Rollohi-ep21-script
21.1 The end of Yormsley
Inits character 4 Yormsley 3
Eryn's horse panics 18 but Kylie control hers with an 06
She grabs Eryn's bridle each making 09s
The horses are unburdened so have MV 80
It's Yormsley turn. Now, he changes to a full wolf. It gives him better options of leaping and using teeth.
"What have you got?" Kylie
"My sword of course but we have to clear the hunt of innocents" Eryn
"Agreed, a horn would be of use" Kylie
"Huntsman! Sound the retreat!" Eryn
Does the huntsman understand? No
Number of hunters blundering in during the next minute (d6-1) 4
Round 2 inits huntsman then both yormsley and the PCs
Do more arrive no
The huntsman not understanding runs his spear at the "wolf" and the blade grazes off, a glancing hit in his eyes.
Yormsley gashes the horse with his fangs to bring it down, scoring a crit and eviscerating the beast. The huntsman makes a SV V Death, fails with a 12 and dies of a broken neck.
Eryn and Kylie match riding rolls with 10s and charge!
Kylie uses a coustil, but Eryn wields a +2 v lycan sword. Kylie's idea is to give Eryn advantage. However Yormsley is Lobo with plenty of HD so can avoid a deadly crit. He uses a d8 reaction D - and maxes! Eryn's strike of 2+2+STR will count, Yormsley began with 24hp and is now at 19.
Round 3 inits, characters/hunters then Yormsley. Number hunters arriving 2.
They are willing to attack, riding hard in with lances. One gets a solid hit, the Lance breaks. The man falls, taking 8 dmg and dead or unconscious. The other finishes his run, 10 yds away.
"Stand off!" Kylie tries to hold her mount, and rolls a 13 failing. She is out for the round, and 30yds away.
Eryn makes a second run, using the hunters as advantage and gets a good cut! Yormsley fails to parry, another 7 damage! Yormsley is down to 12hp. Eryn completes her run 30 yards clear and 20 from Kylie.
Yormsleys turn. He throws himself on the living hunter, delivering 6 damage. This man has 8hp so is still alive. He has to SV V paralysis and succeeds with an 04. He maintains his saddle and wheels.
Round 4. Inits hunters then Yormsley then PCs . Number appearing the remaining two. They emerge only 10 yards from Yormsley and both charge. They both make a bit of a mess. The wounded hunter gets his mount back in action and again attacks despite Eryn trying to make herself plain. The Lance breaks. In all the three are now 10 20 and 40 yards. Has Yormsley realized that Eryn is his only real danger? No and Yormsley attacks the closest again, leaping 10 and biting for 1. Incredibly the wounded hunter is still alive.
Character turn. Eryn makes a fantastic ride check and uses her opportunity to steady Kylie's mount. The elf uses Magic Missile scoring 5 damage. Yormsley is down to 7hp. Eryn leads them both a little clearer and is now 60 away from Yormsley. "It's an enchanted beast!" Eryn calls weakly and is misunderstood.
Round 5. Inits PCs then yormsley equal with the hunters. Kylie and Eryn can't get their mounts to cooperate and both dismount.
Yormsley is unable to cling onto the frantic horse and fumbles, he is out of attack this round.
The three hunters - one riding to get away and the other two expertly covering him and attacking with sword making nat1s each on ride checks. Their swords glance off.
Round 6 inits PCs Yormsley then hunters.
Eryn is back and so is Kylie.
Once again Kylie uses her dummy attack giving Eryn advantage. Eryn uses the +2 ability to crit! With 8 damage all told Yormsley's head comes off!
Then the hideous transformation occurs. And those witnessing it choke with horror!
21.2 Aftermath, an invitation
Does the vicomte have access to a lycanthropy cure? No. Does Ingle know enough about lycanthropy? No and does not closely follow the gossip.
