Ezekial Dune
|
Unskilled at riding Ezekiel does his best but is unable to control his mount.
Ride: 1d20 + 3 ⇒ (15) + 3 = 18
DC 20 is over the top for first level characters. Could he simply dismount as a move action?
Ezekial Dune
|
Trusting that the party's druid can track the spooked horse. Ezekail uses a move action to drop off the animal and throws a dagger at the spider before stepping back 5'.
Using that 18 I rolled above IF you are ok with that. If not I am fine with you re-rolling for me.
Dagger throw: 18 + 4 = 221d4 + 2 ⇒ (2) + 2 = 4
| wehrpig |
Round 2
Ezekial's second dagger hits the spider square in the head and kills it.
400 XP
Ezekial and Seres are able to catch their horses before they run too far, but the two pack horses have bolted away to the south. You are able to recover the pack horses but it takes the remainder of the day. You will now need to spend another day to completely explore this hex.
As the sun begins to set over the Kamelands, you prepare to set up camp for the night.
What will be your standard watch order at night?
Wandering Monster Check: 1d100 ⇒ 67
Wandering Monster Check: 1d100 ⇒ 31
The evening and the next day pass without incident.
Which hex would you like to explore next?
Ezekial Dune
|
No treasure in the spider den or on any of its previous victims? Also we looked over the wanted posters but I do not recall you sharing that with us. Hoping someone wanted a spider killed. :)
Ezekial retrieved his thrown blades and goes to search the spider's den. After he takes a moment to look over any of the dead for items. This creature has many kills. Perhaps one or more of them had something useful to us. And finally he goes to examine he spider. Aldarion, lend. A hand. This thing has a poison sack or gland or something. Maybe I can envenom a blade or two.
| wehrpig |
The spider’s lair is a 5-foot-diameter, 25-foot-deep shaft. The thick webbing along the walls makes it relatively easy to clamber up and down the shaft. Numerous skeletons have accumulated at the bottom of the shaft, including the body of what appears to be a dead bandit, still dressed in leather armor and carrying a short sword and 10 gp. He also wears about his neck a silver amulet with a stag head insignia on it.
You recall no wanted posters for the spiders (the wanted posters are in the Roll20 journal section. I will also update in the quest spreadsheet on the campaign tab.)
Ezekial Dune
|
Cool. will read those in a sec. Any way Zeke can get some poison from that spider?
| Aldarion the Sage |
After helping to collect the last of the horses, Aldarion wipes his sweaty forehead. He then closes in on Zeke, who's already down the spider's lair.
At first, he looks at the scout with reservation. But the gardener then concedes, "If you think it will prove helpful, Zeke, sure." The gardener meditates a moment before drawing a small knife and using his knowledge of spider anatomy to safely remove the poisonous sacs. Pausing during his explanation when particular attention is required to avoid poisoning himself, "I'm used to... smaller bugs than these... medicinal purposes, of course... though, I suppose... being bigger... makes it easier to remove..."
"Ah! There we go," he concludes after the nauseatingly gooey sound of the insect's glands are at last pried loose from the great spider. With a slight smile, he proudly hands the messy body parts to Zeke.
Cleaning his hands and knife off with some water, he then takes note of the second stag amulet and the worn leather armor. "Might come in handy. You never know if we'll need to go uncover."
Cast guidance on self, then safely remove poison sacs of spider:
Knowledge (nature): 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19
| Connor Lake |
- Challenge (+2/+6): 2/2
- Animal Aspect: 2/2
"Poison," Connor scoffs. "I find it cowardly, but do what you will, Zeke."
"I will happily train these horses to not shy in a fight ... probably won't make them as mean as Cinder, but at least we won't have to spend all afternoon running them down."
Takes 3 weeks to upgrade from riding to combat riding. DC20 handle animal check, which is about 30% for me right now (unless there's an aid other from ze droo-id), but can retry
| Aldarion the Sage |
Back at the trade post...
