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Post by Mighty Darci on Oct 3, 2018 22:59:06 GMT -5
Gwindeth says to the other halflings and the group at large, "Sora has the right of it, lets get on the trail of those wolflings and see were they go while we have plenty of daylight. Are the rest of you coming?" Then, "As we go keep your eyes, ears and noses open for an ambush and let's also keep our eyes out for a good secure place to camp for the night as well. At least a place to put our backs to something solid."
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Post by Hexenritter Verlag on Oct 3, 2018 23:09:24 GMT -5
Sorry about that, but after the last round I rolled morale and the beasties fled, but you had a chance to sling one stone each. After your characters casting their stones & once the other Beasties ran off, did your "Halflings" help the rest dispatch the sleeping beasties Mighty Darci ? If possible the halflings will use the slings again to try to take out the five that are leaving. One volley would be a max of four of them, but if we can get off two volleys we have a chance of getting all of them. Once that is done, whatever is possible, we will help make sure the others are dead. We'll check to see if anyone was wounded. Who knows what a bite from one of these would do. My brain must have not been working - gah! That is the second time I missed something you posted. Sorry about that Darci.
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Post by Mighty Darci on Oct 3, 2018 23:12:02 GMT -5
My brain must have not been working - gah! That is the second time I missed something you posted. Sorry about that Darci. No, biggie! I'll have to use my outdoor voice.
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Post by raikenclw on Oct 4, 2018 0:16:54 GMT -5
My brain must have not been working - gah! That is the second time I missed something you posted. Sorry about that Darci. I think we've all been guilty of this one, me NOT least of all!
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Post by mormonyoyoman on Oct 5, 2018 17:15:25 GMT -5
(got home too late to post anything yesterday - too much typing & trying to read my own handwriting) (ugh)
(As it appears we are on our way, my various PCs follow. Hunter wishes to take point, but Axel keeps starting to wander off and Hunter has to keep reining him in.)
Hunter: "Ah well. It appears the big teifling or his companion can track well enough."
Axel: "I tell you, I saw a yellow feather in the mud back there! I could cast a mass Fear spell with it, if I could learn a fear spell!" ( Axel continues to argue why they should have stopped and drones on about the various species of birds or birdmen that would have yellow feathers.)
(Trask takes rear guard, occasionally looking over one shoulder or the other. Karba drifts back, an angry look on her face.)
Karba: "So you're a (ptoo!) priest also! Then why did you people take so long to come?"
Trask: "Say again?"
Karba: "Why did you delay? The girl said their priest had sent for help from some other priests or church in the city. He told her that they had at least one warrior-priest, and you make two. Are the others priests also. And why did you delay?!! She could have been saved. She..all she wanted was her dolly..." (Karba grits her teeth and and steams.)
Trask: "Human, what ARE you talking about? Nobody sent for help as far as I know. And I'm just a khlt. No priest."
Karba: (still steaming, just growls)
Trask: (remembering his lessons, and he could have used more) "Something troubling you? Mayhap this journey is too grim for a woman?"
Karba: (Trask just said the wrong thing. Karba clenches one fist.) "What is that supposed to mean?!"
Trask: "I have been told that human females are no warriors. Yet here you be, weapons and hard of muscle. Did my mother tell me wrong?"
Karba: "ggggg--YES, she told you wrong! Those simpering, paper dolls are no gender of mine. Gods! Do ALL mothers make their sons simpletons?"
Trask: (counts to ten) "Human men have dishonored you as a fighter? (mutters to his self) Hmph..must not judge...must not judge. (aloud to Karba, but still speaking softly) Humans are so weird! They find nothing beautiful in strongness and want their women as weak as milk. Bah! My mother was the second-best with an axe in our clan, and had honor scars from defending us ratlings and my father."
Karba: "Wait! - Your father did not fight?"
Trask: "Oh, he fought. Right up until that goblin clawed him from behind. That's when Ma turned from the other one and cleaved the gobb which had murdered her mate. But - well, one should never turn one's back on an opponent, much less a gobb."
Karba: "What's a khlt?"
