IronDesk's Book of Terniel (Inactive)

Game Master IronDesk


401 to 450 of 1,113 << first < prev | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | next > last >>

Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Kee-rik shreds the goblin that wounded him before his companions can arrive to help. The cavern is yours!

As the prosiners see your group and the cultist -garbed Wolf-eyes Isabella starts crying in earnest, and the man moans in resignation.


Human Incanter 3 | AC 12/12/10 | HP 23/23 | CMD 12 | F+4,R+3,W+4 | Init.+2, Perc.+1 | Current SP 7/7 | Dest.Blast damage 2d6 | 2/2 Hero Points

"Hush! We are here to get you out of here! He's not a cultist...none of us are. We are here to stop them! "


Male Half-Elf | Brawler (Wild Child) 1 | HP 15 | AC 16 (T13/FF13) | CMB +4; CMD 17 | Saves Fort +4, Ref +5, Will +1 | Initiative +3, Perception +1, Sense motive -1, Bluff +1, Diplomacy +1

Wolf-Eyes pushes up the mask to reveal his face to the prisoners. "Any information on how many of 'em are there and where they're at would be most appreciated."


N/A Entobian Battle Lord 2; HP 20/20; AC 20; Fort +2, Ref +6, Will +3; CMB +2, CMD 15; Per +6; Init + 3; Speed 30 ft

Morgtii dashes towards little Isabella.

"Isabella-friend! It is Morgtii! I have brought otherfriends to rescue you. Are you injured? Do you know where they kept the keys to your bonds?"


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Morgy! Isabella sobs and reaches towards Morgtii.

There! The keys are there. Please help us!The chained man lifts a shaky arm and points to a spot on the wall just inside the entry to the cave, where a ring of keys hangs from a post.

How many? Of who? the masked men or the giants? I don't know. They were fighting. Killing each other. He points to the large pile of rags at the far back of the cave. Then it all got quiet.


N/A Entobian Battle Lord 2; HP 20/20; AC 20; Fort +2, Ref +6, Will +3; CMB +2, CMD 15; Per +6; Init + 3; Speed 30 ft

Morgtii dashes towards the ring of keys, snatching them off the post.

Assuming nothing happens....

After securing the keys Morgtii quickly scuttles back to Isabella to remove her chains, before tossing the keys at its nearest friend to assist the old man and helping Isabella to her feet.


Male Half-Elf | Brawler (Wild Child) 1 | HP 15 | AC 16 (T13/FF13) | CMB +4; CMD 17 | Saves Fort +4, Ref +5, Will +1 | Initiative +3, Perception +1, Sense motive -1, Bluff +1, Diplomacy +1

"Giants?" Wolf-Eyes wonders aloud as he shoots a questioning glance to Rodolpho.

"Any idea what all of 'em were fightin' about?"


Human Incanter 3 | AC 12/12/10 | HP 23/23 | CMD 12 | F+4,R+3,W+4 | Init.+2, Perc.+1 | Current SP 7/7 | Dest.Blast damage 2d6 | 2/2 Hero Points

Dolph remains quiet, waiting to see if the child and the man had any more information to add to the situation.


Female Human (Amorean) Synergist 2; HP 19/19; AC 17/ T 11/ FF 16; Fort +4, Ref +1, Will +5; CMB +3, CMD 14; Per +7, Init + 1; Speed 20 ft

"Mebbe he means those Thawn...thrawn...big ugly things?"

Raidh moves over to the pile of rags and investigates by prodding about with her longspear.


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Raidh pokes at the large pile of rags, which is revealed to be a dead thawn. It has been mauled and died of a ghastly wound to its gut.

5 year old Isabella is near catatonic with fright and can do little more than cling to Morgtii and whimper in fright.

The man turns out not to be old at all - just badly malnourished and recently the recipient of a savage beating that has left him near death. He says his name is Raf. He and some other travellers were kidnapped in the mountains south of Raven's Head about six weeks ago. His kidnappers always wore full black robes and white masks. He only saw them every couple of days when one of them would come in to drop off food and water.


