Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
Playing the Game
Story Hour
"They Rode to Perdition" starring Arcade's Gang (D&D/Boot Hill)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Silver Moon" data-source="post: 1677056" data-attributes="member: 8530"><p><strong>Chapter 67, “Finding Nemo”, January 24th, 1882:</strong></p><p></p><p>Louie and Morgana finally stop attacking the wizard. Morgana notices that Louie is bleeding onto the floor and points that out to him. He replies, “Yeah, I got shot again. Could you help me out?” She casts a Cure spell onto him much to his relief. Once partially healed he decides to check the wizards body for valuables. </p><p></p><p>At the end of the hallway two male prisoners dressed as druids yell out to Arcade and Morgana in French that they want to be let out of the cells. She gestures to the bodies and asks which of the two guards has the key. They reply "Neither of them" and then describe for her the guard leader. </p><p></p><p>Morgana doesn’t see anyone matching that description, but she now notices that the remainder of the eastern hallway is not just dark but is covered in magical darkness. She extracts from her satchel a tube containing a stone with a Continual Light spell cast on it, using that to negate the darkness spell. She finds the body of the man with the key and uses them to unlock the pair of druids at the end of the southern hallway. She then unlocks the other pair of druids at the end of the northern hallway. </p><p></p><p>Meanwhile, Louie continues to check out the bodies while Arcade looks around for cells with more prisoners. Further down the northern hallway Angus has exhausted his remaining Cure spells in his attempt to keep Sam alive. Morgana asks what has happened and he gives her a status report. She offers to use her remaining Cure spels but Angus replies, “Save it, we might need it later. He needs far more than low-level healing spells at this point. We’d be better off finding either that high-level druid or medical doctor that we came here to free.” </p><p></p><p>Morgana asks the druids “Where’s your boss?” One gestures to the eastern hallway and replies, “Somewhere around here.” In addition to the cells the eastern hallway has two locked metal doors. Morgana calls under one of the doors, “Is anyone in there?” A male voice with an English accent says, “Yes. Who is there?” She replies, “We're here to help. Who are you?” He replies, “My name is Doctor Henry Jeckel.” “Pay dirt!” she comments. She quickly gets the cell unlocked and Arcade ushers the doctor down to where Sam and Angus are. </p><p></p><p>She does the same to the other door, finding the occupant of the solid stone windowless room to be Louise Michel. Morgana explains that they have come to rescue her. Louise thanks them for the effort but defiantly tells them that she isn’t going anywhere. She plans to remain in her cell until she is taken to Paris and has an opportunity to defend herself before the crowds. Arcade cuts her off, telling her in French “Lady, That isn’t going to happen. They’re planning to kill you quietly.” She does not initially believe him but thankfully her four druid followers do and they manage to convince her that it is better to go than to take that risk. Louie helps unfasten a pair of shackles from her wrists and she finally exits the cell. </p><p></p><p>They all head back to where the Doctor is examining Sam. “Well?” Morgana asks. Dr. Jeckel replies, “The bullet is still inside him and near the heart. I can’t do anything for him without my medical bag, which would be up in the Prison Superintendent’s Office.” Arcade says, “Yeah, right. That’s over in the other building with all of the sleeping guards. We’re not going there.” Angus says, “The ship we came here on has state-of-the-art medical facilities onboard. We’ll have to take him there.” Jeckel replies, “Trying to move him will probably kill him.” </p><p></p><p>Morgana asks Louise Michel, “What can you do for him?” The senior druid replies, “I have no spells right now Mademoiselle. The shackles on my wrists were magical and prevented me from praying for spells.” Arcade whispers to Louie, “Go back and get those. We might need them at some point.” Louise Michel offers, “I can start praying for spells now.” Arcade replies, “We don’t have the time. The guards in the tower may have heard the gunshots. And even if they didn’t, it’s only a matter of time until the three bodies we left up above get discovered. I don’t want to be trapped down here and give them time to get organized, and it wouldn't take them long to bring in more soldiers from Marseilles. We’ll have to risk moving him.”</p><p></p><p>Angus says, “We’ll never be able to get him over the wall. We’ll have to go to the boat dock instead.” Arcade replies, “If we can even find it and we don’t have time to hunt where it might be.” Morgana asks the druids if any of them know where it is but none of them do, having been blindfolded when they were brought in. She then asks about the other prisoner and they tell her they have no idea who he is, that he was already in prison when they arrived.