The Lineup:
Portent is cast by Lygan, who can cast it once per day now.
Today, the party is doing some Wilderness Exploration. Before we leave, Jacob is looking for men at arms.
The available Mercs are:
We discuss some strategy before leaving and then head four hexes south east and then into the Ruined Village to the south of a forest hex.
The party departs and we come into the ruins of the lakeside village without issue on the way. There is a cluster of ruins and a forest to the north. We discuss going Lair Hunting in the hex of the ruined village with lake since we still have 1 movement point this same day. The Ruined Village has no name that we know of.
We have 30 miles of movement per day with 6 hexes of movement.
We come across a pond with cattails and find a herd of Wild Horses in the area. We ignore them as they are not hostile.
Once we arrive at the ruins…
Jacob is flying up above and scouting and he is not surprised. While he is flying overhead in sight of the gently setting sun, his Hippogriff notices some animals on the ground. They are two Dire Wolves just laying on the ground and it looks like there is a sink hole nearby. There also appears to be a number of bones around the hole. He also notices that the grass has been heavily disturbed and stomped down.
The weather today is Clear and the Temperature is mild hot for the season.
Bron oils his sword before battle.
We decide to engage with the Dire Wolves (and potentially Hill Giants) as they are not normally encountered alone, according to Jacob.
In regards to casting while mounted, it is thought that a character can only cast spells if their horse is stationary.
We are at 17“ away. The Dire Wolves have AC 2 because they are prone versus archery this means they get a +4 to AC.
Delemir hits for 1 damage with an arrow and the Dire Wolf yelps! The Wolves immediately start barking. They are howling and barking from a stationary position, as if to alert someone inside the hole.
Keisial and Lygan can shoot but they are out of range with their weapons. Jacob takes off but he initially moves at half speed, 9” forward and 9“ high. Sapphira is commanding the mercenaries.
The Dire Wolves continue barking and are leaping around, pacing back and forth. They are not bound by any chain though they are not approaching us.
We get our full rate of fire this round, those who are shooting. Jacob can fire full rate of fire from Hippogriff.
Everyone has moved and shot and now some of us are just outside of melee. The Wolves are guarding the hole.
Jacob says to the Mercs to listen to Josalyn and not the Paladins as he did not want them to engage.
We move half our movement and shoot a half rate of fire from horseback while moving.
We are firing the first round of shots. Lygan hit one for 6 damage. Jacob hits for 3 damage. The Crossbowmen fire and need a 15 to hit. There are 2 hits! These are considered medium creatures so they do 1d4 damage. They do 4 and 3 damage. Neither Dire Wolves are dead yet.
Suddenly, out of the hole come two arms and an orange head. It is an OGRE! It also looks like it took a bath in slime.
The Cavalry charge hits with their lances for 10 and 2 damage each, versus the Dire Wolves. Sapphira hits with her longsword for 3 damage which kills it! The other Wolf also takes damage.
The Ogre has -5 to AC because only its head it exposed and it has cover. Jacob only needs to hit AC 1 because he is above the hole and it has less cover.
The Ogre shouts something in the Ogre language and drops himself inside. We can hear as it whimpers and panics.
2 segments later, the Ogre is gone, so the Light spell being cast by Valter can only target the Dire Wolf. Suddenly, streams of light shoot out of its eyes! It is now blind.
Sapphira and Cavalry attack! Sapphira hits for 7 damage and a Cavalry lance does 2, which kills it!
Volter does not hear anything as he listens. The Crossbowmen have reloaded.
There is shouting inside the hole but we cannot tell what it is they are saying. The sink hole drops down about 15' and we can see that there are rocks and such inside.
The eyes of the Dire Wolf are still glowing. Volter plucks out an eye and says “For Glory” and he rolls it down the sharp slope, where it lands at the bottom until it rolls out of sight. Jacob and Josalyn secure two 50' ropes and drop them down the hole. Jacob wants to head down.
We all will go down a pretty wide hole on the two ropes. Meanwhile, Volter heard deep movements inside the pit. Jacob goes first.
We would be surprised but we have a Ranger with us! Keisial alerts to an imperceptible sound from some creatures waiting just down past the opening. We are approximately 20' off the ground.
Keisial gets to the bottom and has also +5 bonus damage against Ogres.
There are 3 Ogres waiting for us and they all throw large spears!
