Reptilian GM |
The four adventurers leave the main road to follow the small trail indicated by the wooden sign. The path is easy to follow, if a bit rough as it goes up and down small hills. Soon, the more perceptive of the group can hear the sound of crashing waves. They arrive in a small clearing where several rounded rocks stand erected, like menhirs. Some of these rocks have crude glyphs carved on them. There's no particular order to the way the rocks are laid out but it still doesn't look like this could be a natural formation. The herb is long, about human waist high and there's little vegetation around beside this. A few old and gnarled apple trees provide some shade and two of the rocks are overrun with vines ornamented with beautiful crimson and violet flowers. The small cemetery is on the edge of a steep cliff that overlooks a rocky beach, about 100 feet below, where the waves of the Varisian Gulf come crashing down.
Izbahn Douvurk |
Sonofa...I completely missed this, my bad. I was under the impression Pauper's was on the main road, instead of it actually on the side trail. The ambush site is further along on the main road.
Izbahn glances at the others, "This looks like a dead end. Let's return to the main road and head further east."
Reptilian |
Sonofa...I completely missed this, my bad. I was under the impression Pauper's was on the main road, instead of it actually on the side trail. The ambush site is further along on the main road.
Sorry if I wasn't totally clear. Is this dead end more then a red herring? Well, I can't say ... :)
Reptilian GM |
Venmirl doesn't detect any magical aura in Pauper's Graves.
With that, the group leaves the ancient stones and deadly plant behind to return to the main road. They follow Nettlewood's southern edge for about 20 minutes before apparently reaching what they were looking for. After a sharp curve in the road, they see (and smell) a pair of dead mules partially blocking the way. Several crows, who were feasting on the remains, are frighten by their arrival and fly up to perch on nearby trees. They continue to observe the scene from above while protesting loudly about their interrupted meal. "CAW! CAW!"
Upon closer examination, the adventurers also find two partially eaten and decomposed corpses of men. One of them lies in the middle of the road, behind the mules' remains while the other lies face to the ground in the right side ditch. Time and wild animals haven't been kind to the two men and mules and so there isn't all that much left beside bones. Around the scene, several arrows or pieces of them are scattered on the ground or into trees. A few feet further down the road, the adventurers also find a large pile of ash, surrounded by scorch marks.
Izbahn Douvurk |
Izbahn’s face pales as he sees the gory scene in front of him. He slowly approaches the corpses and looks them over for any clues as to how long ago this occurred.
Heal 1d20 + 2 ⇒ (19) + 2 = 21
Once finished there, he heads over to the scorch marks, and examines the pile of ash trying to determine what the cause of this was.
Spellcraft 1d20 + 11 ⇒ (19) + 11 = 30
Reptilian GM |
While Naomi administers last rites to the two men, Izbahn looks around the scene to gather what information he can. While there isn't that much flesh left on the bones, what is left doesn't seem all that rotten. The deaths can't be very old, 2 or 3 days ago probably.
As for the pile of ash, Izbahn doesn't recognize the effect of any spell he knows. The few small pieces of carbonized wood in the ash as well as the burnt grass around it seem to indicate that there was a fire burning here for a while. In all likelihood, someone piled up things here, set it on fire and let it burn to the ground. Good thing the last few days have been damp or the fire might have spread.
Reptilian GM |
Sorry about that.
No worries, I believe Paizo's site was down for most of saturday anyway. Now, I'm just going to NPC Venmirl for this one. Survival check for tracking: 1d20 + 7 ⇒ (19) + 7 = 26.
Izbahn examines one of the many arrows lying about and he can see they are rather short, probably fletched for a small bow. For his part, Venmirl can easily spot many tracks of small humanoid creatures who walked on the road and in the surrounding woods. Furthermore, he also spots a pair of wheel tracks, such as what would be left by a small cart, that leads north from the road. Venmirl follows these tracks for several feet, zig-zaging around trees before he ends up into a narrow and partly overgrown trail. The wheel tracks continue into the trail and so a cart probably went this way. It must have been difficult to move it here, as the trail is just barely wide enough and it leads deeper into the wood, where the vegetation is much more dense. Venmirl looks at the west sky and sees the sun quickly approaching the tree tops.
It's now around 4PM (about 2 more hours of sunlight). Do you want to press on and follow the wood trail?
Reptilian GM |
The adventurers fall in behind Venmirl and together they make their way deeper into the Nettlewood. It's slow going as the trail is poorly maintained and the way isn't always clear. Other trails and small streams occasionally cross the trail they are on. Venmirl often has to stop and examine the ground for signs of the cart's passage, sometimes doubling back when the group took a wrong turn.
After following the trail for about an hour, they arrive to a much more open area. The trees here are more widely spaced but there's still as much if not more underbrush. Long herbs, ferns, shrubs and other greenery are all tightly mixed together. At least the way the cart went is clear here: it left a well defined path of broken plants that should be easy to follow.
Everyone make a perception check please.
Reptilian GM |
Darst doesn't know much about Nettlewood, having spent most of his years closer to Sandpoint.
