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Auranghzeb
2021-12-23, 06:48 AM
Red Hand of Doom


Adrenaline pumps your arteries as the last of the marauders falls under your sword and magic in the hot air of the summer afternoon. The large black body of a hellhound lie at Shard's feet, the steel of his sword drips fiendish blood into the dusty road.

Bade and Aerilaya are back to back, breathing heavily, surrounded by hobgoblin's bodies. The bard's song lingers in the still atmosphere. A deep nasty-looking gash on his right arm makes holding his weapon painful.

Aerilaya's fair face is sprayed with the foul blood of the Fiendish ape that now vanishes in a cloud of smoke. The summoner's body was broken in two by a barrage of magic missiles.

Standing on the edge of the road, Tarot sports a confident smile, but as he tries to move, a sharp pain brings him to his knees. He must have broken a rib or two when the charging hobgoblin bullrushed him into the side of the road.


Garetth stops short from chasing the fleeing hobgoblin mounted on the other hell hound, it could be another ambush, and you are in no conditions to fight on.



There you are, ambushed on your way to Delin's Ferry by a band of heavily armored and well organized hobgoblins.
Shard is standing on F10, Aerilaya and Bade are on I-12 and J-12. Tarot is on M-12. Garrett is on D-6.
MAP (https://docs.google.com/spreadsheets/d/1YJBau_yrX3UdXCG6Ty1m_Br6BjAL0iCDCW3Qrdp-UUY/edit?usp=sharing)


IC (https://forums.giantitp.com/showthread.php?640494-Aurangh-s-RHoD)

BelGareth
2021-12-23, 06:27 PM
Tarot rolled his shoulder and grinned, reviewing the scene of the battlefield with a grimace.

“Well, that was unexpected!” He declared, looking to the others, “is everyone ok? I mean, sure we are, but you know what I mean, think my stupid ribs are busted!”

Deadguy
2021-12-23, 08:39 PM
Aerilaya wiped the blood from her face using her sleeve. ”It was a blessing to have been traveling with others. This ambush was too well conceived for simple highway brigands…especially calling upon summons. I’m Aerilaya by the way.”

Her last comment was to the man she had been battling back to back with.

Dimers
2021-12-23, 11:59 PM
Bade fires two more shots, THWAP THWAP, in the general direction the hellhound had fled, just to make sure it keeps running. Then he lowers his bow with a grimace of pain. "Bade Brockburn," he replies, "Harmonious Order aspirant and magical musician. It was good to have you at my back, Aerilaya, however unfortunate it was that we needed that help." He moves to touch Aerilaya, Garetth and Tarot, a blue glow encompassing his hand, as he had a couple times during the battle. "That's the last of my healing for the day and you look the least in need," he says to Shard in an apologetic tone. "Not to say you're undamaged -- but the thread you hang from is thicker and better-made than ours."

Since it takes a full-round action to 'give away' Healing Devotion, that's 18 healing apiece for Tarot/Aerilaya/Garetth and 6 for Bade. Then I'll use the last 8 points of Lay On Hands for myself too, bringing me up to 32 total. Whew.

Deadguy
2021-12-24, 09:38 AM
The heavily armored blonde woman pulled back from Bade’s glowing touch, as if recoiling from harm.

”I apologize for appearing rude or ungrateful, but the Stern Lady has been kind enough to bless me with her own methods of healing.”

Dimers
2021-12-24, 03:22 PM
"As you prefer. There are certainly enough other wounds to tend!" As he turns to offer the last healing touch to others in need, Bade idly wonders where he's heard the term 'Stern Lady' before. A noble in some distant city, perhaps? No -- no, when given as a title like that, it would almost certainly be a reference to Wee Jas. Bade glances back at Aerilaya over his shoulder. Every person should be free to follow their own faith, but the Stern Lady's followers might not agree with that tenet, preferring a rigid order at the expense of personal freedoms. Hmm.

DrK
2021-12-24, 04:53 PM
Shard

The warforged leans forward, kneeling with a hiss of mystical pistons to heft up the dead hell hound in its spiked massive fist. “A strange beast. Not one to associate with hobgoblins such as these.” The warforged cleans the blade on its fur and rises looking to the others, a pulsing red glow behind the mithril and adamantine mesh that formed it’s face.

“I have been give the descriptor Shard by my makers. I am
Pleased to meet you and fight beside you.”

At mention of the healing it shrugs and pulls out a thin metallic wand and taps itself three times concentrating hard. As he repairs himself he asks the others cautiously “What business takes you to Delin’s Ferry”.



Attempts to UMD the repair light damage wand (first 4 uses that are non critical failures)
[roll0] DC 20 repair [roll1]
[roll2] DC 20 repair [roll3]
[roll4] DC 20 repair [roll5]
[roll6] DC 20 repair [roll7]
[roll8] DC 20 repair [roll9]
[roll10] DC 20 repair [roll11]
[roll12] DC 20 repair [roll13]


Shard (http://www.myth-weavers.com/sheet.html#id=2562980)
- LN Warforged Ftr2/Warblade4 /// Artificer 3, Level 6 // 3, Init 2, HP 31/92, DR DR 3/Adamantine, Speed 20/30
AC 24, Touch 12, Flat-footed 22, Fort 9, Ref 6, Will 4, Base Attack Bonus 6
Least Xtal Return Adamantine Longsword +1 (Triple weapon capsule [Fire /Shock / Acid]) +12 (1d8+6, 19-20)
Comp (+5) MW Longbow (40 arrows) +9 (1d8+5, x3)
Spiked Fist +11 (1d4+5, x2)
Admantine Body +1 Nimbleness, Xtal of Arrow Deflection (+2 AC vs Ranged) Heavy Shield +1 (+9 Armor, +3 Shield, +2 Dex)
Abilities Str 20, Dex 14, Con 18, Int 14, Wis 10, Cha 12
Condition DR 3 / Adamantine
Immune: Fatigue, Disease, Energy Drain, Sleep, Poison
Light Fortification

Goby
2021-12-24, 09:32 PM
Garreth (https://www.myth-weavers.com/sheet.html#id=2568445)

A lightly armored dwarf hustles back towards the group, after first checking that no more goblins seem to be around down the road.

"Blast, where did they come from? That's more hobgoblins than have been seen on this road in a long time. Lucky we were all traveling this way together."

Acknowledging Bade after the healing touch, he also activates a stone on his belt to repair some of the damage taken.
"Much appreciated, took a couple more hits than I expected against goblin scum. Everyone else ok?"
"The name's Garreth, I'm returning from some family business in the southern mountains. I was planning to pass thru Delin's Ferry on my way to the Witchwood, but I think perhaps my plans have changed."

While the group is introducing themselves, he walks over to the fallen hobgoblins and looks through their gear, searching for useful items or information.


Perception check to look for other foes (+4 bonus if goblinoids): [roll0]

Uses a charge on healing belt on himself: [roll1]

take 10 to search the bodies of the fallen enemies: 10 + 11 = 21

Auranghzeb
2021-12-25, 07:57 PM
While the rest of the party stands iddle, the lightfooted dwarf moves around the area looking for enemies. He sees a small farmhouse to the southwest, the door ajar, thinks about going there but instead he goes back and search the bodies. The other adventurers are still making small talk and mending their wounds.

The dwarf searches de hobgoblin's bodies for something else besides the obvious loot. There are two who seemed to have been leading the attack. One of them is still clutching a holy symbol in his dead hands.

https://i.pinimg.com/originals/0b/e2/9d/0be29d1a5d385da2715fb0cb4fa61844.jpg
DC 15. Please don't roll knowledge checks untrained.

The symbol of Tiamat the five-headed dragon. Revered by evil sorcerers and chromatic dragons.

The other leading hobgoblin is holding two shortswords o exceptional quality. The hilts are adorned with dragon's heads.

DrK
2021-12-26, 02:34 AM
Shard

As the dwarf returns Shard trundles down the muddy path, the huge spiked treads tearing up the ground behind them as they easily walk up the slippery bank to the farm house. As Garreth shows what’s he has discovered Shard will offer to examine the swords.

Depsoite the massive battle fist coating one hand it’s with surprising nimbleness Shard handles the blades, a murmured “Nice workout, excellent steel” as they try and pull out the magic or knowledge on the swords.

Once they are looked at Shard will nod to the house and approach it before kicking open the door and striding in



Artificer knowledge on the holy symbol and swords looking for magical stuff (DC15)
[roll0] each +5 on the roll

Shard (http://www.myth-weavers.com/sheet.html#id=2562980)
- LN Warforged Ftr2/Warblade4 /// Artificer 3, Level 6 // 3, Init 2, HP 59/92, DR DR 3/Adamantine, Speed 20/30
AC 24, Touch 12, Flat-footed 22, Fort 9, Ref 6, Will 4, Base Attack Bonus 6
Least Xtal Return Adamantine Longsword +1 (Triple weapon capsule [Fire /Shock / Acid]) +12 (1d8+6, 19-20)
Comp (+5) MW Longbow (40 arrows) +9 (1d8+5, x3)
Spiked Fist +11 (1d4+5, x2)
Admantine Body +1 Nimbleness, Xtal of Arrow Deflection (+2 AC vs Ranged) Heavy Shield +1 (+9 Armor, +3 Shield, +2 Dex)
Abilities Str 20, Dex 14, Con 18, Int 14, Wis 10, Cha 12
Condition DR 3 / Adamantine
Immune: Fatigue, Disease, Energy Drain, Sleep, Poison
Light Fortification

Auranghzeb
2021-12-26, 04:53 AM
Shar flips the swords with ease and expertise, examining the edge of the blades with the dusk light. These blades are magical, that much is evident. Fine crafted weapons and most likely a matching pair. This hobgoblin didn't simply get these from looting random adventurers. Shard does not get anything from the symbol. It seems mundane. But the sword hilt and the symbol match in patterns, and with careful inspection he notices that even the blades are decorated with the same five headed dragon.

