1 - The missing villagers of Tar

Sep 12, 2019 12:38 pm
The village of Tar is no spectacular thing. It sits comfortably on the Goddess Tears River with nice little stone-and-wood houses, a small bridge, a three rooms inn for traveling messengers and barely sixty souls.There is nothing but rocky cliffs in sight to the east and lifeless expenses to the west. It takes half a day to walk up the valley and then you can see it: the Spinecord Mountain Range, so massive that no one would even try to go over it. Stories from the old times talk about dwarven cities that carved the mountains to find and exploit ore veins that only them knew how to find. But those are stories, and no one alive have seen or heard of such cities being anything else than folktales: the region is poor and lives from stone cutting used to build marvelous places that none of them will ever see. And that’s fine. At least, they have the peace and calm of almost untamed nature.

https://i.imgur.com/rsbFKo7.jpg

Some of you probably know this peaceful village because it is the only civilized place within a few days, so most companies that come that far east come to restock here. But three days ago, a messenger from Tar arrived. He was exhausted, clinging onto his donkey to pass a capital information : Tar has been attacked.
Something happened as the sun was barely set and daylight fell. People were attacked in their house and taken. Eight of them were missing, five kids and three adults. The only person who saw and chased the raiders was killed, and his last words were:
"Walking nightmares… Find them before they settle... this land is doomed if they do."
Two houses were attacked, the doors busted outward, every human taken and the only tamed wolf had his head… well, teared off or devoured. Whatever. The screams woke the neighbours that searched in the dark to discover the agonizing man.
He had three deep wounds that looked like they had been caused by some kind of war pike: straight, deep, not too large and "clean" cuts. He also had one of its legs broken. The poor man bled out alone in the night with his wife and two kids taken by who knows what…
A messenger was sent right immediately to go find the Oak Shield, and he stumbled on you after four days in the Sion Fields where your company had been deployed for a the upcoming month to guard the border of the realm.


Your squad was sent north to investigate the events. As you arrived in Tar, the Old Lady informed you that they had hired some adventurers to follow whatever lead was left, discover the raiders hideout and bring the captured people home. The group left five days ago, Tar never heard of them since their departure. "They looked like rookies, though, if you want my opinion" commented the elder woman.
Sep 13, 2019 1:10 am
Even after days of walking the Big Half-Orc's armour and uniform still look pristine, the smile on his face unflappable and his step unwavering. Upon close inspection of the 6 foot 4 muscled frame the skin is surprisingly unmarked and scared, in contrast to the easy way he carry's himself in his armour that of a battled veteran. His features are sharp and would be considered handsome if it was not for the obvious signs of his mixed breading and slightly sick green colouration to his complexion.

His hand rested lazily on the hilt of his dagger and his fingers rubbed the leather absently, as you would an old pet, as he listened to the Old Lady tell her tale, the expression not changing from one of intent listening upon his face.

Shall we check out this house first Sir? a surprisingly well pronounced voice comes from between the fangs protruding over his upper lip.
Last edited September 13, 2019 1:14 am
Sep 15, 2019 1:25 am
Vachel listens to the village elder's tale with bright, inquisitive eyes. The subtle scales that cover his forehead ripple as he furrows his brows in thought without interrupting the woman. He sits comfortably, casually on the stool offered to him. The bow, quiver, rapier, and daggers strapped to his back and waste do not seem to be any deterrent to his ability to relax in front of this stranger.

After she has shared what information she has, Vachel moves with his companions outside. The muck from crossing the river still covers his boots and the half-elf makes no motion to change that. The few days march northward with his squad has done Vachel good. Assessing their options, he shakes his head and laughs at Zegar's comments.

"C'mon Zegar - how many times have I told you. We're league away from the company and the commander - no need for that 'sir' business!" The strangely dragon-esque bony ridges surrounding his eyes lift as part of a warm, good nature smile and he slaps the half-orc amicably on the shoulder. "Remember: We are stronger together. We decide our fate together."

"But to answer your question - I agree, the houses seem to be the most logical place to start."
Vachel turns to the rest of the squad. "What say you, lads?"
Last edited September 15, 2019 1:26 am
Sep 15, 2019 5:02 am
Cryst has muddled his way like a good soldier and is of the least consider about the soiling of his clothing. He never was a man that kept a high standard of cleanliness. He always looks better just doing what he prefers and that is smith'ing.

Even though he has been marching harder to keep up with every one and has been in daylight the whole time, Cryst has never said a word or complained of it. He isn't on for loose chatter generally, but to be sure he is one that has your back.

Cryst, who never cares to be outside in the sun, is constantly shielding his eyes and searches for shadier spots to stand, says in a firm deep voice, The houses sounds good to me.
Sep 15, 2019 7:25 am
Raising an eyebrow Zegar looks at Vachel with his dark purple eyes, With all I swear together we will stay Sir . . . Vachel. But with all due respect don’t you think the field is exactly where we should maintain discipline. But if you insist I will attempt my best Sir, sorry Vachel, giving an awkward toothy smile.

He then turns a bushes off the mud and dirt left on his uniform by Vachel’s brotherly guesture
Last edited September 15, 2019 7:27 am
Sep 15, 2019 4:29 pm
Malchuck, or "Mal", as his companions called him was as upbeat as ever. While he preferred the hard packed earth and stone under his feet, he was always happy to be away from the big city and in the wilds where nature was unspoiled. He had been chatting with Cryst for the better part of the day while they lagged behind the two larger men. Most of Mal's random musing were met with grunts and other non-committal noises from the dwarf, but unfortunately for Cryst this did not seem to dissuade Malchuck from a seemingly never-ending stream of commentary on the wonders of nature.

However, when they reached Tar, and the elder had begun his woeful tale, Malchuck had grown quieter. He listened carefully and looked to Vachel for direction. He didn't know what had attacked this village, but he was always willing to help those in trouble. It was why he had joined the Oak Shield in the first place.

"The houses. Yes most definitely. However.." Malchuck pauses briefly, not really wanting to disagree with anyone, "I could take a look around the area. Perhaps the stones will speak to me of their passage."
Sep 15, 2019 9:22 pm
Luis nodded along to the conversation. "Indeed, if no one around saw what happened, then we must look for any sort of tracks or clues that may have been left behind. Hopefully, it has been left undisturbed. I don't think I'll be able to sense anything strong after so much time has passed, but you never know. And there's always the old-fashioned method of turning over rocks."

Luis strode over to the house, and appraised the outside of it. He was hoping to find some signs of intrusion, or any sort of information about its condition.

Rolls

Perception - (1d20+1)

(8) + 1 = 9

Sep 16, 2019 2:49 am
Thank you citizen for the information, which direction did this group head out of town and can you give me a description of them please so I may recognise them, he asked of the old lady as Luis headed to the house.
Sep 16, 2019 10:20 pm
Vachel accompanies Luis to the first of the two houses in question. "I guess we shouldn't be surprised if the outside doesn't bode helpful; her mentions of them being busted open from the inside out. Can't figure how that came about. It's the inside that holds my curiosity." He enters the house and looks around for anything that might hint at solving the puzzle of the attacks.
OOC:
sorry - was looking at another character sheet. that should be a perception check of 6 => 2 + 4
Last edited September 16, 2019 10:30 pm

Rolls

Perception check - (1d20+8)

(2) + 8 = 10

Sep 16, 2019 11:57 pm
Cryst glance around inside the building to see if can spot any clues to what has happened. Perhaps inside will be helpful than the mud out here.

Rolls

Perception - (1d20+3)

(2) + 3 = 5

Sep 17, 2019 5:16 am
Malchuck considers the possibilities and takes a look around the outside of the house first, looking for clues to any passage of the intruders, then goes inside with the others.

Rolls

Survival (Tracking) - (1d20+6)

(17) + 6 = 23

Perception - (1d20+3)

(12) + 3 = 15

Sep 17, 2019 8:51 am
The houses of Tar are simple but sturdy. The walls are made of two layers of play wood with straw in between. The roofs are either made of wood planks too or more traditional thatch roofs. Despite its small size, that village must have some very decent carpenters to build such houses to everyone. It gives style to the village, enough to make it the lovely hidden gem it is.

