Part 1: The Road to Hommlet

Sep 10, 2020 6:52 pm
Official XP and Time Tracker

YOU ALL MEET IN AN INN!

Your adventure begins in the city of Verbobonc, a rather large city of about 175,000, where each of you has been lurking recently in hopes of drumming up some work of the nature that "adventuring types" generally seek. This work usually provides opportunities to gain experience, earn vast fortunes, and enjoy fame as great heroes. Unfortunately, even in a city of this size, such opportunities rarely fall right into one’s lap for no reason, and each of you have spent a considerable amount of time watching your gold reserves slowly deplete themselves in Verbobonc’s local inns, taverns, and other places where work of this nature is sought out by wannabe heroes.

As things begin looking dire for you, you find a moment of possible reprieve when you are approached by a Dwarven businessman named Thrormid Bonebuster. You don’t know Thrormid well, but he seems to make his rounds through the local taverns quite frequently, and you’ve all probably sat and had a horn of ale or a bite to eat with him once in a while, and are on amicable terms with the man, while keeping an ear put for work. Because of this, Thrormid knows each of you well enough to know that you may be getting a bit desperate for some coin, and he seems to think you may have the skill-sets relevant to a simple job he needs done. And so each of you are approached one afternoon by the dwarf as you sit in a tavern.

https://i.pinimg.com/originals/71/a1/0a/71a10adb5c8dc233bf3ea5d2008235b1.jpg

As the dwarf begins his pitch, he explains that he has need of some well-armed men and women capable of escorting a wagon of supplies from Verbobonc to a small village a long day’s journey to the southeast, called Hommlet. In the course of his discussion with each of you he reveals that he has recently acted as the middleman in negotiations between a wheelwright in Verbobonc and Hommlet’s blacksmith, a purchase agreement was made and filled, and now the wagon wheels need to be delivered to the smith. He also explains that the wheelwright has been paid for his work and Thrormid has received his cut of the transaction. The smith only needs to receive the wheels, and has paid for the wagon delivering it, and the two oxen that will pull it. As per the agreement, escorts accompanying the goods to Hommlet will be compensated 10gold upon delivery by the smith directly, of the wagon, the animals, and it’s cargo.

Thrormid says he has no reason to believe that you or your companions will have any trouble with delivering the supplies the thirty miles to its destination, but that his need for an armed escort to attend it lies merely in the fact that some rumors have recently been whispered about the areas around Hommlet. While the village has a bit of an ugly past, recent years have been relatively quiet, but recently some folks have complained that a small group of highwaymen have been lurking around, robbing travelers of their wares, and he would not be happy to see his supplies purloined by bandits just as they are about to arrive in the village. Less frequently but still of some concern is reports than goblins have been seen in the forests to the north of the village, and a few people have whispered of an ogre in the area, though Thrormid says that rumor started when an old hermit made claim to having seen it, and some of the villagers gave the rumor feet to run with. Confident that he’s succeeded in securing your sword for this task he explains that you should be ready to leave at first light the next morning and that he will have the wagon loaded and ready at his office in the morning, which he then gives you directions to. After that, unless you have any further questions for the merchant, he leaves to attend to his own affairs.
Sep 10, 2020 7:01 pm
As Thrormid makes his way around the Inn, Angel notes the people who the Dwarf speaks to. After the employer leaves Angel makes his way around the room and introduces himself to those folks.
Sep 10, 2020 7:14 pm
After the unexpected, but not unwanted, conversation with Thrormid, a satisfied smile on his face at finally securing some work, Coulson lifts his tankard and toasts the retreating dwarfs back. As he takes a gulp and lowers the tankard, he notes a stranger approaching. A stranger that also spoke to Thrormid. He kicks out a stool and indicates that the stranger would be welcome to sit with him. "Saw you talkin’ wi’ Thrormid too. Take a seat if you fancy. Names Coulson"
Sep 10, 2020 7:26 pm
Selvam armored to the teeth but lacking funds greatly took fast to Thrormids offer. 10gp would be nice for fast work. He lets Thromids that he will be there early light tomorrow.

Selvam sits back now and finish his brew. Tomorrow is tomorrow... Selvam as he notes introduction going.
Sep 10, 2020 9:54 pm
Alice, grateful for the work, looks around and notices the introductions being made. She heads over to the table Coulson, Selvam and Angel are at and introduces herself.

Pleased to meet you, Sister Alice of the Church of Cuthbert. Looks like we're working together.

Alice is huge for a woman, standing nearly six feet tall and clad in plate armor.
Last edited Sep 10, 2020 10:05 pm
Sep 10, 2020 9:56 pm
OOC:
Smiles. Selvam is in kinda matching armor but stands a good foot shorter.
Last edited Sep 11, 2020 6:39 am
Sep 11, 2020 5:46 am
Angel smiles at Coulson and takes the offered seat then nods at the approach of two others. Once the four of them are seated he says, "You can call me Angel. I'm afraid I'm not your front line fighter type but I certainly can contribute. I tend to sneak around in the background whenever trouble is brewing and strike suddenly and swiftly."
Sep 11, 2020 6:01 am
Nodding at the two other arrivals to the table "Sister Alice, Selvam, pleasure you meet you. Well me an’ my trusty hammer ‘av been known to strike up a few conversations wi’ the odd goblin, and by the looks O’ us, I reckon we can safely see this wagon o’ wheels to its new 'ome"
Sep 11, 2020 10:38 am
Jonas watched the others gather. Tilting his head and trying to take them all in. He curled his lip the tiniest amount before standing and moving towards them. "It seems we will all be working together to safely deliver these wheels. I am...Jonas Jonquil. At times I am referred to as Jon-Jon." He had thought about offering his full name, but considering the pedigree of mercenary here, he opted for the human shortened version. He bowed with his introduction and allowed himself to sit at the table with the others. He sipped wine.
Sep 12, 2020 4:38 pm
Alice nods to Jonas as he makes his introduction.

"Well met good elf. I don't think I've ever sat with so many of the sylvan realm. This sounds to be a simple job, and there is a temple of my order in Hommlet should we need any aid upon arrival."
Last edited Sep 12, 2020 4:39 pm
Sep 12, 2020 5:07 pm
With introductions made, the evening goes on without much event. Some small talk is made, and as you go to pay for your food and drink and retire to your rooms for the evening the barkeep declines your coin and explains that Mr. Bonebuster has generously offered to put your inn bills on his tab. "A sign-on bonus he said, whatever that means," she says with a shrug.

Each of you beats the rooster the next morning, waking up well before dawn, excited to get this job started and find some coin in pocket at the end of the short trip. You gather your gear and leave the inns you’ve been staying at, more or less arriving at Thrormid’s office around the same time. Waiting for you in the pre-dawn darkness is a stringy-looking man with a patchy beard and sad excuse for a mustache on his upper lip. He stands next to a wagon already attached to two oxen placidly chewing mouthfuls of cud. The wagon is loaded with a bulky cache of supplies, covered with a heavy canvas tarp tied tightly over its contents. Judging by the three bowed arches shaping the stretched canvas, it appears that the entire wagon is loaded with a generous amount of wagon wheels, arranged the three rows. Large wheels appear to have been loaded first, followed by a row of medium wheels, and behind these a row of small wheels was loaded last, probably for use on handcarts or something of the like. As far as cargo contents go, it’s all rather unexciting and one shouldn’t anticipate highwaymen holding much interest in a shipment of wooden wheels, which would be difficult to fence off besides.

