
GM Gark |

Whimsy stabilize: 1d20 - 5 ⇒ (10) - 5 = 5
The hobgoblin whistles again, two notes this time, and the giant bovine pauses and pricks up its ears.
Handle Animal: 1d20 + 3 ⇒ (12) + 3 = 15
Perception: 1d20 + 9 ⇒ (8) + 9 = 17
Perception: 1d20 + 8 ⇒ (1) + 8 = 9
Round 4: [Juno] [Nesica] 20 15 10 [Adi] [Whimsy] [Hobgoblin] [Water buffalo]
Nesica is up!

Nesica |

"O-okay...you've seriously wounded my heat exhausted friend and intern. And my defenceless puppy mount. There's nobody left. You win. If you would let me drag my unconscious companions outside we'll leave you alone to your weird haunted castle in the middle of nowhere."
Nesica moves a little further back after she says this, as she politely asks the winds to blow in a different direction.
She casts Breeze on herself, pointing her personal wind northwards.
Diplomacy: 1d20 + 12 ⇒ (17) + 12 = 29
Stealth: 1d20 + 26 ⇒ (5) + 26 = 31

GM Gark |

The hobgoblin squints at where the sound was coming from, then lowers her bow and whistles again. The buffalo raises its horns into a less threatening position, then starts trudging into its stable. "I've got no clue what an intern is. And I wouldn't call something with that many teeth 'defenseless.' But you can leave in peace. On the off chance you weren't sent here to assassinate me."

Nesica |

"Ha, yeah, funny that...we came here to find some assassins. Of our friends. Because we have assassins after us. Different assassins, but assassins never the less. And we're kind of scared? Anyway, um...nice...meeting you?! And...sorry about your buffalo? I'll leave my healing wand for the burns once I'm finished? Maybe to say sorry?"
Nesica trudges over to Whimsy and attempts to use the wand of cure light wounds.
Rolling just in case we're out of initiative.
Use Magic Device: 1d20 + 9 ⇒ (4) + 9 = 13
Use Magic Device: 1d20 + 9 ⇒ (16) + 9 = 25
Cure Light Wounds: 1d8 + 1 ⇒ (3) + 1 = 4

GM Gark |

"And you sure they're not in league with Baskach?" the hobgoblin calls down before she disappears from the window. "That slimy excrement had schemes in Freehold, New Krane, even as far north as Crown's End, when I left. Surely he's only strengthened his hold over the tribe."
Nesica manages to staunch Whimsy's bleeding, though the dog does not waken.
You can hop out of Initiative now that Whimsy's stable.

Nesica |

"Is he a hobgoblin? The only hobgoblins I know was a scouting party that almost entirely was eaten by trolls. I think you and them are the first hobgoblins I've ever met."
Nesica thinks for a moment. "Wait...isn't this castle New Krane? The one the hellknights held? That's why we're here. To find out where they went."
Nesica pulls Adi over to where Whimsy is lying and tries to resuscitate her.
UMD: 1d20 + 9 ⇒ (7) + 9 = 16
UMD: 1d20 + 9 ⇒ (3) + 9 = 12
UMD: 1d20 + 9 ⇒ (5) + 9 = 14
UMD: 1d20 + 9 ⇒ (15) + 9 = 24
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
Nesica whinces. She really should learn how to use this thing better...

Nesica |

"Yes, that's the one. The one who spoke the most said her name was...Saarlan? Does that sound familiar? We saved her and one other...so, apparently they'll save 20% of our guild? I think that's rather thoughtful of them." Nesica pulls Juno to the friend pile and stops for a moment.
"I'm Nesica by the way. Nesica Basti."
UMD: 1d20 + 9 ⇒ (4) + 9 = 13
UMD: 1d20 + 9 ⇒ (17) + 9 = 26
UMD: 1d20 + 9 ⇒ (18) + 9 = 27
UMD: 1d20 + 9 ⇒ (10) + 9 = 19
UMD: 1d20 + 9 ⇒ (14) + 9 = 23
Juno Heals
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
Adi Heals
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
I think that means everyone is at least conscious except Whimsy.

