| DM - Voice of the Voiceless |
A rudimentary sled is easily fabricated out of some branches and cloth. It ain't pretty, but you are fairly sure it will hold up well enough to allow you to take the vault's contents with you.
You set off, approaching as close as you are comfortable to Vankerman's campsite without alerting the sentries. Do you dare approach closer?
Just a short reminder that in order to advance plot I generally need defined actions. If you only speak it, I assume that you are just standing around talking.
If you declare it as an in-character action, like 'Bongo starts walking towards the camp' it makes it easier on me. Your squaddies still have the chance to reach out and stop you - but it gives me a confirmed direction to work with.
| DM - Voice of the Voiceless |
Sentis creeps closer and is able to get a closer look. The two porters on sentry are standing almost completely still, not even moving to swat at mosquitoes. Their face is covered with a chalky white substance and you cannot see the pupils of their eyes, despite the fact that they are open...
The rest of the camp is still obscured by the treeline, so you would need to come from a different angle to peer within. The jungle is quiet, and you hear no voices ahead.
| Sentis Spinis |
...wow, those poor porters look out of it and a bit creepy...almost enspelled...let me take a look around...
The druid will skirt wide around the camp and come upon it from the other side.
...i wonder where Vankerman is?...
Stealth - 1d20 + 6 ⇒ (18) + 6 = 24
Perception - 1d20 + 10 ⇒ (19) + 10 = 29
| DM - Voice of the Voiceless |
Skirting the camp and keeping well out of sight Sentis tries for a better look. You can see a few more porters with similar dispositions from where you are..... And wait but you recognize one of the ones that slunk away whilst you dealt with the boggard!
There is a fire burning at the front of Vankermans tent, but the flaps are currently closed. To the left of the entrance you see Vankerman bound with rope, and he is in a bad way. One eye swollen shut and blood streaming from his mouth down his front. He is alive, but unconscious. You cannot see Musangi, but you hear some muffled sounds from within the tent.
| Sentis Spinis |
...oh no! i need to tell the other Wolves...we need to save Vankerman...
The half elf will creep away from the camp and return to where the Wolves were packing up the loot and approach Blaze.
Stealth - 1d20 + 6 ⇒ (17) + 6 = 23
Hey Sunny, I snuck around a bit and it looks like somebody has the porters enspelled and taken Vankerman captive. He's all tied up and in a bad way. I didn't see Musangi though. Orders?
| Drannigan "Doc" Piper |
if we don't we get to keep all the treasure to ourselves."[/b]
"An get a rep as a merc company tha' comes back wit' more loot than they c'n carry but no' th' folks tha' hire'd 'em?" Doc says skaking his head. "No' worth it in th' long run."
Looking to Sentis, Doc chews one end of his thick mustache. "Enspelled how?"
| Sentis Spinis |
Sentis looks around at all of his squadmates before answering.
I...Im not sure Doc. My knowledge of such things is limited. All I know is that they appear to be in a stupor. Theyre eyes are rolled back in their heads and theyre not even swatting at the mosquitos and no native would do such a thing. I even saw the one that 'wandered' off on us back at the village. Same tactics as the boggard attack Blaze?
| Memluk "Blaze" Seljuk |
"I suppose it could be more boggards, which would just be really annoying. Grusk, I have an idea. Fire an arrow in their general vicinity, not to harm them, but to see if they react. If they don't, I say we sneak around back and try to just snatch and grab Vankerman and run."
| DM - Voice of the Voiceless |
Ok, so what I have garnered is a warning arrow fired close to but not hitting the porter sentry, then waiting for a reaction.
Apart from that the general plan is to lightning strike in and attempt to retrieve Vankerman.
IC post will come up tonight when I have enough time to write it out in detail.
| DM - Voice of the Voiceless |
The squad pads quietly forward into position near the porters. You are roughly 40ft away before you dare not come any closer as a group as you might be discovered. At an imperceptible signal from Blaze, Grusk stands and sends a bowshot sailing in front of the sentries. The aim is good and the arrow sails clearly in full view of the porters, though does not strike them.
The reactions of the men are slow and ponderous, as though they were pulling themselves free of treacle - but they certainly saw it. One issues a low mournful sound, while the other starts walking forward scanning the bush with it's pupil free eyes.
Blaze: 1d20 + 9 ⇒ (5) + 9 = 14
Cort: 1d20 + 4 ⇒ (17) + 4 = 21
Sentis: 1d20 + 2 ⇒ (17) + 2 = 19
Kaavel: 1d20 + 3 ⇒ (15) + 3 = 18
Doc: 1d20 + 2 ⇒ (3) + 2 = 5
Grusk: 1d20 + 4 ⇒ (7) + 4 = 11
Darkbiter: 1d20 + 5 ⇒ (12) + 5 = 17
Porters: 1d20 + 1 ⇒ (8) + 1 = 9
Action Tracker (Round 1): Cort, Sentis, Kaavel, Darkbiter, Blaze, Grusk, Porters, Doc
Over to the wolf pack...
| Sentis Spinis |
If he can get passed the Sentries without coming within their reach (and provoking AoO) then Sentis will lead the way towards where he saw Vankerman drawing his scimitar.
This way!
