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<blockquote data-quote="Chimera" data-source="post: 2951774" data-attributes="member: 2002"><p>(Session 4)</p><p></p><p>On the morning of the 16th, Nieri and Healer John attend the ‘Wizard Conclave’, held in Sergeant Arrowflight’s quarters. Healer John attends only because of the availability of scroll ink (1). They find ten other low-level Wizards in attendance. Five from the Red Arcana adventuring group, Mark Redwine from the Children of the Treva, Mory Stargazer from the now defunct Rough Hands, Elgon Trancer from Squire William’s group, and Arton and Sgt Arrowflight from the Freetown Falconeers. This makes an even dozen, eleven of them Wizards.</p><p></p><p>Sgt Arrowflight announces that as he has only 4.25 ounces of scroll ink on hand and 3000d in potion ingredients (2), that the best option for all of the assembled Wizards would be the mutual teaching of spells over the next several days. Wizard A teaches a spell to Wizard B, who then returns the favor. In some cases, round robin teaching can help smooth out the exchange. (ie, Wizard A teaches a spell to Wizard B, who teaches a spell to Wizard C, who finishes the loop by teaching a spell to Wizard A.)</p><p></p><p>Sgt Arrowflight then asks to speak to Nieri privately. Taking a step outside, he leans over and whispers to Nieri, passing a small vial as he does so. The vial is found to contain pearl dust, sufficient for one casting of Identify spell. He says “Edgar asked me to pass this along to you. We know that you’re not being held to the same terms of service as everyone else, so this is to help compensate you for your help. I’d also like to offer you one more thing. If you will teach me one of your first level spells, I will teach you a second level spell. Can you cast them yet? No? Well, I’m sure that you can learn one (3). I’ve got a couple of good choices for you. One to make you stronger (Bull Strength) or another to make you Invisible.”</p><p></p><p>Nieri chooses the Invisibility spell. Unfortunately, Sgt Arrowflight tells him that he’ll have to wait two days, as he is learning a spell from Mory that Mory refuses to teach to anyone else. Therefore, he’s learning it, then will teach it to others. (That spell being <em>Baleful Transposition</em>.) For that day, Nieri attempts to learn the Identify spell, but fails, setting him back a day.</p><p></p><p>During the day, three members of the defunct Rough Hands join the three surviving members of the Black Gauntlet group. The other two Rough Hands join the Falconeers.</p><p></p><p>Faeran Truehand approaches Samsel and Lawrence. Says he’s been ordered by Captain Trevason to tell them about what happened to the Rough Hands.</p><p></p><p>Faeran tells how the newly formed group, pushed by the greed of Mory Stargazer, the bullheadedness of Rene Willful and the ego of Tourmaline Jones, set out cross country from Rivermarch to the northwest, hoping to hit the Kobolds away from the road and find riches in their burrows. They got about two days out and had some minor success in taking down Kobold groups when things went south.</p><p></p><p>Stepping out from behind a tree, a man held up what appeared to be a wand and demanded that they surrender. As they started to laugh, three Orcs (which Faeran had never seen before) surrounded them. A fight began, in which the Orcs fought defensively, not trying to kill them, but only to keep them busy. Meanwhile, the man kept waving his wand and yelling “Fall Down!”. Waves of sleepiness washed over the party again and again. While they were able to resist for a time, the shear repetition of the spell eventually brought them all down.</p><p></p><p>As they awoke, they were held down by the Orcs and tied up by the man, who the Orcs called Janx. One by one, they were stripped naked and hog-tied. Afterwards, they were carried and dragged several miles to the back door of a Kobold burrow and given to the Kobolds there. Janx and his Orcs left as the Kobold guards ran down into the burrow to get others. Fortunately, in this window of opportunity, Tourmaline and Rene were able to slip their bonds and free the others. Fleeing naked back to Rivermarch, the promised each other not to tell anyone of their embarrassment. </p><p></p><p>Back in Rivermarch, Captain Trevason scrounged up some gear and weapons for them, refusing to release them from service. The real kicker was that the group was charged 3,000d for the new equipment, galling Mory and Rene, who felt that Freetown should re-equip them for free.</p><p></p><p>The group moved out onto the road and camped in the spot where the Last Ones (our heroes) encountered them once before. However, dissention had been firmly sown and the group spent most of it’s time arguing amongst themselves. Mory, already deep in debt, was not particularly happy that the entire group had been made liable for the new debt, when he himself needed only new clothing and a pack, while Faeran and two of the others got all the gear. This is why they were less than pleasant when your group passed them on the road.