| Cynerik Salt |
The tower erupted into chaos as the spirits rose and enacted their lost lives, the sight of them shaking some of his companions to the core. He couldn't deny it, he felt that same wave of fear running through his spine but as he clutched the holy text, he felt a surge of strength come through him.
"Do not fear them! Avert your eyes and pray with me! Pray, quickly!" Cynerik would do what he could to aid those who felt themselves be shaken, guiding the more stable among them to gather them together by the fire. Ghosts moved through the air, silently and ghastly, but he would open the holy text and search through it. In the dim light of the fire, Cynerik would begin to read.
Dawn from on high, visit us
to shine on those who live in darkness
and the shadow of death
to guide our feet into the way of peace
Cynerik would try to get those who could to repeat the words with him, grasping those that he could by the hand and leading them through prayer. He words shook as he spoke them, fear threatening his heart in every moment, but eventually the darkness of sleep claimed them and soon, it claimed him too.
Cynerik woke to the smell of fresh eggs being cooked, the scent of it bringing a smile to his face. Though his body ached still, it was more from the roughness of the ground and less from the strike upon his side. He would come close to the fire, gathering what he could and eating happily before nodding to Brinda. "Thank you." The thank you was deeper than just for the food; she had remained calm in the face of unnatural terror the night before. He appreciated her stoicism.
Rainfall began to fall in the forest, muffling noise and cleanse away the darkness of the day before. Preparing himself, he dons his armor once more and sets out with the others back into the woods. There were rumors that the village laid in the North, now they just needed to avoid that single smokestack that was closer to them than it. The rain soaks into his flesh, chilling him, but he had endured worse during his time in the militia. Cynerik marches onwards, eventually pausing with the rest of the party as they take a moment to savor the end of the rain.
"This way everyone, I think this is the right path." Cynerik will say more cheerfully today, the worries of the day before having been washed away.
Intellect: 1d20 - 1d6 ⇒ (16) - (3) = 13
Heading North!
| Kandl V'ne |
Kandl doesn't resist after he sees Toy pulling him away. He even relinquishes his blade without a fight. After calming him for a while, he drifts off into a sleep.
The Next morning:
Kandl approaches Toy and says "I don't remember much of what happened last night, but I do know that you stopped me before I harmed something important. Thank you." he then formally bows to her.
| Slugoth |
Will: 1d20 - 1 ⇒ (16) - 1 = 15
During the night Slugoth notices the ghost going about their business, they don't seem to bother anyone, at least not physically. Slugoth slept soundly the rest of the night.
In the morning he gathers his gear and is ready to depart, and follows as the group heads out. "F~#$ this forest," he mumbles as they leave the tower.
| T.A.S. |
T.A.S. still feels a bit shaken from the last night. The ghosts reminded him of his dark time with his master and the thought almost drove him crazy. To distract his mind he focussed on the path. "Let's get away from here quickly. I'd say we follow the road north."
Intelligence: 1d20 + 1 - 1d6 ⇒ (17) + 1 - (3) = 15
| bookrat |
??: 2d6 ⇒ (4, 3) = 71d20 ⇒ 10
You move much quicker along the road, despite the rains. It's simply so much easier than having to break your way through branches and brush.
Two miles into your journey, a mangy wolf bounds from the treeline. It's growl barely heard before the attack. It lunges at the smallest of the group, hoping for a quick and easy meal.
Everyone make a Perception Challenge Roll. Those who fail are surprised until the end of the round. Everyone else, decide on fast or slow init and make your action.
Surprised: You cannot move or take an action. All challenge rolls automatically fail.
| Cynerik Salt |
Cynerik joins T.A.S. upon the road, following the quicker paths there. The lack of branches and brush make the walk nearly pleasant, if it wasn't for the cool rain soaking in through his clothing all the way to his skin. "What I'd give for a proper cloak..." He mumbles softly, mud splashing quietly with every step.
Perception: 1d20 ⇒ 15
Cynerik stops for just a moment before he hears that low, hungry growl. Immediately he grabs his staff, rushing out just as the wolf attacks. "Look out!
I am going to be doing Slow initiative; moving to the wolf and attacking the wolf.
The beast is covered with mange, its wild eyes hungry for prey. Cynerik moves to engage with it and put himself once more between the innocent and danger. "Mary! Get Jericho away from it! We'll scare it off!" He shouts, closing in on the beast. The heavy staff swings through the air, aiming for the beast's face.