Male Grippli | Metamorph 3 | HP 22/24 | AC 20(T17/F14) | CMB +2; CMD 19 | Saves Fort +5, Ref +6, Will +4 | Initiative +7, Perception +9, Sense Motive +3

Kee-rik will offer whatever food he has to the ex-prisoners.


Female Human (Amorean) Synergist 2; HP 19/19; AC 17/ T 11/ FF 16; Fort +4, Ref +1, Will +5; CMB +3, CMD 14; Per +7, Init + 1; Speed 20 ft

Raidh's nose wrinkles in disgust.

"You are one ugly...ugly thing" she murmurs.

After making sure it is dead, Raidh will cover her mouth and nose with her shirt and check the body for pouches, contents etc.


Human Incanter 3 | AC 12/12/10 | HP 23/23 | CMD 12 | F+4,R+3,W+4 | Init.+2, Perc.+1 | Current SP 7/7 | Dest.Blast damage 2d6 | 2/2 Hero Points

"Should we get them out of here before we worry about the cult and thrawn? I hate to leave her alone. As weak as our friend is, I don't know if he would be able to protect her."


Female Human (Amorean) Synergist 2; HP 19/19; AC 17/ T 11/ FF 16; Fort +4, Ref +1, Will +5; CMB +3, CMD 14; Per +7, Init + 1; Speed 20 ft

Raidh pauses from her search, closes her eyes and sighs.

"Good thinking 'Dolph. Dammit. I don't want to take them further in, nor meet a thawn with them in tow."

After another pause to think...

"Question is, do we all go and them return, or should a few of us see them to safety while the rest wait?"


N/A Entobian Battle Lord 2; HP 20/20; AC 20; Fort +2, Ref +6, Will +3; CMB +2, CMD 15; Per +6; Init + 3; Speed 30 ft

"Morgtii will accompany Isabella and Raf to safety and return. Now that we have intruded on our enemies, it would be dangerous to let them discover our interference in our absence."


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Raidh's search of the dead thawn yields a wad of chewed up roots, a plucked chicken, and a human foot on a chain.

Morgtii escorts Raf and Isabella out of the mines via the second entrance. They are both woo weak to make the trip back to Eiren on their own, so the entobian finds them a s hiding place in a dense copse of low trees within sight of entrance, then rendezvous with the others back in the main cavern (2).

Options:
B - A tunnel leading west from the western track
C - A narrow rubble strewn tunnel leading north-west from the main chamber
D- A tunnel leading west from the main chamber

Map Key:

1 - The mine entrance is at the end of a short trail atop a small bluff. Trees, vines, moss and other flora have taken over the area.  Broken and rotted mining gear is scattered about including carts, hammers, spikes, etc. There are clear signs of recent activity. There is no light visible inside the mine. A second entrance, choked with overgrowth, can just barely be spotted a bit to the west.

2 - This largish chamber was clearly a storage area when the mines were in operation. Rotted and broken rail carts along with old crates lie scattered about. This chamber has recently been ransacked.

3- A ransacked laboratory

4 - A makeshift prison

9 - A mine cart lies abandoned at a junction, the back portion of it having rotted away completely.

10 - An old, deep shaft drops into the lower mines at the end of each track line.


Human Incanter 3 | AC 12/12/10 | HP 23/23 | CMD 12 | F+4,R+3,W+4 | Init.+2, Perc.+1 | Current SP 7/7 | Dest.Blast damage 2d6 | 2/2 Hero Points

"Looks like we are heading west, one way or the other. Anyone have a preference? How about the tunnel heading west from the main chamber? That path looks as good as any..."


Female Human (Amorean) Synergist 2; HP 19/19; AC 17/ T 11/ FF 16; Fort +4, Ref +1, Will +5; CMB +3, CMD 14; Per +7, Init + 1; Speed 20 ft

Raidh nods.

"Sounds as good as any. Wolf-eyes?"

GM - so there is another possible entrance to the mine complex west of the main tunnel entrance , albeit apparently overgrown? ("A second entrance, choked with overgrowth, can just barely be spotted a bit to the west.")


