Kin Lur - 23
Alexei - 22
Jorr - 19
Augrok and Ur - 18
Hobgoblins - 14
Mijanor - 13
Ergrin - 12
Vykos - 11
Large Enemy - 9
Weylan - 8
Kin Lur moves forward, ready to enter the fray with blade drawn. Alexei successfully steps past the larger opponent and stabs the spellcaster in the chest with his short sword. "You'll pay for that, smooth-skin!"
Jorr raises his bow to the top of the wall, firing two arrows into the side of the large creature perched atop. This was the creature that fired large black spikes at the party.
The screaming wounded bull-man swings his axe at Augrok, realizing this new opponent has yet to be tested. His full wrath is unleashed on Augrok, but fortune smiles on the half-orc. Despite a deadly sequence of attacks, he is struck only once by the creatures greataxe.
Augrok takes 16 slashing damage.
As Augrok reels from the gaping wound on his chest, a door behind the large creature opens. Standing in the door is a lean white-tinged bugbear wearing a gray robe with a crimson hand on the chest. Speaking a few words of the arcane tongue, and with a gesture of the hand points a crooked beclawed finger at Alexei. A red beam of energy shoots forth, narrowly missing Alexei and dissipating against the stone wall behind him. The bugbear curses his aim, and snarls an order: "Kurkulan, guard me. Wait for the worg riders!"
Nothing happens to Alexei.
Weylan moves up 20 feet closer to the party, continuing his illusion spell.
Augrok's axe strikes only the steel armor of the hobgoblin warrior. Shouts of rage turn to frustration as he is unable to strike the creature that wounded his companion.
Augrok misses on AC 14. Good news though, Ur has stabilized at -2.
The hobgoblins, sensing a more important foe turn their attention to the half-orc. One is able to land a solid blow, will the other loses grip on his sword. The final hobgoblin hits Jorr in the shoulder with an arrow.
A new foe appears into the fray, leaping upon the top of the castle wall. A winged creature with the body of a lion and the head of a man, it lobs a volley of razo-sharp spikes at the group below.
Vykos takes 4 damage, Kin Lur takes 9 damage, Jorr takes 12 damage.
Kin Lur: Having attacked in the previous round, I believe you take a -20 penalty on your Stealth check. That leaves you with a 12.
Alexei: Your dagger catches the creature on the forearm. The beast is indeed badly wounded. Knowledge (warfare) = 25 The creature, which you identify as a Minotaur, shows signs of battle fatigue and is severely weakened, it is beginning to act like a wounded animal.
Jorr seems intent on killing the hobgoblins, and with a shout he fires another two shots at the closest warrior to Alexei. 9 damage from one arrow.
The large beast swings at Alexei visciously with its greataxe, following through with its horns. It is evidently feeling the weakening effects of Vykos' spell, as it grunts and struggles to handle the weapon efficiently.
Alexei is missed by three attacks.
Weylan moves 20 feet closer to the fray, maintaining his "wall".
Ergrin: Your shuriken clangs off the hobgoblins armour. You can move to T19, standing next to Weylan's magic wall.
Vykos: You can in fact cast your ray spell, moving to T24 (ironically this gives you line of sight to the Large monster, and even with partial cover your touch attack succeeds).
Augrok is able to stand behind Alexei, ready to jump into the fray soon. Ur moves into the room, provoking a quick slash from the bull-man's greataxe. With the beast's roar confirming the heavy blow, the axe opens a huge gash in Ur's shoulder.
Ur takes 15 slashing damage.
Ur deals 7 damage with a claw slash.
The hobgoblins begin shouting, screaming obscenities mixed with joy in joining the fight. The two closest draw longswords and step forward to engage Ur and Alexei. The third fires his longbow at Jorr.
Alexei escapes unharmed, and Jorr dodges the arrow.
Ur is struck deep in the side for 14 slashing damage.
Of course powerful warriors can be adept at avoiding deadly strikes, but you have also heard of certain monsters that are simply preternaturally able to do so. A higher check, or some other Knowledge skill, would be required to pinpoint which it is you have encountered.
Alexei catches the large monster as it rolls backwards off the bed, leaving a large gash on the thick calf of the beast.
