“Let’s press on” urges Silvar and they follow the tracks towards the flooded Goblin shrine.
Are there Goblins here: Likely = Yes
Are they trying to repair the flooding: Likely = Yes
Will this be completely audible: Likely = Yes
Will they stop working at night? Unknown = No
How many Goblins? 2d3= 4 workers and 1d3+1 guards = 3.
As the sky darkens, Ash lifts his head and gives a soft growl. The group stop and listen, and hear what sounds like pickaxes and shovels up ahead. In the final light of the day, they spot 4 Goblins in rags with tools, trying to dig a channel around a flooded shrine, while 3 Goblins in patchwork clothes with fire-hardened spears idly look around, occasionally throwing mud and curses. “We must attack,” Rokav hisses, “We can’t make camp here!” Silvar nods.
Goblin guards HP3, damage melee/range = 1d4. Workers are HP2 and melee damage = d3
Rokav Volley (DEX) = 1+6+2 = Partial. Damage = auto kill, but the guards spot him. One guard grabs the dead guy’s spear and throws it, while the other tries to rally the workers.
Rokav Defy Danger (DEX) = 3+6+2 = Success. Dodge, roll, come to knees and sling again.
Rokav Volley (DEX) = 1+3+2 = Fail, miss. The rallying Goblin manages to get 2 of the workers to trudge out of the mud in the direction of battle. Silvar and Ash make their way forward and meet 1 Goblin guard and 2 workers in melee.
Silvar Melee (STR) = 1+6+1 = Partial, she slashes a worker for 1 and the return hits her shield.
Ash Melee Physical = 1+3+1 = Fail, the guard grounds his spear and Ash leaps ...
Rokav Volley (DEX) = 2+2+2 = Fail, he misses the rallying guard who gets the final 2 Goblins engaged and moving towards the melee.
Silvar Melee (STR) = 6+4+1 = Success, (Do extra damage to take a hit) She bashes the wounded worker with her shield, downing him, and trades hits with the other, killing him and quickly bringing her shield back to avoid the pickaxe aimed at her head.
Ash Defy Danger (Physical) = 5+5+1 = Success, he leaps over the spear and the goblin, who squawks in alarm as the wolf lands behind him, but Ash carries on running towards the 3 new enemies.
Rokav Volley (DEX) = 3+3+2 = Partial, instakill, he kills the guard behind Ash with a stone to the back of the head. All the Goblins are now behind his friends, in melee.
Will the Goblin workers flee? Likely = No!
Will they charge? Unknown = Yes, but … not the Guard. He flees.
Ash Melee Physical = 1+2+1 = Fail, 1d3 damage = 2.
Silvar Melee (STR) = 3+3+2 = Partial, (4) kills Goblin, takes (1) the shovel on her shield.
The final worker Goblin surrenders, gibbering in his strange language. The Nehar tribe are not known for their mercy, but this creature was simply a worker at a shrine. A guard has already fled, so … Silvar lowers her axe. The Goblin drops his shovel and runs.
Rations? Unknown = Yes, but … half are inedible to humans (dead rats etc) 1d4/2 = 1, so 1 good ration and the other can be eaten by Ash.
Treasure? Unlikely = No
The Goblins are worth 50XP each, and they engaged 6, so 300 XP.
Silvar collects the 2 wooden spears and Rokav takes a short handled pickaxe. There is plenty of water here, making marshy ground, and filling a nearby pit and cave. Silvar chants a purification ritual over it. Moving away a small distance, they make a cold camp where they eat rations, and Silvar changes Ash’s wound dressing before chanting a tribal hymn of rejuvenation, healing all after a full night's rest.
No Night encounters, and the group decide not to explore the flooded cave. Rokav finds Graggar’s trail again, and they continue zig-zagging SE into the fringes of marshy 1716 then away SW to 1617 (in between the left and middle yellow circles) where they find Graggar’s camp and shelter. There are no daytime encounters and Ash goes roaming for his own forage before night, and while Silvar makes camp, Rokav (Crit success on Survival!) to his delight finds a grassy clearing containing a fresh pool with a fat wood pigeon drinking - which he kills with an expert sling shot. It is an ideal place to drink, refill the waterskin, and set his animal traps for the morning. There are no night time encounters, so in the morning they fill the waterskin, collect some fat rabbits (2 rations) from the traps, and pick up Graggar’s trail again heading SE into 1717 (the mid yellow circle).
