The Scourge of the Ratmen [Scarred Lands] - Updated 1/26

Issue #7: The Red Witch - Episode 4 of 5

The rest of us toil towards the freehold with the cart. It is slow going, even switching off horses from time to time, and making the entire party walk. With little to no rest the previous two nights, all of us are exhausted by afternoon. Miriel is reduced to plodding, focusing all of her effort on putting one foot in front of the other, and only Stone and Goldpetal have enough energy to scout ahead for ratmen. They do not see any.

The six of us draw near the freehold just before dark. We can hear the alarm bell tolling well before we come into view of the walls. As we approach, we see the last few farmers heading for the gates. The ratmen have not yet arrived; the gate is half closed, but the hold stays open. A number of men stand guard along the walls, armed with bows and arrows. A large man atop the watch tower shouts to us to hurry, and we make a run for the gates.

Just as we get through the gates, they are closed and locked behind us. We are in the courtyard of a walled complex. Paks steps out of one of the buildings, and shouts a warm greeting, clearly glad to see us. Stone, the half-orc, tries to look inconspicuous, but there is little need – everyone is extremely busy, and they hardly take time to notice us. There are people scurrying everywhere. Women carry buckets of water, men are sharpening swords, and children are collecting stones to use in slings. A middle-aged woman, standing atop the tallest hall, yells directions.

A cry goes up from some of the archers, and we turn around to look. The tall members of the party stare over the top of the low wall, while Milo and Goldpetal scurry up a nearby ladder to see what is happening outside from the rooftop.

In the distance, to the south, we can see a man, being chased by a group of rat men. The rat men have bows, and they are shooting at him. They stop pursuing him when they approach the edge of the orchards that surrounds the freehold, staying a safe distance from the walls, but they continue to shoot him. Even as we watch, we see three arrows hit him, but he runs up the hill towards the freehold.

A few of the archers offer return fire, but the arrows fall short of the ratmen, and they can only cheer on the runner. “C’mon, Taryn, you can make it!”

He reaches the edge of the wall, and his men drop a rope to him. He fastens it around his chest, and they pull him up. Stone and Chuck climb up to help haul on the rope, and shortly they have dragged him to the top of the hall. Paks and Miriel climb up to the roof as well.

As soon as he is atop the building, the woman who has been leading the townsfolk grabs him. He looks terrible, and when she opens his cloak, we can see that he is covered with numerous gashes and wounds.

Miriel asks one of the archers, “When did you last see him?”

“In the fields today, I reckon.” He has the soft-spoken drawl of a farmer, though he clearly wields the bow competently enough.

“Ratmen,” Taryn tries to warn us. He is barely able to gasp words out, and it is hard to hear him. “Ambushed us. John and Eldred ... dead. Only I … escaped.” He closes his eyes, as though to rest, and then remembers something else. “They’re … the disease tribe,” he tells Myrs, who is trying to bandage his wounds as best she can.

Miriel asks, “Is there a healer in the hold?”

The archer looks at the symbol of Madriel, which Miriel wears visibly at her neck, and says, “I’d guess that’s you, milady.”

Miriel steps over beside Myrs. “I’m a healer,” she says. “May I ask Madriel to heal your wounds?”

Taryn, on the verge of unconsciousness, does not appear to hear her, but his wife answers fervently. “Oh, thank the gods. Please do!”

Miriel is worried about disease, and she specifically requests in her invocation that Madriel heal any disease as she heals Taryn’s wounds. She asks Madriel to heal him, but his wounds are massive, and it takes many repeated invocations, until Miriel is completely exhausted, before he is sitting up and looks close to well.

As Taryn is healed, he becomes more aware of the surroundings, and Myrs introduces him to Paks. She, in turn, introduces Miriel and the rest of the fellowship. Myrs blanches a little when she recognizes that Stone is half orcish, but she graciously thanks us all for the warning.

Paks tells them both, “We’re here to help fight off the ratmen.”

Taryn, his voice much stronger, says, “I’m glad you’re here to help out.”