Alexei:
Spoiler:
A quick Perception check confirms a suspicion: the creature seems to be immune to your precise damage. It shows no signs of bleeding from the previous wound, and you are certain a normal creature would have suffered painfully from such a blow.
The large beast reaches for its greataxe resting nearby. Easily provoking an attack of opportunity from Alexei, it retreats back to the door in P20, banging on it and screaming for "Koth!"
Weylan makes his way closer to the ruined fort, ending about 80 feet from the walls. He gestures and articulates, and suddenly a 5ft-thick, 10-ft high wall appears (S-V19) matching the stone and construction of the fort. He jumps into the air, shouting "Whoohoo!"
Back to the top of the round. Map is updated, Mijanor is in S26
The two remaining hobgoblins rise from their argument, their comrade already riddled with arrows. A fourth steps from the far side of the room where he was hidden from view. While readying to fight, the warriors pick up longbows from the floor beside them. The final warrior, already standing, manages to fire a single arrow at Kin Lur.
Alexei manages to look one part hero and one part buffoon in a single flurry. With his scimitar still clattering to the ground, he stabs his short sword deep into the side of the bull-man.
Jorr grits his teeth with tenacity and fires another shot at the same wounded hobgoblin. It is struck in the chest and keels over. With astounding speed he looses another arrow at the next closest hobgoblin. This shot is equally well-placed, sticking right under the arm of the warrior.
Deals 8 damage, target is now unconscious. Deals 14 damage, target is wounded.
Augrok and Ur are now in S36 and T26 respectively. (Move action to use Perception, you see no other activity yet).
Just to clarify: On a surprise round you may take a standard action. To attack the sleeping monster during this round, you must charge.
Alexei: As you bolt through the collapsed walls and into the inner room, you suddenly feel a sharp pain in your left foot. Your leg gives out from under you, dropping you to one knee. Take 1 point of damage. Your movement is now halved. You end your turn in R20.Corner case, you are still in range of your charge. Your attack succeeds.
Kin Lur/Ergrin: With Alexei stalled in front of you, you may choose to not charge, or take your chances and charge through his square. Decision?
Other group: You clearly see the three scouts charging towards the breached wall. Alexei screams quite loudly. You may act during the first round.
Jorr fires an arrow at one of the seated hobgoblins, putting it square into his chest (critical hit, 16 damage). The hobgoblin lurches back stunned, but is clearly still up for a fight.
Alexei: Your odds would be pretty good, as the bed is along the south wall of the keep. The goblins are in the north/middle of the room, while the bed is along the middle of the south wall.
You peer around the corner of the collapse, seeking anything to indicate the ruins are inhabited. You can make out every detail of the open-air courtyard in this light, including another smaller collapse of an interior wall to your left (R+S20. The interior of this room is dark, but your keen eyes pierce this shadowed room. Your eyes are able to help your ears piece together what you perceive:
A large feral-looking creature, half-man/half-bull, sleeps on a man-made bed covered in furs. A large greataxe leans against the wall next to it. In the middle of the room sit several hobgoblins, apparently relaxing while chewing on hunks of cooked meat.
"Ugh, horse again?"
"Shuddup, meathead. You wanna wake him? You saw what he did to Skavag."
"Pox on him, Wyrmlord Koth'll tear him a new one if he kills any more of us."
"I heard Koth tell him to keep killin' us, so's to teach us a lesson. Says we can't afford to lose any more patrols."
You hustle quickly and quietly from behind the shack to the break in the wall. There is no noticeable reaction to your movement. The three of you now stand backs to the wall, out of line of sight through the break.
This shack, possibly meant for the garden nearby, is on the verge of collapse. You have no doubt that disturbing the decrepit structure would be disastrously painful and loud.
Kin Lur: No need to apologize, you were clear. I wanted to double check you were initiating before actually carrying out the results. You reach the shack with no interference or signs of a trap. You may make a Perception (Visual) check before you continue.[spoiler]
Party Formation:
Kin Lur and Jorr are currently in FF19-20 (Not the game series).
Alexei, Ergrin, Augrok+Ur are just in treeline (what would be S-T90).
Vykos, Mijanor, Weylan are deeper in the treeline (around W100).
Alexei: Jorr looks at you like you are crazy, then points to his feet - he is barefoot. He then puts his finger to his lips and points at you while grinning.
