Marigold Longfoot |
Martin searched the halfling's body, looking for clues as to why they were attacked, as well as any items that might be interesting or valuable. Straightening, he shared what he found with the others before dragging the body off the road and further into the brush.
"We might be able to unhitch the horses and use them to drag the tree off the road. That thing looks a bit heavy to simply haul out of the way ourselves."
”A fine idea”, says Marigold. ”We wouldn’t want to leave this mess behind”
While Cecic starts healing, she works on moving the horses. ”There now, that wasn’t so bad, was it?”, she says. ”Just a quick favor to ask, and then we’ll be on our way”
Nature: 1d20 + 6 ⇒ (11) + 6 = 17
Clinker |
Clinker dusts off both of her hands. ”Well, my work here is done. Not going to be much help with that tree, though.”
The goblin hops back into the back of the wagon. ”I’ll just be back here resuming my nap—I mean trying to find that cursed relic.”
Cecic Baseborn |
Unfortunately Cecic is put out by Zourn's fine armour and makes a hash of his first attempt at healing Zourn. However after they finish up here and travel on for an hour, Cecic is able to treat Zourn's wounds.
Assuming this is OK with the GM.
GM Crunch |
Yeah, that's fine. Forgot to put Zourn's health down, sorry.
Cecic finds a few pieces of Gozren iconography on the halfling, obviously recognizable. Some look rather different than what he is used to. Perhaps this is one of the Storm Kindlers Ambrus Valsin mentioned?
Marigold finds the horses likely won't be able or willing to go around the log, what with the uneven trail. The log can probably be prised off the ground and rolled away. But without any magical solutions, it could take up to an hour.
Zourn Duvalo |
When the group starts to struggle with the tree, Zourn hops down to help as well. Putting his weight into pushing it away with the others.
GM Crunch |
I'm gonna say no to Tidal Surge. You could target the log, but it wouldn't be a sufficiently strong or sustained effort (considering the focus limitation).
Strength checks from anyone can make the task take a bit less time. If you'd like, feel free to swap that for a Nature check to get the horses to help.
GM Crunch |
Martin and Zourn manage to expedite the process a bit, making good time. You are free to continue onward.
Your luck continues to leave you dirtied by passing foliage and whacked by stray branches. As is becoming a theme, it is a mere half-hour before something worse happens. The shredded wagon cover allows Clinker to look ahead. But considering her eyesight, she is the closest to success, but still too late.
Just before she can say anything, Martin steps on a suspicious bit of ground. Most of the path around him gives way, leaves and debris compressing to reveal many tiny pits and stakes!
Martin, if you could roll and Acrobatics check?
Martin Shadestep |
acrobatics: 1d20 + 8 ⇒ (13) + 8 = 21
Martin somehow missed the stake pits, but felt the ground shift and yanked his foot back. For a moment, he hung there, one foot precariously over the pit, body shaking as he tried to catch his balance without moving forward.
GM Crunch |
Martin manages to keep himself from falling into the pit. And a good thing, too, as he notices it seems designed to maximize the hurt to one's ankles and feet. The drops and points are all perfectly angled for hobbling.
Even that the trap is sprung, however, it remains a problem. Taking the horses off-road and around it might take as long as finding a way to get them to cross it safely. That is, depending on how you think to do so...
What do you do?
Cecic Baseborn |
Cecic calls to Martin, "What! You OK Martin?" before he unmounts the wagon and moves towards the pit. He steadies himself, looking at the trap set before them. "Someone or something sure don't want these things to get to Absalom." he shrugs. "Well the horses and the wagon aren't gonna make it across like this. We're gonna have to think of something."
The young man goes back to his companions, his head in his hands. He ruffles his hair and asks, "If we think the horses can carry the cargo on their back, perhaps we can lead the horses around the trap, load them up as pack horses and continue on foot? Cos without creating a bridge over the trap, or filling in some of the trap I'm at a bit of a loss."
Martin Shadestep |
"I'm okay, but this is another time sink. Perfect for an amubush. We either need to lead the horses around the verge - likely getting the wagon stuck in some mud from all this gods-cursed rain, or fill in the pits enough to get the wagons and horses safely across. Good thing I was out front though. If the horses had stepped in one of these unawares, it'd likely broken a leg or two."
