Dr Davaulus

GM - "The Shadow"'s page

77 posts. Alias of Swordwhale.


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Above is end of ROUND 2 of course ^^
Mash is not able to detect any poison on the arrowheads. They seem to be clean. Sorry I forgot to answer that question before.


*** END of Round 1: ***

Mash: Takes a closer look at the weapons of the shadow she has sneaked behind. The arrowheads are somewhat distorted, but they are surely not those thin and slender ones the group has seen before. Then she calls a warning to the two Orcs.
Urak: Leaps from his wolf, rushes to the top of the tree, pushes the bow from the hands of the Shadow on the tree and overwhelms him in one quick move.
Uruk: Jumps to his feet at the warning yell of Mash and charges the plainly visible shadow, but misses his head by a hairs width with a potentially fatal blow.

Shadow visibility:Mash: The Shadow is completely surprised by the warning call behind him and turns around - obviously shocked that someone was able to sneak up behind him. He needs some long moments to detect the small Sporechild in the overgrown forest - but then he let go of his bow and pulls out a curved sword.
Quick Shadow visibility:Mash,Urak: The completely surprised shadowy figure tries to break the iron grip of the muscular Orc.... Break Grapple: 1d20 + 6 ⇒ (18) + 6 = 24 ... and is able to slip through the powerful grip of the Orc! Then ... Acrobatics: 1d20 + 10 ⇒ (19) + 10 = 29 ... the hooded figure backflipps from the tree and lands on the forest ground below.
Shadow 1 visibility:none: 1d20 + 5 ⇒ (6) + 5 = 111d4 ⇒ 4 An arrow is flying out of the forest to the north of the clearing but misses Urak entirely.
Shadow 2 visibility:none: 1d20 + 5 ⇒ (3) + 5 = 81d4 ⇒ 2 An arrow is flying out of the forest to the north of the clearing but misses Urak entirely.
Shadow 3 visibility:all: The surprised hooded figure takes a quick swing at the Orc which has nearly beheaded him mere moments before ... 1d20 + 2 ⇒ (6) + 2 = 8 ... but misses the Uruk utterly - clearly shocked by his near-death experience.


*** Round 2: ***

Mash: Takes a closer look at the weapons of the shadow she has sneaked behind. The arrowheads are somewhat distorted, but they are surely not those thin and slender ones the group has seen before. Then she calls a warning to the two Orcs.
Urak: Leaps from his wolf, rushes to the top of the tree, pushes the bow from the hands of the Shadow on the tree and overwhelms him in one quick move.
Uruk: Guess you want to charge now? Go forward and roll then.

Shadow visibility:Mash: The Shadow is completely surprised by the warning call behind him and turns around - obviously shocked that someone was able to sneak up behind him. He needs some long moments to detect the small Sporechild in the overgrown forest - but then he let go of his bow and pulls out a curved sword.
Quick Shadow visibility:Mash,Urak: The completely surprised shadowy figure tries to break the iron grip of the muscular Orc.... Break Grapple: 1d20 + 6 ⇒ (18) + 6 = 24 ... and is able to slip through the powerful grip of the Orc! Then Acrobatics: 1d20 + 10 ⇒ (19) + 10 = 29 the hooded figure backflipps from the tree and lands on the forest ground below.
Shadow 1 visibility:none: 1d20 + 5 ⇒ (6) + 5 = 111d4 ⇒ 4 An arrow is flying out of the forest to the north of the clearing but misses Urak entirely.
Shadow 2 visibility:none: 1d20 + 5 ⇒ (3) + 5 = 81d4 ⇒ 2 An arrow is flying out of the forest to the north of the clearing but misses Urak entirely.
Shadow 3 visibility:all: Will most likely fight against Uruk, but we'll see


*** End of Round 1: ***

Mash: Silently moves closer to the enemies without any of them noticing.
Urak: Gives his wolf a hefty smack on it's backside, making it sprint forward. Having grabbed on to its fur with one hand he uses the pull forward to mount up. The wolf crosses the clearing in mere moments, arriving under the Tree of one of the figures he has spotted, preaping himself for a bit of good-old orcish dimplomacy. run@quick shadow
Uruk: Prepares a charge attack in case of an attack.

