Kvothe Incruentus |
Sliding down the trench and examining the body, Kvothe takes a closer look at the scroll to try to identify it.
arcana: 1d20 + 5 ⇒ (6) + 5 = 11
Didymus the Great |
nature: 1d20 + 7 ⇒ (10) + 7 = 17
Didymus the Great |
No luck with the scroll apparently. I just looked up the rules on identifying stuff and it looks like we can try again tomorrow. Also it is apparently supposed to be a secret check since crit misses misidentify the item. I was thinking as it was that having you roll for us would save time for identifying items anyway. I actually look forward to the time that one of us is convinced that we found a wand of Disguise Elf :)
By the way, can we get a retry at that elixir we found on the druid?
"I wonder who the gnome was. This body seems to have been dead for a while. Let me see if I can track the boars back to their den. Maybe we can find more clues there."
tracking: 1d20 + 7 ⇒ (13) + 7 = 20
GM_MG |
The elixer is a lesser bestial mutagen.
The trough does appear to be where the boar and her offspring were nesting.
Kvothe Incruentus |
well, this looks like a dead end then. Doesn't look like this was any more than just some wild animals claiming some territory. looks around a little more for good measure
perception: 1d20 + 7 ⇒ (16) + 7 = 23
on to the mill and seeing what's going on there then, huh. Shall we?
Un-slinging his lute and strumming a chord, Kvothe breaks into a lively tune for traveling
Train rolls in at ten am
Kill the lamb for the lions, find some water for the elephants
Monkey on his shoulder, is a monkey on his back
Could I bum a cigarette, I done smoked my last pack
Throw up the big tent, throw down some sawdust
We don't open till the 'morin, step right up
Didymus the Great |
"Sounds good to me! Let's keep an eye out when we get to the mill for some grain sacks that we can use to bag up the wasps if BumBum's idea works. Who wants to hold on to the smokesticks? I made sure to buy two of them."
GM_MG |
The mill isn't hard to spot--a large wheel is turning lazily under the current of the river here. You don't see any evidence of current habitation here.
The western half of the building is built on a rise, and is higher than the eastern half, where the mill itself is located. The stream drops over the rise here in a noisy rush.
To the east is a tidy, fenced garden.
Map updated. I put your minis on the map, but you are free to approach the mill from whatever direction you like.
Didymus the Great |
Didymus and Ambrosius scan the building looking for open windows, cracks, gaps in he boards, basically anywhere that wasps could get in and out.
perceptions: 1d20 + 8 ⇒ (9) + 8 = 171d20 + 5 ⇒ (7) + 5 = 12
BumBum the Clown |
Before we approach BumBum will drink the lesser antidote he purchased just for this."We found's us another antidote by boars, maybe somebody should drinks it."
As we approach"Maybe we should tries to be quiet, sneaky like." BumBum will be Avoiding Notice. Then he will looking for a trellis or easy way to reach the roof. Is the stream fast moving?
GM_MG |
There are several windows (each shuttered) around the building (represented by the gray boxes on the map). A pair of double doors on the west side of the building, and a single door on the south, appear to be the only methods of ingress.
There doesn't appear to be any easy access to the roof. The stream is fast moving, especially near the falls where the milling wheel is located.
Didymus the Great |
Didy whispers back, "Sneaky sounds good. Our best bet is to catch them still in the hive. You get the door, me and Ambro will follow. Al, Kvothe, you guys should hang back a bit since you're not as sneaky."
BumBum the Clown |
Ok, give me one of them smokesticks.
BumBum will sneak up to the door and inspect it, not just for Hazards but for locks and latches and to see if it will be noisy when opened. Then he will listen at the door. If the door looks ok to open and he does not hear anything, then he will attempt to open it.
Didymus the Great |
Didy gladly hands over a smoke stick to BumBum.
Kvothe Incruentus |
Scanning the surroundings as Didy and BumBum approach the building, Kvothe is ready to spring into action if anything appears
ready action to cast acid splash if any creatures (wasps) appear
GM_MG |
1d20 ⇒ 14
1d20 ⇒ 12
1d20 ⇒ 4
1d20 ⇒ 4
1d20 ⇒ 2
Sorry, Kvothe, you can't ready actions while not in initiative. I will let you keep that roll, however, if you'd like to do that on your first turn.
