| Haer Kul |
"If we are done our investigations for the day, I would prefer to spend the night here, transcribing formulae. If you could return for me tomorrow morning I would like to accompany you in searching the manor and the mill."
| Prahd Goatsfoot |
Prahd steps away from Bardos and shifts his grip on his crossbow. "You okay there, Bardos? That outburst was a bit weird. Let's head out. Haer Kul, see you tomorrow."
On the way to the inn, Prahd will pause and look Bardos over, checking for symptoms.
healing: 1d20 + 6 ⇒ (7) + 6 = 13
| DM Rambler |
The group returns to The Hapless Harpy. Vessa makes a fine meal, though she complains about running low.
As dark falls, she asks for help barricading the doors.
What's your plan for the night?
| Petronicus Alazario |
When Bardos eats his meal, Petronicus chuckles heartily while blurting out "Now that's a turnip for the books! Get it, my friends... turnip!" He seems quite delighted with himself.
I suggest we take the same watches as before, with at least one or two of us keeping watch over the entrance.
| Haer Kul |
Deciphering is automatic with Rexel's help, but understanding the spell is DC 15 + spell level, requires studying spell for one hour. I don't suppose Rexel can aid Haer Kul with the Spellcraft checks to understand the spell?
bomber's eye, DC 16 to learn: Spellcraft: 1d20 + 6 + 1d6 ⇒ (7) + 6 + (1) = 14. Darn
cure light wounds, DC 16: Spellcraft to learn: 1d20 + 6 + 1d6 ⇒ (17) + 6 + (4) = 27. Yes!
keen senses, DC 16: Spellcraft to learn: 1d20 + 6 + 1d6 ⇒ (11) + 6 + (1) = 18. Yes!
That's 3 hours. Another 2 hours to write the cure light wounds and keen senses into the formula book. So that's 5 hours. And then I guess 6 hours of sleep.
The second level spells will take 3 hours to understand and 6 to copy for a total of 9 hours (actually 7 - given the one failure). I'll try to arrange with Rexel to do those over the next few days.
cat's grace, DC 17: Spellcraft to learn: 1d20 + 6 + 1d6 ⇒ (17) + 6 + (3) = 26. Yes!
cure moderate wounds, DC 17: Spellcraft to learn: 1d20 + 6 + 1d6 ⇒ (6) + 6 + (4) = 16 D'oh.
lesser restoration, DC 17: Spellcraft to learn: 1d20 + 6 + 1d6 ⇒ (10) + 6 + (3) = 19. Yes!
One week before I can retry on the failures.
Can Haer Kul borrow the writing materials from Rexel? The cost is 3*10 gp + 3 * 40 gp = 150 gp (only about 127gp more than Haer Kul has at the moment). Haer Kul will offer to pay Rexel back plus the customary fee (75gp) when he has acquired the funds.
| DM Rambler |
Vessa addresses the group again. "I'm afraid that your dwarf has become delirious, either from the disease or overly weakened sinews. I would suggest that we just heap up enough tables and stuff to block the two doors."
| DM Rambler |
In the interest of moving things along again...
The group barricades the doors, and settles in for the night. Clearly, Thorthal is in no shape to watch all night, so a rotation is used.
Twice during the night, people are heard moving around outside. Watching out the upstairs windows, it appears there are two separate groups. First, a small party is seen (perhaps 4 or 5, carrying 2 torches) off to the west. Later, a slightly larger group is seen moving around near the mill. Both excursions are fairly brief.
Morning comes without the inn or treehouse being disturbed.
| DM Rambler |
Vessa admonishes, "Yes, yes, you're very clever. Now finish your oatmeal and then go and get me my customers back."
The group returns to the treehouse to retrieve a tired but happy Haer Kul. Rexel has prepared two more curing extracts for the group. cure light wounds
| Prahd Goatsfoot |
What do we get back for a night's sleep, hp-wise?
"Right, Vorthad next, then the Mulnarins. We could check the mill after that, but I really think that today we need to either bust down the temple door, or go to the orphanage. But Vorthad first."
| Haer Kul |
Haer Kul thanks Rexel profusely for his generosity, and asks if he'd mind looking after his formula book and alchemist kit. He invites Rexel to copy whatever formulae he wishes.
Haer Kul looks extremely tired. His clothes are uncharacteristically rumpled, and he has ink stains on his hands which he does not appear to have noticed.
| Bardos |
Bardos springs into the room, looking like he slept well (he's returning from the privy).
"Nothing like turnips to keep everything moving! I know a few bards who'd be proud of that movement! Now then, any thoughts on who I should look for this morning in the spirit department? I certainly wouldn't mind looking around Rexel's for someone, give Petronicus a little run for his money!"
| Thorthal Runecloak |
Thorthal will give Vorthad some more provisions, and empty his bucket for him outside. At some point after the group sets out, and the kids are out of earshot, he will address the group.
