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[IC] The Caravan Trip.

Posted by Dungeon MasterFor group 0
Dungeon Master
GM, 502 posts
Storyteller
Font of All Knowledge
Tue 18 Jul 2017
at 13:41
  • msg #1

[IC] The Caravan Trip

It is the morning of your trip to the southern coast of Low'verok, and Master Deyna has assembled her dozen wagons near the gates of Redhaven.  Her own personal wagon is the largest of the lot, painted in green and blue and yellow.  Sturdy horses with rough coats and heads like blocks of granite stand in pairs in the traces of each wagon, with relief mounts in a small herd behind.  The ten cargo wagons are tall, windowless, and sturdily built, with locks on the doors, while the chuck wagon has hatches and windows (with shutters) is nearly the size of Master Deyna's wagon.  Most of the drivers are fellow halflings, as is the cook, Reetha.  The two drovers who tend to the mounts and keep the relief herd going are human, an older married couple from Crosston called Gav and Maris.  There are also two porters to tend to any heavy lifting, a dwarf with a short beard named Luth and a half-orc named Keevak with two broken tusks.  Curiously, they seem to be the best of friends.

The group can add their pack animals to Gav and Maris' herd.  "They won't be any trouble at all.  I'll get them introduced to the rest of the children, and they should be all right," Maris says.

Any personal gear they don't want to keep with the packhorses, their riding horses, or on their person can go with the rest of the caravan crew's gear in Reetha's chuck wagon.  Each of the caravan staff do have weapons: everyone sports a light crossbow or a sling, as well as a club or dagger.  Keevak has an oversized woodaxe and Luth has a large hammer - In meeting them you learn that Keevak and Luth are both well able to take care of themselves and are not half-bad fighters, but the caravan is larger than they can protect, and neither knows much about magic or healing.

Reetha is, not surprisingly, the caravan's herbalist and sawbones in addition to its cook.  The older halfling woman can make poultices and take care of most common injuries, she brews up unguents, and tinctures, and washes to help with the usual small injuries and illnesses that can befall a caravan during a long trip, but she has no divine power to heal.

With everything squared away and all introductions made, the caravan gets underway by mid-morning, heading west on the southern trade road from Redhaven.  You travel until noon under warm and sunny skies, pause briefly for water and a meal of travel cakes, and then Master Deyna will guide the caravan to a smaller road that turns off to the southwest.  It's marked by stone posts every few miles, each one with a coat of arms of what baron's land you're riding upon.  In this case, the arms is of a rampant stag with a crescent moon, horns up, upon its head.  The road is a little narrower here, and a little less smooth, but soon you reach the treeline and so at least you're able to ride in the shade.

You break once more for water and food before sunset, and then continue to travel at a steady pace, keeping watch for trouble as you go.  When the light begins to fade, Master Deyna calls to set up camp.  Half the caravan goes on one side of the road and half parallels it on the other, then the drivers pull out chains to connect one wagon to the next, creating an impromptu corral for the horses.  The drivers, Gav, and Maris tend to the beasts as Reetha starts cooking a warm meal, while Keevak and Luth make a few fires for people to warm up a beverage of their choice (and sleep beside after).  The meal is a filling stew of beans with fresh herbs and seasonings, with toasted sausages for those who want them, and hot flatbread to shovel it all up.

Those not on watch can bed down in their tents or under the stars as they prefer, whilst those on watch can take their posts.

This first night goes smoothly and quietly, just usual nighttime noises from animals.  In the morning, Reetha has oatmeal, with honey, chopped nuts, and berries, along with more flatbread, and then it's back on the road again.  The pattern of travel holds, and by your noon break you've hit a new part of the road, this one marked with arms of a fish biting a snake.  An hour past noon, the caravan comes to a halt.  Those in front see the problem immediately, those behind get the news passed on quickly.

"We've got a muckin' great tree in the middle of the bloody road!  Hellfire, what a mess," Master Deyna says, shaking her head.  The tree is a large oak, a good five feet in diameter, and blocking the road completely.

OOC:  What do you guys do?
Could I also get a typical watch rotation?  Sir Aberlayne and Farian would prefer to be on 3rd watch.

