[IC] Dogville - a bloody 3.5 game

doghead

thotd
ic - Dogville

Its the end of the campaign season, and work is thin on the ground for mercenaries. Many have returned home for the winter. Those that can have set themselves up with winter contracts, guarding towns and villages that feel the need for such protection, and can afford to pay. The money is never great, but its bed and board for the season, saving what money is had for better things.

Unfortunately, our five mercenaries arrived in Magnimar too late to score such a contract. But fortunately, there is someone in need of a few capable hands. A caravan owner is making one last late run to Sandpoint before winter closes the roads. He's offering two bits a day, with five bits as a bonus for getting there safely and another five for getting back [1]. It should be a couple of weeks work, 4-5 days there, 2-3 days turnaround, and 4-5 days back. Its a couple of weeks in all, a couple of weeks in which they won't have to fork out for food and a place to stay, and an some extra gold bits to see them through the rest of the winter.

The caravan owner, like the rest of his team, is a halfling. His name is Humbar Swath. Most of the best caravan traders are. There are four of them, including Humbar, two wagons and four bullocks. The other halflings are Winison, Roth and Reik. Roth and Heik are the drivers. They seem capable enough. Each one keeps a loaded crossbow on the seat beside him and wears old but serviceable leather armour. Winison is something like Humbar's assistant. She is also a devote of Erastil, one of the blessed it would seem [2].

An hour after dawn, Humbar gives the order and the wagons lurch into motion.

[sblock=ooc][1] Gold bits are equal in value to gold pieces. They are literally, bits of a gold piece. There are 10 bits to a single gold piece, which has the value of a platinum piece. Gold is too common otherwise.

[2]In other words, a divine caster.[/sblock]
 
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Redclaw

First Post
Ather, AC 20 (T15, FF15), HP 27/27, F +3,R+6,W-1

Ather grumbles yet again as he checks the draw on his bow and smoothes the fletching of his arrows for the twentieth time that morning. Although he'd much rather be still abed, or at least looking at a day of guarding the wall rather than trecking across the whole of Varisia, he was as determined as ever to make sure he didn't get killed. "I'll take point," he said quietly, making sure that the halfling and Sarge could hear it, then he trotted to the front of the procession, already starting to scan for possible danger.

[sblock=ooc] He will stay 30' or so in front of the wagons, keeping his eyes and ears open for danger, Perception +4. He will also be keeping his dodge feat active.[/sblock]
 

doghead

thotd
ic - dogville

A couple of hours out of town the sky closes in and it begins to drizzle. The halflings pull up the hoods on their cloaks, the rain doesn't seem to bother them one bit. In fact, their cloaks don't actually seem to get wet at all.

[sblock=ooc]Redclaw, for simplicity, I tend to treat dodge as a straight +1 AC bonus. I think that is how Pathfinder handles it as well ... yeah, nah. OK, just read the Pathfinder stuff more closely. Way too messy. See the ooc thread.[/sblock]
 

Walking Dad

First Post
Kaddok

Kaddok likes the weather change. The rain doesn't bother him, in fact, he likes storms. Thinking that their halfling would like to stay by his people and confident, that Sarge will cover the back of the caravan, he follows Ather. He has his earth breaker at his side.

"Hey, Ather, have you seen anything?" he asks in his broad Shoanti accent, his gaze wandering the way.

[sblock=ooc] He will look out for tracks on the way and the wayside (trained in survival, no need for track feat in pathfinder). Survival+8[/sblock]
 
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doghead

thotd
ic - dogville - E1

The rest of the first day passes large without incident. The skies remain grey for much of the way, and light showers are frequent. About an hour before dark, Humbar calls a halt, and camp is made for the night.

The second day passes much as the first.

So does the third.

By the end of the forth day, the caravan is but a half dozen miles from Sandpoint as the day begins to draw to a close. Normally Humbar would call it a day at this point and stop and set camp. This time he decides to push on for Sandpoint. He does call a brief halt however, which Winison uses to prepare a clay bowl of materials. After ten minutes or so, she lights the contents and moves around each of the bullocks, wafting the smoke over them liberally. The smell suggest cut grass in the summer heat with a trace sweet wildflower perfume.

"Relaxes them and keeps fatigue at bay. Don't want any of them breaking down," Humbar says by way of explanation.

After ten minutes, the caravan is moving again. A short while later the caravan tops a ridge and Sandpoint becomes faintly visible in the distance for the first time. There is still a good few miles to go, however, and as the caravan descends into a shallow, valley, Sandpoint is lost from sight. So is the sun shortly after, and twilight engulfs the world quickly.

A couple of hundred feet away, off to the left of the caravan, half a dozen long dark shapes detach themselves from the shadows. They streak across the ground separating them from the caravan. Wolves. Even worse, wolves with goblin riders. They cover 200 feet in time it takes Humbar to curse. The drivers lash their reigns, for what little its worth.

[sblock=ooc]Wolf riders are at 9 o'clock, about 50-60 feet away and moving fast. Javelins, hand weapons and light armour. Surprise round done. Round 1 is up next. Roll initiative. Goblins go at 13.[/sblock]
 

Redclaw

First Post
Ather, AC 20, HP 27/27, F+3, R+6, W-1

Initiative 13 (Dex 18)

The sudden movement draws the rogue's awareness and instantly his experience and survival instinct kick into high gear. Aware that he doesn't want to be isolated and surrounded, Ather fires a single arrow at the goblin in the lead, then drops back to the carts for better cover.

[sblock=ooc] shortbow attack 14, damage 3, then 30' move back as close to the cart and my allies as I can get. [/sblock]
 

Gyojin

First Post
Alton, 13 AC, 27/27 HP, Initiative 5

Alton, sitting on the back of the second wagon, hears the lashing reins of the caravan. Looking around, he notices the closing goblin riders. Startled, he thinks of a spell to cast, but instead draws his sling, loaded with a bullet. He twirls it by his side, takes aim, and launches it at the closest goblin.

[sblock=OOC]
Draw sling (move action), then attack with a roll of 15, 2 damage

[sblock=Spells prepared]
Cantrips- Prestidigitation, Mage Hand, Ghost Sound, Ray of Frost
1st- Magic Missile, Ray of Enfeeblement, Shocking Grasp
[/sblock]
[/sblock]
 
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Walking Dad

First Post
Kaddok, AC 15 (T11, FF14), HP 31/31, F +5,R+1,W+6, Ini 16

Kaddok reacts in a spell. He summons his own wolf companion to his side as he moves to the caravan and prepares to use a Lightning Arc at the first goblin in reach.

[sblock=ooc]Initiative=16
Lightning Arc range 30 ft.
Att 12 touch, Dam 7 electric[/sblock]
 
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Voda Vosa

First Post
Zarpox

From the wagon he was on, Zarpox stands and search for a suitable target. When the goblin rider enters his range, he moves his hands in the air above his head. A blue sphere of eldrich energy proyects throw the air in the direction of the goblin rider.

[sblock=OOC]Attack
damage [/sblock]
 

Deuce Traveler

Adventurer
Brottor curses as he watches the goblins close the distance between themselves and the caravan. "As if bandits wouldn't be bad enough, but now we have to deal with goblin bandits. Look for the leader!" He decides not to take out his crossbow, but instead readies his shield and sword. If the goblins use range attacks, he intends to defend the nearest weakly armored halfling or companion with his heavy steel shield. If the enemy gets within melee range instead, however, he will go on the offense and strike at a goblin rider.

[sblock]
Init: 11
Attack: 17+7=24
Damage: 3+3 =6
[/sblock]
 

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