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Old 12-04-2009, 08:35 PM   #400
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
Slowly you edge your way around the clearing until you are on the north side of the encampment. Here the perimeter wall has yet to be completed, affording you an unobstructed view of the cabins. You settle yourself behind a fallen tree and patiently you observe the main hut. Suddenly the door swings open, and a Drakkarim officer strides out into the snow. He pulls on his iron helm and draws his wolfskin cloak close about him as he goes off to inspect his men's work. The door swings shut, but before it closes, you catch a glimpse of something that sparks your curiosity anew.

Before the door closed you caught sight of a map spread out across a trestle table in the centre of the cabin. You whisper to Prarg what you have seen, then you tell him to wait for you here while you try to get a closer look at that map. It may contain a clue to Magnaarn's whereabouts.

Slowly you work your way across the snowy ground towards the ditch which encircles the camp. Your camouflage skills keep you from being seen by the Drakkarim sentries and you are able to reach the cover of this shallow, ice-filled trench with little difficulty. While you wait here for the chance to make a dash for the cabin, you notice two points of entry: the main door and a side window.

(I go through door)

As soon as the coast is clear, you leap from the ditch and sprint through a gap in the log wall. You are within a few yards of the cabin when suddenly you see two Drakkarim on horseback come galloping along a newly-laid forest track which leads to the encampment. You are in danger of being seen by them, so the moment you reach the cabin door you thrust it open and rush in.

Your sudden entrance startles a Drakkarim sergeant who is secretly sneaking a gulp of wine from his Captain's private stock. The bristle-bearded soldier chokes on his mouthful of ruby-red claret when he hears the door open, but his fear soon turns to anger when he sees it is you, and not his commander, who is standing in the doorway. He spits out the wine and hurls the half-empty bottle at your head. You dodge this missile with ease, but it has served its purpose; it has bought the sergeant the time he needs to unsheathe his heavy-bladed sword. He sneers, and your heart skips a beat when you see him get ready to shout for help. You must silence him quickly or he will alert the entire camp to your presence.


(I use Kai-Alchemy)

You utter the words of the Brotherhood spell 'Silence' and within the confines of the cabin all sound ceases. The Drakkarim sergeant screams for help, but to his amazement, he finds he has suddenly been struck dumb. You unsheathe your weapon and rush forward to strike him down, determined to finish him before the effects of the spell wear off.

Drakkarim Sergeant CS 30, EP 29

I roll a 5 and he takes 14. I take nothing because of the speed of my attack. I roll a 7 and he is dead from the additional 18 damage.

The Drakkar shudders as you land your killing blow. With an open-mouthed look of surprise, he clasps his chest then drops lifelessly to the floor. Quickly you step over his corpse and hurry to the table to study the map. To your disappointment, the map turns out to be merely a construction plan of the encampment. It offers no clues to Magnaarn's present location.



(I search the cabin more)

You sift through the items stacked upon the shelves, packed in cases and hidden in the personal bags of the Drakkarim commander, and discover the following which may be of use to you during your mission:

Dagger
Sword
2 potions of Laumspur (each restores 4 ENDURANCE points)
Hourglass
Signet Ring
Bow
3 Arrows
Brass Key

(I take the Brass Key, pots of Laumspur, Dagger, Hourglass, and Signet Ring)


As you are about to leave the cabin, you notice a lantern hanging on a hook beside the door. You take it down, flip up its glass cover, then cast it into the corner where it immediately sets fire to a heap of clothes. The fire will cover your tracks and, hopefully, cause enough of a diversion to enable you to escape from the encampment unchallenged.
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