Meanwhile, is the library conducive to study no but not adverse. Umbert can make a study check. He rolls an 11 which is fine for a normal book spell. Umbert learns Knock. The total time should roughly match Ingle's week of research, bringing the party to the end of waning gibbous.
In the aftermath of her heroism does a swain court Eryn? No but a woman falls for her and sends her
1 a love letter
2 a token
3 a rich gift
4 a go-between
5 a proposal
6 a challenge to a tourney
It's a 6, a challenge.
Is the path north yes but not too far north
21.3 Should we try north?
The party has ridden with their entire gear, and no mounts were lost. In theory they could make good time by arcing clockwise around the more settled lands from Vicomte Coen to Vicomte Espeque. Then head south towards the plateau.
Its time for a dice drop.
This will stretch from west of the Arvyx line to a point north-west of the plateau.
The initial inclination of the party is 3, no but. Pride in monster hunting... concern about Hidden Springs...
Meanwhile how is Hidden Springs? Is all well? Yes and thriving. The initial difficulties about crops has a solution, terraces are dug around the spill and the waterway put to more organized use. There are now 33 people in residence, most laborers. But Jory and three more trade/merchants have settled in. Their services now cover what a very small hamlet will.
Road quality: poor to non-existent. Both vicomtes are deputies of counts from further north, roads stretch back that way.
But the land itself is easy. Prairie north of the Arvyx, dells to east, then grasslands out of the plateau runoff.
Research for maps and towns Ingle gets 02 Umbert flubs it. Is the map for sale no. Can Ingle try a sketch yes but limited views/time
The matter is of course put to the party as a whole.
Jack is obviously in favor. It would mean a quicker return to Ixegenia.
Umbert is in favor. He's likely to add that scroll Mertz agreed to send for if the party gets near Espeque 's court or New Jhay.
Ingle is inclined to favor it since he thought of it. But as someone that follows the diviner of paths, he wants to examine all the pros and cons. But as it turns out everyone else votes yes:
Eryn: moderately ok with it. A palfrey as riding horse is indicated. And though she didn't mean to make a big deal of it, there's a pre- solstice tourney 9 days from now.
Xantu: The Blacksmith of vicomte Coen is good but Xantu wants better adventuring gear, maybe a crossbow. He regrets not asking Kaelen for it.
Cied: very much in favor. So far her plans to splurge in a good town have fallen over. This way, she'll be able to get what she wants
Pod: in favor. Both because it will be safer and because he's a little resentful that neither he nor Cied has been voted a magic item. He's privately thinking of trying to find a different party.
Kylie: in favor but mainly as it gets her the chance to hunt hobgoblins earlier.
"I have a basic understanding of the lands and where our warrants will be needed. Let us pray our paths will be made smooth"
Local supply is excellent and everyone takes the chance to upgrade to iron rations. This is a serious expense but well worth it for cold camps. 120 gold thanks!
Then wolfbane and silver dagger and holy water x 2 is 130 gold.
Altogether this adds only a day to their stay during which time the sick man is declared in danger of wounds. Ingle uses his Staff of Healing but now, notices the wounds don't behave like normal. He writes to the mystic and to his own order
[Note i did roll 2d12 for gestation but can't remember exactly what the result was. It was something like 2 weeks]
I make the adjustment for the extra day, making it the first day of waning crescent by the time the party actually rides out.
Weather, chill with brisk wind and occasional rain.
Chance to get lost 1 in 36, no they are able to follow the main trail north.
Forage, NA, they are no longer scouting and walking, this is all pony pace.
Is the next market town more than a day away yes and two full days ride at pony pace.
Is the next place of rest a castle no but a smaller fort. Size 3, a keep with a minimal donjon.
Did it use to be a keep on the borderland yes but that was long ago.
Are adventurers settled there no and are not to be seen south of the market town.
So this is a fort only no but a minima of added services and crops. It's equivalent to the seigneurie or manor nw of lake town.
The rank is banneret, one of Coens loyals.