https://i.imgur.com/c30OES5.jpg
The man, who introduces himself as "Sourmash", approaches. He explains through a breath most foul that he is Trormid’s "right hand man", chest sticking out with an air of importance, though by the looks of him and the dullard way he speaks, he appears to more likely be the dwarven merchant’s lackwit errand boy. He hands the reins over to you and pulls out a map before explaining that the best way to Hommlet is to just head southeast for about thirty or thirty-five miles. Once you’ve all looked at the map, which seems almost entirely unnecessary as the way to Hommlet appears to be a straight shot without any branching or intersecting roads to confuse you, though Sourmash repeatedly traces the short stretch of road between the two locations back and forth with a grime-stained fingernail a couple of dozen times for emphasis anyway, the lackey then checks the knots on the ropes securing the canvas over the wheels. He says that only one or two people can actually ride in the wagon’s bench at once (which again, is quite obvious with a simple glance, and doesn’t need stating), and explains that the rest of your party should walk alongside keeping alert for any signs of trouble or ambush.
Sep 12, 2020 5:24 pm
"Well then, I reckon it be best if we take turns ridin’ an’ walkin’. I can take a first shot at walkin’ fer now ". With that, Coulson swings the head of his hammer over his shoulder, shield strapped to the back of his dented plate armour, and whistling a jaunty tune, begins to walk before the cart. "An’ if’n we reckon there may be highwaymen, a coupla walk ahead scouts’ll make a good warnin’ fer the wagon"
Sep 12, 2020 5:46 pm
A good thing the wagon doesn't move fast, cause Selvam is rather slow in his plate armor. He says as he is marching along. I will stay here with the wagon. He seems to shadow close to wagon as he marches.
Sep 12, 2020 6:02 pm
"It's a good plan, but who here is lithe enough to be our scout? I will walk in the vanguard but I'm afraid I'm not much in the way of stealth."
Sep 12, 2020 6:13 pm
"I don’ think we need ter be worryin’’bout stealthin it. We be on the main road wi’ a wagon. I jus’ mean it’ll gi’ us more time to react if we ‘as a few seconds notice"
Sep 12, 2020 6:49 pm
"Looks like that leaves you to drive the wagon, Jonas," says Angel as he strides off to the right of the others to be just off the road as they leave the town. He will unlimber his short bow once they leave town.
Last edited Sep 12, 2020 6:51 pm
Sep 12, 2020 6:53 pm
"I take your point Master Dwarf. Perhaps then one of the elves as they have the best ears?"
Sep 12, 2020 7:17 pm
"A sound plan" the dwarf replies with a grin and a wink
Sep 13, 2020 2:25 am
"Yes, it seems I will be the guard of our dear friend Sourmash." His face turned up slightly at the thought but entertained his employers ‘right hand man’ with a series of stories involving his exploits among men, mostly centered on his dashing swordsmanship and excellent eye for chaste and demure women.
Sep 13, 2020 5:27 pm
"Eh...heh heh heh... Er, no... I think there's been some sort o' mistake here," Sourmash says, getting slightly red in the face. "I'm not goin' wi' you. I'm Trormid's right 'and man. I got impo'tant things to be doin' fer the man, takin' care o' 'is business and all that... Things Trormid can't be doin' 'imself on account o' he being a busy man runnin' 'is business.
"An' I'm not the escortin' goods type o' fella, if you will... I'm the right 'and o' the boss type o' fella, see? That's why I showed you on the map 'ow to get there. So yeh don' get lost escortin' this impo'tant cargo by yehselves..."
Sep 14, 2020 12:20 pm
"C’mon folks, day ain’t gonna wait fer us, gotta get movin’. Leave ole Sourmash if he don’ wanna join us, not ever’one is cut out fer life on tha road"
Sep 14, 2020 3:12 pm
OOC:
Despite having two oxen to pull the cart, you're more or less forced to move at walking pace so that the others can keep pace with the cart. Normally you could move a a pace of 24 miles overland without having to do a forced march. However, since you'll be traveling on a maintained road, you get to move 50% faster, covering 36 miles in a day without much exertion. This should get you to the town of Hommlet by evening unless you wish to push the pace.

Which PCs are riding on the wagon?
Sep 14, 2020 3:39 pm
OOC:
Sister Alice will walk alongside the wagon
Sep 14, 2020 3:40 pm
OOC:
coulson is walking ahead of the wagon
Sep 14, 2020 5:35 pm
OOC:
Angel is walking to the side opposite Sister Alice and as far from the wagon as is possible without losing sight of it or slowing himself down.
Sep 14, 2020 7:04 pm
"aaaah I guess I lost the sense of it in your fantastic accent. That means I’ll be driving the wagon then? That’s fine. A rest for weary feet and all."
Sep 16, 2020 5:22 am
OOC:
@GeneCortess: Is Selvam riding on the wagon with Johnas, or walking along side?
Sep 16, 2020 6:14 am
Selvam is walking along the side of the wagon and close to it. Right side if you need one.
Last edited Sep 16, 2020 6:15 am
Sep 16, 2020 7:51 pm
Sister Alice keeps her weapon at the ready as she walks, head on a swivel for any potential threats.

Rolls

Perception (Wis 16) - (1d20)

(11) = 11

Sep 16, 2020 9:34 pm
Coulson sets a brisk pace, following the directions Sourmash showed them on the map. Given that it’s a maintained road, and they are heading in a singular direction on a straight heading, he is able to keep an eye on the surrounding terrain for any potential trouble
Sep 17, 2020 4:06 am
Having the wagon ready to go, you set out looking forward to delivering the goods and earning some coin by the end of the day. It's around 6am as you leave the lot and head out the city walls of Verbobonc. The sun is just rising over the hilly landscape to the east. Since Coulson has control of the oxen and none of his companions join him on the cart Coulson decides to push it a bit, ataking advantage of the well-maintained roads. The miles tick by, with the rolling landscape of the Kron Hills surrounding you on both sides of the road.
The day turns out to be a relatively nice, fall day. The temperature is somewhere in the mid fifties for those that know Fahrenheit, or around twelve or thirteen degrees for any Celsius folk. Fat, lazy white cloud scrawl slowly across the sky as the day goes on. It might have felt a bit more comfortable had there not be a wind blowing from the southwest all day but it keeps the oxen cool. Eventually those walking next to the wagon start feeling a bit heavy in their armor, and relief comes to all on foot when around noon as you bring the oxen to a halt and let them rest and drink from a small spring that has been running along side the road for some five or six miles now, the water heading southeast in the same direction as you. You estimate that you've traveled somewhere around eighteen miles or so over the course of about six hours, moving at about 3 miles an hour.

As you're catching waiting for the oxen to finish drinking, and maybe eating some rations to keep your energy up for the second push to town, Coulson and Sister Alice suddenly notice the oxen jerk their heads away from the spring and step back. Curous as to what may have caused their noticeable aversion to the spring you notice just a slight "pinkening" of the water as it runs past and on down the direction of the road your going.

Rolls

Secret Roll

Secret Roll

Secret Roll

Secret Roll

Secret Roll

Sep 17, 2020 6:52 am
Seeing the pink tinge to the flowing water, and noticing that Sister Alice May have seen it too, Coulson whispers out to the rest of the group, "Spread out ever’one, eyes sharp, we may ‘av trouble behind us". He hefts his warhammer and slips his shield onto his arm, preparing to defend the wagon
Last edited Sep 17, 2020 6:37 pm
Sep 17, 2020 9:12 am
Selvam steps very close to the wagon mostly for cover and begins looking around as he draws out a bow and knocks an arrow.
Sep 17, 2020 10:35 pm
OOC:
I'm having a tough time envisioning the scene. It seems to me that everything that flows would head NE into the Nyr Dyv rather than SE. And you didn't mention which side of the road the stream was located. If it was on the west side of the road Angel would have encountered it first so I must assume that it's on the East side. I hate to make assumptions when there is a possible encounter involved
OOC:
Oh, wait. I get it now. It flows SE into that larger stream that flows through Hommlet to the NE
Angel hears a commotion and moves toward the wagon to see what's going on.
Last edited Sep 17, 2020 10:47 pm
Sep 18, 2020 4:00 am
Jonas sits on the wagon, but he does draw his blade. Have to be ready after all.
Sep 18, 2020 8:36 am
Slowly, the dwarf begins to stalk up the side of the stream, against the direction of its flow, to try and find the source of the blood running in the water
Sep 18, 2020 5:50 pm
As Coulson creeps back up the road in the direction he came from he comes around a small bend in the road. About 100 meters back, three gnolls are tearing into a deer carcass which appears to have been downed with spears. The carcass now lays in the stream, warm blood still oozing from it's cooling body. Not bothering to even cook the animal first, one gnoll seems to be using a knife of some sort to cut away meat before stuffing it into it's mouth, while the other two greedily dig in with their claws and teeth. The three monsters are so intent on their meal they don't notice yet that they are being spied upon.
Sep 18, 2020 6:27 pm
Coulson creeps back to the others to let them know what he has seen. "There’s three ugly Gnolls back there, roun’ the bend a ways. Tearin’ inter a dead deer. They didn’t see me, an’ I doubt they know we is ‘ere, theys so intent on their work. We can take ‘em now by surprise, or we can try an’ move off again, an’ hope we don’t make enough noise tha’ they ‘ear us an’ come a lookin’"
Sep 19, 2020 12:22 am
It would be best if we do them end now. Surely they will detect us and attack.
Sep 20, 2020 3:13 pm
Then let’s us go kill some Gnolls. Coulson moves back towards the site of the kill, checking to see if any of the others are following
Sep 20, 2020 10:08 pm
Angel moves cautiously back up the road on the far side from the creek. This time he has his short bow out with an arrow on the string. Once he comes near the gnolls he will move into the trees and look for a spot to fire from cover.
Sep 20, 2020 11:42 pm
Selvam readies himself for a fast run as he can to charge them when others are in place.
Sep 22, 2020 3:10 pm
Wordlessly, Sister Alice falls in with the front line of the attack, hammer at the ready.
Sep 22, 2020 7:22 pm
Jonas figures now would be as good a time as any other to use his arcane talent. He readies to put the throng of hyena men to sleep, being sure to stay close to the elf and halfling members of the party.
Sep 22, 2020 7:56 pm
OOC:
I'm just finishing up a battlemap for this combat. Should be ready and posted this evening. The map itself is quite large, as the gnolls are a good 200ft from your party still (I know I said about 300ft/100meters, but the map was just ridiculously big as a 50x50 square grid), so well say you manage to close the distance of 100ft before things start getting tactical. As the distance closes even more between the party and their targets I'll start zooming the map tighter and tighter on the action.
Sep 23, 2020 3:24 am
The overhead look of the situation is as follows:
https://i.imgur.com/QWTN20H.png

