Thursday, July 18, 2013

Let's be Bad Guys: Part One



On Friday, our intrepid heroes villains began their new adventure. Like all good cliches, the adventure started in a tavern. The Tavern of Many Delights (or as the locals call it 'The Tavern of Many Bar Fights), which caters to the adventures in this land was were the party was making their next plot. They were approached by a mysterious stranger (when I go play a troupe, I play it to the hilt), who offered them two thousand gold in exchange for recovering a scepter from a as of yet un-raided tomb some journey to the north. The party, with thoughts of gold glittering in their greedy little minds, agreed.

Of course, they didn't except the stranger's word at face value and tried to figure out exactly what was so special about the scepter. Well, except the monk, who tried to drink a trio of dwarves under the table. He got two down for the count, but the third was the last man standing. He punched the fair elven monk in the face several times (as per the agreement) and took his leave. One of the passed out dwarves' was taken away by others, as he was about to die from drinking too much. The last dwarf ended up being the monk's servant (again, as agreed). The cleric, meanwhile, tried to sermonize a man at the bar. All he got was a cold shoulder and the loss of all of his gold. All four gold coins he had. Hmm, no wonder he agreed so readily to the stranger's offer.

The following morning, the journey began. They encountered no one on the trail and camped for the night, and set a watch. The person on watch, the monk and his dwarf 'companion' were alerted to a half dozen thugs getting ready to murder and pillage the party. The dwarf, seeing his chance, took off while the monk was fighting the brigands armed with swords. The rest of the party woke up and started shooting at the enemies armed with crossbows, while the monk started putting his foes down. The battle ended with the last two surviving bandits fleeing into the night.

The next day, the party saw a wagon coming towards them. The driver was a friendly halfling who turned the wagon into a shop. The party, in a moment of what can only called 'murderhobo-ness,' attacked the halfing. What they didn't know was the halfing was in fact a multi-dimentional, epic level trader and rogue. For some reason, fate smiled on the fools and the little man flubbed his roll while trying to use a wand of disintegrate. A round later, he snapped his fingers and vanished. Little does the party know just how badly they cursed themselves. They'll find out, sooner or later.

That night, the party found a young run away slave, Helaina. She was a young pretty thing, a few months past her 17th birthday. She told her sob story while the party lent a friendly ear (or at least it looked that way). No, I don't understand their logic either.

In the afternoon, the party finally arrived at the tomb. With only a quick bit of exploring, they found the way into the tomb and started to explore. Inside, they found stone caskets with the remains of nobles inside. For reasons known only to him, the cleric began to smash every old musty corpse he found find... After the caskets had been thoroughly search, of course. The rogue lead the way, and missed his check to find the fall away floor that lead to a 60' spike-filled hole. Thankfully, he was able to avoid falling in and hopped over the gap, taking a rope with him. The party was able to move forward and onward. The rogue, smart fellow that he is, said he was going to the right at the junction, while the rest of the party said left. The rest of his fellows scrambled after him and together they found the way to the next level of the tomb.

As the approached the stairs, they saw a shadow detach itself from the wall and begin moving towards them...

To be continued.

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