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Post by Hexenritter Verlag on Oct 10, 2018 11:38:25 GMT -5
After Josiah catches his mule and is able to remount he and Sora lead the band of adventurers into the shadow cloaked brush passing between the trees, making the pursuit slow going. Sora loses the trail a few times but eventually finds it anew after a few minutes of searching. Because of the delay to catch the mule & put down the sleeping beasties the creatures keep ahead of the party.
The party enters a hilly section of the woods and sees the dark shape of the ruins looming upon a hill before them nestled among gnarled trees that cloak the hill. You notice that the only wildlife you see are ravens among the trees before you and a growing sense of foreboding seems to emanate from the trees and ruins that rise before you. Sora notices where the overgrown road you had been following prior to the attack at the ruined homestead cuts a winding path into the gnarled trees upon the hill.
The hill upon which the ruins sit juts out of the surrounding hills and trees of the Raven Wood. You estimate it should take a half hour to reach its summit if you make the climb via the old road turned trail cautiously but half that if you try to rush up it. Josiah is have an extremely hard time keeping control of his mule as it wants to turn around and run the opposite way.
After searching the ruined village and tracking the beasties through the woods you figure night will fall in a few short hours, so what are your plans? Continue on or find a place to camp until morning when dawns light will give you a fresh start? Remember that the bulk of the party is on foot so your pursuit was at the slowest moving person of the party.
Also the party spies two riders on horseback slowly riding up the road up towards the ruins. You cannot determine who they are but they look armored.
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Post by mormonyoyoman on Oct 10, 2018 20:02:47 GMT -5
Trask: "Bah! We WOULD have strangers arrive just when we're about to take the beasties by surprise." {Chet: yeah, sure}
Karba: "It would be wise to hide until we know if they are friend or foe."
Hunter: "I'd be for that, if everyone stays still and quiet."
Axel: "EUREKA! I'VE GOT IT! If I combined a Lightning Bolt with a healing potion, it could create a self-regenerating light source!"
Hunter: "All in favor of me knocking Axel out while we hide, please raise your hand."
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Post by raikenclw on Oct 10, 2018 20:39:37 GMT -5
Sora and Josiah turn aside and ride toward the two newcomers, with Sora hailing them in the name of Mulvigg once they are close enough . . .
[OOC: I have been told via PM that these fellows are the other half of my PC quartet. Therefore, I will post their reactions after I get off work tonight.]
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Post by Mighty Darci on Oct 12, 2018 9:36:32 GMT -5
After Josiah catches his mule and is able to remount he and Sora lead the band of adventurers into the shadow cloaked brush passing between the trees, making the pursuit slow going. Sora loses the trail a few times but eventually finds it anew after a few minutes of searching. Because of the delay to catch the mule & put down the sleeping beasties the creatures keep ahead of the party. The party enters a hilly section of the woods and sees the dark shape of the ruins looming upon a hill before them nestled among gnarled trees that cloak the hill. You notice that the only wildlife you see are ravens among the trees before you and a growing sense of foreboding seems to emanate from the trees and ruins that rise before you. Sora notices where the overgrown road you had been following prior to the attack at the ruined homestead cuts a winding path into the gnarled trees upon the hill. The hill upon which the ruins sit juts out of the surrounding hills and trees of the Raven Wood. You estimate it should take a half hour to reach its summit if you make the climb via the old road turned trail cautiously but half that if you try to rush up it. Josiah is have an extremely hard time keeping control of his mule as it wants to turn around and run the opposite way. After searching the ruined village and tracking the beasties through the woods you figure night will fall in a few short hours, so what are your plans? Continue on or find a place to camp until morning when dawns light will give you a fresh start? Remember that the bulk of the party is on foot so your pursuit was at the slowest moving person of the party. Also the party spies two riders on horseback slowly riding up the road up towards the ruins. You cannot determine who they are but they look armored. Gwindeth notices the reaction of the mule. She says, "We will need to camp before long and climbing up to the ruins right now is not the best idea. I suggest we find a defensive position on high ground on one of these other hills and start fresh in the morning. That gives us time to gather firewood for the night and cut some sharpened stakes to aid our defense."
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Post by Hexenritter Verlag on Oct 12, 2018 10:26:11 GMT -5
Everyone remembers seeing a small building along your journey through the woods while tracking beasties. It is quarter mile to the south west from where you are now are to your best recollection.
