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We spend the next three days following the tracks until it joins a more defined trail that climbs into some mountains. <br> | We spend the next three days following the tracks until it joins a more defined trail that climbs into some mountains. <br> | ||
We crest a ridge line and see a camp on the other side. Occasionally, the wind brings us the scent and identifies it as definitely orcish. We decide that the stealth properties of the horsekin is as advanced as the stealth properties of el Biggo, with the difference that at least el Biggo can at least cast a mist. So, we leave them hobbled near pasture on the southward side along with our captured orc and head down to investigate.<br> | We crest a ridge line and see a camp on the other side. Occasionally, the wind brings us the scent and identifies it as definitely orcish. We decide that the stealth properties of the horsekin is as advanced as the stealth properties of el Biggo, with the difference that at least el Biggo can at least cast a mist. So, we leave them hobbled near pasture on the southward side along with our captured orc and head down to investigate.<br> | ||
It turns out that the tents hold about a dozen orc sized soldiers, and when I slip inside the first one, there are five asleep who will not wake again. This seems like it might appease the spirits of hobbits lost to orcish spit roasts, so we repeat it in another couple of tents. Moving around to | It turns out that the tents hold about a dozen orc sized soldiers, and when I slip inside the first one, there are five asleep who will not wake again. This seems like it might appease the spirits of hobbits lost to orcish spit roasts, so we repeat it in another couple of tents. Moving around to wreak mayhem: We slay 14 orcs and find that there are 2 buildings protected by 2 guards each, although each pair not facing each other. We find ourselves on the horns of a dilemma: visit the orcish population with crimson fountains of blood and build small towers out of the loot, '''OR''' go for the quality and maximise our loot to encumbrance ratio...such sweet musings....<br> | ||
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Revision as of 05:18, 24 July 2017
Summary
Adventure: The Pevensey Heist
GM: Clare
Season: Winter 817 wk
Night: Monday
Location: Chez Baldock
Level: Low Medium
- Party
- Mayhem - Jim Arona
- Luther Luthier - Michael P.
- Ignis - 7 foot human fighter and air mage. Fabio
- Elderan Elf and Air Mage. Ian A
- Employer
- This guy from Pevensey
- Mission
- In the Autumn tribute from the towns and villages of Pevensey is collected by a caravan moving through the county after Michaelmas. The caravan should return to Pevenston in time for Samhain. However the caravan has been raided on the way back. A guild party is needed to help retrieve the tribute. Payment will be 20% of the tribute plus whatever you can loot from the raiders.
Scribe Notes
- Session 1
- Day 1
So, there's like the four of us, right. me and Looter, Slim Al from Little Alfheim and Ig the Big. We reckoned we could set up were best off with Ig the Big as the leader, being, well, big and hard to miss. Slim is the kind that doesn't like to get his dagger wet, so we made him the Mil Sci, and me and Looter could handle the evidence scribe notes best.
So, it turns out this earl guy from Pevensey lost his son, who was bringing in the tax take four days ago. Seemed like a comfortable place, not too many hairy elements of the constabulary, might be a good place to have as a bolt hole in the future, so def worth scouting. Slim Al and Ig can both cast the odd air spell, but Al has this cloud you can fly around on, which seemed pretty choice. Actually, turns out Ig is kind of crap at casting. Anyway, we pile on the cloud and head in a Pevensey direction that Looter and me leave to the others.
So, we're, like, half an hour, we run into this arctic bloody storm that blew us miles in the other direction south. And a bit east. I think. Well, left, anyway.
So, we end up ditching the cloud for a farm, which we case and it's just a farm. There's this farmer, his wife and they had some kids. Or farm animals. No loot. Stayed in the barn. Also no loot.
- Day 2
So, the next day we asked the farmer where the river was, and he pointed to this wide blue thing about a mile north of his house. The air mages denied all knowledge. Anyway, having survived the brutal storm, we set off into the wintry north.
