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Your arrow firmly plants itself in the hobgoblin's chest. Thinking it awful strange that an arrow should be growing in his chest, he gives a shout to his comrades.
Finish him off. As soon as the second arrow hits I will go for the secret entrance back the way I came, retracing my steps to J3 and then crawling to the entrance. Doesn't sound like they have started moving yet. (1d20+7)[24] (1d8+1)[7]
I should have had you roll initiative. Oh well. As your second arrow flies home, and the hobgoblin meets his maker, the four hobgoblins at the camp split up. They're two come towards you directly, with weapons drawn, and the others circle around the tree the other way.
Now roll initiative.
__________________
Quote:
Originally Posted by The Giant
An entertaining defeat is better than a boring victory...
Keep moving silently towards the entrance. If I can get there I might be able to hide inside. If I can't hide I can use the passage to fight them one at a time. (1d20+9)[13]
If I start a full fledged fight out here I am almost certainly screwed. I try to crawl to the entrance making as little movement and sound as possible.
hide (1d20+14)[18]
move silently (1d20+9)[25]
If I make it, what does the entrance look like? A small hole, hidden hatch, bush, what?
I get in and use whatever means there might be to secure it behind me, quietly closing the door. If there is none, then I hope they don't find it. I then start down the dark passage, feeling the walls for torches, or other means of light.
You're able to light a torch from a bracket in the wall.
It reveals a scene of carnage. Bodies of friend and foe are strewn about haphazardly, mangled and torn. In the torchlight especially, the gaping, weird faces and corpses cast unnerving shadows on the wall, and the stink of death is everywhere. The stairs leading up were destroyed as part of an attempt to deny the orcs access, but it helped little. You don't recall exactly where the secret trapdoor is located, but it should be on the ground level.
__________________
Quote:
Originally Posted by The Giant
An entertaining defeat is better than a boring victory...
I start searching for the trap door wherever I remember it to be approximately. I would loot, but they have probably been picked over by the orcs and hobgoblins, and it would take forever. It can wait until the heat is off and I can take more than one hit.
Search (1d20+3)[16]
Search for a trap on the door, just in case.
[roll]1d20+3[/roll] (18)
Disable device.
[roll]1d20+5[/roll] (20)
Assuming there is no trap detected Jaster looks around and sees what supplies are there, as well as if there is a way to contact the Elves.
You climb a ladder down to a small room full of dust and cobwebs. The shelf on the opposite wall is stacked with records, tomes, scrolls, and a few potions. Barrels of flour and rice are stacked around the walls, and a cistern full of water sits in a corner.
__________________
Quote:
Originally Posted by The Giant
An entertaining defeat is better than a boring victory...
Jaster looks through the scrolls to see what is available. Hopefully there is at least a sending scroll. After that he looks through the potions and also looks for a bed, or something to make a makeshift bed and recover from his fight with the dire badger.
Though usually scrolls must be deciphered to determine their contents, these are well labeled. Most are damaged from water or mold and unreadable, but you manage to find one that is marked "sending." Make a use magic device check, then make a wisdom check. You do notice some fold up cots behind one of the barrels.
DM only
Spoiler
The UMD DC is 27 if I read the rules right. He'll never make it.
__________________
Quote:
Originally Posted by The Giant
An entertaining defeat is better than a boring victory...
I'll send to the Elven liason that I can recognize on sight, but that is about it. Hopefully she is in her office.
use magic device (1d20+1)[5]
wisdom (1d20+1)[4]
Jaster makes a mental note to learn to use magical devices because he is terrible at it. Looks like that is the end of that route. Jaster grabs a cot and decides to grab whatever records or tomes are written in elven or common and settle in until his wounds heal. Until then he will eat the rice and orc rations he has. Let me know if he finds anything useful. He isn't looking for anything in particular, he just has a couple days to burn.
Jaster looks for strips of cloth and anything he can use for rope, like belts or actual rope. Then he sneaks up to the orc and puts a rag over his mouth and a dagger to his throat and ask him if he speaks common or elven. If he speaks neither Jaster kills him outright. If he speaks either Jaster has questions to ask him, and if he won't answer any questions then Jaster will tie him up and cut his throat so he can't scream but will live for at least another hour. The questions are why they attacked, especially in daylight. If anyone hired them, and who it was. If there was anybody strange visiting their chief lately. Last if he will reveal where his tribe lives.
None of Jasters threats are bluffs.
The orc is mostly unconscious, but alternates into delirium. He does seem to understand common. You are easily able to tie him up, but as you do his skin becomes even clammier, and his eyes begin to dull. As his moans fade into unconsciousness, you hear the sound of another creature's shallow breathing.
__________________
Quote:
Originally Posted by The Giant
An entertaining defeat is better than a boring victory...
Jaster only threatened to tie him up and leave him to die. Give him some water to see if it helps. Was he able to get anything out of the orcs delirium?
May as well check out the other creature too.
Make a heal check. And after a little searching, the only other breathing creature you find is one of the younger rangers, just arrived at the outpost. His face is almost completely white from loss of blood, and he appears to be in shock.
__________________
Quote:
Originally Posted by The Giant
An entertaining defeat is better than a boring victory...