No, there are no coincidences here.


It takes Shard 3 minutes to examine the items. Please, all the rest, out of combat feel free to give or suggests actions. It'll make my life easier, the game fast-paced, and I won't have to railroad.

He then walks to the farmhouse, there is no need to kick the door as it hangs ajar from the broken hinges. There are a couple of frightened horses tied behind the house.

The sight inside is not pleasant: right on the smaller room at the entrance the party finds five mangled and looted bodies, four human males and a woman. There's no stench, these are fresh kills. Ambushed today, they have been thoroughly looted, fingers broken to rip out their rings and all that.

The other room is a crude camp site, some scattered bones around filthy bedrolls give you thegeneral idea. These marauders have been here for a couple of days, killing and pillaging the road.


Survival DC 15/Heal DC 15 confirms the bodies were killed within the last 24 hours.

Search DC 20: you find a pouch with these people valuables yet to be distributed amongst the marauders. yewelry and coins for 350gp

Dimers
2021-12-26, 09:27 PM
Bade enters the home next and keeps shaking his head at the horrors of war -- for this was no simple banditry, that much is becoming clear. He blows a mournful passage on his shawn and says a solemn funeral blessing over the five victims. "I wish I had time for more than some words, but one shovel digging five graves ..." He shakes his head again. "Word needs to get to Drellin's Ferry, and they have more strong backs there to do the work." He takes a closer look at the five humans so as to be able to identify them to anyone concerned in town.

Goby
2021-12-27, 01:14 AM
Garetth

While he doesn't expect to know what it is, the curious symbol makes the dwarf look closer at the fine swords.
Then he follows the large warrior back towards the farmhouse, looking at the mess on the inside. He will search around to see if the raiders left anything behind, and then check on the horses, to see if they are able to be calmed enough to travel.

"I agree, the town needs to be warned, and we should stick together on the journey in case there are any more marauders about. Might as well take the horses with us, they won't survive out here."


Know: Religion on the symbol: [roll0]
take 10 to search the house: 10 + 11 = 21

Goby
2021-12-27, 01:16 AM
Know: Religion on the symbol: [roll0]

DrK
2021-12-27, 02:20 AM
Shard

Ignoring the bodies Shard looks at the dead and mangled bodies and again at the hobgoblins and then crunches through the mud to examine some of the goblinoid dead for any signs of their clan or affiliations they were aware of. “Aggressive goblins these ones. The town must be warned.”

Shard watches the others for a few moments before gesturing in the direction of the village. “We should move together in case of a second ambush.” Then the warforged starts stomping towards the town with some haste moving more swiftly than you’d expect



Know local [roll0]
Adopt absolute steel stance

Shard (http://www.myth-weavers.com/sheet.html#id=2562980)
- LN Warforged Ftr2/Warblade4 /// Artificer 3, Level 6 // 3, Init 2, HP 59/92, DR DR 3/Adamantine, Speed 20/30
AC 24, Touch 12, Flat-footed 22, Fort 9, Ref 6, Will 4, Base Attack Bonus 6
Least Xtal Return Adamantine Longsword +1 (Triple weapon capsule [Fire /Shock / Acid]) +12 (1d8+6, 19-20)
Comp (+5) MW Longbow (40 arrows) +9 (1d8+5, x3)
Spiked Fist +11 (1d4+5, x2)
Admantine Body +1 Nimbleness, Xtal of Arrow Deflection (+2 AC vs Ranged) Heavy Shield +1 (+9 Armor, +3 Shield, +2 Dex)
Abilities Str 20, Dex 14, Con 18, Int 14, Wis 10, Cha 12
Condition DR 3 / Adamantine
Immune: Fatigue, Disease, Energy Drain, Sleep, Poison
Light Fortification

Deadguy
2021-12-27, 01:07 PM
*** Aerilaya ***

Aerilya followed along with the others as they investigated. She busied herself with studying the hobgoblin symbol until the bodies were discovered.

“I would normally suggest a pyre for unattended bodies to keep them from being harvested for unsavory magic. However, the town is close and loved ones often prefer a tombstone to a pile of ash commemorating the fallen.”


Knowledge: Religion [roll0]



Aerilaya Ralothyra (http://www.myth-weavers.com/sheet.html#id=2563290)
Female LN Azurin Incarnate 6 || Crusader 3, Level 6, Init 1, HP 30/90, DR 8/magic, Speed 20
AC 21 (+10 Armor, +1 Dex), Touch 11, Flat-footed 20, Fort 9, Ref 3, Will 9, Base Attack Bonus 4.5
+1 Vicious Executioner Mace +9 (SP -2) (4d6+9, x3)
Abilities Str 18, Dex 12, Con 18, Int 10, Wis 10, Cha 14
Condition None

Auranghzeb
2021-12-27, 03:02 PM
Garreth immediately identifies the symbol of Tiamat. But why is it in the hands of a hobgobling brigand? Tiamat is often revered by evil dragons and their lesser kin.

Shard does not recall any useful information on the behaviour of goblinoids in the region. Only the vague notion that there are many scattered tribes to the north and east of the vale. Usually more organized than normal goblins and orcs, but not enough to pose a real threat.

The horses seem scared. Anyone approaching should do it carefully to calm them.

Handle animal DC 15, Wild empathy as if the horses were unfriendly

Dimers
2021-12-27, 09:03 PM
"Good point about the horses -- and perhaps we can earn a reward and some goodwill for delivering them to next-of-kin. You say they seem skittish? I'll try to calm them, I have a way with beasts." Chuckling a bit despite the environment, Bade goes out to see the horses. He makes soothing sounds and uses body language to show he's a friend rather than a threat, letting divine inspiration guide him for lack of any actual skill. Once sufficiently trusted, he prepares them to be led or ridden to Drellin's Ferry.

I'll take 10 on the Handle Animal check, total 17.

Auranghzeb
2021-12-28, 12:05 PM
Bade has little knowledge of animals, but his great natural charm and natural empathy allows him to calm the animals and after a couple of minutes they seem much friendlier towards the group.

The sun is now starting to hide behind the hills and the shadow extends quickly along a cool summer night breeze. What to do now?

DrK
2021-12-29, 11:12 AM
Shard

With the horses calmed the adamantine clad shape looks around, red eye slits buzzing as it stares at the shortswords contemplating the pair of blades. "The beasts are calmed. Shall we make haste to town" the warforged intones before striding towards the village. It pauses briefly to clean its sword before still marred by dents and scrapes, but far fewer than before starts moving towards the town.





Shard (http://www.myth-weavers.com/sheet.html#id=2562980)
- LN Warforged Ftr2/Warblade4 /// Artificer 3, Level 6 // 3, Init 2, HP 59/92, DR DR 3/Adamantine, Speed 20/30
AC 24, Touch 12, Flat-footed 22, Fort 9, Ref 6, Will 4, Base Attack Bonus 6
Least Xtal Return Adamantine Longsword +1 (Triple weapon capsule [Fire /Shock / Acid]) +12 (1d8+6, 19-20)
Comp (+5) MW Longbow (40 arrows) +9 (1d8+5, x3)
Spiked Fist +11 (1d4+5, x2)
Admantine Body +1 Nimbleness, Xtal of Arrow Deflection (+2 AC vs Ranged) Heavy Shield +1 (+9 Armor, +3 Shield, +2 Dex)
Abilities Str 20, Dex 14, Con 18, Int 14, Wis 10, Cha 12
Condition DR 3 / Adamantine
Immune: Fatigue, Disease, Energy Drain, Sleep, Poison
Light Fortification

Condition: Absolute steel stance

Deadguy
2021-12-29, 12:08 PM
*** Aerilaya ***

Aerilya nodded at the machine’s statement before following along.

“I doubt the townsfolk will wish to risk retrieving bodies until the morning, and these horses will not haul corpses without a cart.”


Head toward town.



Aerilaya Ralothyra (http://www.myth-weavers.com/sheet.html#id=2563290)
Female LN Azurin Incarnate 6 || Crusader 3, Level 6, Init 1, HP 30/90, DR 8/magic, Speed 20
AC 21 (+10 Armor, +1 Dex), Touch 11, Flat-footed 20, Fort 9, Ref 3, Will 9, Base Attack Bonus 4.5
+1 Vicious Executioner Mace +9 (SP -2) (4d6+9, x3)
Abilities Str 18, Dex 12, Con 18, Int 10, Wis 10, Cha 14
Condition
Stance - Martial Spirit

Auranghzeb
2021-12-30, 10:40 AM
Day I, late afternoon. Elsir Vale.


