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Post by warlord476 on Oct 8, 2016 0:35:19 GMT -5
The characters at the start of the session:
Rogar, a mariner [L2 Warrior, sword and shield]
Snorri, a northern barbarian [L1 Warrior, axe and shield]
Dokrah, a Keshite [L1 Rogue, talent = locks & traps]
For those who came in late…
After a few capers in Lankhmar, city of the black toga, the lads at the Goosedown Inn have gained enough notoriety to be offered employment. Lee-na the librarian becomes their patron, or partner. His terms are 15% of all swag, plus the satisfaction of revenge on Koh-vik.
Koh-vik the wizard had hired Lee-na to research the whereabouts of the crypt of an overlord of old. Then, had Lee-na brutally beaten!
Warning them that Koh-vik has hired Ilthmar cutthroats, Lee-na provides them with some basic directions for the caper and retires behind the scenes.
The lads set up a base at the widow Twankey’s, an accommodating matron. From there they deduce that the rat cultists of Ilthmar are but the muscle for a crossdressing adventuress they have encountered before now. They decide to let the opposition explore the passages, and set off the traps, while they follow.
Abort attempt, and a new recruit
Easily distracted, the lads almost immediately turn aside to explore a side passage and an interesting cascade of water. Dokrah falls in and barely survives, leaving them with no light.
After much effort Dokrah and the lantern are recovered and at the Kleshite’s insistence they return to the widow Twankey’s.
As Dokrah gently steams in the widow’s pulchritudinous embrace Rogar spots a scribe he once obtained forged papers from. The broad-shouldered fellow shows the hollow cheek and hungry eye of one seeking employment!
Introducing Prasimion, a freeman scribe [L1 Rogue, talent = fraud]
Prasimion has the caper explained to him and joins for the loot and fun. He also bargains the widow into advancing them fresh lantern oil for 15 gold on their return. They all set off once more!
University challenge!
Lee-na’s description again leads the four blaggers east then south. South is the general import of the description provided which runs something like “south, down then up, the dead guard the way”. So while a couple of side-tunnels tempt them they stick on mission this time. A previously-located crawl-height tunnel extends the search south, and Rogar, easily the most agile, crawls ahead with the lantern.
He finds a room where three crawl-tunnels exit some 8’ above stone cauldrons. Some dark liquid fills the one below. An obvious trap! Order is rearranged and Snorri is lowered down. As he begins to test the cauldron he finds handholds below the crawlspace. With those, the descent becomes easy. Testing the liquid in the nearest with the end of a rag, Snorri says:
“This is probably flammable. I think I’ll light the rag and see what happens”
“And your doctorate of Alchemy is from…?” Prasimion murmurs sarcastically, and the lighting is abandoned [and thank heaven there was no naked flame ready for Snorri to act on his whim!]
Taking the crawl-tunnel that continues south the four next encounter a stream, possibly an old sewer. Following that as south-tending as possible, they find the body of one of the rat cultists. He has been killed by something that delivered an enormous impact. The body lies in the stream just below a flight of steps east.
Prasimion loots the body while the others study the steps. It looks as though they lead up to a crypt! And the directions include the phrase “the dead guard the way”.
Testing the steps by tossing the body up onto it, they find that the trap is an immense stone slab that punches down the steps then retracts. Rogar is lightly injured in the test.
“Hydraulic power!” Snorri explains confidently.
“And your doctorate of Hydromancy is from…?” Prasimion asks sarcastically.
Dokrah locates the trigger step and the crypt is gained! But the opposition have been there long since, as is evident from the open crypt-stone in the floor.
A careless step or two
Down a deep shaft the four follow, to another stream. Following the most likely direction the four at length find themselves at a left-turning corner of ancient black basalt, marked by a skull. Footprints of the opposition are fresh! After checking they are not right on top of the opposition, Prasimion decides to wave his hand in front of the skull to test if it is a trigger. He steps on the actual trigger and is nearly bisected by a huge scythe blade that whips out horizontally.
Ruefully picking himself up Prasimion checks his fine silk padding armour, and counts his arms and legs. All there!
“That must have been powered by hydraulics” Snorri explains, to which Pras’ normal rejoinder is made.
Dokrah checks for where the trigger was and sets the trap off again! He too picks himself up and counts limbs.
Having definitely located the trigger plate the four close in on the opposition, wading quietly through water which, ominously, is draining away quite rapidly.
Finale
The opposition have reached something that sets another trap off and all of the drained water of the level roars out from wherever the opposition have reached. An expeditious retreat ensues!
“Hydraulics!” Snorri screams as he runs.
“Doctorate from where…” Pras pants in response
The four race back to the scythe-trap corner and ready themselves for a surprise attack. It works perfectly to the extent that all four surprise the adventuress, and put her down. The remaining opposition are two ratmen (one burdened with a large gold urn) and a wizard.
Snorri takes a TTYF from the opposition’s wizard (Koh-vik, presumably) and goes berserk with a salmon-leap over the trap and cultists. Pras distracts one cultist while Rogar and Dokrah focus on the other. The Wizard is slain!
Quickly putting paid to the other two the next challenge is to avoid drowning! The rushing water is now chest high on most of the group. Pras drags the adventuress with them but eventually she is swept away. Dokrah drops the lantern while Snorri flings his axe up to a high ledge.
Once the water ebbs away the group return to pick up any heavy loot, Snorri’s axe, and once again retrieve the lantern. With the urn, a slim purse, and some heavier blades, they retire to the widow Twankey’s!
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Post by warlord476 on Oct 14, 2016 16:37:46 GMT -5
1.06: The Disturbed Duke, part one!The characters for this session:
Rogar, a mariner [L2 Warrior, sword and shield]
Snorri, a northern barbarian [L1 Warrior, axe and shield]
Dokrah, a Keshite [L1 Rogue, talent = locks & traps]
Prasimion, a freeman scribe [L1 Rogue, talent = fraud]
To advertise, without painting a target on ourselves?
