Elsine |
The Hobbs begin to close (close in 3 rounds) weapons raised
Mok, kindly roll to conceal yourself
as they get within shouting distance, one says One of yous is to come with us. anyone except the little shiny doggie! the ugly thing shouts, the three with it brandishing clubs in immoral support
Did I already ask what material HUID is made of?
Baros |
Baros takes measure of the wind and distance then nocks an arrow in his bow, draws back, and looses it at the incoming foes.
Attack: 1d20 + 3 ⇒ (3) + 3 = 6
He watches the arrow sail wide of his target and grunts, "Hmmpf, well probably should practice more with it..."
HUIVD |
Hund will charge!
Boons: Eye of the Hunter. Banes: Charging.
Attack!: 1d20 ⇒ 1
Hund has difficulty getting started; the ground was unexpectedly slick and if forced him to miss his attack as he charged the hobs.
Silas Asgavan |
"That f##$ing dog! Does he not know what an ambush looks like?" Hund charged into the fray and despite his metallic appearance, he knew that metal could bend and be broken. Spinning around the side of the tree, he charged up onto the closest hobb with his sword in his hand. A roar of battle left him moments before he closed that last bit of distance. Before he brings the sword down, the muddy ground and Hund's slippery steps gives him an idea. Silas slips to a knee, letting his momentum carry him towards the hobb who had been expecting a downward strike.
Fast Turn. Charging the nearest hobb.
Attack: 1d20 + 1 + 1d6 ⇒ (13) + 1 + (3) = 17Damage: 2d6 + 2 ⇒ (5, 5) + 2 = 12
Baros |
Triggered action - Good Fortune: Hund reroll your 1
Called Shot Banes: 2d6 ⇒ (1, 1) = 2
Bow Attack: 1d20 + 3 - 1 ⇒ (20) + 3 - 1 = 22
Damage: 1d6 ⇒ 3
Baros makes adjustments and shoots one of the oncoming creatures in the knee causing it to stumble slightly.
Elsine |
Silas's hobb dies as the hateful iron plunges through its flesh, mortifying as it goes. But the one HUIVD launches himself at instinctively flinches from the Iron Beast, and raises a shield of Brass and Bone. it retaliates with it's brass axe, the metals sparking as they collide Hobb2 on HUIVD with 1 boon: 1d20 + 1d6 + 3 ⇒ (18) + (5) + 3 = 26 Hobb2 damage to HUIVD: 1d6 + 2 ⇒ (5) + 2 = 7 and the iron fairs worse, armour deforming as the gears of the little clockwork shudder.
Meanwhile The third decides that the little bastard who almost shot him, and moves in to take an axe to him Because you're using your bow, I think your defense would be 1 less, yeah? Hobb3 on Baros with 1 boon: 1d20 + 1d6 + 3 ⇒ (2) + (1) + 3 = 6 but the clumsy swing it makes, mostly to stop the arrows, wouldn't have struck Baros if he'd ignored it wholly.
The fourth, meanwhile, limps and falls to his knees, the arrowhead stuck in his Knee causing it to howl in pain. it takes a moment and a brass knife to dig out the arrow and its speed will be halved for the battle Hobb4 autosurgery: 1d20 - 1 - 1d6 ⇒ (3) - 1 - (4) = -2 and succeeds only in creating a larger wound Amateur surgery damage: 1d3 ⇒ 1
Okay, that's a round. Hobb 4 is impaired, 1 is dead. Who wants a fast turn?
Silas Asgavan |
The first hobb falls over dead, its innards steaming slightly from the touch of iron. Silas hears the crunch of metal and notices the damage that Hund has already taken. Quickly moving over, he would flank the hobb and strike with a thrust the next time Hund went in for a bite.
Slow turn. Move action to get to the hobb, then attacking the hobb.
Attack: 1d20 + 1 + 1d6 ⇒ (3) + 1 + (5) = 9Damage: 1d6 + 2 + 1d6 ⇒ (6) + 2 + (1) = 9
The hobb dodges out of the way of the blow, instinctively reacting to the closeness of iron.
Grommok "Mok" |
Grommok leaps up and swings at the hobb with the arrow in his knee.
"Ha! Attack us and try to steal all our things will you!!"