Martin peered around, looking for another ambusher, even as he explained to the others their options as he saw them.
perception: 1d20 + 6 ⇒ (5) + 6 = 11
"Anyone have a shovel? See if there's one on the wagon."
Zourn Duvalo |
Zourn checks for a shovel barring that he gets out to work with hand and shield.
"This mission is a real drag...well, let us get this handled. Gods forgive me for using my shield this way." he says scooping up dirt to fill the holes.
Marigold Longfoot |
Marigold reaches into the holes, carefully pulling the stakes loose. ”It’s a bit like weeding, you know”, she says cheerily. ”Takes a bit of elbow grease, but it’ll be so much prettier when it’s done”
Clinker |
"Grease?!"
Clinker pokes her head out of the wagon with a flaming hand.
"Did someone say grease?! Oh." She looks down at Marigold and Zourn's efforts. "That's less exciting."
GM Crunch |
1 person marked this as a favorite. |
Another bout of menial labor amid unpleasant conditions stands in your way. You make it through a good portion of the work when Martin's instincts prove unfortunately right.
Two halflings, each accompanied by hulking wolves, burst from the underbrush! One is yelling at a third canine a short ways behind him. But it simply sits there to watch the imminent carnage. Undeterred, they rush towards you with staves and jaws at the ready.
Clinker: 1d20 + 2 + 1 ⇒ (5) + 2 + 1 = 8
Marigold: 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17
Martin: 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15
Zourn: 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20
Halflings: 1d20 + 8 ⇒ (5) + 8 = 13
Round One:
Zourn
Marigold
Cecic
Martin
Halflings
Wolves
Clinker
Zourn Duvalo |
Seeing the force appear from ahead, Zourn instinctively starts to put himself between them and the wagon.
"I know with how this mission is going, you aren't here to help. Now sit!" he says stepping up to the closest wolf.
◆: Stride, ◆: Strike, ◆: Raise Shield (Current AC=20).
Shield (Boss): 1d20 + 6 ⇒ (11) + 6 = 17
Damage (Bludgeoning): 1d6 + 3 ⇒ (4) + 3 = 7
"Careful, this may not be all of them. Gonna hold as many back as possible! You hear that...focus on me!" Zourn calls out.
Shield (Boss): 1d20 + 6 ⇒ (7) + 6 = 13
Damage (Bludgeoning): 1d6 + 3 ⇒ (4) + 3 = 7
Cecic Baseborn |
As Cecic looks up from using his trident for breaking up the soil and raking the dirt towards the tunnel. Cecic rushes forward, trident in hand and touches Zourn's blade, Cast Magic Weapon on Zourn's weapon as he prays to Gozreh to give strength to Zourn's strikes. "Let Gozreh protect you and his holy relics."
Stride - 2 action cast
Marigold Longfoot |
Marigold looks up from her work, and her cheery grin turns to disappointment. She draws her bow, and aims it at the more northerly halfling. ”You don’t have to do this!”, she warns. ”Turn back now!” She shoots at him twice.
Interact, Strike, Strike
Attack 1: 1d20 + 7 ⇒ (16) + 7 = 23
Damage 1: 2d6 ⇒ (3, 5) = 8
Attack 2: 1d20 + 2 ⇒ (10) + 2 = 12
Damage 1: 1d6 ⇒ 6
GM Crunch |
As soon as Cecic says his piece, it's almost as if nature disagrees - Zourn's now-blessed weapon is turned aside by a violent gust. "Of course this isn't all of us!" His target's master shrieks. "I assume you already did away with one of ours!"
The same fate befalls Marigold's well-placed first shot. At the same time, however, the halflings look to be having just as much trouble moving around as your group.
Round One:
Zourn
Marigold
Cecic
Martin
Halflings
Wolves
Clinker
Martin Shadestep |
The red hat worn by the halfling on Martin's left seemed a curious thing for a druid to wear, but Martin suspected that was indeed what the creature was. He straightened, focusing on cutting off the easy avenue towards Marigold as he drew his hatchets and moved forward.
