Will invite Helod back in after this combat 1. Severn misses, stepping into Q15.
Well, we may have lost Oberst as well. 1. Severn kills the rat, moving up into its square.
Next, and if Oberst doesn't respond soon then I will bring Helod back on.
As Oberst has not posted yet, I will just have him do a basic shot with his bow. Also Whurly, total defense is a full round action, at least I am pretty sure it is. I will have you ready an action to hit the next enemy instead. 1. Severn you stab at the rat, missing, and then back away to the door (R14).
Next phase.
DM Rolls:
stealth: 1d20 + 11 ⇒ (6) + 11 = 17 The light from Oberst illuminates the room a little better, shining light on the piles of wood and the room. You can now tell with more distinctness that this wood is used in ship construction, you notice mast beams and the beginnings of longboat walls being made. This light also illuminates the distinctive signs of life to Tommar, small droppings cover the floor and tooth marks are notched into the wood. Tommar however doesn't see any of the rats he suspects must have been here. However as Severn walks forward there is a loud pitched squeal from inside one of the piles of wood. This is followed by another squeal from the next pile of wood, and then another, and another. Dire Rats leap out of the piles and upon Severn, mangy and starved from lack of food, they have gone mad at the prospect of something to fill their belly. Initiative
So that would be Severn, Tazennin, Rats, Tommar, Oberst, Askar, and Whurly.
As the rats are inside the piles of wood right now, they cannot attack you until they get down to the floor. You can attack them, but will be at a -4 to hit. If you are small, an acrobatics check will allow you to get in the wood pile too, and a climb check could get you to climb the piles if you would like (although you still would take a -4 to hit).
The room Tommar opens the door to is large and packed with materials. Large beams and piles of wood lie in organized stacks across the floor. They rise about 6 feet into the air, making miniature corridors in the room. It is however hard to pick out anything very far away. For the first time in the cellars there are no lights in this room, it seems as though whover has been tasked with keeping the lanterns lit hasn't made it this far. All of this was picked out from the lantern hanging in the room behind you. As for rats, the room seems empty and silent, although in the distance you can still hear a faint pattering. On the Tactical Map, the large piles of brown are the piles of wood.
Once again I will apologize for my absence, life hit me with a truck of work rather recently. Oberst quietly moves up to the door and with the use of Askar's ear horn listens intently at the door. He doesn't hear much but a faint patter of something rather far away in the distance, it sounds almost like rain upon a stone street, or the patter of smaller feet.
As the group opens the doors that the rat was scratching at they are greeted by a room filled with food storage. It seems that the infestation has not quite reached the upper levels and barrels of pickled herring and salted meat greet you in the room. No signs of life are in this room either so that not all of the towns storage has been destroyed.
I would have needed Tazennin to succeed at the sense motive check in order to shoot before Askar. Also, although it doesn't really matter here, I would have needed Oberst and Tommar to give me attacks. The party kicks open the door and a hail of arrows meets the rat, turning it into a living pincushion. It kicks and whines a little feebly before dying in a pile of its own spit and blood. You quickly move to flank the two opposite doors, but nothing seems to be emerging. Back to opening doors. Also, I will deal with experience for each person at the end of the mission/day.
As Einor pushes open the door to the Drink Storage he is pleased to see he is right. The room is filled on all sides with large wooden barrels holding the towns supply of ale and wine. You can now recognize the old wood smell from earlier as coming from these types of barrels. The room is empty, here also the dust has settled and you see no obvious signs of life. It is not until Einor opens the far door that any signs of this infestation are seen. The room you open into is a large well lit room. A staircase goes deeper into the cellars at the south wall. Two doors flank the wall opposite from you and signs label them as "Food Storage". The rightmost of these doors seems to be under attack, a large rat is raking the door with his claws continuously trying to get in. The rat itself is a disgusting sight, almost three feet tall with large claws and fangs it is obviously a dire rat, but apparently there can be hard times for rats too. The rats ribcage shows through its dirt covered fur and its mouth is covered in spittle from hunger. As the door opens, it turns to you with maddened eyes, and seeing a possible respite from its hunger, leaps towards the party. Askar managed to hear some sort of scratching coming from the other room. Anyone who manages to complete the sense motive roll gets their action as an ambush and gets a turn before anyone else (as though they ambushed). I have tried to line the party up in the hallway as best I could, with melee in front and ranged behind them. DM Rolls:
Einor: 1d20 + 2 ⇒ (4) + 2 = 6 Askar: 1d20 + 4 ⇒ (12) + 4 = 16 Tommar: 1d20 + 2 ⇒ (4) + 2 = 6 Tazennin: 1d20 + 5 ⇒ (17) + 5 = 22 Helod: 1d20 + 2 ⇒ (9) + 2 = 11 Oberst: 1d20 + 5 ⇒ (6) + 5 = 11 Rat: 1d20 + 3 ⇒ (20) + 3 = 23 I realize that people are busy and it's hard to post every singe day (I fail at it as well), we are getting to combat though, and it would be appreciated if I did not have to take your moves for you during combat. So, order of Initiative
The door slides open into a small room with a long hallway continuing on from it. The door directly to your right has a sign on it reading "Drink Storage". The other two far doors have no such signs. The floor and lighting continue as they have been and no signs of life are yet detected.
I am going to put the link to the tactical map in the campaign info, for ease of use.
Well, as not very many people gave me their gmail address I will run the tactical map a different way. Just tell me what square you would like to go to and at the end of the day when I run through all the actions I will move you to the spot you requested instead of you moving yourself.