The house of the village's ranger, Jahmun, is one of those built with the traditional thatch roof. "It keeps you warmer when the cold comes. I've kept that too for my own house: their modern coverings may offer better protection against wind and rains, but I'd rather have a drop of water in a warm room than the opposite, comments the Old Lady.
As you investigate the house in search for clues, your officer is the one to notice it. Staws on the floor inside the house make you look for some disruption in the roof, something you find upon closer observation. Some ropes have been cut -very clear cuts- and packs of thatch moved then put back to their original position, but they are somewhat ill-positioned.
Malchuck then discovers small pointy tracks on the ground. Very unusual ones, from a creature he's never met. Or probably several of them. It's actually hard to tell, there's been a lot of passing in the house since the events.
OOC:
Please Malchuck, give me a Wisdom (Nature) check to see if you can identify some of the features of the unknown creature(s).
Sep 17, 2019 3:21 pm
The half-elf gracefully bends to the floor to pickup a few random pieces of straw. Rolling them back and forth between palsms, Vachel's gaze turns upwards to the roof. These houses seem well-built; no doubt to protect from cold winds coming off the expanse. Why then would they be falling - ooooh, what do we have here?" He moves to a different spot and looks directly up at a section of the roof. Taking out his longbow, he reaches up just enough to tap the thatches. One whole section moves, as if placed but not secured. "That's not going to keep out the cold much."

"I think it's safe to assume the attackers surprised the family by secreting their way in via the roof. Yep, look there. You can even see where they cut the ropes to remove the thatch."
He looks over, expecting a response from his observations. Instead he sees Malchuck focusing on something else on the floor.

"Whatchya find, Mal?"
OOC:
Is the Old Lady accompanying us or is the roof info relevant flashback to her briefing when we first arrived?
Last edited September 17, 2019 3:24 pm
Sep 17, 2019 4:03 pm
The Old Lady of Tar accompanied you to Jahmun's house, but is waiting outside, sit on a bench while attending to her own tasks and obligations.
Sep 17, 2019 4:46 pm
Malchuck sees Vachel looking up at the roof but he is more interested in the ground below. Bending down to the floor he examines the dirt and notices something. Looking closer he spies some unusual tracks. He makes a gesture with his hand to stay back, so that no one disturbs the tracks.
"Not sure Vachel. Something has been here. No doubt of that. What it is, I can't be sure. Pointy. Odd."
Last edited September 17, 2019 4:48 pm

Rolls

Nature (Track Identification) - (1d20+4)

(11) + 4 = 15

Sep 17, 2019 8:44 pm
Familiar with Malchuk's methods, Vachel stands still and awaits the results of the dwarf's analysis.
Sep 17, 2019 9:04 pm
Upon closer inspection, Malchuck can see three very different sets of tracks. If you only count non-human tracks.
The more obvious ones, who caught his eyes first, were made by pointy... ends. Objects. Legs! It was made by creatures that had some kind of pointy legs with no hand or foot at the end of it. Some kind of... well, very much like a giant insect of some sort, actually. Which also explains the fresh scratches that he observed somewhere else but couldn't link to the events.
The second ones are much harder to see, and if he hadn't been taking a very close look at the first ones he would have, like everyone else, missed them. They were made by an humanoid being, probably five feet tall with claws to his feet but light or agile enough to not let them leave deep marks in the floor.
And you only know one thing about the third one is that they look like fingers of an open hand. Not the tracks of the whole hand, just the tip of the fingers. What kind of strange creature would move on the tip of its fingers?
Sep 17, 2019 9:22 pm
Luis scratched his head, and edged carefully around Mal and the tracks. "You don't think some kind of beast did this, do you? I don't know how they could get away so cleanly."

He looked over at the old woman, "Is it really true that only one person saw the raiders? Surely someone must have heard something. Really, even anything odd or even something mundane could be a clue." He gave the woman a warm, sympathetic smile.

Rolls

Persuasion - (1d20+7)

(7) + 7 = 14

Sep 17, 2019 10:13 pm
[ +- ] What the Old Lady of Tar looks like
Young man, she says with the warm smile you'd give to a child that asked a stupid but legitimate question I think you've misunderstood how the scene played out.
Her smile fades away as she gathers the memories of the events to describe them, once again, to those she puts her hopes into.
The sun was setting on the Spinecord Mountain Range, seven dreadful nights ago. As usual, people go home and close doors and windows when the night comes. Not hat this is a dangerous place to live in, but we are away from civilization and wild things can lurk in the dark of the night. As my father used to say: "We don't have the luxury to be astronomers, up here. Live under the sun, and let the moon and stars attend to their own business.
Anyway, as people were safe home, we heard cries in the still clear night. People were being attacked. Jahmun, who is responsible for keeping the village safe day and night, was on the site before we could even unbar our doors. The first house that got attacked was his own, and his wife and two kids were being taken under his eyes. He fought for their lives, and chased the intruders in the night. Of course he did, even if going after them was a certain death...
She pauses for a second, showing very genuine sadness for those of them who were lost in the darkness of that cursed night.
At the same moment, another group of attackers was attacking my dear Romulan's house. They had a tamed wolf called Joshua, an amazing beast I must say, but the creature was found lying on the floor with his head missing...

... We lost nine people that night. One have been buried already, but the others are still missing and our hopes to find them alive are... thinning out.

We've sent a messenger (the one that found you) seek help as soon as the sun rose and recruited some adventurers with the promise to give them the little we possess. They departed from the village through the north-west road and were heading north, I believe, when they left it for smaller paths.
Sep 17, 2019 10:21 pm
Cryst says hearing the story, Sounds that all that could have been done was. We will bring this to an end.
Sep 18, 2019 12:09 am
"M'am, can you tell us where you found Jahmun in relation to the village? Was it in the same direction the mercenaries went?"

Turning to the squad members, he continues his thought. "If we can figure what direction the attackers left, perhaps we can pick up their trail. Mal, do you think you've gotten enough understanding here to track them in the wild?"
Sep 18, 2019 12:13 am
Cryst says, Do we have a choice. There is no more for us here.
Sep 18, 2019 12:25 am
"Strange tidings indeed" Malchuck listens to the story even as he examines the tracks more closely. When the women is done he fully explains his findings.

"I regret I can't say for certain what manner of beasts or men made the tracks, but it looks to me like there were multiple types of creatures here. These pointy ones.. you can see here." Malchuck points out the signs as he explains them. "They look to have been made by some large beast with neither feet nor hooves. My best guess.. a large spider or other insect. I have seen such things deep in the caves below the mountain, but never above ground. Then these here.. you can see claws, but they walked on two legs. The stride suggests about human height."

Malchuck pauses, as if even considering whether to say more, but then decides that more information is better, even if speculative. "The last. I hesitate to even speculate. These marks look like the fingers of a hand. No feet marks that I can see that match. Just the hand. I've never seen anything like it."

Malchuck considers Vachel's question and rubs his hand on his bald head, as he was want to do when pondering a difficult question. "The tracks are unusual, to say the least, and there were a number of them which makes it harder to cover their trail. I should be able to follow them. The others started on the north road. Perhaps we should start there as well?"
Sep 18, 2019 12:28 am
Cryst suggests Best we find where they leave the rode. Could well lead us to there place. And easier to track.
Sep 18, 2019 1:09 am
Malchuck nods in agreement. "Indeed"
Sep 18, 2019 2:55 am
Waiting just outside the door Zegar listening intently, knowing his brothers well enough not to interrupt and put them off their train of thought. As Malchuck describes the tracks and his thoughts on what entered the house his hands wander from weapon to weapon mentally practicing the drawing and use of each.

Ready to travel when you are brothers.
Sep 18, 2019 7:40 am
chr2m says:
"M'am, can you tell us where you found Jahmun in relation to the village? Was it in the same direction the mercenaries went?"
Indeed, she starts to answer they started tracking the raiders from the exact spot where our ranger was found. You're the first ones to come investigate the houses themselves and uncover information about their nature, you know? I'm sorry we had them cleaned, maybe we destroyed clues that could have proved useful...

Looking at the sky where the sun is approaching its zenith and observing the warm light wind that blows from the south, she adds: Weather have been merciful. Chauntea's fervor must have been appeased by the returning Tyr to give us a chance to seen justice done. There's been no rain or heavy weather since the events, you should be able to track both the attackers and adventurers that went after them.
Sep 18, 2019 8:26 am
"As always with these things. The sooner the better. Are we ready to go Vachel?"
Sep 18, 2019 3:11 pm
"Unless anyone has any objections, let's make our way to where they found Jahmun."
Sep 18, 2019 10:21 pm
Hmm. Seems to be the best of options. Cryst is ready to move.
Sep 19, 2019 12:55 am
"Of course. Let me unhitch Dewdrop, in case we need to carry anyone back." Luis leads his horse while walking.
Last edited September 19, 2019 12:55 am
Sep 19, 2019 3:45 pm
OOC:
DM: I think we're set to move to the northwest road. Did we arrive on foot or steed? (asking more for flavor than anything else).
Sep 19, 2019 9:37 pm
OOC:
I do believe we have been marching on foot. I know Cryst has no mount.
Sep 23, 2019 3:30 am
OOC:
Zegar is on foot
Sep 23, 2019 10:31 am
OOC:
Sorry for the small delay, week-ends are usually busy these days.
The Old Lady of Tar calls a young man (no more than a boy, really) to show you the aforementioned village exit. She only asks you to summarize the information you are able to extract from all this and notify her before you go. Genryl will guide you to her when you need to.