Miriel and Taryn are both thoroughly exhausted, and need time to sleep and recover. Myrs says she can also cast some spells, and that she will go memorize some spells better suited to a battle. She leaves Paks, as she is the one with the most campaign experience, in charge, with her daughter, Llewyn, as Paks’ lieutenant. Myrs leads Taryn and Miriel to the sleeping quarters in the main hall, and puts them to bed, and then turns in herself, to sleep and study. Delonia and Goldpetal also study spells and try to catch up on their sleep.

Milo slips out into the orchard, telling Paks that he will try to sneak up on and kill the archers.



Paks begins planning for a siege. The gates are the weakest point in our walls, vulnerable to a battering ram, so she decides to shore them up. She directs some of the freeholders to push wagons outside, and tip them over on their sides. This provides cover from ratman archers, so that others may dig ditches in the approaches to the gates. Stone goes with them, to help. Although he is met with disdain initially, the freeholders are very appreciative when they find out first-hand how much strength is packed into his compact frame.

When they are set and at work, Paks directs some other freeholders to begin blocking the second-story windows of the hall, as best they can, and sets the remainder to creating archery blinds on top of the buildings. Even the children work: she has them filling every bucket of water, in case we need to fight fire. One of the guards, Garth, is standing lookout atop the tower, with a telescope.

When they have a moment, she speaks with Llewyn and Brand. “I’m a ranger,” Llewyn tells her. “And I have a warhorse, though I’m better with a bow.”

“Following in your father’s footsteps?” Paks asks with a smile. “He is said to be quite a warrior.”

“I’m able to get a touch on him, occasionally,” Llewyn says, but then laughs and adds, “If I’m willing to be knocked down in the dust a dozen times or so. Listen, I was thinking, we have some slight military stores, from ages ago. I think there are five suits of chain mail, which we might use.”

Brand shakes his head. “They’re all in very poor repair,” he says.

“You’ve a forge,” Paks says levelly. “Can you repair them?”

“Certainly,” he says, “but it will take me many hours. Perhaps eight hours or so.”

“You’d best start, then,” she tells him.

Chuck sets grimly to work fletching arrows, and sharpening all of our weapons. His grief, for both Jim and Steve, has turned to a fey rage, and he is looking forward to avenging their deaths.



An hour after Milo left, he comes back. He ducks past Stone’s crew, working at the back gate, and re-enters the complex. His clothes are grungy, and he looks exhausted. “Wench!” he cries, “Bring me a drink!”

One of the children looks at him, and says scathingly, “Fetch your own drink.”

When he returns from the well, Milo finds Paks to give her his report. “I went south,” he says, “To where the archers were. They must have seen me; right when I got into the orchard, I immediately came under fire.” He pulls several arrows from under his cloak, and gives them to Paks. “These were shot into some trees near me, and I thought you could use them.

“Anyways, I shook them off, and was then able to sneak around a little bit. I found a group of five archers. They’d clearly been there for a while; they’d built some sort of blind to fire out of the orchard with. It took a long time for me to get close, and when I did, I couldn’t understand what they were saying.

“Well, I killed three of them, and the other two ran. I followed them for a while through the trees, but they were running south, and I didn’t want to follow them out of the trees. I started circling around the freehold, and about a third of the way around, I heard another set of five archers. I figure they have a blind, too.”

“Did you see them?” asks Chuck, who has been listening intently.

“No.”

Paks asks him, “Could we go sneak up on them?”

“I might take more guards and harry them,” Milo says, “But I should warn you, even though I’m exceptionally quiet, the rat men still noticed my approach, so I doubt anyone else will be able to sneak up on them.” He pauses, as though expecting a response, but when Paks remains silent, he says, “There are no archers left to the south of the hold right now, and after I rest, I’ll go out again to try to kill some others. Can the blacksmith spare the time to make me some darts?”

“I think so,” Paks says. “I’ll tell him.”

In the middle of the evening, some of the archers begin shooting at our workers outside the gates. They have set up blinds at the edge of the woods, in several locations. The trenches are pretty much finished, so Paks calls everyone back inside, and we shut the gates for the final time. There is now a no-man’s land, the open expanse of hill slope, about a hundred feet wide, between our walls and the edge of the woods. Neither side can make a good shot, since each side has good cover, but that hill is a clear field of fire, devoid of even the slightest protection.



