The Mouth of Doom
(Inactive)
Game Master
Grimmy
Round 2:
Raziel <<<<
Hound <<<<
Q <<<<
Bandits
Battle Map
Loot Tracker | Zelkor's Ferry Environs | Campaign Map | Obsidian Portal
It's only a mile from the gnoll encampment back to the bridge where Krull was captured. It took almost an hour and a half while tracking the gnolls through hilly terrain but it could be done in under fourty minutes now retracing steps.
DC 15 Survival to take a southwesterly course down out of the hill and avoid backtracking without getting lost.
M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]
Survival: 1d20 + 6 ⇒ (19) + 6 = 25
Female Half-Elf Druid(Treesinger)/3 - HP: 27/27; AC16, T15, FF11; F+4,R+2,W+7; Per +12; Init +1
Lets make sure that we note where these gnolls are, so that we can return sometime in the future to finish them off. These are the types of creatures that need to be destroyed before they despoil any more forests or light woods aflame. Not as bad as goblins, but not much better.
It looks like number 6 on the map corresponds to the gnolls.
Hound finds a trail that picks through some rocky bluffs in a southwesterly direction.
It's difficult going, but avoids back-tracking, and leaves less of an easy trail to follow.
M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]
Down this way, so has Krull seen this cabin and does he know anything about what might be waiting for us?
Krull grimaces.
"Others like Symon, though he was senior among them, and you made short work of him. He alone was guarded by a special warrior monk. The rest are occultists of little importance."
Male Human Deep Walker Ranger 3 [Exp: 6290] [HP: 34, Init: +5 (+7 underground), Perc: +7 (+9 underground), AC: 16, Tch: 12, Flt: 14, Fort: 5 (+4 Endurance), Ref: 4, Will: 2] [Melee +8 (1d10+6/18-20/×2)]
"What can you tell us about the surrounding area? Which direction it would be best to approach from, for instance."
Grinning, Raziel joins the others with the coffer of coin - "Well, at least we have got something out of them. How are you feeling Krul?"
Female Half-Elf Druid(Treesinger)/3 - HP: 27/27; AC16, T15, FF11; F+4,R+2,W+7; Per +12; Init +1
Ghae listens to the others, but generally keeps quiet carefully scanning the area ahead for any other threats.
Perception: 1d20 + 9 ⇒ (14) + 9 = 23
Upon seeing Raz rejoin the group Ridley lets out a relieved sigh. "Glad we didn't lose you back there." While the others speak with Krul she keeps mostly silent, giving her borrowed dog the occasional scratch behind the ears as they make their way toward the distressed damsel.
Patting the coffer, Raziel winks at Ridley - "I'm safe, and we're a tad richer"
Krull details being hired on by the Company of the Crying Maiden back in Whiterush, and subsequently being blackmailed by Symon when he became uneasy after learning who was really pulling the strings in that outfit.
The whole company had travelled to the wilderness shack before visiting Zelkor's Ferry. There he was introduced to the Red Syrup administrations, which boosted his prowess but bent him to Symon's will.
He assumes that the rest of Symon's entourage will be there, keeping the hostage. He can't imagine they would have stayed as far back as Whiterush, since they aimed to occupy the Mouth of Doom after getting the Company and any other witless helpers they could recruit to clear the dungeon.
"Let us know whe we are getting in sight of the area - I will scout ahead and hopefully get us some insight on what is going on in the area" - Raziel reassures Krul.
Monk (Zen Archer) 2 | Init:+2 Perc:+9 | HP: 13/20 Melee:+3 Ranged:+3 Flurry:+4/+4 | F:+4 R:+5 W:+7
M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]
In less then an hour you are back at the winding tributary and off the evil hill. You are a good mile further along towards your goal then you were when you left the bridge to climb up the hill after the gnolls. According to the map, the so called haunted cabin should be just under two miles away.
Krull assures you that this haunted cabin can not be the place where he was taken by Symon. The company had taken to calling this place "the shack" in reference to it's lack of creature comforts, but it was no cabin. Rather it was a stone building with heavy oak doors and iron bars in the windows, probably 16-18 miles out yet.
You will reach the haunted cabin before 11, having left around 6:30PM.
M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]
Perception: 1d20 + 6 ⇒ (14) + 6 = 20
Hound points. Gnolls following the trail we took when we climbed the hill from the bridge, and they are making good time. We have evaded them due to taking a different path but they are alerted
Female Half-Elf Druid(Treesinger)/3 - HP: 27/27; AC16, T15, FF11; F+4,R+2,W+7; Per +12; Init +1
Ghae nods:
Then we should take a different route when we return to Zelkor's Ferry. I cannot guaranty perfection, but with a little time, I might be able to create tracks leading them a different direction to give us more time.
I imagine in the wilderness that I can use survival to create false trails, to at least mislead them for a while.
Monk (Zen Archer) 2 | Init:+2 Perc:+9 | HP: 13/20 Melee:+3 Ranged:+3 Flurry:+4/+4 | F:+4 R:+5 W:+7
Q takes up the rear and watches for any trouble.
Perception: 1d20 + 9 ⇒ (4) + 9 = 13
Before 11 o'clock you are travelling along the bank of the tiny river when you see what must be the haunted cabin. It seems to lean to one side in the moonlight. There is a little fence around it with a garden overgrown by weeds. There seems to be a candle lit inside.
M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]
Perhaps our more stealthy members can sneak up and see if there are any guard slurkign around.
Female Half-Elf Druid(Treesinger)/3 - HP: 27/27; AC16, T15, FF11; F+4,R+2,W+7; Per +12; Init +1
I do not think that this is the shack. Isn't this the haunted cabin? If so, I doubt it is a guard that we would have to worry about.
Also, shouldn't we be able to see the Mouth of Doom from here?
