Alain Lenoir |
Alain rises when needed, but is less than companionable most of the morning. He speaks little, and only then to complain about the cold and the lack of something to warm the blood. The woods seem to take even more out of him, and his complaining comes to an abrupt halt once they are beneath the boughs of the trees.
When the sounds of the boar reach him, his eyes become bright as he prepares his longbow, nocking an arrow to the string. He looks around to the sides and rear of the group as well, not trusting the sounds in the forest. He seems jumpy and nervous in these cold, wet woods.
Knowledge: Local 1d20 + 6 ⇒ (10) + 6 = 16
"I heard the servants talking about that uncanny ability..." he whispers, grimacing.
Perception 1d20 + 6 ⇒ (5) + 6 = 11
Initiative 1d20 + 5 ⇒ (18) + 5 = 23
Ready to loose and arrow if something rushes out of the trees towards them. 1d20 + 3 ⇒ (17) + 3 = 20
Damage 1d8 ⇒ 4
Drest MacAlpin |
"Wait a second", says Drest, let me try something. drest moves slowly in sight of the animal, making soothing noises, to try to calm it.
Wild empathy check, 1d20 + 1 ⇒ (13) + 1 = 14
If the beast does not seem to be receptive, he will move back and take a defensive posture (full defense).
Init 1d20 + 2 ⇒ (3) + 2 = 5
Jen the GM |
Initiative: 1d20 ⇒ 20
Drest's efforts seem futile, as the boar looks ready to charge. Drest retreats closer to friendly lines, but before he can take a defensive posture, the boar leaps out and charges. Alain sticks it with an arrow for 4 damage and Razo barely gets his sword under its skin for 5 damage, but it continues to barrel forward, hitting Drest.
Attack: 1d20 + 6 ⇒ (13) + 6 = 19
Damage: 1d8 + 4 ⇒ (4) + 4 = 8
Mal comes in with a powerful blow of the greatsword for 14 damage. Blood is running everywhere and it seems to be weakening, but its eyes glow with fury and it trucks on.
Kirsteen pokes it with a little ray of frost, but it does little. Finally, Drest gets into his defensive posture, but he was a bit slow about it.
The boar is now staggered, meaning it can only take one standard or move action per round and loses 1 hp per round.
Drest MacAlpin |
Initiative: d20
Finally, Drest gets into his defensive posture, but he was a bit slow about it.
With Drest injured like that, he will change his action from defensive stance to 5 foot step backwards behind Mal and casting of cure light wounds for 1d8 + 1 ⇒ (4) + 1 = 5 If not I'll do that for the second round.
Drest tigh is widely gashed by the boar charge and he staggers backwards, hands shaking as he spells his wound to close. "You can even do it with a boar, they said. I'll want to see that."
Guy de Lancre |
Diving to the side as the boar charges Drest, Guy barely has time to arise and draw his rapier before it seems defeated already. "I dare say that we have the upper hand already. Mal, care to remove this beast from our midst?"
Initiative:1d20 + 4 ⇒ (12) + 4 = 16
Guy will be readying an action to stab the boar if it decides to make a move on him.
Readied Attack:1d20 + 5 ⇒ (19) + 5 = 24
Confirmation Roll:1d20 + 5 ⇒ (7) + 5 = 12
Readied Damage:1d6 + 1 ⇒ (6) + 1 = 7
Critical Damage, if it's needed:1d6 + 1 ⇒ (5) + 1 = 6
Jen the GM |
Guy makes a masterful lunge with his rapier and it punctures the boar. Razo takes a strike as well, and the boar seems to be on its last legs.
Its legs start to buckle and it begins to roll into unconsciousness, before Mal's giant sword cleaves its head off and sends it flying into the brush.
Loot:
Boar carcass minus head
Is there anything that you want to do with it or just head further in?
Drest MacAlpin |
Guy makes a masterful lunge with his rapier and it punctures the boar. Razo takes a strike as well, and the boar seems to be on its last legs.
Its legs start to buckle and it begins to roll into unconsciousness, before Mal's giant sword cleaves its head off and sends it flying into the brush.
Loot:
Boar carcass minus headIs there anything that you want to do with it or just head further in?
As the boar eventually falls to the fighters blows, Drest takes out a long knife from his pack. "Sorry to have led you on such a hunt. But now that we've killed it, we should not leave it there."
