
Sir Gorum |

Gio yelled at me!: 1d20 + 7 ⇒ (2) + 7 = 9
I like the strategy Gio, just luck was not with me on that one. Sucks I can’t use Reckless attacks for it
Gorum was expecting Giuseppe’s call and looks over his shoulder for a brief second as he swings.
sure Io will take it down

Giuseppe di Firenze |

Can't you? Huh, just looked it up. That would mean that you don't get it for AoOs either... You learn something new every day! Well, at least it does not get used if you and Io finish the critter off, based off of Initiative...

Sir Gorum |
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Yeah, it’s advantage for the turn and you can only activate it on your turn. Disadvantage lasts until your next turn. It’s ok. Reckless Attack is super strong.

Giuseppe di Firenze |

Okay, looking for sit-rep. We are down to our last opponent. There are no survivors from the initial attack, correct? Have any of us seen these dog-men before?

GM Skyreaver |

I'm back.
Ionnis, did you want to uncanny dodge the bite or the claw that hit you? So I can update the damage correctly.
Between Ionnis and Gorum, you manage to put down the last Dogman.
These are Gnolls. They are considered beastial Humanoids. They are primitive creatures, and are often found in the service of more powerful beings such as Giants
the gnolls all have severely matted fur and are riddled with lice; this is uncommon for gnolls as they typically take pride in their hides, often
decorating with small skulls and other trophies. The also bear a brand on
the back of their necks: a three-headed flail.
This brand marks the Gnolls as devotees of Yeenoghu, the demon prince of Gnolls. While not a true deity, Yeenoghu is tremendously powerful and his followers are often more fanatic than truly faithful.
the humans have multiple bite marks and claw wounds, and have had their hearts removed (likely by the Dogmen). They were probably alive when this was done.

Giuseppe di Firenze |

Intelligence (History): 1d20 ⇒ 16
Gio shakes his head, Gnolls, usually they are serving a stronger power. Perhap, they might have an insignia or something to show who they work for?
Kneeling down near the human corpses, the Athkatlan asks, Quen, can you make any sense of this mess?

Giuseppe di Firenze |

I understand, I made the History check, because I thought that might be one that Gio might know, especially since Athkatla is a stone's throw from Calimshan. Not making the investigation, because that is really not something that he is good at, and he knows very little of Arcana or Religion. I am hoping that maybe giving Quen the Help action here at one of the human bodies will give him advantage on the check.

Ionnis |

Um I don't remember which one I halved, so go with the first one's damage and dodge the second attack?? That works! Glad it was just ("just"!!) internet outage. My brain always goes to the worst possible scenario.
Investigation check: 1d20 + 2 ⇒ (1) + 2 = 3
LOL welp next!
Io pants and catches his breath, kicking at all of the dead corpses, unable to make heads or tails of it.

Giuseppe di Firenze |
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It would make sense to use it on the bite... ;) That one hurts more...

Giuseppe di Firenze |

Will do the Investigation for s- and giggles. If I make it, we can play it off as pure luck, since that is what it is... ;)
Intelligence (Investigation): 1d20 ⇒ 19 *laughing uncontrollably*
Gio kicks one of the gnoll corpses, causing it to slump on its side. The swordsman's head cocks to the side, invoking a look of puzzlement... Well, well... Looks like these may be slaves of some sort. Check out this brand. Ever seen its like before? Three headed flail... What could that mean? These gnolls seem much more wild than those I remember. My experience, they like to groom themselves and adorn themselves with di jewelry or skulls... decoration! That is di word!

Ionnis |

Haha that's awesome. Copy + paste?
Arcana check!: 1d20 + 2 ⇒ (15) + 2 = 17
Alrighty then
Oh! I know that! There was an anthropology book I loved to read when I was supposed to be studying hexes or whatever silly thing my family thought I could learn. That's the mark of, hmmmm, Yeen...Yeen...Yeenoghu? Yeah, Yeenoghu! He's some gnoll royalty, a demon with some wicked powers. His followers insist he's a god, they're into some crazy s#*~. I think they eat their own babies. 'Course that book was a bit fanciful, had some wonderful illustrations in it.
Good catch, Gui! Wonder what made them attack these poor folks.

Giuseppe di Firenze |

Doesn't. Automatically replaces with @#$#% characters... ;) At least, it used to...

Sir Gorum |

Medicine: 1d20 ⇒ 13
Gorum kneels by the sundered bodies of the victims. ”Seems the were after the hearts.” He seems to think hard on it for a sec ”Sounds like we have the beginnings of some nasty dark cult stuff. Too bad Mender took off. This would probably have been right in his wheel house.” Standing, Gorum tries to think if there is a town nearby where they might find more information.
History?: 1d20 + 2 ⇒ (5) + 2 = 7
He also starts looking around for tracks the might tell more of the story.
Survival: 1d20 ⇒ 10

Giuseppe di Firenze |

Well, Giuseppe starts, Shall we bring these poor folks' bodies back to town and see if they know anything?
Taking a blanket from his backpack, he begins wrapping one of the human corpses, bundling it up.
Well, I will have to buy me a new blanket when I get di chance.

