brvheart |
Ulfgard stands up and attacks the troll
axe: 1d20 + 4 + 1 + 1 ⇒ (14) + 4 + 1 + 1 = 20
damage: 1d6 + 3 ⇒ (4) + 3 = 7
brvheart |
Snaw jumps back in the water and starts swimming away.
Top of round if you want to finish him
Naomi Chadwick |
crap, he's going to get away
Naomi, swims to the raft, still singing her song as she climbs on the raft, during the bridge she calls out
"come on boys, somebody kill that thing, we ain't gonna let him do that to our ranger and get away with it are we?."
brvheart |
Shandar moves the raft 15' and casts force missile
damage: 1d4 + 1 ⇒ (3) + 1 = 4
brvheart |
Going into the silo you find a half buried coffin. It will require a DC 20 strength check to pull it free or two hours digging under water.
"Poor" Cyric |
Cyric grunts, stowing the crossbow he was about to shoot at the running ogre, "Good shot, mage..."
He then attempts to bandage some of Ulfgard's wounds:
Heal: 1d20 + 9 ⇒ (16) + 9 = 25
Cure Light: 1d8 + 1 ⇒ (7) + 1 = 8
Cure Light: 1d8 + 1 ⇒ (4) + 1 = 5
Cure Light: 1d8 + 1 ⇒ (7) + 1 = 8
Treating deadly wound, heals an additional 5 HP with the heal check, so 26 total, should get Ulfgard back to full.
"Umm, I am no expert, but what if we anchor the rafts to that silo and hang some hammocks inside? We should all be able to sleep off the water that way, and can fix that canoe."
brvheart |
The party makes a makeshift campsite out of the two rafts and the silo and begins work on repairing the canoe.
"Poor" Cyric |
If someone is willing to tie a rope to the coffin, Cyric will try to assist pulling it free: Aid Strength: 1d20 ⇒ 14 +4 to someone's check
Hagrym |
Hagrym will try to pull the coffin out. "I was coming to save you, Ulfguard. That dumb ogre headed the other direction as I got close. He was clearly a coward!"
Str check (not counting any aid rolls that can be given) 1d20 + 3 ⇒ (12) + 3 = 15
brvheart |
Shandar casts detect magic and detects magic from inside the coffin and no where else.
brvheart |
The mud here is getting closer to the mud of your sample. You feel you are close to your destination.
Hagrym |
I suppose as we are going to camp here for a while, DM, that it won't be a problem for us to work two hours to clear it, even if Hagrym doesn't get enough aid to pull it clear himself.
Naomi Chadwick |
earlier
board with standing on the rafts waiting for someone to do something, Naomi swims down to the entrance of the silo, finding a coffin she casts detect magic on it, seeing some kind of glow, she returns to the surface gathering a rope, and swims back to the coffin tying the rope to the coffin. Returning to the rafts she hands the rope to Hagrym, and with Cyric's help tugs on the rope.
now
Naomi pulls on the rope
strength, aid another: 1d20 + 1 ⇒ (4) + 1 = 5
realizing she isn't helping any she says to the team
"crap, Lets try again, there is something magical in the coffin."
with that she gives another tug on the rope
strength, aid another: 1d20 + 1 ⇒ (14) + 1 = 15
Hagrym |
Ulfguard, if you can give us an aid on the Strength check, I think we can get the coffin free here in a second.
brvheart |
The coffin contains a masterwork longsword; a leather saddlebag holding eight bars of silver (20 gp each); a decomposing crocodile snack; a kukri; a beaver skull necklace; a potion and a dead white dove in a birdcage. The kukri and the potion detect as magical.
brvheart |
Shandar's spellcraft checks:
spellcraft kukri: 1d20 + 8 ⇒ (13) + 8 = 21 +1 kukri
spellcraft potion: 1d20 + 8 ⇒ (7) + 8 = 15 failed
Hagrym |
"Who would have put a dove into a coffin and left it to die? Some horrible savage, obviously." He grabs the crocodile snack and holds it out to Gravy. "You hungry, boy? I don't know if you'll like it or not," he mumbles as he offers it to the wolf.
"Poor" Cyric |
Cyric smiles meekly as Ulfgard welcomes him for the first time, "Glad to be here." And better than dying alone out here... he thinks to himself.
Naomi Chadwick |
good to see Ulfgard survived that mess
Naomi slaps Cyric on the back and say
"And he talks less than his brother too! Glad your back Ulfgard, that was a close one."
turning to the rest of the team, she says
"Boys, we need to split up this gear, and figure out who is sleeping on the rafts and who is sleeping on the roof, does anyone want to climb up there and tie a rope off so more can joen them? We also need to fix the leather raft, anyone good with leather? And it looked like the ogre was standing on something, maybe the barn, is anyone interested in diving down and looking for a door?"
looking at Hagrym smiling she adds
"Good thing we killed at least one of the crocs, so we got cold jerky for dinner, I don't think starting a fire on the raft is a good idea."
going to Cyric privately she says
"I don't know how much help that stick your caring is going to be against a half-orc druid, why don't you take the rangers spear."
