Almaric's Tale

Almaric’s Tale: The hunt is on

“Thank you sir for your aid and hospitality and my thanks to Kel. My name is Almaric and you are?”

“Oh my, here I am, yammering away like one of my barmaids and forgot to even have the decency to give my name. I’m Hugo Barsh and this here is my pride and joy, The Travelling Man. Kel Biggins is my right hand around here, helps out in the bar, kitchens, stables, whatever needs doing, he can do it.”, this last comment seems to amuse him as he adds, “Or so he tells me. Anyway, I’ll be sure to pass along your thanks to him but I won’t be needing any thanks beyond you putting an end to those thieving villains and coming back all safe like.”

While they talk, Almaric equips himself from the innkeeper’s chest.

Since he does not appear any the worse for wear, as soon as he’s ready and with a last look back and salute to his host, Almaric strides out of the door and down the road in search of his ambushers… and more importantly Osgar and “Goblin-Cleaver”.


Moving down the road Almaric arrives at the spot of last night’s ambush.

[/OOC The Travelling Man is in area E and the ambush site was on the road at B]

A narrow path leads south from the road into the woods. The path, more a game trail than proper trail, is overgrown but not difficult to follow. The trees in the forest are large and the undergrowth is limited due to the all-encompassing canopy of trees.

Following the thin forest trail, Almaric quickly arrives at a small clearing.

The area is no more than 50’ wide at any point and it is covered with a layer of knee-high grass. The grass near the centre of the clearing has been trampled. Almaric quickly notices some of his stolen possessions are laying about the trampled area. There are four paths leading away from the clearing, including the one that leads back to the road and the inn.

[/OOC The clearing is area G.]

Almaric’s Tale - The Clearing

Crouching down outside the clearing, Almaric surveys the scene for signs of possible ambush - the collection of items lying in the open just too tempting to be innocent.

Removing his pack and hiding it in the undergrowth, Almaric starts to slowly skirt around the edge of the clearing - just inside the tree line - moving around to the east, all the time looking for bandits to shoot. Nothing leaps out or attacks him as he continues his traverse of the clearing’s perimeter. Finally, he arrives back at his starting point and, convinced that the area holds no (immediate) unpleasant surprises for him, he moves into the patch of trampled grass.

Scattered about the area, Almaric can see most of his more mundane items and equipment. His attackers were apparently selective and only took his weapons, armour, money and anything they felt they needed or was of value.

[/OOC At this time you can re-equip your character with any items from your character’s original inventory (prior to arriving at the Travelling Man) with the exception of the following: Weapons, Armour, Potions, Treasure (including jewellery, coins and gems) and any containers. All other items are in the area including rope, bandages, clothing, crowbar, etc. There is no sign of your saddle - or indeed, Osgar.]

Almaric’s Tale

Bundling all of the discarded equipment into a sack, Almaric returns to his hidden backpack and adds the sack to the concealed cache. Thinking that it might be be easier to travel unburdened, he leaves the bags and returns to the centre of the clearing.

Almaric spends a short while examining the ground for any tracks that might give him a clue as to the bandit’s direction. Apart from catching sight of one or two faded hoof-prints (that may or may not belong to his missing mount), there are sadly, just too many other tracks and spoor trampled throughout the area to tell him anything of use - other than this place has seen a fair amount of traffic.

Knowing that the general lay of the land puts the small river to the east and without any other means of tracking, Almaric decides to eliminate the smaller eastern region first before turning his attention elsewhere if needed.

Having lightened his load, Almaric is able to make better speed but since he is literally in ‘bandit country’, he elects to try and move as quietly as possible whilst staying alert for the sounds of voices. With a last look around the clearing, he sets off down the east path.


The path here is overgrown and very hard to follow. The gurgle of rushing water gives Almaric ample warning and as he moves through some thick scrub, he finds the path split by a quick-running stream. It is only about ten feet wide and it looks shallow. The stream bed is filled with gravel and small stretches of sand. Larger rocks and trees have created pools up and down the stream. The water runs off to the south. Looking to the south he can see a small trout break the water and snatch an insect that strayed too close to the surface. The path continues on the opposite side of the stream.