Work continues inside the complex, with occasional arrows harassing anyone who forgets to stay under cover, even for a moment. Likewise, our archers occasionally loose arrows into the woods, but Paks admonishes them that arrows are in scarce supply, and they should make sure they have a good shot.

After about an hour of this, we can hear louder noises in the woods. Stone, who sees well in the dark, says that he can see, through the woods, a large rat man force coming up from the south. He can’t see what they're doing, but he can see a large camp. He tells Paks that he gets the impression of as many as a hundred rat men.

A short while later, a herald from the rat men appears at the gates. He carries two banners: one is a white flag of truce, while the other is the banner of a disease clan, worshippers of Chern. The herald looks different from any rat man we have seen before. He appears gray and twisted, as warped as the trees of the swamp. He is wearing a dirty, torn cloak.

He stops on the road, halfway between the woods and our main gate. “Heathen persons!” he calls, in the common tongue. “You owe us your lives, for the death of the brother of the rat man! Because Chern is merciful, because Chern is good, we will be merciful, and you can serve us if you lay down your weapons and come out! Otherwise, we will gnaw your bones!”

Paks stands up from behind cover, on the roof of the main hall. “We won’t be laying down our weapons,” she calls out to him.

“You may have an hour to consider it,” yells the herald.

“Okay,” Paks shouts. “We’ll let you know in an hour.”

The herald goes away, disappearing into the cover of the orchard.

Milo prepares to go out into the woods to scout and hunt rat men. He asks for a healing potion, which Paks gives him, as well as the 20 darts the blacksmith made for him while he rested. He then heads out, after offering a prayer to Madriel.

When Myrs awakens, Paks asks her if she has any ideas about fashioning some sort of siege weapon. It turns out that Myrs is an engineer, and has built siege weapons before. She thinks that she can rig a catapult, given ten to twelve hours, and perhaps twenty men.

Most of our first works have completed, so Paks tells Myrs to draft whoever she needs, and work begins on a catapult, in the center of the compound. The remainder of the workforce and Paks sets to reinforcing the walls of the buildings as best as they can. The herald never does return to ask our answer.



“Midnight!” grumbles Telryn under his breath. “I can’t believe he’s making me meet him at midnight.”

He hurries nervously through the empty streets of Lave, the capital of Vesh. It is a much larger city than he is used to, and despite his caution, he notices leering dirty faces peering out of the shadows at him, and his sense of unease heightens. At home, he avoids the darker parts of town, but here is not even sure where they are. He becomes uncomfortably aware that he hasn’t seen a watchman for several minutes.

Half-certain he is being followed, he is not sure whether to be relieved or terrified when he reaches the dark tower. Three stories high, in the dark it appears to be made of black stone, though he knows from his earlier visit that they are in fact the darkest of grays. He hastens his steps to reach the base of it, where he is confounded by the same thing which stopped his first visit.

There is no door.

He glances over his shoulder, but the footsteps echoing behind him have stopped. If a watcher lurks, it appears they are as frightened of Delmeron’s reputation as he is. He sends his familiar, a white snowy owl, to make a quick circuit around the base of the circular tower, but there is no entry anywhere, not even a window up on the third floor.

He looks up at the bell, set at the end of an iron bar almost twelve feet above the cobblestones of the street. There is no cord, and the raven familiar which, on his last visit, told him to return at midnight, is nowhere in sight. He smiles grimly. “That’s okay,” he mutters to himself. “That’s what I memorized
mage hand for.”

With another quick look over his shoulder, he begins casting the cantrip. Invisible arcane energy extends from his fingers, and gives a quick tug on the bell.

It tolls ominously, echoing off the stone in the tower.

There is no response. He can do nothing but wait, impatiently, watching away from the faceless stone of the tower. The owl lands on his shoulder.

