| Valgrim Twin-Axe |
Sense Motive: 1d20 + 3 ⇒ (3) + 3 = 6
"I believe you, Alastor. We will do as you say and put your soul to rest."
Valgrim searches for the boy's bones and any other valuables that may be present under the stone balls and upon finding them, places them in his backpack. He then climbs back onto the beam.
"Nothing else to do here, friends. We will be back shortly Alastor."
| Valgrim Twin-Axe |
Yes
"Bubba, you seem to know your way around, you know where the Land farmstead is? If so, lead the way!"
Maybe his Knowledge (local) or Knowledge (geography) can help us!
| Black Tom |
You have no trouble finding the Land homestead. Just as with the bones, Alastor's directions are quite accurate. A copse of immense deklo trees shades a small, quiet clearing just where Alastor said it would be, about 10 minutes east of Wolfstone. Crumbling walls and a seemingly abandoned farmhouse stand vigil atop a small bluff overlooking the clearing, the
sad ruins of what must once have been Alastor’s home. Five grave markers stand in the clearing, each with a different name: Anders, Bemissa, Coldaran, Gertia, and Alastor. Open pits yawn from before all five headstones. Piles of fresh dirt and a pair of abandoned shovels suggest that the excavation took place recently, certainly within the week.
| Chisora |
Did we get Alstor to open the door for us before we took him back to bury his bones, or will he be returning with us to do it after?
Chisora eyes the graves carefully. "Now why would anyone come here to dig up the graves of some farmers? Simple gravediggers, or something more sinsiter tied into the remains of the boy perhaps?"
If Alastor is still with us.
"Boy, do you know why someone would desecrate you family's graves like this?"
| Valgrim Twin-Axe |
"Grave-diggers! Don't like where this is heading!" Valgrim hoped he was wrong as he searched the area for tracks.
1d20 + 6 ⇒ (6) + 6 = 12 Survival check
| Black Tom |
Alas, after only a cursory search Valrgim finds the tracks of a wheelbarrow leading toward Wolfstone. A closer look turns up some tracks that tell a whole story. There are tracks of five booted Medium humans who walked all around the graves and eventually dug them up. Shortly after they looted the graves, the men who left these tracks walked off to explore the farmstead. Four of them seem to have come back very quickly, leaving for the road immediately thereafter.
There is also a four-petaled flower symbol on three of the tombstones, of Bermissa, Coldaran and Gertia, who all died in the same year (about 15 years ago). Alastor has no death-date assigned and Anders, the father, died some 30 years ago.
Heal 10 or Knowledge (history) or (local) 10:
| Valgrim Twin-Axe |
"Five went up but only 4 came back...we should explore the farmstead and find out what happened. Whatever happened, those bastards stole the Land family's bones, for some nefarious purpose I'm sure." Valgrim follows the tracks to the farm.
| Vug Vang |
"That's just not right! We've got to f-find those remains. But f-first, let's bury Alastor."
If the tracks head back to Wolfstone, Vug begs for an hour's detour so she can go back to her lab and (a) drop off her scoopful of mold, and (b) brew another mutagen.
| Valgrim Twin-Axe |
"Let's explore the farmstead Vug and then go back to Wolfstone. I am curious why only 4 came back. Maybe they left someone to guard the place who could tell us something."
| Chisora |
Chisora looks towards the famstead an grimaces. "If only four came out then I definaitely agree we should examine the house."
She draws her whip and starts to walk towards it, not waiting to see if the others follow, but expecting at least Valgrim to be not far behind.
| Black Tom |
The dilapidated Land farmstead consists of a crumbled wall and a sagging, unsafe house with broken windows and a sagging roof. Thick, sludgy puddles of dried blood and unidentifiable fleshy chunks litter the wooden floor immediately inside the front door.
I think I can safely ask for initiatives and some sort of marching order. I will get a map up ASAP.
| Valgrim Twin-Axe |
Initiative: 1d20 + 1 ⇒ (20) + 1 = 21
Second behind Chisora unless we can change when we saw the scene. If so, would jump to first.
| Black Tom |
As you turn the corner you find yourselves eye to eye with an enraged and wounded owlbear, marked with a number of wounds and scars. It screeches in fury and storms at you.
Fortunately its initiative is only 7, so those of you that beat it can act first (it's modifier is greater than Urg's, though).
Valgrim, Bubba and Vug can act. Chisora and Feres will need to beat initiative 7.
| Valgrim Twin-Axe |
Valgrim delays, to let his teammates act first. Would love to try a Wild Empathy check to calm the beast but it's a d20-4 with my Charisma and that would be my round action wasted, if I failed. Oh well..
| Valgrim Twin-Axe |
So I'm thinking Vug needed to move to I22 to get LoS to owlbear in order to throw alchemical bomb at it. I doubt Chisora with a whip will move up to owlbear to strike at it, so best bet would be to delay and it's the owlbear's turn! ;-)
| Black Tom |
Strangely the owlbear does not try to duck the bomb but takes it full on the chest. Then with a ferocious scream it charges forth and scratches Vug for 5 points of damage, grasping her and pressing her to its chest as if to rub her nose in the bomb. It's holding her with one giant pawso -20 CMB and not grappled, hissing and sputtering and clawing at you with the other.