</p><p></p><p></p><p>About noon on the 16th, there is a bit of a stir as Sparkehedron, Master Wildman (First Minister of Freetown) and General Freeman arrive (via Teleport). They head directly into the Falcon’s Nest (the local Falconeer HQ) to meet with Captains Hayak and Trevason. The rest of the Falconeers are kicked out for the duration.</p><p></p><p>A runner carries a fresh batch of scroll ink and potion ingredients to Sgt Arrowflight’s quarters, delivered to Rivermarch by Sparkehedron. Sgt Arrowflight is to distribute these at his discretion, only for what might be used in the war effort.</p><p></p><p>The only thing most of the others have to do is talk and gossip, and so they do. Rumors and stories about just about everyone and everything start flying wildly.</p><p></p><p>Some of the rumors;</p><p></p><p>Kandrick (the Warlock) gets his power from worshiping a demon, or from some evil god. That he isn’t really human, that he’s a Calasean spy.</p><p>That Samsel and Lawrence were altered by the Elorhim to do their bidding. Have you seen that Samsel guy? Two different color eyes!</p><p>That Nieri is a Calasean spy, or a construct, or some kind of diseased Dwarf or Human child. That he creeps some people out. “He looks like my nephew“.</p><p>That the whole Last Ones group is weird. A Gyretown Ranger (the last company that actively works with the Elorhim, who are mistrusted by Freetowners), two Psionic types (more Elorhim taint), “that little guy who says he’s a Hobbit, whatever they are“, “and for some reason, one of our own” (Healer John).</p><p>That Mory Stargazer is a thief and that he tried to run out on a debt to Merle. That he can’t be trusted. That you wouldn’t want to turn your back on him.</p><p>That the Kobolds will attack Rivermarch by the thousands.</p><p></p><p>That night, there is a large feast, at which the leaders address the assembled crowd.</p><p></p><p>Master Wildman starts off. He says that the Falconeers have numbered only 100 strong for more than 15 years and that this was a tragic mistake. Recognizes that they’ve lost a lot of people in the last month, Falconeers, Adventurers and common folk alike.</p><p>That Freetown has made a grave error in not building it’s strength and now faces a severe manpower shortage in defending itself. <em>"I know a lot of you Adventurers would like to be released from your service, but we can’t do that. We need you now more than ever."</em></p><p>Proclaims that, effective immediately, the Falconeers authorized strength is 150, and the council will discuss increasing this to 200 by this time next year. Any who join now will have all debt forgiven, as well as having their arms and armor upgraded as soon as possible.</p><p>Captain Hayak is hereby promoted to General. She will command the western forces of the Republic of Freetown, based in Rivermarch. (Captain Trevason looks unhappy.)</p><p>The Freetown Ranger Company is officially disbanded. All of the Rangers will now be a part of the Falconeers. He is sorry to disband the organization that he’s led for 24 years, but it’s time to consolidate. His #2, Maine Woodsman will take the rank of Captain in the Falconeers. (Captain Woodsman and a few other rangers do not look happy. They loudly object, then walk away when Master Wildman shushes them.)</p><p>The Town Guards will be completely reorganized and increased to provide more protection to River march ‘and other towns’. (this causes a stir. “Other towns? Plural???”)</p><p>The council will discuss other options for the defense of the Republic.</p><p></p><p>Newly minted General Hayak steps up.</p><p></p><p>Once resupplied and reorganized, she intends to lead the bulk of her forces, including most of the Adventurers present, back to the Kobold territories, to stomp out the warrens one at a time. (This doesn’t go over well) This force will remain intact, so as to overwhelm each individual warren and protect against organized resistance. </p><p></p><p>We will leave Rivermarch on the 26th. You have nine more days to rest and prepare.</p><p></p><p>The Red Arcana will be left in Rivermarch, along with any new Falconeers and a small number of others, to defend the town. We will be reducing the lumber work for the mean time and arming the lumberjacks to defend the town in our absence.</p><p></p><p>Sparkehedron</p><p></p><p>I will be heading to Gotham to petition the Duke to send forces to our aid. The Army of Gotham is much larger than anything we can muster right now and has done nothing for more than 15 years. If they will support us, we can drive the Kobolds from our lands. (this idea raises morale, but also questions.)</p><p></p><p>After that, I will visit our friends in Gyretown to see if they will aid us.</p><p></p><p>Then I will send several of my students here to work on the fortifications.</p><p></p><p>General Freeman</p><p></p><p>I will return to Freetown and immediately set to work preparing the materials that will be needed here. I will also be spending the rest of this year recruiting and training new members of the Falconeers so that we can replace our losses and reach our target strength.