Without warning, Telryn flickers briefly to
nowhere. For a brief moment, he is lost in a dark void. Before he can panic, the world flickers again, and he finds himself in a dark chamber. His familiar is still perched on his shoulder. There are mystical symbols painted on the floor, and the countertops, covered with potions and spellbooks, remind him his master’s laboratory at home.

That might have been a comforting thought, but then his eye lands upon Delmeron. Penetrating eyes catch his gaze, and he shudders. The man seems to be sitting on shadows. Beside his chair is a large crystal ball, mounted on a bone pedestal which reminds the young mage of a hand.

“You rang?” he asks, and his voice tolls as ominously as the bell.

“My… master, Loowys Strangeblood, has sent me to you,” he starts, fighting down the fear which threatens to return his voice to the childhood stammer, so painstakingly eradicated through hours of practice, for the arcane arts are unforgiving of even the slightest mistake. “He said you might sell us some glitter ink?”

The mage rises with a hint of a smile on his face. “I might have,” he says, pulling his black robe tighter about himself. He is thin and angular, with curly white hair, and Telryn cannot help but think that a smile does not belong on that face. “But unfortunately, my supplier has recently experienced… difficulties.”

Telryn starts to say, “Thank-you-then-I’ll-just-be-going.”

Before he can rattle off a complete sentence, however, the mage stops him with an uplifted hand. “However, I am quite sure I know where you can get some.”

“Okay…” Telryn starts hesitantly, mentally reviewing to find the catch.

“In fact, I can teleport you there, if you are willing to wait an hour or two...”

The young mage weighs caution against getting to see magic more powerful than any his master has performed in front of him. Curiosity wins out. “Very well, I accept,” he says, his voice firmer than it had been anywhere else in the conversation.

“Good,” says Delmeron, his face breaking into a predatory smile. “Here, you might as well start making yourself useful. Draw a chalk pentagram over there…”
 
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Aha! The Battle begins. Love the idea of Milo going out on his own and wittling down Slithereen. Catapults!...cool.

who's the mage? I guess we'll find out soon enough.
 

Broccli_Head said:
Aha! The Battle begins. Love the idea of Milo going out on his own and wittling down Slithereen. Catapults!...cool.

Heh. Had a lot of fun with that one. This played out very neat, as our DM found a former player who took "command" of the attacking ratmen. Joshwitz kicks back and adjudicates...

Broccli_Head said:
Who's the mage? I guess we'll find out soon enough.
Telryn is posting here as Fulcan. Or did you mean Delmeron?

Delmeron, Fox, Grilliam, and several of the other NPC's are, and I thought this was really neat, the retired PC's from a previous campaign which the DM was in. (I think he may have played Fox, but I'm not actually sure whether he was player or DM). Even though that campaign must predate the Scarred Lands setting, I must say that adds a neat ambience to the world as a player.
 

Issue #7: The Red Witch - Episode 5 of 5

Evening passes into night. We can hear the rat men felling trees in the wood, but can’t see what they are doing. Hours have passed, and when Goldpetal completes his meditations, he notices that Milo hasn’t returned. He tells Paks, but she cannot spare anybody to search for the halfling. Unheard, under her breath, she offers a prayer for his safety.

Goldpetal, wandering the grounds of the hold, discovers that there are two hawks, presumably used for hunting, roosting near the stable. He casts animal friendship on both of them, a druidic spell which wins their instant, permanent loyalty. Walking with a hawk on each shoulder, he goes to find Paks. “My eyes are better suited to the dark than any human’s,” he says, ignoring her astounded look at the two hawks, “I will stand watch atop the tower.” She is taken aback too much to do more than acquiesce, and the elf climbs up to join the guards atop the tower.

At midnight, Miriel awakens, similarly refreshed. She examines Taryn, who is in much better shape, but could still use further healing. She heals him until his wounds are completely recovered. Then she looks over Paks and Delonia, who are both still wounded from our battle at SySy’s trading outpost. She heals them both, until they are fully recovered from their wounds.

She and Paks discuss the things which they found at SySy’s lair. Miriel, looking at the potions we found, realizes that they are antitoxins. Paks recognizes the stones we found, explaining that she has seen them in her adventures as a mercenary. They are thunderstones, which will explode and cause deafness when thrown.