While most members of the group are focused on the ground and the track left in the vegetation, Izbahn notices something in the sky. A thin smoke plume is rising from somewhere to the left of the cart trail. While Izbahn can't see the source of this smoke, he thinks it can't be too far from their current position.
Darst |
Its hard for Venmirl to tell if the little goblin is playing stupid or is actually that dense. He decides to stay quiet and wait to look for Darst's reaction when/if they spot a goblin.
Dude, +19 to stealth?!
2 ranks, +6 Dex, +4 size, +4 racial, +3 class. Goblins are crazy. :P
Reptilian |
Venmirl of Skoan-Quah wrote:2 ranks, +6 Dex, +4 size, +4 racial, +3 class. Goblins are crazy. :PIts hard for Venmirl to tell if the little goblin is playing stupid or is actually that dense. He decides to stay quiet and wait to look for Darst's reaction when/if they spot a goblin.
Dude, +19 to stealth?!
Well, I played a halfling rogue with something like +35 stealth, but then again, he was lvl 10 and had a ring of chameleon power. Update coming probably tomorrow morning.
Reptilian GM |
Venmirl and Darst creep forward, as silently as possible, crossing the long herbs toward the source of the smoke. In doing so, they have little choice but to come in close proximity of the stinging nettle these woods are famous for. Only someone with a good knowledge of plants will be able to navigate the underbrush without coming in contact with them.
Venmirl and Darst must make a fortitude save (DC 12) or loses 1 dexterity and develop a nasty skin rash caused by the plant's toxins. Alternatively, they can avoid having to save by making a knowledge (nature) check with the same DC.
Whatever the case, the shoanti and his goblin 'friend' eventually come close enough to the smoke to see what's causing it.
Venmirl of Skoan-Quah |
Knowledge (nature): 1d20 + 4 ⇒ (4) + 4 = 8
if fails, Fort: 1d20 + 5 ⇒ (2) + 5 = 7
Venmirl decides to attack the little goblin that he spots.
Acid Dart: 1d20 + 3 ⇒ (2) + 3 = 5, damage: 1d6 + 1 ⇒ (2) + 1 = 3.
Wow, that sucked!!
Reptilian GM |
Venmirl loses 1 point of dexterity, bringing him back down to 10/14.
I'm gonna try to go with individual initiative and see how it goes for this. Tell me if you prefer one or the other.
Venmirl: 11, Goblin(s?): 10, Darst: 1d20 + 8 ⇒ (1) + 8 = 9, Naomi: 1d20 + 3 ⇒ (6) + 3 = 9, Izbahn: 1d20 + 1 ⇒ (10) + 1 = 11, ??: 1d20 + 3 ⇒ (19) + 3 = 22, ??: 1d20 + 3 ⇒ (13) + 3 = 16
Venmirl and Naomi are up next.
Reptilian GM |
Venmirl runs out of cover and after the fleeing goblin.
Izbahn pulls Naomi to her feet and they both head into the bush, toward the goblin voice.
The exposed goblin, panicked by Venmirl's presence and the arrow that just missed him, withdraws from the large shoanti to go hide in the bushes to the north. Two more goblins, who were hiding unseen at the edge of the clearing, reveal themselves by shooting Venmirl with their small bows. Both arrows hit but don't penetrate the hide armor very deeply and thus inflict only minor wounds. Venmirl takes 3 points of damage in 2 hits (he's down to 17/21).
Darst looks up, trying to find the source of the arrow. The sky is empty but high up in the tall pine in the middle of the clearing, Darst spots an archer hiding amongst the smoke and branches. It's hard to make out the archer's features through all this cover and distance. Darst can only tell that she's a woman with pale skin and blonde hair. Actively making a spot (well, perception ...) check is a move action so Darst can still make a standard action.
Initiative order:
??: 22
Blonde woman in the tree: 16
Venmirl: 11
Izbahn: 11
Goblins: 10
Darst: 9 <-- we are here.
Naomi: 9
I've already resolved Naomi's action since it won't matter to much for Darst's action.
Map. Hopefully it clears things up a bit. You can now all see the 2 displayed goblins. The orange shaded square is the smoked tree. As for the terrain there's 4 types:
- the light green square are spots where the herbs are pretty low and not much of an hindrance
- the 'spotty' light green squares with few trees are spots with high plants and little else. It doesn't hinder movement but offer concealment (20%).
- the darker green squares with more trees are spots with dense vegetation. It's difficult terrain and offers concealment (20%).
- the ugly brown-green squares are spots with lots of thorny plants. Threat those the same as the one above, with one exception: anyone moving (or pushed) in those must make a DC 12 reflex save or take 1 point of damage.
Reptilian GM |
Oh and both Izbahn and Naomi can now also see this:
A lone pine stands tall in the middle of a small clearing, about 50 feet ahead. Logs and dry pine branches have been put aflame at the tree's base, sending smoke and hot ash up in the branches and the air above. Perhaps of more interest are the three dead goblins lying in the clearing, around the tree, each with an arrow in his skull.