Shadow visibility:Mash: The hooded figure has a longbow at his hands an arrow on the bowstring. only Mash is able to see this
Quick Shadow visibility:Mash,Urak: Barks something towards the closing Orc in a harsh language no one of you knows. The language sounds as is a gnome was talking while falling down a steep and rocky cliff: quick and high with sudden stops in between. The hooded figure has a longbow trained down, an arrow on the bowstring.
Shadow 1 visibility:none: ??
Shadow 2 visibility:none: ??
Shadow 3 visibility:all: Stows his curved sword on his side, pulling a bow and an arrow, training it at the mounted orc.


Defiantly Orcish, never said otherwise


**** Round 1: ****

-- Mash:
-- Uruk:
-- Urak: Starts a glorious charge across the clearing towards Shadow 3 - 80ft double move See visibility of the Shadows, sorry for the confusion with visibilities
-- Shadow 4 (visibility: Mash):
-- Quick Shadow (visibility: Mash, Urak):
-- Shadow 1 (visibility: none):
-- Shadow 3 (visibility: all), moved at the end for simplicity:
-- Shadow 2 (visibility: none), moved at the end for simplicity:


Orcish diplomacy performed by Urak: Warg-Charge and grapple at the top of a tree in the middle of a magic field of unknown powers! ;-))


Round 1:

Initiative:

Shadow 3
Shadow 2 (undiscovered, yet)
Mash
Uruk
Urak
Shadow 4
Quick Shadow
Shadow 1

You may act, as they seem not to have detected you yet or are uncertain of what to do.


Urak, Mash:

Now that you know that there is something you are able to detect 3 silhouettes distributed around the trees on the opposite edge of the clearing. Two of them are very well hidden and you cannot make out any details. The third one has stumbled onto the clearing, maybe he was tripped by a root? He/She/It wears a long dark coat complete with a long hood covering its entire face, a slender sword and a bow strapped on the back. All of his/her/its appearance is somewhat blurry as if under water or behind dense fog.

Uruk:

You have a hard time croaching into the small hideout Mash showed you, but after some time you made yourself comfortable. Because of you position it is hard to look around without leaving the hideout, but after some time a silhouette stumbles into the clearing as if tripped by a root. He/She/It wears a long dark coat complete with a long hood covering its entire face, a slender sword and a bow strapped on the back. All of his/her/its appearance is somewhat blurry as if under water or behind dense fog.


Need some brain-clearer, so here comes some wall of dice perception vs. stealth for the appraoching shadows. Give me 5 Perception rolls each.
Also you might want to roll initiative already to keep things going.

I will handle combat like my first try of tell-tale combat: You just go roll actions/attacks, give a bit of flavor if you wish to, like "Alice charges forward, using the distraction of the arrow fired by Bob and hits the Giant square at the knee with her hammer resulting in an audible cracking sound like breaking wood." - then I will use those - maybe slightly changed if your descriptions does not fully match the final situation or the damage does not result in the effect described. After one round is over I will put up a narrative summery of the round. I will possibly reorder initiative a bit such that your enemies will mostly act all before or all after you guys, such that we minimize the need to undo/change your actions because of random-stupid GM-minion actions ^^

Wall of GM Stealth-vs-Perception Rolls:

Shadow 1 Stealth: 1d20 + 5 ⇒ (14) + 5 = 19
Shadow 2 Stealth: 1d20 + 5 ⇒ (16) + 5 = 21
Shadow 3 Stealth: 1d20 + 5 ⇒ (1) + 5 = 6
Shadow 4 Stealth: 1d20 + 5 ⇒ (10) + 5 = 15
Quick Shadow Stealth: 1d20 + 7 ⇒ (13) + 7 = 20

Shadow 1 Perception: 1d20 + 7 ⇒ (18) + 7 = 25
Shadow 2 Perception: 1d20 + 7 ⇒ (3) + 7 = 10
Shadow 3 Perception: 1d20 + 7 ⇒ (12) + 7 = 19
Shadow 4 Perception: 1d20 + 7 ⇒ (16) + 7 = 23
Quick Shadow Perception: 1d20 + 8 ⇒ (19) + 8 = 27

Shadow 1 Ini: 1d20 + 3 ⇒ (10) + 3 = 13
Shadow 2 Ini: 1d20 + 3 ⇒ (17) + 3 = 20
Shadow 3 Ini: 1d20 + 3 ⇒ (19) + 3 = 22
Shadow 4 Ini: 1d20 + 3 ⇒ (1) + 3 = 4
Quick Shadow Ini: 1d20 + 5 ⇒ (8) + 5 = 13


Knowledge Arcana / Spellcraft 10+:

The abrupt change of time (from day to night) suspiciously sounds like some incredibly powerful magic twisting time itself!

