| Velcore Valiantheart |
Velcore will move into the room where the prisoners are and look at there wounds. "I am a healer I can help." ...I wonder how they got here..
Heal: 1d20 + 7 ⇒ (8) + 7 = 15
Sense Motive: 1d20 + 7 ⇒ (20) + 7 = 27
| Bryce Sidanris |
While Cananthir is searching the room, Bryce assists Trane in freeing the prisoners. While doing so, Bryce tries to make sure that none of them is hiding anything on their person.
Bryce intends to frisk them quickly (he does not want to take anything, just to make sure there are no surprises), under the disguise of helping to set them free. Not sure if this should be Sleight of Hand or Perception check, so I'll roll both.
Sleight of hand: 1d20 + 8 ⇒ (13) + 8 = 21
Perception: 1d20 + 10 ⇒ (17) + 10 = 27
Story Master
|
Man #1: Thank the Gods you are here! I have been a prisoner for days! Every once in awhile that Ogre would grab a prisoner, and then we would never see him again! I'm just a simple merchant...these bandits are a menace to us all!
Man #2: Thank you, thank you! I was certain we were going to perish. It is bad enough to get robbed...but to be trussed up for Ogre food after that? (He shudders...).
The Gnome is unconscious.
Cananthir searches the room. The only other items of potential value are the Ogre's Great Club and Hide Armor, both of Large size. The club is basically just a tapered log, and the hide armor is absolutely filthy, full of questionable stains (doesn't smell very nice, either).
| Velcore Valiantheart |
Kneeling down next to the gnome Velcore will treat his wounds.
Heal Deadly Wounds: 1d20 + 7 - 4 ⇒ (10) + 7 - 4 = 13 Well that didnt' work but I have no heal spells left
Cananthir Acalimon
|
Hearing Velcore state he's exhausted Iomedae's divine healing for the day,
"What about the wand you found? The healing one.
Anyways, worst case, we barricade ourselves in this room and sleep for the night."
| Garm Stoutsole |
Can I see anything about the gnome that would give away his/her identity? Anything from clan name to if he/she is a notable mercenary in the region etc...Looks like I might be returning that hammer sooner rather than later.
Perception: 1d20 + 6 ⇒ (12) + 6 = 18
Know(Local): 1d20 + 7 ⇒ (11) + 7 = 18
Such despicable treatment of these prisoners...one of them my own kin! We should have done far worse to those blaggards. Although if my suspicions are correct, those fellows from the shop may be a lead to exacting vengeance and perhaps coming to the root of the problem.
I borrow the Cure Light wand from Velcore and use it on the gnome to assist in his/her recovery.
Cure Light Wounds: 1d8 + 1 ⇒ (8) + 1 = 9 Please mark off a charge whoever is the wand's custodian.
Is the gnome a male or female?
| Velcore Valiantheart |
Eyeing Cananthir with a stern look he grabs the Elf by the arm and turns him from the prisoners. Whispering in Carp's ear. "A wand of healing is not to be use lightly but if we need it to save the gnomes life then so be it. I am not sure I trust these folk yet."
With Garm's insistence of the wand Velcore gives it up reluctantly.
Story Master
|
With a healing spell applied, the Gnome regains consciousness. He sits up and grabs his head: Oh, my...I'm surprised I'm not dead! Who...what... he looks around and realizes he and the other prisoners are freed. Thank you, thank you! I am certain I was going to be the Ogre's next meal! I presume, since you are here, that the nasty brute is vanquished?
Man #1: Barkob is my name...I was traveling to Hommlett with my wares, and was waylaid and robbed by a bunch of bandits! Not only did they steal everything I had, but they took me prisoner!
Man #2: That's how I arrived as well...taking the old road shortcut between Nulb and Hommlett. I am Grundley, and I have no idea what happened to my wagon and goods, because somehow I was ambushed and struck in the head. When I woke up, I was tied up and a prisoner in this place.
Gnome: I should introduce myself...Gerbo Namfoodle is my name, and I travel this area on a regular basis, buying and selling odds and ends. I dabble a bit in magical items, so I suppose that made me a target for being robbed. It has been relatively peaceful in these parts for several years. If travelers are at risk of robbery and injury, it will not bode well for commerce in this land.
| Trane Loften |
"If you are using non-replenishable magic, we are headed back to drop these folks off. We pack everything up and look to sell it. Gerbo can help us get a better price than we have up to now. Load everything on the wagon so we can head back."
