Connor Lake |
- Challenge (+2/+6): 2/2
- Animal Aspect: 2/2
"Looks like they may have taken a different direction then, maybe even followed our directions. I'm not for scouting the bandit complex yet. I am wary of getting close and then one of you hot-bloods getting over anxious. Let's continue to see what's in this area and get a better sense of our surroundings between our home base and the bandit camp. I'd hate to be chased through unfamiliar territory if things go south."
Ezekial Dune |
Ezekiel looks down at his chest and then back up with a "me?" look when Connor mentions hot-bloods and then shoots him a quick smile. I like that call. Perhaps those ex=bandits thought better about reporting their failure back to their hot headed leader.
wehrpig |
You continue your exploration of the Narlmarches for the rest of the day without incident. You note that the forest continues to the southwest and northwest. To the north, the forest opens into rolling scrub lands. To the south, the Narlmarches empty into the Kamelands.
100 XP
As night descends, you prepare to make camp. Exhausted, you set up your tents and prepare your meager dinner over a small fire. Before bedding the horses down, Connor and Aldarion spend an hour training the beasts for the rigors of combat. Then, as the moon rises, you determine your watch order before laying down for much needed sleep.
During your watch you stoke the fire and silently monitor the encroaching darkness. Above you, an owl hoots. Around you, small forest predators watch from the deepening shadows - their eyes taking on an unearthly glow in the fire light.
WM check: 1d100 ⇒ 65
In the night, sometime after your watch, you feel the undeniable presence of evil. Poking your head out of the tent, you are startled to see Seres staring trance like into the fire with his bare arm extended. Next to him a hooded figure is crouched. Only red pin-points of light can be seen in the darkness under the heavy cowl. You stand frozen in terror as the figure clutches Seres' arm. A skeletal hand scrawls slowly using a silver quill. Blood drips down the elf's hand.
The hooded figure turns slowly to you, "The dreamer in the darkness awakens."
You wake suddenly drenched in sweat. You realize that you have been dreaming.
The night fades into a cold spring morning.
You are surprised the next morning to find your forearms covered with tattoos! Green verdant scenes of orchids and writhing trees are interwoven with dark, macabre depictions of the dead rising. An alien, flowing script is written into the tree branches and orchid leaves.
You have no recollection of how or when the tattoos came to be.
Which hex will you explore next?
Aldarion the Sage |
"Perhaps it would be most prudent to explore the north today, so we might then head due east back to Oleg and Svetlana's." He adds, pensively, "To make sure the couple is well."
wehrpig |
6 Pharast 4710
Weather: 1d100 ⇒ 8
Based on Adarion's suggestion, you head north to continue your exploration. You find that the area includes an edge of the Narmarches, but mostly is dominating by rolling scrub land. The weather continues to be clear and seasonably cool.
WM Check: 1d100 ⇒ 58
WM Check: 1d100 ⇒ 18
You complete the exploration without incident. 100 XP
The hex has been revealed on the Roll 20 map.
After 12 hours of exploration, you once again stop and set up camp.
WM Check: 1d100 ⇒ 66
The night is quiet and peaceful on the rolling hills.
Which direction would you like to head next?
Ezekial Dune |
If we have no other goals lets see if we can find that tree described by the kobolds. Ezekial offers.
Aldarion the Sage |
Aldarion nods in agreement as well, adding, "I was hoping to check in on the trade post soon to make sure Oleg and Svetlana are alright. Perhaps once we obtain the radishes for our hosts, we can then head directly back."
Shrugging, he then gives a knowing look, "I believe there was a reward involved, too. Could come in handy."
wehrpig |
7 Pharast 4710
Weather: 1d100 ⇒ 20
WM: 1d100 ⇒ 29
WM: 1d100 ⇒ 17
WM: 1d100 ⇒ 76
Aldarion Perception: 1d20 + 10 ⇒ (13) + 10 = 23
You quickly backtrack through the section of Narlmarches that you just explored to cross over to the Kamelands. You emerge from the forest to behold a stunning view - a sea of rolling grass stretches as far as you can see. Following the kobold's directions, you head south in search of the giant tree.
Midway through your exploration of the grasslands you come upon a rocky crag. Aldarion's sharp eye is able to spot in the vegetation at the base of the crag a 5' wide crack that leads into darkness.
The new hex has been revealed on Roll 20. Do you wish to enter the cave or continue your exploration?
