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Constables of the 14th Ward Part 3


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"Maybe we should check all of the other buildings to make sure there isn't anything hidden somewhere, whether enemies or otherwise." With the battle over, Tau walks around with a Detect Magic running looking for any magical items among their fallen enemies. He will go to the places that they have already been, not exploring any new areas. Any magical or otherwise valuable items he finds will go into his haversack for later examination by the party.
 

Ederaul Mamier

Raul announces, "I'll patrol the perimeter. I'll check in with the nearest Constable every ten minutes." Raul heads outside and surveys the outer buildings and trees before heading back to the group.
 

Tau soon has a sack full of magical items--a bastard sword, a cleaver, the archer's bow and arrows, the two rods, cure potion, masterwork dagger and chain shirt from the robed orc, a dagger, leather armor, a ring, a scroll, and half a dozen potions are all magical. There are also the wand and candlestick from the earlier battle in the cellar. The robed orc also had the bulk of the valuable items as well--the coins and necklace. Among the other fallen you find about 50 gp worth of assorted coins, 3 gems (2 10 gp and 1 50 gp) and assorted jewelry and other minor items worth another 200 gp. In addition to these items there is a masterwork light crossbow, two heavy crossbows, a dozen short swords, 10 spears, twenty suits of chainmail, 4 each light and heavy shields, one suit of half plate, 3 daggers and various clubs. You find an everburning torch, 3 flasks of alchemist's fire, a thunderstone and a tanlefoot bag. Given their rather meager holdings in food, coins and items of value it seems strange that there should be so many magic items and weapons.
 

Raul finds a few sets of tracks indicating a couple of orcrats may have escaped into the hills. He also finds their meager attempts at farming and a few simple snares set to catch small animals.
 

Ederaul Mamier

Raul returns and reports, "From the fresh tracks, it looks like a couple of orcrats may have escaped into the hills. There is a small farmed area up the hill, as well as some small animal snares. Anything interesting inside?"
 

Exploring the remaining buildings reveals little. Most of the rest of them seem in poor condition at best. No more orcs or treasures are found.
 

"Beware that cleaver", Darius warns his colleagues. "It has somehow weakened me. I need a breather" he gasps as he sinks to the floor to rest. "Also, I would appreciate it if one of you could help me get this fencepost out of my shoulder. That bow has an unusual striking power."

As the adrenalin subsides, and he gets his wounds bound, it occurs to Darius that perhaps they should have kept the archer or the robed orc alive for questioning. With a mental shrug, he searches their clothing for evidence of orders or communications from other outlaws.

HP:15/38(58) AC:17(+1 dsgnated opp; +3 against orcs) 3 arrows left
-4 levels. [sblock=notes]A creature takes the following penalties for each negative level it has gained:
•-1 on all skill checks and ability checks.
•-1 on attack rolls and saving throws.
•-5 hit points.
•-1 effective level (when level is used for die roll)
Negative levels remain until 24 hours have passed or until they are removed with a spell, such as restoration. If a negative level is not removed before 24 hours have passed, the affected creature must attempt a Fortitude save (DC 10 + ½ draining creature’s racial HD + draining creature’s Cha modifier; the exact DC is given in the creature’s descriptive text). On a success, the negative level goes away with no harm to the creature. On a failure, the negative level goes away, but the creature’s level is also reduced by one. A separate saving throw is required for each negative level.[/sblock]
 
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Brae removes the arrow from Darius' shoulder, and then uses his wand to heal the wounds. "Unfortunately, I lack the power to restore the strength taken from you by that foul weapon, lad. You'll need the treatment of a more powerful healer than I."


AC21, Hit Points 38/50

2 charges of Wand of Lesser Vigor on Darius, restoring 22 hit points.


[sblock=Spells Prepared]
-- Level 0: detect magic, create water, resistance, light, guidance
-- Level 1: shield of faith, lesser vigor, divine favor, bless + (d) charm person
-- Level 2: animalistic power, silence, spiritual weapon, hold person + (d) lesser restoration
-- Level 3: dispel magic, summon monster III, water walk + (d) fly[/sblock]
 

"I would certainly say we have ruined their operation here," Thea said as the group continued to recover from the fight. "They certainly seem to have been suspiciously well-equipped- I can't help but wonder how much of this gear came from within the city. But quality will tell, after all- a hard fight but a resounding victory. And none of our number fallen- I imagine that will make our reports a bit easier to file this time."

She looked around the group. "I do think that we ought to head back to the city fairly soon though. I have little arcane power remaining for the day, and several of us could use a bit of rest and healing..."
 

Into the Woods

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