DM - Voice of the Voiceless |
The path ahead is still manageable though sodden and you trudge onwards leaving the cave behind you. The clean post storm smell wafts through the peaks and you are blessed with a cool breeze to lift away the sun's heat.
However after a couple of further days travel, you are faced with a problem. The sketched path laid out on Stonebrow's map which you have been following leads you through a narrow gorge. Whilst it may have been passable until recently, the distant rumble that you heard the night of the storm was a landslide burying it beneath tons of loosened scree...
Padrym - aye, noticed that. I take it you've thrown some cash at it as well?
Ernst "Love" Lowfield |
"Might not be that bad. Let me take a look. You had all best stay here sometimes these things are unstable."
Love moves up to the lanslide. Anything leap out?
perception, stonework 1d20 + 2 + 7 ⇒ (13) + 2 + 7 = 22 please add 4 if canny applies and 1 if it is a trap.
Knowledge engineering, untrained 1d20 + 1 ⇒ (1) + 1 = 2
Love scouts this side of the fall. If he finds nothing he will try to climb to the top to see if there is a clearable path as well as checking how bad the other side is.
Climb 1d20 + 5 ⇒ (13) + 5 = 18.Will take 10 for any additional climb rolls, for a 15 total Perception for other side if needed, stonework 1d20 + 2 + 7 ⇒ (10) + 2 + 7 = 19 please add 4 if canny applies and 1 if it is a trap.
Dolgrym Sharpaxe |
While Love was assessing the path, Dolgrym turned to the others. "Break that map out, and let's look for alternative routes, in the worst case scenario. There has to be some passable paths on there somewhere."
Feigr Roarrgun |
Feigr helps to unfurl the map, "I think we had two other choices. Unless someone has a bright idea on how to clear the landslide it looks like we're taking a different route. I still don't like the idea of going near the Beehive for what that's worth."
Knowledge (Local) to confirm that the original routes are the only options versus ways around shown on the map 1d20 + 5 ⇒ (5) + 5 = 10
Knowledge (Engineering) to see if there appears to be any man- or monster-made causes to the landslide. 1d20 + 5 ⇒ (16) + 5 = 21
Cynara |
"I doubt we'll have to go that far out of the way, Feigr. At least, I hope not." The elf grins suddenly. "It'd be one way to find out who's following us, though! 'Surprise! Looking for us?'"
DM - Voice of the Voiceless |
Scouting the rock fall, Lowfield is able to carefully climb the slope - though at times some of the mass shifts beneath his feet causing him to almost fall. There are no creatures that leap out to consume him and he returns safely to the group.
I've combined skill check results from all as I've assumed information would be shared
The sheer quantity of rockfall means that you would be unable to clear the path without many weeks of labor. You gauge that you could likely traverse the scree through use of rope and piton - but the camels would not be nimble enough.
Looking at the slopes above the gorge you are pretty certain that this was a natural occurrence. The storm must have just loosened the natural scree that had accumulated over time upon the slopes above the gorge.
Dolgrym retrieves the map and gauges it for any alternative routes.
The less arduous alternative seems to divert North, skirting around a peak and taking a lengthy detour before approaching Tar-Urkatha from the North. But this route leads you much closer to the gnoll camp that has been shown upon the map. You would still be a fair distance from the Beehive, so don't consider that a risk.
There is a detour to the South also, though would take a longer period of time. While the map indicates no specific dangers, you do not know what might lie upon that route.
Feigr also remembers of some tales from scouts that have returned from the mountains after passing under and through some of the peaks. While you do not know of any specific caves or tunnels, you could try to find one that would bypass the gorge and allow you to rejoin the path chosen by Stonebrow.
So Recapping:
1. Over the scree - but either 'very' risky for the camel or you leave them behind.
2. To the North - which goes closer to the gnoll camp
3. To the South - longer detour and you are uncertain of what (if anything) may lie upon the route
4. Attempt to find a tunnel or cave structure to bypass the rockfall
5. ??? - anything else you guys could think of.
Padrym Steelribs |
"None of those options are good, but then we ran out of those when these rocks fell. I vote for the Northern route. We avoid the Hive and the gnolls are a known quantity."
Female love: It would be faster to go over this slide.
If I break my neck we'll never get there.
Dolgrym Sharpaxe |
"I tend to agree with Padrym. We might have to deal with a few more gnolls, but in this country, I think I'd rather deal with a known enemy rather than unknown obstacles on the other possible routes."
Khepri of the Dawn |
"I tend to agree with Padrym. We might have to deal with a few more gnolls, but in this country, I think I'd rather deal with a known enemy rather than unknown obstacles on the other possible routes."
"I vote for the gnolls as well. They are a danger in this area, but as Dolgrym said, a known obstacle.
DM - Voice of the Voiceless |
That's 3/6 for the Northern detour. 1 more makes quorum.
