Interlude 3: Operation Rescue

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drpete
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Interlude 3: Operation Rescue

#1 Post by drpete »

Date: Skullmont 13, 4:20 pm
Season: Early Fall
Weather: Cool and Clear
Moon phase: Waxing Gibbous
Location: Camp

The group gathers up Solaine, and makes for the exit. Passing the remains of the orc-skeleton battle, you see that the orcs have been found by a nest of giant centipedes. The vermin crawl over the bodies of the orcs, but pay little attention to you.

You gather up Steel's bag, which is none the worse for wear for having sat by the door all day, and make your way slowly down the mountain, past the ape-man, who watches you go, but doesn't interfere, all the way back to the camp, without incident.

When, tired, you get to the camp, you find Ammey and O chatting with Ernie the teamster, who has brought his wagon out to the campsite. They look at you with concern, and Ammey and O rush over to relieve Emm, Audi and Steel to bring Solaine into the camp. There's still daylight with which you can get Solaine back to town, either carrying her, or in the wagon. Alternatively, you can stop here for the night to take care of her.

What would you like to do next?

If you guys would like to travel on to Adamas, that is where we're imagining that you guys are "from"... since you know people there, I invite you to each think of a few "friends" or "contacts" of your characters. You can each create a number of friends/contacts up to your max number of henchmen. If you want an enemy, you can specify who that is, too (or leave it to me) and take one extra friend/contact in Adamas.

I just ask you to think of who they are and how you know them... and what class they are, if appropriate. These can be mentors, family, old war buddies, tavern wenches, bartenders, or whatever you like. Now that you've been in these characters' shoes for a while, maybe you want to flesh out their world some. It'll probably take us a little while to get to Adamas, but as I understand it, that's the next step on the journey, so give it some thought :)
GM: Dwimmermount (ACKS)

Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8

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Zorroroaster
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Re: Interlude 3: Operation Rescue

#2 Post by Zorroroaster »

Awesome. I like how this is changing pace for a bit. Nice to mix it up.

"Let's get her on the wagon, and back to town. It'll be easier travelling for everyone, and she'll fare better in a real bed tonight than she will here at camp."
()==[:::::::::::::>
[]-Orrin Lighthammer, Dwarven Gymnast-[] The Arch-Duchy of Vaul: A West Marches Labyrinth Lord Sandbox
[]-Arnulf The Banal, Manchild SuperMage-[] The Lone City in the Wildlands (OSRIC)
[]-Nai Tnam, Dwarven Cleric-[] Lair of the Black Druid - OSRIC
[]-Bronn Arnulfsen, Half-Orc Fighter-[] Valnwall, The Barrowmaze (LL)
[]-<[RIP]>Eduard d'Arnise, Elven Fighter/Mage-[] The Lone City in the Wildlands (OSRIC)

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drpete
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Re: Interlude 3: Operation Rescue

#3 Post by drpete »

You pile Solaine on the wagon. Ernie tut-tuts, sure that Solaine is a goner, but he takes you back to town as the sun sets. You get back without incident, exhausted and worried about your friend, long after dark. Even if Galen is able to rustle up a miracle, Solaine has a long way to go.

The next morning, everyone is tired, but hopeful. What do you do...?
GM: Dwimmermount (ACKS)

Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8

Lamech
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Re: Interlude 3: Operation Rescue

#4 Post by Lamech »

"Anyone know if there are any healers we might be able to hire for a day's work? Steel asks the group.

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drpete
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Re: Interlude 3: Operation Rescue

#5 Post by drpete »

Climent answers Steel, "What healing there is here is in the hands of the priesthoods... There's Herint, over at the Temple of Typhon, and Emelisse at the Chapel of Tyche. I don't know if they can help with injuries this severe, though."

Not sure where bob is, but I think Galen is the first line of attack here, though seeking out additional aid may be necessary. As for the contact info, it looks great so far. It's purely optional, and for when we get to Adamas, so don't let it slow you down here if you are still working on it, or aren't so interested...
GM: Dwimmermount (ACKS)

Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8

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drpete
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Re: Interlude 3: Operation Rescue

#6 Post by drpete »

Just to move things forward a little bit... you need to get a total of 9 hp of healing into Solaine in 24 hours to save her life.

Comfrey gave 1 hp.

Beginning the next day, Galen attempts to heal:
cure light wounds [1d6+1] = 1+1 = 2
He then uses contemplation, and attempts to heal again:
cure light wounds [1d6+1] = 2+1 = 3

Unfortunately, these are pretty terrible dice rolls, but... you are within striking distance, and she needs only 3 more hp of healing to live. If you can find someone else to heal her, and soon, she will probably live.
GM: Dwimmermount (ACKS)

Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8

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Re: Interlude 3: Operation Rescue

#7 Post by Zorroroaster »

A worried Torgyr turns to Emm and Audi.