Almaric’s Tale - The Stream

Moving around the stream proves fairly difficult. The vegetation is thick at its banks and it is simply easier to walk in the water. The stream is generally less than a foot deep, apart from some pools that are no more than three feet deep. The water is very cold and Almaric’s investigation proves fruitless. Aside from spooking the occasional trout, he discovers nothing other than the fact this would be an excellent stream to fish.

[/OOC No map for this area because you chose to turn back early]

Almaric decides to abandon any progress further east across the stream and opts instead to return to the clearing in the west.

From the clearing he then strikes out south.


The path here is clear and there is very little undergrowth beneath the forest canopy. The trees, mostly 100-foot tall jack pines have dropped their needles for decades, creating a carpet of brown that is only disrupted by the occasional green fern. The path, which is well worn, is only distinguishable because it has formed a slight depression in the ground. Almaric’s keen eye catches a strange feature just off the path. The remnants of a campsite are clearly visible. A tent, mostly rotted and collapsed, is the most obvious feature. A ring of stones and empty hearth are also clearly evident. The fire pit is covered with several years of pine needles.

Almaric’s Tale - The Old Campsite

Almaric slowly approaches the old campsite, sword drawn and shield up. Carefully moving the remains of the tent flap to the side, he expects something to rush out at him. Sure enough. No sooner does he move the canvas to reveal the inside of the tent, when three monstrous black centipedes emerge and attack!

The centipedes are almost two feet long and black fluid drips from their fanged mouths.

[/OOC No surprise on either side, so it’s straight to initiative for round 1: Almaric (7+1)=8, Centipedes: #1 (20), #2 (9) and #3 (15).]

The foul creatures act with alarming quickness as they swarm around Almaric’s legs and between his feet, seeking to entwine them and trip him as they occasionally rear up and attempt to bite him.

[/OOC Centipede #1 attacks Almaric. Rolls (3) - Almaric’s AC (7) = -4. MISS
Centipede #2 attacks Almaric. Rolls (15) - Almaric’s AC (7) = 8. MISS
Centipede #3 attacks Almaric. Rolls (6) - Almaric’s AC (7) = -1. MISS]

The disgusting, wriggling critters fail to find a way through Almaric’s chainmail and he lashes out at them in retaliation.

[/OOC Almaric attacks (randomly /d3) centipede #3. He needs an 8+, he rolls (1) - ** (centipede AC) = MISS.]

Attacking fast-moving targets that are climbing your legs without doing yourself any harm proves trickier than Almaric thought it would be. He fails to land a blow worth noting.

The three creatures continue their harassment of Almaric whilst trying to sink their ichor-coated fangs in him…

Almaric’s Tale - Fighting the Black Centipedes - Round 2

[/OOC Initiatives: Almaric rolls (5+1)=6, Centipede #1 (17), Centipede #2 (12) and Centipede #3 (14)]

The three large insects continue their attacks on Almaric.

[/OOC Centipede #1 bites at Almaric, rolls (19) - Almaric’s AC(7) = 12. HIT!
Damage = 1 HP but now Almaric must make a save against the effect of the black venom.
Almaric needs a 14+ to save vs. Poison, he rolls (10) + 1(CON bonus) + 4(the venom is not a strong one) = 15. SUCCESS!

Centipede #3 attacks next, rolls (14) - Almaric’s AC(7) = 7. MISS
Finally, centipede #2 attacks, rolls (7) - Almaric’s AC(7) = 0. MISS]

Almaric wards off two of the three creatures, but one of them finds a way though his defences and manages a small bite on his leg. The wound is minor but he feels a momentary wave of cramps ripple through his muscles, he has no idea what could have happened if the venom were stronger but he suspects he doesn’t want to find out the hard way.