Hopefully I am recalling this correctly.
Male Human Deep Walker Ranger 3 [Exp: 6290] [HP: 34, Init: +5 (+7 underground), Perc: +7 (+9 underground), AC: 16, Tch: 12, Flt: 14, Fort: 5 (+4 Endurance), Ref: 4, Will: 2] [Melee +8 (1d10+6/18-20/×2)]
"You're probably right, but this might be worth investigating, if you guys think we can spare the time? If it's really haunted, that light could mean anything. But we can always come back to it."
M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]
We need to get to the shack before anything else. If there is a haunt in there, it could take all of us apart.
If anyone scouts the haunted cabin...
Ridley will take a closer look, handing the reins of her dog off to Hound, if he would be so kind.
Stealth 1d20 + 13 ⇒ (1) + 13 = 14
Perception 1d20 + 7 ⇒ (11) + 7 = 18
Ridley gets a look into the haunted cabin and the garden outside, but she steps on a branch about thirty feet away and just as she recognizes the Hacatite Monk, sitting by a candle, the monk turns and looks out the window.
His pupils have swollen to fill his eclipse his entire eyeballs in inky blackness.
"Q? I'd be right grateful were you to do that thing you do."
Monk (Zen Archer) 2 | Init:+2 Perc:+9 | HP: 13/20 Melee:+3 Ranged:+3 Flurry:+4/+4 | F:+4 R:+5 W:+7
Two arrows fly by Ridley as she speaks, Q already having thought the same thing.
Flurry 1: 1d20 + 3 ⇒ (20) + 3 = 23
Flurry 2: 1d20 + 3 ⇒ (4) + 3 = 7
Crit Confirm: 1d20 + 3 ⇒ (8) + 3 = 11
Damage: 1d8 + 1 ⇒ (8) + 1 = 9
Damage if Critical: 3d8 + 3 ⇒ (8, 3, 8) + 3 = 22
Female Half-Elf Druid(Treesinger)/3 - HP: 27/27; AC16, T15, FF11; F+4,R+2,W+7; Per +12; Init +1
Ghae reaches down and scratches Trangles.
[b]Wait, we shall see what this person is.
Delay.
M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]
Hound holds steady but figures things have already gone pear-shaped.
So... We just attacked? No questions asked? :D
Monk (Zen Archer) 2 | Init:+2 Perc:+9 | HP: 13/20 Melee:+3 Ranged:+3 Flurry:+4/+4 | F:+4 R:+5 W:+7
I was asked to do that thing I do. Asking questions is not that thing. :p
Ok cool so hang on I will compile the initiative rolls.
Initiative:
Ridley: 1d20 + 8 ⇒ (19) + 8 = 27
Hound: 1d20 + 6 ⇒ (1) + 6 = 7
Raziel: 1d20 + 10 ⇒ (6) + 10 = 16
Q: 1d20 + 2 ⇒ (1) + 2 = 3
Ghaelja: 1d20 + 1 ⇒ (2) + 1 = 3
Ogrim: 1d20 + 3 ⇒ (14) + 3 = 17
Eli: 1d20 + 5 ⇒ (20) + 5 = 25
Surprise Round:
Ridley - 27 <<<<
Eli - 25 <<<<
Ogrim - 17 <<<<
Raziel - 16 <<<<
Kaleb - 9
Hound - 7
Q - 3
Ghaelja - 3
Go!
I have a battle map for the cabin itself and I can whack it onto a bigger grid pretty easily but I would like to try a little theater of the mind.
The monk noticed Ridley approaching the cabin at 30'.
Q can spot the monk inside the cabin from 70' taking ten on perception so that seems like a good distance the whole party would be.
Lighting conditions are dim light. The cabin is in a clearing within a small copse of trees. About 40' from the nearest tree that offers cover or concealment to the fence around the garden.
Male Human Deep Walker Ranger 3 [Exp: 6290] [HP: 34, Init: +5 (+7 underground), Perc: +7 (+9 underground), AC: 16, Tch: 12, Flt: 14, Fort: 5 (+4 Endurance), Ref: 4, Will: 2] [Melee +8 (1d10+6/18-20/×2)]
Well I wasn't expecting that." Eli shrugs and moves towards the cabin, pausing on the edge of the treeline to draw his nodachi.
Surprise Round Ini 27
Ridley sprints up to the cabin and takes cover.
Full Round Action: She moves up to the cabin, trying to get next to the door but isn't going to open it until one of her heavy hitter companions are up there too.
backgrounds
Move action towards the door (20').
Ok, I think things are getting back on track now ;)
So, if we are on a surprise round:
Raziel immediately moves into hiding.
Stealth: 1d20 + 10 ⇒ (18) + 10 = 28
Surprise Round Init 9:
The Monk vanishes into thin air!
No magic gestures or magic words just poof!
Surprise Round:
Ridley - 27
Eli - 25
Ogrim - 17
Raziel - 16
Kaleb - 9
Hound - 7 <<<<
Q - 3 <<<<
Ghaelja - 3 <<<<
Go!
If Raziel is watching this, he'll try to understand exactly what may be happening - I'm throwing an unmodified knowledge roll, in case any of those he possesses are useful.
Knowledge: 1d20 ⇒ 13
Monk (Zen Archer) 2 | Init:+2 Perc:+9 | HP: 13/20 Melee:+3 Ranged:+3 Flurry:+4/+4 | F:+4 R:+5 W:+7
Q's eyes grow large and he peers into the cabin.
Perception: 1d20 + 9 ⇒ (13) + 9 = 22
uses see invisibility SLA
M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]
Hound moves up to Ridley. What is going on?
"Not entirely sure myself...I crept up on a black eyed Hecatite monk who seems to have vanished..."
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