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Post by mormonyoyoman on Oct 12, 2018 16:00:38 GMT -5
Hunter: "If you're looking for a defensive spot, there was a small structure not very far (points) that-a-way." (hisses, "Axel, come back here!")
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Post by raikenclw on Oct 17, 2018 0:34:17 GMT -5
Sora and Josiah greet the newcomers as fellow Fighters For Law, introduces them around to the others [to the extent that either actually KNOW the others!].'
The foursome - in their various ways - express aggrement with the thought to rest the night in a defensible location before tackling the nearby brooding ruins. Beings of Chaos generally enjoy an advantage during the nighttime hours and - unless there is pressing need - it would be ill-advised to beard them in their dens when the sun does not rule the sky.
[OOC: Sorry for the scant, third-person response. I'm just too tired from luggage handling tonight for anything better.]
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Post by Hexenritter Verlag on Oct 17, 2018 1:45:49 GMT -5
Sora and Josiah greet the newcomers as fellow Fighters For Law, introduces them around to the others [to the extent that either actually KNOW the others!].' The foursome - in their various ways - express aggrement with the thought to rest the night in a defensible location before tackling the nearby brooding ruins. Beings of Chaos generally enjoy an advantage during the nighttime hours and - unless there is pressing need - it would be ill-advised to beard them in their dens when the sun does not rule the sky. [OOC: Sorry for the scant, third-person response. I'm just too tired from luggage handling tonight for anything better.] Tis okay as it'll move things along. I'll post an update tomorrow.
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Post by Hexenritter Verlag on Oct 17, 2018 19:59:54 GMT -5
The party slowly moves back through the woods as night slowly descends upon the Vale. The shadows cast by the trees above you make the spring air cool as you make your way down a game trail which passes nearby an old hunters lodge with a wall and open gate. Once you enter you notice a locked well and a small stables against the wall across from the lodge proper. Beside the open gate lies a wooden lock bar propped against the wall with an iron band directly in it's center. What will you do?
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Post by mormonyoyoman on Oct 17, 2018 23:55:24 GMT -5
Karba takes a look at the well - Now why would it be locked?
Hunter forages for edibles. He wants to avoid a cooking fire, so so he's seeking edible tubers, fruits, dandelions..
Trask glances at the wooden lockbar's iron band. "Detailed work for just a strengthening." Looking over (way over) the dwarf's shoulder, Axel makes a face.
"Iron. Ick."
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Post by Hexenritter Verlag on Oct 18, 2018 10:40:16 GMT -5
The lodge which is set near the palisade wall takes up most of the courtyard. From the gate you see a outhouse and covered area built off of the lodge to your left, the stables are built flush with the palisade facing the lodge and the well is in between the lodge and stables but near the wall to the left. There is a water trough in front of the stables to the left of the double doors. There is two skinning racks near wall between the gate entrance and outhouse. There is twenty feet between the lodge and stables giving plenty of room for movement even if horses are being watered but there is much more space nearer the gate, skinning racks and outhouse. There are no windows, but three doors off the lodge. There is also a short wheelbarrow near the outhouse as well. The doors have simple slide bar handle/lock to open/close the doors. A cursory search of the stables shows room for ten horses a space to place feed sacks, hang bit and bridles, plus stack saddles upon each other. There a three sliding iron locks and brackets to hold the long wooden lock bar that is set beside the doors of the stable. There are three pitch forks by the area set aside with dry hay. The double doors open out. Most of the stables you've seen in the region are built like this compared to the more common open air stables of Last Hope and other regions. Likely for security in case of attacks. There is a hayloft but but it is cramped but people could sleep up there if needed. Hunter can find some edible mushrooms, spring berries and flowers around the outside of the lodge, but finding tubers is too hard in the dim light. [Ref's voice: I'll not describe the lodge until Mighty Darci & raikenclw can chime in on their actions.]
