Buchart
|
Hmmm!? Jakardros, do you keep any oil in the fort? Is there some stored in the passage? Be sure to let us know if any of the goods we find belong to the rangers or the fort. It might sound like a waste, but some folks burn the belongings with the dead. This would seem fitting to honor these brave men that died here defending the land and their brothers.
I bet ogre fat burns pretty well! Or we can wait until morning and I can cast a Fireball on them to try to get them started!
Buchart will pick up one of the potions of CSWs to replace the potions he used in the assault. Is anyone interested in the amulet? Also want to collect about 10 large arrows and a large quiver.
Sekkim
|
kn:nature on hair: 1d20 + 10 ⇒ (8) + 10 = 18
I will use a sending scroll to Maginmar:
"Fort recaptured. Two surviving rangers. Eagles dead. Killed many ogres. Lamia lives. Kaven traitor. Lamatar likely traitor. Handler named Myriana in Whitewillow? Safety uncertain."
--
Regarding Shalelu:
"I know a spell that I think can restore her sight. I don't have it ready - I used it trying to lock down the Lamia - but I promise I will ready it as soon as possible. Smek, please keep Shalelu company and let us know of any possible dangers to her."
--
Regarding flaming ogre corpses:
"I can memorize a spell that will summon a small fire elemental. Maybe a number of those would do the job? Two, perhaps? They can ignite anything they can catch, and those ogres don't look too lively."
--
Regarding the gate:
"If only we had a carpenter! What's that, Smek? I'm a carpenter? That's right, I am! If only I had some tools!"
*Sekkim pulls an improbably large masterwork carpentry toolkit out of his improbably small Haversack*
"I will probably need some help with the heavier bits."
--
To Buchart:
"It takes holy magic to kill Lumpy for good - if he falls in a Bless zone, he's history. I imagine we can get a lot of use out of him but I confess i'm not sure how we'll transport him. Maybe we can shatter him into pieces and load him into a trunk?
On the subject of Lumpy, if nobody else wants it, the headband of Charisma will increase his health and regeneration rate. I would explain why but it's stupid and complicated, and also stupid. I blame sorcerers.
The only problem with giving him the headband is that it probably makes Lumpy the most charismatic member of the party, which is kind of sad."
--
Is there any knowledge relevant to the problems with the Cascade? Water's important.
| Cela |
healing everyone
clw: 1d8 + 1 ⇒ (1) + 1 = 2
clw: 1d8 + 1 ⇒ (6) + 1 = 7
clw: 1d8 + 1 ⇒ (8) + 1 = 9
clw: 1d8 + 1 ⇒ (2) + 1 = 3
clw: 1d8 + 1 ⇒ (4) + 1 = 5
clw: 1d8 + 1 ⇒ (7) + 1 = 8
clw: 1d8 + 1 ⇒ (8) + 1 = 9
clw: 1d8 + 1 ⇒ (7) + 1 = 8
clw: 1d8 + 1 ⇒ (7) + 1 = 8
clw: 1d8 + 1 ⇒ (7) + 1 = 8
clw: 1d8 + 1 ⇒ (4) + 1 = 5
clw: 1d8 + 1 ⇒ (8) + 1 = 9
clw: 1d8 + 1 ⇒ (6) + 1 = 7
clw: 1d8 + 1 ⇒ (3) + 1 = 4
clw: 1d8 + 1 ⇒ (5) + 1 = 6
clw: 1d8 + 1 ⇒ (6) + 1 = 7
clw: 1d8 + 1 ⇒ (7) + 1 = 8
clw: 1d8 + 1 ⇒ (3) + 1 = 4
clw: 1d8 + 1 ⇒ (1) + 1 = 2
| GM Pablo |
Cela are you flying to Turtleback Ferry to inform the mayor and request reinforcements? As a large creature you can take someone with you on your back if you want.
Jakardros stops his dire chores to say "If you go to Turtleback for reinforcements make sure they send food and supplies, the ogres ate everything. We have weapons, but need many items." he finds some parchment and makes a list of needed supplies.