Meanwhile encounter no and barely anything other than locals
They arrive at the manor and are greeted by (known?) No and not necessarily friendly minor office holder.
The ostler only knows adventurers should not be wandering. He warns them not to cause trouble.
Encounter that night no but not a comfortable stay.
The next day will be day 2 waning crescent.
21.4 the market town Great Vine
Day 2 of the journey, leaving the keep behind. Day 2 waning crescent.
Here the path debouches from the Arvyx to a south-facing terrace. It is an arm of the Arvyx, reaching north then east. The town covers the whole slope but the vineyards that gave rise to it proliferate.
Chance of getting lost 1 in 36 no and the pace is better, the roads in decent condition. Weather is much as yesterday.
They pass through small villages and hamlets, the folk are hostile and surly.
There is no real reason to stop other than to water horses and pay for baiting them with grain once at a turnstile taproom-with-stables.
Watch 3 the hillside becomes more distinct.
"Is this whete the tourney is:
"No and it's many leagues north still."
The horses are tired from the hill work, so they aGree that any low-slope ostlery will do.
Do the scum live low? No, these are the tillers of soil, generally employed in fields along the valley floor, or tending to the wealthy among them. A small scatter of mansions are sited low as well.
Is the ostlery option numerous? No. Are they much good? No. Yruly villainous? Yes and both a ripoff and not restful.
In disgust, Eryn insists they look upslope. She will walk her warhorse.
Not far up the zigzag road they strike a somewhat better option. Eryn declares it good enough. By this time the hour is late.
As they were warned, it has taken 2 full days at pony pace.
The stables Eryn has chosen are not adjoined to an inn. But they do let travelers stay over with their horses. This caters to the groom and guard trade.
Encounter: no.
Its obviously not a good spot for adventuring gossip. Asking gains directions to a tavern with limited guest rooms, run by an ex adventurer. More than 1? Yes. More than 2? No. A couple? Yes but not officially married. The man of the tavern is an elf, the woman a human. Kylie seems unbothered.
The tavern is not traditionally named: it goes by EV Wines and Bitters.
Number of rooms left for the night: are there any no
Is the taproom open all hours no
Pulling a face Eryn slumps at a corner bench and calls for wine. Ingle and Umbert are nearly as down. Strangely Pod, Jack, Xantu Cied and especially Kylie seem upbeat, even excited.
Does Eryn fall asleep on the spot no but she's nodding.
Mine host! We are adventurers and the night is young Jack begins.
It's not young, we need sleep Umbert moans.
BAH! Where's the spirit that carried you to the Whisperwood! Xantu bellows
I slept really poorly last night. Eryn is the same, look.
Tavernier! If ye don't have a room, where can we hire a couple of big ones Xantu yells.
Are the tavern couple friendly: 2d6 modified by +1 for having money=6. Cool and sparing with advice.
If you don't mind the walk, the new Guild Hall will put you up. It's up top, on your right, with whitewashed guttering.
Of course, this is a proper market town! We've gotten used to frontier places already, Pod muses. Stands to reason they got a guild hall here.
Is it an hour's walk yes and more, for tired halflings.
Encounter no
So are all the other 5 ready yes but still sightseeing. Open stalls are tempting and they take well over an hour wending around and buying small items. The locals have attractive autumn furs that don't over-restrict vision so those are a must have.
By the time they reach the Guild Hall it's the 2nd watch of night. The night staff are moderately pleased to greet them and explain tariffs. But there are only 2 sizeable chambers available.
Is this really a safe haven? Yes and magically secured. They eat well and drink well. Kylie looks extremely happy, an expression they don't recall seeing on her face ever.
Meanwhile at EV Wines and Bitters
Do the tired trio just stay with their mounts? Yes but once they have supper and drinks at EV. Eryn asks politely for the story behind its establishment. But she gets exactly the same short shrift as before.
"So that's bitters is it... i think it has charmed the owners, they are very sour."
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