Aldarion the Sage |
The gardener makes a stopping gesture to the other agents. He puzzles over the cavern-concealing outcropping, stroking his thin goatee as the others catch up to him. He announces his thoughts when all have stopped.
"Well it's not the tree we are looking for. But my human curiosity is tempting me to see what's inside."
Climbing down from Betsy, Aldarion leaves her reigns in the capable hands of whomever is willing to hold them. He gives the area a brief survey, checking for footprints or signs of wear around and on the opening in the ground.
Search the crack and up to 30 ft. around it for signs of activity:
Perception: 10 + 10 = 20
wehrpig |
WM: 1d100 ⇒ 96
You note several large paw tracks in the area around the crack. The paw prints are larger than any wolf tracks that you've seen before.
From the crack you hear a deep growl.
As Aldarion moves to explore the area, the horses suddenly become skittish. They flare their noses and attempt to pull away from the crack.
Actions?
Aldarion the Sage |
The tracker kneels down to study the ground closer at one point. In a matter-of-fact tone, "Hmmm. Paw prints... larger than any wolf tracks I've seen before."
Aldarion's head then suddenly turns towards the cave. Concern now comes over his visage, and he carefully begins back peddling towards the horses. He gives the other agents a wide-eyed glance, conveying an unspoken message: Something's in there!
Quietly move back to the others at half-speed:
Stealth: 1d20 + 1 ⇒ (11) + 1 = 12
Al readies an action: cast calm animals if whatever emerges looks like it is an animal. Here's a check to id it:
Knowledge (nature): 1d20 + 8 ⇒ (14) + 8 = 22
HD affected by spell: 2d4 + 1 ⇒ (3, 2) + 1 = 6
Ezekial Dune |
Ezekial dismounts at the first sign of the horses being skittish. He does stand with his horse between himself and the threat, trusting that the animal will run well before any threat is upon them. He scans the area looking for a place to gain concealment from the entrance.
Connor Lake |
- Challenge (+2/+6): 2/2
- Animal Aspect: 2/2
Connor wheels Cinder around to set up a charge lane and settles in to the saddle with Cinder snorting and pawing the ground.
-Posted with Wayfinder
wehrpig |
Round 1
Worg Initiative: 1d20 + 2 ⇒ (5) + 2 = 7
Ezekial Initiative: 1d20 + 6 ⇒ (1) + 6 = 7
Connor Initiative: 1d20 + 1 ⇒ (3) + 1 = 4
Aldarion Initiative: 1d20 + 1 ⇒ (10) + 1 = 11
Seres Initiative: 1d20 + 2 ⇒ (19) + 2 = 21
Initiative=Seres, Ezekial, Aldarion, Worg, Connor
As Aldarion races back to his horse, you all now hear a powerful growl emanating from the darkness of the crack. The horses now go into a full panic.
Ezekial, you see that the grassland around the crag will provide no concealment.
You realize that the animal is likely a worg. The beast is too intelligent to be affected by calm animals.
Seres, Ezekial and Aldarion may take their round 1 actions.
You will have to make a ride check to remain on your mount or, if you have dismounted, to stop your mount (or your pack horses) from bolting.
The tactical map is up on Roll 20.
Ezekial Dune |
Unsure if I can see the enemy yet. Can I? If so,,,
Ezekial throws a dagger at the wolf then moves back away from the crag.
Dagger: 1d20 + 4 ⇒ (17) + 4 = 211d4 + 1 + 1d8 ⇒ (3) + 1 + (5) = 9
Aldarion the Sage |
Round 1
The gardener declares, "This is no mere wolf, my friends. More like a worg, I expect."
Shaking his head, "My magic will not avail us here." Aldarion reaches for his sling, and prepares a stone...
Ready action: attack worg with sling. Trigger: as soon as it's out of concealment:
Sling Attack: 1d20 + 1 ⇒ (1) + 1 = 2
Sling Damage: 1d4 - 1 ⇒ (4) - 1 = 3
Well, that was helpful. Lol.
wehrpig |
Round 1
Seres says an arcane command and his bow suddenly takes on a blue nimbus. Aldarion fires his sling into the darkness to no obvious effect. Ezekial sees what he believes to be two red glowing eyes in the darkness and he launches his dagger in that direction. There is a howl of pain and an immense black furred worg comes charging out of the cave at Ezekial, but the rogue dodges the snapping jaws. The horses, with the exception of Cinder, bolt away from the worg.