Buchart
|
Yeah, about the horses, Jakardros! Next time, please don't drive off my horse. This trip has had little dicernable payoff for an adventurer like me (CN w/G tendencies), this wand (Vampiric Touch) being the exception. Throwing away hard earned assets is not sustainable! Now I have to use my wand (Mount) to summon a horse, but it will only be here for two hours. How far is, uh, Willow-where ever, Whisperwood...what's the name of the place? Hmm, maybe I should take Vale along. I want to talk to your commander, and I'm sure you do, too! I can go to the cashe we made when we set the horses free and get some provisions before I make for Willowhaven.
| GM Pablo |
While the rest of the party and the Rangers carry on the grim task of collecting the dead, Cela shifts to a Large Eagle and carries Fernleaf fly to Turttleback Ferry. The trip is quick for them, but from the air they can see the rain has caused all the rivers to full their banks.
Soaking wet they arrive within the hour to Turttlecak Ferry, a trip that would have taken a full day even longer in the mud soaked paths on foot.
Cela and Fernleaf find Mayor Maelin Shreed, but all is not well, the rising waters has flooded the lower portions of the village and many villagers are gathered in the townhall which sits on high ground. Wagons are packed with peoples belongings and you see many of the lowest homes already partially under the flood waters.
A crowd soon gathers to hear news of the Fort and the Mayor, council elders and villagers listen intently.
"This blasted rain! We have not seen anything like this since Turtleback Ferry was founded. It threatens us all. What is the news of the Fort and the Rangers? They are our only defense from the evil in the mountains. We were worried when your horses returned to Turttleback without you. With this flooding, we are trapped, it is impossible to go down river by boat or foot. We pray, bring us some good news."
Cela and Fernleaf tell the tail of the Grauls, the rescue of the Rangers, the betrayal of Kaven, and the recapture Fort Rannick. Fernleaf is in his element telling the tale to the now entire village. They mayor and council debate what to do, but there is no choice. There is nowhere for the villagers to flee besides the fort.
He asks all able bodied men to pack what they can and start for the Fort before the roads become impassible. All the women and children tells all the villagers. By the time you finish your tale it is well dark and Cela and Fernleaf are exhausted from the long day. The Mayor finds warm beds and hearty meal and a hot bath. The villagers stay busy late into the night packing everything they can and preparing wagons and horses for the journey.
At the Fort, you finish collecting the dead and some clean up, before resting for the night taking turns on guard duty in the inner keep.
Before dawn Cela realizes she will need more help to move all these people north to the Fort. She shift into eagle form to collect the party and bring them to Turttleback Ferry. Jakardros and Vale tell you they can maintain the fort while you get the a villagers north.
A few hours later the entire party is in Turttleback Ferry preparing wagons, supplies and helping villagers get moving.
Suddenly the temple bell starts tolling frantically.
The village of Turtleback Ferry is drowning. The muddy, surging waters of the Skull River tear through the center of the community to fill Claybottom Lake with a terrible fury-many of the buildings that once sat comfortably on the river's banks are already flooding and in danger of collapsing from the rushing water. A group of children and a woman huddle aboard one of the old turtleshell ferryboats, the tiny flood-bashed vessel lodged up against the general store and threatening to capsize at any moment. Beyond, the town's church stands solid, its foundations already three feet deep in floodwaters. Frantic movement is visible in the upstairs windows as townsfolk trapped inside rush about in a desperate attempt to save scriptures, comfort the sick, and pray for deliverance.
Luckily many of the wagons and horses were already packed and ready to go on the north side of town by the trail to Fort Rannick. Some have already started moving north.
"Something is wrong with Skull's Crossings Dam the gods save us all if it has failed!!"