A - draw hatchet
A - draw hatchet
A - move to intercept
Odd, I posted this 10 hours ago, but it must have gotten eaten
GM Crunch |
The halflings visibly empower their wolves, which interpose themselves in them and your advance. Their flurry of bites proves even more fruitless than your attacks, at least.
Damage: 2d6 + 2 ⇒ (3, 5) + 2 = 10
Blue Wolf Jaws vs. Zourn: 1d20 + 1 + 1 ⇒ (4) + 1 + 1 = 6
Damage: 2d6 + 2 ⇒ (6, 1) + 2 = 9
Red Wolf Jaws vs. Martin: 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12
Damage: 2d6 + 2 ⇒ (6, 1) + 2 = 9
Round One/Two:
Zourn
Marigold
Cecic
Martin
Halflings
Wolves
Clinker
Zourn Duvalo |
◆: Strike, ◆: Strike, ◆: Raise Shield (Current AC=20).
Shield (Boss): 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23
Damage (Bludgeoning): 2d6 + 3 ⇒ (6, 2) + 3 = 11
Shield (Boss): 1d20 + 1 + 1 ⇒ (18) + 1 + 1 = 20
Damage (Bludgeoning): 2d6 + 3 ⇒ (5, 3) + 3 = 11
Zourn focuses on the wolf in front of him.
Shield (Boss): 1d20 + 6 + 1 ⇒ (6) + 6 + 1 = 13
Damage (Bludgeoning): 2d6 + 3 ⇒ (1, 3) + 3 = 7
Martin Shadestep |
Martin stepped to the side and drove his hatchets at the halfling in red. He knew the wolf was likely to more dangerous in combat, but perhaps taking down the master would make the wolf easier to deal with. Besides, druids were tricky and could probably heal their animal companions faster than he could hurt them.
flurry1: 1d20 + 7 ⇒ (9) + 7 = 16
S damage: 1d6 + 3 ⇒ (4) + 3 = 7
flurry2: 1d20 + 5 ⇒ (3) + 5 = 8
S damage: 1d6 + 3 ⇒ (2) + 3 = 5
Clinker |
”What the—Oh look! More things to burn!”
Clinker moves out of the wagon and manifests a mass of fire that she chucks at the nearby halfling!
Produce Flame vs Blue Halfling w/some kind of cover: 1d20 + 8 ⇒ (3) + 8 = 11
Fire Damage; Burn it!: 1d4 + 4 + 1 ⇒ (1) + 4 + 1 = 6
Cecic Baseborn |
Cecic picks up Zourn's weapon and readies to hand Zourn the axe.
Zourn Duvalo |
Cecic, Zourn typically only wields his shield(s) so I assumed you cast Magic Weapon on my shield boss. I think I only missed and didn't drop it but I may have misunderstood.
GM Crunch |
Martin tries to knock some sense into his target, missing by a hair. Zourn skips that step and goes one further, driving a wolf into the ground with two mighty bashes. Its master roars in anger, but as he retreats, flings a rock at Cecic instead! "Your naïve blasphemy is the worst of all! You only think you care for the green!" He is far off the mark in word in aim.
The other pair is more on target. Just as a bullet collides with Martin's head, the wolf snaps at one of his legs. He manages to stay up.
Damage: 1d10 ⇒ 10
Red Slingstaff vs. Martin: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d10 ⇒ 9
Red Jaws vs. Martin: 1d20 + 6 ⇒ (8) + 6 = 14
Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Red Jaws vs. Martin: 1d20 + 1 ⇒ (18) + 1 = 19
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Round Two/Three:
Zourn
Marigold
Cecic
Martin -14
Halflings
Red Wolf
Clinker
Zourn Duvalo |
◆: Stride, ◆: Strike, ◆: Raise Shield (Current AC=20).
"HEY! How about you stop throwing rocks at my buddy and talking about colors! You made me hurt the poor animal and now you are making me hurt you, we could have talked." Zourn says stepping up to the tree line hoping to get a swing in with his shield.
Shield (Boss): 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20
Damage (Bludgeoning): 2d6 + 3 ⇒ (1, 6) + 3 = 10
Marigold Longfoot |
Marigold’s eyes briefly flicker with regret at having to attack this misguided creature. However, when it mauls Martin, she steels herself for the fight. Drawing her sword, she slips behind the wolf, and strikes at its haunch.
