All of you remain watchful and tensed considering you have not seen a wolf up close. You wonder this or that as thoughts go racing through your mind. You listen intently, but notice the only thing you hear now is the crackling of fire, your camp fire.
You wonder if the wolves' have gone away. You frown because you would have still of heard the howls as they gradually disappear, but to hear nothing makes you more uneasy.
You look every direction and then suddenly you hear the crack of a branch. It is not the kind of sound you know a wolf could make, but what is it?
GM: Everyone roll the dice called "Arrows". You are rolling as standing targets -7 to your current Armor. You need to get below your current Armor -7 to be safe. If not you have been struck by an arrow much to your amazement!
Arrows whiz through the air! You are more than surprised as you thought you were up against wolves. What is this that has befallen you as you are now faced with the growls you originally thought you would hear. Six large wolves emerge from the dark bushes nearby.
GM: After everyone makes their roll then I will continue the battle. I will be late in posting as today is my son's baptism and Birthday.
The light of the campfire crackling on your backs makes you stand out in brilliant form.
Arrows whiz through the air, but it is so dark you cannot tell from which direction they come, but it matters not anymore as they penetrate your armor and skin.
GM: Damage is taken against your as follows:
Kalfie 3
Beowulf 1
Klar 2
Daphnie 2
The wounds are bearable as you see the wolves almost read to leap on you, but you are ready, you were already expecting them and swing...
GM: You each face a wolf or wolves and swing.
Beowulf and Daphne sees two wolves work in unison against them.
Beowulf misses one wolf but hits the other and cuts the creature in two complete pieces each of which falls to the ground with a thump.
The remaining wolf attacks Beowulf and misses
Kalfie drives his ax into the wolf and it falls to the ground instantly.
Daphne seems to be caught off guard is unable to hit either wolf with her short sword.
The wolves seeing her misfortune attack more vigorously but Daphne parries.
Klar strikes at one wolf but it dodges his attempt.
The wolf's dodge puts him far off and he is unable to strike back at Klar with its teeth
GM: Round 2
Beowulf makes the area blood filled as yet another wolf falls without even a yelp
Kalfie tries to get his position clear as he hears the sound of horses' hooves going away.
Daphne in the mean time manages to down one wolf, but the other decides to run for it when she misses. The wolf takes off into the bushes.
Klar makes better of what he failed to do and the wolf cries in pain and dies.
If there were any other wolves around you do not see them now. You wonder if you are still being watched, quick, make a decision.
GM: Say what you will do now. Party stats have been updated.
You take a defensive position in case you are attacked by arrows again. You then try looking for your horses, but they are not to be found readily as you did not secure them. Fortunately for you they are found not too far off in the direction of the farm.
At the farm you call out for help with your wounds. The farmer and Sophia are amazed at all your wounds and inquire about it all before you have chance to say anything. Having explained all that happened to the farmer while he attends to your wounds he immediately says,
"They be bandits from the South!"
He then pauses his aide to you and thinks to himself for awhile as though searching his mind, and continues...
"But such as they have not been this far North in many years. I believe this is great cause for concern and I shall meet with the Village Elders tomorrow over it."
He then returns to dressing your wounds. Freshly baked bread is given you with the chicken you were obliged to feed wolves. You rest for the night and find yourselves refreshed by the morning. You check your wounds, the farmer and Sophia have done well and the process of healing is already taking place.
GM: 5:30am. Everyone is healed by one hit point. Say what you will do now.
You return to the ambush site. Klar and Beowolf hang the wolves' carcasses up as warning to further intruders. You note that a couple of the wolves have collars on them which you determine to mean that they were tamed. You try to determine the events of last night. From what you see there were probably 4 or 5 horses laden, probably mounted. There are a couple of arrows that did not meet their mark, they are stuck on trees or the ground. The campfire you set is still hot but you see no flame. It looks like they, probably Bandits, came from the South and returned the same way. This is the most your intelligence allows you to gather.
Klar and Beowolf go with the farmer to the Village. Klar buys some items. The farmer seeks word with the Elders concerning his findings. You are asked to wait outside as he meets with the Elders. Upon his return he says that they are aware of the situation but were surprised to note that the Bandits have become so brazen in their encroachment over the Village borders.
Back at the farm traps are set to the south of the farm. Randomly placed and designed to cause horses or men on foot to be tripped within arrow shot of the barn.
GM: 12:00pm. Say what you will do now. Party stats have been updated.
You eat at the farmer's expense and feel well satisfied.
You set up crucial positions during the night in case anything comes up.
Beowulf seeks certain information from Sophia. With his level of investigation he gets the following points:
* The farmer is her dad.
* She has always known the farm.
* Her mother died of a disease when she was young. Her father slowly went into a depression that has increased over the years.
* Sophia handles most of the work on the farm.
Klar with his level of investigation find out the following from the farmer:
* The farm was passed down to him from his parents who also lived on the farm. In those days were no worries about the South.
* He goes on for a long time about his wife, how much he loved her and then share story after story of things they used to do together. You feel like you are straying from what you really want to know, but your inquiry makes you obligated to listen.
* The farmer has no enemies but the wolves. In everything he deals with people from the Village, all of which know him as a respectable man of the Village.
Time passes...
You find yourself sleeping a bit uncomfortable because of your wounds. You were bound well by your hosts, but you wonder if they do not need professional tending to. Nevertheless you do get some sleep and the next day comes without any wold howls or incident.
GM: 5:30am. Say what you will do now.
Fortunate for you meals have been both 'free' and delicious, and so your rations are spared. You visit the doctor for the treatment of your wounds. He says it is good that you came because small stitches were needed. He advises rest to recover fully.
At the site of the attack you look for clues once again, but you see nothing of significance other than they came from the direction of the South.
You return to the farm check that all is well, and setup a 'fake' camp just South of the farmer's land.
GM: 5:00pm. Party Stats updated. Say what you will do now.
You set rabbit snares, but catch nothing.
You setup the 'fake' camp, but find it was in vain as nothing occurs during the night, no howls can be heard nor movement as far as you can see or hear.
You head back to the farm by early morning very tired and may need to rest during the day.
GM: Say what you will do now.
You try to repeat your trap for the unseen visitors, but you find that nothing is amiss. In fact, you hear no howls or movements save for the occasional rustle of trees in the wind.
GM: Say what you will do now.