Chapter 2.2 - Summer Campaign Somerset (506 AD)
Sir Daron & Sir Rhydwyn
The smith's hopeful expression fades a bit at interest in purchasing a single spear, "1 denarius per spear," he replies a little sullenly, adding with a hopeful note, "250 for a Librum." 240d=1£
At mention of a cache of weapons, he becomes more guarded, seemingly concerned that the new knights in town think he could be involved in something illegal. "I just make weapons, I am not involved in any trouble," he replies.
The pair spend the week asking around and following rumors, which turn out to be false, but find no evidence of an actual weapons cache in the area.
Sir Rhydwyn, rolled 20 using 1d20. Intrigue.
Sir Daron, rolled 19 using 1d20. Intrigue.
Sir Rhydwyn takes a point in Intrigue (fumble).
Sir Abloc & Sir Aeddan
The pair locate a knight with deposits of coal on his lands, who knows a thing or two about mining and tunneling. Walking around the neighborhood, checking the soil, and looking out over the wall, the knight explains, "the soil here is not great for tunneling and would require a lot of wooden supports to prevent a collapse. The amount of soil they would need to remove to get all the way under the wall would be very large and easily detectable. It is likely that if there is a tunnel here, it predates our occupation."
Sir Abloc, rolled 4 using 1d20. Courtesy.
Sir Aeddan, rolled 14 using 1d20. Courtesy.
NPC Knight, rolled 1 using 1d20. Industry.
Sir Abloc takes a check in Courtesy.
Armed with this knowledge, the two knights refine their data collection methods and after several nights, notice an older man who seems a bit lonely and always in search of people to listen to his tales. Inviting him to their table in the back on a slow day, they ply him with drinks while he regales them with stories of his youth, growing up in the area. After getting quite drunk, he lets slip a story about sneaking out of town via an old tunnel he and his friends found in a nearby courtyard that leads to the church outside of town. (You each spent 10d total to date.)
Sir Aeddan, rolled 13 using 1d20. Awareness.
Sir Abloc, rolled 2 using 1d20. Awareness.
Sir Abloc and Sir Aeddan take checks in Awareness.
Sir Abloc and Sir Aeddan selflessly offer to help the man get home, although they express disbelief in the man's story. Staggering somewhat, he leads them to a small courtyard and indicates a wall, which close examination reveals to contain a hidden passage. Chastened, they apologize for not believing him, and get the man to his house.
About a week after the Cornish knights' arrival, word spreads that King Nanteleod's army is approaching and a day later a scouting party of some 50 knights arrives outside of the walls, and outside of arrow range. They scout the area all around the walls from a safe distance and messengers can be seen riding back the way they came or arriving from that direction.
The following day, a huge host arrives, including more than one thousand knights and many more men-at-arms. Sir Abloc, Sir Aeddan, and Sir Rhydwyn recognize the banners of Escavalon, Estregales, Norgales, and Somerset, while Sir Daron is quite convinced he sees King Lot's banner.
Sir Rhydwyn, rolled 11 using 1d20. Heraldry.
Sir Daron, rolled 20 using 1d20. Heraldry.
Sir Aeddan, rolled 5 using 1d20. Heraldry.
Sir Abloc, rolled 1 using 1d20. Heraldry.
Sirs Abloc, Aeddan, and Rhydwyn take checks in Herladry, Sir Daron takes a point in Heraldry (fumble).
The massive army sets up camp outside of bow range.
This message was last edited by the GM at 15:22, Tue 07 Dec 2021.