Dusty's ADandD Campaign 97/08/19 - Planning

Our story continues with Garinn waking up from a hero's dream, in time to get directions to the meeting place - an old warehouse near the docks, and a time, 3:00 a.m. He leaves his bounty hunter associates, and stealthily returns to the rest of the party, and shares the news -that Cinder is wanted by these folks, and Garinn is obligated to deliver. Cinder exclaims her innocence, and wonders aloud why a bounty is on her head.

With righteousness on their side, and dollar signs in their eyes, Garinn and Tar start scheming. With Shallelle in the ranks, they take off to check out the warehouse while the rest of the party splits up - Heazzol keeps a watchful eye on the bounty hunters, and Alarian & Cinder lay low at the Inn.

Garinn, Tar, and Shallelle find the warehouse, and use thievish ways to gain entry. They find that the warehouse empty, and immediately start to scope out the territory. The warehouse has a loft area with line-of-sight to the doorway, which the adventurers immediately see as a good place for an ambush. After looking around a bit more, the adventurers return to the hook up with the rest of the party.

Tar goes off to get Heazzol. Heazzol is alerted and leaves the bar, but befor Tar can leave his is accosted by the bounty hunters. The exchange was innocent enough, but it ranked as suspicious.

The party gathers back at the Inn, where they immediately start to bicker about the sting operation. Alarian & Cinder are against such an immoral act, while Garinn and Tar see the path to goodness as a dark and circuitous one, and hence are less apt to let these bounty hunters leave with their purse still intact. Not much is accomplished, though, before the bounty hunters are spotted spying on the adventurers. Garinn takes off to chase them down, with Tar in tow, while Heazzol heads off to the bounty hunter's Inn.

Garinn catches up with the bounty hunters, and immediately causes a ruckus, very loudly asking why they have a price on Cinder's head. This draws the guards, who are intent on breaking up the uproar. Heazzol returns as well. The argument gets more heated, and the cops ask everyone to come downtown. Before long, the bounty hunters take off like bandits. The guards chase after the bounty hunters, and the adventurers immediately help. To the guards, this validates the adventurer's story, and gets them off the hook. They quickly gather with the rest of the party, and decide to head out of town ASAP, before the guards change their minds.

That evening, the party decides to save some funds and double check that Feldorn and Torvovan don't return to the warehouse that evening. An ambush is set at the warehouse, and adventurers take turns catching cat naps throughout the night. There is no sign of the bounty hunters throughout the evening.

The session ends with our slightly tired group of adventurers preparing to make the trek to the north, to take on the dark climbers.


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