Memluk "Blaze" Seljuk |
"If we're sending in scouts, it can only be Grusk. We need Sentis to drive the wagon in case we gotta charge the gate and rescue him." Blaze says, directing his teammates.
"Doc, if ya got anything to help the ugly one remain undetected, that would be most appreciated. Otherwise, let's load up on the offense, big time"
In other words, Doc, get to cooking awesome, if you haven't already
Grusk II |
"So yer needin closer scoutin, fine I am going fer another look see, one question if I catch one nappin do I kill it err let it live?"
Stealth
1d20 + 15 ⇒ (2) + 15 = 17
Perception
1d20 + 9 ⇒ (14) + 9 = 23 +2 monsterous humanoids
Initiative
1d20 + 4 ⇒ (18) + 4 = 22
DM - Voice of the Voiceless |
Armed with Doc's elixir of invisibility as well as his prodigious skills at skulking Grusk moves nearer to the beasts as though a ghost. Taking up a position much nearer, you are able to glean some further information about what dwells within the gatehouse proper.
This is a huge gatehouse, forty feet tall and built of massive, cyclopean stones. The portcullis at the center of the tower is closed, but the walls to either side of the gatehouse are shattered into ruins. The building itself is badly damaged by siege weaponry.
The rear wall has collapsed exposing stairs that lead to the second level. From the outside there does not seem to be too much to the structure - and what is left has been perverted to act as a dwelling.
Making a reasoned guess on the amount of clutter and debris Grusk wagers that the tribe of the strange creatures likely numbers in the range of 20 to 30. The beasts seem to carry themselves with a fair degree of skill, but their weapons and armor is primitive at best. They chatter amongst themselves in a language that you cannot make heads or tails of.
After a minute or so of observing, Grusk gets lucky - he spies a single creature making it's way to the tree-line adjacent to where he is lying in wait...
Grusk II |
Grusk knows this creature is going for a bit of business and will see if he can talk to the creature in any language he knows, if nothing else the alarm will be raised and a group of the creatures would strike out towards him......
In Orcish he whispers....
"This way everyone, good food kills fast!"
"Yeah tasty!"
DM - Voice of the Voiceless |
Sorry for the short delay - had an epic couple of days for work.
As Grusk continues to try and bait the creature away, it's features frown in concern and it turns and canters back to the gatehouse. It draws near to the other few of the creatures and they begin to chatter excitedly in a dark and fluid language.
Grusk remembers Doc's warning about the philter of invisibility's duration and wagers he's not got long remaining. He could make for the gatehouse at a run... but once within he wouldn't have much time to get out of sight or risk discovery.
DM - Voice of the Voiceless |
Blaze and the rest are out of line of sight, give me a Perception roll to see if you can make out anything of interest.
Grusk hustles across the open area and past the conversing creatures. Entering the gatehouse he finds the ground floor given over to a living space, spotting about fifteen of the creatures milling around. No beds though, leaving him to suspect the second floor is where those lie.
DM - Voice of the Voiceless |
Grusk paces quickly through the room and upstairs, finding another room with mostly open space - but also strewn with bedding and mundane belongings. There are about ten of the creatures in various states of rest, but Grusk spots a curtained off space in the corner against two stone walls that might provide some degree of hiding. The bedding within appears unoccupied for now... and the potion's effect is failing...
Just need a Stealth check (without Invis) to demonstrate how well you hide... and also what you intend to do thereafter.
Once I've got that I'll update for the outsidians.
Memluk "Blaze" Seljuk |
"I'm guessing we probably need to go recuse the ugly fool. Give him another minute or two."
Looking for their druid, Blaze says "Sentis, you're needed, hop into the driver seat, and get ready to go bustin in there."
Has Doc cooked up any other awesome stuff for us?
DM - Voice of the Voiceless |
Grusk finds himself well ensconced away within his hiding spot.
Back with the others - you find that Grusk's time on the potion is well exhausted and he has not returned... Also you note in the distance a group of four of the centaur like creatures making it's way through the brush where Grusk headed to initially.
Drannigan "Doc" Piper |
I can mix potions and stuff in batches. During the two hours it took to make Grusk's potion I could theoretically have cooked up a lot of alchemical stuff. I make mundane alchemy stuff super fast and cheep. It's pretty safe to say that anything you want, you can probably get. As far as real magic goes, I don't have anything else for you.
Doc watches the sentry take off and curses.
"That ain't a good sign. Let's move, Lads!"
Sentis, you're driving. Take it away.
DM - Voice of the Voiceless |
Sentis whips the reins and the ankheg rear and get to moving. As the battle ready wagon lurches into motion, the advance group of centaur like beasts takes immediate notice, and after a few seconds of confused watching - turn and make to run back to the guardhouse. Chattering voices can be heard streaming from the four, and there is some interest at the guardhouse - with more of the creatures appearing.
DM - Voice of the Voiceless |
My last post (ten days ago) had the wagon being driven towards the gatehouse while the four scouts fled and the creatures began to gather at the gatehouse.
For me to advance the plot I actually need engagement from players and an idea of what you're doing. Grusk posted his intent, and I think both Doc and Sentis were waiting on Blaze providing some leadership to the scene?
Blaze's last in thread post was a question to Doc and a 'get ready' statement rather than a clear action.
"Ace" |
Yea, I had thought, based on prior tactical discussion, that the intent was clear. No worries will recitfy
Blaze hops in one of the gunner seats, and directs Doc to man a weapon as well. "Blow them to pieces if they don't clear a path for us or get in our way. Grusk needs his hide pulled outta the fire again"
DM - Voice of the Voiceless |
The battle-wagon rolls ominiously towards the gatehouse led by it's insectoid beasts of burden and with nascent threat offered by the manned guns within it's innards. The centaur-like creatures gather, then begin to spread out to the wagon's flanks - keeping their distance while also remaining wary of disposition and baring claws.
One of the larger creatures calls out in a gurgling and guttural language... but you cannot understand it's words.
You are within 50-60ft of the gatehouse, and the beasts have backed away about 40ft distant from the wagon. Ball is in your court for immediate response to the words in a language none of you speaks.
DM - Voice of the Voiceless |
Doc downs the extract halfway through the speech and picks up upon the last of it "...green demon steeds that paw the earth. Leave us to our rock, we want no fight with it."