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Thread: Drawn to an Inside Straight

  1. #21
    Join Date
    Jan 2007
    Posts
    654

    Default Deepkolt 13

    Negotiation

    I figured since he wanted to buy, that he would make an offer. Provided that his offer is reasonable, bump it up by 30% as a counteroffer. (Out of character -- I'm trying to do it this way because I don't really have a feel for the value of the recipe, but my character would)

    Also, ask Hafiz about the symbol on my Pendant (after we conclude our business)

    Fasmus
    You negotiate with Hafiz for several minutes. He is a shrewd negotiator, but you have so much advantage he has no chance at talking you down. Hafiz says, "Well, this recipe is indeed worth many hundreds of steel. Of course, that would be for somone going into a business. Our needs are simple survival as such I can not offer you what it is actually worth. Would you take 100 steel?" You respond, "Oh no, this is a salve that was developed by my mentor Erasmsus and took many years to perfect. I am afraid that is far too little. And with my recent misfortunes I am in need of some monetary security, so I must ask for 130."

    Hafiz pauses at this responding, "That is a lot, how about 120?" You contemplate this for a few moments before agreeing to the transaction saying, "I hope you never need to use this recipe." You write the recipe down and bid Hafiz farewell before going to the general store.

    You now have 125 steel, 12 sp and 61 cp.

    After purchasing your new gloves you follow the road southwest out of Eastport. The trip is uneventful. After a couple hours of walking you arrive at the river. You easily spot the fjord and start to cross. You slip at the last second and get your left leg wet. After you get onto the opposite bank you use Prestidigiation to dry your pant leg. You then continue your journey to Eastport.

    Tukson
    You return the bag to Sergeant Fole and head off towards Private Keane. The rest of the trip to the first guard tower is uneventful. The three of you sign in and rest at the tower for about an hour before begining your journey towards the next tower. Three uneventful hours later you sign in at the second tower and rest for an hour. This is followed by another uneventful march back to Eastport.

    Fasmuss
    You walk for two more hours before you catch your first sight of Eastport. It is the largest town you have seen on Southern Ergoth. It is layed out in a circular pattern with a central square. The harbor has three docks and you see many sails dotting the area, which you presume are fisherman. The entire town is surrounded by a wooden pallisade. You see a gate on the north side of town and head that way.
    As you approach the gate you see three guards. The gate is open and they are blocking the entry into town. As you approach the guard in the middle says, "Welcome to Eastport. I'd like to thank you for volunteering for the military." The guards on either side of him level crossbows at you. It is evident your volunteering is mandatory. The guard continues, "Why don't you come in and we'll escort you down the headquarters where you can get your orders." You protest, "The military? Me? Oh no, that has to be a mistake. I'm not much of a fighter. See, I only have a small dagger and I'm not exactly good with it." The guard responds, "Don't worry, there is plenty of on the job training. Now get moving."

    You are escorted south through the town. This area is mostly houses, as you get close to the center square in town you turn west and follow an alley around an inn and arrive at the guard head quarters. The guard motions for you to enter. The two of you go inside and he addresses the only person inside. "Captain Molony," he says, "I have a new recruit for you. He volunteered at the north gate." The Captain looks up at you and says, "Sit down" pointing at a chair in the corner. He dismisses the guard and goes back to his paperwork.

    You look around the building and see it is little more than the office for Captain Molony. There are papers everywhere and a crudely drawn map on the south wall. The map shows the area surrounding Eastport with several locations pointed out. The map shows three guard towers, one to the southwest of town, one to the west of town and another to the northwest of town. Additional flags have been added to the map in what looks like various locations, but the majority of which are southwest of town.
    The Captain appears to be a veteran from his demeanor and graying hair. He is in good shape, clean shaven and wearing the uniform for the guard in Eastport. He has his rank affixed to both of his shoulders. After a few minutes he looks up at you and says, "Welcome to Eastport. Please sign the register by you. It is required of all visitors." You sign the book and introduce yourself as he continues, "We have been having problems with Ogres in the area and have started conscription to refill our ranks. Even though your service isn't voluntary you will still be paid 5 steel per patrol and the bonus of 5 steel per Ogre head. The bonus is divided amongst your patrol. You will start with Sergeant Fole tomorrow morning. He is out on patrol but should be back soon. Any questions?"

