Cob, you move another thirty feet and wait. The group heading east is no longer visible to you in the midst of the forest. The group heading west is about 100 feet due southwest of you and getting further away.
You move a further thirty feet and can see that the forest opens up a bit. You can see the back of both patrol groups as you move closer to the edge of the tree line. The crunch of stones under their boots reveals that the hobgoblins are patrolling on a well-traveled gravel path. To the east, you can see that the forest stops after about half a mile or so and opens up to a rocky hill. To the west, you can see the path becomes narrower as the forest grows denser.
Drexon relays the telepathic message from Cob before time runs out on the link.
Seeing Eremoz stalking forwards following Cob towards the Hobgoblins, he looks to the path they were following. He wanders across to a tree and places an arrow mark on it pointing to the trail. He does this to two other trees.
"Don't want to lose the trail whilst we investigate", he says. "These will last an hour, we should be quick with whatever it is we intend", he adds.
He then whispers his words of Deep Speech, granting him greater focus for the next minute in case he needs it.
"Shall we all go?", he says pointing after Eremoz.
{{ He will recast Guidance when they start to move out if it runs out }}
{{So, are we going west following the hobgoblins deeper into the forest? Keep in mind that this direction is the opposite one from the trail.}}
{{I would also like to know whether the group is breaking cover and walking down the gravel path instead of keeping to the treeline. Keep in mind that if you do the former, you will be breaking your hidden status and have to make a new Stealth check. Cob and Dvark don't have to make one as I will be using the one they already rolled.}}
{{Also, if you are following the hobgoblins, who is walking at the front and who is walking at the back?}}
This post has potentially manipulated dice roll results.
{{I'm still waiting for Karm's Stealth check as everyone is making one, but I'll consider this check a fail for the group for the moment, primarily as Karm focuses more on casting his spell instead of remaining hidden. However, fortunately for you, I still consider your position in the treeline as a bonus, so you are still considered unseen for the moment.}}
The treeline offers you a good cover as you move about 100 -- perhaps 120 -- feet behind the hobgoblins heading west. Once or twice you have to stop and let the hobgoblins widen the gap between you to ensure Karm's spellcasting goes unheard.
After ten minutes, Karm, you feel that you have enough understanding of the hobgoblins' language to translate. The distance between you and the hobgoblins is still too far to listen clearly, but you manage to relay snippets of conversation to the rest of the group over the next hour.
"... rider doesn't return again tonight," one of the hobgoblins says.
"... it's a massacre... can't believe something so vile exists," another says.
"... Leader should have set the council straight... might not have so much casualty chasing that infernal creature," another says.
You follow the group of hobgoblins discreetly for nearly an hour before the gravel path widens and the forest opens up into a large clearing. Standing in the middle of the clearing, surrounded by thick forests, is a village. A wooden palisade with strange markings on it surrounds the village. A large building stands at the center of the village, towering over the other buildings around it and the trees.
You halt at the tree line, but the group of hobgoblins relaxes a bit as they continue forward -- about 300 or 350 feet -- toward a large red gate. A couple of hobgoblins standing in front of the closed gate shouts at them, welcoming them back. They seem friendly with each other.
The calm atmosphere doesn't last. Both the returning group of hobgoblins and the gatekeepers tense as a shrill whistle echoes through the gate and around the village wall. Both the patrol group and the gatekeepers turn toward the forest and begin scanning the tree line.
{{This is where the effect of the two fails come in. I need everyone to make another Stealth check if you want to stay hidden. From your point of view, something has caused the hobgoblins to become alert and start looking for the source. You will have to beat a 12. Leander's Stealth: 6.}}
{{From my understanding, the order of the group is as follows: Eremoz at the front, Cob slightly behind him (???), Drexon, followed by Karm and Dvark (???), with Leander trailing behind.}}
Drexon sees the Hobgoblins become alert and scan the tree line and ducks down, trying not to make a noise.
"I think you are right. Is the enemy of our enemy our friend though?", he thinks back to Cob with whom he has kept refreshing the telepathic link as often as they are within 30 feet of each other.