The Wyrmsmoke Mountains to the west-northwest bring an early and prolongued summer dusk as you march up hill towards Drellin's Ferry. From the road you can see the Elsir River runnnig west and the farmlands around Drellin's Ferry start appearing on the east-south of the river. Across the water lies the Witchwood. Garreth knows the land. Bade and Tarot have seen it on the map they found. The Elsir springs from the Giantshield Mountains on the Northeastern edge of the Vale and crosses the vale snaking down to the west, fed by countless streams that flow down the Wyrmsmoke Mountains and Lake Rhestin.


https://images.fineartamerica.com/images/artworkimages/mediumlarge/1/fantasy-village-hoppman.jpg

The road descends into a.small town built mostly on the near side ofa broad, sluggish river. Six old stone piers jut from the water, marbng the spot where a bl'idge once stood, but the span itself is !onggone. Imtead, a couple of long thick ropes cross the river, each secured to a flat-bottomed ferryboat. Brown fields and green. orchards surround the town.


https://wiki.rpg.net/images/thumb/5/5e/Dferry.jpg/1100px-Dferry.jpg


A group of anied townsfolk-three irt leather, one in mail-stands guard, watching you warily.

"Halt and state your business, strangers," one of the guards says.

Dimers
2021-12-30, 02:16 PM
"Travelers, now in sore need of rest and recovery," Bade responds calmly, covering up irritation at the chilly greeting. There may be a reason for it, no sense getting agitated. "We were ambushed by hobgoblins and hellhounds at a cottage just a few miles from here. We slew most of them and drove off the rest. Ill tidings I tell you with deep sorrow -- those who lived at the cottage were cut down before we arrived. Can you tell me whether they might have any kin here in Drellin's Ferry?"

Bade wants to talk with next-of-kin more than anything else. They'll need politely relayed news of the deaths, words of comfort, and the chance to start dealing with affairs like funeral arrangements. Bade also wants to see whether the horses belonged to the cottagers.

Beyond that, we should talk with a militia captain soon to let them know about the rather un-bandit-like attack ... we need a place to stay the night ... Bade will be interested in getting closer to Vraath Keep to make use of that vault map ...

Bade Brockburn (http://www.myth-weavers.com/sheet.html#id=2563384)
male CG human divine bard 4 / paladin of freedom 4 / marshal 1, Level 6, Init 2, HP 32/54, Speed 20'
AC 21, Touch 13, Flat-footed 19, Fort 19, Ref 14, Will 13, Base Attack Bonus 5.5
+1 dragonbone (composite 3) longbow +9 (d8+4 piercing, x3)
MW elvencraft bow +9 (d6+4 bludgeoning, x2)
sanctified chitin full plate armor (+8 Armor, +2 Dex, +1 Misc)
Abilities Str 16, Dex 14, Con 10, Int 10, Wis 12, Cha 24
Condition Marshal aura 60', paladin aura 10'
Diplomacy +15, Bluff +12, Sense Motive +1, Knowledge (local) +12, Knowledge (history) +5, Knowledge (geography) +1, bardic knowledge +6

Auranghzeb
2021-12-30, 06:25 PM
The guards look at the horses with suspicion.

The grip on their weapons tighten and one of them, seemingly in charge, nods to a younger one who starts moving towards the houses lined up on the dirty road. They do not show hostility to you, only tension, which by the looks of this makeeshift guarding post, has been building up for some time.

The leader, a burly man in scale mail with a curly waxed mustache walks towards you and introduces himself.

Sargent Hersk.

Bands of murderous savages have been skulking near the twon for days now... we'd guess this was coming. Are the owners of those horses dead?

They belonged to Darana Vanness, a well known merchant who left town just this morning through this very road.

May pelor guide their souls!

The other guards bow in respect and mutther a muffled response.

DrK
2021-12-31, 07:19 AM
Shard

Shard watches the guards with a slight tilt of their head. The metallic grill glowing a dull red. Approaching the guards Shard waits for Bade to finsih before looking at the lead guard. "I seek Aster Starling. Where i their residence" the warforged demands in a neutral (if gavelly and metallic) tone




Shard (http://www.myth-weavers.com/sheet.html#id=2562980)
- LN Warforged Ftr2/Warblade4 /// Artificer 3, Level 6 // 3, Init 2, HP 59/92, DR DR 3/Adamantine, Speed 20/30
AC 24, Touch 12, Flat-footed 22, Fort 9, Ref 6, Will 4, Base Attack Bonus 6
Least Xtal Return Adamantine Longsword +1 (Triple weapon capsule [Fire /Shock / Acid]) +12 (1d8+6, 19-20)
Comp (+5) MW Longbow (40 arrows) +9 (1d8+5, x3)
Spiked Fist +11 (1d4+5, x2)
Admantine Body +1 Nimbleness, Xtal of Arrow Deflection (+2 AC vs Ranged) Heavy Shield +1 (+9 Armor, +3 Shield, +2 Dex)
Abilities Str 20, Dex 14, Con 18, Int 14, Wis 10, Cha 12
Condition DR 3 / Adamantine
Immune: Fatigue, Disease, Energy Drain, Sleep, Poison
Light Fortification

Condition: Absolute steel stance

Auranghzeb
2021-12-31, 09:34 AM
It takes a second for the guards to react. Then Sargent Hersk says:


Oh, I know that they are, I mean I know what these are, I mean I know what you are!

I saw one like you once at Irongate a few years back.

I can't say I have seen Starling lately, and as far as I know he didn't have a place here, he stayed at the Old Bridge Inn, as most visitors do.

Ye should do that yerself before night falls. It pains me to leave those bodies out for the night, but it does not seem prudent to go out all the way.

DrK
2021-12-31, 10:46 AM
Shard

Shard nods to the guards and motions for them to let them pass. "Which way to the Inn" they demand in their metallic twang. Once answered Shard will waste no time in heading towards the river and the Olde Bridge Inn




Shard (http://www.myth-weavers.com/sheet.html#id=2562980)
- LN Warforged Ftr2/Warblade4 /// Artificer 3, Level 6 // 3, Init 2, HP 59/92, DR DR 3/Adamantine, Speed 20/30
AC 24, Touch 12, Flat-footed 22, Fort 9, Ref 6, Will 4, Base Attack Bonus 6
Least Xtal Return Adamantine Longsword +1 (Triple weapon capsule [Fire /Shock / Acid]) +12 (1d8+6, 19-20)
Comp (+5) MW Longbow (40 arrows) +9 (1d8+5, x3)
Spiked Fist +11 (1d4+5, x2)
Admantine Body +1 Nimbleness, Xtal of Arrow Deflection (+2 AC vs Ranged) Heavy Shield +1 (+9 Armor, +3 Shield, +2 Dex)
Abilities Str 20, Dex 14, Con 18, Int 14, Wis 10, Cha 12
Condition DR 3 / Adamantine
Immune: Fatigue, Disease, Energy Drain, Sleep, Poison
Light Fortification

Condition: Absolute steel stance

Dimers
2021-12-31, 10:55 AM
Bade agrees, "Yes, it's unwise to travel the roads at night with marauders about. I said a blessing over the bodies --" He traces Milil's holy symbol on his armor. "And I think the souls understand that proper care of the bodies must wait. Sargent Hersk, I don't know the merchant Vanness, but I can describe to you the five fallen." He recites the details he memorized five miles away.

Bade Brockburn (http://www.myth-weavers.com/sheet.html#id=2563384)
male CG human divine bard 4 / paladin of freedom 4 / marshal 1, Level 6, Init 2, HP 32/54, Speed 20'
AC 21, Touch 13, Flat-footed 19, Fort 19, Ref 14, Will 13, Base Attack Bonus 5.5
+1 dragonbone (composite 3) longbow +9 (d8+4 piercing, x3)
MW elvencraft bow +9 (d6+4 bludgeoning, x2)
sanctified chitin full plate armor (+8 Armor, +2 Dex, +1 Misc)
Abilities Str 16, Dex 14, Con 10, Int 10, Wis 12, Cha 24
Condition Marshal aura 60', paladin aura 10'
Diplomacy +15, Bluff +12, Sense Motive +1

BelGareth
2022-01-03, 04:40 PM
Tarot cleaned off the dirt, grime and much from himself before doing anything else, he tried to help, but thought better of it, and instead pulled out a deck of cards, bridging them expertly, in longer and longer arcs.

He nods to Bade as he healed, "Haven't had a scrap like that for a while, eh Bade?" he chimes, as they walk towards the grisly scene, he stops short, frowns and continues to bridge the cards, as if it were a nervous tick. He puts them away, and nods to the warforged, "Yes, lets make haste." he says simply, no smart retort, simple, honest respect for the dead.



"Ah, yes Sargent Hersk!" he says lighting up, people to impress! "We were waylayed, as they have said, several brigands of the hobgoblin variety, I am told, a few hell hounds, and yes, we did find these horses, as Bade here is describing the former owners, im sure we'll be happy to point the way, and hand over any goods to the families as needed, we were just doing our civil duty, shame we were a little late on the mark for those....er, yes, well, where is the local tavern around here?"

Dimers
2022-01-03, 06:02 PM
As the conversation continues, Bade lets the matter of next-of-kin drop (the sergeant might prefer to tell the family members himself), but does try to get a couple more points of information. He asks whether there's a militia captain to whom the adventurers should report details of the battle, and whether anyone in town might be able to tell him more about Vraath Keep, a place of some mystery in Bade's own awareness.

