Emma Jane Corvid, A.L. |
"I might agree, but it's a big country. Where do we start? I had hoped they'd be able to give us a clue, or that we might glean one from interacting with them."
Kaliban the Forgotten |
And let's see what we can find out about the name on that letter, perhaps there could be some reward for the delivery.
diplomacy, gather info Elinlitroi Duke: 1d20 + 3 ⇒ (12) + 3 = 15
diplomacy, gather info name on letter: 1d20 + 3 ⇒ (19) + 3 = 22
Uret Jet |
As the group spends time on the the Northern side moving about town and trying to find answers, they're not entirely surprised to learn that most people here don't know much about the Elish Royalty. Travelers have a few more things to say about the man, and through Kaliban and Emma's efforts you learn that he's a very serious and meticulous sort of man. Not someone who would just throw everyone into a panic due to some baseless claims that a curse was sweeping the land.
Finding out the owner of the letter has considerably more fruitful success, as Kaliban learns Ellium Dorrior is a middle-aged half elf who used to be a part of the Weathersmith's Guild. He was apparently ousted from the order and branded a disgrace. Rumor has it that he's since moved further south-east along the Bullthrough, and has become something of a hermit.
Emma Jane Corvid, A.L. |
"Well, now we have options. Shall we stick with the establishment and hope our meeting tomorrow is more fruitful, or shall we strike out and try to find this hermit?"
Dew in the Dawnlight |
"Nothing to lose by doing both, right?" Dawn shrugged. "Do the meeting and if they want us to twiddle our thumbs go see the hermit."
Uret Jet |
By now it is nearing the end of the day, having spent a few hours searching the northern bank for information. The last ferry of the day is likely to be relatively soon as you recall they stopped after sundown. If the party wished to travel along the Bullthrough and locate the hermit, they'd have to do so now and would likely need to spend the night outside of town.
Emma Jane Corvid, A.L. |
"A warm bed is always better than cold ground, but I did not come on this mission expecting to be coddled. I'm fine either pressing on or holing up at an inn for the evening."
Kaliban the Forgotten |
If the Weathersmiths are the constant that keeps the curse in place, because of their snobbery...
We need to know what we are up against. They will offer information, whether they know it or not.
If we ignore them, then we are no better than they are.
Kaliban the Forgotten |
Let's find the hermit tonight, there will be time enough for comfort, later... Kaliban starts in the direction of ferry landing.
If you spot any street vendors, might be good to pick up some last minute food. Full stomach is important.
It wasn't drectly said, but I presumed we need to catch the ferry, and make our way to the hermt on the other side.
Emma Jane Corvid, A.L. |
Emma Jane sighed. She'd hoped her offer of continuing on would be taken as a brave sacrifice that was ultimately unnecessary. Oh well, better get used to roughing it eventually.
Uret Jet |
Though Kaliban insists on stopping at a food stall for food on the go, the group is able to make it to the last ferry of the day without much more trouble. 2 Silver per person (Ticket and street food) As the last ferry of the day, the boat is rather cramped as people are either traveling home for the night or to attend jobs that'll have them busy during the night on the opposite side. Your group gathers little attention, though some individuals recognize you from the couple hours spent gathering information and try to make light conversation during the ride. For Hildeborg in particular, a rare man of Northlandic decent tries to make a pass at her, likely to little effect. Your trip otherwise passes uneventfully.
Once on the other side it takes a little asking around for you to find the main road through this side of town, otherwise known as the Bullthrough Road, which travels south-east towards the Elish boarder. The sun is starting to dip behind the town by the time your making your way out, and within half an hour the forest becomes darkened significantly. The moon, though still not full, provides enough dim light to satisfy your Leshy companion, while those with more dark-oriented better conditions still then your human friends.
It occurs to you at some point during your walk that you're not sure where exactly the hermit is located, but it stands to reason he may probably lives somewhere close to the water. The trees in this area cling to the river like a lifeline, denser and thicker then you're used to in typical woodlands. Dawn is the most familiar with this odd adaption of nature, as even the trees of Mistwood cling to it's largest standing body of water.
Your late evening of travel carries on.
I'd like a survival check to navigate the area in order to find the hermit's probable location in a reasonable timeframe. One leader, two following assists if you can aid. With the darkened conditions, unclear directions as well as being your first attempt it may be difficult.
Hildeborg |
As the Northerner tries to make a pass, she replies in the simplest, meanest way I can imagine: In Juln she tells him "You have forgotten how to talk to a woman, and pretend you are talking to one of these fragile flowers." And will have nothing more to do with him, for now . . ..