</p><p></p><p>Captain Trevason begs off speaking. He looks annoyed.</p><p></p><p>Master Wildman closes by announcing that all food, drink and lodging for the assembled Adventurers is free for the duration. That several more smiths will be sent out to Rivermarch to deal with their needs, paid for by the Republic. That additional supplies will arrive within the next few days.</p><p></p><p>The rest of the night, rumors and loose talk fly. A few talk about leaving, but they don’t seem to have much sympathy or support among the bulk of the army.</p><p></p><p></p><p>The next morning, Sparkehedron, Master Wildman and General Freeman depart after breakfast.</p><p></p><p>General Hayak takes command. Captain Trevason keeps his official title as Military Governor of Rivermarch, but now reports to the General. Lots of talk about how he’ll have to do his job now instead of delegating everything to his Sergeants and staff.</p><p></p><p>Sergeant Arrowflight and Bill Lister (Priest of the local Shrine) announce that they are planning to join the expeditionary force. This will leave the local shrine without a priest. This raises morale among the adventurers. <em>“Well, if they’re going…”</em></p><p></p><p>The caravan departs Rivermarch on the morning of the 18th. A riverboat arrives later that day with the first of the supplies. During this time, small patrols circle Rivermarch and some warrior training for the lumberjacks is held, but for the most part, you are left to your own devices. A few small brawls ensue as rumors get out of hand, but nothing too serious. Nieri continues learning and teaching spells and is able to get his hands on enough Scroll ink to write four first level spells.</p><p></p><p>Nieri approaches Sgt Arrowflight about learning another second level spell. The sergeant declines, saying that he only agreed to do the first one to help compensate Nieri for his service. “Unless you can come up with a bit of money”, which Nieri declines. Nieri then approaches Arton, who is known to be brewing a batch (4) of Fireball potions (5). After some discussion, Nieri manages to convince Arton to give him one of the potions for the trip north.</p><p></p><p>On the 25th, a caravan arrives from Freetown, loaded with weapons, oil and supplies for the expedition. A score or so of craftsmen arrive along with it.</p><p></p><p>On the morning of the 26th, the Expeditionary force marches out of Rivermarch. Fifty two Falconeers, 19 Adventurers, a dozen or so support people, four heavy wagons and approximately 20 horses.</p><p></p><p>Shortly thereafter, the Last Ones depart Rivermarch for the north. Traveling the day along the winding timber trails, the party encounters little beyond a few lone stragglers heading into Rivermarch.</p><p></p><p>That night, during the second watch, Nieri detects movement in the darkness and hears faint barking sounds. Perhaps some Kobolds sneaking around, scouting out the party. He wakes the rest of the party and they gear up, break camp and prepare to go in search of the Kobolds, who appear to have fled once noticed.</p><p></p><p>Following the Kobold trail until sun-up, the group catches the Kobolds bedding down in the brush. A brief fight occurs and seven of the eight Kobolds are killed, the last being deliberately saved from death’s door by Healer John. As the Kobold speaks no Ithri and no one in the group speaks Kobold, it is decided that the group will return to Rivermarch with their captive. The group hustles all day long to make it back to town, turning their captive over to Captain Trevason.</p><p></p><p>Sleeping long into the morning to make up for the previous day’s efforts, the party then heads back north along the timber trails.</p><p></p><p>On the third day out, as the party nears the hills, they encounter a patrol of the Birdsong Tribe, an Old Tribe located just a few miles away. They are waiting for Old George, a mule trader that travels this region and provides most of their outside goods. Informed of the Kobold forays and asked about Janx, the Tribers are concerned, and question the group about what has been going on. After a bit of discussion, the group continues on it’s way up the mule path.</p><p></p><p>Just four miles later, the group encounters Old George, his two boys, and his mules, loaded with trade goods and supplies. The group finds that Old George has had occasional dealings with Janx in the past and that he considers Janx nothing more than a simple thief. He is surprised and confused by the idea that Janx is working with Orcs, saying that he’ll have to watch out now.</p><p></p><p>The next morning at the edge of the hills, the path splits, heading straight north, or north-east. The group chooses to go north, which appears more commonly traveled. Four miles later, the path splits again. While the western path is obviously more heavily traveled, tracks show that Old George came down the eastern path.