Bade Brockburn (http://www.myth-weavers.com/sheet.html#id=2563384)
male CG human divine bard 4 / paladin of freedom 4 / marshal 1, Level 6, Init 2, HP 32/54, Speed 20'
AC 21, Touch 13, Flat-footed 19, Fort 19, Ref 14, Will 13, Base Attack Bonus 5.5
+1 dragonbone (composite 3) longbow +9 (d8+4 piercing, x3)
MW elvencraft bow +9 (d6+4 bludgeoning, x2)
sanctified chitin full plate armor (+8 Armor, +2 Dex, +1 Misc)
Abilities Str 16, Dex 14, Con 10, Int 10, Wis 12, Cha 24
Condition Marshal aura 60', paladin aura 10'
Diplomacy +15, Bluff +12, Sense Motive +1

Goby
2022-01-03, 10:39 PM
Garetth

The dwarf listens to the guard's tale with interest, looking up with concern when he realizes that a well known merchant has been attacked. Perhaps these are more than just brigands after all.

"Sargent, it's been many days since I passed thru your town, how recently did you say you've been seeing these bands of savages?"

After the conversation ends, he will head for the inn, figuring to get a room to stay for the night, and make plans for what to do tomorrow with any of the new companions that take an interest.

Auranghzeb
2022-01-05, 07:47 AM
Day 1 Evening.



Sergeant Hersk indicates the nearby Old Bridge Inn is merely a hundred yards away. And mentions the Green Apple on the other side of the square. He explains that the merchant had no next of kin in town as she was from Freeport. But messages will be sent.

The Old Bridge Inn is built in what used to be the gatehouse of the stone bridge that one served to cross the river. It is a large stone building with a wooden veranda that oversees the river. The porch is packed with late afternoon patrons gulping their ale in the summer afternoon after a long day of work. They all stare at you, particularly Shard, with some inquisitive looks and whisper to each other. Garreth knows these fellows, but not by name.

There's one big room with four beds and a large bug-ridden carpet available. The room has a wooden table and five chairs.

You are settling into your room when a knock comes at the door. Outside the door, there is a tall, balding man in his fifties and a stern-looking swordwoman with well-kept armor. Her sword's hilt is beautifully crafted. Standing a few feet behind them is the young guard from the guarding post that walked away when you were talking to Hersk.

"Sorry to bother you--the balding man says-- my name is Norro Wiston, the Townspeaker for Drellin's Ferry. This is our guard capitan, Soranna. I'll be direct. As you could have guessed, we are in a lot of trouble, and I was hoping to persuade you to help us."

Goby
2022-01-06, 12:50 AM
Garetth

Garetth studies the captain while the Townspeaker appeals for help, wondering how much trouble the town is facing. After a glance around the room at his new companions, he considers a response.

What kind of help did you have in mind? Can’t speak for the whole group, but for me, if it’s a chance to hunt down some goblin scum, I’d be interested. The roads must be safe for merchants and good folk to travel these lands.

Auranghzeb
2022-01-06, 11:15 AM
Norro

Our town is under attack, as you might have guessed by now. That ambush you encountered was perhaps the boldest action yet, but Hobgoblin raiders have been raiding our lands for several days now. They have attacked and killed people in the outlying homesteads, and they've been waylaying travelers along the Dawn Way.


Captain Soranna:

We have had some trouble with them before, but they are more aggressive lately, organized and vicious. They are even better equipped! I fear they are preparing for an attack.

Norro

Beyond the immediate threat to our homes, the road is our lifeblood. Even if they don't attack, they can choke the life out of us by making the road unsafe. We heard you repelled a well-prepared ambush. Would you be willing to help us?

BelGareth
2022-01-06, 01:30 PM
Tarot nodded emphatically when the group was offered a room, apparently they were to be together for the time being, well, they seemed competent enough to him, none of them died in the ambush, and that was good enough for Tarot, we'll see how the odds play out.

Settling down in one of the beds, Tarot was bridging cards in the air above him when the door was answered. He turned and sat up, regarding the messengers, he looked them up and down, and quickly surmised this was an opportunity he couldn't afford to miss.

He stands up "Norro Wiston? you said? Yes, yes of course, Bradford George Ulysses Engwald at your service! But people call me Tarot, we would be glad to help your town, my associate and I" he points to Bade, "recently acquired some information regarding Vraath keep, perhaps you can help us locate that in recompense? But, seeing as these goblinoids are terrorizing the area, it might serve both our interests. What is it you need of us good ser?"

DrK
2022-01-06, 04:03 PM
Shard

The warforged had ignored the strange looks in the Inn as they had entered the inn. As the guard captain enters Shard nods with a creak, "Master Norro. I will aid you. The green skinned ones go too far in causing death and spreading destruction." Looking at the others the gleaming red eyes watch the room and nod with some respect to Gareth and Tarot as they agree. "If you have information as to where these goblinoids are we can root them out."





Shard (http://www.myth-weavers.com/sheet.html#id=2562980)
- LN Warforged Ftr2/Warblade4 /// Artificer 3, Level 6 // 3, Init 2, HP 59/92, DR DR 3/Adamantine, Speed 20/30
AC 24, Touch 12, Flat-footed 22, Fort 9, Ref 6, Will 4, Base Attack Bonus 6
Least Xtal Return Adamantine Longsword +1 (Triple weapon capsule [Fire /Shock / Acid]) +12 (1d8+6, 19-20)
Comp (+5) MW Longbow (40 arrows) +9 (1d8+5, x3)
Spiked Fist +11 (1d4+5, x2)
Admantine Body +1 Nimbleness, Xtal of Arrow Deflection (+2 AC vs Ranged) Heavy Shield +1 (+9 Armor, +3 Shield, +2 Dex)
Abilities Str 20, Dex 14, Con 18, Int 14, Wis 10, Cha 12
Condition DR 3 / Adamantine
Immune: Fatigue, Disease, Energy Drain, Sleep, Poison
Light Fortification

Condition: Absolute steel stance

Dimers
2022-01-06, 07:31 PM
Bade nods with wholehearted agreement at Tarot's and Shard's words. "The Keep can wait while foul-hearted raiders threaten town," he opines.

Bade Brockburn (http://www.myth-weavers.com/sheet.html#id=2563384)
male CG human divine bard 4 / paladin of freedom 4 / marshal 1, Level 6, Init 2, HP 32/54, Speed 20'
AC 21, Touch 13, Flat-footed 19, Fort 19, Ref 14, Will 13, Base Attack Bonus 5.5
+1 dragonbone (composite 3) longbow +9 (d8+4 piercing, x3)
MW elvencraft bow +9 (d6+4 bludgeoning, x2)
sanctified chitin full plate armor (+8 Armor, +2 Dex, +1 Misc)
Abilities Str 16, Dex 14, Con 10, Int 10, Wis 12, Cha 24
Condition Marshal aura 60', paladin aura 10'
Diplomacy +15, Bluff +12, Sense Motive +1

Auranghzeb
2022-01-07, 08:35 AM
There is a glimpse of hope in Norro's face as you so eagerly show your disposition to help. Unless you stop him, he and Soranna make their way inside the room. Once there, Norro sits heavily on a chair as someone burdened by responsibilities and fears. The way he moves his hands over his balding head gives you the impression that perhaps this hair loss is recent.

If you prevent him from going inside the room, he gives you the information.

**Norro**

"We don't know precisely where these goblins are or where they come from. We suspect they come from the Witchwood, and we have sent patrols there. The last patrol, a dozen men, never made it back. Four days ago, men were afraid and unwilling to leave their families unprotected.

Varath Keep is in that same direction. It is even possible the creatures are using it as a temporary hold even if it is rumored to be haunted.

**Soranna**

There are at least three different warbands; Maybe two or three scores of warriors for what we gather. But they are not alone. They have warbeasts and evil magic, and a scout reported dragonmen among their ranks.

BelGareth
2022-01-07, 04:30 PM
Tarot nods wisely as they talk, he pulls out a card, and starts to play with it.

"Seems like the keep is a great starting point, and a potential hideout, would you be able to point us in that direction?"


Gah, I managed to somehow not take sleight of hands, can I trade out k.arcana for Sleight of hand ranks?

DrK
2022-01-08, 05:41 AM
Shard

Shard listens intently, nodding its head as it considers the information. "We cannot take on several dozen goblins head on. Particularly if they have back up and support." Looking at the other Shard continues in their grating metallic tones. "But if we investigate we can discern the threat and seek suitable tactics to deal with it." Glancing at the window and the coming twighlight. "I have some repairs to make while you rest. Shall we set out at first light once those of you who eat have broken your fast?"