Could you give me a marching order for the party after this arrangement?
Kin Lur:
Spoiler:
You search around the trail and open ground - while it is evident that creatures have strayed somewhat from the path (usually the large wolves) it does not appear that any one or group has made a distinct motion to leave, though to be sure you would need several minutes.
You scan the keep and surrounding area looking for anything worth your attention. Several large rocks dot the ground around and inside the keep. They are large enough for a small creature to hide behind, but a human would surely catch your eye. There do not appear to be any pitfalls or tripwires on the open ground.
All:
From your vantage point there is a rather large breach in the wall directly ahead of you. You can see into the keep courtyard, several doors dot the walls inside. One inner wall has a large hole in it. The front of the keep, which you can see back on the trail, is smashed to pieces. The gate is flattened and the towers destroyed.
Moving up the path (Stealth checks made in secret):
Augrok/Kin Lur/Jorr:
Spoiler:
Each of you notices on your own that Medium humanoids and several big wolves have used this path in the last week.
The party leaves the horses tied to a felled tree off the road. After a few minutes walk the keep looms into view through the tree. The party is facing the south side of the keep, with the gatehouse on the east side.
The old keep is in very poor repair. The gatehouse is partially collapsed, as is a section of wall to the south. A small wooden building sits next to the remains of a long-abandoned garden in front of the structure. The walls surrounding the keep are about fifteen feet high, with a two-story tower looming in the southwest corner of the courtyard within. Large boulders lie strewn amid the ruins of the two watch towers of the gatehouse, and a massive human-shaped skeleton slumps amid the ruins of the northern tower. A large club lies next to its bony arms, and it wears what appear to be the remains of hide armor.
Perception checks made for the party.
There does not appear to be any signs of activity or guards. The party is just inside the edge of the forest about 100 feet from the keep.
I believe everyone has checked in. If there are no objections, I will advance the party up the path. I'll give a few days to object and/or do further planning. :)
You are not much louder in the breastplate. The occassional clink of metal if you are not careful, but about the same as an average light armor.
Weylan looks slightly ashamed that his idea was not any good. "Sorry, sir. I guess I got ahead of myself. I don't have any fireworks or anything, but I can hypnotize a couple of people - maybe if we see the sentries I can make them not sound the alarm."
Weylan looks around excitedly. "I'm not a great warrior like any of you, but I could use my talents to make a illusory person walking far ahead of us - that way we could see if anybody is watching the path."
Long into the afternoon the party travels up the Dawn Way. At this point in the road, the Witch Wood forest crowds upon both shoulders of the Way. Before sunset approaches, Jorr finally points out your destination.
Looming out of the shadowy woods ahead is a forlorn sight - a ruined keep. The old castle sits on a small rocky hillock, and you can catch glimpses of a broken tower between the trees. A moss-covered stone at the side of the road you are following marks a footpath that looks like it leads up to the keep.
"This be the only way up to the keep aside from striding through the woods," Jorr whispers. "From here on out, best be as quiet as possible 'til we cross swords."
Make any necessary preparations. The keep is about 5 minutes up the path.
Jorr stands watch across the bridge as Mijanor suits up Alexei in his new armor. Several minutes pass as the dwarf makes the necessary adjustments, leaving Alexei looking the part of a noble warrior.
Alexei: A few quick defensive and exercise routines allows you to assess the armor compared to your studded leather. Overall the armor feels lighter, and surprisingly more maneuverable.
With that settled, I think the party is ready to move on. Next post details the journey.
You recall some mention of mithral being easier to wear, and it definitely lighter than a steel breastplate, but otherwise you glean no new information.
Mijanor:
Spoiler:
The breastplate definitely shows the glimmer of magic, though faint. Your best guess is that it has been imbued with some minor magics, though you cannot be certain as to the exact effect.
Your training as a smith brings you more detail. The mithral is not from these parts - the mountains in the area do not produce the ore. But the craftsmanship is definitely dwarven. You are able to locate the blacksmith's mark - the smith was a certain Norf Helmbreaker, who forged the armor over a century ago in the Hammerfist Holds. With some minor adjustments to straps and buckles the armor could be made to suit the human-sized members of your party.
