Almaric's Tale

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.]

Almaric’s Tale - The Tower

After lunch, Almaric repacks his bag and decides to investigate the clearing around the tower before moving on.

Furtively, Almaric moves through the trees that surround the tower. There is very little undergrowth among the trees and he finds himself darting from tree to tree. As he reaches the opposite side of the tower from the path, he can see three open graves marked with crude head-stones. There is writing on the headstones and he can make out names and dates – dates that are not so old. It appears that a few soldiers died here while clearing out the forest brigands just a few years past. The sound of a snapping twig alerts him just in time. Turning around, Almaric sees three zombies only ten feet away. All three are dressed in ragged military uniforms. They attack!

[/OOC No surprise on either part, Zombies automatically go last in a round. Initiatives for Round 1: Almaric (Auto)=20, Zombie #1 (Auto)=0, Zombie #2 (Auto)=0 and Zombie #3 (Auto)=0]

Quickly readying himself, Almaric darts forward to hack into the rotting flesh of the first Zombie, his sword a blur as it arcs towards the creatures torso…

[/OOC Almaric attacks Zombie #1. Needs an 8+, rolls (17)-**(Zombie AC)=HIT
Damage from long sword, (3)+STR mod.(2)+Fighter mod.(1)=6 HP. KILLSHOT]

The blade slashes a ragged hole through its chest cavity and had the foul thing any guts left, they would be spooling about its feet as it collapses in a ruined heap. Continuing his attack manoeuvre, Almaric spins towards the two remaining fiends and attempts to dispatch another…

[/OOC Almaric takes a 5’ step and makes a CLEAVE attack against Zombie #2. Almaric needs an 8+, he rolls (6)-**(Zombie AC)=MISS]

However, this time his sword tip whistles inches past its mark and the Zombies close their shuffling ranks on him.

[/OOC Zombies #2 and #3 both attack Almaric. Zombie #2 rolls (4)-Almaric’s AC(7)=-3. MISS
Zombie #3 rolls (7)-Almaric’s AC(7)=0. MISS]

Neither of them manage to land a blow with their dirt-encrusted clawed fingernails and they continue their slow menacing movements around him.

[/OOC: Almaric is currently engaged in combat with 2 uninjured Zombies. He has automatically won the initiative for the next round. 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 - Fighting the Zombies, round 2

[/OOC As before, the Zombies automatically go last in a round. Initiatives for Round 2: Almaric (Auto)=20, Zombie #2 (Auto)=0 and Zombie #3 (Auto)=0.]

With his shield in front of him, Almaric drives his sword at the closest Zombie.

[/OOC Almaric attacks Zombie #2. He needs an 8+ and rolls (18)-**(Zombie AC)=HIT
Damage from sword (4)+STR mod.(2)+Fighter mod(1)=7 HP]

The sword passes straight through the torso of the undead fiend, clearly almost ripping it apart but it is obviously not yet ready to return to the great beyond.

Even as it swings a roundhouse claw at the young warrior, its brother-in-arms sets up an overhead swipe of its own…

[/OOC Zombie #2 and Zombie #3 both attack Almaric.
Zombie #2 rolls (5)-Almaric’s AC(7)=-2. MISS
Zombie #3 rolls (7)-Almaric’s AC(7)=0. MISS]

And once more, the fighter’s defence proves too strong for them.

[/OOC: Almaric is currently engaged in combat with 2 Zombies, one of which looks to be severely injured. He has automatically won the initiative for the next round. 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 - Fighting the Zombies, round 3

[/OOC As before, the Zombies automatically go last in a round. Initiatives for Round 3: Almaric (Auto)=20, Zombie #2 (Auto)=0 and Zombie #3 (Auto)=0]

Offering a silent prayer up to the Gods, Almaric attempts to finish off the ‘wounded’ Zombie with another sword blow, this time an over-arm, shoulder to hip slash…

[/OOC Almaric attacks Zombie #2. He needs an 8+ and rolls (12)-**(Zombie AC)=HIT
Damage from sword (2)+STR mod.(2)+Fighter mod(1)=5 HP. KILLSHOT]

…which rends the shambling monstrosity almost in half. Turning slightly, Almaric arches backwards as he deftly converts the returning motion into an attack against the last creature…

[/OOC Almaric attempts a CLEAVE attack against Zombie #3. He needs an 8+ and rolls (19)-**(Zombie AC)=HIT
Damage from sword (3)+STR mod.(2)+Fighter mod(1)=6 HP]

The remaining Zombie is caught with a vicious backhanded blow that removes an arm at the bicep and rocks it back a step.

