Senjin Alatriste
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Senjin procures a shiny new wand from his pouch.
"Are any of you trained as a magical healer? I have this new wand I'd appreciate someone using to bind my wounds. I'm willing to share if someone else needs it."
Assuming someone can use that wand, Senjin heals 1d8 + 1 ⇒ (6) + 1 = 7. 49 charges left.
Valandil Anwamanë
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survival: 1d20 - 2 ⇒ (4) - 2 = 2
"Bahh, this is work for my sister, not me."
knowledge-history: 1d20 + 9 ⇒ (4) + 9 = 13
Valandil mutters in elvish, looking around for any traces of what may have animated the skeletons, or other vistages of magic.
Casts detect magic
Havern Sern
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I can. You could too if you placed greater trust in the gods, and spent less time looking inwards. I admire your skills with a bow, but a mans duty is first to his kin and God, and second to himself.
As a worshiper of Erastil, Havern never passes up the chance to lecture someone on "the proper way" of doing things. :)
Havern looks around for signs of other creatures passing:
survival: 1d20 + 6 ⇒ (14) + 6 = 20
Sidney Moncrief
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Sidney smiles:
"Some of us are touched by divinity, have powerful magic, but cannot heal. Unless you call the hated infernal healing I refuse to have touch my body healing."
He looks around.
"Well, we dispatched the walking bones. Anyone need the armor of mages?"
Sidney casts and a magic armor appears. He will cast the spell on Senjin if allowed.
Duration of mage armor = three hours
Senjin Alatriste
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"That would be wonderful, Sidney. Those scimitars cut deeply. Any protection would be most welcome." . Senjin had heard the same talk before from others such as Harven. He paid it no mind, much as all the times in the past.
Valandil Anwamanë
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Valandil looks at Sidney with some degree of awe.
"Blessed by your blood indeed. I know of the spell you are saying. If we were to come into combat again, then I too would be happy to have you use it on me."
Valandil Anwamanë
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"We can't leave the caravan..."
He looks at Kazrin. "Would you like to take the caravan north with us, to see if we can find what happened. It may shed some light on the previous problems your people have had..."
He shrugs. "Otherwise we will see you to the safe camping site."
Senjin Alatriste
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Senjin nods. "Very true. We are guards for this mission. Msomeone mark the spot, so we can come back to follow up here, however."
Valandil Anwamanë
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Valandil nods.
"On to the camp site for the night then."
He mounts back up and takes a spot behind the wagon as they all head off towards the safty of a camp site.
Revvy Bitterleaf
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After you escort the caravan to the campsite you can ensure the safety of the caravan once it arrives. Jandri carries a collection of simple traps in the wagon, which will be adequate to protect it while you are away for a while.
(It's an empty, sheltered area, so no one around to hire)
If you return right away it will be dark by the time you get back, you can wait for it to become light, let me know what you decide..it won't matter right now so moving on a bit;
Following the tracks and clues from the caravan ambush, you soon arrive at a battlefield graveyard, its graves recently uncovered and emptied.
This small forest clearing smells of recently tilled earth.
Several crude grave markers dot the landscape, each currently marking the position of an empty pit.
1d20 ⇒ 10
Valandil Anwamanë
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Valandil looks around
perception: 1d20 + 2 ⇒ (19) + 2 = 21
"Look a wolf!" says the elf. untrained in know-nature
"There is foul necromancy at work here, someone opening the graves."
Senjin Alatriste
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Perception 1d20 + 9 ⇒ (17) + 9 = 26
Senjin lets out a yell, trying to scare the old wolf away from the scene. "Get, wolf!"
Senjin Alatriste
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Senjin expects something tricky to occur, but he feels bad for the obviously starving animal. If any in the group agree to watch for trouble, he takes out a hunk of bread and cheese, placing it on the ground for the animal to eat, moving away to give it space if it accepts.
"Are you the one disturbing these grave sites, Feren?"
Valandil Anwamanë
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"I have never heard of a talking wolf." admits Valandil.
"Aside from lycantropes...." his voice takes on a worried inflection.
"What manner of beast are you, and what can you tell us of what afflicts this area?"
Senjin Alatriste
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"Could you point us in their direction? Perhaps we could exchange food for information. Forgive me, but you seem in be in rather poor health. Maybe we could help each other."
Revvy Bitterleaf
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"I am worg, name is Feren. They have made their lair not far from here, toward the setting sun. A nearby trail should lead you directly to a tree broken in two. The entrance lies somewhere off the road, beneath the tree. I get food now?”