Aldarion catches the attention of Oleg as he studies the wanted posters. "Friend Oleg, do you have a moment?" He then proceeds to ask, while pointing at the Tuskgutter poster, "Might you know where this Vekkel Benzen resides? We might want to have a word with him before running into the creature."
Not that I am a fan of hunting, but we'd best be prepared for all dangers in these unexplored parts.
| Aldarion the Sage |
Back to the spidery hex...
Al shrugs at Connor's poison remarks. At the suggestion of training everyone's horses, "I wholeheartedly agree. I don't want Bessy here and the others running off all the time." He gives his horse a smirk... and the horse seems to shake its head at the gardener, as if to say I ain't going near no spiders as big as ME again!
Gently patting her neck again, "Mind some help, Connor? I might not know about combat training, but I do know about training horses for... less martial pursuits."
| Connor Lake |
- Challenge (+2/+6): 2/2
- Animal Aspect: 2/2
Connor's eyes light up as he rides over next to Aldarion, "Ah certainly! I would welcome some experienced assistance or perhaps I can help you, since you've certainly had years on me. What do you find works best for these mares of eastern stock? Personally, I'm a fan of the gentle solutions method. Odd, considering the martial pursuits in the end, but I find a bond between trainer and animal built through trust and not fear makes it easier to pass on to others?" Connor warms to the topic, genuinely interested in Aldarion's ideas and thoughts on horse training.
Ezekial Dune
|
"Poison," Connor scoffs. "I find it cowardly, but do what you will, Zeke."
Ezekial shrugs. I find it equally cowardly to ride by someone and try to stick them with that reach weapon then ride away. Hardly seems sporting. I know people think of poison as evil or cowardly. Always struck me as funny. I can light someone on fire with an alchemical or burn them with a vial of acid and that is fine. And if I use an alchemical to slow them or put them to sleep its also fine, unless that alchemical is applied to and delivered by my blade. Then its bad? Crazy. Poison is just a tool. And like every tool, it can be used for good or bad.
"I will happily train these horses to not shy in a fight ... probably won't make them as mean as Cinder, but at least we won't have to spend all afternoon running them down."
Takes 3 weeks to upgrade from riding to combat riding. DC20 handle animal check, which is about 30% for me right now (unless there's an aid other from ze droo-id), but can retry
I would very much like that. Unless we can do this these horses might be more of a liability than a help in our exploring.
| Connor Lake |
- Challenge (+2/+6): 2/2
- Animal Aspect: 2/2
"Ha! Jousting is an original sport, Kurgess be praised," Connor kisses a wooden medallion on his neck carved with the god of competition's symbol. "But I understand if your skinny little girl arms can't generate the strength to punch this through a man's armor." He taps his lance.
He breaks into a grin giving away the jest.
-Posted with Wayfinder
Ezekial Dune
|
Responding with his own grin Ezekail offers Its only jousting if both opponents have a horse and lance Connor. Otherwise its an unfair advantage, just like poison. I am saying I am good with unfair advantage when they are trying to kill you. You seem to be as well.
| Connor Lake |
- Challenge (+2/+6): 2/2
- Animal Aspect: 2/2
"I can't be blamed if they bring the wrong tools to the fight!"
-Posted with Wayfinder
| wehrpig |
Oleg's Trading Post
Oleg nods as you bring up the subject of Vekkel Benzen, "Ah yes, my old friend Vekkel. He was quite the hunter in the day. He lives about 15 miles northwest of here on the edge of the Narlmarches. I'm sure he would be more than happy to tell you about Tuskgutter."
The Spider Lair
Ezekial, with Aldarion's help, you are able to successfully harvest the spider's poison.
Each of the spider's two poison sacs yields one dose of poison. Aldarion, you know that the poison will sap the victim's strength.
That night Connor and Aldarion begin combat training your four riding horses. You know that this will take three weeks of persistent training.
We'll assume you are doing this at the end of each day, after exploration. You can make the handle animal check at the end of the three week period.