</p><p></p><p>Morgana goes back to the other prisoner and asks in French “Who are you?” He replies, “My name is Philippe Gaston. They call me ‘the mouse’.” She asks, “And why are you imprisoned here?” He answers, “For thievery and escaping from prison. No other prison in France could hold me, so they put me here on this island.” She asks, “Do you know how to get to the boat dock?” He replies, “Yes, of course. Before they placed the guards down here with the new prisoners I managed to slip out of this cell multiple times. I’ve been all over this island. But I am not a strong swimmer and there were no boats, so there was nowhere else to go except to come back here.” She lets him out and brings him over to the others announcing “I found a guide.” </p><p></p><p>A mattress is taken from one of the cells and Sam is gently rolled onto it. The four male druid prisoners carefully lift it up. Angus, Jeckel, Morgana and Louise walk with them along both sides of Sam to offer assistance as needed. Philippe takes the lead, followed closely by Arcade and Louie. They make their way up several levels. It remains quiet up above and they see the two guards still standing atop the tower, looking bored. Philippe points to another corridor and says that it leads them down a side corridor and a flight of stairs, ending at the doors to the boat dock. </p><p></p><p>Morgana says, “We need to find Nemo and signal him to bring the ship around.” Louie gestures to the guards and says, “Those guys up there are rather inept at noticing things, but they'll probably spot your magical light stone.” Arcade replies, “Maybe we could be more subtle. Morgana and I each took a Faerie Fire spell.” Angus says, “Doesn’t that only work on people.” Arcade replies, “It works on any living creature, including plants. We could light up some grass along the shore where Nemo should be looking for us. They guards above might not notice.” Louie says, “Go ahead, I’ll cover you,” and using his newly acquired rifle takes aim up towards the guard tower. </p><p></p><p>Arcade and Morgana make it over to the side wall and cast their spells down, turning the seaweed right below the water and plants and foliage along the shore a glowing shade of greenish-yellow. They head back the others and all make their way down to the boat dock. The door is opened a crack, with Angus peering out. </p><p></p><p>Ten minutes pass, which seem like an eternity to the group. The Nautilus surfaces alongside the dock. Angus waits until it is fully stopped and on the surface before throwing open the doors. There is no point in being quiet at this point, as the sight of the massive red giant squid rising up to the island has caught the attention of the inattentive guards above. </p><p></p><p>The guards who sound an alarm and open up signal lights. Alarms and lights also go up at the adjacent guardhouse. The party hurries the makeshift stretcher with Sam out and onto the ship. The tower guards are late to notice this movement below, and do not start firing their rifles until the Nautilus doors are closed with the party all safely inside. </p><p></p><p>Sam is brought to the infirmary as Dr. Jeckel confers with Campion Bond. The rescued prisoners are all brought to private quarters. For the first few minutes they hear the sound of bullets bouncing off the hull of the ship and then the sounds cease. Campion informs Nemo that they need the vessel to stop so that Sam can be operated on. The Captain tells him it will have to wait, as half the French Navy is docked in Marseilles and they need to get as far away as possible in the next hour.</p><p></p><p>An hour later Sam still lives, but only due to healing elixirs provided by Nemo’s chief medic. The ship comes to a complete stop and Jeckel begins the operation. It takes considerable time, but the bullet is found and removed with a combination of Jeckel’s surgical skills and Morgana’s careful use of a “Gather” spell. He closes up the incision, which she uses her remaining Cure to seal up. They conclude that Sam will live. Louie then points out that he also still has a bullet in him, which takes considerably less time to find, remove. Arcade provides the Cure spell as the finishing touch on Louie. </p><p></p><p>The Nautilus resumes its course. At around 3:00 AM the ship comes to a halt along an isolated cove in Southern France. At this point Nemo activates a loud and smoky diesel engine, to give the guests the impression that this was a regular surface ship. Louise Michel and her four associates are put to shore and warned to stay clear of the authorities. The Nautilus then moves off, sailing on the surface with engine sounding for the next thirty minutes. Nemo then kills the sham engine and dives again. They go full speed for another hour.</p><p></p><p>The submarine surfaces again and pulls into a different isolated cove to let off Philippe Gaston. Bond makes sure that ‘the mouse’ is clearly under the impression that Louise Michael was the objective of the prison break and that they brought along Jeckel because they needed his medical skills and Gaston because he knew the way out. The ship then chugs out to sea and dives when it is safely out of sight. </p><p></p><p><strong>January 24th to 29th, 1882:</strong></p><p></p><p>The Nautilus makes an uneventful trip back to England. During this return trip Jeckel uses his apothecary skills to help identify a trio of elixirs that Louie found on the wizard guard. Morgana is given a scroll with three spells also found on the wizard. The rifle from the prison guard leader was of excellent quality so Louie decides to keep it as his. Sam spends most of the journey back recuperating in bed. </p><p></p><p><strong>January 30th, 1882: </strong> </p><p></p><p>Under the cover of darkness the Nautilus surfaces along the coast a few miles away from the Hastings estate belonging to the Arcadiam family. Bond pays them the agreed upon amount. Nemo’s crew then rows Arcade, Angus, Louie, Morgana and Sam to shore. The rowboat returns and the Nautilus vanishes beneath the waves. They make their way back to the manor house.</p></blockquote><p></p>