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Yes, exits from area 3. That's what Morgtii used to get the prisoners out of the mine.


Male Half-Elf | Brawler (Wild Child) 1 | HP 15 | AC 16 (T13/FF13) | CMB +4; CMD 17 | Saves Fort +4, Ref +5, Will +1 | Initiative +3, Perception +1, Sense motive -1, Bluff +1, Diplomacy +1

"Sure thing," Wolf-Eyes says. He tosses aside the cultist's mask and shrugs out of the robe. "I s'pose I won't be needing this anymore."

Disguise discarded, he takes up his machete and begins creeping forward into the western tunnel.


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Looks like I mixed up my cardinal points - tunnels B,C, D lead east, not west - that's what I get from posting from memory :>

The group follows the other tunnel leading from the main chamber (D). Shortly the tunnel branches south. You notice a strong smell of rot emanating from within, and a quick examination reveals a small cavern that the cultist clearly used as a garbage dump for all manner of refuse, including, it seems, the remains of the their abhorrent human sacrifice rituals.

Leaving the dump alone, you follow the tunnel until you find another south branch. This one twists back upon itself and opens into a small chamber, the walls of which glitter with specks of iron ore. Crudely hewn shelves and tables are pushed against the walls, containing a variety of candles, bowls and other arcane instruments. A circle has been etched on the floor. Some sort of metallic iron fills the channels of this etching.

A tiny creature, little more than twelve inches tall, is curled into a ball in the center of the circle. When your light falls upon it, it leaps up into the air. The creature has a thin, wiry body and bat-like wings. Ram horns curl back from the twisted, wicked face of this small demon. Kneel and show obeisance before your betters, mortals! It demands as it hovers within the circle before you.


Human Incanter 3 | AC 12/12/10 | HP 23/23 | CMD 12 | F+4,R+3,W+4 | Init.+2, Perc.+1 | Current SP 7/7 | Dest.Blast damage 2d6 | 2/2 Hero Points

"Yeah, I don't think we should mess with this little bugger. I say we leave him here while we finish what we are here for," Dollph says, not wanting to describe any of the plan in front of the demon.


N/A Entobian Battle Lord 2; HP 20/20; AC 20; Fort +2, Ref +6, Will +3; CMB +2, CMD 15; Per +6; Init + 3; Speed 30 ft

"Dolph knows more of magic than this one, but perhaps the lizard-goat-bat in the circle knows more of what is happening and who we may yet be forced to battle?"


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Cease your prattling, worms! You will free me from this prison immediately or I shall see your blood boil and visit damnation upon your heirs for five generations! the little demon declares imperiously.


Male Grippli | Metamorph 3 | HP 22/24 | AC 20(T17/F14) | CMB +2; CMD 19 | Saves Fort +5, Ref +6, Will +4 | Initiative +7, Perception +9, Sense Motive +3

"How?" Kee-rik asks.


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Why it is simplicity itself toadling. Simply break the circle.


Human Incanter 3 | AC 12/12/10 | HP 23/23 | CMD 12 | F+4,R+3,W+4 | Init.+2, Perc.+1 | Current SP 7/7 | Dest.Blast damage 2d6 | 2/2 Hero Points

"This is a bad idea. This cult worships demons. I'm pretty sure this is a demon. We should leave it alone."


Female Human (Amorean) Synergist 2; HP 19/19; AC 17/ T 11/ FF 16; Fort +4, Ref +1, Will +5; CMB +3, CMD 14; Per +7, Init + 1; Speed 20 ft

"You talk big from inside that circle... [here looks at Morgtii for assistance, then nods smiling] lizard-goat-bat. But you look kinda powerless. So. Stay. There."

Raidh motions as if to spit the thing on her spear and smirks at it. She stands to attention.

"I agree with Dolph. Let's move on."


Male Grippli | Metamorph 3 | HP 22/24 | AC 20(T17/F14) | CMB +2; CMD 19 | Saves Fort +5, Ref +6, Will +4 | Initiative +7, Perception +9, Sense Motive +3
Kee-rik wrote:
"How?" Kee-rik asks.
GM IronDesk wrote:
Why it is simplicity itself toadling. Simply break the circle.

