Tamxander Glenfarrow |
Tam moves to the area by the building across from Somer (2 spaces left) so that he can take a straight, unobstructed shot at one of the wolves. A thin, corsucating beam of light lances out from his hand at one of the wolves (yellow)
Blinding ray ranged touch attack: 1d20 - 2 ⇒ (12) - 2 = 10 (includes -4 for firing into melee)
Presumably a miss.
Somer Hiondu |
Somer strides forward between Balmir and Derrik casting Shocking Grasp as he reaches for the lead wolf.
Shocking Grasp Hit: 1d20 + 1 ⇒ (17) + 1 = 18 vs Touch
Damage: 1d6 ⇒ 5
Curious. That did not work like it use to. I will have to work on that.
Cast – move – touch attack
GM Fuzzfoot |
Tamxander shoots high. These wolves do appear to be younger than full grown, so maybe they are shorter than he expected.
@Balmir - no, they were easily able to avoid AoO (unless you have 10' reach). I did forget, however, that you need to make a Fort DC 10 save please.
Round 1: (Bold may act)
Derrik, Tamxander
Round 2: (Bold may act)
Mouser, Balmir(3 dmg - pending fort save), Somer, Anabella
Wolves Pink (5 dmg), Purple (4 dmg), Blue, Yellow (6 dmg)
Derrik, Tamxander
Anabella Fey |
Biting her lip, Ana fires at the wolf now right in front of the halfling, hoping not to misfire. Why do they have to bunch up like that?
Attack: 1d20 + 5 - 4 + 1 ⇒ (1) + 5 - 4 + 1 = 3
Damage: 1d8 + 1 ⇒ (7) + 1 = 8
Nooooo...
Derrik Nular |
Derrik will loosen his gear out and swing his Morning star at the closest wolf (yellow). "I take it they are not someones pets?"
perception why a fort save?: 1d20 + 5 ⇒ (1) + 5 = 6
Morning star: 1d20 + 1 ⇒ (16) + 1 = 171d8 + 1 ⇒ (4) + 1 = 5
Balmir |
Fort Save: 1d20 + 5 ⇒ (4) + 5 = 9
Balmir reacts quickly to the wave of wolves flooding over the party. "If they are someone's pets then someone has a strange idea of companionship." He strikes again at the one he had attacked on his first swing hoping to finish him off.
Waraxe@pink: 1d20 + 6 ⇒ (13) + 6 = 19
damage: 1d10 + 4 ⇒ (6) + 4 = 10
GM Fuzzfoot |
Derrik steps up and smashes the closest one on the head, knocking it out. Balmir takes another swing at pink, and cuts it deep, killing it as well.
Anabella's finger slips, and her arrow flies onto a rooftop.
Blue Attacks Balmir: 1d20 + 2 ⇒ (13) + 2 = 15
Purple Attacks Somer: 1d20 + 2 ⇒ (4) + 2 = 6
The wolves are ineffective with two of their number down.
Round 2: (Bold may act)
Derrik, Tamxander
Round 3: (Bold may act)
Mouser, Balmir(3 dmg), Somer, Anabella
Wolves: Purple (4 dmg), Blue,
Derrik, Tamxander
1d2 ⇒ 2
Balmir |
Balmir grins as the wolf he targeted fell dead. "One more down." He deftly steps between the two wolves then shouts back towards the group. "Someone step up to this wolf here so we can flank him, flank him." But without waiting for anyone else he takes another mighty swing of his war axe at the wolf.
Waraxe: 1d20 + 6 ⇒ (18) + 6 = 24 @purple
damage: 1d10 + 4 ⇒ (8) + 4 = 12
Five foot step then attack.
Somer Hiondu |
Seeing Balmir move to create an opening Somer steps up, casting True Strike, and attempts to vent his frustration on the furry intruder.
Enough of this.
Rapier Attack- Blue: 1d20 + 20 - 2 ⇒ (15) + 20 - 2 = 33 +20 True Strike -2 Spell Combat
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
5ft step up, Spell Combat:True Strike and attack
Derrik Nular |
Derrik again steps closer to the wolves, protecting Ana allowing her to fire with no enemies closing on her.
"Milani protect us."
Morning Star: 1d20 + 1 ⇒ (13) + 1 = 141d8 + 1 ⇒ (7) + 1 = 8
GM Fuzzfoot |
Derrik crushes another, and Balmir puts down the last. (Somer - you can keep your true strike spell)
Combat over.
While at first it seemed these wolves were rabid, you can see that is not actually the truth. You believe they may have been given some sort of a poison... perhaps this wasn't simply a chance attack?