But still the lifeless horror advances, taking a staggering step forward and clawing desperately at the young hero.

[/OOC Zombie #3 attacks Almaric. Zombie #3 rolls (1)-Almaric’s AC(7)=-6. MISS]

Almaric easily evades the undead’s clumsy attack and turns to face the slack-jawed face of his foe.

[/OOC Again, I have enough rolls to continue the combat and since the Zombie autmatically goes last, Almaric acts first in Round 4.]

Knowing that the thing he faces is mindless, there is no point in using subtle feints and fakes. Instead Almaric opts to continue using the technique that has served him well so far and attempts to simply hack the creature to pieces. Planting his feet, Almaric brings his sword down towards the creature’s head…

[/OOC Almaric attacks Zombie #3. He needs an 8+ and rolls (15)-**(Zombie AC)=HIT.
Damage from sword (6)+STR mod.(2)+Fighter mod.(1)=9 HP. MAX-DAMAGE KILLSHOT]

And catches a face-full of blood and brain matter as the zombie’s head is obliterated in a spray of gore accompanied by a loud crunching squelch. The body manages one final stuttering step forward before news of its demise reaches its limbs and it crumples to the ground at Almaric’s feet. The severed arm twitches once and then ceases moving, its fingers locked like a crawling death crab.

Even as the last zombie sinks to the ground, Almaric’s attention is drawn back to the tower and graveyard. There is no movement within the tower. He can clearly see that the zombies emerged from their graves within the last few days and the earth is still fresh. The sounds of the woodlands carry on as if nothing had happened.

[/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 - Fighting the Zombies (aftermath)

Pitying the poor souls of the dead-again soldiers, Almaric collects the remains and lays them next to the graves. Looking in the graves he can see simple pine coffins. Some dirt has fallen inside. It is clear the zombies did not claw their way out. Someone obviously dug up the coffins as there is a pile of dirt stacked next to each grave. A wooden shovel lies next to the tower. The coffins are empty.

Taking umbrage at the desecration of the fallen soldiers who obviously died doing their duty, Almaric begins to examine the bodies in an attempt to identify which body belongs under which headstone. Fortunately each of the soldiers has a form of tarnished insignia and name-tag and their names (Shennan, Rhann and Crydor) prove easy to match to the simple grave markers. Almaric drags them back in to their respective coffins and in Crydor’s case, reunites him with his arm - although there is nothing really left above his neck. After an hour he has again interned the soldiers, this time adding a layer of stones from the fallen parts of the tower to protect against scavengers. As he sets the shovel down after saying a prayer for the dead, a blustery wind comes out of the north. Staring in disbelief, Almaric watches three amorphous images appear next to the freshly covered graves. The transparent figures resemble the soldiers, but they are younger and full of life. One of them steps forward and he hears his words but knows he has not made a sound.

“We are in your debt young hero. You have honourably returned our bodies to the grave and we will repay your selfless act. Call out our names, either one or all, and you will be aided.”

The soldier finishes and all three figures fade as the wind again dies to a soft breeze.

After standing in stunned silence for a few moments, Almaric nods a final time to the graves and collects his things. Turning his back on the tower and the three graves, he heads back along the path to the junction and this time takes the southern trail.


Following the path is not difficult in this section of the wood. The trees are large and very little undergrowth is 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.

[/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 - The Lake

[/OOC You estimate it to be sometime in the mid-afternoon.]

The forest gives way to a sandy beach. A small lake is formed by the cold water stream that flows from the north-east. To the south the lake continues again. The beach is mostly sand but a fine layer of gravel is mixed in near the water’s edge. The lake appears wide but fairly shallow as several large boulders break the surface. A grove of tall reeds grow in the lake on the north side of the beach. What appears to be the remains of a canoe are partially concealed by the reeds where it lies near the shore.

With his sword drawn but eschewing the use of his shield for the time being, Almaric moves to investigate the canoe - all the while expecting some vicious water creature to leap out at him.

