• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

In Hextor's Name (Completed 22 Oct 2004)


log in or register to remove this ad

Kull's 3rd Report - Part 2

The smugglers surged forward out of the mist. The impact of the charge drove several of the others back against the rail. Perhaps, had the enemy been able to see their targets when they advanced, some of my companions would have been swept into the sea.

As the shape of the first smuggler appeared in the mist, I smashed him to the deck with my flail. More smugglers approached, however, leaping over the body as they came. Here the mist played us false, for the quick death of their predecessor might have given them pause, had they seen it.

The battle fragmented. I could hear the cries and curses of the others, fighting around me, but had neither time to answer, nor eyes that could pierce the mist to see. One of the two I faced was obviously the more skilled, wielding both cutlass and sailor's hook with deft ability. I focussed my attention on this greater threat, and we traded blows, while I fended off his companion's efforts with the buckler on my left arm.

He was skilled, this one: his blade came fast, again and again, and I soon bled from several minor cuts. But he lacked my strength, and I twice drove my flail through his guard, my blows shaking him to his bones. It was as fine a match as I have ever seen in the training yards; speed matched against power, while the deck grew slick with our blood.

And in the end, it was the blood that decided the day. He lunged forward, trying to come inside my guard, and his feet slipped on the wet boards. Off balance, he was for a moment at my mercy: I showed him none. He fell to the deck, his spine shattered by my blow.

Now facing only a lesser opponent, and with the mist thinning as the druid's magic expired, I had a chance to take stock of the others. On my right, I saw Zalich fumble a spell, frowning with a mild irritation as he did so. Though he fought alone, he did not seem pressed: only two of the lesser warrior faced him, and neither seemed able to penetrate a faint blue shield that flickered between them and the halfling. Meanwhile, on my left, the druid and Julianne battled a knot of smugglers, who were led by the finely-dressed figure of their captain. Seeing that Troilan was - as usual - already unconscious, I decided that this was the more pressing fight, and went to their aid, pausing only long enough to invoke an orison of healing upon the fallen woman.

Felling one of the smugglers, I moved into the gap his fall had made, stepping ride into the midst of the melee. There, Julianne faced the smuggler captain. Before now, I had counted the woman's greatest asset to be her silence; a welcome change from the constant chatter of the other female; but I have seen now that she has a genuine skill with the blade, for she was holding off the best of our adversaries.

To simply hold is not enough, however. Hextor demands more: He demands victory, and I meant to have it. Ignoring the lesser enemies that swirled around me, I smashed my flail into the captain's shoulder, sending his blade clattering to the deck. He turned, snatching up the fallen weapon with his other hand, and slashed across my chest, adding another wound to those I had already suffered.

His men also struck at me, and I felt fresh cuts on my arm and left leg, but nothing would deny me: I feinted with my flail, and as he swept his blade to parry, I stepped closer to the captain and drove my fist into the pit of his throat. The spikes of my gauntlet tore open his flesh, and for a moment he hung there, his wide eyes staring into mine, before his head tilted back and his corpse slid from my hand.

For a moment, the enemy wavered, but then their mage cast another spell, two bright darts of energy flying through the air to slam into Julianne's chest. Already injured by the captain, she fell to this wound, and the remaining smugglers surged forward in one last attack. I slew one, but a second found a gap in my armour, scoring the flesh across my ribs. At last, the culmination of my injuries overcame me, and I fell, slipping into darkness.
 
Last edited:

It's amazing how I know almost nothing about the other characters. I'm impressed by it, actually. Capellon, you do an excellent job of holding true to your medium.

But, oh, what hides under the deck? What waits. . .
 
Last edited:

Kull's 3rd Report - Part 3

When I recovered consciousness, I found myself in one of the ship's cabins. I was unsure of how much time had passed, but it was obviously several hours, for daylight flooded the room from the portholes in the walls. Hearing the sound of voices from the deck, I arose and went forth to discover what had occurred.

In short order, it emerged that the battle against the smugglers had been won. Then, although they were the only ones left standing, Zalich and the druid had decided to explore the rest of the vessel. This despite the fact that the druid was already badly injured. Apparently they had assumed that the noise of battle would have attracted anyone on the ship, and it would thus be safe to continue.

This assumption proved incorrect. The very first chamber they entered proved to belong to three lizardfolk, which promptly attacked them. Somehow, Zalich survived the resulting melee, but the druid was killed. A fitting result for his recklessness. Why the lizardfolk would be aboard, and why they had not emerged during the battle, was not yet known, though Zalich theorised that - due to their distinctive appearance - they must have been told to stay hidden until one of the crew came for them.

