what happenz

From:Dungeon Master
To:All
Date:Sat 24 Jul 1993 20:00
Next message:Borack : Studing
Previous message:Carideth : action
Reply:Greenbolt : Re: what happenz
Messages sorted by:date ] [ subject ] [ author ]

Carideth calls his animals over, but only his horse arrives. The dog and cat
still seem to be missing. Ivan whistles for Pep, and soon you can hear barking
coming over from where your camp was. Lo and behold, the two pets are huddled
under a blanket together. Evidently their hatred of the rain managed to help
them overcome their inborn instictive hostility to one another and they
cooperated. How cute.

Malcolm inspects the horse's wounds, and explains that they are not extremely
critical. The horse is still in working order (that is, can be ridden without
any difficulty for the rider or the horse), and it is for this reason that the
priest suggests he uses his last spell to heal Ivan. Malcolm says he'll need
around half an hour of prayer to receive three more healing spells - all of
which will probably be required to completely restore the horse. If anyone has
any other minor injuries, Malcolm will attempt to heal them without the aid of
magic, as he is an accomplished herbalist, and then, if no one disturbs him,
he will walk away to a secluded area (but still within sight) and start to
pray. He instructs everyone not to disturb him unless he is needed or we are
ready to move the camp.

I'll assume now that the rest of you will go to work searching the dead
bodies, cleaning yourselves up, and moving the camp. A quick search of the
slavers (they're all dead) yields a few silver coins (76 in number) that don't
appear to be a local currency. The leader, should you wish to deprieve him of
his possessions, has three standard gold crowns, a scimitar, a dagger, and a
metal necklace. None of the slavers' armour is in sellable condition (but that
doesn't mean you can't take it). It seems most of their weapons have been lost
in the mud. Without a thorough search of the area, you uncover three
longswords in fair condition and two whips in good condition. You can continue
searching, but it will take some time and besides, you'll get all muddy. :)

When that's all done, you start packing up the camp to move it somewhere else,
but by the time you have everything ready to go, it's getting quite light out,
and besides, none of you are really tired any more. Unless one of you chose to
disturb him for some reason, Malcolm should be done praying for his spells,
and will heal Carideth's horse. There is no sign of any of the escaped slavers
bringing back reinforcements, and no sign of which direction they fled (all
you know is they went north.. but they could have turned). The rain has long
since washed away any tracks, and even the most skilled of rangers or trackers
would find the task of tracking them to be impossible. 
There remains tghe matter of the slaver leader's ring. After sawing away at
the hand, Aardvarkin manages to sever the ring-bearing digit and after a bit
more sloppy, bloody work, he manages to free the ring. The thief calmly tosses
the bloody ring towards Greenbolt, who easily catches it with one hand. After
peeling off bits of flesh and wiping away the blood, the mage is able to
examine the artifact closely. Everyone stares at him in anticipation of his
evalutation.

Remeber to tell me what you're doing.. and plan ahead please.. are you going
to continue east towards Htron, perhaps in search of a village to wash
yourselves? And what are you doing with the two slavers you have captive, one
of which is unconscious and does not have a left hand?

|\       |\/|
|/ungeon |  |aster


Sage's Desk AD&D