Once the group starts wandering in the building dark.
Survival (aid): 1d20 + 6 ⇒ (8) + 6 = 14
"It looks like a few come through this way regularly, but not many."
Uret Jet |
The road you you travel down is likely not used to such heavy traffic as more well known highways, but it's reasonably well maintained. It's near midnight before your searching bears fruit. Everyone nearly misses the small break in the treeline that heads a bit further north, into a thicker patch of woodland. It's due to the combined efforts of all three of your survivalists that you see the signs.
With the path found, your group reasonably decides to follow along it towards it's endpoint. Kaliban's horse however must be left secured to a tree, as the path is too narrow for it to comfortably wade through. When you move in oddly oddly no light to guide your way through, and the area has a strange sense of calm that makes you feel on guard. Within minutes the treeline breaks abruptly, revealing a small artificially chopped clearing and a squat two floor wooden cabin. There is no fire going inside as you suspected, and the front door hangs sightly ajar.
Dawn: 1d20 + 9 ⇒ (8) + 9 = 17
Emma: 1d20 + 6 ⇒ (9) + 6 = 15
Hilde:1d20 + 1 ⇒ (12) + 1 = 13
Kaliban:1d20 + 6 ⇒ (18) + 6 = 24
Whatever has done this is still inside, hopefully meaning you're not too late but warning you of the fight to come.
Uret Jet |
The party is given barely any time to react and prepare before Kaliban bursts through the cabin door, startling the four creatures inside. There are short mangy looking creatures, looking far too skinny with their stretched out limbs, though their rib-cages are not visibly prominent. Their fur is shaggy and tanned, and the party would imagine they'd camouflage very well within the dry plainsland of Ulnswhere. They pad against a cluttered living space, pots and plates knocked to the floor, an unpotted plant chewed to death and it's dirt flung everywhere.
There's a spatter of blood near the door, yet Kaliban sees no body. One of the wolves, for despite their outward appearances they still seem very much like the ones he's seen before, has a bloodied maw. It growls and bears it's teeth at the unexpected creature getting in the way of it's hunt, yet the Half-Orc has the element of surprise on his side.
Dawn: 1d20 + 3 ⇒ (9) + 3 = 12
Emma: 1d20 + 3 ⇒ (12) + 3 = 15
Hilde: 1d20 + 5 ⇒ (18) + 5 = 23
Kaliban: 1d20 + 4 ⇒ (6) + 4 = 10
Wolf 1: 1d20 + 2 ⇒ (10) + 2 = 12
Wolf 2:1d20 + 2 ⇒ (8) + 2 = 10
Wolf 3:1d20 + 2 ⇒ (19) + 2 = 21
Wolf 4:1d20 + 2 ⇒ (9) + 2 = 11
W3:
Hilde:
Emma:
Dawn:
Alasyn
W1:
W4:
Kaliban: Surprise Round
W2:
Specifics about the wolves could be known with a DC 15 Nature check from Emma, DC 10 for Dawn (thus untrained is fine)
I'd let the entire party act first, but Kaliban really didn't give them any time to react to his warning. As such he's the only one to act in this surprise round before I kick things off. No map for the moment as I just hadn't the time to make it, so I hope the theater of mind will be enough for now.
Kaliban the Forgotten |
If space allows, Kaliban steps into the building, the bloody mawed wolf-thing his goal. He growls... as he swings!
Grrrr!
atk, wolf-thing, surprise, ff: 1d20 + 4 ⇒ (12) + 4 = 16
dmg, wolf-thing, ff, sneak: 1d8 + 3 + 1d6 ⇒ (3) + 3 + (2) = 8
Kaliban tries to leave 2 spaces, 10' between himself and the door... if the creatures attack those entering, he gets AoOs. If they get caught between him and those entering, he's flanking. If he can't reach the blooded wolf (others in the way), he will attack another wolf. He's being practial and not exposing himself to AoOs, charging, etc.. axe & shield. AC 19.
Uret Jet |
The animal yips in pain as Kaliban tears through taut flesh and splinters bone. Though obviously in pain, it still finds it within itself to turn against it's attacker with a savage snap of it's jaws. The injury proves to be too much however, and it flinches in pain before it can properly rear up.