As another point, I'd just like a reconfirmation of the way in which you are travelling. Here is what I have as assumptions:
1. Travel during the day, mostly in two tranches - morning and afternoon.
2. Period across midday is used for resting both foot and camel (roughly two hours or so).
3. Camp is made overnight, and camels unladen for sleeping.
4. I assume that fires are only set when you are confident that the flames will not be visible beyond the campsite (ie. when there is a hollow to set it into, etc)
People are obviously keeping an eye out, and Lowfield is periodically setting out white stone back-markers to see if you're being tailed.
Any other specific steps being taken by either the party or individuals? - or changes now that you might be going into more gnoll prone territory?
Cynara |
"The northern route is acceptable to me, as well. The current marching order concerns me, though. Gnolls aren't stupid, and they may try to weaken us before a major attack. Taking or wounding the camels would certainly be one way to do that, so I suggest that I trade places with Padrym in the marching order, and we keep the camels in our midst."
DM - Voice of the Voiceless |
Northern detour it is.
I've got a TV show screening to go to tonight (reboot of this show, so may not squeeze out an update till tomorrow.
DM - Voice of the Voiceless |
Apologies for the delay fellows, spent four and a half hours watching 10 minutes worth of 'live' TV being made before we got fed up and left.
Then (today being a Malaysian public holiday) 3 year old son decided that midday naps were not for him....
But now back in the saddle so tally-ho and what not.
After plotting a revised course on the map the party sets off once more, though perhaps more wary of what may come before them. The paths you follow are much the same as the ones you have been on prior, though perhaps a little more overgrown and disused in parts.
The rest of the day and the one to follow pass in relative peace. Despite your searching as you trudge onwards, you find no sign of gnoll nor spoor of hyena... yet. Night comes on the second day finding you making camp on a hollow atop a smaller hillock within the larger peaks. Though feeling somewhat exposed, the hollow is deep enough to hide you from those walking past below - so you gauge it worthy of taking your bedrolls for the night.
The sun is merely a sliver upon the horizon and most of you have turned in for the night. Feigr and Khepri have put out the evening cook fire and stand guard around the camp. The camels have turned to slumber also and you can hear their heavy even breathing.
Current ambient light is dim light
Sleeping people can still attempt but the target DC is 24
Feigr Roarrgun |
Perception Check 1d20 - 1 ⇒ (13) - 1 = 12
Feigr retreats to a nearby rock to look out into the black night. Something about the last day is stirring his ancestral spirits...perhaps it is because we are drawing closer to the mines. They have been threatening, even belligerent throughout the day and worse as night has fallen. To quiet them, Feigr takes a deeper drink hoping that when it is time to sleep, he'll be able. He sees and hears nothing in the night.
DM - Voice of the Voiceless |
Since both of the guys on watch didn't catch it, I'm just going to roll things along a bit.
Khepri and Feigr become aware of the un-mistakeable yips and yowls of hyena to the North. They sound as though they are only a hundred feet or so distant, though due to the hollow in which you are camped you don't currently have direct line of sight.
Perception DC of 15 for those sleeping.
If you choose to move over to the side of the hollow to get a visual, I'm going to need a Stealth and Perception check.
Padrym Steelribs |
Perception 1d20 + 3 ⇒ (20) + 3 = 23
"What's this now?"
Padrym rolls up into a crouching positiong, Magatha drawn and ready. He glances ruefully at his chain shirt before deciding he lacks the time for it's extra protection.
Best get ready, sounds like more dogs.
Ernst "Love" Lowfield |
First sleeping perception check 1d20 + 7 ⇒ (17) + 7 = 24.
"Hyeans. Dammit I was having a good dream too."
Love bewgins to gather his gear and put on his armor.
knowledge local 1d20 + 6 ⇒ (3) + 6 = 9. rats.
Once he has his armor.
"Sit tight, I'll sneak a peak. See if we have to worry."
You notice Love has a loaded sling in his right hand as he slips into the fading light.
Stealth 1d20 + 8 ⇒ (5) + 8 = 13. Perception 1d20 + 7 + 4 ⇒ (5) + 7 + 4 = 16. Ah well we didn't need a nights sleep anyway.
Assuming that roll was bad enough to be seen and assuming I can see that they've seen me.
Seeing the foes turn towards him Love curses in elven and with a quick spin of his wrist sends the sling stone flying over our camp. As the stone flies it lets out a deep keening wail.
Feigr Roarrgun |
Knowledge (Local) 1d20 + 5 ⇒ (12) + 5 = 17
"Wake up. Hyenas and there might be a gnoll amongst them as well. There are some deeper yips that suggest a very large hyena or a gnoll."
Already armored, Feigr calls to the spirits with a sharp hiss, "This what was bothering you earlier? Well, get here now and make yourselves useful staying between me and the dogs."
Casts Shield of Faith
Khepri of the Dawn |
Since both of the guys on watch didn't catch it, I'm just going to roll things along a bit.
Khepri and Feigr become aware of the un-mistakeable yips and yowls of hyena to the North. They sound as though they are only a hundred feet or so distant, though due to the hollow in which you are camped you don't currently have direct line of sight.
Perception DC of 15 for those sleeping.
