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Thread: Machines of War

  1. - Top - End - #331
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    The livery owner looks at you like you're crazy. We don't keep such monsters in stock, but I've got this horse, fastest you'll find. Hundred gold, and he's yours.
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  2. - Top - End - #332
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    Done. Is that buy or rent, and does it have its gear? Anyway head on for Oldshire at the fastest pace the horse can keep and still be okay.

  3. - Top - End - #333
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    That includes the bit and bridle, and saddle. This horse has a speed of 65 feet, but is otherwise a light horse as described in the monster manual. He is your property.

    You arrive in Oldshire late in the early afternoon.
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  4. - Top - End - #334
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    Start by checking a couple outlying farms for activity, then go into town. Keep my bow close. This time I plan on asking the leader what is going on if I catch him in combat. The other two I will only spare if I can't catch the leader.

  5. - Top - End - #335
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    By this time, the under villains have planted the forged documents and stolen the needed sample of writing, as well as made their purchase of the needed scrolls. They will arrive in Oldshire late in the evening.


    Oldshire seems to be mostly a goat herding community, with a few highland sheep. It's situated on a saddle in a mountain pass between the peaks Koldune and Nebo. Legends of the two warring brothers are often retold in the inns frequented by travelers. Separated at birth by their parents, Koldune became a powerful sorcerer, while Nebo excelled at smithing all manner of magical weapons and armor to battle his brother's undead minions.

    All is well on the farms, with no vultures in the sky and plenty of hustle and bustle in the town market.
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  6. - Top - End - #336
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    Start asking around town about the three goons I have been tracking.

  7. - Top - End - #337
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    I guess there is a small chance somebody might have seen a half orc, so, what the heck (1d100)[30] <5 means someone saw a half orc, and a 1 or 2 says he has two human friends.


    Nobody has seen any of the thugs you describe.
    Last edited by madtinker; 2011-12-14 at 11:20 PM.
    Quote Originally Posted by The Giant
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  8. - Top - End - #338
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    Has anything unusual been going on lately?

  9. - Top - End - #339
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    As you talk to yourself aloud, the dirty goat herd passing by just shakes his head and takes a wide path around you.
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  10. - Top - End - #340
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    Go to the inn and say I am looking for merc type work. Is there any one around here who could use a hired sword? Hold up a gold coin while doing so.

  11. - Top - End - #341
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    The matron gives you a narrow glance. Snatching the gold, she says simply Captain Kairn's the one who manages the swords in this town. You can find him in the barracks on the northeast side of town.
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  12. - Top - End - #342
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    Try to go down to the barracks to find Captain Kairn.

  13. - Top - End - #343
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    Fort Nebo is a modest complex of about a hundred soldiers. Captain Kairn is you classic jarhead who never knew civilian life. His idea of fun is ten thousand push ups after a twenty mile run. Immensely strong and sturdy, and not stupid either, he has proven his worth on many a battlefield, but he has no tolerance for those of weaker flesh.

    As you approach, he is drilling about twenty soldiers on the parade grounds, obviously displeased with their weak sauce gusto for pain as they repeatedly toss each other to the ground.
    Quote Originally Posted by The Giant
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  14. - Top - End - #344
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    Captain Kairn. What kind of work do you have that is too hard for your men and too easy for you?

  15. - Top - End - #345
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    ATTENT-HUT!

    The soldiers leap to their feet, backs straight, chests out, stomachs in, shoulders square.

    WE HAVE A VISITOR!

    GOOD EVENING SIR! The soldiers yell in unison.

    RUN LAPS, YOU MAGGOTS!

    SIR YES SIR! And off they go.

    So, you want work? It just so happens I do need something done. But how do I know I can trust you to do it?
    Quote Originally Posted by The Giant
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  16. - Top - End - #346
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    You being perceptive, you should know that I am telling the truth when I say my word is my bond. As far as competence, I took on three orcs at once last week and kicked their falcion wielding butts.

  17. - Top - End - #347
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    Talk's cheap. Prove it.
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  19. - Top - End - #349
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    Oh, surprise me.
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  20. - Top - End - #350
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    How about this necklace of ears I looted off of one of them?

  21. - Top - End - #351
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    Interesting. You got this from a Kavkazi orc. You certainly get around. Your morbid trophy amuses him. Very well. Walk with me. Hands behind his back, he strides outside of the encampment.

    I need a man to be my eyes and ears in Bushton (five miles away). Something isn't right there. Someone is stirring for a fight, and I want to know who it is. Lay low, find work, insinuate yourself into their trust, I don't care. But I don't trust them. Alert me to any troop movements or any other intelligence that may indicate activity.


    Bushton is across the border in the Red Valley, a small nation independent of Smirnoff.
    Quote Originally Posted by The Giant
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  22. - Top - End - #352
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    I can tell you right now it isn't just in Bushton. There have been crazy happenings going on all over the Red Valley and Smirnoff in the last couple weeks. From my experiences there is a party of two men and a half-orc who are part of it. They are tools more than anything. I will leave immediately.
    Now get on my horse and get over to Bushton. Also, buy a shortbow before I leave. I will keep it on the horses saddle.

  23. - Top - End - #353
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    After a stiff salute the Captain grants your leave. You found a weapon smith easily enough, and the price is no more than you expect. As you approach Bushton, make a spot check

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    there is a roadblock ahead. While the guards aren't paying particular attention, they are rather unfriendly.
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
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  24. - Top - End - #354
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    Jaster almost hopes it is more highwaymen. He could use the extra cash.
    Spot check
    (1d20+4)[20]

  25. - Top - End - #355
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    From a ways off, you can tell there is a roadblock at the border. It doesn't appear that they have seen you yet, and although it is unusual, seems legitimate.
    Quote Originally Posted by The Giant
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  26. - Top - End - #356
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    Draw my shortbow, but don't put an arrow on, yet. Go to the road block and try to pass trough and figure out what is going on.
    Gather Information
    (1d20+7)[17]

  27. - Top - End - #357
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    Seeing your drawn weapons, the guards (four of them) gather around your horse. State your business.
    Quote Originally Posted by The Giant
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  28. - Top - End - #358
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    I am an out-of-work mercenary going to Bushton. My weapon is ready because of the strange happenings and bandit toll stations I have encountered over the last few days.

  29. - Top - End - #359
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    Plenty of work here for mercs, 'specially with Smirnoff getting their sticky fingers in just about every pot. And they let you pass.
    Quote Originally Posted by The Giant
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  30. - Top - End - #360
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    Go into Bushton and get a general idea of the situation. Get an idea of the type of people there and start looking for work for the local garrison.

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