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15:51, 28th March 2024 (GMT+0)

Interlude in Rotter #1.

Posted by Castle KeeperFor group 0
Castle Keeper
GM, 65 posts
Mon 10 Oct 2016
at 01:07
  • msg #1

Interlude in Rotter #1

Please post your to-do lists for activities back in Rotter.  Also, please let me know how long the party plans to stay in town, so I have an idea how much time the villains of the world have to move against you.
Len Packer
player, 20 posts
Mon 10 Oct 2016
at 01:08
  • msg #2

Interlude in Rotter #1

Len is pleased to return to town, for the reason to visit his dear friend Gordon. The butcher put Len up for some time when the fighter was on the skids. Len wanted Gordon to know that he is doing well in his new life and that his comrades are fine people to adventure with.
Elwood
player, 23 posts
Human Cleric, 2nd Level
Mon 10 Oct 2016
at 04:14
  • msg #3

Interlude in Rotter #1

Elwood will go with Khaaven (and any others of the party who want to go) to the local constabulary with the two prisoners to inquire about any rewards, for either the two live bandits or the four dead ones up at the hunting lodge.  Elwood will explain that removing such vile hooligans, self confessed thieves and murderers (just read their tatoos!), from terrorizing the local citizens surely must be worth something. He'll also see if someone will go and pick up the bodies for a proper burial.

Once that is done, Elwood will talk to the elders of his temple to see if they have heard of any underground evil temple near the location of the hunting lodge, or if they can direct him to someone who may have some knowledge about that.  If the local constabulary won't send anyone to pick up the four dead bandits, Elwood will see if the temple will make the proper arrangements.

If Elwood can't get any information from the members of his temple, he'll go to some of the other good-aligned churches/temples and make inquiries there.  He'll meet up with the rest of the group to tell them what he learned

Elwood will only stay as long as the group needs to.  If they spend the night he'll first cast "Bless Water" on his two flasks of regular water, converting them to Holy Water (he'll now have 3 flasks of holy water.  Then he'll rest up and regain his full spell casting abilities.
Hugh
player, 24 posts
Human Monk
AC: 14 | HP: 18/18
Mon 10 Oct 2016
at 05:14
  • msg #4

Interlude in Rotter #1

Hugh returns to Rotter with his companions and confers with his mentor, Victor, about his experience at the hunting lodge in case he has heard anything about bandit, orc and zombie activity that way. He also relates all the names he heard bandied about by those men, in case any of them are well known in Rotter.

He agrees to meet the others at an appointed time and generally spends his downtime practicing his art.
Dreya
player, 38 posts
Level 2 Druid
Mon 10 Oct 2016
at 07:02
  • msg #5

Interlude in Rotter #1

Is it possible for Dreya to find a well made sling or sling shot? And on the way to and from town, she would like to collect enough seeds, of any variety, to fill one of her two empty pouches, and the other she will fill with berries if she finds some.

She would also like to procure another small bag that she can fill with several marble to golf ball sized rocks.

If healing potions are not too costly, perhaps she could procure one or two.

Other than that, Dreya is nervously going in to town, eyes wide with wonder at some of the sights, simply to stay with the majority of those that have so far treated her kindly.

Should they choose to remain in town for the evening, then she will go along with that as well.
Cole Hiller
player, 16 posts
Mon 10 Oct 2016
at 14:57
  • msg #6

Interlude in Rotter #1

Cole notices Dreya's skittishness as the party grows closer to civilization and offers to accompany her on her tasks in apology for assaulting her earlier when he was awoken. Along the way back to town Cole will also take the time to gather any flora or fauna so he can throw together a few naturally made poison antidotes. Once these tasks are complete he will spend the rest of his time at the local tavern/inn gathering whatever intel he can by eavesdropping on the hub-bub that is like to brew at a public establishment.  He is still rather worked up from the earlier events of the day and finds the need to down a few pints of ale. Should the party wish to spend the night he will rent a room.
Khaaven
player, 42 posts
Half elf Assass/wiz(1/.5)
Mon 10 Oct 2016
at 16:10
  • msg #7

Interlude in Rotter #1

Khaaven will turn in the bandits and the dead for whatever reward they might be able to collect. His next priority will be to sell off the collected goods for whatever coin they can get since he knows the fair price on them. Once he has the coin will meet up with the others to divide the wealth and see what the others have found about the Lodge and possible temple underneath.
Castle Keeper
GM, 66 posts
Tue 11 Oct 2016
at 12:48
  • msg #8

Interlude in Rotter #1

This is going to be an overnight trip to Rotter.  Everyone can accomplish their town/interlude goals and be ready to head out in the morning.