Trane looks to Garm:
"I agree with Velcore on this one. Normally priests are best equipped to ration healing resources."
| Garm Stoutsole |
To Velcore: My apologies, Master Valiantheart I was simply overwhelmed at the sight of my fellow in such a state that I lost my head. I swear it shall never happen again...without a much better reason.
To Gerbo: Nanfoodle? of the Nackle clan? I was hoping I would run into more of my kin out this way! The name's Stoutsole, Garm Stoutsole. Of the Shoutshine Stoutsoles. I am but a mere peddler of alchemy but your fine wares have reached even the ears of one such as I. Perchance would you have lost your hooked hammer? If that is the case I can point you in the right direction to get it back. I warn you, the traders in town are a shifty lot.
Story Master
|
Gerbo: Why yes, I am of the Nackle clan! And I have heard much of the Stoutsoles. The loss of my hammer is the least of my problems...those ruffians stole everything! My coin, my wares...everything! I'm lucky to still have these clothes I am wearing!
Is the group now heading back to town? Or, are you going to continue exploring the moat house underground passages?
| Bryce Sidanris |
I'm all for still exploring, but will go with whatever the majority decides
Seeing that Prisoners are well taken care of, Bryce goes back to the hallway and approaches the stairs leading down. Once there, he observes and listens carefully, trying to get any glimpse of what lies bellow.
Perception: 1d20 + 10 ⇒ (13) + 10 = 23
| Kalizama |
Garm, you did exactly the right thing using the wand of healing on the gnome! That's what it is for!
I agree with Carp. We should see who/what is down there talking. That is what we came back here to do, finish clearing this place out.
Having said that, I cast light on my crossbow and go down the hallway and head down the stairs after saying to Bryce and Carp, Come on. Who wants to go first?
| Velcore Valiantheart |
Velcore tries to stay a quite as possible. ...surprise will be are biggest advantage now with my powers waning...
Shaking his head in to Carp and Bryce with reluctant agreement.
| Bryce Sidanris |
Seeing that majority of others seem to be OK with pressing on, Bryce tightens the loose ends of his newly acquired elven cloak, and moves stealthily into the darkness ahead, fully alert.
Stealth: 1d20 + 14 ⇒ (19) + 14 = 33
Perception: 1d20 + 10 ⇒ (2) + 10 = 12 Additional +1 for traps
| Garm Stoutsole |
If I may, Master Sidanris, I would like to accompany you down into the tombs. Two sets of eyes are better than one.
I would hate to lose such an avid drinking companion so quickly into our first adventure.
I remove my colorful outer coat and collapsable hat and set them inside my backpack. now dressed in just my royal blue undervest and leather armor I am much less likely to be noticed.
Assuming Bryce agrees, here are my rolls:
Perception to aid Bryce: 1d20 + 6 ⇒ (4) + 6 = 10
Story Master
|
Bryce dons the cloak, creeps forward, and seems to disappear into the darkness, as he makes his way east and down the stairway. Garm follows him, being as quiet as possible.
They are only gone for a minute or so when the party members still in the room hear a large CRASH coming from the direction of the stairs...
| Garm Stoutsole |
I attempt to wriggle out from underneath the heavy object, trying not to twist too much to avoid breaking (or further breaking) my ribs.
Dexterity check: 1d20 + 2 ⇒ (20) + 2 = 22
@ DM: Can I tell what it is?
Hushed Whisper: Wow, that was easy! I knew I should have been an Escape Artist!
Story Master
|
The party hurries down the stairs, and by the illumination of Kalizama's light spell you can see Garm and Bryce crawling out from under a large iron grate that fell down from the ceiling. Attached to the grate are cables to pull it back up to the ceiling, and a broken trip wire.
A new map has been uploaded, showing the hall leading from the stairs.
As you look around the bend in the hallway, you can see that the hall splits into two directions...
Cananthir Acalimon
|
Barely concealing his mirth Carp motions to Velcore...
"I know I'm not the healer but maybe a poke with the heal stick would help...
We should remain wary, that surely woke the entire ruin."
| Velcore Valiantheart |
"Move Garm and Bryce back up the hall to the room and I will heal them." After tending Garm and Bryce. Garm recieves 3 HP and Bryce get 2 HP
"I believe we should go back to town and regroup. We have lost advantage of surprise and we not only risk our lives but he lives of the people we have just saved." Velcore stands with a stern look and his arms crossed.