Expertly, he sets about skinning the animal and dismembering it, dividing it in quarters. With tendons, he attaches the best quarters in the nearby trees, together with the skin. "We can take that on our way back, I don't think carrying that will help us in our search."
Drest MacAlpin |
Witches sometimes have animals they keep as familars. Can you sense anything unnatural about this beast Drest or Kirsteen? Razo askes looking over the carcass.
Good idea, I'll have a look. But I'm afraid with all the blood, it we not be easy.
Drest takes the time to look a the skin and feet of the boar to look for signs of human grooming.
This may be either a knowledge nature or a handle animal check. 1d20 ⇒ 5 which gives a 9 for handle animal and a 14 for kn. Nature.
Razo of Worms |
Perhaps we should back track its origin anyways. It seems strange this hog would attack us with out provocation in the "unnatural fog". Animals seem to be just as sensitive to things of that nature as we humans. Besides we have no better leads untrained survival roll 1d20 + 2 ⇒ (20) + 2 = 22
Jen the GM |
Razo manages to follow the boar's tracks back to its burrow. It seems to extend a good distance underground and the sounds of echoes and water can be heard from within.
The entrance is barely large enough to crawl through though and it seems dark within...oh so dark.
Kirsteen's investigations don't turn up anything strnage.
Kirsteen |
"Given that the burrow seems barely large enough for you to crawl into, perhaps having everyone go inside together would be a bad idea. If there is nothing to find and no bigger space, whoever goes in will have to crawl backwards out and if there is something in there, whoever goes first would be stuck waiting for everyone else to crawl out backwards first."
Razo of Worms |
Razo will cast Detect Magic in the area. If nothing new in the magical aura he will get the torch from his pack. I agree, I would however like a better look into this burrow befor we commit to any action. Razo lights his torch and looks inside.
Drest MacAlpin |
Drest watches Razo investigations with a critical eye.
"You know, I'm not sure anymone would want to enter through a boar burrow. The risk of facing one or even worse a full herd would be too big. But you were right to check every lead we have."
He listens to strangely silent forest. "I think the forest creatures are unsettled by this fog and deleterious aura. Maybe we should investigate further and try to find where this aura comes from. Can anyone of you sense a sort of direction in the magic aura?"
Drest is wondering if there is places where the necromantic magic aura is stronger or a direction where it feels stronger.
Alain Lenoir |
Alain stands at the back of the group, looking out into the dark, mist-shrouded woods rather miserably. He has his longbow back, which he thanked Kirsteen for returning to him, but now as they investigate the burrow, he is nervously scanning the trees for danger. "Perhaps we best not climb down into an unknown hole if we cannot get back out again." he mutters.
Jen the GM |
Razo and Kirsteen detect the pull of the aura almost immediately and begin to lead the group. As they come close to the sea, the waves can be heard crashing against the shoreline and Drest can detect it as well until they find it by mid-day.
It seems to be radiating from a cove, a cave-like structure right on the rocky shoreline that water is flowing into and receding. By the looks of things, the sea is at low tide. The cove is roughly twenty feet in width at the opening, and fifteen of those feet are filled with sea water. The remaining five feet is filled with some damp and slippery pebbles, making a path further into the cove.
Even non-magical people can feel the aura in their bones now. Outside of the cove, there is fog everywhere. There is still enough daylight to return to the castle, but that would mean returning through the deepening fog.
Drest MacAlpin |
I do not like the looks of this... Mal peeks inside the cove, sword ready
"I don't either, but it's exactly what we came to investigate. I would prefer to go in there right now. If needed, I can produce light without the need of a torch or the risk of it getting extinguished."
Razo of Worms |
Preparations befor entering the cave- Cast Detect Magic, 1d20 + 7 ⇒ (3) + 7 = 10 spellcraft to ID any spells. Once withing 30' of cave entrance cast Sift orison to see and feel the area of the cave mouth. Initital perception check 1d20 + 8 ⇒ (9) + 8 = 17
I shall lead my friends, I have experiance with finding witches.Being this close to the sea worries me, and it is possible the witches can control the weather to some degree. How long do you think we will have befor high tide Kirsteen? I ask you because of your ability with the weather you displayed at the castle.
Drest MacAlpin |
Knowledge nature 1d20+6
"I'm sorry, but most of my days are spent in field or forest. I fear I do not know much of the sea."
Drest, looks round, judging the wind strength and searching for the previous tide marks.
Knowledge Nature 1d20 + 8 ⇒ (12) + 8 = 20 to see if there is a risk of the tide blocking our way out.