His misgivings prove to be only half right, for as Almaric moves toward the canoe, not one but two large frogs leap from their concealed hiding spots in the reeds. The frogs are as large as a cat. Disturbingly, the frogs have fanged mouths and clawed forearms. They attack.

[/OOC Neither side is surprised. Round 1 initiative is: Almaric (6+1)=7, Frog #1 (19) and Frog #2 (8)]

With a loud cacophony of croaks, the two amphibians launch themselves at Almaric, attacking in a flurry of claws and bites…

[/OOC Frog #1 attacks 3 times - twice with claws and once with a bite.
Claw 1, rolls (14)-Almaric’s AC(5)=9. HIT
Damage is 2 HP.
Claw 2, rolls (10)-Almaric’s AC(5)=5. MISS
Bite, rolls (4)-Almaric’s AC(5)=-1. MISS
Frog #2 attacks 3 times - twice with claws and once with a bite.
Claw 1, rolls (11)-Almaric’s AC(5)=6. MISS
Claw 2, rolls (10)-Almaric’s AC(5)=5. MISS
Bite, rolls (18)-Almaric’s AC(5)=13. HIT
Damage is 2 HP.
Almaric’s HP are down to 3 out of 9.]

Frantically fending off the frog’s furious onslaught leaves Almaric bloodied and wishing he had brought his trusty shield along after all. Shaking off the momentary lapse in concentration, he switches into attack stance and slashes out at his first attacker…

[/OOC Almaric attacks Frog #1. He needs an 8+ and rolls (8)-**(Frog AC)=MISS]

Only to see his foe hop over his powerful swing. Things are not looking good for our young hero…

GM NOTE: Is it finally time for our Almaric to croak? /Barrump-ching!

[/OOC: Almaric is currently engaged in combat with 2 uninjured frogs. He has 3 out of 9 HP remaining. He has a MIGHT and a LUCK bonus available for use at any time.]

Almaric’s Tale - Fighting Frogs at the Lake

Knowing that he’s badly hurt, Almaric attempts a strategic withdrawal towards his pack and the added safety of his shield. His hope is that the frogs won’t venture too far from the water.

[/OOC Round 2 initiative is: Almaric (7+1)=8, Frog #1 (9) and Frog #2 (18)]

Before he can make any headway back to dry land, both the frogs again launch frenzied attacks…

[/OOC Frog #2 attacks 3 times - twice with claws and once with a bite.
Claw 1, rolls (5)-Almaric’s AC(5)=0. MISS
Claw 2, rolls (7)-Almaric’s AC(5)=2. MISS
Bite, rolls (17)-Almaric’s AC(5)=12. HIT
Damage is 2 HP.
Frog #1 attacks 3 times - twice with claws and once with a bite.
Claw 1, rolls (9)-Almaric’s AC(5)=4. MISS
Claw 2, rolls (2)-Almaric’s AC(5)=-3. MISS
Bite, rolls (4)-Almaric’s AC(5)=-1. MISS
Almaric’s HP are down to 1 out of 9.]

Almaric’s vision blurs as he feels his lifeblood seeping into the lake’s chill waters. Managing to take a few unsteady steps backwards through the shin-deep water, he almost loses his footing but manages to get his feet under him in time. Wobbling, he staggers to where his pack lies on the shore.

[/OOC Almaric attempted to make a FIGHTING WITHDRAWAL but because he lost the initiative he was unable to move before the frog’s attack and therefore had no chance to make his retaliation attack.]

Almaric glances down to where his shield lies propped against his backpack. Flicking his gaze back to the frogs, he prays he will get the chance to use it…

[/OOC: Almaric is currently in combat with 2 uninjured frogs but is unengaged and 15’ away. He has only 1 out of 9 HP remaining. He has a MIGHT and a LUCK bonus available for use at any time.]

Almaric’s Tale - Death at the Lake

[/OOC Almaric will be using DEFENSIVE FIGHTING this round (HOUSE RULE: automatic loss of initiative, +2 AC, -4 to hit)
Round 3 initiative is: Almaric (Fighting defensively)=0, Frog #1 (15) and Frog #2 (14)]

Although Almaric is back on dry land, he may still be out of his depth. He knows that he can’t take another hit. Perhaps the frogs know this also as they bound towards him, each hop heralded by a loud, sinister croak.