When you reach it, you can tell that the village "exit" is there to let people know which way they should go, not to prevent anyone from getting in or out. In place of a full enclosure wall that would go around the village, you find a simple wooden fence that goes on 30 feet on each side of the large frame that they designate as a "door".
This... tells Genryl this is where Jahm... the village's ranger was found when he went after the raiders. Just there, near the door, when a spirit house was built. The boy shows you the small, colorful house build on a pedestal where the villagers come each day to put small offerings of food or craft.
He was found with... multiple woulds. A broken leg, for starters. Crushed, by the look of it said the Old Lady. He also had three narrow but deep wounds that looked like they had been caused by some kind of... pike. She said they were "clean" cuts, while I can't imagine how such a cut can seem clean to anyone...
Sep 23, 2019 11:05 pm
Pulling out a silver coin Zegar walks up and places it upon the alter, bowing his head for a short time standing in silence. Brave souls should be honoured and hopefully we can bring his some rest, is all he says as he looks around the area the Ranger was found.
Last edited September 23, 2019 11:08 pm

Rolls

Perception check - (1d20-1)

(7) - 1 = 6

Sep 24, 2019 6:37 am
Malchuck listens to Genryl and then makes a small offering of food at the spirit house. Moving away from the gate Malchuck begins searching the area for signs of passage.
"Give me a few minutes to look around."
Last edited September 24, 2019 6:40 am

Rolls

Perception - (1d20+3)

(2) + 3 = 5

Survival (Tracking) - (1d20+6)

(16) + 6 = 22

Nature (Track Identification) - (1d20+4)

(16) + 4 = 20

Sep 24, 2019 3:25 pm
OOC:
What can I answer to such roll except...
The track that have been altered by the wind and passage of time in the last few days, that everyone would find relatively hard to track, appear to Malchuck as if they had signs attached to them. He might even find it strange that someone could even miss them.
They head north, following the road for as far as you can see from the village's gate. The group of attackers was made of three distinct types of creatures, just as you were suspecting from the marks found in the ranger's house, and they were... well, that part is odd. There clearly are three sets "clawed humanoids" tracks, and you can read their respective movements quite easily. So there was three of them. But the others are not as you might expect. There seem to be and equal number of "pointy" and "fingers" tracks, and they seem to act in pairs at all time. Nine of them. Such perfect coordination is completely inhuman, and honestly doubtful...
OOC:
I'll give the rest of the information as you follow the trail and go after them. No need to roll again when you decide to do so.
Ornux sent a note to Ornux
Sep 24, 2019 5:05 pm
Malchuck relays the information to the others.
"Yes. yes." Malchuck says as he examines the ground. "It is just like the huts. Clawed humanoids. Three of them unless I miss my guess. But I still don't understand these others. I'm beginning to think these are no natural creatures at all, and there are a lot of them. Nine I think. It's as if they are half man, half-spider. Nothing I have ever seen. Disturbing. They lead north. Up the road."
Last edited September 25, 2019 6:08 am
Sep 24, 2019 7:00 pm
I had my share of varmints in my life. But those pointy tracks. Well how they move reminds me of ants, but would have to be really large ones. Cryst mentions.
Sep 24, 2019 10:54 pm
"Nothing good in that," says Luis. "There are many strange beasts in the world, out in the wilderness. It strains me deeply that they would come into a village in the dead of night, and make off with prey. Something else must be out of balance for such a thing to happen. Were it common for beasts such as this to go by that village, it would've been ruins by now."
Sep 25, 2019 1:23 am
Lead the way Malchuck, I trust your eyes and we may have reason to worry so I will watch your back and shield you with my blades. Together we will scare these demons back to whichever hell they belong for attacking our citizens.
Last edited September 25, 2019 1:24 am
Sep 25, 2019 1:35 am
It would be good to learn why they attacked. He says as he moves on.
Sep 25, 2019 2:05 am
"Yes, there is nothing more to be gained here."
Sep 25, 2019 6:13 am
"I agree Cryst. It is an excellent question, but for now I suppose we can only hope to find answers up the road.
With that, Malchuck begins heading north as he follows the tracks.
Sep 25, 2019 6:32 am
Cryst drops in formation and continues.

Rolls

Perception - (1d20+3)

(7) + 3 = 10

Sep 25, 2019 9:36 am
Your experience shows as you drop in formation, each of you with his own role, and advance quickly on a trail that goes north-west. After a couple of hours on the road, the tracks leave it to head north-east, straight toward the mountains. Despite the difficulty to spot and follow the trail, the raiders seem to make no effort to erase their… steps? Lucky for you, the adventurers that went after them didn't care about hiding their tracks either, which proved useful more than once.
Some passages are so hard to cross that you wondered how anyone sane would choose to go that way, but at least they didn’t seem concerned by the trail they were leaving behind them.

The day is nearing its end as you begin the ascent of the mountain. Will you continue your tracking after a short break, or will you secure an area and set camp, waiting for the sun to come back before you venture in the mountain?
Sep 25, 2019 1:02 pm
Sir, sorry, Vachel do you think it wise to travel at night on uneven ground? Maybe we should camp for the night and carry on in the morn’
Sep 25, 2019 3:19 pm
Cryst says as we travel, These creatures are moving with purpose. What that could be is beyond me. This was not a random attack.
Sep 25, 2019 4:19 pm
"I hate to give up precious time, but losing the trail in the dark would be even worse. Besides, he have no idea what we're up against. Remember the Droggrin raid? Gods, if we never have to repeat a scenario like that it'd be too soon."

"Mal, how do you feel about tracking these things after nightfall? It's been pretty rough terrain so far. Unless you feel 100% confident, I say setting camp is our best option."
Sep 25, 2019 5:49 pm
Cryst agrees, Best we rest. We are likely to fall or get hurt if we travel at night in the mountains.
Sep 25, 2019 7:35 pm
"Yes. I can track them at night, but I agree we should rest. It will do us no good to find them and then be too tired to deal with whatever comes."
Sep 25, 2019 11:31 pm
Many a good man was lost that night Vachel, Zegar falls silent for a short moment lowering his head and muttering a pray under his breath, Let’s then find a spot we can defend, and we all know the routine those with dark vision get the later shifts.

Starts looking the area over for a good defendable location for night camp.

Rolls

Nature check re camp sites - (1d20)

(7) = 7

Survival check re camp site - (1d20-1)

(1) - 1 = 0

Sep 26, 2019 2:02 am
Cryst as always makes a small fire. There he prays before settling down. He sits strangely enough crossed leg that looks like it should hurt him. Cryst doesn't carry a tent and I'm not sure if anyone else has one either.
Sep 26, 2019 6:08 am
Malchuck evaluates Zegar's choice of camp location and tries to be diplomatic.
"No offense Zegar, but I think I have a location even better than this fine one, which may be both defensible and perhaps a tad more comfortable?"
When the choice is settled on, Malchuck examines the local flora and fauna, not with any real purpose but more as a habit and for later reference.
Last edited September 26, 2019 6:10 am

Rolls

Survival (evaluate camp location) - (1d20+6)

(3) + 6 = 9

Sep 26, 2019 8:45 am
Both Zegar and Malchuck fail to find a good spot for the night. You'll have to either have a defensible spot that you can defend but is rather visible, or you'll have a more concealed one that would be harder to defend if something happens.
Which one will you pick?
OOC:
Also, if you can post the night shifts, marching orders in different formations, etc... I've just created a thread with that exact purpose.
Sep 26, 2019 1:22 pm
Cryst looks over spot. I guess this will have to due. He seems less happy with it.
Last edited September 26, 2019 1:23 pm

Rolls

Survival - (1d20+3)

(2) + 3 = 5

Sep 26, 2019 8:00 pm
Vachel notes the others' frustrations for the difficulty pitching camp. "Say, it's not so bad," he exclaims brightly. He opens his bedroll. "I bet it's more comfortable than whatever made those tracks." Attempting to lie down, his elbows and knees register the dense rocky nature of the night's bode. The characteristic gleam in his eye fades, leaving but an artificial sliver of a smile on his face before he recovers. "It's fine. It'll be just fine."
Sep 26, 2019 8:16 pm
Kicking some rocks about Zegar final lays his bedroll down for the evening before helping to get a fire going and prepare a simple meal for the everyone, Not the best spot but we’ve had worse before.

