Rollohi-ep12-script

 Part one: Eikpe puts things right

It seems success is a curse because our heroes will cost a lot more than eight mounted infantry. 

 

Our heroes are duly alerted by Eikpe who, with advantage because of her role as concierge, scores a nat1 on cha. 

 

There are many scenarios to be debated 

Do they approach the Gyoza group yes but only once they have a scheme 

Do they attempt to confine the danger yes and as quickly as possible  

 

So they use the chambers to their advantage, trying Charm Person on a stray bandit then bringing that man to Gyoza to explain. 

 

  

Then things go wrong. As Eikpe and Eryn attempt to isolate a bandit they telegraph a plot and he is joined by two more bandits. 

 

Does Eryn sound the alarm yes but only by sending Eikpe for help 

 

Eryn's hp, 10 of 13 when she climbed down and is now 13 of 13. 

Fighting inside she makes a fighting withdrawal. 

Inits Eryn 3 bandits 6 

Are the bandits fully armed no and no armor. 

They attack with daggers, two max off, Eryn takes 2dmg but parries it off with a 7. 

As Eikpe runs for help Eryn retreats. 

Round 2. 

Inits Eryn 2 Bandits 3 

Bandits are joined by 2 more. 

Eryn can use a power d8 as she is higher hd. 

She will try to roll 7 or less against any one dagger. This time 3 daggers get home, she parries the 3 taking two 1s. Hp are 9 of 13. 

 

Characters: the four ready to join are Jack Cied and Xantu while Ingle is in support. 

Jack cuts at a bandit but Cied and Xantu use hand axes devastatingly  killing two. 

 

Round 3 

Inits characters 6 bandits 3 

Only one more character is available and it's Pod. Now Eryn can risk attacking and she can use power d8. But she maxes off!  

Jack finishes his bandit and CiedPod wound another while Xantu kills one outright.  

The bandits ML fails, and the wounded bandit flees. The last of the 6 outlaws is trying to grab gear... 

 

Meanwhile what do the caravan guards make of this? 1, fort up, 6, rush out to take a side. It's a 6. 

Ingle: 02 on CHA 

Outlaw: 02 on CHA 

Tiebreaker... 

Eikpe: nat1! 

 

Order is restored. The outlaws surrender. 

They will become prisoners going north. 

Does joric change his mind? No but he won't object if they travel with him. 

Loot: 160 gold worth, mostly from 1 item of jewelry.  

He can delay a day (that was his plan anyway). 

And during that time Eryn is healed the 4 she is down. 

 

Their mounts: all the horses. 

Do the merchants have useful gear? No. 

Kylie makes a mental note to cut lathes for arrows. She pays Brunhilda to bang out ten arrowheads. 

The moon completes its waning gibbous phase and will be first day of half. 

 


Part two: east

The best approach for the next step east us a d6, using Cairn again. 5 tough, hills and a hanging valley 

Does the trail north head through the valley yes but not right up. 

So on that side the plateau has slid away, forming the valley, which sits above hills, and those in turn are the marshland border. The caravan has to cross the valley, not go up it. 

 

Day 1 

Moon first day of half. 

Weather as it is getting close to a fall, I roll a d20 and score 19. Harvest is getting close, it is hot and summer fruits need picking. 

Approx party order: Gyoza party, Jorin and guards, Ingle party. 

Encounter watch 1/2  no 

Encounter watch 3 no but tracks are seen 

Night camp. A minor encounter with scavenger flyers.  

 

Day 2 

Moon half 

Weather same but with dire heat levels 

Is the market town reachable today at normal pace yes but only just 

Watch 1 encounter yes 5_5 on grassland. A band of expert adventurers has emerged not from the market town but from the south-east! 

Chaotic? Yes and loving it. There are 7,  

Level 5 mu 

Three Level 11 dwarves 

Level 4 halfling  

Level 7 elf 

Level 7 fighter 

Are these dwarven lords brothers? No 

Do theey each have their own stronghold no but those are being established 

Have they come to claim tribute no and they are just out wandering 

Gyoza's party gets a chance at a cha check, rolling a 10.  

Joric then rolls 05 

The dwarf lord's are inclined to be positive. Their reaction is a 6. This elevates to 8 based on the cha checks. Which just stays neutral. 

Joric is courteous and respectful and the two parties takectheir leave. With the dwarf lords knowing there is an onsen opetating now, that's a good result. 

 

Watch 2 

It is very hot. Guards and less-sturdy travelers struggle.  

Are they going to need to stop? Yes but step back to the water 

Is there a nice stream in the middle yes and it features shade trees 

Forage is now the order of the late watches, and as I will test for foraging this marks the end of the chapter. 

