| Rupert Hentzau |
Rupert grimaces as he shrugs off the continued effects of the poison. "Just a couple'a torches," he says to Edrukk, holding his sword slightly lower than level, facing the dark tunnel. "Maybe y'should be teachin' Thaal t'hunt spidies instead of micies, eh, Treshiell?" He smiles weakly at his own joke, not one to lose his sense of humor in a weakened state.
Ready action: stab spider's face off when it reappears and attacks again.
| motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Whoops. Just realized Orin only took 3 points of damage. I'd originally left Edrukk's attack out, since he hadn't specified it, meaning the spider rolled 20 on both its attacks (but at least it failed its save, Treshiell!) and thus critted. After adding Edrukk's attack, though, it got a 19 on its second roll, which doesn't threaten a crit.
That's a nice series of rolls, though: 20, 20, 19, 19 (not to mention the 19 it got on its surprise attack roll).
| Agnar Hrolfson |
Since Orin didn't take as much damage as I first thought, I'd like to revise Agnar's action.
Agnar will move within 15 feet of the spider's den, taking the time to chant a prayer to Erastil to grant his group success in their spider hunt. Casting Bless.
| Treshiell |
When i choose the misfortune check i hoped it would lead to monsters missing their attacks, not near crits :) damn your dm rolling, motteditor!
Round 2, initiative 21
"Thaal doesn't like vermin. He says their to salty", Treshiell replies to Rupert and steps up behind the rogue (move action to take me adjacent to Rupert). "Now stand still", she says and places her hand on his shoulder. His wound turns cold and a eerie chill sweeps through Ruperts body up the his shoulder and disappears into the witch's grip. Treshiell removes her hand and scatters the small heap of crimson dust that has appeared on her palm to the wind. The rogue's wound stops bleeding (standard action to cast Heal hex on Rupert: 1d8 + 1 ⇒ (1) + 1 = 2).
D'oh, hoped for a better result on that heal.
| Orin Ro |
Orin dismounts from his horse, feeling a little stiffness in his ribs where the spiders jaws had closed about him. Pulling his greatsword he advances toward the spider's lair.
| Draelen Wolfkin |
Draelen grunts, "Ah, I don't need a torch, let's see what this nasty beast has in its lair." He advances towards the mouth of the lair, ready to stab with his lucerne hammer if the spider re-appears. If it doesn't re-appear before he gets to the mouth of the cave, he'll gingerly enter, trusting to his darkvision to see the giant arachnid.
"Ivory, Guard!" He motions Ivory to protect Rupert against the spider if it comes after him.
Move action: Move up to 20' forward.
Standard action: Ready attack at spider if it comes into range.
Attack roll: (+1 IC, -1 PA): 1d20 + 5 ⇒ (18) + 5 = 23
Damage roll: (+1 IC, +3 PA): 1d12 + 10 ⇒ (2) + 10 = 12
Free action: Guard trick for Ivory, not sure if she'll actually attack the spider, since it's a vermin type creature, maybe that counts as pushing (DC 25)?
Handle Animal DC 10 or 25: 1d20 + 12 ⇒ (18) + 12 = 30
| motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Round 2
The spider surges out of its hole again as Draelen approaches, fangs closing toward the half-orc knight, even as his hammer slams into it. 12 points of damage, 25 total The blow knocks the beast back into the tunnel before it can strike or anyone else has a chance to react, and Draelen can see the massive arachnid is lying there unmoving.
The surge of adrenaline fades as the clearing grows quiet and still other than Rupert's gasp as Treshiell's magic takes hold.
Draelen killed the beast, so I'm assuming Agnar didn't cast and thus still has his spell.
| Treshiell |
Treshiell looks as the wound the spider left on Rupert's leg after scattering to the crimson powder to the wind. "That usually works better. I thought your wound felt a bit light. Perhaps the poison keeps it from healing", she says and reaches out as if to poke the wound with her finger.
Orin, do you want a heal as well?
| Agnar Hrolfson |
Agnar will take the time to check and make sure none of those bitten are suffering any effects from poison, and then retrieve his mount. Fetching a coil of rope off one of the saddle bags, he'll measure off a ten foot length and wrap it around the saddle horn at that point. Then he'll toss the end to Draelen.
