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The passage you take is very long, and you have to use additional light resources to go through it. In about twenty minutes of walking, you come to a ladder leading up to a trapdoor. Upon exiting, you see that said trapdoor was very well concealed by the thick vegetation in the area.
You find yourself outside of the city walls, at about one thousand feet away, just at the start of the Dark Wood, a forest bordering Galsaff. The grass is very tall - two to three feet, and it provides you with some concealment in all directions. You can also clearly see a path made of grass that has been recently stomped. The path leads South, always staying near the wood and going towards a huge tree, about half a mile away. You can spot a road passing by that tree.
The grass path seems to steer left into the Dark Wood some two hundred feet before the tree, but it's a bit far away and you can't tell for sure.
A caravan is quietly leaving the city on the road, in the distance. The sun shines now, and it's a lot warmer than before. There's a rainbow over Galsaff.
Either use one of Melchia's candles or the other Light spell to get through the passage.
Melchia offers one of his candles, and by its feeble glow the group manages to find the end of the tunnel. As they emerge into fresh air, Melchia does not seem terribly surprised.
"The shopkeeper did tell us the child was heading out... However, I am no tracker. I fear the trail might grow cold before much longer..."
Well, it was looking like a pleasant enough day to track a lost child. Well, it was until the fire started. "Oh come now, that's just asking for a beat-down. What say we show these goblins what for? I'll do it myself if I have to, but I think we could all use a little exercise." In his head, he knew he had a job to do, but he just couldn't leave those people at the mercy of goblins.
"If you both are in, I'll draw the attention while you fire from a distance. If not, well, I'm still wading in."
Last edited by Overlord Rion : 08-31-2011 at 04:33 PM.
"We'll keep you covered. Good luck."
Melchia takes aim, and looses a quarrel at one of the goblins.
Melchia will take his surprise round action to fire at the closest goblin with his light crossbow. I believe he is beyond 1 range increment, so he takes a -2 to the attack roll.
Attack: (1d20-1) Damage: (1d8)
Selia grins excitedly. "I'm definitely in favor of fighting 'em." She says.
Before the goblins notice them, she clears her throat and begins a short speech. "These goblins have been plaguing the countryside, adding yet more stress to an already heavily burdened populace...But now we are going to put an end to it! We'll drive them back, and show them our power!" Selia makes dramatic gestures during her speech, and supernatural energy moves through her voice as she speaks.
I'll add in more in a few hours.
Using Bardic Music, Inspire Courage.
Important Note:(for the other players, too)
You have a +1 morale bonus on attack and damage rolls, as well as Will saves vs fear or enchantment.
Not Person_Man, don't thank me for things he did.
Also not a girl.
Last edited by PersonMan : 09-01-2011 at 12:56 PM.
Gonna go ahead and do an initiative roll for later.
Right, F19. And start yelling.
Rubido took a few precious seconds to make sure his shield was adjusted correctly. The bolt Melchia flew through the air. Rubido took that as his queue. "And away I go." Once he had gotten far enough away from his team mates, he started taunting the goblins, drawing their attention to where he was.
Last edited by Overlord Rion : 09-01-2011 at 02:02 PM.
@Overlord: you usually would be able to double move, but since this is a surprise round, you only get a single standard action, so a single move. You are able to reach F19, so I'll put you there. If you want, you can revise. Also, you're up now!
Rubido: 19 - UP NOW
The caravan defenders seem to be very happy to have some help! Quickly please, we're outnumbered here!
From inside the cart you can hear the screams of a man. Supposedly, who's in the flaming cart doesn't know if he should stay in there and risk burning, or go outside and risk getting killed by goblins.
Need to get there as quickly as possible. The sooner they see the threat, the sooner they leave those people alone. Kicking it into high gear, Rubido darted into the taller grass, heading for the road. If you cretins aren't gone by the time I get there, you're in for a world of hurt."
Heading to F 14 (EDIT: F11), still drawing attention to myself.
