With this in mind, the party sets out in the morning to follow the orcs and rescue the gnome prisoners. The orcs were hasty in their retreat, and with their prisoners in tow, unable to fully conceal their passage. With a successful survival check (DC10), the party can locate the trail of the orcs and follow it. Any subsequent survival checks higher than 5 have no trouble staying on the trail.
The orcs moved through a gully away from the inn, stopping about 300 yards away near a small pool and cluster of trees. A survival check DC16 will note evidence that the orcs rested here, and secured their prisoners. There is evidence of them being bound to a tree, and smaller discarded rope with the ends of a finer quality, heavier cord nearby. If the roll is greater than 20, they can determine the orcs rested here for ten minutes or so, binding their wounds and prisoners, then headed east toward the hills in the distance.
The trail runs away from the town along the side of the road for a mile or two, then climbs to the road and disappears. Their direction is clear, heading east toward the mines, but after several dozen yards, it is indistinguishable from the other tracks on the road. Ten to twelve miles into the hills, there is evidence of tracks leaving the main road, headed north toward a deep ravine cutting into the steep hillside. Studying the tracks shows six sets of prints headed toward the ravine (DC16 survival check will pick out the three orc tracks among the six).
After another three hours on the trail, the party find themselves at a corner looking up to a battered mine entrance cut into the mountain wall to their left. There are two orcs poised on either side of the door, having a conversation as they move wood and tools around. Have the characters roll a stealth check against the orcs passive perception to remain undetected.
With dusk settling, the characters can take cover and watch the entrance, waiting until dark.
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