With these direction you can easily find the lair
Senjin Alatriste
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Senjin upholds his portion of the deal and leaves his entire pack of rations for the worg. "If you have been truthful with us Feren, when we return you can accompany us and we'll be sure there's even more food for you. I can't see an animal starve."
Valandil Anwamanë
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Valandil urges everyone to leave the graveyard.
"If the goblins are raiding graveyards, they may also be raiding the caravans in the area. I'm not sure we are equipped to deal with an entire tribe of hobgoblins though."
He looks at the Worg, trying to understand whether it is telling the truth.
sense motive: 1d20 - 2 ⇒ (18) - 2 = 16
Revvy Bitterleaf
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The worg seems to be telling the truth, Valandil does sense that if the worg wouldn't have gotten food from you he would have done what he came out here to do..dig in some graves hoping to find something he could eat.
(Let me know if you decide to follow the directions you were given, or do something else)
Senjin Alatriste
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Senjin is ready to head out, looking for the hobgoblins.
Valandil Anwamanë
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With a nod of his head, Valandil agreeds with Senjin. "Let us at least see this problem for ourselves."
Aaziroth
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Aaziroth looks over the disturbed graves,"Yes, we must stop this from happening again. The dead need to remain so and this foul necromancy must be put to an end. Thank you for the information, Feren" He prepares to follow the trail to the hobgoblins.
Sidney Moncrief
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Sidney shakes his head. "Worg, are not all your kind evil? How can we trust you?"
But, when he sees the paladin on board, he goes along.
Senjin Alatriste
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As they walk away from the worg, toward the hobgoblin lair, Senjin offers a suggestion. "If this worg is trustworthy, perhaps we could make a deal with him. For a regular supply of food, he might be interested in caravan guard duty. That Xould help eliminate a problem in the future."
Revvy Bitterleaf
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More update to follow when I get home and have some time, but for now:
Feren does not want to travel with the caravan since he's the "Lone Wolf" type, but if the caravan will leave some food out for him every time they pass by he's more then willing to keep this area of the path save or at least warn the caravan of danger as a sort of scout.
Following Feren's directions you are able to find a trail that leads to the tree Feren mentioned.
The path winds its way through the Chitterwood until it forks at the foot of a large and mangled tree. A large tear runs the length of its trunk, splitting the tree nearly in two.
The southern half of the tree hangs awkwardly to the side, casting a shadow over a small dip in the land.
A small cave entrance lies partially hidden beneath the southern half of the tree.
A crude flight of stairs lies just beyond the cave entrance, leading deeper into the earth.
cavern networks during the Goblinblood Wars and that many of the goblinoid survivors fled to these caverns at the end of the conflict.
Valandil Anwamanë
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know-history: 1d20 + 9 ⇒ (1) + 9 = 10
"I guess we go in. Can anyway see how fresh those tracks are?"
He pauses for a moment.
"Goblins often use traps, I think, so we should be careful."
Senjin Alatriste
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Survival 1d20 + 4 ⇒ (19) + 4 = 23
"Look here! Boot prints and skeletal tracks leading to and from the graveyard, leading toward a narrow forest path and ending near a tree. Must be necromantic magic, if the very skeletons themselves are being raised!"
Revvy Bitterleaf
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I've updated the map, assuming you go into the cave entrance. I had to guess a bit on how you'd want to positioned once you go in, so feel free to switch that around if needed.
It's dark inside the cave, as you walk down the man-made stairs deeper into the bowels of the earth you come into a cave, it has 2 doors and in front of each door stands a goblinoid skeleton
Init Waman: 1d20 + 1 ⇒ (5) + 1 = 6
Init Havern: 1d20 + 2 ⇒ (4) + 2 = 6
Init Sidney: 1d20 + 3 ⇒ (7) + 3 = 10
Init Valadil: 1d20 + 3 ⇒ (11) + 3 = 14
Init Senjin: 1d20 + 1 ⇒ (6) + 1 = 7
Init Aaziroth: 1d20 + 1 ⇒ (13) + 1 = 14
Init Skeletons: 1d20 + 7 ⇒ (18) + 7 = 25
As you enter the room the skeletons start to animate and they seem ready to tear into you with their boney claws
init
You guys
Skeletons
Senjin Alatriste
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Senjin moves to engage the red skeleton.