Last edited by Overlord Rion : 09-01-2011 at 09:39 PM.
You still have a standard action left. Double moving would get you to F11 actually, from which you'll be able to move normally. I'm assuming you'll go there - you have time to revise anyway, while the others play.
The little attackers don't seem to be very preoccupied by you. Three of them go for the guards, while another aims for Rubido with his bow. The goblin with the bow keeps shouting at the others.
Goblin 1 vs. guard: to hit: (1d20+2) (crit confirm: (1d20+2)), damage: (1d6) Miss
Goblin 2 vs. guard: to hit: (1d20+2) (crit confirm: (1d20+2)), damage: (1d6) Miss
Goblin 3 vs. guard: to hit: (1d20+2) (crit confirm: (1d20+2)), damage: (1d6) Miss
Goblin 4 vs. Rubido: to hit: (1d20+3) (crit confirm: (1d20+3)), damage: (1d6) Miss, forgot the -2 to hit for the high grass.
The guards are easily dodging the goblins' attacks. The archer proves to be more effective than them, but because of the high grass he isn't able to aim as well against Rubido as he could for the cart. Rubido can't dodge the blow, but the arrow lands on his armor.
Melchia: 3 - UP NOW
Melchia begins trudging through the high grass, his jaw clenched tight. As he advances, he pauses and fires another quarrel at the one goblin not engaged in melee. The range is still a bit too far, but Selia's inspirational words help offset the drop in accuracy.
Moving to J-19, then firing at the goblin at R-5.
Attack roll: (1d20)
The goblin is stopped cold in his escape as Melchia's bolt reaches him in the back. The fleeing creature disappears in the grass.
The guards sheathe their swords, obviously relieved. One of them, a tall, blonde woman, speaks up. Pelor be blessed, I was very worried about this! You've probably saved our life, you know? They don't give enough guards to trading caravans nowadays. How would you feel about coming with us for this trip?
Melchia's expression is inscrutable, once again a mask seemingly void of emotion. He is curt and matter-of-fact with the guard.
"We will have to decline that offer, I'm afraid. We're currently looking for a lost child. Did you happen to see any children on this stretch of road recently?"
Aw, that's too bad. This is a long trip too... I hope we make it to Icmud. Maybe hit me up if you're in town in a couple weeks, I should be back by that time. I don't mind sharing my pay with someone if it means assured survival.
The woman stands for a couple seconds still, thinking. Come to think of it... I do sometimes see a child or two around here when I exit the city. They seem to like playing in the Dark Wood. They'll meet a bitter end soon, I tell you! This place is cursed...
The other guy speaks up too. I've heard of mothers scared because of their children bringing home skulls and other macabre remains. Maybe this has something to do with the ones you're looking for. 'Fraid I don't know anything else.
The guards are now rebuilding what they can of the now half burned cart. A person is issuing them commands from time to time, from within - you can hear him but not see him.
"The Dark Wood? Interesting. Maybe this has to do with the tunnel we found..." Selia considers, turning to her colleagues. "So, over the river and through the woods, to find a lost child we go then, it seems." She says with a slight smile.
Not Person_Man, don't thank me for things he did.
As you enter the Dark Wood, you see that it really earned its name - the tall trees are very thick, and as a result little light manages to pass through the branches. You can hear many sounds, from the wind breezes to the chirping of birds - it really seems like the forest is alive as a single, breathing being.
Not far from the Big Yew, where you fended off the goblin attack, you see a very organized, abandoned camp. There is a fireplace, a pile of logs for wood, and several little wooden houses built on the lower branches of the largest trees. They're a little small for a human, but they could fit an elf just fine. Hung on a wire between two branches, there are the remains of what used to be salted meat and fish - they seem to have been savagely devoured.
Most of the little houses are damaged in some way, two of them being linked by a thick trail of blood, that continues into a thicket of the Dark Wood. From a certain point onwards, small bloodied footprints branch out of the trail, and wander off in another direction. Both paths out of the camp are easy to follow.