He realises that attacking the centipedes currently crawling on him without injuring himself is going to be awkward but it has to be done. Snapping his attention back to the creature that just bit him, Almaric swings his blade at it…

[/OOC Almaric attacks centipede #1. Needs an 8+, rolls (16) - **(centipede AC) = HIT!
Damage from longsword, (5) + STR mod.(2) + Fighter mod.(1) = 8 HP. KILLSHOT!]

…which reduces it to an exploded mess of red and black goo.

[/OOC Both the remaining centipedes are within range of his CLEAVE attack.
Cleaving sword swing at (random choice) centipede #2. Needs an 8+, rolls (10) - ** (centipede AC) = HIT!
Damage from longsword, (3) + STR mod.(2) + Fighter mod. (1) = 6 HP. DOUBLE-KILLSHOT!!]

His blade continues onwards and with well-honed reflexes, he finds another of the wriggling menaces. This one too is obliterated in a spray of ichor.

As it stands:
Almaric has lost 1 HP (now down to 8 HP)
Currently engaged in combat with 1 uninjured centipede.

Almaric’s Tale - Fighting the Black Centipedes - Round 3

[/OOC Initiative for this round: Almaric (8+1)=9. Centipede (18)
Because more than half of it’s group was slain in a single round, the centipede must make a MORALE check. It rolls, (10) - 1(it’s Morale mod.) - 2(for losing more than half its group) = 7. FIGHT ON]

Seemingly unaware of its companions demise, the centipede launches another attack at Almaric.

[/OOC Centipede attacks Almaric. Rolls, (17) - Almaric’s AC(7)=10. HIT (just)
Damage is 1 HP and again, Almaric must save vs. Poison.
Saves on a 14+, rolls (18) + 1(CON mod.) +4(weak venom) = 23. SUCCESS]

The centipede manages to get its tiny mandibles through some of the links in Almaric’s chain leggings and he again feels a slight scratch followed by the fleeting sense on muscle twinges that quickly shakes fades.

Bolstered by his smiting of the first two centipedes, Almaric swings at the remaining creature.

[/OOC Almaric’s sword attack: needs 8+, rolls(4) -**(centipede AC)=MISS]

This time, Almaric swings wide.

As it stands:
Almaric has lost another 1 HP (now down to 7 HP)
Currently engaged in combat with 1 uninjured centipede

Almaric’s Tale - Fighting the Black Centipedes - Round 4

[/OOC Initiative for this round: Almaric (16+1)=17. Centipede (9)]

Almaric continues to battle on.

[/OOC Almaric swings his sword at the centipede. Needs an 8+, rolls (11) - **(centipede’s AC) = HIT.
Damage from sword blow, (6) + 2(STR mod.) + 1(Fighter mod.) = 9 HP. KILL]

With a deft flick of his wrist, Almaric catches the wriggling centipede with the flat of his sword-blade and lofts it into the air. Even before the creature has a chance to try and right itself, his blade arcs out and arriving with a swish, ends its existence in a spray of sticky mess. Wiping his blade clean against the canvas of the tent, Almaric surveys the scene.

Having survived the attack of the black centipedes Almaric carefully inspects the decrepit tent. All it contains are a rotting bedroll and some other camp items, all decayed beyond use.

The fire pit has clearly not been used in several years. Moving the pine needles around with his sword tip, Almaric uncovers some fragments of bone. The bones are impossible to identify given their age and the fact that they were subject to fire. Otherwise, the pit is empty.

Deciding that there is nothing further of note here, Almaric turns his attention to the pathway east.


The path here is overgrown and hard to follow. Again, the gurgle of running water reaches Almaric’s ears before he clears the path. Emerging from some thick scrub, he discovers that the path is split by a quick-running stream. It is only about ten feet wide and it looks shallow. There is a pole embedded in the middle of the stream. The rotting remains of what looks like a bear head is impaled on the top of the pole.

Almaric’s Tale - The Bear’s Head

With the path being so overgrown, Almaric doubts that the bandits came this way but he’s too curious about who may have put the bear head on the pole.