After eating Zegar will clean his armour and attend to his weapons before settling down for some sleep.
Last edited September 26, 2019 8:41 pm
Sep 26, 2019 9:17 pm
Cryst notes At least it isn't raining. He has rolled out a bedroll for the night. After his prayers and eating, he is ready for some rest. I take midnight watch. Just let me know.
Sep 26, 2019 10:22 pm
OOC:
Watch order - Mal, Cryst, Zeg, Luis, Vach
Sep 26, 2019 10:22 pm
After eating dinner Malchuck settles in. As always, he enjoys the outdoor camping more than the others, and rather likes the firm ground to sleep on, so he says nothing as the others complain. He prefers these times on watch, when everyone else is asleep and he can hear the sounds of nature and take the time to gaze up at the night sky, which he still finds to be a wonder every night. Nonetheless, Malchuck is diligent in his duties, keeping both his eyes and his ears alert for any signs of danger in the night air.
Last edited September 27, 2019 12:50 am

Rolls

Perception - (1d20+3)

(11) + 3 = 14

Sep 27, 2019 1:28 pm
OOC:
I love how everyone tried to save the night by rolling and the dice just continued to say "nop".
OOC:
Rolling for night events:
[ +- ] Travel information
After everyone is done cleaning their mess kit, Malchuck sits and tries to enjoy the night sky while keeping watch. It's only been an hours since the sun set, and your group isn't even done unrolling their bedrolls when the watchkeeper notices that something's going on: first he spots a mountain rabbit hopping away in a hurry ; then he hears a stone rolling, and probably tells his companions to stay alert. Unlike rabbits, stones do not roll on their own. Something is approaching, searching. Several creatures.
The place you chose for the night has the advantage to be difficult to see from afar, providing a well needed concealment in these hostile lands, but that setup makes also puts you in an unfavorable position to face incoming enemies.
You know they are not wild beast because they speak some kind of horrible, dark language. Something that you, the deep gnome, did not think you'd hear on the surface: Undercommon. They are nearby, within 90 feet, probably searching. You don't know for sure if they are aware of your presence, but you are not able to see them yet.

What do you do?
[ +- ] Map of the camp

Rolls

Travel encounters : Evening, Dusk, Midnight, Predawn - (1d6, 1d6, 1d6, 1d6)

1d6 : (2) = 2

1d6 : (3) = 3

1d6 : (6) = 6

1d6 : (4) = 4

Sep 27, 2019 3:20 pm
OOC:
Can Cryst get an idea of the nature of the invaders by their usage of undercommon?
He looks to the others to be sure they heard it to before move back into foliage for cover.

Rolls

Perception, Stealth, INIT, General INT if needed - (1d20+3, 1d20+2, 1d20+2, 1d20+0)

1d20+3 : (18) + 3 = 21

1d20+2 : (20) + 2 = 22

1d20+2 : (9) + 2 = 11

1d20+0 : (15) = 15

Sep 27, 2019 7:42 pm
Malchuck calls forth his earth magics, beckoning the night to cloak his companions and then finds a hiding spot along the ridge and attempts to spot the intruders.
OOC:
Casting Pass without Trace as soon as I am able (+10 to everyone's stealth).
If I can make out what they are saying I would like to know, but I won't be able to relay that information to the group right now.
Last edited September 27, 2019 7:43 pm

Rolls

Initiative - (1d20+2)

(8) + 2 = 10

Stealth (with PWT bonus) - (1d20+15)

(6) + 15 = 21

Perception - (1d20+3)

(13) + 3 = 16

Sep 28, 2019 6:14 am
Without being told Zegar moves to a forward position drawing his longsword and handaxe, before taking cover in the bushes.

Rolls

Stealth moving into position - (1d20+11)

(8) + 11 = 19

Initiative - (1d20+1)

(10) + 1 = 11

Perception - (1d20-1)

(8) - 1 = 7

Sep 28, 2019 7:10 am
As with the rest of the squad, Vachel quickly and effortlessly prepares for encounter. Drawing his rapier, he takes cover in the surrounding undergrowth and verifies the status of his team. Gripping his arcane focus*, he magically projects his hushed and urgent words to Malchuck's ears. [casting Message] They are the terse shorthand of those who have worked together for some time."How far? How many? Details!"
OOC:
If the campfire is still going, Vachel will quietly snuff it out; but I'm assuming it was out because we elected to go for concealment.
chr2m sent a note to Ornux

Rolls

Stealth (with bonus) - (1d20+15)

(7) + 15 = 22

Perception - (1d20+4)

(15) + 4 = 19

Initiative - (1d20+2)

(20) + 2 = 22

Sep 30, 2019 7:54 am
chr2m says:
OOC:
If the campfire is still going, Vachel will quietly snuff it out; but I'm assuming it was out because we elected to go for concealment.
OOC:
There only are glowing embers too keep you warm while being relatively inconspicuous. It only provides dim light on 10 feet, but is visible is someone comes near the escarpment.
chr2m says:
Ornux sent a note to Ornux
OOC:
Of course, no problem: go ahead and fix that.
Sep 30, 2019 8:40 am
GeneCortess says:
OOC:
Can Cryst get an idea of the nature of the invaders by their usage of undercommon?
Well the fact that they use Undercommon give you a basic idea of they nature, as it is very improbable that surface folk communicate in such language. But their accent and usage make you think that they probably are from the Menzoberranzan. You'll probably learn more about them if you get a chance to see them...
Sep 30, 2019 9:38 am
Vachel kicks some earth on the burning embers to hide the light from the incoming creatures as everyone takes position for the upcoming battle. Hiding in the bushes and behind tree, each one draws his weapons of choice and stands ready to hit.
As far as you can tell, there are three groups searching the area.

Cryst and Malchuck are the first to spot them due to their superior darkvision but, even if he doesn't see as many details as his comrades, Vachel is faster to react.
And this is the creature you see coming : an insectoid looking shape, aggressive looking with glowing eyes and dangerously pointy claws.
[ +- ] Insectoid creature
OOC:
Everyone : I've positioned you where I though you'd go, but you can correct that positioning once before you act.
[ +- ] Map of the camp
Initiative order :
Vachel (22) < - - You're up!
Unknown enemies Group 3 (17), Unknown enemies Group 2 (16)
Cryst (11), Zegar (11), Malchuck (10)
Luis (6)
Unknown enemies Group 1 (10)

Rolls

Luis INIT - (1d20-1)

(7) - 1 = 6

Unknown enemies Group 1 - (1d20+2)

(8) + 2 = 10

Unknown enemies Group 2 - (1d20+3)

(13) + 3 = 16

Unknown enemies Group 3 - (1d20+3)

(14) + 3 = 17

Sep 30, 2019 9:51 am
Cryst is rather challenged but whispers back, Perhaps they are drow or people from Menzoberranzan? as he prepares himself.
Sep 30, 2019 1:58 pm
Hunkered down in the bush, Vachel scans the area for threats while awaiting Malchuck's intel. He slips off his bow and nocks an arrow. Then he hears it: undercommon. He had thought it strange when Avery had him study such an obscure language. He can't quite make out any words yet. Could it mean Drow attackers?

Out of the edges of the darkness he sees them - rancid, spidery things with eyes that glowed in the night. Vachel uses the glow as a target as he releases the first of his arrows.
OOC:
I'm not sure from the map if the group to the northeast is within longbow range (150'). Is it safe to assume 5' squares, 7.5' diagonal? If they're not already in range, Vachel will hold his action (ranged attack) until they are.

Also, which group is which?
Last edited September 30, 2019 2:00 pm

Rolls

Longbow attack - (1d20+7)

(16) + 7 = 23

Damage on hit - (1d8+2)

(1) + 2 = 3

Sep 30, 2019 3:58 pm
OOC:
Did I already say I hate squares? Well, I hate them. Can't understand why any game designer wouldn't provide hex maps instead/along, where such things are non-problems.

Yes Vachel, they are definitly in your 150ft range. They are, however, way out of the darkvision range (60ft) : you'd therefore be attacking at disadvantage, aiming for their glowing eyes and general shapes. But from what you described, you'd be more likely to Ready your attack for when you see them better.