After this short conversation, an update on the progress of our siegeworks, and a brief meal, Miriel says that the healing has exhausted her, again. She goes back to rest further.

An hour later, Milo comes back. He’s in bad shape, his armor punctured with numerous arrows. He tells Paks that he tried to get around one of the rat men encampments, but they noticed him and cut him off. He was wounded, and had to drink the healing potion. For the past five hours, he says, he’s been eluding ratman patrols, trying to get back to us.

Paks asks how badly he is injured, and he answers that he is wounded, but not mortally, and needs sleep more than anything. Paks promises to send Miriel to him when Miriel awakens.



Just before three o’clock in the morning, at the darkest time of the night, Miriel wakes. She finds Paks, who is still standing guard, though her bloodshot eyes suggest that she is exhausted. The warrior directs Miriel to heal Milo. She searches for Milo to heal, but she can’t find him. He’s not in the hall, on either floor, where the cots are laid out.

Those of us outside, Paks, Stone, Chuck, and Goldpetal atop the guard tower, hear a terrible disturbance in the barn. We can hear the sheep bleating and cows lowing. They sound very upset.

Stone and Chuck, working on the catapult, are closest to the barn. They both run over to the barn. Chuck draws his bow, while Stone throws open the doors to the barn. Within, they see creatures that look somewhat ghoul-like. They’re as tall as a man, emaciated, and they smell foul. They’re eating the animals alive. Blood and gore are everywhere, as the animals, trapped in their stalls, are unable to escape.

Stone yells, “Alfred!” and charges into the barn.

Chuck looks up to the tower, and shouts “Battle stations!” to the tower guards, then releases his strung arrow into the barn. His first shot hits a sheep instead of his intended target. Stone’s first blows are more effective, as he batters one of the ghoul creatures brutally. The ghouls swarm towards Stone and Chuck, though a few are still distracted by the sheep. Three attack Stone. The first misses, but the second claws him. The third misses, tripping over one of the sheep. Two of the ghouls reach Chuck at the doorway, and both bite him. He calls out, “Miriel! Help me!”

Myrs runs over near the doorway, where she can see the two sunken-eyed ghouls attacking Chuck. “Corean save us,” she gasps, “They’re dead-eaters!” She turns and calls to the tower, “Sound the alarm!” Goldpetal begins to ring the bell.

Miriel hears the alarm bell sounding, and just as she runs out into the courtyard, hears the call for her name. Others also ready themselves for battle, grabbing swords and shields, and running to the source of the disturbance.

Myrs casts a spell, and a great web bursts in the center of the barn. Stone manages not to get entangled in the strands, but five of the dead-eaters and numerous sheep are caught in grey stickiness. Three of the dead-eaters also escape the web, while the furthest two were out of the spell’s range.

In the heat of the battle, a fire breaks out in the northern corner of the barn. The straw had been dampened down earlier, but somehow the fire begins to spread.

Stone, in the barn, begins trying to fight his way out of the burning building. Chuck tries to hold the doorway open for him, but they are beset by five dead-eaters. Chuck drops his bow, drawing both swords, but in the smoke and confusion, he can’t seem to hit. Stone smashes in the head of one his opponents, and it collapses into the webbing. One of Chuck’s opponents, near the door, tries to run away from the fire, but runs into the web. Finding itself close enough to swing at Stone, it attacks him, but misses and falls prone, thoroughly trapped in the web.

At the doorway, two remain on Chuck. As he tries to parry the attacks of the first, the other claws and bites him, and the young Vigil collapses, bleeding on the ground. It crouches over his body, reaching hungrily for his exposed jugular vein, but just then Taryn arrives. His scything blade beheads the dead-eater, saving Chuck, but he takes a bite on his left arm from the other one. He turns, interposing his swords between the remaining dead-eaters and Chuck’s body.

Outside, Myrs shouts “Fire! Bring water!” Some of the freeholders begin drawing
water from the well, while others begin to carry some of the buckets we’d prepared for firefighting earlier.