The Gnolls are at about W5, and you are all at about HH46. The exact coordinates aren't too important yet as you're still a ways back. Am I understanding correctly that Angel wished to try sneaking into the trees while the others charge straight up the middle?
Sep 23, 2020 4:15 am
Sounds like the plan as there isn't much for cover. While moving Selvam will take out his bow. Selvam wants to get within 70' and then shoot his bow.
Sep 23, 2020 9:03 am
OOC:
i think we should all move to the tree line, head west from our position to the left corner (A47) and then head north to the trees, that will give us cover in our approach. Then those of us who are melee can move forward from there while Selvam covers us with his bow
Sep 23, 2020 1:53 pm
Sure if you think we can get closer that way. Sounds like the plan.
Sep 23, 2020 7:29 pm
OOC:
I see a meandering red line and a much wider pale blue path right next to it. I assume one is the road and the other is the creek but I'm not sure which is which. I would assume that the road is wider than the creek from the descriptions that I read but I would prefer to be sure.
Sep 24, 2020 3:48 am
OOC:
@Aldrusian: Yes, your are correct. The wider, gray-colored one is road. The thin red strip that follows it is a small stream. The deer lay in the stream at the top of the map, along with the three gnolls.

@everyone: If your plan is to move west to A47ish and then north to the copse of trees to get some cover, most classes can't sneak over there (I think only Angel can using Move Silently), but everyone has a chance of slipping over unnoticed as there are a singifigant number of boulders occupying the open area between your party and theirs, and because the gnolls are really preoccupied with their kill. They will have to make a roll to see if they notice you sneaking by. Even if the gnolls do look up, Angel can try and make a Move Silently roll to see if at least he remains unnoticed from the others.
Sep 25, 2020 12:18 am
Angel waves the rest of the team over to the wagon. "How's this for a plan. You guys sneak up the right side of the road among the boulders while I sneak across the creek and over and through the trees. When they notice you and either side begin to attack I can pick them off with my bow. They're probably too tough for one arrow to bring them down but it will weaken them to make it easier for you. I'll only use one arrow each as long as I don't miss." You can almost see the crack of a smile on his lips.
Sep 25, 2020 7:48 am
"Alrigh’ tha’ sounds like good plan. If Selvam heads to the trees and shoots from there, they be in a sorta crossfire as we come up tha middle. I like it, let’s move off"
Sep 25, 2020 3:37 pm
Good plan, this lot shouldn't be much trouble anyway.

Alice checks the straps on her armor and makes ready to move.
Sep 25, 2020 4:16 pm
Don't know how fast everyone moves but dear Selvam in his plate armor moves at 6". He has only a longbow in his hands with an arrow knocked as he rushes forward. He probably isn't the quietist thing, but lucky they are far away still. He wishes to get in short range of 70' if possible. If not well he can fire at longer ranges up to 210'.

He speaks Gnoll and is not a fan of them.
Last edited Sep 25, 2020 4:18 pm
Sep 25, 2020 8:12 pm
OOC:
An excellent point brought up by GeneCortess is movement rate across this field. I really hate tracking encumbrance for every little thing, but it does have a major impact on how quickly a PC can move in B/X D&D. For these reasons I'm tracking encumbrance using the "Encumbrance by Weight Carried" option, rather than "Encumbrance by Armor" option. The "Encumbrance by Weight Carried" option takes into account any weight in coins carried as armor, shields, weapons, and treasure, and also assumes a generic weight of your other adventuring gear as 80 coins. I don't expect you to to have to keep track of your encumbrance, because that's a lame job for a Player, but I am tracking it on a spreadsheet I keep for quickreffing your PCs, and I'll keep you informed when you're nearing another level of encumbrance.

Basically Encumbrance affects Movement Rate as follows:
Up to 400 coins: 120'
401-600 coins: 90'
601-800 coins: 60'
801-1600 coins: 30'
1600+ coins: PC is too encumbered to move.

Current Encumbrance is as follows:
Angel - 360gp
Selvam - 780
Jonas - 770
Coulson - 710
Alice - 710

Basically, everyone in this party except Angel is laden down with heavy plate mail and currently has a base move rate of 60' In combat your Base Movement Rate is divided by 3 to determine how many feet you may move on your turn before or after taking an action, meaning that most PCs here will only be able to move 20' (4 squares on this battlemap) on any turn in addition to attacking, unless they use their action to sprint, in which case it doubles to 40'. Angel will be able to move 40' (8 squares) per turn during combat because his low encumbrance means he still has a Base Movement Rate of 120'.

So while Angel tries creeping to the trees at 120' per turn, the other PCs, all clad in plate mail can either charge at a dead run along the road doubling their combat Movement to 40' per turn until they clash with the Gnolls, or they can try and move along the boulders to the right of the road at a more cautious pace of 20' per turn, moving slower, but making themselves less likely to be spotted by the gnolls as they approach.
Sep 25, 2020 8:39 pm
OOC:
I had suggested that Angel move through the trees by himself because he's a lot quieter than everyone else. He can wait in the trees for the others to move offroad through the boulders. No sense in having the Gnolls see everyone too early. And having others in the trees making noise would definitely spoil the surprise.
Sep 26, 2020 12:18 am
Selvam will move cautiously among the boulders to get closer. 20' at a time.
Sep 26, 2020 8:23 am
OOC:
10 turns of movement with less chance to be seen vs 5 turns of loud movement? Can our characters see what the Gnolls are armed with?
Sep 26, 2020 5:49 pm
OOC:
@Aldrusian: Yes that's the way I'm understanding it as well. I'm going to make some rolls for the Gnolls to determine if and when they happen to spot the approaching PCs, but I will still have Angel make a Move Silently roll as a thief. The other PCs are subject to notice based on if the Gnolls are distracted or not, but the Thief class get to make a Move Silently roll, then if the gnolls are distracted, it won't matter, but if the gnolls do happen to look around, Angel still has a slim chance of remaining undetected if he passes his Level 1 Move Silently roll.

@TheFoxofFinch: From this vantage point of about 200ft, each gnoll seems to be armed with a spear. One of them is using a knife to hack off hunks of meat as well, so I suppose it would count as a dagger, but the other two are tearing at the carcass with hands and teeth.
Sep 26, 2020 6:11 pm
It don’t look like theys got any ranged weapons, so it’s up close work fer us. I reckon we ‘as a good chance. Let’s take it too ‘em
Sep 26, 2020 7:24 pm
Angel moves off toward the trees and tries his best to remain silent. His bow is strung and held in his left hand along with 3 arrows.
OOC:
Angel doesn't even disturb the birds roosting in the trees.
Last edited Sep 26, 2020 7:25 pm

Rolls

Move Silently (20%) - (1d100)

(3) = 3

Sep 26, 2020 8:09 pm
https://i.imgur.com/UyJIkEm.png

Angel stalks off towards the cover of the small copse of birch trees to the west of the feeding gnolls. His soles seem to barely touch the wild grass underneath him, and after only a moment he steals silently underneath the shadows of the canopy above. Seconds later he finds a suitable position to shoot his bow from. He's about 80 feet from the beasts, though it's likely as close as he's going to get if he still wants to under cover of in the trees.

The rest of the party begins moving in a more or less northward direction, taking advantage of the natural placement of large boulders to give themselves some cover. Between the obstruction of large stones blocking their view and the almost singular attention the gnolls give to their meal, the party manages to creep to a distance of about 40 feet from the deer carcass before one of the gnolls, raises its head on its thick, muscular neck, looks at the approaching group, and looks back at its meal again, lost in a sense of gluttonous rapture. A second later its more persuasive mind succeeds in getting through to it, and almost as a doubletake,the gnoll suddenly bounds to its feet from its squat and raises its spear at you, issuing a challenge that is part snarl/part bark. The two other gnolls, shocked out of their reverie, jump up and scatter a few meters from their kill, looking around at what could possibly be their companion's issue, until they spot you and point their spears at you.