"Give that thing another poke. If it doesn't move, tie that onto a leg and I'll have Sweets here drag the carcass out so we can get past it."
| Treshiell |
Treshiell stands behind Agnar as he examines Rupert and Orin for effects of the poison. Both the witch and her viper look very intrigued by the clerics work and the two intently watches his progress, much like someone reading a book over ones shoulder. The young girl and the snake occationally exchanges glances, whispers and hisses.
| Draelen Wolfkin |
Draelen tentatively pokes the spider a few times with his longhammer before moving closer to it. He peers into the cave beyond to see if he can see anything interesting. If nothing catches his attention, he ties the rope to one of the spider's legs and motions Agnar to start pulling. A distasteful look crosses his face as he does it, "Look at these mandibles, as long as my forearm! And the hair on the legs is as long as my hand, glad this one will never move again."
| Rupert Hentzau |
As Draelen hammers the spider to its demise, Rupert reaches down and scratches Ivory behind the ears, "There's a good girl. Dont'chya worry, ah' will die protectin' ye, old pup." He chuckles and sheathes his sword.
"Ah'm gonna have a seat here until we get that tunnel cleared out: ah' don't feel so well." Rupert squats onto a nearby rock, lights his pipe, and watches Agnar's steed heave the heavy corpse from the cave.
| Treshiell |
As Draelen hammers the spider to its demise, Rupert reaches down and scratches Ivory behind the ears, "There's a good girl. Dont'chya worry, ah' will die protectin' ye, old pup." He chuckles and sheathes his sword.
"That is a bleak statement", Treshiell says her attention freed up as Agnar has finished his examination. "I think you should avoid the wolf if you know she will lead to your death. You are much more interesting alive, Rupert."
| motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Reminder that Rupert's horse is also hurt.
After Draelen confirms the spider is indeed dead, Agnar is able to get his horse to pull the carcass out of the tunnel, though it takes a little effort to get his balky mount to pull.
Once the arachnid is clear, Draelen is able to clamber down the 5-foot diameter tunnel, the web lining the edges making the climb an easy one. At the bottom of the 25-foot-long shaft are several carcasses. Two of them appear to be deer or elk, but the other one is ... or was ... a human.
The body is dressed in leather armor and boots and has a short sword, 10 gp, and a silver stag head amulet around his neck.
Agnar handle animal: 1d20 + 3 ⇒ (9) + 3 = 12
Agnar handle animal: 1d20 + 3 ⇒ (14) + 3 = 17
Draelen climb: 1d20 ⇒ 17
Draelen perception: 1d20 - 1 ⇒ (5) - 1 = 4
| Rupert Hentzau |
Rupert peers into the cave and gives a low whistle at the sight of the corpse, "Glad we didn't end up like that poor bastard," he says. Then he turns to Lando and inspects the wound. "Doesn't look like the poison took, but ah'm sure he'll appreciate some care," he says, looking to one of his more magically-inclined companions.
| motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Edrukk, you suspect it would be possible to harvest some of the spider's venom to create a poison, but nothing else on the carcass is of any potential value.
Per my rules understanding, it would take a craft (alchemy) check, DC 16, but if someone else knows another rule, I'm open. Seems to me it would make sense that a survival check could also harvest the venom, though it would later have to be treated with craft (alchemy) to make it viable on a blade...
| motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
With the spider dealt with and everyone's wounds cleaned, the group finishes exploring the area with no other incidents. Finding a clearing, the group makes camp and the night passes uneventfully, warmer even than it's been so far since you journeyed to the Stolen Lands.
Draelen, you can reveal the hex on the map, and then I need to know what you want to do next. You're probably a couple hours ride from the radish patch, and I know there was some interest in returning there. Also, if someone does want to try harvesting the poison, make a roll.
1d100 ⇒ 40
1d100 ⇒ 99
1d100 ⇒ 93
| Treshiell |
"Are they hard to train?", Treshiell asks Erdrukk. "Maybe we could lure one into a bandit camp. Or a bandit camp to it", she says in a hopeful voice. or at least what could be interpreted as hopeful, as the witch's tone leaves much to the imagination.
As usual Treshiell will just follow wherever we go. We did ask MikMek at the radish patch about the bear and the cave and he anwsered that "they avoid any caves with bears". Couldn't hurt to try and get a guide though.
| Rupert Hentzau |
Rupert yawns and stretches as he awakens, his leg still stiff from the spider's poison. Do we heal 1 ability score point per day?
"Ah'm ready for a nice bath an' some damn good cookin'. Maybe we should find this bear and get back to the Fort? Angar's never been," he turns to the Ulfen, "You're gonna love our roommates," he says with a rue smile.
| Treshiell |
Treshiell looks up from the the small fort (or more just like a wall) she's built around Thaal who lies sleeping on the ground using small sticks she's found nearby. "You are tired of the road all ready, Rupert?", the witch asks the rogue. If the witch would express disappointment, one would guess that this is probably how it would sound.
| motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Yes, Rupert, 1 ability point per day. You also recover 2 hp if you still need it after Agnar channeled his god's divine power.
