Having not partaken in the drunken antics of the night, Arnnon was awake and alert at dawn and made his way to the Helm at Highsun.
He had spent part of the night lurking in the shadows of the town, observing the goings on’s, however, it was an unremarkable place with very little happenings.
He was the first to arrive, unsurprisingly. As he waited, his heightened senses alerted him to the approach of Geltrix long before he could see him. The unmistakable stench of unwashed skin that had been brushed with the spray of the sea and stale rum, delightful.
“Still, can’t smell any worse than the Orc I suppose”
Morning gentlemen I hope your heads ain’t too bad Harburk says as the trio arrives. I have acquired some healing potions for you to keep you going in case there are any surprises at the bandit camp for you.
Rumour has it that the camp is just off of the Cairn road about 10 miles south of here. Make sure you have everything you need before you go. We have a smithy present if you have any armaments that you wish to procure before you go. Don’t forget I’ll have a runner, probably Jonah, waiting for you on the Larch Road to reprovision and give you any further tasks. See you in a few days. Harburk passes out the potions (already added in your equipment on your character sheets) and heads back to the Constables office.
Lugnutz returns with his axe nice and sharp and the group sets off south along the Cairn Road. As the hours and miles pass the landscape changes from tilled farms to rolling hills with craggy outcrops starting to become visible to the East.
You near the approximate location the bandits are believed to be located in.
Geltrix you see a thin spire of camp fire smoke rising up from a craggy outcropping about half a mile away from the road.
Arnnon you are scanning the road sides by habit and you notice that a cart appears to have left the road not far from here and is heading in the direction of the same put cropping
In a brush-choked dell a short distance from the Cairn Road is a makeshift camp in front of a cave entrance. Four surly humans sharpen their blades around the fire. Nearby is a wagon with a wooden cage atop it. Inside the cage, a black bear paws at the bars.
After a bumpy start Arnnon follows Geltrix and Lugnutz making less noise by sticking to their tracks. So far the bandits do not seem to have noticed you.
So the bear looks like it’s been tormented. The lock on the cage has been broken and an iron piton has been used to keep the cage closed on the bear. It appears to be roaring at them in frustration.
Galawain can attempt to communicate with the bear but it is a ritual and would take 10 minutes to cast. The chanting required would negate any stealth advantage you currently have
In that case, bear or not, it would appear that the enemy of my enemy is my friend. I'm a little concerned of what might happen once I let it out but I'm hoping it'll do one once its had its revenge.
I'd usually like to consult with the party before I do something rash, but that doesn't seem like a pirate rogue thing to do!
Brace yourselfs friends! I whisper.
I'd like to sneak over, open the cage quietly by removing the bar, and then retreat to a safe distance to watch the fun!
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Having not partaken in the drunken antics of the night, Arnnon was awake and alert at dawn and made his way to the Helm at Highsun.
He had spent part of the night lurking in the shadows of the town, observing the goings on’s, however, it was an unremarkable place with very little happenings.
He was the first to arrive, unsurprisingly. As he waited, his heightened senses alerted him to the approach of Geltrix long before he could see him. The unmistakable stench of unwashed skin that had been brushed with the spray of the sea and stale rum, delightful.
“Still, can’t smell any worse than the Orc I suppose”
Morning gentlemen I hope your heads ain’t too bad Harburk says as the trio arrives. I have acquired some healing potions for you to keep you going in case there are any surprises at the bandit camp for you.
Rumour has it that the camp is just off of the Cairn road about 10 miles south of here. Make sure you have everything you need before you go. We have a smithy present if you have any armaments that you wish to procure before you go. Don’t forget I’ll have a runner, probably Jonah, waiting for you on the Larch Road to reprovision and give you any further tasks. See you in a few days. Harburk passes out the potions (already added in your equipment on your character sheets) and heads back to the Constables office.
Galawain looks at the others. Ready?
Lugnutz makes his way to the Smithy and proceeds to get his axe sharpened. The blacksmith looks suitably horrified by the blade.
”I was ready from the moment I woke”
I'm not thrilled about the prospect of having a Jonah with us, but I'm ready!
Lugnutz returns with his axe nice and sharp and the group sets off south along the Cairn Road. As the hours and miles pass the landscape changes from tilled farms to rolling hills with craggy outcrops starting to become visible to the East.
You near the approximate location the bandits are believed to be located in.
Gimme a perception or a survival check
10 Survival
12
Perception
Geltrix you see a thin spire of camp fire smoke rising up from a craggy outcropping about half a mile away from the road.
Arnnon you are scanning the road sides by habit and you notice that a cart appears to have left the road not far from here and is heading in the direction of the same put cropping
“Tracks go this way, a cart, at least two people. I fear it has not ended well. I will scout ahead and see what I can see”
Arnnon begins to walk and remarkably disappears from sight in a blink of an eye
I guess we're going that way then! Keep quiet if you can Tusks!
Geltrix makes his way cautiously along the same path. I hope this isn't a trap, he mused.
Ok gimme stealth rolls!
6
21
******* hells!
Keeping things rolling I see what our lovable barbarian gets
12
In a brush-choked dell a short distance from the Cairn Road is a makeshift camp in front of a cave entrance. Four surly humans sharpen their blades around the fire. Nearby is a wagon with a wooden cage atop it. Inside the cage, a black bear paws at the bars.
After a bumpy start Arnnon follows Geltrix and Lugnutz making less noise by sticking to their tracks. So far the bandits do not seem to have noticed you.
What do you want to do?
How does the bear look? Does it appear that it's a pet or they've captured it?
I think I'd like to try and let it out! Can the druid communicate with it?
So the bear looks like it’s been tormented. The lock on the cage has been broken and an iron piton has been used to keep the cage closed on the bear. It appears to be roaring at them in frustration.
Galawain can attempt to communicate with the bear but it is a ritual and would take 10 minutes to cast. The chanting required would negate any stealth advantage you currently have
Sounds like a chat is off the table then.
In that case, bear or not, it would appear that the enemy of my enemy is my friend. I'm a little concerned of what might happen once I let it out but I'm hoping it'll do one once its had its revenge.
I'd usually like to consult with the party before I do something rash, but that doesn't seem like a pirate rogue thing to do!
Brace yourselfs friends! I whisper.
I'd like to sneak over, open the cage quietly by removing the bar, and then retreat to a safe distance to watch the fun!