The Dancing Dragon tavern in the town of Melinir was dark, even though it was mid-day. The unsavory sorts that frequented the tavern preferred it that way. Most of those in the tavern this spring day looked to be down on their luck, or trying to get lucky at the expense of others. The upstanding and well-to-do citizens in the town usually took their business to the Sarcastic Goat Inn. The rest found themselves here. The two serving wenches making the rounds fought off errant hands like they had been doing it all their lives. The old man behind the counter gave everyone the jaundiced eye, except for a few individuals who got a nod of grudging respect.
Not everyone looked like they fit, however. At one table not too far from the door sat a motley crew: a couple of dwarves, a couple of humans, and a halfling. They all seemed to be new in town, and would have been marked as easy pickings by the others in the tavern, except for the obvious weapons they carried, and the air of competence surrounding the group. They sat around the table, looking at a collection of papers and maps that the halfling was pointing at while standing on his chair.
==Quint Greysmoke==
So you all need work quickly, do ya? Well, old Quint's got it all figured out. I have
sources in Kleine that tell me that the mayor is pretty desperate for some mercenaries to
investigate some goblin raids that have been hitting that area. Kleine's up north, on Lake
Ostrel at the northern end of the Rift. The old Thief, Raven, also has his abandoned home
not too far from there. I'll bet he's got some good stuff stored in there, eh? There's
also rumors of bandits in the old mines right north of here in Melinir, too. I'll bet that
the town guard would pay for someone to run them out. And I know of some, uh, upstanding
citizens whose relatives were chased out of the Marshwood, just south of here, by tribes of
lizardmen. They want some heirloom items retrieved from their homes, and are willing to pay
for the work. So, how does that sound? How do you want to make your future?
==/Quint Greysmoke==
==Ariel Starfire==
Hi Quint my name is Ariel. These are my friends. Would you like to joins
==/Starfire==
==Quint Greysmoke==
Well, sure, luv. I wasn't planning on setting you up on a good job and not getting my share.
But equal risk gains an equal reward, so I expect a fair cut of any, shall we say,
"proceeds."
==/Quint Greysmoke==
==Finri Evilbreaker==
Good evening Quint. Please have a seat and tell us more. I see there is much lawlessness
in these lands that needs to be righted.
==/Finri==
==Quint Greysmoke==
(Quint gives Finri a sideways glance at his last comment) Well, sure there's lawlessness
around here. This is a pretty isolated area, so it isn't hard for bandits and so forth to
find places to hide out. Exactly what do you want me to tell you more about, priest?
==/Quint Greysmoke==
==Ariel Starfire==
Tell me about yourself cutie?
Who would you recommend we speak to gather more information about the various events in
town?
==/Starfire==
==Quint Greysmoke==
Well, luv, there's always the mayor. I'm not sure he would agree to talk to you, though,
since he doesn't know who you are. If you want to find out what is going on around town,
you should go to the market. The shopkeeps are usually pretty open with potential customers.
I don't know that we really have "events" around here, though. In the large cities to the
east they have fancy plays and musical performances and such, but around here it's mostly
farmers and ranchers, and people spend their time trying to make a living, for the most
part. Yeah, high feast day is pretty great, but that's not until after the harvest.
And as far as telling about myself, there's not that much to say. I've lived in the area
about 30 years. My family has a small farm out west of here, but I don't care much for
digging in the soil all day, myself. I do, um, odd jobs here and there. You know, whatever I
find interesting. Like you, luv. (he gives Ariel an impish smile)
==/Quint Greysmoke==
==Condrasson==
Enough talking. I want to fight someone! What do you think Finri my friend!
==/Condarasson==
==Finri==
Be patient, Condrasson my friend. I'm sure there will be plenty of opportunity for you to
battle. But before we can begin fighting these injustices, we must understand the nature of
our task.
==Finri==
==Condrasson==
You are wise my friend Finri. For now I will keep my sword sheathed.
==/Condrasson==
==Drugar==
Finri is right. We must decide upon a path before setting foot upon one. I would suggest we
solve the problem of the bandits here in Melinir first. It is close to our lodgings and
perhaps we can secure the trust and favor of the townspeople if we succeed.
==/Drugar==
==Ariel==
Sounds good my friend Drugar. Lets go.
==/Ariel==
==Finri==
Agreed. Let's start with the local bandits. Shall we head out and gather some information?
==/Finri==
==Drugar==
Hold! We must pool our resources and buy or copy these maps and whatnot our Mr. Greysmoke
has. And gather whatever information we can from our fellow travelers. [*gestures about the
room] We should also compare our equipment, so we don't go a-wandering with 300' of rope and
no rations! Myself, I have some rope, some spikes and a fine tinder box. I have
food for a week.
==/Drugar==
==Ariel==
Excuse my impetuousness Drugar, you are right. Quint who would you recommend we speak to to
first to gather additional information.
==/Ariel==
==Finri==
Drugar is right. We should probably start with the local bandits. I have a few torches as
well as a tinderbox, a week's worth of rations and a desire to right some wrongs.
Ariel, what say you? How good are you at getting some lips to loosen up?
==/Finri==
==Ariel==
I can get these tough guys talking. Just cover my back guys, men get rowdy around me.
(Approaching the old bar tender). Hello fine sir who, what can you tell about the situation
at the mine?
==/Ariel==
==Bartender==
(the old fellow gives Ariel the once over as she approaches, and it's not completely
friendly) The mine? If you mean the old mine north of town it has been abandoned for a
while. Depending on what stories you listen to it either ran out of ore or part of it
collapsed. Shoot, maybe both happened at the same time. I wasn't there, so it's not like
I'm gonna know. Why're you interested? You wanna buy it, or something?
==/Bartender==
==Ariel==
Who else would you recommend I speak to gather information on the mines?
==/Ariel==
==Bartender==
Well, if you want to know about the old mine, I would say you should talk to someone in the
Mayor's office. They should know if anyone currently owns it, or what its legal status is.
==/Bartender==
==Quint Greysmoke==
(he motions with a hand towards Ariel at the bar) Wow, what an impetuous girl. She asks me
a question and up and walks off before I have a chance to answer her. And to get back to
you, good dwarf; Drugar, was it? Yeah, that's right. Anyway, you don't need to be buyin'
my maps from me, since I'm coming with you. I can't let you guys have all the fun, can I?
Besides, you need someone who knows the local flavor to show you around, introduce you to
the right people, and all that. Granted, the girl seems to have no problem with introducing
herself to people, that's for sure. Still, you need me, you just don't know it yet. Anyway,
let me know who else you want to talk to, and I'll see what I can do.
==/Quint Greysmoke==
==Ariel==
In a loud voice to the everyone in the bar-"Attention everyone my friend here (pointing at
Condrasson) is a walking power-house. Does anyone dare challenge him to arm wrestling. Is
anyone willing to wager 10 gp that they can beat him. Is anyone here strong-enough."
==/Ariel==
==Ariel==
In a loud voice again "Perhaps full contact wrestling match. No weapons allowed. Three count
pin. Is anyone brave enough. The winner gets 30 gp."
==/Ariel==
==Bartender==
Hey, wench, if you want to start a fight take it outside or I'll call the guard. Now get out
of here before I throw you out.
==/Bartender==
==Finri==
So, Quint? While Ariel is trying to score a few gold in a friendly bar room brawl, I'll ask
you this. How do we go about seeing the mayor or someone from his office about this mine
with the bandit problem?
