Yighuk |
"I like it no more than you but if the humans find us we are better served by being prepared and rested rather than chased like prey. The road will take it's own toll which will leave us far worse off. Exhaustion will claim us long before we reach safety."
GM T.A.U. |
Giving you only some koboldish common sense advice, but I don't want to railroad you.
You are on a patrol mission, which means you usually spent yours entire nights in the true patrol duty, and days (daylights) camping (sleeping or on watch turn).
You spent the last night in meeting the Tazlwyrm at the ford, fighting the boar, founding the humans Fort, capturing the humans and bringing them back to the ford.
Now it's dawn time, so you can easily camp in the same place you spent the last daylight yesterday (before beginning the game) to rest.
You all need also some time to rest to avoid being fatigued. The humans are still severely injured, and so they are tired too after the forced march.
Isk of Sootscale |
Isk remains unconvinced that camping out is a good idea, but he also knows wandering around in daylight all alone is also equally unwise. He remains with the group and begins scouting out the area looking for small cave or den that might be more suitable. He will also scour the area for tracks that might perhaps lead to the Tazlwyrm's lair.
Survival: 1d20 + 6 ⇒ (2) + 6 = 8
Blokpug |
Blokpug will set up a Tar Trap on the trail to where they are camped Supernatural(DC 13) and within eyesight of camp but not in the camp. He will then keep watch while resting in the camp. Crossbow loaded.
Perception: 1d20 + 6 ⇒ (4) + 6 = 10
GM T.A.U. |
Isk is able to found a little cave in the hill for a camp. These cave can hosts all the 5 of you, but it's too small to have the humans enter in it. Nearby the entrance there is a small cleft where the prisoners can stay, and a good point for a watcher who can keep an eye on the prisoners and the surroundings too.
Blokpug place his Tar Trap near that points, so anyone who is coming from outer to reach the cave/cleft position or conversely will step in it.
Are you going to have Blokpug stays on the watch for all the hours you will camp? Are you going to set some kind of guard turns?
Isk of Sootscale |
How about we do the watch alphabetically?
Blokpug, Isk, Kirtyl, Rizztyl, Yighuk
Before going to sleep, Isk will give all the prisoners 1 last good pat down to ensure they have nothing concealed on them.
During his watch, Isk keeps a close eye on the prisoners and will routinely check their ropes.
GM T.A.U. |
A clarification from something that came from the other team about camping & resting:
I use to consider watching as light activity (so, impacting on the fatigue = you don't became fatigued/exhausted, it counts as hours to "recover") but not as proper rest (Spellcasters still need the 8 hours of sleep).
You are a team of 5 kobolds, and everybody is with light sensitivity, so you mainly will do your adventures in the darkness of the night, having a lot of hours in daylight to organize your rest/guard turns.
In the current month (Pharast of the 4710) at the campaign latitude (I'm using Odessa as reference for the Stolen Lands) I'll say that sunset is at about 18.00 (6.00 PM), sunrise is at 6.00 (6.00 AM), this means 12 hours of night and 12 hours of light when you can organize your turns.
Yighuk |
If Blokpug and Yighuk each take a three hour shift in the middle it will leave three two hour shifts for the casters so they should all be able to get the required rest.
GM T.A.U. |
I'm not sure to correctly understand what is the schedule proposed by Yighuk.
Yours casters need 8 hours of uninterrupted rest, this means probably something like this:
6 AM - 8 AM (2 hours) let's say a first caster (ie. Kirtyl) is on watch (2 hours of sleep for the others 2 casters)
8 AM - 11 AM (3 hours) let's say Blokpug's turn (Kirtyl has 3 hours of sleep, the others 2 casters 5 hours of uninterrupted rest)
11 AM - 2 PM (3 hours) let's say Yighuk's turn (Kirtyl has 6 hours of sleep, the others 2 casters complete their 8 hours rest)
2 PM - 4 PM (2 hours) the others 2 casters's watch, (meanwhile Kirtyl completes his 8 hours of uninterrupted rest)
4 PM - 6 PM (2 hours) free for anything you want to do before going out.
Is that what you mean, Yighuk?
Yighuk |
That's basically it. I was thinking we needed to cover 12 hours and so it would be 2, 2, 3, 3, 2 but if we count 2 hours as general camp time then what you mentioned would be perfect.
Yighuk |
Yighuk rises when Blokpug gives him a light knock with his foot. Snapping his eyes open and tightening his grip on his axe he looks about and, when he realized there is no imminent threat, yawns widely. His strong jaws flex and display the sharp teeth within before snapping shut.