After examining the immediate area and failing to find anything noteworthy, he carefully wades across the stream - checking the depth and his footing before moving.

Once on the other side, he continues along the path.

Following the path is not difficult in this area of the wood. The trees are large and very little undergrowth is present. Just ahead the path splits and Almaric is forced to make a decision.

Almaric’s Tale - The Encampment

Striking out north-east, Almaric expects to end up on the other side of the river that he didn’t cross earlier.

Always on the alert for any possible threats from wildlife, he presses on, relying on his senses to alert him of anything untoward.

[/OOC General perception check. Target is 18+, rolled (20) +INT mod.(1)=21. SUCCESS]

The smell of something cooking drifts through the wood. It is not something most people would describe as pleasant. As the trees open ahead, Almaric sees three figures hunched around a cooking fire. They appear to be orcs and they are cooking something on spits. The carcass of a bear hangs from a nearby tree.

Almaric determines that although he is now on the other side of the stream, he is a fair distance south of where he thought he would be. The woods are thick all around here and there is no discernibly easy way to progress any further north from here.

GM NOTE: The natural ‘20’ for his perception check gains Almaric’s player a bonus card (see my House Rules).

Almaric’s Tale - The Orc Encampment

Having never encountered Orcs on his own before, Almaric considers fighting three of them at once may be too much, especially since he is slightly injured. With this in mind, he attempts to quietly return to the stream without alerting the creatures.

Keeping a close eye on the Orcs, Almaric backs away, preparing to take full flight should the alarm be raised and they creatures show signs of persuit…

Luckily, the Orcs were oblivious to his approach, concentrating more on their culinary arts than on their surroundings. Almaric quietly fades back down the way he came and arrives back at the stream with the mounted bear’s head.

GM NOTE: The random bonus card is ‘Might’, +1 bonus to physical damage.

Almaric’s Tale - Back to the Bear Head

Almaric looks back the way he came, to the west and the clearing where his belongings await… but the new path to the south has piqued his curiosity.

Mindful that there are Orcs (and apparently bears) in the area, he moves as quietly as possible with his senses on high alert south down the new path.


The trail slowly descends into a hollow where the trees grow thicker and darker. Daylight struggles to break through the canopy of trees. Smaller scrub trees and brush threaten to overrun the trail until it finally emerges in a small clearing. A mound has been formed and dominates the area. Nothing grows on the mound and it is covered with small stones. A single entrance to the mound lies open.

Almaric’s Tale - The Mound

Mindful that he has no source of light with him, Almaric creeps up to the mound entrance - sword and shield ready - and listens for sounds of movement, whether it be orc or bear. Peering inside he decides that a light source is definitely needed as it is very dark within the mound and nothing is visible beyond a few feet.

After a few minutes spent listening intently at the entrance, Almaric has heard no sounds from within the mound. In fact, the area outside the mound is also oddly quiet. He decides to return to the clearing where his equipment is hidden.


Back at the clearing, Almaric checks on his cache of gear and is happy to find it all still exactly as he left it. He then takes stock of his options.

[/OOC: He has a MIGHT bonus available for use at any time.]

Almaric’s Tale - The Mound

Retrieving the previously hidden backpack, but leaving his recently recovered equipment hidden in the sack, Almaric returns to the oddly quiet mound.


After taking a moment to discern how sturdy the mound is, Almaric clambers up on to it to examine the stones and see if they from any sort of pattern. Moving about the area is a little unbalancing since the footing is uneven and difficult but after a complete search, all he is able to determine is that entire mound is maybe 45-50’ in diameter and rises to a height of around 15-20’. The stones on the top of the mound form a ring around the crown. What, if any, significance that may hold is lost to him. Beyond that, Almaric finds nothing of interest.

Returning to the ground, Almaric approaches the dark entrance. It is a little over 5’ wide and is only just tall enough for him to stand fully upright, though he may occasionally bump his head if not careful. Organising his gear, he lights a torch and leaving his weapons sheathed, slowly and quietly enters the mound.

