Flush with cash and enough XP to go to level 4, the party is going to be in training jail for a while. Since I'm doing solo play, I'm going to default to Fair performance which means they'll need 4500gp (1500gp/current level * 3) and 3 weeks to level up. This means they'll have to return to Valthrun ot train and won't be available until 12 May 2024. Let's issue the downtime orders in the meantime:
Brogallo:
Brogallo upgrades his armor to banded mail and does likewise for the mercs, along with buying them short swords and light crossbows with bolts. They're happy to have the extra protection and join Brogallo in some epic level debauchery in between his training sessions. He hires another 4 crossbow horseman mercs, as well as a merc sergeant, in an impetuous act of inebriated martial brotherhood. He now has 8 men-at-arms in his posse (and payroll).
When Brogallo sobers up the next day, he realizes he's got to pretend that he's a commanding officer with some sort of plan and orders Sgt. Slaughter to take the boys on a series of recon runs around Valthrun and Fort Rackham to expand their area map. Most of the sorties are uneventful, but the boys run into some minor scrapes:
- Hex 302.300: They spot a group of 17 Ogre Magi that have overrun the village of Gunnolfsfell. I roll for surprise and encounter distance. The mercs fortunately surprise the Ogre Magi (roll a 6 to the Ogre Magi 1) at a distance of 160 yards, and their ogre reaction roll comes up at 84% (Friendly, immediate action), so I rule that the Ogre Magi are amused at the puny flesh things having the temerity to approach them and don't immediately turn them into sushi. Wisely deciding that discretion is the better part of valor, Sgt Slaughter orders a hasty retreat to Valthrun and reports back to Brogallo. They were unable to spot any villagers, however. Their fate is unknown, but the siting of so many hostile humanoids in the vicinity does not bode well.
- Hex 304.294: They run into a pack of 9 dire wolves in the mountains east of Orchard Hollow. Their luck continues to hold as they surprise the wolves (5 to 2) at a distance of 120 yards. The wolfie reaction roll comes up at 52%, so they're not particularly hungry. Sarge decides the boys aren't getting paid enough to run recon and harvest wolf pelts like some filthy barbarian, and elects to report back instead of turning the wolves into pincushions.
It's interesting that the Ogre Magi are spotted in close proximity to the orcs that have been the focal point of recent gossip. Let's see what the party decides to do about it next session.
Brother Sully:
Sully talks to the liberated prisoners at Fort Rackham and discovers they were all captured on the road by the bugbears and sold to the ogres as part of the agreement to join the ogre tribe. They're thankful for the rescue, but unsure what their next move will be since they're destitute and unsure if their families are even still alive in the northern warzones. Sully sees the benefit of having some grateful catspaws to counter the influence of both Lady Kophryn and the Valthrun factions and tries to convince the prisoners to settle in Fort Rackham. This makes him look good to Kpohryn while helping build a network independent of her and the Valthrun factions.
- The dwarf likes the mountains and stone so he takes a job as the settlement's master mason. He'll probably start lending money at usurious interest rates as well since he's, you know, a greedy dwarf...
- The gnome finds a lot of useful herbs and fungi and starts brewing hallucinogens for "personal research" as expected of the psychotic little junkie bastards...
- The 0 level human decides to permanently settle here since the northern wars have ruined his home
- The NPC L3 cleric (N) reaction roll is Uncertain but 55% prone toward positive (base roll of 30% + total modifiers of 45%); a followup 22% means that he reacts positively and decides to establish a hermitage near Fort Rackham and seek answers by communing with the Cosmic Balance
- The NPC L3 fighter (CN) reaction roll is Friendly, immediate action (base roll of 49% + total modifiers of 45%). He decides he likes Fort Rackham and is a kindred spirit with the former bandits so he'll throw in his lot with them to see how things progress.
- The NPC L3 fighter (LG) reaction roll is Uncertain but 55% prone toward negative (base roll of 15% + total modifiers of 30%); a followup 69% means that he reacts positively. He decides to stay at Fort Rackham and try to rebuild his life since Lady Kophryn is clearly a good-hearted liege that's trying to bring order to these Chaos infested lands.
Satisfied with the results of his budding network, Sully retires to Valthrun to study with the local hierarch to advance his powers. He upgrades his armor to banded mail and replenishes his supplies.
Brother Fitzy:
Fitzy upgrades his armor to banded mail and helps Mighty Redneck recruit some new party members (see below) before joining Brother Sully in contemplation and training.
Mighty Redneck:
Mighty Redneck joins the trend and upgrades his armor to banded mail before making the rounds with Fitzy to find some new murder hobos. A d6 roll shows 5 potential comrades are available and I use the character subtable on DMG pp175 to see who's available (rolling a d4 for level). The results with encounter reactions:
- L2 Fighter (CG) Hostile, immediate action (or morale check if appropriate) (base roll of 20% + total modifiers of 5%). Homeboy wants nothing to do with our murder hobos after the stories about the debacle in the Shrine of Lethria
- L1 Fighter (CE) Uncertain but 55% prone toward positive (base roll of 58% + total modifiers of 5%); positive with 17% means he doesn't like the Lethria rumors, but definitely likes the loot they scored from the ogres and wants some of that action
- L2 Cleric (CN) Uncertain but 55% prone toward positive (base roll of 55% + total modifiers of 5%); positive with 31% tells us that he's willing to join the Brothers in their campaigns for the Balance, even though they're both a little whacky
- L2 Thief (NG) Neutral - uninterested - uncertain (base roll of 35% + total modifiers of 20%). He's not a huge fan of our murder hobos' exploits, but needs some cash...
- L4 Magic-user (LE) Enthusiastically friendly, immediate acceptance (base roll of 100% + total modifiers of 5%). He secretly appreciates their clear dedication to survival of the fittest and acquisition of mad amounts of loot.