PRP: Freezing Caravan Duty

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The Redridge arcs high above the landscape. Towards the south, the Shining City itself is built into them. This far north, the co-forces of the Hunter and Earth Mother hold firmer sway. Along this mountainous wilderness are tucked small communities--areas the khazad had settled long ago and simply "dug in." Of late, the egalrin have also made themselves known, and their woven nests can be seen here and there.
A number of goat-paths crisscross this section of the Redridge, and though steep, the area is explorable given a little determination. Below and towards the west, the great Tornmawr glitters, its well-known ferry ready to assist travelers in their crossing. Beyond its shores, the landscape turns greener, and trees fill the spaces the mountains leave behind.

Benthus         A kind-looking half-elf in battle armour.             28s  1h
Zaxx            Compactly built, bald man with dark skin and pointy e 21s  21h
Bennet          Tall cowboy, starting towards grey.                   17s  17m
Kiroth          A Dark Haired Well Built Man                          3s   3m

Mountain Road <S>         Deluge Mines <DM>         Ferry <W>

"Good morning, good morning," the colourfully dressed overweight man greets the gathered caravan guards, beaming as if he'd just been informed that he'd inherited a fortune. "My name is Darios Maerlyng, trader extraordinaire, and I am going to be running some supplies up to a group of miners up in the Redridge Mountains." He pauses as he considers each of the adventurers gathered before him and then he continues, "All I want you to do is to protect the merchandise during the journey. There will be some financial remuneration upon completion, which will depend on the competence with which you perform your duties, and how much profit I make on the run." The last is added in an almost apologetic tone, and then he gestures toward a sturdy looking wagon, pulled by two stalwart horses. There's no driver.
You gathered here because the Explorer's Guild let you know there was local paying work to be had, via this very merchant. Darios is a regular and is known for being a bit tight-fisted, but fair to those who work hard for him. Successful as a merchant, he also has a bit of history as an adventurer, that he's happy to present orally to anyone foolish enough to hint at an interest: his capacity for full blown bloviation can and has left people bereft of reason, asleep and unconscious.
"Anyway, which one of you wants to drive the old setup? I always like to walk for part of the trip and Hoffin and Torrin will slack off if they aren't directed constantly. It wouldn't do to be coming out of the Mountains late. I was hearing rumours of wolves on the last expedition. Not that such things would trouble accomplished heroes like yourselves, of course - I expect you'd wrestle wolves into submission with nary a thought." Another beaming smile as he looks about each of those who he has hired to see if anyone will conceed to past success in canine wrangling.
OOC: Welcome to my PrP: Tedious Caravan Duty. I will do what I can to prevent things from being too boring, but in return I would ask that you do some things for me. Please +init now to save time later. There are two pieces to this PrP - outbound and return. There will be a pause between the two so that we all have ten minutes or so to prepare/rest/relieve/repress/etc. If you need to step away during an encounter, please let me know by page - I'll move your init until you return. We have a small group so we should be able to move quickly - let me know if this is your first plot and/or first time using Pathfinder and we'll try and find ways to make your life easier. If some disaster happens and I need to step away, I will let you all know using OOC and try to keep it to a minimum. Good luck, and I hope you all have fun! Let me know by page when you are done reading all of this, and please include your AC (touch, flat) and your CMD. Thank you!
GAME: Benthus rolls initiative: Roll: 9 + Bonus: 2 = Total: 11

Benthus pats Kiroth on the back and smiles, "Good to have you along, Brother." He drops his hand to the side and looks curiously at the paladin, "How's your riding skill? I'm not that bad with handling of animals but this armour that I am wearing now makes it difficult for me to get a rein on the mounts."

Bennet has brought a jackass. No, not a jerk, an actual four legged mule. Perhaps not the best of mounts, but it's rugged and will keep going long after a horse has collasped. The gunman eyes the wagon a few moments, and shrugs. "Can drive if ya need it. Hitch the mule to the back easy enough. Prefer to keep mobile though."

Benthus waits for Kiroth's answer but as he does so, he checks on the two other people who are accompanying them on this merchant trip. He looks over at Bennet, offering the man a kind smile and a slight nod of his head. He then shifts his gaze to Zaxx, to whom one of his eyebrows raises up for a brief moment before he offers the same gestures he has offered Bennet.

Zaxx the shadow elf is here and on a mule.. with a leather that that has seen better days. And a shawl with the emblem of the Alexandrian Adventurer's Guild -both of them. The difference? The accursed elf does not have his long ears poke through the brim and his is considerably shorter. The mule sings his song while he shakes his head profusely and chomps down on a carrot. The young elven man nods to the trader, "Greetings, sir. I see you make a fine offer, but would you detail the deal? Would you have a chart with which to let us know the compensation and the deductions. Spontaniety is a great gift, but it is awfully distracting when conducting business." He smiles which does not help too much and adds, "Lest I forget, my name is Zaxx, Mr. Maerlyng." He nods to the others.

Benthus offers his name to the rest of the team before he may be found rude, "My name is Benthus. Pleased to meet all of you." To Darios, he says, "I am eager to bring your goods safely to our destination. Merchants have always been a good thing to far away settlements and anything that would bring a smile to forlorn faces is worth doing the job."

Bennet nods politely, touching the brim of his hat to the others. "Bennet Susson, Absolution of the Lady ((Paladin of Vardama)). Iffen is all one to, like to bring up the rear. Got some practice dealing with the End."

Darios, still smiling, turns to regard Zaxx, a hint of uncertainty creeping over his features at the appearance of the shadow elf. "Well," he says, "it's a supplies run to a mining village called Argenia. Supplies for the winter. Food, firewood, that sort of thing. The pay is really dependent on my profits and how the run goes, but I should imagine there will be a hundred coins for each of you at least at the end of the trip." The omission of the delineation of said currency may well have been an oversight on behalf of the merchant, or he may just be doing what merchants do: negotiating. He glances up and then back to the guards, giving Benthus a nod and smile of thanks for his comment before continuing: "I'd really like to get started before the snow moves in again. Unless there are other questions?"