Attac: 1d20 + 1 ⇒ (8) + 1 = 9
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
| Sköllji |
Perception: 1d20 + 1 ⇒ (8) + 1 = 9
S!&+. I really didn't wanna fail that. Remember, you guys still have your rerolls. I think I'm the only one that's used theirs.
Sköllji is trying to shake off the thoughts of the ghosts from the night before, but his lack of sleep makes it difficult to focus on much else. He doesn't notice when the wolf leaps from the forest.
By 'smallest', do you mean the baby being carried, Mary, the shorter of the two goblins, or the dwarf?
| Cynerik Salt |
That is right! We have our rerolls. I think I would like to use mine now, honestly. A wolf can be pretty dangerous and if it is after the baby and Mary, I certainly want to fight them off.
Reroll: 1d20 + 1 ⇒ (17) + 1 = 18
| T.A.S. |
Perception: 1d20 + 1 ⇒ (20) + 1 = 21
T.A.S. sense for danger suddenly kicks in and he feels the threat before he even sees the wolf. As he spots the animal, he can see the hunger in his eyes. That wolf was not madly attacking them it was just hungry. Following a sudden idea, T.A.S. imitates deep and threatening wolf growling and barking sounds to scare it off or at least distract it.
Distraction: 1d20 + 1 ⇒ (3) + 1 = 4
Reroll: 1d20 + 1 ⇒ (13) + 1 = 14
Thanks for the reroll reminder. Gonna use mine now. Fast turn using distraction with my intelligence against the wolf's. On a success, the wolf has 2 banes on his next attack or challenge roll.
| Toy |
Nice reminder on the rerolls Sköllji, I'd also completely forgotten...
First thing in the morning: Brinda seems a little embarrassed by Kandl's thanks, but a smile lights up her face. "I'm sure you'd do the same," she says. "We're going to need each other if we want to get to safety."
Wolf attack:
Perception: 1d20 + 2 ⇒ (16) + 2 = 18
Tempted to try to use my bewitch scroll, but the odds of it working are probably not great...
Brinda grabs a bullet and loads it into her sling, then flings it at the mangy animal.
Fast init.
Sling: 1d20 ⇒ 10
Dmg: 1d3 ⇒ 3
| Kandl V'ne |
Perception: 1d20 + 1 ⇒ (15) + 1 = 16
Kandl grabbed his sack containing his food and hurled it at the wolf. Fast action, assuming that will work.
| bookrat |
Brinda's sling stone barely misses the wolf. TAS and Kandl work together to get the beast to pay attention to food instead of anyone else.
Let's make that a will attack roll.
Kandl Will vs Wolf: 1d20 - 1 ⇒ (12) - 1 = 11
Success!
Cyrenik gives it a solid whack, and the wolf grabs what food it can and runs away.
| Cynerik Salt |
The wolf takes the food and runs away from them all, eager to eat its meal. It doesn't leave unscathed, the staff cracking hard upon its side as it flees away. It disappears into the brush, out of side and eventually also out of earshot.
"Good thinking." Cynerik says to everyone, looking back at them all with a smile. "Let's get going, before it comes back. Don't forget to look for food around here.
Intellect: 1d20 - 1d6 ⇒ (5) - (6) = -1
It was an Intellect roll to find food right? I was going to follow the road but nevermind that
| Kandl V'ne |
"I'm just glad everyone is safe. I agree with him, we should get moving." says Kandl as he jerks his thumb at Cynerik. He then takes off following what he believes to be the road.
Trailblazing smarts!: 1d20 - 2d6 ⇒ (7) - (3, 2) = 2 I can't see the actual map, although the key loads just fine; The map itself just loads as a blank white piece of paper. I will keep leading us towards the village, which I believe is north.
| bookrat |
The road heads northeast, but you manage to find yourself a little too far north of it as it disappears into the brush. Someone should set up a more frequent trade route through this forest if only to make the road more clear.
??: 1d6 ⇒ 3
Fortunately, nothing impedes your way or attacks you. And as a bonus, the rains have stopped! For now, anyways.
Time: 1 PM
Next poster is up for rolling the exploration! You can also roll more than once and I'll keep you going in the direction(s) you state until something blocks your path.
| T.A.S. |
"Looks like we lost this path, again! I think we have a good enough idea now where to head to so let's just go north an ignore the road.