The four caper cronies spend a time recovering and eking out the monies in the general loot (see 1.05 Crypt caper). Then, in the day of Scorpion:Hare, they form a consensus to have Lee-Na assess the urn so that they can make a bill of sale with some authority.
He pronounces it genuine. He and Pras write up the bill of sale. Then, having agreed that Snorri’s fence Renago is less likely to cheat than Dokrah’s fence, Snorri and Pras approach Renago.
Pras’ point of view is to sell the urn as soon as possible to the next rung up the underworld ladder, rather than being dazzled by the 50+ gluditch true value Lee-Na estimates.
Cash is always acceptable thanks!
Pras does a lot of the talking, which is why he is there, and his point of view prevails. He fixes Renago with the idea of doing ongoing business, as well. A second meet at which Renago actually inspects the urn [Pras makes a good CHR SR for bargaining] settles on 4,000 gold rilk as the sale price. A third meeting [Pras manages a L1 CHR SR] keeps Renago honest and the 4k is handed over in four bags!
The new falchion is my balanced investment plan – check out the balance!
Once Lee-Na’s cut is taken off that leaves each adventurer with 850. When Pras mentions he will invest most of his gold, the idea catches on with Dokrah and Snorri, and they all three create a balanced investment plan with Hurik of the Merchants Consortium. Rogar also invests, but in better armour and weapons. He sports a dashing and deadly falchion.
[The GM permits rulebook upgrades to gear, excepting Dwarven Smith quality. The investments may begin to pay off in a couple of months’ game time. Pras and Dokrah also upgrade weapons and armour where they can – they can’t afford to lose DEX or clank around in metal armour! Snorri is fairly happy with his current armoury. Pras also upgrades to a better cloak and meets one of his contacts, a laundress named Verna.]
A mission calling for ingenuity and violence is our cup of tea...
A couple or so days later Renago mediates a meeting between the cronies and a mystery patron, advancing a purse each as surety for discretion. The Golden Lamprey bouncers wenches and whores all look more up-market than the four are accustomed to!
For their part the four attract curious stares. For reasons best known to himself and his victims Dokrah has armoured up before setting foot out of the Goosedown Inn, causing Pras and Snorri to paranoically hurry back and do the same. They look very out of place as a group! [The GM has made the general expected level of dress clear but Dokrah's player ignores this so Snorri's player and I role-play along with this ]
Following directions to the second door on the left upstairs the four meet Avish, scion of an aristocratic house. He reiterates the deal (of silence) and narrates a tale of the Mad Duke Danius.
Danius holes up in a fortress in the aristo quarter of his own building. He has manned its defences mainly with Mingols, dismissing most previous men at arms. Few of his old household staff remain.
Danius holds Lessie, Avish’s step-sister, against her will and intends to marry her! According to Danius’ own admission she is held in dungeons beneath the fortress.
Avish of course wants her freed. His offer is an advance, more gold when a viable plan is presented, and more on completion. However, there is only a week at most to prevent the wedding!
The cronies ask a few more questions – though Pras is sold already – then accept. They receive 1000 rilk between them as initial payment.
Actually being ingenious is more of a stretch!
It’s time to come up with a plan. But it has to be feasible! So, a two-day research period is agreed.
- Pras imagines there will be any number of tunnels beneath the present-day fortress and sub-contracts Lee-Na to do that research in the Great Library.
- Rogar heads to the Slayers Brotherhood to listen out for disgruntled ex-retainers who can betray a good way in.
- Dokrah and Snorri observe the fortress while acting innocuous, attempting to pick up routines and weak points.
After they reconvene Rogar recounts how, in their recent personal history, Snorri slew the Wizard Gen-Gen and left his hearthguard, all northern barbarians, living in the mansion which is an arrow-shot from the fortress. Once Lee-Na hands over a plan of tunnels, Snorri heads over to the mansion to ask about renting space or a work crew. He brings a keg of brandy as a conversation-starter. In the brandy-riddled conversation the idea of working out of the mansion spins a little sideways but the main goal is achieved.
Above or below, which way will we go?
Snorri brings Rogar and Pras back with him that night for a second visit, bringing a second keg. The hearthguards’ terms are agreed and they investigate the basement level. It offers easy tunneling assuming baulks of timber are purchased and used to shore the tunnel up. Elsewhere in the mansion grounds a slop-chute from the abattoir offers a possible route to the cesspit systems below.
Meanwhile Dokrah cat-burglars his way up to a vantage point and observes the fortress. He sees the way food is pullied up to the keep, counts sentries and notices each curtain-tower is only guarded by one guard, with three shift changes.
And before the four can meet and make a decision, the session ends.
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Post by ElvenScribe on Oct 17, 2016 9:57:18 GMT -5
I find the prospect of adventuring in Nehwon using DT&T as the rule base to be quite interesting! Out of curiosity, what are you using as your source material? Would you mind posting the actual characters as examples? '''
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Post by warlord476 on Oct 18, 2016 2:15:58 GMT -5
I find the prospect of adventuring in Nehwon using DT&T as the rule base to be quite interesting! Out of curiosity, what are you using as your source material? Would you mind posting the actual characters as examples? ''' Thanks! I am just a player but from the material provided, SM is using the Runequest source book. Likewise I only have access to my own character Pras who is pretty average - good STR CON and IQ though. I'll ask at the table if the others mind stats being revealed.
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Post by warlord476 on Oct 21, 2016 17:32:36 GMT -5
1.07: The Disturbed Duke, part two: We Love Sewers!The characters for this session (all sitting on plenty of AP itching to spend it):
Rogar, a mariner [L2 Warrior, sword and shield]
Snorri, a northern barbarian [L1 Warrior, axe and shield]
Dokrah, a Keshite [L1 Rogue, talent = locks & traps]
Pras, a freeman scribe [L1 Rogue, talent = fraud]
When we left our crypt crawlers (part one) Rogar was about to slither down into the bowels of an abattoir’s slop-chute, and the four needed to compare options for methods of breaking into Duke Danius’ compound, and select one to pitch to their client, Avish, the Duke’s son.