I'll include numbers so that everyone know which group's which.
Vachel readies an arrow, aiming at the glowing eyes coming tower your camp, but wait to get a better shot. Now that they are even closer, you can all hear the strange, dark and unspeakable utterances being hissed in the dark:
તેમને શોધો! કરોળિયાએ કહ્યું કે તેઓ તે દિશામાં જઇ રહ્યા છે!
[ +- ] Undercommon
The orders are being given by a third group that you cannot see yet, but is advancing nonetheless. They must be some other kind of creature, because the things that you see right now don't seem like they are capable of any kind of speech.
OOC:
Everyone : I've positioned you where I though you'd go, but you can correct that positioning once before you act.
- Vachel, are you in the bush north or east of your current position on the map?
- Cryst, which foliage did you hid into?
[ +- ] Map of the camp
Initiative order :
Vachel (22)
Unknown enemies Group 3 (17), Unknown enemies Group 2 (16)
Cryst (11), Zegar (11), Malchuck (10) < - - You're up in any order!
Unknown enemies Group 1 (10)
Luis (6)

Rolls

Wisdom (perception) check - (1d20+3)

(3) + 3 = 6

Sep 30, 2019 4:36 pm
Malchuck words are carried silently back to Vachel with the magic of the Message spell.
"I see three. They are searching for us."
Oct 1, 2019 2:58 am
Crouching low in the bushes Zegar waits patiently listening to the approaching creatures, he strengthens the grip on both weapons as he prepares to ambush the approaching figures.
OOC:
Zegar will ready an action (attack) - he will strike the first creature that comes within reach (5ft). If they walk wide of his reach and don’t spot him he will attack the last member of the group to pass him.
Oct 1, 2019 3:31 am
If I read the map right Cryst moved to the southwest some where I see veggie. Talking about 20' or so I guess. Can you move me there and can I see the incoming ones that are southeast of the camp now?
Oct 1, 2019 5:25 am
Malchuck kneels down and places his palm on the ground. He opens his mind, and feels the earth in his hand extending his consciousness forward into the area in front of him. Speaking to the earth in the ancient language, he causes the jagged stones below the surface to rise up to the surface making the entire area difficult to traverse.
OOC:
Casting Spike Growth in the area of trees directly between me and the oncoming 3 figures.
Then he picks up a few small stones from the ground and waves his hand over them, infusing them with power, and retreats to where Vachel is waiting, not wanting to be the first line of defense against the intruders.
OOC:
Casting Magic Stone cantrip as a bonus action.
Oct 1, 2019 7:39 am
Ornux says:
OOC:
...from what you described, you'd be more likely to Ready your attack for when you see them better.
OOC:
Correct, holding ranged attack action until they are within 60'.
Ornux says:
OOC:
...are you in the bush north or east of your current position on the map?
OOC:
Bushes to the east are fine.
Oct 1, 2019 8:08 am
When Cryst can clearly see the three coming up to our position, he is going to cast a fireball to roast all three.
Oct 1, 2019 8:57 am
Ganesh says:
... and retreats to where Vachel is waiting, not wanting to be the first line of defense against the intruders.
Malchuck won't be able to reach that position, as Vachel retreated in the bushes to the east (50ft from you). You can either move in that direction but end your turn halfway, or go to the bush north-west of your current position instead.
My bad, you both go in the same bush. I'll fix the map.
The ground before Malchuck twists and sprouts hard spikes and thorns. Being very close to where the thing is happening, the spidery creatures seem to perceive the noise of leaves and twigs moving and they... shriek. They emit a disgusting, hissing and rumbling noise before charging toward what they spotted.
OOC:
I'll insert more here depending on where Malchuck decides to head.
Reacting to that call, the voices respond with two short orders:
તેઓએ કંઈક સાંભળ્યું, જાઓ! તેમની સાથે જાઓ!
[ +- ] Undercommon
And those north of the camp see two more creatures dashing to join the group. Those are giant spiders, regular ones. You know how deadly they can be, especially because they can capture unsuspecting creatures in their webs and drag them back into their lairs.
OOC:
[ +- ] Map of the camp
Initiative order :
Luis (6), Vachel (22) < - - You're up in any order
Unknown enemies Group 3 (17), Unknown enemies Group 2 (16)
Cryst (11), Zegar (11), Malchuck (10)
Unknown enemies Group 1 (10)
Oct 1, 2019 5:39 pm
OOC:
Sorry, I thought east was to the right. Can you place Vachel next to Malchuck, next to the spikey field?
Oct 1, 2019 8:42 pm
chr2m says:
OOC:
Sorry, I thought east was to the right. Can you place Vachel next to Malchuck, next to the spikey field?
... And you were right! My bad mistaking east and west when placing you.
Oct 1, 2019 10:30 pm
OOC:
Regardless of my actual ending location I want to back away from the incoming monsters. Towards the center of our camp is fine also. I'm not built for tanking. :)
Last edited October 1, 2019 10:30 pm
Oct 1, 2019 10:42 pm
OOC:
Sorry Ganesh, Malchuk was my only landmark! :-) I didn't think you'd be sticking around the front. Regardless, you created a great place for Vachel to just take cover in the ridge and (hopefully) pick off those things when they get caught in your thorns. Gotta love those field controller.
Edit:
OOC:
unless they're within visual range, Vachel is still holding attack action. nothing else for now.
Last edited October 2, 2019 4:49 pm
Oct 7, 2019 1:26 pm
OOC:
Sorry for the hiccup in the posting rate, IRL has been kicking by booty...
The southern group spidery-things (I call them spiderlings, so let's call them that) respond to the order, going from slow-search advance to fast movement. Approaching at great speed, they don't seem like they are looking for their targets and more like they already know where to go. They are about to pass right next to Zegar when...
GeneCortess says:
When Cryst can clearly see the three coming up to our position, he is going to cast a fireball to roast all three.
... appearing suddenly on their left, an enormous fireball files right at them and catches one mid-hop, burns another one while the last one gets thrown against a rock by the sudden explosion, but manages to get by on its shaking legs. Two trees catch fire right behind them, and any lesser plant probably got burnt instantly. Zegar stands by, hidden in his bush, still ready to hit if the creature passes anywhere near him.

North of the camp, two of the incoming spiderlings shriek as their legs get slashed by hidden thorns and they try to jump forward to pass above them. One of them manages to jump only to land in more spikes while the second one misses the jump and ends up rolling in the dangerous area. The last creature, alerted by the the other ones, tries to go around the area but fails to discern its limits and gets hurt too before backing off.
OOC:
[ +- ] Map of the camp
Initiative order :
Luis (6), Vachel (22)
Spiderlings Group 3 (17), Spiderlings Group 2 (16)
Cryst (11), Zegar (11), Malchuck (10) < - - You're up in any order
Unknown enemies Group 1 (10)
Ornux sent a note to Ornux

Rolls

Dex saving throw VS Cruyst's spell DC (14) - (1d20+3, 1d20+3, 1d20+3)

1d20+3 : (12) + 3 = 15

1d20+3 : (11) + 3 = 14

1d20+3 : (1) + 3 = 4

Fireball dmg (fire), half on save - (8d6)

(61254341) = 26

Running jumps forward: Strength (Athletics) DC10 - (1d20+1, 1d20+1)

1d20+1 : (15) + 1 = 16

1d20+1 : (1) + 1 = 2

Wisdom (Perception) check to see the limits of the thorny area (DC 14) - (1d20+1)

(8) + 1 = 9

Thorn dmg (magical piercing) - (2d4, 2d4, 2d4, 2d4, 2d4)

2d4 : (23) = 5

2d4 : (33) = 6

2d4 : (21) = 3

2d4 : (21) = 3

2d4 : (13) = 4

Oct 7, 2019 3:18 pm
Cryst now lets another blast of fiery radiant power, but lesser. He directs it at the surviving creature.

Casts Sacred Flame on it. DEX 14DC Save for none.

Rolls

Radiant Damage - (2d8)

(23) = 5

Oct 7, 2019 7:34 pm
Seeing the menacing light coming, the barely standing Spiderling does his best to avoid getting hit by it and takes a side step just in time to dodge the incoming attack.

Rolls

Spiderling save VS 14 - (1d20+3)

(17) + 3 = 20

Oct 8, 2019 2:14 am
Malchuck takes one of the enchanted stones from his left hand and transfers it to his right. Waiting for the enemies to reveal themselves through the trees he whispers a word to the stone and hurls it at the advancing creature.
OOC:
Weak. :(
Last edited October 8, 2019 2:14 am

Rolls

Attack Roll (Magic Stone) - (1d20+6)

(1) + 6 = 7

Damage (Magic Stone) - (1d6+3)

(6) + 3 = 9

Oct 8, 2019 9:45 am
Zegar allows the chaos to storm around him trusting in the abilities of his team, he remains in his cover allowing the creatures to get closer.
OOC:
He will remain posed to strike if anyone gets within 5 ft or attack the rear of the pack if they walk past.
Oct 8, 2019 12:28 pm
OOC:
Sorry, I forgot to trigger Vachel's Readied Action
With thorns and spikes up to its neck, the spiderling the just jumped forward into Malchuck trap doesn't see the attack or where it came from. But even if the arrow hits the intended target, it ricochets on his carapace without apparent damage.

