Silver Pool Campaign, Episode 1.2.10: Please read the first comment (click on View Results) below and THEN choose your preferred action.
Posted by darkstar 10 years ago, closed 10 years ago
Gag and bind Durk. Continue to hide in the thicket and try to stay the night. Set out a watch, to alert you if the new visitors begin to approach you.
30%
Gag and bind Durk. You and Mistress Faye scout the visitors to see what kind of danger they may pose or whether you might be able to take them by surprise.
10%
Gag and bind Durk. Try to work your way around the hill or another way down the hillside to avoid the visitors.
0%
Let Durk go. Continue to hide in the thicket and try to stay the night. Set out a watch, to alert you if the new visitors begin to approach you.
0%
Let Durk go. You and Mistress Faye scout the visitors to see what kind of danger they may pose or whether you might be able to take them by surprise.
20%
Let Durk go. Try to work your way around the hill or another way down the hillside to avoid the visitors.
10%
Kill Durk now. Continue to hide in the thicket and try to stay the night. Set out a watch, to alert you if the new visitors begin to approach you.
0%
Kill Durk now. You and Mistress Faye scout the visitors to see what kind of danger they may pose or whether you might be able to take them by surprise.
10%
Kill Durk now. Try to work your way around the hill or another way down the hillside to avoid the visitors.
0%
Some other creative option? (Please comment.)
20%
Durk's Story
darkstar: Bundling the loot back up, you turn your attention to your captive. "Now. What to do with you." Durk glares intensely at you, his fear at the implication of your words just edging out the defiance written on his face. "Do we kill you now? Or do we take you back to the village and let them take care of you there?"  
 
"I..." he starts, and coughs a bit as his mouth adjusts to not being gagged. "I can help you! Let me go and I can help you!" He obviously has no desire to be killed outright, nor to be taken back to the village, where he'd most likely be gibbetted.  
 
Aelric moves closer, his dagger in hand, in case Durk makes any sudden moves. Durk, seeing Aelric's movement closer, misinterprets it as a prelude to an attack. "Please!" he shrieks, almost raving, as he falls forward and rolls over on his back, trying to get away from Aelric. "Please!! I can get you money! Anything!" He writhes on the ground desperate to avoid Aelric's dagger.  
 
You hold up your hand, motioning for Aelric to hold off advancing further. Durk's eyes brighten as his glance shifts between Aelric and you. His tone becomes wheedling. "I can get you anything. Anything you want!"  
 
You squat next to Durk. "Settle down," you say, firmly. "First, tell us everything about Bardo, the raids and that cave. If we're satisfied you've been honest with us, then we may -- MAY -- negotiate." At that, Durk crawls over to your feet and grasp them between his hands. Uttering thanks, he begins to tell you about everything...  
 
It seems that Durk and most of the other raiders (including Ralf) were recruited personally by Bardo in Amberlake. Most of them had been two-bit henchmen or ne'er-do-wells in the grimy underbelly of the town. Bardo met them, often by being referred through a friend or a friend of a friend. He was looking for a group of roughnecks who didn't think too hard about scruples but could keep a secret well. Most of them didn't know each other beforehand but they met Bardo individually at a tavern in Amberlake -- the Harp and Feather Inn -- where Bardo was staying.  
 
Once they were recruited, Bardo told them to meet him at a farmhouse in Morgan's Hollow, a small hamlet to the north of Foxglove. In a barn there, they were equipped with armor and a weapon and promised a silver piece a week, plus a share of whatever plunder they made off with. Bardo left his horse there, evidently to be tended to by some local farmer. They headed from there and crossed into the Wilderlands, trekking three days down the Wilderland border to this area.  
 
"Bardo had done some scouting of the location and knew these caves were here," says Durk. "He told us that our first job was going to be to clear them out. When we got here, we were surprised to find the first challenge was a filthy ogre living in the cave. Can you believe it? Bardo wanted us to kill an ogre for him! I can tell you, we were scared out of our wits. With ten of us, plus Bardo, though, it didn't take too long before the big brute went down. We burned his corpse along with the massive tree trunk he used as a club. Then we cleaned the filth out of the caves and burned that, too. It all stunk for days."  
 