Perception - 1d20 + 10 ⇒ (3) + 10 = 13
If he cant get passed them with getting attacked then he'll attack. this first sentry.
Attack - 1d20 + 5 ⇒ (7) + 5 = 12
Damage - 1d6 + 4 ⇒ (1) + 4 = 5
| Kaavel |
Kaavel goes into an orthodox stance than follows after Sentis. He looks at the porters as he follows.
If we have to attack going to do non-lethal damage to any I attack. Otherwise same as Sentis only attack if we have to get past them.
Attack and Damage Rolls
1d20 + 4 ⇒ (5) + 4 = 91d6 + 3 ⇒ (1) + 3 = 4
Bad rolls.
| Memluk "Blaze" Seljuk |
"Well, that's interesting. One of you scouts should probably try to sneak in and find out if we have any unwanted guests. If we do, it might actually be prudent to rid ourselves of them now. I would have liked to just snatch Vankerman and run, but I get the feeling that won't be possible" Blaze says quietly as he moves with the others towards their captured employer, scimitar out and ready for trouble.
| DM - Voice of the Voiceless |
Action Tracker (Round 1): Cort, Sentis, Kaavel, Darkbiter, Blaze, Grusk, Porters, Doc
Cort, Sentis and Kaavel move forward reaching just beyond where the sentries stand. As you pass the 'porters' their heads turn to track you and one begins to turn to follow.
Will give you an update on what lies within the camp after Darkbiter's action is resolved.
| DM - Voice of the Voiceless |
Darkbiter - you can retcon in an action for the first round. Just keeping this rolling.
One of the gate sentries turns and moves to attack Cort, as he was the first target to present itself. Cort - resolve the readied action on your round Lumbering forward, the porter strikes with closed fist.
Attack: 1d20 + 4 ⇒ (7) + 4 = 11 for 1d8 + 2 ⇒ (2) + 2 = 4
The second porter continues his low moan, with a loader volume.
You have heard of a type of dark magic that can enslave a person's mind while they still live. Opressing their thoughts and making them act as though zombies dominated by their creator...
Action Tracker (Round 2): Cort, Sentis, Kaavel, Darkbiter, Blaze, Grusk, Porters, Doc
| Kaavel |
Seeing a Porter try to attack Cortland, Kaavel moves to strike at the porter.
I think I am close enough to move and still flurry of blows if not I will post both.
All attacks will be for non-lethal damage.
1d20 + 3 ⇒ (7) + 3 = 101d6 + 3 ⇒ (4) + 3 = 71d20 + 3 ⇒ (5) + 3 = 81d6 + 3 ⇒ (1) + 3 = 4
1d20 + 4 ⇒ (14) + 4 = 181d6 + 3 ⇒ (2) + 3 = 5
| DM - Voice of the Voiceless |
You are to the side, and could reach either the main entrance, or a side entrance depending on which you prefer.
| DM - Voice of the Voiceless |
Kaavel's flurry of fists does little to impede the porter, though Blaze lands a glancing blow with the butt of his scimitar.
Sentis and Darkbiter both draw near Vankerman's tent, albeit from differing directions.
Action Tracker (Round 2): Cort, Sentis, Kaavel, Darkbiter, Blaze, Grusk, Porters, Doc
Damage Tracker:
Porter 1: 0
Porter 2: 3 non-lethal
| DM - Voice of the Voiceless |
Cort manages to strike the first porter with the flat of his blade twice, staggering the man a little but not sending him to the ground.
The porters attack back at the squad, the moaning one having stopped it's noises.
Cort Attack: 1d20 + 4 ⇒ (19) + 4 = 23 for 1d8 + 2 ⇒ (8) + 2 = 10
Blaze Attack: 1d20 + 4 ⇒ (9) + 4 = 13 for 1d8 + 2 ⇒ (7) + 2 = 9
The whispered sounds within the tent grow louder, and you can make out a single voice chanting in a language that sounds close to Polyglot, but not quite.
Action Tracker (Round 2): Cort, Sentis, Kaavel, Darkbiter, Blaze, Grusk, Porters, Doc
Damage Tracker:
Porter 1: 12 non-lethal
Porter 2: 3 non-lethal
| Drannigan "Doc" Piper |
The whispered sounds within the tent grow louder, and you can make out a single voice chanting in a language that sounds close to Polyglot, but not quite.
"R'ight. We won't be 'avin' none o' that, thank ye." Doc says with a sneer. Downing a vial from his belt he cracks his neck and begins to run forward, slow at first but gaining speed and momentum, and somehow, size...
Enlarge Person elixir.
Instead of stopping at the tent, he instead simply grabs the bottom corner nearest the door and continues to run, ripping up ropes and tent stakes, folding the tent under around on itself, and dragging it all along with him, heaving himself in a circle at the end of his charge like a hammer-thrower and bringing the mess that used to be a tent into the ground as hard as he can.
Doc adds the tent and everything in it to his inventory. Forcibly. I'm guessing after repositioning last round Doc was about 20 feet from the tent. He moves forward another 30 feet, grabbing the tent on his way by.
Doc's current mass- about 1200 lbs
Doc's current drag weight- 1750 lbs.
I have no idea what effect this might have on the objects and creatures inside the tent. I'd imagine it will be surprising at the very least.