This spacious chamber is two stories high and has a well-fitted stone floor. In the center of the space, a millstone grinds away at nothing but air, rotated by a wooden shaft projecting through the north wall. A second level of the house overlooks this room from the west, and a table and four chairs are visible near the top of a sturdy ladder. A double door leads east. A massive wasps’ nest hangs from the ceiling in the center of the room.
Wasps cover nearly every surface of this room. As the door opens, they rise in a buzzing cloud.
GM_MG |
Round One
Active Effects -
BumBum (Stealth)
Didy
Kvothe
Al
Wasps?
The carnies are up!
Kvothe Incruentus |
The door opens and reveals the interior, Kvothe breaks into song.
buzz, buzz, buzz goes the bumble bee
Tweele, deedle, dee goes the bird
inspire courage, then that attack roll I posted earlier directed at the swarm
BumBum the Clown |
BumBum will Delay for everyone, then pull out the lesser frost vial he purchased earlier, throw it lesser frost vial: 1d20 + 4 + 1 ⇒ (8) + 4 + 1 = 13 Hero Point lesser frost vial: 1d20 + 4 + 1 ⇒ (14) + 4 + 1 = 19 cold: 1d6 + 1 ⇒ (1) + 1 = 2 plus 1 splash damage and a -5 penalty to speed until the end of it's next turn. Then assuming no one has gone inside he will close the door.
"Maybe we's can slip the lit smokesticks under the door while it's up against it?"
If someone does stay inside he will be striding somewhere
Didymus the Great |
Didy will observe the swarm for a second and relay his insights to the party.
1st action recall knowledge on the swarm with +7 Nature. I mostly want to know its resistances to know if shooting it with arrows and/or Ambro biting would do any good at all. Presumably I will be drawing and throwing a bottled lightning.
GM_MG |
Round One
Active Effects -BumBum (Stealth)
Didy
Kvothe
Al
Wasps (-8)
Typically for swarms, area effects and splash effects do extra damage, and physical damage is resisted.
Kvothe hits the swarm. BumBum's action pending resolution of Didy and Al's turns.
Didymus the Great |
"Holy crap, this big of a swarm is bad news indeed! It can poison and kill us in a matter of seconds!"
let's hope the closed door does the trick! pulling and tossing a bottle lighting. Nada for Ambro this turn.
bottle lightning: 1d20 + 8 ⇒ (20) + 8 = 281d6 ⇒ 5
hell yeah! looks like the +1 from splash isn't doubled so 11 electricity altogether and the target is flat-footed til the start of my next turn.
edit: forgot inspiration so presumably 13 damage altogether
Lady Alhambra |
Al will use Reach spell to cast Produce Flame on the swarm
produce flame +inspire: 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 181d4 + 4 + 1 ⇒ (2) + 4 + 1 = 7
GM_MG |
The group pelts this poor, defenseless swarm with a variety of spells and alchemical implements. The wasps,not evolved to deal with these sorts of threats, are killed by the score, and the remainder flee any way they can.
Out of combat!
Didymus the Great |
"I think we need to light the stick under the nest and let it fill up with smoke. If it works, they should get all sleepy, and we can scrape the nest off any put it in your sack."
assuming my previous nature check is sufficient to know all that, and my personal recollection aligns with reality
GM_MG |
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It takes a bit of doing, but you eventually manage to the nest in a sack. You aren't sure how many wasps are inside the nest, but as the smoke fades you hear angry buzzing from within, indicating that you have at least a few wasps trapped.
>Get ye wasp bag.
You have a WASP BAG.
Didymus the Great |
The ranger and his companion join in the search of the building.
perceptions: 1d20 + 9 ⇒ (20) + 9 = 291d20 + 5 ⇒ (19) + 5 = 24
In case it hasn't been that long since they were last here, I will also check for tracks for the previous occupants.
survival: 1d20 + 7 ⇒ (1) + 7 = 8
Kvothe Incruentus |
The threat averted, Kvothe will own 3 on the doorway strumming his lute to pass the time while his companions search the place
nominally watching outside the building while the others search inside
Lady Alhambra |
So I finally remembered that I took the feat that lets me talk to (burrowing) animals! So Al is going to look around for any mice or similar rodents living in the mill to chat with.