</p><p></p><p>Several miles down the western path, Nieri spots a skeletal arm poking out from behind a tree approximately 50’ off the road. The party stops to investigate, finding three Dwarf skeletons stripped and pinned to the trees with their own picks. Searching the area very thoroughly, the group finds absolutely no trace of any clothing or equipment. From the decay and the rust on the picks, the skeletons have clearly been here for several months at the very least. The party buries the skeletons before moving on.</p><p></p><p>An hour or so after this, both Nieri and Kethra spot a figure standing on the ridge line behind them, watching them. (GM Note: These guys were flaming hot on the Spot rolls this session!) They continue down the trail until they get to a good bend, where Nieri steps off into the brush and hides, waiting to see if they are indeed being followed. The rest of the group slows it’s pace.</p><p></p><p>After a minute or two, an Orc comes stealthily running up to the bend, checking to see if it can see the party beyond. It fails to notice Nieri at first, but when Nieri tries to cast a spell, the jig is up. Having cast his <em>Expeditious Retreat</em>, Nieri takes off like a shot, calling out “Mommy! Mommy!” like a small child. The Orc takes a shot at him with his bow (missing) before calling for his companions.</p><p></p><p>The group gathers and begins preparing themselves as Janx and his Orcs gather at the bend. They begin slowly approaching the party before thinking better of it and heading up the ridge. The party then heads up the ridge themselves, attempting to cut off Janx’s escape.</p><p></p><p>As Kethra takes a few bow shots at Janx and the Orcs, the rest of the party attempt to close the distance. Kethra fires a beautiful shot (Hero Point use) that pins Janx to a tree, after his Orcs have topped the ridge and started down the other side. Precious seconds pass as Janx struggles to get free (3 rounds!) while the party closes. After freeing himself, Janx turns and uses his wand, causing Lawrence to fall asleep. Nieri quickly turns to wake the sleeping man.</p><p></p><p>While Janx tries to make a break for it, one of the Orcs returns to the top of the ridge to cover his escape. Wielding a Great Axe, this Orc begins foaming at the mouth with rage. He takes a huge chunk out of Lawrence, who grows to Large size and engages the Orc in battle.</p><p></p><p>Meanwhile, Nieri and Samsel run around to the sides and begin raining stones, spells and powers on the fleeing Janx and the other two Orcs. Samsel cuts loose with an electrical attack that drops one of the Orcs. Healer John arrives and casts <em>Hold Person</em>, which stops Janx in his tracks (rolled a 1 on the save). However, Janx quickly shrugs off the spell, consumes a potion and vanishes.</p><p></p><p>When the axe wielding Orc turns to escape, Lawrence manages to trip it with his flail, dropping it to the ground. A follow-up attack caves in the Orc’s skull, finishing it.</p><p></p><p>The third Orc makes it’s escape by fleeing down the ridge and onto the path, disappearing from sight.</p><p></p><p>Guessing at where Janx might be, Nieri tosses his Alchemist Fire, which hits the injured but invisible Janx square in the chest. Screaming, Janx falls to the ground unconscious. Healer John rushes forward to capture Janx and make sure that he doesn’t escape justice by dying of his wounds.</p><p></p><p></p><p>Having cleared the field, the party searches the bodies of the two Orcs, finding some magic armor and several potions. On Janx, they find a nice gold chain, a magic flail, two wands and another potion. Janx is bound and healed to consciousness.</p><p></p><p>When Janx awakens, he begins pleading for his life. He promises to take the group to his secret cache of wealth if they will release him. The party refuses to do this, swearing to turn him into the government of Freetown, but promises to spare his life if he will reveal his cache. Janx reluctantly agrees, having no real choice.</p><p></p><p>(End of Session 4)</p><p></p><p></p><p></p><p></p><p>(1) Scroll Ink. Necessary for writing scrolls. 1,000d (d for dollars. Silver) per ounce. CSL (see below) x 0.25 ounces to write a scroll.</p><p>(2) Potion Components are necessary for brewing potions, which also requires a Potion Cauldron. CSL x 500d to brew a potion.</p><p></p><p>Rather than (Spell Level x Caster level), I use a CSL, or Cumulative Spell Level system. First level = 1, Second level = 3 (1+2), etc. Minimum Caster Level is assumed. Making them higher caster level costs an additional 0.5. Multiply the resulting number by whatever cost is associated with the form. Thus, scrolls are 250 dollars per CSL, Potions are 500d per CSL. Not hard to figure that I use a 20:1 dollars to ‘book’ GP conversion in most cases.</p><p></p><p>(3) I do not use Spell Books. You simply “know” a spell. I then allow Wizards to know spells one level above what they can currently cast. I feel that this helps Wizards when they’re in the field for several levels without having the opportunity to acquire additional spells by other means.</p><p></p><p>(4) Batch pricing for Potion brewing. Four of the same potion for the price of three (XP and Time unaffected), eight for the price of five.</p><p></p><p>(5) Area of Effect and Personal spells can be put into potions, at a +50% premium for costs, including XP. AoE potions are grenades, requiring breakable (and thus, very fragile) potion bottles. Not a good idea to wear them on a potion belt and then be failing a Reflex save!</p></blockquote><p></p>