Interact, Stride, Strike (Flanking)
Attack: 1d20 + 7 ⇒ (3) + 7 = 10
Damage: 2d6 ⇒ (1, 3) = 4
Martin Shadestep |
The blow nearly staggered Martin, but he kept his weapons and his stance as he fought through the pain. Working in tandem with Marigold, he lashed out at the wolf, his new target of interest, but the blood running into his eyes from the scalp wound threw his aim off.
attack, flanking: 1d20 + 8 ⇒ (1) + 8 = 9
S damage: 1d6 + 3 ⇒ (5) + 3 = 8
attack, flanking: 1d20 + 7 - 2 ⇒ (9) + 7 - 2 = 14
S damage: 1d6 + 3 ⇒ (6) + 3 = 9
A - hunt prey
A - attack
A - attack
Cecic Baseborn |
Cecic moves forward , "Martin feel the power of the green and the wild" as a soft green sheen envelopes Martin, closing some of his wounds.
Action - Stride
Action x2 - Divine Font Heal Martin 1d8 + 8 ⇒ (7) + 8 = 15 HPs healed
GM Crunch |
Martin has all of his injuries cleansed, then returns the wolf's strike thanks to Marigold's distraction. Zourn likewise pummels his target.
Round Two/Three:
Zourn
Marigold
Cecic
Martin
Halflings (blue -10)
Red Wolf -9
Clinker
Clinker |
Clinker makes her way through the trees as she emerges with a mass of flame in one hand that she chucks at the nearby halfling!
Produce Flame vs Blue Halfling: 1d20 + 8 ⇒ (15) + 8 = 23 There’s probably cover in there somewhere.
Fire Damage; Burn it!: 1d4 + 4 + 1 ⇒ (2) + 4 + 1 = 7 Plus 1d4+1 persistent fire damage if that crits for some reason.
GM Crunch |
Clinker aims around Zourn and fires! Her target goes down with a scream.
His comrades don't seem too deterred. The wolf continues going after Martin's legs, while its master slings away at Marigold for causing it trouble.
Damage: 1d10 ⇒ 7
Red Jaws vs. Martin: 1d20 + 6 ⇒ (4) + 6 = 10
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Red Jaws vs. Martin: 1d20 + 1 ⇒ (11) + 1 = 12
Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Round Three/Four:
Zourn
Marigold -7
Cecic
Martin
Halflings
Red Wolf -9
Clinker
Zourn Duvalo |
◆: Stride, ◆: Stride, ◆: Strike.
"This is getting quite frustrating. You keep hurting innocent people without warning or a willingness to talk. It stops now!" Zourn says rushing over with his shield outstretched.
Shield (Boss): 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22
Damage (Bludgeoning): 2d6 + 3 ⇒ (2, 1) + 3 = 6
Martin Shadestep |
Martin continued to focus on the wolf savaging his legs. Finally, the beast lowered its head just a little too far and Martin buried his hatchet in the back of the wolf's skull.
flurry1, flanking: 1d20 + 8 ⇒ (8) + 8 = 16
1d6 + 3 ⇒ (4) + 3 = 7
flurry2, flanking: 1d20 + 7 - 2 ⇒ (20) + 7 - 2 = 25
1d6 + 3 ⇒ (6) + 3 = 9
If the wolf is dead, Martin will use his remaining action to close with the halfling.
Clinker |
”Now, what else is there to—DOG?!?!”
Clinker’s hands, as before, begin glowing with red-hot fire!
”DIE DOG!!!”
Produce Flame vs Red Dog: 1d20 + 8 ⇒ (5) + 8 = 13
Fire Damage; Burn it!: 1d4 + 4 + 1 ⇒ (2) + 4 + 1 = 7
She then casts shield.
If the wolf was already dead, then replace the shield with a Stride towards the other halfling and use the same attack roll from produce flame against him instead.
Cecic Baseborn |
Cecic tries to cut off the halflings retreat, "Surrender, you are outnumbered and will loose your life for nothing if you continue to fight." the young cleric says, before trying to knock the wind out of the halfling with his trident, using the end of the handle rather than the sharp pointy bits.