"Poor" Cyric |
Cyric nods, taking the spear and trying it out. He shrugs, "I suppose I'll get used to it."
He sits crosslegged beside Lucky the coyote and nibbles a bit of jerky while the others discuss searching the barn. "I can try to help whoever is repairing the canoe, but I'm by no means a leatherworker."
Aid leatherworking: 1d20 + 3 ⇒ (3) + 3 = 6
Hagrym |
Hagrym nodded. "For once you are right, Naomi. I hoped we'd be out of this swamp by now. We might need to start stretching our rations. And that crocodile had a lot of good meat on it."
Hagrym will try to assist Ulfguard at checking the rafts and repairing the canoe.
Survival Aid Another 1d20 + 1 ⇒ (13) + 1 = 14
Jarvis Ward |
Spellcraft Potion: 1d20 + 9 ⇒ (18) + 9 = 27
"I think that potion is a potion of.... Yes I agree we may have to start rationing our food, this blasted swamp will probably culminate in some dragon or something ridiculous."
"Poor" Cyric |
Fine with me too.
Cyric tries again to help with the canoe without getting in the way.
Aid leatherworking: 1d20 + 3 ⇒ (12) + 3 = 15 +4 to someone's check
brvheart |
If there is nothing else I will roll for random encounters for the night.
random: 1d3 ⇒ 2
random: 1d20 ⇒ 7 You already had that encounter so I will roll one for third watch.
random: 1d20 ⇒ 20 No encounter. Well, it is morning. Select spells, eat breakfast and the casters can try again on the couple of items you have yet to identify.
Jarvis Ward |
Didnt I identify the newest potion?
Spellcraft: 1d20 + 9 ⇒ (14) + 9 = 23
Spellcraft: 1d20 + 9 ⇒ (14) + 9 = 23
Maybe an aid from Shandar?
brvheart |
The DC on this potion is 23. It is a potion of cure light wounds. Sorry, I should have given that to you on the 27. I was confusing it with the older potions. I think everything should be identified now.
brvheart |
I am fairly certain the spear was identified, it is a +1 spear. Yes, the hole was not that big that you could not repair it in a few hours.
Naomi Chadwick |
that was terrible, I’ll never complain about sleeping on the ground again
After spending a fitful night sleeping on the roof of the silo, Naomi is quiet as they eat the last of the cold crocodile jerky and glad to be headed in their search for the druid. As they are getting ready to leave she asks
”Hagrym shall we go in the canoe again, though it looks like gravy may be wanting to stay with Cyric”
Ulfgard Strongarm |
Ulfgard will do all sensible things you ask of him. Especially in his sleeping hours. Erm I mean my sleeping hours.
Getting his mind to it, Ulfgard works for a few hours hoping the hard work will get the kinks out of his shoulder.
Take 20 for survival to repair
brvheart |
Ulfgard, please note my house rules re taking 10 and 20. With the two aid another rolls it should not be problem repairing the canoe. I am trying to keep most DCs between 10-15 with a few real hard ones at 20.
When the party is ready I presume you will head north east?
About 15 minutes ahead you come to a muddy bog. Your rafts will need to be left or dragged through this area. A 20-foot-tall crude tube of mud juts from the sludgy bog. Traveling through the muddy bog reduces movement by 20 feet to a minimum of 5'/round presuming they have a 20' move. The mud matches your sample.
brvheart |
A 20-foot-tall crude tube of mud juts from the sludgy bog some 100' ahead.
Hagrym |
"Sounds good to me, Naomi. Lucky Gravy seems to be fond of him of acrylic, doesn't he? Good enough for me.". The dwarf stretches, longing for a nice dry cave to rest in, rather than in this awful muck and mire the group had been in for days.
Naomi Chadwick |
as they approach the 'bank' of the muddy bog, Naomi, having a gift for stating the obvious asks the team.
"That looks like what was described in the rangers journal. Well boys, shall we drag the rafts and canoe through the bog in case we need them or leave them here and if we need them come back?"
Hagrym |
"I say we tie them off here. Walking through the mud will be hard enough as is, without the extra weight of the crafts."
brvheart |
You are welcome to roll it as often as you like and there are some situations where I will allow it. A frankencanoe! Like it! But with your aid another rolls I don't think it will be necessary.
Naomi Chadwick |
while the boys are talking about dragging the rafts, or not. Naomi tries to remember if the mud tube is anything she has seen or heard of.
knowledge. nature: 1d20 + 4 ⇒ (17) + 4 = 21
assuming it's a nature check, if not what would it be?
Jarvis Ward |
"I agree we should walk from here, we can probably find our way back here also, with the help of Ulfgard that is."
brvheart |
Hard packed mud? It's weirdness should tell you something I guess:) Now I see the KN! Crayfish are known to make such tunnels.