Chapter 6: Hitting the Road
Our adventurers have elected to leave the safety of Cama so their fallen comrade doesn't kill them all in their sleep. That means I have to do some worldbuilding for the first time since chapter 1. Exciting! I went ahead and made a coastal region map with quite a few islands sprinkled into the sea. Cama is the only city on it though. Time to change that. Where's the new settlement located? On an island?
OPSE Yes/No (Even): Yes.
So we're gonna be on a ship this chapter. That's good, because jungles have nasty encounter tables in OSE. How about some details on the settlement?
Settlement details: Only slightly smaller than Cama. Known for its art and arcane rituals. Heretics blaspheme in secret. Currently a roundup is occuring.
Conveniently, this city has something to offer to everyone in the party. Time to seek passage.
OPSE Set The Scene: Things actually go as planned.
OPSE Altered Scene: Random event.
Mythic GME Random Event: Move towards a thread (Evade Cahran). Imprison Weapons.
A grey, dreary sky blanketed the busy docks of Cama. Rain fell steadily upon the creaking ships and the workers who hauled cargo upon them. For those who were waiting to depart Cama, it was a perfect time to take refuge in the dockside tavern.
"These dice are rigged," grumbled Urukubarr, who angrily cast twenty gold coins onto the booze-stained table before taking another bite of clam chowder.
"Sure they are," Juho chuckled with a toothy smile, scooping his prize into his coinpurse. "Bimhesa, how much time do we have?"
The mage did not immediately reply, but eventually tore himself from his studies. "...Ah, we have until nightfall at the least."
"Can't wait to get out of here," Taadia muttered, staring out the rain-spattered window. "Did we even figure out where we're going yet?"
"Still working on it," Urukubarr answered.
"Was gambling with Juho part of your work?" Taadia remarked with a roll of her eyes.
"Yup."
Urukubarr knew he needed to get passage and soon, but he wasn't ready to get drenched just yet. His pondering was cut short when a familiar face hurried into the tavern. An aging woman clad in blue robes scanned the crowd, seemingly seeking something. Her eyes fell on Bimhesa, then flicked to the others. A flash of recognition appeared on the woman's face when she saw Urukubarr, and she approached their table.
"Hail, mercenaries."
Bimhesa looked up at the mage, his eyes twinkling with curiosity.
"Ah, the mage with the uh... mana relay problem?" Urukubarr stumbled, unfamiliar with arcane terminology. "Nice to see ya."
"It's been handled, but we have a new problem. You'll find that the pay is better than before, should you accept." Seeing that her words gained the party's rapt attention, she continued. "The nesting monsters created a blockage in the mana relay, and now we have overloaded mana conduits on our hands. They're being taken to Ohjong to be safely discharged, but we need an escort. If the conduits fall into the wrong hands-"
"They could be used as bombs," Bimhesa interceded. "Shouldn't the city be involved?"
"They'll destroy them, and conduits don't come cheap," she replied defensively.
"As it so happens, we're looking to go to Ohjong anyway. But uh... any chance of you setting sail today?" Urukubarr inquired.
"We're off as soon as the ship is loaded."
"You got yourself an escort," the half-orc declared with an easy smile. "We'll hire a few more for our ranks before we head out."
"Splendid!"
...
OSE adventurers for hire:
Gnome Knight
Haha, what? I'm sorely tempted to hire this dude, but this party is kinda... unlawful. Regrettably, I'll have to pass. I'll pick up some mercenaries, though. So the party embarks on a ship and sets sail with the mages. Let's see if anything happens.
OPSE Set The Scene: Hostile forces oppose you.
OPSE Altered Scene: Not altered.
It looks like someone is after the conduit. Is the ship attacked?
OPSE Yes/No (Even): No, and the ship completes its voyage without incident.
Ambushed in Ohjong, then. Time to earn some coin. Are they thugs?
OPSE Yes/No (Likely): Yes.
Could be worse. Is the party flanked?
OPSE Yes/No (Even): Yes.
2d10 bandit roll: 13 bandits.
Yikes. Our formation is pretty solid, but this could easily go very wrong. Are any guards nearby?
OPSE Yes/No (Likely): Yes.
1d6 heavy footman roll: 2 heavy footman guards.
The party has hired 2 light footmen and 2 crossbowmen. We also have our level 3 magic-user employer and her two light footmen. She has some nasty spells prepared, and will likely be the decisive factor in this battle. No surprise roll since the party was expecting a fight. Here we go.
After only half a day of sailing, the ship had safely dropped anchor in Ohjong's harbor. The evening sun bathed the land and sea in a brilliant orange hue as the party disembarked with their charge safely secured in a small hand cart. Curious crowds made way as the armed band marched to their destination: a fortified wizard's tower.
"Ah, my legs are glad to be standing on land again," Urukubarr sighed in relief.
"Mine too," Juho nodded. "But keep the formation tight, we ain't done yet."
"Do you really think we might be attacked?" Urukubarr wondered aloud.
"Dunno, but our boss seems pretty antsy," the bard whispered secretively. "I don't think we got the whole story..."
"We've got company!" one of the mercenaries bellowed as he pointed his spear at a group of vicious thugs charging out of an alley.
"This side too!" another man shouted in dismay.
"They were expecting us! Defend yourselves!" the mage screamed.
ROUND 1
The employer declares the casting of a spell.
Initiative: Party and guards first.
