Corentin the Younger |
"Of course, I won't keep you from your tasks any longer. Before I go though, who did have keys to the creatures cage?"
Gizsmith Glitterbyte |
I don't want to mention the spoiler info in front of the crewmate, unless there is a good reason to bring it up.
Jaghal |
Jaghal is supa happy to tag along Giz, and maybe he can finally unleash the dormant mage inside him! Not really, but hey, two gnomes think better than one.
Whenever Giz needs to examine something Jaghal will try to cause some minor distraction, a thing that he's actually very good at, either his crazyness or cursed ability, that sometimes comes in handy. It's fun to drop a marble and see it rolling away from in a random direction.
Gizsmith Glitterbyte |
"Easy Svasha, there is no reason to think that this good man has any reason to wish us harm. Have you not suspected that perhaps we are simply dealing with the manifestations of a wayward spirit lashing out at one who has wronged them? The life of a travelling peddler leaves many a broken heart in its wake. Likely one of those poor lasses has taken her life in a moment of grief and despair, and now haunts me and my steadfast associates. Never fear though, for once I whip up a batch of Glitterbyte brand ghost repellant, we should have smooth sailing from here on out."
Turning to the sailor, "Well thank you for your time, fine Sir, we won't keep you from your duties any longer. If anything does come to mind, or you do notice anything peculiar, ghostly apparitions of buxom maidens in particular, please let us know."
Later, in private,
"A practitioner of the Arts Mystical, has modified the mind of that poor man. Some thought has been implanted into it. Though what that might be, I cannot say. Something a bit more serious is afoot here than simple sabotage."
GM Captain Trips |
The cage is now empty, since the creature was slain. Just as a reminder. Putting a watch on it might be pointless at this time as its not being attended to.
Feel free to deal with your clues and such as needed. I want to go ahead and push things forward so we can get everyone involved in some action.
Nodding at the gnome's words, the crewman returns to his duties, visibly glad to be done with the questioning which made him quite uncomfortable.
As the day draws on, the captain announces that their first stop along the route is up ahead, and the rowers begin to slow the pace, lowering the speed of the keelboat and slowly guiding it to the southern side of the river. Up ahead, a dock can be seen jutting out into the river, and the ship's bell rings out as preparations are made to dock.
As you get closer, the true nature of the dock becomes more evident. A broken pier rises from the gently flowing waters of the river, its pilings blackened by fire and splintered by axe. Only a few waterlogged planks remain, hanging drunkenly from twisted nails. A path leads up from the dock toward a small stone building atop a low hill nearby. Bloodtusk, obviously distressed with the sight, calls for your group immediately.
"Something is very wrong here. We were to deliver a shipment of axes, spears, and chain shirts to this 'ere waystation. It is manned by the Knights of Orem and we were to be met at the docks for a quick unload. But there is foulness afoot, this dock destroyed." Looking to each of you he asks, "You lot look to be fit for checking on the Knights. Travel up the path and check on their commander, one Calrianne Blix. Find out what has happened her, and if its a threat, end it. We need to get back underway as soon as possible."
Johan Fletcher |
Johan nods, accepting the order. He maintains his watch until the keelboat gets close enough for him to jump to shore. Before he jumps he looks to Corentin and asks Are we unloading the horses for this?
Perception: 1d20 + 9 ⇒ (6) + 9 = 15
Gizsmith Glitterbyte |
Giz casts Mage Armour On Galor and climbs aboard the keelboat.
"Knights of Orem, hmmm? I should have broken out the wagon, I have just the ointment to handle armour chafe."
Corentin the Younger |
Corentin considers what they'd learned from the half-orc and Gizsmiths words. "If he has been enchanted it at least tells us that he was not a willing participant. Our quarry lies elsewhere. Unfortunately if our foe has such power it also means anyone could be an accomplice without even being aware." Thinking a bit more he adds, "There is still the matter of the lock itself. If only the captain and first mate had keys we should see if they still have them. The lock itself is also missing. It may be at the bottom of the river but it seems odd that it would have been taken at all." Shaking his head a bit he finishes, "I can't see the answer to his riddle but we must remain vigilant for any other clues."
During the travel time...
While working the stables Corentin takes the opportunity to speak with Jak. "Tell me friend how stands the crew with all the odd happenings of late?"
Jumping ahead
Corentin nods to Bloodtusk, "We'll see to it." He then adds more quietly, "Please be careful while we're gone though Captain. If we're right about there being a saboteur then they may well chose to cause mischief during our absence."
To Johan he responds, "I think they'd enjoy the chance to stretch their legs and we may well appreciate their speed if there is trouble." With that he takes some time to put on his armor and prepare Resolute.
GM Captain Trips |
Shaking his head at the larger man, Jak offers, "Word has reached all of our ears of the beast attack. Something foul is afoot and the crew is nervous. Right now it seems you are the target, or your friends more precisely, so the crew is eager to be done with this business and part ways sooner rather than later. No offense of course."
A note based on Corentin's comments. The lock isn't missing, as it is a part of the cage itself. It was just not locked as far as you were able to tell.
The party will get ashore using the jolly boat, rowing the short distance to shore. So horses are out for this one.