Narthian Goldleaf
Elf Druid, 282 posts
Wolf companion
Thunder
Tue 18 Jul 2017
at 16:30
  • msg #2

[IC] The Caravan Trip

Narthian shows up without his heavy hide armor. In its place is lighter leather armor. Much of his gear is with the pack animals. He retains only his armor, bow and quiver, a dagger, the pouch with his religious and spell components, and a waterskin. Both the waterskin and quiver are tied down so as to not bounce around while running. The proximity to Redhaven making the roads safer, Narthian has not put too much effort into his scouting just yet. But still, every so often he takes off at a run - at a 5-ish minute mile pace - down the road, Thunder loping along beside him. between half- and a mile or so in front of the caravan, he ducks into the weeds, fields, or wood on one side of the road or another, appearing some time later before (or occasional after) the caravan. This will be his standard traveling action, scouting for signs of trouble ahead (sometimes behind), and taking advantage of Thunder's Scent ability to note "weird things".

Narthian has just started his post lunch run forward when he spots the tree and halts. "It may or may not be a tree," Narthian replies to Master Deyna when the caravan catches up. "Stay here, I'll check it out." He signals his companions to spread out and keep eyeballs on the sides of the road. Narthian approaches to about 150', circles 45 degrees to the right (relative to the tree) and 45 degrees to the left as he studies the tree.

Knowledge Nature: 11:27, Today: Narthian Goldleaf rolled 20 using 1d20+9 ((11)).

Narthian will take the last watch, in the darkness before dawn.
This message was last edited by the player at 16:33, Tue 18 July 2017.
Haazheel Thorn
Human Wizard, 215 posts
Tue 18 Jul 2017
at 21:38
  • msg #3

[IC] The Caravan Trip

Haazheel shows up looking glad to be on his way; it's been a taxing few days...learning the Art is hard work. He volunteers to be a cook's helper even to serving ad cleaning up.

As for the watch, he suggests that, as possible, one who can see well in the dark be teamed with one less able. He'll want either the first or last watch since its best for him to have an uninterrupted eight hours.
Dellas Nump
Halfling Wizard, 354 posts
Fire burns bright!
AC: 13 HP: 10/16
Wed 19 Jul 2017
at 01:10
  • msg #4

[IC] The Caravan Trip

Dellas was chewing on some honeyed biscuits he had purchased back in town and left honeybee tied to one of the wagons where he spent most of his time. "Looks like a tree... probably a trap to surprise, kill and rob us.. not necessarily in that order."
Dellas' familiar is not with him, he left Vish near his stored gear and honeybee together where he saw Luth and Keevak, he had spend most of the last day talking to this strange pair.
The Halfling takes a few steps forward and watches the left side of the caravan.

Vish is watching the equipment wagon, Dellas is watching the left side and leaves wood chopping to others.

Dellas would prefer to sleep... but takes the last watch
This message was last edited by the player at 01:10, Wed 19 July 2017.
Lantamori
Elf Rogue, 138 posts
Locksmith Extraordinaire
Wed 19 Jul 2017
at 03:09
  • msg #5

[IC] The Caravan Trip

"There's munchkin's and green trees in the middle of a bloody road and sumthin's burnin!" shouted one of the halfling teamsters as he turned in his seat to relay the message to the back of the caravan.  The man didn't seem overly concerned as he faced forward and began repacking his long pipe.

Lantamori couldn't see smoke up ahead or hear any shouts of alarm to back up the sincerity of the message.  Perhaps something had been lost along the way.

Whatever the reason, she turned Cloud about to watch behind them.  She wondered about the most recent coat of arms.  Why would a fish bite a snake?


OOC  How many watches and for how long is Aberlayne proposing?  Lantamori will volunteer for 2nd watch.

Lantamori will generally trail the caravan with Cloud.

Haazheel Thorn
Human Wizard, 216 posts
Wed 19 Jul 2017
at 03:46
  • msg #6

[IC] The Caravan Trip

Haazheel finds cover but looks out in one direction.
Averdante
Elf Archer, 374 posts
Keen eyed
Wed 19 Jul 2017
at 06:55
  • msg #7

[IC] The Caravan Trip

Averdante ranges along the middle of the caravan as they travel, letting Preet roam in the trees off the shoulder of the road, or ride on his shoulders as it prefers. When word goes out about the tree across the road, he nocks and arrow to his bow.

Since others guard the front, he leaves the obstacle for them to investigate, but in case it is a deliberate tactic done to delay the caravan, he reins his horse off the road and nearer to the trees on the side where Preet is. Riding slowly toward the back of the caravan, watching and listening for any hint of ambushers, he silently queries Preet to learn if the stone cat can see anyone hiding, or if it's noticed evidence of any ambushers.


OOC: Averdante will be on first watch.
Dungeon Master
GM, 506 posts
Storyteller
Font of All Knowledge
Mon 24 Jul 2017
at 10:50
  • msg #8

Re: [IC] The Caravan Trip

Haazheel Thorn:
Haazheel shows up looking glad to be on his way; it's been a taxing few days...learning the Art is hard work. He volunteers to be a cook's helper even to serving ad cleaning up.