T.A.S. leads the group north.
Rolling two times to speed things up a little. T.A.S. will try to correct his mistake with the second exploration (e.g. if he leads the group NE instead of N he will try to lead NW next time.
Intelligence: 1d20 + 1 - 1d6 ⇒ (9) + 1 - (6) = 4
Intelligence: 1d20 + 1 - 1d6 ⇒ (5) + 1 - (3) = 3
While they make their path through the woods, T.A.S. looks out for small game to hunt with the Crossbow.
Hunting: 1d20 + 1 + 1d6 ⇒ (18) + 1 + (6) = 25
1d3 ⇒ 2
He spots a well fed rabbit and shoots it with a single bolt. That will be enough to feed Mary or one of the others for the next two days. T.A.S. attaches the carcass to his belt and will skin it during the next rest. Maybe he could trade the fur in Fletcher's Rest.
| Sköllji |
The wolf runs away faster than Sköllji can even draw his club. "Bastard leap outta nowheres! Are the wee ones alright? Great reaction time, the lot o' ye. I need te pay more 'ttention," Sköllji says, shaking his head and slapping his cheeks to wake up.
Sköllji walks off the trail a bit to look for food and make himself useful.
Perception: 1d20 + 1 ⇒ (8) + 1 = 9
"Blasted devil forest. Ain't a damn thing to eat. Shoulda caught that wolf. Weren't but skin 'n bone, but it might make for a good broth,“ the dwarf complains as he pulls a ration from his bag. "Anyone else find anythin'?"
| bookrat |
??: 1d6 ⇒ 5
Time: 3 pm
You vaguely make your way northwards, when you stumble upon a clearing. It's much easier to walk through the woods here, as the underbrush has been cleared away and many trees have been felled by an axe or saw. Some of them are freshly cut. Someone lives here.
Your thoughts are quickly proven true, as you see a man working with some lumber.
| Cynerik Salt |
Cynerik travels behind T.A.S., keeping his eyes open for anything worth eating in this damned forest. The North had different vegetation but he had talked to others along his time here of what kind of things you could eat and what could kill you. Through his travels, he learned of which mushrooms, berries, plants, and nuts were delicious and could keep a man's stomach full and which ones would have you choking on your own vomit in a few days times. Such knowledge was incredibly useful to someone used to travelling the roads by now.
I'm hoping to use my Refugee (wilderness) profession to get a boon on the Perception roll. I've also been doing Perception wrong this whole damn time >.>
Perception: 1d20 + 2 + 1d6 ⇒ (17) + 2 + (1) = 20
The forest seems to give plenty of food today, mushrooms and berries abound. Cynerik collects what he can and gives it all away to the others that are there. When asked to eat, he takes just one berry and chews it happily. "I will be fine, plenty of rations still. Please, all of you eat what you can. I'll be alright."
Some time later, they finally emerge out into a clearing. It wasn't quite as natural though, as some of the trees had been cut down and the underbrush removed by skilled hands. Cynerik looks ahead as he catches sight of a man working with lumber in the distance. At first, fear grips his heart but it soon relaxes as he recognizes the man to be some kind of lumberjack. "Thank you God for delivering us into some good news." Cynerik thinks to himself, looking towards the others.
"I'll greet the man, see how he is." With a few more steps outwards, Cynerik enters into the clearing more before he shouts to the man. "God bless you, good man! We need your help, please!" They had been skilled and able for now, certainly, but Cynerik wasn't a fool to think that they were perfectly fine. If the main force of the bandits found them or something strange and terrible came across them, these woods would swallow them alive.
| bookrat |
Wilderness profession works great for adding a boon to food searches in the wilderness. :)
The man stops his work and turns to look at you. He has a long unkempt beard and long hair, with clothing made of fur that's nearly identical to the color of his own hair.
He slams his axe into a stump of wood and walks away, waving an arm in a gesture for you to follow him.
He walks over a small hilltop and disappears behind it. Following as far as the hilltop, you see him walk to a fire pit with a pig roasting on a rotating spicket. From the looks of it, the pig will be ready in a few hours. It's more than enough to feed your entire group. He grabs a jug and pours some sort of brown liquid into a mug.
