the Jester
Legend
I’d like to preface the following update by mentioning the ‘exploding dice’ house rule that we use (which, actually, I first saw the one time I got to play under Piratecat). When you roll a natural 20 or a natural 1 on a d20 roll, you ‘explode’ and roll another d20 and add (or subtract, on a natural 1) the result. Thus, instead of a natural 20 always hitting, you get to add another 1d20 to your roll. I like this variant because it means that really studly warriors still can miss, but nowhere close to as often as under the ‘standard’ rule set, and a truly tough enemy might be able to avoid a hit even on a natural 20.
While gathering info looking specifically for Tydonian spies, I believe that Jorgen exploded twice and ended up with a total of about 48 (?) on his Gather Information check. He looked at me, laughed, and commented that this might be the one roll he didn’t want to roll so high on.
***
Sir Martin of Whitewater says, “Cur, I think you may be very valuable in an upcoming negotiation of the baron’s.”
“Me?” Cut looks nonplussed; he is hardly the best talker. But nonetheless, Sir Martin nods.
“Indeed. The baron is entering negotiations with a group of individuals that you might have more... common ground with... than most of my agents. A group of Outsiders.”
Ahh, thinks Cur, that explains it. The Outsiders are a group composed mostly of mixed-blood individuals, including many half-orcs (“pissbloods” being the colloquial term) and some elfbloods, as well as other unsavory characters. It is from the Outsiders that he himself has come; before the harvest festival about half a year ago, Cur ran with them exclusively. Now his loyalties have shifted more or less to Whitewater, and to Sir Martin, Sheriff Jorgen and Sir Cedric. Still, he has no house; he sleeps mostly beneath the stars, in the fields and glens, hidden in trees or concealed beneath screens of brush. More and more he is acquiring a taste for soft beds, dry blankets and hot, yet not burnt, food.
Nonetheless, he is the logical choice for this. Who else knows the Outsiders’ ways? Who else will they respect? Anyone else the baron might send would no doubt be soft from indoor life, slow from never hunting his own food, fat from never knowing the true privations of winter. But Cur- among the Outsiders, he has a certain reputation, a certain credibility. They will take him seriously, for he is one of them.
Thus it is that Sir Martin equips him with a donkey to ride to Kamenda, urging him to hurry and catch Sir Cedric and his companions. Cur takes the donkey reluctantly, knowing he will have to repay his benefactor if harm befalls it, but also knowing that he must be swift. It would not do to be late.
Cur’s journey is more eventful, perhaps, than he would have preferred, and by the end of it, he owes Sir Martin a donkey’s worth.
***
Meanwhile, Goer has hit upon a great idea. He asks around until he finds the local half-orc bar (called the Broken Talon) and in short order starts a fight.
There is very little that Fwaigo “Goer” Smith enjoys more than pugilism.
***
Jorgen has been nosing around looking for any signs of espionage for about four hours, and he’s been sitting in the same seat watching the same group of three men pass secret messages with hand gestures while they bet on dice. At first he thought he was imagining it, but he rapidly discounted that possibility. Now he is certain: they are planning something, and it involves the Baron.
When the three men leave, Jorgen follows them at a discrete distance. When they enter a decrepit building, he keeps walking and goes past it, turning down the first available side path and ducking behind a building.
“Perhaps I should alert the watch,” he murmurs. Then he grits his teeth. If they are really spies, he must try to gather as much intelligence as he can on them!
Jorgen climbs up the wall of the building he is behind in order to survey the one that the three men entered. Soon he has ascertained that at least two of the men are in the upper floor of the house. They appear to be brewing something.
“All right, that’s enough,” Jorgen says to himself firmly. “I know they’re bad guys.”
Even as he speaks, he can hear them talking. Jorgen gulps. They’re speaking Tydonian, he groans to himself. He does not understand it. It is a cousin tongue to Kamendan, though, and he can get the gist.
They’re plotting to murder Baron Rusk!
Jorgen leaps into action.
***
“Did you hear? There’s this creepy house that’s supposed to be haunted in this town!” Kyle sounds excited by the idea. “I heard it’s all creepy, and it wasn’t even hurt by a fire that swept through town!”
This gathers some interest from the others. Sir Cedric, however, it committed to the Cathedral of Clymorian for most of the day; he is studying to become a priest.
“In the evening, then,” suggests Dahlia. “I’d like to look at this ‘haunted’ house.” It’s probably no more haunted than I am a witch, she thinks. After all, as a hermit, she has quite an odd reputation among the folk of Whitewater.
“Thoundth good to me!” Sir Cedric replies happily.
“I went and saw the war wizard, too,” Kyle adds, He does not add that this was against the baron’s advice. “Master, I got you an audience with her.” This he addresses to Otis, as he is training Kyle in the mystic arts.”
***
Cur is following the path downriver towards Kamenda City on his loaned donkey. The weather is good; bees buzz among the spring flowers around him.
