Other Mastermind |
As the month of Neth sets in, and the days grow shorter with the promise of cold and possibly snow, the fate of the Barony remains uncertain as its coffers shrink like water drops on a hot stove.
Furthermore, vague rumours of violence south has spread among the population and farmers are less inclined to venture that way.
At the last council, a decision was made to go forth and explore the lands south. The group gathers and prepares for an expedition...
Check the map. The main areas for exploration are: The Deeper Forest, East of Tuskwater Lake and West of Tuskwater Lake. You can also go on the lake to access directly the deeper reaches of that area.
Kriger Eilifsson |
Kriger throws a grape in his mouth. "Grapes? I got some grapes here, Servayn. There a might good." He says as he throws another one in. "Mmmm! Mmmm!" He tosses in another. "Sounds good to me, Kals! Let's go clear us out some bad guys!" He slaps Servayn on the back as he finishes off the last grape.
Other Mastermind |
It is a cold and brisk morning as the group of nobles sets forth on horseback. The landscape has changed in no small way. As you make your way south, on the brand new road that has been recently built, you are amazed at the transformation civilization can have of a piece of land that, a few months back only, needed to be "reclaimed".
You spend the night at a farm on the edge of the Barony, then start before dawn, only to be welcomed by a cold rain and a northbound wind that sprays your face and makes it hard to see. You are now a long way from Providence and a growing sense of luxury. The mud and the rain outline the unforgiving nature of the untamed world that spreads before you. You spend that night near the crossing at the junction of the Thorn and Gudrin rivers, with a relentless rain sending you freezing under tent and blankets.
The next morning greets you with a steel sky. Everything seems muted and lethal as you make your way to the Stag Lord's Fort. It's ruins lie still on the hill looking over a dark purple Tuskwater Lake. Its half standing walls convey a different sense of solemness now that the months have passed. You can still see with vivid clarity the battle where you laid down the bandit lord. A fierce battle it had been...
The exploration starts only the next day, with Kriger leading the small group as it explores the land east of the lake. Hills follow hills and only the howl of nearby wolves breaks the monotony of the day's exploration.
Do you plan on spending the night or coming back every night to the Fort? Also, Kriger needs to roll a Survival and a perception (+2 for each member who has it as a class skill).
Ember the Eidolon |
Do you plan on spending the night or coming back every night to the Fort? Also, Kriger needs to roll a Survival and a perception (+2 for each member who has it as a class skill).
Servayn has Perception as a class skill. Ember has both as class skills, but might not be eligible to help, or, in his case, willing to help...
Ember returns the howls of the wolves, roughly at first, but becoming fairly convincing by the end of the day...
At Servayn's querying look, he replies, "What? Wolfs good eating. Maybe they come to us..."
Kriger Eilifsson |
Perception: 1d20 + 12 + 2 + 2 ⇒ (6) + 12 + 2 + 2 = 22
Survival: 1d20 + 14 + 2 ⇒ (15) + 14 + 2 = 31
That's +2 from Servayn and Davor for Perception. And +2 from Davor for Survival. Also, if we are in forest terrain, add another +2 to each because I did not.
Other Mastermind |
Kriger Eilifsson |
Kriger looks to Servayn with a scolding look for a moment, relaxes his visage and shrugs. "I have no idea. What I do know, is that, this goes back under-stinking-ground." He points at the opening in the hill. "And that's troll dung. I hate the underground." He complains.
I got neither of those checks.
Davor Mason |
"Trolls...hmm." he takes a moment to consider his knowledge of Trolls "We need fire and acid? Anyone have alchemists fire or powerful fire and acid spells? These filthy things regenerate."
Knowledge Nature: 1d20 + 6 + 5 ⇒ (8) + 6 + 5 = 19 to detect strengths and weaknesses of Trolls.
Good thing they're not like trolls in the Drizzit books I've been reading where they can apparently regenerate from a severed arm.
Kriger Eilifsson |
Kriger looks around at the others with a scowl. "No, no, no! Going back underground is as fun as troll dung! That's not troll dung, that's...well...I'm not exactly sure what kinda dung that is, to be honest." He scratches his chin.
LOL! I'm sorry fellas, but I never even realized how that sounded. I was just saying how crappy it is having to go back underground. My bad. But it's good for a laugh, right? :)
Unless of course, OM actually decides to throw one at us.
