While waiting for Sir Thiebault to heal so that they could cart more treasure out of Gamla Utstein, Onesipe went to the market to buy supplies for their dinner. He returned 2 Marks poorer and with a sack of mouldy cheese. He had been swindled! Vowing eternal revenge, he set out to track them and soon found a bandit camp near the ruins at Gamla Utstein.
Returning to Utstein Marknad, he managed to make a deal for supplies for just 1 Mark. Sir Thiebault saw a healer and was soon fighting fit once more. Lysanthir spent his time practising his spells and swordplay.
The others went to the market to sell as much of their loot as they could. Onesipe took the time to speak to the local council about investing in the community and donated some ideas and cash. This helped Utstein Marknad expand and more traders started coming there. Meanwhile, the loot sold at the market had netted the Lemmings 17 Marks.
With gold in their pouches, the Lemmings were satisfied with the results of their expeditions into Gamla Utstein. They were all set to return and explore further but Onesipe's news about the bandit camp changed their minds. They decided to retake their lost gold first, bearing in mind that where the Lemmings had been ripped off, others might too, so there could be much more gold in the camp. Also, who knew where it would end if bandits thought they could rip off the Thrappled Lemmings and still keep their insides inside them? No. This was about honour and justice and making the world safe for beer deliveries. The whole party marched off after Onesipe and were soon near the enemy camp and deploying to sneak up on it.
The bandits looked poor and unprepared for the most part, but there was a beastman mercenary haranguing those around the camp fire. From what the Lemmings could hear, the beastman was exhorting them to acts of greater and greater evil in the aid of Dark Powers that sought entrance to this plane of existence. A tougher looking bandit lieutenant was with the guards too, so this would not be a straightforward raid. The leaders would have to go first and then the rabble after. Sir Thiebault outlined the plan and the Thrappled Lemmings prepared to advance. The whole party made it into a copse near the bandit camp. Sir Thiebault, Drogo and Wido cut wide towards barricades around the camp and were stealthily moving forward when Drogo stepped on a dry stick. Suddenly the bandits spotted them.
"Part 2 of the plan!" yelled Sir Thiebault, "Charge!"
Fulrad and Onesipe started shooting to cover the others and wounded a bandit. The bandit archers returned fire and dropped Fulrad with a single shot. The other bandits raced towards the Lemmings who fought back hard and killed three bandits, while Lysanthir cast a fog spell over the archer in the bandit camp.
The Lemmings then went into overdrive. Wido closed on a bandit archer and skewered him with his spear. Onesipe put a crossbow bolt through the ears of the Feral Mercenary, clearing out his earwax and killing him instantly into the bargain. Sir Thiebault cut down the bandit lieutenant. Drogo raced towards the remaining bandit archer but got distracted by loot in a bandit bedroll. The Camp Gear looked useful, so he quickly stuffed it into his backpack.
With all his comrades cut down, the archer chose the better part of valour, leaving the Lemmings holding the field. They ransacked the camp, finding useful information on the bandit's plans, recovered their money, and found a further 6 Marks and a set of Thief's Tools. They also remembered to check Fulrad. Fortunately for him, his helmet had taken the full force of the blow and he was only knocked out. He would have a headache for a while but that was the worst of it, and it was a small price to pay for having reduced the Hooded Men threat in the area.
Satisfied with their work, the Thrappled Lemmings returned to town to drink away their loot, but mindful that the Hooded Men were clearly a threat that must be dealt with soon.
Well, that went quickly. All the bandits were dead or fled within 3 turns, and Fulrad got lucky with the injuries roll!
The random town event triggered the action this turn. The party was swindled out of 2 Marks and a new bandit camp was placed in the same area as where the party were. The choice of enemy was automatically Sneaky Thieves, basically unarmoured and poorly trained bandits, but they were accompanied by a Lieutenant because the scenario was a camp raid, and the dice roll for leadership was a Feral Beastman in the service of Dark Powers. Defeating him would be worth 2 Adventure Points. The scenario also states that the Lemmings do not get normal Adventure Points if they win, but rather that they get back the money that they were swindled out of.
I also spent 3 of my existing Adventure Points on investing in the local community and rolled a 1 for a success. This had the effect of raising Utstein from a hamlet to a village, which will improve trading there. I am assuming that this represents several turns of effort and spending on the part of the party and others.
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