GM Captain Trips |
Deciding to leave the fangberries for a later trip the party moves off once more, swinging their travels in a more northwesterly direction. They stop at dusk to make camp and the night passes without event. The morning comes on day four of their journey and the day is bright and warm. They continue to record landmarks that they pass and make a swing a few miles north of Bokken's home, not ready to pay the eccentric man another visit just yet. The party notes a herd of wild horses as the fourth day comes to a close, more than thirty of the noble animals moving in a group, keeping a good distance between the herd and the group. Another notation is made about this rare sight. Dusk comes and brings an end to an otherwise uneventful day. The night passes once more without any interruptions and the dawn brings another lovely summer day.
Theod Garess |
Theod looks down at the map he has been scribbling to try and get a better feel for how much more area they likely have to explore. I think we've meet the requisite time to explore a Hex and should be getting back to Oleg's soon
Castor Antares |
Before heading to sleep that night, Castor channels positive energy a second time to get rid of his wound, in order to sleep better.
Channel Positive: 1d6 ⇒ 3
The next morning, before his prayers to the Song of the Spheres, he inspects his hand to get a feel for it, see if the poison has worn out.
After a night of rest, one point of ability damage is gone, right?
GM Captain Trips |
Correct, and the poison was not a repeating one, just delivered the single point of damage and wore off. Quite mild.
@Theod - Correct, I wanted to give everyone a chance to perform any last actions before you returned to the trading post. Your mapping of this hex is considered complete. I'll be updating the master map shortly.
GM Captain Trips |
You find some berries, the kind without nasty thorns, which you are able to harvest. There isn't much more than enough for yourself, but you end up with a few leftovers that you can share or tuck away for later.
The party breaks camp and makes their way west, heading towards Oleg's. At some time shortly before noon they spot another group to the west, which Theod quickly identifies as the other members of your party, Brom with his massive hammer being hard to miss.
At this point everyone should report back to the main thread. I'll be leaving this thread open for the next split, if and when it happens.
Will Thatcher |
Our plan was to head east and explore a hex/get the fangberries for Bokken. Not sure which of the 3 hexes would be the best for that, but that was the plan. We could go Fangberries> Bokken> Southern Hex that makes a triangle for a good route.
Dendarial the Ken Hunter |
After Dendarial secures his own gear he will take a quick look at the gear if others to make sure he sees nothing that will cause a problem. What do Kobolds eat? he asks. {b]Sees like we should bring them some gift if we want to make nice with them. [/b]
Winifred Lebeda |
Winifred ponders the thought, "A peace offering wouldn't be a terrible idea."
Knowledge: Local: 1d20 + 6 ⇒ (7) + 6 = 13 To know if kobolds have anything they particularly like, maybe a delicacy? I don't know how much I can get out of that roll, but this is for kobolds in general, if there's another roll I can make for the sootscale tribe in specific I'd like to roll for that as well. Or I could attempt to gather information, if that's even possible with our small population.
GM Captain Trips |
You aren't really sure about the specific tribes of this region, but you are pretty sure that kobolds share a kinship with dragons, and love shiny things and bits of pretty treasure.
Ok, we will assume you are first heading to the fangberry field.
Toilday, 9th of Erastus, 4713 AR
The party heads east and travels for the majority of the day without issue. Those in the group who were part of the exploration east recall the route easily enough and after about seven hours of travel by foot you once again come across the bushes that make up the smallish patch of fangberries. The day is starting to draw to a close and Dendarial estimates you have about three hours of daylight left before the sun begins to set.
Rufus Fitzroi |
Snorting slightly at Karse's comment, Rufus makes his way to the Fangberry patch, tightening the straps on his new gauntlets as he does so. "If I recall correctly, he said we'd need at least twenty. Unbruised & unsoiled. I'll see what I can do." Carefully & surprisingly patiently, he sets to work.
Not certain what if anything I should be rolling for this...
Will Thatcher |
”This is near where that weird bug thing attacked you guys right?” asks Will as he readies his sword and shield in case of attack.
Warily watching for bug attacks and also to witness this vicious fangberry assault that nearly killed Castor.