"No, no. Meant, how you boil blood and damn five generations?"


Female Human (Amorean) Synergist 2; HP 19/19; AC 17/ T 11/ FF 16; Fort +4, Ref +1, Will +5; CMB +3, CMD 14; Per +7, Init + 1; Speed 20 ft

Raidh barely stifles a laugh.

"Yeah! How are you going to manage that, Lizgobat?"


N/A Entobian Battle Lord 2; HP 20/20; AC 20; Fort +2, Ref +6, Will +3; CMB +2, CMD 15; Per +6; Init + 3; Speed 30 ft

Morgtii's antennae twitch in mild agitation. "The farfalites of my hive warned the little ones of demons. Dolph-friend is farfalite of new-hive, if he says we have no business with lizard-goat-bat, we should not mock it. Trouble looks for those who bring arrogance into strange places."


Female Human (Amorean) Synergist 2; HP 19/19; AC 17/ T 11/ FF 16; Fort +4, Ref +1, Will +5; CMB +3, CMD 14; Per +7, Init + 1; Speed 20 ft

Raidh sighs in annoyance. "Gah. Ok Morg. Fair enough." And sticks her tongue out at the demon for good measure.

"I don't see Trouble here...." she mutters...


Human Incanter 3 | AC 12/12/10 | HP 23/23 | CMD 12 | F+4,R+3,W+4 | Init.+2, Perc.+1 | Current SP 7/7 | Dest.Blast damage 2d6 | 2/2 Hero Points

"Well, let's keep going. We can deal with this thing later. We've got more important fish to fry right now."


Male Half-Elf | Brawler (Wild Child) 1 | HP 15 | AC 16 (T13/FF13) | CMB +4; CMD 17 | Saves Fort +4, Ref +5, Will +1 | Initiative +3, Perception +1, Sense motive -1, Bluff +1, Diplomacy +1

"Heh, if I caught the fish that small, I'd throw it back," Wolf-Eyes says with a grin. "Keep back from that thing, Dewall, it's worth less trouble than a porcupine; prolly tastes worse too."


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

The group decides that the little demon is better left alone and begins leaving the summoning chamber.
Wait, no. You can't leave! The creature's demeanor takes an about face as it realizes the group really is leaving.

“Great and powerful masters who know all, see all, and command all, give to your humble servant your attentions, it pleads in a decidedly grovelling tone. Please, come back! it calls as the last of the adventurers disappears around the corner.

You continue to follow the tunnel which takes a twisting, generally northward path until opening into another cavern, the walls of which gleam yellow with iron flecks. Its original purpose is impossible to discern, but these days, it seems to be sleeping quarters. Straw from ransacked mats is spread all over the room, and a large pile of blankets is piled up on the west wall.

A battle occurred here recently. Goblinoid bodies litter the floor and a heavy metallic odor of fresh blood fills the air. To the north, flickering torchlight is visible, the only light you’ve seen thus far in these mines.

There is an opportunity for perception, know:local, and heal checks for anyone wanting to examine the scene more closely


Human Incanter 3 | AC 12/12/10 | HP 23/23 | CMD 12 | F+4,R+3,W+4 | Init.+2, Perc.+1 | Current SP 7/7 | Dest.Blast damage 2d6 | 2/2 Hero Points

Know. Local 1d20 + 8 ⇒ (19) + 8 = 27
Perception 1d20 + 1 ⇒ (1) + 1 = 2

Dolph looks around the bloody room the group stumbled upon.


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Rodolpho has studies texts on the goblin tribes of the are and can tell from the tattoos on the goblinoid remains that they are members of a single clan. Goblins are thick in the nearby mountains and not uncommon in Zaran Wood and the Fetid Bog. Droktael goblins control the Fetid Bog while Zaltrag goblins are common in the nearby low mountain passes. The clans are not friendly to one another. The tattoos on these goblins are from a third, unknown clan.