The first few hours are uneventful, and the trees start to thin out as the ground starts angling upwards. (Weather event = Yes. Foot fungus. Who affected? 1-2 Silvar 3-4 Rokav 5 both 6 Ash) result Rokav). The Hunter’s pace starts to slow and after an hour he curses, removing his moccasins. His feet are covered in fungal growths and he slams his fist on the ground in frustration. Silvar puts a calming hand on his shoulder and recites a healing prayer …
Silvar Cure/Heal (WIS) 3+2+2 = Partial, the ritual takes an hour and is noisy. Extra encounter check = no. After another hour the fungus is gone and they continue (100 XP) but the dice show an encounter in the afternoon.
Is it the Serpent from the mine’s mate? (See Graggar Stories, Part 2) Likely = Yes.
Is the Serpent so large that Ash cannot effectively bite it? Likely = Yes.
Up in the trees? It’s big, so Unlikely = No.
Ash Animal Sense (WIS) 3+3-1 = Weak success, the Wolf and Serpent spot each other, but Ash is foraging alone for the encounter!
Does Ash flee before combat? Very Likely = Yes.
Ash returns to the group, where Rokav can tell the Wolf is upset, but cannot determine anything more than that. He decides to keep Ash on “Heel” for the rest of the day, so Ash will roll to see if he needs Rations tonight. 3+1-1 = Fail, so yes he will.
The trees dwindle away to almost none, and a steady rain is falling. A few miles of raw hills stand above the forest to their south and east, before the tree line picks up again. The group can make out the edge of the forest to the north and behind them, west, as well as large features like the Ice Sea and Koshaar Hills to the north and Spear Peak to the South.
The tracks are harder to follow on hills and in the rain, but Silvar spots what appears to be a mine entrance in the hills ahead, and it seems the trail heads that way.
Snake in Lair? Unknown = No, but … on it’s way!
The group spot what looks like a body just inside the entrance to the mine. Silvar gasps and starts to run. Rokav calls after her, and suddenly Ash starts to whine. Rising from some boulders behind them is a Giant Serpent! Its body could easily coil around 1 or 2 people, and is wider than Ash’s jaws, the head looks like it could swallow a man’s head easily!
Snake: HD3/HP18, Bite or Squeeze (d6+1). Ash cannot harm the Snake directly. XP600
Range (2d6) close, near, far. 8 = Near.
Silvar turns around and with a shiver draws a spear. Rokav grabs his sling and starts backing away, barking an order to Ash “Circle!” - the Wolf growls and moves to one side.
Silvar Volley (DEX) 1+6+2 = partial “put in danger” and do damage. She takes a few steps run-up and launches the spear, 2 damage. Her feet slip as she throws.
Ash Aid Rokav (Physical+Bond) = 2+1+1+2 = Fail, the snake loops around Ash!
Rokav Volley (DEX) = 2+2+2 = Fail! He drops his sling stones which clatter away.
Silvar Defy Danger (DEX) 5+5+2 = Crit! She slips down the loose gravel and turns it into a controlled power slide, giving her the momentum to throw her last spear on the approach:
Silvar Volley (DEX) 5+5+2 = Crit! +2 damage, +d6 = 6! Snake is now on 10 and Silvar skids to a halt close by to Rokav.
Ash Defy Danger (Physical) 1+2+1 = fail, the poor wolf is crushed for 1d6+1 = 7! Lupine ribs crack and the wolf goes limp (on zero HP again!)
Does the snake try to escape with Ash? Unknown = Yes, but … “Transform hope”
Both the Nehar tribespeople pull their melee weapons and charge at the fleeing snake, yelling war cries and insults. The snake drops Ash and slithers away, one spear stuck completely through it, and now lost. Rokav looks pleadingly at Silvar, while she bandages as best she can, and begins a slow healing chant:
Silvar Cure/Heal (WIS) 1+2+2 = Fail!
The injury is too much for a simple healing ritual. Ash is still breathing, but appears to be in a coma. Tears fall down Rokav’s face. “Come” says Silvar “Let us move into the mine entrance for shelter”. They discover the remains of a body that is not Graggar, and has no belongings save scraps of clothing. There appears to be the remnants of a human-made shelter here, and signs of battle.
