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"Never say die!"
@Edwin Voskamp's AD&D Game: Freehold 2000-03-12
The party:
Bounty hunting Orcs
As we make our way into Tara, we run into a tall woman, obviously a fighter.
She is young, but seems well trained and equipped. Though she is clothed
for travel and trailing a donkey, she claims to be local. She introduces
herself as Banba, getting immediately into an argument with Angus, so we
know she has good judgment.
She keeps proving this by taking us to an inn with decent food and buys us
a round of ale.
We talk and decide one can never have enough fighters in the front line.
She is only to happy to join us and we stock up on a week of good food,
as it turns out the headhunting is centered around a militia camp a day's
travel south. We buy a week of good food at the farmers' market and set off.
We set up camp at the militia camp, with the other headhunters: one, a human
in his thirties, a belt of Orc ears, disreputable looking. Angus can't get
much out of him. Banba is more successfull with a party of three: a cleric
and two fighters. One of the fighters turns out to be a cousin of hers, Jason.
We talk to the provost and he tells us three gold pieces per Orc head. We need
to bring the head as proof, and, once out of the camp, everything goes!
We sleep in shifts, that night, standing guard as in the field.
The next morning we set off, as all our information indicates that the forest
goes for about two days travel before it opens to the plains, where the Orcs
are from. Straight south there is an Orc village, numbering three to four hundred.
All seem to agree that going a day south, then east should be the best.
We travel a day south and set up camp before it gets dark, on a slight rise
in a dense copse of trees. As the others set up camp, I take my war dogs
and circle outwards from the camp to determine the most likely avenues of
attack, directions of fallbacks, etcetera.
We decide on a standard watch order of four shifts:
- Banba and Claire
- Zooo and Lothar
- Thalen
- Angus and Rynna
Before I go to sleep, I cast Blessed Watchfullness on Zooo, and
Claire does the same for Banba. It may have saved our lives, as Zooo
barely notices movement in the forest. He hears Orcish spoken.
He wakes us all and I cast Light 120 yards away behind where I
hear the voices. Ten Orcs are outlined against the light. Rynna casts
a Sleep spell and six succumb. Claire Commands one more
to sleep. Angus and Lothar charge in, both killing one. Claire shoots
another. I kill three of the ones asleep with my arrows and Lothar,
Zooo and Angus kill the others.
As has become standard operating procedure we strip the bodies from
their armor and weapons (studded leather, shields and long swords)
and check them for valuables (68 electrum). Zooo chops their heads off.
We load the donkeys and set off the next morning.
Banba is quite cranky: Claire's more powerfull spell has kept her awake
for six hours straight! Zoo stayed up for five and seems the same: a fine dwarf!
We travel East until we hear ahead of us a fairly large party of Orcs.
We move out of the direction of their travel and Claire and I walk the
three donkeys a hundred yards back, to hide them.
Hiding behind an enormous fallen tree we let the Orcs travel past: they
number 19. I signal the attack by shooting at the trailing one.
Solonor must not be with me, as I miss. Fortunately, whatever God she
follows must be with Rynna, as her never-failing Sleep spell
knocks out the leader and five around him. Banba's sling bullets kill
one more Orc as I sic Sinann and Sanenn on the sleeping Orcs: I do not
want them to wake up: we still have over a dozen Orcs to deal with!
Lothar's common sense seems to be back in Freehold as he leaves the line
and charges into the Orcs, and is quickly surrounded by three or four of them.
Banba gets hit badly: a gaping, heavily bleeding wound (8hp) as I kill one
with one shot, Lothar kills two, Claire shoots one and Angus and Zooo each
kill one.
Taking stock I take a moment and, well-protected behind our faithful
fighters I call upon Solonor Thelandira and heal Banba. Her wound closes
and she seems almost fully healed.
Rynna sicks her dog Thaddeus on an Orc that flanks her and the dog gets
hurt, but Rynna uses the distraction to kill the Orc with thrown daggers.
Angus, Banba and Lothar each kill one and we mop up.
I bandage Banba as Claire bandages Thaddeus. No one else got hurt and
we are all fine.
As most of us collect Orc heads, Claire, Angus and I walk back to get the
donkeys, only to find that three or four humans, judging by their tracks,
have come and took the bag with ten Orc heads.
We collect Orc heads, their studded leathers and long swords, as taking
all thirty shields would be too much of a load.
We set out in pursuit of the humans. As we go on, I can tell they are
three. After a while they split up, but that does not deceive me, as
the depth of the tracks guides us to the one with the Orc heads. When
we see him in the distance he notices us and tries to run. The fool!
I sic my two wonderful war dogs on him and loose two arrows at him.
Sinann and Sanenn are so eager and fast that they already reach the
man with my first arrow: one grazing Sinann, but missing the target.
Sinann and Sanenn tear away at the man, as Zooo and Lothar run up,
with Zoo felling him with one blow of that wicked war axe of his.
We take back the heads, the man's chainmail, long sword and money
(9 gold, 3 silver, 4 copper), his backpack, food, tentroll and waterskins.
Just in case we have to hunt down his associates we take the man's head
and, to top it off, write "THIEF" in blood on the body's chest.
We decide to try and avoid the "bounty hunters" that may await
us near the camp by going straight North until we are out of the forest,
then cut West across the fields. We set up for the night as usual:
in a defendable spot, with me checking the surroundings and our standard
watch list. Zoo asks me to cast Blessed Watchfullness on him again!
The Dwarf must be made of iron, going on four hours of sleep a night!
I wake up in the middle of the night to the sound of metal ringing.
As I get up, an arrow nocked and drawn, Zoo and Lothar have already
dispatched our attackers: one human each. We figure they are our
thief's compatriots. We strip them from their chain, longswords and
money (23 gold, 16 silver and 10 copper) and take their heads.
Banba, woken up by Lothar when he heard the attackers approach, is
asleep almost before the bodies hit the ground! She's no dwarf that one!
We make it to the camp without problems, turn in the Orc heads for gold
and I talk the provost into setting up the heads of the humans on poles,
as an example for others with ideas, to remind them the goal is to hunt
Orcs, not prey on the other bounty hunters.
We decide the armor and weapons we have is worth hundreds of gold and we
trade with the wagoneers providing the camp. We ride with them back to
Tara, in return for guarding them against Orcs. We make it back to Tara
and sell the armor and weapons.
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I attended a bullwhip handling seminar given by Gery L. Deer in Ann Arbor, organised by a friend of mine who had seen Gery perform at a local Science Fiction convention. Since I have practiced diligently and acquired two more whips: it is boatloads of fun!
I have been running my new game settings, based on my serial campaign concept,
as well as have complete websites: ShadowWorld Mainline, ShadowWorld WWII and Grand Design.
I am working on a new current day ShadowWorld setting, with a new, entirely different cosmology.
More ...
Underworld, though laying claim to prior use,
was renamed to ShadowWorld in the summer of 2002,
to avoid confusion with earlier published role playing games with same or similar names.
It was moved to its own website.
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