Coming from the out of sight range, three giant spiders join the battle. The first one ends up in Malchuck's spikes and loses a leg in the process, but the two others adjust their trajectory and go around it. They are almost in the camp and seem to continue that way with purpose.
They are followed by two unidentified humanoids that would be best described as the result of a cross between a kobold and a spider.

Vachel, you're up!
OOC:
[ +- ] Map of the camp
Initiative order :
Vachel (22) < - - You're up
Spiderlings Group 3 (17), Spiderlings Group 2 (16)
Cryst (11), Zegar (11), Malchuck (10)
Unknown enemies Group 1 (10)
Ornux sent a note to Ornux

Rolls

Vachel longbow attack vs Spiderling (piercing dmg) - (1d20+7, 1d8+2)

1d20+7 : (5) + 7 = 12

1d8+2 : (5) + 2 = 7

Spike growth dmg, twice, vs giant spider (magical piercing) - (2d4, 2d4)

2d4 : (44) = 8

2d4 : (42) = 6

Oct 8, 2019 10:56 pm
OOC:
Does that readied action count for last round or this round? I'll try something else if I have an action this round.
Oct 9, 2019 6:31 am
OOC:
Readied Action counts for the round you declared it, and uses your Reaction when triggered.
The fact that it was triggered just before your turn doesn't change that :)
Oct 11, 2019 5:17 pm
OOC:
Clock's ticking: a few more hours and I'll default Vachel's turn to attacking the same enemy.
Oct 11, 2019 7:08 pm
OOC:
lost track of which round. go with my readied action & rolls.
Oct 12, 2019 4:00 pm
chr2m says:
OOC:
lost track of which round. go with my readied action & rolls.
Last round ended with your readied action being triggered. This is a new round, and it's your turn. Hope it helps to get things straight.
Oct 13, 2019 7:18 pm
Vachel focus is fractured by all that is going on. Reaching back into himself, into the foundations of his power, he stretches his hand out toward the creature closest to him and releases a fiery bolt of energy. (casts fire bolt cantrip)
Last edited October 13, 2019 7:19 pm

Rolls

Ranged Spell Attack (Fire Bolt) - (1d20+7)

(19) + 7 = 26

Damage (Fire) - (1d10)

(9) = 9

Oct 17, 2019 11:31 am
The magic bolt shot by Vachel hits it exactly where he was aiming : in one of the spiderling's glowing eyes. The creature blenches, shrieks of surprise and pain, and writhes in pain until it remains motionless on the ground.
The two others immediately charge their attacker. The first battles with the magical thorns and spikes, losing limb after limb until is fall down, slowly dying of exsanguination. The second one, going around the dangerous area, jump on Vachel as soon as it reaches him in an attempt to knock him prone, but Vachel holds his ground and dodges the creature's vicious attack.

After avoiding Cryst's attack, the remaining spiderling south of the camp dashes forward, trying to hide behind a bush and prepare some kind of counterattack... and alert to the slightest movement now that its life clearly is on the line, it dodges Zegar's surprise attack and freezes, probably aware of its own situation.
OOC:
Well, sorry Zegar: you must have angered some god of dice :(
BTW, if you want you can roll you dice when you ready an action. I won't cheat knowing the result.
OOC:
[ +- ] Map of the camp
Initiative order :
Vachel (22)
Spiderlings Group 3 (17), Spiderlings Group 2 (16)
Cryst (11), Zegar (11), Malchuck (10) < - - You're up
Unknown enemies Group 1 (10)
Ornux sent a note to Ornux

Rolls

Thorns damage (magical piercing) - (2d4, 2d4, 2d4, 2d4)

2d4 : (33) = 6

2d4 : (33) = 6

2d4 : (13) = 4

2d4 : (12) = 3

Opposed Strength (Athletics) to shove: Spiderling VS Vachel - (1d20+1, 1d20-1)

1d20+1 : (4) + 1 = 5

1d20-1 : (19) - 1 = 18

Zegar's longsword attack > Spiderling - (1d20+6, 1d8+3)

1d20+6 : (4) + 6 = 10

1d8+3 : (8) + 3 = 11

Zegar has adv from being hidden - (1d20+6)

(4) + 6 = 10

Oct 17, 2019 4:00 pm
Can Cryst see group 1 coming in clearly enough to place a fireball among the three?
Oct 17, 2019 6:21 pm
Unable to hit with his longsword, Zegar brings down his handaxe with an over head swing followed by the back swing with the longsword (second attack).
OOC:
that should finish off my readied action, do you want me to take my turn now?
Last edited October 17, 2019 6:30 pm

Rolls

2 weapon attack Handaxe - (1d20+6)

(1) + 6 = 7

Damage handaxe - (1d6+3)

(2) + 3 = 5

2nd attack Longsword - (1d20+6)

(17) + 6 = 23

Damage from longsword - (1d8+3)

(6) + 3 = 9

Advantage handaxe from being hidden - (1d20+6)

(5) + 6 = 11

Oct 17, 2019 7:57 pm
OOC:
I had declared that I was going to throw a Magic Stone as soon as I saw a good target without cover. That is probably the spider-thing to the southeast of me. So I will do that, and back up directly away from it. I missed anyway.
Oct 18, 2019 5:21 am
Mathfuric says:
Unable to hit with his longsword, Zegar brings down his handaxe with an over head swing followed by the back swing with the longsword (second attack).
OOC:
that should finish off my readied action, do you want me to take my turn now?
OOC:
I should have used the second attack, sorry about that. But you don't get to use your Bonus action for the off hand attack, because it's something you can only do on your turn.
Oct 18, 2019 5:33 am
OOC:
Cool, is that one dead or still kicking?
Last edited October 18, 2019 5:44 am
Oct 18, 2019 3:20 pm
Mathfuric says:
OOC:
Cool, is that one dead or still kicking?
OOC:
Now? Dead, shell broken and organs split on the ground.
Oct 18, 2019 5:39 pm
If Cryst can use the fireball effectively

Rolls

Fireball - (8d6)

(35546642) = 35

Oct 18, 2019 6:50 pm
OOC:
Flicking the gunk off his longsword Zegar moves across the battlefield towards the remaining unknown creatures, to get between them and his comrades. With practiced ease he throws his handaxe at the lead creature and then draws his favoured Warhammer, yelling a challenge at the creatures.
OOC:
sorry damage should be +3, so 8 damage not 11
Will move full 30’ to be approximately 5’ in front of the group, I’d say in between the two beds closest to group 1
Last edited October 18, 2019 8:34 pm

Rolls

Thrown handaxe at first unknown - (1d20+3)

(16) + 3 = 19

Handaxe damage - (1d6+6)

(5) + 6 = 11

Challenging battle cry - intimidation check - (1d20+4)

(18) + 4 = 22

Oct 18, 2019 9:56 pm
Despite the limited visibility from his lower position Zegar manages to issue a skillful attack and cut two of the eight spider's legs, each of them being as large a one of his own legs. The creature falters, staggered by the attack. And as it was about counterattack, Zegar starts yelling unintelligible things to her and the giant spider freezes.