** spoiler omitted **
If you choose to move over to the side of the hollow to get a visual, I'm going to need a Stealth and Perception check.
Khepri will make sure everyone else is up as soon as possible, but he isn't much of a sneaker so he'll stay in camp
DM - Voice of the Voiceless |
Love is able to make the rim of the hollow comfortably and looks out across the open ground. You can make out a few hyena in the twilight and they are moving back and forth around a central figure you can't make out. The yips and yowls seem to punctuate whenever one hyena passes another.
Watching a few moments, you observe that they don't seem to be making for your position at present. If they continue on with their current movements, they might pass by the hollow...
Love did not release the sling stone, as he saw no indication that he was noticed.
Dolgrym Sharpaxe |
Dolgrym snorted awake as Khepri rustled him. It took the fat dwarf a moment to rouse himself, and stagger to his feet. "Hyenas, huh? Well, we knew they were out here, so let's take them out if they close to us."
If Love indicates an attack is imminent, I'll cast Mage Armor.
Padrym Steelribs |
Padrym sees Love scout to the rim of the hollow. When nothing immediately materializes to attack the group, he beings to quietly don his chain shirt.
1 minute to don chain shirt.
DM - Voice of the Voiceless |
As the group waits for Lowfield to report back from the rim and busies themselves donning armor, you can hear the yips and yowls continuing. They are still drawing closer, but are not travelling directly towards the hollow. It sounds as though they will pass by on the Eastern side of the hillock.
DM - Voice of the Voiceless |
The party waits in silence as the yips continue to sound out drawing gradually closer, though still making as though they are to miss the hollow. As they draw closer Love is able to pick out one gnoll stalking within their midst.
They eventually close to within sixty or so feet and suddenly go silent and pause. One of the larger hyena stops and sniffs the air in silence. Growling slightly it yips at a higher pitch, drawing the attention of the gnoll. The gnoll's head turns to face the hollow and it's eyes narrow before it howls and the small pack of hyena and single gnoll start to flee northwards at pace.
Those within the hollow can react to this at the same time as Love.
Padrym Steelribs |
Padrym spits out a dwarven explicative before readying his axe for combat.
Ready to attack first creature that gets in range.
Magatha Two-Handed Power Attack 1d20 + 5 ⇒ (15) + 5 = 201d10 + 8 ⇒ (2) + 8 = 10
Khepri of the Dawn |
Cynara cocks her head, listening intently. "They know we're here, and they're running! Can any of you bring them down with missiles?"
As soon a Khepri hears the howl he runs while drawing his bow to try and get a shot off on the Gnoll. (if Possible)
Khepri will use his smite for the day on the gnoll
Ranged Attack with Comp. Longbow 1d20 + 7 ⇒ (8) + 7 = 15
Damage 1d8 + 7 ⇒ (4) + 7 = 11
Padrym Steelribs |
I figured they might send a few to distract us while the gnoll ran. If that's not the case I'll spend the first turn sheathing Magatha and drawing my shortbow.
Padrym hurries to the rim of the crater while switching his weapons for ranged combat.
DM - Voice of the Voiceless |
Khepri moves to the hollow's edge and fires at the Gnoll, and though his aim is true the arrow is deflected by the creature's armor.
Round 1 Actions Taken: Khepri, Cynara
Remaining: Padrym, Love, Dolgrym, Feigr
The gnoll is roughly 60ft from you this round, and will be running off - so will be ~180ft from the hollow for round 2.
Padrym Steelribs |
Padrym draws and fires with the bow, aiming for the gnoll in charge of the pack.
Composite Shortbow 1d20 + 3 ⇒ (10) + 3 = 131d6 + 2 ⇒ (2) + 2 = 4
Round 2 1d20 + 1 ⇒ (11) + 1 = 121d6 + 2 ⇒ (5) + 2 = 7
Khepri of the Dawn |
Feigr moves next to Khepri and calls to the spirits again, "Come and guide Khepri''s bow!"
Casts Guidance
Khepri takes a deep breath and calls out to Sarenrae to guide his arrow
-2 to attack for range penalty
Ranged Attack with Comp. Longbow 1d20 + 4 + 3 - 2 + 1 ⇒ (12) + 4 + 3 - 2 + 1 = 18
Damage 1d8 + 6 ⇒ (2) + 6 = 8
DM - Voice of the Voiceless |
Both of Padrym's bowshots fly wide of the target, but Khepri has better luck with his second attempt. The arrow flies true from the bow, sinking into the gnoll's hip.
Round 2 Actions Taken: Khepri, Padrym
Round 1 Actions Taken: Cynara, Feigr
Remaining: Love, Dolgrym
Damage Tracker: Gnoll - 8
Will give the remainder a chance to act before saying if the gnoll is felled or not.
Ernst "Love" Lowfield |
"Dammit! Now they know we are here. Relying on scent they only knew we had been here recently. Now they have conformation and even have an idea of our numbers and capabilities."
Love returns to the camp and begins to break it down. "Come on, we need to move now. If we are very lucky we can make that cave before the main body finds us."