Rogar reports that the chute leads only to an oubliette. Then heads off to a bath draw for him by the missus of the group’s host, a northern barbarian and ex-hearthguard who along with his five fellows has taken over the mansion of their deceased master Gen-Gen.
Options for the taking
Pending more research the option of digging a tunnel from the mansion is attractive but difficult. More tunnels must lie betwixt, and Pras (or more correctly Lee-Na his researcher) can probably locate them.
Dokrah reports on his surveillance. As noted last time, while there are definitely gaps in the watch the task of quickly and quietly escalading is a tough one.
Another idea is to stage a distraction or decoy, infiltrate openly with the barbarians as hirelings, and go from there. A variant on that is to sneak in unsuspected – the old “hidden in the laundry” but in reverse.
A fourth option, as Pras notes, is to take the money paid thus far and fade away.
A straw poll, or single-transferable-vote, reveals the tunnel plan as the highest preference – pending more information!
Sewers are go!
It’s time to get that extra research! Pras rushes, sarong flapping at his ankles, to the Great Library and pays a fat bonus for intense and immediate research. Lee-Na has a stroke of luck or brilliance [the GM does not show his dice but DAROs four times] and describes a nearby main sewer, which connects to a foul inflow from the Great Swamp, which will put the party directly below the basement level Lee-Na has already sketched out!
The next “meet” with the client is already lined up – hence the urgency – and at the Golden Lamprey, Pras as spokesman pitches the idea. He adds that the “digging up” element will work a lot better if Avish can employ a mage with the ability to scry beyond rock and earth…
Avish agrees – though the attack is not locked in until the next “ready” meeting – and hands over the agreed thousand and repays expenses so far.
Divide the tasks and rule them!
Snorri buys mead and heads back to the mansion. After a few drinks have been shared the chief is happy to agree the four can use the mansion as base, and the northerners will hire on as workmen and guards. His missus is also OK with the four staying. There’s a lot of junk to be cleared out…
Dokrah takes a fat money pouch to an upmarket toolsmiths street and buys a half-dozen of this and that, such as picks, shovels, buckets, pry bars, rope and so on. The art of haggle is not in Dokrah and the merchant is very happy. [Rolls a fail, incurring a surcharge “Oh that’s right, I had forgotten that amount…”] A barrow of gear soon heads towards the mansion…
Pras and Rogar, who was a mariner, head to the south docks to procure baulks of timber for the tunnel. Rogar finds a man who understands timber and Pras explains the “no questions asked and a bonus for speed” aspect. Rogar is convincing [L1 CHR SR, makes L6] and the sturdy ship timber is soon on its way to the mansion…
Later, in the basement after sleep has refreshed everyone, Pras looks through junk that the others sorted into piles looking for poisons or acids. He finds that one of the many scrolls appears to be a Vorpal Blade spell [L3 LK SR, fails by three, opts for ‘fail forward’] and tucks it away. All he needs is to spend 550AP and his DEX will be high enough to cast it!
Breakthrough
The work gangs prepare: gear is piled in. Then the northerners, ably assisted by Snorri Rogar and Pras [the latter proving surprisingly sturdy with a L3 STR SR] pry away the bricks on the west basement wall and tunnel westward. After some five yards, brick is struck. This is the sewer sidewall. Blocks are chipped out and pried away carefully by Rogar and Dokrah. The tunnel has emerged in the upper part of the sewer tunnel with a long drop into the sewer.
“This is a good thing,” Pras explains (he tends to see the upside in things). “We don’t want things wandering the sewer to wander into the basement! A rope ladder” – he nods at Rogar – “can be used here.”
Rogar sets about using the lengths already acquired and soon fastens a good rope ladder in place.
Party order:
- Snorri and Rogar, melee ready. Both are fully geared though Roger is using his medium loadout
[li]Pras (with a lantern fastened at least a foot below the tip of a 10’ pole) then Dokrah with bow. Both are armored and well armed[/li]
[li] Two northerners, in a shift (that is, the six hirelings rotate in shifts of two)[/li][/ul] ExplorationThe sewer is knee-deep. The six-man team advances warily. For example, when a dim light is seen ahead, the party’s lantern is masked and Dokrah is sent forward alone. (It proves to be a grate up to a private garden.) The sound of in-pouring water from a side tunnel signals what Pras has expected, a branch east that will lead to the actual site. Stationing the two-man hireling detail there, the party presses up and along the side-tunnel. It is smaller, so Rogar leads doing more probing, Snorri second. Above the existing odour, Rogar picks up the stench of the inflow. It gets worse as the party nears it. A fetid stream dribbles into the tunnel from the north. Luckily, this is merely a marker. Taking his prepared 35’ length of rope Rogar moves forward (Pras still lighting his way) while Dokrah anchors the rope and Snorri guards Dokrah. At the end of the rope, the pair study the tunnel roof: it is arched brick. They will need a scaffold to dig upward. Now to sell the detail plan to Avish! The plan is sealedAt the Golden Lamprey once more the four Avish has been better than his word: he has already lined up a wizard who can scry the stonework! Avish and his bondservant go with the entire party back along the whole course, along the sewers, and to the target. He agrees with the plan, stipulating that he will give the final go-ahead. He will station himself at the mansion as well, to effect his sister’s escape. Avish again recompenses expenses and takes himself away to wait for the penultimate stage. The party throw themselves into the task of assembling the scaffold – quietly – and getting up below the fortress floor. Rogar and Dokrah manage the scaffold well, Pras seems to have Mole-man heredity [ L5 STR SR for the digging work]. Once flagstone is struck the mage is summoned. “I see… a room, cluttered, dark. There is a door.”