Turtleback Ferry is about 5 miles from were you are. "The fall of the fort yes...Our scouts spotted a large band of ogres nearly two dozen in number going down towards Turtleback Ferry so we headed out to stop them. I took 34 men with me, around half the forces at the fort. When we arrived were we expected to meet them they were nowhere to be found. We searched and found some tracks but far to few for the number we expected. I had a bad feeling so I sent 4 men to search for them and turned everyone else back. When we arrived at the fort it was already under siege, the walls were overrun. We attacked them from behind and the ogres that hadn't climbed the wall yet engaged us. The battle was going well but then we were attacked on our flank by a force of ogrekin and it turned against us. When the battle was lost I ordered the remaining black arrows to disperse into the woods. It's possible a number of us are still out there. Me and my two companions were caught trying to get out so I don't know much beyond that.
"How long?...Hard to say we couldn't see the sun and time was hard to keep track off...Several days...A week maybe?...They tracked us using dogs and caught us as we fled the battle of the fort. As for why they would want to destroy the town...I cant really say destroying the damn itself is a bit clever for ogres not to mention how they took the fort. I didn't see anyone leading the ogres but I think someone clever is leading them yes. I heard some of the men talking about such a barge a while ago yes. What does that have to do with anything?"
"Because it was all my fault and I couldn't bare to stay!" replies Jakardos still shaken by the unexpected reunion. Still he manages to get himself back together. "We need to speak of this later this isn't the time or place. Can you spare some healing? Me and my men are all injured. Some weapons too would be nice. Have you seen any of our gear?"
About BlibberblabHP 17
Description:
Blibberblab is a scrawny little goblin who looks too clever by half. He wears a matching cap and jacket that look like they were chewed from a fine silk gown. Sneaky Git:
When you sneak, roll 3d6 and choose the two highest dice. Arcane Art:
When you weave a performance into a basic spell, choose an ally and two effects: •Heal 1d8 damage •+2d4 forward to damage •Their mind is shaken clear of one enchantment •The next time someone successfully assists the target with aid, they get +2 instead of +1 Then roll+Cha. ✴On a 10+, the ally gets the selected effect. ✴On a 7-9, your spell still works, but you draw unwanted attention or your magic reverberates to other targets affecting them as well, GM’s choice. Bardic Lore:
When you first encounter an important creature, location, or item (your call) covered by A Bestiary of Creatures Unusual, you can ask the GM any one question about it; the GM will answer truthfully. The GM may then ask you what tale, song, or legend you heard that information in. Charming and Open:
When you speak frankly with someone, you can ask their player a question from the list below. They must answer it truthfully, then they may ask you a question from the list (which you must answer truthfully). •Whom do you serve? •What do you wish I would do? •How can I get you to ______? •What are you really feeling right now? •What do you most desire? A Port in the Storm:
When you return to a civilized settlement you’ve visited before, tell the GM when you were last here. They’ll tell you how it’s changed since then. Metal Hurlant:
When you shout with great force or play a shattering note, choose a target and roll+Con. ✴On a 10+ the target takes 1d10 damage and is deafened for a few minutes. ✴On a 7–9 you still damage your target, but it’s out of control: the GM will choose an additional target nearby. Vicious Cacophony:
When you grant bonus damage with arcane art, you grant an extra +1d4 damage. Gambit:
When you or someone you have a bond with takes damage from an outside source, it was part of your plan the whole time, gain +1 Gambit. What some might see as an unwanted setback, you know it's merely a stratagem to gain a later advantage. At any time, reveal your ploy and use Gambits to: • Add +1 to anyone's roll (Cost: 1) • Deal your damage to an enemy (Cost: 2) • Create an obstacle or distraction that a single enemy has to deal with before they can do anything else (Cost: 3) • The GM will help you reveal a trap, ambush, or plan that gives you and your allies a surprising advantage (Cost: 4) Multiple Gambits can be used and the effects stack. After the end of a battle or when it makes sense, your Gambit count resets to 0. Eldritch Tones:
When you use Arcane Art, choose two effects instead of one. Sickfinder:
Loyalty +1, Protector 3, Warrior 1, Cost: Praise Gear:
Coins 6 Load 8/8 Dungeon rations (3 uses, 1 weight)
Bonds:
•Haluk is far too stoic, and should cut loose sometime. •Talks-to-Trees is very naive, I will guide her with my knowledge. •I sang songs about Retzack long before I met him in person. •Prox knows many excellent fighting techniques, and is someone to watch in battle. Alignment:
Spur others to significant and unplanned decisive action. Dice Rolls:
[dice=+Str]2d6-1[/dice] [dice=+Dex]2d6+1[/dice] [dice=+Con]2d6+0[/dice] [dice=+Int]2d6+1[/dice] [dice=+Wis]2d6+0[/dice] [dice=+Cha]2d6+2[/dice] [dice=Damage]1d6[/dice]
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