Bēl-Ṣullulim |
Zstelian boards the boat and an anxious Captain Arter pushes it clear of the dock and back into the stream. "One of the troubles is that when we need to leave, we'll be going upstream, so don't think you can clammer back on the boat is you get into trouble."
The morning passes, and the sounds of the Shudderwood return as the boat makes pace away from Zstelian's cabin. In any other place, it might mean an escape from danger, but the fauna of the Shudderwood are predatory at best.
Short hours later, Zstelian points down river and Arter beaches the boat on a shallow bank at the soonest opportunity.
Jacob Romero |
Untrained Survival: 1d20 ⇒ 19 Was not expecting that.
As Jacob quietly contemplated possible layouts, degree of decay and possible renovations for this lodge, he happened to hear sounds being carried over the winds. Sounds that did not conjure images of weak prey or welcoming people. They sounded large, deep and unwelcoming. He looks to Zestelian who appears to have heard the same since he points out a spot for the barge to land. "I think we have trouble ahead," he says calmly. He considered bringing out his companions but decides to wait. They weren't very bright or stable so a boat would be bad ground to defend.
Chester the Necromancer |
Survival: 1d20 + 2 ⇒ (2) + 2 = 4
Chester shakes his head and gratefully takes his crossbow from his valet, before moving to step off of the ship. If none of the rest of the group is willing to be the first to go, he may as well be the one to put on a brave face. "Well, come along, then. Can't be getting cold feet now, can we? We've come all this way."
Perception: 1d20 + 7 ⇒ (4) + 7 = 11
Chester steps off the ship first and takes a look around carefully.
Aldric Beauturne |
We are not all squishy casters, I'm here just being quiet, having some issues on the home front, may be Wed before I can be back full on in the swing of things.
Survival: 1d20 + 6 ⇒ (14) + 6 = 20
Aldric nods at Jacob's surprise assessment, At least we are down wind. That should help.
The large slayer hefts his gear and moves to shore. After a few moments of contemplation Aldric arranges his items and pulls his bow, lazily knocking an arrow, just in case.
Yazmine Khera |
Once Chester is off the boat, Yazmine follows right on his heels, eager to be back on solid land.
"Id rather face a beast and a man than a beast-man myself," she comments in a hushed one, keeping her eyes peeled for anything out of the ordinary.
"Now that we are here, what is our next move? Investigate the area to see what we are working with? Wouldn't hurt to go in prepared for whatever might be lurking about."
Kiara Alina |
Kiara likewise steps off the boat right behind everyone else, still glancing around the area, worried that someone was going to leap out at them the moment they had disembarked. "Personally, I would prefer exploring the area, and looking for suitable lodging for the night. Its still early, but I'd rather be prepared enough to find a suitable base, as I'm unsure how long the boat will be here for us".
Aldric Beauturne |
With so many things moving about shelter may be a challenge. We might expect some time without sleep. I agree we should scout the area but the lodge might be our best bet as far as finding a defensible camp unless we come across a cave or some other advantageous terrain.
Rolls for scouting or are there any noticeable trails?
Jacob Romero |
Oh s!%*. Forgot I had a FLYING familiar that TALKS. Ugh, sometimes I am astounded by my own stupidity.
Jacob turns to his flighty familiar and nods, as if his task was obvious. When the bird does not move he looks at it a again. "I'm not going. Send Rick." Jacob might have been concerned about the birds flippant use of the name of one his undead minions, seeing as the others didn't know yet, but he was more concerned by its lack of obedience. "Now," he orders.
It was a strange sight to see a crow sigh but the bird complied. It takes flight and heads in the direction of the commotion.
Perception: 1d20 + 6 ⇒ (17) + 6 = 23
Yazmine Khera |
"Rick...?" Yazmine repeats slowly, an eyebrow arched curiously. "An imaginary friend of yours?"
