The execution in the outpost at noon did not proceed as planned. Instead the party and the guards spent a whole watch on chasing the runaways, and another one preparing the ambush. The criminals' plot to leave the hidey hole (chase event) in the dark was foiled, and all but one met their fate in the quick fight.
Part A Looting
Those three cultists do not carry anything except for the swords stolen from the missing guards, which should be returned to the outpost people, the trio adventurers decide.
As for the fallen Doppelganger, Carry Loot A should be the most appropriate category because it's a rescue operation and valuable stuff with the monster seems rather unlikely.
Roll = 69 (Silvers equal 20 + sum of the digits of the dice i.e. 6+9) = 35sp
The money may come from the missing guards the night before (most probably killed by the Doppelganger). Perhaps our PCs are not supposed to take it (right away at least).
Let's hand it over to the three guards. It seems LIKELY that the offer will be well-received, and hopefully we may gain some favour from the outpost community.
Consult the Bones (1 Fate die locked to Y) = Y-N-N-Skull [negative, with misfortune] Oh, well ....
What's going on? Deck of Signs: "Guardian", "Unafraid", "Corruption"
These guards unabashedly snatch the silver pieces and slide them into their pockets without the slightest hint of shame or fear, let alone any sign of thankfulness. Their somewhat scornful gaze is telegraphing the decision that we are in no position to take part in this kind of "searching". Alright. The sharp-witted Sulani is beginning to sense what life is like in the outpost. Grindle the Greedy is their leader, after all...
Since it's just a small amount of money, there will be no more (negative) consequences.
Part B Investigation
In addition to looting, we need to see if there is any clue or information about the criminals' identity and affiliation. Those guards don't mind us doing this kind of unprofitable chore here.
Sulani makes an Intelligence check with her Divine Lore skill (+1), and she has a pretty high INT score (16). Roll = 7 (Great Success)
Deck of Signs: "Obelisk", "Waiting", "Sacred"
Bulfin turns over the deadweight Doppelganger for the artificer's quick inspection. Under the clothing, Sulani spots a weird looking tattoo of an obelisk on its chest, which piques her curiosity immediately. She cuts off that piece of skin with her razor-sharp utility knife, drops it into her specimen tin box, and looks far more pleased than pocketing any 30sp.
The artificer possesses certain general knowledge about obelisks in the Midlands (among other curious objects). She recalls sources talking about four rumoured locations of religious obelisks: the Ironhull Mountains, the Sunstone Ranges ("Random Encounters", The Midlands, p.120), the Spine of Ulgoth ("Random Encounters", The Midlands, p.123), and a peculiar one protected by the Morgak skorn tribe ("Morgak's Monolith", The Midlands, p.195).
IRONHULL MOUNTAINS or SUNSTONE RANGES
(19) A tall obelisk with ancient silver markings rises from the depths of a shallow crater. The floor of the crater is mirrored, reflecting the stars and moon overhead.SPINE OF ULGOTH
(19) In a narrow but steep ravine is an pale stone obelisk, marked with primitive scrawl and discoloured runes. As one descends, the air turns unnaturally cool, causing breath to fog. Perhaps the obelisk marks a ley line junction, serves as a cursed altar, or conceals a stairwell spiralling deep into the earth.
(6) MORGAK’S MONOLITH
Rumours & Hooks: Ceremond the alchemist is looking to hire explorers to venture into the Wistwood to retrieve some shards of a magic obelisk. The stone is protected by the Morgak skorn tribe.
Hopefully we will gather more information after going back to the outpost, she shares with the two teammates.
Part C A night in the wild
It is always dangerous to travel in the wilderness at night (should be around 9pm now), despite the half day's distance back to the outpost. So the small hut is their best option to stay over.
To avoid attracting any wild beasts and arousing suspicion, the group bury the dead quickly in the backyard. Moreover, the captured (spellcasting) cultist has been tied up and, more urgently, gagged properly, in fear and trembling of more dark sorcery as witnessed earlier on.
Not being in deep mutual trust, the adventurers and the outpost guards agree to divide the sentry duty evenly, with each pair in charge of three hours (till 6am next morning): 1st = Sulani, Guard #2; 2nd = Bulfin, Guard; 3rd = Cut, Guard #11
Any night encounter? Consult the Bones: Y-Y-N-Skull
Roll for Random Encounter (Plains, 1d12+8):
(18) Wolves: Two rival packs of 3d4 Wolves (70%) or 2d4 Dire Wolves (30%) are fighting over hunting grounds, growling and snapping at each other.