GM Skyreaver |

As Guiseppe moves to what remains of the Humans, the group hears the sounds of laughter; not a laugh filled with mirth, but the giggling of the insane. Following the sound, our merry band of adventurers find the following.
Huddled in the brush nearby is a grievously wounded young woman. Clothed in scraps of clothing that at one time were likely of great value, she shows evidence of torture. Numerous bite marks and scratches cover her flesh, and her eyes glint with madness. She is giggling to herself, and as you draw close these giggles become a full-on raucous laugh.

Giuseppe di Firenze |

Gio turns, What is that?
Leaving the body for later, the young Athkatlan moves toward the sound...
Looking at Quen, Can you do anything for her?

Sir Gorum |

Gorum’s attention moves from looking for tracks to the laughter. ”I think she might have a broken mind.” he leans in forward toward the laughing woman, ”Can you tell us where you’re from?” Gorum asks, hoping the the woman can at least communicate in some fashion.

Giuseppe di Firenze |

Yeah, I expect that Quen is facing the craziness of prep to return to school...

Quen Pah |

Seeing that the woman is distressed, the cleric of Mishakel gently approaches her and in a calm voice begins to talk to her Be still. All is well. You are safe now. We are friends/ [b]
As she calms just a bit he kneels down next to her, his sky blue robes settling around him and he grabs his silver medallion of faith, glowing with a gentle blew light. He places one hand on the woman's forehead as he invokes his goddess.
[b] Mishakel, goddess of healing and dispeller of all things which harm a person. Grant to your unworthy servant the ability to channel your blessings into this woman who is in such disarray. Restore her mind to her, if it be within your holy will, Healing Hand of Mother of Comfort/
as he casts lesser restoration
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

GM Skyreaver |

It works for what we need it to do Quen. Also, welcome back!
The insanity raging in the woman's eyes abates, and she begins crying, which is interrupted by a ragged cough.
After a few moments, she calms herself.
She is dying, and beyond even healing magic's ability to help.
"My brothers and I were waylaid by these creatures on the road." she chokes a sob as she looks at the dead men. It's clear they were the brothers of which she spoke.
"We were captured about three days ago, and held in tiny cages. There were alot of these cages and many were not empty. They would pull us out and either harm us or....eat...people, but they didn't seem to have a reason behind who was eaten or who was tortured."
She weakly wipes tears away from her face and starts to sag, then says "The cages were near the standing stones in the woods." her eyes close, as if she is very sleepy.
"follow the white gravel..." she says as her head slumps, before letting out a final gasp of air and then is still.
The only thing of value on her is the silver chain that she had held in one hand, which popped open upon her death. Set on the necklace is a holy symbol, also made of silver.
This is the holy symbol of Ilmater, God of suffering and taking on burdens.

Ionnis |

Random Intelligence check on the holy symbol: 1d20 + 2 ⇒ (2) + 2 = 4
Did....did she just die? I thought you just healed her! Matters of healing and religion are not Io's forte.
If no one else does, he gently picks up the locket to examine it, and will hand it to anyone else who actually makes that religion check.

Sir Gorum |

Medicine: 1d20 ⇒ 18
Religion: 1d20 + 2 ⇒ (16) + 2 = 18
”She’s gone...” Gorum says solemnly. ”She is under Ilmater’s protection now. “ Gorum stands and surveys the gruesome scene. Wiping his seeping eye, the Paladin urges his companions into action. ”Gather the dead and protect the bodies with brush best we can quickly, we can’t waste time though. Others are dying.”

Giuseppe di Firenze |

Just as confused as Io, Giuseppe looks to Quen, What happened?!?
Wisdom (Medicine): 1d20 + 1 ⇒ (10) + 1 = 11
Noticing the silver locket, Gio asks, What have you got there, Io?
EDIT: No, no, you are right, Gor, we should go, looking at their wounds, Will you both be okay?

GM Skyreaver |

The group heads into the woods, following the white gravel path.
A ways in, the group sees the following:
Some thirty feet ahead of you is a large pile of writhing animals. They are emitting shrill cries of pain and anguish and seem to be stuck together. In the pile you can see rats, a fox, a rabbit, a coyote, a few snakes, and more.

Giuseppe di Firenze |

What in di Hells is that?!? Gio exclaims, drawing his blade.

Ionnis |

Io says the same thing as Gio, both repulsed by and curious about the mad pile of critters. He will quietly edge closer to see what is going on.
stealth: 1d20 + 6 ⇒ (20) + 6 = 26
He makes no noise at all.

