Prentiss returns Joshua's smile and turns his gaze to the pile of bodies. "I've been so scared of letting go, but it seems that curses can have their uses"
Poking around the orcs and ogre for anything if use - keys, maps - he addresses the group and says "We've proven to be quite a force so far. I certainly hope that we handle ourselves with this much efficiency when we fall upon Cragmaw"
The Ogre's garment is indeed make of skins of previous conquests. None of them carry coins or other valuables on them, not even pouches. You find 2 Great-Axes, 3 Javelins, and all 7 sets of Hide Armor from the orcs will likely bring Half price at a traders. The Ogres Great Club and Javelin are in better shape, though not pristine, and may bring a finer price. (Ogre's club is actual made weapon) As you search, smells of filth and death waft from the cave past you.
Loren retches a little, then moves about collecting his arrows - those that are recoverable, anyway. He carefully enters the ogre's cave, from which so many enemies boiled a moment ago. Taking a few steps in, he searches his surroundings, alert for traps or obstacles these orcs may have been aware of. Assuming he finds little or nothing of note, he will go ahead and call into the cave with a loud "Halooo!"
Nothing stirs to Loren's call and his eyes adjust to the scene. The large cavern is one large area with no other exits. It is fringed with bedding for the Horde. In the center of the area is a large roasting pit edged with various pots and utensils. An abundance of disturbingly identifiable bones of various sizes lie strewn about the cavern. Among the bedding also appears various articles of common clothing and some hand sewn quilts seemingly newly acquired based on their lack of filth and wear. Bloodstains among them seem to imply that the previous owners were not left alive. Near the largest of the bedding piles lies a chest slightly ajar with something glistening inside it. The sight within the cave bears other heart-wrenching evidence that you have done a great service to the people in surrounding areas by ridding them of this evil.
Velshir opts to keep watch outside in case there’s a returning patrol.
“Cry out if you run into any trouble,” he says to those going in.
As Velshir monitors the area, he reflects on this good deed that will hopefully help the town of Phandolin to prosper. a part of him wonders at the morality of “choosing” one group (Phandolin) over another (the orcs) but he finds justification in the self-defensive posture of the town vs the predatory opportunistic nature of the orcs.
From the information that the Townspeople provided, the Old Owl Well should be about 15 miles north of the Orcs Cave if that is still your next destination.
Please advise of Marching Order and if you wish to rest prior to leaving. It is mid-day now.
You're short rest passes undisturbed.Marching order for now that I'm seeing is Velshir, Loren, Joshua, Sheyla, Prentiss. (please advise of any corrections and who is carrying the perfume or what it left behind? It is in sellable condition)
Your travel north is undisturbed and within a couple hours of nightfall when, as you crest a low ridge, you spy the crumbling ruins of an old watchtower standing amid the rugged hills. The place is so old that the walls are only mounds of rubble enclosing a courtyard of sorts, adjacent to the broken stump of an old tower. A colorful tent has been set up in the courtyard, but no one is in sight. You are approaching from the south and are presently outside of the pictured map.
(I'm sorry the Perception roll is for what you notice/not notice as you approach. I'll advise accordingly based on your actions. How do you approach the ruins? You are currently off map. Joshua got me for a second, then I remembered part of the info was that prospectors where disturbed by undead.)
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Prentiss returns Joshua's smile and turns his gaze to the pile of bodies. "I've been so scared of letting go, but it seems that curses can have their uses"
Poking around the orcs and ogre for anything if use - keys, maps - he addresses the group and says "We've proven to be quite a force so far. I certainly hope that we handle ourselves with this much efficiency when we fall upon Cragmaw"
Perception 4
Or Investigation 15
The Ogre's garment is indeed make of skins of previous conquests. None of them carry coins or other valuables on them, not even pouches. You find 2 Great-Axes, 3 Javelins, and all 7 sets of Hide Armor from the orcs will likely bring Half price at a traders. The Ogres Great Club and Javelin are in better shape, though not pristine, and may bring a finer price. (Ogre's club is actual made weapon) As you search, smells of filth and death waft from the cave past you.
