Chapter 16 - Tempus' recruiting drive

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AleBelly
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Re: Chapter 16 - Tempus' recruiting drive

#121 Post by AleBelly »

Out of healing and sleep spells, and suffering from several wounds, the party elects to head south, away from the lair of the nightmen. Lucas quickly dons his ring mail and lights a torch so he can see in the forest. Tempus tends to his animals as the elves look over the bodies for anything of value or interest. Aside from their stone axes, they find only a total of 57 silver pieces, bringing their grand total to 106 sp for this trip.

After three and a half hours of travel through 5 miles of thick wood, the party finds themselves on the edge of the "safe zone" of Alleborg. They will be welcome to make camp in one of the few fallow fields in the area, but it is also just a two hours' march to cover the five miles to town given the easy terrain.

Regardless, the air warms quickly in the clear sky. It promises to be a beautiful spring day.

Zo will need to completely rest for eight hours to be in a position to study spells again.

Tempus, please deduct four days' worth of rations for you and animals - the rest deduct one.

Date: 3 Grasses (April), Year 44
Time: 08:31, about 45 minutes before first daylight
Conditions: 41F, 9 mph breeze from the southeast
Known Spells in Effect: None
Light bearers: Sun
Injury status: Tempus, Lucas lightly wounded; Clarence and Azor moderately wounded

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Re: Chapter 16 - Tempus' recruiting drive

#122 Post by Zeromancer »

As he travels, Lumenor examines several of the coins taken from the night-men in the palm of his hand, attempting to determine some of the details surrounding their mintage. He also begins to think on why these creatures carried money at all as they didn't appear to conduct trade with any society outside of their own. Upon reaching the known safe zone, the elf slows and begins surveying the area for a suitable place to make a new camp.

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Re: Chapter 16 - Tempus' recruiting drive

#123 Post by Storm11 »

Tempus likewise looks for a suitable place to camp, and whilst he does so, encourages the animals to go off and hunt for some food for themselves, but to come back to the campsite once they are finished.

”Although blind, it is potentially possible that we have left a trail the nightmen could follow, it would be wise not to lead them straight to Alleborg itself, don’t you think, just in case. Let us settle down to rest and recover our strength, and decide what our next course of action will be come the morrow.”

Once the camp is chose the Druid will gather and light a safe fire pit, and then settle in to sleep and recover his druidry once more.
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Re: Chapter 16 - Tempus' recruiting drive

#124 Post by scottjen »

Zo: Eats his rations & sits down at the fire. His adrenaline has gone down now & he looks weary. I need to rest. We have gone far and now might as well return to Alleborg. We can use the found silver to purchase food. Then we return during daylight, when they should be sleeping.

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Re: Chapter 16 - Tempus' recruiting drive

#125 Post by AleBelly »

Lumenor ruminates over the coins. They are worn with use, but have the makings of the old Masmurian empire that fell over 40 years ago...but seeks its rebirth starting in Alleborg. As for why the nightmen have it is anyone's guess. Perhaps the coins are a status symbol, or perhaps they just like shiny things?

The party finds suitable camp just inside the safe, patrolled zone. Azor, bred for war and not hunting, elects to stay with Tempus. Besides, the local farmers wouldn't take kindly to a war dog roaming amongst their livestock. Clarence, however, bids farewell to the party as it heads back into the woods to forage.

Reminder that 1d3 hp are regained for every 24 hours of FULL rest.

Zo wishes to head back to town, which he could certainly do rather easily and be back to camp by mid-afternoon.

At this point, the party is in safe territory. You each are awarded 141 xp, plus bonuses. Also, I'll assume you are going to split the silver evenly. I'll just suggest that since Tempus has funds and Lucas is a ranger that doesn't care much for wealth, it could be split as Tempus and Lucas get 26 sp and Zo and Lumenor get 27 sp. It doesn't matter to me either way.

Let me know if you want to rest for 24 hours then head back, or if you have other plans.

