Andor and Carrow retrieve the horses without incident, while Delryn aides Rixton in restraining the dwarf. "We've two small jail cells in the guardhouse. Larg can be kept there for the night, if you wish," explains Delryn.
The Falling Orc is the only option in the Keep for overnight accommodations. Arzastra seems to have forgotten or forgiven Carrow's remarks, for she sets up the five adventurers with a hot meal, ample drink, and rooms for the night. Furthermore, she's happy to retell her eyewitness account of Kaltivar's defeat to any guests who seem interested.
Let me know...
If you opt for Larg to be kept in the guardhouse, and, if not, then where?
How you plan to transport him to Mirabar (i.e. on foot, horseback, or some other means)
If there's anything else you wish to accomplish in Xantharl's Keep
Rixton chats with a few villagers, and, generally speaking, each story lines up with the others. Larg arrived a fortnight ago, penniless and having recently suffered the loss of his comrades in an avalanche. Arzastra took pity on the dwarf and gave him a job as the stable hand. Larg has, for the most, part done his work during the day, after which he spends the evenings alone in his room.
Delryn procures the key to Larg's room--a room on the top floor of the Falling Orc. It's a plainly furnished guest bedroom that contains just a few of Larg's things: a change of clothes, 12 silver coins, a few empty wine bottles, studded leather armor, and a pair of handaxes.
Having learned a bit of the Keep, I invite Carrow, Vigan, Andor, and Ladrian to pick up some supplies at the available merchants before getting dinner settling in for the night. (Interested in weapons, armor, magical and nonmagical items, and possibly pricing out another horse.)
The village population is less than one hundred, and Mirabar--where nearly anything can be purchased-- is just a two-day journey to the north. Therefore, Xantharl's Keep isn't much of a destination for buying and selling. The lone mercantile is operated by an elderly human husband and wife, and they're more than pleased to do business with the new heroes in town. Among the dry goods, soap, rope, cloth, rustic tableware, glassware, boots, shoes, tools, and trinkets, they do have a few of the things the adventurers might find useful.
10 arrows (1 gp each)
8 crossbow bolts (1 gp each)
2 shields (12 gp each)
1 chain shirt (55 gp)
4 daggers (2 gp each)
7 javelins (6 sp each)
1 hand crossbow (70 gp)
1 shortsword (8 gp)
1 morningstar (16 gp)
Additionally, the old man has a donkey he's willing to sell for 5 pieces of gold. "I reckon the ol' boy has one more good journey left in him," he says rather honestly. A quick look at the paddock reveals a very overweight donkey silver with age.
"Well, I'd hate to drive the old boy to his grave. It is only a couple of days to Mirabar, though, if you think he can make it. 5 gold is worth not having to share a horse. I'll take him. He have a name?"
With the horses brought inside the walls and the danger passed for now Andor looks at the equipment gathered from "Larg's" room and draws his wand casting Detect magic over it. "If there is anything magical it gives us another reason to doubt him,if we need one." Apart from this Andor recommends keeping Larg in one of the cells and enjoys the warm meal with the rest of the party.
Rollback Post to RevisionRollBack
Vhon - Level 2 Warlock - What shall become of the Drunken Sailor?
"Nice donkey Rixton, lean and mean, should prove very speedy. BY the way none of our new friend's belongings were magical, I was hoping we'd find something exciting but no."
After this Andor is off to bed.
Rollback Post to RevisionRollBack
Vhon - Level 2 Warlock - What shall become of the Drunken Sailor?
All matters taken care of, I retire to the inn, where I accept a meal, a drink, and a warm bed for the night. I fall asleep thinking of all the ways that things will become even more complicated in the coming days.
This post has potentially manipulated dice roll results.
The next morning the five adventurers part ways with their new acquaintances and begin the day-long northward journey to Mirabar. Larg, looking a bit forlorn and ridiculous as he clops along on the back of Old Kirby, remains silent and stares straight ahead all morning. Not even temporary breaks for resting and eating will motivate him to speak. The day is cold and windy, and everyone is eager to forsake the uncomfortable weather as soon as possible and embrace a warm fire and a hot meal.
With just a few hours remaining in the journey, the uneventful day is suddenly turned upside down....
