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.]