She waits and hears out everyone's opinions on their next move as Jacob sends off his feathered friend. "I don't disagree with either of you. It'll be important to get ourselves something of a base, and I agree that it'll be easiest to use the lodge itself, assuming it isn't impossibly overrun. I suppose your talking bird will bring us back something that will help plot our next course of action?"
Jacob Romero |
Sorry to not posting in a while. Was busy during the holiday season.
Jacob gives Yazmine an annoyed look. "Yes, and his arrows are quite imaginary too." He then turns away and awaits his companions arrival.
"There are indeed man and beast ahead," the raven says upon returning. "They seem unable or unwilling to approach the manor."
Chester the Necromancer |
"Well, I hardly think that we are going to accomplish much by standing here debating. Aldric, would you like to take the lead?" Chester suggests, before glancing back towards Marris. "Master Ghalmont, the rear?"
Regardless of what their reaction might be to his suggestions, he nods and says, "Much obliged, gentlemen. On our way, then." And with that, he starts off with every expectation that the others will follow.
Bēl-Ṣullulim |
After a scant few minutes, the group approaches the main gate of Ascanor. Where the stone of the massive gate isn't scorched, vines cavort about the gate, nothing is left of the great wooden door save the hinges. Through the archway are many more ruined structures, rubble from the walls is strewn about the yard. In the distance you can finally hear the calls and voices of the manbeasts at the beachhead.
Aldric Beauturne |
Sorry for my absence. ER, back problems, illness...Happy New Year!
Aldric opts to pull his bow and cautiously approaches the main entrance. Lingering a moment to look on the hinges the slayer considers the others, Keep a few paces between us but not so spread out that we cannot reach each other with a few quick steps. I don't want us balled up for an ambush but I don't want us getting picked off one by one either.
From the main gate can we get a sense of what we are looking at as far as layout? Are the grounds dense enough that from the netrance we basically see destroyed outer buildings and nature or is the main lodge visible? Curious about the approach...
Chester the Necromancer |
"I quite agree, Jacob. Come along, all, we will hardly be any more prepared by waiting here for the lot of the creatures to come to us, will we?" Chester starts forward with his valet in tow and crossbow held at the ready, a bolt already set to fire. He does his best to keep as much distance between him and the debris in the yard, lest something elect to leap out and take a swing at him.
Jacob Romero |
EDIT: Jacob, seeing little other choice, rushes to the lodge. He wasn't one for physical activity but imminent threat of being mauled by flea-bitten mongrels lent him strength. He opens the door and heads inside, heedless of the consequences the action might have. He sends four orbs of light up into the ceiling to illuminate the foyer to make sure his surroundings are clear. Once assured its occupancy consisted solely of him, he drops his bag to the floor and snaps his fingers. "Out now. The both of you," he says to the bag.
Move 30 towards the lodge and Cast Dancing Lights to make sure nothing is here. If not, free action to drop the handy haversack.
Chester the Necromancer |
Chester furrows his brows with a bit of effort and an exact double of himself winks into being mere inches away. It appears identical down to the silver tipped bolt resting in its crossbow. Afterward, the pair moves straight backward to find the nearest bit of ruined masonry to use for cover.
Standard: use Copycat domain ability. Move: head to nearest debris to use as cover.
Aldric Beauturne |
Aldric continues his move forward after smoothly knocking an arrow and letting it loose at the nearest wolf...
Fire then move my 30' after Jacob...
Fire!: 1d20 + 6 ⇒ (14) + 6 = 20
Damage?: 1d8 + 4 ⇒ (2) + 4 = 6
Kiara Alina |
Kiara retreats slightly, following the others, before dropping a Glitterdust (DC 17) effect on the cluster of wolves (or possibly delaying until she could hit them if they clustered to enter say, a gateway or something), hopefully delaying them enough for her allies to get to safety, or to set up defences.