You can all act now.
| Valgrim Twin-Axe |
Valgrim takes a 5' step to I21 and goes full attack on the owlbear with both of his axes, trying to get it to release Vug. He embeds his waraxe in the creature's chest to the hilt causing the creature to reel in pain, causing his second axe to miss.
Attack with waraxe and inspired: 1d20 + 6 ⇒ (18) + 6 = 24
Damage: 1d10 + 5 ⇒ (10) + 5 = 15
Attack with handaxe and inspired: 1d20 + 5 ⇒ (4) + 5 = 9
Damage: 1d6 + 3 ⇒ (6) + 3 = 9
| Valgrim Twin-Axe |
Urg, you would have to draw an attack of opportunity to get off your attack and step to H22 or use a ranged weapon with many minuses if you don't have Precise shot and for cover.
| Urg Legbreaker |
Well... technically, I go before Bubba does, so I could take that spot before Bubba does and let HIM take the AoO...
...but OK, I won't. I'll delay until after Bubba (since the owlbear is already wounded and it's conceivable that Bubba might finish it off. Then I'll move in and take the AoO, since I have more hit points than Bubba.
| Chisora |
Sorry for the delay guys, Tuesdays (my time) are a bit of a stretch for me. I start at 6am and work 'til 4.30pm, 30 minutes home, then get the kids ready for dinner/bath/bed. Then if I'm lucky I get to hang with the wife for an hour before I have to go to bed to start work at 4am on Wednesday.
It seems a lot of combats start on Monday Night/Tuesday Morning... lol :)
Initiative: 1d20 + 4 ⇒ (10) + 4 = 14
Chisora lashes out with her whip at the enraged Owlbear, hoping to distract it long enough to let the others move in and finish it off. Unfortunately its wild movements cause the whip to hiss harmlessly past its head.
Attack Owlbear with Scorpion Whip (Inspire Courage): 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10
| Urg Legbreaker |
Actually, you couldn't attack from Bubba's spot. His whip has reach, your axe does not. ;-)
Okay, but I can still move to H-22 and take the AoO, right? (Unless that "W" in I-22 means something.)
Well, if I CAN get to H-22, and if I don't get grappled when I provoke the AoO, then please remember what I forgot: I get a +1 to attack and damage because of Bubba's Inspire Courage bit. So my attack roll is 24, and I do 10 points of damage.
| Valgrim Twin-Axe |
That W is not a W, it's VV, which represents Vug, so you should be fine moving to H22. It confused me too when I saw it.
| Black Tom |
Valgrim steps up and swings his axe at the monster, drawing blood, followed by Bubba's whip that slashes the side of its face, causing it to howl in pain. Urg moves into position, suffering a claw for 8 points of damage, but the monster can't hold you and Vug at the same time. Also it leaves itself open for a low cut, and Urg profits by the occasion. Poor owlbear.
The monster, which is bleeding profusely, lets go of Vug and lashes out in all directions, spreading its attacks among the people that have hurt it the most. Urg and Valgrim manage to fend off its attack but Vug is bitten for another 5 points of damage.
...and you're up.
| Chisora |
Seeing its desperate raging, Chisora flicks her whip back around at the Owlbear in hopes to finish it off quickly but once more the beast's erratic movement prevent her from scoring a hit.
Attack Owlbear with Scorpion Whip (Inspire Courage): 1d20 + 4 + 1 ⇒ (3) + 4 + 1 = 8
| Valgrim Twin-Axe |
"Seems the creature was only defending its nest." Valgrim turns away, not feeling well after killing the baby owlbear's mother. He quickly looks in the nest and around the house for tracks or evidence that could help lead them to the missing bones. He looks for the 5th man, hoping he could be hiding somewhere.
Perception: 1d20 + 6 ⇒ (6) + 6 = 12
Survival: 1d20 + 6 ⇒ (19) + 6 = 25
| Black Tom |
Answering both your posts:
After only a cursory search of the farmhouse you find a complete human arm with a unique tattoo.
Bubluka and Urg:
Knowledge (local) 10:
Knowledge (nature) 10:
Valgrim also finds the tracks of a second owlbear and not far from the house you find its rotting carcass as well as those of three more baby owlbears.
| Bubluka |
We could feed it this." Bubba holds up the severed arm. Wait, I've seen a tattoo like this before..."
Knowledge (local): 1d20 + 6 ⇒ (19) + 6 = 25
Knowledge (nature): 1d20 + 2 ⇒ (11) + 2 = 13
"I think we need to talk to Garavin Vesst. He puts these tattoos on all his miners."
Bubba tosses the arm to the baby owlbear.
"Cute little fellow, worth a bit of gold if we can get him to town and find a buyer."
| Vug Vang |
"Catch the owlbear and train it! Sounds like a great idea!" Vug agrees enthusiastically as she examines her wounds. "Valgrim, you like animals, right? How do we catch this thing without having it bite my hand off?"
She carefully rearranges her stick with a scoopful of brown mold so that no one is getting too chilled.