HP 14/14 | AC12 T12 FF10 | F3R2W5 | Perc 5 Init +2 hexed:Freyr, Grevious, Hendra
As interesting as this is I'll probably drop out, as I am a bit over-committed.
HP 14/14 | AC12 T12 FF10 | F3R2W5 | Perc 5 Init +2 hexed:Freyr, Grevious, Hendra
perception: 1d20 + 5 ⇒ (3) + 5 = 8
Grey seems focused on any upcoming havok.
HP 14/14 | AC12 T12 FF10 | F3R2W5 | Perc 5 Init +2 hexed:Freyr, Grevious, Hendra
Could we get a listing of the current active characters?
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HP 14/14 | AC12 T12 FF10 | F3R2W5 | Perc 5 Init +2 hexed:Freyr, Grevious, Hendra
Color me a bit confused about a blaster wielding canid joining the party?
HP 14/14 | AC12 T12 FF10 | F3R2W5 | Perc 5 Init +2 hexed:Freyr, Grevious, Hendra
Grey will step out with the twins staying a bit behind them and looking as harmless as she can, considering she is not armed or armored.
HP 14/14 | AC12 T12 FF10 | F3R2W5 | Perc 5 Init +2 hexed:Freyr, Grevious, Hendra
HP 14/14 | AC12 T12 FF10 | F3R2W5 | Perc 5 Init +2 hexed:Freyr, Grevious, Hendra
Grey takes cover behind a tree, ready to lend a hand if one of her party gets hurt.
HP 14/14 | AC12 T12 FF10 | F3R2W5 | Perc 5 Init +2 hexed:Freyr, Grevious, Hendra
Lets try to get in without drawing too much attention to ourselves. The woods are not my favorite place to be, but it looks like it provides the most cover.
stealth: 1d20 + 2 ⇒ (9) + 2 = 11
HP 14/14 | AC12 T12 FF10 | F3R2W5 | Perc 5 Init +2 hexed:Freyr, Grevious, Hendra
Grey hexes Hendra.
healing hex: 1d8 + 1 ⇒ (3) + 1 = 4
And then ponders what she knows about this High Sentinel Lodge.
knowledge (local): 1d20 + 8 + 3 ⇒ (14) + 8 + 3 = 25
Hmm I know of this lodge, once a mighty protection for this area, it has fallen on harder times, but last I had heard had not gone over to banditry. I guess my knowledge was out of date.
HP 14/14 | AC12 T12 FF10 | F3R2W5 | Perc 5 Init +2 hexed:Freyr, Grevious, Hendra
Grey looks around after the battle assessing battle wounds. Sees that Lurruk appears a bit worse for the wear, and moves over to him and hexes him.
healing hex: 1d8 + 1 ⇒ (6) + 1 = 7
HP 14/14 | AC12 T12 FF10 | F3R2W5 | Perc 5 Init +2 hexed:Freyr, Grevious, Hendra
Is anyone else wounded after that fight?
HP 14/14 | AC12 T12 FF10 | F3R2W5 | Perc 5 Init +2 hexed:Freyr, Grevious, Hendra
Grey moves over to behind Freyr and mumbles something again, touching him and healing his wounds.
healing hex: 1d8 + 1 ⇒ (5) + 1 = 6
HP 14/14 | AC12 T12 FF10 | F3R2W5 | Perc 5 Init +2 hexed:Freyr, Grevious, Hendra
Grey moves to Grevious and says a few words in a foreign language...
healing hex: 1d8 + 1 ⇒ (1) + 1 = 2
HP 14/14 | AC12 T12 FF10 | F3R2W5 | Perc 5 Init +2 hexed:Freyr, Grevious, Hendra
Grey tries to get across the river to her wounded compatriots.
acrobatics: 1d20 + 2 ⇒ (14) + 2 = 16
Finally managing to her her feet under her.
HP 14/14 | AC12 T12 FF10 | F3R2W5 | Perc 5 Init +2 hexed:Freyr, Grevious, Hendra
Grey moves carefully across the icy river, wanting to get closer to those that may need her assistance.
acrobatics: 1d20 + 2 ⇒ (3) + 2 = 5
Unfortunately she has been too long absent from the north and can't seem to keep her footing.
HP 14/14 | AC12 T12 FF10 | F3R2W5 | Perc 5 Init +2 hexed:Freyr, Grevious, Hendra
My tribe fought them, didn't study them.
HP 14/14 | AC12 T12 FF10 | F3R2W5 | Perc 5 Init +2 hexed:Freyr, Grevious, Hendra
I think it would be best for them to go see the local medicine woman, as she may have better accommodations for them, but I am also willing to offer my abode, humble as it is.
HP 14/14 | AC12 T12 FF10 | F3R2W5 | Perc 5 Init +2 hexed:Freyr, Grevious, Hendra
I wish to head home. I can put some of you up on the floor, but you are likely to be more comfortable if you have coin to spend at the inn.