[ I cued our GM-as-Avish up to hire a wizard who could use Mystic Visions: the "scry" spell most likely to have been used here. In order to give him a focus he needed to be physically in line of sight. I used phrases like "your goal would be greatly aided if you could hire a wizard who could scry through stone and dirt" and "he would need at least level 6 spells". Checking the spell type and level was my prep before the session and I sold it pretty well in-game! ] This sounds ideal – the description matches one of the more distant chambers in Lee-Na’s plan of the basement. The wizard shambles away and Avish hands over his seal, which will entitle the party to the final payment. Dokrah nimbly tucks it away [ elected ‘party cockroach’ ie the member most likely to survive] Snorri and Rogar ease the massy flagstone up [ Rogar L2 DEX SR] and shift it and Dokrah clambers up! Exploring the basementDokrah can scarce contain himself from going full burglar but Pras’ cooler head reels him in. The northerners – all six – are brought forward to the chamber and the party readies itself for the next stage. Equipment is checked and a light meal consumed and then, as fresh as they can be, they begin. Dokrah persuades the locked door open. A stone-walled passage lies before the party, and if the map is to be trusted, stand at the foot of a Y-plan, the left arm (closed by a door) leading to one set of chambers, the right arm (open) to another set. Further exploration reveals that the right arm leads to an empty set of cells and a strongroom. The latter door is too tough for Dokrah so the next option is the left passage. Dokrah works on that door’s lock. Into action!Immediately the door is opened the situation changes. Somewhere beyond the immediate passage in front of Dokrah is a light! Being the silent pair, Dokrah leads and Pras follows. Dokrah’s keen ears [ IQ SR] pick up pacing. He signals. The pair draw saps and creep forward to the cover of a corner. [ Creeping is easy for Dokrah with +5 from cat-burglar] The sound of wood straining is audible. [ Another IQ SR] Pras signals the sequence of play then thief-rolls forward while Dokrah waits one heartbeat then steps around swinging his sap. The tactic nearly works: the Mingol guard’s arrow skitters off the wall above Pras [ L2SPD with roguery bonus!] but Dokrah’s swing is blocked. The Mingol shouts the alarm! Snorri races from where he and Rogar have waited and uses his shield to bull-rush the Mingol into the passage wall. Rogar races past him and guards the next junction. Pras and Dokrah draw lethal knives and begin shivving the Mingol to death – Pras’ idea was for a prisoner but the saps didn’t work so this guard needs to be silenced! And as the session closes, Rogar notes a barred door, from whence a young woman’s voice is calling! [/font][/font]
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Post by warlord476 on Oct 21, 2016 17:44:08 GMT -5
Now in answer to anotherelf, I did take a closer look at what materials the GM had piled around him, and noticed he also has an old TSR Lankhmar edition if he doesn't find what he wants in his Runequest (Mongoose) version! As well as that, he also has the Mongoose Newhon source book.
I asked at the table if the other players mind disclosing their stats and they were fine with it. Here they are, as of latest:
Snorri the northern barbarian warrior: STR16 CON17 DEX11 SPD11 LK13 IQ14 WIZ7 CHR10
Raugar the mariner warrior: STR16 CON14 DEX20 SPD15 LK15 IQ13 WIZ17 CHR12
Dokrah the Kleshite rogue: STR13 CON14 DEX17 SPD17 LK19 IQ12 WIZ14 CHR9
Prasimion the freeman rogue: STR16 CON15 DEX9 SPD11 LK11 IQ14 WIZ11 CHR11
As you can see Dokrah rolled some rockin' stats to begin with, he is a deadly fighter. When I came in late and rolled my character he looked like a warrior but listening to the guys about gaps in the party I decided to go with rogue.
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Post by warlord476 on Oct 28, 2016 17:06:14 GMT -5
The Disturbed Duke, part three: Princess heist!The characters for this session:
Rogar, a mariner [L2 Warrior, sword and shield] Snorri, a northern barbarian [L1 Warrior, axe and shield] Dokrah, a Keshite [L1 Rogue, talent = locks & traps] Pras, a freeman scribe [L1 Rogue, talent = fraud]
When we left our sewer slickers (part two above) Rogar had just heard a feminine voice calling behind a barred door, and the other three were killing a Mingol guard serving Duke Danius, but not before the guard had raised the alarm! Can they spring the princess (Lessi, the Duke's daughter) and bring her to their client, Avish, the Duke’s son?
A perilous situation
As he checks the west-wing tunnel towards the voice, Rogar notices an unmapped tunnel that leads north off it… and a pair of Mingol guards are already advancing down it! He draws himself into cover at the tunnel mouth.
Meanwhile the other three finish the guard, ending near a closed door that according to their rough map accesses a large chamber.
“There are so many doors to guard: I shall get the northerners” Snorri rumbles. “Before you go, pass me a couple of spikes,” Pras asks.
Snorri hands the pitons over and heads back. He allocates three northerners to doors outside this wing and brings three back as forward support.
Mingols arrive: Fights for all
Dokrah and Pras spot Rogar’s position (they are very close and the tunnels are lit) and hurry to help. Pras achieves a surprise attack [on SPD] but Dokrah and Pras merely meet he Mingols head on. One Mingol falls.
As Snorri arrives with three northerners the east door opens and two Mingols begin emerging! Northerners vs Mingol: a melee erupts around that doorway!
Meanwhile:
“We need to get the Princess away!” yells Pras, looking at Rogar. “Don’t look at me, the door will be locked!” he yells back.
Dokrah decides to finish the fight quickly. He stunts [L2 SPD SR] behind the surviving Mingol and he is swiftly killed.
Pras loots the bodies [beginning a sequence of sub-average rolls] and shoulders their bows, Rogar hurries to lend his martial skill to the ongoing melee behind him, and Dokrah hurries to the barred door readying his lock picks.