Juno Joralan |

Juno sits up, seething in anger but using a calming mantra her father taught her to control it, bottle it up to be unleashed on the next poor soul to incur her wrath. She is exhausted, injured, hot, far from civilisation, and is fighting the desire for beefburgers. Instead, she pulls her last potion of cure light wounds from her pack and chugs it to get herself in better shape.
Potion of Cure Light Wounds: 1d8 + 1 ⇒ (8) + 1 = 9
Juno is back up to 17 hp, with 17 lethal damage

GM Gark |

The voice continues to issue from the hole in the door. "Saarlan . . . axis' might, she was just a child when I left. But yes, I know her. Always a little too trusting, but my mother cared for her, so I hope she has not fallen under Baskach's influence."
1d20 - 1 ⇒ (3) - 1 = 2
1d20 + 12 ⇒ (14) + 12 = 26
There's a sound of shuffling behind the door, followed by a bellowed groan you assume to be from the buffalo. The voice is a little more distant. "My name is Arlut of the Bandusiha. Perhaps I have something to learn from Saarlan about trust. If you three are searching for information about the humans who once lived here, you may continue to search the ruins, leaving my home apart from your inspection. I do not know any details about the Hellknights which you city-dwellers would not already know, but I can warn you to carry no metal as you search, and to avoid the northwest tower."

Nesica |

Nesica looks at Juno and Adi's weapons and whinces.
"Thank you, Arlut. Should you find yourself in Eleder, look for the Explorer's Guild. We double as a hospice and safe house from assassins."
Nesica pauses and considers how much magical power she's drawn for the day. She thinks she is nearly ar her limit, so she continues, "We are...pretty exhausted. We might try and hunker down for the day somewhere close. Any reason we shouldn't carry metal? Or avoid the tower. Also...do you need my wand? Can you use it?"

Nesica |

Nesica tugs on Juno's pants leg, "I remember Ilisa saying she spotted a dragon flying over the Bandu Hills about 8 months ago. You suppose it is one and the same?"
She asks Arlut, "Have you seen the dragon? What did it look like?"
"And regardless, we'll need to recuperate before we go further. While I don't like our chances with a dragon, we might yet find information nearby. Until next time, Arlut."
Nesica asks for some help moving Whimsy, and suggests the party set up camp down the trail. She also asks what Adi knows about dragons.
Knowledge (Arcana) Aid: 1d20 + 4 ⇒ (6) + 4 = 10

Juno Joralan |

Juno slings her musket across her bulging pack, and scoops Whimsy into her arms as she mentally runs over what she knows about red dragons, and the size Arlut is implying.
She looks down at Nesica. "We're tired, battered, I'm low on ammo, we could do with some more healing and firepower. My vote is that we head back to Eleder, round up some rookie Guild Members ready to strut their stuff, and come back to kick its ass en masse."
Knowledge Dungeoneering/Nature, whichever is more appropriate - same modifier for either check: 1d20 + 2 ⇒ (3) + 2 = 5

Nesica |

Nesica scratches her nose, 'Maybe we should look into some kind of magical solution...'
'I do have to wonder if we really have the manpower to pull off facing a dragon. Most of our recruits, while spirited, are more used to fighting rotting corpses, oversized fauna and people than they are dragons. But I suppose if we bring enough people we'll be able to..maybe...overwhelm it with numbers.'

GM Gark |

Yeah, I'm gonna say Whimsy's dry weight is 160 pounds. So Juno can't lift Whimsy while carrying anything else, but can drag it.

Juno Joralan |

Yeah, Juno doesn't have either knowledge skill. :c
"Oh no, I FULLY expect us to be losing people. But that's what happens when you go adventuring, you risk your life for potential rewards. We've got a shapeshifter back home, we've got a big hulking orc guy, probably a few fighters and spellcasters and healers around town we could rope into fighting a dragon for a share of whatever treasure it has. Hell, we could try to angle for a bounty from Eleder to get rid of what has to be a pretty troublesome aerial pest taking cattle and people. At the very least, the more targets it has to divide its attention between, the less likely it is that we'll be the ones who bite the dust."