Unless any PC speaks gnoll, your hear them give a series of indecipherable barks, but their body language and the spears pointed at you would be a pretty good indication that their dispositions aren't friendly.
OOC:
Couple of things before you post for your PC:
1. Since Angel made it to the trees unseen, the gnolls have no idea he's there. Angel can take a surprise round to fire on the gnolls before Round 1 begins.

2. After Angel uses his surprise round, Round 1 starts. As you'll see below, it begins with Angel, and Gnolls #2 and #3 going first. Be advised that Initiative is rolled every round, which I do just to keep things moving along. If your initiative roll is tied with any other PCs or NPCs, everyone acts at the same time. This is important because even if they are killed on that round the PC or NPC still gets to make their Action for the turn.
For example Angel and Gnolls #2 and #3 start Round 1. If Angel fires an arrow at Gnoll #2 and happens to kill it, Gnoll #2 still gets to act this round, under the assumption they both acted at the same time. If Angel attacked Gnoll #1, and killed it, Gnoll #1 is out of the fight and cannot attack on it's turn later on in the round. Make sense?

3. I forgot to add Initiative bonuses to the rolls for the PCs that have one. I did take them into account before I posted turn orders.
Turn orders are as follows:

Surprise Round:
-->1. Angel

Round 1:
1. Angel, Gnoll #2, Gnoll #3 (5)
2. Coulson (3)
3. Selvam, Sister Alice, Gnoll #1 (2)
4. Jonas (1)

I forgot to label the gnolls, but they are Gnoll #1, Gnoll #2, and Gnoll #3, going top to bottom of the map.

Rolls

Secret Roll

Secret Roll

Angel Initiative roll - (1d6)

(4) = 4

Selvam Initiative roll - (1d6)

(2) = 2

Jonas Initiative roll - (1d6)

(1) = 1

Coulton Initiative roll - (1d6)

(2) = 2

Sister Alice Initiative roll - (1d6)

(1) = 1

Gnoll #1 Initiative roll - (1d6)

(2) = 2

Gnoll #2 Initiative roll - (1d6)

(5) = 5

Gnoll #3 Initiative roll - (1d6)

(5) = 5

Sep 27, 2020 1:00 am
Selvam has a arrow knocked as he approached and he does understand Gnoll.
Sep 27, 2020 3:14 am
Angel fires his surprise round arrow at G3 then switches to G2 for his 1st round attack.

Rolls

Round 0 short bow attack on G3 - (1d20+2)

(17) + 2 = 19

Damage from short bow of G3 - (1d6)

(5) = 5

Round 1 short bow attack on G2 - (1d20+2)

(1) + 2 = 3

Damage from shorrt bow on G2 - (1d6)

(3) = 3

Sep 27, 2020 5:08 pm
funfungiguy sent a note to GeneCortess
Sep 27, 2020 5:08 pm
Angel watches from the trees as the party creeps among the boulders when they're finally spotted with about 40 feet to go. The three gnolls suddenly spring to their feet and brandish their spears and begin barking and snarling. One in particular (Gnoll#1) seems to have the most to say. Angel takes the opportunity given to him to fire off a couple of arrows while they're unaware of his presence.
He lets both arrows fly, and the last one seems a bit rushed, falling well off from its target. The first arrow, however, hits its target broadside, and with a yelp it sinks to its knees momentarity before struggling back to its feet and looking around for his attacker. As the other two gnolls focus on Angel's companions, the one hit with the arrow rushes after Angel in the trees, a long jaunt putting himself at risk of another arrow before he can close the distance, but a bloodlust seems to be driving him for retribution.
OOC:
The gnoll covers a distance of 60 feet in a full run on his turn. Angel is going want to hope for a good Initiative roll on the next round, and then he's going to to get about one good shot with his bow before the gnoll overtakes him and the thief finds himself in a mano-a-mano melee battle with no companions to aid him.
Meanwhile one of the other gnolls charges across the road and rushes the party that startled them. After closing the distance (landing at CC11) he takes a stab at Jonas. The stab goes whiffing by the elf's head, missing entirely.

https://i.imgur.com/T3xtxUm.png
OOC:
It is now Coulson's turn.
Round 1 Turn order:
1. Angel, Gnoll #2, Gnoll #3 (5)
-->2. Coulson (3)
3. Selvam, Sister Alice, Gnoll #1 (2)
4. Jonas (1)

Rolls

Secret Roll

Gnoll #3 Attack, Gnoll Spear Damage - (1d20, 1d6+1)

1d20 : (5) = 5

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

Sep 27, 2020 5:43 pm
OOC:
If the gnoll that was hit by Angel's arrow is charging Angel, then that would be G3. It would have to be G1 or G2 that is attacking the other group.
Sep 27, 2020 6:11 pm
Coulson spins to his left, and let’s out a mighty roar as he swings his warhammer at the Gnoll attacking Jonas

Rolls

Attack (Melee) - (1d20+2)

(7) + 2 = 9

Damage if hit succeeds - (1d6+2)

(4) + 2 = 6

Sep 27, 2020 7:32 pm
The Dwarf swings his hammer at the gnoll who deftly ducks and weaves around it looking intently at Coulson as if he now holds the monster's attention.
OOC:
It is now Selvam and Sister Alice's turn, as well as Gnoll #1.
Round 1 Turn order:
1. Angel, Gnoll #2, Gnoll #3 (5)
2. Coulson (3)
-->3. Selvam, Sister Alice, Gnoll #1 (2)
4. Jonas (1)
Sep 27, 2020 7:34 pm
https://www.aidedd.org/dnd/images/gnoll.jpg

Gnoll #1: Rushes forward to join the fray (moves to CC10), and seeing that Coulson is distracted with his companion, he attempts to get a jab in on the dwarf with his gnarly-looking spear.

The spear strikes deep under Coulson's armit, the point piercing through the plate mail's protection, doing a devastating 5HP damage to the dwarf.
OOC:
Coulson has 3 HP remaining.
Selvam and Alice are up.

Rolls

Gnoll #1 Attack, Gnoll Spear Damage - (1d20, 1d6+1)

1d20 : (18) = 18

1d6+1 : (4) + 1 = 5

Sep 27, 2020 8:06 pm
Sister Alice shouts "Cuthbert guide my cudgel!!" and charges over to the fray. She swings her hammer at the beast attacking Coulson...
OOC:
Move to DD10, attack gnoll 1
Last edited Sep 27, 2020 8:06 pm

Rolls

Attack gnoll 1 - (1d20+1)

(3) + 1 = 4

Damage gnoll 1 - (1d6+1)

(1) + 1 = 2

Sep 27, 2020 8:23 pm
The gnoll barely even acknowledges Alice's hammer which sails about a good foot short of its target.
OOC:
Selvam is up.
Sep 27, 2020 8:56 pm
Selvam attention is upon the gnoll attack his group at the moment and fires and arrow at it. And with everybody in the way the arrow goes too far wide.
Last edited Sep 27, 2020 8:56 pm

Rolls

THACo 20 - (1d20+1)

(5) + 1 = 6

Sep 27, 2020 8:57 pm
OOC:
man luck is not with us lol
Sep 27, 2020 9:31 pm
The arrow sails past the gnolls.
OOC:
It is now Jonas's turn to finish up this round, then I will re-roll Initiatives for Round 2.
Round 1 Turn order:
1. Angel, Gnoll #2, Gnoll #3 (5)
2. Coulson (3)
3. Selvam, Sister Alice, Gnoll #1 (2)
-->4. Jonas (1)
Oct 1, 2020 3:41 am
As the gnolls suddenly run down the PCs and battle breaks out around him, Jonas freezes, unable to put up any fight that might aid his companions.

https://i.imgur.com/5TDYZ4x.png
OOC:
Round 1 ends; Round 2 begins!
The Rounds with Sister Alice going first this time with turn order is as follows:
-->1. Sister Alice (5)
2. Angel, Coulson (3)
3. Gnoll #1, Gnoll #3 (3)
4. Selvam, Jonas, Gnoll #2 (2)

Rolls

Angel Initiative Roll - (1d6+1)

(3) + 1 = 4

Selvam Initiative Roll - (1d6)

(2) = 2

Jonas Initiative Roll - (1d6)

(2) = 2

Coulson Initiative Roll - (1d6+1)

(3) + 1 = 4

Sister Alice Initiative Roll - (1d6+1)

(4) + 1 = 5

Gnoll #1 Initiative Roll - (1d6)

(3) = 3

Gnoll #2 Initiative Roll - (1d6)

(2) = 2

Gnoll #3 Initiative Roll - (1d6)

(3) = 3

Oct 1, 2020 5:24 pm
Alice continues to work on bringing down the gnoll in front of her. She swings her hammer in an over head arc, attempting to brain the beast...