GAME: Bennet rolls initiative: Roll: 8 + Bonus: 4 = Total: 12

Kiroth nods politely to Darios, "Good morning sir." He is dressed in his full plate and has a thick cloak over his armor to keep him warm. He looks at Benthus, "It is good to have you along as well Sunblade Benthus. I am afraid that while I can ride a horse without falling off, my skills at handling a team like that would be average at best." He looks over at Bennet, "If you have skill in it I would defer to you sir." Kiroth looks over at the shadow elf as he comes in and he frowns a bit, but he doesn't say anything to him. He listens to Darios explain what they are going to be guarding and shakes his head, "No sir I am ready to go."

Zaxx pages: I wish to gauge the wagon and the horse, look at the depth of any tracks they leave. Is this a properly loaded wagon. Is there anyone inside the wagon? Does it have the typical trappings?

You paged Zaxx with 'Roll me a perception check.'

Benthus nods his head to Bennet, his face showing signs of appreciation on the position of which the man is volunteering to cover. "May our backs be protected by your skills, Mister Bennet." After listening in on what Kiroth has to say about his skill in driving a team of horses, he nods his head and says, "Alright, then I guess I will take care of the reins and drive the wagon." To Darius, he says, "No questions here, either, Master Maerlyng." He heads to the wagon to begin making checks on beast of burden and the state of the wagon, which he just gives a cursory look. When he is on the helm of the wagon, he waits for Darios to give them the go signal.

GAME: Zaxx rolls Perception: (12)+4: 16 to Larron

You paged Zaxx with 'As far as you can tell, the wagon looks like it is as weighted as you might expect for a wagon carrying firewood, food and furs, but there's no way to tell from outside if there are some lightweight objects like gems hidden in amongst the food crates. Heavy objects, like armour and weapons, are extremely unlikely.'

"Good morning, kind fellows," says the elf rather loudly and without much flourish. His smile twists a little when the fighting clergy man talks about guarding, "I can assist with the handling, but while I can see well enough, I am no scout. I am good to guard a side of the wagon or help at the front." He waits for the merchant to react yet says to the others, "Let us get the day's worth road behind us."

The creak of the wagons and the clop of horse hooves settle into a gentle and deliberate rythym as the caravan sets off. The group is soon past the gates and out into the mountains, with the freezing cold wind cutting through them all. Fortunately, it is still early enough in the season that the low passes will be open, but even so the snow and ice will prove a treacherous path should one leave the safety of the well trodden trail. The journey passes without incident for some hours, until the trail starts to wind, and the mountain looms almost sheer on one side, dropping away on the other. Occasional bursts of forest breech the grey and white terrain, and progress is slowed by the narrowing of the trail and the need to navigate corners judiciously.

The group is approaching one such zig-zag when they hear an ululation from up ahead: it has all the timbre and tone of a feral canine, lingering in that way that can set a spine to trembling. The sun is high in the sky, but the cliffs and peaks have cast the trail mostly into a crisp penumbra that seems almost unnatural against the reflected light from the snow. Then it comes again, the noise the merchant feared, that mournful sound which carries so clearly in the cold air, a primeval note that lingers and carries with it threat, promise, hunger, and warning: a wolf howl. Darios wastes no time, but dives into the wagon hiding as best he can, leaving the situation entirely to the stoic mercenaries he hired for just this eventuality.

GAME: Kiroth rolls initiative: Roll: 19 + Bonus: 1 = Total: 20

GAME: You roll initiative for BaddieType1_1: Roll: 18 + Bonus: +2 = Total: 20

GAME: You roll initiative for BaddieType1_2: Roll: 11 + Bonus: +2 = Total: 13

GAME: You roll initiative for BaddieType2_1: Roll: 12 + Bonus: +5 = Total: 17

GAME: You roll initiative for BaddieType2_2: Roll: 18 + Bonus: +5 = Total: 23

Benthus appears calm on the driver seat, shifting his gaze to the left side where Kiroth is walking, "Dire wolves, brother?" He says nonchalantly.

Bennet isn't an old man, but he's getting there. The chill weather sets his bones to ache, and he has to twist and turn now and again to keep the ache from setteling in. That he happens to twist around at points that allow him to see a good distance along the backtrail is strictly happenstance. When a howl comes from ahead, both mule and cowboy perk up, the later pulling his rifle free from its holster, useing his legs to guide the jackass up to the corner of the wagon. "Like to give the benifit of the doubt, but kinda guessing they ain't calling for diplomacy." Kiroth is looking around as they walk. He has his shield in his arm and his hand on his sword. He is more alert as they get to the zig-zag as it would be a good place for an ambush. He hears the wolf's howl and he nods to Benthus, "It would seem do." He closes his eyes for a moment to pray and murmurs to himself, "Lord...We walk into darkness now. Our enemies will surround us. Please help to make us strong enough to do what needs to be done. Amen."

GAME: Zaxx rolls initiative: Roll: 14 + Bonus: 4 = Total: 18

<OOC> Larron says, "Benthus: from your position you have the opportunity to hone in on the source. Can you give me a perception check?"

GAME: Benthus rolls perception: (18)+4: 22

<OOC> Benthus says, "there you go."

<OOC> Benthus says, "Oh btw, if it isn't to much to ask, Larron, can you please heal the team before the fighting starts?"

You paged Benthus with 'You can see an unusually large wolf on one of the declines (the one further away from the wagon). When it looks over towards you, it is clear it has lovely red eyes. However, it seems to be limping and making no attempt to attack you.'

GAME: You damaged Bennet for -6 points. 21 remaining.

GAME: You damaged Kiroth for -9 points. 30 remaining.

GAME: You damaged Zaxx for -3 points. 18 remaining.

Benthus smiles at Bennet, "If these are regular pack of wolves, the greatest threat is getting the horses all spooked and we loosing the wagon off the cliff. In which case, I suggest you intercept the wolves and deter their efforts on having our horses for food. But... if these be what I fear they may be, then I suggest staying close to the wagon." The driver continues to drive the horses forward, his face not really showing any signs of distress, but his hold on the reins appear to be much more tighter. "Hmmm... There appears to be a wounded wolf ahead of us. Strange, it being big... And that it is just looking at us at the moment."

