3. Save a Horse...

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Re: 3. Save a Horse...

Postby connivingsumo » Wed May 02, 2012 12:07 am

BIZ:MU

"If we are undisturbed this night, I can study detect magic and see which are worth more."
SUCCESSFUL "TRADES" with: tumblingdice x2, Blood axe, and Kipper! ~ thanks to all of you! :D

"Be the change you want to see in the world." ~Gandhi
“If more of us valued food and cheer above hoarded gold, it would be a much merrier world.” ~J.R.R. Tolkien
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Re: 3. Save a Horse...

Postby tumblingdice » Wed May 02, 2012 1:28 am

I'm not sure if you've killed the ruffians yet, but either way, a search of them and the wagons reveals:

2 rings (75, 50 gp)
2 necklaces (25 gp each)
50 gp, 500 sp, 2500 cp
Fyodorll's spell book
4 short swords
blankets
clothing
food

Renardius, your CLW spell heals Athelstan of 7 hp. New total noted on player status page.

Any other actions before you turn in for the night? Will anybody be keeping watch with Athelstan?
Get thee to the dungeon. Get thee to the dungeon forthwith. Pass not the barbican. Amass not 200 GP.
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Re: 3. Save a Horse...

Postby Spanningtree » Wed May 02, 2012 1:38 am

Soldath - Mage

Soldath will take at Fyodorll's spell book with Biz (if she cares to).
Anall nathrack uthos bethos doss yell yenva. -Merlin
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Re: 3. Save a Horse...

Postby badams30 » Wed May 02, 2012 1:53 am

Athelstan - Fighter

Athelstan asks Taras and Tret if they'd share the watch with him. "The rest could stand some sleep and time to pray and regain some magics. We can split the shifts however you'd like. I think we are more than capable of keeping watch."

As we prepare to close it down for the night, Athelstan will take the bodies of all the bandits and the Elf and toss them into the woodline as far away from the party as he can. Then he'll make sure the horses and area is generally secure before settling down. Once the place has quieted down, Athelstan will clean and oil his weapons and armor, repairing areas of damage and sharpening his sword. He'll tidy his gear as well, and then make small talk for the evening.
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Re: 3. Save a Horse...

Postby tumblingdice » Wed May 02, 2012 2:13 am

"I'll keep watch, too," Taras offers.
Get thee to the dungeon. Get thee to the dungeon forthwith. Pass not the barbican. Amass not 200 GP.
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Re: 3. Save a Horse...

Postby connivingsumo » Wed May 02, 2012 3:13 am

Bizenghast

ooc: is interested in the spell book, scroll, and any other magical goodness. Hopefully I can memorize the spell and have a better idea of what is and isn't.
SUCCESSFUL "TRADES" with: tumblingdice x2, Blood axe, and Kipper! ~ thanks to all of you! :D

"Be the change you want to see in the world." ~Gandhi
“If more of us valued food and cheer above hoarded gold, it would be a much merrier world.” ~J.R.R. Tolkien
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Re: 3. Save a Horse...

Postby tumblingdice » Wed May 02, 2012 11:09 am

You settle down to rest as Athelstan and Taras (and Tret?) prepare to take first watch. Unfamiliar with your surroundings, and overstimulated by the smells of the wagons, and the shadows from fire dancing off the walls, you find yourselves awake for longer than you'd like.

Other than an occasional snort, the horses in the corral are mostly still.

The horrors you've witnessed today fight for your attention as you struggle to surrender to sleep. First Igli, then Marion, and now Jarek. Infighting in the group over a sleep spell. Giant beetles, slaughtered horses.

Horses! Do those horses realize how much blood has been spilled over them?

Sleep finally wins...
Get thee to the dungeon. Get thee to the dungeon forthwith. Pass not the barbican. Amass not 200 GP.
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Re: 3. Save a Horse...

Postby tumblingdice » Wed May 02, 2012 11:18 am

Day 10, Soladain, Thaumont 10th, Dymrak Forest, early morning

The night passes without incident. Before you even look to the sky, your bones and muscles tell you it's going to rain. The frames of the wagons are swollen with moisture, and dew clings to the canvass covers.

Taras has been up for some time, and is busy hitching horses together, preparing for the journey back to Sukiskyn. He's moved the saddles and bridles from your borrowed horses to your newly acquired mounts.

You help yourself to a breakfast of hard tack, and drink some rainwater from a barrel between two of the wagons.

Any specific actions before you start your trek back to the homestead?
Get thee to the dungeon. Get thee to the dungeon forthwith. Pass not the barbican. Amass not 200 GP.
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Re: 3. Save a Horse...

Postby badams30 » Wed May 02, 2012 11:30 am

Athelstan - Fighter

Athelstan thanks Renardius for the healing, and prepares to move out with the others. "Rain. Perfect. Oh well, as we've seen the past few days, it certainly COULD be worse. Say, do we want to torch these wagons so no seedy elements can utilize them?

Athelstan will saddle up his new warhorse and we'll be off! To Sukiskyn! Athelstan will say on a cautious note - "We'd best keep on our guard around where we saw those beetles yesterday."
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Re: 3. Save a Horse...

Postby greyarea » Wed May 02, 2012 2:07 pm

Tret, rogue

If we haven't killed all of the ruffians yet, Tret does so. He isn't pleased.

Yes, let's torch the wagons. Hey Biz, where did you see those hobgoblins with the winter wolf?
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