Bite: 1d20 + 4 ⇒ (1) + 4 = 5
W3: Heaivly bloodied
Hilde:
Emma:
Dawn:
Alasyn:
W1:
W4:
Kaliban:
W2:
Alasayn vun Alushir |
Alasayn puts his finger to his temple and narrows his eyes as spectral armor in the style of an Osknian battle-psyker appears around him, gracefully sweeping curves with a jagged coral crest along the head.
Casting mage armor.
Dew in the Dawnlight |
"Oh, so weird," Dawn exclaimed as one of the Ioun Stones whirled up to a higher speed. "Wolves don't attack people at random like this. Usually." One of the stones shot out.
Attack: 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Crit Confirm: 1d20 + 5 ⇒ (5) + 5 = 10
Crit Damage: 1d6 + 4 ⇒ (4) + 4 = 8
Hildeborg |
Hilde moves in behind and to the side of Kaliban, taking a position behind his shoulder as she reaches past him with her bill in an attempt to finish the wolf he's already attacked, and to provide her potential AoO opportunities if any of them move in closer.
Bill w/ Risky Strike: 1d20 + 5 - 1 ⇒ (8) + 5 - 1 = 12 Bah!
Slashing w/ Risky Strike: 1d8 + 3 + 3 ⇒ (8) + 3 + 3 = 14
Potential AoOs, also just for damage. Use them if you think they apply, ignore them if they don't.
Bill AoO 1 w/ Risky Strike: 1d20 + 5 - 1 ⇒ (17) + 5 - 1 = 21
Slashing w/ Risky Strike: 1d8 + 3 + 3 ⇒ (1) + 3 + 3 = 7
Bill AoO 2 1w/ Risky Strike: 1d20 + 5 - 1 ⇒ (8) + 5 - 1 = 12
Slashing w/ Risky Strike: 1d8 + 3 + 3 ⇒ (6) + 3 + 3 = 12
Bill AoO 3 w/ Risky Strike: 1d20 + 5 - 1 ⇒ (9) + 5 - 1 = 13
Slashing w/ Risky Strike: 1d8 + 3 + 3 ⇒ (2) + 3 + 3 = 8
Bill AoO 4 w/ Risky Strike: 1d20 + 5 - 1 ⇒ (17) + 5 - 1 = 21
Slashing w/ Risky Strike: 1d8 + 3 + 3 ⇒ (3) + 3 + 3 = 9
Bill AoO 5 w/ Risky Strike: 1d20 + 5 - 1 ⇒ (12) + 5 - 1 = 16
Slashing w/ Risky Strike: 1d8 + 3 + 3 ⇒ (4) + 3 + 3 = 10
Emma Jane Corvid, A.L. |
Heal the Hermit...
Does Emma Jane SEE a hermit? If so, she'll attempt to heal them. Otherwise...
Emma begins Inspire Courage (+1 attack and damage next round):
"No others can fight quite like we can,
"We take an army of men, and put their face in the sand.
"If you think you can out-fight us, yeah, I bet.
"We haven't met any opponents who could do that yet."
Sorry, LL Cool Jay.
Uret Jet |
The party starts to move into the ransacked room, lashing out at the wolves where the can. The one pelted by Dawn's stone tries to leap for the group, yet it's Hilde's quick maneuvering that she manages to impale it instead, splattering the party with blood rather then teeth and claws. The other manages to avoid her sweeping defensive strike, but fails to make an impact as it launches at the Northlander's throat.
Attack: 1d20 + 4 ⇒ (9) + 4 = 13
W3: Heavily bloodied
Hilde:
Emma:
Dawn:
Alasyn:
W1: Slain
W4:
Kaliban:
W2:
Kaliban the Forgotten |
Kaliban feels unstoppable and steps up to flank, slicing out at the wolf that attacked Hilde, trying to push it back!
atk W4, battle-axe, inspire, flank: 1d20 + 4 + 1 + 2 ⇒ (17) + 4 + 1 + 2 = 24
atk W4, battle-axe, inspire, sneak: 1d8 + 3 + 1 + 1d6 ⇒ (3) + 3 + 1 + (4) = 11
Uret Jet |
Kaliban lands a brutal strike against the wolf, cutting deeply into it's brittle flesh and leaving it at it's wit's end. In retaliation, one of them rips into and tears a chunk out of the half-orc's shin. The one he had struck earlier seeks to capitalize and goes for Kaliban's other leg, wounding him severely. Though they managed to tear at his legs, the wastelander is not brought to his knees by their attacks.