2 attacks are on Keisial and 1 on Jacob. These are big spears so they are considered like a glaive as far as weapon versus AC. The spear (glaive) has a -2 on Jacob and hits on a 20…it misses! Keisial is hit by the other and takes 6 damage. The next spear misses.
There are 3 Ogres.
Jacob and Keisial roll to hit AC 5. Jacob gets 2 +1 attacks and he hits for 18 and 15 damage each, which kills one! Keisial also kills the other Ogre!
One Ogre retaliates but misses. Bron also misses. Jacob hits for 18 more damage. Josalyn hits for 9 and 9 damage with her Rod of Flailing (2 attacks).
The third Ogre dies!
Following the battle, everyone is down in the pit now, Cure Light Wounds is cast and KEISIAL is fully healed.
There are stairs further in that go down a bit.
Jacob has a Continual Light necklace and Volter has the glowing Dire Wolf eyeball.
We find a total of 160 gp on the Ogres.
After looting the bodies, we move forward down the stairs. Things are now made of stone and not dirt at this point. This area looks intentionally mined and the walls look like they were carved out with large mining picks, bigger than men would use. We find some barrels in this room and a stack of 3 crates in a corner. A bedding of foliage is found here, some branches also among the bedding. The barrels are sitting on tons of dead leaves and sticks. We can see a wooden door to the west.
Jacob goes to the area of the door which is 12' tall, 8' wide…and all of us going forward all fall into a PIT TRAP! Bron does not…Actually HE DOES TOO!
The Pit was specifically in a circle marked by the 4 barrels and it drops straight into the ground. We each take 3d6 damage from a 30' pit. Stoneskin does not apply and Lygan takes 13 damage.
Jacob takes 10 damage. Keisial takes 12 damage.
Now our armor and shields must save versus blows and they have a -5 to their saves due to the height! Most everyone makes their saving throws.
Keisial failed a save for his armor and it breaks! He gives 20 pp to a guard in exchange for their studded leather armor.
Josalyn heals Jacob with 2 Cure Light Wounds spells. Volter heals Bron for 5 after Bron climbs back out. He previously took 7 damage from the fall. Josalyn casts Cure Light Wounds on Delemir who is healed for 5.
There was only tiny bones in the pit, nothing else. All the barrels are empty except for a slight discoloration and the faint smell of alcohol. The crates have trade goods produced by humans. They are 2/3 full. It looks like the crates were once torn open fully and then put back together.
These are moderate trade goods that may have some value.
Bron, Jacob and Delemir are opening doors.
The 3 of us try to open the door but we find that it is barred on the other side. We slam the door for 7 turns! After failing that, Bron pulls out his bardiche and someone uses their halberd to break down the door.
Beyond the door is a hallway. The eyeball with light on it is expired after 7 turns but Jacob's necklace still illuminates.
We broke through the door and see that another door at the far end of a slanted passage is slightly cracked open. There is a single blue Ogre eye looking through the gap at us.
Delemir casts Command on the Ogre and orders it to die! It fails its saving throw and the Ogre peeking through falls down to the ground in slumber and the door seals shut.
For the next actions:
Delemir manages to get the door open but only partly because of the sleeping Ogre. Inside, we find an unconscious Ogre woman lying on the ground as we anticipated. We can see into the room a bit more it is another cavern area. Inside of the room are bones of many small and medium sized animals and there is heavily disturbed dirt on the stone floor. Some of the stone floor has exposed dirt and there is an indication of high activity in this area.
Bron immediately stabs the sleeping Ogre, it is dead.
The whole room is illuminated with a smaller 8' wide corridor leading south and a wider 10' corridor continuing on to the west.
Lygan moves to the front, Keisial falls back due to his lower AC.
The Ogre woman had no treasure and was not armed. We can smell a foul stench from the southern corridor. It opens wide into a sizable living area compared to what we have seen before. There are crude Ogre supplies and crude clay implements, some ceramics, scattered around. There are some partially decayed fallen trees formed into bedding and implements here as well along with some bedrolls in the south. We can see a sizable chest in the west.
To the right of this chamber we can see another mined corridor that leads downward. This room looks lived in recently, including a freshly killed horse on the ground. It is about 1/3 being butchered.
The whole area would sleep around 10 Ogres.
Volter peeks down into the smelly corridor and finds that the stench is extremely bad. He will get sick if goes further so he goes back.
We go down the stairs and find 2 flights of stairs more or less.