- Session 2
After erecting a tarp to keep us dry, procuring some delivery dinner and finally "Lightning" up a fire, we settle for the night. Despite been two of us on guard we are surprised by two bears. We manage to fight them, but Elderel is gravelly wounded. We spend the rest of the night with little sleep.
- Day 3
Elederl manager to fly us on his cloud to the western border of Toscana, were we camp for the night, and as soon as dinner is ready we hear some wolves coming our way. We scatter the excess meet and we scamper up a tree. The 6 wolves finish our meet and than settle in our camp, so we just speed up their departure with a well placed lightning.
- Day 4
The following day we manage to reach Pevensey just before dusk. We are taken to see Edric the Earl of Pevensey and we ask for succor for Elderan; Lady Matild quickly summons her healer. Elderan will have to rest for 2 days, meanwhile we plan for the trip and enquire about Oswald, the Earl Youngest son, and his convoy.
- Day 7
Two day later we depart on the South-West road towards Petersfield it will take us 2 day to our destination than another 4 treacherous to Linsdale. where we rest the horse for 3 days as the weather gets worst.
- Day 9
Two more days on the road to the northern fortified town of Lambsborn. Here the Captain of the guards informs us that Elf and travelers have not been seen around for a wile.
- Session 3
We depart Lambsborn directed to Compton. Around lunchtime we reach the foothills and our journey slows down. As we start our climb we spots some tracks veering of the main road, heading north. We decide to follow those tracks! By night fall we are still following the track so we spend some time setting camp. Like we borrow a tent from from the fortified town of Lambsborn, so tonight we sleep comfortably. Last Famous Words as re are ambushed by I band of Orcs. I quickly rouse our companions by Mayhem decide to keep napping. Elderan, Luther and I start fighting and casting. we have few stunned with Lightning, but in few action the beats have us surrounded. But a warrior never gives in. As my companions fell under enemy fire, I summon all my courage and square of with 5 of those beasts. One at the time I stun them in a weird game of Whac-A-Orc. After few pulses I am able to lightning bolt 4 of them and set the whole band fleeing, except for the 2 dead and one unconscious at my feet. I am glad my training paid of. Also a good armor is well worth investing into. After bounding the Orc and rescuing my friends Mayhem decide to join us for the interrogation of the Orc. however it does not have much information for us.
- Session 4
- Day 10
I wake up from the deathly plague that had afflicted me to find that we recruited a couple of horses and ponies. Personally, I'd have been happier with a sturdy goat but the bigs have this thing about horsekin. Looter and I confer and we agree that their must be some way to build fortifications on top of it. Conveniently, the horsekin carry quite a bit of our encumbrance, so that's nice.
And, there's a fair bit of eating on a pony, I guess.
We chat to the orc who tells us his mates are 7 days north of us. Slim checks the terrain and finds cart tracks heading west of north, so, I guess, more or less in the direction of the orcs. But, as luck would have it, their trail passes over hard packed earth, so the air mages lose the trace.
I pull out my kite staff and fly ahead to scout out the place and find a road where a cart would likely have crossed. Sadly, the air mages find nothing. We decide that flying around the place is a bloody good way to get noticed, so we just travel ahead on foot until we find a camp site.
- Day 11
The next day, we head further north and find a river some 30-40 yards across. We interrogate the orc and find a ford about an hour southward down the river, and we cross there. The air mages find the orc trail but it peters out after an hour or so. We make a smokeless fire, cook (a non-pony) dinner and set up a watch.
- Day 12
We spend the next three days following the tracks until it joins a more defined trail that climbs into some mountains.
We crest a ridge line and see a camp on the other side. Occasionally, the wind brings us the scent and identifies it as definitely orcish. We decide that the stealth properties of the horsekin is as advanced as the stealth properties of el Biggo, with the difference that at least el Biggo can at least cast a mist. So, we leave them hobbled near pasture on the southward side along with our captured orc and head down to investigate.
