| Hermann von Rabenstrange |
Round 4
"Agh! it actually got me!" Hermann blurted in surprise and pain.
Attack (greatsword, Power Attack): 1d20 + 6 ⇒ (5) + 6 = 11
Damage: 2d6 + 10 ⇒ (2, 4) + 10 = 16
With another mighty swing to put it down for good, it was clear he'd put more power than precision into the blow - which came nowhere close to the necromatic abomination.
Status hp 22/27, AC 20
| Jokbur 'The Thorn' Oakenshield |
hit/damage: 1d20 + 5 ⇒ (5) + 5 = 101d6 + 4 ⇒ (6) + 4 = 10
hit/damage: 1d20 + 5 ⇒ (15) + 5 = 201d6 + 4 ⇒ (6) + 4 = 10
Two more blunt arrows are launched if Jonas misses.
| Quirmydt Dephroug |
Qui will move back to help with the skeleton.
Move to N39.
Attack: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d4 + 5 ⇒ (2) + 5 = 7
| Quirmydt Dephroug |
WooHoo leveling party. Will probably not finish until Tuesday as I am out with the family tomorrow. Going to take another Monk level.
| Quirmydt Dephroug |
Qui can keep slicing the stirges if there are any. If they are coming out one at a time, he is practically invulnerable to them since he will have 25 AC and can deflect 1 attack that gets through per round.
| Hermann von Rabenstrange |
"Alright, are we done here? With the exception of Froggy over there, there's no one that looks particularly good right now... and I could surely use a gallon or two of ale back at the Ferry!"
| Quirmydt Dephroug |
Feeling offended, Qui hops over:
Who you calling Froggy, tall human.
He then rolls his eyes and begins to laugh - which sounds much like a tree frog croaking.
| Quirmydt Dephroug |
No enchanting things here, unless you are hoping to add something to it - flaming, distance, holy, whatever.
| GM Blood |
Fort Save Ariella: 1d20 + 4 ⇒ (10) + 4 = 14
Fort Save Edmund: 1d20 + 4 ⇒ (6) + 4 = 10
Fort Save Hermann: 1d20 + 7 ⇒ (3) + 7 = 10
Fort Save Jokbur: 1d20 + 7 ⇒ (8) + 7 = 15
Fort Save Ariella: 1d20 + 4 ⇒ (10) + 4 = 14
Fort Save Edmund: 1d20 + 4 ⇒ (20) + 4 = 24
Fort Save Hermann: 1d20 + 7 ⇒ (20) + 7 = 27
Fort Save Jokbur: 1d20 + 7 ⇒ (17) + 7 = 24
You decide to head back to Zelkor's Ferry. Jonas begins to feel better as you travel, while the others do not. In the first hour of traveling Ariella, Edmund, Hermann, and Jokbur all take 1 point of damage. In the second hour only Ariella takes 1 point of damage
After making it about halfway back you hear the howling of wolves, and it sounds like a large pack of them. Remembering the attack of the worgs before you find a good place to defend yourself as the howling gets close. You hear them getting closer and can tell they are surrounding you. The moment is tense as you prepare for the rush of wolves when a woman steps out of the woods, perhaps even out of a tree, though you are not sure of that.
The woman has a scowl on her face and she looks fierce. She peers at all of you and says, "What are you doing here in my woods. Give me one good reason I shouldn't kill all of you."
Anyone with diplomacy and some sweet words can try and bring her around"
| Ariella Hearth |
"Because we mean you no harm? Because we are just passing through? Because the only reason we were here in the first place is to kill the monsters haunting the maw? We are simply servants of good on our way back to Zelkor's Ferry. We mean your forest no harm."
Take 10 on diplomacy for a 19.
| Quirmydt Dephroug |
Unsure what the wolf woman wants, Qui stands in front of the cleric with his scimitar lightly held in his hand trying to determine the woman's motives.
Sense Motive: 1d20 + 8 ⇒ (1) + 8 = 9
So far Qui has determined that it is a human looking woman who wants to know what the party is doing. And he is unsure of that.
| Edmund Gwenn |
Taking 10 for 11 and aid another.
"We truly mean no harm, madam. If it's a question if trespass through your land, we can promise to avoid this area on future trips we make between Zelkor's Ferry and Rappan Athuk. We're there looking for my son, who is lost. Perhaps you have seen him?"
He describes his son for her.
| GM Blood |
The druid seems a little less hostile, but not by much. "I am Drusilla, druid of these woods and its protector. Many a fool, both good and evil go to the Mouth as well as the mausoleum to the east. I will let you pass for now, but be warned that you have my attention. If you want to do some good, then there is a den of monstrous spiders to the south that needs cleaning out. They are disrupting the balance and that would prove to me your intentions." Now Marked on your wilderness map linked in the campaign info
With that she walks backward into a tree and disappears.
| Quirmydt Dephroug |
Qui just looks confused:
But she had not done anything wrong? Why would you take her to court?
| Hermann von Rabenstrange |
"He means to initiate human-kind's mating rituals," Hermann "clarifies" for Qui, grinning in rarely-exercised good humor.
"In the meantime, Jokbur, have you found anyplace where we can rest safely now that those worgs seem to be off our tail?"
| Jokbur 'The Thorn' Oakenshield |
Jokbur opens up a little as he carves the cooked venison and says a blessing to Gozreh and the Great Druid.
"A druid took me in and showed me most of what I know. He was not a vegan, but believed firmly in not wasting the bounty of the land. Then he had a little accident called my mother."
He examines the maps over the campfire. "We should be able to return and restock. I will feel better when we can buy the massive plate armor for Herman. Jonas moves too fast, it would probably slow him down too much."