Attack: 1d20 + 1 ⇒ (17) + 1 = 18
Damage: 2d6 + 1 ⇒ (6, 6) + 1 = 13
Elsine |
HUIVD's claws and fangs strike true as the dog all but wraps himself around the Hobb's shield and bites at his neck. The hobb tries to knock him away with his axe Hobb 2 on HUIVD: 1d20 + 1d6 + 3 ⇒ (2) + (4) + 3 = 9 but misses on account of bites to the neck...
Grommock manages to cave another Hobgoblin's skull in with the enchanted staff, and feels quite good about himself. But BAros fails to pierce his foe, who catches Baros' spear on his shield as he retaliates. Hobb3 on Baros: 1d20 + 1d6 + 3 ⇒ (5) + (5) + 3 = 13 but the Tiny Ball of Rage is faster still than the Hobgoblin
Hobgoblin 2: 1d6 ⇒ 4
hobgoblin 3: 1d6 ⇒ 2
New round...
Grommok "Mok" |
GIving a grim smile after laying low the hobgoblin, Grommok steps forward towards the next foe and again swings his staff at the enemy.
Attack: 1d20 + 1 ⇒ (6) + 1 = 7
Damage: 2d6 + 1 ⇒ (2, 4) + 1 = 7
Elsine |
HUIVD tears into the Hobb once more, Iron jaws snapping faerie bones. The Hobb goes limp even as Silas drives his blade into it uselessly
The second hobb moves its shield to block the spellwood of Grommock's staff, and for that reason, he is wide open as Baros jab his belly. it decides that 2 on 1 is a little unfair, and that the priest seems a much more inviting target for it's axe. Hobb 3 on Grommy: 1d20 + 1d6 + 3 ⇒ (17) + (3) + 3 = 23 and it's axe finds orc flesh damage to Grommok: 1d6 + 2 ⇒ (1) + 2 = 3 but not so deep as it could have been
Hobb 3 EoR: 1d6 ⇒ 5
New round, guys
HUIVD |
Slow Turn
Having finished the one Hobb he was hyper focused on, Hund turns to survey the scene. Two of these things fighting his friend. He rushes over and tries to grab the one who hit Grommock.
Grab: 1d20 ⇒ 11
Elsine |
The hobb shrieks as HUIVD grabs it, and cries out as Baros stabs it once again. But it still has fight in it, and it lashes out at HUIVD.
Hobb3 attack on HUIVD: 1d20 + 3 ⇒ (3) + 3 = 6 but it's axe arm is insufficiently strong to retaliate.
Hobb3 EoR: 1d6 ⇒ 4
Okay, new round
Happy solstice celebration of choice: 3d20 + 1d7 ⇒ (19, 9, 18) + (3) = 49
HUIVD |
Fast turn
Hund continues to hold on to the Hobb, keeping it locked in place while his companions finish it off.
Action to grab. Automatic success if using the action on a creature I have already grabbed.
Silas Asgavan |
Silas follows along with Hund, moving a bit slower to capitalize on the impaired hobb's position. He lifts up his blade and tries to plunge it down into the faerie's chest.
Slow turn. Move and Attack
Attack: 1d20 + 1 + 1d6 ⇒ (19) + 1 + (6) = 26Damage: 1d6 + 2 + 1d6 ⇒ (5) + 2 + (3) = 10
Silas Asgavan |
Silas moves to keep watch with Hund, eyes surveying the territory that much more. He couldn't shake off the feeling that something was still wrong, still dangerous, waiting for them.
"These aren't what killed that big beast back near camp. We should keep moving." Silas said back to the others before stretching a cramp out of his shoulder. "Everyone else alright?"
Grommok "Mok" |
Grommok moves over to where Hund is watching and gently lays his hands upon the metallic creature. A surge of life energy flows into his friend, easing some of the more painful of his wounds.
The priest does the same for all his wounded companions (up to 3 characters)
Everyone can heal up to 1/2 your healing rate
Elsine |
Fifth night: 1d20 ⇒ 12
You pass through more chilly hills as you leave the Hobbs. as you set up camp, you see little snowflakes fall. it's early, but you are fairly far north.
Sixth morning: 1d20 ⇒ 11
In the frozen mud, you find wagon tracks and hoof prints. If you were forced to guess, the wagon is less than a day ahead of you, and you might yet catch up to it.
