Title: Arrow in the Dark
Date: Early Davor, 1332 Avard
Synopsis: A killer sets his eyes on Greff and Felix, but the two give him the slip.
Late evening on the 5th of Davor, 1332 Avard.
Short Version: Greff, Felix, and Jin skirted the warforged army, traveling by night, following the river, watching for river trolls. They found evidence along a bluff of the river where the trolls and even the giant fell troll had dug into the hills of the plains. Several trolls had died, and parts of warforged were about, as well. The team made it to Fasra, and took only long enough to make a quick report to the marquis before going to sleep. The marquis' position in the Janis Plains Duchy was unique in all Rakore, because the duke authorized his marquis to conscript forces. Marquis Codrus put out the all-call; every able-bodied man was to be called up for service – to put down the fell troll, and to put down a hostile army of warforged. Only the Guard in Chasadan, the Order of Caerne and Meridian Explorations were exempt from the all-call. Codrus ordered the duchy's forces to meet around the southwest plains, while sending copies of the information to Chasadan, Mount Basilisk, and Lok Magius. Jin, mounted on his warforged steed, rode off into the night after saying his goodbyes. Greff and Felix went to the Spinning Leaf inn to talk with some of the Guard from Easterling before they left on the morn. While gathering information on the giant statues near that town, Greff got a good look at a man that was hunting him. Greff and Felix realized that the man was in the tavern to let them know that they were the next victims. Not a word was said, but glances, bluffs over drinks, and well-measured stares warned them that a fight was brewing; not in the tavern, but soon. Felix used his magic to make a distraction, and the two disappeared quickly. They had hoped to sleep in, but decided instead to leave in a hurry. As they left the Spinning Leaf on horseback, Greff took a poisoned arrow through the arm, right out of the dark of night from some rooftop nearby. They used Felix' rings to get out of city, and Grace led Buck across the river by the reins. Once on the other side, they continued south at a break neck pace using enchanted harnesses to see by night. The poison could not kill Greff, though it taxed him. The arrow was left behind in Fasra, along with a description of their pursuer: oily shoulder-length hair, acne-scarred face, dark leathers, a belt full of potions – and a bow. Greff and Felix set up an ambush north of Chasadan, and waited. Felix had used magic to throw off their hoof prints into the river itself, in two different places. Apparently the tactic confused their predator, assuming he made it past the Guard in Fasra. By dawn, they went on to Chasadan, arriving near noon. They took the time to catch up on things, appraise William, and watch the city get word of the mobilization.
Afternoon of the 6th of Davor, 1332 Avard.
Dinner was chicken breasts, homemade mac and cheese. Bo was missed, and we found a way out for him to continue on in his character; Jin was in Rakore to get a mount that would carry him to the next destination chosen by the winds of fate.
RPG System: Dungeons and Dragons, 4th Edition.
All characters are now 16th level.
Ah, yes. Thanks for the reminder, Ross. We discovered that 4th Edition movement rules may work fine for 'in combat', but outside of combat they are unrealistic. (see link below for realistic movement times)
House Rule: All movement modifiers remain while in combat. Outside of combat, movement rates are DOUBLED.
Don't forget about horse speeds in and out of combat! I liked this one, it got pretty tense there for a second, and it always feels good to bring a character “home.”
Can you think of any other house rules we've made..? My mind is blank! 4E House Rules – just in time for 5th Edition!