==/Finri==
==Quint Greysmoke==
Well, I happen to know one of the guard sergeants. Give some time and I should be able to
set up a meeting with him to talk about it, probably tomorrow morning. If that sounds all
right all you all, then let's reconvene back here about 7PM, and I'll let you know what I
was able to work out. Deal?
==/Quint Greysmoke==
==Drugar==
Drugar will ask the bar maid what she has heard about the bandits (what weapons do they use,
how many there are, do they use magic, etc.). If she doesn't know much, then Drugar will
work the same questions into conversation with the bartender and other obvious "townie"
types.
That suits me fine. But before you go, could I get a better look at the map of the town and the surrounding area?
[to the others:] When we are through here, we should secure lodgings for the evening,
friends. 'Tis only mid-day, but 'twould give us an opportunity to scout around town.
==/Drugar==
==Finri==
Yes, let's go secure lodgings and then see what we can find out from the locals. We'll
reconvene here in the morning and head to the mayor's office. (Finri gathers his belongings
and starts walking towards the door.)
==/Finri==
==Drugar==
Er, Finri, I think he wants to meet us tomorrow evening at 7:00pm, not tomorrow morning.
Unless you want to go straight to the Mayor before Quint has had a chance to speak with the
sergeant he was talking about...
==/Drugar==
==Finri==
(in Dwarven) Drugar, I think I've had too much ale. Never thought I'd say that.
==/Finri==
==Quint==
No, I meant this evening. It shouldn't take me that long to check and see if I can set
something up, but I don't need all of you guys following me around as I check my sources.
Nothing personal, of course. And I've got the map you need right here...
(Quint points out the map of Thunder Rift, and shows that the old mine is just 1 mile or so
roughly north of Melinir)
==/Quint==
==Ariel==
In a sweet conciliatory voice. "Please sir. If you let me stay I promise not to make any
more trouble."
==/Ariel==
==Bartender==
(blushing a bit) Well, sure thing, lass. But no trouble, you hear. And let me know if you
need anything.
==/Bartender==
==Ariel==
Quint would be mind doing some reconaissance. Checking out the mine from afar, gather what
ever information you can and report back to us?
==/Ariel==
==Quint==
Patience, luv, patience. Ol' Quint may have two hands and two feet, but he can only be in
one place at a time. I'm showin' my maps to our dwarven friend, here, and after that I'm
gonna go see if I can get you all an audience in the mayor's office tomorrow. First things
first, you know.
==/Quint==
==Barmaid==
(Drugar is able to flag down one of the barmaids and ask if she knows anything about the
bandits).
Bandits, out at the mine? Nope, sorry, dear, but I don't know anything about that at all.
I've heard some merchants complaining about how they are having to hire more guards because
of it, but those toads will complain about anything that takes the coin out of their pocket.
They're all so cheap, maybe it's some kind of cosmic retribution on them. But that's just
my opinion, dear. Now, do you want any more to drink?
==/Barmaid==
==Drugar==
No thank ye, lass. I've had enough for now.
[Drugar continued to talk to the barkeeper, as well as a couple other patrons of the Dancing
Dragon, but people either didn't know anything about the bandits, or they didn't want to
talk to Drugar about it. He got a lot of cold shoulders and dark looks, and no leads.]
==/Drugar==
With their failure to get any more information from the tavern patrons, the adventurers left the Dancing Dragon to plan their next moves.
==GM==
The next day dawned fairly grey, with lots of clouds and only a small
amount of sunlight breaking through. Our five adventurers were moving
through the hills north of Melinir towards the site of the old copper
mine that is sources in the mayor's office believe is the home base for
a group of bandits preying on merchants moving in and out of the Rift.
Using maps of the local area, they have pinpointed the hill that
contains the mine entrance, and have approached it from the far side,
away from the entrance. They are about halfway up the hill, and they
have not spotted any bandits or other threats out in the open.
==/GM==
==Quint==
Alright, folks, we're here. The mine entrance is on the other side of
the hill. What should we do, now?
==/Quint==
==Drugar==
Quint, maybe you can belly-crawl your way up until the approach is in
view and wait. The bandits usually attack in the afternoon, so
hopefully, we won't have to wait long. We need a plan if we are spotted
before we have a chance to set up our ambush/smokeout/whatever. Fight or
flight. What say you, comrades?
==/Drugar==
==Quint==
Well, sure, I could do that. I figure that kind of thing is
right up my alley, and you can handle the hitting and violent stuff.
I'll go ahead and start scoping out the place while you figure out
what our next actions should be.
==/Quint==
==Finri==
(quietly) What do you say, Drugar? How about we go use those
shrubs as cover and see what we can see down there?
==/Finri==
==Drugar==
Our Thief friend has already started up. Look, he has already
reached the scant cover up yonder. Perhaps you could join him, but I am
going to stay here and keep an eye out on this side of the hill.
[to Ariel:] Ariel, what spells have you readied?
==/Drugar==
==Ariel==
Magic Missile
==/Ariel==
==Finri==
You're right Drugar. Let's leave the scouting to the expert.
==/Finri==
==GM==
Quint is up on the top of the hill for close to an hour, before he comes
back down and
reports that he doesn't see anything or anybody around the hill, though
he has heard some
voices, most likely coming from inside the mine. He couldn't make out
what was being said,
but he is sure they were voices.
==/GM==
==Drugar==
I say we should keep watch until dusk. We can rotate shifts between us
dwarves if the halfling is getting tired.
==/Drugar==
==Ariel==
While you dwarves are under cover where should us human hide
==/Ariel==
==Drugar==
Only one watcher is needed at a time, but two will work if need be. The rest of the party
will remain where we are now--hidden on the side of the hill opposite the mine entrance.
We're here to observe, first, and take action later. (If nothing else, we would be wise to
wait until nightfall before making a move.) Fortunately, we packed enough water and dried
meat for a day's stakeout.
I think we should wait until dusk. If we haven't seen any movement by then, we should decide if we are going to keep up the stakeout, or formulate a plan. Being bandits, they may become more active at night, so I wouldn't be opposed to going thru the night, but what do you guys
think?
As for shifts, I suggest we rotate every couple of hours or so between the halfling, the dwarves and Ariel. We will also want to watch our backs as well to make sure we are not spotted as we sit behind the hill. No campfire or torches! We don't want to draw attention!
==/Drugar==
==Finri==
I agree. I say we sit tight until at least dusk, take turns rotating as needed. The others should stay back where they're out of sight of the mine, try not to make much noise and pay attention to our backs to make sure nobody's trying to sneak up on us from behind.
==/Finri==
==Condrasson==
I will move back and stay out of sight of the mine (he does exactly this)
==/Condrasson==
==Drugar==
While the light lasts and Drugar is not napping or on watch, he will be carving a set of gaming tokens out of any suitable stone at hand. (Kind of a dwarven chess/go.)
==/Drugar==
==GM==
The sun was just hitting the horizon when Quint and Ariel, positioned up
near the top of the hill, saw four people leave the mine entrance,
following the path from the mine down to the road. They could see that
they were human-sized, and appeared to be wearing mismatched pieces of
leather armor. They could see that two of them carried loaded
crossbows, and that they all carried swords or maces on their belts.
==/GM==
==Quint==
Well, luv, check that out. Looks like some of the rascals have come out
to play. Shall I head back and notify the others that naptime is over?
==/Quint==
==Ariel==
Notify the others Quint. Move silently and quickly Quint and
alert the rest of the party.
==/Ariel==
==Quint==
[Quint moves back down the hill towards where the warriors are hidden.
Upon reaching them, he whispers:] All right, we have action. Four of
the bandits have left the mine, heading towards the main trade road.
