulking bugbears. In the room sat a table with a sizable pile of random loot on it.


Ander fell back down the hall to provide cover from a distance as Audrey and Broak fought the goblins hand-to-hand, while Grabby provided support against any that got through. Eventually the bugbears manged to make their way to the front line to engage Broak and Audrey, dealing devastating hits to them both. Broak suffered a horrible cut to his abdomen that bled profusely (House rule: criticals with slashing weapons cause d6 bleeding at the end of a character's turn, unless they use a standard action to staunch the wound).

As hits were delivered between goblins, bugbears, Audrey, Broak and Grabby, a goblin who was lurking in the room made several failed attempts to cast spells on some of the party, who eventually resorted to blasting them with magic missile spells down the hall.

Broak, realizing he was in a bad spot with his wound still bleeding, hastily pulled a vial out labeled "VAPORS" in Dwarvish that he had found from their previous adventure, took a chance and chugged it down. The gambit payed off as is body suddenly became ethereal, and his smokey incorporeal form bagan floating back down the hall away from the battle so he could be healed by Ander. But Broak's tactic quickly turned south, despite being ethereal, his mortal flesh was still bleeding profusely, as he floated back he suddenly felt woozy and passed out from the blood loss—causing his form to revert back to its physical form. Everyone in the hall, ally and foe alike, was shocked to see the dwarf that had just escaped in a puff of smoke suddenly rematerialize just 10 feet away, and fall flat to the ground with a heavy THUD.




As the battle carried on Grabby also fell unconscious from his wounds with, when things looked their darkest, the tables were turned on the Bugbears with some well placed arrows from Ander, and a critical strike from the now raging barbarian, Audrey.

With the bugbears defeated and the few goblins left (that had now retreated into the room) Audrey and Ander roused their uncnoncious friends and led the charge back into the room. They found one goblin trying to grab as much as he could from the loot on the table, and another that was standing in the corner of the room in the opening of an open secret passageway—the spell casting goblin was now already long gone. Killing the goblin in the passageway, the party chased after the last on as he dodged past the party and down the secret hall, but was felled by one of Ander's arrows.


With the battle over, and Audrey very exhausted (she had gone into her barbarian frenzy twice so far), the party looked through the spoils. Finding plenty of coin, some red gems, and an iron ring set with a diamond bearing the icon of the demon prince of the dead, Orcus.

The party decided to find a safe location to rest and heal their wounds...