Know local [roll0] for info on the keep and the woods
Know Arcana [roll1] for dragonmen

Shard (http://www.myth-weavers.com/sheet.html#id=2562980)
- LN Warforged Ftr2/Warblade4 /// Artificer 3, Level 6 // 3, Init 2, HP 59/92, DR DR 3/Adamantine, Speed 20/30
AC 24, Touch 12, Flat-footed 22, Fort 9, Ref 6, Will 4, Base Attack Bonus 6
Least Xtal Return Adamantine Longsword +1 (Triple weapon capsule [Fire /Shock / Acid]) +12 (1d8+6, 19-20)
Comp (+5) MW Longbow (40 arrows) +9 (1d8+5, x3)
Spiked Fist +11 (1d4+5, x2)
Admantine Body +1 Nimbleness, Xtal of Arrow Deflection (+2 AC vs Ranged) Heavy Shield +1 (+9 Armor, +3 Shield, +2 Dex)
Abilities Str 20, Dex 14, Con 18, Int 14, Wis 10, Cha 12
Condition DR 3 / Adamantine
Immune: Fatigue, Disease, Energy Drain, Sleep, Poison
Light Fortification

Condition: Absolute steel stance

Auranghzeb
2022-01-08, 03:16 PM
Soranna and Norro nod when they hear Shard's wise advice.

"That's what we are asking of you. We need to understand their forces, intentions, organization. But we cannot do it with our people, not after the last patrol.

If you are going to the Witchwood, I advise you to seek out Jorr. He knows his way around the woods and has somehow managed to stay unharmed with this madness around. Go left at the first big trail crossing; Jorr's cabin is about seven miles in. Or, if you are on the Dawn Way, take a right on a trail about nine miles from the forest edge. Jorr's cabin is near the Blackwater."

Norro finishes his speech and offers each of you a firm handshake.

"Think it overnight. This could be dangerous. Let us know your decision."

***
Shard, you are practically convinced the Dragonmen are a famous group of bards in Skullport, but that doesn't make any sense.

However, you have heard about Varath's Keep and its tragic story. For many centuries, the Keep was the first safeguard along the trade roads, when this vale was part of a richer busier trade area.
A few years before the fall of Rhest, an ambitious young man named Amery Vraath inherited control of the Keep. After the Rhestilor kingdom dissolved, Amery claimed the entire Witchwood and sought to rid his new domain of evil creatures. Unfortunately, he picked up a fight with a tribe of giants known as the Twistusks. These forest giants generally kept to themselves but raided merchants on the Dawn Way now and then.

A large force under the command of Amery Vraath beat the giants and forced them to flee the woods.

The survivors waited patiently and a week later attacked the Keep during a tremendous storm, pelting the Keep with rocks and arrows while those inside were unable to defend or escape. The assault lasted the whole night. Everyone inside the Keep was killed or taken prisoner and devoured.

The Keep has remained empty and is rumored to be haunted.

Dimers
2022-01-08, 03:39 PM
Bade gladly takes Norro's offered hand. "I believe I speak for us all when I say, we won't let you down, Norro. We all have a score to settle with these hobgoblins." He rubs his sore arm. "Taking us near the Keep will be a nice bonus, too. Before you go, what can you tell us about Jorr? Is he likely to lend his bow to the hunt?"

Auranghzeb
2022-01-08, 03:51 PM
Norro looks at Soranna who answers Bade's question.


"Jorr is a good fellow, generally speaking. But It will take some convincing for him to lend help in a team effort. He is the proverbial lone wolf. Though he keeps two large hounds with him at all time."

Goby
2022-01-09, 12:54 AM
Garetth

In response to some of Soranno’s comments about the goblins, Garetth remembers the gear taken from the dead raiders, and turns to Shard.

“Show the captain the fine blades we found on them. Best sword I’ve ever seen on a hobgoblin.
Your reports of dragonmen make sense, their caster had this symbol of Tiamat, also found on the blades.”
He reaches into a pouch and produces the evil symbol to show to the guard.

“I agree, we should head out in the morning. I’ve heard stories of this keep, and I bet I know the roads well enough to find Jorr’s cabin. Let’s get some rest, and then go goblin hunting.”

He shakes the speaker’s offered hand, and then starts checking through his gear to see if any additional supplies are needed. Before going to sleep, he will use the remaining charges on his belt to heal.


Heal charge 2 [roll0]

Heal charge 3 [roll1]

Auranghzeb
2022-01-09, 07:15 AM
Soranna looks at the blades and the symbol with consternation.

"Norro. What do you make of this? Tiamat is not a common divinity for Hobgoblins."

Norro takes his time

"I make of it that we may be under greater danger that we even thought Captain. We must act quickly.
We don't have much to offer a group like yours in way of reward. But we can offer you our gratitute and 600 gp each if you help us. Think of it. Till the morrow"


They leave the inn.


*****

SOMEWHERE IN THE VALE.

The wound hellhound collapsed of exhaustion. "Move beast! move!" yelled the hobgobln rider. "We must make it to the camp and tell them that Zarr ad Uth-Lar are dead". The hellhound gnarled and spat black blood on the ground. The hobgoblin threw his hands in the silent air of the woods and gnarled himself. "Alright hellish beast. I'll go on on my own. Lie down and die."

BelGareth
2022-01-11, 12:01 PM
Tarot nodded, "We should all get our rest then, lots of fun tomorrow" he says sardonically.


He uses his last belt charge before bedding down for the night.
[roll0]


Waking up, he rolls both shoulders as he sits up. Looking around, he frowns, "Gah, the room service here is terrible!" he exclaims. After dressing, he steps out into the commons looking for some breakfast.

DrK
2022-01-11, 04:59 PM
Shard

Shard listened to the story, head tilted to one side as they absorbed the information. At the prompt Shard pulls out the magical blades. "Fine blades, well made and enchanted. Unusual for such savage creatures. It makes me wonder where they got them from."

As it looks to the others eating and drinking Shard looks back down at its own dented form. "I require repairs. I shall enact them tonight whilst you rest your eyes."



Repair light x 2 [roll0]
Repair moderate x 1 [roll1]
Caft (Warforged) [roll2]


Shard (http://www.myth-weavers.com/sheet.html#id=2562980)
- LN Warforged Ftr2/Warblade4 /// Artificer 3, Level 6 // 3, Init 2, HP 92/92, DR DR 3/Adamantine, Speed 20/30
AC 24, Touch 12, Flat-footed 22, Fort 9, Ref 6, Will 4, Base Attack Bonus 6
Least Xtal Return Adamantine Longsword +1 (Triple weapon capsule [Fire /Shock / Acid]) +12 (1d8+6, 19-20)
Comp (+5) MW Longbow (40 arrows) +9 (1d8+5, x3)
Spiked Fist +11 (1d4+5, x2)
Admantine Body +1 Nimbleness, Xtal of Arrow Deflection (+2 AC vs Ranged) Heavy Shield +1 (+9 Armor, +3 Shield, +2 Dex)
Abilities Str 20, Dex 14, Con 18, Int 14, Wis 10, Cha 12
Condition DR 3 / Adamantine
Immune: Fatigue, Disease, Energy Drain, Sleep, Poison
Light Fortification

Condition: Absolute steel stance

Dimers
2022-01-11, 05:32 PM
Bade lifts an imaginary goblet in a toast to his new allies. "To your health, friends, and may it last as long as Milil's charm. Yes, let's get a good rest and an early start tomorrow -- these wretches won't slay themselves!" He places a minor spell on a copper coin, making it shine with a faint light, then places it in the window. "Saves the innkeeper the cost of a candle," he says with a wink to anyone watching. "Shard, you don't need rest? If keeping an eye open for danger won't bore you overmuch, I entrust my safety to your vigilant care."

Auranghzeb
2022-01-14, 06:52 AM
DAY 2

DM Danger points 0/20


You were exhausted after the travel and the battle. So much that you didn't mind sharing the room with total strangers. Shard was even delicate enough to carry with his reparations outside the room so you all could sleep.

The dawn comes early. The late summer sun shines bright and powerful over Elsir Vale painting the Wyrmsmoke Mountains to the west with a deep orange hue.

The innkeeper takes you to the outside deck, where who but Norro Winston is anxiously waiting for you seated at a long table full of food.

"I hope you don't mind. I took the liberty of asking Miren -the innkeeper- to prepare some food. You oughta try her fruity black bread." He says as he mindlessly breaks some bread.

"I have sent Soranna and some men to recover the bodies of those murdered on the road."

As you tell Norro about your decision to help the town, the cloud over his brow visibly clears. He could almost smile: hope springs eternal after all.

"Excellent!" the spokesman says as he slaps his hand on the table. "Then I won't waste more of your time. I have covered your tab here at the Inn. May Pelor grants you protection, and Fharlanghn clears your way."

He then leaves.

* * * * * *


This trade road cuts through the western portion of the Witchwood for almost 40 miles.

It is generally broad, level, and clear. Every few miles, rudimentary log shelters built by teamsters using the road stand in clearings nearby. A handful of old woodcutters' and trappers' cabins or long-abandoned homesteads lie scattered along the length of the road, about one every 2 or 3 miles.

The Dawn Way crosses several creeks and boggy spots on sturdy dwarf-made stone bridges that have stood for centuries.

Heading west, you find yourselves in the Witchwood about two miles from Dellin's Ferry. It is clear why the forest is named Witchwood. The twisted trees and the thick canopy give it an eerie atmosphere. But this is not a wild forest; on the contrary, the regularity of the trees along the road speaks to thousands of years of careful exploitation of the land for wood and game. The Dawn Way slowly turns until you are heading north.

About eight miles down the road, you come to the Blackwater -a large swat of drowned forest and swampland- Ahead, you see a causeway to cross it. But right before you find a trail, carefully kept, According to Norro's indications, it is here that you should turn east to find Jorr.