That seems like a small number to raid a caravan, but perhaps they are
scouts. Should we pursue them and try to capture one or more them,
eliminate them, or leave them be and observe?
==/Quint==
==Drugar==
Hrmmm.... I'm thinking perhaps we should give them a half-hour head
start and then try our smokeout trick, or just start sneaking into the
mine and taking out anyone that's been left behind. In any event, we
will want to be cautious approaching the mine entrance in case they have
sentries posted.
==/Dugar==
==Finri==
What if we take care of the small group that just left first,
that way we don't have to worry about them coming back to the cave
behind us? We could just wait until they get out of earshot of the cave
and then give them the justice they deserve for their wrong doings.
They may also be able to give us information about what to expect in the
caves if we aren't too swift with our justice.
==/Finri==
==Drugar==
We would have to chase them down and/or stalk them a ways. Us short
guys can't keep up with the long-legs. If we let them go and can clear
out the mine, we can surprise attack them when and if they return--with
whatever loot they are bringing back, if any.
What say you, Arial and Condrasson? Quint?
==/Drugar==
==Condrasson==
Clever plan Drugar. It could work. We just have to make sure there is
no else in the mine watching the loot. What do you propose?
==/Condrasson==
==Quint==
Hmmm. Looking at the situation that we have now, I would say that we
should sneak into the mine and try to eliminate the remaining bandits
in there, assuming there are any, before the others come back. Granted,
this approach will require quite a bit of stealth, and some of you
don't really strike me as the stealthy kind (he eyes Condrasson at
this
point), but as long as you all understand the need to be silent then I
think we should be OK. I'll bow to the experience of the rest of you,
though, as you'll be doing more of the head-bashing.
==/Quint==
==Drugar==
I stand with Quint in clearing out the mine and letting those others
go. I still think we should wait a bit to make sure it's safe to
approach, and then we should split and approach the entrance in two
groups, one from each side.
==/Drugar==
==Condrasson==
We are agreed Drugar, and Quint. How do you want to divide the group
and attack the bandits? Lets move though, Ariel is vulnerable.
==/Condrasson==
==Finri==
I agree. Let's get moving. [Lifts up his weapon and smiles] The hand
of justice is ready to serve them. Ariel. How about you and Condrasson
take one entrance. Drugar and myself will take the other. Quint, you
can pick which of us you want to join up with.
==/Finri==
==Drugar==
Right, then. Let us be off. [Hefts axe.]
==/Drugar==
==Condrasson==
Ariel is still scouting. So how about Quint and go together
==/Condrasson==
==Quint==
Me and who, boy? Didn't your mother teach you to finish your sentences?
Lords, what an odd fellow I have fallen in with. Anyway, I figure you,
your sister, and I can head around the hill to the west side of the mine
entrance, while the two dwarves can approach from the east. Druger,
Finri, how does that sound to you? And I'll go get Ariel and make sure
the bandits haven't done anything new.
==/Quint==
==Drugar==
Aye! Sounds like a plan! [Re-hefts axe.] Let us be cautious so as to
keep any guards from warning his cohorts within.
==/Drugar==
==GM==
When Quint goes to the top of the hill to retrieve Ariel, he notes that
the bandits that left the mine have not returned, and that nobody new
has left the mine in the interim.
==/GM==
==GM==
Quint led Ariel and Condrasson around the hill to the west side of the
mine entrance, while Finri and Drugar made their way around to the other
side of the hill. Slowly and carefully they worked their way towards
the entrance, with weapons drawn and nerves taut. As they approached
the entrance the two groups could see each other, but the actual mine
entrance was set a ways into the hill in a small cave, so the actual
door could not be seen. With each group roughly 30 feet from the cave
mouth, a voice called out from the cave.
==/GM==
==???==
Boras, is that you back? Is the wagon coming or not?
(sound of walking towards the cave entrance)
==/???==
==Quint==
(whispered to Ariel and Condrasson) Yikes! They heard something! We
need to fight or run, now!
==/Quint==
==Drugar==
Drugar pats Finri on the back and breaks into a run, as fast as his
little legs can carry him, rushing the direction of the voice. He does
not let out a battle-cry as he wants to catch the person by complete
surprise, hoping to score a killing blow--or at least a silencing one.
==/Drugar==
==Condrasson==
Condrasson charges in the direction of the voice with his war hammer
==/Condrasson==
==Finri==
Finri hefts his dwarven mace, Looks at
Drugar and Condrasson already charging in to the fray, and runs that
direction as well.
==/Finri==
==GM==
Condrasson, Finri, and Drugar all moved forward at the sound of the
unknown voice, running as swiftly and silently as they could. The
dwarves shorter legs couldn't keep up with the tall human, though, and
Condrasson got to the opening first. He could see that 10 feet into the
cave was a large wooden gate, which was about a quarter open. Right in
front of the gate were two men, humans by their look, in leather armor.
One simply stared at Condrasson in shock, while the other scowled at him
and began to draw his short sword from its scabbard on his left hip.
Condrasson has the highest initiative, so he gets first action.
==/GM==
==Condrasson==
Condrasson charges the bandit who begins to draw his
shortsword and strikes him when in range with his warhammer
==/Condrasson==
==GM==
Condrasson runs in and swings his warhammer at the bandit, striking him
full in the lower chest. There is a small *crunch*, the bandit expels
some of his lunch, and then he collapses.
Drugar is the next of our heros to make it to the cave opening. Drugar
can see 10 feet into the cave there is a large wooden gate. He also
sees a rather shocked person in leather armor, and Condrasson standing
over the slack form of another person in leather armor.
==/GM==
==Drugar==
Drugar does not stop and swings his axe at the bandit that is still
standing.
==/Drugar==
==GM==
Drugar races in and swings his axe at the bandit, but he snaps out of his stupor just in time and dodges such that Drugar's swing takes a chunk out of his leather breastplate, but doesn't bury itself in his chest.
==/GM==
==Ariel==
She runs as fast as she can (she is a slow poke) to catch up with the men but stays just within magic missile range.
==/Ariel==
==GM==
Finri is the next to act. Finri runs up to the opening right after Drugar. He sees Drugar charge a strange man and take a chunk out of his armor. What will Finri do?
==/GM==
==Finri==
Finri decides to see if he can take out more than just a chunk of armor on the man.
==/Finri==
==GM==
Finri runs up to the man and swings his mace forcefully, smashing it into the target's lower left arm (which he subconscously raised to protect himself) with an audible *crack* and causing the victim to stagger back.
While all of this is going on, Quint runs as fast as his short legs will carry him, but he can't quite make it to the mine entrance.
The man with the broken arm draws his short sword and steps backward through the opening in the gate (wide enough for one person to pass through, but not two). You hear him yell "We're under attack!" and his voice sounds like that of a man in obvious pain.
==/GM==
==Condrasson==
In a rage of fury Condrasson charges the bandit whose lower left arm was injured and swings his warhammer
==/Condrasson==
==GM==
Condrasson swiftly moves through the opening in the gate and swings his warhammer at the man, striking him on his right shoulder. There is a *crunch* sound and the man is flung against the wall, upon which he slumps down, unconscious from shock.
==/GM==
==Drugar==
Drugar tells Finri to get
everyone inside and then drags the prone bandit inside the gate and slits
his throat with his axe. He will then steel himself to deal with any
reinforcements, saying to Condrasson, "Twas some good hammer-work there,
friend." And then to all, "Shall we wait for more foes to approach or
take the battle to them?"
