SOL Survivors

Ah, SOL

Everyone's luck runs out eventually

Day 1, Session 1

Ho hum, another day begins at the border outpost of SOL. Quiet and secluded, the outpost is used as a dumping ground, of sorts, for the army’s “less desirable” members; those who cheat, steal, or perhaps are too lawful and turn in the “wrong” people. No one is here by choice.

And with it’s location on the border with the Orc Lands, the army feels it won’t be needed. Orcs haven’t caused any problems in living memory. They’re much too busy fighting among themselves. And, in fact, recently they’ve become a decent trade partner for the kingdom, with caravans of various weapons and other war goods coming through SOL and other outposts every few days.

The party awakens in the barracks to greet yet another call for the guard to end a fight at the tavern. Caravan mercs are at it again, beginning their day (or is it ending their night?) with yet another brawl. The party leader, a ranger, chooses to take the side roads instead of the main road so that they will enter the tavern from the back and surprise the brawlers.

Just as they start to wade into the drunken melee, a guard member bursts through the front door. “Orcs,” he shouts. “The Orcs are attacking!”

The party stares at him in disbelief and then starts laughing. Various comments asking about the level of intoxication and uses of recreational drugs are thrown out by various members of the party and the tavern. Finally, the guard convinces the party to go to the main gate of the town and investigate. The fearless leader orders the rest of the guard down the main drag to the gate, while he and the party circle around the side streets, to round up troublemakers…yeah that’s it.

As soon as the party entered the alley they where assualted by a strange howling that seemed to issue from the shadows. The fearless leader…needed new pants. The rest of the party watched in amazement as four large mastiffs emerged from the shadows and attacked. They were quickly dispatched, the party only suffering minor injuries.

After walking a few hundred feet down the alley the party hears some noises around the corner of a building. They send their “scrounger/thieve/cat burglar/assassin-want-to-be” to look around the corner. She sees one dire wolf and two wargs in the middle of the street facing each other. Oh, yeah, and there’s goblins riding them, with stepstools attached to the saddles. The dire wolf spotted her and watched her wave at him, and told him that she had food around the corner. (No, she did not fail her intelligence check, she just said it out of the blue.). The wolf promptly sprang at her causing her to bolt back down the alley, past the party. Oh, and after much out-of-character prompting, remembered to yell as she passed about a “wolf”.

The party had just turned back toward the mouth of the alley when a dire wolf came charging down at them. The front line consisted of one ranger, specced for ranged combat, and a paladin. The dire wolf proceeded to try to fight his way through them to the “food” while the rest of the party, pretty much, just stood there. The two wargs came running around the corner and got stuck in the alley mouth, with the goblins throwing javelins at random buildings. I kid you not, they were missing so badly that they could only hit the buildings on either side of the alley.

Wolf and wargs and goblins finally dispatched, the party continues on. Peeking around the next corner they see two trolls and four more mastiffs beside a wagon train. The party, in a rare act of caution, decided to run back to the barracks and light the signal fire to summon aid from the army, oh, and warn the kingdom.

Despite several attempts to light the fire, each one thwarted by enemy spellcasters or bad upkeep on the part of the city garrison, the party never manages to light the fire. They did however manage to acquire another NPC by the name of Seymour, who said that he was trying to light the signal fire when the party showed up.

The party gave up on that attempt and decided to flee back to the only inn in town and “acquire some horses and supplies”. While there they decide to light the inn on fire with a flamestrike. This idea is praised until one player makes the wisdom check to remember that alcohol burns very well. And fire likes oxygen. And that when glass bottles containing liquid are heated up to a point where the liquid inside boils, the glass tends to shatter. And when a flammable liquid is turned into a gas, inserted suddenly into a raging inferno, that inferno tends to become a FAE (Fuel-Air-Explosive(BIG BOOM)) The party decided to cast flamestrike from the maximum distance away. In mid flame the spell was dispelled, and the party threw their hands up in disguist and fled on horseback.

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Galantrue

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