You all go into a hiding position >> read the spoiler from my last post.
Everyone may roll a stealth roll +5. One of you may hide in the hideout discovered by Mash giving an auto success at the stealth roll.


The Wolf wolfs the flesh down with hasty gulps, tail between the legs and eyes cast down.

Some time to talk or experiment here

Wall of GM Dice:

1d20 + 8 ⇒ (6) + 8 = 14Mash
1d20 + 3 ⇒ (3) + 3 = 6Uruk
1d20 + 4 ⇒ (12) + 4 = 16Urak
1d20 + 6 ⇒ (10) + 6 = 16Wolf

If you are done with talking/experimenting - about 3min - look at the spoiler below.

Spoiler:

After some time at the nightly clearing you really begin to get worried. What's if this one of the infamous geas - wonders or curses of nature itself bestowed upon disturbers' of its most holy places. Or have you fallen into another plane looking superficially like that one you knew?
Urak:

As you discuss this weird place with the other two, you have the feeling that there is something moving at the edge of your vision at the edge of the clearing. Something darker as the night. Something alive ...


map update


Uruk:

As you reached the point were Mash and Urak have vanished the world around you changes abruptly. The sky - one moment the blue of a late afternoon - turns to the midnight black of the deep night. And the heap of bodies - mere moment a few meters in front of you - is all but traceless gone.
Urak - on the rear of the clearing from your point of view - seems to struggle with his wolf - the latter trying to throw off the other Orc.
Mash meanwhile simply stares at that bizarre situation in front of her eyes only one steps to your side - you nearly overran her as everything changed.

After the first surprise about Uraks entry has ceased, shortly before he is able to cease the struggle with his wolf, Uruk makes his running entry.


After a few moments of relentless buckling and a few "light slaps" on the back of the head, the wolf calms down, clearly exhausted by the stress and sudden "fight".


Mash, Urak:

After the dynamic entry of Urak, he seems to have some problems with his wolf trying to throw him off - obviously displeased by the situation.

Handle Animals can be seen in different styles. A lion tamer making excessive use of a whip is a way of Handle Animals as is the empathic way of a druid. Ever seen How to Train you Dragon 2? There are also shown 2 ways to handle "animals". But if you simply ignore the feelings of the wolf and try to stay on its back forcing him calm, that's also okay. As it is no more willing to let you ride, let's resolve it by a grapple check (Wolf CMD is 14) to stay on its back (riding is all under the assumption that the animal is willing to let you ride it).


GM Roll: 1d20 + 3 ⇒ (13) + 3 = 16

Urak:

Your wolf is clearly taken aback by the sudden change and is close to panick! One handle Animal Check DC15 to calm him otherwise he will try to throw you off


Urak:

You made it halfway through your taunt before the world around you changes abruptly. The sky - one moment the blue of a late afternoon - turns to the midnight black of the deep night. The sounds of the climbing Uruk vanishing in an instant and the heap of bodies before you is all but traceless gone. And as you look down, Mash stands mere inches before you.

Mash:

As you near the place were you first entered this strange, nightly clearing Urak suddenly plops out of nowhere, mere inches in front of you, shouting at the top of his lungs. "-MASH FACE LEFTOVERS FOR YOU"

Uruk:

Just as you climbed to the top of the tree, Uraks patience seems to have run out. He walks towards the place Mash have vanished, shouting on the top of his lungs: "COME OUT COWARDS I HAVE SOME S-" before simply vanishing without leaving a trace. Even more: you cannot even hear him anymore, although he clearly was mid-word as he vanished

*GM giggle* ;-)


Urak:

I thought that I have already answered you ... didn't seem so^^
While circling the clearing you are unable to find anything of interest. The heap of bodies is still there in the middle of the clearing, you are unable to find any signs of possible ambushers nether in the bushes nor on the trees and Mash is still ... gone.