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Post by Mighty Darci on Oct 20, 2018 10:47:48 GMT -5
Trask: "Bah! We WOULD have strangers arrive just when we're about to take the beasties by surprise." {Chet: yeah, sure} Karba: "It would be wise to hide until we know if they are friend or foe." Hunter: "I'd be for that, if everyone stays still and quiet." Axel: "EUREKA! I'VE GOT IT! If I combined a Lightning Bolt with a healing potion, it could create a self-regenerating light source!" Hunter: "All in favor of me knocking Axel out while we hide, please raise your hand." All the halflings raise there left hand.
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Post by Mighty Darci on Oct 20, 2018 10:49:55 GMT -5
Hunter: "If you're looking for a defensive spot, there was a small structure not very far (points) that-a-way." (hisses, "Axel, come back here!") Gwindeth says, " I remember that, it should be a good place to stop."
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Post by Mighty Darci on Oct 20, 2018 11:18:36 GMT -5
The party slowly moves back through the woods as night slowly descends upon the Vale. The shadows cast by the trees above you make the spring air cool as you make your way down a game trail which passes nearby an old hunters lodge with a wall and open gate. Once you enter you notice a locked well and a small stables against the wall across from the lodge proper. Beside the open gate lies a wooden lock bar propped against the wall with an iron band directly in it's center. What will you do? The lodge which is set near the palisade wall takes up most of the courtyard. From the gate you see a outhouse and covered area built off of the lodge to your left, the stables are built flush with the palisade facing the lodge and the well is in between the lodge and stables but near the wall to the left. There is a water trough in front of the stables to the left of the double doors. There is two skinning racks near wall between the gate entrance and outhouse. There is twenty feet between the lodge and stables giving plenty of room for movement even if horses are being watered but there is much more space nearer the gate, skinning racks and outhouse. There are no windows, but three doors off the lodge. There is also a short wheelbarrow near the outhouse as well. The doors have simple slide bar handle/lock to open/close the doors. A cursory search of the stables shows room for ten horses a space to place feed sacks, hang bit and bridles, plus stack saddles upon each other. There a three sliding iron locks and brackets to hold the long wooden lock bar that is set beside the doors of the stable. There are three pitch forks by the area set aside with dry hay. The double doors open out. Most of the stables you've seen in the region are built like this compared to the more common open air stables of Last Hope and other regions. Likely for security in case of attacks. There is a hayloft but but it is cramped but people could sleep up there if needed. Hunter can find some edible mushrooms, spring berries and flowers around the outside of the lodge, but finding tubers is too hard in the dim light. [Ref's voice: I'll not describe the lodge until Mighty Darci & raikenclw can chime in on their actions.]Gwindeth after looking around says, " Togork, go ahead and check out securing the gate, but don't close and bar it until we are sure we have no need of going back out until the morrow." Thinking, cold iron is proof against many of the foul darklings. Then continues, "Grimbane and Grimdeath, check out the well and see if there is a way that we can unlock it. That is surely to keep foul things out of the water. If we can open it, we'll get fresh water for ourselves and the mounts, so go ahead and start drawing water if you can get it open." " Sora, I think we could be attacked tonight so you and your friends might consider staying in the stable with your mounts." Gwindeth then looks over at the lodge and says, "The rest of us should check out the lodge and make sure it's clear and what kind of supplies it has."
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Post by Mighty Darci on Oct 20, 2018 11:24:55 GMT -5
OOC: Is there a supply of stacked wood within the enclosure? If not we'll need to go back out and get some quickly before night falls. Togork has three hand axes, which can be used to chop wood (or can be thrown in a pinch).
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Post by Hexenritter Verlag on Oct 20, 2018 12:07:31 GMT -5
OOC: Is there a supply of stacked wood within the enclosure? If not we'll need to go back out and get some quickly before night falls. Togork has three hand axes, which can be used to chop wood (or can be thrown in a pinch). There is half a load still left and dry.