I should also remind you that in this game one can purchase 'first aid kits' that regain 1d4 damage if applied immediately after hp loss. This can be done once per day per individual and the cost of a kit is 5 gp. These need to be purchased in Alleborg.


Date: 3 Grasses (April), Year 44
Time: 08:31, about 45 minutes before first daylight
Conditions: 41F, 9 mph breeze from the southeast
Known Spells in Effect: None
Light bearers: Sun
Injury status: Tempus, Lucas lightly wounded; Clarence and Azor moderately wounded

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Re: Chapter 16 - Tempus' recruiting drive

#126 Post by Storm11 »

ahhh I couldn’t remember which game had the first aid kits. That’s good to know thanks. Tempus is cool with taking the lesser Silver.

Making camp the Druid settles in to rest.
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Re: Chapter 16 - Tempus' recruiting drive

#127 Post by scottjen »

I'm going to assume we do Alebelly's split as far as the silver goes unless someone says otherwise.
Upon waking, Zo will prepare his spell. (I'm guessing it will be getting dark about this time). He looks to his companions, although mainly to Tempus as he views him the leader of this expedition: Are we going into the pit tomorrow after the sun rises?

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Re: Chapter 16 - Tempus' recruiting drive

#128 Post by Storm11 »

If all is well with us and we are healed potentially yes. It might be wiser to go in when we are all well rested AND fully loaded with our magic. What do you guys think? the halfling says looking at the group
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Re: Chapter 16 - Tempus' recruiting drive

#129 Post by scottjen »

Zo: You are right, the next day would be wiser. Then there would be time to travel into town for supplies tomorrow. I am unhurt and could go...

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Re: Chapter 16 - Tempus' recruiting drive

#130 Post by AleBelly »

I'm incorporating what Lucas' player relayed to me verbally.

The party decides to rest for the day. Clarence forages and manages to feed himself, rejoining them later in the day. Lucas spends most of the day resting, staring at the sparse clouds in the clear sky. Tempus naps, regaining his ability to cast spells around lunchtime.

I assume that he would want to heal the animals, so feel free to roll for that...

Another night passes, and it is morning time. Everyone has their full complement of spells (please let me know what those are).

The rest has done Lucas well, he is fully healed. Tempus still sports wounds, as does his animal companions.

Tempus, Azor, Lucas natural healing [1d3] = 2, [1d3] = 1, [1d3] = 3

Moved things along based on what I thought the party's wishes were. Please deduct another days' rations (or Tempus can give one to Zo too).

Feel free to run into town if needed before heading out. Lucas has torches and not much else, but he's OK with what he has.


Date: 4 Grasses (April), Year 44
Time: 08:30, about 45 minutes before first daylight
Conditions: 39F, 9 mph breeze from the northeast
Known Spells in Effect: None
Light bearers: Sun
Injury status: Tempus, lightly wounded; Clarence and Azor ??

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Re: Chapter 16 - Tempus' recruiting drive

#131 Post by Storm11 »

The first day Tempus will memorise his entangle spell once more for his first level spell unfolded, use all his second level spells for Cure Light Wounds and replace his stone shape with a protection from
Fire spell. He casts Cure Light Wounds on Clarence and Azor and himself.


Clarence [1d8] = 1

Azor [1d8] = 5

Tempus [1d8] = 4

And the last once again on the bear.

[1d8] = 8

The next day he will memorise the following

Detect Magic, Faerie Fire, Entangle, Entangle, Speak with Animals, Shilleagh
Cure Light Wounds x4
Summon Insects and Protection from Fire
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Re: Chapter 16 - Tempus' recruiting drive

#132 Post by Zeromancer »

Lumenor continues to whittle new arrow shafts from available materials whilst keeping an eye out for any threats approaching the perimeter of the safe zone. When able, likely near the end of their evening meal, he addresses the halfling.

"I'm afraid we'll need to form a new plan of attack. Our ambush achieved only moderate success, wouldn't you agree?" he queries as he sips some vegetable and venison broth he had prepared.