"Can one of you run to each of the priests and bring them here with all speed? If one of them can provide even a small amount of aid it might make all the difference to Solaine's chances for survival. Be swift!"
()==[:::::::::::::>
[]-Orrin Lighthammer, Dwarven Gymnast-[] The Arch-Duchy of Vaul: A West Marches Labyrinth Lord Sandbox
[]-Arnulf The Banal, Manchild SuperMage-[] The Lone City in the Wildlands (OSRIC)
[]-Nai Tnam, Dwarven Cleric-[] Lair of the Black Druid - OSRIC
[]-Bronn Arnulfsen, Half-Orc Fighter-[] Valnwall, The Barrowmaze (LL)
[]-<[RIP]>Eduard d'Arnise, Elven Fighter/Mage-[] The Lone City in the Wildlands (OSRIC)

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Re: Interlude 3: Operation Rescue

#8 Post by Dogma »

"Don't just stand there gawking girls, get moving," barks Ranulf, a worried look on his face, "Time in flying, and we ain't got much of it to begin with."

The rough warrior gently grabs the wounded bladedancer's hand, "Hang in there girl," he says, "It's not your time to go yet. We got a lot more of that mountain to explore. Besides, you ain't had a chance have a tussle in the hay with old Ranulf here yet. Wouldn't be fair for you to pass on before that."

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Re: Interlude 3: Operation Rescue

#9 Post by Lamech »

Steel will run to the Chapel of Tyche telling the group where he is heading as he runs out the door. Hopefully he can convince the priest to come quickly.

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Re: Interlude 3: Operation Rescue

#10 Post by drpete »

Audi rushes over to the Temple of Typhon. Acolytes welcome her into a waiting area, where she cools her heels for a bit. She doesn't have an appointment, and she's not a worshipper of Typhon.

Steel and Emm rush over to the Chapel of Tyche. They find Emelisse, the cleric of Tyche who had celebrated with Ranulf, Emm and Audi a few days ago. The two emissaries from the group blurt out an order for her to "Come on! Hurry! We need to save her!" and try to drag Emelisse out the door. This gets her a little flustered and annoyed, but after things get a bit smoothed out, she comes to see what is going on with Solaine.

Horrified at the state of the Bladedancer, she asks what happened.

...(let me know what you tell her)

After hearing about what happened, she tells you that though she cannot help her directly, she can call on Tyche to intervene. This intervention can be wildly unpredictable, because Tyche is very fickle. Though Solaine is not a worshipper of Tyche, Emelisse will make this request (ie, cast a spell for you), but she requires an "appropriate" donation to the chapel from her friends or loved ones.

She doesn't specify the amount of the donation, and in your general experience, the amount expected from religious authorities can vary significantly. So, though there is a "price" associated with a 1st lvl spell in the acks book, this particular interaction with her is not really a direct purchase of services, so you are left to decide what success here would be worth to you...
GM: Dwimmermount (ACKS)

Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8

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Re: Interlude 3: Operation Rescue

#11 Post by Zorroroaster »

Torgyr thinks carefully before he speaks of Solaine's injuries. He doesn't want to alarm the cleric, especially considering the party is currently carrying the very evil that caused the damage. Neither does he wish to deceive her. He's not an overly zealous man, but he considers lying to priests to be bad form, in the least. He indicates Solaine's unconscious form, sadness written across his face.

"She fell victim to a most unspeakable trap, and no sooner had it been tripped than she was then subjected to an attack by a vicious insect the likes of which I have never seen before."

He presses 30 gold into her hands and closes his fingers around hers.

"I know that she wasn't one of yours, but if you could grant us this boon it could mean the difference between life and death for her. And thank you for coming to our aid so quickly. May this donation help fund your good work here."

He gives her hand one last squeeze and steps back.
()==[:::::::::::::>
[]-Orrin Lighthammer, Dwarven Gymnast-[] The Arch-Duchy of Vaul: A West Marches Labyrinth Lord Sandbox
[]-Arnulf The Banal, Manchild SuperMage-[] The Lone City in the Wildlands (OSRIC)
[]-Nai Tnam, Dwarven Cleric-[] Lair of the Black Druid - OSRIC
[]-Bronn Arnulfsen, Half-Orc Fighter-[] Valnwall, The Barrowmaze (LL)
[]-<[RIP]>Eduard d'Arnise, Elven Fighter/Mage-[] The Lone City in the Wildlands (OSRIC)

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Re: Interlude 3: Operation Rescue

#12 Post by drpete »

Emelisse takes the coins solemnly, not counting them, nods to Torgyr, and puts them away. She then kneels next to Solaine, and prays quietly, stroking the bladedancer's hair gently. After a few minutes, Solaine awakens. Emelisse smiles at her and says "Tyche has blessed you, servant of Mavors, but you are still weak. Don't try to move..."

cure light wounds [1d6+1] = 5+1 = 6

She's alive! She's still at 1 hp, despite the higher number, and she cannot recover further until she has had a week of bedrest. She can travel while in this condition, so you could go to Adamas now, if you want, but she can only move slowly, and she cannot fight or do other "work" until she's had that rest, so it may make sense to wait here until she's recovered.
GM: Dwimmermount (ACKS)

Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8

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Re: Interlude 3: Operation Rescue

#13 Post by kalstone »

Solaine slowly opens her eyes. Panic begins to set in as she comes to her senses. She reaches for her belt, searching for her dagger. She tries to sit up, pushing with her legs to put her back against the wall. Wild eyed, she looks around trying to figure out what happened and where she is.