Zaxx's query yields no result, but at least the wagon and beasts of burden look normal enough so he does not stress matters. The elf raises a brow and gets of his steed after he patted his flank, "Mopey, they will not get you. They do not know you could be Myrrish hard cured sausage." The beast chortles warily, but there is no gleam of actual understanding. He readies his heavy crossbow and moves the not-salami closer to the transport which it refuses at first, "Good fighting, gentlemen. Reos bless our steel!" He then moves forward to the drafts. to help bringing them under control, if need be. "A wounded animal? Does it have an arrow stuck in it?"

Bennet mmms quietly. "Ain't first time fought off wolves. Reckon won't be the last." The cowboy closes his eyes for a moment, resting a hand atop his rifle. "Lady, reckon you're more a cat person, but sounds like we're about to send some wolves your way. Hope that's alright." Benthus shakes his head to Zaxx, his eyes still fixed curiously ahead. "Not at this distance, master Zaxx. But I can visibly see that it is limping on one paw. Still, I am fascinated to see a lone wolf get this big. Or maybe it's an alpha male that has been dethroned? In any case, it's best we keep our horses safe. Mind firing a warning shot at its feet and see if it will run away?"

Kiroth looks over at Zaxx as the mulblood offers a blessing of Reos. He looks to see the wolf as it is pointed out, "If it is wounded let us try to scare it off. It is said that a wounded animal is a dangerous one."

Benthus nods to Kiroth's comment as draws slightly on the rein so as to slow down the pace of the horses, "That is indeed true." Calmly, he calls out to Darios, "Master Maerlyng, are you alright in there?"

GAME: Larron advances the initiative order.

     Round One - Init 23.
     It is now BaddieType2 2's turn! Kiroth is next!

GAME: Larron advances the initiative order.

     Round One - Init 20.
     It is now Kiroth's turn! BaddieType1 1 is next!

GAME: Note Flat-footed on Kiroth ended.

GAME: Note Full defensive mode +4 to AC added to Kiroth with a duration of 1 rounds.

GAME: Larron advances the initiative order.

     Round One - Init 20.
     It is now BaddieType1 1's turn! Zaxx is next!

GAME: Larron advances the initiative order.

     Round One - Init 18.
     It is now Zaxx's turn! BaddieType2 1 is next!

GAME: Note Flat-footed on Zaxx ended.

Kiroth moves in a more defensive posture as he waits for the others to scare away the wounded wolf. He has his shield up and ready as he draws his sword.

GAME: Note Aiding Animal Handling to calm horses. added to Zaxx with a duration of 1 rounds.

GAME: Larron advances the initiative order.

     Round One - Init 17.
     It is now BaddieType2 1's turn! BaddieType1 2 is next!

GAME: Larron advances the initiative order.

     Round One - Init 13.
     It is now BaddieType1 2's turn! Bennet is next!

Zaxx looks around, then at the wolf. "Please see, if you can deter it. It could be all kinds." Master.. Zax inclines his head to Benthus, "You are too kind. I am no master." He pats the horse he is next to, then keeps looking while he addresses the draft soothingly which is rather loud. He knows not to yell right into the equine's ear! "It will be alright! There is no reason to worry!"

GAME: Benthus rolls perception: (3)+4: 7

GAME: Zaxx rolls Perception: (9)+4: 13 to Larron

The apparently injured wolf appears to be creeping closer to the trail, for those who can see it. It does not appear to be bleeding.

GAME: Larron advances the initiative order.

     Round One - Init 12.
     It is now Bennet's turn! Benthus is next!

GAME: Note Flat-footed on Bennet ended.

Benthus has both of his hands gripping tightly the reins of the two horses. His weapon is still sheathed in its scabbard behind his back. His eyes appear distracted for a moment.

GAME: Benthus rolls Animal Handling: (17)+Animal Handling: 17

GAME: Bennet rolls acrobatics: (12)+2: 14

GAME: Zaxx rolls Animal Handling: (20)+Animal Handling: 20

The horses appear to be calmer than their handlers.

Benthus makes soothing noises for the horses in front of him...

GAME: Bennet rolls ride: (18)+6: 24

GAME: Bennet rolls perception: (15)+2: 17

GAME: Note Acrobatic on decline warning shot added to Bennet with a duration of 1 rounds.

GAME: Larron advances the initiative order.

     Round One - Init 11.
     It is now Benthus' turn! BaddieType2 2 is next!

GAME: Note Flat-footed on Benthus ended.

Bennet gracefully dismounts, pulling off the mule's reins and tossing them over the back of the wagon. "Jackass, stay." Not that the fool thing ever listens. Gun in hand, Bennet heads around the side of the wagon, slideing a little on the steep rockface, but keeping his footing without too much trouble. Setting his feet, he raises his rafile to his shoulder.

  • KRA-KOW!!*

The thunderous peal of the weapon echoes off the cliff face, distorting into an unnatural rumble before fadeing to silence. A spray of gravel erupts a few feet before the limping wolf, a singular warning.

GAME: Note Stopping the horses keeping them calm. added to Benthus with a duration of 1 rounds.

GAME: NEW ROUND!

     Larron advances the initiative order.
     Round Two - Init 23.
     It is now BaddieType2 2's turn! Kiroth is next!

GAME: Larron advances the initiative order.

     Round Two - Init 20.
     It is now Kiroth's turn! BaddieType1 1 is next!

GAME: Note Full defensive mode +4 to AC on Kiroth ended.

Benthus draws the rein on the horses, halting them. He shifts his gaze to his companions and then back to the front. He remains seated, with his hands still gripping the reins.

GAME: Kiroth rolls perception: (4)+2: 6

GAME: Note Full defensive +4 to AC added to Kiroth with a duration of 1 rounds.

