| Gamemaster Zedth |
Roland, you sense the being is actually somewhat indifferent on the matter of its release. Its thoughts are always first: to burn, destroy, cleanse, and renew with the element of flame. Freedom seems a secondary, less pressing goal. You sense that it doesn't dislike being used to power weapons because it is using the power of flame to impact the world around it.
It did request its freedom, but it wasn't a desperate plea. Overall you would conclude that its feelings are neutral on its status as a thrall.
| Roland, just Roland |
The barbarian still has some doubts, but with the being indifferent to its freedom, he realizes that Miro is probably right about it, but he wants to make its time worthy of the temporary prison. "Hey Tess, how many arrows did you shoot on the last fight? I think you should try the crystal in your bow, since you could use it more often than me."
After all, aside from that being logical, I already got a MW weapon, a breastplate and the amulet of natural armor.
| Gromff Hammerhand |
I think once Tess answers we can move on. Wasn't the sun setting during the battle? Do we want to move through the night and the next day to get a head start or camp here?
| Gromff Hammerhand |
I am pretty sure we set out the same day they did so we need to beat feet to stay ahead. And the cultists are on the way...sort of.
| Roland, just Roland |
But they were, presumably, after the two deserters that just left after Meldara. They made a better time than us since they were at open roads, but I would not worry much about it, since they cannot follow us into the forest with those numbers.
| Tessandriel Siannodel |
"Well, if it doesn't mind I suppose it would be acceptable. It would be a welcome addition for my bow."
"As for our valuables, let us get them in the cart and get out of here. I've had enough fighting for one night."
Catcher
|
"Tess, you said that scary looking tree had some magical usefulness right? What do you need to pick up some samples for me?" asks the mage.
| Miro Ammar |
Miro smiles. The flaming gem would be a welcome increase in their firepower. Imagine the terror of their enemies as a flame-sheathed arrow came streaking towards them!
"I will just tidy things up in the wagon while you do that...I've had a taste of what that plant has to offer, and I would not like a second go."
Catcher
|
”Oh, sure, light of course!” says the mage somewhat distracted. She draws her dagger, and with a brief chant, cast light spell on it, when hands it over to the elf ”Here you have it! It’ll last for some time, half a bell’s mark, I would say.”
| Gamemaster Zedth |
With Tess' guidance and knowledge the party approaches the dangerous plants with magical light. The plants stir at your approach but settles down to a placid state when the bright warm light washes over.
After about an hour of chopping, squeezing, draining, wringing, and bottling, you have 6 pods filled with an aloe-like magical fluid that can be used to:
-add +5 to a heal check, which also immediately stops bleeding
-can be used as a component to decrease the GP cost of potions by 100 gp
You also have enough pulp and sap to:
-decrease the cost of created magic item(s) by 750 gp
or
-decrease the cost of created magic item(s) by 1,250 gp if the item is related to poison or defense.
You have also harvested one dose of Spellvine Poison:
-Injury, Fort DC 17, 1/round for 6 rounds, 2 consecutive saves. Failed saves cause confusion.
| Gamemaster Zedth |
It is now well past nightfall. The fires in camp are smolders, giving off limited light. Are you folks planning on camping here for the night, or taking the wagon eastward on the trail out of camp, into the night?
| Roland, just Roland |
"Impressive what that plant can do." Roland is a little bothered by the cart, although they could really use the resources. Actually, aside from some food for the trip they do not need it, right?
"Hey guys, I'm afraid that going with that cart through the road would lead us close to the army. Shouldn't we just take the stuff and leave it there?"
| Gromff Hammerhand |
"Too much to carry and all of it we could find a use for. Dwarven hoarding mentality We get it to Sweetwater or Ashvale and we can make some good money and good friends. Lot of it would also help if that army is headed there. Weapons to fight. Food to survive a siege. Building materials. Wonder what them cultists were doin with it all and what they were talkin to that ogre about? Either way I say we head through the night to get a good lead on em. We can take turns restin in the wagon."