But another pair of Mingols approach down the north tunnel!
Princess heist
Reading from west to east:
- Dokrah [L3 DEX SR with +5 talent] picks the door then tries to convince the “princess” he is a friend and she needs to go with him. He does throw in “your brother sent me” but [his CHR is so nebulous, misses L1 SR] she wavers. Dokrah pulls back to try a sneak attack at the north tunnel mouth.
- Pras sounds the alarm with a shrill scream of fear then draws forth his fire-pot and menaces the approaching Mingols:
“Beware! I am a mighty warlock! Flee lest my hell fires consume you!” Then, he flings the fire-pot [ineffectually except for the morale effect] runs to the “princess” grabs her arm and rushes her around the fighting. - The eastern melee is joined by more Mingol guards: though the large chamber is not full of Mingols they do seem to have easy access to it! Rogar Snorri and their support use their combat success to force the Mingols back into the chamber, and can then swap out injured defenders.
The expeditious retreat
How things went:
- Dokrah’s ambush nearly costs him his life! [Hoping for a major stunt he merely gets L1 SPD] He swings into action, bounces off the nearest Mingol and takes a pile of hurt [drops to 1 CON]. He flees after Pras.
- Pras successfully navigates the eastern melee thanks to Snorri and Rogar having the upper hand, and tows the princess out into the escape corridor.
“I am a warlock and my arcane powers can seal the door,” he yells, readying the pair of pitons. Then a scream makes the hairs on the back of his head stand up: “Flee you fools” he screams and grabbing the lantern-pole – but dropping the bows – ushers the princess back to the now-empty entry room where the escape tunnel awaits. He pauses at the door, watching down the corridor. - Dokrah stumbles along close behind and easily makes the same room. He makes a grab at the bows but realises he can’t risk being encumbered.
- Snorri gallantly makes sure his trio of northerners are protected. He attempts an axe move [rolls a fail] and takes some serious damage. Rogar and the three northerners fight at the door then withdraw along with Snorri. Then as they move back to the corridor, Snorri fails to keep up [misses L1 SPD SR] and the injured northerner dies. Snorri hurls his axe at the Mingols, then he, Rogar and the northerners flee to where Pras is waiting.
- It’s obvious that the other northerners posted around the wings have been slain, as Mingols now fill the corridor. As Snorri and Rogar brace the door Pras crouches and shouts the arcane command:
“Lock Tight!” - while actually sliding the pitons into place under the door! “That should hold until they bring up a sorcerer of greater power than myself” he brags. Mingols hammer on the door and it shudders ominously.
Dokrah lowers the princess down to the scaffold and clambers down, followed by Pras with the lantern, two surviving northerners, Rogar, Snorri and once they breach the “warlocked” door, the Mingols!
Avish is waiting in the mansion, and as planned, whips away with the princess. Dokrah is soon joined by Pras, then the others. Owing to Snorri’s slower speed the Mingols are close behind! Once the rope ladder is drawn up, Pras hurls the lantern at the horde [it does nothing since he only manages to hit the bricks beyond them] then Rogar and Snorri push over basement rubbish to help block the tunnel. The Mingols begin a sonorous nasal chant and all accomplices flee the mansion, the northerners possibly bringing “the missus” with them.
Away laughing
Pras and Snorri help Dokrah, who is very tired [open SR all round, on current CON: Snorri gets to L4, Rogar and Pras are comfortable] down the city streets and across the Street of Gods and into the cheaper areas. They all four hole up at the Rat’s Nest, lowest of low taverns. Snorri plunks down a coin and they eke the bad booze out through the rest of the night…
The following morning Dokrah exchanges Avish's token for 5,000 gold. The surviving northerners receive the pay promised, though Snorri wants to cut them an even share.
100 bonus AP for the caper and 100 bonus for Snorri for recruiting the northerners. The four cronies rest up (Dokrah pays for faster recovery) and AP is spent. Snorri moves STR to 18, Dokrah moves DEX to 19. Rogar shares AP round some of his weaker stats. Pras moves DEX and LK to adequate 13.
Plans for the rest interval
- Find a job: Rogar has a couple of leads already and this is in his hands.
- Find accommodation: In the end only Snorri moves, into the Golden Lamprey. Pras sets up shop as "document support" at the grill opposite the Goosedown Inn, handy to the Great Library.
- Gear up: Dokrah receives the lamellar he ordered and repairs other gear, and buys new clothes; Snorri orders full plate and a knight’s shield; Pras contacts the Thieves Guild to acquire poison and put out word for a spell.
- Ship comes in: The investors receive word that the grain shipment got back safely. Two more shipments to account for...
Aftermath: Mingol bow bounty
During the rest period the cronies' lives are in danger: although Duke Danius leaves town ("My impenetrable defences weren't strong enough!") the Mingol guards seek to recoup lost face by exterminating the miscreants. Luckily, rumour has it that the break-in was effected by eunuchs, so there is some breathing space!
After discussing options the vote is to handicap the Mingol efforts by putting up a small bounty of 18 gold per Mingol bow, payable by the Thieves' Guild. But, it's a good reason to look for an out-of-town caper, and soon...
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Post by warlord476 on Nov 4, 2016 17:22:39 GMT -5
1.09: Yo ho! The characters for this session:
Rogar, a mariner [L2 Warrior, sword and shield] Snorri, a northern barbarian [L1 Warrior, axe and shield] Dokrah, a Keshite [L1 Rogue, talent = locks & traps] Pras, a freeman scribe [L1 Rogue, talent = fraud]
Important NPCs:
The Black Skull AKA the Seal, pirate vessel the characters sign aboard Captain Senric, commander and leader of the Seal First Mate Teavis Bosun Tenchie Quartermaster Berkly Archer captain Fang Mercenary halberdier Hogard Mercenary arbalestier Arst Mercenary duellist Subrey Mercenary knife-artist Neem Mercenary Mingol Grits
This adventure begins as the princess heist four are feeling the heat from Mingols searching Lankhmar, thirsting for blood! (By luck, the word on the street is that the escapees were eunuchs, so nothing specific points to our lads.)