Kiroth continues to look around and he doesn't see anything as he keeps his defensive position up. He hmms softly as he waits to see what the wolf will do after the attempt to be scared away

Padding lightly into view, positively exuding malevolence, comes a large wolf. It is gray and white in colouring, but the most distinctive feature of the wolf are the deep red eyes. It moves with some alacrity, rapidly moving closer to the two horses, and emitting another baleful call as it closes.

GAME: Larron advances the initiative order.

     Round Two - Init 18.
     It is now Zaxx's turn! BaddieType2 1 is next!

GAME: Note Aiding Animal Handling to calm horses. on Zaxx ended.

GAME: Zaxx rolls Ranged+1: (18)+7+1: 26

GAME: Zaxx rolls 1D10+1: (3)+1: 4

GAME: Note Shot heavy crossbow at visible wolf. added to Zaxx with a duration of 1 rounds.

GAME: Larron advances the initiative order.

     Round Two - Init 17.
     It is now BaddieType2 1's turn! BaddieType1 2 is next!

"There is a large one guy among the trees. Anything else would be assumptions." His ability to see in the dark is a great help there, but he loses his patience. The elf then actually shouts in his basso once he shifted to Low Common, "Show yourself already or is that fear, because you surely smell worse than it ever could! Do not let a mutt do your fighting!" He triggers to let a bolt sink into Redeyes the wolf-thing, drops the crossbow to hang from his side and gets his hands around the sword handles to draw them out halfway, but his banter is too much to get them clear of the sheaths, "Fine! Your other rover goes down first!" It is a bad tactical decision, but.. The elf's bolt had it yelp a little only to snarl ferociously. That is one angry wolf.

Emerging from the heavy forest at the side of the trail comes a humanoid looking figure. It's dressed in breatplate with a sword and a shield. It surveys the situation and approaches with a lumbering stride, coming to a stop alongside the red-eyed creature. It's focus appears to be Zaxx, as it points at the elf with its sword, and then tapping itself on the breastplate with the hilt, apparently issuing a wordless challenge or threat. The fingers that grasp that sword do not appear to have flesh, nor does the visible part of the creature's face. Some eldritch force must be animating the creature.

GAME: Note Challenging Zaxx added to BaddieType2 1 with a duration of 1 rounds.

GAME: Larron advances the initiative order.

     Round Two - Init 13.
     It is now BaddieType1 2's turn! Bennet is next!

The apparently wounded wolf now seems to have recovered and comes bounding along after the other two, though it's focus appears to be Bennet. It pauses just at the edge of the cliff, snarling and salivating, anticipating a sumptious feast without words, its intentions quite clear. Just like the other, this wolf has white-grey fur and red eyes.

GAME: Larron advances the initiative order.

     Round Two - Init 12.
     It is now Bennet's turn! Benthus is next!

GAME: Note Acrobatic on decline warning shot on Bennet ended.

GAME: Bennet rolls acrobatics: (14)+2: 16

GAME: Note Reload / Move up to front. added to Bennet with a duration of 1 rounds.

GAME: Larron advances the initiative order.

     Round Two - Init 11.
     It is now Benthus' turn! BaddieType2 2 is next!

GAME: Note Stopping the horses keeping them calm. on Benthus ended.

  • click-clack* *clack-click* Bennet calmly chambers a new round, carefully moving his way towards the front of the wagon, overly the slippery rock face. Eyeing the humanoid lacking flesh, the Vardamite frowns darkly. "Well... that ain't gonna work what so ever..."

GAME: Benthus rolls handle animal: (16)+9: 25

GAME: Note Detect Evil / Handle Animal. added to Benthus with a duration of 1 rounds.

GAME: NEW ROUND!

     Larron advances the initiative order.
     Round Three - Init 23.
     It is now BaddieType2 2's turn! Kiroth is next!

GAME: Note Stay hidden for now. added to BaddieType2 2 with a duration of 1 rounds.

GAME: Larron advances the initiative order.

     Round Three - Init 20.
     It is now Kiroth's turn! BaddieType1 1 is next!

GAME: Note Full defensive +4 to AC on Kiroth ended.

Benthus keeps holding the rein of the horses as his eyes flare brightly. "Kiroth, the wolves are evil (he is looking at wolf marked 11 on the map). Attack it with impunity." He continues to maneuver the horses and keeps making soothing noises for the horses.

GAME: Kiroth rolls 1d20+10: (18)+10: 28

GAME: Note Charging BaddieType1 1 . +2 to hit -2 to AC added to Kiroth with a duration of 1 rounds.

GAME: Kiroth rolls 1d8+3: (7)+3: 10

GAME: Larron advances the initiative order.

     Round Three - Init 20.
     It is now BaddieType1 1's turn! Zaxx is next!

GAME: Larron rolls 1d20+7: (8)+7: 15

Kiroth doesn't need to be told as he shifts from a defensive posture right into a charge. "For the Shining Knight." He moves past Zaxx and the horse as he rushes at wolf with the crossbow bolt in it. His sword flashes out and he slashes the wolf badly, but not bad enough to kill the wolf.

The wolf responds in kind, snarling though now moving a bit gingerly from the pain of its wounds, it lashes out towards the brave man's leg (the hamstring), but the man is too quick for him this time, and its teeth snap on thin air. It starts to circle Kiroth, looking for an opportunity to strike again.

GAME: Larron advances the initiative order.

     Round Three - Init 18.
     It is now Zaxx's turn! BaddieType2 1 is next!

GAME: Note Shot heavy crossbow at visible wolf. on Zaxx ended.

GAME: Zaxx rolls Melee: (1)+5: 6

GAME: Note Moving up to attack in melee. added to Zaxx with a duration of 1 rounds.

GAME: Larron advances the initiative order.

     Round Three - Init 17.
     It is now BaddieType2 1's turn! BaddieType1 2 is next!

GAME: Note Challenging Zaxx on #-1 NOT FOUND ended.

GAME: Larron rolls 1d20+6: (15)+6: 21

GAME: Larron rolls 1d8+3: (8)+3: 11

GAME: You damaged Zaxx for 11 points. 7 remaining.