Sixth evening: 1d20 ⇒ 8
The road is still calm, it would seem whatever luck you've had has turned. The roads are better here too. you must be close to town
sixth night: 1d20 ⇒ 20
You find the wagon, a merchant family, and a pair of guards off the road, around a campfire. guard perception: 1d20 + 1d6 + 1 ⇒ (15) + (3) + 1 = 19 And the guards ready spears as you approach. The Merchant gets up as well, with a crossbow, and peers at you Merchant size-up: 1d20 - 1 ⇒ (13) - 1 = 12 and gestures for the guards to lower their spears. You don't look like bandits. What brings your band this way he says, ambiguously as he tries to work out who your groups leader is.
Silas Asgavan |
After their battle with the Hobbs, Silas was glad for the days of calmness with his compatriots. The younger ones were growing impatient and their frayed nerves were beginning to show, not that Silas was any help for that. Whenever one brought up a complaint, he eagerly unwrapped their words and reminded them of how foolish they truly were. The only one he showed any favoritism towards was Anna. The pregnant woman was given the first bowl of food and whatever ailed her was treated respectfully and urgently. It seemed the rogue had a fondness for mothers.
As night began to fall on the sixth night that they traveled, Silas noticed the light of a campfire up ahead. Putting his hands up, he approached the campfire cautiously. The well-armed guards brought a sense of worry to him but he kept his eyes on the man with the crossbow. He was dressed well and behind him, he could see a woman sheltering two children as well.
"We're from the town of Asylum, the last survivors of it. I'm Silas, this is Hund, this is Baros, and this is Grommok. We mean you no harm, just want to share your campfire." Silas gestures back to the others, grinning weakly. "We've had a rough time of it since undead claimed the town. We're on our way north, looking for safer territory. You and yours heading the same way?"
Elsine |
The man looks you over. Ain't many bandits bring kids and elders on an attack. And you lot look like you've been through hell. Undead, you say? is there a necromancer about he asks, moving toward the fire and his family, gesturing for you all to follow, and speaking some soft reassurance to his wife. At least for now, it would seem you are welcome to share the fire.
Grommok "Mok" |
Grommok shakes his head at the man's question.
"Not a necromancer but rather a ritual that called the dead to rise. We hope that we are far enough away from the area now. Would you mind if we shared your campsite? It has been a long, and tiring journey."
As we travelled, Grommok will continue to heal the players until we are all healthy
Elsine |
The merchant scowls as you mention the ritual. Necromancy, rituals... You'll never catch me messin' about with that magic business. I'll leave that to the church of the Maiden thank you very much. he says.
But I hope your lot is far enough away. you've been on the road, what, a week by the look of you. Not enough clothes neither. You'd all do well to sit. If you're going to Granville, you'd be welcome to journey with us there. he says as Ananda and the Merchant's Wife begin conferring with one another. There's a safety in numbers, after all.
His wife whispers something to him, and he looks you over once more. He seems hesitant, but his Wife nudges him I also have a few pennies cluttering up my coin purse. If those of you who can would help me unload my wares once we reach Granville, I could give you some money for lodging and food.
HUIVD |
Not one for words, Hund eyes them suspiciously, trying to keep both this new group and everywhere else all at once.
He prowls around his friends, hoping to keep trouble at bay as Silas and Mike talk.
Silas Asgavan |
"It is as my friend here has said, the worst of it is about a week back. Hundreds of them, plucking the living up and taking them back into the woods..." Silas grows quiet for a moment as the memory of that harrowing event comes back to the forefront once more. Shaking his head, the long look in his face disappears as a faint smile appears on his face. "Certainly there are. We got into a few fights over the last few days; hobbs, bandits, and some strange monstrosity. These folk I put my trust in and that isn't a little thing to say." The sound of another town brings a lift in Silas's spirits as he sits up closer. "Granville? Haven't heard of the place, I'm from further south. We just need someplace safe for some of us to start over, you know? Ain't nothing left in Asylum but ghosts and death now." Silas watches the woman whisper to her husband and a small frown spreads across his face. Secrets were one of his least favorite things to deal with. Yet when the merchant reluctantly offers a chance for them to make some honest coin, he chuckles softly to himself. It was a good way to care for them and maintain their dignity as well.
"If you have honest work needing done, you could certainly do worst. What wares are you bringing to Granville and what do you know of the place? Is it big?"
Elsine |
The merchant is visibly shaken by the account you give. That sounds like you've had a very hard time of it. We've not had it so bad, but the bandits are getting worse as we leave the vicinity of the cities. he says. And you can call me Abenthy. Sorry, don't know where my manners went. he says.
