Almaric's Tale

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).]

Almaric’s Tale

After a brief pause at the junction, Almaric decides to keep heading westward.


Spotting ruins amid the trees, Almaric slows his pace in caution.

An old and quite decrepit stone tower is clearly visible through the trees. The tower is no more than 30 feet tall, which is considerably shorter than most of the trees in the area that reach upwards of 80 feet.

Approaching closer, Almaric notes that the tower itself, though quite aged, appears solid enough. It has lost a few stones from its top that now lie embedded and risen from the ground like headstones at its base. A single, arched portal is the only entrance. If there was a door, it has long since decayed. He does not see any movement around the tower.

[/OOC: Almaric has a 7 of 9 HP and a MIGHT and LUCK bonus available for use at any time.]

Almaric’s Tale - The Tower

Attempting to move as quietly as possible, Almaric approaches the doorway and peeks inside. After a short time spent listening for sounds of movement and allowing his eyes to get accustomed to the gloom, he moves through the entrance.

The tower is not very large and has only a small chamber inside. The entry level is bare, though a flight of stone stairs follow the outer wall and spiral to a platform near the ceiling. A trapdoor in the ceiling is set directly over this platform. The trapdoor has fallen inward and only small portions remain. The sky above is clearly visible through the trap door.

[/OOC: Almaric 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 - Inside the Tower

The floor of the tower is bare earth and very little of interest is evident. A recent rain has entered through the open trap door and a pool of dirty water stands near the centre of the chamber. The soft breeze outside has caught the damaged trap door and it swings back and forth, squeaking eerily.

After taking time to search the lower level, Almaric carefully climbs the stairs - checking his footing before committing his full weight. Mid-way up the stairs, Almaric notices something like bird droppings on the top few stairs. Clearly a bird has nested in the tower ruins. As he reaches the platform, an ear-shattering squeak breaks the silence. Suddenly two birds break from a concealed nest in the loose stone of the tower near the ceiling. The birds dart inside the cramped tower and as they cross the light of the open trapdoor, Almaric can see they are not birds at all, but stirges! He is under attack…

[/OOC No surprise on either side. Round 1:Roll for initiative. Almaric (9+1)=10, Stirge #1(3), Stirge #2 (16)]

A Stirge darts in and attempts to jab its proboscis into Almaric’s exposed flesh…

[/OOC Stirge #2 attacks Almaric. Rolls (5)+2(diving attack)-Almaric’s AC(5 - he does not have his shield out yet)=2. MISS]

The creature fails to find a way through Almaric’s armour.

Having seen the speed with which they fly, Almaric knows he cannot outrun them - his only advantage lies in the tower’s confined space which might hamper their mobility. Drawing his sword and readying his shield, he lashes out at the one that attacked him…

[/OOC Almaric melee attacks Stirge #2. He needs an 8+ and rolls (12)-**(Stirge AC)=HIT
Damage from sword, (4)+STR mod.(2)+Fighter mod.(1)=7. KILLSHOT
The other Stirge is too far away to try and CLEAVE.]

The impact of his whistling sword-blade drive the remnants of the broken body against the far wall. A small, bloody stain marking its final sad nesting place.

[/OOC The remaining Stirge passes its forced Morale check at the death of its partner.]

The Stirge dives in to attack the killer of its mate…

[/OOC Stirge #1 attacks Almaric. Rolls (12)+2(diving attack)-Almaric’s AC(7)=7. MISS]

But it too, fails to find a way to pierce the fighter’s skin.

[/OOC: Almaric is engaged in combat with a Stirge. It is uninjured and he has 7 out of 9 HP remaining.
He has a MIGHT and a LUCK bonus available for use at any time.]

Almaric’s Tale - Inside the Tower, fighting the Stirges

[/OOC Round 2: Roll for initiative. Almaric (15+1)=16, Stirge #1(15)]

Since he is already engaged in combat with the Stirge, Almaric decides to press his advantage of close quarters and attacks the diminutive creature.

[/OOC Almaric swings his sword at the Stirge. He needs an 8+ and rolls (14)-**(Stirge AC)=HIT.
Damage from sword, (1)+STR mod.(2)+Fighter mod(1)=4 HP.]

His sword swing deals a glancing blow that, although badly injuring it, fails to kill it.

The Stirge retaliates and tries to attack Almaric again…

[/OOC Stirge #1 jabs its beak at Almaric. Rolls (19)-Almaric’s AC(7)=12. HIT
Damage is 2 HP]

…this time Almaric feels a tiny stab of pain as its sharp proboscis penetrates his flesh and the creature greedily begins to feed on his blood.

[/OOC I have enough rolls from you so I will advance on to Round 3.
Initiatives: Almaric (7+1)=8, Stirge #1(2)]

Seeing the tiny critter desperately clinging to his body as it continues to drain his blood, Almaric knows that he will soon grow too weak to combat it. Mustering his strength he attempts to remove the foul thing before it can do any more damage…

[/OOC Almaric attacks the Stirge. Needs an 8+, rolls (18)-**(Stirge AC)=HIT.
Damage from sword, (1)+STR mod.(2)+Fighter mod(1)=4. KILLSHOT]

With a swift downward blow, Almaric knocks the Stirge off him onto the floor. Apparently the combination of the sword hit and the impact against the floor is enough to kill the creature.

Now that the fight is over, there are no other sounds in the tower beyond the gentle squeak of the swaying trapdoor.

[/OOC: Almaric is no longer in combat. He is injured and currently has 5 out of 9 HP remaining.
He has a MIGHT and a LUCK bonus available for use at any time.]

Almaric’s Tale - Inside the Tower (the aftermath)

Before doing anything else, Almaric tends to his injury in case the foul creatures should carry some kind of infection. Sitting down on the top stair, he sets about cleaning and binding the small puncture wound.

[/OOC Use a bandage and regain 2 HP. NOTE: A (4) was rolled but you can’t get back more health than was lost in the fight, even if you still have missing health. See House Rules.]

Feeling better, though not fully healed, Almaric is at least sure that there should be no further complications to his health due to the wound. He now turns his attention to a possible nest area for the pair of stirges.

Although it is difficult to see into the gloomy shadows beneath the rafters of the roof, Almaric soon discovers the fetid thing that is the stirge nest - more by smell than by sight. Inside, amidst the faeces he spots a tarnished silver necklace. After retrieving it and giving it a bit of a clean, Almaric is quite surprised to discover the necklace to be a thick herring-bone chain holding a beautiful emerald. The necklace is easily worth a couple of hundred gold coins. The necklace goes into the small sack in his backpack and he hauls himself up on to the roof of the tower to see what it holds or at least in the hope that he can get a look at the surrounding area.

At one time the view from the tower roof must have commanded an unparalleled panorama of the surround lands. Now however, all he can see are the trees that surround the tower. It is even difficult to see the ground through the overhanging tree limbs.

Climbing back down, Almaric decides to rest a while in the tower and have lunch while taking stock of his current situation.

[/OOC: You have gained: a herring-bone emerald necklace. You have lost: a bandage.
Almaric currently has 7 out of 9 HP remaining.
He has a MIGHT and a LUCK bonus available for use at any time.]