Haar Rámalóce |
Haar nods to Astrid and retrieves his nearby gear. "Agreed, since they have the woods we'll take the road to Gryllus."
He nods to the others as he waves farewell. "See you again soon and good luck."
Delphyene mimics his wave with her tail looking marginally happier now that Haar had regained his cool.
Ezekias Silverthane |
Let us away, then.
Zaitherin |
You head down the main road away from the town and for the first half of the day the travel is fairly pleasant although somewhat slow as the region is rather hilly and the road takes winding paths. Eventually you come to a split in the road. One path is the main road that heads around the forest and the other is a worn and overgrown dirt road that you know heads to the Gryllus forest. Perhaps once in ages past, the forest was a place that could be safely transversed but now only the brave or foolish would travel that route. You know by the end of the day of travel you'll be reaching the border of the forest. Last chance to change your mind.
Ezekias Silverthane |
Ezekias is in favor on pressing on.
Tarias Malasir |
"We must endeavor onward."
Zaitherin |
Gryllus forest
After a long 12 hour day of travel those heading to Gryllus reach the edge of the forest. It is a forbidding place indeed. The trees are gnarled and twisted into odd and sometimes unsettling shapes. The thick canopy of trees let only a trickle of light shine through and even then the trees seem to cast darker shadows than normal. Most unsettling is how quiet it is. A blustering forest would have a mix of different sounds. What little you hear in the woods is the occasional cricket. You also smell a slight acidic smell on the wind. Those with Knowledge: Nature or Knowledge: Geography can make a roll to know what this is.
The Main Road
Those taking the main road follow the path through the hills occasionally passing the odd wagon and peddler. Along the way you do pass a Lodissian guard post, mainly a small home that has had a stone wall built around it and acts as a hub for guards on the main road. They do not seem particularly interested in interrogating random travellers at the moment but certainly this place may become an issue if the party does more to seed its infamy in the region. Beyond this you have little issue finishing up your day of travel and make camp for the evening somewhere out of sight in the hills.
Ezekias Silverthane |
I like not this path we take. Stay alert, and let us make haste.
Tarias Malasir |
A short while after passing the guard post Tarias turns to his allies and says, "We'll have to take these check points into account in our future plans, and eventually they'll need to be destroyed."
Haar Rámalóce |
Haar casually counted the number of guards at the checkpoints, he wasn't too concerned about them as of yet. They had to become a threat before they needed to worry about these types of places. He nodded in agreement with Tarias though.
"Indeed, at least for now we have anonymity on our side." He was silently thankful at the thought that the Lodossian's believed he was dead, which would make his vengeance all the more fulfilling.
After helping to setup camp he suggested. "I can take first watch. Delphyene is particularly capable of seeing at night time and has a strong nose for unusual scents as well." He pulled out a journal and checked it for additional wear before setting it on his bedroll with a quill and a small ink pot.
Zaitherin |
Knowledge local won't work in this case as few locals would want to even get close to the Gryllus forest.
With none of our heroes knowing a lot about the geography or natural state of Gryllus you head into the forest. It is dark and forbading and at times you are forced to hack an occasional tree branch that has overgrown the old path. After an hour of travel the sun has completely set and you find yourself in darkness. Likely you light lanterns or torches though to guide your way. As you travel the acrid stench gets more prevalent and then you come to an opening in the forest. You see a swamp before you that seems to bubble somewhat and has an acrid stench to it. Crossing the swamp is an old and worn rickety bridge that seems to be held up only because the original builders use stone supports to hold the bridge up. As the group approaches the swamp there is a ripples under the thick swamp as figures begin to rise from the muck.
A total of five skeletons start to rise from the swamp, the flesh long dissolved off their bones and only some filthy tattered pieces of clothing and armor remain on their bones. Each bears a rusty longsword and shield and look around in their empty sockets as they jerkingly start to pull themselves through the muck of the swamp.