[QUOTE="Chimera, post: 2951774, member: 2002"] (Session 4) On the morning of the 16th, Nieri and Healer John attend the ‘Wizard Conclave’, held in Sergeant Arrowflight’s quarters. Healer John attends only because of the availability of scroll ink (1). They find ten other low-level Wizards in attendance. Five from the Red Arcana adventuring group, Mark Redwine from the Children of the Treva, Mory Stargazer from the now defunct Rough Hands, Elgon Trancer from Squire William’s group, and Arton and Sgt Arrowflight from the Freetown Falconeers. This makes an even dozen, eleven of them Wizards. Sgt Arrowflight announces that as he has only 4.25 ounces of scroll ink on hand and 3000d in potion ingredients (2), that the best option for all of the assembled Wizards would be the mutual teaching of spells over the next several days. Wizard A teaches a spell to Wizard B, who then returns the favor. In some cases, round robin teaching can help smooth out the exchange. (ie, Wizard A teaches a spell to Wizard B, who teaches a spell to Wizard C, who finishes the loop by teaching a spell to Wizard A.) Sgt Arrowflight then asks to speak to Nieri privately. Taking a step outside, he leans over and whispers to Nieri, passing a small vial as he does so. The vial is found to contain pearl dust, sufficient for one casting of Identify spell. He says “Edgar asked me to pass this along to you. We know that you’re not being held to the same terms of service as everyone else, so this is to help compensate you for your help. I’d also like to offer you one more thing. If you will teach me one of your first level spells, I will teach you a second level spell. Can you cast them yet? No? Well, I’m sure that you can learn one (3). I’ve got a couple of good choices for you. One to make you stronger (Bull Strength) or another to make you Invisible.” Nieri chooses the Invisibility spell. Unfortunately, Sgt Arrowflight tells him that he’ll have to wait two days, as he is learning a spell from Mory that Mory refuses to teach to anyone else. Therefore, he’s learning it, then will teach it to others. (That spell being [i]Baleful Transposition[/i].) For that day, Nieri attempts to learn the Identify spell, but fails, setting him back a day. During the day, three members of the defunct Rough Hands join the three surviving members of the Black Gauntlet group. The other two Rough Hands join the Falconeers. Faeran Truehand approaches Samsel and Lawrence. Says he’s been ordered by Captain Trevason to tell them about what happened to the Rough Hands. Faeran tells how the newly formed group, pushed by the greed of Mory Stargazer, the bullheadedness of Rene Willful and the ego of Tourmaline Jones, set out cross country from Rivermarch to the northwest, hoping to hit the Kobolds away from the road and find riches in their burrows. They got about two days out and had some minor success in taking down Kobold groups when things went south. Stepping out from behind a tree, a man held up what appeared to be a wand and demanded that they surrender. As they started to laugh, three Orcs (which Faeran had never seen before) surrounded them. A fight began, in which the Orcs fought defensively, not trying to kill them, but only to keep them busy. Meanwhile, the man kept waving his wand and yelling “Fall Down!”. Waves of sleepiness washed over the party again and again. While they were able to resist for a time, the shear repetition of the spell eventually brought them all down. As they awoke, they were held down by the Orcs and tied up by the man, who the Orcs called Janx. One by one, they were stripped naked and hog-tied. Afterwards, they were carried and dragged several miles to the back door of a Kobold burrow and given to the Kobolds there. Janx and his Orcs left as the Kobold guards ran down into the burrow to get others. Fortunately, in this window of opportunity, Tourmaline and Rene were able to slip their bonds and free the others. Fleeing naked back to Rivermarch, the promised each other not to tell anyone of their embarrassment. Back in Rivermarch, Captain Trevason scrounged up some gear and weapons for them, refusing to release them from service. The real kicker was that the group was charged 3,000d for the new equipment, galling Mory and Rene, who felt that Freetown should re-equip them for free. The group moved out onto the road and camped in the spot where the Last Ones (our heroes) encountered them once before. However, dissention had been firmly sown and the group spent most of it’s time arguing amongst themselves. Mory, already