[QUOTE="Silver Moon, post: 1677056, member: 8530"] [B]Chapter 67, “Finding Nemo”, January 24th, 1882:[/B] Louie and Morgana finally stop attacking the wizard. Morgana notices that Louie is bleeding onto the floor and points that out to him. He replies, “Yeah, I got shot again. Could you help me out?” She casts a Cure spell onto him much to his relief. Once partially healed he decides to check the wizards body for valuables. At the end of the hallway two male prisoners dressed as druids yell out to Arcade and Morgana in French that they want to be let out of the cells. She gestures to the bodies and asks which of the two guards has the key. They reply "Neither of them" and then describe for her the guard leader. Morgana doesn’t see anyone matching that description, but she now notices that the remainder of the eastern hallway is not just dark but is covered in magical darkness. She extracts from her satchel a tube containing a stone with a Continual Light spell cast on it, using that to negate the darkness spell. She finds the body of the man with the key and uses them to unlock the pair of druids at the end of the southern hallway. She then unlocks the other pair of druids at the end of the northern hallway. Meanwhile, Louie continues to check out the bodies while Arcade looks around for cells with more prisoners. Further down the northern hallway Angus has exhausted his remaining Cure spells in his attempt to keep Sam alive. Morgana asks what has happened and he gives her a status report. She offers to use her remaining Cure spels but Angus replies, “Save it, we might need it later. He needs far more than low-level healing spells at this point. We’d be better off finding either that high-level druid or medical doctor that we came here to free.” Morgana asks the druids “Where’s your boss?” One gestures to the eastern hallway and replies, “Somewhere around here.” In addition to the cells the eastern hallway has two locked metal doors. Morgana calls under one of the doors, “Is anyone in there?” A male voice with an English accent says, “Yes. Who is there?” She replies, “We're here to help. Who are you?” He replies, “My name is Doctor Henry Jeckel.” “Pay dirt!” she comments. She quickly gets the cell unlocked and Arcade ushers the doctor down to where Sam and Angus are. She does the same to the other door, finding the occupant of the solid stone windowless room to be Louise Michel. Morgana explains that they have come to rescue her. Louise thanks them for the effort but defiantly tells them that she isn’t going anywhere. She plans to remain in her cell until she is taken to Paris and has an opportunity to defend herself before the crowds. Arcade cuts her off, telling her in French “Lady, That isn’t going to happen. They’re planning to kill you quietly.” She does not initially believe him but thankfully her four druid followers do and they manage to convince her that it is better to go than to take that risk. Louie helps unfasten a pair of shackles from her wrists and she finally exits the cell. They all head back to where the Doctor is examining Sam. “Well?” Morgana asks. Dr. Jeckel replies, “The bullet is still inside him and near the heart. I can’t do anything for him without my medical bag, which would be up in the Prison Superintendent’s Office.” Arcade says, “Yeah, right. That’s over in the other building with all of the sleeping guards. We’re not going there.” Angus says, “The ship we came here on has state-of-the-art medical facilities onboard. We’ll have to take him there.” Jeckel replies, “Trying to move him will probably kill him.” Morgana asks Louise Michel, “What can you do for him?” The senior druid replies, “I have no spells right now Mademoiselle. The shackles on my wrists were magical and prevented me from praying for spells.” Arcade whispers to Louie, “Go back and get those. We might need them at some point.” Louise Michel offers, “I can start praying for spells now.” Arcade replies, “We don’t have the time. The guards in the tower may have heard the gunshots. And even if they didn’t, it’s only a matter of time until the three bodies we left up above get discovered. I don’t want to be trapped down here and give them time to get organized, and it wouldn't take them long to bring in more soldiers from Marseilles. We’ll have to risk moving him.” Angus says, “We’ll never be able to get him over the wall. We’ll have to go to the boat dock instead.” Arcade replies, “If we can even find it and we don’t have time to hunt where it might be.” Morgana asks the druids if any of them know where it is but none of them do, having been blindfolded when they were brought in. She then asks about the other prisoner and they tell her they have no idea who he is, that he was already in prison when they arrived. Morgana goes back to the other prisoner and asks in French “Who are you?” He replies, “My name is Philippe Gaston. They call me ‘the mouse’.” She asks, “And why are you imprisoned here?” He answers, “For thievery and escaping from prison. No other prison in France could hold me, so they put me here on this island.” She asks, “Do you know how to get to the boat dock?” He replies, “Yes, of course. Before they placed the guards down here with the new prisoners I managed to slip out of this cell multiple