Stealth: 13+4=17 (Success!)
{{ With regards the telepathic link, just a reminder it lasts 3 minutes and 4 miles distance and he has to be within 30ft and have line of sight to initiate. I am assuming Cob and Drexon refresh it every so often }}
Dvark, the source of the noise seems to come from the gate and the wall of the village. It seems to be an alarm or some sort. What it is warning of, you can only guess, but it is possible that it is warning the village of your group's or some other creature's presence nearby.
With the alert level ramping up, you can now see other hobgoblins atop the palisade drawing their bows and scanning their surroundings.
{{Eremoz hasn't rolled a second check yet, but I saw a 20 in the game log after the 5 so we'll use that to keep this going.}}
Cob, you move forward and settle on a low branch to hear and relay what Karm has been saying. Karm, in your curiosity about these hobgoblins, you move too far forward, away from the rest of the group. As the forest clears up, both of you are too focused on your task as a relay and translator that you fail to realize the sudden alertness of the hobgoblins.
As if a light has been pointed from the sky atop Cob and Karm, one of the hobgoblins in the patrol squad yells out and points directly at Cob and Karm.
"Two unknowns at the perimeter!" Karm can hear from one of the hobgoblins. The other four hobgoblins in the patrol squad and the two gatekeepers ready their bows despite the long distance between them and the unknowns. "Identify!"
{{i think there some misinterpretation involved. Karm never began to cast comprehend languages. He meant it in a "hey i could but i wont because its not appropriate now" way. But lets just go with that now}}
Karm realizes the predicarment he got himself into in his carelessness. As he is unsure about the linguistic capabilities of the Hobgoblins, Karm ignores Cob at the moment and says: No enemy, possibly same goal. Hunting creature ,while slowly raising his arms to signify that he is no danger. He then repeats the words in elvish, celestial and primordial and a second time in common, hoping that something of it sticks even though, besides common and maybe elvish, it probably wont.
{{Karm, I allow it to be cast as a ritual before the group moves to follow the patrol squad for convenience's sake. Let's say the two patrol squads converse for a while before going their own way, allowing you to cast your spell as a ritual. It's a win-win as this way you can understand something instead of just quietly listening to incomprehensible chatter.}}
{{Although, the spell will be coming to an end just about now. From this point forward, you will have to cast the spell again before you can comprehend the hobgoblins.}}
The hobgoblin patrol squad turns toward the gatekeepers and as one they relax the draw on their bow. The patrol squad begins to move closer to you, keeping the arrows strung in case the danger doesn't pass.
"What creature?" The one who seems to be the squad leader asks in Common. His voice is gruff and you can barely hear the meaning of the word from the thick accent. "Step to the clearing." He motions for Cob and Karm to step closer to him while keeping an eye around them in case more people are hidden away.
{{Karm, from your point of view, the wall is probably about 30 feet high and the gate itself stretches another 10 feet high.}}
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Cob thinks back to Drexon.
<There are a lot of them, and they're clearly patrolling> Cob sends. <They're tense and alert. They're likely to fight before talking.>
He looks around the area a little bit more.
<They don't seem to be concerned with the trail we're following but they're really close.>
Cob watches the woods where the first patrol went and the second emerged from. Wonder what's in there, he thinks to himself.
Steath to get a bit closer: 20
Cob, you move another thirty feet and wait. The group heading east is no longer visible to you in the midst of the forest. The group heading west is about 100 feet due southwest of you and getting further away.
You move a further thirty feet and can see that the forest opens up a bit. You can see the back of both patrol groups as you move closer to the edge of the tree line. The crunch of stones under their boots reveals that the hobgoblins are patrolling on a well-traveled gravel path. To the east, you can see that the forest stops after about half a mile or so and opens up to a rocky hill. To the west, you can see the path becomes narrower as the forest grows denser.
Drexon relays the telepathic message from Cob before time runs out on the link.
Seeing Eremoz stalking forwards following Cob towards the Hobgoblins, he looks to the path they were following. He wanders across to a tree and places an arrow mark on it pointing to the trail. He does this to two other trees.