By Taara's festering outhouse, that is one large lump of dead flesh that needs to stay dead.. Zaxx stomps forward. He puts the blades away by letting them slide back into the sheaths and wields matching morningstars instead. The mul'niessa clanks the metal rods together. Right after, the elf closes in to strike the skeletal humanoid where he can see bone rather than armor, but there is a wolf in the way! The bald man pauses, then swings when he halts from full stride not to get struck by the wolf who is between him and his intended target. He counterbalances, but his aim is off. That is a miss, if there ever was one.

The large lump of dead flesh advances to meet Zaxx instead, bring his sword to bear cruelly against the unbalanced elf - the blade scores a line of red on the elf's torso, the skeletal figure returning to a guard position like someone who has been well trained at arms.

GAME: Note Slashing at Zaxx - owie! added to BaddieType2 1 with a duration of 1 rounds.

GAME: Larron advances the initiative order.

     Round Three - Init 13.
     It is now BaddieType1 2's turn! Bennet is next!

GAME: Note Going after Bennet for threatening it! on #-1 NOT FOUND ended.

GAME: Kiroth rolls 1d20+8: (1)+8: 9

GAME: Larron rolls 1d20+9: (15)+9: 24

GAME: Larron rolls 1d6+4: (2)+4: 6

GAME: Larron rolls 1d20+7: (11)+7: 18

Seeing his brother wolf attacked changes the fury of the wolf which was previously feigning injury: it charges across the trail towards Kiroth and lunges at him with yellowing teeth. He scores a hit and in the manner of walves from ancient times, jerks and twist at the leg just so, bringing Kiroth down to the down. The wolf remains next to him, planning where to place it's next bite for the tastiest morsel of manflesh.

GAME: Note Tripping and biting Kiroth. Ew. added to BaddieType1 2 with a duration of 1 rounds.

GAME: Larron advances the initiative order.

     Round Three - Init 12.
     It is now Bennet's turn! Benthus is next!

GAME: Note Reload / Move up to front. on Bennet ended.

GAME: You damaged Kiroth for 6 points. 24 remaining.

GAME: Note Troubled on the slopes and prone. added to Bennet with a duration of 1 rounds.

GAME: Larron advances the initiative order.

     Round Three - Init 11.
     It is now Benthus' turn! BaddieType2 2 is next!

GAME: Note Detect Evil / Handle Animal. on Benthus ended.

Bennet hesitates a moment, but can't get a clear shot with the horses in the way. Moving further along the rocks, the gunman gets himself into position, but slips on a rock before he can aim. The resulting string of explecitives are likely not proper for a paladin to utter.

GAME: Benthus rolls 1d20+8: (8)+8: 16

GAME: Benthus rolls acrobatics: (16)+-3: 13

GAME: Larron rolls 1d20+6: (9)+6: 15

GAME: Benthus rolls 2d6+12: (10)+12: 22

GAME: Benthus rolls 1d20+8: (12)+8: 20

GAME: Benthus rolls 2d6+12: (8)+12: 20

Benthus drops the reins he was holding and jumps down from the wagon, drawing his greatsword as he does so. He quickly moves towards Kiroth and Zaxx and with a wide arced swing, cuts down the wolf. The force of his swing propels his sword to connect with the skeletal figure, doing it harm but not killing it outright. Calmly, he says, "Finish it, my friends."

GAME: Note Left Wagon chopped Wolf hurt skeletal figure. added to Benthus with a duration of 1 rounds.

GAME: NEW ROUND!

     Larron advances the initiative order.
     Round Four - Init 23.
     It is now BaddieType2 2's turn! Kiroth is next!

GAME: Note Stay hidden for now. on #-1 NOT FOUND ended.

Benthus ignored the attack made by the skeletal figure, letting the attack bounce off of his armour as he executed his actions.

GAME: Larron rolls 1d20+6: (5)+6: 11

Another armed and armoured skeletal figure joins the fray, having remained hidden until an appropriate (meaning, prone), target appeared. He slips out of the forest and slashes at Kiroth on the ground. Unfortunately for him, his swordsmanship is not as impressive as Benthus' and his stroke goes wide. He stays there on guard however, much like the other figure, quiet and ready to continue.

GAME: Note Attacking Kiroth! And failing. added to BaddieType2 2 with a duration of 1 rounds.

GAME: Larron advances the initiative order.

     Round Four - Init 20.
     It is now Kiroth's turn! BaddieType1 1 is next!

GAME: Note Charging BaddieType1 1 . +2 to hit -2 to AC on Kiroth ended.

GAME: 'BaddieType1 1' removed from initiative list.

GAME: Zaxx rolls Melee-4: (9)+5+-4: 10

GAME: Zaxx rolls Melee-4: (19)+5+-4: 20

GAME: Zaxx rolls 1D8+1: (1)+1: 2

GAME: Note Took out one of the skeletal figures. added to Zaxx with a duration of 1 rounds.

GAME: 'BaddieType2 1' removed from initiative list.

Now, the undead being did not actually cut through his enchanted chain, but that was a rib it demolished which now pokes outward. Zaxx sees stars for just a second when something triggers fireworks in his eyes. Ouch. The elf reels and aims to smash the two balls of spiked steel into the skeletal attacker who hurt him badly, his breath ragged at best. Still, his not that forceful blow connects and destroys some bone. It wobbles as if someone pulled a critical one in a game of stickpile, then collapses.

GAME: Larron rolls 1d20+7: (16)+7: 23

GAME: Larron rolls 1d20+6: (16)+6: 22

GAME: Kiroth rolls 1d20+7: (8)+7: 15

GAME: Kiroth rolls 1d8+5: (5)+5: 10

GAME: Note Upright again - fighting the good fight! added to Kiroth with a duration of 1 rounds.

GAME: Larron advances the initiative order.

     Round Four - Init 18.
     It is now Zaxx's turn! BaddieType1 2 is next!