Likewise you hear a moan as from out the darkness ahead of you across the bridge. A pair of rotting corpses wearing tattered military uniforms of the old Ovis military move towards you one carrying a rusty halberd, the other looking rather feminine carrying a bow of some kind. They moan and start to shamble towards you.
And outside the forth wall a voice says "FIGHT IT OUT"
Ezekias Silverthane |
Narkus, now is the time to show your prowess.
Ezekias readies an Acid Splash just in case.
How far away are they?
Narkus Vistar |
Nakurs just looks t the creatures around them. Pointing at the zombie with the bow Narkus simply states. "Mine."
Using Command Undead on the zombie with the bow.
Zaitherin |
Ok Knowledge Geography tells you Haar that the swamps in the forest are mildly acidic and toxic and definitely unhealthy to go trudging in. Its not powerful acid but every turn you're immersed in the swamp you'll have to make a fortitude save (DC 10) or take 1 hit point of acid damage. If you fail the save you're also sicked for 1 round as well. Undead of course are immune. I will create a battle map on Google Drive for this fight when I get home. In the meantime roll your initiatives.
Ezekias Silverthane |
Init: 1d20 + 1 ⇒ (17) + 1 = 18
Haar Rámalóce |
Haar adjusts Delphyene on his shoulders as he warns the others. "This swamp is very acidic, don't let them push you into deeper holes." he nodded to his companion.
:Get ready and stay close.
:Yes Haar, I will do my best.
Nodding Haar ready himself for action.
initiative Haar : 1d20 + 3 ⇒ (8) + 3 = 11
initiative del: 1d20 + 2 ⇒ (15) + 2 = 17
Zaitherin |
Ok I have created the map. Here is the link
As for the Skeletons (They all go on the same initiative)
1d20 + 6 ⇒ (13) + 6 = 19
Halberd Zombie
1d20 + 0 ⇒ (11) + 0 = 11
Archer Zombie
1d20 + 2 ⇒ (13) + 2 = 15
As for your miniatures they are off the map. You can start one move action into the map anywhere on the south edge.
Zaitherin |
Meanwhile those who are not in the swamp battle have made camp and are ready to rest for the night. However that is when you all hear some loud thumping noises coming from the road. Those who go to investigate see what looks like a hut with chicken legs walking down the road. Certainly not something you see everyday in Ovis, that is for sure. What do you do?
Narkus Vistar |
Initiative: 1d20 + 6 ⇒ (14) + 6 = 20
Alright now that I can see the map a bit better I will be changing Narkus's actions from my first post.
Seeing that the archer is too far away for him to use his magic Narkus looks at the others.
"Take cover near me while I prepare to take control of these creatures, and if you can kill that archer do it."
Narkus will be moving over to the rock and he will be readying an action to use his control undead on the first undead to come within range.
Masha. |
Masha moves to the right lokking for cover, draw her sling and waits for hte skeleton to aproach.
Better that your tricks work wizard, otherwise we will have a hard time
Zaitherin |
The skeletons move forward, three of them are able to make it out of the muck of the swamp although highly slowed in their progress. One of the skeletons closes to 30 feet and then immediately gets enthralled by the Death Mage and stops advancing, staring stupidly and waiting for commands.
As for the zombies the one with the halberd shambles forward while the other one takes a shot with her longbow at Elias. Amazingly the zombie seems to have some knowledge of how to use a bow.
Zombie Archer Shot: 1d20 + 3 ⇒ (8) + 3 = 11
The shot zings by Elias, missing him.
Narkus Vistar |
Narkus glances at the controlled skeleton.
"Stay."
Moving forward and glancing at another skeleton Narkus once again lets his power out.
Using Command Undead on the skeleton closest to Ezekias.
"Watch out for the archer."
Ezekias Silverthane |
Ezekias, seeing that the nearest threat is nullified, draws his rapier and moves to this side of the bridge.
I'll take care of halberd. Someone take out the archer if you can.
