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Turn
Campaign:Gamma Company
Adventure:Legion of Death
Send To:Cal, Erict, Marco, Peter, Rock, Rosin, Shooter
Turn Start Date (ex. 12/31/6565)02/08/6570
Turn Number:10.8
Combat Turn:
Subject:Whitter
The road between Fort Attson and Whitter is a well-traveled one and so the going is good. The sky is, as always, overcast, but is darker than usual. About midday, a light rain begins to fall. It continues to rain off and on for the next couple of hours. Cal reaches the top of a small hill sometime in mid-afternoon and can see the walled village of Whiiter ahead. Unlike Fort Attson, the wall around Whitter is a wooden palisade. Rosin tells the group that the entrance is on the southeast side (the team is approaching from the west). Surrounding the village are farmlands. A couple dozen people can be seen working the fields by hand and with crude farming equipment pulled by oxen.

GM: Is the group going to approach openly or scout things out first. From here, it looks like everything is normal.

PETER: {This is probably being too cautious.But this has proven to be a surprisingly dangerous place. Cal? Why don't you do a quick recon of the town. Let us know if anything suspicious is in sight.}

ROSIN: Going along with Perer's cautious tone, Rosin looks again at the scene to see if there seems to be anything different than last time she passed though. Not that she was paying a whole lot of attention to the farmers last time she was here.

CAL:{Yessir!!} Cal quickly becomes invisible and starts scouting the area, looking for sights, sounds and smells that might seem out of place.

GM: Send me a 3d6 die roll for Cal - the lower the better. Also send me 3 PER rolls.

CAL: 3d6 roll: [rolled 5]

CAL: PER: 12 + 4 PER with all sense groups; +4 range w/ Hearing, Sight and Smell/Taste Groups
[rolled 5]
[rolled 10]
[rolled 10]

Cal keeps the group updated via the mind link as he circles the town. He circles to the south, east and north. He sees that the main gate is open. As far as Cal can tell, everything seems perfectly normal. The guards do not seem especially alert, as they might if they had heard what had happened at Fort Attson.

From her vantage with the rest of the group, and looking through Shooter's rifle scope, Rosin too sees nothing out of the ordinary.

After Cal returns, the group, together with the survivors from Fort Attson, crest the hill and approach the village. Guards on the walls note your presence and become more alert, no doubt due to the amount of high tech visible.

Eventually the group rounds the south side of the village and reaches the main gates. By this time, the gate guards have been alerted and are waiting for you. An officer and a guard stand just outside the gate as you approach. More guards are on the walls. They seem more alert but don't seem especially alarmed. It's most likely that they believe you to be adventurers traveling with some civilians for some unknown reason.

As you approach, the officer greets you in a friendly manner and says, "Welcome to Whitter. You are more than welcome to enter but must check all of your weapons with me."

PETER: "Before we get to that," Peter says with some urgency, "we need to report that Fort Attson has been overrun, its people taken away as captives, and the town looted. These few are the only survivors." He pauses to let that sink in, and says over the mindlink, {*that* should get their attention.} "I'm sorry to bring you bad news," he continues after a moment of stunned silence. "But its best you hear the news immediately in case those responsible intend to strike here next. In any case, I think I'd best talk to your guard captain. he'll no doubt want our report immediately."

TECH: FWIW, use Oratory and PS: MIlitary Officer to make the report in as military a manner as possible. That's what the guard is likely used to; and so it'll likely be what he's most comfortable hearing. I'm not sure if you need a roll for something as mundane as that. (I can't remember if you have an equivalent of the d20 'taking ten..')

OFFICER: The officer frowns and replies, "Was it a group of glowing, golden warriors?" After Peter replies in the affirmative, the officer frowns again and says, "I had heard that they had hit one of the outlying towns, but nothing so close, or so well defended, as Fort Attson. The officer turns to he soldier standing next to him and says, "Go tell the captain." The soldier runs off.

OFFICER: "We can take care of the refugees. Are you planning to enter or are you heading towards Hawkshorn?"

PETER: "Thank you," he replies. "We're not that well-equipped to help refugees. There's also a pile of records." He hooks a thumb back in the direction of one of the carts. "We also salvaged what we could from the government buildings. Tax records; Property sales; business licenses; that sort of thing. The attackers took what they considered valuable. But I'm sure these'll have some value for you. You'll also want the carts and the animals. Except for that one, they're all scavenged from the fort; and we're not looters. We would like to see about buying one of the animals, though."