N/A Entobian Battle Lord 2; HP 20/20; AC 20; Fort +2, Ref +6, Will +3; CMB +2, CMD 15; Per +6; Init + 3; Speed 30 ft

Morgtii will also search the room.

Perception: 1d20 + 5 ⇒ (16) + 5 = 21


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Morgtii leads the others in a search of the room.

Near the center of the room are 5 dead goblins and 2 dead hobgoblins. A pitched battle occurred in this room. Multiple attackers surrounded a single foe. What you would expect to have been a one-sided battle appears to have been a real contest. The marks and wounds on the bodies are similar to those on the guardsmen in the library.

The pile of blankets is actually another thawn corpse ,and one of the goblins is just barely alive.

On the goblin corpses:

-2 gp worth of coins in coppers and silvers
-Standard gear x5 (leather armor, light wooden shield, short sword, short bow with 15 arrows)
-Poorly whittled small wooden statue of a goblin deity strung on a leather cord (acts as bracers of armor +1, but uses the neck slot)
-Small pouch with 55 teeth from various 'donors'
-Fist-sized nugget of pyrite

On the hobgoblin corpses:

- 10 gp
- Standard gear x2 (studded leather armor, light steel shield, longsword, longbow with 20 arrows)
- 5 small blue lapis lazuli gemstones (10gp each)
- 2 potions of cure light wounds
- Black eyepatch w/a swan painted on it
- Game of bones made from human finger bones

In the thawn’s purse:

- Long strand of blood-soaked hair with 13 knots tied in it
- Satchel containing lunch (mushrooms, cooked bones, a few humanoid fingers)
- Fist-sized bag full of small mice with a distinct odor of sour wine (a natural pain reliever)
- 2 stone six-sided dice sized for large hands
- Battered and worn doll sized for a human baby

The flickering glow of torchlight seeps out from the northern passageway.


N/A Entobian Battle Lord 2; HP 20/20; AC 20; Fort +2, Ref +6, Will +3; CMB +2, CMD 15; Per +6; Init + 3; Speed 30 ft

Morgtii avails itself of the goblin's arrows and replenishes its quiver. Slinging the eyepatch over one antennae so it comes to rest loosely near one compound orb (Morgtii thinks it might lend a certain rakish air), it scuttles over to the thawn and examines the doll, seeing if perhaps it might have once belonged to one of the village children.


Human Incanter 3 | AC 12/12/10 | HP 23/23 | CMD 12 | F+4,R+3,W+4 | Init.+2, Perc.+1 | Current SP 7/7 | Dest.Blast damage 2d6 | 2/2 Hero Points

Dolph points out the magic, asking the melee types to take the two curative potions. "Other than me, is anyone not wearing armor? Id rather someone else use it, but will if no one else can."


Female Human (Amorean) Synergist 2; HP 19/19; AC 17/ T 11/ FF 16; Fort +4, Ref +1, Will +5; CMB +3, CMD 14; Per +7, Init + 1; Speed 20 ft

"It suits you Morg." Raidh assures the Entobian.

Going through the loot, she makes a disgusted face as she sees the source of most of these items; then makes a stranger face as she sees the worn doll.

"These poor thawns. They really are a tortured lot."

She picks up a short bow and tests the string, then takes a quiverful of arrows.

To 'Dolph:

"Unless Dewall can make use of it - take it 'Dolph. [sniffs the mice, and makes a sour face] You think these mice taste as awful as they smell?"


Male Grippli | Metamorph 3 | HP 22/24 | AC 20(T17/F14) | CMB +2; CMD 19 | Saves Fort +5, Ref +6, Will +4 | Initiative +7, Perception +9, Sense Motive +3
Rodolpho Santiwale wrote:
Dolph points out the magic, asking the melee types to take the two curative potions. "Other than me, is anyone not wearing armor? Id rather someone else use it, but will if no one else can."

"Um. I could use." Kee-rik is pretty obviously not wearing armor.

Seriously, who designs a melee-oriented class with d8 hit dice and no armor proficiency?