The Snake was worth 300 (3xd8 HD) tripled for 2 effects (constrict, Ash can’t hurt it) to 900 XP, which we’ll call 400 because it fled at over half HP.
Rokav is in no mind to search for tracks or evaluate the situation. Silvar decides that leaving to forage, track or investigate would not be wise, so she decides to consult the Spirits:
Silvar Ability = Vision. She consumes 1 Holy Water and communes with the Spirits. They tell her all her answers lie with “Kalimi” (see Graggar Stories, Part 2) in the forested hills to the South East. She tells Rokav of her experience, but he is loath to leave Ash. Silvar agrees, and says she will trust in her Visions to guide her, like in her Spirit Quest. She leaves Rokav with 1 Rations, eats, and drinks her share of the water and leaves him the skin, also leaving the Traps. Then she heads back into the trees at 1818 (in between the mid and right yellow circles) to make the most of the last few hours of daylight. She has no encounter in the afternoon, and decides to press on with a torch for a few more hours. After 2 hours of uneventful trudging through the torchlit darkness Silvar decides she will wait until daylight, little knowing she has been exposed to the toxic plants, same as her brother mere days before!
Silvar has used 2 torches and had no encounters (rolled once per hour in torchlit darkness). There is no regular night time encounter, although she will encounter Kailimi as prophecy!
When Silvar wakes, she feels a little light-headed. Rising, she takes a few steps before dizziness overtakes her and she stumbles. Forcing herself upright, she staggers forward, stumbling and falling every minute or two, muttering to herself “Kalimi … Kalimi ...”
A translucent Forest Spirit called Kalimi is gliding through her domain, and comes across the injured party. Recently a forest hermit has been dabbling in dangerous fire magic and she wants it stopped. Kalimi can manipulate the forest into sending the adventurers in the direction she wants, and force a confrontation. First she needs her puppets at full strength. Also, how does this human know her name?
Kalimi makes an antitoxin potion from forest herbs, and bids a passing water-bird to collect the potion in its beak, stand over the delirious tribeswoman, and drip it into her mouth. Silvar wakes to see a shimmering spirit floating nearby. They converse, talking of Silvar’s vision, Graggar, and Kalimi’s opponent. Kalimi agrees to provide a healing potion for Ash and if they return to aid her, she will show the Nehar where Graggar went. She will ensure no threats from creatures of the forest, although the hills are not in her domain so they must hurry back. Silvar returns to Rokav's camp a little after noon on the day after she left him.
Rokav had no night-time or morning encounters, and hasn’t left Ash’s side, dripping water into his mouth and stroking his blooded fur. There are 1 rations remaining and the water is all gone. He looks up exhausted as Silvar approaches, hope rising in his eyes as she tells her story. Silvar urges that they head into the forest as soon as possible and build a litter. No encounters happen under the canopy of trees, and the sky above is glowing orange with the setting sun as the Nehar arrive back in Kalimi’s clearing. The water-bird from before is flapping its wings near a pool, and Silvar bids Rokav to drink and to water Ash. Upon doing this, a young wolf cub enters the clearing, bearing a gourd in its mouth. It approaches slowly and gently puts the gourd on the ground near Ash, before “play bowing” and retreating. Rokav eyes wide smears the contents on his hands and puts them into Ash’s mouth, who feebly starts licking … gradually with more and more gusto, and when it’s all gone, Ash stands on unsteady feet, gives a loud wolf-howl, then curls up.
Rokav says he will search for forage and water, and comes back within 15 minutes saying “the forest led him” to a patch of nutritious plants and a clear-water spring. Everyone eats and drinks well, and after a trouble-free night, all are fully recovered, even Ash!
Note. At this point I realised the Rokav / Ash combo was OP, like having an extra PC in the party. I decided to reboot Pet as a ‘free’ Torchbearer hireling with an auto +2 relationship to his master. His stats total 0 and his damage is less than a light weapon in exchange for animal abilities.
They head off in the morning, the most obvious path through the trees is east to 1917 (right most yellow circle) on which Rokav can see recent signs of travel. The trees clear again and the weather above is cloudy but dry. At noon they see a ruined cluster of buildings, which historically was a "Cultural Purist Storehouse ruined on the surface by an earthquake". In the ruins will be an encounter and a treasure! The creature is a jungle cat possessed by a fire breathing spirit! It will have the same sort of stats as a Hellhound - jet black fur, panther grace, red eyes, fiery breath etc. Also, the remains of Graggar, a helmet on his head and a smile on his face (see Graggar Stories, Part 2).
