Rollohi-ep09-script
This marks the month payday, which is in fact overdue by a few days. Ajiwe pays 30 gold to the party, but asks them to hire on as trail guards to get laborers back once the works are completed here.
The party discusses it.
They would like to negotiate a base for themselves, they can picture Ajiwe charging them rent.
They elect Umbert spokesperson for dealing with this.
Umbert cha nat 1 int 09
Ajiwe cha 04 int advantage 09
The party get a deal drawn up. The terms aRe good acknowledges that Ajiwe could not have gained hidden springs if not for the paity.
Build work 9 man-days. That releases 5 of the party to forage and scout the area around hidden springs esp the plateau.
Do they scout the plateau no but map paths up. A rough path of steps, to make it safer.
Height 120' at this end.
Number of stops needed 1 at midway.
Number of man-days to defend that, six.
Meanwhile the laborers finish rough plastering all the rooms.
Will Ajiwe need them more no and is glad if theparty hires them.
Accordingly the party pays 30 gold across to the supervisor for he and his labor and food.
Forage 1 to 6
Despite days of effort, the party is forced to purchase food once they have gone through their own rations.[100 paid to Ajiwe]
At the end of the six days they have a nice little cliff dwelling as well as defensible rooms in the springs, but need to guide laborers back to the lord's lodge.
Moon: it has been a few days since new.
9.2 Level up!
Rules of attribute gain
Each character is permitted one prime and one other check.
If the attribute is a 3, it is raised without this check.
Otherwise:
Deduct the chosen attribute from 21 to find the TN to roll under.
For the prime attribute roll 2d6
For the other attribute roll 3d6
As a mercy two levels of rolling "on but not under" are as good as a success.
Their attributes (SIWDCC)
Eryn: 15,11,07>08,11,12,10
Ingle: 06>07,11,15,13,14,12
Jack: 08,13,10,12>13,14,07>08
Umbert: 09>10,13>14,12,11,10,09
Pod: 12,09,12,12[09],13,09
Cied: 14,13 09,14>15,15,11
Kylie: 13,14,10,12,08>09,06
Xantu: 15[06],10,13,08,09,11
Cleric, prime is WIS
Dwarf, prime is STR
Elf, prime is STR AND INT
Fighter, prime is STR
Halfling, prime is DEX AND STR
Magic-User, prime is INT
Thief, prime is DEX
Ingle rolls 7 against his wis TN of 21-15=06
His other weak point is str, he rolls 13 against a TN of 21-06=15 so that rises to 07.
Xantu rolls 6 on TN of 6, so close!
He yries for CON making 15 no go
Kylie roll 11 on str and 11 on CON, making that one, con to 09.
Eryn roll 9 on str then 12 v wis TN of 14, wis to 08
Cied rolls a 6 on her TN of 7! DEX goes to 15. Her other is wis but rolls 13
Pod rolls a 9, just on so no. His other is int. No, a 13.
UMBERT rolls 6 on his TN of 8 so int rises to 14. His other is 5 on STR so str rises to 10.
Jack rolls 3 on TN of 9, DEX rises to 13. His other is cha. He rolls 5! Cha goes to 08.
Hp rules.
Roll all hd with a minimum of 3, add any con bonus once.
Ingle2d6+1=10
Xantu 2d8+0=16
Kylie 2d6-1=6
Eryn 2d8+0=13
Cied 2d6+1=10
Pod 2d6+1=10
Umbert 2d4+0=7
Jack 2d4+1=7
Spell gains
Ingle: he is blessed w his 1st miracle. Purify food and water.
Umbert: 1st level spell Ventriloquism
Kylie: 1st level spell Shield
9.3 Back West: Gnolls on the hewn road
There's a decent trail now. In theory a forced march will get the whole gang back by night.
However, the chances of things going really badly are increased.
By the way, have any travelers arrived no
Watch 1
Weather stayed fine and dry
Moon half (waxing)
Forage yes and 2d6 9supp
Lost no
Encounter no and sped on
Watch 2 nothing new
Watch 3 an encounter otherwise no change
6_6 8 gnolls have sniffed out the trail.
Range 160yds
Attitude 6, interested in any weakness
They are led by a hulking 15hp matron with three 11hp males a 8hp and three 5hp young
Surprise yes characters are surprised
Gnolls need to be stealthy.
Hear noise Kylie Pod and Cied - Pod hears noise at 140' away. But by then...
The gnolls maneuver to surround. Their move is 90 while (if they drop tools) the laborer gang can flee 120
Morale of labor gang fails with a 9! (In fact there are 3 groups of 4 3, 3 so 2 more rolls, of which one sticks and the 3rd panics)
Do the gnolls try to skirt the adventurer party no and decide to attack.
Have they surrounded the convoy yes and are ready!
In the meantime characters dismount except Eryn, who can use shield and sword from warhorse.
Init is won by the gnoll and 6 fling crude spears d6 which are devastating. As 7 laborers rush out five are killed, one wounded.
Two gnolls close on Eryn! But it's at disadvantage as she is ready w shield. In fact she takes 2 dmg. This is on her not the horse.
Character turn
Declarations
Magic from Kylie, who throws up Shield, and Umbert who will use Ventriloquism to trick a gnoll at a key moment.
Xantu will tank up, Ingle will fold back on him but Umbert is closest to Kylie
Eryn will make a Fighting Retreat back to the others. She devotes both HD to reactions. I'm not allowing this face to face as the aggressors have the same number of Hd.
Missile attacks from CiedPod and Ingle:
2 dmg on a gnoll.
Round 2: characters 4 gnolls 4
Do gnolls attack helpless laborers no but they try to pen them back
Two of the eight gnolls move to drive those back into the kill zone. But the laborers have a aster foot speed
Now there are six visible adventurers three laborers and six gnolls. The gnolls rush the caravan.
A laborer (2) Pod(3) jack(4) Kylie (1) drop two weak gnolls that having been the only pair to rach Kyle's end are in elee
These two gnolls strike back killing the laborer.
Xantu jooins Elyn. warhammer slides off the thick hide of one gnoll. Elyn slices a gnoll for 4. Her warhorse does 3 more damage.
In response the gnolls :
Gnoll w spear on Elyn 2, again on Elyn
Gnoll w spear on Xantu, Ventriloquism provides disadvantage and the gnoll maxes off
The remaining 4 gnolls are moving only
Round 3
Characters 6 gnolls 2
CiedPod mve back in to short range and kill the wounded gnoll
Elyn and Xantu weapons glance off the warhorse strikes home and the gnoll Elyn wounded falls: Kylie uses MM scoring 5 on the matriarch. Jack Ingle and Umbert all succeed and the matriarch takes 7 more leaving 4 hp.
Fleeing laborers are 80' away from the tail.
Gnoll turn: ML8 half casualties = 9, they flee.
Free cut on fleeing melee? Only if the character pursues.
Do the two "herding" flee with their matron? Yes but avoiding the caravan
Round 4 gnolls flee again. This means three get clear but one, running past CiedPod, is killed, then Kylie Ingle Umbert and the super catch the matriarch and kill her. Jack and Xantu catch a hulking 11hp and both crit, killing it on the spot. Elyn spurs after the last gnoll. Over the next 3 rounds the warhorse stomps it to death.
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