Thine Camp Phase is over!
The Party:
Victory Points: 1/10
○ - Unwounded
• - Wounded
[Wound] Player
[○ ○ ○] Sir Frey, the Canny (Frelock)
[○ ○ ○] Sir Sytherion, the Nimble (Pandarsenic)
[○ ○ ○] Sir Urist Stealthbeard (Org)
[○ ○ ○] Sir Berserkicus, the Mad (Karlito)
[Dedde] Sir Inaluct, the Unoriginal (Inaluct)
[○ ○ ○] Sir Emperor, the Pure (Emperor_Jonathan)
[○ ○ ○] Sir Smith, the More-Unoriginal-Than-Sir-Inaluct (Cheeetar)
After much discussion, the good knights seize inaluct, and behead him in a single, swift motion. As his head clears the stump, the skies darken, and an evil presence is felt. The knights realise that inaluct was not an evil knave, but a knight of good intentions.
Thou hast lost a victory point.
The sun didst rise over a camp of darkened spirits. The knights travelled onwards through Hazewood, pondering their lot. But afore they couldst ponder further, they didst encounter a swollen river that crossed their path. The bridge that had tamed it lay shattered by a flood, and the goodly knights could see no way across. They didst decide to travel down river in the hopes that they may find an unbroken bridge, or a ford that they may cross.
After following the river for a small while they didst come to the outskirts of small camp on the bank of the river. A boat werest tied up nearby. The knights did agree to seek passage across with the men who resided there. They aproached the camp whenst suddenly they didst see that the camp didst house the bandits they hadst fought no so long past, with several more residing with them. The bandits werest sitting round a fire and drinking ale (as bandits are wont to do).
What shallst thou do?
Main challenge: Be able to cross the river with the boat (2 victory points)
Optional challenge: Disband/Defeat the bandits (1 victory point)
Obvious actions:
1)Sneak past the bandits and steal the boat
2)Convince the bandits to sell you passage
3)Charge into the camp and kill the bandits afore they rise
Go forth and makest plans amongst thyselves. The deadline ist whenever.