Rolls

Attack gnoll 1 - (1d20+1)

(14) + 1 = 15

Damage gnoll 1 - (1d6+1)

(6) + 1 = 7

Oct 1, 2020 8:54 pm
Angel fires off another arrow at the Gnoll before dropping his bow and drawing his short sword while standing his ground.

Rolls

bow attack on Gnoll - (1d20+2)

(8) + 2 = 10

damage from arrow - (1d6)

(2) = 2

Oct 2, 2020 3:59 am
Sister Alice in a huge arc and brings it down on the skull of the gnoll in front of her. It lands with a satisfying smack and the beast's skull collapses on itself as it hits the ground, twitching once before laying still for good.

Angel's arrow sails off the mark flying past the gnoll's left. As he draw's his sword Angel looks at his attacker and sees a look of glee in the monster's eyes as it closes in for a kill.
OOC:
Coulson is up:
1. Sister Alice (5)
-->2. Angel, Coulson (3)
3. Gnoll #1, Gnoll #3 (3)
4. Selvam, Jonas, Gnoll #2 (2)
Oct 2, 2020 6:42 am
Looking to the remaining Gnoll that is harrying Angel, Coulson lets out a bellowing Warcry, swinging his warhammer at the beasts head

Rolls

Attack - (1d20+2)

(12) + 2 = 14

Damage if hits - (1d6+2)

(2) + 2 = 4

Oct 2, 2020 4:55 pm
OOC:
@TheFoxofFinch: The gnoll going after Angel is across the field, about 80' from Coulson. I'm guessing you hit the gnoll right in front of you, though.
Though seriously wounded Coulson brings the warhammer he carries in a side arch, smashing it into the side of Gnoll #3's skull. The gnoll gives a loud yelp of pain and it's eyes momentarily seem to roll in it's skull before quickly focusing its full attention on the dwarf.

OOC:
Round 2 turn order:
1. Sister Alice (5)
2. Angel, Coulson (3)
-->3. Gnoll #1, Gnoll #3 (3)
4. Selvam, Jonas, Gnoll #2 (2)

Gnoll #3 is wobbled by the hit he took at Coulson's swing, but manages to keep it together and focus on his attacker. Having watched his now dead companion land such a devastating attack by spearing into the dwarf under the armpit, the gnoll drives forward with his own spear.
OOC:
Oh, jeez...
As Coulson's hammer swings through it's arc after smashing into the gnoll, the dwarf is too slow to bring it back and the gnoll's focused spear strikes through Coulson's plate mail, piercing again into just under his right armpit. The spear point stabs deep into the dwarf's chest from the side and the dwarf falls.
OOC:
I need Coulson to make me 1 Saving Throw versus Death. If you pass, you're unconscious with 0 Hit Points. You'll have to heal using either a spell/potion, or by natural healing means. However, if you fail your Death Saving Throw, Coulson dies. He could theoretically find a Level 7+ Cleric who can cast Raise Dead, but that's usually either impossibly expensive for a Level 1 PC, or requires a huge side quest.
Gook Luck!
OOC:
Round 2 turn order:
Coulson is up:
1. Sister Alice (5)
2. Angel, Coulson (3)
3. Gnoll #1, Gnoll #3 (3)
-->4. Selvam, Jonas, Gnoll #2 (2)

Rolls

Gnoll #3 Attack, Gnoll Spear Damage - (1d20, 1d6+1)

1d20 : (18) = 18

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

Secret Roll

Oct 2, 2020 5:54 pm
OOC:
i have no idea if that is a save or fail haha. Gulp
Slumping to his knees, slowly, as the spear point keeps him up a moment, Coulson growls in pain as the blackness takes his mind. He falls to his knees, then crashes down, lifeless, at the foot of the Gnoll who felled him
Last edited Oct 2, 2020 5:55 pm

Rolls

Death saving throw - (1d20)

(18) = 18

Oct 2, 2020 9:47 pm
OOC:
@TheFoxofFinch: Well, that was a really good roll to begin with, and Dwarves are probably the hardiest of all the classes. A first Level Dwarf has a Saving Throw versus Death of "8", so you have to roll an "8" or greater to pass a Saving Throw versus Death.
You pass but have 0 Hit Points and must heal to at least 1 before you regain consciousness.
Coulson falls to knees and collapses under the trampling feet of the melee ensuing around him as the cold embrace of a final darkness beseeches to him from afar...
OOC:

Round 2 turn order:
Selvam, Jonas, and Gnoll#2 are next. Though I usually let the PCs act first on tied Initiative, I may get Gnoll #2 out of the way this evening if nobody's acted yet. Regardless, everyone gets to take their turn:
1. Sister Alice (5)
2. Angel, Coulson (3)
3. Gnoll #1, Gnoll #3 (3)
-->4. Selvam, Jonas, Gnoll #2 (2)
Oct 3, 2020 12:18 am
Selvam sees Coulson go down and he now closes as much distance (70' to Gnoll) as he can to the offending gnoll. There he stops and fires an arrow at it.
Last edited Oct 3, 2020 12:19 am

Rolls

THACo 20, Damage - (1d20, 1d6+1)

1d20 : (16) = 16

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

Oct 3, 2020 3:21 am
OOC:
@GeneCortess: Just so I'm clear, is Selvan firing at the gnoll that brought down Coulson, which is only about ten feet away from you, or is Selvam chasing down the one that is bearing down after Angel?
Oct 3, 2020 3:59 am
Ok.. He is going after the chasing one sorry about the confusion. I was thinking the far character was Coulson. He will leave others to protect and save Coulson. He after the chasing angel one to stop another drop.
Last edited Oct 3, 2020 3:59 am
Oct 3, 2020 2:42 pm
Selvam fires an arrow at Gnoll #2 as it runs down Angel, and it strikes him in the back. The beast's legs buckle slightly but it continues to run on. As it finally closes the distance to the thief, Angel sees a fair amount of blood runing from the monster's muzzle before the gnoll attempts to lower his spear point and run him through. The spear stabs through Angel's leather armor and he feels the tip embed itself inside his guts with excruciating clarity.
OOC:
Angel is alive but down to 1HP.


It would seem that OnceUponAnAxe has abandoned the game. I haven't seen a post from them in almost 2 weeks and they've not acted in either round of this fight. Gnolls will continue to attack inactive PCs just as they will any other character, but if Jonas survives this encounter he'll probably be scratched from the game; there's no sense on stalling progress for a player that most likely ghosted.

Round 2 ends with one gnoll dead, and the other two in pretty bad shape from what the PCs can see. However the party's dwarf has fallen to their spears and Angel is not faring much better. Round 3 begins and Angel kicks it off with turn order is as follows:
1. -->Angel (7)
2. Jonas, Sister Alice, Gnoll #2 (5)
3. Selvam, Gnoll #3 (1)
https://i.imgur.com/6jjmwLp.png

Rolls

Gnoll #2 Attack, Gnoll Spear Damage - (1d20, 1d6+1)

1d20 : (14) = 14

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

Angel Initiative roll - (1d6+1)

(6) + 1 = 7

Selvam Initiative roll - (1d6)

(1) = 1

Jonas Initiative roll - (1d6)

(5) = 5

Sister Alice Initiative roll - (1d6+1)

(4) + 1 = 5

Gnoll #2 Initiative roll - (1d6)

(5) = 5

Gnoll #3 Initiative roll - (1d6)

(1) = 1

Oct 3, 2020 3:39 pm
OOC:
Selvam does show he moved. He should have moved some to get closer to the gnoll that is on Angel.
Last edited Oct 3, 2020 3:39 pm
Oct 3, 2020 6:14 pm
Angel stabs weakly at the gnoll with his short sword as he falls to one knee.