It turns out that the tents hold about a dozen orc sized soldiers, and when I slip inside the first one, there are five asleep who will not wake again. This seems like it might appease the spirits of hobbits lost to orcish spit roasts, so we repeat it in another couple of tents. Moving around to wreak mayhem: We slay 14 orcs and find that there are 2 buildings protected by 2 guards each, although each pair not facing each other. We find ourselves on the horns of a dilemma: visit the orcish population with crimson fountains of blood and build small towers out of the loot, OR go for the quality and maximise our loot to encumbrance ratio...such sweet musings....
Buffs & Mil Sci
Long Term (assumed always on)
| Magic (caster) | Rk | Effects | Dur | El | Ig | Lu | Ma | ?? | ?? |
|---|---|---|---|---|---|---|---|---|---|
Short Term
| Magic (caster) | Rk | Effects | Dur | El | Ig | Lu | Ma | ?? | ?? |
|---|---|---|---|---|---|---|---|---|---|
| Witchsight | 9 | See Invis, Darkness 75 ft / 150 ft | 5 hrs | ||||||
Spell Racks
Standard contents of spell racks:
Watch Order
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| ??? | ??? | ??? | ??? | ||||||||
| ??? | ??? | ??? | |||||||||
Marching Order
| Skirmish Formations (Front) | ||
|---|---|---|
| Default
??? ??? |
Double File
??? ??? |
Single File
??? |
Plans
Awards
Experience
Treasure
- Bears pelts x 1.5
- Missive from the Earl x 1
- Provisions
- Horses x 2
- Ponies x 3
- Quick loading crossbows x 6
- Hard Leather armour size 6 x 6
- Chain Mail armour x 1
- Scimitars x 5
- Scimitar of quality x 1
- Small round shields x 6
- Amulet of Elder Flowers x 9
- Amulet of Luck x 1
- Amulet of Betony x 1
- Unknown Amulet x 2
Individual Awards:
Calendar
| Winter: Frost 817 (7) | ||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Moonday | Duesday | W'ansday | Th'rsday | Frysday | Reapsday | Sunday | ||||||||
| Samhain | 1 | Guild Meeting Seagate, ... | 2 | Provision | 3 | Departure on the Cloud getting lost and sleeping in a barn | 4 | Get direction and travel by cloud. Camp. Bears | 5 | Cloud land in Duchy of Toscana. Wolves | 6 | Pevensey, Healers for Elderel | ||
| 7 | Rest | 8 | Rest | 9 | Travel To Unnamed Town | 10 | Travel to Petersflield | 11 | Travel to Fernhurst | 12 | travel to Bremdine | 13 | Travel to Linsdale, night camp on road | |
| 14 | Arrival to Linsdale | 15 | Lindale | 16 | Linsdale | 17 | Linsdale | 18 | Travel to Bamdry??? | 19 | travel to Lambsborn | 20 | Deprt Lamsborn, of track to follow trail, Orcs ambush | |
| 21 | 22 | 23 | 24 | 25 | 26 | 27 | ||||||||
| 28 | 29 | 30 | 1 | 2 | 3 | 4 | ||||||||
| Winter: Snow 817 (8) | ||||||||||||||
| 5 | 6 | 7 | 8 | 9 | 10 | 11 | ||||||||
| 12 | 13 | 14 | 15 | Solstice | 16 | 17 | 18 | Yuletide | ||||||
| 19 | Days of Chaos | 20 | 21 | 22 | 23 | 24 | 25 | |||||||
| 26 | 27 | 28 | 29 | 30 | Twelfth Night | 1 | 2 | |||||||
| Winter: Ice 817 (9) | ||||||||||||||
| 3 | 4 | 5 | 6 | First Plough | 7 | 8 | 9 | |||||||
| 10 | 11 | 12 | 13 | 14 | 15 | 16 | ||||||||
| 17 | 18 | 19 | 20 | 21 | 22 | 23 | ||||||||
| 24 | 25 | 26 | 27 | 28 | 29 | 30 | ||||||||