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Author Topic: 08.0 Rescue  (Read 2157 times)
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slug
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I will stop gaming when they pry the dice from ...


« on: 08 June 2011, 16:44:14 »

Kalans Revenge Mercenary Company
Company members:-
Taran – Half Elf Fighter/Priest of Mannanan Mac Lir, cousin to Carinne and Galvish
Carinne Rhianne Talynnart – Half Elf Ranger/Mage, Cousin to Taran and Galvish
Galvish – Half Elf Fighter/Thief, Cousin to Taran and Carinne
Krachtig – A Gnome

Breaking the Law

Winter is still on us and Taran trudges down the stairs in his newly finished and furnished farmhouse to rustle up some breakfast.  By the main fireplace he sees a dwarf relaxing in an armchair and notices a large pile of dirty dishes where the newcomer has obviously made himself a large breakfast, the smell of bacon hangs in the air.  Taran recalls this dwarf as being the minion of the chief inquisitor, the marshal who exonerated the mercenary company from any wrongdoing at the battle with the slavers.
After searching for any food the dwarf may have missed Taran munches on some dry crackers and asks what brings this delightful fellow into his house and pantry.  It transpires that the marshal is being held captive by the Governor of Ilorin, as the report pointed the finger at corruption and collusion at the highest level.  Without that report reaching the mainland we could be at risk of having our company name besmirched.
Taran gathers the others and discusses the situation, they quickly decide the help free the marshal.
They dimensional fold into the capital at night whilst invisible and quickly make their way to a safe house.  Galvish goes out and purchases guards uniforms to allow us to reconnoiter the jail the next day.
We discover the layout of the cells which are excavated below the main palace.  Krachtig casts a spell which enables him to scout out the areas we could not see and find the marshal in the furthest cell.  We come up with a plan of folding in there grabbing the marshal and folding out again.
We get in there successfully and with a silence spell kill off the two guards present without rousing the rest of the guards.  Galvish disposes of a trap on the cell door and quickly unlocks it.  The marshal is in bad shape having been beaten up and drugged, we cure some of his wounds and make a spell to escape from there, only problem is it doesn’t work, there must be some kind of spell damping effect which prevents travel in here.
We must storm the guard room to get out of here.  Galvish creeps forward and casts a wall of force across the exit to the guard room then quickly runs back as Corinne casts a fireball into the main room, several of the guards pursue Galvish and we fight hand to hand, Krachtig sneaks around invisibly and attacks some guards.  We soon kill off the remaining guards and make our way to the upper level.  On opening the main doors we are met with a barrage of crossbow bolts, Corinne unleashes another fireball and Taran quickly makes the dimensional fold spell, we escape but not before Galvish receives a nasty chest wound.
We arrive back inside the safe house and meet up with the dwarf and scout who we then take to our keep.  Once safely there we cure the marshal of the ill effects of the drug and speed him on his way to Specularum where he can talk with the Baron and make his way to the capital.
We breathe a sigh of relief and soon make our way back to Jans Landing.
Several days later the four of us are in Tarans farmhouse whiling away the winters day when armed men burst in through the doorways yelling at us to surrender and drop our weapons. Ha, fine chance of that.  We immediately take up battle with these intruders and quickly become surrounded.  Corinne then unleashes a devastating spell which instantly kills seven of the armed men.  Mages and a priest then step into the house and unleash lightning bolts which wreck havoc on the interior décor.  Corinne then casts the same spell again taking out several more of the armed men and all the spell casters.  The guard captain is the last one left standing and he was briefly disturbed by some unseen horror before he mad a beeline for Krachtig.  Now being badly outnumbered he flees only to be pursued by Galvish and his cousin.  A couple of mighty blows later the man surrenders and we escort him back to the house where over questioning he says he has been sent to arrest us and has a warrant.  We note the man and the dead priest are worshippers of Nuada who is a diety known for honesty and truthfulness.  We ask Lord Arlen to come down to the farmhouse to help straighten the situation out.
By getting back in touch with the marshal and getting a copy of the report we convince the guardsman that we were acting with the best of intentions by breaking out the marshal and he soon understands.  We bring life back to the priest and let them go back to the capital to report that we had bested the squad in combat and escaped.  This should buy us some time to resolve the issue of corruption in high places.
« Last Edit: 24 October 2011, 16:59:00 by slug » Logged

...my cold dead fingers. Whats that dear, gaming? no no just going to do some shopping, I may be gone a little while.
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