Dimers
2022-01-14, 08:04 AM
Bade is looking tense in his heavy armor. Partly that's from knowing that he's slowing down the other warriors -- especially the light-footed Garetth, an anomaly among the usually slow dwarves. Partly it's from needing that armor in case of bandit or hobgoblin ambushes along the road, tension from expecting an attack that hasn't come.

"Looks like this is where to turn for that woodsman Jorr. I'm almost disappointed we haven't found more enemies yet." Bade chuckles. "Almost."

Goby
2022-01-14, 10:58 PM
Garetth

While eating a hearty breakfast, and an extra helping before the journey, he talks with Norro.

“Speaker, what else can you tell us of the last patrol that didn’t return? What road did they take, or their destination? Anything to recognize them should we find signs of people in the woods?”

He pulls a small pouch from his gear and offers it to Norro.
“Also, these valuables belonged to the poor souls at the farmhouse, but the raiders didn’t find it. Use it for their burial, or give it to any kin they have.”
He then thanks him for breakfast and sets out on the road, excited to be traveling again, even in the face of danger.


Despite having travelled the Dawn Way before, Garetth forces himself to look anew as they walk, watching for any signs of other travelers or trouble. He roams both ahead and behind the group, always within line of sight, determined not to be caught unaware. Upon finding the side trail to the east, he smiles to himself at thought of a road not yet travelled, and scans down the trail while waiting for the group to catch up.

“This looks like the way to go. Hopefully this Jorr can give us some news of these woods.”


Perception check, looking for activity on the side trail.
[roll0] +4 bonus vs goblins

DrK
2022-01-15, 04:26 AM
Shard

As they march Shard stomps and crushes branches, bushes and mud in its wake, the massive spiked treads digging in to the bank and giving Shard sure footing as they glide along, oddly graceful as they move as quickly as the other lightly armoured comrades. Walking through the woods Shard asks the others - "I seek to balance and keep order in the district. What cause would you have to risk your life for this town?"

--

Later as they reach the turning to Jorro's cabin they look around. "I am not well versed in woodcraft. Garetth, do you see anything of concern. I find it odd we have seen no sign of the Greenskin after we wer assaulted so close to town. Maybe they have fewer patrols than Sgt Norro reported.." Shard trails off into silence, considering, a hand resting on the metallic hilt of the black adamantine blade at their waist, thumb rubbing a well worn smoothed patch where the trigger is for the archaic weapon capsules that would spill alchemicals down the length of the blade.



Vanguard treads ignore difficult terrain and absolute steel stance brings me to 30ft speed which is handy

Shard (http://www.myth-weavers.com/sheet.html#id=2562980)
- LN Warforged Ftr2/Warblade4 /// Artificer 3, Level 6 // 3, Init 2, HP 92/92, DR DR 3/Adamantine, Speed 20/30
AC 24, Touch 12, Flat-footed 22, Fort 9, Ref 6, Will 4, Base Attack Bonus 6
Least Xtal Return Adamantine Longsword +1 (Triple weapon capsule [Fire /Shock / Acid]) +12 (1d8+6, 19-20)
Comp (+5) MW Longbow (40 arrows) +9 (1d8+5, x3)
Spiked Fist +11 (1d4+5, x2)
Admantine Body +1 Nimbleness, Xtal of Arrow Deflection (+2 AC vs Ranged) Heavy Shield +1 (+9 Armor, +3 Shield, +2 Dex)
Abilities Str 20, Dex 14, Con 18, Int 14, Wis 10, Cha 12
Condition DR 3 / Adamantine
Immune: Fatigue, Disease, Energy Drain, Sleep, Poison
Light Fortification

Condition: Absolute steel stance

Dimers
2022-01-15, 09:50 AM
Walking through the woods Shard asks the others - "I seek to balance and keep order in the district. What cause would you have to risk your life for this town?"

"For me, Shard, it's not a question of order. I have a holy calling to champion those who can't aid themselves. And that goes double when it comes to combat. See, most folks are able to care for themselves pretty well when given the freedom to do so, but few would be able to survive an attack like we faced yesterday. It's only right that those who can help, do help. So that's what I'm called to do."

Auranghzeb
2022-01-15, 07:14 PM
DAY 1
DM pool 2/20


The group marched swiftly on the well kept Dawn Way. Bade and Shard, particularly the latter, where threading the road leaving clear tracks on the soft maleable-ground.

Garreth was so distracted by this fact that he seemed oblivious to any possible tracks and indications of goblin presence.

Upon reaching the crossroads, and sorry they could not take both roads and yet be the same party, the group went along their original plan to reach Jorrs cabin an turned right to follow the one less traveled.

If any hobgoblins were lurking on the woods, you were not aware of this. With Garreth on point, the group approached the huntsman´s cabin. The first sign of something amiss comes as a buzzing sound ahead. A swarm of flies buzzes around the corpse of a large dog with arrow shafts spouting out.

The trail lends past a small cabin in a deep forest glade. A ramsackle front porch is littered with fishing baskets and skinning frames broken and scattered around. The cabin overlooks a dark bayou or lake, with old gray cedar-trees draped in moss rising out of the water. The are signs of fight on the ground near the cabin where a couple of hobgoblins lie dead.

The cabin's door is ajar.

Dimers
2022-01-17, 05:35 PM
Bade approaches the door but doesn't enter. Projecting his voice as his long-ago singing instructor taught, he calls into the cabin, "Hello, Jorr? Are you in there? We're friendly adventurers seeking aid, and it looks like you could use some too ..."

Goby
2022-01-18, 12:26 AM
Garetth

Garetth moves forward quickly, his axe coming into his hand, as he passes the cabin door and goes towards the remains of the fight.
While Bade calls out to Jorr, the dwarf checks that the bodies are dead, and looks for any sign of survivors or tracks.


Perception, look for survivors: [roll0]
Search, look for tracks: [roll1]

DrK
2022-01-18, 06:26 AM
Shard

Seeing the dead dog and the broken door Shard slings their shield onto their arm, and heads into the house, flexing the massive oversized spiked spike battle fits dangerously. "I shall check the interior of the hit" Shard bellows to the others as they stomp up the wooden steps, the steps creaking and chipping the warforged's weight. Inside they'll search around looking for clues




Search [roll0]

Shard (http://www.myth-weavers.com/sheet.html#id=2562980)
- LN Warforged Ftr2/Warblade4 /// Artificer 3, Level 6 // 3, Init 2, HP 92/92, DR DR 3/Adamantine, Speed 20/30
AC 24, Touch 12, Flat-footed 22, Fort 9, Ref 6, Will 4, Base Attack Bonus 6
Least Xtal Return Adamantine Longsword +1 (Triple weapon capsule [Fire /Shock / Acid]) +12 (1d8+6, 19-20)
Comp (+5) MW Longbow (40 arrows) +9 (1d8+5, x3)
Spiked Fist +11 (1d4+5, x2)
Admantine Body +1 Nimbleness, Xtal of Arrow Deflection (+2 AC vs Ranged) Heavy Shield +1 (+9 Armor, +3 Shield, +2 Dex)
Abilities Str 20, Dex 14, Con 18, Int 14, Wis 10, Cha 12
Condition DR 3 / Adamantine
Immune: Fatigue, Disease, Energy Drain, Sleep, Poison
Light Fortification

Condition: Absolute steel stance

Auranghzeb
2022-01-18, 08:19 AM
Jorr is inside his cabin. Feverish and wounded close to the other side of the material-ethereal divide. He looks at you with wide scared eyes and tries to make a movement for his bow. But his right hand shows severed fingers and cut tendons. He is hallucinating.


Outside, there are no survivors and the raising heat takes the scent of dead to the woods.

Garrteth finds two sets of tracks, one of them clearly limping. These are the sturdy boots of a hobgoblin, beign hafl dragged away by a larger set of footprints that end in claws and talons. The tracks move towards the swamp. And dissappear next to what seems too be a pilon to tie a small boat. There is no boat.


While you are moving around the cabin. A massive figure emerges from the trees to the south, attracted by the smell of death. It sniffles at one of the dogs and lets go a scream of rage.

http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG138.jpg

Initiatives and positions.

BelGareth
2022-01-18, 02:47 PM
Tarot stretched as he awoke, but was almost annoyed at the bright light bursting through the shutters to blast his eyes, and so early in the morning too!

Grumbling about not being able to get a good nights rest, and something about the sun, he got dressed, and met everyone outside, with the Towns leader, he nods to the man, letting the others speak, but makes sure to get his fill of the food provided.

Walking along, he was happy at least, he was outside, on the road, sure there were bugs, and the mud was getting everywhere, but at least they were doing something.

At the scene of the dead dog, he cautiously approaches behind the others, looking at the deceased dog while they tended to Jorr inside.

But then the monster appeared, and he cursed his decision to stay outside.


Position, on the porch
[roll0]

Tarot (https://www.myth-weavers.com/sheet.html#id=2563038)
HP's: 48/48
AC: 19
T: 14 FF: 16
Effects: none

Goby
2022-01-18, 11:22 PM
Garetth

Garetth turns back from the water, frustrated that the goblins appear to have gotten away.

He looks up in alarm at the monster emerging from the trees, and races back to join his companions at the cabin, shouting an alarm on the way.