    Tukson
    You arrive back in Eastport and head to the barracks. You settle down and wait for supper while Sergeant Fole goes over to the headquarters to check in.

    Fasmuss
    While you are waiting another guard walks in. "Captain," he says, "my patrol has returned. We killed one ogre on the way to the first tower. The rest of the trip was uneventful. I still need more men. Its too damn dangerous to go out after ogres with just the three of us." The Captain responds, "Well then, I have good news." Pointing at you he continues, "here is your new recruit. Also, Keane is to be transferred to the southern barracks. They had another fatality. Tomorrow though you will take Private Dunne with you. That will give you four men for your patrol. Its also all we can spare." With that the Captain dismisses the two of you.

    You leave the building with Sergeant Fole. He is a tall human who currently has a scowl on his face. He looks you over and says, "Is that your only weapon?" pointing at the dagger. "Yes," you respond, "and I'm not particularly good with it. I'd understand if you don't want me to go on patrol with you." Sergeant Fole stops and looks at you saying, "Don't get any ideas. You are officially signed up for guard duty and you will not be able to get out of town. We leave tomorrow morning on another patrol and if we are going to live you will need to be an asset to the patrol. Do you understand?" You respond yes as the Sergeant leads you to the barracks next door.

    As you enter you pass a guard sitting outside the barracks. The Sergeant says, "Dunne, come inside." As you enter you see a dwarf and another guard resting inside. Sergeant Fole says, "Keane, you've been transferred to the southern barracks. Pack up and head out. Dunne will be joining us on patrol tomorrow as will Fasmuss."
    As Private Keane leaves you notice something odd about the dwarf. He is not dressed in a guards uniform nor Ergothian clothes. The style looks Solamnic. The dwarf is short and stocky with a trimmed beard. His red hair is cut short and pulled back. He has a battle axe and a shield. His eyes are hazel. He sits lazily playing with a deck of cards.

    Tukson
    An ugly human walks in with Sergeant Fole.

    Story
    The Sergeant informs everyone that supper will be arriving soon along with the days pay. No one is allowed to leave the barracks. He looks at Tukson and says, "We have an hour to kill, you up for more Lucid Draw?" Private Dunne perks up and says, "I'm in," as he walks over to the table. Turning to you the Sergeant says, "What about you Fasmuss? You want to play?"

    You play 12 hands before supper arrives. Please roll two d10s for your two cards and if you buy another card roll that as well. This is limit Lucid Draw so its a 1 steel ante and 1 steel for a card. If you can provide your rolls as:

    Hand1: 5,1,3
    Hand2: 5,4

    After you provide that I will let you know how you fared.
    After playing for an hour you eat a stew and relax with the rest of your patrol. Everyone goes to sleep at Late Watch.

  2. #22
    Join Date
    Jan 2007
    Posts
    654

    Default Deepkolt/Deep-Dark 14, Seventh Watch

    Errata
    Responses and actions from Fasmuss will be red.
    Responses and actions from Tukson will be green.

    Fasmus

    Also, ask Hafiz about the symbol on my Pendant (after we conclude our business)
    Hafiz does not recognize your pendant.
    You gain 100 xp for roleplaying as you re-hide your 5 steel.
    You now have 120 steel, 12 sp and 61 cp. The 5 hidden will not be included in this. Your action chart is updated to reflect that.

    Tukson
    An ugly human walks in with Sergeant Fole. You say, "I hope he doesn't shoot a bow."
    The Sergeant mutters under his breath, "No ****."

    Story
    Its a good thing this was Limit Lucid Draw. Private Dunne and Sergeant Fole took turns taking your money. Private Dunne won 5 hands, Sergeant Fole won 6 and Fasmuss won 1. Tukson was distracted by the lack of ale and did not manage to win a hand.