Die roll (d8) to determine how many party members are attacked: 1
1-2 = all
3-4 = 5
5-6 = 4
7-8 = 3
Dice rolls (d100) to determine which four members are attacked (four lowest rolls):
Andor: 45
Carrow: 8
Ladrian: 62
Larg: 49
Rixton: 85
Vigan: 79
...a large area of the Long Road suddenly becomes the target of hundreds and hundreds of falling chunks of ice. Vigan, slightly ahead of the rest of the group, avoids being struck by the hail. Carrow, slightly behind the group, also avoids being pelted. Andor, Ladrian, Rixton, and Larg, however, are in the midst of the ice storm. (13 bludgeoning damage + 13 cold damage, both of which can be halved with a successful DC 14 dexterity save)
Dex saves:
Andor: 20
Ladrian: 10
Larg: 20
Rixton: 11
Everyone knows there's no natural explanation for this phenomenon; so each member of the party immediately scans the surrounding area, hoping to find whoever, or whatever, is responsible for this attack.
Perception:
Andor: 20
Carrow: 7
Ladrian: 11
Larg: 10
Rixton: 23
Vigan: 9
Carrow turns his head to the left at precisely the right moment; to the north of the group, approximately 100' distant, the ranger spies a dark-cloaked humanoid crouched behind a tree. He immediately draws everyone else's attention to this new foe.
NOTE: The entire group is surprised (for reasons yet unknown to them) with the exception of Andor by virtue of his Alert feat. I did grant the attacker an automatic win in initiative (again, for certain reasons), but Andor may act in this first round. I've opted not to roll initiative for everyone in this post; I've made so many edits thus far that I'm afraid to do another one for initiative rolls and risk the dreaded manipulated-dice-roll message. I'll make those rolls in a separate post, unless, of course, you beat me to it.
(As determined in the OOC thread, Andor must use his action for this initial round to focus on calming his frightened horse. He is first in the initiative order, however; so the sorcerer will lead off round 2)
Round 2:
Andor <----
NPC
Carrow and Vigan (both may act because they succeeded Animal Handling)
Ladrian, Larg, and Rixton (may not act because they failed Animal Handling)
This post has potentially manipulated dice roll results.
Andor
"What the hell! Look out for that caster! I'll be with you in a minute... maybe spread out!" Andor wrestles with his mount trying to assert some control of the spooked creature, whilst trying to get over the damage from the icy assault moments before."
Animal Handling (if needed) 9
Edit - I misread the initial post and thought my whole turn, not my action, was used to calm the horse, just to make it less debatable about whether Andor can see the caster or not in round 2 in round 1 he could move ten feet northwest and then in the post for round 2 below he can be on the brow of the hill rather than the base in E10 - hope this is clear!
This post has potentially manipulated dice roll results.
Andor
The sorcerer reacts quickly, calming his mount and then spurring her towards the north west closer to the other caster but hoping to draw their attention away from the rest of the party. As the storm has disappeared Andor tries to stop the enemy from launching another devastating attack on the party calling forth a bolt of lightning to blast through the cover of the trees.
Movement to E10
Casts Lightning Bolt for 25 lightning damage or half with a DC15 save (I'm thinking it might well set fire to the tree as well)
Rollback Post to RevisionRollBack
Vhon - Level 2 Warlock - What shall become of the Drunken Sailor?
This post has potentially manipulated dice roll results.
DEX save for enemy caster: 9
Andor is able to calm his horse and spur it to the northwest before blasting the enemy caster and the tree behind which he is hiding. Blazing white light overwhelms everyone's eyes momentarily; the tree then burst into blames and the spellcaster staggers backward and takes a knee. A few seconds later, he vanishes from sight.
Before any of the adventurers have time to ponder the fate of the spellcaster, the sound of pounding hoofbeats reaches their ears. To their right three riders come dashing from the edge of the forest. They are all dressed and armed similarly--studded leather armor, crossbows, and scimitars--and one of them seems very familiar. It is Xolkin!
(Carrow and Vigan may take their actions; Rixton, Ladrian, and Larg must spend their actions to calm their mounts; enemy NPC's will follow)
Andor and Carrow retrieve the horses without incident, while Delryn aides Rixton in restraining the dwarf. "We've two small jail cells in the guardhouse. Larg can be kept there for the night, if you wish," explains Delryn.