After reprimanding Zalich for his reckless action - I had expected him to show more sense - I learned more of events that had passed while I was unconscious. Having realised the folly of exploring further on his own, the Halfling had signalled for the village excisemen to come alongside, then sent them back to the village for supplies and assistance in bringing the vessel to port. This process was now well underway, some twelve hours after our battle.

As Julianne and Troilan were now also awake, it was reasonable to resume the aborted search, and I began a thorough examination of the ship. This search uncovered a sea-elf, imprisoned in a concealed cell near the front of the vessel, as well as several chests of valuables that doubtless belonged to the smuggler leaders. We stockpiled the valuables for appraisal and sale, and released the elf, once I was sure he was not a threat to the village. Additionally, there proved to be a large cache of weapons, liquor and other high-value goods in the hold. I claimed these as spoils of battle, and made arrangements to pay the required customs charge to bring the goods ashore for sale. Zalich also claimed the vessel itself, which was ours by right of capture, but had to agree to pay the value of a share in the ship to the villagers who were bringing it into port. It seemed that - rather than being grateful for our assistance in ending the smuggling - Saltmarsh viewed our actions as simply an opportunity to make profit.

My final discovery, however, soon turned this complacent greed into fear and concern: a scroll penned by the leader of a lizardfolk clan, arranging 'more shipments of weapons' for his people, and a map showing the camp of the creatures as being located only a day's travel from the village.

An entire army of lizardfolk, stockpiling weapons within twenty miles of the village, and they had not a clue of what was occurring. I have said it before, but it bears repeating: the inefficiency and ineptitude of the sheriff of Saltmarsh knows no bounds.

Upon my return to the village itself, I wasted no time in presenting the evidence I had found to the council, and making it clear what I thought of their lack of watchfulness and care for security, as well as the flagrant inability of their sheriff. Incredibly, the council did not dismiss the sheriff for his failure, but instead appealed for us to eliminate the lizardfolk on their behalf.

Naturally, I refused.
 
Last edited:

Re: Kull's 3rd Report - Part 3

Capellan said:

Incredibly, the council did not dismiss the sheriff for his failure, but instead appealed for us to eliminate the lizardfolk on their behalf.

Naturally, I refused.

Hah! That is so very, very Kull.

Death of a PC! I know Kull doesn't give a spit, but I'd like details. What happened, and how was it dealt with OOC?

Oh, and what ever happened to arwink? I'd love to get this from Zalich's perspective, especially the death of the druid.
 

Re: Re: Kull's 3rd Report - Part 3

Thomas Hobbes said:
Death of a PC! I know Kull doesn't give a spit, but I'd like details. What happened, and how was it dealt with OOC?

Oh, and what ever happened to arwink? I'd love to get this from Zalich's perspective, especially the death of the druid.

Death of the Druid
The druid died pretty much as described: he and arwink decided to go exploring (while we unconscious folk stared at them in amazement), opened the first door they came to, and ended up in a melee with 3 lizardmen. Zalich had mage armour and shield going, so he was almost untouchable. The druid, howeevr, took a spear to the gut and went down, missed the next four stabilisation checks, and bled to death while Zalich slowly whittled away the three lizardfolk with his rolling pin.

arwink may remember details more completely than I; and I am sure Zalich has his own interpretation of events; but that's it in a nutshell.

OOC, the druid's player subsequently got a busier weekend work schedule, and couldn't make it to any further games. We eventually got a replacement ... but you'll learn about him (and Kull's opinion thereof) at a later date :)


Where is arwink?
Mainly, he seems to be off writing updates to Copperheads. :) Hopefully he will rejoin us soon to offer some more of Zalich's perspective, especially as we have reached events at which he was present (he missed the session where we had the fight in the cellar).

Also, he may be spreading out his updates to allow him some opportunity to post while I am away (I am going to the UK and US on holiday for 5 weeks, starting 28 June), without actually getting ahead of Kull's version of events.
 

The short version:

Everyone else was unconscious, we did a quick stocktake of the bodies on board, and figured that anything left probably would have come topside when the fighting started if it was capable of swinging a weapon. I'm sure it was probaby my suggestion that we scout below-deck, cause it's the kind of thing I'm wont to do, but the druid raised very little opposition to the idea. The fact that I still had a flickering Shield and Mage Armor up, full hit points and a very bloody club probably boosted my confidence a little as well.