As for the watch, he suggests that, as possible, one who can see well in the dark be teamed with one less able. He'll want either the first or last watch since its best for him to have an uninterrupted eight hours.


Reetha is happy to have additional hands that want to do something to food other than eat it, though Haazheel does have to bend and stoop, as her kitchen wagon is made to her proportions.

Narthian Goldleaf:
Narthian shows up without his heavy hide armor. In its place is lighter leather armor. Much of his gear is with the pack animals. He retains only his armor, bow and quiver, a dagger, the pouch with his religious and spell components, and a waterskin. Both the waterskin and quiver are tied down so as to not bounce around while running. The proximity to Redhaven making the roads safer, Narthian has not put too much effort into his scouting just yet. But still, every so often he takes off at a run - at a 5-ish minute mile pace - down the road, Thunder loping along beside him. between half- and a mile or so in front of the caravan, he ducks into the weeds, fields, or wood on one side of the road or another, appearing some time later before (or occasional after) the caravan. This will be his standard traveling action, scouting for signs of trouble ahead (sometimes behind), and taking advantage of Thunder's Scent ability to note "weird things".

Narthian has just started his post lunch run forward when he spots the tree and halts. "It may or may not be a tree," Narthian replies to Master Deyna when the caravan catches up. "Stay here, I'll check it out." He signals his companions to spread out and keep eyeballs on the sides of the road. Narthian approaches to about 150', circles 45 degrees to the right (relative to the tree) and 45 degrees to the left as he studies the tree.

Knowledge Nature: 11:27, Today: Narthian Goldleaf rolled 20 using 1d20+9 ((11)).

Narthian will take the last watch, in the darkness before dawn.


Thunder will let Narthian know that there is a "bad smell" near the tree, even before Master Deyna's wagon gets to it.  "Bad smells" are those of known enemies or threats, not "hunters", so this smell is no animal.  When Narthian gets up closer to examine the tree, he can see that the tree was healthy, so it did not fall from rot or disease.  It was not struck by lightning (certainly there has been no evidence of a storm recently).  It looks more like it was partially chopped down, then pushed over.  That would take a being, or beings, of tremendous physical strength.

The smell here is obvious even to Narthian, like something rank and unwashed, of untanned hides, poor hygiene, rotting meat, and body odor.

Dellas Nump:
Dellas was chewing on some honeyed biscuits he had purchased back in town and left honeybee tied to one of the wagons where he spent most of his time. "Looks like a tree... probably a trap to surprise, kill and rob us.. not necessarily in that order."
Dellas' familiar is not with him, he left Vish near his stored gear and honeybee together where he saw Luth and Keevak, he had spend most of the last day talking to this strange pair.
The Halfling takes a few steps forward and watches the left side of the caravan.

Vish is watching the equipment wagon, Dellas is watching the left side and leaves wood chopping to others.

Dellas would prefer to sleep... but takes the last watch


"Probably not wrong," Sir Aberalyne said, moving up near him.  She had her axe out and moves Valiant a few steps ahead of her brother.

Lantamori:
"There's munchkin's and green trees in the middle of a bloody road and sumthin's burnin!" shouted one of the halfling teamsters as he turned in his seat to relay the message to the back of the caravan.  The man didn't seem overly concerned as he faced forward and began repacking his long pipe.

Lantamori couldn't see smoke up ahead or hear any shouts of alarm to back up the sincerity of the message.  Perhaps something had been lost along the way.

Whatever the reason, she turned Cloud about to watch behind them.  She wondered about the most recent coat of arms.  Why would a fish bite a snake?


OOC  How many watches and for how long is Aberlayne proposing?  Lantamori will volunteer for 2nd watch.

Lantamori will generally trail the caravan with Cloud.


Wheeling Cloud about, Lantamori doesn't see any immediate threat.  Farian will join her, standing in his stirrups to see if he can spy anything.

Haazheel Thorn:
Haazheel finds cover but looks out in one direction.


Shifting his mount off the road, Haazheel covers to the right as Lantamori and Dellas cover to the left.

Averdante:
Averdante ranges along the middle of the caravan as they travel, letting Preet roam in the trees off the shoulder of the road, or ride on his shoulders as it prefers. When word goes out about the tree across the road, he nocks and arrow to his bow.

Since others guard the front, he leaves the obstacle for them to investigate, but in case it is a deliberate tactic done to delay the caravan, he reins his horse off the road and nearer to the trees on the side where Preet is. Riding slowly toward the back of the caravan, watching and listening for any hint of ambushers, he silently queries Preet to learn if the stone cat can see anyone hiding, or if it's noticed evidence of any ambushers.