deep in debt, was not particularly happy that the entire group had been made liable for the new debt, when he himself needed only new clothing and a pack, while Faeran and two of the others got all the gear. This is why they were less than pleasant when your group passed them on the road. About noon on the 16th, there is a bit of a stir as Sparkehedron, Master Wildman (First Minister of Freetown) and General Freeman arrive (via Teleport). They head directly into the Falcon’s Nest (the local Falconeer HQ) to meet with Captains Hayak and Trevason. The rest of the Falconeers are kicked out for the duration. A runner carries a fresh batch of scroll ink and potion ingredients to Sgt Arrowflight’s quarters, delivered to Rivermarch by Sparkehedron. Sgt Arrowflight is to distribute these at his discretion, only for what might be used in the war effort. The only thing most of the others have to do is talk and gossip, and so they do. Rumors and stories about just about everyone and everything start flying wildly. Some of the rumors; Kandrick (the Warlock) gets his power from worshiping a demon, or from some evil god. That he isn’t really human, that he’s a Calasean spy. That Samsel and Lawrence were altered by the Elorhim to do their bidding. Have you seen that Samsel guy? Two different color eyes! That Nieri is a Calasean spy, or a construct, or some kind of diseased Dwarf or Human child. That he creeps some people out. “He looks like my nephew“. That the whole Last Ones group is weird. A Gyretown Ranger (the last company that actively works with the Elorhim, who are mistrusted by Freetowners), two Psionic types (more Elorhim taint), “that little guy who says he’s a Hobbit, whatever they are“, “and for some reason, one of our own” (Healer John). That Mory Stargazer is a thief and that he tried to run out on a debt to Merle. That he can’t be trusted. That you wouldn’t want to turn your back on him. That the Kobolds will attack Rivermarch by the thousands. That night, there is a large feast, at which the leaders address the assembled crowd. Master Wildman starts off. He says that the Falconeers have numbered only 100 strong for more than 15 years and that this was a tragic mistake. Recognizes that they’ve lost a lot of people in the last month, Falconeers, Adventurers and common folk alike. That Freetown has made a grave error in not building it’s strength and now faces a severe manpower shortage in defending itself. [i]"I know a lot of you Adventurers would like to be released from your service, but we can’t do that. We need you now more than ever."[/i] Proclaims that, effective immediately, the Falconeers authorized strength is 150, and the council will discuss increasing this to 200 by this time next year. Any who join now will have all debt forgiven, as well as having their arms and armor upgraded as soon as possible. Captain Hayak is hereby promoted to General. She will command the western forces of the Republic of Freetown, based in Rivermarch. (Captain Trevason looks unhappy.) The Freetown Ranger Company is officially disbanded. All of the Rangers will now be a part of the Falconeers. He is sorry to disband the organization that he’s led for 24 years, but it’s time to consolidate. His #2, Maine Woodsman will take the rank of Captain in the Falconeers. (Captain Woodsman and a few other rangers do not look happy. They loudly object, then walk away when Master Wildman shushes them.) The Town Guards will be completely reorganized and increased to provide more protection to River march ‘and other towns’. (this causes a stir. “Other towns? Plural???”) The council will discuss other options for the defense of the Republic. Newly minted General Hayak steps up. Once resupplied and reorganized, she intends to lead the bulk of her forces, including most of the Adventurers present, back to the Kobold territories, to stomp out the warrens one at a time. (This doesn’t go over well) This force will remain intact, so as to overwhelm each individual warren and protect against organized resistance. We will leave Rivermarch on the 26th. You have nine more days to rest and prepare. The Red Arcana will be left in Rivermarch, along with any new Falconeers and a small number of others, to defend the town. We will be reducing the lumber work for the mean time and arming the lumberjacks to defend the town in our absence. Sparkehedron I will be heading to Gotham to petition the Duke to send forces to our aid. The Army of Gotham is much larger than anything we can muster right now and has done nothing for more than 15 years. If they will support us, we can drive the Kobolds from our lands. (this idea raises morale, but also questions.) After that, I will visit our friends in Gyretown to see if they will aid us. Then I will send several of my students here to work on the fortifications. General Freeman I will return to Freetown and immediately set to work preparing the materials that will be needed here. I will also be spending the rest of this year recruiting and training new members of the