Then a strange green form, a humanoid composed of clumped algae, rises up from the river, and before Cur has a chance to do more than draw his crossbow it has unleashed a terrible wave of mental force at him and the poor little donkey. Pain blooms in his mind to the sound of breaking glass. They both reel, stunned and unable to act.
And the river-monster pounds at the donkey.
The poor beast screams and whinnies as the monster slams it over and over, and by the time Cur can think enough to act the donkey lies bleeding on the ground.
“No, not the donkey!” cries Cur in despair. He draws his battle axe and hews mightily at the thing. He lands a solid blow, but the blade simply swishes through the semi-solid mass. He cries out and tries again, with similar results. I can’t hurt it! he thinks wildly.
Then those massive green fists slam in at him. He stands his ground for a moment, but then backs away and flees, leaving the monster to eat his- Lord Whitewater’s- donkey. I knew this would happen, he groans to himself as he flees. Dammit!*
***
Jorgen climbs up towards the window, but the two men detect him before he gets in. One of them attempts to block his entry, but Jorgen loops the man with a lasso, trips him and pulls him out the window. The man gives a shout and then lands extremely poorly about 20’ below. Sheriff Jorgen suffers a prick in the process, but it barely slows him down.
They were brewing something.
The second spy has a crossbow bolt nocked that he had dipped in the pot of simmering- something- and now he raises it and fires at Jorgen. Jorgen flings himself aside. It whizzes past the sheriff, imbedding itself in the wall behind him. In the floor is a hole; a knotted rope leads downward. Jorgen gets a glimpse of another man coming up the rope.
He attempts to trip the crossbow wielder but fails. Still, he manages to press him a little forward. And he draws his sword out.
It’s a trick, Jorgen suddenly realizes. He’s been drawn out and is now flanked between this guy and the fellow who just climbed the rope.
And then pain blossoms along his body as one of the rogues stabs him in the vitals.
Jorgen trips him, blood dripping down his belly from the sneak attack. His gut feels like it’s on fire. His followup stroke on the spy is done almost unconsciously, and it knocks the man out of the fight. The remaining Tydonian spy steps back and hurls his long knife at Jorgen, sticking it into his shoulder. The sheriff grunts in pain and grimaces as his foe draws up a shortsword from one of the fallen.
Then Jorgen does something tricky with his sword and his foe is suddenly disarmed.
”Yield!” commands Jorgen.
The man bolts, and Jorgen whacks him on the head, knocking him out cold.
A quick search of the rest of the old house reveals no sign of other people.
Cheerfully, Jorgen sets out to find the nearest watch house.
Next Time: The haunted house!
*For the record, Cur got xp even though he ran like a baby.
Not that I blame him- his axe didn’t hurt it at all, even when he rolled pretty good damage.
While gathering info looking specifically for Tydonian spies, I believe that Jorgen exploded twice and ended up with a total of about 48 (?) on his Gather Information check. He looked at me, laughed, and commented that this might be the one roll he didn’t want to roll so high on.
***
Sir Martin of Whitewater says, “Cur, I think you may be very valuable in an upcoming negotiation of the baron’s.”
“Me?” Cut looks nonplussed; he is hardly the best talker. But nonetheless, Sir Martin nods.
“Indeed. The baron is entering negotiations with a group of individuals that you might have more... common ground with... than most of my agents. A group of Outsiders.”
Ahh, thinks Cur, that explains it. The Outsiders are a group composed mostly of mixed-blood individuals, including many half-orcs (“pissbloods” being the colloquial term) and some elfbloods, as well as other unsavory characters. It is from the Outsiders that he himself has come; before the harvest festival about half a year ago, Cur ran with them exclusively. Now his loyalties have shifted more or less to Whitewater, and to Sir Martin, Sheriff Jorgen and Sir Cedric. Still, he has no house; he sleeps mostly beneath the stars, in the fields and glens, hidden in trees or concealed beneath screens of brush. More and more he is acquiring a taste for soft beds, dry blankets and hot, yet not burnt, food.
Nonetheless, he is the logical choice for this. Who else knows the Outsiders’ ways? Who else will they respect? Anyone else the baron might send would no doubt be soft from indoor life, slow from never hunting his own food, fat from never knowing the true privations of winter. But Cur- among the Outsiders, he has a certain reputation, a certain credibility. They will take him seriously, for he is one of them.
Thus it is that Sir Martin equips him with a donkey to ride to Kamenda, urging him to hurry and catch Sir Cedric and his companions. Cur takes the donkey reluctantly, knowing he will have to repay his benefactor if harm befalls it, but also knowing that he must be swift. It would not do to be late.
Cur’s journey is more eventful, perhaps, than he would have preferred, and by the end of it, he owes Sir Martin a donkey’s worth.
***
Meanwhile, Goer has hit upon a great idea. He asks around until he finds the local half-orc bar (called the Broken Talon) and in short order starts a fight.