Mouser Lowhill |
Mouser lowers his blade and wipes the pinprick of blood from the tip of his rapier on a wolf's fur.
"It's good I'm a new member of the militia...I've been doing this for a grand total of two days, so I'm sure I'm up for a promotion now," he says. "Or even better, retirement from the militia!"
Looking them over with a skeptical eye, he says "I do wonder what they are doing here. This isn't their typical stomping ground, I would imagine."
He looks them over to see if he can find anything unusual about them.
heal: 1d20 + 0 ⇒ (10) + 0 = 10
"Hey! Does this look like poison to anyone else? I have some experience with this for...errr...reasons."
Derrik Nular |
Derrik kneels down beside one of the wolves, running a gloved hand over the beast.
heal: 1d20 + 8 ⇒ (15) + 8 = 23
"I agree that it looks a poison or something to make them attack us. So I assume things like this don't happen here often?"
Mouser Lowhill |
Mouser stands up after looking at one of the wolves.
"So...this is all getting pretty fishy. First we start investigating this 'suicide', and then we have these wolves attack us in the middle of town with poison on their breath. It's almost as if someone wants us to stop looking into this."
He shrugs. "Well, I don't give up that easy, do I?"
He takes a coin from his belt pouch and flips it.
coin toss: 1d2 ⇒ 1
"No...no, I don't."
Derrik Nular |
"Derrik, Derrik Nular of Last Wall. I will have a look at Master Balmir's arm."
Derrik walks over, moving any clothing that might be around the wound.
heal: 1d20 + 8 ⇒ (18) + 8 = 26
Mouser Lowhill |
Mouser looks up at Derrik as he goes over to administer to Balmir.
"Pretty typical longshanks," he mutters under his breath. "Ignore everything I just said."
GM Fuzzfoot |
Somer Hiondu |
Somer listens while looking around the area as though he is going to spot something before he realizes how futile that is.
"Mouser has a point" His parents can’t have named him that can they? "There are few people that know we are involved in this so who would set wolves on us. There is much we are missing."
Glancing at his injured party member as he is being treated.
"Most of us are at least all adventures and can handle things it seems but we need to get to those that need to be questioned. They may be targets, assuming this is not coincidence."
Gods help me it seems I am in the middle of something now. I need to figure out why I couldn’t cast my spell though my blade as I use to.
Anabella Fey |
Ana leans down and touches one of the wolves gingerly, feeling sorry for the poor creatures. "Wolves don't attack randomly, and Trunau is too small for this to have gone unnoticed," Ana says. "A sudden death followed by a sudden attack by poisoned creatures. I say who whoever had these creatures probably had a holding place for them, as they would not have got past the wall easily. If we follow these tracks, it might lead us right to the culprit of both. I can track these guys for sure, but do we want to focus on this or finding Omast?"
Track: 1d20 + 7 ⇒ (19) + 7 = 26
There are tracks that I can follow with that roll, right? (Could have been a summoning spell, too, though.)
Derrik Nular |
"Looks infected, I will have to tend to this for a while to prevent spreading."
Derrik will wrap the arm in a clean cloth.
"Once we get back to the Ramblehouse I will have to clean the would to keep the infection from spreading. I will tend to it for you if you wish."
Derrik looks around for any other danger, then down at the wolves.
"Is there an apothecary? I would like to take the wolf to them for a closer look."
GM Fuzzfoot |
Ana tracks the wolf prints, despite the paved ground. They lead back to a main road, and it appears they began suddenly at a set of wagon wheel tracks.
There is no official apothecary in Trunau, but you have heard that a man in a place called 'That'n Such' makes some potions and curatives.
Remember: Trunau is about 650 people so not huge.
Anabella Fey |
"Wagon wheels," Ana mutters softly. "This is the main road, so all the wagons take it, but...the wolf tracks stop here. There's no way I'd be able to track each of these wagons, and the wagon that brought them might have come from out of town. For now, this seems to be a dead end, so let's find Omast quickly. And keep a look-out for any covered wagons that come near us. There may be more attemts."
Gather Info: 1d20 + 1 ⇒ (19) + 1 = 20
Hours: 1d4 ⇒ 4
My recent sacrifice has given me the good graces of the RNG once more (long may they reign), even if it will take the rest of the day. Of course, that's if we still needed a gather info check.
Somer Hiondu |
“I agree Anabella. Derrik, Balmir, do we need to get that wound treated or are you ok to look for Omast? We do not know that he is not also in danger. It is a concern that someone may be one step ahead of us.”
Most alarming. I have no idea what to make of this but it must be perused.
