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10.0 Horse Rustling
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I will stop gaming when they pry the dice from ...
10.0 Horse Rustling
«
on:
24 October 2011, 16:49:04 »
Kalans Revenge Mercenary Company
Company members:-
Taran – Half Elf Fighter/Priest of Mannanan Mac Lir, cousin to Carinne and Galvish
Carinne Rhianne Talynnart – Half Elf Ranger/Mage, Cousin to Taran and Galvish
Krachtig – An Invisible Gnome
Galvish – Half Elf Fighter/Thief, Cousin to Taran and Carinne
Barrigan Stonebeak – Dwarf Fighter/Priest, Company Engineer.
Lanneus Tuard – Paladin of Manannan Mac Lir
Saeryn Ghent – Fighter – (Kalans Sister)
Derek Summers – Fighter – Ex-squire to Taran
A Bard
Horse Thieves
We make our plans to steal horses from the Barelin forces. We get in contact with some of the rebels who can take these animals off our hands and give us quite a good price for them, it’s about half of the market rate but we plan on moving these animals in bulk with no questions asked. With these animals taken from the Barelin army they will have logistical troubles in keeping their cavalry supplied and if we can lay our hands on the mules and donkeys give supply issues.
The nearest horse farms are at Beer’s Ford, where the rebels had handed the Barelinians a defeat and gained revenge on some of the Generals who had ordered the slaughter of innocents in a raid we had taken part in. The rebels recognized we had not taken part in the slaughter and allowed us depart the field of combat.
We scout out the nearby horse farms and find they keep the different horses in massive pastures with armed guards within the 100 acre pastures.
Through the use of Dimensional Folding we manage to hit two farms the first night. The guards do their best to thwart us and when they charge us with their heavy lances they do some damage. Krachtig creates an illusion of big wolves which causes the horses to run to the far end of the pasture where Barrigan and Taran wait with Dimensional Folds to move the horses to the rebels pastures. Some walls of fire help to steer the horses in the right direction. We capture all the horses in the first pasture and manage to get most of them in the second before we retire to the rebels pastures to rest up before we return the second night.
The first pasture we hit we note there are more guards inside, we are aided by the bard blowing his horn and summoning 10 guards of Valhalla who intercept some of the guards closing in. One of the enemies blows a horn no doubt to summon help and as soon as the combat is over we gather as many of the donkeys together as we can before people start arriving from the nearby farmhouse.
Moving to the final pasture of the night we again find a larger number of guards than on the first night, we engage them in horseback combat and our superior skills swings the battle in our favor. Just as we engage the last guards and start to round up the heavy warhorses as first a fireball then a lightning bolt strike us. Casting spells to detect invisibility we spot two mages several hundred feet away, they then cast disintegrate spells at two of us, Taran only just manages to avoid instant death. Corinne starts peppering the nearest one with arrows and after the first few missiles fail to impact switches to enchanted arrows which soon find their mark and spell the demise of the mage. Lanneus and Derek rush to take down the second mage who disappears through a dimension door before they can close in on him. We finish gathering the horses and transport them out of there before gathering up the mages corpse and getting ourselves away from here.
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...my cold dead fingers. Whats that dear, gaming? no no just going to do some shopping, I may be gone a little while.
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