times. I’ve been all over this island. But I am not a strong swimmer and there were no boats, so there was nowhere else to go except to come back here.” She lets him out and brings him over to the others announcing “I found a guide.” A mattress is taken from one of the cells and Sam is gently rolled onto it. The four male druid prisoners carefully lift it up. Angus, Jeckel, Morgana and Louise walk with them along both sides of Sam to offer assistance as needed. Philippe takes the lead, followed closely by Arcade and Louie. They make their way up several levels. It remains quiet up above and they see the two guards still standing atop the tower, looking bored. Philippe points to another corridor and says that it leads them down a side corridor and a flight of stairs, ending at the doors to the boat dock. Morgana says, “We need to find Nemo and signal him to bring the ship around.” Louie gestures to the guards and says, “Those guys up there are rather inept at noticing things, but they'll probably spot your magical light stone.” Arcade replies, “Maybe we could be more subtle. Morgana and I each took a Faerie Fire spell.” Angus says, “Doesn’t that only work on people.” Arcade replies, “It works on any living creature, including plants. We could light up some grass along the shore where Nemo should be looking for us. They guards above might not notice.” Louie says, “Go ahead, I’ll cover you,” and using his newly acquired rifle takes aim up towards the guard tower. Arcade and Morgana make it over to the side wall and cast their spells down, turning the seaweed right below the water and plants and foliage along the shore a glowing shade of greenish-yellow. They head back the others and all make their way down to the boat dock. The door is opened a crack, with Angus peering out. Ten minutes pass, which seem like an eternity to the group. The Nautilus surfaces alongside the dock. Angus waits until it is fully stopped and on the surface before throwing open the doors. There is no point in being quiet at this point, as the sight of the massive red giant squid rising up to the island has caught the attention of the inattentive guards above. The guards who sound an alarm and open up signal lights. Alarms and lights also go up at the adjacent guardhouse. The party hurries the makeshift stretcher with Sam out and onto the ship. The tower guards are late to notice this movement below, and do not start firing their rifles until the Nautilus doors are closed with the party all safely inside. Sam is brought to the infirmary as Dr. Jeckel confers with Campion Bond. The rescued prisoners are all brought to private quarters. For the first few minutes they hear the sound of bullets bouncing off the hull of the ship and then the sounds cease. Campion informs Nemo that they need the vessel to stop so that Sam can be operated on. The Captain tells him it will have to wait, as half the French Navy is docked in Marseilles and they need to get as far away as possible in the next hour. An hour later Sam still lives, but only due to healing elixirs provided by Nemo’s chief medic. The ship comes to a complete stop and Jeckel begins the operation. It takes considerable time, but the bullet is found and removed with a combination of Jeckel’s surgical skills and Morgana’s careful use of a “Gather” spell. He closes up the incision, which she uses her remaining Cure to seal up. They conclude that Sam will live. Louie then points out that he also still has a bullet in him, which takes considerably less time to find, remove. Arcade provides the Cure spell as the finishing touch on Louie. The Nautilus resumes its course. At around 3:00 AM the ship comes to a halt along an isolated cove in Southern France. At this point Nemo activates a loud and smoky diesel engine, to give the guests the impression that this was a regular surface ship. Louise Michel and her four associates are put to shore and warned to stay clear of the authorities. The Nautilus then moves off, sailing on the surface with engine sounding for the next thirty minutes. Nemo then kills the sham engine and dives again. They go full speed for another hour. The submarine surfaces again and pulls into a different isolated cove to let off Philippe Gaston. Bond makes sure that ‘the mouse’ is clearly under the impression that Louise Michael was the objective of the prison break and that they brought along Jeckel because they needed his medical skills and Gaston because he knew the way out. The ship then chugs out to sea and dives when it is safely out of sight. [B]January 24th to 29th, 1882:[/B] The Nautilus makes an uneventful trip back to England. During this return trip Jeckel uses his apothecary skills to help identify a trio of elixirs that Louie found on the wizard guard. Morgana is given a scroll with three spells also found on the wizard. The rifle from the prison guard leader was of excellent quality so Louie decides to keep it as his. Sam spends most of the journey back recuperating in bed. [B]January 30th, 1882: [/B] Under the cover of darkness the Nautilus surfaces along the coast a few miles away from the Hastings estate belonging to the Arcadiam family. Bond pays them the agreed upon amount. Nemo’s crew then rows Arcade, Angus, Louie, Morgana and Sam to shore. The rowboat returns and the Nautilus vanishes beneath the waves. They make their way back to the manor house. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Story Hour
"They Rode to Perdition" starring Arcade's Gang (D&D/Boot Hill)
Top