He looks up at you and gestures for you to join him, holding up the mug for you to take.
| Kandl V'ne |
"I'll go first, incase it's poisoned." says Kandl before moving down to the man and accepting the proffered mug. He nods thanks and then drinks from it.
| Cynerik Salt |
The man had a more wild appearance than he was expecting; he must've been one of those rare individuals that preferred the wilderness than the politics of the village. There was an appeal to isolation...as well as a danger to it as well. Cynerik would carefully make his way to follow the man there. The fact that the man hasn't spoken yet either put the survivor's instinct in him on edge. You never new what to expect in the woods, especially one as old as this one.
The smell of cooking meat fills his nose and it reminds him of the meals back home. They had a poacher here and there that would sometimes bring back good meat to the village for a bit of coin. How long had it been since he had such a delicacy like pig? His hunger urged him onward but still he was cautious as he approached the wild looking man. The cup was offered to them and before he could speak, Kandl was brave enough to volunteer and drink from the cup. There was a moment of hesitation as he gripped his staff just that much harder. Yet the goblin didn't seem to keel over and fall down quite yet.
What Cynerik happened to notice was the man was not wearing any furs; he was the furs. His eyes widened at that prospect, both that the man was nude in the forest and that he had that much damn hair upon him. "Good god, man, doesn't the cold and rain bother you?" Cynerik asks incredulously, still chilly from the damp clothing that he wore.
| bookrat |
Kandl takes a sip and realizes that it's beer. It's good beer. Good quality anyways - whether you enjoy a dark beer is another question, but this man has brewed his own dark beer.
In response to Cyrenik's question, the man grunts and shakes his head no.
| Sköllji |
Sköllji approaches cautiously when they see the man, eyes not leaving the axe until it's planted firmly in the stump. As the others attempt to speak with the man, Sköllji examines the axe for quality, use, and any blood stains.
I don't trust this guy at all. Why would he be fine in these woods with all the horrors in it? Somethin' doesn't add up.
When the man offers Kandl the drink, Sköllji panics a bit, but quickly calms himself. When the goblin drinks it, Sköllji starts running through scenarios in his head.
He wouldn't give us something that would kill us right away. My guess is it's a sleeping drug. Or maybe the pig's poisoned. As long as too many people don't drink, I can drag some sleepers out.
Sköllji will politely decline any food or drink offered, and will step in if the beer is offered to any of the younger members. "Not old enough fer that."
| bookrat |
[ooc]Note that there's only a single mug that must he passed around. And the man will take a swig or two as well if it's passed to him. For all the world, it seems like he lives completely alone here. One mug, one plate, one set of utensils, one small hut that's just barely big enough for him. There's no table, but there are a few "chairs" that have been made out of tree trunks.
If you stay longer than an hour (necessary to partake in the pig), then the lumberjack will bring over a few more cut logs to serve as chairs - enough for the entire group.
| bookrat |
The question is: are you staying for dinner or going?
Through some limited time spent with him, the man seems relatively pleasant. Well, despite the lack of clothing and the fact that he doesn't talk to you. He seems to communicate through his eyes, mostly. Looking at you, then darting his eyes to something he wants you to take. Or using simple hand gestures to tell you to go somewhere.
Mary looks to TAS, Can we stay? Please? That meat smells so good. And the weird man seems kind.
The following bane can be removed by anyone with a profession or ability which grants insight on the nature of man or the nature of hermits.
| Toy |
I'll submit that Toy's experiences as a prostitute give her a pretty good understanding of the nature of humanity - in particular, her sense of danger is well-honed, and she knows how to spot the signs of predatory or dangerous behaviour, in women too, but especially in men. I'll roll the bane in case that doesn't get GM's approval :)
Brinda gets a good initial feeling about the strange man, but she watches him closely as they follow him to his fire.
Intellect: 1d20 + 1 - 1d6 ⇒ (12) + 1 - (2) = 11
| Sköllji |
Having spent most of his life manipulating people into action or deterring them, Sköllji can read people pretty well.
Intellect: 1d20 ⇒ 4
But the hermit was an enigma. Without words to speak, the dwarf was at a loss.