Attack: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 1d6 + 4 ⇒ (5) + 4 = 9
Ezekial, I'm assuming you are not using your poison covered daggers unless you explicitly state that you want to. If you want to in this case, we'll retcon appropriately.
HP: 4d10 + 4 ⇒ (7, 9, 5, 2) + 4 = 27
At Connor. Everyone else may take their Round 2 actions.
Ezekial Dune |
Right. Not using poison here.
Ezekial 5' steps to the north while drawing his kukri and waits for an ally to provide a flank.
Kukri: 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 151d4 + 2 + 1d8 ⇒ (1) + 2 + (1) = 4
Connor Lake |
- Challenge (+2/+6): 2/2
- Animal Aspect: 2/2
Connor spurs Cinder and charges forward, "Back to the depths of darkness, foul beast!"
Connor charge: 1d20 + 6 ⇒ (4) + 6 = 10; whiff
Cinder charge: 1d20 + 5 ⇒ (5) + 5 = 10; whiff
Zeke, wouldve stayed for the flank this time, but the nature of the setup didn't allow for me to get far enough on the charge and still be in a flanking position.
Ezekial Dune |
Zeke just needed the flank for a moment. I think you could charge and give it to him still, no?
Aldarion the Sage |
Round 2
Aldarion wonders to himself why he even tried to use his sling against the worg. A better idea occurs to him...
Closing his eyes and raising his hands to meditate for a moment, he presents a hand gesture suggestive of something growing from the earth. Near the worg and opposite Zeke, the ground begins to shift...
5 ft. step closer [free action]. Cast summon nature's ally I spontaneously (burn shillelagh) [full round action]. Zeke will have a flanking partner next turn (hopefully).
wehrpig |
Round 2
Ezekial - good question. I'm going to rule that ride-by attack does not provide you flanking bonuses. It's not possible for you and Connor to attack at the same time, and at any other time he is either ahead or past the worg. Anyway, let me know if you find something in the rules or FAQ that clarifies - I can't find anything.
Connor charges the worg but is unable to make contact. Ezekial stabs at the dire wolf and draws blood with his kukri. Aldarion begins casting a spell. The wolf snarls and lunges at Cinder, ripping a bloody gash across the horse's leg (-8 HP). The horse rears but is able to keep it's balance.
Attack: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 1d6 + 6 ⇒ (2) + 6 = 8
Trip: 1d20 + 7 ⇒ (7) + 7 = 14
At Connor. Everyone else may make your round 3 actions.
Connor, don't forget your ride checks.
Ezekial Dune |
Its only 1 point of damage in this case, since I rolled so badly but I believe it certainly is possible for Zeke and Connor to attack at the same time. My understanding is that is exactly what a readied action does. My question was that when Connor charged did his attack come from the direction that provided a flank. When you charge you must attack from the nearest square so Connor will sometimes have no choice what square/direction the attack comes from. I was unsure because when I looked at the map Connor had already moved and I was unsure where he moved from. I hope that made sense.
Zeke pulls his second Kukri and readies again for a flank.
Kukri: 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 151d4 + 2 + 1d8 ⇒ (2) + 2 + (4) = 8
Summoned Ally |
Round 3
The earth gives way as green tendrils burst forth from below. This patch of vines is ornamented with beautiful crimson and violet flowers, the petals of which seem to bear tiny faces.
The plant creature's tendrils pull it closer to the worg. Its petals release a pollen-like substance into the air around it, which now latch onto the worg. Some are breathed in by the snarling beast...
Move into melee with worg [move action]. Use Soporific Pollen ability [standard action] on worg: DC 14 Will save, or fall asleep for 1d3 minutes:
Minutes of Sleep: 1d3 ⇒ 3
Aldarion the Sage |
Round 3
Smirking as his creature sprouts forth from the earth, the gardener thinks it best to aid his nearby Elvish companion rather than risk injuring one of his fellow agents with his... shall we say, challenging aim.
He hustles over to Seres. Placing a gentle hand upon his shoulder, he briefly chants an ancient rhyme which conjures to mind imagery of divine guidance.
Move near to Seres [move action]. Cast guidance on Seres [standard action]: Seres benefits from a +1 to an attack roll, saving throw, or skill check of his choice.