Rogar contacts the other three to say that, as he previously hinted, his contact Orik does have a work offer. Best of all it is away from town!
A chance for a bracing sea voyage, with treasure
The four all check out of their accommodation and sign articles with Captain Senric of the Seal, the name the pirate vessel Black Skull is using in port.
Senric explains to Rogar [we do this the wrong way round and commit before all the details are known] that the prize is a treasure ship out of Illthmar and bound for Ool-Hrusp, far across the inland sea. There must be no survivors, for the ruler of Ool-Hrusp is the notoriously mad and vicious Duke Lithquin. He entertains his folk with death-match arena fights.
After partners and captain get half, and officers take their share, 30% of treasure captured will remain to be divided. Aside from sailing crew, the fighting crew includes the four characters, about half a dozen Slayers Guild members, some dockside scum, and a complement of Illthmart archers who follow the shark cult.
The Black Skull, AKA the Seal, is a sleek lateen-rigged three-master disguised to look more like a normal trader. A couple of decks have been reinforced for ballistae, and oarlocks suited for 8 sweeps per side allow for movement in calm.
Making friends and influencing people
The four characters aren’t automatically assign one role or another. For example three of them carry aboard missile weapons, so are given the chance to slot in with the Illthmart archers. They bunk in a marine deck, amidships. Then, front-rank fighters have their own pride, and bunk in the foc’sle. Snorri easily slots in with the latter, meeting Hogard, Neem, Arst and a couple of other Slayers. Dokrah is more inclined to use his bow and makes efforts to be seen scaling the fighting top. Rogar is actually competent with his bow and ends up practicing under captain of archers Fang.
Pras is least suited, but even before boarding buys a gross of fire-arrows (specially made) then tries to talk his way into a partnership. It doesn’t succeed [merely makes L1 CHR SR] but he does get a full share and is assigned to work under Berkly, who is quartermaster but not in a command role. Pras passes a basic test Berkly sets him.
As the Seal rolls under a gentle swell Dokrah experiences the fighting top and manages to keep his breakfast down [L1 CON SR].
Senric addresses the assembled crew and explains the general shape and length of the voyage and establishes sparring sessions for the fighters to adjust to their places.
An ill omen?
The only event of any real note in that first week is the loss of likeable cabin boy Walt overboard one night. Senric is upset enough to order his ship put about, and most of 12 hours is wasted in a fruitless search. Snorri theorises that the shark cultists sacrificed the boy but there is no evidence of it.
Plans for the assault
In the second week as the Black Skull sails east searching for the Shark Tooth’s profile, it becomes known that the target ship is taller-built and an assault will be up, not across. Pras has an idea for making the climb up safer, and Rogar pitches it successfully.
Sparring is repeated, and as sail ho! is shouted, volunteers are sought for the assault.
Ten desperadoes
Snorri steps forward even before Senric can add any incentive! Once “extra share” is announced, Pras Rogar and Dokrah, Hogard, Subrey, Grits and three more Slayers volunteer. Dokrah will begin in the fighting top then work his way down, so Hogard asks him to pitch the halberd across to the enemy deck.
“I’ll just drop it,” Dokrah replies uneasily
“That’s fine, drop it on the deck and I’ll pick it up,” Hogard agrees heartily. A man who hears what he wants to hear.
Then all fighting complement hide, and the sails are trimmed to appear a regular trader.
Fire and Assault!
Sure enough the ship sighted is the treasure ship, Shark Tooth. The ruse of sailing “casually” gains enough proximity for a real chase, then sails are adjusted and the fighting crews make ready and ballistae bolted in. Tenchie the bosun makes his ready. He will fire a harpoon into the stern boards, then the ship’s capstan will winch the two vessels together.
At 100 yards the tacking battle begins, and the Black Skull wins it comfortably. Ballistae shots are exchanged. Then the Illthmarts fire all fire arrows not used in practice, with some effect on the Shark Tooth’s sails and rigging. The cable harpoon slams into the Shark Tooth’s stern and the assault spar is swung out. It is basically the spare fore-yardarm; but with handy amounts of rope tied over it to make quick climbing practical.
It’s still not an easy climb and only the good, strong climbers make the assault look easy – Subrey in particular! Dokrah tosses the halberd more in hope than conviction, and by good fortune [L3 LK SR] it lands perfectly as Hogard clears the enemy rail. Dokrah swings down and speeds up the great spar, joining the others.
[The GM gives each player the option of attribute to SR with. Pras includes his roguery bonus of +3, Snorri his northern barbarian bonus of +3, and Dokrah once again finds cat-burglar is relevant at +5.]
It’s time to hold! The ten need to buy enough time for more fighting crew to gain the enemy wheeldeck.
[The GM rolls a lot of dice, there’s no special need to stunt so it’s a straight combat.]
Since they include the toughest fighters, and all ten made it over, they make short work of the enemy ballista crew and the first waves of fighting crew. And as we pack up the session, victory looks certain!
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Post by warlord476 on Nov 14, 2016 1:39:03 GMT -5
Season finale: Crimson tide of plunder!The characters for the finale:
Rogar, a mariner [L2 Warrior, sword and shield] Snorri, a northern barbarian [L1 Warrior, axe and shield] Dokrah, a Keshite [L1 Rogue, talent = cat-burglar] Pras, a freeman scribe [L1 Rogue, talent = fraud]
Important NPCs:
The Black Skull, pirate vessel the characters sign aboard Captain Senric, commander and leader Bosun Trenchie Quartermaster Berkly Ship’s carpenter Chippie Ship’s cook Cookie Archer captain Fang Mercenary halberdier Hogard Mercenary arbalestier Arst Mercenary duellist Subrey Mercenary Mingol Grits
This adventure continues from where the last session paused: Having signed articles for a pirate foray aboard the Black Skull, our four marauders have just succeeded in boarding the Shark Tooth, out of Illthmar and carrying rich swag.
