| Weed |
No Grimm...nothing of note except for excitement regarding a traveling circus...I wonder if one of us with a friendly disposition could inquire of the barkeep here if anyone has been spending Osirion coin
| Eterran |
Well Grim, some talk of the Umbral Carnival, people are excited about it's arrival but worried because it's Chelaxian operated.
| Ardaxolion |
Ardaxolion is unsettled and pensive as he sits with his friends.
So what are we thinking happened with the farmer? Someone with Osirion coin paid werewolves to steal his flock? To what end? Should we look around for Osirians tomorrow? Should we see if other farmers have had their flocks stolen?
| Naugrimm Firebeard |
“It’s confusin’ to me too Dax! I can’t make no sense o’ it. I say we keep our eyes open for any Osirions or their coin. And for any other payin’ jobs.”
Are there rooms at Ash Hall?
| Eterran |
Well, we gotta few days til the carnival arrives. I say we go back to the farm and give it another shot. Unless anyone has anything better to do. I'm a little ticked off at failing to find sheep.
| Naugrimm Firebeard |
To the widower:
“Eh, what do ya think bout this carnival comin to town?”
Diplomacy: 1d20 + 3 ⇒ (11) + 3 = 14
Sense motive: 1d20 + 5 ⇒ (13) + 5 = 18
| Ardaxolion |
To Eterran:
Fair enough. But I will say that the difficulty of tracking them makes me think its something deeper than wolves taking sheep for a walk. I do agree that it may be more likely that our tracking skills need work.
| Mysterious Storyteller |
To the widower:
“Eh, what do ya think bout this carnival comin to town?”
[dice=Diplomacy]1d20+3
[dice=Sense motive]1d20+5
Kindly old spinster-This will be the fifth year that Umbra Carnival has come to Belric. I think it does more good than harm, for all the histrionics of some. I'm no more a fan of those infernal devil worshipers in Cheliax than the next Andoran, but the Carnival brings fun and wonder to our otherwise mundane town, even if there does seem to be a fair amount of mischief when the it's here. I say have fun, but watch your coin while you do!
| Naugrimm Firebeard |
“You can count on that.”
Do we think we need to stand watch or can we just head into next day?
perception: 1d20 + 7 ⇒ (12) + 7 = 19
For watch or for the next day.
| Ardaxolion |
Then Ardaxolion repeats Eterran's suggestion of going back on the hunt.
I am not the most skilled in tracking. But isn't it likely the trail has been lost after this many days?
| Naugrimm Firebeard |
"I think we be wastin' time lookin' for tracks we could not find when they be fresh. But I ain't got no other plans, 'less we stay in town lookin' for Osirions and maybe a bit o' ale?"
perception: 1d20 + 7 ⇒ (10) + 7 = 17
survival: 1d20 + 3 ⇒ (19) + 3 = 22
for town or tracking as appropriate, Grimm is willing to go along with either plan
| Eterran |
You may be right, but it felt like our moves were being followed and thwarted. Maybe trying one of the other paths will lend us some luck and the thieves will think we've given up. Meh, can't hurt but It's not something I've got to do.
| Naugrimm Firebeard |
"What the hell, let's go look for them damn sheep."
Please use rolls above.
Weed bot:
perception: 1d20 + 10 ⇒ (14) + 10 = 24
survival: 1d20 + 4 ⇒ (7) + 4 = 11
| Mysterious Storyteller |
1d6 ⇒ 2
In the morning, the party makes its way back towards the general area of the farm and the rustled sheep. Grimm is able to lead the party back towards the area where the trail split into three and heads off in what he thinks is the direction the wolf tracks headed.
Additional survival/perception rolls please.
| Naugrimm Firebeard |
perception: 1d20 + 7 ⇒ (7) + 7 = 14
survival: 1d20 + 3 ⇒ (10) + 3 = 13
| Naugrimm Firebeard |
Weed bot:
perception: 1d20 + 10 ⇒ (20) + 10 = 30
survival: 1d20 + 4 ⇒ (5) + 4 = 9
| Eterran |
survival: 1d20 + 5 ⇒ (5) + 5 = 10
perception: 1d20 + 5 ⇒ (15) + 5 = 20
| Naugrimm Firebeard |
When Weed points out the goblin tracks.