HP 14/14 | AC12 T12 FF10 | F3R2W5 | Perc 5 Init +2 hexed:Freyr, Grevious, Hendra
I have no healing for Hendra or Freyr, once per day only for the hex.
HP 14/14 | AC12 T12 FF10 | F3R2W5 | Perc 5 Init +2 hexed:Freyr, Grevious, Hendra
Grey realizes she can still heal the hobgoblin as well. Ah whoops got so caught up in the fight I forgot...
healing hex on Grievous: 1d8 + 1 ⇒ (2) + 1 = 3
HP 14/14 | AC12 T12 FF10 | F3R2W5 | Perc 5 Init +2 hexed:Freyr, Grevious, Hendra
Unfortunately I have no more healing for either of our two grievously wounded companions. I agree that at least both of them should be escorted back. I also somehow doubt that the sister would continue without the brother.
However, I am somewhat surprised that the small Fey seemed to know the twins and would like an explanation....
HP 14/14 | AC12 T12 FF10 | F3R2W5 | Perc 5 Init +2 hexed:Freyr, Grevious, Hendra
Grey keeps up her frenzied parries. Full Defense
HP 14/14 | AC12 T12 FF10 | F3R2W5 | Perc 5 Init +2 hexed:Freyr, Grevious, Hendra
Grey sees Grevious fall, but can't get to her until there are less creatures fighting her...
Unwilling to open a hole in her so far effective defenses she continues whiping her staff around to deflect the oncoming blows, while sidling away from the preponderance of foes. Full defense, 5 foot step
HP 14/14 | AC12 T12 FF10 | F3R2W5 | Perc 5 Init +2 hexed:Freyr, Grevious, Hendra
Grey waves her staff around in a vaguely defensive manner. Full defensive
HP 14/14 | AC12 T12 FF10 | F3R2W5 | Perc 5 Init +2 hexed:Freyr, Grevious, Hendra
HP 14/14 | AC12 T12 FF10 | F3R2W5 | Perc 5 Init +2 hexed:Freyr, Grevious, Hendra
Grey will cross slowly after Grevious.
acrobatics: 1d20 + 2 ⇒ (9) + 2 = 11
acrobatics: 1d20 + 2 ⇒ (16) + 2 = 18
acrobatics: 1d20 + 2 ⇒ (18) + 2 = 20
acrobatics: 1d20 + 2 ⇒ (2) + 2 = 4
acrobatics: 1d20 + 2 ⇒ (3) + 2 = 5
Safely getting most of the way across before losing her balance.
acrobatics: 1d20 + 2 ⇒ (15) + 2 = 17
acrobatics: 1d20 + 2 ⇒ (16) + 2 = 18
HP 14/14 | AC12 T12 FF10 | F3R2W5 | Perc 5 Init +2 hexed:Freyr, Grevious, Hendra
Take care in crossing the stream, I thought I saw something but I am not sure what it was.
HP 14/14 | AC12 T12 FF10 | F3R2W5 | Perc 5 Init +2 hexed:Freyr, Grevious, Hendra
Perception: 1d20 + 5 ⇒ (12) + 5 = 17
Grey peers around the woods looking to see if the loud noise has drawn the attention of the denizens.
HP 14/14 | AC12 T12 FF10 | F3R2W5 | Perc 5 Init +2 hexed:Freyr, Grevious, Hendra
Let's let the horse lead us to our quarry.
HP 14/14 | AC12 T12 FF10 | F3R2W5 | Perc 5 Init +2 hexed:Freyr, Grevious, Hendra
I don't think it hurts to tell it why we are here... We are tracking bandits who have abducted a Lady and taken her into this Forest.
HP 14/14 | AC12 T12 FF10 | F3R2W5 | Perc 5 Init +2 hexed:Freyr, Grevious, Hendra
Ah, good to see that there are others who can heal here. I guess you all should take what you need in the short term and leave the rest here for now as we continue on.
HP 14/14 | AC12 T12 FF10 | F3R2W5 | Perc 5 Init +2 hexed:Freyr, Grevious, Hendra
Once the log stops swinging around so violently, Grey runs forward and cast stabilize on Hendra.
Unless anyone else has some healing for her, we need to get Miss crazy pants here back to town. If I can get one other person, we can carry her back.
Grey cares not for anything in the chest.
HP 14/14 | AC12 T12 FF10 | F3R2W5 | Perc 5 Init +2 hexed:Freyr, Grevious, Hendra
Or even better if we are sure it is a trap, we could just ignore it and continue on. It seems unlikely they would have left anything valuable in a trap...
HP 14/14 | AC12 T12 FF10 | F3R2W5 | Perc 5 Init +2 hexed:Freyr, Grevious, Hendra
Eth stands back and waits for whatever chaos Grievious causes to occur.
Might want to be careful with that, but whatever...
HP 14/14 | AC12 T12 FF10 | F3R2W5 | Perc 5 Init +2 hexed:Freyr, Grevious, Hendra
I am happy to come along, but just to warn Hendra and Freyr, I have no more healing for you this day. Try to stay standing! I do think we should track them while we still can.