Connor Lake |
- Challenge (+2/+6): 2/2
- Animal Aspect: 2/2
Ride to avoid hit on Cinder: 1d20 + 5 ⇒ (20) + 5 = 25; success
At the last minute, Connor uses his knees to pull Cinder away from the biting jaws of the wolf. (Mounted Combat feat)
Ride to fight: 1d20 + 5 ⇒ (4) + 5 = 9; fail
Connor fights with the blood-enraged warhorse and while she gets a bite off teeth clacking on air, he's unable to secure an attack himself. Connor will drop his lance and draw his axe. (failed Ride check means he cannot attack as well)
Cinder Bite: 1d20 + 3 ⇒ (4) + 3 = 7
wehrpig |
Round 2
Ezekial stabs at the worg as it moves to attack Cinder, but is unable to hit (AoO). Cinder dodges and is able to nimbly miss the jaws of the diving worg. Connor draws his battle axe while struggling to hold onto his warhorse.
Round 3
Seres fires his bow at the worg but is unable to hit his target. Aldarion's summon plant creature moves in, but the worg appears to be unaffected by the creature's pollen. Ezekial moves to flank the worg and delivers a vicious stab. The worg, howling in pain, turns and mauls Ezekial (-8 HP) and knocks him off his feet.
Will: 1d20 + 3 ⇒ (11) + 3 = 14
Ezekial AoO: 1d20 + 4 ⇒ (5) + 4 = 9
Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Worg Attack: 1d20 + 7 ⇒ (14) + 7 = 21
Worg Damage: 1d6 + 4 ⇒ (4) + 4 = 8
Worg Trip: 1d20 + 7 ⇒ (18) + 7 = 25
Back at Connor to end Round 3. The rest of you may take your Round 4 actions.
Ezekial Dune |
Still flanking, but now tripped and on the ground Ezekiel attacks twice from his prone position, but it does not go well.
Kukri: 1d20 + 2 ⇒ (2) + 2 = 41d4 + 1d8 ⇒ (4) + (7) = 11
Kukri: 1d20 + 2 ⇒ (11) + 2 = 131d4 + 1d8 ⇒ (4) + (1) = 5
Aldarion the Sage |
Round 4
Al winces in pain as the worg gores into Zeke and knocks him down. He brings his hands into a prayer position by his chest for a moment before loading his sling once more.
Cast guidance on self [standard]. Load sling [move]. 5 ft. step [free].
wehrpig |
Round 4
Ezekial fights on in desperation from the ground, but is unable to land another hit on the worg. Aldarion dismisses the the Xtabay and takes aim with his sling. The worg turns and locks onto one of Cinder's legs with it's jaws (-8 HP) and pulls the charger off of it's feet.
Connor, please make a ride check to avoid the attack on your mount (DC18). If it fails, make a DC15 ride check for a soft fall or take 1d6 ⇒ 4 from the fall and you are prone.
Attack: 1d20 + 7 ⇒ (11) + 7 = 18
Damage: 1d6 + 4 ⇒ (4) + 4 = 8
Trip: 1d20 + 7 ⇒ (16) + 7 = 23
At Connor to end Round 4. The rest of you may take your Round 5 actions.
Connor Lake |
- Challenge (+2/+6): 2/2
- Animal Aspect: 2/2
Mounted Combat Ride Check: 1d20 + 5 ⇒ (13) + 5 = 18
Ride Check to avoid fall: 1d20 + 5 ⇒ (9) + 5 = 14
Connor To hit: 1d20 + 4 ⇒ (13) + 4 = 17;
Cinder To hit: 1d20 + 3 ⇒ (15) + 3 = 18
Connor Damage : 1d8 + 3 ⇒ (8) + 3 = 11
Cinder Damage: 1d4 + 3 ⇒ (4) + 3 = 7
Aldarion the Sage |
Round 5
Whirling his sling overhead, the gardener takes his best shot at the worg. Alas, his stone flies in nearly the exact opposite direction it was intended. Had Seres a beard, it would have nearly given him a close shave.
Al gives the archer an apologetic look and a shrug, "Perhaps our horses are not the only ones in need of training..." He then hustles over near to Zeke, his visage becoming focused and meditative once more.
Attack worg with sling [standard]. Move 30 ft. [move].