"Might as well take a look."
perception: 1d20 + 7 ⇒ (4) + 7 = 11
survival: 1d20 + 3 ⇒ (5) + 3 = 8
| Eterran |
How did we miss these before?
perception: 1d20 + 5 ⇒ (10) + 5 = 15
survival: 1d20 + 5 ⇒ (16) + 5 = 21
| Naugrimm Firebeard |
Weed bot
perception: 1d20 + 10 ⇒ (11) + 10 = 21
Survival: 1d20 + 4 ⇒ (20) + 4 = 24
| Naugrimm Firebeard |
Grimm nods in response to Weed. Study the area and observe the goblins for the 10 minutes.
How far away are the goblins?
perception: 1d20 + 7 ⇒ (20) + 7 = 27
LOL, guess I should have charged and attacked!
| Ardaxolion |
At the risk of alerting GM to the plan. . .
Ardaxolion whispers:
I say we attack with the element of surprise. Allow me to first and I can try to disorient them without putting you at risk!
| Mysterious Storyteller |
1d20 ⇒ 6
The party watches the pair of goblin sentries for a short while. A few other goblins come and go during that time and the sentries appear to be fairly alert (for goblins).
The entrance to the cave is largish for goblins, making it of normal proportions to 'big folk'. There are several sharp pointy wooden stakes set to repel any onrush and the goblins can easily move behind them should they need to.
Grimm notes that the goblins entering and exiting the cave seem to take a very specific route up to the cave opening.
| Naugrimm Firebeard |
Whispered:
“Okay Dax do your thing, Then everyone follow me to the cave, I’ve a suspicion there be traps.”
After Dax does his thing, head to the entrance following the route taken by the goblins.
| Naugrimm Firebeard |
ref: 1d20 ⇒ 3 +5 vs spells/SLA
| Mysterious Storyteller |
2d20 ⇒ (2, 6) = 8
Somehow Dax is able to time his sprint up the hill perfectly, avoiding any goblin laid misfortune; his tiny frame completely eludes the apparently careless watch of the goblins.
2d20 ⇒ (15, 14) = 29
He pops up and unleashes a spray of vivid colored magic that drops the two gobs to the ground unconscious. Seeing Dax's amazing feat, Weed and Eterran quickly and carefully race up the hill to join him. Unfortunately the plodding Grimm stumbles head on into a trip wire that drops him head first into a 15' spiked pit.
pit/spike damage on Grimm: 1d6 + 1d8 ⇒ (4) + (4) = 8
Take 1d2 STR damage for 4 rounds. Save chance each round to stop taking damage.
| Weed |
Weed takes out the unconscious goblins.....and drags them off to the side of the entrance where they wont be easily seen
| Naugrimm Firebeard |
“F@!%ing c*cksucking gobs!”
Grimm brushes himself off, flattens the spikes so if anyone else falls in they don’t get spiked and cures himself.
Fort: 1d20 + 4 + 3 ⇒ (4) + 4 + 3 = 11
Str dam: 1d2 ⇒ 1
Fort: 1d20 + 4 + 3 ⇒ (16) + 4 + 3 = 23
Clw: 1d8 + 1 ⇒ (8) + 1 = 9
Climb/get pulled out of pit using rope.
“Lead on Eterran or Weed. Did you search the dead gobs? You go third Dax.”
Grimm will be in back.
Perception: 1d20 + 7 ⇒ (1) + 7 = 8
| Eterran |
Once the gobbos are searched and all are ready advance
perception: 1d20 + 5 ⇒ (19) + 5 = 24
| Mysterious Storyteller |
You don't find anything of value on the dead guards.
Eterran leads the party about 20' into the cave before realizing that only he and Grimm are able to see in the pitch black darkness of the goblin caves. He also notes that although the cave opening was decent sized, the hallway is quite narrow (goblin sized) and he and Weed will be at a disadvantage if there is a fight in the hallway (-2 hit/damage/AC due to cramped conditions).