Sköllji pulls aside Cynerik as they're drinking. "I don't trust this guy. An' it's not cause he's hairy as a badger. He's alone out here in the woods. The woods that have almost killed us e'ry step o' the way. How is he surviving? Why haven't the bandits killed 'im? Why did he have this big pig ready and waiting fer us? He ken't eat that whole thing 'imself. He knew we were coming, or someone else might be. Maybe he's in league with the bandits, or maybe it's something worse. I think we should get out of here."
| Cynerik Salt |
Intellect: 1d20 - 1d6 ⇒ (15) - (5) = 10
In his time with the strange wildman's company, Cynerik generally found himself growing at ease. He couldn't speak but he understood them all. He had an axe that he left somewhere off to the side and shared his drink with them as well. Despite being nude, incredibly hairy, and nonverbal, he was treating them all well. The pig smelled so good as well, making Cynerik's stomach twitch in anticipation for something more than game and berries.
When Sköllji grabbed Cynerik by the arm and whispered to him, Cynerik would look back at the man and shake his head softly. "When I traveled alone, I was safer than if I was in a crowd. I only had to look out for me, made less noise, I was left alone more.." He gestured to the man's small hut nearby and the simple living he had made here at the moment, a small smile on his face. "He lives simple. One set of everything. I think...I think he just forgot how to speak. He's been out here so long, he hasn't had to." Cynerik's tone was both impressed and sad for the man's condition. It was one way to live but not one that Cynerik ever wished for.
"I think...just maybe...we should take the little miracle we have here, warn him about the bandits to the south, and enjoy the food we're being offered. We could all use the break from the misery, wouldn't you agree?" Cynerik would lean in a little closer, whispering to the dwarf. "And if you and I see anything strange at all, we'll leave. No questions asked. Fair?"
| Jexen the Aged |
Earlier
Jexen, how do you know so much about geography if you don't remember anything past last week? Mary asks, innocently. How come you can't hunt, like TAS?
Jexen turns to Mary.
"Skills are different to memories. My hands know how to hold a sword and shield, my eyes how to read maps. But I do not remember when I learned these, or how. It is strange to me, but it is how it is."
I will not tell her how frustrating it is. She is a child and does not need to carry my burdens also.
He is so wrapped up in his thoughts, that the matter of the wolf is resolved before he can react.
Foolish.
Now
Intellect: 1d20 - 1 - 1d6 ⇒ (15) - 1 - (3) = 11
In a quiet voice, Jexen speaks to Brinda.
"I believe that he has taken to these woods very well. Too well, and has forgotten how to speak. We should feed those who need to eat, and warn him of the danger the bandits pose. In simple terms."
| Sköllji |
Sköllji looks frustrated like he wants to argue with Cynerik more, but this is probably the best response he'll get.
"Yer a little ray o' sunshine, ain't ye? ...Fine. ANY sign." Sköllji pats Cynerik's back, as close to his shoulder as he can reach, and rejoins the group.
| T.A.S. |
Intelligence: 1d20 + 1 ⇒ (9) + 1 = 10Removing the bane as T.A.S. and Mary lived alone in the wilderness as well.
T.A.S. nods to Mary. "He looks like he didn't have visitors in a long time and might need some company. We always had each other but he is all alone."
Looking around at the others he asks: "I think we should take a small rest and enjoy the roast. Is anyone against that?"
Unless someone does not want to stay, T.A.S. hands the rabbit he shot earlier to the hermit as a gratitude for the "invitation" to eat with him.
| bookrat |
I'll call that enough votes to stay.
The next few hours passes peacefully as the pig slowly cooks over the fire. The woodcutter occasionally rotates the pig, and he shares his beer freely.
As the time comes, he removes the pig from the fire and lays it on a "table" (really just a tree trunk large enough to serve as a table). However, he doesn't let anyone touch it for another hour.
Finally, asfter mouth watering torture, he cuts into the pig and starts serving it, taking generous portions for himself.
Everyone is fed for today and you have plenty of food for tomorrow.
Time: 7 pm
The man, despite his oddities, seems genuinely happy. Happy to have company, happy to be serving food, happy to be sharing his beer.
Roll 1d6. On a 1-3, you've partaked in too much beer. On a 2, make a Strength Challenge Roll or suffer an additional bane on all rolls tonight, and a -1 on rolls tomorrow from your hangover. On a 1, do the same, but you have a Bane on this challenge roll. On a 3, you have a boon on this challenge roll.
As the day stretches on, he seems to be getting more and more worried - more paranoid. Closer in the evening, he keeps looking to the sun.