==/Drugar==
==Quint==
Quint finally huffs and puffs his way to the opening, where he surveys the carnage. He watches Drugar slit the one bandit's throat, and just shrugs his shoulders like he has seen all of this before. "Well, you all sure made short work of that, eh? I heard some yelling. What's the situation inside the mine?"
==/Quint==
==Finri==
[calls down into the cave] Come surrender and we may show mercy. Otherwise, expect to meet the same justice your comrads met.
==/Finri==
==GM==
With the two guards at the mine entrance dealt with, the adventurers
decided to move deeper into the mine, hoping to root out the rest of
the
bandits inside swiftly. The dwarven warrior, Drugar, had point, with
the cleric Finri right behind him. Ariel and Quint followed, carrying
hooded lanterns to provide extra light for everyone else, as only the
dwarves can see comfortably in the dimly-lit mine tunnel. Condrasson
took up the rear of the group, his weapon ready to deal death to any
enemies that might appear behind them. While moving as silently as they
could, they made their way deeper into the mine. Roughly 50 feet down
the tunnel, the passage ran into what looked to be at one time a
T-intersection. Ahead, there is heavily-shadowed passageway that is
partially blocked by rubble, which looks to have been the result of a
cave-in at some point. The rubble is about four feet high, and it looks
like it could be climbed over. The main passage turns off to the right,
and in the weak light available, it looks like about 40 feet down there
is another passage off to the right.
You are all currently standing at the intersection.
==/GM==
==Drugar==
Drugar leads the group down the
righthand passage, leaving the blocked passage for later exploration.
He
stops at the next corner and listens for voices or approaching
footsteps. If he hears none, he carefully peeks around.
==/Drugar==
==GM==
As Drugar listens at the intersection, Drugar can see that the
passage to the right runs roughly 30 feet (and not in a straight line,
either) until it ends, with a mining hoist being built at the end of
the
passage. There is another passage that quickly moves off to the left
(same direction as the main passage) about 10 feet down from the
opening
where he is standing. From this new passage Drugar can hear low voices
speaking, but he can't yet make out what exactly is being said. The
main passage continues about 30 feet before slanting off to the left,
and Drugar can't see any further down it.
==/GM==
==Drugar==
Drugar takes out his 50' of hemp rope, gives one end to Finri (on the
left) and the other to Condrasson (on the right, with Ariel and
Quint--more forces on this side where they will be least expected),
with
the idea that they will hold it low and taut across the hallway if and
when the bandits come charging this way. Until then, they will hold it
slack. Then, Drugar will tippy-toe down the hallway until he reaches
the corridor from which the voices are emanating. He will listen and
try to make out what is being said, hazarding a peek if the voices
aren't too close or if he doesn't hear footsteps approaching. If there
are four or fewer bandits, Drugar will hop into view and quickly curse
and taunt the bandits. ("Your mother was a hamster and your father
smelt of elderberries!") He'll then hightail it back down the corridor,
past the slack rope, and round the corner to the left. Once around the
corner, he'll wheel about, with axe at the ready to attack any bandits
that follow--whether they trip or not. Drugar running past being the
cue to pull the rope taut.
If there are five or more bandits, or if overheard conversations
warrant
it, Drugar will slink back to the group and report.
==/Drugar==
==GM==
Drugar snuck down the hallway to the best of his ability, turning into
the corridor from which he heard the voices. After travelling about 20
feet, he could see with his darkvision two individuals standing at
another intersection, facing NE down a new corridor. This new corrider,
it seems to Drugar, would intersect with the main corridor, most
likely. The two individuals were not currently talking, but were
looking down the corridor away from Drugar. Seeing that there were only
two bandits, Drugar jumped into the middle of the corridor and began
yelling taunts at the two individuals. They quickly turned around in
time to see Drugar run back the other way down the corridor. The two
bandits yell furiously and launch themselves after Drugar, but the
dwarf
is too cunning and fast for them. Reaching the next intersection, he
jumps over the slack rope and quickly cuts left. The bandits, alas for
them, never see the rope quickly being raised and hit it at full speed,
dumping themselves to the ground, sprawled in the middle of the
intersection.
One of the bandits quickly picks himself up off the floor (and the
other
bandit, as they ended up sprawled on top of each other), grabs his
short-sword, and moves to attack Ariel.
==/GM==
==Finri==
Thinking he might to the most good by trying to finish off the one on
the ground, Finri takes his mace and swings it towards him.
==/Finri==
==GM==
Finri swings his mace at the poor sod laying on the ground, and
manages
to clip his right hand, with the ground taking the majority of the
impact. The bandit yelps in pain, but does not seem to be too severly
hurt.
==/GM==
==Condrasson==
Like a warrior possessed Condrasson confronts at swings his war hammer
at the warrior who would hurt his sister.
==/Condrasson==
==Ariel==
Casts magic missile at one of the warriors on the floor.
==/Ariel==
==GM==
Condrasson screamed at the bandit attacking his sister and slammed his
warhammer into the poor sod's left side with an audible crunch,
collapsing the bandit onto the ground in a heap. Ariel raised her
hands, said the magic words, and a bright red ball of energy flew from
her hands to the bandit still on the ground, striking him square in his
back. He grunted at the impact, but still struggled to get up. Quint
then took the opportunity to draw his sword and plunge it into the
bandit's back, ending his struggling with grim finality.
==/GM==
==Drugar==
Drugar says "Good show!" and searches the nearest body. He keeps an
eye
on Quint to make sure he doesn't pocket anything without telling the
group (he will start doing this in general). He says to the group,
"These boys were a few paces down a corridor over yonder, I say we
should continue to investigate, but I wonder if we should drag those
first two bodies away from the entrance and shut the gate completely.
No telling when the others will return."
==/Drugar==
==Ariel==
Ariel searches the other body and then says "Hmm. The tumult may
have alerted the additional bandits that are in the mine. We may want
to keep moving. However, I understand your concern about being flanked
from behind. What do you think is the greater risk?"
==/Ariel==
==Finri==
I think Drugar might be right. It might be best
to seal our backsides so we don't have the other bandits returning and
flanking us. Though Ariel's concerns are equally valid. Let's go
ahead
and seal the gate, but let us do it vigilantly in case there are
more bandits deeper in the cave ready to strike out on us.
==/Finri==
==GM==
Between the two of them, you find two short swords in usable condition,
two suits of rather beat-up leather armor, and 20 copper pieces.
Neither of them is wearing any earrings.
==/GM==
==Ariel==
Then let us move quickly, remove the bodies and seal the gate tightly.
==/Ariel==
==Drugar==
As one of the only two adventurers that can wield such a weapon, Drugar
shoves one of the short swords behind his back. Then he says, "Right.
I'm off to drag one of those bastard's corpses down here to add to the
pile. Who's with me?"
Whoever joins him, the two will jog back to where they came in. Drugar
will peer outside before shutting the gate. He will look for a lock or
bolt of some sort to keep it shut from within.
Corpses will be searched before dragging them back to the current
position.
==/Drugar==
==Finri==
I'll help. Let's head up there my dwarven friend.
==/Finri==
==Condrasson==
Wait! We need someone with darkvision staying with the rest of the
group. Let me go, instead.
==/Condrasson==
==Finri==
Ah, yes. You're right Condrasson. I'll stay here with the others. Be
swift up top and keep an eye out for the other bandits returning while
you're there.
==/Finri==
==Condrasson==
Let's hurry Drugar. Please watch my sister friend Finri.