 


Part three: New Jhay

Forage is an advantage wis check. There's a better chance of game animals than other edibles (p145 of players handbook, v2  forbidden lands) 

An 02 is a great result. To translate this to ose terms, each gatherer rolls a utility d6. A 6 is a mishap but that can be canceled by dropping a success 

I make 5 rolls and come out with one non-canceled success. The heroes gain 5sup 

 

Gyoza has 3 foragers. They have a mishap but cancel it, ending with 3 supp 

Between the two 8 supp is gathered. 

 

Can Jory fish? No and he instructs his guards not to. 

 

Watches 4 and 5 

No encounter, they process the catch. 

Who among the 3 parties eats bad flesh 

Ingle has made a great int check on the weather. 

He proposes a night march to new jhay so as  to avoid further heat. 

Does Jory fall in with this yes 

 

Watch678 no encounter. They push through the night (last day of waning half moon) over an eyebrow ridge of the decayed plateau, then fall onto the town byroad which is moderately (4) important. 

Dawn finds them presenting passes and paying admission. 

 

Is this a neighbor of vicomte yes and an ally 

Are they offering a complete range of services no and those offered are costly. 

 

They will spend only 1 day advertising and looking for monster markets. 

How successful 4, yes but won't pay top price/more interested in suppressing chaos 

Selling the goblin ears: nope. Bounty for the brigand prisoners: no. 

Legends of relics no and Gyoza is unwelcome 

 

Will Gyoza move on yes and quickly – if he does not hear of a relic hunting job soon, the party will head back. 


Part four: Mischief

 

Regular stay, 60 days supp, 60 silver 600 electrum 360 gold 

Stabling for ten mounts 40 silver 

Do they look for entertainment yes but not the sensible characters. So not Eryn, Ingle, or Cied; and not Kylie as she has no liking for towns? Correct. And not Pod? No. But just a side note that Cied does like spending on frivolity, but she prefers the pampering come from her man. 

So the suspects are Jack Umbert and Xantu. 

 

Is there an Adventurers Guild no 

A guild hall no and all guild pleas must be presented at public forum. 

A thieves guild yes and it has major influence  

 

On a scale of 1 to 6 how much trouble do they get into 4 

So just moderate bar-fine territory yes and they will be welcome back 14 gold paid 

 

"Ere bin keeping me ear open lads, I ears about a great li'l drink spot, the gilded jug  w pleasant company..." 

"No ya dont Pod, next yerllbe down wi th running dick spots an tellin me ya got it off a jakes seat" 

"Oh haha just a drink pet"  

"So long Pod, tough bein single but we'll do our best" 

"Noooo dont leave me... at least bring back booze!" 

Laughing heartlessly Umbert Jack and Xantu head out. Because the misery of one is the cheer of many. 

A solid hour later, they are a few drinks down at the Gilded Jug, and each enjoying different company. 

 

Xantu - arm wrestling against Kaelen, a 1-armed cutler. 

Umbert - gathering info about a job in a high-monster area from Silas the scribe 

Jack - exchanging cant gossip about Thieves Guild business with Jax the juggler 

 

Each of these is a d6 modified by the relevant attribute 

Xantu +1 on Str get a 7, clear victory. 

Umbert +1 on int gets 5, good honest info 

Jack +1 on CON gets 7, outlasts Jax 

 

These are possible contacts for purchases or more work, so let's pull some details out based on Cairn 2e lists 

  • Kaelen:  boisterous, badly damaged, actually an agent, also a possible source for gear 

  • Silas: frail, nervous, passing through, wants a job done 

  • Jax: scruffy, young, low-level Guild business 

 

I'm also going to prep a couple more possible contacts. New Jhay is inadequate as a town but the presence of the dwarf lords makes me think it could turn out to be pivotal. 

  • Elara: mysterious, veiled, passing through, wants skilled thieves to retrieve a family heirloom, may have a major enemy 

  • Brother Theron: boisterous, portly, monastic? Source for Lore 

 

"That felt like business, how about somewhere else?" 

 

"Sure, Jax tells me the briar Rose is a pleasant venue with ladies of charm and conversation" 

 

 

Does the world have STIs? Yes and, they are common 

 

Now recalling that I prerolled only 14 gold coins spent on the entire night, this is actually PG and tame, sorry! 

More contacts possible, especially for Umbert who meets an unnamed silver haired storyteller who sounds to me like a less bedeviled version of Elara. Jack meets a pair of sisters, Xantu plays games with roving entertainers. I don't have any preconcept for a jongleur culture in the campaign, I wonder if that will come up later. 

 

As dawn breaks, the three adventurers emerge from "Briar Rose," their pockets lighter but their spirits full. The night's experiences, though varied, have left them with a shared sense of contentment, a memory of a time when the world was not a battlefield, but a place of pleasure, laughter, and companionship. 

 

 

At their lodgings in the morning, Umbert tips Gyoza to a relic-finding job with Elara the Seeker, then assembles the party. He is going to pitch the Silas job to them.  



[As a side note, will Jory head back to Hidden Springs no but if the party come back, ask again ]

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