"Don't want to lose the trail whilst we investigate", he says. "These will last an hour, we should be quick with whatever it is we intend", he adds.
He then whispers his words of Deep Speech, granting him greater focus for the next minute in case he needs it.
"Shall we all go?", he says pointing after Eremoz.
{{ He will recast Guidance when they start to move out if it runs out }}
{{eh I'm committed to the bit at this point.}}
"Thanks." Dvark whispers then he tucks the longsword into the back of his belt and creeps along behind Eremos.
"I think it's a safe bet to check them out just in case. I think no matter what they're trouble."
Sneak if I need it: 12
Cob tries to puzzle out what the hobgoblins could be guarding out here. Deeper into the woods looks like the only likely option.
He signals back to the others the path that goes deeper into the woods and then heads that way, scouting from up high still.
{{So, are we going west following the hobgoblins deeper into the forest? Keep in mind that this direction is the opposite one from the trail.}}
{{I would also like to know whether the group is breaking cover and walking down the gravel path instead of keeping to the treeline. Keep in mind that if you do the former, you will be breaking your hidden status and have to make a new Stealth check. Cob and Dvark don't have to make one as I will be using the one they already rolled.}}
{{Also, if you are following the hobgoblins, who is walking at the front and who is walking at the back?}}
Vote for following the hobgoblins for a little bit - can't just turn our back on a troop of them and wait for them to reappear.
Cob can go to the front but up in the tree tops to scout ahead if the rest agree to go that way.
I'm down to follow the hobgoblins. It's been 5 days already so I doubt the trails particularly warm. I'll take up the back as usual.
{{ Drexon happy to follow along, somewhere in the middle - Stealth: 1+4+3=8 (oops) }}
Stealth: 5 in game log
Eremoz will stay in the front on the ground.
{{I'm still waiting for Karm's Stealth check as everyone is making one, but I'll consider this check a fail for the group for the moment, primarily as Karm focuses more on casting his spell instead of remaining hidden. However, fortunately for you, I still consider your position in the treeline as a bonus, so you are still considered unseen for the moment.}}
The treeline offers you a good cover as you move about 100 -- perhaps 120 -- feet behind the hobgoblins heading west. Once or twice you have to stop and let the hobgoblins widen the gap between you to ensure Karm's spellcasting goes unheard.
After ten minutes, Karm, you feel that you have enough understanding of the hobgoblins' language to translate. The distance between you and the hobgoblins is still too far to listen clearly, but you manage to relay snippets of conversation to the rest of the group over the next hour.
"... rider doesn't return again tonight," one of the hobgoblins says.
"... it's a massacre... can't believe something so vile exists," another says.
"... Leader should have set the council straight... might not have so much casualty chasing that infernal creature," another says.
You follow the group of hobgoblins discreetly for nearly an hour before the gravel path widens and the forest opens up into a large clearing. Standing in the middle of the clearing, surrounded by thick forests, is a village. A wooden palisade with strange markings on it surrounds the village. A large building stands at the center of the village, towering over the other buildings around it and the trees.
You halt at the tree line, but the group of hobgoblins relaxes a bit as they continue forward -- about 300 or 350 feet -- toward a large red gate. A couple of hobgoblins standing in front of the closed gate shouts at them, welcoming them back. They seem friendly with each other.
The calm atmosphere doesn't last. Both the returning group of hobgoblins and the gatekeepers tense as a shrill whistle echoes through the gate and around the village wall. Both the patrol group and the gatekeepers turn toward the forest and begin scanning the tree line.
{{This is where the effect of the two fails come in. I need everyone to make another Stealth check if you want to stay hidden. From your point of view, something has caused the hobgoblins to become alert and start looking for the source. You will have to beat a 12. Leander's Stealth: 6.}}
{{From my understanding, the order of the group is as follows: Eremoz at the front, Cob slightly behind him (???), Drexon, followed by Karm and Dvark (???), with Leander trailing behind.}}
{{I believe group order is Cob ahead in the treetops, Eremos leading in the ground a little behind him then Drexon and Karm in some order then me}}
"looks like there's a whole settlement out here! Incredible!" Dvark whispers to the others.