Unfortunately, the first room we opened held lizard men and they got mildly peeved. Three of them.

Again, Zalich was mostly fine, but for some reason I had a brain spasm and moved my massively armored body (AC 23 or so, from memory) out of the doorway. They immediately took the opportunity to spear the Druid, and I spent the next couple of rounds fighting off scaly-kind rather than bandaging wounds. Essentially, I didn't realise how close to death he was. The DM's clue "He starts to gurgle," was interpreted by me as "Right, close to death, should probably bandage him in a round or two." It was meant to be interpreted as "he's on -10, and will die if you do nothing."

One of those moments where years of DMing backfires when you're a player - you get used to your own shorthand and verbal clues. It's only the second session I'd actually been a player in for the space of a few years, so these things happen.

As for Zalich's updates - put their absence down to way to many storyhours to write up and an overabundance of work. The good news is that I've got a month and a half off starting in two weeks, and I'm devoting a good week of that to getting all three storyhours I'm writing up to date. Or, at least, get enough sitting in a word file that I can update regularly.
 

Thanks for the prompt reponse, the both of you. :) I'm looking forward to your updates in the coming weeks, and I'm off to check out the Copperheads storyhour now, out of curisoisty.
 

Honestly, I was even starting to get annoyed by this village. Kull's made several excellent points. Besides which, what right does this village think they have to the ship? They didn't do anything to secure it. At worst they had several civilians get cold sitting on a ship one night. If those guys want a hot drink and 10 gp each (more than they've ever seen, I'm sure) fine. Greedy buggers but fine.

Then, after the group has risked they're lives to help the town (too the point of actually loosing one of their own members), discovered a plot to destroy said town, and been financially screwed in the process, they not only ignore the concerns brought up by the party (whom they claim to hold in high regard) but ask them to bail them out again.

Okay adventurers, enough's enough. These towns have become complacent because of us. Whenever something bad happens, a band of good guys shows up and stops it. They used to pay well for it. Free room and board, some cash, maybe a few weapons (if we needed it), and free healing form the local cleric. It slowly turned into some cash for our services. We can buy our own rooms and food. Weapons? Pah, if we needed weapons we could buy our own. And free healing (from a supposed Cleric of a goodly god)? Forget that, it's your job to rid the world of evil. I just get you to pay me.

Who would have thought it would (or even could) get worse? Of course it did, though many didn't expect it. The money paid started to disappear. Less and less came from the town and more "We're just poor people who need help" speeches came form town councils (the members of which just don't happen to have any calluses on their hands). After all, we can always get the funding we need from the evil guys we kill, right? And we'll earn the respect of the town too. Of course, being the good guys, we agree.

But, as we've seen, the pesents in those towns are filled with more greed than you'd expect. Even the respect they promised is starting to fade away. And with it the capital gathered from the evil guys we protect them from. "Importation" taxes applied only to us. The town starts claiming some of the profits. We get 90%. No, make that 75. Wait, a 50/50 split sounds better. On second thought, we should get 75 and you can take 25. After all, the smugglers were defiling our land, the money really is rightfully ours. . .

It won't end unless we do something. Stand up to these towns, remind them that we're here to help them. To do that, we can't be working all day in the fields in order to simply eat. What happens when something bigger and badder comes along? When that dragon shows up and we can't afford to even buy a sword that will cut through its armor or fund the material components needed for our spells, what happens then?

Adventurers have money for a reason. It's there to help them help the innocents more. It's there to allow them to fight for the lives of others without having to worry about digging wells to feed our families.

If everyone could do this job, you wouldn't need us. Help us out a little. Remember, without us, you probably wouldn't be here.
 
Last edited:

Lela said:
Honestly, I was even starting to get annoyed by this village.

Wait until you hear Zalich's thoughts on the villagers. He's beyond annoyed :D

"You want us to pay you *how much* to save your village? Are you insane? Do you not realise that we are heroes? Do the words "Total anihilation and mass geonacide" mean less to you than "potential for profit"? Sod it. You're all stupid. Let your village get razed to the ground. I don't care. I've got better things to do with my time, and the death of every last one of you will be doing the human race a favor. When whatever it is that's attacking is done, I'll come sow salt into the soil so nothing grows here ever again, on the off chance that if something did grow people would feel the need to move here and fill in the void left by your absence and there's a chance, no matter how remote, that your stupidity may be ingrained in the bloody ground itself. I *hope* you bloody well die."
 

Into the Woods

Remove ads

Top