[IC] JM's A Bit of Trouble (Book 2)

As the pair approached, Surina looked carefully at the approaching human. He seemed vaguely familiar to her, and had an air of the church about him. "I do believe these two may be an answer to our prayers," she said quietly to her companions.
 

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Valdral followed Swithun as quietly as he could. When they reached the other group Valdral smiled and nodded his head. The group seemed to be hiding from something; he mouthed the word “Hello.”
 

Perin

"Lets hope so," said Perin. As the two newcomers got closer, he beckoned them into the hide.

"Hello," he whispered back before explaining what they were up to.

[SBLOCK=Mini Stats]AC: 15
Initiative: +2 (Roll With Advantage)
HP: 20 HD: 2/2d10

Offense:
ShortSword: +4 5ft 1d6+4 Finesse Light
Crossbow: +4 80/320 1d8+2

Spellcasting 1/2 Level 1: Hunters Mark; Absorb Elements

Bolts: 34[/SBLOCK]
 

GM: Hope everyone had a happy new year and holidays and such....

Okay, the two groups have met. I was expecting introductions and whys we're heres.

When we get to the point where the new guys observe the camp, the two of them should make perception checks.
 

Swithun nodded in greeting and to convey that he understood that they were hiding from some trouble. He then tried to have a peek at the camp without revealing himself.

OOC: I think we're a little worried about giving ourselves away if we have too much of a conversation. [roll0]
 

GM: No, you are far enough away to talk normally. There is a rise between the camps. I will be posting a sketch of the camp soon so you can plan whatever you are doing.


Swithun takes a look at the camp. He notices that there seem to be two gates to the camp one facing west (your direction) and one facing the east. East of here there is nothing but the Swamp of Torment. The prisoners seem docile and relatively unharmed.
 

Surina approached the two newcomers. “May the blessings of the Family be upon you. I am Delmirev Surina, a servant of the Family. My companions and I were at Leeds Crossing when it was attacked by kobolds and lizard folk. We have tracked them back here. We must find a way to free the townsfolk.”
 

"I'll save the formal introductions for later. Do fresh eyes come with fresh ideas? Apart from blasting our way in I don't have any others?"
 

"I'd say simple hit-un-run." suggested Swithun. It was a tactic long preferred by centaurs, though they had a great advantage when it came to running. "We defend th'prisoners, more'n we kill the guards."
 

LizardCamp.png
GM: Okay based on recon by all 5 PCs you have this picture of the camp. (If any of this information contradicts prior information, this data is considered more accurate.)

The "fence" around the camp is a makeshift palisade consisting of wooden branches and furniture. It is possible to move through the fence on foot but at a cost of 20' of movement per square. (Athletics DC 15 to halve that.) Perception checks through the fence are at disadvantage. There are two openings in the fence: one in the southwest and one on the east side of the encampment. Two kobold sentries usually man these entryways. There are no trees or cover within 100 feet of the camp.

The prisoners area is open to the sky and is surrounded by a more well constructed fence made of wooden posts with about a 4 inch gape between posts. The tops of each post come to a point and there something black smeared across the tops of the posts. There are at least 40 people in the prison area. Entry to the prisoners area is on the east side near the kennels (K22). The prisoners are fed once a day. Bones and gruel are thrown over the fence while the kobolds cheer and jeer at the humans. The humans scramble for the food occasionally making sure everyone gets something. (Insight DC 20 to learn more about the state of the prisoners. Insight DC 20 to understand how the kobolds treat the humans. Each PC can only make one of these rolls, not both.)

The fire pits are lit at night and they tend to eat around the fires. The lizardmen keep to themselves in the southern part of the camp. The kobold roam around more. During the day, a patrol consisting of 4 kobolds and one wolf leave the camp and circle it within a couple hundred yards. A hunting party of 2 lizardmen and 4 kobolds also goes out. A pair of kobolds circle the prisoner area as well.

Lizardmen rarely enter or leave the tent marked Chief. Kobold avoid that whole side of the camp.

The pit? is occasionally entered or exited by a lizardman. Screams can be heard coming from the pit (determined by seeing everyone above ground look toward the pit when the screams happen). The kobolds avoid the pit.

During the day when the patrols are outside of camp, there are the fewest number of enemies in the camp. At night the camp has its full complement. There are about 15 kobolds. The kennel is rather large since you are sure there are only two wolves here. You are less sure about the lizardsmen. The most you've seen at one time is 5. Several of the tents seem abandoned, like someone use to live in them. But they are dead now.
 
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