Nesica |

"A good point. More than likely we simply lack the capabilities to fight it at all, even in numbers. We should probably investigate the fort, then leave, rather than risk a battle we cannot win on current resources."

GM Gark |

Were you going to rest somewhere before continuing? Check the link in my alias if you need to reorient yourselves - there's a super big one directly east, some smaller ones to the southeast, the one you're currently next to with the hobgoblin and buffalo, and the strange domed one to the southwest. Plus the towers, which are those circular-roofed things at points along the walls, and have ground-level entrances. You don't have to stay within the fortress boundaries, of course, either.

Nesica |

We might wanna hit the southwestern domed building. I think it'll be the most easily protected, and nothing immediately jumped out to attack us. Also, I think we're mostly stable enough to try and take on anything that comes out if the only things we need to worry about are a certain monster. That said, let Nesica go first :U

GM Gark |

There's no metal left! She kicks a weather-bleached leather helmet into the wall.
The party noisily crosses the courtyard, passing a decrepit well and the stumps of trees felled long ago. They come to the strange building with the dome and four spires. It is one of the most scarred by fire, and the ornate spires and metal roof are melted in places from the apparently immense heat. The building has a sort of roofed veranda all the way around, but in places this roof is melted through, and in many places the wooden floor has burned to ash. The walls are built of stone, which has been scorched beyond all recognition. There is one double door, and one very narrow hole in the wall on the southern side of the building.

GM Gark |

Adi Stealth: 1d20 + 12 ⇒ (8) + 12 = 20
Adi Perception: 1d20 - 1 ⇒ (8) - 1 = 7
Adi Knowledge (engineering): 1d20 + 11 ⇒ (10) + 11 = 21
Adi explains that the building is reminiscent of a temple of Aroden in the basic architectural style, but also oddly mimics an Asmodean aesthetic.
How do you enter this building?

Juno Joralan |

Juno suggests "Let's at least have a look before we go blundering on in. It seems like a big building, there's a lot of fire damage, this could be the damn dragon's lair." She will take cover on the right side of the larger door, and peer around carefully.
Presumably I'll need stealth and perception? Whatever's in there,
she's still trying to be stealthy.
Stealth: 1d20 + 5 ⇒ (19) + 5 = 24
Perception: 1d20 + 8 ⇒ (6) + 8 = 14

Nesica |

Nesica is going to wait on Juno's okay, though she is beginning to wonder if maybe she should have had Juno leave behind her musket. And her gunpowder...

GM Gark |


GM Gark |

Juno is able to find an appropriate campsite - that cave with the wind instrument that Nesica discovered some hours ago makes a fine shelter from the ascending sun's heat and would doubtless be tactically defensible should the party stay until nightfall. It is also only about fifteen minutes from the entrance of the fortress.
How long do you camp? It's about halfway through the morning at this point (~9 am on the 5th of Lamashan, the fifth day of your excursion).

GM Gark |

The party rests through the hottest part of the day without issue. The soil dries back into granular ash very quickly, soaking up most of the heat as it does so, and the wind helps convect heat away from the party's skin. Whimsy does not awaken all day - it's still seriously injured, though at least the internal bleeding seems to have been stopped by Nesica's wand.
Whimsy's still unconscious at -4 hp as of 5 pm. Everyone else heals a number of hit points equal to their character level. If you make a DC 15 Heal check, you can double the rate of healing for a targeted individual.

GM Gark |

So Juno and Nesica heal double their character level over these eight hours. You can also make checks to Treat Deadly Wounds for each of you, but they're a higher DC.
Juno then begins binding her and Nesica's wounds. Unfortunately, she botches the job of sewing up the hole in Adi's leg, and the stitches come out within a couple hours.
Also, everyone receives 700 XP each for the encounter with Arlut and her water buffalo. Whimsy begins to gain XP as a PC at this point.