But the two others continue to advance and jump right on him with huge menacing mandibles closing on his shoulder and left leg. Zegar manages to dodge the first attack but then he feels the other one sink deeply in his flesh and continue to burn even after he pushes the attacker back.
OOC:
[Rolling attacks and saving throws if needed]
Two strange kobold-like creatures come out of the night, commanding to their creatures.
ગરમ લોકોને મારશો નહીં, તેના બદલે તેમને કેપ્ચર કરો! તેઓ યુવાનને ખવડાવશે.
[ +- ] Undercommon
[ +- ] The kobold-ish creatures
That's when Cryst sees it: almost all the remaining attackers grouped close to one-another. But also close to Zegar. He thinks, fast, and shots a careful fireball to hit as many of them as he can while avoiding his friend.
OOC:
He'll catch two of the three giant spiders and the two strange humanoids in the blast.
One of the massive spiders close to Zegar take the full power of the blast and is completely disintegrated by it, as is the spider-kobold creature that was trying to help his intimidated minion. The two others manage to survive but still show signs of taking massive damage.
Nearby trees catch fire, shedding a warm light on the battlefield.
OOC:
[ +- ] Map of the camp
Initiative order :
Vachel (22) < - - You're up
Spiderlings Group 3 (17), Spiderlings Group 2 (16)
Cryst (11), Zegar (11), Malchuck (10)
Unknown enemies Group 1 (10)
Ornux sent a note to Ornux

Rolls

Dex saving throw VS Cryst's spell DC (14) - (1d20+3, 1d20+3, 1d20+2, 1d20+2)

1d20+3 : (15) + 3 = 18

1d20+3 : (6) + 3 = 9

1d20+2 : (6) + 2 = 8

1d20+2 : (16) + 2 = 18

Giant Spider Attack > Zegar : piercing, poison (1/2 if save) - (1d20+5, 1d8+3, 2d8)

1d20+5 : (10) + 5 = 15

1d8+3 : (8) + 3 = 11

2d8 : (41) = 5

Zegar CON save (DC 11) - (1d20+5)

(6) + 5 = 11

Giant Spider Attack > Zegar : piercing, poison (1/2 if save) - (1d20+5, 1d8+3, 2d8)

1d20+5 : (18) + 5 = 23

1d8+3 : (6) + 3 = 9

2d8 : (47) = 11

Zegar CON save (DC 11) - (1d20+5)

(3) + 5 = 8

Oct 18, 2019 10:13 pm
OOC:
zegar poisoned ☠️, 31HP
GM comment: Not poisoned unless I tell you so or have some kind of allergy ;)
👍🏻
Last edited October 18, 2019 10:25 pm
Oct 18, 2019 11:56 pm
After casting Cryst moves 25' due east. He isn't the fastest of things.
Oct 21, 2019 12:16 pm
OOC:
Posting for Vachel to move on...
With a single spierderling next to him, Vachel channels his inner powers into a paralyzing charge and reaches for the creature. Lightning springs from his hand to deliver a shock to the creature.
Taking advantage from the short paralysis caused by the spell, Vachel disengages the creature and moves back to join his halfling companion. But the spiderling follows, unwilling to let his target go, and aims for the legs to prevent him from feeling again.
OOC:
[ +- ] Map of the camp
Initiative order :
Vachel (22)
Spiderlings Group 3 (17), Spiderlings Group 2 (16)
Cryst (11), Zegar (11), Malchuck (10) < - - You're up
Unknown enemies Group 1 (10)
Ornux sent a note to Ornux

Rolls

Shocking Grasp > Spiderling - (1d20+7)

(10) + 7 = 17

Shocking Grasp > Spiderling (lightning dmg) - (2d8)

(63) = 9

Spiderling bite > Vachel (piercing dmg) - (1d20+3, 1d6+1)

1d20+3 : (15) + 3 = 18

1d6+1 : (2) + 1 = 3

Vachel CON save VS poison (DC 11) - (1d20+6)

(17) + 6 = 23

Poison dmg taken by Vachel (halfed due to successful save) - (2d6)

(55) = 10

Oct 21, 2019 4:41 pm
Malchuck speaks a word and channels power from himself through the earth to Zegar filling him with renewed energy.
OOC:
Casting Healing Word as a bonus action
He then takes another step back and lets fly a second stone at the Spiderling attacking Vachel.
OOC:
Apparently I'm not so good at this stone throwing thing. LOL
Last edited October 21, 2019 4:43 pm

Rolls

Healing Word - (1d4+3)

(1) + 3 = 4

Magic Stone Attack Roll - (1d20+6)

(2) + 6 = 8

Magic Stone Damage (I hope) - (1d6+3)

(4) + 3 = 7

Oct 21, 2019 8:43 pm
Feeling a surge of a familiar warmth go through him, a smile comes to his face showcasing his Orc heritage and he strikes out at the remaining spiders around him.
OOC:
Zegar will strike at the nearest spider until it is dead, then move using evasive footwork to the last spider and striking at that one
35hp
.
Last edited October 21, 2019 8:45 pm

Rolls

1st longsword attack v spider - (1d20+6)

(13) + 6 = 19

Longsword damage - (1d8+3)

(5) + 3 = 8

Warhammer attack v spider - (1d20+6)

(7) + 6 = 13

Warhammer damage - (1d8+3)

(3) + 3 = 6

2nd Longsword attack v spider - (1d20+6)

(13) + 6 = 19

Longsword damage - (1d8+3)

(8) + 3 = 11

Action surge: Longsword Attack v spider - (1d20+6)

(15) + 6 = 21

Longsword damage - (1d8+3)

(1) + 3 = 4

Action surge: 2nd attack longsword attack v spider - (1d20+6)

(1) + 6 = 7

Longsword damage - (1d8+3)

(8) + 3 = 11

Superiority dice: evasive footwork - (1d8)

(6) = 6

Oct 23, 2019 9:52 am
OOC:
Wow, what an impressive display of martial power!!
With extreme focus and almost perfect precision, Zegar throws a fury of attacks to the closest spider, turning it from massive and intimidating spider to oozy ans still twitching spider-pulp. Then, careless to the creature's fate, he moves to the next one and start doing the same with it, dodging an attack coming out of nowhere on the way.
OOC:
[ +- ] Map of the camp
Initiative order :
Vachel (22)< - - You're up
Spiderlings Group 3 (17), Spiderlings Group 2 (16)
Cryst (11), Zegar (11), Malchuck (10)
Unknown enemies Group 1 (10)
Ornux sent a note to Ornux
Oct 25, 2019 12:39 pm
Vachel battles with the spiderling, getting hurt several times in the process. The poisonous bites start to take a heavy toll on him, and he struggles to even remain on his feet under the constant ravenous attacks. Taking a step back, he does his best to continue to avoid the pressing attacks.
OOC:
[ +- ] Map of the camp
Initiative order :
Vachel (22)
Spiderlings Group 3 (17), Spiderlings Group 2 (16)
Cryst (11), Zegar (11), Malchuck (10) < - - You're up
Unknown enemies Group 1 (10)
Ornux sent a note to Ornux

Rolls

Bite attack w/adv > Vachel (piercing dmg) - (1d20+3, 1d20+3, 1d6+1)

1d20+3 : (3) + 3 = 6

1d20+3 : (16) + 3 = 19

1d6+1 : (3) + 1 = 4

Vachel CON save VS poison (DC 11) - (1d20+6)

(1) + 6 = 7

Poison damage > Vachel - (2d6)

(63) = 9

Oct 25, 2019 2:41 pm
Cryst hustles to 10' west of Zegar. When there, he says a word of healing for Vachel seeing he is hurt badly and then he grasps his holy amulet and concentrates on summoning up the powers of light. He unleashes a blast of radiant light that strikes all the enemies about him.
OOC:
Bonus Action: Casts Healing Word at Level 3 for 11 HP. Action: Channels Divinity, Radiance of the Dawn for Radiant Damage 17 HP, 14 DC CON save for half. All enemy should barely be in range of Divinity.
[ +- ] Radiance of the Dawn
Last edited October 25, 2019 2:42 pm

Rolls

Heal Word Spell Level 3, Radiant Damage - (3d4+3, 2d10+5)

3d4+3 : (323) + 3 = 11

2d10+5 : (93) + 5 = 17

Oct 26, 2019 12:48 am
With the motions of the battle around him Zegar allows his Orc heritage to show even more as his smile broadens, with the ease of a veteran he brings his longsword and Warhammer around against the spider before turning on their masters.
OOC:
As soon as the last spider is dead Zegar will move towards the unknown kobold creatures using evasive footwork, if I get an attack on one of the Kobold things he will use menacing attack

Rolls

Longsword attack vs spider - (1d20+6)

(4) + 6 = 10

Longsword damage - (1d8+3)

(1) + 3 = 4

Bonus attack: Warhammer attack - (1d20+6)

(5) + 6 = 11

Warhammer damage - (1d8+3)

(3) + 3 = 6

2nd attack: Longsword attack - (1d20+6)

(5) + 6 = 11

Longsword damage - (1d8+3)

(8) + 3 = 11

Evasive footwork - (1d8)

(3) = 3

Menacing attack - (1d8)

(8) = 8

Oct 27, 2019 6:48 am
Always impressed with Zegar's skills as a swordsman, Malchuck hesitates for a moment to make sure Zegar is all right and then turns his attention to the more immediate danger to himself. Speaking another word of healing, this time Malchuck directs the power to Vachel, and then looses the last Magic stone at the opponent right in front of them. Malchuck hopes this one finally finds its mark.
OOC:
HAH HAH.. I may never use this spell again!
Last edited October 27, 2019 5:53 pm

Rolls

Healing Word (for Vachel) - (1d4+3)

(1) + 3 = 4

Magic Stone Attack - (1d20+6)

(1) + 6 = 7

Magic Stone Damage (I hope) - (1d6+3)

(4) + 3 = 7

Nov 4, 2019 9:24 pm
OOC:
Not the Monday I was thinking about when I wrote my OOC message, but hey it's Monday nonetheless...