==/Condrasson==
==GM==
Condrasson and Drugar head back to the mine entrance, leaving Quint,
Ariel, and Finri behind to keep a watch for more bandits. Condrasson
and Drugar have no trouble getting to the entrance, and once they get
there they find that the bandits there were carrying 21 copper pieces
between them. Drugar's search for a locking mechanism for the gate
proves fruitless, but he does note that the gate can only be closed or
opened from the inside, using a crank to move the mechanism that opens
and closes the door.
==GM==
==Drugar==
Drugar closes the gate and the two fighters will pool the pittance
amongst the party. Then they each drag a body back to where the rest of
the party is.
==/Drugar==
==GM==
While Drugar and Condrasson are out picking up bodies at the entrance,
both Finri and Quint notice a light coming down the hallway.
==/GM==
==Quint==
*whispering* Uh oh! See that light growing? And I hear voices, too!
==/Quint==
==Finri==
*whispering* The others aren't back yet. Prepare
yourselves for a fight. We're not that deep into the cave, so
hopefully
the other two can get back to us quickly, and if we need them hopefully
the noise will carry up to the mouth of the cave.
==Finri==
==Ariel==
*whispering* Are there any rocks or outcroppings that you can see we
can
hide behind until the others return. Without Druggy and Condry our
strength is seriously reduced.
==/Ariel==
==Quint==
(he quickly looks left and right) *whispering* No, I don't see
anything.
If we head a little deeper we run into one of the shaft hoists. I
could
probably hide in it, but I don't think the two of you would fit. I'll
get my sling ready, but it looks like Finri is going to have to earn
his
keep.
==/Quint==
==Ariel==
Ariel hides in one of shaft hoists.
==/Ariel==
==Finri==
*looking at the mace he's holding in his hands*
Well my friend, tonight justice shall be served. If we must defend
ourselves against these vagrants, then Aequitas, make our strikes hit
true....
==/Finri==
==Quint==
Unbelievable! I tell her she won't fit, and she shoves herself into
it,
anyway. Well, Finri, it looks like it's just the two of us. *Quint
puts the hood on his lantern to put this area into darkness*
Ready, here they come.
==/Quint==
==GM==
Around the corner comes a bandit holding a torch and a loaded crossbow,
followed by two more bandits, with shields and warhammers. You also
notice that one of the warhammer bandits is also wearing a shirt and
greaves of chainmail.
At this time, Drugar and Condrasson are dragging the bodies back down
the corridor, but they haven't yet hit the turn that would allow them
to
see the extra torchlight.
==/GM==
==GM==
The lead bandit, holding the torch and crossbow, is rather startled to
find an armed dwarf, which he doesn't know, standing about 15 feet in
front of him, with the bandit's dead friends at his feet. He makes a
little startled jump, quickly raises his crossbow, and then shoots a
bolt wide of Finri, to scrape across the wall.
==/GM==
==Finri==
*Finri runs at the bandit who just shot at him with a crossbow and
screams:* Meet the hand of justice, vagrant!*
==/Finri==
==GM==
Finri rushes in and swings his mace at the bandit's head. The bandit
barely responds in time and dodges away so that the blow only clips
him,
but it still cuts open a gash above his left ear. Quint then steps to
the side to get a clear shot at one of the bandits with warhammers, and
lets go with a stone from his sling. With the poor lighting, though,
he
sends the stone wide of the mark.
==/GM==
==Drugar==
As soon as Drugar hear's Finri's yell, he drops the corpse he's
dragging, hefts his axe, and runs towards it.
==/Drugar==
==GM==
The remaining two bandits slip around the one with the crossbow and
attack Finri in tandem. The first one swings his warhammer wide of
Finri, but the second one (the one wearing chain) swings true. Finri
barely gets his shield up in time to block the blow, but the hammer
glances off the shield and hits Finri indirectly in the forehead,
dazing
him [OOC: this has no game effect, I'm just trying to make it an
interesting read] and doing 4 hits of damage.
*next round*
The bandit with the crossbow, since he no longer has a clear shot at
the
dwarf in front of him, drops his crossbow to the ground and draws his
short sword. He stays behind the other two bandits.
==/GM==
==Condrasson==
Following
Drugar's lead, Condrassson drops the body, and runs down the hallway
to
help Finri and his other friends.
==/Condrasson==
==Finri==
Finri
swings at the bandit closest to him with his mace.
==/Finri==
==GM==
Finri tries to swing his weapon at the
bandit, but he barely misses making contact. Quint, seeing the dwarf take the blow to
the head, drops his sling, draws his short sword, screams his
high-pitched battle cray of "AAAAAAAAAA!!!" and charges at the
leather-clad bandit. The bandit sees Quint at the last minute and gets
his right arm in the way of his crotch (which Quint was aiming at),
taking a sword blow to his lower right arm, instead.
The bandit with the wounded arm snarls and swings his warhammer right at Quint's head, but the halfling takes advantage of his size and ducks the blow. Finri also recovers his senses enough to side-step the swing by the bandit in chainmail, avoiding the blow and taking no further damage.
*next round*
The bandit that dropped the torch finally hears the noise from Condrasson and Drugar running down the passageway. He turns and makes an awkward lunge at Condrasson with his sword, but misses by a couple feet.
Finri, in a desperate rage, puts all of his strength into a heavy swing at the bandit in chainmail. The mace connects with the wooden shield the bandit raised to block the blow, but shatters the shield and keeps on going, slamming into the bandit's left arm and chest, dropping the bandit to the ground in a heap.
Excited now, Quint tries a super fancy spin attack with his sword on
the opponent he wounded last time, but loses his balance and falls
flat on his butt.
==/GM==
==Drugar==
Drugar swings his axe at the Dude With Torch, but misses by a country
mile, lucky not to hit Condrasson or himself.
==/Drugar==
==Condrasson==
Charges his foe with the fury of a warrior born. He yells "die scum".
Swings his war hammer.
==/Condrasson==
==GM==
Condrasson's war hammer strikes the bandit in the upper right chest,
caving it in and driving him back a good two meters, to fall on the
floor in a heap.
The sole bandit who remains upright takes a quick look around him, realizes that he is greatly outnumbered, and decides to go out like a man! Because Quint isn't looking very dangerous, he swings his warhammer at Finri, giving him a glancing blow off the upper right arm for 1 hit point of damage.
*next round*
==/GM==
==Finri==
Hoping he can make a final blow on the last
remaining bandit, Finri swings his mace at him as hard as he can.
==/Finri==
==GM==
That misses by a mile. Quint stands back up and recovers his dignity
by
rolling an 18 and doing 4 points of damage and almost hacking the
bandit's left leg off. He goes into shock and collapses. Since there
are no more active bandits, we are now out of rounds. So, what do
people want to do?
==/GM==
==Condrasson==
"Finri, you fought with great honor. Can you cast a
healing spell on yourself to help yourself recover. I think for now
Drugar and myself should provide you with some cover until you recover
some." Condrasson then searches one of the bodies of
the dead bandits.
==/Condrasson==
==Finri==
Sadly, Aequitas has not granted that ability to me yet. My hope is
that
by doing my part to bring order to the disorder we see in this region
and beyond, Aequitas will see fit to grant me that ability.
==/Finri==
==Drugar==
Drugar absentmindedly pulls at his beard as he thinks. "Hmmm. This is
serious, comrades. With Finri down, we're a man short on this job and
we don't know how long the others are going to be gone. I had hoped to
clear out this nest of thieves more quickly. The way I see it, we have
few choices: 1. We keep going until all bandits within are cleared out.