GAME: Note Moving up to attack in melee. on Zaxx ended.

GAME: Larron advances the initiative order.

     Round Four - Init 13.
     It is now BaddieType1 2's turn! Bennet is next!

GAME: Note Tripping and biting Kiroth. Ew. on #-1 NOT FOUND ended.

Kiroth doesn't stay down for long as he gets up and uses his shield to fend off the two attacks. He slashes out at the wolf that tripped him hurting it badly with a strong attack.

Yelping and cowering, the wolf decides that today is not a good day to die: it turns with its tail between its legs and runs in a classic strategic withdrawal maneuver, sticking to the trail as it goes, doubtless not wishing to deal with the slippery slopes.

GAME: Note Fleeing for its life! added to BaddieType1 2 with a duration of 1 rounds.

GAME: Larron advances the initiative order.

     Round Four - Init 12.
     It is now Bennet's turn! Benthus is next!

GAME: Note Troubled on the slopes and prone. on Bennet ended.

GAME: Bennet rolls acrobatics: (6)+2: 8

GAME: Bennet rolls 1d20+6+3-4: (6)+6+3+-4: 11

GAME: Bennet rolls 1d12+4: (9)+4: 13

GAME: Note Shooting from prone at the skeletal figure. added to Bennet with a duration of 1 rounds.

GAME: Larron advances the initiative order.

     Round Four - Init 11.
     It is now Benthus' turn! BaddieType2 2 is next!

GAME: Note Left Wagon chopped Wolf hurt skeletal figure. on Benthus ended.

"Huh, woop!" Bennet scrambles a moment on the stones, his feet slideing out from unde rhim, but managing to get to a seated position. Bringing his gun up, the weapon roars, a soild ball punching a hole into the humanoid. The figure wobbles, but remains upright. For now.

GAME: Note Attacks Skeletal Dude. added to Benthus with a duration of 1 rounds.

GAME: NEW ROUND!

     Larron advances the initiative order.
     Round Five - Init 23.
     It is now BaddieType2 2's turn! Kiroth is next!

GAME: Note Attacking Kiroth! And failing. on #-1 NOT FOUND ended.

GAME: Larron rolls 1d20+7: (9)+7: 16

Benthus murmurs words of power as he removes his hand from his sword. His off hand starts to be sheathed in bluish flame. Drawing this flaming hand and pointing it at the skeletal figure, the flame transfer fromm his hand to it. Although nothing seems to be happening to the undead, The flame is making it easier for the palain to attack it (smite evil imposed on undead). the sunblades attack was ilpressive, but not sufficient to damage the malevolent creature.

Unlike his canine companion, the skeletal figure seems to have more resolve. In spite of being badly injured, he remains in the fight, swinging his sword at Kiroth, the object of his ire, but again without success. Again, he resumes a guard posture, quiet and seemingly calm.

GAME: Larron advances the initiative order.

     Round Five - Init 20.
     It is now Kiroth's turn! Zaxx is next!

GAME: Note Upright again - fighting the good fight! on Kiroth ended.

GAME: Kiroth rolls 1d20+10: (17)+10: 27

GAME: Kiroth rolls 1d8+12: (5)+12: 17

Kiroth raises his shield to ward off the blow as he turns towards the skeletal figure. "By the Blade of the Shining Knight I banish you!" He calls out as he smites the skeletal figure with his longsword it glows for a moment. A moment is all that Kiroth needs as the blade crushes the skeleton, totally destroying it into dust.

GAME: Larron advances the initiative order.

     Round Five - Init 18.
     It is now Zaxx's turn! BaddieType1 2 is next!

GAME: Note Took out one of the skeletal figures. on Zaxx ended.

GAME: Zaxx rolls ranged+1-4: (16)+7+1+-4: 20

GAME: Zaxx rolls 1D4+1: (4)+1: 5

GAME: Note Shooting at the fleeing wolf. added to Zaxx with a duration of 1 rounds.

GAME: Larron advances the initiative order.

     Round Five - Init 13.
     It is now BaddieType1 2's turn! Bennet is next!

GAME: Note Fleeing for its life! on #-1 NOT FOUND ended.

Zaxx quickly takes the righthand morningstar into his left, gets one of his smaller crossbows, and lines up a shot at the wolf. The bolt has a slight blue gleam as it leaves the weapon and passes foliage to lodge itself into the wolf's flank. It is thereby hit, winces and keeps fleeing.

After giving a yelp from receiving an ignomious crossbow bolt up the sensitive area of the posterior, the wolf continues to run. Unfortunately, due to the way the cliff falls off to the north, it opens up a shot for Bennet, though it is doubtless a long range shot. The wolf seems unconcerned by that, more concerned with flight.

GAME: Larron advances the initiative order.

     Round Five - Init 12.
     It is now Bennet's turn! Benthus is next!

GAME: Note Shooting from prone at the skeletal figure. on Bennet ended.

GAME: Bennet rolls 1d20+6-6: (15)+6+-6: 15

GAME: Bennet rolls 1d12: (8): 8

Bennet swiftly chambers a new round, rolling to aim his ThunderBelcher after the fleeing wolf. Braceing against a rock, the cowboy aims a moment, then fires. The wolf rolls as the round slams into it, but scrambles to its feet again to continue its flight.

GAME: Larron advances the initiative order.

     Round Five - Init 11.
     It is now Benthus' turn! Kiroth is next!

GAME: Note Attacks Skeletal Dude. on Benthus ended.

GAME: Benthus rolls 1d20+7: (3)+7: 10

GAME: NEW ROUND!

     Larron advances the initiative order.
     Round Six - Init 20.
     It is now Kiroth's turn! Zaxx is next!

Benthus drops his sword as he begins to take out his bow and arrow. He moves out of range of the trees and fires off an arrow at the retreating wolf. He misses.

GAME: Larron advances the initiative order.

     Round Six - Init 18.
     It is now Zaxx's turn! BaddieType1 2 is next!

GAME: Note Shooting at the fleeing wolf. on Zaxx ended.