Rising he walks over to the humans, checking their bindings and assuring himself that they have made no efforts to try and escape. Satisfied he then finds a spot that gives him some cover without obscuring his view of the area around them and settles in for his watch.
Perception: 1d20 + 2 ⇒ (4) + 2 = 6
GM T.A.U. |
For the next times when watch is needed, I think we can go in a quick way like this:
a) You decide what's your turn schedule, and who is on watch for those hours. We can keep the one we used today (Kirtyl (2), Blokpug (3), Yighuk (3), Isk & Ryzztyl (2) ) as the default turn rotation if you all agree.
b) For each turn everyone rolls a Perception check, so I'll tell you if something noteworthy happened.
Also, remember, your light sensitivity penalty of -1 to your watch roll
Bot perception for Ryzztyl: 1d20 - 2 - 1 ⇒ (13) - 2 - 1 = 10
After your guards of 10 hours, you all are ready to continue your mission.
Nothing noteworthy happened in this camping time.
There are still 2 hours of daylight before sunset at about 6 PM, 2 hours you can use in some others activities and interactions.
The prisoners are still there, tied and bad injured.
Ryzztyl |
Works for me. I'm also fine with GM rolling for such things as this. That way I can't blame the bad rolls on my poor luck.
Ryzztyl glares at the captive humans, still wishing they had been slain but, without any kind of evidence, does not move against the desires of the group. "Let's be quick. The sooner we get these creatures in, the sooner we can continue our good work."
Absently he mutters a few words and passes his hands over his eyes before taking another look around, particularly at their captives.
Detect Magic. I don't think any of us actually tried to do that yet.
Blokpug |
Blokpug will go and try to stay hidden and watch the ford to make sure that more humans do not cross behind us.
Stealth: 1d20 + 11 ⇒ (1) + 11 = 12
Perception: 1d20 + 6 - 1 ⇒ (7) + 6 - 1 = 12
Yighuk |
Assisting in packing up the camp and eliminating any obvious signs of it Yighuk tells Blokpug "Keep an eye out for the Wyrm as well. It may be a creature of habit. If the ford looks clear report back and we'll set off."
Ryzztyl |
Ryzztyl hisses and holds up a hand as he continue to stare at the humans. "There is magic among the humans... Let me find it before we continue. In case it is something to help them escape or that their masters can track."
Yighuk |
Ryzztyls pronouncement immediately sets Yighuk on edge. He moves towards the men with his weapons in hand and his tail twitching excitedly even as he internally curses himself for not more thoroughly searching them earlier.
Nice call Ryzztyl
GM T.A.U. |
There is only one aura, with a Faint power rate.
3rd round:
The aura is located in the left boot of the archer man.
You can make a Knowledge (arcana) skill checks to determine the school of magic involved, DC 16
The 3 humans continue to stay motionless, and silents, looking at the hissing blue kobold with some kind of worry gaze.
Yighuk or whoever is going to do the search, can do it with all the time needed, even taking 20 on a Perception check if wishing so.
Yighuk |
Snarling a bit at the humans Yighuk puts his axe in his belt and proceeds to search them all with care. He looks back Ryzztyl for direction.
T20 on the search for a 22
Ryzztyl |
Knowledge (arcana): 1d20 + 5 ⇒ (20) + 5 = 25
"It's in the human archer's left boot," Ryzztyl growls, gesturing at the man for Yighuk. "I knew that one was planning trouble."
The blue kobold holds his spear and his magic ready for any trouble the humans may try to give as they are searched.
GM T.A.U. |
Assuming the weapons: 1 longbow, 20 arrows, 2 daggers, 2 short sword, have already been picked up when you took them as prisoners. Of curse all of them are medium sized weapons.
As Ryzztyl said, Yighuk finds a wand in the left boot of the archer. In his search he also founds that the archer owned a small silver amulet shaped in the likeness of a stag’s skull.
There is nothing else, a part from the chain shirt he is wearing.
On the others 2 humans you found a set of thieves's tool (common quality) and of course their 2 padded armors.
Yighuk |
Yighuk first hands the wand to Ryzztyl for him to more closely look at and then give the amulet to Isk to identify. Bundling up the rest of their belongings he puts their boots back on.
"As soon as Blokpug returns we move out."
GM T.A.U. |
Blokpug |
"There is nothing coming from behind us, but let us move swiftly in the night to get back to the lair." Blokpug will then lead the way back to the lair.