We will have to do so while protecting the holy man here. 2. We loot
these bodies (*nudges corpse with foot* this chainmail might fit
Condrasson or we can pawn it), dump them down that mineshaft over
yonder, and then hightail it back to town to recover. The downside to
that is that the rest of them will be more watchful next time we try to
come out here and they'll be quite upset. Or 3. Loot, dump bodies and
then hide somewhere in the mine while we recover. We might still catch
any remaining bandits unawares, but 'twould be unlikely."
==/Drugar==
==Condrasson==
"Friend Drugar, perhaps one of these evil bandits who are hurt but not
dead could be made to give us additional information that may help give
us an advantage or perhaps the enemies numbers and positions."
==/Condrasson==
==GM==
OOC: to answer some questions: the bandits are all dead or unconscious
and dying from internal injuries, so there is no questioning to be done
unless somebody knows how to talk with corpses. Ariel might be able to
do this at higher levels, but not now. Also, the bandits you killed
carried 32 copper pieces. So, at this point you have a number of
options: 1) head back to town to recover 2) check out more of the mine
3) stay in the area of the mine you have already explored and set up
camp/ambush for any remaining bandits I will also remind you that even
though you didn't get the two corpses from the entrance all the way
back
here, you did shut the entrance.
==/GM==
==Finri==
We have a secured entrance to the caves. I think we should just set up
camp in a secure spot in the cave and recover. If we head back to
town,
whatever remaining bandits there may be might fortify their defenses to
the cave.
==/Finri==
==Drugar==
Alright, let's do this: we hang out near the entrance for a while and
let Finri sleep. We keep watch at that first intersection, listening
and watching for bandits from inside or out. We keep the lights low or
out. This way, if we're overpowered from within, we at least have a
way
out and can avoid being cornered. With luck, we've killed off all the
bandits that were left behind--even if that's only five. And if the
ones outside return, we're relatively secure behind the door--and could
still get the drop on anyone knocking.
==/Drugar==
==Ariel==
Sounds good Drugar. I would suggest that if we can isolate one of the
bandits from the rest of the group and knock him out, we should use the chance to extract information from him. What do you think?
==/Ariel==
==GM==
Our heroes rested inside the mine for a little over an hour. Almost no light made it through the small gaps in the mine door, as the sun had set and darkness had descended. The sky was overcast this night, which eliminated almost all star and moonlight, as well. Ariel spent the time studying her spellbooks, burning the spell "Magic Missile" into her mind once more. Finri tried to sleep off the effects of getting banged like a drum by one of the bandits in an earlier fight. Condrasson, Quint, and Drugar kept watch, both on the main door and the passageway going deeper into the mine, which remained unexplored.
Another hour passed, and the heroes were beginning to get hungry. It's time for a rations audit! Please let me know what rations your characters are carrying. Also, the sun has set, it is after 7PM, and you haven't noticed anything outside (admittedly, hard to do with the door closed).
==/GM==
==Drugar==
Drugar brought a week's rations. I figured we burned some during our stakeout earlier, but I guess that's your call. Are there no peepholes through the gate/door? If not, Drugar will attempt to bore one with one of his daggers when he is not sleeping or on watch--at dwarf-eye-height.
==/Drugar==
==GM==
There is one peephole, but since the mine was abandoned it had a slab of wood nailed over it, and the bandits didn't remove the slab. You can bore a rough hole with a dagger. We will assume this was done back when you started resting. Are you actively looking outside through this hole?
==/GM==
==Finri==
I have a week's work of rations on me as well. *zzzzzz......*
==/Finri==
==Ariel==
Condrasson and Ariel have one weeks worth of rations (specifically cleared this with GM before bandit act)
==/Ariel==
==Drugar==
Checking peephole periodically--at the beginning and end of watch shifts, and whenever noises are heard from without.
==/Drugar==
==GM==
About 30 minutes later, Drugar is looking out of the hole he bored in the door, and (gotta love dark vision!) he can see a horse-drawn wagon approaching the mine. It stops a little over a hundred feet away from the entrance. Drugar can see a couple people on foot, and they appear to be looking intently at the mine entrance. One of them is carrying a hooded lantern, and the light is shining towards the mine.
==/GM==
==Drugar==
(OCC: How do you guys want to play this? Finri is still down, but we could open the door and hit them with magic missile, arrows and crossbow bolts. There are four of them total. Ariel is almost sure to take one of them out, and if we have to go to melee, we've still got two fighters and a thief--not bad odds. I'd rather do that than hide, myself. We're here to get rid of the bandits, and if we don't take these guys out, we won't achieve that goal.)
==/Drugar==
==Finri==
I agree, we should take care of them while we have the advantage. I'll just stay out of harm's way and let the fighter-types do their thing while I cheer you on.
==/Finri==
==Drugar==
OK, Drugar and Condrasson both have bows. Quint has a sling, and we also have the crossbow we pilfered off the bandit we killed earlier. We'll trade weapons around until we have the optimum mix of all able bodies handling missile weapons. Maybe Finri could at least get one shot off with the crossbow if we have him sit up with his back to the wall. Should we have Ariel take out the guy with the lantern? She always hits and with a good damage roll, should drop whomever she aims at. We could have at least one of us aim at the horses--this is sure to increase confusion and mayhem on the bandits' part and may keep the wagon from riding off with the loot if we kill or maim one of the beasts.
==/Drugar==
==Ariel==
Drugar, can you see a man with platinum earrings. The potential leader.
==/Ariel==
==Finri==
I like Drugar's idea. However, priests aren't allowed to use piercing weapons, so I won't be able to use the bow/crossbow. Until 2nd level, a priest isn't very priesty, but once I gain access to spells we should be able to cut down time for things like this as I'll be able to cast healing spells on any of us who may happen to get injured. For this encounter though, it looks like I'm going to have to cower in the back. But I think everybody who has access to a ranged weapon should use one and we can try to take care of them before they even reach us.
==/Finri==
==Ariel==
Okay. Lets fire away.
==/Ariel==
==Drugar==
(OCC: I thought Clerics could use missile weapons, but checking the BFRPG rules, only the sling is available. Is that true in AD&D too?
Brian: I think it would take too many rounds to get a fire started for flaming arrows and the light might ruin our nightvision. Plus, as you mention, we might set fire to the loot.
Aaron: Is the only light outside from the dude's lantern, or is there enough moonlight for the humans to see their targets? Since we don't have any lights going already, our nightvision should be pretty good.
Once these questions are answered I think we'll be ready to attack. We'll open the gate as quickly as possible, keeping ourselves in shadows as much as possible while firing ranged weapons. Ariel will take out the lantern guy with a Magic Missile. If room at the entrance permits, Drugar and Condrasson will shoot simultaneously, with Drugar aiming for the wagon driver, and Condrasson at the nearest non-targeted bandit. Quint will step up when the opportunity presents himself and get off a sling shot at the most likely target. If we judge we have time for a second volley before melee, we'll get off second shots.)
==/Drugar==
==GM==
Drugar puts his hands on the crank for the door and cranks it open as fast as he can. It seems that the Bandits took good care of that mechanism, at least, as it makes little noise as it comes open. The bandits seem to notice when the door opens (they are shining their lantern towards the door), and begin walking towards the mine, while one of them signals back to the wagon.
The door is open, the bandits on the ground are (for ease of reference) all 100 feet away, and the wagon is 20 feet behind them, with one visible driver sitting on the front seat, holding the reins of two large draft horses hitched to the front of the wagon.
We are now in rounds, so everyone needs to roll initiative for me.