Rogthrin seems rather jolly in the morning when you awake. He quickly leads you out of the inn after a quick breakfast of black bread and herring. The small port hums with activity, not the activity of merriment and trading that pervades Absalom though, a much more quiet type. The town of Darth seems to be a fairly sober place, the people all seem to be at the port working on a new ship, or else trying to squeeze out an existence farming on the less than fertile sea cliffs. Laughter is not unseen, but just much less common then the wealthier parts of the world. As you walk through town you realize just how wealthy Rogthrin must be in comparison to the people here, a nice tunic and gold, although common enough in Absalom seems kingly in comparison to the drab the commoners seem call clothes.
The tactical map
Also, I don't require you to tell me your position at all times on the map, only once combat starts.
Rogthrin grins and slaps Tommar on the shoulder "Guess your a man who likes the hard way around. There aint no such performers around here though, perhaps up at Luthgrad or in the Grand Hall of Olnslav, not sure though." Thinking of starting the tactical map tonight, so anything you need to get done should be said soon. Such as how much shot Tommar (It will be 50 percent more expensive for traveling costs), also if you guys are staying the night, and it seems like you are I need each of you to knock of 3 SP for room and board.
Missed Tommar's question. "If your looking for a whore your not in luck. We don't get merchandise like that on the Isle unless the Korvosian trade ships are in for the summer. Of course throw enough money around a local girl and I'm sure you could get results. As for a magic shop the only place I could think of would be the "Illuminated Order" and they are not big on selling to those not in the guild. If your simply looking for shot though I could probably put in an order and you can have it in about 2 weeks."
You judge the ring to be worth about 300 gold if you can find a good buyer. It is pure gold and the runes surrounding it are done in fine silver and the entire ring is fine craftsmanship. Rogthrin quickly picks up the ring and returns it to his finger. He licks his lips nervously and after a short hesitation grins "Well then, if we have agreed on payment I suggest you follow me shortly. Oh, and the storage system is 2 floors deep, unless of course you account for our empty storage rooms down bellow, which add another 2 floors."
The Master of the Docks breaks into another of his familiar smiles. "Well, I am sure you managed to catch site of the large watchtower overlooking the docks, yes? Underneath that tower is the storage compartments for shipping supplies and spare food for the town, for use if under economic strain. Of late though some pests have managed to worm their way in from underground and are destroying my stocks and.... well my stocks. It is likely no more than an infestation of larger than normal rats, but with the Thane's men to busy to deal with Darth I would gladly pay the honorable society to clear out these... pests." Rogthrin looks down at his hand nervously twists one of his gold carved rings. He then takes it off his hand and lays it on the table. "Call this payment for the task"
Rogthrin will chuckle slightly as the party rushes to him with offers of helping against the bandits. "Darth isn't worried about Rutt, if the Thane wants to deal with bandits, then let him do the hiring. If your interested in work though, there are plenty of things I could hire some sellswords for that would be more in my interest."
The man will finish pulling out cups for drink and turn to the group. "Ahh, my manners, I always seem to forget them. I am Rogthrin, Master of the Docks and head merchant of Darth. As for news, the fact that the Thane's Society members have arrived is about as big as anything else around. I guess you would not know any of the more recent problems though... Rogthrin will scratch his chin with a heavily ringed hand and then smile. "Problems always seem to be abound on this Isle, but of late a group of bandits have taken up positions upon the overland route to Rutt, it's damn near impossible to get any goods to or from that town anymore. They are hardly my largest problem though, they seem to stay away from any of the larger towns. Rogthrin will then turn to Einor and reply in perfect Skald, "A southerner who knows our tongue, how surprising. No, I never have much of a gathering in this small tavern, my money has always come from other sources.
Upon entering the "Crooked Leg" you hardly find it to be the great inn that was expected. It seems that a large portion of the building goes to ship repair and servicing so only a small corner of the building serves as the Inn and Tavern. A small collection of dirty and completely empty circular tables sit in front of a table bar. As you enter a bell rings and a from the back you hear the sound of boxes tumbling around.
I will still let you say you bought supplies from Absalom until Sunday but I want to get the show on the road, so without further ado. The ride to Darth went with little commotion. The ride was hardly pleasant, the small longship carried back exotic spices and steel tools from Absalom (You learn on the boat ride that the Isle has no good source of steel production.) and hardly had the room to stretch about while traveling. Luckily though the boat ride came across few problems, hardly seeing any other ships about at all. Eventually, after about a 2 week trip the Isle came into site. The Isle itself is about 50 square miles, and from the distance looks like a forested peak rising from the ocean. A strip of mountains runs through the center of the Isle, almost cutting it in half. The forests are of shorter type, almost hanging beach trees (think Mirkwoody), not like the taller pines of the more northern Linnorm Kingdoms. For most of the Isle waves crash into a tall jagged cliff face, creating a fair share of death traps to boats if you tried to dock without an established port. Of the port you pull into, Darth, the outside looks like a small fishing town clinging onto what little port land is around. The houses are made from wood, and in the style of the Longhouses of the north, with thatched ceilings and log walls. Many small longboats are docked at the dry dock, outfitted for trade and fishing. The defense of the town is minimal, with little more than a mound of earth with a picket fence on top of it as its wall. The dock is overlooked by a small wooden watchtower, on top is a small magonel looking out for any unfriendly boats. Besides the watchtower the town has only one other remarkable building, the only stone building in the town, next to the docks sits a large Inn and Merchanting Headquarters for the town. The captain of the ship, a small, sullen man walks over to the group once the docking has finished. "I suggest you head over to the Crooked Leg, only place around that gives a meal to travelers." He jerks his head over to the large stone building, then returns to unloading the supplies.
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