Then as an afterthought, "Also, if we need to pretend to be farmers again we got the stuff."
| Gamemaster Zedth |
For reference and to help you make a decision: the surrounding woodland in your immediate vicinity is inhospitable for wagon use. It is too rocky and too steep to get far, with the obvious exception of this trail. Someone obviously took the time to smooth out a path, which must lead somewhere, but you don't have enough info to conclude where exactly.
You can ride the cart out of the path and make decisions along the way, or you can grab what you can carry and go cross-country.
It is certainly possible that you'll find more level ground over which you could take the wagon, but that remains to be seen.
Let me know what you decide, and I'll get up some further details.
| Gromff Hammerhand |
Though it might be trap, those supplies are too important to pass up. I have also consolidated the gear on my character profile and stuffed as much as possible in the mini bag of holding. If you would DM, can you take a look and make sure I have not over filled it. If possible I would like to fill it further with the magic weapons, the special material weapons, the armor (large sized so I doubt it), and as many other misc weapons as it can hold. If anyone has a new weapon in mind I suggest you ask since the wagon has an unknown quantity right now. That and rations.
How about we follow the path until we can turn North. Tess could probably guide us. And we can take random turns in the wagon resting. Catcher first. Arsensei and Walker can ride or walk, which ever they prefer.
| Gamemaster Zedth |
The slor-skin bag of holding looks about right. It is a mini-bag-of-holding, so it holds about 50 lbs. It is looking to be full my quick estimation. If you want to get anything different in there, try to swap weight-for-weight equivalency.
Here is a quick once over before Catcher goes to sleep for the day, looking at the items in the bag of holding. I'll give you the Javelin of Lightning as a freebee since you saw one used against you.
Catcher Spellcraft to ID magic: 1d20 + 10 ⇒ (1) + 10 = 11
Bandages = unknown
Catcher Spellcraft to ID magic: 1d20 + 10 ⇒ (19) + 10 = 29
leather hat = Hat of Disguise
Catcher Spellcraft to ID magic: 1d20 + 10 ⇒ (6) + 10 = 16
gauntlets = unknown
Catcher Spellcraft to ID magic: 1d20 + 10 ⇒ (3) + 10 = 13
potion = Cure Moderate Wounds
Catcher Spellcraft to ID magic: 1d20 + 10 ⇒ (2) + 10 = 12
Fine dagger = unknown. stronger aura than the rest so far.
Catcher Spellcraft to ID magic: 1d20 + 10 ⇒ (17) + 10 = 27
braided gold ring = ring of climbing
| Roland, just Roland |
So, the party takes the wagon and moves down the trail for some time, keeping an eye at it to avoid being surprised by enemy forces. If they see or hear someone coming everyone is going to leave the caravan there, take what they can carry and put fire on what's left, moving north through the forest. This is also the plan if they do not find a path leading north for the first two hours.
| Miro Ammar |
Miro will stay awake for a while, letting any who wish to rest do so. He muses upon his good fortune of finding this group, and silently thanks whatever gods are listening for the opportunity to do good in the world.
Thinking ahead, he wonders what is becoming of the children taken, and whether the stories of the dragon were true, myth, or a mixture of both. He decides to take it one step at a time, Sweetwater was a good destination. He rides in the wagon for as long as he can, then helps to burn it when it is time to cross overland once again. Speeding his stride up to keep pace with his longer-limbed companions, he grins against the night.
| Gamemaster Zedth |
The party decides to brave the path, leading off into the unknown. The ox is well trained and easily accepts your commands. The wagon wood creaks and the wheels carry you off into the night.
The path becomes less apparent not far from the camp, and more than once the wagon is stalled and turned back on course to what appears to be the path. You pass several points where "fallen logs" (with drag marks near by), mobile brush hedges (which remind you of the camouflage hedges Meldara showed you at your first camp site in the Everwood), and "luckily" placed hanging leaves and branches which hide the path well, especially from a west-bound facing. Most of these required some labor to clear the way for the wide wagon, but nothing that stopped your progress for more than a few minutes at a time.