OOC: Averdante will be on first watch.


Going off the right side of the road, Averdante listens carefully, peering into the underbrush.

He can see two hulking forms further into the woods, and from Preet a moment later, an image of two humanoid figures nearly level with the lower tree branches Preet is hiding in.  And they stink.

Volsh and Bruenor move up closer to the front as the extent of the blockage (and possible danger) become clear.

Suddenly, from the woods, a loud voice thunders out, "LEAVE HORSES, AND RUN AWAY!  OR WE KILL YOU ALL!"

The voice seems to echo all around, making its exact place difficult to pinpoint.  But a moment later there are some thudding footfalls.  The huge tree trunk shudders and the branches shiver as a towering figure appears.  Stinking horribly and clan in badly-tanned hides, the creature is ten feet tall, massively muscled, with scarred greenish skin, dark stringy hair, and huge malformed teeth protruding from a drooling mouth.  It carries a huge club that is little more than a freshly ripped-off tree limb, and bumps it against the tree trunk, leaving behind a fresh scar.

The ogre roars at all of you, and then grins horribly.
Narthian Goldleaf
Elf Druid, 284 posts
Wolf companion
Thunder
Mon 24 Jul 2017
at 12:52
  • msg #9

Re: [IC] The Caravan Trip

Ogres, Narthian is thinking, ... or trolls. As he looks around for them, he's mildly shocked that they chose to reveal themselves. "[Language unknown: Ekie rutprohou atidayeve! Hatundand ngme trun inthulilni he!]" he intones, taking advantage of their mistake. "The forest is angry with you, ogre, feel its wrath!" he replies to the ogre.

Cast Entangle, range 520 feet, area 40' radius. Putting the ogres in the center.
Lantamori
Elf Rogue, 139 posts
Locksmith Extraordinaire
Mon 24 Jul 2017
at 14:01
  • msg #10

Re: [IC] The Caravan Trip

"That doesn't sound good," Lantamori said to Farian as she pulled her bow and knocked an arrow.  Now that the thundering voice had focused her attention, she looked around, ready to fire at any charging figures.  It seemed as though they were about to earn their keep.

"Easy Cloud," she said soothingly as she felt the young warhorse stomping it's feet nervously, "everything is going to be all right."
Dellas Nump
Halfling Wizard, 356 posts
Fire burns bright!
AC: 13 HP: 10/16
Mon 24 Jul 2017
at 20:51
  • msg #11

Re: [IC] The Caravan Trip

Dellas looks at that... thing with open mouth and slowly reaches for his crossbow, loading it. "Holy bookshelf! Just look at this thing! I mean the undead are smelly and Goblins are weird but this thing! How can the gods make such a creature!" Still staring he lifts his weapon, waiting for something to happen before he shoots.
Haazheel Thorn
Human Wizard, 218 posts
Mon 24 Jul 2017
at 22:28
  • msg #12

Re: [IC] The Caravan Trip

Haazheel aims his light crossbow at the nearest foe and pulls the trigger. Sid foe probably now has on bolt in her/him/it.

15:25, Today: Haazheel Thorn rolled 10 using 1d8+3.  Damage. 7 Damage

15:25, Today: Haazheel Thorn rolled 16 using 1d20+3.  To Hit.

Averdante
Elf Archer, 377 posts
Keen eyed
Tue 25 Jul 2017
at 23:49
  • msg #13

Re: [IC] The Caravan Trip

"There are more hiding in the trees," Averdante calls out, loosing his arrow at one of them.
Dungeon Master
GM, 508 posts
Storyteller
Font of All Knowledge
Fri 28 Jul 2017
at 15:09
  • msg #14

Re: [IC] The Caravan Trip

Narthian Goldleaf:
Ogres, Narthian is thinking, ... or trolls. As he looks around for them, he's mildly shocked that they chose to reveal themselves. "" he intones, taking advantage of their mistake. "The forest is angry with you, ogre, feel its wrath!" he replies to the ogre.

Cast Entangle, range 520 feet, area 40' radius. Putting the ogres in the center.


The lone ogre gives a grunt of surprise as the grass and branches around him grow swiftly and clutch around his body, binding his arms to his sides and his legs firmly to the ground.

Dellas Nump:
Dellas looks at that... thing with open mouth and slowly reaches for his crossbow, loading it. "Holy bookshelf! Just look at this thing! I mean the undead are smelly and Goblins are weird but this thing! How can the gods make such a creature!" Still staring he lifts his weapon, waiting for something to happen before he shoots.