==/GM==
==Quint==
Quint picks up the light crossbow and points it downrange towards the bandit holding the longbow. Using his innate halfling ability with missile weapons, Quint is able to put the bolt on target, even in the dim light. Quint's bolt appears to stick in the target's abdomen/groin area, and the target drops to one knee and drops his bow. (and screams like a girl, BTW)
==/Quint==
==GM==
Immediately, one of the bandits draws his short sword and charges towards the mine entrance. He does not get all the way there before Drugar raises his bow and fires, however.
==/GM==
==Drugar==
Is the charging bandit the one shown closer to us, or is that the lantern-holder? Whichever it is, Drugar aims for the closest threat, rolling a 15 (+ 1 for short range?). I suspect that is a hit, and roll a whopping 2 damage. No STR bonus for missile combat. :( After seeing his shot land true, Drugar says "Ariel, target the wagon driver!" And then knocks another arrow for the next round.
==/Drugar==
==GM==
(Answering questions: the charging one is NOT holding the lantern, he is back with the bandit with the longbow (with a bolt stuck in him) and the bandit with the crossbow. Based on Drugar's instructions, he shot at the bandit charging towards him, and not the one with the lantern. I will also point out that at this point, Ariel CAN NOT target the wagon driver, as he/she is too far away, since Magic Missile has a 110' range for a first-level wizard. So, Ariel will have to move closer to make that shot. The bandits on the ground are all in range, however.)
Drugar's shot is on target, but only grazes the bandit's side and does not slow his charge.
==/GM==
==Condrasson==
Heeding Drugar's battle cry, Condrasson aims and fires his long bow at the furthest opponent he can reach and fires. (If wagon driver he fires otherwise next. (OOc:13+2 modifier dexterity). (4 damage if he hits)
==/Condrasson==
==GM==
With his longbow, Condrasson has the range necessary to hit the wagon driver. His shot shows that he also has the accuracy necessary to hit the wagon driver. Condrasson's arrow flies true, striking the driver in the chest, and dropping him to the ground.
At this point, the bandit with the crossbow steps into clear space and lets loose with a bolt, which misses everyone and lodges into the open gate. The bandit with the lonbgow picks it back up, notches an arrow, and lets fly at Condrasson. Whether affected by pain from his wound or the bad light, he puts his arrow into the side of the hill.
==/GM==
==GM==
Finri's weak shot with the stone from his sling carries well over the head of the charging bandit.
==/GM==
==Ariel==
Fires magic missile at the bandit holding the lantern.
==/Ariel==
==GM==
Ariel raises her hands, says the magic words, and a ball of magical energy shoots out, traveling over 100 feet to strike the bandit holding the lantern in the chest. The magical energy blasts straight through him (OOC: one hit point + six points damage = bad news), spinning the bandit around and dumping him face down on the ground. The lantern falls from his hand, hits the ground, and the shutter drops over the opening, plunging the entire area into darkness broken only by the few stars poking through holes in the clouds.
Quint hurriedly loads his crossbow, but is unable to get a shot off this round. The charging bandit runs up right in front of Condrasson, but is unable to swing his sword in time to make the attack this round.
==/GM==
==Drugar==
Drugar pivots slightly and looses an arrow into the charging bandit. I rolled a 10, and I assume the short range rule is at play and I get a +1.
==/Drugar==
==GM==
Drugar's shot is disrupted by all of the bodies in front of him, and he puts his arrow high.
==/GM==
==Condrasson==
Draws his war hammer and swings it at the closest bandit and screams "die scum!" (Ooc: rolled 15 +2 modifier damage 6+2 if hits- I admit the dice have been good lately)
==/Condrasson==
==GM==
Condrasson clocks the bandit in the head, crushing his skull and making quite a mess as blood and ... other stuff flies about.
Having seen their lantern-holder slain by magic, and their driver slain by arrows, the two remaining bandits turn and run back down the path the wagon came up.
==/GM==
==Finri==
Finri shall give the running bandits a menacing scowl.
==/Finri==
==Ariel==
Makes funny faces at bandits running away.
==/Ariel==
==Quint==
Quint, having finally loaded his crossbow, aims downrange and tries to hit one of the fleeing bandits. He misses, however.
==/Quint==
==Drugar==
No running after them. But Drugar will snatch up the lantern and use it to examine the dead bandits and to look for wagon tracks, saying "Someone grab the reins of the horses so they don't get away, and lead them over by the entrance--but don't try to drive unless you have experience." (Drugar has little or no horse experience, let alone driving wagons.)
(OCC: What time of night is it? Once dawn breaks, any bandits within may start wondering where their friends are. We might want to drag the bodies outside and throw them in a pile out of sight with these three we dropped out here. Finri should keep resting, and although we don't have to worry about outside threats (probably), someone/thing could still come at us from within, so someone should hang out with him while some of us tend to the wagon, etc. We will need to decide if we will keep the horses and any loot (including the wagon) or if we should attempt to return it all. I vote for the former. If we keep it, we may not be able to fence it in town as the stuff may be recognized. Also, if we can clear this mine out, we can use it as a base of operations ourselves.)
==/Drugar==
==Condrasson==
Not willing to let his enemies just get away clean, Condrasson picks up the longbow again, notches an arrow, and lets fly. Continuing his ridiculous luck, no matter who is rolling the dice, Condrasson puts his arrow in the back of the head (!!) of one of the bandits, dropping him to the ground 30 feet past the wagon. (OOC: It's pitch black, it's long range, I'm rolling instead of Brian, and he STILL HITS. Unbelievable.)
==/Condrasson==
==GM==
To answer Drugar's question about time, it is around 8PM. Does anybody have any other ideas about what to do now?
==/GM==
==Drugar==
(OCC: I was hoping someone would volunteer to lead the horses over to the mine entrance. Did Drugar spot any wagon tracks? What did he find on the bodies?
Brian & George: What do you guys want to do at this point? Are we going to keep the horses, wagon and loot for ourselves? Where should we rest until Finri gets better? There may still be bandits in the mine....)
==/Drugar==
==Finri==
(OOC: I say we camp out back in the mine where we originally set up our camp by the cave-in. Barring any late night interruptions, by morning, I should have recovered a couple of hit points, and we can then proceed to make sure the rest of the mine is clear. I agree that we should use the mine as a base of operations once we've cleared it out. However, Finri's lawful nature causes him to feel that if the owners can be located, we should at least return the horses and wagon we found as it doesn't actually belong to the party.)
==/Finri==
==GM==
Drugar, with the lantern and his native darkvision, is able to discern fresh wagon tracks coming up the road, which seem to have been made by the wagon you are standing by. There also appears to be older wagon tracks on the path, of seemingly similar pattern to the current wagon. The slain bandits have 33 copper pieces and 7 silver pieces. They all wore leather armor in various states of disrepair, and wore short swords. There are also three light crossbows and a longbow. Oh, and the longbowman has platinum earrings, if that matters to you. :)
==/GM==
==Drugar==
(To Finri) "Hmmm... If the rest of the party agrees, we'll attempt to return the horses, wagon and loot. But what of other treasure found within? I trust you do not expect us to give it all to the 'poor box.' You can give your shares away, but I'd like to keep mine."
(OCC: I was trying to determine if there was a path leading to somewhere they might park the wagon when not in use--although, looking back on Act III, they did not leave with the wagon, so they might have stolen it or are otherwise storing it elsewhere. At least we'll save some shoe leather on the trip back to town. Will the wagon and horses fit in the mine entrance? We'll cover the beasts' heads with sacks if they are spooked. I'm worried if we leave it outside unguarded, someone might come along and take it.)