Which wolves (d10) and how many: Wolves (5), 1st pack = 3+3+2 = 7 2nd pack = 1+2+3 = 6
Wolves again!? [see Episode 4]
Who are the sentry (1d3)? (2) Bulfin-Guard #8 (midnight-3am)
Distance: Close (at night)
Stance: Having been detected (interpretation of the Skull result)
Reactions: 1st pack = 9 (sniffing curiously), 2nd pack = 11 (friendly)
What the hell are these loving wolves doing in the middle of the night??
Since both wolf packs are not hostile towards the party for the moment, Bulfin tells his Guard partner to wake up the others.
Part D Dances with Wolves
Probably the friendly group wants us to fight the other group...?
According to the rules, our party should pass a skill check, i.e. Int/Cha (Animal Lore*) or Int (Wilderness), to at least try to communicate with these animals with a certain degree of intelligence. Since no one has the Animal Lore skill, we adopt the latter option.
Cut is aware that wolves are good at tracking, and so he comes up with a quick plan. He asks the party if they have any more dried meat, or even better, more beef jerky.
Consult the Bones: Y-nil-nil-Sun
Yes, there is beefy jerky, though not too much.
Int(Wilderness): Int (11)+1 vs Roll = 3 (GS)
When he takes out a few bits of beef jerky, all the members of the friendly pack step closer drooling and tails wagging. The wolves in the other pack are looking even more curiously. Cut confirms that those friendly wolves are from the same pack.
Hellfire Glass Spend an action to hurl an explosive device up to Close range (an attack roll is generally not required; GM’s call), blasting a Melee area for 2d4 damage plus 1d4 every odd level beyond 1st (no save). Damage dice are exploding (p.7).
Since both wolf packs are not hostile to the party, the party automatically gets a surprise round.
Sulani targets at Wolf #1, blast area including #2,#3,#5,#6:
Damage = 4+1 = 5
Targets' HP revealed: Wolf #1=4, Wolf #2=4, Wolf #3=8, Wolf #5=5, Wolf #6=8
Results: Wolves #1, #2, #5 are killed, Wolves #3 & #6 are reduced to 3 HP.
End of Round Morale Check:
Due to the death of the pack's leader (#1), the pack makes a collective (WIL) morale check.
WIL (10) vs. roll (10) = Pass!
The remaining four wolves are shocked, but they choose to stay put and fight the sudden enemies.
Round #1
Initiative:
Sulani (Init = 15) vs roll (5), party goes first
Party's turn:
Order of action: Sulani, Cut, Bulfin, Guard #2, Guard #8, Guard #11
Sulani attacks Wolf #7 with her heavy hammer: roll (13) + 1 (STR) vs. AC 12, hit
DMG = 8; target HD = 4+2 = 6, killed
Cut attacks Wolf #4 with his long sword (2-handed): roll (9) + 4 (STR & Class) vs. AC 12, hit
DMG = 6+1 = 7; target HD = 1+2 = 3, killed
Bulfin attacks Wolf #3 with his great axe: roll 1 + 2 (STR & Class) vs. AC12, miss and FUMBLE
FUMBLE: Wolf gets a free attack (bite): roll (5) + 1 (STR) vs. AC13, miss
Guard #2 attacks Wolf #3 with his long sword: roll (6) + 1 (STR) vs AC12, miss
Guard #8 attacks Wolf #6 with his long sword: roll (3) + 1 (STR) vs AC12, miss
Guard #11 attacks Wolf #6 with his long sword: roll (9) + 1 (STR) vs AC12, miss
DMG = 4, NAT19 effect: Knocked Over; Guard #2's HP = 6 - 4 = 2
The strong wolf leaps over and bites on the guard's thign. The guard cries out and falls in great pain.
Wolf #6 attacks Guard #8: roll (20 NAT) + 1 vs. AC 14, hit & CRIT
DMG = 8, Guard #8's HD = 1, killled
The desparate wolf snaps on the guard's neck. He cannot stop the blood from springing out and collapses to the ground.
End of Round Morale Check (half of group eliminated):
Wolves' Wil (10) vs. roll (11), fail
The two surviving wolves flee the scene. The party decides not to pursue (nothing to gain anyway). Battle ends.
Aftermath
Cut attempts to further pacify the friendly wolf pack with a few more bits of dried meat, and then hurls the rest of the food deep into the bush.
Will the wolves go away? [Goodwill + Winning the proxy battle = VERY LIKELY]
Consulting the Bones (Judgement die locked to Y): N-Nil-Sun, the Judgement Y overides the Fate N, yielding a positive result, plus more benefit.
To be continued ...