Ganesh says:
OOC:
HAH HAH.. I may never use this spell again!
OOC:
That'd be a shame, I love the spell too :D
In a burst of extraordinary power, Zegar slashes his way through another opponent to reach the one that seems to be in command and hit it as the sudden bright light from Cryst burns its way through your attackers' hearts (and eyes). The kobold-spider-creature collapses with violent spasms, visibly holding to whatever life it has left.
The spiderling before Malchuck shrieks and shrinks undead the deadly light.
Seeing that their attack has been pushed back and that there's no one left to give it orders, the last remaining giant spider dashes away in the night : each of you have one action if you want to do something before it disappear in the dark, unless you go after it.
OOC:
*** End of encounter ***
That's 1100 XP for each of you! Congratulations !

Narrate the end of the encounter as you please.

Rolls

Wisdom saving throw VS Menacing strike (DC 14) - (1d20-2)

(4) - 2 = 2

Wisdom saves VS Radiance of the Dawn (DC 14) - (1d20-2, 1d20+0, 1d20+0, 1d20+1)

1d20-2 : (5) - 2 = 3

1d20+0 : (16) = 16

1d20+0 : (18) = 18

1d20+1 : (17) + 1 = 18

Nov 4, 2019 10:49 pm
Spying the remaining kobold-spider-creature attempting to flee Zegar turns on his heel and at full pace leaps to tackle the creature to the ground and grapple it.

Rolls

Athletics check for chase - (1d20+6)

(9) + 6 = 15

Strength check for grapple - (1d20+3)

(7) + 3 = 10

Nov 5, 2019 9:04 am
Careful to any deadly attack that might come from range, the giant spider doesn't run fast enough and get caught by Zegar, her seven remaining legs offering plenty of grips to hold it down.
Still, it continues to battle and try to break free from the half-orc's grip, uttering piercing shrieks so loud that they are painful to even hear.

Rolls

Spider Strength check for grapple - (1d20+2)

(4) + 2 = 6

Nov 5, 2019 3:36 pm
Cryst must moves to check each of us for damages from the attack. He says as does this, They were rather vile.
Nov 5, 2019 7:30 pm
Malchuck takes a moment, re-adjusting his eyes to the darkness after the flash of holy light. Seeing Zegar grappling with one of the creatures he moves to help, unsure how they will get any useful information out of such a thing.
Nov 6, 2019 12:00 pm
We can’t let this one go Mal, kill it, He says quite calmly as he prevents the creature escaping.

Zegar maintains his grapple on the creature.
Nov 6, 2019 12:56 pm
Ganesh says:
Malchuck takes a moment, re-adjusting his eyes to the darkness after the flash of holy light.
Just as a side note for those who don't see that well in darkness, there are burning trees east and south of your camp that shed bright light on their surroundings (40" bright + 40" dim)
Nov 6, 2019 4:53 pm
Hearing that Cryst will move over and do his best to end it's life.

Rolls

attack - (1d20+3)

(6) + 3 = 9

Nov 8, 2019 3:06 pm
Even a giant spider can't break free from the grasp you powerful companion has on it, and you are in position to do whatever you want to it.

Trees continue to burn with lots of smoke, but the cracks from their agonizing branches is the only noise that can be heard (if you killed the giant spider, otherwise its shrieking will continue for some time).

What do you do: will you go back to sleep? With or without extinguishing the fire? Search where your attackers were coming from?
Nov 8, 2019 3:45 pm
Cryst still wants to kill the spider.
Nov 8, 2019 5:07 pm
Malchuck intervenes but not too boldly.
"Wait a moment. Can it speak? Perhaps there is knowledge to be gained from it?"
Nov 8, 2019 7:32 pm
If you wish Mal, get some rope, the big Half-Orc says. They will tie the spider creature up and Zegar will do what he can about the fires.
Nov 9, 2019 4:01 pm
Where they are dealing with the spider creature, Cryst looks over what he can do to put out the fires.
Nov 11, 2019 3:55 am
In truth I have no idea how we can communicate with this thing. It looks like a Kobold maybe it speaks undercommon?
Nov 11, 2019 4:10 am
UnderWhat?, Zegar says as he looks at Mal, If you can't talk to it I'll just put my Hammer through it's head and we'll move on.
Last edited November 11, 2019 4:10 am
Nov 11, 2019 5:20 pm
It's hard to tell if it is man or beast. Cryst. You speak the language of the dark ones perhaps you can try?
Nov 11, 2019 5:59 pm
I can see what I can do. Cryst will try to see if it understands undercommon.
Nov 12, 2019 8:52 am
Ganesh says:
In truth I have no idea how we can communicate with this thing. It looks like a Kobold maybe it speaks undercommon?
Warning: you captured a giant spider, not one of the strange kobold-like thing.
GeneCortess says:
I can see what I can do. Cryst will try to see if it understands undercommon.
The creature seem to react to some word that make you that that it has been tamed and trained to combat but isn't particular clever. It's about as smart as a dog, with more wild instincts and lots more eyes and legs.
Nov 12, 2019 9:24 am
I presume you don’t know how to speak with animals?
Nov 12, 2019 10:28 am
Mathfuric says:
I presume you don’t know how to speak with animals?
OOC:
I just checked and saw the Speak with Animals spell in Mal's spell selection. Damn druids and their magics! :D
Nov 12, 2019 4:33 pm
Cryst say, Short of magic. Your not going to get any answers and I don't plan on taking up a pet.
Nov 12, 2019 5:16 pm
OOC:
OK. I thought we captured one of the half-kobold things. And yes I do have Speak with Animals, so disregard my request to Cryst!
Malchuck considers. "I may be able to speak with this beast, although what it will have to say remains to be seen."
Malchuck pulls a morsel of food from his pack and offers it to the strange creature, at the same time weaving a magic of charm.
OOC:
I am casting Animal Friendship first, WIS 14 save. Then I will cast Speak with Animals.
Then Malchuck speaks with the spider.
"Don't be afraid. My friends and I won't hurt you. We know you only serve. Can you lead us back to your masters?"
OOC:
If the charm works I'm going to tell everyone to back off and I will untie the spider.
NOTE: I don't actually want the spider to lead us right now (since it is the middle of the night) I just want to know if it could. The charm actually lasts for 24 hours! It's an amazing spell (if it works).
Nov 13, 2019 6:04 pm
OOC:
Saving against Mal's Animal Friendship.
After an initial fearful reaction, the spider calms down and take the offered food. It kinda squeals, trying to express the discomfort of its situation, before you untie it (unless someone stops you from doing that).
As you are done casting the spell, the giant spider -an impressive beast!- seems keen to stay around you and probably obey basic order. It approach and pushes your bag with its head, looking for more food.
OOC:
GM hint: your request might be a bit complex for a creature that basically is less intelligent than a dog ;)
And you would probably realize that after asking.

Rolls

Wisdom saving throw VS Animal Friendship (DC 14) - (1d20+0)

(9) = 9

Nov 13, 2019 9:09 pm
Well done Mal, you never stop amazing me with your way with animals, He says before throwing in, Must be a size thing and smiles a fang filled grin.

Well we can’t stay here now, shall we try and track the ways this group came from or move off to another place for the night?
Nov 13, 2019 9:56 pm
GeneCortess says:
Where they are dealing with the spider creature, Cryst looks over what he can do to put out the fires.
How do you plan to do that? It's a bit to vague for me to try and resolve it as an action.
Nov 13, 2019 10:46 pm
With the spider sorted, for the time, Zegar collects his handaxe and starts removing burning branches from trees near the main trees burning and stomping them out to stop the fire from spreading too far.
Last edited November 13, 2019 10:47 pm
Nov 14, 2019 4:02 pm
Cryst helps clearing the area as much as possible to contain and stop the fire.
Nov 14, 2019 9:10 pm
OK, give me an Intelligence (Nature) group check, everyone
Nov 14, 2019 10:06 pm
Zegar vs Nature

Rolls

Nature check - (1d20)

(7) = 7

Nov 15, 2019 6:35 am
Well.. this spider isn't very smart.. but at least he's friendly now.

Rolls

Nature - (1d20+4)

(20) + 4 = 24

Nov 15, 2019 3:31 pm
Nature check

Rolls

Nature check - (1d20+0)

(17) = 17

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