The most important roll of this combat, and we won it. The guards north of the party pair up and charge towards the western flank. The party adjusts their formation slightly so the crossbowmen can't be engaged in melee. Bimhesa makes a sling attack against a bandit armed with a short bow.
Bimhesa's attack against bandit: Barely hits. 2 damage.
Not bad. A kill will trigger the first morale check, which is vital. Anyway, the employer casts Sleep.
Sleep HD roll: 12.
Sleep duration: 12 turns.
The entire eastern group of bandits goes to sleep. If any remained awake, they could wake up their comrades. Fortunately that didn't happen. The western bandits don't notice, so no morale check yet. They charge, but our light infantry are braced. Juho doesn't have a spear though...
2 bandits charge Juho: 2 hits, one of which is a nat 20. 5 damage. Juho is slain.
Fuck!
2 bandits attack a light footman: 1 hit. 4 damage. The light footman is slain.
The flank is now wide open! This is very bad!
2 bow attacks against Bimhesa: 1 hit. 5 damage. Bimhesa is slain.
TPK incoming? Slow characters act now, hopefully they can trigger a morale check. By the way, missile attacks are supposed to happen before melee attacks, but I don't think it mattered much this round.
2 Crossbowmen shoots a bandit: Nat 20 and a miss. 1 damage.
I have to take a gamble here and assume I'll win initiative again next round. Urukubarr will step in and attack.
Urukubarr attacks a wounded bandit: Miss.
Damn bandits and their weighted dice...
A cacophony of bloodshed and death exploded in the streets of Ohjong. Bimhesa losed a stone from his sling, smiling as it sank into a howling bandit's ribs. Letting go of the cart, the seasoned mage beside him wasted no time in reciting her magical incantations, magically lulling the eastern band of rogues to sleep.
"Well done! We can win this!" Bimhesa shouted above the din of combat.
"Fuck you!" a bandit spat as he and his mate loosed an arrow at the dangerous mage.
Bimhesa heard a shrill whistle for but a fraction of a second before an arrow pierced his brain. The mage was dead before he hit the ground. His fellow mage shrieked at his sudden death.
Juho braced himself beside a spearman as a wave of bandits descended upon them both. As they clashed, he had a sinking feeling in his gut, that this might be his last battle in this world. Nevertheless he summoned his courage. The melee began as he parried the blow of one man, but watched helplessly as another's hammer fell upon his head. For a moment he felt the most intense pain in his life before all went black. It wasn't long before the spearman was overrun and slain as well.
"Juho! No! You bastards!" Urukubarr screamed in rage as he fiercely lashed out with his pike. The bandit advance was halted, but his attacks found no purchase.
ROUND 2
Employer declares a spell.
Initiative: Simultaneous combat.
Could be worse. One bandit manages to slip through a hole in the party's broken formation and engages the employer, but cannot attack before she gets a spell off. The bowmen cannot fire this round as they may hit their comrades. The employer casts Web and ensnares 2 bandits and a friendly crossbowman. One of the bandits was the one who was going to attack her. He no longer can. Time to resolve a ton of melee attacks. Who do you think will survive?
2 heavy footmen attack a bandit: 1 hit. 5 damage. A bandit is slain.
Hooray! He still attacks before he dies.
A dying bandit attacks a light footman: Hit. 4 damage. A light footman dies.
Urukubarr and a dying light footman attack a bandit: Light footman hits. 1 damage.
An injured bandit attacks Urukubarr: Hit. 6, max damage. Urukubarr is slain.
It finally happened...
A dying Urukubarr attacks an injured bandit: Miss.
Taadia and 2 light footmen attack a webbed bandit: Auto hit. 9 damage. The bandit is cut to ribbons.
The well-armed guards descended upon the western bandits, turning the tide of battle as they cut down a squealing thug. Another would-be killer was halted as the mage's second spell went off, ensnaring him and his comrade in a thick web. One of the party's own crossbowman was ensnared as well, but it was a price the mage was willing to pay.
Consumed with rage and surrounded by battle, the half-orc lost all composure as he furiously lashed out at the bandits. Alas, he was no fighter, and he was eventually felled by a sword to the gut. Crumpled on the floor and bleeding to death, he smiled wryly as the rage and pain faded away. At least he made some friends and coin before he died, he thought to himself. With a final sigh, he expired.
The fight looked grim as more mercenaries were felled by the relentless tide of foes. Taadia, terrified and fueled with adrenaline, lashed out at the ensnared bandit before her along with her surviving allies. His screams ended as spear and sword alike sundered his body. Knowing his fate would likely be the same, the final thug cried helplessly as he struggled uselessly in the oppressive web.
ROUND 3
Before we begin, do any more guards show up? This bloodbath would be very hard to miss.
OPSE Yes/No (Likely): Yes, and en masse.
Awesome!
Employer declares a spell.
The wounded, not-webbed bandit declares a retreat.
Initiative: Bandits first.
Morale roll: -2 due to heavy casualties, approaching guards, and the presence of an enemy caster. The two bandits in melee break.
Combat is over, as the bandits choose to flee.
As fast as it began, the fight was over. The few bandits still standing scrambled down the alley from which they came. Half of the band lied dead, their collective blood pooling in the street. Guards raced to the scene, arresting criminals and assessing the situation. Amid it all, Taadia stood in shock as her face went pale.
"Ma'am? Ma'am, are you alright?!" a guard shouted as he grabbed her shoulders.
...