Actions (you have a little time before going to Turttleback Ferry if you wanted to take care of some business beforehand).
| GM Pablo |
Yeah, about the horses, Jakardros! Next time, please don't drive off my horse. This trip has had little dicernable payoff for an adventurer like me (CN w/G tendencies), this wand (Vampiric Touch) being the exception. Throwing away hard earned assets is not sustainable! Now I have to use my wand (Mount) to summon a horse, but it will only be here for two hours. How far is, uh, Willow-where ever, Whisperwood...what's the name of the place? Hmm, maybe I should take Vale along. I want to talk to your commander, and I'm sure you do, too! I can go to the cashe we made when we set the horses free and get some provisions before I make for Willowhaven.
From earlier...
"The Rangers have traveled this road hundreds of times and navigate the party in about four hours within a couple of miles from the Fort. Here you must abandon your horses (hiding their saddles, bags and bridles in a hidden cache). Cela transforms into a pony and tells them to make hast back to Turtleback Ferry. With the Rangers leading you stealthily make your way to a hidden cave entrance behind a waterfall. Cela helps conceal your entry with her horn of fog."
Sekkim
|
Villagers not really keen on Giant Bleeding Skeletons running about.
Sekkim laughs
Is that really how it works with human villages? "This is the worst time of our lives, water is falling down from the heavens and we are desperate for any form of help. Except for yours, as you are accompanied by a giant scary skeleton which is capable by itself of carrying a couple thousand gold pieces of our personal possessions to safety. He has to go."
The Rangers could use him for some heavy lifting projects.
"Ok. He can stay. Silly villagers."
Buchart
|
Buchart wrote:Yeah, about the horses, Jakardros! Next time, please don't drive off my horse. This trip has had little dicernable payoff for an adventurer like me (CN w/G tendencies), this wand (Vampiric Touch) being the exception. Throwing away hard earned assets is not sustainable! Now I have to use my wand (Mount) to summon a horse, but it will only be here for two hours. How far is, uh, Willow-where ever, Whisperwood...what's the name of the place? Hmm, maybe I should take Vale along. I want to talk to your commander, and I'm sure you do, too! I can go to the cashe we made when we set the horses free and get some provisions before I make for Willowhaven.From earlier...
"The Rangers have traveled this road hundreds of times and navigate the party in about four hours within a couple of miles from the Fort. Here you must abandon your horses (hiding their saddles, bags and bridles in a hidden cache). Cela transforms into a pony and tells them to make hast back to Turtleback Ferry. With the Rangers leading you stealthily make your way to a hidden cave entrance behind a waterfall. Cela helps conceal your entry with her horn of fog."
I had gone back and reread that before the post. It was a tirade of an 18 year old , tired and covered in blood, that just survived a battle against the odds. The horses were released earlier that same day of the battle and could have been nearby rather than at the ferrrrrrrry. That's all I'm sayin'. He's just damned lucky they have been retrieved in town, or there might have been trouble...or not. After all, Buchart hasn't killed people that have done worse to him, if you get my meaning.
| GM Pablo |
Cela transforms into an eagle again and Fernleaf hurries over to help the kids stranded kids.
There are people in the lower areas climbing on roofs and you see others in the upper floor of the temple.
All of the people are not headed to the fort only the few families of those who were already flooded and many of the men. It is mostly women and children and the elderly left in town.
| GM Pablo |
Buchart casts Enlarge on himself and gets a rope from his pack. (one action at a time plz)
Rolande and Anaba rush over to help (double move)
As you head over you hear screams and calls for help from all over the southern part of the village.
Since everyone else has a belt already except Cela she will wear it. It will help shape shifted, swim and climb checks
Is everyone cool if Anaba takes the +1 Ring of Protection?
Sekkimm?
| GM Pablo |
Everyone moves toward the water and the boat full of school children. You reach the waters edge and Cela prepares to fly aboard. Suddenly a 16-foot-long nightbelly boa, one of the more dangerous predators to ply the river, was dislodged by the waters. The current carries the snake up against the side of the ferry. The constrictor rises from the water with a loud hiss and attacks , attempting to constrict and swallow young Tabitha Kramm, pigtails, freckles, and all. The school teacher Tillia Henkenson screams along with the rest of the children, powerless to stop the ravenous reptile. This task falls to the you!