[/OOC Frog #1 attacks 3 times - twice with claws and once with a bite.
Claw 1, rolls (15)-Almaric’s AC(5)-Defensive Fighting(2)=8. MISS
Claw 2, rolls (9)-Almaric’s AC(5)-Defensive Fighting(2)=2. MISS
Bite, rolls (2)-Almaric’s AC(5)-Defensive Fighting(2)=-5. MISS
Frog #2 attacks 3 times - twice with claws and once with a bite.
Claw 1, rolls (14)-Almaric’s AC(5)-Defensive Fighting(2)=7. MISS
Claw 2, rolls (15)-Almaric’s AC(5)-Defensive Fighting(2)=8. MISS
Bite, rolls (9)-Almaric’s AC(5)-Defensive Fighting(2)=2. MISS]

Panting heavily, Almaric manages to survive the vicious onslaught of the slimy creatures. Flicking sweat-slicked hair from his brow, he reaches down and snatches up his shield in a practised motion that slides it on his arm and brings it up to guard his body. As his hand tightens around its grip, his knuckles white almost as if trying to wring some extra measure of strength to aid him, he again swings at his accursed attackers…

[/OOC Almaric automatically lost the initiative so he was unable to move before the frogs re-engaged him, therefore he must remain in combat this round.
Almaric attacks Frog #1. Needs an 8+, rolls (13)-Defensive Fighting(4)-**(Frog AC)=MISS]

The frog hops away from his strike, and Almaric finds himself momentarily overextended.

[/OOC I have enough rolls left to continue the fight and I will assume that Almaric continues to fight defensively since he needs all the AC he can get.
Round 4 initiatives: Almaric (Fighting defensively)=0, Frog #1 (1) and Frog #2 (12)]

This is it. Even as Almaric tries to catch his breath, the frogs attack yet again…

[/OOC Frog #2 attacks 3 times - twice with claws and once with a bite.
Claw 1, rolls (5)-Almaric’s AC(7)-Defensive Fighting(2)=-4. MISS
Claw 2, rolls (16)-Almaric’s AC(7)-Defensive Fighting(2)=7. MISS
Bite, rolls (12)-Almaric’s AC(7)-Defensive Fighting(2)=3. MISS
Frog #1 attacks 3 times - twice with claws and once with a bite.
Claw 1, rolls (19)-Almaric’s AC(7)-Defensive Fighting(2)=10. HIT!!!
Almaric uses the HOUSE RULE:‘Shields shall be splintered’ - NO DAMAGE
Claw 2, rolls (7)-Almaric’s AC(7)-Defensive Fighting(2)=-2. MISS
Bite, rolls (17)-Almaric’s AC(7)-Defensive Fighting(2)=8. MISS

/HOUSE RULE: ‘Shields shall be splintered’: Any time a PC is about to take damage and has a shield equipped, he may choose to sacrifice the shield in order to avoid incurring the wound. The shield is sundered by the blow and destroyed, but the PC takes no damage. In the case of spells that allow a saving throw for half damage, this rule may be invoked if the save against the spell is failed. Doing so successfully reduces the damage by half. If the saving throw is successful, the shield can be sacrificed to avoid taking the half-damage. In the case of magical shields, invoking this rule means that the PC takes no damage from the blow but the shield loses one “plus” from its enchantment.]

This time the blistering attacks rip his freshly equipped shield from his arm and with a feeling of dismay, Almaric shakes the splintered ruin free and grips his longsword two-handed. At least he thinks he now has the measure of the creatures he faces.

[/OOC From the combat results, Almaric can deduce that the frogs will hit him on a 9+]

Bracing his feet, he launches a vicious downward sword blow - arcing from high right to low left…

[/OOC Again Almaric automatically lost the initiative and is unable to move because he is engaged in combat with a frog, therefore he must remain in combat this round.
Almaric attacks Frog #1. Needs an 8+, rolls (20)-Defensive Fighting(4)-**(Frog AC)=CRITICAL HIT!
Damage from double-handed longsword is MAX(8)+STR mod.(2)+Fighter mod.(1)=11. KILLSHOT!]