The Falling Orc is the only option in the Keep for overnight accommodations. Arzastra seems to have forgotten or forgiven Carrow's remarks, for she sets up the five adventurers with a hot meal, ample drink, and rooms for the night. Furthermore, she's happy to retell her eyewitness account of Kaltivar's defeat to any guests who seem interested.
Let me know...
Rixton:
Prior to any shopping, meals, or rest, I prowl around the Keep talking to its residents about Larg to see if I can find out.
Investigation: 27
In the course of my investigation, I approach Delryn, asking, "I'd like to gather Larg's personal effects to take with us. Where was he staying?"
Rixton chats with a few villagers, and, generally speaking, each story lines up with the others. Larg arrived a fortnight ago, penniless and having recently suffered the loss of his comrades in an avalanche. Arzastra took pity on the dwarf and gave him a job as the stable hand. Larg has, for the most, part done his work during the day, after which he spends the evenings alone in his room.
Delryn procures the key to Larg's room--a room on the top floor of the Falling Orc. It's a plainly furnished guest bedroom that contains just a few of Larg's things: a change of clothes, 12 silver coins, a few empty wine bottles, studded leather armor, and a pair of handaxes.
Rixton:
I further investigate Larg's room for possessions that might be hidden or otherwise unusual: 14
Larg's room contains nothing else of interest or value.
Rixton:
Having learned a bit of the Keep, I invite Carrow, Vigan, Andor, and Ladrian to pick up some supplies at the available merchants before getting dinner settling in for the night. (Interested in weapons, armor, magical and nonmagical items, and possibly pricing out another horse.)
The village population is less than one hundred, and Mirabar--where nearly anything can be purchased-- is just a two-day journey to the north. Therefore, Xantharl's Keep isn't much of a destination for buying and selling. The lone mercantile is operated by an elderly human husband and wife, and they're more than pleased to do business with the new heroes in town. Among the dry goods, soap, rope, cloth, rustic tableware, glassware, boots, shoes, tools, and trinkets, they do have a few of the things the adventurers might find useful.
Additionally, the old man has a donkey he's willing to sell for 5 pieces of gold. "I reckon the ol' boy has one more good journey left in him," he says rather honestly. A quick look at the paddock reveals a very overweight donkey silver with age.
Rixton:
"Well, I'd hate to drive the old boy to his grave. It is only a couple of days to Mirabar, though, if you think he can make it. 5 gold is worth not having to share a horse. I'll take him. He have a name?"
Andor
With the horses brought inside the walls and the danger passed for now Andor looks at the equipment gathered from "Larg's" room and draws his wand casting Detect magic over it. "If there is anything magical it gives us another reason to doubt him,if we need one." Apart from this Andor recommends keeping Larg in one of the cells and enjoys the warm meal with the rest of the party.
Vhon - Level 2 Warlock - What shall become of the Drunken Sailor?
Lyreis - Level 6 Elf Fighter - Eberron: Omega
DM - Dzenda: The Cracks - DM - Dzenda: Whispered Tales
Ladrian
"I'll gladly buy your bolts Sir" Ladrian says taking 8gp from his purse in exchange for the bolts and packing them.
Rixton finds himself the proud owner of Lord Kirby, the well-traveled donkey, and Ladrian purchases the eight crossbow bolts.
Andor spends a few minutes further investigating the dwarf's room and finds nothing to indicate the presence of magic.
Andor
"Nice donkey Rixton, lean and mean, should prove very speedy. BY the way none of our new friend's belongings were magical, I was hoping we'd find something exciting but no."
After this Andor is off to bed.
Vhon - Level 2 Warlock - What shall become of the Drunken Sailor?
Lyreis - Level 6 Elf Fighter - Eberron: Omega
DM - Dzenda: The Cracks - DM - Dzenda: Whispered Tales
Rixton:
All matters taken care of, I retire to the inn, where I accept a meal, a drink, and a warm bed for the night. I fall asleep thinking of all the ways that things will become even more complicated in the coming days.
Carrow
Buying as many arrows as are available the ranger joins Rixton for food and company before retiring for the night, weary but content.