Bēl-Ṣullulim |
Kiara's spell sends the wolves crashing into themselves as they're blinded by the swirling dust. This makes for an easy shot, so Aldric's precision finds an arrow in one of the mongrels' shoulders. Yazmine slips into the ruin herself, hiding behind a pile of debris.
The moment would be quite triumphant, if not for the chorus of unearthly howling from the riverside.
Everyone made it inside of the ruin, if they wished it. The wolves are about 60 feet out. Please submit your turn the second.
Jacob Romero |
A bony hand reaches up out of Jacob's fallen pack and grabs on to the floor, gouging furrows into the ancient wood. It is followed by a skeletal head and body. The bony warrior isn't very tall but it is wearing very new armor and weapons. "Morty, guard the door from the wolves and wolfmen," Jacob commands. It moves to comply and stands in front of the door, drawing sword and shield, and stand there defensively, allowing the others to pass. Another skeleton appears as well and claws its way out of the bag. This one is far taller and carries a bow. "Rick shoot the wolves not near an ally." It too complies and stands behind the first, knocking and readying a shot. For his part, Jacob gathers arcane energy and chants slowly, watching the progress of the others as they enter.
I am not sure what action it is to get a skeleton out of the bag but here is what each person intends to do. If all they can do is get in place that is fine.
Morty the Tank: Move - draw weapons and stand in the doorway. Standard - Total Defense AC 24 or if not, just AC 20.
Rick the Archer: Move - draw bow and stand in behind Morty. Standard - Ready to action to fire at first wolf in sight.
Attack: 1d20 + 2 ⇒ (4) + 2 = 6
Damage: 1d8 ⇒ 5
Jacob: Move - move back 30. Standard - Ready to cast Grease just outside the door once everyone is in. DC 15 Ref.
Aldric Beauturne |
Aldric pauses as Jacob starts his work. Grunting, the slayer stores his boss and pulls his sword...
-Posted with Wayfinder
Chester the Necromancer |
1 person marked this as a favorite. |
Chester, seeing that everyone else has made a tactical retreat, moves with his doppleganger to join the others inside the ruined building. As he passes Morty and Rick, both Chesters give the undead an appraising look before offering Jacob an approving nod. "You know, my grumpy and oft monosyllabic friend, I quite like your style." Once inside safely, he turns to try to fire at the nearest wolf.
Crossbow: 1d20 + 5 ⇒ (3) + 5 = 8
Damage: 1d8 ⇒ 2
Bēl-Ṣullulim |
Grease appears just before the doorway as Jacob's skeletal minions assume their positions. Neither Rick's nor Chester's shots find their mark, though the wolves are still blinded, incapacitating them. However, three great wolfmen race from the river bank, stopping briefly to inspect their lesser kin; they snarl at the group. The biggest barks something unintelligible and they ready for the attack.
Round three!
Aldric Beauturne |
Are the wolfmen capable of speech? Of understanding us? Aldric turns to the others to see if any of them know....
Jacob Romero |
"Quite sure they are saying 'rip their throat out', but my Homo Lupus is a little rusty," Jacob says sarcastically. "But you are welcome to use diplomacy. Here's mine," He says lifting a crossbow from its harness at his hip. He pulls the string back with a grunt of effort and prepares to shoot at anything that gets near the door. Meanwhile, Rick and Morty continue their previous orders.
Morty the Tank: Standard - Total Defense AC 24.
Rick the Archer: Standard - Fire at first wolf in sight.
Attack: 1d20 + 2 ⇒ (3) + 2 = 5Wonderful.
Damage: 1d8 ⇒ 4
Jacob: Move - Draw light crossbow. Standard - Load it.
"Shoot better damn it."
Aldric Beauturne |
Are lycanthropes common enough to know about? What would I need to roll Nature? I am genuinely curious if there is a sliver of a chance I might be able to talk to them. They are evil, we are sort of evil. We want to take over things...they like attacking things? It could be a beautiful arrangement...if we can beat them into submission or appeal to them somehow...