Dellas lifts his crossbow and fires off a shot that zings off into the foliage, murdering a hapless leaf along the way.

Haazheel Thorn:
Haazheel aims his light crossbow at the nearest foe and pulls the trigger. Sid foe probably now has on bolt in her/him/it.

15:25, Today: Haazheel Thorn rolled 10 using 1d8+3.  Damage. 7 Damage

15:25, Today: Haazheel Thorn rolled 16 using 1d20+3.  To Hit.


Haazheel is far more successful, a bolt thudding into the ogre's chest squarely, making him bellow in pain.

Averdante:
"There are more hiding in the trees," Averdante calls out, loosing his arrow at one of them.



Averdante launches his arrow at the distant target.  It's a difficult shot, but it finds its mark, drawing another shout of pain out of the woodlands.

Sir Aberlayne looks at the thrashing plants, then back at Narthian and Thunder.  "Well, at least he's tied up.  I'll help with the others Averdante's yelling about.  Volsh, Bruenor, with me, charge!!!"

With Valiant and the other mounts charging into the woodlands, Aberlayne, Volsh, and Bruenor bring axe, spear, and sword into play as they charge to meet the ogre Averdante wounded.  Aberlayne misses, nearly dropping her axe as Valiant has to dodge around a low-handing branch.  But Volsh charges in with Widowmaker like an unstoppable avalanche, thrusting so hard and so accurately that the spear goes clean through the ogre.  The massive creature has time for a single surprised gasp before dropping like a stone, dead.

Bruenor nearly can't believe his eyes, but spurs his mount on to the slightly more distant ogre.  However, this ogre seems a bit speedier, and dodges Bruenor's swing with ease.


OOC: 09:59, Today: Dungeon Master, on behalf of Volsh son of Vor, rolled 29 using 3d8+12.  Critical spear damage.
09:58, Today: Dungeon Master, on behalf of Volsh son of Vor, rolled 20 using 1d20+7.  Confirm critial.
09:58, Today: Dungeon Master, on behalf of Volsh son of Vor, rolled 27 using 1d20+7.  Attack with spear.

10:01, Today: Dungeon Master, on behalf of Bruenor Sedricson, rolled 8 using 1d20+6.  Attack with longsword.


Lantamori:
"That doesn't sound good," Lantamori said to Farian as she pulled her bow and knocked an arrow.  Now that the thundering voice had focused her attention, she looked around, ready to fire at any charging figures.  It seemed as though they were about to earn their keep.

"Easy Cloud," she said soothingly as she felt the young warhorse stomping it's feet nervously, "everything is going to be all right."


Farian looks around as well, and with Lantamori's keen senses, she's able to detect a sudden increase in stench.  So neither are entirely surprised when a fourth ogre, this one with a massive cloak decorated with bits of feathers, skins, and bones, fades into being in front of them.  Startled, definitely.  But not entirely surprised.  Even so, the ogre is able to make a few gestures, shouting out, "[Language unknown: Eehe thncnc, ons enman oer]," as darts of light fly from his fingertips to strike them unerringly, causing burning wounds.

OOC: Farian takes 5 damage, Lantamori takes 10.

Lantamori whips out her bow and fires off an arrow, but doesn't hit the cloaked ogre.  Farian takes a quick step back and raises his holy symbol, calling upon Pelor to bless him and his companions as they fight against evil.

OOC: Casting bless on the party.
Lantamori
Elf Rogue, 141 posts
10/20 hp
Locksmith Extraordinaire
Fri 28 Jul 2017
at 15:37
  • msg #15

Re: [IC] The Caravan Trip

"There's one back here!" Lantamori shouted, nocking another arrow.  She held this one ready, hoping to interfere with the next foul spell.  She couldn't stand another onslaught as the last and needed her arrow to fly true.

Readied shot to disrupt any casting or if it closes on them.
Lantamori rolled 18 using 1d20+7 with rolls of 11.  Composite Longbow Attack #2 w/bless.
Lantamori rolled 8 using 1d8+1 with rolls of 7.  Composite Longbow Damage #2.

Averdante
Elf Archer, 378 posts
Keen eyed
Fri 28 Jul 2017
at 18:04
  • msg #16

Re: [IC] The Caravan Trip

Arrow nocked, Averdante takes a moment to turn Mask around and canter toward the back of the caravan. With Sir Aberlayne and the others in the trees, getting a clear shot at the remaining ogre there would be difficult, and he has little doubt the warriors can finish it off without his help.


Once he's close enough to have a clear shot at the gaudily bedecked ogre, he stops his mount and does so.
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