The blade bites deep, leaving a gushing wound. The frog is bludgeoned into the soft sand from the impact and dies instantly. Without shifting position, Almaric continues the blade’s arc back up and then brings it back down in another slash, this time from upper left to lower right…

[/OOC Almaric attempts to CLEAVE the second frog. He needs an 8+, rolls (20)-Defensive Fighting(4)-**(Frog AC)=CRITICAL HIT!
Damage from double-handed longsword is MAX(8)+STR mod.(2)+Fighter mod.(1)=11. DOUBLE-KILLSHOT!!]

The flashing arc terminates directly across the frog’s back with a crunch that ends it’s life mid-croak.

Finally, Almaric takes a stumbling step backwards and drops to one knee, gasping for breath and bleeding heavily. But at least he yet lives.

[/OOC: You have lost your shield. Almaric has only 1 out of 9 HP remaining. He has a MIGHT and a LUCK bonus available for use at any time. I need you to give me 2 extra rolls next time - a d11 and a d10 for two new Bonus Cards.]

/GM NOTE: Back-to-back natural 20s - you double-jammy bastige! Grrr…

Almaric’s Tale - The Lake (aftermath)

[/OOC You have gained two new Bonus Cards - Finesse (+1 to hit) and Automatic Success (succeed on any STR or CON check OR gain +5% bonus XP)]

Gathering his things together, Almaric moves away from the water’s edge, back towards the pathway. Squatting down he begins to carefully clean and dress his painful wounds.

[/OOC First Aid [1d4 rolled for a total of: 4 (4)]. Almaric heals himself for 4 HP]

Having done the best that he can, Almaric knows that he is still in no shape to continue on today so he decides to return to the Travelling Man to rest for the remainder of the day and resume his hunt again once he is fully healed.

Moving cautiously, alert to any possible danger, Almaric retraces his tracks back west to the crossroads. From there he strikes out north and just before reaching the junction of the tower/clearing paths, he is forced to hide in the undergrowth as he catches sight of a huge, lone, ugly human walking towards him. Trying his hardest to control his breathing and remain hidden, Almaric is alarmed to see the creature in better detail as it passes within feet of where he lies hidden. An ogre!

Almaric waits a good few minutes after the brute has gone, just to make sure before breaking cover and once again heading back to the inn.

Reaching the junction, Almaric turns east and continues on to the clearing where the rest of his gear is hidden. It is late afternoon now and the sky is beginning to don its evening wear although there is still light enough for him to hunt out his belongings, check and then collect them. After adjusting the straps on his packs, he continues on the last leg of his journey, albeit somewhat burdened.

The path north out of the clearing eventually leads him back to the safety of the road and as the sun is dipping below the horizon he heads towards it and the haven that is the Travelling Man. Just as the welcome sight of the structure peeps into view, Almaric’s pace is accelerated by the sound of wolves calling somewhere deep in the woods to the south. Moments later he is through the door and into the soft glow of lamplight and the warmth of a welcoming fire and Hugo’s hospitality.

As a frothy mug of ale and a steaming bowl of stew are placed in front of him, Almaric is urged by Hugo to tell of his search for the bandits as Kel helps out behind the bar. The tale goes on into the late evening and by the end of it, Almaric has the attention of both Hugo and Kel along with the small handful of tavern patrons. Eventually, he is done and feeling every mile he has walked and every blow that has landed, Almaric begs off any more tales and heads to his room - which, true to his word, Hugo has kept ready for him.

Falling into the bed, which feels so much softer and comforting than he remembered it to be, Almaric’s last thoughts are of what has occurred and what might yet transpire in his hunt for the bandits…


[/OOC: Almaric has 5 out of 9 HP remaining. He has MIGHT, LUCK, FINESSE and AUTOMATIC SUCCESS bonuses available for use at any time. I would suggest that you use the Automatic Success bonus now to claim the +5%XP bonus as you rest up overnight. It will take a FULL day of rest to get any additional HP back without some form of medicinal/healing aid (Healing Salve/Poultice). Drop off/restock any gear from the chest in the room and recalculate your equipment list and encumbrance.]