==/Drugar==
==Ariel==
Guys we should check out the rest of the mine to see if there is any other loot or enemies
==//Ariel==
==GM==
The wagon will not fit in the mine, though the horses will.
==/GM==
==Drugar==
Drugar lifts the tarp on the wagon to see what is within.
(OCC: We'll check out the rest of the mine after Finri has healed a bit. Once we're sure the bandits are gone (and have rifled their treasure-trove), we should return to town with this stuff, collect our reward and then come back to "clean house.")
==/Drugar==
==Finri==
(Reluctantly) If we find any treasures inside, we can go ahead and keep them. Particularly since a lot of things won't be able to be claimed by anybody. But if we find anything that someone in town can rightfully identify and show was something of theirs that was stolen, I think we should give it back to that person.
==/Finri==
==Ariel==
I understand cleric of Aequitas. We will not ask you to do anything to violate your oath my friend.
==/Ariel==
==GM==
When Drugar lifts the tarp on the wagon, he is surprised to find that the wagon is mostly empty. Inside are ropes and hooks that likely would be used to tie down goods during transit, but the only goods inside the wagon are a couple sacks of grain and dried meats, and a couple barrels of drinking water.
Also, I will note that the horses seem somewhat disturbed by the frantic activity around them, and the smell of blood, but they aren't freaking out and trying to break out of their harnesses.
==/GM==
==Drugar==
Drugar lets the tarp fall and mutters several long, gutteral and complicated Dwarven curses. (If Finri could hear, he would be most offended!) He kicks a wagon wheel in disgust. After calming down, he says "Well, that was rather pointless. Perhaps they already fenced their goods. Or maybe they were simply unsuccessful on that raid. Whatever the case, we now have a wagon and horses. Let's just tie it up here. Finri, get some sleep."
(OCC: We'll bed down for the rest of the night, but keep a watch as before--on both the corridor leading deeper into the mine and out the front gate. Do you guys see any problem with leaving the gate partially open?)
==/Drugar==
==Ariel==
Lets create a rotating watch schedule with emphasis on maximizing Finri's recovery. Also it will give me to memorize my magic missile spell.
==/Ariel==
==GM==
After capturing the wagon and killing most of the bandits with it, the adventuring band decided to spend the night inside the mine, with a rotating watch keeping an eye out for any further bandit attacks (or attacks of any other kind, for that matter). However, nothing of any level of excitement happened at all that night. You all wake up the next morning to find the sun rising, and the wagon and horses were not stolen last night.
==/GM==
==Finri==
Well friends, shall we go explore the rest of the mine and see what, if anything, the bandits left behind?
(OOC: How many hit points did Finri recover overnight?)
==/Finri==
==Drugar==
"Indeed. Let us hope we can fill the wagon with treasure! But what of the horses? Shall we tie them up inside to keep them from being taken or eaten by a bullette or ogre?"
==/Drugar==
==GM==
Finri recovered a grand total of one hit point over night (see page 51 of the rulebook if you want to verify this).
OK, you all successfully raided the bandit's hideout and killed almost all of them, including the leader. You captured a wagon and two draft horses from them. The day after the fighting you explore the rest of the abandoned mine. It isn't that big, and doesn't take all that long, so you will be done by mid-morning. In the back of the mine you find a larger excavated area that looks to have been the bandit's primary living area. You notice that the air seems stuffy back here, and the circulation isn't good, so the bandits likely hadn't been here for a long time.
Also in the back of the mine is another large cavern that stored a lot of goods, many of which match up to the listing the mayor's aide provided you of items noted as stolen by members of the merchant's guild. This includes finished clothes, sacks of grain, bolts of fabric, woven rugs, and a fair number of decorated ceramic pots. If you can get this stuff back to town, you can negotiate with the guild office for a "finder's fee." As you may remember from the meeting with the mayor's aide, you don't know exactly what you will get for turning this stuff in, it is all up to what the merchants who recorded the loss are willing to pay for it.
In checking out the mine you also find the following items:
==Drugar==
'Tis a fine haul! Comrades, I say we load up the wagon with what goods will fit and return to the Mayor. We will show him the earrings to prove our worth and collect our 100gp. (We'll return our borrowed bows as well.) Then, we can meet with the merchants and ransom--er, I mean give back their goods in hopes they reward our good deed. Finri! Have a swig of this elixir and your wounds will heal quickly! Condrasson and Finri, if you do not want this chainmail, I'd like to try it on. [to all] I say we split the coins we found and sell off what loot we do not divide amongst ourselves.
(OCC: It was nice of you to tell us what kind of potions they are! Is the armor all human-size? Unless Condrasson wants it, Drugar will try on the chainmail to see if it magically adjusts to his smaller body shape. Will you be adding up XP once we return to town?
Drugar will ask the Mayor about obtaining the deed to the old copper mine.
Also, did our searching of the mine include the caved-in portion, or is that still a possible adventure? And wasn't there at least one vertical shaft to explore?)
==/Drugar==
==Finri==
Aye, I have a leather tunic, which should suffice for now. Drugar, if you want the chainmail, please take it. Now, where's that potion? Probably won't take like a stout Dwarven lager, but it should do the trick. This mine's a little stuffy, but maybe we can find a way to improve the air flow in there and set it up as our home base. You know us Dwarves, we like living in the earth.
==/Finri==
==GM==
Finri takes one of the potions and is healed for four points of damage, which I think takes him back up to full hit points.
The scroll is written in magical script, which means that it is a wizard scroll. Ariel knows the Read Magic spell, so she can memorize that, cast it, and then she can read the scroll and tell which spells are on it. This does not activate any of the spells. Once she can read them, she is good to go until they are cast. Rules for spell scrolls are on page 119 in the rulebook.
As far as identifying if any of the items you collected are magically enchanted (or cursed!), Ariel does not know the spell Detect Magic, so unless it happens to be on the scroll she got, you will need to hire somebody to do that detection for you. Since Thunder Rift is not a major metropolitan area, there aren't a lot of wizards around, but there should be one or two who may be available for hire for this purpose. One or more of the characters will have to ask around once you get back to town. I'll leave it up to your imagination if this is an intentional lead-in to another adventure or not. :)
==/GM==
==Ariel==
Takes the scroll and places it in her scroll case and seals for future use
==/Ariel==
==GM==
It looks like we are ready to end the Act and adventure and go to an interim period. To make my life easier, I would like to assume that the characters will spend the next week (give or take a few days) healing up, give Ariel a chance to Detect Magic on captured items, looking for a wizard to identify items that may be magical, turn in the stolen goods for a reward, etc. So, what I need from each of you is a listing of what each character wants to do over the next week. Some of this has already been mentioned, but please include it in the listing you provide, so that I have everything in one convenient place. Also, this way if someone is forgetting something someone else can point it out.
==/GM==
==Finri==
I'll spend the week helping with returning the stolen goods to the merchants and any remaining free time will be spent at the local temple of Aequitas assisting as I may with priestly duties.
==/Finri==
==Drugar==
Drugar will ask the mayor (or whatever the proper official is) about obtaining the deed to the old copper mine. He, or the party as a group, might like to use it as a base of operations. Otherwise, he will rest, drink ale, get his armor fitted, and sharpen his axe. Later in the week, as he grows bored, he will find some gambling to do. Maybe Quint can help him get in on a game somewhere...
==/Drugar==
==Ariel==
Ariel will look for a wizard to detect magic items. Read magic of the scrolls without activating spells on scroll.
==/Ariel==
==Condrasson==
Will keep captures long-bow and one of the warhammers
==/Condrasson==