Kiroth does not have a ranges weapon as he watches the others fire at the fleeing wolf. He also doesn't fire on retreating enemies. He holds himself an a defensive pose incase any more enemies should come

With the last wolf fleeing beyond range of projectile weapons, Darios calms enough to emerge from his wagon. He's shaken, pale and obviously frightened, but otherwise appears unaffected. However, he clucks over the guards like a mother hen, touching them lightly on their injured spots, singing quietly under his breath as he does so. He visits each of them in turn doing this, before returning to the wagon and taking up the driver's seat. "It's not far from here," he tells the guards, "let's get on and get back to the city before dark if we can."

GAME: Larron rolls 1d8+5: (2)+5: 7

GAME: You damaged Kiroth for -7 points. 30 remaining.

GAME: Larron rolls 1d8+5: (1)+5: 6

GAME: You damaged Zaxx for -6 points. 13 remaining.

GAME: Larron rolls 1d8+5: (8)+5: 13

GAME: You damaged Zaxx for -13 points. 18 remaining.

Kiroth is just about to heal himself when he gets healed by the merchant. He hears the singing and only nods, "Thank you." He says as he and Benthus move back towards the wagon. Benthus gets back into the driver's seat to wait for the others while Kiroth takes up his position on the right side of the wagon towards the front.

After administering what healing seems necessary, which only comes after Darios has settled down enough to do so, he climbs up to take the reins and guide the wagon through the narrow trails to the Village of Argenia. There, he spends an hour or so negotiating with the locals, slowly emptying the wagon and making what profit he can. He also purchases some ore which he loads up the wagon with for the return journey. Finally, with the sun past its zenith, he asks the guards to once again resume positions for the return journey, assuring them that he will stay at the reins the entire way this time. He seems resolute and appears to be putting on a brave face, but there's little conviction in his eyes.

Kiroth will help with any heavy lifting that the merchant needs and takes up his position at the side of the wagon again. He has his shield out and ready incase there is trouble on this return trip.

GAME: You roll initiative for Wilhelm: Roll: 1 + Bonus: +2 = Total: 3

GAME: You roll initiative for Sidekick: Roll: 10 + Bonus: +2 = Total: 12

"No mercy!" wheezes the elf, "No breathing animal willingly associates with the undead unless it is rotten to the core." He sneezes blood and readies the other pistol crossbow on the side to send another parting gift. One he pulled, it bucks minimally and zips through the cold winter air to hopefully stop the canine's flight, but there is no way he could hit it now. The bolt is lost and vanishes in the ground where the running wolf used to be. He sighs and puts his tools of distraction away when he is healed and needs not worry about the rib aside from the uneasy feeling when it grows back in place and solidifies. The elf sighs deepy and mutters thanks then gets on his mount to continue the journey to Argenia. When the time comes for the return trip, he watches Darios and asks, "Can you put a protective screen about yourself or avert missile sent your way? If so, please apply such liberally, "It should go well." Zaxx voices such (loudly and) while he reloads his crossbows after he gave them some time of rest not to weaken their pull. He will pick the same slot he held before.

Darios shakes his head to Zaxx' question: "I used to do what you do many years ago, but.. something happened to me and I will not fight any more. Please do not press me for details. Nor am I capable of the spells you describe, though I have seen them used. My spellcraft is limited in scope and functionality." He seems unusually quiet for a moment, before continuing, "Did I ever tell you about the time I was attacked by pirates whilst travelling at sea? That's a rousing tale with a winsome lass and deeds of mighty daring. Let's see now, this would have been twenty years ago? Perhaps a tad more. The captain was an old friend of mine, you see.." Darios voice continues to drone on as they proceed.

The wagon has just turned the corner into the narrow pass, when two figures come into focus, standing in the middle of the trail and looking towards the Wagon. One of the figures looks humanoid, but has long sharp teeth, and skin taut against it's bones, as if it had taken an eating disorder to an extreme. The other looks vaguely like a man, but like a man with lots of hair all over his body and a tail. He's holding a mace and glaring malevolently at the wagon and guards.

GAME: Larron reverses the initiative order.

     Round Six - Init 20.
     It is now Kiroth's turn! Zaxx is next!

Kiroth is listening to Darios as he walks and continues to look around. He frowns as he see men in the middle of the road. "I can see now why you wanted some guards this area is rather dangerous. I'll mention it to my superiors at the temple, that this area could use a good cleaning out." He looks towards the men again and he has his shield up and his hand on his sword, "Please move aside why don't want any hostilities. Stand aside and let us pass."

GAME: Kiroth rolls diplomacy: (14)+11: 25

"Perhaps if you had not already assaulted and destroyed my minions," the man says in a gutteral tone, apparently the hairy nature of his existence not interfering with his capacity for speech, "that might have been an option. But now.. now you must pay for your insolence. We will make you pay while Luferas fetches our brethren." He reaches down to a pouch at his belt and pulls out a bottle, draining it of its contents and gesturing for his companion to approach the Wagon. After his drink, his outline becomes blurred, shifting and wavering. He's not easy to isolate from the snow in the background. The figure beside him lurches forward, heading towards the wagon.

Kiroth moves out in front of the wagons and he has his shield out, "Then you leave me no choice but to stop you." He makes himself ready so that he can fight defensively.

GAME: Note Fighting defensively +2 AC -4 attack added to Kiroth with a duration of 1 rounds.

GAME: Larron advances the initiative order.

     Round Six - Init 18.
     It is now Zaxx's turn! Sidekick is next!

GAME: Zaxx rolls ranged-10: (9)+7+-10: 6

GAME: Note Throwing flasks of fire! added to Zaxx with a duration of 1 rounds.

GAME: Larron advances the initiative order.

     Round Six - Init 12.
     It is now Sidekick's turn! Bennet is next!

The dark man nodded quietly, and smiled, nodded and smiled, "I see. I also thank you for the tale." He listened closely, because their might be a treasure part.. The traveling back to Alexandria is that, until the talkative one moves in their way and shares his tale of banditry. The mul does not comment with words. Instead, he tosses a breakable container at the evildoer, but he misses and the fire singes the ground harmlessly.