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Post by Hexenritter Verlag on Oct 20, 2018 12:24:01 GMT -5
The party slowly moves back through the woods as night slowly descends upon the Vale. The shadows cast by the trees above you make the spring air cool as you make your way down a game trail which passes nearby an old hunters lodge with a wall and open gate. Once you enter you notice a locked well and a small stables against the wall across from the lodge proper. Beside the open gate lies a wooden lock bar propped against the wall with an iron band directly in it's center. What will you do? The lodge which is set near the palisade wall takes up most of the courtyard. From the gate you see a outhouse and covered area built off of the lodge to your left, the stables are built flush with the palisade facing the lodge and the well is in between the lodge and stables but near the wall to the left. There is a water trough in front of the stables to the left of the double doors. There is two skinning racks near wall between the gate entrance and outhouse. There is twenty feet between the lodge and stables giving plenty of room for movement even if horses are being watered but there is much more space nearer the gate, skinning racks and outhouse. There are no windows, but three doors off the lodge. There is also a short wheelbarrow near the outhouse as well. The doors have simple slide bar handle/lock to open/close the doors. A cursory search of the stables shows room for ten horses a space to place feed sacks, hang bit and bridles, plus stack saddles upon each other. There a three sliding iron locks and brackets to hold the long wooden lock bar that is set beside the doors of the stable. There are three pitch forks by the area set aside with dry hay. The double doors open out. Most of the stables you've seen in the region are built like this compared to the more common open air stables of Last Hope and other regions. Likely for security in case of attacks. There is a hayloft but but it is cramped but people could sleep up there if needed. Hunter can find some edible mushrooms, spring berries and flowers around the outside of the lodge, but finding tubers is too hard in the dim light. [Ref's voice: I'll not describe the lodge until Mighty Darci & raikenclw can chime in on their actions.]Gwindeth after looking around says, " Togork, go ahead and check out securing the gate, but don't close and bar it until we are sure we have no need of going back out until the morrow." Thinking, cold iron is proof against many of the foul darklings. Then continues, "Grimbane and Grimdeath, check out the well and see if there is a way that we can unlock it. That is surely to keep foul things out of the water. If we can open it, we'll get fresh water for ourselves and the mounts, so go ahead and start drawing water if you can get it open." " Sora, I think we could be attacked tonight so you and your friends might consider staying in the stable with your mounts." Gwindeth then looks over at the lodge and says, "The rest of us should check out the lodge and make sure it's clear and what kind of supplies it has." There is two solid locks securing the well cover, each has a key hole in it. Once you enter the lodge you the main room is twenty feet by forty feet, in the center is a two feet by six feet long stone fire pit and two short trestle tables with log benches to either side of the fire pit. There are two rooms off the main hall across the room and two doors two either side (each like the front door you passed through has iron brackets to hold wooden lock bars and have four metal locking mechanisms to assist it). Only one of the doors across the room has a door, the other seems to be an open archway. There is a box set near the side door to the left (which seems to be near where the wood pile is located outside) & there is a metal rack near by it that seems to be where wood is loaded until needed. This all you see when you enter the lodge, what do you do now?
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Post by mormonyoyoman on Oct 20, 2018 15:49:52 GMT -5
[]Gwindeth after looking around says, " Togork, go ahead and check out securing the gate, but don't close and bar it until we are sure we have no need of going back out until the morrow." Thinking, cold iron is proof against many of the foul darklings. Then continues, "Grimbane and Grimdeath, check out the well and see if there is a way that we can unlock it. That is surely to keep foul things out of the water. If we can open it, we'll get fresh water for ourselves and the mounts, so go ahead and start drawing water if you can get it open." " Sora, I think we could be attacked tonight so you and your friends might consider staying in the stable with your mounts." Gwindeth then looks over at the lodge and says, "The rest of us should check out the lodge and make sure it's clear and what kind of supplies it has." Entering the lodge, Karba speaks to Gwindeth. "You have led fighters before, yes? Smart, to lock a well to keep safe it. My parents (ptui!) did not teach me survival. I'm still learning."