“Trap them inside,” Paks commands, and Llewyn leads a group of six spear-carrying freeholders to the barn. Two stand with her and Taryn at the doorway, using their spears to keep the dead-eaters trapped inside, while the other four cover the windows. Two more of the freeholders drag Chuck back from the door, and Miriel runs over to heal him.

Atop the tower, Goldpetal and his companion atop the guard tower have been joined by three archers, whose battle post is atop the tower. “This is a distraction,” he warns. “Watch the perimeter.” The five of them scan diligently around the no-man’s land, looking for a gathering of troops, but there are none evident.

Inside the barn, Stone works his way towards the door. Its very slow going, as he has to stay clear of the web, a task growing ever more difficult in the thick smoke, and dodge around dead-eaters and cattle. Most of the dead-eaters are entangled, but the monk learns too late that one is not. It leaps out of the smoke, hitting him with both claws and teeth. Stone staggers; he’s still standing, but he is badly wounded.

The dead-eaters at the door try to push free, but there are too many defenders at the door for them to overpower. One claws Llewyn, but they are held at the door. Paks arrives at the door, replacing one of the spearmen, but she can’t hit in the tight confines of the doorway. Llewyn pulls out a lasso and flings it at the unentangled dead-eater attacking Stone. She snares it, but can’t pull it down. Taryn hits one of the unwounded dead-eaters, hard, knocking it back from the doorway. It falls into the webs and becomes trapped.

“Madriel,” Miriel says, invoking her goddess over Chuck’s prone body, “Heal this man.” The power of the goddess heals Chuck beneath her hands. He stops bleeding and wakes up. “Wait here,” she says, “You’re still badly wounded.” He ignores her advice and staggers to his feet. He tries to shoot his bow, but he is still too weak to make a full pull, and his shot misses.

The web starts burning in earnest. Some of the dead eaters are now on fire, and we’re in danger of losing the entire barn – and with it, part of our perimeter wall. The first two members of the bucket brigade reach one of the windows, and start pouring water in on the fire. When the first buckets are thrown on the fire, it flares up dramatically.

Stone sees that there is grease on the floor and the straw, so the fire begins to spread quickly. The web, too is very flammable, and those trapped within are going to be swiftly overtaken. He is too busy to shout a warning. Badly wounded, he staggers into one of the webs, and his legs are trapped. The lassoed dead-eater slashes at him, but misses. Stone punches it, caving in its forehead, and killing it.

At the doorway, Paks and Llewyn battle the two dead-eaters. Paks’ opponent is injured, but she can’t finish it off. Both of the dead-eaters attack Llewyn, but only one succeeds, clawing her. She hits it with both swords, killing it. Taryn rushes into the burning building, and grabs Stone. Pulling mightily, he hauls him free of the webbing, bringing him near the door.

Miriel shoulders her way through to the door, and heals Stone. At the doorway, one of the freeholders stabs the last free dead-eater, killing it. Stone is still too weak to escape the barn on his own power, but Paks grabs Stone and helps Taryn pull him out of the barn and the web.

Goldpetal, from his post atop the tower, tells the archers, “I still see no signs of attack. Three of you go down to help fight the fire; whoever is the best archer, stay with me.” Meanwhile, Brand staggers out of the smithy, his muscles straining to carry a huge barrel of water, and starts toward the barn. Chuck runs to help Brand with the barrel, as do some of the freeholders.

In the northern half of the building, the flames are fierce, having ignited the web and straw, the grease amounting to kindling. Two freeholders hold each of the windows with spears, but the dead-eaters in the north are being burned alive. One of them tries to leap through the window to escape. It impales itself on a spear and dies.

Paks draws her bow, to cover the doorway. There are no dead-eaters near the doorway, and it appears to be secure. Taryn starts directing the firefighting effort, yelling, “Its grease burning! Water hasn’t helped much!”

Myrs tells some of her people, “Quick, run to the gate and grab shovels!”

Llewyn runs to the stable, near the well, yelling, “I’m going to check on the horses, and make sure that the dead-eaters aren’t attacking the stable as well!”

