[WotD] Chapter One OOC

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Cronono
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@deadDMwalking I can see why that's not clear. Sorry about that.

You guys came from The Outpost, a fort that was destroyed a while ago and is partially rebuilt. After journeying out here to the Druid Hatepshon, he's offering to send you on your choice of side quests.

1) Quest One is to go to a "new cave," as in a cave that didn't exist previously. This cave was brought to the druid's attention by an acquaintance of his, which is a totally shifty thing to say to prospective mercenaries (you guys).

2) Quest Two is to go to a watchtower. The watchtower is currently garrisoned by Elector Gladestrider's forces and is not The Outpost. Eryndir would know that this area is periodically dotted with watchtowers to keep banditry at bay. Caleb would know that watchtowers tend to be autonomous and that some martial orders are organized by former watchtower veterans who served together and joined in common purpose.

The druid also mentioned that you can think of his choice of quests as representing your relative relationships with society. With his minor probing, Able, Charn, and Eryndir have all indicated they're working at The Outpost because they're separated from society. The druid has indicated that if you're looking to re-integrate with society, taking his side-quest to the watchtower would be a good idea. Alternately, if you're looking to further your separation from society, taking his side-quest to the "new cave" would be a good idea.

deadDMwalking
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I like the cave.

Cronono
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Totally reasonable. I have both adventures ready to go. Once you guys decide IC I'll move the action along.

Cronono
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Any more thoughts here?

Cronono
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Travel.

Rolls
I rolled 4d20, the result is 9, 12, 8, 2 = 31.
Cronono
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Travel

I rolled 4d20, the result is 13, 4, 3, 18 = 38.
Cronono
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Travel..

rolls
I rolled 4d20, the result is 18, 5, 18, 1 = 42.
Cronono
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Effects.

I rolled 1d4, the result is 4 = 4.
I rolled 1d6, the result is 4 = 4.
Cronono
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Able summarizes your conundrum correctly. You could press on. Eryndir believes, if you press on, you could make the Watchtower by midnight, although the terrain is obviously going from difficult to dangerous. If you try to camp out for the evening you will have the benefit of light before traversing the last stretch of land. Of course, you risk running afoul of whomever placed the trap or who/whatever the traps were placed for.

Cronono
Cronono's picture

Camp

Rolls
I rolled 1d20, the result is 3 = 3.
I rolled 1d20, the result is 14 = 14.
I rolled 1d20, the result is 8 = 8.
I rolled 1d20, the result is 7 = 7.
Cronono
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Well, that was unexpected.

Huh
I rolled 1d8, the result is 4 = 4.
I rolled 1d4, the result is 4 = 4.
I rolled 1d4, the result is 1 = 1.
Cronono
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Dragon's Breath Attack

Just kidding.
I rolled 1d6, the result is 1 = 1.
Trigger
Trigger's picture

Eryndir is doing a cursory investigation. His main questions are:

- Is there anything that would identify the halfing?
- Does it look like there was anything in the broken jug, other than salt fish? (Was he smuggling?)
- Does it look like the scene has been undisturbed? Are we the first to find it? Or does it look like someone else has been here first?

Is there a roll other than Investigation you'd like, or will that do the trick? For three questions, would you like one roll or multiples?

Cronono
Cronono's picture

The halfling doesn't carry identification papers. That's extremely unusual in larger cities but not at all uncommon in the rural areas. Given that you're as close to the frontier as it gets, it may even be purposeful. The last thing a lone traveler would want to do is be accosted and notify his assailant where to go to loot the traveler's unprotected valuables.

The broken jug was full of garum. The jug looks identical to the unbroken jug, so it would not be unreasonable to surmise that the unbroken jug is also full of garum.

You can roll investigation for further details.

As Able is looting, he discovers the following:

1 gallon of garum, two servings of hardtack, one Everburning Torch, a small golden pendant around the neck representing a devotion to The Feudal Order, and some thoroughly bloodstained clothing.

Trigger
Trigger's picture

Investigation for more details.

I rolled 1d20+3, the result is 7, 3 = 10.
Trigger
Trigger's picture

Man, it's like this website knows what my PC is supposed to be good at and what he's not.

Cronono
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Eryndir doesn't see any signs of violence, aside from the gruesome thrashing about as the halfling died in agony.

Trigger
Trigger's picture

Questions:

- How much daylight is currently left?
- How far to the Watchtower? How does that change if we're laden by halfling remains?
- How much decay has set in? How gross will it be to carry this corpse?

Should I make any rolls to answer these questions?

Cronono
Cronono's picture

It's still early - you've encountered the halfling only around 9 AM or so.

The Watchtower is probably two hours of hiking left. You'll make it before lunch if you're still hungry.

The halfling probably died within the past few days. The most severe damage to the body was done by the ants. There wasn't much evidence that scavengers had otherwise picked at the carrion. That's either a really good sign or a really bad one.

You can make a survival roll to find out if it's a good sign or a bad one.

Trigger
Trigger's picture

Is that a good thing or a bad thing?

Survival
I rolled 1d20+2, the result is 20, 2 = 22.
Cronono
Cronono's picture

Nice roll.

Eryndir would guess that's a bad thing. There is more than enough here to entice predators and scavengers. You haven't seen evidence that other traps have depopulated the local fauna. Something, whatever it is, is bad enough that a few days did not attract even a couple of nibbles on the corpse.

Trigger
Trigger's picture

I know I flubbed the last investigation roll, but I can try again, based on this new information, to see if I can figure out what it is? My first instinct would be that the trap's mandibles were somehow poisoned, in which case we need to re-check Charn's leg. Either that, or there's something wrong with the garum...

Investigation
I rolled 1d20+3, the result is 17, 3 = 20.
Cronono
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Negative. You can guess all you like, but I'll neither confirm nor deny your supposition.

deadDMwalking
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There's a super-predator. Scavengers fear to tread. Anything bigger than an ant, anyway.

Hurrying is a good idea.

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