Balmir |
"Ok, I'm confused. You guys keep talking about the wolves being poisoned. Did I get poisoned?" Balmir looks at his arm, now more than a little nervous. But he quickly regains his composure. "You know what? I've had a lot worse troubles that this before, before. I'm sure I'll be fine." He follows the group to the road where they hit a dead end.
"Let's find Omast. He might have some information."
GM Fuzzfoot |
Asking around, Anabella discovers that Patrol Sergeant Omast Frum can be found at the South Tower of Trunau’s inner wall (area E), dangling from the tower’s battlements by a rope tied to his belt. His futile attempts to wash away the graffiti that recently appeared there are creating quite the spectacle.
Somer Hiondu |
Oh for Desnas sake. Here I was worried about him and this is what we find. Best let the others deal with this shenanigans.
Anabella Fey |
"You don't suppose someone would try to cut the rope, do you?" Ana says as she looks up at him, her fey-like thoughts coming out for a moment.
Tamxander Glenfarrow |
Tam scrutinizes the graffiti, wondering if it's some kind of alchemical marking.
"You know, if someone is going to truck toxic wolves into the city, a big, permanent marker like this is a great way for someone outside to see that the person inside has left a gate open or bribed a guard or something," he muses.
Craft (alchemy): 1d20 + 9 ⇒ (10) + 9 = 19
Is it possible to make a solvent that will remove it easily?
GM Fuzzfoot |
"Me? Why..(hic)..I am cleaning these white (hic) markings off the (hic) who are you?"
The man is clearly drunk.
Tam inspects the markings and finds that it is a special alchemical marker dye. This marker dye is made of such potent paints and oils that it cannot be removed by any means other than magic. This man is not likely to make any headway soon, yet he keeps scrubbing.
"Well? Is it time for lunch yet? Why (hic) are you all staring at me?"
Anabella Fey |
"It's Wolf, you big oaf. Get down here before you fall!" Ana yells up. "We need to ask you a question. Besides, you shouldn't up there like that while you're drunk."
Even more worried now that she knows he's drunk, Ana will move directly under him. He's knows he can't handle his alcohol, yet he still does it anyway.
GM Fuzzfoot |
"Huh? I ain't drunk (hic)!" he shouts, as he slips and starts dangling upside down.
Anabella Fey |
Ana sighs again. "Omast isn't the brightest when drunk," she tells the others. Of course the last time was my fault, but... "Anyway, a couple of you should head up there and pull him up before he falls. I'll stay here in case he does and try to catch him...though if someone wants to assist in that catch, it'd be appreciated. He's not the lightest fellow by any means."
Somer Hiondu |
With a sigh I will stay down here with you Anabella to help catch if needed.
What has me so annoyed with Omast. I have spent more time with a wine in my hand over the last few years then he has.
GM Fuzzfoot |
The graffiti looks like it could be a cross, or maybe a sword. It could even be the holy symbol of Iomedae.
Mouser Lowhill |
Mouser looks up at the drunk man. "I'd say this is pretty typical of most big folk," he says.
He moves over to the tower wall. "I'm sure I could get up there. I have this new hopeknife they gave me when I joined the militia a couple days ago. I haven't had a chance to use it yet. If you want him to get down fast, that is."
The halfling attempts to climb up the wall to help.
climb: 1d20 + 4 ⇒ (8) + 4 = 12
GM Fuzzfoot |
Using the other ropes in place, the climb is an easy one. Helping the man down is another issue entirely.
Mouser Lowhill |
Mouser climbs up and smirks at the man.
"Hey there. We are the professional crew sent to clean this up. You're supposed to report to the ground below so we can finish up. Down you go!"
bluff: 1d20 + 3 ⇒ (8) + 3 = 11 Maybe a bonus because he's drunk?
Somer Hiondu |
Before cutting maybe climb to the top to see if there is extra rope? A slow decent is better, we do not all land on our feet like a cat, Mouser.
Of course if he is drunk enough the fall wont hurt him I guess.
Anabella Fey |
"I didn't want to catch him! I just wanted to be careful. Lower him gently," Ana yells up. Wait a second...did he say hopeknife? He couldn't have one, could he?
GM Fuzzfoot |
"Why you little (hic) pip-squeak! I don't take my orders from you! My orders were to clean this her (hic) white sword off of this tower (hic). I'm-ma gonna kick yer lil' butt back to the barracks, I am!"
He clumsily starts lowering himself down.
Mouser Lowhill |
"That's a good boy," Mouser says as he helps the man lower himself to the ground.
"Let's get you down, then we have some questions for you."