    Fasmuss now has 110 steel, 12 sp and 61 cp.

    Tukson now has 40 steel, 17 sp and 39 cp.

    After playing for an hour you eat a stew and relax with the rest of your patrol. Everyone goes to sleep at Late Watch. Captain Molony drops of the payment for the day. Tukson earned 7 steel.

    Tukson now has 47 steel, 17 sp and 39 cp.

    As everyone is relaxing Tukson asks, "That be an interesting item. What's it do?"
    Fasmuss and Tukson both ate and drank their required amounts today. If you want to discuss the pendant you can do so now.

    Fasmuss
    The patrol rises at Morning Watch on Deepkolt 14.

    Tukson
    The patrol rises at Morning Watch on Dark-Deep 14.

    Story
    The patrol assembles outside the barracks then heads west towards the gate. "Let's move," barks the Sergeant as he motions for Fasmuss to fall in besides him. "This patrol will head west to the first guard tower, " states the Sergeant, "that should take about three hours. We'll take a short rest there then head northeast to the second guard tower. That'll be another three hours of marching and short rest followed by the two hour march back to town. Our instructions are to kill any ogres we find." The guards at the western gate salute the Sergeant as you pass through leaving Eastport.
    As you leave the gates the Sergeant orders, "Dunne take point, Fasmuss with me and Tukson guard the rear." The Sergeant speaks quietly with Fasmuss saying that they typically find ogres in groups of one or two on the northern patrol route, whereas they are in groups of four in the southern patrol route. They typically have a great club and like to smash people into the ground as if they were driving in a nail. He informs you that you must sign in at each guard tower in order to receive your days pay.

    Fasmuss, you can ask the Sergeant any questions if you want.

    After marching for three hours you arrive at the first guard tower. The patrol rests after everyone signs in. You both empty and refill your waterskins and have a piece of bread and cheese supplied by the tower. You leave the tower and start the journey to the second tower. After two hours of marching Dunne calls a halt, unfortunately he wasn't quiet about it. Tukson catches up to Fasmuss and Sergeant Fole as two ogres crest the hill infront on him. Sergeant Fole curses and charges into battle. The first ogre gets to Private Dunne and raises his greatclub over his head and violently swings it down, crushing the head of Private Dunne. The loud crack of his skull being shattered and the spray of blood and brains is overly vivid in the midday sun.

    The shock of the scene causes Fasmus to lose his balance and he knocks over Tukson. You both seperate and stand up as you see Sergeant Fole rush and stab his longsword under the ribcage of the second ogre, piercing its heart. The Sergeant then continues his movement pulling the blade from the corpse and swinging it in an arc over his head. The ogre has both of his arms extended as the momentum of his swing brought his greatclub to the ground. The Sergeant aims for the ogres wrists attempting to severe both of his hands. The ogre flinches and the longsword cuts off most of the fingers on the ogres right hand. Unfortunately for Sergeant Fole his blade has sunk deeply into the greatclub. As the ogre howls in pain he drops the greatclub forcing both of the Sergeants hands down. The ogre draws back his remaining hand and punches the Sergeant in the face. Sergeant Fole's head is knocked backwards from the monstrous blow and he collapses to the ground.

    The ogre turns its eyes towards the two of you.

    The order is set as Ogre, Fasmuss then Tukson. The Ogre has already had his turn. For the first round of combat only, Fasmuss and Tukson may only move half their normal distance since you both stood up. The ogre is about 10 feet away, see attached picture. You can also see the top of the guard tower in the distance.

    It is now Seventh Watch Rising 30.

    Actions
    Fasmuss
    Any discussion with the Captain or Sergeant?
    Any discussion with Tukson, the dwarf, about your pendant?
    Combat action. Please make all rolls, ie attack and damage.
    Review your character sheet for any errors.

    Tukson
    Combat action. Please make all rolls, ie attack and damage.
    Review your character sheet for any errors.

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