GM Captain Trips |
Once aboard the small vessel, the party quickly guides it towards the shore without much effort. As you approach, Johan spots the bloated corpse of an orc tangled in the reeds along the shore, just before the nose of the jolly boat collides with the soft sand of terra firma and the party quickly hops out of the vessel.
The sun finishes setting just as you focus your eyes upon the squat tower ahead, a short distance up the path.
Corentin the Younger |
Thanks for the clarification, my mistake on the lock
Ah well, now exercise for the horses.
Armored and armed Corentin waits near the ladder to the skiff for his fellows to prepare themselves.
Corentin the Younger |
Is the dock still smoking or giving any sign that it burned recently?
"Be careful Mouse. Just get a look at how things stand and then we'll advance together."
While Sasha scouts ahead Corentin inspects the orc body.
Perception: 1d20 + 8 ⇒ (2) + 8 = 10
GM Captain Trips |
Most of the planks are missing, leaving just a few hanging loosely from the burned supports. There does seem to be a slight amount of heat lingering on one of the burned supports, so you'd wager the fire happened several hours ago.
The orc was definitely killed with a bladed weapon of some sort.
Johan Fletcher |
"I'll go," Sasha volunteers without hesitation.
I'll go too. Johan says firmly. I know orcs. Favored enemy orcs gives him +2 against orcs for most things that matter.
GM Captain Trips |
Haven't seen any tokens on the map move to indicate actual action, but I'm going to move forward with assuming "I'll go" means head to the tower.
As Johan and Sasha cross the short distance between the docks and the tower ahead, the smell of spilled bowels and the coppery tang of blood hang heavy in the air. Up ahead, the legs of what appear to be an orc, half hidden by the undergrowth around the tower, shake and jolt upon the ground, followed by the sound of something large moving from within the stables. No sooner does Johan motion for the group to stop moving when a overly large pair of wolves burst forth from the stable, blood stained muzzles dropping gore at their feet.
Initiative!
Wolf Attack!: 1d20 + 4 ⇒ (19) + 4 = 23
Corentin: 1d20 + 2 ⇒ (19) + 2 = 21
Sasha: 1d20 + 2 ⇒ (4) + 2 = 6
Johan: 1d20 + 4 ⇒ (9) + 4 = 13
Gizsmith: 1d20 + 2 ⇒ (4) + 2 = 6
Szacha: 1d20 + 3 ⇒ (7) + 3 = 10
Jaghal: 1d20 + 1 ⇒ (3) + 1 = 4
The wolves quickly spring into action at the sight of fresh prey, leaping forward and biting at Johan as he works to defend himself as best as possible. Both manage to score heavy hits on the ranger, as he loses his balance against the furious assault and tumbles to the ground at the feat of the massive beasts.
Johan takes 17 damage from the attack.
The party is up!
Attack vs Johan: 1d20 + 7 ⇒ (18) + 7 = 25 Damage: 1d8 + 6 ⇒ (4) + 6 = 10 Trip: 1d20 + 9 ⇒ (16) + 9 = 25
Attack vs Johan: 1d20 + 7 ⇒ (19) + 7 = 26 Damage: 1d8 + 6 ⇒ (1) + 6 = 7 Trip: 1d20 + 9 ⇒ (1) + 9 = 10
Johan Fletcher |
Hurt badly and unwilling to give these massive beasts a chance to attack again as he stands Johan delays until his friends all take their turn.
I am hoping you guys can take one down or otherwise incapacitate at least one so I only take at most one AOO when I try to stand.
Bracing for more bites Johan stands, steps to one side and attacks with his great axe. He will focus on a wolf that is more wounded if that is an option.
Great Axe: 1d20 + 7 ⇒ (9) + 7 = 161d12 + 3 ⇒ (4) + 3 = 7
Sasha the Mouse |
Urging Galor forward, Sasha moves to meet the foe.
Sasha vs. dire wolf: 1d20 + 4 ⇒ (4) + 4 = 8
Damage (+1 longsword): 1d6 ⇒ 4
Galor vs. dire wolf: 1d20 + 4 ⇒ (4) + 4 = 8
Damage (bite): 1d6 ⇒ 6
Trip attempt: 1d20 + 3 ⇒ (17) + 3 = 20
Corentin the Younger |
Moving forward quickly Corentin positions himself to aid his friend.
Attack w/PA: 1d20 + 8 - 2 ⇒ (10) + 8 - 2 = 16
Damage w/PA: 1d8 + 3 + 4 ⇒ (5) + 3 + 4 = 12
Gizsmith Glitterbyte |
Gizsmith shifts position and assesses the situation.
@GMCT:Can I get both of the wolves with a glitterdust without hitting Johan? (10ft radius) Not sure it's worth the spell slot if I can only hit one.
GM Captain Trips |
@Giz - Totally possible. I'll assume thats your action.