Rolls

short sword attack on gnoll - (1d20-1)

(4) - 1 = 3

short sword damage to gnoll - (1d6)

(4) = 4

Oct 3, 2020 6:27 pm
OOC:
@GeneCortess: Oh shoot; you're absolutely right. I saw you posted that last night but I was on my phone when I read your post, and Roll20 sucks at letting you actually use the map function on mobile. I meant to move your token this morning before posting. Because of Selvam's encumbrance he has a Base Move Rate of 60', meaning he may move 20' each turn unless sprinting. Here's an updated map:
https://i.imgur.com/fshUlal.png

Angel strikes desperately at the gnoll standing over him and misses with a swipe of his sword.
OOC:
Turn order is Jonas (who will probably be skipped), Sister Alice, and Gnoll #2 (I'll post Gnoll #2 this evening)
1. Angel (7)
-->2. Jonas, Sister Alice, Gnoll #2 (5)
3. Selvam, Gnoll #3 (1)
Oct 3, 2020 6:33 pm
OOC:
Can he sprint to get a touch closer and still have fired his bow? Trying to get in the 70' range marker.
Oct 3, 2020 8:30 pm
OOC:
@GeneCortess: In B/X D&D, basically you can Move and make 1 Action on your turn, shooting being an Action. If he wants to move and fire his bow on the same turn he can only move 1/3 his Base Move Rate of 60' and still take an Action (shoot). If he wants to forego his Action and just all out "run", he can move up to his full Base Move Rate (60' for Selvam), but that's all he could do on his turn.
https://i.imgur.com/8hfhZ4L.png
OOC:
That said, I currently have Selvam at 75' from Gnoll #2. I tried everything I could to to get him within 70' on his last turn but there was no way to manipulate the token to squeeze that extra 5' out of the battlemap. On selvam's next turn (After Sister Alice and Gnoll #2 go), he can move forward up to 20' and shoot and he would be 55' from his target.
Oct 4, 2020 2:56 am
funfungiguy says:
OOC:
@GeneCortess: In B/X D&D, basically you can Move and make 1 Action on your turn, shooting being an Action. If he wants to move and fire his bow on the same turn he can only move 1/3 his Base Move Rate of 60' and still take an Action (shoot). If he wants to forego his Action and just all out "run", he can move up to his full Base Move Rate (60' for Selvam), but that's all he could do on his turn.
https://i.imgur.com/8hfhZ4L.png
OOC:
That said, I currently have Selvam at 75' from Gnoll #2. I tried everything I could to to get him within 70' on his last turn but there was no way to manipulate the token to squeeze that extra 5' out of the battlemap. On selvam's next turn (After Sister Alice and Gnoll #2 go), he can move forward up to 20' and shoot and he would be 55' from his target.
Not a problem ... :)
Oct 4, 2020 7:02 pm
Coming out of the tharn-like stupor that has left him frozen in terror while his companions are slowly felled by the attacking gnolls, Jonas shakes the cobwebs from his mind and casts Sleep. As the wave of magic passes over the field, both the gnoll engaged in the melle before him, and the one with it's spear raised over Angel suddenly are washed with a sense of grogginess. The gnoll fighting Coulson and the others is the first to collapse face first into the grass. A moment later the one fighting Angel falls to one knee, looks at the thief eye-to-eye, and then falls to the ground as well.

Both gnolls are slumbering under the Jonas's spell. If only the elf had been present enough to cast it before one companion wouldn't be unconscious right now and another wouldn't be on death's doorstep.
OOC:
It's technically Sister Alice's turn, followed by Selvam. The gnolls are asleep, but for how long?
Turn order is Sister Alice, and Selvam
1. Angel (7)
-->2. Jonas, Sister Alice, Gnoll #2 (sleep) (5)
3. Selvam, Gnoll #3 (sleep) (1)

Rolls

#Hit Dice affected by spell - (2d8)

(76) = 13

Duration of Sleep spell - (4d4)

Oct 5, 2020 4:30 pm
Sister Alice raises her hammer up to the sky in tribute to her benefactor and shouts the prayer of culling.

By the cudgel of St Cuthbert the wicked are judged!

She brings the hammer down hard on the incapacitated gnoll's head with a sickening crunch.

Let the demon spawn of the Jackal God be cleansed by his righteous wrath!
Oct 5, 2020 4:49 pm
OOC:
Oh no!
As per the rules on hitting a helpless creature, Alice doesn't need to make a To Hit roll; only damage.
https://i.imgur.com/zWKrrRs.png

As per the sleep spell description, any bladed weapon used on a sleeping creature causes instant death. Blunt weapons do not fit this specific trait but will still cause wounds. Slapping or otherwise wounding the sleeping creature will waken them.
https://i.imgur.com/jMNLz6H.png
Alice brings her hammer down on the sleeping gnoll's head. It strikes the hard skull of the monster and the creature flails for a moment before awakening, a dazed look in its eyes trying to piece together where it is and what it was doing before passing out for some reason. Suddenly it's gaze locks fiercely on those that stand around it.
OOC:
Gnoll #2 still sleeps at Angel's feet. Selvam is next, followed by Gnoll #3 who has been awakened by the less-than-lethal hammer blow of Alice.Turn order:
1. Angel (7)
2. Jonas, Sister Alice, Gnoll #2 (sleep) (5)
-->3. Selvam, Gnoll #3 (1)

Rolls

Alice Warhammer damage roll - (1d6)

(1) = 1

Secret Roll

Oct 6, 2020 2:53 am
Angel plunges his short sword into the Gnolls neck. With a pleading look at the rest of the team he drops to the other knee as well as his hands onto the earth.
Last edited Oct 6, 2020 8:00 pm
Oct 6, 2020 3:32 am
Selvam turns and fires on the last standing Gnoll#3.

Rolls

THAC0 20, Longbow attack, Damage - (1d20, 1d6)

1d20 : (4) = 4

1d6 : (1) = 1

Oct 6, 2020 4:23 pm
Angel brings his blade down and finishes the sleeping gnoll whose eyes flinches a bit as it gives a few final bloody gurgles and lays still.

Meanwhile, the final gnoll alive looks around frantically, seeing it hemmed in on all sides by its attackers, it's two dead companions laying about the grass... It momentarily considers surrendering to its attackers but the thought passes just as quickly. These nakeds will descended upon them while they were eating a kill through no instigation of their part. These nakeds have already butchered two of his favorite hunting packmates. They'll never let him surrender and live.
His first impulse is to stab out at the female who he suspects just struck him with her hammer, but something tells him there's a more dangerous one among the attackers. The one who put him asleep. Most likely the pointy-eared one who stood frozen for most of this fight and still hasn't drawn a weapon, yet lives. Gnoll #3 suddenly drives forward with his Spear at Jonas.

In his daze he misses by a long margin and staggers a bit.

Rolls

Gnoll #3 Attack, Gnoll Spear Damage - (1d20, 1d6+1)

1d20 : (7) = 7

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

Oct 6, 2020 4:33 pm
OOC:
Silly rule, a hammer will kill you faster than a knife, but anyway Alice gets a +1 to damage for strength so Gnoll 3 should have 2 on him
Sister Alice presses the attack and lashes out at the gnoll in an attempt to finish it off.
Last edited Oct 6, 2020 4:34 pm

Rolls

Attack gnoll 3 - (1d20+1)

(6) + 1 = 7

Damage gnoll 3 - (1d6+1)

(5) + 1 = 6

Oct 6, 2020 4:49 pm
dominion451 says:
OOC:
Silly rule, a hammer will kill you faster than a knife, but anyway Alice gets a +1 to damage for strength so Gnoll 3 should have 2 on him
OOC:
Oh dang, good catch!
As Alice winds up her next swing she notices the gnoll seems to be staggering and moving erratically, it's eyes losing and regaining focus. It suddenly gives a off-kilter lurch and the arc of Alice's hammer descends on nothing. But before anyone else can get a lick in on the gnoll, it abruptly stands straight as a board, extends its arm in an unnatural fencing posture, and crashes flat on it's back. It twitches a few moments as it's arm slowly relaxes and settles to the ground before it dies, most likely from a severe but delayed brain injury.
OOC:
Success! You have won your first encounter in this adventure, but at a high cost! The dwarf among you is unconscious and on death's door. The thief of the party is on all fours bleeding out all but the last of his life. One of the elves among you seems to be not quite up to the task to which he hired his services.

WHAT!... do you do?
Oct 6, 2020 5:43 pm
Selvam moves to try to aid the thief of the party from bleeding out. He is no cleric or such, but does what he can.
Oct 6, 2020 5:53 pm
Coulson lies bravely, dying, on the floor.
Oct 6, 2020 6:24 pm
Sister Alice tends to Coulson's wounds as best she can by ripping strips of fabric from her cloak and then attempts to assist Selvam in checking on Angel.

We need to get to the town as fast as we can, these men need more assistance than we can render on the road. Load the dwarf on the cart and let us make all haste!

Alice checks the gnolls for anything of value as the purchase of treatment would surely cost more than the previously out of work adventures could pay.
Oct 6, 2020 6:27 pm
Alice doesn't find anything of value on their person. They seem to have some rather primitive spears, a nicked and rusty dagger, and wear some smelly leather rags. However as she's assisting Coulson with his injuries, she notices something odd about his two stab wounds. There's an unnatural amount of dirt and soil embedded deep into the gnarly-looking punctures. Not that anyone should expect a gnolls spearpoint to be keen and sterile by any means, but the dwarf's wounds have a large about of soil and detritus deeply implanted in them.