With the power of nature flowing through you, you become attuned to the subtle changes in the flow of magical energies that permeates the world. Focusing on the contents of the wagon, you become aware of a fine blue haze drifting. With patience, you wait as the mist surrounds the mithral breastplate. With a few seconds concentration the mist settles around the armor and begins to glow faintly.
With training in Appraise or Knowledge (arcana) you could determine more, but such things are beyond the natural.
With cautious effort Alexei and Kin Lur are able to reach the wagon. By standing on the side and breaking it open you avoid swimming inside to search the mud. There are no survivors...
A few gnawed and bloated corpses, distinctively goblinoids, protrude from the wagon into the swamp. Several baskets and barrels of ruined food are spilled open into the mud.
The weapons and armor of the corpses are destroyed - chewed and mangled, and others from the wagon itself are broken, pitted, and waterlogged.
But one thing catches your eye. A glint of metal under the corpses reveales a hobgoblin wearing a glistening silvery-white breastplate. It bears no marks of any kind - not even the ever-present imprint of a clawed red hand.
Alexei identifies the metal on sight, having seen it on display on the bodyguards of the wealthiest patrons...mithral.
Ergrin deftly steps under the creatures snapping jaws and delivers a mountain-shattering punch. The creature reels and begins coughing blood in five directions. With a final spasm it lurches towards the party and collapses. Augrok's ball of fire begins to consume the corpse.
"Hmm. Don't see many of them this far west in the swamp," Jorr grumbles as he inspects his bow for defects, "but I be guessin' this heat'll be doin' strange things."
Before moving on, decide on any other course of action.
Kin Lur's arrow digs into one neck of the snakes. Weylan lets out a yelp as he reacts to the onslaught of the snake, and as he leaps back behind Kin Lur, two green glimmering darts fly from his fingertips striking the snake in the body.
Weylan deals 6 damage to the "snake".
Following Augrok and Vykos:
The snake lurches around Ergrin and bites at the targets in range. Each of the four heads bites at a nearby opponent. At the same time, the jaw broken by Ergrin clicks back into place and Kin Lur's arrow is forced out of the neck as the wound closes.
"Snakes" attack:
1 bite on Alexei for 11 damage. Another bite misses.
1 bite on Mijanor for 11 damage.
1 bite on Ergrin for 9 damage. Another bite misses.
Jorr looses another arrow, and the sound of cracking wood echoes as his arrow shatters before leaving his bow.Wow. Natural 1. Poor NPC.
Ergrin matches the movements of the snakes as if one himself - he springs forward as the creature comes to threaten the group. Leaping off the solid road, he delivers a solid uppercut to the jaw of one snake. Blood and teeth tell a solid blow.
Ergrin hits AC 15 for 7 damage. Understood Tarren! Congrats on Round 4. I like your colossus.
Other characters may act freely - everyone was aware of the creature at first, and certainly is now. Kin Lur may take his turn to fire at the creature, but I would advise moving back as it needs only a 5 foot step to threaten the entire party.
Alexei: With your lance at hand the creature easily comes into your reach as it approaches the group. Although it does not attack, it is currently threatening your group. I will rule that is enough to warrant using your action.
Alexei's lance pierces the body of the massive snake-beast. Blood spurts out into the mud, clearly indicating that Alexei has struck a vital artery.
The snake rises from the murky waters, its head curling up above the overturned wagon until it easily becomes taller than a man. Unnervingly four other snakes rise out of the mud beside it. It soon becomes apparent that all of the snakes are attached to the same body which rises out of the water. With a sinuous curving motion the huge creature steps onto the muddy ground and darts toward the party.
Jorr (initiative 20) looses an arrow at the creature which sticks in its side.
The muddy ground seems to throw the creature off balance, slowing its assault.
The "snake" is now 10 feet away from the bridge, snapping and hissing.
We can play this one a little more loosely with the map. You have three choices: remain on the bridge with sure footing but little room and maybe rely on ranged attacks, or move into the mud at 3/4 movement. Finally you can move across or back off the bridge onto more solid ground which is essentially open terrain.
Weylan will be going on 8, Jorr's turn is now after the snake. Ergrin and Alexei, corner-case here: you may take a 5-foot step as part of your action to attack the creature. Do you?