GM_MG |
The ladder appears to lead to a more residential section of the house. You can just make out a table and some chairs above.
Bum Bum and Didy don't find much of interest in this room. Didy isn't able to spot any tracks.
Kvothe keeps a careful watch outside, but no one appears to be approaching the Mill, although small numbers of townsfolk do appear to be going about their normal business.
The Hawftons apparently keep things clean and tidy, but Al does eventually spot a groundhog burrow outside the house, to the south.
A groundhog rises to the surface at the sound of Al's voice, blinking uncertainly.
"FEY FOLK? OH, DEARY DEARY DEAR. OH, DEARY DEARY DEAR. THAT'S JUST WHAT I NEED TODAY, IT IS. ALRIGHT, WHAT IS IT?"
GM_MG |
The upper area of the building seems to be where the family made their home. This small kitchen area contains a table, three chairs, a long counter, and several cabinets. There are several scorch marks on the walls here.
There are two doors here.
Lady Alhambra |
"Well hello there, little one. Here, have a nibble of bread," she says as she hands over some of her trail rations. "My friends and I are looking for the Hawftons, the nice human family that used to live here. Do you know what happened to them? Done already? Oh, do have some more," she says handing over another morsel. "We heard that those angry wasps drove them away. We took care of the wasps, so they won't bother you any more either." she says with a light pat on the groundhog's head, "But now we are trying to find out where they've run off to. Can you tell us the tale?"
GM_MG |
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The groundhog tears into the bread eagerly, scattering crumbs.
"HRM. I AM SEE YOU ARE CREATURE OF POLITE AND ERUDITITUDE. VERIWISE, I SHALL CONVERSONATE WITH YOU, TWICELY. THE HAWFTONS NOT RUN FROM STINGYBATS, THE WINGED EGGMEN TAKE THEM AWAY, WITH MUCH SADNESS. THE LITTLEST HAWF-TON GIVING ME EGG AND CRESSY BREAD SMOOSHIES ON MANY A OCASS-TIME."
The rodent's shiny black eyes do look a little sad.
"STINGYBATS GO IN WITH THE LITTLE TREETALKER. SHE LAUGH TO SEE THEM BUILD NESTHOME THERE. I THINK THEY EAT THE OTHER EGGMAN. HE NOT SMELL LIKE EGG THOUGH?"
Having finished the bread, it looks longingly at your pack.
Kvothe Incruentus |
Kneeling down with Lady Al, who is speaking with the hedgehog. In his sweetest voice well aren't you a cute little thing, what's he saying Lady Al?
Reaching slowly into his pack he pulls out some bread to offer to the little creature
GM_MG |
The groundhog begins eating Kvothes bread as well.
"DO YOU HAVE EGGIES?"
Lady Alhambra |
Al grins joyfully and reaches into her pack for one of Pontypool's delicious hard-boiled eggs, then proudly presents it to her adorable new furry friend.
As he takes it, she turns and updates the party, "He seems to be referring to the wasps as 'stingybats,' which is just precious! But he says that they weren't what drove off the Hawftons. He says 'winged eggmen' took them away. The mephits perhaps? They did carry a map with this mill marked on it. Eggmen may just be his word for humanoids, I am not sure. The family here seems to have generously shared eggs with this little guy in the past and I think he associates the smell with them. I suspect besides the mill, we may find the Hawfton's may own a chicken coop, or simply were rather fond of eating eggs." she says with a shrug.
"He says that the wasps were brought here by 'the little treetalker' which sounds a lot like that druid we met, or at least another like her. What's more worrisome is that he says that he thinks that they (the wasps?) ATE 'the other eggman' who doesn't smell like eggs. If any of you have any insights, please let me know. I'll keep him talking as long as I can and try to see if I can get a clearer picture."
As her new friend finishes devouring his latest treat she resumes her conversation, "What a wonderful and sad tale! Thank you for sharing it with me, little one! Do you mind if I ask some questions? If you help me find the Hawftons I am sure that the littlest one will gladly share his breakfast with you again! Now, the eggman that didn't smell like eggs, was that one of the Hawftons? Or someone new? Maybe a companion of the treetalker or the winged eggmen? Can you tell me more about the winged eggmen? Were they about my size with blue skin? Or were they bigger like my musical friend here? Do you remember which way they took the Hawftons? Do you remember how many sunrises ago that was?"