Your path spills you out onto a mountainside bereft of any cover, a sort of landing where the trail makes a sharp turn, where a steep cliff skirts the pathway. From this spot you would guess that in the daylight it would be a vantage point to look out for quite some distance. Confirming this supposition, Tess points of several piles of dry feces thick with animal fur, indicative of predators perching here, using the wide view to look for prey.
The sharp turn changes your course to a southerly route, which then snakes back and forth several times, lowering your elevation, until finally you find yourselves on flat ground, still deep in woodland cover. From your position here Tessandriel points out faded wagon ruts but they appear to be at least several weeks old. There are more recent humanoid footprints that can be seen, as well as the ogre's and his pet's larger tracks.
The forest path is mostly non-existent at this point but the ranger can determine where these ruts lead to-- east, and in all likelihood, the road. After pausing to look around for enemies and to weigh decisions, you all are forced to conclude that this is a good place to rest. You feel exhausted from the battle and travel. In the morning decisions could be made, but for now you all just want to rest your heads.
The night passes uneventfully, and the party sleeps well and deep. When the morning comes the forest canopy overhead blocks much of the morning sunlight.
The ground appears flat enough for a wagon to be taken overland, at least for awhile. Only time will tell how difficult the terrain would be further on. You can make for the road or take your chances overland.
Catcher
|
After resting, and clearing her head, Catcher proceeds, first thing in the morning to study her spells. I’ll keep the same spell list for now.
Then, the mage go into trying to identify the others items they found.
Spellcraft: 1d20 + 10 ⇒ (19) + 10 = 29 fine dagger
Spellcraft: 1d20 + 10 ⇒ (3) + 10 = 13 javelins
Spellcraft: 1d20 + 10 ⇒ (19) + 10 = 29 masterwork gauntlets
Spellcraft: 1d20 + 10 ⇒ (12) + 10 = 22 bandages
Spellcraft: 1d20 + 10 ⇒ (13) + 10 = 23 warhorn
Spellcraft: 1d20 + 10 ⇒ (4) + 10 = 14 red gem
Did I miss any item?
After that, the searchs for Gromff, the Grumpy, for some advice.
"Good Morning Gromff." she says waving "Can you help me to awaken hour prisoner? Let's see what she knows, before we can make any decision for the day."
| Roland, just Roland |
"Morning, everyone!" The barbarian seems to be on a good mood! "Hey guys, can we risk returning to the road? The army was marching this way, and soon enough they will send for Grolmgor."
| Gamemaster Zedth |
The red gem is already identified. It revealed its nature and powers to Roland.
The javelin is a freebee as stated earlier. Only one of the javelins is magical and it is a Javelin of Lightning.
Dagger = Dagger of Deception +2, in addition to being a +2 weapon the wielder adds +2 enhancement bonus to bluff, sense motive, and +10 to sleight of hand checks used to conceal the dagger.
Gauntlets = Gauntlets of Ogre Power,, wielder gains +2 enhancement bonus to Strength
Bandages = Bandages of Rapid Recovery.
Warhorn = Horn of Fervor, it has 4 charges left. Standard action, use 1 charge to give allies who can hear the horn +10 base movement for 10 rounds
Roland's new Earthbreaker = +1 weapon
| Gromff Hammerhand |
To Catcher: "Aye. What do ye need? Doubt I'll be much help cept to heal wounds if ye inflict them."
To Roland:"Should probably go over land as much as possible. Then again it'll be easier ta track us if they find the body of that ogre. Elf, ye can't cover wagon tracks can ye?"
Probably not so "Now that we're rested best stay well ahead of us to lead the way and watch for danger. Roland should probably have the rear."
Catcher
|
"She is badly hurt I guess, I was able to keep her alive, but I have no means to treat her wound and awaken her. If left as it is, she'll probably die in few days."
| Gromff Hammerhand |
Gromff gets a sour look on his face. "Rather not waste magic on a child-kidnapper but we could use the information and we ain't got the time."
