When you arrive at the cabin it is nearly dark out, the sun setting behind the clouds overhead. As a few of you follow the footprints a short ways, you spot a small bloody bone laying in the blood of one print.
Those checking the cabin find it tidy and well kept. a quick look around and you notice Maximar's boots and equipment are still here, left neatly folded military-style in their rightful place.
Six Coins, you spot a furry mass under one of the beds. it is white and clearly alive. Knowing your ranger mentor kept a White Wolf for his companion, you wonder if this could be that creature.
Sorumar will move to stand watch while his companions examine the cabin.
Perception: 18
You don't see anything concerning as you wait. You do notice the weapon's shed behind the cabin though, which was not visible as you approached. It appears to be shut and locked tight.
Those who follow the bloody footprints would go only a short distance, before realizing the tracks are headed to the lake. Knowing it is a multiple hour hike there, you would return back to the cabin before dark.
Jown Sno was standing guard outside with Sorumar. He looks over as Sorumar inspects the weapon shed. He says, "Perhaps, Six could do something with the lock?" He continues to stand guard and is ready to assist in case anyone needs it.
Fred, Gandolph's body guard, will fly over and cast knock on the shed and shed door in order to unlock it.
(OOC: It says in my spells that they can cast this 'at will' but they can't. I couldn't get the dnd system to correctly add the Mark of Warding spells to my spell list so I had to create a jewell that shows me the spells. It lists them 'at will' but that is not true.)
Jown Sno was standing guard outside with Sorumar. He looks over as Sorumar inspects the weapon shed. He says, "Perhaps, Six could do something with the lock?" He continues to stand guard and is ready to assist in case anyone needs it.
Fred, Gandolph's body guard, will fly over and cast knock on the shed and shed door in order to unlock it.
(OOC: It says in my spells that they can cast this 'at will' but they can't. I couldn't get the dnd system to correctly add the Mark of Warding spells to my spell list so I had to create a jewell that shows me the spells. It lists them 'at will' but that is not true.)
More details about the wolf... Maximar's Winter Wolf animal companion, Hunter, is hidden under the bed (an impressive feat for a large creature) in a near-catatonic state. It is immediately obvious Hunter is suffering from acute effects of starvation, and curiously it appears all of the food in the cabin has been eaten. You would all know that Hunter is quite intelligent, and can communicate with you in Common.
Within the cabin lies a map of the surrounding area, detailing two significant locations besides the cabin. The first is Icebough's Hallow. A map note describes an ancient treant that can be consulted if approached respectfully. The second is a large body of water named Darkwater Pond; Maximar has drawn a small fishing shack upon its shore, from which he would often acquire fresh fish.
This post has potentially manipulated dice roll results.
5Gandolph will pull some rations from his pack and offer it to Hunter. He will try to help him eat it. If Hunter is unable to eat it he will perform a medicine check on him:
12Gandolph will pull some rations from his pack and offer it to Hunter. He will try to help him eat it. If Hunter is unable to eat it he will perform a medicine check on him:
(OOC: somehow my brower, I'm on my ipad, put the medicine check at the beginning. It is there.)
12Gandolph will pull some rations from his pack and offer it to Hunter. He will try to help him eat it. If Hunter is unable to eat it he will perform a medicine check on him:
(OOC: somehow my brower, I'm on my ipad, put the medicine check at the beginning. It is there.)
It appears the wolf is suffering from starvation. He does not react to the food though. He is barely aware of anything at this point.
You think that someone who knows more about animals might be able to do something with Hunter, or that some powerful healing might be needed. (Animal handling check or healing (cure or restorations spells) of 5th-level or above.)
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Qatyra will start picking up the trail of the bloodied footprints and seeing where they lead. Keeping her sits about her (passive perception)
Gilra will also follow the footsteps. Survival check: 23
Six Coins steps into the cabin to look around, looking for any sign of a struggle or what happened.
Investigation: 24 (Reliable Talent makes that 28)
When you arrive at the cabin it is nearly dark out, the sun setting behind the clouds overhead. As a few of you follow the footprints a short ways, you spot a small bloody bone laying in the blood of one print.
Those checking the cabin find it tidy and well kept. a quick look around and you notice Maximar's boots and equipment are still here, left neatly folded military-style in their rightful place.
Six Coins, you spot a furry mass under one of the beds. it is white and clearly alive. Knowing your ranger mentor kept a White Wolf for his companion, you wonder if this could be that creature.
Vaden would head to the cabin, and try to get a fire lit as the others start searching around.
You don't see anything concerning as you wait. You do notice the weapon's shed behind the cabin though, which was not visible as you approached. It appears to be shut and locked tight.
Gandolph and Fred will follow Gilra as he examines to footprints. They will help if they can.
Lot's of stuff ...
Raist will try and stand in the doorway to keep watch on both groups.
Sorumar will move over to the weapon's shed, "Could I get a hand with this lock?"
You would know the shed is made of steelwood, a material that is very very difficult to break.
Those who follow the bloody footprints would go only a short distance, before realizing the tracks are headed to the lake. Knowing it is a multiple hour hike there, you would return back to the cabin before dark.
Jown Sno was standing guard outside with Sorumar. He looks over as Sorumar inspects the weapon shed. He says, "Perhaps, Six could do something with the lock?" He continues to stand guard and is ready to assist in case anyone needs it.
Fred, Gandolph's body guard, will fly over and cast knock on the shed and shed door in order to unlock it.
(OOC: It says in my spells that they can cast this 'at will' but they can't. I couldn't get the dnd system to correctly add the Mark of Warding spells to my spell list so I had to create a jewell that shows me the spells. It lists them 'at will' but that is not true.)
Lot's of stuff ...
Gilra heads back to the house.
"There's bloody footprints heading towards the lake. What's the situation here?"
He then sees the wolf companion and casts speak with animals. "What happened here?" he asks the wolf.
give me a perception check.
The spell fails to affect the lock.
More details about the wolf...
Maximar's Winter Wolf animal companion, Hunter, is hidden under the bed (an impressive feat for a large creature) in a near-catatonic state. It is immediately obvious Hunter is suffering from acute effects of starvation, and curiously it appears all of the food in the cabin has been eaten.
You would all know that Hunter is quite intelligent, and can communicate with you in Common.
Within the cabin lies a map of the surrounding area, detailing two significant locations besides the cabin. The first is Icebough's Hallow. A map note describes an ancient treant that can be consulted if approached respectfully. The second is a large body of water named Darkwater Pond; Maximar has drawn a small fishing shack upon its shore, from which he would often acquire fresh fish.
5Gandolph will pull some rations from his pack and offer it to Hunter. He will try to help him eat it. If Hunter is unable to eat it he will perform a medicine check on him:
Lot's of stuff ...
(OOC: somehow my brower, I'm on my ipad, put the medicine check at the beginning. It is there.)
Lot's of stuff ...
It appears the wolf is suffering from starvation. He does not react to the food though. He is barely aware of anything at this point.
You think that someone who knows more about animals might be able to do something with Hunter, or that some powerful healing might be needed. (Animal handling check or healing (cure or restorations spells) of 5th-level or above.)