Almaric’s Tale - The Travelling Man

Next morning, Almaric takes stock of his belongings and cleans them up before packing some away in the chest in his room. Using the knowledge he gained from his time spent adventuring with his parents, he studies the silver emerald necklace whilst cleaning it. He thinks it is most likely worth something in the mid two hundred gold range but understands that he is unlikely to see it fetch anything like that amount. A realistic figure would be between a hundred and twenty five to a hundred and seventy five. Still, it’s all money he didn’t have and it all goes towards his expenses.

/RULES
ADVENTURING PROFICIENCY
The character is well-equipped for a life of adventure. He knows how to clean and sharpen weapons, saddle and ride a horse, set up a camp, and search for a secret door. He has a rough idea of the value of common coins, trade goods, gems, and jewellery. All player characters are assumed to have Adventuring for purposes of the proficiency throws of standard adventuring tasks.

After breakfast, Almaric gives Hugo five gold coins for the hospitality he’s already enjoyed and toward the next couple of days. Hugo tries to argue that the money is not necessary since he had agreed that it was part of his side of the bargain to aid Almaric in his hunt for the bandits. However after a few bouts of good-natured banter, he eventually relents and reluctantly takes the coins.

Thinking it would be foolhardy to go into the wilds with injuries, Almaric decides not to go out again until he is rested and properly equipped. To that end he also asks Hugo if there is anywhere nearby he could get a new shield and possibly some salves or poultices, offering the necklace as payment. Hugo thinks for a moment and then taking the necklace, he heads off looking for Kel.


Later that day, Hugo knocks on Almaric’s door and presents him with a replacement shield. He says that one of the other guests is a merchant and he bought the shield from one of his guards. He also informs Almaric that there are currently no healing supplies available but he is expecting a travelling apothecary either tomorrow or the day after. He will buy what he can up to the limits of the necklace’s worth and return any surplus funds.

Having cleaned and redressed his wounds, Almaric spends another restful night in his room and by the next day his wounds are fully healed.

[/OOC: Add the shield to your inventory while removing the necklace. You have also gained 1,015 XP (bonuses included). Almaric is now fully healed. He has MIGHT, LUCK and FINESSE bonuses available for use at any time.]

Almaric’s Tale - A New Day, A New Beginning

First thing in the morning, Almaric has breakfast, readies himself and leaves the inn with a determined look on his face.

Heading east along the road to the site of his original ambush, he then strikes off south and shortly arrives at the clearing where he recovered some of his possessions. Looking around at the clearing and the pathways out of it, Almaric decides that he really should investigate the eastern path more thoroughly before progressing further south. However, he is all too aware that there was an Ogre in the general area last time he was here. He will need to be wary, even though he has previously explored some of these trails.

Once again he takes the eastern path out of the clearing.

The trail here is overgrown and very hard to follow, however the happy gurgle of rushing water again alerts Almaric to the presence of the stream even before he has cleared the undergrowth. The quickly running water is only about ten feet wide and he recalls that it was fairly shallow - the stream bed 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 and the path continues on the opposite side of the stream.

With no ready alternative available, Almaric carefully wades through the chilly water and resumes his travels along the pathway.

Not long after crossing the stream, Almaric notices that the path is slowly descending into a lower area of the woods. The ground is growing soft and the trees are beginning to thin. Marsh grass and tall reeds are getting thick. Ahead he sees the path disappear into a swamp-like area several hundred feet wide and deep. The land all around the swamp rises back into the forest. The swamp sits in a low depression. In the centre of the swamp, Almaric can see a mound made of mud and tree branches. There do not appear to be any other paths leading out of the swamp.

[/OOC: Almaric is uninjured. He has MIGHT, LUCK and FINESSE bonuses available for use at any time.]

Almaric’s Tale - The Swamp

Crossing into a swamp by himself to investigate a mound seems like a foolhardy decision, so Almaric backtracks west to the clearing.

Whilst listening for the sounds of movement and ready to take cover, he makes his way westward across the clearing towards the area where the tower and graves were. At the junction where he saw the Ogre, Almaric turns south and heads down to the next crossways and then swings east to the place where the frogs almost claimed his life.

Once there, and keeping his shield readied (for he has learned from his mistakes), Almaric finishes his investigation of the canoe - he finds nothing of interest, the canoe is damaged beyond repair.

[/OOC: Almaric is uninjured. He has MIGHT, LUCK and FINESSE bonuses available for use at any time.]