Bite: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
Bite: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Trip 1: 1d20 + 2 ⇒ (1) + 2 = 3
Trip 2: 1d20 + 2 ⇒ (14) + 2 = 16
W3: Heavily bloodied
Hilde:
Emma:
Dawn:
Alasyn:
W1: Slain
W4: Heavily bloodied
Kaliban: 11 Damage, Not tripped
W2:
Hildeborg |
Remember, Hilde's using a reach weapon.
Stepping back to take advantage of Kaliban's position If there's room, choking up on the polearm if there's not - archetype ability to unreach the reach weapon, Hilde goes to finish off the one wolf an dreduce his chances of being flanked.
Bill w/ Risky Strike & Flank: 1d20 + 5 - 1 + 2 ⇒ (10) + 5 - 1 + 2 = 16 -4 if she had to choke up.
Slashing w/ Risky Strike: 1d8 + 3 + 3 ⇒ (7) + 3 + 3 = 13
Uret Jet |
Visualizing it in my head... It's pretty cramped in the entry way right now, she would indeed be choked up.
Though the woman has power behind her strikes enough to shatter wood, the crowded environment proves unfavorable and her strike is off by a slight mark.
Dew in the Dawnlight |
Dawn eyes the attacking wolves. They'd need to check those bitten for that disease that made wolves go wierd she'd heard about. Scabies? Scabies sounded right. She shrugged and tried to pelt another of the ones attacking Kaliban.
To Hit: 1d20 + 5 ⇒ (2) + 5 = 7
Damage: 1d6 + 4 ⇒ (4) + 4 = 8
Alasayn vun Alushir |
Alasayn snaps his fingers and the party briefly hears the sound of a crashing wave and catch the glint of a lustrous pearl out of the corner of their eyes, along with a feeling of intense pride.
Casting moment of greatness, allowing the party to double a morale bonus for one roll.
Uret Jet |
Emma's melody as well as Alasayn's magical might fills the party with a sense of deep pride and accomplishment. As this happens, a wolf takes this momment to again snap for Kaliban in the lead. As it sinks it's teeth in for one last feast of leg, it succumbs to it's deep wounds and collapses onto the floor.
Bite: 1d20 + 4 ⇒ (17) + 4 = 21
damage: 1d6 + 1 ⇒ (5) + 1 = 6
Trip: 1d20 + 2 ⇒ (15) + 2 = 17
W3: Heavily bloodied
Hilde:
Emma:
Dawn:
Alasyn:
Kaliban: 17 Damage, Not tripped
W2:
Kaliban the Forgotten |
Kaliban is nearly crazed with pain, but feels a new rush of vigor, he steps and tries to bring the fresh wolf low.
atk W2, battle-axe, inspire, flank: 1d20 + 4 + 1 + 2 ⇒ (11) + 4 + 1 + 2 = 18
atk W2, battle-axe, inspire, sneak: 1d8 + 3 + 1 + 1d6 ⇒ (7) + 3 + 1 + (1) = 12
Inspire Courage is a competence bonus :(
Uret Jet |
With a single mighty blow Kaliban manages to behead the wolf in an instant, fighting through the raw pain creeping up his legs. The last of the canines seems to realizes almost instinctively that it's been cornered, and begins to growl and snap at the party in a panicked frenzy. It makes one last attempt to tear into the party, this time going for Hilde, ducking just under her spear. His jaw meets only air/
Hile's AOO: 1d20 + 5 - 1 ⇒ (3) + 5 - 1 = 7
Bite: 1d20 + 4 ⇒ (8) + 4 = 12
W3: Heavily bloodied
Hilde:
Emma:
Dawn:
Alasyn:
Kaliban:
Hildeborg |
Keeping the head of the weapon closer to her than she prefers, thanks to the cramped quarters, Hilde looks to do the wolf one better . . ..
Bill w/ Risky Strike, Flank, choked-up: 1d20 + 5 - 1 + 2 - 4 ⇒ (12) + 5 - 1 + 2 - 4 = 14
Slashing w/ Risky Strike: 1d8 + 3 + 3 ⇒ (6) + 3 + 3 = 12
Uret Jet |
With Hilde's final strike, the last of the wolves is finally brought down. As Emma goes to stitch the half-orc's legs back roguther with magic the group is free to survey the now corpse-filled and bloodied room. Your impressions now are much the same as initially, a small homely room devoid of it's owner. There's archway leading into a kitchenette, with much of the food now laying half-eaten and chewed by the wolves as they scavenged. Strangely, you don't immidietly find a way to the second floor attic.