Will hold action at this point until both Orcs made their moves. *push, push*


Mash:

You detect an excellent hideout inside the near circular clearing (it is about 25 meters in diameter). As you inspect the clearing closer, you spot a few clearly visible tracks coming from the opposite way you entered the clearing - that is the direction you originally came from before circling the clearing and entering it from "behind". Those tracks seem to vanish in the middle of the clearing.
As you look harder, you also detect two nearly invisible tracks coming from the middle of the clearing and vanishing completely as they reach the north edge of the forest.


Mash:

You cannot spot the two Orcs at all.
As you reach the edge of the forest .... it is still the middle of the night!


Mash:

After you circled the small clearing, finding no wannabe-ambushers, you move carefully into the clearing. As soon as you pass the trees surrounding the clearing, the heap of bodies suddenly vanishes and it is suddenly the middle of the night.

Uruk/Urak:

Mash vanishes in the undergrowth nearly the instant she told you she would do it. After some minutes you notice her at the opposite side of the clearing, obviously about to enter the clearing. Then again she vanishes, but this time you are near certain that this time it is not due to her skill at stealth.


Sona nods towards the to Orcs, then turns and settles beside one of the guards, taking out the arrows and start treading the little wounds they made.

Take it that you will go on and follow the lead?

You follow the trail deeper into the forest, where it becomes harder and harder to follow the trail through the overgrown forest.

Survival/tracking 15+ inside a forest:

Despite the difficulties you are able to follow the trail until you reach a clearing after another hour.
From the last trees surrounding the forest you can easily see a heap of bodies in the middle of the forest. Most of the bodies seems to be armored with the typical elven town guard breast plate, a few are covered in what looks like camouflage coats. Despite the heap of bodies you are not able to detect any blood or other signs of a battle.

else:

You loose the track after another 40 minutes, but are able to catch it after two hours of extensive search.
After you rediscovered the track and followed it for another 20 minutes you reach a clearing in the forest.
From the last trees surrounding the forest you can easily see a heap of bodies in the middle of the forest. Most of the bodies seems to be armored with the typical elven town guard breast plate, a few are covered in what looks like camouflage coats. Despite the heap of bodies you are not able to detect any blood or other signs of a battle.


With another Plring another note gets handed to Mash.

Spoiler:

If you want to, I will stay with them, maybe I can help one of them recover until you make it back?


A quickly written note informs you that Sona is also not able to cure them without searching for an antidote.


@Mash: Now that you know of the Poison you may re-roll Craft [Alchemy]

Craft Alchemy 17+:

For every dose of Poison a average person will sleep for 1 to 7 hours depending on the resistance of the person.


GM Stuff: 1d20 + 4 ⇒ (20) + 4 = 24
@Mash: Yes you count as being in the forest.
As you are about to enter the forest to follow the tracks a loud CLANG-DING coming from behind you. Sona is kneeing beside one of the guards, one of the sleek arrows in her one hand, waving to you with the other. She has obviously found something.
If you near her, she quickly writes a quick note for you.

Sona's Note:

"They are not dead! Sleep poison on the arrows."


Leaving two confused and embarrassed guards behind, you set on a nice walk through the great forest, the sun high on the sky. End of backflash.

As the sun begins already to set, you finally reach the side of the latest ambush. It looks awkwardly familiar to you. Six trade carts, half of them completely looted. Surrounding the carts are the bodies of at least twenty guards of all races (most are Elves and Dwarves). All seemed to be shot with those sleek arrows you already know. The main difference to the last ambush place you have been, is the fact that the guards have no other wounds beside the arrows sticking in their bodies and the fact that the horses which have pulled the carts are still here. They all have been shot with at least eight arrows.

Survival 10, while searching for Tracks:

You detect a lot of tracks surrounding the three looted carts and around the trees to both sides.

Survival 15+, while searching for Tracks:

In addition to the above you also detect a track leading into the thick of the forest to the west and some lighter but fresher footprints of a couple of people following that track.