Aldarion Survival Check: 1d20 + 12 - 3 ⇒ (14) + 12 - 3 = 23
Aldarion, though the tracks have faded over the three days since the bandits left the trading post, you are still able to track them across the prairie grassland. The tracks head northwest from your current location.
Which hex will you explore next?
Ezekial Dune
|
What hex do we believe the bandit camp to be in?
It seems our ex bandits have had a change of direction and perhaps a change of heart?
Exekial coats the blades of two of his daggers with the venom with as much care as he can muster. I believe there is a 5% chance of poisoning yourself when you do this if you do not have Poison use as a class skill.
Apply Poison 1: 1d100 ⇒ 62
Apply Poison 2: 1d100 ⇒ 68
Ezekial Dune
|
I say follow them. If they are headed to a bandit camp we need to know, if not then that direction works towards my plan of exploring the area adjacent to the trading post before heading out farther.
| Aldarion the Sage |
Aldarion replies to Connor with a smile, "I too prefer the gentle methods of training. I take a holistic approach to training, taking a wide range of facets into account, including understanding and using body language, knowing how the mind of a horse works, and therapeutic massage to relax and awaken the horse's intuitive ability to respond to the training with greater success..." The horseman goes on at some length before realizing Connor is the only other person interested in hearing about his theories on horse training. And, it's cold, and the sun is not stopping in the sky...
"Ahem, well anyway, I expect we shall work very well together, Connor."
Aldarion simply smirks as Zeke and Connor joke around about their differing perceptions of poison.
When everyone is ready, Aldarion follows the bandits' tracks northwest. As they ride, he grows more and more cautious, keeping an eye out for clues that the camp is nearer: overturned wagons perhaps, signs of struggle, dead bodies, more horse or foot trails...
Track the on-foot bandits until either a) Al finds evidence the camp is near, or b) their footprints diverge from the direction of the camp, at which point he stops to confer about which way to go:
Survival, track bandits: 1d20 + 12 ⇒ (17) + 12 = 29
Keep an eye out for clues that the camp is near, before walking right into it:
Perception, observe for clues: 1d20 + 10 ⇒ (9) + 10 = 19
Not sure if we have the time, but if there's a day at least, Al will pick berries, prep goodberries, and cast it on a new batch.
| wehrpig |
5 Pharast 4710
The bandit tracks lead to the edge of a dark and foreboding forest - the Narlmarches. With some trepidation you peer into the shadowy gloom under the dense tree canopy. Formations of fir, juniper and cypress trees stretch as far as you can see. Birds and other small forest creatures move on the edges of your periphery. Unlike the open plains, the thick undergrowth of roots and briers within the forest will make the terrain difficult to traverse. Gathering your resolve, you lead your horses into the darkness.
Wandering Monster Check: 1d100 ⇒ 27
Perception: 1d20 + 5 ⇒ (7) + 5 = 12
Perception: 1d20 + 5 ⇒ (10) + 5 = 15
Perception: 1d20 + 5 ⇒ (3) + 5 = 8
Perception: 1d20 + 5 ⇒ (4) + 5 = 9
After several hours of following the tracks west you come upon an area where the forest floor is covered with black, leafy plants. The plants rise about two feet off the ground and bear large, white berries that contrast sharply with the plant's glossy black leaves. Looking around, you see that the plants extend several hundred feet in each direction. Looking closer, you are surprised to see small humanoids amidst the plants. The small, blue scaled creatures are frantically gathering up baskets of the white berries. They stop when they see you and raise their spears. You count four of the humanoids.
The new hex has been revealed on Roll20. Actions?
Ezekial Dune
|
These things look like the creatures on one of the posters back at Oleg's. Ezekiel says quietly. They are causing some problems and we are suppose to put them down, or make them not cause the problems they are causing.
| wehrpig |
Perception: 1d20 + 5 ⇒ (10) + 5 = 15
Perception: 1d20 + 5 ⇒ (6) + 5 = 11
Perception: 1d20 + 5 ⇒ (5) + 5 = 10
Perception: 1d20 + 5 ⇒ (1) + 5 = 6
One of the alert creatures hisses at you Ezekial, "It's you humans that have been causing trouble around here, not us kobolds. You've stolen our berries for the last time!"