Position, moving from the dock to the cabin? Not sure where the monster came from relative to my path back from the water.
Init - [roll0]

Garetth
HP's: 76/80
AC: 20
T: 14 FF: 20
Effects: Bolstering Voice stance: allies within 60 ft get +2 morale to will, +4 vs fear

DrK
2022-01-21, 11:04 AM
Shard

Shard freezes and looks back to the door. As they lumber to the door the glowing red eyes fix on the massive grey beast. "Interesting"... is the comment as they consider the nature of the beast



Init [roll0]
Cast Shield of Faith +3
Draw sword
Know Arcana for Know (Devotion) [roll1]

Shard (http://www.myth-weavers.com/sheet.html#id=2562980)
- LN Warforged Ftr2/Warblade4 /// Artificer 3, Level 6 // 3, Init 2, HP 92/92, DR DR 3/Adamantine, Speed 20/30
AC 24, Touch 12, Flat-footed 22, Fort 9, Ref 6, Will 4, Base Attack Bonus 6
Least Xtal Return Adamantine Longsword +1 (Triple weapon capsule [Fire /Shock / Acid]) +12 (1d8+6, 19-20)
Comp (+5) MW Longbow (40 arrows) +9 (1d8+5, x3)
Spiked Fist +11 (1d4+5, x2)
Admantine Body +1 Nimbleness, Xtal of Arrow Deflection (+2 AC vs Ranged) Heavy Shield +1 (+9 Armor, +3 Shield, +2 Dex)
Abilities Str 20, Dex 14, Con 18, Int 14, Wis 10, Cha 12
Condition DR 3 / Adamantine
Immune: Fatigue, Disease, Energy Drain, Sleep, Poison
Light Fortification

Condition: Absolute steel stance

BelGareth
2022-01-21, 12:06 PM
Tarot pulls out a deck of cards, but in reality, he reaches in his pocket and pulls out a pinkish translucent deck that was summoned, and he begins to shuffle the deck, turns to Shard "I'm going to try and weaken him, as this chap looks little like a bruiser, hope that helps!" he says with a grin.


Full round action
Metamagic fell weaken magic missile [2nd level slot]
[roll0] and -4 to STR for 1 minute

Tarot (https://www.myth-weavers.com/sheet.html#id=2563038)
HP's: 48/48
AC: 19
T: 14 FF: 16
Effects: none
Spells:

1st level: 8/8
2nd level: 5/6
3rd level: 4/4

Dimers
2022-01-21, 12:28 PM
Bade grabs the horn hanging on his neck band and releases a clarion blast on it, tu-tu-tuh-hooooo. There's no need to call any allies to battle as they all seem aware of the problem, but the sound fills the group with verve and energy. "To battle!"

Swift action: inspirational boost
Standard action: inspire courage
Move action: walk to H12
Then as soon as someone else's turn starts, immediate action to activate Badge of Valor.

Total inspire courage is +5 to weapon attacks and damage, +4 to saves against fear, +2 to saves against charm.


Bade Brockburn (http://www.myth-weavers.com/sheet.html#id=2563384)
male CG human divine bard 4 / paladin of freedom 4 / marshal 1, Level 6, Init 2, HP 32/54, Speed 20'
AC 21, Touch 13, Flat-footed 19, Fort 19, Ref 14, Will 13, Base Attack Bonus 5.5
+1 dragonbone (composite 3) longbow +9 (d8+4 piercing, x3)
MW elvencraft bow +9 (d6+4 bludgeoning, x2)
sanctified chitin full plate armor (+8 Armor, +2 Dex, +1 Misc)
Abilities Str 16, Dex 14, Con 10, Int 10, Wis 12, Cha 24
Condition Marshal aura 60', paladin aura 10', inspire courage +5

Auranghzeb
2022-01-21, 05:58 PM
Round 1

Tarot is the first one to react and his viscious maggic missiles fly true, splshing against the hardened skin of the grey render and leaving clear bruises. He knew his spell had effect, but even with the side effect, the missiles did little to slow down the crature, now visibly angry and charging towards Tarot. The rest see the grey render cover the distance in the blink of an eye as you blow your horn and try to identify it. It's jaws close tight around Tarot's left arm, its teeth sinking and ripping the flesh. As a wave of sharp pain flies through his nerves, the warmage knows he is lucky his fell magic drained some of the beast's power.

Rolled for 9 damage

Goby
2022-01-22, 02:17 AM
Garetth

The dwarf rushes forward, urgrosh in hand, to intercept the beast as it moves to the cabin. Closing quickly, he hears the inspiring notes of Bade’s horn as he takes two swings at the creature.


Move: 40 ft to H10, triggers improved skirmish
Attack: TWF
Axe head: Attack [roll0] , damage [roll1]+[roll2]
Spear head: Attack [roll3] , damage [roll4]+[roll5]

Garetth
HP's: 76/80
AC: 22 (skirmish +2)
T: 16 FF: 22
Effects: Bolstering Voice stance: allies within 60 ft get +2 morale to will, +4 vs fear
Improved Skirmish

DrK
2022-01-22, 03:38 AM
Shard

Shard examines the creature, a selection of images running through Shard's memory like flicking through a sheaf of scrolls. "Beware, it is a grey render," they call out as they stomp down into the fray beside Bade and Tarot. Slamming into creature with shield and sword in hand Shard grunts metallically. "Tarot, step off the line battle. Support from the rear.." With the horn of Bade playing a suitable accompaniment Shard feels empowered by the misic and sinking their huge steel treads into the ground levels a massive blow against beast, crackling lightning playing down the blade if it makes contact as Shard triggers one of the alchemical capsules on the sword.




Move to be in combat
Mountain hammer (PA-4) [roll0] dam [roll1] + [roll2] mountain hammer + [roll3] Elec if hits
Current AC - 29

Shard (http://www.myth-weavers.com/sheet.html#id=2562980)
- LN Warforged Ftr2/Warblade4 /// Artificer 3, Level 6 // 3, Init 2, HP 92/92, DR DR 3/Adamantine, Speed 20/30
AC 24, Touch 12, Flat-footed 22, Fort 9, Ref 6, Will 4, Base Attack Bonus 6
Least Xtal Return Adamantine Longsword +1 (Triple weapon capsule [Fire /Shock / Acid]) +12 (1d8+6, 19-20)
Comp (+5) MW Longbow (40 arrows) +9 (1d8+5, x3)
Spiked Fist +11 (1d4+5, x2)
Admantine Body +1 Nimbleness, Xtal of Arrow Deflection (+2 AC vs Ranged) Heavy Shield +1 (+9 Armor, +3 Shield, +2 Dex)
Abilities Str 20, Dex 14, Con 18, Int 14, Wis 10, Cha 12
Condition DR 3 / Adamantine
Immune: Fatigue, Disease, Energy Drain, Sleep, Poison
Light Fortification

Condition: Absolute steel stance +2 AC if move 10ft
Inspiring song +5 hit, +4 damage
Shield of Faith + 3 deflection
Knowdlge Devotion +1

Auranghzeb
2022-01-24, 08:36 AM
Powerful Shard pushes Tarot out of harms way as Garreth vailiantly charges into combat. Axe and sword hit the creature true and deep, but it barely slows it down. The wounds anger it more than anything else and it does not seem to cede in its murderous intentions.


Round 2

Goby
2022-01-24, 08:26 PM
Garetth
Seeing Shard engage the creature from the front, the dwarf drops into a graceful roll and comes up opposite the warforged, getting into the best position to attack without provoking a counter attack.
Once again he strikes out quickly with both ends of his weapon, hoping to put the beast down before it can do any further harm.



Move: Tumble 15 ft H10-H11-H12-I13, triggers skirmish and flank
Attack: TWF
Axe head: Attack [roll0] , damage [roll1]+[roll2] skirmish
Spear head: Attack [roll3] , damage [roll4] +[roll5] skirmish

Garetth
HP's: 76/80
AC: 21 (skirmish +1)
T: 15 FF: 21
Effects: Bolstering Voice stance: allies within 60 ft get +2 morale to will, +4 vs fear
Skirmish
Knowledge devotion +2
Inspired Courage +5

Dimers
2022-01-25, 03:29 PM
Bade steps too far away for the creature to react (he hopes) to the opening, and fires two quick but deadly shots from his dragonbone bow. At such short range, it's relatively easy to hit the large target. "Hwa-ha! Take that, grotesque beast!"

Auranghzeb
2022-01-26, 11:02 AM
Round 2:

Garetth and Bade combine for a lethal attack, pelting the beast with precise and furious blows. The grey render eight eyes lit up with blood and deadly rage, but the creature does not slow down, every brtual wound seems to incense it even more, fighting with a desperate frenzy it attacks garreth, as the dancing dwarf is getting his weapon into a defensive position.
Its jaws snap an inch away from the dwarf's nose splatting Garetth's beard with its foul bloody spittle. However, the fist claw impacts the dwarf's right shoulder and grabs the smaller dwarf.

The creature is almost done, but still breathing. It hits you with one claw, misses the bite and the second claw and I rolled a 33 on the grapple check.

BelGareth
2022-01-26, 12:41 PM
Tarot recoils from the wound in horror, shaking he steps back heeding Shard's suggestion.

He then cast's a cantrip at the beast, hoping to help a little.