Checking the Bodies of the Guards:

Those guards were pretty good equipped, with decent armor and weaponry, but only two of them got as far as to ready their weapons.
Make a Heal or Craft [Alchemy] Check against 15. If you succeed, take a look at the spoiler below.
Spoiler:

You detect that the guard you are currently checking is still alive! As you examine the arrows, you detect that they are poisoned. You may make an additional Craft [Alchemy] check to try and determine the type of poison used.


Back at the north gate:
The two Elves stares at the approaching Orc, looking surprised. As Urak talks to them, they quickly share a glance, then answers in another language.

Elfish:
"What do you talk about Orc? I don't know of this Falafel you are looking for, and if you want to fight bandits, just walk to the north, there should be plenty of them somewhere in the forests after all those attacks."


Feel free to insert any action before leaving the town.

After you have dropped most of your belongings in your new room, you head to the North Gate of Gondolin, ready to take on the trail for newest ambush. You all notice that Félafrin really took most of the town Guards with him, as the North gate is currently only manned with four Warriors - instead of over ten at the time you reached Gondolin for the first time.
It is now two hours after noon, the sun shines warm on your faces, and a very calm wind whistles through the forest, as you walk the northern road.
Sona, looking around, seems like she really enjoys the weather. She hands Mash one of her little papers, with a little note and a quick sketch of the three of you walking down a road into the sunset.

You all may roll Perception and Intelligence. If the average of both rolls is above 20, you may look into the spoiler beneath.

Intelligence+Perception::

You notice that this is the very first time Sona interacted with any of you after you reached Gondolin. In fact, after a bit of thinking, it seems to you that you never noticed her being with you in the town at all. She had simply been not there, somewhat appearing just now in the middle of your group, 'talking' in her special way to Mash like nothing ever interrupted your walk through the forest at all ...

Sona's Note to Mash::
Isn't this nice! Ahh, I really love this weather, nether to warm nor too cold, a little breeze is going, and we are taking a nice walk along the great forest... So nice!

The north street is significantly broader and better maintained than the southern road, obviously the road is used well - by travelers on food as by trade carts. But not today. You walk for at least one hour without meeting anyone or anything on the road.


The old Elf beams at Mash, obviously glad at their compromise.
He waves at you to follow him. He leads you upstairs (three times!) until you reach your room. The door of the room looks like it is grown, instead of crafted, and vanishes into the sides, the top and the bottom as soon as you near it.
The old Elf stays near the door, letting you enter your new room.

The room has no real geometric form, it feels somewhat like you are inside of a crazy-grown tree. Two crossing spheres of light enters the room from two large hexagonal windows in the ceiling, filling the room with the golden light of the day. First you are completely confused by the walls, with all their small coves and the non-standard angels of EVERYTHING, but after a short inspection you discover that those coves and bulges are in fact clever furniture. Inside of a wooden cove is some kind of locker (for which the thick Elf gives you a golden key), in three different edges of the small room are beds, which can be pulled out of the wall, and after Uruk pulled a vine dangling from the ceiling, a big table gently drops down from the top. All in all the small room is in fact full of hidden storage space, and clever handled features.
As you turn around you discover a branch full of berries and fruits (of different kind, growing on the same branch) dangling near a wooden bowl full of clear water.


The Elf seems to follow Mash's every word, and even flinches as she asks him for another - cheaper - place.
"Ah, well if it is like that ... Ah ..."
He waves towards Mash to come a little closer and whispers something to her.

Mash:

"I can make a special price for you under this circumstances ... how does 1 gold piece per day in total until you return to you? If you want to stay over night and have some really good meals, then we can talk again, little Seedling. But you have to give me your word, that we will have a nice talk about your kind one day. I was a well-known collector of this worlds history and all its inhabitants before I settled down here in town and opened this place. But please don't talk about this ... special prize with my other guests, or they will also want to make such an arrangement, you know...."


You follow Uruk through the city towards the north gate.

Perception 10:

You notice that the streets are quite empty, compared to your first encounter a few days ago. There a significantly few traders on the street - beside the ones with a local store - but even some of those have closed their doors in the middle of the day! Also you pass not even one town guard patrol on your travel.