Inside, one of the dead-eaters dies in the fire. Paks shoots another, killing it. There are only two remaining, and both are trapped, unable to break free. Taryn and the two spearmen next to her put aside their melee weapons, also drawing bows.

“Goldpetal, is anything else coming?” shouts Paks. Behind her, Miriel heals Stone again, and now he’s looking much better. He gets to his feet.

Goldpetal sees some movement in the orchards, but the ratmen are still leery of stepping into the open no-man’s-land between the walls of the freehold and the trees of the orchard. “Nothing,” he responds.

The freeholders have a bunch of shovels, and begin throwing dirt through the southern windows and the central door. Brand and the others continue to bring the water over, nearly reaching the northern window with the water barrel. The two spearmen holding that window step out of the way.

Taryn shoots another dead-eater, killing it, while the freeholders shoot the last one. Myrs shouts, “You four! Quit standing around and get a bucket chain going.” Stone rushes to join the bucket brigade.

Brand and Chuck dump the barrel of water through the northern window where the fire is strongest. With the grease in that area mostly burned away, the deluge of water turns out to be effective, dousing the worst of the flames. Stone and Myrs have the bucket brigade going in fine fashion, and begin throwing buckets in through the north window. The combination of dirt on the smoldering southern section and water in the northern conflagration is putting things out quickly.

Llewyn comes out of the stable. “Here, I grabbed a horse blanket to throw on the fire,” she says.

Paks tells, “Don’t waste the blanket. It looks like we have the fire under control. How’s the stable?”

“The stable’s fine.”

“What were those things?” Paks asks rhetorically.

Myrs answers her, “Dead-eaters. They are humans who have been twisted beyond all recognition by disease. They like the taste of flesh, the fresher the better, but they will eat even horrendously rotten meat. They burrow underground and leap out to attack from below.”

“We’ll need to find and stop their tunnels, then,” Paks says. The freeholders continue to throw more water and earth on the smoldering hay and grease, eventually putting it out.

We’ve survived the first wave, but we know that this raid was merely a distraction, and the worst is yet to come.
 
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Elder-Basilisk said:
An update. . .excellent!

I'm curious--who are the PCs at this point? Is Milo a PC? And, if so, how were his solo expeditions handled?

Hahahaha.... The tip-off - any of the long-running PC's have been introduced with an italicized paragraph of their own. But, to recap, we have...

DM - joshwitz

Miriel - half-elf cleric - not posting
Chuck - human Vigilant (ranger) - not posting
Paks - human warrior - Amaroq
Stone - half-orc monk - saltlick
Goldpetal - elven druid - not posting
Milo - halfling theif - lurking but not posting
Telryn - human wizard - Fulcan

Previous PC's, departed:
Brunhilde - human wizard - not posting
Fergus - human fighter - lurking but not posting

Milo is the second incarnation of the player who was Fergus. His solo expeditions were handled by DM and player slipping off to another room. There were quite a few of them! A number of players wound up with solo scenes at different points in the campaign; sometimes handled by having DM and player arrive to the session before everybody else, and sometimes played out in front of everyone. But for Milo, whose allegiance nobody was quite sure of, they really had to be played out "off camera".

One of the things I've very much liked about this group is that there are "off camera" scenes played out by the party members. We've had plenty of situations where one player grabs another to go to another room, and a few times where joshwitz said, "Okay, so you're in town..." and got cut off with "Um, actually, we're in the middle of an in-character dialogue stipulated to have happened outside of town. You'll have to wait..." :cool:

When you have players that into their roles, it makes for a fun gaming group!
 


Elder-Basilisk said:
Almost on the third page... can't have that.

I apologize for the delays; my project at work has its code freeze tomorrow evening, so I've been very much in crunch mode. Its looking good, but there's still work to be done...

And for some reason, my editor chose this episode to rip and shred... :)

Frankly, I think she's right; its going to take some major revision to make more sense of the battle and build tension and suspense in it, it still feels chaotic and cluttered. Work to be done, indeed.
 
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Okay

Addition to previous log entry; Goldpetal cast animal friendship on two hawks during Issue #7 which somehow got trimmed from my narrative. Re-added.
 
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