About an hour or so before sunset, he starts acting very strangely. He gestures for you to leave, making a shoo-ing motion with he hands. He points Eastward and stomps a foot on the group, jabbing his hand repeatedly. Those who don't comply immediately he starts growling at. His actions become more erratic and paranoid the closer to night it becomes.
| Sköllji |
After relaxing his guard a bit, Sköllji finally cannot resist the temptation of the floating mug and partakes in some beer. "By the beard of Vesalius, this is some damn good beer! Best I've had in a long time!"
Boozing: 1d6 ⇒ 4
Sköllji drinks his fill, but doesn't get TOO drunk. As the night gets closer and the hermit begins acting strangely, the dwarf turns to Cynerik, "How's that fer a sign?"
| Kandl V'ne |
Satisfied that the liquid is not poison, Kandl waves the rest of the group over.
during dinner, Kandl will do his best to show high spirits, but inside is a different matter. There are moments where he just stares into the fire without responding.
As the man motions for the group to leave, Kandl will look at the setting sun and say "We should do as our host asks." before bowing to the man and leading the way east.
Survival (w/2 banes): 1d20 - 2d6 ⇒ (7) - (3, 4) = 0
| Toy |
Booze: 1d6 ⇒ 4
Brinda has some mouthfuls of beer, which warm her body and spirit, and thanks the man with nods and smiles, but she declines any more after that. Once he begins to act strangely, Brinda goes on alert. Eyes wide, she looks at Sköllji as he speaks of a sign.
"Something is not right. He has welcomed us, treated us fairly, now he wants us to leave. We should leave, immediately," she says to Sköllji and Cynerik. She gathers he things quickly.
| Cynerik Salt |
Drinks Are Always Good: 1d6 ⇒ 3
Strength: 1d20 + 1 + 1d6 ⇒ (3) + 1 + (6) = 10
By the New God, thank you.
Cynerik smiles as the hours pass by peacefully now, the sharing of good beer and the warmth of the fire nearly robs away the ache of the dark nights that had come to past the last few days. Cynerik eats more than his portion of pig, savoring the fatty deliciousness of the meal. Their host's happiness, even with his quirks, ended up with Cynerik telling stories of the gossip of his old life. It was probably the most jovial that anyone had ever seen Cynerik, even before the caravan had suffered its terrible fate.
"And so....we're wondering why the pies were coming out like s~~# right? And so when we opened the door to the kitchen, there was Miss Portmer with the stable boy pounding away at her. We thought the noise was just her beating the dough but noooo, there she was! Her husband chased him with a rolling pin until he ran out of town. From then on, no one was allowed to ask her whether her bread was getting raised right!"
The stories showed a sign of a simpler life, the life of a farmer of some sort. Yet as the sun began to sink down and their host's mood began to grow worse, Cynerik could tell something was wrong. He felt pickled but he had felt worse on the long marches with the militia.
"Yes, this is the sign." Cynerik would murmur to Sköllji. He stands up and turns to the man, nodding to him once more. "Thank you. May God bless you." Kandl seemed to take the lead and Cynerik was not far behind as they headed off into the woods. They would need to travel for just a few hours, just enough to get away from whatever was bothering the strange man and somewhere safe.
Are the stars out yet? I'd like to do an Intellect check with the astrolabe to try and find our direction and maybe negate a bane for traveling
| bookrat |
??: 1d6 ⇒ 1
??: 1d20 ⇒ 5
??: 1d3 + 2 ⇒ (2) + 2 = 4
Botting Slugoth
Slugoth Drinking: 1d6 ⇒ 5
Kandl, due to the wood cutter clearing the area, I'm going to remove those two banes for this roll. Unfortunately, it doesn't help.
However, since you didn't roll a Drinking Check, I'll use that first roll instead. There's a risk of getting drunk for you.
Kandl Drunk?: 1d20 - 1 + 1d6 ⇒ (20) - 1 + (4) = 23
Kandl and Slugoth are both fine; neither having drunk too much beer.
Kandl leads the group onwards and away from the lumberjack. Confidently, he leads the group northward (depsite him attempting to go eastwards), and you're one mile closer to town.
Map Updated.
Time: 8 pm.
Lighting: Shadows; sunset
As the stars start to slowly come out, Cyrenik uses his knowledge of astronomy to help guide the way. Anyone with a profession that reads the night sky can remove one bane from the travel checks.