I would like to know what options I have. If I can I would like to do something as simple as dumping water on them to wake them up. If I can't do that and we do somehow have time, I would try Treat Deadly Wounds option for Heal but that takes an hour an I am not sure if there is a healer's kit among the supplies. Its a DC 20 to heal 1 hp per HD of the character but at a -2 without the kit. That leaves casting Cure Light. If the enemy is really near death and won't wake up I'll use that. DM can roll the heal. 1d8+3
| Gamemaster Zedth |
The cultist is stable, so there will be no danger of death, but she still is wounded enough to be unconscious. Dousing her with gallons upon gallons of divinely conjured water would be hilarious but ineffective.
There was no healer's kit among the spoils, though I seem to remember that someone here has a kit. (Tess maybe?) Might wanna wait for her to chime in (or whoever else has the kit) before deciding whether to attempt the heal.
You would estimate her HD as 1 or 2, so the healing check wouldn't heal a great deal, and probably will not awaken her immediately. You have one night of rest behind you so she has healed a little.
| Gromff Hammerhand |
All of us have also healed 3 hp right? I will go with the last option since we are pressed for time. But first, we shall use the chains or manacles used on the prisoners to bind the cultist.
Cure Light: 1d8 + 3 ⇒ (8) + 3 = 11 of course I roll max for an enemy.
"Wakey Wakey."
| Miro Ammar |
"The road would be quickest, for sure. We are traveling to Sweetwater, correct? Let us be on our way more quickly, pending what this cultist has to say." Miro relaxes, watching as the dwarf heals the woman then starts prodding her awake.
| Roland, just Roland |
"Don't forget that, as far as we know, Sweetwater is in enemy's control." Roland seems even better now that he found out that his Earthbreaker is magical. "If they see us passing the city heading west there will certainly be questions in our way."
| Gamemaster Zedth |
Hey folks. Forgive me, as I promised you a post by Sunday night but after re-reading the previous banter I am not sure of a party decision on whether to hit the road or travel overland. Can I get a party vote, or someone to make an executive decision please? Also if you're going overland, are you heading to Sweetwaters or do you plan to go cross-country and hope to find a way across the river?
| Gamemaster Zedth |
Per Catcher's suggestion, and a good suggestion at that...I'm taking some liberties here as to what questions you might ask her. Don't look at these as lines in a dialogue; think of them more as answers to your questions. She is cooperating but she isn't volunteering much on her own, yet.
Your prisoner awakes after the grace of Moradin heals the wounds that nearly took her life. She seems to grasp the gravity of her situation immediately and makes no jumpy attempt at escape or attack.
"My name is Jillian. I am from the village of Murss; a village of no consequence. It is an outlying community of fishermen and farmers who live upriver from Sweetwaters. Rumors sprouted up in the village about a dragon-- the sleeping dragon from the old tales-- a dragon that burst from the ground at a neighboring town called Granite Quarry, a few miles upriver from Murss. Most of us dismissed the rumor outright...that is, until the dragon landed outside our village and ate nearly an entire flock of sheep, though the shepherd boy made it back alive.
A few weeks later there were robed men and women missionaries going from village to village, town to town, recruiting for a new...organization. We were told those that would give fealty to this dragon would receive food, power, and freedom from devilkind. I and several others joined right away and made our pilgrimage to a large waterfall where the great green had made its home, directed by the men who had recruited us.
Recently I've been with a contingent sent south to spread the word and recruit more to our side. In a village not far from here...I don't recall the name... we met some very willing new followers. One of which was reformed highwayman who told us of a group of thieves who made camp in these woods. We still had time before the hellskin was to deliver the children to us, so we decided on a side excursion to capture the bandits, as they are worth good gold to the magistrate's local lords.
After a brief struggle and the timely arrival of our ogre friend, we cowed the entire camp and had them in chains. That was when your lot came out of the shadows and cut us down."
Catcher
|
”Jillian, dear” says the mage ”describe the dragon for me, everything you can remember, also, tell us where is this waterfall located and how can we get there. More than that, tell me how many of you were taken there, and how many left, how where they armed, and how is the place defended. Is there any kind of failsafe? Trap? Please, don’t hold anything back; I would hate to use other methods to get this information from you, and if you cooperate, I’m sure no one here will be against any kind of agreement, to spare you.”
| Gromff Hammerhand |
"Bah. Don't believe a word o it. They we're probably recruitin here like they did at other villages. Ain't no such thing as good green dragon. Wouldn't trust a gold or silver neither."