Anaba Initiative: 1d20 + 5 ⇒ (14) + 5 = 19
Buchart Initiative: 1d20 + 5 ⇒ (14) + 5 = 19
Cela Initiative: 1d20 + 3 ⇒ (4) + 3 = 7
Fernleaf Initiative: 1d20 + 4 ⇒ (13) + 4 = 17
Rolande Initiative: 1d20 + 6 ⇒ (18) + 6 = 24
Sekkimm Initiative: 1d20 + 8 ⇒ (16) + 8 = 24
Nightbelly boa Initiative: 1d20 + 3 ⇒ (2) + 3 = 5
Sekkimm
Rolande
Buchart
Anaba
Fernleaf
Cela (Large Eagle Form)
nightbelly boa
| GM Pablo |
The kids are all on the boat (I used a bigger icon to represent many children). The water is not that deep. You have line of sight from your position to attack from range if you chose...or go in the water grab one of the boat lines and start climbing. The wave that ripped the boat from its moorings is run aground. The risk (besides the giant snake) is it capsizes and everyone falls out injuring or killing the small children aboard.
| GM Pablo |
Rolande steps up 5' (out of point blank range -2 to hit). The boots of the mire allow him to stand and walk on the knee deep water.
Pepperbox : 1d20 + 11 - 2 ⇒ (12) + 11 - 2 = 211d8 + 6 ⇒ (4) + 6 = 10 hits
Pepperbox : 1d20 + 11 - 2 ⇒ (16) + 11 - 2 = 251d8 + 6 ⇒ (7) + 6 = 13 hits
Pepperbox : 1d20 + 6 - 2 ⇒ (5) + 6 - 2 = 91d8 + 6 ⇒ (8) + 6 = 14 miss
Nightbelly Boa - 36
Buchart is up!
| GM Pablo |
Buchart, enlarged, moves to the ship and Anaba double moves to the ship.
Fernleaf, too small for the water of to easily climb aboard, steps up on a porch and fires his bow at the snake.
Fernleaf Shortbow): 1d20 + 13 ⇒ (5) + 13 = 181d4 ⇒ 3 miss
Cela dives down as a Gaint Eagle and attacks.
Bite): 1d20 + 7 ⇒ (6) + 7 = 131d6 + 4 ⇒ (6) + 4 = 10 miss
Nightbelly Boa - 49
The boa realizing it is in mortal danger flees.
Full retreat avoids AOO.
Party is up - only Cela has line of sight on the Boa it moved away on the far side of the ferry, which starts leaning precariously.
Sekkimm is up
Sekkim
|
if i understand the situation correctly...
"Ok, got a plan. Rolande, Anaba, focus on the groups on higher ground, to the northeast of the lake. Get them out of the flood.
Buchart, Cela, focus on the western shoreline, starting on the north part and move south. I'm relying on your mystical abilities to deal with the higher water out there.
Fernleaf and I will focus on the southern shoreline. Fernleaf, I'll need you to come with me and help find people, and convince people that I am a helpful giant octopus instead of a dangerous giant octopus.
Fernleaf, myself, Buchart, and Cela will meet up at the church (6?) after covering our shorelines to deal with all of the people out there. Rolande and Anaba will act as they see fit after rescuing the closer people.
Objections?"
My actions from here under that plan would be to cast mage armor, shield, beast shape II (giant octopus), then pick up Fernleaf in a tentacle and head for the southern coast. Is detect thoughts a spell I can share with Smek? If so, I'll do that and hand Smek to Fernleaf, instructing Smek to concentrate on the spell and hunt for people who need help.
GMPablo
|
Yes each baby a small group of citizens. The ones in immediate danger are the kids in the ferry. Buchart can certainly help with his large size and 10' reach passing them down . Cela can take Fernleaf and work on one of the group's flying them back to dry land.
The temple is the largest building closest to the river. It is also the only one with two floors and a bell tower as well as being made of stone. The rest are one story and more at risk.
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