The wife is settling Anna, Conner, and Bester onto seats and fixing them small bowls of food as you talk with Abenthy. Granville is about half a day ahead of us. Nice little town, first stop on my travels up the northern road. a few of you could probably find work as farmhands or assistants. If any of you've the skill, I hear their blacksmith is getting on in years, and a new one would not be unwelcome, and a town like that always needs more cobblers, coopers, Wheelwrights, tailors and the like. he says.
I'm carrying essentials. Salt, medicines, wool, Rum preserves. the sorts of things people are eager for this close to winter. he says And It sounds like we'll be travelling together tomorrow, so why don't you all set up your camp with us here tonight.
HUIVD |
Hund is still worried these strangers are more (or worse) han they claim. As such, he keeps quite, hoping they'll assume he doesn't understand them. People tend to talk freely around those they believe even are stupid.
Once he's more or less satisfied with the patrol, he lays down next to Mok, occasionally getting up to patrol the camp again.
Perception: 1d20 - 2 ⇒ (12) - 2 = 10
Elsine |
An examination of their wagon shows the wares the man had told Silas of. the guards have moved on to a game of cards over dinner, and hashing out the details of who gets second watch. The Children seem normal (and in fact, once they are assure your band is friendly, it is somewhat difficult to stop them investigating you.) In al, you get the feeling that these are merchants.
Elsine |
The road is quiet from the cam to Granville. You pass a few farms on your way, a sheep farm, one finishing its grain harvest... some sort of commune, with scantily clad, weirdly friendly people that Abenthy tells to scram. But the town itself is relatively small, Home to about six hundred people, mostly human, the community clings to the side of a major trade route and sees traders come and go all year long. The town consists of many buildings, over half of which are wooden homes of varying quality, with the rest being shops, taverns, and inns, all catering to the travelers who pass through. There is a temple to the old gods, a shrine to the New God, and the least "I'll get knifed here" inn is named the Frozen Sparrow Inn.
Abenthy is true to his word, and will give 5 pennies to anyone who helps him unload his wagon. Anyone who does, make a Strength challenge roll with 1 boon vs Fatigue
What does everyone do?
Baros |
Strength: 1d20 + 1d6 ⇒ (3) + (1) = 4
Despite his best efforts, Baros’s frame wasn't well suited for unloading human sized wagons, but coin is coin and the effort left the halfling winded. "Uff, I could use a drink."
Silas Asgavan |
The travel with the merchant, his family, and their guards was simple enough. While Silas did agree that traveling with a larger group was safer than them being on their own, he did partly miss the simplicity of being by himself. Soon enough though, their numbers would dwindle and they would maybe go their own ways. The farms that surrounded Granville appeared first, followed by the outlying inns and homes before the small town came into being. The call of civilization was great even with the risk of his pursuers being at his heels. Maybe the undead took care of them.
Strength: 1d20 + 1 + 1d6 ⇒ (20) + 1 + (1) = 22
Silas uses old tricks he learned while maintaining his family's tannery; the best way to carry a heavy load and how to stack crates efficiently. When the work is done, he wipes the sweat from his brow and gives a small grin at a job well-done.
"Thank you Abenthy. May the gods watch over you and yours for your kindness." Thoughts of robbing the man fled away at the honest merchant's service and his family's generosity, the idea striking a moment of shame in the would-be criminal. Hearing Baros, he gives a nod. "A drink and a meal would be nice. Then I should give my thanks to the old gods. They haven't carried me across to the other side yet."
HUIVD |
Being a quadruped, Hund can't really carry anything. Sure, he's got some sort of semblance of hands with opposable thumbs that an artificer had bolted onto his forelimbs, but his general body shape wasn't suited for lifting boxes. If someone had created a harness, he'd be able to pull the equipment to wherever the merchant needed. But at the same time, he didn't really want to. Hund was a mercenary trained in warfare, not a common laborer.
So instead, Hund laid down and watched everyone else work.
Grommok "Mok" |
Strength: 1d20 + 1 ⇒ (18) + 1 = 19
Grommok, after being pretty quiet during their travel with the family of merchants, helps unload the wagon with Silas and Baros. Mok pets Hund as he passes back and forth. His pack and staff sit by the mechanical beast as he works.