250 xp ea. for this battle.
Loren retches a little, then moves about collecting his arrows - those that are recoverable, anyway. He carefully enters the ogre's cave, from which so many enemies boiled a moment ago. Taking a few steps in, he searches his surroundings, alert for traps or obstacles these orcs may have been aware of. Assuming he finds little or nothing of note, he will go ahead and call into the cave with a loud "Halooo!"
Investigation: 12
Nothing stirs to Loren's call and his eyes adjust to the scene. The large cavern is one large area with no other exits. It is fringed with bedding for the Horde. In the center of the area is a large roasting pit edged with various pots and utensils. An abundance of disturbingly identifiable bones of various sizes lie strewn about the cavern. Among the bedding also appears various articles of common clothing and some hand sewn quilts seemingly newly acquired based on their lack of filth and wear. Bloodstains among them seem to imply that the previous owners were not left alive. Near the largest of the bedding piles lies a chest slightly ajar with something glistening inside it. The sight within the cave bears other heart-wrenching evidence that you have done a great service to the people in surrounding areas by ridding them of this evil.
Prentiss bows to Sheyla and says "That entanglement spell was a lifesaver, ma'am. Without it we would likely have been overrun"
He makes a rotating gesture and reaches out to the chest using Mage Hand, flipping the lid open from 10ft away.
The treasure chest is unlocked and holds 750 cp, 165 sp, 65 ep, 30 gp, and three vials of perfume (10 gp each).
(Division of coins in the chest result in 6 gp, 13 ep, 33 sp and 150 cp for each, leaving 3 vials of perfume (10 gp ea). )
Velshir opts to keep watch outside in case there’s a returning patrol.
“Cry out if you run into any trouble,” he says to those going in.
As Velshir monitors the area, he reflects on this good deed that will hopefully help the town of Phandolin to prosper. a part of him wonders at the morality of “choosing” one group (Phandolin) over another (the orcs) but he finds justification in the self-defensive posture of the town vs the predatory opportunistic nature of the orcs.
"A good deed done, We can continue on now I presume." Joshua takes his share of the coin and tucks it away, not interested in the perfume.
From the information that the Townspeople provided, the Old Owl Well should be about 15 miles north of the Orcs Cave if that is still your next destination.
Please advise of Marching Order and if you wish to rest prior to leaving. It is mid-day now.
A short rest would be welcomed by Velshir. He will take the lead in the marching order, as well.
( Please adjust your characters accordingly for a short rest if all in agreement. Present xp should be 1255. )
Short rest it is! Loren will help Velshir keep watch, and will resume position at or near the front once marching order resumes.
Prentiss is happy with a short rest and will take the rear on the march, so he can ruminate on his feelings about the recent carnage.
You're short rest passes undisturbed. Marching order for now that I'm seeing is Velshir, Loren, Joshua, Sheyla, Prentiss. (please advise of any corrections and who is carrying the perfume or what it left behind? It is in sellable condition)
Your travel north is undisturbed and within a couple hours of nightfall when, as you crest a low ridge, you spy the crumbling ruins of an old watchtower standing amid the rugged hills. The place is so old that the walls are only mounds of rubble enclosing a courtyard of sorts, adjacent to the broken stump of an old tower. A colorful tent has been set up in the courtyard, but no one is in sight. You are approaching from the south and are presently outside of the pictured map.
Please everyone post a Perception roll as well.
Perception: 7
Prentiss perception 2
Perception 16
Perception: 21
Joshua looking around will ask "Anyone able to sense undead? that would make this a lot easier."
(sorry double post)
(I'm sorry the Perception roll is for what you notice/not notice as you approach. I'll advise accordingly based on your actions. How do you approach the ruins? You are currently off map. Joshua got me for a second, then I remembered part of the info was that prospectors where disturbed by undead.)