Dendarial the Ken Hunter |
If possible, before heading out Dendarial will secure a large portion of dried meat in a bundle, thinking that the kobolds might like that. As the group approaches the berries he asks the group I am not familiar with these fruits. What do you know about them, other than they have dangerous thorns?
Rufus Fitzroi |
"The mad-man wanted them for some potion he was working on & offered to tell us more about the area if we got some for him. After seeing the damage they did to Castor, I'm not surprised he wanted someone else to procure them for him..." Rufus replies absently, his attention still focused fully on neither crushing the berries in his grasp, nor allowing the thorns to poke through the few gaps in the plates of his gauntlets.
GM Captain Trips |
As Rufus sorts through the berries, carefully picking them as to not damage the fruits, he notices movement coming from inside the patch. Suddenly, a writhing mass of spiders emerges from the inner bushes, swarming over the vegetation and heading straight for the group.
Initiative
Rufus: 1d20 + 2 ⇒ (15) + 2 = 17
Will: 1d20 + 4 ⇒ (17) + 4 = 21
Winifred: 1d20 + 2 ⇒ (16) + 2 = 18
Dendariel: 1d20 + 4 ⇒ (17) + 4 = 21
Karse: 1d20 + 1 ⇒ (18) + 1 = 19
Spiders: 1d20 + 3 ⇒ (11) + 3 = 14
The party acts first! Amazing initiative rolls!
Will Thatcher |
Will sees the spiders emerge from the bushes, at first confused by their antics and then understanding of their intent dawns. Bursting into an inspiring chorus, he moves away from the spiders, intent on charging back in.
Inspire Courage, +1 to hit and damage, 1/6 rounds used
Winifred Lebeda |
"It was bad enough that the berries had 'fangs' now we have to deal with these!" Winifred asks herself, moving to the other side of Sir Karse and loosing a bolt at the spiders.
1d20 + 2 + 1 ⇒ (6) + 2 + 1 = 9
1d8 + 1 ⇒ (3) + 1 = 4
But things go awry with her aiming apparently.
Sir Karse |
Karse interposes himself between Winifred and the spiders and readies an action. If a spider or swarm approaches within 5 feet, he attacks.
Flail attack (if needed): 1d20 + 3 ⇒ (18) + 3 = 21
Flail damage: 1d8 + 2 ⇒ (5) + 2 = 7
Rufus Fitzroi |
"Yes, but if I use them the berry bushes burn!" Rufus replies. "Unless...
Everyone back away from the bushes, quickly!" He calls out as he does so himself.
Full move away from the bushes, but no farther than the closest other PC.
GM Captain Trips |
Moved everyone back, took into consideration single moves for Winifred and Will due to standard actions. We are pretty much at the edge of the map. Maybe I should have drawn it a little bigger :)
The party backs up away from the swarming mass of spiders, falling away from the bushes. The swarm scurries forward, catching up with Sir Karse as he stands to protect Winifred, who could not move as far as some of the others...
Swarm Damage: 1d6 ⇒ 1
Need two saving throws for Sir Karse. Both Fortitude
Once the saves are resolved the party is up.
Sir Karse |
Karse snarls at the spiders as they swarm him and swings his flail in a mighty arc, hoping to take out a few.
Flail attack: 1d20 + 3 ⇒ (10) + 3 = 13
Flail damage: 1d8 + 2 ⇒ (8) + 2 = 10
Winifred Lebeda |
Splash weapons...splash weapons... "Found it!" Winifred shouts, pulling out a flask which she then promptly hurls over the paladin's shoulder onto the swarm of spiders.
Alchemist's Fire: 1d20 + 2 ⇒ (16) + 2 = 18
damage: 1d6 ⇒ 3 And since it's a splash weapon, Karse will take 1 damage.
GM Captain Trips |
Sir Karse hammers at the swarm with his flail, but the weapon seems completely ineffective against the creatures, smashing a few but doing no noticeable damage to the writhing mass of arachnids.
However, Winifred's flask seems to do the trick, creating a burning mass of spiders which quickly burn to a crisp and die, filling the air with a reeking stench that reminds the party of burnt hair. Yet the giant carpet of spiders continue their assault.