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Post by Mighty Darci on Oct 21, 2018 21:53:06 GMT -5
OOC: Is there a supply of stacked wood within the enclosure? If not we'll need to go back out and get some quickly before night falls. Togork has three hand axes, which can be used to chop wood (or can be thrown in a pinch). There is half a load still left and dry. Finding the stacked wood supply, Gwindeth instructs Togork to go ahead and secure the gate. OOC: How high are the palisades? Does the palisades have a walkway around the top or places to stand that you can look over it and defend it from an assault? Or is there a structure on a high point where a couple of people could survey the whole enclosure. Perhaps one on the lodge and one on the stables?There is two solid locks securing the well cover, each has a key hole in it. Grimbane and Grimdeath follow the rest into the lodge to search for keys to the well covering.Once you enter the lodge you the main room is twenty feet by forty feet, in the center is a two feet by six feet long stone fire pit and two short trestle tables with log benches to either side of the fire pit. There are two rooms off the main hall across the room and two doors two either side (each like the front door you passed through has iron brackets to hold wooden lock bars and have four metal locking mechanisms to assist it). Only one of the doors across the room has a door, the other seems to be an open archway. There is a box set near the side door to the left (which seems to be near where the wood pile is located outside) there is a metal rack near by it that seems to be where wood is loaded until needed. This all you see when you enter the lodge, what do you do now? First we need to check all the rooms and make sure they are clear and confirm all the contents of each room. OOC Does the fire pit have all the accouterments for cooking over it? Are there any lanterns/lamps in the lodge in the various areas and is there any oil for them? Please describe everything we find. Are we able to locate the keys to the well covering or any other locked items?
After these matters are attended to we should bring wood in for the box and the metal rack and make other preparations for the night. Set watches and plan how to defend ourselves from attack.
I will pause here and give Sora a chance to catch up and check out the stables.
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Post by Hexenritter Verlag on Oct 21, 2018 23:10:02 GMT -5
There is half a load still left and dry. Finding the stacked wood supply, Gwindeth instructs Togork to go ahead and secure the gate. OOC: How high are the palisades? Does the palisades have a walkway around the top or places to stand that you can look over it and defend it from an assault? Or is there a structure on a high point where a couple of people could survey the whole enclosure. Perhaps one on the lodge and one on the stables?
[Ref's Voice: 20" high and on the sections not near the lodge and stables there is walk ways for need for defense. You notice they are fairy recently built, they might be a recent addition in the last few months. There is a 30 yard cleared break between the trees and palisade. There is a narrow walkway on both roofs of the structures, but there is less cover in both areas.]There is two solid locks securing the well cover, each has a key hole in it. Grimbane and Grimdeath follow the rest into the lodge to search for keys to the well covering.Once you enter the lodge you the main room is twenty feet by forty feet, in the center is a two feet by six feet long stone fire pit and two short trestle tables with log benches to either side of the fire pit. There are two rooms off the main hall across the room and two doors two either side (each like the front door you passed through has iron brackets to hold wooden lock bars and have four metal locking mechanisms to assist it). Only one of the doors across the room has a door, the other seems to be an open archway. There is a box set near the side door to the left (which seems to be near where the wood pile is located outside) there is a metal rack near by it that seems to be where wood is loaded until needed. This all you see when you enter the lodge, what do you do now? First we need to check all the rooms and make sure they are clear and confirm all the contents of each room. OOC Does the fire pit have all the accouterments for cooking over it? Are there any lanterns/lamps in the lodge in the various areas and is there any oil for them? Please describe everything we find. Are we able to locate the keys to the well covering or any other locked items?
[Ref's Voice: Things seem to be missing or hidden, so no lanterns or cooking accouterments. Grimdeath finds a hidden compartment near the door described like a knot ans series of cracks in a section of the wall. A ring with multiple keys. You see a locked door in the room beyond the closed door.]
After these matters are attended to we should bring wood in for the box and the metal rack and make other preparations for the night. Set watches and plan how to defend ourselves from attack.
I will pause here and give Sora a chance to catch up and check out the stables.
The other room has a work-space that is stained & has what looks like a scarred cutting board and a place to put a bowl. The room with beyond the door is 10' deep & 20' wide, the locked door is on the right wall. It looks like a communal sleeping space.
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Post by mormonyoyoman on Oct 22, 2018 5:24:45 GMT -5
When Hunter returns, if he found fresh water that he trusts - or if the well has been opened and its water proves trustworthy - he'll scrub the salad fixin's. "Didn't see any game - wasn't really looking for meat. Not a good idea to advertise our presence with a fire. Axel still unconscious?" (The vote was at least two in favor of putting Axel down for a nap.)