Comprehend Senric! No?
The Shark Tooth’s sails are afire as Captain Senric joins the ten-strong assault party on the wheel-deck. Fang and his archers climb up after him. Senric takes the scene in at one sweep and shouts:
“Mr Fang, direct fire into the tops and rigging! Mr Pras?”
“Ye-es sir?” squawks Pras, noting the promotion.
“Take your crew for’n’starb’d to for’deck! You others – with me!” And so saying Senric marshals about half the assault team, leaving Grits and a no-name Slayer with the four PCs.
“You heard him!” screeches Pras wildly [failing L2 CHR SR], “get forward and do it!” And hoping the others understood what Senric had said, steps nimbly back behind Grits and begins applying poison to his blade.
Defend that deck!
Not having paid any attention the other three are happy defending the starboard top of the wheel-deck from another wave of Ducal defenders!
Dokrah decides to run behind Senric’s team and swing out portside, land behind the opposition and surprise them! [Luckily the GM judges this has something to do with cat-burgling and lets him add that +5, and Dokrah makes L3 SPD SR.] This turns out to be very helpful, but not for the initial contest as a squad of defenders rush the steps.
Looking from the assault party's rear: Dokrah on left (outside gunwale!) and Senric to left with his four; Snorri and Rogar can be seen defending the steps right, with Grits to their left and Pras behind Grits. Fang's archers and captured ballista occupy the foreground.
Snorri tries a sweep-move [fails L2] and flounders a little, while Rogar is pushed back, fighting gamely. [In this first round, Snorri and Rogar roll poorly but their armour takes the damage] At the same time, other defenders boost a pair up on shields and they vault up into combat with Grits and the no-name. Grits is also forced back while the no-name falls unlamented.
In the traditions of trapped rats Pras rolls under the swinging blades to back-stab one of the defenders at the rail, while Dokrah slices them amidships. Snorri and Rogar get the best of their side, and the fighting tramples back to the edge of the steps.
The boot is on the other foot! And on the port side Senric is clearing the way to the fore-deck. Judging the moment to show bold, Pras vaults down to stab the last defender as Dokrah continues cutting them up.
“Mr Pras! Clear aft cab’n!”
“Aye sir! You can rely on me!”
The after cabin usually belongs to the captain of a vessel so is the most natural place for treasure to be found, at least in Pras’ estimation. He’s about to kick the cabin door in when Rogar shoves in, and Pras willingly steps out of the line of fire.
Crash!
Clear the captain's cabin!
Luckily for Rogar the guard beyond, in a small passage aft, is merely ready for trouble, not ready with an arbalest! Rogar keeps his forward momentum and gets to close combat, joined by Snorri. The defender trades ground and they find themselves in the captain’s cabin, flanked by two more defenders! [Again they take damage on armour] Things are going from bad to worse [taking real damage] when Dokrah and Grits vault athletically through the aft window and the fight becomes four to three. [Snorri is hopelessly confused at this point and the GM is VERY kind allowing him to contribute without an IQ SR.] Dokrah and Grits help significantly and the defenders fall in a round or two.
Pras, acting as though he has been helping, swiftly begins picking on likely-looking chests to be freed up. Snorri and Dokrah duck back out, Snorri to check for other chambers and Dokrah to check on the action.
Snorri’s sniffing down into a possible larder is interrupted as Dokrah screams a warning:
“Berserkers!”
“You three warriors – use that same tactic and let them come in to you,” urges Pras, “meanwhile we’ll get these chests across to the ship.”
Pras is strong but Dokrah is not and the GM requires three real levels of STR between them (meaning you can’t simply roll 15+ twice). But with a fail-forward or two, and a chest dropped on Dokrah’s foot, two chests are pitched out.
Meanwhile the berserkers stand no chance in a three-on-two matchup and the warriors sweep out and amongst the lesser defenders, and the fight is over.
Finish plundering, scuttle the ship!
In a more orderly fashion the remaining three chests are lowered to the Black Skull and costly muslin and silk bales plundered and sent across as well. Ducal defenders’ bodies are looted – Snorri picks up an excellent axe and Dokrah a composite bow while in the cabin Pras finds some highly useful paperwork – and pitched into the sea. Then the Shark Tooth is scuttled.
A minute's silence: now plot furiously!
These orders are all relayed by bosun Trenchie so it’s not fearfully surprising when he announces that first mate Teavis (Illthmar arrows) and Captain Senric (stabbed below-decks) both tragically passed away. [I mention the cause of death because it colours my assumptions] Berkly stands beside Trenchie to lend moral support in the name of the partners, and Trenchie follows this announcement up by promoting himself to captain, Chippie to bosun, and Cookie to bosun’s mate.
Berkly calls Pras to a private conference. Buttocks firmly clenched, Pras follows him. Berkly wants a spy in the foc’s’le and a contingency plan for the Illthmarts.
Pras agrees, then mingles as inconspicuously as he can with his fellow marauders. In effect he puts two proposals:
- Stay true to their articles and on the right side of the partners, get the ship back to Lankhmar (possibly without any original officer); or
- Sell out the partners, say good bye to their investments in Lankhmar, and throw in with Trenchie and a foreign port.
[The GM lets us just discuss all this face to face, avoiding a great deal of confusion.]
The marauders agree to stay true to articles, and moreover Rogar is fairly sure he can navigate the ship, and a sequence of tasks takes place:
- Pras settles the new terms with Berkly: two full officer shares.