As she assists Selvam with Angel she finds the same thing. The wound in his abdomen seems to have a lot of dirt embedded into it, as if the gnolls weapons were used as garden trowels or something. Looking at the spear on the ground near the dead gnoll she sees an accumulation of grit and hardened dirt caking the spear tip, slowly getting softer again as it absorbs the thief's blood, and driven up the tip of the spear and stopping at the shaft, Alice's eyes fall on what seems to be a bloodied slip of paper.

Rolls

Secret Roll

Oct 6, 2020 6:41 pm
Alice examines the slip of paper before using water from her waterskin to wash out the wounds of both injured parties.
Oct 6, 2020 7:28 pm
https://macphailwoods.org/wp-content/gallery/white-birch/white-birch-bark.jpg

As Alice takes the parchment from the end of the spear, she notices on closer inspection that it's not paper after all, but the paper-like bark from a white birch tree.
Oct 6, 2020 7:44 pm
Sister Alice helps to lift and carry the dwarf over to the wagon and does what she can to get everyone ready to depart.
Oct 6, 2020 8:20 pm
As Angel sits on the wagon leaning against the side and leaving the greatest amount of space for the dwarf to rest comfortably he thinks about what he had seen and heard then begins to mumble. Only Coulson and Sister Alice are close enough to hear and Coulson seems to be not hearing a thing at the moment.

Aldrusian sent a note to dominion451
Oct 6, 2020 8:48 pm
Selvam says as he aids and gets all in wagon, These are strange Gnolls. The filth on the weapons is just not normal.
Oct 6, 2020 11:03 pm
There was birch bark with the detritus, maybe their stash is burried under one of the nearby trees...

Sister Alice looks for a birch tree nearby...
Oct 6, 2020 11:56 pm
Selvam thinks somewhat out loud, That would explain the filth on the weapons. Must be of something more valuable.
Oct 7, 2020 2:36 am
Sister Alice looks over at the copse of trees where Angel hid at the start of the encounter... They are in fact, birch.
Oct 7, 2020 4:53 am
What could three gnolls have worth hiding?

Alice turns to Selvam,

With your keen eyes will you help me search the birch trees as quickly as we can?

Sister Alice quickly moves between the trees on her side of the river, looking for any sign of turned up earth near their bases.
Oct 7, 2020 5:17 am
Selvam begins search the ground for disturbance. Lets us find out.
Oct 7, 2020 8:29 pm
OOC:
@GeneCortess and dominion451: There's about 4 main clusters of trees, in which all of their canopies overlap above and all of their trunks are within close proximity with one another near the ground, and each cluster is surrounded and interspersed by bushes and low-light dependent ground foliage below. Each cluster, labeled 1-4, covers an area of about 600-650 square feet. It would take probably about 30 minutes to do a thorough search of one cluster.
https://i.imgur.com/0Hpybkz.png
If you would like to spend 30 minutes inspecting a cluster, please tell me which cluster you're searching.

Rolls

Secret Roll

Oct 7, 2020 8:38 pm
Selvam goes for 3. He thinks it would be easier to describe for a spot since it has a bolder next to it.
Oct 7, 2020 9:07 pm
Selvam spends a good thirty minutes looking carefully amongst the vegetation and stones for any sign of the gnolls' presence but turns up nothing of interest.
OOC:
Did Alice want to examine a cluster of trees?
Oct 8, 2020 4:14 pm
OOC:
Alice will search clump 2
Everyone take a clump and we'll have this done in no time.

Alice tries to spur anyone not searching into action.
Oct 8, 2020 5:46 pm
Alice shouts to the others for help and then enters the copse. She spends about five minutes looking for obvious signs of disturbance in the soil before remembering the birch skin on the spear, and changes her focus to conspicuous piles of leaves and detritus. Just as she's beginning to wonder if she is going to find anything in this cluster of trees she stumbles upon a smallish-medium-sized stone leaning against two larger birch trunks, like a lean-to. An accumulation of leaves and other fallen materials have been stuffed underneath, as it it has accumulated over time, but the bark on the birch trunks where the rock leans appears to be freshly nicked and bruised. Kicking the leaves and other material out from under the leaning stone reveals freshly turned earth beneath.

Rolls

Secret Roll

Secret Roll

Oct 8, 2020 6:29 pm
Seeing Alice becoming more active, he thinks to himself perhaps the female warrior has found something. Selvam strides over to help and investigate the situation. And most likely use a gnoll weapon to dig with.
Oct 8, 2020 6:44 pm
Digging into the ground is pretty easy, as the soil has already been dug into and repacked once. You get about a half-foot into the ground when Selvam's spear hits something solid. Digging around it, the elf and cleric eventually excavate a bundle of sticks and mud.
https://i.imgur.com/tgihPJH.png
The "package" is about half a size larger than a full-face helmet. It appears to be a series of long flexible branches from nearby birch trees arranged to run parallel along the length of the "package", interwoven at the middle and on each end, and secured by some sort of fibrous cordage. It's construction seems quite similar to how a cooper would make a barrel, though of a much more primitive nature. Through three or four spots of the branches that make up the "package's" framework, a greyish-brown mud oozes out and drips thickly on the ground, and through other slat's in the frame leaves and the birch trees' papery bark can be seen. If one were to guess, you'd say this package seems filled with still-wet mud, leaking in a few places where the birch-paper lining inside didn't keep in the package's contents.
Oct 8, 2020 9:10 pm
Selvam is horrible at birthday parties. That package doesn't have a prayer. He will force it open to see what is inside.
Oct 8, 2020 9:11 pm
Angel will remain at the wagon with Coulson.
Oct 8, 2020 11:44 pm
As they open the package, Alice hopes to find something of value that might pay for the treatment of her fallen and injured comrades.

Show us your favor St. Cuthbert, that we may share in the glory of your mercy.
Oct 9, 2020 2:13 am
Selvam tears into the "package", breaking away small branches instead of cutting away the cordage, as the mud falls to the ground in wet splats you see the unmistakable gleam of gold coins mixed in with the mud. A significant number of coins actually. It's a strange "package", unlikely anything that any of you've ever encountered before.
Oct 9, 2020 5:22 am
Selvam says a surprised, WOW as he digs more out. We are going to need some water here and sacks.
Oct 9, 2020 3:56 pm
Sister Alice uses water from her waterskin to wash away the mud and counts the coins as she cleans them.
Oct 9, 2020 5:09 pm
The coins are mixed in with a thick, heavy mud, but using Alice's waterskin to dilute the mud mixture makes the job go much faster, and you find that pouring the waterskin directly into the "package" helps the mud run out through the "package's" tree branch slats while keeping the coins inside, almost acting like a strainer. Counting the coins is another matter. The two of you begin with one person putting the coins in stacks of ten as the other separates them from the mud inside the package, but it quickly becomes apparent that the stacks of coins are going to be everywhere. You then start building piles of ten stacks of ten.
As the final coin is extracted from the mud "package" you find exactly 30 piles of one hundred coins each. The package contained three thousand gold coins, though none of you have ever encountered such a strange way of stashing such treasure before. Even after being divided equally among everyone who fought against the gnolls, the individual take should make the payment you will receive for delivering the cartwheels seem paltry.
Oct 9, 2020 6:13 pm
Even unconscious, Coulson’s innate dwarven senses pick up the hint of riches, and he groans in his stupor
Oct 9, 2020 7:14 pm
OOC:
@TheFoxofFinch: Hahaha!
@everyone: I made a post in the OOC thread that may be helpful regarding treasure and XP in B/X D&D.
What would everyone like to do now that the encounter is over and loot collected?
Oct 9, 2020 7:45 pm
Cuthbert be blessed! Alice exclaims as they finish counting the treasure,

This will surely pay to have our fellows healed, with a nice bit left over no doubt.