Sasha and Galor are quick to react to the sudden appearance of the two giant wolves, but the creatures manage to keep sword and tooth at bay, foiling the halfling's attack. Corentin and Szacha both land heavy hits on one of the beasts as Gizsmith lets loose with a spell, showering the area behind and around the massive wolves with shimmering motes of light, capturing the last rays of the setting sun in a brilliant display of gold and red twinkles. Both wolves shake their manes for a moment, but appear to still be able to focus clearly. Jaghal runs up and quickly places a hand upon the prone ranger, calling out "Heal Wounds!", as warm energy flows into Johan's body, healing him. His bitten body instantly healing, Johan is bolstered and he quickly stands, ready to face the larger foes as they both nip and bite at him. One manages to strike the ranger with its attack, but catches a glancing strike from the man's greataxe across the maw for its trouble.
The two wolves, one terribly wounded, press their attack against the most obvious threats. The wounded beast strikes at Szacha, while the wolf to the north continues to focus on the ranger. Both creatures fail to land their bites as the warriors work furiously to defend themselves from the snapping teeth.
Johan heals and gets hit, with a net total of healing 6 damage.
The party is up!
Will Save: 1d20 + 2 ⇒ (16) + 2 = 18
Will Save: 1d20 + 2 ⇒ (16) + 2 = 18
Duration: 1d4 ⇒ 3
Cure Moderate: 2d8 + 4 ⇒ (5, 8) + 4 = 17
Attack vs Johan: 1d20 + 7 + 4 ⇒ (14) + 7 + 4 = 25 Damage: 1d8 + 6 ⇒ (5) + 6 = 11
Attack vs Johan: 1d20 + 7 + 4 ⇒ (4) + 7 + 4 = 15 Damage: 1d8 + 6 ⇒ (8) + 6 = 14
Attack vs Szacha: 1d20 + 7 ⇒ (8) + 7 = 15 Damage: 1d8 + 6 ⇒ (7) + 6 = 13 Trip: 1d20 + 9 ⇒ (9) + 9 = 18
Attack vs Johan: 1d20 + 7 ⇒ (5) + 7 = 12 Damage: 1d8 + 6 ⇒ (8) + 6 = 14
Trip: 1d20 + 9 ⇒ (9) + 9 = 18
Corentin the Younger |
Following up on his first attack Corentin brings down his axe in an attempt to remove one of the wolves from the fight.
Attack: 1d20 + 8 ⇒ (19) + 8 = 27
Damage: 1d8 + 3 ⇒ (4) + 3 = 7
If Johan drops the wolf before Corentin then he'll 5' step and attack the other one
Sasha the Mouse |
Sasha presses the attack against her wolf, as well.
Sasha vs. dire wolf: 1d20 + 6 ⇒ (1) + 6 = 7
Damage (+1 longsword): 1d6 + 2 ⇒ (5) + 2 = 7
Galor vs. dire wolf: 1d20 + 6 ⇒ (4) + 6 = 10
Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Trip attempt: 1d20 + 5 ⇒ (6) + 5 = 11
Note that my sheet was out-of-date and this has now been corrected. The rolls above are accurate.
GM Captain Trips |
I think the dice gods are being unkind to Sasha, boo.
Johan strikes out against the wolf to the north, wounding it with his axe severely, while Corentin finishes off the beast to the south with a well placed chop to the base of its skull. Sasha and Galor press the attack, but are held off by the massive canine, its teeth snapping and slashing as each blow is quickly deflected or dodged. Adjusting, Szacha steps forward and slams Aggrimosh into the remaining wolf, the ancient weapon blasting the life from the large beast and sending it crashing to the ground. Jaghal, seeing Johan still wounded, calls forth more healing as the last wolf drops to the ground, "Heal more wounds!", placing his hand upon the wounded ranger and filling him with healing warmth.
Johan recovers 6hp.
End Combat
Cure Light Wounds: 1d8 + 4 ⇒ (2) + 4 = 6
Corentin the Younger |
"Wolves alone wouldn't have caused all of this damage, be ready." Corentin says as he moves up into position with Szacha.
From where we are can we see a doorway into the fort? Also is that a ladder leading up to a second level to the west of us?
Johan Fletcher |
Johan retrieves his bow from where he dropped it when the wolves attacked and thanks Jaghal again for the healing. Damn things got the drop on me. he says somewhat embarrassed. Should have spotted them. He holsters his axe, readies his bow, and moves back to the second rank and is ready to advance with the group.
Johan Fletcher |
Johan will activate his infiltrator ability of Darkvision for the next 10 minutes to see if that helps him better discern the layout and into the dark opening.
Perception: 1d20 + 9 ⇒ (2) + 9 = 11
GM Captain Trips |
Johan will activate his infiltrator ability of Darkvision for the next 10 minutes to see if that helps him better discern the layout and into the dark opening.
[dice=Perception]1d20+9
@Johan - Keep line of sight in mind. With the angle due to height, you'd be hard pressed to see inside the opening without being on the same level as the top of the stairs.
From Corentin's vantage a hitching post can be seen outside a simple stable with two stalls built along the eastern wall of the way station. Inside are the mauled and torn corpses of two horses, obviously savaged by the wolves the party just encountered. Several blackened iron javelins can be seen imbedded within the corpses, obviously not a weapon that wolves are known to use.
Gizsmith Glitterbyte |
I have invisibility prepped, if one of the sneakier folks wants to go scouting.