We are not surprised but we can hear the voice of a Kobold and a Goblin then it gets quiet after a slapping sound. We continue down the stairs and see the edge of a pool of still water that is about 20' in diameter. The water is purposely dug out and looks like a gray ooze.
Immediately around the corner is a towering creature about 13' tall and with two heads!
Lygan was also in front with his glaive. We can see that there is a group of 3 Ogre women in the back and with them are two young Ogres that are Goblin sized.
Prayer is 6 segments to cast. The Ettin is considered large with an AC 3.
Jacob hits for 18 damage but it does not fell the Ettin! Everyone else missed with their attacks.
The Ettin attacks at the same time as the Ogresses and the Ogre children charge into melee! This time the Ettin attacks Jacob, twice! They get two attacks due to their 2 heads. Jacob has an AC -7 due to our Paladin's Protection From Evil aura! Jacob is missed by both attacks.
Volter lights his torch without issue while Keisial successfully disengages from the melee. Delemir is still casting Prayer. Meanwhile, the Ogresses and the young complete their charge. There is now a large swirling melee.
The 3 Ogreeses make their attacks against Lygan (x2) and 1 on Josalyn. Lygan has an AC 4. One of the Ogre females Hit and he takes 2 damage. Josalyn is missed by the attack. The two young Ogres attack Bron and Josalyn, both missed.
The Prayer spell finishes so we each get +1 to hit and saves for 5 rounds while the enemy suffer a -1 to their attacks and saves. Jacob gets a second attack this round but misses the Ettin.
The two young Ogres attack Josalyn but both miss. The Ogresses all attack Jacob and once again he is missed This time the Ettin attacks Bron and he will be hit on an 11. One attack missed while the other HIT! He takes 9 Damage.
The thrown torch rolls into the center of melee which is illuminating the room further. Keisial shoots an enemy twice, against one of the young Ogres and an Ogress. They have AC 5 and AC 6 respectively. He hits the young one for 4 damage.
Jacob hits for 11 damage. Bron hits for 9 damage. Delemir hits for 12 damage. Sapphira hits for 7 damage.
THE ETTIN IS FELLED!
Sleep goes off the next segment which effects a mixed hit die group. Both the young fall asleep one Ogress also.
There is one Ogress still alive and fighting.
Bron hits the last one along with Jacob and the others, the Ogress dies. We also dispatch the sleeping Ogres.
This area looks like a crude throne room. There is a long bed that reminds us of a chaise lounge and there is a chest in here.
Josalyn casts Detect Magic but sees no magic items in here. No magic detected in the other room either when we go back to check.
The Ettin King had a crude gold armband which we liberate from his corpse.
Josalyn heals Jacob for 7 and Bron is healed for 7 and then for 8. He is now fully healed.
The party leaves and makes for Mombafra.
On the way to Mombafra, we must camp out in the wilds for one night which passes without incident.
Josalyn, actually Delemir, casts Find Traps on the chests we took with us. There are no traps detected.
We are rolling for Treasure type B for the first chest:
Apparently the first chest was empty.
For the other chest, it is Type C:
And then another type:
This one is not quite empty.
The gold armband is worth 235 gp.
The Trade Goods are only 100 gp worth.
We are back in Mombafra.
The Division of Loot:
256 gp, 1/2 for henchmen each.
247 xp for henchmen. 622 xp for PCs.
Wednesday we are beginning Thorgard's Quest. He did some divinations before hand.
Sunday is Kaliset's Redemption Quest - This is an EVIL Quest.
Bron is moved up to 25th of the month for upkeep. Jedor is Level 3 which cost him 3,000 gp for training (paid). He is back in play on 9/8.
Jedor gets 13 hp total of 27 hp!
Keisial owes 500 gp and has 3,862 gp debt. Delemir owes 2 sets of rolls and 2,000 gp. He has 10,826 gp of debt.
Timbraun has 2,150 gp debt.
Lygan owes no rolls but 1,300 gp he pays toward his debt.
Bron only needs to roll 1 set and owed 300 gp for upkeep. He pays that and paid 300 gp toward his debt, which only covers the interest.
Josh is looking for a DL 5 class quest.
We discuss how Mon Korag bastion had multiple quests at once, which might be ideal again in the future.
Are we allowed to hire gem cutters? Yes.
Fulmok gets a class quest and Lusia gets a henchman search.
Maervahr is still on downtime.
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