Sling Attack: 1d20 + 1 + 1 - 4 ⇒ (1) + 1 + 1 - 4 = -1
Sling Damage: 1d4 - 1 ⇒ (4) - 1 = 3
mods: guidance, shooting into melee
@Seres - Remember you still have guidance active on you.
Seres Feyblood |
"Or Desna needs to bless us with a little more luck." Seres moves to angle for a clearer line of fire, kneeling to make a more stable shot.
Longbow (gravity bow): 1d20 + 2 - 4 + 1 ⇒ (11) + 2 - 4 + 1 = 10; Damage: 2d6 ⇒ (5, 6) = 11
Not that time...
Ezekial Dune |
Unwilling to stand and provike an attack from the worg Ezekial tries again to slice up the menace.
Kukri: 1d20 + 2 ⇒ (6) + 2 = 81d4 + 2 + 1d8 ⇒ (4) + 2 + (8) = 14
Kukri: 1d20 + 2 ⇒ (3) + 2 = 51d4 + 2 + 1d8 ⇒ (3) + 2 + (6) = 11
Yes, we seem to be missing some luck here.
Ezekial Dune |
Standing Ezekial wipes the blood from his face, and still breathing hard sheaths one of his blades. So this is a warg. Nasty beast. I hope its bite does not carry disease. Is there healing?
Connor Lake |
- Challenge (+2/+6): 2/2
- Animal Aspect: 2/2
"Be sure to retrieve your horses," Connor says as he dismounts, still carrying the bloody axe and proceeds cautiously to enter the crack.
wehrpig |
You descend into the shadowy darkness of the cave. The total darkness forces Ezekial to ignite a torch to light the way. After several feet the cave narrows into a natural passage and then drops sharply at a steep decline. After twenty feet the passage opens into a large, 30 foot diameter chamber. The walls of the chamber sparkle with a golden hew in your torch light.
A gold vein runs through this cave. You note that this cave would make an excellent gold mine.
In the darkness, beyond the edge of your torch light, you see two sets of glowing eyes - one a smoldering red and the other a lightening blue. Moving closer you see what appears to be a nest. Within the nest are two small furry creatures - worg puppies! One puppy has jet black fur - a miniature replica of his mother. The other has snow white fur and blue eyes. The puppies growl with uncertainty as you approach.
Aldarion the Sage |
The gardener lets out a sigh of relief. Despite wincing at the grisly sight of Connor removing his axe: the intense gore dripping from his axe, the grinding sound of skull bones as it's removed...
Coming back to his senses, he congratulates the cavalier on his aim. He also answers the scout's query with action. He places his hands just over his deep wound. Closing his eyes and meditating for a moment, a green healing light emits from the gardener's hands. When he is finished, Zeke's wounds are closed up.
Aldarion then looks to Cinder with sadness. "Apologies my friend. I can only do that so often." He feeds the horse some berries though, with Connor's permission... and her wounds as well heal a bit, though not as well as Zeke's.
Wondering whether to follow after Connor or get the horses first, Aldarion decides he can best serve the horses for now. He goes about following after their trails, whistling appealingly and calling their names to have them return...
Eventually (if he gets back in time), the gardener catches up with the others inside the cave. To Seres, he answers with equivocation. "Hmmm. To be honest, I am not well acquainted with their kind. If they were like wolves, I'd say so, though worgs possess a cruel intellect more akin to goblin-level intelligence, I believe."
Cast clw on Zeke:
HP Zeke regains: 1d8 + 1 ⇒ (5) + 1 = 6
Feed 5 goodberries to Cinder; she regains 5 HP. Remember that Connor and Zeke each have 2 goodberries, given to each on the first day (eating one heals 1 HP).
If nothing else, get an idea of how long it takes Al to get the horses back:
Handle Animal: 1d20 + 5 ⇒ (17) + 5 = 22
Ezekial Dune |
After some healing from Aldarion Ezekail's wounds mostly close. He eats one of his gooseberries as he enters the crack in the ground.
Appraise: 1d20 + 4 ⇒ (6) + 4 = 10
Well, this might be the answer to my need for flanking buddies. Can we keep them?
Connor Lake |
- Challenge (+2/+6): 2/2
- Animal Aspect: 2/2
"I'd be willing to train them. After the horses of course. You will be on the hook to feed them and house them, though."
Aldarion, Connor used mounted combat to eliminate both hits on Cinder. She us unscathed
-Posted with Wayfinder