Thael Silverstep |
"Your goat herd may not be here when you get back," Thael observes. "Keeping them fenced in would make them easier meals for the orcs."
Tae |
"Thael is right.. your herd would be safer either with you, which is problematical for travel, or loose in the wild."
Tae |
diplomacy: 1d20 + 8 ⇒ (13) + 8 = 21
GM Eddv |
The farmers decide to let you go on without them "Sorry, but if we let the herd out there for the whole time we're gone we'll lose half of them - that might not seem like much to you but that's our whole fortune out there grazing. If you want to make sure we leave you're free to stay while we do the work but we won't be leaving without securing the goats."
Thael Silverstep |
"Okay," Thael says. "We are here to protect you, so we will help. I just hope this can be done relatively quickly."
Rolls necessary for helping?
Jag Koszonommonsk |
"I'm pretty sure that if they cared about the goats they wouldn't have left them roaming around," Jag replies, running his hands through Ussur's fur. "If it will save their lives, we'll get their goats, I guess."
Not my fault if any get too close to Ussur though. Natural Order, and all.
Handle Animal?: 1d20 + 8 ⇒ (2) + 8 = 10
Tae |
"I've never been a shepherd before, but I'll do whatever I can to help."
GM Eddv |
As you help shepherd the goats you do notice that several of them seem to have been harried and harassed by some sort of predator.
However, given the speedbump nature of 6 of you vs a single chupacabra, Ussur shows he is the superior predator and tears it apart, saving the goats and making the rest of your time at the ranch go fairly quickly as the goats are easier to herd after their predator is gone.
And onward to D5, I presume ?
GM Eddv |
You make it to the next homestead - the Turnell Home - by early afternoon.
Predictably, they too agree to leave - but first they need to find their children. They go out into the woods to play and won't be back in on their own for several hours.
If you want to help find their children go ahead and roll Survival
Tae |
Tae tries to assist with the finding of the children and also finds out their names from the parents so when they are found, he'll know what to call them.
survival: 1d20 + 1 ⇒ (12) + 1 = 13
helpful halfling trait, so that's +4 to someone else's survival check
Jag Koszonommonsk |
"I wonder, does this thing cause filth fever?" says Ishingka, nudging the chupacabra, or what's left of it, with her boot.
"Not anymore!" Jag says proudly.
Present!
Jag and Ussur search out missing children, but it is obvious that this is not their forté.
Survival: 1d20 ⇒ 5
Hali Silverforge |
Hali sets off after the children, can't let the wee ones get eaten by orcs.
survival, aided by helpful halfling: 10 + 8 + 4 = 22
-Posted with Wayfinder
Ishingka Thulkarian |
Survival: 1d20 ⇒ 2
"These are woods?" says Ishingka. "I always thought they had more trees, like, tangley things."
"Oh look, I think I found a leaf!"
GM Eddv |
Ishingka and Jag actually get lost in the woods, but Hali and Tae manage to stay on task and find the kids...and then go back into the woods to find Ishingka and Jag.
They get the kids on their merry way and the band of mountain dwellers heads to town.
When the group arrives at the final, most far flung of the estates however, they instantly notice something isn't right.
The door is flung open and there are clear signs of a raiding party.
Hali Silverforge |
Hali curses violently. "This is exactly what I thought would happen with all that dilly dallying about!" He murmurs some prayers and runs to the farmhouse with incredible speed.
did you say we slept a night since that last fight?
standard action to cast expeditious retreat to gain 30' enhancement bonus to movement, swift action to burn a transmutation point to gain another 30' of move speed (not an enhancement bonus)
Move action to move 80' towards the house
-Posted with Wayfinder
GM Eddv |
Yes, you have rested since then. You fought a chupacabra today but thats it
Jag Koszonommonsk |
"Yeah, yeah, you were right," Jag teases, hustling after the dwarf at a significantly slower pace. "But lets save the 'told ya so's for once we figure out what's wrong."
"Come on, Ussur," Jag calls to his bear. "More work to do!"
GM Eddv |
You approach the homestead - apparently home to an old hermit by the name of Grev.
You approach his house, armed to theeth and find papers strewn about and blood on the ground, signs of battle with some form of beast hand in hand with manmade weapons. However, you find no corpse, no signs of Grev himself.
The cottage itself is quite extravagant with lots of unexpected luxuries - wealth beyond imagination compared to what you saw at the other homesteads.
Hali Silverforge |
Hali looks around for any evidence of where the hermit disappeared to, or some sign of what occurred.
perception: 10 + 11 = 21
Then he also looks around for tracks or other indications on the ground.
survival: 10 + 8 = 18
aids welcome
-Posted with Wayfinder
Thael Silverstep |
Thael tries to determine which direction the hermit might have gone. He also casts detect magic in the house to see if he can find anything of interest.
survival: 1d20 ⇒ 13
GM Eddv |
Hali, assisted by Thael finds two things - first it seems that pages strewn all about were part of a book that Grev was writing. The ink is fresh and they are accompanied by somewhat crudely drawn illuminations.
It seems that someone, likely Grev, was dragged from this cottage into the woods. It seems like it must have been somewhat recently - you may even get there to him in time to save his life - there are drops of fresh blood indicating that he was still living.
Hali Silverforge |
"This way!" Hali shouts and charges off, following the trail into the woods.
-Posted with Wayfinder
Tae |
Tae follows along as fast as he can.
Jag Koszonommonsk |
"C'mon guys, not everyone has freakishly large dwarf legs!" Jag calls, following the best he can. Ussur seems to have no issue.