As you close on the north gate you are able to see a tall building which near black frontage is of stark contrast to the white marble frontage of most of the town and as Uruk leads you directly towards it, you can soon read a sign near the entrance: The Darkwood Inn, Owner: Elric Grapewine.
As you enter the building you find yourself in a well lit circular room, on your right a desk - on top of it a large leather bounded book - in front of you stairs leading up and on your left a door leading into some kind of guest room. Everything seems to be made from this near black wood, and if as to counter this dark mood, the building has a lot of windows and ever burning torches. Also you notice that around all windows grape ivy is growing.
Behind the desk sits a small and tubby Elf, holding a golden goblet full of dark-red liquid, his cheeks red and he is singing an old drinking song about a never-empty goblet of whine and a river of beer.
As you enter - and a few more seconds for him to recognize you - he stands up and greets Uruk with a grin: "Welcome back my green friend. So you missed my comfortable beds after all? And now, look at that: you even brought a friend of yours? My, my. If this trend of orcish guests continues I might want to enlist some Orcish cook to ensure your special needs are fully satisfied, eh?"


Not really, as the tavern did not usually offer rooms for stying for the night. Its really just a tavern, with lots of drinking, singing, gambling and discussion, but without real restplaces. That one is called The Poetry Source, thats why you ended in there ... because of that - for your Orc - freaking hilarious name.


Uruk:
You are the only one who knows of a place to sleep. You stayed for a few days in the Darkwood Inn, a big palace-like house near the north gate build from the namegiving Darkwood, making the Darkwood inn near impossibly to miss, as its near black frontage is of stark contrast to the white marble frontage of most of the town. The Innkeeper is a whine-loving Elf named Elric. The rooms are luxurious - at least for the standards of Uruk - and quite expensive (5-10 gold pieces per day, including 3 meals a day) but with a very good cook.

What will you do to find a place to rest? Mash just rooted herself for one night before you took of to the south and Urak slept his first night in the prison... So no one of you two knows of a place to sleep or store loot.


You make your way through Gondolin, heading straight to the guard post.

Perception roll 15+:

You notice that there a remarkably few merchants on the street. Maybe your first impression was false? Or is something going on?

The guard post is only guarded by one single elf, looking very tired. He lets you in without making a big fuzz about your arrival. You head down to Félafrins office … but it is empty. There are even more papers on his desk and on the floor.
Perception 20+ or exhaustive search:

You find a half finished letter at his desk, under a few dozen notes from daily duty reports. The unfinished Letter


After some discussion you finally make your way back into town. If you want to open the chest, let me know and I will insert what is happening, but it seemed to me as if the majority does not want to open it fully, but use the knowledge to … discuss the price … with the dwarf, so I moved things forward.. As you reach the southern gate, four guards make you stop after noticing the three big chests on the wolves. The smallest of the guards steps to Sona, after a quick glance over your group, and tell her with the voice full of routine: "That makes five percent duty of your trade goods. Pay now or let some pledge of appropriate height here and pay after you sold your goods in town."


jup, as I thought. But you can certainly use it for locks.


You made the check with the first roll, second prevented a crit but if you say you take all the time you need (which you always can do if you are not in a fight or under time pressure), this is called 'take 20', meaning you just try it until you roll a '20' - without really rolling just by taking your time. Not every skill does allow it but most of them (disable devise allow it for example for locks but not for traps I think. So you made it eather way -> take a look in the spoiler above ^^


After Uruk asks her to try and open the chests, she immediate sits down, one of the closed chests before her, the set of tools you found in the Orc smith beside her and starts her work on the very difficult lock. Both Orcs are amazed at her dexterous work and her persistency but soon they get bored, as it seems to take ages for her to finally understand and best the lock. At least one hour for the first chest.

Mash, Disable Device 30:

After about one hour you are finally able to open the first lock on one of the chests. As you are about to open it you detect a thin wire connecting the lid of the chest with the front. You are sure that this wire has to be some kind of trap to prevent unauthorized access.
You can open the lid for a few centimeter before the wire is fully tensioned. Through this gap you can see some metallic bars in a uncommon color, some finely crafted books and a letter signed with a artful sealing wax.
What now? Fully open it? Open the others also a little bit to look into them? Leave it be?


Last chance for noting down loot from the dungeon, before we proceed into Gondolin were you most likely want to sell some of those things...
Take a look at the loot section in the campaign info and let me know what you want to take, beside of what I already noted.