Assuming still half movement through rough terrain.
Tarias Malasir |
Upon seeing the strange thing, Tarias wracks his brain, trying to remember if he's ever seen, heard, or read of its kind. He also uses a simple spell to see if it's magical.
I make a knowledge check and cast Detect Magic
Knowledge (Arcana, History, Nature, or Planes, whichever is appropriate): 1d20 + 9 ⇒ (4) + 9 = 13
Haar Rámalóce |
Haar watches the strange chicken walking hut move past and shakes his head, not wanting anything to do with it.
Delphyene watches in wonder as to what creations raom the land, despite Haar's reluctance to bother with it she wonders what could be driving such a strange thing.
Zaitherin |
Tarias with Detect Magic detects there is a crapload of magic in that walking hut. There is so much power that he's momentarily dazzled by the power of such a thing. Knowledge Arcana would cover knowing what this is but a 13 is not enough to know what it is. All Tarias can tell is that whatever it is something of incredible magical power.
Now I am willing to give a Knowledge: Local check to see if you've heard any local rumors about this thing. A Knowledge: History can also be used although it will be a harder check.
Masha. |
It woudl be better if the DM put the map in the short description of the campaing,
Masha advance but still look for covers in the trees.
How many else can you control wizard?
Narkus Vistar |
Narkus glances at the warrior.
"All of them if I get the time, but just kill that archer, and halberd wielder. I don't have the time to deal with them."
Tarias Malasir |
Knowledge: History then:
Knowledge: History: 1d20 + 9 ⇒ (17) + 9 = 26
Zaitherin |
Ok Tarias, you recall in your history back in the Shaher incident, there was a strange shop that showed up selling magical items and trinkets throughout Ovis. The shop seemed to move from place to place never staying in one location for too long. You recall this shop was called "Deneb's Peddling Pumpkin Patch". Apparently it was tended to by a mysterious witch of foreign origin named Deneb. After the Shathar conflict the shop disappeared as quickly as it arrived and was never seen again. Could this be the same shop perhaps?
Tarias Malasir |
"I remember now!" Tarias says suddenly. "I do believe that magical contraption is the storefront of one Deneb Rove, a witch from far off Xenobia. I traveled through the very forest where Destin Faroda, the famed Xenobian rebellion leader, defeated and recruited her." The wizards tone changes to a somewhat remorseful one as he finishes, "Sadly I never got to go to the castle proper."
After a few moments he asks, "Shall we go find out? She is known to sell all manner of rare spells, reagents, and crystals." Tarias sounds considerably more cheery at this prospect than he has since you've met him.
I love that I made that knowledge check, I've kind of envisioned that the history of the Valerian and Xenobian rebellions is Tarias' specialty.
Zaitherin |
Tarias, are you sure you visited Xenobia in your travels? its quite a distance away from Ovis, at least 2 continents away in fact. You'ed have to cross Lodis and Palanthas to get there. What you may know with that roll however is that Deneb did aid the forces of the island in battle against the fallen archangel and his minions although it was a minor involvement and she is not well remembered for her part. You can know some history about the events in Xenobia, Valeria and Palatinus though.
Anyway back to the main battle. The skeletons on their turn close into melee but most can not charge as they are still pulling themselves from the muck. One however manages to charge in at Masha and take a swing at her with its rusty longsword.
skeleton attack: 1d20 + 2 ⇒ (20) + 2 = 22
skeleton confirm critical: 1d20 + 2 ⇒ (11) + 2 = 13
The creature swings a mighty swing at Misha, hitting a weak point in her armor and drawing blood.
Damage: 1d8 ⇒ 6
The zombie with the halberd shambles forward while the zombie archer takes a shot at the Narkus Vistar.
1d20 + 2 ⇒ (4) + 2 = 6
the shot goes wide fortunately
Ezekias Silverthane |
Since I only took a move action this turn, can I make an attack on the skeleton facing me?