Dvark looks around for the source of the noise as well.
Perception: 11
Stealth:3
Stealth: 7
{{Sorry i had a busy weekend and forgot to get my check in before}}
Olloray Dim - Limbo's Pit
Gunther Korroden - Nightmares in the Mist
Cob Stealth: 5
He puzzles over what is relayed to him from Karm's translation.
<They're dealing with the same creature we're following,> he thinks back to Drexon.
Drexon sees the Hobgoblins become alert and scan the tree line and ducks down, trying not to make a noise.
"I think you are right. Is the enemy of our enemy our friend though?", he thinks back to Cob with whom he has kept refreshing the telepathic link as often as they are within 30 feet of each other.
Stealth: 13+4=17 (Success!)
{{ With regards the telepathic link, just a reminder it lasts 3 minutes and 4 miles distance and he has to be within 30ft and have line of sight to initiate. I am assuming Cob and Drexon refresh it every so often }}
Dvark, the source of the noise seems to come from the gate and the wall of the village. It seems to be an alarm or some sort. What it is warning of, you can only guess, but it is possible that it is warning the village of your group's or some other creature's presence nearby.
With the alert level ramping up, you can now see other hobgoblins atop the palisade drawing their bows and scanning their surroundings.
{{Eremoz hasn't rolled a second check yet, but I saw a 20 in the game log after the 5 so we'll use that to keep this going.}}
Cob, you move forward and settle on a low branch to hear and relay what Karm has been saying. Karm, in your curiosity about these hobgoblins, you move too far forward, away from the rest of the group. As the forest clears up, both of you are too focused on your task as a relay and translator that you fail to realize the sudden alertness of the hobgoblins.
As if a light has been pointed from the sky atop Cob and Karm, one of the hobgoblins in the patrol squad yells out and points directly at Cob and Karm.
"Two unknowns at the perimeter!" Karm can hear from one of the hobgoblins. The other four hobgoblins in the patrol squad and the two gatekeepers ready their bows despite the long distance between them and the unknowns. "Identify!"
Cob swings his gaze around to the compound.
"That can't be good," Cob says then calls down to Karm. "What are the shouting?"
{{i think there some misinterpretation involved. Karm never began to cast comprehend languages. He meant it in a "hey i could but i wont because its not appropriate now" way. But lets just go with that now}}
Karm realizes the predicarment he got himself into in his carelessness. As he is unsure about the linguistic capabilities of the Hobgoblins, Karm ignores Cob at the moment and says: No enemy, possibly same goal. Hunting creature ,while slowly raising his arms to signify that he is no danger. He then repeats the words in elvish, celestial and primordial and a second time in common, hoping that something of it sticks even though, besides common and maybe elvish, it probably wont.
How tall is the gate and the wall?
Olloray Dim - Limbo's Pit
Gunther Korroden - Nightmares in the Mist
{{Karm, I allow it to be cast as a ritual before the group moves to follow the patrol squad for convenience's sake. Let's say the two patrol squads converse for a while before going their own way, allowing you to cast your spell as a ritual. It's a win-win as this way you can understand something instead of just quietly listening to incomprehensible chatter.}}
{{Although, the spell will be coming to an end just about now. From this point forward, you will have to cast the spell again before you can comprehend the hobgoblins.}}
The hobgoblin patrol squad turns toward the gatekeepers and as one they relax the draw on their bow. The patrol squad begins to move closer to you, keeping the arrows strung in case the danger doesn't pass.
"What creature?" The one who seems to be the squad leader asks in Common. His voice is gruff and you can barely hear the meaning of the word from the thick accent. "Step to the clearing." He motions for Cob and Karm to step closer to him while keeping an eye around them in case more people are hidden away.
{{Karm, from your point of view, the wall is probably about 30 feet high and the gate itself stretches another 10 feet high.}}