"Prahd an' A moved th' wee ones parents aff o th' tree an' in tae th' shop. Mebbes we could spaur th' time tae bury them at their farm?"
| DM Rambler |
The large building may have been the militia quarters that Rexel said burned down, but a closer examination would be needed to be sure. If the group wishes to explore another burned down building.
Time is taken to bury the Mulnarins at their farm. A more thorough search of the farm turns up nothing of particular interest.
| DM Rambler |
Farther along, a side trail heads off towards a lumber yard and the manor. Ahead, an eight-foot-high fieldstone wall surrounds the remains of the burned ruins of the lumber mill, as well as three warehouses.
As the party approaches the opening in the wall, a half-dozen armed men appear on the road ahead.
One calls out, "Throw down your weapons and prepare yourselves for containment!"
He and the pair flanking him have loaded crossbows in hand, and the trio in front of them have drawn swords.
| Haer Kul |
Quietly to the party: "I thought I heard a voice from the far warehouse. They may have prisoners."
To the guards, "As you can see, we pose no threat to you or anyone here. We are unafflicted. In fact, we are here on business, and perhaps you can help." Haer Kul attempts to look business-like, standing with two hands on his cane.
Haer Kul studies the guards, trying to determine whether they are who they say they are.
Perception: 1d20 + 6 ⇒ (2) + 6 = 8
Sense Motive: 1d20 + 5 ⇒ (16) + 5 = 21
Knowledge(local): 1d20 + 6 + 1d6 ⇒ (7) + 6 + (3) = 16
Diplomacy: 1d20 + 2 + 1d6 ⇒ (7) + 2 + (5) = 14
1 use of inspiration
Very quietly to himself "Bardos, please don't mention turnips...."
| Morgrom Hellblade |
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During the exchange with his companions, Morgrom looks over the armed men and then scans the nearby buildings. Perception: 1d20 + 2 ⇒ (9) + 2 = 11
"So, yooz tha one bin hangin' folks from that oak!" gesturing back towards the tree, "or yooz tha ones bin burnin' folks alive in tha church? I'm guessin' either way, yooz be cowards preying on tha weak 'n defenceless." Looking at the rest of his party, "But ya see, we ain't weak or defenceless. So you put your weapons down 'n beg us not to show you."
Intimidate: 1d20 + 6 ⇒ (20) + 6 = 26
| DM Rambler |
The spokesman, yells "Take them!" as he fires his crossbow. The others have been unnerved by Morgrom, however, and hesitate.
heavy crossbow: 1d20 + 3 ⇒ (13) + 3 = 161d10 ⇒ 3
The bolt bites into Thorthal.
guard: 1d20 + 5 ⇒ (20) + 5 = 25
swordsmen: 1d20 - 1 ⇒ (9) - 1 = 8
crossbowmen: 1d20 - 1 ⇒ (19) - 1 = 18
Prahd: 1d20 + 5 ⇒ (20) + 5 = 25
Morgrom: 1d20 + 1 ⇒ (9) + 1 = 10
Haer Kul: 1d20 + 2 ⇒ (2) + 2 = 4
Thorthal: 1d20 + 2 ⇒ (7) + 2 = 9
Petronicus: 1d20 + 1 ⇒ (13) + 1 = 14
Bardos: 1d20 + 5 ⇒ (3) + 5 = 8
Prahd
Guard (I forgot to apply a -2 here)
Crossbowmen
Petronicus
Morgrom
Thorthal
Bardos
Swordsmen
Haer Kul
Because Morgrom rolled so well, all of the soldiers are shaken. And I applied that penalty to their initiative, for what it's worth.
| Prahd Goatsfoot |
Prahd advances (to -I.-10) among his companions and fires a bolt at the lead guard (militia D).
crossbow: 1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 201d10 + 1 ⇒ (10) + 1 = 11
The bolt sinks into the guard with a meaty 'thunk.'
| DM Rambler |
Prahd's target collapses.
As the spokesman moves towards Morgrom while drawing a sword, the other crossbowmen recover enough to fire. However, both shots go astray as the foot soldiers quake nervously.
Actually delayed the "guard" til after the others fired.
shot at Morgrom: 1d20 ⇒ 111d8 ⇒ 1
shot at Morgrom: 1d20 ⇒ 51d8 ⇒ 6oops.. should have said Thorthal
Petronicus
Morgrom
Thorthal
Bardos
Swordsman
Haer Kul
Prahd
Crossbowmen
Guard
| Morgrom Hellblade |
Morgrom's Action
Pointing his great sword at the spokesman, "Gorum applauds yer balls. Too bad you aren't gonna need 'em when I'm done with you," moving to as far as he can but not within 5' of the enemy and casts bane.
Map isn't updated so not sure where the spokesman moved too.