| Chi T'reignial |
Chi staying in the trees slowly moves up to Ambroze. Quietly she speaks "Why do you think those skeletons are stockaded in that pen, Ambroze? Can you tell from here if they are locked in? Why would they just mill around like that? Unless they are treated as if they were guard dogs, strange?"
| DM Alexander Kilcoyne |
1d20 + 11 ⇒ (14) + 11 = 25
1d20 + 1 ⇒ (14) + 1 = 15
1d20 - 1 ⇒ (13) - 1 = 12
Although Marcus makes a fair amount o nose in his armour and causes a skeleton to glance in your direction, you are not spotted. The pen looks fairly easy to climb and you don't think the skeletons would have any trouble leaving it if they had cause to. As far as you can tell, the only route to the hut to your left from the main camp would be through the skeletal pen. The heat is slowly rising as you muse as to the skeleton's purpose...
11:24AM
| Chi T'reignial |
"You know if we all can hide in the trees by the path, and get the skellys to come attack Gwen as she hits and runs, it would certainly give them a surprise. They come running dwn the path afterGwen, then we come out of the trees and...whoosh...A surprise!!" Chi smiles, pleased with herself and hoping the others will consider the idea.
| Marcus Alanto |
Jer is busy giving feedback on 32 items currently, but the good news is that in theory he'll be less busy with less contestants each round ;). My games seem very slow in general lately sadly...
I suspect its the usual Christmas/January thing as opposed to the games which are great.
| Gwenyth |
I am soooo sorry. Back now. Thanks, AK.
Urged on by her fellows, Gwen takes a few tentative steps toward the skeleton cage, getting the cage barely in range of the gods' touch.
Stealth: 1d20 - 1 ⇒ (15) - 1 = 14
Oof. Not the sneakiest cat in the henhouse, am I? Here's a roll for the channel energy (harm undead):
Channel: 2d6 ⇒ (3, 3) = 6
| DM Alexander Kilcoyne |
I am soooo sorry. Back now. Thanks, AK.
Urged on by her fellows, Gwen takes a few tentative steps toward the skeleton cage, getting the cage barely in range of the gods' touch.
Sneaky enough.
Gwenyth sneaks forward, and a powerful wave of positive energy washes over the skeletons, causing them all to crumple into a pile of lifeless bones.
| Chi T'reignial |
Chi follows Gwen, just in case she needs help, staying in the undergrowth, so she can surprise any skeletons that come out and start moving towards her friends or Gwen.
Stealth 1d20 + 13 ⇒ (19) + 13 = 32 to get to the left hand undergrowth, by the gate from the stockade.
Now I get a great roll, when I think anything above a 2 would have done....oh I hate the dice roller, next time I need a good one, bet it reverts to its low results.. :(
| DM Alexander Kilcoyne |
Can always take 10 Chi ;).
Savarend, from the pen you can make out another couple of buildings that mostly block your view. You can make out the lighthouse to the west and you can see the guard post with two cannibals, slightly raised above the building to your north-west.
Link of what Savarend can see-
11:32AM...
The rest of you, if you wanted to investigate the closest building your confident no one would be able to see you enter it....
| DM Alexander Kilcoyne |
Gwen opens the door and leads most of the group into some kind of workshop- the walls and a small workbench are lined with foul-smelling alchemical mixtures, medicines, balms, meals, and potions. An open door to the west leads into a filthy bedroom, decorated with hundreds of tiny bones and feathers hanging from twine. The place smells hideous- a combination of body odor, bitter alchemical waste, and monkey.
11:34AM
| Marcus Alanto |
The witches room I guess. Abadar's oath my nostrils hurt.
Marcus goes back outside signalling the all clear to the others.
Neutralize the sentries before they notice us seems like the best plan. If we could throw a sleep spell or two at them we would have a good chance of taking them down and Savarend could stealth over and introduce them to his fist?
| DM Alexander Kilcoyne |
Peering around the corner of the witches hut, Tun'ada can see this hut is isolated from the rest of the camp by jungle. To be on the safe side, Tun'ada checks around the next corner too. Tun'ada is not sure how think the jungle is here, but is fairly sure you could move through it with difficulty to enter the camp proper or take a look at it if you were so inclined.
| Gwenyth |
Brief Retcon:
Summoning some lore from her days as an aspiring herbalist - a time that now seems a world away - Gwen stoppers a few of the potions lying around the squallid hut and steps back out, following the rest of her party.
I'm probably going to forget to ID these. Someone remind me? How many did I get, Alex?
| DM Alexander Kilcoyne |
A search of the area turns up three antitoxins, two smokesticks, three tanglefoot bags, a thunderstone, eight pale grey potions and three green potions with tiny, blood red bubbles bursting inside. Depsite the macabre look, you don't think theres any blood in these potions. All the potions detect as magical- and upon a closer inspection it almost looks like this hut was looted recently- empty glass vials lay scattered about the floor, as though the looters drunk various potions before leaving.
1d20 + 2 ⇒ (10) + 2 = 12
1d20 + 2 ⇒ (6) + 2 = 8
Chi and Tun'ada, between you, you make out a little more of the camp. You can see the large building adjacent to the guard post, and another entrance leading inside- a collapsed wall that now serves as a second door with the skin of a dimorphodon serving as a door flap. Two cannibals are also within thirty feet of you, talking idly between themselves as they take turns to stir the large, black cauldron that sits above the firepit they are tending. They do not spot you. You can also make out a section of the lighthouse from here, as well as another building to your left.
11:40AM...
| Savarend Whiteroot |
What in the Nine Hells are they up to over there? Don't they know I'm in this sodding skeleton cage and can't tell what they're doing? Maybe I should sit here and wait. Yeah, that's it. They'll attack and someone will try to come and release the skeletons and I'll be like, 'Wham! Pow! You think you were getting skeletons? Well you're getting a roundhouse kick instead! Wopah!" Yeah, that sounds like a good idea. I wonder when they'll attack? Maybe they saw something. Do they need my help? Nah, they would cry out or something. So I guess I'm back to just waiting. I wonder who these skeletons were?....
| Ambroze |
I don't know about you but I don't like the way Alex is counting down (up) our clock though.
I think that by noon the temperature gets hot enough that we start to take non-lethal damage from the heat if we're not holed up in some type of shelter. With that said, do we want to make a rush attack on the natives (who seem unaffected by the midday heat), or hide out in what appears to have been the witch's hut and hope the cannibals don't come and search it until the heat lets up?
Ambroze can cast four 1st level spells today, so if you would like for me to cast Sleep on some guards just let me know which ones. I could also cast Vanish on one or more persons, although each casting lasts for only 3 rounds.
| Ambroze |
Ambroze sneaks through the jungle to Chi and Tun'ada's hiding place. (Stealth check: 1d20 + 10 ⇒ (20) + 10 = 30)
"Do you want me to put those two to sleep?" the scholarly gnome whispers, pointing to the cannibals near the large black cauldron.
If either Chi or Tun'ada respond in the affirmative, Ambroze will cast Sleep on the two cannibals at V2. One round casting time; affects up to 4 HD of creatures within 10-ft burst; Will DC 14 negates.