D&D Game 3: Vikings!

Ulf suggests we take both Henrick and Redbeard to protect the casters.
I’m sure the thralls are capable of guarding the Black Snake.

What time of day do we expect to reach the Cove? Ulf would much prefer to arrive in daylight.

You had every expectation of reaching Keyhole Cove in broad daylight… but the very country seems to have other ideas. The wind seems to moan malevolently, ground that looks good walking turns out to be boggy and you are several times forced to backtrack, dense fern-brakes turn thorny and oblige you to detour, once to the edge of a treacherous-looking cliff where the poor path that you are able to follow is strewn with rubble and gives you an uneasy footing.

If some evil gods had conspired to obstruct your passing, it feels as though they could scarcely have done more.

Guts and determination see you through, though, but it is with almost the last light of day that you finally crest a low ridge and find yourself looking down at the landward end of a narrow cove that might indeed look a little like a keyhole if you had a particularly vivid imagination. It seems as though you have the choice between making such camp as you can in this vile country, or investigating the cove at nightfall.

“Say Henrik, Redbeard- you look the sort to know these sorts of things… What do you think? Should we make camp here? Or should we try to go into the Cove at Night?” says Osvald nervously looking around, and poking into the ground every so often with the blunt end of his spear, using it as a walking stick in this treacherous ground.

*Hello? Is Anybody Out There? Kim? What do you suggest? Are we on the right path?
And how are you doing, Niddy? Do you have anything you’d like to add on your thoughts? * thinks Osvald into his own head.

While the rest of the party inevitable argues about what to do, he starts to look around to forage some food for Niddy (with his help after all- Niddy could probably do a better job on his own, but Osvald will help him). [:shrug: Maybe we’ll learn something extra about the terrain or something with my wandering about]

“Camping here not be good think. . . We need guard so we be not good tomorrow or we get attacked. . . If we fight down there we be ready and it not be hard . . . If we ready we need go”

While poking and foraging around, Osvald hears a noise close by, as of something man-sized moving through the deep ferns, and he catches a brief whiff of something rancid.

Osvald Freezes, in hopes that it doesn’t notice him, but he’s prepared to run back to his Crew at the first sign of Danger…
*Hey, Niddy… That smell like Owlbears to you? *

Man, this mind talking stuff can really be nice…

Ivar votes for making camp- it’s going to be quite dangerous poking around in the dark. Some might twist an ankle, and then where would we be? :wink:

Osvald returns to the others.

“Guys… I think there’s an Owlbear out here right now. Do you think we really should set up camp out here? I hear something rustling about in the shrubbery over there.”
:Osvald points to where he just was:
“You fellows want to check out that area first? Maybe track it or something? Hmm… we really should get some dogs or something in the future for that sort of business if our foes continue to be so… pungent. But anyways, yes- back to the matter at hand- I think there’s something over there. Big. Mean. And Smelly. I really don’t want to get captured at night while I sleep and all.”

And a wee bumpity-bump to see if the rest of the group have any opinions before I drop the other shoe. :slight_smile:

Apologies for being absent - I was off work for a week and simultaneously my Broadband connection mysteriously stopped. :smack:

Ulf is ready for combat, since he remembers the Wizard book talking about Undead having taken over the Cove. And the delay getting here is definitely ominous…

Is there enough light to fight by? If not, Ulf urges someone to light a torch or cast Light.

“If baddies already out there we no can camp . . . we need all be ready for fight and go looking for baddie” an idea dawns across Jorund’s face as he remembers that he was supposed to talk to things on the island “Baddie you come out and be no baddie and we no hurt . . . Or you need go so we no make you go ouch.”

Ulf will have his magic Battle Axe and Shield ready.
‘Protect the casters … kill the opponents.’
Life is good. :smiley:

It may be about to get better.

In the fitful light of dusk it is hard to see much of anything, but the very sedge seems to be a-creep with movement. A weird hissing sound, more bestial than human, spreads about you. In the dying light you see the shapes of men lurching towards your party, as though they had almost forgotten how to walk but the habit yet lingers in their limbs.

This might be a good idea for some light, if you would like a clearer idea of what you are up against. :smiley:

Ulf continues to urge someone to light a torch…

Osvald would like to shoot up a Flare at this point then (warning the others of course that he is doing so).

Let’s see what lurks in the darkness…

“Me much happy that Osvald give good light to hit baddies in . . .” Jorund get out his cold iron and silver hammers and gets ready.

Slightly diffrent battle plan this time Jorund is going to berserk and run into the middle of the enemy and use his aspect and then fight on from there.

Ulf really appreciates Jorund giving notice of using his Aspect (so the rest of us can stay at least 10 feet clear of the Lightning :slight_smile: ).

Of course Ulf admires any Berserker charging into the enemy :cool: , but Ulf will wait a little before deciding whether to do so himself.
For the moment Ulf is protecting the casters from the ‘Undead’.

Hey, I’m going to be away from the 13th to the 22nd. for my Summer Vacation.

I’d be just fine If Glee, you’d be willing to take care of my guy for me in the meantimes (as we’ve done in the past), feel free to let me know if you need anything or if that’s a problem.

I’d be honoured. :cool:

Torchlight, anyone?

Ivar will seek to avoid melee combat, focusing on rebuking undead and healing, with a javelin thrown in for good measure if circumstances permit. Set Wyvern Watch up when we make camp, and make a special point of using Speak With Animals to get local information and possibly even make an animal friend who can help us out long-term. (I realize that animal friends are a little out-of-class for a cleric, but hey, I’m a Rune-Priest, and no one else is more fitted to befriend animals.)

Spells loaded today: (and every day, until further notice)

3: 2x Cure Moderate Wounds
2: 1x Chant, 1x Find Traps, 1x Speak With Animals, 1x Spiritual Weapon, 1x Wyvern Watch
1: 4x Cure Light Wounds, 1x Command
C: 2x Torchlight, 3x Cure Minor Wounds