Len -- Gordon is glad to hear you have joined up with trustworthy companions.  He has work for you if you decide to leave the party, but nothing pressing.

Elwood -- You check in at the Flyspamon temple.  The mid-level priests you are able to speak with are unfamiliar with an underground temple near Rotter.  However, they are intrigued by the tattoo element and say they will do some digging.  If you can wait a few days, they may have more information.  If you can't wait, you can always drop by during your next trip to town.

Khaaven and Elwood -- You drop off the prisoners at a sheriff's office.  There is no reward for bringing the prisoners in.  Even scum like these are entitled to a trial.  Their trials are scheduled for one week from today.  Your presence is requested as witnesses if you want them to be convicted.  The sheriff is unconcerned with recovering the bodies of the other dead bandits (now buried in shallow graves by the hunting lodge).

Hugh -- Victor is unfamiliar with the names of the bandits you heard at the hunting lodge.  He doesn't know anything about the activities at the lodge, although he does warn you to be very careful with undead.  Some undead can hurt you very badly just by touching you!

Dreya and Cole -- You can collect seeds and plants if you are willing to invest the time.  This will involve lagging behind the other party members and searching the woods for a few hours before heading into the city.

Dreya -- You can easily purchase a sling in town.  Current market price for ordinary healing potions is 300 gp.
Khaaven
player, 43 posts
Half elf Assass/wiz(1/.5)
Tue 11 Oct 2016
at 12:59
  • msg #9

Interlude in Rotter #1

What about the selling of found items and fair division of the spoils. The appraised value was just over 1,000 gold
Castle Keeper
GM, 69 posts
Tue 11 Oct 2016
at 13:07
  • msg #10

Interlude in Rotter #1

In reply to Khaaven (msg # 9):

Check out the new XP and Treasure thread.  :-)
Dreya
player, 39 posts
Level 2 Druid
Tue 11 Oct 2016
at 13:10
  • msg #11

Interlude in Rotter #1

Dreya will only collect berries, no seeds.
Castle Keeper
GM, 70 posts
Tue 11 Oct 2016
at 13:12
  • msg #12

Interlude in Rotter #1

Any other in town business?  If not, I will start a new thread for chapter 2 tomorrow.  The party needs to decide if it is going to return to the hunting lodge or if it wants to look for a different source of adventure (I'll be happy to provide leads if you are done with the hunting lodge).
Cole Hiller
player, 17 posts
Tue 11 Oct 2016
at 15:48
  • msg #13

Interlude in Rotter #1

Cole will spend the time to collect the ingredients for his antidotes and spend time concocting them. Should he have some spare time, he will see what rumors of the horrors at the Hunting Lodge arise at the tavern as he ends his evening there before he retires for bed.

Showing obvious disdain for creatures of the undead, Cole throws in his vote to vanquish the evil at the Hunting Lodge, but will defer to the majority vote of the party.
This message was last edited by the player at 15:58, Tue 11 Oct 2016.
Dreya
player, 41 posts
Level 2 Druid
Tue 11 Oct 2016
at 19:05
  • msg #14

Interlude in Rotter #1

Dreya will go along with whatever the party want's to do.  She has been mentally bracing herself anyway, since she had a feeling she would be dragged along into the underground tunnel.  To adventure!
Elwood
player, 24 posts
Human Cleric, 2nd Level
Wed 12 Oct 2016
at 03:05
  • msg #15

Interlude in Rotter #1

Elwood would prefer to clear the undead menace underneath the hunting lodge and whatever evil lurks underneath.  He'll also need to briefly stop by his temple to give his tithe (15 gp) from his share of the loot recovered from the bandits.
This message was last edited by the player at 16:41, Wed 12 Oct 2016.
Castle Keeper
GM, 74 posts
Thu 13 Oct 2016
at 15:59
  • msg #16

Interlude in Rotter #1

The consensus seems to be to return the hunting lodge and try to clear out whatever is underneath.
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