Hellhound: HD2/HP14, Fire Bite or Breath cone (d6+1 +pierce), Panther Grace. XP600
Treasure box in rubble: Mirror with a copper engraved frame (20s) Dented silver goblet (20s)
If Wizards or Clerics are present, there is 1 quicksilver and 1 holy water.
On Graggar's body: Sword, Rusty Knife, Helmet, Flint and Steel, Lantern, Oil x2, Rations x2, 4 gold coins (40s) and a Necklace with Agate stone (40s)
The group approaches, eyes and ears open.
Ash Assist Rokav 4+5+2 = Success, Ash gives Rokav +1 to his “Perception”
Rokav Discern Realities (WIS) = 5+6+0+1 = Crit!
Ash gives a low growl, and they all crouch behind a low wall with some stones missing. Peering through, they see a large panther prowling around the ruins. As it turns it’s head they see fiery embers glowing and brief flashes of flame inside its maw. They also spot behind it the still body of a large muscled man - fits the description of Graggar! They attack!
Rokav Volley (DEX) = 1+1+1 = fail. He knocks over half the ruined wall, exposing them.
Silvar Volley (DEX) = 2+6+2 = success, she does her damage d6=1, she can’t hurt for toffee, but her success lets her organise herself for melee.
Ash “stay” (behind the little cover)
Defy Danger Silvar (DEX) 1+1+2 = fail, d6+1 = 2 through armour.
Defy Danger Rokav (DEX) 3+4+1 = partial, fall over or take the damage. He takes it (4)
Rokav Volley (DEX) 3+1+1 = fail, the sling stones are too hot to pick up from the flames.
Silvar Defend Self (CON) - Partial, Hold 1. Advances, shield held high.
Rokav tells Ash “sneak” - Ash circles away, darting between the rubble.
Silvar Defy Danger (CON) 3+4+0 = Partial, block flame breath attack, shield heats up, drop it or take damage. 50-50. She drops the shield!
Rokav runs in, away from Ash’s approach, drawing both weapons and yelling. Ash is now flanking the Hellhound.
Silvar Melee (STR) 4+2+1 = partial, a simple swing/dodge with no effect, but she chooses to spend Hold now to give Rokav an opening (+1 forward) by putting the Hound between them.
Ash Assist Rokav 1+5+2 = partial, Rokav gets a further +1 but Ash is exposed.
Rokav Melee (STR) 3+1+1+1+1 = partial, he decides to give (5) and take (7) damage.
Silvar Cure (WIS) 5+3+2 = success, she moves in and cures the horrible bite! (Rokav +7HP)
Rokav calls Ash to “Retreat” and stands in defence of Silvar 5+4+2 = success, 3 Hold!
Golden Opportunity (nobody is attacking) - the Hellhound leaps to the top of a nearby column and breathes flame! (spend hold: half effect, half damage (3), open to Ash +1 forward)
Ash, Distract! (Aid Rokav) = 2+6+2+1 = success, Rokav gets +1 as the Hound turns on its podium to look at the growling darting wolf. He swings the pickaxe at the column! 4+4+1+1 = success! He needs 2 swings but gets them because of Ash’s distraction. The Hound comes crashing down at his feet, but lands with cat-like agility on all 4 paws!
Silvar Cure (WIS) 3+6+2 = success, healing the last burn (Rokav +3HP)
Ash Retreat, Rokav Melee (STR) 3+2+1 = fail, flame surges from the hell beast’s mouth (separate the party) Rokav dodges left, Silvar right. Out of Defend, Cure, Assist range.
Silvar Melee (STR) = 3+1+1 = fail, claw swipe = 3 damage.
Ash Assist = 4+6+2 = Crit! Rokav gets +1 and +1d4 for Ash if he does damage.
Rokav Melee (STR) 4+6+1+1 = Crit!! allows Ash to re-roll his damage. Rokav 5, Ash 3. No re-rolls needed! 8 damage, puts the Hound on zero, and it is defeated.
"Graggar stories" continues in the next post!