Stealth: 1d20 + 11 ⇒ (16) + 11 = 27
Perception: 1d20 + 6 ⇒ (9) + 6 = 15
Isk of Sootscale |
After examining the amulet, Isk shrugs. "I'm not certain about this. Maybe loosely related to Erastil, but that's more of a guess. I'm sure Tartuk will know about this though."
Isk now turns his attention to the wand that Ryzztyl is holding. Isk will assist in the identifying of it.
Casts Detect Magic and tries to identify.
Spellcraft: 1d20 + 4 ⇒ (7) + 4 = 11
GM T.A.U. |
Isk is not able to identify the properties of this magic item.
Who-else wants to identify the properties of the wand must succeed a DC 16 Spellcraft check. It takes 3 rounds to do so, and everyone can attempt this check only once per day.
Blokpug easily leads all the party and the prisoners back to the Lair in 6 hours, this means it's about midnight when you arrive back at home.
At the entrance you found 3 guards on watch. One of them, whose name you all know is Vrek, recognizes you and says some words while your team approaches the entrance:
"Welcome back brothers. Why are you bringing this humans at the lair?"
Ryzztyl |
Strange, I wasn't getting updates.
I don't have Spellcraft at the moment. Limited skill points, lol.
Ryzztyl holds the wand but shrugs after looking at it. "It is some form of conjuration. Perhaps healing, perhaps summoning. I cannot tell."
-------
Ryzztyl remains quiet when they arrive back at camp, not wanting to bring too much attention to himself, considering he was only so recently back from being an outcast.
GM T.A.U. |
Since you wished for that specific spell I've house ruled to place it as a spell the party can find in some magic items of random treasures.
Vrek smiles to you, replying:
"Alright, Reg will escort you and the prisoners to the Chief's room" he says pointing another member of the guard.
As you all arrive in the Chief's room, you found him with 3 of his personal guards: Kir, Nyd and Faz.
Kirtyl |
Kirtyl flashes a wide grin as he holds up the wand.
Only partially charged, but this thing has thirty-two uses of Infernal Healing left. Quite the find. Let me know what we should do with it when we get out of the chief's room, he mutters before slipping the wand into his belt.
Once they enter the room, Kirtyl bows to the chief and remains silent until addressed.
I'm just making up the custom. If kobolds are supposed to kneel to the chief, he totally does that instead.
Kirtyl |
Chief, we brought them here for interrogation and then service as slaves. We discovered a human outpost nearby and these three were a patrol from there. They are aggressive, having mutilated a tazylwyrm that we also found in our journey.
Isk of Sootscale |
"These humans have a big fort in our lands and we need to find out why and how many they are. They were strong enough to have subdued a Tazywyrm, so they should be deemed a notable threat. Tartuk should be summoned to assist in interrogating these fleshbags. He has magic that can help make them talk. "
Isk pauses and then adds.
"Once you and Tartuk are done questioning them, I think we should deliver one alive to the Tazylwyrm as a show of good faith. It could become a good ally for us."
GM T.A.U. |
Chief Sootscale looks at you pensively while hearing the report from Kirtyl and Isk.
"A Human fort you said? Near our lair... A Tazlwyrm mutilated... And of course we have bigger troubles than the these humans, troubles currently involving the tribe... That's the third big problem coming out today! Not one, not two, but three! Damn!"
He mutters to you this words, then he looks behind you ordering:
"Reg, summon Mikmek and Nakpik, immediately! ... Tartuk is too busy now, he is closed in his chambers doing some kind of sacred rite, that's what he personally said. He doesn't want to be disturbed for any reason, including the war."
The guard, Reg, who is the one who had escorted you from the entrance, quickly leaves you running to obey the direct order.
Ryzztyl |
Ryzztyl's eyes rolled at the comment of Tartuk being too busy, but he remained silent in the back of the group, to the side of the entrance, watching and waiting as things progressed.
GM T.A.U. |
I was leaving all of you some times to react at the Chief's words. Since a part from Kirtyl and Ryzztyl nobody reacted, let's go forward.
Reg comes back to the room, leading Mikmek and Nakpik.
Mikmek asks Blokpug to mark the precise location of the human fort on one of his maps.
Meanwhile Nakpik mutters something to the Chief about a theft that could be related to this humans.
Blokpug |
Blokpug will go over to Mikmek and point out where the fort was on the map. To Mikmek he says, "There was a Tazlwyrm at the ford as well, and I saw at least 3 more humans at the fort."