CLOSED! Rhun's Greyhawk OMEGA Game (ToEE)

Jinx wakes and cracks one lidded eye as the first motes of sun burn their way into the cottage. Lilting an ear to Shoon's conversation with Zirat and Merrick, the gnome inwardly groans. Gads, it'll be hit the ball, drag Charlie all the way from here through that damnable temple, and back into town. Still lying in his corner in his bedroll, the gnome turns his head to regard the captives. More trouble than they're worth. Maybe if I can take a watch with someone with eyes and ears less keen than Deren's, I can just untie those men and tell 'em to run. We'd not have to drag 'em 'round behind us for days on end thataways. But then maybe they'd-- Jinx breaks off his silent musings and, spying the imposing form of Sir Merrick across the room, shrinks back into his bedroll.

Leaving off all thoughts of freeing himself from the burdenous bandits, Jinx cowers in his bedroll a moment or two longer then sits up and stretches with a yawn. Hopping up off the floor, Jinx rerolls his bed and stows his gear carefully back in his pack. The gnome grabs his spellbook and heads off to a quiet place near the cart outside to study his magical repetoire for the day. While bent over his book, Jinx finally puzzles out some lost bit of arcane lore and cannot refrain from loudly shrieking with great delight, "EUREKA! How to walk like spiders, I've always wondered how to do that. And how to heat the air enough to burn a man! How wonderfully useful!" Stomach rumbling after his study, Jinx returns to the cottage to pack away his tome of magic in exchange for some hard tack from his store of rations. Chewing thoughtfully on a strip of dried meat, Jinx narrows his eyes and peers thoughtfully at the brigands.

Before everyone is ready to go, the gnome will search the barn for sawing implements. If he can find none in the barn, he'll return to the party to see if someone has an axe or some other tool useful for hacking at the cottage's beams. Time permitting, Jinx wants to weaken the cottage's support structure to make a sort of trap for any returning bandits.

[sblock=Spell Prep]
0-lvl: detect magic, light, mage hand, detect magic.
1-lvl: mage armor, grease, color spray.
2-lvl: scorching ray, spiderclimb.
[/sblock]
 

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jinx searches the barn and cottage, but finds no sawing tools. There is an old woodaxe sitting near the wood pile, however.


So is it back to Hommlet then? It is about a day's travel time back...
 

Rhun said:
jinx searches the barn and cottage, but finds no sawing tools. There is an old woodaxe sitting near the wood pile, however.


So is it back to Hommlet then? It is about a day's travel time back...

"Let us be about it then. The sooner we are done with our prisoners the better."
 

Day 7, evening - Hommlet

You quickly gather your gear and start back on the road, your captive bound in the back of Shoon's wagon. You skirt the Temple compound, and remain on you guard until well after you pass Nulb.

The day is cool, and although it remains overcast the rain does not fall. The road between Hommlet and Nulb is muddy, and there is no traffic to be seen. As evening approaches, the familiar sight of village once more comes into view.

You stop at the Lord's Tower to drop off the prisoners, where you quickly secure them into dungeon cells to await justice. Lord Wizard Burne again thanks you for your efforts to quell the rising evil, and invites you to dine with him, as it is nearly time for supper.
 

Jinx, who'd been in a foul mood all day and had spent the better part of his time atop Shoon's cart ungraciously muttering about saving bandits and wasting time, hops down and stretches. Rubbing his growling tummy, the gnome nods eagerly. "Bite and a sup wouldn't go far amiss, thank you Lord Wizard."
 


Shoon asks that the prisoners not be dealt with too harshly, as they did give information, and did not at any point attempt to betray them. He graciously accepts Lord Burne's offer.
 

Over an excellent dinner of roast beast, hearty stew, baked tubers and steamed vegetables, Lord Wizard Burne discusses the fate of the bandits with the party. "As long as the bandits are contrite and willing to renounce their evil ways, they are given a second chance. Many of my men are former bandits themselves. Those that are willing to change in their ways, to serve the realm and protect its people, I allow to take their place among the ranks of the men-at-arms here. "Burne's Badgers" as the local folk refer to them." The wizard smiles and strokes his well-groomed goatee. He takes a sip from a silver goblet; the fiery red wine the lord serves may be potent, but is certainly a rare and flavorful vintage.

"Those that do not turn from their evil path will face the just wrath that they deserve. My men have already begun construction of a gallows, and those of evil nature will be hung until dead, and buried in a shallow grave."
 

Deren will eat as little as possible without making his actions appear rude and will avoid the drink. His paranoia is setting in and he cannot help but feel suspicious of this man. Everything seems too perfect in his mind and he fears the food/drink may be poisoned.

During the conversation, he will say little, simply watching, trying to catch anything which may prove his suspicions more than paranoid delusions.
 

Lord Burne is a gracious host, but you can definitely tell that he thinks a bit too highly of himself. Still, he is polite and seems to be most grateful for the help you have given the village thus far.

Midway through dinner, you are joined by a man in polished plate armor, with a bright red cape on his back. He looks to be of some thirty five or forty years, with a craggy nose and long drooping mustache. He is introduced to you as Captain Rufus, leader of Burne's Badgers and long-time friend of the wizard.

He nods as he takes his place, filling a goblet and taking a quick drink. "Please forgive my tardiness, but we were chasing a group of bandits to the north of here. Unfortunately, they lost us in the marshes."
 

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