You continue your way back to Gondolin. Does Mash want to try pick the lock of the chests again, after she found the right tools in the dungeon and with enough time at the evenings of your travel? You can 'take-20' meaning you just try as long as it takes, resulting in a '20' on the 'roll' to disable devise + any modifiers.
The days are passing by without trouble and after seven days (you are slower now because of all the loot and the three heavy chests) you left the forest and the mighty, white city of Gondolin lies before you again. What exactly are your plans now?


The bunch of bugs Urak eats tastes like a mixture of bare burnt wood and old, half-rotten mushrooms and after some moments his tongue began to get dumb of their poison - lasting for about one minute.

Moving things forward, you are welcome to insert some smalltalk before.

After this unfriendly start into the day you quickly left the now deserted base of the Orcs and Goblins, heading back to Gondolin - heavily loaded with looted gear and the three heavy chests.
After about three days of travel you reach the place were the trading group was ambushed. You notice two Elves in green and brown leather armor, which seems to investigate the place. All but two of the fallen bodies are gone, you are reminded of the bears and their fighting over the fallen body and suspect that they were eaten by the wildlife of the great forest. As get closer, the two Elves jump and draw their bows, but quickly stow them away as they seem to recognize you.

Mash, Uruk:
One of them is the guard you both have asked for the way to the guard building at the very beginning of your adventure. You think that you have seen the second one at the gates at the time you left Gondolin.


A great, quivering mass of freshly grown Fungal Grawler's has followed the smell of burning flesh and had begun to swallow the dead goblins to still its newborn-unsatisfiable hunger.

The unnatural quick an tiny creatures gave the group a hard time, especially since the brute force attempts did not work at all against the unending mass of tiny creatures. It was not before the group used burning torches, alchemists' fire and a burning goblin used as a improvised club, that they were able to inflict serious damage to the swarm.

After some time they were finally able to kill even the last of these disgusting bugs (with a huge smash of the still burning Goblin).

Mash's Knowledge nature check:

Mash remembers that she once heard a conversation of a group of wandering Gripplis adepts, that matured Grawlers let loose spores upon their dead, which will soon grow into new Grawlers, an ability which new-born Grawlers thankfully did not posses.


more mysterious gm dice:
More mysterious dice: 1d20 + 7 ⇒ (12) + 7 = 19

As Mash gets closer to the camp she gets on the big stone near the hedge she also took position on their first ambush on the camp. As she takes in the scenery before her, a small gasp escapes her...


Uraks shift goes without incident - except a short "discussion" after waking up Uruk for the second watch where the two Orcs exchanges deadly gaces and some grunting.

Uruk's guard shift consinst's mostly of him keeping annoying little bugs from him, smashing them with his plane fist or throwing them in Urak's direction.

After his turn he wakes up Sona. Perception: 1d20 + 6 ⇒ (9) + 6 = 15

Mash takes her watch after waiking op from a soft hand on her shoulder and a very quiet play. "Good morning Mash. I have seen nothing unusual."
After some time - the first light of the coming day is already at the horizon - she notices that one of the dead Goblins they set up near the fire place is missing! As she takes a closer look through the dark forest it seems to her that the second Goblin is smaller than in her memories and that the forest floor near them seems to be in motion...


Everyone give me one Perception check and the order of your watch.

omnious GM-rolls:

omnious roll: 1d20 + 9 ⇒ (18) + 9 = 27
omnious roll: 1d20 + 9 ⇒ (11) + 9 = 20
omnious roll: 1d20 + 9 ⇒ (20) + 9 = 29


While setting up your camp at the goblins place, Urak is really silent with a thoughtful expression on his green face (so he really thinks?) and finally brings up an idea of how to use the campsite for your advantage. Surprised by his intelligent idea you move your camp a few dozen feet into the forest and prepare the campsite.


After you took as much as possible from the dungeon you set your camp at the surface, ironically were you ambushed the goblins.
Do you want to set up a fire in the fireplace of the goblins?
After a very good dinner - accompanied by a slow but rhythmic ballad of Sona - you get very sleepy after this day full of fighting.
Uruk is the first to fall asleep, used more of his luck in one day than in the last year.
Urak, Mash and Sona are left to arrange guard shifts if you want to have one.

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