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Gaming => A Green and Pleasant land => Topic started by: slug on 12 May 2011, 16:59:45



Title: 02.0 Jans Landing
Post by: slug on 12 May 2011, 16:59:45
Jans Landing

We are undertaking a training exercise at Jans Landing, when towards the end of the day a commotion is heard from the fishing huts which spreads to the other parts of the village, we saunter over and discover that Sahaguin have attacked some of the crabbing boats and taken the fishermen prisoners.  We soon get summoned to the Manor House where Kalan Ghent has been discussing the matter with the Lord and offers our services to rescue the fishermen.
The priest who tends the shrine to Mananaan Mac Lir offers the use of a bottle of wine which is blessed to allow us to breathe underwater.
There is enough for four spearmen, Carinne, Barrigan, Galvish and Taran.  Following an unfortunate incident with a branding iron and some sheep, Krachtig was unable to accompany us.
We dive (or in the Dwarfs and Tarans case, sink to the bottom) and walk along the uneven seabed in the proximity of the disappearances.
We soon encounter some urchins which fire their spines at us when we come too close.  We quickly realize that combat underwater is very difficult and we can’t bring our strength or slashing weapons to bear.  We do overcome these prickly foes and continue on before attracting the attention of a school of Barracuda, we make short work of these creatures and continue till we see the mouth of a cave.  We enter and soon hear some underwater snoring type sounds, Galvish swims over and attempts to gick the large green creature resting there, which just wakes it up and makes it mad.  It hollers out in some unknown dialect and we have a fight on our hands.  This appears to be some underwater relation to the trolls we have encountered before, we just manage to overcome the first creature when the spearmen are assailed by another one, they defend themselves valiantly and the others rush over to deal the death that is required of them, whilst Galvish stays behind to stop the creature from regenerating – whilst fighting we wrack our brains on how to burn these creatures whilst underwater. When we have taken the second one down we keep the spearmen on prodding duty whilst exploring other areas of the cave and straightaway find a place above the water where they have been hoarding their treasure, we haul their corpses up there and quickly count through the large amount of coins we see, then burn their corpses before swimming out and continue onwards till we see a couple of sharks circling around a fixed point.
We move closer and observe what appears to be the lair of the Sahaguin, sure enough we see several of these creatures moving about.  Being out of our element we decide to move towards the structure and attack, before we close the distance eight sharks swim to attack us, we make fish food out of them and long for some tartar sauce.  We are snapped out of our reverie by crossbow bolts thudding into our ranks.  We move towards the lair and get into hand to hand combat with these creatures.  Barrigan and Taran attacking one watchpost whilst the rest take on the other one,  Carinne fights with abandon against her sworn enemy and dispatches one after another.  Reinforcements arrive in the shape of a Lieutenant, a shaman and his guards.  Soon Taran is entangled in a net and the dwarf is being hit again and again.  Just as Carinne, Galvish and the spearmen overcome the others Taran frees himself from the net and slays the Lieutenant with the others help.    We look around the complex and find several fisherman in a cage, drugged to the eyeballs but somehow managing to breathe underwater.  We free them and loot the place.  We return to the surface victorious and after recovering our breath go back down through an air shaft to the troll lair and recover the treasure.
Once back on land we are greeted by the townsfolk as heroes, a banquet is thrown for us and we make the most of this acclaim.
One of the items we bought back from the Sahaguin lair was a gold statue of their god, it reeks of evil so we take it to the shrine for Mananaan Mac Lir and place it therein hoping it will be cleansed.  The next day Taran and Galvish are woken at the crack of dawn by the acolyte who says a miracle has occurred and we should follow him to the shrine.  In the place of the gold statue sits a fine short sword decorated with prayers to our deity.  Taran looks it over and has the sense that this sword will perform very well under or on top of water.
We return to the town and meet up with Isabella who shows an interest in some of the potions we have taken from the underwater lair, it seems that the fisherman were kept alive and drugged by some concoction of the Sahaguin.

Kalan Ghent finds us out and says there may be further trouble afoot, a logger was scouting out some tree species when he spied a Goblin raiding camp North East of the village.  It is decided that Kalan will take the spearmen and some local militia by boat up the coast to see if he can deal with them while we guard the main path into the village in case he is too late to stop them.
We set up a hide in the woods by the side of the path and keep the crossbow men and Barrigan hidden whilst Taran, Carinne and Galvish set up a defensive mound on the other side of the path next to the river.  Carinne then scouts ahead on horseback for any sign of Goblins.  It is a short while later that she comes galloping back saying they are on their way.  We nock arrows to our bows and wait, it is only minutes later that a mass of goblins come into view with several wolf riders.  We loose several arrows at them while they close on our position, with the crossbow men also firing we take down quite a number of them.  One of their archers strikes Taran with an arrow taking him in the shoulder and severing an artery which demands a rapid binding of the wound.  Carinne is fearless with her sword knocking several down and Galvish seems to have been stunned by the sudden rush of creatures.  Our superior fighting prowess starts to show through and we have laid many of the creatures out before they turn tail and run with no loss of life on our side.  Barrigan breaks off the shaft of the arrow sticking out of Tarans shoulder and withdraws the remainder, causing a deal of pain and finding his right arm all but useless.
We gather some coins of the corpses and make our way back to town to report to the lord of the manor our encounter.  He cannot believe that the eight of us managed to slay over 50 of the enemy and dispatches some men to verify our wild claim, meanwhile Kalan returns from his mission where he attacked the main camp and accounted for nearly 100 goblins.  The scouts come back and confirms the number of bodies found, leaving the Lord amazed at our battle skills.
With time on their hands some more revelry is called for.  Tarans arm will be immobile for several weeks and spends some time with the smith getting fitted for a set of full plate armor decorated with the symbols of Mananaan Mac Lir.