N/A Entobian Battle Lord 2; HP 20/20; AC 20; Fort +2, Ref +6, Will +3; CMB +2, CMD 15; Per +6; Init + 3; Speed 30 ft
Kee-rik wrote:


Seriously, who designs a melee-oriented class with d8 hit dice and no armor proficiency?

I think you're supposed to crank up your natural armor? I seem to recall the metamorph being really squishy at levels 1-4 but steadily cranking up and eventually being one of the higher AC classes.


Human Incanter 3 | AC 12/12/10 | HP 23/23 | CMD 12 | F+4,R+3,W+4 | Init.+2, Perc.+1 | Current SP 7/7 | Dest.Blast damage 2d6 | 2/2 Hero Points

"Perfect, Kee Rik. Use this wisely.". He passes the necklace to the warrior.


Female Human (Amorean) Synergist 2; HP 19/19; AC 17/ T 11/ FF 16; Fort +4, Ref +1, Will +5; CMB +3, CMD 14; Per +7, Init + 1; Speed 20 ft

Oh, sorry, didn't realise you had no armor Kee!

Kee-rik wrote:
Seriously, who designs a melee-oriented class with d8 hit dice and no armor proficiency?

That would be

THIS GUY - you could always ask him!


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Morgtii examines the doll found on the thawn, but there is nothing remarkable about it that identifies its original owner

The party salvages what they can from the battle site then moves on, leaving the dying goblin to its fate.

You follow the dim light coming from the northern passage which quickly leads to a large chamber. This chamber is lit with sputtering torches placed at intervals along both sides of the wall. A large stone altar, stained from frequent use, dominates the room, clearly marking this as a place where sacrifices are performed. The room has been ransacked. A bookshelf on the far wall was tipped over, its contents now spilled across the floor and implements used in sacrifices – bowls, knives, incense, and other arcane instruments – have been strewn around. On the floor, in front of the altar, two bodies have been carefully laid out and covered with sheets. They appear to be female corpses.

Picking through the mess is a tall man dressed in the robes and mask of the Kaj'Talel, but the robes are richer and more elaborate than the others you have seen, and the ornate mask is black rather than white... It seems you have found the Master.

Perception checks:

Kee-rik: 1d20 + 7 ⇒ (7) + 7 = 14
Dolph: 1d20 + 1 ⇒ (14) + 1 = 15
Raidh: 1d20 + 7 ⇒ (9) + 7 = 16
Morgtii: 1d20 + 5 ⇒ (10) + 5 = 15
Wolf-eyes: 1d20 + 1 ⇒ (19) + 1 = 20


Female Human (Amorean) Synergist 2; HP 19/19; AC 17/ T 11/ FF 16; Fort +4, Ref +1, Will +5; CMB +3, CMD 14; Per +7, Init + 1; Speed 20 ft

I must have missed that one of the goblins was dying. Raidh would not have left him to die, nor without... interrogating... him. Oh well.

Raidh tenses as she sees the bodies on the ground and the vile figure of the Master in his mask picking through the chaos - she readies her longspear - unsure of how to act.

Is Wolf-eyes still disguised as a Kaj'Talel?


N/A Entobian Battle Lord 2; HP 20/20; AC 20; Fort +2, Ref +6, Will +3; CMB +2, CMD 15; Per +6; Init + 3; Speed 30 ft

Morgtii lays arrow to string and begins the signals and gestures for its Steel Rain drill. Slipping past Dewalt, Morgtii settles against the inner with a clear firing line to the Master.

This will put Morgtii 10 feet east of Kee-rik's current position.


Human Incanter 3 | AC 12/12/10 | HP 23/23 | CMD 12 | F+4,R+3,W+4 | Init.+2, Perc.+1 | Current SP 7/7 | Dest.Blast damage 2d6 | 2/2 Hero Points

Waiting to see if Wolf Eyes is still dressed up and wants to try anything creative with the Master before Dolph attacks and ruins it.

401 to 450 of 1,113 << first < prev | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / IronDesk's Book of Terniel All Messageboards

Want to post a reply? Sign in.