Our band of Villains have arrived in Aldencross. They set out to scout out the watch tower. The keep is about half a mile from town and defends an old dwarven bridge spanning the river. 100m around the keep was cleared of forest but otherwise the area was lightly forested.
They spent the first few days relaxing, replacing gear, and trying to get a feel for the town and its occupants. The local inn, The Lord's Dalliance, is the place to be with many of the off duty soldiers coming here to drink as well as some of the watch captains. The party dwarf made friends with the engineers working on the keep and gained some intelligence that led the catfolk rogue to steal a copy of the blue prints. The others schmoozed with the soldiers getting a feel for the garrison's strength.
The villains began a campaign of assassinating the military leadership. The scouts were ambushed at a farm and the captain and a couple of the scouts were killed. Another captain was killed while meeting with his lover in the town. The keep's head priest was ambushed in town before he could conduct the service one morning.
The remaining leadership in the keep are aware something is not right. Nothing is entering or leaving the keep without being closely scrutinized. The villains are keeping their heads low and have come to realize there will be no more ambushes. However, they have one remaining ace up their sleeves. While slinking around the inn late at night the rogue witnessed a secret door being opened. A bit of investigation indicated that it lead into the storage room of the keep.
The time has come. The bugbear horde should now be in position. The villains have 2 weeks to throw open the gates of the keep to the horde and weaken the defenders sufficiently so that the bugbears can win. Why wait longer than necessary? Everyone is ready to go all they need now is one last plan.
Fred Funk's OD&D Set
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