The figure that was standing next to the hairy/blurry man, runs up towards Kiroth, but doesn't quite reach him. He appears to be approaching cautiously, but with determination. He's also got an evil leer on his features, which include somewhat dead looking eyes.

GAME: Larron advances the initiative order.

     Round Six - Init 12.
     It is now Bennet's turn! Benthus is next!

GAME: Zaxx used a Alchemist's Fire.

GAME: Larron rolls 1d20+2: (16)+2: 18

GAME: Larron rolls 1d12: (3): 3

GAME: Larron rolls 1d100: (86): 86

Bennet guides his horse just one step from his original position to get a clear shot at Mr Blurry. He lifts the big weapon, aims, and shoots, striking the figure in spite of the blurred nature of his outline. It is still very much upright and howling with anger now.

GAME: Larron advances the initiative order.

     Round Six - Init 11.
     It is now Benthus' turn! Wilhelm is next!

GAME: Kiroth rolls 1d20-3: (17)+-3: 14

GAME: Larron advances the initiative order.

     Round Six - Init 3.
     It is now Wilhelm's turn! Kiroth is next!

Benthus brings the wagon to a halt and he gets down off the wagon to move forward next to Kiroth as he draws his greatsword.

GAME: Kiroth rolls will: (2)+8: 10

The blurry figure down the trail, moves his hands in a strange manner and speaks some words that are indiscernible to anyone save himself. He gestures towards Kiroth at the end and a deep weariness falls over the brave soul, before he slumps to the ground asleep.

GAME: Note Casting spells. added to Wilhelm with a duration of 1 rounds.

GAME: Note Sleep spell added to Kiroth with a duration of 40 rounds.

Wilhelm also moves up towards the group after his spell casting, his features twisted in a cruel, evil mockery of a grin.

GAME: NEW ROUND!

     Larron advances the initiative order.
     Round Seven - Init 20.
     It is now Kiroth's turn! Zaxx is next!

GAME: Note Fighting defensively +2 AC -4 attack on Kiroth ended.

GAME: Larron advances the initiative order.

     Round Seven - Init 18.
     It is now Zaxx's turn! Sidekick is next!

GAME: Note Throwing flasks of fire! on Zaxx ended.

GAME: Note Cast Faerie Fire on Wilhelm. added to Zaxx with a duration of 30 rounds.

GAME: Larron advances the initiative order.

     Round Seven - Init 12.
     It is now Sidekick's turn! Bennet is next!

GAME: Larron rolls 1d20+5: (13)+5: 18

The sidekick rushes up at Zaxx, since he is deprived of Kiroth, and charges, his jaws snapping close to an exposed spot of skin on the shadow elf, but not quite managing to connect in time. It hisses, and stands ready for the next attack, planning to use claws and bite, for so indeed are the extremities of the phalanges: claws, not nails.

GAME: Note Charged Zaxx and missed. -2 AC added to Sidekick with a duration of 1 rounds.

GAME: Larron advances the initiative order.

     Round Seven - Init 12.
     It is now Bennet's turn! Benthus is next!

Zaxx frees up his left to utter a few words full of bile and condescension in his native dialect, straight up A'byssan mul Sildanyari with a high caste twang, and stabs the left index finger to point at Wilhelm who is then outlined in green, sickly glowing flames that show his outlines clearly which is bad for his concealment efforts. The elf stomps forward to ready his pair of blades, because that one has flesh left.

GAME: Larron rolls 1d20+4: (18)+4: 22

GAME: Larron rolls 1d12: (4): 4

Again, the steed dances a five foot step to give Bennet a clearer shot, and again that firearm booms it's anger - another hit, this time at a clearly outlined hairy man. Bennet immediately starts to try and reload.

GAME: Note Shot Wilhelm again. added to Bennet with a duration of 1 rounds.

GAME: Larron advances the initiative order.

     Round Seven - Init 11.
It is now Benthus' turn! Wilhelm is next!

GAME: Kiroth rolls 1d20+8: (16)+8: 24

GAME: Kiroth rolls 2d6+12: (7)+12: 19

Benthus sees the skinny beast come up rushing at Zaxx and Kiroth. He steps up and swings his two handed sword hard. He catches the beast in the middle and almost slices it in half so that it's barely hanging on to life.

GAME: Note dicing and slicing added to Benthus with a duration of 1 rounds.

GAME: 'Sidekick' removed from initiative list.

GAME: Larron advances the initiative order.

     Round Seven - Init 3.
     It is now Wilhelm's turn! Kiroth is next!

GAME: Note Casting spells. on #-1 NOT FOUND ended.

Seeing his sidekick get sliced in two, and the majority of the enemy still on their feet and ready to continue the battle, Wilhelm turns and heads south into the heavy forest. As he pads away on soft feet, his voice can be heard filtering back on the cold air: "I will not forget this: you are all marked. When you travel this way again, I will be certain to see that you suffer for your insolence. For now, I will gather my friends and send them after you." His progress quickly conceals him from the eyes of the guards and the trail is left clear for now.

Zaxx sucks in his breath to purse his lips and, more importantly, shut his nostrils as much as possible while he squints. Then he is splashed by entrails, stomach acids, dark blood and niscellaneous gore as the bounding beast is cut most of the way. "Yech!" Not that he is a stranger to such, but bloody doodoo is not a favorite by far. The mul grunts as he lowers his stance to brace himself against incoming attacks. He puts the weapon away and rolls his shoulders in a rattle of chain, "I will see about hunting that one down, whatever he or it is." There is no satisfaction or relief in his words. He will do some research when back in the big city.

The rest of the return trip was relatively quiet, Darios finding his voice again and bloviating to his heart's content. At least until the sound of the howls started to filter through from the trail behind them: those mournful ululations carrying with them a primal message. As they neared the city however, even those fell away, leaving the group to the absence of noise, an almost unnatural silence, broken only by the creaking of wagon wheels and the hooves of the mounts.