Sister Alice makes her way quickly back to the cart and checks on Coulson. Once everyone is ready the party makes all haste toward the village of Hommlet.
Oct 9, 2020 8:25 pm
OOC:
As long as everyone is good with continuing on to Hommlet, we'll get this wagon moving again. A couple of things:

1. It's been established that Hommlet is 30-35 miles from Verbobonc. Theoretically this distance could have been covered in a day's forced march, before I realized how heavily laden the party is with Plate Mail. Now that we've established how many PCs have a Base Movement Rate of 60', the party actually moves at a rate of 12 miles/day traveling normally, or 18 miles/day if doing a forced march. You left Verbobonc at about 6am, and you encountered the gnoll situation about lunch time, so you're only about 6 miles from Verbobonc with about 24-30ish miles to go. The trip will take much longer than expected. I roll for a random encounter once per day, and this day's encounter has been resolved... Odds are low but not impossible that you will have another random encounter before Hommlet.
If you move regular you travel 12 miles in 12 hours, you have to sleep 8 hours, and that leaves you with about 4 hours to set up camp, do your business, and establish a watch order. A forced march lets you move 18 miles in 18 hours, but everyone is exhausted and must rest for a full day,

2. It's been established that Coulson will be riding on the wagon. For every full day that a PC rests (meaning actually laying around resting), they get 1d3 Hit Points back through natural healing (if you want, I can roll for you). The wagon accommodates two riders, and someone will need to actually work the reins which Coulson can't do until he heals at least 1HP. I wouldn't say that working the wagon is the same as laying around resting and recovering, but sitting on a wagon holding the reins of a wagon pulled by two oxen that basically know what they're doing shouldn't be too strenuous, so if someone wants to drive the wagon and they don't run into any situations where they have to exert themselves, I'll allow them to make a natural healing roll as well. Who else, besides Coulson, is going to sit on the wagon and work the reins?
Oct 9, 2020 9:25 pm
Angel moves to the front of the wagon. Although weak from his wounds he still has enough strength to hold a set of reins and enough cognition to recognize where they are going. He expects Coulson will need to stay as still as possible for the journey. He signals Sisgter Alice that he is ready to proceed.
Oct 9, 2020 11:49 pm
Selvam will march along the wagon on the right side in this plate armor.
Oct 10, 2020 12:15 am
Alice leads the wagon on foot and keeps a keen eye out for signs of danger.
OOC:
I would think we finish out today's regular march of 12 miles and then pull a forced March tomorrow to finish the last 18 in one shot since we can then rest all day at an inn and minimize random encounters.
Oct 10, 2020 7:03 am
OOC:
DM,I’m happy for you to make those rolls for me, though I can’t speak for anyone else
Oct 10, 2020 6:36 pm
OOC:
I messed up a slight bit. The party can normally walk at 12 miles a day, except decent roads give you a 50% faster, so your party actually can move 18 miles a day, and 24 on a forced march, but I assume you don't want to do a forced march today and have to rest for a full 24 hours tomorrow, so I'll proceed like you stop at the 18-mile mark and someone can correct me if that's not the case.
The party spends the rest of the day rolling the cart along the road at an easy normal walking pace, an unconscious dwarf riding on top with a badly injured thief. Those in plate mail remain uninjured, but really start to feel the cumbersome weight of their gear after a few hours, and by 6pm that evening evening everyone is glad to call it a day.
https://i.imgur.com/0ejMTfP.png
Yellow: Distance covered.
Green: Distance remaining.
Red: Encounter with the gnolls.

Stopping on side of the road you look around at your surroundings. The road cuts through the Kron Hills. The hills are more prevalent on their right, to the west, and gradually begin to recede a bit to the east, where you believe they they eventually meet the edge of the Gnarley Forest. The immediate landscape around you is of grassy plains with another very tiny stream that runs beside of the road which likely came from underground somewhere.
OOC:
Is anyone taking turns standing watch tonight, or is everyone sleeping through.

Rolls

Secret Roll

Oct 10, 2020 7:22 pm
OOC:
traditionally in dnd elves don't sleep, but rather meditate for 4 hours at night during which they are fully aware... But I'm not sure that was written into Basic so if not then I'll take a watch with the other two uninjured players.
Oct 10, 2020 8:26 pm
As they discuss the night's watch Angel requests the morning watch. Hopefully, he will be stronger then.
Oct 10, 2020 8:41 pm
OOC:
I think they didn't sleep in AD&D and most of the editions that came after, but in B/X and BECMI rules they do need sleep. That's okay for now though, because I rolled for wandering monsters while the evening progresses and you all were fine.
With Alice, Jonas, and Selvam taking turns keeping watch the night passes without event. Jonas takes final watch and nudges you as the the first rays of light creep across the dawn sky, and by the time you finish gathering your gear and have the oxen ready to pull again it's about 6am.
You all dread another long day's walk, but you take a bit of relief in knowing that it's only going to be about eight or so more hours if things run smoothly and by mid-afternoon you'll be in the village of Hommlet.
OOC:
I assume you decide to travel at normal pace again, with about 12 miles or so left on your journey?

Rolls

Secret Roll

Oct 10, 2020 11:46 pm
We be ready to go.
Oct 11, 2020 12:04 am
As the sun rises you set out for another day's work. The weather is cool and cloudy, typical of a fall day, with the exception that no wind blows. Around ten a light rain begins to sprinkle and everyone notices that Coulson is awake. Angel is starting to gain some color in his face. By noon the sporatic sprinkling of rain has picked up to a light but steady rain, Coulson is able to sit upright, and Angel looks to be feeling quite well and spry again. You consider stopping for lunch and letting the oxen rest for a bit but the rain is starting to make everything wet and sodden and uncomfortable and you figure you've only got about two more hours to go and you'll be at the village, so you press through.

By after noon you begin seeing the makings of a small village ahead and by around 2pm you arrive on the southern northern edge of the Village of Hommlet. It occurs to everyone that you have no idea where you're supposed to go.
https://i.imgur.com/dSER5nP.png
OOC:
Angel is up to 4HP again. Coulson is at 2HP.

Rolls

Secret Roll

Coulson Healing roll - (1d3)

(2) = 2

Angel Healing roll - (1d3)

(3) = 3

Oct 11, 2020 6:57 am
A little groggy and sore now that he is awake again, Coulson shuffles up time the front of the cart with Angel. "I ‘spect we could go to a tavern an’ find ou’ ‘oo we needs ter meet by askin abou’ there?". Then he looks around at all his companions sheepishly, which looks a little odd on the gruff dwarfs face "An’ I wanna say thanks fer not leavin’ me back there. Mustn’t a bin easy lugging me up on the wagon. I ‘preciate it"
Last edited Oct 11, 2020 8:53 am
Oct 11, 2020 7:19 am
Selvam says as he looks forward, Looks like Hommlet is ahead. We have made good time. He moves to be up forward with Alice.
Oct 11, 2020 6:27 pm
Angel gives Coulson something of a grim smile and says, "Thought we'd lost ya for a bit. Glad to see you up and around. Once we get a mug of ale in ya with a bowl of venison stew you should be in good shape."
Oct 11, 2020 7:09 pm
With a wistful smile as he replies "aye, a bowl o’ stew an’ a beer sounds good"
Oct 11, 2020 9:54 pm
Alice nods her head at the mention of a tavern, surely there would be information there.

"No thanks needed," she says to Coulson,

"All those who fight with righteous fury shall know his mercy."

Sister Alice holds her fist aloft and smacks it down into her open palm, the holy sign of her order.
Oct 12, 2020 7:25 am
https://www.creightonbroadhurst.com/wp-content/uploads/2015/03/Hommlet.jpg

You head into the Village of Hommlet from the north. Having no idea where to find the blacksmith in order to complete the delivery and get paid, everyone decides to look for a tavern first, the hunger for something besides hard tack making more than one stomach rumble. At the edge of town you immediately pass a newly built-looking church on the left and a small cottage on the right. About 150 feet farther on and you pass the local trader's shop and the jeweller/money changer before coming to a 20-foot bridge spanning a river running towards the edges of the Gnarley Forrest about 7 or 8 miles to the east.
Crossing over the bridge, you proceed through the village for about a hundred meters, passing some farms and small businesses along the way. The light rain is still falling steadily and very few of the locals seem to be out and about, but a few gaze with curiosity at the new arrivals and one or two give a friendly nod as you pass. But you also notice that a few seem to turn an unwelcome eye on you and their faces betray suspicion or mistrust.
Eventually you arrive at what might be the closest thing to a town center you've seen so far. Here the road continues south but another one runs east, and among the buildings occupying the area you find what you've been searching for in the form of a large, two story building with a sign hanging from two posts:

Quote:
The square wooden sign shows a buxom and smiling girl holding a flagon of beer. This must be the Inn of the Welcome Wench, a place renowned for its good food and excellent drink! Passing merchants make a point of stopping, as do many other sorts of wayfarers, and it is said that the place is always filled with patrons.
Guided by the prospect of a momentary reprieve from the drizzling rain, a chance to get off your weary feet for a bit, a horn of drink and a warm meal in your bellies, and hopefully some information or directions to the blacksmith, you hand the boxes reins over to two waiting stable boys and step inside the Inn of the Welcome Wench.
OOC:
I'd say this would be an appropriate time to award pending XP from your encounter with the gnolls. The three gnolls themselves were worth 20XP each, and you managed to find their loot stash of 3000 gp, so pending XP for this session would be 3060XP ni total. Divided evenly between Alice, Angel, Coulson, Jonas, and Selvam, each character earned 612XP. After adjusting for your Prime Requisites, it calculates to:
Alice, Angel, and Coulson: 673.2XP
Jonas and Selvam: 703.8XP

You also each take 600g in coins if you decide to split it evenly.

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