Didymus the Great |
Didy first does a quick search of the ground floor, looking for clues as to what may have happened to the Hawfton family.
perceptions: 1d20 + 9 ⇒ (1) + 9 = 101d20 + 5 ⇒ (4) + 5 = 9
Afterward he will climb up the ladder and explore with BumBum. He makes note of the scorch marks, and he and Ambrosius rummage through the cabinets, looking for more clues (probably food in the raptor's case).
perceptions: 1d20 + 9 ⇒ (2) + 9 = 111d20 + 5 ⇒ (3) + 5 = 8
Hearing Al's update from outside, he makes a point to sniff around and see if he recognizes the scent of the halfling druid or the mephits they encountered before.
Finally he opens the door to the small room to the north.
WOW, those are some abysmal rolls!
GM_MG |
"NO, ONE-TWO-THREE-FOUR-FIVE LITTLE WINGMEN GO IN. FOUR STINK LIKE EGGBAD, BUT ONE SMELL LIKE LOUD-STORM-SHOW. HE NOT COME OUT, BUT EGGMEN LAUGH AND LAUGH."
You can see the tiny gears turning in his tiny mind.
1d20 ⇒ 4
"...HE LOOK LIKE OTHERS, BUT BLUE SKIN NOT REDYELLOW. EGGMEN ALL LITTLER THAN YOU, BIGGERER THAN ME. DON'T KNOW WHERE THEY GO, I HIDE IN BURROW."
The creature slaps the ground a couple times. "TWO-THREE DAYS."
Didy doesn't see much. The area has some food and cooking supplies in it. The scorch marks were left by some sort of fire, but exactly what left them is difficult to say.
The room to the north is a bedroom. A bed, simple but well-made, sits here, big enough only for a single person. A cabinet here likely holds clothes and personal effects.
Lady Alhambra |
That makes much more sense. So between the red-yellow skin and the sulfur smell, it sounds like we are dealing with 4 fire mephits, although do I need to make a monster knowledge roll for Al to know that? Either way it sounds like they are long gone elsewhere, but they locked another blue-skinned storm mephit inside, so I will go warn Didymus and BumBum.
Al leans over and kisses the groundhog on the top of his head as she hands him another hard-boiled egg. "Thank you, little one, you were a tremendous help. I will do my best to return the Hawftons to you."
With that she rushes into the mill and calls out in a harsh whisper, "DIDY! BUMBUM! WAIT, I BELIEVE THERE IS ANOTHER OF THOSE MEPHIT THINGS LIKE WE FOUGHT BY THE RIVER, TRAPPED IN HERE SOMEWHERE. BE WARY."
Didymus the Great |
Didy steps over to the ladder and gives Al a thumbs up and a nod. Then he gives BumBum a knowing look as he and Ambro creep back to the bedroom and begin carefully checking the room for a hiding mephit, looking under the bed, hiding up in the rafters, and finally inside of the cabinet.
stealths: 1d20 + 8 ⇒ (14) + 8 = 221d20 + 7 ⇒ (14) + 7 = 21
perceptions: 1d20 + 9 ⇒ (10) + 9 = 191d20 + 5 ⇒ (16) + 5 = 21
GM_MG |
The groundhog chitters excitedly as it returns to its burrow, egg clutched in front of it.
A thorough search of the room reveals little more than clothing and personal effects--of good quality, bespeaking the families status as well-to-do--but nothing more.
Didymus the Great |
Didy gives BumBum the all clear and moves over next to him. He gives a few quick sniffs at the southern door, trying not to make much noise, but checking if he recognizes the scent of the mephits.
survival: 1d20 + 7 ⇒ (17) + 7 = 24
GM_MG |
There's something in the room. It smells a bit like the mephits you encountered by the stream, but different somehow.
Al, have a Hero Point. Hero points updated.
Didymus the Great |
He nods gravely to BumBum, then quiet steps to the ledge and motions for Al and Kvothe to join them. He readies his bow and waits for his goblin friend to open the door.
I will be Tracking (+7) for my exploration mode if I can, to try to make whatever I smell my prey. Otherwise I'll go for stealth (+8).