6 Pharast 4708
After Edrukk harvests the venom from the monstrous arachnid in the morning, the group makes its way to the radish patch, traveling west in search of this temple and its mysterious bear.
Arriving, you find it empty except for a solitary rabbit, which scampers into the brush as you approach. All seems peaceful, until Agnar is surprised as a snare laid on the ground nearly slips around his ankle, a quick reaction all that saves him from the potentially embarrassing situation of hanging from one leg upside down over the strange fruits.
1d100 ⇒ 96
1d100 ⇒ 6
1d6 ⇒ 1
1d20 + 2 ⇒ (16) + 2 = 18
| Agnar Hrolfson |
"It doesn't look like any kobolds are coming out to play today. Perhaps we should do things the old fashioned way and blaze a trail for ourselves and see where it leads us."
Agnar will crouch down, keeping an eye out for any other traps, and grab himself a moon radish to try.
| motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Edrukk, you don't see any clues to who set the trap, but also nothing to make Rupert's guess seem wrong. Agnar, the moon radish has a sweet, tart taste, and you can see why it would be popular with the kobolds, as your new companions told you.
With no kobolds making their presence knonw, and with the only clue to the temple's location being that it's west of the bandit's camp, the group continues southwest, heading to that camp to explore and map the area around it.
Without the threat of death ahead, the graceful trees towering above seem far less ominous. Following the Thorn River down to the ford, the signs of death -- Kessle's body hanging from a tree -- remain in the clearing, obviously food for the native denizens of the region. Crossing to the west, the party spends the rest of the day and the first part of the morning finishing their exploration before continuing to the west to explore.
Draelen, you can uncover the hex to the southwest of the radish patch.
7 Pharast 4708
As morning turns to afternoon during your explanation, Agnar and Edrukk emerge from a thick tangle of brambles into a large clearing in the woods, its border partially defined by ruined stone pillars.
The western face of the clearing is dominated by a looming, upthrust ridge of rock, nearly 300 feet across and rising to a moss-topped height of 100 feet at the center. The side of this towering boulder facing the clearing has been carved in the likeness of an immense elk, its antlers drooping down from its weathered face to frame a 50-footwide
cave entrance.
A flight of stone steps leads up to this cave entrance from the forest clearing —- both the steps and elk face feel quite old and are thickly encrusted with layers of moss. A 50-foot-long oval pool sits in the middle of the clearing, its waters thick with algae.
Map of the clearing
1d100 ⇒ 99
1d100 ⇒ 36
1d100 ⇒ 27
1d100 ⇒ 68
Agnar: 1d20 + 4 ⇒ (18) + 4 = 22
Draelen: 1d20 - 1 ⇒ (13) - 1 = 12 and Ivory: 1d20 + 5 ⇒ (7) + 5 = 12
Edrukk: 1d20 + 5 ⇒ (17) + 5 = 22
Orin: 1d20 + 7 ⇒ (10) + 7 = 17
Rupert: 1d20 + 5 ⇒ (7) + 5 = 12
Treshiell: 1d20 + 3 ⇒ (5) + 3 = 8
| Orin Ro |
Orin will enter the clearing, and make his way toward the mouth of the cave, staying close to the pillars along the south side of the clearing.
Stealth check: 1d20 + 9 ⇒ (18) + 9 = 27
| Agnar Hrolfson |
Agnar eyes the place with admiration, mixed with sadness for its falling into ruin. When he speaks, he keeps his voice quiet.
"My concern is what your friend back at the trading post said. If this beast is unnatural, my powers won't affect it. Then we'll be forced to fight. A bear on any given day is a dangerous opponent. One accursed by a god, or placed as a divine protector, will likely be worse. What's our plan of attack, or retreat for that matter, should we get the worst of things?"
| Edrukk Igmar |
"If it's there to be a protector, perhaps your holy symbol will affect it, otherwise I will be back here to provide cover as long you stay outside. I would definitely not recommend actually going inside until we get a better feel for what it is and what it will do." Edrukk loads his crossbow, ready for whatever the bear may require him to do.
| Treshiell |
On the road before
Treshiell says little during when riding. Instead she spends her time humming slow and hypnotic melodies. At times they are sung in a strange language (Sylvan for those who know it) and other times she just follows the melody. She looks appreciatively at the snare left by the kobolds to guard their radish patch. As the group rides by the clearing where they hung Kressle she tilts her head and says with her hazy voice "She is still here. That is encouraging."
At the temple
"So this is how your patron's temples look like?", Treshiell asks and dismounts. You can only guess that the question is directed at Agnar as she does not try and make eye contact with anyone, just letting the question hang in the air. The witch dismounts and starts to walk up to the pool, picking up a twig on the way.
"Do we know that it's here? I could send Thaal to scout for us."