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Re: Interlude 3: Operation Rescue

#14 Post by Zorroroaster »

Torgyr tries to keep her still with one hand resting on her shoulder.

"Easy, lass. Shh. You're going to be ok. You've been chewed up pretty good, but I think we've managed to keep you in one piece. Rest up, we've a long journey ahead of us."

He turns to Emmelise and bows low.

"Thank you again for your timely intervention. Without you I don't think she would have survived much longer. We owe you one."
()==[:::::::::::::>
[]-Orrin Lighthammer, Dwarven Gymnast-[] The Arch-Duchy of Vaul: A West Marches Labyrinth Lord Sandbox
[]-Arnulf The Banal, Manchild SuperMage-[] The Lone City in the Wildlands (OSRIC)
[]-Nai Tnam, Dwarven Cleric-[] Lair of the Black Druid - OSRIC
[]-Bronn Arnulfsen, Half-Orc Fighter-[] Valnwall, The Barrowmaze (LL)
[]-<[RIP]>Eduard d'Arnise, Elven Fighter/Mage-[] The Lone City in the Wildlands (OSRIC)

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Re: Interlude 3: Operation Rescue

#15 Post by kalstone »

Feeling Torgyr's touch on her shoulder, Solaine tenses and turns to attack. As she does, a spasm of coughing overcomes her. She wraps her arms around herself until the coughing subsides, then promptly vomits on the floor and collapses back, exhausted.

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Re: Interlude 3: Operation Rescue

#16 Post by Lamech »

Let's give her the rest she needs. We can make ourselves useful while she's resting.

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Re: Interlude 3: Operation Rescue

#17 Post by kalstone »

With what seems like great effort, Solaine opens her eyes and looks at Torgyr. "What happened? Where am I?"

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Re: Interlude 3: Operation Rescue

#18 Post by Zorroroaster »

"You are back in town, and you're going to make it." Torgyr waits until Emelisse is out of earshot and then explains the aftermath of the scarab attack. He gently tells her about capturing it and storing it, but makes pains to assure her it's well sealed and can do no harm.

"Tomorrow we should take you to Adamas, get you properly fixed up. Are you up for the trip?"
()==[:::::::::::::>
[]-Orrin Lighthammer, Dwarven Gymnast-[] The Arch-Duchy of Vaul: A West Marches Labyrinth Lord Sandbox
[]-Arnulf The Banal, Manchild SuperMage-[] The Lone City in the Wildlands (OSRIC)
[]-Nai Tnam, Dwarven Cleric-[] Lair of the Black Druid - OSRIC
[]-Bronn Arnulfsen, Half-Orc Fighter-[] Valnwall, The Barrowmaze (LL)
[]-<[RIP]>Eduard d'Arnise, Elven Fighter/Mage-[] The Lone City in the Wildlands (OSRIC)

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Re: Interlude 3: Operation Rescue

#19 Post by drpete »

Solaine is barely able to move right now. It would take her about a week of overland travel to get to Adamas, between her need for bedrest (half movement) and her injuries (-1/3 movement) you can anticipate a very, very slow trip. This could be significantly sped up, to about 3 days, if she regains some strength by resting here for a week. Additionally, she is at 1 hp, and currently unable to do *anything* but move slowly and talk, so the trip might also be safer...

Some bookkeeping... today the following:
Randolpho needs to spend for upkeep, 7 gp.
Emm, Audi and the henchmen need to be paid, 3.5 gp each for 14 gp.

If you wait here a week, everyone will need to pay a week's upkeep (7 gp each, including Randolpho and the mercs/henchmen, who therefore get tagged twice). You also have some business here hanging over you... you have a pig delivery scheduled, and you have a crop of mercs you were advertising for. If there were other things you wanted to do or set up here, you could also do them.

I don't know if you want to try to sell any of these jewels you got. You can be fairly sure that you would get a better price for them in Adamas, but you might need the cash...?
GM: Dwimmermount (ACKS)

Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8

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Re: Interlude 3: Operation Rescue

#20 Post by Zorroroaster »

We should remain for the week then, and let Solaine rest. We have the money we found in our last trip which can pay for henchmen/mercs and the pig delivery. I think we have the cash on hand to cover what we need here, so selling more valuable items can happen in Adamas. If we have to do a Restore Life and Limb on Solaine, it's going to cost. Better to try and get the best value for our loot.
()==[:::::::::::::>
[]-Orrin Lighthammer, Dwarven Gymnast-[] The Arch-Duchy of Vaul: A West Marches Labyrinth Lord Sandbox
[]-Arnulf The Banal, Manchild SuperMage-[] The Lone City in the Wildlands (OSRIC)
[]-Nai Tnam, Dwarven Cleric-[] Lair of the Black Druid - OSRIC
[]-Bronn Arnulfsen, Half-Orc Fighter-[] Valnwall, The Barrowmaze (LL)
[]-<[RIP]>Eduard d'Arnise, Elven Fighter/Mage-[] The Lone City in the Wildlands (OSRIC)

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