Ionnis |

Dex check: 1d20 + 3 ⇒ (11) + 3 = 14
Dex check: 1d20 + 3 ⇒ (11) + 3 = 14
Dex check: 1d20 + 3 ⇒ (12) + 3 = 15
Not sure how many were needed but that looks good??
Io cautiously approaches the tangle of beasts and bends to help them. It takes quite a bit of effort, but in the end, he manages to free them.
idk some sort of check to try to tell what happened? Perception check: 1d20 + 4 ⇒ (5) + 4 = 9 Well they can't all be winners.

Giuseppe di Firenze |

Gio shifts his grip on the hilt of Tizzone, waiting for a signal to charge in...

GM Skyreaver |

This is a mix of excrement and mud that has hardened to a nearly cement-like rigidity.
they are all injured, exhausted, and dehydrated but will survive so long as they can go their separate ways soon.
Ionnis creeps forward and then, after a couple of minutes, manages to pull the creatures apart.
Most of them scamper off, but a single fox remains and then starts yipping at the group.

Ionnis |

I feel like my check above would be a failed Nature check instead, so not re-rolling.
As the critters scamper, Io motions the small group to come on up. I don't know what that was, or why they were stuck together, but of course I suspect it has something to do with this gnoll cult thing.
Noticing the yipping fox, he squats down. If it doesn't flee, he will gently hold out his hand like you should! just a loose fist with fingers curled under. Hey little one, what are you about?

Giuseppe di Firenze |

I have heard that the Emerald Enclave has folk that can speak to di animals, Gio says with concern, It certainly would be handy now, no?
The young Athkatlan inspects the mess...
Intelligence (Nature): 1d20 ⇒ 15
This is di poo, mixed with mud, maybe? Hardening to almost like di bricks... I have heard that some Bedouin tribes in di desert make houses in such ways...
Wisdom (Medicine): 1d20 + 1 ⇒ (19) + 1 = 20
Here, Io, give it some water, it, like them, gesturing to the other animals as he hands Ionnis his waterskin, They are all exhausted, hungry, and starved of di water...
Giuseppe is taken back to his time on the streets, dogs and cats starved like his street 'brothers' and 'sisters'...
Have to explain why he rolled so well... ;)

Ionnis |

I think it's just the fox who remains.
At the mention of "poo", many castings of Presdigitation happen. And he gives the fox Gio's water. If the fox will allow it, Io will scratch his head. Trying to figure out how friendly it is.

Giuseppe di Firenze |

Some thirty feet ahead of you is a large pile of writhing animals. They are emitting shrill cries of pain and anguish and seem to be stuck together. In the pile you can see rats, a fox, a rabbit, a coyote, a few snakes, and more.
This made me think that they are all still alive...

Ionnis |
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Sorry yes he says they scamper off, but a single fox remains and then starts yipping at the group. I didn't mean to say they didn't survive.

Sir Gorum |

Lacking said individual that can speak to animals, Gorum crouches down and tries to beckon the Fox near him. ”Come’ere buddy” he says holding out a bit of dried jerk.
Animal Handling: 1d20 + 2 ⇒ (13) + 2 = 15 trying to discern what the fox wants.

GM Skyreaver |

Sorry about the delay folks. I was down internet for most of the weekend.
As Ionnis and Gorum approach the fox it moves forward a bit then stops and takes a few steps back towards you and yips again before moving; after examining it, it's clear to Gorum that it wants you to follow it.
the destination isn't far; a nearby tree just off the path, in fact. It leads to what appears to be a pile of fallen wood from the trees above.
The fox, upon arrival, bats one of the larger branches out of the way and bites on something that resolves itself into the handle of an old satchel that appears to be buried beneath the wood. It then snatches the jerkey out of Gorum's hand and makes it's way into the woods with a final, friendly, yip.
Opening the rotted satchel, most of the contents have eroded with time, but a piece of tightly wrapped silk, once opened, reveal a pair of silver earrings.
Beyond the monetary gain, however, you all feel a sense of encouragement from having done a good deed. You're certain such a thing will come back to help you when you next need it!
You each have advantage on the next saving throw you make.
As you are contemplating what just happened, you can all hear the nearby sound of fast-paced, high-pitched conversation.
Looking around, you realize that none of you speak the language.
The language is Sylvan, and you can tell by the pitch and vocal mannerisms that it is likely a conversation between a Quickling and a Darkling.
After a couple of moments of conversation, a deep, gutteral voice joins in the conversation.
This is a Gnoll, and it sounds like it's speaking in it's native language (i.e. Gnoll).
They are at most a few hundred feet away. How are you planning on approaching the beings conversing? They don't seem to have noticed you yet.

Ionnis |

General Int check for that Nature roll: 1d20 + 2 ⇒ (13) + 2 = 15
Quietly, Io says he thinks the language being spoken is Sylvan, maybe being spoken by Quick folk or, after a moment's thought, he says maybe Darklings? Or I could be remembering it wrong!

Sir Gorum |

Nature: 1d20 ⇒ 2
Gorum shakes his head and indicates he has no clue.
Gorum is usually for the direct approach. So I will let someone else take the mead here unless the direct approach is what we decide.