Not too much longer, you hear a voice, Oy! There they are! You see four bandits emerge from the trees, giving away their positions. They're all dressed up in brigadine armor with shields and clubs. They all have Longbows, but only one of them has it out. The other three all have it strapped to their backs.
Declare an action and/or movement. If you pick one, then you're on fast init. If you pick both, you're on slow init.
| Jexen the Aged |
Earlier
"Now, Mary, make sure that you eat well."
There may not be a decent meal again for some time.
****
Jexen makes sure that Mary and Jericho are moving safely away from the camp, but not before turning to the hermit and saying:
"Thank you for your hospitality. Stay safe."
Now
Jexen holds sword and shield fast, and begins advancing through the bushes to flank the foe from their left hand side. He aims to slash the nearest bandit.
Fast initiative: move. Slow: attack nearest bandit.
Sword: 1d20 + 1 ⇒ (17) + 1 = 18
| Cynerik Salt |
Cynerik's body wished for nothing more than to just lay down and rest, let the delicious food in his belly digest and get a comfortable night of sleep. They were right though; they had to keep moving and find someplace suitable to sleep. Yet as they pushed through the foliage as the the last of the sun's rays of light spilled red across the sky, he heard that terrible shout of discovery.
There were more of those damn bandits, enough to make his stomach turn lightly as he growled. "Try to take them down one at a time but someone, get in that bowman's face." Cynerik would move with Jexen now to the closest bandit, taking the staff and swinging it fast.
Slow initiative. First move towards closest bandit, then attack
Attack: 1d20 + 1 ⇒ (10) + 1 = 11
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
| Slugoth |
How did those idiots ever think they would get wagons through this forest, the road literally vanishes every mile. The Orc doesn't say much during the meeting and dinner, and when the man begins acting strange he doesn't have to be told twice to be on his way.
Bandits! shouts the Orc who draws his sword and charges the wicked outlaws.
Sword: 1d20 + 1 ⇒ (2) + 1 = 3
| Sköllji |
"Feckin' pricks 'ave found us again. Someone get the children te safety! It's 'bout time we put an end te this lot. I ken see en the dark. Anyone not acclimated te the dark should protect the children. Ye'll just get yerself killed and the wee ones'll need ye more. I'll keep 'em busy."
Sköllji shouts as he draws his club. "Alright ye thrice damned sons o' harlots! I'm right pissed and ye've gone an spoiled me night. I'm sick of lettin' ye off wit a warnin'! Prepare for death!" The dwarf charges toward the closest bandit, tearing through the forest like a beast.
I'll roll an attack in case I'm close enough to get to them. Slow action.
Club Slam: 1d20 ⇒ 15
Damage: 1d6 ⇒ 6
| bookrat |
1d6 ⇒ 6
Fast
Kandl moves up to harass the bandit.
The three melee bandits all move up to engage the group.
Kandl, If you moved to the archer, then take no futher action. If you moved to one of the other bandits, then take a Triggered Action (AoO)
Brinda launches a stone with her sling, panging loudly against the man.
Sling: 1d20 - 1d6 ⇒ (18) - (2) = 16
Damage: 1d3 ⇒ 2
Slow
Of the three to charge in, only Sköllji and Jexen land a blow.
Jexen Damage: 1d6 + 2 ⇒ (3) + 2 = 5
TAS moves in to attack with a dagger, helping out Sköllji, but the blade deflects off the bandit's shield.
Dagger: 1d20 - 2 ⇒ (11) - 2 = 9
The three bandits who charged forward all attack, one on Sköllji, one on Slugoth, and one on Cyrenik.
Bandit vs Cyrenik: 1d20 + 2 ⇒ (4) + 2 = 6
Damage: 1d6 ⇒ 2
Bandit vs Sköllji: 1d20 + 2 ⇒ (19) + 2 = 21
Damage: 1d6 ⇒ 1
Bandit vs Slugoth: 1d20 + 2 ⇒ (14) + 2 = 16
Damage: 1d6 ⇒ 2
BCJKMSkSlT: 1d8 ⇒ 5
The archer takes aim at the group and fires.
Archer vs Mary: 1d20 - 1d6 ⇒ (5) - (3) = 2
The arrow lands solidly in a trunk near the girl, and she screams.
Everyone is up!