There is very little that Fwaigo “Goer” Smith enjoys more than pugilism.
***
Jorgen has been nosing around looking for any signs of espionage for about four hours, and he’s been sitting in the same seat watching the same group of three men pass secret messages with hand gestures while they bet on dice. At first he thought he was imagining it, but he rapidly discounted that possibility. Now he is certain: they are planning something, and it involves the Baron.
When the three men leave, Jorgen follows them at a discrete distance. When they enter a decrepit building, he keeps walking and goes past it, turning down the first available side path and ducking behind a building.
“Perhaps I should alert the watch,” he murmurs. Then he grits his teeth. If they are really spies, he must try to gather as much intelligence as he can on them!
Jorgen climbs up the wall of the building he is behind in order to survey the one that the three men entered. Soon he has ascertained that at least two of the men are in the upper floor of the house. They appear to be brewing something.
“All right, that’s enough,” Jorgen says to himself firmly. “I know they’re bad guys.”
Even as he speaks, he can hear them talking. Jorgen gulps. They’re speaking Tydonian, he groans to himself. He does not understand it. It is a cousin tongue to Kamendan, though, and he can get the gist.
They’re plotting to murder Baron Rusk!
Jorgen leaps into action.
***
“Did you hear? There’s this creepy house that’s supposed to be haunted in this town!” Kyle sounds excited by the idea. “I heard it’s all creepy, and it wasn’t even hurt by a fire that swept through town!”
This gathers some interest from the others. Sir Cedric, however, it committed to the Cathedral of Clymorian for most of the day; he is studying to become a priest.
“In the evening, then,” suggests Dahlia. “I’d like to look at this ‘haunted’ house.” It’s probably no more haunted than I am a witch, she thinks. After all, as a hermit, she has quite an odd reputation among the folk of Whitewater.
“Thoundth good to me!” Sir Cedric replies happily.
“I went and saw the war wizard, too,” Kyle adds, He does not add that this was against the baron’s advice. “Master, I got you an audience with her.” This he addresses to Otis, as he is training Kyle in the mystic arts.”
***
Cur is following the path downriver towards Kamenda City on his loaned donkey. The weather is good; bees buzz among the spring flowers around him.
Then a strange green form, a humanoid composed of clumped algae, rises up from the river, and before Cur has a chance to do more than draw his crossbow it has unleashed a terrible wave of mental force at him and the poor little donkey. Pain blooms in his mind to the sound of breaking glass. They both reel, stunned and unable to act.
And the river-monster pounds at the donkey.
The poor beast screams and whinnies as the monster slams it over and over, and by the time Cur can think enough to act the donkey lies bleeding on the ground.
“No, not the donkey!” cries Cur in despair. He draws his battle axe and hews mightily at the thing. He lands a solid blow, but the blade simply swishes through the semi-solid mass. He cries out and tries again, with similar results. I can’t hurt it! he thinks wildly.
Then those massive green fists slam in at him. He stands his ground for a moment, but then backs away and flees, leaving the monster to eat his- Lord Whitewater’s- donkey. I knew this would happen, he groans to himself as he flees. Dammit!*
***
Jorgen climbs up towards the window, but the two men detect him before he gets in. One of them attempts to block his entry, but Jorgen loops the man with a lasso, trips him and pulls him out the window. The man gives a shout and then lands extremely poorly about 20’ below. Sheriff Jorgen suffers a prick in the process, but it barely slows him down.
They were brewing something.
The second spy has a crossbow bolt nocked that he had dipped in the pot of simmering- something- and now he raises it and fires at Jorgen. Jorgen flings himself aside. It whizzes past the sheriff, imbedding itself in the wall behind him. In the floor is a hole; a knotted rope leads downward. Jorgen gets a glimpse of another man coming up the rope.
He attempts to trip the crossbow wielder but fails. Still, he manages to press him a little forward. And he draws his sword out.
It’s a trick, Jorgen suddenly realizes. He’s been drawn out and is now flanked between this guy and the fellow who just climbed the rope.
And then pain blossoms along his body as one of the rogues stabs him in the vitals.
Jorgen trips him, blood dripping down his belly from the sneak attack. His gut feels like it’s on fire. His followup stroke on the spy is done almost unconsciously, and it knocks the man out of the fight. The remaining Tydonian spy steps back and hurls his long knife at Jorgen, sticking it into his shoulder. The sheriff grunts in pain and grimaces as his foe draws up a shortsword from one of the fallen.
Then Jorgen does something tricky with his sword and his foe is suddenly disarmed.
”Yield!” commands Jorgen.
The man bolts, and Jorgen whacks him on the head, knocking him out cold.
A quick search of the rest of the old house reveals no sign of other people.
Cheerfully, Jorgen sets out to find the nearest watch house.
Next Time: The haunted house!
*For the record, Cur got xp even though he ran like a baby.