Durk goes on to describe the raids. The plan as it was described to them was to continue to raid the border village and surrounding farms in this particular area. Once, after the first couple of raids on Foxglove, one of the raiders suggested that they leave this area and find another village to raid, but Bardo told him to shut up and just do his job. Durk had a sense that there was something particular about Foxglove and the surrounding farms, since Bardo refused to move on. It was almost as if he wanted a reprisal from Viscount Grall's forces to come after him!  
 
"We soon found another problem in the area," says Durk. "Some kind of bat-like creature that comes out at night. We had to be very careful. Occasionally, one would attack one of our men and sting it with a long, sharp beak. We'd have to kill the thing quick, but whoever got stung would be seriously weakened for the next day or two."  
 
You ask Durk about the cave and the pool, but according to him, there is nothing else distinctive. He mentions nothing special about the pool and it seems clear that they never explored the underground tunnel, nor even knew one was there. Bardo was very strict about their not contaminating the pool since they used it for drinking water. The captive raider does note that he hough it odd that the cave appeared to be carved out in places, not entirely naturally formed, and seemed to be that way for a long time.  
 
Further interrogation yields little, other than his personal situation and impressions of the raiders, which don't appear to tell you anything you don't already know. "You said something about being able to get us anything we wanted?" you say, probing Durk's earlier comment.  
 
"Yes!," he assures you, nodding emphatically. "You let me go and I'll tell you where to find Bardo's horse! It's a fine black stallion with a good saddle. It's easily worth a hundred gold pieces! And who knows what else he may have left there with it!"  
 
Before you can respond to Durk's suggestion, Mistress Faye strides quietly into the clearing. "Quiet," she hisses at Durk. Turning to you she adds "We have visitors." You, Dan and Aelric get to your feet quickly and ready your weapons.  
 
Mistress Faye elaborates on her warning: "I backtracked to see whether we were being followed. I saw two short humanoids, greyish-red colored skin with patches of green, dressed in ragged leather. Watched them skulk out of the trees and investigate the clearing of the cave. They appeared to be very tentative but finally went inside. I don't think they know we're here. I've never seen their kind before, but they were armed with short swords and one had a bow on his back. The two I saw were still in the cave a few minutes ago, but I can't be sure that there are only two. There may be more in hiding, below..."  
 
A quick question to Durk yields his assurance that he doesn't know who they might be. As far as he knows, from what you've told him, he's the last of the raiding party alive. These others must be someone else checking out the goings-on at the cave...
darkstar: Previous episodes and character data sheet here.  
 
All welcome to participate, regardless of whether you've voted in earlier episodes.
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AB: Shout, "HEY! Short, greyish-red colored, green-patched humanoids dressed in ragged leather!" and then gag, bind, free, and finally kill Durk, in the meantime hiding in the thicket while Mistress Faye scouts out the visitors and everyone else works their way around the hill. Creatively.
AB: or, ya'know... just take up hiking.
AB: AB> d*: the story was perfect. It's simply that the situation has such great potential that I really dunno the best choice  
 
darkstar> Mi-a-HII Mi-a-HUU Mi-a-HAA Mi-a-HA ha!!!  
 
AB> Personally, if I was there and as myself as opposed to the char, I'd investigate the creatures while having recruited Durk. He'd be helpful later, I believe  
 
AB> omg  
 
* * * darkstar shakes it like a romanian polaroid picture  
 
darkstar> well, AB, make that as a comment  
 
darkstar> :)  
 
* * * AB copies+pastes
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Fluffy:  
why in the world would we let a treacherous hooligan loose right when we need to employ stealth and caution to avoid being detected? Tie him back up. He can't be trusted. We can't leave with one of our guys injured (remember?) and a pile of loot that still needs to be transported. I vote for keeping a close eye on the interlopers, attacking if necessary, but otherwise maintaining our current advantage, which consists of the element of surprise and (so far as we know) greater numbers.
I voted to tie up the bugger and do some scouting
pdxpogo: Lizard men give me the creeps but I don't know the races of this world and wether these are nice lizards or bad lizards...we need to find out. Perhaps they can hold their breath for a long time? Enlist them to help explore the cave.