Other Mastermind |
Davor leads the group inside. Light quickly gives way to a looming darkness as he crosses the threshold of the mount. His darkvision allow him to notice that the earth under his feet is covered by what must have been pretty tiles of ceramic. all this is but a souvenir though, as pieces are broken and, for the most part, covered by a thick slippery and nauseous layer of guano...
He looks up into the darkness and sees the myriad of tiny creatures, all packed nervously away from the world, waiting for darkness, or for an excuse...
Davor, please roll Stealth, Knowledge (nature) and Handle Animal.
Davor Mason |
whoops, didn't know I was being waited on. I'm not going to enjoy these rolls...
Stealth:1d20 - 3 ⇒ (2) - 3 = -1 Apparently Davor screams "Oi, I'm trying to sneak around here!"
Knowledge (nature):1d20 + 6 ⇒ (8) + 6 = 14 +5 to this roll if monster related due to monster lore
Handle Animal: Handle Animal is a untrained skill that you need ranks in to use it so can't roll.
Other Mastermind |
As Davor enters the chamber, he slips slightly in guano, his armor clashing loudly. A tremor moves through the bats and, as one, they take flight, their numbers making them look like a massive dark sail snapping in the wind.
Please roll initiative and 1st round action if you have above 14. All except Davor are outside the chamber, Kriger is 15 feet from Davor, with Kalsgrim and Servayn at 20, Ember and Janku at 25. The bats are 15 feet up until their initiative.
Davor Mason |
If this is the place that I think it is then you should know that the stats for the fighter inside the tomb are messed up. For instance ther eis no penalty for the broken chain mail when there is meant to be and the same for the broken weapon too. Just letting you know.
Kriger Eilifsson |
Intiative: 1d20 + 8 ⇒ (9) + 8 = 17
"Oh crap! I'm right behind you, Kals! Let's go fellas! No time to waste!" He yells as he takes off, following behind Kalsgrim.
Edit: I have a lantern with some oil. We've got that.
Other Mastermind |
Round 1
Kal1d20 - 1 ⇒ (14) - 1 = 13
Kri1d20 - 1 ⇒ (4) - 1 = 3
Charging forth through the darkness, with little light to see, Kalsgrim moves across the room. Unfortunately, Kriger, following suit, is not so lucky and slips in a particularly warm patch of guano. (Kriger is prone)
The bat then descend upon both Davor and Kriger.
Davor1d6 ⇒ 2
Kriger1d6 ⇒ 6
Their myriad hit and bite like millions of needle, bleeding the two adventurers (-2 hp to Davor, -6 to Kriger)
Updated Map
Everyone’s action, then the bats again. For now, Kalsgrim can’t see what lies ahead.
Servayn Krolz |
Servayn calls upon forces from the distant planes, and Ember looks up with a start as his form begins to drift apart. A moment later, a kobold sized figure of mist appears, and Servayn attempts to command it, despite being unfamiliar with the tongue of the elemental spirits of the air.
summon monster II SLA to conjure a small air elemental (+4 Str and Con for Augmented) and then a Linguistics attempt to tell the air elemental to assume whirlwind form and attack the swarm. GM's option if this is even an option, but, from the skill, probably DC 20 for the simple message, if possible at all. If he fails, it just attacks the swarm normally. 1d20 + 4 ⇒ (7) + 4 = 11
Meh, the elemental probably has no idea what his silly whirly pantomime is about and just attacks normally. Whirlwind could have rocked!
slam 1d20 + 6 ⇒ (17) + 6 = 23
damage 1d6 + 3 ⇒ (5) + 3 = 8
Davor Mason |
They're in my hair, They're in my hair!!! Anyway, I assume as they're bats they're tiny sized and are immune to weapon damage.
Davor will get up and run out of the swarm, heading towards the blue K (I assume Kalsgrim, deeper in the cave.) using all his movement this round, if allowed to get up from prone and just run.
"Rats with wings." he grunts as he attempts to get out of the swarm.
Janku Tolliver |
Janku goes running in after his friends his shield held high to prevent the bats from attacking his face, even with his helm visor lowered. And just for fun to see what happens, he casts Sound burst into the swarm once everyone else is clear.
.Doing his best to either aim so it misses much of the group, or waiting till they're all clear, then casting the spell.
"You two run ahead...Everyone else wait a bit before entering". "I might be able to help here".
1d8 ⇒ 2 Sound burst (20'Radius, Fort Save DC15 or stunned for a round also.)