Falconeers so that we can replace our losses and reach our target strength. Captain Trevason begs off speaking. He looks annoyed. Master Wildman closes by announcing that all food, drink and lodging for the assembled Adventurers is free for the duration. That several more smiths will be sent out to Rivermarch to deal with their needs, paid for by the Republic. That additional supplies will arrive within the next few days. The rest of the night, rumors and loose talk fly. A few talk about leaving, but they don’t seem to have much sympathy or support among the bulk of the army. The next morning, Sparkehedron, Master Wildman and General Freeman depart after breakfast. General Hayak takes command. Captain Trevason keeps his official title as Military Governor of Rivermarch, but now reports to the General. Lots of talk about how he’ll have to do his job now instead of delegating everything to his Sergeants and staff. Sergeant Arrowflight and Bill Lister (Priest of the local Shrine) announce that they are planning to join the expeditionary force. This will leave the local shrine without a priest. This raises morale among the adventurers. [i]“Well, if they’re going…”[/i] The caravan departs Rivermarch on the morning of the 18th. A riverboat arrives later that day with the first of the supplies. During this time, small patrols circle Rivermarch and some warrior training for the lumberjacks is held, but for the most part, you are left to your own devices. A few small brawls ensue as rumors get out of hand, but nothing too serious. Nieri continues learning and teaching spells and is able to get his hands on enough Scroll ink to write four first level spells. Nieri approaches Sgt Arrowflight about learning another second level spell. The sergeant declines, saying that he only agreed to do the first one to help compensate Nieri for his service. “Unless you can come up with a bit of money”, which Nieri declines. Nieri then approaches Arton, who is known to be brewing a batch (4) of Fireball potions (5). After some discussion, Nieri manages to convince Arton to give him one of the potions for the trip north. On the 25th, a caravan arrives from Freetown, loaded with weapons, oil and supplies for the expedition. A score or so of craftsmen arrive along with it. On the morning of the 26th, the Expeditionary force marches out of Rivermarch. Fifty two Falconeers, 19 Adventurers, a dozen or so support people, four heavy wagons and approximately 20 horses. Shortly thereafter, the Last Ones depart Rivermarch for the north. Traveling the day along the winding timber trails, the party encounters little beyond a few lone stragglers heading into Rivermarch. That night, during the second watch, Nieri detects movement in the darkness and hears faint barking sounds. Perhaps some Kobolds sneaking around, scouting out the party. He wakes the rest of the party and they gear up, break camp and prepare to go in search of the Kobolds, who appear to have fled once noticed. Following the Kobold trail until sun-up, the group catches the Kobolds bedding down in the brush. A brief fight occurs and seven of the eight Kobolds are killed, the last being deliberately saved from death’s door by Healer John. As the Kobold speaks no Ithri and no one in the group speaks Kobold, it is decided that the group will return to Rivermarch with their captive. The group hustles all day long to make it back to town, turning their captive over to Captain Trevason. Sleeping long into the morning to make up for the previous day’s efforts, the party then heads back north along the timber trails. On the third day out, as the party nears the hills, they encounter a patrol of the Birdsong Tribe, an Old Tribe located just a few miles away. They are waiting for Old George, a mule trader that travels this region and provides most of their outside goods. Informed of the Kobold forays and asked about Janx, the Tribers are concerned, and question the group about what has been going on. After a bit of discussion, the group continues on it’s way up the mule path. Just four miles later, the group encounters Old George, his two boys, and his mules, loaded with trade goods and supplies. The group finds that Old George has had occasional dealings with Janx in the past and that he considers Janx nothing more than a simple thief. He is surprised and confused by the idea that Janx is working with Orcs, saying that he’ll have to watch out now. The next morning at the edge of the hills, the path splits, heading straight north, or north-east. The group chooses to go north, which appears more commonly traveled. Four miles later, the path splits again. While the western path is obviously more heavily traveled, tracks show that Old George came down the eastern path. Several miles down the western path, Nieri spots a skeletal arm poking out from behind a tree approximately 50’ off the road. The party stops to investigate, finding three Dwarf skeletons stripped and pinned to the trees with their own picks. Searching the area very thoroughly, the group finds