| Ruso Haldren |
"I am not liking the sound of this. If the lady arranged her own kidnapping then we could very well be walking into a trap. That is, if someone from this group of ruffians doesn't report back that there are no pursuers." Ruso says while pointing at the wounded man.
| DM DoctorEvil |
The bandits scratches his head as the questions come rapid-fire. "First, the lady didn't arranger her own kidnapping. Rokhar's behind that. The "she" I was referring to his is Rokhar's new friend. I ain't seen her meself, but heard tell she was one o' them winter-touched fey. A flying one. She's been filling Rokhar's head full o'nonsense."
To Wulfgang's question about how many men are at the lodge:"Reckon on a dozen or so, including Rokhar and Ten-Penny. But some are sick, and cain't fight well. Rokhar may have others too, that I ain't knowed about."
The man here is planning on heading out of the woods just as fast as he can, so don't worry about him getting ahead of you somehow. Once you are done with questions, you can let him go.
| DM DoctorEvil |
The man swallows and nods. "Aye, don't think Ten-Penny knows any magic -- she's more of sneaky sort, but Rokhar is a priest -- a priest of the god of murder or some nonsense -- he's always spoutin' off about Norgorber this and murder that. I don't go in for killin' for no reason but that's his way. Even so, I've seen him do some magic hisself that backs it up. Not sure 'bout this fey, but she ain't no lady, they say, a monster more like. An' the way I hear it, she's got powerful bad magic too."
| Irina Miklos |
Assuming no more questions.
"Thank you for your information. You may go." Irina sighs. "Shall we head there now? It doesn't sound like the camp is far away. Does anyone need healing?"
| Ruso Haldren |
Ruso gives a sigh and a shakes his head. "This is a bloody freaking mess and sounds like we will be walking into a another batch of trouble. We should try giving the place a once around before we attempt to get inside."
| DM DoctorEvil |
The bandit hurries off after answering as many questions as he can, hoping to get clear before you change your mind about freeing him. The path continues on, and you know that it will soon lead to this lodge that was discussed. The sun is about half-gone behind the ridge of hills here in the Border Wood, lengthening shadows and dropping temperatures a bit more.
Any particular plan for approach? Or wait until you can see the place to determine?
| Irina Miklos |
"Religion isn't my strong suit, but let me think about it." She taps her lip and looks to the sky. She looks surprised, and tells the others what she remembers "Oh that one. Norgorber is the god of murder, deception, and thievery. Assassins, poisoners, and other killers worship but so do simple thieves and other greedy parishioners. His symbol is a one-eyed mask, and his animal is a spider."
Know Religion: 1d20 ⇒ 15
Feel free to read the spoiler.
I'd like to wait and see what's what when we get there.
| Ruso Haldren |
"Lets get moving." Ruso starts moving up the path and scouting ahead.
Perception: 1d20 + 7 ⇒ (3) + 7 = 10 (+1 for Trapfinding)
| DM DoctorEvil |
As you continue forward, the ground rises steeply. Struggling up the slope in the snow, and against the bitter wind, you climb about 100ft into the hills before the snowy trail levels off. In a clearing among the trees, a large wooden lodge overlooks a ravine which is spanned by a long rope bridge. Smoke rises from the lodge's two snow-covered chimneys, and a large woodpile is stacked against the outer wall. A small outbuilding stands east of the lodge, and a stone well nearly blanketed with snow is barely recognizable to the north. Several tracks lead southwest towards a detached stable.
The lodge appears to be constructed of heavy timber and stone and the outer doors are of strong wood. A few lamps can be seen through a few panes of frosty glass that fill several of the windows.
The back porch of the lodge is visible from your position, and while no one is currently present, numerous horse and human tracks criss-cross the snow near the porch.
See the map attached at top margin for a schematic of the area. Your starting place is on the north east corner, just off the map.
| Jack Forrester |
"Stealth would be the best approach, if we can manage it."
Jack arms his bow and cautiously approaches.
Perception: 1d20 + 5 ⇒ (11) + 5 = 16
Stealth: 1d20 + 6 ⇒ (14) + 6 = 20
| Ruso Haldren |
Ruso moves quickly and cautiously through the snow trying to make little to no sound for the wind to carry.
Stealth: 1d20 + 7 ⇒ (15) + 7 = 22
Perception: 1d20 + 7 ⇒ (14) + 7 = 21 (+1 for Trapfinding)
| Irina Miklos |
Irina tries to move silently, and look around for places for the group to hide as they study the building.
Stealth: 1d20 + 1 ⇒ (15) + 1 = 16
Perception: 1d20 + 2 ⇒ (13) + 2 = 15
| DM DoctorEvil |
As the stealthier members of the party approach, Peltra and Wulfgang hold back a bit waiting to see what gets sorted out. With Jack and Skyne headed for the snow-covered well, Ruso moves down the path. His sharp eye sees something amiss in spite of the snowfall, a cord is stretched across from the porch to the well, attached at the porch end is a loaded crossbow ready to fire at the poor soul who trips the line. Ruso holds up a hand and stops the others just in time to keep the trap from triggering. As he looks, several iron pots and pans are also attached to the rope, which would create quite a jangling noise should the trap trigger.
Ruso has the option of trying to disable the trap, or the party can just move around it, your decision. Finding the trap results in a 100xp boost for the entire group, moving the XP total to 1123/2000 or 56% to level 2.
Avoiding or disabling the trap lets you get close to the lodge undetected, there does not seem to be any more sentries or guards outside in the weather, besides those you already bested.
| Irina Miklos |
If someone wants to give it a try, I'm good with that decision. Otherwise let's move around.