PETER: "As for staying or going," he glances at the rest of the group, "we're ultimately headed for Hawkshorn. Weren't sure enough of what we'd find here to make plans any more than that." {What do people think,} he flashes over the mindlink. {Stay here for the day or keep going to Hawkshorn?} "We'll stay at least long enough to brief your captain. After that, we'll know whether we'll want to stay tonight or move on to Hawkshorn."

ERICT: {As long as we make a report of the buggem activity and what we learned about their weaknesses to the captain as well, I'm fine with moving on.  Our original goals stay intact though, making friends and neighbors, and discovering all we can about this region and its denizens, and why the invaders don't seem to be coming here.  If any opportunities present themselves here, it can't hurt to look into them, we're not in a major hurry to reach Hawkshorn are we?  I suppose as the cultural center of the area it represents the most likely source of information though.}

ROCK (OOC):  Rock has no interest in this community especially.  He's fine moving on to Hawkshorn.  We should go ahead and hand over the refugees and transfer any records we have for them.

CAL: Cal seconds Rock's opinion. The only thing here for us is that they've heard of these golden guys and may be able to tell us more. Other than that, nothing at this time.

PETER (OOC): Oh, we're definitely staying long enough to talk with the guard captain. We'll find out what they know about the golden boys. We'll also see if they know about the clone troops. (I know they may not be clones. But we have to call them something, and that's pithy.)

PETER (OOC): It sounds like no one has a compelling reason to stay. So unless I hear to the contrary by tomorrow morning, I'll post our intention to depart quickly.

A short time later, the group is talking to the Guard Captain. He asks for all of the details that you are able to provide concerning the attack of the "Golden Warriors" at Fort Attson. You also learn from him that a village on the extreme northwest frontier of the barony was overrun several days ago, presumably by the same group. Many died in the attack and those that didn't die or escape were apparently taken by the attackers. The captain finds it disconcerting that the solid walls that guarded Fort Attson were ineffective in stopping the attack.

GM: Let me know if there is any information that you want to try to get from the guard captain. He appears to be very competent and asked all the questions about the attack on Fort Attson (and then some) that you might expect a competent military officer to ask.

PETER: "I'm sorry to hear that these Golden Warriors are such a problem. But I'm glad we were able to help. We also saw a squad of six nearly-identical soldiers in a uniform we didn't recognize going around and asking questions. Some of the refugees we brought could tell you more. Do you know anything about them?"

GM: The guard captain knows nothing about them, but asks additional questions to get more information.

PETER: "So, do you think the road to Hawkshorn is going to be safe? We're traveling slowly with the cart and want to avoid any complications. It sounds like we're pretty safe heading deeper into the barony, but it never hurts to be careful."

GM: The guard captain shrugs and says, "Travel is never completely safe but with the amount of weaponry that you guys have, you will probably be find. If you push it, you can probably reach New Center by nightfall."

PETER: "We're eager to get on our way, so we won't be stopping in town. But we are interested in replenishing our supplies. And we'd be very interested in seeing if we could buy one of the pack animals we saved from Fort Attson. Our own died on the way here and we've been having to haul our cart by hand since then. We might also be interested in working out some kind of trade to get one of the other carts we salvaged. Ours is pretty beat up from travel and has some jerry-rigged repairs. Who would we talk to about that?"

PETER (OOC): Feel free to add in any other questions. Assume that Peter is translating them all.

After talking with the guard captain, Peter works out a deal with some of the refugees for a horse and cart. Combined cost is 150 grams of gold or silver.

PETER (GM): How is that price? (High, low? Check with Rosin.) Peter has Trading as a skill, and we *did* just salvage a good bit of stuff that would otherwise have almost certainly been looted before anyone could get back to town. We also brought the town records, which have to be of some value to the locals. Peter doesn't want to hit he refugees while they're down, nor would he demand a reward for what they've done. But it was my hope that the people of Whitter would be appreciative of what we've done, and might give us a good deal.

GM: I'm assuming you used your trading skill and consulted with Rosin while making the deal. It's a pretty good price for a well-made cart and a fine horse.

PETER (OOC): Sounds good.

After completing their business in Whitter, the team departs Whitter, following the track towards New Center. They reach New Center late in the evening. Like Whitter and Jeffton, New Center has a wooden stockade around it. However, there are a number of buildings outside the stockade, including an inn. For 15 grams, Peter arranges for two private rooms and hot meals for everyone.

The night passes uneventfully and the following morning, the team departs early hoping to reach Hawkshorn by early afternoon.
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