He smiles: "I can't wait to go down into the Well. Something about warning a man not to do something that makes him want to do it."
He looks at Ariella: "Probably seems silly to you?"
| GM Blood |
Fort Save Ariella: 1d20 + 4 ⇒ (4) + 4 = 8
Fort Save Edmund: 1d20 + 4 ⇒ (11) + 4 = 15
Fort Save Hermann: 1d20 + 7 ⇒ (16) + 7 = 23
Fort Save Jokbur: 1d20 + 7 ⇒ (17) + 7 = 24
Fort Save Ariella: 1d20 + 4 ⇒ (18) + 4 = 22
Fort Save Edmund: 1d20 + 4 ⇒ (20) + 4 = 24
Fort Save Hermann: 1d20 + 7 ⇒ (3) + 7 = 10
Fort Save Jokbur: 1d20 + 7 ⇒ (9) + 7 = 16
2d100 ⇒ (91, 38) = 129
Hour 1
Fort Save Ariella: 1d20 + 4 ⇒ (10) + 4 = 14
Fort Save Edmund: 1d20 + 4 ⇒ (17) + 4 = 21
Fort Save Hermann: 1d20 + 7 ⇒ (13) + 7 = 20
Fort Save Jokbur: 1d20 + 7 ⇒ (19) + 7 = 26
Hour2
Fort Save Ariella: 1d20 + 4 ⇒ (4) + 4 = 8
Fort Save Edmund: 1d20 + 4 ⇒ (20) + 4 = 24
Fort Save Hermann: 1d20 + 7 ⇒ (5) + 7 = 12
Fort Save Jokbur: 1d20 + 7 ⇒ (1) + 7 = 8
Hour3
Fort Save Ariella: 1d20 + 4 ⇒ (19) + 4 = 23
Fort Save Edmund: 1d20 + 4 ⇒ (13) + 4 = 17
Fort Save Hermann: 1d20 + 7 ⇒ (19) + 7 = 26
Fort Save Jokbur: 1d20 + 7 ⇒ (13) + 7 = 20
Hour 4
Fort Save Ariella: 1d20 + 4 ⇒ (19) + 4 = 23
Fort Save Edmund: 1d20 + 4 ⇒ (8) + 4 = 12
Fort Save Hermann: 1d20 + 7 ⇒ (18) + 7 = 25
Fort Save Jokbur: 1d20 + 7 ⇒ (16) + 7 = 23
Hour 5
Fort Save Ariella: 1d20 + 4 ⇒ (4) + 4 = 8
Fort Save Edmund: 1d20 + 4 ⇒ (3) + 4 = 7
Fort Save Hermann: 1d20 + 7 ⇒ (2) + 7 = 9
Fort Save Jokbur: 1d20 + 7 ⇒ (3) + 7 = 10
Hour 6
Fort Save Ariella: 1d20 + 4 ⇒ (16) + 4 = 20
Fort Save Edmund: 1d20 + 4 ⇒ (17) + 4 = 21
Fort Save Hermann: 1d20 + 7 ⇒ (2) + 7 = 9
Fort Save Jokbur: 1d20 + 7 ⇒ (1) + 7 = 8
Hour 7
Fort Save Ariella: 1d20 + 4 ⇒ (9) + 4 = 13
Fort Save Edmund: 1d20 + 4 ⇒ (9) + 4 = 13
Fort Save Hermann: 1d20 + 7 ⇒ (19) + 7 = 26
Fort Save Jokbur: 1d20 + 7 ⇒ (19) + 7 = 26
Hour8
Fort Save Ariella: 1d20 + 4 ⇒ (20) + 4 = 24
Fort Save Edmund: 1d20 + 4 ⇒ (10) + 4 = 14
Fort Save Hermann: 1d20 + 7 ⇒ (15) + 7 = 22
Fort Save Jokbur: 1d20 + 7 ⇒ (15) + 7 = 22
The remaining 2 hours back to Zelkor's Ferry goes without incident, other than continuing to be sick. Ariella, Hermann, and Edmund take 1 more hp each from being sick
Your rooms are waiting for you at Bristleback Inn as well as a nice hot meal. Nothing else has changed since you were gone. No new keelboats have down the river, nor any wayfarers have visited in that time.
During the night those that are sick have a hard time getting a good night's sleep.
During the 8 hour sleep time, Ariella takes 4 hps damage, Edmund takes 4 Damage, Hermann takes 3 damage, Jokbur takes 3 damage. Any spell caster that needs sleep to restore spells that day does not recover.
| Hermann von Rabenstrange |
Hermann slowly creaks down the stairs in the morning. Pale and haggard, he appears to have slept poorly if at all.
"Uhhh, I feel terrible...," he manages to state to no one in particular.
Seeing the staff of the Inn about their jobs as normal, he asks, "Is there a healer of some kind in town? I think we might've picked up something down there."
| Quirmydt Dephroug |
Qui attempts to hop around the tend to his ill companions.
Heal: 1d20 + 4 ⇒ (3) + 4 = 7 <-- hopefully this will help with any heal checks/fort saves
Oh well, damn flies in the room distracted him.
| GM Blood |
Ariella, if you look in the spoiler I have been rolling Fort Saves for you. With this disease you take 1 hp of damage with a failed save.
You found 3 red scrolls of cure disease. Also there is Ulmen Dark, the necromancer in town that may also be able to remove the disease. Otherwise at this point you have no way to remove it (heal checks won't help with this version.
Curing Diseases: Ulman uses a combination of purging, leeching, and medicinal concoctions to cure diseases, charging 500 gp for the attempt.
He does not guarantee results and in very rare cases the cure has been worse then the disease (If you ask him about it, think of the TV commercials with the guy listing the side affects.)