- Dokrah mingles with the crew to sound out their loyalties: misses L1 CHR SR
- Rogar sounds out the Illthmarts: L1 CHR SR and nods sympathetically to their complaints about more shares going to those doing the real work
- Snorri brings grog to the foc’s’le and proposes a full share split among those throwing in with his team. Arst signals that he’s aware of the prospect of treachery while Grits throws in immediately. Hogard seems convinced so Subrey falls in behind.
Poison those inconvenient archers!
It’s not long before the Illthmar archers’ shipmate Rogar brings a cask of grog to share with them. After all, it ain’t right that the Slayers are the only ones to get some! While they are distracted, Dokrah pours Pras’ remaining seven doses of Hellfire Juice in the midship water.
Waking with a raging thirst, the Illmarts stumble to the water-butt and drink heavily – and are quickly murdered.
“And you said this wouldn’t be fun” Dokrah chuckles, smothered in blood.
“I did say there’d be deck games,” Rogar protests, wiping his falchion
“Don’t forget, loot properly before we sling them,” Pras reminds them as bodies are pitched over.
Shortly after, Pras bargains with captain Trenchie, hinting heavily that there are shares enough, the partners have a long reach, and Lankhmar is an ideal destination. As a sweetener (and to give himself a lifeline) he mentions that he can now provide Trenchie with genuine-looking captain’s papers. But he wants half a share off Trenchie. An officer’s share. And this proves a little too high a price…
Like the rats you are, turn at bay!
Inevitably a storm blows up and Pras feels very queasy [rolls a fail on CON]. Trenchie asks him to check below, in case some cargo has shifted. Meanwhile all able bodies are ‘way hauling away’ and ‘tailing aft ho’ and so forth.
In a quiet dawn all hands are ordered to deck and the sad loss of Mr Berkly overboard is announced. The Black Skull must needs haul for the nearest friendly port. Captain Trenchie orders Mr Pras to his quarters. Pras follows, but not before nodding to his mates to prepare for action…
Trenchie clearly has the upper hand and specifies that he does want those captain’s papers and the price will be 500 flat. Pras agrees[L3 CHR SR with fraud bonus to sell this], turns as though to fetch the equipment, then flees flinging a dagger wildly behind him! Sarong flapping wild and free, he sprints up the deck towards the foc’s’le screeching for help!
“I recognize that terror-stricken screeching!” Snorri rumbles, “Time to kick ass or die boys!”
Buckling the last of their armour on they roll out. Then things start going wrong. Well, more wrong.
CHUNGGAKK!!
With a surprised look on his face Hogard drops his halberd and topples to the deck, dying. Rogar realizes that an arbalest bolt has plunged from the fighting top into Hogard’s chest. He jumps back, and sweeps up his own bow and quiver.
Dokrah dodges close-in to the mast, then starts scrambling up the rigging, twisting around the mast as the arbalestier Arst tries to sight in on him. Arst settles for a more available target and swings back to where Snorri and Grits, Subrey behind them, are passing Pras who slows his flight and begs for a blade.
“A blade? Yes, I have one for you….” Subrey murmurs. Pras leaps back [L2 CHR SR to read the sitch] as the duellist turns on him.
“Traitor!” protests Pras, which is a bit rich really.
“Traitor? I’m just differently loyal!”
CHUNGAKK!!
Grits was ready but it makes no difference, the Mingol falls full-length, dying.
Dokrah clambers up to where he can vault into the fighting top. Snorri realizes he will be alone against Trenchie, but charges into the captain’s cabin and fights breast-to-breast against the captain, getting the best of it until Trenchie is joined by Cookie!
Up aloft, Dokrah [L2 SPD SR] gets into combat, and [L1 CHR] fakes the arbalestier out, saps him off-balance and throws him down to the deck.
Amidships Rogar comes sweeping into combat with Subrey. Pras recalls that Rogar is the only warrior the duelist had trouble with in sparring bouts, so dodges in behind the mark, but Rogar tries a fancy move and is caught one-on-one for a round. Then Pras succeeds [L1 SPD] in getting the right station and between them they easily defeat and kill Subrey.
“We’re winning! More shares for all!” Pras yells loudly, more in the hope that none of the crew will attack him, than gaining actual numbers. Rogar rushes aft towards the captain’s cabin, and Dokrah swings down from aloft. He lingers to point boastfully to Arst’s corpse, and Pras lingers because he’s not stupid, but Rogar joins the fray and soon Cookie is down.
“Now lads, looks like we are in an interesting place. A place to bargain anew. Seems as how you need a good navigator,” Trenchie bargains.
“No, we're set thanks” Pras calls from well behind the action and the warriors kill the erstwhile captain.
And sail home on the crimson tide of plunder!
Yet another deck meeting is called as blood is yet again swabbed away. Mr Pras is apparently the new captain while the others hold other officer posts. [L1 CHR SR] The crew seem unconvinced but not mutinous. After all, the only fighting crew left are the new officers.
Over the next week or so a series of SRs decide:
- Snorri and Dokrah are quite intimidating [L2 CHR each] and the crew sullenly keep working
- Rogar navigates the ship to where a foul smudge on the horizon signals Lankhmar [L1 IQ SR and a random d6]
Not long after, the sick sewer-colour of the Hlal river mixes with the cleaner ocean, and the Black Skull becomes the Seal once more. Local pilots bring the ship into dock and the new officers prepare to receive representatives of the law and partners.
It takes a little selling [L2 CHR SR from Pras] but all is well and the riches of the plundering expedition are shared out lavishly!
AP is spent at this stage. Dokrah and (I think) Snorri join Rogar on L2, giving Snorri his second warrior-bonus dice in combat with axe, and Dokrah another talent from the Rogue list, to be decided. Pras is still on L1 – and I have not decided how much to push IQ up. Probably to 18 if I aim to take a shot at remembering a spell. The other option is to buy scrolls, which is an attractive one since in Lankhmar real magic-users get warped faster than a Dark Heresy Psyker.
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