• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

IC - Mad King's Monkey


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Bayar

Bayar is furious when he discovers their prisoner has fled, kicking open doors and knocking furniture over with a look like thunder on his face. "How could we be so stupid?!? he rages, rhetorically. "These....animals! One must survive to meet the Chancellor - so let's get to saving them!"

While the healing-minded members of the party tend the wounded Gnolls, Bayar proceeds to remove the heads off the slain and mount them on the fence before checking the bodies for valuables, maps and the like.
 

Gnoll 4 continues to die.

[sblock=OOC:] DC for a First Aid Heal check is 15.
A successful Aid Another Check (DC 10) would give you a +2 bonus on this check.

A healer’s kit gives you a +2 circumstance bonus on Heal checks.

You may continue to try again until successful, or the gnoll dies.

To speed things up:
Gnoll 4 is the one at the edge of the clearing. Will not stabilise naturally. You have 3 attempts to stabilise ( 3 rounds/18 seconds) before it dies.
Gnoll 3 is the one outside the front door. Stabilises naturally in Round 12.[/sblock]
 

"Huh, that should have some sort of effect", Comments Jan on Bayar's gruesome display of heads on a pike.
 

Gnoll 4 continues to die.

[sblock=OOC:] DC for a First Aid Heal check is 15.
A successful Aid Another Check (DC 10) would give you a +2 bonus on this check.

A healer’s kit gives you a +2 circumstance bonus on Heal checks.

You may continue to try again until successful, or the gnoll dies.

To speed things up:
Gnoll 4 is the one at the edge of the clearing. Will not stabilize naturally. You have 3 attempts to stabilize ( 3 rounds/18 seconds) before it dies.
Gnoll 3 is the one outside the front door. Stabilizes naturally in Round 12.[/sblock]

"I could use some help here!" calls the bard.

try again: 1d20+1=9
 

Eban nods, noting that the bard indeed needed help. Quickly deciding that they gnolls were of better use alive, he casts the two cantrips in succession. (STABILIZE) and they immediately stop their dying. He then hears the kicking and altercation in the house, as Bayar seems to be enraged again. "Someone's going to have to get that guy under control, of it's all of our heads instead of these gnolls..."

His weapon vanishes, fading away as he tosses it aside. His wounds are slight now that he has been healed, but still some bleeding to contend with once they can rest. "We rest here, as leaving tonight only invites danger and puts us at the disadvantage. They can see at night, as it is apparent. Catching us out here, without a building to help defend ourselves is suicide. And I have no spells left to heal anyone with anymore."

With that, Eban drags the gnoll into the house, intent on removing anything and everything that could be useful or sold from the gnolls. "Should have knocked out the other one while we had the chance, to prevent it from escaping. Lets not make that mistake twice..."

Eban then sits down and inspects his item a little more, as there seemed to be a feeling that washed over him when the light came on, as if something else was turned on within the item. "There is more to you than it would seem..." he mutters, turning the wayfinder over in his hands while peering at every inch of it.

OOC - Stabilize any dying gnolls, drag them to the house, and remove their armor, weapons, items, etc. Looking for ANYTHING that we can use or sell. Also, adding Detect Poison on the gnolls and their gear. Lastly, using Create Water to get them some fresh water to clean wounds, drink, etc...
 
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DAY TWO - HENRI'S HOUSE

After an hour or so of work, the gnoll captives have been stripped of all their valuables and secured in the house. The bodies of the dead gnoll, less their valuables and their heads, remain where they fell.

The pile of equipment is sizeable. There are short compound bows (+1 Str) and a heavy crossbow. The gnolls were armed with a selection of simple and martial melee weapons, primarily axes and spears. There are no swords. They all wore studded leather armour and three carried small wooded shields. The weapons and armour are a mix of styles and types from a range of different regions and periods. Most it seems well used, but also well maintained.

They have no significant food or water supplies, bedrolls or camping equipment suggesting that they have a camp somewhere else. Given that it took about three hours from the time the first gnoll fled until the time the gnolls returned, it can be no more than an hour and half march away.

They have no written materials of any sort on them, including maps.

They have a small selection of coins between them. The coins are mostly silver with some gold and total 50 gp. There are also a dozen small bone discs, intricately carved. Most of them are dark with age and use.

There is about 5 hours until dawn.
 


Once the last Gnoll is dead, Libros' adrenaline rush starts to subside and he turns pale and starts to shake. Suddenly he leans out of the window and is violently sick. Going back into the room he takes a number of deep breaths and slowly gets himself under control. After sitting quietly for a few minutes in comes to realise that he actually enjoyed the fight in a perverse sort of way.

Getting up he goes to find the rest of the party.

Once the Gnolls have been stabilised and the house re-secured, he finds a quiet cornet and tries to rest so he can recover his spells.
 

Into the Woods

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