Sense Motive: 1d20 + 7 ⇒ (15) + 7 = 22 for deceit.
| Roland, just Roland |
"No one said anything about the dragon being good, Gromff, aren't you paying attention? It is just another evil power, and she knows it for sure. What about the drake? The small dragon-like that were with you?"
| Gromff Hammerhand |
"Just pickin up what she was tryin to imply. Cult comes to save the people from the devils and takes out a camp o bandits. But apparently on the side they steal children and work with the devils anyway. Stories full o more holes than dwarven cheese."
| Gamemaster Zedth |
”Jillian, dear” says the mage ”describe the dragon for me, everything you can remember, also, tell us where is this waterfall located and how can we get there. More than that, tell me how many of you were taken there, and how many left, how where they armed, and how is the place defended. Is there any kind of failsafe? Trap? Please, don’t hold anything back; I would hate to use other methods to get this information from you, and if you cooperate, I’m sure no one here will be against any kind of agreement, to spare you.”
"Magnificent, she is. Stands taller than an inn, has wings that blot out the sun, and her scales are shining emeralds. I cowered and ran the first time I was in her presence. Only after I mastered my fear was I able to don the robes and be given the blessing.
The waterfall is not far from my village, you can't miss it. King's Crown falls on the Great River is easy to find. Follow the river west from Sweetwaters and you can't miss it.Our numbers are not great, not yet, but we're growing. Men, scaled lizardfolk, a few tribes of kobolds, and a handful of drakes congregate in the area near King's Crown Falls. No traps, the only defense we need is fear itself. Not even the devils bother us there, 'cept for the occasional envoy."
| Gamemaster Zedth |
Gromff, you sense no deceit. In fact you believe she's being perfectly honest from a standpoint of arrogant assurance.
"A good dragon? Good to those who follow her, bad to those who make themselves enemies." She looks to everyone around her, "You all would be powerful allies, and you would be given places of authority and power!"
| Gromff Hammerhand |
"Think I've heard enough," Gromff says before whacking her back into unconsciousness. "Well ye heard the lass. If what she says is even half right, and was arrogant nuff to tell the truth, we ain't goin near that place. Big as an inn means old and the older a dragon gets the powerful they become, let alone the hoard o minions its got. The one we saw earlier was probably the same and I don't care to see it ever again. If'n we had an angel," he says stressing the word and looking at Roland and Catcher, "we might have a shot at doin somethin. Best just steer clear and make for Sweetwater or skip it and got to Archdale."
I keep forgetting where we are going and I can't find a reference.
| Miro Ammar |
The size of the mentioned dragon drags the pragmatism out of even the halfling, who nods at Gromff's words. "Aye...that seems a bit beyond us. Let us continue onward for now. Perhaps a solution will present itself in due course. Sweetwater it is, then?"
| Roland, just Roland |
Roland does not bother returning Gromff's scowl. "Well, I wanted to know where the drake was, but it seems someone is in a hurry..." Now he returns Gromff's annoyed look. "Why do we need to risk going to Sweetwater, if we're not facing the dragon? Of course it is beyond our firepower, but I mean, why don't we keep ourselves away from that city, just to be sure?"
| Gamemaster Zedth |
In answer to Roland's query Jillian says "The drakes are fickle soldiers in our army at the best of times. Few of us can speak with them, and fewer have any kind of rapport. I don't know where that drake might be now, but if I had to wager I would say it flew somewhere safe from you. Somewhere deep in the woods, or maybe even to the King's Crown."
| Gromff Hammerhand |
"I ain't sayin we go straight to the city but if we can get in like we did the last we can get more information and maybe sell some of these supplies. Sides, I saw the drakes wing. It was barely flyin after your hit. Doubt it wants anymore and I don't either."
| Gamemaster Zedth |
oh whoops, forgot she got knocked out. Lets pretend she responded to Roland before Gromff knocked her out cold.