OOC: I think it's likely that a marksman like Lumenor would be able to make his own replacement projectiles, no?

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Re: Chapter 16 - Tempus' recruiting drive

#133 Post by Storm11 »

”Yes, likely they nightmen will be expecting us now, so will be more cautious. Depending on how intelligent they are they may well lay traps as well. My spy remains watching the cave entrance so that should warn us if there is a max exodus of the creatures. Really we need to know how many dwell beneath the earth. I have some plans up my sleeve with my druidry, and the sleep spell proved most effective. We need to make sure our way of retreat is always clear as well, and I may have a way to temporarily block our flight should it come to that. All those taken out so far mean more we won’t have to face beneath the earth. The Druid shrugs and begins to untangle his long dreadlocks meticulously.
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Re: Chapter 16 - Tempus' recruiting drive

#134 Post by scottjen »

Zo heads to town in the early morning. If no one has asked/given coins to him to make purchases for them, he will buy rations & gather sling stones. Then he will head back to camp.
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Re: Chapter 16 - Tempus' recruiting drive

#135 Post by CAI4 »

Lucas gathers his things. He listens to the plans while he does so, and when he finishes he's fidgety. "Well, I'm new to this and you all are much older than me. I'll just go along with your plan" he smiles, ready to go.

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Re: Chapter 16 - Tempus' recruiting drive

#136 Post by AleBelly »

Zeromancer wrote: OOC: I think it's likely that a marksman like Lumenor would be able to make his own replacement projectiles, no?
I spent some time looking into this. Making arrows is a difficult business and requires some specialized tools...you also need goose feathers, the ability to temper the wood, etc. I'll assume that he has enough to make, say, 4 arrows but he's only going to be able to do it if he has ample time and procures the proper equipment (like goose feathers, etc.) But go ahead and add 4 to your total.

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Re: Chapter 16 - Tempus' recruiting drive

#137 Post by Zeromancer »

Lumenor will serve as an escort to anyone running an errand who would otherwise be unaccompanied, even inside the protected zone. He also recommends that the druid asks his animal companions to remain quiet while the group is stalking their enemy. Their cries immediately bring the night-men upon them en masse, foiling any tactical advantage they may have had.

OOC: 4 arrows added back to the sheet.

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Re: Chapter 16 - Tempus' recruiting drive

#138 Post by Storm11 »

Tempus nods in understanding. Once he is rested he will begin to memorise his new compliment of spells.

That complete he will talk to the others. Well Azor IS a guard dog, so it’s his job to alert us if something comes near, and I am sure you will agree hat his ability in combat turned the tide with the last night men. But yes, we should factor his loudness in when making plans. Clarence isn’t so loud however, but I have been friends with him a little longer also.”
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Re: Chapter 16 - Tempus' recruiting drive

#139 Post by Zeromancer »

Lumenor's face, usually stoic, now bears a frown. He's clearly displeased with the druid's inflexibility towards communicating new orders to his animal followers. Nevertheless, he has a mission in these lands and promised his kin that he would see it through. Recounting this oath, he merely says "Please see that they do not become more burden than asset."

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Re: Chapter 16 - Tempus' recruiting drive

#140 Post by AleBelly »

The two elves run a couple of errands in Alleborg and are back just after lunch. Tempus passes the time communing with nature and regaining his full complement of spells. Lucas idles around, enjoying the clear spring day, imagining shapes in the clouds.

When the party is again full, they head back towards the nightman's lair. Lucas is able to follow their previous route most of the way, and after a few hours of tough travel through the thick wood they find their campsite of a few days ago. The bodies of the nightmen are gone - every last one of them. The party reaches the edge of the clearing and wait...and wait...for 15 minutes they watch and see no movement. They are positioned such that the wind cannot carry their scent to the lair.

Actions?

Date: 4 Grasses (April), Year 44
Time: 17:15, about 2 hours before sunset.
Conditions: 53F, 11 mph wind from the north
Known Spells in Effect: None
Light bearers: Sun
Injury status: Tempus barely wounded

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