HP 14/14 | AC12 T12 FF10 | F3R2W5 | Perc 5 Init +2 hexed:Freyr, Grevious, Hendra
Wow, what happened to you two? It looks like you ran into something tough!
Eht first hexes Freyr and then Hendra.
healing hex on Freyr: 1d8 + 1 ⇒ (4) + 1 = 5
healing hex on Hendra: 1d8 + 1 ⇒ (2) + 1 = 3
HP 14/14 | AC12 T12 FF10 | F3R2W5 | Perc 5 Init +2 hexed:Freyr, Grevious, Hendra
Well that certainly did not go as I expected, I apologize for placing us all in more danger than necessary. I wonder where the undead came from? Shall we see if we can't thaw out the Captain of the Guard there and see if we don't find out anything interesting from a closer examination? In fact we could probably achieve that by simply dragging him closer to the burning carriage. After that we should probably investigate the trail leading off into the woods, but we might want to wait until any others from town catch up.
HP 14/14 | AC12 T12 FF10 | F3R2W5 | Perc 5 Init +2 hexed:Freyr, Grevious, Hendra
Grey holds her action until she can see something to target. Lanyessa get off of there!
HP 14/14 | AC12 T12 FF10 | F3R2W5 | Perc 5 Init +2 hexed:Freyr, Grevious, Hendra
I stand by my original desire to open the carriage, if it was trapped in there by the bandits, it may be useful to us.
HP 14/14 | AC12 T12 FF10 | F3R2W5 | Perc 5 Init +2 hexed:Freyr, Grevious, Hendra
Let us carefully see what is inside the carriage, maybe it will tell us more.
Grey readies herself to cast if need be and quietly moves over to the carriage and tries to look inside through whatever openings there are in it to see if she can tell what is causing it to move.
perception: 1d20 + 5 ⇒ (17) + 5 = 22
HP 14/14 | AC12 T12 FF10 | F3R2W5 | Perc 5 Init +2 hexed:Freyr, Grevious, Hendra
Grey checks out the "statue" to see if it is someone caught in the winter witches magic.
perception: 1d20 + 5 ⇒ (11) + 5 = 16
HP 14/14 | AC12 T12 FF10 | F3R2W5 | Perc 5 Init +2 hexed:Freyr, Grevious, Hendra
Unless there is anything that strikes me or my familiar as particularly interesting about the possible arcane methods of causing this, Grey is ready to head on.
HP 14/14 | AC12 T12 FF10 | F3R2W5 | Perc 5 Init +2 hexed:Freyr, Grevious, Hendra
Come let us move on, what ever is watching us is unlikely to be someone in need of aid or they would have called out for help.
HP 14/14 | AC12 T12 FF10 | F3R2W5 | Perc 5 Init +2 hexed:Freyr, Grevious, Hendra
perception: 1d20 + 5 ⇒ (5) + 5 = 10 Grey continues on, hurrying to try to get to any wounded before they succumb.
HP 14/14 | AC12 T12 FF10 | F3R2W5 | Perc 5 Init +2 hexed:Freyr, Grevious, Hendra
Isn't it still early in the day? Last I knew I was making breakfast next t long ago.
HP 14/14 | AC12 T12 FF10 | F3R2W5 | Perc 5 Init +2 hexed:Freyr, Grevious, Hendra
If we want to find out what happened and save any wounded, we should head out now. Time is not a friend to a badly wounded man. Nor to a tracker.
HP 14/14 | AC12 T12 FF10 | F3R2W5 | Perc 5 Init +2 hexed:Freyr, Grevious, Hendra
Good thing ZV took eight characters, who knows if we will all survive until the initial "warm up" fight. ;)
HP 14/14 | AC12 T12 FF10 | F3R2W5 | Perc 5 Init +2 hexed:Freyr, Grevious, Hendra
There is enough blood already on the floor of this fine establishment. If you all plan to kill each other please take it outside into the street.
In the meantime, there may be innocent people dying out there in the forest.
You two say you know where this ambush may have happened? Let us organize a party to go out there and see how we can help.
If you don't want to be part of this party, then fine, but please do not get in the way of those of us who want to help.
HP 14/14 | AC12 T12 FF10 | F3R2W5 | Perc 5 Init +2 hexed:Freyr, Grevious, Hendra
Grey moves quickly to the man's side and says some thing in a low guttural tone and places her hands on the wounds.
healing hex: 1d8 + 1 ⇒ (4) + 1 = 5
There, that should stabilize him. Someone should go see what he was talking about, there may be more wounded.
healing check to see if there is anything else wrong with him other than his obvious wounds: 1d20 + 5 ⇒ (15) + 5 = 20
HP 14/14 | AC12 T12 FF10 | F3R2W5 | Perc 5 Init +2 hexed:Freyr, Grevious, Hendra
It should be late summer, early fall, the start of harvest time. If things get very cold it may ruin the harvest and people may starve.
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