Karba and Trask help out as needed or instructed, Trask being a little less awkward or nervous than Karba. He seems to be used to structure - to the idea of following either lawful orders or a leader who "makes sense."
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Post by raikenclw on Oct 23, 2018 23:17:58 GMT -5
Sora and Josiah and their two new (and unfortunately still nameless) friends cooperate with the rest of the party to share out defense and other duties. Without being obvious about it, they make certain that at least one of the four of them are awake for each watch, however. Each also tries their best to remain within shouting distance of each other . . . just in case.
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Post by Mighty Darci on Oct 24, 2018 10:15:27 GMT -5
[Ref's Voice: 20" high and on the sections not near the lodge and stables there is walk ways for need for defense. You notice they are fairy recently built, they might be a recent addition in the last few months. There is a 30 yard cleared break between the trees and palisade. There is a narrow walkway on both roofs of the structures, but there is less cover in both areas.]
[Ref's Voice: Things seem to be missing or hidden, so no lanterns or cooking accouterments. Grimdeath finds a hidden compartment near the door described like a knot ans series of cracks in a section of the wall. A ring with multiple keys. You see a locked door in the room beyond the closed door.]
The other room has a work-space that is stained & has what looks like a scarred cutting board and a place to put a bowl. The room with beyond the door is 10' deep & 20' wide, the locked door is on the right wall. It looks like a communal sleeping space. Gwindeth says, " Grimdeath, go ahead and unlock this door on the right wall and we will cautiously check it out to see what it holds." Once that is dealt with, then Grimdeath and Grimbane will go unlock the well with Togork ready to bash anything that might rear its ugly head. The rest of us will watch at the ready. Assuming there are no problems and the water is good the three halflings will draw water for the party and the livestock and then relock the well covering in place. As a group we will prepare ourselves for the night and sort out the watches. OOC: I'm thinking three watches of three on each watch to cover the walls tonight.OOC: Hexenritter Verlag can you post an update on the make up of our party?
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Post by Mighty Darci on Oct 24, 2018 10:16:19 GMT -5
Sora and Josiah and their two new (and unfortunately still nameless) friends cooperate with the rest of the party to share out defense and other duties. Without being obvious about it, they make certain that at least one of the four of them are awake for each watch, however. Each also tries their best to remain within shouting distance of each other . . . just in case. OOC: Has this little group found out anything about the stables yet?
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Post by Hexenritter Verlag on Oct 24, 2018 10:54:31 GMT -5
[Ref's Voice: 20" high and on the sections not near the lodge and stables there is walk ways for need for defense. You notice they are fairy recently built, they might be a recent addition in the last few months. There is a 30 yard cleared break between the trees and palisade. There is a narrow walkway on both roofs of the structures, but there is less cover in both areas.]
[Ref's Voice: Things seem to be missing or hidden, so no lanterns or cooking accouterments. Grimdeath finds a hidden compartment near the door described like a knot ans series of cracks in a section of the wall. A ring with multiple keys. You see a locked door in the room beyond the closed door.]
The other room has a work-space that is stained & has what looks like a scarred cutting board and a place to put a bowl. The room with beyond the door is 10' deep & 20' wide, the locked door is on the right wall. It looks like a communal sleeping space. Gwindeth says, " Grimdeath, go ahead and unlock this door on the right wall and we will cautiously check it out to see what it holds." Once that is dealt with, then Grimdeath and Grimbane will go unlock the well with Togork ready to bash anything that might rear its ugly head. The rest of us will watch at the ready. Assuming there are no problems and the water is good the three halflings will draw water for the party and the livestock and then relock the well covering in place. As a group we will prepare ourselves for the night and sort out the watches. OOC: I'm thinking three watches of three on each watch to cover the walls tonight.OOC: Hexenritter Verlag can you post an update on the make up of our party?Beyond the locked door is a stairwell that leads into the darkness but the "halflings" can see that the end of the stairs opens into a room, though they cannot make out anything in the gloom from their current position. The Well water seems clear & untainted. The current party is: Axel - Human Magic-user Hunter - Human Fighter Karba - Human Fighter Trask - Dwarf Cleric Sora - Tiefling Paladin Josiah - Human Fighter Unamed Human Cleric Unamed Human Fighter And your four characters.
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