absolutely no trace of any clothing or equipment. From the decay and the rust on the picks, the skeletons have clearly been here for several months at the very least. The party buries the skeletons before moving on. An hour or so after this, both Nieri and Kethra spot a figure standing on the ridge line behind them, watching them. (GM Note: These guys were flaming hot on the Spot rolls this session!) They continue down the trail until they get to a good bend, where Nieri steps off into the brush and hides, waiting to see if they are indeed being followed. The rest of the group slows it’s pace. After a minute or two, an Orc comes stealthily running up to the bend, checking to see if it can see the party beyond. It fails to notice Nieri at first, but when Nieri tries to cast a spell, the jig is up. Having cast his [i]Expeditious Retreat[/i], Nieri takes off like a shot, calling out “Mommy! Mommy!” like a small child. The Orc takes a shot at him with his bow (missing) before calling for his companions. The group gathers and begins preparing themselves as Janx and his Orcs gather at the bend. They begin slowly approaching the party before thinking better of it and heading up the ridge. The party then heads up the ridge themselves, attempting to cut off Janx’s escape. As Kethra takes a few bow shots at Janx and the Orcs, the rest of the party attempt to close the distance. Kethra fires a beautiful shot (Hero Point use) that pins Janx to a tree, after his Orcs have topped the ridge and started down the other side. Precious seconds pass as Janx struggles to get free (3 rounds!) while the party closes. After freeing himself, Janx turns and uses his wand, causing Lawrence to fall asleep. Nieri quickly turns to wake the sleeping man. While Janx tries to make a break for it, one of the Orcs returns to the top of the ridge to cover his escape. Wielding a Great Axe, this Orc begins foaming at the mouth with rage. He takes a huge chunk out of Lawrence, who grows to Large size and engages the Orc in battle. Meanwhile, Nieri and Samsel run around to the sides and begin raining stones, spells and powers on the fleeing Janx and the other two Orcs. Samsel cuts loose with an electrical attack that drops one of the Orcs. Healer John arrives and casts [i]Hold Person[/i], which stops Janx in his tracks (rolled a 1 on the save). However, Janx quickly shrugs off the spell, consumes a potion and vanishes. When the axe wielding Orc turns to escape, Lawrence manages to trip it with his flail, dropping it to the ground. A follow-up attack caves in the Orc’s skull, finishing it. The third Orc makes it’s escape by fleeing down the ridge and onto the path, disappearing from sight. Guessing at where Janx might be, Nieri tosses his Alchemist Fire, which hits the injured but invisible Janx square in the chest. Screaming, Janx falls to the ground unconscious. Healer John rushes forward to capture Janx and make sure that he doesn’t escape justice by dying of his wounds. Having cleared the field, the party searches the bodies of the two Orcs, finding some magic armor and several potions. On Janx, they find a nice gold chain, a magic flail, two wands and another potion. Janx is bound and healed to consciousness. When Janx awakens, he begins pleading for his life. He promises to take the group to his secret cache of wealth if they will release him. The party refuses to do this, swearing to turn him into the government of Freetown, but promises to spare his life if he will reveal his cache. Janx reluctantly agrees, having no real choice. (End of Session 4) (1) Scroll Ink. Necessary for writing scrolls. 1,000d (d for dollars. Silver) per ounce. CSL (see below) x 0.25 ounces to write a scroll. (2) Potion Components are necessary for brewing potions, which also requires a Potion Cauldron. CSL x 500d to brew a potion. Rather than (Spell Level x Caster level), I use a CSL, or Cumulative Spell Level system. First level = 1, Second level = 3 (1+2), etc. Minimum Caster Level is assumed. Making them higher caster level costs an additional 0.5. Multiply the resulting number by whatever cost is associated with the form. Thus, scrolls are 250 dollars per CSL, Potions are 500d per CSL. Not hard to figure that I use a 20:1 dollars to ‘book’ GP conversion in most cases. (3) I do not use Spell Books. You simply “know” a spell. I then allow Wizards to know spells one level above what they can currently cast. I feel that this helps Wizards when they’re in the field for several levels without having the opportunity to acquire additional spells by other means. (4) Batch pricing for Potion brewing. Four of the same potion for the price of three (XP and Time unaffected), eight for the price of five. (5) Area of Effect and Personal spells can be put into potions, at a +50% premium for costs, including XP. AoE potions are grenades, requiring breakable (and thus, very fragile) potion bottles. Not a good idea to wear them on a potion belt and then be failing a Reflex save! [/QUOTE]
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