Irina gives Ruso a thankful look, and waits to see what the others will do.
| Ruso Haldren |
Ruso quickly and skillfully moves up to the rigged trap and plies his well practiced skill at it. Using the tools he carries with him he carefully loosens the knots that keep the rope taught, pulls the bolt from the crossbow, and releases the drawn string of the crossbow.
Disable device: 1d20 + 11 ⇒ (12) + 11 = 23
| Ruso Haldren |
"Keep a sharp eye out for further traps as well as for any lookouts." Ruso whispers. Ruso then continues to move to scout the area around the lodge.
Stealth: 1d20 + 7 ⇒ (13) + 7 = 20
Perception: 1d20 + 7 ⇒ (20) + 7 = 27 (+1 for Trapfinding)
| Ruso Haldren |
Ruso moves to the door and visibly signals Jack to step aside for just a moment so that the door can be checked for traps.
Perception, Trapfinding: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14
Disable Device (if needed): 1d20 + 11 ⇒ (18) + 11 = 29
| Ruso Haldren |
Ruso steps out of the way and indicates to everyone that the door is safe and unlocked. He then draws his rapier in preparation to follow those accustomed to fighting inside.
| Ruso Haldren |
Seeing no one else moving to open the door Ruso takes a deep breath and then carefully and as quietly as possible opens the door into the lodge.
| DM DoctorEvil |
I had hoped Jack would post this after listening at the door, but I will DM-PC him for a moment.
As Jack listens at the door and others line up for the pending assault, the northman quickly turns to the others, crying. "They know we are here! They are about to attack! Take cover or prepare to fight!"
Ruso's hand drops as he was reaching to open the lodge doors as Jack tells them what he has heard.
You have one round's worth of actions to prepare before the fight will begin. Roll initiative if you like. I will roll for any who haven't done so by tomorrow evening's post.
| Ruso Haldren |
Initiative: 1d20 + 5 ⇒ (19) + 5 = 24
Ruso quickly revises his plan and instead climbs onto the roof of the lodge so that he is perched above the door.
Climb: 1d20 + 1 ⇒ (12) + 1 = 13
| Jack Forrester |
I am not sure what happened to me... sorry about the quiet.
James draws his sword and looks for everyone to be ready. Then he bursts in the door.
Initiative: 1d20 + 2 ⇒ (1) + 2 = 3
| DM DoctorEvil |
Outside the Lodge - pre-combat actions
Before the raiders burst out of the lodge, the group tries to prepare as best they can. Ruso rushes around, leaps atop the woodpile and tries to pull himself to the roof of the lodge, which is 20' high here. He does not succeed in climbing all that way, and ends up dropping back to the top of the woodpile.
Securing the flank, Skyne moves to the south and casts a spell that adds a layer of slippery, buttery grease atop the snow on the path from the front of the lodge.
Seeing that all are readying for the fight, Jack draws his sword and tries the door, but the portal is barred from the inside and he cannot force the door open even half an inch. Shouts and cries are heard by all near the door as he attempts to get in.
Irina moves out of line of sight of the front doors.
Peltra casts Bless on the party, providing some divine inspiration for the coming fight.
Unless I made a mistake, I think Irina has already cast Mage Armor today (still the same game day) so its not available to her now.
Peltra Init: 1d20 + 1 ⇒ (14) + 1 = 15
Wulfgang Init: 1d20 + 1 ⇒ (17) + 1 = 18
Green Raider: 1d20 + 1 ⇒ (3) + 1 = 4
Red Raider: 1d20 + 1 ⇒ (8) + 1 = 9
Blue Raider: 1d20 + 1 ⇒ (17) + 1 = 18
Yellow Raider: 1d20 + 1 ⇒ (1) + 1 = 2
Purple Raider: 1d20 + 1 ⇒ (2) + 1 = 3
Black Raider: 1d20 + 1 ⇒ (15) + 1 = 16
Orange Raider: 1d20 + 1 ⇒ (13) + 1 = 14
| DM DoctorEvil |
Outside the Lodge - Round 1
Bless (10 rounds) is in effect - +1 to attacks and some saves
24 Ruso
18 Wulfgang
18 Blue Raider
16 Black Raider
15 Peltra
14 Orange Raider
13 Skyne
11 Irina
9 Red Raider
4 Green Raider
3 Jack
3 Purple Raider
2 Yellow Raider
The first actions of the combat belong to Ruso and Wulfgang, unfortunately, the door isn't open yet, so there are no targets. You can delay, ready, or position. Up to you.
| Ruso Haldren |
My apologies for the delay.
Ruso prepares to make a leaping attack at the first bandit to emerge from the lodge.
Acrobatics: 1d20 + 7 ⇒ (7) + 7 = 14
Readied Attack: Rapier: 1d20 + 3 ⇒ (17) + 3 = 20
Readied Damage: Piercing, Sneak Attack: 1d6 + 1 + 1d6 ⇒ (3) + 1 + (2) = 6
| DM DoctorEvil |
Outside the Lodge - Round 1 - continued
Ruso, atop the woodpile near the door, tenses his legs and readies his rapier for a leaping, stabbing attack on the first bandit to exit the lodge.
Wulfgang waits patiently for the door to open planning to rush forward and cleave foes who appear when it does.
From inside the lodge, a pair of raiders work together to remove the heavy bar that was holding the door fast, and then kick the doors open, revealing the first few feet of the lodge inside, where half a dozen or so foes await.
Standing back from the doorway, Peltra waits to see if any of the foes make it out, delaying her action until the fight comes to her.
"Drive that one off the porch," cries one of the raiders, and Orange, bow in hand, fires at Jack at close range, but the area flies just wide, embedding itself deeply in the open door.
The action in Round 1 is now down to Irina and Skyne
Orange bow: 1d20 + 2 ⇒ (7) + 2 = 9