Heal Treat Deadly Wounds: 1d20 + 7 ⇒ (6) + 7 = 13 Garm
Heal Treat Deadly Wounds: 1d20 + 7 ⇒ (16) + 7 = 23 Bryce
Cure Light Wounds from Wand: 1d8 + 1 ⇒ (2) + 1 = 3 Garm
Cananthir Acalimon
|
Eyes still filled with mirth Carp shrugs his shoulders and says
"Healer says we go, I go. I'm too brash to live long without support..."
"Yet, with all this noise and time to regroup I bet we come back to reinforcements.
That, I like."
| Bryce Sidanris |
Cursing his own inneptitude, Bryce hobbles back to the rest of the group. "If we leave now, we will face an even better prepared ambush and more traps than we could shake stick at. We should not retreat now. They will be ready for us."
This was Bryce IC - OOC I am fine with returning to Hommlet, but... :-(
Btw - there were no saves for the trap?
| Velcore Valiantheart |
"If we must go on then let's plan are tactics a little better. The people we saved may have value information of the size of this place and the remaining number of enemies. I can also use the rest of my blessing from Iomedae to heal the group. Let's go talk to are new friends regroup for 30 minutes and re-plan are assault on this place."
Story Master
|
Btw - there were no saves for the trap?
Not in this particular situation.
The wagon is parked outside the moathouse, where Elmo is guarding the rescued prisoners. It would only take you a minute to go back outside and talk with them...
| Trane Loften |
Trane is not surprised they finally listen to the priest, society had yet to fully accept him.
"We can return in two days as it will take some time to rest and recuperate, and that will give our enemies some pause as they will be unsure after we do not return immediately. Vigilance can only be fully maintained for so long. They will be no more ready for us in two days than they will after a half hour talk outside and returning back."
He adds: "This place is old. With a crowbar and large hammer, we can probably look around and see if there is another entrance, and, if we fail to find one, we may be able to make one of our own."
| Garm Stoutsole |
My dear companions, don't let this minor *wince* setback deter us from our goal. This den of evil must be cleansed if the town is to be safe. I cannot tell you the number of stories wherein evil is allowed to perpetrate itself when the hero falters for even a second. Let us not falter now and press on. Press on I say!
I think we got this. I'd prefer clearing it all in one go.
| Velcore Valiantheart |
Swayed by Garm's speech Velcore walks over to the gnome."What you say is true but we need a plan so we don't go walking into any more traps. Let us gather some information then decide our best plan for attack."
Velcore makes his way toward the stairs up.
Outside near the wagon
Once everyone is outside."Gather around so Iomedae's blessing may touch us all." Velocre draws his sword bringing it to his forehead chanting the entire time. Iuseltael wajel cicel tnuql ub reln ufc phuut; frelc Palihuj ayyelsqyelt yu nelvaqyonel yrels, lrel act yrel xciwryl lhelf ris.
Channel Energy Heal: 1d6 ⇒ 5
Channel Energy Heal: 1d6 ⇒ 4
That should heal most of us and the prisoners to full. The wand of CLW has only 5 charges left.
Cananthir Acalimon
|
Upon arrival and seeing the rescued few alive and articulating thoughts coherently, directing his thoughts to the new arrivals:
"Since you've been trading in both Hommlett and Nulb, where would we receive better prices? Also, for that matter, who has better gear for sale?"
Story Master
|
Merchant #1: Oh, Nulb is a much bigger town. There would be a better chance to buy and sell things at that location. It is also a den of slick operators and suspect traders, so you would need to keep one hand on your purse while negotiating a price!.
Merchant #2: We saw those rooms full of weapons on the way out...someone is stocking up here, to arm a large party! I say that bodes ill for Hommlet and the surrounding lands. Something foul is making plans here, there is no doubt!
| Garm Stoutsole |
All the more reason we should stymie their plans upon this place now before they are allowed a chance to escape...or re-arm traps. Hommlet is fortunate we stumbled upon this place when we did.
I am most concerned about the symbol on those cloaks. It's the symbol for the Temple of Elemental Evil or I'm a halfling. If the horror stories are to be believed, the Temple was home to some of the worst terrors this land can bring forth. We should not allow this den of evil even one second of reprieve more than what we can need to refresh ourselves.