Stride, Stride, Strike
Strike Trident - Non-Lethal 1d20 + 4 - 2 ⇒ (14) + 4 - 2 = 16 damage 1d8 ⇒ 7
GM Crunch |
Martin protects his shins from further harm when the wolf doesn't let up, hitting its skull just as he intended. He, Zourn, and Cecic cluster the last combatant. When that alone doesn't inspire him to give up, a pair of bashes upside the head put him down for the count.
Combat over! And Red is alive, in case you want to resuscitate him and ask questions.
Zourn Duvalo |
"I can't leave it dying on the ground and he deserves to be in a cell" Zourn says putting his shield on his back as he kneels down next to the halfling tying his arms before channel divine energy over him.
◆: Lay on Hands for 6 HP.
He lightly slaps them across the cheek.
"You could be dead right now but I will see you in shackles before dying helplessly. If you speak with us I will do my best to see the guards treat you with some modicum of kindness."
Diplomacy: 1d20 + 5 ⇒ (18) + 5 = 23
Cecic Baseborn |
Cecic holds Zourn from reviving the halfling, putting his hand on the warrior's shoulder he says "Revive him after we have secured him. Here take this rope and bind him, we don't want him casting spells against us and calling more creatures to his aid. It's unlikely he will die, I was only trying to knock him unconscious, by winding him severely.".
Assuming Zourn binds the halfling
Cecic removes the halfing's possessions, going in all his pockets and leaving him with just his clothes. Once complete he turns to Zourn, "Revive him if you wish."
GM Crunch |
Thinking logically, Cecic moves to secure the halfling. He isn't carrying much of value, but a few rough glasses catch your eye.
Lesser bottled lightning, and a minor elixir of life.
He looks ready to rejoin the fight instantly upon being revived. Fortunately, you've precluded him from doing so by ending the fight and tying him up. He slumps. "You leave me at a crossroads, but not one I can choose the direction of. I'm left here to watch as the road is picked for me. You might return to your accursed home and bring me with, a cruel fate.
"Or, more likely, my master will stop you from doing so. He will thoroughly destroy you all, and I'll be unable to help. So his Vengeance is liable to break over me as well. Whether it will be better or worse is anyone's guess. But I won't survive either way."
Zourn Duvalo |
"Yep. Gonna double down on securing you till you get tossed in a cell. Hopefully some time alone will adjust that attitude." Zourn says clearly frustrated but between his and Cecic's rope he feels confident he won't be able to move much.
Dragging him up into the wagon with him after they fill the pits, "Alright...what crazy thing is going to happen next."
Cecic Baseborn |
Cecic tries to calm the halfling down, "Look, if you help us, we can free you from the terror of your master. Just tell us who and what your master is? We shall deliver and push through any obstacles, including your master." His tone is level and matter of fact, confidence in his companions a given.
Diplomacy 1d20 + 6 ⇒ (6) + 6 = 12
Clinker |
Clinker takes off her thick glasses and cleans them with a cloth. ”Don’t worry, I’ll keep an eye on him!”
Marigold Longfoot |
Cecic tries to calm the halfling down, "Look, if you help us, we can free you from the terror of your master. Just tell us who and what your master is? We shall deliver and push through any obstacles, including your master." His tone is level and matter of fact, confidence in his companions a given.
Diplomacy 1d20+6
”It really is your best bet, at this point”, adds Marigold. ”If you help us, we’ll help you. What do you say?”
Diplomacy: 1d20 + 5 ⇒ (7) + 5 = 12GM Crunch |
"I do not fear him. The threat he poses should rightly instill fear, in those like you. But I simply know that I will die for my failures. By his hand or your indirect approach, I'll have to wait to see." The halfling keeps beating around the bush as you fill the pit, with little else to do. But he eventually caves.
"You witnessed my primal magic? Paltry, compared to what my lord Vengeant Thorn wields. Such is his power that he sensed your ill-gotten gains as soon as they washed up here. He sees their true merit, even if you don't. Certainly you can't use them like he can. He makes lightning dance like hooves across the sky." Your prisoner clearly isn't fully committed to being helpful. He will grudgingly answer more specific questions, but only if asked.