The next morning the five adventurers part ways with their new acquaintances and begin the day-long northward journey to Mirabar. Larg, looking a bit forlorn and ridiculous as he clops along on the back of Old Kirby, remains silent and stares straight ahead all morning. Not even temporary breaks for resting and eating will motivate him to speak. The day is cold and windy, and everyone is eager to forsake the uncomfortable weather as soon as possible and embrace a warm fire and a hot meal.
With just a few hours remaining in the journey, the uneventful day is suddenly turned upside down....
Die roll (d8) to determine how many party members are attacked: 1
Dice rolls (d100) to determine which four members are attacked (four lowest rolls):
...a large area of the Long Road suddenly becomes the target of hundreds and hundreds of falling chunks of ice. Vigan, slightly ahead of the rest of the group, avoids being struck by the hail. Carrow, slightly behind the group, also avoids being pelted. Andor, Ladrian, Rixton, and Larg, however, are in the midst of the ice storm. (13 bludgeoning damage + 13 cold damage, both of which can be halved with a successful DC 14 dexterity save)
Dex saves:
Everyone knows there's no natural explanation for this phenomenon; so each member of the party immediately scans the surrounding area, hoping to find whoever, or whatever, is responsible for this attack.
Perception:
Carrow turns his head to the left at precisely the right moment; to the north of the group, approximately 100' distant, the ranger spies a dark-cloaked humanoid crouched behind a tree. He immediately draws everyone else's attention to this new foe.
NOTE: The entire group is surprised (for reasons yet unknown to them) with the exception of Andor by virtue of his Alert feat. I did grant the attacker an automatic win in initiative (again, for certain reasons), but Andor may act in this first round. I've opted not to roll initiative for everyone in this post; I've made so many edits thus far that I'm afraid to do another one for initiative rolls and risk the dreaded manipulated-dice-roll message. I'll make those rolls in a separate post, unless, of course, you beat me to it.
Rixton's DEX save: 13Initiative: 20
(As determined in the OOC thread, Andor must use his action for this initial round to focus on calming his frightened horse. He is first in the initiative order, however; so the sorcerer will lead off round 2)
Round 2:
Andor
"What the hell! Look out for that caster! I'll be with you in a minute... maybe spread out!" Andor wrestles with his mount trying to assert some control of the spooked creature, whilst trying to get over the damage from the icy assault moments before."
Animal Handling (if needed) 9
Edit - I misread the initial post and thought my whole turn, not my action, was used to calm the horse, just to make it less debatable about whether Andor can see the caster or not in round 2 in round 1 he could move ten feet northwest and then in the post for round 2 below he can be on the brow of the hill rather than the base in E10 - hope this is clear!
Vhon - Level 2 Warlock - What shall become of the Drunken Sailor?
Lyreis - Level 6 Elf Fighter - Eberron: Omega
DM - Dzenda: The Cracks - DM - Dzenda: Whispered Tales
Andor
The sorcerer reacts quickly, calming his mount and then spurring her towards the north west closer to the other caster but hoping to draw their attention away from the rest of the party. As the storm has disappeared Andor tries to stop the enemy from launching another devastating attack on the party calling forth a bolt of lightning to blast through the cover of the trees.
Movement to E10
Casts Lightning Bolt for 25 lightning damage or half with a DC15 save (I'm thinking it might well set fire to the tree as well)
Vhon - Level 2 Warlock - What shall become of the Drunken Sailor?
Lyreis - Level 6 Elf Fighter - Eberron: Omega
DM - Dzenda: The Cracks - DM - Dzenda: Whispered Tales
DEX save for enemy caster: 9
Andor is able to calm his horse and spur it to the northwest before blasting the enemy caster and the tree behind which he is hiding. Blazing white light overwhelms everyone's eyes momentarily; the tree then burst into blames and the spellcaster staggers backward and takes a knee. A few seconds later, he vanishes from sight.
Before any of the adventurers have time to ponder the fate of the spellcaster, the sound of pounding hoofbeats reaches their ears. To their right three riders come dashing from the edge of the forest. They are all dressed and armed similarly--studded leather armor, crossbows, and scimitars--and one of them seems very familiar. It is Xolkin!
(Carrow and Vigan may take their actions; Rixton, Ladrian, and Larg must spend their actions to calm their mounts; enemy NPC's will follow)