Attack 1d20 + 2 ⇒ (2) + 2 = 4
Damage 1d6 + 2 ⇒ (5) + 2 = 7
Revvy Bitterleaf
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As Senjin moves forward the floor suddenly falls out from underneath his feet since this is pbp and it's a bit difficult to know how you yould move; It;s technically possible to move to engage the skeleton without triggering the trap..but that is a pretty unorthodox route to take, so I went with the most direct line
DC 20 reflex save or take Falling damage: 2d6 ⇒ (3, 1) = 4 and land prone at the bottom of a pit trap [ooc]Since your attack didn't take place, feel free to use it for another action (like standing up if needed for example)
Aaziroth
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"Good call, Valadil. Can someone help Senjin out? Be careful, these skeletons will explode upon death!"
Know religion: 1d20 + 4 ⇒ (13) + 4 = 17
Aaziroth carefully moves south along the edge of the pit and takes a swing at the skeleton with his lucerne hammer, but his concern for the pit causes his attack to miss.
Attack reach: 1d20 + 5 ⇒ (3) + 5 = 8
Damage: 1d12 + 4 ⇒ (9) + 4 = 13
AC 17 without shield
Valandil Anwamanë
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Valandil winces as Senjin falls down the pit. Concentrating on the skeleton beyond the pit he summons a globe of acid on top of it.
ranged touch: 1d20 + 4 ⇒ (18) + 4 = 22
acid damage: 1d3 + 1 ⇒ (2) + 1 = 3
Senjin Alatriste
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Reflex save 1d20 + 3 ⇒ (7) + 3 = 10
"Lookout! Pit traaaaaaaaaaap," the monk yells as he falls out of sight wi the very earth giving way underneath him.
Havern Sern
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"Sick him" calls Havern, as he directs Sylvina to attack the skeleton to their left.
Handle Animal: 1d20 + 6 ⇒ (11) + 6 = 17
Silvina bounds foward and trys to rip the creature of bones apart with her teeth.
Bite attack: 1d20 + 4 ⇒ (4) + 4 = 81d6 + 4 ⇒ (3) + 4 = 7
Havern grabs a length of rope from his belt and throws it down the pit for Senjin to grab onto; bracing himself to help pull Senjin up.
Revvy Bitterleaf
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As Senjin falls into the pit Aaziroth warns everyone that the skeletons might explode on impact as he moves around the pit and swings his lucern hammer at one of the skeletons..but fails to connect
Valandil hits one of the skeletons with a bit of acid
Havern sicks his wolf at the other skeleton but even though the creature is made entirely out of bone the canine doesn't seem to want to touch it.
Havern then throws a piece of rope down to Senjin
Sidney starts to grow
There's a bit of an issue with there not being enough space for you to grow unless you push people out of the way or hover over the pit trap..to not slow things down we'll go with that your squeezing a bit in the square(s) you can be in (even though that's not how it works according to the rules I think).
Since it's been a day, NPC-ing Waman in
Waman looking at Sidney growing decides to take a step back to create some space and goes fully on the defense.
One of the skeleton steps closer to Aaziroth and tries to claw his face off with both of it's claws
To hit AC Aaziroth: 1d20 + 1 ⇒ (14) + 1 = 15
To hit AC Aaziroth: 1d20 + 1 ⇒ (8) + 1 = 9
but it's bony fingers just scrape against well made armor
The other skeleton tries to main the wolf
To hit AC Silvina: 1d20 + 1 ⇒ (8) + 1 = 9
To hit AC Silvina: 1d20 + 1 ⇒ (15) + 1 = 16
but it has some trouble hitting the wolf since the wolf is trying to stay as far away from it as it can
init
You guys
Skeletons
damage red: 3
Senjin Alatriste
|
Senjin will grab ahold of the rope and try to climb out of the pit.
Climb 1d20 + 2 ⇒ (19) + 2 = 21
Valandil Anwamanë
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Valandil summons another globe of acid
"Pull back Aaziroth, it sounds like they explode. I'll do it from range."
Delays until Aaziroth pulls back
ranged touch: 1d20 + 4 ⇒ (20) + 4 = 24
damage: 1d3 + 1 ⇒ (1) + 1 = 2
crit confirm: 1d20 + 4 ⇒ (4) + 4 = 8
crit bonus damage: 1d3 + 1 ⇒ (2) + 1 = 3
Aaziroth
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Hearing the elf's suggestion, Aaziroth looks to withdraw but sees he would be exposing Havern trying to help Senjin out of the pit. He takes a 5' step backwards, but realizing he is too close to swing his lucerne hammer, he braces for the impact of the skeleton.
Total defense +4 to AC = AC 21 for remainder of round