GM Eddv |
Hali is able to follow the tracks and it leads him into a clearing in the woods nearby where he can see the tracks leading to a small encampment.
In the encampment, he's fairly certain theres one humanoid and one medium sized cloven-footed animal
He did well enough on his survival check to make stealth an option so your actions from here. I have placed you on the map roughly in the direction you would be coming from
Thael Silverstep |
Not one for stealth, Thael waits to see if any of the others want to get close to the encampment.
Once any others are as close as they want to get, he slowly starts making his way forward.
stealth: 1d20 + 2 ⇒ (5) + 2 = 7
Jag Koszonommonsk |
"Keep it down, Ussur," Jag hoarsely whispers at the nearly silent bear, who growls lowly in response as the pair approaches.
Stealth(Jag): 1d20 + 9 ⇒ (14) + 9 = 23
Stealth(Ussur): 1d20 + 6 ⇒ (17) + 6 = 23
Hali Silverforge |
Hali quietly casts a few spells.
communal protection from evil on the party
Bless on the party
Magic weapon on Hali's warhammer
Then he tries to sneak forward with Jag and Ursur.
stealth, breastplate ACP: 1d20 + 8 - 3 ⇒ (4) + 8 - 3 = 9
Should have followed my instinct and taken 10. Oh well
-Posted with Wayfinder
GM Eddv |
While ussur and Jag were able to go unnoticed, Hali and Thael make a loud ruckus on their way up the path, causing the denizens of the camp to notice their presence.
Arileth: 1d20 + 1 ⇒ (15) + 1 = 16
Ishingka: 1d20 + 2 ⇒ (19) + 2 = 21
Tae: 1d20 + 2 ⇒ (20) + 2 = 22
Hali: 1d20 + 4 ⇒ (4) + 4 = 8
Jag: 1d20 + 1 ⇒ (3) + 1 = 4
Ilka : 1d20 + 2 ⇒ (3) + 2 = 5
Umber: 1d20 + 0 ⇒ (14) + 0 = 14
BG1: 1d20 + 1 ⇒ (12) + 1 = 13
BG2: 1d20 + 1 ⇒ (3) + 1 = 4
ROUND 1 (BLESS, PROT VS EVIL ACTIVE)
Tae
Ishingka
Arileth
---
Umber
BG 1
---
Hali
Thael
---
Ilka
BG 2
---
Jag
Tae |
Tae sneaks forward til he has a view of the encampment, bow at the ready.
stealth: 1d20 + 16 ⇒ (11) + 16 = 27
GM Eddv |
Arileth comes into the open and begins to weave a pattern that will possibly draw the rapt attention of the encamped enemies
Note that enthrall takes 1 full round to cast. Also, feel free to move yourself on the map Tae
Ishingka Thulkarian |
Ishingka hustles into camp like she owns it, doing her best to pretend to be a full blooded orc. She bares her tusks and waves her hammer as she scoots along.
Bluff: 1d20 + 2 ⇒ (14) + 2 = 16
"Watch out! pinkskins right behind me! Kill them all!"
GM Eddv |
Sense Motive: 1d20 + 3 ⇒ (16) + 3 = 19
The wild looking woman doesn't appear to buy Ishingka's ruse.
Tae
Ishingka
Arileth
---
Umber
BG 1
---
Hali
Thael
---
Ilka
BG 2
---
Jag
Her boar goes wild and charges at Ishingka's position (well not mechanically, but you know)
Boar Gore on Ishingka: 1d20 + 8 ⇒ (17) + 8 = 251d8 + 7 ⇒ (1) + 7 = 8
As this happens, Ishingka hears a whisper within, that she really should embrace her orc heritage, and run to gather reinforcements.
Give us a will save Ishingka
Tae
Ishingka (-8 HP)
Arileth
---
Umber
BG 1
---
Hali
Thael
---
Ilka
BG 2
---
Jag
Hali Silverforge |
Hali quickly hustles up to the fight and swings at the beastly woman.
swift action to burn another transmutation point for +30', unless the 1 minute duration from before the house is still active
Assuming that expeditious retreat hasn't expired yet
Move speed of 80', so one move action to get to the woman
warhammer, attack, bless, magic wagon: 1d20 + 8 + 1 ⇒ (17) + 8 + 1 = 26 for bludgeoning, silvered, magic: 1d8 + 4 + 1 ⇒ (6) + 4 + 1 = 11
-Posted with Wayfinder
Thael Silverstep |
Still too far away for his spells to take effect, Thael moves forward and sends a magic missile from his wand toward the beastly woman, knowing he will be able to use his spells soon.
magic missile: 1d4 + 1 ⇒ (2) + 1 = 3
GM Eddv |
Tae
Ishingka (-8 HP)
Arileth
---
Umber
BG 1
---
Hali
Thael
---
Ilka
BG 2
---
Jag
Ishingka feels the irrepressible urge to go looking for orcs and will begin going off to do so next turn
Thael's force missile collides with Ilka, no doubt pissing her off.
Ilka backs away from Hali and casts a spell that turns the earth to a thick sappy mud.
Hali needs to make a reflex save
Jag hears in his mind the suggestion that perhaps instead of fighting, he should return to his home to make sure that he shut his windows and turned off his stove.
Will Save for Jag
Tae
Ishingka (-8 HP) [SUGGESTED]
Arileth
---
Umber
BG 1
---
Hali [NEEDS TO ROLL REFLEX SAVE]
Thael
---
Ilka
BG 2
---
Jag [NEEDS TO PASS DC 15 WILL SAVE OR BE SUGGESTED]