Once inside, Almaric discovers a short corridor leading to a single chamber that he estimates makes up the entirety of the inside. There are no decorations on the walls of the tunnel or chamber. Facing him in the centre of the chamber, a skeleton sits silently upon a stone throne. It holds a longsword across its lap. Remnants of fur-based clothing cover the skeleton and a tarnished helmet obscures most of its head.

Near the entrance sit a pair of tall braziers.

[/OOC: He has a MIGHT bonus available for use at any time.]

Almaric’s Tale - Inside the mound

Almaric moves to the braziers, his idea to use his torch to light them is rendered useless when he discovers they contain no fuel. However, as he scrapes away a thick layer of dirt and dust in an attempt to find something the least bit flammable, he uncovers coins within each. One contains 90 gold pieces and the other 48 platinum. A veritable treasure trove! And one that he quickly pockets, all the while keeping a watchful eye on his bony companion.

Once done, Almaric carefully approaches the throne, getting ready to drop the torch and draw his mace - an ideal weapon for brittle bones.

On closer inspection, the skeleton appears to be very old. The bones seem more calcified and a thick layer of dust covers everything. The sword is pitted and tarnished severely. The handle looks as if it will break away from the blade with the slightest touch. The helmet is tarnished but otherwise appears solid. Almaric notices the skeleton bears a plain silver ring around the index finger of its right hand…

[/OOC: He has a MIGHT bonus available for use at any time.]

Almaric’s Tale - Inside the mound

Although not normally someone to tempt fate, the crown and ring could at least be worth a few coins.

Almaric places his torch in a brazier in order to continue illuminating the chamber while he works. Next carefully, and standing behind the throne, Almaric reaches up and attempts to remove the helmet from the seated skeleton - acutely aware of where his mace is, should the bones animate in any way. His mind briefly flashing back to his childhood and scary stories being told in hushed voices around the campfires of his parents adventuring party where a swift bash to the noggin was oft the best way to deal with troublesome undead - though he silently prays this is not going to be one of those.

After a small amount of wiggling, the helmet finally comes away and he lifts it clear of the (now revealed) antique skull of its owner. After shaking it to dislodge any detritus that may have stayed stuck to its insides, he gives the helm a cursory look before placing it within his backpack. It appears solid and Almaric notes that it is probably made from brass.

[/OOC It is a fully functional heavy helmet (see House Rules); +1 AC, +2 on d20 roll on Mortal Wounds table, -1 surprise, -4 hear noise]

Having removed the helm and with no signs of trouble, Almaric moves around to the side of the throne and turns his attention to the silver ring. With no flesh to hold it, the ring slips easily from the bony finger and after a quick wipe down with his sack, Almaric studies it.

The ring is plain silver and it is inset with a single ruby. Satisfied with his finds, Almaric slips the ring onto one of his fingers.

[/OOC Random choice, left hand index finger.]

No sooner has the ring settled onto his skin (which it seemed to fit remarkably well) when Almaric hears a voice enter his head. “You are protected.”

Spinning around to see if anyone else has appeared in the chamber, Almaric confirms that he is alone. Deciding that he does not like the turn of events that seem to be unfolding, he makes for his torch and the tunnel exit.

It is at this point that he sees the two red pin-prick glows that are advancing towards him from down the tunnel, seemingly forming out of the shadows themselves. Momentarily stunned, Almaric watches in horror as the very darkness of the tunnel coalesces into a dark and menacing shape - that of a dark shadow, man-like in appearance, which stands blocking the tunnel only a few feet away. The shadow points to the throne, but otherwise does not move. Behind the shadow, the tunnel appears obscured and hazy.

GM Note: It is at this point in a movie when the audience tends to shout out as one…“DOOOOOOOMED!”

[/OOC: He has a MIGHT bonus available for use at any time.]