He then snarls to the others in a strange tongue.
They begin encircling you.
| Connor Lake |
- Challenge (+2/+6): 2/2
- Animal Aspect: 2/2
"Don't want your berries and we are new to the area so can't be the ones causing you problems. In fact we are following some trouble makers just now. Don't suppose you saw them come through here?"
Connor holds his arms open, hands empty and shrugs. "Who knows, maybe solving our problem solves yours. What's your issue with these men?."
-Posted with Wayfinder
| Connor Lake |
- Challenge (+2/+6): 2/2
- Animal Aspect: 2/2
Diplomacy : 1d20 + 6 ⇒ (10) + 6 = 16
-Posted with Wayfinder
Ezekial Dune
|
We are not bandits. In fact we kill bandits. Exekial tries to explain to the small creatures but fails to impress the group. If these potential enemies have weapons out Ezekail will draw a kulkri, but hold it downward and as defensively as possible.
Diplomacy Assist: 1d20 - 2 ⇒ (11) - 2 = 9
| Seres Feyblood |
Seres, who seemed distracted and silent the last few days (likely thoughts on distant elves and snowy festivals), comes to attention as they encounter the blue-scaled kobolds. He smiles and adds some fawning words to the parley. "Certainly we would not wish to anger such noble specimens as you. Your azure scales reveal the power in your blood!"
Diplomacy Assist: 1d20 + 4 ⇒ (12) + 4 = 16
| wehrpig |
Aldarion Diplomacy Assist: 1d20 + 2 ⇒ (17) + 2 = 19
The lead kobold lowers it weapon and looks at Connor and Ekezial suspiciously and hisses, "Not with the other humans? Why should kobolds trust you? Humans trick and kill. Humans steal and lie. Humans will eat the kobold's berries." He pauses and looks at Seres and Aldarion. "Elves no better. Now, leave the kobold berry patch ... leave while you still can. We care not for the problems of humans and elves."
He speaks to the others again in the same strange tongue.
"Let them hunt the other humans. Kill them if they take the berries."
The other kobolds lower their weapons and pick up their wicker baskets. Looking closer at the heavily laden baskets, you see that the white berries are not berries at all, but some sort of pale radish.
| Aldarion the Sage |
Aldarion goes along with the parlay, keeping his free and empty hand raised as a sign of truce. He otherwise keeps back, so as not to overwhelm the little blue folk, and ponders to himself...
These group of agents shows potential. To think I was worried that Connor would be a brazen, headstrong warrior more befitting his young years... but he has shown wisdom today.
He then adds to Seres' words, with a smile, "So that we no longer trouble your kind."
The gardener also wonders about the pale radishes...
What do I know about the pale radishes?
Knowledge (nature): 1d20 + 8 ⇒ (18) + 8 = 26
| Connor Lake |
- Challenge (+2/+6): 2/2
- Animal Aspect: 2/2
I think radishes are on our wanted posters
-Posted with Wayfinder
| wehrpig |
Seres' Diplomacy Check: 1d20 + 4 ⇒ (12) + 4 = 16
The kobold shakes his head at Seres. "No, the Sootscale Tribe lands are many days march southeast from here. But we claim this berry patch. You stay away!"
Aldarion, you know that these radishes are a rare hybrid called the moon radish. Moon radishes are generally used for medicinal purposes, but are also known to be used by witches for more nefarious reasons. You've not heard of any other moon radish plants in the Narlmarches.
| Connor Lake |
- Challenge (+2/+6): 2/2
- Animal Aspect: 2/2
"Ah, I see why you are keeping your berries to yourselves, smart. What if we were willing to trade for them? Are their other things you need that we could provide to you as an exchange?"
| wehrpig |
The kobold thinks for a moment and then pauses for an exchange with the other kobolds. Once the conversation is complete he turns to you, "Return Old Sharptooth to the kobolds and we will give you as many berries as you can eat." The other kobolds bow their heads at the mention of Sharptooth and make an intricate motion in the air with their hands.