5ft step back
cast Acid splash
[roll0]
[roll1]

Tarot (https://www.myth-weavers.com/sheet.html#id=2563038)
HP's: 39/48
AC: 19
T: 14 FF: 16
Effects: none
Spells:

1st level: 8/8
2nd level: 5/6
3rd level: 4/4

DrK
2022-01-27, 07:23 AM
Shard

Shard slams into the beast nodding in approval as the others surround it. Seeing the dwarf hefted into the air Shard drives the black adamantine blade into the Render's chest seeking a vital organ, triggering alchemical fire as he does so



Attack with flanking (PA-4) [roll0] dam [roll1] (2d6)[7] + [roll2] Fire and DC15 reflex or catch fire
Current AC - 27

Shard (http://www.myth-weavers.com/sheet.html#id=2562980)
- LN Warforged Ftr2/Warblade4 /// Artificer 3, Level 6 // 3, Init 2, HP 92/92, DR DR 3/Adamantine, Speed 20/30
AC 24, Touch 12, Flat-footed 22, Fort 9, Ref 6, Will 4, Base Attack Bonus 6
Least Xtal Return Adamantine Longsword +1 (Triple weapon capsule [Fire /Shock / Acid]) +12 (1d8+6, 19-20)
Comp (+5) MW Longbow (40 arrows) +9 (1d8+5, x3)
Spiked Fist +11 (1d4+5, x2)
Admantine Body +1 Nimbleness, Xtal of Arrow Deflection (+2 AC vs Ranged) Heavy Shield +1 (+9 Armor, +3 Shield, +2 Dex)
Abilities Str 20, Dex 14, Con 18, Int 14, Wis 10, Cha 12
Condition DR 3 / Adamantine
Immune: Fatigue, Disease, Energy Drain, Sleep, Poison
Light Fortification

Condition: Absolute steel stance +2 AC if move 10ft
Inspiring song +5 hit, +4 damage
Shield of Faith + 3 deflection
Knowdlge Devotion +1

Auranghzeb
2022-01-27, 10:06 AM
Acid burns one of the creature's eyes, disfiguring its handsome features, then Shard cleaves the creature with a powerful strike of mechanical efficiency. They are a perfectly tuned war machine.

Garetth feels the grapple loosening as the gray render goes limp and stumbles slowly into the darkness of death with a low wailing. It finally drops with a thud and its body catches fire from Shard's capsule.

* * * *

Inside the cabin, Jorr agonizes.

BelGareth
2022-01-27, 12:55 PM
Seeing the beast collapse, Tarot lets out a long held breath, "well I'll be a gators uncle, that wasn't fun." he says, holding his arm that was bitten, the wound was superficial, but was close to not being, he wraps it in some clothe, moving inside to Jorr, "Anyone got healing for this poor bloke?", shrugging, he touches Jorr and channels energy from his belt into the poor man.


use 1 charge of my healing belt

[roll0]

Tarot (https://www.myth-weavers.com/sheet.html#id=2563038)
HP's: 39/48
AC: 19
T: 14 FF: 16
Effects: none
Spells:

1st level: 8/8
2nd level: 5/6
3rd level: 4/4

Belt: 2/3
Deck of the Fortunate:

Ace of Spades: 1/1
Ace of Hearts: 1/1
Ace of Diamonds: 1/1
Ace of Trebbles: 1/1

Auranghzeb
2022-01-27, 02:37 PM
Your healing stops Jorr's internal bleeding, heals his mauled fingers, and he slowly regains consciousness.

Yeah, I know that's not how this work, but its better narrative :smallbiggrin:

My dogs, those sunnofademonspawn killed my dogs. Who are you? What are you doing in my cabin?

He then sees the dwarven ranger

You! You I know! You aint on the side of these goblins. They came just before dawn broke, there were six of them and they knew what they were doing. They took advantage of the wind to approach without my dogs sensing them and they hit us hard.

DrK
2022-01-27, 04:50 PM
Shard

As the others tend to wounds Shard nods to the warmage. "Impressive mastery of the elements. My arcane skills tend to the nature of constructs like myself and artificery." Pausing they advance to the body of the fallen render and reach into the corpse they rummage about looking at its teeth, eyes, brain and heart etc... "A strange creature. One in Books of Lore but not one that I have encountered since I left my post."

Looking at Tarot they nods at the fallen Render, "What of you Master Tarot. Have you seen its like before? Not something I think would be associated with goblinoids," Still as they muse on that they check the Render's corpse was not marked with brands, a collar or anything that may denote a sense of domesticity





Shard (http://www.myth-weavers.com/sheet.html#id=2562980)
- LN Warforged Ftr2/Warblade4 /// Artificer 3, Level 6 // 3, Init 2, HP 92/92, DR DR 3/Adamantine, Speed 20/30
AC 24, Touch 12, Flat-footed 22, Fort 9, Ref 6, Will 4, Base Attack Bonus 6
Least Xtal Return Adamantine Longsword +1 (Triple weapon capsule [Fire /Shock / Acid]) +12 (1d8+6, 19-20)
Comp (+5) MW Longbow (40 arrows) +9 (1d8+5, x3)
Spiked Fist +11 (1d4+5, x2)
Admantine Body +1 Nimbleness, Xtal of Arrow Deflection (+2 AC vs Ranged) Heavy Shield +1 (+9 Armor, +3 Shield, +2 Dex)
Abilities Str 20, Dex 14, Con 18, Int 14, Wis 10, Cha 12
Condition DR 3 / Adamantine
Immune: Fatigue, Disease, Energy Drain, Sleep, Poison
Light Fortification

Condition: Absolute steel stance +2 AC if move 10ft
Inspiring song +5 hit, +4 damage
Shield of Faith + 3 deflection
Knowdlge Devotion +1

BelGareth
2022-01-27, 06:59 PM
Tarot smiles and nods at the man, watching his wounds heal and knit. He raises an eyebrow when Jorr starts to yell at him, but then clams down somewhat.

Turning to Shard, "Thank you, your blade mastery is awe inspiring, I hope we shall see it against these hobgoblins that accosted Master Jorr here. And no, I only know what you do, I have only seen them in books, a fascinating creature, I am not sure how it got here, or why."

Turning back to Jorr, "We have been tasked with finding out whats going on with the greenskins in this area, and were pointed in your direction to assist us, it would seem kismet has bought us to your porch at just the right moment!"


Tarot (https://www.myth-weavers.com/sheet.html#id=2563038)
HP's: 39/48
AC: 19
T: 14 FF: 16
Effects: none
Spells:

1st level: 8/8
2nd level: 5/6
3rd level: 4/4

Belt: 2/3
Deck of the Fortunate:

Ace of Spades: 1/1
Ace of Hearts: 1/1
Ace of Diamonds: 1/1
Ace of Trebbles: 1/1

Dimers
2022-01-30, 12:12 PM
After ensuring that the fire wouldn't spread from the gray render onto the lawn, Bade enters the cabin. On seeing Jorr's still rather battered condition, he asks gravely, "There's nothing I can do for the dogs, but do you need more healing, Jorr?" After waiting for the hunter's response, he adds, "And what about you, Tarot? That was a serious wound you took outside."

BelGareth
2022-01-31, 01:22 PM
Tarot looks down to his arm and smiles wryly, "I think I could probably use some healing, yes thank you." he says almost timidly, as if showing care for someone instead of him first was embarrassing.

Goby
2022-02-01, 01:01 AM
Garetth shakes free of the dead monster's grasp and steps back to take stock of the victory. All in all, it seems this new group handled the challenge fairly well.

“Well that was a bit bigger than a goblin! Wonder where it came from? Gotta try not to get grabbed next time.
Shard, thanks for putting it down ‘fore it tore me up.”

He then follows the others towards the cabin to learn of Jorr’s fate and hear his tale.

“Six, huh? We were hit by a similar force yesterday on the road south of Drellin’s yesterday. Looks like at least two of these got away, did you have a boat out there? I lost the tracks at the water’s edge.”

DrK
2022-02-01, 06:50 AM
Shard

The warforged looks down at the ground. Then looks at the others, "Have any of you skills in tracking?". Then after a pause, "I have none." Looking to the hut they watch and listen. "I wonder if the man can indicate which direction the goblins came from. We can follow them to the source of the attacks and crush them."





Shard (http://www.myth-weavers.com/sheet.html#id=2562980)
- LN Warforged Ftr2/Warblade4 /// Artificer 3, Level 6 // 3, Init 2, HP 92/92, DR DR 3/Adamantine, Speed 20/30
AC 24, Touch 12, Flat-footed 22, Fort 9, Ref 6, Will 4, Base Attack Bonus 6
Least Xtal Return Adamantine Longsword +1 (Triple weapon capsule [Fire /Shock / Acid]) +12 (1d8+6, 19-20)
Comp (+5) MW Longbow (40 arrows) +9 (1d8+5, x3)
Spiked Fist +11 (1d4+5, x2)
Admantine Body +1 Nimbleness, Xtal of Arrow Deflection (+2 AC vs Ranged) Heavy Shield +1 (+9 Armor, +3 Shield, +2 Dex)
Abilities Str 20, Dex 14, Con 18, Int 14, Wis 10, Cha 12
Condition DR 3 / Adamantine
Immune: Fatigue, Disease, Energy Drain, Sleep, Poison
Light Fortification

Condition: Absolute steel stance +2 AC if move 10ft
Shield of Faith + 3 deflection