Almaric’s Tale - Inside the mound

With the disembodied voice still echoing in his head, Almaric draws his mace and charges at the shadow-man. Shield in front, he attempts to run through it - half expecting to pass straight through and half to be bounced back…

[/OOC Initiatives for round 1: Almaric rolls (18+1)=19, Shadow-man (17)
Although Almaric doesn’t have enough room to use the CHARGE manoeuvre which requires a 20’ move, he does have other options (see ACKS core rules, p.109). Three in particular may be applicable here: FORCE BACK, KNOCK DOWN and OVERRUN].

GM Note: Without any definite course of action beyond attempting to ‘bash’ the creature, for this round I will assume it’s a straightforward melee attack using the shield as an improvised weapon.
Almaric needs an 8+, rolls (5)-**(creature AC)=MISS. Or rather, a hit but no damage.

Almaric connects with his shield, backed up with his weight and a short run and is dismayed to find that although the creature appears to be a shadow, it is a shadow with substance. His blow did not even rock it - something that he feels would have happened to any normal target of such an attack.

In response, the thing merely moves its pointing finger from the direction of the throne and attempts to lay its dark-wrapped hand on Almaric…

[/OOC Creature tries to touch Almaric, rolls (12)-Almaric’s AC(7)=MISS.]

…who narrowly avoids its touch.

The creature moves its hand back into position, again pointing a finger towards the throne.

[/OOC: Almaric is currently engaged in combat with some form of shadowy man-shaped creature. Both are currently unharmed from this fight, although Almaric is down to 7 HP from not attending to his previous wounds.He has a MIGHT bonus available for use at any time.]

Almaric’s Tale - Inside the mound

[/OOC Initiatives for round 2: Almaric (20+1)=21, Shadow-creature (15)]

Almaric backs away from the creature with his shield up to guard against any possible attack. He returns to the throne and with as much reverence as he can muster in the situation, reaches into his pack and withdraws the helm. With the barest of hand tremors, he replaces the helmet upon the head of the skeleton.

The shadow creature does not follow him. Instead it remains at the end of the tunnel, its finger still pointing at the throne and hellish red glowing eyes unwavering in their scrutiny of the young warrior.

GM Note: Almaric is not engaged but combat rounds are still in effect.

[/OOC We are still in combat mode. Almaric’s ‘natural 20’ for his initiative roll has enabled him to draw another bonus card. The shadow-thing is unharmed and you are currently on 7 HP. Almaric has a MIGHT bonus available for use at any time.]

Almaric’s Tale - Inside the mound

[/OOC Almaric gained a new bonus card - LUCK (+1 bonus to any saving throw)
Initiative for round 3: Almaric (11+1)=12, shadowy-man (11)]

Looking at the Shadow (for this is what the creature appears to be made of) and the only exit being blocked by it, Almaric takes off the looted ring and replaces it on the finger of the skeleton.

[/OOC No finger specified, so chose the same as his - left index finger]

Hoping this will appease the shadow-man, he returns to the tunnel entrance and looks the Shadow in its glowing red eyes.

The red glow seems to pulse slightly brighter and then with the faintest of double head nods, the creature lowers its accusing finger and fades back into the darkness from where it came.

Almaric stands blinking in the suddenly brighter torchlight and looks longingly at the daylight now showing at the end of the tunnel.

[/OOC: Almaric is no longer in combat. He currently has 7 out of 9 HP remaining. He has a MIGHT and a LUCK bonus available for use at any time.]

Almaric’s Tale

Emerging into the welcoming (and oddly reassuring) sunlight, Almaric makes a mental note about the treasures and guardian of this tomb. However, for the time being he must turn his back on it and return to the original clearing before finally trying the westward path in the hunt for Osgar and the bandits.


Following the path is not difficult in this section of the wood. The trees are large and there is very little undergrowth present. The path, once well-travelled, is worn clearly into the forest floor. Just ahead the path splits and Almaric will have to make a decision.

Continue following the path to the west?
Follow the path to the south?
Turn back east?
Do something else?

[/OOC: Almaric has a MIGHT and a LUCK bonus available for use at any time. If you have not already done so, cross off the torch you left burning in the brazier, but add the coins you pocketed from same (48 pp and 90 gp).]