"Sharptooth be Sootscale's god. The blue devils stole Sharptooth's statue and hid it under the Old Sycamore. Return Old Sharptooth and you'll have your berries. Walk two days south of here to find the evil blue devils and their rotting tree."
The kobold pauses and snarls, "Kill the blue devils. Kill them all!"
A new quest has been added to the quest spreadsheet in the campaign tab.
| Connor Lake |
- Challenge (+2/+6): 2/2
- Animal Aspect: 2/2
Zeke, your statement confuses me. What are you asking them?
Ezekial Dune
|
" the Sootscale Tribe lands are many days march southeast from here". I understand it was the Sootscale that we have to calm or kill. These are kobolds, but not the Sootscale, right?
| Aldarion the Sage |
Wisely, Aldarion maintains his calm countenance while keeping his sharp thoughts to himself...
We are to be mercenaries for a bunch of 'berries,' are we? Hmpf. Don't they know the difference between their roots and their fruits? Just keep up the show, for now. I'm sure we can find an alternative means of retrieving their beloved Sharptooth... and make Svetlana and Oleg happy with this cherished ingredient... and put it to use amongst my healing agents...
What he verbalizes is somewhat different, "A fair trade. Let it be said that the Sootscale people are the cleverest of them all."
| Connor Lake |
- Challenge (+2/+6): 2/2
- Animal Aspect: 2/2
"We will find Old Sharptooth for you. Tell us more of these blue devils."
-Posted with Wayfinder
Ezekial Dune
|
These kobolds are from the Sootscale tribe.
Hmm. Somehow I missed that I guess. The point is we need more that the berry/radishes from them. We need some type of peace treaty. I guess doing them this favor might be a good start though. But lets arrange for an audience with their leader if we can now. Does it bother anyone that they are picking radishes, which are tubers and grow under ground, off bushes like berries?
| wehrpig |
wehrpig wrote:These kobolds are from the Sootscale tribe.Hmm. Somehow I missed that I guess. The point is we need more that the berry/radishes from them. We need some type of peace treaty. I guess doing them this favor might be a good start though. But lets arrange for an audience with their leader if we can now. Does it bother anyone that they are picking radishes, which are tubers and grow under ground, off bushes like berries?
Yeah, I got that wrong. Retcon it to be tubers. Like normal radishes, but white. Assume the kobolds have reffered to them as radishes not berries.
| wehrpig |
Connor Diplomacy Check: 1d20 + 6 ⇒ (5) + 6 = 11
Seres Diplomacy Check: 1d20 + 4 ⇒ (19) + 4 = 23
The kobold shrugs at Connor, "Go find out for yourself, human."
He then turns to Seres and points south, "Leave the forest and walk two days in that direction."
He pauses and pantomimes a claw vertically grasping the air, "It look like that. Giant dead tree - the blue devils live under it."
| Connor Lake |
- Challenge (+2/+6): 2/2
- Animal Aspect: 2/2
Turning to his companions, "We need to decide where we press from here as our 2 options don't coincide with each other. I think we need to know how far behind these freed bandits we are and whether we can actually catch them or not. Al, can you discern that?"
Ezekial Dune
|
Follow the bandit trail for now. If they lead us to that camp maybe scout it very carefully. But I am all for helping these fine Kobolds after.
| wehrpig |
Aldarion Survival Check: 1d20 + 12 - 4 ⇒ (5) + 12 - 4 = 13
The party departs to continue tracking the bandits. The kobolds wearily watch you from the edge of the radish patch. Alarion is able to follow the tracks in the soft forest soil, but he finds that the passing days have almost completely eroded the bandit trail.
After several miles, Aldarion finds that the hoofed tracks suddenly diverge from the booted tracks. The hoofed tracks appear to be traveling from the southwest. The booted tracks turn towards the northwest.
Which trail will you follow, or will you continue your exploration of the hex?