Menace of the Icy Spire (Ozymandias79 judging)

"We need to find some cover from the elements and get some rest before continuing on. Balth, maybe with your knowledge of nature, you can find a safe spot to rest?" Murphy says, after finishing with Shorrin.
 

log in or register to remove this ad

We've got tents on those sleds right? I say we bed down anywhere we can find the slightest shelter I for one can't take any more tonight.
 

"Then what are we waiting for? Let's go!" Murphy says, giving Shorrin a helping hand up out of the snow.

He direct Balth to scout ahead and locate a spot they can bunk for the night where they won't be completed exposed to the elements.

[sblock=OOC]
Anyone, besides Larinza?
[/sblock]
 

[sblock=OOC]
I'll need a Nature check from whoever is scouting for a spot. Preferably with some details about how you plan to set your camp so I can plan for the inevitable night attack...

Also, I'd like to mention you're forgetting to do something fairly important...
[/sblock]
 

While he awaits the results of Balth's scouting trip, Murphy will go peruse the bodies of the goblins, focusing his efforts on the obvious leader, the hexer, before moving onto the bowman, and finally the weaker fodder.
 


All the javelins that were thrown have been trampled and broken in the snow, but near the bodies of the goblin cutters, Larinza can still find 13 unused javelins total. (They each carried a sheaf of five, and while two have used up all their javelins, most only used one or two.) The two sharpshooters are carrying hand crossbows with 25 bolts remaining between them. All eight of the goblin warriors are also wearing battered leather armour (too small to fit any of you) and carrying short swords. Some of them are carrying small pouches of coin - you're able to gather 50 gold between them.

The shaman is only carrying his hexing rod which still glistens with a sparkling icy coating, but in a flap of his leather robes you find two bottles of disgusting looking viscous blue-black liquid.

[sblock=OOC]
Last encounter I asked for Arcana checks to identify any magic items you found, which didn't work out very well because I found out the published DC's to identify items - or even detect magic - are way higher than I realized. So from now on, I'm going to do it more or less the way it was done in previous editions: if you roll a high enough Arcana roll you can recognize the magic, but if not you can find out by experimentation. Take a sip of the potion and hope it doesn't kill you, point the rod at something and hope it doesn't explode, that sort of thing.
[/sblock]
 


Balth looks around, realizing the others were waiting for him to scout.

I.. sorry, I must have been in a daze. That was a little too close for comfort.

He cocked his head slightly, shaking it barely. It had obviously been a bit, he was feeling better already, but could tell the others were as tired as he.

He began searching for a lee to strike camp, protected from the wind.

[sblock=Nature]
Nature (1d20 11=22)
[/sblock]
 

Janus saunters over to his comrades now that the danger has passed. "Another close one, good to see everyone will recover. Whats that? Magic you say Murphy? Hmmm, let me see. Ah yesss, Mmmmm, hmmmm, I see, I see, Yes, Yes. Interesting......."


[sblock=ooc]
Sorry for the delay in posting, here is my Arcana Roll 1d20+9+2=19

I agree, lets find somewhere easily defensible to hole up for the night.
[/sblock]
 

Remove ads

Top